Glad you mentioned that. I was getting ready to give it a shot. Well done!
4.1 feature branches
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Bug found
I received an Assertion failed! error
File: obj-identify.c
Line:579
Expression: obj->known
Savefile with error is attached.Attached FilesComment
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Fuzzy detection doesn't update object knowledge when something has disappeared from cave (player casts sense objects, monster picks up something, player casts sense objects again). Maybe it should, unless "fuzzy" also includes player knowledge...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
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Fuzzy detected objects probably have the wrong prefix when displaying the object list.
Code:if (entry->object->marked == MARK_AWARE)
Code:if (entry->object->kind == entry->object->known->kind)
Code:if (entry->object->kind != entry->object->known->kind)
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
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Objects wiped by effects out of LOS of the character are noticed, which kinda opposes the whole knowledge stuff. Like objects picked up/crushed by monsters, they should stay in the player's knowledge until in LOS or unrevealed via detection.
Function project_o() still states this clearly:
Hack -- effects on objects which are memorized but not in view are also seen.
Code:/* Effect "observed" */ if (obj->known && !ignore_item_ok(obj)) { obvious = true; ... }
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
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Code:/* Effect observed */ if (obj->known && !ignore_item_ok(obj) && cave_isseen(cave, y, x)) { obvious = true; ... }
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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
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Nevermind... the current behavior is correct. It's consistent with ignored objects, which are sensed by fuzzy detection, but disappear from view only when in LOS.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
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Slay cache is broken again in the latest version. The old code was doing a check vs known brands/slays:
Code:if (brands_are_equal(obj->brands, slay_cache[i].brands, TRUE) && slays_are_equal(obj->slays, slay_cache[i].slays, TRUE))...
Code:if (brands_are_equal(obj->brands, slay_cache[i].brands) && slays_are_equal(obj->slays, slay_cache[i].slays))...
Code:if (brands_are_equal(obj->known->brands, slay_cache[i].brands) && slays_are_equal(obj->known->slays, slay_cache[i].slays))...
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
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While implementing object knowledge for my variant, I saw a difference in the code for make_fake_artifact(), which is used for artifact knowledge menus and artifact power: at the end, my code does
Code:/* Learn brands and slays */ object_know_brands_and_slays(obj);
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
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While implementing object knowledge for my variant, I saw a difference in the code for make_fake_artifact(), which is used for artifact knowledge menus and artifact power: at the end, my code does
Code:/* Learn brands and slays */ object_know_brands_and_slays(obj);
For similar reasons, the slay cache being broken doesn't matter much - it just means it's not used when an individual ego item is being assessed for price, while its main use is speeding up stats gathering (where, again, all slays and brands are assumed known).
I'm not planning to do anything about either of these at this stage, or about the various ID crashes, because the rune-based ID branch changes a lot of the relevant code.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Has anyone using Linux64 tried running a build with CLang Memory Sanitizer? I just hit an assertion in realloc, which is almost certainly a sign of memory corruption. (I can't really see what happened unfortunately.) Lost a level where I killed Mouth of Sauron, too. :/Comment
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I don't understand the fractional blows system. I have 18/220 on both STR and DEX, but for weapons weighing 18lbs are getting only 4.5 blows, and the descriptions says I need +2 more DEX to get 5.8 (4.8+1 for high level warrior)
Is this intentional, and if so, why? Truly, 18/200 should be enough DEX to get max blows with any weapon.Comment
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