NetHack-De 3.4.3-20120127a veröffentlicht!

Ab sofort steht einen neue Version von NetHack-De,Code-Name »Schwarzdrachenwarzenentfernungsmittel«,zum Download bereit.

Pakete für Windows und Debian Linux,sowie der Quellkode können hier runtergeladen werden.

Momentan ist ca. 93% des Spiels übersetzt,d.h. es bleiben noch um die 500 Codezeilen zu übersetzen (siehe auch die Status-Seite).

Ab diesem Release werden neue Pakete automatisch erzeugt und auf Sourceforge zum Download hochgeladen,sobald der Code geändert wurde.

Die Änderungen im Detail sind wie folgt:

 ca. 93% des generierten Textes übersetzt

alle Monsternamen übersetzt
Umbenennung:Schwarze Grütze -> Blutschwarze Grütze
Grabsteininschriften verbessert
Übersetzung halluzinierter Monster
Intro-Text komplett uebersetzt

zusätzliche Halluzinationsmonster und Halluzinationsfarben
Patch für zufälligen Sokoban-Preis entfernt
Debian-Paket
DESTDIR-Support in Makefile

Neue Patches:

Travel-improved-Patch 1.2
verbesserter Statuscolor-Patch aus UnNetHack
alt-Taste als Modifier fuer erweiterte Kommandos (von Plagman)

Bugfixes:

Crash bei zu langen Player-Character-Monster-Namen
Crash in german_test auf 64-Bit-Maschinen
Fehlerhaftes Parsen der record-Datei
Sonstiges kleinere Fixes

Source and comments at UnNetHack & NetHack-De

Here Lies "Hanz "

Truth be told,Hanz was a smug asshole. Ever since he learned that he could ignite small animals aflame with just a flick of his wrist –he was a total,smug,asshole. It was when he found himself deep in the ruins of Kor’s Fall,after defeating the boss there,that he was strutting around congratulating himself about how much of a total smug asshole he really was. When out of the shadows some fucking smug asshole of a thief stunned him,and subsequently killed him. Nobody mourned Hanz because in the end,he was a smug fucking asshole and nobody mourns smug fucking assholes. Fuck you Hanz.

http://tinyurl.com/7yrd2nb

Source and comments at te4.org/blog/users/feed

Here Lies "poop "

poop rushed into a grove of ants,with her armor and gear none of them could really damage her and with each step,they only injured themselves. until,whats this? half her life has just dissapeared?! OH NO! THE FOLLY OF PRANCING THROUGH THE WOODS ALL WILLY NILLY SUDDENLY DAWNS,HIDDEN IN THE SEA OF ANTS AND SNAKES LAY HIDDEN A BOSS MONSTER,A WRATHROOT!

QUICK –teleport away! NOT FAR AWAY ENOUGH!
QUICK –run to the entrance! FROZEN?!?
QUICK –get away as fast as possible,whatever you do do—–

http://tinyurl.com/7nb69xs

Source and comments at te4.org/blog/users/feed

Community Spotlight #3

Hey everyone! It’s modding time again. I wanted to touch up on some older mods this week and will be doing so as well in the next weeks,but Ruigi surprised us with a new masterwork that deserved immediate mention. And that is…


Runecaster

“You’re very scholarly,you also make runes.”

Runecaster is a wizard skill that combines crafting with spell casting. You create runes out of mana,which you then combine with the n-Dimensional lathe to create runewords. These runewords are throwing weapons that cast a spell when hitting enemies/the ground.

With each level in the skill,you unlock more powerful runes and rune words,up to a total of 20. They have a variety of effects,from buffs or healing when you stand on them,to elemental AoEs,teleports,even up to Mass Destruction.

There’s enough utility to get through just about any situation,though you’ll likely always be crafting new ones every couple minutes.
Ruigi has even drawn new sprites for each rune,rune word and spell effect.

  

Strangely,this is a skill that doesn’t merge well with others,but at the same time can work with pretty much any build due to its usefulness. I might suggest trying this with either a melee build or throwing/crossbows. Blood magic helps immensely as well. However:do not pick this with crafting skills. Your inventory will be almost full with just these runes.

Essentially,this is a very unique mod,worth a try at least once (though you may not want to put it down once you have.)

NOTE:This mod requires Realm of the Diggle Gods due to the mechanics it uses.

Since this post is getting big,I’ll briefly touch up on two interesting mods to try out as well.

Jaybud4′s Mega Phoneme Mod

This mod adds 1,111 phonemes to the random name generator,so if you thought there wasn’t enough variety in artifact or monster names,this is the mod for you!

Interior Dredmorating by r_b_bergstrom

Pretty much a small expansion by itself,this mod adds (from the description,)

45 new rooms. You should find something new on nearly every floor of the typical play-through. Some of the rooms have scripts,levers,and/or new custom blockers you haven’t seen before.
25 variant rooms. These are either a tweaked version of a room from the main game,or a tweaked version of one of my new rooms,adjusted to better fit specific floors.
20+ new items,including armor,weapons,special booze,and even a gorgon’s head.
Lots and lots of flavor-text. Several dozen new words for the monster,artifact,and room name generators. Some of the new room names generate new statues or paintings,as well. New phonemes,and new qualities and materials,too!
New insults for monsters to hurl,and new ichors for them to collapse into when you squish them in retaliation for insulting you.

I recommend it mostly for the diversity it brings to the dungeon layout and I think most people will enjoy it.
This mod also requires Realm of the Diggle Gods.

On a final note,Dredmorpedia received an update,refining the monster list and adding a stats list. I recommend checking it out if you haven’t before.

As always,I’m inviting you to come hang out with us on the forums and IRC.
Happy adventuring and see you next week!

Source and comments at Gaslamp Games » Blog

Poll:What Game Mode do you play the most?

WELL?
Since Game Modes have been added in 7 I’m curious what game mode do you guys play the most.
You’ll find the poll somewhere on the right side of the page.

DEBUGGING CAN BE FUN SOMETIMES
A start every RS player dreams of.


U MAD?
No cheats involved at all,just pure dumb luck.

Anyway,see you soon.

End of post.


Source and comments at Rogue Survivor

Early Game Start Demo Movies – Reflective ASCII Surfaces

Sorry for the absence. Working six days a week (five of them double-shifts) caught up to me for a while and pretty much put all my plans for the game on ice.

Luckily,I’ve managed to reduce my workload to 3-4 days a week,which means a LOT more time to devote to code!

I’ve only just started getting back into the swing of things,but I’ve already gotten started on the early elements of the game start process. With this post I’ve got a new video for you good ‘net denizens to watch which demonstrates some of the early work on the game engine itself. It also shows off my early attempts at reflective water surfaces. For now the regional terrain gen itself is pretty barren looking,of course,since no vegetation,paths,or creatures have been added yet,but I plan on getting trees started (and hopefully finished) this weekend,so perhaps I’ll have something else to show soon enough.

Here you are!



Source and comments at Cult:Awakening of the Old Ones

Stair Logic

Previously I had implemented dungeon stairs as a portal to the next or previous level. My game engine just generated a new maze when you climbed the stairs. However that does not mimic real life stairs. When you climb down some stairs,the stairs leading back up are right behind you. Well today I implemented this in my roguelike game engine. I was surprised how easy this turned out to be.

I still have one problem when you climb up or down stairs. It takes a long time for me to generate the new dungeon level. After that long pause,the message that you climbed the stairs is displayed. This is very unresponsive. I tried to immediately display the message. However since my code is so busy with new level generation,the message does not get painted on the screen until after the long wait. Need to find a way around this.

In other news,the dates for the 2012 7DRL challenge have finally been posted. It will happen from March 10th to the 18th. I am all in. Although I still have to attend my college class that week,I have managed to get the week off from work. Hopefully this will give me time to produce a respectable 7DRL game. More on that later.

Source and comments at Legend of Angband

01/26/2012

(Toady One) Just bouncing around the pile of remaining stuff. Added missing MUNDANE/FLIER tags,tested out and cleaned up some of the new animal abilities I put in a while ago.

Source and comments at Dwarf Fortress Development Log

Teensy Patch Hold-up

There’s been a little,unforeseen patch hiccup. Interestingly,this isn’t as a result of Dredmor,but as part of a Dredmor-related secret project that we have been working on,quietly and mysteriously. We’re not saying what it is yet,save that it is something that a lot of people have expressed interest in.

As a result of this work,we’ve had to remove two libraries from Dredmor,in order to replace them with…well,equivalents that are suitable. We have only just finished rewriting all of Dredmor’s audio code to use OpenAL;because this is a fairly major rewrite,we actually have to sit down and run a Real Beta now instead of just testing the bugfixes,vaguely making sure we didn’t break anything major,and calling it a day.

Some test binaries will probably show up in the IRC channel either late today or early tomorrow,and based on how well that turns out we will let you know what a better ETA for the patch looks like. This is mainly us being ultra-cautious and trying to make sure that we don’t shower you all with broken pixels and static in our quest for increased portability.

That said,the new audio is a heck of a lot better,and also fixes all the little lag issues when changing music or wandering in and out of stores. We’ve also managed to cut down on our memory use a bit as a result of this secret project,although we still have further work to do on this front. Levels now use about 20 megabytes less memory on average. It’s not quite enough for our svelte new lifestyle,but it’s a start.

Source and comments at Gaslamp Games » Blog

Solstice 0.0.22 Alpha release

[link]

Previously titled Rogue Project 2,I have given my roguelike the name
Solstice,and released an early version (Solstice because the Sun
plays a part in the game mechanics,as well as the moon).

Note that you can press \ on the overworld map to unlock a few basic

Source and comments at rec.games.roguelike.announce Google Group