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DCSS: Dungeon Crawl Stone Soup: save scumming made easy, or how to cheat

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Glorious Igor

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Mar 19, 2009, 10:22:12 PM3/19/09
to
For years, I've been working upon a batch file to assist in cheating
at Dungeon Crawl Stone Soup. Fast, easy and tested by time...

if you use a Windows PC and want, not just discussion or opinion, but
an actual working batch file to do all of the work for you... this
does the trick without any intervention on your part other than saving
your game when you want a backup.

http://techlorebyigor.blogspot.com/2009/02/how-to-cheat-in-dungeon-crawl.html

Joe B

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Mar 19, 2009, 10:50:56 PM3/19/09
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Cheating is bad!

But anyway, here's a Linux bash version. I haven't actually tested it,
nor do I plan to, but it probably works. Use at your own risk. If it
accidentally deletes your saves, you deserve it anyway for trying to
cheat.

-----
#!/bin/bash

### Configuration ###
# This should be the directory that "saves/" is under
savedir="/usr/share/stone-soup"
#####################

clear
echo "regen.sh for Dungeon Crawl"
echo "by Glorious Igor & A miscellaneous dude"
echo "http://techlorebyigor.blogspot.com"

cd "$savedir"

function regen
{
crawl
clear
}

function pause
{
read -p "press any key to continue"
}


while [ 1 ]
do
rm -rf saves
mkdir saves
cp -r backup_saves saves

regen()

if [ "`ls *.sav`" == "`ls *.sav | grep cannot\ access`" ]
then
echo "If you wish to backup your game, press any key to continue."
echo "otherwise, press Ctrl-C to quit."
pause()

echo Y | rd backup_saves_2 /S
md backup_saves_2
xcopy backup_saves\*.* backup_saves_2 /s /Y

echo Y | rd backup_saves /S
md backup_saves
xcopy saves\*.* backup_saves /s /Y

regen()
else
echo "You were defeated by the reactionaries!"
echo "Liberalism has science on its side!"
echo "We have the technology to bring you back to life!"
echo "Press any key to rise from the dead!"
echo "If you're satisfied with a heroic death,"
echo "then press Ctrl-C to quit."
pause()
fi
done
-----

By the way, Glorious Igor, IIRC you can do:
rd /s/q
instead of
echo Y | rd backup_saves_2 /S

Joe B

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Mar 19, 2009, 10:52:10 PM3/19/09
to
>         if [ "`ls *.sav`" == "`ls *.sav | grep cannot\ access`" ]

My bad, this should be:
if [ "`ls saves/*.sav`" == "`ls saves/*.sav | grep cannot\
access`" ]

David Damerell

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Mar 20, 2009, 12:17:55 PM3/20/09
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Quoting Glorious Igor <ig...@road.glory>:
>For years, I've been working upon a batch file to assist in cheating
>at Dungeon Crawl Stone Soup. Fast, easy and tested by time...

Years? It's got to be what, five minutes' work?
--
David Damerell <dame...@chiark.greenend.org.uk> flcl?
Today is Gorgonzoladay, March - a weekend.

Joe B

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Mar 20, 2009, 3:09:32 PM3/20/09
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On Mar 20, 9:17 am, David Damerell <damer...@chiark.greenend.org.uk>
wrote:

> Years? It's got to be what, five minutes' work?

Hahaha, so true.

Joe B

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Mar 22, 2009, 4:34:53 PM3/22/09
to
I just realized the script I wrote won't work at all, due to me
forgetting to change a few lines, namely the "md" and "xcopy"
commands. Screw it, though, I'm not interested anymore.

Glorious Igor

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Apr 16, 2009, 1:39:31 AM4/16/09
to
On Fri, 20 Mar 2009 12:09:32 -0700 (PDT), Joe B <xGeno...@gmail.com>
wrote:

Of Crawl, I'm a big fan. Of you guys, not so much. If you have a blog,
web space or whatever, I'm sure I wouldn't give it five seconds of my
time... LOL ! Nerds.

David Damerell

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Apr 16, 2009, 1:35:34 PM4/16/09
to
Quoting Glorious Igor <ig...@road.glory>:
>On Fri, 20 Mar 2009 12:09:32 -0700 (PDT), Joe B <xGeno...@gmail.com>
>>On Mar 20, 9:17 am, David Damerell <damer...@chiark.greenend.org.uk>
>>>Years? It's got to be what, five minutes' work?
>>Hahaha, so true.
>Of Crawl, I'm a big fan. Of you guys, not so much. If you have a blog,
>web space or whatever, I'm sure I wouldn't give it five seconds of my
>time...

Funny how willing you are to spend your time reading our news articles.

>LOL ! Nerds.

Says the man who's spent years on a batch file to cheat at a computer
game! Short of wearing Spock ears, could you get nerdier?
--
David Damerell <dame...@chiark.greenend.org.uk> Oil is for sissies
Today is Saturday, April - a weekend.

Joe B

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Apr 17, 2009, 12:52:56 AM4/17/09
to
On Apr 15, 10:39 pm, Glorious Igor <i...@glory.road> wrote:
> Of Crawl, I'm a big fan. Of you guys, not so much. If you have a blog,
> web space or whatever, I'm sure I wouldn't give it five seconds of my
> time... LOL ! Nerds.

What is this I don't even

...isn't everyone in this newsgroup a nerd, anyway?

skram...@gmail.com

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Nov 30, 2013, 5:17:43 PM11/30/13
to
This is pathetic. If you're going to save scum, you should just not play.

sle...@gmail.com

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Feb 11, 2014, 6:18:26 PM2/11/14
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On Saturday, November 30, 2013 10:17:43 PM UTC, skram...@gmail.com wrote:
> This is pathetic. If you're going to save scum, you should just not play.

Badwrongfun?

Although you might as well just use wizmode and have done.

dinkd...@gmail.com

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May 11, 2014, 7:22:41 PM5/11/14
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On Saturday, November 30, 2013 4:17:43 PM UTC-6, skram...@gmail.com wrote:
> This is pathetic. If you're going to save scum, you should just not play.

I've often pondered, given the general haughtiness and elitism of the RL community at large, what most RL "purists" reaction would be if the programmer of Rogue said that the exclusion of a save system in Rogue was not a pseudo-ideological stance on play style, but merely a limitation of his programming knowledge at the time?

David Damerell

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May 12, 2014, 1:03:06 PM5/12/14
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I'd be quite surprised. The programmers, plural, of Rogue were competent
to write one, I'm sure.

But also, so what? I'm sure that many of the properties of Rogue that were
interesting enough to inspire a genre had emergent consequences.
--
David Damerell <dame...@chiark.greenend.org.uk> flcl?
Today is Second Thursday, May.
Tomorrow will be Second Friday, May.

oot...@hot.ee

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May 19, 2014, 5:49:03 AM5/19/14
to
Anyone capable to develop software would simply not believe such claim because reading
and writing files was not much more difficult at 1980 than it is now.

The community would not anyway change their negative stance towards save-scumming.
Most would continue considering that save-scumming makes roguelike less interesting
for them because it replaces tension with rerolling the dice.

On the other hand if you find that saving and reloading same adventure over until
adventurer lucks out is more entertaining for you than playing the actual fates of lot of
adventurers ... then why you care what community thinks?

David Damerell

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May 21, 2014, 1:23:39 PM5/21/14
to
Quoting David Damerell <dame...@chiark.greenend.org.uk>:
>Quoting <dinkd...@gmail.com>:
>>On Saturday, November 30, 2013 4:17:43 PM UTC-6, skram...@gmail.com wrote:
>>>This is pathetic. If you're going to save scum, you should just not play.
>>I've often pondered, given the general haughtiness and elitism of the RL co
>>mmunity at large, what most RL "purists" reaction would be if the programme
>>r of Rogue said that the exclusion of a save system in Rogue was not a pseu
>>do-ideological stance on play style, but merely a limitation of his program
>>ming knowledge at the time?
>I'd be quite surprised. The programmers, plural, of Rogue were competent
>to write one, I'm sure.

... indeed, they _did_. The Rogue 1.1 source has save and load routines.
And guess what the load routine says:

dnum = srand(); /* make it a little tougher on cheaters */
unlink(save_name);
--
David Damerell <dame...@chiark.greenend.org.uk>
And now, a seemingly inexplicable shot of a passing train.
Today is Stilday, May - a weekend.
Tomorrow will be Gorgonzoladay, May - a weekend.

Michael Deutschmann

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May 28, 2014, 2:36:35 PM5/28/14
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On Mon, 19 May 2014, oot...@hot.ee wrote:
> The community would not anyway change their negative stance towards
> save-scumming. Most would continue considering that save-scumming makes
> roguelike less interesting for them because it replaces tension with
> rerolling the dice.

This statement continues the same misunderstanding of roguelikes that
leads to attitudes such as dinkdunoer's.

Unlike the use of "ironman" or "hardcore" settings in other games,
the roguelike policy on saves is not a macho expression.

Rather, it's because as an art form, roguelikes explore gameplay
challenges that would become meaningless if moves could be taken back.

The most obvious one is item description randomization. Frequently, the
fastest way to ID something in a roguelike is just to use it, but this is
rarely done because you risk taking some major lumps. With re-usable
saves you could evade the consequences and still keep the information,
completely changing the balance.

Of course, most savescummers just want a way to undo typos, rather than a
cheap means of ID. But it can't be unlinked. For example, a Nethack bag
of holding explosion reveals the type of the bag and of the other item
that caused it. Such an accident can't be refunded because there's no
way to take the knowledge back -- other than wiping the slate clean and
starting a new random game.

---- Michael Deutschmann <mic...@talosis.ca>

skram...@gmail.com

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Aug 6, 2014, 1:28:20 PM8/6/14
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Beautifully stated.
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