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PMush Perfect posted:What the gently caress am I looking at Tales of Game’s Studios Presents Chef Boyardee’s Barkley, Shut Up and Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa Although I'm pretty sure that description was ripped straight from Dungeon Crawl without any modifications.
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# ¿ Dec 21, 2017 03:22 |
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# ¿ May 14, 2024 07:39 |
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Akett posted:Two turn/action time stop! Level 9 Enchantments/Hexes spell. Perhaps make it exhaust you after you use it or hurt you if you cast it too many times in quick succession, Just for reference, look at the Serpent's Lash ability for WJC.
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# ¿ Dec 21, 2017 11:52 |
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Floodkiller posted:Survey for the first batch of feature requests is located here: Posting this again for this page in case anyone missed it yesterday. The more responses, the better! I'll likely get around to closing the survey and compiling results around Christmas Eve, although I might close it earlier if responses stop coming in. After that, I'll put together the to-do list on the Project page on GitHub for any simple features that will go into Gooncrawl v1.0 (to get something out the door). Complex approved features will have design discussion pages created on the wiki, and will get added to the to-do list once a final design is decided upon.
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# ¿ Dec 21, 2017 15:11 |
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gently caress, forgot to turn the survey off at 27 responses, the whole project's ruined
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# ¿ Dec 21, 2017 20:43 |
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cheetah7071 posted:There's more than 27 questions so the whole thing was rotten from the start You're right, we probably should have actually been thinking about how to pare Crawl down to 27 total features.
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# ¿ Dec 21, 2017 20:52 |
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Worthleast posted:Floodkiller, if you're still taking requests, I would like a timed Wizlab to spawn every game. They're great content. I will always take feature requests and put them in the next polls, I just had to draw the line somewhere right now to start to get the ball rolling. I'll update the wiki page with everything I missed once I have the time to do so (currently driving home for the holidays and beat from driving all day). I'll probably get around to closing the current poll and compiling results sometime around Christmas Eve as well, so get your votes in if you haven't already! E: Plugging the link again: https://goo.gl/forms/dUNVjwRSWNHMQvvi2 E2: If you know any other goons who play Crawl but don't frequent the thread, let them know about the poll as well! Floodkiller fucked around with this message at 04:39 on Dec 23, 2017 |
# ¿ Dec 23, 2017 03:57 |
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Last reminder to vote in the (current) Gooncrawl feature pool: https://goo.gl/forms/dUNVjwRSWNHMQvvi2 I'm closing it tomorrow morning to compile results. Get your vote in if you want a stake in the outcome! I'm also going through to get all the feature requests added to the wiki, so let me know if I miss anything! As it turns out, GitHub doesn't have any setting for wiki contributor permissions between "has commit access to the code" and "anyone with a GitHub account", so it's easier to just do it myself at the moment to avoid any potential vandalism to either the wiki or the codebase. In the future, I'm probably going to need help from a couple trusted volunteers to keep up with them (especially once the crowdsourced design discussion starts kicking in for complex features). However, I'm not going to ask for it until I at least have an initial version out for proof that Gooncrawl actually exists and is worth volunteering for.
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# ¿ Dec 24, 2017 03:32 |
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Survey is closed! I'm compiling the results now, and I'll post the review when it's ready. In the meantime, instead of immediately starting another survey to ask, I'm going to assume everybody: -wants the new Zombiehands spell in Gooncrawl -doesn't want Control Undead or Cigotuvi's Embrace removed Please post let me know if your opinion is different. In the future, I'll be merging all bug fixes, UI improvements, and minor additions (like new vaults) automatically. For new features/major feature changes (including vault changes like Tomb stairs)/feature removals, I'll be holding off on merging until they pass a poll.
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# ¿ Dec 24, 2017 14:53 |
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Finally finished the survey compilation and analysis. I am glad Google Forms exists, because otherwise this would have been even more of a pain in the rear end: Survey Results: https://docs.google.com/document/d/1Rwo9hdgEL3SPr1zC9cJH9KxhPpNCxTKkTVAG-njr7I8/edit?usp=drivesdk Survey Data (names and comments purged to avoid any name and blame): https://docs.google.com/spreadsheets/d/1hBhd6CLgu5pNpbN91r11rb3njQTEafvDICR_WGA7r7c/edit?usp=drivesdk Please feel free to tell me off if you feel I'm interpreting anything wrong, as well as start discussion. I'll get to posting the relevant comments on the wiki tonight or tomorrow morning, as well as draft up the 1.0 design doc to start working on stuff.
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# ¿ Dec 24, 2017 23:21 |
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Canine Blues Arooo posted:I'm at home for Christmas, but I want to make a statement I want to substantiate when I get home and can make an effort part: PMush Perfect posted:This is a good point. Design by committee has some serious pitfalls. With reversions, at least, what people want is a pretty simple decision, but when it comes to additions and changes, we may have to, essentially, elect a team whose judgment we trust. I haven't got the time right now to respond to all the feedback, but I will respond to these: Part of why I wanted to start a Gooncrawl fork was explicitly to create a "design by committee" branch, seeing as the most common complaint provided by the thread has been the feeling that their input is ignored in favor of following good design. I felt it would be good to pull away from the constant negativity cycle by giving everyone an equal voice in developing something (even if they end up outnumbered in the end, see item destruction), as well as give myself more practice with C++. Sure, it might turn into a poorly mismanaged mess when it reaches the point where nobody can agree on anything, but that's half the fun! I'm not terribly interested in crafting a cohesive experience myself, because I feel that's what DCSS already does. In fact, electing me to be the sole designer would be a terrible thing. My ideal Crawl is likely very close to DCSS or Hellcrawl minus a couple sacred cows like Malmutate and a few unfinished designs/reworks still lying about. Most of what the thread majority voted for is stuff I don't care about or feel the opposite. There's a good reason I've been very explicit in separating myself from the design voting/process (aside from Malmutate), as I don't think my vision actually lines up with the thread. If the thread wants to elect their own design team or some other curation method further down the line (at least wait for v1.0 to come out) for managing proposals and designs, I'm all for it as long as (the majority of) everyone wants to do it. I just want to code it and watch whether the train ends up in the station ahead of schedule or in a 50 traincar pileup.
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# ¿ Dec 25, 2017 05:44 |
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I started to go through the comments on the survey this morning, but I got bored and wanted to start coding instead. So, here's my Gooncrawl v1.0 design doc based on the survey results: https://docs.google.com/document/d/1Sj8Y9qL8MRBtQhirnl3oQ4tH1-JU2Ir410jH2BedcH8/edit?usp=drivesdk I'm going to get everything on the first page in before I call a release. For the second page, I'm looking at: -Recharging just gives charges at the same tiers it did before, who cares about wand caps -Just scarves for felids (scarves are fashionable, but cloaks look heavy) -Put boulder beetles and sheep exactly where they used to be to make it easy. -Looking at giving boulder beetles poison resistance/immunity so they aren't a complete joke anymore (just mostly a joke). Let me know if any of that sounds awful, and I'll reconsider. Some stuff on the last page can probably make it in before v1.0 after I look into it (hammers, Hell effect rework) while others either need more work or more design to fix conflicts with current Crawl. They might be held off for the next version, as I would really prefer to get a stable base first over making sure everything approved gets in immediately.
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# ¿ Dec 25, 2017 16:28 |
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Heithinn Grasida posted:Of course, if the goons think there should be a strong healing spell in gooncrawl, then that's another matter. I mean, we are already putting wand of heal wounds, recharging scrolls, and Pakellas (once the abilities are reworked to fit with wand stacking) back in If anyone wants to follow the fork commit log as I work, it's located here. Otherwise, progress so far:
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# ¿ Dec 26, 2017 16:01 |
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Gooncrawl update:
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# ¿ Dec 27, 2017 15:22 |
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PMush Perfect posted:Really? Why? There was a bunch of back-end changes since he was removed that I kept missing, so it was a lot of compiling crashes. I eventually took a shortcut and gave him Donald's weapon set because I got sick of it and wanted to move on. He's still got the buckler though.
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# ¿ Dec 27, 2017 16:40 |
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cheetah7071 posted:How does Ozo's refrigeration compare to Freezing Cloud for AoE ice spells? I know Freezing cloud is amazing but I've never used Ozo's Ozo's is usually only better if you are trying to hit the entire screen, in which case you are either fighting popcorn or should probably be running away. Ozo's also keeps taking MP and your turn to cast, compared to Freezing Cloud which you lay down once for damage over multiple turns plus being able to use other spells/attacks/movement while doing so. On a different note, Phase Shift is being a bitch to re-implement compared to Poisonous Cloud. Both reversion attempts, something being changed in the combat code keeps CTDing the game while trying to move after casting Phase Shift. I'll probably try implementing it as a new spell (instead of re-enabling the old one) and see if it crashes then. If it does, I'll probably just put that feature on the back burner for a later time.
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# ¿ Dec 28, 2017 05:31 |
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Gooncrawl progress update:
Downside: No paperdoll support for felid equipment, and the current paperdoll helmets don't work too well for octopodes. I'm not good at art/tiles so fixing that is going to be on the back burner. However, if some got made by a generous goon tile maker I'll look into how to add them. Also throwing out the request for a replacement title logo while I'm at it.
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# ¿ Dec 28, 2017 19:27 |
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Ramc posted:Is there a link to goon crawl yet? If you know how to use Git and want to grab the work in progress: https://github.com/Floodkiller/crawl/tree/gooncrawl Otherwise, I'll wait until I finish most/all of the features on the design doc and finalize a v1.0 before contacting johnstein (CBRO) and/or other server ops to ask if it can get hosted.
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# ¿ Dec 28, 2017 20:53 |
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PMush Perfect posted:Repeating my legitimate request to please add yourself as a unique. Added it to the FR list to get voted on at a future point, since I don't really have a design on hand even if everyone wants it. If you and the rest of the thread do want me to add something personal (aside from Malmutate changes), I do have a different stupid unique that I can throw in. I'll even keep it secret (unless you read the commit log) if you want.
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# ¿ Dec 28, 2017 21:36 |
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Gooncrawl progress update:
It may be a couple days before the next update, depending on driving fatigue.
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# ¿ Dec 29, 2017 14:26 |
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There was a recent patch on mainline Crawl to randomize food tiles for rations (which are currently the only permafood type). Since this is related to the "re-implement pizza" feature on the Gooncrawl v1.0 design doc and I won't have time for development today anyway, I figured out a couple ways to fulfill this and set up a runoff poll here: https://goo.gl/forms/GMe31x8ZjvOegBRp2 This will be a short poll (I will likely close this either tomorrow morning or afternoon depending on when I get around to it), so please get your votes in if you care about pizza! I'm also going to look into moving most of the current wiki information into the repository to free up the wiki permissions to everyone for design brainstorming and discussion.
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# ¿ Dec 30, 2017 12:57 |
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Heithinn Grasida posted:My response to the pizza poll: I do recognize the issue with polls in that regard (especially short term ones), but throwing in a write-in vote+comments with the encouragement to communicate your vote in the thread if you want to see it happen is the best solution I have to a runoff poll for votes demanding details past "Do this thing". Editing after voting is still enabled (and I just go through and grab the latest vote if someone accidentally votes twice). I figured pizza is a small enough feature to test how feasible this is before getting into more complex FRs like Pakellas re-implementation, but I can always pull it out of the immediate implementation section of the design doc if there's too much kickback about it. If it needs to get more expansive than just polling and the planned wiki discussions, I'd likely need someone else to handle the opinion/FR/design gathering aspect for me so I can focus on coding stuff. However, I don't want to ask for that until an initial release is out (thus why I also haven't started another FR poll yet). At the very least, working on this has given me an appreciation for anyone whose job involves canvassing and polling
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# ¿ Dec 30, 2017 14:10 |
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Posting the pizza survey again, I'm looking at closing it tomorrow afternoon (unless voting is super shallow, in which case I'll keep the survey open longer but potentially kick pizza to the next release): https://goo.gl/forms/GMe31x8ZjvOegBRp2
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# ¿ Dec 31, 2017 03:00 |
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cheetah7071 posted:When pizza comes back will we also see the return of the vault with four turtles, a rat, and a bunch of pizza If you can find the name of the vault, then I can probably do this regardless of the outcome of the vote. Edit: I moved all the important wiki documents into the repository (under docs/gooncrawl). This lets me open the wiki for public editing; all you need to do to edit is make a GitHub account. I made a bunch of design pages for stuff that was on the survey, but feel free to add your own pages as well (create a page first, then add a link to it under the Designs subsection by editing the sidebar). Please be respectful and don't get into an edit war over an opinion/idea you dislike (just leave a comment under the opinion/idea about your feedback). If it devolves into vandalism I'll have to look into a wiki solution elsewhere that provides better security/permissions tools, but I would prefer not to have to spend the time to do so at the moment. Floodkiller fucked around with this message at 15:47 on Dec 31, 2017 |
# ¿ Dec 31, 2017 14:42 |
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cheetah7071 posted:Unfortunately I don't think snapping turtles are appropriate enemies for sewers because that would be the ideal Take a look at how the sewer with the weakened siren works; might be a 1:1 with how to modify the snapping turtles.
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# ¿ Dec 31, 2017 21:07 |
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Closed the survey (a little later than I was going to because I got distracted), results are here with identifying info purged: https://docs.google.com/spreadsheets/d/1MjOdcjtzHR42tiRVyscJdv4ul-OoUXZkHuxHpbhzmc4/edit?usp=sharing After counting the runoffs (a couple votes didn't follow runoff style voting, but it didn't affect the end result), it looks like the "Random food tiles with chance for pizza flavor" was the winner, with a solid first round that kept growing after getting most of the second choice votes of each one eliminated. I'll throw the fruit flavors into the mix as well while I'm at it (as a couple people suggested). Let me know if anyone would prefer something changed about how these "feature details" polls are delivered in the future (I will be keeping future polls on more complex features open for longer than this one).
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# ¿ Jan 1, 2018 03:55 |
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Gooncrawl progress update:
Stuff left that I still want to get done before v1.0:
Other stuff on the to-do list that may or may not get done before v1.0:
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# ¿ Jan 1, 2018 18:12 |
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Archenteron posted:Hellcrawl has its own GitHub, you probably don't need to at his system notes on the wiki then write it yourself I know it has it's own GitHub, but I mainly needed to look into it and find if there were any underlying changes (like optimizations or bug fixes) in the original DCSS repo from when Hellcrawl forked in the related systems. However, from the sound of what hellmonk described, it shouldn't be too hard to pull over so I just need to know what spells specifically need to get changed.
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# ¿ Jan 1, 2018 20:20 |
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Gooncrawl progress update:
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# ¿ Jan 2, 2018 18:16 |
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Wands of hasting are now working! Wands of teleportation are still buggy (currently can only Teleport Other, so I need to put in a logic fix somewhere), wands of heal wounds are still wands of CTD. E:VVV I already opened a pull request for it, it's just sitting until after the tournament due to feature freeze. Floodkiller fucked around with this message at 22:11 on Jan 2, 2018 |
# ¿ Jan 2, 2018 21:45 |
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Floodkiller posted:Wands of hasting are now working! Wands of teleportation are still buggy (currently can only Teleport Other, so I need to put in a logic fix somewhere), wands of heal wounds are still wands of CTD. Okay, I'm a garbage coder because I've been stumped on getting tele and heal wounds wands back in and working. This is partly due to the back-end for wands being revamped since the wands were removed, which is leading to a collision somewhere in the monster wand use code (which didn't go away even after I stopped allowing monsters to use them and reworked the code to only work for players). I have no clue why hasting works perfectly fine and the others don't. If someone else wants to take a look at trying to re-add them, feel free since I don't want to waste more time on it at the moment. Instead, I'm just going to cheat and bring them back as xp-evokers with a little extra thrown in:
E:VVV I'll keep hasting a wand at the moment, since that one is already re-implemented and working (although it can get changed sometime after v1.0). Floodkiller fucked around with this message at 05:21 on Jan 3, 2018 |
# ¿ Jan 3, 2018 05:16 |
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Heithinn Grasida posted:To Floodkiller or anyone else who regularly messes with the source code -- how do you deal with merging changes from Git? I followed the guide for Crawl I found somewhere to use git stash apply, which was okay before, but the recent updates must have changed over a hundred files and I'll tear my hair out if I have to go through every single one of them to fix conflicts. This might be more than what you are asking for, but: 1) Set up a forked repository of Crawl on GitHub (click the fork button in the top right while logged in). 2) Clone your forked repository onto your local computer (not the main repository). code:
3) Set up a remote for whatever program you are using for Git: https://help.github.com/articles/configuring-a-remote-for-a-fork/ (origin points to your fork's main url, upstream points to the main Crawl repository's url; make additional remotes for any other repositories you care about, like Gooncrawl or Hellcrawl). Never modify the main (base) development branches for these remotes (master for mainline Crawl). 4) To update these branches to the latest version on your fork (going to be using mainline Crawl for these examples) : code:
code:
code:
6) Do all your dev work on this sub branch, and commit whenever you have finished a specific feature: code:
6a) If something in your status was changed or deleted accidentally, do the following to reset it: code:
code:
code:
6c) If there are any conflicts to resolve, open up the relevant files and search for "HEAD" or ">>>>>" to find the conflicts (you can type git status and look at the files that say "both modified" to find where to search) . Modify or delete all the lines that are out of date, as well as the conflict dividers. 7) If it is taking a while to develop your feature, you can update your sub-branch to match the latest version of the base branch by doing Step 4, then the following: code:
8) After you have developed and tested your feature and are ready to either merge it with your own branch or open a pull request to the base branch, run Step 4 again for whatever branch you want your sub branch to be applied. Then, do the following while your sub branch is checked out: code:
9) Make a pull request for your branch to go into the base branch. I usually use GitHub's website to do this, but I'm sure you can do it through git as well. If it's going into one of your own branches on your fork, you can just merge it instead of creating a pull request. 10) After it has been merged, you are safe to delete the sub-branch on your local and remote repository if desired. Unfortunately, conflicts are never fun to deal with (although it is sometimes easy when the conflict is just a single word difference). If your branch is about reverting a previous commit, you will likely have a bunch of conflicts based on the feature coming from older versions of those files. A big one is enum.h, which used to be a gigantic list but has been split into a bunch of smaller files; it's usually better to just reset that one and track down the correct <type>-data.h file to put the relevant line in. If there are too many conflicts to handle, it may be easier to just manually take your branch's changes (or the reverting commit's changes) and reapply them by hand to an updated branch.
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# ¿ Jan 3, 2018 21:48 |
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Canine Blues Arooo posted:A yellow-class effect every 4 or 5 fights is completely busted. Just to note (you might have missed this change if you haven't played for a while), all xp recharging evokers share the same timer among the same type. For example, if you use a phial of floods, all phials in your inventory and the dungeon become inert. Once you get enough XP to charge one, all become available again. There is zero reason (currently, unless the thread wants me to implement a reason) to carry around more than one of any type of xp evoker, and you can't use any weird inventory/stash micromangement to get around it. Additionally (thanks to a change that let the lightning rod evocable partially recharge and have a different recharge rate than other evokers), I can tweak the recharge rate of any type of xp evoker if it turns out to be too quick/too slow to recharge based on the strength/frequency of the effect.
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# ¿ Jan 4, 2018 01:41 |
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Alright, think I came up with an XP evoker design for wand of heal wounds that fits the niche of what the wand was mostly for: Stone of meditation: Evoke to give yourself the Meditate status. While Meditate is active, the user heals for 10 HP + (1*Evo) HP per turn. Meditate wears off when the user takes any action other than waiting, when the user is affected by translocational energy/banishment (voluntarily or involuntarily), when the user is afflicted with Confusion/Paralysis/Petrification, or when the user reaches full HP. Damage does not interrupt it. Does not cure rot. Occupies your turn for healing (like zapping the wand each turn would). It still fills the "burst emergency healing" for teleporting (before or after) or after a tough fight in dangerous areas, without giving every player (instead of just Ely worshippers) large burst healing to use in combat all the time. Making it not cure rot, or rot might as well not exist (it already kinda doesn't, but even more so). Let me know if you have a better/more preferred approach (or if you would rather that I just leave wand of heal wounds out of this release and put it in at a later time).
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# ¿ Jan 4, 2018 16:21 |
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Zaodai posted:Shouldn't we be using the healing power of crystals to power our meditation instead of a generic stone? No IV bags to hold them.
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# ¿ Jan 4, 2018 16:55 |
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cheetah7071 posted:The name/flavor doesn't really work but the actual design is super solid. I like it. Feel free to propose! I suck at flavor stuff unless it's about puns.
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# ¿ Jan 4, 2018 17:40 |
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# ¿ May 14, 2024 07:39 |
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MrDeSaussure posted:Holy poo poo, what is wrong with this vault? quote:minmay_
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# ¿ Jan 4, 2018 20:01 |