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Old May 11, 2013, 11:48   #1
nppangband
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NPP-Moria and NPPAngband 7.0.0 Beta 2 uploaded

NPPMoria 700 Beta-2 has been uploaded. This fixes multiple bugs with Beta-1. So far the biggest bug has been that the game crashed when attempting to start a new character based on a previous one. Unfortunately, part of that bug lingers in the savefiles from Beta-1, so the game will still crash if the previous character was created in Beta-1, but for characters started in Beta-2, that feature will work now. Character file dumps now show the game as Moria instead of Angband, and they can be uploaded at the .oook ladder.

The links are:

Souce Code:
http://download.nppangband.org/npp-7.0.0beta-2-src.zip

Windows Binary:
http://download.nppangband.org/npp-7.0.0beta-2-win.zip

Github respository:
https://github.com/nppangband/NPPAngband (work-in-progress branch)
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Old June 5, 2013, 14:14   #2
kaypy
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Various cloud type spells seem to have no effect at all. Even a pitiful beggar was able to laugh off a shard storm with no damage. At least I assume it would have laughed if it had woken up...

In spells1.c/project_x, do you really mean to explicitly deny all ball effects other than create traps?
Code:
	if (game_mode == GAME_NPPANGBAND)
	{
		/* Allow traps, but that's all */
		if (typ != GF_MAKE_TRAP) return FALSE;
	}
Or maybe you mean only traps in NPPMORIA?

---

Since number keys are interpreted as arrow keys in selection menus, item inscriptions become useless.

Last edited by kaypy; June 5, 2013 at 14:48.
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Old June 6, 2013, 05:01   #3
nppangband
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Quote:
Originally Posted by kaypy View Post
Various cloud type spells seem to have no effect at all. Even a pitiful beggar was able to laugh off a shard storm with no damage. At least I assume it would have laughed if it had woken up...

In spells1.c/project_x, do you really mean to explicitly deny all ball effects other than create traps?
Code:
	if (game_mode == GAME_NPPANGBAND)
	{
		/* Allow traps, but that's all */
		if (typ != GF_MAKE_TRAP) return FALSE;
	}
Or maybe you mean only traps in NPPMORIA?
Good catch, thanks.

Quote:
Originally Posted by kaypy View Post
Since number keys are interpreted as arrow keys in selection menus, item inscriptions become useless.
This is an extremely frustrating bug. I am torn between getting rid of macros and having hotkeys instead, and fixing this code. I think the first option is easier.

Odd numbers work, though (non-directional keys).
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Old June 6, 2013, 17:10   #4
kaypy
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With most *bands I tend to wind up with something like AutoHotKey doing half the work anyway...

---

Is the use rate of lantern fuel right? Mine seemed to last an awfully long time...

Of course, I now have a phial, so barring my horrid demise, I won't know the difference for a while...

edit: Experimenting with a torch, it looks like there's a mechanism in place whereby fuel isnt used if the player is on a lit square. Which is presumably deliberate.

---

Ancestor ghosts are awfully chatty. It might be an idea to tone it down a bit. Ideally I might aim for:
* once on level start/load
* once when the ghost first starts tracking the player
* when the ghost enters LOS, provided they have been out of LOS for N turns (where N is a number that prevents them talking too much in the case of blinks or maneuvers)

More expediently, I swapped the one_in_(50) to one_in(1000) which should at least mostly shut em up for me 8-)

---

It would be really nice if the game would pick up the correct mode from the save file, or have a command line to preselect it, or something other than entering it in every time

---

The speed display issues as mentioned over here:
http://forum.nppangband.org/viewtopic.php?id=1523
are because you are using the calculated energy gain where you mean to use p_ptr->state.p_speed in xtra3.c/prt_speed

Last edited by kaypy; June 7, 2013 at 14:20.
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Old June 7, 2013, 14:47   #5
nppangband
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Quote:
Originally Posted by kaypy View Post
Is the use rate of lantern fuel right? Mine seemed to last an awfully long time...

Of course, I now have a phial, so barring my horrid demise, I won't know the difference for a while...

edit: Experimenting with a torch, it looks like there's a mechanism in place whereby fuel isnt used if the player is on a lit square. Which is presumably deliberate.
Yes, that is it. I don't remember exactly when this feature was added, but now it seems strange that the adventurer would extinguish his lantern or torch every time they walk into a lit dungeon room. Maybe it should only happen in town. Putting out a torch makes sense when talking through a town in broad daylight.

Quote:
Originally Posted by kaypy View Post
Ancestor ghosts are awfully chatty. It might be an idea to tone it down a bit. Ideally I might aim for:
More expediently, I swapped the one_in_(50) to one_in(1000) which should at least mostly shut em up for me 8-)
I changed the frequency of the check from once every 100 game turns to once every 500 turns (plus the one-in-50 check). I had just wanted to give the player an occasional reminder that they are still there. But agreed it happened much too often.

Quote:
Originally Posted by kaypy View Post
It would be really nice if the game would pick up the correct mode from the save file, or have a command line to preselect it, or something other than entering it in every time
I know. This is possible, but it requires a major re-write of the game. My hackish way of reviving Moria is to have the two games share one binary. There are two sets of edit files, pref files, etc. The first thing the game does is load the edit files, so the game mode has to be specified before that happens.

I am holding off because part of me wants to write a whole new, modern front end for the game, in which case I can make it so it isn't an issue.

Or, I could always just compile two binaries, each with a slightly different line (game_mode == NPPMORIA or NPPANGBAND). Then the player just has to select which executable file they want to play.

Quote:
Originally Posted by kaypy View Post
The speed display issues as mentioned over here:
http://forum.nppangband.org/viewtopic.php?id=1523
are because you are using the calculated energy gain where you mean to use p_ptr->state.p_speed in xtra3.c/prt_speed
RL put an unexpected stop to NPP development about 3-4 weeks ago. I should start up again soon. In the meantime, your tracking down of a couple of these annoying bugs is a great help. Much obliged.
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Old June 7, 2013, 15:01   #6
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Quote:
Originally Posted by nppangband View Post
Or, I could always just compile two binaries, each with a slightly different line (game_mode == NPPMORIA or NPPANGBAND). Then the player just has to select which executable file they want to play.
This is honestly what I was expecting. Hell, I thought you were just making a new variant outright, branching off from the current NPP. But I suppose that having it be basically a commandline compile switch makes it easier to keep NPPMoria up-to-date.

(But imagine what the main Angband codebase would be like if we did this for all variants...)
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Old June 7, 2013, 15:25   #7
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Considering that 99+% of the code is identical between NPPMoria and NPPAngband, it makes things infinitely easier on me to have everything in the same binary, but eventually I do need to work out a way for the player to seamlessly pick one or the other. Right now it is an annoying distraction from the user experience.
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Old June 7, 2013, 15:34   #8
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Quote:
Originally Posted by Derakon View Post
This is honestly what I was expecting. Hell, I thought you were just making a new variant outright, branching off from the current NPP. But I suppose that having it be basically a commandline compile switch makes it easier to keep NPPMoria up-to-date.
It isn't even a comandline compile switch right now. It is a global variable that the player picks from a startup menu, before the edit files are read.
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Old June 7, 2013, 17:46   #9
kaypy
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Quote:
Originally Posted by nppangband View Post
RL put an unexpected stop to NPP development about 3-4 weeks ago. I should start up again soon. In the meantime, your tracking down of a couple of these annoying bugs is a great help. Much obliged.
Anything I get really specific about means something I wound up patching in my local version. If you leave em long enough I'll get around to forking off github and sending proper pull requests...

edit: I see you already got to them

I now have a commandline switch on windows, but it breaks all other ports until they are set up to match. (It works by only running the selection menu if the game_mode is unset, but this requires initializing game_mode in the per-port code)

It's on my github, but I'm not sure about sending a pull for it, given the breakage...

edit2: OK, now have linux switches, and a dodgy workaround so things have a reasonable chance of working if game_mode is garbage.

Last edited by kaypy; June 8, 2013 at 16:29.
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Old June 9, 2013, 04:36   #10
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OK, this ones probably bad enough to double-post and bump the thread:

*identify* is now completely nonfunctional.

In the NPPMoria Beta-1 changes, in spells2.c/identify_fully, you removed

Code:
	/* Mark the item as fully known */
	o_ptr->ident |= (IDENT_MENTAL);
and only put in similar code in the moria branch of plain-old-identify...

edit:

Another possible biggie: Are stats supposed to fully max out at 18/100 in angband mode? The docs say 18/220...

<digs through code>

Spot what is wrong with this snippet from calcs.c/calc_bonuses
Code:
		/* Stats max out at 118 in Moria */
		if (game_mode == GAME_NPPANGBAND)
		{
			if (use > 117) use = 118;
		}

Last edited by kaypy; June 9, 2013 at 09:33.
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