Search found 30 matches
- 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be installed side-by-side with sdl1.2 Maybe you have mismatched versions of the ttf library that is trying to use the outdated version and catches sdl1.2 instead?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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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'
A 'wall mimic'
- 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-
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-
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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 ...
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...