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Posted by fejoa, Mar 8, 2016 at 4:23 am
Zayre wrote
I waited. Apparently an object within the pile caught fire from an object in the pile... And chain burnsploded.

That seems quite frightening. I wonder what combination of objects is required to make that happen?
Posted by fejoa, Mar 5, 2016 at 4:44 pm
I use a modern distribution of MinGW 32-bit. I also store my SDL 2.0.4 distro inside the MinGW file system - which is really bad practice, so you will want to edit the makefile to point the SDL 2.0 in a separate folder.
If your IVAN code is in say
C:\ivan

You can use the following command:
C:\MinGW\bin\mingw32-make.exe -f C:\ivan\makefile.mak

On this makefile:
# Iter Vehemens ad Necem makefile for MinGW environment

# Copyrights (C) Timo Kiviluoto / IvanDev 2002-2004

CC       = g++ -o
FeLibDIR = C:\ivan\FeLib
FeLibGCH =
FeLibOBJ = $(FeLibDIR)/Source/bitmap.o $(FeLibDIR)/Source/config.o $(FeLibDIR)/Source/error.o $(FeLibDIR)/Source/feio.o $(FeLibDIR)/Source/felist.o $(FeLibDIR)/Source/femain.o $(FeLibDIR)/Source/femath.o $(FeLibDIR)/Source/festring.o $(FeLibDIR)/Source/fetime.o $(FeLibDIR)/Source/graphics.o $(FeLibDIR)/Source/hscore.o $(FeLibDIR)/Source/rawbit.o $(FeLibDIR)/Source/save.o $(FeLibDIR)/Source/whandler.o
SDL2DIR = C:\MinGW\include\SDL2
IVANDIR  = C:\ivan\Main
IVANBIN  = IVAN.exe
IVANGCH =
#IVANGCH = $(IVANDIR)/Include/action.h.gch $(IVANDIR)/Include/actions.h.gch $(IVANDIR)/Include/area.h.gch $(IVANDIR)/Include/bodypart.h.gch $(IVANDIR)/Include/char.h.gch $(IVANDIR)/Include/command.h.gch $(IVANDIR)/Include/cont.h.gch $(IVANDIR)/Include/database.h.gch $(IVANDIR)/Include/dungeon.h.gch $(IVANDIR)/Include/entity.h.gch $(IVANDIR)/Include/fluid.h.gch $(IVANDIR)/Include/game.h.gch $(IVANDIR)/Include/gear.h.gch $(IVANDIR)/Include/god.h.gch $(IVANDIR)/Include/gods.h.gch $(IVANDIR)/Include/human.h.gch $(IVANDIR)/Include/iconf.h.gch $(IVANDIR)/Include/id.h.gch $(IVANDIR)/Include/igraph.h.gch $(IVANDIR)/Include/iloops.h.gch $(IVANDIR)/Include/item.h.gch $(IVANDIR)/Include/level.h.gch $(IVANDIR)/Include/lsquare.h.gch $(IVANDIR)/Include/lterra.h.gch $(IVANDIR)/Include/lterras.h.gch $(IVANDIR)/Include/materia.h.gch $(IVANDIR)/Include/materias.h.gch $(IVANDIR)/Include/message.h.gch $(IVANDIR)/Include/miscitem.h.gch $(IVANDIR)/Include/nonhuman.h.gch $(IVANDIR)/Include/object.h.gch $(IVANDIR)/Include/pool.h.gch $(IVANDIR)/Include/proto.h.gch $(IVANDIR)/Include/rain.h.gch $(IVANDIR)/Include/room.h.gch $(IVANDIR)/Include/rooms.h.gch $(IVANDIR)/Include/script.h.gch $(IVANDIR)/Include/smoke.h.gch $(IVANDIR)/Include/square.h.gch $(IVANDIR)/Include/stack.h.gch $(IVANDIR)/Include/team.h.gch $(IVANDIR)/Include/terra.h.gch $(IVANDIR)/Include/trap.h.gch $(IVANDIR)/Include/traps.h.gch $(IVANDIR)/Include/worldmap.h.gch $(IVANDIR)/Include/wskill.h.gch $(IVANDIR)/Include/wterra.h.gch $(IVANDIR)/Include/wterras.h.gch
IVANOBJ  = $(IVANDIR)/Source/actset.o $(IVANDIR)/Source/areaset.o $(IVANDIR)/Source/charset.o $(IVANDIR)/Source/charsset.o $(IVANDIR)/Source/command.o $(IVANDIR)/Source/coreset.o $(IVANDIR)/Source/dataset.o $(IVANDIR)/Source/dungeon.o $(IVANDIR)/Source/game.o $(IVANDIR)/Source/godset.o $(IVANDIR)/Source/iconf.o $(IVANDIR)/Source/id.o $(IVANDIR)/Source/igraph.o $(IVANDIR)/Source/itemset.o $(IVANDIR)/Source/levelset.o $(IVANDIR)/Source/main.o $(IVANDIR)/Source/materset.o $(IVANDIR)/Source/message.o $(IVANDIR)/Source/object.o $(IVANDIR)/Source/roomset.o $(IVANDIR)/Source/script.o $(IVANDIR)/Source/slotset.o $(IVANDIR)/Source/trapset.o $(IVANDIR)/Source/wmapset.o $(IVANDIR)/Source/wskill.o
FLAGS = -DGCC -DUSE_SDL -DWIZARD -DWIN32 -IInclude -I$(SDL2DIR) -I$(FeLibDIR)/Include -O0 -std=c++11 -ffast-math -s -W -Wall -pedantic -mwindows
LIBS =  -lmingw32 -lSDL2main -lSDL2 -static-libgcc -static-libstdc++
#IVANRES = C:\ivan\Main\Resource\Ivan.res

all:	$(IVANBIN)

$(FeLibGCH) : %.h.gch : %.h
	@echo Compiling $@...
	@$(CC) $@ -c $< $(FLAGS)

$(FeLibOBJ) : %.o : %.cpp
	@echo Compiling $@...
	@$(CC) $@ -c $< $(FLAGS)

$(IVANGCH) : %.h.gch : %.h
	@echo Compiling $@...
	@$(CC) $@ -c $< $(FLAGS) -I$(IVANDIR)/Include

$(IVANOBJ) : %.o : %.cpp
	@echo Compiling $@...
	@$(CC) $@ -c $< $(FLAGS) -I$(IVANDIR)/Include

$(IVANBIN) : $(FeLibGCH) $(FeLibOBJ) $(IVANGCH) $(IVANOBJ)
	@echo Compiling $(IVANBIN)...
#	@$(CC) $(IVANBIN) $(FeLibOBJ) $(IVANOBJ) $(FLAGS) $(LIBS)
	@$(CC) $(IVANBIN) $(FeLibOBJ) $(IVANOBJ) $(FLAGS) $(LIBS) C:\ivan\Main\Resource\Ivan.res


To compile IVAN for windows.
Posted by fejoa, Mar 5, 2016 at 2:56 am
Made a bit of progress today. I delved into the code that creates undead configurations for zombies and skeletons, and our present day ghosts. I was able to use this to create humanoid style ghosts (provisionally called 'spirits', which will eventually just be known as ghosts), which preserve the bitmap positions of limbs, torsos and heads etc of the characters in the database that they are generated from.
I also found some machinery in the code that enables a maximum to be set on the alpha channel for bodyparts, meaning that I can cause the ghosts to have a certain transparency, and with the cloth colour set to a kind of gray, it makes a nice transparent fabric colour so the ghosts can still "wear" something. The skin colour is otherwise a very light blue tinge.
Posted by fejoa, Mar 4, 2016 at 8:36 pm
May be related, I get a message from windows saying IVAN has crashed when I wake my computer up from sleep mode.
Posted by fejoa, Mar 4, 2016 at 4:12 am
chaostrom wrote
What if, the magic system was the prayer system? So it wouldn't matter what your alignment was, if you learned a spell from a god you'd remember it even if you start worshipping another, but to use magic is to invoke the power of the gods, so your level of devotion would affect the outcome.

So you'd navigate around the four mountains by worshipping different gods, obtaining magic spells once you'd unlocked new areas?
The spell's effectivness is proportional to your relation with the god that gave you the spell?

At first I wondered whether this would preclude atheists from learning magic. It could be that magic could also be wrongfully obtained, or stolen from the gods...
Posted by fejoa, Mar 4, 2016 at 4:00 am
Zayre wrote
It ah... Everything in New Attnam was burning.

There is a lot of explosive stuff in that pile. What did you do to trigger the explosion?
Posted by fejoa, Mar 3, 2016 at 4:46 am
The clothes could get holes in them. I wonder if boots might get holes in them if you wear them for too long?
Posted by fejoa, Mar 3, 2016 at 4:30 am
The other agents I initially thought might be like a zodiac. But then we'd need to make up new "gods" or "planets". Instead, the NPC's could be the other players, so like Sherry, Guugzamesh, Xinroch, Danny and Rondol. And not to mention Ivan. They could all be the computer controlled agents in a Kahvi game.
Posted by fejoa, Mar 1, 2016 at 7:25 pm
Zayre wrote
So, I found something out the hard way. I went into Wizard Mode to spawn every item... Something caught fire, and everything exploded.

Did the game crash?
Posted by fejoa, Mar 1, 2016 at 4:49 am
4zb4 wrote
Ok so can someone help dumb this down for me?

I get that where you sit on the board determines the powers you'd have available, but I'm not clear on what - in the context of IVAN - would make you move around the board.

You're not alone in not knowing what in IVAN would make you move around the board. There are several ways this could happen:
1) Alveradok
2) The player's actions performed in the course of moving through the dungeon and killing things, eating spiders (passive actions)
3) Actions the player does with the intention of changing the movement on the board (reading books of wisdom?) (active actions)
4) a zodiac
5) irate gods
6) Sherry?

4zb4 wrote
Would it just be something as small as prayers to differently aligned gods, actively avoiding prayers, slaying certain monsters and the like?
So each of those actions would give you "experience" in a cardinal direction and when you have enough it would move you in that direction, with the tiles at the edges of the board being the most powerful?

It looks like the tiles are actions or powers, and if you act on one (on the board by moving to it), then it carries out that action and moves the other agents. You need to get pushed into new territory along the major axis by another agent to unlock additional movement (new actions). I suppose the actions the other agents perform in their turn have consequences for the player...? Either benevolent or belligerent.

In Kahvi's game, I noticed you can push the other agents outside the map, which is weird. Another topology could be to have the peak in the middle, and the low values starting tiles in the four corners and use a toroidal map (playfield wrapping), with the four peaks in the middle.

I wonder if Zeno will stop by to take a look?