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Messages - Igor Savin

Pages: 1 ... 3 4 [5] 6 7 ... 12
61
FPC Valkyrie / Re: "Destroy" method override in Vnode?..
« on: January 05, 2008, 03:28 »
Yep, my Berserk! sources are rather outdated. I'll check the latest ones.

You mean ASCII-based GUI? When is the expected date of release (with half a year precision :-P)?

As for license, my friend, I give you the right to relicense it under what you want :P.

Wow, thanks. Does this include relicensing rights to whatever moment I finally start using complete Valkyrie, or only to current transitional stage?

62
FPC Valkyrie / Re: "Destroy" method override in Vnode?..
« on: January 04, 2008, 15:13 »
I've been primarily thinking about revamping menus - I recall those used in Berserk! being a hardcoded non-reusable nightmare.

AFAIR, you are using LGPL for Valkyrie? If I'm going to distribute software which uses modified parts of it, what should I include in my sources (besides the typical kudos) - complete LGPL license in addition to the one I use (GPL3)?

63
FPC Valkyrie / Re: "Destroy" method override in Vnode?..
« on: January 01, 2008, 13:09 »
After the major exam (World Literature on Jan. 7) is over, I'm planning on attempting a new iteration of functionality adaptation from Valkyrie to Colossus (Valkyrion Stage 2). I wonder if you have any interest in whatever expansions to Valkyrie functionality might be made from Colossus, and what would be the best way of describing and proposing them to V. - most probably SVN commits would be an inappropriate way.

64
FPC Valkyrie / Re: "Destroy" method override in Vnode?..
« on: December 29, 2007, 05:00 »
Kornel, shouldn't TNode.Detach include Parent:=nil?..

65
FPC Valkyrie / Re: "Destroy" method override in Vnode?..
« on: December 27, 2007, 12:59 »
Aha, I see it now. God damn the FreePascal documentation for omitting heaps of useful information and being an overall mess.

A second question: I somehow managed to get program crashing with calling the TNode.Free procedure, for which I cannot find any description and which doesn't look like a simple Destructor. What is is, where it comes from and what it really does? Is it safe to replace it with merely a TNode.Destroy (which doesn't produce any crashes) or there's a catch?

Awww... lots of stuff. I'm almost ready taking on the Universe with limited public release of "HoaH", which now mostly requires some polish (functionality-wise it only lacks some easier-to-implement stuff which isn't really necessary to prove geniality of the concept).

In regards to Life (TM): I've got my first serious work (software tester at one of the largest Lithuanian IT companies), I have an uncoming session on me, and this Spring I'm getting engaged (-:. Life's bright, life's taxing. Life is good.


p. s. My avatar seems outdated in regards to yours :).

66
FPC Valkyrie / "Destroy" method override in Vnode?..
« on: December 27, 2007, 04:35 »
///
       destructor  Destroy; override;
///

...even though it consecutively inherits from TVClass and TVObject, neither of which has defined destructor.

Why?

67
1 adom was created in like a couple of hours
What? I thought it had been made in 7 days...

Bwa-ha-ha, that phrase made my day.

68
Discussion / Re: Weapon Mods?
« on: June 18, 2007, 03:06 »
Angel of Marksmanship, one of the challenges you can take. It gives you (and limits you to) advanced pistol.

69
FPC Valkyrie / Re: math.pas
« on: May 27, 2007, 11:54 »
Will it be updated for 2.2.0, since Valk. seems to be incompatible already?

70
FPC Valkyrie / Re: math.pas
« on: May 21, 2007, 13:36 »
And when is that?

71
Berserk! / Re: Berserk! branch
« on: January 21, 2007, 16:45 »
Quote
Tester a'hoy, then :P

Good, good...


Quote
That's too casual, plus it doesn't work out very well with the no-restrictions "berserking" theme.

It's supposed to be out of theme; everyone who dislikes the feature can turn it off.

And let's not forget that Guts has very special armour... So we can attach certain abilities to the armour used - as an example, no Berserk if not in Berserk Armour etc.

I'll decrease the priority for this one, though.


Quote
Various boots and gloves maybe, and magical shirts/pants/kimonos

OK, I'll add it to the list.


Quote
I also suggest scroll magic. No complicated spell magic for the berserker, just collectable conjurations for those dangerous spots.

Note taken.


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Woah Igor, seems you're not wasting time

Only time (heh) will tell.


Quote
there are still many major refactorings coming up

I barely resist temptation to refactor everything according to my own tastes and habits anyway :). I'll try to stay as modular as possible, to be able to integrate your changes as painlessly as possible... But it'll be a careful handwork anyway.


Quote
Second thing -- Campaign mode, and probably Difficulty levels will also be in the main branch.

Hmmm... then maybe I will postpone large-scale difficulty implementation (something simple will be implemented, though, otherwise it'd be hell balancing everything that is going to be thrown in).

Campaign... Then I'll stay away from "traditional" one for now.

72
Berserk! / Re: Berserk! branch
« on: January 21, 2007, 09:25 »
Quote
It's kind of similar to the birth options in some of the *bands, isn't it?

Yes, there will be "Options" menu where you can customize things. Maybe it will be implemented via ini file as well.

Quote
I do hope that you plan to make it balanced some day

The only way it could become balanced is people playing it and commenting it, and it will be that ugly and repulsive, that noone will do it :-P.


Quote
I'm no programmer, but I can drop by some ideas

I don't need a second programmer, that would overcomplicate stuff and make things like three times slower ^_^. I need ideas and angry testers...


Today I'm fiddling with weapon choosing, and maybe will start working on preliminary interface for the "Journey" mode (which will precede the full-scale "Story" mode) .

73
Berserk! / Berserk! branch
« on: January 21, 2007, 08:51 »
Now that we have the sources, it's the time I started tinkering with it... Since we can expect Kornel to implement everything that is reasonable and berserkish, we should stick to doing something mad and heretical.

To-do list is to be filled (suggestions welcome)... Things that I am currently considering:

1) Equipment: different weapon, armour and amulets.

2) Inventory: recoverable knives, cash, various useful artefacts.

3) Shops.

4) Story mode (this one will be so experimental, that it will be commented out for a time being)

5) "Preparation mode" a'la Horde with traps.

6) Difficulty modes.


Most of the new features will be optional and you will be able to toggle the on and off; toughness of monsters in order to balance things out will be adjusted throught the difficulty.

And yes, right now I'm aiming for "horrible unplayable variant with no balance at all"; it will take time and effort for things to take shape.

74
DiabloRL / Re: Building a feature list for DiabloRL 0.5.0
« on: January 17, 2007, 22:25 »
Find me the tracks in midi or mod, because giving away the mp3's would make Blizzie sue mi in no time
What can you say about ripping out music from PSOne version of Diablo? Psf dumps weight really a little, all that you need is using library for psf playing. So, we'll have original music and not so big size...

Read the original quote once again. It's the copyright problem we're facing here.

75
Berserk! / Re: Endless/Massacre : Request for Ideas
« on: January 16, 2007, 12:51 »
Quote
Well, that's bad - less tactical choices. But still it's your game, so do whatever you want :)

We should keep track of "Nice things that Kornel will never\shouldn't bother trying to  do" and save them for the branch. Would you mind lending a hand in brainstorming what is there to be done after sources are released?

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