Search found 380 matches

Sunday, 25th June 2023, 16:28

Global announcement: Tavern 2.0

Replies: 0

Views: 35207

Tavern 2.0

At long last, the devteam has moved forward with a successor to Tavern: https://tavern.dcss.io/ The forum here has remained semi-active for a while, but signups have been mostly closed for many years, and it's been clear that it would help to move to dedicated hosting, with more modern account/spam ...

Tuesday, 28th March 2023, 23:22

Forum: Technical Support

Topic: how to stop autoexplore when summon leaves

Replies: 2

Views: 7816

Re: how to stop autoexplore when summon leaves

An interesting bug of sorts: messages are auto-capitalized, and at least in my testing it seems that runrest_stop_message is checked before the capitalization is applied for this message. So "Your" doesn't match, it would need to be "your". In general though it's often a good ide...

Thursday, 16th February 2023, 13:39

Forum: Technical Support

Topic: How to display tiles of monsters' spells and abilities

Replies: 1

Views: 7265

Re: How to display tiles of monsters' spells and abilities

I'm afraid this just hasn't ever been implemented for local tiles (and the webtiles implementation is very webtiles-specific). Someone should implement it!

Friday, 23rd December 2022, 15:13

Forum: Game Design Discussion

Topic: Unified inventory usability/color schemes?

Replies: 3

Views: 14810

Re: Unified inventory usability/color schemes?

Currently some items in inventory change color and indicate usability randomly by emergent design.


I'm not really going to engage with the rudeness here, but a suggestion based on this and past interactions: have you considered not playing trunk?

Saturday, 3rd December 2022, 17:37

Forum: Game Design Discussion

Topic: Stone autopickup

Replies: 3

Views: 15510

Re: Stone autopickup

Not sure where you're getting your info, but this isn't correct -- sandblast doesn't use stones at all any more.

Friday, 2nd December 2022, 14:52

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl Movie

Replies: 6

Views: 19067

Re: Dungeon Crawl Movie

By the way, because tavern registration is closed and has been for a few years now, most activity has just moved elsewhere (e.g. reddit, discord).

Friday, 2nd December 2022, 14:50

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl Movie

Replies: 6

Views: 19067

Re: Dungeon Crawl Movie

Coulda sworn that when I read the license way back when that it explicitly said "derivation must be free of charge". The crucial part of the GPL (v2) reads: 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and di...

Thursday, 1st December 2022, 04:39

Forum: Crazy Yiuf's Corner

Topic: Dungeon Crawl Movie

Replies: 6

Views: 19067

Re: Dungeon Crawl Movie

The GPL doesn't preclude selling derivative works as long as source code is released in a way that obeys the license. I would also add that every part of the project, note just code, where it is not explicitly stated otherwise is covered by the GPLv2 (so, mainly, some of the art is CC0). It's a very...

Thursday, 22nd September 2022, 00:32

Forum: Technical Support

Topic: websocket failed

Replies: 2

Views: 12921

Re: websocket failed

I haven't heard of any issue and CAO does seem to be working generally. Do other servers work for you? Are you able to try from a different IP address in case you are hitting one that was banned at some point in the past?

Wednesday, 8th June 2022, 14:32

Forum: Game Design Discussion

Topic: Please clarify Ru sacrifice levels

Replies: 2

Views: 15725

Re: Please clarify Ru sacrifice levels

I changed this in: https://github.com/crawl/crawl/commit/883231c05fa4

("major" is bigger)

Wednesday, 8th June 2022, 13:53

Forum: Game Design Discussion

Topic: Macros perhaps shouldn't always work

Replies: 2

Views: 16063

Re: Macros perhaps shouldn't always work

The problem here most likely is that you aren't actually using macros, but rather keymaps, which apply unconditionally (within their context). Macros apply only at the main dungeon interface. (That is to say, macros already don't always work.) https://github.com/crawl/crawl/blob/master/crawl-ref/doc...

Monday, 18th April 2022, 03:29

Forum: Game Design Discussion

Topic: Not fond of the Trunk launcher changes.

Replies: 4

Views: 17056

Re: Not fond of the Trunk launcher changes.

Furthermore, I notice the ammo change was reverted with zero notes/notice


Nothing has been reverted, no one knows what you are talking about

Wednesday, 23rd February 2022, 14:18

Forum: Dungeon Crawling Advice

Topic: Testing out the no-ammo trunk, and I can't use f to fire?

Replies: 2

Views: 6001

Re: Testing out the no-ammo trunk, and I can't use f to fire

Since a few versions ago `v` is the default binding for "manually target main weapon" (CMD_PRIMARY_ATTACK), and this works for all wieldable weapons. However, last night I did re-add the possibility of quivering ranged weapons to use f/p since this has been a very common question (I don't ...

Tuesday, 25th January 2022, 14:48

Forum: Game Design Discussion

Topic: New search breaks muscle memory, again

Replies: 6

Views: 14761

Re: New search breaks muscle memory, again

The problem with just prioritizing inventory lettering in the quiver menu is that all three of inv/spells/abilities have customizable letters, and depending on the player/char, one might want any of these - and inventory bindings do change over the course of the game. Anyways, I pushed an update to ...

Sunday, 23rd January 2022, 16:40

Forum: Game Design Discussion

Topic: New search breaks muscle memory, again

Replies: 6

Views: 14761

Re: New search breaks muscle memory, again

I've made the following commit in response to this post: fix: select first travelable item in stash search Some players use this menu as a quick shortcut while collecting items that they are sure already exist, and I guess having to hit ','+enter is too much work. This lets enter immediately travel ...

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: 9394

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: 8735

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: 8735

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: 6573

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: 4145

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: 36

Views: 41895

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: 15722

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: 15722

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: 2988

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: 19912

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: 19912

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: 15722

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: 11536

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: 6746

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: 8440

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: 2343

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: 9903

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: 5799

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: 2957

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: 4504

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: 4504

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: 9825

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: 4717

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: 9825

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: 9825

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: 9825

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: 2154

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: 7719

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: 36

Views: 41895

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: 36

Views: 41895

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: 36

Views: 41895

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: 8525

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: 14927

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: 14927

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: 27425

Re: Impossible to register?

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