FAangband 1.0

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  • chris28
    replied
    Thanks Nick to continue the DS port but i have an error at beginning when "Initializing array size"
    - error at line 14 of 'limits.txt' Record -1 contains a 'obsolete file' error Parsing V:1.0.0

    I've tested it on R6 Gold with no save file.

    Christophe

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  • Arralen
    replied
    Spell "Detect Objects" - visual depiction results in flickers
    Screen flickers twice when casting the spell with a rogue: Looks like first the detection radius is drawn, then the visible rock squares, then again the detection radius, then the map. Happens quite fast, so I'm not even 50% sure.

    Selling prices are off
    Selling a *average* broadsword to the travelling merchant results in ~100 gold, selling a *average* spear only nets 12 gold (numbers may be a little bit off, as this is from memory, but we're talking orders of magnitude here anyway...)

    arrows keys are broken in most menues now
    .. but not all: Sometimes they work, but only in one direction or the other. Inconsistency can be annoying, too

    calulation of starting HP seems off
    Adan rogue starts with 36/38 HP (or something like that ... memory again..); CON was boosted to 18/10 (7pts IIRC)

    Number keys do not work in (F)iring menue
    .. for choosing quivers slots, despite the text says so - but thats an old bug aint it?

    ID (not *ID*) resulted in fully recognised curses on "perilous" item
    Reading a "Scroll of Identify {25% off} on a "Hard Leather Armor [6] {perilous}" resulted in full description text, plus "It gives you -1 to your charisma. It provides resistance to frost (55%), It renders you fearless. It is cursed; it occasionally poisons you and sometimes makes you hallucinate. It cannot be uncursed. You know all the curses on this object. It cannot be damaged by frost".
    I presume this is not suppose to happen, as "now regular ID shows everything except curses, which are
    discoverable either by *ID* or (automatically) noticing when they show up."


    Travelling merchant is missing the (l)ook command option hint in the bottom text
    Works nevertheless, though.
    Last edited by Arralen; August 16, 2009, 21:17.

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  • Nick
    replied
    Bugfix version (1.0.1) is now up on the site; the page still looks the same, but the links now link to 1.0.1 instead of 1.0.0.

    Bugfixes and updates include
    • Frost Beam description
    • Having to answer 'no' to get a character dump
    • Macro restoration for non-ascii keys
    • Sound now works on all platforms (and is an in-game option)
    • Adjusted magestaff activation
    • Included buzzkill's latest 32x32 graphics
    • All linux frontends and Makefile.std now work (although x11 fonts may be a little dodgy still)
    • Neutral monsters don't disturb the player until adjacent
    • Option and knowledge menus use letters instead of numbers as tags
    • Crash on completion of first session
    • Projection distance on themed level now uniformly half the usual
    • Latest curses improvements from Vanilla
    • Use of arrows in Windows should be better (or else the game will crash a lot)
    • NDS port


    Thanks to everyone who reported problems.

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  • Nick
    replied
    Originally posted by pampl
    I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.
    Tracked this down - it was happening on every platform, and was a memory handling error that only happened the first time the game was run.

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  • Nick
    replied
    Originally posted by thapper
    Just a question, are the lead shots (heavy) not supposed to be heavier than the normal lead shots? Or is it just that have a higher deadliness bonus?
    Yes, it's just the deadliness bonus. Maybe (heavy) isn't such a good name.

    And something I found right now, on a themed level in the wilderness (the proud warlords), during "daylight", my light reaches some 20 steps away but I can only see a high-elf novice rouge from about 10 steps away. So, even on a pretty open space, monsters suddenly appear out of nowhere. Is this intended? I didn't notice it on "normal" wilderness levels but now I can't be sure.
    No, this isn't intended. The projection distances are cut in half on the themed levels, but the light shouldn't be extending beyond that.

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  • thapper
    replied
    Just a question, are the lead shots (heavy) not supposed to be heavier than the normal lead shots? Or is it just that have a higher deadliness bonus?

    EDIT: And something I found right now, on a themed level in the wilderness (the proud warlords), during "daylight", my light reaches some 20 steps away but I can only see a high-elf novice rouge from about 10 steps away. So, even on a pretty open space, monsters suddenly appear out of nowhere. Is this intended? I didn't notice it on "normal" wilderness levels but now I can't be sure.
    Last edited by thapper; August 15, 2009, 17:04.

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  • Nick
    replied
    Originally posted by Mr.Peanut
    I eagerly await the DS release.
    Yes, I have apparently forgotten how to compile for the DS - you can expect the DS release when my brain comes back from its holiday.

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  • buzzkill
    replied
    The DVG tileset included in the original FAAngband 1.0.0 release had quite a bit of background (dithering) noise, that some, including myself, found quite annoying. If you have noticed it, and want it gone, grab the 'clean' 32x32.bmp from the usual place.

    NICK, you'll want to include this replacement with you next bugfix release.

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  • Mr.Peanut
    replied
    Wow! That is a massive update! I kept checking the board every month or so wondering when 0.3.7 would be released, and suddenly, blip, 1.0.0! You say it is just a number, but it does have meaning when so much work has gone into it.

    I eagerly await the DS release.
    Last edited by Mr.Peanut; August 13, 2009, 15:35.

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  • Seany C
    replied
    Originally posted by Nick
    Well, if you're in the mood for adventure, you can test a possible fix. If you have a version of Vanilla - anything from 3.0.8 on will do - copy the pref-win.prf file from that into your FA lib/pref folder. This should fix the quiver selection problem (also option and knowledge screen selection), but may make you game crash when you use commands involving a direction - tunnelling, running etc. You may recall this crash from such versions as 0.3.0. I'm hoping it was a pref handling issue, and that the fact that I've taken pref handling from V in this version means that it won't happen any more. But I would keep the old pref-win.prf, and set autosave if you choose to accept this mission.
    Sounds good to me - I'll have a go over the weekend...

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  • Nick
    replied
    Originally posted by Chryana
    I'm used to copy the complete directory with a variant to /usr/local/games and then create a small script to get the game going from there, but that doesn't work with FAangband, since it seems the path is hard coded on compilation to /usr/local/share/$foo...
    I think you should be able to achieve this by setting the environment variable ANGBAND_PATH to /usr/local/games/faangband/.

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  • Nick
    replied
    Originally posted by Seany C
    If you're in the mood for minor bugfixes / more lines for the Complainer, it looks as if the numbers for the quiver slots still aren't working right (in XP).
    Well, if you're in the mood for adventure, you can test a possible fix. If you have a version of Vanilla - anything from 3.0.8 on will do - copy the pref-win.prf file from that into your FA lib/pref folder. This should fix the quiver selection problem (also option and knowledge screen selection), but may make you game crash when you use commands involving a direction - tunnelling, running etc. You may recall this crash from such versions as 0.3.0. I'm hoping it was a pref handling issue, and that the fact that I've taken pref handling from V in this version means that it won't happen any more. But I would keep the old pref-win.prf, and set autosave if you choose to accept this mission.

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  • Chryana
    replied
    I finally got it working thanks to your instructions... I had to copy the file 12x20.fon to the font directory from another variant to get it working, though. I would like to make a request for the next release... As it is right now, I have no choice but to issue a "make install" to get FAangband to work. I'm used to copy the complete directory with a variant to /usr/local/games and then create a small script to get the game going from there, but that doesn't work with FAangband, since it seems the path is hard coded on compilation to /usr/local/share/$foo... Would it be possible to allow the game to run without having to install it for the next release? Thank you very much.

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  • Seany C
    replied
    If you're in the mood for minor bugfixes / more lines for the Complainer, it looks as if the numbers for the quiver slots still aren't working right (in XP).

    At the moment, as since 0.3.0, I think, you can't access a quiver number directly from the first relevant menu but you can by pressing '*' and then the number. Cosmetic, admittedly, but that's what Complainers are for...

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  • Nick
    replied
    Originally posted by Chryana
    When I try to run the executable with the -mgcu command line option, I get the error message "The 'lib' directory is probably missing or broken.". If I try the -mx11 option, the message is "Couldn't load the requested font. (8x16x)", which is obviously incorrect, since there a 8x16x.fon file in the font folder. Also, I can't compile with the file Makefile.std....
    OK, looks like I have some tidying up to do there. The preferred linux option (preferred by me, anyway) is to configure with --enable-sdl; then it runs using the SDL frontend by default. I guess I haven't said that anywhere, either.

    In fact, here is the current best way to set up in linux:
    Code:
    ./autogen.sh
    ./configure --enable-sdl
    make 
    make install (you may have to do this as root, or using sudo, or whatever)
    I will be aiming to get the other options cleaned up before putting out a bugfix, though.

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