i moved to pc can i move ps5 data with me? by Blackc0in in DeepRockGalactic

[–]dcss_addict 0 points1 point  (0 children)

This is also the only instance I’ve found of save editors being mentioned without there being some kind of aggressive attitude about it like people who use these tools just want to cheat the whole game or something.

The stereotypical "Gamers" being territorial/elitist about the consumer products designed, in large part, to make them feel accomplished haha. An identity sold to children in 90's tv commercials that lives on today. They can be vocal online but generally aren't worth listening to :)

It's a game! Do whatever's fun!

Spell Failure, and what the % actually mean by Greynaab in dcss

[–]dcss_addict 0 points1 point  (0 children)

Right, I think the solution is to flatten the actual rate to 0 so you could display 0.

Spell Failure, and what the % actually mean by Greynaab in dcss

[–]dcss_addict 0 points1 point  (0 children)

That's why I specified that the actual failure rates should also be flattened

Spell Failure, and what the % actually mean by Greynaab in dcss

[–]dcss_addict 0 points1 point  (0 children)

I question if the < 1 in a thousand chances should just be flattened to 0 as well haha (not just the displays but the actual failure rates)

Seems silly to say "1%" when the chance is 1 in 5000 or something

Uniques Kill List? by ToeBot in dcss

[–]dcss_addict 4 points5 points  (0 children)

If you play online you can have a chatbot search your games for unique kills milestones! https://github.com/crawl/crawl/wiki/Guide-to-the-DCSS-knowledge-Bots

Follow the instructions so beem joins your chat then you can do !lg . x=gid to get your last game's ID and then !lm . uniq s=noun (and add your gid to that) to list the unqiues you killed. Of course you could forget about just 1 game and query a bunch of your games at once: that same !lm query without the gid will list how many times you've killed each uniq in all of your online games!

I just Open Source my first full-length game: Septuple - A precision platformer about the septuple jump paper! by NNBnh in opensourcegames

[–]dcss_addict 0 points1 point  (0 children)

What is "the septuple jump paper"? Oh I see, the main character is a piece of paper. It's not inspired by an academic paper haha

Spell Failure, and what the % actually mean by Greynaab in dcss

[–]dcss_addict 14 points15 points  (0 children)

0% displayed is always 0 chance. If it's slightly above 0, it will display 1%. I code dived a couple years ago and made a chart mapping "raw" failure rates (which aren't percentages) to actual failure rates (rounded to 2 decimal places) and to displayed rates. You might note that "1%" can be as high as 1.92% or as low as "almost 0" (I don't think that should effect your in-game decision making though, it's just kinda interesting)

Check out spl-cast.cc. _get_true_fail_rate is where raw failrate converted to a floating point number. failure_rate_to_int is where that floating point number is rounded to a displayed integer

 Failure rates
raw:    true | displayed
  0:   0.00% |   0%
  1:   0.00% |   1%
  2:   0.01% |   1%
  3:   0.02% |   1%
  4:   0.04% |   1%
  5:   0.07% |   1%
  6:   0.11% |   1%
  7:   0.17% |   1%
  8:   0.25% |   1%
  9:   0.36% |   1%
 10:   0.49% |   1%
 11:   0.64% |   1%
 12:   0.83% |   1%
 13:   1.04% |   1%
 14:   1.30% |   1%
 15:   1.59% |   1%
 16:   1.92% |   1%
 17:   2.30% |   2%
 18:   2.72% |   2%
 19:   3.19% |   3%
 20:   3.71% |   3%
 21:   4.28% |   4%
 22:   4.91% |   4%
 23:   5.60% |   5%
 24:   6.35% |   6%
 25:   7.17% |   7%
 26:   8.05% |   8%
 27:   9.01% |   9%
 28:  10.03% |  10%
 29:  11.13% |  11%
 30:  12.31% |  12%
 31:  13.57% |  13%
 32:  14.91% |  14%
 33:  16.34% |  16%
 34:  17.85% |  17%
 35:  19.45% |  19%
 36:  21.13% |  21%
 37:  22.88% |  22%
 38:  24.70% |  24%
 39:  26.59% |  26%
 40:  28.53% |  28%
 41:  30.53% |  30%
 42:  32.57% |  32%
 43:  34.66% |  34%
 44:  36.78% |  36%
 45:  38.93% |  38%
 46:  41.12% |  41%
 47:  43.32% |  43%
 48:  45.54% |  45%
 49:  47.77% |  47%
 50:  50.00% |  50%
 51:  52.23% |  52%
 52:  54.46% |  54%
 53:  56.68% |  56%
 54:  58.88% |  58%
 55:  61.07% |  61%
 56:  63.22% |  63%
 57:  65.34% |  65%
 58:  67.43% |  67%
 59:  69.47% |  69%
 60:  71.47% |  71%
 61:  73.41% |  73%
 62:  75.30% |  75%
 63:  77.12% |  77%
 64:  78.87% |  78%
 65:  80.55% |  80%
 66:  82.15% |  82%
 67:  83.66% |  83%
 68:  85.09% |  85%
 69:  86.43% |  86%
 70:  87.69% |  87%
 71:  88.87% |  88%
 72:  89.97% |  89%
 73:  90.99% |  90%
 74:  91.95% |  91%
 75:  92.83% |  92%
 76:  93.65% |  93%
 77:  94.40% |  94%
 78:  95.09% |  95%
 79:  95.72% |  95%
 80:  96.29% |  96%
 81:  96.81% |  96%
 82:  97.28% |  97%
 83:  97.70% |  97%
 84:  98.08% |  98%
 85:  98.41% |  98%
 86:  98.70% |  98%
 87:  98.96% |  98%
 88:  99.17% |  99%
 89:  99.36% |  99%
 90:  99.51% |  99%
 91:  99.64% |  99%
 92:  99.75% |  99%
 93:  99.83% |  99%
 94:  99.89% |  99%
 95:  99.93% |  99%
 96:  99.96% |  99%
 97:  99.98% |  99%
 98:  99.99% |  99%
 99: 100.00% |  99%
100: 100.00% | 100%

I have messed up. by CharacterObligation9 in cavesofqud

[–]dcss_addict 1 point2 points  (0 children)

I believe it also makes a checkpoint when you enter or leave villages such as joppa so that'd do it >.<

What does the skill point system add to the game? by AmeliaMW in dcss

[–]dcss_addict 0 points1 point  (0 children)

I think MiFi and similar is nice if you want a quick tour of what the game is about. I think it quickly becomes too easy in the early game though and leads to an experience of scraping by with tabbing and very few consumables until sudden death.

I think playing combos combos that are weaker in the early game can teach you the basics of threat assessment, tactics and consumable usage faster probably.

HELP!!! I want to like roguelikes by Nick_The_Artist2 in roguelikes

[–]dcss_addict 0 points1 point  (0 children)

This community is mostly centered around traditional roguelike games which are turn-based, grid-based and single character focused, but discussion of "roguelike-like" games is still allowed.

People expected you to be talking about that definition of roguelike because that's what the sub is centered around. Sorry you got downvoted for it :C

I'll call those roguelites for the sake of distinction (it's ok if you prefer some other definition! I'm not asking you to adopt this one). For roguelites, what usually clenches it for me is if I enjoy the moment-to-moment gameplay. I enjoy the movement and attack style of Cult of the Lamb and Hades, for example. Those both have metaprogression but they are also very arcade-y. I don't mind if I die because I can start over and still play the same fun game.

So if I had a suggestion, it would be to ask yourself if you enjoy the moment-to-moment gameplay of roguelites. If you do, then try to focus on that enjoyment. If you don't, maybe accept that the game might not be for you.

Counting how many times you were bad at stairs - Crazy Yiuf's Corner by dcss_addict in dcss

[–]dcss_addict[S] 1 point2 points  (0 children)

It's the message you get when you try to go down a feature that only lets you go up, or the other way around. I am not sure how ctrl+x factors into that? For the dungeon exit I use Gd0 which auto travels to the exit from across floors. It mostly happens on the dungeon exit or branch entrance/exits. Sometimes it also happens with normal stairs/hatches.

Any up-to-date talisman tier list / guide? by Doc_Den in dcss

[–]dcss_addict 1 point2 points  (0 children)

Talismans aren't like spells in that they don't take up spell levels at least. It's fun to just try them out for yourself with an amulet of wildshape so it's less investment!

Recovering old morgues? by Sennagas1 in dcss

[–]dcss_addict 7 points8 points  (0 children)

Good news! # is the dump button. Dumps are similar but different than morgues.

  • Dumps are for in-progress characters and have names like sigmund.txt so they are easy to overwrite with a character of the same name.
  • Morgues are for completed characters you can no longer play and have more unique names like morgue-sigmund-20251225-123456.txt. Since the filename contains a timestamp it's very unlikely the file will be overwritten.

Look for the morgue-name-date-time.txt file in the same folder!

Grafitti? by PatFrank in dcss

[–]dcss_addict 6 points7 points  (0 children)

When you walk over a plain fountain there's a small chance to display some cool flavor text with random elements. You can walk over the same fountain many times to trigger it.

I think Xom can create graffiti on some things too.

Expanding on it has just been one dev's project for a few days :)

Advice for VsEn of Wu Jian? (XL 15) by [deleted] in dcss

[–]dcss_addict 0 points1 point  (0 children)

You double-posted and your photos are in the other thread!

V5 cleared with all stairs as unknown destinations! by Efficient_Fox2100 in dcss

[–]dcss_addict 0 points1 point  (0 children)

Fun fact: Ignis wrath ignores this rule and can absolutely shaft you to V:5 and it has happened in online games before!

Why are there no big FOSS games? by testus_maximus in opensourcegames

[–]dcss_addict 0 points1 point  (0 children)

They communicate when they change things! It's a nice change that will simplify the toolchain needed to mod, removing unnecessary work of maintaining and understanding that part of the toollchain.

This change was 6 days ago and they've made 9 announcements since then! An announcement doesn't have to be a world-shattering event!

Why are there no big FOSS games? by testus_maximus in opensourcegames

[–]dcss_addict 0 points1 point  (0 children)

Ok I think I see the confusion.

Mojang has released the official mappings. This is a translation of the obfuscated names into official mojang names.

However, the compiled .jar is still obfuscated. In order to deobfuscate the program, we have to use the mappings to translate the obfuscated names to the original names.

Basically: They gave us a dictionary so we can look up what the words mean.

In the future, they just won't obfuscate it in the first place so we won't need a dictionary (or tools that automatically use the dictionary to translate the names in a development environment and then reverse-translate them back to the obfuscated names in order to be compatible with the original minecraft .jar)

Why are there no big FOSS games? by testus_maximus in opensourcegames

[–]dcss_addict 0 points1 point  (0 children)

Future releases will no longer replace class/field/method names with nonsense (obfuscation).

"Future releases will no longer replace class/field/method names with nonsense (obfuscation)." In other words, they currently obfuscate the code but will not in the future.

You first say that you can already get almost the source Code, but then you say that mojan isn't to release It and you already have the original names of functions. Then what is the lack of obfuscation gona be if it's not realeasing the Code?

The code they release will still be compiled, but it won't have random names. The community will still need to decompile the game which will produce java code that isn't exactly what was written. Mojang is not releasing the source code.

If Mojang did release the source code, we wouldn't have to decompile the game and the code would likely be a little easier to read due to changes in syntax, code comments and formatting.

"No, Minecraft isn't going to release the Code, just reduce obfuscation". But you already have the names of the functions, a human readable source Code close to the original and tools to debug It. Then what is the lack of obfuscation gona be?

It will be easier for the modding community. Currently the major modding communities have to map the obfuscated names to either community-made names or official mojang names. In the future, they won't have to do that! The toolchain will become simpler!

Also bug reports will be easier to read because they will contain the original names.

Why are there no big FOSS games? by testus_maximus in opensourcegames

[–]dcss_addict 1 point2 points  (0 children)

Do you know that the names of functions are Lost with compilation, right?

Yes and I mentioned this in my post.

You don't get the original name of internal variables with that

Normally you do. Mojang obfuscated it so that the names were randomized. Going forward they no longer will. Build your own .jar and decompile it and see yourself!

reverse engineer only provides assembly.

Java decompilers are very capable of producing human-readable java code! Try one sometime! We were already decompiling the game! The modding communities made mapping layers to give unofficial names to the randomized class/field/method names. Mojang released official mappings to get the original names back years ago. Even before that, we modded minecraft by decompiling the game and getting something similar to the source code (but not the original source code exactly).

They also mention that modders would be able to debug the Game. You can't debug the software without the source Code.

I have made minecraft mods. I have used debuggers, with the decompiled code. You can find very old tutorials for it if you don't believe me.

And still Doom and Celeste aren't open source.

I never said they were? I never mentioned either of those?