Angband 3.2 released!

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  • Zyphyr
    Adept
    • Jan 2008
    • 135

    Originally posted by scud
    Is there a new and necessary distinction between 'bad' and 'cursed' that I'm failing to appreciate?
    Bad = has a penalty
    Cursed = Can't take it off (pretty much always also Bad)

    Comment

    • merenbach
      Rookie
      • Jan 2011
      • 2

      Compiling Angband 3.2 on Mac OS X

      Hello, all. First-time poster here. I haven't very much liked the appearance of the Mac OS X Carbon port of Angband, so I've always compiled it and played it in the Mac OS X Terminal.app program--with great success (perhaps that's a little strange, but it always worked well in Terminal.app). Until I moved to 3.2, I'd always been able to compile it, then run it from any directory I might choose. 3.2 seems, however, to have changed my luck there. I get errors upon installation, and the option I especially want--to install it in my home directory--flat-out doesn't work. Here is what I do:

      1. cd into the source directory
      2. run the command: ./configure --prefix=$HOME
      3. run the command: make
      4. run the command: make install

      I have tried sudo for the make install, too, to no avail. What I receive upon step 4 is the following error:

      /bin/sh: .././install-sh: No such file or directory
      Failed to install artifact.txt!
      make[2]: *** [install] Error 1
      make[1]: *** [install] Error 1
      make: *** [install] Error 1

      All prior steps had completed successfully; the make responses were all in green, whereas the Failed to install... message is in red. make install puts some things into the right folders--/Users/myname/etc and /Users/myname/share, as well as /Users/myname/games. Moving things manually into place doesn't help, either.

      When I try to run Angband without moving anything, I get the following error:

      ./angband: Cannot access the '/Users/myname/share/angband/file/news.txt' file!

      The 'lib' directory is probably missing or broken.
      Perhaps the archive was not extracted correctly.
      See the 'readme.txt' file for more information.

      --- Once I move things into place, I get the following error upon running Angband:

      ./angband: Cannot open 'limits.txt'

      I have tried using the absolute path, as well. I saw the following forum post here:



      It seemed to involve similar errors, but was for 3.1.2v2. No one appears to have responded to that. For the record, here's what appears at the end of the configure step:


      Configuration:

      Install path: /Users/andrew
      binary path: /Users/andrew/games
      config path: /Users/andrew/etc/angband/
      lib path: /Users/andrew/share/angband/
      var path: (not used)
      (with private save and score files in ~/.angband/Angband/)

      -- Frontends --
      - Curses Yes
      - GTK 2.x Disabled
      - X11 No; missing libraries
      - SDL Disabled
      - Test No

      - SDL sound No; missing libraries

      --- And I have tried disabling the automatic inclusion of X11 (which appears to not be included in the above messages, anyway). I have tried configuring the lib path to be custom. I have also tried configuring the var path to be custom.

      I apologize for the long post. I'm not sure how to proceed from here. For the record, I have tried a /usr/local install, too.

      Thank you for any guidance.

      Cheers,
      Andrew

      Comment

      • Danath
        Rookie
        • Jan 2011
        • 2

        Originally posted by buzzkill
        I have a similar problem when I play older variants on my laptop (presumably something to do with screen size) but not with V3.2 or anything that has big tile/double tile support.

        That said, the problem I usually have is that the status line (hungry, searching) is pushed off the bottom of the screen. The fix is to set your tile to 32x32 and then reduce the tile height by a pixel at a time until the status area becomes visible again. Usually it's around 32x30 IIRC (which will only cause a slight distortion/ you'll get used to it).

        It's not a perfect solution, but I hope it helps.
        I tried that and unfortunately doesn't work, also tried to adjust the main window height manually to make the status line larger but that doesn't work either.
        I have noticed that the graphical equipment interface ( above the char stats ) also disappears along the status line when BigTile is selected.

        Thanks for the help anyway. Guess i will have to wait till next version.

        On offtopic i wanted to say that i love the work you have done with the tiles on Z+, Buzzkill. It's starting to become my favourite Band.

        Comment

        • d_m
          Angband Devteam member
          • Aug 2008
          • 1517

          Originally posted by merenbach
          Hello, all. First-time poster here. I haven't very much liked the appearance of the Mac OS X Carbon port of Angband, so I've always compiled it and played it in the Mac OS X Terminal.app program--with great success (perhaps that's a little strange, but it always worked well in Terminal.app).
          Hi Andrew,

          There's a weird issue with autotools on OSX. The way to fix the "install-sh" problem is to copy that file from root level down into some of the lib/ directories that need it... I forget which ones offhand, but if you need I can reply to this later when I'm on a Mac.

          P.S. Even though this isn't the "supported" way to play on OSX I do personally play this way and it works for me, so I'm pretty sure I can help you get this working.
          linux->xterm->screen->pmacs

          Comment

          • merenbach
            Rookie
            • Jan 2011
            • 2

            Originally posted by d_m
            Hi Andrew,

            There's a weird issue with autotools on OSX. The way to fix the "install-sh" problem is to copy that file from root level down into some of the lib/ directories that need it... I forget which ones offhand, but if you need I can reply to this later when I'm on a Mac.

            P.S. Even though this isn't the "supported" way to play on OSX I do personally play this way and it works for me, so I'm pretty sure I can help you get this working.
            You hit the nail on the head. I (perhaps) went overboard and copied the install-sh file into all of the lib subdirectories (as well as into lib itself) and recompiled, then ran make install. Successful installation and the program opens from Terminal.

            Thank you so much for your help, d_m! I really appreciate it.

            Cheers,
            Andrew

            P.S.: As an aside, I realize that I should perhaps have posted into the developer/compiling forum. Sorry about that...

            Comment

            • d_m
              Angband Devteam member
              • Aug 2008
              • 1517

              Originally posted by merenbach
              You hit the nail on the head. I (perhaps) went overboard and copied the install-sh file into all of the lib subdirectories (as well as into lib itself) and recompiled, then ran make install. Successful installation and the program opens from Terminal.

              Thank you so much for your help, d_m! I really appreciate it.

              Cheers,
              Andrew

              P.S.: As an aside, I realize that I should perhaps have posted into the developer/compiling forum. Sorry about that...
              Glad you got it working!

              Hopefully I can figure out how to fix this on OSX so that one doesn't have to do this manual copying.
              linux->xterm->screen->pmacs

              Comment

              • scud
                Swordsman
                • Jan 2011
                • 323

                Mac rev aff3f99f7a (30 Jan)

                * 'restore' still applicable to unknown objects (so basically highlights Dogs and Mice early in game)

                * Dog is still unidentifiable once known - need to sell it before the stats are visible

                * Still no 'ignore xxxx which are cursed' option (to date have seen cursed rings and amulets or searching and a cursed ring of strength)

                * Autosquelched stuff still reappears upon save and reopen

                *****

                * Stair rooms seem incredibly 'busy', especially over the first 500': full of beasts and items. Not sure I like it... it brings out the scummer in me.

                * Boots of Speed +8 at 400' and Rod of Restoration at 750', both on floor. Am I just very lucky, or have there been changes to the generation of nice stuff?

                * Not sure about the labyrinth levels. They remind me of Pacman.

                * Waterhounds damaging inventory weapons/armour... nice touch!

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  Originally posted by scud
                  * Dog is still unidentifiable once known - need to sell it before the stats are visible
                  Can anyone else reproduce this? I can't, so I think it only happens under specific circumstances which have not yet been correctly identified/recorded.

                  (I didn't comment on the rest, because they're all known and logged.)
                  "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    Originally posted by scud
                    * Dog is still unidentifiable once known - need to sell it before the stats are visible
                    I think the problem is that it has EASY_KNOW in object.txt. That causes some routine to report "known" status before the plusses are learned. Then the identify hook says no need to identify it.

                    You should be able to see the plusses if you wield it and hit something.

                    I haven't properly debugged any of this, because my current codebase is too different to be sure, but it seems likely to me to be the issue.

                    Comment

                    • scud
                      Swordsman
                      • Jan 2011
                      • 323

                      Originally posted by PowerDiver
                      You should be able to see the plusses if you wield it and hit something.
                      *unsquelches, finds, wears, smacks something*

                      You are correct, sir.

                      ***

                      Sell The Glaive of Pain (9d6) (0,+30)?
                      Price: 7039

                      Sell The Beaked Axe of Theoden (2d6) (+8,+10) <+3>?
                      Price: 10272

                      Sell a Sling of Buckland (x4) (+10,+7) <+3, +2, +2>?
                      Price: 30000


                      Shop price once sold: 142770.

                      I don't use anything other than bows because of the ammo weight but I'm sure it's a great sling with a lovely, um, slingy action, but... 142k?

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        You can fire at triple speed with that thing. +2 shots lays the hurt down fast. Is it better than the Glaive of Pain? Possibly. Is it better than Theoden? Definitely. I find the fact that the GoP is the cheapest of those to be the outlier, personally. Though I guess it's less overpowered now that branding rings are out.

                        Comment

                        • Philip
                          Knight
                          • Jul 2009
                          • 909

                          Yeah, the one time I found sling of buckland +2 I used it the entire game. Being a warrior it was used rarely but still awesome.

                          Comment

                          • scud
                            Swordsman
                            • Jan 2011
                            • 323

                            I'm Theodening for the ESP and whip out the Glaive for the occasional serious paddlin'.

                            My shooter is The Short Bow of Amras (x3) (+12,+15) <+1 speed>, which is +1 WIS/DEX and provides three basic resistances. Can't actually remember what the pluses on the sling refer to, but it was only +7 damage.

                            The shop price of Amras is...

                            *sells*

                            52098

                            *force quits*

                            Surely the Buckland can't be nearly three times as valuable?

                            But, as I said, my main problem with slings is the weight in my quiver. I usually run with well over 100 items of ammunition and (until you've got speed to burn) all those pebbles and shots would be a major burden. I believe the jangling attracts monsters, too...

                            Comment

                            • d_m
                              Angband Devteam member
                              • Aug 2008
                              • 1517

                              Originally posted by scud
                              But, as I said, my main problem with slings is the weight in my quiver. I usually run with well over 100 items of ammunition and (until you've got speed to burn) all those pebbles and shots would be a major burden. I believe the jangling attracts monsters, too...
                              In my current game (high elf ranger) I found a Sling of Power early on, and haven't seen any ego bows since then, and just found a Sling of Extra Shots (+1). I haven't found the ammo weight to be a serious issue and I'm carrying 80-100 bullets at most times.

                              Obviously when I find a good bow I will switch for my extra shot (i'm currently level 28) but right now it's working OK.

                              EDIT: I should say that i consider a sling of buckland to be way better than Amras if you intend to actually shoot things with it. As far as the speed, resists, and whatnot Amras is better, although +3 DEX is nice.
                              linux->xterm->screen->pmacs

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                In my opinion Amrod and Amras are mostly for people who want extra abilities from their shooter slots but don't rely on shooters for damage. The Buckland sling will overpower them by a massive extent, even with only +7 to damage. Compare:

                                Amras: x3 multiplier, +15 to damage, +1 shot
                                Buckland: x4 multiplier, +7 to damage, +2 shots

                                Given a 1d4 Arrow (+10 to damage) and a 1d3 Iron Shot (+10 to damage):

                                Amras: 2.5 (dice damage) + 10 + 15 (damage bonuses) * 3 = 82.5 damage/shot
                                Buckland: 2 (dice damage) + 10 + 7 (damage bonuses) * 4 = 76 damage/shot

                                So Buckland does slightly less damage with this ammo, per shot. Over time, though, you multiply Buckland's damage output by 3 and Amras's by only 2, for the extra shots, which means that Amras is doing 165 damage/round, while Buckland has 228.

                                Sling ammo is also sturdier than arrows -- it breaks less often when used and is harder to destroy with elemental attacks. That seems a fair trade to me for the extra weight; you don't need to carry as much to ensure that you have adequate ammo for a given task.

                                Comment

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