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#121 |
Prophet
Join Date: Dec 2009
Posts: 8,946
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In any event, any gaming programmer worth his salt will have read an article like Fix Your Timestep and know how to deal with these issues.
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#122 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 39
Posts: 1,516
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The only way you can "conceal" the fact that certain levels have way more computation that needs to be done (besides reducing or optimizing that computation) is to make all actions seem to have lag equal to the worst-case lag, which you could do with a timer (after receiving player input, plan to take at least X ms no matter how fast we finish the loop and just sleep for the remainder). |
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#123 |
Rookie
Join Date: Dec 2010
Location: Europe
Posts: 8
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Well, there is a Movement Delay in the options menu in addition to that. What I was suggesting was more like d_m's clarification, giving all actions a worst-case lag. This would be useful if the player preferred all actions to have a slight delay, so you could see @ scooting along a corridor, for example. Of course, the running function skips drawing all frames until the run is interrupted, so no amount of delay would actually show the @ moving. And, to remain true to its console roots, instant feedback may be preferable to gradual movement, in any case. Ah, well.
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#124 | |
Veteran
Join Date: Apr 2007
Posts: 1,936
Donated: $40
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Quote:
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takkaria whispers something about options. -more- |
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#125 |
Swordsman
Join Date: Jun 2010
Posts: 288
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Possible squelching bug? I've automatically squelched-on-identify a ring of the mouse and also a ring of the dog now, but do not have those set to auto-squelch. Both rings are not marked for squelching in the list of rings, and I have the quality squelch for rings set to "no squelch".
I think I've seen this is 3.1.2v2 also, though most recently this is in the nightly from Dec. 15 (d1a64ee55c). |
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#126 | |
Knight
Join Date: Sep 2010
Location: England
Posts: 958
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#127 | |
Angband Devteam member
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EDIT1: Fixed in staging. The squelch_worthless option doesn't check object power, it looks directly at the "cost" field in object.txt - these had been set to 0 for Dog, Mouse and Inertia, so I have set them all nonzero. This won't affect their buy/sell price at all. EDIT2: Not fixed, dammit. Well, the worthless issue is fixed, but they are still classed as "bad" by quality squelch. Looking into that. EDIT3: Hmm. Quality squelch classes a ring or amulet as bad if ANY of the following are true: pval <0 +to_hit <0 +to_dam <0 +to_ac <0 ... this pretty much guarantees that all mixed-blessing jewelry will always be squelched as bad. Revising this is beyond 3.2, so for now it's enough that it's not covered by squelch worthless. People can avoid quality squelch of rings and amulets in the early game if they want to use the mixed-blessing ones. Last edited by Magnate; December 22, 2010 at 22:20. |
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#128 |
Knight
Join Date: Dec 2008
Posts: 618
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Not sure if this is the graphical glitch people are talking about. I'm on the OSX rc, using tiles. I throw a torch at a fleeing scruffy hobbit. The torch hits the hobbit, breaks, but there is a partial image of a torch well beyond the hobbit. This image moves along with my @. It disappears if I change to a different tile resolution (from 8x16 to 16x16), but I reproduced this effect on 16x16.
edit: actually, the phantom images always end up to the left of the @ even if I throw to the right, and disappear if I move up or down (but move with the @ if I move left or right). Last edited by bio_hazard; December 22, 2010 at 02:35. Reason: edit for more details |
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#129 |
Swordsman
Join Date: Nov 2008
Posts: 434
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I think that is related to the bigtile problem I mentioned earlier, see if it occurs without bigtile or doubletile enabled
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#130 | |
Adept
Join Date: Nov 2009
Posts: 128
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