Angband 3.0.8 prerelease

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  • takkaria
    Veteran
    • Apr 2007
    • 1951

    Angband 3.0.8 prerelease

    Angband is soon to have a new official release. Before that, though, I
    want to put out a prerelease version for testing purposes. I believe
    this version to be mostly bug-free and fairly consistent, but you may
    find otherwise, and if you do, I want to know! If no problems are
    found, I'll release 3.0.8 final without any modifications on 1st July.


    Download at:

    Source code: http://rephial.org/downloads/angband-3.0.8pr1.tar.gz
    Windows: http://rephial.org/downloads/angband-3.0.8pr1-win.zip
    RISC OS: http://rephial.org/downloads/angband-3.0.8pr1-ros.zip
    (RISC OS version will be available later.)

    No Mac OS X build has been made yet, but I'm sure one will be soon.

    Please note that the source archive is now ~2.3MB, because I've included
    graphics, fonts and sounds.


    Quite a number of people have been involved in this version, and thanks
    must be given to Hugo Kornelis, Pete Mack, Marco K and Frank Palazzolo,
    Christer Nyfalt, Leon Marrick, Andrew Doull, Kenneth Boyd, Iain McFall,
    Kiyoshi Aman, Christophe Cavalaria, Nick McConnell, and Brendon Oliver.

    Special thanks go to Antony Sidwell for setting up http://rephial.org/,
    which is the new home of Angband. It hosts the wiki, downloads, and the
    Open Source effort, which centralises all of those bits nicely. Special
    thanks also to Yendor for hosting the issue-tracker and source code
    repository, which has been invaluable.

    All gameplay options are now only alterable at birth. Be careful when
    importing savefiles to make sure that the AI and scumming options are as
    you want them for the entire game! And please keep backups of old
    characters, just in case things do go wrong.



    Changes
    =======
    (All changes from 3.0.6 are mentioned.)


    Major visible changes
    ---------------------

    - New splash screen.

    - The Ey/Un-style knowledge browser has been imported. You can set
    autoinscription settings through that browser now.

    - Mouse support a la FAangband added, but nowhere near as advanced or
    useful. Most of the menus you encounter can be selected using the
    mouse now, as well as using keypresses. Clicking somewhere on the
    map will now "walk" there, within certain constraints. It's a tad
    bizarre in the town, but seems to work OK otherwise.

    - Massive options clearout/reorganisation/redefaulting:
    - many options have been removed (20 or so, I think)
    - a large number have new default settings
    - new option: remaining HP changes the colour of the '@' sign.
    - new option: always pick up things matching an item in the inventory
    - experience to next level always displayed until clev50
    - macros/visuals/colours are now accessible (only) from the options
    menu

    - Sangband-style object handling, which makes it much easier to sift
    through things in the dungeon.

    - Item squelching support, EyAngband-style. Instead of being
    automatically destroyed, items are instead marked with the inscription
    "squelch" (if there is no already existing inscription), and all items
    in your inventory and on the floor inscribed with this will be
    destroyed if you press '!' at the "destroy" command.

    You can set individual squelch settings for only those items which do
    not get pseudo-ID'd. For those that do, you can choose to mark things
    as "squelch" depending on the feeling you get when you first ID them
    in that way. These categories are much broader than those found in
    other variants; complain if necessary.

    Worthless items and emptied chests are automatically inscribed with
    "squelch", saving some micromanagement.

    - Two kinds of ego-light added. You'll know when you find one; there's
    no ID required to figure out if your lantern is special or not.

    - Lights now don't use fuel in the daylight in the town.

    - Amnesia (the monster attack) is now a timed effect (a la confusion),
    and has makes you forget how to read scrolls/pray/cast spells one
    time in two.

    Potions of Healing, *Healing* and Life are the only three things which
    will get rid of amnesia early, but it goes away within a few turns.
    Please tell me if this is still too harsh.


    Minor visible changes
    ---------------------
    - Allow weapons and armour to be damaged instead of destroyed by
    inventory damage effects, thus making swap weapons more viable.
    - Browsing books now displays information about the spells therein, if
    requested. As part of this, move spell names/descriptions/locations
    out into a new file, spell.txt. (Hugo Kornelis)
    - Arrow keys are now distinct from the numeric movement keys, and
    because of this you can now edit text at prompts in game properly.
    Supported on Windows, Mac (untested), and curses. If you get it
    working for anything else, please send the patch!
    - Resizing the game window automatically updates its contents, on
    platforms which support this.
    - Inscribing an item with '!t' will now confirm if you try to take it
    off.
    - If a stack of rods is recharging, you'll get a message when the first
    rod is recharged and another message when they are all recharged.
    There is no message when the second, third, etc., rod is recharged.
    (Hugo Kornelis)
    - The recharge notification will now disturb you if you have set the
    option to be disturbed when boring things happen (disturb_minor) to
    yes. (Hugo Kornelis)
    - Add the recharging fix from V CVS -- things can now explode when you
    recharge them once more.
    - Added support for improved pluralization of object names. Allow
    custom plurals for words which need them (e.g. "Kni|fe|ves" and
    "M|ous|ic|e"). Unused at present. (Hugo Kornelis)
    - Bugfix: Monsters that resist one or more of acid, lightning, fire,
    cold, poison and water *and* resist one or more of nether, plasma,
    nexus and disenchantment had two "it resists ..." sentences in the
    monster info. (Hugo Kornelis)
    - Bugfix: Sustain CON was reported before Sustain DEX in self knowledge.
    Since DEX is reported before CON in all other situations, this is now
    reversed. (Hugo Kornelis)
    - Set wrapping width to 72 for character dumps' item information, to
    avoid well-behaved newsreaders messing them up.
    - Move back to pre-3.0.6 panel changing behaviour.
    - Semi-rewrite of the store code; now uses a scrolling menu with a
    slightly more streamlined interface. Bigscreen support in stores.
    Ammo is treated in more aesthetically pleasing quantities.
    General Store always stocks what it stocks now.
    - Remove double-rate spellcasting with the smart_monsters option.
    (imported from V CVS; Julian Lighton).
    - '[' command displays a monster list in the main terminal window.
    - "Enter" key brings up a little window in the middle of the screen,
    from which you can select what command you would like to use. This
    is inspired by (but not derived from) Hengband.
    - Prompt for overwriting savefiles.
    - Added echo to macro trigger entry.
    - Restore some pre-Ben flavour text.


    Major code cleanup
    ------------------

    Most of the cleanup has been related to removing ancient or
    non-functional cruft.

    - A powerful generic menu interface has been added and used throughout
    the code. It reduces code duplication and makes it much much easier
    to create menus in various styles; e.g. scrolling or multicolumn.
    See ui.c.
    - Event handler added. (Menus can listen to each other, etc.)
    - Lots and lots of code duplication removed:
    - pref file dumping now has much less boilerplate
    - the status line, sidebar, and term window update code is much more
    streamlined.
    - Nuked a lot of old ports: cap, lsl, sla, xpj, ibm, dos, vcs, lfb, ami,
    emx, vme.
    - Added a new SDL port by Iain McFall, based on the ToME and Sang ports.
    - As a result of the above, makefiles considerably simplified. As many
    makefiles as possible use a common list of source files in
    "Makefile.src", which simplifies maintainance. Makefile.std has also
    been rewritten and contains much less cruft.
    - Timed player modifiers (blind, confused, etc.) are now kept in an
    array, rather than being seperate variables in p_ptr. This simplifies
    a *lot* of code, and makes it trivial to add new effects. The
    majority of the work was done using sed scripts.
    - Use a new autoconf/automake system, called OMK.
    - Removed Lua.
    - Charges for wands/staves are customisable in the lib/edit/ files.
    - Considerably simplify and speed up main-gcu.c. (Thanks to Christer
    Nyfalt.)
    - Removed trivial-to-hack-around or non-functional compile-time options
    (VERIFY_SAVEFILE, _TIMESTAMP, and _HONOR, CHECK_TIME).
    - Combine the various h-*.h files into a single header file; remove a
    lot of cruft, use C99 types when available,
    - Clean up file locking, move file handling functions into z-file.c,
    remove usleep() function, add a "portable" directory scanning
    interface (works on Windows and Unixes at the moment), and
    my_fexists().
    - Use the safer string handling functions much more; the only use of
    the "unsafe" built-ins are in the various main-* files.
    - Split random name code from randart code into its own file with a bit
    of a rewrite. Use this code for scroll names.
    - Move lots of things out of defines.h to more appropriate places, like
    h-basic.h and config.h.
    - Replace various magic numbers with constants or N_ELEMENTS().
    (Hallvard Furuseth)
    - Use C99 types where appropriate (for bools and ints).
    - Import Sangband's/Steamband's code to put chance of generating piles
    of items in object.txt.
    - Use tables of commands instead of a big switch, to allow doing thing
    like the new command menu easily without duplication. (See cmd0.c.)
    - Switch to new model for producing sound: instead of a TERM_XTRA_SOUND
    hook, we now have a simple "sound_hook" which should be set to the
    appropriate function to play a sound. Introduce a new modular system
    for sound modules for ports that use main.c (for the future, in case
    we want to use e.g. gstreamer). Allow sound to be toggled as an
    in-game option.
    - Remove hardcoded values for p_ptr->noscore.


    Platform
    --------
    - Modernize Mac support; now works on OS X 10.3 onwards, but the old
    main-mac has been removed, as has the MPW makefile. (Pete Mack)
    - OSX font selection problem fixed.
    - Add console mode patch for Windows (Frank Palazzolo). This is
    basically playing the game in an old-school terminal window for
    those who like uncluttered gameplay.
    - main-x11 now reads window placement from x11-settings.prf.
    - Fixed Windows bug where you can't move one of the font files after
    having played a game this reboot. (Thanks to Leon Marrick.)
    - Add platform-specific ifdefs to readdib.c and main-ami.c.
    - Allow ^S without freezing the game on the console. (Hallvard
    Furuseth)
    - Mouse support on RISC OS.
    - Sort out licences for the various fonts distributed with the game.
    - Import the old DOS/IBM fonts for use in the Windows port.
    - Include SDL_mixer sound module, useable on any port that uses the
    main.c mechanism. Thanks to Brendon Oliver for the initial code
    for this.
    takkaria whispers something about options. -more-
  • CJNyfalt
    Swordsman
    • May 2007
    • 289

    #2
    Cheers!

    So, the VERIFY_XXXXX and usleep code is removed. Cutting down the number of compile-time options is always good, I hope those changes can be ported to Sangband.

    Comment

    • pav
      Administrator
      • Apr 2007
      • 793

      #3
      Andrew, can you fix www.rephial.org so it does not give #404 error on home page? (rephial.org without www works)
      See the elves and everything! http://angband.oook.cz

      Comment

      • CJNyfalt
        Swordsman
        • May 2007
        • 289

        #4
        A question about the new build system:
        Which files are built when autogen.sh is run? configure and aclocal.m4?

        Comment

        • ajps
          Apprentice
          • May 2007
          • 50

          #5
          Originally posted by pav
          Andrew, can you fix www.rephial.org so it does not give #404 error on home page? (rephial.org without www works)
          Fixed now, I hope, and thanks for the heads up. There's always one thing you forget to check, isn't there?

          Comment

          • ekolis
            Knight
            • Apr 2007
            • 921

            #6
            OK, first comment on the new version - "ack, make install is not working!" :P I get the following error:

            touch: cannot touch `./lib//apex/scores.raw': No such file or directory

            I wondered about the double slash so I took a slash out of DATA_PATH to no avail...

            OK, got the game running by copying angband up a directory and running from there, and oops, in SDL mode I seem to have lost the term window by changing the font around too much and resizing things... fortunately I was able to get it back by deleting the sdlinit file...

            Hmm, vanilla doesn't have the auto-show lists for various commands option? (Sorry, don't recall what the official name is - it's the one where if you do a command, the game shows the list of applicable objects to use, as if you had pressed "*" or space...)

            Say, would there be any way to disable mouse support? I'm afraid of clicking somewhere accidentally and winding up on the wrong side of a dragon, so to speak!

            The numpad doesn't seem to work as arrow keys in the shop menus... hmmm.....

            Gaah! Who took away the "n" command which repeats the last command used? That was SO handy for spellcasters - then I could just prepare a spell and cast it repeatedly by pressing "n"!

            Oh, yeah, thanks for taking on the position of Angband maintainer - for a while it looked like nothing as going to happen, but now Angband is so active once again!
            You read the scroll labeled NOBIMUS UPSCOTI...
            You are surrounded by a stasis field!
            The tengu tries to teleport, but fails!

            Comment

            • Diego Gonzalez
              Adept
              • May 2007
              • 170

              #7
              I have to add the following pararemeter in Makefile.std to compile the sdl port in openSuSE 10.2:

              -lSDL_image

              after installing the SDL_image development package of course

              I'm getting a bunch of warning messages compiling the sources too. I will post those later

              -Diego

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9636

                #8
                Originally posted by Diego Gonzalez
                I'm getting a bunch of warning messages compiling the sources too. I will post those later
                The 'implicit definitions' ones were mostly caused by cmds.h not being included; that has been fixed (not by me) in svn now. I'm still getting a couple of others, too
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • ekolis
                  Knight
                  • Apr 2007
                  • 921

                  #9
                  Hmm, looks like the "self knowledge" display is showing attributes from un-ID'd equipment...
                  You read the scroll labeled NOBIMUS UPSCOTI...
                  You are surrounded by a stasis field!
                  The tengu tries to teleport, but fails!

                  Comment

                  • Diego Gonzalez
                    Adept
                    • May 2007
                    • 170

                    #10
                    These are the warnings

                    cmd0.c: In function ‘cmd_init’:
                    cmd0.c:564: warning: comparison is always true due to limited range of data type
                    cmd0.c: At top level:
                    cmd0.c:39: warning: ‘do_cmd_try_borg’ declared ‘static’ but never defined
                    cmd1.c: In function ‘move_player’:
                    cmd1.c:1592: warning: implicit declaration of function ‘do_cmd_alter’
                    cmd4.c:111: warning: ‘default_join_cmp’ defined but not used
                    files.c: In function ‘close_game_aux’:
                    files.c:3795: warning: implicit declaration of function ‘do_cmd_messages’
                    obj-info.c: In function ‘object_info_screen’:
                    obj-info.c:605: warning: implicit declaration of function ‘do_cmd_browse_aux’
                    pathfind.c: In function ‘findpath’:
                    pathfind.c:75: warning: unused variable ‘wanted_dir’
                    squelch.c: In function ‘quality_menu’:
                    squelch.c:647: warning: ‘evt.key’ is used uninitialized in this function
                    ui.c: In function ‘menu_destroy’:
                    ui.c:1130: warning: passing argument 1 of ‘rnfree’ discards qualifiers from pointer target type
                    z-form.c: In function ‘vstrnfmt’:
                    z-form.c:569: warning: ‘bitmask’ may be used uninitialized in this function
                    main-sdl.c: In function ‘AcceptChanges’:
                    main-sdl.c:1581: warning: implicit declaration of function ‘do_cmd_redraw’
                    main-sdl.c: In function ‘init_paths’:
                    main-sdl.c:3450: warning: unused variable ‘fff’
                    main-sdl.c: In function ‘load_gfx’:
                    main-sdl.c:3212: warning: ‘Pixel’ may be used uninitialized in this function
                    main-x11.c: In function ‘init_x11’:
                    main-x11.c:2626: warning: ‘bitmap_file’ may be used uninitialized in this function

                    Comment

                    • Faust
                      Adept
                      • Apr 2007
                      • 129

                      #11
                      Originally posted by ekolis
                      Hmm, looks like the "self knowledge" display is showing attributes from un-ID'd equipment...
                      I've just noticed this aswell. found a robe of elvenkind @ 300ft can see the "hidden powers" on the self knowledge screen.

                      Like the new interface shops, pickup etc (very confusing at first, 14 years of habits to break. ).

                      The new squelch sucks.

                      Comment

                      • takkaria
                        Veteran
                        • Apr 2007
                        • 1951

                        #12
                        Originally posted by CJNyfalt
                        A question about the new build system:
                        Which files are built when autogen.sh is run? configure and aclocal.m4?
                        Also mk/rules.mk, I believe. I don't worry myself with it too much, but if you pull fresh from svn and run autogen.sh, then svn status, you should see the list.
                        Last edited by takkaria; June 28, 2007, 03:37.
                        takkaria whispers something about options. -more-

                        Comment

                        • takkaria
                          Veteran
                          • Apr 2007
                          • 1951

                          #13
                          Originally posted by Diego Gonzalez
                          I have to add the following pararemeter in Makefile.std to compile the sdl port in openSuSE 10.2:

                          -lSDL_image

                          after installing the SDL_image development package of course

                          I'm getting a bunch of warning messages compiling the sources too. I will post those later
                          All fixed. Thanks.
                          takkaria whispers something about options. -more-

                          Comment

                          • HallucinationMushroom
                            Knight
                            • Apr 2007
                            • 785

                            #14
                            I miss the 'n' key as well. Not for spells but for dropping/buying/firing/enchanting/selling... probably other things too. I find myself hitting it from habit fairly often.

                            Nice touch with the shopkeep greetings.
                            You are on something strange

                            Comment

                            • Faust
                              Adept
                              • Apr 2007
                              • 129

                              #15
                              re: 2007-06-28 nightly build

                              have been playing the 2007-06-28 nightly build and thought I'd make a few coments.

                              1) Squelch is much more useful now there is the option to auto squelch, however I would like items marked for squelching to be squelched without having to pick them up first.

                              2) when you use an un-id'd item that is autoinscribed {squlech} it tries to squelch it even though you have already used it. i.e. "you drink a brown potion, you are confused, you have no more potions of confsion {squelch}, nothing found to squelch."

                              3) Cloesed & re-opened the game and all the items which had previously been puesdo Id'd had lost their ID inscription when I restarted the game.

                              4) have the items been rebalanced? as I seen to be finding things alot shallower e.g. robe of elvenkind @ 300ft, potion of constitution @ 400ft, jewel encrusted crown @ 150ft.

                              p.s. what's the difference between angband-2007-06-28-con.zip & angband-2007-06-28.zip?
                              Last edited by Faust; June 28, 2007, 15:38.

                              Comment

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