Nightlies embark on long journey towards 3.3

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Nightlies embark on long journey towards 3.3

    In the week since 3.2 was released, the dev team have committed 165 sets of changes to the development branch. The second half of those have just gone into master, about two minutes ago, so they'll be in the next nightly build. Needless to say, that's quite a lot of changes. Some are obvious, some are purely internal. Some will go unnoticed, some will probably really annoy someone.

    So, please, if you're still getting the hang of 3.2, please don't play nightlies for a while. Enjoy the changes in 3.2.

    If you really want to play nightlies and help us find and fix bugs, we'll be really grateful for that. But please try not to get upset if we've changed your favourite thing, or done something you think is stupid. 3.3 is a long way away, and the nightlies will change a whole lot more before then.

    Happy new year.

    (P.S. The new nightlies *shouldn't* break savefiles - I've done quite a lot of testing of that. But if you have any bronze DSM, finish your current game before upgrading ...)
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    Originally posted by Magnate
    In the week since 3.2 was released, the dev team have committed 165 sets of changes to the development branch.

    (P.S. The new nightlies *shouldn't* break savefiles - I've done quite a lot of testing of that. But if you have any bronze DSM, finish your current game before upgrading ...)
    I noticed a problem where I could not set off a trapdoor on purpose, but I downloaded an hour and a half before your post, so maybe it grabbed a partial update. I'll try again later.

    More worrisome, when I loaded the savefile from the nightly into the official 3.2.0 release, I had a strange situation where I started with a screen full of messages. I could sort of get into inventory/wield, and could see the dungeon with M, but could never play. I hope that was an aberration, but if anyone changed anything that might have caused it here's your heads-up.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by PowerDiver
      I noticed a problem where I could not set off a trapdoor on purpose, but I downloaded an hour and a half before your post, so maybe it grabbed a partial update. I'll try again later.

      More worrisome, when I loaded the savefile from the nightly into the official 3.2.0 release, I had a strange situation where I started with a screen full of messages. I could sort of get into inventory/wield, and could see the dungeon with M, but could never play. I hope that was an aberration, but if anyone changed anything that might have caused it here's your heads-up.
      Ah, we're not expecting people to go backwards from nightlies to official releases. So yes, if you take a savefile from nightlies and open it in an official release, odd things will happen. Sorry. We're trying to guarantee that if you take savefiles from an official release and open them in nightlies, they'll work.

      Unless you meant a savefile from nightlies *before* 3.2 was released. If that's the case, your warning is well taken - we'll look out for any repeat occurrences.

      I hadn't realised that '-' was now supposed to flip easy_alter and let you walk into trapdoors. I still toggle easy_alter manually if I want to do that. In nightlies, easy_alter has gone altogether (always on), and '-' gets me a "press ? for help" message. I'll check with the others and open a ticket for this - we need to be able to set off traps deliberately if we want.
      "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

        #4
        Originally posted by Magnate
        Ah, we're not expecting people to go backwards from nightlies to official releases. So yes, if you take a savefile from nightlies and open it in an official release, odd things will happen. Sorry. We're trying to guarantee that if you take savefiles from an official release and open them in nightlies, they'll work.

        Unless you meant a savefile from nightlies *before* 3.2 was released. If that's the case, your warning is well taken - we'll look out for any repeat occurrences.

        I hadn't realised that '-' was now supposed to flip easy_alter and let you walk into trapdoors. I still toggle easy_alter manually if I want to do that. In nightlies, easy_alter has gone altogether (always on), and '-' gets me a "press ? for help" message. I'll check with the others and open a ticket for this - we need to be able to set off traps deliberately if we want.
        I couldn't get '-' to work, so I tried loading back into 3.2. I know it's a bad thing to do, but I was trying things out. The behavior was so strange I figured I should report it.

        I tried toggling the option, but I still auto-disarmed the trapdoor even after turning it [easy_open specifically mentions disarm] off.

        In yet another strangeness, I had two staves of teleport stacked and a third one unstacked in my pack that did not merge. The cause has something to do with my !* autoinscription. When I uninscribed the one, they merged and kept the !*. Of course, my savefile may be corrupted by the back-and-forth.

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #5
          Originally posted by PowerDiver
          I couldn't get '-' to work, so I tried loading back into 3.2. I know it's a bad thing to do, but I was trying things out. The behavior was so strange I figured I should report it.

          I tried toggling the option, but I still auto-disarmed the trapdoor even after turning it [easy_open specifically mentions disarm] off.

          In yet another strangeness, I had two staves of teleport stacked and a third one unstacked in my pack that did not merge. The cause has something to do with my !* autoinscription. When I uninscribed the one, they merged and kept the !*. Of course, my savefile may be corrupted by the back-and-forth.
          This last is likely to be a real bug, because inscriptions have been refactored. When it's reproducible, pls open a ticket with a savefile. But note that two stacks with different inscriptions have never stacked, so that's not a bug. But one with should stack with one without.

          easy_open is only about not checking for a direction prompt, so shouldn't apply to walking into trapdoors. I've opened #1300 for this.
          "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

            #6
            Originally posted by Magnate
            This last is likely to be a real bug, because inscriptions have been refactored. When it's reproducible, pls open a ticket with a savefile. But note that two stacks with different inscriptions have never stacked, so that's not a bug. But one with should stack with one without.
            If it is not my corrupted game, it is trivial to reproduce. I just dropped two !hero in different squares, then set the autoinscription on !hero to "testing" [without the quotes], stepped on them and they are unstacked in my pack.

            I'll go open the ticket.

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #7
              Originally posted by PowerDiver
              I couldn't get '-' to work, so I tried loading back into 3.2. I know it's a bad thing to do, but I was trying things out. The behavior was so strange I figured I should report it.

              I tried toggling the option, but I still auto-disarmed the trapdoor even after turning it [easy_open specifically mentions disarm] off.
              Ok, takk clarified this: the command still exists, but it's now shift-w instead of minus. I've updated command.txt to reflect this. Sorry for the confusion.
              "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

                #8
                Originally posted by PowerDiver
                If it is not my corrupted game, it is trivial to reproduce. I just dropped two !hero in different squares, then set the autoinscription on !hero to "testing" [without the quotes], stepped on them and they are unstacked in my pack.

                I'll go open the ticket.
                Fixed in staging. We changed o_ptr->note from an index into the "quark" array to an actual string, so we need to change == to strcmp when testing for equality.
                "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

                  #9
                  Originally posted by PowerDiver
                  I'll go open the ticket.
                  Thanks for fixing my issues so quickly. However, I need to report a bug on reporting a bug!

                  I tried a few times to attach a file to the ticket, both when I opened the ticket and after it was created. I always immediately got a screen telling me the connection timed out and the file was not attached.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #10
                    Originally posted by PowerDiver
                    Thanks for fixing my issues so quickly. However, I need to report a bug on reporting a bug!

                    I tried a few times to attach a file to the ticket, both when I opened the ticket and after it was created. I always immediately got a screen telling me the connection timed out and the file was not attached.
                    Hmmm. Haven't come across this. Are you registered on trac? Maybe it's a setting for unregistered users?

                    In case anyone is wondering, takk has fixed the 'M'ap view (which wasn't showing items or monsters), and has also imported Buzzkill's fixed 32x32 tiles ...
                    "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

                      #11
                      Originally posted by Magnate
                      Hmmm. Haven't come across this. Are you registered on trac? Maybe it's a setting for unregistered users?
                      I couldn't find the "new ticket" button, so I just registered immediately prior to reporting it. In the past, I submitted tickets and attached files unregistered with no problems. The only possible change on my side is upgrading from an ancient browser without flash to something modern.

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by PowerDiver
                        I couldn't find the "new ticket" button, so I just registered immediately prior to reporting it. In the past, I submitted tickets and attached files unregistered with no problems. The only possible change on my side is upgrading from an ancient browser without flash to something modern.
                        The need for registration is an anti-spam measure. No idea why you're not getting the attachment thing working properly. I'll keep a look out for it.
                        "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

                          #13
                          Allow me to throw out a feature request for 3.3, a small tweak to the store interface. It's something I became accustomed to playing DaJ and since the stores already use noun/verb syntax, it will be a very small change.

                          Allow a purchase to be initiated by selecting it twice consecutively. For example, given...

                          Code:
                          a) 13 potions of cure light wounds
                          You can currently press either 'ag' or 'ab' to initiate a purchase of this item. I would just like to add 'aa' to that list. To the best of my knowledge this won't interfere with anything else, and it's a little less keyboard travel for your fingers. Eventually, if it's embraced, it could lead to the elimination of 'g' and 'b' as store commands, freeing them up to be used as store inventory slots.
                          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

                            #14
                            Originally posted by Magnate
                            (P.S. The new nightlies *shouldn't* break savefiles - I've done quite a lot of testing of that. But if you have any bronze DSM, finish your current game before upgrading ...)
                            Ok, I fixed it so that importing savefiles with bronze DSM (or with bronze monsters on the level) will not crash.

                            But ... randarts are broken in nightlies. If you start a new game with randarts, it will work ok, but your randarts will be very weird - all resists/slays and almost no stat boosts. This is a side-effect of the introduction of multiple pvals - since I need to rewrite randart.c completely for 3.3 I've decided not to spend time fixing it up before I do that.

                            So if you're playing nightlies you might want to stick with standarts until further notice.
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • Sirridan
                              Knight
                              • May 2009
                              • 560

                              #15
                              Bit of a bug, playing a human warrior, dungeon level 1, walked over a light blue mushroom after killing a floating eye, and it said "you see a light blue mushroom <x10>". Quite annoying actually.

                              Comment

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