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Messages - MaiZure

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Off Topic / Re: Working on a roguelike...
« on: February 09, 2019, 18:22 »
0.77a: The major problems are still around, but the text is now somewhat legible...but I found something else that may be wrong on my side:

I started the first level wth only 2 rooms and no possible exit. I walked in to all walls and tried to change level on all floor spaces to no avail. Am I trapped? Screen shot included

EDIT: As I'm leaving the game window open pending some advice on this situation, I noticed that it's using up 10-15% of my CPU.
EDITEDIT: Oh it dropped to 1% after 5 minutes of being idle....ahh because it locked up.

I'm beginning to suspect it's my JDK -- 11.0.2 and I'm launching directly with './java -jar ViridianAbyss.jar'

Off Topic / Re: Working on a roguelike...
« on: February 04, 2019, 14:30 »
No worries -- here's what it looks like on 0.6.6 at 1920x1080 (my last screen shot was cropped, this one is full)

Still not really workable.

If you're thinking that view portability is a sticky problem, you are correct.
If you're thinking that the solution involves manually calculating logical screen size (resolution) and relating it to physical screen size (dpi) and computing scaling factors for display elements, you're on the right track.
If you're frustrated that putting all the work in to solving the problem doesn't actually enhance the 'game', all devs know that feeling :P

Off Topic / Re: Working on a roguelike...
« on: February 04, 2019, 02:29 »
I found it basically unplayable due to being unreadable on Windows 10

For reference, I had a project going on in the background so you can compare text size and spacing.

Look forward to seeing what this could turn in to though!

EDIT: 1920x1080 on a 14" laptop screen with 150% scaling

Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 21, 2018, 19:20 »
Hmm, this isn't actually what I meant at all. My point was that the game isn't meant to rely on, as you put it, externally managed information. Those schematics ARE the way players are supposed to discover the assemblies. They are a well designed component of the game. I was admonishing muxecoid about his comments deriding the schematic reward system as "idiotic" - I think he is missing the point. I don't believe there is any design issue here.

I meant that suggestion of just offloading knowledge to the wiki was the serious design issue. Like I said, I never considered the schematic system a problem either.

Discussion / Re: Progressing on UV Arch Ao Lt. How do I improve?
« on: January 20, 2018, 20:58 »
If not for the wiki, schematic drops would be the only way to ever discover the majority of assemblies.  Brute force testing would take years.  So please bear in mind the intention behind the mechanic before berating the creator of the mechanic.

Agreed - it's a serious design issue for a (game) system to rely on externally managed information. A new game with no player base (or wiki) would be screwed without a paper and pen. Although I never really considered the schematic system a problem, maybe assembly information should just be provided up front, in-game.

Discussion / Re: How exactly do fist-only runs work?
« on: January 05, 2018, 02:54 »
It used to be that whenever anything died on the level, it was attributed to the weapon in your primary hand. So if a barrel chain reaction goes off due to a monster attack, and another monster dies several barrels later, that kill gets tallied under whatever you're wielding in your hand. I haven't personally tested that for quite a few versions though.

Off the cuff, I'll say that its certainly possible, but it is more tedious then complicated. If someone wanted to attempt it, you'd probably want to do it with Linux and rely on the 'ptrace' syscall to control the DoomRL process. It's up to you if you want to load DoomRL separate from your bot app, or fork/exec it, or manually load the ELF in a sandbox. I would probably avoid shortcuts like piping/redirecting stdIO to your bot app, which is how Rogue/Hack bots worked in the old days. In any case, getting your app loaded and plugged in to DoomRL is step one.

Step two is deciding how to "read" all of the game output. Start with the screen, then work around the sound. Forget the actual audio or the screen appearances...i.e. just associate the sound assets with parameters passed to the play interface (all this is visible with ptrace). For graphics, stick to console and read the character buffer. Just to make your life easier during ptrace, disable ASLR.

Step three is deciding what you want your character to do (the AI problem). Thelaptop would probably know best about that part. Lots of options exist...from the user controlled 'expert system', to the system that learns best policy via trial and error.

Doing this from scratch would be a lot of work...mostly boilerplate stuff, but nothing terribly would take a while for one person

EDIT: I realized that I probably understated the knowledge necessary to get this done. This project absolutely requires precise understanding of how a process is created, loaded, organized, and executed. Not something a casual hobbyist would know, but certainly possible for a CS/EE graduate student or a systems engineer with some experience.

Discussion / Re: The Journey to 100%
« on: October 17, 2017, 20:28 »
Still, you provided interesting information about DS's berserk counter;  I seem to remember, a while back, when ArchAo666 was invented, someone wondering if it was possible to run the DS's berserk timer out through regular gameplay of that challenge.  For the record, I'm gonna say no to that, because in my current ArchAo666 game that I'm playing, I'm less than 50 levels from the end and my turn counter is just over 400000, so not even 1 million, let alone 10 million.  :)

Hold down the wait button (.) for exactly one minute and see how much time passes. Then extrapolate how long you'd have to weigh down your keyboard with a battery or something like that. I'm actually curious. My guess is that the game samples the input at some fixed rate (24,30,60) times per second.

Discussion / Re: Quick questions thread!
« on: October 02, 2017, 06:32 »
What does the Apostle actually look like, as in what color would he be if you could somehow see it without the berserk effect's red filter?

Yellow '@' symbol

Century Lounge / Re: [M|100%|ArchAo666|YAAM] Double Promotion
« on: September 26, 2017, 23:11 »
Interesting strategy...I know I've never stood through an entire run of Ao666. The bulk of my play time was prior to that mode existence.

As for the build, if I were to attempt it, I'm 99% certain that I'd go masterless and just stack up all the basic/advanced traits. That way every unique and every assembly can remain an option. Well that and it keeps decent trait choices up to the very end. I know with Master builds on's slim pickings after level 20.

Century Lounge / Re: [M|100%|ArchAo666|YAAM] Double Promotion
« on: September 26, 2017, 22:51 »
Ao666 + YAAM deserves a medal...<something> of Patience perhaps. What a grind!

Discussion / Re: The Journey to 100%
« on: September 26, 2017, 07:30 »
I suppose now that I'm trying to take up coding, I ought to get a copy of the source and see what I can learn from it...

Or porting it to something nicer than Pascal ;)

Actually, I'm surprised that hasn't happened yet...or maybe it has and I'm just behind the times

Discussion / Re: The Journey to 100%
« on: September 26, 2017, 05:27 »
This is possible; I don't actually know.  The Trigun is such a rare find that I've never really tested it because I'm afraid of making my max hitpoints go too low.

Alt-reload behavior on Tri-Gun:
being.hpmax = math.max( being.hpmax - 5, 10 )

Looks like it won't go below 10. Since that's the starting health on Angel of Humanity...feel free to nuke 'em till they glow :P

EDIT: Scratch that - you MUST have more than 10 hps to activate angel arm. Boo!

Discussion / Re: DRL: Xtreme Arena
« on: September 17, 2017, 04:15 »
Yeah there's really two score systems in play here, one of them based on getting through the game (Score) and the other based on fringe heroics/achievements (Rank/Medals). It makes for some oddball possibilities like...A huge score with low rank, or vice-versa. But like I said, a lot of it is guesswork without knowing the system. The game wasn't popular enough to get people really trying to break it down like that

EDIT: It's actually not too different than DoomRL, except no one ever looks at the "score" part of the mortem...only medals :P

Discussion / Re: DRL: Xtreme Arena
« on: September 17, 2017, 04:02 »
All the code I quoted about ranks a few pages back was from this version...and ranks aren't tied to score at all although they are highly correlated.

My guess is that it IS possible, but it would require planning and knowledge of all possible ways to gain rank points

EDIT: For instance, had you killed KK and gotten that terrible terrible survivor ribbon, you'd be 3 ranks higher, which would have been the highest so far in this version. Also, did you get the Cybie Head or Spidey brain? Those are both worth an extra rank in terms of medal score. Shadow Cross is 1 point shy of 2 ranks. Those could have put you all to Chaoslord

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