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Messages - LazyCat

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Figured out about the colors, the trick is not to do anything but let it be configured by the terminal or ssh client.

Anyway, I got a server on [EDIT: was asking for help, but managed to sort it out in the meantime] ... So what now, do I really need 'dgamelaunch'?

By the way. your web console interface, is that your application or I can download it somewhere? Is your server Linux or Windows?

But don't let me discourage you.

On the other hand, you could encourage me. If you would put this on your server so I can judge the speed in the real world setting in order to accordingly adjust the time interval for the delay of running animation. Also, tell me what did you use to code your browser interface? What kind of font does it use, how many characters, ttf or bmp?


Linux- rxvt terminal

Linux - xterm terminal

Linux - PuTTY SSH terminal

On Linux with OpenSSH server mouse works with PuTTY out of the box,  so I think that solves the problem as wherever this is going to end up being hosted it will be Linux server. Experimenting with different terminals revealed something  interesting and very surprising - the color to clear background depends on terminal settings rather than application.  I really want background to be bright white, like on xterm terminal in above image, and I find it hard to accept it's not something that can be coded in the application itself. Weird!

But that's not all, even printed characters seem to have will of their own and for the life of me I couldn't make it all bright white, both the printed characters and the background. Where the background is black I can make characters white, but where the background is white the characters refuse to become any brighter than gray. Damn, curses! Any help and suggestions are welcome.

What OS is the server running?  To get the mouse working through SSH, you need the client (PuTTY?) to support mouse clicks, and to be configured to use them.  The program running on the server (Rogue) needs to know what kind of codes the client is using for mouse clicks.  That's usually done with the TERM environment variable.  Then Rogue has to be capable of understanding the mouse click codes.  PDCurses might be able to do that, I'll look into it.

I'm currently on Windows XP, using PUTTY and CMD console as "shell access" for SSH server. Mouse is working fine with PDCurses, so I believe it's only a matter of some settings to make it work through SSH. Do you know what particular setting I need to change in order to enable mouse in PUTTY, and what specific definition of TERM variable should I use?

I'll switch to Linux now and after compile will upload all together.

I'm curious why different SSH servers result in different symbols or colors.  An SSH server is supposed to be more or less a "dumb pipe" that just moves bytes back and forth.  Maybe you need to configure the way the servers launch Rogue.

Beats me. I never worked with SSH servers or curses before, but I'm confident the solution is trivial. You will probably be able to make it work if you get some time to try it out and look at it more closely.

What is the point? You could have modified it to a good looking graphical version.

The point is to make it playable for someone who hasn't played any roguelikes before. To make the interface intuitive, playable with mouse only, which in turn will make it more enjoyable and much faster to play. Have you played Macintosh or Atari ST version? To me the difference between those and PC version is like sitting on a chair instead of a cactus.

I don't mind ASCII, graphics is less important to me, but Macintosh version is good looking in my opinion, and I'd prefer that over any 16-bit or say SNES type of graphics. Also, I want it to work over SSH, so I don't know if proper multi-color tiles are viable solution at all.

Anyway, are you familiar with curses/ssh? I need help with that. Tried it with FreeSSHd server and not all font symbols/colors are what they should be, also mouse input doesn't work. Tried also Bitvise SSH server and while font graphics is much closer to what it should be, except for bold/bright colors, mouse again doesn't work. Don't know whether is it the game code, server/CMD, or PUTTY issue.

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 09, 2016, 09:27:16 AM »
I made a new thread to discuss it:

I have no idea how to make it work through ssh, Elwin let me know if you have time to help make that possible.
That sounds intriguing. I don't have much time to help, but if you put your code online, send me a link.

Don't need much help, just info on how to set up virtual off-line server and I should be able to take it from there. If possible I'd like to avoid 'dgamelaunch' for now and start with the simplest possible setup. By the way, I just noticed sourceforge has web hosting with PHP and MySQL, would that be sufficient to run online server, and if not what does it take?

So far I have mouse input working, and can compile it as either SDL PDCcurses graphical application, or as PDCurses console application. I expect to complete the project really quickly, in a week or so. I'll put up the code for download shortly.

Can you explain more about what you're trying to do?  It sounds like your main goal is adding a graphics layer.

Graphics don't work too well over SSH.  The easiest course these days would probably be to write a graphical program that communicates with the server over the Web.  I've always intended to make it possible for people to write their own clients or interfaces for the Gallery.

Making it playable with mouse only is the main goal and harder part. Graphics should be rather easy to do, I expect. Basically it should play like Atari ST version and look like Mac version. I guess you could say it will be Brogue-like.

By "graphics" I simply mean a custom font.  For offline version that will be easy with SDL PDCurses as it can use custom font image of arbitrary size, and I can extract all the graphics from Mac Rogue, so that's practically almost all done.

For online version I guess it's a matter of finding (writing) a SSH client that can use custom font with at least 256 characters, preferably as bmp image rather than true type ttf. But that's where you come in as I don't really have any experience with those kind of things. You will also know how hard would it be to implement a custom font for your RLG-Web browser interface.

Traditional Roguelikes (Turn Based) / Advanced Super Turbo Rogue Plus
« on: July 09, 2016, 08:34:06 AM »
Classic Rogue with fully mouse driven interface. Extends Rogue v5 with features from Epyx version, fixes bugs and balance issues, adds various animations and overall more polish.

Rogue545_plus-v08 (25 December 2016):

Play in a browser:

ssh rodney@, password: yendor


Rogue545_plus-v07 (24 December 2016):

Rogue545_plus-v05 (19 August 2016):

Rogue545_plus-v04 (14 August 2016):

Rogue545_plus-v03 (24 July 2016):

Rogue545_plus-v02 (18 July 2016):

Rogue545_plus-v01 (11 July 2016):

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 08, 2016, 04:47:29 PM »
Hmm, I've never heard of TileRogue before. It seems as though it should be functionally the same game as the original Rogue.

Amiga, Atari ST, and Mac Rogue all use tiles, and C64, Amstrad and Spectrum versions also. Actually it's only PC version that doesn't. Laziness? Inability? Go figure! In my opinion Mac rogue is by far the best version of the game.

Here, try it out:

- hold windows (apple) key to identify what's under mouse pointer
- to throw something drag it on the map from the inventory window
- to zap a wand drag it on the map while holding shift
- use ctrl-f to switch to full screen or ctrl-m to double the window size

I actually just started working the other day on elwin's Rogue 5.4.5 to look and play like Mac version, except for inventory which will work more like Atari ST version. I believe these changes will make the game at least 100x more playable and attractive for new people to try out. -- I have no idea how to make it work through ssh, Elwin let me know if you have time to help make that possible.

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 08, 2016, 04:23:11 PM »
I had a series of good runs this weekend including my first ever meeting with and eventual death to a Medusa.  I honestly don't see a way to beat her without some sort of action that short-circuits her ability to confuse/freeze me.

Make her invisible and she will not be able to affect you. It also works for some other monster(s)... or so they say.

New and final 1.7.4 audio mod version. Some more polish, few new sounds, and Linux build bundled. First post updated with the download link.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO (1.7.4 update)
« on: April 07, 2015, 06:04:29 PM »
New version, some polishing and volume balancing. Also included Oryx tiles + audio mod.
First post updated with the download link.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO (1.7.4 update)
« on: December 17, 2014, 02:19:40 AM »
Brogue-AUDIO_174A3s (17. December, 2014)

Quote from: ChangeLog
174MOD (audio only):
- music and sound effects support
- improved light and shadows visibility
- no gameplay changes, compatible save-game with vanilla Brogue 1.7.4

174MOD (sneaking):
- sneaking, rest-walk-rest-walk... to keep stealth range low

Design / Re: Permanent consequences for failure that aren't death
« on: April 19, 2014, 09:34:45 PM »
Don't respond to LazyCat posts.

Hah! What exactly are you concerned about? Do you even know?

Design / Re: Permanent consequences for failure that aren't death
« on: April 19, 2014, 09:30:11 PM »
Developers. I sincerely don't know how dumb are you if you don't know who sets rules for a game.

a.) First you said all roguelikes are meant to be played the same way.

b.) Now you say everyone sets rules of their own game.

Which is it?

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