In any event, any gaming programmer worth his salt will have read an article like Fix Your Timestep and know how to deal with these issues.
Although actually the blending strategy in the article doesn't work in a discrete world like Angband.
The only way you can "conceal" the fact that certain levels have way more computation that needs to be done (besides reducing or optimizing that computation) is to make all actions seem to have lag equal to the worst-case lag, which you could do with a timer (after receiving player input, plan to take at least X ms no matter how fast we finish the loop and just sleep for the remainder).
The only time constant delay between frames is used is when there is an animation occurring - for example a spell or arrow being fired.
Well, there is a Movement Delay in the options menu in addition to that. What I was suggesting was more like d_m's clarification, giving all actions a worst-case lag. This would be useful if the player preferred all actions to have a slight delay, so you could see @ scooting along a corridor, for example. Of course, the running function skips drawing all frames until the run is interrupted, so no amount of delay would actually show the @ moving. And, to remain true to its console roots, instant feedback may be preferable to gradual movement, in any case. Ah, well.
With 4 tilesets (each of which can be stretched in 2 directions) on 5 platforms there are so many issues with the display of various things in tile modes that there is no way we can fix them all. We will try and make sure that macros and inscriptions still work, but little visual glitches will probably have to wait.
I've seen similar redraw bugs on OS X too but nothing that I've reproduced reliably. I rather suspect that the problems are shared-- all the issues seem centred about the tile height option.
Possible squelching bug? I've automatically squelched-on-identify a ring of the mouse and also a ring of the dog now, but do not have those set to auto-squelch. Both rings are not marked for squelching in the list of rings, and I have the quality squelch for rings set to "no squelch".
I think I've seen this is 3.1.2v2 also, though most recently this is in the nightly from Dec. 15 (d1a64ee55c).
Possible squelching bug? I've automatically squelched-on-identify a ring of the mouse and also a ring of the dog now, but do not have those set to auto-squelch. Both rings are not marked for squelching in the list of rings, and I have the quality squelch for rings set to "no squelch".
I think I've seen this is 3.1.2v2 also, though most recently this is in the nightly from Dec. 15 (d1a64ee55c).
I think that's the "squelch worthless item kinds" setting in the options menu. It seems to have its own opinions about which 'mixed blessing' items count as worthless. At least it's stopped auto-squelching rings of teleportation now.
I think that's the "squelch worthless item kinds" setting in the options menu. It seems to have its own opinions about which 'mixed blessing' items count as worthless. At least it's stopped auto-squelching rings of teleportation now.
Oh bugger, I know why that's happening. The object power is coming out as negative so yes, they're being squelched as worthless. I think I can fix this.
EDIT1: Fixed in staging. The squelch_worthless option doesn't check object power, it looks directly at the "cost" field in object.txt - these had been set to 0 for Dog, Mouse and Inertia, so I have set them all nonzero. This won't affect their buy/sell price at all.
EDIT2: Not fixed, dammit. Well, the worthless issue is fixed, but they are still classed as "bad" by quality squelch. Looking into that.
EDIT3: Hmm. Quality squelch classes a ring or amulet as bad if ANY of the following are true:
pval <0
+to_hit <0
+to_dam <0
+to_ac <0
... this pretty much guarantees that all mixed-blessing jewelry will always be squelched as bad. Revising this is beyond 3.2, so for now it's enough that it's not covered by squelch worthless. People can avoid quality squelch of rings and amulets in the early game if they want to use the mixed-blessing ones.
Not sure if this is the graphical glitch people are talking about. I'm on the OSX rc, using tiles. I throw a torch at a fleeing scruffy hobbit. The torch hits the hobbit, breaks, but there is a partial image of a torch well beyond the hobbit. This image moves along with my @. It disappears if I change to a different tile resolution (from 8x16 to 16x16), but I reproduced this effect on 16x16.
edit: actually, the phantom images always end up to the left of the @ even if I throw to the right, and disappear if I move up or down (but move with the @ if I move left or right).
Last edited by bio_hazard; December 22, 2010, 02:35.
Reason: edit for more details
EDIT3: Hmm. Quality squelch classes a ring or amulet as bad if ANY of the following are true:
pval <0
+to_hit <0
+to_dam <0
+to_ac <0
... this pretty much guarantees that all mixed-blessing jewelry will always be squelched as bad. Revising this is beyond 3.2, so for now it's enough that it's not covered by squelch worthless. People can avoid quality squelch of rings and amulets in the early game if they want to use the mixed-blessing ones.
A "quick fix" for 3.2 might be to simply add those four values up and class it as bad if the total is less than 0...
EDIT3: Hmm. Quality squelch classes a ring or amulet as bad if ANY of the following are true:
pval <0
+to_hit <0
+to_dam <0
+to_ac <0
... this pretty much guarantees that all mixed-blessing jewelry will always be squelched as bad. Revising this is beyond 3.2, so for now it's enough that it's not covered by squelch worthless. People can avoid quality squelch of rings and amulets in the early game if they want to use the mixed-blessing ones.
Why not make it so ALL of them have to be <=0? That would also let other mixed blessing EQ, like Calris, be unsquelched. I guess that wouldn't fix "Inertia getting squelched though.
I noticed a couple issues with the most recently nightly.
1. I play with the gervais tiles and bigtile mode, (tile width 16x32) it looks like spell effects and shooting are not being displayed correctly. This only happens with bigtile, doubletile, and triple tile. With those options unchecked it displays correctly. Status effects suffer from the same issue in that they do not display in bigtile mode.
2. It looks like there are some highlighted tiles being left near the health bars that are not being redrawn correctly.
This should be fixed as of the nightly id 033d97c, which is due out at 1800 UTC.
Before you give the final post, the borg would like to have a couple of changes assimilated. We still don't have the screensaver working yet. But the non-screensaver borg needs a few changes to compile correctly.
This should be fixed as of the nightly id 033d97c, which is due out at 1800 UTC.
Looks like this is currently fixed. I did notice a new anomaly. When I inspected a stack of 11 spears (1d6) (+0, +0) they show an average damage per hit of 15.4 which is higher then the (2d5) weapon in the next store slot. When I purchased the weapon it displayed the same damage, have not tested it on any monsters yet to see if it is a display issue or actual damage.
*edit* nevermind this, noticed it is damage/round now which is nice
Last edited by Jungle_Boy; December 24, 2010, 05:31.
Before you give the final post, the borg would like to have a couple of changes assimilated. We still don't have the screensaver working yet. But the non-screensaver borg needs a few changes to compile correctly.
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