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Old October 2, 2019, 16:35   #11
Pete Mack
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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.
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Old October 2, 2019, 18:01   #12
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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 .. I tried and now I think I had to do it years before, its so fun! DD
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Old October 5, 2019, 15:12   #13
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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.
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Old October 14, 2019, 14:52   #14
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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.
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Old October 14, 2019, 19:00   #15
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Quote:
Originally Posted by PowerWyrm View Post
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)
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Old Yesterday, 11:03   #16
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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

So for next version, any dungeon with "max-level" not set will mean "no max level" so everyone can enter.
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Old Yesterday, 15:30   #17
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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
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