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Well that was a new death for me
In a tunneled dead end nook killing stuff after Al-Pharazon (had summoned a couple of those werewolves of ?Sauron was it who had summoned some hounds... -
IIRC they have their own attack rate depending on your level, but I could be wrong about that.... -
Okay found a problem with mimics. I think I will just change the run code to call walks instead of manually move the player, that can get rid of all sorts...Leave a comment:
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Okeydokey, added meleeclosest command to target, advance to or hit closest monster.
For example, how I use these commands is:
keybound...Leave a comment:
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Alrighty, I think this is a workable passable solution now. Pressing autoexplore will now:
- stop if monsters visible
- stop if next to a...Last edited by ewert; January 4, 2025, 10:48.Leave a comment:
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As a FYI, on Win11 I found it hard to get any cmd line ones working (not savvy enough to figure why the preset config stuff didn't work at all), but I...Leave a comment:
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Phew, okay I think I have managed to get the basics down, pressing explore will now explore until visible monster or next to rubble/door. One thing definitely...Leave a comment:
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Redoing everything using a cmdq_push loop instead, hopefully that fixes all these issuesLeave a comment:
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Wow, if you call the run_step from the explore command, it doesn't even do regen or anything between steps. XDLeave a comment:
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Same problem, different issue, runstep code using pathfinding manages to ignore view changes updates as well, sheesh. edit: found the reason for this,...Leave a comment:
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Okay found it, somehow the run_step code sidesteps updating anything (most crucially view and monsters)!Leave a comment:
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Okay, I am _pretty_ sure the problem lies in the running code, it is not updating visibility of monsters while moving the character when called, thus...Leave a comment:
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Hmmmm. Maybe it somehow doesn't update player grid location for the monster_is_obvious check, that's something I guess could happen ...
edit:...Leave a comment:
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Code:void do_cmd_explore(struct command *cmd) { struct loc prevgrid = loc(0, 0); int visible_monster_count = 0; do {
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Something weird going on that I can't figure out, if I put the find_nearest_unknown / move to it into a loop, the check for visible monsters doesn't work...Leave a comment:
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Well, have compiling working with visual studio on win11, so there's that.
Something really weird going on with doing a while-loop for the...Leave a comment:
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Could get the Makefile.msys2 compiling when using msys, but no luck on the windows ones for win11/mingw/msys2 ...Leave a comment:
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Gah, having trouble getting mingw etc. working on Win11, the instructions don't work as the .sh files won't run etc. ...
Anyone using mingw...Leave a comment:
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