Bugs and complaints on current master

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  • Grotug
    Veteran
    • Nov 2013
    • 1637

    #76
    Originally posted by Patashu
    There's a legitimate reason to target TO at a non-monster tile - if you think a monster that you can't see (invisible or unlit) is there.
    Oh, true. Good point. I think I have done that before when I got blinded once. It's not just bad aim I have trouble with, though. When I test a corner to see if I can TO around it and see that I can't, when I hit cancel, it doesn't cancel the entire aim wand action, it just cancels the target I selected and brings me back to the screen where I can select a target. I always think the whole 'aim wand' action has been canceled and so I often misclick and TO nothing.

    I am still having trouble resting by 1 turn at a time. I rest 1 turn at a time 30 consecutive times and the monster did not advance (as my way of seeing that time is going by and rest is happening). After 30 Rests at 1 rest each, I rested 2 turns and the monster approached. I did the same thing with another approaching monster and the same thing happened (30 1 turn rests and no advancement, 2 rests on the 31st rest and the monster advanced). I am playing on OS X Yosemite.
    Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

    Detailed account of my Ironman win here.

    "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #77
      Originally posted by Grotug
      I am still having trouble resting by 1 turn at a time. I rest 1 turn at a time 30 consecutive times and the monster did not advance (as my way of seeing that time is going by and rest is happening). After 30 Rests at 1 rest each, I rested 2 turns and the monster approached. I did the same thing with another approaching monster and the same thing happened (30 1 turn rests and no advancement, 2 rests on the 31st rest and the monster advanced). I am playing on OS X Yosemite.
      Is there a reason that you aren't hitting the 5 key instead? Notwithstanding that resting for 1 turn ought to cause time to pass, short rests are exactly equivalent to just standing in place.

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #78
        I usually make 's' a keymap for R10[Enter], so i can have a rest-a-little-while-until desturbed feature that 'S'earch used to do. It means less tapping the keyboard. And it doesn't spam you with '{pick up useless item a-h (y/n)?}' messages if you are in the middle of draining a dragon or Maia pit.

        Comment

        • Grotug
          Veteran
          • Nov 2013
          • 1637

          #79
          Originally posted by Derakon
          Is there a reason that you aren't hitting the 5 key instead? Notwithstanding that resting for 1 turn ought to cause time to pass, short rests are exactly equivalent to just standing in place.
          Ahh.. yeah, I forget about the 5 key because I play on a laptop with arrow keys. Thanks!
          Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

          Detailed account of my Ironman win here.

          "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

          Comment

          • spara
            Adept
            • Nov 2014
            • 235

            #80
            I have a Ring of Teleportation <+2> {cursed}. When I try to uncurse it with Remove Scroll, I'm told I have no curses to remove. Does this mean that Remove Curse is only for sticky curses? If so, then the scroll's description needs a little tuning.

            Comment

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2987

              #81
              Originally posted by Nick
              OK, new build should be up soon, fixing the Orfax crash bug and also probably the lore issue. Very poor testing on my part of the previous build.
              Currently looking at master, last commit (4e71cf4) fixed a problem with the "NONE" effect by removing a check in make_attack_normal() that now makes attacks like "moan" or "beg" actually miss...

              Before:

              Code:
              if (!effect || check_hit(p, effect->power, rlev))
              After:

              Code:
              if (check_hit(p, effect->power, rlev))
              Probably meant:

              Code:
              if (streq(effect->name, "NONE") || check_hit(p, effect->power, rlev))
              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

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2987

                #82
                Originally posted by Pete Mack
                It's more than that. You can target "behind" another monster--or even a wall--in many cases by targeting like this:


                @**********
                .........XX*********
                This actually doesn't work! Each time I try to target past a monster, the path isn't highlighted at all. After all, this would make killing Morgoth trivial (find a long corridor, wait at the end until Morgoth appears on the wall, target past him, kill him before he's in LOS), so I consider this a feature
                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

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2987

                  #83
                  Originally posted by Nick
                  You may also notice that the number of text files in lib/gamedata is increasing. I am currently on a drive to get as much as possible of the game's editable data pushed out to these files for ease of modifying the game. In particular, I would like to at some point in the future have all the game's messages in text files, which would make translating into different languages (should anyone want to) much simpler.
                  Latest change about melee blow effects introduced a rather unpleasant mapping table in melee_handler_for_blow_effect(), which somewhat breaks the "easy use" of the corresponding text file. Adding an entry in the text file still forces you to add a line in the mapping and recompile.
                  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

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #84
                    Playing with arrow keys is a strange way to go. There are no arrows pointing in the 1379 directions. It's why I play with the rogue keymap. But you still have to use '5' or '.'

                    Comment

                    • spara
                      Adept
                      • Nov 2014
                      • 235

                      #85
                      Another CTD. A master thief surrounded my warrior with traps. I failed to disarm an ancient mechanism that activated something like an earthquake. I tried to disarm it again and CTD. After reload the trap had been replaced by a wall. Sorry, no save this time.

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9647

                        #86
                        Originally posted by PowerWyrm
                        Latest change about melee blow effects introduced a rather unpleasant mapping table in melee_handler_for_blow_effect(), which somewhat breaks the "easy use" of the corresponding text file. Adding an entry in the text file still forces you to add a line in the mapping and recompile.
                        That was already true, though - it was just that you needed to add a line in list-mon-blow-effects.h and recompile then. There was another thread where the pros and cons of the two approaches were discussed.

                        My feeling is that the mapping table makes the workings more explicit to someone reading the code, and at least there are now some aspects of blow effects which can be changed by the player without recompiling.
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9647

                          #87
                          Originally posted by spara
                          I have a Ring of Teleportation <+2> {cursed}. When I try to uncurse it with Remove Scroll, I'm told I have no curses to remove. Does this mean that Remove Curse is only for sticky curses? If so, then the scroll's description needs a little tuning.
                          In this case it's because that curse can't be removed. There currently aren't many unremovable curses - the only things that have them are rings and amulets of teleportation, and a couple of obvious artifacts
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9647

                            #88
                            Originally posted by spara
                            Another CTD. A master thief surrounded my warrior with traps. I failed to disarm an ancient mechanism that activated something like an earthquake. I tried to disarm it again and CTD. After reload the trap had been replaced by a wall. Sorry, no save this time.
                            Yes, there seems to be an issue with earthquake traps that I haven't managed to track down yet.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9647

                              #89
                              Originally posted by PowerWyrm
                              Probably meant:

                              Code:
                              if (streq(effect->name, "NONE") || check_hit(p, effect->power, rlev))
                              Yes, thank you. I found quite a number of creative ways for make_attack_normal() to go wrong
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                #90
                                Nick--it happens when rock falls directly on the trap. Then the trap is destroyed before any further messages are made. (Or at least that's what I remember.)

                                Comment

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