State of Angband master branch

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    State of Angband master branch

    As of now (commit 87a261ebd99090fb3bd0c2a6342faa3b5fcda107 in the master branch of the angband/angband repo on github [1]) the following changes have been made:

    1. Extensive code refactoring by elly and takkaria (in particular edit file parsing and the menu API)
    2. new spell browsing from takkaria
    3. vault changes from fizzix
    4. fractional blows from magnate
    5. new WELL RNG from d_m (non on github)
    6. misc bugfixes

    So, at this point there is a lot of good new stuff in there for people to play with, and more coming down the pipe! There are a few known rough edges but things should be playable at this point (and the rough edges are being smoothed as I write).

    So, go ahead and grab a Windows nightly [2] (Mac nightlies were broken but should resume shortly). Or you can build from source. The procedure for cloning from git should be as simple as "git clone git://github.com/angband/angband.git". The build instructions are platform-dependent and should be available elsewhere on oook.

    Also, if you're someone who likes submitting patches or fiddling with the code, I encourage you to get an account on github and fork angband. (EDIT: and if your github username is different, make sure we know who you are.)

    Finally, if you have development questions, stop by #angband-dev on the IRC network freenode.

    [1] https://github.com/angband/angband
    [2] http://rephial.org/nightlies/
    Last edited by d_m; November 17, 2010, 05:05.
    linux->xterm->screen->pmacs
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    feedback on vaults would be greatly appreciated.

    Comment

    • ewert
      Knight
      • Jul 2009
      • 707

      #3
      My current end game warrior has had real fun with vaults. Maybe 3 greater ones, am around dlvl 85 I think but ready for Morgoth really. Much less diagonal vaults I think though, dunno why, probably just RNG. Oh and the zoos/graveyards etc. definitely had items in them, sure squelch took care of many, but it felt nice. Cleared especially zoos whenever found them, except one stupid one with like 4 greater Q's ...

      Anyways, I think I will try to get the master branch changes in ivanilla, if master is working even on birth screen.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #4
        Question: does that break savefile compability? If not I import my current char to it and continue with it (warrior, so fractional blows affect a lot).

        Comment

        • fizzix
          Prophet
          • Aug 2009
          • 3025

          #5
          Originally posted by ewert
          Much less diagonal vaults I think though, dunno why, probably just RNG.
          Diagonal vaults were moved to medium vaults mainly because I needed more. They were also beefed up a bit. Diagonal vaults were really the anomaly in lesser vaults. They were as good, if not better than about 3-4 of the greater vaults.

          I still want to futz around with lesser and medium vault generation chances, I'm not entirely satisfied. Pits are too common because they appear any time a vault was attempted but didn't fit, this seems a bit buggy.

          Originally posted by ewert
          Oh and the zoos/graveyards etc. definitely had items in them, sure squelch took care of many, but it felt nice. Cleared especially zoos whenever found them, except one stupid one with like 4 greater Q's ...
          I actually didn't think there were enough items there...Although my endgame weapon was from the one zoo I cleared.

          @Timo, I don't think it will break savefiles, since I've tested most of these changes already. I started with a post-death file though, not a mid-game one.

          Comment

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #6
            Originally posted by fizzix
            I still want to futz around with lesser and medium vault generation chances, I'm not entirely satisfied. Pits are too common because they appear any time a vault was attempted but didn't fit, this seems a bit buggy.
            .
            How about trying smaller vault first? If vaults then become too common you can reduce the chance of trying vaults in first place.

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #7
              Originally posted by Timo Pietilä
              Question: does that break savefile compability? If not I import my current char to it and continue with it (warrior, so fractional blows affect a lot).
              Nope, savefiles should work just fine.
              takkaria whispers something about options. -more-

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                #8
                Originally posted by ewert
                My current end game warrior has had real fun with vaults. Maybe 3 greater ones, am around dlvl 85 I think but ready for Morgoth really. Much less diagonal vaults I think though, dunno why, probably just RNG. Oh and the zoos/graveyards etc. definitely had items in them, sure squelch took care of many, but it felt nice. Cleared especially zoos whenever found them, except one stupid one with like 4 greater Q's ...

                Anyways, I think I will try to get the master branch changes in ivanilla, if master is working even on birth screen.
                You might want to wait for 3.2-- I'm planning on pulling in your no_selling option too before release. (3.2 is coming RSN)
                takkaria whispers something about options. -more-

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #9
                  Originally posted by Timo Pietilä
                  How about trying smaller vault first? If vaults then become too common you can reduce the chance of trying vaults in first place.
                  This is a simple and perhaps ideal solution that would require a major rewrite of how the dungeon generation code works.

                  Briefly: the dungeon is broken up into 18x6 blocks of 11x11 squares. A block is chosen at random, and a room is attempted. If the room is a special room a section of blocks is reserved, and if other stuff exists in this section the room is rejected.

                  Both lesser vaults and medium vaults require 33x22 or (3x2 in block space). Pits and nests and other special rooms require 33x11 and are thus nearly twice as likely to fit.

                  A solution, that does not require a rewrite of the blocking mechanism, would be to change the rejection criteria by reading out the room dimensions first, I've been working on this on and off, but got distracted. This still doesn't change that a pit will be attempted if the vault fails, although it will reduce the chances of vault failure.

                  GVs are pretty much a mess because they're so big, they need to be the first room selected to exist or overwrite the rooms below. I chose to make them the first rooms chosen since that was much easier to implement and it freed up room for medium vaults (an idea that I got from you, perhaps accidentally).

                  Comment

                  • d_m
                    Angband Devteam member
                    • Aug 2008
                    • 1517

                    #10
                    I agree with fizzix--the current GV patch is not a perfect solution but does seem to give a real improvement, so I figured we should include it.

                    I am hoping to do a more drastic rewrite of generate.c at some point (but I've been working on it slowly for a year, so no promises...) I expect that if I don't get to it someone else on github will.
                    linux->xterm->screen->pmacs

                    Comment

                    • Ycombinator
                      Adept
                      • Apr 2010
                      • 156

                      #11
                      I'm experiencing game crash when accessing object knowledge menu. See ticket #1204.

                      Change list looks great otherwise, eager to try it in combat.

                      Comment

                      • d_m
                        Angband Devteam member
                        • Aug 2008
                        • 1517

                        #12
                        Originally posted by Ycombinator
                        I'm experiencing game crash when accessing object knowledge menu. See ticket #1204.

                        Change list looks great otherwise, eager to try it in combat.
                        There is a commit in staging that should get pushed to master today which fixes that.
                        linux->xterm->screen->pmacs

                        Comment

                        • ewert
                          Knight
                          • Jul 2009
                          • 707

                          #13
                          Btw, would you mind adding a newline to list-mon-flags.h =P

                          Massive compiler complaining from no newline at end of file every time I dl the vanilla source and compile, then go and add that newline so that can actually see the proper errors. =P

                          Comment

                          • PowerDiver
                            Prophet
                            • Mar 2008
                            • 2820

                            #14
                            Originally posted by takkaria
                            You might want to wait for 3.2-- I'm planning on pulling in your no_selling option too before release. (3.2 is coming RSN)
                            Could we please call this the no_buying option? The inability to buy is much more significant than the inability to sell. Or stores_are_homes.

                            Comment

                            • Ycombinator
                              Adept
                              • Apr 2010
                              • 156

                              #15
                              Another crash: game crashes with NULL reference in textui_process_key (cmd0.c:731) whenever an unrecognized character is entered (i.e. not a valid command). Is it also something known and taken care of?

                              Comment

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