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Partial list of useful non-mag items

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JSwing

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Nov 1, 1999, 3:00:00 AM11/1/99
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Ok, working on an items list, and I want to include some non-magical but
practical items that any reasonalbe dungeon adventurer would carry.

The list so far:
Rope - If my few years as a Boy Scout taught me anyting, it was that rope
is very useful. Climbing down crevases, tying up prisoners, holding your
pack shut when you've got too much stuff, setting or disarming some traps.

Crowbar/prybar - tired of kicking those chests? Shoulder sore from bashing in
doors? Why not use a crowbar? A million and one uses.

Candles/torches - duh.

Iron spikes - need a place to lash a rope to? Need to hold a door open or
closed? Try a spike!

Chalk - noramlly this would be used to mark your trail. Since most RL
characters have perfect dungeon memories this might not be that useful. I'm
sure some magic rituals might need it, but that's about all.

Utility hammer / axe - You chould use a handaxe for this, or makea separate
item that is a poor weapon like the pickaxe in some games.

Caltrops - Very useful when running from a monster

Concealed pouches or pockets - One game has a money belt, this would be
similar, but not necessarily resrticted to money.

Firewood - not that useful in a dungeon (smoke), but useful in outdoors
settings. You might not carry this around all of the time either.

Mirror - See around corners? Shaving (males and dwarves)? Applying a
disguise?

Compass - see chalk above. You could have a mildly enchanted compass that
points to the nearest monster or treasure, though.

Any other suggestions?

JSwing

Millenium Couch

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Nov 2, 1999, 3:00:00 AM11/2/99
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> Utility axe - You chould use a handaxe for this, or makea separate

> item that is a poor weapon like the pickaxe in some games.

Hatchet?

>Any other suggestions?

Well...concealed daggers, a knife (non-combat), poison...
--
Millenium Couch
Just another tester of Intel
Currently testing the Excelsior 64-bit processor
So much better!

http://drakalor.freeservers.com
For my page

Tim Evans

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Nov 2, 1999, 3:00:00 AM11/2/99
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JSw...@NOSPAMWport.com (JSwing) writes:

> Ok, working on an items list, and I want to include some non-magical but
> practical items that any reasonalbe dungeon adventurer would carry.
>
> The list so far:
> Rope - If my few years as a Boy Scout taught me anyting, it was that rope
> is very useful. Climbing down crevases, tying up prisoners, holding your
> pack shut when you've got too much stuff, setting or disarming some traps.
>

Tie one end of the rope to yourself, and the other end to a heavy
object. drag heavy object over a hole, ... Merriment ensues!

Oh and how about a butchers knife or cleaver, maybe you don't need to
eat the whole dragon, just the heart?

--
Tim Evans

Doktor Technologicus

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Nov 2, 1999, 3:00:00 AM11/2/99
to
On Mon, 01 Nov 1999 23:35:07 GMT, JSw...@NOSPAMWport.com (JSwing)
wrote:

>Ok, working on an items list, and I want to include some non-magical but
>practical items that any reasonalbe dungeon adventurer would carry.
>
>The list so far:

snip
>Any other suggestions?
>
>JSwing

How about various different backpack types? Finally, a game where the
armor is your pack won't melt while the pack remains intact.

Freak Boy

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Nov 3, 1999, 3:00:00 AM11/3/99
to
Having spent the past few days suspended naked from the ceiling in a
darkened room, and having been kept on a steady diet of barbituates,
JSw...@NOSPAMWport.com (JSwing) was in no state of mind to lie when
they said:

>Ok, working on an items list, and I want to include some non-magical but
>practical items that any reasonalbe dungeon adventurer would carry.
>
>The list so far:

>Rope - If my few years as a Boy Scout taught me anyting, it was that rope
>is very useful. Climbing down crevases, tying up prisoners, holding your
>pack shut when you've got too much stuff, setting or disarming some traps.
>

I'd restrict some of these uses to characters of appropriate
class/with appropriate skills, but a good idea.

>Crowbar/prybar - tired of kicking those chests? Shoulder sore from bashing in
>doors? Why not use a crowbar? A million and one uses.
>

Another good idea, but in a roguelike it is just as easy to kick, and
probably easier. But you could always make items in chests more
likely to be destroyed if you kick it, and possibly taking damage from
kicking doors (twisted ankle?)

>Candles/torches - duh.
>

Very duh. But could you throw a lit torch for fire damage? or set a
candle burning while you sleep to keep away certain monsters, such as
vampires?

>Iron spikes - need a place to lash a rope to? Need to hold a door open or
>closed? Try a spike!
>

Good idea, but why would you need to kold a door *open* in a
roguelike?

>Chalk - noramlly this would be used to mark your trail. Since most RL
>characters have perfect dungeon memories this might not be that useful. I'm
>sure some magic rituals might need it, but that's about all.
>

Write messages to self on floor? eg. Write on the downstairs that you
heard some special message on this level that you haven't found the
source of yet.

>Utility hammer / axe - You chould use a handaxe for this, or makea separate

>item that is a poor weapon like the pickaxe in some games.
>

hammer for driving spikes, axe for chopping wood. Firewood is fairly
useless in roguelikes, but in ADOM logs/wooden sticks can be made into
arrows or quarrels with fletchery set/skill.

>Caltrops - Very useful when running from a monster
>

Monster moves at half speed for xdy turns. and takes 1dx damage each
turn. Exploding caltrops, made with ammonium triodide

>Concealed pouches or pockets - One game has a money belt, this would be
>similar, but not necessarily resrticted to money.
>

hidden pockets would also be immune to the effects of pickpockets and
some spells/traps that destroy items. but could only hold a small
numver of items. keep your SoCR away from fire bolts.

(Scrolls of Chaos Resistance for non-ADOMers)

>Firewood - not that useful in a dungeon (smoke), but useful in outdoors
>settings. You might not carry this around all of the time either.
>

Not for firewood, use wood for arrows/staves/other weapons. see above

>Mirror - See around corners? Shaving (males and dwarves)? Applying a
>disguise?
>

reflecting the light into someones eyes. monster blind for small
number of turns? or maybe even the shopkeeper.


>Compass - see chalk above. You could have a mildly enchanted compass that
>points to the nearest monster or treasure, though.
>

But you don't know if its monster or treasure. Could randomly point
to either the most dangerous monster or most valuable item on the
current level. 60-40 treasure uncursed, 80-20 treasure for blessed,
50-50 cursed (so that you have no idea which one it is more likely to
be)

>Any other suggestions?
>

Maybe a tent? or somewhere else to sleep safely for a while?
anti-venom/healing herbs for common diseases/poisons. And obviously
armour, weapons, food, etc.

>JSwing

Freak Boy

*The only way to play a game properly is to treat it deadly serious, but the*
*only way to live your life properly is to treat it like a game. *

* Sent from RemarQ http://www.remarq.com * The Internet's Discussion Network *
* The fastest and easiest way to search and participate in Usenet - Free! *

ny...@gmx.net

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Nov 3, 1999, 3:00:00 AM11/3/99
to
pete_t...@hotmail.com schreibt:

> JSw...@NOSPAMWport.com (JSwing) was in no state of mind to lie when
> they said:
>
> >Ok, working on an items list, and I want to include some non-magical
but
> >practical items that any reasonalbe dungeon adventurer would carry.

I wonder: wouldn't many of these items be stuff that the game would
consider to be present in your backpack all the time, even without
displaying it explicitly? I.e. every adventurer has some length of
rope, a bit of chalk, a rucksack and a water container and makes more
or less smart of use of them whenever the need arises.

> >The list so far:
> >Rope - If my few years as a Boy Scout taught me anyting, it was that
rope
> >is very useful. Climbing down crevases, tying up prisoners, holding
your
> >pack shut when you've got too much stuff, setting or disarming some
traps.
> >
>
> I'd restrict some of these uses to characters of appropriate
> class/with appropriate skills, but a good idea.

I prefer the skill system of Crawl, where you can learn anything
given you bother to try a bit. So some people would know all the
knots and be able to use their rope to the fulles from the very
beginning, while others would have to practise before trying to tie
up anyone.

> >Candles/torches - duh.

In NetHack, every character seems to be carrying a small electric
torch already and in Moria and its descendants you won't get far
without a light source; not every roguelike is friendly enough to
its users to brightly illuminate all dungeons.

> Very duh. But could you throw a lit torch for fire damage? or set a
> candle burning while you sleep to keep away certain monsters, such as
> vampires?

Vampires aren't afraid of candlelight, are they? Better set the vampire
burning...

>
> >Iron spikes - need a place to lash a rope to? Need to hold a door
open or
> >closed? Try a spike!
> >
>
> Good idea, but why would you need to kold a door *open* in a
> roguelike?

Self-closing doors that obstruct sight/line of fire?

> >Concealed pouches or pockets - One game has a money belt, this would
be
> >similar, but not necessarily resrticted to money.
> >

Currently it's not really useful to hide stuff in roguelikes - from what
i know hidden pockets are mainly good to prevent theft of your stuff
or to facilitate your own attempts at thievery. Items stolen from the
player can be most easily recovered in rogue-alikes by slaying the
monster (which you're supposed to do anyway) or stealing back (with
polymorph in NetHack).

> >Firewood - not that useful in a dungeon (smoke),

Smoke could prove useful in startling foes or making combat more
difficult for them (hope you've prepared properly to deal with the
fumes yourself).

> >Mirror - See around corners? Shaving (males and dwarves)?

Hey! Dwarves _don't_ shave!
If the beard gets too long, they simply sling it around the waist.

Certainly good if you're meeting someone friendly/important and
wish to make a good impression, though.

> >Any other suggestions?
> >
>
> Maybe a tent? or somewhere else to sleep safely for a while?

Please not. I find the need for sleep really aggravating in Alphaman.

- a couple of cloth rags: for wrapping up your possessions (won't
stuff a dozen fragile potion bottles in your backpack just like that),
putting in your shoes if they are the wrong size, washing off dirt,
rust and blood, and (if they're still considerably clean) as a bandage
for wounds.
- a backpack: this ranges from the small but well-organised 23 slots
Angband backpack to ADoM's Grab-All-U-Can with roughly 5 000 cubic
metres of space and an automatic contents manager (and the doors in
ADoM are 15X25 metres large to allow adventurers to get through).
There may be smaller and larger backpacks in one game[1], and your
typical backpack is made of oilcloth, so your stuff doesn't get soggy.
[1] probably a larger backpack would allow carrying notably more items
and an altogether heavier load with smaller penalties to overall
agility, but they'd be a lot more bulky and contents would easily get
mixed up very badly (you'll need a lot of time to find that magic
marker in your stuffed fridge-size backpack) and might even get spoiled
or broken in normal use - running, moving, falling small distances,
fighting.

Stuff you're already supposed to have (at least the games behave as
if you did):
-Clothes: you won't wear that armour all the time, and some people
may find it impolite to enter their homes in chainmail, brandishing
a sword.
-A handkerchief.
-pen and paper to note down important things ("the scroll of identify
is labelled 'ELBIB YLOH', Medusa is on level 23 and still alive - be
careful when going up levels!"); basically, the games already assume
that you have these and take notes.
-Your passport.
-An orcish-human dictionary.
-Some small change.
-Your glasses/contact lenses, if your eyesight is very bad.

--
"Chrrppp!" - the goose, Jigsaw

Sent via Deja.com http://www.deja.com/
Before you buy.

Cody Hatch

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Nov 3, 1999, 3:00:00 AM11/3/99
to
pete_t...@hotmail.com (Freak Boy) was heard to babble this in the
group rec.games.roguelike.misc on or about Wed, 03 Nov 1999 10:05:31 GMT:

>Having spent the past few days suspended naked from the ceiling in a
>darkened room, and having been kept on a steady diet of barbituates,

>JSw...@NOSPAMWport.com (JSwing) was in no state of mind to lie when
>they said:
>>

>>Utility hammer / axe - You chould use a handaxe for this, or makea
>>separate item that is a poor weapon like the pickaxe in some games.
>
>hammer for driving spikes, axe for chopping wood. Firewood is fairly
>useless in roguelikes, but in ADOM logs/wooden sticks can be made into
>arrows or quarrels with fletchery set/skill.

And that's not all--you can also build bridges.

Cody
--
"There can be no sin as great as the failure
to have the courage of your convictions."
--Bane, Lord of Chaos

William Tanksley

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Nov 3, 1999, 3:00:00 AM11/3/99
to
On Mon, 01 Nov 1999 23:35:07 GMT, JSwing wrote:
>Ok, working on an items list, and I want to include some non-magical but
>practical items that any reasonalbe dungeon adventurer would carry.

One of the better sources for this kind of thing is doubtlessly The
Ministrel's Song, a near-roguelike which used no magic at all.

>The list so far:
>Rope - If my few years as a Boy Scout taught me anyting, it was that rope
>is very useful. Climbing down crevases, tying up prisoners, holding your
>pack shut when you've got too much stuff, setting or disarming some traps.

A towel's better -- you can also tie it around your eyes to keep the
Ravenous Bug-Blatter Beast from sneaking up on you.

;-)

>Chalk - noramlly this would be used to mark your trail. Since most RL
>characters have perfect dungeon memories this might not be that useful. I'm
>sure some magic rituals might need it, but that's about all.

It might be better than Nethack's athame. I rather like it. In addition,
it might get automatically used; if you don't have chalk, you might find
that your automap function worked very poorly indeed.

>JSwing

--
-William "Billy" Tanksley

pi...@shore.net.death.to.spam

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Nov 3, 1999, 3:00:00 AM11/3/99
to
While prying the lemmings from hir ankles,

<wtan...@hawking.armored.net> wrote:
>One of the better sources for this kind of thing is doubtlessly The
>Ministrel's Song, a near-roguelike which used no magic at all.

too bad nobody seems to be able to find it any more--do you have a copy?
preferable with source?

>A towel's better -- you can also tie it around your eyes to keep the
>Ravenous Bug-Blatter Beast from sneaking up on you.

Lol

>It might be better than Nethack's athame. I rather like it. In addition,

What exactly is an athame?

--
pixelATshoreDOTnet - http://www.shore.net/~pixel
Assistant Forum Manager, MSN IE forums
"They who can give up essential liberty to obtain a little temporary safety
deserve neither liberty nor safety." --Benjamin Franklin

William Tanksley

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Nov 3, 1999, 3:00:00 AM11/3/99
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On Wed, 03 Nov 1999 20:54:14 GMT, pi...@shore.net.death.to.spam wrote:
><wtan...@hawking.armored.net> wrote:

>>One of the better sources for this kind of thing is doubtlessly The
>>Ministrel's Song, a near-roguelike which used no magic at all.

>too bad nobody seems to be able to find it any more--do you have a copy?
>preferable with source?

Sorry, the disappearance caught me by suprise as well. :(

I _may_ have a copy on an old machine I haven't booted in ages. Maybe I
can get it after this quarter's over (school sucks time).

>>It might be better than Nethack's athame. I rather like it. In addition,

>What exactly is an athame?

A ceremonial dagger, often made of pure silver (or some other magically
significant metal). Always a significant part of a wizard's materia.

> pixelATshoreDOTnet - http://www.shore.net/~pixel

--
-William "Billy" Tanksley

Francisco Muñoz

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Nov 4, 1999, 3:00:00 AM11/4/99
to
William Tanksley wrote:
>
> On Mon, 01 Nov 1999 23:35:07 GMT, JSwing wrote:
> >Ok, working on an items list, and I want to include some non-magical but
> >practical items that any reasonalbe dungeon adventurer would carry.
>
> One of the better sources for this kind of thing is doubtlessly The
> Ministrel's Song, a near-roguelike which used no magic at all.

> --
> -William "Billy" Tanksley

The Ministrel's Song ! The link in Roguelike News for this
game is broken and I wonder where can I find the sources ;-)
(Another game to steal code!)

If somebody wonders where all the stolen code went check the
Claw and Sword homepage and claim the funtions that I copied
No.. just a joke, most of the code is mine, but if I missed
to put somebody more in the "thanks" files write me and I'll
fix it.
http://www.geocities.com/fmunoz_


Un saludo
Francisco

Ross Morgan-Linial

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Nov 4, 1999, 3:00:00 AM11/4/99
to
On Mon, 01 Nov 1999 23:35:07 GMT, JSw...@NOSPAMWport.com (JSwing)
wrote:

> The list so far:


> Crowbar/prybar - tired of kicking those chests? Shoulder sore from bashing in
> doors? Why not use a crowbar? A million and one uses.

Probably too heavy to be worth it, but might be useful.

> Mirror - See around corners? Shaving (males and dwarves)? Applying a
> disguise?

Annoy vampires, slay medusae, that type of thing.

> Any other suggestions?

Lantern - Much better than a torch, since it won't blow out as easily.

Oil - For the lantern, and makes a good weapon if you have something
to light it with.

10' pole - Good for jumping pits, pushing open doors, and triggering
traps.

Pouch of small stones - Throw them to set off traps, estimate depths,
etc.

Religious symbol (your choice) - Might come in handy against undead.

Holy water - Definitely good against undead, and for some magic.

Garlic - Carry to ward off vampires.

Hard leather cap - Some protection against things falling off the
ceiling, not to mention irate locals.

Paper, writing supplies - So you can make a map if you need one.

Ale - Always useful. You can drink it, trade it, light it on fire...

Large sack - In case you find more loot than fits in your backpack, or
behead a medusa.

Lockpicking tools - No thief should be without them.

Mess kit - Roast orc is a welcome change from those dried rations, but
you need something to eat it with or you'll get grease all over your
hands.

Blanket - Dungeons can get chilly at night, and comes in handy after a
white dragon attacks.
--
Ross Morgan-Linial rmo...@jetcity.com
This space intentionally fnord left blank.
Spammers note: I am a Washington resident.

pi...@shore.net.death.to.spam

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Nov 4, 1999, 3:00:00 AM11/4/99
to
While prying the lemmings from hir ankles,
<wtan...@hawking.armored.net> wrote:

> [The Minstrel's song]


>Sorry, the disappearance caught me by suprise as well. :(

>I _may_ have a copy on an old machine I haven't booted in ages. Maybe I
>can get it after this quarter's over (school sucks time).

Ok. Oh, did you see my post in another group? Omega 0.90.pa4 is up on
my MSN home page until either you can host it again, or they cut me off due
to bandwidth concerns *snicker*.

http://homepages.msn.com/TwentiesCir/PixelCat/omega.html is the URL.

Jason Willoughby

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Nov 4, 1999, 3:00:00 AM11/4/99
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pi...@shore.net.death.to.spam wrote:
> While prying the lemmings from hir ankles,
> <wtan...@hawking.armored.net> wrote:
>>One of the better sources for this kind of thing is doubtlessly The
>>Ministrel's Song, a near-roguelike which used no magic at all.

> too bad nobody seems to be able to find it any more--do you have a copy?
> preferable with source?

http://www.imsa.edu/~tessone/jonathan-html/tms.tar.gz

Credit to Mark Hardwidge, who just posted that over in r.g.r.angband.
More credit to tessone, who he or she is...

JSwing

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Nov 5, 1999, 3:00:00 AM11/5/99
to
In article <3820d01d...@news.jetcity.com>, rmo...@jetcity.com (Ross Morgan-Linial) wrote:
>On Mon, 01 Nov 1999 23:35:07 GMT, JSw...@NOSPAMWport.com (JSwing)
>wrote:

>Probably too heavy to be worth it, but might be useful.

No heavier than that extra mace you picked up.

>> Mirror - See around corners? Shaving (males and dwarves)? Applying a
>> disguise?
>
>Annoy vampires, slay medusae, that type of thing.

Yes... a lot of people pointed out these uses. I was thinking along the lines
of some less combat style uses. Still, if you have medusae, you should have
mirrors too.

>> Any other suggestions?
>
>Lantern - Much better than a torch, since it won't blow out as easily.
>
>Oil - For the lantern, and makes a good weapon if you have something
>to light it with.

Good to make things slippery with, protect weapons from rust, giving massages
to the local succubus/inccubus. Good idea!

>10' pole - Good for jumping pits, pushing open doors, and triggering
>traps.

Useful standard equip from AD&D, but rather bulky if you don't have a mule to
haul it.

Which leads me to another suggestion: the mule! Treat it as a pet, only it
carries inventory, runs away often, sometimes is stubborn, and can be eaten if
necessary (tough meat!). Can not climb ladders, but the dungeon mule has been
bred to climb stairs.

>Pouch of small stones - Throw them to set off traps, estimate depths,
>etc.

distract guards, etc. Nice!

>Garlic - Carry to ward off vampires.

And everyone else :)

>Paper, writing supplies - So you can make a map if you need one.

Might be useful to have a soft-bound journal to keep quest notes in. Of
course, players are just as likely to keep scrap for notes at the computer for
this sort of thing.

>Ale - Always useful. You can drink it, trade it, light it on fire...

Morale booster!

>Mess kit - Roast orc is a welcome change from those dried rations, but
>you need something to eat it with or you'll get grease all over your
>hands.

Good. An improvement on the cooking gear in ADOM. If you don't use (own) a
mess kit then you will leave a distinct odor trail for any local hungry
monsters.

JSwing

Doktor Technologicus

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Nov 5, 1999, 3:00:00 AM11/5/99
to
On Fri, 05 Nov 1999 06:38:15 GMT, JSw...@NOSPAMWport.com (JSwing)
wrote:

Is ale really flammable? I don't think so.


Brian Robinson

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Nov 5, 1999, 3:00:00 AM11/5/99
to
JSwing <JSw...@nospamwport.com> wrote:
> Which leads me to another suggestion: the mule! Treat it as a pet, only it
> carries inventory, runs away often, sometimes is stubborn, and can be eaten if
> necessary (tough meat!). Can not climb ladders, but the dungeon mule has been
> bred to climb stairs.
>
I've been thinking of some alternate dungeon generation approaches
(inspired by a cellular automata project I've been working on), and it
occured to me that the standard < and > level transitions aren't
neccasary. Why not have slopes that lead down to the next level? The
difference would be that you could see down the slope, and it could be
more than one square wide. Your mule could easily walk up and down a
slope between levels.
This is a specific case of something I'd like to do in my RL, i.e.
seemless levels. Whenever a level is loaded, some of the area from
surrounding levels is loaded as well, and are displayed on the edges of
the current map. If you step over the line, you get moved to the other
map, but the player doesn't notice any difference.

--
Brian Robinson
brob...@ist.ucf.edu
Institute for Simulation and Training

pi...@shore.net.death.to.spam

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Nov 5, 1999, 3:00:00 AM11/5/99
to
While prying the lemmings from hir ankles, <jwil...@gate.net> wrote:

>http://www.imsa.edu/~tessone/jonathan-html/tms.tar.gz

>Credit to Mark Hardwidge, who just posted that over in r.g.r.angband.
>More credit to tessone, who he or she is...

Thanks for posting it here--I don't read rgra.

StarWeaver

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Nov 5, 1999, 3:00:00 AM11/5/99
to

Hm, i was just thinking of something like this. _I_ would like to have
in my game the ability to have multiple maps per level, at least, to create
effects like ventalation ducts and sewers and such (hopefully giving burglars
an alternate means of carring out their objective sneakily). And then someone
on r.g.r.adom was saying that it would be a good idea if water flowed down
stairs (you might want to know that underground river blockages are one out of
the three or so major problems/gripes everone has with the current Adom
release). This made me get thinking, what if each tile on the map had an
eleveatoin, so that water could collect in the dips and roling boulders can
squish you and so on.

The next step from these is what you are saying, dungeons that have
ramps...of course, with this much complexity in height, i'll probably have to
use allegro/dierctx to use graphical text to get a bigger range of colors to
represent over/under layers and grades.

... -StarWeaver Blue

Drakmere

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Nov 5, 1999, 3:00:00 AM11/5/99
to
brob...@caleb.ist.ucf.edu (Brian Robinson) in article
<7vuros$1h...@news1.newsguy.com> on Fri 05 Nov 1999 10:06:04a did bestow the
following nugget of wisdom upon rec.games.roguelike.misc:

>JSwing <JSw...@nospamwport.com> wrote:
>> Which leads me to another suggestion: the mule! Treat it as a pet, only
>> it carries inventory, runs away often, sometimes is stubborn, and can be
>> eaten if necessary (tough meat!). Can not climb ladders, but the
>> dungeon mule has been bred to climb stairs.
>>
> I've been thinking of some alternate dungeon generation approaches
>(inspired by a cellular automata project I've been working on), and it
>occured to me that the standard < and > level transitions aren't
>neccasary. Why not have slopes that lead down to the next level? The
>difference would be that you could see down the slope, and it could be
>more than one square wide. Your mule could easily walk up and down a
>slope between levels.
> This is a specific case of something I'd like to do in my RL, i.e.
>seemless levels. Whenever a level is loaded, some of the area from
>surrounding levels is loaded as well, and are displayed on the edges of
>the current map. If you step over the line, you get moved to the other
>map, but the player doesn't notice any difference.
>

Make sure to add a banister for safety.
--
All spellings are not guaranteed accurate.
ICQ: 8869737 Yahoo: Drakmere Aim: drakmere9
The irony is that Bill Gates claims to be making a stable operating system
and Linus Torvalds claims to be trying to take over the world.
If anyone has an extra organs lieing around, pickle them in a jar and send
them to me.
If you can't say something nice, post it on Usenet.

Jason Willoughby

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Nov 5, 1999, 3:00:00 AM11/5/99
to
Jason Willoughby <jwil...@gate.net> wrote:

> http://www.imsa.edu/~tessone/jonathan-html/tms.tar.gz

Update, Robin Munn had a copy of a much newer version than this,
including substantial changes. I have no idea of what, though, as there
is no changelog. It also seems to be a work-in-progress version, and is
probably very buggy. It won't even compile in its present state.
Still, since Jonathan seems to have disappeared, I'll make it available
anyway.

<ftp://ftp.gate.net/pub/users/jwilloug/tms-new.tar.gz>

And this is the patch to get it to a compilable state. It fixes a
couple syntax errors and type mismatches.

<ftp://ftp.gate.net/pub/users/jwilloug/tms-patch.gz>

Use at your own risk, blah, blah, blah...

JSwing

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Nov 6, 1999, 3:00:00 AM11/6/99
to
In article <8E75A34EADra...@209.195.240.221>, drakmere@DON'TCCREPLIESTOMEalt-teens.org.INVALID (Drakmere) wrote:
>brob...@caleb.ist.ucf.edu (Brian Robinson) in article
><7vuros$1h...@news1.newsguy.com> on Fri 05 Nov 1999 10:06:04a did bestow the
>following nugget of wisdom upon rec.games.roguelike.misc:

>> I've been thinking of some alternate dungeon generation approaches


>>(inspired by a cellular automata project I've been working on), and it
>>occured to me that the standard < and > level transitions aren't
>>neccasary. Why not have slopes that lead down to the next level? The
>>difference would be that you could see down the slope, and it could be
>>more than one square wide. Your mule could easily walk up and down a
>>slope between levels.
>> This is a specific case of something I'd like to do in my RL, i.e.
>>seemless levels. Whenever a level is loaded, some of the area from
>>surrounding levels is loaded as well, and are displayed on the edges of
>>the current map. If you step over the line, you get moved to the other
>>map, but the player doesn't notice any difference.
>>
>
>Make sure to add a banister for safety.

ROTFL!

"Aye," says Tom the Woodworker, "I know the Terrible Dungeon well. They hired
me to build the banisters. Wear this worker's jumpsuit (+0 +0). The monsters
should leave you alone while you have it on. Oh, and mind the gnolls - they
will try to get you to fix their plumbing."

In my design I had planned on keeping 3 levels active - the one you are one
and the levels above and below you. You would only 'see' the one you are on.

The trick with slopes is how to present the map when you are halfway down one.
Show the map of the upper level? the lower level?

Climbing up, can you peek over the floor, zap a wand and duck back down? IT
gets messy. I imagine you could do it with half-levels, where the player
usually occupies two half-levels. This also would create ledges and
crawl-spaces if you wanted.

JSwing

JSwing

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Nov 6, 1999, 3:00:00 AM11/6/99
to

Nice ideas. You'd have to add a parameter for most objects and features for
height, and be careful with the movement routines. You wouldn't want monsters
to get trapped in ruts. Hmm. maybe visibility too. A ring might not show up
if it's behind a small hill.

It would make caves seem more cave-like if you could get the graphics to work.

JSwing


Ross Morgan-Linial

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Nov 6, 1999, 3:00:00 AM11/6/99
to
On Fri, 05 Nov 1999 13:54:43 GMT, doodo...@robotic.poopie (Doktor
Technologicus) wrote:

> Is ale really flammable? I don't think so.

Dwarven ale is, and it also strips paint and removes rust. :-)

StarWeaver

unread,
Nov 6, 1999, 3:00:00 AM11/6/99
to
Earlier, rmo...@jetcity.com (Ross Morgan-Linial) wrote:
>On Fri, 05 Nov 1999 13:54:43 GMT, doodo...@robotic.poopie (Doktor
>Technologicus) wrote:
>
>> Is ale really flammable? I don't think so.
>
>Dwarven ale is, and it also strips paint and removes rust. :-)

According to Xena's fire spitting tecnique it is. As if that means anything :)

-StarX

StarWeaver

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Nov 6, 1999, 3:00:00 AM11/6/99
to
Earlier, rmo...@jetcity.com (Ross Morgan-Linial) wrote:
>On Fri, 05 Nov 1999 13:54:43 GMT, doodo...@robotic.poopie (Doktor
>Technologicus) wrote:
>
>> Is ale really flammable? I don't think so.
>
>Dwarven ale is, and it also strips paint and removes rust. :-)

>--

>Ross Morgan-Linial rmo...@jetcity.com
>This space intentionally fnord left blank.
>Spammers note: I am a Washington resident.

What the heck is that supposed to mean?
-StarX

Millenium Couch

unread,
Nov 6, 1999, 3:00:00 AM11/6/99
to
>
> > Is ale really flammable? I don't think so.
>
> Dwarven ale is, and it also strips paint and removes rust. :-)

Degreases and lubricates engines, kills brain cells, makes great feed
for farm animals, and can even be used as the detonator for an atom bomb.

Brian Robinson

unread,
Nov 6, 1999, 3:00:00 AM11/6/99
to

See the fnords!

William Tanksley

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Nov 6, 1999, 3:00:00 AM11/6/99
to
On Sat, 06 Nov 1999 07:05:34 GMT, StarWeaver wrote:
>Earlier, rmo...@jetcity.com (Ross Morgan-Linial) wrote:

>>--

>>Ross Morgan-Linial rmo...@jetcity.com
>>This space intentionally fnord left blank.
>>Spammers note: I am a Washington resident.

>What the heck is that supposed to mean?

What .sig? There's no .sig there. http://www.sjgames.com/illuminati/

>-StarX

--
-William "Billy" Tanksley

StarWeaver

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Nov 6, 1999, 3:00:00 AM11/6/99
to
Earlier, Brian Robinson <brob...@moses.ist.ucf.edu> wrote:

>StarWeaver <st...@pacbell.net> wrote:
>> Earlier, rmo...@jetcity.com (Ross Morgan-Linial) wrote:
>>>On Fri, 05 Nov 1999 13:54:43 GMT, doodo...@robotic.poopie (Doktor
>>>Technologicus) wrote:
>>>Ross Morgan-Linial rmo...@jetcity.com
>>>This space intentionally fnord left blank.
>>>Spammers note: I am a Washington resident.
>
>> What the heck is that supposed to mean?
>>
> See the fnords!
>

What's a fnord? Is that a crappy import car ripoff?

Anyway, what does being in washingotne have to do with spam?

-StarX

Erik Max Francis

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Nov 6, 1999, 3:00:00 AM11/6/99
to
StarWeaver wrote:

> Anyway, what does being in washingotne have to do with spam?

Washington recently passed anti-spam legislation that makes spamming a
Washington resident actionable. Probably not practical, but actionable.

--
Erik Max Francis | icq 16063900 | whois mf303 | email m...@alcyone.com
Alcyone Systems | irc maxxon (efnet) | web http://www.alcyone.com/max/
San Jose, CA | languages en, eo | icbm 37 20 07 N 121 53 38 W
USA | 421 days and counting | &tSftDotIotE
__
/ \ Love is the true price of love.
\__/ George Herbert

Millenium Couch

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Nov 6, 1999, 3:00:00 AM11/6/99
to
> >>>This space intentionally fnord left blank.
> >>>Spammers note: I am a Washington resident.
> >
> >> What the heck is that supposed to mean?
> >>
> > See the fnords!
> >
>
> What's a fnord? Is that a crappy import car ripoff?
>
> Anyway, what does being in washingotne have to do with spam?


Some law they have.

Ross Morgan-Linial

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Nov 6, 1999, 3:00:00 AM11/6/99
to
On Sat, 06 Nov 1999 07:05:34 GMT, st...@pacbell.net (StarWeaver)
wrote:

> >Ross Morgan-Linial rmo...@jetcity.com


> >This space intentionally fnord left blank.
> >Spammers note: I am a Washington resident.
>
> What the heck is that supposed to mean?

> -StarX

Part 1: Read the Illuminatus! trilogy.

Part 2: Washington state law says you can't send certain types of spam
to a person you know is a Washington resident. Thus, the warning.
--
Ross Morgan-Linial rmo...@jetcity.com

JSwing

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Nov 7, 1999, 3:00:00 AM11/7/99
to
In article <K5XU3.40053$up3....@news21.bellglobal.com>, "Millenium Couch" <milleni...@hotpop.com> wrote:
>>
>> > Is ale really flammable? I don't think so.
>>
>> Dwarven ale is, and it also strips paint and removes rust. :-)
>
> Degreases and lubricates engines, kills brain cells, makes great feed
>for farm animals, and can even be used as the detonator for an atom bomb.

You've been listening to those late-night dwarven infomercials again, haven't
you?

JSwing

Millenium Couch

unread,
Nov 7, 1999, 3:00:00 AM11/7/99
to
> >> Dwarven ale is, and it also strips paint and removes rust. :-)
> >
> > Degreases and lubricates engines, kills brain cells, makes great feed
> >for farm animals, and can even be used as the detonator for an atom bomb.
>
> You've been listening to those late-night dwarven infomercials again,
haven't
> you?

On the subject of dwarves...dwarven females have beards/

MTSowbug

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Nov 7, 1999, 3:00:00 AM11/7/99
to

JSwing wrote in message ...

>Ok, working on an items list, and I want to include some non-magical but
>practical items that any reasonalbe dungeon adventurer would carry.
<snip snip snip>
>Any other suggestions?


Frying Pan w/ Matches or Portable Stove - for games with corpses, finally
you don't have to eat it raw! Or maybe a Book of Recipes...

(imagines naga tacos)

- MTSowbug
"They taste salty." - Cassidy Wright


StarWeaver

unread,
Nov 7, 1999, 3:00:00 AM11/7/99
to
Earlier, "MTSowbug" <mtso...@a.happy.place> wrote:
>
>JSwing wrote in message ...
>>Ok, working on an items list, and I want to include some non-magical but
>>practical items that any reasonalbe dungeon adventurer would carry.
><snip snip snip>
>>Any other suggestions?
>
>
>Frying Pan w/ Matches or Portable Stove - for games with corpses, finally
>you don't have to eat it raw! Or maybe a Book of Recipes...

Cooking set? :\

>
>(imagines naga tacos)

Naga...Tacos...Nacos...
Sorry... :)

-StarWeaver X

Millenium Couch

unread,
Nov 7, 1999, 3:00:00 AM11/7/99
to

> Frying Pan w/ Matches or Portable Stove - for games with corpses, finally
> you don't have to eat it raw! Or maybe a Book of Recipes...

ADoM= cooking set+corpse= cooked, long-lasting corpse.

Cybernard

unread,
Nov 8, 1999, 3:00:00 AM11/8/99
to
> > I've been thinking of some alternate dungeon generation approaches
> >(inspired by a cellular automata project I've been working on), and it
> >occured to me that the standard < and > level transitions aren't
> >neccasary. Why not have slopes that lead down to the next level? The
> >difference would be that you could see down the slope, and it could be
> >more than one square wide. Your mule could easily walk up and down a
> >slope between levels.
> > This is a specific case of something I'd like to do in my RL, i.e.
> >seemless levels. Whenever a level is loaded, some of the area from
> >surrounding levels is loaded as well, and are displayed on the edges of
> >the current map. If you step over the line, you get moved to the other
> >map, but the player doesn't notice any difference.
> >
>
> Hm, i was just thinking of something like this. _I_ would like to have
> in my game the ability to have multiple maps per level, at least, to create
> effects like ventalation ducts and sewers and such (hopefully giving burglars
> an alternate means of carring out their objective sneakily). And then someone
> on r.g.r.adom was saying that it would be a good idea if water flowed down
> stairs (you might want to know that underground river blockages are one out of
> the three or so major problems/gripes everone has with the current Adom
> release). This made me get thinking, what if each tile on the map had an
> eleveatoin, so that water could collect in the dips and roling boulders can
> squish you and so on.
>
> The next step from these is what you are saying, dungeons that have
> ramps...of course, with this much complexity in height, i'll probably have to
> use allegro/dierctx to use graphical text to get a bigger range of colors to
> represent over/under layers and grades.
>

Can you use curses with 256 colors?


StarWeaver

unread,
Nov 8, 1999, 3:00:00 AM11/8/99
to

I dunno, but according to the authour of MegaZeux, which by far changes the
dos character set and palete more than anything i've ever seen, it is
impossible to have more than sixteen simultainious colors in any of the dos
text modes. (I believe that's implication of how people occasionally refer to
them as 'ega modes', and we all know CGA * CGA = EGA, and EGA * EGA = VGA, or
CGA^4 = VGA, which points out just how _bad_ CGA is. Sorry about that, getting
tired :)

-StarWeaver X

StarWeaver

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Nov 8, 1999, 3:00:00 AM11/8/99
to

Oh and by the way...one of these days i'll post a list of the 10^37th +1
things i want to do with the game i want to make ;)

And then i'll bitch about my homework.

-StarWeaver Blue

Jason Willoughby

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Nov 8, 1999, 3:00:00 AM11/8/99
to
StarWeaver <st...@pacbell.net> wrote:
> Earlier, Cybernard <cyber...@hotmail.com> wrote:

>>Can you use curses with 256 colors?

> I dunno, but according to the authour of MegaZeux, which by far changes the

> dos character set and palete more than anything i've ever seen, it is
> impossible to have more than sixteen simultainious colors in any of the dos
> text modes.

Ditto for ncurses. Oh, it's terminal dependant, of course, but 16 is
ANSI standard and seems to be all you're likely to get without a fair
bit of work.

pi...@shore.net.death.to.spam

unread,
Nov 8, 1999, 3:00:00 AM11/8/99
to
While prying the lemmings from hir ankles, <st...@pacbell.net> wrote:
>>(imagines naga tacos)

>Naga...Tacos...Nacos...

Now we know what a Chalupa is, though.

StarWeaver

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Nov 8, 1999, 3:00:00 AM11/8/99
to

Oh well, if i use allegro and graphic text i should be able to get a nice
effect. I might be able to do better with tile dungeons and ascii
people too. Maybe i could do some kind of quasi-3d ofset (like a shanghai
game) to show the height.

Oh well, first i have to make a basic system that will print an ascii dungeon.

-StarWeaver Blue

StarWeaver

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Nov 8, 1999, 3:00:00 AM11/8/99
to
Earlier, pi...@shore.net.death.to.spam wrote:
>While prying the lemmings from hir ankles, <st...@pacbell.net> wrote:
>>>(imagines naga tacos)
>
>>Naga...Tacos...Nacos...
>
>Now we know what a Chalupa is, though.
>

Heh, i just had one of those last night or i wouldn't know what you were
talking about. Better than gorditas, i think...
-StarX

Millenium Couch

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Nov 9, 1999, 3:00:00 AM11/9/99
to
> >> use allegro/dierctx to use graphical text to get a bigger range of
colors to
> >> represent over/under layers and grades.

Please make it work with Windows NT!

Millenium Couch

unread,
Nov 9, 1999, 3:00:00 AM11/9/99
to
> >>>(imagines naga tacos)
> >
> >>Naga...Tacos...Nacos...
> >
> >Now we know what a Chalupa is, though.
> >
>
> Heh, i just had one of those last night or i wouldn't know what you were
> talking about. Better than gorditas, i think...

Wth is a chalupa? Gorditas? Is that the dog?

StarWeaver

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Nov 9, 1999, 3:00:00 AM11/9/99
to
Earlier, "Millenium Couch" <milleni...@hotpop.com> wrote:
>> >> use allegro/dierctx to use graphical text to get a bigger range of
>colors to
>> >> represent over/under layers and grades.
>
>Please make it work with Windows NT!

Well, what do i have to do to do that?

Don't worry for a while, i haven't even written the 'conio' based interface
that i'm going to -start- building the rest around. Well, i've made the output
class w/method headers. Not that that helps.

NT supports DirectX 5 or something, right? That would be enough to do basic
shaded graphical text...

-StarWeaver Blue
(WOW, i just cliked the wrong button and realized that this thing has a spell
checker... ;)

Millenium Couch

unread,
Nov 9, 1999, 3:00:00 AM11/9/99
to
> >> >> use allegro/dierctx to use graphical text to get a bigger range of
> >colors to
> >> >> represent over/under layers and grades.
> >
> >Please make it work with Windows NT!
>
> Well, what do i have to do to do that?
>
> Don't worry for a while, i haven't even written the 'conio' based
interface
> that i'm going to -start- building the rest around. Well, i've made the
output
> class w/method headers. Not that that helps.
>
> NT supports DirectX 5 or something, right? That would be enough to do
basic
> shaded graphical text...

Yeah, 5. With SP 6.

Tim Evans

unread,
Nov 9, 1999, 3:00:00 AM11/9/99
to
Brian Robinson <brob...@caleb.ist.ucf.edu> writes:

> JSwing <JSw...@nospamwport.com> wrote:
> > Which leads me to another suggestion: the mule! Treat it as a pet, only it
> > carries inventory, runs away often, sometimes is stubborn, and can be eaten if
> > necessary (tough meat!). Can not climb ladders, but the dungeon mule has been
> > bred to climb stairs.


> >
> I've been thinking of some alternate dungeon generation approaches
> (inspired by a cellular automata project I've been working on), and it
> occured to me that the standard < and > level transitions aren't
> neccasary. Why not have slopes that lead down to the next level? The
> difference would be that you could see down the slope, and it could be
> more than one square wide. Your mule could easily walk up and down a
> slope between levels.
> This is a specific case of something I'd like to do in my RL, i.e.
> seemless levels. Whenever a level is loaded, some of the area from
> surrounding levels is loaded as well, and are displayed on the edges of
> the current map. If you step over the line, you get moved to the other
> map, but the player doesn't notice any difference.
>

> --
> Brian Robinson
> brob...@ist.ucf.edu
> Institute for Simulation and Training

I once saw a good way to do this for 2D map layouts, divide the flat
terrain into maps, but have more than one map active. A diagram can
explain this better:

0123456789

0 ..........
1 ..........
2 ....ooo...
3 ....o@o...
4 ....ooo...
5 ..........
6 ..........
7 ..........
8 ..........
9 ..........

Say you have the game area divided into 10x10 small maps as shown
above. You are `on' map (5,3) shown as `@' above. The maps that are
`active' are the map you are on and the surrounding maps (4-6,2-4)
shown as `o' above.

Inactive maps behave the same way as dugeon levels you are not on in
Nethack. Monsters stop moving etc. Active maps are the same as the
level you are on in nethack, monsters can move, sounds are heard etc.

Now, say you move right to (6,3) then the maps (4,2),(4,3),(4,4) wil
become inactive and (6,2),(6,3),(6,4) will become active. The
advantage of this method is that it is a lot harder to run away from
monsters. There is no arbitrary line which they will not pass (like
the steps up or down), you will need to get a full map width away from
something before it stops chasing you.

Each of the maps in the larger grid will probably be quite small
(maybe 26 by 8) so that nine of them are about the same size as a
standard roguelike map.

Oh well, hope that made sense to someone.

--
Tim Evans


pi...@shore.net.death.to.spam

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Nov 9, 1999, 3:00:00 AM11/9/99
to
While prying the lemmings from hir ankles, <milleni...@hotpop.com> wrote:
>Wth is a chalupa? Gorditas? Is that the dog?

Yeah.

Brian Robinson

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Nov 9, 1999, 3:00:00 AM11/9/99
to
Tim Evans <tr...@student.canterbury.ac.nz> wrote:
> Now, say you move right to (6,3) then the maps (4,2),(4,3),(4,4) wil
> become inactive and (6,2),(6,3),(6,4) will become active. The
> advantage of this method is that it is a lot harder to run away from
> monsters. There is no arbitrary line which they will not pass (like
> the steps up or down), you will need to get a full map width away from
> something before it stops chasing you.
>
Yeah, that's exactly how I had conceptualized it.

StarWeaver

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Nov 9, 1999, 3:00:00 AM11/9/99
to
Earlier, Brian Robinson <brob...@moses.ist.ucf.edu> wrote:
>Tim Evans <tr...@student.canterbury.ac.nz> wrote:
>> Now, say you move right to (6,3) then the maps (4,2),(4,3),(4,4) wil
>> become inactive and (6,2),(6,3),(6,4) will become active. The
>> advantage of this method is that it is a lot harder to run away from
>> monsters. There is no arbitrary line which they will not pass (like
>> the steps up or down), you will need to get a full map width away from
>> something before it stops chasing you.
>>
> Yeah, that's exactly how I had conceptualized it.
>
>

BUT, you were talking about vertical ramps, not horizaontal map-shifting.
Didn't you mean something like:

level 1:


#############
...........#
###########.#
### #.#
#B# #.#
#.######.#
#........#
##########


level 2:


###########
#..........
#.#########
#.#
#B#
###

Where B is a somehow invisible boundry for the player. _I_ was thinking that
it might work to define the map of the whole -dungeon- as a 3d matrix, where
every 100 or so Z would be the equivalent of a #, or 1 Z would be 1/100 of the
Z side of a # cube, as to allow for gradual shifts, and grey out the areas
above/below the player untill their a whole level or more: the jedi knight
automap works on this principle (though not very well). It could aslo lead to
quazi-3d dungeon tiles (as in shanghai)...

-StarWeaver Blue

Ed Cogburn

unread,
Nov 9, 1999, 3:00:00 AM11/9/99
to
StarWeaver wrote:
>
> Earlier, pi...@shore.net.death.to.spam wrote:

> >While prying the lemmings from hir ankles, <st...@pacbell.net> wrote:
> >>>(imagines naga tacos)
> >
> >>Naga...Tacos...Nacos...
> >
> >Now we know what a Chalupa is, though.
> >
>
> Heh, i just had one of those last night or i wouldn't know what you were
> talking about. Better than gorditas, i think...
> -StarX


The chalupa is just fried gorditas bread. Tastier maybe, but fatter
too.


--
Ed C.


-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
http://www.newsfeeds.com The Largest Usenet Servers in the World!
------== Over 73,000 Newsgroups - Including Dedicated Binaries Servers ==-----

Brian Robinson

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Nov 9, 1999, 3:00:00 AM11/9/99
to
StarWeaver <st...@pacbell.net> wrote:
> BUT, you were talking about vertical ramps, not horizaontal map-shifting.
> Didn't you mean something like:
>
Hmm. Maybe I didn't mention it, but the concept of ramps came
directly from thinking about having continuous levels.

> Where B is a somehow invisible boundry for the player. _I_ was thinking that
> it might work to define the map of the whole -dungeon- as a 3d matrix, where
> every 100 or so Z would be the equivalent of a #, or 1 Z would be 1/100 of the
> Z side of a # cube, as to allow for gradual shifts, and grey out the areas
> above/below the player untill their a whole level or more: the jedi knight
> automap works on this principle (though not very well). It could aslo lead to
> quazi-3d dungeon tiles (as in shanghai)...
>

Actually, thinking more about it last night, I was thinking it
would be cool to have a RL with static levels where each level had an x,
y, and z value. When z was zero, you would be at the town or ground
level, and underground would be negative z while castles or towers would
be positive z. The neat thing about this is that you might be able to
find an underground passage between towns, or something like that.
Everything could be connected in a meaningful way.

StarWeaver

unread,
Nov 9, 1999, 3:00:00 AM11/9/99
to
Earlier, Brian Robinson <brob...@moses.ist.ucf.edu> wrote:

You may have stated that, but i missed it. By static, do you mean
designd beforehand by a, well, designer, or do you mean just that they don't
change like in angband.
I was thinking it would be cool if you hit one of those traps that
dumps water on you (to rust weapons, etc), on the first floor, and it followed
the contours of the area till it eventually was a puddle down in the deepest
groove of the bottom level of the dungeon.
On a similar thought, how often would you realistically see a cavern
with a large river in it (see adom newsgroup for gripes), then go downstairs
and stand under where the river is? That seems kind of wierd...
Oh, and i was thinking it would be cool to be able to have a nuke hit
a duneon on the overworld, and kind of have it melt a sphere down to say, five
levels at the deepest. Though this would only be good game-wise if the caves
appeared and dissappeared over time, being bought sold and constructed by the
player, the costar-players, and third party orginzations a-la xcom3.

*gasps for air* -StarWeaver IsThinkgingTooFast...

Brian Robinson

unread,
Nov 10, 1999, 3:00:00 AM11/10/99
to
StarWeaver <st...@pacbell.net> wrote:
>>would be cool to have a RL with static levels where each level had an x,
>>y, and z value

> You may have stated that, but i missed it. By static, do you mean

> designd beforehand by a, well, designer, or do you mean just that they don't
> change like in angband.
>

I mean that once a level has been generated, that's the one you
will find at that location each time you return, unlike the method used in
Angband.

> I was thinking it would be cool if you hit one of those traps that
> dumps water on you (to rust weapons, etc), on the first floor, and it followed
> the contours of the area till it eventually was a puddle down in the deepest
> groove of the bottom level of the dungeon.
>

That would be truly sweet.

> On a similar thought, how often would you realistically see a cavern
> with a large river in it (see adom newsgroup for gripes), then go downstairs
> and stand under where the river is? That seems kind of wierd...
>

Well, there are undergound rivers, and somewhere below them
there's enough rock to keep them from falling down. Maybe a restriction
could be places that wherever a river level is, the level below it must be
all rock.

Freak Boy

unread,
Nov 10, 1999, 3:00:00 AM11/10/99
to
Having spent the past few days suspended naked from the ceiling in a
darkened room, and having been kept on a steady diet of barbituates,
doodo...@robotic.poopie (Doktor Technologicus) was in no state of

mind to lie when they said:

>
>Is ale really flammable? I don't think so.
>

It is if you make it *my* way.


Freak Boy

My tang keeps getting all tungled up

* Sent from RemarQ http://www.remarq.com * The Internet's Discussion Network *
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StarWeaver

unread,
Nov 10, 1999, 3:00:00 AM11/10/99
to
Earlier, Brian Robinson <brob...@moses.ist.ucf.edu> wrote:

Well, i was thinking that you would make a river by leaking water in
through a hole in the side of the dungeon, so maybe it would start upstairs
and travel through to the bottom and out a underwater hole. (Which you could
follow with waterbreathing..... :)

-StarX

Cody Hatch

unread,
Nov 10, 1999, 3:00:00 AM11/10/99
to
Freak Boy wrote:
>
> Having spent the past few days suspended naked from the ceiling in a
> darkened room, and having been kept on a steady diet of barbituates,
> doodo...@robotic.poopie (Doktor Technologicus) was in no state of
> mind to lie when they said:
>
> >
> >Is ale really flammable? I don't think so.
> >
>
> It is if you make it *my* way.

Well, the rule of thumb is it's gotta be 50% alchohol (which is to say,
100 proof) to burn. Hmm...that's what I call ALE! :-)

Cody

Millenium Couch

unread,
Nov 13, 1999, 3:00:00 AM11/13/99
to

> > >Is ale really flammable? I don't think so.
> > >
> >
> > It is if you make it *my* way.
>
> Well, the rule of thumb is it's gotta be 50% alchohol (which is to say,
> 100 proof) to burn. Hmm...that's what I call ALE! :-)


Actually, that's called dwarf juice.

Aidan Ryder

unread,
Nov 16, 1999, 3:00:00 AM11/16/99
to
In article <0jeX3.51359$up3....@news21.bellglobal.com>, Millenium
Couch <milleni...@hotpop.com> writes

>
>> > >Is ale really flammable? I don't think so.
>> > >
>> >
>> > It is if you make it *my* way.
>>
>> Well, the rule of thumb is it's gotta be 50% alchohol (which is to say,
>> 100 proof) to burn. Hmm...that's what I call ALE! :-)
>
>
>Actually, that's called dwarf juice.

Yes, and you get it by squeezing dwarves.

>--
>Millenium Couch
>Just another tester of Intel
>Currently testing the Excelsior 64-bit processor
>So much better!
>
>http://drakalor.freeservers.com
>For my page
>
>

--
Aidan Ryder - "Confutatis maledictis, flammis acribus addictis"

"There are no significant bugs in our released software that any significant
number of users want fixed. The reason we come up with new versions is not to
fix bugs. It's the stupidest reason to buy a new version I ever heard." - Bill
Gates on Windows and it's 10,000 reported bugs.

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