Search found 3931 matches

Saturday, 19th October 2013, 22:01

Forum: Contributions

Topic: Specie Descriptions

Replies: 1

Views: 1548

Re: Specie Descriptions

It's been fixed recently.

Saturday, 19th October 2013, 12:22

Forum: Technical Support

Topic: Problems with display on color xterm

Replies: 1

Views: 991

Re: Problems with display on color xterm

The issue is probably that the font used by xterm is missing some unicode characters. Try setting your xterm to make it use the same font as gnome terminal.

Friday, 18th October 2013, 21:25

Forum: Game Design Discussion

Topic: Scrolls of Enchant Weapon and Unarmed

Replies: 21

Views: 5453

Re: Scrolls of Enchant Weapon and Unarmed

End game balance of maxxed out characters isn't very relevant to judge the proposal IMO. Differenciation is. The proposal is undesirable, but not because of balance.

Friday, 18th October 2013, 09:09

Forum: Game Design Discussion

Topic: Improving Pan and the Hells

Replies: 63

Views: 21040

Re: Improving Pan and the Hells

I've been considering adding the -Scroll and -Potion effects from Destruction branch to Gehenna and Cocytus (along with Ice Cave and Volcano). I'm not an extended player, so I'd like another dev to make this call. You mean on top of standard destruction? If yes, I don't see the point. I think playe...

Tuesday, 15th October 2013, 13:21

Forum: Technical Support

Topic: I need help running the downloaded version of tiles

Replies: 3

Views: 1533

Re: I need help running the downloaded version of tiles

The .10 version runs extremely slowly as is usual when the game is not using proper open GL Graphic code hasn't change since 0.10, so you where right in the OP, the bug comes from the game running with software OpenGL. Now, why is that and how to fix it I have no idea. The game does run fine with a...

Monday, 14th October 2013, 13:53

Forum: Game Design Discussion

Topic: Pass 0.5 aut command

Replies: 27

Views: 6467

Re: Pass 0.5 aut command

Here is a more polished proposal that would address the OP's concerns. I like that proposal. Though I would prefer developers not to change of current wait command but to add a new command, that waits until any event on screen (moving, hitting, farting - anything) or even waits for an aut. The reas...

Monday, 14th October 2013, 11:47

Forum: Game Design Discussion

Topic: Pass 0.5 aut command

Replies: 27

Views: 6467

Re: Pass 0.5 aut command

spudwalt wrote:Isn't there supposed to be an option somewhere that makes 's' wait until something happens? (e.g. a monster moves .7 aut after you hit 's', it stops waiting instantly there)

I don't think there is.

Here is a more polished proposal that would address the OP's concerns.

Sunday, 13th October 2013, 07:45

Forum: Technical Support

Topic: Can´t seem to update git on W7

Replies: 13

Views: 4252

Re: Can´t seem to update git on W7

Another way is to run crawl with the -dir option. This allows you to keep settings and save out of the source folder. Or when you compile, do a "make install TILES=y DESTDIR=/c/crawl" to actually install the game somewhere else. Yet another way is to include an option file without messing ...

Saturday, 12th October 2013, 07:56

Forum: Technical Support

Topic: Can´t seem to update git on W7

Replies: 13

Views: 4252

Re: Can´t seem to update git on W7

Did it used to work? Stopped working after an update? Try make clean

Thursday, 10th October 2013, 07:48

Forum: Game Design Discussion

Topic: Rework the Scroll of Noise

Replies: 35

Views: 9764

Re: Rework the Scroll of Noise

Thought I'd had before: Cut scroll of noise; add an always available invoke (under the (T)ell menu) of (T)aunt or (C)all Out, which makes a Shout 3 level noise without needing the mutation [just to get enemy attention].I felt silly in Thunderdome and in other circumstances where I wanted all enemie...

Wednesday, 9th October 2013, 17:58

Forum: Game Design Discussion

Topic: Make scrolls of curse/remove curse ID on read

Replies: 21

Views: 8410

Re: Make scrolls of curse/remove curse ID on read

Personally I like the ID minigame, and would prefer it if less things auto-ID'd rather than more (I was disappointed by the change to the amnesia scroll for example) but I suspect I'm in the minority on that point. I don't mind ID-games at all. But the curse scrolls are in a weird situation where i...

Wednesday, 9th October 2013, 17:53

Forum: Suggestions & Criticism

Topic: Proposal: split "Crazy Yiuf's Corner"

Replies: 21

Views: 9347

Re:

So, some kind of "General Discussions" forum, where people can discuss movies, politics and stuff? Is there really interest for that? "General Discussions" is alright but I thought more about things related to crawl - and in a more serious way than it happens in CYC. There are 3...

Wednesday, 9th October 2013, 14:36

Forum: Suggestions & Criticism

Topic: Proposal: split "Crazy Yiuf's Corner"

Replies: 21

Views: 9347

Re: Proposal: split "Crazy Yiuf's Corner"

So, some kind of "General Discussions" forum, where people can discuss movies, politics and stuff? Is there really interest for that?

Wednesday, 9th October 2013, 13:21

Forum: Suggestions & Criticism

Topic: Proposal: split "Crazy Yiuf's Corner"

Replies: 21

Views: 9347

Re: Proposal: split "Crazy Yiuf's Corner"

What is serious and yet doesn't fit anywhere else? I don't mind adding another forum, but I'd want to define what's going in it. Or do the crazy people prevent any sane conversation from happening there?

Tuesday, 8th October 2013, 12:31

Forum: Game Design Discussion

Topic: Rework the Scroll of Noise

Replies: 35

Views: 9764

Re: Rework the Scroll of Noise

If it had the effect of creating an area of continual sound in the spot it was read, attracting monsters, that would be pretty neat. This is almost exactly what it's doing now. I don't see how making its effect last a few turns would change anything. Monsters which hear the noise come to the source...

Tuesday, 8th October 2013, 12:26

Forum: Technical Support

Topic: Installing Trunk on ubuntu 12.04?

Replies: 6

Views: 2110

Re: Installing Trunk on ubuntu 12.04?

As explained on the trunk download page : To add the repository, append this line to the end of /etc/apt/sources.list: deb http://crawl.develz.org/debian crawl trunk To install the signing key, type this line: wget http://crawl.develz.org/debian/pubkey -O - | apt-key add - Then, you can just type ei...

Monday, 7th October 2013, 21:18

Forum: Game Design Discussion

Topic: Make scrolls of curse/remove curse ID on read

Replies: 21

Views: 8410

Re: Make scrolls of curse/remove curse ID on read

As soon as you read a scroll which does nothing, you have unfailingly identified it as one of these four scrolls. I'm pretty sure amnesia with no spells also does nothing. Not since 0.13-a0-2690-g97dada4 Identify scrolls of amnesia if read with no spells memorised It was unlikely to be ambiguous ve...

Monday, 7th October 2013, 12:50

Forum: Game Design Discussion

Topic: Unarmed Combat suggestion

Replies: 36

Views: 8956

Re: Unarmed Combat suggestion

I think the only scenario where UC+shields is something of a no-brainer is for UC trolls, but that's because of troll's special characteristics (already high UC damage, poor defense, and low investment to reduce shield penalties). And it's also the scenario where the flavour is the worst IMHO. A tr...

Saturday, 5th October 2013, 19:58

Forum: Coding

Topic: Compile time tips

Replies: 7

Views: 3466

Re: Compile time tips

I apparently already had ccache installed. I set up symlinks to the compiler commands, but I don't think they're being used when I build crawl. (I don't notice any difference, and the ccache statistics don't change.) Is there a way to verify/force the particular compiler commands? which g++ should ...

Friday, 4th October 2013, 21:01

Forum: Coding

Topic: Compile time tips

Replies: 7

Views: 3466

Re: Compile time tips

If you use Linux, install ccache. If you use Windows, use Linux instead. If you need or want windows, install virtualbox then use Linux.

Friday, 4th October 2013, 17:36

Forum: Game Design Discussion

Topic: Chaos Brand for Armour

Replies: 26

Views: 7816

Re: Chaos Brand for Armour

If you want to be randomly screwed, just worship Xom. I don't see the point in adding weird items that nobody sane would ever want to use.

Thursday, 3rd October 2013, 20:51

Forum: Game Design Discussion

Topic: Ds Icemail mutation

Replies: 3

Views: 1697

Re: Ds Icemail mutation

Since it's already the case for condensation shield and ozo armour (their duration is reduced proportionally to the damage taken), it would make sense to do the same for icemail.

Thursday, 3rd October 2013, 20:45

Forum: Technical Support

Topic: 0.14-a0-136-gf6fb48e does not compile

Replies: 3

Views: 1487

Re: 0.14-a0-136-gf6fb48e does not compile

Looks like it's already fixed in 0.14-a0-138-g9fbd006

Tuesday, 1st October 2013, 15:27

Forum: Game Design Discussion

Topic: New mechanics for ammo destruction

Replies: 110

Views: 24855

Re: New mechanics for ammo destruction

the actual act of picking up ammo after a fight is over is tedious and pointless and should either be automated as much as is possible Yes, autopickup would be a great addition, wouldn't it? Another relevant thing with ammo retrieval, is that you can't do it if you flee. This is sometimes relevant....

Monday, 30th September 2013, 16:31

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7477

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

Yes, GDD isn't crawl only, it's fine to discuss other games or general game design. Although do open a new thread.

Friday, 27th September 2013, 15:36

Forum: Game Design Discussion

Topic: Penetrating Large Rocks

Replies: 64

Views: 20517

Re: Penetrating Large Rocks

I simply found that the game was a lot easier with penetrating large rocks for my troll when going up against packs of, say Death Yaks in a line, or Hydra hiding behind rats, than it used to be. I didn't notice that death yaks were lining up or that hydras spawned with a rat band. This changes ever...

Friday, 27th September 2013, 13:10

Forum: Game Design Discussion

Topic: Penetrating Large Rocks

Replies: 64

Views: 20517

Re: Penetrating Large Rocks

It illustrates that the chief effect of the change was something that wasn't intended --- a mostly insignificant monster buff combined with a noticeable player Tr/Og buff. Alright, this is interesting. Anyone else feels like this penetrating large rock change is insignificant to monsters and notice...

Friday, 27th September 2013, 09:41

Forum: Game Design Discussion

Topic: Penetrating Large Rocks

Replies: 64

Views: 20517

Re: Penetrating Large Rocks

but it's not at all like we would have to meticulously defend every little change to the forum public, possibly with hat in hand. I doubt any of these threads would exist if we knew the rationale behind changes the devs made. It's really not too much to ask. How about you read the commit messages? ...

Friday, 27th September 2013, 09:15

Forum: Game Design Discussion

Topic: No-Brainer Attributes / Int for Combat; Str for Spellcasting

Replies: 26

Views: 7477

Re: No-Brainer Attributes / Int for Combat; Str for Spellcas

why? You keep missing this step. It's good that each stat has a well defined range of effect and that each effect is affected by a well defined and restricted number of factors. You keep suggesting that "this should be affected monster size and strength and weapon weight" or that "thi...

Friday, 27th September 2013, 09:07

Forum: Game Design Discussion

Topic: Make Throwing Skill More Important

Replies: 24

Views: 7277

Re: Make Throwing Skill More Important

Unfortunately wizard mode does not help with testing thrown weapons What? Dungeon Crawl Stone Soup version 0.14-a0-30-gf0b6e91 Attack: Human Hunter vs. stone giant (4000 rounds) (2013/09/27/10:56:07) Human Hunter: XL 1 Str 12 Int 11 Dex 13 Quivering: 6 javelins, Skill: Throwing stone giant: HD 16 A...

Thursday, 26th September 2013, 20:04

Forum: Game Design Discussion

Topic: Bullseye.

Replies: 14

Views: 4403

Re: Bullseye.

minmay wrote:If you assume something in crawl has a point you're likely to be wrong a lot of the time

What about swords?

Thursday, 26th September 2013, 08:40

Forum: Technical Support

Topic: Increase icon sizes on Android

Replies: 6

Views: 3368

Re: Increase icon sizes on Android

mentira wrote:Found it! On the init file uncomment this line:
tile_use_small_layout = true

The only omission is the minimap, is it available on the buttons somewhere?

No, it isn't. Indeed, it would be nice to be able to toggle it.

Wednesday, 25th September 2013, 20:42

Forum: Technical Support

Topic: Increase icon sizes on Android

Replies: 6

Views: 3368

Re: Increase icon sizes on Android

He made a special layout with big icons for small screens. I've got it on my SG2 which has a slightly smaller screen than you (800x480).
The layout enables itself automatically when it detects a small screen, I'm not sure if there is a way to force it though.

Wednesday, 25th September 2013, 20:31

Forum: Crazy Yiuf's Corner

Topic: Other Roguelikes

Replies: 14

Views: 4322

Re: Other Roguelikes

Then, someone recommended Pixel Dungeon. I thought this would be my next fix of roguelike heaven but the game is just too hard, like the lowest level I've reached is 5 and that's a rare occasion because I picked up a plate mail on a lower level and I put it on my mage. It's not as bad as it looks. ...

Wednesday, 25th September 2013, 12:04

Forum: Technical Support

Topic: Samsung Nexus 10 DCSS not working

Replies: 9

Views: 2680

Re: Samsung Nexus 10 DCSS not working

Sorry, as I've just said in the other android thread, the port isn't maintained right now. I don't think I can help you.

Wednesday, 25th September 2013, 12:01

Forum: Technical Support

Topic: Increase icon sizes on Android

Replies: 6

Views: 3368

Re: Increase icon sizes on Android

Sorry, but the android version is not maintained right now. Frogbotherer, the author of the port is almost never around. I'm doing the compiling and releasing right now, but that's about all I can do. What kind of phone do you have? What resolution does it have? Don't you have the big buttons on the...

Wednesday, 25th September 2013, 11:39

Forum: Crazy Yiuf's Corner

Topic: Formerly: Much More Sane And Normal Discussions In English

Replies: 77

Views: 28027

Re: =null title=

Honestly, this thread had nothing to do in the stranger's corner. It's not about crawl so its place is in CYC. And I'm not moderating a discussion which isn't about crawl. If you want to have a more serious discussion, you'll have to try to keep it on rails yourself. I'm sure people will be happy to...

Wednesday, 25th September 2013, 08:48

Forum: Crazy Yiuf's Corner

Topic: Formerly: Much More Sane And Normal Discussions In English

Replies: 77

Views: 28027

Re: Much More Normal And Sane Discussions In English

There isn't anything normal or sane about this thread. To CYC.

Tuesday, 24th September 2013, 13:54

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7717

Re: Better representation of noise?

MoogleDan wrote:How about a thin border around the entire screen?

That would be 10% of the screen estate of a standard 80x24 console. I don't think this is acceptable.

Tuesday, 24th September 2013, 12:18

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7717

Re: Better representation of noise?

Obviously we'd need to come up with something equivalent for console if this is allowed. Well, I have no idea how we can do something equivalent to your minimap idea in console. It has to be realistic and usable. Console players can't be forced to open the map mode and toggle the sound overlay ever...

Tuesday, 24th September 2013, 11:44

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7717

Re: Better representation of noise?

As an example of what I mean, what if the minimap in Tiles shows noise sources colored by intensity? What about console? You can't have more information in tiles than in console. So any new noise interface must bring as much info to console players as tiles players. Your minimap idea isn't feasible...

Tuesday, 24th September 2013, 09:57

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7717

Re: Better representation of noise?

It's better than the current system where all the monsters have excellent hearing and can basically pinpoint where a noise came from but my character doesn't even know where a slurping sound or blaring wail is coming from. Question: is it a spoiler for players to know which direction a noise is com...

Monday, 23rd September 2013, 13:56

Forum: Game Design Discussion

Topic: Interface proposal : life savers screen

Replies: 10

Views: 3043

Re: Interface proposal : life savers screen

The thing is: almost any spell can save you in a specific situation. What are usually called "escape items/spells" are the most generic ones like ?teleport, ?blink, !speed, summon butterflies,... If you highlight those options, then you're even more likely to forget about other options whi...

Monday, 23rd September 2013, 10:34

Forum: Game Design Discussion

Topic: Interface proposal : life savers screen

Replies: 10

Views: 3043

Re: Interface proposal : life savers screen

I think it would be worse. You put all your life-saving options in the screen, but then, you forget to update it when you pick a scroll of blinking. Next time you need it, you're sure to overlook it. In life or death situations, there are only 3 screens to check: inventory, spells and abilities. Esc...

Monday, 23rd September 2013, 10:31

Forum: Game Design Discussion

Topic: Proposal: distinguish actions in message list

Replies: 13

Views: 3722

Re: Proposal: distinguish actions in message list

I agree with the OP. The underscore isn't very helpful when the message area is very busy. I'd like an option to have all messages older than last turn in dark grey. Or maybe I should try playing with clear_messages.

Thursday, 19th September 2013, 12:34

Forum: Game Design Discussion

Topic: Better representation of noise?

Replies: 27

Views: 7717

Re: Better representation of noise?

It's no so easy to assess the source of a noise. What if magic dart triggers an inner flame chain reaction? What if it is triggered by an ally?
So probably, the meter should just display the loudest noise you heard during the last turn, without caring about the source.

Wednesday, 18th September 2013, 20:45

Forum: Game Design Discussion

Topic: turning rods into snakes

Replies: 71

Views: 19063

Re: turning rods into snakes

If the devs don't like and accept your patches, fork them. Fork you! :lol: and I already added the line from the first reply to my init.txt, so I'm sorry that this thread has resulted in upsetting you, while my problem has already been solved. Haha, right. This thread should have been exactly 3 pos...

Wednesday, 18th September 2013, 15:03

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 69073

Re: Proposal: Rework Item Destruction

BlackSheep wrote:Maybe for sticky flame only, fire resistance could have an effect?

Why? I don't like this kind of exception. I'd rather just nerf the effect rather than special case fire resistance for it.

Wednesday, 18th September 2013, 13:04

Forum: Game Design Discussion

Topic: Proposal: Rework Item Destruction

Replies: 173

Views: 69073

Re: Proposal: Rework Item Destruction

developers being divided on whether item destruction could use a rework. I think all devs are aware that item destruction is somewhat problematic and could be improved. However, many think that a status effect which prevent or impair consumable usage is not a proper replacement and comes with its o...

Wednesday, 18th September 2013, 12:42

Forum: Game Design Discussion

Topic: Uncontrolled Controlled Blink Prompt

Replies: 2

Views: 1056

Re: Uncontrolled Controlled Blink Prompt

It would be more consistent to just prevent targetting a monster, just like we prevent blinking over deep water or into walls.
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