Angband 4.0beta status

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    If one of your base stats is 3, it could have tried and failed to reduce that.
    Yep. Perfect explanation. Thanks, Nick.

    Leave a comment:


  • takkaria
    replied
    Originally posted by tumbleweed
    Yeah, looking good in Windows so far. Adding my test tile set with the necessary tweaks for the new structure went over without a hitch, and even some mildly weird shit I tried worked just fine as well (lol'd at being able to put a tile set directly in tiles/ by using D:. or D:./ in list.txt)

    What I noticed:
    • I guess no unicode for file and path names used within list.txt is "as intended"?
    • The issue with garbage being displayed in the Options->Graphics menu when tileset names are longer than 31 characters does persist.
    • Making the game trip by putting e.g. "D:" (rather than "D:.") in list.txt gives a "Graphics list load failed" message, but no hint as to what exactly happened / which line broke things.


    Standing by my suggestion to axe list.txt entirely btw.
    The extra complexity required to nuke list.txt isn't worth it IMO. Serial numbers are not a big deal - if you make a new tileset, you just add it at the end with a new serial number.

    The name copying bit is annoying and needs fixing using my_strcpy() instead of strncpy() in grafmode.c.

    Leave a comment:


  • tumbleweed
    replied
    Originally posted by Nick
    This all works properly now, in Windows at least.
    Yeah, looking good in Windows so far. Adding my test tile set with the necessary tweaks for the new structure went over without a hitch, and even some mildly weird shit I tried worked just fine as well (lol'd at being able to put a tile set directly in tiles/ by using D:. or D:./ in list.txt)

    What I noticed:
    • I guess no unicode for file and path names used within list.txt is "as intended"?
    • The issue with garbage being displayed in the Options->Graphics menu when tileset names are longer than 31 characters does persist.
    • Making the game trip by putting e.g. "D:" (rather than "D:.") in list.txt gives a "Graphics list load failed" message, but no hint as to what exactly happened / which line broke things.


    Standing by my suggestion to axe list.txt entirely btw.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Sustains have no effect on stat swap potions. At least, they never have in the past.
    If one of your base stats is 3, it could have tried and failed to reduce that.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by bio_hazard
    Do you have any sustains via equipment or @ racial abilities?
    Sustains have no effect on stat swap potions. At least, they never have in the past.

    Leave a comment:


  • Nick
    replied
    Originally posted by tumbleweed
    angband-win-v4.0beta-375-g5275124
    • Flavor and special player picture loading does not work.
      • worked in 370
      • works again if you move the flavor and special player picture prf files back into lib/customize/
      • also works again if you edit eg graf-dvg.prf to load %:../tiles/gervais/xtra-dvg.prf instead of just %:xtra-dvg.prf et cetera.
    • "list.txt" introduces itself as "graphics.txt" and then tries to help you understand "dungeons.txt" and the syntax described doesn't quite match the way the file actually works.
    This all works properly now, in Windows at least. Graphics don't seem to be working at all in OSX, though. Can someone confirm, or is it just me?

    Leave a comment:


  • bio_hazard
    replied
    Do you have any sustains via equipment or @ racial abilities?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Just had a stat swap (+/-) potion, !Niimbleness, only said "You feel very dextrous." There was no corresponding ill effect. Did Dex swap with Dex? I didn't think that was supposed to be possible.

    Leave a comment:


  • Nick
    replied
    Update 025fdad attempts to fix tile loading properly - please report if it's not working in OSX or Windows (or Linux for that matter, but I'm fairly confident that's OK).

    Leave a comment:


  • tumbleweed
    replied
    angband-win-v4.0beta-375-g5275124
    • Flavor and special player picture loading does not work.
      • worked in 370
      • works again if you move the flavor and special player picture prf files back into lib/customize/
      • also works again if you edit eg graf-dvg.prf to load %:../tiles/gervais/xtra-dvg.prf instead of just %:xtra-dvg.prf et cetera.
    • "list.txt" introduces itself as "graphics.txt" and then tries to help you understand "dungeons.txt" and the syntax described doesn't quite match the way the file actually works.
    • For shits and giggles I decided to add spaces around the colons in list.txt just like in the description contained in the file. The game didn't like it.
    Last edited by tumbleweed; June 22, 2015, 18:43.

    Leave a comment:


  • Nick
    replied
    Update 5275124 does some more messing around with directories, this time chiefly takkaria sensibly putting all the tileset information (actual tiles and related .prf files) in sub-directories of lib/tiles.

    Should be not much to notice, but checking to make sure it all works would be good.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Could be totally off base, but I'm wondering if the failure is related to the receipt of the encumbrance / move more freely messages, similar to the run-past bug when a message was received? Oh, and this is in OSX.
    Turns out the last thing was most relevant - I can reproduce this in OSX, but not Linux or Windows. So it looks like it's an OSX port problem. I'll investigate.

    Leave a comment:


  • Nick
    replied
    Originally posted by Ingwe Ingweron
    What is supposed to be in the Info subdirectory?
    It's intent is as a place for the user to put other text files to be accessed by the help system.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Update b66dd1d is as far as I know functional for all operating systems. See what you think of the new lib/ directory structure.
    What is supposed to be in the Info subdirectory?

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev b66dd1d

    A possible insight into the failure of AC to update. In the attached savefile, @ has a Robe and has Full Plate Armor. With the Robe, @ AC is 22. With the Plate Armor, @ AC is 84, but the weight of the armor encumbers @'s movement. Switch between the armors and you will see the information at the left of the screen fails to update the armor class. Even after moving and engaging in combat with a townie, the AC display does not update without a redraw. Eleanor.zip

    Could be totally off base, but I'm wondering if the failure is related to the receipt of the encumbrance / move more freely messages, similar to the run-past bug when a message was received? Oh, and this is in OSX.

    Leave a comment:

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