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Messages - El Barto

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1
Traditional Roguelikes (Turn Based) / Re: PRIME 2.2 (27th March 2013)
« on: March 28, 2013, 10:39:03 PM »
congrats for the new release!

2
Traditional Roguelikes (Turn Based) / Re: PRIME 2.0 (18th September 2012)
« on: September 22, 2012, 10:35:59 AM »
After the character selection screen, it correctly displays the (ascii) map, BUT it doesn't accept any input. If I dare to touch something, after a few seconds a core dump welcomes me.

Now it works! the patched source files and an (ncurses, intel only, hopefully 10.5+) osx binary have been submitted to Ancient.

BTW, a little report: roguebasin doesn't show up the new release, yet :)

3
Traditional Roguelikes (Turn Based) / Re: PRIME 2.0 (18th September 2012)
« on: September 21, 2012, 01:42:34 PM »
I have no easy access to OSX, so I am currently unable to fix the problems with NotEye. Sorry, I know it is very important (also for ADOM).


It may be important, yes, but it's not of capital importance after all...don't feel too bad about it :)
Of course, if you want me to do some test, just ask.

Hopefully, Ancient will be able to find some indication from the compilation warnings I sent him, as requested.

4
Traditional Roguelikes (Turn Based) / Re: PRIME 2.0 (18th September 2012)
« on: September 19, 2012, 07:12:23 AM »
Congrats for the new release!
Unfortunately you were right, the new build system has introduced a few quirks in the compilation under osx lion, I'm struggling a bit to iron them.
The juicy changelog is a good incentive, and, well, roguelikes teach persistency ;)

edit:
it compiles, finally.
99% of the problems were bound to the lack of support on osx of noteye.
After a few tests (install the exact versions of lua (the 5.1 one) it wants, playing with the SDL settings, changing the (linux) #includes of pty.h in their equivalent under osx (that is util.h)), I give up on fixing this.
So goodbye noteye, I think it's better to fallback to Good Old ASCII :)
By changing a few lines in the makefile, in order to NOT include
NEMenu.cpp
NEUI.*
prime compiles with some warning, mainly about global.h.
These warnings were present in the previous versions too, although I didn't check if they are exactly the same.

Then, I changed the default interface to curses, by changing
bool noteye=true
to false in main.cpp.

After the character selection screen, it correctly displays the (ascii) map, BUT it doesn't accept any input. If I dare to touch something, after a few seconds a core dump welcomes me.
I then tried to drop the legacy support, that is, to compile for just the native architecture, but it didn't help...
The exact error message is:
Segmentation fault: 11 (core dumped)

Any idea?

5
Classic Roguelikes / Re: Last console version of Angband?
« on: August 08, 2012, 11:49:03 AM »
You can use even the last version in fullscreen, using a terminal emulator which allows it.

on mac osx, you could try iterm2 (that's what I use);
on ubuntu, see
http://askubuntu.com/questions/142487/how-to-start-terminal-in-full-screen;
on windows, perhaps http://www.walkernews.net/2009/11/22/enable-full-screen-command-prompt-window-persistently-in-windows-7/.

I can't test the ubuntu and win7 solutions, sorry.

The better solution would be to grab the source code and compile it on your own, to be sure you have a native console version, via the usual "configure, make, make install" routine. Additional details can be found in the readme usually boundled with the sources.

You can find the release notes and source codes of every version on http://rephial.org/release/

Note that you can change the font used in the console version under X11 via the ANGBAND_X11_FONT environment variable, for example

ANGBAND_X11_FONT=10x20

Here is a discussion on the angband forums about fullscreen fonts:
http://angband.oook.cz/forum/showthread.php?t=2955

6
Programming / Re: OS X/Linux/Unix/etc Compatibility
« on: March 23, 2012, 11:53:56 AM »
A bit longer answer:
Not on linux for sure, because, for some reason, the endianess of the binaries on those two platform are different.
I'm not sure on *BSD...

BTW, on *NIX a file extension is not necessary :) It uses other tricks to know which files it can run (the permissions).
You could add the suffix .exe, if you so desire, but the file doesn't magically turn itself into a windows executable...

edit: you could try and cross-compile, but perhaps releasing the source and let anyone who is interested in to compile it on his/her own is perhaps the better solution, PROVIDED that you are using multiplatform libraries, better yet if free :)
A *NIX user is supposed to be savvy enough to know how to compile something, anyway :p

7
Other Announcements / Re: Share your ideas for 7DRL
« on: March 12, 2012, 07:17:59 AM »
So can you only kill them by bumping from one of the northerly directions or by fireball?  Could produce some interesting gameplay, that  :)

Do some tube act like a teleport spell? a disconnected section of the map you can access (and leave) only by tube may be interesting too...
They should contain some enemy, and loot...something like a vault, actually :)

8
Welcome El Barto, may your graffiti spray true.   8)   Give Random Realms a shot as it might tickle some nice notes given your background thus far.

Thanks!
I'll do, although as far as I can see it's windows only...hope it works fine in a virtual machine :)

9
I have no idea how flexible inform is but if it can do a RL, why should i mind? I've heard some folks even look at RLs programmed in freebasic ;)

I have heard rumors of an implementation of Rogue in Z-Code, which would be pretty much proof positive that it *can* be done, since Inform 7 -> Inform 6 -> Z-Code.

But I've no clue whether that's a practical approach or not.

It exists indeed:

http://ifarchive.smallwhitehouse.org/play.php?file=games/zcode/rogue.z5

10
Hi all!
I usually play some *band, crawl and recently boss (it's an old variant of moria; one freepascal port of boss is mantained by Ancient). A quick test convinced me to plan playing Prime too :)

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