V 3.5 now in feature freeze

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  • MattB
    replied
    Originally posted by Jimmi Magnus
    I'm running the 30 Sep 2013 at 21:20 UTC, revision 508d0ad now, and squelching works just fine.
    In that case it must be due to importing a savefile from an older nightly.
    Damnit! This gnome mage is looking really good too! (And I deleted the old build as well). Glad it's not a real problem though.

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  • MattB
    replied
    Originally posted by Magnate
    You're going mad - RoDam have never affected missile damage.
    Well...that's alright then.

    Leave a comment:


  • Jimmi Magnus
    replied
    Squelch fix in September 30 nightly

    I'm running the 30 Sep 2013 at 21:20 UTC, revision 508d0ad now, and squelching works just fine.

    Leave a comment:


  • Magnate
    replied
    Originally posted by MattB
    Thanks Molybdenum, I appreciate the time spent by everyone that looks at this stuff.

    While we're at it...

    I've noticed that the damage/round given for my ammunition is the same whether or not I'm wearing my ring of damage +9. Surely that hasn't always been the case? Or am I going mad?
    You're going mad - RoDam have never affected missile damage.

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  • MattB
    replied
    Originally posted by molybdenum
    Ah, you're right; I don't look at the nightlies page. I'll go back in and look at what's breaking.
    Thanks Molybdenum, I appreciate the time spent by everyone that looks at this stuff.

    While we're at it...

    I've noticed that the damage/round given for my ammunition is the same whether or not I'm wearing my ring of damage +9. Surely that hasn't always been the case? Or am I going mad?

    Leave a comment:


  • molybdenum
    replied
    Originally posted by MattB
    It is the latest build!
    I downloaded yesterday and rephial is still listing 1st Oct as current today.
    Ah, you're right; I don't look at the nightlies page. I'll go back in and look at what's breaking.

    Leave a comment:


  • MattB
    replied
    Originally posted by molybdenum
    You might try the latest nightly and see if it's still a problem. Takkaria merged the fix in on Sept 30, so it might not have been fixed in your build.
    It is the latest build!
    I downloaded yesterday and rephial is still listing 1st Oct as current today.

    Leave a comment:


  • molybdenum
    replied
    Originally posted by MattB
    Yep, I've got it too. I fired off a lot of arrows before I realised they were just vaporising as soon as they landed! At the moment I've had to squelch everything one line above what I want on the 'quality squelching menu' (for all lines below the newly-added 'great weapons' entry). For instance, as a mage I set 'handgear' to 'good', but it squelched my average boots, I've set 'missile weapons' to 'good' in order to get rid of average and magical shots/pebbles, and so on.

    Also in the 'digger' category I've only got options for 'bad' and 'average'.

    I've also imported a savefile to the new nightly (1st Oct) from an old nightly.
    Hope that helps.
    You might try the latest nightly and see if it's still a problem. Takkaria merged the fix in on Sept 30, so it might not have been fixed in your build.

    Leave a comment:


  • MattB
    replied
    Originally posted by molybdenum
    Yes, that appears to be a bug from added a new squelch category (and not just one from moving from an older version).
    Yep, I've got it too. I fired off a lot of arrows before I realised they were just vaporising as soon as they landed! At the moment I've had to squelch everything one line above what I want on the 'quality squelching menu' (for all lines below the newly-added 'great weapons' entry). For instance, as a mage I set 'handgear' to 'good', but it squelched my average boots, I've set 'missile weapons' to 'good' in order to get rid of average and magical shots/pebbles, and so on.

    Also in the 'digger' category I've only got options for 'bad' and 'average'.

    I've also imported a savefile to the new nightly (1st Oct) from an old nightly.
    Hope that helps.

    Leave a comment:


  • AnonymousHero
    replied
    So, I've beeing trying out master, but it seems that there's some weirdness with the X11 port.

    Specifically, the main window seems to have doubly-spaced characters -- I've seen this in FAangband, but removing any ANGBAND_* environment variables always seemed to be sufficient to get it to stop. However, with current Angband master I can't seem to get rid of the double spacing. Has anything changed in this area recently which could cause this kind of thing?

    Leave a comment:


  • molybdenum
    replied
    Originally posted by Jimmi Magnus
    Hi,

    I just experienced a bug in the newest release (3.5-dev-559-gcc05953) with the prompt on squelching items (and possibly on the pseudo ID):
    -Squelching a 'Partial Plate Armor [40] {magical} results in:
    --Ignore This item only
    --Ignore All good robes

    A Sling (x2) (+10+15) was pseudo ID'ed as {good}.
    -Squelching it results in:
    --This item only
    --All good Great Weapons

    The sling might be because the high numbers are now just considered 'magical' instead of Excellent, but the Partial Plate Armor is definately not a robe.
    Save game attached.

    Edit: The game was started in 3.5-dev-545-ga42dada. I moved the save to the newest release due to the bug with targeting monster through walls.
    I just had a non magical shield register as an elven cloak for squelching. Perhaps it's a wrong array offset?
    Yes, that appears to be a bug from added a new squelch category (and not just one from moving from an older version).

    Leave a comment:


  • Jimmi Magnus
    replied
    Squelch mapping bug

    Hi,

    I just experienced a bug in the newest release (3.5-dev-559-gcc05953) with the prompt on squelching items (and possibly on the pseudo ID):
    -Squelching a 'Partial Plate Armor [40] {magical} results in:
    --Ignore This item only
    --Ignore All good robes

    A Sling (x2) (+10+15) was pseudo ID'ed as {good}.
    -Squelching it results in:
    --This item only
    --All good Great Weapons

    The sling might be because the high numbers are now just considered 'magical' instead of Excellent, but the Partial Plate Armor is definately not a robe.
    Save game attached.

    Edit: The game was started in 3.5-dev-545-ga42dada. I moved the save to the newest release due to the bug with targeting monster through walls.
    I just had a non magical shield register as an elven cloak for squelching. Perhaps it's a wrong array offset?
    Attached Files
    Last edited by Jimmi Magnus; September 30, 2013, 18:00.

    Leave a comment:


  • kaypy
    replied
    Originally posted by Beirlis
    Ahh, I get it. Well I can think of a few ways to do it so that it still solves that problem, but is still weighted towards sending you further away. So iterate over all of the spaces that are max_distance away and make an array of open spaces, but exclude those that are less than x distance (maybe less than 20% of your max?). Then, you know the exact number of places you can go and pick a random number as an index into that array. But this would involve allocated and freeing the array.
    You can do it without the array- iterate once and count the number of suitable targets (without remembering anything other than the total). Make a random number in 0-total. Iterate again to find the randomnumber-th suitable target. It takes more processing (but no memory). And in a rare, player triggered action, the time taken isn't going to be noticeable.
    The second solution I can think of (which isn't as pretty) is just keep choosing numbers between 0 and max * max * 4 and then check the location of that offset until you find a valid location.
    That's pretty close to what it does now... Every 500 attempts it relaxes the constraints...

    Leave a comment:


  • Nick
    replied
    I think the idea of teleport taking the player to a completely random square is an interesting one, but it should be recognised that it is a big change.

    Currently the player teleport spells are distance specific, and that affects tactical use of them in a big way. For example, phase when right next to a half-full pit is a really bad idea. In a similar way, if you are near a lot of dangerous monsters, teleport which could take you anywhere on the level is much less useful than teleport which is guaranteed to take you well away from them.

    In all cases long-range teleport is a calculated risk; this change would significantly alter the calculations.

    Leave a comment:


  • Derakon
    replied
    Honestly I don't like the idea of teleportation being dependent on monsters or on the player's knowledge of the dungeon.

    Leave a comment:

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