Search found 111 matches
- Mon Nov 19, 2007 2:51 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Size 2 monster bug... strikes back ?
- Replies: 2
- Views: 1183
I've been looking at the code, and while I can't pinpoint exactly what happened (obviously, a monster on the center tile tried to move into another's tile, but why it didn't get caught before, I can't tell), but I have a couple of suggestions about the function in general. First, there's a few times...
- Sat Nov 17, 2007 8:48 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Combat balance
- Replies: 13
- Views: 2761
- Sat Nov 17, 2007 10:20 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB can do that!
- Replies: 8
- Views: 2199
- Fri Nov 16, 2007 9:21 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB can do that!
- Replies: 8
- Views: 2199
- Fri Nov 16, 2007 8:59 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) default values for exvar when nil
- Replies: 6
- Views: 1764
If it's oriented towards just getting through playtesting and debugging, it should report it so the designer remembers to fix it. If it's supposed to act as an alternative to setting those values - i.e., a true default value - it shouldn't. I tend to lean towards the first in the two given examples ...
- Fri Nov 16, 2007 2:19 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB can do that!
- Replies: 8
- Views: 2199
DSB can do that!
So, after a very long night, I decided to take a peek at all the new rendering code that Sophia has lua-ized. While poking through the files, I realized something that I should have realized awhile ago. Anyway, after about an hour of playing with bitmaps and writing some code, I came up with what is...
- Thu Nov 15, 2007 11:21 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Fun DSB fact...
- Replies: 12
- Views: 2997
- Thu Nov 15, 2007 11:18 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Dungeon display bug at low luminosity
- Replies: 3
- Views: 1347
It's not - the wall is supposed to be displayed. If you play with it carefully, and compare it to the original DM (well, I used CSBwin, but same difference) it actually only occurs on every other step. It seems as if you can see the floor, but I really can't tell if it's some wall detail coming thro...
- Thu Nov 15, 2007 10:52 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Methods bugs (renderer and throw method)
- Replies: 2
- Views: 1088
Method throw : (it was already there in DSB 0.22) - Idle time for method throw is wrong or misplaced in the function : the hand become available BEFORE the ammo is grabbed This is a result in what looks like a good idea on the surface, but creates this abnormality. The idea behind this setup, I thi...
- Wed Nov 14, 2007 11:47 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Gigglers as size 4 monsters?
- Replies: 11
- Views: 2774
- Wed Nov 14, 2007 12:25 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Fun DSB fact...
- Replies: 12
- Views: 2997
Sophia's copy and paste and modify idea is how I learnt to code anyways I actually did alot of this the past few days, using a little utility I made, testing Lua integration. It's not overly complicated or all that useful, but it does give easy access to the functions in DSB's base files. Screensho...
- Tue Nov 13, 2007 1:44 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Level size, offsets etc.
- Replies: 8
- Views: 2214
My guess would be from using spawn_pit with a non-false value for the ceiling pit parameter Oh, yeah.... Which reminds me, that code above won't work with spawn_pit . In fact, there's no way to chain it to a ceiling pit during it's spawn, since it relies on exvars, which can only be assigned after ...
- Sun Nov 11, 2007 8:37 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Level size, offsets etc.
- Replies: 8
- Views: 2214
- Sun Nov 11, 2007 7:19 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Querying instance state...
- Replies: 2
- Views: 1080
- Sun Nov 11, 2007 7:13 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Level size, offsets etc.
- Replies: 8
- Views: 2214
I've already done some of this testing - I had to because of certain ways DDM works. Levels can be different sizes, and they can be coded in any order you want. The only caveat to that is that you must create the level first before you can do anything to it, such as assigning it a wallset or spawnin...
- Sun Nov 11, 2007 6:23 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 7985
- Sat Nov 10, 2007 4:28 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 7985
**EDIT (This is a reply to Juramun's error report)** Fixed - it was such a small change I didn't bother with a new version number. I should probably make a note about those lines; first, they only go one-way, so selecting the targetted location or instance will not show the lines. Second, for telepo...
- Sat Nov 10, 2007 2:03 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 7985
Unless someone reports any new bugs, this will be the last update for some time, while DDM is being refactored to integrate Lua. v025b (11/08/2007) ------------------- *Fixed error in Message Picker *Fixed bug in Archtype Library editor *Fixed glitch in Archtype Library *Improvements to Lua syntax f...
- Thu Nov 08, 2007 5:50 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Fun DSB fact...
- Replies: 12
- Views: 2997
- Thu Nov 08, 2007 5:37 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Function calls : from_inv_slot / to_inv_slot / after_...
- Replies: 12
- Views: 2623
- Thu Nov 08, 2007 2:44 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Function calls : from_inv_slot / to_inv_slot / after_...
- Replies: 12
- Views: 2623
Okay, well, then I have another question: if two insts are being swapped (one going from MOUSE_HAND to an inventory slot, and one going the other way), does sys_inventory get called just once for both, with both arguments - 'pickup' and 'putdown' - set? 'Cause if that's the case, I think there needs...
- Wed Nov 07, 2007 9:53 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Function calls : from_inv_slot / to_inv_slot / after_...
- Replies: 12
- Views: 2623
- Wed Nov 07, 2007 6:36 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Function calls : from_inv_slot / to_inv_slot / after_...
- Replies: 12
- Views: 2623
- Wed Nov 07, 2007 6:01 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Fun DSB fact...
- Replies: 12
- Views: 2997
Fun DSB fact...
In case anyone is keeping score, as of DSB .22 the base scripts define some 400 global functions (including dsb_* s - okay, so those aren't defined in the base, but I include them anyway; if you're wondering, they are about a third of that total), 60 or so global tables, and about 140 constants and ...
- Mon Nov 05, 2007 11:31 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 7985
- Mon Nov 05, 2007 4:01 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Floor Triggers don't call 'func' exvar...
- Replies: 3
- Views: 1280
(fixed) Floor Triggers don't call 'func' exvar...
I was experimenting with the 'func' exvar and noticed a peculiar thing - floor triggers don't "trigger" the function call. I tracked it down to the floor_trigger and floor_trigger_off handlers ( base\triggers.lua:176, :214 ), and what happens is they bail out before calling on_trigger if '...
- Sun Nov 04, 2007 6:22 pm
- Forum: General Archive
- Topic: Logic of dsb_text2map dsb_get/set_cell etc.
- Replies: 8
- Views: 6352
Well, why it's generally a bad idea to override dsb_* s - in fact, I don't know if it's possible because DSB may re-register those functions (overriding your overrides), you might be able to gat away with it here, instead of rewriting alot of code. old_get_cell = dsb_get_cell old_set_cell = dsb_set_...
- Fri Nov 02, 2007 1:16 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DDM bug report and suggestions...
- Replies: 32
- Views: 7985
Okay, I just found a rather nasty little bug. Whatever you do, do *NOT* use the DDM Code Editor to open a file. Don't do it - you'll lose the file. I told you it was nasty. I'll have a fix up in about an hour - I noticed it right in the middle of something else, or it'd be up now. *Edit* Okay, the n...
- Thu Nov 01, 2007 10:36 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Parsing order of '.lua' files
- Replies: 3
- Views: 1375
- Thu Nov 01, 2007 7:17 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Parsing order of '.lua' files
- Replies: 3
- Views: 1375
Parsing order of '.lua' files
Okay, I know there's a 'lua_manifest' in 'globals' which gives the order of most of the base lua files, but my question is about those not listed and any that happen to be in the dungeon's folder. In which order do 'global.lua', 'startup.lua', and 'objects.lua' get parsed in base? And in dungeon dir...