Angband 4.0beta status

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

    Inconsistent behavior: When doing something that normally prevents a change of the textual/graphical display mode (looking, browsing the inventory, whatever), most of what's in menu Options->Graphics-> is disabled, except for menu Options->Graphics->Tile Multiplier-> and, in there, the 16x16 entry.

    (Clicking on it results in a "You may not do this right now" warning)

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  • tumbleweed
    replied
    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.

    (funny how I had to save this as huge jpeg rather than tiny gif or png due to silly constraints set in the forum software)
    Attached Files

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  • tumbleweed
    replied
    And another assertion failure:
    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


    File: ui-prefs.c
    Line: 1196

    Expression: mode

    Crashes with access violation after ignoring the assertion failure message.

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  • tumbleweed
    replied
    Got an assertion failure trying to open a small wooden chest that was really a monster.

    File: obj-pile.c

    Line: 134
    Expression: pile_contains(*pile, obj)

    Line: 143
    Expression: obj->prev != NULL

    Line: 139
    Expression: prev == NULL

    Reproducible here by loading the attached save, then walking south-west to the next room and trying to 'o'pen the chest.
    Attached Files

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  • Ingwe Ingweron
    replied
    Rings switching hands on exit and reopen. I've been noticing this for several beta versions, but haven't reported it because I thought I must be crazy and had just swapped them on accident while trying on unknown flavored rings. But I am now certain. The rings ARE changing hands from left to right, or vice-versa. This has to be one of the most mysterious bugs I've come across.

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  • Ingwe Ingweron
    replied
    There's something odd about Gloves of Free Action purchased from the Armory.

    When ignoring the item the choices were: a) This item only, b) All gloves of Free Action, and c) All non-artifact gloves.

    Since when are Free Action gloves {splendid} in that they would merit a non-artifact ignore setting? They certainly aren't {splendid} when found on the dungeon floor and wielded.

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  • MadeOfBees
    replied
    This is entirely offtopic, but as long as I can get

    You hit it, You hit it, It dies.

    Im AOK with a new version.

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  • Ingwe Ingweron
    replied
    Angband 4.0 dev a05a05c

    The Slowing bug is back. @ picked up a heavy lance and was Slow (-2). @ drops the lance and [i]nventory screen shows he has (5.3 lb remaining), but is still Slow (-2).

    EDIT: Exiting and reopening savefile clears the Slow indicator. Sounds like there's a serious problem here if monsters, artifacts, and status require an exit and reopen to reset them.
    Last edited by Ingwe Ingweron; May 11, 2015, 20:08.

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  • Ingwe Ingweron
    replied
    Resting slowness may have improved, I can't tell. But running has slowed down. I can see @ tic-tic-tic-tic-tic across the floor as he runs down a hallway.

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  • MattB
    replied
    On the monster memory thing...

    If you kill some uniques, then save and exit, then load up the file and go to the '~' menu, your kills have been deleted*. Well, I think the uniques still count as dead, but they are not on the list.

    *Well, oddly, for me at least, only Grip remains...

    Leave a comment:


  • Nick
    replied
    Update a05a05c fixes:
    • Doors disappearing when opened by monsters out of view
    • Branded weapons not registering as splendid
    • Allow quickstart players to keep their family character history
    • Matt's !Resist Heat bug
    • Speedup to resting


    Comments on the resting slowness are welcome - I looked at fizzix's profiling and did a single quick hack, so I'm interested to hear how much it fixes the problem.

    The monster memory disappearing problem is really odd, and I haven't seen any indication of it yet. I did notice on trying to test in Windows that it sometimes got confused as to which lib\save folder to choose from, so maybe it is trying to read lore.txt from the wrong lib\user. I'll check that further.

    EDIT: It's not up yet, but should be soon.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Ingwe Ingweron
    Missing "?" description for Door Creation in MB7.
    Well, I don't know coding, but I've been reading through the edit files and have at least tracked down the problem AND solution on this one.

    In class.txt, Door Creation is missing its desc: lines. Borrowing from 3.5.1, those lines should be:

    desc: A door is created on each empty floor space that is directly
    desc: adjacent to you. These doors are closed, but not locked.

    They should be inserted in three places, for the spell in the Mage, Ranger and Rogue classes.

    Leave a comment:


  • Nomad
    replied
    Originally posted by Nick
    I'm sorry, I don't think I've explained this adequately. Monster memory is no longer in the savefile, it's in a file called lore.txt in your (on Windows) lib/user folder. If you're using the latest update and not transferring that over, it will have the effect of wiping your monster memory.
    No, I mean all the entries in the monster knowledge list, accessed from the ~ menu, disappear if you exit and reload the savefile during a single ongoing game. The "display monster knowledge" option becomes greyed out, and there are no longer any listings available for previously encountered monsters - it's as if you've just started a brand new game and not seen a single monster yet.

    I don't think the actual monster memory itself is being lost, at least not wholly - when I do re-encounter another instance of a previously met monster, it will tell me how many I've killed and resistances I've discovered (though it does seem to revert to "Nothing is known about its attack") - but the list entries in the knowledge menu keep disappearing.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nomad
    I'm sorry, I spoke too soon, this is not fixed. Monster knowledge is still wiped away when you exit and reload a saved game in 69f9df6. (I'm wondering now if it's related, at least indirectly, to the business with Sauron and uniques only appearing once per gaming session. Reset of monster knowledge might at least explain why you get the 'seen but not dead' uniques back again after reloading.)
    I'm sorry, I don't think I've explained this adequately. Monster memory is no longer in the savefile, it's in a file called lore.txt in your (on Windows) lib/user folder. If you're using the latest update and not transferring that over, it will have the effect of wiping your monster memory.

    Leave a comment:


  • Nomad
    replied
    Originally posted by Nomad
    (On a happier note, I don't know when or how, but it looks like #1883, "Monster knowledge not saving", might be fixed? I'm not conscious of anything being missing from the monster list when I reload any more.)
    I'm sorry, I spoke too soon, this is not fixed. Monster knowledge is still wiped away when you exit and reload a saved game in 69f9df6. (I'm wondering now if it's related, at least indirectly, to the business with Sauron and uniques only appearing once per gaming session. Reset of monster knowledge might at least explain why you get the 'seen but not dead' uniques back again after reloading.)

    Leave a comment:

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