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Old July 10, 2018, 11:18   #241
PowerWyrm
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Another problem with the passable rubble tile: it's the same as the "unknown treasure" with Shockbolt tiles.
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Old July 10, 2018, 11:27   #242
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I also agree that the new tiles for rubble don't work at all, they're meant for streets, not for dungeon floor.

What I will do for PWMAngband:
- keep 0x87:0xB7 for normal rubble (Shockbolt + Gervais)
- use 0x88:0xBF for passable rubble (Shockbolt)
- redraw the same as 0x87:0xB7 and color it in brown (Gervais)
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Old July 10, 2018, 13:20   #243
spara
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The tile sampled in this image is from Gervais's Silmar Terrain library and could work as passable rubble. At least the style stays quite close to the old rubble tile. Don't have the skillz to do that old school dither effect that Gervais uses in the rubble tile though.
Name:  passable_rubble.png
Views: 202
Size:  4.4 KB

Edit: And adding some color is not a bad idea:
Name:  passable_rubble_color.png
Views: 205
Size:  4.7 KB

Last edited by spara; July 10, 2018 at 13:50.
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Old July 11, 2018, 20:01   #244
Pete Mack
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Note: I am playing 3.4. This may be fixed
']' (floor objects) command has location truncated on 80 character screen for very long object names. E.g:
Code:
Battle axe of Balli Stonehand (3d8) (+8,+12) [+5] <+3,+1> 12N
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Old July 14, 2018, 01:41   #245
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OK, new builds up on the nightlies page, with the following changes:
  • Dungeon generation fixes found by fizzix's stats work, one of which may have been causing occasional crashes
  • Items (like =Searching and flasks of oil) ID properly in stores now - thanks spara for reporting this
  • Summoning scrolls and staffs no longer only summon uniques
  • Rubble tiles are improved - followed PowerWyrm's suggestions for Shockbolt tiles, and changed the Gervais tiles (a first for me!) in line with spara's requests

I really think we're done now, but will wait a little longer for more bugs to emerge before releasing 4.1.3.
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Old July 14, 2018, 03:16   #246
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You missed the ID for free glitch...

(drop un-ided flavour in home. look at it)
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Old July 14, 2018, 03:41   #247
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Quote:
Originally Posted by kaypy View Post
You missed the ID for free glitch...

(drop un-ided flavour in home. look at it)
Oh yes, thanks.

EDIT: New builds up with the problem fixed.
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Last edited by Nick; July 14, 2018 at 04:11. Reason: Done!
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Old July 16, 2018, 08:05   #248
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Choosing "force descent" option still generates useless up staircases. (bump)
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Old July 16, 2018, 21:30   #249
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Quote:
Originally Posted by PowerWyrm View Post
Choosing "force descent" option still generates useless up staircases. (bump)
I think I like leaving them there as a reminder to the player of what they've given up
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Old July 17, 2018, 11:42   #250
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Just found a lockup glitch on the feature branch. I thought I should raise it here because it doesnt seem newclass specific:

linux/sdl: cast a projectile spell. use mouse click to aim it outside of the map bounds. user input is locked and game process must be externally killed

I'll go grab a copy of 412 and double check I can really reproduce it here in a minute
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