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Posted by vasiliy, Feb 13 at 10:12 pm
thank you! clean save loads ok here too, so i'll try to take a look at the broken one. sadly, i cannot promise anything (this bug is a NASTY one… and maybe not even one , but it's something to start with. thank you for your patience and help!

maybe i'll be able to at least deduce where it made a wrong turn. the problem with this bug is that it is almost impossible to reproduce it, it happens… sometimes. if only we could find a way to make it happen always… but the only thing we could do now is collect broken saves and try to guess what's gone wrong. T_T
Posted by vasiliy, Feb 13 at 8:47 pm
Yancakes wrote
The prospect of atheism in IVAN is actually quite funny when we know the gods are there and you can contact them directly, if anything I'd make that more obscure.
btw, there is Solicitus temple in k8I, inherited from… CLIVAN, i believe. Solicitus is the god of Atheism. having god of atheism (by the way, the only god with a physical presence in the world) is so… ivanesque, that i simply couldn't omit it.
Posted by vasiliy, Feb 13 at 8:34 pm
Yancakes wrote
I'm on your side. I ALSO like the lack of ranged weapons though.
it would be interesting to use IVAN engine for some postapoc RL, though.

and we now have some kind of ranged weapons — we can throw things! this is more than enough, i believe. especially considering that in k8I you can throw armed mine or bear trap. throwing mines at Jenny is fun!

Yancakes wrote
Also, please, NEVER implement unidentified items. It's my least favourite part of any game where it's a mechanic lol
your wish is granted! is was easy wish, tho, because i haet this mechanic with passion too. the only thing that reminds it in k8I is "Look"ing — if you never ever stepped on a square, and revealed it by some other means, and there is a scroll, the game will not tell you which exactly scroll it is. but it hardly affects anything, because there are almost zero situations when you can Look at the square you never visited. and if you visit it, the scroll automatically became "identified".

and i may remove this mechanic again anyway, it doesn't add much to gameplay.

Yancakes wrote
Anyways I finally got around to playing the newest build, if I leave the UT and return the game crashes. I can enter the UT no problem but as soon as I leave and come back it crashes every time.
yes, it is known bug with saves, sorry. the current build is totally unplayable due to it. i think i fixed the bug, so the next build should be ok. this is one of the bugs you won't catch witn Wine — everything works with Wine, but fails on real windows system. once i'll be sure that it is fixed, i'll upload new build.
Posted by vasiliy, Feb 13 at 8:11 pm
it would be interesting to see what exactly is wrong there.

can you please:
1) archive all files in your "save" folder;
2) clean "save", start a new game, enter UT, save and exit, and archive this save under another name;
3) upload both archives, so i could take a look?

step "2" is needed because i don't know if 32-bit and 64-bit saves are compatible, and if i'll be able to read your save at all. so i need a "clean" one to check if it loads. then i can try to investigate yours.

this won't… save your save , though, it is prolly broken beyond repair. but i might be able to spot what's wrong there, and try to fix that bug (or at least narrow it) to save future saves.

corrupted saves is known IVAN problem, which several people tried to fix, but some dark necromancer keep resurrecting it.

p.s.: it is important to archive the whole "save" folder — all files there are parts of the saved game state, and i need them all. the game basically saves each dungeon level in a separate file, so those are all dungeons you visited.
Posted by vasiliy, Feb 12 at 4:52 pm
btw, i remembered one old topic, and reduced stamina penalty for blocking with shields. also, character will try to block with shield first, instead of always using the right hand, then the left hand. currently i simply divided penalty by 5, but i think it should be more sophisticated.

SPOILER ALERT. Click here to see text.
btw, frying pan is good at blocking too now. as good as a shield. it doesn't have other shield bonuses, though. that is:
sLong item::GetBlockModifier () const {
  if (!IsShield(0)) {
    // k8: frying pan is a great shield!
    if (GetConfig() != FRYING_PAN) {
      return GetSize() * GetRoundness() << 1;
    }
  }
  return GetSize() * GetRoundness() << 2;
}
Posted by vasiliy, Feb 12 at 4:43 pm
yeah. and our hero is not even very proficient with swords, even after training. just try to go without various ommel boosts, prays, wands and scrolls (i just described most of my runs, lol. very short runs.)
Posted by vasiliy, Feb 12 at 3:50 pm
red_kangaroo wrote
See, while I like sci-fi, I definitely 100% prefer fantasy. Though science fantasy is pretty great middle ground.
"high enough tech is indistinguishable from magic".

SPOILER ALERT. Click here to see text.
what i don't like in fantasy/magic is the inevitable presence of some supernatural forces, which people might never learn/understand. wizards may know how magic works, but not why.

this is also why i almost never pray to gods in IVAN: i simply keep forgetting about that! maybe i should make a hidden switch which replaces gods with slot machines… lol. "you found ancient altar slot machine. it was once owned by Nefas, the boss of brothel mafia…"
Posted by vasiliy, Feb 12 at 3:25 pm
ah. then maybe crystal statue as an item then? that is, so it can freely spawn above special terrain. we can check and don't spawn statue if there is another one already, to not make light emitation too bright.

of course, the bugfix works too, but with it, no crystals could be spawned above an open door, for example, or sofa, or fountain, or any other decoration. it is safe this way, but slightly less interesting, i think.

it is possible to change the code a little, and prevent spawning only over "important" olterra too, i actually implemented this fix first. maybe it is better than a new item, dunno…

p.s.: it is easy — just add `IsImprotant()` method to olterra, and make it return `true` for stairs. and check it in `ChangeOLTerrainAndUpdateLights()` (and don't forget to `delete` new terrain if update failed).
Posted by vasiliy, Feb 12 at 5:37 am
maybe we can create a new item instead, "crystalshard", or something. currently, crystals are "digged" to stones, but imp may explode into much smaller "crystal shards". or even special kind of fluid, so it cannot be picked up, but can emit light, and can be spilled around — because small crystal shards are very close to "fluids", actually.

maybe i'll try to experiment with this later.
Posted by vasiliy, Feb 12 at 5:23 am
this is prolly where we can agree to disagree.

i need to think about it for some more time, but currently my rationale is: PC has absolutely zero magic abilities. magic items for him is just like another kind of weapon — "press here, and it will make BOOM". just like with guns, PC can learn slightly better aiming, more hand and breath control for better shooting, but that's it. and it prefrectly fits to "weapon categories" this way. because from my PoV any kind of "magic affinity" inevitably leads to questions like "ok, why can't we learn some spells then?" of course, nobody is obliged to implement spellcasting even if some kind of mana stat is there, but putting it to "weapon kind" clearly indicates that spellcasting is not ommited by accident, it is conscious balance decision.

of course, i'm not insisting that i am the only one who's right here. both visions have their pro and contra. maybe my vision is biased, because to be fully honest, i am sci-fi person, i HAET magic with passion. so i see magic items more like some hi-tech artefacts, which require Int and skill to operate, not some special "magic ability". and this leads to "weapon skill".


p.s.: one of the reasons i love IVAN is because there are no stupid spells, "schools of magic", spellbooks, and all that. i know that you aren't going to introduce that… but i want to drive the game even further away from it, if it is possible.