Angband 4.0beta status

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  • Ingwe Ingweron
    Veteran
    • Jan 2009
    • 2129

    Originally posted by Nick
    Having an immunity notification at the bottom would be possible, but inconsistent with current behaviour, which is that those notifications are only for temporary effects.
    I understand it's not a "bug" (aside from the fact that it has always bugged me), but I find it helpful for the main screen to remind me of my resistance status. Immunity trumps temporary resist (ordinarily double-resist since my @ usually has basic protection and then adds a temporary resist). Having the rFIRE indicator on when wearing Narya, for instance, would remind me I don't need to cast a temporary resist or quaff a potion for that resistance.
    “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
      • 9637

      Originally posted by debo
      I'm guessing that building from master and/or playing gcu is the thing causing the chardump parsing problems??? The only thing that Nick, elliptic and I have in common in the chardumps is that we have the commit hash appended to our character dump header tag e.g. [Angband v4.0beta-246-g78905dd Character Dump] Removing the hash doesn't fix the problem, so it's something inherently different with the chardump. I'm too lazy to start diffing things right now.
      I'm building from master and using sdl in Linux, so I'm guessing it's some dumb text encoding thing. I'm going to hope Pav just fixes it.

      Originally posted by debo
      When I go to disarm a trap, (push D) if I wait less than a second before confirming the direction the Repeat(99) thing pops up in the status bar (seems to be entirely cosmetic)
      That's the auto-repeat - I guess if you're quick enough it doesn't get to display it. By default it auto-repeats 100 times, but you can actually set a different number by hitting '0', entering a number, and then entering the command.

      Originally posted by debo
      Is this a "normal angband thing???"
      What Ingwe said.

      Originally posted by debo
      I'm playing 80x25, and it looks like things get cut off on the right of the screen sometimes

      e.g. I type (i) to see inventory, I get: "(Inventory) Burden 126.7 lb (6.8 lb overweight). Select Item: (Inven: a-s, / fo" in the top row, and my items are missing the (lb) unit to the right.
      Yes, that prompt needs trimming.

      Originally posted by debo
      I accidentally played the id game and had a salamander breathe fire at me while i was wielding an unided mace (Defender) thing. It said "Your mace glows" with no period at the end, not sure if there was more to that message or if it's just missing the terminator.
      Thanks - I knew there was a message that was missing punctuation, and this is it.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • kaypy
        Swordsman
        • May 2009
        • 294

        Originally posted by debo
        However if I look at my inventory it states:

        Code:
        t) in Quiver: 40 missiles 
        u) in Quiver: 9 missiles
        Would it be better UI if we instead said something like?

        Code:
        t) 49 missiles in 2 Quiver slots
        u) ...

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          Originally posted by kaypy
          Would it be better UI if we instead said something like? ....
          Personally, I don't think so. I've gotten used to how many letter slots there are in inventory. Having each quiver of 40 use up a slot is a good visual reminder of the slots being used up by quivers and how many slots are available for other items.
          “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

            Originally posted by Ingwe Ingweron
            Angband 4.0 dev 756c3bc

            Information leak. With ESP, upon first arrival on level, Monster sub window shows awareness of Uniques on the other side of the level. I've noticed this leak in several dev versions.

            No savefile since the information disappears the next move, or upon reload, so not able to duplicate simply with savefile.
            Oddly enough, this bug also has a flip-side (or perhaps a separate bug). Upon first arrival on level, Monster sub window shows awareness of monsters in ESP range EXCEPT the Unique standing right next to @. Again, information corrected on next move or upon reload (but not corrected with redraw).
            “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

            • kaypy
              Swordsman
              • May 2009
              • 294

              Originally posted by Ingwe Ingweron
              Personally, I don't think so. I've gotten used to how many letter slots there are in inventory. Having each quiver of 40 use up a slot is a good visual reminder of the slots being used up by quivers and how many slots are available for other items.
              I may not have been clear enough: It should still show the additional slots
              Code:
              t) 32 missiles using 1 Quiver slot
              vs
              Code:
              t) 49 missiles using 2 Quiver slots
              u) ...
              vs
              Code:
              t) 83 missiles using 3 Quiver slots
              u) ...
              v) ...
              Last edited by kaypy; May 24, 2015, 11:14.

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                Originally posted by kaypy
                I may not have been clear enough: It should still show the additional slots ...
                I still don't find your proposal as helpful to me as the current system, and here's why: With the current system, 40 is one full quiver and having the remainder in a new slot just makes it easier for me to see how much I have to drop to keep it down to just one slot. E.g., 40, 18 = drop 18 to maintain one slot for ammo vs. 58 in 2 quiver slots, 58-18=40 so drop 18. Or, e.g., 40, 40, 9 = drop 9 to maintain two slots for ammo vs. 89 in 3 quiver slots, 89-9=80 so drop 9 for 2 quiver slots or let's see...there's 40 capacity per slot so 89-40=49-9=40 for 1 quiver slot.... With your system I have to do the math. 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.
                Last edited by Ingwe Ingweron; May 24, 2015, 12:53.
                “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
                  • 9637

                  Update 6dc5445 fixes:
                  • Crash when something was bought that stacked with something in the inventory or quiver
                  • Randarts (probably all DSMs) with 0 activation recharge time
                  • Monster list updating incorrectly on level change
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • kaypy
                    Swordsman
                    • May 2009
                    • 294

                    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?

                    Comment

                    • tumbleweed
                      Adept
                      • May 2015
                      • 112

                      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

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2631

                        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.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          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.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • tumbleweed
                            Adept
                            • May 2015
                            • 112

                            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).

                            Comment

                            • tumbleweed
                              Adept
                              • May 2015
                              • 112

                              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)

                              Comment

                              • Ingwe Ingweron
                                Veteran
                                • Jan 2009
                                • 2129

                                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.
                                “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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