Angband 4.0 beta release

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    Originally posted by Nick
    Looks like the necessary step was deciding it was working - digging is now fixed

    Update c3a7bcd will be up shortly, with the digging fix, a minor fix to effect descriptions, and a fix to the silly numbers in the Hall of Fame.
    Can you give more details on what the digging fix was? I want me some debugging schadenfreude.

    Comment

    • StMicah
      Adept
      • Feb 2015
      • 112

      Originally posted by Timo Pietilä
      possible bug: throwing flasks of oil don't harm monsters.
      I second this--I tried to take down Maggot a little while ago. Threw many flasks and no damage done.

      Comment

      • MattB
        Veteran
        • Mar 2013
        • 1214

        Originally posted by StMicah
        I tried to take down Maggot a little while ago. Threw many flasks and no damage done.
        Strikes me as an unneccessarily expensive way to kill Maggot - he can't harm you!

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          Originally posted by MattB
          Strikes me as an unneccessarily expensive way to kill Maggot - he can't harm you!
          Well, and the player can't harm him either, apparently, so it's fair, right?

          Comment

          • Nomad
            Knight
            • Sep 2010
            • 958

            There's no message after eating a Mushroom of Vigor to restore drained stats, so it's not intuitively obvious that it's done anything if you don't already know what it's for.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              Originally posted by Derakon
              Can you give more details on what the digging fix was? I want me some debugging schadenfreude.
              I was thinking I must have either messed up the formula for the chance of success, or made some bad assumption about probabilities - things like if I increase the chance and the dice by the same factor, it's the same probability, but does the variance change, and does that matter?

              In fact it was an off-by-one error in reading the chance array
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • StMicah
                Adept
                • Feb 2015
                • 112

                Originally posted by MattB
                Strikes me as an unneccessarily expensive way to kill Maggot - he can't harm you!
                Oh, I agree, but it was right at the start of a new character--I just left the shops and was headed out of Dodge. I beat him up and then he started running away.

                But more importantly, it was an expensive and silly way to acquire a +3/+1 spear.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  Originally posted by Nick
                  I was thinking I must have either messed up the formula for the chance of success, or made some bad assumption about probabilities - things like if I increase the chance and the dice by the same factor, it's the same probability, but does the variance change, and does that matter?

                  In fact it was an off-by-one error in reading the chance array
                  Awesome. So rubble was like magma, magma like quartz, etc. and granite like permanent rock?

                  It's always the case with these "I swear all the code is correct, so why isn't this working?" that it's some dumb, subtle error. At least they're usually pretty easy to fix once you know what's wrong!

                  Doesn't make up for the week spent tracking them down sometimes, though.

                  Comment

                  • MattB
                    Veteran
                    • Mar 2013
                    • 1214

                    Originally posted by Nick
                    Update ecdb950 includes:
                    • Probably actual fix to the crash from dropping stuff or firing missiles
                    Thank you so much for all your hard work, but sadly the above is not true.

                    Comment

                    • AnonymousHero
                      Veteran
                      • Jun 2007
                      • 1393

                      Originally posted by Nick
                      I was thinking I must have either messed up the formula for the chance of success, or made some bad assumption about probabilities - things like if I increase the chance and the dice by the same factor, it's the same probability, but does the variance change, and does that matter?

                      In fact it was an off-by-one error in reading the chance array
                      The true bane of the programmer: The OffByOne monster.

                      Btw, did you see my post about CMake? I mention it only because it was a complete nightmare to get "-fsanitize=..." and Clang working with the Vanilla build system, during which I had to hack the Makefile rather badly... and yet with CMake it works rather trivially.

                      Comment

                      • MattB
                        Veteran
                        • Mar 2013
                        • 1214

                        There's a couple of interesting zeroes in this randart...
                        Attached Files

                        Comment

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          Angband 4.0 dev c3a7bcd

                          1. Object sub-window delayed 1 turn. E.g., pick up a potion and it still appears in the sub-window until the next move by either player or monster. The monster sub-window works correctly, kill a monster and it immediately is removed from the sub-window. So should the object sub-window be immediate.
                          2. Inventory sub-window not showing “flavor”. E.g., @ picked up a purple potion. It shows as “a Purple Potion” on the inventory menu screen, but only as “Potion” on the sub-window. This is okay with me and may be better, but it is different than 3.5.1 so wanted to be sure it was intended.
                          3. While selling (or dropping) in store, Messages clear instantly. Always have to go to <ctrl>P to find out what happened. The messages seem to work properly when @ is not in a store.
                          4. Ignoring object while in store, there is a delay of one turn in the inventory sub-window and the messages displayed in the message sub-window are out of order. E.g., the inventory sub-window displays, “Potion of Slowness {ignore}”, until the next turn. And e.g., the message sub-window displays, “You have no more Potions of Slowness {ignore} (d)”, followed by, “You drop 3 Potions of Slowness {ignore} (d)”.
                          5. Display of the [e]quipment or [i]nventory windows or list of saleable/dropable items in stores visually merge with the background at the edges. There used to be a separation black border between the two. Without that border it’s harder to read the windows, especially when the background has other words as in stores.
                          6. Wand aimed at wall does not id-by-use, but when aimed at monster did id-by-use as "Wand of ‘Stinking Cloud’”. In 3.5.1 wands with ball, beam, or bolt effects would have been identified when aimed at a wall. Is the change intended?
                          7. Digging appears fixed, but has digging become more variable? Dagger shown as clearing rubble in 13.0 turns, successfully cleared rubble in 9 turns, 11 turns and 22 turns.
                          8. When changing armor or weapons, in 3.5.1 there was a message, “you were wearing … You are wearing….” Now there is only the “You are wearing…” portion. Is this change intended? I found it helpful to see the “You were…” message as I quickly compared the two armors or weapons.
                          9. An old bug that has been present in the previous versions too. The object display sub-window shows all objects encountered and still on the floor as "seen". Like the monster display sub-window, the objects should be separated into what @ can "see" and what @ is "aware" of.
                          10. Inscriptions not working. ?Word of Recall inscribed with @r0!*. Pressing [r0] reads the scroll, but the !* was ignored. It is supposed to generate a confirmation, but instead the scroll was read without any confirmation.
                          “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                          ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                          Comment

                          • Estie
                            Veteran
                            • Apr 2008
                            • 2347

                            Priest book 1 is inscribed with @m1. Typing m1b casts cure light wounds. The keymap m1b$ opens book 1 and asks me which spell I want to cast (instead of casting clw).

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              Originally posted by Estie
                              Priest book 1 is inscribed with @m1. Typing m1b casts cure light wounds. The keymap m1b$ opens book 1 and asks me which spell I want to cast (instead of casting clw).
                              Is that "$" a typo? Keymap should be just m1b. I have no idea what $ does there.

                              [edit] tried that same with mage. Instead of casting spell it opens the book and asks me what I want to cast. Book inscribed with @m1 and keymap is m1c (for phase door).

                              Also keymap file syntax is again changed. Need to go thru all my keymaps again.
                              Last edited by Timo Pietilä; March 26, 2015, 14:13.

                              Comment

                              • Estie
                                Veteran
                                • Apr 2008
                                • 2347

                                The $ just ends the keymap enter query. It is not part of the command.
                                But anyway, do keymaps work for you ? Atm I cant play because of this.
                                Im on windows if that matters.

                                Comment

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