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Biodiversity patchI'm mostly done manually putting in all the hunks from the
Biodiversity patch, and I'm about to try and compile it for the first time to see what I've broken, which is probably a lot. I have two questions. There are a few places such as: sys/mac/Files.r Slash'em is pretty different from vanilla Nethack here, in that all the various level files aren't in Files.r at all, but rather a separate Levels.make, except they don't list every level here, only some of them. For instance, it has Wiz-strt.lev but not Wiz-loca.lev, Wiz-goal.lev, Wiz-filb.lev, etc. The only entry I'm seeing for Gehennom levels is this: "{LibDir}"valley.lev Ä "{Dat}"gehennom.des "{ObjDir}"LevComp "{ObjDir}"LevComp "{Dat}"gehennom.des SetFile -t "{FileType}" -c "{FileCreator}" Å.lev Move -y Å.lev "{LibDir}" The Biodiversity patch adds a few new Gehennom levels to show off some new additional types like sky, though quite frankly, I realize if there is any chance of the biodiversity patch being accepted, likely the dungeon changes might not make it in. Either way, I'm trying to get the entirety of the patch working to begin with. >From the patch, these lines are supposed to be added to sys/mac/Files.r + read 'File' (1165,"heck-a-1.lev") ":lib:heck-a-1.lev"; + read 'File' (1166,"heck-a-2.lev") ":lib:heck-a-2.lev"; + read 'File' (1167,"heck-a-3.lev") ":lib:heck-a-3.lev"; + read 'File' (1168,"heck-a-4.lev") ":lib:heck-a-4.lev"; + read 'File' (1169,"heck-a-5.lev") ":lib:heck-a-5.lev"; + read 'File' (1170,"heck-a-6.lev") ":lib:heck-a-6.lev"; + read 'File' (1171,"heck-a-7.lev") ":lib:heck-a-7.lev"; + read 'File' (1172,"heck-b-1.lev") ":lib:heck-b-1.lev"; + read 'File' (1173,"heck-b-2.lev") ":lib:heck-b-2.lev"; + read 'File' (1174,"heck-b-3.lev") ":lib:heck-b-3.lev"; + read 'File' (1175,"heck-b-4.lev") ":lib:heck-b-4.lev"; + read 'File' (1176,"heck-b-5.lev") ":lib:heck-b-5.lev"; + read 'File' (1177,"heck-b-6.lev") ":lib:heck-b-6.lev"; + read 'File' (1178,"heck-b-7.lev") ":lib:heck-b-7.lev"; + read 'File' (1179,"heck-b-8.lev") ":lib:heck-b-8.lev"; + read 'File' (1180,"heck-c-1.lev") ":lib:heck-c-1.lev"; + read 'File' (1181,"heck-c-2.lev") ":lib:heck-c-2.lev"; + read 'File' (1182,"heck-c-3.lev") ":lib:heck-c-3.lev"; + read 'File' (1183,"heck-c-4.lev") ":lib:heck-c-4.lev"; + read 'File' (1184,"heck-c-5.lev") ":lib:heck-c-5.lev"; + read 'File' (1185,"heck-c-6.lev") ":lib:heck-c-6.lev"; + read 'File' (1186,"heck-c-7.lev") ":lib:heck-c-7.lev"; + read 'File' (1187,"heck-c-8.lev") ":lib:heck-c-8.lev"; + read 'File' (1188,"heck-c-9.lev") ":lib:heck-c-9.lev"; + read 'File' (1189,"heck-d-1.lev") ":lib:heck-d-1.lev"; + read 'File' (1190,"heck-d-2.lev") ":lib:heck-d-2.lev"; + read 'File' (1191,"heck-d-3.lev") ":lib:heck-d-3.lev"; + read 'File' (1192,"heck-d-4.lev") ":lib:heck-d-4.lev"; + read 'File' (1193,"heck-d-5.lev") ":lib:heck-d-5.lev"; + read 'File' (1194,"heck-d-6.lev") ":lib:heck-d-6.lev"; + read 'File' (1195,"heck-d-7.lev") ":lib:heck-d-7.lev"; + read 'File' (1196,"heck-d-8.lev") ":lib:heck-d-8.lev"; + read 'File' (1197,"heck-d-9.lev") ":lib:heck-d-9.lev"; + read 'File' (1198,"heck-e-1.lev") ":lib:heck-e-1.lev"; + read 'File' (1199,"heck-e-2.lev") ":lib:heck-e-2.lev"; + read 'File' (1200,"heck-e-3.lev") ":lib:heck-e-3.lev"; + read 'File' (1201,"heck-e-4.lev") ":lib:heck-e-4.lev"; + read 'File' (1202,"heck-e-5.lev") ":lib:heck-e-5.lev"; + read 'File' (1203,"heck-e-6.lev") ":lib:heck-e-6.lev"; + read 'File' (1204,"heck-e-7.lev") ":lib:heck-e-7.lev"; + read 'File' (1205,"heck-e-8.lev") ":lib:heck-e-8.lev"; + read 'File' (1206,"heck-e-9.lev") ":lib:heck-e-9.lev"; What changes if any do I need to make to Levels.make? Do I do the following: "{LibDir}"heck-a-1.lev Ä "{Dat}"gehennom.des "{ObjDir}"LevComp "{ObjDir}"LevComp "{Dat}"gehennom.des SetFile -t "{FileType}" -c "{FileCreator}" Å.lev Move -y Å.lev "{LibDir}" Lather, rinse, repeat, or do I not make these additions at all? Secondly, this is a pretty stupid/basic question, but at work I'm on a Windows box, and I'm using Mingw. I'm used to a Linux box where I can select various options at configure time. The biodiversity patch has plenty of compile-time options, but the build instructions for Windows/Mingw just says to run setup.bat and then make. How do I turn on/off these compile-time options? -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Slashem-devel mailing list Slashem-devel@... https://lists.sourceforge.net/lists/listinfo/slashem-devel |
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Re: Biodiversity patchOn 9/18/07, xkernigh@... <xkernigh@...> wrote:
> Because it runs LevComp, it should also make the other .lev files that > use gehennom.des as the source. Outstanding. That's what I needed to know. > Edit the include/config.h file. This is the normal way to configure > SLASH'EM if you are not using the configure script. That's what I ended up doing, but I wasn't sure it was right. I also compiled the vanilla slash'em without the patch to see what compile warnings I'd get, so I can see which errors I'm causing (which I'm sure will be a few) and I got three compile warnings, two of which I was able to fix. I should make a separate patch for that tiny fix and submit it. I also can't seem to fix the third, which is frustrating me. Oh well, my knowledge of C is minuscule at best, I just started reading a book, and I'm not even all the way through it. However, the first warning I got with the biodiversity patch wasn't a proper compiler warning, and I didn't recognize the error code. Eventually I grepped for the error, and found the spot in code that spits out that specific error "prob error class foo", and started digging and realizing that the probabilities for a certain object class weren't adding up correctly, and it is the spellbook class. There is only one item in that class added by the patch, so hopefully I can fix that on my own. I imagine that attempting to fix these things will teach me a few things about the Slash'em source, but my main concern is that I won't be able to fix all the bugs properly myself. I'm going to get as far as I can, and then share the patch and let people see the monstrosity I've attempted to port over. Oh, I do have another fairly big/important question. win/share/monsters.txt and win/share/objects.txt The patch wanted to take a tile number associated with an existing item and/or monster, and add the new items in, duplicating tile numbers. Obviously all of the numbers were off since the patch was for slash'em. I saw three possible ways to handle this. 1 - Do exactly what the patch wants. The sphinx monster should share a tile number with a tiger for instance, but nothing else shares tile numbers, and this just seems both lazy and incorrect. 2 - Add everything to the end, which is quick, and easy for anyone to see the new stuff, and give each item a unique consecutive number like everything else. 3 - This seems the most correct, but no doubt will be VERY time consuming, and will make the patch HUGE. Put the new items with their groups, so the sphinx will go after the tiger, and then renumber every tile. Thank you so much for your help. I understand these are basic questions, and I could probably answer the above question on my own by digging through the code enough, but my main concern tonight is to spend some time and try to get this puppy to even compile first. I also figured that even if I found the code that parsed win/share/monsters.txt, it wouldn't necessarily answer what was best to do. I imagine in practice, any of the above three might work, but three is best solution in the long run, while options 2 and 3 also mean more work for adapting graphical tiles for the game to account for the new monsters/objects. -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Slashem-devel mailing list Slashem-devel@... https://lists.sourceforge.net/lists/listinfo/slashem-devel |
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