NetHack-De 3.4.3-20120127a veröffentlicht!

•27. January 2012 • Leave a Comment

Ab sofort steht einen neue Version von NetHack-De, Code-Name »Schwarzdrachenwarzenentfernungsmittel«, zum Download bereit.

Pakete für Windows und Debian Linux, sowie der Quellkode können hier runtergeladen werden.

Momentan ist ca. 93% des Spiels übersetzt, d.h. es bleiben noch um die 500 Codezeilen zu übersetzen (siehe auch die Status-Seite).

Ab diesem Release werden neue Pakete automatisch erzeugt und auf Sourceforge zum Download hochgeladen, sobald der Code geändert wurde.

Die Änderungen im Detail sind wie folgt:

  •  ca. 93% des generierten Textes übersetzt
    • alle Monsternamen übersetzt
    • Umbenennung: Schwarze Grütze -> Blutschwarze Grütze
    • Grabsteininschriften verbessert
    • Übersetzung halluzinierter Monster
    • Intro-Text komplett uebersetzt
  • zusätzliche Halluzinationsmonster und Halluzinationsfarben
  • Patch für zufälligen Sokoban-Preis entfernt
  • Debian-Paket
  • DESTDIR-Support in Makefile
  • Neue Patches:
    • Travel-improved-Patch 1.2
    • verbesserter Statuscolor-Patch aus UnNetHack
    • alt-Taste als Modifier fuer erweiterte Kommandos (von Plagman)
  • Bugfixes:
    • Crash bei zu langen Player-Character-Monster-Namen
    • Crash in german_test auf 64-Bit-Maschinen
    • Fehlerhaftes Parsen der record-Datei
    • Sonstiges kleinere Fixes

UnNetHack 3.6.0 released – “Real Artists Ship!”

•8. October 2011 • 7 Comments

Announcing the 3.6.0 release of UnNetHack.

Source code, Debian package and Win32 TTY executable can be downloaded here:
http://sourceforge.net/projects/unnethack/files/unnethack/3.6.0/

The most prominent new features are probably UTF8graphics on the map and in the HTML dumps (text dumps are ASCII-only) and the autoexploring feature that lets you automatically explore a level by pressing ‘v’.

This being a major release, save and bones files from 3.5.3 aren’t compatible with 3.6.0.

Patches

  • DYWYPISI? (adds identification details to dump) (by Jafet)
  • Grudge (some NPC monsters attacking each other) (by Nephi)
  • MSGTYPE option (by Pasi Kallinen)
  • Sortloot (by Jukka Lahtinen)
    * changed to sort by description, BUC and more
  • Quiver Fired Ammunition (by Jukka Lahtinen)

User Interface Improvements

  • Autoexplore (from AceHack)
  • UTF8graphics on map and in HTML dumps
  • New category menu option: “Unidentified items”
  • ‘X’ toggles twoweaponing, explore mode is on alt-x resp. #xplore
  • BUC items inside containers dropped on altars (from AceHack)
  • stairs leading to branches are colored yellow
  • inventory improvement: generic item usage menu (from AceHack)
  • visualized HP bar(hitpointbar) activated by default
  • visual indicator showing which spells can be refreshed (from K-Mod)
  • show level annotation when entering level (idea by Chris Smith)
  • refreshing spells is allowed at all time (with prompt) (from AceHack)
  • Automatically apply unlocking tool when trying to open a locked door
  • Options paranoid_hit and paranoid_quit on by default
  • Don’t autopickup sokoban prizes
  • Auto-opening doors when using autotravel

New Dungeon features

  • dead trees (from NetHack Brass)

Misc Changes

  • changing color of monster with config line:
    MONSTERCOLOR=acid blob:lightcyan
  • HTML dump: output UTF8graphics, IBMgraphics and DECgraphics characters
  • Multiple bones files per level (not on Win32)
  • Autoconf compliant installation directory variables
  • added new tiles and fixed building of 16×16 tiles (by Stephan T. Lavavej)
  • Curses GUI updated to last version
  • Giantslayer grants STR 18/** when wielded
  • Simple hint mode
  • New config option for changing order of spells in spell menu:
    SPELLORDER=ZzqwertuiopasdfghjklyxcvbnmQWERTUIOPASDFGHJKLYXCVBNM
  • Hallucination: fictional currencies

More Candles

  • lighting shop in orcus town
  • Gnomes get candles (more likely in dark mines) (from AceHack)

Vanilla Bug Fixes

  • C343-74: Entering a long running, uninterruptible command after
    stoning starts will kill you.
  • C343-198: Playing in a 20 or 21 line window can cause the game to
    crash.
  • C343-171: Silver weapon damage message is sometimes missing when hero is polymorphed

Bug Fixes

  • HTML dump: fix crash if monster name is too long
  • Fixed crashes when attacking long worms on flipped levels
  • Fixed ctrl-e overwriting engraved engravings with dust messages
  • Workaround for preventing the stairs to Vlad’s tower appearing
    in the wizard’s tower
  • Fixed breaking of pacifist conduct when killing a monster with
    an unknown rolling boulder trap
  • Fixed crash in wizard mode when using extmenu set to true
  • Cheapskate shopkeepers calculated unknown gem prices as if they were known.
  • Enable entering pits with > on undiggable levels
  • Blackmarket shopkeeper not blocking player carrying a digging tool
  • Draining corpses shouldn’t make your fingers slippery
  • Prevent player vampire from rising as other monster

Junethack 2011 – Post Mortem

•15. August 2011 • 2 Comments

Junethack – The NetHack Cross-Variant Summer Tournament 2011 has ended on midnight today.
http://junethack.rawrnix.com/

The last day saw frantic action to finish all the games that were interrupted the day before when NAO was upgraded (hopefully fixing the hangs that has been haunting NAO the last few weeks) and a left-over admin message made many weary to play on the server.

Overall, IMO it was a successful tournament, despite the name (hey, this community can wait 8 years for a release, it can take a one and half month late tournament) and despite the fact that the code for the tournament website was finished only one day before the tournament ended.

I think Junethack succeeded in providing a different experience than devnull, not only because of the cross-variant trophies but they certainly contributed their share. I for one would like to see even more cross-variant trophies next year.

Some boring statistics links:
http://junethack.rawrnix.com/activity
http://junethack.rawrnix.com/ascensions
http://junethack.rawrnix.com/scoreboard

Some boring statistics:

337 people registered on the server, 197 linked their account with the public servers, and 161 actually played at least one game.

7445 games were played on all 9 public servers during the tournament by registered users, 18079 were played by all players including those not taking part in the tournament.

49 different people ascended 172 games.

Tournament games by variant:
NetHack:     5672
SporkHack:    358
UnNetHack:    419
AceHack:      727
NetHack 1.3d: 269

The detailed trophy summary is on http://junethack.rawrnix.com/scoreboard

Because of excessive start scumming, which affected the performance of parsing new games on the server and displaying the website, we had to add some start scum protection. A start scummed game was defined as a game where the player escaped or quit within the first 10 turns.

At the end of the tournament, we counted 125252 start scummed games.

About a week into the tournament, we got slashdotted which resulted in 117 new registered users on a single day:
http://games.slashdot.org/story/11/07/22/2338215/First-NetHack-Cross-Variant-Summer-Tournament

See you all next year again!

Junethack – The NetHack Cross-Variant Summer Tournament 2011

•18. July 2011 • Leave a Comment

Announcing the first Junethack – The NetHack Cross-Variant Summer Tournament 2011

This tournament features Vanilla NetHackSporkHackUnNethackAceHack and as a special bonus game – never seen on a public server before - NetHack 1.3d, the first version of the game called NetHack, released 1987.

The tournament has started on July 17th at UTC midnight and runs until the end of August 14th.

You participate in the tournament by playing on the supported public servers and then linking those accounts on the Junethack page.

Register at the tournament homepage and hack away!

Vulture 2.3.67 released

•26. April 2011 • Leave a Comment

Vulture 2.3.67 has been released and is available for download for NetHack, Slash’EM and for the first time also for UnNetHack.

On Vulture’s download page you can download the source code, Windows installers and Debian/Ubuntu packages.

Here is a link to somebody doing a “Let’s Play: Vulture’s Eye” with an older version of Vulture.

New US Public Server (us.un.nethack.nu)

•18. March 2011 • 1 Comment

Quoting Eric Harrison from his RGRN posting:

This is an official announcement of the launch of a new US Public server for UnNetHack. The current official public server is great and runs wonderfully thanks to the hard work and support of octe and bhaak, but trans-Atlantic latency to the Amazon datacenter has been spotty lately.

I offered my server for use and octe was able to hop in and get everything set up with a quickness. Currently, all stats, ttyrecs, and gamedumps are shared between the two servers. All of your games on the US server will be stored and accessed from the primary server website (http://un.nethack.nu) and your games will be announced in the #unnethack channel on irc.freenode.org.

The only catch is that none of the accounts from the current server were imported to the US server, so if you want to play on this server, you’ll need to register.

The address for the server is: us.un.nethack.nu and the old server is eu.un.nethack.nu. Please be aware that the EU server will still continue to resolve for un.nethack.nu, so if you want to play on the US server you’ll need to specify the correct address.

Thanks again to octe for the awesome work. Hope to see you guys playing unnethack soon!

-blister

UnNetHack enters the Age of Unicode – Part Two (UTF8graphics)

•25. January 2011 • 4 Comments

UnNetHack has a new option “UTF8graphics” for outputting UTF-8 encoded characters onto the terminal. Currently only dungeon features (walls, fountains, altars, etc.) are supported although I think it shouldn’t be too difficult to extend this to all things that are displayed on the map.

Example map with UTF8graphics (the other 3 maps from Part One: ASCII, IBMgraphics and DECgraphics)

Here is a list of the dungeon features that are enhanced in UTF8graphics:

Altar:      Ω
Grave:      †
Lava: 
Tree:       Ψ
Water: 
Fountain:
Iron bars:  Π
Open doors: 
Ladder up/down: ≤ ≥

The floor and the walls use the usual line drawing characters already familiar to the players from IBMgraphics and DECgraphics.

Sinks and thrones currently lack Unicode characters but ideas for those and for general improvements is of course welcome.

I didn’t bother to update the Rogue level characters. That level will still only appear in simple ASCII (after seeing what they had to do with IBMgraphics to make it look different, I rather postponed doing that for UTF8graphics yet).

For monsters there’s already the interesting work Ray Chason did a while back: Unicode map revisited: Proposed monster accents. I will certainly consider this when changing the monster characters from ASCII to Unicode.

But be aware that the current implementation is restricted to single code points. That means no combining characters or other fancy Unicode feature are possible at the moment.

For a fully enabled UTF-8 UnNetHack there is still a lot to do (don’t expect a release date soon). For example the whole text handling would have to be checked or also the GRAPHICS option would need to be rewritten to allow the user to specify Unicode code points. Currently the users have to be content with the hard coded defaults.

As usual this feature is already available on the public server and will be part of the next release of UnNetHack.

Update 04 Feb 2011

The default glyphs for lava(), water() and iron bars() have been changed.

The UTF8graphics glyphs are now customizable in the config file, by specifying the name from the / command and the Unicode codepoint in decimal or hexadecimal notation:

SYMBOL='opulent throne':u+2644 # astronomical symbol for Saturn
SYMBOL='fountain':0x2648 # astronomical symbol for Aries
SYMBOL='molten lava':9671 # white diamond

UnNetHack enters the Age of Unicode – Part One

•24. January 2011 • 2 Comments

The HTML dump code of UnNetHack has been extended to map the IBMgraphics resp. DECgraphics characters to Unicode codepoints and dump those as HTML entities.

That means that (as Unicode contains all the characters from the IBM- and DECgraphics’ character sets) the dumps now look much more like the terminal output at the moment of your character’s death.

If the font of your terminal is the same as the monospace font of your browser you shouldn’t even really note a difference between game screen and the HTML dump.

Here are three example dumps of the same situation to compare the HTML output side-by-side:
A dump using plain ASCII (that’s how all dumps looked up until now), a dump using IBMgraphics and one using DECgraphics.

The plain text dumps are still ASCII-only.

Results for the “Ascii Dreams Roguelike of the Year 2010”

•3. January 2011 • 1 Comment

The results are in for the “Ascii Dreams Roguelike of the Year 2010” and ToME has won.

UnNetHack got 7th place with 34 votes, together with Goblin Camp.

The full results are on the original page.

Update: Temple of the Roguelike has a nicer table of the ranking for the 10 most voted roguelikes which I copied here:

Rank Roguelike Votes %
1 ToME 4.0.0 384 22,9%
2 Dungeon Crawl Stone Soup 294 17,6%
3 Dwarf Fortress 171 10,2%
4 DoomRL 95 5,7%
5 Rogue Survivor 69 4,1%
6 Angband 44 2,6%
7 UnNetHack 34 2,0%
Goblin Camp 34 2,0%
9 Brogue 32 1,9%
10 POWDER 31 1,9%

Request for votes: Ascii Dreams Roguelike of the Year 2010

•20. December 2010 • Leave a Comment

The Ascii Dreams Roguelike of the Year 2010 takes place for the fourth time and again you are encouraged to vote for your favorite Roguelike that had a release this year.

As usual, NetHack and Slash’Em didn’t qualify, but this year SporkHack also didn’t release a version, so it is missing as well from the list of potential candidates.

The only NetHack-related games in the list are UnNetHack and ZapM.

Feel free to vote for whatever Roguelike you think deserves it the most (<hint>this blog’s title</hint>).

I can’t vote for ZapM as the latest version that got used in the DevNull tournament somehow completely obliterated my ZapM skillz. Even though I managed to be runner-up and winner for Most  Unique Deaths in the previous years, I didn’t even manage to win this year! :-)

 
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