Angband 3.2 released!

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  • molotov
    Rookie
    • Dec 2010
    • 6

    #31
    I'm using the windows client.

    On a side note, I really like the new options, features, and cosmetic changes made to V in the last 2 years. I'd like to thank all the maintainers and programmers for their hard work.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #32
      Originally posted by molotov
      I'm using the windows client.

      On a side note, I really like the new options, features, and cosmetic changes made to V in the last 2 years. I'd like to thank all the maintainers and programmers for their hard work.
      Thank you - sorry you're having this problem. I don't use Windows myself, but I'm pretty sure this was tested under windows. What colour are Castamir and Waldern? To generate them, press ctrl-a to enter wizard mode, n to create a monster, and the index number (Castamir is 408, Waldern is 422). (Don't do this with a char you care about, as wizmode marks it as a cheater.)

      The colour used for those two is the colour used for all uniques if the option is on. I will try and find another dev to test this under Windows. It is possible that your setup has some other colour anomaly, but it could be that we didn't test properly.

      One last thought: you're not using graphical tiles, are you? This option is only relevant to ASCII mode.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #33
        I just took my first sip of 3.2 and I like it. Here's a few things I noticed right away that may or may not have been considered.

        I forgot to set my birth options (again). Is it possible to get a prompt to set birth options before character creation is complete, or before it begins. Maybe consider dis-connected stairs as the default?

        I like the way spell descriptions appear by default when selecting or scrolling through your spells. It kinda makes 'b'rowse obsolete. Can we get this behavior in stores too, or would that be too much.

        There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...

        That's it so far.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #34
          Originally posted by buzzkill
          I just took my first sip of 3.2 and I like it. Here's a few things I noticed right away that may or may not have been considered.

          I forgot to set my birth options (again). Is it possible to get a prompt to set birth options before character creation is complete, or before it begins. Maybe consider dis-connected stairs as the default?

          I like the way spell descriptions appear by default when selecting or scrolling through your spells. It kinda makes 'b'rowse obsolete. Can we get this behavior in stores too, or would that be too much.

          There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...

          That's it so far.
          Thanks for the feedback. Working backwards ... were you playing with 1x1 tiles, or some sort of bigtile mode?

          For the stores, where would you envisage the 'browse' test appearing? Over the top of the other items in the store? In a subwindow?

          Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc. That doesn't solve your problem though, but prompts tend to piss people off. I would love to set disconnected stairs as the default (along with no_selling!), but I think it would be considered unfriendly to newbies ... all the default settings are as newbie-friendly as possible ...
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • pampl
            RePosBand maintainer
            • Sep 2008
            • 225

            #35
            I can't seem to identify = of the dog to find out their (+,+) values.. I have to sell them to learn. Also, magical armors don't display their to hit penalty. Other than that, though, great release.

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #36
              Originally posted by Magnate
              Thanks for the feedback. Working backward ... were you playing with 1x1 tiles, or some sort of bigtile mode?
              Hmm. I'll have to check. I just copied my 3.1.2 ini into the 3.2 folder and everything looked OK when the game started. <goes to check>

              OK, using Windows (Vista), David Gervais 32x32 tiles, Double Tile and Big Tile both on. Both 'enable nice graphics' and 'bizarre display' seem to have no effect and in any case don't affect the glitch. Deleting the ini didn't help either. This glitch does not occur in ASCII mode.

              The glitch (yellow box outline) only persists in the black (unexplored) areas of the map, and even then then a font sized??? (8x12???) chunk of it is missing from the upper left corner. So it appears at least part of the box is being erased.

              For the stores, where would you envisage the 'browse' text appearing? Over the top of the other items in the store? In a sub-window?
              Just as the spells do, at the bottom of the list, underneath the last item. There's plenty of room, at least on my screen.

              Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc. That doesn't solve your problem though, but prompts tend to piss people off. I would love to set disconnected stairs as the default (along with no_selling!), but I think it would be considered unfriendly to newbies ... all the default settings are as newbie-friendly as possible ...
              At the very end of character creation there is a press "['ESC' to step back, 'S' to start over, or any other key to continue]" How about just adding "or 'B' to set birth options" to it (or =).
              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
              My banding life on Buzzkill's ladder.

              Comment

              • Twilight
                Apprentice
                • Jan 2009
                • 58

                #37
                I haven't been playing Angband much lately, but have been lurking around the forums. There's too much happening in development to stay away .

                I thought I'd post the scheme I used personally (when I played last) for my colour scheme-patch that's been in the code since this summer. My small patch intentionally did almost nothing to modify the current colour scheme, but made it easier to modify it by "initializing" all possible colour codes in message.prf (+ some small gruntwork in the code).

                Btw - there's more that could be done with message colours. Making all messages customizable (which they are not atm), would be nice. If someone feels like doing something about it feel free. I might get to it, but if anyone else feels the urge I won't complain .

                This scheme might be too heavy - even for me, but it's not that difficult to modify for your own use.

                Just replace (and backup) message.prf in lib/pref with my scheme to try it out. You have to rename the file message.txt -> message.prf.

                The scheme roughly:

                Code:
                COMBAT
                Hits		'B' Light Blue 'Z' Deep Light Blue ("Harder" hits)
                Kills		'V' Light Violet
                Miss		's' Slate
                Flee		'W' Light Slate
                
                PLAYER
                Recover		'y' Yellow
                Bad effects	'o' Orange
                Buffs		'G' Light Green
                
                MONSTER
                Attacks		'R' Light Red
                Breaths		'P' Light Purple (Elemental breaths) 'i' Magenta Pink ("High" Breaths)
                Spells		'M' Mustard
                
                MISC
                Level, study	'Y' Light Yellow
                ID, cursed, pseudo	'Y' Light Yellow
                HP, bell, Hit wall	'r' Red
                Lockpick, disarm	'U' Light Umber
                Destroy (item)	'z' Blue Slate
                
                DEFAULT
                STORE(1-5)
                OPEN DOOR
                TP_LEVEL
                NOTHING_TO_OPEN
                STAIRS_DOWN
                STAIRS_UP
                MONEY(1-3)
                WIELD
                ACT_ARTIFACT
                The prf-file itself:
                message.txt

                Edit: I noticed you have to rename this file to message.prf.
                Edit 2: I ended up using lighter colours than in the scheme I first posted during the summer.
                Last edited by Twilight; December 29, 2010, 01:32.
                It's better to burn out than to fade away!

                Comment

                • molotov
                  Rookie
                  • Dec 2010
                  • 6

                  #38
                  Originally posted by Magnate
                  What colour are Castamir and Waldern?
                  I summoned them, and they are both light grey; the same color as they appear in the monster knowledge section. The Queen Ant and other uniques apear to be pale purple (at least in the knowledge menu). I've only confirmed uniques who aren't purple, such as Farmer Maggot, Smeagol, and Bullroarer in my actual experience seeing uniques in the wild in 3.2.0.

                  I'm running Angband on a Macbook with Windows XP SP3, so I doubt that it's a problem with my computer or monitor.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9634

                    #39
                    Originally posted by buzzkill
                    There's a graphic glitch when 'l'ooking around when playing with 32x32 tiles. The yellow cursor box remains drawn on the screen in every place it's been, drawing and leaving behind a yellow trail in the darkness wherever it goes. Ctrl-r solves it, but...
                    Sorry, my bad - I thought I'd fixed that.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #40
                      Originally posted by molotov
                      I summoned them, and they are both light grey
                      That is actually "light violet". Close to light grey, but not quite. Light grey is Grip and Fang color (index 46 and 47 respectively).

                      I tested this and it looks like that option works in my machine. Summoned Maggot (index 4) without option set = white, with it = light violet. Actually seem to change that color in flight. Summon something like Maggot with clear difference and swap that setting. See if it changes color. If not then your machine doesn't work like mine does.

                      This also means that you don't necessarily need to use debug-mode, just find a unique and swap that setting to see if color changed.

                      Comment

                      • molotov
                        Rookie
                        • Dec 2010
                        • 6

                        #41
                        The color option seems to work now. I found a unique and switched it off then on and he changed to pale violet. Maybe something changed on my install of Angband between yesterday and today, but now I can't replicate the problem.

                        Thanks for all your help, and now I look forward to pressing on into the world of randarts!

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #42
                          Originally posted by buzzkill
                          Hmm. I'll have to check. I just copied my 3.1.2 ini into the 3.2 folder and everything looked OK when the game started. <goes to check>

                          OK, using Windows (Vista), David Gervais 32x32 tiles, Double Tile and Big Tile both on. Both 'enable nice graphics' and 'bizarre display' seem to have no effect and in any case don't affect the glitch. Deleting the ini didn't help either. This glitch does not occur in ASCII mode.

                          The glitch (yellow box outline) only persists in the black (unexplored) areas of the map, and even then then a font sized??? (8x12???) chunk of it is missing from the upper left corner. So it appears at least part of the box is being erased.
                          Ok, it's a bigtile glitch - there are a bunch of these, which should be fixed in 3.3, we hope. Glitches with 1x1 tiles are a bigger worry ...
                          Just as the spells do, at the bottom of the list, underneath the last item. There's plenty of room, at least on my screen.
                          Ah, that would be difficult, since the menu code uses up all the available space on smaller main windows. Also, the object inspection code can take over 24 lines in some cases! Worth thinking about though - my suggestion would be that it appeared in the "object recall" subwindow.
                          At the very end of character creation there is a press "['ESC' to step back, 'S' to start over, or any other key to continue]" How about just adding "or 'B' to set birth options" to it (or =).
                          Yes, excellent idea - now ticket #1295.
                          "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

                            #43
                            Originally posted by molotov
                            The color option seems to work now. I found a unique and switched it off then on and he changed to pale violet. Maybe something changed on my install of Angband between yesterday and today, but now I can't replicate the problem.

                            Thanks for all your help, and now I look forward to pressing on into the world of randarts!
                            Glad it's sorted now - admittedly the "light violet" isn't the most striking colour. But you can intensify it by going to the "interact with colours" option in the options menu and changing the RGB values if you want.
                            "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

                              #44
                              Originally posted by pampl
                              I can't seem to identify = of the dog to find out their (+,+) values.. I have to sell them to learn. Also, magical armors don't display their to hit penalty. Other than that, though, great release.
                              Thanks. I can't reproduce the =Dog problem - they ID fine for me. Or do you mean they don't ID by use? I can't reproduce that either - one hit and the hit/dam bonuses show up.

                              The other one was deliberate: it's not that to-hit penalties aren't showing, it's that they aren't there any more on ego armour. This was a while ago, but IIRC it was an unintended side-effect of the new code to check for minimum to-hit/dam bonuses on certain egos (mainly launchers of accuracy/power). There was a good thread debating it and in the end we decided we quite like the idea that ego armour had this additional small advantage. Normal and "magical" armours still have the penalties, it's only ego armour that doesn't.

                              P.S. Since the whole issue of penalties for wearing heavy armour is on our list of things to look at, we decided it wasn't worth "fixing" this issue. After fizzix releases a playable version with the new evasion/absorption combat model, the next combat-related changes are critical hits and armour penalties ...
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • pampl
                                RePosBand maintainer
                                • Sep 2008
                                • 225

                                #45
                                Originally posted by Magnate
                                Thanks. I can't reproduce the =Dog problem - they ID fine for me. Or do you mean they don't ID by use? I can't reproduce that either - one hit and the hit/dam bonuses show up.

                                The other one was deliberate: it's not that to-hit penalties aren't showing, it's that they aren't there any more on ego armour. This was a while ago, but IIRC it was an unintended side-effect of the new code to check for minimum to-hit/dam bonuses on certain egos (mainly launchers of accuracy/power). There was a good thread debating it and in the end we decided we quite like the idea that ego armour had this additional small advantage. Normal and "magical" armours still have the penalties, it's only ego armour that doesn't.
                                I can't recreate most of the bugs I thought I was experiencing so I'll have to wait until/if they happen again and upload a save. One that I can recreate is the = of the Dog ID problem: once you recognize their flavor, they stop being a valid target for ID. ID by use still seems to work though.

                                Also, new bug: creating an item in wiz mode doesn't redraw the screen, even if the item is created somewhere it should be immediately visible- i.e. it's not created at the player's feet because he's standing on the stairs.

                                Comment

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