vasiliy |
Sep 6, 2010, 1:24 am |
| yes, i know that there are enough of them already, but here is mine. basically, it's official CVS plus backports from LIVAN (IVANX) and CLIVAN (additional dungeons, monsters, npcs and weapons) plus some UI changes and other small things i like to change. and what is cool, it compiles with g++ 4.7 / clang without warnings! bad news: * GNU/Linux and m$ windoze (but i'm not sure you can build it itself, especially for windoze); * build system based on my fork of JAM; * all bug reports and feature requests will happily go to /dev/null (well, NOT ALL); * except if you want to get credits, 'cause i used your code; * development process is not very active -- i can forget about it for ten years and then SUDDENLY! decide to add some useless feature; * source code style slowly changes to mine (so no easy diffs for other forks). ah, i nearly forgot to tell where you can get it: here it is! if you want to try it: * you need to guess where my fork of JAM build tool can be downloaded, download it and build; * then you need to downoad source code; * then you need to build it; * then you need to execute binary; * then you will see cool segfault. or just download windoze build following the URL i kindly give below. the one funny thing my fork have is so-called 'include scripts': where Config directive allowed in script, one can write: Config "myitems.dat"; and IVAN will include "Scripts/myitems.dat" file with additional configs, so you can keep your item/char types in separate files. this eases modiing. also IVAN will look for files item_XX.dat and char_XX.dat files (where XX in [00..99]) and load 'em. this can be used when you want to add new chars/items, not configs. the same scheme (dungeon_XX.dat) is valid for dungeons. also you can include files in dungeons: Include "mydungeon.dat"; for now dungeon includes allowed only on top-level (i.e. where Dungeon or Team keyword is valid). items (and chars? untested) can be extended or redefined now. just prepend item name with 'Redefine' or 'Extend' keywords. it is useful for modding -- it allows to avoid editing of the original item.dat. 'Extend' can add new configs or alter parameters, 'Redefine' allows completely redefine already defined items. btw, my fork will report unknown chars/items instead of segfaulting. WARNING: DO NOT USE SCRIPTING! it's not ready yet. bye, and happy hacking. for all m$ worshipers out here i decided to reveal the secret code on which over 9000 monkeys working hard during the last days: windoze build! (May 22, 2012) unpack it in any dir and run. WARNING! it wants to write in that dir, so don't mess with the file access rights. BTW: i will never port 3D mode, don't even dream about it. for all linux users: i added 0build.sh shell script which can be used to build binary without my build system. you will need SDL, SDL_Mixer for sound and imlib2 for deathshots. however, only base SDL is really necessary. |
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Somagu |
Sep 6, 2010, 1:50 am |
| The additional things from IVANX are from LIVAN, not original to IVANX. | |
vasiliy |
Sep 6, 2010, 1:55 am |
| tnx, but it really doesn\'t matter at all, \'cause there are no proper credits yet. i know the origins, but i\'m porting things from IVANX, so i mentioned IVANX. i can change the description if it really matters for anyone. but i think that this is of no value, \'cause i doubt anybody will be able to build my fork anyway. besides, they aren\'t working yet. |
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vasiliy |
Sep 6, 2010, 6:56 am |
| added some info to the first post; added credits to AUTHORS file. | |
vasiliy |
Sep 6, 2010, 11:04 am |
| to see my ubercool modding system in action one can download the sources and take a look in Scripts directory. it\'s cool, believe me! | |
BDR |
Sep 6, 2010, 11:30 am |
| I dunno how many people here subscribe to pure Linux. I know I\'m not one of them, so I got nothing to say. | |
chaostrom |
Sep 6, 2010, 12:25 pm |
| Impressive regardless. Lenox tried porting to linux back at greatboards and he gave up. | |
BDR |
Sep 6, 2010, 6:21 pm |
| I just feel it\'s really hard to be impressed by something that I can\'t use for a game I can, which to boot does not appear to have anything I as an end user can really appreciate (what good is a better mod system going to do me if the mods that can be made with it are only gonna be good on a particular brand of Linux?). When you say \"come on guys it\'s really cool\" it\'s kind of not gonna do any good if I don\'t have anything at all to go on beyond \"I made something I think is neat but it only works on this oooooooone distro of Linux and then you also have to guess what I\'m using for this other program to make it work\"; I already took your advice to forget about the page (and only started caring when it started looking like you were looking for feedback \'cause you were expecting more) since I can\'t really make use of it and won\'t get even any tangential benefits. (note: if this was something like a Mac-only roguelike, I\'d hope I\'d at least have screenshots and a little knowledge of the workings and presuming I had that I\'d then be able to say something of worth like \"looks neat, too bad it\'s Mac-only\" or \"I dunno, that mechanic sounds iffy\"; this is some behind-the-scenes stuff that may be nice but I don\'t really futz with that much at all so even if I could look at it I would have very little ability to figure out whether it was good, bad, or a crock, and as mentioned since this is a GNU-only thing I\'m pretty sure any mods made with it are gonna be GNU-only too, which cuts me out of the aforementioned tangential benefits of having a cool mod of the game, thus my interest is limited solely to your reaction to... not having any feedback! Well, you cut out enough of the potential audience, that\'s gonna happen) |
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chaostrom |
Sep 7, 2010, 12:04 am |
| You misunderstand me. Of course it\'s hard to be impressed as a gamer when you can\'t experience it. However many people have inquired after a linux port of IVAN over the years, and to see one after so many have given up on it is impressive. Also, I believe herself and cizra are linux users, they may be able to use the improved modding system on IVAN development. | |
BDR |
Sep 7, 2010, 1:34 am |
| I was sort of half responding to you and half responding to vasilly, but anyway; I hadn\'t heard about the Linux port stuff so that\'s great for Linux users. Also while herself and cizra do use Linux, the impression I get is that this isn\'t exactly a portable thing goin\' on here; if it\'s good enough, I guess they might work it into the Windows port somehow, but I dunno if that\'s gonna happen or not, soooooo kinda not feelin\' it. Just my two cents on the whole thing. | |
vasiliy |
Sep 7, 2010, 2:26 am |
| 2BDR: port it back to windoze shouldn\'t be very hard (except that i will not take that patches, so brave porting hero have to watch my development process closely), \'cause there are zero to none non-portable code (well, one or two functions maybe). actually, i don\'t care what is going on in that windoze gloomy lands, and i have no windoze to build it myself. >and as mentioned since this is a GNU-only thing I\'m pretty sure any mods made with it are gonna be GNU-only too not exactly right. script mods are good for any IVAN, and source code mods can be patched to any IVAN. for now i\'m thinking about flexible modding system that will allow creating new things without source code pathces, but don\'t hold your breath. 2chaostrom: IVAN CVS was not so hard to build back than. and then i just removing warnings and add things one by one, slowly. 2BDR: since it\'s GPL, any dev can take my improvements to script loader (it\'s only couple of functions, nothing really challenging) and incorporate in any other IVAN variant. i can point to interesting places. i myself already converted LIVAN scripts to mods. it\'s funny and ... manageable. %-) also, building is not that hard at all for any GNU/Linux user who knows something beyond the fancy stupid GUIs. besides, it can be build on any descent GNU/Linux disto -- that\'s why i\'m not providing any binaries: they aren\'t useful. actually, i want to have a \'modding system\' in IVAN. my work is the start of it, i hope. \'cause i want it to find it\'s way to another IVANs, i points to the sources. other developers should take a look and made something better (i hope). and i assume that developer is able to build my fork on his favorite OS. well, i don\'t care much if someone will use my fork or not (I am using it, it\'s enough for me), i\'m just posting announces for those who may be interested, but don\'t want to dig thru the code to find the most impressive things. i have no plans to make another Brave New IVAN, i\'m just improving/rewriting the things that annoys me. and i thought that someone else can be interested too. and this is the main (only?) IVAN site. btw, i ported sound code. p.s. linuxoids will hate me too, \'cause i don\'t give a shit about x64 (or any other non intel-32-bit arch). p.p.s. but thanks for all your answers. ok, i lied, i wanted to know what others think. |
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vasiliy |
Sep 15, 2010, 6:20 am |
| after receiving such good-hearted reaction to my excellent fork, i finally decided to give you a windoze build! unpack it in any dir and run. WARNING! it will want to write in that dir, so don't mess with the rights. |
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chaostrom |
Sep 15, 2010, 11:52 pm |
| Awesome. I\'ll have to take look at that improved modding capability when I\'ve got some time. | |
vasiliy |
Sep 16, 2010, 12:37 am |
| for now it\'s far from finished. VASYA scripting engine is almost complete, but not bindings. and no docs for now. yet i believe that in the end one will be able to add new cities, items, NPCs, etc without recompiling IVAN code. so stay tuned and report bugs even if the game says you shouldn\'t. %-) |
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capristo |
Sep 17, 2010, 3:01 am |
| Very nice work vasiliy. I found a bug, I don\'t know if it\'s just your version, or LIVAN, or what, but when you find a bone it will say the material, which is redundant. I found \"a bone bone\" and \"an ommel bone bone\". I guess it\'s not technically a bug, but a grammar issue. |
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4zb4 |
Sep 17, 2010, 4:55 am |
| It\'s a bug present in LIVAN, as well as Vanilla IVAN. When you give an object more than one material, the game makes a point about showing exactly which material the item is made of. In LIVAN, there are bones made of bone, and Ommel bone bones, therefore a normal bone is called a \"bone bone\" and an ommel bone a \"ommel bone bone\". It\'s present in vanilla IVAN, but only visible through modding the scripts. E.g. Modding a mine to have the possibility of being made out of both iron and steel. (\"steel mine\" \"iron mine\" ) | |
vasiliy |
Sep 17, 2010, 9:07 am |
| 2capristo: >Very nice work vasiliy. tnx. >I found \"a bone bone\" and \"an ommel bone bone\" it\'s the bug in original IVAN, as 4zb4 said. i\'ve seen that, and added to TOFIX list, but for now i\'m busy with the scripting engine. i will fix it for sure, but i have some fatal bugs in TOFIX too, and those must be fixed first. what i really want to hear is the toughts about my \"modding system\": what should be added there, what should be removed or rewritten (except scripting), is it usable at all, etc. and i want to know how all of you want me to tell about new windoze builds. just update the first post and make a notice here, or something else? maybe there are some services that can be used for this? btw, there is one new item: moneybag. it can be \'a\'pplied to get the money out of it (it\'s not a container, so it can\'t be \'o\'pened). have to add some effects when it is offered to god, etc. maybe with scripting engine. |
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capristo |
Sep 17, 2010, 4:23 pm |
| I haven\'t had a chance to look at your scripting engine yet but I will comment when I do. You can just update your first post for now... as you can see on the left there is a downloads section where other IVAN coders can upload their variants. Right now it is broken but I\'m working on fixing the website so I\'ll let you upload your files here too if you\'d like. |
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vasiliy |
Sep 17, 2010, 5:58 pm |
| 2capristo: scripting engine is not there yet. for now only \'includes\' and \'extensions\' are there (just take a look in Scripts folder, it\'s fun %-). but i\'m 90% finished the engine itself (it resembles javascript alot). the hard part is \'bindings\', to allow the engine accessing game internals. i have some ideas though. >as you can see on the left there is a downloads section where other IVAN coders can upload their variants yes, i\'ve seen it. but my fork is WIP, and i assume that download section is for more or less stable versions. anyway, it\'s not really hard for me to update the post and upload another version when it\'s ready. btw, my version reports about missing item/npc/etc definitions in dat files, and original just crashing. this feature itself is valuable, i think. %-) |
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vasiliy |
Sep 19, 2010, 9:47 am |
| preview of upcoming scripting language. i\'m slowly working on I.V.A.N. bindings for it. planned release date: 2125. stay tuned | |
vasiliy |
Sep 20, 2010, 9:20 pm |
| some improvements: * no more \'bone bones\'; * much improved \'go\' command. windoze URL updated. |
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vasiliy |
Sep 27, 2010, 9:18 am |
| windoze build updated. * several small bugfixes; * windows-addicted users now can enjoy savegame screenshots (select \'continue game\' and say \'WOW!\'); * windows now has sounds (just download soundpack from LIVAN and turn sound on in config). known bugs: * game sometimes crashing when creating UT2, etc. dunno why. windoze URL in the 1st post updated. p.s. i can\'t see your hands! i mean -- does somebody play in this shit, or i can stop trashing the forum? %-) |
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vasiliy |
Sep 27, 2010, 10:06 am |
| and immediate update: game now asks you if you want to save screenshot when you dies. it\'s much easier now to publish your awesome death story with nice picture! |
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vasiliy |
Sep 27, 2010, 12:17 pm |
| just for fun: New Attnam can be freed from imperialist. this will give you free bananas and free healing from the priestess of Silva. priestes of Silva will return to her temple too. also, assassin\'s corpse weight is not negative. |
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Warheck |
Sep 28, 2010, 9:21 am |
| This variant is shaping up to be good. The control flow enhancements are nice. I got sound to work by adding into the ivan_w32 directory the \"Sound\" folder from Ivan3D. Good luck with the scripting engine, I think it will be a fun tool for the community. | |
chaostrom |
Sep 29, 2010, 1:38 am |
| I just gave it a shot but I can\'t play it at all. It crashes when I try to enter UT. | |
Warheck |
Sep 30, 2010, 8:26 am |
| [quote=\"chaostrom\";16789]I just gave it a shot but I can\'t play it at all. It crashes when I try to enter UT. I had the same problem, until I worked out what was wrong. I solved it in this way: Try running the IVAN variant in a directory with no spaces in the directory names. i.e: c:\\ivan_variant\\ivan_w32.exe rather than: c:\\ivan variant\\ivan_w32.exe |
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chaostrom |
Oct 1, 2010, 12:42 am |
| That solution doesn\'t seem to work for me. EDIT: Finally got it working. |
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Zayre |
Oct 5, 2010, 7:17 am |
| Excuse me for being stupid, but... What does this /do/? |
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vasiliy |
Oct 11, 2010, 1:40 pm |
| 2chaostrom: >Finally got it working. please, tell me what was wrong. also, i\'ll upload a new version with some fixes here and there soon (FINALLY, one can control sound volume from within I.V.A.N. itself! %-). i also updated \'g\'o command alot (now hero can go thru items he stepped before, so no idiotic \'g\', and \'g\' again and \'g\' again in long pathways). alas, save files and bone files are not compatible with the previous version. 2Zayre: it\'s another one I.V.A.N. fork based on LIVAN (i believe). with some UI enhanchements, small additions, fixes and so on. you can play it instead of original LIVAN or IVANX. 2all: if you will manage to find the ancient katana named Kawai, DO NOT USE IT! it\'s cheater weapon, added strictly for debugging purposes. it will ruin your game expirience. also, if you will name your pet \'_none_\', you wil get... well, none. %-) |
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chaostrom |
Oct 11, 2010, 1:49 pm |
The problem was exactly what Warheck had said, just I didn\'t look far enough in the directory ![]() |
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vasiliy |
Oct 11, 2010, 2:54 pm |
| 2chaostrom: ok, tnx. i\'ll take a look at those spaces. 2all: new version uploaded. * improved \'g\'o command (again) * some bugfixes * added two options: \'autodrop empty bottles\' and \'autodrop empty cans\' * bottles can be autodropped if becomes empty after dipping in \'em * probably some more features i forgot to document. link in the first post is updated. |
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lampshade |
Oct 12, 2010, 3:39 pm |
| I like bugfixes -- IVAN (and especially LIVAN) has a lot of bugs. Guy, if you manage to make a (mostly) bug free version of LIVAN I will give you a million thanks. Then, I\'ll make a new release of LIVAN that will mostly have a ton of balance changes and a few cool new things. |
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vasiliy |
Oct 13, 2010, 10:31 am |
| 2lampshade: >Guy, if you manage to make a (mostly) bug free version ah, that is one of the goals. i hope to reach it before the Sun becomes supernova. i must say that original code is AWFUL. it was very painful to fix it so it can be compiled with -O2 or -O3 instead of -O0. and i tried to run in with valgrind once... ah... my parents has to call 911 then. for now i\'m trying to find the bug that sometimes corrupting savefiles. it\'s funny -- my fork can detect some kind of corrupted files, but i still can\'t understand WHY they are corrupted. p.s. can we have a new rebalanced LIVAN? please, Please, PLEASE! p.p.s. not only playing I.V.A.N. is the road to Death, but reading it\'s sources too. so authors gave us two excellent roads to Death instead of one! %-) |
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chaostrom |
Oct 13, 2010, 11:37 am |
| [quote=\"vasiliy\";16932]p.p.s. not only playing I.V.A.N. is the road to Death, but reading it\'s sources too. so authors gave us two excellent roads to Death instead of one! %-) Hahaha. Two for the price of one. Now that is genius ![]() |
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lampshade |
Oct 13, 2010, 6:01 pm |
| [quote=\"vasiliy\";16932] p.s. can we have a new rebalanced LIVAN? please, Please, PLEASE! Leave the balancing to me -- I already know what the problem is. I actually am getting some very cool ideas on receiving some very neat items. It won\'t just be about randomly finding them on the dungeon floor. |
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vasiliy |
Oct 13, 2010, 6:12 pm |
| tell your ideas. give your code. i\'m ready to incorporate it, if you want. btw: i\'m planning to add a selection like \"which variant you like to play? I.V.A.N. 0.50, I.V.A.N. CVS, LIVAN, etc\". this will be the first step in modding code. month, or two, i think. |
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capristo |
Oct 13, 2010, 9:16 pm |
| Thanks again vasiliy... nice to have somebody passionate about IVAN development on board | |
chaostrom |
Oct 14, 2010, 12:51 am |
| Truly. Have you thought about doing official development? Jump on IRC and have a chat with herself some time. | |
vasiliy |
May 19, 9:18 am |
| we are not dead! update with bugfixes, features ported from CLIVAN and my own unfinished stuff. unfinished stuff: * spider webs now can be burned with flaming swords (need to be tuned); * you can dump contents of can or potion; * various bugfixes. for all linux users: i added 0build.sh shell script which can be used to build binary without my build system. |
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Warheck |
May 20, 3:23 pm |
Hey that's great news! Good to see you back Try not to remember to port the bugs. I've recently observed a bug in CLIVAN that crashes the game when you make an offering in one of the altars in the forest. I'll be looking into it to see what the fatal exception is. Here's the new repo reposted here ![]() Keep up the great work my man. If you have any questions about some of my implementations then feel free to ask. |
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vasiliy |
May 20, 6:14 pm |
| for now i'm ported only muntuno and some critters. the process is far from complete. but i hope to port everything else too. i'm planning a little source resturcturing, so adding new mosters will be a little less complicated. for now i added zlib support. even with fastest compression method (almost unnoticable speed change), saves becomes 700kb instead of 5mb. and bone files compressed with maximum level takes 70-100kb. but windows version with zlib crashes -- still don't know why (i have no windoze boxes at all). %-) and tnx for your support. %-) |
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vasiliy |
Yesterday, 1:05 pm |
| due to my hard work and cool scripts, i ported nearly everything. i still have mysterious bug though (not sure that the original hasn't it): sometimes deleted entity still left registered in pool Be list. dunno why. btw, i splitted items, critters, etc to separate include files (both cpp and dat). it looks much better this way and it is easier to maintain. |
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vasiliy |
Today, 2:12 pm |
| wow! i rewrote pool code. seems that some mysterious bugs misteriously disappears. %-) | |
vasiliy |
Today, 3:41 pm |
| 2Warheck: also, you have some bugs in script files (inherited either from LIVAN or from cvs). unfortunately i was drunk when comparing my scripts with yours, so can't remember where exactly. p.s. you can take my pool.cpp, pool.h, entity.cpp and entity.h -- i bet that my versions are better than the originals. %-) |
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Warheck |
Today, 6:45 pm |
| Sadly, I don't know how entity and pool work, or what they are for. Can you explain? I'll try have a wee diff of what you changed to understand better. I know that the script is really full of big mines. I had to tiptoe carefully to avoid causing the game to crash when I built new levels, creatures and materials. It will require documenting for others to be able to quickly make new things for themselves. Do you think you will change the way the worldmap is created based on what was discussed in the thread with SquashMonster? Edit: From your developments -> "klein bottle contents can't be dumped" ![]() |
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