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  • Timo Pietilä
    replied
    Originally posted by spara
    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.
    IMO unnecessary work to do, whole concept of traps needs reconsidering. Currently they are boringly repeated "press this button to make them go away" -things. Too dangerous to ignore, too easy to detect.

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  • spara
    replied
    Originally posted by nikheizen
    Was the chest trapped? Detecting traps on chests seems to detect the chest as well.
    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:


  • nikheizen
    replied
    Originally posted by spara
    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.
    Was the chest trapped? Detecting traps on chests seems to detect the chest as well.

    Leave a comment:


  • spara
    replied
    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:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Here are links to the latest builds ....
    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:


  • Pete Mack
    replied
    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:


  • Pete Mack
    replied
    Nick, I truly can't figure out what is wrong with AddFontResourceEx on WIN64. I ended up making the following ugly fix:
    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);
    	}
    I verified that if the font doesn't exist, the return value is 0 with errno = 2. Errno = 0, return = 0 should be impossible.

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  • Nick
    replied
    Originally posted by bdgamer
    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?
    Now there is - download the latest Windows build, should all be back to normal.

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  • Nick
    replied
    Originally posted by Pete Mack
    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.
    Cool, I'll just merge that - no need for a pull request

    Leave a comment:


  • Pete Mack
    replied
    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:


  • Nick
    replied
    Originally posted by Pete Mack
    @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.
    I assume he's using the autobuilt version - details of the build are here.

    Originally posted by Pete Mack
    @Nick--any warnings to do with pointer size casts? That's all I changed.
    No warnings at all. I tried compiling it with mingw using
    Code:
    MINGW=yes make -f Makefile.win
    and had exactly the same problems as with the autobuild.

    Leave a comment:


  • Pete Mack
    replied
    @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.

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  • Nick
    replied
    Originally posted by bdgamer
    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?
    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:
    Code:
    make -f Makefile.win CROSS=i586-mingw32msvc- all
    Do we maybe need a new cross-compile target?
    Last edited by Nick; February 7, 2016, 23:12.

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  • Pete Mack
    replied
    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 :/

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  • bdgamer
    replied
    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?

    Originally posted by Nick
    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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