Angband 3.1.1 released

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #61
    Originally posted by ekolis
    Ooh, I found another bug... somehow when I press "h" on the Character screen with this one particular savegame, the game crashes... it didn't used to crash with that savegame though; all I did was start a new character (dwarven priest) and enter the dungeon!

    Where should I send the savegame?


    Seems like the same bug, so send it where Tak asked in that thread.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #62
      Originally posted by ekolis
      Sorry if this has been reported already, but from the start of the game my self-knowledge screen tells me that my weapon is fire-branded or burns my foes or something... presumably that comes from wielding a torch? Do torches actually apply fire brand to barehanded melee attacks? They don't seem to apply it to attacks with an actual weapon - which is the behavior I'd expect, but I'd not expect the self-knowledge message to appear unless I'm actually fighting with no melee weapon save for the torch!
      Yeah, this is a bug in the self_knowledge() function - torches do not brand melee weapons - but they do count as fire branded if you throw them. The same bug means that if you wield Bard, it will say that your melee weapon slays dragons, even if it doesn't.

      There is a poll open on removing the s_k function, because fixing this bug means completely rewriting it, and I don't see much point in that now that there are no s_k potions and a new ID system - it's just a rarely-used knowledge menu item, and a pointless side effect of a potion of **enlightenment**.
      "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

        #63
        Originally posted by saarn
        wait, venom is only a 1.5x brand?
        No, venom is a x3 brand when the monster does not resist poison. Its average value is x1.5, because a lot of monsters resist poison.

        It hadn't occurred to me that we could make different assumptions for ego ammo than for normal ammo - that's obviously a good idea, as both Pete and Eddie mentioned it independently. I think ego ammo will assume a +9 launcher - as Pete says, that will put a significant distance between the +5 unbranded bolts and the +3 venom bolts.

        Edit: right, this is fixed in trunk (r1598) - ego ammo now assumes a +9 launcher, where non-ego ammo doesn't. If it plays ok I'll replicate it in the next update to 3.1.1.
        Why does Eddie's VIP room for ammo remind me of Chris Rock's take on gun control?
        I don't know why, but I now have visions of a Chris Rock version of Steamband, where bullets usually kill instantly but cost 5000gp each ...
        Last edited by Magnate; August 1, 2009, 08:09.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #64
          No, venom is a x3 brand when the monster does not resist poison. Its average value is x1.5, because a lot of monsters resist poison.
          This is missing a lot of the point: finding monsters worth killing is a positive filter, not a negative filter: if life gives you poison-branded ammo, you make Dragon-Ade.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #65
            Originally posted by Pete Mack
            This is missing a lot of the point: finding monsters worth killing is a positive filter, not a negative filter: if life gives you poison-branded ammo, you make Dragon-Ade.
            Actually I think it is you who has missed the point, on this occasion. Averaging out the multiplier is merely a mechanism to distinguish the relative values of different slays/brands - it does not specify the absolute value of the ammo. You did have a point that ego ammo was priced too cheaply relative to non-ego ammo, and that has been fixed. The relative pricing of different slays/brands is now consistent both with each other and with non-ego ammo.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #66
              I took a look at your file obj-power.c

              That ADD_POWER macro is really bizarre: the usual way to do that is with a table. Use macros for things like this only when absolutely necessary. (If you are declaring functions, or for repeated includes when you need parallel construction of multiple data structures. Take a look at osx/osx_tables.h for an example.)

              Code:
              #define MISC 1
              #define LOW_RESIST 2
              #define HIGH_RESIST 4
              
              struct bonus_value bonus_values[][] = {
              {"blessed",       1, TR2_BLESSED,  2, MISC },
              {"feather fall",  2, TR2_FEATHER, 2, 0 },
              {"free action", 14, TR2_FREE_ACT, 2,  MISC },
              ...
              }
              Another point: why do you have special-purpose code for things like
              Code:
              p += sign(o_ptr->to_h) * (ABS(o_ptr->to_h) * TO_HIT_POWER);
              LOG_PRINT1("Adding power for to_hit, total is %d\n", p);
              p += o_ptr->to_d * DAMAGE_POWER;
              LOG_PRINT1("Adding power for to_dam, total is %d\n", p);
              
              /* Apply the correct brand multiplier */
              p += ((2 * (o_ptr->to_d + RING_BRAND_DMG)
                         * slay_power(o_ptr, verbose, log_file)) / tot_mon_power) 
                      - (2 * (o_ptr->to_d + RING_BRAND_DMG));
              Shouldn't these be common to all equipment, with a special case only for launchers, light sources, and melee weapons? (Note that NPP has a light source (+2,+2))

              If you rewrite it that way, you can probably convert easily to table-driven code.

              Comment

              • takkaria
                Veteran
                • Apr 2007
                • 1951

                #67
                3.1.1.1599 is out on the frontpage of http://rephial.org/; go grab it. It contains the following bugfixes from the original 3.1.1:

                - Character screen crash should be fixed
                - Things that activate can be learnt entirely by psuedo-ID when they couldn't before
                - Only make the trample/push past message happen when monsters are visible (this will be tweaked further at a later date)
                - Correct pricing of torches and oil, and their descriptions
                - Better Debian packaging
                takkaria whispers something about options. -more-

                Comment

                • ekolis
                  Knight
                  • Apr 2007
                  • 921

                  #68
                  Yay, the charscreen works now Thanks!

                  edit: AACK! It broke again! If I press space before pressing h, then it breaks... Sending savefile...

                  edit 2: weird, now I can't reproduce it... maybe it only breaks while monsters are in view?

                  edit 3: nope, can't reproduce it at all... I'll let you know if it happens again! But on the charscreen, shouldn't "Invis" be "SInv"? It's not that the character IS invisible, it's that he SEES invisible Same as with the resists!
                  Last edited by ekolis; August 1, 2009, 14:47.
                  You read the scroll labeled NOBIMUS UPSCOTI...
                  You are surrounded by a stasis field!
                  The tengu tries to teleport, but fails!

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #69
                    Originally posted by Pete Mack
                    I took a look at your file obj-power.c

                    That ADD_POWER macro is really bizarre: the usual way to do that is with a table. Use macros for things like this only when absolutely necessary. (If you are declaring functions, or for repeated includes when you need parallel construction of multiple data structures. Take a look at osx/osx_tables.h for an example.)

                    Another point: why do you have special-purpose code for things like
                    Code:
                    p += sign(o_ptr->to_h) * (ABS(o_ptr->to_h) * TO_HIT_POWER);
                    LOG_PRINT1("Adding power for to_hit, total is %d\n", p);
                    p += o_ptr->to_d * DAMAGE_POWER;
                    LOG_PRINT1("Adding power for to_dam, total is %d\n", p);
                    
                    /* Apply the correct brand multiplier */
                    p += ((2 * (o_ptr->to_d + RING_BRAND_DMG)
                               * slay_power(o_ptr, verbose, log_file)) / tot_mon_power) 
                            - (2 * (o_ptr->to_d + RING_BRAND_DMG));
                    Shouldn't these be common to all equipment, with a special case only for launchers, light sources, and melee weapons? (Note that NPP has a light source (+2,+2))

                    If you rewrite it that way, you can probably convert easily to table-driven code.
                    Indeed - a full rewrite of obj-power.c (which was written by the other Chris, btw) is on my randart todo list. It needs all sorts of tweaks like allowing different power for the same ability in different slots (the obvious example is TR2_LITE) - and yes, a tabular approach is definitely the way to go.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • Zikke
                      Veteran
                      • Jun 2008
                      • 1069

                      #70
                      Originally posted by ekolis
                      Yay, the charscreen works now Thanks!

                      edit: AACK! It broke again! If I press space before pressing h, then it breaks... Sending savefile...

                      edit 2: weird, now I can't reproduce it... maybe it only breaks while monsters are in view?

                      edit 3: nope, can't reproduce it at all... I'll let you know if it happens again! But on the charscreen, shouldn't "Invis" be "SInv"? It's not that the character IS invisible, it's that he SEES invisible Same as with the resists!

                      This happened to me a few days ago and I sent my savefile to Tak, but it started working again suddenly.
                      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

                      • takkaria
                        Veteran
                        • Apr 2007
                        • 1951

                        #71
                        Originally posted by ekolis
                        Yay, the charscreen works now Thanks!

                        edit: AACK! It broke again! If I press space before pressing h, then it breaks... Sending savefile...

                        edit 2: weird, now I can't reproduce it... maybe it only breaks while monsters are in view?

                        edit 3: nope, can't reproduce it at all... I'll let you know if it happens again! But on the charscreen, shouldn't "Invis" be "SInv"? It's not that the character IS invisible, it's that he SEES invisible Same as with the resists!
                        It looks like a pretty unreproduceable bug; the "fix" I made was entirely speculative.
                        takkaria whispers something about options. -more-

                        Comment

                        • ekolis
                          Knight
                          • Apr 2007
                          • 921

                          #72
                          Actually, it did happen again, but I don't know what triggered it; loading up the savefile put me at the beginning of the level, and attempting to reproduce the bug from there yielded nothing...
                          You read the scroll labeled NOBIMUS UPSCOTI...
                          You are surrounded by a stasis field!
                          The tengu tries to teleport, but fails!

                          Comment

                          • Maupin
                            Scout
                            • Jul 2009
                            • 27

                            #73
                            Noticed this a few times now:

                            You have a Light Crossbow (x3) (s).
                            You feel the Light Crossbow of Power (s) in your pack is excellent...


                            Seems kind of odd that it's immediately referred to by type.

                            Also, as I mentioned in another thread, I really can't wait until the old "k" destroy item functionality is restored. Selecting "n" every time I want to destroy potentially useful potions/scrolls is driving me crazy.

                            Comment

                            • ekolis
                              Knight
                              • Apr 2007
                              • 921

                              #74
                              Oh, and speaking of those ID messages, it always says "in your pack" even if you're wielding it...
                              You read the scroll labeled NOBIMUS UPSCOTI...
                              You are surrounded by a stasis field!
                              The tengu tries to teleport, but fails!

                              Comment

                              • Sirridan
                                Knight
                                • May 2009
                                • 560

                                #75
                                @Ekolis & Takkaria

                                I'm getting the same bug, going into the character screen and hitting another key sometimes causes the program to stop working. Running windows 7 RC, 64bit.

                                If I can figure out how to reproduce it reliably I'll let you know.

                                Comment

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