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Old August 27, 2018, 15:47   #11
Tibarius
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window size and position

By the way there is an bug through all the versions i played so far:

The Window size and the window positions are not exactly stored in the configuration file.

Each time i start the Angband executable the windows are slightly misplaced and missized. Something in the range of a few points only but still annoying to
perfectly match them each time to cover the complete screen.

It has nothing to do with the screen size. Bought a new screen with a much higher dpi than the old one, but the windows are still mismatched as it was before.

Would be nice if you could take a look at that Nick Thanks!
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Old August 27, 2018, 17:24   #12
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Talking font size

Oh, thanks a lot Tiberius. I actually got a new screen 2 days ago, with more but smaller pixels, so I really needed some font resizing! Did I miss any tutorial / manual where this is explained? Actually now I know I think I could have experimented more with those 'Window' options, but under MS Windows I've become so used to truetype fonts that I never realized that it were separate settings.
Another thing that could be explained is that the tile size is a multiplier of the font-size, so changing the font also changes the tiles.
Knowing better how it works, I just changed 1 terminal to a different font size, and then changed the rest with copy-paste in the angband.ini file.
If you look at that file, you see the terminal size is expressed in lines and columns, which are probably rounded down, so any pixel-precise sizing will be lost the next time. The position is stored in pixels, so that shouldn't change I would think.

All in all my reported bug is resolved, but the whole system has a number of co-dependencies and side effects that make it hard to understand and handle. Perhaps the price for system-independence?
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Old September 18, 2018, 14:20   #13
gglibertine
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Quote:
Originally Posted by Carg View Post
10 - Wish: display monster level in monster memory (esp. with uniques). If there is not enough room, I wouldn't mind the monster symbol being removed - I assume most users use tiles by now anyway.
DEFINITELY not a safe assumption. Many of us are not merely old-school, but just plain old (and thus blind). I play fullscreen on a 32" monitor using the 12x24 font, in ASCII mode like nature intended!

You kids today, with your subwindows and graphics tiles. When I was your age we had to memorize every host between ourselves and each recipient of our emails, and we LIKED IT.

Love,

uunet!decuac!c3pe!gypsy
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Old September 22, 2018, 13:37   #14
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summary

Thanks for all the on-topic contributions. Below I list an edited version of my bugs and wishes, with the extra information incorporated.

Question: what is going to happen with this list? Is someone going to enter it into the bug tracker system, or should I? Or will they be picked up even when not in the system?

Updated list:

01 - map view often doesn't refresh correctly: you can see your own character in there a lot of times, and sometimes remains are left of beam/cone attacks. CTRL-R corrects the errors. Apparently erasing changes from the previous turn is imperfect.

02 - outdated dungeon.txt:
* "Each level has at least one up staircase and at least two down staircases. There are no exceptions to this rule." Level 99, 100 and 127 are, I believe, exceptions. But several types of special map levels might not have 2 downstairs either. Notably a maze level always seems to have exactly 1 up and one down stairs.
* The whole file also is based in the character interface, ignoring tiles. It should e.g. mention that with tiles you can see the visuals under '~', 'display xxx knowledge', select one item and press 'v'.

03 - not a bug.

04 - with the Shockbolt tiles I still don't see any difference between passable and impassable rubble in 4.1.3, although I read that was changed since 4.1.2.

05 - if there is a bunch of monsters, I am often in a corridor get only one attacking me, resting until the next one steps in. Their drops are piling gradually, and when there is more than one item under me, the screen gets redrawn every time because it displays the list of items under me. I wish there was at least one wait command key (of the '5', ',' or '.') that I can use to rest without picking up.

06 - why are monsters like Pukelman and Earth Elemental resistant to all attacks except the one they are atacking with themselves (acid)? That seems illogical. I suggest a different basic element vulnerability.

07 - wish: (semi-)automatically determine character width and height based on the selected font for all terminals, like you can set "Term 0 Font Tile Size" to "Font" for terminal 0.

08 - resolve naming inconsistency wirh wands and rods by renaming staff of light to staff of illumination

09 - why does @m1 inscription work, but not @p1?

10 - Wish: display monster level in monster memory (esp. with uniques). If there is not enough room, I wouldn't mind the monster symbol being removed, but I think both should fit. Especially with uniques it helps to quickly see which you might expect on your current dungeon level.

11 - Wish: change options permanently (e.g. I like show_damage) - e.g. save set like exporting autoinscribe. Every time I start a new character (I like playing several in parallel) it is off again.

12 - show_damage should not only show weapon damage, but also spell damage. In case of beam, ball or breath attacks the damage in the square targeted could be listed, or perhaps the nearest monster affected?

13 - treasure balance seems off: too many weapons compared to armor pieces (you need 6 armor pieces compared to 1 weapon, so it would seem better if they occur 6x as often too, but they seem to have similar occurences currently). For artifacts my high level mage has found 25 weapons, 4 shooters, 28 armor and 4 miscellaneous (light, ring, amulet). I would also prefer not to find at least one of the *thanc daggers at one of the first levels so often; then all the fun disappears of first finding one with bonuses, then the first ego, and finally the artifacts.

14 - In obj-desc.spo listing the items power in the column level is confusing. Either list the min level the item can be found, like in mon-desc.spo, or call the column power, or list both. I consider the min level more useful.

15 - Amulets of resistance are way too high level for their worth: since most artifact armors, shields, and even many ego armors, shields and cloaks offer the same elemental resistances, by the time you reach level 60 no one is ever going to need them. 10 levels later than resist acid en lightning, so 20, seems more appropriate. Or perhaps it should have 1 or 2 random extra resistances?

16 - in principle it is a good thing that slow digestion is powered up, but still there is so much food found in the dungeon, not to mention loads of satisfy hunger scrolls, that even a half-troll warrior is unlikely to sacrifice a ring or amulet slot for it. Perhaps the ring and amulet should have some minor extra power, like slow poison?

17 - spell failure chances seem higher than the spellbook mentions. I tested this with a 21st level mage with listed spell failure of 4% on detect monsters, with no negative effects present as far as I could see. I cast it in total 335 times in a row, and had 26 failures, which amounts to more than 7% - almost twice as much as listed.

18 - stores will not accept unidentified armor, not even for free. (I had a robe [2,+2] {??} that wasn't accepted until I happened to find out the rune in another way. It was resist fire.) I think they should, just like unidentified negative potions, scrolls, wands, etc. are bought. This is also contrary to the description in dungeon.txt. Weapons that are partially unknown and contain a curse are also unsellable.

19 - Why don't shops have consecutive letters for their inventory? It is confusing and I don't see a use.
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Old September 22, 2018, 15:16   #15
Pete Mack
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I looked into using real fonts for the windows port at one point. Unfortunately, it seems like all support uses MS C++, and isn't really an option for gcc without a huge amount of work because of mangling issues and the like.
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Old September 24, 2018, 11:21   #16
Werbaer
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Quote:
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19 - Why don't shops have consecutive letters for their inventory? It is confusing and I don't see a use.
All letters that are commands in either keymap are not used as shop inventory letters.
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Old September 25, 2018, 01:37   #17
Ingwe Ingweron
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All letters that are commands in either keymap are not used as shop inventory letters.
To be a little more accurate, letters that are commands that can be used whilst in a shop are not used as inventory letters. E.g., "a" is used as an inventory letter, because one cannot "aim" while in a shop; but "b" is not used as an inventory letter, because one can "browse" a book while in a shop.

While in a shop one can [b]rowse a book, [d]onate an item, [e]quipment menu lookup, [g]et or purchase an item, [i]nventory menu lookup, [k]ill an item (ignore an item), [l]ook at or examine an item, [p]urchase an item, [s]ell or donate an item, [t]ake off a piece of equipment, or e[x]amine an item. Thus these letter commands are not used in the enumeration of shop inventory.
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Old October 19, 2018, 09:40   #18
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More bugs and Wishes

I've continued collecting more findings:

20 - wish: for auto ignore menu's: could space also work to toggle the ignore? Apparently for me that is such a logical key that I keep making that mistake. There is also no explanation which key should work (although I found the 't' quick enough. Enter works also, but I'd expect the cursor to move to the next item then, and it doesn't.).

21 - for a priest, the cure serious spell from the Purifications and Healings book is way higher level (15 vs. 5 --> higher spell failure, worsened by higher base fail: 50 vs 32) and costs more mana (5 vs 4) than the one from the basic book, and I don't see any exta benefit. Shouldn't that be the other way around? That cure mortal wounds version is 4 mana cheaper and only 4 levels higher (but 25% higher base fail).

22 - if you browse a spellbook, toggle descriptions on, and scroll through the spells, the longer descriptions lines 3 and 4 do not get erased fully if you select a spell with a single line of text (and line 4 not when two lines). E.g. browse first book, toggle descriptions, select e and then f.

23 - Wish: show with items that are recharging in their description how long it is expected before they are recharged (I know there is a random factor, but you could use the average), or at least how long it is already charging.

24 - Wish: monsters shouldn't be able to summon higher lavels than they are: why would a more powerful monster obey a lesser one?

25 - Why does in the middle of combat (lvl 92 - animal zoo) suddenly a message appear: "FINAL POWER IS 72*"? The only thing object-related was that some spellbooks were burnt at the time.

26 - spells that negatively influence monsters, like confuse monster, list the duration as "dam 40" even though they do not do damage. This is confusing and should read "dur 40", like player booster spells like haste.

27 - in some cases item description can be confusing, like with a staff of remove curse: "... When activated, it attempts removal of a single curse on an object. Your chance of success is 94.9%". The 94.9% is not the chance to remove the curse but to use the staff, so more correct would be "Your chance of successfully using this item is 94.9%". (But longer, so it might make the item description slightly less clear.)

28 - if a spell beams, monsters hit on the way that are killed seem to survive, and only when the beam has run it's full course the monsters on the way fall over. This is confusing because you are already planning your next attack, only to find out a second later that it is not necessary anymore. Can't monster kill be handled before the beam continues?

29 - Wsh: the game allows movement by mouse click. Why doesn't it use the monster pathfinding so that you can click further away - that would really make it easier to e.g. move to the stairs when you've finished the level. The only issue might be that you should not be able to find the quickest route through unexplored territory (which is a bit cheating).

30 - If you run (Shift-direction) you stop one step before an item, and when you run again one step beyond the item (which doesn't seem to make sense to me - stopping on the item itself seems most natural to me) And if there is a trap at that square beyond the item, you trigger it even when your disarm is 100%.

31 - with the action that doubled armor class of all armors, I suspect the weapons that give AC were not increased, because it seems that, apart from the Cutlass 'Gondricam', the AC bonuses from weapons is peanuts, like a defender [+2]!?

32 - an fully identified cloak [1, +6] (cursed - teleportation prevention), incorrectly displays a lot of ? in the character resistance overview.

33 - Wish: unique Ainur Osse should not have nether breath and lower Xp - that is not fitting to an angel (ainur) and it is not even evil. Having nether (550) breath is also unbalanced for level 62 - even with resistance that can do up to 471 damage. The remaining capacities, esp. water ball, and the fact that it is very quick still make it dangerous enough.
Discussion: should damage also be capped to monster level, e.g. 60*level? Or even to dungeon level - you could say that the specific monsters that are able to survive at deeper levels are the stronger ones of the spieces.
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Old October 19, 2018, 11:31   #19
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24 - Wish: monsters shouldn't be able to summon higher lavels than they are: why would a more powerful monster obey a lesser one?
This has always bugged me too. On the other hand it's not always a commandment to attend the fight, in the necromancer summons skeletons way, as sometimes it's a call to friends for aid, in the same way a smaller kid calls for help from his much bigger friend in the schoolyard.
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Old October 19, 2018, 14:22   #20
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Originally Posted by Carnivean View Post
This has always bugged me too. On the other hand it's not always a commandment to attend the fight, in the necromancer summons skeletons way, as sometimes it's a call to friends for aid, in the same way a smaller kid calls for help from his much bigger friend in the schoolyard.
The counter argument to this is: why would they bother to summon something weaker?

That said I did make that change to the source once and I thought it played better. But it's not a strong preference
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