• TNNT now active

    From John McCue@21:1/5 to All on Thu Nov 4 19:15:29 2021
    Note, tnnt is now active, see

    https://tnnt.org/

    John

    --
    csh(1) - "An elegant shell, for a more... civilized age."
    - Paraphrasing Star Wars

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  • From Janis Papanagnou@21:1/5 to John McCue on Sat Nov 6 13:58:16 2021
    On 04.11.2021 20:15, John McCue wrote:
    Note, tnnt is now active, see
    [link snipped]

    It's en vogue, it seems, to not post any information but acronyms
    and links. Do folks curiously click on every posted link, really?

    Janis

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  • From Michael Meyer@21:1/5 to Janis Papanagnou on Sat Nov 6 17:10:27 2021
    Janis Papanagnou <janis_papanagnou@hotmail.com> wrote:
    It's en vogue, it seems, to not post any information but acronyms
    and links.

    TNNT stands for 'the November NetHack Tournament' -- it's sort of a
    spiritual successor to the /dev/null/nethack tournament which used to
    also run in November.

    It's similar to devnull in that it's based on the current release of
    vanilla NetHack (so, 3.6.6 currently), but with a few special features, challenges, and levels unique to the tournament build.

    There's an article on the wiki about it (which spoils some of the
    special features/challenges, just FYI):
    https://nethackwiki.com/wiki/The_November_NetHack_Tournament

    - Michael

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  • From Janis Papanagnou@21:1/5 to Michael Meyer on Sat Nov 6 18:26:37 2021
    On 06.11.2021 18:10, Michael Meyer wrote:
    Janis Papanagnou <janis_papanagnou@hotmail.com> wrote:
    It's en vogue, it seems, to not post any information but acronyms
    and links.

    TNNT stands for 'the November NetHack Tournament' -- it's sort of a
    spiritual successor to the /dev/null/nethack tournament which used to
    also run in November.

    Aha. Thanks for the clarification and additional information!

    There's an article on the wiki about it [...]

    I'll have a look into it.

    Janis

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  • From Janis Papanagnou@21:1/5 to Michael Meyer on Sat Nov 6 18:57:37 2021
    On 06.11.2021 18:10, Michael Meyer wrote:

    There's an article on the wiki about it (which spoils some of the
    special features/challenges, just FYI):
    https://nethackwiki.com/wiki/The_November_NetHack_Tournament

    I read on that page (and am wondering whether that is really true):

    "Permanent deafness, activated by setting OPTIONS=deaf, and makes
    the character permanently deaf. This can make the quest unwinnable
    if the leader starts roaming, as you cannot chat to them."

    I noticed in a couple games that a roaming quest leader that gets
    cornered with the player adjacent will actually talk to the player;
    so I'd expect that the game would not be unwinnable.

    Janis

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  • From Michael Meyer@21:1/5 to Janis Papanagnou on Sat Nov 6 18:32:51 2021
    Janis Papanagnou <janis_papanagnou@hotmail.com> wrote:
    I noticed in a couple games that a roaming quest leader that gets
    cornered with the player adjacent will actually talk to the player;
    so I'd expect that the game would not be unwinnable.

    I think you're right, I just tested in wizmode with OPTIONS=deaf and
    once I pinned the roving QL at the end of a hallway he spoke to me on
    his own. quest_talk is called at the very end of dochug once it's
    determined the monster hasn't moved, hasn't attacked, etc, in that turn,
    so that's probably the reason why.

    Good catch, I think I will update that part of the article. :)

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