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VALIS

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Since: Mar 23, 2005
Posts: 96



(Msg. 1) Posted: Mon Dec 10, 2007 8:18 am
Post subject: option questions.
Archived from groups: rec>games>roguelike>angband (more info?)

Hi.

I've got some questions about options. I'd like to hear from people who know
better than me, before I change something or pull it out and upset people. I
mean, maybe there are good reasons for these things.

hp_changes_color:

Why would anyone not use this?

view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:

Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
not wanting to run very quickly on computers that are very rare now?
Same with view_perma_grids/view_torch_grids


flush_failure/flush_disturb: aren't in all cases these the desired behaviors?

autoscum: any reason to *not* have it generate better levels?
--
-Campbell

- Join the steamband group by sending an email to
steamband-subscribe RemoveThis @Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/

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Eddie Grove

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Since: Oct 17, 2007
Posts: 80



(Msg. 2) Posted: Mon Dec 10, 2007 8:18 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

VALIS <valis.RemoveThis@oook.cz> writes:

> autoscum: any reason to *not* have it generate better levels?

Because it generates worse levels?

In my experience all autoscum does is to increase the number of pits I avoid.
It is probably just in my mind, but I feel I find better stuff without it.

In any case, it is a gross hack. Level feelings should not even exist IMO.
If the dungeon generation algorithm is producing bad dungeons, tweak the base
algorithm rather than applying some wierd filter after-the-fact.

In any event, we will have to see how things change with Andrew's upcoming
attempts to address TMJ.


Eddie

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pete m

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Since: Nov 15, 2007
Posts: 45



(Msg. 3) Posted: Mon Dec 10, 2007 8:18 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 10, 12:18 am, VALIS <va....RemoveThis@oook.cz> wrote:
> Hi.
>
> I've got some questions about options. I'd like to hear from people who know
> better than me, before I change something or pull it out and upset people. I
> mean, maybe there are good reasons for these things.
>
> hp_changes_color:
>
> Why would anyone not use this?
>
> view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:

> Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
> not wanting to run very quickly on computers that are very rare now?
> Same with view_perma_grids/view_torch_grids

I *hate* view_granite_lite. I can't stand having the display flashing
colors every time I move one square.

> flush_failure/flush_disturb: aren't in all cases these the desired behaviors?
>
> autoscum: any reason to *not* have it generate better levels?

autoscum off makes for a very spare game. It's sometimes nice when
you are diving.
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will_asher

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Since: Nov 16, 2007
Posts: 23



(Msg. 4) Posted: Mon Dec 10, 2007 8:53 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2007-12-10 09:18:48, VALIS <valis.DeleteThis@oook.cz> wrote:

> Hi.
>
> I've got some questions about options. I'd like to hear from people who know
> better than me, before I change something or pull it out and upset people. I
> mean, maybe there are good reasons for these things.
>
> hp_changes_color:
>
> Why would anyone not use this?
>
> view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:
>
> Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
> not wanting to run very quickly on computers that are very rare now?
> Same with view_perma_grids/view_torch_grids
>
> flush_failure/flush_disturb: aren't in all cases these the desired behaviors?
>
> autoscum: any reason to *not* have it generate better levels?

Don't know if you're asking the general public or steamband players in
particular, but I never used the view_yellow_light or view_granite_lite options
before and didn't really know what they did. After seeing this post, I tried
them out and thought, "Hey this looks nice, why didn't I try this earlier." I
already had the view_bright_light and view_special_lite ones turned on (I think
they default to on).

As for the other options you mentioned:
flush_failure/flush_disturb: I have no idea what these do and have it set on
the defaults.

hp_changes_color: always thought this was kindof annoying turned on, I think the
HP warning is enough. (or should be anyway..) If you could set at what
percentage of hps it starts changing color, like not till 50%, I might keep it
turned on, but I don't like my character being yellow when I'm just a couple hps
below max.

view_perma_grids/view_torch_grids: These are really a matter of taste and I
kindof perfer them turned off.

I always have autoscum turned on or else the game gets quite boring.
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Psi

External


Since: Nov 04, 2007
Posts: 14



(Msg. 5) Posted: Mon Dec 10, 2007 8:57 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2007-12-10 09:18:48, VALIS <valis RemoveThis @oook.cz> wrote:

> view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:
>
> Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
> not wanting to run very quickly on computers that are very rare now?
> Same with view_perma_grids/view_torch_grids

Depends on where you expect your variant to be ported to. I run Angband and
FAAngband ports on Windows Mobile devices and need to turn those options off for
screen update to be fast enough.

Si
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Kenneth 'Bessarion' Boyd

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Since: Oct 18, 2007
Posts: 161



(Msg. 6) Posted: Mon Dec 10, 2007 9:01 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2007-12-10 09:18:48, VALIS <valis RemoveThis @oook.cz> wrote:

> Hi.
>
> I've got some questions about options. I'd like to hear from people who know
> better than me, before I change something or pull it out and upset people. I
> mean, maybe there are good reasons for these things.

There was similar discussion regarding this in V a while back (~March/April
2007).

> ....
> view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:
>
> Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
> not wanting to run very quickly on computers that are very rare now?

Turning these off simplifies locating magma/quartz veins. Flicking these off,
then back on, is useful in conjunction with Detect Treasure.

> Same with view_perma_grids/view_torch_grids

There are legitmate style differences regarding view_perma|torch_grids.

> flush_failure/flush_disturb: aren't in all cases these the desired behaviors?

Yes, eliminate these; setting these to non-default breaks the game.

> autoscum: any reason to *not* have it generate better levels?

I'd have to actually play Steam to have an informed opinion.

V has better pacing with with autoscum off, but has a more workable early-game
item distribution with autoscum on (possibly too good, but it is a fairly
heavy-handed adjustment approach).
* That is: it's easier to get overconfident with autoscum off. In Hengband,
the difference in gameplay between normal, and autoscum on, is much more than
the difference in gameplay between autoscum on and always generate vaults. (It
should be noted that Heng forked from Z2.2.x, so there are set quests that allow
getting up to about CL10 before actually taking on four Lesser Vaults on Angband
DL1.)
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Willem Siemelink

External


Since: Jul 09, 2005
Posts: 8



(Msg. 7) Posted: Mon Dec 10, 2007 11:11 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"VALIS" <valis RemoveThis @oook.cz> wrote in message news:fjisp8$hpi$1@news.vol.cz...
> Hi.
>
> flush_failure/flush_disturb: aren't in all cases these the desired
> behaviors?
>
> -Campbell
>

I toggle flush_disturb sometimes. I use a keymap for <>. Very practical
when diving at the start of the game. I usually skip the depths from 100 to
1500 ft. That needs flush_disturb off.
Later, when I don't want to run the risk that macro simply becomes a -take
the stair- button.

Willem.
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VALIS

External


Since: Mar 23, 2005
Posts: 96



(Msg. 8) Posted: Mon Dec 10, 2007 11:11 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2007-12-10 11:11:04, "Willem Siemelink" <willem.DeleteThis@siemelink.net> wrote:

> "VALIS" wrote in message news:fjisp8$hpi$1@news.vol.cz...
> > Hi.
> >
> > flush_failure/flush_disturb: aren't in all cases these the desired
> > behaviors?
> >
> > -Campbell
> >
>
> I toggle flush_disturb sometimes. I use a keymap for . Very practical
> when diving at the start of the game. I usually skip the depths from 100 to
> 1500 ft. That needs flush_disturb off.
> Later, when I don't want to run the risk that macro simply becomes a -take
> the stair- button.

I don't understand this. are you saying you keymap stair scumming? How does this
interact with flush_disturb. When you say 'skip the depths' do you stair scumm
until you find a room with a down stair?

When you talk about later, what risk aren't you willing to run? How does that
macro turn into a 'take-the-stair button'? Is it because it pushes both up and
down stair keys?


--
-Campbell

- Join the steamband group by sending an email to
steamband-subscribe.DeleteThis@Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/
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R. Dan Henry

External


Since: Mar 25, 2005
Posts: 615



(Msg. 9) Posted: Wed Dec 12, 2007 11:28 pm
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 10 Dec 2007 00:53:51 -0700, Eddie Grove <eddiegrove.DeleteThis@hotmail.com>
wrote:

>VALIS <valis.DeleteThis@oook.cz> writes:
>
>> autoscum: any reason to *not* have it generate better levels?
>
>Because it generates worse levels?
>
>In my experience all autoscum does is to increase the number of pits I avoid.
>It is probably just in my mind, but I feel I find better stuff without it.
>
>In any case, it is a gross hack. Level feelings should not even exist IMO.
>If the dungeon generation algorithm is producing bad dungeons, tweak the base
>algorithm rather than applying some wierd filter after-the-fact.
>
>In any event, we will have to see how things change with Andrew's upcoming
>attempts to address TMJ.

Well, in Steamband, I think TMJ is dealt with. Otherwise, I pretty much
agree with Eddie.

--
R. Dan Henry
danhenry.DeleteThis@inreach.com
Holy Avenger should be a Paladin title,
not an ego item.
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Willem Siemelink

External


Since: Jul 09, 2005
Posts: 8



(Msg. 10) Posted: Thu Dec 13, 2007 12:01 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"VALIS" <valis.RemoveThis@oook.cz> wrote in message news:fjj66p$pog$1@news.vol.cz...
> On 2007-12-10 11:11:04, "Willem Siemelink" <willem.RemoveThis@siemelink.net> wrote:
>> "VALIS" wrote in message news:fjisp8$hpi$1@news.vol.cz...
>> > Hi.
>> >
>> > flush_failure/flush_disturb: aren't in all cases these the desired
>> > behaviors?
>> >
>> > -Campbell
>> >
>>
>> I toggle flush_disturb sometimes. I use a keymap for . Very practical
>> when diving at the start of the game. I usually skip the depths from 100
>> to
>> 1500 ft. That needs flush_disturb off.
>> Later, when I don't want to run the risk that macro simply becomes
>> a -take
>> the stair- button.
>
> I don't understand this. are you saying you keymap stair scumming? How
> does this
> interact with flush_disturb. When you say 'skip the depths' do you stair
> scumm
> until you find a room with a down stair?
>
> When you talk about later, what risk aren't you willing to run? How does
> that
> macro turn into a 'take-the-stair button'? Is it because it pushes both up
> and
> down stair keys?
>
Yes, this is about stair scumming. I don't bother to clear levels until I
am clvl 35 or so. I don't bother to stop diving until I am at 2300 ft. FA,
SI, RPoison, who cares! As long as the stair is there I only run the risk
of getting blasted before I detect the monster.
It is risky to take stairs. I might get wacked as soon as I show up on a
level. If I go automatically to the next level I might loose 50% of my HP
without noticing.

Willem.
You enter a maze of down staircases - more -
The Time Hound hits you - more -
The Time Hound hits you - more -
etc
You die
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VALIS

External


Since: Mar 23, 2005
Posts: 96



(Msg. 11) Posted: Thu Dec 13, 2007 8:52 am
Post subject: Re: option questions. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2007-12-10 09:57:14, Psi <si_griffin.RemoveThis@yahoo.com> wrote:

> On 2007-12-10 09:18:48, VALIS wrote:
>
> > view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:
> >
> > Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
> > not wanting to run very quickly on computers that are very rare now?
> > Same with view_perma_grids/view_torch_grids
>
> Depends on where you expect your variant to be ported to. I run Angband and
> FAAngband ports on Windows Mobile devices and need to turn those options off for
> screen update to be fast enough.

Not that I know how to do this, but can't you change these to compile time
options? Are you offering to port (shortly forthcoming) new Steam to windows
mobile devices?
--
-Campbell

- Join the steamband group by sending an email to
steamband-subscribe.RemoveThis@Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/
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Nick

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Since: Apr 14, 2005
Posts: 92



(Msg. 12) Posted: Thu Dec 13, 2007 12:40 pm
Post subject: Re: option questions. [Login to view extended thread Info.]
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On 2007-12-13 09:52:25, VALIS <valis.TakeThisOut@oook.cz> wrote:

> On 2007-12-10 09:57:14, Psi wrote:
>
> > On 2007-12-10 09:18:48, VALIS wrote:
> >
> > > view_yellow_light/view_bright_light/view_granite_lite/view_special_lite:
> > >
> > > Uh, why would anyone, anywhere, not turn these on? is there a reason besides it
> > > not wanting to run very quickly on computers that are very rare now?
> > > Same with view_perma_grids/view_torch_grids
> >
> > Depends on where you expect your variant to be ported to. I run Angband and
> > FAAngband ports on Windows Mobile devices and need to turn those options off for
> > screen update to be fast enough.
>
> Not that I know how to do this, but can't you change these to compile time
> options?

Potentially they could be; another possibility would be to have them in one of
the windows menus.

> Are you offering to port (shortly forthcoming) new Steam to windows
> mobile devices?

There's good and bad news here.

The good news is that there is practically no FA-specific stuff in Psi's
main-wce.c.

The bad news is that you need to make changes elsewhere to accommodate WinCE - a
few #ifdefs for different file handling, preferably ability to deal with a main
window smaller than 24x80 and (unless you are sticking to devices with a
hardware keyboard, or are prepared to bring up a software keyboard for every
keypress), some level of mouse/stylus support.

The good news is that mouse/stylus support is becoming more common - I am
currently doing a patch for vanilla that should make it almost completely
mouse-playable. Mind you, that is a patch from where it is at the moment, which
already includes some menu selection and player movement by the mouse.

The bad news is that the WinCE port for latest version of FA still doesn't run
(compiles, then dies on trying to open), I think because I made the low level
code more vanilla-like and something broke.

HTH, Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin
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Psi

External


Since: Nov 04, 2007
Posts: 14



(Msg. 13) Posted: Thu Dec 13, 2007 12:54 pm
Post subject: Re: option questions. [Login to view extended thread Info.]
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On 2007-12-13 13:40:12, Nick <nckmccnnll.TakeThisOut@yahoo.com.au> wrote:

> The bad news is that the WinCE port for latest version of FA still doesn't run
> (compiles, then dies on trying to open), I think because I made the low level
> code more vanilla-like and something broke.

...and my bad news is that the new WinCE device I hoped to purchase after my
last one died has now had its release date put back to sometime next year. When
I eventually get my hands on one I will try and figure out what has become
broken in FA!

Si
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Otto Martin

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Since: Apr 26, 2005
Posts: 40



(Msg. 14) Posted: Sat Dec 15, 2007 4:05 am
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will_asher <will_asher.DeleteThis@yahoo.com> wrote:
>On 2007-12-10 09:18:48, VALIS <valis.DeleteThis@oook.cz> wrote:
>>hp_changes_color:
>>Why would anyone not use this?
>hp_changes_color: always thought this was kindof annoying turned on, I
>think the HP warning is enough. (or should be anyway..) If you could
>set at what percentage of hps it starts changing color, like not till
>50%, I might keep it turned on, but I don't like my character being
>yellow when I'm just a couple hps below max.

I found this extremely irritating. I follow my HP numbers in the column
on the left, and appreciate it if there's a emergency stop (press 'c' to
continue, or some such) at some user-determinable HP level, but having
my little '@' change color for some unknown reason just distracts me so
much I don't want to play the game...


Otto Martin - for the last years, I've only played Z (and S), but still
--
"Are you accusing me of not having a viable magnetic field?"
Masaq' hub, Look to Windward, Iain M. Banks
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