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Here ya go
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# define loc_iterate(p0, p1, p) \ |
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Just taking a quick peek, there's: kobold entrails, jackal "steak", blue worm broth, fried grey rat on a stick …. |
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Thanks Diego. Fixed the loop in original. And yeah, macros kind of suck as an alternate to more modern techniques. But in C, you get no choice.
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My version of loc_iterator can be also behind the same macro interface. Though you have to refer to the current loc as "iter.cur" rather than just "iter". Code:
#define loc_iterate(begin, end, iter) \ evaluated only once so using temporaries returned from loc() is not a performance hit. Though you can use verbose compound literals within parenthesis instead. Code:
loc_iterate(((struct loc) { x1, y1 }), ((struct loc) { x2, y2 }), iter) { |
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;) |
For my part the nested for loops are intuitive and I know what they do but the custom iterators look unreadable
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Kusunose--
Notice that the macro definition requires no subroutine calls at all. It is just a transliteration of existing code idiom into a single location. So there should be no performance hit at all. In any case, there is only a single place in the code where performance matters: in determining visible monsters, walls, and objects. No other loop matters. Diego-- Sigh. Really fixed now. |
Gwarl--
Custom loop iterator functions don't make a lot of sense in C. They are great in C# and other languages with anonymous and/or lambda functions. Quote:
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I remember that noise and smell tracking was a big bottleneck in NPP. Vanilla use those? |
Yeah, that is sometimes a problem, too. But it was the illumination code that used to have "show reduced light radius while running" performance optimization. And it is running--and only runnning--where performance matters.
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But what you're saying makes sense and is interesting. |
Fair enough. Running, resting and digging near a vault. They all share the same issue: multiple turns in a single command. Running is the one most used, and digging the one most likely to be slowed by monsters.
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Hmm. Redrawing subwindows when the command line is inactive seems particularly useless. Definitely worth checking.
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Playing a gnome mage on latest nightly build (gbaacb2d0c) on Windows 10 x64.
When my character dies and I select "n) new game" at the tombstone screen, sometimes the application dies immediately after displaying "Initialization complete" (or something similar - it only appears for a moment). The window just disappears. Re-starting the application works fine. This is not always reproducable though - sometimes it happens, and sometimes it doesn't. |
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Downloaded a local version and it seemed totally fine there though. Edit: A couple things while playing necromancer: wielding a light should give a message saying it impacts spellcasting I think. Firing nether bolt at an undead produces no message and upon inspecting it (in this case a zombie kobold) it says that it "does not resist nether" despite being immune. |
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Half-Troll Blackguard's regeneration consumes food even when you're not wounded. Resting with already full HP consumes 1% in precisely 30 turns, exactly the same time it takes to lose when resting wounded. Eating one food ration keeps you fed about 500 turns before hunger penalties kick in. This no good.
I guess this is because Blackguard's innate regeneration penalty overlaps with Half-Troll's own regen all the time? Innate impaired HP-regen and infravision both show non-highlighted gray plus in character sheet. It kinda makes sense Trolls needing to eat much, but for me, it's too much. Let me know if this is a bug or not. I won't touch Half Troll-Blackguard, if this is intentional. |
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So HT blackguard gets fast digestion with no effect on regen. Slow digestion (which divides digestion by 5) is probably a good thing to have. |
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For slow digestion: I have sDigest and it CERTAINLY did not divide the characters hunger rate by 5. Did you mean 2? I lost 1% in about every 60 turns of waiting and 1%/30 turns without it. This was tested by resting at 32% satiation level. |
I find out now that blackguards have ImpHP as an intrinsic. That seems an important drawback. Maybe it should be mentioned on the character creation screen?
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I have just tested this in a debugger where I can see the amount of digestion and how often, and I can guarantee slow digestion does actually divide digestion by 5. Quote:
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found a rather obscure bug
when using autoconf to compile variants on angband.live, it seems they were using scripts/version.sh to look for a version number to describe themselves with. This finally explains why 4.1.3 has been showing up in-game as 4.1.3-dirty all this time on the site. Using Makefile.std seems to avert this and then everyone knows which version they are, but it might be nice if future angbands don't like to lie about their version number credentials |
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I dunno if a closing wall-trap is such a good idea, if it works this way. This character in question survives only because he happened to find a ring of teleportation just a few moments earlier.
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I'm inclined to think, in contradiction to my previous post, that this might not be worth looking into afterall. |
New builds on the nightlies page and angband.live with the following changes:
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New builds on the nightlies page and angband.live with the following changes:
I now expect no more changes before 4.2.0 is released apart from documentation (oh, and a few tile fixes). The only outstanding issues I could find in this thread are Ingwe's not-picking-up bug, which I have never managed to find or reproduce; and a comment about wands of darkness not doing damage which I never answered, the answer being they're not meant to, they're an equivalent utility for necromancers as wands of light are to other players. If there are other bugs or problems, please tell me now. |
10 ft tall high elves :)
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Also, some race heights modified in development :) |
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Still, in general it feels to me like spell-based damage output for primarily casting classes is weak in the end game; it doesn't really seem right that a primarily spell-casting class should be better off in melee than relying on spells, and yet in the late game it seems to often come to that with good gear. |
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It appears that it maxes at 2.6 shots per turn. Which seems fine. |
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Early game and midgame play beautifully for druid. It's relatively easy class to start right after you get Stinking Cloud. Lighting Strike is a great crowd control spell and its possible stunning effect further helps when you need to melee. Earth Rising is druid's obvious all-around spell. Utility spells are a good mixture of minor detection, backups and environment manipulation. Slow Monster is especially strong and allows really early kiting. I could consistently reach dungeon level 15-20 with just the first book, even if it doesn't have any translocation spells. Druids moderate firepower and utility spells justify that nicely.
Didn't make it to the endgame but at CL34, druid already lacks big-damage crowd control spells and certainly wants either a good melee weapon or a launcher. As I looked at the late spells, I can imagine late-game druid play a lot like priest, whose near-invulnerability has been turned off. IMO, early to midgame druid, needs very little to zero changes. |
I spell blasted on mine & it seemed sufficent with the last book. Haven't played a druid since comp but I don't think their spell set changed since then.
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AC, HP and Gold missing: https://vps.mdiergardt.de/Angband1.png AC and part of HP missing: https://vps.mdiergardt.de/Angband2.png Gold an AC missing: https://vps.mdiergardt.de/Angband3.png Sometimes race/class go missing, too. edit: fixed links |
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Today I did a thorough trawl through the forums to see what had been discussed about the upcoming changes for 4.2.0 and whether I'd missed anything. I found three suggested changes that were never implemented:
The bugs I will be trying to track down this week. Feel free to remind me of anything else I've missed. |
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edit: Not only texts in the sidebar seem to vanish but messages too. https://vps.mdiergardt.de/Angband4.png edit2: "You hear an acrid roar." and again text in the sidebar disappeared... I got the text message but the cone effect didn't show up! edit3: I cast a frost bolt from a rod and text disappears. Not always, but sometimes... edit4: I cast Orb of Draining and.. oh well... https://vps.mdiergardt.de/Angband5.png edit5: *** IMPORTANT: The bug doesn't seem to appear in ASCII-Mode! I played for quite a while and no missing texts. *** |
Thank you, I have some ideas now.
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You could be right about wiping the wrong parts of the screen. In this save an (invisible) cone hit me the last few turns from the left and the SP in the sidebar got deleted.
https://vps.mdiergardt.de/Angband6.png Savegame: https://vps.mdiergardt.de/Markus Walking around while getting hit by the dark hounds should reproduce the bug. Default graphics with "center map continously" enabled. |
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Just a very minor detail: I got these messages while hitting something invisible with an un-IDed Slay Evil weapon:
https://imgur.com/W6JcSGp.gif This doesn't make much sense: if I don't know what I hit, I shouldn't be able to tell what this weapon slays. Also ideally the order of the first two messages should be swapped. |
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Minor display bug -- when looking at a monster, it looks like sometimes one of the damage items gets printed in the same color as the screen background, making it unreadable.
I can't reproduce this reliably, but I have seen it several times. I *think* I've only seen it in the description of breath attacks. http://www.chud.net/images/screen.png This happened to be a great swamp wyrm. This is one or two builds back from the latest nightly -- baacb2d0c I believe -- on Linux mint 18. |
I've gotten into a weird situation, what seems to be a bug. I'm standing on a room that has pillars and straight corridors. There's a band of Ologs coming my way but they do not engage, even though the path is not blocked. Ologs stay away one tile between me and them, and they keep moving north and south in front of me, never crossing the melee line. If I cross the line and get next to them, they do not attack, just keep jumping north/south. As if they were curious and afraid at the same time. Ologs in question, were mildly wounded by 2-3 Stinking Clouds but they were not fleeing at any point. Note: these Ologs are a part of Rogrog's gang.
I have noticed the same behavior earlier with Uruks. And notably, Uruks did not use their ranged attack. Just stayed away from melee, not fleeing. I have game saved in angband.live right in the middle of this weirdness. |
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If it is any help, Cave Trolls and Troll Scavengers did NOT respect the distance to their master. They attacked. Ologs attacked when I went close enough to Rogrog. Attack distance was Rogrog at W 18 (I forgot to look at coordinates when estimating the gap between me and him earlier) :) |
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EDIT: This and Chud's black writing for monster spells I have not fixed yet; Sphara's bodyguards and fph's slay learning are fixed in development. |
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Is it possible to make auto-load my character when I open the game? So there won't be need to 'open' manually every time
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Hi all,
picked it up again after a break and I'm delighted to say that, despite your best efforts to the contrary Nick, running around as a Half-Troll Warrior is largely unchanged! :-D I did get seriously flummoxed by some trees at one point though... that was cool. Just one question, what's the mechanic behind shield bashes? I seemed to stumble *Every* time and miss my attack. Was I just unlucky or is it coz I is a troll? Because if so, I think I'd rather not try and shield bash, given the choice. Anyway, loving all the work. Thanks as ever. Matt |
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And I've got 'tangar' savefile there ..\lib\user\save ; it works when I load it manually: file -> open |
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If you have the angband folder as working directory, add lib\user\save\savefilename to the command line (otherwise, you need the full path). |
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It was buggy in 4.0.2. |
But how? Please could you describe it in details. I tried to add in command line path to my save file:
C:\games\angband\angband.exe -C:\games\angband\lib\user\save\tangar or C:\games\angband\angband.exe -uC:\games\angband\lib\user\save\tangar or C:\games\angband\angband.exe -"C:\games\angband\lib\user\save\tangar" but it didn't help |
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C:\games\angband\angband.exe "C:\games\angband\lib\user\save\tangar" Or, if you have the angband directory as working directory, just: angband.exe lib\user\save\tangar |
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