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Night and Day cycles

Posted: Thu Feb 23, 2006 12:41 pm
by Wizardry Dragon
Is there a way to set a certain map to not follow night and day cycles? I have map01 sectioned off for the Underworld, so it really doesnt make sense that it's following night and day cycles :P

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Peter M Dodge aka Wizardry Dragon
Lead Designer
Ultima VII: The Feudal Lands

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 1:01 pm
by drcode
Not currently... Should the underworld be always in daylight, or should it be night?

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 1:34 pm
by Wizardry Dragon
Probably the low light you get adround dusk.

~ Wizardry Dragon

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 1:51 pm
by DreamMaster
Reminds me of a Terry Pratchett quote:

Here and there huge patches of fungi, luminous with decay, cast a faint glow over the ancient stonework.

[Footnote: It didn't need to. Cuddy, belonging to a race that worked underground for preference, and Detritus, a member of a race notoriously nocturnal, had excellent vision in the dark. But mysterious caves and tunnels always have luminous fungi, strangely bright crystals or at a pinch merely an eldritch glow in the air, just in case a human hero comes in and needs to see in the dark. Strange but true.]

:)

DreamMaster.

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 3:35 pm
by TdI
How do dungeons work? Couldn't you mark the whole map as being a dungeon? You dont get day/night cycles in dungeons.

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 5:04 pm
by Colourless
Dungeons are flagged by their 'roof' shapes.

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 7:12 pm
by MV
Well, problem solved. Just put a roof over the whole map. :)

Re: Night and Day cycles

Posted: Thu Feb 23, 2006 7:43 pm
by Azulmagia
'twould make sense, it being the Underworld and all...

Re: Night and Day cycles

Posted: Fri Feb 24, 2006 3:56 am
by Jets Connor
Always good to see an unexpected Discworld fan.

Re: Night and Day cycles

Posted: Fri Feb 24, 2006 11:25 am
by Wizardry Dragon
Problem is, there's no quick way to put a roof over the entire map, Id have to do it by hand.

And it -already- takes ages to make chunks. I dont need -another- hour-long mapping endeavour. :P

At this rate, Lazarus will beat TFL in terms of development cycle :\

--------
Peter M Dodge aka Wizardry Dragon
Lead Designer
Ultima VII: The Feudal Lands

Re: Night and Day cycles

Posted: Fri Feb 24, 2006 1:02 pm
by drcode
I agree. Don't waste your time doing that.

Re: Night and Day cycles

Posted: Fri Feb 24, 2006 1:40 pm
by marzo
If you want, I have already done (in a quick, clever way of course) a rooftop cover for the entire map using mountain tops. I have to versions: one for the map 1 of the Keyring mod and another for a completely blank map.

Re: Night and Day cycles

Posted: Fri Feb 24, 2006 3:43 pm
by Wizardry Dragon
It's still only a quick fix solution and not really a pernament fix, but if it works, I'm all ears :P

--------
Peter M Dodge aka Wizardry Dragon
Lead Designer
Ultima VII: The Feudal Lands

Re: Night and Day cycles

Posted: Sat Feb 25, 2006 5:44 am
by exolon
Is that how it's done in the dreamland in SI?