I thought the key buffering bug was solved?
I still move infinitely if I press down an arrow key.
Search found 2586 matches
- Sun Mar 25, 2001 12:59 am
- Forum: RTC Archive
- Topic: bug survival
- Replies: 5
- Views: 1786
- Sun Mar 25, 2001 12:55 am
- Forum: RTC Editing
- Topic: some suggestions
- Replies: 1
- Views: 1197
some suggestions
It would be handy to have a dungeon designed for testing: with all the kind of monsters behind closed doors and with all the objects available. Also, with some archmaster characters and others normal. An dungeon-Editor would be nice too, at least for the testing. Maybe it would be useful to have RTC...
- Sat Mar 10, 2001 1:41 am
- Forum: RTC Archive
- Topic: Limiting spells [The original spell book thread]
- Replies: 43
- Views: 21489
another drop of water
I don't think it would be very handy for the wizards to be always checking in their backpack if they know the runes they need for the spell. It would be much simplier to use the rune pannel on the right side. Unknown runes would be disabled. When you find a scroll and read it, its runes are definiti...
- Sat Mar 10, 2001 1:30 am
- Forum: RTC Archive
- Topic: Bugs .006 (force fields and Pads)
- Replies: 4
- Views: 1519
shuting doors
When shutting on a monster, doors should reach 1/4 of the door frame, then open again, then shut, etc.
Right now they shut until half the frame. (Does this sentence make sense ?)
Right now they shut until half the frame. (Does this sentence make sense ?)
good idea
let's do it!
Enfers!
Here's a new dungeon in freedrive, named "Enfers". Enjoy.
- Mon Mar 05, 2001 12:34 am
- Forum: RTC Archive
- Topic: The FireStaff (v0.06)
- Replies: 12
- Views: 2911
oooops bis
Yes Drake, your thoughts have enlighted me
I guess the Firestaff+ is coherent enough the way it works in DM, so I withdraws my assertments.
BTW, I was talking about your realistic, should-be approach of the bugs when I mentionned you.
![Smile :)](./images/smilies/icon_e_smile.gif)
I guess the Firestaff+ is coherent enough the way it works in DM, so I withdraws my assertments.
BTW, I was talking about your realistic, should-be approach of the bugs when I mentionned you.
- Sat Mar 03, 2001 3:37 am
- Forum: RTC Archive
- Topic: The FireStaff (v0.06)
- Replies: 12
- Views: 2911
oops
Sorry for the statement about "a level 0 mage shouldnt be allowed to have the 3 actions of the firestaff+." The wizard level I was talking about was before the modifications of the firestaff. For a better clarity let's talk about the novice mage then. Using the same approach as Drake's, I ...
- Sat Mar 03, 2001 3:23 am
- Forum: RTC Archive
- Topic: about monsters
- Replies: 10
- Views: 2522
computer reflexes
I think the reflexes should be lowered down a little, or randomized a little more. It's okay being attacked when coming from a corner, but the game should give you some chances, when you have to flee past 5 monsters, to be wounded less than 5 times!
- Sat Mar 03, 2001 3:08 am
- Forum: RTC Archive
- Topic: Limiting spells [The original spell book thread]
- Replies: 43
- Views: 21489
from a rune partisan
As in Ultima Underground, a way to limit the spells available is by limiting the runes present in the dungeon: each rune would be a stone. Once the stone is lifted and put in the spell bar, it enables the corresponding rune for casting. This way knowing the combinations is independent of being able ...
- Mon Feb 26, 2001 4:58 pm
- Forum: RTC Archive
- Topic: about the firestaff
- Replies: 2
- Views: 982
about the firestaff
didnt allow posion blobs (just mentionning it) I'm pretty sure the power of the spells was related to the users mage level. (it permited me ta gain levels way too fast) Also, i remember the invoke action costed one mana point All actions shouldnt be available for a level 0 mage Fuse should be noisy....
- Mon Feb 26, 2001 4:58 pm
- Forum: RTC Archive
- Topic: about spells
- Replies: 1
- Views: 869
about spells
The poison blobs shouldnt leave a cloud and should make a sound when hitting Or, if it's a poison bolt, instead, the graphic is not adequate The poison cloud should make a noise when hitting. The lightning should do smaller explosions than fireballs I stepped into the smoke cloud a monster leaves wh...
- Mon Feb 26, 2001 4:58 pm
- Forum: RTC Archive
- Topic: about some items
- Replies: 3
- Views: 1269
about some items
A items that boots stats should boost the actual as well as the max stat.
DM didn't allow to put wepons in a chest
Food value is added after you finish chewing the food
DM didn't allow to put wepons in a chest
Food value is added after you finish chewing the food
- Mon Feb 26, 2001 4:57 pm
- Forum: RTC Archive
- Topic: about the dungeon
- Replies: 1
- Views: 839
about the dungeon
Doors are definitely too difficult to bash
The 2nd door with a gold key (just after the 2nd fountain) should be bashable
half door on entry
The 2nd door with a gold key (just after the 2nd fountain) should be bashable
half door on entry
- Mon Feb 26, 2001 4:57 pm
- Forum: RTC Archive
- Topic: about experience
- Replies: 1
- Views: 785
about experience
Characters gain levels slightly too slowly They should gain priest experience from war crying They should earn more xp from casting A character should learn the chop action a little before reaching apprentice fighter Somehow the wizard level is taken into account when making vi potions: this is not ...
- Mon Feb 26, 2001 4:56 pm
- Forum: RTC Archive
- Topic: about monsters
- Replies: 10
- Views: 2522
about monsters
Screamers are fearless. Screamers are slightly too quick I think monsters shbould stay grouped more often In fact, methinks that most of them should always stick together when not in combat In melee, they could separate to flee or attack by the flanks. If the monster is in the backline with no monst...
- Mon Feb 26, 2001 4:55 pm
- Forum: RTC Archive
- Topic: crashes
- Replies: 1
- Views: 819
crashes
A right click between the last character and the party positions crashes the game
I clicked on a readied wepon to see its 3 actions. Then I swap the object with another.
Instead of "passing", the game crashed
I clicked on a readied wepon to see its 3 actions. Then I swap the object with another.
Instead of "passing", the game crashed
- Mon Feb 26, 2001 4:55 pm
- Forum: RTC Archive
- Topic: about interface
- Replies: 2
- Views: 1019
about interface
INTERFACE If i put the mouse completely to the top of the screen, the pointer changes to an arrow, and cliking on a party member will open the leader sheet insted of his. When I press an arrow key and leave it down, the party doesnt move. When I release the key, the party moves several times accordi...
- Mon Feb 26, 2001 4:52 pm
- Forum: RTC Archive
- Topic: Missing sound
- Replies: 12
- Views: 2931
about sounds
Some missing sounds:
Swoosh sound
I think a click was heard when one took a torch from its holder
When bashing a door, one should hear the swing sound and then the hit: right now they're silmutaneous
No gulp heard when drinking from a fountain
Swoosh sound
I think a click was heard when one took a torch from its holder
When bashing a door, one should hear the swing sound and then the hit: right now they're silmutaneous
No gulp heard when drinking from a fountain
- Fri Feb 23, 2001 3:43 am
- Forum: RTC Archive
- Topic: Doors
- Replies: 4
- Views: 1472
or...
or you may use HP with an armor: every damage past the armor lowers the HP. This way you won't bash a door if you weakly slash it a hundred times.
- Fri Feb 23, 2001 3:29 am
- Forum: RTC Archive
- Topic: Sticky Items
- Replies: 13
- Views: 3073
criterium
Maybe you could use the "throw" action to sort sticky objects from other: if they´re throwable, they're sticky.
- Fri Feb 23, 2001 3:00 am
- Forum: Other Games like DM
- Topic: Dragon Flight by Thallion software
- Replies: 24
- Views: 7852
Thalion Webshrine
There is a very nice Webshrine maintained by Alexander Holland. (Search for Thalion Webshrine). There is an English-Amiga version or a German-PC version downloadable for now, but they were working on an English PC version last year. I never finished the game either, it was bugged (french version...)...
- Sun Feb 18, 2001 9:12 pm
- Forum: RTC Archive
- Topic: spell immunities
- Replies: 10
- Views: 2481
spell immunities
Maybe it would be better to use a rune immunity rather than a spell or fire immunity: there is a resistance for each rune, so the resistance to a given spell (or an equivalent effect) is the higher resistance to one of the runes used for that spell. Or the mean of the resistance, I don't know which ...
- Sat Feb 03, 2001 10:31 pm
- Forum: Unofficial DM BBS
- Topic: Ninjas
- Replies: 4
- Views: 5681
- Sat Feb 03, 2001 5:42 pm
- Forum: RTC Archive
- Topic: dissymetrics objects
- Replies: 1
- Views: 828
dissymetrics objects
Dissymetric objects like mirrors are flipped on the right side when distants.
- Sat Feb 03, 2001 5:41 pm
- Forum: RTC Archive
- Topic: black mouse
- Replies: 1
- Views: 834
black mouse
Sometimes the area of the mouse paint in black for a short while.
- Sat Feb 03, 2001 5:41 pm
- Forum: RTC Archive
- Topic: frozen levels
- Replies: 1
- Views: 821
frozen levels
Objects and creatures seem to move only when I'm on the same level.
They freeze and wait for me if I leave the level. I.e., a fireball cast a the top of the stairs
will move only while I stay at the top of the stairs.
They freeze and wait for me if I leave the level. I.e., a fireball cast a the top of the stairs
will move only while I stay at the top of the stairs.
- Sat Feb 03, 2001 5:41 pm
- Forum: RTC Archive
- Topic: monster superposition
- Replies: 1
- Views: 855
monster superposition
Sometimes there is a superposition between the "attacking sprite" and the "normal sprite"
of rock piles.
of rock piles.
- Sat Feb 03, 2001 5:40 pm
- Forum: RTC Archive
- Topic: character position
- Replies: 1
- Views: 909
character position
If I put a character at the back of the party with no body in front of him,
he can't attack. DM allowed it.
he can't attack. DM allowed it.
- Sat Feb 03, 2001 5:39 pm
- Forum: RTC Archive
- Topic: light issue
- Replies: 1
- Views: 843
light issue
When I am on a level with permanent light and take some stairs to a normal,
non-illuminated level, the lights stay for half a second
non-illuminated level, the lights stay for half a second