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-   -   A way to remove the maze-like walls? (http://www.soldak.com/forums/showthread.php?t=37416)

Jackietreehorn 01-06-2018 08:12 AM

A way to remove the maze-like walls?
 
Hi colleagues,

Can someone plese help me find a way to remove or lower the corridors from an area?
For me they only slow my progress and don't make much sense, especially in the forest or desert areas. They make sense for dungeons though.
I found out i enjoy the areas in DOP more, and that because i can walk freely in every direction at any time.
Oh..and if anyone bothered to read so far, maybe a way to make the teleport stone usable always? Maybe add a longer casting time, like for instance the hearthstone from WoW, so that you cannot exploit it too much, but to add more mobility overall?
Thank you all and have a great day.
Cheers.

rite 09-11-2021 06:13 AM

Hey I know this is a 3 year old post about a 5 year old game, but I was looking for this answer myself and it seems nobody has found/posted one yet. But for anyone like me who happens to look for this, I think I found how to do it.

In world.gdb are all the different areas the game generates. Look for:
"BlockTypeIndex 1 // Deadend
BlockTypeMult 1"

And change the BlockTypeMult to a lower number, or 0 if you want.

Then do the same with:
"BlockTypeIndex 7 // Open all sides"

But increase that mult.

You'll have to do this dozens of times. Use ctrl+f and replace.
On mine, I only did this with the overworld areas, not the dungeons, as I feel those are okay as is. I was just too tired of the claustrophobic mazes out in the middle of nowhere. I changed the deadend mult to .5, and the open all sides mult to 3, and that seems to be much better. You still get some of the silly outdoor hallways, but much less of a headache. Hope this serves you well, whoever is reading this months or years from now!


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