Search found 12431 matches

by Gambit37
19-Nov-18 11:57
Forum: Dungeon Master (DM)
Topic: Runes
Replies: 7
Views: 87

Re: Runes

Lots of unofficial hint books arrived for DM before they learned of the official FTL creature names, so they made up their own names. The official DM hintbook from FTL doesn't even really mention any creatures (http://dmweb.free.fr/?q=node/401), but the names can be confirmed from the disassembled c...
by Gambit37
19-Nov-18 10:40
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 285
Views: 26231

Re: Questions about DSB/ESB

I have the RA door thing half working: I can get all the doors to show a different image after a randomised delay, but they all share the same delay so are in sync with each other, which isn't what I want. It does still work after a save/load though, which is great :) I'm not sure how to send each d...
by Gambit37
17-Nov-18 12:35
Forum: Dungeon Master (DM)
Topic: Runes
Replies: 7
Views: 87

Re: Runes

The runes were mostly created by Andy Jaros, graphics guy on DM. He adapted a magic system he'd created for his own D&D games. My understanding is that some runes were based on existing ideas from other cultures, while some were his own invention. The original manual gives details on what they symbo...
by Gambit37
14-Nov-18 10:11
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 285
Views: 26231

Re: Questions about DSB/ESB

That's so cool, thank you :)
by Gambit37
13-Nov-18 16:18
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 285
Views: 26231

Re: Questions about DSB/ESB

Great, thanks, I'll investigate and see if I can get it working with messages.

Another question: How would I increase the default quiver area from 4 items to 6? Or add an extra slot to the pouch?
by Gambit37
12-Nov-18 15:25
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 285
Views: 26231

Re: Questions about DSB/ESB

Cool, thanks for the insight. I thought there might be something weird I wasn't aware of. While the function worked OK, it felt wrong! I'll investigate how to do the master RA Door controller you suggested. Is that something I'd need a trigger controller in the dungeon for, or would it be better to ...
by Gambit37
11-Nov-18 18:50
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 75

Re: Zoable doors?

Ah OK, thanks for explaining and for looking at the fix.
by Gambit37
11-Nov-18 18:49
Forum: Dungeon Strikes Back (DSB)
Topic: Problems with sys_font
Replies: 5
Views: 55

Re: Problems with sys_font

For my own custom fonts, I've always created them as you suggest as they work fine. But the sys_font in the DSB graphics download is not constructed that way. It's a 2 bit font, and the colour indexes for the foreground and spaces between each letter are #1 and #2 respectively. But it still works? Y...
by Gambit37
11-Nov-18 18:27
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 285
Views: 26231

Re: Questions about DSB/ESB

No problem, I figured I could just store the highest level number reached when iterating over all the insts: works great. Another question: are there any performance or stability issues I should be aware of when using functions that call themselves? For example, I wanted to get the random RA door an...
by Gambit37
9-Nov-18 17:42
Forum: Dungeon Strikes Back (DSB)
Topic: Bug: Monsters can be heard too far away
Replies: 20
Views: 2249

Re: Bug: Monsters can be heard too far away

I think writing your own local_sound is probably the best idea, as long as it's not too low level for you. Cool, thanks, yep I think I'm OK with doing that. I'm slowly getting to grips with the codebase and actually quite enjoying it now that I understand it better. I'd forgotten most of what I lea...
by Gambit37
9-Nov-18 15:49
Forum: Dungeon Strikes Back (DSB)
Topic: Stopping sounds with a lost sound handle?
Replies: 3
Views: 123

Re: Stopping sounds with a lost sound handle?

So after a lot of experimenting, I think a brute force stop_all_sounds() function would be very, very useful. Please would it be possible for you to add one?
by Gambit37
9-Nov-18 15:09
Forum: Dungeon Strikes Back (DSB)
Topic: Questions about DSB/ESB
Replies: 285
Views: 26231

Re: Questions about DSB/ESB

I have a really basic question that I'm kinda stumped by: what's the "right" way to find the ID of a specific unique arch that might be placed anywhere in the entire dungeon? I can do all the cell loops and checks, but my main stumbling block is: how do I find out the total number of levels in the d...
by Gambit37
9-Nov-18 11:26
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 75

Re: Zoable doors?

OK, that works, but now I have some further problems with this: I'm trying to make a clickable door. It has a fake doorbutton that SHOULD NOT open the door, but that can be clicked to perform a custom function (display some text to the player.): obj.doorbutton_broken = { type="FLOORUPRIGHT", rendere...
by Gambit37
9-Nov-18 11:03
Forum: Dungeon Strikes Back (DSB)
Topic: Problems with sys_font
Replies: 5
Views: 55

Re: Problems with sys_font

I'm guessing that you're going to say that DSB/Allegro doesn't support the extended ASCII set (128-255). I did consider that, so I also cut back my extended sys font to be the same size as the original (ie, I deleted the extra 8 rows I'd previously added). But DSB still rendered it tiny as in my fir...
by Gambit37
9-Nov-18 10:59
Forum: Dungeon Strikes Back (DSB)
Topic: Problems with sys_font
Replies: 5
Views: 55

Re: Problems with sys_font

UPDATE: It works fine with this font that I created:

Image

Image
by Gambit37
9-Nov-18 10:47
Forum: Dungeon Strikes Back (DSB)
Topic: Problems with sys_font
Replies: 5
Views: 55

Problems with sys_font

I extended the system font with some extra/missing characters. But I can't seem to use the new font successfully. Using a graphics replacement method doesn't seem to make any difference: gfx.sys_font = dsb_get_font("font_sys_extended") The above code does nothing, the existing font is still used. If...
by Gambit37
8-Nov-18 23:05
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 75

Re: Zoable doors?

Ah right! I have a cloned "fake" doorbutton that has had its function removed so that it doesn't do anything. Clearly though that fake doorbutton is still telling DSB that the associated door is zoable. So I should create my cloned doorbutton from a different object type, and the door will no longer...
by Gambit37
8-Nov-18 14:32
Forum: Dungeon Strikes Back (DSB)
Topic: Zoable doors?
Replies: 6
Views: 75

Zoable doors?

I'm trying to understand this code, from the function zo_explode_square in damage.lua -- Zo only works on a door with a control on it for i in pairs(c_objs) do local v = c_objs[i] local v_arch = dsb_find_arch(v) if (exvar[v] and exvar[v].zoable) then local zo_value = exvar[v].zoable if (zo_value == ...
by Gambit37
8-Nov-18 09:39
Forum: Dungeon Strikes Back (DSB)
Topic: Bug: Monsters can be heard too far away
Replies: 20
Views: 2249

Re: Bug: Monsters can be heard too far away

Yep, I figured there should be an easy way to override it, thank you. :) If I want to override parts of more complex functions, what's the best practice for that? For short simple functions, I know I can create my own wrapper that then calls the original function, or simply duplicate and modify the ...
by Gambit37
8-Nov-18 08:11
Forum: Dungeon Strikes Back (DSB)
Topic: Thank you for the improved AI :-)
Replies: 1
Views: 139

Re: Thank you for the improved AI :-)

I was testing DM DSB again and bloody hell, materializers are sneaky! They seem to be able to get behind my party without me noticing. Did I imagine that!?
by Gambit37
7-Nov-18 12:35
Forum: Dungeon Strikes Back (DSB)
Topic: Bug: Monsters can be heard too far away
Replies: 20
Views: 2249

Re: Bug: Monsters can be heard too far away

After a bit more testing of the DM dungeon I feel that this sound problem is game-breaking. It really gives away a lot of stuff and spoils the surprise of many encounters. It turns out that the monster sound movement code is very simple, so I could tweak it easily to check if the party is close enou...
by Gambit37
5-Nov-18 14:04
Forum: Dungeon Strikes Back (DSB)
Topic: trigger_controller request / discussion
Replies: 9
Views: 489

Re: trigger_controller request / discussion

Sort of connected to this discussion: I just want to thank you for the sequencer object. It is brilliant. :shock: 8)
by Gambit37
3-Nov-18 23:32
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 93

Re: Can I dynamically change the gfx of a creature instance?

OK, cool, thanks. I used this code and it seems to work fine: GT_SCREAMER = 110 obj.screamer.group_type = GT_SCREAMER obj.screamer2 = clone_arch(obj.screamer, { front = gfx.screamer2_base, side = gfx.screamer2_base, back = gfx.screamer2_base, attack = gfx.screamer2_attack }) obj.screamer.on_spawn = ...
by Gambit37
3-Nov-18 22:47
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 93

Re: Can I dynamically change the gfx of a creature instance?

I did start with using dsb_qswap on a cloned screamer, but the grouping didn't work (I ended up with 5 creatures on a tile, 4 originals on the sub-tiles, and 1 cloned in the center)... so I thought it didn't work. I didn't realise the group_type had to be set, and I also didn't realise that group_ty...
by Gambit37
3-Nov-18 12:27
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 93

Re: Can I dynamically change the gfx of a creature instance?

In addition, how would I do a "one-shot" change of a creature's images? For example: function obj.screamer:on_spawn(self, id) self.front = gfx.screamer2_base self.attack = gfx.screamer2_attack end I've tried the above with variations of id , exvar[id] etc in place of self , but can't get anything to...
by Gambit37
3-Nov-18 00:46
Forum: Dungeon Strikes Back (DSB)
Topic: Can I dynamically change the gfx of a creature instance?
Replies: 6
Views: 93

Can I dynamically change the gfx of a creature instance?

Can I dynamically change the gfx of a creature instance? If so, please could you share the right way to do this?

I tried a few things trying to reassign front and attack of the instance to no avail... I'm not really sure if it's even possible?
by Gambit37
1-Nov-18 15:34
Forum: Chaos Strikes Back for Windows & Linux (CSBWin) / CSBuild
Topic: How to open MINI.dat in CSBuild??
Replies: 1
Views: 83

Re: How to open MINI.dat in CSBuild??

I found Christophe's save game extraction tool, which allowed me to extract the dungeon from the mini.dat:

http://dmweb.free.fr/?q=node/1391

I could then load this dungeon into CSBuild successfully.
by Gambit37
1-Nov-18 10:52
Forum: Chaos Strikes Back for Windows & Linux (CSBWin) / CSBuild
Topic: How to open MINI.dat in CSBuild??
Replies: 1
Views: 83

How to open MINI.dat in CSBuild??

I can't open the MINI.dat in CSBuild. I've tried several versions of the savegame from Atari/Amiga, and CSBuild cannot open them. I get a sequence of popup windows about too many levels, trying big/little endian, damaged format and eventually an "unexpected file format". I've tried CSBuild345 and CS...
by Gambit37
31-Oct-18 23:01
Forum: Dungeon Strikes Back (DSB)
Topic: trigger_controller request / discussion
Replies: 9
Views: 489

Re: trigger_controller request / discussion

Aha! Thank you so much for this detail, I get it now. I think I was confused because I've been looking at the controller for "King Filius". The buttons that send messages, send M_TOGGLE messages, and for whatever reason I had a mental block about that. With your explanation, I now understand that ea...
by Gambit37
31-Oct-18 22:29
Forum: Dungeon Strikes Back (DSB)
Topic: Moving things in ESB once placed?
Replies: 5
Views: 73

Re: Moving things in ESB once placed?

OK, cool, thanks for clearing that up, I thought I was going a bit bonkers!

So does this mean you could add a way to move things around by nudging it around with the arrow keys, hint hint, :D