Search found 30 matches

by SCO
Wed Oct 31, 2012 7:04 am
Forum: Development
Topic: Oddities with SDL on upgrading to Ubuntu 12.10
Replies: 7
Views: 4238

Re: Oddities with SDL on upgrading to Ubuntu 12.10

Sdl2 recently updated their code so it can be installed side-by-side with sdl1.2 Maybe you have mismatched versions of the ttf library that is trying to use the outdated version and catches sdl1.2 instead? Say you compiled sdl_ttf and installed it, and never compiled it again. Then you updated sdl2 ...
by SCO
Mon Oct 29, 2012 7:28 pm
Forum: General Discussion
Topic: im pissed off, you guys suck
Replies: 8
Views: 3583

Re: im pissed off, you guys suck

Yeah, i actually have to sometimes start my self-compile twice or trice to actually run the game. Symptoms: 1 ) hangs at console start, after loading lua vm 2 ) runs but the actual game blackscreens completely (in fullscreen) - it IS running, because i can still use the main menu in the keyboard. 3 ...
by SCO
Sat Oct 27, 2012 9:00 pm
Forum: Development
Topic: Auto-attack patch
Replies: 3
Views: 3705

Re: Auto-attack patch

I'm actually thinking of structuring it like a combo now. --the talents you can choose don't have any pre-requesite except they are targeted and will always attack the nearest, if it's in range --if the nearest target survives, the talent use, you will 'progress' to the next talent in the combo --in...
by SCO
Sat Oct 27, 2012 7:32 pm
Forum: Development
Topic: Auto-attack patch
Replies: 3
Views: 3705

Re: Auto-attack patch

Thinking of making this patch more general for other builds... Something like a UI that selects the ability you want to use to 'get near' a enemy, and another you use to 'get away' from a enemy. I used rush and hacknback because they are general warrior attack abilities, but there are other ones tha...
by SCO
Sat Oct 27, 2012 6:00 pm
Forum: General Discussion
Topic: traps nerf
Replies: 13
Views: 2386

Re: traps nerf

The spinning traps should have a actual animation, as long as it doesn't interfere with the movement of the pc. Something like a slower ray and a very fast (smaller) ray, or scorch marks, that goes up constantly over the zone the larger ray animation will go over due to the accumulated 'turns' of th...
by SCO
Sat Oct 27, 2012 5:55 pm
Forum: General Discussion
Topic: Who cares about mummy-wrappings?
Replies: 2
Views: 2198

Who cares about mummy-wrappings?

I mean they're a negligible armor, low bonus, rare random item that gives you -50% fire resistance guaranteed, that is probably only in a mid-level dungeon. At least in nethack you could use them over armor and other stuff, so that wasn't too bad. I experimented with making them puttable in the 'amm...
by SCO
Sat Oct 20, 2012 12:14 am
Forum: General Discussion
Topic: multi tile enemies
Replies: 10
Views: 23021

Re: multi tile enemies

Hey, i just thought of a evil enemy!

A 'wall mimic'
by SCO
Sat Oct 20, 2012 12:04 am
Forum: Bugs Archive
Topic: [SVN] Small list of bugs I've noticed
Replies: 6
Views: 1473

Re: [SVN] Small list of bugs I've noticed

Yes 4) also happened to me in autoexplore.

Seems that the auto-explore is kicking in a infinite cicle with the routine that triggers the dialog, just walk there manually and you'll be safe-
by SCO
Fri Oct 19, 2012 1:06 pm
Forum: General Discussion
Topic: multi tile enemies
Replies: 10
Views: 23021

Re: multi tile enemies

This is hard to do because it interferes with normal pathfinding. I think that boss monsters in tome, cheat, by having the topmost part not be really a 'occupied', it's just cosmetic to make them seem larger, and treated especially so that they are at a higher Z dimension so they are always on top o...
by SCO
Fri Oct 19, 2012 12:58 pm
Forum: General Discussion
Topic: Hatin' identification, inventory management and hunger clock
Replies: 21
Views: 30530

Re: Hatin' identification, inventory management and hunger c

Yeah, tome has probably way to many items for this to be enjoyable without the automatisms i mentioned. My idea is that you first have to solve a 'puzzle' to find a alternative, more or less risk free way to do it, execute it perfectly, and then you either execute it automatically or get a new menu ...
by SCO
Thu Oct 18, 2012 5:15 pm
Forum: General Discussion
Topic: Hatin' identification, inventory management and hunger clock
Replies: 21
Views: 30530

Re: Hatin' identification, inventory management and hunger c

I think identification could work if it was pervasive *without exceptions* So there wouldn't be actually be a "scroll of identification" or something. There would be a artifact, that the more you used, the more you knew about. And you'd use them because you wanted to know about their prope...
by SCO
Thu Oct 18, 2012 4:56 pm
Forum: Ideas
Topic: Sometimes wish about (graphical interface)
Replies: 7
Views: 2082

Re: Sometimes wish about (graphical interface)

On the contrary, i enjoy it. A bit heavy maintaince, but what i'm finding missing on Tome is generally the inventory items depth/crafting of nethack (though that comes at the cost of quite a bit of obfuscation) Come on, be honest, do shops in Tome really excite you? The item combination upgrades are...
by SCO
Thu Oct 18, 2012 4:48 pm
Forum: Bugs Archive
Topic: Adventurer who learns psionic/misc and psionic/thought-forms
Replies: 6
Views: 2012

Re: Adventurer who learns psionic/misc and psionic/thought-f

Humm yeah, i just assumed it was given from looking at the code and adding to a existing. False alarm.
by SCO
Thu Oct 18, 2012 1:33 am
Forum: Ideas
Topic: Sometimes wish about (graphical interface)
Replies: 7
Views: 2082

Re: Sometimes wish about (graphical interface)

Good to know. In that case, yeah, automatic seems sane. Though, in the grand tradition of roguelike obscurantism, i'm probably offending some minor god. Crawl/nethack identification ... *shudders* I think that the toggle in the chest for gem extraction as a additional option is nice, since i hardly ...
by SCO
Thu Oct 18, 2012 1:22 am
Forum: Ideas
Topic: Zoom
Replies: 5
Views: 3181

Re: Zoom

if the minimap made a 'pulse', say rapidly cycling the color of the new added enemy dots, or expanding them for a second, that would be solution, sure. I'm thinking a really obvious sonar pulse for the tiles version (the problem doesn't apply on the console version right?) The (new?) enemy sounds on...