Search found 546 matches

Saturday, 16th January 2016, 00:20

Forum: Dungeon Crawling Advice

Topic: Old Stone Soup versions

Replies: 8

Views: 2604

Re: Old Stone Soup versions

Btw are all of those non-compiled versions on Github with tiles or without ? Yes. (whether tiles or console is used depends on a compile-time define. you can see that passing 'TILES=y' to `make` command is how you do that . This may or may not apply to versions before 0.8.0, I don't know for sure.)

Friday, 15th January 2016, 14:12

Forum: Game Design Discussion

Topic: Improving Random Altars

Replies: 39

Views: 9966

Re: Improving Random Altars

An altar of intervention! When you worship on it, a random god pops up and suggest to join his ranks. You may accept or decline, but if you decline, then you worship another random god. This will make some interesting decisions whether player wants to worship a given god, or reject ant get somethin...

Friday, 15th January 2016, 08:27

Forum: Crazy Yiuf's Corner

Topic: Race: Magma Wyrm

Replies: 6

Views: 1766

Re: Race: Magma Wyrm

[*]Flaming Body - You exude heat. [You may not use Ozo's Armour, Ice Form or Cond Shield.] Would it be spoily to suggest that instead of being forbidden, Ozo's would produce clouds of steam (instead of providing defense)? This has a vaguely Nethackish feel, but it seems pretty basic logic to me -- ...

Friday, 15th January 2016, 02:13

Forum: Game Design Discussion

Topic: Improving Random Altars

Replies: 39

Views: 9966

Re: Improving Random Altars

Hm. What if we invert the idea? ie. instead of 'you can get gods X, Y, or Z from this altar', specify 'You won't get gods X, Y or Z from this altar'. Then the player will choose based on whether that's an acceptable risk to them; it makes them slightly more informed, without constraining the result ...

Sunday, 10th January 2016, 23:30

Forum: Contributions

Topic: 3D Tiles and WebGl

Replies: 23

Views: 16365

Re: 3D Tiles and WebGl

> * First you have to solve the problem of arranging the view such that the entire LOS is visible on screen. This is not too hard in my understanding, but it is absolutely compulsory, to avoid changing the gameplay. I think that there will be no problem with the LOS because the camera will be movab...

Sunday, 10th January 2016, 03:54

Forum: Contributions

Topic: 3D Tiles and WebGl

Replies: 23

Views: 16365

Re: 3D Tiles and WebGl

I disagree with greyr. 'Just doing it' will most likely result in whatever work you do becoming outdated and irrelevant. Collaboration is definitely necessary. Keep in mind I am not a dev [on this game]. The following points are based on my relatively crude understanding of Crawl's architecture * Fi...

Friday, 8th January 2016, 01:23

Forum: Game Design Discussion

Topic: bring back old aptitudes display

Replies: 59

Views: 11280

Re: bring back old aptitudes display

But if that's all you know, that can lead you to play extra poorly. There is undue psychological reluctance to train a skill with a negative aptitude. If your armor skill is -1 and your dodging skill is 0, that does not mean you should build your char as a robe wearer. So the player should be given...

Thursday, 7th January 2016, 13:19

Forum: Game Design Discussion

Topic: bring back old aptitudes display

Replies: 59

Views: 11280

Re: bring back old aptitudes display

Suppose I told you an apple costs 6 Ruritanian dollars and an orange costs 8 Ruritanian dollars. Would you be confused about their relative value? Would you need to know the exact value of a single Ruritanian dollar? Would you prefer I uncluttered the information I'm giving you by saying that the a...

Thursday, 7th January 2016, 09:25

Forum: Game Design Discussion

Topic: bring back old aptitudes display

Replies: 59

Views: 11280

Re: bring back old aptitudes display

the difference between two aptitudes is constant and is the same on either side of zero; that's the whole point of the formula False, per the formula you stated and also the docs you quoted. The first derivative of the sorted list of aptitude percentages -4 to +4 is [32, 27, 22, 19, 16, 13, 12, 9]....

Friday, 1st January 2016, 12:22

Forum: Crazy Yiuf's Corner

Topic: 2016 MEGATHREAD

Replies: 12

Views: 3166

Re:

Turukano wrote:I wish you
  1. a happy new year as well and
  2. finding caps lock on your keyboard.

I suggest Colemak layout. It entirely removes the problem of being able to find caps lock on your keyboard.

Although I regret to inform you it doesn't remove food.

Friday, 1st January 2016, 05:39

Forum: Game Design Discussion

Topic: Stash solution – extra items but with a turn penalty

Replies: 20

Views: 5414

Re: Stash solution – extra items but with a turn penalty

dpeg wrote:I like how to you (archeo), food is always part of the problem?

"You're either part of the solution, or you're food." -- the pragmatic cannibal's motto.

I have to agree though. Food is simple but annoying to manage, and chunks are the main annoyance.

Thursday, 31st December 2015, 10:35

Forum: Game Design Discussion

Topic: Liminals (split from Lacertilians thread)

Replies: 22

Views: 5064

Re: Lacertilians, playable on CBRO

There should be more but consider the frustration of ending up with a god you don't want. God choice has more impact than your draconian's color. You might get trog on a wizard or vehumet on a fighter. And then you're like -__- Does this have to be a problem? Faded altar can't give you Beogh if you...

Sunday, 27th December 2015, 08:18

Forum: Game Design Discussion

Topic: Lacertilians, playable on CBRO

Replies: 26

Views: 8599

Re: Lacertilians, playable on CBRO

@grisamentum: Are you the person who posted a YAVP to r/dcss and commented similarly about tail slap? I was going to suggest that they report it, but looks like you got in first. It's almost certainly a bug.

Thursday, 24th December 2015, 02:22

Forum: Game Design Discussion

Topic: Show Range as a number instead of an ASCII picture

Replies: 6

Views: 1466

Re: Show Range as a number instead of an ASCII picture

Ha, of course. Shows how long it's been since I played for any length of time. In any case, you need to provide some justification. Currently your post says 'I don't like this, I'd like that instead' but doesn't say either why you don't like the ascii art or why numbers would be better. On my part I...

Wednesday, 23rd December 2015, 23:53

Forum: Game Design Discussion

Topic: Show Range as a number instead of an ASCII picture

Replies: 6

Views: 1466

Re: Show Range as a number instead of an ASCII picture

I agree with the idea of indicating max range. I disagree with removing the ASCII ART to do so.

I think max range could be shown via appending .'s to the range diagram, similar to how spellpower is currently done.

Sunday, 13th December 2015, 23:54

Forum: Game Design Discussion

Topic: Audio for Webtiles

Replies: 7

Views: 2239

Re: Audio for Webtiles

Offline sound support doesn't still work. Neither I nor several other people have been able to get any sound out of Crawl -- on Linux, which AFAIK is what the sound system is designed around (it shells out to a sound player -- aplay IIRC -- to do the sound playing. Or at least, that is what it think...

Friday, 11th December 2015, 09:05

Forum: Crazy Yiuf's Corner

Topic: DCSS is on IndieDB

Replies: 0

Views: 592

DCSS is on IndieDB

IndieDB Games Of the Year voting is currently ongoing -- link 1 , link 2 . One fact that emerged during discussion (see 1st link) is that DCSS has an IndieDB entry . Which was created in 2010. Shortly after that, the creator of the entry ("Member" -- yes, that is what their username was) w...

Friday, 11th December 2015, 08:12

Forum: Crazy Yiuf's Corner

Topic: HUMAN RACE, GOZAG ONLY, FINAL DESTINATION!

Replies: 3

Views: 1085

Re: HUMAN RACE, GOZAG ONLY, FINAL DESTINATION!

Dunno, why don't you ask him?

You could also wish him luck in his quest to become a sandwich, while you're at it.

Tuesday, 1st December 2015, 04:07

Forum: Suggestions & Criticism

Topic: Development Tracker/Purpose of GDD

Replies: 27

Views: 12804

Re: Incoming Amulet Reform Discussion

I thought there was a DCSS development mailing list in which things like this were discussed. I recall devs being rather emphatic that GDD is neither preferred nor standard for getting new stuff in -- rather, some discussion on the mailing list and usually an issue filed in Mantis; occasionally a ne...

Monday, 26th October 2015, 05:45

Forum: Dungeon Crawling Advice

Topic: How do you read the "Relative Cost" of skills?

Replies: 5

Views: 1591

Re: How do you read the "Relative Cost" of skills?

Yes that's what I thought too, but then why is the "cost" of my armour skill lower than the actual level it's at, while the invocations skill's "cost" is higher than its actual level? .. What? Costs are normalized, that's why it's called relative cost. The norm being raising a 0...

Tuesday, 20th October 2015, 03:12

Forum: Crazy Yiuf's Corner

Topic: RPS lists DCSS in 50 Best Free PC Games

Replies: 23

Views: 5472

Re: RPS lists DCSS in 50 Best Free PC Games

It should have been titled 'random PC games', really. Some like Spelunky, Brogue, DCSS are very good, others are mediocre. I don't think there's any outrageously terrible ones listed, but there are some bizarre ones (ZangbandTK, that was last updated in 2005, and whose link doesn't even relate to Za...

Wednesday, 14th October 2015, 04:06

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 13058

Re: Daily Challenge Mode

What precisely do you mean by that? The current setup, as I understand it, should guarantee the initially generated Abyss content (eg. What is in your LOS first time you get banished) is the same. Content generated after that point cannot be guaranteed, as things other than the RNG get involved (mai...

Thursday, 1st October 2015, 11:41

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 13058

Re: Daily Challenge Mode

I misread the topic as "Dairy Challenge Mode" and it made me reminisce of my University days. I hope you enjoyed Mr. Xom's Wild Ride. Coincidentally, these both end the same way. Lactose-intolerant? Anyhow! I think the design answer to this would be to use more than PRNG -- some for dunge...

Wednesday, 30th September 2015, 07:16

Forum: Game Design Discussion

Topic: Proposal: Challenges

Replies: 4

Views: 1209

Re: Proposal: Challenges

IMO this is an appropriate place to use lua. A collection of hooks that lua scripts could register to 'listen to' would facilitate many conducts, with a flexibility beyond actually hardcoding the conducts. For example, a 'skill-level-reached' hook, in conjunction with a function to enable/disable tr...

Monday, 28th September 2015, 07:27

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 13058

Re: Daily Challenge Mode

Incidentally, now that I'm aware we're talking about a separate mode.. I just realized that the approach I described could also be mixed : that is, you could preset the seed for some levels and leave others at a default value of 0; and then interpret 0 value as 'inherit global RNG state'. This could...

Monday, 28th September 2015, 03:29

Forum: Crazy Yiuf's Corner

Topic: You don't choose the character you like, and I can prove it

Replies: 82

Views: 19344

Re: You don't choose the character you like, and I can prove

Obviously the system continues to have a particular behaviour regardless of our inability to observe exactly what that behaviour is. How can you say anything is obvious about something you can't observe? That's not our situation. Our situation (as described by QM) is that we can observe, but our ob...

Monday, 28th September 2015, 01:12

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 13058

Re: Daily Challenge Mode

Yeah, my proposed alteration would cover the last four points you listed; that was pretty much what I thought you were going for.

Monday, 28th September 2015, 00:59

Forum: Crazy Yiuf's Corner

Topic: You don't choose the character you like, and I can prove it

Replies: 82

Views: 19344

Re: You don't choose the character you like, and I can prove

As far as I know, the use of probability functions (in QM) implies that the process being modelled is deterministic, much as crawl's PRNG is deterministic. Probability can't comment usefully on processes that are nondeterministic (this is a common misunderstanding of probability, that it is modellin...

Monday, 28th September 2015, 00:28

Forum: Game Design Discussion

Topic: Daily Challenge Mode

Replies: 29

Views: 13058

Re: Daily Challenge Mode

Game seed in crawl is not as reliable as Brogue etc. In fact, if 30 people request the same -seed, and play it normally, the only thing those games will have in common is D1 and initial character traits. This is basically because the dungeon generation doesn't use a different RNG state from the one ...

Sunday, 27th September 2015, 07:54

Forum: Crazy Yiuf's Corner

Topic: You don't choose the character you like, and I can prove it

Replies: 82

Views: 19344

Re: You don't choose the character you like, and I can prove

Well, you can argue (depending on your exact definition of randomness) that either all relationships are deterministic or none of them are (or any given subset are) or alternatively, you can argue that for any given X and Y that full and complete knowledge X is unattainable, and therefore the "...

Sunday, 27th September 2015, 05:56

Forum: Crazy Yiuf's Corner

Topic: You don't choose the character you like, and I can prove it

Replies: 82

Views: 19344

Re: You don't choose the character you like, and I can prove

From a scientific standpoint, there are plenty of systems that cannot be viewed as fully deterministic. Sufficiently complex systems, such as the weather, are chaotic, meaning that a slight change of initial conditions creates a completely different result down the road. This is why the weather for...

Saturday, 26th September 2015, 06:41

Forum: Game Design Discussion

Topic: Stat cap reasons

Replies: 26

Views: 5456

Re: Stat cap reasons

Well, that's what we're discussing, the point. Some people want the point to be higher, others want it to be lower. Most of us want it to be sillier ;) In any case, if you look at the pull request, you will see that 144 is in fact too high, unless you redo some stuff relating to savefiles etc; stats...

Saturday, 26th September 2015, 00:58

Forum: Game Design Discussion

Topic: Stat cap reasons

Replies: 26

Views: 5456

Re: Stat cap reasons

81 is better than 144, but it's still too big. We need to provide motivation to scale the effect of stats up. How about 27 ;)

Friday, 25th September 2015, 07:32

Forum: Game Design Discussion

Topic: Stat cap reasons

Replies: 26

Views: 5456

Re: Stat cap reasons

61 is better, as it's 27 in base 27. Uh, wouldn't that be 10? No, I don't mean it's the 27th positive number in base 27; I mean it's literally written 27. 2 * 27 = 54 54 + 7 = 61 27 Since we have this obsession with multiples of 3, one might also consider 1000, which == 27 in base 3. Except that's ...

Friday, 25th September 2015, 01:43

Forum: Game Design Discussion

Topic: Stat cap reasons

Replies: 26

Views: 5456

Re: Stat cap reasons

61 is better, as it's 27 in base 27.

Monday, 21st September 2015, 09:43

Forum: Game Design Discussion

Topic: Stat cap reasons

Replies: 26

Views: 5456

Re: Stat cap reasons

Why do you cap the inputs to any function?

Because it allows you to balance the function without worrying overly about brokenness caused by pathological cases.

Failing to do this leads to ToME or Nethack, where you can make a sport out of becoming broken by stacking bonuses up.

Monday, 21st September 2015, 03:11

Forum: Game Design Discussion

Topic: "worn silver wand" vs jellies?

Replies: 7

Views: 2155

Re: "worn silver wand" vs jellies?

^ and of course, there is also the fact that if you follow Jiyva, Silver is sure to do more damage to you, so it's a little odd for it not to do more damage to jellies.

Monday, 21st September 2015, 03:07

Forum: Dungeon Crawling Advice

Topic: Trunk does not load anymore

Replies: 6

Views: 1960

Re: Trunk does not load anymore

That's a shame, I was going to suggest that if Trunk does not load anymore, perhaps you should try most instead.
less is more, but more more than more is, so more is less less, so use more less if you want less more. (...) If less is more than more, most is more than less.

Monday, 14th September 2015, 00:45

Forum: Game Design Discussion

Topic: Tiles lighting rework

Replies: 11

Views: 2957

Re: Tiles lighting rework

With that change, it's looking a lot better; you've got my vote.

Sunday, 13th September 2015, 12:21

Forum: Game Design Discussion

Topic: Tiles lighting rework

Replies: 11

Views: 2957

Re: Tiles lighting rework

Interesting. But these screenshots are all webtiles, how does normal offline tiles look? (this is necessary to inform my vote, as I don't want to promote further differences between webtiles and offline) And I guess while I'm asking, is console affected at all? (I wouldn't think so, but I can also t...

Wednesday, 19th August 2015, 08:18

Forum: Game Design Discussion

Topic: Change Searing Ray Interface

Replies: 31

Views: 8325

Re: Change Searing Ray Interface

On the angle thing, IMO we should make Searing Ray homing (if you target an enemy or through an enemy, subsequent turns are fired at the enemy's current pos, not previous pos). That would really only be a buff in the case where you are getting screwed over by Bresenham's Algorithm.

Wednesday, 5th August 2015, 12:40

Forum: Game Design Discussion

Topic: Reciting to an unseen monster.

Replies: 9

Views: 2052

Re: Reciting to an unseen monster.

I think this is probably just a weird corner in the interface (that there is no equivalent to Z for invocations).

Sunday, 2nd August 2015, 10:05

Forum: YASD! YAVP! and characters in progress too

Topic: help this char escort Nemelex into a zig

Replies: 34

Views: 8004

Re: i can haz Nem: Fe 0.17 / Gh 0.17 / HO 0.10 / Hill Dwarf

Well, they have to grow into giants, that takes serious hardware ;)

Sunday, 2nd August 2015, 09:15

Forum: Dungeon Crawling Advice

Topic: What do I do when I don't have what I need to continue?

Replies: 42

Views: 10279

Re: What do I do when I don't have what I need to continue?

They were still moving to where you last were most likely and you didn't leave the area? I'm pretty sure I got the fuck out of there. But whatev, guess it was just bad luck the Wraith and Tengu somehow kept my location. I have a question. If Statue Form increases all action time by 50%, why does my...

Monday, 27th July 2015, 08:12

Forum: Dungeon Crawling Advice

Topic: Enchanter and Conjurer are way too luck dependent. And more.

Replies: 74

Views: 14159

Re: Enchanter and Conjurer are way too luck dependent. And m

\ Uh, except they're not actually hidden, since this is an open source game? It's not like dpeg guards the source code at his German castle or anything. The devs aren't keeping anything a secret here. From what I understand of the reasoning, there's just some point in between "give players all...

Thursday, 23rd July 2015, 04:55

Forum: Technical Support

Topic: [linux tip] best fullscreen mode

Replies: 5

Views: 2381

Re: [linux tip] best fullscreen mode

I just fullscreen it (Arch linux x86_64, AwesomeWM). It fits .. exactly (which is what is supposed to happen when you set tile_window_height and tile_window_width to 0). But that is tiles (1680x1050 screen) WIth ascii. any decent terminal-emulator supports font zooming. Zoom in to about the right he...

Monday, 20th July 2015, 14:29

Forum: Crazy Yiuf's Corner

Topic: God proposal: Hashila, the another dual wielding post

Replies: 5

Views: 1433

Re: God proposal: Hashila, the another dual wielding post

I'm disappointed. I misread the title and thought you were talking about dual-wielding poets. I mean, I dunno what the hell that would do -- maybe it would be like Zin Recite, doubled and turned into a melee weapon? Renouncing Hashila causes all weapons and rings to be taken off, followed by having ...

Tuesday, 14th July 2015, 11:32

Forum: Game Design Discussion

Topic: FR: remove map generation scripts that make autoexplore bad

Replies: 7

Views: 1495

Re: FR: remove map generation scripts that make autoexplore

have autoexplore preferentially "hug the wall."


Berder, are you saying that the current auto-explore wall-favoring option (explore_wall_bias) is inadequate? Or are you unaware of it?

Sunday, 12th July 2015, 10:48

Forum: Game Design Discussion

Topic: [request] user-friendly mechanism for tiles override

Replies: 6

Views: 1579

Re: [request] user-friendly mechanism for tiles override

Personally I was trying to point out that most of it can be done outside of DCSS (and hence, since it's not in high demand, probably should be). Moreover, with inotify's recursive directory watches hooked up to the DCSS makefiles, it could be downright simple (a statement that by no means could be m...

Sunday, 12th July 2015, 08:26

Forum: Game Design Discussion

Topic: [request] user-friendly mechanism for tiles override

Replies: 6

Views: 1579

Re: [request] user-friendly mechanism for tiles override

No. Now, if you wanted to implement your own system that automatically detects changed PNGs and compiles them into the 'tilesheet' form DCSS uses, it probably would be pretty easy for devs to add something that checks the tilesheet files (say, once every 100 turns) and reload them if they change. Th...
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