Angband 4.2.2

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  • Bogatyr
    replied
    Originally posted by backwardsEric
    For the same font and font size, the 4.2.1 and later Mac front end will take up more space. That was a side effect of rendering changes to speed things up, avoid clearing artifacts with some fonts, and allow the front end to work reasonably well with some of the variants (Hengband, Sil-q).
    Disappointing -- it makes the game visually less appealing. Is there a configure option or way to put the old rendering engine back if I build angband myself?

    Leave a comment:


  • Nick
    replied
    It looks like no front ends are being enabled.

    If you have a
    Code:
    configure
    script in your top level directory, you should be able to skip the autogen.sh step. In this case, you can try
    Code:
    ./configure --help
    , and try enabling different front ends explicitly and see if that helps.

    Leave a comment:


  • fruviad
    replied
    I've downloaded the source to an Ubuntu 18.04 box and I'm attempting to compile. It fails with:

    Successfully compiled z-type.c.
    Successfully compiled z-util.c.
    Successfully compiled z-virt.c.
    LINK angband.o
    main.c:56:1: warning: ISO C forbids empty initializer braces [-Wpedantic]
    {
    ^
    main.c:55:28: error: zero or negative size array ‘modules’
    static const struct module modules[] =
    ^~~~~~~
    Failed to compile main.c!
    ../mk/buildsys.mk:242: recipe for target 'main.o' failed
    make[3]: *** [main.o] Error 1
    ../mk/buildsys.mk:110: recipe for target 'all' failed
    make[2]: *** [all] Error 2
    mk/buildsys.mk:115: recipe for target 'subdirs' failed
    make[1]: *** [subdirs] Error 2
    mk/buildsys.mk:110: recipe for target 'all' failed
    make: *** [all] Error 2


    The version-generic compiling documentation at https://angband.readthedocs.io/en/la...compiling.html states that the compiling process requires that you run "./autogen.sh", but my downloaded 4.2.2 includes no "autogen.sh" file. I tried copying autogen.sh from my 4.2.1 install and running it just to see what would happen, but there was no difference in the result; the error occurs both when skipping autogen.sh, and when using the 4.2.1 version of autogen.sh.

    As an aside...is there install documentation specific to each version? If the install process changes and every version is pointing at the same set of instructions, older releases will eventually no longer have documentation for their installs.

    Leave a comment:


  • backwardsEric
    replied
    Originally posted by Bogatyr
    Hmmm, unfortunately not. See these two screenshots, one 4.2.0 where all the non-main-window glyphs are laid out fine (and like how it has been for a long time), and 4.2.2, where the glyphs in the non-main window are are placed too widely apart, so that all the information no longer fits in the window widths I had set up.
    For the same font and font size, the 4.2.1 and later Mac front end will take up more space. That was a side effect of rendering changes to speed things up, avoid clearing artifacts with some fonts, and allow the front end to work reasonably well with some of the variants (Hengband, Sil-q).

    Leave a comment:


  • Bogatyr
    replied
    Originally posted by Nick
    Are you using the same font and text size?
    Yes. English/Menlo/Regular/10

    Leave a comment:


  • Nick
    replied
    Originally posted by will_asher
    ...And it won't let you refuel your lantern while your oil is in the quiver. Is that intended?
    No, nobody had come up with that one before. That's quite amusing

    Leave a comment:


  • Nick
    replied
    Originally posted by Bogatyr
    I'm lagging behind the releases, I just started a 4.2.1 game (MacOS). I notice that all the UI windows have the text laid out strangely, even though the font is identical to 4.2.0 -- the characters are spaced too widely on all the informational windows, making them need to be much wider in order to fit , and in general they seem not to update correctly or reformat to deal with width changes.

    Is this fixed in 4.2.2?

    Hmmm, unfortunately not. See these two screenshots, one 4.2.0 where all the non-main-window glyphs are laid out fine (and like how it has been for a long time), and 4.2.2, where the glyphs in the non-main window are are placed too widely apart, so that all the information no longer fits in the window widths I had set up.



    https://i.postimg.cc/zGnsDZzv/4-2-2-too-wide.png
    Are you using the same font and text size?

    Leave a comment:


  • will_asher
    replied
    Originally posted by will_asher
    EDIT: It's kind of funny to keep flasks of oil in the quiver...
    ...And it won't let you refuel your lantern while your oil is in the quiver. Is that intended?

    Leave a comment:


  • Bogatyr
    replied
    I'm lagging behind the releases, I just started a 4.2.1 game (MacOS). I notice that all the UI windows have the text laid out strangely, even though the font is identical to 4.2.0 -- the characters are spaced too widely on all the informational windows, making them need to be much wider in order to fit , and in general they seem not to update correctly or reformat to deal with width changes.

    Is this fixed in 4.2.2?

    Hmmm, unfortunately not. See these two screenshots, one 4.2.0 where all the non-main-window glyphs are laid out fine (and like how it has been for a long time), and 4.2.2, where the glyphs in the non-main window are are placed too widely apart, so that all the information no longer fits in the window widths I had set up.



    Last edited by Bogatyr; March 8, 2021, 08:13.

    Leave a comment:


  • Nick
    replied
    Originally posted by will_asher
    Does it work to copy the lore.txt file (as well as any savefiles) from the 4.2.1 folder into the 4.2.2 user folder?
    It certainly should.

    Leave a comment:


  • will_asher
    replied
    <A question I accidently deleted when I pressed edit instead of quote.>

    EDIT: It's kind of funny to keep flasks of oil in the quiver...
    Last edited by will_asher; March 8, 2021, 09:22.

    Leave a comment:


  • Grotug
    replied
    @Ega I think Nick means that movement speed will mostly be restricted to boots, and that items getting regular speed will be left unchanged.

    I personally haven't seen any broken randarts in awhile, except maybe a ring that had double immunities.

    Leave a comment:


  • Egavactip
    replied
    Originally posted by Nick
    Less. In particular:
    • movement speed will probably only appear on boots;
    • off-weapon extra blows, extra shots and slays are less likely;
    • movement speed, extra blows and extra might bonuses will be smaller;
    • there's a fix to a bug which was messing up depths.
    This is not quite what I had hoped for, especially that limitation on speed. In most cases, players are going to need speed from at least three sources in order to reach +20: a ring, boots, and something else. Unless you get really lucky with a ring, you'll typically need that sort of multi-source speed. Making it appear only on boots is a problem.

    I was hoping more that the pluses for damage would not get into the high 20s or into the 30s except very rarely, and that elemental immunities would not be as common. To me, those were the two things mostly wrong with randarts in 4.2.1. I didn't think the other things were problems.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Congratulations, Nick! What a great amount of effort from you and everyone who contributed. Of course, now people will be clamoring for the new version of First Age Angband.

    Note: 4.2.2 does not yet appear available on angband.live.

    Leave a comment:


  • Nick
    replied
    Originally posted by Selkie
    Does this mean powerful randarts will be more common or less?
    Less. In particular:
    • movement speed will probably only appear on boots;
    • off-weapon extra blows, extra shots and slays are less likely;
    • movement speed, extra blows and extra might bonuses will be smaller;
    • there's a fix to a bug which was messing up depths.

    Leave a comment:

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