And now
http://en.file-upload.net/download-1126 ... c.zip.html
(not major, but cleans up a bit of text glitchiness because on_spawn didn't work in the way I expected)
Search found 171 matches
- Sun Jan 31, 2016 11:15 am
- Forum: DSB
- Topic: [DSB] Probably Solvable- A random dungeon generator
- Replies: 16
- Views: 20673
- Sun Jan 31, 2016 10:57 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) on_spawn trigger conditions
- Replies: 2
- Views: 1933
(fixed) on_spawn trigger conditions
Hi on_spawn doesn't appear to trigger if an item is created inside anther item. Should this be the case? Or am I misusing the API? Here is a simple example, with a gem object that logs it's ID as an on_spawn event http://en.file-upload.net/download-11263868/noonspawn.zip.html loggem #20 logs success...
- Sun Jan 31, 2016 9:09 am
- Forum: DSB
- Topic: [DSB] Probably Solvable- A random dungeon generator
- Replies: 16
- Views: 20673
Re: [DSB] Probably Solvable- A random dungeon generator
Here is a new version http://en.file-upload.net/download-11263671/probablysolvable20160131b.zip.html This one adds secret areas to the dungeon. These are guaranteed* to be non-essential for completing the dungeon, but item drops in the secret areas are calculated as much deeper into the dungeon. The...
- Mon Aug 10, 2015 12:23 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
Cool. I wasn't sure any change was necessary, but if there's a drop in replacement MT in a suitable license, a better RNG is always better 8-)
thanks
thanks
- Sun Aug 09, 2015 11:19 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
Oh, and in case anyone winds up here looking for larger dsb_rands, I'll leave this here. (nb I know there are statistical issues with this style of algorithm, but I'm not using it for cryptography, so it ought to be OK) -- random number generator suitable for ranges up to a couple hundred million fu...
- Sun Aug 09, 2015 4:26 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
Oh two additional things: 1) Is there sufficient data up there, or would you rather the full reams and reams of it? (I would be looking at putting a zip file somewhere rather than dumping all that to the forum) 2) I'm not sure that any of this actually constitutes a problem with dsb_rand, just a lim...
- Sun Aug 09, 2015 4:13 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
The overlap case for lua random is a bit trickier, so I added a histogram math.randomseed(34892895636) -- arbitrary seed, for reproducability local dist={} local hist={} local temp for i=0,999999 do temp=math.random(0,30000) if (dist[temp] == nil) then dist[temp] = 1 else dist[temp] = dist[temp]+1 e...
- Sun Aug 09, 2015 3:59 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
Lua's random falls through to ANSI C random, which can have a range (depending on the implementation) "as low as 32767" using math.randomseed(34892895636) -- arbitrary seed, for reproducability local dist={} local temp for i=0,999999 do temp=math.random(0,9999999) if (dist[temp] == nil) th...
- Sun Aug 09, 2015 3:49 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
If I put local dist={} local temp for i=0,999999 do temp=dsb_rand(0,30000) if (dist[temp] == nil) then dist[temp] = 1 else dist[temp] = dist[temp]+1 end end for k,v in pairs(dist) do __log(tostring(k) .. " -> " .. tostring(v)) end in startup.lua I get Lua: 1 -> 61 Lua: 2 -> 60 Lua: 3 -> 62...
- Sun Aug 09, 2015 3:44 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
If I put local dist={} local temp for i=0,999999 do temp=dsb_rand(0,99999999) if (dist[temp] == nil) then dist[temp] = 1 else dist[temp] = dist[temp]+1 end end for k,v in pairs(dist) do __log(tostring(k) .. " -> " .. tostring(v)) end in startup.lua I get Lua: 1 -> 34 Lua: 2 -> 35 Lua: 3 ->...
- Sat Aug 08, 2015 5:22 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: limits to dsb_rand
- Replies: 12
- Views: 5036
Re: limits to dsb_rand
A correction: while dsb_rand may not *crash* for very large ranges, I wouldn't call the results of any range above about 3200 really viable. a) dsb_rand seems to use "generate a randomish number in 0 .. 32767 and then modulus it into the required range" which means that: b) if the range is...
- Sat Aug 01, 2015 4:59 am
- Forum: DSB
- Topic: [DSB] Probably Solvable- A random dungeon generator
- Replies: 16
- Views: 20673
Re: [DSB] Probably Solvable- A random dungeon generator
And here's the first inevitable bugfix 8-) http://en.file-upload.net/download-10810563/probablysolvable20150801.zip.html If a pressure pad was right next to a moveable wall, then you could step off the pad into the wall and it would close behind you. There was an 'emergency pad' mechanism to open it...
- Mon Jul 27, 2015 2:14 pm
- Forum: DSB
- Topic: [DSB] Probably Solvable- A random dungeon generator
- Replies: 16
- Views: 20673
[DSB] Probably Solvable- A random dungeon generator
:arrow: The default dungeon is randomly generated and is probably solvable, but I haven't playtested it so I don't know. So I've been tweaking Joramun' Chaos Hack for a while, but I ran into a problem where I was pretty sure it was possible to wind up with a situation where you needed to use the ri...
- Sun Jul 19, 2015 6:12 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Crash on delayed teleport and invalid id
- Replies: 1
- Views: 2426
(fixed) Crash on delayed teleport and invalid id
Hi Under some circumstances, it is possible for teleports and messages to combine to crash the system. The teleport can get delayed indefinitely, and if the target is deleted for any reason then everything falls over due to messages involving a now-invalid id... simple test case: http://en.file-uplo...
- Thu Jun 18, 2015 4:42 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) ESB log flush
- Replies: 5
- Views: 2919
Re: (done) ESB log flush
No great hurry- I do have a workaround for it 8-)
- Wed Jun 17, 2015 7:23 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: [Feature Request] Return to title
- Replies: 2
- Views: 2112
Re: [Feature Request] Return to title
Ok. I may look into that, but I suspect that this may be one of those circumstances where I didn't so much need a solution but rather needed a chance to whine about it to someone 8-)
- Wed Jun 17, 2015 3:30 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) ESB log flush
- Replies: 5
- Views: 2919
Re: [Feature Request] ESB log flush
If I load a dungeon in ESB, I cannot see the logs generated in the process until ESB is closed (or enough data is generated to trigger a write). So it would be handy to have the buffers written out at that point so that I can see what is going on. (I'm dumping reams of additional data into the log f...
- Tue Jun 16, 2015 7:39 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: [Feature Request] Return to title
- Replies: 2
- Views: 2112
[Feature Request] Return to title
It may be a bit of a change for the original, but how hard would it be to add some sort of "return to title screen" or "load new game" option. I have this problem that my process for starting my ongoing playthrough is: 1) Start DSB 2) Hit enter dungeon 3) Swear 4) Quit DSB 5) Res...
- Tue Jun 16, 2015 4:48 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) ESB log flush
- Replies: 5
- Views: 2919
(done) ESB log flush
Could I request that ESB should flush its log file when it finishes loading a dungeon?
It probably doesn't affect most people, but I'm still tinkering with trying to get this random dungeon generator to be better than "probably solvable" 8-)
It probably doesn't affect most people, but I'm still tinkering with trying to get this random dungeon generator to be better than "probably solvable" 8-)
- Sun May 24, 2015 4:00 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: howto query: Visible but inaccessible alcove
- Replies: 5
- Views: 2762
Re: howto query: Visible but inaccessible alcove
No apology required- I was just highly amused that our solutions matched right down to the faked object being the firestaff 8-)
(I guess it is the most obvious candidate, but even so...)
(I guess it is the most obvious candidate, but even so...)
- Sun May 24, 2015 6:22 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: howto query: Visible but inaccessible alcove
- Replies: 5
- Views: 2762
Re: howto query: Visible but inaccessible alcove
Saruman: That sounds an awful lot like my hacky version Sophia: Thanks. I had actually thought "is there anything in the test_dungeon that does something like this" but had dismissed looking at the small alcove because it hides everything when disabled... Anyhow, here is the fixed version ...
- Sat May 23, 2015 10:17 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: howto query: Visible but inaccessible alcove
- Replies: 5
- Views: 2762
howto query: Visible but inaccessible alcove
Hi Ive been playing around with making a covered alcove where there is a barrier that prevents the player grabbing the contents of the alcove. The only way I found to prevent the player grabbing stuff "through" the barrier was by making a fake alcove+item graphic and substituting that unti...
- Tue Sep 30, 2014 2:15 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DM & CSB in DSB fix thread
- Replies: 34
- Views: 27170
Re: DM & CSB in DSB fix thread
Hi I'm getting started on a playthrough of dsbcsb060 in which the dungeon.lua has date 25/11/2013 and CRC 54069D03 (I *think* this is the most uptodate version...) Will document stuff that seems out of whack as I go. At 8,19,27 the wallwriting [3141] should be on the east side At 8,31,11 I believe t...
- Mon Mar 24, 2014 11:19 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.62
- Replies: 2
- Views: 2305
Re: DSB Version 0.62
AWESOME
(I've been kinda waiting for this version...)
Now to see if the dsb_move tweaks make my code work better than the END_OF_FRAME does 8-)
Thanks
(I've been kinda waiting for this version...)
Now to see if the dsb_move tweaks make my code work better than the END_OF_FRAME does 8-)
Thanks
- Wed Mar 12, 2014 4:48 pm
- Forum: Links and Questions & Answers
- Topic: Altimeter
- Replies: 14
- Views: 8011
Re: Altimeter
As long as you only want it to work for a single dungeon, you could just have a lookup table of level-altitude. DSB style would be something like altimeter_lookup= { -- outside 1=0, 2=0, 3=0, -- tower 4=0, 5=1, 6=2, 7=3, -- basement 8=-1, 9=-2, -- space 10="freefall" } and have the altimet...
- Thu Feb 27, 2014 12:24 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DM & CSB in DSB fix thread
- Replies: 34
- Views: 27170
Re: DM & CSB in DSB fix thread
As a bandaid that would work, but it would be better if method_physattack didn't assume the value was set for all monsters when it isn't.
Either that or there should be a base monster class with appropriate default values so if we start by cloning that then we guarantee crash-safety.
Either that or there should be a base monster class with appropriate default values so if we start by cloning that then we guarantee crash-safety.
- Wed Feb 26, 2014 12:37 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) Trivial Bug: Incorrect hook
- Replies: 0
- Views: 5337
(fixed) Trivial Bug: Incorrect hook
In hooks.lua, you have the method
h_fuse_chaos
but in the fuse method, you actually call
h_fused_chaos
h_fuse_chaos
but in the fuse method, you actually call
h_fused_chaos
- Sat Feb 22, 2014 6:30 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DM & CSB in DSB fix thread
- Replies: 34
- Views: 27170
Re: DM & CSB in DSB fix thread
Here's one not already listed: the game doesn't actually bother to end once you fuse Chaos. The grey lord just sits there gesturing vaguely until you get bored and attack him. At that point the game crashes. [S:base/methods.lua:180: attempt to perform arithmetic on field 'quickness' (a nil value)] e...
- Fri Feb 21, 2014 5:33 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Dm hotfix and transfer
- Replies: 1
- Views: 1961
Dm hotfix and transfer
I discovered too late that the DM download at http://www.dungeon-master.com/forum/viewtopic.php?f=73&t=29633 doesn't actually include half of the known bugfixes yet. So I made a tweaked startup.lua that fixes all the known bugs for a mid-game savefile http://en.file-upload.net/download-8643463/d...
- Tue Feb 18, 2014 4:51 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DM2 style sconces
- Replies: 8
- Views: 3860
Re: DM2 style sconces
Thanks, that was exactly what I was asking 8-) I suppose I should actually read through the base/ files instead of just grepping for a few likely strings... http://en.file-upload.net/download-8634003/sconcelight.zip.html OK, this version responds to party movement instead of polling, and gives me a ...