[Crawl] Patch update: multidrop

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Archived from groups: rec.games.roguelike.misc (More info?)

I've updated the ever-growing patch to include (very basic)
multidrop.

http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

A Windows binary is here:

http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

Please note that this version of the patch should be considered
experimental. I have had very little time to test this beast (and I'm
hoping for bug reports 🙂). If you're playing a great character,
back up your save files to guard against bugs, or stick with the old
version of the patch until you've composed your YAVP.

To use multidrop, choose (d)rop as usual, hit * for the inventory
listing, select multiple items and hit Enter.

Multidrop is interrupted by hitpoint loss, stat loss and
teleportation. It is not interrupted by being in line-of-sight of a
hostile monster. Also, the order of the drops is as displayed in the
inventory; it is not the order in which you select items to drop. If
you're facing a firedrake and are looking to drop scrolls, you should
stick with the old drop-one-by-one strategy.

Unrelated bugfixes:

1. Interlevel travel now suggests a sensible default depth when
you're trying to travel back to the main dungeon out of Hell or
its branches.

2. You can use Escape to dismiss the interlevel travel prompt for the
depth of the level to travel to.

As always, suggestions and bug reports are welcome.

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:
> I've updated the ever-growing patch to include (very basic) multidrop.

What a wonderful (and unexpected) christmas gift! To be honest, I didn't
expect it at all, after the recent less optimistic postings about such a
patch. Even a message about simply starting to work on it would have
made me happy already... 🙂

> Please note that this version of the patch should be considered
> experimental. I have had very little time to test this beast (and I'm
> hoping for bug reports 🙂).

Thanks for the warning. Currently I've not as much time for playing as I
wished and my current top scorer simply doesn't want to die. As soon as
I made my last fatal mistake, it'll be the first thing to do next:
unpacking my shiny new christmas gift! 🙂

> As always, suggestions and bug reports are welcome.

Not a bug report, rather a question: auto-pickup doesn't seem to work
with travel. Is this intended? At least in the case of gold piles it
wouldn't make much sense IMO...

Thanks and - (in the case of this being my last post this year)
Merry Christmas, everyone! 🙂

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein <picommander@t-online.de> wrote:
> Darshan Shaligram wrote:
>> I've updated the ever-growing patch to include (very basic)
>> multidrop.

> What a wonderful (and unexpected) christmas gift! To be honest, I
> didn't expect it at all, after the recent less optimistic postings
> about such a patch.

Oh, I didn't notice anybody sounding less than optimistic. 🙂

>> As always, suggestions and bug reports are welcome.

> Not a bug report, rather a question: auto-pickup doesn't seem to
> work with travel. Is this intended? At least in the case of gold
> piles it wouldn't make much sense IMO...

Well, I thought it made sense at the time... Iirc, it was intended
to prevent getting burdened during travel. It certainly doesn't make
sense for gold, but special-casing gold didn't look like a good idea
to me (correction: it wouldn't have looked like a good idea if I'd
thought about it).

Since travel now stops if you get burdened, I could just remove the
no-autopickup feature.

> Thanks and - (in the case of this being my last post this year)
> Merry Christmas, everyone! 🙂

Merry Christmas!

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Darshan Shaligram bork 7:32:00 AM bork 12/19/2004 bork bork:

> I've updated the ever-growing patch to include (very basic)
> multidrop.
>

> http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz
>
> A Windows binary is here:
>
> http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip
>
> Please note that this version of the patch should be considered
> experimental. I have had very little time to test this beast (and I'm
> hoping for bug reports 🙂). If you're playing a great character,
> back up your save files to guard against bugs, or stick with the old
> version of the patch until you've composed your YAVP.
>
> To use multidrop, choose (d)rop as usual, hit * for the inventory
> listing, select multiple items and hit Enter.
>
> Multidrop is interrupted by hitpoint loss, stat loss and
> teleportation. It is not interrupted by being in line-of-sight of a
> hostile monster. Also, the order of the drops is as displayed in the
> inventory; it is not the order in which you select items to drop. If
> you're facing a firedrake and are looking to drop scrolls, you should
> stick with the old drop-one-by-one strategy.
>
> Unrelated bugfixes:
>
> 1. Interlevel travel now suggests a sensible default depth when
> you're trying to travel back to the main dungeon out of Hell or
> its branches.
>
> 2. You can use Escape to dismiss the interlevel travel prompt for the
> depth of the level to travel to.
>
> As always, suggestions and bug reports are welcome.
>
> Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Darshan Shaligram bork 7:32:00 AM bork 12/19/2004 bork bork:

> I've updated the ever-growing patch to include (very basic)
> multidrop.
>

:-O

:-O

We love you, Darshan!

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:

> A Windows binary is here:
>
> http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

Angelfire doesn't support the link from outside. Those of us smart enough to
use Firefox but lazy enough to use Windows don't even get a message saying
what's going on (though I probably wasn't alone in being smart enough to make a
test run in IE and find out what was the problem).

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

bork bork bork Darshan Shaligram bork 7:32:00 AM bork 12/19/2004 bork bork:

> I've updated the ever-growing patch to include (very basic)
> multidrop.

Sad news... I just reproduced a showstopper (for me at least bug) on a second
computer, so I have the sad task of reporting it to you.

Environments where reproduced: Win2k Pro, WinXP Pro
Behavior: When Num Lock is off, pressing the direction keys while
spellcasting will lead to a "what a strange direction" message, rather than
casting in that direction. IIRC it causes an immediate fizzle as well.

Unfortunately I overwrote the old patch with the new one. Looks like I'll be
playing some other roguelike for a while, unless I miraculously dig up
another copy of the old patch. :`-|

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote:
> Darshan Shaligram wrote:

>> A Windows binary is here:

>> http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

> Angelfire doesn't support the link from outside. Those of us smart
> enough to use Firefox but lazy enough to use Windows don't even
> get a message saying what's going on (though I probably wasn't
> alone in being smart enough to make a test run in IE and find out
> what was the problem).

You need to copy-paste the link into your browser's address bar so
that no referer header is added by the browser.

Alternatively, you could go to the main page and download it from
there:

http://www.angelfire.com/trek/mazewest

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote:
> bork bork bork Darshan Shaligram bork 7:32:00 AM bork 12/19/2004
> bork bork:

>> I've updated the ever-growing patch to include (very basic)
>> multidrop.

> Sad news... I just reproduced a showstopper (for me at least bug)
> on a second computer, so I have the sad task of reporting it to
> you.

> Environments where reproduced: Win2k Pro, WinXP Pro Behavior: When
> Num Lock is off, pressing the direction keys while spellcasting
> will lead to a "what a strange direction" message, rather than
> casting in that direction. IIRC it causes an immediate fizzle as
> well.

Aha, I suspected mangling the Win32 keyboard handling as cavalierly
as I did might cause problems. I'll be on it right away, thanks.

Using the hjkl keys exclusively does mean I can miss the numpad
issues. Whoops.

> Unfortunately I overwrote the old patch with the new one. Looks
> like I'll be playing some other roguelike for a while, unless I
> miraculously dig up another copy of the old patch. :`-|

Shouldn't take me too long to get the fix in place.

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram <scintilla@gmail.com> wrote:
> "Erik Piper" <efrniokr@sdky.cz> wrote:

>> Sad news... I just reproduced a showstopper

> Aha, I suspected mangling the Win32 keyboard handling as
> cavalierly as I did might cause problems. I'll be on it right
> away, thanks.

Fixed, the patch is at:

http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

and the fixed Windows binary is at:

http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

(Copy-paste the links instead of clicking on them to keep Angelfire
happy).

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:

> I've updated the ever-growing patch to include (very basic)
> multidrop.

I noticed an undocumented feature that at first looks like a bug; in the
unlikely case that you neither remove it nor document it in future releases, I
figure I'll at least note it in this thread for anyone researching the
initially-confusing (at least it was for me) feature on Google Groups. What it
is is that if you enter a keystroke corresponding to the symbol for an item
type and you're on a page of the listing where that item type is present,
you'll select/deselect all items of that type.

Cute!

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote:
> Darshan Shaligram wrote:
>> I've updated the ever-growing patch to include (very basic)
>> multidrop.

> I noticed an undocumented feature that at first looks like a bug;
> in the unlikely case that you neither remove it nor document it in
> future releases, I figure I'll at least note it in this thread for
> anyone researching the initially-confusing (at least it was for
> me) feature on Google Groups. What it is is that if you enter a
> keystroke corresponding to the symbol for an item type and you're
> on a page of the listing where that item type is present, you'll
> select/deselect all items of that type.

This is a NetHackism. I'll document it for the next release, when
I've made it possible to distinguish between rings and amulets
(currently both are selected by '=').

Another minor change that I haven't documented yet is that you can
scroll the inventory listing up and down using < and ; to page up
and > and ' (or the spacebar) to page down (on Windows and DOS you
can also use Page Up and Page Down, and use the up and down arrows
for single-line scrolling).

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein wrote:

> Erik Piper wrote:
> > Darshan Shaligram wrote:
> >
> >> I've updated the ever-growing patch to include (very basic)
> >> multidrop.
> >
> > I noticed an undocumented feature that at first looks like a bug
>
> Why does it look like a bug in the first place? It's a very nice
> feature, thanks for mention it! ;-)

Heh, I thought somebody would ask that. I actually discovered it while I was
still getting used to the new interface, and prematurely pressed '?' "in order
to show the list again" when I was still in the list (because -- thank God! --
Darshan has removed the original behavior where a keystroke at the end of the
listing would kick you out of it). At first I thought the selection that then
occurred was random and unintended. Like I say, I'm slow. 🙂

Oh BTW another feature that Darshan has been too modest to mention: you can
press number, item to drop only a certain number of a given item. This is
indicated in the list by a "#" sign instead of a plus for the given item.

And one quite minor ***bug report***: if you enter the list, press the letter
for an item you don't have (it's easy to test this with 'Z', since you usually
won't be carrying a 'Z'), then exit, you'll get a message stating "too many
items on this level, not dropping the item."

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

"Erik Piper" <efrniokr@sdky.cz> wrote:
> And one quite minor ***bug report***: if you enter the list, press
> the letter for an item you don't have (it's easy to test this with
> 'Z', since you usually won't be carrying a 'Z'), then exit, you'll
> get a message stating "too many items on this level, not dropping
> the item."

Should be fixed now, binary is up at:

http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

Patch is at:

http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

Use the main page if you have problems getting at those links:

http://www.angelfire.com/trek/mazewest


Other changes:

Hitting * at the pickup prompt brings up a menu to select which
items to pick up, which ought to be useful if you pile up lots of
stuff in a stash, or regularly raid labyrinths. Pickup remains
single-turn, of course.

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:
> [snip latest patch, minor bug fix and:]
>
> Other changes:
>
> Hitting * at the pickup prompt brings up a menu to select which items
> to pick up, which ought to be useful if you pile up lots of stuff in a
> stash, or regularly raid labyrinths.

Wonderful, that was my last remaining wish! 🙂

As a sidenote, do you remember my mysterious 'XXL'- crawl binaries? Even
more mysterious: the most recent binary is a little smaller now (6.3Mb
to 6.6Mb before), though still to large. I'm using gcc-3.4.3 (vanilla).
But why? Did you clean up some parts of the code? If not, it probably
was the 'hardened' version of gcc which I used to compile the slightly
larger version (just a guessing).

Also, I always get lots of compiler warnings about some declarations are
not for C++, but C/ObjC. Is this normal, can I ignore them? Or do I need
to invoke gcc with some special parameters?

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein <picommander@t-online.de> wrote:
> As a sidenote, do you remember my mysterious 'XXL'- crawl
> binaries? Even more mysterious: the most recent binary is a little
> smaller now (6.3Mb to 6.6Mb before), though still to large. I'm
> using gcc-3.4.3 (vanilla). But why? Did you clean up some parts of
> the code?

No, although a cleanup is in the offing.

> Also, I always get lots of compiler warnings about some
> declarations are not for C++, but C/ObjC. Is this normal, can I
> ignore them? Or do I need to invoke gcc with some special
> parameters?

Could you mail me the warning noises you're seeing?

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:
> Rubinstein <picommander@t-online.de> wrote:
>> As a sidenote, do you remember my mysterious 'XXL'- crawl
>> binaries?
>> [...]
> [...]
>> Also, I always get lots of compiler warnings about some declarations
>> are not for C++, but C/ObjC. Is this normal, can I ignore them? Or do
>> I need to invoke gcc with some special parameters?
>
> Could you mail me the warning noises you're seeing?

On the way (I hope your From header doesn't show an anti-spam fake
address). If it's too short (don't think so), tell me and I'll send you
more.

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:

> Hitting * at the pickup prompt brings up a menu to select which
> items to pick up, which ought to be useful if you pile up lots of
> stuff in a stash, or regularly raid labyrinths. Pickup remains
> single-turn, of course.

Absolutely wonderful. The best Christmas gift I could wish for. 🙂

Erik
 
Archived from groups: rec.games.roguelike.misc (More info?)

Erik Piper wrote:
> Darshan Shaligram wrote:
>
>> Hitting * at the pickup prompt brings up a menu...
>> [...]
>
> Absolutely wonderful. The best Christmas gift I could wish for. 🙂
>
Now we finally recovered the real name of Sant Claus: Darshan Shaligram! 🙂

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote on Dec 18, 10:32 pm:

> To use multidrop, choose (d)rop as usual, hit * for the inventory
> listing, select multiple items and hit Enter.
Using Win98/2k, and you don't have to type *. Typing '?' works...
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein <picommander@t-online.de> wrote:
> Erik Piper wrote:
>> Darshan Shaligram wrote:

>>> Hitting * at the pickup prompt brings up a menu...
> >> [...]

>> Absolutely wonderful. The best Christmas gift I could wish for.
>> 🙂

> Now we finally recovered the real name of Sant Claus: Darshan
> Shaligram! 🙂

Do I get reindeer and a sleigh? 🙂

I've made more minor tweaks to the patch, which, as ever, is up at:

http://www.angelfire.com/trek/mazewest/crawl/crawl-patches.diff.gz

and a Windows binary at:

http://www.angelfire.com/trek/mazewest/binaries/dc400b26tr-w32.zip

Changes:

1. The pickup and drop menus can now also be accessed by hitting ','
(in addition to * and ?).

2. The stash-tracker suffixes the level name to the stash
coordinates.

3. Travel now remembers the last square you attempted to travel to
on the current level; you can jump the cursor to the last travel
target by hitting any key that would normally start travel (one
of .,; or Enter). If the cursor is sitting on the player's
current position, it jumps to the last travel target; else
travel is started.

I'd be interested to hear whether #3 helps or hurts usability of the
travel interface.

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein wrote:
> Darshan Shaligram wrote:
> > Rubinstein <picommander@t-online.de> wrote:
> >> Erik Piper wrote:
> >>> Darshan Shaligram wrote:
> >
> >>>> Hitting * at the pickup prompt brings up a menu...
> >> >> [...]
> >
> >>> Absolutely wonderful. The best Christmas gift I could wish for.
> >>> 🙂
> >
> >> Now we finally recovered the real name of Sant Claus: Darshan
> >> Shaligram! 🙂
> >
> > Do I get reindeer and a sleigh? 🙂
>
> You don't have? Makes me wonder... ;-)
>
> > [snip recent patch update]
> >
> > Changes:
>
> First impressions...
>
> > 1. The pickup and drop menus can now also be accessed by hitting
','
> > (in addition to * and ?).
>
> Why?
>

I am not used to how Crawl was
without multidrop, never got a
character that far to *have* to
drop lots of stuff, but, I find
it slightly annoying that there
is *no* normal way of accessing
your inventory when dropping
items. This makes dropping
*one* item a little more of a
task -- as you have to hit
enter to complete the task. I
was not aware of the patch, and
was playing the original b26.

There are many cool features
with the patch, especially
travel & autopickup of missles
fired. :))
 
Archived from groups: rec.games.roguelike.misc (More info?)

Darshan Shaligram wrote:
> Rubinstein <picommander@t-online.de> wrote:
>> Erik Piper wrote:
>>> Darshan Shaligram wrote:
>
>>>> Hitting * at the pickup prompt brings up a menu...
>> >> [...]
>
>>> Absolutely wonderful. The best Christmas gift I could wish for.
>>> 🙂
>
>> Now we finally recovered the real name of Sant Claus: Darshan
>> Shaligram! 🙂
>
> Do I get reindeer and a sleigh? 🙂

You don't have? Makes me wonder... ;-)

> [snip recent patch update]
>
> Changes:

First impressions...

> 1. The pickup and drop menus can now also be accessed by hitting ','
> (in addition to * and ?).

Why?

> 2. The stash-tracker suffixes the level name to the stash
> coordinates.

Nice!

> 3. Travel now remembers the last square you attempted to travel to
> on the current level; you can jump the cursor to the last travel
> target by hitting any key that would normally start travel (one
> of .,; or Enter). If the cursor is sitting on the player's
> current position, it jumps to the last travel target; else
> travel is started.

But that is greeeeat! Just did a short test on a simple level and it
works. 🙂
Now I'm really serious whether it also works with intertravel (when you
mark a location on your level which is only reachable by a walk through
the levels above or below). In this case the new function would be
particularly useful! I'll see very soon...

Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein <picommander@t-online.de> wrote:

> Darshan Shaligram wrote:
>> 1. The pickup and drop menus can now also be accessed by hitting
>> ',' (in addition to * and ?).

> Why?

I find it easier to hit , than * or ?. 🙂

>> 3. Travel now remembers the last square you attempted to travel
>> to on the current level; you can jump the cursor to the last
>> travel target by hitting any key that would normally start
>> travel (one of .,; or Enter). If the cursor is sitting on the
>> player's current position, it jumps to the last travel target;
>> else travel is started.

> Now I'm really serious whether it also works with intertravel
> (when you mark a location on your level which is only reachable by
> a walk through the levels above or below).

No, travel forgets its target when you change levels, so if
you leave the level, it'll forget the location. It'll also forget
the location if you use Ctrl+O to explore or Ctrl+G for interlevel
travel, because those commands use travel as well, overwriting the
travel target you selected.

However, when you select a travel location that is not directly
accessible (perhaps because it's on a disconnected area of the
level), interlevel travel is invoked, and you can hit Ctrl+G and
Enter to resume interrupted interlevel travel.

Confused yet? 🙂

Darshan
 
Archived from groups: rec.games.roguelike.misc (More info?)

"RecRanger" <spamphobia@yahoo.com> wrote:

> I find it slightly annoying that there is *no* normal way of
> accessing your inventory when dropping items. This makes dropping
> *one* item a little more of a task -- as you have to hit enter to
> complete the task.

True. I can't think of a clean solution to this without adding a
separate drop command, as Rubinstein suggested originally. Maybe I
should put in a Ctrl+D extended drop and return (d)rop to its
old behaviour. Thoughts, anyone?

> There are many cool features with the patch, especially travel &
> autopickup of missles fired. :))

Glad you like it. :)

Darshan