The future of Oangband?

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  • CJNyfalt
    replied
    Originally posted by Magnate
    Weird. Have you looked at V's store.c? It's quite clean and pretty much self-contained (other than obvious deps on object handling functions). Is the problem that the UI and gameplay are not cleanly separated? takkaria and others did a lot of work on that in 3.1.0, which might be why V's is cleaner.
    Well, the problem is that O's store.c is quite complicated and there are a lot of differences compared to V.

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  • Magnate
    replied
    Originally posted by CJNyfalt
    It mostly because the store code is such a complicated mess that I'm not sure I will be able to update the interface and keep haggling.
    Weird. Have you looked at V's store.c? It's quite clean and pretty much self-contained (other than obvious deps on object handling functions). Is the problem that the UI and gameplay are not cleanly separated? takkaria and others did a lot of work on that in 3.1.0, which might be why V's is cleaner.

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  • CJNyfalt
    replied
    Originally posted by Magnate
    But I don't see why retaining a haggling option would mean being stuck with an old store interface ... ?
    It mostly because the store code is such a complicated mess that I'm not sure I will be able to update the interface and keep haggling.

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  • Magnate
    replied
    Originally posted by CJNyfalt
    Even then, it is worth being stuck with the old shop interface and an option?
    Almost certainly not - I've never found another player who enjoys haggling. Even Derakon (who appears to be my long-lost twin and have precisely the same views on almost everything Angband-related) doesn't enjoy haggling, IIRC.

    But I don't see why retaining a haggling option would mean being stuck with an old store interface ... ?

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  • CJNyfalt
    replied
    Originally posted by Magnate
    I love the way Leon implemented haggling. The storekeep remembers how good a haggler you are, and you never have to haggle for the same thing twice. It gives me a real sense of achievement when I've haggled for all the healing potions and can just buy them at the agreed price ...

    ... but also, the storekeeper stocks better stuff once s/he knows I'm a good haggler.

    I'm not sure if O has all the same stuff that S 1.0 had, though.
    Even then, it is worth being stuck with the old shop interface and an option?

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  • Magnate
    replied
    Originally posted by CJNyfalt
    I want to hear opinions about haggling in stores. I will most likely throw out this feature unless someone has a real good argument against doing that.
    I love the way Leon implemented haggling. The storekeep remembers how good a haggler you are, and you never have to haggle for the same thing twice. It gives me a real sense of achievement when I've haggled for all the healing potions and can just buy them at the agreed price ...

    ... but also, the storekeeper stocks better stuff once s/he knows I'm a good haggler.

    I'm not sure if O has all the same stuff that S 1.0 had, though.

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  • CJNyfalt
    replied
    I want to hear opinions about haggling in stores. I will most likely throw out this feature unless someone has a real good argument against doing that.

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  • CJNyfalt
    replied
    I was able to remove the macro handling without breaking keymaps. So it was not that which broke the arrow keys last time I tried to upgrade to the new input system. This will help progress a lot.

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  • CJNyfalt
    replied
    After spell of slow progress, I have finally managed to increase my pacing again.
    I have managed to split files.c into four source-files, like Vanilla, so it is now easier to get an overview of them. I have also finally decided to tackle the z-rand, and got some decent progress there.

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  • CJNyfalt
    replied
    It looks like the issue is with keymaps. I think I'll have to revert all changes to util.c and make a wrapper for Term_inkey instead.
    Input handling is really the messiest part on *bands, and the place where my previous attempt to straighten out the code has failed.

    EDIT:
    Managed to get it right, I modified Term_inkey instead of using a wrapper.
    Last edited by CJNyfalt; July 4, 2011, 08:35.

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  • CJNyfalt
    replied
    So, I tried to implement the new key queue and it succeeded mostly. The main problem is that arrow keys do not work on the main map. Now I have an idea on how to fix this issue, if I could only find the place where the movement commands are read.

    EDIT:
    I can use ; + direction key to walk, but not just direction key.
    Last edited by CJNyfalt; July 3, 2011, 23:32.

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  • Nick
    replied
    Originally posted by Zireael
    What version of Oangband is the newest (and has the original Unlight)? I'd like to look at it...
    I'd recommend not - the original Unlight didn't work as intended. I would look either at Christer's latest (which I think has modified it) or at Oangband 1.1.0u (from the Variants tab).

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  • CJNyfalt
    replied
    Originally posted by Zireael
    How does one use the Unlight feature?
    Roll an Assassin, Rogue or Necromancer, pick unlight as specialization.
    Test with and without using a light source.

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  • Zireael
    replied
    Originally posted by CJNyfalt
    1.1.0 found at the original site:
    http://www.oangband.com/
    How does one use the Unlight feature?

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  • CJNyfalt
    replied
    Originally posted by Zireael
    What version of Oangband is the newest (and has the original Unlight)? I'd like to look at it...
    1.1.0 found at the original site:

    Leave a comment:

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