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Posted by vasiliy, Jun 25, 2012 at 1:44 pm
ah, stupid "real life" takes alot of time... i'm not disappeared again, just a little busy.
Posted by vasiliy, Jun 12, 2012 at 3:57 pm
i'm not sure if mirrored items should be clearly distinguishable (does this word even exist?) -- at least i think that we need some wis, for example, to see that mark. but i can do that as an option (oh, we have plenty of them already, why don't add another one?).

and i think that items can have 'mirror mark visibility conditions' -- like 'wis 666, str 999' for example.

i'll take a look at this. hope to give out a new build before Sunday.

tnx for your suggestion.
Posted by vasiliy, Jun 3, 2012 at 1:37 pm
but if you are really interested, here is my TODO file. it's just a collection of ideas, not a real roadmap.
Attached files
TODO.txt ()
Posted by vasiliy, Jun 3, 2012 at 3:31 am
hm. it should work then. i really don't know why it refuses to build the code. %-(

>can you tell us about your intentions for your version of IVAN that you are working

there is none. %-)
initially i just wanted to have native linux version with some bugfixes and little UI improvements. then i added code from other forks -- just because i can. %-) now my fork is working good, and i just playing (i like to call that 'testing' though %-).

i'm not a designer (and actually lack any creativity), so i don't plan to add any content by myself. but i'm open to new ideas: if somebody wants to add something cool to I.V.A.N., i can add C++ supporting code for that. that's all.

so, i'm just waiting for someone who likes to add something new to I.V.A.N., but don't want (or can't) write C++ (just like i can't paint or design).

as you can see i can't even make a web-page for my fork, let alone new game content. %-)

p.s. your mingw is slightly outdated (i myself using gcc 4.7), but it should be able to compile everything. it's a mistery;
Posted by vasiliy, May 31, 2012 at 9:19 pm
>Also, the automated moving around corners is really great!
tnx. i dreamt of it since the first time i played I.V.A.N. (something around 2003 or 2004). it's still not perfect, but i think it's way better then old stupid 'g'o. %-)

now for the building part. can you just run cmd.exe and type (i assume you installed mingw in c:/mingw, right?):

mingw32-g++.exe -v
(or mingw-g++.exe -v -- it depends of actual mingw version)

so we check if mingw can be run at all.

heh. i think that it's 64-bitness that blocks our efforts. i've never tested k8jam with 64-bit windows. i'll try to check it with 64-bit w7 on holidays.

(replace all slashes to backslashes, forum likes to eat backslashes -- maybe it want to fight with Sumo?)

>I like the way the smileys illustrate the code in the above post.
heh. me too.

p.s. i recomment to run 0build.bat from cmd.exe too, so you can see all it's output without efforts.

p.p.s. if you are using numpad to move around (like me), you can press 'insert' to pick up the item, num+ to enter equipment menu and 'del' to eat something.

ah, and just in case you miss that: there is an option to show detailed descriptions of single item on the floor. i think it's not ruining the game: you can see such descriptions when trying to pick up some item from the stack (in the menu), but can't see this info for single item without picking it up and then dropping. it's annoying.
Posted by vasiliy, May 30, 2012 at 12:24 am
wow. another update. i completely rewrote 'g'o command. hero now correctly follows tunnel turns and can autostop near previously unseen (~untouched) doors! kneel and worship me!
Posted by vasiliy, May 29, 2012 at 7:14 pm
> how come the round-shaped room is blocked off in UT2?
it was a result of one «bugfix». %-) please, download new snapshot, i reverted this change immediately after discovering it. %-)

> g++: error: CreateProcess: No such file or directory
seems that it just can't find .exe file. maybe putting c:/mingw/bin to PATH will help. but i don't know much (if anything) about 64-bit windows. will look if i still have 64-bit w7 virtual machine somewhere.

btw. what new 0build.bat says?
Posted by vasiliy, May 28, 2012 at 6:35 pm
windows: clean Windows XP SP3. just installed MinGW (and FAR Manager %-) with the official installer, that's all.
linux: heavily modified Slackware GNU/Linux with MinGW cross-compiler installed from here.

> I see you are updating your first post in this thread and that you have linked there a compiled version for windows.
yes, i'm making updates when i considered features as 'stable', so keep an eye on it.

i'll try to teach k8jam how to autodetect MinGW version and update first post with new 'windows building kit'.

edit: items now have AllowedDungeons and LevelTags too. fixed bugs with level tags. download new windows build now! %-)

edit1: i uploaded new windows building archive. take a look at the first post, download it and try again. 0built.bat now have some AI and tries to detect if you have good MinGW install.
Posted by vasiliy, May 28, 2012 at 2:53 am
wow! we have level tags now, so monsters can be restricted not only to dungeon, but to specific level(s) of dungeon(s).
Posted by vasiliy, May 27, 2012 at 7:22 pm
actually i'm not making deep changes, so stability is just slightly better than the original CVS (unless i broke something %-). i'm still playing the game and didn't found serious bugs. spontaneous crashes still there, but it's really hard to get rid of 'em all: I.V.A.N. code is not the best one, and i'm not an expert in C++ templates. for example, i barely undestand all that database processing stuff. %-)

but i already squashed some small bugs here and there.

I hope that spirit of Lenin will help me. i'm living in ex-USSR after all!