Angband 3.0.8 final
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You had numbers? We had to make do with sticks...aah, kids these days:
(grandfather voice): when we were younger we had no stinking code downloads to play games, we typed large amounts of hexadezimal numbers into our machines, read from magazines with too cheap ink and a horrible font. In the end we would have crossed our fingers the whole thing even runs.Leave a comment:
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aah, kids these days:
(grandfather voice): when we were younger we had no stinking code downloads to play games, we typed large amounts of hexadezimal numbers into our machines, read from magazines with too cheap ink and a horrible font. In the end we would have crossed our fingers the whole thing even runs.Leave a comment:
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Got everything cleared up. Seems when I had my codemonkey father do the compiling, permissions got all screwed around and it was making it act crazy. Seems to be sorted out for now, haven't checked to see yet, but it starts up and looks a little bit more proper this time around. Thanks for the attempt to help anyways.Leave a comment:
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Yeah, had some trouble getting it to compile, too. I had my dad do it for me since I'm not really good with Linux. It also won't let me save, and says it has all kinds of trouble creating files on startup. So, what's the deal?Leave a comment:
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Playing on Linux, in a terminal window, by any chance?EDIT: Okay, one other thing I just remembered that I forgot to add. Every action requiring ESC to break takes a double or even triple tap of the Escape key to work. I'm not sure it qualifies as a bug, but it too is annoying as hell, considering I have borderline carpal tunnel from tapping away at Angband. Extra keystrokes, bad.Leave a comment:
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I haven't played enough really to see many bugs yet, but the general store not buying anything back is somewhat disconcerting, considering I usually pawn off junk items for a few bits of spare change. It's just a little annoying, but not too much else.
EDIT: Okay, one other thing I just remembered that I forgot to add. Every action requiring ESC to break takes a double or even triple tap of the Escape key to work. I'm not sure it qualifies as a bug, but it too is annoying as hell, considering I have borderline carpal tunnel from tapping away at Angband. Extra keystrokes, bad.Leave a comment:
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OMG I thought the map panel was changing funny. Now I know why. Yeah, the old way was MUCH better in my opinion. Thanks for that.Leave a comment:
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Yeah, you're right hugo.. Scroll of blindness just felt wierd when I typed it
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Okay, have a few more...
Torches:-
You might want to check the descriptions for the ego lights also, eg torch of brightness - that one looks wrong to me.
Shops:-
The game always reports the number of items bought, regardless of the actual number in inventory; e.g: -
"You bought 2 !CCW. You have 2 !CCW."
even If you already had some !CCW in your inventory before purchase.
{ line 1926 in store.c is the culprit, the same unaltered string is used for both descriptions (o_name). I didn't provide a fix due to lack of familiarity with the conventions in the source. }
Knowledge Menu:-
When browsing this menu, although cursor up/down work fine, when using numpad 2/8 you can move up past option #2 (artifacts) but not down past it. I can only assume this is occurring only while the option is greyed out; have been unable to confirm as I haven't found an artifact yet
Last edited by Daven_26d1; July 13, 2007, 10:55.Leave a comment:
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In the Ego Item Knowledge entries like Digger of Digging display "It decreases your tunneling by 0", weapon Defender - "It decreases your stealth by 0.", and so on. "It increases your _____ by [x]." or something like that would be more correct for these that are always positive.
Meanwhile the Object Knowledge entries for say Ring of Searching display "A Ring of Searching (+0) : This item has not been identified." Here it should mention the possibility of negative or positive bonuses in the same format. "It increases or decreases your _____ by [x]."Leave a comment:
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Also requiring updating in that desc. is the light radius, which is claimed as 1 but is actually 2 (when not running low).
Adding in that dimming code from Steamband et al was a good thing, BTW.Leave a comment:
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Ta. Got this one reported by a number of people now.I've noticed this too; also (possibly related?) when I walk into the general store, I have to press '5' to enter - but there is a noticable flicker, as if the shop inventory is being displayed and instantly escaped. There is no flicker when pressing 'd' inside the shop however.Leave a comment:
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I've noticed this too; also (possibly related?) when I walk into the general store, I have to press '5' to enter - but there is a noticable flicker, as if the shop inventory is being displayed and instantly escaped. There is no flicker when pressing 'd' inside the shop however.
Best of luck ironing out the creases in the new build.
Edit - SuSE linux 10.1 compiled from source.Leave a comment:
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>What does:
>Move back to pre-3.0.6 panel changing behaviour.
>
>...mean?
In 3.0.6, Robert Ruehlmann changed the algorithm for when and how the panel changes. Many people were unhapppy with the changes. They have now been undone.
I've never checked the difrferences myself, as I always play with a bug screen and with always_center on.Leave a comment:
Good thing they've only been bad ones so far. 3.0.8 Final-windows on a brand new character.
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