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Posted by fejoa, Aug 28, 2013 at 3:39 pm
I don't know if we should call everyone back just for me, it could be an anticlimax.

Don't worry about having nothing to show. What's definition content by the way?
Posted by fejoa, Aug 23, 2013 at 2:40 pm
Yeah, made me laugh too.

capristo wrote
That's really what we need Warheck, is to get the IVAN code on Github or something so people can contribute more easily

Well I used sourceforge in combination with tortoise SVN for CLIVAN. But yeah github would probably be much more user friendly. I suppose most people would be compiling on windows? We should just get the source up on the site and people can just contribute.
Unfortunately, I'm stuck in a house with no internet and no central heating, so I'd have trouble starting it up. Plus I can't compile CLIVAN anymore because I think I installed multiple instances of MinGW 32 bit on windows 7 64 bit.
Posted by fejoa, Aug 21, 2013 at 3:26 pm
Zayre wrote
Medical Support Friendly Unique Mob (Based off the code seen in the Bare Hands Doctor. The BHD allows you to remove, and attach your severed limbs to yourself.)

I'm back after a too long absence. Firstly I'm honoured to find you have spotted this piece of code in the source. I looked it up and my eyes nearly popped out, I don't remember coding it, but it is really boss. I got the idea for the bare hands doctor by reading "Mao's Last Dancer" where the protagonist talks about bare-foot doctors common in the communist regime. I decided the bare hands doctor would be a play on the theme, and offer the player some hilarious means of getting help in some tricky situations. To use the BHD, you have to charm him onto your team first. He is quite fragile though, so he dies easily if you have him follow you around.
The book also has a couple of references to the delights of mangoes.

Regarding fire, I wrote something in my notes about an idea I had to realise fire in the game based on more or less existing code. Here is the excerpt:
I think it may be possible to create fire in IVAN partly using existing code. Fire in its burning state requires fuel, oxygen and heat. I don't know about the last two, but fuel suggests that fire must progressively consume an item through various conditions such as Not Burnt, Slightly Burnt, Burnt, Heavily Burnt.
May I point to an existing framework along these lines: the rust system. It has similar stages of rusting, as long as a liquid material with rust modifier is in contact with the ironalloy.

Then burnt <- rusted

with conditions:

Furthermore, we need a state which shows us whether something is on fire or not. This should be as apparent as observing whether something is broken or not. So therefore:

Burning/Not burning <- Broken/Not Broken

While the burning state is active, then the item's condition progresses through Not_burnt up to Heavily_burnt until destruction.

We need some way of putting out the fire, namely dipping the items into liquids. Dipping an item into a bottle of water would "repair" the item into a non-burning state, but the item would be left in its present burnt condition. If we are aiming to burn bodyparts, then it would be handy to be able to dip bodyparts into liquids as well.

For starters ot would be handy to burn a few items, say organics, cloaks, food, weapons like oak quarterstaffs etc. Then implement the wierd shit as we go, like eating burning food deals fire damage to the player, or stepping into a fart cloud with burning items creates an explosion.

The question is, how to instigate burning? Using fire of course. One source of fire that exists is explosions. Beyond that, there are few sources of fire. Perhaps some additional code should be added to make lanterns catch fire when they break. Also, flaming swords could be made to instigate a burning condition during melee to any bodypart or organic armour they come into contact with.

Magic users could target the player and cause combustible items to catch fire, using a new beam type. Tailors could repair burnt fabric. More dense materials combust slowly. Bodyparts can burn, but slowly

It would be great to have spreading fire, but it is beyond my skills to program from scratch. Instead, the fire could spread though melee, and throwing things, which would be in keeping with the game's theme.

So yeah, happy to be back, for now part of the discussion. Do you guys have a repository where you are hiding the code you're working on?

A piece of advice from Ernest Adams (co author with Andrew Rollings of "On Game Design": keep a notebook. I was skeptical until I filled an entire school exercise book (48 pages) with only notes about CLIVAN ideas. Really handy.
Posted by fejoa, Feb 27, 2013 at 3:56 pm
Don't you have to be polymorphed into a canine to eat a bone first? Random factoid that I vaguely remember from reading the source...
I think that guy is the Head Graphics Designer, but i'm not sure. Someone should start an IVAN quiz.
Posted by fejoa, Dec 10, 2012 at 6:35 pm
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!

That was so good, I put it in my sig.
Posted by fejoa, Aug 21, 2012 at 11:52 am
Vasily, personally I don't see any harm in discontinuing k8IVAN development for windows. I certainly didn't have other operating systems in mind (other than my own) when I compiled CLIVAN.
I take the view that "no IVAN development is a sad developent", and I encourage you to go as far as you can with progressing the game in whichever medium you feel necessary. I still feel some loss though. Nevertheless, I think your stance as an activist is a valiant one and to be commended.
Please feel welcome to stick around and definitely keep us updated on your progress with development Who knows, I may try set up a dual boot on the work computer.
Posted by fejoa, Aug 20, 2012 at 11:26 am
Well I'm not working on CLIVAN until the world economy has crashed irrecoverably, united states and europe are nuking each other and I'm nuking the girl next door.
Posted by fejoa, Aug 14, 2012 at 10:35 am
Personally I'd recommend playing IVAN 0.50 for best stability. Plus it's probably the most challenging version, and most of the known bugs are well documented.
Posted by fejoa, Jul 30, 2012 at 2:24 pm
BDR: I tried sending you a message. It indeed resulted in a 404. Thought I'd just help by verifying that the action indeed resluted in an 404.

Edit: There is also a large ascii sad-face on the error page.
Posted by fejoa, Jul 9, 2012 at 11:07 am
As far as I can see, the only bit where DAMAGE_TYPES (that is BLUNT, SLASH and PIERCE) is checked is inside character::AddWeaponHitMessage(...) which is in char.cpp.

There is some useful code in that function that distinguishes between the three damage types. That code could be copy-pasted to the right place so that the damage type associated with the attack is minimised in the event that the character is wearing the appropriate armor.
Beyond this I see nothing in the game's present code that actually imparts a distinguishable bonus (or disadvantage) according to damage type, making chao's suggestion above a truly novel feature.