Carmina16

Results 41 comments of Carmina16

* Floors do not have walls, only the chasms have small textures on the walls, taken from *XXXCHASM. They are transparent on the bottom, so they allow to see the...

Well, you can see whether the floor tile is adjacent to a chasm, when constructing the floor, and set its walls accordingly? Unfortunately, I don't know C++.

Well, the game renders a gray square at that place, so it's better just to ignore that invalid 0 index.

Each province has 32 settlements, first 8 are "cities" (internally 0), next 8 are "towns" (1), and the last 16 are "villages" (2). `isCity` is for example `((cityId & 0x1F)...

`cityId` is `(province

For the testing purposes, I propose **North Hall**, a town in Hammerfell. Here's its properties: cityId: `0x2E` Coordinates: 250, 131 Global coordinates: 120, 85 Terrain: 3 (desert) City Seed: `0x00780055`...

My bad! The seed derived from the global coordinates is used elsewhere. The value used for the generation is indeed `0xFA0083`, and the cityId is `0x2E`. As global coordinates, rulers...

I found out the array in the executable has different ordering: towns, villages, and finally cities. So the first element is 3, 4 `TOWN1` , sixth is 3, 6 `TOWNW1`,...

Yes, just ignore those if you use a dynamic array to hold the city plan.

Oh, it's just the current seed value. I've also noticed the small error in the algorithm, so watch for the change.