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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2941

    #31
    Originally posted by whartung
    Does this work against lit monsters?

    In the necromancer thread, there was talk about not being able to cast spells well against lit monsters. Seems like the two should be related.
    Nothing to do with necromancers, it's true for any character. You can only "see" if you have a light or if the square is lit (like in a room). If you stand in the light of a monster, you cannot "see", which is illogical.
    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
      • 2941

      #32
      Another nice bug, which is actually hidden: books are never "known" (the "object_is_known" function used on a book will always return false unless it was bought from a store). This happens because the EASY_KNOW flag for books is on the object base, but is only transfered in finish_parse_object() while parsing object.txt. However books are now parsed from class.txt!

      Fix: add

      Code:
      kf_union(kind->kind_flags, kb_info[kind->tval].kind_flags);
      at the end of write_book_kind() in init.c.
      Last edited by PowerWyrm; April 16, 2021, 17:03.
      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
        • 2110

        #33
        "You cannot throw wielded items."

        Huh? This is a bug, either in implementation or else in concept. In implementation because the "e"quipment menu provides "v" throw as an option. In concept because what, I can throw a dagger or spear that's in my pack in inventory or in my quiver, but I can't throw the one that's in my hand?!
        “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

        • MattB
          Veteran
          • Mar 2013
          • 1168

          #34
          Originally posted by Ingwe Ingweron
          "You cannot throw wielded items."

          Huh? This is a bug, either in implementation or else in concept. In implementation because the "e"quipment menu provides "v" throw as an option. In concept because what, I can throw a dagger or spear that's in my pack in inventory or in my quiver, but I can't throw the one that's in my hand?!
          I suspect this is more a safety net than a bug.
          Who wants to luzz your main weapon at that magma elemental when you meant to chuck a throwing axe?
          Oops. Crush.

          Comment

          • DavidMedley
            Knight
            • Oct 2019
            • 995

            #35
            I also think not being able to throw your equipped melee weapon is weird.
            Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

            Comment

            • whartung
              Adept
              • May 2020
              • 101

              #36
              Originally posted by PowerWyrm
              Nothing to do with necromancers, it's true for any character. You can only "see" if you have a light or if the square is lit (like in a room). If you stand in the light of a monster, you cannot "see", which is illogical.
              The point being that if a necromancer is next to a lit monster, the light from the monster is enough to effect the necromancer, but apparently not enough to let a spell user "see". That's the inconsistency that I am seeing.

              Comment

              • will_asher
                DaJAngband Maintainer
                • Apr 2007
                • 1063

                #37
                Originally posted by whartung
                The point being that if a necromancer is next to a lit monster, the light from the monster is enough to effect the necromancer, but apparently not enough to let a spell user "see". That's the inconsistency that I am seeing.
                While we're talking about lighting, I think it's weird that you can see the light on the outside wall of a lit room. Light shouldn't go through walls.
                Will_Asher
                aka LibraryAdventurer

                My old variant DaJAngband:
                http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1168

                  #38
                  Just spent ten minutes outside of a room. Thinking.

                  In the middle is a ring of speed.

                  The problem is what is around said ring, namely:
                  16 Pit Fiends (out of depth)
                  13 Horned Reapers
                  9 Gelugons
                  8 Osyluths
                  6 Bile Demons
                  5 barbazu
                  3 Hezrous
                  3 Lesser Balrogs
                  4 Mariliths
                  4 Nalfeshnees
                  5 Vrocks.

                  At this point your average evil game maintainer would think: 'That'll do. My evil work is done here.'

                  But no. It takes a particular brand of evil to decide that every single one of them should be wide awake.

                  Edit: I bet the ring is a bloody mimic too...

                  Comment

                  • archolewa
                    Swordsman
                    • Feb 2019
                    • 399

                    #39
                    Originally posted by MattB
                    Just spent ten minutes outside of a room. Thinking.

                    In the middle is a ring of speed.

                    The problem is what is around said ring, namely:
                    16 Pit Fiends (out of depth)
                    13 Horned Reapers
                    9 Gelugons
                    8 Osyluths
                    6 Bile Demons
                    5 barbazu
                    3 Hezrous
                    3 Lesser Balrogs
                    4 Mariliths
                    4 Nalfeshnees
                    5 Vrocks.

                    At this point your average evil game maintainer would think: 'That'll do. My evil work is done here.'

                    But no. It takes a particular brand of evil to decide that every single one of them should be wide awake.

                    Edit: I bet the ring is a bloody mimic too...
                    Sounds like a demon pit. I'd just waddle right on by. There will be more rings of speeds *not* being sat on by an Army of the Damned.

                    Comment

                    • MattB
                      Veteran
                      • Mar 2013
                      • 1168

                      #40
                      Originally posted by archolewa
                      Sounds like a demon pit. I'd just waddle right on by. There will be more rings of speeds *not* being sat on by an Army of the Damned.
                      It's not a pit, per se. Looks more like hell. Tonnes of larva.
                      But yes, I'm 99% certain I'm going to zap myself far, far away.
                      But the longer I look at it the more tempted I am to have a go. After all, there will always be more Half-Troll warriors, right?...

                      Comment

                      • Nick
                        Vanilla maintainer
                        • Apr 2007
                        • 9351

                        #41
                        Originally posted by MattB
                        Tonnes of larva.
                        Demon spawn?
                        One for the Dark Lord on his dark throne
                        In the Land of Mordor where the Shadows lie.

                        Comment

                        • MattB
                          Veteran
                          • Mar 2013
                          • 1168

                          #42
                          Originally posted by Nick
                          Demon spawn?
                          Hahaha!
                          Fair point and well made.
                          Yes, there was lots of lava but very little larvae.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2941

                            #43
                            - open client
                            - set tile size to 16x16
                            - use "l"ook command
                            - crash

                            In do_cmd_locate():

                            Code:
                            int panel_hgt = (int)(PANEL_SIZE / tile_height);
                            int panel_wid = (int)(PANEL_SIZE / tile_width);
                            
                            strnfmt(out_val, sizeof(out_val),
                            		        "Map sector [%d,%d], which is%s your sector.  Direction?",
                            		        (y2 / panel_hgt), (x2 / panel_wid), tmp_val);
                            But PANEL_SIZE = 11, so if you use tile size greater than 11 the values for panel_hgt and panel_wid will be 0 and will provoke a division by zero error in the following line...
                            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
                              • 2941

                              #44
                              Also the sector displayed makes absolutely no sense...

                              It should start at [0,0] if you're in the northwesternmost panel and should be increased by 1 each time you move east or south from there. See MAngband code:

                              Code:
                              /* Start at current panel */
                              	y2 = p_ptr->panel_row;
                              	x2 = p_ptr->panel_col;
                              
                              /* Apply the motion */
                              	y2 += ddy[dir];
                              	x2 += ddx[dir];
                              
                              /* Prepare to ask which way to look */
                              	sprintf(out_val,
                              	        "Map sector [%d,%d], which is%s your sector.  Direction?",
                              	        y2, x2, tmp_val);
                              
                              /* Set the panel location */
                              	p_ptr->panel_row = y2;
                              	p_ptr->panel_col = x2;
                              Last edited by PowerWyrm; April 20, 2021, 10:36.
                              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

                              • MattB
                                Veteran
                                • Mar 2013
                                • 1168

                                #45
                                I just TO'd the Balrog of Moria, then summoned him on the same level using a staff of summoning.
                                Should that happen?
                                Feels weird to me...

                                Comment

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