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Posted by vasiliy, Mar 10 at 12:56 am
it looks like there is a skeleton dog somewhere on the level, and in this build it tries to drool ectoplasm. which is a gas, not a liquid. hence the crash.

p.s.: i haven't tested the save, just noticed that 12294 is the value of ECTOPLASM constant. and there was a test commit to make skeleton dog drool ectoplasm without actually converting ectoplasm to liquid. so the attempt to spill it crashes the game.

p.p.s.: easy to check, btw. start a new game, and go down the Attnam catacombs. there is a necromancer on the last level, and several skeleton dogs. if the game will crash with the same message, then i'm right.
Posted by vasiliy, Mar 9 at 10:56 pm
added option to use blurred images instead of the checkered pattern for memorized squares. dunno if it is better this way, hence the option. i'm not happy with it, but the pattert is not fun too.
Posted by vasiliy, Mar 9 at 8:21 pm
i really cannot understand why Merka is indifferent about the one paying customer he have. so, tried to make Merka and his guards to fight any monster which will attack the player in the shop. it might create some mayhem, but should be more fun that seeing them standing still while their customer is dying. also, one more strategy: if in trouble, run to the shop!

the quick-and-dirty implementation seems to work, except some mysterious segfaults which cannot happen at all, but… will investigate. maybe it is due to wizard cheating.


upd: found the bug. i used `SetTeam()` instead of `ChangeTeam()`. oops. now everything seems to work as expected.
Posted by vasiliy, Mar 9 at 6:31 pm
`item::SoftenMaterial()` should call this at the end:
  //SignalVolumeAndWeightChange();
  //CalculateEmitation(); // dunno; might be needed, might be not
  //UpdatePictures();
  SendNewDrawAndMemorizedUpdateRequest();
i'm not completely sure about first two signals, but they won't hurt. and without the last two lines softened item will not change it's appearance until the next map redraw/item update.

it is not done in "harden material" because there is no "wand of harden material", so no "beam of hardening". therefore we can only change the items in the inventory, and it looks like they don't need such update. i think that signal and emitation recalcuation is done by material changing, so it's excessive here, but those calls won't hurt either, and it's better to be on the safe side.

p.s.: maybe even `UpdatePicture()` is not needed, and we need only `SendNewDrawAndMemorizedUpdateRequest();` call. it seems that `SetMainMaterial()` does everything for us except this. so i commented the calls in the code above — if it won't work right, it's easier to uncomment than to remember what we have to call.
Posted by vasiliy, Mar 9 at 11:28 am
added diety relation text to pray interface. because why not? it is possible to offer some small thing at the altar to know it, and generally the player has this info. and it is annoying to try to remember wtf was going on with each god, especially if you're not playing the session in one seat.
Posted by vasiliy, Mar 9 at 7:17 am
oh, i see. thank you. i usually have the forum page open, so haven't seen that box.
Posted by vasiliy, Mar 8 at 4:22 pm
when i'm trying to access the wiki, "403 Forbidden" is returned.
Posted by vasiliy, Mar 8 at 6:17 am
chaostrom wrote
Hmm, perhaps a healer or librarian could tell you? Someone with actual knowledge.
yeah, that's what i was thinking. now i need another flavour text, because if scholar will repeat the same descrption, the player will prolly think that it's just for atmosphere.

chaostrom wrote
By the way the sticky notes on boxes is a fabulous idea.
i just found myself trying to remember which one of those 3 boxes is for potions… of course, open without taking anything doesn't spend time, but i want to teleport that Guugzamesh fast! and i don't know why i was looking for a potion box.
Posted by vasiliy, Mar 7 at 11:32 pm
it is now possible to add notes to inventory items. notes will remain if you drop and then pick up the item (imagine a little magic sticker .

it is useful when you have, for example, several chests/strongboxes, and want to use one for scrolls, another for potions, etc. instead of remembering which one is for what, just name it!

bone files will not retain notes.