Angband 4.0 beta release

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  • Timo Pietilä
    replied
    Originally posted by Estie
    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.
    One of them works. I have about 100 of them, so answer is no, they don't work. For me too that makes game unplayable.

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  • Timo Pietilä
    replied
    Originally posted by Timo Pietilä
    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).
    Looks like a works, but b, c, d, e, f etc. don't. m1a casts mm just fine, but all other spells using same key [F2] don't. At least from book one.

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  • Estie
    replied
    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.

    Leave a comment:


  • Timo Pietilä
    replied
    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, 13:13.

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  • Estie
    replied
    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).

    Leave a comment:


  • Ingwe Ingweron
    replied
    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.

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

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  • AnonymousHero
    replied
    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.

    Leave a comment:


  • MattB
    replied
    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.

    Leave a comment:


  • Derakon
    replied
    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.

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  • StMicah
    replied
    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.

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  • Nick
    replied
    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

    Leave a comment:


  • Nomad
    replied
    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.

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  • Derakon
    replied
    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?

    Leave a comment:


  • MattB
    replied
    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!

    Leave a comment:

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