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Posted by fejoa, May 13, 2016 at 7:17 am
How would people feel about having a world map that wraps on itself in the horizontal direction?

The edges of the world map would line up, and the player could circumnavigate the world. Or at least access landmasses that were on the other side of the map. It would help make it easier to reach far away places.

I wouldn't suggest it if id didn't have a way of doing this (see attached)
Posted by fejoa, May 12, 2016 at 5:09 am
chaostrom wrote
But why wouldn't you wield lanterns?

Maybe to bash a kobold over the head. Do they make effective weapons?
Posted by fejoa, May 11, 2016 at 8:37 pm
4zb4 wrote
How the lantern manages to illuminate your surroundings while it's in your "backpack" is its own problem. I guess you could just interpret it as having it strapped to your belt or something.

This is true. It would be pretty lame if the lantern had to be wielded by the player character all the time.
Posted by fejoa, May 11, 2016 at 6:20 am
Can't say I've come across that before, but I hardly pay attention. It could very well be a bug.
Posted by fejoa, May 7, 2016 at 1:31 am
fejoa wrote
Next step for me is to get the other bits of data represented through the world terrain data files

So this step is done: https://github.com/Attnam/ivan/pull/125

Having done this necessary ground work (haha!), only a few things remain:
1. Pulling biome data like longitude, temperature and elevation into each ground-world terrain in the gwterra datafile - this would enable parameters to be varied to create worlds with a different look and feel
2. Causing the worldmap generator to populate the map with ground terrains in a new way
3. Re-working worldmap.cpp in a way that ensures it doesn't explode when adding more locations
4. Making the empty slots for new worldmap locations
Posted by fejoa, May 6, 2016 at 1:23 am
chaostrom wrote
We don't have one for bones, but we do have a general crazy finds thread.

I remember that thread from when I was still lurking. I'll be sure to be on the lookout for some crazy loot so I can post it up.
Posted by fejoa, May 5, 2016 at 5:51 am
Batman? wrote
I realized that i have never won the game without a juicy bones find, so I am paranoid about moving off a level without my stash.

I searched the forum and it doesn't seem like there's an insane bones find thread. What's your juiciest bones find so far?
Posted by fejoa, May 3, 2016 at 6:29 am
That's just the pits. I don't know how many times that's happened to me.
I find levels where bonefiles won't generate to be the worst thing... after undocumented features that cause crashes of course!
Posted by fejoa, May 2, 2016 at 6:57 am
https://github.com/Attnam/ivan/issues/117

Just put it up on the list
Posted by fejoa, Apr 24, 2016 at 8:03 am
fejoa wrote
I've been scratching around in the script engine and the database today, the goal being to move the gwterrains and owterrains into script files. Not much luck after having created a rat's nest of code. I pulled it all out again by stashing it. I really wish the devs had implemented a lua script engine or some such, instead of the bespoke "traction engine" we have serving us today...

No apologies for the double post, but I feel that I have cracked the problem at the eleventh hour (or the twelfth, it's 12am here).
I woke up today with a feeling like I shouldn't have been rooting around in script.cpp after all, so I rolled back those changes, and focused on making the world terrains resemble level terrains.
I had a patch where it wasn't compiling beyond database.cpp, but I figured out to add "wterra.h" to "dataset.cpp" and I was away and racing. Suddenly it was a clear path to compiling, but then opening the application and starting a new game resulted in a crash. I blocked out changes to wterras.cpp and wterras.h and I was able to load the world map! But then entering a dungeon suddenly caused a crash! Loaded up again and tried to see what I could do using the command system while in the world map... not much it turns out... until I tried to save the game. Another seg fault! But a healthy clue. Two problems, one of not being able to save, and the earlier problem of the game picking up the BitmapPos of the owterrain, but seemingly unwilling to place it on the worldmap without crashing...
Hours of searching and messing around, until something subtle catches my eye: Every level terrain has a function which initializes some of the data. I decided to chuck it into wterra.cpp, just for the gwterrains and owterrains, and for completeness. What do you know? To my complete surprise it stops crashing when I save, enter a new area, leave it again, and load. What's more, the BitmapPos is being picked up from either owterra.dat or gwterra.dat!
Happy day.

So, reasons this is getting us where we want to go:
Contributers will want to create their own dungeons. Unfortunately, a world map location is not always where the start point of a dungeon is located. Think of the underwater tunnel exit.
Contributers will want to create their own graphics for their new world map locations; and so on. Therefore we need to represent the owterrains in data files. Plus I want to add climate data to each gwterrain, and I feel the best way to test it out would be using a data file, where I don't have to compile each time.