Search found 30 matches

by R.K.
Fri Aug 18, 2006 6:28 am
Forum: RTC General
Topic: RTC DM: Where the hell is the IR-rune?
Replies: 12
Views: 4187

So if the IR rune is not available until level 7, how on earth am I supposed to get past those yellow one eye fireball chucking things on I think level 5 or 6? I just keep dying as soon as they hit me with one or two, and they keep regenerating. They're also much tougher in RTC DM. In the original ...
by R.K.
Tue Aug 15, 2006 4:25 am
Forum: RTC Archive
Topic: [Fixed for V0.43] Characters hit by a shooter on any level
Replies: 6
Views: 2642

I set up an auto-firing rock cannon on level 25 or so. It happened to fire along a line that was a clear path to the exit in the hall of champions, so when I resurrected a character, they promptly took ten points of damage. The cannon was still firing when I teleported down to check on it (it would ...
by R.K.
Mon Aug 14, 2006 9:05 pm
Forum: RTC Archive
Topic: [Fixed for V0.43] Characters hit by a shooter on any level
Replies: 6
Views: 2642

[Fixed for V0.43] Characters hit by a shooter on any level

If the party is vertically aligned with the path taken by a projectile from a shooter on a different level, they will take damage and the fired object will continue moving. This looks very strange, as there is no visible source of damage.
by R.K.
Mon Aug 14, 2006 8:46 pm
Forum: RTC Archive
Topic: "Destroy item" for floor triggers
Replies: 5
Views: 1898

Do you mean ACTION_SWAP_TILE_LOCAL? What would ACTION_SWAP_TILE and ACTION_SWAP_TILE_INFRONT do?
by R.K.
Mon Aug 14, 2006 8:29 pm
Forum: RTC Archive
Topic: "Destroy item" for floor triggers
Replies: 5
Views: 1898

Hm, I don't see that action. Is that done with a floor item, or a wall item?
by R.K.
Mon Aug 14, 2006 8:03 pm
Forum: RTC Archive
Topic: "Destroy item" for floor triggers
Replies: 5
Views: 1898

"Destroy item" for floor triggers

Wall triggers can destroy the item that triggers them, but I don't see a simple way to do this for items on floor triggers. Is there a way to make the "destroy" action for floor triggers destroy items that don't already exist?
by R.K.
Mon Aug 14, 2006 7:50 pm
Forum: RTC Archive
Topic: [Fixed for V0.43] Item shooters skip half a tile
Replies: 3
Views: 1508

[Fixed for V0.43] Item shooters skip half a tile

If the party stands directly in front of an item shooter, characters in the half tile next to the shooter are never hit. A fired item passes through the nearest character, hitting the character behind them. Illustrating with emoticons:

:arrow: 8) :(
:arrow: 8) :(
by R.K.
Mon Aug 14, 2006 4:31 pm
Forum: RTC Archive
Topic: Options for FLOORITEM_HOLDER
Replies: 1
Views: 1245

Options for FLOORITEM_HOLDER

There are a few behaviors I can think of that would make nice options for holder objects. No turning - but not necessarily restricting movement off the tile Restricted facing - the party might be restricted from turning to face specific directions (such as only north or east) Restricted off-tile mov...
by R.K.
Mon Aug 14, 2006 4:01 pm
Forum: RTC Archive
Topic: [Not a bug] Fake bottomless pits kill RTC
Replies: 9
Views: 2961

BTW - the crash is also deliberate (see http://www.dungeon-master.com/forum/viewtopic.php?t=24135 ) as a way of pointing out to you that the mechanics used are invalid. Ah, I see in that thread you say: The reason for doing it this way is that by falling over, you get a stack dump showing the repet...
by R.K.
Mon Aug 14, 2006 3:46 pm
Forum: RTC Archive
Topic: [Not a bug] Fake bottomless pits kill RTC
Replies: 9
Views: 2961

Well, to avoid breaking countless existing puzzles the party should never be allowed to take a step before falling another level. However, I think allowing the party to turn and to cast spells might allow for a couple of interesting ideas - if that can be separated from actual movement steps at all...
by R.K.
Mon Aug 14, 2006 3:43 am
Forum: RTC Archive
Topic: [Not a bug] Fake bottomless pits kill RTC
Replies: 9
Views: 2961

[Not a bug] Fake bottomless pits kill RTC

Using a teleporter, a series of stacked pits can be turned into a bottomless pit simulator. RTC behaves strangely if anything falls in the pit, however. :) If an item falls in, the game crashes from an invalid page fault without a chance to produce diagnostics. (A wall underneath the bottommost pit ...
by R.K.
Mon Aug 14, 2006 2:46 am
Forum: RTC Archive
Topic: [Fixed for V0.43] White border around items in editor
Replies: 1
Views: 1233

[Fixed for V0.43] White border around items in editor

When selecting a target on some small levels (5x5 is small enough), the level will be displayed at a zoom greater than 100%. The items are not scaled properly and are displayed with a large white border.
by R.K.
Mon Aug 14, 2006 12:48 am
Forum: RTC
Topic: [Custom dungeon] Escape! - I [RTC] [Mon Ful Ir]
Replies: 64
Views: 27859

Neither of those links work for me. :|
by R.K.
Mon Aug 14, 2006 12:45 am
Forum: Welcome
Topic: How do you pronounce "NETA"?
Replies: 37
Views: 10149

I've always pronounced it "NAY-ta".
by R.K.
Mon Aug 14, 2006 12:29 am
Forum: RTC Archive
Topic: [Fixed for V0.43] Crash casting oh ven in DM II
Replies: 3
Views: 1839

I haven't been able to reproduce this either. Both oh ven and des ven seem to work okay nearly all the time.
by R.K.
Sat Aug 12, 2006 2:23 am
Forum: RTC Archive
Topic: [Fixed for V0.43] Crash casting oh ven in DM II
Replies: 3
Views: 1839

[Fixed for V0.43] Crash casting oh ven in DM II

RTC (V0.42) Diagnostic file - Fri Aug 11 20:18:11 2006 Error: an access violation exception. Stack Dump: RTCMediaGraphics.GGPNGToBMP(pointer 0x03245C40, pointer 0x007DF634, pointer 0x03241324); RTCMediaGraphics.LoadTileFromMemory(pointer 0x007DF6D4, int 0, pointer 0x03245C40, pointer 0x007DF67C, poi...
by R.K.
Thu Aug 10, 2006 4:50 am
Forum: RTC Archive
Topic: Large explosions visible around doors
Replies: 7
Views: 2349

Large explosions visible around doors

Explosions from wizard's eye lightning are large enough that a few red pixels are visible above the top of closed doors.
by R.K.
Thu Aug 10, 2006 4:46 am
Forum: RTC Archive
Topic: [Fixed for V0.42] Monsters casting spells at walls
Replies: 1
Views: 1263

[Fixed for V0.42] Monsters casting spells at walls

Wizard's eyes are definitely casting spells at walls when the party is on the other side. Did the fix for casting at doors correct this?
by R.K.
Tue Aug 08, 2006 4:22 pm
Forum: RTC Archive
Topic: [Done for V0.45] Attack ranges
Replies: 2
Views: 1678

[Done for V0.45] Attack ranges

Having a different view range and attack range though is an interesting idea - can you stick it in the suggestions forum, and I'll probably get around to it when I've got some free time. What I was referring to was mainly the difference between the distance the original monsters can attack from and...
by R.K.
Tue Aug 08, 2006 4:06 pm
Forum: RTC Archive
Topic: Spell rune suggestions
Replies: 14
Views: 4235

Would it necessarily make backwards compatibility difficult? It seems like it would be enough for the game to compile spelled out rune names to particular internal values and lowercase letters from old versions into the corresponding values, and the editor to translate lowercase letters into whateve...
by R.K.
Tue Aug 08, 2006 3:55 pm
Forum: RTC Archive
Topic: [Fixed for V0.42] Monster attacks behind teleporters
Replies: 6
Views: 2224

That behavior sounds about right. Presumably the gazer is moving when it wouldn't be allowed to attack. Would a party-operated monster attractor work?
by R.K.
Tue Aug 08, 2006 3:43 pm
Forum: RTC Archive
Topic: [Fixed for V0.42] Crash when leaving replace spell dialog
Replies: 1
Views: 1226

[Fixed for V0.42] Crash when leaving replace spell dialog

Clicking either "cancel" or "OK" in the dialog for replacing builtin spells results in a divide by zero: Error: an integer divide by zero exception. Stack Dump: utilMemory.utilFreeCheckBlock(pointer 0x00000000); utilMemory.utilFree(pointer 0x028014B0, char 14); RTCEditDlgNewSpell...
by R.K.
Tue Aug 08, 2006 3:31 pm
Forum: RTC Archive
Topic: [Fixed for V0.42] Monsters cast spells through doors
Replies: 10
Views: 2964

I think a swamp slime may have tried to attack a door, or even a wall. At the moment, however, the only time I remember clearly is when a wizard's eye shot lightning at its Key of B door after the snake maze on DM level 10. I believe part of the explosion was visible around the door, and I may not h...
by R.K.
Tue Aug 08, 2006 2:52 am
Forum: RTC Archive
Topic: [Fixed for V0.42] Extra monsters on DM worm level
Replies: 2
Views: 1509

[Fixed for V0.42] Extra monsters on DM worm level

I've recently been playing the RTC version of DM with twice as many monsters. Near the end of the worm level, I started finding monsters that had escaped from their usual places - first some screamers, then a mummy. When I reached the imprisoned mummy, I found the worms had already been released, th...
by R.K.
Tue Aug 08, 2006 2:26 am
Forum: RTC Archive
Topic: [Fixed for V0.42] Monsters cast spells through doors
Replies: 10
Views: 2964

[Fixed for V0.42] Monsters cast spells through doors

Should monsters be trying to cast spells through opaque doors (such as reinforced wood)?
by R.K.
Tue Aug 08, 2006 2:16 am
Forum: RTC Archive
Topic: Spell rune suggestions
Replies: 14
Views: 4235

What about writing the rune names out in all lowercase? That'd also make it easier to remember what to write in scrolls.
by R.K.
Tue Aug 08, 2006 2:09 am
Forum: RTC Archive
Topic: [Not a bug] Ranged attacks from very far away
Replies: 1
Views: 1211

[Not a bug] Ranged attacks from very far away

I've noticed swamp slimes and wizard's eyes in RTC start attacking much farther away than in the original game. This led to some nervous running backwards down corridors trying to get out of lightning range (only slightly longer than attack range in DM) when I discovered the eyes did rather more dam...
by R.K.
Tue Aug 08, 2006 1:56 am
Forum: RTC Editing
Topic: MONSTER ATTRACTOR
Replies: 6
Views: 2242

By the way, what's the usual effective range for these? Referring to dmweb's creature list, does their range most closely correspond to sight or to awareness?
by R.K.
Mon Aug 07, 2006 12:05 am
Forum: RTC Suggestions
Topic: Block copy & paste
Replies: 4
Views: 5687

Block copy & paste

Could copy & paste be extended to blocks of tiles and their contents? It'd be nice if chunks of dungeon could be rearranged, duplicated (example: Chambers of the Guardian), or moved to different levels. Flipping and rotating could be useful too (example: moving E/W oriented objects to N/S corrid...
by R.K.
Sun Aug 06, 2006 11:17 pm
Forum: RTC Archive
Topic: [Fixed for V0.42] Monsters behind others can still melee
Replies: 1
Views: 1010

[Fixed for V0.42] Monsters behind others can still melee

When three monsters are on a tile, the one in back usually moves around a lot trying to get closer to the party. However, it occasionally makes physical attacks. This happened several times during a battle in the corridor leading to the fireball trigger and Delta room on level 8 (with extra monsters...