When it comes to Vanilla Angband, who does what for the game?

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  • Shockbolt
    Knight
    • Jan 2011
    • 635

    When it comes to Vanilla Angband, who does what for the game?

    I'm just curious as to how many people are working on this game, and who you are and not least what you are contributing with for Vanilla Angband?
    http://www.rpgartkits.com/
    Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #2
    Originally posted by Shockbolt
    I'm just curious as to how many people are working on this game, and who you are and not least what you are contributing with for Vanilla Angband?
    I have done major part of the current monster colors that have been changed since Ben-era and some of the item tweakings for current vanilla. My contribution is restricted to non-code because I'm not a coder. I do what I can when I have time, which isn't much. Unfortunately RL is taking too much time to properly concentrate on angband (otherwise I would have made my own variant by now).

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Shockbolt
      I'm just curious as to how many people are working on this game, and who you are and not least what you are contributing with for Vanilla Angband?
      This list is a little out of date now, but is probably still pretty useful.

      There are usually between four and nine active devs working on Angband, though it's been a little quieter since the release of 3.3.0 - we've all had RL issues. I was (am) the release manager for the 3.3 series (but we are hoping we won't need a 3.3.2 and will move straight to 3.4.0). I am now packaging 3.3.1 for Debian, and will then attempt a major rewrite of ego items for 3.4. I tend to focus most of my efforts on object generation and balancing, which makes me the softest target in the team because I've always just broken someone's favourite thing. (That and I'm one of the least competent coders, so I tend to create more than my fair share of bugs.)

      Most of the others on the list will answer for themselves, but noz, elly and MarbleDice won't. The latter hasn't been seen for the best part of two years now and has probably moved on (and will always be remembered for the gift of bitflags), while the former two hang out on #angband-dev but don't post here. Noz has just finished a massive contribution to the dev versions: they are now fully UTF8 enabled, meaning no more xchar misery and far greater potential for translation.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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      • nppangband
        NPPAngband Maintainer
        • Dec 2008
        • 926

        #4
        Originally posted by Magnate
        This list is a little out of date now, but is probably still pretty useful.

        Noz has just finished a massive contribution to the dev versions: they are now fully UTF8 enabled, meaning no more xchar misery and far greater potential for translation.
        That's a great improvement! Can somebody please direct me to this? I will want to implement this in NPP.

        I am not a part of the devteam, but I occasionally submit patches for vanilla when I hear they want to implement an NPP feature.

        BTW: Speaking of patches, I am making good progress on strengthing mouse support in NPP, and from there is should be relatively easy to add to Vanilla. It should be a major UI improvement, and hopefully greatly reduce the harsh learning curve that probably scares away many potential players (a trait inherent to roguelikes in general, not just Angband & variants). I am "standing on the shoulders" of the old FAAngband code, and hopefully taking things a step further. My goal is that the player can do almost everything in the game with just a few mouseclicks, with most of those commands being displayed on the bottom line of the screen or just one click away.
        NPPAngband current home page: http://nppangband.bitshepherd.net/
        Source code repository:
        https://github.com/nppangband/NPPAngband_QT
        Downloads:
        https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by nppangband
          That's a great improvement! Can somebody please direct me to this? I will want to implement this in NPP
          It's in the current dev versions, but if you want just the UTF8 stuff separate from the rest of the stuff in master, it's at http://github.com/pnd10/angband/tree/utf-8.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #6
            Originally posted by Magnate
            It's in the current dev versions, but if you want just the UTF8 stuff separate from the rest of the stuff in master, it's at http://github.com/pnd10/angband/tree/utf-8.
            Oh, should I have submitted a pull request for the UTF8 issues I fixed to this branch?

            As of now, I think that branch won't build on Windows.
            linux->xterm->screen->pmacs

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            • Shockbolt
              Knight
              • Jan 2011
              • 635

              #7
              @ d_m : "more interesting consumables" copy+pasted from magnates link above here, is there anything specific you'd like to see? I take it that you mean food/drink? Should I give it an hour and see what kind of tile edibles I can come up with and we'll take it from there?
              http://www.rpgartkits.com/
              Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by d_m
                Oh, should I have submitted a pull request for the UTF8 issues I fixed to this branch?

                As of now, I think that branch won't build on Windows.
                I had forgotten that you fixed the Windows build. I tend to think that once things get merged into master we don't need to keep feature branches up-to-date (indeed most of them disappear after merge) - I just thought it would be handy for Jeff to see all the work at a glance.

                Jeff - d_m's Windows fixes are in commit 352d420 - if you merge from master you'll get that anyway, but if you merge from the pnd10-utf8 branch you'll need to cherry-pick it. (You'll also need fea238a which regenerates Makefile.inc ...)
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • nppangband
                  NPPAngband Maintainer
                  • Dec 2008
                  • 926

                  #9
                  Originally posted by Magnate
                  I had forgotten that you fixed the Windows build. I tend to think that once things get merged into master we don't need to keep feature branches up-to-date (indeed most of them disappear after merge) - I just thought it would be handy for Jeff to see all the work at a glance.

                  Jeff - d_m's Windows fixes are in commit 352d420 - if you merge from master you'll get that anyway, but if you merge from the pnd10-utf8 branch you'll need to cherry-pick it. (You'll also need fea238a which regenerates Makefile.inc ...)
                  ::::dumb github question alert::::

                  It loosk like all of the x-char removal was pushed to the master branch on Sept 20. If I look at all those commits, or did a gif of before and after on that date, wouldn't that give me a good idea of all the changes that need to be made?
                  NPPAngband current home page: http://nppangband.bitshepherd.net/
                  Source code repository:
                  https://github.com/nppangband/NPPAngband_QT
                  Downloads:
                  https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #10
                    Originally posted by nppangband
                    ::::dumb github question alert::::

                    It loosk like all of the x-char removal was pushed to the master branch on Sept 20. If I look at all those commits, or did a gif of before and after on that date, wouldn't that give me a good idea of all the changes that need to be made?
                    Yes, it would. But it's better practice to try and incorporate the actual commits and re-use the work, than to make a diff and try and apply it yourself. But I fully understand that NPP is quite different and it might actually be less work to create the diff and start from there. So whatever works for you really.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • nppangband
                      NPPAngband Maintainer
                      • Dec 2008
                      • 926

                      #11
                      Originally posted by Magnate
                      Yes, it would. But it's better practice to try and incorporate the actual commits and re-use the work, than to make a diff and try and apply it yourself. But I fully understand that NPP is quite different and it might actually be less work to create the diff and start from there. So whatever works for you really.
                      Agreed. I wish it were that simple. Between the 4gai project functions and 4gai cave[][] array, the UnAngband terrrain system, and all the other changes we made, the NPP and Vanilla code bases are more different than similar at this point. Outside of the z-*.c files and the main*.c files, it is a real challenge to find a function that we haven't modified in some way.

                      But I promise, next time I do a patch for Vanilla I will fork the repository, upload a commit & push it to Angband for you all to accept.
                      NPPAngband current home page: http://nppangband.bitshepherd.net/
                      Source code repository:
                      https://github.com/nppangband/NPPAngband_QT
                      Downloads:
                      https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                      Comment

                      • takkaria
                        Veteran
                        • Apr 2007
                        • 1951

                        #12
                        Originally posted by Shockbolt
                        I'm just curious as to how many people are working on this game, and who you are and not least what you are contributing with for Vanilla Angband?
                        I'm the developer-in-chief, I've been in this role for about four and a half years... my main goals were not having the game and its community die, and improving the UI. Thesedays, I spend more time doing code review, occasionally filing tickets and making tweaks. I still have a lot of interest in fixing up the UI, but I haven't got as much time to spend on the game anymore.
                        takkaria whispers something about options. -more-

                        Comment

                        • d_m
                          Angband Devteam member
                          • Aug 2008
                          • 1517

                          #13
                          Originally posted by Shockbolt
                          @ d_m : "more interesting consumables" copy+pasted from magnates link above here, is there anything specific you'd like to see? I take it that you mean food/drink? Should I give it an hour and see what kind of tile edibles I can come up with and we'll take it from there?
                          Yeah, that sounds good.

                          Basically, my plan was to remove satisfy hunger spells/scrolls, make more varieties of food with varying amounts of nutrition and possibly side bonuses. For instance, before Takkaria removed restore potions I was thinking of a particular food that restores a kind of stat (so maybe Apples restore dexterity or something).

                          I mostly wanted to experiment to see how interesting food/drink could be made, and if it was worth it.
                          linux->xterm->screen->pmacs

                          Comment

                          • d_m
                            Angband Devteam member
                            • Aug 2008
                            • 1517

                            #14
                            I am one of the angband developers with push access to Github.

                            I seem to do a lot of random bugfixes, integrating other people's work, etc. My own interests are somewhat scattered, although dungeon generation is something I'm always interested in.
                            Last edited by d_m; September 28, 2011, 20:06.
                            linux->xterm->screen->pmacs

                            Comment

                            • artes
                              Adept
                              • Jun 2011
                              • 113

                              #15
                              This programmer has so far solved three tickets. The most visible thing I have done was to enable the player to lock doors with the disarm command. I'm looking for the very simplest issues to solve, and there are a couple of things I'm examining now.

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