Angband 3.3.2 - anything else to fix?

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Angband 3.3.2 - anything else to fix?

    Thanks to the infuriating regression bug in 3.3.1, I'll be releasing an RC of 3.3.2 in the next week or two. (In fact the regression bug is already fixed, but we're also going to try to fix the annoying NumPad problem on Windows.)

    So, this is a call for any other irritating bugs or issues in 3.3.1 that you'd really like to see fixed in 3.3.2. I'm not talking about major issues like nerfing scumming or sorting out LOS - work is well underway on 3.4 (which won't fix those either). 3.3.2 will (I hope!) be the last in the 3.3 series, so it would be good to tidy up any minor irritations people have. I'm not guaranteeing that we'll be able to do that (some small problems require really complex fixing), but it would be good to know what bothers people about 3.3.1.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • Gorbad
    Apprentice
    • Sep 2008
    • 74

    #2
    The 'invisible' walls issue in Vista. I think there were already some posters that had solutions for them, but a solution that works straight from the package will likely be appreciated.

    (I Should probably try to avoid turning this thread into an Ubuntu PaperCuts like thread)

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #3
      I forget, are Ainur in 3.3 or are those still angels. If the Ainur are in, the knight templar really needs its name/description changed.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        No, 3.3.1 still has angels. And "papercuts" is exactly the right definition of what I'm looking for. I'm not sure the invisible walls issue is fixable by one person in one day, but I will ask the devteam if someone can provide one that doesn't break on any other Windows version.

        Keep them coming.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          #5
          Very minor thing... gold found in special rooms is described as "found in a vault". Trivial fix: replace ORIGIN_VAULT by ORIGIN_SPECIAL in vault_objects().
          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by PowerWyrm
            Very minor thing... gold found in special rooms is described as "found in a vault". Trivial fix: replace ORIGIN_VAULT by ORIGIN_SPECIAL in vault_objects().
            Won't this mean that items found in vaults are described as "found in a special room"? Or not?

            Also, how do you ever see the origin of gold anyway, since it disappears when you pick it up??

            EDIT: no, clearly not. Thanks for the catch.
            Last edited by Magnate; September 28, 2011, 20:58.
            "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

              #7
              Originally posted by Magnate
              Thanks to the infuriating regression bug in 3.3.1, I'll be releasing an RC of 3.3.2 in the next week or two. (In fact the regression bug is already fixed, but we're also going to try to fix the annoying NumPad problem on Windows.)

              So, this is a call for any other irritating bugs or issues in 3.3.1 that you'd really like to see fixed in 3.3.2. I'm not talking about major issues like nerfing scumming or sorting out LOS - work is well underway on 3.4 (which won't fix those either). 3.3.2 will (I hope!) be the last in the 3.3 series, so it would be good to tidy up any minor irritations people have. I'm not guaranteeing that we'll be able to do that (some small problems require really complex fixing), but it would be good to know what bothers people about 3.3.1.
              I provided a patch maybe back in May, a long time ago anyway, that fixed noticing a brand on wield into quiver, and had a correct definition of {good}, and cleaned up a lot of code, and correct ego ID. More improvements I cannot remember any more, and Takkaria gave the patch thumbs up. If you are ever going to use it, you should do it now. Every change will make it harder to incorporate.

              Comment

              • Bill Peterson
                Adept
                • Jul 2007
                • 190

                #8
                I've experienced a minor problem with the map window. As I move through the dungeon additional images of the PC are deposited onto the map image. Makes it a little confusing locating myself in the dungeon. This happens with the Bolt, Gervais and Nomad tiles, but not with the old tiles or text interface.

                I'm running the 3.3.0 binary downloaded from here on Win7. Everything else regarding the graphics looks fine.

                P.S. I just downloaded angband-win-3.3RC-197197f version and the problem's still there. I don't see any more recent version.
                Last edited by Bill Peterson; September 28, 2011, 18:48.

                Comment

                • Chud
                  Swordsman
                  • Jun 2010
                  • 309

                  #9
                  I've noticed a minor order-of-messages quirk when something dies amid other messages. For example:

                  You hit the Black Harpy.
                  Your hands stop glowing.
                  You hit the Black Harpy.
                  You have slain the Black Harpy.
                  The Black Harpy looks confused.

                  Comment

                  • d_m
                    Angband Devteam member
                    • Aug 2008
                    • 1517

                    #10
                    Originally posted by PowerDiver
                    I provided a patch maybe back in May, a long time ago anyway, that fixed noticing a brand on wield into quiver, and had a correct definition of {good}, and cleaned up a lot of code, and correct ego ID. More improvements I cannot remember any more, and Takkaria gave the patch thumbs up. If you are ever going to use it, you should do it now. Every change will make it harder to incorporate.
                    Sorry, either I lost this patch or I didn't see it. If you can find it would you mind linking it here, or emailing it to d_m AT plastic-idolatry DOT com? Hopefully the relevant code hasn't mutated too much since then.
                    linux->xterm->screen->pmacs

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #11
                      Originally posted by Bill Peterson
                      I've experienced a minor problem with the map window. As I move through the dungeon additional images of the PC are deposited onto the map image. Makes it a little confusing locating myself in the dungeon. This happens with the Bolt, Gervais and Nomad tiles, but not with the old tiles or text interface.

                      I'm running the 3.3.0 binary downloaded from here on Win7. Everything else regarding the graphics looks fine.

                      P.S. I just downloaded angband-win-3.3RC-197197f version and the problem's still there. I don't see any more recent version.
                      Is this the problem described in http://trac.rephial.org/ticket/1495? Or something else?

                      In either case, I'm not able to fix this - I know nothing about the tiles code. But I will see if another dev can fix it.
                      "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

                        #12
                        Originally posted by d_m
                        Sorry, either I lost this patch or I didn't see it. If you can find it would you mind linking it here, or emailing it to d_m AT plastic-idolatry DOT com? Hopefully the relevant code hasn't mutated too much since then.
                        I don't remember it either - I remember fixing {good} myself, so I obviously didn't know someone else had done it. I do have a vague memory of someone mentioning it on IRC I think (or maybe here), but don't think I ever saw the actual patch. May was before we got serious about pull requests (if were even on github by then).
                        "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

                          #13
                          Originally posted by Chud
                          I've noticed a minor order-of-messages quirk when something dies amid other messages. For example:

                          You hit the Black Harpy.
                          Your hands stop glowing.
                          You hit the Black Harpy.
                          You have slain the Black Harpy.
                          The Black Harpy looks confused.

                          That, I'm afraid, is entirely non-trivial to fix. We do have a ticket for it (#1502), but it's something for 3.4 or maybe even 3.5/4.0 - it's a lot of work.
                          "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

                            #14
                            Ok, Angband 3.3.2rc1 is now available from http://buildbot.rephial.org/builds/3...RC-f723066.dmg and d_m to insert Windows link later.

                            - monsters are slowed and hasted properly again
                            - the numpad issues on Windows *might* be fixed (feedback welcome)
                            - the origin of gold in special rooms is correct

                            If any of these aren't working for you, or you think there are other easily fixable papercuts that ought to go in, please say so in this thread.
                            "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

                              #15
                              Originally posted by d_m
                              Sorry, either I lost this patch or I didn't see it. If you can find it would you mind linking it here, or emailing it to d_m AT plastic-idolatry DOT com? Hopefully the relevant code hasn't mutated too much since then.
                              It should be

                              Official Git repository for Angband. Contribute to eddiegrove/angband development by creating an account on GitHub.


                              [edit]

                              Oh, I should point to a commit I guess



                              [edit again]
                              If you have questions, send email rather than notices here. I've mostly given up on the way V is heading, so I don't keep up with oook more than glancing once or twice a week.

                              Comment

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