New dev version

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    New dev version

    Hi all,

    I just pushed a new dev version with a bunch of tweaks from takkaria and a few fixes:

    Tweaks:
    - max stack size increased to 40
    - scrolls of Teleport Level are now much more expensive, and less common
    - WARNING: Deep Descent is no longer an instant effect (it's like Recall), and drops 250' not 100'
    - rods of Treasure Location have gone, scrolls are now dungeon-only
    - detection of objects is now "fuzzy", i.e. you know where the objects are but not what they are

    Fixes:
    - the confusion/Study bug is gone (thanks noz)
    - the stairs-while-hallucinating bug is gone (thanks PowerWyrm)
    - the crash when 'r'ecalling the (Everburning) ego is fixed (nobody spotted that one)
    - the word "Unignoring" now has a space after it, like it should (hugely important)

    It's at the usual place (rephial.org/nightlies - windows is built; the OSX buildbot is offline so it'll be built whenever it reconnects).
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • Nomad
    Knight
    • Sep 2010
    • 958

    #2
    Well, since you don't mention it here I assume you didn't fix it on purpose, but it appears that the problem with chardumps on Windows has also resolved itself. I think this one may remain a mystery for the ages...

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Nomad
      Well, since you don't mention it here I assume you didn't fix it on purpose, but it appears that the problem with chardumps on Windows has also resolved itself. I think this one may remain a mystery for the ages...
      Yes! Sounds like it was a local problem - but we'll know when you try the new v4 (though that may be a while, as I'm still struggling with the last bug).

      In less good news, the new dev version has a rather unfortunate problem with the new fuzzy detection and the object list ...
      "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

        #4
        Originally posted by Magnate
        In less good news, the new dev version has a rather unfortunate problem with the new fuzzy detection and the object list ...
        It also hides objects that you've previously seen and shows them as unknown until they come back into LoS.

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by Nomad
          It also hides objects that you've previously seen and shows them as unknown until they come back into LoS.
          Oh dear. That's going to encourage note-taking. Better fix that too. (I've nearly fixed the object list, just one compiler gripe to go.)
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Magnate
            Oh dear. That's going to encourage note-taking. Better fix that too. (I've nearly fixed the object list, just one compiler gripe to go.)
            Ok, I fixed the object list ... and I can no longer reproduce the leaving-LOS problem. Items do not revert to asterisks for me. Let me know if it still happens to you.
            "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

              #7
              The object list now works correctly for me. Seen objects aren't reverting to asterisks spontaneously, but if I read a scroll of treasure detect when they're in detect range, they're reverted to unknown until I go and get a second look at them.

              Also... chardumps are broken for me again. The two new V4 nightlies present the same pattern: dumps working correctly in 0dd1979, not working in 0dc93de after the latest fix. I have given up attempting to ascribe any form of logic to this bug.

              Comment

              • Jungle_Boy
                Swordsman
                • Nov 2008
                • 434

                #8
                Originally posted by Nomad
                Also... chardumps are broken for me again. The two new V4 nightlies present the same pattern: dumps working correctly in 0dd1979, not working in 0dc93de after the latest fix. I have given up attempting to ascribe any form of logic to this bug.
                By the way, this is not local to Nomad as I got the same thing on my most recent dump. Also from Windows 7

                My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #9
                  Originally posted by Nomad
                  The object list now works correctly for me. Seen objects aren't reverting to asterisks spontaneously, but if I read a scroll of treasure detect when they're in detect range, they're reverted to unknown until I go and get a second look at them.
                  Ok, I've just pushed a fix for this (both to V and v4). Thanks for the report.

                  Someone else mentioned worn objects reverting to "unknown" on recall - I can't reproduce this. If anyone can reproduce it reliably, please post a savefile where it can be reproduced and we'll try to fix it.
                  Also... chardumps are broken for me again. The two new V4 nightlies present the same pattern: dumps working correctly in 0dd1979, not working in 0dc93de after the latest fix. I have given up attempting to ascribe any form of logic to this bug.
                  Sorry, this is painful. None of the devteam use Win7, so we can't reproduce this. The commits you cite this time are not related to text handling at all, so I *strongly* suspect that the problem is build-related. If it's any consolation, several devs are having weird build errors (mine are about ID), which indicates that we have something seriously broken with our buildsystem (make clean not re-setting things properly). I think the autobuilder may be having similar issues. We apologise for the inconvenience ;-)
                  "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

                    #10
                    Originally posted by Magnate
                    Sorry, this is painful. None of the devteam use Win7, so we can't reproduce this. The commits you cite this time are not related to text handling at all, so I *strongly* suspect that the problem is build-related. If it's any consolation, several devs are having weird build errors (mine are about ID), which indicates that we have something seriously broken with our buildsystem (make clean not re-setting things properly). I think the autobuilder may be having similar issues. We apologise for the inconvenience ;-)
                    Well, the dumps are back on again in the latest V4 anyway, so perhaps I'll just stick with that one for a while. (I do keep meaning to learn to make my own builds so I can have a go at poking around in the code, but aiee, C compilers give me hives. )

                    Issues with treasure detect scrolls are now sorted out, thanks. I haven't seen any problems with worn objects turning to unknown.

                    One other very minor thing, related to the recent changes to lights; now that it's impossible to refuel torches, could the number/frequency of "your light is growing faint" messages be reduced? It's a bit annoying to keep getting that every ten paces when you're deliberately letting a torch burn all the way down before you replace it.

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #11
                      Originally posted by Nomad
                      One other very minor thing, related to the recent changes to lights; now that it's impossible to refuel torches, could the number/frequency of "your light is growing faint" messages be reduced? It's a bit annoying to keep getting that every ten paces when you're deliberately letting a torch burn all the way down before you replace it.
                      Actually I think that message can just go. It was not only a reminder to refuel, but also a reminder that your light radius had shrunk from 2 to 1. Since it's now 1 at all times with torches, it's almost completely pointless. I'll leave one in about 20 turns before it goes out.

                      EDIT: Done. It will now print that message twice: 40 turns left and 20 turns left.
                      Last edited by Magnate; November 1, 2011, 20:44.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        If I recall correctly, that message goes back all the way to the Moria days and would print at semi-random intervals once you got down below 100 turns left. Once at 40 and once at 20 seems good; enough time for you to swap it out during some downtime (or at least prepare for when it goes out during a long fight).

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by Derakon
                          If I recall correctly, that message goes back all the way to the Moria days and would print at semi-random intervals once you got down below 100 turns left. Once at 40 and once at 20 seems good; enough time for you to swap it out during some downtime (or at least prepare for when it goes out during a long fight).
                          Well, it wasn't random - it was set to print every 10 turns from 90 down to 10, so I just changed the numbers. Printing it randomly would be ... weird.
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Hey, that's just what I remember about the old days. There might well have been a pattern that I never sussed out.

                            (Recent Angband was certainly more consistent in its messaging, if perhaps a bit too frequent)

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 958

                              #15
                              I'm really enjoying the new fuzzy object detection - it makes exploring levels a bit more unpredictable and interesting. I'm missing Rods of Treasure Location, though; it seems pretty unnecessary to have removed them on top of the change to fuzzy detection. I'd like to see the rods restored: I think having a reliable source of this type of limited detection is a good thing, since it encourages the player to explore more of the level to find out what the blips are.

                              Is a shift to fuzzy ESP also on the agenda? That would be awesome.

                              Comment

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