Angband 3.0.8 final

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  • Faust
    replied
    When using rouge like commands h doesn't work in the stores (it can still be scrolled to you just can't press the letter).

    Leave a comment:


  • takkaria
    replied
    Originally posted by Nolendil
    Are savefiles from 3.0.6 compatibles?
    Is there a reason for not including the 32x32 tileset in the main distribution?
    I believe savefiles are compatible, yes, but you may just be best off starting a new character. And the reason for not including the 32x32 tiles is simply that they're huge. The next version should be switching to PNG-format images for all platforms, which are much smaller and will be included by default.

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  • Lipa
    replied
    Great to see Angband being developed again! Thank you Andrew and all who contributed, you're doing an excellent job!

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  • ajps
    replied
    Originally posted by Nolendil
    PS :
    Since you posted it only in the newsgroup, I'll copy it here :
    "The RISC OS port is there now."
    That was me actually, and thanks for mentioning it here. Apologies for our names being similar enough to cause confusion, but it's too late to correct that now.

    Leave a comment:


  • Nolendil
    replied
    Great ! Thanks a lot to all who contributed to this !
    I hope to see the Mac OS X binaries soon.

    Are savefiles from 3.0.6 compatibles?
    Is there a reason for not including the 32x32 tileset in the main distribution?

    PS :
    Since you posted it only in the newsgroup, I'll copy it here :
    "The RISC OS port is there now."

    Leave a comment:


  • Bill Peterson
    replied
    Originally posted by takkaria
    Angband 3.0.8 (final) is now available:


    If you want 32x32 graphics on the X11 or Windows versions, grab the
    following file and unzip it in lib/xtra:

    I believe this should be extracted into lib/xtra/graf

    Leave a comment:


  • Faust
    replied
    Cool. I'd like to be the first to give you a big thank you for all the work you have done for getting 3.0.8 out & bringing V back to life.

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  • takkaria
    started a topic Angband 3.0.8 final

    Angband 3.0.8 final

    Angband 3.0.8 (final) is now available:

    Source: http://rephial.org/downloads/angband-3.0.8.tar.gz
    Windows: http://rephial.org/downloads/angband-3.0.8-win.zip
    + console: http://rephial.org/downloads/angband-3.0.8-con.zip
    Mac OS X: http://rephial.org/downloads/angband-3.0.8-osx.dmg
    RISC OS: http://rephial.org/downloads/angband-3.0.8-ros.zip

    The RISC OS and OS X builds aren't there yet, but will be when they're
    done. (I'll post again when they are.)

    The Windows console build is one that basically runs in a DOS box, much
    like old Moria. It doesn't support graphics or sound. You need the
    main Windows archive in order to run it, since the console archive only
    contains the extra console executable.

    If you want 32x32 graphics on the X11 or Windows versions, grab the
    following file and unzip it in lib/xtra:



    This the final release of the Angband 3.0.7s series. 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, Brendon Oliver, Antony Sidwell,
    "Yendor", and Shanoah Alkire. Probably others, too.

    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!


    Changes since Angband 3.0.6 are listed below. (Some may be missing,
    since so much happened during this version.)

    I'm afraid I'm lazy, so this is copied from the newsgroup post.

    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.
    - 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.

    This can operate in one of two ways. If you prefer your squelchables
    hidden, then turn on hide_squelchable, and whenever you find an item
    which matches your squelch settings, it will be dropped but not
    destroyed. This means that you can unsquelch it by changing your
    settings later if you so desire.

    If you prefer squelch to just help automate item destruction, then
    you can press '!' at the "destroy" prompt to destroy all squelchables
    on the floor or in your inventory.

    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 squelched,
    saving some micromanagement. All item destruction now takes 0
    energy.

    When objects are compressed, gold and squelched items are the first
    to be destroyed.

    - 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. Fewer monsters now have the attack, too.

    CCW, Healing, *Healing* and Life are the only things which will get
    rid of amnesia early, but it goes away within a few turns.

    - Defined potions of life, healing, *healing*, augmentation as 'good'
    drops, as well as restore mana for spell casters, and stat potions,
    when the stat is not maximised.


    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, and doesn't buy
    anything back off the player.
    - 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. Don't like it?
    Macro "Enter" to " ".
    - 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.
    - 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.
    - GTK port is a GTK2 port, and uses pango and cairo. (Shanoah Alkire)
    - Added a new SDL port by Iain McFall, based on the ToME and Sang ports.
    Both the SDL and GTK ports are disabled by default, as neither is
    quite finished, though both are perfectly functional.
Working...
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