Hi. Congratulations for reaching the 1.0 release. I have not played FAangband much, to be honest, but I have been following its development to some extent, and downloaded and compiled every new release. Your Angband variant is certainly one of those with the most active development. That being said, I've been running into trouble with the latest release... 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.... It's ok I guess since I can build the game with the Makefile in the root directory, but I've not seen any variant yet which I could compile at all where that file wouldn't work until now. Anyways, thank you very much.
FAangband 1.0
Collapse
X
-
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....
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)
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
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...Comment
-
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.Comment
-
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.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
I think you should be able to achieve this by setting the environment variable ANGBAND_PATH to /usr/local/games/faangband/.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
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.Comment
-
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.Comment
-
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.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
-
Comment
-
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.Comment
-
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.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
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.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
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.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
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.No, I don't have a clue 'bout C, and I'm not starting my own variant.
Never. Ever.Comment
Comment