Search found 380 matches

Thursday, 15th February 2018, 04:06

Forum: Game Design Discussion

Topic: Pious mutation

Replies: 2

Views: 1230

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: 1805

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: 1786

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: 1527

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: 3829

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: 3829

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: 3453

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: 3453

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: 1787

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: 3559

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...

Tuesday, 26th December 2017, 17:23

Forum: Technical Support

Topic: Problem building from source on Mac OS

Replies: 8

Views: 3559

Re: Problem building from source on Mac OS

Thanks for the update, this does indeed sound like a bad interaction with homebrew. Crawl uses a submodule version of lua in crawl-ref/source/contrib that is currently lua 5.1.4, and shouldn't use any system version of lua without some extra parameters. Homebrew by default installs everything in /us...

Wednesday, 20th December 2017, 20:31

Forum: Dungeon Crawling Advice

Topic: Leaving Notes for Myself Between Sessions

Replies: 4

Views: 1622

Re: Leaving Notes for Myself Between Sessions

Hm, having a ! level note trigger a more when loading on that level, at least by default, seems like a pretty reasonable idea.

Tuesday, 19th December 2017, 03:21

Forum: Dungeon Crawling Advice

Topic: RC file help with skill targets!

Replies: 1

Views: 1176

Re: RC file help with skill targets!

There are two bindings, you.set_training_target and you.get_training_target, they should be pretty straightforward to use, e.g. :you.set_training_target("short blades", 14) They obey the same rules that setting training targets from the skill menu obeys, e.g. you can't set a target for a s...

Sunday, 17th December 2017, 18:00

Forum: Crazy Yiuf's Corner

Topic: Being able to play several chars online

Replies: 7

Views: 2429

Re: Being able to play several chars online

I am not sure if you understood what I said. I meant: make another account (say Zhorgal1, Zhorgal2 etc.) on the same server on which you play normally. Oh, I didn't think you meant that. Sorry. But wins would not be credited to the same account. So it's not exactly the same thing. For sequell purpo...

Saturday, 16th December 2017, 18:27

Forum: Game Design Discussion

Topic: Mummy Adjustments

Replies: 48

Views: 11360

Re: Mummy Adjustments

I'm not sure any hard clock seems great to me but about 20% of recent 3-rune wins are >90000 turns, probably a lot of them newer players, so that figure isn't plausible at all. If you wanted to do this (and I don't) something like 140000 turns, which eliminates about 1% of 3 rune recent wins, would ...

Monday, 11th December 2017, 19:22

Forum: Dungeon Crawling Advice

Topic: Drop rates still need a some tweaking

Replies: 20

Views: 5536

Re: Drop rates still need a some tweaking

I wouldn't want to argue that ranged doesn't need some work, but for context, here are some actual drop rates as produced by objstat in current trunk for a batch of 3-rune swamp/snake games. This ignores oka/trog gifts. arrows ⋅  D (all): average 432.27 (min 126, max 1053) ⋅  D (...

Monday, 11th December 2017, 14:17

Forum: Technical Support

Topic: Any 3rd alternative to keyboard movement keys for laptops?

Replies: 12

Views: 6405

Re: Any 3rd alternative to keyboard movement keys for laptop

I know this thread is old but it doesn't ever seem to have received a real answer: crawl keybindings are entirely configurable, and there's a bunch of examples in settings, including a dvorak binding.

Friday, 8th December 2017, 19:43

Forum: Crazy Yiuf's Corner

Topic: Simple Video Games, Optimal Language

Replies: 4

Views: 1845

Re: Simple Video Games, Optimal Language

DCSS is in a mix of c++, lua, javascript (for webtiles), and python (for the webtiles server); for libraries it uses SDL2 as the graphics library for tiles and a custom websockets/jquery/ajax thing for webtiles. I don't really recommend DCSS as a good model for roguelike or game design, as it's a ve...

Monday, 4th December 2017, 05:34

Forum: Technical Support

Topic: Problem building from source on Mac OS

Replies: 8

Views: 3559

Re: Problem building from source on Mac OS

This should be fixed now if you update your submodules. (I build on mac but I guess that .o file was cached somewhere.)

Thursday, 30th November 2017, 12:57

Forum: Dungeon Crawling Advice

Topic: Help removing someone from online chat

Replies: 3

Views: 1654

Re: Help removing someone from online chat

There isn't a way for you to do this (unfortunately) but server admins can ban accounts/IPs, and what you describe would be a bannable offense; can you let one of us know the specific game/server this was happening during, and a username if you have it? It's true that if someone's determined they ca...

Thursday, 23rd November 2017, 14:23

Forum: Crazy Yiuf's Corner

Topic: Thanks to the devs!

Replies: 5

Views: 1831

Re: Thanks to the devs!

Yeah, this was a bug, fixed in c317228d6, sorry. (But he'll never zap you with lightning again!)

Thursday, 16th November 2017, 23:36

Forum: Dungeon Crawling Advice

Topic: Lair:5 instakill to some wall?? no warning?

Replies: 14

Views: 5661

Re: Lair:5 instakill to some wall?? no warning?

Yes, I was able to replicate it and the culprit is in this lua code: { function find_corpse() for item_under_you in iter.invent_iterator:new(you.floor_items()) do if string.find(item_under_you.name(),"corpse") then return true end end end } { function ready() if you.feel_safe() and find_co...

Wednesday, 15th November 2017, 14:28

Forum: Dungeon Crawling Advice

Topic: Lair:5 instakill to some wall?? no warning?

Replies: 14

Views: 5661

Re: Lair:5 instakill to some wall?? no warning?

i was full HP 113/113 freaking HP points with Acid resist and no monsters nearby i pressed left mouse click on corpse to loot meat, and ... next thing i saw was You die .... There was a portal to Slimes with green walls next to corpse. Like... who invented that green wall in Lair:5? If this can ind...

Friday, 10th November 2017, 19:42

Forum: Crazy Yiuf's Corner

Topic: Hypertext manual?

Replies: 6

Views: 2003

Re: Hypertext manual?

I agree with the overall assessment that this would probably be great to have and also that someone would need to volunteer to work on it, but want to point out: I'd rather just have the wiki pages be actually kept up to date. The wiki is not, has never been, and (I would guess) will never be offici...

Tuesday, 24th October 2017, 13:05

Forum: Technical Support

Topic: [Ubuntu Mate] Problem with running freshly compiled Crawl

Replies: 3

Views: 1993

Re: [Ubuntu Mate] Problem with running freshly compiled Craw

While it is, I've heard, possible to build dcss on ARM/Raspberry Pi, it isn't really something that gets done a lot, or one of our standard/supported build targets. It appears to be crashing very early on in game initialization in some low-level c++ std library string code. I don't know why this wou...

Thursday, 19th October 2017, 13:16

Forum: Crazy Yiuf's Corner

Topic: Strange game message

Replies: 1

Views: 1003

Re: Strange game message

It's a bug from years ago that no one has figured out: 8187. Shouldn't impact your game.

Saturday, 14th October 2017, 13:41

Forum: Dungeon Crawling Advice

Topic: Morgue Files unnaccessible?

Replies: 1

Views: 998

Re: Morgue Files unnaccessible?

On several of the main servers, the large directory listings are forbidden because bots run over tor were repeatedly accessing them and effectively DOSing the servers (impacting crawl play). The admins tried several things, but in the end, there wasn't another good solution besides just making these...

Thursday, 12th October 2017, 18:48

Forum: Game Design Discussion

Topic: Make shoals not lag

Replies: 6

Views: 2142

Re: Make shoals not lag

Can those of you reporting lag include some information about your OS & computer, as well as what version you are getting lag on (minimally, local console vs online console vs local tiles vs webtiles)? Better yet, report that on mantis , there's no open issue relating to this that I can see. (Ta...

Thursday, 5th October 2017, 16:58

Forum: Dungeon Crawling Advice

Topic: Search Term for One-Handed Weapons

Replies: 4

Views: 1660

Re: Search Term for One-Handed Weapons

I don't think that exists, it's probably worth adding. Up until now I think most reasons you'd have to search for handedness are already handled by useless items being filtered (e.g. search as a Sp), but yeah, this is something you might want to search for on a Gn.

Wednesday, 4th October 2017, 15:29

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 94238

Re: Bultungin/Gnoll Feedback

Would be great if a mod could split the stuff that's not immediately relevant to gnolls off into another thread.

Wednesday, 4th October 2017, 01:28

Forum: Contributions

Topic: DCSS stat utility

Replies: 12

Views: 7052

Re: DCSS stat utility

It may or may not help you, because the code is a bit of a mess and doesn't get updated that much, but dcss actually has a built-in morgue parser that you could use as a reference, in wiz-dump.cc . This is used to try to construct a character from a morgue file for testing or fsim purposes in wizmod...

Sunday, 1st October 2017, 13:19

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 94238

Re: Bultungin/Gnoll Feedback

This soundded neat so I rolled up a nuGnoll on CAO. I'm finding that the skills are not all ascending equally, but it doesn't seem to be like autotraining because my long blades for instance has gone up a level, but polearms is still 0, and in the interim I've wielded a club and a hand axe. I get t...

Tuesday, 26th September 2017, 14:38

Forum: Crazy Yiuf's Corner

Topic: (lol j/k) Whisper Farewell When You Leave, Arwen.

Replies: 9

Views: 3328

Re: Whisper Farewell When You Leave, Arwen.

no idea what this thread is about, though maybe hellcrawl? (It's had eveningstars removed for months.)

Friday, 15th September 2017, 20:47

Forum: Dungeon Crawling Advice

Topic: Mutation Roulette Math

Replies: 9

Views: 3227

Re: Mutation Roulette Math

One thing is that this will definitely be affected by mutation interactions , and I'm not sure how much (though my intuition based on running lots of trials says substantially). The lua interface already accounts for those, but it sounds like you didn't go that route? There's also some interactions ...

Thursday, 14th September 2017, 18:32

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

Since when is source = cause? Anyway if there were no <=3 part, then a monster shouting right next to you would not be able to alert other monsters to your position. They would have to continue to wander until they beat your stealth check, or until they blindly bumped into you. Doubtful this existe...

Thursday, 14th September 2017, 17:36

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

In fact, there's not even anything in the code that tracks whether a noise originated from the player or not, so if you wanted to make monsters only investigate player-caused noise you'd have to do quite a bit of refactoring. 1385 // If the noise came from the character, any nearby monster 1386 // ...

Wednesday, 13th September 2017, 15:45

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

Yes, I've been looking into this some more and the current behavior is extremely weird (and not what anyone in here thought, really). Monsters only shout if you are their foe, and on loud noises only set you as their foe if their fuzzed perception of the noise source is within a few tiles of your a...

Wednesday, 13th September 2017, 14:58

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

detonating a fireball near the edge of your los will definitely cause audible shouts if monsters are in the right position. This is easy to test, why don't you try it? Sorcerers are red, high priests are blue, monster reactions to faraway sounds are inaudible to you. Just because my observations ar...

Wednesday, 13th September 2017, 05:13

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

You could have used fireball or noise trap, but you wouldn't hear monsters shout if it's activated sufficiently far from you, like near the edge of your LOS. I suspect that the monsters actually don't shout, but can't be sure. You definitely can't hear them shout. This seems very confused. Monsters...

Tuesday, 12th September 2017, 23:19

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

The player is at (38,34) and the explosion is at (42, 34). That is very close together. Shoot the fireball a bit farther and you won't hear those shouts. This is why I question that you could ever hear monsters shouting in response to a noise trap "moderately close but still out of los". ...

Tuesday, 12th September 2017, 13:41

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

If the noise trap is moderately close but still out of los, you'll often hear waking monsters shouting in response Are you sure about that? Monsters may move toward a noise, but you won't hear them shouting unless you are close to the noise, something like 3 tiles away or closer. Monster shouts are...

Tuesday, 12th September 2017, 01:56

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

njvack wrote:I thought berserking monsters yelled sometimes?


Yeah, sorry, that was completely wrong -- berserking monsters make continuous (yellow) noise in fact.

Monday, 11th September 2017, 19:26

Forum: Crazy Yiuf's Corner

Topic: Why does sound atract enemies?

Replies: 43

Views: 19463

Re: Why does sound atract enemies?

As people have pointed out, monsters don't know who made noise, and just move towards it. They also don't usually have reason to make noise themselves in situations not triggered by the player, but one common one is when a monster steps on a noise trap; this is loud enough to hear from quite far awa...

Friday, 1st September 2017, 16:48

Forum: Crazy Yiuf's Corner

Topic: Wizmode Help Please: !Mut Monte Carlo

Replies: 2

Views: 1548

Re: Wizmode Help Please: !Mut Monte Carlo

You're going to get much better results trying to do this in lua, the full mutation API is all there (it's used by the mutation tests) as well as some output code. As a starting point, look at test_potion and simulate_mutation_pot in test/mutation.lua. Caveat, I haven't updated the simulation code t...

Wednesday, 30th August 2017, 12:56

Forum: Technical Support

Topic: Cannot find data file

Replies: 4

Views: 2280

Re: Cannot find data file

It's not entirely obvious to me how those two things could be related, since the default option files are read in entirety before init.txt is touched (not to mention, auto_switch doesn't have anything to do with autopickup), so I wonder if there's another cause. If you remove that line do things go ...

Monday, 14th August 2017, 15:59

Forum: Crazy Yiuf's Corner

Topic: Ease of use improvements needed in .21

Replies: 66

Views: 25988

Re: Ease of use improvements needed in .21

This one is huge, but it would be nice to have an actual "options" menu with a GUI, instead of an rc file to edit. It is not even hard to do (I did something like that in 2 programming languages but I don't know C++ good enough). It can take literally 2-3 days I believe. Seriously, dynami...

Saturday, 5th August 2017, 01:27

Forum: Game Design Discussion

Topic: Goldify spellbooks working patch?

Replies: 7

Views: 3062

Re: Goldify spellbooks working patch?

There's an incomplete PR here from Doesnty, which has some dev comments indicating what else needs to be done. The code also hasn't been vetted in detail as far as I know so there may be further specific problems (just looking at the commit history it needs some rebasing at least). I think this will...

Sunday, 30th July 2017, 12:21

Forum: Game Design Discussion

Topic: Ctrl-F . (period)

Replies: 3

Views: 1738

Re: Ctrl-F . (period)

I fixed the main thing, but Ctrl-f . also doesn't filter useless items (and stack others?) by default, unlike other Ctrl-f searches. I can't replicate this, ctrl-f . does seem to be stacking / filtering by default for me. Is it possible that you have some rc setting of some kind that could be affect...

Thursday, 27th July 2017, 10:24

Forum: Dungeon Crawling Advice

Topic: NaWn is broken

Replies: 73

Views: 22038

Re: NaWn is broken

Is Na too easy? Is crawl too easy? As usual, one can't really draw any inferences about this question from looking at individual players, especially individuals who are clearly already outliers in the skill distribution. This gets constantly forgotten on tavern, where a lot of regular posters are d...

Tuesday, 25th July 2017, 14:33

Forum: Crazy Yiuf's Corner

Topic: Portal Sounds Ignore Walls

Replies: 12

Views: 3003

Re: Portal Sounds Ignore Walls

It would be entertaining in some ways if portals made actual crawl-noise that would be loud enough to be heard across the level, but also you really, really don't want that to be how it works as long as portals are timed.
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