ShadMOrdre wrote:Duane,
Since you are obviously still playing with the code, what are your plans for the Geomoria mod? IIRC, you had previously stated you were "abandoning" the code. :( I'm also asking because I have a simple change to the code that removes the deep chasms, while keeping the stairs down into the abyss. Essentially, it also means licensing, since, iirc, it's apache license.
IMHO, Geomoria is THE best dungeon mod MT has. Your work is phenomenal. I gotta go figure out how to make more "rooms/areas" for use with it, and how to spawn them in mountains without cutting through.
Those dungeons fit all too well with some of the other things I've been working on.... (Nearby the last image is another peak with a stairway to heaven, errr, hellllllll.) Working on adding the Balrog, dwarves, gobllins, and other appropriate mods.
Geomoria is still gpl 2.1, and I'm not planning to do anything with it. Feel free to fork it.
I've recreated most of the geomorph code in my latest mess, I mean project, but I haven't added any ruin/chasm code since it always annoyed me. (I spent a lot of time on those halls. I don't want them broken.) The newer version is separated into a functional mod (called geomorph) and the geomorph data, which is stuck in the mapgen mod at the moment. I'm still making geomorphs, but none of them would fit the original style.
The newer mod is much faster, since you have to call it from a lua mapgen, so it doesn't need to make an additional copy of the map data. Of course that only helps if you're running a lua mapgen. Most of the structures in the images below were made with geomorphs.
The geomorphs are easy to make. I put a brief guide on the mod page. You just break everything down into simple shapes and drop in a table for each. They depend on having the same sixteen doorways in every plan to link up, but you're free to do anything as long as you leave them alone.
Getting geomorphs to spawn in mountains would be possible as long as nobody asks why someone built a hallway with no connections to the rest of the complex. You'd just have to check the heightmap before placing each node. Of course that limits you to mapgens that create accurate heightmaps. Unfortunately, it's logically impossible to have an accurate 2D heightmap of a mapgen that creates overhangs.
The problem with geomoria, from my point of view was always that it was so huge and empty and deep underground (to avoid terrain issues). It takes forever to get down there and then I tend to get bored with it. So, I'm making a game where everything is shuffled together in no particular order.
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Hmmm. This didn't work the way I thought it would.
Better.