Angband 4.0beta status

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  • Thraalbee
    Knight
    • Sep 2010
    • 707

    in http://angband.oook.cz/ladder-show.php?id=17774 there is no entry in the player history about finding Amras.

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9633

      Originally posted by Thraalbeast
      in http://angband.oook.cz/ladder-show.php?id=17774 there is no entry in the player history about finding Amras.
      Wow, well found! I have no clue about this one. Anyone else notice it? PowerWyrm - any idea of anything that might be relevant?
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • pen
        Rookie
        • May 2015
        • 4

        Disarming works right in today's build, but the run bug is still there. Not related.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9633

          Originally posted by pen
          Disarming works right in today's build, but the run bug is still there. Not related.
          Cool - and I have a fix for the run bug which will be in the next update.
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Nomad
            Knight
            • Sep 2010
            • 958

            Okay, I've finally got around to updating my tileset for 4.0! Really just a few minor additions/tweaks:

            - new lava and passable rubble tiles
            - new tiles for the reintroduced food types (whiskey/wine/biscuits)
            - finally updated the Angel tiles to Ainur (meaning Blue Wizards are actually blue!)
            - made the numbers on priest books more readable because that always bugged me
            - added a few generic terrains and tiles for trapped doors/staircases for possible future use

            I can't remember how to get into my ancient Git account, so Nick, if you could upload the attached updated versions of 8x16.png and graf-nmd.prf, that would be great.

            (Incidentally, I know this is a no-gameplay-changes update, but since it doesn't affect much would you like some more special room designs for room_template.txt? I've got about 50 designs I've been working on and am aiming to try and finish a hundred to double the current number of rooms.)
            Attached Files

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9633

              Originally posted by Nomad
              Okay, I've finally got around to updating my tileset for 4.0! Really just a few minor additions/tweaks:

              - new lava and passable rubble tiles
              - new tiles for the reintroduced food types (whiskey/wine/biscuits)
              - finally updated the Angel tiles to Ainur (meaning Blue Wizards are actually blue!)
              - made the numbers on priest books more readable because that always bugged me
              - added a few generic terrains and tiles for trapped doors/staircases for possible future use

              I can't remember how to get into my ancient Git account, so Nick, if you could upload the attached updated versions of 8x16.png and graf-nmd.prf, that would be great.
              This is awesome - thank you.

              Originally posted by Nomad
              (Incidentally, I know this is a no-gameplay-changes update, but since it doesn't affect much would you like some more special room designs for room_template.txt? I've got about 50 designs I've been working on and am aiming to try and finish a hundred to double the current number of rooms.)
              I'll actually say no for 4.0, but a big yes for 4.1. If you look at the current vaults file, you'll see that there's a section about halfway down called "Interesting Rooms" containing a lot of small interesting shaped (unsurprisingly) rooms, and below that more vaults. These don't appear currently, but after the 4.0 release I'll be wanting to bring them in. So feel free to look through that for ideas. Rethinking the relationship between vaults and template rooms and how they appear is on the table, too.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Nomad
                Knight
                • Sep 2010
                • 958

                Originally posted by Nick
                If you look at the current vaults file, you'll see that there's a section about halfway down called "Interesting Rooms" containing a lot of small interesting shaped (unsurprisingly) rooms, and below that more vaults. These don't appear currently, but after the 4.0 release I'll be wanting to bring them in. So feel free to look through that for ideas. Rethinking the relationship between vaults and template rooms and how they appear is on the table, too.
                Yes, I've had a poke through those! I have lots of thoughts on combining special rooms with 'monster profiles' like pit profiles, so you can use the same room multiple ways (fill the designated monster spots with priests and it's an abbey, fill them with warriors instead and it's a barracks, etc.), giving you a dramatically larger pool of possible different rooms from a small number of layouts. And that would also facilitate themed levels - fill every room on the level out according to the same profile, and you've got an orc town or a level full of fire monsters. Plus I think you could merge pits into the same concept - I definitely think pit layouts should be moved out to an edit file at some point so we can have round and irregular pits and use different types of layouts for pit vs. nest.

                There's also the type/rating lines in room_template.txt, which don't do anything yet but can be used to control the sort of rooms that appear - in the rooms I'm currently designing I've been grouping them into four types (rectangular, round, other standard geometric shapes, and irregular rooms) which you could use to create level profiles where all the rooms on the level are round or they're all unusual shapes with no standard rectangles, etc. Whereas the rating value I'm thinking of as a way to have more control over the size and treasure-level of rooms generated, so you could specify levels with all small/large rooms, make rooms with guaranteed treasures more likely to appear at deeper depths, etc.

                Post 4.0 we probably need to have a big hashing out of how all the different aspects of level design are going to work and try to make it all work as one unified system. (I'd tentatively suggest separating room layouts out into three edit files, one for standard rooms, one for vaults/treasure-containing rooms, one for pits/monster-containing rooms - ideally all using the exact same format - in combination with another edit file containing monster/object themes that could be applied to any or all as suits the level type.)

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9633

                  Originally posted by Nomad
                  Post 4.0 we probably need to have a big hashing out of how all the different aspects of level design are going to work and try to make it all work as one unified system. (I'd tentatively suggest separating room layouts out into three edit files, one for standard rooms, one for vaults/treasure-containing rooms, one for pits/monster-containing rooms - ideally all using the exact same format - in combination with another edit file containing monster/object themes that could be applied to any or all as suits the level type.)
                  My plans for traps are going to have an impact here too. I will post my more detailed 4.1-4.3 plans a bit later.

                  PS: Those screenshots look wonderful.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9633

                    Update 77dc1ae fixes:
                    • Re-arrange messages again - now close to ideal, maybe close enough
                    • Run past objects bug, I believe
                    • Traps appearing on stairs, I believe - let me know if it happens again.


                    I'm going to post some more detailed post-4.0 plans in a separate thread soon.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      Originally posted by Nick
                      Wow, well found! I have no clue about this one. Anyone else notice it? PowerWyrm - any idea of anything that might be relevant?
                      No idea about this one... I know that I've been playing for some time with a full pack and was IDing stuff from the floor instead of picking up the objects first. It could have been that I've IDed Amras and wielded it immediately from the floor. Need to test that...
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        Originally posted by Nick
                        Update 77dc1ae fixes...
                        What? No MaxOSX version? It's not available in the nightlies for this one.
                        “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

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9633

                          Originally posted by Ingwe Ingweron
                          What? No MaxOSX version? It's not available in the nightlies for this one.
                          It's currently building, and should be up soon.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Carnivean
                            Knight
                            • Sep 2013
                            • 527

                            Originally posted by Ingwe Ingweron
                            What? No MaxOSX version? It's not available in the nightlies for this one.
                            You've caused too much trouble, so you're out of the beta!

                            Comment

                            • Ingwe Ingweron
                              Veteran
                              • Jan 2009
                              • 2129

                              Originally posted by Carnivean
                              You've caused too much trouble, so you're out of the beta!
                              And here I thought I was helping.
                              “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

                              • Ingwe Ingweron
                                Veteran
                                • Jan 2009
                                • 2129

                                Angband 4.0 dev 77dc1ae A bug that I don't see in the bug list for 4.0.

                                In 3.5.1, if you were in the inventory, equipment, or quiver menus, while in @ home or in a store, you could select an object and the [d]rop command would be available in the home (and in a store if an object could be sold).

                                In 4.0, while in home or store, if you select an item from the inventory, equipment or quiver menus, the option to drop (or sell) is not in the list of available actions.
                                “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

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