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Topics - getter77

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571
http://hadelmia.com/

Early dev and has some good leanings for things like monster spawn---plus made via Delphi.  How the wayaward dev posted about it in Angband variant in Ook instead of here or the Google Group I'll never know.   :D

572
Off-topic (Locked) / Please help me save/fix a new PC
« on: February 14, 2010, 09:25:56 PM »
Coming to you LIVE from my old junk PC!

Yeah, new PC just had the most horrible and baffling crash the likes of which I've never seen.  Out of fear of making it worse and tremendous anger I've manually powered it down and retreated in shame to this old one.

I was just watching a simple video before aiming to get back to beta work on Din's Curse when it crashed in....awe....inspiring fashion:

-No BSOD
-Some odd, loud beepings here and there
-Locked me out of my Win 7 account
-Mouse went totally unresponsive/unpredictable
-Screen didn't even display said account lock out screen correctly and kept fading to black back and forth and back and forth.
-The keyboard buttons, crtl+alt+delete, Win key...they did nothing.

Now, as you might recall, the "install day" was cut very short so there wasn't time to "test" and "examine" much of anything.  I passed a Memtest 100% no errors, got ATi drivers/DirectX stuff fine, and Windows update seemed to function----past that I know of no diagnostic or otherwise things that pehaps would've been a DAMN FINE idea to run very early on.  My only possible lead is a pair of BSOD's I'd never seen before within the last couple days, "clock_interrupt" which led me to think that was maybe a BIOS issue...but upon finding what I think was the correct board on the manufacturers website, I was unsure what to do as to which of the downloads listed and made wary of the disclaimer that said BIOS flashing was risky unless it was necessary and you knew what you were doing (saw no idiotproof onsite instructions on this process...)

Anywho, I'm in deep water then and unable to continue the Din's beta work, or much else, until I get some confidence/a plan/reliable machine going....so please help!  I mean, Valentine's Day is generally not my day period....but this takes it to an entirely new, utterly ridiculous level.   :'(

573
Traditional Roguelikes (Turn Based) / Wizard's Quest 0.7.8 beta released
« on: February 14, 2010, 03:10:55 PM »
http://wq.rlgclub.ru/index_eng.html

Wizard's Quest is a game in roguelike genre, but there are several points that makes it a little different. Main difference is the way game handles time. While it is perfectly turn based, duration of turns in terms of internall time is different and depends on a speed of a creature. Another thing that's not so easy to get used to at first is when the effect of an action is happening. You'll get result of almost any action AFTER the time for this action is spent. If you use potion of healing, character won't be healed immediately, only after 'use potion' action time is passed. If your character have 50 hp and nearby monster is about to attack him for 70 damage, this character is most likely dead. He won't drink his potion in time. The only action that have immediate result is move. Character is moved to new position and only than game time is spent. That was done to prevent collisions when two or more units are trying to move to the same tile.
Another difference is the way the game handles light. There is no such thing as permalit room (or corridor). In order to see content of a tile, this tile must be lit by some kind of a light source. Some monsters carry light source with them and you can see them in the darkness, but some do not, and it is possible to meet them suddenly at a disturbing vicinity.
As the name of the game implies, it's all about magic.

http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/3e17fa6df3119094#

Always nice to see things pop out of nowhere that seem to be well along!   8)

574
Traditional Roguelikes (Turn Based) / Triangle Wizard R 7.05 released
« on: January 23, 2010, 12:34:49 PM »
http://trianglewizard.webs.com/index.htm

-Tendrils of Darkness is now correctly spelled.
-Druids now also correctly faster cast Tidal Supremacy.
-Max Spell Levels are more strictly enforced.
-Fixed crash which was caused by examining Ander's Familiar.
-Fixed a crash which was caused by Brian's Shrine.
-Fixed a crash in the tutorial if the Ring was equipped and a spell was cast.

Busy times have this just some fixes and such compared to prior gigantic leaps, but better is better.  Besides, how can it not be a good idea to fix a crash that my Shrine was causing?   ;)

http://trianglewizard.webs.com/gelatinejellies.htm  Also, he's reworked an earlier puzzle RTS  (with a random generator in part!) for modern OS stuff and it'll probably see some bug fixing as it rolls on(they get reported) but likely not any heavy duty refining of code.  Supposed to be pretty tough!

575
Traditional Roguelikes (Turn Based) / WebMoria 0.3
« on: January 20, 2010, 01:39:13 PM »
http://foont.net/moria/development

Online browser Moria, perhaps a souped up and Classic flavor, with a roadmap for progress that seems spiffy and aimed towards many good advances as 2010 rolls along.

576
A Roguelike SRPG'ish....thing...of enchantment and wonder.    Words can't express how much I'd hope this to be good and make it over in English stateside in good shape likewise.

http://www.youtube.com/watch?v=QdixLMwrxNM

577
Traditional Roguelikes (Turn Based) / Depths of Peril for $9.99 this week
« on: January 12, 2010, 12:03:08 AM »
http://www.youtube.com/watch?v=spxx_fYuj_c

http://www.soldak.com/

Good price, good reviews, Roguelike sensibilities, nice trailer---worth giving a thought to I reckon.  Win/Mac IIRC

578
Other Announcements / Homebrew'ish Roguelike Mystery: Dicing Knight " _"
« on: January 09, 2010, 08:21:48 PM »
http://www.romhacking.net/trans/1073/  I've mentioned Dicing Knight on here before as a rather nifty Wonderswan Color Action-Roguelike.  But now....things just got a whole lot more mysterious/curious via my coming across the following link:

http://en.wikipedia.org/wiki/Dicing_Knight_Period   Dicing Knight Period...and even moreso Legion homebrew efforts have me wondering just what went on and what the "last" versions wound up transforming into among the enthusiast community that apparently wrangled them, especially this seemingly even more exclusive Legion version.

This is some Roguelike history/Basin worthy subject to consider...and I'm stumped.

Do we have any Japanese literate folks around here that could do some sleuthing?

579
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585503f6/

http://www.ubergeekgames.com/dungeonadventure.html

Behold the 360's first Roguelike!   8)

:stalks out for a hopeful Windows PC port sometime:

580
Other Announcements / Book Watch '10: The Roguelike Evolution
« on: January 07, 2010, 12:40:04 AM »
"The Roguelike Evolution" book I'm writing is consuming much time. Expect few updates after next release until Publishing deadline in March."

Via the interesting place that will hopefully mention the Rogutemple under their Roguelike Resources section one day:

http://www.plos.isgreat.org/MainPage.html


One wonders how this will shake out come March'ish.   8)

581
Traditional Roguelikes (Turn Based) / Portralis 0.4 build 001 released
« on: January 03, 2010, 12:44:16 PM »
http://variaz.proboards.com/index.cgi?board=announcements&action=display&thread=839

"There's a lot of new things, mainly the second main quest boss, who is a LOT more difficult than Quazar. There's also the revamped Rogue and Elemental Lord classes, a new "very fast messages" option in the Portralis preferences, some bug fixes, a revamped death and score system, and I'm sure I'm forgetting many things since my work on Portralis has been irregular.

I actually wanted to add more stuff, the deepest dungeon right now goes down to 60, but enemies only goes down to 55. I wanted to add a few more things. At some point, there are some ruins with a 50-55 dungeon, but at the bottom is nothing but a tiny, empty room with two stairs. That dungeon is not complete yet."

582
Off-topic (Locked) / Here's to 2010.
« on: January 01, 2010, 05:02:11 AM »
Cheers folks.

Here's hoping for a productive and all around better year for everybody.

583
Traditional Roguelikes (Turn Based) / PWMangband 1.1.3beta released
« on: December 31, 2009, 04:08:28 AM »
http://www.mangband.org/forum/viewtopic.php?f=9&t=1745

"The 1.1.3 version will be a milestone version... the graphical support will be back, and I will try to add all the new features from vanilla Angband 3.0.9 and some of the more recent ones (3.1 and even 3.2). The beta version includes full graphical support for David Gervais tiles (the 32x32 tileset... so if you have a big screen, feel free to enlarge your main client window as much as possible!), and support for everything but the new monsters in the other tilesets (old + Adam Bolt). The beta version also includes all changesets from the vanilla Angband bug database up to #526 (note: the 1.1.3 final version, aka 1.1.3 build 1, will add up to changeset #748, which corresponds to the 3.0.9a milestone... so it's gonna take a while to complete).

List of changes:
- enhancement: fountains have now 50% chance of giving potions of water
- enhancement: fountains can now polymorph players into fruit bats (small chance)
- bugfix: no breakage chance should be displayed for magical or artifact ammo
- enhancement: the wilderness is now 2 times smaller (max radius of 32)
- enhancement: wilderness encounters are now much tougher, especially at night
- enhancement: monster.txt renumbered to reorder all monsters by dungeon level
- enhancement: Ulik the Troll, Sky drakes, Maulotaurs are now generated deeper (they were way too strong for their depth); Tik'srvzllat is now generated on depth 126 to avoid collision with the last two uniques
- enhancement: Nazguls now drop a Ring of Power (randart ring that always aggravates and drains experience) when they are killed
- enhancement: new HP formula for Shapechangers (less HPs with high level monsters, more HPs with mid level monsters)
- bugfix: ReadDIB() has been rewritten to allow graphic mode again (bitmaps were not properly loaded)
- enhancement: all submenus related to graphic options (graphic mode, tile size increase/decrease, ...) have been reactivated except bigtile mode
- bugfix: graphic mode could not be changed directly with the menu options
- enhancement: the player_presets array is now read from the xtra-xxx.prf files
- enhancement: the "ghost" picture (for players) is now directly read from the "Ghost" monster race instead of the player_presets array
- bugfix: the Client_setup info was not reinitialized properly when changing graphic mode
- enhancement: the player attr/char definitions in the xtra-xxx.prf files have been remapped
- enhancement: the flavor attr/char definitions in the flvr-xxx.prf files have been remapped
- enhancement: the feature attr/char definitions in the graf-xxx.prf files have been remapped
- enhancement: the object attr/char definitions in the graf-xxx.prf files have been remapped
- enhancement: BCB6 project files added (to compile, run and debug clients and server using BCB6)
- enhancement: VERBOSE_LOG configuration variable has been removed
- enhancement: default colors for message types have been reintroduced (message.prf)
- enhancement: remove SHIMMER_MONSTERS and SHIMMER_OBJECTS, make them permanently defined
- enhancement: replaced all structure typedefs by the more concise form (typedef struct {...} struct_name) when possible
- enhancement: add a message in drop_near() when an object breaks or disappears
- enhancement: reimplement monster AI as two server options AI_SMART (monsters behave more intelligently) and AI_PACKS (monsters act smarter in groups)
- enhancement: group PU_UN_VIEW/PU_UN_LITE as PU_FORGET_VIEW and PU_VIEW/PU_LITE as PU_UPDATE_VIEW; break PU_FLOW in PU_FORGET_FLOW/PU_UPDATE_FLOW
- enhancement: reimplement monster flow as two server options AI_SOUND (monsters chase current location) and AI_SMELL (monsters chase recent locations)
- enhancement: set the NO_FEAR flag to monsters having the WANDERER flag to remove some hacks in the code
- bugfix: monster processing in MvM mode was done according to the closest player, and not according to the closest target
- enhancement: reimplement intelligent monster attacks as two server options AI_LEARN (monsters learn from their mistakes) and AI_CHEAT (monsters exploit players weaknesses)
- enhancement: the SAVEFILE_MUTABLE define has been removed (now permanently defined)
- bugfix: the default XXX.x_attr/x_char values were used instead of the player redefined p_ptr->XXX_attr/XXX_char values in some places
- bugfix: "unaware" scrolls were using the redefined "aware" graphical tile instead of the default "flavor" graphical tile
- bugfix: hallucinatory monsters/objects were displayed as ASCII symbols in graphical mode
- bugfix: shimmering code (monsters + objects) should only be applied in ASCII mode
- bugfix: horns are not magical devices, their activation should never fail
- bugfix: the minimap was not properly displayed when using David Gervais tileset due to the transparency array not being reinitialized before display
- bugfix: players should always be displayed as a number when wounded (or in special cases such as a sorceror using disruption shield), even when a graphical tileset is used, except when the "hp_changes_color" option is set
- bugfix: the DM was getting "An unknown grid" messages when looking at grids that were not explicitely memorized
- bugfix: trap detection boundaries were displayed as a black tile in graphical mode
- bugfix: the "Display owned houses" command should use the common file perusing system (like all other knowledge commands)

Alignments with MAngband 1.x:
- We should award exp for finding hidden doors (MAngband 1.3): done
- Chat handles colon badly (MAngband 1.2): fixed
- Use "bone" directory instead of "user" for death dumps (MAngband 1.2): done
- Reformat ironman static level filenames (MAngband 1.2): done

Alignments with Angband 3.x:
- Add item history tracking, ported (and simplified a bit) from Ey. (Angband 3.1.0): examining an item now mentions how the item was found (generated at birth, dropped by a monster, found on the floor, bought from shop, ...)
- Innate infravision not shown in character info matrix (Angband 3.1.0): properly indicate racial infravision in the player flag info
- Innate "pval" player flags (speed, infravision, stealth...) shown as equipment modifier in self-knowledge (Angband 3.1.0): self-knowledge now only shows flags modified by equipment; character info shows all flags
- New item allocation system with gradients (Angband 3.1.0)
- Change potions (Angband 3.1.0): remove Slow Poison/Apple Juice; give Slime Mold Juice more nutritional potential; make stat potions slightly less common; make restore stat potions happen a little earlier; make Life and *Healing* much more common; make Augmentation a bit more common; cut stat potions off at dlev90
- Too many food varieties (Angband 3.1.0): remove Hard Biscuit, Beef Jerky, Fine Wine; rations should have weight 0.8lb, nutrition 6000; slime molds should be 0.2lb, nutrition 2500
- Make savefile loading of "non-existent" objects somewhat more resilient (Angband 3.1.0)
- Fix mushrooms (Angband 3.1.0): remove Naivety, Disease, Sickness, Paralysis; combine Cure Paranoia + Cure Confusion as Clear Mind; add Mending (cures cut/stun/poison/blindness), Second Sight (temporary ESP + cure blindness); make Unhealth worthless
- Wands of wonder no longer IDing their flavor when aimed (Angband 3.1.0): wands of Wonder now identify if the effect is noticeable, otherwise show as {tried}
- Rework the Wand of Dragon's Breath dispatch to tighten it up (Angband 3.1.0)
- Potion changes (Angband 3.1.1): make CLW, CSW, CCW potions heal % of HP; change Detect Invisible to True Seeing (temporary see invisible + cure blindness); change Weakness/Stupidity/Naivety/Ugliness/Clumsiness/Sickliness (lose stat) to Brawn/Intellect/Contemplation/Pleasing/Nimbleness/Toughness (gain one stat/lose another); limit Salt Water to earlier in the dungeon; make Death *slightly* lower
- Wand changes (Angband 3.1.0)
- Steal some more rod flavours from Un. (Angband 3.1.0)
- Rebalance wands/rods/staffs (Angband 3.1.0): remove Staff of Trap Location, Treasure Location, Door/Stair Location, Probing; add Rod of Treasure Location; tweak rarities of rods/staffs a little
- Gameplay changes (Angband 3.2.0): replace ball-spells in elven rings with variety of healings and change abilities
- Fix overly powerful missile weapons (Angband 3.2.0): make slays/brands affect damage dice only (similar too melee); add slays/brands to missile launchers; transfer slays/brands to ammunition by using the best slay/brand available (similar to melee)
- Clean up racial and class skill values into arrays (Angband 3.1.0)
- Restyle the monster.txt file (Angband 3.1.0): summons, breaths, and other spells always on separate lines; add headers when dungeon levels change
- Specify monster HP as an average rather than with hitdice (Angband 3.1.0): uniques are forced to have maximum HP; others have their actual HP generated with a normal distribution around the specified average; FORCE_MAXHP flag removed
- Eliminate the monster_level global variable (Angband 3.1.0): depth is now passed as a parameter when generating a monster
- Order the monster flags in a consistent way (Angband 3.1.0): one line for race, drop, abilities, resistances/vulnerabilities, and "misc" bits
- Use header file guards in all header files, and use a consistent naming scheme for them (Angband 3.1.0)
- Move the quark package out to z-quark.c (Angband 3.2.0): use a quark_t type to store the type, and allow to automatically resize the quark array if necessary
- Tweak to the SDL port to make dragging 'subwindows' a bit snappier (Angband 3.1.0)
- Remove unused code, and make some other code (possibly) more efficient (Angband 3.1.0)
- Do a little code review on util.c (Angband 3.1.0): clean up the code generally; restyle so things are a bit more compact, and also so it fits the coding guidelines a bit better; move gamma comment to where the gamma code is located
- Split option definitions out into option.h, and option tables out into option.c (Angband 3.2.0)
- Move running code into pathfind.c (Angband 3.2.0)
- Move trap code out into trap.c (Angband 3.2.0)
- Use the box drawing function to draw a box around the 'full map' screen (Angband 3.1.0)
- File handling cleanup (Angband 3.1.0): move file handling across to a new API
- Change the way maps are "viewed" (Angband 3.1.0): map_info returns information about what the player knows about the map location, and a new function grid_data_as_text converts this information into the char/attr combinations to be displayed
- Use a clean rewrite of the message memorisation code placed in a new z-msg.c (Angband 3.2.0)
- Move score code into another file (Angband 3.2.0)
- Clean up config.h a bit (Angband 3.1.0)
- Set up an event system for UI display updates, where the game communicates with the UI by sending messages saying that something's changed that the UI might be interested in, rather than deciding that specific things should be redrawn (Angband 3.2.0)
- Reduce the use of full-map redraws, and trigger the redrawing of map locations with a UI 'event' instead of doing them directly (Angband 3.2.0)
- Object tweaks (Angband 3.1.0): make lights a bit more common; make Filthy Rags [0,+0] by default; make Broken Daggers/Swords (+0,+0) by default
- Improve UI abstractions (Angband 3.2.0): initial attempt to move all the object use functions over to a generic handling framework"

Somehow it would appear the Mangband'ish stuff doesn't get mentioned much on Rephial...but good looking progress is good looking progress.

584
Off-topic (Locked) / Thoughts on tablets?
« on: December 30, 2009, 02:09:02 AM »
Thinking about Roguelike Tiles and other applicable art creation, as well as my seemingly being WAY out of the loop in terms of what these things run money wise nowadays, what would be the thoughts about utilizing a Wacom tablet of some sort or some such in conjunction with my new desktop?  Or do the things not function as simply as I might imagine in terms of sketching up an asset/tile and sending/saving it over to the desktop for any other refining/implementation?

I mean, it should work better/easier(faster?) than a mouse for 2D right?...especially smaller things like Tiles and all.

585
Off-topic (Locked) / Merry Christmas/Happy Holidays/Fantastic Friday
« on: December 25, 2009, 03:56:22 PM »
As it applies, have a good/safe one today folks.   8)  Things are kinda down/cancelled on my end, but I will be trying a new frozen pizza this afternoon with a bottle of Ginger Ale.   :D

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