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Messages - DaBeowulf

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1
Traditional Roguelikes (Turn Based) / Re: Incursion source release is here!
« on: November 20, 2023, 05:01:07 PM »
Recently compiled a good new version on Windows.
(The commits in the repo after the last uploaded release were finally bait/lure enough, also incorporated the open PR and a variant to a suggestion from another issue regarding attribute training).

Thanks once more for all the great work, always feels good to stand on the shoulders of giants. :D

Here it is (just an unofficial release without the source, though):
https://fastupload.io/zk1gvLZIpKYg6fo/file
SHA-256 69b47b930521823be76b024584c8078205d5caa77e5fd0a607f6f0d09fd5c2ae
SHA-512 f71484b715d3c2ae7d17c89a141f2e58d143d28bd65a70bf7dcf3767c65b71b3e98e9b6d12224dd3d4d4a9d118f5519989247df38994ac84da2a7cf409760882

Also, while I supply checksums here I did not scan it for malware on my build machine or online specifically before uploading it there.
'[...] "AS IS" [...]' as they say.

EDIT: Got the journal table with exploration stats to display properly again as well (this is not included in the linked to download, which will no longer function in a few days anyway unless it keeps getting some traffic).

2
Traditional Roguelikes (Turn-based) / Re: Can anyone suggest a RL with:
« on: August 05, 2016, 08:30:00 PM »
http://www.incursion-roguelike.net/ ?
It's violating some from your POV for sure.
Also turn off OOD monsters.

3
Traditional Roguelikes (Turn Based) / UrW at 3.30
« on: March 06, 2016, 03:03:16 PM »
Did I miss the thread which already informed about that?
If not, why has there not been any yet? Wtf?

http://urw.fi/

4
OMFG OMFG OMFG!

5
Hi,

tried the Y18 release yesterday.

Did something get changed with the 4d6 + perks chargen?
It still reads: "Each set comes with 2 feats and a magical item" but I only got _one_ special accompanying each set of rolled stats.

Last thing I remember it has always been two specials.


And FWIW: The detonate psionic wild talent targeting was a bit error prone for me and also I hoped for it to be possible to target items worn/wielded by the foes which alas is not posible.


Cannot be said often enough: Totally love your work on Incursion! Thanks for sharing it!

6
Other Announcements / Nathan withdrew Interhack from sourceforge
« on: February 14, 2015, 06:49:56 PM »
Hi,

allegedly due to potential copyright / license issues.
And all else that is said is
"Rogue Element is coming to you in 2015."

Even the RTOR.pdf has been taken down.

I do not know what to make of this.

If you have what I assume to be the latest version (ihack-2.1.43) I would be interested to hear from you.
I might actually have it myself already, still have to check some systems to see if it is on there.

7
Sweet a new build likely with all the commits which made me wish a new one to be getting
upped by you.


8
Classic Roguelikes / Re: Dwarf fortress ( 0.40.1 released 7/7 2014)
« on: July 09, 2014, 09:19:10 PM »
Just had my first quick game with the new version.
Adventure did not play too different from the previous version, but it has become a tiny bit more immersive.
That I can already say and that is good of course.
Sneaking for instance and the chat menus and overhearing other conversations or apparent monologues and reactions to events during battle.

9
Off-topic (Locked) / Re: Vagante
« on: June 20, 2014, 11:57:16 PM »
lol major roguelike *cough*

thanks for the heads-up, though

10
This whole thread so far (apart from the link): LOL and :rolleyes: :)

11
Player's Plaza / Re: suggestions for a "thematic" RL?
« on: June 17, 2014, 09:45:03 PM »
Yup, there are only a few it seems, the two best for this already suggested to or tried by you:

I am sorry to tell you but Cataclysm:DDA is one of the best shots at this (and you can see to it that it displays better for you, adjust your terminal, heck maybe try them awful tiles).

Definitely UrW as was mentioned by Stone Dog. I would say this one takes the cake here.

GearHead1 (alas no permadeath and shops restock(ed?) too frequently to be believable/a challenge to get new equipment, also the random chat is, well, totally random hence not immersive)

Incursion: Halls of the Goblin King
is deep and immersive as well

12
Classic Roguelikes / Re: Deep Roguelikes on iOS and Android?
« on: June 10, 2014, 09:07:37 PM »
Adom: the official Raspbian (hence ARM) build likely works on your Android device as fine as on mine: http://www.ancardia.com/download/adom_linux_arm_1.2.0_pre23.tar.gz

The GearHeads (a little more work since you need a Pascal compiler for these which you may have to compile from source first) and Cataclysm can be built on your device in a proper GNU/Linux root.

DCSS has a ready made unofficial Android App with a nice UI (important if you are thinking a phone instead of a tablet).

For Nethack and Angband there are also apk files to litter your device with. :p

13
It's running.  ;D

Built the debug libtcod and then was fortunately led to the good advice on the net to add
SDL_Init(SDL_INIT_VIDEO);
before
const SDL_VideoInfo* vInfo = SDL_GetVideoInfo();
and calls to ->current_w;

in src/sys_sdl_c.c of libtcod.


But the Incursion.mod I took from 0.6.9H4L apparently does not work with this version (which gets displayed as Y1 in the menu although I cloned when Y2 was already commited. *shrugs* (I'm on 85bff5d420f2839c8e11bc004a522b9c6f51a8a1, I dealt with case-sensitiveness in quite a haphazard way so it is a bit more work pulling in your latest additions).

It is not able to built the file either. Maybe because I did not put the irh files anywhere?
"Incursion when built can make it on demand, when the user compiles the module in a debug build from the main menu."
Darn I cannot, I guess other module files from other versions may not help either.


Thanks again.


EDIT: Seems that module issue has to do with the setting of the IncursionDirectory apparently not being portable? (The culprit may actually be in the Registry.cpp, dunno)
I got it halfway working with slotting that in the IncursionDirectory part in Wlibtcod
char *str2 = strrchr(argv[0], '\\');
        if (str == NULL) {
            IncursionDirectory = getcwd(str2, 256);
            IncursionDirectory += "/";

Which of course is not portable either, also I think I am producing the segfault which happens in the 'Compile Resources' menu entry with that maybe somehow.

14
Hi, which version of the lib do you mean, 1.5.1 as well?

Yes, my current problem lies somewhere with or beyond libtcod.
Lots of things to try left and if all fails going back to allegro is another option.

Really hope on getting a natively compiled-on-my-box version of the sources running.

Now the overdue:
Thanks for your work on them.


15
In the debugger it looked like the Segfault occured somewhere around "0xb7fbaf7c in TCOD_sys_get_current_resolution ()"

That led me to look into the way I dealt with that again and swap libtcod.so in the final linking for the (slightly edited) -llibtcod (just leaving out the lib part because another "lib" is getting prefixed) man-page: "The linker searches a standard list of directories for the library, which is actually a file named liblibrary.a"

The reason might be that I do not actually have libtcod properly installed I am only adding the path I built libtcod.so in with LD_LIBRARY_PATH.*

What is a bit weird is that with the libtcod.a instead of libtcod.so approach to the final linking it now does not produce the binary but complains about undefined references to the ACCENT things (yygrammar yyerror ...).



EDIT: * actually I do not think that is an issue, the gcc man-page further says on the topic of the -l library switch: "The linker handles an archive file by scanning through it for members which define symbols that have so far been referenced but not defined."
So, this seems to be the reason it is now more strict when linking everything into the final executable.

You wrote: "Remove the step that regenerates yygram.cpp/yygram.h, as this requires the modified accent tool which is not yet provided by Julian.  Ensure you still have the pregenerated src/yygram.cpp and inc/yygram.h that came with the rar." So I take it ACCENT is optional and would only be needed if say own custom mods should work?
And an ACCENT that does not have some edits Julian made to it would be of no use to me?

There is my segfault happening, Wlibtcod.cpp :360
"    theGame = new Game();
    {
        AT1 = new libtcodTerm;
        AT1->SetIncursionDirectory(executablePath);
        T1 = AT1;
        // ww: otherwise we segfault checking options
        T1->SetPlayer(NULL);
        T1->Initialize();
        //T1->Title();
    }
"

Hmm, or more like line 677  "TCOD_sys_get_current_resolution(&res_w,&res_h);"  debugger turned that up with what seems to have been a more proper go at it


"Added support for libtcod backend as an alternative to Allegro4.2. Currently some colour loss, but otherwise appears to work. Requires slightly modified libtcod & SDL2 to work."
I had built libtcod 1.5.1 against libSDL not libSDL2, tried libSDL2 but something did not work out, well I would be missing any modifications to SDL2 whatsoever. The libtcod patch you provided was applied either way. Is there one for SDL2, too?


Oh, okay there is a libSDL.so in the libtcod archive. But it also wants other libs (directfb and fusion and quite old versions of those).

Meh, using that supplied libSDL.so and giving it the newer dependency libs instead of the old ones it is expecting still segfaults at that TCOD function call at 677 in Wlibtcod

enough for now

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