Search found 111 matches

by Remy
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...
by Remy
Sat Nov 17, 2007 8:48 pm
Forum: Dungeon Strikes Back (DSB)
Topic: (fixed) Combat balance
Replies: 13
Views: 2761

Which gives better results... once in a while That's not suprising, since Luck is internally ten times the "real world" value, so all you did was change it from "if luck is less than 1, make it 0" to "if luck is less than 1, make it 1". *Edit* --Actually, I take that b...
by Remy
Sat Nov 17, 2007 10:20 am
Forum: Dungeon Strikes Back (DSB)
Topic: DSB can do that!
Replies: 8
Views: 2199

Whew. I thought that sound error was something I was doing wrong... By the way, this is completely off-topic, but in the forum sticky about the dsb_* functions, dsb_stopsound is mistyped as dsb_soundstop (the only reason I mention it now is that it was one of the ways I tried to fix the problem).
by Remy
Fri Nov 16, 2007 9:21 pm
Forum: Dungeon Strikes Back (DSB)
Topic: DSB can do that!
Replies: 8
Views: 2199

So, basically, you're using the modern enhancements of a clone of a 20 year old game in order to create a graphically enhanced clone of a 30 year old game.
Yep! :D

I knew I should have included the mummy and screamer cheerleaders...
"Rawr! Rawr! Rawr!" "Scree! Scree! Scree!"
by Remy
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 ...
by Remy
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...
by Remy
Thu Nov 15, 2007 11:21 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Fun DSB fact...
Replies: 12
Views: 2997

It's the Lua logo -- though considering how easy it is to crash, the bomb might have been a better choice. :)

I miss that bomb. I'd prefer it to blue-screens and that stupid "Send a Message to Microsoft" box.
by Remy
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...
by Remy
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...
by Remy
Wed Nov 14, 2007 11:47 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Gigglers as size 4 monsters?
Replies: 11
Views: 2774

The problem with an individual AI system is that monsters are preset to move randomly if they don't sense the player's party anywhere nearby. This is supposed to result in them being in slightly different places every time you play - it makes the dungeon seem "alive". But with individual A...
by Remy
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...
by Remy
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 ...
by Remy
Sun Nov 11, 2007 8:37 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Level size, offsets etc.
Replies: 8
Views: 2214

In the long run, it'd be easier to code up your own "weirdpit" archetype that had destination exvars, like a teleporter Oh, sure, if you want to do it the right way, but who wants to do that? :) And, by the way, I just did a few tests, and I'm wrong about the whole "pits must have a ...
by Remy
Sun Nov 11, 2007 7:19 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Querying instance state...
Replies: 2
Views: 1080

It's already open for direct editting. To get (or set) the state, you use the 'flag' functions.
dsb_get_gfxflag(id, GF_INACTIVE)
Will return true if the 'id' is inactive.
by Remy
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...
by Remy
Sun Nov 11, 2007 6:23 pm
Forum: Dungeon Strikes Back (DSB)
Topic: DDM bug report and suggestions...
Replies: 32
Views: 7985

:oops:
Fixed.
by Remy
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...
by Remy
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...
by Remy
Thu Nov 08, 2007 5:50 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Fun DSB fact...
Replies: 12
Views: 2997

Now pop this info in a wiki, documenting each function along the way, creating an über dsb-api. Can I just first say, I dislike this use of the acronym "API". Yes, I know that that makes me stuffy and dated, but a webpage cannot act as a programming interface unless you use a hefty web-sc...
by Remy
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

...I thought that false == nil in LUA... Not quite. Lua will accept 'nil' as 'false', but 'false' is never 'nil'. 'nil' is the absense of a value, 'false' is a value - it can never mean the absense of itself. - "fit_" can interrupt the swap. - "to_" & "from_" appli...
by Remy
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...
by Remy
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

n that case, the return value is ignored-- the instance is going into the inventory no matter. In those cases, the force parameter is set to true. Perhaps I'm reading it wrong, but if 'force' is supposed to work no matter what, shouldn't the second half of the function - after all the "fit&quo...
by Remy
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

I don't really understand when exactly "after_to_l_hand" and "after_from_l_hand" are called also... Well, to_l_hand is called before the obj is popped from the mouse cursor, after_to_l_hand is called after. Both, however, occur after the DSB Engine does a "fit_[slot]" ...
by Remy
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 ...
by Remy
Mon Nov 05, 2007 11:31 pm
Forum: Dungeon Strikes Back (DSB)
Topic: DDM bug report and suggestions...
Replies: 32
Views: 7985

Okay, so, I was going to fix the typo, and discovered another bug. The Archtype Library Editor tool is broken - it adds "blank" exvars when it shouldn't, since those blanks prevent adding the archtype to a dungeon (what's strange is that it just silently fails - it shouldn't...). Now, I'm ...
by Remy
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 '...
by Remy
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_...
by Remy
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...
by Remy
Thu Nov 01, 2007 10:36 pm
Forum: Dungeon Strikes Back (DSB)
Topic: Parsing order of '.lua' files
Replies: 3
Views: 1375

Thank you!
by Remy
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...