Nightlies embark on long journey towards 3.3

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    Originally posted by buzzkill
    I assume that none of the dev team plays with tiles so this be off your radar even though I've brought it up before.

    Prior to 3.2 the 32x32 tileset displayed perfectly in Vanilla. Since 3.2 there are a few graphic bugs that were, prior to 3.2, strictly limited to variants that didn't have big tile/double tile support (that's all of them except FA). I believe Nick acknowledged that it's something he did to big tile/double tile, though I could be mistaken.
    I think you're right that none of the devs usually play with tiles, although I have recently been trying to use them in SDL and under WINE (to test for Windows).

    Would you be willing to open one or more tickets on trac.rephial.org for these issues and add the keyword tiles. I'm sure that these issues have been brought up on oook but there are a lot of "known problems" floating in my head right now and I don't want to lose track. In particular, if you wouldn't mind taking screenshots from 3.2 and an earlier version to illustrate the changes, that would be very helpful to me.

    For what it's worth, I *have* noticed problems in tiles, but paradoxically the tiles in Linux were kind of broken even before 3.2 so I don't have a great perspective on the current state of them (or of the problems that Nick/3.2 introduced).

    To conclude: sorry that things are broken and hopefully they can be fixed.
    linux->xterm->screen->pmacs

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9633

      Originally posted by buzzkill
      Prior to 3.2 the 32x32 tileset displayed perfectly in Vanilla. Since 3.2 there are a few graphic bugs that were, prior to 3.2, strictly limited to variants that didn't have big tile/double tile support (that's all of them except FA). I believe Nick acknowledged that it's something he did to big tile/double tile, though I could be mistaken.
      Yes, that's right. I think I'm also right in thinking that FA doesn't have these problems (yet ), so in principle it should be fixable without too much trouble. It may just be a matter of I was less inclined to just throw around screen refreshes when I was coding for V than FA...
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • PowerDiver
        Prophet
        • Mar 2008
        • 2820

        Originally posted by PowerDiver
        I cannot see the color L_PURPLE on my system, using X11. Cave spiders and lesser balrogs are written in the same black as the background. I don't know if my monitor colors are off or it is something else. When I change the color through the visuals I can then see the monsters, but that info does not survive the save/reload process.
        My debugging process was significantly slowed by mistaking the problem as L_PURPLE when it was actually PURPLE that was causing the problem. I must have misread monster.txt. D'oh! I've noticed several issues.

        Most importantly, there are some pref files with V: lines screwing up the color table, for some systems but not all. In particular, lib/pref/font-gtk.prf and lib/pref/font-x11.prf contain the line
        Code:
        V:16:0x01:0x00:0x00:0x00
        which gives r/g/b of 0/0/0 to the color PURPLE, rendering it black. I haven't liked some other color changes, e.g. dark green and light green are too similar for me now, so I wonder if there are other errors.

        Strangely, while the two pref files mentioned above contain lines for V:0 through V:31, lib/pref/font-mac.prf contains lines only from V:0 to V:15. No other lib/pref files contain any V: lines.

        These V: lines act on the angband_color_table. It is defined as having a range of MAX_COLORS, which is 256, but only BASIC_COLORS of 28 lines are provided. Also, there are 32 lines in the pref files mentioned earlier overwriting 32 lines of the color table. Perhaps this is all as intended, but it sure looks strange to me.

        Comment

        • retrobits
          Scout
          • Dec 2008
          • 29

          As of last night I am occasionally seeing green stairs and doors. Maybe its a problem with my eyes?

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            Originally posted by retrobits
            As of last night I am occasionally seeing green stairs and doors. Maybe its a problem with my eyes?
            Are those on the border of your trap detection area? I think this counts as a bugfix, as previously when they were not green that meant the border was not fully displayed. It gets a little strange when a clear monster is on a greenlit border tile.

            Comment

            • retrobits
              Scout
              • Dec 2008
              • 29

              Originally posted by PowerDiver
              Are those on the border of your trap detection area? I think this counts as a bugfix, as previously when they were not green that meant the border was not fully displayed. It gets a little strange when a clear monster is on a greenlit border tile.
              ah, you are correct. I was confused when seeing them scattered around after detect doors/stairs. Also I was confused since they are dark green rather than the typical light green of the detection border.

              Comment

              • Napsterbater
                Adept
                • Jun 2009
                • 177

                Playing current nightlies, can't save my keymaps, they don't get read in to the next game, like squelch settings. Also can't bind a key to rest until healed. All "R\r" does is bring up the rest prompt with "\r" Pressing backspace at shops puts "A" into the output instead of what it's supposed to do. Can't bind a keymap to save my keymaps and exit back to game. Otherwise liking the changes. The cave maps are really harrowing for diving characters. There's something subtly safe about being in a lighted room, cave maps totally kill that. I guess a lot of survival techniques rely on single-tile corridors. I end up running out of ?PD a lot more. The early game feels a lot more difficult.
                This thread, it needs more rage. -- Napstopher Walken

                Comment

                • Max Stats
                  Swordsman
                  • Jun 2010
                  • 324

                  Originally posted by Napsterbater
                  Playing current nightlies, can't save my keymaps, they don't get read in to the next game, like squelch settings. Also can't bind a key to rest until healed. All "R\r" does is bring up the rest prompt with "\r"
                  I brought this up in another thread. Currently, you can't do this directly in the keymap screen, but you can edit your pref file and insert the tag [Return] (including the brackets) into your keymap. Don't know if this is on the table to be fixed or not.
                  Originally posted by Napsterbater
                  The cave maps are really harrowing for diving characters. There's something subtly safe about being in a lighted room, cave maps totally kill that. I guess a lot of survival techniques rely on single-tile corridors. I end up running out of ?PD a lot more. The early game feels a lot more difficult.
                  Yes, I would like it if the cave maps were changed so they only appear lower in the dungeon. I don't know exactly what is fair... DL 20? 30?
                  If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

                  Comment

                  • Napsterbater
                    Adept
                    • Jun 2009
                    • 177

                    I'm not complaining about the cave maps, mind you. I like that the early game is more difficult, I used be on autopilot until around dlev 15 or so. Felt like a grind. I bought ?PD, but I never needed them. Going down actually feels dangerous now. Me likey! Thanks for the tip on the keymaps!
                    This thread, it needs more rage. -- Napstopher Walken

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      Originally posted by Max Stats
                      I brought this up in another thread. Currently, you can't do this directly in the keymap screen, but you can edit your pref file and insert the tag [Return] (including the brackets) into your keymap. Don't know if this is on the table to be fixed or not.
                      It is - takkaria has done a ton of work on input refactoring, and there's more to come.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • fizzix
                        Prophet
                        • Aug 2009
                        • 3025

                        Originally posted by Max Stats
                        I brought this up in another thread. Currently, you can't do this directly in the keymap screen, but you can edit your pref file and insert the tag [Return] (including the brackets) into your keymap. Don't know if this is on the table to be fixed or not.

                        Yes, I would like it if the cave maps were changed so they only appear lower in the dungeon. I don't know exactly what is fair... DL 20? 30?
                        I actually would prefer the opposite, although a bit modified. I think the cavern maps should be the default for dungeon levels 1-20. Terrain management is a huge problem here, so I'd recommend dropping lots of rubble in them. Specifically in corridor-like that separate regions of the dungeon.

                        As you descend, you get to the rooms (standard) dungeon. Labyrinths come deep. I'd also get rid of the automatic permalighting/mappins on labyrinths altogether. These have high monster density but terrain is easy to manage.

                        Why? just because it feels right to have the caverns exist in the early game where you are fighting a lot of animals and cave dwelling monsters (orcs/trolls).

                        Comment

                        • scud
                          Swordsman
                          • Jan 2011
                          • 323

                          Discovering that time hounds are now disguised as clear hounds is a shock.

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            Originally posted by scud
                            Discovering that time hounds are now disguised as clear hounds is a shock.
                            Tiles or ASCII?
                            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

                            • scud
                              Swordsman
                              • Jan 2011
                              • 323

                              ASCII, Mac nightly 15 March.

                              They were actually 'gravity grey'. But what is *very* strange is that my monster knowledge shows them as traditional 'blink dog blue'.

                              It wasn't an out-of-infravision time vortex, because I haven't met one yet.

                              Perhaps I was hallucinating (that's me, not my character). Best to ignore this 'report' until I meet more of them.

                              Comment

                              • Timo Pietilä
                                Prophet
                                • Apr 2007
                                • 4096

                                Originally posted by scud
                                ASCII, Mac nightly 15 March.

                                They were actually 'gravity grey'. But what is *very* strange is that my monster knowledge shows them as traditional 'blink dog blue'.

                                It wasn't an out-of-infravision time vortex, because I haven't met one yet.

                                Perhaps I was hallucinating (that's me, not my character). Best to ignore this 'report' until I meet more of them.
                                If you didn't die and didn't see where that blast came you have no knowledge what caused that. It could have been time vortex.

                                Comment

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