First 3.4 dev version

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    #16
    Originally posted by Nomad
    I'm still having some issues with the display of my tile set. Spell/breath effects are using the ASCII effects instead of the tiles, and features on the trap detection border show up as blank black squares - unless there's a monster or object in the square, in which case they show up as a white potion behind the monster/object (). The white potions disappear when the squares come into line of sight or the monster moves off. Additionally, level feeling squares are displaying as if they're trap detection squares, and so suffer the same visual effects.
    Hmmm. Blue Baron has done a lot of work updating the tile code, so hopefully this is just a small oversight.

    Could you write up a bug report?
    linux->xterm->screen->pmacs

    Comment

    • Nomad
      Knight
      • Sep 2010
      • 958

      #17
      Originally posted by d_m
      Hmmm. Blue Baron has done a lot of work updating the tile code, so hopefully this is just a small oversight.

      Could you write up a bug report?
      Okay, will do.

      Comment

      • Blue Baron
        Adept
        • Apr 2011
        • 103

        #18
        Originally posted by Nomad
        Okay, will do.
        I have already fixed this. d_m will take a look at my solution later on.

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          #19
          Originally posted by Blue Baron
          I have already fixed this. d_m will take a look at my solution later on.
          Awesome. Now I'm glad I was slacking over getting that bug report written up.

          Comment

          • Jungle_Boy
            Swordsman
            • Nov 2008
            • 434

            #20
            I too tried the august 15th build. Playing on a windows XP machine with nomad's tiles. I see a several of dark green euro symbols scattered about in undiscovered areas. As soon as I discover the square they go away and they are always on a floor tile not in solid rock. Also this was loaded from the competition savefile that was generated in 3.3. Not sure if this is the same issue nomad is talking about or not.
            My first winner: http://angband.oook.cz/ladder-show.php?id=10138

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #21
              Originally posted by Jungle_Boy
              I too tried the august 15th build. Playing on a windows XP machine with nomad's tiles. I see a several of dark green euro symbols scattered about in undiscovered areas. As soon as I discover the square they go away and they are always on a floor tile not in solid rock. Also this was loaded from the competition savefile that was generated in 3.3. Not sure if this is the same issue nomad is talking about or not.
              It is - these are the tiles which are used to determine the level feeling delay, and they should be invisible. There should be a fixed version soon.
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • Nomad
                Knight
                • Sep 2010
                • 958

                #22
                I am disproportionately pleased by the fact that you can now buy cloaks in the armory. And that the Inspect screen and char dumps now tell you when floor items were found in pits/vaults/special rooms. So far the nightlies are looking good; I haven't encountered any bugs or issues besides the problem with the tiles.

                Comment

                • Jungle_Boy
                  Swordsman
                  • Nov 2008
                  • 434

                  #23
                  Originally posted by Nomad
                  I am disproportionately pleased by the fact that you can now buy cloaks in the armory. And that the Inspect screen and char dumps now tell you when floor items were found in pits/vaults/special rooms. So far the nightlies are looking good; I haven't encountered any bugs or issues besides the problem with the tiles.
                  +1 for this.

                  Also a small suggestion, perhaps monsters with personal light should turn it off when sleeping. Otherwise it is like a big sign that says "please shoot me in the face"
                  My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #24
                    Originally posted by Jungle_Boy
                    Also a small suggestion, perhaps monsters with personal light should turn it off when sleeping. Otherwise it is like a big sign that says "please shoot me in the face"
                    Certainly, enemies that carry a light should extinguish it when sleeping. I'm not sure about natural light enemies, if there are any.
                    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                    My banding life on Buzzkill's ladder.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #25
                      Like, say, light hounds and shining vortices?

                      Anyway, the player doesn't turn their light off when resting, so why should enemies?

                      Comment

                      • Netbrian
                        Adept
                        • Jun 2009
                        • 141

                        #26
                        Have the new pits/nests been added to the 3.4 beta yet?

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #27
                          Originally posted by Derakon
                          Like, say, light hounds and shining vortices?

                          Anyway, the player doesn't turn their light off when resting, so why should enemies?
                          If every player had ESP it wouldn't be an issue.
                          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                          My banding life on Buzzkill's ladder.

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #28
                            Originally posted by Netbrian
                            Have the new pits/nests been added to the 3.4 beta yet?
                            Yes and no. Yes, there are lots of new pits and nests in the 3.4 dev versions, thanks to Nomad, Gabe and others. No, the very latest changes and additions have not yet been released - but they're in staging and should be in the next dev version.
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • Jungle_Boy
                              Swordsman
                              • Nov 2008
                              • 434

                              #29
                              Originally posted by Magnate
                              It is - these are the tiles which are used to determine the level feeling delay, and they should be invisible. There should be a fixed version soon.
                              Not sure if this is supposed to be fixed yet or not but I still see it in the latest nightly (the right one this time). The level feeling squares are visible which I think they are not supposed to be but also the trap detect line is visible which I like, not sure if that is intended or not
                              My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                              Comment

                              • d_m
                                Angband Devteam member
                                • Aug 2008
                                • 1517

                                #30
                                Originally posted by Jungle_Boy
                                Not sure if this is supposed to be fixed yet or not but I still see it in the latest nightly (the right one this time). The level feeling squares are visible which I think they are not supposed to be but also the trap detect line is visible which I like, not sure if that is intended or not
                                Hey there, can you post a screenshot? Not doubting you, just want to be clear on what you're seeing.

                                I think Blue Baron committed some code that was supposed to fix this issue, so I just want an example of what's happening before reopening it.

                                You're playing 25 Aug 2011 at 21:20 UTC, revision 342c831?
                                linux->xterm->screen->pmacs

                                Comment

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