Search found 28 matches

by ShadoKnight
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...
by ShadoKnight
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 ...
by ShadoKnight
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...
by ShadoKnight
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 ...
by ShadoKnight
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 ...
by ShadoKnight
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...
by ShadoKnight
Wed Aug 10, 2005 2:44 pm
Forum: General Chatter
Topic: Longest Script
Replies: 24
Views: 12160

Very, very cool origen! You're right, we should have included unknown items - frankly, it didn't occur to any of us (though it really should have - <smaks head>). Anyway, you've got a very cool solution - way to go! :)

SK
by ShadoKnight
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...
by ShadoKnight
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...
by ShadoKnight
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...
by ShadoKnight
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...
by ShadoKnight
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...
by ShadoKnight
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...
by ShadoKnight
Mon Apr 18, 2005 3:01 pm
Forum: Mods Discussion
Topic: Text in other colors
Replies: 1
Views: 1954

I'll try and remember to double-check, but I think you got them all. If there are any others, they're sequential (so #6 would be next), but I don't think there are.

SK

P.S. Your analysis is correct, by the way, the color change code does not print in the output nor does it take *any* space.
by ShadoKnight
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...