Search found 365 matches

Sunday, 8th August 2021, 17:35

Forum: Crazy Yiuf's Corner

Topic: Bug or feature? TSO interprets Trog wrath as player action

Replies: 1

Views: 216

Re: Bug or feature? TSO interprets Trog wrath as player acti

This was a bug, a pretty good one really (internally, wrath shares code with dith shadow, and so it was accidentally getting credited to the player the way shadow attacks do). Now fixed in trunk: https://github.com/crawl/crawl/commit/f9c1391b642b

Saturday, 31st July 2021, 18:12

Forum: Technical Support

Topic: numpad when numlock walking NOT WORKING

Replies: 8

Views: 643

Re: numpad when numlock walking NOT WORKING

Related to that, I'm now playing 0.27 on underhound, and I cannot set the page-up and page-down keys for a macro. I need these for direction keys for my German Thinkpad keyboard that does not have a number pad. When I try to set a key value, say for the page-up key (33) it uses the exclamation mark...

Thursday, 29th July 2021, 16:11

Forum: Technical Support

Topic: numpad when numlock walking NOT WORKING

Replies: 8

Views: 643

Re: numpad when numlock walking NOT WORKING

I've committed a bunch of followup fixes that should resolve all issues that I know about. They aren't live on all servers yet, but hopefully when your server has trunk version 0.28-a0-49-geb8ac83edc these issues will be resolved. The rebuild app on CXC in particular isn't working for me, so that wi...

Tuesday, 20th July 2021, 13:59

Forum: Dungeon Crawling Advice

Topic: Is possible to autocast spells while in melee

Replies: 2

Views: 624

Re: Is possible to autocast spells while in melee

CMD_AUTOFIRE always fires whatever is in the quiver; this is abound by default to `p` and to shift-tab. The MP stop level can be set with `automagic_stop`; I think you are probably already setting this because it defaults to 0 (it's the same setting name as old automagic).

Sunday, 18th July 2021, 16:43

Forum: Game Design Discussion

Topic: Console readability changes

Replies: 3

Views: 703

Re: Console readability changes

Actually I think it might be "allow_extended_colours=false", see commit: https://github.com/crawl/crawl/commit/52be93032c369027368319fea332d911a32e21cf Edit: PF fixed the above in an edit, but it may still be useful to see the commit message. The compatibility mode was added about 5 years ...

Friday, 16th July 2021, 13:58

Forum: Crazy Yiuf's Corner

Topic: what happened to tavern

Replies: 34

Views: 5344

Re: what happened to tavern

Just to clarify, I don't think there's a technical or financial solution to this problem as long as the forum remains hosted where it is. (We have considered, and still are considering, whether to move it elsewhere. But this is a massive time sink.)

Tuesday, 15th June 2021, 19:00

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 3782

Re: Dragon form idea

I continue to be a bit confused by this thread. To be clear about the no armour thing, they don't have "no armour" in anything like the sense that felids do, they have automatic race-specific AC on levelup that for everything but grey drac ends up being comparable to light dragon scales, e...

Thursday, 3rd June 2021, 03:37

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 3782

Re: Dragon form idea

This isn't quite on topic, but since they were mentioned: The change that Draconians can't wear any armour seems absurd to me. That is such a harsh handicap, and why? At least they should be able to wear dragon armour. Pretty much most draconian games are a rush to find a transmuation spell or spla...

Wednesday, 12th May 2021, 16:34

Forum: Game Design Discussion

Topic: Auto travel vs force_more_message

Replies: 1

Views: 603

Re: Auto travel vs force_more_message

So, here's something that even I didn't know until a couple weeks ago: force_more_message intentionally does not interrupt travel, and isn't even guaranteed to show you the more during travel; I think you only see it if something else triggers an interrupt at the same time. Use runrest_stop_message ...

Sunday, 11th April 2021, 18:50

Forum: Crazy Yiuf's Corner

Topic: Naga with hooves!

Replies: 4

Views: 945

Re: Naga with hooves!

Thanks! Yes, impossible to tell, but it looks pretty plausible to me from the char that this would have been in a form.

Saturday, 10th April 2021, 22:08

Forum: Crazy Yiuf's Corner

Topic: Naga with hooves!

Replies: 4

Views: 945

Re: Naga with hooves!

This was a bug following some recent code cleanup, hopefully fixed now. Though you could potentially falsify my hypothesis if you know exactly when you got the mutation (my conjecture was that it was while in a different form).

Saturday, 10th April 2021, 22:06

Forum: Game Design Discussion

Topic: Dragon form idea

Replies: 25

Views: 3782

Re: Dragon form idea

FWIW grown-up draconians already get this exact bonus based on their color, which I think we wouldn't want to dilute.

Saturday, 20th February 2021, 22:43

Forum: Coding

Topic: How to start the game engine without a front end

Replies: 2

Views: 1422

Re: How to start the game engine without a front end

This page is describing the architecture of webtiles in particular, which isn't part of offline distributions -- regular tiles/console don't use sockets at all. To get a build that does this, you will need to build it yourself. In the repository source directory, "make WEBTILES=y" will do ...

Friday, 29th January 2021, 22:38

Forum: Game Design Discussion

Topic: spells with "interesting" targeting

Replies: 12

Views: 1908

Re: spells with "interesting" targeting

Coincidentally I'm running a character that has cast all of these, partly because I hadn't had a chance to try them since the changes -- tbh, they're great. Like way, way better than I expected. In the case of starburst in particular (which, I had low expectations), the fact that it hits all 8 squar...

Sunday, 17th January 2021, 19:12

Forum: Dungeon Crawling Advice

Topic: Wandering and the single Gnoll

Replies: 7

Views: 988

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: 743

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: 9

Views: 1558

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: 524

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: 561

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: 782

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: 782

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: 1949

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: 1101

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: 1949

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: 1949

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: 1949

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: 659

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: 2451

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: 34

Views: 5344

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: 34

Views: 5344

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: 34

Views: 5344

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: 3131

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: 4961

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: 4961

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: 9642

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: 1519

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: 1470

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: 1470

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: 2951

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: 2951

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: 2449

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: 2449

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: 2449

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: 1112

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: 1121

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: 1121

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: 1204

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: 1747

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: 2370

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: 1785

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 ...
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