FAangband 1.0

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  • thapper
    replied
    I started playing a bit this morning and I got the post-quit-"crash" mentioned above using your windows-build on Vista (but only once).

    I also noticed that shops accept to buy stuff pseudo-ed as dubious, is that intended?

    I'm trying out a mage and at least for the start (I'm just on level 10) the activation on the mage-staff is making it very easy but I guess that will change when I'm not restoring all mana with each activation. The activation also basically gives you endless fire bolt (or whatever the first spell is, I don't remember yet) but that will also only be useful as long as the monsters actually die from a few fire-bolts. I'm excited to see what you did to the mage spells later on...

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  • Blackened
    replied
    Originally posted by Nick
    OK, sorry about that. It should work if you run ./autogen.sh first. I always get a bit confused about exactly which files are required at which step...

    Let me know if that fails.
    Thanks, that helped.

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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.
    I used to have a bug like this in a previous version, but haven't seen it for a while. I suspect it may be related to freeing memory on closing the game. Does the same thing happen if you use my windows binary?

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  • Nick
    replied
    Originally posted by ekolis
    Oh, one more thing... it seems that when examining a wand/staff/etc. it always says I have a 100% chance of activating it, but that's not the case...
    This is a new feature, and I thought it was working correctly (because it definitely wasn't working correctly at first, and then I "fixed" it). What Race/Class are you using, and what devices? 100% chance is theoretically impossible, but it may round to that.

    EDIT: Don't worry - this is broken. Look at it as an advertisement for a coming feature.
    Last edited by Nick; August 10, 2009, 11:20.

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  • Nick
    replied
    Originally posted by Blackened
    Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:

    Code:
    configure: creating ./config.status
    config.status: creating mk/extra.mk
    config.status: creating mk/sinclude.mk
    config.status: error: cannot find input file: src/autoconf.h.in
    OK, sorry about that. It should work if you run ./autogen.sh first. I always get a bit confused about exactly which files are required at which step...

    Let me know if that fails.

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  • pampl
    replied
    Sounds cool, and I've had more luck compiling this version. 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.

    Leave a comment:


  • ekolis
    replied
    Oh, one more thing... it seems that when examining a wand/staff/etc. it always says I have a 100% chance of activating it, but that's not the case...

    Leave a comment:


  • Blackened
    replied
    Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:

    Code:
    configure: creating ./config.status
    config.status: creating mk/extra.mk
    config.status: creating mk/sinclude.mk
    config.status: error: cannot find input file: src/autoconf.h.in

    Leave a comment:


  • Nick
    replied
    Originally posted by ekolis
    I did notice however that on the options menu, you can't use the arrow keys because they map to numbers, which map to the commands... perhaps the numbers should be letters like on the options submenus?
    Actually, that's a really good idea. This whole arrow/number thing has been a complete pain. I will do that.

    Leave a comment:


  • ekolis
    replied
    Nice! Keep up the good work!

    I did notice however that on the options menu, you can't use the arrow keys because they map to numbers, which map to the commands... perhaps the numbers should be letters like on the options submenus?

    Leave a comment:


  • Nick
    replied
    Read this before upgrading an existing character

    I've just realised, I really should have mentioned this:

    Don't upgrade with an existing live character.

    Object properties get scrambled (mostly just deleted) in the upgrade process. If you want to retain your monster memory, the best way is to upgrade with a dead character.

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  • thapper
    replied
    Congrats on the release! I'll start playing it right away (or when I get of this high-speed train, *banding here makes me nauseous).

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  • HallucinationMushroom
    replied
    Yah, congrats on the ONE. I can't wait to see the new complainer messages.

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  • Nick
    replied
    Originally posted by buzzkill
    Congrats on the release. Do you see comp. 73 in FA's future? Maybe a mage?
    Well, V3.1.1 may be a bit hard to ignore for 73. But maybe 74.

    Leave a comment:


  • buzzkill
    replied
    Congrats on the release. Do you see comp. 73 in FA's future? Maybe a mage?

    Leave a comment:

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