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The Cathedral of Attnam > Other Coding

#1 Nov 18, 2013, 1:58 am Hide

RustKnight

Been out for a while. Just your avarage nobody IVAN forum stalker anyway.
Is it possible to keep a link with the latest build of the currently driven ivan work ? Since you guys got your hands on the source code?

Those 2 neat fixes might be welcomed, the spawn rate and the unarmed combat.
Also, which file should i download and use ? the CVS or the standard .50 IVAN ?

Looking forward for this development.
Thinking of actually donating also. - Big words thou. Nice for a thought anyway.
#2 Nov 18, 2013, 3:00 am Hide

4zb4

RustKnight wrote
Those 2 neat fixes might be welcomed, the spawn rate and the unarmed combat.
Also, which file should i download and use ? the CVS or the standard .50 IVAN ?

Spawn rate of Valdemar and Unarmed Combat can be fixed rather easily via script editing.
For the Valdemar, find these lines in item.dat under "potion":
SecondaryMaterialConfig = { 11, WATER, HEALING_LIQUID, OMMEL_URINE, POISON_LIQUID, VALDEMAR, ANTIDOTE_LIQUID, VODKA, TROLL_BLOOD, OMMEL_SWEAT, OMMEL_TEARS, SULPHURIC_ACID; }
  MaterialConfigChances = { 11, 75, 50, 5, 50, 10000, 10, 5, 25, 5, 5, 25; }
And change that "10000" to something more sensible. I'm not sure what the spawn rate was intended to be but seeing as it behaves almost identically to vodka you might as well set it to 5 just like vodka is.

As for the huge unarmed combat skill, find this line under "humanoid" in the char.dat file:
  KnownCWeaponSkills == UNARMED;
  CWeaponSkillHits == 19000;
Delete both of those.

And there you go - CVS without its inherent bugs.
You should probably download and use CVS as it has new things without huge differences like LIVAN and other variants have. For one, it has gas grenades which are always fun.
In the dwarf fortress sense of the word...
#3 Nov 18, 2013, 5:55 am Hide

RustKnight

Thank you 4zb4.
So how were things around here? been k.o. for like 5 years - man the memories of those times. When i was 5 years younger. Ahhh the youth.

So, will Ivan see a development start?
Come to think of it now - as i feel the game, it does look pretty much complete.
I wonder whats on the to do list of the developers (current ones i mean).

Also, i still am a bit intrigued by how the other roguelike community do not make not even a faint reference to IVAN. I mean this looks like the most enjoyable roguelike out there. Very well balanced, and the features - man... huge.
How hard was it to get the .50 last source build of IVAN ? i've heard it wasn't just publicly posted. And what has become of those who developed it? Tried other projects or just sank off?

Anyway i love this community, small and couzy - nice people.
(I think at some point people from the IVAN community met up somewhere?)
#4 Nov 18, 2013, 6:31 am Hide

4zb4

Things have been pretty good - if a little slow, bordering on "dead". We don't often see new "regulars" (such as myself!) but we've had a few - some of which can code which is great!

I'm not sure how much work (if any) has been done on development as of yet but we have the tools in place over here.
I'll agree the game is functionally complete - in my opinion it only needs, say, more content than code. However there's interest to implement a post-petrus quest involving saving the your child (first born daughter/son item). Other than that Erno had a huge list of ideas we could work on.

As for the questions relating to where we got the source from - I wouldn't know, I'm comparatively new here (only been around since this forum rather than the past two) so you'd have to ask one of the big fish around here.
And yeah there was an IVANCon a while back, of which there are plenty of pictures in the gallery section.

Welcome back!
#5 Nov 18, 2013, 7:41 am Hide

RustKnight

Wow, i just watched through the gallery. Freakin amazing art work!!

And the pictures from meeting are freakin awsome, i mean unbeliveble fun !! I mean the stuff they did was just out of this world.

Are the people that were there still active on the forum?
Maybe i can make an invite here in Romania-adventure land

(I shoot with the bow also! )
#6 Nov 18, 2013, 8:27 am Hide

JoKe

Most of the people are still active, as in you can still catch them(/us) on the forums once in a while.

I should pick up shooting a bow at some point. Shame the compound bow we had was old enough to have its string snap when pulled.
#7 Nov 18, 2013, 1:53 pm Hide

RustKnight

Joke, since you are one of the Vets around here.
Nameless is from Transylvania?
In other words since transilvania is NOT a country, but a province is he from Romania?
I've read the readme from IVANT

"Created by Nameless
(IVANT is short for IVANT Some More - think really bad Transylvanian accent )"
#8 Nov 18, 2013, 3:17 pm Hide

JoKe

I don't really know much of Nameless, aside from the fact that he's the IVANT author. Some of the greatboards/jconserv people still around might know?
#9 Nov 18, 2013, 8:58 pm Hide

Somagu

No, it's just a corny joke on his part. He was not Romanian to my knowledge.
#10 Nov 18, 2013, 11:13 pm Hide

chaostrom

4zb4 wrote
Things have been pretty good - if a little slow, bordering on "dead".

"Bordering"? It's as persistently undead as those zombie torsos. Can't get rid of it!
#11 Nov 19, 2013, 1:25 am Hide

RustKnight

Bah! Ok spoil me - how do you not die on land mines?
And i remember back in the years i played that there were these screaming monsters that brake everything thats glass and you included. How do you deal with those?

And the third one...
http://www.attnam.com/wiki/Talent
Where exactly can you see what talent or con your newly created character has?
#12 Nov 19, 2013, 1:52 am Hide

Somagu

1. Fire resistance. Otherwise, anything that will keep you from dying faster by any other means.

2. Wands are a good way if you know which corridor he's down. There's only the one Enner, so you won't have to worry about it again once he's dead.

3. You can't, aside from paying attention to your stat gains.
#13 Nov 19, 2013, 5:29 am Hide

4zb4

Also on mines, failing a cloak of fire resistance a single ring of fire resistance should at least let you barely survive a single standard landmine. If you're unlucky and no fire resistance items have spawned for you at all your next best bet would be a ring of searching, which will usually point them out for you before you step on them - so long as you have a version which pauses upon warnings!
As for big landmines you're going to need a full kit of 2 fire resistance rings and a cloak to survive with low tier armor - or you could massively enchant a cloak of fire resistance.
Your final alternative is the belt of levitation which can be gained via wish or beating the sumo in New Attnam.

As for the Enner beast (noise monster), pretty much what Somagu said. You can use scrolls of detect to find where he is by searching for Enner Beast Flesh or Octiron (he carries an octiron item) but these won't last long. ESP might work if your INT (is it INT? Or WIS?) is high enough, but it's unlikely you'll have it high enough to spot him without taking enormous shout damage.
You can also try landmines if you've brought them, although I do not recall if he can set them off with shrieking. A fun thing to do with landmines is to stack dangerous wands or bottles on top of them so that they break upon being set off, making them a lot more effective than usual.
#14 Nov 19, 2013, 7:16 pm Hide

capristo

Instead of downloading CVS just use the Github repository. You can either clone it or "download as zip"
https://github.com/Attnam/ivan

this includes the valdemar and unarmed combat bug fixes and will always be the latest code and other bug fixes.
#15 Nov 20, 2013, 1:52 am Hide

RustKnight

Ah, thank you capristo!
Wait, this is the source code right? How do i run it ? I presume i need a compiler.
#16 Nov 20, 2013, 4:34 pm Hide

fejoa

Yes you will need a compiler. What operating system are you running?