The future of Oangband?

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  • CJNyfalt
    Swordsman
    • May 2007
    • 289

    #46
    I have to say that the most frustrating things are ports that I am not able to compile and error-check (windows, OS X) and syncing code with vanilla and getting a lot of formating issues in the diffs.

    As for the X-chars and UTF8 issues, I think the best solution is to not include anything before Vanilla has adopted UTF8. The relevant code lines that calls on x-chars are few and stand out so I can avoid them.

    Continuing to the identify issue, I am starting to consider changing pseudo-id so that it is instant or very fast, but no longer detects curses. How does that sounds?

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    • the Invisible Stalker
      Adept
      • Jul 2009
      • 164

      #47
      Originally posted by CJNyfalt
      Continuing to the identify issue, I am starting to consider changing pseudo-id so that it is instant or very fast, but no longer detects curses. How does that sounds?
      Some variants do that already. But if you're going to do that then you might as well never generate average items, as people will just carry them briefly and drop them when pseudo-id kicks in. An idea which I don't think has been tried yet is to make pseudo-id faster but unreliable, so a character who has cheap identify has an incentive to use it, even if the item seems average, but characters who don't have cheap identify still get some benefit from pseudo-id.

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      • CJNyfalt
        Swordsman
        • May 2007
        • 289

        #48
        Originally posted by the Invisible Stalker
        An idea which I don't think has been tried yet is to make pseudo-id faster but unreliable, so a character who has cheap identify has an incentive to use it, even if the item seems average, but characters who don't have cheap identify still get some benefit from pseudo-id.
        Interesting idea. I can not say if I will use it, but thinking about it I feel that it shouldn't be made too unreliable. Off by one level for strong pseudo might work, so good->average or average->good would be ok, but not excellent->average.

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        • buzzkill
          Prophet
          • May 2008
          • 2939

          #49
          Originally posted by CJNyfalt
          Continuing to the identify issue, I am starting to consider changing pseudo-id so that it is instant or very fast, but no longer detects curses. How does that sounds?
          I'd think I'd rather like to see the number of cursed items decrease. ID-by-use combined with weak pseudo sucks because so many early finds are sticky-cursed. If only, let's say, 10% of items were sticky cursed, then wielding un-ID'd stuff wouldn't be so bad.

          Another idea is to nerf "It feels deathly cold". First, make the sticky-curse more rare. Let characters wield bad (formerly cursed) items without knowing it, without receiving the "deathly cold" message. This leaves it up to the player to notice it through in-game observation, or pseudo {cursed} or {bad}status to appear.

          With the comp character, I was low on ID (as always), but I did have a store bought scroll of remove curse. I started wielding un-ID'd rings figuring I would just remove any bad (sticky-cursed) rings. I ended up wearing an un-ID'd non-cursed Ring of Aggravation for a loooooong time before I realized it.
          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
          My banding life on Buzzkill's ladder.

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          • Zireael
            Adept
            • Jul 2011
            • 204

            #50
            What version of Oangband is the newest (and has the original Unlight)? I'd like to look at it...

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            • CJNyfalt
              Swordsman
              • May 2007
              • 289

              #51
              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:

              Comment

              • Zireael
                Adept
                • Jul 2011
                • 204

                #52
                Originally posted by CJNyfalt
                1.1.0 found at the original site:
                http://www.oangband.com/
                How does one use the Unlight feature?

                Comment

                • CJNyfalt
                  Swordsman
                  • May 2007
                  • 289

                  #53
                  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.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    #54
                    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).
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • CJNyfalt
                      Swordsman
                      • May 2007
                      • 289

                      #55
                      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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                      • CJNyfalt
                        Swordsman
                        • May 2007
                        • 289

                        #56
                        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
                          Swordsman
                          • May 2007
                          • 289

                          #57
                          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
                            Swordsman
                            • May 2007
                            • 289

                            #58
                            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
                              Swordsman
                              • May 2007
                              • 289

                              #59
                              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.

                              Comment

                              • Magnate
                                Angband Devteam member
                                • May 2007
                                • 5110

                                #60
                                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.
                                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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