PWMAngband 1.3.0 released

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    PWMAngband 1.3.0 released

    For those unfamiliar with PWMAngband, it's a multiplayer real-time variant of Angband based on MAngband 1.x with additions from ToME (features from the time it was still called PernAngband, but without the Pern references) and a few personal additions: new races, classes, monsters and items.

    This release mainly ports the class changes from Vanilla 4.2 and adds a few features from MAngband.

    See http://powerwyrm.monsite-orange.fr for the downloads.

    To play on a PWMAngband server or start your own server, download the binaries and unzip the files (client and server are both in the same zip file now). And enjoy!
    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!
  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #2
    Here's the complete changelist since 1.2.0:

    User interface
    --------------

    Angband 4.1.3:

    - Spell info improvements
    - Grey out unreadable books in the inventory
    - Show recharge failure chances in item list

    MAngband 1.x:

    - Add "!O" inscription check
    - Add "&yell" virtual channel

    PWMAngband:

    - Match class color with spellbooks, make ghosts light grey
    - Switch the Brandywine Bridge area from special level to town
    - Add option to overexert player instead of preventing casting when out of mana
    - Remove pseudo-3D tileset
    - Remove player shop types, allow free colorized house doors
    - Allow variable number of stores in store.txt
    - Set "view_yellow_light" option on by default

    Gameplay changes
    ----------------

    Angband 4.1.3:

    - Updated mage class (arcane realm)
    - Make slow and confuse monsters progressive
    - New druid class (nature realm)
    - Make Bookseller automatically sell all town books
    - Remove class experience penalty
    - Updated priest class (divine realm)
    - Make demons living
    - Updated necromancer class (shadow realm)
    - Updated paladin class (divine realm)
    - Updated rogue class (shadow realm)
    - Allow rogues to steal from sleeping monsters
    - Nerf extra shots (PWMAngband: implement fractional shots)
    - Updated ranger class (nature realm)
    - New blackguard class (shadow realm)
    - Adjust hitdice
    - Alchemist sells wands of Light and Stone to Mud instead of Hold Monster,
    Stun Monster and Wonder
    - Replace pointy penalty with blessed bonus
    - Remove arcane glove penalty
    - Reduce frequency of non-readable books

    MAngband 1.x:

    - Do not spend energy for "tunneling air"
    - Debug/DM characters get max possible recall depth
    - Don't auto-retalitate with commands queued
    - Add a server option to set constant scale-down factor for time-bubbles
    - Make detection counter stackable

    PWMAngband:

    - Updated sorceror class (arcane realm)
    - Allow wands of Heal Monster to work on other players
    - Remove class restrictions for Dragons and race/class restrictions for
    fruit bat mode except Dragon
    - New FRIENDLY monster flag
    - Make idle players even more stealthy
    - Updated archer class (nature realm)
    - Updated telepath class (psi realm)
    - Updated summoner class (divine realm)
    - Add maximum level requirement parameter for dungeons
    - Add minimum level requirement system for objects (activated by
    the LEVEL_REQUIREMENT server option)

    Bugs fixed
    ----------

    Angband 4.1.3:

    - Stop non-damaging projections from waking up monsters
    - Fix mana not updating bug
    - Fix crash bug where some carried objects fail to be created

    MAngband 1.x:

    - Stop using plural form for 1 gold piece

    PWMAngband:

    - Allow more than 255 terrain types
    - Remove pointless cure blindness/confusion effects from spells which obviously
    cannot be cast while blind or confused
    - Fix crash when loading houses due to an uninitialized field
    - Fix inaccurate sector information while displaying owned houses
    - Update monsters when leveling up
    - Fix room templates with specified treasures
    - Fix possible nuking of useful item when too many are generated on a level
    - Fix BROADCAST_STORE message

    Coding changes
    --------------

    Angband 4.1.3:

    - Improve monster detection code
    - Improvements to effect code
    - Change targets to struct target
    - Make notifications on player timed effects finishing behave more sensibly
    - Rework timed status effects
    - Tweak class melee
    - Replace coordinates with a struct loc

    MAngband 1.x:

    - Use SDL-approved main signature
    - Fix some simple warnings
    - Trigger audit when using from the floor

    PWMAngband:

    - Add a cooldown parameter for spells
    - Remove obsolete CLASS_GHOST variable
    - Set max townies in town.txt for each town and remove the cfg option
    - Remove max trees cfg option, don't grow trees and prevent destroying trees
    in starting town
    - Improve MvM code
    - Send f_attr/f_char streams in four parts to allow more features in terrain.txt

    Compilation
    -----------

    - LIBPNG upgraded to version 1.6.37
    - FREETYPE upgraded to version 2.10.1
    - PYTHON upgraded to version 2.7.16
    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

    • tangar
      Veteran
      • Mar 2015
      • 1004

      #3
      Yay! http://tangaria.com/news/pwmangband-1-3-0-released/

      --

      1) minor /rfe add command to turn on night time in-game from admin menu or config file. For testing purposes.. I need to test light in towns and have to 'R' several minutes till I could do it

      2)


      How to get rid off terrain elements which you could see at night?Night should be dark i towns, other way it looks weird.

      I thought it's TREE flag. Removed, didn't help. Then I removed PREFIXED, also it isn't. Even...
      flags:NO_SCENT | NO_FLOW | TORCH
      ...is 'bright' at night. How to remove this option correctly? I could make all terrain objects like grass or building walls of course.. But maybe there is a _right_ way which you would recommend to work with such objects.
      Last edited by tangar; September 30, 2019, 14:48.
      https://tangaria.com - Angband multiplayer variant
      tangaria.com/variants - Angband variants table
      tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
      youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

      Comment

      • DrWho42
        Adept
        • May 2019
        • 192

        #4
        loving it so far!
        avatar by chuckdrawsthings. thanks chuck!

        bootleg fishcenterlive

        🌲link🌲tree🌲

        Comment

        • PowerWyrm
          Prophet
          • Apr 2008
          • 2986

          #5
          1) DM command added to advance time (1-12 hours)

          2) I checked Angband's code, and there's no "flag" for terrain at night: the code simply always displays everything that is not a floor terrain. In PWMAngband, I added a flag called "FLOOR_BORING" to hide features at night such as water, mud, grass... This flag is only used in this case, so I'll simply rename it to "BORING" and it will be used for all features not only floors. Feel free to add the flag to any terrain feature you don't want to see at night. (this will be changed in build 2, if you want to try in build 1, use "FLOOR_BORING" for now, it will work)
          Last edited by PowerWyrm; October 1, 2019, 10:22.
          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

            #6
            What a dumbass... I managed to corrupt my whole source code by using search/replace in ALL FILES while I was meaning to replace a word in ONE FILE. Tried to cancel but it was too late... Now I will have to rollback all the work done since the release and redo everything...
            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

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              What source control are you using? Sounds like you need to make commits more often.

              Comment

              • tangar
                Veteran
                • Mar 2015
                • 1004

                #8
                D:

                PWMA needs github. Lets start right now?
                https://tangaria.com - Angband multiplayer variant
                tangaria.com/variants - Angband variants table
                tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  #9
                  Originally posted by Derakon
                  What source control are you using? Sounds like you need to make commits more often.
                  It's called a VM
                  I simply code on my VM and copy to my main partition as commit. Fortunately I do that often, so no real problem. I just had to recode the new Dungeon Master debug command I added on Monday.

                  Originally posted by tangar
                  D:

                  PWMA needs github. Lets start right now?
                  I'll do that once I finish porting the help files from V and release build 2.
                  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

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #10
                    Originally posted by PowerWyrm
                    It's called a VM
                    I simply code on my VM and copy to my main partition as commit. Fortunately I do that often, so no real problem. I just had to recode the new Dungeon Master debug command I added on Monday.
                    By "copy to your main partition", does that include making a commit with a message? Sometimes you may need to roll back several prior commits to figure out what broke something. Please please please set up source control. Even a local Git repository with one branch is way better than just making copies of your code periodically.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #11
                      What @Derakon says. It is much, much easier to let source control keep track of your work, than to do it by hand. Looking at commit history, checking diffs, etc, is a huge help in development work. Try it, you will like it. And it is far essier to bring in changes from other branches (i.e. Angband main) if you use git. Diff3 is an amazing help.

                      Comment

                      • tangar
                        Veteran
                        • Mar 2015
                        • 1004

                        #12
                        Yeah, Github - it's really great thing! I started to work there just recently and now I don't know how I lived without it I used to work only with web stuff (websites) so didn't had urge to get there, cause web develompent is kinda solo work... Recently I've open my server in Rage of Mages 2 and was _forced_ to get to Github cause one other guy said he wanna help me.. So I had a choice - just send him source files via email or try git .. I tried and now I think I had to do it years before, its so fun! DD
                        https://tangaria.com - Angband multiplayer variant
                        tangaria.com/variants - Angband variants table
                        tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                        youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                        Comment

                        • PowerWyrm
                          Prophet
                          • Apr 2008
                          • 2986

                          #13
                          New PWMAngband 1.3.0 build 2 relased!

                          Mainly to add a DM command to speed up time by 1 to 12 hours and to port part of the new help file system from V.

                          List of changes:

                          - Revised help system
                          - Terrain flag FLOOR_BORING renamed to BORING (can be used for non floors)
                          - New Dungeon Master debug command to advance time by 1 to 12 hours

                          See http://powerwyrm.monsite-orange.fr for the downloads.
                          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

                            #14
                            I was looking at recent vid: https://www.youtube.com/watch?v=RTqdGQcK_lI

                            At 0:59, tiles inside the "tavern" are half lit, half unlit. Looking at the code, we only light tiles that are around the entrance of a shop, and there are 2 here: the "tavern" tile and the "shopkeeper" tile. Every other tile inside the building are considered "normal" tiles and are lit using normal algorithm (dark/los/torch). You can add the BRIGHT flag to make all tiles with that terrain always lit. In this case, the "floor 2 parquet", "floor 3 parquet" and so on should have this flag.

                            Note: safe floor will have the BRIGHT flag in the next version, this will simplify the code for safe floors.
                            Last edited by PowerWyrm; October 14, 2019, 15:52. Reason: a
                            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

                            • tangar
                              Veteran
                              • Mar 2015
                              • 1004

                              #15
                              Originally posted by PowerWyrm
                              I was looking at recent vid: https://www.youtube.com/watch?v=RTqdGQcK_lI

                              At 0:59, tiles inside the "tavern" are half lit, half unlit. Looking at the code, we only light tiles that are around the entrance of a shop, and there are 2 here: the "tavern" tile and the "shopkeeper" tile. Every other tile inside the building are considered "normal" tiles and are lit using normal algorithm (dark/los/torch). You can add the BRIGHT flag to make all tiles with that terrain always lit. In this case, the "floor 2 parquet", "floor 3 parquet" and so on should have this flag.

                              Note: safe floor will have the BRIGHT flag in the next version, this will simplify the code for safe floors.
                              Cool, thanks.

                              Maybe it's possible to un-hardcode auto-lit on shops? Then this problem would be fixed and also lighting inside buidlings would be more natural (not always lit, but only when you come inside)
                              https://tangaria.com - Angband multiplayer variant
                              tangaria.com/variants - Angband variants table
                              tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽
                              youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian

                              Comment

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