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Messages - Igor Savin

Pages: 1 2 [3] 4 5 ... 12
31
Discussion / Re: Shiver me timbers, landlubber!!
« on: January 22, 2008, 11:06 »
\however just like in old movies it should be something like "ancient religion, simple luck -bunch of tricks and nonsenses" generally something very subtle and mystical, a legend maybe)\

Yeah, that one could work.

\* Igor receives +5 influence bonus with Rola\

ROFL

\Too bad we're the minority...\

Always outnumbered, never outgunned. As soon as I get out of vapour-bane, we'll show 'em ;).

32
Discussion / Re: Shiver me timbers, landlubber!!
« on: January 21, 2008, 10:41 »
\Knights, lightsabers, the Force.. on the other hand Han Solo, blasters, cantina scum.. I would say it is fantasy western, or something else, heh :)\

I prefer Han Solo to Jedis; if I ever start the project, it will be primarily centered on cantina scum.
Yep, I'll issue material request when it becomes relevant :).

33
Announcements / Re: DoomRL 0.9.8.9 - Released!
« on: January 15, 2008, 10:10 »
Kornel should stop adding stuff already, fix all the bugs and call it finished.

Not until we have Spider Mastermind.

Not until we get IDDQD back.

34
FPC Valkyrie / Re: Suggested "vnode" expansion
« on: January 15, 2008, 10:06 »
Thanks for all the support provided; I hope I won't bug you anymore in the nearest future. Sorry for all the inconvenience caused; I understand you have your own battles to fight (and latest DoomRL release doesn't seem to go so smoothly). I really appreciate your kind attention.

35
Discussion / Re: Shiver me timbers, landlubber!!
« on: January 15, 2008, 09:55 »
\I'm still here, Igor. Pardon me for being away, but I was busy with some trivial stuff, like exams ;P\

I'm doing mine just as well :-P. It was merely a question.

\I'm writing a document for you\

OK.

\I doubt Kornel will be against hijacking a single thread on his forum\

Problem is, if discussion becomes active enough, it will become a hijack of "Recent posts" feed, which is undesirable.

\And mods could separate our pirate-related ideas from Karry's project, please\

We can create a new one ourselves, as soon as we get started.


\If StarWars roguelike is going to start you got my support. I am long faith fan of SW and have other exp, so I would give my hand, and i'd be GLAD to do it. I was waiting many years for game like this also\

Hmm. If Kornel won't start it this year, I *might* give it a try, considering how popular this demand is. Although you'll all be gathering petitions begging me to stop after you see results :-P

\I'd say SW is fantasy rather than SF..\

I'd say it's western rather than fantasy :-P

\I second that. Sometimes very simple mechanics can give a lot and make things very playable. The acompanying outlook and other things make up whole atmosphere without being spoiled by too much sophistry, and number of simple things makes it up for complexity\

In the end of January (after I hold the dreaded History of Russian Language exam in Uni and present Part I of my Test Project at Job) Chaosforge frequenters will be granted an exceptional honour of beholding the SeaBattleRL conceptual demo, which after Rola's approval might become the integral part of BaL-Sea.

36
FPC Valkyrie / Re: Suggested "vnode" expansion
« on: January 15, 2008, 09:34 »
Kornel, there is a potential problem in current ChildCount mechanism. Since Detach (which decreases the counter) does not set Parent to nil, if I first manually Detach node and then Add it somewhere, counter will be decreased twice (parent<> nil -> Detach).

It might be a better idea to couple dec(ChildCount) with Destroy and Add.

Or finally make Detach set Parent to nil :). Do you actually ever need Parent of detached node?..

37
FPC Valkyrie / Re: Suggested "vnode" expansion
« on: January 14, 2008, 13:52 »
\Oh no, never do that. Because you don't know wheter creation was successful -- TCreature.Create (you should use Create for all constructors -_-) can return nil if out of memory, or a error happens\

Point taken.

\BTW, Party can override Add, and keep last creature added as a TCreature pointer -- this way you'll be able to avoid typecasts too, and be a lot safer!\

Hmmm... This requires additional coding just as well, but might be great structure-wise. Thanks.

\A TManagedArray would be a wiser choice here anyway\

I'll look into it.

\The first one doesn't exist yet, but I'll implement it, for it may come in use soon!\

Project Sa...?..

\It does under 32bit linux, or else there'd be no DoomRL for linux :P.\

Ah, so it's my x64 to be blamed :).

\ChildCount and DestroyChildren implemented in revision 108\

Splendid.

A question: Why not call TNode.Clean from TNode.Create? What's the rationale behind redundant code?

38
FPC Valkyrie / Re: Suggested "vnode" expansion
« on: January 14, 2008, 09:23 »
\where do you need LastChild?\

For an example, if I have just created a new object inside a list (Party.Add (TCreature.Init)) and want to do something with it, that goes beyond the scope of default creature initialization\set up.

\Return Random child also suffers from the above -- also it's a equally weighted pick, which in most cases is useless\

Example use: I have a list of unassigned Warlords; when a new army emerges, random Warlord gets chosen from the list. Or display randomly chosen rumour from a pack.

\DestroyAllChildren -- what would you need that for?\

Example use: Global Loot list, which is filled with dead creature's posessions, called by Looter, who takes whatever he wants from it, then purged; there's no reason to FreeAndNil and then re-Create it, as it's used all the time.

\remember that you can just inherit TNode, and extend it with all the functionality listed above WITHOUT touching TNode :)\

...even though I use inheritance heavily, that one somehow missed me. My bad.

Lots of overrides would be needed to include working ChildCount, though, so that one would preferably be included anyway.


\Curiosity -- why do you use the number of nodes so often?\

It's very convenient. This way I need not to manually monitor how many Heroes are in party (for them not to exceed Leadership-allowed limit), how many items in a pack etc.


\\\

\...Is definitively not the way to go.\

Hey, I'm not THAT pathetic! I use "official and optimized" way for iterations; ExactChild has some other uses, like returning requested Event from a EventList (which has constant position, as only new events are added with time). And it's faster than manual

repeat
...
until Node.ID=RequestedID

since no checks are performed. Of course using arrays is a fine method just as well, but it requires additional coding...

It is not used frequently and I can get rid of it completely if necessary; mostly it's called from ReturnRandomChild, which is used more commonly; thus those two can be merged.


I'll check TArrayNode and TWeightedList; never tried those.


p. s. Why are you using conversion between pointers and ordinals in vini.pas so widely? It doesn't compile under Linux.

39
FPC Valkyrie / Re: Problems with SVN Valkyrie
« on: January 14, 2008, 03:41 »
Menu := TTextMenu.Create(67,12,1);

\\\

bruichar.pas(162,35) Error: Incompatible type for arg no. 3: Got "ShortInt", expected "<procedure variable type of procedure(Byte) of object;Register>"

\\\

The same, as the one before. I'm using the latest (24) stable Lazarus, FPC 2.2.0

40
Discussion / Re: Shiver me timbers, landlubber!!
« on: January 12, 2008, 12:57 »
\Yeah, I should have thought a bit harder about that one!\

Fear not, it looks like I've found a solution already, which validates your solution absolutely. Now that the Valkyrion stage 1 was completed successfully, I'm starting a test module, which will demonstrate possible naval combat gameplay.

Rola, are you there?..

41
FPC Valkyrie / Suggested "vnode" expansion
« on: January 12, 2008, 08:23 »
I've been using modified vnode for a while; in order to preserve compatibility with ever-changing Valkyrie I'm asking for the following changes:

3 new functions, 1 new procedure and one tweak.

TNode.

Code: [Select]
       function LastChild : TNode; {OK, I know there is Child.prev, but I prefer writing code in plain English}
       function ReturnExactChild (const Position : Word) : TNode;
       function ReturnRandomChild : TNode; //uses ChildCount variable which is described later
       procedure DestroyAllChild; //destroy all children but keep parent intact

1:

Code: [Select]
function TNode.LastChild : TNode;
begin
if hasChild then exit (Child.prev) else exit (nil);
end;


2:

Code: [Select]
function TNode.ReturnExactChild (const Position : Word) : TNode;

var i : Byte;
      RC : TNode;

begin

RC:=Child;

if Position>1 then for i:=1 to Position-1 do RC:=RC.Next;

exit (RC);
end;



3:

Code: [Select]
function TNode.ReturnRandomChild : TNode;
begin

if hasChild then Exit (ReturnExactChild (Random(ChildCount)+1))
else Exit (nil);

end;

4:

Code: [Select]
procedure TNode.DestroyAllChildren;
begin
while Child <> nil do Child.Destroy;
end;
\\\

TNode tweak:

additional field
       ChildCount : Word; {How many Children this Node has; I use it very often}

***

TNode.Create
+ChildCount := 0; //in the end of constructor

***

TNode.Add
+inc (ChildCount); //in the end of procedure

TNode.Detach
  if Parent <> nil then begin //in the beginning
    dec (Parent.ChildCount);


p. s. If you accept any of the mentioned changes, I can supply modified "vnode.pas", although modification needed, as you can see, is rather modest.

42
FPC Valkyrie / Re: Problems with SVN Valkyrie
« on: January 12, 2008, 04:18 »
Thanks, it works much better now; although I thought it's the Berserk which needs updating, not the Valkyrie (downdating?..).

Menu.Create still doesn't work, so I just replace Menus with my those of my own; then it compiles.


\I recieved your mail, I am just really overflooded with work, I'll reply ASAP too :).\

Aww, it's no big deal; glad it got there. I needed Valkyrie much more than a piece of conversation :-P

43
FPC Valkyrie / Problems with SVN Valkyrie
« on: January 10, 2008, 15:15 »
Kornel, have you broken something fundamentally with the latest Valkyrie?

I cannot compile 0.8.5 Berserk with it.

\\\

procedure TInput.Load(INIFile : TINI; CommandReader : TTokenReader);
begin
  INICallbackProcedureReader := CommandReader;
  INIFile.QuerySection(@INICallbackProcedure); {this line outputs error}
end;

***
E:\Elwin\Yhacking\Pascal\Valk\vrltools.pas(383,47) Error: Incompatible type for arg no. 1: Got "<address of procedure(const ShortString,const ShortString);Register>", expected "<procedure variable type of procedure(const AnsiString,const AnsiString);Register>"
***

If we look into
vini.pas

<...>
procedure QuerySection(inicallback : TINIFileCallbackProcedure);
<..>
type TINIFileCallbackProcedure = procedure (const nkey,nvalue : string);
<...>


\\\

Okay, I comment all the stuff. Then:

bruichar.pas

Menu := TTextMenu.Create(67,12,1);

bruichar.pas(162,35) Error: Incompatible type for arg no. 3: Got "ShortInt", expected "<procedure variable type of procedure(Byte) of object;Register>"

\\\

And it goes on and on and on...

\\\

Why is it important to have BRL compiling in spite of all the changes (as in "keeping up-to-date")? Well, since I use BerserkRL as a reference material for applying Valkyrie; and if it doesn't work, my Valkyrion project is effectively stalled :). Not that it's high priority or anything (you have DoomRL 0.9.8.9 to take care of), but still it'd be nice if you could have a look at it some day.

p. s. Do you use jedi SDL for SDL?

p. p. s. Have you received my letter? It's not that I expect any answer, but usually you make some kind of a gesture indicating the letter was not lost in delivery stage.

44
Discussion / Re: Shiver me timbers, landlubber!!
« on: January 10, 2008, 08:50 »
\The enemy boat(s) would be moving so a hit may not equal a hit next turn, but subsequent hits may give the player enough analysis to predict where the enemy is sailing to and get a number of good hits in\

Idea would require some additional tuning. 1/8 chance to guess where enemy is moving to? Oh, please...

\Point taken. In that case I'll try to write down my ideas and maybe even provide some reference materials about pirate stuff ;)\

Great.

\Do you want to discuss it point-by-point here on the forum or to get it in one file via e-mail?\

Kornel will put us to eternal damnation of we abuse his forum :).

We can use Gna! mailing list for discussion:
https://gna.org/mail/?group=bal
(ignore their unsigned certificate; they are self-issuing it to get https working)
since they provide no forum.

45
Discussion / Re: Shiver me timbers, landlubber!!
« on: January 10, 2008, 08:31 »
\Or any better minigames in older games -- they (if well designed) could be tons of fun, without realism. The point here is to make them NOT BORING\

Point here is to make it not repetitive; and gameplay should be tweakable with skills\upgrades\ship types. There's a lot to consider...

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