Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: LazyCat on July 09, 2016, 08:34:06 AM
-
Classic Rogue with fully mouse driven interface. Extends Rogue v5 with features from Epyx version, fixes bugs and balance issues, adds various animations and overall more polish.
Rogue545_plus-v08 (25 December 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/Rogue545_plus-v08.zip
Play in a browser: http://52.42.113.72:9999/
ssh rodney@185.31.40.85, password: yendor
(http://i.imgur.com/mJ00sqt.png)
(http://i.imgur.com/BBVsq09.png)
(http://i.imgur.com/XLckyXe.png)
(http://i.imgur.com/OqRm3w1.png)
Previously...
Rogue545_plus-v07 (24 December 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/Rogue545_plus-v07.zip
Rogue545_plus-v05 (19 August 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/Rogue545_plus-v05.zip
Rogue545_plus-v04 (14 August 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/Rogue545_plus-v04.zip
Rogue545_plus-v03 (24 July 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/rogue545_plus-v03.zip
Rogue545_plus-v02 (18 July 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/rogue545_plus-v02.zip
Rogue545_plus-v01 (11 July 2016):
https://sourceforge.net/projects/advanced-superturbo-rogue-plus/files/Rogue545_plus-v01.zip
-
I have no idea how to make it work through ssh, Elwin let me know if you have time to help make that possible.
That sounds intriguing. I don't have much time to help, but if you put your code online, send me a link.
Don't need much help, just info on how to set up virtual off-line server and I should be able to take it from there. If possible I'd like to avoid 'dgamelaunch' for now and start with the simplest possible setup. By the way, I just noticed sourceforge has web hosting with PHP and MySQL, would that be sufficient to run online server, and if not what does it take?
So far I have mouse input working, and can compile it as either SDL PDCcurses graphical application, or as PDCurses console application. I expect to complete the project really quickly, in a week or so. I'll put up the code for download shortly.
Can you explain more about what you're trying to do? It sounds like your main goal is adding a graphics layer.
Graphics don't work too well over SSH. The easiest course these days would probably be to write a graphical program that communicates with the server over the Web. I've always intended to make it possible for people to write their own clients or interfaces for the Gallery.
Making it playable with mouse only is the main goal and harder part. Graphics should be rather easy to do, I expect. Basically it should play like Atari ST version and look like Mac version. I guess you could say it will be Brogue-like.
By "graphics" I simply mean a custom font. For offline version that will be easy with SDL PDCurses as it can use custom font image of arbitrary size, and I can extract all the graphics from Mac Rogue, so that's practically almost all done.
For online version I guess it's a matter of finding (writing) a SSH client that can use custom font with at least 256 characters, preferably as bmp image rather than true type ttf. But that's where you come in as I don't really have any experience with those kind of things. You will also know how hard would it be to implement a custom font for your RLG-Web browser interface.
-
What is the point? You could have modified it to a good looking graphical version.
-
What is the point? You could have modified it to a good looking graphical version.
The point is to make it playable for someone who hasn't played any roguelikes before. To make the interface intuitive, playable with mouse only, which in turn will make it more enjoyable and much faster to play. Have you played Macintosh or Atari ST version? To me the difference between those and PC version is like sitting on a chair instead of a cactus.
I don't mind ASCII, graphics is less important to me, but Macintosh version is good looking in my opinion, and I'd prefer that over any 16-bit or say SNES type of graphics. Also, I want it to work over SSH, so I don't know if proper multi-color tiles are viable solution at all.
Anyway, are you familiar with curses/ssh? I need help with that. Tried it with FreeSSHd server and not all font symbols/colors are what they should be, also mouse input doesn't work. Tried also Bitvise SSH server and while font graphics is much closer to what it should be, except for bold/bright colors, mouse again doesn't work. Don't know whether is it the game code, server/CMD, or PUTTY issue.
-
Don't need much help, just info on how to set up virtual off-line server and I should be able to take it from there. If possible I'd like to avoid 'dgamelaunch' for now and start with the simplest possible setup. By the way, I just noticed sourceforge has web hosting with PHP and MySQL, would that be sufficient to run online server, and if not what does it take?
Sourceforge web hosting isn't sufficient. You need to upload the Rogue binary to the server and have it execute there. Web hosts won't let you do that, you need a VPS.
Anyway, are you familiar with curses/ssh? I need help with that. Tried it with FreeSSHd server and not all font symbols/colors are what they should be, also mouse input doesn't work. Tried also Bitvise SSH server and while font graphics is much closer to what it should be, except for bold/bright colors, mouse again doesn't work. Don't know whether is it the game code, server/CMD, or PUTTY issue.
What OS is the server running? To get the mouse working through SSH, you need the client (PuTTY?) to support mouse clicks, and to be configured to use them. The program running on the server (Rogue) needs to know what kind of codes the client is using for mouse clicks. That's usually done with the TERM environment variable. Then Rogue has to be capable of understanding the mouse click codes. PDCurses might be able to do that, I'll look into it.
I'm curious why different SSH servers result in different symbols or colors. An SSH server is supposed to be more or less a "dumb pipe" that just moves bytes back and forth. Maybe you need to configure the way the servers launch Rogue.
This kind of setup is rather fragile and often falls apart when users use programs or settings that you don't expect them to use. But don't let me discourage you.
-
What OS is the server running? To get the mouse working through SSH, you need the client (PuTTY?) to support mouse clicks, and to be configured to use them. The program running on the server (Rogue) needs to know what kind of codes the client is using for mouse clicks. That's usually done with the TERM environment variable. Then Rogue has to be capable of understanding the mouse click codes. PDCurses might be able to do that, I'll look into it.
I'm currently on Windows XP, using PUTTY and CMD console as "shell access" for SSH server. Mouse is working fine with PDCurses, so I believe it's only a matter of some settings to make it work through SSH. Do you know what particular setting I need to change in order to enable mouse in PUTTY, and what specific definition of TERM variable should I use?
I'll switch to Linux now and after compile will upload all together.
I'm curious why different SSH servers result in different symbols or colors. An SSH server is supposed to be more or less a "dumb pipe" that just moves bytes back and forth. Maybe you need to configure the way the servers launch Rogue.
Beats me. I never worked with SSH servers or curses before, but I'm confident the solution is trivial. You will probably be able to make it work if you get some time to try it out and look at it more closely.
-
(http://i.imgur.com/T0BtTWG.jpg)
Linux- rxvt terminal
(http://i.imgur.com/oLUfDxg.jpg)
Linux - xterm terminal
(http://i.imgur.com/UKZ4LPR.jpg)
Linux - PuTTY SSH terminal
On Linux with OpenSSH server mouse works with PuTTY out of the box, so I think that solves the problem as wherever this is going to end up being hosted it will be Linux server. Experimenting with different terminals revealed something interesting and very surprising - the color to clear background depends on terminal settings rather than application. I really want background to be bright white, like on xterm terminal in above image, and I find it hard to accept it's not something that can be coded in the application itself. Weird!
But that's not all, even printed characters seem to have will of their own and for the life of me I couldn't make it all bright white, both the printed characters and the background. Where the background is black I can make characters white, but where the background is white the characters refuse to become any brighter than gray. Damn, curses! Any help and suggestions are welcome.
-
But don't let me discourage you.
On the other hand, you could encourage me. If you would put this on your server so I can judge the speed in the real world setting in order to accordingly adjust the time interval for the delay of running animation. Also, tell me what did you use to code your browser interface? What kind of font does it use, how many characters, ttf or bmp?
-
The default colors do depend on the terminal. You may be able to change the default color pair with init_pair(), but the most reliable thing to do is define some other color pair and use it for everything. With the white text on white, have you tried making it bold too? COLOR_WHITE without A_BOLD usually gets drawn light grey.
The rlgallery.org browser interface is JavaScript, source is here (https://bitbucket.org/ElwinR/rlgwebd). It uses whatever the browser's default monospace font is.
I will look into getting your version running online. The speed and delay varies a lot due to the network. Often the lag will be unnoticeable most of the time and 15 seconds the rest of the time.
-
Figured out about the colors, the trick is not to do anything but let it be configured by the terminal or ssh client.
Anyway, I got a server on cloudsigma.com. [EDIT: was asking for help, but managed to sort it out in the meantime] ... So what now, do I really need 'dgamelaunch'?
By the way. your web console interface, is that your application or I can download it somewhere? Is your server Linux or Windows?
-
What dgamelaunch gives you is player accounts and security. If you don't need permanent accounts, or are fine with handing out shell accounts, you can do without it.
The web console interface is also at the BitBucket link in my previous post. Be aware it has some problems with colors that I never bothered fixing because Rogue is monochrome. The server is running Linux. I've always used Fedora but it should be portable to Debian or similar distros.
-
What kind of service do I need to be running in order to host the browser interface?
You are welcome to put this up on your server if you like. I will not be using my server as soon as $20 get used up, which seems it will be in a less than month. Good host, great user interface, everything is easy to set up, the game runs fast, but it's expensive and IP gets dynamically allocated every time the server re-starts. What is your provider, how much does it cost? Do you pay extra to have static IP?
Anyhow, I was thinking about tournaments. It should not be too hard to make some kind of script to automatically run tournaments every weekend, for example, or every day even. But for it to be more interesting everyone should be playing in the same dungeon, with same items, by having random numbers generated from the same seed, like Brogue does it. How does that sound?
By the way, I appreciate your help. Thanks.
-
What kind of service do I need to be running in order to host the browser interface?
It runs as its own service. There's a Makefile that installs everything, and then you can start it with systemctl. It uses NodeJS, and it also needs a dgamelaunch installation.
What is your provider, how much does it cost? Do you pay extra to have static IP?
I use Linode, currently a $20/month plan, but the $10 package could easily handle it. IP addresses are static. Digital Ocean is another similar provider. Places that charge $5 or less tend to be unreliable.
Tournaments aren't too difficult technically, but getting players to show up can be hard. Giving everyone the same dungeon is an interesting idea. It would make the randomness affect everyone fairly and equally. But if people watched someone else's game, they could know in advance where monsters and treasure are.
By the way, I appreciate your help. Thanks.
Glad to give it. Happy hacking.
-
It runs as its own service. There's a Makefile that installs everything, and then you can start it with systemctl. It uses NodeJS, and it also needs a dgamelaunch installation.
I was struggling to compile dgamelaunch whole afternoon and at the end managed only to compile an older version. But then when I saw how long and complicated instructions to set it up look I finally gave up. I'll leave sever side of things for some other time and get back to making the game first.
Speaking of which, is there anything you would like to change about the game? I don't want to be adding anything new, unless it's really really cool, and that it combines with existing mechanics and adds to the gameplay. Changes I have in mind are more along the lines of making already existing elements more elegant. For example, Mac version doesn't have different 'identify' scrolls for different items, just one type of identify scroll which can identify any kind of item. Also, the difficulty. I don't like that it depends on luck so much, I think there should be at least a theoretical chance, however small, to beat the game every time. Any ideas?
-
Elwin, have you noticed the Rogue restoration project web-site is down? Their last version was 5.4.2, the version I got from your site says 5.4.5. Is this your work? Also, have you been updating source code recently?
-
The RRP did release version 5.4.5, sometime in 2008 I think. I have not changed any version numbers.
I've made some source updates in the last few months. See this list (https://bitbucket.org/ElwinR/rl/commits/all) for details.
-
The RRP did release version 5.4.5, sometime in 2008 I think. I have not changed any version numbers.
I've made some source updates in the last few months. See this list (https://bitbucket.org/ElwinR/rl/commits/all) for details.
5.4.5 is not with all the other versions on their sourceforge account, for some reason. So I guess you took Rogue restoration (preservation) upon yourself. Do you have any plans what to do with it beside hosting SSH? Fixing bugs, or some other kind of code re-writes to make it more readable and elegant perhaps?
-
Yendor moved the project off of Sourceforge sometime around 2003, because Sourceforge didn't support Subversion back then. The RRP's most recent releases are only on rogue.rogueforge.net. (And maybe on the Internet Archive.) Not many people noticed 5.4.5: most Android/iOS ports were based on 5.4.4.
I fix all the bugs I can find. I'm also trying to improve Windows support and modernize the build system. Code rewrites are done to make compilers complain less. Readability and elegance are hopeless causes for a codebase created when K&R C, 1st Edition was hot off the presses.
-
I fix all the bugs I can find. I'm also trying to improve Windows support and modernize the build system. Code rewrites are done to make compilers complain less. Readability and elegance are hopeless causes for a codebase created when K&R C, 1st Edition was hot off the presses.
Good on you. Did you know the code has implemented some animations which can not be seen due to fast updates? 30 years ago with slow terminals those animations were probably ok, but today to be seen they need a little sleep between screen updates. Let me know if you want to enable them and I'll point where they are in the source code.
By the way, I found a free server: alwaysdata.com. The resources available for free accounts are minimal and the difference in speed between that and $20 per month one is quite noticeable, but still it's not bad. Check it out:
ssh rodney@185.31.40.85
password: yendor
Although it doesn't really bother me, I think I have solved security issue with this script in bash_profile:
trap "" SIGINT
trap "" SIGTSTP
while [ $? -ne 9 ]; do
./rogue5
done
logout
Basically it logs you directly into the game and at the end it loops back and starts the game all over, until either client closes connection or saves the game, in which case the game exits with code 9 and the script logs out.
-
Version 02 is out, first post updated with the download link. It's pretty much complete and fully playable.
-
Polish, polish, polish, testing, testing, testing... new version online, first post updated with the download link.
(http://i.imgur.com/BBVsq09.png)
-
This is pretty cool. I like how it looks. One request would be if you could be taken back to a main menu after death in order to start a new game rather than having the game automatically terminate after death and having to restart the program again.
Also, numlock has to be turned off in order to use the number pad which is the opposite of normal and doesnt register pressing the enter key on the number pad.
-
This is pretty cool. I like how it looks. One request would be if you could be taken back to a main menu after death in order to start a new game rather than having the game automatically terminate after death and having to restart the program again.
That's how it works through SSH. Anyway, thank you for your input, I'll address that by providing batch/script file to start the game. In the meantime you can do this yourself:
Widows:
- make "run.bat" file in GAME folder:
:label1
.\GAME\rogue.exe
GOTO label1
- in outside (Release) folder edit "play-rogue" shortcut properties, Target: %COMSPEC% /C GAME\run.bat
Linux:
- make "play-rogue" bash script in the game folder:
#!/bin/bash
while [ $? -ne 9 ]; do
./rogue
done
Also, numlock has to be turned off in order to use the number pad which is the opposite of normal and doesnt register pressing the enter key on the number pad.
Hey, you are supposed to use mouse!
-
Play in a browser: http://52.42.113.72:9999/
Is there anyone who can beat my record?
-
Played some today. Because I'm so accustomed to using the keyboard, I found navigating with the mouse to be very cumbersome, but I can see how it would be helpful or more attractive to a newcomer.
I liked how you could throw projectiles with one single action instead of (what usually takes me) 3-4 actions.
I would like to see a "fight to the brink of death" command, or did I just miss it?
I like how items appear and are arranged. I found this whole system to be very useful.
I like how it says to shoot arrows. When I first started I was very confused about the fact that you "throw" arrows despite having the bow equipped. What would be incredible is if it would automatically equip the bow for you when you are shooting arrows and then automatically switch back to your last used weapon when you melee, but I realize that won't work (since equipping is an action in the melee example) and that in some desperate situations you actually need to throw an arrow without your bow.
When I was testing potions I quaffed a potion of monster detection. It prompted me with, "Heh." I thought that was weird. I started typing monster detect and keying the m made something pop up that said, "magick". I could at that point key in my label.
I quit using the mouse for moving around at some point, but used the mouse for occasional actions. On Floor 5 my game locked up. Not sure if the game had an issue or if my internet connection had a hiccup or what. I was using the keyboard to eat a ration.
I like that you were able to keep the action of moving onto an object without picking it up.
In general, the game just looked good. Crisp and clear.
-
Thank you for your input, much appreciated.
Played some today. Because I'm so accustomed to using the keyboard, I found navigating with the mouse to be very cumbersome, but I can see how it would be helpful or more attractive to a newcomer.
After playing with keyboard for more than a year I guess you are indeed very accustomed to it. Still, it's how it works on Mac and Atari, so after a few games I expect you would be completely used to mouse controls and actually prefer it.
Tip: you don't need to click exactly where you want to move, but only at general direction and the game will automatically stop at doors and before bumping into monsters. Usually you want to click further away, so when you fight monsters for example don't click on them, but anywhere behind them, unless you want to shoot arrows or throw daggers/shurikens, in which case you do need to right-click on a monster exactly.
When I was testing potions I quaffed a potion of monster detection. It prompted me with, "Heh." I thought that was weird.
I've added little messages like that where there were none, so when there is no visual effect on the screen after using a magic item the user still gets some feedback the action (read/quaff) was actually performed.
I started typing monster detect and keying the m made something pop up that said, "magick". I could at that point key in my label.
So when when you read a scroll or quaff a potion that is not automatically identified, first you get a message about the effect, like "your hands start glowing red". The game then pauses (blinking cursor) waiting for acknowledgment to make sure you have read the message, and then after your click mouse/press a key, it prompts you to name that potion/scroll you've just used.
I quit using the mouse for moving around at some point, but used the mouse for occasional actions. On Floor 5 my game locked up. Not sure if the game had an issue or if my internet connection had a hiccup or what. I was using the keyboard to eat a ration.
Possibly I was uploading a new version. If it happens again let me know what were you doing last few turns, like you did now. In any case, I think your game was saved, so if you start a new game with the same name it should restore to the point where it broke off.
-
I was sandwiched between a Bat and a Rattlesnake. I wanted to test my staff against the Rattlesnake. When I clicked on my staff and then clicked Zap, it zapped the Bat. What did I need to do to ensure it would go the direction I wanted it to?
-
More notes:
When I key "e" to eat and then * to select an item to eat, either the game freezes or nothing happens.
Apparently there aren't specific scrolls of identify, but when I use the keyboard to read a scroll of identify, then select * to see the list of things I can identify, only potions appear on that list. My other items did not.
My last run ended by a death to a Venus Flytrap. It took me from my max HP of 48 to -2. That was a little unusual. My equipment was decent with a long sword with one enchantment and an armor class 6. Since the Venus Flytrap was flawed somehow at one point in elwin's version, perhaps it just functions differently across different versions and I'm just not used to it.
I really like the "battle animation" when I use the F key to fight. It gives me a general idea of how many turns are occurring in a battle which I find to be useful information.
-
I was sandwiched between a Bat and a Rattlesnake. I wanted to test my staff against the Rattlesnake. When I clicked on my staff and then clicked Zap, it zapped the Bat. What did I need to do to ensure it would go the direction I wanted it to?
When you click button Zap (or Throw, or Shoot) it asks you "Which direction?", then you to click on the monster or anywhere in its general direction on the map relative to your character.
-
More notes:
When I key "e" to eat and then * to select an item to eat, either the game freezes or nothing happens.
Press 'e' then press 'shift' + '8', then press 'space' to exit inventory screen, and then finally press a letter allocated to food.... that's four key strokes! With mouse it's two clicks: click food, click eat.
Mouse input uses its own new functions. Old keyboard input is not supposed to be used, it's completely untested with this new functionality flow of mouse input and it's actually scheduled for removal.
Apparently there aren't specific scrolls of identify, but when I use the keyboard to read a scroll of identify, then select * to see the list of things I can identify, only potions appear on that list. My other items did not.
Yes, like in Mac and Atari version there is only one type of ID scroll, a general one, which can be applied to ID either armor, weapon, ring or wand.
Perhaps I should preserve keyboard input rather than removing it, but at this point I can only say - don't use keyboard. There is already a whole inventory listed on the right hand side of the screen. No need to list anything, just click an item and then click 'Identify' button.
My last run ended by a death to a Venus Flytrap. It took me from my max HP of 48 to -2. That was a little unusual. My equipment was decent with a long sword with one enchantment and an armor class 6. Since the Venus Flytrap was flawed somehow at one point in elwin's version, perhaps it just functions differently across different versions and I'm just not used to it.
Rogue+ is updated to match Elwin's latest version, which includes modifications to Venus Flytrap. In the course of my testing I've beaten about dozen of them with no problem at all, so I guess it was just a bad luck in your run.
-
Played some today. Because I'm so accustomed to using the keyboard, I found navigating with the mouse to be very cumbersome, but I can see how it would be helpful or more attractive to a newcomer.
Played R+ the other day and actually came to enjoy the mouse. Instead of resting one hand on the numpad like usual, I shifted three inches right and held the mouse, so it felt natural as well. My fingers are fortunately long enough that I can reach almost all of the keyboard functions with just my remaining left hand
So the mouse sped things up a great deal without detracting from gameplay very much. I think it's an awesome addition.
-
The latest Web version looks neat. But I think you have an off-by-one error somewhere in the mouse click processing. There was an Emu on my left, and when I clicked on it, I rested. I had to click two cells to the left to hit the Emu. When I click on my @ sign, I move right.
I notice you have wisely password-protected the shell escape feature.
I'm glad you're starting to call it Rogue Plus now. "Advanced Super-Turbo" is long and complicated.
-
LazyCat - it may be the wand of drain life that needs help. I had the experience again today of trying to zap an enemy, but instead of letting me choose which direction to zap, it did so automatically as I clicked on the Zap button associated with that wand. Pretty sure my HP dropped from 38 to 19, so that's why I'm thinking drain life.
Is there a repeat function? Like if I'm shooting a Leprechaun in a dark room, I cannot right-click on the L because I can no longer see him. I'm having to select arrows, choose shoot, then find the approximate space that will shoot the arrow in the direction of the L. Then repeat, repeat, repeat, repeat, repeat.
In general, I'm having trouble moving as precisely as I do with the keyboard. It can be hard to click on a specific "." Also, I noticed when I want to move diagonally I can only do so one space at a time. If I click my destination it takes me the long way around. Not saying it should be changed, but it is a shortcoming. Precision is sometimes the difference between life and death, even when moving one space.
You sure you want all this critical feedback? ;D
-
The latest Web version looks neat. But I think you have an off-by-one error somewhere in the mouse click processing. There was an Emu on my left, and when I clicked on it, I rested. I had to click two cells to the left to hit the Emu. When I click on my @ sign, I move right.
You are right, it's as if mouse sees characters shifted few pixels down and to the left, for some reason. Thanks for that.
Looking at your bitbucket link I saw you mentioned webtty, and when googled about it I stumbled upon tty.js, which is what I ended up using.
I notice you have wisely password-protected the shell escape feature.
I don't think the security is actually an issue, but the real hole seems to be 'scp'. How do you allow ssh access and yet deny scp file transfer?
-
So the mouse sped things up a great deal without detracting from gameplay very much. I think it's an awesome addition.
Thank you for your input. Some people, to my great surprise, still prefer keyboard. It's good to know I am not the only one who finds mouse input is actually improvement.
-
You sure you want all this critical feedback? ;D
Of course, don't hold back.
LazyCat - it may be the wand of drain life that needs help. I had the experience again today of trying to zap an enemy, but instead of letting me choose which direction to zap, it did so automatically as I clicked on the Zap button associated with that wand. Pretty sure my HP dropped from 38 to 19, so that's why I'm thinking drain life.
Yes, wand of drain doesn't need direction, it effects the whole area (room), so it activates as soon as you click zap. And also, unlike other wands it shows this animation:
\|/
-@-
/|\
Is there a repeat function? Like if I'm shooting a Leprechaun in a dark room, I cannot right-click on the L because I can no longer see him.
Hah! Of course you can not see him... it's dark. But you can still click on him if you estimate where he moves. It's a shot in the dark, you see? This mechanics just emerged by itself without my intention, and I think it's quite fitting.
I'm having to select arrows, choose shoot, then find the approximate space that will shoot the arrow in the direction of the L. Then repeat, repeat, repeat, repeat, repeat.
You only need to click exactly on a monster when you are using right-mouse click shortcut, which shoots arrows automatically if bow is equipped, or throws shurikens/daggers/darts if bow is not equipped.
If you do it manually, by selecting arrows from the inventory column and clicking SHOOT button, then you do not need to click on a monster exactly, but anywhere in its direction. Yes, shooting arrows manually can be tiresome, so the idea is to keep using right-click shortcut auto-shoot and estimate where the monster moved in the dark, which strangely is quite realistic.
In general, I'm having trouble moving as precisely as I do with the keyboard. It can be hard to click on a specific "." Also, I noticed when I want to move diagonally I can only do so one space at a time. If I click my destination it takes me the long way around. Not saying it should be changed, but it is a shortcoming. Precision is sometimes the difference between life and death, even when moving one space.
Hmm, that surprises me. I have zero problems and find moving with mouse works perfectly. Perhaps I should record a video, or you could record a video if you like, so we can figure out what is it we are doing differently.
-
Squeeealer, I see you set some records at http://103.9.162.124:8888
That server will be down in a week or so. Use this this link instead: http://52.42.113.72:9999
It's a new Amazon server I found, pretty good and free for a whole year, so that a new home and where the game will stay.
-
I notice you have wisely password-protected the shell escape feature.
I don't think the security is actually an issue, but the real hole seems to be 'scp'. How do you allow ssh access and yet deny scp file transfer?
scp depends on support from the shell. I use dgamelaunch as the login shell, and it doesn't support copying. You probably want to use the ForceCommand setting in sshd_config to make sure the shell only runs that one command.
-
scp depends on support from the shell. I use dgamelaunch as the login shell, and it doesn't support copying. You probably want to use the ForceCommand setting in sshd_config to make sure the shell only runs that one command.
Ok thanks.
-
In general, I'm having trouble moving as precisely as I do with the keyboard. It can be hard to click on a specific "." Also, I noticed when I want to move diagonally I can only do so one space at a time. If I click my destination it takes me the long way around. Not saying it should be changed, but it is a shortcoming. Precision is sometimes the difference between life and death, even when moving one space.
Here is video:
https://youtu.be/n06_Ynd2_vM
Notice I rarely click on a specific tile, mostly just when searching/shooting, but other times it's somewhere further away in general direction I want to move/attack. Also, see how quickly you can zig-zag search dark rooms. -- Tip: use right-click on '@' to search 10x, it will automatically stop searching if a monster shows up or hidden passage is discovered.
-
Have you fully removed classic keyboard functions from Rogue+?
I tried a bit of 'e', 'r', etc. and got "invalid command".
I get the design philosophy behind all-mouse, but I'm just curious if the official switch has happened or if this is an error?
-
I would hope that keyboard control is kept as an option. Personally, I find the mouse interface kinda cumbersome, plus it does not seem possible to do everything with just the mouse.
-
Have you fully removed classic keyboard functions from Rogue+?
I tried a bit of 'e', 'r', etc. and got "invalid command".
I get the design philosophy behind all-mouse, but I'm just curious if the official switch has happened or if this is an error?
Yes, most keyboard commands are removed. They were not working properly in combination with the new mouse input functionality flow, and I don't see a need for them any more than a motorbike needs bicycle pedals.
-
Personally, I find the mouse interface kinda cumbersome, plus it does not seem possible to do everything with just the mouse.
Can you be more specific please?
Macintosh and Atari ST Rogue don't have any keyboard commands, and they were made by the original authors. As soon as they moved out of graphically and input constrained environment they decided to replace ASCII characters with graphics and keyboard input with mouse controls. Surely they thought to be making a superior version, and I agree, so I find it baffling why would anyone want to use a keyboard still.
-
The latest Web version looks neat. But I think you have an off-by-one error somewhere in the mouse click processing. There was an Emu on my left, and when I clicked on it, I rested. I had to click two cells to the left to hit the Emu. When I click on my @ sign, I move right.
Hold on, you are not talking about pixels, but whole size of the characters? What OS, what browser was that?
I tested this on Puppy and Ubuntu Linux with Firefox, and in Windows with Chrome, Opera, and Firefox. It works pretty much the same across, and there was a few pixel offset which is now fixed, but you seem to be talking about something far more severe. Please check if you still get the same problem.
-
Personally, I find the mouse interface kinda cumbersome, plus it does not seem possible to do everything with just the mouse.
Can you be more specific please?
Macintosh and Atari ST Rogue don't have any keyboard commands, and they were made by the original authors. As soon as they moved out of graphically and input constrained environment they decided to replace ASCII characters with graphics and keyboard input with mouse controls. Surely they thought to be making a superior version, and I agree, so I find it baffling why would anyone want to use a keyboard still.
Sorry about the late reply.
I just find the movement with the mouse interface a bit cumbersome and awkward to use in general. Especially since the screen does not seem to fit my monitor properly in fullscreen. It would seem that the buttons to view the inventory, etc, or off screen on the right side of my screen and I cannot see them. It seems to be about 6 to 8 cells too wide for my monitor.
Technically I can see those missing cells in windowed mode, but I don't like playing anything in window mode really. I can't even see a button to view my entire inventory.
Don't get me wrong, I do like your port. Just not a fan of the interface.
-
Don't get me wrong, I do like your port. Just not a fan of the interface.
I appreciate your feedback. I love the interface, and ultimately it is me I'm making this for, but I do very much hope other people would like it as well, so it is unfortunate you don't.
Especially since the screen does not seem to fit my monitor properly in fullscreen.
I find that really strange. Have you tried "auto-configure" option, most monitors have it I think. What monitor is it(resolution), what OS? Do other console games fit your monitor in fullscreen, original Epyx DOS Rogue for example?
http://www.roguelikedevelopment.org/archive/files/executables/rogue-1.48.zip
In any case, if you ever going to try it again I highly recommend playing browser version instead: http://52.42.113.72:9999/
It hosts the most recent version, for which I have not yet released standard zip download as I am still testing it and playing in a browser myself. Plus, it keeps hi-scores online, so that makes it more interesting if you wish to compete with other people (mostly just me) and try to beat my record.
-
New version is online, first post updated with the download link.
Fixed some long lingering bugs in the original v5 code. Added features from Epyx version, namely instead of snakes there are slime monsters that can split, ice monsters roam around and shoot frost bolts, throwing potions on monsters can affect them. And finally now a feature unique to Rogue+: monsters can trigger traps, and some traps can be picked up and set elsewhere.
Play in a browser: http://52.42.113.72:9999/
-
Don't get me wrong, I do like your port. Just not a fan of the interface.
I appreciate your feedback. I love the interface, and ultimately it is me I'm making this for, but I do very much hope other people would like it as well, so it is unfortunate you don't.
Especially since the screen does not seem to fit my monitor properly in fullscreen.
I find that really strange. Have you tried "auto-configure" option, most monitors have it I think. What monitor is it(resolution), what OS? Do other console games fit your monitor in fullscreen, original Epyx DOS Rogue for example?
http://www.roguelikedevelopment.org/archive/files/executables/rogue-1.48.zip
In any case, if you ever going to try it again I highly recommend playing browser version instead: http://52.42.113.72:9999/
It hosts the most recent version, for which I have not yet released standard zip download as I am still testing it and playing in a browser myself. Plus, it keeps hi-scores online, so that makes it more interesting if you wish to compete with other people (mostly just me) and try to beat my record.
Sorry again for yet another late reply.
No I don't have any issues running the old epyx dos version of rogue or Donnie Russell's great port.
While it seems that 6-8 cells on the right are getting cut off, it would seem more likely that it is only the very right-most one cell being cut off bwith the menu buttons on the side.
-
New version online, first post updated with the download link.
Changelog:
- can hurl gold at monsters, like in Shiren
- slimes move at half speed, as in Epyx version
- scoreboard shows only one entry per name
- hints page added to info tab menu