r1500 gold bug, shops question

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  • Taha
    Adept
    • Jun 2009
    • 128

    r1500 gold bug, shops question

    I was playing r1500, and noticed that gold never appeared on the ground. It seems to be dropping just fine (I pick it up and get the messages as I walk over an area where I just killed creeping coins), but it doesn't display as $ on the screen, just a normal (.). This is true in town and at dlvl50-60, haven't tried it elsewhere.

    There was a discussion earlier about whether speed items should be included in the armor shop, and it seems shops are being modified to include more useful stuff for deep characters in general. Is it within the expected scope of those changes that I found a leather shield of elvenkind in the armor shop? It included rdisenchant, and sold for ~25,000. Strange, but very nice, find for someone used to finding everything worthwhile in the deeps. Current clvl 33, max depth around 58.
    ________
    LisaLovesLife live
    Last edited by Taha; August 14, 2011, 14:46.
  • Taha
    Adept
    • Jun 2009
    • 128

    #2
    Squelch issues r1500

    Adding to my issue list:
    In r1500, there are new and much more detailed quality squelching options, glancing through trac it looks like they came in with 1465. This promises to reduce TMJ significantly once rBase and below is no longer much help, but of Elvenkind is still worthwhile.
    The bug:
    I have the main categories (Pointy and Blunt Melee, Missile, Body Armor, Shields, headgear, handgear and footgear) set to Excellent with no high resists, but it isn't squelching a shield of rcold, or a zweihander of slay giant, for instance. I turned the squelch option up to excellent but not splendid (not sure what the difference is exactly), and it made no difference. Turning it up to all but artifacts squelched both. Both items are fully ID'd from the ranger spell.

    Is this a bug, or just new settings that aren't fully implemented yet?
    ________
    BarbieHOrnyX cam
    Last edited by Taha; August 14, 2011, 14:46.

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    • Zikke
      Veteran
      • Jun 2008
      • 1069

      #3
      Originally posted by Taha
      Adding to my issue list:
      In r1500, there are new and much more detailed quality squelching options, glancing through trac it looks like they came in with 1465. This promises to reduce TMJ significantly once rBase and below is no longer much help, but of Elvenkind is still worthwhile.
      The bug:
      I have the main categories (Pointy and Blunt Melee, Missile, Body Armor, Shields, headgear, handgear and footgear) set to Excellent with no high resists, but it isn't squelching a shield of rcold, or a zweihander of slay giant, for instance. I turned the squelch option up to excellent but not splendid (not sure what the difference is exactly), and it made no difference. Turning it up to all but artifacts squelched both. Both items are fully ID'd from the ranger spell.

      Is this a bug, or just new settings that aren't fully implemented yet?
      I have noticed this more granular squelching (which is similar to some variants' squelching) and I believe it to be a new (and awesome) feature. Devs can weigh in.
      A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
      A/FA W H- D c-- !f PV+++ s? d P++ M+
      C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

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      • Taha
        Adept
        • Jun 2009
        • 128

        #4
        I agree that is an awesome feature, and splitting out the types of weapons and armor works well. It's just the excellent squelch settings that aren't quite there.

        Some additional detail: When I try to destroy the items mentioned, it asks if I want to ignore all non artifact pointy melee or shields from now on, not the more finely grained setting. That makes me think that the settings aren't fully implemented yet.

        I appreciate all the work still going into this. The new versions are already so much more fun than any of the old ones, and I have been playing this game on and off since umoria days. I'm loving not having to wade through all the junk now.
        ________
        porn star Cams
        Last edited by Taha; August 14, 2011, 14:46.

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Originally posted by Taha
          Adding to my issue list:
          In r1500, there are new and much more detailed quality squelching options, glancing through trac it looks like they came in with 1465. This promises to reduce TMJ significantly once rBase and below is no longer much help, but of Elvenkind is still worthwhile.
          The bug:
          I have the main categories (Pointy and Blunt Melee, Missile, Body Armor, Shields, headgear, handgear and footgear) set to Excellent with no high resists, but it isn't squelching a shield of rcold, or a zweihander of slay giant, for instance. I turned the squelch option up to excellent but not splendid (not sure what the difference is exactly), and it made no difference. Turning it up to all but artifacts squelched both. Both items are fully ID'd from the ranger spell.

          Is this a bug, or just new settings that aren't fully implemented yet?
          That's a bug. Unfortunately I sent too massive a set of changes to Takkaria, based upon old stuff and perhaps containing some too controversial features he has to remove, and the codebase is currently suffering from indigestion. Also, my changes weren't wholly without bugs.

          Comment

          • Zikke
            Veteran
            • Jun 2008
            • 1069

            #6
            Originally posted by PowerDiver
            That's a bug. Unfortunately I sent too massive a set of changes to Takkaria, based upon old stuff and perhaps containing some too controversial features he has to remove, and the codebase is currently suffering from indigestion. Also, my changes weren't wholly without bugs.
            If you sending large patch changes leads to more "accidental" awesome features, then keep it up.
            A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
            A/FA W H- D c-- !f PV+++ s? d P++ M+
            C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #7
              Originally posted by Taha
              [...] excellent but not splendid (not sure what the difference is exactly) [...]
              If I understand Eddie correctly, excellent has the same meaning it has always had (ego item), and splendid is a subset of ego items with properties obvious on wield (+stat/stealth/speed, LITE, ESP, etc.). What I'm not sure about is exactly what counts as splendid: +infravision? +searching? slow digestion? feather falling?
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #8
                Originally posted by Magnate
                If I understand Eddie correctly, excellent has the same meaning it has always had (ego item), and splendid is a subset of ego items with properties obvious on wield (+stat/stealth/speed, LITE, ESP, etc.). What I'm not sure about is exactly what counts as splendid: +infravision? +searching? slow digestion? feather falling?
                Whatever is coded as obvious on wield. Of those 4, currently only infravision. The point is that you wield and unwield, and that is enough to squelch. Also, it is a total ordering, meaning that splendid lacking high resists don't get squelched by the lesser squelch level that sounds as if it might work. Should perhaps rename to non-splendid ego lacking high resist. Ugh.

                For the current set of egos, splendid is a fairly useful concept, but that might change. The non-splendid egos that currently you often do not want to squelch are robes of permanence, shields of preservation, hats of serenity, and boots of stability. That's the reason robes are separate from other armor for quality squelch purposes.

                OTOH, I consider the whole quality squelch approach to be a short-term hack until squelching is done properly in a different way, so I'm not going to worry over shortcomings that much.

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #9
                  Originally posted by PowerDiver
                  OTOH, I consider the whole quality squelch approach to be a short-term hack until squelching is done properly in a different way, so I'm not going to worry over shortcomings that much.
                  That sounds very sensible. What's the different way of doing it properly?
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • Neuro
                    Rookie
                    • May 2008
                    • 19

                    #10
                    I've noticed that for weapons at least, if you select "everything except artifacts", the game will squelch all non-artifacts BEFORE you get any kind of ID on them, meaning you don't even have to sift through mounds of unknown weapons, as the game autosquelches them on the ground.

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #11
                      Originally posted by Magnate
                      That sounds very sensible. What's the different way of doing it properly?
                      You squelch any item at all, and whatever is dominated by what you don't know isn't there gets squelched in turn. That needs stable learning code to begin with to keep track of what you do and do not know. My previous code was based upon players having full knowledge of the edit files, and without that I will have to do things rather differently.

                      Comment

                      • d_m
                        Angband Devteam member
                        • Aug 2008
                        • 1517

                        #12
                        Originally posted by Taha
                        I was playing r1500, and noticed that gold never appeared on the ground. It seems to be dropping just fine (I pick it up and get the messages as I walk over an area where I just killed creeping coins), but it doesn't display as $ on the screen, just a normal (.). This is true in town and at dlvl50-60, haven't tried it elsewhere.
                        This bug is fixed in r1514.
                        linux->xterm->screen->pmacs

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