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-Crawl- New Tile Version! dc_e070_051224_wt

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yurga...@gmail.com

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Jan 8, 2006, 5:54:04 PM1/8/06
to
Hey all ... I was just trolling my favorite crawl pages and lo and
behold a new version of tile crawl was released on 12/24/05.

There is no changle log inlcuded in the english version.
There is a bulliten board with a changelog in japanese.
Googles translation of that page is nearly worthless.

Observations:
---------------------
The new version has multi-pickup but not multi-drop :()
Dropping items asks you quantity.
However the neato new feature is that all of your inventory is
displayed as tiles, you o'tta check it out :D
You can choose which types of inventory items to show in the init file,
these items appear like a quickbar full of tiles.
You can change fonts by hitting ctrl-t.

Happy Crawling,
qbert911

Getix

unread,
Jan 10, 2006, 12:34:38 PM1/10/06
to
> The new version has multi-pickup but not multi-drop :()
> Dropping items asks you quantity.
> However the neato new feature is that all of your inventory is
> displayed as tiles, you o'tta check it out :D
> You can choose which types of inventory items to show in the init file,
> these items appear like a quickbar full of tiles.
> You can change fonts by hitting ctrl-t.
>


Good... a link?

Jadis Sianlover

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Jan 10, 2006, 1:47:32 PM1/10/06
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In message <43c3f398$0$1063$4faf...@reader3.news.tin.it>, Getix
<Ge...@tin.it.nonloso.it> writes

I just downloaded it from

http://crawlj.sourceforge.jp/down_e.html

--
Sianlover

Ax

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Jan 10, 2006, 3:01:04 PM1/10/06
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blah blah blah 8 Jan 2006 14:54:04 -0800, yurga...@gmail.com blah
blah:

>You can change fonts by hitting ctrl-t.

Cool I asked for that months ago. So now TileCrawl is easily the most
advanced graphical roguelike, right? One more undocumented feature: You
can hit - and even dress up the adventurer.

Besides Crawl being the most advanced hack-like anyway - I guess I'll
never understand why the authors of such pearls don't even announce them
to public.

ita...@users.sf.net

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Jan 10, 2006, 8:44:21 PM1/10/06
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> Besides Crawl being the most advanced hack-like anyway - I guess I'll
> never understand why the authors of such pearls don't even announce them
> to public.
Oops. I'm an English spokesman of TileCrawl but I've been busy.
Yes. TileCrawl 0.70 has many new features.

http://crawlj.sourceforge.jp/down_e.html

*ctrl-T to change font [WIN]
*multi-pick (but not multi drop)
*Item GUI. Add a line such as "show_items = .!?/%" to the init.txt
and the corresponding item classes are displayed under the status
region. "." means items on the floor beneath you. L-Click the item
tile to activate item menu and R-Click to display its descriptions.
*Confirmation when buying an item.
*Drop count
*New artifact tiles

Bugfix
*You can no longer locate an unseen horror by the "!" command
*Dropping a coin takes a turn
--
M.Itakura

Rubinstein

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Jan 11, 2006, 5:45:07 AM1/11/06
to
ita...@users.sf.net wrote:
>
> TileCrawl 0.70 has many new features.

Following the instructions from

http://www.geocities.jp/ita_iluvatar/cr/index-e.html

I can't get it run on gentoo-linux. Though it compiles fine I get a
strange message when trying to run crawl:

file not foundfile not foundSpeicherzugriffsfehler

"file not found" 2(!) times, "Speicherzugriffsfehler" means memory
access fault. I also don't know what to do with the file Crawl.ico
(which seems to be a binary) and a reference to this file in crawl.rc
(an example entry for .crawlrc?).

The instructions on the above mentioned page are somewhat confusing,
btw. Step 1 recommends compiling from the original (unpatched) sources
first which doesn't make much sense. If you do, so you have to fix
religion.cc by hand. The patch will later also try to fix it and
complains about it since it's already fixed.

On the download page there's also something what looks like the original
sources, but as a zip file (other than the original tbz2). I tried to
rollback the whole procedure with these sources, but with the same
result.

What could be wrong here?

Besides, I've never got it working on Linux, not just this new version.

R.
--
Wanted: $10000 Reward
Schroedingers Cat
Dead and Alive

ita...@users.sf.net

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Jan 11, 2006, 7:19:34 PM1/11/06
to

Rubinstein wrote:
> Following the instructions from
>
> http://www.geocities.jp/ita_iluvatar/cr/index-e.html
>
> I can't get it run on gentoo-linux. Though it compiles fine I get a
> strange message when trying to run crawl:
>
> file not foundfile not foundSpeicherzugriffsfehler
OOPS. I've made a mistake when creating the tile zip file. For now,
prease do the following in the SAVEDIR:

%mv tile/* .

> "file not found" 2(!) times, "Speicherzugriffsfehler" means memory
> access fault. I also don't know what to do with the file Crawl.ico
> (which seems to be a binary) and a reference to this file in crawl.rc
> (an example entry for .crawlrc?).

They are for compilation on WINDOWS.

> The instructions on the above mentioned page are somewhat confusing,
> btw. Step 1 recommends compiling from the original (unpatched) sources
> first which doesn't make much sense. If you do, so you have to fix
> religion.cc by hand. The patch will later also try to fix it and
> complains about it since it's already fixed.

I see your point. Older version of gcc compiled religion.cc without
errors,
so compiling the original first makes it clear whether any compilation
problem is from the original or patched one.
However, I changed the instruction and omitted the step1.

--
M.Itakura

Rubinstein

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Jan 11, 2006, 8:30:27 PM1/11/06
to
ita...@users.sf.net wrote:
>
> I've made a mistake when creating the tile zip file. For now, prease
> do the following in the SAVEDIR:
>
> %mv tile/* .

That works, thanks!

Erik Piper

unread,
Jan 13, 2006, 4:25:44 AM1/13/06
to
ita...@users.sf.net wrote:

> Oops. I'm an English spokesman of TileCrawl but I've been busy.
> Yes. TileCrawl 0.70 has many new features.
>
> http://crawlj.sourceforge.jp/down_e.html
>
> *ctrl-T to change font [WIN]
> *multi-pick (but not multi drop)
> *Item GUI. Add a line such as "show_items = .!?/%" to the init.txt
> and the corresponding item classes are displayed under the status
> region. "." means items on the floor beneath you. L-Click the item
> tile to activate item menu and R-Click to display its descriptions.
> *Confirmation when buying an item.
> *Drop count
> *New artifact tiles

Are you still planning to implement multidrop? I can't really imagine
playing without it anymore.

Stash searching and the Mersenne Twister RNG have also really grown on
me. :-)

Still, please accept in the name of the TileCrawl team my thanks for
the best Crawl evangelism tool out there! You've really helped bring in
lots of people who would never have discovered this wonderful game
otherwise.

e.

ita...@users.sf.net

unread,
Jan 13, 2006, 4:59:46 AM1/13/06
to
Erik Piper wrote:
> Are you still planning to implement multidrop? I can't really imagine
> playing without it anymore.
If multidrop takes only 1 turn, it is very simple to implement.
But if we stick to the 1 turn/1 item rule, we have to modify
a lot part of the code. IMHO we need not stick to the old rule.

LUA support also needs extensive source midification and
we are cautious about it in view of maintainability.

> Stash searching and the Mersenne Twister RNG have also really grown on
> me. :-)

New RNG eliminates the savefile incompatibility between different
binaries,
but also induces incompatibility of savefiles from older versions.
Someday we might incorpolate the MTRNG.

> Still, please accept in the name of the TileCrawl team my thanks for
> the best Crawl evangelism tool out there! You've really helped bring in
> lots of people who would never have discovered this wonderful game
> otherwise.

Thx!

--
M.Itakura

Erik Piper

unread,
Jan 13, 2006, 6:07:51 AM1/13/06
to

ita...@users.sf.net wrote:
> Erik Piper wrote:
> > Are you still planning to implement multidrop? I can't really imagine
> > playing without it anymore.
> If multidrop takes only 1 turn, it is very simple to implement.
> But if we stick to the 1 turn/1 item rule, we have to modify
> a lot part of the code. IMHO we need not stick to the old rule.

I wouldn't like 1-turn multidrop. It would make it too easy to deal
with the threat of potion rotting from mummies and potion and scroll
destruction from fire/ice, which are an important part of the game
balance.

e.

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