Playtesting Conflux II
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- PicturesInTheDark
- Arch Master
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- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria
So far the .a version worked pretty fine for me - has some nice new graphics in it - the priests symbol looks magnificent, for example. I experienced one timer problem though - but only in a certain area ("free entry") - game crash after moving a little in there. There's no save game but I can try and re-do it maybe with the same effect. I can give you my logfile and saved games, maybe that helps - let me know. But it's not the same problem as last time because it did not come up afterwards again...
Regards, PitD
Regards, PitD
- cowsmanaut
- Moo Master
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- PicturesInTheDark
- Arch Master
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- Joined: Mon Aug 26, 2002 4:47 pm
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Just to double check, are you launching using the .bat files that set up DM or CSB, rather than clicking on the 'csb.exe'?
Conflux is similarly set up by replacing these files, i believe, not anythign on the root (that's what i did, playing using a replaced DM set up)
Conflux is similarly set up by replacing these files, i believe, not anythign on the root (that's what i did, playing using a replaced DM set up)
Last edited by beowuuf on Mon Dec 01, 2003 5:38 pm, edited 1 time in total.
- cowsmanaut
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- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I posted CSBwin Version 9.6n.
The Atari code used 16-bit integers for most things.
You could not save if a database was bigger than 32767
bytes. The monster database exceeded that. I believe
that means there were 32000/16 monsters. That is
2000 monsters. Or an average of 125 per level. Hmmmm.
That is a lot of Hack-an-Slash.
=============================================
Version 9.6n
--Allow databases to exceed 32767 bytes.
The Atari code used 16-bit integers for most things.
You could not save if a database was bigger than 32767
bytes. The monster database exceeded that. I believe
that means there were 32000/16 monsters. That is
2000 monsters. Or an average of 125 per level. Hmmmm.
That is a lot of Hack-an-Slash.
=============================================
Version 9.6n
--Allow databases to exceed 32767 bytes.
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
More requests!
1) When editing a level, you show the number of each monster. Could you also show the number of monster generators for each kind?
2) In finding object: could you add the search for monsters?
3) In finding object: could you add the search for scrolls containing a given word?
4) In finding object: could you add the search for texts containing a given word?
5) In finding object: could you add the search for a given decoration? (wall or floor, no matter the function of the actuator)
6) You can give negative hitpoints to a monster. (By the way, could you use that as a feature to create immortal monsters?)
1) When editing a level, you show the number of each monster. Could you also show the number of monster generators for each kind?
2) In finding object: could you add the search for monsters?
3) In finding object: could you add the search for scrolls containing a given word?
4) In finding object: could you add the search for texts containing a given word?
5) In finding object: could you add the search for a given decoration? (wall or floor, no matter the function of the actuator)
6) You can give negative hitpoints to a monster. (By the way, could you use that as a feature to create immortal monsters?)
- Paul Stevens
- CSBwin Guru
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- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
1) Carded
2) Carded
3) Carded
4) Carded
5) Carded
None of these things seems difficult at first glance.
But I wonder. Would it be wise for me to provide
a dump to an ASCII text file? Then you could search
for whatever you please without asking me to change the
program. Another advantage is that such a dump might
prvide the foundation for conversion to RTC or some other
clone. If someone wanted to write a conversion program I
could work with them to make the dump complete and
easy to parse. For ConfluxII we would have a large file.
6) Carded. It should always be positive.
We can make the maximum hitpoint value be a special
case meaning invulnerable.
Do people want me to attempt this? It would be a non-backward
compatible feature....old designs with the maximum would
be broken.
2) Carded
3) Carded
4) Carded
5) Carded
None of these things seems difficult at first glance.
But I wonder. Would it be wise for me to provide
a dump to an ASCII text file? Then you could search
for whatever you please without asking me to change the
program. Another advantage is that such a dump might
prvide the foundation for conversion to RTC or some other
clone. If someone wanted to write a conversion program I
could work with them to make the dump complete and
easy to parse. For ConfluxII we would have a large file.
6) Carded. It should always be positive.
We can make the maximum hitpoint value be a special
case meaning invulnerable.
Do people want me to attempt this? It would be a non-backward
compatible feature....old designs with the maximum would
be broken.
For practical use, it would be best if the search is integrated into the CSBuild. The main goal when you make such a search is to find the item and modify it.
6) I don't think this would affect old dungeons. If you put the maximum hitpoints in CSBuild you would have obtained a negative value. So nobody did it. Anyway Dungeons done with DMute never put over 10 000 HP, I think.
6) I don't think this would affect old dungeons. If you put the maximum hitpoints in CSBuild you would have obtained a negative value. So nobody did it. Anyway Dungeons done with DMute never put over 10 000 HP, I think.
- Paul Stevens
- CSBwin Guru
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- Joined: Sun Apr 08, 2001 6:00 pm
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Zyx is probably right that an integrated search would be more comfortable, but I'd like to see an ASCII dumb in addition very much, because if one day there was conversion from/to RTC possible that would be absolutely fantastic, and it seems that such a dumb might be a first and necessary step toward such a conversion tool.
Parting is all we know from Heaven, and all we need of hell.
- PicturesInTheDark
- Arch Master
- Posts: 1154
- Joined: Mon Aug 26, 2002 4:47 pm
- Location: Vienna, Austria
Paul, I was working with CSBwin today and found, that the function "Finding a lock that was operated by a key" did not work properly - it was missing out at least one place I knew of that was operated by the key I was searching for. I tried it directly afterwards in CSBwin... shall I provide details via email or can you look at it without further comments?
Something else in that regard: It might be practical to be able to either look for anything that is activated by a certain object (as already provided by the small checkbox below the "find object" option) or only for those who still are active . In general, when searching any object and finding more than one I would like to be able to chose one from the list, so that CSBuild goes back to normal mode (from the find mode) and stay in the level of the object I selected (like the windows explorer search), maybe simply activated by the "enter" key or a double mouse click.
Regards, PitD[/b]
Something else in that regard: It might be practical to be able to either look for anything that is activated by a certain object (as already provided by the small checkbox below the "find object" option) or only for those who still are active . In general, when searching any object and finding more than one I would like to be able to chose one from the list, so that CSBuild goes back to normal mode (from the find mode) and stay in the level of the object I selected (like the windows explorer search), maybe simply activated by the "enter" key or a double mouse click.
Regards, PitD[/b]
- Paul Stevens
- CSBwin Guru
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- Location: Madison, Wisconsin, USA
Some details would make my job much easier than trying
all the possibilities myself.
"Are still active"? I thinkwe are on different wavelengths
here. It certainly does not find any inactive actuators. So
I need details or an example here, too.
How about if you can select one and immediately go to
the editor for that actuator? Don't know if that is reasonable
to implement but it seems like maybe what you want.
Else I could simply switch to the proper map level.
all the possibilities myself.
"Are still active"? I thinkwe are on different wavelengths
here. It certainly does not find any inactive actuators. So
I need details or an example here, too.
How about if you can select one and immediately go to
the editor for that actuator? Don't know if that is reasonable
to implement but it seems like maybe what you want.
Else I could simply switch to the proper map level.
- PicturesInTheDark
- Arch Master
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- Location: Vienna, Austria
Zyx, Paul: The keyhole I was talking about was definitely active, I tried it afterwards with CSBwin - the door opened with the object that I searched for in CSBuild before.
As for the searches: What I want to be able to do is choose one of the items out of the group of those found and directly go to the level it's on. So if I'm looking for, say, Boots of Speed in DM I want to choose the ones in the spider room in level 12, press any button or the mouse and then see that level in CSBuild, not having to start at level 1 and then looking using the page down key if possible.
Regards, PitD
As for the searches: What I want to be able to do is choose one of the items out of the group of those found and directly go to the level it's on. So if I'm looking for, say, Boots of Speed in DM I want to choose the ones in the spider room in level 12, press any button or the mouse and then see that level in CSBuild, not having to start at level 1 and then looking using the page down key if possible.
Regards, PitD
- Paul Stevens
- CSBwin Guru
- Posts: 4322
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Beowuuf send a conflux savegame that caused a lot
of problems for CSBuild and caused a hang in CSBwin.
The hang was due to a pressure pad at 12(2,23) ..I think..
that had a pad that opened a pit on the same cell after zero
delay. So when the pit opened the pad was released causing
the pit to open causing the pad to release causing the pit to
open causing the pad to release causing the pit to open
causing the pad to release.....well, you get the idea. This
is a 'bug' (if you want to call it that.....it could be called a
bug in the design) in the origian Atari code. I fixed it.
Release CSBuild 0.816 and CSBwin 9.6v4
===========================================
Version 0.816
--Tolerate Missiles and Clouds when checking objects.
--Decode Missile Timers in 'View Active Timers'.
--Do not use Timer types 24, 25, 60, and 61 in clone discovery.
===========================================
Version 9.6v4
--'Wiggle' objects on a pit only when the pit goes from a closed
to an open state....not when it is open and then set open again.
of problems for CSBuild and caused a hang in CSBwin.
The hang was due to a pressure pad at 12(2,23) ..I think..
that had a pad that opened a pit on the same cell after zero
delay. So when the pit opened the pad was released causing
the pit to open causing the pad to release causing the pit to
open causing the pad to release causing the pit to open
causing the pad to release.....well, you get the idea. This
is a 'bug' (if you want to call it that.....it could be called a
bug in the design) in the origian Atari code. I fixed it.
Release CSBuild 0.816 and CSBwin 9.6v4
===========================================
Version 0.816
--Tolerate Missiles and Clouds when checking objects.
--Decode Missile Timers in 'View Active Timers'.
--Do not use Timer types 24, 25, 60, and 61 in clone discovery.
===========================================
Version 9.6v4
--'Wiggle' objects on a pit only when the pit goes from a closed
to an open state....not when it is open and then set open again.
- Lubor Kolar
- Artisan
- Posts: 178
- Joined: Thu Jan 25, 2001 10:21 pm
- Location: Prague, Czech Republic, Europe
I must admit i have done the same style of thing with teleporters and wall triggers in the past - where an effect is instantaneous like teleporting to a teleporter to a teleporter etc back into itself in a chain, or if a trigger firing an effect that generates an effct back at the original square (a graphical toggle, for example).
If this CSB version is managing to avoid this pitfall all together, then many thanks indeed!
Out of interest, what are type 24 and 48 timers?
If this CSB version is managing to avoid this pitfall all together, then many thanks indeed!
Out of interest, what are type 24 and 48 timers?
- Paul Stevens
- CSBwin Guru
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- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Lubor: Source for CSBwin? Producing the official source
release is a great pain. How about I post my private code
just for you and you keep it private? Then, after ConfluxII
has been tested for a couple of months I will try to release
a version 9.7.
Beowuuf: Timer 24 controls the clouds. Like the poison
cloud or fluxcage. I don't know about 48 off the top of
my head.
release is a great pain. How about I post my private code
just for you and you keep it private? Then, after ConfluxII
has been tested for a couple of months I will try to release
a version 9.7.
Beowuuf: Timer 24 controls the clouds. Like the poison
cloud or fluxcage. I don't know about 48 off the top of
my head.
- Lubor Kolar
- Artisan
- Posts: 178
- Joined: Thu Jan 25, 2001 10:21 pm
- Location: Prague, Czech Republic, Europe
If it is possible, I promise I'll keep it secret. If you want, you can mail it to me at lubor dot kolar at st dot com, thanks.Paul Stevens wrote:Lubor: Source for CSBwin? Producing the official source
release is a great pain. How about I post my private code
just for you and you keep it private? Then, after ConfluxII
has been tested for a couple of months I will try to release
a version 9.7.