git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9394 c06c8d41-db1a-0410-9941-cceddc491573
7F2QWHTL5JTGONSR7M462GWRB5M7QDK6K76KZIKT3ECTVRLRHU6QC YRZBGNKW7PP3UJEKNO22FMMC7W5V52L4LZAWE3C3UKTO2NNSXA4QC 66KYB2TUXA2JIVZKYGWLOHQJ5VX466XI7XCETON3N5G43MO3KU7AC ENHOP3OIQJMP3KK4OREXUS6OJKAVU3PGTUIAJP3TFOBKAUVCNS5AC 2H6MSLB3SR42LG524K2QHJVCZ747RHAKI3VHFVTQ2K7X2LSOIEDQC X6ULJWV7HNNP7XTRF4LT5OVBE4RARGQZARKJUSU6DR3PTQTR4JOQC Q3B3UVMYEVC4YJUPYVSNTR4DJH4E6J4JJDHZNT5LNOCHCPPMEMXAC HBXWZNXAJ7LUX7FYUIHQYBTRMWVJC6CAQQL3NNZHK5ETLIFEZJ7QC X4TW2JIQ6VTX5J7MXOUTJ7JK3765SE5OH54I6QYJSFFQACPCIEYAC NROTGB26G7CER2PUMZWEQTW6OCAAQBHEVVESKY7XBGFBTIZKFS3AC PBTLQZHBQK5TAIO7SNSCKSHOQQ65CFFI55OTTETV7FG2FCJOXKHQC MWC7UO2WOLGKBKIDEJZT27MG6N7UAZ2LHCVYXO55S4FKMFAVRZVQC 25CH7HH4LKXFIZ75YNMXS3TSXO6O27DYSOPLOD45K4OCNFWLS4LQC 7IERR3KESLBDHEMGSFRYGA66PZBPGKPUGMFDCSFR3WDX7RXD5OTAC 44LY6TB272RWWFLON2XOUIXWFPUXM5OMX6KLX66HH37BNURVT4DQC 3SQQ4MM6YO4I37CQ6GIBIX6BXAEVHNVNHPVMR3PPBBNO454D6XWQC MV5USMLTBKVRWBAD67UFJ2BS4Y5HEOMYASRSB44DS24BBMRP75RQC U4EZJ7TIJLEYKFYGH6T4MHHDTN3JTO4KGCI3BLZKDNVKV3TVHUUQC R4FTAHT4XX2NUXUO3QAMP24DMANOT3IUBAXO654VWUZLOVFTYUOQC 6VEMAMH3CFLY4ZDM66T6X5N3FEEQ2E7CTFQPXQJZNEX3CEVPAR5QC 3XRTONH32W5DNI2V2SGAHXN3EHOZQ26ZXMVYL5TRP6HLQN7P4HNAC RW3H34H6MQOI3CW4ILNH3VXRKQY73KIUGZKGDQDXPGGB5D6N4RFAC 54GM2XLVWNBG6NPV5ZD3KJOLSZE6FQ4HZSGE5QHU4LDJFDOQ3SFAC NCPEO4I5DFISIAOOERCB5BN3VQMBGKTYUSASWRFZAH6N3TVRWI4AC KNVRLSP7X3PHYDUGATMDZJ6NTL5INFTWDEYN535U3FAO7FUN2HOAC HAQP5VR66XBHK2XQUXTKSRH3HCLRFXAIE7KSZQ2Y7M4FE36INBIAC SQEDRNEA7TOPFLWDDPQ65BJDOZAARVFHNMCWQG2SWDXP4W5Z3CLAC break;// Shift to the left.case TILEP_MONS_CENTAUR_WARRIOR_MELEE:case TILEP_MONS_DEEP_ELF_SORCERER:case TILEP_MONS_DEEP_ELF_HIGH_PRIEST:ofs_x = 0;ofs_y = -1;break;case TILEP_MONS_MIDGE:ofs_x = 0;ofs_y = -2;break;case TILEP_MONS_KOBOLD_DEMONOLOGIST:ofs_x = 0;ofs_y = -10;break;// Shift to the right.case TILEP_MONS_DEEP_ELF_KNIGHT:case TILEP_MONS_NAGA:case TILEP_MONS_GREATER_NAGA:case TILEP_MONS_NAGA_WARRIOR:case TILEP_MONS_GUARDIAN_NAGA:case TILEP_MONS_NAGA_MAGE:ofs_x = 0;ofs_y = 1;
case TILEP_MONS_GNOLL:
// Shift upwards and to the left.case TILEP_MONS_DEEP_ELF_MAGE:case TILEP_MONS_DEEP_ELF_SUMMONER:case TILEP_MONS_DEEP_ELF_CONJURER:case TILEP_MONS_DEEP_ELF_PRIEST:case TILEP_MONS_DEEP_ELF_DEMONOLOGIST:case TILEP_MONS_DEEP_ELF_ANNIHILATOR:
ofs_y = 0;break;case TILEP_MONS_BOGGART:case TILEP_MONS_DEEP_ELF_FIGHTER:case TILEP_MONS_DEEP_ELF_SOLDIER:ofs_x = 0;ofs_y = 2;break;case TILEP_MONS_DEEP_ELF_KNIGHT:ofs_x = 0;ofs_y = 1;break;case TILEP_MONS_KOBOLD:ofs_x = 3;ofs_y = 4;
ofs_y = -2;
break;case TILEP_MONS_OGRE_MAGE:ofs_y = -2;ofs_x = -4;break;case TILEP_MONS_DEEP_ELF_MAGE:case TILEP_MONS_DEEP_ELF_SUMMONER:case TILEP_MONS_DEEP_ELF_CONJURER:case TILEP_MONS_DEEP_ELF_PRIEST:case TILEP_MONS_DEEP_ELF_DEMONOLOGIST:case TILEP_MONS_DEEP_ELF_ANNIHILATOR:ofs_x = -1;ofs_y = -2;
ofs_y = 1;
# Questions are pushed into a menu in the order the questions are defined# in this file. Answers need not necessarily be right next to the question,
# Questions are pushed into a menu in the order the questions are defined# in this file. Answers need not necessarily be right next to the question,
"Better" depends on a number of factors, such as your weapon skills,whether it's one or two-handed, the randart properties, the weapon brand,and the monsters you're about to face. In general, switching from a weapontype you are already highly skilled with to another one that you have noskill in is a waste of time. The brands may greatly differ in damage outputbut you can get a good idea by bashing a few comparatively harmless monsters
"Better" depends on a number of factors, such as your weapon skills,whether it's one or two-handed, the randart properties, the weapon brand,and the monsters you're about to face. In general, switching from a weapontype you are already highly skilled with to another one that you have noskill in is a waste of time. The brands may greatly differ in damage outputbut you can get a good idea by bashing a few comparatively harmless monsters
The easiest gods to play are probably Trog (for pure fighters), Sif Muna(for spellcasters), Beogh (for orcs) and Xom (for general fun).When you reach the Temple for the first time be sure to read all gods'
The easiest gods to play are probably Trog (for pure fighters), Sif Muna(for spellcasters), Beogh (for orcs) and Xom (for general fun).When you reach the Temple for the first time be sure to read all gods'
No, you can't. On the plus side, once a ghost has been loaded onto alevel, it won't be loaded again - unless you happen to die on that level.Keep in mind that you don't absolutely have to fight every monster you meet,and with ghosts it's even easier: they cannot leave the level they were
No, you can't. On the plus side, once a ghost has been loaded onto alevel, it won't be loaded again - unless you happen to die on that level.Keep in mind that you don't absolutely have to fight every monster you meet,and with ghosts it's even easier: they cannot leave the level they were
Probably not. While your death might be due to an ill-placed vault (thiswould be a bug), it is generally just really bad luck. We believe that agame is more fun if the risk of death is real. This means that such instantdeaths cannot be fully avoided as Crawl relies on randomness for posingchallenges. It is important to realize that for highly skilled players, the
Probably not. While your death might be due to an ill-placed vault (thiswould be a bug), it is generally just really bad luck. We believe that agame is more fun if the risk of death is real. This means that such instantdeaths cannot be fully avoided as Crawl relies on randomness for posingchallenges. It is important to realize that for highly skilled players, the
what happened instead? etc.) Most importantly, what version are you playing?Sometimes a screenshot can be helpful. For crashes or monsters/items/levelsbehaving oddly, we probably need a save file. To be on the safe side, attachthe entire zipped save of the character in question. If there are errormessages, please write them down. Short of a save file, a guide on how to
what happened instead? etc.) Most importantly, what version are you playing?Sometimes a screenshot can be helpful. For crashes or monsters/items/levelsbehaving oddly, we probably need a save file. To be on the safe side, attachthe entire zipped save of the character in question. If there are errormessages, please write them down. Short of a save file, a guide on how to
No, you can't. All of the devteam members submitted a number of codeintensive patches and/or took over responsibility over an important sideproject before joining. Once you've become indispensible to the team and westart wondering how we ever got along without you, we _may_ ask you to join
No, you can't. All of the devteam members submitted a number of codeintensive patches and/or took over responsibility over an important sideproject before joining. Once you've become indispensible to the team and westart wondering how we ever got along without you, we _may_ ask you to join
If you are logged in to SourceForge when submitting your feature request,or choose to "Monitor" the resulting thread while logged in, you will getan email any time someone replies to (or fiddles with) this thread. Once a
If you are logged in to SourceForge when submitting your feature request,or choose to "Monitor" the resulting thread while logged in, you will getan email any time someone replies to (or fiddles with) this thread. Once a
next one might generate heavy interest and excitement, and end up in thegame. However, do try to be specific in your suggestions. If you cannot evenexplain the basics of your idea, why should we bother to flesh it out, let
next one might generate heavy interest and excitement, and end up in thegame. However, do try to be specific in your suggestions. If you cannot evenexplain the basics of your idea, why should we bother to flesh it out, let
Not without compiling, no. If you can compile (or get someone to do it foryou), either directly replace the tiles in the rltiles/ folder, or changethe paths in the dc-xxxx.txt files. You may also need to delete or renamethe *.png files in rltiles/. Upon compilation, the newly rolled *.png filesare copied into the dat/tiles/ folder which is where the game accesses thetiles it needs.
It depends. If all you want are minor modifications (such as colour changes)you can directly modify the png files in the dat/tiles/ folder.Otherwise, you'll need to be able to compile the game. In this case you caneither directly replace the tiles in the rltiles/ subfolders, or change theirpaths in the dc-xxxx.txt files. For the compilation to be successful, you mayalso need to delete or rename the *.png files in rltiles/. Upon compilation,the newly rolled *.png files are copied into the dat/tiles/ folder which iswhere the game accesses the tiles it needs. You can then share these fileswith others players, so they can use your tileset without having to compilethe game.If you've created some nice new tiles or variations of existing ones you'dlike to share you might want to send them over the mailing list or submitthem as a SourceForge item. It's easiest for us if they are already in32x32 png format, preferrably zipped if there are several. Thanks in advance!