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Messages - copx

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1
Traditional Roguelikes (Turn Based) / Re: Warp Rogue 0.8.0
« on: January 16, 2008, 01:27:00 AM »
Also after I won the game

Congrats!

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I cannot find the honour.txt file that is mentioned.

The game writes to My Documents/Warp Rogue on Windows. $HOME/.wrogue on Linux.

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Do I need it installed correctly as I copied the game from the original installer space and then uninstalled.

It should not matter where you put the program directory.

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P.s Installers are evil for roguelikes

They are the standard way to distribute software on Windows, and I try to follow standards. I do not care about genre conventions. Warp Rogue is kinda meant to break with most of them. The other major thing being UNIX text editor style UIs designed for "efficency". So do not even try to suggest a Crawl/Nethack/Angband/whatever style UI for Warp Rogue. I think those UIs are horrible.




2
Traditional Roguelikes (Turn Based) / Re: Warp Rogue 0.8.0
« on: January 16, 2008, 01:19:00 AM »
I really like the overworld and the quests. Also, the new dungeon generator for caves is really cool, and I like the "false ASCII" it uses. The game overall is pretty fun.

Glad you like it. The dungeon generator is not my invention BTW. I just implemented  an algorithm designed by someone else. The algorithm is based on cellular automata. I have not even bothered trying to understand it, I just implemented it ;)

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I have some suggestions, though:
* Is it possible to add an option to auto-center the playing character? Sometimes I didn't see my enemies and had to start 'l'ooking everywhere...

That is the idea, using the look command to look ahead I mean. I am not going to add such radical interface options. Options in general do not fit my design philosophy.

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* Related to that, is it possible to add a "fast look" movement mode while in look mode, for instance by pressing shift? It would make less of a pain when you have to look at the level as a whole.
* A travel command, like in Crawl, would be *excellent*.

Won't happen.

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The tiles for rock and metal hurt my eyes. Is it possible to make them so they look more pixelated? I mean, they are now 1 pixel of a color, 1 black, etc. and my screen does really strange things, as if it was flickering. Hurts a bit after some time playing.

It should not flicker.. Are you running the game in fullscreen mode? Some graphic cards/drivers/TFT screens suck at scaling things up, so everything will look messed up. The wall tile is one of the standard IBM Extended ASCII solid block symbols. I like the look because it reminds me of the old days.

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Also I encountered a bug: I was in the Fort, killing 'R'enegade soldiers with my bolter, and when I killed one of them I got a segmentation fault. The last thing I remember doing was shooting at it, I didn't get to move afterwards. I think the soldier in question was in the edge on the screen. I am playing the Linux precompiled version, but I don't know if there is some kind of log that I can send you or something.

This is a known bug, I have not managed to locate the source of the problem so far. However, the bug is not as critical as it seems. Warp Rogue's save files are unaffected, so you can just restart the game and choose "continue game". It should work.


3
Traditional Roguelikes (Turn Based) / Warp Rogue 0.8.0
« on: January 15, 2008, 02:24:29 AM »
Warp Rogue 0.8.0 has been released! Windows and Linux binaries only this
time, the project needs a new Mac porter.

Get it here:
http://todoom.sourceforge.net/

Changelog:

Default Scenario
================
New default scenario 'Proelium'. Changes compared to the old scenario:
Quests! The scenario features five quests.
Multiple dungeons (cave, tunnels, ruins, ..)
Improved career tree.
Selling items is possible again.
More items are buyable.
Recruiting costs are back.


Engine
======
Improved look: clearer font, recalibrated colours, more custom symbols.
Improved psychic power system.
Improved timing system (no more hyper speed characters).
Improved scripting engine.
Improved random character generator.
A real faction system.
A new stat set.
Standard stat advance reduced to 5.
New unarmed combat rules.
The player character now automatically gains all perks of his initial
career.
The 'power rating' concept was replaced by new concept called 'power level'.
Support for non-reloadable weapons (RELOAD:No:).
World map tiles can now have alternating colours.
The career description format now supports required minimum stats and perks.
Colours moved to RDB.
Gore features moved to RDB.
Fullscreen/windowed mode toggle added to the game controls screen.
New debug command: get object ('o')
New debug command: set quest status ('q')
New object attributes: "Cannot be parried", "Environmental".
New character attributes: "No unarmed attack", "Plant".
New gore feature: "Plant parts".
New perk: "Unarmed combat".
New career type: "Elite".
The drug 'Focus' was buggy. Fixed.
Reload:x: did not actually consume x actions in all cases. Fixed.
"Force channel" halved the close combat evocation penalty. Fixed.
The maximal number of perks a character can have was increased to 10.
The maximal number of psychic powers a character can learn was reduced to 8.
The EP limit no longer applies to the total amount of EP gained. It still
applies to the number of unspent EP, though.
The effect of the Nomat drug was changed.
The melee damage bonus for high Strenght now starts at 50 (instead of 60),
and no longer applies to unarmed attacks.
The effect of the Leader perk was changed (made more powerful).
The effect of the Battle tactics perk was changed (made more sensible).
The force weapon effect no longer requires passing a stat test.
Non-unique character stat randomisation removed.
Object attribute renamed: "No parry" -> "Cannot parry".
Character flags were renamed to character attributes.
Object attribute renamed: "Plague" -> "Disease".
Center on player option removed.
Brightness option removed.
The "Environmental protection" object attribute was removed.
The "Disease attack" perk was removed.
Tomes were removed.
Perks removed: Imperial language, Doctor, Manufacture drugs, Die hard,
Persuade
The body count feature was removed.
SDL_ttf dependency removed.
License changed to GPL v3.
Windows: new Vista compatible icon.
Windows: user data is now stored in the "My Documents" folder.


4
Other Announcements / Re: roguebasin
« on: June 10, 2007, 08:29:58 PM »
Something is wrong with roguebasin. http://roguebasin.roguelikedevelopment.org/index.php?title=Roguelike_Links

It is called spam. It seems that roguebasin is still not spambot resistant.


5
Traditional Roguelikes (Turn Based) / Warp Rogue 0.7.7b
« on: June 06, 2007, 03:09:53 AM »
There is a critical bug in 0.7.7, so here is a quick bugfix release.

Recruiting was broken. Fixed.
New floor symbol.

Download Link:
http://todoom.sourceforge.net/

6
Traditional Roguelikes (Turn Based) / Re: Warp Rogue 0.7.7
« on: June 04, 2007, 03:05:58 AM »
Awesome! Always looking forward to new versions of WarpRogue!

I won't be able to play it until tomorrow though, as I've got a test. Not to mention exam season throughout June / July. But I'll give it a go ASAP!

Unfortunately, 0.7.7 is a rather boring release. If you have already played 0.7.6, there are few reasons to play the new version. The only difference is that it has become harder. Most of the work focused on redoing the engine infrastructure for 0.8.0, that is why there are so few player visible changes

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What are you using the scripting language for right now?

Dialogues, quests, shops, and dungeon generation are already script based.

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Also, you've got excellent stats on sourceforge! Congratulations!

Yes, indeed. Warp Rogue is in the Top 500 at the moment. I cannot say that I am not proud of it. However, the reason is that I invest way too much time into the project. Not caring enough about real life things which are more important...


7
Traditional Roguelikes (Turn Based) / Re: Warp Rogue 0.7.7
« on: June 04, 2007, 02:57:07 AM »
Excellent job, for the Emperor!

Is there on the to-do list making the dungeon generator more "interesting"? Right now it just looks like a bunch of squares joined by corridors. I think it would be nice to have some things to add to the theme, like computers or furniture of some kind, which would probably do nothing anyway (at least for now ;)) but would help te feel more like a Hive planet.

I do not really like the idea of adding useless stuff to the dungeons. However, more interesting dungeons are planned. More varried dungeons to be exact. 0.8.0 will introduce caves and maybe tunnels. Yet more dungeon types are planned.

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Also, now that you are unable to sell anything, is there a way to get money? Or is that planned for future versions?

In 0.7.7 the only way to get money is to take the money of fallen enemies. Multiple enemies now carry money. I removed selling and rogue trading, because I did not want the kind of "scavenger" gameplay common in most RPGs i.e. looting fallen enemies for stuff to sell. Drag all the crap to the next shop. Repeat. Boring! And not "in theme" at all. Do you ever see heroes in books or movies loot fallen enemies? No, of course not. Unless the enemy had something they themselves want to use. That is how it is supposed to work in Warp Rogue now.
Rogue trading was removed because I want to make sure that the best equipment available has to be "conquered". Buying it is so anti-climatic !

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Can you share a bit of the planned future development, please?

So you like Warp Rogue but you have not discovered the Warp Rogue forums yet? They are linked on the homepage, right next to the downloads..

Read the threads "0.8.0 - The New Plot" and "So much for 0.7" in the general forum (http://sourceforge.net/forum/forum.php?forum_id=393607)

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As for the rest, excellent. I have always found Warp Rogue to be a very entertaining game. It feels unfinished, but I am sure that will change in the future, as this is only 0.7.7 ;).

Let's hope so ;)

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I love the interface, it is really easy to use

Thanks, making it easy to use was my goal. I strongly dislike traditional roguelike interfaces, and think they are more appropriate for a text editor than for a game.

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, except for the fact I have to press 'I' instead of 'i' to see the inventory. It just kind of strikes me as strange, somehow :P

It is actually completely consistent behaviour. All commands which open a new screen have an uppercase letters linked to them (I = Inventory, C = Character screen, ..), while all commands who do not do this have lowercase letters (a = attack, n = run, ...).
Changing the keybinds is trivial BTW (see ./data/engine/config/keys.rdb)









8
Traditional Roguelikes (Turn Based) / Warp Rogue 0.7.7
« on: June 03, 2007, 01:38:02 AM »
A scripting language was added.
Economy tweaks.
New perk: "Spot weakness".
Using the drug 'Focus' caused a crash. Fixed.

9
Other Announcements / Roguelike History Lesson
« on: June 02, 2007, 10:13:32 AM »
I have just found an archived copy of the original Roguelike News website. Goddamn, I loved that site:

http://pungentpickles.com/rlnews/news.html

Those were the days  :'(

10
Other Announcements / ASCII in Space
« on: May 28, 2007, 02:32:46 AM »
For those who are thinking about making a roguelike featuring space flight:

http://www.reloaded.org/forum/index.php?showtopic=2358

Wow!

11
Programming / Re: Serialization
« on: May 27, 2007, 08:46:02 PM »
As pointed out by Slash's comment: serialization is highly language specific. Java and Python have built-in serialization frameworks for example, C does not. I barely know anything about C++, but I guess serializing objects is not the same as serializing pointer based structs. IIRC there are serialization frameworks for C++, but I am not sure.

12
Programming / Re: Serialization
« on: May 27, 2007, 12:22:37 AM »
The problem with (C style) pointers starts when you have to write your pointer based structure to disk. You cannot save/restore pointer values directly, because memory addresses are not static i.e. just because your object was at address XYZ at the moment when you decided to "save and quit", does not mean that it will be at the same address when you start the game again and attempt to load the save file. I had this problem with Warp Rogue. The solution I used was to translate pointer values to list index numbers. This translation happens during saving/loading. The approach you read about makes this step unnecessary, because you already have  (static) index numbers. So you can write those to disk directly.





13
Off-topic (Locked) / Re: CRPG's
« on: May 25, 2007, 08:43:17 PM »
I would like to, but it seems to be an almost impossible task. Writing all the dialogue, designing all the quests and NPCs.. just too much work for one person if you ask me. Especially if no one pays you to do it. The low replayability compared to roguelikes is another problem. You cannot really play your own CRPG, because you know every inch of the world, what will happen if you do this or that.. totally kills the enjoyment for me. 

14
Name: copx
Sex: male
Location: Hamburg, Germany
Project: Warp Rogue
URL: http://todoom.sourceforge.net/

15
I will do my best to keep this website going through the years, and I hope we wont let it die. I am planning to make regular weekly backups, so our info isn't endangered.

I hope you do. I would be very disappointed if this site just disappears after a few months like so many others. You are still in college right? I ask, because "the first real job" is usually the moment when people abandon their old hobbies because of a lack of time. This still worries me.

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