4.1 feature branches
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Aren't they all
? I can see the reason it being detected, it just feels a bit quirky.
And now that we're talking about trap detection. It would feel a bit more consistent if the traps were fuzzily detected like objects and properly identified only when seen.Leave a comment:
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Just compiled this, rolled an elf ranger and descended a few levels. Don't know if it's a feature, but casting Detect Traps, Doors & Stairs detected a chest. I don't think I've seen that before.
Thanks for fixing the continuous centering, btw. Funny how hard it is to get rid of old, established habits. Gets harder every passing year.Leave a comment:
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Nick, great job! I just descended a @ all the way through to killing Sauron and Morgoth, then even dropped him all the way down to DL 127 and scummed for The One Ring. Player Knowledge and Cone Breath all worked as anticipated and there was not a single crash.Leave a comment:
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Also, I am going to figure out how to use TrueType fonts. The bitmap pixel fonts are *really* terrible on modern hi-resolution screens. 9x16, which I used to use, is now too small. The 10x fonts are ugly. Font selection should be as simple as opening a menu filtered to fixed fonts only. Loading your own font is incredibly archaic.Leave a comment:
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Nick, I truly can't figure out what is wrong with AddFontResourceEx on WIN64. I ended up making the following ugly fix:
I verified that if the font doesn't exist, the return value is 0 with errno = 2. Errno = 0, return = 0 should be impossible.Code:/* Load the new font. */ i = AddFontResourceEx(buf, FR_PRIVATE, 0); /* Hack: WIN64 AddFontResourceEx sometimes quietly succeeds. */ if (i == 0 && errno != 0) { plog("Note: add font failed for %s with error %d\n", buf, errno); return (1); }Leave a comment:
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Cool, I'll just merge that - no need for a pull requestI see the problem--I left in some horrible debug code that needs to come out. For reasons I do not understand, AddFontResourceEx is returning zero on WIN64 builds, but the code is still working with the return value ignored. I have submitted the fix for WIN32, while I continue to investigate why WIN64 is failing here, but failing harmlessly.Leave a comment:
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I see the problem--I left in some horrible debug code that needs to come out. For reasons I do not understand, AddFontResourceEx is returning zero on WIN64 builds, but the code is still working with the return value ignored. I have submitted the fix for WIN32, while I continue to investigate why WIN64 is failing here, but failing harmlessly.Leave a comment:
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I assume he's using the autobuilt version - details of the build are here.
No warnings at all. I tried compiling it with mingw using
and had exactly the same problems as with the autobuild.Code:MINGW=yes make -f Makefile.win
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@bdgamer, are you using main-win.c? If so, can you try rebuilding with a version from two days ago? I made changes to allow it to work on WIN64. If it broke win32 I would really like to know.
@Nick--any warnings to do with pointer size casts? That's all I changed.Last edited by Pete Mack; February 8, 2016, 00:04.Leave a comment:
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Yes, I can reproduce that - Windows only. It is indeed ghastly. Hitting Window->Reset Layout improves the situation considerably, but you have to play with tiles, and changing fonts does nothing.
I'll try and work out what's gone wrong.
Pete - any chance one of the type changes could have done this? Bear in mind that the autobuilder cross-compiles:
Do we maybe need a new cross-compile target?Code:make -f Makefile.win CROSS=i586-mingw32msvc- all
Last edited by Nick; February 7, 2016, 23:12.Leave a comment:
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Nick--
I'll start running in gdb. I hate doing it, because the moment I start paying attention to code is the moment I lose attention to the character and die :/Leave a comment:
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I just tried playing the new build, but the screen is messed up, font-wise, from the start screen, and far worse when changing to no graphics. Tried multiple fonts, and all of it looked bad. Anything I can do?
Here are links to the latest builds - Windows and OS X.
I'm afraid I have no idea what to do with that stackdump, as I don't recognise the format. So I think we're just going to have to wait for more of those crashes to turn up, hopefully reproducibly.
This may be another terminal thing - ctrl-H is usually mapped to backspace.Leave a comment:
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