Chaosforge Forum
Other Roguelikes => DiabloRL => Topic started by: Kornel Kisielewicz on November 26, 2006, 08:27
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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 (http://dl.chaosforge.org/dl.php?f=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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Will try it out as soon as i'm back home (i.e. tommorow about 19-20 hour)
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Will you open its' sources sometime later too?
*finished downloading, will proceed with testing*
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Yeah, probably. But they're very unoptimised (I was going for speed of development).
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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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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.
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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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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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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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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 (http://dl.chaosforge.org/dl.php?f=diablorl-0.4.1-2.zip)
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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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- 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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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" ;)
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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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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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Patience my dear friend, features will be added ;-). As for the AI it's not a bug, the AI is just stupid ^_^ (I'll make a temporary fix for that in the next version)
Edit: I just implemented the Berserk! movement algorithm instead.
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New beta version -- this one with lua enabled. I also fixed a few old bugs and added a minor feature:
diablorl-0.4.1-3.zip (http://dl.chaosforge.org/dl.php?f=diablorl-0.4.1-3.zip)
Changes
-- [add] weapons and wearable items are swapped by default
-- [mod] moved to Valkyrie + Lua
-- [fix] improved monster movement a little
-- [fix] fixed two handed weapons
-- [fix] fixed message from butcher
-- [fix] cant close/open door on monsters
-- [fix] fixed the turn counter
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--------------------------------------------------------------
DiabloRL 7DRL PRERELEASE roguelike postmortem character dump
--------------------------------------------------------------
DaEezT, level 9 warrior, killed the Butcher
in Butcher's Hideout, after 7435 turns.
He scored 138484 points, killing 370 hellspawn.
He advanced to level 9 gainging 52564 experience.
He found 2345 gold coins.
-- Statistics ------------------------------------------------
Strength 40/40
Magic 10/10
Dexterity 20/23
Vitality 55/55
Life 146 Mana 18
Armor 14 ToHit 60
-- Equipment -------------------------------------------------
[ Head ] nothing
[ Neck ] nothing
[ Torso ] quilted armor [10]
[ Weapon ] berserk sword of dexterity (10-20)
[ Shield ] nothing
[ RRing ] nothing
[ LRing ] nothing
-- Inventory -------------------------------------------------
potion of Full Healing
quilted armor [9]
falchion (4-8)
2345 gold coins
--------------------------------------------------------------
My inhuman warrior was able to wield a berserk sword with only 40 str, even though the items.ini says 100. Good thing this bug exists or I would have died for sure ;)
<Edit>
I just noticed that "He found 2345 gold coins." is the amount I had in my inventory when I killed the Butcher. Wouldn't it be more interesting to show the total amout a character found during the game (including any gold spent or gained through item sales)?
</edit>
Another minor thing:
#.............#
#.......@.....#
#......#......#
#......#......#
....###########
---######-----------
######
####
The health/mana globes can obscure the lowest dungeon row (or however you want to call it). But it doesn't seem to have any negative effects (the wall hidden by the globe still blocks my character).
And still no invisible monsers D:
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Yeah I know there's still no Attrchecking while wielding weapons :). But the thing that impresses most is that the fact that you found a ego-berserk sword :D.
As for the globes obscuring vision, I knew about that. But as the edge-tiles of a map are always impassible and never have any features, I decided that it's easier just to ignore this glitch, then to make a twice as fat wall along the borders.
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hmhmhm somehow the effect if the items.ini is strange.
I tried to eliminate mana potion drops to increase the number of healh potions, so edited the file and set level and price to the same values as the berserk sword. But after killing only 8 zombies a was rewarded with a shiny new potion of full mana.
I even tried setting "level" to 99 but I am still able to find them on level 1...
For comparison: I reached the Butcher twice and church level 4 three times and only came across one (1) berserk sword.
Two more things I noticed:
- wearing rags never leads to a armor warning text (the orange/red text at the bottom of the screen).
- magic items aren't blue in the inventory and shop screens
PS: I also noticed what you did to the logger
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hmhmhm somehow the effect if the items.ini is strange.
I tried to eliminate mana potion drops to increase the number of healh potions, so edited the file and set level and price to the same values as the berserk sword. But after killing only 8 zombies a was rewarded with a shiny new potion of full mana.
I even tried setting "level" to 99 but I am still able to find them on level 1...
For comparison: I reached the Butcher twice and church level 4 three times and only came across one (1) berserk sword.
Because similary to original Diablo, health and mana potions are generated by a separate independent procedure. (see Jarulf's guide)
Two more things I noticed:
- wearing rags never leads to a armor warning text (the orange/red text at the bottom of the screen).
That's because they have such a low durability (4 AFAIK). I don't remember if they had the armor warning in original diablo.
- magic items aren't blue in the inventory and shop screens
The menu system doesn't support different entry colors. But come to think of it that could be fixed (the problem is that it needs two colors -- selected and deselected -- ego items are lightblue (blue is to dark) and artifacts will be gold (yellow aka lightbrown) -- so they would both be white when highlited...).
PS: I also noticed what you did to the logger
Logger??
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That's because they have such a low durability (4 AFAIK). I don't remember if they had the armor warning in original diablo.
I assumed that the game simply displays the orange/red text when durability drops below a certan percentage. It's not needed for rags and as long as it works with everything else (and it does as far as I tested it) it's fine.
Logger??
The imp that writes the "log.txt" in my DiabloRL folder. It doesn't contain the values the game read from the inis anymore and also doesn't show "generating xyz". Not that I really care but as I said: I noticed :p
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That's because they have such a low durability (4 AFAIK). I don't remember if they had the armor warning in original diablo.
There was "orange" picture for items with 2-5 durability and red one for those with 1 durability (I remember that because I found Thinking cap - which has 1 dur max - once and had the dur warning icon)
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I assumed that the game simply displays the orange/red text when durability drops below a certan percentage. It's not needed for rags and as long as it works with everything else (and it does as far as I tested it) it's fine.
It is so -- it's just that the percentage is "below 25%" and "below 10%" -- which for an item of durability of 4 means that it never happens unless the item is destroyed (dur 0/4) :)
The imp that writes the "log.txt" in my DiabloRL folder. It doesn't contain the values the game read from the inis anymore and also doesn't show "generating xyz". Not that I really care but as I said: I noticed :p
Ah, those are debug messages -- I add them as I need, and usualy forget to remove them :D
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It is so -- it's just that the percentage is "below 25%" and "below 10%" -- which for an item of durability of 4 means that it never happens unless the item is destroyed (dur 0/4) :)
Not true - it's 5 dur for "orange" and 1 dur for "red" regardless of how much durability the item has (and I DID confirm it ingame just a second a go)
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Minor bug:
"Item to repair" messages overlap with level up message.
You could show "Level up" only if there is not enough place for the whole message.
#.................'............#
#.................#............#
---- ##...............##.......?....+ ####
---######------------------------- shield Up, enter character screen -######---
###### mace (1-8) (Dur 9/32) ######
#### ####