Search found 28 matches
- Tue Aug 10, 2010 1:12 pm
- Forum: Suggestions for the Devs
- Topic: Open Source Devil Whiskey?
- Replies: 57
- Views: 38026
When I do play, I've got the Megamod installed, so I've done some of the community additions, but not all of them. I don't really have time to play games anymore, but I do pull DW out every now and then ;-) Peter might be right, or it might be Wolfgang Diehr, who was our other primary story/plot/his...
- Mon Aug 09, 2010 10:59 am
- Forum: Suggestions for the Devs
- Topic: Open Source Devil Whiskey?
- Replies: 57
- Views: 38026
No problem. No - we talked quite a bit about it - the idea being that we'd clear the Dwarven Mines that lead to the rest of the island, and have a much larger game universe to play in. I admit there's some appeal to doing exactly that, but we'd need storyline, art, and lots of people willing to put ...
- Mon Aug 09, 2010 10:46 am
- Forum: Suggestions for the Devs
- Topic: Open Source Devil Whiskey?
- Replies: 57
- Views: 38026
Heh - well, Chaney may be forgiven, I suppose, if he isn't an old-timer - after all, I never did forum-post much. For those who don't know (and who don't bother to check the other post) my real name is Justin Binns, and I was the lead programmer, CEO of SSS for a while, basically gave up my nights a...
- Mon Aug 09, 2010 5:54 am
- Forum: Suggestions for the Devs
- Topic: Open Source Devil Whiskey?
- Replies: 57
- Views: 38026
Open Source
He all ;-) It appears this is the summer for returns... I haven't been on much, I admit, but I'm trying to be more regular now, and I'm working my way through these topics... I support the Open Source route fully - see my other post on the issue (sticky thread in general discussion, I believe). I'd ...
- Sun Aug 08, 2010 10:54 am
- Forum: General Discussion
- Topic: After a long absence, an update ....
- Replies: 29
- Views: 35437
Source release?
Hi all - it's been a while since I've been on here, but I'll do what I can to be more regular poster - especially if Decklin decides to release the source to the community. In fact, if he'd like to re-license the whole thing has GPL (or some other OSI-approved license) and host it on Sourceforge or ...
- Wed Aug 10, 2005 2:53 pm
- Forum: General Discussion
- Topic: Worth of installing patch 2.01a?
- Replies: 11
- Views: 5043
(Preface: I know nothing about Swedish keyboards) If '<' and '>' aren't working for you, and you don't have a us standard keyboard layout (I'd guess UK is similar / identical), try ',' instead of '<' and '.' instead of '>' (that's a comma instead of a less-than, and a period instead of a greater-tha...
- Wed Aug 10, 2005 2:44 pm
- Forum: General Chatter
- Topic: Longest Script
- Replies: 24
- Views: 12160
- Mon Aug 01, 2005 7:49 pm
- Forum: Mods Discussion
- Topic: Very simple texture creation
- Replies: 13
- Views: 9838
Couple comments: 1) The reason 256x768 isn't supported has nothing to do with texmake, and everything to do with limitations of OpenGL (without using non-power-of-2 textures, which are a relatively recent addition to the spec) - so no, texmake will not support 256x768 in the near future (ok, I'm not...
- Mon Aug 01, 2005 7:42 pm
- Forum: Mods Discussion
- Topic: Monsters and how they work.
- Replies: 21
- Views: 16857
IIRC (I don't have the code at-hand to check) the to-hit computation is based on the comparitive DX of the monster and the player, modified by the AC. If the AC is low enough, then the DX values really won't matter (this is probably a bug, or imbalance, in the combat system). Basically, once you get...
- Mon Aug 01, 2005 7:36 pm
- Forum: Mods Discussion
- Topic: Using Plot Scripts
- Replies: 9
- Views: 5186
Thinking about it... there probably isn't a way to do charges in a scripted item as the engine stands (there's nothing directly applicable, and I can't off-hand figure a creative method that would work well). It shouldn't be hard, however, for the developers to add accessor methods to twiddle the 'c...
- Wed Jun 29, 2005 9:29 pm
- Forum: Mods Discussion
- Topic: Scripting A Character back to life?
- Replies: 11
- Views: 6837
From my original reply: I referred to a flag indicating the character is dead. I actually don't remember if this is available in the scripting interface, but in the code, each character has a set of state flags, including poisoned, aged, withered, etc. One of those special states is 'dead'. A resurr...
- Wed Jun 29, 2005 9:21 pm
- Forum: General Chatter
- Topic: GAME SUGGESTIONS
- Replies: 56
- Views: 38891
None of the distributions up to and including 2.0 had any kind of ad-ware, spy-ware, or anything other than DW. Included with DW were the DLL's for several LGPL libraries, including SDL, SDL_image, SDL_mixer, and SMPEG. These were all complied from source, by the SSS folks at the time, so I know the...
- Mon Apr 25, 2005 2:34 pm
- Forum: General Chatter
- Topic: GAME SUGGESTIONS
- Replies: 56
- Views: 38891
Incidentally, we thought about the picture-overlay thing when we were designing the game. We decided against it for two reasons: 1) It would be a lot of work, but mostly... 2) It would put to shame a lot of the best artwork. In order for overlay of monster on scene to work, the monster art itself ha...
- Mon Apr 18, 2005 3:01 pm
- Forum: Mods Discussion
- Topic: Text in other colors
- Replies: 1
- Views: 1954
- Mon Apr 18, 2005 2:58 pm
- Forum: Mods Discussion
- Topic: New Tavern Script. Need help.
- Replies: 18
- Views: 14766
Sorry for the long delayed response... The short answer to your original question is 'ultimately, you *MUST* return a value, and if you don't, the results are undefined'. The long answer has to do with functions and function chains and call stacks (it's really, really long). Basically, remember that...