Search found 38 matches

Saturday, 14th July 2012, 22:47

Forum: Game Design Discussion

Topic: Poisoned Kills

Replies: 4

Views: 1058

Poisoned Kills

Perhaps this is another one of my bad ideas, but would it not make sense that if you kill a bat, rat, or otherwise consumable kill with some fashion of poison that it would render it unedible?

Regards,
Thurman

Tuesday, 10th July 2012, 03:32

Forum: Coding

Topic: Few Q's about Trunk.

Replies: 7

Views: 1587

Re: Few Q's about Trunk.

I got to level 26 on the dungeon, and I guess I was expecting something else. I don't know what I have been thinking lately. Perhaps I should start taking drugs... guess family issues have been crouding my mind too much. I will get back if I don't find Pan.

Regards,
Thurman

Monday, 9th July 2012, 05:08

Forum: Game Design Discussion

Topic: Crawl things I don't get.

Replies: 47

Views: 7056

Re: Crawl things I don't get.

Let me apologize, I am use to my post not getting read at this hour, and I made an edit up above. Please check it. Thanks.

Monday, 9th July 2012, 04:12

Forum: Game Design Discussion

Topic: Crawl things I don't get.

Replies: 47

Views: 7056

Re: Crawl things I don't get.

Time for mass quotation! I was going to answer this in a long post, but for the sake of argument, I am going to assume you don't program or use arbitrary math on a daily basis. I assume the workers here are few, but the needs are many. Why else would the R-click on one page exit you from it, but on...

Monday, 9th July 2012, 01:37

Forum: Coding

Topic: Few Q's about Trunk.

Replies: 7

Views: 1587

Few Q's about Trunk.

1: Is the 27th level disabled in Trunk? 2: Is Pandemonium supposed to show up under Auto-Travel (ie CTRL+G)? If so then the rune counter is not correctly showing runes, or if not then I have seriously passed a gate to Pandemonium. Apparently in the latest release the Pandemonium gates are set to a l...

Friday, 6th July 2012, 14:41

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 56651

Re: Feedback on Trunk deployment (.11)

Is it just me, or has the turn changed? show_game_turns is now default, but what you describe sounds more like a bug. Can you be a bit more specific about what happens? The turn count isn't updated after some actions? Are more prompts involved? I really need to be more familiar with the normal work...

Friday, 6th July 2012, 13:59

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 56651

Re: Feedback on Trunk deployment (.11)

Is it just me, or has the turn changed? I was fooling around last night and it seemed to be a timing issue for when things happened. For example, I would kill, but the tiles didn't indicate that kill until I enter the next command. I would drink a potion, and didn't get a responce of the effects unt...

Friday, 6th July 2012, 13:52

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 56651

Re: Feedback on Trunk deployment (.11)

What's the contradiction? Losing a level of one or gaining a level of the opposite one are the same things. Whatever your current mutation, "Your muscles feel loose" means str -1, dex +1 and "Your muscles feel sore" means str +1, dex -1. Seems quite consistent to me. I geez...Se...

Friday, 6th July 2012, 13:07

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.11)

Replies: 320

Views: 56651

Re: Feedback on Trunk deployment (.11)

Contradicting wording in different mutations... In Mutation-data.h the following can be found... { MUT_STRONG_STIFF, 10, 3, false, true, false, NULL, {"Your muscles are strong, but stiff (Str +1, Dex -1).", "Your muscles are very strong, but stiff (Str +2, Dex -2).", "Your m...

Wednesday, 4th July 2012, 18:32

Forum: Game Design Discussion

Topic: Proposal: Launchers with Infinite Unbranded Ammo

Replies: 119

Views: 18396

Re: Infinite Ammo

Have you ever played a hunter? If you melee the easy stuff you end up with a pile of 300+ unbranded arrows in the temple while you're fumbling around with 5 different types of branded arrows in your inventory. What would be a good idea would be once you have picked up that many arrows, all those fe...

Wednesday, 4th July 2012, 18:15

Forum: Game Design Discussion

Topic: Crawl things I don't get.

Replies: 47

Views: 7056

Re: Crawl things I don't get.

There's a lot of small bits of DCSS that I don't understand or appreciate, but I don't want to make 12 different threads. I'm not complaining here. I'm not asking for them to be changed or removed - for now - I'd like (dev) input on what/how/why these things are the way they are: I'll give a whirle...

Wednesday, 4th July 2012, 03:03

Forum: Game Design Discussion

Topic: Why is the LOS limit not a square?

Replies: 14

Views: 2682

Re: Why is the LOS limit not a square?

If accuracy was the objective of Crawl, then I say Pythagoras just got shot in the head. If you use the sqrt(2), then don't you lose the "Turn based game?" I mean how am I suppose to take 1.41421356 turns to get to the next diagonal while the monster moving azimuth 45 only gets to move 1 t...

Wednesday, 4th July 2012, 01:13

Forum: Game Design Discussion

Topic: A few ideas on improved game play

Replies: 9

Views: 1365

Re: A few ideas on improved game play

"Falling rocks traps can add flavor to the trap list." Adding stuff just for flavour isn't the crawl way. How would this be functionally different from, say, a spear trap? "why would the player in a typical natural environment of identical condition not be able to rest and recover?&q...

Tuesday, 3rd July 2012, 05:39

Forum: Game Design Discussion

Topic: A few ideas on improved game play

Replies: 9

Views: 1365

A few ideas on improved game play

During the play, when the player encounters a monster that cannot cross a landscape barrier, yet is within the line of sight, could not the player have the option to rest and recover? For example, if the player encounters jackals or wolves, but they are on the other side of a river of deep water or ...

Saturday, 30th June 2012, 00:55

Forum: Coding

Topic: Coding tools

Replies: 17

Views: 3472

Re: Coding tools

You don't. It needs to know the location of includes, but it's usually auto-detected fine. I have never been able to compile the game using eclipse under windows. I use it only to edit the source, then I run make from a terminal. Hrm. Kinda makes it difficult to use it as a debugger then. If not Ec...

Wednesday, 27th June 2012, 19:30

Forum: Coding

Topic: Coding tools

Replies: 17

Views: 3472

Re: Coding tools

Personally, I use eclipse. It takes some time to set up and get used to it, but a visual debugger can be very very helpful sometimes. If your computer is up to it, installing linux in a virtualbox can be quite handy too. Could use your insight on Eclipse. Seems to be straight forward, but I have a ...

Wednesday, 27th June 2012, 15:30

Forum: Technical Support

Topic: A few quirks in the new release.

Replies: 5

Views: 1416

Re: A few quirks in the new release.

Cool, then I can stop trying to debug this then. I will make another pull and go from there.

Wednesday, 27th June 2012, 01:12

Forum: Technical Support

Topic: A few quirks in the new release.

Replies: 5

Views: 1416

Re: A few quirks in the new release.

Just FYI, I am beginning to retract the previous statement. I have ran the swamp level again and again, and I am still getting crashes even with all of my sound events removed from the INIT.TXT file. It is very random as to when it occurs, but it nearly always occurs with the insubstantial wisp hitt...

Tuesday, 26th June 2012, 23:14

Forum: Technical Support

Topic: A few quirks in the new release.

Replies: 5

Views: 1416

Re: A few quirks in the new release.

The wisp issue is related to sound. I turn off all sound events and the issue left. I will have to think to do that on my next round of TS.

Regards,
Thurman

Tuesday, 26th June 2012, 15:50

Forum: Technical Support

Topic: A few quirks in the new release.

Replies: 5

Views: 1416

A few quirks in the new release.

Some I suspect are just untimely items that are in the works, but one suspect is a bug and I have reported it as such. The rod of destruction is missing the rod tile. The symbol shows up for its added attribute such as Air, Lighting, etc. but the picture for the rod is missing. Killing the wisp too ...

Tuesday, 26th June 2012, 15:39

Forum: Coding

Topic: Master list of variables

Replies: 8

Views: 1930

Re: Master list of variables

That doesn't serve any purpose not already served by food, just makes things more unnecessarily complicated and adds a lot of tedium. I see. I went back over the old Atari Rogue code and various other releases and it was never implemented. I keep thinking this can turn into like a MUD environment, ...

Sunday, 24th June 2012, 03:22

Forum: Coding

Topic: Master list of variables

Replies: 8

Views: 1930

Re: Master list of variables

Regarding coding a feature before discussing it, I can totally understand the feeling, and I did it in the past. If it can be controversial, then you take the risk that the feature will be rejected. If it's a straight interface improvement, then there's not much risk. Thanks for the heads up. I see...

Saturday, 23rd June 2012, 18:12

Forum: Coding

Topic: can't find "Found" in code

Replies: 1

Views: 882

can't find "Found" in code

I am looking for the code where when you walk into an unexplored area and you get "Found a scroll labeled YADAYADAYADA." Or it says "Found a stone staircase leading down." and various other "Found" messages whenever the player comes across something in view. I used Npp ...

Saturday, 23rd June 2012, 15:37

Forum: Coding

Topic: Master list of variables

Replies: 8

Views: 1930

Re: Master list of variables

As much as I figured. It's going to be some time before I become useful with this. I am figuring out some stuff, but most is coming by making a single change, compiling, then seeing if that change did something I can notice. Then logging that change and hoping that the code doesn't change before the...

Thursday, 21st June 2012, 17:06

Forum: Coding

Topic: Master list of variables

Replies: 8

Views: 1930

Master list of variables

I know this is a bit much to ask for, but is there any chance that there is a master list of variables for this code? For example...I see a variable called 'hurt', but is that the hurt that the character causes or receives? A master list would me determine that and with any other redundant variables...

Wednesday, 20th June 2012, 07:00

Forum: Technical Support

Topic: Compile not reading settings

Replies: 2

Views: 612

Re: Compile not reading settings

Ok, I found that my settings are in Crawl-ref and not in the source folder. When I changed my settings there, they worked. Any idea on how to move that into the source folder?

Tuesday, 19th June 2012, 22:22

Forum: Technical Support

Topic: Compile not reading settings

Replies: 2

Views: 612

Compile not reading settings

Msysgit successfully installed and I got a pseudo successful compile. The only issue is that it won't read anything from the settings folder. After the compile the settings folder was empty so I ported over settings from a working 10 version, but they don't get read. Any ideas as to why?

Regards, T

Tuesday, 19th June 2012, 00:45

Forum: Technical Support

Topic: msysgit Install help

Replies: 4

Views: 1065

Re: msysgit Install help

It seems that the pull from the HTTPS leaves all of the contrib folders empty. Luckily I had pulled just the source not too long ago that had all the data that was missing. It looks like it will be a successful build. If I have further issues, I will let you all know.

Regards, T 8-)

Monday, 18th June 2012, 23:28

Forum: Technical Support

Topic: msysgit Install help

Replies: 4

Views: 1065

Re: msysgit Install help

Thanks for the replies. I still am having issues. I checked for the sdl-config and it is nowhere, so check that off. This is what I get: The 'pcre' directory exists, but the Makefile is missing! Then it ask if the 'git submodule update' worked properly? So I went back and tried '$ git submodule upda...

Monday, 18th June 2012, 04:13

Forum: Technical Support

Topic: Conditionals in Init.txt

Replies: 5

Views: 1027

Re: Conditionals in Init.txt

The only strangeness I've encountered so far is when you change parameters (for example, if you.god() == "Trog" changes from true to false) behavior doesn't always update to match unless you save/load. As described here https://crawl.develz.org/tavern/viewtopic.php?f=9&t=4397 The main...

Monday, 18th June 2012, 03:46

Forum: Technical Support

Topic: Going up a level exits game?

Replies: 6

Views: 881

Re: Going up a level exits game?

I have found this issues too. I have had it happen quite a few times when in the temple and I become Overburdened. You try and use the stairs and the game exits. Doesn't matter if you use keyboard shortcuts or mouse clicks with shift. It is very troublesome when it happens late in the game. I have n...

Monday, 18th June 2012, 02:43

Forum: Technical Support

Topic: msysgit Install help

Replies: 4

Views: 1065

msysgit Install help

Forgive me for the neubness. In reading the INSTALL.TXT I have successfully installed the msysgit, but in the section at line 275 of the before mentioned TXT file, where it discusses the "Building Tiles versions" at line 290 it states that I will need the following: SDL, SDL_image, libpng,...

Sunday, 15th April 2012, 07:04

Forum: Game Design Discussion

Topic: Let's Talk Wands

Replies: 13

Views: 2397

Re: Let's Talk Wands

Okay, I'm going to write some equations, because I can't follow what's being said. (1) Unknown Wand + scroll of ID ==> Wand of <foo>, <n> charges (2) Wand of <foo>, unknown charges + scroll of ID ==> Wand of <foo>, <n> charges (3) Wand of <foo>, <n> charges + scroll of recharging ==> Wand of <foo>,...

Sunday, 15th April 2012, 06:25

Forum: Game Design Discussion

Topic: Let's Talk Wands

Replies: 13

Views: 2397

Re: Let's Talk Wands

You could not conclude what takes place while it gets recharged, because the process is inherently random. There is no way for you to know that it gets to full charge except by formal identification, and that should not be known. Yes, they are both wands of lightning (to continue your example). No,...

Sunday, 15th April 2012, 05:55

Forum: Game Design Discussion

Topic: How to make zombies more interesting?

Replies: 95

Views: 17471

Re: How to make zombies more interesting?

Zombies in fiction are usually depicted as attacking en masse , so perhaps Crawl zombies could be restricted to special vaults which would confront the player with a huge army of them - like the room of orcs or bees but on an even larger scale and harder to just run from. There is already a common ...

Sunday, 15th April 2012, 05:31

Forum: Game Design Discussion

Topic: Let's Talk Wands

Replies: 13

Views: 2397

Re: Let's Talk Wands

Recharging scrolls don't always fill wands to the maximum value (nor to any consistent value), so you won't know exactly how many charges are left after reading a scroll of recharging. Wands can be generated with any number of charges within their range, and recharged to any number of values within...

Sunday, 15th April 2012, 05:01

Forum: Game Design Discussion

Topic: Let's Talk Wands

Replies: 13

Views: 2397

Let's Talk Wands

Is there something I am missing? I can have two of the same type of wand, and yet one is not identified. When I right click on both of them, each state the same number for the maximum number of charges that the wand can hold. Yet when I recharge the wand to full, it does not display that number if i...

Friday, 13th April 2012, 05:44

Forum: Suggestions & Criticism

Topic: Job Well done...

Replies: 0

Views: 1221

Job Well done...

I know you all are super busy, and a fine job has been done thus far. I just want to congratz you all for the good work. I am a newb here and am becoming familiar with this system with the intention of being able to assist you all soon.

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