Angband Forums

Angband Forums (http://angband.oook.cz/forum/index.php)
-   Variants (http://angband.oook.cz/forum/forumdisplay.php?f=4)
-   -   PWMAngband 1.3.0 released (http://angband.oook.cz/forum/showthread.php?t=9594)

Pete Mack October 2, 2019 16:35

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.

tangar October 2, 2019 18:01

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 :D .. I tried and now I think I had to do it years before, its so fun! :DDD

PowerWyrm October 5, 2019 15:12

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.

PowerWyrm October 14, 2019 14:52

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.

tangar October 14, 2019 19:00

Quote:

Originally Posted by PowerWyrm (Post 140514)
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)

PowerWyrm October 18, 2019 11:03

HAHAHAHAHAHAHAHA...

I'm a huge dumbass...

For those who didn't figure it out yet, in the latest version the main dungeon is not accessible, because "max-level" is not set and thus considered as "0" and not "no max level". Therefore the game is unwinnable...

Good thing I playtested a bit while trying to fix something else :D

So for next version, any dungeon with "max-level" not set will mean "no max level" so everyone can enter.

PowerWyrm October 18, 2019 15:30

Dunno I must have had a seizure or some dementia strike during the past week...

After being told that uniques didn't give xp or loot I was questioning the sanity of my playerbase... until I tried the game myself in debug mode and saw that was indeed the case because my IQ seemed to have dropped to 0 lately. I'll also fix this nonsense for the next version :D

PowerWyrm October 19, 2019 13:53

New PWMAngband 1.3.0 build 3 relased!

End of the rework on help files, autoretaliation with missile launcher + bugfixing.

List of changes:

- Revised help system (continued)
- Added BRIGHT flag for safe floors
- Make use_sound option on by default
- Fix fractional shots incorrectly carrying one extra shot to the next turn if the target was killed during the current turn
- Allow to autoretaliate with missile launcher using the @On inscription
- Fix crash when using Read Minds spell
- Fix incorrect player presets after ading more races/classes to the game due to hardcoded values in the init code
- Fix critically stupid bug that was making the main dungeon unaccessible
- Fix another critically stupid bug that was making uniques never give experience or loot

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

PowerWyrm October 21, 2019 16:12

Finally had the time to set up a Github repository. You can find it here: https://github.com/draconisPW/PWMAngband

Derakon October 21, 2019 17:37

Oh good, thank you. I was experiencing some anxiety on your behalf that you might lose your work due to failing hardware or similar.


All times are GMT +1. The time now is 04:25.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.