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Search: Posts Made By: PowerWyrm
Forum: Variants August 2, 2019, 18:13
Replies: 12
Views: 777
Posted By PowerWyrm
New version is out. Changes: - Replace...

New version is out. Changes:

- Replace coordinates with a struct loc (continued)
- Fix crash when loading houses due to an uninitialized field
- Fix inaccurate sector information while...
Forum: Variants August 2, 2019, 08:16
Replies: 12
Views: 777
Posted By PowerWyrm
This works (should have no consequences on normal...

This works (should have no consequences on normal mode if you have other dungeons elsewhere), it just would be brutal if you change to ironman mode :)
Forum: Vanilla August 1, 2019, 10:46
Replies: 379
Views: 18,671
Posted By PowerWyrm
It is indeed much nicer. I've updated my iterator...

It is indeed much nicer. I've updated my iterator to reflect on this, keeping pointers instead of structures because I don't like passing structs to functions.
Forum: Vanilla July 30, 2019, 15:27
Replies: 379
Views: 18,671
Posted By PowerWyrm
I thought I'd post this here. It's a little...

I thought I'd post this here. It's a little function that I added while porting the struct loc refactoring to PWMAngband to make some code clearer. Here it is:

bool loc_iterator(struct loc *iter,...
Forum: Variants July 29, 2019, 08:18
Replies: 12
Views: 777
Posted By PowerWyrm
You cannot add player houses to custom towns...

You cannot add player houses to custom towns because they have to be generated programmatically (too many parameters). Adding visuals (walls, doors) won't work, because the game has to track the...
Forum: Variants July 26, 2019, 18:35
Replies: 12
Views: 777
Posted By PowerWyrm
New version is out. Changes: - More struct...

New version is out. Changes:

- More struct loc refactoring
- Send f_attr/f_char streams in four parts to allow more features in terrain.txt
Forum: Vanilla July 26, 2019, 16:29
Replies: 379
Views: 18,671
Posted By PowerWyrm
Continuing to port the "struct loc" refactoring...

Continuing to port the "struct loc" refactoring to PWMAngband, I just tested some changes and suddenly monsters were not removed from screen when they died. I tracked the problem and found out the...
Forum: Variants July 22, 2019, 08:21
Replies: 31
Views: 1,882
Posted By PowerWyrm
Hmm... chocolate... I wonder if someday...

Hmm... chocolate...

I wonder if someday someone will merge all those Pos variants and make "the reference". All you guys should make a dev team and work together to blend all the ideas into a...
Forum: Variants July 22, 2019, 08:18
Replies: 12
Views: 777
Posted By PowerWyrm
FYI, the current version is unplayable, there's a...

FYI, the current version is unplayable, there's a fatal bug in the code that will make cave_illuminate() crash. This is already fixed in my local copy, I'll try to update when I've made more progress...
Forum: Vanilla July 22, 2019, 08:15
Replies: 6
Views: 526
Posted By PowerWyrm
That's because you use MinGW's version of curses...

That's because you use MinGW's version of curses still. The curses.h file should be used from PDCurses include directory.

In my \curses folder, when I compile the GCU client, I have only the...
Forum: Vanilla July 19, 2019, 08:10
Replies: 6
Views: 526
Posted By PowerWyrm
You use PDCurses with windows, not ncurses. Just...

You use PDCurses with windows, not ncurses. Just statically link pdcurses.lib with your console (using main.gcu as your main file) and it should be fine.
Forum: Vanilla July 18, 2019, 08:09
Replies: 6
Views: 526
Posted By PowerWyrm
Why don't you simply use the GCU port? It works...

Why don't you simply use the GCU port? It works well for me.
Forum: Vanilla July 16, 2019, 08:33
Replies: 12
Views: 739
Posted By PowerWyrm
I've added this patch to PWMAngband and I don't...

I've added this patch to PWMAngband and I don't see any bug with it...
Forum: Variants July 13, 2019, 15:19
Replies: 12
Views: 777
Posted By PowerWyrm
Development version of PWMAngband 1.3.0 released for testing

Here's the list of changes that have been implemented up to now:

User interface
--------------

Angband 4.1.3:

- Spell info improvements
- Grey out unreadable books in the inventory
- Show...
Forum: Variants July 13, 2019, 15:14
Replies: 46
Views: 2,787
Posted By PowerWyrm
I'll do that once I rework the monster list....

I'll do that once I rework the monster list. Gervais is ok for general purposes (orcs, animals, trolls…) but tiles for uniques/some specific mobs are completely out of sync. Shockbolt is better, but...
Forum: Idle chatter July 11, 2019, 08:40
Replies: 30
Views: 1,023
Posted By PowerWyrm
The whole "Old Mornings Dawn" is perfect for...

The whole "Old Mornings Dawn" is perfect for anything...
Forum: Development July 8, 2019, 08:28
Replies: 88
Views: 6,426
Posted By PowerWyrm
Unfortunately SDL2 is allergic to BCC for some...

Unfortunately SDL2 is allergic to BCC for some reasons so I gave up porting SDL2 to PWMAngband. And it seems that you would need at least DX8 which isn't available in the header list of the compiler...
Forum: Variants July 5, 2019, 14:07
Replies: 46
Views: 2,787
Posted By PowerWyrm
Hahaha.. It not "2, level of the character...

Hahaha..

It not "2, level of the character that found the item" but the minimum -- min(a,b) -- between half the depth and the char level.

In your case, min(15,20)=15. (well it's not far from 14...
Forum: Idle chatter July 5, 2019, 08:27
Replies: 30
Views: 1,023
Posted By PowerWyrm
https://www.youtube.com/watch?v=Pw8wrIp2Yd4 ...

https://www.youtube.com/watch?v=Pw8wrIp2Yd4

"For the crowns of the Seven Kings
and the rods of the Five Wizards!"
Forum: Development July 5, 2019, 08:21
Replies: 88
Views: 6,426
Posted By PowerWyrm
Not really. I'm used to declare my variables at...

Not really. I'm used to declare my variables at the beginning of functions even when using C++ or Java and I find the code much easier to read that way. But of course I'm an old developer... In my...
Forum: Development July 4, 2019, 15:07
Replies: 88
Views: 6,426
Posted By PowerWyrm
Trying to port the SDL2 frontend to PWMAngband at...

Trying to port the SDL2 frontend to PWMAngband at this time. Since I'm using BCC to compile, I'm probably gonna kill the guy who wrote main-sdl2.c without putting all the variable declarations at the...
Forum: Variants July 4, 2019, 14:52
Replies: 46
Views: 2,787
Posted By PowerWyrm
Sorry, probably not gonna happen. In RPGs I play,...

Sorry, probably not gonna happen. In RPGs I play, people quit the game because of restrictive trading. TomeNET's system is too restrictive, not only it doesn't prevent people from cheezing if they...
Forum: Variants July 4, 2019, 14:23
Replies: 46
Views: 2,787
Posted By PowerWyrm
Not anymore. Next version doesn't have this...

Not anymore. Next version doesn't have this anymore, I've removed the ability to grow trees.
Forum: Variants July 4, 2019, 08:35
Replies: 46
Views: 2,787
Posted By PowerWyrm
Feature. You cannot chop trees on the static...

Feature. You cannot chop trees on the static levels because they don't grow back. Imagine you design a nice level with a lot of trees then some idiot burns them all down and you're left with a...
Forum: Variants July 2, 2019, 13:29
Replies: 46
Views: 2,787
Posted By PowerWyrm
Just so you laugh a bit... That was the...

Just so you laugh a bit...

That was the Thunderstorm spell (Summoner) before rework:


spell:Thunderstorm:25:10:65:50:0
effect:STAR:LIGHT
param:3
dice:$B
expr:B:PLAYER_LEVEL:* 2 + 200
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