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Old September 28, 2011, 14:03   #1
Magnate
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Angband 3.3.2 - anything else to fix?

Thanks to the infuriating regression bug in 3.3.1, I'll be releasing an RC of 3.3.2 in the next week or two. (In fact the regression bug is already fixed, but we're also going to try to fix the annoying NumPad problem on Windows.)

So, this is a call for any other irritating bugs or issues in 3.3.1 that you'd really like to see fixed in 3.3.2. I'm not talking about major issues like nerfing scumming or sorting out LOS - work is well underway on 3.4 (which won't fix those either). 3.3.2 will (I hope!) be the last in the 3.3 series, so it would be good to tidy up any minor irritations people have. I'm not guaranteeing that we'll be able to do that (some small problems require really complex fixing), but it would be good to know what bothers people about 3.3.1.
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Old September 28, 2011, 14:45   #2
Gorbad
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The 'invisible' walls issue in Vista. I think there were already some posters that had solutions for them, but a solution that works straight from the package will likely be appreciated.

(I Should probably try to avoid turning this thread into an Ubuntu PaperCuts like thread)
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Old September 28, 2011, 15:21   #3
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I forget, are Ainur in 3.3 or are those still angels. If the Ainur are in, the knight templar really needs its name/description changed.
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Old September 28, 2011, 16:10   #4
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No, 3.3.1 still has angels. And "papercuts" is exactly the right definition of what I'm looking for. I'm not sure the invisible walls issue is fixable by one person in one day, but I will ask the devteam if someone can provide one that doesn't break on any other Windows version.

Keep them coming.
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Old September 28, 2011, 16:44   #5
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Very minor thing... gold found in special rooms is described as "found in a vault". Trivial fix: replace ORIGIN_VAULT by ORIGIN_SPECIAL in vault_objects().
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Old September 28, 2011, 18:17   #6
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Quote:
Originally Posted by PowerWyrm View Post
Very minor thing... gold found in special rooms is described as "found in a vault". Trivial fix: replace ORIGIN_VAULT by ORIGIN_SPECIAL in vault_objects().
Won't this mean that items found in vaults are described as "found in a special room"? Or not?

Also, how do you ever see the origin of gold anyway, since it disappears when you pick it up??

EDIT: no, clearly not. Thanks for the catch.
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Last edited by Magnate; September 28, 2011 at 21:58.
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Old September 28, 2011, 19:00   #7
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Quote:
Originally Posted by Magnate View Post
Thanks to the infuriating regression bug in 3.3.1, I'll be releasing an RC of 3.3.2 in the next week or two. (In fact the regression bug is already fixed, but we're also going to try to fix the annoying NumPad problem on Windows.)

So, this is a call for any other irritating bugs or issues in 3.3.1 that you'd really like to see fixed in 3.3.2. I'm not talking about major issues like nerfing scumming or sorting out LOS - work is well underway on 3.4 (which won't fix those either). 3.3.2 will (I hope!) be the last in the 3.3 series, so it would be good to tidy up any minor irritations people have. I'm not guaranteeing that we'll be able to do that (some small problems require really complex fixing), but it would be good to know what bothers people about 3.3.1.
I provided a patch maybe back in May, a long time ago anyway, that fixed noticing a brand on wield into quiver, and had a correct definition of {good}, and cleaned up a lot of code, and correct ego ID. More improvements I cannot remember any more, and Takkaria gave the patch thumbs up. If you are ever going to use it, you should do it now. Every change will make it harder to incorporate.
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Old September 28, 2011, 21:08   #8
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Quote:
Originally Posted by PowerDiver View Post
I provided a patch maybe back in May, a long time ago anyway, that fixed noticing a brand on wield into quiver, and had a correct definition of {good}, and cleaned up a lot of code, and correct ego ID. More improvements I cannot remember any more, and Takkaria gave the patch thumbs up. If you are ever going to use it, you should do it now. Every change will make it harder to incorporate.
Sorry, either I lost this patch or I didn't see it. If you can find it would you mind linking it here, or emailing it to d_m AT plastic-idolatry DOT com? Hopefully the relevant code hasn't mutated too much since then.
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Old September 28, 2011, 21:41   #9
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Quote:
Originally Posted by d_m View Post
Sorry, either I lost this patch or I didn't see it. If you can find it would you mind linking it here, or emailing it to d_m AT plastic-idolatry DOT com? Hopefully the relevant code hasn't mutated too much since then.
I don't remember it either - I remember fixing {good} myself, so I obviously didn't know someone else had done it. I do have a vague memory of someone mentioning it on IRC I think (or maybe here), but don't think I ever saw the actual patch. May was before we got serious about pull requests (if were even on github by then).
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Old September 28, 2011, 23:00   #10
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Quote:
Originally Posted by d_m View Post
Sorry, either I lost this patch or I didn't see it. If you can find it would you mind linking it here, or emailing it to d_m AT plastic-idolatry DOT com? Hopefully the relevant code hasn't mutated too much since then.
It should be

https://github.com/eddiegrove/angband

[edit]

Oh, I should point to a commit I guess

https://github.com/eddiegrove/angban...9f6fcb733a1c75

[edit again]
If you have questions, send email rather than notices here. I've mostly given up on the way V is heading, so I don't keep up with oook more than glancing once or twice a week.
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