Nightlies embark on long journey towards 3.3
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I'm working right now on making Lurkers and Mimics actually be hidden. It's not clear to me, however, that creeping coins were meant to be mimics in the same sense (i.e., that they were meant to fool the player). Mimics have the unimplemented CHAR_MULTI flag to indicate that they appear as items, and Lurkers have the CHAR_CLEAR flag so that you always just see what is underneath the Lurker. Creeping coins have neither of these.Comment
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Squelching is there as a user interface feature—it shouldn't reveal any more information than you would have access to usually. So, we should get rid of money squelching, IMO.
Plus, I believe mimics show up on the monster list. I know lurkers/trappers do with see invisibility.Comment
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That thing was the single most dangerous feature into game, not because it wasn't difficult to avoid, but it was difficult to avoid getting tempted too much.Comment
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Individual creeping coins in NPP are legitimate threats but not overpoweringly so, especially if you have sources of magical attack (their main threat is their incredibly high AC). Coin pits are, as you said, a dangerous temptation. Not that there's anything wrong with that.Comment
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Who is the genius who decided to reorder the spells again?
I am making mistakes modifying the code because of the way savefiles are being "corrected" when they are read in. There are also bugs being introduced, such as recreating the town every time because xmax and ymax are diff from dungeon levels. I think the whole idea of correcting on read might be a bad idea, even though I see the possible benefits.
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.Comment
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a chunk of Bronze {These look tastier than they are. !E}
3 blank Parchments (Vellum) {No french novels please.}Comment
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I'm not sure if this is still the case in nightly editions, but in 3.2 saving visual preferences is in different place than editing them (one is in options - interact with visuals, other is in knowledge menu). This is a flaw in current vanilla UI that should be fixed.Comment
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Who is the genius who decided to reorder the spells again?
I am making mistakes modifying the code because of the way savefiles are being "corrected" when they are read in. There are also bugs being introduced, such as recreating the town every time because xmax and ymax are diff from dungeon levels. I think the whole idea of correcting on read might be a bad idea, even though I see the possible benefits.
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.takkaria whispers something about options. -more-Comment
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IMO only changes that will cause errors should be changed. If the damage sides were negative, that would be worth fixing. If a dungeon level is too large, sure fix it, but why do anything if it is a little small?
The L_PURPLE problem is still there in the git clone I just did. I changed the color_table line in variable.c to copy the pink line to no effect. It appears to be the line number rather than the values that is the problem. Perhaps it is related to the x11 font error I reported. It's not hard for me to get around, but people should watch out for similar problems. I should have mentioned walls changed from blocks to hashes too. I figured that was related to fixing blank walls in windows, but maybe it is related to my problem.Comment
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EDIT: I just checked, and the font error is gone, and I have blocks instead of hashes, but the invisible cave spiders remain. Now that I have evidence it's not the x11 problem, I'll try again to debug it myself.
I diffed vs what I tested less than a day ago, and the changes are ENORMOUS. You guys are crazy.Last edited by PowerDiver; January 30, 2011, 08:54.Comment
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Awesome. Thanks a lot.
EDIT: I just checked, and the font error is gone, and I have blocks instead of hashes, but the invisible cave spiders remain. Now that I have evidence it's not the x11 problem, I'll try again to debug it myself.
I diffed vs what I tested less than a day ago, and the changes are ENORMOUS. You guys are crazy.
EDIT: er ... that's not meant to imply that takkaria is not active! I just meant five devs *plus* the actual maintainer ..."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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Please fix 32x32 tile mode
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.
My point is, I like it to be fixed for 3.3 before it spreads further (it's already been carried forth into RePos). If nothing else just revert to pre 3.2 status as constantly having to ctrl-r is cumbersome to the point of not bothering to do so, which results in flawed information (monsters, walls, etc) being displayed on the screen, which results in (probable) death.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
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