Search found 29 matches

by Rick
Sat Aug 18, 2001 1:42 pm
Forum: RTC Archive
Topic: crash on save game screen
Replies: 12
Views: 2538

Re: crash on save game screen

Yes of course. I dindn't mean it as a SOLUTION, but rather as a temporary workaround until George gets that bug fixed (i'm just trying to help - sorry if i offended anyone with this). If the workaround doesn't work, well, at least i can say i tried.
by Rick
Sat Aug 18, 2001 4:50 am
Forum: RTC Archive
Topic: crash on save game screen
Replies: 12
Views: 2538

Quick fix to memory recovering and HD trashing

I use AnalogX maxmem <a href="http://www.analogx.com">www.analogx.com</a> - it's FREE! That guy has other utilities too, seems like a great programmer (maybe we could hire him for RTC? :D ) Anyway everytime that my web browser (or one of my c++ programs) crashed, i had to recover the used ...
by Rick
Fri Aug 17, 2001 9:38 pm
Forum: RTC Archive
Topic: crash on save game screen
Replies: 12
Views: 2538

Re: crash on save game screen

Maybe it's an uninitialized flag - i've done similar things (saving / restoring), not with games but with data files. Took me almost a month to find out it was a TINY LITTLE flag :)
by Rick
Fri Aug 17, 2001 3:19 am
Forum: RTC General
Topic: v1.0
Replies: 13
Views: 3699

Running and other "real world" problems inside the

Hey how about this? If you run like hell (too fast), you tend to drop things from your backpack, like potions scrolls or something else. And then OH NO! We have to go back! (of course if the characters MENTION it it would be even more realistic. Like "Linflas: Oh no! The firestaff just fell off...
by Rick
Thu Aug 16, 2001 5:55 pm
Forum: RTC General
Topic: v1.0
Replies: 13
Views: 3699

Re: movement

Yes, but it only affects gameplay. I mean, if i run like hell, the time should adapt to my typing speed and not viceversa. If i have to walk thru a 100 tile corridor, the time restriction only makes this boring. I have to wait until i have walked to press the up key again and this makes me feel like...
by Rick
Thu Aug 16, 2001 4:58 am
Forum: RTC General
Topic: no magic
Replies: 13
Views: 3753

Re: yes magic

Well one thing - i think that waiting for the scrolls to appear makes the game too difficult. I mean we didn't all start with "neophyte wizard" or "neophyte priest". The characters should have some spells ready. How about this? The more advanced your character, the more spells he...
by Rick
Wed Aug 15, 2001 4:18 pm
Forum: RTC Archive
Topic: first an exact copy - then specials
Replies: 4
Views: 1226

Re: idea: Dungeon UNiversal Editor (separate project)

Well maybe patch wasn't exactly the word... i should have meant "minor version".
by Rick
Wed Aug 15, 2001 3:07 am
Forum: RTC Archive
Topic: HOW CAN WE HELP GEORGE in the game programming?
Replies: 4
Views: 1415

Re: HOW CAN WE HELP GEORGE in the game programming?

For example, a forum of how the graphic display works (and of course, how it can be improved) would help a lot. George can tell us: OK i need a routine which displays this tile of the dungeon which is stored in a square matrix etc etc, and the return value would be a pointer etc. Then if somebody ge...
by Rick
Wed Aug 15, 2001 3:03 am
Forum: RTC Archive
Topic: HOW CAN WE HELP GEORGE in the game programming?
Replies: 4
Views: 1415

HOW CAN WE HELP GEORGE in the game programming?

OK i just posted the same idea in a general topic, but i'm posting it again because i think very good things can spring out from here. I think we can help george in PROGRAMMING the game and debugging if he publishes the flowchart of RTC in a separate board or webpage. ===============================...
by Rick
Wed Aug 15, 2001 2:43 am
Forum: RTC General
Topic: Hi rick!
Replies: 14
Views: 3386

Originality

Well i liked the magic system it seemed pretty realistic - IF magic existed in this world - Speaking about runes, how about a "magic manual" which told you to invent your own spells (and i mean the user, not the designer), like a subzero "iceball" - for the first 10 (or 30?) trie...
by Rick
Wed Aug 15, 2001 2:16 am
Forum: RTC Editing
Topic: Different textures for objects
Replies: 8
Views: 2602

Re: Different textures for objects

Well i think the attribute idea is good. I mean a couple of bit combinations and we could have: 000 empty space 001 door 010 stairs - standard 011 stairs - custom graphic 100 door - standard 101 door - custom graphic 110 teleporter - standard 111 teleporter - custom well you get the idea. Maybe the ...
by Rick
Tue Aug 14, 2001 9:45 pm
Forum: RTC General
Topic: v1.0
Replies: 13
Views: 3699

Re: Game Speed

Well the delay between key/mouse and the genearl effects - compared with DM, RTC is still a bit (or more) slow, like if i hit 5 times the up key in a second, the party should have moved 5 squares within one second (with a certain limitation which is the stamina etc). Maybe it was the language/toolki...
by Rick
Tue Aug 14, 2001 9:37 pm
Forum: RTC Archive
Topic: Interface differences
Replies: 7
Views: 1786

Re: Interface Differences

Errata.
I said: 8)

I should have said: eight)

(darn emoticons!)
by Rick
Tue Aug 14, 2001 9:34 pm
Forum: RTC Archive
Topic: Interface differences
Replies: 7
Views: 1786

Re: Interface Differences

Well, the original DM had an interesting solution. Anihilate completely key repetition. that way, until you have lifted the "up key" (which curiously was the 5 and not the 8) you don't walk 2 times, just one. This way you have to press up five times to advance five squares. In windows this...
by Rick
Tue Aug 14, 2001 9:21 pm
Forum: RTC General
Topic: Hi rick!
Replies: 14
Views: 3386

Re: Hi rick!

Thanks! Well, i'm a big fan of dungeon crawling games. My first game of this type was EOB2 (then i played EOB1) but i got carried off and went to paper&pencil rpg's. one thing in favor of pen&pencil: You can't cheat, you usually spend months even years to achieve "master fighter" o...
by Rick
Sun Aug 12, 2001 4:20 am
Forum: RTC Archive
Topic: once again I rear my ugly head.. mooo!
Replies: 6
Views: 1593

Re: once again I rear my ugly head.. mooo!

Hey why not a "non-stop attack" button? You just click and the guy/girl goes mad and doesn't stop attacking with your preferred attack until you hit "stop". Maybe this would seem a bit "spoiling", but after training all my chars in the screamer room to become expert fig...
by Rick
Sun Aug 12, 2001 4:09 am
Forum: RTC Archive
Topic: first an exact copy - then specials
Replies: 4
Views: 1226

idea: Dungeon UNiversal Editor (separate project)

Well why not add a lot of "reserved" bits and bytes, and keep that format as a "standard v1.0"... wait "v0.1" is that ok now? :P That way it would take perhaps one year to get the format to change so the editor would only have to be "patched" to support v0.2. ...
by Rick
Sun Aug 12, 2001 3:45 am
Forum: RTC General
Topic: v1.0
Replies: 13
Views: 3699

Re: v1.0

Don't forget to include "improve game speed"! :D
by Rick
Sun Aug 12, 2001 3:39 am
Forum: RTC General
Topic: Many thanks
Replies: 1
Views: 1080

Re: Many thanks

Yes i like the idea about looking at new scrolls and writing them down in your spellbook. The only problem is that you start with an EMPTY spellbook - no fireballs until level 8 ?)
by Rick
Sun Aug 12, 2001 3:35 am
Forum: RTC Archive
Topic: Interface differences
Replies: 7
Views: 1786

Re: Interface differences

Hmm.. buffered keys - why not putting it as an option? Like sound on/off etc.
by Rick
Thu Aug 09, 2001 3:15 pm
Forum: RTC General
Topic: The Mirror and the Lucky Rabbit's Foot
Replies: 5
Views: 2313

Re: The Mirror and the Lucky Rabbit's Foot

Hmmm.... now i wonder if this little mirror while used in the left hand of ALL party members would make them immune to spells (like the medusa shields in EOB)? This means that some monster who attacked you would get his spell backfired at him!

That would be a nice touch.
by Rick
Thu Aug 09, 2001 3:04 pm
Forum: RTC Archive
Topic: Random dungeon generator
Replies: 22
Views: 5416

I think we're straying of the path...

The trick here is designing a really MEAN dungeon, with LOTS of traps and dangers and everything so that you can barely survive. BUT... also have shortcuts to the key / item square, (like teleporters). That way, to get to a key you have 2 paths: a) The dungeon area filled with monsters and traps b) ...
by Rick
Thu Aug 09, 2001 5:38 am
Forum: RTC Archive
Topic: [Done for V0.38] Quiver ideas
Replies: 3
Views: 1245

[Done for V0.38] Quiver ideas

How about a portable quiver (which might work like a chest), in addition to the standard where you put your sword - where you can put 10 or more arrows into it (yes, i'm an EOB fan so what?) It looks weird that you can put some weapons into your quiver but only four arrows (and quivers are designed ...
by Rick
Thu Aug 09, 2001 5:28 am
Forum: RTC Archive
Topic: To george - which suggestions are you concidering?
Replies: 9
Views: 2185

dead hero's posessions?

While i think of it, maybe a dead character would have to be much more manageable. Like "pick linflas CORPSE". When you take him, all the weight gets divided into the party (which would make the party A WHOLE LOT slower, of course you can't put the corpse anywhere - maybe a large chest? hm...
by Rick
Thu Aug 09, 2001 5:05 am
Forum: RTC Archive
Topic: [Fixed for V0.39] Keyboard and mouse not synchronized
Replies: 3
Views: 1469

Re: Keyboard and mouse not synchronized

A simple solution to this is to handle keyboard and mouse with a single routine. The routine puts the event in a queue and voila. Speaking about mouse, i have a problem with the mouse behavior. It's too erratic! :( At some point i feel certain acceleration effect in the mouse and that affects gamepl...
by Rick
Thu Aug 09, 2001 4:47 am
Forum: RTC Archive
Topic: For new spells
Replies: 24
Views: 5177

Re: For new spells

Hey why not just hijack (steal, grab pir8 or however u call it) AD&D rules? I mean just the infrastructure. Effect type: poison / cold damage / fire damage etc. Duration: Target: Area: n x n squares etc. The player's handbook has very good description of all spells, and tell us their effects etc...
by Rick
Tue Aug 07, 2001 5:44 pm
Forum: RTC Archive
Topic: [Done for V0.45] Plot screens and End-Game
Replies: 19
Views: 11330

Re: caution

I liked the comments in EOB2. They game so much feeling of reality. Like when a trapdoor opened before you, you heard one of your characters say: "Look out! A trap door just opened before us!" The NPC interaction was great, i just loved the idea of "may i join your party?" (The 6...
by Rick
Tue Aug 07, 2001 5:25 pm
Forum: RTC Archive
Topic: Highness of Thrown objects
Replies: 2
Views: 947

Re: cool idea..

Hey why not take a step further and calculate the trayectory of your object? That way you might be able to throw an axe diagonally - as long as the target is visible. m (monster) * * * p (party) Or maybe if you give dungeons EXTRA height, you could throw your axe at a nearby lamp to crash the monste...
by Rick
Tue Aug 07, 2001 5:19 pm
Forum: RTC Archive
Topic: [Done for V0.39] Monster AI
Replies: 5
Views: 1650

Re: Monster AI

Perhaps the easiest way to solve the spell problem is to add an "from" variable to the spell. If the monster hit by the spell is the same kind of the monster who conjured the spell, nothing happens to it. (Unless of course, the from is YOU :D Have you tried blasting afireball to an adyacen...