Help me make my new variant! (please!)

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  • will_asher
    replied
    the explanation at the top of p_race says:
    # 'values' is for object modifiers which take a value that races possess
    # innately.
    But the code only reads "RES_" values, so if you want to make a player race with innate extra speed, you have to do it another way. ppfffflt.

    Anyway, I've been busy on Rubberband development. I'll probably make a release sometime soon. currently in the process of adding a couple new player races.

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  • will_asher
    replied
    Originally posted by backwardsEric
    Besides the save file (loading one generated with a larger pack limit should be okay, but the load code isn't set up to explicitly handle the pack overflow that could happen), there's how the pack is presented in the user interface: the current limit is one less than the minimum expected height for the main window, 24 rows. With the main window at the minimum height and a full pack of 24 items, displaying the inventory won't show the last item in the pack.
    I could just increment the minimum height of the main window to match.

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  • backwardsEric
    replied
    Originally posted by will_asher
    Also, will it break anything if I increase the backpack slots in constants.txt by 1? (I'm guessing it'll likely break savefiles, so I'll finish my current game before I try it.)
    Besides the save file (loading one generated with a larger pack limit should be okay, but the load code isn't set up to explicitly handle the pack overflow that could happen), there's how the pack is presented in the user interface: the current limit is one less than the minimum expected height for the main window, 24 rows. With the main window at the minimum height and a full pack of 24 items, displaying the inventory won't show the last item in the pack.

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  • will_asher
    replied
    Huh. I thought I had cloned the angband-master when I made a fork on github. I guess not. Is there a relatively easy way to get Nick's changes into the code on my computer?

    EDIT/PS: I'm currently playing my pre-alpha build, and it's acting like there's a movement delay even though I made sure movement delay and base delay factor were set to zero. Can anyone guess why that is?

    Also, will it break anything if I increase the backpack slots in constants.txt by 1? (I'm guessing it'll likely break savefiles, so I'll finish my current game before I try it.)
    Last edited by will_asher; April 8, 2021, 10:33.

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  • wobbly
    replied
    Originally posted by will_asher
    For that matter, how did my fork get the changes Nick made (that require an updated dungeon_profile.txt) without getting the updated dungeon_profile.txt?
    thanks for your help
    So while its hard for me to tell exactly what went wrong, when I look at the last commit to dungeon_profile.txt in angband-master and compare it to your commit on ruberband, I can see that you accidentally reversed Nick's changes. This suggests to me that the version you are working with on your PC is older then the version you forked on github. Either its an older copy of angband-master or its a copy of angband 4.2-release.

    As to how Nick's changes got there, you forked angband-master on github a month ago and the changes have been in master for 4 months.

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  • will_asher
    replied
    Originally posted by wobbly
    You didn't deliberately change it, but you did in fact change it. In fact you accidentally changed a whole bunch of files no doubt, take a look at the file list in this commit:

    will_asher's variant of Angband, A free, single-player roguelike dungeon exploration game - initial Rubberband stuff will2asher/RubberBand@820fbec


    As far as I can see you've:

    downloaded a copy of angband
    Nick has updated dungeon_profile.txt
    you've uploaded the older version of dungeon_profile.txt
    So is there an easy way to get the changes Nick made added to my fork? or do I have to do it manually from the diff?
    EDIT: Well, I guess I can just download the newer dungeon_profile.txt. I'll try that.

    For that matter, how did my fork get the changes Nick made (that require an updated dungeon_profile.txt) without getting the updated dungeon_profile.txt?

    Also, how do you make a diff like that between two files on github?

    EDIT: It runs now, yay!
    thanks for your help

    EDIT2/PS: Is old_class.txt still used/needed?
    Last edited by will_asher; April 8, 2021, 06:55.

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  • wobbly
    replied
    Originally posted by will_asher
    ugh. still won't run.
    Now it's saying there's a parse error in dungeon_profile line 60 but I haven't touched dungeon_profile.txt and I don't see anything wrong there.
    You didn't deliberately change it, but you did in fact change it. In fact you accidentally changed a whole bunch of files no doubt, take a look at the file list in this commit:

    will_asher's variant of Angband, A free, single-player roguelike dungeon exploration game - initial Rubberband stuff will2asher/RubberBand@820fbec


    As far as I can see you've:

    downloaded a copy of angband
    Nick has updated dungeon_profile.txt
    you've uploaded the older version of dungeon_profile.txt

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by will_asher
    Now it's saying there's a parse error in dungeon_profile line 60 but I haven't touched dungeon_profile.txt and I don't see anything wrong there.
    From the source on GitHub, you added "cutoff:..." lines for the profiles. Those will cause errors until you change the parsing in src/generate.c. The cutoff parameter mentioned in the comments is the last value in "room:..." lines within a profile.

    Leave a comment:


  • will_asher
    replied
    ugh. still won't run.
    Now it's saying there's a parse error in dungeon_profile line 60 but I haven't touched dungeon_profile.txt and I don't see anything wrong there.

    Leave a comment:


  • will_asher
    replied
    Thanks. to think I looked through the file as many times as I did and didn't see that...

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  • wobbly
    replied
    You've got typos in your flags, compare:

    Code:
    # Mostly slow with lots of hitpoints and armor
    name:golem
    glyph:g
    pain:1
    flags:EMPTY_MIND | CLEAR_WEB | NONLIVING
    flags:NO_FEAR | NO_CONF | NO_SLEEP | NO_STUN
    desc:Golem
    Code:
    # mostly very deep
    name:wall monster
    glyph:#
    pain:1
    flags:COLD_BLOOD | EMPTY_MIND
    flags:BASH_DOOR | CLEAR_WEB | NON_LIVING
    flags:IM_POIS | NO_CONF | NO_SLEEP | NO_FEAR
    desc:Wall Monster
    Also that true_sight flag in object properties isn't defined in list-object-flags.h

    Leave a comment:


  • will_asher
    replied
    I gotta figure out how to sync the github with what's on my computer...
    ...Okay, I think I updated my github with my changes, but I don't know how to change the name of my github so that it's clear that it's a variant. I don't get github yet.
    EDIT: no it didn't sync. I'm still figuring that out.

    Anyway, I barely changed anything so far. It's parsing monster_base.txt, and I looked over that file like 6 times and didn't find anything wrong with it.

    Also, Pete implied that there's a relatively easy way to get new changes made to V and add them to my fork. How do I do that?
    Is there some quick github tutorial somewhere? I could use a glossary for all the lingo (Push, pull, commit, stash, repository, etc).
    EDIT3: I found a github glossary, but it doesn't have "stash".

    EDIT2: (learned the difference between push and pull) I told VS to push changes to github, but it didn't update anything...
    EDIT4: Okay, I got it to sync now.
    will_asher's variant of Angband, A free, single-player roguelike dungeon exploration game - will2asher/RubberBand
    Last edited by will_asher; April 7, 2021, 01:07.

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  • Nick
    replied
    This message means that somewhere in the datafile being parsed there was a flag that was not in the list of all the flags. As wobbly says, if people can see your code it's easier to find problems.

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  • wobbly
    replied
    I spied enough to find your github, which contains a fork of 4.2.2 but nothing else. It's going to be easier to see whats going wrong if someone can see the actual code and more importantly the commits of what you actually changed.

    Leave a comment:


  • will_asher
    replied
    I got it to compile. that's one step.

    But I'm already stuck with a bug trying to get it to run. I get a "bad f-flag: " error with a bunch of garbage after it. I made sure all the new flags I plan to add are still commented out in monster.txt and monster-base.txt (even though I already added them to list-mon-race-flags.h). I double and triple checked. I can't figure out what's wrong. Could adding a new monster base do this? Is there a max number of monster bases somewhere? (if so, I can't find it.)

    (I'm not going to ask for help for every little thing. Part of the reason I post here for help is sometimes it helps me to think of something when I write out the question.)

    Leave a comment:

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