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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #31
    Originally posted by PowerDiver
    FWIW I commented out the assert and then startup went smoothly.
    I cannot reproduce this, with a completely clean clone / build / start. I used -mgcu - did you use something different? (Not that that should affect game init, but I can't think of any other difference.)

    Can you reproduce the problem with every new clone and build?

    (Please delete your ~/.angband/Angband each time, as this will get used on a multi-user system even when configured --with-no-install)
    "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

      #32
      Originally posted by Magnate
      I cannot reproduce this, with a completely clean clone / build / start. I used -mgcu - did you use something different? (Not that that should affect game init, but I can't think of any other difference.)

      Can you reproduce the problem with every new clone and build?

      (Please delete your ~/.angband/Angband each time, as this will get used on a multi-user system even when configured --with-no-install)
      I didn't use mgcu. Just defaulted to X11.

      Can I just remove the savefile? There's other stuff in there.

      I played a little, and encountered a possibly related bug. I have easy_alter and easy_open or whatever, and when I bumped into a door it gives the message

      Direction or <click> (Escape to cancel)?

      and does not open the door. The prompt does not go away until I bump into a wall.


      Anyway, if you guys do not see the problem trivially, I should just learn the command code and fix it myself. I've been meaning to do melee as auto-repeat on a single blow, so I have to learn it some day.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #33
        Originally posted by PowerDiver
        Old versions had gold inversely related to stats, with randomness tossed in on top. I don't know how much of that has been kept. There have been changes to initial equipment and to prices, and pricier equipment now means less money.

        It's probably a bug, but it might not be.
        It's a bug. It only affects the first character in a new savefile - second and subsequent chars get plenty of money left over. There is now no randomness in starting gold, and starting equipment has been changed to achieve lower variation between classes. Warriors/priests now start with ~220au after equipment, and magi about 420.

        Equipment prices were halved on 26th November (commit dd9f7b4), bringing them roughly back into line with 3.1.2
        "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

          #34
          Originally posted by PowerDiver
          I didn't use mgcu. Just defaulted to X11.

          Can I just remove the savefile? There's other stuff in there.

          I played a little, and encountered a possibly related bug. I have easy_alter and easy_open or whatever, and when I bumped into a door it gives the message

          Direction or <click> (Escape to cancel)?

          and does not open the door. The prompt does not go away until I bump into a wall.


          Anyway, if you guys do not see the problem trivially, I should just learn the command code and fix it myself. I've been meaning to do melee as auto-repeat on a single blow, so I have to learn it some day.
          Again, I can't reproduce your door problem either: easy_open works fine for me. Were you playing with Shift stuck on, or something?

          I suggested removing ~/.angband/Angband because I was wondering if the initial crash was related to directory creation, but yes just removing the savefile would be a decent test. If you can reproduce the problem reliably, I don't mind what steps are involved ...

          P.S. I tried a new build starting with -mx11 and that's fine too, so it's not related to the choice of display ...
          "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

            #35
            Originally posted by Magnate
            Equipment prices were halved on 26th November (commit dd9f7b4), bringing them roughly back into line with 3.1.2
            Then 3.1.2 prices were still crazy.

            I was recently experimenting with 3.0.9b, and I recall being offered 9 AU when I went to sell my dagger.

            Considering how much less money from floor/drops is in the game compared to 3.0, wouldn't 3.0 pricing be good enough? IMO equipment prices should drop by another factor of 4. I'm not kidding.

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #36
              Originally posted by Magnate
              Again, I can't reproduce your door problem either: easy_open works fine for me. Were you playing with Shift stuck on, or something?

              I suggested removing ~/.angband/Angband because I was wondering if the initial crash was related to directory creation, but yes just removing the savefile would be a decent test. If you can reproduce the problem reliably, I don't mind what steps are involved ...

              P.S. I tried a new build starting with -mx11 and that's fine too, so it's not related to the choice of display ...
              The crash is on an assert that I think is referencing an uninitialized array. I killed the character without removing the savefile, uncommented the assert, started a new char based on the old one, crashed again on the assert in birth so it's not about a missing savefile.

              Gotta go, no more info until tomorrow.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #37
                Originally posted by PowerDiver
                The crash is on an assert that I think is referencing an uninitialized array. I killed the character without removing the savefile, uncommented the assert, started a new char based on the old one, crashed again on the assert in birth so it's not about a missing savefile.

                Gotta go, no more info until tomorrow.
                Ok. I am wondering why I cannot make it happen with the assert uncommented. Since we are both in Linux, I wonder if we are in the territory of library versions.
                "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

                  #38
                  Originally posted by PowerDiver
                  Then 3.1.2 prices were still crazy.

                  I was recently experimenting with 3.0.9b, and I recall being offered 9 AU when I went to sell my dagger.

                  Considering how much less money from floor/drops is in the game compared to 3.0, wouldn't 3.0 pricing be good enough? IMO equipment prices should drop by another factor of 4. I'm not kidding.
                  Just to be clear, you would be happy to see wearables drop by a factor of 4 while consumables/books/devices all stayed the same?

                  And can you confirm that this is for buying and selling, or just for selling?
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • ewert
                    Knight
                    • Jul 2009
                    • 707

                    #39
                    Originally posted by PowerDiver
                    Then 3.1.2 prices were still crazy.

                    I was recently experimenting with 3.0.9b, and I recall being offered 9 AU when I went to sell my dagger.

                    Considering how much less money from floor/drops is in the game compared to 3.0, wouldn't 3.0 pricing be good enough? IMO equipment prices should drop by another factor of 4. I'm not kidding.
                    If the no-selling part of rc is from iVanilla, floor drops are bigger in "selling" game too. Lots (x3 than the already-bigger) more in no-selling of course.

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #40
                      Originally posted by ewert
                      If the no-selling part of rc is from iVanilla, floor drops are bigger in "selling" game too. Lots (x3 than the already-bigger) more in no-selling of course.
                      No, it was simpler to re-implement than to merge iVanilla. Floor drops are as they were before no_selling, and then tripled when it's on.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • ewert
                        Knight
                        • Jul 2009
                        • 707

                        #41
                        Originally posted by Magnate
                        No, it was simpler to re-implement than to merge iVanilla. Floor drops are as they were before no_selling, and then tripled when it's on.
                        Yup, peeked into github. I have to warn though, the original formula for the gold amount is stupid, and too small ... IMHO. Well, IMHO for the stupid part (the whole variance to infinity with same mean part ... god, mathnerd attack that fudges it hard to balance with zero gamebalance meaning). Too small, playtested.

                        I guess I will try it a few times now that finally finished my current char. But IIRC the infinityvarianced original gold drop values were too small even with x3 multiplier. "Struggling to buy ccw at statgain lvls" small.

                        Comment

                        • Timo Pietilä
                          Prophet
                          • Apr 2007
                          • 4096

                          #42
                          Originally posted by Magnate
                          Again, I can't reproduce your door problem either: easy_open works fine for me. Were you playing with Shift stuck on, or something?
                          That's actually a bug that is supposed to have been fixed. I did see this too in much earlier 3.1 nightly version but not in any of the latest.

                          If it is the same bug it doesn't allow you to lockpick or disarm or do pretty much anything requiring autorepeat count. There is a bug in trac for this. Don't right away remember the number.

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #43
                            Originally posted by Magnate
                            Just to be clear, you would be happy to see wearables drop by a factor of 4 while consumables/books/devices all stayed the same?

                            And can you confirm that this is for buying and selling, or just for selling?
                            My peeve in prices is that AC is valued way too high, and egos way too low. I think rarity and materials should also count something, like golden and jeweled crowns and mithril armors (also the fact that these cannot be harmed by acid should count quite a bit, in practice it saves in enchantment scrolls over time quite a bit more than item is worth AC).

                            Also for weapons, weapon of slay troll is actually more valuable than weapon of slay demon early in the game, so it should not have minuscule effect on ego price.

                            Not that these affect game experience much. You just collect something else that has value instead, like staves, wands, rods and high-value egos.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #44
                              Originally posted by Timo Pietilä
                              That's actually a bug that is supposed to have been fixed. I did see this too in much earlier 3.1 nightly version but not in any of the latest.

                              If it is the same bug it doesn't allow you to lockpick or disarm or do pretty much anything requiring autorepeat count. There is a bug in trac for this. Don't right away remember the number.
                              As you say, this has been fixed. Anyone who see this in the current nightlies, please start a new thread.
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • tuppe666
                                Rookie
                                • Jul 2007
                                • 15

                                #45
                                I have compiled with "./configure --enable-gtk --with-no-install" ./angband -mtk crashes on startup x11 and gcu seem to work great. I just wondered if it was me.

                                Comment

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