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Search found 178 matches
- Tue Jul 30, 2002 8:32 am
- Forum: RTC Archive
- Topic: Monster turning
- Replies: 7
- Views: 1649
Re: Monster turning
Sorry, but I cannot agree
. When I approached to the monster from the back, it very ofter turned around very quickly. 100% that 180dgrs turn didn't last so long so two monster moves would.
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- Tue Jul 30, 2002 7:54 am
- Forum: RTC Archive
- Topic: Monster turning
- Replies: 7
- Views: 1649
Re: Monster turning
It was implemented similar way in DM. I remeber as I hit the monster, ran around it to its back and next moment monster turnes 180 degrees and attacked me. I think this behaviour is far more real than one turn in time, because this makes monsters toooo slow. I know this solvers problems with "d...
- Tue Jul 30, 2002 7:48 am
- Forum: RTC Archive
- Topic: Bugs in .20
- Replies: 6
- Views: 1506
Re: Bugs in .20
> OK, knights all dropped. Go down - hey! They're still alive! > I though a damage tile was added to kill them as per FTL! I think they was killed in RTC because of monster species limit pre level... > Up to Mummies alcove. Hmmm - they're mostly gone. Ahh, > they escaped down the hidden passage. I d...
- Mon Jul 29, 2002 5:43 pm
- Forum: RTC Archive
- Topic: Monster turning
- Replies: 7
- Views: 1649
Monster turning
I am surpriced with monster behaviour. I reached level 4 and I met the wasp. It soooo slow. Also fighting worms is pretty easy, because it seems that monster turn takes the same time as step. I use tactics "hit and step away" and step aside the monster (I like rooms for this fighting becau...
- Mon Jul 29, 2002 4:15 pm
- Forum: RTC Archive
- Topic: Attributes/levels highlighting
- Replies: 1
- Views: 691
Attributes/levels highlighting
When character gains a new level, eye icon border became green and increased actual attribute values are marked red (until they reach the maximum). I don't remember exactly (I don't have original DM here) but I think that both maximum value of increased attribute and actually gained level should be ...
- Mon Jul 29, 2002 3:28 pm
- Forum: RTC Archive
- Topic: Rock piles
- Replies: 8
- Views: 1773
Re: Rock piles
As far as I remember NO monsters could absorb for example clubs (and rock piles - and maybe other monsters too - does in RTC).
- Mon Jul 29, 2002 3:24 pm
- Forum: RTC Archive
- Topic: Black orange
- Replies: 6
- Views: 1490
Re: Black orange
I am sorry but now my XP had (again!!!) Blue Screen Of Death so I finally rebooted. First what I tried was Orange dungeon and orange is still black. It is very suspicious, because I play DM-RTC dungeon and I am on the 3rd level and I've never any problems, but that black orange from Orange dungeon a...
- Thu Jul 25, 2002 12:40 pm
- Forum: RTC Archive
- Topic: Black orange
- Replies: 6
- Views: 1490
Re: Black orange
I found this interesting topic: <a href="http://pub50.ezboard.com/freturntochaos ... 7.topic</a>
It seems you need to recompile Orange again. BTW 512MB RAM + 1G swap (my computer) ought to be enough for everyone![Smile :-)](./images/smilies/icon_e_smile.gif)
It seems you need to recompile Orange again. BTW 512MB RAM + 1G swap (my computer) ought to be enough for everyone
![Smile :-)](./images/smilies/icon_e_smile.gif)
- Thu Jul 25, 2002 11:01 am
- Forum: RTC Archive
- Topic: Black orange
- Replies: 6
- Views: 1490
Black orange
Is that orange from sample Orange dungeon meant to be black orange? When it lies on the ground, it is orange and looks like orange with leaf, but when I pick it or place it anywhere in the inventory, it has complete black shape.
- Thu Jul 25, 2002 11:00 am
- Forum: RTC Archive
- Topic: Rock piles
- Replies: 8
- Views: 1773
Rock piles
Rock Piles should not absorb items thrown at them. I threw some clubs and arrows and it was absorbet by rock piles (and released when they died). But some monsters (I remember Rock Piles and Deth Knights) should not absorb items.
- Wed Jul 17, 2002 9:44 am
- Forum: RTC Archive
- Topic: Suicide
- Replies: 9
- Views: 2335
Re: Suicidal tendencies
I agree, but (at least from my point of view) using load/savegames cuts off the atmosphere. If you hear sound of Deth Knights' plate, trust me, your fear and other feelings are more impressive if you must face them and continue with all loses you gain (health, stamina, items and maybe some heros) th...
- Wed Jul 17, 2002 8:02 am
- Forum: RTC Archive
- Topic: Suicide
- Replies: 9
- Views: 2335
Re: moooo!
I see the possibility to make *real* (ingame) suicide (for example by fireballs, poison clouds, pits, doors etc.) is more realistic and funny. Clicking on "Suicide" button/icon is not so satisfactory I think :-) BTW I found that several MON poison clouds do their job very good - my party i...
- Mon Jun 10, 2002 2:00 pm
- Forum: Dungeon Master II: The Legend of Skullkeep (DM2)
- Topic: hardest, funnest, ever... kill?
- Replies: 10
- Views: 3852
Re: Doors
I'm sorry, I do not have any offsets for GameWizard yet. I remember I walked forward and backward and tried to get desired location by GW's function "Decreased/increased" value. It was not so complicated.
- Mon Jun 03, 2002 1:00 pm
- Forum: Dungeon Master II: The Legend of Skullkeep (DM2)
- Topic: hardest, funnest, ever... kill?
- Replies: 10
- Views: 3852
Re: Doors
I used GameWizard (or whatever was called that cool utility) and cheated my dungeon position so I was in the shop. There was nothing except: * lever or button to activate fireball strom (seems to be like manual operated "alarm" :-) * objects bought from party (if any) * actually selected o...
- Thu May 16, 2002 11:26 am
- Forum: RTC Archive
- Topic: General CSB debugging
- Replies: 38
- Views: 8171
Re: General CSB debugging
What's that Monster Naming scroll? I don't remember I have seen any item like this.
- Thu Mar 14, 2002 8:07 pm
- Forum: RTC Archive
- Topic: Disabled hand
- Replies: 0
- Views: 859
Disabled hand
This is behaviour exactly as DM has, but I think it is a bug. When my party leader throws items, his hand became disabled for a while - that's correct, he used this hand for throwing. But when leader has item in his action hand activated (so you can choose from actions like "Swing", "...
- Fri Nov 09, 2001 3:01 pm
- Forum: RTC General
- Topic: RTC is great!! (new dm project info too...)
- Replies: 10
- Views: 3537
Re: dm2000 exe
Uff! Looks great. My idea how to make DM for the 21st century was to use full 3D accelerated graphics. IMHO it has following: pros: * variable screen resolutions without any problems * accelerator will make all work for graphics, like light, transulency, dust, lens flare, water, shadows, fog etc. ef...
- Mon Nov 05, 2001 7:06 pm
- Forum: RTC Archive
- Topic: Clouds
- Replies: 1
- Views: 759
Clouds
I just tested windowed RTC on NT4.0 (works well, fullscreen crashes) and I have one improvement: I tried MAP TEST and killed two mummys which were on the same tile. Death dust clouds that appeared was the same shape, just shifted by some pixels. If it possible to make these animations shifted in tim...
- Tue Aug 07, 2001 2:53 pm
- Forum: RTC Archive
- Topic: Killing ghosts with fireballs (0.12)
- Replies: 9
- Views: 2681
Re: Killing ghosts with fireballs (0.12)
I think it is a good idea to get damage from eplosions or nearby tiles. But I think it's a bit unfair if monsters DO get damage from fireball exploding on the next tile but party DON'T.
I think only spells like fireball and lightning bolt should cause damage from explosion.
I think only spells like fireball and lightning bolt should cause damage from explosion.
- Fri May 25, 2001 3:04 pm
- Forum: RTC General
- Topic: The Mirror and the Lucky Rabbit's Foot
- Replies: 5
- Views: 2359
Re: The Mirror and the Lucky Rabbit's Foot
Exploring Chaos Strikes Back sources, I found that if rabbit's foot is in character's inventory, he gets some bonus, but I didn't explore it precisely so I could not say in which situations possesion of rabbit's foot helps. Mirror are used for quests - first is Eye on the wall in the 3rd floor and n...
- Thu Apr 19, 2001 11:04 am
- Forum: RTC Archive
- Topic: Monster AI (v0.09)
- Replies: 7
- Views: 1911
Re: Monster AI (v0.09)
Woudn't be nice to implement some better monster AI as I suggested some time ago? At least more inteligent monsters shoudn't shoot/fire if they could hit other monster instead of party. Monsters like Wizard Eyes should determine, that using attack spells in closed rooms in useless and try to use &qu...
- Wed Apr 18, 2001 10:00 am
- Forum:
- Topic: Maces and other crappy weapons
- Replies: 7
- Views: 3
Re: Maces and other crappy weapons
I do use Mace of Order. It is good weapon for these two benefits:
- gives extra strength to owner
- swing action causes a lot of damage and has little recovery time
- gives extra strength to owner
- swing action causes a lot of damage and has little recovery time
- Tue Apr 10, 2001 3:28 pm
- Forum: RTC Archive
- Topic: V08 testing
- Replies: 2
- Views: 1054
Re: V08 testing
I feel mouse lag too on my Celeron 550MHz so I don't think it has something to do with CPU speed (or RTC requires P4?
)
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- Tue Apr 10, 2001 12:12 pm
- Forum: RTC Archive
- Topic: Transferring saves from 0.07 to 0.08
- Replies: 2
- Views: 1037
Transferring saves from 0.07 to 0.08
Is it possible? I was on 12th floor and I upgraded to 0.08 and my savegame doesn't work anymore. I would like to explore whole dungeon and I don't want to begin from scratch and because new features (wall tapping, better monster AI, bugfixes etc.) I would like I preffer to do it in 0.08
- Tue Apr 10, 2001 12:10 pm
- Forum: RTC Archive
- Topic: Crash
- Replies: 1
- Views: 711
Crash
RTC 0.08 Map: ZOO Area: application failure When played ZOO map, I was in fauna & flora room, I was fighting and RTC sudenly exited without any warning or error message. I didn't found any reason why it failed 'coz lack of time. I will try more tries and maybe I'll find any ocassion why it crash...
- Sat Mar 31, 2001 9:22 pm
- Forum: RTC Archive
- Topic: Zooom bug
- Replies: 4
- Views: 1261
Re: Zooom bug
Huh, I am almost sure I need to turn by myself. At least in CSB/Amiga for sure, in DM/Amiga probably too.
- Sat Mar 31, 2001 9:09 pm
- Forum: RTC Archive
- Topic: Zooom items drawing
- Replies: 1
- Views: 817
Zooom items drawing
Type: bug/difference
Version: 0.07
When dropped item in the zooooom highway
, in the DM item moved with party and was always on the same place (XY coords on the screen).
In RTC the items moves with party too, but the XY coords are about 1-2 pixel different each odd tile.
Version: 0.07
When dropped item in the zooooom highway
![Smile :)](./images/smilies/icon_e_smile.gif)
In RTC the items moves with party too, but the XY coords are about 1-2 pixel different each odd tile.
- Sat Mar 31, 2001 9:06 pm
- Forum: RTC Archive
- Topic: Flask drawing difference
- Replies: 1
- Views: 753
Flask drawing difference
Type: difference
Version: 0.07
Empty flask and full flask (I think does not matter what is in the flask) inventory graphics is shifted for abou one pixel to the right, so if you exchange full and empty flask in the same inventory place, you can see the difference.
Version: 0.07
Empty flask and full flask (I think does not matter what is in the flask) inventory graphics is shifted for abou one pixel to the right, so if you exchange full and empty flask in the same inventory place, you can see the difference.
- Sat Mar 31, 2001 9:04 pm
- Forum: RTC Archive
- Topic: Zooom bug
- Replies: 4
- Views: 1261
Zooom bug
Type: bug (maybe difference?)
Version: 0.07
When you are on the zooom pressure pad sets, it turns you to the left at the end of the lane. It wasn't in DM - you was faced the same direction for whole ride.
Version: 0.07
When you are on the zooom pressure pad sets, it turns you to the left at the end of the lane. It wasn't in DM - you was faced the same direction for whole ride.
- Sat Mar 31, 2001 9:01 pm
- Forum: RTC Archive
- Topic: Casting bugf?
- Replies: 1
- Views: 807
Casting bugf?
Type: bug
Version: 0.07
When I try to cast spell which requires flask and I don't have flask in hand, characters action hand is disabled as if spell proceeded. I think it should first test if spell succeeded than disabling action hand.
Version: 0.07
When I try to cast spell which requires flask and I don't have flask in hand, characters action hand is disabled as if spell proceeded. I think it should first test if spell succeeded than disabling action hand.