Angband 3.2 released!

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  • Magnate
    replied
    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.)

    Leave a comment:


  • scud
    replied
    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!

    Leave a comment:


  • d_m
    replied
    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.

    Leave a comment:


  • merenbach
    replied
    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...

    Leave a comment:


  • d_m
    replied
    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.

    Leave a comment:


  • Danath
    replied
    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.

    Leave a comment:


  • merenbach
    replied
    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

    Leave a comment:


  • Zyphyr
    replied
    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)

    Leave a comment:


  • scud
    replied
    Originally posted by scud
    in my latest game I was given option C on my first cursed ring.
    I take it all back...

    I am holding a Ring of Searching <–3> {cursed} and my only k options are 'This item only' and 'All Ring (singular? of Searching'.

    Not sure what I k'ed to get the 'ignore all rings that are bad', but my ring quality squelch is set to 'bad' and I definitely didn't change it via the options menu.

    If I pick up a cursed non-artifact the ignore option is 'ignore all x apart from artifacts'. With 3.1.2 wasn't it 'ignore all x that are cursed'?

    Is there a new and necessary distinction between 'bad' and 'cursed' that I'm failing to appreciate?

    Leave a comment:


  • scud
    replied
    Originally posted by Magnate
    The one about squelching bad rings could be a serious bug or could be a misunderstanding … Did you find any of those before being invited to squelch all bad rings?
    Yep, fo' sure. Seemed like the first example of any character stat-changer I found was cursed, and I *must* have found a few cursed Stealths, but it was well into the game before I was given the 'kill all bad'uns' option.

    That said (and despite my elsewhere-stated intention to retire) in my latest game I was given option C on my first cursed ring.

    Leave a comment:


  • Magnate
    replied
    Originally posted by scud
    Cheers both.

    Couple of things which I hadn't noticed prior to 296ffa6475 of 25 Jan (same rev code as 21 Jan?). Which isn't to say they're new, obviously.

    a) I saw an awful lot of bad rings before I first got the option to '(destroy? ignore?) all rings that are bad'. Can't recall which ring gave me the option, but I think it was most likely a damage or accuracy.

    b) If I run over an artifact when my inventory is full, it's signposted eg 'You have no room for The Long Sword' rather than 'a Long Sword'.

    You'll gather from b) that the artifacts are now ticking along nicely.

    Still not sure about 'repair item'. Repaired Mices and to a lesser extend Dogs are a *huge* boost in the early game.
    See ticket #1319 for the proposed changes to ?restore item: it will only work on artifacts, so this early-game exploit will go.

    Thanks for the walkover bug - that's #1335.

    The one about squelching bad rings could be a serious bug or could be a misunderstanding. The "mixed blessing" rings (dog, mouse, escaping, etc.) are not considered "bad" for squelch. "Bad" means a cursed version of a good ring, i.e. where the pval or +hit/dam is normally positive but has been flipped to negative. Did you find any of those before being invited to squelch all bad rings?

    Leave a comment:


  • buzzkill
    replied
    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.

    Leave a comment:


  • Danath
    replied
    Problem with Bigtile Mode

    Hello! I'm new around here.

    Unfortunately my first post is about a problem i have with the 3.2 version.

    I have Windows 7 x64 and a 1680x1050 20" LCD, and if i use the BigTile mode with the 32x32 tiles the status line on the main window, the one that says if you are confused, afraid, hungry, searching etc. doesn't show, no letters are displayed. I have to use BigTile mode with this LCD or else the tiles are fugly ( vertically distorted ). Increasing tile width and height manually ( deactivating "nice" mode and BigTile ) doesn't help, tiles are still distorted.
    Strangely, the 16x16 font works fine even with BigTile mode and 32x32 tiles, but that font is very uncomfortable for me. The font i love to use is the 12x20B but that has the problem i said, all the big fonts have the same problem except strangely the 16x16 one.

    The 3.1.1 version doesn't have this problem and works great, but i would love to be able to play the newer version because i think is overall better and has great features like the increased money mode without need to sell and the encumbrance display on item list.

    If anyone knows any posible solution to this i would be grateful, or if there isn't a solution at the moment i am just posting my feedback for this version and i hope it will be solved at a future patch.

    Leave a comment:


  • scud
    replied
    I think I'll now retire until 3.3 is released; I hate to think how many hours I've played over the last three months.

    > A mystic shield forms around your body!
    > You feel resistant to (x4)
    > Ungoliant, the Unlight breathes darkness.
    > You are blind.
    > Ungoliant, the Unlight mumbles powerfully.
    > You are hit by something!
    > You die.


    The stupid thing was a) I knew she was there, and b) despite knowing she was there, all by herself, I was still wearing my ESP hat rather than my Night'n'Day hat. Although I think that would only have clarified what actually killed me.

    HP 641 to –189 in an instant. That's some stinky breath.

    Leave a comment:


  • scud
    replied
    Originally posted by Timo Pietilä
    I read from somewhere that they were supposed to work only on artifacts.
    Restore Item will...

    a. remove the 'movement penalty' from non-artifact armour (or at least remove the flag from the description)

    b. NOT remove the penalty from artifact armour (or at least etc etc)

    c. remain applicable to artifact armour at all times, even if there's nothing to repair

    d. (I'm 99% certain) NOT restore damaged items to their former glory. I splashed acid on my helmet (ouch!) but, having removed the helmet, it didn't show up as being restorable.

    So, as far as I can see, Repair Item will a) remove downsides from Mices and Dogs, b) remove movement penalties from non-artifact armour, and c) that's it.

    ***

    Further to armour penalties, why is the 20lb Rohirrim penalty-less when the 6lb Thalkettoth set at –1?

    Leave a comment:

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