Search found 171 matches

by kaypy
Wed Apr 21, 2021 3:55 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Dungeon loading progress
Replies: 3
Views: 3036

Re: Dungeon loading progress

OK, I now have a nice progress bar and text that runs between when you hit the start button and the dungeon door opening.

ESB still just locks up for 10 seconds or so though...
by kaypy
Wed Apr 21, 2021 2:34 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Detecting ESB
Replies: 1
Views: 2242

Detecting ESB

Since ESB doesn't load the full set of libraries and functions, it should* be possible to detect whether a dungeon is loading in ESB by checking the existence of those functions.

But that seems rather haphazard. Is there a 'proper' way to do this?

* haven't tested yet...
by kaypy
Tue Apr 20, 2021 12:18 pm
Forum: Dungeon Strikes Back (DSB)
Topic: [0.78] AI keyboard fumbles?
Replies: 5
Views: 3922

Re: [0.78] AI keyboard fumbles?

There is mounting evidence that my tolerance for your april fools ideas may be atypically high... 8-)
by kaypy
Tue Apr 20, 2021 12:14 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Dungeon loading progress
Replies: 3
Views: 3036

Re: Dungeon loading progress

Thinking a bit more, I think I really need to rig it up so it only generates the dungeon when you start a new game.

I typically do the dungeon generation in ESB and save it off, largely because sitting through the random generation every time you start the exe would be madness inducing.
by kaypy
Mon Apr 19, 2021 4:31 am
Forum: Dungeon Strikes Back (DSB)
Topic: [0.78] AI keyboard fumbles?
Replies: 5
Views: 3922

Re: [0.78] AI keyboard fumbles?

Yes, but I'm 75% sure it wasn't deliberate, so I thought I should point it out 8-)
by kaypy
Sun Apr 18, 2021 7:10 am
Forum: Dungeon Strikes Back (DSB)
Topic: [0.78] AI keyboard fumbles?
Replies: 5
Views: 3922

[0.78] AI keyboard fumbles?

Something I've seen a few times recently is a monster group turning just as one of the members launches a spell, causing it to go off it the wrong direction (or, in one instance, the wall). While my group can have similar results when trying to attack-then-sidestep too fast, I'm not sure the AI shou...
by kaypy
Fri Apr 09, 2021 2:14 am
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed in 0.79) [0.78] Multiple protections display broken
Replies: 4
Views: 3579

Re: (fixed in 0.79) [0.78] Multiple protections display broken

Thanks. And with that knowledge, I hacked in a temporary blueshield image that doesn't cover the same pixels as the fireshield 8-) But that leads me to another question: At what point are conditions actually set? I had to hack the base gfx. Tweaking the conditions table in my code didn't seem to do ...
by kaypy
Thu Apr 08, 2021 1:45 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed in 0.79) [0.78] Multiple protections display broken
Replies: 4
Views: 3579

Re: [0.78] Multiple protections display broken

Conditions.lua had a big overhaul of the conditions table setup from 0.71 to 0.72. I assume the corresponding c code changed extensively too.
by kaypy
Thu Apr 08, 2021 1:27 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed in 0.79) [0.78] Multiple protections display broken
Replies: 4
Views: 3579

(fixed in 0.79) [0.78] Multiple protections display broken

In older versions, casting eg ya-ir and ful-bro-neta would get you an outline with a mix of blue and green dashes. In 0.78, you only get one type of protection showing. I believe both are still active (and if one times out, the other will be shown), but you can no longer tell by the display. Hmm. I ...
by kaypy
Wed Apr 07, 2021 2:09 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 433
Views: 2288844

Re: Questions about DSB/ESB

Going by objectsdata.c/~line1497 it certainly doesn't look like it. https://github.com/sparkletwist/DSB/blob/master/objectsdata.c A bunch of object types allow eg front_med and front_far graphics variants, but not monsters... Looks to me like the monster rendering code (render.c/~line1098) also spec...
by kaypy
Fri Mar 26, 2021 3:40 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) I see dead people... hauling stuff
Replies: 8
Views: 5917

Re: (fixed) I see dead people... hauling stuff

By the way... what does the new version do if you get a character killed and then dsb_champion_fromparty the survivors? (The current version works for a while but segfaults if you change leader) FATAL LUA ERROR: Lua Function sys_render_magic: base/render.lua:214: dsb_get_charname requires int in par...
by kaypy
Tue Mar 23, 2021 5:08 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) I see dead people... hauling stuff
Replies: 8
Views: 5917

Re: [0.78] I see dead people... hauling stuff

The problem here, of course, is that whenever I get my party optimized to consist entirely of dead characters, the game stops responding and I get a blue screen.

blue screen
by kaypy
Sun Mar 21, 2021 8:19 am
Forum: Dungeon Strikes Back (DSB)
Topic: Dungeon loading progress
Replies: 3
Views: 3036

Dungeon loading progress

How hard would it be to add dungeon defined progress notes to the DSB loading screen and maybe the ESB status bar? I may be the only one who pushes it that far, but there is a quite noticeable delay while Probably Solvable initializes, so if I could put my "initializing map" "writing ...
by kaypy
Sun Mar 21, 2021 4:31 am
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) ESB testing and filenames
Replies: 0
Views: 16303

(fixed) ESB testing and filenames

While I'm submitting stuff anyway. ESB will happily load a file that isn't named dungeon.lua But if you try to test it, then the temporary file will be named something like notdungeon.lua.testing And then the DSB link will fail to find it. Either DSB should load whatever filename ESB uses, or ESB sh...
by kaypy
Sun Mar 21, 2021 4:20 am
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) I see dead people... hauling stuff
Replies: 8
Views: 5917

(fixed) I see dead people... hauling stuff

When a character dies, then the party leader is changed to someone else.

But there's nothing stopping you from changing it back again. And a dead party leader can interact and carry-in-mouse objects.

And (after some experimentation with a box full of boulders) has no burden limitations.
by kaypy
Mon Sep 28, 2020 6:37 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Nick's BIG DSB thread and Dungeon Re-Master
Replies: 32
Views: 16703

Re: Nick's BIG DSB thread and Dungeon Re-Master

(edit window timed out) rhelper.c\call_lua_damage_renderer would be where things happen. Which I think means its not something you are going to be able to do from the lua side. (You probably aren't going to be able to modify it, but you may want to grab the DSB c source just so you can check this so...
by kaypy
Mon Sep 28, 2020 6:21 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Nick's BIG DSB thread and Dungeon Re-Master
Replies: 32
Views: 16703

Re: Nick's BIG DSB thread and Dungeon Re-Master

If you are tweaking ESB, then one thing I found useful once you get to serious dungeon building is separately marking buttons and keyholes vs the other wall objects https://i.imgur.com/VBoeWNs.png ... I think that sys_render_character_damage just prepares the image for rendering that actually occurs...
by kaypy
Mon Aug 31, 2020 5:33 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 14708

Re: Couple of quick questions

Problem seems to be that sys_font is a special case and not a regular font. scroll_font and wall_font are created via dsb_get_font but sys_font just appears via black magic. (Or at least via a definition in dsb_lua.c)

const char *Lua_FontHandle = "sys_font";
by kaypy
Mon Aug 31, 2020 2:16 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 14708

Re: Couple of quick questions

the potion graphic should be a matter of imported via lua_manifest: gfx.new_flaskneta_floor = dsb_get_bitmap("path/to/image/file") imported via dsb_import_arch: obj.flask_neta.dungeon=gfx.new_flaskneta_floor note that you only want to change the "dungeon" property of the existing...
by kaypy
Mon Aug 24, 2020 11:30 am
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 14708

Re: Couple of quick questions

Its one of the libraries with Probably Solvable
by kaypy
Mon Aug 24, 2020 10:17 am
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 14708

Re: Couple of quick questions

Duplicating the sound file for each and every sound volume is about the worst solution one can imagine. In DM, and DSB I presume, the sound volume is based on distance. Distance at least is handled automatically so I was assuming only a few variations would be needed. So not a great solution, but v...
by kaypy
Fri Aug 21, 2020 2:46 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Couple of quick questions
Replies: 33
Views: 14708

Re: Couple of quick questions

1. Would it be sufficient for your purposes to make a couple of copies of the original sound file at different volumes and swap them in as appropriate?
by kaypy
Tue May 19, 2020 5:57 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Cheat for Food?
Replies: 9
Views: 6427

Re: Cheat for Food?

This is a bit late, but while you can't modify the dungeon contents mid game, you can tweak the dungeon *rules* mid game.
Rules that could include:
Whenever the party takes a step, screamer slice is spawned on the parties tile
or
The Des Ven spell hurls steak at your foes
by kaypy
Wed Sep 05, 2018 12:52 pm
Forum: Dungeon Strikes Back (DSB)
Topic: DM2 style sconces
Replies: 8
Views: 3875

Re: DM2 style sconces

Lets see if this lasts a bit longer:
https://www.megaupload.us/4m4/sconcelight.zip
by kaypy
Wed Sep 05, 2018 12:48 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Equipment sets
Replies: 3
Views: 4375

Re: Equipment sets

Yeah, I need to find a better upload location...
https://www.megaupload.us/4m5/setitem.zip
by kaypy
Wed Sep 05, 2018 12:33 pm
Forum: Dungeon Strikes Back (DSB)
Topic: DM2 style sconces
Replies: 8
Views: 3875

Re: DM2 style sconces

If it hasn't fallen off the internet again, there should be an up-to-date version in with the probably solvable libraries
by kaypy
Mon Aug 27, 2018 6:30 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Original DM Conversion for DSB?
Replies: 29
Views: 23529

Re: Original DM Conversion for DSB?

Your save is before fusing him, right? You dont have it saved with the grey lord sitting there?

If you add
__log("some text")
to the fuse hook does it turn up in the game logs?
by kaypy
Fri Apr 13, 2018 5:32 am
Forum: Dungeon Strikes Back (DSB)
Topic: DSB Source Code
Replies: 8
Views: 3964

Compiler strikes back

OK, getting closer: I now have a .o file for each .c file

Had to make a minor tweak to cope with having lua5.2

Onwards to linking!
by kaypy
Fri Apr 13, 2018 2:51 am
Forum: Dungeon Strikes Back (DSB)
Topic: DSB Source Code
Replies: 8
Views: 3964

Re: DSB Source Code

I'll give it a go. I was also vaguely considering commenting out enough code to get "Closed Captions Strikes Back" but this is a much better option 8-) Hmm. And it looks like theres linux versions of everything in the libraries list. But lets see if I can get a working (and documented) pro...