Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bhaak

Pages: 1 [2]
Traditional Roguelikes (Turn-based) / Re: UnNetHack Tiles?
« on: August 13, 2012, 06:06:13 PM »
There's also a new tileset by Geoduck for UnNetHack 4.0.0:

Here is an example screenshot of an UnNetHack tourist in Mine town:

Feel free to post questions here or on the wiki page.

Hey, you gender-bendered Johanna Ploog on the main page.  ;D

I finalized my bookings. That means you will have to put up with me.   ;D

Traditional Roguelikes (Turn Based) / Re: UnNetHack 4.0.0 released
« on: April 06, 2012, 12:26:05 PM »
Is there a way to make the play area take up the whole screen in console mode? The game area only takes up about the top 1/3rd or 1/4th of the screen. If I look up the command list, the bottom of the screen will show the command list and what not, but I would much rather have the dungeon view take up the whole screen and just switch screens when needed. Like in the original nethack.

I'm not sure if I correctly understand your problem. If you enlarge the command prompt window before starting UnNetHack, does this also happen? Maybe not too large this could also be a problem.

Ah, that DOS version is so outdated and a pain to support. I need to do something that the unix console version can be used also on Windows, it is much better.

Traditional Roguelikes (Turn Based) / Re: NitroHack (Now at 4.0.4)
« on: April 06, 2012, 12:20:39 PM »
I don't think  so...shoot I don't even know where these last several got announced unless I missed it entirely somehow in the 7DRL RGRD flurry of activity.

The subsequent releases of NitroHack were mainly bug fixes and came out rather quickly within days after 4.0.0 IIRC. 4.0.4 was released about 7 weeks ago.

I think he only announced those subsequent releases on RGRN and Daniel hasn't been active or online since then.

Traditional Roguelikes (Turn Based) / UnNetHack 4.0.0 released
« on: April 03, 2012, 08:29:05 AM »
Announcing the 4.0.0 release of UnNetHack.

Source code, Debian package and Windows TTY and GUI executables can be downloaded here:

The default Windows defaults.nh has been improved with better coloring options.

Finally it’s possible to complete the quest even if you angered your Quest leader. Killing him or her will automatically unlock the stairs leading to the lower Quest levels.

This release has dragons a bit as a special focus.

Although it does not yet contain the overhaul of the randomization of dragons, it contains a complete new 4 level branch full of dragons with the exciting possibility of fighting chromatic dragons (generic dragons having most of the features of the Chromatic Dragon called Tiamat) at the end of the branch, thus also to gain chromatic dragon armor which will grant most resistances when worn.

The AC of dragon armor has been significantly reduced. Dragon scales provide now 1 point and dragon scale mails 5 points of AC.

The newly added wax golems, providing candles as death drop, will hopefully fix the candle shortage that plagued many vanilla games.

The detailed changelog can be read on the development blog.

Traditional Roguelikes (Turn-based) / Re: UnNetHack Tiles?
« on: February 06, 2012, 04:54:32 PM »
The freshly released version 3.6.1 has a Windows GUI with a tileset based on Vanilla and one on the Abigala tiles:

If you're only interested in tilesets for compiling other NetHack UI ports, you can download those two tilesets from here:

Traditional Roguelikes (Turn Based) / UnNetHack 3.6.1 released
« on: February 06, 2012, 04:42:07 PM »
Hi, there. It's a pleasure for me to announce the 3.6.1 release of UnNetHack.

Source code, Debian package and Windows TTY and GUI executables can be
downloaded here:

The Windows version has now a Console and GUI executable included and
HTML dumps enabled.

The most prominent gameplay improvement is probably the removal of utter
destruction effect of a bag of holding explosion (originally from
SporkHack). Instead of destroying the complete content of the bag of
holding its content gets scattered around. Of course there's still the
possibility that something breaks when it hits the floor.   ;)

This release is save and bones compatible with 3.6.0.

Screenshots of the the Linux terminal and Windows GUI versions:

The complete changelog can be read on the development blog:


Traditional Roguelikes (Turn Based) / Re: NitroHack
« on: January 22, 2012, 01:04:48 PM »
Should the update pace wind up brisk, or at least structured to be meaty/attention grabbing---this stands fair odds of being a Darkhorse candidate for the ASCII Dreams 2012 Poll----greatly depending on what else in the Nethack-related stables gets up to following this though.  That is seems like certain UI elements could be harvested by Un and such so all can benefit is also pretty spiffy as better baselines are better for everybody.
NitroHack has got several things from UnNetHack already, like bugfixes, the extended sortloot and the dungeon overview. I'm expecting to incorporate some of it in UnNetHack, too. After all, that's the idea of open source software. :D

Traditional Roguelikes (Turn Based) / Re: NitroHack
« on: January 22, 2012, 12:50:29 PM »
I've always been partial to Unnethack (as compared to Vanilla or Slash'Em), but this is just SO good.
May I ask why you've been partial to UnNetHack?

The UI is such an improvement...
Have you also played the other NCurses GUI, the one that is in UnNetHack and on NAO?

Other Announcements / Re: UnNethack?
« on: May 07, 2011, 03:58:57 PM »
Recently heard about UnNethack. I was curious what the difference is really from regular Nethack. Is it any good? Are the differences major or subtle? Anyone think it's better than regular Nethack? Is it much harder?

You can just try it out on our North American or European public server:  :)

I like to claim that in general it isn't much harder. There are some things that are changed that makes it more difficult like Elbereth doesn't work Quest Nemesis or high level unique demons like Asmodeus, etc. but those are mostly things that one would have expected to be in vanilla already.

In a nutshell I would describe UnNetHack as "how NetHack would look like if the DevTeam didn't stop developing it". Although the DevTeam already slowed down development some versions earlier than with 3.4.

Some of the changes are: autoexploring, HTML dumplogs, more variants of special levels (e.g. castle, knox, medusa, sokoban, etc.), a separate real ncurses GUI, plus all of the mentioned UI changes from below.

p.s. What are some good nethack patches that are relatively subtle? Nothing with huge major changes that is. More like improvements and sound, effects, ui changes, extra colors. Things like that.

The statuscolors (colored status line), menucolors (color in inventory, spell menu, etc.) and dump character are already standard in any variant.

Pickup thrown, quiver fired ammunition, paranoid (warn about doing some really stupid stuff), dungeon map overview (automatic note taking of dungeon features), while helpless (more info why your character died while being helpless) and DYWYPISI (in the dump, mark any item so you can see if they were identified or not).

Those are also all in UnNetHack but you can download those patches from the NetHack Patch Database at (although some of the improvements made to them in UnNetHack are of course not in the original patches ;))

Off-topic (Locked) / Re: NetHack Poll 2009
« on: February 15, 2010, 11:47:21 PM »
The results of the NetHack Poll 2009 are online.

They are downloadable in text form from here:

There's also a thread on where I
commented on some parts of the results:

Thank you for participating in the poll!

Off-topic (Locked) / NetHack Poll 2009
« on: November 11, 2009, 12:27:17 PM »
Hi there!

After the big success of the Crawl poll in August (the results can be downloaded from and in loose cooperation with the Crawl developers responsible for that poll, we present you the "NetHack Poll 2009".

The intention of this poll is to gather some information about NetHack players, both currently active and past players for helping us variants developers with design decisions and to get a small insight into the NetHack community as a whole.

Even if you no longer play NetHack regularly, please take part in this poll. Most questions make sense also for former players and one question asks explicitly why you no longer play NetHack.

This poll will run through the month of November. Afterwards the results will be released to the public and a pointer will be posted here.

Please spread the word about this poll to other NetHack playing people you know.

You can either directly reply to this as mail and send it to

Or post it in here.

Or fill out the online form on

Many thanks,
Patric Mueller (lead developer of NetHack-De and UnNetHack)

Note: Your e-mail address will not be shared with any third parties.
After the poll is closed and the final results have been published all replies will be deleted.

  • What is your age and gender?
  • Which country do you live in?
  • Do you play locally, on a server or both?
  • Do you play Tiles or ASCII or both?
  • On which Operating Systems or Devices do you play NetHack?
  • Where did you get your copy of NetHack from?
  • Do you play a patched NetHack or variants of NetHack?
  • Which other Roguelikes have you ever played? (Crawl, ADOM, Angband, etc.)
  • Where did you learn about NetHack?
  • And when?
  • How often did you win NetHack? (If never, you may specify your best game.)
  • To what extent do you use spoiler for playing NetHack?
  • If you no longer play NetHack regularly, why and when did you quit?
  • If you take part in the NetHack DevNull tournament: where did you hear about it?
  • Did you ever recommend NetHack to someone?
  • Which computer game other than NetHack did you play most in the last three months (August, September, October)?
  • Please specify a valid e-mail address if you would like to receive the results of this poll directly.

Pages: 1 [2]