Angband 4.0 beta release

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  • MattB
    Veteran
    • Mar 2013
    • 1168

    Originally posted by Nomad
    I'm at dlvl 29 and I have two which I picked up quite a while ago, so the RNG just doesn't like you.
    Fair enough. To be honest, I've suspected that for quite some time now.

    Comment

    • Nomad
      Knight
      • Sep 2010
      • 951

      Originally posted by MattB
      Fair enough. To be honest, I've suspected that for quite some time now.
      It refuses to give me any source of treasure detection, so I think we're even.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9338

        This morning I decided some more structure to this process was needed, and filed (I believe) all the outstanding bugs from this thread on the bug tracker. That was 37 new ones, for a total of 60 which need fixing before we have a final product (some of those are negotiable). Feel free to let me know if I've missed or misrepresented something.

        Originally posted by AnonymousHero
        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.
        Yes, I did, but I'm a bit much of a n00b to make an informed comment. There's also been some chatter about updating the current buildsystem; I'm inclined to say "not yet" to both and wait for more clarity from discussion among the knowledgeable.

        To everyone else, thanks again for all the excellent testing. There should certainly be at least one update this weekend, probably including a smallish rewrite of vault and template room handling, inspired by Nomad's observation that template tvals are broken. I also have a 4-day weekend coming up, so I have a vague working plan of trying to re-re-write object selection then and fixing the inscription and other issues.

        Please note that none of the above is legally binding
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • AnonymousHero
          Veteran
          • Jun 2007
          • 1322

          Originally posted by Nick
          Yes, I did, but I'm a bit much of a n00b to make an informed comment. There's also been some chatter about updating the current buildsystem; I'm inclined to say "not yet" to both and wait for more clarity from discussion among the knowledgeable.
          OK, I guess that's fair enough -- I'm certainly not asking for any pre-commitment to merging a CMake-based build system, but it'd be nice to have some idea of whether it's going to have any chance if I'm going to spend time on a proof of concept .

          Where is the discussion happening? (I.e. bug tracker or somewhere else...?)

          Comment

          • MattB
            Veteran
            • Mar 2013
            • 1168

            Originally posted by Nick
            It's not all progress - looks like I introduced the current squelch bug a few updates ago trying to make the quiver subwindow update properly

            So 37cfc4c fixes that, and also stops traps from persisting in walls after earthquakes, etc.
            If you meant that 37cfc4c fixes the squelch crash bug then I'm afraid it doesn't. Sorry.
            (I'm now doing a union jack vault and I've crashed 5 or 6 times so far)

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9338

              Originally posted by MattB
              If you meant that 37cfc4c fixes the squelch crash bug then I'm afraid it doesn't. Sorry.
              (I'm now doing a union jack vault and I've crashed 5 or 6 times so far)
              So what is happening right before the crashes, exactly? Any chance of a savefile?
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9338

                Originally posted by AnonymousHero
                OK, I guess that's fair enough -- I'm certainly not asking for any pre-commitment to merging a CMake-based build system, but it'd be nice to have some idea of whether it's going to have any chance if I'm going to spend time on a proof of concept .

                Where is the discussion happening? (I.e. bug tracker or somewhere else...?)
                Um, here, plus the brief update discussion on IRC (log here).
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1168

                  Originally posted by Nick
                  So what is happening right before the crashes, exactly? Any chance of a savefile?
                  It's actually quite hard to get a savefile because it doesn't reliably reproduce. That is to say, you save, pick something up, autosquelch and drop it, crash. Reload, pick same something up, squelch and drop it fine.

                  Comment

                  • Nomad
                    Knight
                    • Sep 2010
                    • 951

                    Originally posted by MattB
                    If you meant that 37cfc4c fixes the squelch crash bug then I'm afraid it doesn't. Sorry.
                    (I'm now doing a union jack vault and I've crashed 5 or 6 times so far)
                    Yes, I'm afraid I'm still getting squelch crashes too, though it seems to be a fair bit less frequent than before. It's unfortunately very difficult to anticipate or reproduce, but generally seems to be triggered by an auto-squelched item falling on top of a pile. I feel like ammo often seems to be involved, so possibly it's got something to do with auto-squelch interrupting auto-pickup?

                    I'm wondering if fixing this will potentially fix it:

                    Originally posted by Nomad
                    Not sure if this is related to the main squelch crash, but there's also a problem with using 'g' on a stack of items - it just automatically picks up the first item instead of prompting you to pick from a list, and sometimes this will cause you to actually pick up a squelched item. (The item is immediately recognised as on the ignore list and dropped again, which I assume returns it to the bottom of the stack, because if you press 'g' again you pick up something different. Although sometimes that turns out to be yet another squelched item.)
                    It does seem like there's something not quite right about the intersection of squelching, pickup and piles of multiple items.

                    Comment

                    • Nomad
                      Knight
                      • Sep 2010
                      • 951

                      If you use shift+direction to run and there's a trap in your path, instead of stopping in the square before the trap, you automatically attempt to disarm it and then stop.

                      Comment

                      • Nomad
                        Knight
                        • Sep 2010
                        • 951

                        With selling on, the temple will happily buy sharp-edged weapons from you as well as priest-appropriate blunt/blessed ones.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9338

                          Update 9295c63 fixes room template tvals (and also makes a number of other improvements to vault and template room code).

                          On the other hand, there are two new bugs, so we're minus 1 for today.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • krazyhades
                            Swordsman
                            • Jun 2013
                            • 406

                            Originally posted by Nick
                            On the other hand, there are two new bugs, so we're minus 1 for today.
                            That's an unfair way to think of it and you know it <3

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 951

                              Originally posted by Nick
                              Update 9295c63 fixes room template tvals (and also makes a number of other improvements to vault and template room code).
                              Thanks! The edit files are much more readable now. Also, I've been meaning to say that I'm really liking the new dungeon generation: the various odd-shaped rooms seem to be much better integrated now, so instead of them just being isolated on the end of a single adjoining corridor you get interestingly messy layouts like this:

                              Code:
                              [TT][BC=black][COLOR=white]
                              [COLOR="#00FFFF"]High-Elf[/COLOR]                                                                      
                              [COLOR="#00FFFF"]Swashbuckler[/COLOR]                                                                  
                              [COLOR="#00FFFF"]Warrior[/COLOR]                                                                       
                              LEVEL [COLOR="#00FF00"]    19[/COLOR]                                     ##########                   
                              NXT [COLOR="#00FF00"]     718[/COLOR]                                     #....<...#                   
                              AU [COLOR="#00FF00"]     4324[/COLOR]                                     #.######.#                   
                              [COLOR="#C0C0C0"]|[/COLOR][COLOR="#C08040"]}[/COLOR][COLOR="#0040FF"]=[/COLOR][COLOR="#C00000"]=[/COLOR][COLOR="#00FFFF"]"[/COLOR][COLOR="#C08040"]~[/COLOR][COLOR="#0040FF"]([/COLOR][COLOR="#008040"]([/COLOR][COLOR="#C08040"])[/COLOR][COLOR="#808080"]][/COLOR][COLOR="#C08040"]][/COLOR][COLOR="#808080"]][/COLOR] ##########                          #......#.#                   
                              STR:  [COLOR="#00FF00"] 18/30[/COLOR] .........#                       ####.#....#.###                 
                              INT:  [COLOR="#00FF00"]    11[/COLOR] ########.#                       #....#.####.#>##                
                              WIS:  [COLOR="#00FF00"]     8[/COLOR] .......#.#                    ####.##.#.###[COLOR="#9020FF"]![/COLOR].[COLOR="#C08040"]'[/COLOR]..##               
                              DEX:  [COLOR="#00FF00"] 18/40[/COLOR] .......#.######################.........##..###[COLOR="#808080"]][/COLOR].#               
                              CON:  [COLOR="#00FF00"]    13[/COLOR] .......#.....................[COLOR="#00FFFF"]"[/COLOR]!.........###[COLOR="#804000"]'[/COLOR]# ######             
                                           .......#.##########################.#.##..[COLOR="#C08040"]'[/COLOR].###.[COLOR="#C08040"]'[/COLOR]..##            
                              Cur AC [COLOR="#00FF00"]   32[/COLOR] .......#.#                        #####...#.....#.@.#            
                              HP [COLOR="#00FF00"] 195[/COLOR]/[COLOR="#00FF00"] 195[/COLOR] #[COLOR="#C08040"]'[/COLOR]######.#                            #######.#######            
                                           .........#                                  ###                  
                                           ##########                                                       
                                                                                                            [/COLOR][/BC][/TT]
                              Quite looking forward to being able to play around with the new dungeon_profile edit file and maybe actually doing something with the room type and rating fields in room_template once 4.0 has been debugged.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9338

                                Originally posted by Nomad
                                Also, I've been meaning to say that I'm really liking the new dungeon generation: the various odd-shaped rooms seem to be much better integrated now, so instead of them just being isolated on the end of a single adjoining corridor you get interestingly messy layouts
                                I don't think I'm responsible for any change in dungeon gen as it's currently appearing; credit actually goes to you and the devteam.

                                Quite looking forward to being able to play around with the new dungeon_profile edit file and maybe actually doing something with the room type and rating fields in room_template once 4.0 has been debugged.
                                You might want to have a look at some of the stuff in vault.txt that isn't actually operational yet - in particular the layout rules at the top, and the interesting rooms (starting about line 1550). In particular there's more general control over what can be put in vaults, and this could be easily extended to the template rooms. I've also tweaked the use of symbols so they're pretty much common between vaults and template rooms, and I guess in the end the two will probably become more of a continuum from template room all the way to greater vault.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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