Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old July 9, 2011, 07:28   #1
Remuz
Apprentice
 
Join Date: Apr 2007
Posts: 77
Remuz is on a distinguished road
Bug report: Can shift-run over the edge of the trap detection zone

Hi,

Build: 03 Jul 2011 at 20:14 UTC, revision fd51c57

I do not know if it is platform-dependant or not, but on win 7, I can shift-run over the green edge of a trap detection zone.

Maybe that's a feature, though, but I doubt it. It works fine with 3.2.

Thanks!
Remuz is offline   Reply With Quote
Old July 9, 2011, 08:12   #2
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 34
Posts: 1,500
d_m is on a distinguished road
Quote:
Originally Posted by Remuz View Post
I do not know if it is platform-dependant or not, but on win 7, I can shift-run over the green edge of a trap detection zone.Thanks!
Just to be clear: where are you beginning your run?

The behavior I see (which I believe is correct) is that if I run and hit the green line I will stop. If I begin a run again I will run beyond the edge of the zone. I think that's the correct behavior.

Is this what you see? Or are you seeing something else?
__________________
linux->xterm->screen->pmacs
d_m is offline   Reply With Quote
Old July 9, 2011, 08:27   #3
Remuz
Apprentice
 
Join Date: Apr 2007
Posts: 77
Remuz is on a distinguished road
Sorry for not being specific enough.

The behaviour that you describe is what happens: when running, I stop at the edge of the zone ("Dtrap" is displayed in yellow). Hitting shift+direction again leads me to leave the zone.

Ok, so maybe that is not a bug, but the behaviour changed from 3.2. In that version, you cannot leave a zone by running: hitting shift-direction would simply do nothing (I double checked, to be sure ).
Remuz is offline   Reply With Quote
Old July 9, 2011, 08:36   #4
jens
Swordsman
 
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
jens is on a distinguished road
So, they have improved that functionality, good :-)
jens is offline   Reply With Quote
Old July 9, 2011, 08:58   #5
Remuz
Apprentice
 
Join Date: Apr 2007
Posts: 77
Remuz is on a distinguished road
From my point of view, that is a regression as I tend to play (too) fast, and because of this, I often move into undetected areas. Oh, well.
Remuz is offline   Reply With Quote
Old July 9, 2011, 09:22   #6
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 4,994
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate Send a message via Skype™ to Magnate
Quote:
Originally Posted by Remuz View Post
From my point of view, that is a regression as I tend to play (too) fast, and because of this, I often move into undetected areas. Oh, well.
Yeah, I argued against this change for the same reason as you - but I was convinced that if you are stopped once you should not be stopped again.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Old July 9, 2011, 09:33   #7
Remuz
Apprentice
 
Join Date: Apr 2007
Posts: 77
Remuz is on a distinguished road
That's the problem with software development: given a large enough userbase, no matter what you change, there will always be someone to disagree with you.
Remuz is offline   Reply With Quote
Old July 9, 2011, 18:15   #8
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,588
PowerDiver is on a distinguished road
Quote:
Originally Posted by d_m View Post
Just to be clear: where are you beginning your run?

The behavior I see (which I believe is correct) is that if I run and hit the green line I will stop. If I begin a run again I will run beyond the edge of the zone. I think that's the correct behavior.

Is this what you see? Or are you seeing something else?
We want to force the player to take a single step, not run, as a check that he really wants to enter a zone without trap detection. Seriously -- once you have trap detection available, would you habitually do such a thing? Isn't there a substantial likelihood that you made a mistake and would prefer to be protected?

Runs stop for reasons that appear random. For example, a fast monster steps in and out of LOS without ever being displayed, and I am sure there are plenty more. There are lots of times when I look and still have no idea why the run ended. I want to keep hitting the run keys, and if I don't move then I know I have a decision to make.
PowerDiver is offline   Reply With Quote
Old July 9, 2011, 19:13   #9
jens
Swordsman
 
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
jens is on a distinguished road
Having to hit same key twice is something that really bugs me, so for me this is a good change. If anything needs fixing it would be to ensure that the run is not disturbed as easy as it is today. One thing that I feel should not disturb is treasure. If you want to dig, you go ahead and walk up to the treasure, I just want to run by it.
jens is offline   Reply With Quote
Old July 9, 2011, 19:52   #10
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 5,957
Derakon is on a distinguished road
I'm gonna side with PowerDiver here. I'll often keep hitting shift-move several times before realizing that the reason I'm not running is because I'm at the edge of detection. This change will mean that I'll accidentally leave the detected area much more easily, which in turn means I'll likely be hit by more traps. I'm not really seeing the corresponding benefit.
Derakon is online now   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
Bug report: shopkeeper greetings Derakon Development 4 June 19, 2011 18:43
Trap detection Raxmei Vanilla 12 June 16, 2011 17:10
Traps on the border of trap detection Derakon Development 0 March 27, 2011 01:21
Palantir of Westernesse trap detection Nate Vanilla 6 August 16, 2010 10:34
Man on the run....well High Elf on the run. Fendell Orcbane AAR 10 May 1, 2010 08:50


All times are GMT +1. The time now is 02:38.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.