Unangband - some testing results

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  • andrewdoull
    replied
    Originally posted by Bandobras
    > About that CLW spell that cures blindness...
    > you can't cast spells if you're blind.
    > So I imagine that's kinda pointless. lol
    Luckily, I plan for you to be able to cast spells whilst blind. You'll end up forgetting the spell as a part of the process some of the time.

    Andrew

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  • andrewdoull
    replied
    Originally posted by Anne
    Well, I think I spotted something a little off.

    New Gervais tileset weirdness - stairs sometimes show as the opposite direction when character is several tiles away or when viewed on the map. I can't be absolutely positive that it never happened before this release, but I never noticed it, and it seems pretty prevalent now. It doesn't seem to happen with any other tileset or ascii.
    It may be getting the ATTR_LITE flag, which is something I hackily use to choose whether or not to change to a 'darker' square.

    Andrew

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  • Bandobras
    replied
    Originally posted by Anne
    Got it. Enabling either show_sidebar or show_itemlist causes a crash upon exit.
    Can't reproduce. Could you try if it happens with ASCII, too? I wonder how to turn tiles on on my Linux version...

    Originally posted by Anne
    Alright, the stairs thing is no longer happening. Beats me, I haven't changed a thing, no options, nothing.
    I've reported it on the bug list and we'll just wait patiently until it dares to appear again for anybody.

    Originally posted by Anne
    You're the programmers, maybe you can tell me.
    Yeah, that's a standard nondeterministic behaviour of an averagely intelligent computer. Reinstalling the program may bring back the symptoms, yet it may not. We are long past the point when programmers could predict computers. But we can still explain afterwards, if we obtain enough evidence.

    > Scroll of Dark Rituals: "When read, it drains
    > life from you and adds mana to you."

    Already fixed, fortunately.

    > Mushrooms of Blindness - "and blinds you" is
    > repeated twice in the description.

    Well spotted. Will fix.

    > Mushrooms of Paranoia - "and makes you
    > afraid and scares you." Is that repetition
    > or does it mean different effects?

    A repetition. Will fix.

    > Magic Book of Bushcraft - the last three spells
    > don't fit on the index screen when you Peruse
    > the book (Dragonslaying Shot, Dark Shot,
    > Mighty Shot). Would it be possible for extra
    > long books such as this to be coded with
    > a 'more' option to see the rest?

    I guess we'd rather make the book smaller. Reported.

    > About that CLW spell that cures blindness...
    > you can't cast spells if you're blind.
    > So I imagine that's kinda pointless. lol

    Added to the relevant report. The spell is probably the same in a potion and from a book, so in a potion it makes sense, but we'll come up with a better solution

    > Spell of Temporary Displacement - has that
    > problem where there's a line out of place
    > in the description that runs into
    > the real beginning.
    > Typed exactly as it shows:
    > "for 1d10+10 turnsWhen cast,
    > it marks this grid as a destination
    > for later return and teleports you away
    > for 20 distance on average."

    Will fix, the same for Probability Travel.

    > Spell of Psychometry

    > Song of Protection from Evil -: "When cast,
    > it protects your from evil monsters for 1d25
    > turns." Should be -you- rather than -your-.

    Will fix.

    > Boots of Stability - description mentions
    > none of the special effects, but I wasn't
    > sure whether it's supposed to or not.

    If they were *Identified*, this is a new bug. If only Identified, an old one.

    > Shield of Sustain Wisdom didn't sustain my
    > wisdom when attacked by a mushroom patch.
    > Does wearing that only increase the chance of
    > fending off such attacks or is that wonkiness?

    Should keep you 100% wise. Reported.

    > When enchanting armor or weapons,
    > is there a chance of it destroying the item?

    Nope.

    Originally posted by Anne
    What does high resist mean? I noticed that phrase on a Scroll of Enchant Armor To-Resist. Is that a stronger form of normal resistance, or does that mean resistance to higher-level types of attacks like nether/nexus etc?
    The latter. That's a fine example of the jargon, which should be somehow dealt with...

    > Purchased one arrow...

    Reported.

    > Torch on dungeon wall

    The infinite torches are probably a bug I've introduced in the unofficial version, already reported. Do you have any ideas to improve the iffy UI for picking up embedded items? How to organize it better? Actually, wait for a floor with pebbles or something else embedded in the floor and not on the walls and test then with items dropped on the same spot (hint: normally to reveal the embedded item you have to 'I'nspect' them).

    > The Gauge Magic problem relating
    > to exorbitant sale price seems to only occur...

    Does it still occur in the unofficial version? I can't remember if I fixed it...

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  • Anne
    replied
    Ah that's alright, take your time counting that gold. Or instead of that, you could always put in a good word for me with the shopkeepers. Maybe they'll stock something juicy for me.

    By the way, I encountered some forest fires today, several times in a row, and couldn't figure out why it was happening when I never did before. Finally I figured it out - I was causing it myself by casting a Torch spell in the woods! What a cool little feature. I'm really loving this game.

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  • Bandobras
    replied
    Wow, thanks a lot. I'm very busy right now, so I don't have time to count the gold pieces properly, but in a few days I'll look into it and also finally steal a good long play (melee character, for sure). I've just finished the overhaul of the level feeling system and quite possibly this will mark a feature freeze for 0.6.2 --- only bug fixes and balancing as long as 0.6.2 is supported (and that is probably as long as 0.6.3 is not finished and reasonably stable).

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  • Anne
    replied
    A few more tidbits...

    Purchased one arrow from the shop marked as (+0,+0). The sales confirmation message left off the numbers in parentheses, and when I looked at it in my inventory or when I wielded it, still wasn't identified and it didn't stack with my other average wielded arrows.

    Torch on dungeon wall - message when bumping it reads "(Floor: . for burning torch on a granite wall, ESC) Get which item?" It -looks- like another missing word but it isn't. Using '.' let me take the torch, but I found that I can repeatedly hit the same spot to keep getting more torches. I got 31 torches from that same wall before I stopped trying.

    The Gauge Magic problem relating to exorbitant sale price seems to only occur with wands that turn out to be Spark. It's happened with all three characters I've tried it with. Two were 20,000 gold and up, the other sold for 15,000.

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  • Anne
    replied
    Alright, the stairs thing is no longer happening. Beats me, I haven't changed a thing, no options, nothing. It was happening all last night, and not one since this morning. You're the programmers, maybe you can tell me. This isn't the first time something like this has happened. For instance, when the last new version came out, those black bars still appeared a couple times and then were never seen again. And this has happened from time to time with other unrelated programs too. So, is it possible that some weirdnesses can occur only when a program is first installed, as if it needs a little time to settle into the system (or maybe a reboot to help the machine digest things)? Heck, maybe it works that way only on some machines such as mine.

    By the way, I noticed that you've included those notes in the current knowledge. Nice! That will be very helpful to the newer players!

    And I've tried playing with the other options (except for the birth ones) - no problems there that I can find. Yay!

    Okay, on to some more goodies...

    Scroll of Dark Rituals: "When read, it drains life from you and adds mana to you." This is another one that could use a little tweaking to be more specific. As I recall, you changed that to 'replenishes mana' on something else (mushroom, maybe). I don't know if that means it would changed on all related items or just that other one, and I haven't seen this scroll in the game since I installed the unofficial beta.

    Mushrooms of Blindness - "and blinds you" is repeated twice in the description.

    Mushrooms of Paranoia - "and makes you afraid and scares you." Is that repetition or does it mean different effects?

    Magic Book of Bushcraft - the last three spells don't fit on the index screen when you Peruse the book (Dragonslaying Shot, Dark Shot, Mighty Shot). Would it be possible for extra long books such as this to be coded with a 'more' option to see the rest?

    About that CLW spell that cures blindness... you can't cast spells if you're blind. So I imagine that's kinda pointless. lol

    Spell of Temporary Displacement - has that problem where there's a line out of place in the description that runs into the real beginning.
    Typed exactly as it shows:
    "for 1d10+10 turnsWhen cast, it marks this grid as a destination for later return and teleports you away for 20 distance on average."

    Spell of Probability Travel - same problem in description as for Temporary Displacement -
    "for 1d10+100 turnsWhen cast, it marks this grid as a destination for later return and teleports you away for 100 distance on average."

    Spell of Psychometry - in the description, after the word 'one' there's a space and then a period, which probably means another word was meant to show there.
    "When cast, it can identify the kind, ego-item and artifact names on one ."

    Song of Protection from Evil -: "When cast, it protects your from evil monsters for 1d25 turns." Should be -you- rather than -your-.

    Boots of Stability - description mentions none of the special effects, but I wasn't sure whether it's supposed to or not.

    Shield of Sustain Wisdom didn't sustain my wisdom when attacked by a mushroom patch. Does wearing that only increase the chance of fending off such attacks or is that wonkiness?

    And a couple of questions...

    When enchanting armor or weapons, is there a chance of it destroying the item?

    What does high resist mean? I noticed that phrase on a Scroll of Enchant Armor To-Resist. Is that a stronger form of normal resistance, or does that mean resistance to higher-level types of attacks like nether/nexus etc?

    Leave a comment:


  • Anne
    replied
    Aha! Getting some crashes now upon exiting the game. I'll report once I've narrowed down which option might be causing it.

    Got it. Enabling either show_sidebar or show_itemlist causes a crash upon exit.
    Last edited by Anne; February 26, 2008, 06:11.

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  • Anne
    replied
    Well, I think I spotted something a little off.

    New Gervais tileset weirdness - stairs sometimes show as the opposite direction when character is several tiles away or when viewed on the map. I can't be absolutely positive that it never happened before this release, but I never noticed it, and it seems pretty prevalent now. It doesn't seem to happen with any other tileset or ascii.

    I've also noticed that when you leave the immediate area of any stairs, it's replaced by a more generic graphic where the direction is unclear unless you get closer or view it on the map (examine identifies the direction of course). Considering that this generic stairs tile even exists, I have to wonder whether maybe it was meant to be used this way all along. If that's the case, and if the game is trying to do that now, maybe some sort of glitchiness in that coding was cleared up but not all of it, leading to the wrong graphics showing at times for the stairs.

    As far as the options go, I'm just doing some basic gameplay with them to see whether anything obvious jumps out. I've tried enabling the various interface and display options, and none seem to be causing any problems so far. I'll be trying the other options sections tomorrow.

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  • Bandobras
    replied
    Originally posted by Anne
    I tried making a separate folder for the new beta, with a new shortcut for it, but trying to load old savefiles only gave me "Broken savefile".
    How ugly! It wasn't me! Perhaps the new executable tried to load savefiles using old lib/edit/ directory or the other way around...

    I uninstalled the previous version entirely and then the beta was able to load my old savefiles just fine. Maybe there's a shared registry file or something that interferes when two versions of the game exists.
    This is just awful. Good that complete Windows reinstallation is not required...

    Ooh, interesting. Graphics look a bit different right at the start. Using the Gervais tilset, there are shadows now - it was all one color before. Nice.
    Different default options. Generally I defaulted to V defaults plus turned on most Un-specific options. In this case it was probably one of the (too numerous) view_* options.

    "You have found 14 gold pieces worth of ." Looks like there's a word missing there.
    Yes, must be one of thejust introduced bugs. Fixed., thanks.

    "Verify_safe" type behavior - this is no longer a listed option, but I'm getting confirmation requests from time to time.
    It's now 'disturb_detect' after the V option (somewhat different, though). Probably a new default, too.

    Well if you don't hear a peep out of me for awhile you'll know the beta killed my computer. lol
    I'll interpret it to mean there are no more bugs and release beta2 officially.

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  • Anne
    replied
    Man - get busy at work for a little while and a massive thread grows in your absence....
    I admit it, it's a conspiracy to keep you and Bandobras busy so you don't get bored with working on the game.

    And thanks for that link - I wasn't able to find a Gervais website, but I did find Tome's through there where I found a download of masks that might be the templates you referred to. I've been scouring the internet trying to find info on making tilesets for roguelikes and came up dry. It's too bad there isn't more information out there. It's a simple thing to make single tiles, but I wouldn't know where to put them on the master bmp. That's the sort of knowledge that might come in handy. That's okay, I'll just get in there and start after I've done some more bugtesting on the new unofficial beta.

    And speaking of that, I did a tiny bit of preliminary checking last night.

    I tried making a separate folder for the new beta, with a new shortcut for it, but trying to load old savefiles only gave me "Broken savefile". Otherwise, it worked fine for the little bit that I played it that way.

    I uninstalled the previous version entirely and then the beta was able to load my old savefiles just fine. Maybe there's a shared registry file or something that interferes when two versions of the game exists.

    Ooh, interesting. Graphics look a bit different right at the start. Using the Gervais tilset, there are shadows now - it was all one color before. Nice.

    I noticed that the roguelike keyset didn't transfer when I opened an old savefile. But since the opening screen warns us to check our options, I don't see that being a problem.

    "You have found 14 gold pieces worth of ." Looks like there's a word missing there.

    I'm seeing no problems at all with picking up objects or treasure.

    "Verify_safe" type behavior - this is no longer a listed option, but I'm getting confirmation requests from time to time. I noticed it first through a character I'd brought over in a savefile. The first instance occured while I was rounding corners chasing a monster (new town, unexplored area). The second was when I was about to step into a spot that was past the edge of where I'd used the "find hidden traps/doors" spell.

    Checked the above with a new character - happened at the edge of where I'd used the "find hidden traps/door" spell. I used the spell again so that I was no longer at the edge of an unexplored area, and it let me pass without requiring confirmation. So maybe this is now built into the system and not glitchiness? That would make sense.

    Originally posted by Bandobras
    Oh, and back up your saved games and preference files. Actually, backup all important data on your computer.
    Well if you don't hear a peep out of me for awhile you'll know the beta killed my computer. lol

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  • andrewdoull
    replied
    Man - get busy at work for a little while and a massive thread grows in your absence....

    I'm going to lump all this together and try to deal with it in one message. My apologies for not attributing the individual quotes, but you can always read the rest of the thread to find the original.


    * Little problem with some tilesets when 'nice graphics' is enabled. I experimented with all possible combinations of 'nice graphics', 'double-tile', and 'big-tile' for all tilesets.

    In Gervais, when 'nice graphics' is enabled, that also automatically enables both 'double-tile' and 'big-tile' mode. If you disable either (or both) of the latter but leave 'nice graphics' enabled, it stays that way right through exiting the game. But upon reloading the game next time, both 'double-tile' and 'big-tile' modes are enabled once again.
    'Nice' automatically tries to find the nearest tile set size based on your text size which ensures that the tiles are not scaled. I'm not sure how often it 'rechecks' this which is probably the behaviour you're seeing.

    The graphic weirdness where black bars are stretched over portions of the grid only happens now upon loading the game, and only sometimes. Redraw screen clears it right up and it doesn't come back until the next time I load the game. Note that I've only experienced this so far with Gervais tileset, 'nice graphics', 'big-tile' mode. I haven't experienced it in other tilesets or ascii (with or without 'nice graphics') at all yet, but then again, I haven't used them so far other than for the little bit of testing I've done. I'll experiment a bit more and let you know if I find out anything else about this. Again, this could always be caused by wonkiness on my own machine.
    This is a known bug caused by some low-level graphics code interacting with some low-level text display code. No one using this has come up with why it's happening yet - probably due to the obscurity of the code involved.
    Very minor 'center_player' issue if used with Gervais and 'nice graphics' are enabled. If the game is exited when the character is close to the edge of the town, when it's loaded up again, (first having to disable 'double-tile' as described above), the game attempts to center the character, filling in all the surrounding off-the-edge area with wall tiles. Move the character one grid in any direction and the screen appears normally again. Does -not- happen unless 'nice graphics' is enabled.
    This occurs because the 'nice' graphics code needs to tell the game to recentre the player location and there is no 'hook' code to do this correctly.


    Thinking 'bout it .. would be cool if it was possible to "flip" those cursed item to positive values. Shouldn't be as simple as applying "remove curse" and "enchant XY" scrolls, though. Maybe something involving shrines and different corpses/body parts and other ingredients .. randomly chosen with each new game, and only with some % chance ?!
    Sounds fun, though flipping as in TOME quickly becomes just a little boring mini-game inside the main game. OTOH, would you carry cursed stuff with you just in case you find a shrine? Nope. Random ingredients stuffed at home until you find the right set and then use it at the best of dozens of cursed items you store, seems more like fun, but still not quite heroic for my tastes. Perhaps have a chance of filp proportional to XP worth of a monster each time you manage to hit with that weapon? Only if still cursed so that you don't end doing boring swaps?
    The intention with cursed items is to allow you to bond demons/dragons/undead to them using the bind demons/dragons/undead spell. The more cursed the item is, the more powerful monster you can bind. Code not yet written.

    Boots of Poison ?!?!
    Nice idea. Quite possibly they do. What does the description say?
    Already sold them .. figured my bard wouldn't do damage to somemonster by using boots all to often, no matter if I had to throw them or kick them around
    Shop description says:
    a Pair of Soft Leather Boots of Poison [2,+6]
    This set of Boots weighs 2.0 lbs. It does x3 damage from poison. When thrown, it does 1d2 blunt damage. It increases your armor class by 8. It is a useful ego item.

    Now, if the x3 damage from poison applies to ANY damage I do, tell me ... I'll hurry and buy them back immediatly
    You kick a monster with every second blow while unarmed, or if you are charging. This is the point at which the poison damage is applied (not much - note Unangband guarantees a minimum damage increase due to brands which I can't remember off of the top of my head, but is higher than 1d2 * 3).

    if one picks up more than one Magicalbag, the only way to reduce the (additional) 10 lbs is to

    1. empty out all the items
    2. drop the bag
    3. repickup the items.

    just wondering if this was a By Design thing?
    You should be able to select the whole bag by choosing ESC when selecting an item inside it. It may be a recently reintroduced bug that this is not working...
    Actually, now that you mention those graphics... I've been thinking about something. I don't consider myself to be any sort of artist, but I do know my way around a graphics program, and I could probably come up with some decent filler tiles for at least some of what the game is currently missing. I wouldn't mind giving it a shot to see what I can come up with. I don't have the inspiration to come up with a complete new tileset, but is it possible to code things in such a way that all tilesets could use my extra ones as sort of defaults when a tileset is missing something? It's up to you - if you think it's doable, I could come up with some things to show you, and it'd be your choice whether to bother with them or not.
    Certainly filling up the gaps is good and doable --- people were doing this many times. I guess it has to be done separately for each tileset, so it's probably a good idea to choose the best one. Unfortunately, I don't know which is the best. In fact I've not even once run any variant with tiles... I hope other people can help you.
    Even just going through and using the visual mode to assign existing tiles better would be an improvement (press v while looking at a terrain/monster/object in the knowledge menu).

    The tiles are either public domain or created by David Gervais and licensed under the creative commons license requiring attribution. I have no problems with you creating more. Have a search under the tiles label at http://roguelikedeveloper.blogspot.com for David Gervais' website - he has some templates you may find helpful somewhere.

    In general, I add creatures and so on much faster than the creation of relevant tiles.

    Andrew

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  • Bandobras
    replied
    Originally posted by Anne
    I'll get back to you on this. I need to confer with my sons, the slime experts. Bet they could come up with something good. lol
    Did I say Unangband needs coders? No! Unangband desperately needs slime experts! There are monsters that "slime you" and slime-covered walls, but they look absolutely unprofessional. On a related note there are also Flasks of [random monster, quite often a dragon] Bile and Flasks of [...] Blood and they, too, do nothing when thrown. That is unacceptable.

    Actually, now that you mention those graphics... I've been thinking about something. I don't consider myself to be any sort of artist, but I do know my way around a graphics program, and I could probably come up with some decent filler tiles for at least some of what the game is currently missing. I wouldn't mind giving it a shot to see what I can come up with. I don't have the inspiration to come up with a complete new tileset, but is it possible to code things in such a way that all tilesets could use my extra ones as sort of defaults when a tileset is missing something? It's up to you - if you think it's doable, I could come up with some things to show you, and it'd be your choice whether to bother with them or not.
    Certainly filling up the gaps is good and doable --- people were doing this many times. I guess it has to be done separately for each tileset, so it's probably a good idea to choose the best one. Unfortunately, I don't know which is the best. In fact I've not even once run any variant with tiles... I hope other people can help you.

    P.S. I've managed to code beta2, but I've not managed to test it (especially anything related to pickup, options and importing old savegames can be broken, please help), so I've put a wip Windows executable for brave testers here:



    Oh, and back up your saved games and preference files. Actually, backup all important data on your computer.
    Last edited by Bandobras; February 25, 2008, 01:26.

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  • Anne
    replied
    Originally posted by Bandobras
    Anne, thanks a lot for testing the bag. You nailed it.
    Woot! I'll just toddle off and look for something else I can try to crash the game with, then. I could use the extra 100 gp. lol

    Yes and only one of them cures blindness, but the same name is misleading, I agree; filed a bug report...
    Oh! I'm glad you mentioned that. I hadn't even noticed the difference in descriptions.

    It is supposed to be a junk item. Do you have any witty idea for a marginally useful effect, or even a void effect with a flavourful description? It could cover the floor with slime, but then we'd need slimed versions of all the terrain types...
    I'll get back to you on this. I need to confer with my sons, the slime experts. Bet they could come up with something good. lol

    Actually, now that you mention those graphics... I've been thinking about something. I don't consider myself to be any sort of artist, but I do know my way around a graphics program, and I could probably come up with some decent filler tiles for at least some of what the game is currently missing. I wouldn't mind giving it a shot to see what I can come up with. I don't have the inspiration to come up with a complete new tileset, but is it possible to code things in such a way that all tilesets could use my extra ones as sort of defaults when a tileset is missing something? It's up to you - if you think it's doable, I could come up with some things to show you, and it'd be your choice whether to bother with them or not.
    Last edited by Anne; February 24, 2008, 00:46.

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  • Bandobras
    replied
    Originally posted by darkdrone
    if one picks up more than one Magicalbag, the only way to reduce the (additional) 10 lbs
    Well, not quite additional. This is always only 10lbs --- the things in the bad weight nothing.

    is to

    1. empty out all the items
    2. drop the bag
    3. repickup the items.
    Yes, that's the only way.

    Originally posted by Anne
    If I had two and wanted to sell one of them, would the game automatically sell the empty one
    Yes. Feel free to prove me wrong.

    Originally posted by darkdrone
    trying to drop the bags only drops the contents first, and only after you empty all the supplies do you get to drop the bags.
    Nope. When you press ESC at the list of bag's contents you drop the bag. Suggestions for the improvement of this UI welcome. It also works in stores and when 'I'nspecting, etc.

    when i put my supplies into one bag and picked up the second one, there was no difference , if i selected "2 Magical Bags of Scrying" there would be the stuff from my old bag in there...
    Yup. You're finally dropping your narrow rationalistic thinking and starting to grasp what a _Magical_ bag is. And I tell you, there is more to it.

    Originally posted by darkdrone
    1. was wieldnig a SUstain Strength+Size ring
    2. applied a Earth Rune to it
    3. it got changed to <2Earths>
    4. it got cursed (im assuming because of this, didnt run into any other magical creatures that i can recall that can curse JUST the ring)
    Yes, 2Earths is the ring of Strength+Size (not sustain), I think. It's often cursed at that depth. Sorry.

    how does the Rune mechanism work ?
    In various misterious ways, of which the details are left for you to discover (the general mechanisms should be documented, but the particular runes recipes would be more like spoilers than documentations; I don't insist on that though). For rings it now seems to create an item from scratch (cursed/uncursed status, pval, etc.). I filed a feature request that the numbers should be left intact when the object kind is changed, but I'm not currently able to implement it.

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