Bugs and issues in 4.1.2

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  • Sky
    Veteran
    • Oct 2016
    • 2321

    #31
    where are my stairs ?
    "i can take this dracolich"

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      #32
      Obviously in an area you didnt explore... Bottom right area at the end of the small corridor seems to be the most likely place.
      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

      • Sky
        Veteran
        • Oct 2016
        • 2321

        #33
        i see that the implications of my question have eluded you.
        "i can take this dracolich"

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #34
          They're eluding me as well, so why don't you explicate a bit?

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            #35
            recently stairs placement has changed, instead of being randomly distributed, they are mostly placed in small side corridors or in some select rooms. however, they can now be all bunched up in the same spot, 5-6 down stairs all in one 5x5 room, with nothing else in the rest of the dungeon. if you want to get out of the level, but cannot get past that one 1-shot mob who is sitting between you and ALL THE STAIRS IN THE LEVEL, that can be a problem.
            "i can take this dracolich"

            Comment

            • Tibarius
              Swordsman
              • Jun 2011
              • 429

              #36
              stairs location

              Originally posted by Sky
              recently stairs placement has changed, instead of being randomly distributed, they are mostly placed in small side corridors or in some select rooms. however, they can now be all bunched up in the same spot, 5-6 down stairs all in one 5x5 room, with nothing else in the rest of the dungeon. if you want to get out of the level, but cannot get past that one 1-shot mob who is sitting between you and ALL THE STAIRS IN THE LEVEL, that can be a problem.
              Yes i noticed it too that sometimes stairs are not realy distributed over the level. I hadn't such a situation yet you describe.
              Blondes are more fun!

              Comment

              • Sky
                Veteran
                • Oct 2016
                • 2321

                #37
                it doesnt have to be that one situation, and yet i still feel stairs should be more evenly spread out. i'm ok with a "stairs room" that has 2+ stairs in it arranged in a cool way, but that should count as 1 stair, not multiple.
                "i can take this dracolich"

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9637

                  #38
                  Originally posted by Sky
                  where are my stairs ?
                  They're not your stairs, they're Morgoth's
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    #39
                    Originally posted by Nick
                    The only reason I haven't reproduced the weapon description thing is that I haven't tried yet
                    Any ETA on this bug-fix? It's such a pain in the butt having to pick up weapons from the floor, wield them, remember the blow/damage amounts, re-wield principal weapon, then compare. It was so much better when Inspecting the weapon on the ground or in the pack gave accurate information.
                    “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

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #40
                      Originally posted by Ingwe Ingweron
                      Any ETA on this bug-fix? It's such a pain in the butt having to pick up weapons from the floor, wield them, remember the blow/damage amounts, re-wield principal weapon, then compare. It was so much better when Inspecting the weapon on the ground or in the pack gave accurate information.
                      Looking at the code, the only difference is that now it uses calc_bonuses() instead of doing some hack for off weapon extra blows.

                      Old code:

                      Code:
                      extra_blows = 0;
                      -
                      -	/* Start with blows from the weapon being examined */
                      -	extra_blows += obj->known->modifiers[OBJ_MOD_BLOWS];
                      -
                      -	/* Then we need to look for extra blows on other items, as
                      -	 * state does not track these */
                      -	for (i = 0; i < player->body.count; i++) {
                      -		struct object *helper = slot_object(player, i);
                      -
                      -		if ((i == slot_by_name(player, "weapon")) || !helper)
                      -			continue;
                      -
                      -		extra_blows += helper->known->modifiers[OBJ_MOD_BLOWS];
                      -	}
                      The problem I think is that calc_bonuses() doesn't handle modifiers properly:

                      Code:
                      /* Apply modifiers */
                      			state->stat_add[STAT_STR] += obj->modifiers[OBJ_MOD_STR]
                      * p->obj_k->modifiers[OBJ_MOD_STR];
                      ...
                      extra_blows += obj->modifiers[OBJ_MOD_BLOWS]
                      * p->obj_k->modifiers[OBJ_MOD_BLOWS];
                      I think the code should use the known part here, not rune knowledge. In PWMAngband, I have:

                      Code:
                      s32b modifiers[OBJ_MOD_MAX];
                      
                      for (j = 0; j < OBJ_MOD_MAX; j++) {
                      modifiers[j] = obj->modifiers[j];
                      if (known_only && !object_is_known(p, obj) && !object_modifier_is_known(obj, j, aware)) modifiers[j] = 0;
                      }
                      ...
                      extra_blows += modifiers[OBJ_MOD_BLOWS];
                      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
                        • 2986

                        #41
                        From dungeon_profile.txt:

                        # Very rare rooms (rarity = 2)
                        room:monster pit:0:11:33:5:1:2:8
                        room:monster nest:0:11:33:5:1:2:16
                        room:Medium vault:0:22:33:30:0:2:38
                        room:Lesser vault:0:22:33:20:0:2:55

                        Doesn't matter if the cutoff of the last entry isn't 100?
                        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

                        • Ingwe Ingweron
                          Veteran
                          • Jan 2009
                          • 2129

                          #42
                          Originally posted by PowerWyrm
                          Looking at the code, the only difference is that now it uses calc_bonuses() instead of doing some hack for off weapon extra blows....
                          I completely defer to you and Nick about the code. All I know is that, it seems to me, damage shown for a weapon in the pack or on the floor should be the same as if wielded (and whatever weapon actually in hand were not wielded).
                          “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

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            #43
                            Stair placement inside rooms of chambers:



                            This is as horrible as stairing inside a Hellpit or similar GV...
                            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
                              • 2986

                              #44
                              Originally posted by PowerWyrm
                              Stair placement inside rooms of chambers:



                              This is as horrible as stairing inside a Hellpit or similar GV...
                              Ok found the reason why... the code never creates outer walls, so the rooms are pierced by corridors instead of being connected from the outside. The faulty code:

                              Code:
                              			if (square_iswall_inner(c, y, x)) {
                              				for (d = 0; d < 9; d++) {
                              					/* Extract adjacent location */
                              					int yy = y + ddy_ddd[d];
                              					int xx = x + ddx_ddd[d];
                              
                              					/* Look for dungeon granite */
                              					if ((c->squares[yy][xx].feat == FEAT_GRANITE) && 
                              						(!square_iswall_inner(c, [B][COLOR="Red"]y, x[/COLOR][/B])) &&
                              						(!square_iswall_outer(c, [B][COLOR="Red"]y, x[/COLOR][/B])) &&
                              						(!square_iswall_solid(c, [B][COLOR="Red"]y, x[/COLOR][/B])))
                              					{
                              						/* Turn me into outer wall. */
                              						set_marked_granite(c, y, x, SQUARE_WALL_OUTER);
                              
                              						/* Done; */
                              						break;
                              					}
                              				}
                              }
                              /me thinks it should be "yy" and "xx" there...
                              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
                                • 2986

                                #45
                                There are still issues with room of chambers after fixing the above... When you highlight inner and outer walls, there are normal isolated walls remaining inside the layout... and some isolated floor tiles around them (with outer walls around those floors and walls). This feels wrong.
                                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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