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Messages - RoguelikeRazuka

Pages: 1 2 [3] 4 5 ... 15
31
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 08, 2017, 09:10:33 am »
Hello everyone, I need to write a Petri net simulator for Andorid, which allows you to build, trace/debug (that is run step by step) and analyze ordinary Petri nets. A problem is that I have absolutely no experience in making android apps, and the more serious problem is that I have about 1 month of time to do this. What could you suggest? Is it practically viable to learn programming for android and make application of complexity like this in a month? Then, which libraries could I use for making a simple graphical editor for my petri nets android application?

32
Other Games / Re: Elona
« on: January 06, 2017, 04:37:43 pm »
Hey which version of Elona+ is the stable one? I recently tried 1.63, and I was confused discontinuity of translation of the game, like when I stumbled across some NPCs, not very distant from the place where you first appear, who kept telling me something like 'This sentence is not translated yet' instead of proper dialogue lines. Is it a bug or the actual state of the translation is really as depressing as I observed?

Also, could someone enlighten me on where I should start from, which class and race I should choose etc, in order to get better acquainted with the essence of the game, learn the basics (I mean not necessarily controls or UI navigation) etc?

33
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: December 13, 2016, 06:55:06 pm »
Hey currently I'm implementing an island model (parallel) genetic algorithm for solving task scheduling problem in C#, and I need some help.There are a number of populations each of which is processed by a single thread running a genetic algorithm independently, and it's required that after a certain number of generations passed in each population, the algorithms stopped processing for a moment so that the populations exchanged some of their individuals, and when it's done the populations continued evolving. I'm unsure how to implement this in C#, which classes to use etc

Here's what I've been able to come up with so far:

http://pastebin.com/taqbdV72

But not any thread waits for all the others as I want them to... My (not working) solution is that there is a list of ManualResetEvent objects, each corresponding to a single thread (or a copy of GA), and when it's time for the populations to exchange some of their individuals, a thread, when it has reached this point, says to the other threads it is ready to proceed and waits for the other threads to come up, and when they're all done, the migration routine is performed (I haven't implemented this one yet), but they are not running synchronously after all, as I have already stated.

Could you please look a the code above, starting from line 241, and say what is incorrect there, and how I could fix this? Or should I go with another approach for island GA implementation (in case of C#)? Please note that it's not all the code there is to it.
 

34
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: November 29, 2016, 09:59:20 am »
Hey could someone help me fix my opengl program, please? I'm not sure which mistakes I could have made across it in general (please point out if you notice any), but it is lighting that concerns me most, for I don't know why when my positional light source moves closer and closer to the plane (see the code snippet below) it grows darker, should it really be so?

Here's  some pieces of the code:

http://pastebin.com/iN6ABLp6

And these are some pictures of the scene:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

(I'm using the "old" opengl, don't ask why)

35
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: November 26, 2016, 08:32:46 am »
Hello, I need some help from those who are confident in building GUI applications with Tkinter (Python). The thing is, I need to write a program featuring a GUI with two separate windows. The first one must contain something like a log-in form with OK and CANCEL buttons. If user enters a correct username and then presses the ok button, the log-in window closes and the other window is shown right after. On the second window, there must be a CANCEL button, which if pressed closes the second window, and then the first window is shown again. How could I implement this?

I suppose one solution would be making the log-in window the main or root window (Tk), then the second window must be a dialog window (TopLevel). Then if user presses the ok button on the first window, it gets hidden and the second window, the dialog one, pops up. If the cancel button on the dialog window is pressed, then it gets destroyed and the main window becomes visible again.

But is there a better option? 

36
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 03, 2016, 03:50:11 pm »
Just installed the new version, and (suprisingly, kind of) it shows me the savegames I've made on 0.18 in the main menu. Is it normal or I'm going to have problems now loading my old saves, both on the previous version and the new one?

(the game has been installed in another directory)

UPD ah, now I see...

37
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: October 31, 2016, 04:44:21 am »
Hello everyone, here I come again to ask for help. Some time ago I made a simple program in python for visualizing operations on a binary tree (I'm using tkinter's canvas for drawing things). Everything was alright but the problem was that depending on the structure of a tree it was going end up wasting space on the screen, for the distance between the two child nodes on a given level was always fixed, depending on the depth of the root (for example, on the last level it was some dist_min, on the level upper it was 2 * dist_min etc).

Here is an example where everything is nice and you can see all the tree at once:




But here, the tree takes up too much space so that you have to scroll the canvas or resize the window in order to see all the nodes:




Now I want to fix this. How can I display binary trees more tightly? What algorithm could you suggest for this?

38
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: October 22, 2016, 12:53:47 pm »
Your analysis about that algorithm is wrong, but so is my interpretation of your question. How about this:
Code: [Select]
f = lambda x: sum(T[x])
ordersortedbyf = sorted(order, key=f)

Oh no, your first suggestion was correct, actually, it was I who got mistaken. Thank you again.

PS the second solution turned out to be fruitful as well, good to know of another method of doing the same thing.

39
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: October 22, 2016, 11:42:47 am »
I want to sort list X using the order of list Y
A quick Google search suggests this:
Code: [Select]
XsortedbyY = [x for (x,y) in sorted(zip(X,Y), key=lambda pair: pair[1])]

Hm it seems that this piece of code presumes that 'order' has already been sorted as needed, but this is the very thing I want to get done, so in my case it's ineffectual, and it yields sorted T which is not at all required.

(thank you anyway)

40
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: October 22, 2016, 09:30:21 am »
Hey I've come here to ask for help from the gurus of python.

The thing is, I have a list (I will call it order) each item of which is the index of an item in another list, let it be T. In other words, the first list basically specifies the order in which we consider the elements of the second list. So, if we wanted to sort the T list, we wouldn't have to operate on T itself, sorting order instead, because there are merely integers, while T may contain whatever sort of things. For example, let T be a list of lists of integers, and we want to sort it by the sums of those lists.

Of course, I can write something like this:

Code: [Select]

row_sums = [0 for i in range(m)]

# there are m lists in T
# each of the lists contains n elements

for i in range(m):
    for j in range(n):
        row_sums[i] += T[i][j]

order = [i for i in range(m)]

# insertion sort
for i in range(1, m):
    el = order[i]
    j = i - 1
    while row_sums[order[j]] < row_sums[el] and j >= 0:
        order[j + 1] = order[j]
        j -= 1
    order[j + 1] = el



It's necessary to change the order in T not sorting T itself. But are there better (and shorter) ways to achieve this than the one given above?

41
Other Games / Re: Roguelikes
« on: October 12, 2016, 03:35:12 pm »
Alright, I observe there's no specific thread for Angband and its variants (at least, I haven't seen such a one), so I'll ask here. What do you people say about tome 2.3.5? How close is it to the vanilla Angband? I mean, given I don't feel super excited about the latter, am I going to discern the brilliance of the former? What unique is there to it, compared to the vanilla and other roguelikes? In what regards (if any) is it superior?

42
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 19, 2016, 04:25:37 pm »
I just can't get it, why does the wiki article state vine stalker is an easy species to play with such certainty? Even if it may actually be so, I haven't so far become sensible of this whatsoever, for I've already buried like 12 characters of this species, all of which were intended to be fighters complemented with a set of various helpful spells like Repel Missiles, Shroud of Golurbia etc, some sort of a battlemage but without damaging spells in their repertoire, but the abysmal HP pool coupled with the subpar aptitudes for both offensive and defensive skills make it a real pain progressing through the game with a vine stalker designed mainly for melee (the worhipped deity being Makhleb). Up to now, pretty much every least threatening encounter my character's got engaged in was going to end lethally unless I resorted to some kind of contrivance like summoning Makhleb's servants or using curare or poison needles, but I just can't rely on these all the time.

What's your strategy on building such characters?

43
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: September 11, 2016, 09:37:39 am »
Spoiler (click to show/hide)

Sounds brutal... Or doesn't it? Should I rejoice or lament?

Maybe I should have a break now...



Updated: WOW Trog himself has gifted me an eveningstar of protection just a moment ago... Now I can put the weird club aside for a while and train up my shields skill.

44
Other Games / Re: The "Recommend me a game" thread
« on: September 09, 2016, 10:50:03 am »

I can see where the confusion happened. What you're describing isn't character development. Roughly speaking, character = personality, character development = developing an NPC as a character. 

It sounds like you're looking for a very in-depth and well-thought-out class and build system with a lot of emphasis on stats.  I think you have to go to MMO PvP or eSports for that.  Single-player games are just not as focused on it, especially modern ones.

Out of curiosity, what puts you off from Dragon Age? Is it just the streamlined skills/talents system? I've found Origins to be pretty similar to Neverwinter Nights except genuinely better in almost every area.

I meant a game character just to be the one whom you play as. They may have or may not have personality, like in old games from 80s which were devoid of proper narrative (Mario Bros. etc). Thus character development refers to the broad concept of a game character advancing in their skills, stats, abilities etc throughout the game (including their personality growth too, but it's not what interests me in this particular case, for I'm in want of a dungeon crawler game). This is how I see it.

As for Dragon Age, my discontent with it has to do mostly with ruined expectations, for I had already experienced Neverwinter Nights by the time Dragon Age was released, and although I loved NWN to the utmost, I would have been extremely happy to see significant improvements in Bioware RPGs compared to it, for example on the side of handling in-game world (I wanted the one of Dragon Age to be vast and open, but it proved to be more like in Icewind Dale, when you travel between places solely for the sake of questing, which was acceptable for the time when IWD came out). I also hoped for Dragon Age to feature a more complex role-playing system, not necessarily that of D&D of any version, and I was highly displeased with that oversimplified (or, as you aptly called it, streamlined in certain aspects) nonsense from Dragon Age. Finally, I found Dragon Age to be lacking content-wise, like when we got mere three playable species or races, being the stale humans, elves and dwarves (as if the creators were lazy or not able to come up with something less trivial and not so utterly distasteful for their own fantasy world).

45
Other Games / Re: The "Recommend me a game" thread
« on: September 07, 2016, 04:37:51 pm »
Hey I would be tremendously grateful if someone suggested me a decent dungeon crawler game for PC, featuring complex character development system and party management, rewarding process of grinding (if possible) and challenging battles, great variety of the stuff and high replay value? Much like Wizardry 8 but not from the series, not a Might and Magic incarnation or either of the Legend of Grimrock games. Not necessarily set in a dungeon, and not necessarily featuring grid-based movement.

PS since a certain point in time, I'm aware of Grimoire, and I really can't wait for it finally released.

Icewind Dale sounds like a good fit. Lots of party management, tactical battles, grinding is rewarding, lots of loot, decent replay value.  Not grid-based or in a single dungeon but lots of dungeon-diving and the story keeps you interested.

When you say complex character development, do you mean complex story and choices, or complex builds and tactics?  Do you want more RPG or more dungeon crawler?

If you mean story/RPG, then Dragon Age Origins is good, but if you mean complex builds maybe not. On high difficulties it's pretty tactical and action-oriented, but the replay value comes mostly from the story changes and not the battles, and you don't have to worry about grinding areas very much.

I doubt I'm going to like any of Icewind Dale, Baldur's Gate, or Dragon Age (I haven't played these myself, but watched other people play), and honestly I never regarded Bioware games as much entertaining to me (except Neverwinter Nights, which is my favourite rpg, by the way).

What I meant when was speaking of character development was precisely about complexity and deepness of the rpg system of a game -- how varied, consistent and thought-out classes, races (with their talents and traits), stats, skills etc it offers, and how these elements exist individually and how they constitute the whole system, how they influence the gameplay etc. Frankly speaking, normally I never care about the plot or story too much (except cases when it's noticeably poor in quality or stunningly great), but I do care about roleplaying and highly appreciate when it's possible to solve certain quests more than in one way. Though I was asking exactly for a dungeon crawler, not a 'pure RPG'.

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