This shot also shows multiplayer, two separate clients connected to a server via the networking system. All three were running on the same computer, but it should work fine on a LAN -- dunno how it will work over the internet though. I suspected the large number of enemies on-screen at the same time might cause problem,s but so far it is working OK.
I probably won't have time to have proper menus for setting up LAN games, I really gotta concentrate now on making more monsters and placing items on levels.
Good luck to everybody entering the LPC competition!
The 'make' program lets you specify more than one thing to do, so "make clean all" is the same as "make clean" followed by "make all".
I don't know either what that "clock skew" message means, I don't think I've ever seen that before, and there is nothing about it in the 'make' documentation. The game still runs though?
P.S. I have added some code which may fix the sound -- please try running it with sound and see if it works for you.
P.P.S. the dungeon level with the keys is map 3 -- the README.txt has some information on the cheat commands, including how to start the game at a particular level.
I have been working on the dungeon generation code, and really stumbled when trying to devise the algorithm for adding locked doors and placing the keys somewhere else in the level. The algorithm I had come up had the serious problem where a player could unlock a door and then not find any keys to be able to continue -- so that was frustrating, though I think it is working properly now.
The following screenshot shows the current state of the dungeon levels, they are still very primitive, but something is better than nothing, right? :-) Tomorrow I need to add the exit door, and get locked doors working.
I have been working on the player characters and the ability to use the items that they have in their inventory (half the items are directly usable, and the other items are passive, mainly armor).
I'm fairly glad that all the usable items are working now (except wand beams don't hurt monsters yet). I was planning to have bombs that you could throw and they'd bounce off walls and explode, however I doubt I will have time to implement them (sadly).
There is a -nosound option, but I just tested it and it didn't work, so I have fixed that now. If you "bzr pull" the latest code, do a "make veryclean" followed by "make", hopefully it might actually run for you :)
If you want to try debugging it, you can install the "gdb" package and run it with this command: gdb ./rempel
Then when rempel crashes, gdb will catch the crash and you can enter the "bt" command to show a backtrace -- posting that would be very helpful for me to try and diagnose the problem. If rempel just seems to hang, you can click in the terminal and press CTRL-C and gdb should stop the program running, and the same "bt" command will show where it was stopped.
(BTW do not run gdb when fullscreen mode has been enabled, or when it crashes you won't be able to get out of fullscreen mode to do anything)
Looks like the sound was initialized correctly, since it shows the frequency and other info.
Do you get any error message, e.g. Segmentation fault or "caught signal 11" ?
Also, do you have a 64-bit machine? It is quite possible that this codebase won't work on 64 bit cpus without some fixes (perhaps major fixes, I dunno). Unfortunately I don't have access to a 64-bit machine to do testing on.
Who ya gonna call? GHOST BUSTERS
This shot also shows multiplayer, two separate clients connected to a server via the networking system. All three were running on the same computer, but it should work fine on a LAN -- dunno how it will work over the internet though. I suspected the large number of enemies on-screen at the same time might cause problem,s but so far it is working OK.
I probably won't have time to have proper menus for setting up LAN games, I really gotta concentrate now on making more monsters and placing items on levels.
Good luck to everybody entering the LPC competition!
The 'make' program lets you specify more than one thing to do, so "make clean all" is the same as "make clean" followed by "make all".
I don't know either what that "clock skew" message means, I don't think I've ever seen that before, and there is nothing about it in the 'make' documentation. The game still runs though?
P.S. I have added some code which may fix the sound -- please try running it with sound and see if it works for you.
P.P.S. the dungeon level with the keys is map 3 -- the README.txt has some information on the cheat commands, including how to start the game at a particular level.
Looks good!
And yes I have been eaten by grues many times in my adventures :)
You must have got the revision which only had the locked doors and no keys, the keys are there now.
I have been working on the dungeon generation code, and really stumbled when trying to devise the algorithm for adding locked doors and placing the keys somewhere else in the level. The algorithm I had come up had the serious problem where a player could unlock a door and then not find any keys to be able to continue -- so that was frustrating, though I think it is working properly now.
The following screenshot shows the current state of the dungeon levels, they are still very primitive, but something is better than nothing, right? :-) Tomorrow I need to add the exit door, and get locked doors working.
Quick progress report....
I have been working on the player characters and the ability to use the items that they have in their inventory (half the items are directly usable, and the other items are passive, mainly armor).
I'm fairly glad that all the usable items are working now (except wand beams don't hurt monsters yet). I was planning to have bombs that you could throw and they'd bounce off walls and explode, however I doubt I will have time to implement them (sadly).
No crashes is good :)
Shame about the sound though.
All the characters can shoot -- press the CTRL key.
Yeah gameplay is still mostly absent, I am working on the inventory items at the moment, and soon I will work on the monsters.
There is a -nosound option, but I just tested it and it didn't work, so I have fixed that now. If you "bzr pull" the latest code, do a "make veryclean" followed by "make", hopefully it might actually run for you :)
If you want to try debugging it, you can install the "gdb" package and run it with this command: gdb ./rempel
Then when rempel crashes, gdb will catch the crash and you can enter the "bt" command to show a backtrace -- posting that would be very helpful for me to try and diagnose the problem. If rempel just seems to hang, you can click in the terminal and press CTRL-C and gdb should stop the program running, and the same "bt" command will show where it was stopped.
(BTW do not run gdb when fullscreen mode has been enabled, or when it crashes you won't be able to get out of fullscreen mode to do anything)
Looks like the sound was initialized correctly, since it shows the frequency and other info.
Do you get any error message, e.g. Segmentation fault or "caught signal 11" ?
Also, do you have a 64-bit machine? It is quite possible that this codebase won't work on 64 bit cpus without some fixes (perhaps major fixes, I dunno). Unfortunately I don't have access to a 64-bit machine to do testing on.
Been working on ability to use the mountain tileset, obligatory screenshot below.
Now if I can some rivers and waterfalls on there (and some bridges to cross them), I'll be pleased as punch.
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