Issues on current master
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From the thread I'm trying to bury:
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.
As for drop rate - really no change to anything affecting that in the last 6 months.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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=0Last edited by Sky; April 27, 2017, 01:09."i can take this dracolich"Comment
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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...Comment
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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."i can take this dracolich"Comment
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maybe it's this one instead? https://www.dropbox.com/s/1krid2tcaa...adf62.txt?dl=0One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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.- Try and get it in for 4.1 or
- 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.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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An odd occurrence: @ fighting the Tarrasque, firing arrows at his point-blank target. Then, suddenly, the targeting fails and the arrows are dropping at @'s feet. When "looking" at the Tarrasque, the game says, "You see an open door".
@ switches to bludgeoning the Tarrasque to death and discovers the Tarrasque is standing on solid rubble (not the passable kind). So, what must have happened... Tarrasque breathed fire and created lava under its feet, then Tarrasque breated frost and changed the lava to solid rubble under its feet, then the game incorrectly (a) allowed the Tarrasque to stand on solid rubble, and (b) incorrectly identified the solid rubble as an open door when "looked" at by @ (keeping in mind that, I, the human player saw a Tarrasque, not rubble, until the Tarrasque was no more).“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 DeadComment
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@AnomymousHero: It's just a pretty big chunk of code, about 40k lines or so. Nick already has plenty of things to do, considering deaf monsters and other things
Yes, all of it is licensed under the same terms as the rest of Angband's code. Adapting it to T2 would be a big task. textui2 is not written in C++, and has numerous dependencies on other parts of Angband (memory functions, string functions, parser...). You'll probably have a better time with something like libtcod?
@Sky: Interesting that you said "they think 8 squares is better than sideways 1 square plus straight 8 squares". Your character has 12 stealth, and most monsters have hearing 20, so they can only hear you from 8 grids (and NOT "as the crow flies", but by pathing through non-wall grids). Looks like monster list rebalancing will have to be done for 4.1Comment
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Another small bug: "You feel something roll beneath your feet" message is being given for items that have been ignored.“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 DeadComment
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Thanks for the reports, keep them coming. I'm hoping to get the monster pathing to a better state this weekend.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I don't know if this helps at all (I'm sure it doesn't) but I'm attatching the file which contains the pathfinding functions for the roguelike I started writing in C#, which seemed to work as intended. The last three functions are the relevant ones.
Basically the gist is:
1. Calculate the number of steps removed from the player for each square (any delays introduced by this calculation were imperceptible, but my map sizes were about 1/3 the area of angband maps)
2. From a given point, construct a path toward the player by picking an adjacent square with fewer steps remaining to reach the player
3. In ambiguous cases, choose the square which minimises both vertical and horizontal differences
I managed to implement monsters not being omniscient by having each monster remember its destination, so upon losing sight of the player it would proceed toward the square where the player was last seen, then resume the default drunken walk if not catching sight of the player again. It's not very sophisticated but monsters ended up going where they were supposed to
I'm quite sure there are a great money reasons why nothing this simple could be done with angband, but I'm still a little too afraid of C to delve in myself to see how pathfinding in angband is done just yet.Attached FilesComment
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my game is crashing regularly when i go down the stairs from DL99 -> 100.
Problem signature:
Problem Event Name: APPCRASH
Application Name: angband.exe
Application Version: 0.0.0.0
Application Timestamp: 58fd55a3
Fault Module Name: msvcrt.dll
Fault Module Version: 7.0.7601.17744
Fault Module Timestamp: 4eeaf722
Exception Code: c0000005
Exception Offset: 00009966
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789"i can take this dracolich"Comment
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