Difference between revisions of "NitroHack"

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(expanding a bit)
(Filled in current features; linked to NitroHack thread on rec.games.roguelike.nethack)
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It has big internal changes; see the change list on [http://nitrohack.org nitrohack.org]
 
It has big internal changes; see the change list on [http://nitrohack.org nitrohack.org]
 +
 +
== Features ==
 +
 +
* '''In-built netplay''' - a single account on nitrohack.org can play multiple games at once.
 +
* '''Interactive replays''' - like enhanced [[ttyrec]]s, but information like the current inventory and discoveries can be viewed.
 +
* '''Improved options''' - all options can be changed in-game.
 +
** Previously compile-time only options can now be set before starting a game as ''birth options'', e.g. no [[Elbereth]].
 +
* '''Enhanced Curses UI''' - a battle-tested version of the [[Curses interface|vanilla patch]].
 +
** Larger terminals have on-screen inventory and colored HP and Pw bars.
 +
** Multiple glyphs on the same tile blink between each other, e.g. monster on an item on a trap.
 +
** ''Visible item weights'' for items that can be safely moved, e.g. not gray stones or cockatrice corpses.
 +
** ''BUC colors'' give visual distinction between blessed, uncursed and cursed items.
 +
* '''Dungeon overview''' - the dungeon structure can be listed at a glance, showing levels, their dungeon features and annotations. Off-screen level memory can even be viewed.
 +
* '''Autopickup rules''' - autopickup exceptions enhanced, replacing pickup types. Items can be grabbed/left based on name, type and BUC status.
 +
* '''Automatic crash recovery''' - if the game crashes or the connection is lost, the game can be reloaded to the turn it happened with no intervention.
 +
* '''JSON client/server architecture''' - makes a ''web client'' possible (in the works), as well as game clients on any system with an Internet connection.
 +
** Any client can watch any player, e.g. a tiles client can watch a curses player.
 +
** No more problems with different terminal sizes and encodings ''a la'' watching on NAO.
 +
* '''Major refactoring''' - support for many little-used ports and compilers were dropped. This improves maintainability, meaning faster bug fixes and enhancements, more outside contributions and even new features.
 +
** ''CMake build system'' makes NitroHack much simpler to compile than vanilla NetHack.
 +
* '''Variant cooperation''' - Daniel Thaler and those behind the current major NetHack variants ([[UnNetHack]], [[AceHack]] and [[SporkHack]]) have said they're willing to share patches. Daniel has also said he's open to gameplay changes in the future.
  
 
== External links ==
 
== External links ==
Line 9: Line 30:
 
*[http://nitrohack.org/ Project page]
 
*[http://nitrohack.org/ Project page]
 
*[http://github.com/DanielT/NitroHack/ Development page on github]
 
*[http://github.com/DanielT/NitroHack/ Development page on github]
 +
*[https://groups.google.com/d/msg/rec.games.roguelike.nethack/j5HX2Kli95M/va7tVBZz9u0J NitroHack 4.0.0 post on r.g.r.n (via Google Groups)]
  
 
{{variant-343|offset=1}}
 
{{variant-343|offset=1}}
 
[[Category:Variants]]
 
[[Category:Variants]]

Revision as of 08:37, 5 February 2012

This page is a stub. Should you wish to do so, you can contribute by expanding this page.

NitroHack is a modernized, network-capable fork of NetHack 3.4.3, maintained by Daniel Thaler.

It has big internal changes; see the change list on nitrohack.org

Features

  • In-built netplay - a single account on nitrohack.org can play multiple games at once.
  • Interactive replays - like enhanced ttyrecs, but information like the current inventory and discoveries can be viewed.
  • Improved options - all options can be changed in-game.
    • Previously compile-time only options can now be set before starting a game as birth options, e.g. no Elbereth.
  • Enhanced Curses UI - a battle-tested version of the vanilla patch.
    • Larger terminals have on-screen inventory and colored HP and Pw bars.
    • Multiple glyphs on the same tile blink between each other, e.g. monster on an item on a trap.
    • Visible item weights for items that can be safely moved, e.g. not gray stones or cockatrice corpses.
    • BUC colors give visual distinction between blessed, uncursed and cursed items.
  • Dungeon overview - the dungeon structure can be listed at a glance, showing levels, their dungeon features and annotations. Off-screen level memory can even be viewed.
  • Autopickup rules - autopickup exceptions enhanced, replacing pickup types. Items can be grabbed/left based on name, type and BUC status.
  • Automatic crash recovery - if the game crashes or the connection is lost, the game can be reloaded to the turn it happened with no intervention.
  • JSON client/server architecture - makes a web client possible (in the works), as well as game clients on any system with an Internet connection.
    • Any client can watch any player, e.g. a tiles client can watch a curses player.
    • No more problems with different terminal sizes and encodings a la watching on NAO.
  • Major refactoring - support for many little-used ports and compilers were dropped. This improves maintainability, meaning faster bug fixes and enhancements, more outside contributions and even new features.
    • CMake build system makes NitroHack much simpler to compile than vanilla NetHack.
  • Variant cooperation - Daniel Thaler and those behind the current major NetHack variants (UnNetHack, AceHack and SporkHack) have said they're willing to share patches. Daniel has also said he's open to gameplay changes in the future.

External links