Creating Angband 3.2.1 in ten easy steps

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    #16
    Originally posted by Derakon
    As for spell ordering, I haven't a clue what you're talking about. Could you provide more details in your new thread?
    I think some of the early spells that priests and mages both get were unified so they used the same letter.
    linux->xterm->screen->pmacs

    Comment

    • d_m
      Angband Devteam member
      • Aug 2008
      • 1517

      #17
      Originally posted by Spacebux
      Personally, I didn't think there was anything wrong with the kill command up to now, not sure why you are attempting to fix it. Same for the floor-lighting options. I was pretty happy with the plethora of options we had in 3.2.0... Now, I can't even see the yellow color of my lantern, nor the light-green lines demarcating where the limits of DetectTraps.
      As far as the (k)ill command, I can't speak to why it had to change; you'd have to ask Takkaria (the maintainer) who did it as part of the input refactor. The fact that the ignored status isn't saved sounds like a bug--I will attempt to reproduce momentarily.

      Can you make sure that you have turned all the color options on? I have no trouble seeing yellow light for lanterns, green lines for trap detection, etc.
      linux->xterm->screen->pmacs

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        #18
        Originally posted by d_m
        Can you make sure that you have turned all the color options on? I have no trouble seeing yellow light for lanterns, green lines for trap detection, etc.
        Colors got changed to be harder to differentiate, at least on some systems including X11.

        Comment

        • d_m
          Angband Devteam member
          • Aug 2008
          • 1517

          #19
          Originally posted by PowerDiver
          Colors got changed to be harder to differentiate, at least on some systems including X11.
          Hmmmm. Can you (and Spacebux) post screenshots to show the difference as well as platform info? I haven't noticed a big difference under X11--either I'm not very sensitive or maybe it's (somewhat) OS/platform -specific?
          linux->xterm->screen->pmacs

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #20
            Originally posted by d_m
            Hmmmm. Can you (and Spacebux) post screenshots to show the difference as well as platform info? I haven't noticed a big difference under X11--either I'm not very sensitive or maybe it's (somewhat) OS/platform -specific?
            I've given up on the nightlies, so my comments are from memory rather than a current build I can generate a screenshot from.

            Perhaps a pref issue is clouding the situation? Might most of you have some other pref overwriting the values read in from the X11 pref file? Maybe that's why I am the only person who complained about the changes, which among other things set purple to black.

            Look at the V:16 line in
            A free, single-player roguelike dungeon exploration game - File not found angband/angband

            It is still broken, setting r/g/b to 0/0/0. If you can see purple monsters, such as cave spiders and barrow wights, then you are not using the current X11 color scheme. I had trouble telling from the shade of green whether I had a sustain on the C screen, so it is not just purple that got messed up. I'm not sure whether removing all of the V lines returns things completely to the old behavior, because so many colors have changed, but that's how I managed to play.

            There are some other pref files with bad V: lines, so spacebux could have a related issue not necessarily in X11. Or he could have some old pref file interfering with things in some other way.

            Comment

            • d_m
              Angband Devteam member
              • Aug 2008
              • 1517

              #21
              I'm not sure how often people are playing -mx11, which is probably why color 16 is still broken.

              I have just fixed this and pushed it to staging--I have also changed the other color definitions in pref-x11.prf to those found in the angband_color_table, which I think is the (most) authoritative list of what colors should be used--there was a lot of divergence which may have made it hard to distinguish certain colors.
              linux->xterm->screen->pmacs

              Comment

              • Spacebux
                Adept
                • Apr 2009
                • 231

                #22
                I do like the renaming of novice warriors, thieves, etc. Good.

                Comment

                • Spacebux
                  Adept
                  • Apr 2009
                  • 231

                  #23
                  Originally posted by Magnate
                  Could you say a bit more about this? The describe_object() function still uses "*Slays*" to describe x5 slays ...

                  Ah ... perhaps you're thinking of weapons like *slay* giant, which actually only have a normal x3 slay, but an extra ability (+STR I think). In those cases (animal, evil, orc, troll, giant), the actual slay does not have asterisks in the damage description, because it's only x2 or x3. For undead, demons and dragons, there is a big difference between slay and *slay* in damage output (x3 vs x5), so the description shows the asterisks.
                  Yes - you are correct. I didn't realize those weapons were not actually *slay* weapons, as the titles allude to.... Hmmm. OK.


                  Originally posted by Magnate
                  This hasn't changed for a long time though.Thanks, but next time could you use a bug thread, or start a new one, rather than hijacking a thread which isn't about bugs ;-)
                  Sorry, I'm just a Newbie poster, forgive me.... couldn't find the appropriate forum, so yes, I hijacked the nearest convenient thread I could find.

                  Comment

                  • Spacebux
                    Adept
                    • Apr 2009
                    • 231

                    #24
                    Screen shots

                    I'm not using a preference file, just a plain fresh install. No source files, so I can't have screwed up anything with the binaries. Using the Windows nightly download: r9a0d219cc4. I haven't even messed with the edit files yet.

                    I wonder though, this might be why I am having a bug, on boot up:

                    "Parse error in C:\games\angband\angband-r9a0d219cc4\lib\pref\graf-xxx.prf line 57 column 5: : invalid value -more-"


                    Not sure if my picture is very clear, but you can see a night time shot of the town, you can see where either I have been or where mobs have been; but, no yellow-light from my lantern, nor any differentiation between grid squares within line of sight, out of sight, or squares that ought to be darker after traversing them and out of lantern light distance.


                    I've not had any experience with the pref\ directory files, so ... no clue on what's wrong.

                    -Spacebux-
                    Attached Files

                    Comment

                    • Spacebux
                      Adept
                      • Apr 2009
                      • 231

                      #25
                      New Spell Lists

                      Originally posted by Derakon
                      As for spell ordering, I haven't a clue what you're talking about. Could you provide more details in your new thread?
                      This is a screen shot of what I'm referring to...

                      I'm just not used to seeing spells listed / ordered in this fashion.
                      I'm old, so it will take some time for my fingers to get used to the new listing: "mbc" isn't what it used to be....


                      Again - my apologies for hijacking the wrong thread...

                      sorry, sorry, sorry...
                      Attached Files

                      Comment

                      • PowerDiver
                        Prophet
                        • Mar 2008
                        • 2820

                        #26
                        Originally posted by d_m
                        I'm not sure how often people are playing -mx11, which is probably why color 16 is still broken.

                        I have just fixed this and pushed it to staging--I have also changed the other color definitions in pref-x11.prf to those found in the angband_color_table, which I think is the (most) authoritative list of what colors should be used--there was a lot of divergence which may have made it hard to distinguish certain colors.
                        FWIW I get the -mx11 behavior as the default when I give no -mfoo arguments.

                        I remember the iffy defs were in multiple files, and maybe the first 15 only (?) were in a mac or osx pref. Hmm - I can check - an old install looks bad for font-gtk.prf and font-mac.prf as well as font-x11.prf.

                        I don't see why those V: lines are in the official pref files at all. Shouldn't the default be the color table? An extra redundancy overwriting the color table with a second definition of itself just seems like asking for bugs in the future. I find the whole approach very confusing.

                        Comment

                        • d_m
                          Angband Devteam member
                          • Aug 2008
                          • 1517

                          #27
                          Originally posted by PowerDiver
                          I don't see why those V: lines are in the official pref files at all. Shouldn't the default be the color table? An extra redundancy overwriting the color table with a second definition of itself just seems like asking for bugs in the future. I find the whole approach very confusing.
                          I agree. I don't really like the approach either, although I am reluctant to tear things apart until I really understand what's going on. If leaving the colors out allows things to "just work" then obviously that is the better approach.

                          Anyway, I may try to fix it if the important bugs seem to be mostly getting solved.
                          linux->xterm->screen->pmacs

                          Comment

                          • d_m
                            Angband Devteam member
                            • Aug 2008
                            • 1517

                            #28
                            Originally posted by Spacebux
                            I reproduced it. Take any object lying on the ground, and fling it (any direction, anywhere). 'v' . Repeat using 'n' once the item is no longer there. Crash guaranteed.
                            Alright, I tracked this down and fixed it in staging. The next nightly build will fix this.

                            Thanks for your help!
                            linux->xterm->screen->pmacs

                            Comment

                            • Spacebux
                              Adept
                              • Apr 2009
                              • 231

                              #29
                              Originally posted by d_m
                              Alright, I tracked this down and fixed it in staging. The next nightly build will fix this.

                              Thanks for your help!
                              Glad I could help.

                              Any idea how I am getting this or how to get rid of it?

                              I think this is where I am getting my color errors from:
                              Parse error in C:\games\angband\angband-r9a0d219cc4\lib\pref\graf-xxx.prf line 57 column 5: : invalid value -more-

                              I looked at that file, but didn't see anything overly obvious.
                              Assuming it skips '#' comment lines and blank lines, line #57 would be:
                              S:0x68:0x84:0x9A ??

                              Comment

                              • d_m
                                Angband Devteam member
                                • Aug 2008
                                • 1517

                                #30
                                Originally posted by Spacebux
                                Glad I could help.

                                Any idea how I am getting this or how to get rid of it?

                                I think this is where I am getting my color errors from:
                                Parse error in C:\games\angband\angband-r9a0d219cc4\lib\pref\graf-xxx.prf line 57 column 5: : invalid value -more-

                                I looked at that file, but didn't see anything overly obvious.
                                Assuming it skips '#' comment lines and blank lines, line #57 would be:
                                S:0x68:0x84:0x9A ??
                                What platform are you on? I bet it doesn't skip comment lines FWIW. I'll look at it later.
                                linux->xterm->screen->pmacs

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎