Search found 182 matches

Saturday, 6th December 2014, 12:11

Forum: Contributions

Topic: Art tutorials

Replies: 2

Views: 2646

Re: Art tutorials

I realize it's been a while since you asked that question, but if you're still interested, have a look at docs/develop/tiles_creation.txt Unfortunately, it's severely out of date and the only recommended tutorial link that still works is this one: http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass...

Wednesday, 26th November 2014, 19:26

Forum: Coding

Topic: Quick species coding guide

Replies: 14

Views: 13001

Re: Quick species coding guide

If you're interested in coding something for Crawl, have a look at the docs/develop directory, specifically patch_guide.txt and coding_conventions.txt.

The specific examples given will be severely out of date, but the principle still is sound.

Tuesday, 25th February 2014, 12:51

Forum: Crazy Yiuf's Corner

Topic: dpeg interview

Replies: 16

Views: 5548

Re: dpeg interview

jpeg got a real-life job because of Beogh? That's intriguing. Could you tell something more about it, or is this info classified? Nothing fancy. I'm a gameplay programmer, and when I was asked to give examples of my programming experience in the interview for my current job, I talked at length abou...

Wednesday, 14th August 2013, 11:57

Forum: Game Design Discussion

Topic: Proposal: Give real numbers for weapon attack speed in game

Replies: 54

Views: 19529

Re: Proposal: Give real numbers for weapon attack speed in

What is less satisfactory is the privileging of math skills for getting mindelay. I'd like to have a simple indicator of whether mindelay with the weapon you are wielding has been attained. "Your swiftness with this weapon is presently limited by your lack of skill." That's a really good ...

Tuesday, 23rd July 2013, 08:24

Forum: Contributions

Topic: I want to help!

Replies: 9

Views: 4451

Re: I want to help!

I'm not a dev anymore but let me just point you to the FAQ . As a coder, you can help with bug fixes and patches for approved features. Even small UI improvements are always welcome, but well designed gods/species/spells also have a good chance of making it into the game. If you do consider doing an...

Sunday, 21st July 2013, 10:04

Forum: YASD! YAVP! and characters in progress too

Topic: Advice needed for XL15 DECj (equipment, spells)

Replies: 3

Views: 1883

Advice needed for XL15 DECj (equipment, spells)

Argh, just lost my entire post to a browser hickup. Let's see if I can remember the sentient points... *sigh* Hello fellow crawlers! This is my best spellcaster to date. No runes, but the only previous characters who made it remotely as deep (only one ever survived beyond XL 14) were Berserkers, so ...

Wednesday, 10th July 2013, 11:16

Forum: Game Design Discussion

Topic: DCSS: Successful Open-Source Game Development

Replies: 31

Views: 10688

Re: DCSS: Successful Open-Source Game Development

Personally, I think that being "open development" (generally open to player suggestions, though all design decisions are made by the team) is actually more important than open source, though the latter allows for players directly contributing to the game. In fact, most devs were recruited ...

Wednesday, 10th July 2013, 10:52

Forum: Game Design Discussion

Topic: "Useless items"

Replies: 2

Views: 1715

Re: "Useless items"

What galefury said. This already works this way for resistances which are only considered "temporarily useless" because of non-intrinsic mutations, equipment or Vampires' blood status.

Sounds like either size or weapons (or both?) are treated differently.

Sunday, 7th July 2013, 09:48

Forum: Game Design Discussion

Topic: I think Hall of Blades should be reworked (or removed?).

Replies: 105

Views: 36839

Re: I think Hall of Blades should be reworked (or removed?).

Could the idea be salvaged as a Bailey variant? (I don't know, I've only reached Blade once and never entered it.)

Friday, 5th July 2013, 07:04

Forum: Crazy Yiuf's Corner

Topic: DCSS' wikipedia page lists potentially incorrect information

Replies: 16

Views: 6470

Re: DCSS' wikipedia page lists potentially incorrect informa

The development team has also expressed a desire to maintain the current total length of the game, and so as new areas are added to the dungeon, old ones have been shortened or even removed to compensate. This is very much true, and I actually think the pendulum has started to swing into the other ...

Tuesday, 25th June 2013, 18:30

Forum: Game Design Discussion

Topic: Random gods revisited

Replies: 98

Views: 33203

Re: Random gods revisited

Finally, a little criticism regarding the random name generator, or more specifically how it transforms input strings. While anagrams are all well and good, to suit the flavour of player gods I would rather have a slightly more complicated name generator. In essence, my idea would be that each char...

Friday, 29th March 2013, 11:38

Forum: Coding

Topic: Indepth development guides

Replies: 24

Views: 9684

Re: Indepth development guides

Not the chaosforge wiki. Development documentation goes on the dev wiki . You can also document directly the source using doxygen . Type make doxy-all or make doxy-simple to generate the documentation. There's no crawl specific documentation for doxygen, but I think it's relatively simple to use. F...

Sunday, 24th June 2012, 08:49

Forum: Game Design Discussion

Topic: Equipment command keys make no sense

Replies: 26

Views: 8276

Re: Equipment command keys make no sense

evilmike's idea for I is good. If you wanted to, you could for the big solution (Nethack has the same for armour): I lists all items you can wield, wear, put on. It is a menu, so you can select and deselect your preferred suit; Enter will start the process. The screen should indicate how many turns...

Saturday, 9th June 2012, 08:51

Forum: Technical Support

Topic: trying to change color of weapons on floor

Replies: 10

Views: 4001

Re: trying to change color of weapons on floor

evilmike wrote:
eeviac wrote:As long as we're on the subject, I'd really like it if the devs changed the color of rods to differentiate them from enhancer staves.

Good idea. I changed it so rods are yellow now, and staves are brown.

Wasn't yellow one of the artefact colours?

Tuesday, 15th May 2012, 10:57

Forum: Game Design Discussion

Topic: Reordering Choices on Start Screen

Replies: 17

Views: 5759

Re: Reordering Choices on Start Screen

As far as I remember I deliberately placed Instructions above The Arena to avoid having to scroll to reach the help on small screens. Please check that when making any changes. It's possible it's been pushed down already with the addition of e.g. Zot Defense. At the very least, the unscrolled list s...

Thursday, 12th April 2012, 20:11

Forum: Game Design Discussion

Topic: Banners as a permafeature? For offline play as well?

Replies: 11

Views: 4042

Re: Banners as a permafeature? For offline play as well?

Have a look at the wiki page on achievements. Feel free to comment/add ideas of your own!

Monday, 2nd April 2012, 19:19

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

I've uploaded unident.txt as a straight .txt file from the offline tiles package. It looks clean and easily translatable in Transifex's interface. Cool, thanks! I've played around with it, and you're right. This does work rather smoothly. I don't like how sentences are split into chunks at the end ...

Saturday, 31st March 2012, 13:00

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

So is the odd Irishy dialect translation on CDO an April Fools joke or an effort to test the translation system? Is there an option or in game command to switch between translations? ACK! The faux Irish was silly, but this poor Yiddish thing is killing me! Both. It's an early April fool joke, and a...

Friday, 30th March 2012, 18:57

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

I've had a look at the credits file uploaded to Transifex, but I can't make heads or tails of what I'm supposed to. If I "view the strings online" or "download for use", I see a lot of XML tags, but nothing that remotely resembles anything workable. The Transifex help mentions a ...

Thursday, 29th March 2012, 12:28

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

How should I start translating, first of all? Guess I have to get the source code first of all? Seeing how it's currently just descriptions that are being translated, you shouldn't require the source code at all. If you need to check how your translation looks in-game (which might be important to s...

Monday, 26th March 2012, 11:33

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

It has already been stated outright by the devs: the gods don't have explicit genders. In traditional mythology, gods have them -- or at least have them stated outrightly. Crawl does use a mythology of its own, in which gods just happen to be genderless beings. But -- oh well. What should the trans...

Monday, 26th March 2012, 11:10

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 133396

Re: DCSS Text Improvement Taskforce

An ideal text workpage would have - automatic updates from trunk with current text, new monsters, items and so forth Could be tricky in case of conflicts. - a system for easily finding recent changes - changes labelled with name of changer Isn't that what a wiki does automatically? Unless you mean ...

Sunday, 25th March 2012, 18:38

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

I've made a script which creates a doku wiki table from the existing descriptions and quotes. Here is a preliminary result . I've used a single column for review. We can use some code like D+Q- to mean descriptions have been reviewed and is good, quotes have been reviewed and isn't good. I'm taking...

Saturday, 24th March 2012, 18:34

Forum: Contributions

Topic: Translations

Replies: 262

Views: 190454

Re: Translations

I agree that the (or a ) wiki sounds like a good place to collect translations-in-progress. If the development wiki is used for this (which makes sense), it might help if someone defined a template translators could use. Ideally, this template already takes into account stuff needed for later, such ...

Saturday, 24th March 2012, 15:13

Forum: Contributions

Topic: What should one do to make an artefact?

Replies: 3

Views: 2275

Re: What should one do to make an artefact?

I thought to try and implement my idea of Gauntlets of Lightning into the Stone Soup code. Basically, they give electrocution brand to UC attacks. Whew, that's a difficult request as so far there's no instance of armour conferring weapon brands. The closest is probably the bracers' archery brand, s...

Wednesday, 21st March 2012, 18:19

Forum: Crazy Yiuf's Corner

Topic: I love it when...

Replies: 1478

Views: 3333578

Re: I love it when...

Mankeli wrote:...I summon one Brother in Arms to help my MuBe with the fight against Lom Lobon and I have to interfere with their battle because it seems my BiA is actually winning the fight :D .

Late, I know, but why would you want to interfere? Is there a reason to keep him alive?

Friday, 16th March 2012, 18:41

Forum: Technical Support

Topic: Help with mouse controls

Replies: 2

Views: 1485

Re: Help with mouse controls

I think so, yes. shift+left click the corpse to butcher it, just click an item to eat it, shift+left click your char to take stairs. More importantly, just put your pointer over something you want to use or interact with and wait a bit. The blue pop up will tell you all that. Also, if your screen r...

Friday, 9th March 2012, 18:37

Forum: Game Design Discussion

Topic: Tiles Lantern of Shadows is annoying

Replies: 19

Views: 5403

Re: Tiles Lantern of Shadows is annoying

Colourblindness is a good thing to support though (not that I have any idea how well it's supported). At least console is friendly, since you have complete freedom to redefine colours. FWIW, one survey participant mentioned being red/green-colourblind as a way of explaining why he prefers Tiles ove...

Monday, 5th March 2012, 00:01

Forum: Game Design Discussion

Topic: Quick word about MD

Replies: 13

Views: 5372

Re: Quick word about MD

Disclaimer: I'm also not a developer anymore, and I could never have assumed to be speaking for the team even if I were. Long: The idea that contributors can ask for their contributions to be removed is not just awkward (and uncool), it also goes directly against one principle of Crawl development, ...

Wednesday, 29th February 2012, 21:11

Forum: Game Design Discussion

Topic: Dev Wiki vs. IRC vs. Tavern for Discussion

Replies: 17

Views: 8469

Re: Dev Wiki vs. IRC vs. Tavern for Discussion

As far as I understand, one of the devs (forgot, who, sorry) is planning to send regular updates of what's being discussed on IRC and in the Tavern over the (dev?) mailing list. It's completely fallen out of use, but people only need to subscribe to it and get the necessary information right into th...

Monday, 27th February 2012, 20:56

Forum: Technical Support

Topic: Sorting Inventory

Replies: 22

Views: 6962

Re: Sorting Inventory

What exactly do you mean by tiles inventory? I was doing my testing with the tiles version and could alter the order within groups using the sort_menu options. Maybe it does work somehow, but if so I haven't worked out, how. Here's an example: I have the following weapons in my inventory: e - an or...

Monday, 27th February 2012, 17:59

Forum: Technical Support

Topic: Sorting Inventory

Replies: 22

Views: 6962

Re: Sorting Inventory

Another stab in the dark: Are we talking about the menu inventory here, or about the tiles inventory?
As far as I know, the latter only groups by item type, with items within each group sorted by slot letter.

Sunday, 8th January 2012, 11:22

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 27935

Re: Improving Xom!!!

Why don't you just give Chaos Knights a chaos-branded starting weapon then? Now that will be very interesting! :) That would certainly be one way to go about it. :) However, I'd be worried that a chaos weapon from the start would be both overpowered and overly dangerous. Also, having such a weapon ...

Saturday, 7th January 2012, 15:36

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 27935

Re: Xom!!!

I agree with your proposed changes to the hostile summons; you mention them as Xom summoning demons, are you considering miscast effects? I have played loads of Xom and have never experienced him summonings 1s as a summoning effect ("Fight to survive, mortal!"), but I have had a Pit Fiend...

Saturday, 7th January 2012, 13:24

Forum: Game Design Discussion

Topic: Improving Xom!!!

Replies: 68

Views: 27935

Improving Xom!!!

This is an analysis of why the current Xom is bad, and how the god could be made more useful and more interesting. Related Dev Wiki page . A. History In the old days, before Stonesoup, Xom was basically the god of mutations. Players would pick Xom, knowing that if they survived his antics long enoug...

Tuesday, 1st November 2011, 19:51

Forum: Game Design Discussion

Topic: What is the logic for ammo pickup sorting?

Replies: 8

Views: 12758

Re: What is the logic for ammo pickup sorting?

I'm a bit confused because you mention both pickup and inventory, so I'm not entirely sure which of the two you mean. The inventory is generally sorted (within a category) by the slot letter. Items on the floor actually aren't sorted at all, but simply output in the order they happen to lie in the s...

Sunday, 30th October 2011, 09:57

Forum: Technical Support

Topic: Want to Edit Crawl Files

Replies: 5

Views: 3718

Re: Want to Edit Crawl Files

New problem, I tried adding Mountain Dwarf back to the trunk build but when I select it, all the backgrounds are listed as N/A. What file do I need to change? Have a look at the commit in question: http://gitorious.org/crawl/crawl/commit/0edc7688ee170c182dc86189be4ef89a3c70d329 You can try to rever...

Saturday, 29th October 2011, 06:58

Forum: Game Design Discussion

Topic: Merfolk berserker - I want my spear at start !!

Replies: 24

Views: 6764

Re: Merfolk berserker - I want my spear at start !!

Suppose somebody proposed, "Let's take away Berserkers' choice of starting weapon; make them all start with axes, except ogres should get ankus because they're better with Maces and Flails and kobolds should get maces because um..." Would you consider this a good change for the game? In g...

Tuesday, 18th October 2011, 18:43

Forum: Technical Support

Topic: Can't compile Stone Soup a second time?

Replies: 3

Views: 2034

Re: Can't compile Stone Soup a second time?

For the record, there's no need to download the source again. All you need to do, is "make clean" followed by the new make command. Compiling takes some time, but it's easy to switch between tiles and console, or wizard and non-wizard that way. As for why it didn't work the second time, if...

Saturday, 15th October 2011, 21:26

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 50727

Re: Food reform

I don't like the idea of tying regeneration to satiation because... a) that's sort of Vampires' shtick b) gourmand is powerful enough already without turning it into an amulet of regeneration If the negative hunger states are supposed to have an impact, there are plenty of other ways. You could redu...

Sunday, 9th October 2011, 12:42

Forum: Game Design Discussion

Topic: Re-evaluating monster fleeing behaviour

Replies: 40

Views: 13777

Re: Re-evaluating monster fleeing behaviour

It works for melee and other normal sources of damage (ranged attacks, most spells, etc). Unfortunately, a bunch of sources of damage are left out... including torment, poison, and damage from clouds (this is something I just noticed btw...). Because I've changed fleeing to trigger when a monster i...

Saturday, 8th October 2011, 08:05

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 50727

Re: Food reform

The advantage of the inscription is that it tells the player not just the current status (we use colour for that: yellow (preferred) > grey (edible) > brown (currently inedible) > darkgrey (never edible)) but also when a currently inedible item will be usable. Given the current confusion, that woul...

Friday, 7th October 2011, 17:35

Forum: Game Design Discussion

Topic: Food reform

Replies: 164

Views: 50727

Re: Food reform

What's wrong with the existing colour coding? So brown signifies both "sometimes makes you sick" AND "can only eat when very hungry", why would this be a problem? As far as I understand, those two effects not only actually apply to the same chunk type, but flavour-wise, their com...

Sunday, 2nd October 2011, 23:03

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 108480

Re: Vote on what features you'd most like to see implemented

3. Random themed shops . After some rework - would have to be either very rare and/or definitely less powerful. In general, would be nice to find shops like that once in a blue moon. The custom shops are not supposed to replace normal ones, so yes, they'd be very rare. Over the course of a full gam...

Sunday, 2nd October 2011, 18:27

Forum: Game Design Discussion

Topic: Subsequent Trog gifts strictly worse than previous ones

Replies: 54

Views: 16527

Re: Subsequent Trog gifts strictly worse than previous ones

Okay, so there are several options if the current situation is considered unsatisfactory (definitely by me). Adding finer conducts would make the gods much more complicated than temporary gifts, so I won't list that here. a) Permanent gifts. Those always have the god's name as part of their name (&...

Sunday, 2nd October 2011, 08:03

Forum: Game Design Discussion

Topic: Cloud traps

Replies: 111

Views: 27150

Re: Comments about latest Trunk features (.10)

A jelly would destroy a scroll of acquirement. Or anything. It's the entire reason people make stashes in safe places: other places aren't safe. You do realize that this is not all that likely? I'm not a good player, but I've stopped stashing for the sake of stashing. If I'm within 2 or 3 levels of...

Wednesday, 28th September 2011, 17:31

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 17788

Re: Proposed L1/2 transformation: Aspect of Demon

Stalkers still have Fulsome + Evaporate. But there's a lot of talk of removing them, and Fulsome with them. :) Stalker is just about using the fulsome/evap combo. The Tmut/stab part can be done just as well as an EE, and evap is noisy so it doesn't fit. One way to salvage fulsome/evap would be to r...

Wednesday, 28th September 2011, 11:08

Forum: Game Design Discussion

Topic: Proposed L1/2 transformation: Aspect of Demon

Replies: 58

Views: 17788

Re: Proposed L1/2 transformation: Aspect of Demon

Well, smock, it sounds like you've made it. f74efd8 | Adam Borowski | 2011-09-27 14:33:43 +0200 Remove Evap and Fulsome from Tm starting book, add a new spell: Beastly Appendage. It gives you a temporary aux mutation on an uncovered body slot. Not balanced at all, please help determine what appropr...

Tuesday, 20th September 2011, 18:30

Forum: Technical Support

Topic: Problem accessing Wizard Mode

Replies: 3

Views: 2651

Re: Problem accessing Wizard Mode

I am using DCSS 0.7.1.1-g7ce9b19 on Ubuntu Linux. I have played DCSS for some time previously in a Windows environment. I have used the Wizard Mode many times. The Version of DCSS that was available for DL on Linux does not let me access wizard mode. whenever I hit '&' i get the message "U...

Monday, 19th September 2011, 18:28

Forum: Game Design Discussion

Topic: Orcish Mines and Hopping

Replies: 42

Views: 12426

Re: Orcish Mines and Hopping

@galehar: While the hints mode quote is (mostly) correct, I feel it's (like most of Hints mode) much too verbose. (Unfortunately, I'm much too involved to be good at attempting to shorten the explanations.) The line you've highlighted would not have stood out to me on its own, and like minmay said, ...
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