Thank you. I'm sure you're right - I was only concerned about the knowledge menu, not about the actual squelching. I'll see if I can fix cmd-know.c following your find.
EDIT: ok, it wasn't as simple as that. I replaced the "if (k_ptr->squelch)" line with "if ((kind_is_squelched_aware(k_ptr)) || (kind_is_squelched_unaware(k_ptr)))" and the bug is still extant: I can squelch an unknown scroll type in options and the flavour shows up squelched in the object knowledge menu, even though that same flavour is not squelched in options. Ho hum.
EDIT2: Ok, it was pretty simple after all. The correct formulation was "if ((aware && kind_is_squelched_aware(k_ptr)) || (!aware && kind_is_squelched_unaware(k_ptr)))" ... fixed now - thanks Eddie.
Bugs in r1683 - debate wanted
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Are the unaware flavors in fact squelched? You can check the flavor in the squelch menu through options. They might not be squelched unaware, but the object knowledge display is mistaken.
It might seems that I am being overly pedantic, but those would be two rather different bugs.
[edit] I just found a ref in cmd-know.c to k_ptr->squelch. No code outside squelch.c should access that directly, and presumably that is the bug. The unaware flavors should be checking kind_is_squelched_unaware(k_ptr).Last edited by PowerDiver; November 5, 2009, 21:06.Leave a comment:
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1. Start a new game - check that all squelch options are zeroed. Specifically, check that the object knowledge menus show no flavours as squelched.
2. Walk into store #5 to see a load of scrolls. You don't know the flavours of these scrolls, but you now know they exist.
3. Go to the squelch menu, via options, and choose to squelch any or all of the scrolls you now know about.
4. Go to the object knowledge menu, and see the unknown flavours now marked as squelched.
Opened as ticket #978.Leave a comment:
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You are right - I wasn't being clear. I have no problem with you choosing to ignore anything you want to ignore. I'm quite happy for people to squelch by flavour, if that's what they want to do. What I'm not happy with is the game giving away information I shouldn't have, because I have squelched potions of sleep before I ever find one. That's what's happening at the moment - but I think it's a bug with the whole save/load/pref file issue rather than the squelch interface itself. If I've never found a potion of sleep then I shouldn't have the option to squelch one. Yet somehow I am loading up a previous load of squelch settings, which means that the unknown sleep flavour is set to squelch. More on this when I've done the whole deleting pref files thing.Leave a comment:
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You are right - I wasn't being clear. I have no problem with you choosing to ignore anything you want to ignore. I'm quite happy for people to squelch by flavour, if that's what they want to do. What I'm not happy with is the game giving away information I shouldn't have, because I have squelched potions of sleep before I ever find one. That's what's happening at the moment - but I think it's a bug with the whole save/load/pref file issue rather than the squelch interface itself. If I've never found a potion of sleep then I shouldn't have the option to squelch one. Yet somehow I am loading up a previous load of squelch settings, which means that the unknown sleep flavour is set to squelch. More on this when I've done the whole deleting pref files thing.Leave a comment:
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Really, why shouldn't I be allowed to ignore whatever I want to ignore for whatever reason I have?Leave a comment:
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I often squelch in (4). I can imagine squelching in case (3) some potion I saw but couldn't reach say on DL 1, and I have squelched enough times I don't know how many in case (2).
If you know the object lists, there comes a time when you know that you are aware of all of the flavors of a particular type you will want for the rest of the game, so you can squelch every unaware flavor of that type. Outlawing that would be a little sad but not tragic.
I'd guess the reason for the knowledge bugs is the old-fashioned mistake of saying artifacts cannot be squelched. You don't want the player to test whether a far away ring is an artifact by going into the menu and squelching the flavor, checking, and unsquelching it. The better fix is to allow artifacts to be squelched.Leave a comment:
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I don't think it will squelch unknown flavours - in my experience the unknown items still appear, and then get instantly-squelched when IDd. I don't mind this behaviour at all, it's just having them on the knowledge menu while still unknown that I don't like.
Perhaps this is closer to Eddie's position. I want to have potions of sleep auto squelched, every game. But I don't want to see the flavour of sleep potions shown on the object knowledge menu before I have found and IDd one. I especially do not want to see that flavour on the knowledge menu listed as squelched!
I think I agree with you, that unknown flavours should not appear on the knowledge menus at all, until they are seen in the dungeon. It's going to take a bit of getting to know the knowledge menu code, but that's no bad thing.Leave a comment:
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I think we need to be clear about exactly what we mean by "squelch unaware flavours". I'm talking about flavours that you don't know anything about - e.g. a purple potion. Is it really vital to you to be able to squelch purple potions, before you know what they are??Leave a comment:
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(5) That used to be commonly a problem of an existing prf file being read that overwrites the internal structures previously read in from the savefile, and is the reason squelch was removed from prf files. I don't know how it could get you now. Change a squelch setting, save, remove all prf files, restart and check.(10) The recharge is constant, if you consider 12-24 constant. It takes the same time to recharge in your pack as it would on the ground. It is the idiotic description that makes it appear non-constant. Perhaps a convention of 1 game turn = 1 second could be assumed, and recharge times given in seconds rather than turns, with the understanding that a normal player turn is 10 seconds.Leave a comment:
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2. If I am carrying a dagger(+0,+0) and I pick up an unIDd identical dagger, it is auto-IDd and stacks with the existing one. IMO this is a bug, and the stacking shouldn't happen until the new dagger pseudos as average. Anyone care?
5. My squelch settings are no longer being saved in my savefile. Every game starts up with exactly the same squelch settings, regardless of any changes I made during the previous session. I have tried saving options and dumping pref files, and I cannot preserve my changes to squelch settings. Does anyone else have this problem?
10. The faster you are, the longer things take to recharge ... a rod of tOther takes 25 turns to recharge at +0 speed, and 87 turns to recharge at +25 speed. I know this is logical, as it takes the same amount of "dungeon time" to recharge in each case, but IMO this is one of those situations where gameplay should triumph over realism. IMO the recharge times of things should be constant, rather than slow down as you acquire more speed. Anyone else?
(5) That used to be commonly a problem of an existing prf file being read that overwrites the internal structures previously read in from the savefile, and is the reason squelch was removed from prf files. I don't know how it could get you now. Change a squelch setting, save, remove all prf files, restart and check.
(10) The recharge is constant, if you consider 12-24 constant. It takes the same time to recharge in your pack as it would on the ground. It is the idiotic description that makes it appear non-constant. Perhaps a convention of 1 game turn = 1 second could be assumed, and recharge times given in seconds rather than turns, with the understanding that a normal player turn is 10 seconds.Leave a comment:
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Hi all,
I came across a number of bugs of varying degrees while playing my HE rogue recently. I've fixed some of the trivial ones (r1684-1686) but would like some views or comments on the rest:
1. I get garbage messages in the message recall window when I drop items in my home - as if the name of the item I dropped is made up of unprintable characters: like "You drop @$^{Y@#%^P". Doesn't seem to happen in any other store. Does anyone else get this?
4. Related to this, the object knowledge menus do not include the special artifact flavours under rings and amulets, thereby immediately giving away when a new flavour is an artifact. IMO this is a bug, and the artifact flavours should be included on the knowledge menus. Actually no, I think it would be better not to have any unknown flavours shown at all. Views?
5. My squelch settings are no longer being saved in my savefile. Every game starts up with exactly the same squelch settings, regardless of any changes I made during the previous session. I have tried saving options and dumping pref files, and I cannot preserve my changes to squelch settings. Does anyone else have this problem?
6. The "recall" function in the artifact knowledge menu is borked. It should give you your current knowledge of the artifact, but at the moment it gives you very little (because it uses the make_fake_artifact function and it's not picking up the flags). I intend to correct this to use known_flags, as it should be uncontroversial.
8. Cancelling use of ?ID takes turn. Also "you have nothing to identify" takes a turn. IMO neither of these should take a turn - like trying to melee while afraid. Anyone agree? (ISTR this was changed recently for the spell, so that mana is not wasted if you have nothing to ID.)
10. The faster you are, the longer things take to recharge ... a rod of tOther takes 25 turns to recharge at +0 speed, and 87 turns to recharge at +25 speed. I know this is logical, as it takes the same amount of "dungeon time" to recharge in each case, but IMO this is one of those situations where gameplay should triumph over realism. IMO the recharge times of things should be constant, rather than slow down as you acquire more speed. Anyone else?Leave a comment:
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Hi all,
I came across a number of bugs of varying degrees while playing my HE rogue recently. I've fixed some of the trivial ones (r1684-1686) but would like some views or comments on the rest:
1. I get garbage messages in the message recall window when I drop items in my home - as if the name of the item I dropped is made up of unprintable characters: like "You drop @$^{Y@#%^P". Doesn't seem to happen in any other store. Does anyone else get this?
3. The object knowledge menus give the squelch status of unknown flavours, thereby giving away that those particular flavours are not worth investigating. IMO this is a bug, and no squelch information should be given for unknown flavours. Anyone agree?
4. Related to this, the object knowledge menus do not include the special artifact flavours under rings and amulets, thereby immediately giving away when a new flavour is an artifact. IMO this is a bug, and the artifact flavours should be included on the knowledge menus. Actually no, I think it would be better not to have any unknown flavours shown at all. Views?
8. Cancelling use of ?ID takes turn. Also "you have nothing to identify" takes a turn. IMO neither of these should take a turn - like trying to melee while afraid. Anyone agree? (ISTR this was changed recently for the spell, so that mana is not wasted if you have nothing to ID.)
10. The faster you are, the longer things take to recharge ... a rod of tOther takes 25 turns to recharge at +0 speed, and 87 turns to recharge at +25 speed. I know this is logical, as it takes the same amount of "dungeon time" to recharge in each case, but IMO this is one of those situations where gameplay should triumph over realism. IMO the recharge times of things should be constant, rather than slow down as you acquire more speed. Anyone else?Leave a comment:
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Bugs in r1683 - debate wanted
Hi all,
I came across a number of bugs of varying degrees while playing my HE rogue recently. I've fixed some of the trivial ones (r1684-1686) but would like some views or comments on the rest:
1. I get garbage messages in the message recall window when I drop items in my home - as if the name of the item I dropped is made up of unprintable characters: like "You drop @$^{Y@#%^P". Doesn't seem to happen in any other store. Does anyone else get this?
2. If I am carrying a dagger(+0,+0) and I pick up an unIDd identical dagger, it is auto-IDd and stacks with the existing one. IMO this is a bug, and the stacking shouldn't happen until the new dagger pseudos as average. Anyone care?
3. The object knowledge menus give the squelch status of unknown flavours, thereby giving away that those particular flavours are not worth investigating. IMO this is a bug, and no squelch information should be given for unknown flavours. Anyone agree?
4. Related to this, the object knowledge menus do not include the special artifact flavours under rings and amulets, thereby immediately giving away when a new flavour is an artifact. IMO this is a bug, and the artifact flavours should be included on the knowledge menus. Actually no, I think it would be better not to have any unknown flavours shown at all. Views?
5. My squelch settings are no longer being saved in my savefile. Every game starts up with exactly the same squelch settings, regardless of any changes I made during the previous session. I have tried saving options and dumping pref files, and I cannot preserve my changes to squelch settings. Does anyone else have this problem?
6. The "recall" function in the artifact knowledge menu is borked. It should give you your current knowledge of the artifact, but at the moment it gives you very little (because it uses the make_fake_artifact function and it's not picking up the flags). I intend to correct this to use known_flags, as it should be uncontroversial.
7. The recall of ego items is broken too, because the tval is not set for the dummy item. (It says "it causes your melee attacks to slay undead" for weapons, when it should just say "slays undead".) I intend to correct this too.
8. Cancelling use of ?ID takes turn. Also "you have nothing to identify" takes a turn. IMO neither of these should take a turn - like trying to melee while afraid. Anyone agree? (ISTR this was changed recently for the spell, so that mana is not wasted if you have nothing to ID.)
9. Inscriptions are parsed wrongly in stores (@b5!d!k!v results in "really try...?" when browsing in home, and is totally ignored in others)
10. The faster you are, the longer things take to recharge ... a rod of tOther takes 25 turns to recharge at +0 speed, and 87 turns to recharge at +25 speed. I know this is logical, as it takes the same amount of "dungeon time" to recharge in each case, but IMO this is one of those situations where gameplay should triumph over realism. IMO the recharge times of things should be constant, rather than slow down as you acquire more speed. Anyone else?Tags: None
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