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Old September 15, 2016, 03:50   #1
debo
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Comp 193

Hi,

We'll be playing Minimal 1.0 for comp 193. Please enjoy responsibly.

GLHF
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Old September 15, 2016, 16:40   #2
Antoine
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Quote:
Originally Posted by debo View Post
Hi,

We'll be playing Minimal 1.0 for comp 193. Please enjoy responsibly.

GLHF
Minimal is an experimental *band, forked off NPP. As explained under Debo's link, it aims to give a simple but difficult playing experience by greatly reducing the number of:
  • levels
  • monster types
  • uniques (and they are Tolkien only)
  • items
  • egos
  • artefacts
  • spells.

This is a beta release really, I have only played it on Windows, do let me know if you have any problems compiling / running.

A.
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Old September 15, 2016, 23:21   #3
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I was able to get this to compile on my Linux box with relatively little trouble. I haven't tried to actually play it yet, but I have gotten to the "town" screen with the given savefile.

What I did:

Run the autogen.sh command:
Code:
sh ./autogen.sh
In order to do this I had to first do two things:
1) The 'autogen.sh' script has a space between the '#' and the '!' on the first line. The space needs to be removed.

2) I had to remove the carriage-return characters i.e. convert the dos standard "carriage-return / linefeed" into the Unix standard "linefeed" (only). Otherwise, the shell kept trying to treat the carriage-return as a command to execute. I do this with
Code:
     sed 's/\r//'  < infile  > outfile
but there are a host of other ways.


Once autogen.sh has been run, run the configure command. I used:
Code:
./configure --with-no-install --disable-x11 --prefix=`pwd`

We now want to compile it using "make". I used the default Makefile provided, except I had to comment out the line:
Code:
LDFLAGS += -lSDL
Once that was done, I could run "make". It compiled and linked, although it gave some errors after successfully linking.
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Old September 16, 2016, 00:43   #4
Antoine
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Quote:
Originally Posted by bron View Post
I was able to get this to compile on my Linux box with relatively little trouble. I haven't tried to actually play it yet, but I have gotten to the "town" screen with the given savefile.

What I did:

Run the autogen.sh command:
Code:
sh ./autogen.sh
In order to do this I had to first do two things:
1) The 'autogen.sh' script has a space between the '#' and the '!' on the first line. The space needs to be removed.

2) I had to remove the carriage-return characters i.e. convert the dos standard "carriage-return / linefeed" into the Unix standard "linefeed" (only). Otherwise, the shell kept trying to treat the carriage-return as a command to execute. I do this with
Code:
     sed 's/\r//'  < infile  > outfile
but there are a host of other ways.


Once autogen.sh has been run, run the configure command. I used:
Code:
./configure --with-no-install --disable-x11 --prefix=`pwd`

We now want to compile it using "make". I used the default Makefile provided, except I had to comment out the line:
Code:
LDFLAGS += -lSDL
Once that was done, I could run "make". It compiled and linked, although it gave some errors after successfully linking.
Hi Bron

Thanks very much for that!

nikheizen said he got it compiled "on Ubuntu, using:"
Code:
sh autogen.sh
./configure --with-no-install
make
which sounds like a subset of your changes - easier for him perhaps because he was using a different flavour of *nix?

Should I make these changes to the distro? or create a separate *nix distro?

I don't know much about this stuff as you can no doubt tell.

A.
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Old September 16, 2016, 02:09   #5
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I also had to change the shebang at the beginning of autogen.sh and dos2unix it on OSX.
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Old September 18, 2016, 01:24   #6
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Debo and wobbly are tearing their hair out over stat drain.

This problem could be fixed by making !Restoration native to shallower depth - or purchasable at the Alchemist.

One possible fix would be to (a) close the game, (b) go to line 1317 of /lib/edit/object.txt, which should read:

Code:
A:20/2:40/4
and (c) change this to e.g.

Code:
A:15/2:40/4
making !Restoration native to DL 15 instead of DL 20. Or whatever.

I suggest any comp players who would like to make this change should do so now.

I'm also planning to make some changes to unique monster rarities but that should probably wait until after the comp.

A.
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Old September 18, 2016, 03:06   #7
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Aside from this stat drain stuff, I strongly encourage people to give this comp a go. I didn't think the game would feel that different than Vanilla or Quickband, but it really does, and I think it's pretty fun. (It's also possible some of what I'm experiencing is from not having played NPP much. It had too many Ps for me that I could N ignore.)

I'm not sure 'minimal' is necessarily the best name for it -- 50 floors and the current monster list is still a big game. Maybe 'Leanband'
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Old September 18, 2016, 21:51   #8
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It's got a nice quick pace to it. Aim for a ghoul solution by 600'. I'm going to try collecting & hoarding those ?detect evil next run
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Old September 19, 2016, 00:45   #9
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Originally Posted by wobbly View Post
It's got a nice quick pace to it. Aim for a ghoul solution by 600'. I'm going to try collecting & hoarding those ?detect evil next run
I guess homunculus is a problem too

And bronze dragon after that

A.
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Old September 19, 2016, 00:52   #10
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Shelob at speed 15 seems a bit silly for her depth? I routinely meet her at DL5. Wouldn't 10 be enough? At least that way you can quaff !haste and run instead of having the interesting decision of "do I have ?teleport in my pack"

Also the "sinister, bitchy" description thing on that new darkelf unique is a little............
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