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-   -   PWMAngband 1.3.0 released (http://angband.oook.cz/forum/showthread.php?t=9594)

PowerWyrm September 28, 2019 13:53

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!

PowerWyrm September 28, 2019 13:54

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

tangar September 30, 2019 14:40

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)
https://images-ext-1.discordapp.net/...049&height=578

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.

DrWho42 September 30, 2019 14:57

loving it so far! :D

PowerWyrm October 1, 2019 09:04

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)

PowerWyrm October 1, 2019 15:17

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...

Derakon October 1, 2019 16:40

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

tangar October 1, 2019 17:35

D:

PWMA needs github. Lets start right now?

PowerWyrm October 2, 2019 08:26

Quote:

Originally Posted by Derakon (Post 140285)
What source control are you using? Sounds like you need to make commits more often. :)

It's called a VM :D
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.

Quote:

Originally Posted by tangar (Post 140286)
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.

Derakon October 2, 2019 16:22

Quote:

Originally Posted by PowerWyrm (Post 140299)
It's called a VM :D
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.

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.

tangar October 22, 2019 10:08

Yay! *forked* I've pulled previous versions of PWMA- https://github.com/draconisPW/PWMAngband/pull/1 maybe it would be fun to have them at PWMA git :)

Also from now on it would be possible to read PWMA patch notes in Russian there: http://tangaria.com/ru/

PowerWyrm October 23, 2019 08:43

There is no feature to let people choose a label for the issues. This prevents random guys from spamming issues with a wrong label and polluting the search by label feature.

Common practice is to add the label in the issue title, for example: "[Bug] This doesn't work". With this, the owner can review the issue, add the label and change the title to "This doesn't work". Don't add the label in the description because it cannot be modified. The title can be.

Please do this for the next issues you report.

PowerWyrm October 23, 2019 08:50

There will be a build 4 before I start working on monsters and 1.4. I've already un-hardcoded the flag/element descriptions on character creation, so you can use more flags/elements when creating new races. Next is to do the same for classes (for ex. blackguard with impair hp). I'll also un-hardcode and add the possibility to assign a level for those flags/elements. For example: BRAVERY_30 will be replaced by RES_FEAR:30. I'll do the same for all hardcoded race/class features that are currently hardcoded in player-calcs.

PowerWyrm October 24, 2019 11:08

Crap... seems the fractionnal blow/shot system doesn't work at all. I'll have to fix that asap.

PowerWyrm October 25, 2019 19:06

New PWMAngband 1.3.0 build 4 relased!

Fixes two critical bugs.

List of changes:

- Remove hardcoded flag/element descriptions during character creation
- Simplify and fix fractional blows/shots system
- Fix shops refreshing while player in them
- Add label for dump file in mangband.cfg

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

PowerWyrm November 1, 2019 11:53

New PWMAngband 1.3.0 build 5 released!

More fixes and refactoring.

List of changes:

- Fix autoretaliating with missile launcher not working when afraid
- Further simplify autoretaliating with shooter
- Start from the inventory when throwing items
- Fix speeding effect when shooting with fire_till_kill option while running
- Protect players with two turns of invulnerability on login
- Remove hardcoded player flags/elements set at certain levels

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

PowerWyrm November 9, 2019 23:09

New PWMAngband 1.3.0 build 6 released!

Some improvements.

List of changes:

- Add fortune cookies
- Add VAMPIRIC brand
- Add innate race/class brands and slays
- Increase chat message length
- Allow the Dungeon Master to generate more item kinds
- Make time bubble indicator more responsive

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

PowerWyrm November 16, 2019 12:50

New PWMAngband 1.3.0 build 7 released!

Major release with the addition of modifiers for races and classes + some fixes and improvements.

List of changes:

- Remove references to "src" path in lib files
- Further improve time bubble indicator
- Add time bubble indicator for tile mode
- Add LighterBlue option for mangclient_gcu.ini to make COLOUR_BLUE and COLOUR_L_BLUE lighter
- Make VAMPIRIC brand actually work
- Add modifiers to races/classes

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

Note: this release removes stats and other hardcoded values such as infravision for races and classes. For now on, these must be added as modifiers in the race and class text files. For example:

value:1:STR[2]

for a race or a class that has a +2 to strength innate modifier.

Values can be entered as a random value string to specify a variable modifier. For example:

value:5:SPEED[1+1d15]

will add +1 speed at levels 5, 20, 35 and 50. This will allow to un-hardcode things like Rogue speed bonus for example.

PowerWyrm November 23, 2019 12:47

New PWMAngband 1.3.0 build 8 released!

Final work about races and classes + custom store welcome messages (see Expensive Black Market).

List of changes:

- Un-hardcode a bunch of modifier-related stuff
- Un-hardcode store welcome messages
- Add a cap for race/class modifiers
- Add race/class description on character creation screen

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

PowerWyrm November 25, 2019 14:33

Latest build has corrupted files (mainly freetype.dll), as I trashed all my local copy again by using search/replace on directory instead of single file. Fortunately all files that were stored in Git repository are fine, I could do a full revert, but all building files/binaries are wasted. This includes my zip archives, which are now irremediably lost (cannot open the zip and cannot revert the search/replace I've done).

I'll try to ninja fix this tomorrow.

tangar November 25, 2019 15:38

Quote:

Originally Posted by PowerWyrm (Post 141412)
Latest build has corrupted files (mainly freetype.dll), as I trashed all my local copy again by using search/replace on directory

:(

Thanks gods it happened after PWMA got github! We are safe now..

PowerWyrm November 30, 2019 13:33

New PWMAngband 1.3.0 build 9 released!

Final bugfix version (I hope). The 1.3.0 branch is now on GitHub. From now on, I'll start working on 1.4.0 with the monster changes from V and any bug found in 1.3.0 will be handled in the branch version.

List of changes:

- Fix corrupted binaries
- Allow random values to have negative dice
- Simplify birth menu code
- Customize stair generation parameters
- Add short description to features
- Allow access to a half-capacity Home in normal diving mode
- Wipe all trash on the surface every dawn

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

PowerWyrm December 21, 2019 13:15

New PWMAngband 1.3.0 build 10 released!

Back-ported some stuff from 1.4.0 that were worth adding in 1.3.0.

List of changes:

- Un-hardcode class shapes
- Add race shapes
- Don't describe vendors as "the entrance" to that vendor
- Allow paragraphs in race/class descriptions
- Add CAUTIOUS flag for monsters

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

PowerWyrm January 4, 2020 15:19

New PWMAngband 1.3.0 build 11 released!

List of changes:

- Fix custom stairs in towns
- Add small racial antimagic modifier
- Make unbeliever antimagic bonus a class modifier

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

PowerWyrm January 17, 2020 22:50

PWMAngband 1.3.0 build 11 released has been ninja fixed to deal with a bug in effect_WIPE_AREA() that was crashing the game when a Sorceror would cast the Wipe spell. Please update your servers (just replace mangband.exe from the PWMAngband_130_bin.7z download).

Fuckle February 9, 2020 10:03

Is there a server with life on it anywhere?

I don't see any 1.3.0 servers on the list but I haven't played Mangband before so I don't know if I'm missing something.

PowerWyrm February 10, 2020 08:34

Quote:

Originally Posted by Fuckle (Post 142986)
Is there a server with life on it anywhere?

I don't see any 1.3.0 servers on the list but I haven't played Mangband before so I don't know if I'm missing something.

I don't think so. My server is long gone because since my PC updated itself from Windows 7 to Windows 10 I cannot find a way to allow people to connect to my server, even myself from the same PC unless I enter "localhost" as servr name (must be a firewall restriction, but whatever I do to allow entrance it deosn't work, must be a feature of Windows 10 no idea). You can run your own server if you want. MAngband is a very low populated game...

tangar February 10, 2020 13:01

Quote:

Originally Posted by Fuckle (Post 142986)
Is there a server with life on it anywhere?

I don't see any 1.3.0 servers on the list but I haven't played Mangband before so I don't know if I'm missing something.

http://tangaria.com -- based at latest PWMA version, but with a lot of new features (eg 20 new races); it's 24/7 server, feel free to join :) If you got any questions: https://discord.gg/zBNG369 - our Discord channel. It's different from vanilla PWMA, but still.. :)

PowerWyrm February 29, 2020 13:50

PWMAngband 1.3.0 build 11 released has been ninja fixed to deal with a bug causing gold to disappear when stacking. Please update your servers (just replace mangband.exe from the PWMAngband_130_bin.7z download).

This version also includes a debug version of the server to track a crash. See https://powerwyrm.monsite-orange.fr/...134c5ebab.html for the download

PowerWyrm March 5, 2020 18:53

PWMAngband 1.3.0 build 11 release has been ninja fixed to un-hardcode race menu size properly during character birth creation (it was hardcoded as 15 -- the number of 1.3.0 races -- but for 1.4.0 we will have 16 and Tangaria has more, so it'll be way more convenient). Please update your clients (just replace mangclient.exe from the PWMAngband_130_bin.7z download).

See https://powerwyrm.monsite-orange.fr/...134c5ebab.html for the download

PowerWyrm March 10, 2020 19:20

PWMAngband 1.3.0 build 11 released has been ninja fixed to deal with two critical bugs that could potentially crash the server. Please update your servers (just replace mangband.exe from the PWMAngband_130_bin.7z download).

See https://powerwyrm.monsite-orange.fr/...134c5ebab.html for the download.


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