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Messages - MaiZure

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61
Discussion / Re: The impossible bronze badge
« on: January 31, 2017, 05:03 »
This old thread has two .dm2 replays of sub 3 minutes playthroughs. It is the old version of DoomRL but I don't think anything changed in respect to speedrunning the game.

Wow, I guess I did do that back in the day. That would take some effort to get back in to that zone.

62
Discussion / Re: Nightmare advice?
« on: January 25, 2017, 06:54 »
I have theories, but nothing I should probably post publicly.  ;)

I've still been waiting for an explanation on this one:
https://forum.chaosforge.org/index.php/topic,6149.msg53679.html#msg53679

Damageless, but...pulled an acid lever on level 3, which is way too early to have boots, env suit, or invulnerability. Or at least it was in that version. Otherwise pulling the lever results in instant damage on that turn

:)

I better shut up before moderators get on me about ataying on topic



63
Off Topic / Re: C++ and STL. How portable is JH?
« on: December 16, 2016, 21:28 »
For the time being, this thread is over my head, but as I'm trying to learn C#... I might ask some of you for help at some point =P

Stackoverflow is your friend

64
Off Topic / Re: C++ and STL. How portable is JH?
« on: December 15, 2016, 20:07 »
These 'motivations' summarize issues that drove development of C++11. Going down the list, you'll find that just about all these weaknesses have been addressed in both 11, 14, and the working draft of the next standard (C++17?). Frankly, the STL wasn't great when this paper was written, but it has come a long way.

Other than the issues the EASTL folks said where in the draft of C++09 (which became C++11), I've found the following features really stood out over the past few years:

Smart pointers (that separate unique and shared pointers)
Lambda functions that can auto-type at compile time
Unordered associative containers and revamped iterators (covers a lot of the paper's complaints about container access).
A null pointer that isn't broken
...I guess I should plug RAII which seems to come up a lot in modern multiprocessing circles, although I don't have much experience in that at the application level.

Disclaimer: I'm not really a strong advocate of C++ for game development either...the resource management and plug-in algorithms feel like voodoo to me. But I do feel that progress does continue on the language to broaden it's appeal: Just ask the man himself (http://www.stroustrup.com/C++11FAQ.html). I suppose where the STL fails in games, there's always Boost (voodoo++)!

65
Discussion / Re: D**mRL Run video to try to promote Jupiter Hell
« on: December 07, 2016, 06:48 »
Yesterday.  Also this happened:

I'm shocked, SHOCKED that it took this monumental event to get you registered on GitHub! Are you really a programmer or do you just wear that badge at Chaosforge?? (sarcasm).

Actually I noticed that the only pull request was from the guy who just signed up yesterday haha

66
Announcements / Re: Jupiter Hell Kickstarter is LIVE!
« on: November 26, 2016, 20:27 »
If you can get him on the coding team, this KS will be over tomorrow.

67
General Discussion / Re: Game Engine
« on: August 28, 2016, 15:29 »
It's already out there....but there aren't any stable branches yet. I'm KK will make a distribution release when the time is right.

KK Edit: Removed the source link, because at this stage for anyone using it it would cause more problems than it would help

68
Bug Reports / Re: [0.9.9.7 OSX El Capitan] Graphical glitches
« on: August 03, 2016, 19:44 »
I will probably upgrade the game to SDL 2.0 and OpenGL 2.1 :/

Excellent. No doubt youre a pro with the frameworks now after dealing with JH. Its hard to look back at SDL 1.2 these days. And yeah, problems probably solved at that point

69
Requests For Features / Re: Mouse in console mode
« on: June 29, 2016, 03:33 »
I agree, this feature would be nice.

This is more to provide background for thelaptop's point:

I don't know if the current terminal emulators on Windows can even see the mouse device.

By default, Windows will callback to the console input buffer with the character cell clicked in whatever character height/width assigned. It is up to the application to properly handle the mouse event.

Old school MS-DOS used mouse.com to provide the driver, but I'm not sure if that exists.

Of course we all know that Windows will laugh at any direct attempt to invoke 'int 33' like mouse.com (.sys) will do. But apps like DOSBOX provide the magic translation between command.com and kernel32. For obvious reasons, this is not a solution: emulating an emulator is a science project.


EDIT: Best case is that mouse is handled in console already (SDL_Console?) and there's an easy translation between console grid points and graphics mode SDL mouse handling. Worst case: Total rebuild -  I wouldn't be surprised if SDL doesn't interface with native consoles and we're left with directly dealing with OS callbacks. Bottom line is that this feature involves work. I recall KK said years ago that console mode is deprecated, so good luck getting it worked on. Full disclosure: I don't really know how DoomRL works: just that it includes SDL.dll.

70
I think I recall seeing a user who claimed 16/17 Angelics, missing only Centurial, but most of those weren't backed up by any mortems I ever saw.

Edit: Can't seem to find that profile... the most I'm seeing is 6 or 7. I'm sure it existed at some point, but I can't recall what the name was.

It was VANDAM.

He never posts mortems and I recall that he demonstrated his player profiles screens in some side discussion upon request by someone else.

71
I suppose we should go to the source for significant numbers such as....

https://en.m.wikipedia.org/wiki/400_(number)

72
Post Mortem / Re: [M|Conqueror] Fresh install games
« on: October 29, 2015, 06:50 »
You should edit your first post and make an index for this career!

73
Discussion / Re: months into this game and can still barely win
« on: August 26, 2015, 15:53 »
What does your average inventory screen look like during any given game?

*puts $50 on 8 unused medkits

74
Discussion / Re: Thought I should tell you...
« on: August 14, 2015, 09:43 »
From what I can tell, there is no malware, However the current version of Apache has a one serious security issue and about a dozen annoying issues that could be exploited. Other than that, we look clean.

75
Discussion / Re: Transition from HMP to UV is hard...
« on: April 13, 2015, 19:14 »
Try to beat UV first on under the AoMC challenge - it's both fun and helps build the defensive instinct.

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