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Posted by vasiliy, Jan 27 at 12:39 am
i cannot see why we can drink potions in wilderness, but cannot open chests in our inventory. maybe devs had some plans for that, but for now i believe that this should be enabled.

also, i will prolly turn "Go" command to auto-trevel in wilderness. choose any POI you know about, and your char will automatically go/swim there.

and i realised that i need a separate "on the ship" flag. because having a ship and a belt of levitation means that the player is considered to be on the ship each time he is flying over the sea. by the way, isn't belt of levitation overpowered? maybe it should allow to travel only that far into the sea before ceasing to work? i mean, if you're too far away from any land square, the game will print something like "you are too scared to fly further", and refuse to go.
Posted by vasiliy, Jan 26 at 2:52 pm
red_kangaroo wrote
I really want to have enough time at my hands to merge k8IVAN code back into vanilla.
oh… it wouldn't be that easy, i think… it is quite easy for me to move some code from vanilla, but moving all k8IVAN improvements back is… problematic, i believe. there are a lot of subtle changes all over the codebase, and almost all the code is heavily reformatted (and sometimes rewritten). just enough to defeat most attemps at diffing it. i prolly won't even be able to do that myself.

tbh, i believe that it would be easier to take k8IVAN as a base, and port missing vanilla features to it. not THAT easy, tho, because i missed most vanilla bugfixes over all those years, so it will still require a lot of work. and some basic systems were heavily rewritten (pool manager, tile manager, etc…).

i always intended k8IVAN to be the base of new vanilla — achieve feature-parity, so you'll be able to just switch codebases. but real life issues stopped me before i could reach that goal, and now is prolly too late for that.
Posted by vasiliy, Jan 26 at 2:39 pm
red_kangaroo wrote
Note that the three dungeons (GF, FC, PY) were made with the assumption that the player will be jumping between them, not doing one at a time. Difficulty jumps between floors are BIG and you need to weigh your options where it's safest to proceed with your current equipment.
hm. thank you, because this is something i never considered. i mean, if i enter the dungeon, i usually go deeper and deeper until i die. it's not a criticism, though — this is just how i'm playing.

that is, i never won any game exactly because of my playing style. i basically know how to proceed, but prefer to play IVAN as an action game, not as game of balance and tactics. and IVAN is more like chess actually, so running around all swords blazing ends quick. but that's how i'm having fun.
Posted by vasiliy, Jan 26 at 2:32 pm
got the icon (don't ask me, it wasn't made by me! and no, it's not a floating egg!), and put it inside. now we are sailing on… ahem… floating egg, i guess.
Posted by vasiliy, Jan 26 at 9:50 am
first, i stand corrected: such color removal is done only for melee weapons — that game has special flag to control this. and it indeed checks for zero secondary volume material. i implemented new item property `ForceAllowRegularColors` to override this.

second, i implemented automatic item outlines, because maintaining two tile images is boring. now item has `DrawOutlined` property, which can be set for any individual item, regardless of item graphics. it not only gives better control of outline creation, but also allows to omit outlines for items which already have them (staff of smell, for example). i mean, the game automatically turns off outlining for such items, there is no need to do it in script files.
Posted by vasiliy, Jan 26 at 5:00 am
and by the way… thank you all once more for Aslona route! i guess it's mostly red_kangaroo's work, right? (i haven't looked at git logs, it's just a wild guess). anyway, thanks to everybody involved. i like it so far, and for me it feels like an integral part of the game, made with "IVAN spirit" in mind. i haven't played it much yet, though — mostly because i am too lazy to sail to Aslona. (i REALLY need to implement auto-travel!) yet ~1/6 of my games is Aslona route. cannot say anything about balance, because i never even made to Oree without WM, but i managed to explore starting levels of GF and FC before having my ass handed to me, so they at least as playable as other parts of the game.

p.s.: we need to replace player's icon with a ship icon while sailing. sadly, i cannot draw even to save my life.
Posted by vasiliy, Jan 26 at 4:24 am
yay. found interesting quirk which puzzled me for some time.

after i added item outlines (separate bitmap with outlined tiles), there was anomalous item which rendered without outlines. the only one item. it couldn't be possible: the game NEVER accesses non-outlined tiles in outline mode. it was just a small visual glitch, so i decided to investigate it later.

and finally, today i looked into it. and found interesting thing, which looks like a bug (or a lazy coding from devs). that item has one anomaly: its secondary material volume set to 0. somehow secondary material is specified, though, which led me think that it is used.

but the game doesn't care, and it simply removes every pixel not belonging to the main material from the tile bitmap. not only "unused secondary", but every other "non-main" pixel. which basically wipes any possible pixelart… and outlines, as they don't belong to material color ranges.

easy to see: take the clock trinket, and set secondary material volume to 0. KABOOM! the whole clock art disappears, leaving only 1-pixel circle.

i believe that this is either an oversight (lazy coding, simplier comparison), or there was some deeper idea behind this, but i doubt it was ever developed further.

actually, it is not clear what to do with "pixelart tiles" in this case: should non-material pixels left untouched, or should we wipe them? both solutions have their uses in different circumstances. for now i think i'll change the code to wipe only "material" pixels, leaving other pixels untouched.

by the way, clock trinkets should be fixed: they actually should have two proper materials: the clock face as primary, and that wooden… how is it called? locker? is definitely a secondary material. why can't we make golden lockers, for example?
Posted by vasiliy, Jan 25 at 11:37 am
long and unineresting gameplay story
SPOILER ALERT. Click here to see text.
it is fun how balanced spawn makes the game look smart. i just started new session, and my character was born with really shitty stats. in addition to it, i found no boots, no gauntlets, no good weapon, nor even a helmet in UT. colleted enough bottles to chop Jenny with a mithril spear, though. got to GC, and the game suddenly noticed something… wrong with me. so it started to spawn mithril weapons, flaming weapons, armors of great health, trying to lure me to pick it up. but no, no way: i can't use the weapon properly anyway. an AoGH… NO. out of desperation it spawned scroll of withing (hoping that i'll with for some good gear), and i immediately asked for the belt of levitation. i am so smart!

yes, i know that danger level going up by itself as the time passes. i just want to see how long i could resist the temptation… until the game spawns some real monster to pwn me. it tried with a chameleon which polyed to kobold chieftan (or warlord), but i had scroll of teleportation and escaped. and then slashed the chameleon while it polyed to easy golem.

'cmon, game, spawn some Real Badass!
Posted by vasiliy, Jan 25 at 8:19 am
by the way: is it possible to kill the stupid kid (or wait for him to be killed), carry his body to the exit, and resurrect him? escort missions sux, especially with this dumb m… mighty future king!

i remember reading about a bug which prevents finishing the quest this way somewhere on the forum. have to check the source code, i guess.
Posted by vasiliy, Jan 25 at 5:57 am
brute-force POI placement code now culling most impossible positions. it still might fail to find a solution, and even if the solution is found, it is not as perfect as i want it to be. but i like the result more than the old version, so i'll prolly keep brute force approach. the downside is that BF might take a long time on some worlds, so i abort searching after ~10 seconds, and restart with the fresh new world. most of the time generation takes less than a second, though. i'll let is pass for now.

also, added "feeling messages" to POIs which might be generated with some probability. Alien Vessel dungeon, for example, is not only completely optional (and have no quest attached), but it has only 60% probability of being generated. the game should somehow tell the player that there is something interesting to look for besides quest dungeons, so if Alien Vessel is generated, the game will show its "feeling message". A.V. may be generated quite far from other places, so it is fair to tell players if they should go explore the continent or not.