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  • myshkin
    Angband Devteam member
    • Apr 2007
    • 334

    #61
    Originally posted by jujuben
    Played a few times, leaving a string of corpses through the dungeon, none of them particularly deep yet. However, I don't seem to be generating any high scores. On the death screen I get the following: "Failed to create lock for scorefile, not writing."
    I can reproduce this, and should be able to fix it soon. Workaround in the meantime: create the directory ~/Documents/Angband/apex. (The game should ensure it's created if it doesn't exist.)

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #62
      Originally posted by myshkin
      I can reproduce this, and should be able to fix it soon. Workaround in the meantime: create the directory ~/Documents/Angband/apex. (The game should ensure it's created if it doesn't exist.)
      Any idea why this isn't happening? I wrote create_needed_dirs() precisely to take care of this situation. Maybe I didn't understand which globals are set under OSX and it's not called? Or it is called and it's not working properly?
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • myshkin
        Angband Devteam member
        • Apr 2007
        • 334

        #63
        Originally posted by Magnate
        Any idea why this isn't happening? I wrote create_needed_dirs() precisely to take care of this situation. Maybe I didn't understand which globals are set under OSX and it's not called? Or it is called and it's not working properly?
        The Carbon port called create_needed_dirs(), but not the Cocoa port. I've created ticket #1660 for this issue, and closed it. jujuben, you should see working behavior in the next nightly.

        Comment

        • jujuben
          Apprentice
          • Jan 2012
          • 56

          #64
          Here's another one, this time with fuzzy detection. Mimics that spawn after quaffing !Enlightenment show up as red unknown objects.

          Haven't run a rogue yet, so I'm not sure if this is just !Enlight, or universal with the current detection system.
          A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
          --The Seven Habits of Highly Effective Pirates

          Comment

          • PowerWyrm
            Prophet
            • Apr 2008
            • 2986

            #65
            Originally posted by jujuben
            Mimics that spawn after quaffing !Enlightenment show up as red unknown objects.
            Mimics are supposed to be objects until you discover them no? Or do you mean they appear as red asterisks when you are in LOS?
            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

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #66
              Originally posted by PowerWyrm
              Mimics are supposed to be objects until you discover them no? Or do you mean they appear as red asterisks when you are in LOS?
              Potions of enlightement show actual items and not red asterisk. Spells that detect objects show asterisks. If I understood this right bug is that you get spell effect with potion for mimics.

              Comment

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #67
                Originally posted by Timo Pietilä
                Potions of enlightement show actual items and not red asterisk. Spells that detect objects show asterisks. If I understood this right bug is that you get spell effect with potion for mimics.
                If this is the case, I think it's working as desired. Here's how I *think* the game should behave.

                Mimics should show up when you detect object (either real or fuzzy). Money mimics should show up as orange asterisks. Object mimics should show up as red asterisks. New red or orange asterisks should only show up after a new detection is cast. So if a mimic has spawned and you cast it again, you see an object, you know it's a mimic. This is a bit unfortunate, but there's no way around it besides either randomly spawning actual objects, or not allowing mimics to spawn. You should not have any asterisks appear except after a detection cast. And you should not have them disappear except when you've gotten them within LoS. If this is not what's occurring, then please let us know.

                Unfortunately, Gabe hasn't been around lately, so I'm not sure how much time and effort we'll be able to put into complicated and slightly obscure mimic bugs, if there are any.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #68
                  Sounds like the right solution would be to just not let new mimics spawn. Even if you haven't used Enlightenment, if they spawn somewhere you've been before a player with good memory will know that something's amiss.

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #69
                    Originally posted by Derakon
                    Sounds like the right solution would be to just not let new mimics spawn. Even if you haven't used Enlightenment, if they spawn somewhere you've been before a player with good memory will know that something's amiss.
                    So? That seems ok to me. Regardless, I can look at what that change would require this weekend anyway. If it's trivial, I might try to implement it. I think it's already true that mimics can't be summoned, so if it is, I can yank it from that area of the code.

                    Comment

                    • Malak Darkhunter
                      Knight
                      • May 2007
                      • 730

                      #70
                      Has gain 1 one loose 1 stat potions been nerfed? Im on dl25 of comp123 and havent found the first one. Also scrolls of aquirement seem more prevalent found 2 in the dungeon by dl20 and bought 1 for 15000 at the store.

                      Comment

                      • Elsairon
                        Adept
                        • Apr 2007
                        • 117

                        #71
                        Just noticed this, and not sure if it is intended or not.

                        Death Mold's have resist fire, as well as hurt by fire...

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #72
                          Originally posted by Elsairon
                          Just noticed this, and not sure if it is intended or not.

                          Death Mold's have resist fire, as well as hurt by fire...
                          This has to do with the monster group flags. All molds have HURT_FIRE, it just so happens that the death mold resists it. It's sort of a bug but sort of not.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            #73
                            I thought that was fixed ages ago... but maybe only in v4.
                            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

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #74
                              Originally posted by fizzix
                              This has to do with the monster group flags. All molds have HURT_FIRE, it just so happens that the death mold resists it. It's sort of a bug but sort of not.
                              If there is a exception of the rule, then rule is not complete. Monster group that should not have that flag. Easy fix, add hurt fire to all molds except death mold and remove hurt fire from mold monster group. Done in about 5 minutes (+ whatever it takes to put it in release and compile).

                              Comment

                              • Timo Pietilä
                                Prophet
                                • Apr 2007
                                • 4096

                                #75
                                Originally posted by Timo Pietilä
                                If there is a exception of the rule, then rule is not complete. Monster group that should not have that flag. Easy fix, add hurt fire to all molds except death mold and remove hurt fire from mold monster group. Done in about 5 minutes (+ whatever it takes to put it in release and compile).
                                Quoting myself: my understanding of the monster group file is that it should define a monster species. This means all the features they all share. For example all ghosts should be invisible and have pass_wall, otherwise it isn't a ghost, it is something else.

                                Kinda like no bird has hair and no mammal has feathers, compound eyes -> insect, spine -> vertebrate.

                                Comment

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