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Posted by fejoa, Jun 13, 2018 at 6:05 am
Heh, you read my post in the dreams thread. Don't worry, I'm still very motivated
Posted by fejoa, Jun 13, 2018 at 1:29 am
capristo wrote
Any recommendations on what to tweak so that I can get the 2x scale but with better graphic performance?

In the config menu there is an option "Stretch squares around player with xBRZ (performance)"
Set this to say 1 or 2 or 3. That sets the radius (in number of squares) around the player for scaling. So 3 would be a circle three squares around the player that get smoothed. If you set it to zero, it smooths the whole dungeon, which may be what is making it slow.

EDIT: (A thousand posts!!)
Posted by fejoa, Jun 9, 2018 at 6:11 am
I found a troll tusk battle-axe which felt pretty OP, but other than that it seems okay
Posted by fejoa, Jun 8, 2018 at 8:33 pm
I updated the release page for 0.53, sorry for the delay
Posted by fejoa, Jun 1, 2018 at 6:38 am
Cool thanks red. I'll put the changelog up on the release page on Monday.
Posted by fejoa, May 29, 2018 at 4:06 am
Batman? wrote
Taming worked. Is the danger level higher in TX than the GC? I was getting kamikazee dwarkes on TX2 without having particularly good stats or equipment.

There's a couple of guaranteed dwarves on that level.

[/quote]
Also A kqamikazee dwarf wouldnt follow me into a room with a non-aligned alter in it, is this a feature or just some AI bug?[/quote]

Probably some undocumented feature, will check it out.
Posted by fejoa, May 26, 2018 at 11:38 pm
Oh. That's a bug for sure. Try digging through the walls? Can you bribe the guard with alcohol? Tame the guard? Teleport into the temple?
Posted by fejoa, May 15, 2018 at 10:22 pm
red_kangaroo wrote
Maybe this needs to be changed to

 unsigned long long int Config;

EDIT: Hmm, does not seem to work right...

It's tricky aye? Have a look at character::BeginTemporaryState. The States variable is type long int, or 32 bits. This is already a clue as to how extensive the changes might have to be.
The state variables are logical flags, represented by 32-bit integers.

These flags look like this:
LEPROSY = 0001
FLYING = 0010
SLEEPING = 0011

And so on. It allows the program to do fast operations like:
if(!(States&FLYING)){
trigger beartrap;
}

I think if we want to increase the number of states, one option is to represent the states as long long (64 bits). This will only give us 32 more states unless there is a smarter way to do this.

Sadly my idea to do the following failed:
#define POLYMORPHED (1 << 0)LL

Maybe this is a good question to pose to zenith/emlai?
Posted by fejoa, May 15, 2018 at 8:54 pm
You can only break locks of items/doors that are already locked. That is to say, you cannot break locks that are unlocked (unless you first lock the lock).
Posted by fejoa, May 15, 2018 at 12:12 am
red_kangaroo wrote
I now have a mental image of player using a pet bear (who is enormous) to block the shopkeeper's line of sight to steal...

Can some states still foil this? Like infravision, ESP etc?