Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old April 28, 2017, 02:09   #61
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Gwarl View Post
Basically the gist is:

1. Calculate the number of steps removed from the player for each square (any delays introduced by this calculation were imperceptible, but my map sizes were about 1/3 the area of angband maps)
2. From a given point, construct a path toward the player by picking an adjacent square with fewer steps remaining to reach the player
3. In ambiguous cases, choose the square which minimises both vertical and horizontal differences
Currently it does 1 and 2 (and I'm not sure about 3). As currently implemented it's really a first attempt - my aim is to get the foundation correct and then build.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old April 28, 2017, 02:10   #62
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Sky View Post
my game is crashing regularly when i go down the stairs from DL99 -> 100.
Thanks - another thing to test.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old April 30, 2017, 06:57   #63
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
New build up on the nightlies page, with improvements to monster pathfinding. Unlikely to be perfect yet, but I'd appreciate some feedback on which bits of monster behaviour are working and which bits aren't.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old April 30, 2017, 14:51   #64
Nomad
Knight
 
Nomad's Avatar
 
Join Date: Sep 2010
Location: England
Posts: 958
Nomad is on a distinguished road
The slow randart generation issue definitely needs a fix. In my first game with the latest nightly it took nearly a minute and a half and generated a 310 MB randart.log file.
Nomad is offline   Reply With Quote
Old April 30, 2017, 18:32   #65
Gwarl
Swordsman
 
Join Date: Jan 2017
Posts: 436
Gwarl is on a distinguished road
Could the randart duplication thing have something to do with affixes?

I'm not sure if this has been mentioned but off-weapon slays are prioritised incorrectly, i.e. if I have a poison brand and an off weapon *slay dragon* I will poison the great hell wyrm rather than fiercely smiting him.

Also this one isn't new but rods don't count as magic items for gnomish identification and it's more annoying now I can't identify them with scrolls.
Gwarl is offline   Reply With Quote
Old April 30, 2017, 23:17   #66
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
The randart duplication is AFAIK fixed. I know what is causing the slow generation - it's that I have put in a succession of hacks to try and get a proper distribution of tvals while still generating the randarts one at a time in order from artifact.txt. Once I accept reality and actually do a sensible scheme for generating the whole set, we should be fine.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old May 2, 2017, 11:16   #67
Sky
Knight
 
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 870
Sky is on a distinguished road
... pfftt...

ok, so i downloaded the last nightly you posted, angband-win-4.0.3-712-gbcd30cf, and i judiciously played the whole thing, i just beat sauron, went back to refill, then down to DL99, stairs .. and crash.

what i did before, because the same thing happened in the *previous* nightly, is that i started the game, wizarded a lev 50 warrior, jumped to DL99, beat sauron senseless, and went down the stairs successfully to DL100.

so something must have happened to the file between turn 1 and now that made it impossible to reach DL100, because it's not a problem with the build itself.
Sky is offline   Reply With Quote
Old May 2, 2017, 12:48   #68
Nomad
Knight
 
Nomad's Avatar
 
Join Date: Sep 2010
Location: England
Posts: 958
Nomad is on a distinguished road
Quote:
Originally Posted by Sky View Post
ok, so i downloaded the last nightly you posted, angband-win-4.0.3-712-gbcd30cf, and i judiciously played the whole thing, i just beat sauron, went back to refill, then down to DL99, stairs .. and crash.

what i did before, because the same thing happened in the *previous* nightly, is that i started the game, wizarded a lev 50 warrior, jumped to DL99, beat sauron senseless, and went down the stairs successfully to DL100.

so something must have happened to the file between turn 1 and now that made it impossible to reach DL100, because it's not a problem with the build itself.
Could be randarts vs. standarts - did you have randarts switched on in the game that crashed at 99 and then just stick with the default options for the test game?
Nomad is offline   Reply With Quote
Old May 2, 2017, 12:49   #69
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,795
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Sky View Post
... pfftt...

ok, so i downloaded the last nightly you posted, angband-win-4.0.3-712-gbcd30cf, and i judiciously played the whole thing, i just beat sauron, went back to refill, then down to DL99, stairs .. and crash.

what i did before, because the same thing happened in the *previous* nightly, is that i started the game, wizarded a lev 50 warrior, jumped to DL99, beat sauron senseless, and went down the stairs successfully to DL100.

so something must have happened to the file between turn 1 and now that made it impossible to reach DL100, because it's not a problem with the build itself.
OK, thanks. I haven't looked at that problem yet; Ill let you know when I do a build with a fix in it.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old May 2, 2017, 17:28   #70
Sky
Knight
 
Join Date: Oct 2016
Location: somewhere on the south coast
Age: 45
Posts: 870
Sky is on a distinguished road
i have re-tested it now. i wizarded a new randart character, and i managed to do DL99 -> sauron -> DL100 -> morgoth, so the build works, in a way.

it must be a bug that occurs over time, something that i do during normal gameplay creates a overflow which then causes the bug ..
which is *possibly* an issue with the dungeon level number-character allocation, or with morgoth, because as far as i know those are the only things which change at DL100.

possibly turn count? my turn counts are always very high ..
Sky is offline   Reply With Quote
Reply


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
Bugs and complaints on current master Nick Vanilla 588 April 27, 2017 23:54
Master Thief Grotug Idle chatter 1 March 27, 2017 00:54
Sil 1.1.1 no-artefacts, polearm master bron AAR 21 August 28, 2013 00:42
Artifacts in 3.2 (Master List) Tregonsee Vanilla 8 March 6, 2011 12:33
State of Angband master branch d_m Development 80 November 26, 2010 15:14


All times are GMT +1. The time now is 23:07.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.