U7 engine internals - shape kinds and such
Posted: Wed Nov 14, 2001 8:04 am
I'm very much interested in how the Exult team solved the following problems:
1) Shapes have a kind of the "dungeon roof" flag.
In native engine, the "dungeon/non-dungeon" mode - whether the whole world is black or not - depends ONLY on the shape kind which is above the Avatar's head. I had an experiment of editing IFIX file to replace the Monitor jail roof with a mountain roof - and the jail worked as a dungeon - palette change and whole world black, switched by Avatar stepping back and forth between the patched roof and usual roof.
There must be some table of "dungeon roof" flags. Where is it? In EXE or in some data file?
2) Containers - i.e. bodies - have a flag which prohibits putting items to them, only taking.
Where is this flag?
3) The "flatbed" flag. You can put items on the table - but not on the statue. Where is it?
4) The whole thing of stealing. Does it work in Exult? How the engine determines whether the item is yours or not? Depends on the kind of table it is on? Or some Eggs?
1) Shapes have a kind of the "dungeon roof" flag.
In native engine, the "dungeon/non-dungeon" mode - whether the whole world is black or not - depends ONLY on the shape kind which is above the Avatar's head. I had an experiment of editing IFIX file to replace the Monitor jail roof with a mountain roof - and the jail worked as a dungeon - palette change and whole world black, switched by Avatar stepping back and forth between the patched roof and usual roof.
There must be some table of "dungeon roof" flags. Where is it? In EXE or in some data file?
2) Containers - i.e. bodies - have a flag which prohibits putting items to them, only taking.
Where is this flag?
3) The "flatbed" flag. You can put items on the table - but not on the statue. Where is it?
4) The whole thing of stealing. Does it work in Exult? How the engine determines whether the item is yours or not? Depends on the kind of table it is on? Or some Eggs?