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Old February 13, 2015, 14:36   #11
Nick
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Thanks for all that - it will get fixed before too long, but probably not immediately. And I will continue to watch this thread...
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Old February 17, 2015, 13:41   #12
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Found a problem about features like doors not "marked" (as per the SQUARE_MARK flag) when using the DM char which generates all levels "lit" while testing my variant, so I donwloaded the latest nightly build to see if the problem was present in that build. Well the problem doesn't exist in V, so I'll have to investigate on my own, but as soon as I tried to use the (L)ook command the game crashed. Just FYI...
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Old February 17, 2015, 13:59   #13
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Quote:
Originally Posted by PowerWyrm View Post
Found a problem about features like doors not "marked" (as per the SQUARE_MARK flag) when using the DM char which generates all levels "lit" while testing my variant, so I donwloaded the latest nightly build to see if the problem was present in that build. Well the problem doesn't exist in V, so I'll have to investigate on my own, but as soon as I tried to use the (L)ook command the game crashed. Just FYI...
Thanks - I can't reproduce. Which OS?
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Old February 18, 2015, 13:17   #14
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Windows 7. Game crashes as soon as I press L (angband-vTNG-1116-g0a1d754).
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Old February 18, 2015, 13:18   #15
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BTW everything in shops cost a fortune now (150 gold for a plain whip, 6 gold for any base supply -- food, ammo, torch), is that intended?
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Old February 18, 2015, 13:41   #16
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Windows 7. Game crashes as soon as I press L (angband-vTNG-1116-g0a1d754).
OK, we'll need to do some testing in Windows.

Prices - I'm seeing 3 for food and oil, 6 for torches, confirm the 150 for whips. I don't know how wrong that is, or what's caused it.
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Old February 19, 2015, 09:46   #17
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Another annoying change concerning effect handling: before, the return value for each effect denoted the fact that the effect was applied or not; now, it simply denotes the fact that the effect is handled or not. Basically every effect handler returns TRUE. This means that pressing ESC while doing something with an object that has an effect on something (scroll of ID, enchant) wastes the object.

Seems also that ID by use is broken: I aimed an unid wand (magic missiles) at something, killed it and the wand didn't get identified.
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Old February 19, 2015, 11:18   #18
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Originally Posted by PowerWyrm View Post
Another annoying change concerning effect handling: before, the return value for each effect denoted the fact that the effect was applied or not; now, it simply denotes the fact that the effect is handled or not. Basically every effect handler returns TRUE. This means that pressing ESC while doing something with an object that has an effect on something (scroll of ID, enchant) wastes the object.
All right, that's a bug, and probably a result of the fact I was glad just to get the effect code basically working. There's no need to report the extreme uselessness of object effect descriptions

Quote:
Seems also that ID by use is broken: I aimed an unid wand (magic missiles) at something, killed it and the wand didn't get identified.
Yeah, there are issues with ID by use - the whole basics of the ID code has been rewritten to prepare for rune-based ID, and I didn't get it quite right. Please keep pointing out places where it isn't working.

You might like to note that I had already filed those bugs
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Old February 21, 2015, 05:09   #19
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In V, it's indeed the FLOOR flag that must be used. Clearly:
- remove square_isboring() and use square_isinteresting() in the targeting code
- use square_isfloor() instead of square_isinteresting() in illumination/darkening code
OK, agreed, this will happen. The one other place I will use square_isinteresting() is in run_test. Currently it uses square_noticeable, which just checks the INTERESTING flag, and I think it's the right thing for the purpose of interrupting a run.

Quote:
In variants such as PWMAngband that has a wilderness, it's not so simple. There need to be another flag for illumination/darkening code, which has to be set on floor squares, as well as non-floor squares (water, grass, ...).
It depends - in FAangband, grass has the FLOOR flag, water doesn't get lit (I think - it certainly becomes a question of how you're handling the terrain).
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Old February 22, 2015, 06:30   #20
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Checkpoint 1

OK, these issues are all fixed in development (this message is largely for future Nick, who from past experience has a worse memory even than present Nick).
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