Angband 4.0beta status

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  • Nick
    replied
    Update 280b6ee fixes:
    • Game slowdown when running (I think)
    • Adds some help files


    so not much, but I wanted to get the running fix out.

    I have some questions, too:
    1. Rings switching hands - is that every time?
    2. How often is monster memory vanishing? Has anyone checked if their lore.txt file (in lib/user on Windows, ~/Documents/Angband on OSX) seems to correlate with current monster memory?
    3. How often is the slow lock-picking happening, and with what type of character?
    4. Are we there yet? (No, we're not there, and you can't have an ice cream).

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev a05a05c

    Part of the can't back out bug. - Just zapped a flavored rod and turned out to be a Rod of Identify. Didn't have anything to identify, but the Rod is {charging}. In 3.5.1, not having anything to identify a charge would not be used. Likewise, if I did have something to identify, and chose not to, in 3.5.1 a charge would not be used.

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by Nick
    As for the lack of equipment display in the sidebar, that's because it messes up the sidebar arrangement if you try to fit more than a single grid's worth in there.
    Well, the graphical tiles could be downscaled to fit, but I guess it's largely a nitpick that's probably best left for later, or even for a revamped Windows (or cross-platform!) interface.

    And the lack of equipment display at >1x1 in text mode is just weird imo.

    edit: don't miss the update on assertive mimics
    Last edited by tumbleweed; May 13, 2015, 00:03.

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by Nick
    Your chest crash was interesting. I can see why the crash happened, but can't see how the situation arose; it also seems to be the same basic cause as the previous mimic-related crash you had.
    Might be something going wrong during level creation.

    I have another one of these reproducible mimic crashes on the level I'm currently on. Attached is a save file from the very moment I entered the level, and another one with @ close to the mimic, plus a map that shows where the mimic is.

    Curiously, if you beeline to the mimic it (probably?) looks like 2 Turquoise Rings of See Invisible, while now - after clearing most of the level - 'l'ooking shows a pile of 2 objects - and the list of visible objects shows 5 Turquoise Rings of See Invisible but nothing else at that location.
    Attached Files

    Leave a comment:


  • Nick
    replied
    Originally posted by tumbleweed
    There's some FOV rendering oddity going on in non-1x1 text modes that I can't quite describe. See attachment.

    Also note: again no equipment displayed between gold and strength on the left, just like in non-1x1 graphical modes.
    So what's happening here is that the tile code allocates an area of regular grids - 3x3 or whatever - to draw each tile in. So if you leave it as 3x3 and go back to text mode, it draws the each text grid in one corner of that box (I don't remember which). This is a consequence of the fairly hacky way large tiles are implemented.

    As for the lack of equipment display in the sidebar, that's because it messes up the sidebar arrangement if you try to fit more than a single grid's worth in there.

    The hope is that with the interface-game split that has happened with the current restructure, someone will decide to write a modern Windows interface that deals with things like tile handling much better; until then, it's likely to still be a bit creaky.

    Leave a comment:


  • Nick
    replied
    Originally posted by tumbleweed
    What would you like me to do about further tile-related oddities I find?
    1. keep posting in this thread
    2. shut up for now and collect them for a later thread
    3. post them in a separate thread
    4. other (please specify)
    Post them here if they seem to add new information, I guess.

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by Nick
    Why would you do that?
    Uhh... it kind of happened?

    here's the tl;dr version:
    1. modded a tile set and gave my version a separate menu entry
    2. moved the image and the edited graphics.txt to a new beta release
    3. found a bug in the new beta
    4. loaded a save in the old beta to see if the issue affected it as well
    5. Kaboom


    Originally posted by Nick
    I am aware that there are a bunch of tile related oddities, and at some point will do some tile-focussed debugging, but haven't got there yet.
    No sweat. What would you like me to do about further tile-related oddities I find?
    1. keep posting in this thread
    2. shut up for now and collect them for a later thread
    3. post them in a separate thread
    4. other (please specify)

    Leave a comment:


  • Nick
    replied
    Originally posted by tumbleweed
    1. Save a game with graphical tiles
    2. Exit Angband
    3. Remove lib/xtra/graf/graphics.txt
    4. Start Angband
    5. Load the saved game
    6. Watch Angband crash and burn
    Why would you do that?

    Your chest crash was interesting. I can see why the crash happened, but can't see how the situation arose; it also seems to be the same basic cause as the previous mimic-related crash you had.

    I am aware that there are a bunch of tile related oddities, and at some point will do some tile-focussed debugging, but haven't got there yet. I'm also likely to be not updating for most of next week.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Mimic Chests - information leak. Perhaps it is intentional, but when a Rogue uses the Detect Objects spell, it reveals chests (of course) but the text for mimic chests is GREY colored on the Object subwindow while the text for regular chests is colored white as for every other object (except artifacts in purple and unidentified flavors in red).

    Leave a comment:


  • tumbleweed
    replied
    And on a more general note, how would you feel about changing e.g.
    the Pair of Leather Boots of Wormtongue (-1,-1) [2,+11] <+2, +3>

    into
    the Pair of Leather Boots of Wormtongue (-1, -1) [2, +11] <+2, +3>

    or
    the Pair of Leather Boots of Wormtongue (-1,-1) [2,+11] <+2,+3>

    Leave a comment:


  • tumbleweed
    replied
    angband-win-v4.0beta-227-ga05a05c

    Wearing a ring of damage and carrying another of the exact same kind, I equipped a ring of digging from the floor.

    To my surprise, rather than combining the two rings of damage in the same inventory slot (as both are (+0,+9), @ discarded the unequipped one. I'm just glad nobody was around to breathe lightning.

    Shouldn't the game try to store items in the inventory, before dropping them?

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by MattB
    There's a tileset bug that still persists, but isn't on the tracker.

    In Shockbolt's tiles, when you have a monster that is 'taller' than one tile (e.g. giants), it leaves behind images of its head everywhere it goes (on the floor, in walls etc.) until something else walks over, or happens to, the tile in question.
    And if there's a column of double-height enemies and you 'l'ook at them one by one from bottom to top, the top part of the monsters you've already looked at (i.e. south of the cursor) is not redrawn properly.

    Leave a comment:


  • MattB
    replied
    A very minor one here.

    I have WoRecall scrolls autoinscribed with {@r9 !k} and I just hit <r><9> and got the rather amusing message:

    "Really read 17 scrolls of Word of Recall? <y/n>"

    (For completeness sake, I should clarify that hitting <y> only actually read one of them.)

    Leave a comment:


  • MattB
    replied
    There's a tileset bug that still persists, but isn't on the tracker.

    In Shockbolt's tiles, when you have a monster that is 'taller' than one tile (e.g. giants), it leaves behind images of its head everywhere it goes (on the floor, in walls etc.) until something else walks over, or happens to, the tile in question.

    Leave a comment:


  • tumbleweed
    replied
    angband-win-v4.0beta-227-ga05a05c

    I noticed that @ can tell an item affects e.g. wisdom before even picking it up and figuring out it has an {ego}, is this behavior expected? (I'm afraid I'm not completely up to speed on the whole ID topic)

    Leave a comment:

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