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Posted by vasiliy, Feb 4 at 7:13 am
and implemented The Most Useful Command Ever:
gimme nanofiber nanofiber "katana of sharpness +8"
this works. sometimes.
Posted by vasiliy, Feb 4 at 3:21 am
it is now possible to deactivate traps. currently it does the same Dex check as for activating a bear trap (for all kind of traps). failing to deactivate a bear trap hurts one of your arms, but mine and gastrap goes BOOM instead. so it's up to you to decide if it worth the risk.

also, flying over a trap doesn't prompt "you found a trap, press esc" anymore β€” it is useless, as the trap cannot be activated this way.
Posted by vasiliy, Feb 4 at 1:05 am
i wonder, what if we'll create some better life simulation? why different species never infight on their own? canines and felines, for example. canines might be attracted by spilled blood, and chase wounded monsters to finish them off. hungry kobolds could seek and kill hedgehogs to eat them. and so on. the game can detect such infights, and immediately spawn a replacement monster if infight happened out of player LOS, for example. this way we could keep the level population roughly the same as without infighting, but the player could find some interesting "encounter remains", or even try to use infighting for his own advantage. also, level population will adapt to player danger level slightly faster, lessen the effect of "go in naked" exploit even further. and it is more interesting to have the world living by its own rules anyway.

i might try to implement this later, just to see how it goes. it may need some balancing (as randomized hate/attack chances, for example), but i think that it is worth trying.
Posted by vasiliy, Feb 3 at 11:06 pm
implemented in-game command console. now i only need to fill it with commands (yawnsome!).

also, added the link to the official Fossil repository to the first post. i'd recommend to clone it instead (or in addition to) git mirror. it may be down sometimes (as we get more problems with power here), but it will hold more info that git, because Fossil also has integrated wiki, bugtracker, and even forums (empty for now). all this is cloned along with the sources. there is not much content besides the source code there yet, but i'll eventually add more.

you can get Fossil binaries here (official site). for windows it is just one .exe, for GNU/Linux it is easily buildable (and will be one self-contained binary too).
Posted by vasiliy, Feb 3 at 3:21 pm
updated attchments in the first post.

* fixed item prototype bug: all items were good with plants.
* fixed ESP check: the player could see only monsters with ESP, lol.
* full helmets makes you less susceptible to siren songs (any helmet/ring/amulet with sound resistance, actually).
there is also new `SirenSongResistance` property, which can be used in new items.
* several items connected to ESP grant some siren song resistance too.
* Rebel Camp will be revealed only after talking with Lord Regent.
it is still placed, so it is possible to find it by simply roaming around.
yet it will not clutter autotravel menu initially.
* made one secret door to Aslona Wizard not locked (it's annoying to always run to another one).
* throwing activated bear trap can catch the victim (the same as stepping into the trap).
* fixed liquid and gaseous golems (some wizards may summon them).
* "L"ook command will not tell you which scroll exactly you see. you need to pick it up for detailed info.
Posted by vasiliy, Feb 3 at 2:48 pm
also, thank you all, i haven't expected that my SPOILER ALERT. Click here to see text.
"dead world" (spoiler for no reason, i just love how it makes the text look important)
idea would be accepted so warmly. now i will definitely experiment with adding such mode someday. we may decide on exact triggering conditions (and effects) later, after i write all necessary support code. maybe even have several of those.

but for now, I NEED PROPER CONSOLE! it's time to stop trying to postpone writing console code. no more `fprintf` scattered around, it's ugly. i need a console to print into, and to control some game vars (which is at least partially done already: k8IVAN keeps all script defines in hashtable, and there are various debug defines there too). and i prolly should upload a new build before starting this.
Posted by vasiliy, Feb 3 at 2:36 pm
Dark-Star2018 wrote
I freaking love this idea of a magic post-apocalypse from the thaumic bomb with some adjustments:
it definitely needs a quest for water chip.
Posted by vasiliy, Feb 3 at 2:34 pm
red_kangaroo wrote
That must be the elusive "duplicate object" bug that has plagued development for years now! It just keeps randomly cropping up and crashing the game.
yes, i vaguely remember that it was what i trying to fix. sadly, i didn't had (and still don't have a habit of writing detailed descriptions for redesign reasons in commit messages, so i cannot remember it better. but the code looks like i tried to address some specific problem (hence it is so ugly).
Posted by vasiliy, Feb 3 at 2:19 am
the original code had two big problems, both related to "object hell". i don't remember the exact details now, but that was the reason i rewrote hell from the scratch. they mostly manifested themselves as duplicate entities and "zombie" entities. 't was currupting the saves beyound almost any repair. k8IVAN may crash mid-game, but it should not affect the saves. i believe the only way to corrupt saves in k8IVAN is to trick the game into generating a new level with missing entities/configs β€” this is fatal, because the game updated the save moving PC to the new level, and then failed to generate the level itself. so on loading such save it tries to load the level which doesn't exist, and considers the save broken.

i don't remember the details (and i really need to revisit that code), but i believe that the game wipes old level from memory, so it need to save it before generating a new one. it also saves current player state along with it β€” which actually should be done only after the new level is generated. it's quite hard to follow the code, though, and i yet to convince myself to dive into it.
Posted by vasiliy, Feb 3 at 12:24 am
SPOILER ALERT. Click here to see text.
also, sometimes i want to drag IVAN into grimdark/horror territory. like, if you load a save which is several monthes old, you'll find the world empty. the levels (including cities) partially ruined. fountains drained. no monsters will spawn. you are the only one there, with nothing to do, nobody to talk with. and no way to die, because no wands/scrolls will work. everybody's dead. gods themselves are dead. the sun is dead, and it's always dark on the ground. congrats, you won the game by destroying literally everything.

not that i'll ever implement this, it doesn't fit. but sometimes i really want to…