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 ...
Search found 30 matches
- Fri Aug 18, 2006 6:28 am
- Forum: RTC General
- Topic: RTC DM: Where the hell is the IR-rune?
- Replies: 12
- Views: 5153
- 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: 3070
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 ...
- 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: 3070
[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.
- Mon Aug 14, 2006 8:46 pm
- Forum: RTC Archive
- Topic: "Destroy item" for floor triggers
- Replies: 5
- Views: 2273
- Mon Aug 14, 2006 8:29 pm
- Forum: RTC Archive
- Topic: "Destroy item" for floor triggers
- Replies: 5
- Views: 2273
- Mon Aug 14, 2006 8:03 pm
- Forum: RTC Archive
- Topic: "Destroy item" for floor triggers
- Replies: 5
- Views: 2273
"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?
- Mon Aug 14, 2006 7:50 pm
- Forum: RTC Archive
- Topic: [Fixed for V0.43] Item shooters skip half a tile
- Replies: 3
- Views: 1741
[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:







- Mon Aug 14, 2006 4:31 pm
- Forum: RTC Archive
- Topic: Options for FLOORITEM_HOLDER
- Replies: 1
- Views: 1426
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 ...
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 ...
- Mon Aug 14, 2006 4:01 pm
- Forum: RTC Archive
- Topic: [Not a bug] Fake bottomless pits kill RTC
- Replies: 9
- Views: 3529
- Mon Aug 14, 2006 3:46 pm
- Forum: RTC Archive
- Topic: [Not a bug] Fake bottomless pits kill RTC
- Replies: 9
- Views: 3529
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 ...
- Mon Aug 14, 2006 3:43 am
- Forum: RTC Archive
- Topic: [Not a bug] Fake bottomless pits kill RTC
- Replies: 9
- Views: 3529
[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 ...
If an item falls in, the game crashes from an invalid page fault without a chance to produce diagnostics. (A wall underneath the bottommost ...
- Mon Aug 14, 2006 2:46 am
- Forum: RTC Archive
- Topic: [Fixed for V0.43] White border around items in editor
- Replies: 1
- Views: 1404
[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.
- Mon Aug 14, 2006 12:48 am
- Forum: RTC
- Topic: [Custom dungeon] Escape! - I [RTC] [Mon Ful Ir]
- Replies: 64
- Views: 35651
- Mon Aug 14, 2006 12:45 am
- Forum: Welcome
- Topic: How do you pronounce "NETA"?
- Replies: 37
- Views: 13288
- 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: 2087
- 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: 2087
[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 ...
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 ...
- Thu Aug 10, 2006 4:50 am
- Forum: RTC Archive
- Topic: Large explosions visible around doors
- Replies: 7
- Views: 2777
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.
- Thu Aug 10, 2006 4:46 am
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Monsters casting spells at walls
- Replies: 1
- Views: 1465
[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?
- Tue Aug 08, 2006 4:22 pm
- Forum: RTC Archive
- Topic: [Done for V0.45] Attack ranges
- Replies: 2
- Views: 1934
[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 ...
What I was referring to was mainly the difference between the distance the original monsters can attack from ...
- Tue Aug 08, 2006 4:06 pm
- Forum: RTC Archive
- Topic: Spell rune suggestions
- Replies: 14
- Views: 4866
- Tue Aug 08, 2006 3:55 pm
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Monster attacks behind teleporters
- Replies: 6
- Views: 2596
- Tue Aug 08, 2006 3:43 pm
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Crash when leaving replace spell dialog
- Replies: 1
- Views: 1526
[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);
RTCEditDlgNewSpells ...
Error:
an integer divide by zero exception.
Stack Dump:
utilMemory.utilFreeCheckBlock(pointer 0x00000000);
utilMemory.utilFree(pointer 0x028014B0, char 14);
RTCEditDlgNewSpells ...
- Tue Aug 08, 2006 3:31 pm
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Monsters cast spells through doors
- Replies: 10
- Views: 3481
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 ...
- Tue Aug 08, 2006 2:52 am
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Extra monsters on DM worm level
- Replies: 2
- Views: 1757
[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 ...
- Tue Aug 08, 2006 2:26 am
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Monsters cast spells through doors
- Replies: 10
- Views: 3481
[Fixed for V0.42] Monsters cast spells through doors
Should monsters be trying to cast spells through opaque doors (such as reinforced wood)?
- Tue Aug 08, 2006 2:16 am
- Forum: RTC Archive
- Topic: Spell rune suggestions
- Replies: 14
- Views: 4866
- Tue Aug 08, 2006 2:09 am
- Forum: RTC Archive
- Topic: [Not a bug] Ranged attacks from very far away
- Replies: 1
- Views: 1394
[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 ...
- Tue Aug 08, 2006 1:56 am
- Forum: RTC Editing
- Topic: MONSTER ATTRACTOR
- Replies: 6
- Views: 2631
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?
- Mon Aug 07, 2006 12:05 am
- Forum: RTC Suggestions
- Topic: Block copy & paste
- Replies: 4
- Views: 8606
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 corridors ...
- Sun Aug 06, 2006 11:17 pm
- Forum: RTC Archive
- Topic: [Fixed for V0.42] Monsters behind others can still melee
- Replies: 1
- Views: 1211
[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 ...