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Posted: Thu Feb 14, 2008 4:21 pm
by Paul Stevens
Antman wrote:
P.S. there's some extra walls and missing walls in that map.
Yes. It was all done with a text editor. Very
tedious and error-prone. It is not intended
as a finished product.
How can we put the maps online in such a way
that people can edit them?
To edit the text for an 'interesting' point in the
dungeon we can simply assign a wiki page for
each such point: "Conflux002903" for a point
at 00(29,03). I can include the popup page when
displaying the map.
But I don't want to write an editor. We have
CSBuild. Someone could be in charge of the
savegame. People could 'Check it out', modify
it, and send it back. I could write a program
to create the html from the savegame. This
is certainly a clunky process but it would allow
almost any information to be stored in the game.
Like objects, switches, texts, etc. in a natural way.
Or we could invent some text-based way of
defining the map so that it, too, could be contained
on wiki pages and easily edited by anyone.
"ConfluxMap00", "ConfluxMap01", etc.
Code: Select all
EEEEEEEEEE
EW pWWWWE
E WWW WE
E-WWW WWE
E WWWE
EEEEEEEEEE
Posted: Thu Feb 14, 2008 4:46 pm
by Gambit37
Paul Stevens wrote:I could write a program
to create the html from the savegame. This
is certainly a clunky process but it would allow
almost any information to be stored in the game.
Like objects, switches, texts, etc. in a natural way.
Greatstone has already done all that work with SCK, no point duplicating it:
http://greatstone.free.fr/dm/technical_dungeon.html
I don't know if you can leverage what he's done into something that could be used as an editor, it would still be a lot of work.
Posted: Thu Feb 14, 2008 5:26 pm
by Paul Stevens
As I said, I don't think I want to tackle
a graphic editor in HTML. I have never
written HTML, php, nor Javascript except
to make tiny changes or obvious extensions
to someone else's code.
Greatstone's work looks interesting. I will
attempt to try it out. It looks as if it will
not work directly with ConfluxIII since it
appears from the comments that it only
supports the original savegame formats.
That might be easy to fix.
My plan was to use CSBuild's 'ASCII Dump'
feature to get the information in a nicely
formatted way.
Posted: Fri Feb 15, 2008 4:23 pm
by Parallax
Pretty neat! And in case someone else uses oudated technology, it works with Netscape v7.02!

Posted: Sat Feb 16, 2008 4:36 pm
by Paul Stevens
Thanks for the Netscape check. I have a
Netscape sitting on my desktop but
neglected to try it.
Folks.......So far exactly one person has
contributed directly to the wiki. Is it
something I said? Something I ate? Are
we waiting for a starting gun? Is this whole
thing a bad idea? Did I start something that
should never have been? Is everyone hesitant
to share personal knowledge? There is so
much that could be easily added.....What
are the monsters like? Why choose Lief as
a companion? What kinds of things should
we look for in the Sewers? What is with these
'Pods' or whatever and what are they good for.
How do things get Cursed and can we fix them?
What's with this water situation?
On and on and on and on and on and on and ....
Posted: Sat Feb 16, 2008 5:16 pm
by Gambit37
I haven't played Conflux 3 so can't really contribute. Even If I could, my limited spare time is spent on other things right now.
I do know that a lot of other regulars have limited time to put aside for such things as documentation. Maybe we need some kind of incentive?
Posted: Sat Feb 16, 2008 5:42 pm
by beowuuf
I'm currently sitting here with your monster files, sadly I can't actually figure out how t convert the .bin files back to viewable information again! Looking over it now (with a bath break in between) to work out what is going wrong. I have a sneaking suspicion it has to do with adding ID numbers or something....
As for writing stuff, while I can't add detailed info about many aspects of the dungeon anymore since it's obviously expanded beyond what I have play tested, I should be able to spew forth alot of basic stuff - just waiting for the mews as it were, keep having alot of things competing for my attention and energy
Actually, as long as the citation warning is put on it, I guess I could add what used to be correct.
And I don't think we need any incentive apart from people just sitting on the sidelines assuming they can't contribute because they haven't played as much as others. The point is the peope who have knewly played probably know more than some of the veterans given the evolution of the game
Anyway, will try harder! Conflux deserve as wiki now it seems to be a solid engine behind it and growing
Posted: Sat Feb 16, 2008 6:57 pm
by Paul Stevens
assuming they can't contribute because . . .
As I see it, we need any sort of contribution.
Once some words have been added, people
will probably be anxious to correct them.
Even total mis-information lays the foundation
and outline of what can be and determines what
people find interesting. I could add a
lot of stuff myself but I have not really been
playing the game and what I know is based
on cheating by decrypting the dungeon and
using the editor; I have not yet been able to put
my information in a 'protected' area of the wiki.
Also, nobody has expressed any opinions as
to how the maps might be edited. I am going
to proceed to provide a VERY primitive way of
editing them online because I think that is the
way to maximize interest and get people
involved. And because that is the way a
wiki is supposed to work. Thisw work will take
a while and the decision can be changed if
there is any sort of concensus to the contrary.
Posted: Sat Feb 16, 2008 7:17 pm
by beowuuf
I think the map online editing is possible a must - people might have the time to quickly alter a square they know is wrong, but not have the time or inclination to
I've got trapped playing to write a start, and ended up in the DD - sicne you have no protected area, not sure about releasing that one. It's a pretty fun easter egg to find and play.
And still no joy with the .bin file!

Posted: Sun Feb 17, 2008 10:22 am
by Antman
I am still very interested in the wiki but I haven't added anything yet myself. I most interested in having a map and area by area walkthrough with the locations of important items, like keys, guild items and competition items. So this would be what I would like to contribute but so far I don't know the best way how to do this, you saw what I had done with the Cellar level map and word doc so i can keep doing this level by level and somehow add it all to the wiki when I know the best way.
Also, there is a mass of knowledge about this game and it's hard to know where to start with the information. And also I'm a little anxious as to what Zyx would allow? He might not like the idea of a full walkthrough available to anyone.
Posted: Sun Feb 17, 2008 1:06 pm
by zoom
I will post some strategies for fighting Trolins.
should it be level dependant tips, like, tactics in the sewers?
or a general hint at the monsters section.. or both?
Trolins
they will flee once they are on the brink of death.
sometimes, a group of them will split up. It seems it
has also something to do with how healty they are.
they will retreat when one of them on the same tile is being killed.
general advice:
take care, search for an area where you can dance around them.
corridors and the like are dangerous for you, when they chase you.
In that case, try to land a few hits in and retreat or use corners to
your advantage.
They are throwing clubs as a welcome greeting.
Trolins can collect clubs off of the ground and then throw them.
Even more so, do not let them attack you on a straight line,
they will hit you immediately while stepping forward.
Try to circle them, land a few hits, and be careful when they
split up in the middle of the fight, you can get surrounded!
spells: poison clouds work wonders. They will leave that tile and
take a bucketfull of damage.
water demons/caterpillar creatures?
they tend to form groups. They are slow to move, but that is partly an
illusion, for they have only a bad sight. Once they are aware of you,
they will attack rather fiercely and you can soon be surrounded.
Use the group forming tendency and the slowness to your advantage.
Quickly run between them to get to another area. Sometimes, even
when the way is blocked, they could gather on one tile, and you are
able to sneak past them.
They got a weak poison, but it is nevertheless dangerous.
In the Sewers, your Vitality stat is going to be low.
With poison in your veins, sleeping hardly lets you regain health,
so you will weaken considerably over time.
And since caterpillars respawn, it is not advised to linger too long.
spells: They seem to be ignorant to poison clouds, but a ?poisonbolt?
spell seems to sometimes make them leave the tile.
Food and Water can get a problem. In fact, you can survive by
Water alone. If you have a fountain nearby, you will be able to
survive. Stamina won't rise over half the bar, but you will regain full
Health and Mana eventually. Only take care that water is always green,
never yellow.
Vice versa, you can survive by food alone. But not tested thoroughly.
Snapdragons are your friend. They reappear on occasion.
Try to eat in a short time as much as possible of it and you become considerably tougher! 10 in a row seems like a start. Then it has
even some nutrition.
Good for breaching your way out of hopeless situations, like when you
begin the game, or to boost up the party for descending.
Posted: Sun Feb 17, 2008 4:44 pm
by Paul Stevens
Here is what I envisioned....We have a monster
index page ( "ConfluxMonsterList" ).
The last column of the table is reserved as
a link to a more detailed page. Look at the
links in some other monster to see how the
link is created and how it is named. We also
plan to add a picture on each monster's page.
This scheme is hardly cast in stone. Good
ideas are most welcome.
I think we should have an index page for
the objects, too. I will start one and put your
paragraph in for starters.
Posted: Sun Feb 17, 2008 4:56 pm
by beowuuf
Ooh, I can do the object pictures ok! Well, you know, in the whole 'timeconsming ripping them from the graphics.dat' way - but at least I can do that!
The skins version of ADGE needs a VB thing I don't have, VB hates 98, and my laptop keeps turning its nose up at the wireless network every 2 seconds!
Posted: Sun Feb 17, 2008 5:14 pm
by Paul Stevens
Ain't it fun when your tools don't work?
I have added an Object Index with two
objects. Also a page for Snapdragons.
Anyone notice the 'Signature' that appears
after saving a page? It says "PHPwiki".
Can anyone make a .gif file that would
make a better signature for our wiki?
Posted: Sun Feb 17, 2008 5:25 pm
by Paul Stevens
A hint.....
zoom renamed my mis-spelling of 'Lief'
to 'Leif' and changed a link. But he did not
rename the page - so the link was broken.
The easiest way to change a pagename
is to 'Rename' the page, with option to
rename all the links to that page automatically.
Posted: Sun Feb 17, 2008 5:45 pm
by Parallax
Sorry that I haven't been active at all on the Wiki. I have very little time these days. Basically, the only time I can do anything is on Sunday morning. Hey, look at that, it's Sunday morning! Well, time to pay the wiki a visit, I guess.

Posted: Mon Feb 18, 2008 12:00 am
by zoom

sorry about that!
I noticed something was wrong, but
did not look any further! A combo
of lack of knowledge about editing and
forgetfulness!
Posted: Mon Feb 18, 2008 12:21 am
by beowuuf
Paul Stevens wrote:Ain't it fun when your tools don't work?
And a relief when they finally do!
Have a folder of monster front images, will name them according to zyx's naming (with alternate names in brackets) and post a link to the zip
Posted: Mon Feb 18, 2008 1:10 am
by beowuuf
sign me up
Posted: Mon Feb 18, 2008 3:23 am
by Ssskel
Hi,
If you want to, you can sign me up to be able to add info.
I'm in the middle of the dungeon having fun... I can contribute with my limited knowledge.
ssskel
Posted: Mon Feb 18, 2008 3:37 am
by Paul Stevens
ssskel...
You are all set. I will PM your password.
Feel free to change it.
Posted: Mon Feb 18, 2008 4:41 pm
by Gambit37
Not having played C3, I was unaware that the zip file of monsters I released some time ago had been put to good use. Coolio!
map passwords
Posted: Mon Feb 18, 2008 5:40 pm
by Ssskel
Hi guys,
Have anyone tried to guess the maps passwords before getting them in the game ?

I guessed 2 right on 1st try ! Even THAT is fun with conflux.
Haven't found guild & temple passwords yet either playing the game or guessing

ssskel
Posted: Tue Feb 19, 2008 4:05 am
by Antman
Hey Paul could I grab an account and password as well?
I managed to guess one of the map codes I think, for the dragon lair, or maybe you are supposed to guess that one? I couldn't find it anywhere.
Posted: Tue Feb 19, 2008 5:27 am
by Paul Stevens
I have added Antman's images for most of
the monsters.
See:
http://www.dianneandpaul.net/DMwiki/ind ... onsterList
and
http://www.dianneandpaul.net/DMwiki/Ima ... terImages/
I need some help finishing the few that
remain.
Posted: Tue Feb 19, 2008 6:21 am
by Antman
I think I'm getting some false credit here, I didn't get those images, in fact the amount of those monsters I haven't actually seen before worries me... although I haven't done any guild endings where i believe a lot of them are.
Posted: Tue Feb 19, 2008 9:14 am
by beowuuf
I think he meant me
And yeah, there are some monsters I too have no clue about - though I think I net them unskinned. Although I do know where the abyss monsters comes fom, as I am playing that set of levels just now trying to get back into conflux
Posted: Tue Feb 19, 2008 2:38 pm
by Gambit37
I noticed that in your grabs beo, some of the palettes were messed up as they were extracted with the dm default. If you can get me screengrabs of how they look in game, I could clean these all up and also remove the coloured backgrounds which would make them look better.
I didn't realise Zyx had used so many from my "stolen from lots of other games" monster library!

Posted: Tue Feb 19, 2008 4:02 pm
by Paul Stevens
I think he meant me

Posted: Tue Feb 19, 2008 4:56 pm
by Zyx
I thought you knew, Gambit.