Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 134 135 [136] 137 138 ... 152

Author Topic: Prospector, a roguelike in development  (Read 284585 times)

Tsuchigumo550

  • Bay Watcher
  • Mad Artificer
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2025 on: August 17, 2013, 06:57:29 pm »

I just booted it up and am going to just blindly jump in.

Or not. Apparently choosing a random ship has frozen the game?
Logged
There are words that make the booze plant possible. Just not those words.
Alright you two. Attempt to murder each other. Last one standing gets to participate in the next test.
DIRK: Pelvic thrusts will be my exclamation points.

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Prospector, a roguelike in development
« Reply #2026 on: August 17, 2013, 09:56:21 pm »

   I have another video up here. I manage to crash the game right at the end when radioing an alien or something. I was using whatever version was last posted here. Once again I am happy with the autosaving the game does as I lost nothing with the crash. The error log was as follows:
0.3 Error #6 in 4096:SPACE_RADIO F:\Prospector\rlprospector\prospector.bas
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Danv

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2027 on: August 18, 2013, 02:28:52 am »

R138 is really unstable, too many CTDs, i suggest using R132-134 for a regular game
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2028 on: August 18, 2013, 03:40:33 am »

I'm playing Prospector_R132_Win_x86_Fix1 and haven't had a game crash yet, though there are mini menu-crashes in some dialogs.
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Prospector, a roguelike in development
« Reply #2029 on: August 18, 2013, 06:29:08 am »

R138 is really unstable, too many CTDs, i suggest using R132-134 for a regular game
   Ah but unstable or not this is what I started my game in. Of course once I die I will go and look up the latest and greatest but the game is going really good at the moment. I find with roguelikes even when I have a really good game going I tend to die quick enough anyway though I guess I can show off retiring at the end of todays video so I can update.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Man of Paper

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2030 on: August 18, 2013, 09:05:40 am »

My greatest run just ended due to getting stuck on a planet after having my ship forcibly removed from existence or somesuch. Found a powerful disintegrator within a half dozen spaces from where I land on my first planet, followed by a regular one and one of them OP reactive or whatever armors with the, what, 14 or 16 AC? Putz'd around for a good bit, accidentally wiping out a Pirate outpost and getting 10K for it on top of the mass of minerals and such I found. Also, I started out in an 8-planet system, where each one had a full bounty of minerals to gather and turn into solid bank (also, one of the planets was that living tree one, where I picked up a Level 4 Tree Scientist, as well as a suspicious doctor at level 7). The game was devilishly kind to me when I came across an Explorer with nothing but a single living crewman within. And so it was mine.

What isn't mine is the ability to control rocks hurtling through space directly at my only way off of the planet I'm currently exploring.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2031 on: August 18, 2013, 11:11:09 am »

It's pretty rare, buy distress beacons for such situations.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Niveras

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2032 on: August 18, 2013, 12:38:14 pm »

Speaking of disappearing ships:

Spoiler (click to show/hide)
Logged

Danv

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2033 on: August 18, 2013, 12:45:21 pm »

i think he is bugged, just encountered him now
Spoiler (click to show/hide)
Logged

copperd

  • Bay Watcher
    • View Profile
    • EBOLA
Re: Prospector, a roguelike in development
« Reply #2034 on: August 18, 2013, 02:49:33 pm »

http://fred.neurotica.com/Prospector_R142a_Win_X86.zip


Known bugs:
Setting some skills is slow
Some of the overlays are bugged during radio fire target select and examine.

Included the correct freetype6.dll file so if you have the other R142 from the forum just grab this and update that dll.


*I think I have nipped the auto explore CTD bug in the butt. The fix will be in the next release.
« Last Edit: August 18, 2013, 05:09:47 pm by copperd »
Logged

Sharp

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2035 on: August 18, 2013, 05:58:55 pm »

Sweet. R142a is less buggy by far :D

Am annoyed though, had a good run starting, went to space station to dock for fuel but forgot to refuel so ended up dead :(

Slightly better then run before where only nearby star just only had the pirate world and they don't take kindly to strangers...
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2036 on: August 19, 2013, 01:15:17 am »

I've enjoyed poker (as in, got some decent money), but it's a bit bugged.

A pair of aces lost to a pair of kings.
Selecting to see causes the player to fold.

copperd

  • Bay Watcher
    • View Profile
    • EBOLA
Re: Prospector, a roguelike in development
« Reply #2037 on: August 19, 2013, 07:24:40 am »

R143: Nothing fancy just a fix for auto explore CTD
http://fred.neurotica.com/Prospector_R143_Win_X86.zip

Please post if you manage to get a auto explore CTD


Just put a fix in for "0.3 Error #6 in 4096:SPACE_RADIO F:\Prospector\rlprospector\prospector.bas" this should be taken care of in R144
« Last Edit: August 19, 2013, 08:02:10 am by copperd »
Logged

sebcool

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2038 on: August 19, 2013, 08:07:53 am »

Holy crap, I just noticed that it was being worked on again. This used to be one of my favourite games before I was hit by the save-corrupting-CTD-bug from the last version I played. You're the best, copperd.
Logged
Derailing doesn't exist, derailed is the natural state of every thread.

Sharp

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #2039 on: August 19, 2013, 09:00:49 am »

Dunno if this occurs in R143 but in R142a I dropped a rover on a planet then around 1000 turns later I go back to it, on scanning the game appears to hang but doesn't crash or produce any failure to respond messages, on landing however it takes me on a super fast journey of the rovers movement on the planet for about 1000 turns (of which 950 turns is it just going around as everything is already explored) and then finally it stops and my ship lands and I can go pick it up. So not exactly a bug but perhaps not exactly intended behaviour. Not tested but I'm assuming scanning will do the same thing but only thing is it doesn't follow the rover or update the map so it just appears to be frozen.

EDIT:

Oh yeah, also have a bug with NPC's/monsters appearing off-set, as in tile next to me looks like no-one on it but there is a monster but I see the monster tile like 10 tiles away (in unseen area), off-set also happens when e'x'amining and moving around it makes the icon move although the monster will be in the same place for the description. And also getting some offset when commenting on space map sometimes as well.
« Last Edit: August 19, 2013, 09:03:07 am by Sharp »
Logged
Pages: 1 ... 134 135 [136] 137 138 ... 152