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Roguelike Updates - Using More Blue Pills

Jason

chasing a bee
Joined
Jun 30, 2005
Messages
10,737
Location
baby arm fantasy island
<p>Over at Temple of the Roguelike, Jeff "Powder" Lait delivered his annual <a href="http://www.roguetemple.com/articles/2010-failure-rates-of-roguelike-games/" target="_blank">analysis of rogulike development</a>.</p>
<blockquote>So where does seven years of data put us? We are doing very well for roguelike creation &ndash; 6.75 new tracked roguelikes per month, a new peak. It is tempting to dismiss this as a 7DRL effect, but the Old column I think is correctly tracking the creation of larger projects. While it is a new high, I&rsquo;d hesitate to call that a trend. I suspect we are seeing a continuation of the 30 new roguelikes a year rule identified last year.</blockquote>
<p>On to more specific news, <a href="http://roguesurvivor.blogspot.com/2010/06/alpha-32.html" target="_blank">Rogue Survivor</a> hit Alpha 3.21. Here's just some of the AI changes:</p>
<ul>
<li>Fleeing AI try to close/barricade door/window between them and the enemy.</li>
<li>Fleeing followers prefer to flee toward leader.</li>
<li>NPCs leveling up try to choose usefull skills (they still have to choose from 3 random skills like you).</li>
<li>AI only interested in ammo items compatible with carried weapons.</li>
<li>AI only interested in expired food if lacking food.</li>
<li>AI will use blue pills more often.</li>
<li>CharGuardAI and SoldierAI now use Fight or Flee logic (less stupid melee deaths).</li>
<li>Soldiers and Gangs explore the map too.</li>
<li>All undeads -except Skeletons- explore the map.</li>
</ul>
<p><a href="http://blog.te4.org/2010/06/tome/t-engine4-tome4-beta6-unleashed/" target="_blank">Tales of Middle Earth 4</a> moved on to beta6.</p>
<ul>
<li>Fixes random crashes and load errors</li>
<li>Reworked the internal CMap, it now does not know what a terrain or an actor is, instead the map objects are just textures, positioned on a z-order, each map object can tell if it can be seen, remembered, &hellip;</li>
<li>Trees are now made of two or more map objects, a patch of grass and one or more tree, randomly placed on the tile, to make forests look less tilish</li>
<li>Fix shaders to always use floats</li>
<li>Fix dual shot to only use 2 arrows</li>
<li>Random tree layout will try to place lower trees on top</li>
<li>Fixed FOV update when running</li>
<li>Don&rsquo;t allow jumpgate to work between levels</li>
<li>Fix lots of monsters that did not deal damage</li>
<li>Download without music (for slow connections) are available</li>
</ul>
<p><a href="http://sourceforge.net/apps/wordpress/motm/2010/06/29/menace-of-the-mines-0-4-released/" target="_blank">Menace of the Mines</a> is at 0.4.</p>
<blockquote>Menace of the Mines (or motm) is a GPL-licensed roguelike written in Common Lisp that runs on Windows and Linux. The major new features in this release include items and replay mode. The release is available from the &ldquo;Downloads&rdquo; section of out website http://motm.sourceforge.net/. The website also contains documentation and contact info.</blockquote>
<p>And and some changes are in store for <a href="http://iferrorthrownewbrick.blogspot.com/2010/07/iteration-i-dont-think-that-means-what.html" target="_blank">Magecrawl</a>.</p>
<ul>
<li>Create level dependent items and monsters</li>
<li>Refactor how skills and items are handled to combine with new traits for monsters</li>
<li>More effect work, including debuffs specific to various schools attack spells.</li>
<li>"Field" effect to model sound/smell to make monsters seem more realistic.</li>
</ul>
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
989
This still happens when I try to start ToME 4:

Only a transparent windows appears:

tome.jpg


I'm using Vista 64bits
 
Joined
Jun 13, 2010
Messages
1,128
Rogue Survivor is too easy. With +1 to a skill per day, I find myself just searching/grinding for a heli drop point with army rations, dragging them into some store and barricading, sleeping till next day, level up. Agile, light eater, wake, firearms are the most important skills. After you have 3 in each , game becomes a chore. A slow as fuck .NET chore...

good
- food very important, sleep too!
- nice level up after each day , no xp for killing
- simulates all agents

bad
- 4 enemy types? , all but 1? slower than you
- followers have shitty ai dont pick up important stuff like armor, if they die they are gone and you fed and cared for them!
- followers are hard to interact with , should have given their inventory to me like mine, not through dialog...
- cant barricade empty tiles like where doors used to be but got bashed
- get yourself 3 army rations and sleep in the shop (they only have 1 door), wait for level up, rinse repeat
- fucking slow, everything, combat, saving , loading...
 
Joined
Jun 13, 2010
Messages
1,128
Post your stdout.txt
Try the nomusic version.
Try to restart the game and go quickly through character creation.
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
989
I've tried the nomusic version. I can't go anywhere because it starts like that, I never get to see anything in that windows. Completely transparent.

I've tried to click randomly, typing too and nothing (although I noticed in the windows title bar change to "example module for T-engine 4", so I guess the game is running, the problem is in the display.

The txt file you mentioned has this:

Code:
WARNING: No bootstrap code found, defaulting to working directory for engine code!
LuaVM:	LuaJIT 1.1.6	x86
[KEYBINDER] Loaded keybinds: move
[KEYBINDER] Loaded keybinds: actions
table: 090267C0	1
Loading tile	border_7.png
Loading tile	border_9.png
Loading tile	border_1.png
Loading tile	border_3.png
Loading tile	border_8.png
Loading tile	border_4.png
Loading tile	border_7_sel.png
Loading tile	border_9_sel.png
Loading tile	border_1_sel.png
Loading tile	border_3_sel.png
bind	MOVE_DOWN	function: 09082F70
bind	MOVE_UP	function: 09082F20
bind	ACCEPT	function: 09082F98
table: 09025320	1
bind	MOVE_DOWN	function: 090DE418
bind	MOVE_UP	function: 090DE3A0
bind	ACCEPT	function: 090DE3F0
Loading tile	border_7.png
Loading tile	border_9.png
Loading tile	border_1.png
Loading tile	border_3.png
Loading tile	border_8.png
Loading tile	border_4.png
table: 09025320	2
bind	EXIT	function: 08FD4290
255 frames in 10.018 seconds = 25.4542 FPS
49 ticks  in 10.084 seconds = 4.85918 TPS
[KEYBINDER] Loaded keybinds: hotkeys
[KEYBINDER] Loaded keybinds: inventory
[KEYBINDER] Loaded keybinds: debug
[TALENT]	Kick	KICK	1
[TALENT]	Acid Spray	ACID_SPRAY	2
[MODULE LOADER] loading module	Example Module for T-Engine4	[mod.load]	::	nil	nil
[DISPLAY MODE] 32x32 ASCII/background
[DISPLAY MODE] 32x32 ASCII/background
[LOG]	Welcome to #00FF00#the template module!
bind	MOVE_UP	function: 0A31E738
bind	TACTICAL_DISPLAY	function: 0A31E530
bind	RUN_LEFT	function: 0A31E5A8
bind	MOVE_DOWN	function: 0A31E760
bind	RUN_RIGHT	function: 0A31E5D0
bind	EXIT	function: 0A31E580
bind	RUN_UP	function: 0A31E5F8
bind	RUN_DOWN	function: 0A31E620
bind	MOVE_LEFT_UP	function: 0A31E7D8
bind	MOVE_LEFT	function: 0A31E6E8
bind	ACCEPT	function: 0A31E558
bind	MOVE_RIGHT_UP	function: 0A31E800
bind	RUN_LEFT_DOWN	function: 0A31E648
bind	RUN_LEFT_UP	function: 0A31E698
bind	MOVE_RIGHT_DOWN	function: 0A31E7B0
bind	MOVE_RIGHT	function: 0A31E710
bind	MOVE_LEFT_DOWN	function: 0A31E788
bind	RUN_RIGHT_UP	function: 0A31E6C0
bind	RUN_RIGHT_DOWN	function: 0A31E670
bind	HOTKEY_5	function: 0A31EEB8
bind	MOVE_UP	function: 0A31EBC0
bind	LOOK_AROUND	function: 0A31F548
bind	RUN_LEFT	function: 0A31ECD8
bind	TACTICAL_DISPLAY	function: 0A31F520
bind	EXIT	function: 0A31F4F8
bind	HOTKEY_SECOND_9	function: 0A31F138
bind	HOTKEY_SECOND_2	function: 0A31F020
bind	HOTKEY_SECOND_1	function: 0A31EFF8
bind	HOTKEY_3	function: 0A31EE68
bind	RUN_UP	function: 0A31ED28
bind	QUIT_GAME	function: 0A31F4D0
bind	HOTKEY_SECOND_6	function: 0A31F0C0
bind	MOVE_LEFT_UP	function: 0A31EC10
bind	HOTKEY_PREV_PAGE	function: 0A31F3B8
bind	MOVE_LEFT_DOWN	function: 0A31EC38
bind	SAVE_GAME	function: 0A31F480
bind	HOTKEY_SECOND_3	function: 0A31F048
bind	USE_TALENTS	function: 0A31F458
bind	REST	function: 0A31F430
bind	HOTKEY_4	function: 0A31EE90
bind	CHANGE_LEVEL	function: 0A31F408
bind	HOTKEY_6	function: 0A31EEE0
bind	RUN_RIGHT_UP	function: 0A31EDC8
bind	HOTKEY_THIRD_9	function: 0A31F318
bind	HOTKEY_THIRD_11	function: 0A31F368
bind	RUN_LEFT_UP	function: 0A31ED78
bind	HOTKEY_THIRD_1	function: 0A31F1D8
bind	HOTKEY_SECOND_10	function: 0A31F160
bind	HOTKEY_THIRD_8	function: 0A31F2F0
bind	HOTKEY_THIRD_7	function: 0A31F2C8
bind	HOTKEY_THIRD_6	function: 0A31F2A0
bind	HOTKEY_SECOND_8	function: 0A31F110
bind	HOTKEY_THIRD_5	function: 0A31F278
bind	HOTKEY_SECOND_4	function: 0A31F070
bind	HOTKEY_THIRD_4	function: 0A31F250
bind	MOVE_DOWN	function: 0A31EBE8
bind	HOTKEY_THIRD_12	function: 0A31F390
bind	HOTKEY_1	function: 0A31EE18
bind	MOVE_RIGHT_DOWN	function: 0A31EC88
bind	HOTKEY_THIRD_10	function: 0A31F340
bind	HOTKEY_12	function: 0A31EFD0
bind	HOTKEY_8	function: 0A31EF30
bind	RUN_DOWN	function: 0A31ED50
bind	HOTKEY_SECOND_11	function: 0A31F188
bind	HOTKEY_SECOND_7	function: 0A31F0E8
bind	SHOW_CHARACTER_SHEET	function: 0A31F4A8
bind	MOVE_LEFT	function: 0A31EB70
bind	HOTKEY_SECOND_5	function: 0A31F098
bind	HOTKEY_SECOND_12	function: 0A31F1B0
bind	HOTKEY_11	function: 0A31EFA8
bind	HOTKEY_7	function: 0A31EF08
bind	MOVE_RIGHT_UP	function: 0A31EC60
bind	HOTKEY_NEXT_PAGE	function: 0A31F3E0
bind	HOTKEY_10	function: 0A31EF80
bind	HOTKEY_9	function: 0A31EF58
bind	HOTKEY_2	function: 0A31EE40
bind	RUN_LEFT_DOWN	function: 0A31EDA0
bind	MOVE_STAY	function: 0A31ECB0
bind	HOTKEY_THIRD_2	function: 0A31F200
bind	MOVE_RIGHT	function: 0A31EB98
bind	RUN_RIGHT	function: 0A31ED00
bind	HOTKEY_THIRD_3	function: 0A31F228
bind	RUN_RIGHT_DOWN	function: 0A31EDF0
[DISPLAY MODE] 32x32 ASCII/background
[BIRTHER] selecting type	base
[BIRTHER] selecting type	role
bind	MOVE_DOWN	function: 0A3920E0
bind	MOVE_UP	function: 0A3920B8
bind	ACCEPT	function: 0A392108
[BIRTH] Applying descriptor base
[BIRTH] Applying descriptor Destroyer
Loading entities file from file	/data/zones/dungeon/npcs.lua
Loading entities file from file	/data/general/npcs/kobold.lua
Loading entities file from file	/data/zones/dungeon/grids.lua
Loading entities file from file	/data/general/grids/basic.lua
Loading entities file from file	/data/zones/dungeon/objects.lua
Loading entities file from file	/data/zones/dungeon/traps.lua
Initiated zone	Old ruins	with base_level	1
C Map size 18:14 :: 252
******************	1
Entity(                kobold warrior) got 2500 (=10000 /   4) chance to generate. Level range( 1- 4), current  1
Entity(       armoured kobold warrior) got 167 (=666 /   4) chance to generate. Level range( 6-10), current  1
*DONE	2667
entity chance  1 : chance(2500): kobold warrior
entity chance  2 : chance(2667): armoured kobold warrior
Stored entities list	actor	table: 09035C18
******************	1
*DONE	0
Stored entities list	object	table: 09035F88
******************	1
*DONE	0
Stored entities list	trap	table: 09036028
loaded room generator	simple	function: 00FE4B90
loaded room	pilar	10	5
room generator	function: 00FE4B90	is making a room
alloc	simple6x8
room allocated at	12	9	with center	14	12
room generator	function: 00FE4B90	is making a room
alloc	simple9x12
room allocated at	10	27	with center	14	32
alloc	pilar
room allocated at	17	22	with center	21	24
room generator	function: 00FE4B90	is making a room
alloc	simple8x6
room allocated at	28	35	with center	31	37
alloc	pilar
room allocated at	19	38	with center	23	40
room generator	function: 00FE4B90	is making a room
alloc	simple11x6
room allocated at	37	10	with center	42	12
alloc	pilar
room allocated at	38	23	with center	42	25
room generator	function: 00FE4B90	is making a room
alloc	simple10x12
room allocated at	36	32	with center	40	37
alloc	pilar
room allocated at	3	2	with center	7	4
room generator	function: 00FE4B90	is making a room
alloc	simple7x11
room allocated at	20	4	with center	23	9
Begin tunnel	10	table: 0A449790
[NEW LEVEL] spot	14	12	room	simple6x8
[NEW LEVEL] spot	14	32	room	simple9x12
[NEW LEVEL] spot	21	24	room	pilar
[NEW LEVEL] spot	31	37	room	simple8x6
[NEW LEVEL] spot	23	40	room	pilar
[NEW LEVEL] spot	42	12	room	simple11x6
[NEW LEVEL] spot	42	25	room	pilar
[NEW LEVEL] spot	40	37	room	simple10x12
[NEW LEVEL] spot	7	4	room	pilar
[NEW LEVEL] spot	23	9	room	simple7x11
[MOVE] actor moved without a starting position	kobold warrior	42	13
[MOVE] actor moved without a starting position	kobold warrior	19	25
[MOVE] actor moved without a starting position	kobold warrior	24	5
[MOVE] actor moved without a starting position	kobold warrior	24	23
[MOVE] actor moved without a starting position	kobold warrior	39	12
[MOVE] actor moved without a starting position	kobold warrior	27	35
[MOVE] actor moved without a starting position	kobold warrior	15	20
[MOVE] actor moved without a starting position	kobold warrior	35	12
[MOVE] actor moved without a starting position	kobold warrior	31	24
[MOVE] actor moved without a starting position	kobold warrior	40	31
[MOVE] actor moved without a starting position	kobold warrior	11	17
[MOVE] actor moved without a starting position	kobold warrior	28	23
[MOVE] actor moved without a starting position	kobold warrior	28	14
[MOVE] actor moved without a starting position	kobold warrior	28	19
[MOVE] actor moved without a starting position	kobold warrior	31	10
[MOVE] actor moved without a starting position	kobold warrior	27	41
[MOVE] actor moved without a starting position	kobold warrior	6	11
[MOVE] actor moved without a starting position	kobold warrior	46	24
[MOVE] actor moved without a starting position	kobold warrior	23	24
[MOVE] actor moved without a starting position	kobold warrior	31	41
[MOVE] actor moved without a starting position	kobold warrior	37	12
[MOVE] actor moved without a starting position	kobold warrior	38	26
[MOVE] actor moved without a starting position	kobold warrior	40	36
[MOVE] actor moved without a starting position	kobold warrior	36	26
[MOVE] actor moved without a starting position	kobold warrior	14	20
[MOVE] actor moved without a starting position	kobold warrior	6	17
[MOVE] actor moved without a starting position	kobold warrior	27	27
[MOVE] actor moved without a starting position	kobold warrior	30	36
[MOVE] actor moved without a starting position	kobold warrior	28	15
[MOVE] actor moved without a starting position	kobold warrior	33	37
[LEVEL GENERATION] checking entrance to exit A*	35	7	to	25	40
[MOVE] actor moved without a starting position	sr	35	7
[PLAYER BIRTH] resolve...
[PLAYER BIRTH] resolved!
254 frames in 10.008 seconds = 25.3797 FPS
16 ticks  in 10.092 seconds = 1.58541 TPS
bind	MOVE_DOWN	function: 0A44B000
bind	MOVE_UP	function: 0A44B050
bind	EXIT	function: 0A44AFB0
bind	ACCEPT	function: 0A44B1E0
bind	MOVE_DOWN	function: 0A455410
bind	MOVE_UP	function: 0A4553E8
bind	EXIT	function: 0A44BEB0
bind	ACCEPT	function: 0A455438
bind	MOVE_DOWN	function: 0A458110
bind	MOVE_UP	function: 0A4580E8
bind	EXIT	function: 0A4581D8
bind	ACCEPT	function: 0A4581B0
bind	MOVE_DOWN	function: 0A44DF58
bind	MOVE_UP	function: 0A44DDC8
bind	EXIT	function: 0A44E5E8
bind	ACCEPT	function: 0A44E228
bind	MOVE_DOWN	function: 0A450E10
bind	MOVE_UP	function: 0A450FA0
bind	EXIT	function: 0A450C80
bind	ACCEPT	function: 0A450FF0
bind	ACCEPT	function: 0A43FAB0
SDL Activity 1
SDL Activity 1
333 frames in 10.018 seconds = 33.2402 FPS
bind	ACCEPT	function: 09050788
SDL Activity 1
217 ticks  in 11.026 seconds = 19.6808 TPS
SDL Activity 1
SDL Activity 1
SDL Activity 1
SDL Activity 1
SDL Activity 1
SDL Activity 0
SDL Activity 1
178 frames in 41.462 seconds = 4.29309 FPS
SDL Activity 1
 
Joined
Jun 13, 2010
Messages
1,128
You have to delete it first. stdout and stderr (stderr gets deleted if there was no error). And than post both. But it looks like it wont help.

Mine loads like yours first - transpartent - than a black background with the menu.

My stdout without my mouse going into the window area at all, just starting it and closing with the cross on the top right.
WARNING: No bootstrap code found, defaulting to working directory for engine code!
LuaVM: LuaJIT 1.1.6 x86
[KEYBINDER] Loaded keybinds: move
[KEYBINDER] Loaded keybinds: actions
table: 051D4BC8 1
Loading tile border_7.png
Loading tile border_9.png
Loading tile border_1.png
Loading tile border_3.png
Loading tile border_8.png
Loading tile border_4.png
Loading tile border_7_sel.png
Loading tile border_9_sel.png
Loading tile border_1_sel.png
Loading tile border_3_sel.png
bind MOVE_DOWN function: 05291C90
bind MOVE_UP function: 05291C40
bind ACCEPT function: 05291CB8

If I comment out the drawing function in my own sdl code, the screen is displayed black and not transparent. Might be because they use opengl and lua or some shit...
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
989
Code:
WARNING: No bootstrap code found, defaulting to working directory for engine code!
LuaVM:	LuaJIT 1.1.6	x86
[KEYBINDER] Loaded keybinds: move
[KEYBINDER] Loaded keybinds: actions
table: 0879A578	1
Loading tile	border_7.png
Loading tile	border_9.png
Loading tile	border_1.png
Loading tile	border_3.png
Loading tile	border_8.png
Loading tile	border_4.png
Loading tile	border_7_sel.png
Loading tile	border_9_sel.png
Loading tile	border_1_sel.png
Loading tile	border_3_sel.png
bind	MOVE_DOWN	function: 08845F10
bind	MOVE_UP	function: 08845EC0
bind	ACCEPT	function: 08845F38

... ?
 
Joined
Jun 13, 2010
Messages
1,128
Yeah, I cant help you. Seems to work but doesnt. Its one of those bugs, the pc platform is famous for.
 

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