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Messages - RiC David

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1
Classic Roguelikes / Re: Rogue - let's beat it
« on: February 05, 2015, 04:09:40 AM »
I'd really really like to play an updated UI/controls version of Rogue, basically the Brogue engine running Rogue would be perfect.

What really drags the experience down is missile weapons, if I'm not mistaken you need to wield a bow the same way you would a melee weapon and then 'throw' arrows. There's no way to switch between two weapon set ups (as in Crawl and, I think, Nethack) so using any combination of ranged and melee is cumbersome and irritating.

All around there's just no streamlining of anything whatsoever, it's keystroke galore and after being spoiled by games like Brogue and even games like ADOM (the equipment screen is tidy even if it has the whole unnecessary "you can't equip/wear this until you remove that" system), Rogue just comes with way too much faffing about.

I'll probably try to get into it some day because Brogue is by far my favourite and all the other classic roguelikes go in a different 'character customisation' direction and play more like other RPGs than the original Rogue formula. I'm surprised there's been nothing for mobile phones because the game would be perfect for the medium.

2
Programming / Adding Sound based on Message Buffer - help appreciated
« on: July 15, 2014, 10:30:04 PM »
[TL;DR Note]  While writing this, I managed to find a file containing the message2sound script so you can skip ahead to the 'Fake Edit' if you don't want to hear me set the stage, so to speak

Hi,

After playing a Brogue 1.7.3 mod that added sound based on message buffer events, I really want to learn how to either apply that mod to newer versions of the game or put such a script together myself and before I go any further I'd appreciate if you could tell me whether this is too complex a task for a programming novice such as myself.

I've been nosing around the files of the modded Brogue (LazyCat's 1.7.3 fork - found here: http://skylink.dl.sourceforge.net/project/brogueaudio/Brogue-AUDIO_v9x.zip) but have yet to find the elusive file that details the process. The current release of Angband (3.5.0) includes optional event based sound and also an easy to understand/modify config file; it will say things like "hit_good = goodhit.mp3" which tells me how it tells the game which sound file to play but not all importantly how it tell the game to run these scripts when message events occur.

In the lib/pref folder of Angband are some other promising files such as the message.prf file that tells the game which colour to print the messages in and also mentions that some messages aren't even actually printed and only exist so that sounds can be played when they occur. Another piece of the puzzle but again still no clue as to how they made the game associate messages with file executions.

[Fake Edit]

Further digging has shown me that the current sound functionality is the work of 'Dubtrain' (http://www.dubtrain.com/angband) and is based on 'Craig's Angband Sound Patch' (http://www.chambrook.org/angband/soundfx.php) which in turn is an evolution of Tim Baker's 'AngbandTK' (can't locate this). Craig's patch is a diff file that contains the scripting and man does it look intimidating; that said, some parts seem relatively straight forward like the following which appears to be the core message2sound instruction:

Code: [Select]
@@ -283,6 +292,7 @@
  {
  act = "claws you.";
  do_cut = 1;
+ sound_msg = MSG_MON_CLAW;
  break;
  }

(This would work in conjunction with the sound.cfg file that says "mon_claw = example.mp3")

I'd post the whole file but I see we can't use [spoiler] BBC and nobody's going to want to see pages and pages of coding so all I can do is point you toward the Zip containing the file in question (soundfx-patch.diff) - http://www.chambrook.org/angband/angband-3.0.5-soundfx.zip.

I've probably answered my own question - yes, yes it is far too complex for me to even consider undertaking, but if by any slim chance that intimidating diff file is constructed in some noob friendly manner (say, some GUI that creates the script) then please let me know.

Alternatively, if anyone can tell me where the message2sound script is located in LazyCat's sound mod so I can just transfer this to the latest version of Brogue (1.7.4) then that would be a whole hell of a lot easier; the only reason I want to do all of this is so I can continue playing the updated game with sound!

Thank you so much for reading and I hope I've been clear and informative,

-RiC

3
Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 16, 2014, 09:17:39 PM »
But floor 14 are not overwhelming odds, you just lack information to plan in advance and properly prepare. It's like playing chess without fully knowing the rules. The only difference whether you will undo last move and continue playing, or start all over from the beginning, is that you will learn much faster without playing 50 more games until you get yourself into similar situation to finally analyse it again and hopefully see the best solution this time around. It's sadistic way to learn, slow and non-optimal. You wouldn't want to learn chess that way, I don't see why is it any better to torture yourself in Brogue.

Floor 14 is indeed overwhelming odds to me because I've yet to 'level up' my own playing ability (in addition to lacking knowledge of future hazards). I'm not a great strategist (see the complete vid for proof of this - youtube.com/watch?v=F7rBPsAUqp0) just as I'm not a great chess player despite fully understanding the moves and rules. Of course I understand that if I save scummed in order to cheat death I could gain knowledge that would improve my chances of advancement without scumming in future but I have no desire for that because, again, the advancement to later levels or the completion of the game is not overly important to me. Playing the game as is and hopefully making gradual process as I do is what I want from the game, it's my preferred experience - I don't see the need for contention here, I'm not trying to convince anyone that my perspective is superior, I'm just telling you why I like what I like and why that feature is lost on me.

Yesterday's play through (as featured in that video) went tits up after I accidentally threw a staff of tunnelling instead of zapping it at a salamander who was guarding an imprisoned troll. Had I zapped him, he would have been knocked across the room, I would have freed the troll, and probably survived. As it happened, I instead threw a potion of descent at him thinking I was far enough away only to learn that I wasn't - the fall didn't kill me but I never recovered my game and died on floor 14. Is that a masochistic way of learning from mistakes? Sure if you see it as punishment, I just see it as 'no safety net' serious business gaming. Of course it's non optimal but I don't care for optimal play as I know many players do - I don't see it as a rubix cube to be solved as efficiently as possible, I see it as an experience: an adventure, not a puzzle. It would be torture for you, not me.

Why the defensiveness? I've practically gone overboard in emphasising that I don't think your features are bad, they simply don't mesh with my style of play; I'm explaining my preferences and you're making a case for why I should do things differently - for whose benefit? For efficiency and optimality's sake? I personally can't stand that approach to gaming (though I completely understand it). Again, I'm not requesting that you remove those features for everyone - just asking if you'd make a version without them for players like myself. You eventually declined, which is fine, I just wish we could have got there with less defence of said features! As I'm being less diplomatic now, I'll say that it's ridiculous that you've insisted that your features don't make the game easier - of course they do. You increase the chances of going unseen which obviously decreases the chances of being attacked. As for the mirror statues reflecting magic (a brilliant idea), to say this doesn't make the game easier is just absurd. Being able to heal yourself, increase your strength etc. isn't making the game easier? If "easier" is such a prejorative to you then use a euphemism or don't make the game easier! Either the difficulty is increased, unchanged, or decreased - I don't think it's open to subjective interpretation.


Quote from: RiC
I appreciate your perspective but Brogue wouldn't be Brogue to me if I could keep restarting upon failure and so while I'm aware I could manually save scum anyway (but never would), having it be the default operation is something I really dislike and it would surprise me if I was in the minority on this.

Quote from: LazyCat
There is nothing to dislike. It's no different than every chess program having the option to undo moves, and if you want to play a proper game, you just simply don't. But if you want to learn how to play first, it will save you time.

There is nothing to dislike? Come on now. If there was nothing to dislike, the term 'scum' would never have been coined and every roguelike would implement it. If I dislike it then there's something to dislike - your defensiveness borders on belligerence here. Absolutely we can simply avoid using it and yes it's my fault if my willpower is so low that I struggle to resist the temptation but I doubt I'm the only one with that conflict of interest and that's why I'd find an option to disable it preferable. If most people like it as you've made it then keep it like that, maybe I'm wrong and I am in the minority here but I'm telling you how I found it because presumably as you're releasing this to the public, you're making it with other people in mind and if most people share my perspective then it's a perspective to acknowledge, surely.


Quote from: Vanguard
But anyway, here's how you beat Brogue: enchant a broadsword until you can use it, then enchant plate armor until you can use it, then bump into every enemy until they die.  Now you know the rules.  Now you don't have an excuse for failure.

Kill or evade the things that are trying to kill you and don't get killed yourself. Got it. There'll be no stopping me now!

Quote
The save scum feature in this version is not a problem because the game doesn't force you to use it.

I don't think that logic is water tight though. If that's all there is to it then why not have the game say "You have died. Continue?" It wouldn't be forcing you to, just providing the convenient option. If you think that would be a bad idea then you share my reasoning. While I love permadeath, I don't love dying just as I don't love failing at anything. If you give people the easy option of cheating death then naturally we're likely to do it; yes you can say it's our fault for succumbing to temptation but the perfect solution is to enable us to choose permadeath from the start so as not to be tempted at all once we die (even though we have no excuse for failure). A significant part of game design is not leaving it down to a player's discipline to not do certain things so surely you can see the value in an option at the start to enable or disable save scumming.

4
Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 15, 2014, 08:43:01 PM »
Disagreedo.  The game gives you enough information for unspoiled wins to be plausible.  It doesn't have any big gotcha moments.
Plausible, but highly unlikely I'd say. Phantoms are gotcha moment, Krakens, Dragons, Liches, Pixies and Dar Battlemages, Spiders and Golems, and everything really is so different and unpredictable. Deadly too, if you are not prepared for any of them you can so easily die, and often in as little as five steps or less.


Quote
And Brogue is such a good game that it's still fun when you're getting slaughtered.
I agree there is some satisfaction in meeting monsters for the first time, in gradually discovering the game. It's just that it takes a lot of time, you could play and die so many times without learning nothing new even about the thing that killed you.

I hope quoting within quotes isn't some sort of Inception level fau pas because I totally just went there (and I think you just birthed a new meme with 'Disagreedo', Vanguard...not sure how you'll feel about that but I'm running with it). I see our difference in philosophy, Cat; completing the game isn't a goal, expectation, or even real consideration of mine when I play. I'm gradually getting further (I believe floor 14 is my record) and that's how I like it, even if I don't echo the sentiment "dying is fun" (it's not fun, it's not even enjoyable or welcome, but it's necessary and has value - to me at least; it can be funny and I wouldn't have it any other way but fun isn't the word). I also don't feel any sense of lack if I don't learn anything new or necesarily improve my future chances of success, the experience of pitting myself against the overwhelming odds is my end game.

I appreciate your perspective but Brogue wouldn't be Brogue to me if I could keep restarting upon failure and so while I'm aware I could manually save scum anyway (but never would), having it be the default operation is something I really dislike and it would surprise me if I was in the minority on this.

Let's avoid talk of reduced difficulty altogether: is there any way of disabling the sneak functions that you've added? If not, would you consider releasing an additional version without them?

5
Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 14, 2014, 03:12:06 AM »
Hey Cat, could I make a request? I love your sound mod and love the new wait command but would really like a version that had this (and the mirror zapping if you wish because I can simply avoid using this) but not the sneaking or anything else that would potentially make the game easier (even if they're good ideas), especially the save scumming feature. I'll eventually play the game with these features but want to complete it without them first as mentioned before. Having the save states is far too tempting for me - it's really tough not to rationalise using them "just this once" after a stupid death but that destroys the essence of roguelike playing so I'd much rather be play without them; if there's an easy way to switch this off then that'd be great. Sneaking is completely unavoidable as one has to use the rest command to let the enemies walk past, at which point the benefits of sneaking are received and I want to be on an even keel with vanilla Brogue players right now.

I know I could play the version you included that only has the sound features/graphical tweaks but the wait command is such a good idea and every time my idiotic allies run right into certain death I can't help but be acutely aware that I could have told them to wait if I were playing your update.

If this would be time consuming and only for my benefit then that's fair enough but if you would it'd be greatly appreciated.

Cheers.

6
Just thought I'd drop in to say that "npte" was almost certainly meant to say "note". You've probably realised that by now but just in case..

7
Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: February 28, 2014, 04:31:37 AM »
Quote
If I had those effects at the time I would have used some, but without background music to me it just feels empty. 

See I'm the opposite. Well not the direct oposite, I don't find it feels too full but I find it gets too repetitive and flavours the game too much with the constant melodies. I like that you can spend ages between turns on roguelikes without anything marking the passage of time and if there's music then I either keep switching it off and on again or I get tired of hearing it. I would be fine with Steve Roach style ambient music (if it fit the game) but then that's essentially just more atmospheric sound. The perfect 'musical' track for me, if I ever want it, is this:

http://youtu.be/pa3CISn1uow

Track 10 from the Dungeon Keeper 2 soundtrack - not really musical as such but constant dungeon ambiance with a few chords playing hear and there. I could be mistaken but I think this track at one point includes torture rack sounds in the background which is a perfect fit in Brogue of course.

8
Okay that's my sound set finished. With maybe one or two exceptions, that's every sound changed. I love this set, it puts satisfying retro Zelda sound effects over atmospheric real sounds and makes the game feel far more alive.

dropbox.com/s/iexljtxpu280a7f/BrogueRiC.rar

(note that this doesn't include the music tracks)

Most of the sounds are from various Zelda games, the environment sounds are from various sources - mostly high(er) quality nature recordings found on YouTube, a few of them are far longer than they need to be but the whole thing uncompressed is about 90mb which probably doesn't matter much these days but they could be clipped down if necessary. It's a 40mb rar file so lean by 2014 standards (the inventory management subgame of 90s computing isn't something I miss).

-

As I'm currently trying to gain slow but well earned progress at Brogue (I think level 11 is my personal best), I won't be trying out anything that will make it any easier right now but I'm really interested in your progress and experimentation though so I'll watch this space.

9
I'd gladly upload my sound set but don't know where to upload it to as I don't have an account with any personal upload/download sites.; if you want to give me an e-mail address then I'll send it across to you and you can share it from there. I found the original thread on the Brogue site and find the whole thing very interesting but see that things have been quiet on there for a few weeks but maybe people are just waiting for the next bit of progress.

Is there a way multiple sounds could be assigned to the same action? I ask as a formality really as I can see that there are about five 'scroll read' sounds (God I hated those sounds!); I'm wanting to add multiple footstep sounds so it doesn't sound so unnaturally monotonous, I'm currently using the sounds from Zelda: Ocarina of Time and they have at least three different possible sounds for every type of terrain.

That wait command sounds very tasty, Lord knows the allies are fantastic at getting themselves killed so it'd be nice to prevent that once in a while. Is this something you personally are modifying or is this going to be the developer's next release?

Cheers.

10
Yeah I did switch in a few more, well a lot more actually - I couldn't resists adding in some classic Zelda sounds like the 'damage take' sound for when you bump into walls, the rupee sound for collecting gold and about half a dozen others; the problem is I'm spending more time fiddling around with new sound effects than actually playing. Incidentally, is one of the sounds the same as the astronaut enemies from Dredmor? I'm trying to place it and that's what I keep hearing.

I can't give any feedback on the quality of the sound as I play it through my laptops on board speakers so I can listen to podcasts etc. through my hi-fi speakers, naturally the laptop speakers are really boxy and...lo-fi (which is why I love them for retro gaming - sounds perfect) so any imperfections are imperceptible. If I play it through headphones at any point and notice anything I'll let you know though.


11
Thanks, I'm playing now with just the sounds and it's great, I especially love the ambience for the different terrains. I switched in a soft sonar ping in place of the Metal Gear alert sound, it's classic but it grated on me quickly as it's too, well, alarming. What impressed me more was the lighting; the areas feel far more alive and the level of darkness is nicely tangible with the brightly lit areas glowing celestially!

I love it, it's just what was missing from Brogue for me. For such a visually expressive game it always felt strangely silent and not quite fully realised - this is a real improvement.

12
Great but how do you disable the music? I actually really like the music - it's far better than some of the tracks on the recent ADOM update with NotEYE (beautiful sentimental music but completely out of place in a dungeon) but I like to listen to podcasts and other spoken audio while playing roguelikes so all I want is the sound effects.

Cheers.

 -RiC

13
Okay not so fast  :-\  I've just tried the script out in Brogue and while the downward (Ctrl) movement is working, the upward (Shift) movement is making me run in a line rather than move one step. My guess is that the game already has a run command assigned to the shift key and that this would need to somehow be disabled (not an option in game).

Ah well. Brogue at least has the YUBN keys without stepping on any common commands (like K for Kick in Nethack, which becomes Ctrl+X or something ridiculous) so I'll get by.

14
Player's Plaza / Re: Good Android roguelikes?
« on: February 10, 2014, 06:21:46 PM »
On the port side of things, there's a well implemented version of Brogue (BrogueX) but it comes with a small price tag which rubs a lot of people the wrong way (it's not ported by the developer, just with their permission, and the original of course is a free game). WazHack also has a brilliant port that runs perfectly on the highest settings on my Galaxy S3 while all but the lowest settings lagged my laptop! That's a paid app though.


If you like Desktop Dungeons style games then Dungeon Ascension is good, it controls well and looks nice (the latest graphical version anyway) but only the lite version is free with the full version carrying a modest price tag. Dungelot is a sort of cross between Desktop Dungeons and Minesweeper and I really enjoy it although I already get the impression it's going to have a shorter interest span than DD; very very nice sprite graphics and a small price tag. 'Ending' is more of a puzzle game than even Dungelot but it's at least a second cousin to roguelikes and is a very well put together game with a simple and satisfying graphical style for those who appreciate monochrome ASCII.


Overall it's still quite an untapped market (ironically) with Cardinal Quest and Pixel Dungeon being the only original, traditional roguelikes out there. I absolutely love the latter though and it seems to be updated every few weeks; best of all though, it's completely free and funnily enough is the one that most warrants paying for (there's a donation option if you want to give financial support).

If any Android devs are listening, a simple touchscreen friendly, visually appealling version of Rogue would be great for short play, the two ports that are currently available are awful. Of course, if you're porting Rogue you'll probably wind up making your own new game based on it and, well, that's what I'd like.

 -RiC




15
Player's Plaza / Easy diagonals on existing roguelikes! (partial solution)
« on: February 10, 2014, 06:00:22 PM »
This being a community of ASCII gamers (largely), perhaps everybody here is already savvy enough to figure out a fix to this problem but it took me long enough so maybe this will help somebody else:

I have a laptop without a number pad and so diagonals tend to be pretty awkward; the YUBN keys are reasonable compromises if they alone are an option - often though they're part of the 'vi' keys (YU, HJKL, BN) and so things like 'kick' have to be remapped, which in Nethack is something ridiculous like Ctrl+X.

This fix allows you to use the extremely convenient Shift+Left or Right to go diagonally up & left/right and Ctrl+Left or Right to go diagonally down & left/right; naturally your left hand tends to hover around that area so it makes the whole thing a breeze, for some reason this isn't common in even new-ish roguelikes (only ADOM does this and even that may be a NOTEYE interface feature).

Anyway, you'll need the free and lightweight 'Auto Hot Key' programme which can be downloaded at autohotkey.com. Once downloaded, simply create a new ahk file (you'll find the option in the Right Click > New > AHK file menu, otherwise you can create a text file and rename the extension .ahk) and paste this in (without the lines):

------------------------------

#NoEnv  ; Recommended for performance and compatibility with future AutoHotkey releases.
; #Warn  ; Enable warnings to assist with detecting common errors.
SendMode Input  ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir%  ; Ensures a consistent starting directory.


+Left::
Send 7
return
+Right::
Send 9
return
^Left::
Send 1
return
^Right::
Send 3


-------------------------------

Then open the file to run the script, a little icon will now reside in your notifications bar that you might want to set to 'hide', and if you're likely to play these games a lot then maybe put it in your 'StartUp' folder so you don't have to keep opening it.

The stuff at the top is the default coding it recommends so don't ask me what that all does. The rest of it tells the computer to map Shift ("+") or Control ("^") and either Left or Right to the horizontal number keys that control diagonal movement. In the unlikely case that the game you're playing doesn't use the horizontal numbers for movement and only uses the number pad then instead of "1" or "9" with "Numpad1" or "Numpad9"; if you have an even more unusual setup for movement then replace those numbers with whichever keys control your diagonal movement.

I can't tell you how much better it feels to play Nethack with easy diagonal movement...but I'm going to try - it feels great. I think I'd prefer this to a number pad anyway because there's less movement involved.

Hope this helps someone else as much as it did me.

 -RiC


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