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From: J. A. H. <al...@op...> - 2000-11-07 11:57:18
|
On Sun, 05 Nov 2000, Kevin Hugo wrote: > Close. You can never have too many puzzles in NetHack... Thanks, Kevin. Nothing like having it from the horse's mouth. Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-11-06 07:36:53
|
Guys, Eva has logged a bug re. elves being peaceful to drows. The root cause of= this is that elves are marked in monst.c as being chaotic. This is basically a hang-over from vanilla and, in my view, needs changing. There will be consequences however: elves will tend to be peacful towards lawful charac= ters more often and less likely to be peaceful towards chaotic characters. The main effect of this will be that lawful characters will find it harder to gain sleep resistance and chaotic characters will find it slightly easier= =2E Anybody got any objections? Proposed patch is attached. --=20 Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: Kevin H. <hu...@ne...> - 2000-11-05 23:15:17
|
Warren wrote: >I remember a nice, symmetric design. something like > > |---------| > |------| |------| > | | | | > | E Goal F | > | | | | > | | | | > | |---------| | > | | | | > |-A--B-| |-C--D-| > >Something like that, with A, B, C, D, E, F being key doors >I remember that we didn't want to have to swallow keys. >They need two out of three to pass. Close. You can never have too many puzzles in NetHack... MAP --- --- --- |.| |.| |.| ---S---S---S--- |.......C.+...| ---L-N---.----- |....\|.+.| ---C-N---.----- |.......L.+...| ---S---S---S--- |.| |.| |.| --- --- --- ENDMAP Note that this moves Vlad and his throne right one square. The level needs to be no-dig, no-passwall to prevent abuse. & Kevin |
From: Warren C. <wa...@in...> - 2000-11-05 22:04:43
|
On the artifact keys/Vlad's tower doors... Oops Kevin...I remember seeing your floorplan designs! I know I have them somewhere... :P here's what I can remember, in case it proves to be hard to find. Last time I checked, deja was still stuck at only searching news postings from a month back :P I remember a nice, symmetric design. something like |---------| |------| |------| | | | | | E Goal F | | | | | | | | | | |---------| | | | | | |-A--B-| |-C--D-| Something like that, with A, B, C, D, E, F being key doors I remember that we didn't want to have to swallow keys. They need two out of three to pass. I did a little doodling, and came up with the following. My theory might be a bit wrong, since I never did much topography, but here goes: Let L, N, C bet Lawful Neutral and Chaotic. 3 possible pairs: LN, LC, NC Actually, we only need, A,B,C,E and F, but that breaks the symmetry :) A=L, B=N, C=C, E=C, F=L (D=N) There are many other solutions like A=L, B=N, C=C, E=C, F=N and so on... At least, this is how my bad memory is....Anyhow, gotta run again. :) Good to see things steaming steadily along. I want my free time back... :) Until Later! -- Warren Alexander Cheung [WACko] BCRMTA-STA Treasurer, CSSS Treasurer, MISA Webmaster SLASH'EM Project Administrator ICQ: 3336113 AIM: WAC Warren Personal Homepage: http://wac.cjb.net MISA Homepage: http://micb.cjb.net SLASH'EM Project: http://slashem.cjb.net |
From: J. A. H. <al...@op...> - 2000-11-05 16:05:48
|
On Sat, 04 Nov 2000, Kevin Hugo wrote: > >Eva R. Myers <er...@tc...> wrote: > >> I think that they were supposed to be necessary for reaching Vlad, but > >> this was never implemented. In some older versions of Slash'EM, three > >> of the doors in Vlad's Tower had the engravings "Law", "Neutrality" > >> and "Chaos" outside them. The arrangement was such that if each door > >> could only be opened by the appropriate key, you would need two > >> artifact keys (any two) to reach Vlad. > > > >Was this ever implemented? I remember some discussion here about how it > >could be done, and there was certainly at least one design posted. Do you > >have any idea roughly what version number it was? I have every version > >since 0.0.4E7 archived and a couple of 0.0.3 versions as well. > > Eva is correct. Certain doors in the final level of Vlad's tower > were to be opened exclusively by the artifact keys. Two of the > three keys would be needed to access Vlad and the Candelabrum. These > doors should NOT open by any other means (wands, spells, the Bell, > intelligent monsters), and they should be completely unbreakable. > There was to be a function in lock.c as such: > > /* Return the artifact which unlocks the door at (x, y), or > * zero if it is an ordinary door. > */ > int > artifact_door(x, y) > int x, y; > { > ... > } > > > The ideal way of implementing it would have been to change the level > compiler so one could optionally name an artifact when defining a door. > It was never implemented because that was too much work. But you > might be able to get away with hardcoding the specific Vlad's tower > doors in the artifact_door function above. > > If you want to be particularly cruel, you could assign the high temple > doors on the Astral Plane to their respective artifact keys. > > & Kevin Thanks, Kevin. I'll see if I can find the designs for Vlad's tower on Deja and implement this at some point. Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-11-03 16:52:31
|
On Fri, 03 Nov 2000, Peter Makholm wrote: > "J. Ali Harlow" <al...@av...> writes: > > > 113620: hilite_pet uses colour even if colour is off. > > The almost endless problems with colors in the debian packages > probally shows my lack of knowledge about ncurses. > > But if I say "no color" I mean "no color" and not "No color unless the > system thinks it's smarte than me". Just my 0.02 of you favourite currency. Thank you. Any other views? > > Don't you just love it! Just when I'm beginning to get a little confident > > that we might actually get a stable version out. Obviously, this needs > > looking at before we can release 0.0.6E4F1. > > I don't play as much as I wanted and if nobody else observed the > problem it may be tricked by some very rare events (which I couldn't > find by looking at the code). It depends on wether we want a rock > stable version or a more stable version than the present. I suspect kicking items at all is fairly unusual, especially from stacks. Certainly I only do it in special circumstances (eg., gray stones and if I'm running out of ammo). Let's see if I can find the problem and re-evaluate if it eludes me. Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: Peter M. <pe...@ma...> - 2000-11-03 16:16:56
|
"J. Ali Harlow" <al...@op...> writes: > 113620: hilite_pet uses colour even if colour is off. The almost endless problems with colors in the debian packages probally shows my lack of knowledge about ncurses. But if I say "no color" I mean "no color" and not "No color unless the system thinks it's smarte than me". Just my 0.02 of you favourite currency. > Don't you just love it! Just when I'm beginning to get a little confident > that we might actually get a stable version out. Obviously, this needs > looking at before we can release 0.0.6E4F1. I don't play as much as I wanted and if nobody else observed the problem it may be tricked by some very rare events (which I couldn't find by looking at the code). It depends on wether we want a rock stable version or a more stable version than the present. -- "If I had been brought up in a different time [...] perhaps I'd be totally comfortable in ML and would find C unsafe, a little dangerous, not very expressive." - Brian Kernighan |
From: J. A. H. <al...@op...> - 2000-11-03 15:47:36
|
On Fri, 03 Nov 2000, Peter Makholm wrote: > "J. Ali Harlow" <al...@av...> writes: > > > (Warren?) to decide what should happen (114646, 115766 & 117420), > > one I'm leaving until I can decide if it's really an improvement! > > Which one is that. 113620: hilite_pet uses colour even if colour is off. When I first logged it, I did so because it seemed wrong for the game to use colour when the user has explicitly said not to. On further reflection, however, I wonder if this is not a useful effect. > > Version 0.0.6E4F1 should be very stable, but since there have been so many > > Hmmm, I've just decided to open a segfaulting bug, not that I found > the course but I think it happens sometimes you kick a stack of > objects. It's a nightmare (which I thought I just killed) to debug. Don't you just love it! Just when I'm beginning to get a little confident that we might actually get a stable version out. Obviously, this needs looking at before we can release 0.0.6E4F1. Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: Peter M. <pe...@ma...> - 2000-11-03 14:43:39
|
"J. Ali Harlow" <al...@op...> writes: > (Warren?) to decide what should happen (114646, 115766 & 117420), > one I'm leaving until I can decide if it's really an improvement! Which one is that. > Version 0.0.6E4F1 should be very stable, but since there have been so many Hmmm, I've just decided to open a segfaulting bug, not that I found the course but I think it happens sometimes you kick a stack of objects. It's a nightmare (which I thought I just killed) to debug. -- "If I had been brought up in a different time [...] perhaps I'd be totally comfortable in ML and would find C unsafe, a little dangerous, not very expressive." - Brian Kernighan |
From: J. A. H. <al...@op...> - 2000-11-03 14:08:52
|
Hi guys, I have now assigned to myself all the bugs that I intend to fix before the release of version 0.0.6E4F1. Of the remaining bugs, two should hopefully be fixed by upstream development teams (113061 and 115655), three need someone (Warren?) to decide what should happen (114646, 115766 & 117420), one I'm leaving until I can decide if it's really an improvement! (113620) and the rest all involve either hardware or software setups that I don't have access to. I'm hoping to finish these by mid-November, and therefore propose that we aim to release v0.0.6E4F1 around then. Version 0.0.6E4F1 should be very stable, but since there have been so many changes I think it is worth releasing it as a development version in the first instance. We can then either declare it as a stable version later or do a quick 0.0.6E4F2 release to mop up any bugs that are found and declare that one as stable. Development can then continue in 0.0.6E5 to leave room just in case we discover a major problem with the stable version later on. Let me know if you have any comments or better ideas. Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-10-09 14:14:50
|
On Sun, 08 Oct 2000, Eva wrote: > Dear Ali, > I'm emailing this to you because I'm not sure whether it's a Slash'EM > bug or not (is there a standard location for things which might not be > bugs?) I guess just log them as normal. It's easy enough to invalidate them later if it turns out that they aren't bugs. > My Doppelgangen Valkyrie had been reduced to 4 HP by a baby > deep dragon and decided to try random self-polymorph. She turned into > a snake, had to drop all her junk and was soon killed. Now, I thought > that when you got killed while polymorphed, you came back as your > normal form at half max HP, or maybe at half the HP you had before you > polymorphed, but what actually happened was that I came back at zero > HP and it went straight from "You return to doppelgangen form!" to "Do > you want to see your attributes?" without telling me that I died or > wasn't healthy enough to survive. My max HP may also have gone down - > I managed to produce that effect in some of my experiments in wizard > mode - and the cause of death was "reverting to unhealthy doppelgangen > form". When you revert to your true form after being killed in your polymorphed form you lose half your "real" HP (as opposed to your polymorphed HP). These would normally be the same as the HP you had when you first polymorphed since most of the time it is the polymorphed HP that are affected while you are polymorphed. However there are a number of ways in which your "real" HP can be reduced when in polymorphed form: - The eye of the beholder turns on you. - The hand of Vecna turns on you. - Eating a holy wafer when chaotic. - Eating artifact body parts. - Eating cursed royal jelly. - Drain life attacks. - A number of special attacks when in golem form. - 33% of the time (always if you have polymorph conrol): When the polymorphed form is killed by a monster or explosion, you loose "real" HP equal to the HD of your polymorphed form. (Your max HP is also reduced by the same amount.) - Using surgery technique to cure sickness and/or sliming. (The last may well be unintentional; it seems somewhat out of place. Warren?) I suspect that you were hit by the 33% chance on being killed as a snake, lost 4 HP because of it and therefore had 0 "real" HP. This will cause your death. I would have thought a message (even if only "You die") would be a good addition here however. Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-09-30 12:03:52
|
On Fri, 29 Sep 2000, Warren wrote: > ... the proposed changes to the bite attack sound reasonable. > > Hmmm...I've always been thinking of making the vampire eating > multi-turn, and to give cpostfx, if only to give less nutrition...Still > have to work out what happens when you (un)polymorph while eating > though. And then there is the problem with corpses that are drunk but > not yet eaten.... :P > > Right. That's why I didn't do it <G>. Ok, I've been thinking about this. I've also been reading the code more carefully :-) What about the following: ATTACKS - Vampires biting living monsters invoke cprefx() and so get the effects of taking the first bite out of a monster's corpse. - Vampires don't bite monsters if they are wielding a weapon and the monster has a stoning defence (as at present); the monster is a rider; the monster is a green slime (all effects which lead directly to death if no action taken). - Vampires biting living monsters drains "lifeblood" rather than simply blood. This means that the amount of blood actually taken is insignificant and so there's no need to worry about the effect on the nutritional value of the corpse. Instead the normal drain life mechanism is used with each HP drained worth 6 points of nutrition. This gives low level characters a boost from the current system while reducing the amount of nutrition available to high level characters. (Average nutrition gained per bite would become 14, currently about 6 for low level characters and in the high 20s for high level characters). - Biting monsters does _not_ count against a foodless challenge, even though nutrition is being gained. The draining of life is considered to be a primarily a non-physical effect and so comparable to praying for nutrition. EATING - Draining blood becomes an interruptable multi-turn occupation. It takes a fifth of the time as it would take to eat the whole corspe, but only gives one fifth of the nutrition (as at present). - Add a new flag to obj.h to indicate a drained corpse (doubled up with oeroded2). This is set as soon as you start to feed. - Corpse states become: + untouched + partially drained (odrained is set and oeaten > 4/5 nutrition) + drained (odrained is set and oeaten == 4/5 nutrition) + partially eaten (odrained is reset and oeaten > 0) - If a vampire is interrupted while feeding, then it can continue draining the corpse until the 4/5 level is reached or until the blood congeals. - When a non-vampire starts to eat a corpse it is assumed that all the blood is either consumed or spilt; the odrained flag is reset and vampires can no longer feed ("There is no blood left in this corpse!") - When a vampire finishes feeding, cpostfx() is called on a 1-in-five chance basis (as at present). Note: this only applies to a member of the vampire race and not to polymorphed players. This is to prevent attempts at two bites of the cherry :-) - Add vampires to the list of exempt races for cannibalism penalties. - Draining (or starting to drain) a corpse counts as eating for conduct purposes (a change from the present situation). I've tried to consider how I'm going to implement all of these, but it's quite possible that I've missed something and will find that I need to do things slightly differently when I actually get to code this lot. What do you all think? -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-09-28 18:00:10
|
This seems to have got lost, so I'm sending it again... On Tue, 26 Sep 2000, Peter Makholm wrote: > "J. Ali Harlow" <al...@op...> writes: > > > Comments? > > [Probally bogus I havn't read the code in question lately (if ever)] > > If you're just atacking a monster you get the bite attack > automatically, right? If you're not wielding a weapon (just as if you are polymorphed into a dragon). > Then there would be some problems with just using the ordinary corpses > effects. I know not to eat cokatrices (sp?) but if I'm automatically > biting it in an attack I would be very mad if I got stoned. Currently you will be stoned if you bite a cockatrice. This is the same in Vanilla, except that in Vanilla you would always bite as a dragon; weapon or no weapon. > So either bite attacks shouldn't happend automatically or there should > be no bad effects from it (And the for game balacing reasons no good > one either) And in the light of the above...? > You also mentions canibalism, does that happens when you're eating a > human corpses as a vampire now? I would consider this a bug or > in-correct feature. Feeding of human blood is what vampires are > supposed to do. Currently no, because cprefx() isn't being called when eating corpses (it doesn't apply to bite attacks at all at present). Since I think we do want cprefx() to be called for vampires when eating corpses at least (so that a number of corpse effects are implemented), you raise a good point. We need to add vampires to the list in CANNIBAL_ALLOWED() at the top of eat.c Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-09-28 17:03:07
|
On Wed, 27 Sep 2000, Eva wrote: > Dear Ali, > If I may make an observation, I think that some of the corpse > penalties you mention require you to eat the whole corpse, and > obviously shouldn't apply when you bite the monster, but others happen > when you eat any of it, and probably should happen from the vampire > bite attack. The vampire's attack feels similar to a digestion attack > to me, since you get the message "You feed on the fresh blood" and > gain nutrition from it, unlike in a normal bite attack. (I'm guessing > that if draining blood from riders became lethal, you wouldn't do it > when wielding a weapon, just as you don't bite cockatrices now when > wielding a weapon.) Bite attacks are skipped if you are wielding a weapon, so yes. This is getting a little confused, so I though I'd spend a little time and list out the possible effects: Passive defences that affect you even if the monster just died: ACID: You are splashed by <mon>'s acid STONING: You turn to stone... Only if you are not wielding a weapon RUST: Your weapon erodes CORRODE: Your weapon corrodes ORACLE: You are hit by a hail of magic missiles Passive defences that affect you if the monster survived: DRAIN STRENGTH: A cloud of spores surrounds you! PARALYSIS: You are frozen by <mon>'s gaze! COLD: You are suddenly very cold! STUN: Stunned for a few turns FIRE: You are suddenly very hot! ELECTRICITY: You are jolted with electricity! REMOVE ENCHANTMENT: Your <obj> seems less effective. Effects of taking the first bite out of a monster's corpse: YOUR OWN RACE: You cannibal! You will regret this! Certain races are excepted Medusa et. al.: You turn to stone. Domestic animals: You feel that eating the <mon> was a bad idea. Same exceptions apply LIZARD: Fix stoning RIDERS: Eating that is instantly fatal. GREEN SLIME: You don't feel very well. Acidic corpse: Fix stoning Effects of finishing eating a monster's corpse: WRAITH: Random effects WERE CREATURE: Lycanthropy NURSE: Healing STALKER: You feel hidden! YELLOW LIGHT/BATS: Stunned for a few turns MIMICS: You can't resist the temptation to mimic a pile of gold. QUANTUM MECHANIC: Your velocity suddenly seems very uncertain! LIZARD: Fix stunning and confusion CHAMELEON: You feel a change coming over you. DOPPELGANGER: You feel a change coming over you. GENETIC ENGINEER: You undergo a freakish metamorphosis! MIND FLAYERS: Yum! That was real brain food! Violet fungi et. al.:Oh wow! Great stuff! GIANTS: Gain strength Most monsters: Gain intrinsics My suggestion, then, is that we change Slash'EM so that a vampire's bite attack causes not only the passive defences (which is currently the case), but also the effects of taking a first bite listed above. Eating a corpse has exactly the same effect, since vampires never finish corpses. Secondly, vampires will be added to the list of roles which are exempt from cannibalism penalties. Anybody got anything further to add? Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-09-27 12:53:09
|
On Tue, 26 Sep 2000, Peter Makholm wrote: > "J. Ali Harlow" <al...@op...> writes: > > > Comments? > > [Probally bogus I havn't read the code in question lately (if ever)] > > If you're just atacking a monster you get the bite attack > automatically, right? If you're not wielding a weapon (just as if you are polymorphed into a dragon). > Then there would be some problems with just using the ordinary corpses > effects. I know not to eat cokatrices (sp?) but if I'm automatically > biting it in an attack I would be very mad if I got stoned. Currently you will be stoned if you bite a cockatrice. This is the same in Vanilla, except that in Vanilla you would always bite as a dragon; weapon or no weapon. > So either bite attacks shouldn't happend automatically or there should > be no bad effects from it (And the for game balacing reasons no good > one either) And in the light of the above...? > You also mentions canibalism, does that happens when you're eating a > human corpses as a vampire now? I would consider this a bug or > in-correct feature. Feeding of human blood is what vampires are > supposed to do. Currently no, because cprefx() isn't being called when eating corpses (it doesn't apply to bite attacks at all at present). Since I think we do want cprefx() to be called for vampires when eating corpses at least (so that a number of corpse effects are implemented), you raise a good point. We need to add vampires to the list in CANNIBAL_ALLOWED() at the top of eat.c Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-09-26 15:44:36
|
On Tue, 26 Sep 2000, you wrote: > "J. Ali Harlow" <al...@op...> writes: > > > Comments? > > [Probally bogus I havn't read the code in question lately (if ever)] > > If you're just atacking a monster you get the bite attack > automatically, right? If you're not wielding a weapon (just as if you are polymorphed into a dragon). > Then there would be some problems with just using the ordinary corpses > effects. I know not to eat cokatrices (sp?) but if I'm automatically > biting it in an attack I would be very mad if I got stoned. Currently you will be stoned if you bite a cockatrice. This is the same in Vanilla, except that in Vanilla you would always bite as a dragon; weapon or no weapon. > So either bite attacks shouldn't happend automatically or there should > be no bad effects from it (And the for game balacing reasons no good > one either) And in the light of the above...? > You also mentions canibalism, does that happens when you're eating a > human corpses as a vampire now? I would consider this a bug or > in-correct feature. Feeding of human blood is what vampires are > supposed to do. Currently no, because cprefx() isn't being called when eating corpses (it doesn't apply to bite attacks at all at present). Since I think we do want cprefx() to be called for vampires when eating corpses at least (so that a number of corpse effects are implemented), you raise a good point. We need to add vampires to the list in CANNIBAL_ALLOWED() at the top of eat.c Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: Peter M. <pe...@ma...> - 2000-09-26 14:45:26
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"J. Ali Harlow" <al...@op...> writes: > Comments? [Probally bogus I havn't read the code in question lately (if ever)] If you're just atacking a monster you get the bite attack automatically, right? Then there would be some problems with just using the ordinary corpses effects. I know not to eat cokatrices (sp?) but if I'm automatically biting it in an attack I would be very mad if I got stoned. So either bite attacks shouldn't happend automatically or there should be no bad effects from it (And the for game balacing reasons no good one either) You also mentions canibalism, does that happens when you're eating a human corpses as a vampire now? I would consider this a bug or in-correct feature. Feeding of human blood is what vampires are supposed to do. -- Peter |
From: J. A. H. <al...@op...> - 2000-09-26 13:46:15
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Eva has raised an interesting question about the vampire bite attack. See http://sourceforge.net/bugs/?func=detailbug&bug_id=115297&group_id=9746 for details. Currently this is implemented as all other bite attacks. This means that you get penalties implemented in passive (eg., stoning, rust, cold etc). What you don't get are the full range of penalties as if you had eaten the monster's corspe (eg., cannibalism, death from riders, sliming, stun (bats), mimics, etc). Presumably the current thought is that biting a monster during an attack is so fleeting that many adverse affects don't apply. The question is does a vampire's attack fit into the same category? If we decide that all the corspe effects should apply, what about the beneficial ones (eg., nurses). Comments? -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@op...> - 2000-09-25 17:38:09
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On Mon, 25 Sep 2000, you wrote: > Dear Ali, > Thank you very much for Slash'EM 6E4. I was on holiday last week, so > I didn't get to download it until this morning, but it compiled first > time and seems to be working fine. There now follow two minor bugs > and a question about hilite_pet. Hi Eva. 6E4 does appear to be considerably more stable than 6E3. At least, we've not had any major bugs reported yet. Good to know you haven't given up on us yet :-) > The first minor bug is that vampires get messages like "You drain the > blood from fox corpse" when "...from the fox corpse" would be better. Yup. Logged as 115292. > The second (which may not be a bug) is that they appear to be able to > drain blood from water demons, Juiblex, Famine and Pestilence (tested > in wizard mode), and all without coming to any harm. It's a bug. Logged as 115297. > What is hilite_pet supposed to do when colour is switched on? I tried > it and it didn't seem to have any effect; my kitten was exactly the > same bright white as a hostile kitten. Since such things as terminal > type, colour and whether to use IBMgraphics, DECgraphics or neither > have caused me trouble in various older versions of Slash'EM (and > still do even in the latest version of Nethack...) I'll tell you what > setup I was using. With TERM=linux, colour on and IBMgraphics on, all > was fine except that hilite_pet didn't work. With TERM=vt100, colour > off and IBMgraphics on, hilite_pet does work, so that's what I'm using > until I know how to get colour and hilite_pet to work together. hilite_pet is not supposed to have any effect with colour turned on in the TTY port. It would obviously be nice if it did, but as things stand at the moment... Cheers, -- Ali Harlow Email: al...@av... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7505 5515 London Intl: +44 20 7505 5515 |
From: J. A. H. <al...@ju...> - 2000-08-31 10:18:28
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On Fri, 25 Aug 2000, Jonathan Nieder wrote: > I'm working (starting either today or tomorrow) on allowing you to shout > commands at a suitably trained pet. I've planned out what I think I'll do > on a post on the Yahoo Roguelikegames club message board (because it's > mostly user-oriented, and thus I get that type of feedback, because it's > informal, and thus I don't get flamed as much, and because it's low-volume, > and thus I actually have time to read it). It's message #5491 ( > http://messages.clubs.yahoo.com/clubs/roguelikegames/bbs?action=m&tid=roguelikegames&sid=12170546&mid=5491 > ). I would appreciate any suggestions, flames, or whatever you have about > this. Sounds interesting at least. Can't say I've spent the time to think through what the all the consequences are going to be for game play. But since I see you've implemented a switch for it in config.h, at the very worse users can disable it if they don't like it. I say implement it and see what the feedback is like. > Oh, and since WAC's on vacation (so I can't pester him over ICQ), can I > bother all of you when I need help with certain tings (like finding out > where this-or-that is in the code)? Not being in the same timezone as you, I doubt I'll be much help, but if you really can't find something, I'd be glad to help. Cheers, -- Ali Harlow Email: al...@ju... Research programmer Tel: (020) 7477 8000 X 4348 Applied Vision Research Centre Intl: +44 20 7477 8000 X 4348 City University Fax: (020) 7477 8355 London Intl: +44 20 7477 8355 |
From: <no...@so...> - 2000-08-29 13:06:32
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Bug #113031, was updated on 2000-Aug-29 06:06 Here is a current snapshot of the bug. Project: SLASH'EM Category: Qt Status: Open Resolution: None Bug Group: None Priority: 2 Summary: Qt port does not support showweight option Details: The Qt port does not support the showweight option. If it is set it will be ignored. For detailed info, follow this link: http://sourceforge.net/bugs/?func=detailbug&bug_id=113031&group_id=9746 |
From: <no...@so...> - 2000-08-29 10:09:24
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Bug #112789, was updated on 2000-Aug-26 03:41 Here is a current snapshot of the bug. Project: SLASH'EM Category: GTK Status: Open Resolution: None Bug Group: None Priority: 2 Summary: GTK port does not support perm_invent Details: The GTK port should display a permenant inventory in a seperate window if the perm_invent option is set. For detailed info, follow this link: http://sourceforge.net/bugs/?func=detailbug&bug_id=112789&group_id=9746 |
From: Peter M. <pe...@ma...> - 2000-08-28 09:25:54
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"Jonathan Nieder" <jrn...@ho...> writes: > I'm working (starting either today or tomorrow) on allowing you to > shout commands at a suitably trained pet. I've planned out what I Nice. > Oh, and since WAC's on vacation (so I can't pester him over ICQ), can > I bother all of you when I need help with certain tings (like finding > out where this-or-that is in the code)? Hey, it's nice code. Much of the time I'm able to find what I'm looking for. But sometimes they use some very clever (yeah, right...) hacks. I totally stuck on finding out the semantics of the u.ustuck command. I'm almost sure there must be something wrong with it, but I'm not able to find a example. (What happens if you're polymorphed into a sticky monster and another sticky monster sticks to you?) I plan to do new debian packages this evening and after that I probally going to implement nets as someone mentioned in a YANI-thread on rgrn. I'm still wondering if horseshoes is worthe the effort. I'm probally going to use the last free bit in struct monst if I'n not suddenly see how I can combine u.ustuck and the mleashed-bit in some clean and not-confusing way. -- Peter |
From: Jonathan N. <jrn...@ho...> - 2000-08-25 20:51:36
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I wrote: >I'm working (starting either today or tomorrow) on allowing you to shout >commands at a suitably trained pet. >[...] I am so sorry. I forgot to add line-breaks before the 72-character point. I really ought to hack something up that lets me use a decent mailreader with Hotmail. -- Jonathan Nieder ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Jonathan N. <jrn...@ho...> - 2000-08-25 20:46:39
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I'm working (starting either today or tomorrow) on allowing you to shout commands at a suitably trained pet. I've planned out what I think I'll do on a post on the Yahoo Roguelikegames club message board (because it's mostly user-oriented, and thus I get that type of feedback, because it's informal, and thus I don't get flamed as much, and because it's low-volume, and thus I actually have time to read it). It's message #5491 ( http://messages.clubs.yahoo.com/clubs/roguelikegames/bbs?action=m&tid=roguelikegames&sid=12170546&mid=5491 ). I would appreciate any suggestions, flames, or whatever you have about this. Oh, and since WAC's on vacation (so I can't pester him over ICQ), can I bother all of you when I need help with certain tings (like finding out where this-or-that is in the code)? Sorry for parenthesizing so much. I don't know what's got into me. I'd also like to let you all know that on the day after labor day I'm going back to school, and I probably won't have much time to code after that. The folks at the school I'm going to are afraid of technology, especially of the internet, so unless they set up a computer lab where they can monitor what the students are using the internet for they won't even let me do e-mail. I'll try to find some way to work with them/get around them to commit any changes I make anyway. If you're wondering about that strange subject on the club posting, it's because I used to post an idea every day for my Ideal Roguelike. Most of them were unimplementable, but some of them are useful. Some time I'll make a script to download all of my IotDfmIR and the replies so that we have more to add to the TODO list =) -- Jonathan Nieder ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |