Angband 4.0beta status

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  • Nomad
    replied
    Originally posted by d_m
    It sounds to me like two different sorting strategies could be being run in (sometimes) different orders?

    Are any of these ammo tagged? The "old" quiver would try to honor @f0, @f1, etc. I could imagine that maybe that prioritization scheme (or a similar one based on bonuses) might be conflicting with a new type-based scheme.
    Nope, this is all uninscribed. (I was generating ammo with the debug commands to try and figure out what was happening, so it was all newly created, and individual bolts/arrows/shots rather than different-sized stacks.) For what it's worth, the sequence above is fully reproducible by picking up the same types of ammo in the same order, so whatever it's doing, it is at least doing it consistently.

    Leave a comment:


  • d_m
    replied
    Originally posted by Nomad
    I think what might be happening is some sort of very complicated shell game where the quiver is first re-sorted, then the new ammo goes into the appropriate slot, which bumps the ammo from there to the end of its subgroup, which bumps the ammo that was there to somewhere else... But it's basically incomprehensible and impossible to predict where any of your ammo will end up any time you drop or pick some up.
    It sounds to me like two different sorting strategies could be being run in (sometimes) different orders?

    Are any of these ammo tagged? The "old" quiver would try to honor @f0, @f1, etc. I could imagine that maybe that prioritization scheme (or a similar one based on bonuses) might be conflicting with a new type-based scheme.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev 6dc5445

    Item ignoring flavor strangeness. @ found a "Gold" ring (not to be confused with the "Plain Gold" ring. The "gold" ring was identified as the Ring of Tulkas and was LOST when @ left it behind. However, on the item ignore menu for rings a "Gold" flavored ring is still listed as unidentified.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev 6dc5445

    Amulet of Trickery strangeness. Used to be in 3.5.1 an Amulet of Trickery was identified with 3 bonus numbers, although a couple of those numbers were used twice. Speed, Stealth, Searching, Dexterity (was Infravision part of it in 3.5.1, I don't remember, if so, I believe it was combined with the Search number). Now, in 4.0, each of these gets it's own separate bonus number. That's just fine. BUT: the headline only lists 4 modifiers.

    Amulet of Trickery <+5,+2,+4,+7>
    +5 dexterity.
    +2 stealth.
    +4 searching skill.
    +7 infravision.
    +3 speed.

    Where is the speed modifier in the headline?

    Leave a comment:


  • Nomad
    replied
    Quiver reshuffling behaviour is, frankly, baffling. (I was writing up a whole detailed description of how it acts differently to how I'd expect, and then it didn't do what I'd anticipated based on the 'rules' I'd worked out, so now I'm even more confused.)

    Basically, when you pick up new ammo, the quiver completely reshuffles itself in utterly bewildering ways. I think it's sorting itself into bolts/arrows/shots order with standard/seeker/mithril order within the subgroups, then sticking the new ammo in the appropriate slot, bumping whatever's there to a new slot, bumping what's in that slot elsewhere, and ending up with things reshuffled all over the place. But honestly, it's very hard to tell what it's doing.

    It's so baffling I can really only hope to describe by demonstration. Okay, so you've got some iron shots in slot a, and you pick up some bolts. You get this:

    a) bolts
    b) iron shots

    Then you pick up some arrows, and get this:

    a) bolts
    b) arrows
    c) iron shots

    Pick up some rounded pebbles, you get this:

    a) bolts
    b) arrows
    c) rounded pebbles
    d) iron shots

    So far, so much like it's sorting itself, right? But then, pick up some mithril bolts, and you get this:

    a) bolts
    b) mithril bolts
    c) rounded pebbles (these stayed where they were)
    d) arrows (I guess these were bumped out of b, but why to here and not the end?)
    e) iron shots (unlike the rounded pebbles, these did move down. Why?)

    Follow this up with some seeker arrows, and you get:

    a) bolts
    b) mithril bolts
    c) seeker arrows (why did these go ahead of the regular arrows???)
    d) arrows
    e) rounded pebbles (bumped out of c to the penultimate slot, but why not the end?)
    f) iron shots

    Add seeker bolts to the fun:

    a) bolts
    b) seeker bolts
    c) seeker arrows (didn't move)
    d) mithril bolts (bumped from slot b, but why are they here???)
    e) rounded pebbles (didn't move)
    f) arrows (...whut?)
    g) iron shots

    (It gets even more fun when you drop things, and the slot is refilled sometimes by the last ammo on the list but sometimes by something else instead!)

    I think what might be happening is some sort of very complicated shell game where the quiver is first re-sorted, then the new ammo goes into the appropriate slot, which bumps the ammo from there to the end of its subgroup, which bumps the ammo that was there to somewhere else... But it's basically incomprehensible and impossible to predict where any of your ammo will end up any time you drop or pick some up.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev 6dc5445

    Firing missiles from the floor. In 3.5.1, when a missile rolled under feet during melee, @ could fire the missile from the floor, then, if more missiles were still underfoot or the fired missile rolled under foot on the turn, you could use the [n] repeat last action command to again fire a missile from the floor.

    In 4.0 the [n] repeat last action command does not work for firing missiles from the floor.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev 6dc5445

    Just had a crash when picking up some newly fired, magical but not yet fully identified arrows...
    Belay my last. It is something else entirely. Another mimic or item crush bug, perhaps? I can't nail it down exactly, but play a little in this vault and see if you don't get a crash. This is on OSX. Ninya.zip

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev 6dc5445

    Just had a crash when picking up some newly fired, magical but not yet fully identified arrows. Not easily duplicated, so no save file. The nearest I can figure, the crash occurred when at the same moment @ picked up the newly fired arrows pseudo-id was kicking in on the same type arrows still in the quiver. The program was confused about the picked up arrows stacking with the same pseudo-id' arrows. At least that's my surmise, since when I replayed nearly the same keystrokes, but pseudo id kicked in the turn before picking up the newly fired arrows everything went fine.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev 6dc5445

    A bunch of known wall tiles and some of the character information (e.g., Str 18 [blank]7) just went blank immediately after using the [l]ook command. It was corrected with a redraw.

    Leave a comment:


  • tumbleweed
    replied
    Some old issues that are still in angband-win-v4.0beta-260-g6dc5445:
    • Recharging via scroll or spell does not produce a message about the result, even if the target item is an identified one, unless the recharging attempt fails. (Should be e.g. "You have 3 Scrolls of Recharging. You have a Wand of Teleport Other (7 charges).")
    • Trying to access the help via menu Help->Contents from the title screen does nothing, despite the menu item not being grayed out. Amazingly enough, if you start a new game via File->New or Ctrl+N afterwards, you actually end up on the Help screen!
    • If you start a new game, File->New and File->Open... remain enabled and give error messages, rather than being disabled entirely (as they are after character creation is finished)

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by Nick
    There was a savefile break not long ago - that may be the problem here, depending which version it was you played. In any case, the original problem with that original savefile is definitely fixed.
    Yeah I'm aware. The original savefile as posted by Ingwe Ingweron definitely works fine for me edit: with beta 260 though, so it's from after the savefile break.

    Either way, in my opinion no program should ever fail an assertion as that's a sign of something completely and utterly unexpected going on.

    I'd suggest starting to store the savefile format version and maybe even the game version that wrote the save, next time you break savefiles, so older and obviously incompatible savefiles can be gracefully rejected.


    Anyway, here's another issue, to keep you properly entertained:

    angband-win-v4.0beta-260-g6dc5445
    • If the pack is full but the quiver is empty, it is still possible to pick up or purchase missiles - causing the pack to overflow and the last item to be dropped (upon leaving the store, if applicable).

    Leave a comment:


  • Nick
    replied
    Originally posted by tumbleweed
    I grabbed that file, played for a couple turns with a version of the game that I sadly cannot recall exactly, then exited.

    The resulting save causes angband-win-v4.0beta-260-g6dc5445 (and possibly other versions) to fail the following assertion:
    Code:
    File: load.c
    Line: 297
    
    Expression: square_obj
    Afterwards the game complains:
    Code:
    Cannot place monster 5
    Savefile corrupted - Couldn't load block monsters
    There was a savefile break not long ago - that may be the problem here, depending which version it was you played. In any case, the original problem with that original savefile is definitely fixed.

    Leave a comment:


  • wobbly
    replied
    I find it fairly clear as is. I've gotten so used to poschen where I have more slots (& conveniently ends in z) that I have to think for a bit about how much space I have left. I'd be more interested in adding in the empty slots (<empty>) to the display so I can see at a glance how many free slots I have.

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by Ingwe Ingweron
    Angband 4.0 dev 7c315aa

    It's too bad we have to wait a few days for an update, because there's a significant but unknown crash bug!

    Upload the save file and take one step to the right - CRASH!

    I've no idea why. Given the recent fix to the mimic leaks, possibly the mimic crash is rearing its ugly head again? [ATTACH]1252[/ATTACH]
    I grabbed that file, played for a couple turns with a version of the game that I sadly cannot recall exactly, then exited.

    The resulting save causes angband-win-v4.0beta-260-g6dc5445 (and possibly other versions) to fail the following assertion:
    Code:
    File: load.c
    Line: 297
    
    Expression: square_obj
    Afterwards the game complains:
    Code:
    Cannot place monster 5
    Savefile corrupted - Couldn't load block monsters
    Attached Files

    Leave a comment:


  • kaypy
    replied
    Originally posted by Ingwe Ingweron
    With the current system the math is already done. While with your proposal the math is simple enough, not having to even think about it whatsoever is just easier.
    Good point. Hmm. Throwing out another random idea to be shot down:
    Code:
    ...
    q) various
    r) other
    s) equipment
    Quiver Slots (40 missiles each) :
    t) 40 missiles
    u) 8 missiles
    It needs an extra line... Does it make anything clearer?

    Leave a comment:

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