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libtcod-net 1.5.0rc1-2 released (fixes reported TCODRandom issue)
Source: If Error Throw New Brick
The issue reported here has been debugged and fixed. The short answer for those not interested in the details is that I was using an API in libtcod wrong and that API was doing the wrong thing and corrupting its internal state. Get the newest libtcod-net here. For those who are more technically minded, here's the story. In between libtcod 1.5.0b2 and 1.5.0rc1, the C API changed for creatingGearHead2 v0.621: Now with a title screen!
Source: rec.games.roguelike.announce Google Group
GearHead2, the only roguelike game in which using a thermonucleardecapitator is not overkill, has just reached version 0.621. This is
mostly a bugfix release for v0.620, though it also adds some new
content for the random story generator. Oh, and the graphical version
now has a title screen which is so 1980s that you'll swear my name is
Mines of Elderlore: welcome Libtcod!
I have been following Libtcod for a long time, since it is probably the most promising project related to roguelikes published on the past years. What I was missing was a good reason – and some motivation! – to dive in it and code my own Libtcod roguelike.
On the other hand, the next 7DRL is arriving; Mines of Elderlore, my 7DRL attempt some years ago, made me realize that coding under time pressure, with a common goal with some other folks, can be a really stimulating experiment and good way to produce something that simply works.
So I would really like to try to create a 7DRL roguelike under Libtcod this year. But what I need first is to improve my knowledge in this library, and, well yes, practice a little my oldy pythonic skills. And what better subject for this than my old 7DRL Mines of Elderlore?
Adding Libtcod was easier than I would have expected. The python files were already set to handle different displaying libraries (Curses and Pygame), and Libtcod is very well documented and supported by its author Jice, so only a few hours were necessary to provide this first version.
You can download the game there:
The state of the game is far from completed: it is just a work in progress, still playable from the beginning to the end (I hope…), but some features and details are lacking.
You can tweak the moe.ini file to change the screen size, set it to fullscreen, and some other more-or-less explicit parameters. F1 to F4 keys provide in-game help.
Lone Explorer Edition Alpha1 Released
Source: Infiniverse News Feed
Finally it has arrived!Go grab it while it's hot.
Feel free to give feedback on the forums and by adding comments to this post.
PS. For those who are interested in how I fixed the Windows crash, it was by increasing the program's stack size. Apparently Linux manages this automatically.
GH2 v0.621: Busy Making Robots
Source: GearHead RPG

I’ve just uploaded GH2 v0.621 to SourceForge. This release fixes a lot of bugs from v0.620, adds some new content to the core story, and should be less disjointed overall. Also, I’ve been building some really tiny giant robots. The guy on the left looks like a Transformer but I’m afraid I can’t make a positive identification.
Full list of changes below the fold.
- Fixed BuildRobot messages (robotics.pp)
- Props with undefined sprite now get one (cutegfx.pp)
- Added ERSATZ_MOUSE config option (cutegfx.pp)
- World map working in 2D mode (cutemap.pp)
- NPCs can tell PC to buzz off (arenascript.pp)
- Seeking rumors uses SocSkillTarget (arenascript.pp)
- Added \EXACT_SCENE message formatting command (arenascript.pp)
- Fixed crashing bug with monologue (arenascript.pp)
- Mullins is no longer invisible
- Create New Pilot now works in ArenaHQ (gh2arena.pp)
- Added title screen (cutegfx.pp,glgfx.pp,vidgfx.pp)
- Added ifGSealed, SayPlotMsg ASL commands (arenascript.pp)
- Removed unused NUMPLOTS config option (ui4gh.pp)
- Out of scale characters represented by small sprite (cutemap.pp)
- Updated readme file with config options and troubleshooting
Commentary will be posted over at the GearHead forum. As usual, try it out and let me know what you think.
02/07/2010
Source: Dwarf Fortress Development Log
One of the fun new things down below has some critters in it, but it's not as fun if the critters are set to be wilderness creatures and so eventually roam off of the map, leaving the fun new thing completely empty. That's fixed now. Brewing stopped producing seeds apparently, and Zach had to turn to the underground critters for food. Brewing is fixed. Some job material problems that left products without materials were fixed. I'm also working through some ammunition and equipment problems. I've been balancing about halfway between stuff I had listed from before and stuff that has come up in more recent testing.libtcod-net 1.5.0rc1 seems to have an issue with TCODRandom, beware.
Source: If Error Throw New Brick
Update: See this for a solution. I've spent half of today debugging this issue. It appears that there is an issue I'm hitting in magecrawl where a TCODRandom gets stuck in a state where it returns 0's for every GetRandomInt call. I'm working with the maintainers of libtcod, but it appears the issue is one underlying libtcod itself. The workaround is to use the constructor that takes an enumNews – RogueBasin – 07 Feb 2010
News – RogueBasin – 07 Feb 2010
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