ivanilla experience

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  • PowerDiver
    replied
    I don't think it was intentional. Tak seemed apologetic when I asked him to revert and he said he could not. If you could manage to make '-' toggle autopickup again, that would be great. I never looked at the code. I figured he knew his changes better than I would.

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  • Magnate
    replied
    Originally posted by PowerDiver
    The '-' does NOT flip auto_pickup. That went away with changes to autopickup code. Its current purpose is to jump down trapdoors with easy_alter.

    This is just another case of doc lagging changes.
    Oh crap. I had no idea. I wonder how many other changes I have no idea about. I have more or less memorised every change committed since I joined the dev team in early 2009, but the docs are more out of date than that.

    Thanks for the tip-off. I'd better fix this "bug" before I amend the docs!

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  • PowerDiver
    replied
    Originally posted by Magnate
    IMO the previous behaviour was buggy: the '-' command flips the pickup for your next move, not the setting of easy_alter. If you want to walk onto a trap door deliberately, you need to go into options and unset easy_alter. Admittedly it would be nice if '-' did this too - but it's not a bug as currently conceived/documented ;-)
    The '-' does NOT flip auto_pickup. That went away with changes to autopickup code. Its current purpose is to jump down trapdoors with easy_alter.

    This is just another case of doc lagging changes.

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  • Magnate
    replied
    Originally posted by fizzix
    another minor bug in traps, although not a bug as much as an unintended behavior. using - before moving would allow you to move onto a trap square without disarming. I'd often use this to jump down trap doors. Now I can't do that anymore with high enough dex because I keep on nimbly evading it.
    IMO the previous behaviour was buggy: the '-' command flips the pickup for your next move, not the setting of easy_alter. If you want to walk onto a trap door deliberately, you need to go into options and unset easy_alter. Admittedly it would be nice if '-' did this too - but it's not a bug as currently conceived/documented ;-)

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  • ewert
    replied
    Hahaha. =P Funny ...

    I guess could include trap doors for > command to "fix" this.

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  • fizzix
    replied
    another minor bug in traps, although not a bug as much as an unintended behavior. using - before moving would allow you to move onto a trap square without disarming. I'd often use this to jump down trap doors. Now I can't do that anymore with high enough dex because I keep on nimbly evading it.

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  • ewert
    replied
    Oh that. AFAIK that is the current way it works, not ivanilla stuff. I guess quality squelch is saved to savefile pertaining to the character, not prf's.

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  • fizzix
    replied
    I've attempted dumping my options to a pref file. I've tried several different names. Then I reloaded it on the next character. The flavored items that I've squelched are loaded correctly. Along with autoinscriptions, etc. However the Quality squelch settings always get reset to none. I've seen this problem on the previous version (before fracblows) I'm using an unedited ivanilla source shortly after fracblows was implemented.

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  • Magnate
    replied
    Originally posted by ewert
    Yeah figured so that they were only turn count related save file stuff in the load.c/save.c, just trying to figure any ideas where a squelch loading bug might be.

    Though if you have a char with roman numeral "counting name" you might have loaded the xxx_I.prf manually, and hadn't saved on xxx_II.prf, then it won't of course load the prf on restart. Have done that myself couple of times, annoying. =P
    Yes. When we introduced the dynastic numbering, we didn't add the auto-loading of pref files associated with the base name (i.e. without the numeral) - nor did we prevent the default pref file name including the numeral. We skipped both of these because I was going to re-do pref file handling "any year now". Then RL intervened, we moved to git, the file handling got massively refactored, and takk is rewriting pref file handling as I type ...

    We'll get there.

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  • ewert
    replied
    Yeah figured so that they were only turn count related save file stuff in the load.c/save.c, just trying to figure any ideas where a squelch loading bug might be.

    Though if you have a char with roman numeral "counting name" you might have loaded the xxx_I.prf manually, and hadn't saved on xxx_II.prf, then it won't of course load the prf on restart. Have done that myself couple of times, annoying. =P

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  • Magnate
    replied
    Originally posted by ewert
    Seems to load them with my char atleast. Didn't look closely in Magnate's changes to turn count stuff, I think that's the only one that could have something about that there, but do check your local changes too.
    Nothing in my fracblows branch touches squelch, honest.

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  • ewert
    replied
    Seems to load them with my char atleast. Didn't look closely in Magnate's changes to turn count stuff, I think that's the only one that could have something about that there, but do check your local changes too.

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  • fizzix
    replied
    there's a bug that I think has crept into ivanilla at some point. It does not read quality squelch settings in from the .prf file on each reload.

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  • fizzix
    replied
    Originally posted by ewert
    About the LoS detection, I think I have set off maybe a couple of traps and am not quite yet at stat gain, have used the searching mode and search rings at the shallow levels. Especially in special rooms where traps are near certain I tend to put on search mode. So far it seems to be working nicely.
    I ran into a couple traps in a checkerboard room. I'm already at dlevel 30, so I don't really care about traps except for summoning and trap doors.

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  • ewert
    replied
    Yep I have noticed the dark area problem. Probably quite simple "is this grid lit" check will fix that, haven't got around to that though. Trying to find a nice frablows formula.

    I will probably downgrade MoD to 30lbs., and allow max blows at 220/220 with it ...

    About the LoS detection, I think I have set off maybe a couple of traps and am not quite yet at stat gain, have used the searching mode and search rings at the shallow levels. Especially in special rooms where traps are near certain I tend to put on search mode. So far it seems to be working nicely.

    Leave a comment:

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