Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Obsolete > v4

 
 
Thread Tools Display Modes
Old April 17, 2013, 21:22   #11
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Pete Mack View Post
Thanks Derakon. So those are Angband 3.4 notes.

For v4, first notes (Windows/MINGW):
* It doesn't compile. Fix: copy z-file.c from vanilla.
* ASCI mode has a lousy (variable-width) font.
Just to complete Derakon's update, v4 hasn't been touched in over a year. Its three active devs were Derakon (combat), me (items) and CunningGabe (traps). Gabe went back to RL and Derakon started work on Pyrel. Then I switched to Pyrel too and v4 went quiet.

3.5-dev also went quiet for about a year, with fizzix the sole active dev, and then exploded into life a few weeks ago when takkaria and elly returned.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline  
Old April 17, 2013, 21:26   #12
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,995
Donated: $40
Pete Mack is on a distinguished road
OK, then the right question is: where is Pyrel source download?
Pete Mack is offline  
Old April 17, 2013, 21:26   #13
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Pete Mack View Post
OK, then the right question is: where is Pyrel source download?
https://bitbucket.org/derakon/pyrel
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline  
Old April 17, 2013, 22:11   #14
AnonymousHero
Veteran
 
AnonymousHero's Avatar
 
Join Date: Jun 2007
Posts: 1,365
AnonymousHero is on a distinguished road
... though be warned that it isn't actually a playable game ATM.
AnonymousHero is offline  
Old April 17, 2013, 23:26   #15
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,504
Derakon is on a distinguished road
Yep, Pyrel is a ground-up rewrite, which includes redesigning many aspects of the game. The ultimate goal is to have something that's much more modifiable than V is, with the hopes that this will provoke a variant explosion like we had shortly after Ben Harrison took over.

Right now I'd say these are the top priorities:
* Player knowledge tracking (map memory including LOS is working, but we need item memory including incomplete identification)
* Monster AI (I'm currently working on efficient pathfinding; the rest of the AI should be straightforward)
* Combat rules (there's a spot in the code for them which currently has placeholder code)
* Porting over the massive list of effects in current Angband -- all the spells, items, activations, monster spells, traps, etc. Lots of busywork, honestly, but on the plus side each individual task should be pretty easy.

That should give you some idea of the state Pyrel is currently in.
Derakon is offline  
Old April 17, 2013, 23:57   #16
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,995
Donated: $40
Pete Mack is on a distinguished road
What about map generation? That seems like a big deal. I assume you are using Dijkstra path finding?
Pete Mack is offline  
Old April 18, 2013, 00:08   #17
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,504
Derakon is on a distinguished road
Fizzix has a pretty good handle on map generation; the current version handles the basic rooms and corridors, and will be ready for vaults whenever someone gets around to translating the relevant data files. The current generator is a bit slow (takes a second or two to generate the level), but it hasn't been optimized at all so that's to be expected, really.

I initially implemented pathfinding using A*, but since that's 1-to-1 it doesn't scale well when there's lots of monsters around. Currently I'm working with optimizing Dijkstra -- it certainly works better than A* but your average turn in a dungeon level (mostly not open space) takes about .07s, which I consider to be unacceptably slow.
Derakon is offline  
Old April 18, 2013, 01:14   #18
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,995
Donated: $40
Pete Mack is on a distinguished road
OK, Got home and tried it.
* Installed Python 2.7
* installed WX 2.9

Ran python:
Traceback (most recent call last):
File ".\pyrel.py", line 19, in <module>
import procs.procLoader
File "C:\Users\Peter\Documents\GitHub\pyrel\procs\procL oader.py", line 9, in <module>
import proc
File "C:\Users\Peter\Documents\GitHub\pyrel\procs\proc. py", line 132, in <module>
import aiProc
ImportError: No module named aiProc
Pete Mack is offline  
Old April 18, 2013, 01:17   #19
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,995
Donated: $40
Pete Mack is on a distinguished road
PS: ToME 4 was the same kind of deal, using lua instead of Python...
Pete Mack is offline  
Old April 18, 2013, 01:50   #20
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 8,504
Derakon is on a distinguished road
Oh dear, thanks for catching that. Looks like I didn't add aiProc.py to the repo. Shame on me!

Unfortunately that file is currently in a state of flux (since I'm modifying it while optimizing pathfinding), but if you just want to get things running, you can open up things/creatures/creature.py and modify the update() function to this older version:
Code:
    ## Update state. For now, just wander at random.
    def update(self):
        import random
        spaces = [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 1],
                [1, -1], [1, 0], [1, 1]]
        random.shuffle(spaces)
        for dx, dy in spaces:
            target = (self.pos[0] + dx, self.pos[1] + dy)
            if not self.gameMap.moveMe(self, self.pos, target):
                break
        self.addEnergy(-1)
Derakon is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
[3.3] Minor undesired gameplay change PowerWyrm Vanilla 2 August 24, 2011 16:33
Non-gameplay Wishlist Nick Development 7 April 7, 2011 03:41
Gameplay Options file? Lord Fell Vanilla 9 October 30, 2010 10:32
a few thoughts about gameplay Laie Vanilla 9 October 5, 2010 21:26
Unexpected gameplay changes Pete Mack Vanilla 8 September 12, 2010 04:33


All times are GMT +1. The time now is 09:44.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.