Search found 270 matches

Thursday, 7th June 2018, 01:43

Forum: Technical Support

Topic: Issue with keyboards, keybinds, and numlock.

Replies: 3

Views: 183

Re: Issue with keyboards, keybinds, and numlock.

SDL provides no specific support or handling for dealing with numpad/numlock idiosyncracies, in fact I think what we'd need to do to really handle this the way I assume fancy paid games do would be to write our own key handler (so we can deal better with keydown timing) as opposed to using the SDL o...

Wednesday, 6th June 2018, 13:58

Forum: Technical Support

Topic: Issue with keyboards, keybinds, and numlock.

Replies: 3

Views: 183

Re: Issue with keyboards, keybinds, and numlock.

Dealing with numpads and numlock is in general extremely messy, as there's a lot of variation in keyboards as well as OSs, and it's basically impossible to detect. One major issue is that in some circumstances many keyboards will send both a number key and the corresponding home/end/pgup/pgdn key, a...

Saturday, 2nd June 2018, 21:05

Forum: Game Design Discussion

Topic: Reveal the map boundary

Replies: 2

Views: 474

Re: Reveal the map boundary

If the exclusion thing (which I'm not sure is widely known? I only discovered it while testing the passwall changes) can't be easily fixed, then yeah, I'm not sure what other solution there might be to this, short of some major rewrite of how level bounds work. Btw I may add a dig targeter using the...

Tuesday, 22nd May 2018, 15:57

Forum: Game Design Discussion

Topic: Change the spellpower display

Replies: 20

Views: 1291

Re: Change the spellpower display

I'm all for giving players better information, and I agree that the log-based spellpower display is weird, but I think the real problem is this and can't actually be left aside if any improvement is to be made: Leaving aside that it's hard to know what spellpower actually does Honestly, I tend to th...

Sunday, 13th May 2018, 15:26

Forum: Dungeon Crawling Advice

Topic: It was at this moment he knew... he screwed up

Replies: 6

Views: 556

Re: It was at this moment he knew... he screwed up

Anyway I don't know if its tentacles will stop to attack you right away or if its ink cloud, which it will most probably spit, can deal any damage. I tried this out in wizmode, and the tentacles are indeed unaffected by fear. Within a turn the kraken will have moved away and taken the tentacles wit...

Sunday, 13th May 2018, 14:42

Forum: Technical Support

Topic: Problems running Crawl in 4K mode - distorted fonts

Replies: 4

Views: 250

Re: Problems running Crawl in 4K mode - distorted fonts

Crotalidae75 wrote:I switched to DejaVuSansMono.ttf and it works fine now.


Er sorry yeah, I meant that, not Vera (which is an ancestor of deja vu).

Saturday, 12th May 2018, 22:44

Forum: Technical Support

Topic: Problems running Crawl in 4K mode - distorted fonts

Replies: 4

Views: 250

Re: Problems running Crawl in 4K mode - distorted fonts

Also, for future reference, it's relatively easy for devs to miss bug reports in this forum, so if you don't get a response here, you should probably try posting it on the bug tracker. Your tavern login will work to log in there as well.

Saturday, 12th May 2018, 22:33

Forum: Technical Support

Topic: Problems running Crawl in 4K mode - distorted fonts

Replies: 4

Views: 250

Re: Problems running Crawl in 4K mode - distorted fonts

I'm not immediately sure what's going on, but I downloaded that font and I get distorted fonts with a similar pattern when using UbuntuMono-R.ttf regardless of font size, and not on a 4k display. (Though I am testing on a hi-dpi display at the moment, I'll have to check if it's hi-dpi specific later...

Wednesday, 9th May 2018, 19:11

Forum: Technical Support

Topic: How to make windows executables (On Linux)

Replies: 7

Views: 305

Re: How to make windows executables (On Linux)

So, did you run both of:

  Code:
git submodule init
git submodule update
?

:D

Tuesday, 8th May 2018, 16:35

Forum: Technical Support

Topic: How to make windows executables (On Linux)

Replies: 7

Views: 305

Re: How to make windows executables (On Linux)

There's some brief discussion of how to do cross-compiling here. Basically, install the mingw cross-compiling environment as appropriate under your distro, and run the build command described there.

Saturday, 5th May 2018, 23:04

Forum: Dungeon Crawling Advice

Topic: Did Orc get harder?

Replies: 7

Views: 709

Re: Did Orc get harder?

I have recently seen stone giants in Orc. There are a few (not very new) ways for stone giants to place in Orc:$, and they can rarely place a random monsters. Before the change mentioned above they could only place on orc 3-4, but now they can appear on orc:1. So I think it's just that harder monst...

Friday, 4th May 2018, 02:55

Forum: Dungeon Crawling Advice

Topic: Did Orc get harder?

Replies: 7

Views: 709

Re: Did Orc get harder?

That change brought a fairly high variance to orc:1, because anything that could generate in orc could now show up on orc:1. Sometimes it's trivial, sometimes it's like what you encountered. Here's the full commit message from that change: Flatten Orc to two levels, and remove plain orcs from genera...

Thursday, 3rd May 2018, 16:44

Forum: Technical Support

Topic: (MSYS2) crawl won't compile

Replies: 7

Views: 262

Re: (MSYS2) crawl won't compile

util/art-data.pl make: *** [Makefile:1587: art-data.h] Error 127 Ok, this probably means one of three things (in order of decreasing likelihood): (i) perl isn't in your path (or the path being used by the build process) for some reason, (ii) perl isn't installed, or (iii) the script that it is tryi...

Thursday, 3rd May 2018, 12:41

Forum: Technical Support

Topic: (MSYS2) crawl won't compile

Replies: 7

Views: 262

Re: (MSYS2) crawl won't compile

I still haven't had any luck. Where is the crawl folder supposed to go? What I was talking about wasn't the location of the crawl folder, but your current location when running the git command (you can see your working directory in the terminal by typing `pwd`.) If you run `git submodule --init upd...

Wednesday, 2nd May 2018, 21:24

Forum: Technical Support

Topic: (MSYS2) crawl won't compile

Replies: 7

Views: 262

Re: (MSYS2) crawl won't compile

I have done all the relevant instructions in the installation guide, and I tried "git submodule update" and got this: $ git submodule update fatal: not a git repository (or any of the parent directories): .git Please help a noob out? The first thing to do is to make sure you are running t...

Wednesday, 2nd May 2018, 03:43

Forum: Crazy Yiuf's Corner

Topic: Need Help for Wizmode : !Mut Monte Carlo

Replies: 1

Views: 198

Re: Need Help for Wizmode : !Mut Monte Carlo

This kind of thing would be a lot easier to do using lua than with macros. In fact, there's already a stress test that randomly simulates mutation potions, which can be found in test/mutation.lua (see `simulate_mutation_pot` and `test_potion`; if you change `silent` on the first line to false, it wi...

Monday, 30th April 2018, 03:59

Forum: Dungeon Crawling Advice

Topic: How does the amulet of the acrobat work in trunk?

Replies: 25

Views: 1445

Re: How does the amulet of the acrobat work in trunk?

There was a bug in webtiles / trunk here, that I fixed. (It was displaying as intended in console.) It's worth noting though that it's not entirely obvious when it makes sense to display the EV boost. The intended (and now current) behavior is that you see it on the beginning of the turn after it ap...

Friday, 27th April 2018, 02:46

Forum: Dungeon Crawling Advice

Topic: Dead, and yet not

Replies: 9

Views: 762

Re: Dead, and yet not

I just checked in wizmode; hunger seems to proceed normally, and holding down . works to die.

Monday, 23rd April 2018, 14:51

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Filter

Replies: 1

Views: 430

Re: Spell Library Upgrade: Filter

We discussed something like this option and decided it wouldn't add much on top of a good search feature (which exists; see my post in the other thread). Search can be used for spell school names as well as spell names. We could still be persuaded otherwise, but try out the search feature for a whil...

Monday, 23rd April 2018, 14:48

Forum: Game Design Discussion

Topic: Spell Library Upgrade: Search

Replies: 3

Views: 486

Re: Spell Library Upgrade: Search

The spell library already has a search feature, hit Ctrl-f while in the M screen.

Wednesday, 18th April 2018, 22:19

Forum: Game Design Discussion

Topic: Riposte: Check EV after a block

Replies: 19

Views: 1057

Re: Riposte: Check EV after a block

I'm pretty sure that fsim is not accurate fsim didn't handle retaliation damage at all, there wasn't even any place where it would be visible (for "Attack", it showed the damage the player did to the monster when the player hit the monster, and for "Defense", the damage that the...

Wednesday, 18th April 2018, 02:24

Forum: Technical Support

Topic: Building both tiles and console

Replies: 2

Views: 136

Re: Building both tiles and console

Not exactly simultaneously, but you can do something like
  Code:
make && mv crawl crawl-console && make TILES=y && mv crawl crawl-tiles
.

Thursday, 5th April 2018, 00:57

Forum: Game Design Discussion

Topic: Window bug

Replies: 3

Views: 627

Re: Window bug

I've been trying to replicate this, and have so far not succeeded, so more information might help (though it might just be that the timing has to be exact and I haven't gotten it). Some followup questions: does this happen only on opening, or on closing too? What server do you play on? Is it rare or...

Wednesday, 4th April 2018, 15:56

Forum: Game Design Discussion

Topic: Sif Muna Rework

Replies: 12

Views: 1074

Re: Sif Muna Rework

Sif's piety gain is notoriously slow, currently about 45% that of standard "just kill things" gods like Makhleb. I increased rate of piety gain by about 40%, putting Sif now around 65% of Makhleb and friends. FYI there are those on the devteam who think that the solution here is to slow p...

Monday, 2nd April 2018, 14:55

Forum: Technical Support

Topic: Compiling with msys2

Replies: 6

Views: 230

Re: Compiling with msys2

well, I'm glad something worked. Those png errors look to be something new, but I'm not immediately sure what (linking against wrong version of libpng, maybe; we often use a contrib version in a submodule).

Saturday, 31st March 2018, 02:13

Forum: Crazy Yiuf's Corner

Topic: Is this what the game needs?

Replies: 12

Views: 731

Re: Is this what the game needs?

But online it feels like the active player count is dropping. I don't think there's any generalizations to be drawn, see: !lg * s=month(end) -graph (the peaks are tournament months). If webtiles were changed to just match the interface of offline, I'd play webtiles all the time. I don't understand ...

Saturday, 31st March 2018, 00:56

Forum: Technical Support

Topic: Compiling with msys2

Replies: 6

Views: 230

Re: Compiling with msys2

The one potentially relevant thing I found out about how it is cross-compiled is that it is a 64 bit build target; so maybe make sure you aren't running the 32bit version of msys2 (IIRC there are different shell commands). The full cross-compiling build command is `make CROSSHOST=i686-w64-mingw32 pa...

Friday, 30th March 2018, 15:34

Forum: Technical Support

Topic: Compiling with msys2

Replies: 6

Views: 230

Re: Compiling with msys2

Thank you for reply. > Do you have this problem with release version of 0.21.1? With official release binary(stone_soup-0.21.1-tiles-win32), It looks all fine. (screen shot) https://i.imgur.com/Q1vVMrt.png What building environment did devteam use for windows binary? It's actually cross-compiled on...

Friday, 30th March 2018, 14:39

Forum: Technical Support

Topic: Compiling with msys2

Replies: 6

Views: 230

Re: Compiling with msys2

This pops up sporadically but it's not entirely clear what's going on, and it often resolves on its own. In past reports like this, what's usually been necessary is to upgrade your video driver. Specifically, you should download the latest version from the graphics card manufacturer's site, since th...

Monday, 26th March 2018, 22:04

Forum: Game Design Discussion

Topic: Enhancements to the sound system which I want to add

Replies: 10

Views: 657

Re: Enhancements to the sound system which I want to add

One question I get occasionally is whether it's possible to use CWZ's soundset offline. I'm guessing distribution would be the main problem (since these sounds are from all over the place and fairly non-free, and you can't just download them from CQZ). CWZ? CQZ? Sorry, CQZ was just a typo; CWZ is a...

Monday, 26th March 2018, 18:52

Forum: Game Design Discussion

Topic: Enhancements to the sound system which I want to add

Replies: 10

Views: 657

Re: Enhancements to the sound system which I want to add

This sounds great! My experience with all this as a dev is that the most immediate barrier is simply the packaging issue: basically no one is going to construct their own soundset, so BindTheEarth is pretty much the only option, but it could be easier to install, and it's not very obvious how to eve...

Thursday, 15th March 2018, 14:06

Forum: Technical Support

Topic: Dungeon Crawl:SS on Android 8.0

Replies: 1

Views: 251

Re: Dungeon Crawl:SS on Android 8.0

Can you identify which specific android package you're using? There's a few. We don't maintain any official android versions (we don't have the capability to), so unfortunately there is probably going to be only limited help you can get here. So you may ultimately need to contact the package maintai...

Wednesday, 28th February 2018, 18:48

Forum: Crazy Yiuf's Corner

Topic: Alarm trap + stabbing + WJC

Replies: 3

Views: 256

Re: Alarm trap + stabbing + WJC

If I understand right, I think this isn't a bug given crawl's time system, even though the message ordering is confusing (whereas the gong thing is a bug). Lunge-attacks are all one turn: both the movement and the attack happen before the monster gets a chance to respond. Since monsters can't react ...

Monday, 26th February 2018, 18:52

Forum: Game Design Discussion

Topic: Player Ghosts, revisted

Replies: 13

Views: 1187

Re: Player Ghosts, revisted

It may help this discussion to look over the proposals from the 0.21 dev plan here: https://github.com/crawl/crawl/wiki/0.21-Development-and-Release-Plan so you can see what specifically is on the table these days (these proposals already incorporate a ton of player feedback that resembles discussio...

Saturday, 24th February 2018, 19:53

Forum: Crazy Yiuf's Corner

Topic: Killing TRJ as a follower of Jiyva?

Replies: 3

Views: 297

Re: Killing TRJ as a follower of Jiyva?

Actually killing TRJ doesn't do much (except not give you xp), but each attack will increase penance.

Wednesday, 21st February 2018, 05:19

Forum: Technical Support

Topic: Weird HP/MP bar colors in 0.21.1 windows tiles

Replies: 6

Views: 427

Re: Weird HP/MP bar colors in 0.21.1 windows tiles

Thanks for tracking this down, with this information I was able to come up with a fix . For now on the 0.21.1 release version the workaround is to just not use that setting, sorry. https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glTexParameter.xml GL_LINEAR Returns the weighted average...

Wednesday, 21st February 2018, 04:01

Forum: Technical Support

Topic: Weird HP/MP bar colors in 0.21.1 windows tiles

Replies: 6

Views: 427

Re: Weird HP/MP bar colors in 0.21.1 windows tiles

I confirmed that the problem also happens for me on my local tiles for download 0.21, so it's not just isolated to the 0.21.1 package. I've identified a specific init.txt file setting that I can toggle from true to false, and make the HP/MP bars look "proper" versus the dim colors I showe...

Tuesday, 20th February 2018, 15:56

Forum: Technical Support

Topic: Weird HP/MP bar colors in 0.21.1 windows tiles

Replies: 6

Views: 427

Re: Weird HP/MP bar colors in 0.21.1 windows tiles

I haven't heard of this one, and I'm not seeing it on a default windows tiles install in a VM. Does it affect the noise bar as well? (You could test this with `tt` for example.) The relevant rc options are hp_colour and mp_colour, but I'm not sure what settings you could pick that would get this res...

Sunday, 18th February 2018, 16:24

Forum: Crazy Yiuf's Corner

Topic: Enemies spanning multiple tiles

Replies: 6

Views: 485

Re: Enemies spanning multiple tiles

I've thought about this a bit too but currently, the tentacle code is and has been a huge source of edge-case bugs, so it's not a good foundation to base anything on. The whole thing would need to be reengineered, I think. Also, a large monster that couldn't enter 1-space corridors isn't necessarily...

Sunday, 18th February 2018, 16:05

Forum: Game Design Discussion

Topic: Race suggestion: Goblin

Replies: 11

Views: 1295

Re: Race suggestion: Goblin

crawlnoob wrote:You don't roll anything, starting stats are fixed. Backgrounds are a starting kit...


fwiw implojin is a >100 win player...

Thursday, 15th February 2018, 04:06

Forum: Game Design Discussion

Topic: Pious mutation

Replies: 2

Views: 357

Re: Pious mutation

Crawl used to have a -faith mutation called 'forlorn', and it turned out it was a bad idea. With respect to HO, I don't really agree with your premises. They are very strong with many gods, because they already have an extremely high invocation aptitude (tied with DD/Ds) and of course because they'r...

Monday, 5th February 2018, 22:12

Forum: Technical Support

Topic: Banning/Kicking from chat

Replies: 3

Views: 257

Re: Banning/Kicking from chat

This is very much on the wishlist, but no way to do it right now. If it's the same person being persistent the server operator can ban them (I've let johnstein know about this username). Was it just straight random spamming, or some kind of targeted thing at you? Edit: if you have logs or screenshot...

Saturday, 3rd February 2018, 14:56

Forum: Crazy Yiuf's Corner

Topic: Bring back some flavour to our food!

Replies: 4

Views: 379

Re: Bring back some flavour to our food!

Patches welcome! My initial food tile commit has an example of how to specify a food tile by name.

Sunday, 28th January 2018, 17:19

Forum: Dungeon Crawling Advice

Topic: Numpad key navigation

Replies: 4

Views: 301

Re: Numpad key navigation

This should be fixed in master (you can try an unstable build here), and will be in a 0.21 point release soon.

Friday, 26th January 2018, 01:17

Forum: Coding

Topic: travis build failing on fresh fork

Replies: 6

Views: 330

Re: travis build failing on fresh fork

Found it : "any Linux projects activated after February 14th [2015] that do not contain explicit sudo (or ping) usage will be routed to the container-based infrastructure." I'll probably just modify the dcss .travis.yml file to be explicit so you can wait on that and pull from upstrea...

Friday, 26th January 2018, 01:01

Forum: Coding

Topic: travis build failing on fresh fork

Replies: 6

Views: 330

Re: travis build failing on fresh fork

It's fairly unclear to me why the crawl builds aren't having this problem (we might be grandfathered in to an old default), but it looks like your builds are always running on the container-based version of trusty on EC2, which doesn't support sudo. Our builds run on GCE, which does . Relevant log h...

Thursday, 18th January 2018, 15:56

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: SpHu Serious food issues

Replies: 12

Views: 476

Re: CIP: SpHu Serious food issues

But still, the cause of the death is whatever monster hit you when fainting. Ok, fair enough. I'd first thought this would be impossible to check but I just discovered that sequell actually does track statuses when you die (can use "status=~fainting"). So far in the 0.21 tournament, the d...

Wednesday, 17th January 2018, 23:07

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: SpHu Serious food issues

Replies: 12

Views: 476

Re: CIP: SpHu Serious food issues

I looked into this in some detail a few weeks ago, and as far as I could tell from objstat: (i) the average amount of nutrition is the same, or even a bit higher in 0.21 vs. 0.20, and (ii) the variance is the same, or even slightly tighter around the mean. It's always been possible to have bad food ...

Thursday, 11th January 2018, 17:47

Forum: Dungeon Crawling Advice

Topic: Distant Slurping Noise

Replies: 3

Views: 406

Re: Distant Slurping Noise

They can still eat doors.

Thursday, 28th December 2017, 18:23

Forum: Technical Support

Topic: Problem building from source on Mac OS

Replies: 8

Views: 405

Re: Problem building from source on Mac OS

I'm a developer myself using mac and homebrew, but i don't have much knowledge of Make.. but isn't it possible to specify in the Makefile the Lua version used in the submodule ( 5.1.4 ) ? Yeah, it should be possible to force the submodule lua, but that's already supposed to be happening (and does o...
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