smart blocks
Temporary Links
- Angeldust - Message to Firefly 2020021701
- Angeldust: Create a New Player Account on Mobile
Search for a Creature in all Biome flat text data files
#!/bin/bash #December 2019 Coltswalker #assign path variables #The path to your biome data files and your operating system temp directory #In the current version, the data files must be in a directory called "biomes" strBiomeDataFiles="/home/username/Documents/Angeldust/biomes" strOSTmpDir="/tmp" echo "whereis: Biome database search tool v0.10" declare -i intBiome=0 if [ -z $1 ] ; then echo "whereis: too few arguments" echo "whereis creature name" echo " " echo "One or two argunments accepted, such as \"whereis Ocelot \" or \"whereis Cave Bear \"." echo " " echo "arguments are not case sensitive. " exit 0 else if [ -z $3 ] ; then if [ -z $2 ] ; then grep -i $1 ${strBiomeDataFiles}/* > ${strOSTmpDir}/angeldust.biomes.tmp else grep -i "$1 $2" ${strBiomeDataFiles}/* > ${strOSTmpDir}/angeldust.biomes.tmp fi intBiome=`wc -l <${strOSTmpDir}/angeldust.biomes.tmp` if [ $intBiome -gt 0 ] ; then printf "total matching biomes: " echo $intBiome awk -i inplace 'BEGIN { FS="biomes/"; } {print $2}' ${strOSTmpDir}/angeldust.biomes.tmp echo "----------------------------------------" awk 'BEGIN { FS=".txt:"; } {print $2 " is found in " $1}' ${strOSTmpDir}/angeldust.biomes.tmp else echo "----------------------------------------" echo "No match! Try again." fi echo "----------------------------------------" else echo "whereis: too many arguments, aborting." exit 127; fi fi rm ${strOSTmpDir}/angeldust.biomes.tmp exit 0;
obi wanderer
SDL2 program
SDL as a dynamically linked library. A dynamically linked library has 3 parts:
The header files (Library.h) The library files (Library.lib for windows or libLibrary.a for *nix) The binary files (Library.dll for windows or Library.so for *nix)
Game Controller DB for SDL in 2.0.10 format
For any SDL 2 application that takes advantage of the Game Controller API, there is a way to force gamepad support to be temporarily disabled. The method that can be used is to submit a blank game controller mapping string to the game. One game that I know of that requires this type of workaround is Duke Nukem 3D: Megaton Edition.
You will have to use an environmental variable in order for the game to see the mapping string. Under Linux, you can prefix the game command with the mapping string variable and the game will use it. Under Windows, you will have to run the set command before launching the game. Here is an example of a command that can be used to do this.
SDL_GAMECONTROLLERCONFIG="030000005e0400008e02000014010000,X360 Controller,platform:Linux" <command>
With a blank mapping string in place, the game will not detect any axis or button events from the game controller. This will allow you to then use antimicro for controller support.
Installing SDL 2
To install SDL2
sudo apt-get update sudo apt-get install libsdl2-dev
To compile sdl2-joystick.c
gcc -o sdl2-joystick sdl2-joystick.c `pkg-config --libs --cflags sdl2`
The GUID is an SDL2 specific ID, there is no direct way to get it with system tool. The GUID is build by squishing the bus, vendor, product and version numbers into a single value
./sdl2-joystick
03000000790000001100000010010000 "USB Gamepad " axes:2 buttons:10 hats:0 balls:0
What it looks like in ControllerMappings.sdl
03000000790000001100000010010000,Retrolink SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,
MEME MACHINE
Hummm Mac Beta Script
# optional, make a copy of the App cd /Applications/ cp -a Angeldust.app Angeldust4.X.app # set up destination vars cd Angeldust4.X.app/Contents/Resources/ export RD=$PWD cd ../MacOS/ export RA=$PWD # unpack zip cd ~/Downloads mkdir ad4.3 cd ad4.3 unzip ../Angeldust-4.3-Beta.zip cd Angeldust # copy new stuff into destination find Textures Shaders ControllerMappings.sdl | cpio -pdv $RD/ cp *.dylib $RA/ cp Angeldust\ v4.3\ Beta\ \(macOS\) $RA/Angeldust # optional, link data files to app store version mkdir -p ~/Library/Application\ Support/Metagaming\ B.V. cd ~/Library/Application\ Support/Metagaming\ B.V./ ln -sf ../../Containers/st.angeldu.AngeldustOSX/Data/Library/Application\ Support/Metagaming B.V./Angeldust .
new creatures
Page 7 creature 18 - (some trapper) Page 9 creature 10 - (some moa) Page 10 creature 7 - (some roamer) Page 10 creature 8 - (some snake) Page 10 creature 15 - (some weedler) Page 11 creature 3 - (alligator) Page 11 creature 12 - (some cat) Page 12 creature 3 - (some bear) Page 14 creature 6 - (some tripod) Page 14 creature 16 - (some nimsack) Page 15 creature 1 - (some scorpion) Page 15 creature 13 - (some alligator) Page 16 creature 13 - (some troll) Page 17 creature 7 - (some wyrm)
copy files from the following locations
copy from zip file to locations:
- /Applications/Angeldust.app/Contents/Resources/Textures/
- /Applications/Angeldust.app/Contents/MacOS/
- /Applications/Angeldust.app/Contents/MacOS/Angeldust v4.3 Beta (macOS)
- /Applications/Angeldust.app/Contents/MacOS/ControllerMappings.sdl
- /Applications/Angeldust.app/Contents/MacOS/libSDL2-2.0.0.dylib
- /Applications/Angeldust.app/Contents/MacOS/libevent-2.1.7.dylib
Mounts should do more...
Mounts should do more and each mount should have a special ability. The Moa should be the fastest mount, the Horse the high jumper, the bear strong and protects the rider.... those are just examples
Imagine if you rode a Moa and you were always at Sprint speed.
If you rode the horse you could jump an extra block higher
If you rode the bear and were attacked you would only take fractional damage
The mammoth should be able to trample creatures and kill them
The dragon can already fly so enough
Also, and this is a HUGE ONE that I have requested before, player should be able to attack while on the mount. Fighter swing sword for example. Maybe the scout would shoot with 1/2 accuracy (although she already cant hit anything)
Maybe the sorceress can only use the white wand on a mount.