FAangband 0.3.0
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Not exactly a bug - if you squelch rings of deadliness, they all get squelched, cursed or not. Currently quality squelching only deals with stuff you get a pseudo-id for - so weapons and armour. Eddie Grove is currently developing a squelch patch for vanilla which includes (IIRC) pseudo-id for some other stuff too, and I'll probably be putting that in when it's ready. -
... and it may get worse. I don't know if you've seen the new vanilla shop interface, but I was planning to implement that, too - it didn't get in this time because (a) I wasn't sure if I wanted haggling to go and (b) it would have been potentially a lot of work getting the multiple towns, race-town probabilities etc in there, so it joined several other things in the "later" pile. As always, any opinions on this listened to politely
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I had vaguely thought about having multiple message lines at one point, but hadn't thought of just overlapping them onto the screen. I like that a lot.Nick, as an aside, you might want to look at the easy_more implementation I've just done for Unangband. Screenshot of it in action here http://angband.oook.cz/screen-show.php?id=1352Leave a comment:
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Oops, one more - I just got a +12 Deadliness ring showing up as squelch - maybe because a previous -10 one got the squelch flag?Leave a comment:
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Minor gripe (more fresh meat for The Complainer): are the 'p' and 's' keys in stores gone for good? I'm sure I'll get used to 'd'ropping and 'g'etting items eventually, mind, but it's annoying for now...
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Nick, as an aside, you might want to look at the easy_more implementation I've just done for Unangband. Screenshot of it in action here http://angband.oook.cz/screen-show.php?id=1352This is a new V feature that I wanted feedback on - and people have been making the same complaint there, too
I'm afraid there is no way to turn it off; my startegy when I first played a game with this feature (Steamband) was to start using the spacebar as a -more- key instead. This may be changed in future when other bits of the interface change (which they will - the interface was really unfinished for this version, but I wanted to get the gameplay changes out to get some idea of whether I'd broken balance).
AndrewLeave a comment:
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This is a new V feature that I wanted feedback on - and people have been making the same complaint there, too
I'm afraid there is no way to turn it off; my startegy when I first played a game with this feature (Steamband) was to start using the spacebar as a -more- key instead. This may be changed in future when other bits of the interface change (which they will - the interface was really unfinished for this version, but I wanted to get the gameplay changes out to get some idea of whether I'd broken balance).
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OK, macro_add is called by the X11-port function that turns X11 key events into angband keypresses. It looks like in your case the keypress is not being recognised as a normal keypress, and then the macro_add function is being called before macros are initialised - this is happening on the splash screen with the pretty ascii circle, right? Is there likely to be anything unusual about the way your system handles keyboard input? Does a mouse click work any better?I tried running with a debugger attached, and it says that FA segfaults in line 644 of util.c:
I'm not sure why this would only occur on "X11"... maybe some sort of missing call to an initialization function? Anyway, I hope that helps in tracking it down.Code:Program received signal SIGSEGV, Segmentation fault. 0x00000000004bd637 in macro_add (pat=0x7fff9a42fd50 "\037M_20\r", act=0x7fff9a42fdd0 " ") at util.c:664 664 macro__pat[n] = string_make(pat);
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Why Enter always opens a menu of somekind? Is it possible to disable? I use Enter as a -more- key, so nearly always end up forced to press Esc few times to close menu that I don't need at all...highly irritating feature I must say...Leave a comment:
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it didn't happen in the debug recompile. Might have been the gcc optimization or some other fluke.Leave a comment:
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I tried running with a debugger attached, and it says that FA segfaults in line 644 of util.c:
I'm not sure why this would only occur on "X11"... maybe some sort of missing call to an initialization function? Anyway, I hope that helps in tracking it down.Code:Program received signal SIGSEGV, Segmentation fault. 0x00000000004bd637 in macro_add (pat=0x7fff9a42fd50 "\037M_20\r", act=0x7fff9a42fdd0 " ") at util.c:664 664 macro__pat[n] = string_make(pat);
Ah. I should probably have mentioned that I have a multi-head setup; though I guess it would work if I convinced my window manager (ion3) to allow the window to span two screens. I'll try that.
I just hope I can convince it to use my favorite font.Leave a comment:
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I'm sorry, I have no clue at all about what's going on. I've looked at the relevant pieces of the code, and they pretty much haven't changed since 0.2.3. If anyone else sees this, or has any ideas why it might be happening, I'd be pathetically grateful.Leave a comment:
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yes, always the 4th slot, but other than I thought, it's repeating the first item in inventory, not the 1st displayed slot.
It doesn't happen in the subwindow.Leave a comment:
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OK, that's odd - I can't reproduce that, and I haven't seen anything like it in development. Does it always happen, and is it only the 4th repeating the 1st? Does it happen if you put the inventory in a subwindow?Leave a comment:
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