stalwart on 29/1/2001 at 20:47
When casting "Remove Trap" (An Jux) on the SE door of the yellow building in Anodunos, the game tells me I just disarmed a "change terrain" trap. Alas, I didn't notice any effect when I omitted disarming the trap. Does anybody know what this type of trap does, for this specific location as well as in general? Does it occur anywhere else in the game?
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/stalwart
Al_B on 29/1/2001 at 22:18
Quote:
Originally posted by stalwart
Does anybody know what this type of trap does, for this specific location as well as in general? Does it occur anywhere else in the game?
The change terrain trap is used approximately 250 times in UW2 according to my level dump. It is used (oddly enough) to change some terrain from one type for another. For example, it is used to allow you to enter the lurkers lair on level 4 of the castle (level 1 being the first level).
Hope this helps.
Al
stalwart on 29/1/2001 at 23:42
Lurker's Lair on B4 = water pond below rabbit hole, right?
So this function is used to alter tiles and their respective textures? Like, the cavern on B5 to icy walls and back? Or does it go even further, e.g. is this function also used to raise/lower elevators, cycle through wall/floor textures etc., all the 'active' things seen in the game that involve altering tile characteristics?
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/stalwart
jim the hairy on 30/1/2001 at 15:06
I don't mean to appear dim here, but how does one get a level dump? I for one would be most interested in the contents.
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"All hail McVyvyan, Thane of Corridor"
Al_B on 31/1/2001 at 23:34
Quote:
Originally posted by stalwart:
Lurker's Lair on B4 = water pond below rabbit hole, right?
Sorry, I should have said the Listener not the lurker. The listeners lair is initially blocked by a wall of fire until an inventory trigger (for the jeweled dagger) activates a change terrain trap which removes the wall of fire.
Quote:
So this function is used to alter tiles and their respective textures? Like, the cavern on B5 to icy walls and back? Or does it go even further, e.g. is this function also used to raise/lower elevators, cycle through wall/floor textures etc., all the 'active' things seen in the game that involve altering tile characteristics?
There are different traps for different effects. Elevators are handled using oscillator traps. Pits are handled using pit traps. I believe the walls in the gem room are changed using "change from" and "change to" traps, but I haven't verified this.
I've uploaded an editor I've been writing on and off for the last year. It's a little rough so don't expect anything great from it (such as being able to create objects), but it can be fun using it to turn the castle into a swimming pool and other inane activities :-)
The web site is: (
http://www.btinternet.com/~suzanne.barnard) http://www.btinternet.com/~suzanne.barnard
Al
[This message has been edited by Al_B (edited January 31, 2001).]
stalwart on 31/1/2001 at 23:48
*GASP*
Okay, no doubt about it, this comes as a big surprise. A working level editor for UW2, wow! =)
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/stalwart
jim the hairy on 1/2/2001 at 13:52
BLOODY HELL! You might have let us know. I'm definitely checking this one out.
So, er ... what do you know about the Underworld file formats, then? In particular, do you know how objects are cross-linked and chained, cos I don't.
I haven't really looked into traps and triggers ... am I correct in thinking that a change terrain trap changes map tiles from one type to another e.g. solid to empty to sloping ...?
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"All hail McVyvyan, Thane of Corridor"
Al_B on 1/2/2001 at 19:49
Quote:
So, er ... what do you know about the Underworld file formats, then? In particular, do you know how objects are cross-linked and chained, cos I don't.
Basically, (inside the level file) objects are chained together using a 10 bit number that specifies which object is being referenced. There is a similar 10 bit number in the level square that points to the first object for a square.
The 'Quantity' object field is 10 bit and is used to point to the first child object of certain objects. This is why you can't have two bags or other container objects. You can see this linking with the editor, but unfortunatly, it is slightly incorrect when dealing with certain traps. e.g. a hack trap is shown as containing objects when it shouldn't.
Quote:
I haven't really looked into traps and triggers ... am I correct in thinking that a change terrain trap changes map tiles from one type to another e.g. solid to empty to sloping ...?
They certainly appear to. I haven't determined whether they have other properties.
Triggers and traps are also used for the operation of levers and such devices. If you examine the lever in the room just North of the starting position in the castle, you can see that it contains a "Use trigger" which in turn contains a "Door trap". This door trap is the one that is contained within the door that it opens. Doors that are locked contain "Lock traps" which have a reference to the key that opens them.
It's all very ingeneous and far ahead of it's time in my opinion.
Al
jim the hairy on 2/2/2001 at 16:08
Quote:
Basically, (inside the level file) objects are chained together using a 10 bit number that specifies which object is being referenced. There is a similar 10 bit number in the level square that points to the first object for a square.
I gotcha. Ten minutes with a dump from your most excellent editor and a hex dump of the level archive and all is clear. I salute you sir.
Quote:
The 'Quantity' object field is 10 bit and is used to point to the first child object of certain objects. This is why you can't have two bags or other container objects. You can see this linking with the editor, but unfortunatly, it is slightly incorrect when dealing with certain traps. e.g. a hack trap is shown as containing objects when it shouldn't.
Again, this makes sense. So a trigger will cross-reference ("contain") a trap which does the actual work, and which in turn may "contain" objects for it to act on (e.g. create object traps).
(snip more info on traps) Quote:
It's all very ingeneous and far ahead of it's time in my opinion.
I doubt anybody here would dispute that the Underworld games were ahead of their time. Considering that the competition was Wolfenstein 3D ...
So how did you figure this lot out then? Staring at hex like me, changing stuff to see what happens, or did you have inside information?
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"All hail McVyvyan, Thane of Corridor"
Al_B on 2/2/2001 at 19:21
Quote:
Originally posted by jim the hairy:
So how did you figure this lot out then? Staring at hex like me, changing stuff to see what happens, or did you have inside information?
No, I had to do it the hard way too I'm afraid. It was probably more satisfying though, especially when figuring out which particular compression algorithm the writers had decided would be fun to use on a file.
3D objects are proving to be a problem at the moment being buried inside the executable file and having a strange format.
Al