Search found 29 matches
- Sat Aug 18, 2001 1:42 pm
- Forum: RTC Archive
- Topic: crash on save game screen
- Replies: 12
- Views: 3222
Re: crash on save game screen
Yes of course. I dindn't mean it as a SOLUTION, but rather as a temporary workaround until George gets that bug fixed (i'm just trying to help - sorry if i offended anyone with this). If the workaround doesn't work, well, at least i can say i tried.
- Sat Aug 18, 2001 4:50 am
- Forum: RTC Archive
- Topic: crash on save game screen
- Replies: 12
- Views: 3222
Quick fix to memory recovering and HD trashing
I use AnalogX maxmem <a href="http://www.analogx.com">www.analogx.com</a> - it's FREE!
That guy has other utilities too, seems like a great programmer (maybe we could hire him for RTC? :D )
Anyway everytime that my web browser (or one of my c++ programs) crashed, i had to recover the used memory ...
That guy has other utilities too, seems like a great programmer (maybe we could hire him for RTC? :D )
Anyway everytime that my web browser (or one of my c++ programs) crashed, i had to recover the used memory ...
- Fri Aug 17, 2001 9:38 pm
- Forum: RTC Archive
- Topic: crash on save game screen
- Replies: 12
- Views: 3222
Re: crash on save game screen
Maybe it's an uninitialized flag - i've done similar things (saving / restoring), not with games but with data files. Took me almost a month to find out it was a TINY LITTLE flag 

- Fri Aug 17, 2001 3:19 am
- Forum: RTC General
- Topic: v1.0
- Replies: 13
- Views: 4615
Running and other "real world" problems inside the
Hey how about this? If you run like hell (too fast), you tend to drop things from your backpack, like potions scrolls or something else. And then OH NO! We have to go back! (of course if the characters MENTION it it would be even more realistic.
Like
"Linflas: Oh no! The firestaff just fell off my ...
Like
"Linflas: Oh no! The firestaff just fell off my ...
- Thu Aug 16, 2001 5:55 pm
- Forum: RTC General
- Topic: v1.0
- Replies: 13
- Views: 4615
Re: movement
Yes, but it only affects gameplay. I mean, if i run like hell, the time should adapt to my typing speed and not viceversa.
If i have to walk thru a 100 tile corridor, the time restriction only makes this boring. I have to wait until i have walked to press the up key again and this makes me feel ...
If i have to walk thru a 100 tile corridor, the time restriction only makes this boring. I have to wait until i have walked to press the up key again and this makes me feel ...
- Thu Aug 16, 2001 4:58 am
- Forum: RTC General
- Topic: no magic
- Replies: 13
- Views: 4797
Re: yes magic
Well one thing - i think that waiting for the scrolls to appear makes the game too difficult. I mean we didn't all start with "neophyte wizard" or "neophyte priest". The characters should have some spells ready.
How about this? The more advanced your character, the more spells he knows. For example ...
How about this? The more advanced your character, the more spells he knows. For example ...
- Wed Aug 15, 2001 4:18 pm
- Forum: RTC Archive
- Topic: first an exact copy - then specials
- Replies: 4
- Views: 1546
Re: idea: Dungeon UNiversal Editor (separate project)
Well maybe patch wasn't exactly the word... i should have meant "minor version".
- Wed Aug 15, 2001 3:07 am
- Forum: RTC Archive
- Topic: HOW CAN WE HELP GEORGE in the game programming?
- Replies: 4
- Views: 1846
Re: HOW CAN WE HELP GEORGE in the game programming?
For example, a forum of how the graphic display works (and of course, how it can be improved) would help a lot. George can tell us: OK i need a routine which displays this tile of the dungeon which is stored in a square matrix etc etc, and the return value would be a pointer etc.
Then if somebody ...
Then if somebody ...
- Wed Aug 15, 2001 3:03 am
- Forum: RTC Archive
- Topic: HOW CAN WE HELP GEORGE in the game programming?
- Replies: 4
- Views: 1846
HOW CAN WE HELP GEORGE in the game programming?
OK i just posted the same idea in a general topic, but i'm posting it again because i think very good things can spring out from here.
I think we can help george in PROGRAMMING the game and debugging if he publishes the flowchart of RTC in a separate board or webpage ...
I think we can help george in PROGRAMMING the game and debugging if he publishes the flowchart of RTC in a separate board or webpage ...
- Wed Aug 15, 2001 2:43 am
- Forum: RTC General
- Topic: Hi rick!
- Replies: 14
- Views: 4169
Originality
Well i liked the magic system it seemed pretty realistic - IF magic existed in this world -
Speaking about runes, how about a "magic manual" which told you to invent your own spells (and i mean the user, not the designer), like a subzero "iceball" - for the first 10 (or 30?) tries of the spell you ...
Speaking about runes, how about a "magic manual" which told you to invent your own spells (and i mean the user, not the designer), like a subzero "iceball" - for the first 10 (or 30?) tries of the spell you ...
- Wed Aug 15, 2001 2:16 am
- Forum: RTC Editing
- Topic: Different textures for objects
- Replies: 8
- Views: 3176
Re: Different textures for objects
Well i think the attribute idea is good.
I mean a couple of bit combinations and we could have:
000 empty space
001 door
010 stairs - standard
011 stairs - custom graphic
100 door - standard
101 door - custom graphic
110 teleporter - standard
111 teleporter - custom
well you get the idea.
Maybe ...
I mean a couple of bit combinations and we could have:
000 empty space
001 door
010 stairs - standard
011 stairs - custom graphic
100 door - standard
101 door - custom graphic
110 teleporter - standard
111 teleporter - custom
well you get the idea.
Maybe ...
- Tue Aug 14, 2001 9:45 pm
- Forum: RTC General
- Topic: v1.0
- Replies: 13
- Views: 4615
Re: Game Speed
Well the delay between key/mouse and the genearl effects - compared with DM, RTC is still a bit (or more) slow, like if i hit 5 times the up key in a second, the party should have moved 5 squares within one second (with a certain limitation which is the stamina etc). Maybe it was the language ...
- Tue Aug 14, 2001 9:37 pm
- Forum: RTC Archive
- Topic: Interface differences
- Replies: 7
- Views: 2109
Re: Interface Differences
Errata.
I said:
I should have said: eight)
(darn emoticons!)
I said:

I should have said: eight)
(darn emoticons!)
- Tue Aug 14, 2001 9:34 pm
- Forum: RTC Archive
- Topic: Interface differences
- Replies: 7
- Views: 2109
Re: Interface Differences
Well, the original DM had an interesting solution.
Anihilate completely key repetition. that way, until you have lifted the "up key" (which curiously was the 5 and not the 8) you don't walk 2 times, just one. This way you have to press up five times to advance five squares.
In windows this can be ...
Anihilate completely key repetition. that way, until you have lifted the "up key" (which curiously was the 5 and not the 8) you don't walk 2 times, just one. This way you have to press up five times to advance five squares.
In windows this can be ...
- Tue Aug 14, 2001 9:21 pm
- Forum: RTC General
- Topic: Hi rick!
- Replies: 14
- Views: 4169
Re: Hi rick!
Thanks! Well, i'm a big fan of dungeon crawling games. My first game of this type was EOB2 (then i played EOB1) but i got carried off and went to paper&pencil rpg's. one thing in favor of pen&pencil: You can't cheat, you usually spend months even years to achieve "master fighter" or similar level ...
- Sun Aug 12, 2001 4:20 am
- Forum: RTC Archive
- Topic: once again I rear my ugly head.. mooo!
- Replies: 6
- Views: 1905
Re: once again I rear my ugly head.. mooo!
Hey why not a "non-stop attack" button? You just click and the guy/girl goes mad and doesn't stop attacking with your preferred attack until you hit "stop".
Maybe this would seem a bit "spoiling", but after training all my chars in the screamer room to become expert fighter/ninja/priest/wizard, my ...
Maybe this would seem a bit "spoiling", but after training all my chars in the screamer room to become expert fighter/ninja/priest/wizard, my ...
- Sun Aug 12, 2001 4:09 am
- Forum: RTC Archive
- Topic: first an exact copy - then specials
- Replies: 4
- Views: 1546
idea: Dungeon UNiversal Editor (separate project)
Well why not add a lot of "reserved" bits and bytes, and keep that format as a "standard v1.0"... wait "v0.1" is that ok now? :P
That way it would take perhaps one year to get the format to change so the editor would only have to be "patched" to support v0.2. Just like PKZIP :)
Naturally this ...
That way it would take perhaps one year to get the format to change so the editor would only have to be "patched" to support v0.2. Just like PKZIP :)
Naturally this ...
- Sun Aug 12, 2001 3:45 am
- Forum: RTC General
- Topic: v1.0
- Replies: 13
- Views: 4615
Re: v1.0
Don't forget to include "improve game speed"! 

- Sun Aug 12, 2001 3:39 am
- Forum: RTC General
- Topic: Many thanks
- Replies: 1
- Views: 1276
Re: Many thanks
Yes i like the idea about looking at new scrolls and writing them down in your spellbook. The only problem is that you start with an EMPTY spellbook - no fireballs until level 8 ?)
- Sun Aug 12, 2001 3:35 am
- Forum: RTC Archive
- Topic: Interface differences
- Replies: 7
- Views: 2109
Re: Interface differences
Hmm.. buffered keys - why not putting it as an option? Like sound on/off etc.
- Thu Aug 09, 2001 3:15 pm
- Forum: RTC General
- Topic: The Mirror and the Lucky Rabbit's Foot
- Replies: 5
- Views: 2761
Re: The Mirror and the Lucky Rabbit's Foot
Hmmm.... now i wonder if this little mirror while used in the left hand of ALL party members would make them immune to spells (like the medusa shields in EOB)? This means that some monster who attacked you would get his spell backfired at him!
That would be a nice touch.
That would be a nice touch.
- Thu Aug 09, 2001 3:04 pm
- Forum: RTC Archive
- Topic: Random dungeon generator
- Replies: 22
- Views: 8604
I think we're straying of the path...
The trick here is designing a really MEAN dungeon, with LOTS of traps and dangers and everything so that you can barely survive. BUT...
also have shortcuts to the key / item square, (like teleporters).
That way, to get to a key you have 2 paths:
a) The dungeon area filled with monsters and traps ...
also have shortcuts to the key / item square, (like teleporters).
That way, to get to a key you have 2 paths:
a) The dungeon area filled with monsters and traps ...
- Thu Aug 09, 2001 5:38 am
- Forum: RTC Archive
- Topic: [Done for V0.38] Quiver ideas
- Replies: 3
- Views: 1449
[Done for V0.38] Quiver ideas
How about a portable quiver (which might work like a chest), in addition to the standard where you put your sword - where you can put 10 or more arrows into it (yes, i'm an EOB fan so what?)
It looks weird that you can put some weapons into your quiver but only four arrows (and quivers are designed ...
It looks weird that you can put some weapons into your quiver but only four arrows (and quivers are designed ...
- Thu Aug 09, 2001 5:28 am
- Forum: RTC Archive
- Topic: To george - which suggestions are you concidering?
- Replies: 9
- Views: 2794
dead hero's posessions?
While i think of it, maybe a dead character would have to be much more manageable.
Like "pick linflas CORPSE". When you take him, all the weight gets divided into the party (which would make the party A WHOLE LOT slower, of course you can't put the corpse anywhere - maybe a large chest? hmmm... :P ...
Like "pick linflas CORPSE". When you take him, all the weight gets divided into the party (which would make the party A WHOLE LOT slower, of course you can't put the corpse anywhere - maybe a large chest? hmmm... :P ...
- Thu Aug 09, 2001 5:05 am
- Forum: RTC Archive
- Topic: [Fixed for V0.39] Keyboard and mouse not synchronized
- Replies: 3
- Views: 1768
Re: Keyboard and mouse not synchronized
A simple solution to this is to handle keyboard and mouse with a single routine. The routine puts the event in a queue and voila.
Speaking about mouse, i have a problem with the mouse behavior. It's too erratic! :( At some point i feel certain acceleration effect in the mouse and that affects ...
Speaking about mouse, i have a problem with the mouse behavior. It's too erratic! :( At some point i feel certain acceleration effect in the mouse and that affects ...
- Thu Aug 09, 2001 4:47 am
- Forum: RTC Archive
- Topic: For new spells
- Replies: 24
- Views: 6525
Re: For new spells
Hey why not just hijack (steal, grab pir8 or however u call it) AD&D rules? I mean just the infrastructure.
Effect type: poison / cold damage / fire damage etc.
Duration:
Target:
Area: n x n squares
etc.
The player's handbook has very good description of all spells, and tell us their effects etc ...
Effect type: poison / cold damage / fire damage etc.
Duration:
Target:
Area: n x n squares
etc.
The player's handbook has very good description of all spells, and tell us their effects etc ...
- Tue Aug 07, 2001 5:44 pm
- Forum: RTC Archive
- Topic: [Done for V0.45] Plot screens and End-Game
- Replies: 19
- Views: 20610
Re: caution
I liked the comments in EOB2. They game so much feeling of reality. Like when a trapdoor opened before you, you heard one of your characters say: "Look out! A trap door just opened before us!" The NPC interaction was great, i just loved the idea of "may i join your party?" (The 6 player gameplay was ...
- Tue Aug 07, 2001 5:25 pm
- Forum: RTC Archive
- Topic: Highness of Thrown objects
- Replies: 2
- Views: 1183
Re: cool idea..
Hey why not take a step further and calculate the trayectory of your object? That way you might be able to throw an axe diagonally - as long as the target is visible.
m (monster)
*
*
*
p (party)
Or maybe if you give dungeons EXTRA height, you could throw your axe at a nearby lamp to crash the ...
m (monster)
*
*
*
p (party)
Or maybe if you give dungeons EXTRA height, you could throw your axe at a nearby lamp to crash the ...
- Tue Aug 07, 2001 5:19 pm
- Forum: RTC Archive
- Topic: [Done for V0.39] Monster AI
- Replies: 5
- Views: 1910
Re: Monster AI
Perhaps the easiest way to solve the spell problem is to add an "from" variable to the spell. If the monster hit by the spell is the same kind of the monster who conjured the spell, nothing happens to it. (Unless of course, the from is YOU :D Have you tried blasting afireball to an adyacent wall in ...