FAangband 1.0

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  • Chryana
    Rookie
    • May 2007
    • 23

    #61
    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.
    Last edited by Chryana; August 12, 2009, 21:48. Reason: trying to set a subject... too late, can't do that :(

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #62
      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.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Seany C
        Swordsman
        • Apr 2007
        • 283

        #63
        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

        • Chryana
          Rookie
          • May 2007
          • 23

          #64
          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

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9637

            #65
            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.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              #66
              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/.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Seany C
                Swordsman
                • Apr 2007
                • 283

                #67
                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...

                Comment

                • Mr.Peanut
                  Scout
                  • Jan 2009
                  • 44

                  #68
                  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

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #69
                    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

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9637

                      #70
                      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.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • thapper
                        Adept
                        • Aug 2008
                        • 168

                        #71
                        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

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          #72
                          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.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9637

                            #73
                            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.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #74
                              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

                              • Arralen
                                Swordsman
                                • May 2007
                                • 309

                                #75
                                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.

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