Nethack?


jbrodack posted on Apr 23 2006 at 02:00 AM said:
I've experienced 2 more crashes. one im not sure what caused it but it froze the screen and i could bring up the menus but not do anything.

the other i was about to go down a level and i was brought back to the gp2x menu.

one suggestion how about bringing you back to the main menu after you die instead of back to the gp2x menu.
Thanks for the reports!

Unfortunately Nethack is not really designed to restart the game after one game is over. At some point I'll try to assess the difficulty but I expect it will be very high (or else other ports would have already done it, since it is kind of annoying to have to restart the whole program to play another game).
 
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Dzz, just curious, how easy is it to change the tiles? It would be nice, since you have already added the zoom in real close option to be able to put some higher res stuff in there.

Allan. (Currently using a Succubus to level up, already at EXP Level 9 on DL 2, *dorky grin*)
 
Muncher666 posted on Apr 23 2006 at 09:46 AM said:
Dzz, just curious, how easy is it to change the tiles? It would be nice, since you have already added the zoom in real close option to be able to put some higher res stuff in there.
It's not too hard but the tile set has to match the layout of the smaller tile set so the right thing gets drawn. I have a 32x32 tileset with a somewhat different artistic look to it but it doesn't match up exactly -- the order is different and the contents aren't exactly the same either. That means that besides rearranging tiles, there's some original art to be done as well, although for the most part it would just be making minor modifications to other tiles. For example, the 16x16 tile set might have 5 different dog-like icons in a row at some point and the 32x32 one might only have four. so part of the task would be duplicating one of the other doglike icons and making some artistic changes to distinguis the new tile from the others.

There are about 1000 tiles so while each step is not particularly complicated, there are a lot of them.

If somebody wanted to take on that task, it would get done sooner (though I'll get to it eventually if not). I estimate it to be a 10 hour job.
 
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Great port! Amazingly great control-menu scheme too.

Anyway, I noticed that if you want to wear a ring, it asks right or left, and your choices are yes or no. Which means at that point you are stuck, whatever I press it doesn't choose anything.
 
Dzz posted on Apr 24 2006 at 01:59 AM said:
Muncher666 posted on Apr 23 2006 at 09:46 AM said:
Dzz, just curious, how easy is it to change the tiles? It would be nice, since you have already added the zoom in real close option to be able to put some higher res stuff in there.
It's not too hard but the tile set has to match the layout of the smaller tile set so the right thing gets drawn. I have a 32x32 tileset with a somewhat different artistic look to it but it doesn't match up exactly -- the order is different and the contents aren't exactly the same either. That means that besides rearranging tiles, there's some original art to be done as well, although for the most part it would just be making minor modifications to other tiles. For example, the 16x16 tile set might have 5 different dog-like icons in a row at some point and the 32x32 one might only have four. so part of the task would be duplicating one of the other doglike icons and making some artistic changes to distinguis the new tile from the others.

There are about 1000 tiles so while each step is not particularly complicated, there are a lot of them.

If somebody wanted to take on that task, it would get done sooner (though I'll get to it eventually if not). I estimate it to be a 10 hour job.

Dzz, I'm up for it, sounds fun - it'll take a week or so, since there are a lot of 'real life (tm)' issues, but it doesn't sound awfully hard. What format do the tiles need to be in, etc? Send me a PM.

Sterf, Dzz has already pointed out that bug when he first released the beta. It will be fixed shortly.

Allan.
 
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Hello everybody,

I know a whole bunch of you downloaded the 0.1 test beta. If you could take a second to share your experience I really would appreciate it. Any information at all would be helpful.

Thanks!
 
Dzz posted on Apr 26 2006 at 08:19 AM said:
Hello everybody,

I know a whole bunch of you downloaded the 0.1 test beta. If you could take a second to share your experience I really would appreciate it. Any information at all would be helpful.

Thanks!
Its been quite good so far. I have never played nethack, so I can't really compare. However, I find the interface to be wonderfully intuitive.
I had the game crash out once, but I haven't been able to replicate (think it was going down a staircase, when I clicked the stick button to confirm.) Not sure since I can't re-create.

Regardless,
between this and Vektar, you are quickly becoming my favorite dev.
 
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I love how the screen doesn't 'snap' to a new location after you move your character, but rather scrolls smoothly.

I'm very overwhelmed, and don't have the time to learn all the commands and such, but it looks wonderful!

(I've played rouge on several platforms, and always loved this kind of dungeon crawl type of game)

OH! And it runs with a script! YAY!
 
I experienced two odities.
One was the Altar glitch, but instead of giving me the option to 'loot', I had the option to 'force'. It worked but it took me a few minutes to puzzle it out.
The second one was the stair case bug, it happened to me on level 4, where you have the two stair cases going down, 1 for the regular dungeon, and the other to enter the Gnomish Mines. I'm not sure which one I was trying to go down (since it was the first stair case I tried) but it did kick me back out to the main menu.

For a few suggestions, could you add the option to 'drop' to the 'select' menu when you are on an Altar? since when ever you are on an altar you will most likely want to drop things.

Also, how difficult would it be to create a set of 'old-school' ASCII tiles, I could it, if I knew how to incorporate them in (for newer versions you might want to look into a way to switch tiles if possible.

And if you want to stop the game from dumping the user back to the menu after a game is done, you could create a 'wrapper' script, that starts the game, then when the game is finished, the script gets focus back, asks if the user wants to play again, and if yes, start nethack again.
 
Yeah, I've tried it several times now - gnomish mines crash it indefinitely.

Wizardofyendor, you could indeed make a set of ascii tiles - but there's no easy way out (ie, you can't get it to revert to 'vanilla nethack', as far as I'm aware the version this is based on doesn't support ascii at all) - so you would have to manually rip the letters from ttf's by I guess making them in photoshop and coloring them manually. Wouldn't be too hard, but tedious (I'm currently working on making higher res tiles for dzz).

Allan.
 
Hey Wiz,

You probably want a tileset like this, I suspect. :)

nethack_abigaba.png


Apologies to all of you who don't want a giant PNG download, but I think this is awesome. :)

Allan.
 
That tileset is really cool. Also, Muncher666 found another tile set that is also great.

For the 0.2 build I will load the tile sets from external files so they can be replaced with whatever graphics are available. I didn't know there were so many great ones.

Now that I have some more reports and a nice sized todo list, I'll get to work on it.

Thanks for the testing and ideas everybody!
 
Hi,

This is a great port !!! thank you !!!

Concerning the staircase bug, it happened to me and I had this message in the message box :
"
impossible mkobj 0, sym ".
Program in disorder - perhaps you'd better #quit
"
Hope it can help.

Concerning possible improvments, it would be cool to :
- be able to name things
- select multiple items in selection menus


Thank you again for bringing Nethack to the Gp2x !
 
how difficult would it be to incorporate a vitual keyboard to use the engrave, name, and wish commands? wish would be a necessity, and engrave is helpful for identifing wands and ofcourse "Elbereth"...
 
wizardofyendor posted on Apr 27 2006 at 05:48 PM said:
how difficult would it be to incorporate a vitual keyboard to use the engrave, name, and wish commands? wish would be a necessity, and engrave is helpful for identifing wands and ofcourse "Elbereth"...
I believe it should not be difficult since I already have one for entering a player name. I don't think that will make it into 0.2 but it should be doable soon after that.
 
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wizardofyendor posted on Apr 27 2006 at 02:15 PM said:
Do you think the 'Gnomish Mines' crash, might have something to do with 'dark rooms'? or rooms with out much light?

Since the first level of the Gnomish mines isn't ever dark, this is unlikely. I think the problem is most likely in the code for generating Gnomish mine levels.


After this is done, is there any chance of the code from this bieng used to port a few other roguelikes to GP2X? Ever since the analog on my Zodiac broke down, I've been missing bieng able to play Sangband, Steamband, ToME, and Hengband on a portable system.
 
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Serith posted on Apr 27 2006 at 07:50 PM said:
After this is done, is there any chance of the code from this bieng used to port a few other roguelikes to GP2X? Ever since the analog on my Zodiac broke down, I've been missing bieng able to play Sangband, Steamband, ToME, and Hengband on a portable system.
I'll post a link to the source starting with 0.2, I wanted to make sure it wasn't TOO buggy before inflicting it on the world. I'm not sure I want to do any more ports myself, but maybe somebody else could adapt the code to other purposes.
 
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