• Weights in various roguelikes

    From Janis Papanagnou@21:1/5 to All on Fri Jun 9 11:33:24 2023
    Some random thoughts about weights in various roguelikes...

    I like to have weights of items displayed, so that you always
    have an indication of the haptic experience and the expectable
    effects. (There's always been some emphasis or attention to
    support senses; various visible effects and acoustic effects
    to name some.) Some variants show the weight of items or you
    can configure the game to show them.

    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. I wonder why
    they don't show the objects' weight in Hack'EM if they are in
    a container, I think in Slashem they did and that was very
    convenient.

    In a Gnoll game I see weights in 'lbs'. For me plain numbers
    (without units) would already be okay. But if one decides to
    use units I'd prefer to use some international standard like
    the Metric System (instead of an anglo-american speciality).
    Even though that 'lbs'-"Pound" is [now] defined, historically
    we had dozens of different "Pound" units, which makes it even
    a (IMO) less suited unit generally.

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From CSS Dixieland@21:1/5 to Janis Papanagnou on Fri Jun 9 12:09:49 2023
    On Friday 9 June 2023 at 09:33:30 UTC, Janis Papanagnou wrote:
    Some random thoughts about weights in various roguelikes...

    I like to have weights of items displayed, so that you always
    have an indication of the haptic experience and the expectable
    effects. (There's always been some emphasis or attention to
    support senses; various visible effects and acoustic effects
    to name some.) Some variants show the weight of items or you
    can configure the game to show them.

    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. I wonder why
    they don't show the objects' weight in Hack'EM if they are in
    a container, I think in Slashem they did and that was very
    convenient.

    In a Gnoll game I see weights in 'lbs'. For me plain numbers
    (without units) would already be okay. But if one decides to
    use units I'd prefer to use some international standard like
    the Metric System (instead of an anglo-american speciality).
    Even though that 'lbs'-"Pound" is [now] defined, historically
    we had dozens of different "Pound" units, which makes it even
    a (IMO) less suited unit generally.

    Janis

    Sir, Gnollhack can show or hide weights of objects (shown by default), and if shown, then the weights can be expressed in British Imperial System or in Système International Metrique Decimal (British by default).

    In the interface for Microsoft Windows, and via emulators for Apple Macintosh and for Linux, those choices are accessed via the 'O' options command for the current game, or via configuration data set for future games.

    In the interface for Google Android Linux and for Apple IOS (IPad tablets or IPhone mobile telephones), they are accessed via the menu for options and settings (a green symbol located near the top right of the screen).

    In both types of interface the variables are called 'Detailed weights' and 'Metric system', and they are Boolean, meaning that they can only be either 'on' or 'off', without any further values or arguments. No other systems for measuring weights are
    offered, only British Imperial, International Metrique Decimal, or else no weights shown.

    As You correctly inform, different regional or historical systems of units frequently have or had different values for units with similar names, such as 'league', 'mile', 'pound', 'ounce', 'area', 'alqueire', 'arroba', 'fanega' and a long list of others,
    which force the need of expressing the region and the historical time in which that unit is or was used, and working with conversion tables or even with entire books detailing each unit and its accepted standard values.

    Fortunately, players of Gnollhack have at their disposal a rich list of options and settings for improving in the game.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to CSS Dixieland on Fri Jun 9 22:18:03 2023
    Thanks for the information concerning GnollHack! - One question...

    On 09.06.23 21:09, CSS Dixieland wrote:

    Sir, Gnollhack can show or hide weights of objects (shown by
    default), and if shown, then the weights can be expressed in British
    Imperial System or in Système International Metrique Decimal (British
    by default).

    Are the numbers used for Imperial vs. Metric the same or calculated
    by the factor (~0.4536) from Real Life, or is an approximation (say,
    0.5) used?
    (I am asking because it might be irritating to have crooked values.
    Personally I'd be satisfied with integral numbers based on some
    elementary unit of "1".)

    Being exact with weight measurement of items (i.e. reflecting their
    known nature) might be an issue in case of quantization being used
    for derived quantities; in Nethack (and derived variants) there's a
    burden state adjusted at fixed weight values. - Given the Real Life
    orientation with units in GnollHack I suppose the burden state and
    [reduced] speed effects are a linear function of the carried weight?

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From CSS Dixieland@21:1/5 to Janis Papanagnou on Fri Jun 9 16:52:08 2023
    On Friday 9 June 2023 at 20:18:09 UTC, Janis Papanagnou wrote:
    Thanks for the information concerning GnollHack! - One question...
    On 09.06.23 21:09, CSS Dixieland wrote:

    Sir, Gnollhack can show or hide weights of objects (shown by
    default), and if shown, then the weights can be expressed in British Imperial System or in Système International Metrique Decimal (British
    by default).
    Are the numbers used for Imperial vs. Metric the same or calculated
    by the factor (~0.4536) from Real Life, or is an approximation (say,
    0.5) used?
    (I am asking because it might be irritating to have crooked values. Personally I'd be satisfied with integral numbers based on some
    elementary unit of "1".)

    Being exact with weight measurement of items (i.e. reflecting their
    known nature) might be an issue in case of quantization being used
    for derived quantities; in Nethack (and derived variants) there's a
    burden state adjusted at fixed weight values. - Given the Real Life orientation with units in GnollHack I suppose the burden state and
    [reduced] speed effects are a linear function of the carried weight?

    Janis

    Excellent question, Mister Janis Papanagnou. The calculating function rounds the results presented to the player, but not so grossly as just declaring one pound to be equal to 0.5 Kilogrammes. The internationally accepted value for exact conversion is to
    take one pound as equal to 453.59237 grammes (or 453592.37 milligrammes, or 453592370 microgrammes).

    One ounce (the sixteenth fractional part of one pound) is taken as 28.349523 125 grammes (or 28349.523125 milligrammes, or 28 349523.125 microgrammes, or 28349 523125 nanogrammes). In both units, pound and ounce, we are referring to the Avoirdupois scale,
    not to the Troy scale. As an example, an apple weighs in the game 5 ounces, which has been rounded to 142 grammes. Five ounces is about the average weight of an apple in the real world, thus so far the game emulates the real world as much as reasonably
    possible. You can perceive that the original system of units was the British, giving the integral number of five ounces for an apple. If the original system had been the Metrique Decimal, the corresponding integral number for an apple would probably have
    been programmed as of 150 grammes.

    However, the game does not emulate the real world exactly. For one thing because in the real world not every apple weighs exactly 5 ounces (indeed, it would be difficult to find an apple weighing EXACTLY 5 ounces). Nor of course 142 grammes, nor 150
    grammes, nor any other value. The value programmed into the game is only an average abstraction, for convenience.

    And besides that, there is also the problem of emulating natural processes and representing them mathematically, without excessively deep immersion into irrational numbers such as Pi, which probably go to infinity (hundreds of millions of decimal places
    have been calculated for Pi and there seems to be no end, thus the task as been parked as very likely an impossibility).

    For example, in the real world increments or decrements are often gradual, without abrupt changes of state at specific boundaries of transition (except in the probabilistic world of sub-atomic particles and discrete energy packets, but I am not going to
    explain Quantum Theory here). In real life, a halterophilist does not feel significant difference between 87 pounds and 88 pounds, but in the virtual world of Gnollhack (or of any other computer game) changes are abrupt at specific points. In the game
    that I am playing, my hero is now carrying a weight of 513 ounces, rounded to 15 Kilogrammes (I am used to work with the two systems, to me it does not matter which one is used), and he is 'unencumbered'. The level of unencumbrance goes in Gnollhack up
    to 87 pounds, rounded to 39 Kilogrammes. In the game, the hero feels 'unencumbered' if carrying 86 pounds and fraction, almost 87 pounds. But when reaching or slightly passing 87 pounds, he SUDDENLY feels 'encumbered' (other words can be used, the game
    uses 'burdened'). Certainly that is not at all what happens in the real world, in which the feeling of weight increase is gradual, not abruptly felt at a specific point (and nothing felt just a little before that point). No game that I know addresses
    this issue of reproducing the real world exactly. It would complicate programming, and in my view, it would be unnecessary.

    In a serious simulation yes, strenuous programming efforts are made for approaching the real world very closely, because even slight differences in calculated results are cumulative, and the final result, after millions of iterations, might be
    significantly different. But not in a game. Important as it is for us dungeoners, after all it is just a game, not a highly critical application.

    Receive my Salute of Respect, Sir. 🫡

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to CSS Dixieland on Sat Jun 10 04:30:44 2023
    On 10.06.23 01:52, CSS Dixieland wrote:
    [...]

    However, the game does not emulate the real world exactly. [...]

    Oh, please note, that was neither my assumption nor intention...


    And besides that, there is also the problem of emulating natural
    processes

    ...and this also not. (In short: just to get closer, without cost
    or effort.)

    and representing them mathematically, without excessively
    deep immersion into irrational numbers such as Pi, which probably go
    to infinity (hundreds of millions of decimal places have been
    calculated for Pi and there seems to be no end, thus the task as been
    parked as very likely an impossibility).

    A lot of things are quantized in roguelikes, I am well aware of that.
    (As far as I recall former releases of Nethack didn't even include a floating-point library; everything was done with integer arithmetic,
    i.e. quantified. - Not sure about contemporary releases.)

    I was just focusing on the weight issue. You can base it on integer
    arithmetic (as I previously said, based on an atomic unit of 1 and
    integral multiples for heavier items). There would not necessarily
    be an informal scale (unburdened/burdened/stressed/...) necessary,
    although for informative purposes you can make a projection of the
    internal weights to these descriptions. But the speed reduction does
    also not necessarily depend on these descriptions, rather it could be
    derived from the actual "exact" weight. While this is not reflecting
    Real Life it would still be more accurate than making speed be based
    on the few informal burden-levels. The fact that the movement system
    is also quantified in integral units at some point doesn't matter; it
    would still reflect the speed degradation better if it's based on the
    weight numbers.


    For example, in the real world increments or decrements are often
    gradual, without abrupt changes of state at specific boundaries of
    transition [...]. [...] Certainly that is not at all what happens in
    the real world, in which the feeling of weight increase is gradual,
    not abruptly felt at a specific point (and nothing felt just a little
    before that point). No game that I know addresses this issue of
    reproducing the real world exactly.

    The intention was not "reproducing the real world exactly". (IMO it
    could have been made just a bit "better" without loss or effort.)[*]

    It would complicate programming, and in my view, it would be unnecessary.

    In your final statement I disagree. As I described the approach above
    the programming would not become more complicated (it's at best even
    simpler to calculate the speed gradually based on weight instead of
    using an extra calculated informal burden state value). Well, but yes,
    it can be argued whether it's necessary - What is really necessary? -,
    but if it's even a simpler (yet more accurate) model, a quantization
    of finer granularity (using weight units instead of burden states)
    would make game mechanics yet more realistic without additional cost.

    (All of that of course just in my book, mileages may probably vary.)

    Janis

    [*] After all it was only a question about GnolllHack's implemented
    degree of change, not really a feature request. I am playing variants
    that rely on legacy functionality; and I don't mind the implementation.
    But if a new variant decides to make the weight system more complicated
    (by introducing lbs/kg and conversions) it could have of course also streamlined the depending factors. That's why I was curiously asking.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Sat Jun 10 06:44:10 2023
    On Fri, 9 Jun 2023 11:33:24 +0200, Janis Papanagnou wrote:

    Some random thoughts about weights in various roguelikes...

    I like to have weights of items displayed

    +1

    In a Gnoll game I see weights in 'lbs'. For me plain numbers
    (without units) would already be okay.

    Units are handy for messages and NPC interaction. If a shopkeeper (for instance) advertises a product, "it weights xxx <insert weight units>"
    sounds more natural than "it weights xxx".

    But if one decides to use units I'd prefer to use some international
    standard like the Metric System (instead of an anglo-american
    speciality). Even though that 'lbs'-"Pound" is [now] defined,
    historically we had dozens of different "Pound" units, which makes it
    even a (IMO) less suited unit generally.

    Real-world units induce real-world expectations. That quite often doesn't
    work well with game mechanics. (A dragon scale mail weights only twice
    as much as some small amulet??) It, IMHO, is therefore better to stick
    with fictional units. (Like zorkmids for coin.)

    Several sources on the Internet discuss fictional unit systems. The
    first decision should probably be, whether just a single unit shall be
    used or if a complex scaling system of several units will work better.
    In Nethack and its variants, a single unit (IMHO) should suffice.

    Dealing with fraction of the base unit isn't really catchy. Apart from
    the weight of zorkmid gold pieces, the base unit therefore has to be
    comparable to the lightest objects in the game: gems.

    Fictional (and medieval) units often base on "real" world objects. The
    best fitting fictional weight units I read on the Internet carry such
    a reference: "pebble" or "grain". Short form for the former could be
    "pb", short form for the latter either "gr" or "gn". Native English
    speakers likely have even better suggestions, especially when including
    Old English in the search for a suitable term.

    BeAr
    --
    ===========================================================================
    = What do you mean with: "Perfection is always an illusion"? = ===============================================================--(Oops!)===

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to B. R. 'BeAr' Ederson on Sat Jun 10 10:39:03 2023
    On 10.06.23 06:44, B. R. 'BeAr' Ederson wrote:
    On Fri, 9 Jun 2023 11:33:24 +0200, Janis Papanagnou wrote:

    Some random thoughts about weights in various roguelikes...

    I like to have weights of items displayed

    +1

    In a Gnoll game I see weights in 'lbs'. For me plain numbers
    (without units) would already be okay.

    Units are handy for messages and NPC interaction. If a shopkeeper (for instance) advertises a product, "it weights xxx <insert weight units>" sounds more natural than "it weights xxx".

    I didn't think of that; currently it probably wouldn't matter - are
    there variants that verbalize talk about weights? -, but for possible extensions it certainly makes sense.


    But if one decides to use units I'd prefer to use some international
    standard like the Metric System (instead of an anglo-american
    speciality). Even though that 'lbs'-"Pound" is [now] defined,
    historically we had dozens of different "Pound" units, which makes it
    even a (IMO) less suited unit generally.

    Real-world units induce real-world expectations. That quite often doesn't work well with game mechanics. (A dragon scale mail weights only twice
    as much as some small amulet??) It, IMHO, is therefore better to stick
    with fictional units. (Like zorkmids for coin.)

    I agree. Even the relative values are sometimes strange in relation of
    one item to another, more so if you can compare with Real Life units.
    It's anyway amazing how much loot these adventurers in roguelikes can
    carry! ;-)


    Several sources on the Internet discuss fictional unit systems. The
    first decision should probably be, whether just a single unit shall be
    used or if a complex scaling system of several units will work better.

    In Nethack and its variants, a single unit (IMHO) should suffice.

    I agree. (In GnollHack it's probably just done to support players of
    more cultures [after having introduced a real life unit].)


    Dealing with fraction of the base unit isn't really catchy. Apart from
    the weight of zorkmid gold pieces, the base unit therefore has to be comparable to the lightest objects in the game: gems.

    I agree.


    Fictional (and medieval) units often base on "real" world objects. The
    best fitting fictional weight units I read on the Internet carry such
    a reference: "pebble" or "grain". Short form for the former could be
    "pb", short form for the latter either "gr" or "gn". Native English
    speakers likely have even better suggestions, especially when including
    Old English in the search for a suitable term.

    I think that 'pebbles' would indeed (for a couple reasons) be an
    excellent idea for a weight unit. (There's also other historic units
    that they said were derived from real life units, like the carat.[*])

    Janis

    [*] The (as quite constant assumed) weight of the carob tree seeds.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From CSS Dixieland@21:1/5 to All on Sat Jun 10 05:02:22 2023
    Yes, Mister Papanagnou, Your information about integer arithmetic calculations versus floating point calculations is correct, but it is to be expected that it had to be so, considering the reality of the times. There were a few experimental dungeon games
    for computer in the 1970s, though the game that became seminal (to the extent of even giving its own name to the whole genre, often known as 'Rogue-like' games) was the game called Rogue, released in 1980. Successor dungeon games were more or less
    inspired on Rogue, but not directly derived from it in terms of source code, because the code of Rogue was proprietary and could not be legally copied.

    This is a non-exhaustive list of the most important microprocessors released in the 1980s or shortly before, which shows the hardware for which most of those successor games were programmed:

    1979: Zilog Z-8000 of 16 Megabytes of 16 bits.

    1979: Motorola 68000 of 16 Megabytes of 16 bits at 8 Megahertz (in Apple, using a version of Unics operating system). Made of 70 000 elements, it multiplied two numbers of 16 bits in less than four microseconds.

    1979: Intel 8088 of 1 Megabyte of 8 bits (at this time Intel Corporation was late in the competition).

    1980: National 16032 of 16 Megabytes of 32 bits.

    1981: Intel 80186 of 1 Megabyte of 16 bits (Intel was beginning to catch up with other competitors).

    1981: Hewlett-Packard Superchip of 64 Megabytes of 32 bits. Composed of 450 000 elements with MOS transistors, it could multiply two numbers of 32 bits in less than two microseconds.

    1982: Intel 80286 of 16 Megabytes of 32 bits (incorporated to IBM 'Personal Computer', AT series).

    1982: Motorola 68010 of 64 Megabytes of 32 bits.

    1984: Intel 80386 SX of 4 Gigabytes of 16 bits (with the success of the 'Personal Computer' of IBM, Intel had established a strong presence in the microprocessor industry).

    1984: Intel 80386 DX of 4 Gigabytes of 32 bits (incorporated to IBM 'Personal Computer', to Compaq 386, and to various other microcomputers).

    1984: Motorola 68020 of 4 Gigabytes of 32 bits at 16 Megahertz.

    1987: Motorola 68030 of 4 Gigabytes of 32 bits at 32 Megahertz (an improvement over the 68020, which also put Motorola as a strong player in the microprocessor industry).

    1989: Intel 80486 DX (with integrated mathematic co-processor) and 80486 SX (with separate mathematic co-processor) of 4 Gigabytes of 32 bits at 32 Megahertz.

    1989: Motorola 68040 of 4 Gigabytes of 32 bits at 40 Megahertz.

    I do not think necessary to give the list of the most important microprocessors that were released in the 1990s, because by the 1980s dungeon games ('Rogue-likes') were already firmly established.

    As You mention, the first implementations of such games used integer arithmetic calculations. Later, one implementation after another began using floating point, as it became available in the hardware. It was of course possible to do floating point
    calculations by cumbersome software methods, and it was in fact done so for critical applications, but to my knowledge, it was not done for games. It is enormously easier to do floating point calculations in the hardware, once such hardware became
    available, therefore game programmers introduced floating point only when hardware engineers had introduced floating point. Which is, I presume, perfectly understandable.

    The procedure that You have delineated is in theory feasible, but I am not going to implement it.

    As I have made clear, in my view only critical applications such as aeronautical traffic control, or other potentially dangerous activities, need to emulate the real world very closely, because an error may have catastrophic consequences. Or for
    scientific or military purposes, but not just for games, with the possible exception of war 'games' introducing an enormous quantity of variables, seriously used by military commands for trying to determine the probable outcome of a real military
    conflict.

    You are certainly free to disagree with me, Sir, and very free to do YOUR OWN IMPLEMENTATION.

    Most dungeon games are open source, meaning that You can obtain and modify the source. Using a different programming language if You prefer, taking the source just as a procedural guide for Your own implementation. Be sure to study carefully the licence
    or other related legal documents if You decide to do it, especially if You wish to offer Your implementation for distribution in public servers.

    For me, Nethack and its derivatives are well as they are. I do not deny that Your idea would improve the game, for it surely would improve it, but I am of the view that the result is not worth the effort of programming with so much detail, and I am
    widely considered a perfectionist. I have some reason to suppose that most programmers will probably agree with my position. There are many thousands of lines in each of the various source codes, and just a tiny error may have fatal consequences.

    Programming errors (endearingly known as 'bugs') may be difficult to detect. Virtually every game (and most other non-critical applications) is released to the public with some undetected errors in it, with the hope that feedback from users, or the
    analysis of logs sent to the programming team after a crash, will help in diagnosing the problem and eventually correcting it. This is considered perfectly natural, that is why the first releases are clearly labelled as alpha or beta 'pre-releases'.

    Players obtain a non-commercial game for free, and it is expected from them to help in detecting, simply by playing the game, any programming errors that might have passed so far undetected. Most certainly it is so with a game of enormous complexity,
    such as Nethack and every one of its derivatives. It cannot be in another manner. After all, enthusiast players are the best beta testers.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to CSS Dixieland on Sat Jun 10 16:44:48 2023
    Thanks for your thorough reply.

    On 10.06.23 14:02, CSS Dixieland wrote:
    Yes, Mister Papanagnou, Your information about integer arithmetic calculations versus floating point calculations is correct, but it is
    to be expected that it had to be so, considering the reality of the
    times. There were a few experimental dungeon games for computer in
    the 1970s, though the game that became seminal (to the extent of even
    giving its own name to the whole genre, often known as 'Rogue-like'
    games) was the game called Rogue, released in 1980. Successor dungeon
    games were more or less inspired on Rogue, but not directly derived
    from it in terms of source code, because the code of Rogue was
    proprietary and could not be legally copied.

    I think what you wrote is partly not quite accurate or even wrong.
    I'm too lazy to look up every detail again; what I say is (partly)
    from memory (so take that with a grain of salt if you like)...

    WRT rogue; developed at Berkeley and distributed with BSD Unix, it
    spread extremely fast. (A _commercial_ DOS version was later ported
    and sold, separately. You were probably referring to that version.)

    Many years ago I collected some information that you find here: http://rogue.gridbug.de/

    It's unlikely that the reason for not using FP was lack of processor
    features. After all we linked FP libraries to the programs where we
    wanted them. My personal _thought_/_opinion_ at that time was that
    since the game is widely discrete (in time and space models) there's
    no need to use FP, thus saving space - which was precious and rarer
    at that time! In the source code I could see at some places strange
    routines handling with integers in a complex way to implement the
    counterpart of a [simple] FP function (ISTR, e.g., an integer sqrt()
    function).

    [snip processor history]

    I do not think necessary to give the list of the most important microprocessors that were released in the 1990s, because by the 1980s
    dungeon games ('Rogue-likes') were already firmly established.

    As You mention, the first implementations of such games used integer arithmetic calculations. Later, one implementation after another
    began using floating point, as it became available in the hardware.
    It was of course possible to do floating point calculations by
    cumbersome software methods, and it was in fact done so for critical applications, but to my knowledge, it was not done for games. It is enormously easier to do floating point calculations in the hardware,

    If you have a FP library it's just function calls, it's not difficult.

    You don't address the FP hardware directly from your source code. The
    compiler creates code to call functions or to use FP opcodes supported
    by the CPU or later by the (nowadays typical) FP co-processors. ISTR
    that I could omit linking some "lib???.a" if I had not used the 'float'
    data type in a C program. That way we could reduce the executable size.

    once such hardware became available, therefore game programmers
    introduced floating point only when hardware engineers had introduced floating point. Which is, I presume, perfectly understandable.

    I used always (also around 1980) FP in programming where appropriate.
    (In a fully discrete game it would not be necessary, but if it solves
    an implementation task it's easy to use. In some places they _should_
    have used FP but didn't; e.g. the first arcade tennis games for TV
    could be held in a ping-pong stable state without doing anything; a
    negative and certainly undesired effect of rough quantification.)


    The procedure that You have delineated is in theory feasible,

    (Not only in theory.)

    but I am not going to implement it.

    (Erm... - no one asked you to do so. - I also wasn't even aware that
    you are a programmer/maintainer of some variant; if that's what you
    imply here. - I was merely discussing features.)

    [...]

    You are certainly free to disagree with me, Sir, and very free to do
    YOUR OWN IMPLEMENTATION.

    (Wow! - Why are you shouting? - I find it always amazing when lacking
    arguments result in strawman arguments and non-topical red herrings.
    We should probably stop our discussion since you appear to have got
    offended by my disagreement to one of your statements? - It wasn't
    intended, be assured.)


    Most dungeon games are open source, meaning that You can obtain and
    modify the source. Using a different programming language if You
    prefer, taking the source just as a procedural guide for Your own implementation. [...]

    In reply to a maintainer of a variant - who showed the same counter
    reflex - I already said that I'm not inclined to publish yet another
    variant; I think we already have more than necessary. And I have other priorities than adding one more variant to that huge roguelike zoo.

    My own preference would be if some concepts/variants would converge
    to one better variant and reduce the size of the zoo. But maintainers
    often seem to be reluctant to give up their "baby"; I understand that.
    So we see variants that differ in number and layout of levels, names
    of artifacts, number of items and monsters, etc. *shrug*. </rant>


    For me, Nethack and its derivatives are well as they are. I do not
    deny that Your idea would improve the game, for it surely would
    improve it, but I am of the view that the result is not worth the
    effort of programming with so much detail, and I am widely considered
    a perfectionist. I have some reason to suppose that most programmers
    will probably agree with my position. There are many thousands of
    lines in each of the various source codes, and just a tiny error may
    have fatal consequences.

    Reading this; you doesn't seem to be a software engineer, are you?
    What you write makes no sense in the context that we were discussing;
    adding, merging, refactoring, and testing code, is a regular business
    of software engineers. Variant developers do that all the time. This
    is no exception for the (quite primitive) change we have been talking
    about in this thread.

    [ snipped some final fluffy digression about bugs/testing ]

    Janis

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From CSS Dixieland@21:1/5 to Janis Papanagnou on Sat Jun 10 13:15:45 2023
    On Saturday 10 June 2023 at 14:44:53 UTC, Janis Papanagnou wrote:
    Thanks for your thorough reply.

    [snipped a lot of REALLY FLUFFY digressions, as I have more important things to do than non-sense chatting]

    No, Sir, I am not wrong, I was referring to the commercial proprietary version of Rogue. I know that the University of California at Berkeley had its own distribution of the game, as it also had its own operating system (BSD), and other software.

    And no, I was not shouting as if offended when I suggested that you can create your own implementation. I made the words outstanding simply for emphasis, although I suppose that if you really wanted to add another baby to the zoo, you would have already
    done it, in these more than forty years since the original release of Rogue.

    Different programmers have different reasons for doing or not doing something. Whether because of lacking processor capabilities (the appropriate instruction set), or lacking floating point libraries, or lacking space, or even lacking willingness to
    tackle the problem (in spite of being "just function calls" and "not difficult"), every one has his reasons. Do not project your own reasons as necessarily valid for other programmers, even though instructions in a high level language of course do not
    address hardware directly. The hardware only understands low level machine code.

    Sir, I am afraid that you have a subtle way of expressing your 'reasons' by insidious claims of your arguments being 'better' than the arguments of others. Or even being the 'only' arguments worth considering. My arguments are valid FOR ME, as Herre
    Soren Kierkegaard would have said. Whether 'straw' arguments or not, they are still valid for me. You can of course see things differently, it is pointless to discuss that.

    I imagine that every one has the same counter reflex when defending what he loves. That maintainer of the other implementation, and myself, and every one else. If we have a point in which you and I can agree, it is that we have too many babies in the zoo
    as it is already. But every creator loves his own creature. It is understandable.

    This is the end of my 'fluffy digressions' about 'software engineering' with ye. Live your life in your manner, and let others live theirs. Conversation ended. For ever.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Yosemite Sam@21:1/5 to Janis Papanagnou on Sun Jun 11 15:57:51 2023
    On Friday, June 9, 2023 at 4:33:30 AM UTC-5, Janis Papanagnou wrote:
    Some random thoughts about weights in various roguelikes...

    I like to have weights of items displayed, so that you always
    have an indication of the haptic experience and the expectable
    effects. (There's always been some emphasis or attention to

    I need the same information but I use what's available. The simplest way is to fill up on rocks, then subtract 200 - the number of rocks being carried is the overall weight. You can figure out individual weights from there.

    Maybe we will have this information soon. I think it was fairly recently that we could id loadstones without picking them up. There is constant improvement.

    What I'm not clear on -- there's a 3.6.7 and a 3.7.0. Aren't these two fairly dissimilar? Maybe the 3.7.0 is unofficial.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pat Rankin@21:1/5 to Yosemite Sam on Mon Jun 12 02:15:16 2023
    On Sunday, June 11, 2023 at 3:57:53 PM UTC-7, Yosemite Sam wrote:
    [...]
    What I'm not clear on -- there's a 3.6.7 and a 3.7.0. Aren't these two
    fairly dissimilar? Maybe the 3.7.0 is unofficial.

    3.6.7 is the most recently released version. 3.7 has not been
    released and probably shouldn't be referred to as '3.7.0' yet
    even though that will eventually be it's version number (most
    likely).

    The development source code for to-be-3.7 is freely available at https://github.com/NetHack/NetHack (also at sourceforge.net
    but I never remember the specific URL). It can be viewed with
    a browser and is most easily accessible for download if you
    use the 'git' tool. Prebuilt binaries aren't being supplied while
    it is still evolving.

    https://hardfought.org builds it and makes it available to play
    via ssh or a web browser. They update their copy of the source
    weekly (or thereabouts).

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Erik L@21:1/5 to All on Fri Jul 14 01:57:31 2023
    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. I wonder why
    they don't show the objects' weight in Hack'EM if they are in
    a container, I think in Slashem they did and that was very
    convenient.

    The option you are referring to is "invweight", and it's definitely in 3.6/hackem/evil.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Pat Rankin@21:1/5 to Erik L on Fri Jul 14 10:13:42 2023
    In Friday, July 14, 2023 at 1:57:33 AM UTC-7, Erik L wrote:
    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. [...]

    The option you are referring to is "invweight", and it's definitely
    in 3.6/hackem/evil.

    Presumably 3.6 refers to nethack. The option there (and still in
    to-be-3.7) is "wizweight" and only available in wizard mode.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Erik L@21:1/5 to Pat Rankin on Fri Jul 14 21:43:56 2023
    On Friday, July 14, 2023 at 7:13:44 PM UTC+2, Pat Rankin wrote:
    In Friday, July 14, 2023 at 1:57:33 AM UTC-7, Erik L wrote:
    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. [...]

    The option you are referring to is "invweight", and it's definitely
    in 3.6/hackem/evil.
    Presumably 3.6 refers to nethack. The option there (and still in
    to-be-3.7) is "wizweight" and only available in wizard mode.

    Ah thanks for the clarification, I see now that EvilHack got invweight from FIQhack, but it is available in normal modes too.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Yosemite Sam@21:1/5 to Pat Rankin on Thu Jul 20 12:30:39 2023
    On Friday, July 14, 2023 at 12:13:44 PM UTC-5, Pat Rankin wrote:
    In Friday, July 14, 2023 at 1:57:33 AM UTC-7, Erik L wrote:
    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. [...]

    The option you are referring to is "invweight", and it's definitely
    in 3.6/hackem/evil.
    Presumably 3.6 refers to nethack. The option there (and still in
    to-be-3.7) is "wizweight" and only available in wizard mode.

    Zork didn't list weights alongside inventory items. Someone will walk past your screen and with all those numbers, think you are using a calculator.

    An explanation of where the information comes from?

    Seeing inside sacks without opening them?

    This is best for Wizard Mode.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Yosemite Sam on Fri Jul 21 16:46:32 2023
    On 20.07.2023 21:30, Yosemite Sam wrote:
    On Friday, July 14, 2023 at 12:13:44 PM UTC-5, Pat Rankin wrote:
    In Friday, July 14, 2023 at 1:57:33 AM UTC-7, Erik L wrote:
    I like to see the weight, in total, of individual items, and
    whether they are in inventory or in a container. [...]

    The option you are referring to is "invweight", and it's definitely
    in 3.6/hackem/evil.
    Presumably 3.6 refers to nethack. The option there (and still in
    to-be-3.7) is "wizweight" and only available in wizard mode.

    Zork didn't list weights alongside inventory items. Someone will
    walk past your screen and with all those numbers, think you are using
    a calculator.

    (There once was a cartoon (I think on UserFriendly[*] that depicted
    Nethack declared as a visual packet management system by an admin
    when his boss came in.)

    There's nothing wrong with numbers (or colors, or...). After all we
    need some (abstract) replacement for the sensual experiences missing
    in text based computer games.


    An explanation of where the information comes from?

    From contact. If you lift a bag (known or unknown) you should get
    a weight indication (including its contents). Same with individual
    items.


    Seeing inside sacks without opening them?

    No, there should have happened a haptic experience before disclosure.

    Some variant (don't recall which it was) worked like that (at least
    partly; don't recall the details).

    Janis

    [*] All these links on nethack.org are sadly broken now.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)