Search found 92 matches

by billgus
Thu Jul 25, 2002 10:33 pm
Forum: RTC Archive
Topic: Bugs in .20
Replies: 6
Views: 1506

Bugs in .20

TC Diagnostic file - Thu Jul 25 11:04:22 2002 Error: an access violation exception. Stack Dump: utilMemory.utilFree(pointer 0x00E74EB0); utilMemory.utilVerify(); RTC.RTC_DeInit(); RTC.WinMain(); I think this was by hitting Alt-F4 and the game selection screen. The Config.txt line was COMPILE= instea...
by billgus
Thu Jul 18, 2002 6:12 pm
Forum: RTC Archive
Topic: Breakable Doors
Replies: 6
Views: 1631

Re: Breakable Doors

DMute doesn't decode everything. The bits for fireball and bash may be in the hex decode. There's a partial hex decode writeup in the DMute stuff/site.
by billgus
Wed Jun 12, 2002 8:55 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

Some quick top level stuff:

The double keyhole opened the wall on the first key and the door on the second. I'm guessing this is two bugs. The order is probably backwards and the keyhole is triggering on single keys - not double.

The topaz key did not disable the poison shooters.
by billgus
Mon Jun 10, 2002 12:27 am
Forum: RTC Archive
Topic: Dungeon Graphics
Replies: 22
Views: 4382

Re: Dungeon Graphics

Sure, I'll try.

I did some of that after Grphireader .12 got through the IBM/DM1 file and let me sort everything out. I even used Blitz-BASIC-Demo to hack together a viewer.

It was surprising how several objects were based on the wall texture.

billgus @ teleport.com
by billgus
Mon Jun 10, 2002 12:22 am
Forum: RTC Archive
Topic: Name changes
Replies: 2
Views: 884

Re: Name changes

OK, here are some ideas: MISC_SPELL_BOOK&nbsp &nbsp &nbsp &nbsp - should be MISC_BOOK_SPELL so other books can be added later (anyone for MISC_BOOK_MYST?) POTION_EMPTY_FLASK POTION_FLASK_OF_WATER POTION_FLASK_OF_WATER_CSB - Why FLASK first in one place and second later? - Maybe just ...
by billgus
Sat Jun 08, 2002 7:20 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

More DDD work: Dain: I still don't have the Pay Puzzle working. It now opens, but on the first item - should be fifth. The lower Cross-keyhole ate the key. (4308) The Greed Niche had the items in reverse order. (2239..) The switch didn't open the door. (2243 & 2261) It was pointing at the frame ...
by billgus
Fri Jun 07, 2002 5:45 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

What is the correct terminology for pits? Illusionary Pit - just a floor with open pit graphic. Fake Pit - just a floor with closed pit outine graphic. Switched Pit - outline or open, safe in outline state. Auto-pit - outline, opens when you step on it. Invisible Pit - switched between floor (no gra...
by billgus
Fri Jun 07, 2002 5:42 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

I hacked the source file to quickly reach the DDD so as to test in that area. First results are in... 2002-Jun-06 - DDD testing Several fire pits in DDD show as large pads. (The source has firepits, but also pads. Probably some cut-and-paste problems.) Pit to second room (straight) doesn't toggle. (...
by billgus
Sat Jun 01, 2002 12:00 am
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

A few more items: (Engine) In FTL's engine, spell effects for Fireball/Lightning, Poison Cloud, Zo/Dispell and the died cloud all are visible in the 4th square away. In RTC, they are only visible in the first three squares. (engine) The wizards seem to be very quick in RTC. In FTL, they throw a spel...
by billgus
Fri May 31, 2002 6:16 pm
Forum: RTC Archive
Topic: less popups but..
Replies: 19
Views: 4088

Re: tick tick

George, where did you pick your tick rate from? I have been timimg the Amiga version (under WinFellow) and it is 260ms. That is 4 ticks per second adjusted for the Amiga's 20ms ticker.
by billgus
Fri May 31, 2002 6:13 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

I went back and checked the places I thought I saw an invisible pit...

Dain Snake Spiral
Neta Mummy Room
DDD - Dain-path

All had outlines. So it was just me.
by billgus
Fri May 31, 2002 1:37 am
Forum: RTC General
Topic: Creature Names
Replies: 9
Views: 2844

Re: Creature Names

I see the Naming Scroll in the Amiga version.

I can sure understand about version differences. I still remember a "Fire Lizard" critter in the early Amiga version. It doesn't seem to be present in the later versions that are available.
by billgus
Wed May 29, 2002 5:48 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

In DM/CSB, some pits are completely invisible. For example, the Neta Mummy room in CSB is suppose to have invisible pits. Some places, like DM Knight level have camoflouged pits - they have a slight outline visible (execpt for AMiga user's using the TV output - too blury). The Dain Snake Spiral (I c...
by billgus
Tue May 28, 2002 6:00 pm
Forum: RTC Archive
Topic: Ideas
Replies: 6
Views: 1750

Re: Ideas

A tesseract is the four dimensional equivalent to a cube (3D) or square (2D). OK, if I teleport the party to a square with a teleporter, does the new square activate? E.g. a stairs is just a teleporter that by default teleports one level up/down but only if the party moves (into or rotate). Can a te...
by billgus
Sun May 26, 2002 4:37 pm
Forum: RTC General
Topic: Creature Names
Replies: 9
Views: 2844

Re: Creature Names

In CSB, as you leave the 'welcome room' headed down the Run & Jump corridor, you will notice a side passage to the left of the 4-way pit. This leads to the flask puzzle, but the first square has a 'scroll'. Like the map, it's not just text, but a magic readout of the nearest monster's name.
by billgus
Sun May 26, 2002 12:39 am
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

George:

I have noticed a few pits that don't show correct graphics. How do you setup...

1) Invisible pit - plain floor
2) Camaflogued pit - outline

There are several other combos, including switched versions. I'm sure you'll document it all at some point.
by billgus
Sun May 26, 2002 12:35 am
Forum: RTC Archive
Topic: Ideas
Replies: 6
Views: 1750

Re: Ideas

George, I would like to make a stairwell act as a teleporter. Including being able to teleport to such a object without triggering it. Basically, I want to do an exotic dungeon where the stairs would act like normal but be using some internal enhacements to make things appear 'normal' but in a non-e...
by billgus
Sun May 26, 2002 12:31 am
Forum: RTC Archive
Topic: Ideas
Replies: 6
Views: 1750

Ideas

Item that displays X,Y,Z position to complement compass. Probably more for debugging work.

Compass detects spinners, this would detect quiet teleporters.
by billgus
Thu May 23, 2002 5:17 pm
Forum: RTC Archive
Topic: New FLOOR_TRIGGER functionality
Replies: 6
Views: 1564

Re: New FLOOR_TRIGGER functionality

In addition, I would like a pressure plate that triggers when the party sleeps.

Hmmm, and maybe a fountain with bad water?
by billgus
Thu May 23, 2002 5:14 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

I did a quick romp into Amiga/CSB to see the Ros Puzzle Corridor. It has two teleporters - one on the far side of the pit next to the grate door and the second behind the party. These teleporters are contolled by the facing of the party. They are only active when the party is facing them. I looking ...
by billgus
Thu May 23, 2002 5:11 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: Replicating CSB puzzles

Or teleport them to a room that detects monsters and shoots them until they die - teleporting objects back. Note this is needed in the Cistern too. CSB teleports monsters from the grate to another level assuming they will die. In RTC, they will just acumulate and eat processing time. They target roo...
by billgus
Wed May 22, 2002 6:06 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: moo

Absolutely correct. However, the level designers in CSB used this hardware induced limitation as part of the 'puzzle'. If you have trouble with monsters not dieing in pits, just drop them and then run over and Climb Down on top of them. Unlike Captive, which tries to move the criter out of the way, ...
by billgus
Wed May 22, 2002 12:05 am
Forum: RTC General
Topic: Creature Names
Replies: 9
Views: 2844

Re: Creature Names

They had to add the naming scroll in CSB because the walkthrus for DM were using various made up names. Like Spagetti Monsters for Faders, Fire Lizards for the small dragons (not in current version?). Some - like Spyder and Wizard - were not so bad.
by billgus
Tue May 21, 2002 11:48 pm
Forum: RTC Archive
Topic: Editor started
Replies: 24
Views: 6201

Re: Editor started

I saw in another thread that RTC doesn't have a lot of numeric limits except a level of about 200x200 "for performance reasons". I, for one, am hoping for large numbers. The editor will certainly be useful, but you can always edit the text file. One problem I ran into with an Adventure edi...
by billgus
Tue May 21, 2002 11:39 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

> Creature independence is there by design. It should be noted as a difference - just like the 'thrown over a pressure plate' difference. So people understand where to expect differences and be ready to change their play style. > dropping down a pit (doesn't) kill Again, a difference that needs to b...
by billgus
Sat May 18, 2002 5:11 am
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: OT: Motherboards

(Engine) Criiters in the same square wander off. Once together, groups should stick together. (Engine) Monsters dropped through pits should be instant kills. This is because DM's engine only supported limited types of critters per level. RTC doesn't have this limitation. So you can drop a criter thr...
by billgus
Thu May 16, 2002 6:38 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

Re: General CSB debugging

More problems: I tried the lower KU path. When I reached the "No Fireballs" room, I found a bug. Normally you use a minimum Poison Cloud on the Munchers. But RTC doesn't do spells on criters inside a spinner. Later, I was on trying Dain path for another bug - below - and found I (the party...
by billgus
Wed May 15, 2002 4:22 pm
Forum: RTC Archive
Topic: General CSB debugging
Replies: 38
Views: 8179

General CSB debugging

Having recently played a CSB/Amiga game, I decided to look through the RTC source and enjoy analyzing the puzzles. I have already found one bug - see the Skeleton Key thread. I have now started a party ... the first bug is the 'get the flask' corridor near the 'run & jump' pit. This was set to b...
by billgus
Sun May 05, 2002 4:54 am
Forum: RTC Editing
Topic: Icons needed
Replies: 4
Views: 1806

Re: Icons needed

I started a wireframe based program long ago (On a TRS-80!) and had a WYSIWYG interface. After seeing Chaos building CSB in the Intro, how about... Add a bunch a spells that only work in wizard'editor mode. E.g., change next square to a door/floor/pit/etc; change graphic to the next selection, open ...
by billgus
Sun May 05, 2002 4:48 am
Forum: RTC Archive
Topic: Graphic suggestions
Replies: 3
Views: 1068

Re: Graphic suggestions

Actually, the Amiga was 320x200. For the IBM, this was because 320x200=64000 - just under 64K. For the Amiga, this was just convention - I used a program to reach 320x235 - the HW couldn't reach 320x240 even though the NTSC standard allows it.