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Posted by red_kangaroo, Feb 22 at 3:13 am
Unfortunately, the answer is actually no.

Backpacks, mines and grenades share an Explode() method, but it's not a generic method for the item entity. I even have it on my TODO list to make the Explode() method generic and let everything go boom. I sadly didn't have much time for development in... the last two years? Goddammit.

But right now, if you SOCM a big chest into gunpowder and zap it, it will only burn but not explode. That's how I noticed that only certain items can explode, by trying to be clever and blow Petrus up with gunpowder chests.
Posted by red_kangaroo, Feb 21 at 3:11 am
Holy handgrenade has a fixed explosive power of 300, while a mine's total explosive power depends on the volume of its load and the load's explosive power:

Quote
Volume * MaterialExplosivePower / 1 000 000

A big mine has a load volume of 12500, and is normally filled with gunpowder with ExplosivePower = 15000. Therefore, a big mine has an explosive power of 188, or about 2/3 of a holy handgrenade.

Normal mine has a load volume of 5000, thus an explosive power of 75.

If a big mine was filled with neutronium, which has the highest explosive power in the game (ExplosivePower = 120000) but doesn't appear unless scripted in dungeon files, it would have an explosive power of 1500, or five times as powerful as a holy handgrenade.
Posted by red_kangaroo, Dec 21, 2023 at 3:18 am
Thank you!
Posted by red_kangaroo, Oct 5, 2023 at 1:10 am
Batman? wrote
off/on topic , is it possible to die of old age in IVAN like you can in other games? It would be cool if he zapped you and you became and old man or a child like the ones running around the cities.

Impossible right now, no entity has a tracked age, but that would be indeed cool.
Posted by red_kangaroo, Oct 2, 2023 at 12:40 am
That's pretty cool! SPOILER ALERT. Click here to see text.
Invisible kamikaze dwarves are suddenly behind every corner!
Posted by red_kangaroo, Sep 29, 2023 at 1:04 am
Hm, true. There would need to be some very specific rules when he creates his save point.
Posted by red_kangaroo, Sep 27, 2023 at 1:17 am
Potential solutions:

* Make him a high-tier unique enemy. Thus encountering him is rare and taming him is pretty difficult.
* Reset his save point every time you change floors. This should make it a bit easier to fight him and a bit less useful to tame him.
Posted by red_kangaroo, Jul 6, 2023 at 1:31 pm
Thank you, the save files won't be necessary. You have confirmed my thought about an incorrectly loaded bone file. Mycelium floor is only found in the fungal cave, so a bone file from there was loaded in GC and that messed up the stairs.

I think we already had a fix in the works, hopefully a new version will be made soon with the fix in it.
Posted by red_kangaroo, Jul 1, 2023 at 2:49 am
Hello and thanks for the report. By any chance, was the GC2 ghost level loaded from a different dungeon? I.e. does the map look like a GC2 level, or does it look like it doesn't belong to GC? There's currently a bug where a ghost level might be loaded from the wrong dungeon, and the stairs then could have become misaligned.

There are two ways to salvage the game. If you feel strong enough, you can push deeper, beyond Elpuri and to Oree, where there is a portal back to GC1. That however assumes that you can survive the descent. The second option is to turn on wizard mode (should be ';', I think), and then you can use command to level-teleport back to GC1. However, if you switch on wizard mode, your game will not be scored.

I think on Linux, IVAN save files were in /usr/local/shared/ivan, but I have no idea where they would be on OSX.
Posted by red_kangaroo, Jun 28, 2023 at 12:58 am
capristo wrote
b) annoy people into signing up.

The best way.