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Posted by vasiliy, Sep 20, 2010 at 4:20 pm
some improvements:
* no more 'bone bones';
* much improved 'go' command.

windoze URL updated.
Posted by vasiliy, Sep 19, 2010 at 9:37 pm
i am not sure, but i remember (i think) that there were some bug with resetting rust counter. and btw -- blood is like an acid: it eats alot of materials. those things was inherited from LIVAN.

but anyway -- i'll take a look at it. hope to fix it before 2487... sorry, 2256... sorry... 2132. ok, ok, 2058.
Posted by vasiliy, Sep 19, 2010 at 4:53 am
hm. tnx. have to investigate this issue.

can you tell me what exactly i should do to reproduce this?
Posted by vasiliy, Sep 19, 2010 at 4:47 am
preview of upcoming scripting language. i'm slowly working on I.V.A.N. bindings for it. planned release date: 2125. stay tuned
Posted by vasiliy, Sep 17, 2010 at 12:58 pm
2capristo:
scripting engine is not there yet. for now only 'includes' and 'extensions' are there (just take a look in Scripts folder, it's fun %-). but i'm 90% finished the engine itself (it resembles javascript alot). the hard part is 'bindings', to allow the engine accessing game internals. i have some ideas though.

>as you can see on the left there is a downloads section where other IVAN coders can upload their variants
yes, i've seen it. but my fork is WIP, and i assume that download section is for more or less stable versions. anyway, it's not really hard for me to update the post and upload another version when it's ready.

btw, my version reports about missing item/npc/etc definitions in dat files, and original just crashing. this feature itself is valuable, i think. %-)
Posted by vasiliy, Sep 17, 2010 at 4:07 am
2capristo:
>Very nice work vasiliy.
tnx.

>I found "a bone bone" and "an ommel bone bone"
it's the bug in original IVAN, as 4zb4 said. i've seen that, and added to TOFIX list, but for now i'm busy with the scripting engine. i will fix it for sure, but i have some fatal bugs in TOFIX too, and those must be fixed first.

what i really want to hear is the toughts about my "modding system": what should be added there, what should be removed or rewritten (except scripting), is it usable at all, etc.

and i want to know how all of you want me to tell about new windoze builds. just update the first post and make a notice here, or something else? maybe there are some services that can be used for this?

btw, there is one new item: moneybag. it can be 'a'pplied to get the money out of it (it's not a container, so it can't be 'o'pened). have to add some effects when it is offered to god, etc. maybe with scripting engine.
Posted by vasiliy, Sep 15, 2010 at 7:37 pm
for now it's far from finished. VASYA scripting engine is almost complete, but not bindings. and no docs for now.

yet i believe that in the end one will be able to add new cities, items, NPCs, etc without recompiling IVAN code.

so stay tuned and report bugs even if the game says you shouldn't. %-)
Posted by vasiliy, Sep 15, 2010 at 1:20 am
after receiving such good-hearted reaction to my excellent fork, i finally decided to give you a windoze build!

unpack it in any dir and run.
WARNING! it will want to write in that dir, so don't mess with the rights.
Posted by vasiliy, Sep 6, 2010 at 9:26 pm
2BDR: port it back to windoze shouldn't be very hard (except that i will not take that patches, so brave porting hero have to watch my development process closely), 'cause there are zero to none non-portable code (well, one or two functions maybe). actually, i don't care what is going on in that windoze gloomy lands, and i have no windoze to build it myself.

>and as mentioned since this is a GNU-only thing I'm pretty sure any mods made with it are gonna be GNU-only too
not exactly right. script mods are good for any IVAN, and source code mods can be patched to any IVAN. for now i'm thinking about flexible modding system that will allow creating new things without source code pathces, but don't hold your breath.

2chaostrom: IVAN CVS was not so hard to build back than. and then i just removing warnings and add things one by one, slowly.

2BDR: since it's GPL, any dev can take my improvements to script loader (it's only couple of functions, nothing really challenging) and incorporate in any other IVAN variant. i can point to interesting places. i myself already converted LIVAN scripts to mods. it's funny and ... manageable. %-)
also, building is not that hard at all for any GNU/Linux user who knows something beyond the fancy stupid GUIs.
besides, it can be build on any descent GNU/Linux disto -- that's why i'm not providing any binaries: they aren't useful.

actually, i want to have a 'modding system' in IVAN. my work is the start of it, i hope. 'cause i want it to find it's way to another IVANs, i points to the sources. other developers should take a look and made something better (i hope). and i assume that developer is able to build my fork on his favorite OS.


well, i don't care much if someone will use my fork or not (I am using it, it's enough for me), i'm just posting announces for those who may be interested, but don't want to dig thru the code to find the most impressive things. i have no plans to make another Brave New IVAN, i'm just improving/rewriting the things that annoys me. and i thought that someone else can be interested too. and this is the main (only?) IVAN site.

btw, i ported sound code.

p.s. linuxoids will hate me too, 'cause i don't give a shit about x64 (or any other non intel-32-bit arch).

p.p.s. but thanks for all your answers. ok, i lied, i wanted to know what others think.
Posted by vasiliy, Sep 6, 2010 at 6:04 am
to see my ubercool modding system in action one can download the sources and take a look in Scripts directory. it's cool, believe me!