Issues on current master

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  • Nick
    replied
    Originally posted by AnonymousHero
    I'd like to bring up a current issue on master: t4nk's UI changes still haven't been merged. They looked pretty amazing last I checked...

    EDIT: Obviously, I realize that this isn't a trivial undertaking . I just think it's a damn shame see all of his effort bitrot.
    I'm glad you asked. There are two possibilities:
    1. Try and get it in for 4.1 or
    2. Make it an early post-4.1 task.


    I'm inclined to reserve a decision on that for now. I'll be getting current master debugged (especially the pathfinding) for a bit, and once it's looking close to done I might have a quick look and see how easy it is to get t4nk's stuff incorporated and playing nicely with the build system. If it's easy, good; if it's taking too much time, then probably wait until after release and do it properly then.

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  • Nick
    replied
    Originally posted by Sky
    Thanks, that's it. And yes, everyone is behaving very oddly - this will be a good example for me to examine.

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  • Sky
    replied
    Originally posted by t4nk
    Sky, how did you determine that the monsters were trying to walk through the wall
    using my massively enormous brain. *joke*


    i don't know. i'm speculating that they think "straight 8 squares" is better than "sideways 1 square plus straight 8 squares", that i'm behind a wall when i'm clearly not, and are basically acting the same way as if we were in different rooms.

    maybe the various heat maps (sight, noise, smell) should give 3 values and if one value is predominant, it should overrule the other.

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  • AnonymousHero
    replied
    I'd like to bring up a current issue on master: t4nk's UI changes still haven't been merged. They looked pretty amazing last I checked...

    EDIT: Obviously, I realize that this isn't a trivial undertaking . I just think it's a damn shame see all of his effort bitrot.

    Btw, @t4nk: Are your changes licensed under both the GPL and the Angband license? The latter will make it possible[1] for me to incorporate them into T2-ah.

    [1] Theoretically, though I honestly don't hold out much hope for actually being able to do it, both time-wise nor code-wise. Hope springs eternal, though...

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  • t4nk
    replied
    That seems to be the wrong randart file, I think the correct one is randart_0e1adf62.txt (?).
    Sky, how did you determine that the monsters were trying to walk through the wall (as opposed, to, say, not trying to walk at all?)

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  • Sky
    replied

    the randart file.

    i'm quite positive the drop rate is WAY higher than it should be. tons of egos that should not show up at DL40, even scolls of rune.

    derp, i dont know why but the randart file in my C:\Users\Sky\Desktop\last nightly\angband-4.0.3-712-gbcd30cf\lib\user\archive doesnt match the artifacts i have ingame.

    maybe it's this one instead? https://www.dropbox.com/s/1krid2tcaa...adf62.txt?dl=0
    Last edited by Sky; April 27, 2017, 01:09.

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  • Nick
    replied
    From the thread I'm trying to bury:
    Originally posted by Sky
    another couple of minor observations.

    some prices in town seem a bit messed up; i sold a wicker shield 2 +38 (granted, thats some massive AC bonus right there) with +1 light, +2 infravision, basic resists and regen for a whopping 25.000 gold.
    helm of vision +5 for 9000 gold.

    also, you must have changed something in the drop rate. i was on my 3rd amulet of trickery by DL32, and i am finding dwarven shields, armors of speed +5, and gauntlets of combat like it's nobody's business.
    That's odd, because I have reports of buying prices being too low. I will check that there isn't something causing both.

    As for drop rate - really no change to anything affecting that in the last 6 months.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    https://www.dropbox.com/s/cl5vz3smvw...ed%20save?dl=0
    first time using dropbox, not 100% sure if it works.
    Yes, that worked fine - but I'm also going to need your randart file. It should be the most recently written file in your lib/user/archive folder.

    Leave a comment:


  • Sky
    replied

    first time using dropbox, not 100% sure if it works.

    Leave a comment:


  • Nick
    replied
    Originally posted by Sky
    well, looks like it falls on me to be the bearer of bad news.

    the new pathing does not work. i've had instances of mobs just standing still because "they cannot get to me" while i happily blast them with spells.
    It's OK, that's not terrible news - I was expecting problems with it. What you need to understand is that when you are playing the latest master, you are doing my playtesting for me

    Originally posted by Sky
    i have kept a save to show you what is happening.
    That would be very helpful.

    Leave a comment:


  • Sky
    replied
    well, looks like it falls on me to be the bearer of bad news.

    the new pathing does not work. i've had instances of mobs just standing still because "they cannot get to me" while i happily blast them with spells.

    i have kept a save to show you what is happening.

    there is a corridor which ends in a 1-block turn. bunch of storm giants, all awake, at the end. they are trying (as far as i can tell) to walk through the stone to get to me, instead of 1) moving north 1 step and then 2) walk the corridor directly towards me.


    POST-TEST EDIT

    this happens, well, always. i dug a corridor parallel east-west to a door leading to a hydra pit. all the hydras are bunched to the sides of the door, because they are trying to walk straight and and they can't, and they can't find the door one square away from their position.
    Last edited by Sky; April 26, 2017, 14:12.

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  • Nick
    replied
    Originally posted by Nomad
    Just downloaded 1782d7a and randart generation is now extremely slow. The first time I started a randart character the game hung so long at the end of character generation I shut the program down because I thought it had frozen. On subsequent tries it did eventually load the town after pauses of about 10-30 seconds.

    ETA: randart.log is 66,854 kb for this game, compared to files of 2-6k generated in previous nightlies.
    Yeah, I was kind of afraid that would happen. My fix was pretty crude, I'll try and add some finesse.

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  • Nick
    replied
    Originally posted by t4nk
    Nick, I think what's happening is: process_monsters() -> monster_check_active() -> monster_can_hear_or_smell() -> (monster smell is > 0 and scent == 0) -> process_monster_timed() -> monster_reduce_sleep() -> stealth check fail (I recall Nomad likes warriors).
    Aha, thank you.

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  • t4nk
    replied
    Nick, I think what's happening is: process_monsters() -> monster_check_active() -> monster_can_hear_or_smell() -> (monster smell is > 0 and scent == 0) -> process_monster_timed() -> monster_reduce_sleep() -> stealth check fail (I recall Nomad likes warriors).

    Leave a comment:


  • Nomad
    replied
    Still encountering big mobs of breeders. Is waking in response to noise still determined by straight-line distance rather than how far the sound has to travel? I'm wondering if what's happening is that breeders are waking up when the player is close by in straight-line terms but still has to travel a long distance to actually get to the monster, e.g. this sort of situation:

    Code:
      #.#   
    ###.####
    #......#
    #...l..#
    #......#
    ########
    
      ##########
      #.@.......
      #.########
      #.#

    Leave a comment:

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