Squelch Worthless option not sticking

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  • Zikke
    Veteran
    • Jun 2008
    • 1028

    Squelch Worthless option not sticking

    When a character dies and I use the old save file to re-make a new character, it does not automatically squelch worthless items any more, even though the option looks to be set in the options.

    In the first game I made, it correctly deleted things like "Wand of Haste Monster" etc. but after making several characters from the same file, none of the subsequent characters will do this.
    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:
  • awldune
    Adept
    • Dec 2007
    • 107

    #2
    I have encountered this also.

    Comment

    • dhegler
      Swordsman
      • Sep 2009
      • 252

      #3
      I also wish all birth options would stick (ie randarts) after you change them.

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2777

        #4
        Originally posted by dhegler
        I also wish all birth options would stick (ie randarts) after you change them.
        I was wondering if there was some strange thing with squelch_worthless, but now I wonder if this is yet another pref file problem. I know for sure that the randarts birth option sticks from game to game for me.

        I offer a totally unsubstantiated guess that you guys have some pref file that is somehow overwriting some of your options. Did you ever "save options" through a menu some time past?

        Comment

        • awldune
          Adept
          • Dec 2007
          • 107

          #5
          Originally posted by PowerDiver
          Did you ever "save options" through a menu some time past?
          I have, yes. I thought you had to if you wanted the options to stick after exiting and reopening Angband.

          Aren't macros and "visuals" settings like that?

          Comment

          • Zikke
            Veteran
            • Jun 2008
            • 1028

            #6
            Related question:

            If I create a new character based on the old character with randarts, does it re-generate a new set of Randarts every game? Or does it use the original batch?
            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

            • PowerDiver
              Prophet
              • Mar 2008
              • 2777

              #7
              Originally posted by awldune
              I have, yes. I thought you had to if you wanted the options to stick after exiting and reopening Angband.

              Aren't macros and "visuals" settings like that?
              Once you save an option to a pref file, you can never keep it changed, because each time the game starts the pref file is read and the changed option is overwritten by the value in the pref file.

              Macros belong in a pref file. I'm not sure about visuals. Options should never have been allowed in pref files.

              Delete your pref files and you should be able to change options again. Be very careful about what you put into any new pref files you create.

              @Zikke randarts are regenerated at the start of each game

              Comment

              • dhegler
                Swordsman
                • Sep 2009
                • 252

                #8
                Originally posted by PowerDiver
                I was wondering if there was some strange thing with squelch_worthless, but now I wonder if this is yet another pref file problem. I know for sure that the randarts birth option sticks from game to game for me.

                I offer a totally unsubstantiated guess that you guys have some pref file that is somehow overwriting some of your options. Did you ever "save options" through a menu some time past?
                Each time I start a new game, it always has randarts set to off.

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 4916

                  #9
                  Originally posted by PowerDiver
                  Once you save an option to a pref file, you can never keep it changed, because each time the game starts the pref file is read and the changed option is overwritten by the value in the pref file.

                  Macros belong in a pref file. I'm not sure about visuals. Options should never have been allowed in pref files.

                  Delete your pref files and you should be able to change options again. Be very careful about what you put into any new pref files you create.

                  @Zikke randarts are regenerated at the start of each game
                  In the previous thread about pref files, there emerged a consensus that we should split stuff into a "knowledge" file and a "settings" file. The settings file should contain options that are common across characters (e.g. subwindow settings, display settings - how you set up your visual environment) - but not options that are character-specific (e.g. AI options, birth options etc.). Those should stay in the save file.
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2777

                    #10
                    Originally posted by Magnate
                    In the previous thread about pref files, there emerged a consensus that we should split stuff into a "knowledge" file and a "settings" file. The settings file should contain options that are common across characters (e.g. subwindow settings, display settings - how you set up your visual environment) - but not options that are character-specific (e.g. AI options, birth options etc.). Those should stay in the save file.
                    The future may be a long way away. In the interim, can we simply disable setting variables read from pref files that do not belong in them? Or would that screw up the parser?

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 4916

                      #11
                      Originally posted by PowerDiver
                      The future may be a long way away. In the interim, can we simply disable setting variables read from pref files that do not belong in them? Or would that screw up the parser?
                      Don't know. But as soon as I make any changes to pref files, I'll do the whole thing. MarbleDice is pretty close to splitting out the knowledge file anyway, I think. I'm still waiting to finalise the Debian package of 3.1.2v2, then I'll get onto this.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • PowerDiver
                        Prophet
                        • Mar 2008
                        • 2777

                        #12
                        I've been fixing the squelch_worthless option, and came upon a possibly tricky situation while playtesting.

                        Should worthless flavors be marked as squelched in the object knowledge menu if you have the squelch_worthless option set?

                        It seems obvious that the answer is "yes", but there is a problem. Sooner or later the squelch menus will disappear, and everything will go through the object knowledge. At that time, it might be perplexing if someone looks and see some object kind being squelched, toggles squelch and it does not become unsquelched.

                        Is there a simple solution that won't confuse anyone? Am I worrying about nothing?

                        Comment

                        • Marble Dice
                          Swordsman
                          • Jun 2008
                          • 412

                          #13
                          Having the option squelch items regardless of their squelch setting is just confusing period. It might be some help to use a bright red X for a kind which is squelched, and a dark red X for a kind which is worthless but not squelched (and thus squelched by the option).

                          The other alternative is to just set the squelch flag for that item kind at specific events - such as when you become aware (for previously unknown worthless flavors), or when you turn the option on (for all known worthless flavors). This would be similar to how it works now, but less buggy.

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 4916

                            #14
                            Originally posted by Marble Dice
                            Having the option squelch items regardless of their squelch setting is just confusing period. It might be some help to use a bright red X for a kind which is squelched, and a dark red X for a kind which is worthless but not squelched (and thus squelched by the option).

                            The other alternative is to just set the squelch flag for that item kind at specific events - such as when you become aware (for previously unknown worthless flavors), or when you turn the option on (for all known worthless flavors). This would be similar to how it works now, but less buggy.
                            This is the way to do it. The option should simply set all worthless items to be squelched, leaving the user free to unsquelch them individually via the knowledge menu. Whether the option sets unknown worthless items to be squelched is a matter for debate - I say yes, otherwise the option is pointless.
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • PowerDiver
                              Prophet
                              • Mar 2008
                              • 2777

                              #15
                              What you two are proposing is a squelch command, not an interface option.

                              Options are yes/no, and toggling twice should be a no-op. They should not be commands to do something.

                              I remember a choice in the tval based squelch menu to squelch or unsquelch all svals for that tval. I don't know if that was in V or NPP or somewhere else. That sort of thing belongs buried in the squelch interface, or perhaps in the future in the object knowledge interface. That was occasionally useful, but I never missed it, until recently when I implemented money squelch.

                              I am more likely to save and use a potion of poison or a scroll of trap creation than a wand of confuse monster, so I never use the option. Perhaps the better choice is to remove the option. That would be less annoying to people who like the option if someone created an appropriately named prf file to be distributed and locatable in lib/pref whose sole contents was a set of squelch settings for worthless objects, and a more reasonable interface for loading recommeneded prf files.

                              Comment

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