Search found 351 matches

Sunday, 17th January 2021, 19:12

Forum: Dungeon Crawling Advice

Topic: Wandering and the single Gnoll

Replies: 7

Views: 278

Re: Wandering and the single Gnoll

Also, never played a gnoll before, and I notice objects now that I can not get to. "o" says I have explored the whole map, but there appear to be objects off the map. I have been up and then down, and down, then up every set of combinations, and can not seem to get to the objects. If this...

Friday, 15th January 2021, 15:20

Forum: Game Design Discussion

Topic: Zot vs. Chei

Replies: 1

Views: 242

Re: Zot vs. Chei

If you're talking about the reddit post, (a) they misunderstood the zot clock rules (didn't realize it was per branch) and that death was entirely avoidable -- basically they reentered a branch where the zot clock was entirely out after many warnings, and then autotraveled to a shop; and (b) there w...

Thursday, 14th January 2021, 01:33

Forum: Dungeon Crawling Advice

Topic: Can't seem to win

Replies: 8

Views: 338

Re: Can't seem to win

There might even be a way to deal with flay. I think this kind of thread goes much easier with some morgues, but flay in particular hasn't changed in a very long time, so I'm not sure the tactics for it are very new: kill the flayed ghost asap, retreat so you are not engaging multiple things at the...

Wednesday, 6th January 2021, 17:37

Forum: Dungeon Crawling Advice

Topic: Is there a way to prioritise the quiver over auto-attack?

Replies: 1

Views: 181

Re: Is there a way to prioritise the quiver over auto-attack

I don't think there's a built in way to do exactly this, though it would probably be possible with some lua scripting. It's possibly something I could implement if there is demand (but probably not by the 0.26 release).

Tuesday, 22nd December 2020, 15:21

Forum: Dungeon Crawling Advice

Topic: How to set the launcher quiver?

Replies: 1

Views: 284

Re: How to set the launcher quiver?

Sorry, no there isn't a separate command for this right now, because it is really just for this single case of multiple ammos. The quickest way to do it in the current UI, while wielding the sling, is to use `Q` to quiver whichever ammo you want (which sets the primary action as well as the quiver) ...

Thursday, 17th December 2020, 21:48

Forum: Game Design Discussion

Topic: New Quiver usability

Replies: 8

Views: 379

Re: New Quiver usability

bt wrote:Also readjusting muscle memory to 'v' instead of 'f' will cause some mistakes for sure, but that's how it goes I suppose.


If it helps, I picked this key as a generalization of the reaching interface, so just think polearms.

Thursday, 17th December 2020, 21:46

Forum: Game Design Discussion

Topic: New Quiver usability

Replies: 8

Views: 379

Re: New Quiver usability

Thanks for the feedback! 1. New quiver system makes early game with a sling a bit of a pain. Example: say you have a sling, some stones, a dagger and some poison darts. In the previous system you could wield the sling, select stones as your ammo, then wield the dagger and select darts as your ammo, ...

Thursday, 17th December 2020, 03:24

Forum: Coding

Topic: Apple M1 support

Replies: 10

Views: 972

Re: Apple M1 support

I tried to go to contrib/sdl2, select the master branch and do a git pull, but the build failed with the same problem. Do you have an idea what do do? Is this issue in the backlog? The crawl contribs are from custom repositories that we maintain, so updating them involves updating those from the up...

Friday, 4th December 2020, 00:39

Forum: Dungeon Crawling Advice

Topic: How to use new quiver? [rolling charge]

Replies: 6

Views: 572

Re: How to use new quiver? [rolling charge]

Looks like that may be a command from https://github.com/marksg07/pillardance

Tuesday, 24th November 2020, 19:37

Forum: Coding

Topic: Apple M1 support

Replies: 10

Views: 972

Re: Apple M1 support

Thanks for the report. For the build error I suspect that that could be fixed if the 64 bit version is used in the relevant file in the SDL2 contrib -- it looks like before the following commit, SDL2 didn't properly handle 64 bit mac builds: http://lists.libsdl.org/pipermail/commits-libsdl.org/2017-...

Thursday, 19th November 2020, 19:31

Forum: Coding

Topic: Apple M1 support

Replies: 10

Views: 972

Re: Apple M1 support

Oh, yeah I should add that from everything I've read I expect that the current builds will work without problems on Rosetta 2 (unless there are weird gatekeeper issues). I've even seen benchmark descriptions where some (higher-end than dcss) games apparently ran better on M1 under rosetta, so I don'...

Thursday, 19th November 2020, 14:57

Forum: Coding

Topic: Apple M1 support

Replies: 10

Views: 972

Re: Apple M1 support

Good question! I hope the answer is sooner or later yes, but this will basically depend on someone getting their hands on one and figuring out what it takes to build on it, either a dev or a contributor who is willing to submit a PR. I expect that eventually I'll get one of these myself, they seem v...

Thursday, 19th November 2020, 01:23

Forum: Game Design Discussion

Topic: Remove the word "miscegenation" from the game manual

Replies: 1

Views: 453

Re: Remove the word "miscegenation" from the game manual

Wow, good call, that is now gone.

Saturday, 5th September 2020, 00:25

Forum: Contributions

Topic: macOS build instructions

Replies: 5

Views: 1130

Re: macOS build instructions

According to INSTALL.md i need to run "make -j4 TILES=y" after i have installed dependencies. I tried that, and it seem to build ok, but no mac app is built. I guess some of this was clarified in the PR thread, but this command in particular isn't intended to build an app version. Rather,...

Monday, 31st August 2020, 16:14

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 31

Views: 2562

Re: what happened to tavern

Magipi wrote:What is the threat which could only be averted by shutting down registrations? Spambots flooding the forums or something else?


Simply put, the level of spambots and spambot registrations is higher than the CDO server owner is willing to deal with / put up with these days.

Friday, 28th August 2020, 15:59

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 31

Views: 2562

Re: what happened to tavern

Also it's hard for me to imagine a new player with a question getting in touch with a dev to ask for a tavern account. (I'd have given up had that been required, I suspect.) Yes, this does occasionally happen for mantis but I'm not sure it has ever happened for tavern. I wasn't intending to propose...

Wednesday, 26th August 2020, 03:26

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 31

Views: 2562

Re: what happened to tavern

There's been some discussion about this both among the devs and the tavern mods, and we are agreed that tavern will dwindle as long as registration is mostly closed, which it has been for a while now. I think there isn't really a good path towards fixing registration on the existing setup, and so it...

Tuesday, 25th February 2020, 18:18

Forum: Crazy Yiuf's Corner

Topic: Rogue (the roguelike game)

Replies: 14

Views: 2519

Re: Rogue (the roguelike game)

Brogue is not as pretty as it thinks it is. It's very unreadable, especially when large bodies of water or lava are involved. Everything blends in, and I need much longer than usual to process what's happening. And these are the early levels. I'm also annoyed by its mistreatment of keyboard (for ex...

Tuesday, 24th December 2019, 23:58

Forum: Crazy Yiuf's Corner

Topic: Can you one hit KO the Royal Jelly?

Replies: 25

Views: 3448

Re: Can you one hit KO the Royal Jelly?

Getting stabs in on the Royal Jelly has become much harder in the last couple versions. The slime vault has been made transparent inside which doubles Royal Jelly wake up chances over the old layout. Yes, you can definitely see that in the tv I posted, where I really relied on los blocking and woul...

Tuesday, 24th December 2019, 01:51

Forum: Crazy Yiuf's Corner

Topic: Can you one hit KO the Royal Jelly?

Replies: 25

Views: 3448

Re: Can you one hit KO the Royal Jelly?

I have done it once with sleep stabbing, on an spen of dith in 0.15; I didn't even use shadow step, just walked up to it. The weapon was a +7 freezing quickblade, and stealth was probably unreasonably high (ended the game with 27). Here is a tv command with about the right starting point if you want...

Wednesday, 11th December 2019, 15:13

Forum: Suggestions & Criticism

Topic: Impossible to register?

Replies: 2

Views: 6529

Re: Impossible to register?

Yes, I believe the server admin has again disabled new accounts because of spambots.

Thursday, 28th November 2019, 03:41

Forum: Crazy Yiuf's Corner

Topic: Oh No The Scientists Are Watching Start Acting Weird

Replies: 7

Views: 1243

Re: Oh No The Scientists Are Watching Start Acting Weird

Three authors from the Naval Research Laboratory. Your tax dollars at work. Four dipshits on welfare for STEM majors with theories of crawl less advanced than shitposters on a web 1.0 forum lol I know it's very hard, but it might be nice if you were occasionally polite to other people -- the first ...

Tuesday, 26th November 2019, 22:23

Forum: Crazy Yiuf's Corner

Topic: offline ghost names

Replies: 7

Views: 1207

Re: offline ghost names

edit: nm, everything is fine

Tuesday, 26th November 2019, 15:23

Forum: Crazy Yiuf's Corner

Topic: offline ghost names

Replies: 7

Views: 1207

offline ghost names

Quick poll re offline ghost names: is it good or bad when they are real usernames? There are really two questions here, one about other players, and one about your own usernames. Multiple selection is enabled.

Sunday, 17th November 2019, 14:58

Forum: Coding

Topic: can't compile, "no module named yaml"

Replies: 4

Views: 2602

Re: can't compile, "no module named yaml"

It looks like msys2 very recently updated the `python3`-labeled packages to be 3.8; not sure where the 3.7 version was coming from but if you didn't just install msys2 for these purposes, it might have been lingering. (Or it might even be the current default python version on new MSYS2 versions, whi...

Saturday, 16th November 2019, 19:13

Forum: Coding

Topic: can't compile, "no module named yaml"

Replies: 4

Views: 2602

Re: can't compile, "no module named yaml"

Are you sure that the version of pip you are calling matches the version of python that is first in the path? Often a situation like this happens when e.g. `python` is calling python 2, but `pip` (as the message indicates) is calling python 3, or vice versa. The INSTALL.txt instructions are written ...

Friday, 8th November 2019, 14:52

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 1826

Re: Is it possible to automatically clear the character name

Control-U is also pretty odd as a 'clear this text field' shortcut, is that some kind of standard thing that I haven't come across? (it's not vim/emacs/anythingwindows/visual studio) nor do I see it in any help documentation (you'd want a hit for something esoteric like that on the menu, but that's...

Thursday, 7th November 2019, 22:52

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 1826

Re: Is it possible to automatically clear the character name

Siegurt wrote:If your cursor is at end of text, typing appends backspace removes the last character, if you have the whole field highlighted, typing replaces, backspaces clears.

Typically such a text box would start empty.


I do actually already know how a textbox works, thx.

Thursday, 7th November 2019, 19:09

Forum: Technical Support

Topic: Is it possible to automatically clear the character name?

Replies: 11

Views: 1826

Re: Is it possible to automatically clear the character name

It used to be that if you started typing (without even hitting backspace) it would clear the name, This change was intentional, because the behavior of name-clearing (and backspace) was extremely unpredictable in general from how standard UI textboxes work. You can now use ctrl-u to clear the name ...

Sunday, 27th October 2019, 14:36

Forum: Technical Support

Topic: Morgue files for seeded play

Replies: 2

Views: 861

Re: Morgue files for seeded play

There's some longer term things in the works, e.g. I'm working on adding seeded games to CAO scoring as a new category on player pages (i.e. not interleaved with regular games). No exact ETA on that though.

Thursday, 17th October 2019, 19:22

Forum: Dungeon Crawling Advice

Topic: error in installing

Replies: 4

Views: 919

Re: error in installing

Thank you for the reply. I believe that the machine I was trying to install on is a "virtual" one, and by that I mean that I merely run a connection to a server where all the software is. Apparently, the architecture is complex enough to let me run Photoshop and Illustrator. Other than th...

Wednesday, 16th October 2019, 20:12

Forum: Dungeon Crawling Advice

Topic: error in installing

Replies: 4

Views: 919

Re: error in installing

There is no way to force this without rewriting a non-trivial bit of code. But I will say that you have to work at it to have a graphics driver that is basic/old enough to trigger this error -- pretty much the only one that I know of that is in common use is the one built in to virtualbox windows. (...

Wednesday, 25th September 2019, 12:16

Forum: Technical Support

Topic: Request for help getting old versions to compile on Mint 19

Replies: 4

Views: 911

Re: Request for help getting old versions to compile on Mint

I usually do my weird builds in a docker container too, but for just setting the gcc version you should be able to do:

  Code:
export GCC_VER=6

Wednesday, 7th August 2019, 11:43

Forum: Crazy Yiuf's Corner

Topic: XTA Tiles Down?

Replies: 5

Views: 1507

Re: XTA Tiles Down?

I don't have the official word but from what I've heard CXC had a major crash a few days ago and the admin is still working on getting it back up, possibly on different hosting. Not sure where to find out more, but you might be able to get more info at the CXC discord (which I'm not on)?

Friday, 19th July 2019, 15:11

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 1997

Re: The solo time/pain bond timer of Uskayaw seems not to wo

There are two things going on here. You are right that these counters don't deterministically reset when no enemies are in sight, but I think that might be the intent. The calls to `uskayaw_prepares_audience` and `uskayaw_bonds_audience` are wrapped in a random check that is affected by the counter'...

Thursday, 16th May 2019, 04:20

Forum: Technical Support

Topic: Building older versions from source fails on Linux Mint 19

Replies: 6

Views: 1370

Re: Building from source fails on Linux Mint 19

This is a bug affecting gcc 7 builds that was fixed in 0.19 0.20 (edit); see: ⋅  https://crawl.develz.org/mantis/view.php?id=10926 ⋅  https://github.com/crawl/crawl/commit/5e19f30c998b You might be able to apply this patch and get it working. However, in general, there's a limit ...

Saturday, 4th May 2019, 13:35

Forum: Technical Support

Topic: Debian package for recent version missing for armhf?

Replies: 3

Views: 1060

Re: Debian package for recent version missing for armhf?

(Also, since you are upgrading to the version that adds seeding I should add a quick warning that we have no idea if seeding on arm will resemble other platforms, but I do kind of suspect armhf is less likely than armel to do so.)

Saturday, 4th May 2019, 12:03

Forum: Technical Support

Topic: Debian package for recent version missing for armhf?

Replies: 3

Views: 1060

Re: Debian package for recent version missing for armhf?

I think what is probably going on is this: we currently only do i386, and amd64 debs in our own deb repository. Some dev has in the past done arm builds for crawl in our own debian repo (though I think just armel), and so it is configured for it; in particular it is probably set up so that the commo...

Monday, 29th April 2019, 19:34

Forum: Dungeon Crawling Advice

Topic: #Lightning Bolt

Replies: 34

Views: 3955

Re: #Lightning Bolt

It's maybe also worth pointing out that all of the crypt:3 maps are literally designed with ancient liches as one of the potential "boss" enemy for the level (though not the only one). There's usually a place with extra special loot and some gimmick or enclosed area potentially that can in...

Thursday, 11th April 2019, 18:48

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 2843

Re: New Branches?

Really, I was just curious. If I were to design anything related to branches, my main interest would be to create more portal vaults for the early game (which I usually find very boring) to add flavour and variety. Sadly, despite my love of design, I don't know the first thing about coding, and the...

Thursday, 11th April 2019, 00:11

Forum: Game Design Discussion

Topic: New Branches?

Replies: 18

Views: 2843

Re: New Branches?

I would say that adding a new branch is the hardest of the big 3 difficult things people regularly want to add (branch, god, species). None has been added (or even attempted) while I've been a dev so I don't really have a sense for in general what criteria might be applied, but the advice I've seen ...

Tuesday, 2nd April 2019, 00:50

Forum: Technical Support

Topic: debian package broken on debian stable

Replies: 2

Views: 1050

Re: debian package broken on debian stable

Can you try doing `apt-get update` and try again? This was my first time building the debs, so I set up the chroot wrong and built against ubuntu, rather than debian stable; sometime yesterday evening I uploaded fixed debs. (It is indeed supposed to be build against debian stable/stretch.)

Tuesday, 26th March 2019, 13:24

Forum: Game Design Discussion

Topic: DCSS on NINTENDO SWITCH?

Replies: 4

Views: 1510

Re: DCSS on NINTENDO SWITCH?

In the past there've been two main barriers to things like this: ⋅ Licensing barriers that are not compatible with GPL software. This is why an ios release can't exist right now even though it was (iirc) once ported, and one of the issues with steam (though it doesn't prevent a release, ju...

Monday, 25th March 2019, 15:46

Forum: Coding

Topic: dungeon generation

Replies: 3

Views: 1020

Re: dungeon generation

What others have said...dcss has incredibly diverse and complicated procedural generation that is spread across c++ and lua code, it would be easier to start from scratch, or conceivably have a backend running crawlcode rather than porting it. Here's a rough overview: ⋅ Dungeon generation ...

Thursday, 14th March 2019, 15:31

Forum: Technical Support

Topic: change forum email?

Replies: 6

Views: 1377

Re: change forum email?

Upper left corner should be your User Control Panel. From there, go to Profile, then to Edit account settings. Type in your new address, then confirm. thanks for the help. please verify the email change on the account 'sardonica' thank you again. FYI you may want to contact one of the tavern admini...

Saturday, 9th March 2019, 16:49

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 16492

Re: New type of tournament ?

I guess you could (for performance at game start up, not now while you're still debugging obviously) just push of generating all the levels in your pre-set order until you enter the next ungenerated level (so if someone drops from D10->D12 by shaft, you generate D11 before generating D12) Basically...

Saturday, 2nd March 2019, 14:41

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 16492

Re: New type of tournament ?

tealizard wrote:If the player can influence dungeon generation in a seeded game, that's a pretty major flaw in the seeding system.


https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#seeded-play

Friday, 1st March 2019, 23:49

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 16492

Re: New type of tournament ?

Previously I had suggested using the global "game seed" to pregenerate (and store) level generation seeds for each level, that way you don't need to pregenerate each entire level, just the seeds from which the levels will be generated when you do eventually enter them. (You can pregenerat...

Friday, 1st March 2019, 21:29

Forum: Game Design Discussion

Topic: New type of tournament ?

Replies: 26

Views: 16492

Re: New type of tournament ?

Re seed displays, currently they are shown for online characters only in morgues at death, but I will sooner or later add an option (available from CLI) to hide them entirely, which I think we'd need for something like this. Then the admin could pick a seed and reveal it afterwards if they chose, bu...

Friday, 1st March 2019, 21:16

Forum: Suggestions & Criticism

Topic: How do you make suggestions in the "CDO wiki"

Replies: 4

Views: 10589

Re: How do you make suggestions in the "CDO wiki"

I just ran across this text again, and thought, "oh, maybe I should post this in suggestions & criticism", and here we are again. Anyways, the text for the GDD subforum, "Although the central place for this kind of discussion is on the CDO wiki, some may find it helpful to discuss...
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