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Author Topic: DiabloRL ported to Valkyrie 0.4.1 - testers needed  (Read 21628 times)

Kornel Kisielewicz

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DiabloRL ported to Valkyrie 0.4.1 - testers needed
« on: November 26, 2006, 08:27 »

I've ported DiabloRL to the recent Valkyrie library. If there are DiabloRL players here, I'd appriciate if they'd give it a test. I know it's boring (no new features), but it's for the sake of DiabloRL :

diablorl-0.4.1.zip

Notes:
-- conversations in town currently don't work
-- please keep an eye for other things that might not work/crash
-- please report on the invisible monster bug - does it move? attack? can it be attacked?

I didn't yet decide wether I want to go all out with DiabloRL developement -- but I'm fairly sure that I want to give it a "final polish" at least.
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Kornel Kisielewicz

Malek Deneith

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #1 on: November 26, 2006, 09:03 »

Will try it out as soon as i'm back home (i.e. tommorow about 19-20 hour)
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Igor Savin

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #2 on: November 26, 2006, 09:17 »

Will you open its' sources sometime later too?

*finished downloading, will proceed with testing*
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Kornel Kisielewicz

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #3 on: November 26, 2006, 09:20 »

Yeah, probably. But they're very unoptimised (I was going for speed of development).
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Igor Savin

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #4 on: November 26, 2006, 09:21 »

Money doesn't work, indicator in talk with Pipin shows 0 gold, and I can't buy anything, even though I have >100 gold.
Probably related to "-- conversations in town currently don't work"
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DaEezT

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #5 on: November 26, 2006, 09:26 »

Bugs I found so far:
Only the weapon slot seems to work. Was able to put different weapons and also a shield into it, but putting a shield into the "Shield" slot doesn't work. Torso & Head also don't work.

Using potions also doesn't work.

Gold doesn't stack and I end up with a full inventory really quick.

I assume you tried to emulate the tile system from Diablo and the numbers behind the item are their size (e.g. "A cap [2]" = two tiles). But it doesn't really work that way. In case of that cap I had to drop three piles of gold.
Edit: Err [2] = Armor value... But the cap shows up as size "4" in th einventory screen but when I do drop/pickup tests with gold piles it still only adds up to three.
« Last Edit: November 26, 2006, 09:29 by DaEezT »
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Malek Deneith

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #6 on: November 26, 2006, 09:30 »

DaEezT (geeez, what name) - the number [2] is the AC of cap... and cap itself takes 2x2 space in diablo - so if you had one space left you had to drop 3 piles of gold
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DaEezT

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #7 on: November 26, 2006, 09:47 »

Ye, I propably I still had one left.
I had a hard time staying alive with that first char (no potions or armor). But I managed to clear church lvl 1 with my second char so I have enough piles for testing now. And so far the inventory space systems seems to be working fine.

One thing that bugs me is that you can't easily switch weapons. You have to unequip your current one and then equip the new one. That means you have to have enough space in your inventory to place your current weapon in it. Would be really nice if I could just select the new one and press [Enter] and have the game switch them if there is enough inv space for the old one left.

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Kornel Kisielewicz

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #8 on: November 26, 2006, 09:56 »

Probably all of those are bugs resulted from porting. You can now stop playing this version -- I'll post another one soon.
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Kornel Kisielewicz

Kornel Kisielewicz

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #9 on: November 27, 2006, 01:28 »

Okay, I fixed the wear/use bug, the shop seems to work now. Except for the conversations, everything should work as in the 7DRL version. Find that invisimonster bug now, and check wether anything else is broken:

diablorl-0.4.1-2.zip
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Kornel Kisielewicz

DaEezT

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #10 on: November 27, 2006, 04:01 »

Things that work now:
- Gold stacks and is shown correctly in the character menue. I can use it to buy stuff so it's all fine now.
- Head/torso/shield slots can be used.
- Potions can be used

I found one new bug so far:

- You can close doors while a monster is standing on the door tile. It can still attack and be ataccked and also move, so it's not stuck or anything.

A few more thigns about doors in DiabloRL (dunno what is intentional and what not):

- Monsters never open any doors
- All doors appear brown while closed but some turn white when opened. Those that turn white cannot be closed again (game says they are blocked) those that stay brown can always be closed (even if a monster or an item is on the door tile)
- Monsters killed on a door tile never leave a corpse

I haven't encountered any invisible monsters yet, but then again those aren'T supposed to shop up until the caverns iirc ;)
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Kornel Kisielewicz

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #11 on: November 27, 2006, 04:18 »

- You can close doors while a monster is standing on the door tile. It can still attack and be ataccked and also move, so it's not stuck or anything.
Yeah, that was a bug in DoomRL too. I just fixed it :)

- Monsters never open any doors
Not yet.

- All doors appear brown while closed but some turn white when opened. Those that turn white cannot be closed again (game says they are blocked) those that stay brown can always be closed (even if a monster or an item is on the door tile)
Don't you remember Diablo? There were doors that got stuck once opened :)

- Monsters killed on a door tile never leave a corpse
Simillary to DoomRL -- Door is a tile, corpse is a tile -- so to maintain the ability to close the door, I need to discard the corpse.

I haven't encountered any invisible monsters yet, but then again those aren'T supposed to shop up until the caverns iirc ;)
Yeah, but there's a bug that makes normal monsters invisible :-P
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Kornel Kisielewicz

DaEezT

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #12 on: November 27, 2006, 04:33 »

Simillary to DoomRL -- Door is a tile, corpse is a tile -- so to maintain the ability to close the door, I need to discard the corpse.
But if I remember Diablo corretly killing a monster inside a doorway would leave a corpse that permanently blocks the door.

Another minor thing: the character screen says "Lifes" but imo it should be "Life".

dlvl 3 now and running out of equipment because I can't repair anything D:

Upadate:

--------------------------------------------------------------
 DiabloRL 7DRL PRERELEASE roguelike postmortem character dump
--------------------------------------------------------------

  DaEezT, level 7 warrior, killed
  in Butcher's Hideout, after 5 turns.
  He scored 84931 points, killing 310 hellspawn.

  He advanced to level 7 gainging 32091 experience.
  He found 1741 gold coins.

-- Statistics ------------------------------------------------

  Strength   50/50
  Magic      10/10
  Dexterity  25/25
  Vitality   30/30

  Life 92  Mana 16
  Armor 16  ToHit 62

-- Equipment -------------------------------------------------

  [ Head   ] skull cap [3]
  [ Neck   ]  nothing
  [ Torso  ] cape [5]
  [ Weapon ] scimitar of strudiness (3-7)
  [ Shield ] buckler [3]
  [ RRing  ]  nothing
  [ LRing  ]  nothing

-- Inventory -------------------------------------------------

  rags [5]
  1741 gold coins

--------------------------------------------------------------


Seems the turn count is off a bit but at least it says "Life" ;)
« Last Edit: November 27, 2006, 04:43 by DaEezT »
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Kornel Kisielewicz

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #13 on: November 27, 2006, 04:50 »

But if I remember Diablo corretly killing a monster inside a doorway would leave a corpse that permanently blocks the door.
Yeah, but I think I'll leave it like it is now.

Another minor thing: the character screen says "Lifes" but imo it should be "Life".
Fixed.

Seems the turn count is off a bit but at least it says "Life" ;)
Fixed turncount.
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Kornel Kisielewicz

DaEezT

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Re: DiabloRL ported to Valkyrie 0.4.1 - testers needed
« Reply #14 on: November 27, 2006, 06:24 »

I still haven't encountered the invisible monster bug (I came this close to saying "I haven't seen any invisble monsters yet" but then I imagined the wrath those who worship Doom would unleash upon someone who dares to utter a cheap joke like that).

I noticed one thing about the AI/pathfinding:

###########'###
#...zzs#......#
#...zss#..%...#
#......@......#
#.............#
#......#......#
#......#......#
###############

there are the evil monsters

###########'###
#......#......#
#......#@.%...#
#......%......#
#.............#
#......#......#
#......#......#
###############

and once I step back around the wall I'm save. They seem unable to figure out the way around the wall.

And of course there are three features that are dearly missed:
- repairing stuff
- selling stuff
- shop restock

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