Big List of DSB Feature Requests

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Gambit37
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Re: Big List of DSB Feature Requests

Post by Gambit37 »

Yeah, I agree, but it's down to Sophia. If she doesn't want to include (and therefore support) the default dungeons, it's up to her. Including them would definitely increase the reach and interest of DSB though.
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Re: Big List of DSB Feature Requests

Post by Sophia »

It's not a question of not wanting to. I just have other priorities at the moment, and Gambit is right, having to support them is the main issue.

If people want to play DM, there are plenty of ways to play a 100% accurate version of DM.
However, if someone then gets the custom dungeon designing bug and wants to have a mostly-accurate version of the DM engine to create something new in... well, there's DSB. :mrgreen:
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Re: Big List of DSB Feature Requests

Post by Joramun »

I must add two things:
- Sophia is not responsible for the "not 100% accuracy" of DM and CSB (I am the one who "released" them)
- Anyone can use ESB and feel free to correct DM & CSB according to the lacking / non-functional features

Please note than I'm still lurking here from time to time, and eventually I'll be correcting the bugs,
but real life (and girlfriend) has won over me and I don't have time to make "small releases".
Besides, another DM project is taking 90% of my "DM-allocated-time" (which is not much).
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Sophia
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Re: Big List of DSB Feature Requests

Post by Sophia »

Joramun wrote:Sophia is not responsible for the "not 100% accuracy" of DM and CSB (I am the one who "released" them)
Unless, of course, the issue is due to a bug in the engine or the base code.
(Which I'd be happy to fix, I just don't want to go comprehensively looking for them)
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Re: Big List of DSB Feature Requests

Post by Lunever »

Joramun: Well, good to hear that your're still around. I hope my bug report can save you some time in regard to debugging.
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Re: Big List of DSB Feature Requests

Post by Joramun »

It does, because I don't enough about the subtleties of the dungeons to find and correct everything myself.
CSB will prove a hard one to debug, though.
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Re: Big List of DSB Feature Requests

Post by Lunever »

Well, when you find some time to remove some bugs, I gonna test the result again.

DM already has only a few bugs left, and there's only one severe bug (the failing transformation of the firestaff).

Some errors, in CSB aren't that complicated - monsters not appearing because the generator creates 0 hitpoint-monsters, or doors that should be bashable or blastable but arent.

Other errors like the Vexing Vexirk not being properly disposed when cornered (maybe because of not being automatically killed on the level he is teleported to?) might be more difficult.

And a couple of bugs might even need an engine modification - like the inability to blast a certain door leading to Dain's "prove that you*re a wizard" because in DSB the teleporter you are standing on is already affecting the fireball you're shooting.
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Re: Big List of DSB Feature Requests

Post by Sophia »

Lunever wrote:And a couple of bugs might even need an engine modification - like the inability to blast a certain door leading to Dain's "prove that you*re a wizard" because in DSB the teleporter you are standing on is already affecting the fireball you're shooting.
In DSB, a fireball that you shoot works just like every other object.
It is created on the front subtile of the party member shooting it (i.e., the same subtile for a front row member, and moved up for a back row member) and it is immediately able to affect or be affected by actuators on that square.

Is that not how DM is supposed to work? Should fireballs and other shot objects be immune to triggers until they've advanced into the next square?
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Re: Big List of DSB Feature Requests

Post by Jan »

Well, apparently it poses a huge problem for this particular "puzzle" on Dain because you're supposed to blast the door with a fireball from the tile with the "turning" teleporter.
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Re: Big List of DSB Feature Requests

Post by Sophia »

Jan wrote:Well, apparently it poses a huge problem for this particular "puzzle" on Dain because you're supposed to blast the door with a fireball from the tile with the "turning" teleporter.
Yes, I know. However, I need clarification because that issue may or may not be caused by the thing I stated.
Any or all of these statements may be true to create this problem:
:arrow: The handling of newly created fireballs in DSB is wrong.
:arrow: The handling of teleporters with spin in DSB is wrong.
:arrow: This particular trigger has a problem with its opby conditions or destination that would result in a problem, independent of the engine.
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Re: Big List of DSB Feature Requests

Post by beowuuf »

Question, can you fire a fireball at the wall and have it hit the door, or does the fireball blow up the party?
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Re: Big List of DSB Feature Requests

Post by Paul Stevens »

Don't put too much faith in this because it
is a very vague memory.

I seem to remember some special twist
to the code that made sure a missile would
successfully leave the party's cell in the
direction it was thrown.

I cannot point to it or describe how it
worked.
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Paul Stevens
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Re: Big List of DSB Feature Requests

Post by Paul Stevens »

Ah! I looked.

Code: Select all

  TT_Missile0   = 48,     //Missile Timer - first move
  TT_Missile    = 49,     //Missile Timer - second and subsequent moves
The first move of the Missile does not check for encounters.
It misses the party and any teleporter.
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Lunever
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Re: Big List of DSB Feature Requests

Post by Lunever »

At least in DSB turning in another direction is useless - the ball is turned westward in any case, returned eastward by the next teleporter and the hits then party (if then party is still standing there).

EDIT: Simultaneous posting - Paul just already clarified the problem.
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Re: Big List of DSB Feature Requests

Post by Sophia »

This is easy to fix, then. :D
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Re: Big List of DSB Feature Requests

Post by Gambit37 »

Nice catch! (Pun intended ;-) )
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