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Old April 27, 2017, 09:58   #51
Sky
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Quote:
Originally Posted by t4nk View Post
Sky, how did you determine that the monsters were trying to walk through the wall
using my massively enormous brain. *joke*


i don't know. i'm speculating that they think "straight 8 squares" is better than "sideways 1 square plus straight 8 squares", that i'm behind a wall when i'm clearly not, and are basically acting the same way as if we were in different rooms.

maybe the various heat maps (sight, noise, smell) should give 3 values and if one value is predominant, it should overrule the other.
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Old April 27, 2017, 12:48   #52
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Thanks, that's it. And yes, everyone is behaving very oddly - this will be a good example for me to examine.
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Old April 27, 2017, 12:53   #53
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Originally Posted by AnonymousHero View Post
I'd like to bring up a current issue on master: t4nk's UI changes still haven't been merged. They looked pretty amazing last I checked...

EDIT: Obviously, I realize that this isn't a trivial undertaking . I just think it's a damn shame see all of his effort bitrot.
I'm glad you asked. There are two possibilities:
  1. Try and get it in for 4.1 or
  2. Make it an early post-4.1 task.

I'm inclined to reserve a decision on that for now. I'll be getting current master debugged (especially the pathfinding) for a bit, and once it's looking close to done I might have a quick look and see how easy it is to get t4nk's stuff incorporated and playing nicely with the build system. If it's easy, good; if it's taking too much time, then probably wait until after release and do it properly then.
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Old April 27, 2017, 13:07   #54
Ingwe Ingweron
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An odd occurrence: @ fighting the Tarrasque, firing arrows at his point-blank target. Then, suddenly, the targeting fails and the arrows are dropping at @'s feet. When "looking" at the Tarrasque, the game says, "You see an open door".
@ switches to bludgeoning the Tarrasque to death and discovers the Tarrasque is standing on solid rubble (not the passable kind). So, what must have happened... Tarrasque breathed fire and created lava under its feet, then Tarrasque breated frost and changed the lava to solid rubble under its feet, then the game incorrectly (a) allowed the Tarrasque to stand on solid rubble, and (b) incorrectly identified the solid rubble as an open door when "looked" at by @ (keeping in mind that, I, the human player saw a Tarrasque, not rubble, until the Tarrasque was no more).
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Old April 27, 2017, 13:23   #55
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@AnomymousHero: It's just a pretty big chunk of code, about 40k lines or so. Nick already has plenty of things to do, considering deaf monsters and other things
Yes, all of it is licensed under the same terms as the rest of Angband's code. Adapting it to T2 would be a big task. textui2 is not written in C++, and has numerous dependencies on other parts of Angband (memory functions, string functions, parser...). You'll probably have a better time with something like libtcod?

@Sky: Interesting that you said "they think 8 squares is better than sideways 1 square plus straight 8 squares". Your character has 12 stealth, and most monsters have hearing 20, so they can only hear you from 8 grids (and NOT "as the crow flies", but by pathing through non-wall grids). Looks like monster list rebalancing will have to be done for 4.1
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Old April 27, 2017, 13:39   #56
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Another small bug: "You feel something roll beneath your feet" message is being given for items that have been ignored.
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Old April 27, 2017, 23:14   #57
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Quote:
Originally Posted by Ingwe Ingweron View Post
Another small bug: "You feel something roll beneath your feet" message is being given for items that have been ignored.
Right - Pete gave me a fix for a potential crash in this function, I must have done it wrong.

Thanks for the reports, keep them coming. I'm hoping to get the monster pathing to a better state this weekend.
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Old April 28, 2017, 00:37   #58
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I don't know if this helps at all (I'm sure it doesn't) but I'm attatching the file which contains the pathfinding functions for the roguelike I started writing in C#, which seemed to work as intended. The last three functions are the relevant ones.

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

I managed to implement monsters not being omniscient by having each monster remember its destination, so upon losing sight of the player it would proceed toward the square where the player was last seen, then resume the default drunken walk if not catching sight of the player again. It's not very sophisticated but monsters ended up going where they were supposed to

I'm quite sure there are a great money reasons why nothing this simple could be done with angband, but I'm still a little too afraid of C to delve in myself to see how pathfinding in angband is done just yet.
Attached Files
File Type: txt DungeonMap.txt (8.1 KB, 45 views)
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Old April 28, 2017, 00:50   #59
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...

my game is crashing regularly when i go down the stairs from DL99 -> 100.

Problem signature:
Problem Event Name: APPCRASH
Application Name: angband.exe
Application Version: 0.0.0.0
Application Timestamp: 58fd55a3
Fault Module Name: msvcrt.dll
Fault Module Version: 7.0.7601.17744
Fault Module Timestamp: 4eeaf722
Exception Code: c0000005
Exception Offset: 00009966
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
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Old April 28, 2017, 01:58   #60
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Quote:
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t4nk stuff
Sorry, I was being kind of an asshole -- I really just hope that it does eventually get merged.
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