3.4.0 Release Candidate is available

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  • Magnate
    replied
    Originally posted by jujuben
    Hrm.. not sure if rephial isn't updating the RC, or if the bug is still there, but I just downloaded the latest from the nightlies page, and nothing changed.
    Can you press shift-v in game and tell us the version string?

    Thanks.

    Leave a comment:


  • jujuben
    replied
    Originally posted by myshkin
    This bug should be fixed in the next nightly builds. If you can, please verify that the game no longer crashes for you here.
    Hrm.. not sure if rephial isn't updating the RC, or if the bug is still there, but I just downloaded the latest from the nightlies page, and nothing changed.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by ekolis
    Something similar happened with fonts in some variants; apparently it involved the OS locking the files and not releasing the lock properly?
    If it's a locked file problem, then this might help to diagnose, or hack-repair short of a reboot. I use it all the time to delete stuff that windows doesn't want me to.

    Leave a comment:


  • fizzix
    replied
    Originally posted by tg122
    So I did some testing and finally figured out how to make it happen on command. It seems that any time I either a)log off to switch users in windows xp, or b)the computer goes into standby mode, the issue will happen where it can't read the tileset. The only way I've been able to resolve it so far is by restarting my computer. After I restart my computer, I can then start the game, quit, and restart the game as many times as I want, but as soon as I log off to switch users or the computer goes into standby mode, the issue will happen. I'm not sure if this is a general issue with XP or if there is something funny about my computer that's causing it to happen.
    I tested going into standby on my XP computer and I had no trouble loading up the tileset. I didn't try switching users, but I can try that later. We'll get some other XP testers for this.

    Leave a comment:


  • ekolis
    replied
    Something similar happened with fonts in some variants; apparently it involved the OS locking the files and not releasing the lock properly?

    Leave a comment:


  • tg122
    replied
    Originally posted by fizzix
    weird. I never came across this bug on XP. I did a lot of shockbolt tile testing too...
    So I did some testing and finally figured out how to make it happen on command. It seems that any time I either a)log off to switch users in windows xp, or b)the computer goes into standby mode, the issue will happen where it can't read the tileset. The only way I've been able to resolve it so far is by restarting my computer. After I restart my computer, I can then start the game, quit, and restart the game as many times as I want, but as soon as I log off to switch users or the computer goes into standby mode, the issue will happen. I'm not sure if this is a general issue with XP or if there is something funny about my computer that's causing it to happen.

    Leave a comment:


  • fizzix
    replied
    Originally posted by tg122
    Not sure if anybody else is having this same problem, but when trying to use Shockbolt's tiles on my Windows XP system, I frequently get an error message upon starting up the game that says it cannot read the 64x64 png file. When I restart my computer, it works again, but always happens again at some point after exiting the game and then starting it up again. I haven't been able to figure out what circumstances this happens under, but I can say that it always seems to work fine the first time after restarting my computer. Also, I haven't experienced this problem on my laptop which has Windows 7... so far the issue has only occurred on Windows XP.
    weird. I never came across this bug on XP. I did a lot of shockbolt tile testing too...

    Leave a comment:


  • tg122
    replied
    Not sure if anybody else is having this same problem, but when trying to use Shockbolt's tiles on my Windows XP system, I frequently get an error message upon starting up the game that says it cannot read the 64x64 png file. When I restart my computer, it works again, but always happens again at some point after exiting the game and then starting it up again. I haven't been able to figure out what circumstances this happens under, but I can say that it always seems to work fine the first time after restarting my computer. Also, I haven't experienced this problem on my laptop which has Windows 7... so far the issue has only occurred on Windows XP.

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by Magnate
    ... so the behaviour Malak is seeing is: find chest, open chest, all items in chest are already squelched so he never sees them, chest is now empty so is itself squelched and disappears.
    No its chest drops gold i get the gold, i still see the chest and it stays their until.i walk on top of it at that point that i step off of it, then disappears
    old behavior worked that chest disappeared.after opened

    Leave a comment:


  • Magnate
    replied
    Originally posted by Derakon
    Yeah, empty chests are basically junk and thus are auto-squelched. Ruined chests, assuming they still even exist, are also squelched automatically.
    ... so the behaviour Malak is seeing is: find chest, open chest, all items in chest are already squelched so he never sees them, chest is now empty so is itself squelched and disappears.

    Leave a comment:


  • Derakon
    replied
    Yeah, empty chests are basically junk and thus are auto-squelched. Ruined chests, assuming they still even exist, are also squelched automatically.

    Leave a comment:


  • Malak Darkhunter
    replied
    one thing I'm noticing in RC1 is the way chests disappear after opened, you open chest, chest stays there, when you walk over it and then walk off of it, it disappears.
    Is this some squelch setting loaded by default?

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by Egavactip
    I reject the notion that there are only two options: 1) eliminate the quiver entirely or 2) go from a 99-items per slot limit to a 40-items per slot limit (not even limited to quiver slots, but including ALL items!!!!!).

    That is a false choice you are asking people to accept. Go back to the drawing board, I say.
    Personaly I don't see a problem with the 40 slot limit, i carry 2 slots of 40 bolts, and that's plenty to knock off a unique or to last many game turns. The weight sucks but honestly I never carry more than about 20 items of any consumbable type, you have to have limits or game becomes to easy, if I could carry 99 scrolls of phase door/100 arrows without penalty then game becomes a cake walk, and you can still do that in reality, if your willing to deal with weight and less inventory space, i think it's still very generous, in old angband/moria you didn't have a quiver arrows/bolts tookup space in inventory.

    Leave a comment:


  • Derakon
    replied
    Originally posted by jujuben
    Doesn't one or more variants (FA?) keep track of total number of missiles in the quiver, and charge you an inventory slot for every 99 missiles?

    IIRC, you have n inventory slots. If you have 1-99 missiles in the quiver, you have n-1 slots for regular items. 100-198 missiles = n-2 slots, etc.
    That's exactly how the quiver in Vanilla used to work (in 3.3.x), and it made the game much easier. The new system is exactly like the old except it's 40 items per slot instead of 99.

    Anyway, I'd suggest moving quiver discussion to a new thread instead of keeping it in this thread, just so we don't get too distracted from the general "3.4.0 deployment blockers" topic.

    Leave a comment:


  • jujuben
    replied
    Doesn't one or more variants (FA?) keep track of total number of missiles in the quiver, and charge you an inventory slot for every 99 missiles?

    IIRC, you have n inventory slots. If you have 1-99 missiles in the quiver, you have n-1 slots for regular items. 100-198 missiles = n-2 slots, etc.

    Leave a comment:

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