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[z]autosquelch someone posted a while back sux.

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James W Sager Iii

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Sep 10, 2000, 3:08:51 PM9/10/00
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Its not working right, the [z] autosquelch someone posted a while back.

It squelches on quality.
But it never squelches anything on creation or when you step on it...

Art Mruczek

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Sep 10, 2000, 3:28:36 PM9/10/00
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Works fine for me. Squelch on creation was disabled due to popular
impression that it somehow changed item distribution within the
dungeon (it doesn't). Are you using the most recent patch? There
was one that didn't work properly with the easy_floor option on.
Personally, I like autosquelching, and would love to see it ported
to more variants.

Only in silence the word,
Only in dark the light,
Only in dying life,
Bright the hawk's flight on the empty sky.

Prfnoff

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Sep 10, 2000, 4:54:59 PM9/10/00
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In article <39bce49e...@newse.nyroc.rr.com>,
amruczek@*REMOVE*stny.rr.com (Art Mruczek) wrote:

>Works fine for me. Squelch on creation was disabled due to popular
>impression that it somehow changed item distribution within the
>dungeon (it doesn't).

My complaints with it were more along the lines that it gave the @'s a
semi-free pseudo-ID, and that it was messy, particularly in its name -
'squelch' sounding more like the noise a 'j' makes to me.

-- Prfnoff (ivnert to reply: tr nv vn)
"It's spelled 'Raymond Luxury Yacht', but it's pronounced
'Throatwobbler Mangrove.'" -- Monty Python's Flying Circus

David T. Blackston

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Sep 10, 2000, 5:11:40 PM9/10/00
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In article <100920001654590576%prf...@thecia.vet>,

Prfnoff <prf...@thecia.vet> wrote:
>In article <39bce49e...@newse.nyroc.rr.com>,
>amruczek@*REMOVE*stny.rr.com (Art Mruczek) wrote:
>
>>Works fine for me. Squelch on creation was disabled due to popular
>>impression that it somehow changed item distribution within the
>>dungeon (it doesn't).
>
>My complaints with it were more along the lines that it gave the @'s a
>semi-free pseudo-ID,

Can you clarify this? In the older versions with squelch-on-creation
I did allow artifacts to survive squelching, but I don't think that
current versions allow for a semi-free pseudo-id. I could be missing
something, though.

>and that it was messy, particularly in its name -
>'squelch' sounding more like the noise a 'j' makes to me.
>

I chose the name so that it would easy to locate (and follow) threads
where it was discussed. It's worked pretty well in that respect... ;-)

>-- Prfnoff (ivnert to reply: tr nv vn)
>"It's spelled 'Raymond Luxury Yacht', but it's pronounced
>'Throatwobbler Mangrove.'" -- Monty Python's Flying Circus

Regards,

Dave


Prfnoff

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Sep 11, 2000, 4:31:50 PM9/11/00
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In article <8pgtec$gpv$1...@agate.berkeley.edu>,

dav...@lotus.CS.Berkeley.EDU (David T. Blackston) wrote:

>>>Works fine for me. Squelch on creation was disabled due to popular
>>>impression that it somehow changed item distribution within the
>>>dungeon (it doesn't).
>>
>>My complaints with it were more along the lines that it gave the @'s a
>>semi-free pseudo-ID,
>
>Can you clarify this? In the older versions with squelch-on-creation
>I did allow artifacts to survive squelching, but I don't think that
>current versions allow for a semi-free pseudo-id. I could be missing
>something, though.

I mean by automatically destroying cursed items and such without a
pseudo-ID. My idea of auto-destruction is automatically destroying
items as soon as you know enough about them for them to be destroyed.
If it's an artifact, of course, the destruction will fail or be
suppressed, depending on what is known.

-- Prfnoff (ivnert to reply: tr nv vn)

"Lemon curry?" -- Monty Python's Flying Circus

David T. Blackston

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Sep 11, 2000, 4:38:23 PM9/11/00
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In article <110920001631507875%prf...@thecia.vet>,

This is exactly what the patch does. Items which are squelched based on their
quality are only squelched once that quality is known. Thus, you still have
to id or pseudo id cursed objects before they are squelched.

If the player decides to squelch all of a given item type (broken dagger,
for example) then the player will never see broken daggers again. They
are still generated but are rendered invisible to the player and can be
(optionally) destroyed for free when the player moves over them. The player
cannot interact with the squelched items in any way except to look at them.
Artifacts will survive this destruction, but will still require the
player to unset the relevant squelch bit before the player can pick up
the item. This extra hassle will make it impractical to use squelch
bits for artifact farming, I think.

Regards,

Dave

Chris Kern

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Sep 11, 2000, 7:18:00 PM9/11/00
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<snip>

This patch has to be the most misunderstood thing ever in Angband --
even more so than Preserve and Maximize (people never understood
Maximize, but they admitted that ^^;;)

David, you should make a big post called "WHAT THE AUTOSQUELCH PATCH
DOES" and set these people straight :-)

-Chris
--
http://www.math.grinnell.edu/~kern/index.html

David T. Blackston

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Sep 11, 2000, 8:34:38 PM9/11/00
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In article <39bd67fc...@enews.newsguy.com>,

Chris Kern <ke...@grinnell.edu> wrote:
>
><snip>
>
>This patch has to be the most misunderstood thing ever in Angband --
>even more so than Preserve and Maximize (people never understood
>Maximize, but they admitted that ^^;;)

Woo-hoo! I've managed to confuse people. ;-)

>
>David, you should make a big post called "WHAT THE AUTOSQUELCH PATCH
>DOES" and set these people straight :-)
>

The current version is getting to the point where it seems to be
pretty stable. Once I'm completely happy with it I will post
one more announcement, complete with a detailed description of what
precisely the patch does. Thos who already know what the patch does
are free to ignore the announcement. ;-)

Regards,

Dave


>-Chris
>--
>http://www.math.grinnell.edu/~kern/index.html


mwo...@server-4.stpauls.usyd.edu.au

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Sep 11, 2000, 8:34:48 PM9/11/00
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On Mon, 11 Sep 2000 23:18:00 GMT, Chris Kern invoked Baal thusly:

>
><snip>
>
>This patch has to be the most misunderstood thing ever in Angband --
>even more so than Preserve and Maximize (people never understood
>Maximize, but they admitted that ^^;;)
>
>David, you should make a big post called "WHAT THE AUTOSQUELCH PATCH
>DOES" and set these people straight :-)

Yes. And remember the capitals. :)

I still don't understand why it's considered free pseudo-id to not see
anything but artifacts. You could do it manually by just destroying
everything of that type, surely? Or is the issue the turn you spend
destroying the thing? (Personally, my favoured behaviour would be to
take the turn and not miss seeing any artifacts, but I'm a packrat.)

mrak

James W Sager Iii

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Sep 12, 2000, 11:08:14 AM9/12/00
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Excerpts from netnews.rec.games.roguelike.angband: 12-Sep-100 Re:
[z]autosquelch someone .. by @server-4.stpauls.usyd.e
> I still don't understand why it's considered free pseudo-id to not see
> anything but artifacts. You could do it manually by just destroying

This is a bug in Dave's code. He didn't intend for it, and its
partially my fault...

1) Fix:
By simply allowing artifacts to be squelched when you state you never
want to see a longsword again, things would work out.

2) Another Fix:
Only squelch on walk on for things of quality.

3) Current fix:
Only squelch on walk on for anything(makes you walk on tons of crap)

4) My personal favorite Fix aside from #1
Do not allow autosquelching of anything of quality aside from the secondary
menu.

Its partially my fault because origionally Dave didn't have a secondary menu.
I asked for squelching on quality... But in the meinwhile can he put it
so artifacts aren't destroyed when squelched.

This led to a bug in the code where you could squelch everything,
and use the highly effective scumming technique of <><><> on stairs with
telepathy and then you instantly find artifacts.

I don't agree with the current squelch on walk on, but I can see how
some people could argue that 'it exists', but you don't take note of
it.... Which in situations where you destruct then detect, you may find
artifacts you weren't previously looking for.

David T. Blackston

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Sep 12, 2000, 11:33:41 AM9/12/00
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In article <ItjYPSa00...@andrew.cmu.edu>,

James W Sager Iii <sag...@andrew.cmu.edu> wrote:
>Excerpts from netnews.rec.games.roguelike.angband: 12-Sep-100 Re:
>[z]autosquelch someone .. by @server-4.stpauls.usyd.e
>> I still don't understand why it's considered free pseudo-id to not see
>> anything but artifacts. You could do it manually by just destroying
>
>This is a bug in Dave's code. He didn't intend for it, and its
>partially my fault...
>
>1) Fix:
>By simply allowing artifacts to be squelched when you state you never
>want to see a longsword again, things would work out.
>
>2) Another Fix:
>Only squelch on walk on for things of quality.
>
>3) Current fix:
>Only squelch on walk on for anything(makes you walk on tons of crap)
>
>4) My personal favorite Fix aside from #1
>Do not allow autosquelching of anything of quality aside from the secondary
>menu.
>
>Its partially my fault because origionally Dave didn't have a secondary menu.
>I asked for squelching on quality... But in the meinwhile can he put it
>so artifacts aren't destroyed when squelched.
>

The most current version of the code solves this problem in another way.
Squelched items are still generated but are moved to the bottom of piles.
If all items in a pile are squelched, the pile looks like a purple '.'
and items in the pile cannot be interacted with in any way other than
looking at them. Squelched items can be destroyed (for free) when
a pile is walked over. Artifacts survive this squelching but still cannot
be picked up unless their squelch bit is turned off.

>This led to a bug in the code where you could squelch everything,
>and use the highly effective scumming technique of <><><> on stairs with
>telepathy and then you instantly find artifacts.
>

Since all squelched items will look like purple '.' in the current code,
this is no longer possible.

>I don't agree with the current squelch on walk on, but I can see how
>some people could argue that 'it exists', but you don't take note of
>it.... Which in situations where you destruct then detect, you may find
>artifacts you weren't previously looking for.
>

The current version mimics this behaviour nicely. If you want to ignore
the squelched items it is easy to since they are clearly indicated as
squelched.

Thanks for the feedback,

Dave


Julian Lighton

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Sep 12, 2000, 3:22:19 PM9/12/00
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In article <8plicl$a43$1...@agate.berkeley.edu>,

David T. Blackston <dav...@lotus.CS.Berkeley.EDU> wrote:
>The most current version of the code solves this problem in another way.
>Squelched items are still generated but are moved to the bottom of piles.
>If all items in a pile are squelched, the pile looks like a purple '.'
>and items in the pile cannot be interacted with in any way other than
>looking at them. Squelched items can be destroyed (for free) when
>a pile is walked over. Artifacts survive this squelching but still cannot
>be picked up unless their squelch bit is turned off.

Does the patch also modify compact_objects so that it will purge
anything squelched first?


--
Julian Lighton jl...@fragment.com
"Oh, stop it. You can't commit seppuku with a pretzel stick."
-- _Buck Godot_

David T. Blackston

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Sep 12, 2000, 3:57:12 PM9/12/00
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In article <Lnvv5.925$Uc.3...@monger.newsread.com>,

Julian Lighton <jl...@fragment.com> wrote:
>In article <8plicl$a43$1...@agate.berkeley.edu>,
>David T. Blackston <dav...@lotus.CS.Berkeley.EDU> wrote:
>>The most current version of the code solves this problem in another way.
>>Squelched items are still generated but are moved to the bottom of piles.
>>If all items in a pile are squelched, the pile looks like a purple '.'
>>and items in the pile cannot be interacted with in any way other than
>>looking at them. Squelched items can be destroyed (for free) when
>>a pile is walked over. Artifacts survive this squelching but still cannot
>>be picked up unless their squelch bit is turned off.
>
>Does the patch also modify compact_objects so that it will purge
>anything squelched first?
>

Not yet, but I do plan on implementing that behaviour in the final version
of the patch. Coming soon to a newsgroup near you!

Regards,

Dave

Ringwraith

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Sep 12, 2000, 9:03:24 AM9/12/00
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One more thing...

Is there any plan to add an option to squelch identified cursed
jewelery?

--
Ringwraith

aka Bahman Rabii
reply to bah...@physics.berkeley.edu

David T. Blackston

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Sep 12, 2000, 4:34:39 PM9/12/00
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In article <m0snr5z...@max.berkeley.edu>,

Ringwraith <bah...@max.berkeley.edu> wrote:
>
>One more thing...
>
>Is there any plan to add an option to squelch identified cursed
>jewelery?

Not at this time, though it'd be easy to add. One problem is that
in some variants there is cursed jewelry that is actually useful.
(Zangband's amulets of anti-magic come to mind.) In these variants
there would be little point in squelching these items by quality.
I'll probably end up adding it as it is easy to do, though... ;-)

Regards,

Dave

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