Yeah I didn't think anything could be done with what I had here.
The main point is if anyone else has a reasonable length game and [does / does not] see the same thing then that'll say a bunch about whether its just my tweaks that are an issue.
Search found 189 matches
- Sun Nov 23, 2025 7:56 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Problem with sticky eyeballs (0.84)
- Replies: 2
- Views: 29
- Thu Nov 20, 2025 3:56 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Problem with sticky eyeballs (0.84)
- Replies: 2
- Views: 29
Problem with sticky eyeballs (0.84)
I have this occasional problem where examining an object or a characters stats via the eye on the inventory screen will not give the mouse pointer back when I'm done. (I can quick fix things by alt-tabbing out and back again, but until then I lose mouse control)
I can't be sure, but I don't think ...
I can't be sure, but I don't think ...
- Mon Apr 21, 2025 4:34 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: [0.84] Graphics glitch with fireball holes?
- Replies: 2
- Views: 1206
[0.84] Graphics glitch with fireball holes?
At a certain distance, I get fireball holes overhanging the edge of their wall. Is this something that is just held over from the original? (I cant believe I haven't seen it before)
dsb_text2map(0, 5, 5, 100, 1, {
"00000",
"00000",
"11110",
"00010",
"00000"} )
dsb_level_wallset(0, wallset.default ...
dsb_text2map(0, 5, 5, 100, 1, {
"00000",
"00000",
"11110",
"00010",
"00000"} )
dsb_level_wallset(0, wallset.default ...
- Tue Mar 04, 2025 12:17 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
I tested unallocating the object definitions but it wound up crashing things.
So I'm guessing your put-them-in-an-unused-category approach is probably the best option
Code: Select all
-- dont do this
obj.screamer=nil
Code: Select all
obj.screamer.class="UNUSED"
- Sun Mar 02, 2025 8:38 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Feature Requests
- Replies: 3
- Views: 1346
Re: ESB Feature Requests
If there's a thread here for it then could I add requests for:
* a find an inst by ID number. At the moment I do a bunch of: find I need to know about inst #51342, load up the dungeon in a text editor and look up inst 51342 to get the coordinates, go back to ESB and go to those coordinates
* would ...
* a find an inst by ID number. At the moment I do a bunch of: find I need to know about inst #51342, load up the dungeon in a text editor and look up inst 51342 to get the coordinates, go back to ESB and go to those coordinates
* would ...
- Sun Feb 16, 2025 10:49 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Stair Icon / ESB icons
- Replies: 11
- Views: 2962
Re: ESB Stair Icon / ESB icons
As an example, I have an extra row at the bottom of the cells.pcx like
https://i.ibb.co/Txd4GwYj/buttonkey.png
and modify the wallitem section of editor.lua
elseif (arch.type == "WALLITEM") then
if (arch.class ~= "DECO") then
if (arch.class == "ALCOVE") then
return (52+dir), 5
else ...
https://i.ibb.co/Txd4GwYj/buttonkey.png
and modify the wallitem section of editor.lua
elseif (arch.type == "WALLITEM") then
if (arch.class ~= "DECO") then
if (arch.class == "ALCOVE") then
return (52+dir), 5
else ...
- Tue Feb 11, 2025 3:03 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
I put together a more concrete example:
startup.lua:
snd.doom = dsb_get_sound("sounds/doorslam")
function helmdarconpickup(self, id)
dsb_sound(snd.doom)
end
function helmdarctofrom(self, id, who)
dsb_sound(snd.doom)
end
objects.lua:
-- when picked up off ground
obj.helm_darc.on_click ...
startup.lua:
snd.doom = dsb_get_sound("sounds/doorslam")
function helmdarconpickup(self, id)
dsb_sound(snd.doom)
end
function helmdarctofrom(self, id, who)
dsb_sound(snd.doom)
end
objects.lua:
-- when picked up off ground
obj.helm_darc.on_click ...
- Tue Feb 11, 2025 2:40 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
Also, meant to ask one more, regarding sounds: is it possible to to play a sound when I put an object into the inventory or pick it up? Is there any example code as to do this?
I accidently replied to this without realizing that it was a page old. Then deleted the reply. Then realized I dont ...
- Fri Feb 07, 2025 12:29 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
Hmm. Played around a bit more, and now it seems to be working for me x_off and all?
where gfx/testbutton.pcx is a 12x12px test file
Code: Select all
gfx.doorbutton = dsb_get_bitmap("gfx/testbutton")
gfx.doorbutton.x_off = 120
gfx.doorbutton.y_off = -110- Fri Feb 07, 2025 12:12 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
The doorbuttons use a custom draw method, you can see renderer_hack="DOORBUTTON" in the obj
I think part of that is ignoring the x offset
(But I'm guessing it also does a bunch of other stuff that you wont want to get rid of)
I think part of that is ignoring the x offset
(But I'm guessing it also does a bunch of other stuff that you wont want to get rid of)
- Fri Feb 07, 2025 11:30 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
Set
gfx.doorbutton.x_off = 0
gfx.doorbutton.y_off = 0
initially
Rig up a test dungeon with a door and button and take a screenshot standing in right front of it
Measure how far you need to move the button image up and across.
Set
gfx.doorbutton.y_off
to -(how far you need to move the button up ...
gfx.doorbutton.x_off = 0
gfx.doorbutton.y_off = 0
initially
Rig up a test dungeon with a door and button and take a screenshot standing in right front of it
Measure how far you need to move the button image up and across.
Set
gfx.doorbutton.y_off
to -(how far you need to move the button up ...
- Fri Feb 07, 2025 11:04 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 81638
Re: Tutorials: wallsets and custom monsters, objects, etc
Wouldnt you just put
gfx.doorbutton = dsb_get_bitmap("my_version_of_the_front_doorbutton_bitmap")
and
gfx.doorbutton_side = dsb_get_bitmap("my_version_of_the_side_doorbutton_bitmap")
in your gfx code?
gfx.doorbutton = dsb_get_bitmap("my_version_of_the_front_doorbutton_bitmap")
and
gfx.doorbutton_side = dsb_get_bitmap("my_version_of_the_side_doorbutton_bitmap")
in your gfx code?
- Fri Jan 10, 2025 2:39 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Food and consume_effect
- Replies: 1
- Views: 1064
Food and consume_effect
Between system/sys_click_mouth, util/eatdrink and the consume_effect on a given object, there is a bit of a mismatch.
The consume_effect is called with the id of the object being consumed. But because food has an animation and thus a delay, the object is no longer valid by the time its consume ...
The consume_effect is called with the id of the object being consumed. But because food has an animation and thus a delay, the object is no longer valid by the time its consume ...
- Tue Dec 10, 2024 12:41 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on monster boss code [0.82]
- Replies: 5
- Views: 1755
Re: (fixed) Crash on monster boss code [0.82]
Thanks. I'll give it a try
Yeah it probably doesn't make too much sense to instruct monsters to head to a stairway when they aren't actually in the dungeon 8-)
...
Works for me now. Of course, only processing the monsters in the dungeon would also bypass the error anyway, so first I tried the dsb ...
Yeah it probably doesn't make too much sense to instruct monsters to head to a stairway when they aren't actually in the dungeon 8-)
...
Works for me now. Of course, only processing the monsters in the dungeon would also bypass the error anyway, so first I tried the dsb ...
- Sun Dec 08, 2024 8:10 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on monster boss code [0.82]
- Replies: 5
- Views: 1755
Re: Crash on monster boss code [0.82]
Lua: 9425 @ 1 22 28 2
Lua: 9426 @ 1 22 28 1
Lua: 9427 @ 1 5 3 0
Lua: 9428 @ 1 25 5 0
Lua: 9430 @ -5 0 0 0
PROGRAM CRASH!
Yeah I'm thinking something doesn't work if the monster is in limbo?
edit It sometimes works in limbo too though, and I cant get my minimal version to crash by piling monsters ...
Lua: 9426 @ 1 22 28 1
Lua: 9427 @ 1 5 3 0
Lua: 9428 @ 1 25 5 0
Lua: 9430 @ -5 0 0 0
PROGRAM CRASH!
Yeah I'm thinking something doesn't work if the monster is in limbo?
edit It sometimes works in limbo too though, and I cant get my minimal version to crash by piling monsters ...
- Sun Dec 08, 2024 8:02 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on monster boss code [0.82]
- Replies: 5
- Views: 1755
Re: Crash on monster boss code [0.82]
Tweaking my use_stairs code to
...
__log("ust")
local pz,px,py,pf = dsb_party_coords()
for monid in dsb_insts() do
local arch = dsb_find_arch(monid)
if (arch.type == "MONSTER") then
__log(tostring(monid))
end
if (arch.type == "MONSTER" and
dsb_ai_boss(monid) == monid) then
end
if ...
...
__log("ust")
local pz,px,py,pf = dsb_party_coords()
for monid in dsb_insts() do
local arch = dsb_find_arch(monid)
if (arch.type == "MONSTER") then
__log(tostring(monid))
end
if (arch.type == "MONSTER" and
dsb_ai_boss(monid) == monid) then
end
if ...
- Sun Dec 08, 2024 7:40 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on monster boss code [0.82]
- Replies: 5
- Views: 1755
Re: Crash on monster boss code [0.82]
So I tried to make a simplified reproduction, but I'm not getting the same result. I'll see if I can reproduce it in the original dungeon next.
The following does **not** crash
dungeon.lua
---DSB ESB---
--[[ Autogenerated by ESB.
Trying to edit this file by hand may not give you
particularly ...
The following does **not** crash
dungeon.lua
---DSB ESB---
--[[ Autogenerated by ESB.
Trying to edit this file by hand may not give you
particularly ...
- Sun Dec 08, 2024 7:17 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on monster boss code [0.82]
- Replies: 5
- Views: 1755
(fixed) Crash on monster boss code [0.82]
This was tweaked in the new version, so likely a regression there?
Reason: Segmentation Fault
Stack Dump:
DSBmain
DSBgameloop
dungeon_move
party_moveto
to_tile(on_trigger)
lua_call.member_func
lua.stairsdown.on_trigger
lua.dsb_ai_boss
monster_groupup
Oddly, the stairsdown.on_trigger I have doesn't ...
Reason: Segmentation Fault
Stack Dump:
DSBmain
DSBgameloop
dungeon_move
party_moveto
to_tile(on_trigger)
lua_call.member_func
lua.stairsdown.on_trigger
lua.dsb_ai_boss
monster_groupup
Oddly, the stairsdown.on_trigger I have doesn't ...
- Mon Mar 18, 2024 4:40 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Why sabres seem to suck in DSB
- Replies: 1
- Views: 2312
Re: (fixed) Why sabres seem to suck in DSB
Thankyou again
(of course, I can tweak the base files in my own install, but better to have an upsteam fix for everyone)
(of course, I can tweak the base files in my own install, but better to have an upsteam fix for everyone)
- Sun Mar 17, 2024 9:01 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Why sabres seem to suck in DSB
- Replies: 1
- Views: 2312
(fixed) Why sabres seem to suck in DSB
Code: Select all
obj.sabre = {
name="SABRE",
...
base_tpower=42,
base_tpower=1,
...
}
- Tue Mar 12, 2024 11:00 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed?) crash to desktop
- Replies: 6
- Views: 3358
Re: (fixed?) crash to desktop
Nice!
I had a minimal level where I was smooshing groups of critters together with dsb_move, but I hadn't been able to reproduce the issue...
I had a minimal level where I was smooshing groups of critters together with dsb_move, but I hadn't been able to reproduce the issue...
- Mon Mar 11, 2024 12:26 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed?) crash to desktop
- Replies: 6
- Views: 3358
Re: crash to desktop
Grasping at straws here:
What happens if we have monster group A+B and monster group C+D.
Then A+B split, where one of them moves to a new tile and onto a teleporter dropping them instantly into C+D.
Could A+B still be considered a group and one of them a boss long enough to cause some mishap? Or ...
What happens if we have monster group A+B and monster group C+D.
Then A+B split, where one of them moves to a new tile and onto a teleporter dropping them instantly into C+D.
Could A+B still be considered a group and one of them a boss long enough to cause some mishap? Or ...
- Mon Mar 11, 2024 11:46 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed?) crash to desktop
- Replies: 6
- Views: 3358
Re: crash to desktop
Unfortunately, I cant see reproducing it as any more than random chance. There's nothing I can see that makes it likely here. The critters in question aren't particularly close to start with, and my last save was annoyingly old by the time it happened.
- Sun Mar 10, 2024 11:31 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed?) crash to desktop
- Replies: 6
- Views: 3358
Re: crash to desktop
(0.81 for the record. I do a bit of AI tweaking for my stairs stuff, but I don't think anything that should be causing problems in the engine-side code...)
10165 is a level transition, several teleporters and a bunch of walking away from 10095 but its not impossible for them to have grouped up.
10165 is a level transition, several teleporters and a bunch of walking away from 10095 but its not impossible for them to have grouped up.
- Sun Mar 10, 2024 10:44 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed?) crash to desktop
- Replies: 6
- Views: 3358
(fixed?) crash to desktop
"Monsters cant agree who is boss
This is more than likely a bug in DSB"
log.txt:
AI: Boss 10165 thinks 10095 is boss!
AI: 10095 thinks 10095 is boss
Error: Monsters can't agree who is boss.
This is more than likely a bug in DSB.
uh, is that actually a disagreement?
This is more than likely a bug in DSB"
log.txt:
AI: Boss 10165 thinks 10095 is boss!
AI: 10095 thinks 10095 is boss
Error: Monsters can't agree who is boss.
This is more than likely a bug in DSB.
uh, is that actually a disagreement?
- Fri Mar 08, 2024 5:04 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Aargh! Wrong start button!
- Replies: 0
- Views: 5332
Aargh! Wrong start button!
It is now official: I have clicked the wrong start button too many times.
local front_door_noclick=3
function front_door_click(x, y, b)
if (b == 1) then
if (x > 488 and x < 512) then
if (y > 114 and y < 138) then
dsb_sound(snd.click)
-- dont start a new game unless we really mean it
if (gt ...
local front_door_noclick=3
function front_door_click(x, y, b)
if (b == 1) then
if (x > 488 and x < 512) then
if (y > 114 and y < 138) then
dsb_sound(snd.click)
-- dont start a new game unless we really mean it
if (gt ...
- Sun Jan 07, 2024 1:17 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Subrenderer frequency?
- Replies: 6
- Views: 22745
Re: Subrenderer frequency?
After one too many "this was technically solvable but there was a key under a trash pile about 5 levels ago you missed so now you're stuck", the overall plan is I'm looking at implementing an Oracle for that random dungeon generator I have.
My concept is a small permanent hit to a given character's ...
My concept is a small permanent hit to a given character's ...
- Sun Jan 07, 2024 1:19 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Subrenderer frequency?
- Replies: 6
- Views: 22745
Re: Subrenderer frequency?
I knew messages were the proper way to do it, and I got things working pretty quickly once I stopped being lazy 8-)
But I figured I should find out the way it should behave and update the wiki. Now I get to be lazy there instead 8-)
But I figured I should find out the way it should behave and update the wiki. Now I get to be lazy there instead 8-)
- Sat Jan 06, 2024 1:27 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Subrenderer frequency?
- Replies: 6
- Views: 22745
Subrenderer frequency?
The docs on the wiki imply a subrenderer would be called 6 times a second.
In actual use, it seems that a subrenderer will be called much faster for an item looked at via the eye than if put in the hand. Is this intended?
(I had thought I could use that 6 times a second for some idle activity, but ...
In actual use, it seems that a subrenderer will be called much faster for an item looked at via the eye than if put in the hand. Is this intended?
(I had thought I could use that 6 times a second for some idle activity, but ...
- Sat Jan 06, 2024 1:21 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_textformat seems wierd?
- Replies: 4
- Views: 16441
Re: dsb_textformat seems wierd?
Cool. Like I implied I wasn't planning on using it but it having that side effect was wierd and unsettling...