Z+Angband 0.3.2 prerelease!
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I figured it would be something Vista specific, or there would've been a lot more reports on the savegame crash.
At least it's all Vistas, not some bug related to German locale (which I encountered in a couple of other tools, mostly related to not parsing the decimal delimiter from locale but hardcoded...)Comment
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I downloaded the most recent version about 5 minutes ago, and one of my first quests was to kill Fang, Farmer Maggot's dog. When I get to his lair, though, it's labeled as the lair of "a player" (as previously reported). Do you need a save file?
The quest level is completely empty, BTW.Comment
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I found another (seemingly) minor issue. I've been killing things in the wilderness by throwing potions of poison at them. Every time I kill something, though, I receive *two* death messages:
The Novice paladin dies.
It dies.
I have See Invisible, so I'm pretty certain that there's not an invisible creature hiding right next to my targets. This has happened at least four times so far.Comment
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I'm going to add this to my list to check out. But I think what's probably happening is that there are monsters you can't see because they are obscured by trees. Try this as an experiment: see if you can look at your kill count before and after this happens and see if it goes up by 1 or 2. If 1, there's some kind of message glitch going on; if 2, you actually killed two monsters.I found another (seemingly) minor issue. I've been killing things in the wilderness by throwing potions of poison at them. Every time I kill something, though, I receive *two* death messages:
The Novice paladin dies.
It dies.
I have See Invisible, so I'm pretty certain that there's not an invisible creature hiding right next to my targets. This has happened at least four times so far.-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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Ok, the most recent version should repair quests like that by marking them as finished, but it only does this when it loads a save game. So exit the game and load it up again and the lair should be gone. (I'd advise not being in the lair when you save the game, though.)I downloaded the most recent version about 5 minutes ago, and one of my first quests was to kill Fang, Farmer Maggot's dog. When I get to his lair, though, it's labeled as the lair of "a player" (as previously reported). Do you need a save file?
The quest level is completely empty, BTW.
I'll see if I can find what's creating such quests. I thought I took care of that one but I'll look again.
EDIT: Yeah, I was dumb. I had the same bug in two places and only fixed it in one, just like with that trap door LUA script problem. Will be fixed in next update, which should be up by tomorrow.-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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I entered a quest to kill a baby black dragon and immediately received the following message:
"Couldn't find stairs to move the player to!"
True enough, I did not start out on a staircase. EDIT: It looks like there were some stairs elsewhere on the level. For some reason it didn't find them.Comment
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More feedback
Just one more piece of feedback: the 'M'ap mode doesn't work very well with the big tiles. I'm using 'bigtile' mode, 32x32 tiles, with my font width set to 16 and my font height set to 32. This makes the regular game look great, but the Map has all sorts of drawing issues.
ShaneComment
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Yeah. What this was all about was that the game used to save object memory by recording the number of object types (was 800) and then all the info specific to a savegame for each object type. The thing is, the max was set to 800 a long time back because I wanted lots of space for new ideas, but that phase is over. I found that I couldn't lower the number, or all old savefiles would fail to load. So I made a change in order to save space in savefiles and save memory during the game. In order to lower that 800 maximum, the game has to recognize that extra records are to be discarded; previous versions of the game would have rejected a savefile if the maximum was lowered. So that's what the message is all about.
And the savefile incompatibility came up because there was an off-by-one error in the code, which meant that one object memory record was left unread and then the data was misaligned for the next step, which is why it didn't work.-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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Yeah, bigtile mode has all sorts of issues. I'd suggest avoiding it, and manually increasing the tile width instead. Basically, bigtile mode uses double-wide tiles in the main display but then lots of other places the game only saves one space for an image that should then be displayed big, such as the map, or in shops. Someday I will work on it but not just yet.Just one more piece of feedback: the 'M'ap mode doesn't work very well with the big tiles. I'm using 'bigtile' mode, 32x32 tiles, with my font width set to 16 and my font height set to 32. This makes the regular game look great, but the Map has all sorts of drawing issues.
Shane-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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Yeah, when I made that change I had forgotten that when generating those special castle levels, the player gets placed before the stairs are added. This is fixed in the live fix I just uploaded.I entered a quest to kill a baby black dragon and immediately received the following message:
"Couldn't find stairs to move the player to!"
True enough, I did not start out on a staircase. EDIT: It looks like there were some stairs elsewhere on the level. For some reason it didn't find them.-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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let me know how you compile that:
appears also with z+angband 0.3.1Code:... Error: makefile src/makefile.bcc has hero.o missing Error: makefile src/makefile.ros has hero.o missing Error: makefile src/makefile.std has hero.o missing Error: makefile src/makefile.bcc has quest1.o missing Error: makefile src/makefile.ros has quest1.o missing Error: makefile src/makefile.std has quest1.o missing Error: makefile src/makefile.bcc has quest2.o missing Error: makefile src/makefile.ros has quest2.o missing Error: makefile src/makefile.std has quest2.o missing make: *** [.makefiles] Fehler 1
using: archlinux 64bit, gcc (GCC) 4.3.2
steps to reproduce:
./configure
makeComment
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Hm.. I thought those makefiles were unused now. I've uploaded a fix I presume will take care of that error message (namely, adding quest1.o, quest2.o, and hero.o to the makefiles they were missing from)... but if you're using a 64-bit system there may be issues I can't debug for, not having access to one myself.let me know how you compile that:
appears also with z+angband 0.3.1Code:... Error: makefile src/makefile.bcc has hero.o missing Error: makefile src/makefile.ros has hero.o missing Error: makefile src/makefile.std has hero.o missing Error: makefile src/makefile.bcc has quest1.o missing Error: makefile src/makefile.ros has quest1.o missing Error: makefile src/makefile.std has quest1.o missing Error: makefile src/makefile.bcc has quest2.o missing Error: makefile src/makefile.ros has quest2.o missing Error: makefile src/makefile.std has quest2.o missing make: *** [.makefiles] Fehler 1
using: archlinux 64bit, gcc (GCC) 4.3.2
steps to reproduce:
./configure
make-----------------------------------------
Z+Angband: A Zangband evolution
http://tinyurl.com/5pq2bdComment
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