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From: SourceForge.net <no...@so...> - 2012-08-30 12:17:55
|
Support Requests item #3563268, was opened at 2012-08-30 05:17 Message generated for change (Tracker Item Submitted) made by uncoder8888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3563268&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: ozma (uncoder8888) Assigned to: Nobody/Anonymous (nobody) Summary: does genocide affect quest leaders/nemesis? Initial Comment: If I were to genocide humans it would automaticly block me from genociding my quest leader or shopkeepers or etc But what if my nemesis or a unique named monster in a new quest was a Lich or a Nymph or a Mumak even. Would the game automatically block genocide or would I need to use one of the flags in monst.c to insure that you cannot genocide it? I feel like I am asking too many questions here... Is there somewhere else I should post the questions I have posted? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3563268&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-30 11:41:21
|
Support Requests item #3563259, was opened at 2012-08-30 04:41 Message generated for change (Tracker Item Submitted) made by uncoder8888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3563259&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: ozma (uncoder8888) Assigned to: Nobody/Anonymous (nobody) Summary: Charon question Initial Comment: So in nethack/slashem if you polyself and genocide your race and then quit it will tell you quit while on charon's boat. Is that an actual monster and ms_ferry is a part of that routine of the poly'ed quit? Or is Charon just an extra unused monster like Bilbo Baggins and Smaug? ..and if I use charon in a special room and change ms_ferry to ms_bribe will it mess things up in the code? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3563259&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-29 07:30:15
|
Support Requests item #3157913, was opened at 2011-01-13 21:32 Message generated for change (Comment added) made by uncoder8888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3157913&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: koala vs riding on affected horse Initial Comment: this is my own build that is very different from standard but this bug might apply to standard slashem as well. I was riding on a saddled warhorse when I started attacking a koala that was "attacking" with koala attack (calming) . My steed went peaceful but not tame anymore. I stayed on it and it said something like really place steed on map? without a question (y/n) just a -more- and then immediately the program is in disorder you might as well #quit and it did that sequence 2 times then I tried to move and it did it for a couple turns again then I #ride (unmounted) and the problem stopped. then fed a lichen to my steed and #ride (rode away with no more problems) is there someplace in the code that I might have messed up? or is this normal program response to an unhandled exception? ---------------------------------------------------------------------- Comment By: ozma (uncoder8888) Date: 2012-08-29 00:30 Message: is this a common bug for all slashem or did I maybe mess something up in the code (thus creating this bug)? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3157913&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-29 07:27:59
|
Support Requests item #3562649, was opened at 2012-08-29 00:27 Message generated for change (Tracker Item Submitted) made by uncoder8888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3562649&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: ozma (uncoder8888) Assigned to: Nobody/Anonymous (nobody) Summary: spheres and character damage Initial Comment: So not a "vanilla" slashem question per se....but I have some new spheres and I still can't figure out how to get them to specialdamage the character. shock sphere works because it was already there, but... I made some new sphere monsters. 1. gas sphere probably need to just add somewhere the possibility of characters' weapon/armor/items being corroded (monsters DO get this damage on their items but not characters) 2. slumber spheres do NOT put the character to sleep atexplode but DO put monsters to sleep. 3. confusing spheres do NOT get the character confused atexplode but DO get monsters confused. 4. void spheres do NOT teleport the character atexplode but DO teleport monsters 5. poison spheres do NOT poison characters atexplode but DO poison monsters ALL spheres do damage just not special damage. So my question is this: Where is it (in the sourcefiles) that special damage to characters from flame/freeze/shock spheres is handled and can I just add lines of code there to get the other spheres' to work? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3562649&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-16 15:49:43
|
Support Requests item #3558388, was opened at 2012-08-16 03:45 Message generated for change (Comment added) made by uncoder8888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Priority: 5 Private: No Submitted By: ozma (uncoder8888) Assigned to: J. Ali Harlow (j_ali) Summary: need help with diff (please just some advice) Initial Comment: I know that dev team nethack/slashem staff and other coders will find this very funny but.... I am not a coder, I just made a bunch of changes to the slashem source and I am close to having a MEGA new version of slashem.. Only problem is,,, I have literally NO idea how to make a patch or diff of my changed source against the original source. Is there some file for MinGW I need to create patch/diff files with? or... Is there a built in windows/dos command that can make them? Or do I need to download some sort of file that will do this? I know it is silly to not know how to make a patch but as I said I have never done this before. I have maybe 3 months left until this thing is totally done and tested and I would rather upload a patch instead of the compiled (for win32) and source (because it will be huge for an upload). ---------------------------------------------------------------------- Comment By: ozma (uncoder8888) Date: 2012-08-16 08:49 Message: thanks I didn't install msys so I didn't have it but now I do...with some luck I might be able to complete a patch of this project when it is finished in a few months. ---------------------------------------------------------------------- Comment By: George Koehler (kernigh) Date: 2012-08-16 07:56 Message: You can find diff.exe and patch.exe in MSYS (available from http://www.mingw.org/). If MinGW is in C:\MinGW, then diff.exe and patch.exe will be in C:\MinGW\msys\1.0\bin. If you installed MinGW without MSYS, then you can add MSYS by running "mingw-get msys-base". Another way is to get diff.exe and patch.exe from GnuWin (http://gnuwin32.sourceforge.net/). I have never used GnuWin, but diff.exe should be in DiffUtils package, and patch.exe in Patch package. Prepare two copies of SLASH'EM: an original copy (slashem-0.0.7E7F3 or slashem-0.0.8E0F1, or whatever version you started with) and a copy with your changes. I will call these slashem-orig and slashem-mod. If slashem-mod has compiled files (like .o and .exe), delete them with > cd slashem-mod\src > mingw32-make spotless > del Makefile (That might not be exactly right; I have never compiled slashem for Windows, so I am not sure of the exact commands.) To create the patch, run > diff -druN slashem-orig slashem-mod > fun-stuff.diff (Instead of slashem-orig, a better name is slashem-0.0.7E7F3 or slashem-0.0.8E0F1, so hackers who read your patch can see the original version number.) You might want to test the patch. Make another copy of slashem-orig (I call this slashem-test) and apply the patch there. > cd slashem-test > patch -p1 < ..\fun-stuff.diff After this, slashem-mod and slashem-test should have the same files, and compiling slashem-test should work. ---------------------------------------------------------------------- Comment By: J. Ali Harlow (j_ali) Date: 2012-08-16 04:53 Message: The program to create a patch/diff is called "diff", and the program to apply a patch/diff is called "patch". You need a win32 executable of diff (which I'm sure the MinGW project would either provide, or provide a link to). I'm afraid I do all my development work under Linux, so I can't be of more help. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-16 14:56:33
|
Support Requests item #3558388, was opened at 2012-08-16 03:45 Message generated for change (Comment added) made by kernigh You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Priority: 5 Private: No Submitted By: ozma (uncoder8888) Assigned to: J. Ali Harlow (j_ali) Summary: need help with diff (please just some advice) Initial Comment: I know that dev team nethack/slashem staff and other coders will find this very funny but.... I am not a coder, I just made a bunch of changes to the slashem source and I am close to having a MEGA new version of slashem.. Only problem is,,, I have literally NO idea how to make a patch or diff of my changed source against the original source. Is there some file for MinGW I need to create patch/diff files with? or... Is there a built in windows/dos command that can make them? Or do I need to download some sort of file that will do this? I know it is silly to not know how to make a patch but as I said I have never done this before. I have maybe 3 months left until this thing is totally done and tested and I would rather upload a patch instead of the compiled (for win32) and source (because it will be huge for an upload). ---------------------------------------------------------------------- Comment By: George Koehler (kernigh) Date: 2012-08-16 07:56 Message: You can find diff.exe and patch.exe in MSYS (available from http://www.mingw.org/). If MinGW is in C:\MinGW, then diff.exe and patch.exe will be in C:\MinGW\msys\1.0\bin. If you installed MinGW without MSYS, then you can add MSYS by running "mingw-get msys-base". Another way is to get diff.exe and patch.exe from GnuWin (http://gnuwin32.sourceforge.net/). I have never used GnuWin, but diff.exe should be in DiffUtils package, and patch.exe in Patch package. Prepare two copies of SLASH'EM: an original copy (slashem-0.0.7E7F3 or slashem-0.0.8E0F1, or whatever version you started with) and a copy with your changes. I will call these slashem-orig and slashem-mod. If slashem-mod has compiled files (like .o and .exe), delete them with > cd slashem-mod\src > mingw32-make spotless > del Makefile (That might not be exactly right; I have never compiled slashem for Windows, so I am not sure of the exact commands.) To create the patch, run > diff -druN slashem-orig slashem-mod > fun-stuff.diff (Instead of slashem-orig, a better name is slashem-0.0.7E7F3 or slashem-0.0.8E0F1, so hackers who read your patch can see the original version number.) You might want to test the patch. Make another copy of slashem-orig (I call this slashem-test) and apply the patch there. > cd slashem-test > patch -p1 < ..\fun-stuff.diff After this, slashem-mod and slashem-test should have the same files, and compiling slashem-test should work. ---------------------------------------------------------------------- Comment By: J. Ali Harlow (j_ali) Date: 2012-08-16 04:53 Message: The program to create a patch/diff is called "diff", and the program to apply a patch/diff is called "patch". You need a win32 executable of diff (which I'm sure the MinGW project would either provide, or provide a link to). I'm afraid I do all my development work under Linux, so I can't be of more help. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-16 11:53:01
|
Support Requests item #3558388, was opened at 2012-08-16 03:45 Message generated for change (Comment added) made by j_ali You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: ozma (uncoder8888) >Assigned to: J. Ali Harlow (j_ali) Summary: need help with diff (please just some advice) Initial Comment: I know that dev team nethack/slashem staff and other coders will find this very funny but.... I am not a coder, I just made a bunch of changes to the slashem source and I am close to having a MEGA new version of slashem.. Only problem is,,, I have literally NO idea how to make a patch or diff of my changed source against the original source. Is there some file for MinGW I need to create patch/diff files with? or... Is there a built in windows/dos command that can make them? Or do I need to download some sort of file that will do this? I know it is silly to not know how to make a patch but as I said I have never done this before. I have maybe 3 months left until this thing is totally done and tested and I would rather upload a patch instead of the compiled (for win32) and source (because it will be huge for an upload). ---------------------------------------------------------------------- >Comment By: J. Ali Harlow (j_ali) Date: 2012-08-16 04:53 Message: The program to create a patch/diff is called "diff", and the program to apply a patch/diff is called "patch". You need a win32 executable of diff (which I'm sure the MinGW project would either provide, or provide a link to). I'm afraid I do all my development work under Linux, so I can't be of more help. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 |
From: SourceForge.net <no...@so...> - 2012-08-16 10:45:02
|
Support Requests item #3558388, was opened at 2012-08-16 03:45 Message generated for change (Tracker Item Submitted) made by uncoder8888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: ozma (uncoder8888) Assigned to: Nobody/Anonymous (nobody) Summary: need help with diff (please just some advice) Initial Comment: I know that dev team nethack/slashem staff and other coders will find this very funny but.... I am not a coder, I just made a bunch of changes to the slashem source and I am close to having a MEGA new version of slashem.. Only problem is,,, I have literally NO idea how to make a patch or diff of my changed source against the original source. Is there some file for MinGW I need to create patch/diff files with? or... Is there a built in windows/dos command that can make them? Or do I need to download some sort of file that will do this? I know it is silly to not know how to make a patch but as I said I have never done this before. I have maybe 3 months left until this thing is totally done and tested and I would rather upload a patch instead of the compiled (for win32) and source (because it will be huge for an upload). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3558388&group_id=9746 |
From: SourceForge.net <no...@so...> - 2011-01-14 06:43:42
|
Support Requests item #2959767, was opened at 2010-02-26 10:11 Message generated for change (Comment added) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: bombs exploding and removing all bullets from inventory Initial Comment: So I stuck the nethack 3.4.3 Ferment code into my game and I was wondering if the timeout.h structure I have set up is the reason why when bombs explode they take all the bullets from the inventory like they didn't even exist. This is the structure in timeout: /* * Timeout functions. Add a define here, then put it in the table * in timeout.c. "One more level of indirection will fix everything." */ #define ROT_ORGANIC 0 /* for buried organics */ #define ROT_CORPSE 1 #define MOLDY_CORPSE 2 #define REVIVE_MON 3 #define BURN_OBJECT 4 #define HATCH_EGG 5 #define FIG_TRANSFORM 6 #define FERMENT 7 #define UNPOLY_MON 8 # ifdef FIREARMS #define BOMB_BLOW 9 # ifdef UNPOLYPILE #define UNPOLY_OBJ 10 #define NUM_TIME_FUNCS 11 # else #define NUM_TIME_FUNCS 10 # endif # else /* FIREARMS */ # ifdef UNPOLYPILE #define UNPOLY_OBJ 9 #define NUM_TIME_FUNCS 10 # else #define NUM_TIME_FUNCS 9 # endif # endif /* FIREARMS */ /* used in timeout.c */ and I was wondering if that was why the bombs were doing this. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2011-01-13 22:43 Message: I can't make a diff because I don't know how. Also the diff would have ALL the changed lines in the code (right?) and there are more than 5000 changed or added lines.. (my build folder is for the 2 new mages and pirate class and jedi class plus rivers 2 more minestowns and a bunch of other stuff) ---------------------------------------------------------------------- Comment By: Silas Dunsmore (silasd) Date: 2010-03-23 20:37 Message: I'd like to see snippets of the code, before and after this change. (Or, better, a unified-diff of the change.) I don't think anyone can give useful feedback without this. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-23 13:44 Message: so I altered a line (either I had put in {doexplode i think} or was already there) involving delquan, and the bullets no longer remove the bullets. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-07 23:43 Message: I noticed in the code of dothrow that there is a commented reference to bombs exploding and bullets vanishing. I am now having that problem with my game, and I think that it might be the artifact rifle named blunderbuss and its code for exploding bullets (that is just the hellfire code doubled and magical exploding bullets being in place of the bolts) is there any way to get the bullets to stay put ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 |
From: SourceForge.net <no...@so...> - 2011-01-14 06:39:31
|
Support Requests item #3157925, was opened at 2011-01-13 22:39 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3157925&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: artifact gifts Initial Comment: as well as my other questions about modding the game to include new character classes.... I have a problem with one of my mages. I finally got the artifact rifle to be a gift (first gift even though it's second in the list). But I wanted to have at least one of the gifts be a spellbook of poison blast. I can not get it to gift me a spellbook... Is there some place I can add it so that the air mage gets a spellbook first or second gift? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3157925&group_id=9746 |
From: SourceForge.net <no...@so...> - 2011-01-14 05:34:26
|
Support Requests item #2977781, was opened at 2010-03-27 13:27 Message generated for change (Comment added) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2977781&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: thanks for all your help Initial Comment: I got almost everything done. I still can't wish for an artifact rifle yet but I'm working on it. Etheric mage (air mage) and Electric mage both work but I need to redo their quests still. Pirate works fully, and all the other things work too. Trick bag CAN be looted dungeon growths work brewing (ferment) works all new artifacts work. I still can't get the right gifts but I think I know how to fix it. Thanks for all your help, because without some ot the simple things explained by you I couldn't have done it. 20 I have one quick question though. On the original game you say no to the question should I pick a role for you? and it gives you 20 choices (18 roles, random, quit and the the word (END) as the last entry) On mine I have 22 (20 roles, random, quit and (END)) and (END) is literally the last entry on the screen. In other words If I add the bard character or some new character (END) will have to be displayed off the screen. Will it let me make a new character and give me --more-- to display (END)? or will it resize the font to display all on one line? or will it simply error out and not compile? I just wanted to know before I create a new character and do all that coding and then find out it won't accept any more roles. ---------------------------------------------------------------------- >Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2011-01-13 21:34 Message: is this forum still in operation? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2977781&group_id=9746 |
From: SourceForge.net <no...@so...> - 2011-01-14 05:32:08
|
Support Requests item #3157913, was opened at 2011-01-13 21:32 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3157913&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: koala vs riding on affected horse Initial Comment: this is my own build that is very different from standard but this bug might apply to standard slashem as well. I was riding on a saddled warhorse when I started attacking a koala that was "attacking" with koala attack (calming) . My steed went peaceful but not tame anymore. I stayed on it and it said something like really place steed on map? without a question (y/n) just a -more- and then immediately the program is in disorder you might as well #quit and it did that sequence 2 times then I tried to move and it did it for a couple turns again then I #ride (unmounted) and the problem stopped. then fed a lichen to my steed and #ride (rode away with no more problems) is there someplace in the code that I might have messed up? or is this normal program response to an unhandled exception? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=3157913&group_id=9746 |
From: likeyou d. <a12...@ya...> - 2010-11-19 20:15:34
|
Hi, I was looking into this bug. Seems like the problem was when it polymorphed back, the amulet of changing had puton_worn_item(otmp) called before it was placed back into the inventory. So when useup was called (in response to the amulet disintegrating) freeinv couldn't find anything in the inventory that matched. This patch seems to work: --- zap.c 2010-11-19 12:10:08.000000000 -0800 +++ /home/michael/slashem/orig/slashem-0.0.7E7F3/src/zap.c 2006-12-30 05:08:31.000000000 -0800 @@ -1618,6 +1618,7 @@ if (obj_location == OBJ_INVENT) { remove_worn_item(obj, TRUE); setworn(otmp, otmp->owornmask); + puton_worn_item(otmp); if (otmp->owornmask & LEFT_RING) uleft = otmp; if (otmp->owornmask & RIGHT_RING) @@ -1679,7 +1680,6 @@ freeinv_core(obj); addinv_core1(otmp); addinv_core2(otmp); - puton_worn_item(otmp); } else if (obj_location == OBJ_MINVENT) { /* Pended update of monster intrinsics */ Though the code in zap.c is laid out a little oddly (in my mind at least). The block that I moved the puton_worn_item to is entered in much the same way as the block that I pulled it from. Could the code be made a little cleaner by moving replace_object(obj, otmp); up above the if (obj_location == OBJ_INVENT || obj_location == OBJ_MINVENT) { then moving the code in the if (obj_location == OBJ_INVENT) { in with it. Though the largely aesthetic change would probably cause unwanted pain. so probably not. Anywho, hope it helps. Cheers, Michael |
From: SourceForge.net <no...@so...> - 2010-03-27 20:27:06
|
Support Requests item #2977781, was opened at 2010-03-27 13:27 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2977781&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: thanks for all your help Initial Comment: I got almost everything done. I still can't wish for an artifact rifle yet but I'm working on it. Etheric mage (air mage) and Electric mage both work but I need to redo their quests still. Pirate works fully, and all the other things work too. Trick bag CAN be looted dungeon growths work brewing (ferment) works all new artifacts work. I still can't get the right gifts but I think I know how to fix it. Thanks for all your help, because without some ot the simple things explained by you I couldn't have done it. 20 I have one quick question though. On the original game you say no to the question should I pick a role for you? and it gives you 20 choices (18 roles, random, quit and the the word (END) as the last entry) On mine I have 22 (20 roles, random, quit and (END)) and (END) is literally the last entry on the screen. In other words If I add the bard character or some new character (END) will have to be displayed off the screen. Will it let me make a new character and give me --more-- to display (END)? or will it resize the font to display all on one line? or will it simply error out and not compile? I just wanted to know before I create a new character and do all that coding and then find out it won't accept any more roles. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2977781&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-03-24 03:37:18
|
Support Requests item #2959767, was opened at 2010-02-26 10:11 Message generated for change (Comment added) made by silasd You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: bombs exploding and removing all bullets from inventory Initial Comment: So I stuck the nethack 3.4.3 Ferment code into my game and I was wondering if the timeout.h structure I have set up is the reason why when bombs explode they take all the bullets from the inventory like they didn't even exist. This is the structure in timeout: /* * Timeout functions. Add a define here, then put it in the table * in timeout.c. "One more level of indirection will fix everything." */ #define ROT_ORGANIC 0 /* for buried organics */ #define ROT_CORPSE 1 #define MOLDY_CORPSE 2 #define REVIVE_MON 3 #define BURN_OBJECT 4 #define HATCH_EGG 5 #define FIG_TRANSFORM 6 #define FERMENT 7 #define UNPOLY_MON 8 # ifdef FIREARMS #define BOMB_BLOW 9 # ifdef UNPOLYPILE #define UNPOLY_OBJ 10 #define NUM_TIME_FUNCS 11 # else #define NUM_TIME_FUNCS 10 # endif # else /* FIREARMS */ # ifdef UNPOLYPILE #define UNPOLY_OBJ 9 #define NUM_TIME_FUNCS 10 # else #define NUM_TIME_FUNCS 9 # endif # endif /* FIREARMS */ /* used in timeout.c */ and I was wondering if that was why the bombs were doing this. ---------------------------------------------------------------------- Comment By: Silas Dunsmore (silasd) Date: 2010-03-23 20:37 Message: I'd like to see snippets of the code, before and after this change. (Or, better, a unified-diff of the change.) I don't think anyone can give useful feedback without this. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-23 13:44 Message: so I altered a line (either I had put in {doexplode i think} or was already there) involving delquan, and the bullets no longer remove the bullets. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-07 23:43 Message: I noticed in the code of dothrow that there is a commented reference to bombs exploding and bullets vanishing. I am now having that problem with my game, and I think that it might be the artifact rifle named blunderbuss and its code for exploding bullets (that is just the hellfire code doubled and magical exploding bullets being in place of the bolts) is there any way to get the bullets to stay put ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-03-23 20:44:48
|
Support Requests item #2959767, was opened at 2010-02-26 10:11 Message generated for change (Comment added) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: bombs exploding and removing all bullets from inventory Initial Comment: So I stuck the nethack 3.4.3 Ferment code into my game and I was wondering if the timeout.h structure I have set up is the reason why when bombs explode they take all the bullets from the inventory like they didn't even exist. This is the structure in timeout: /* * Timeout functions. Add a define here, then put it in the table * in timeout.c. "One more level of indirection will fix everything." */ #define ROT_ORGANIC 0 /* for buried organics */ #define ROT_CORPSE 1 #define MOLDY_CORPSE 2 #define REVIVE_MON 3 #define BURN_OBJECT 4 #define HATCH_EGG 5 #define FIG_TRANSFORM 6 #define FERMENT 7 #define UNPOLY_MON 8 # ifdef FIREARMS #define BOMB_BLOW 9 # ifdef UNPOLYPILE #define UNPOLY_OBJ 10 #define NUM_TIME_FUNCS 11 # else #define NUM_TIME_FUNCS 10 # endif # else /* FIREARMS */ # ifdef UNPOLYPILE #define UNPOLY_OBJ 9 #define NUM_TIME_FUNCS 10 # else #define NUM_TIME_FUNCS 9 # endif # endif /* FIREARMS */ /* used in timeout.c */ and I was wondering if that was why the bombs were doing this. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-23 13:44 Message: so I altered a line (either I had put in {doexplode i think} or was already there) involving delquan, and the bullets no longer remove the bullets. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-07 23:43 Message: I noticed in the code of dothrow that there is a commented reference to bombs exploding and bullets vanishing. I am now having that problem with my game, and I think that it might be the artifact rifle named blunderbuss and its code for exploding bullets (that is just the hellfire code doubled and magical exploding bullets being in place of the bolts) is there any way to get the bullets to stay put ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-03-08 07:43:18
|
Support Requests item #2959767, was opened at 2010-02-26 10:11 Message generated for change (Comment added) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: bombs exploding and removing all bullets from inventory Initial Comment: So I stuck the nethack 3.4.3 Ferment code into my game and I was wondering if the timeout.h structure I have set up is the reason why when bombs explode they take all the bullets from the inventory like they didn't even exist. This is the structure in timeout: /* * Timeout functions. Add a define here, then put it in the table * in timeout.c. "One more level of indirection will fix everything." */ #define ROT_ORGANIC 0 /* for buried organics */ #define ROT_CORPSE 1 #define MOLDY_CORPSE 2 #define REVIVE_MON 3 #define BURN_OBJECT 4 #define HATCH_EGG 5 #define FIG_TRANSFORM 6 #define FERMENT 7 #define UNPOLY_MON 8 # ifdef FIREARMS #define BOMB_BLOW 9 # ifdef UNPOLYPILE #define UNPOLY_OBJ 10 #define NUM_TIME_FUNCS 11 # else #define NUM_TIME_FUNCS 10 # endif # else /* FIREARMS */ # ifdef UNPOLYPILE #define UNPOLY_OBJ 9 #define NUM_TIME_FUNCS 10 # else #define NUM_TIME_FUNCS 9 # endif # endif /* FIREARMS */ /* used in timeout.c */ and I was wondering if that was why the bombs were doing this. ---------------------------------------------------------------------- Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-03-07 23:43 Message: I noticed in the code of dothrow that there is a commented reference to bombs exploding and bullets vanishing. I am now having that problem with my game, and I think that it might be the artifact rifle named blunderbuss and its code for exploding bullets (that is just the hellfire code doubled and magical exploding bullets being in place of the bolts) is there any way to get the bullets to stay put ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-26 18:32:12
|
Support Requests item #2959767, was opened at 2010-02-26 10:11 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: bombs exploding and removing all bullets from inventory Initial Comment: So I stuck the nethack 3.4.3 Ferment code into my game and I was wondering if the timeout.h structure I have set up is the reason why when bombs explode they take all the bullets from the inventory like they didn't even exist. This is the structure in timeout: /* * Timeout functions. Add a define here, then put it in the table * in timeout.c. "One more level of indirection will fix everything." */ #define ROT_ORGANIC 0 /* for buried organics */ #define ROT_CORPSE 1 #define MOLDY_CORPSE 2 #define REVIVE_MON 3 #define BURN_OBJECT 4 #define HATCH_EGG 5 #define FIG_TRANSFORM 6 #define FERMENT 7 #define UNPOLY_MON 8 # ifdef FIREARMS #define BOMB_BLOW 9 # ifdef UNPOLYPILE #define UNPOLY_OBJ 10 #define NUM_TIME_FUNCS 11 # else #define NUM_TIME_FUNCS 10 # endif # else /* FIREARMS */ # ifdef UNPOLYPILE #define UNPOLY_OBJ 9 #define NUM_TIME_FUNCS 10 # else #define NUM_TIME_FUNCS 9 # endif # endif /* FIREARMS */ /* used in timeout.c */ and I was wondering if that was why the bombs were doing this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2959767&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-24 22:26:18
|
Support Requests item #2957309, was opened at 2010-02-23 17:04 Message generated for change (Comment added) made by j_ali You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957309&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) >Assigned to: J. Ali Harlow (j_ali) Summary: 3 quick questions Initial Comment: first I have added the trickier bag from the nethack patches and (although I had to remove the code for when the bag has no charges you can put stuff in it because I have no idea how to stop it from asking you if you want to put something in the (next item slot name)) it seems to work. I doubled the bag of tricks because I wanted to have a 50/50 chance of trickier bag or bag of tricks (original) and the problem is you can't loot it. So the question is this where is the code located for looting bags of tricks? problem 2 somehow you can't force chests with a weapon anymore did I mess something up and if I did where do I look for the code on forcing chests? and problem 3 I have created a rifle artifact, and aside from the fact that it works totally the way I wanted ( creates a magical explosion like the hellfire only magic blast instead of fireball) I cannot wish for it. I did switch it to being able to be named (IE SPFX_RESTR is not there) so that I can actually test it, but when I even wish for a rifle named blunderbuss ( I couldn't think what to name it) I can't get the artifact. I can only get it if I wish for a rifle then name it blunderbuss, and even before I took out SPFX_RESTR I got it at an altar when I sacrificed. Is there something I need to add to the code I put in: #ifdef FIREARMS A("Blunderbuss", RIFLE, SPFX_ATTK, (SPFX_ESP|SPFX_EREGEN), 0, STUN(8,13), NO_DFNS, NO_CARY, 0, A_CHAOTIC, NON_PM, NON_PM, 16000L ), #endif that will allow me to wish for it? sorry for being such a noncoder with semigood ideas but no knowledge of how to code them. If you could tell me some of these things that would be much appreciated. ---------------------------------------------------------------------- >Comment By: J. Ali Harlow (j_ali) Date: 2010-02-24 22:26 Message: 1. I suggest you search the code for BAG_OF_TRICKS. 2. Commands are defined in cmd.c; once you find the name of the function that is invoked, you can search for it. 3. You'd normally wish for "Blunderbuss" or whatever you've called the artifact. If that doesn't work, you'll need to add debugging output to makewish() or the functions it calls to see where it goes wrong. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957309&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-24 17:53:45
|
Support Requests item #2957697, was opened at 2010-02-23 17:20 Message generated for change (Comment added) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957697&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: oops one other thing I forgot to ask about Initial Comment: I have in my Pirate.des a level in which a river runs through it and (hopefully) two drawbridges that open into each other like this: |}}}| |}}}| |}}}| D}}D |}}}| |}}}| |}}}| I set the left one to east and the right one to west, and it says wall needed for drawbridge at (33,10) and (36,10) the D's are actually | 's and the coordinates are correct, but I am wondering if the game will let me open the right draw bridge over the water and then the left drawbridge over the remaining water (so that both bridges are needed to cross and both bridges will open so that it looks like this: |}}}| |}}}| |}}}| .##. |}}}| |}}}| |}}}| is it possible to do this? or does the drawbridge have to start in a wall and go over water but "hitch" to a floor. ---------------------------------------------------------------------- >Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-02-24 09:53 Message: I answered my own problem again the drawbridge isn't embedded in the wall opening into the sea like I logically though it would it is based in the sea and is closed in the wall. so (33,10) (36,10) is actually (34,10) east and (35,10) west sorry for asking stupid questions sometimes (and especially when I can answer them myself with a bit of examining). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957697&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-24 01:22:09
|
Support Requests item #2957314, was opened at 2010-02-23 09:14 Message generated for change (Comment added) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957314&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: oops one other thing I forgot to ask about Initial Comment: I have in my Pirate.des a level in which a river runs through it and (hopefully) two drawbridges that open into each other like this: |}}}| |}}}| |}}}| D}}D |}}}| |}}}| |}}}| I set the left one to east and the right one to west, and it says wall needed for drawbridge at (33,10) and (36,10) the D's are actually | 's and the coordinates are correct, but I am wondering if the game will let me open the right draw bridge over the water and then the left drawbridge over the remaining water (so that both bridges are needed to cross and both bridges will open so that it looks like this: |}}}| |}}}| |}}}| .##. |}}}| |}}}| |}}}| is it possible to do this? or does the drawbridge have to start in a wall and go over water but "hitch" to a floor. ---------------------------------------------------------------------- >Comment By: hjfhgf jhjkgkjg (uncoder888) Date: 2010-02-23 17:22 Message: oops it double submitted ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957314&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-24 01:20:19
|
Support Requests item #2957697, was opened at 2010-02-23 17:20 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957697&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: oops one other thing I forgot to ask about Initial Comment: I have in my Pirate.des a level in which a river runs through it and (hopefully) two drawbridges that open into each other like this: |}}}| |}}}| |}}}| D}}D |}}}| |}}}| |}}}| I set the left one to east and the right one to west, and it says wall needed for drawbridge at (33,10) and (36,10) the D's are actually | 's and the coordinates are correct, but I am wondering if the game will let me open the right draw bridge over the water and then the left drawbridge over the remaining water (so that both bridges are needed to cross and both bridges will open so that it looks like this: |}}}| |}}}| |}}}| .##. |}}}| |}}}| |}}}| is it possible to do this? or does the drawbridge have to start in a wall and go over water but "hitch" to a floor. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957697&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-23 17:14:36
|
Support Requests item #2957314, was opened at 2010-02-23 09:14 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957314&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: oops one other thing I forgot to ask about Initial Comment: I have in my Pirate.des a level in which a river runs through it and (hopefully) two drawbridges that open into each other like this: |}}}| |}}}| |}}}| D}}D |}}}| |}}}| |}}}| I set the left one to east and the right one to west, and it says wall needed for drawbridge at (33,10) and (36,10) the D's are actually | 's and the coordinates are correct, but I am wondering if the game will let me open the right draw bridge over the water and then the left drawbridge over the remaining water (so that both bridges are needed to cross and both bridges will open so that it looks like this: |}}}| |}}}| |}}}| .##. |}}}| |}}}| |}}}| is it possible to do this? or does the drawbridge have to start in a wall and go over water but "hitch" to a floor. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957314&group_id=9746 |
From: SourceForge.net <no...@so...> - 2010-02-23 17:04:14
|
Support Requests item #2957309, was opened at 2010-02-23 09:04 Message generated for change (Tracker Item Submitted) made by uncoder888 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957309&group_id=9746 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: hjfhgf jhjkgkjg (uncoder888) Assigned to: Nobody/Anonymous (nobody) Summary: 3 quick questions Initial Comment: first I have added the trickier bag from the nethack patches and (although I had to remove the code for when the bag has no charges you can put stuff in it because I have no idea how to stop it from asking you if you want to put something in the (next item slot name)) it seems to work. I doubled the bag of tricks because I wanted to have a 50/50 chance of trickier bag or bag of tricks (original) and the problem is you can't loot it. So the question is this where is the code located for looting bags of tricks? problem 2 somehow you can't force chests with a weapon anymore did I mess something up and if I did where do I look for the code on forcing chests? and problem 3 I have created a rifle artifact, and aside from the fact that it works totally the way I wanted ( creates a magical explosion like the hellfire only magic blast instead of fireball) I cannot wish for it. I did switch it to being able to be named (IE SPFX_RESTR is not there) so that I can actually test it, but when I even wish for a rifle named blunderbuss ( I couldn't think what to name it) I can't get the artifact. I can only get it if I wish for a rifle then name it blunderbuss, and even before I took out SPFX_RESTR I got it at an altar when I sacrificed. Is there something I need to add to the code I put in: #ifdef FIREARMS A("Blunderbuss", RIFLE, SPFX_ATTK, (SPFX_ESP|SPFX_EREGEN), 0, STUN(8,13), NO_DFNS, NO_CARY, 0, A_CHAOTIC, NON_PM, NON_PM, 16000L ), #endif that will allow me to wish for it? sorry for being such a noncoder with semigood ideas but no knowledge of how to code them. If you could tell me some of these things that would be much appreciated. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=209746&aid=2957309&group_id=9746 |
From: Patric M. <bh...@gm...> - 2010-02-20 19:29:01
|
Xavier Oswald <xo...@gm...> wrote: > Hi, > > I have tried to package 008e0f1 version of slashem without success > > The relevant part is > > ===== > ./win/tty/termcap.c:964: error: conflicting types for ‘tparm’ At that location the source code wants to define tparm, because it thinks this isn't defined anywhere else. But this shouldn't happen: #if !defined(LINUX) && !defined(__FreeBSD__) && !defined(__APPLE__) extern char *tparm(); #endif If LINUX isn't defined on a build on Debian, something is wrong. How do you want to build it? The same way the deb for 0.0.7E7F3-1.3 does? Is this still supported? Shouldn't the current version be built with the configure script? Bye Patric -- NetHack-De: NetHack auf Deutsch - http://nethack-de.sf.net/ NetHack for AROS: http://sf.net/projects/nethack-aros/ UnNetHack: http://apps.sf.net/trac/unnethack/ |