FAangband 0.3.0

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  • Nick
    replied
    Originally posted by petebull
    - The squelching screen has no longer entries for the new spellbooks
    Yes, found that one already. I just forgot to put them in. It's fixed in my version now

    - the fourth displayed item selection repeats the key label and the weight from the 1st slot.
    Which item selection? I can't find this one.

    - the subwindow overhead map should not act on the double and triple tile settings
    Yes, I agree. There are two ways to fix it - have two sizes of tile available (which I didn't do because I just wanted to get this version out ), or do the map always in ascii. I'm not sure which is the better approach.

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  • petebull
    replied
    - The squelching screen has no longer entries for the new spellbooks

    - the fourth displayed item selection repeats the key label and the weight from the 1st slot.

    - the subwindow overhead map should not act on the double and triple tile settings

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  • Nick
    replied
    Originally posted by petebull
    - can't use the '{' key on the object recall screens, nothing happens. Perhaps the mouse button would work
    No - looks like autoinscriptions don't work at all.

    - can't use the function keys on Macro creation. All that is displayed at the prompt is ^_ for each function key pressed down.
    After a quick look, I can't see where the problem is coming from. It seems possible that it's just a screen output problem - have you checked if the macro works, even if the wrong thing is showing at the prompt? The macro code is not something I've spent a lot of time on.

    - the bigtile display option isn't set after returning to play
    I assume you mean the double and triple tile settings - and yes, I seem to have failed to get them to save.

    - the font sorting is a bit strange
    Yes, I've thought that too

    Thanks for all these - I don't think there's anything too urgent there, but it will all help for the next version.

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  • Nick
    replied
    Originally posted by AnonymousHero
    I'm trying to get this thing up and running in X11 mode, but the game crashes when I press any key on the intro screen . I'm compiling on a 64-bit machine if that matters -- I've tried to compile for 32-bit, but the result is the same: Immediate crash after the intro screen.
    Sorry, I don't have a clue here - X11 works fine for me. Some kind of file permission issue, maybe?

    SDL and GCU seem to work fine -- though not really playable for me since I like having 5 or so windows.
    As mentioned. SDL is great for multiple windows. Here is my setup:

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  • petebull
    replied
    Problems:

    - can't use the '{' key on the object recall screens, nothing happens. Perhaps the mouse button would work

    - can't use the function keys on Macro creation. All that is displayed at the prompt is ^_ for each function key pressed down.

    - the bigtile display option isn't set after returning to play

    - the font sorting is a bit strange

    playing the SDL display code

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  • petebull
    replied
    Originally posted by AnonymousHero
    SDL and GCU seem to work fine -- though not really playable for me since I like having 5 or so windows.
    Huh? I'm playing SDL with all 7 subwindows.

    Only thing I'd like to change about that implementation is to make the border snapping only to happen when windows overlap.

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  • AnonymousHero
    replied
    I'm trying to get this thing up and running in X11 mode, but the game crashes when I press any key on the intro screen . I'm compiling on a 64-bit machine if that matters -- I've tried to compile for 32-bit, but the result is the same: Immediate crash after the intro screen.

    SDL and GCU seem to work fine -- though not really playable for me since I like having 5 or so windows.

    Leave a comment:


  • Nick
    replied
    Originally posted by Nick
    Ring of Resist Fire (-46%): I haven't decided exactly how all items should respond to possibly being negative - I think this is my preferred result for these, but I coould also make them cursed. Opinions? Does anyone really care? It's a minor point, I guess.
    Actually, it looks like they'll have to become cursed (or something equivalent), as the Magic Shop just gave me 135 gold for a Ring of Resist Cold that gave 44% vulnerability...

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  • andrewdoull
    replied
    Originally posted by Nick
    The other symptom I have is that if I can't delete the 8x13.fon file after this - which makes it look like it isn't frreing that font properly. Also, allocating memory once the game has reached the tombstone screen would make it crash in windows, too. Most amusingly, none of these things was a problem running the exact same windows port in linux with wine.
    A fix for the font issue is in Sangband, and went into vanilla recently. I've not made the effort to trawl through Trac yet to see what the patch was.

    However, that font issue occurs whenever you run Angband, not just when it crashes on exit.

    Andrew

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  • Nick
    replied
    Originally posted by andrewdoull
    Unangband gets this occasionally on Windows XP...

    So it'll be a problem with main-win.c somewhere...
    The other symptom I have is that if I can't delete the 8x13.fon file after this - which makes it look like it isn't frreing that font properly. Also, allocating memory once the game has reached the tombstone screen would make it crash in windows, too. Most amusingly, none of these things was a problem running the exact same windows port in linux with wine.

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  • andrewdoull
    replied
    Originally posted by Nick
    There is a known issue where the windows port registers a crash on closing the game - I haven't been able to work out why, but the only obvious effect is to pop up an error window. The game still saves fine. I suspect it's a font issue of some sort, and I'm inclined to blame Vista...
    Unangband gets this occasionally on Windows XP...

    So it'll be a problem with main-win.c somewhere...

    Andrew

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  • Nick
    replied
    Arrow keys and menus: mostly menus have been replaced with Pete Mack's new menu code as seen in V and Un (recall point menu is a good example). The specialty menu is one of the ones that hasn't yet, and it looks like I've broken something in doing mouse buttons. Mouse should work for selection, or typing the letter, or scrolling with 2, 4, 6, 8. I'm more annoyed that the character selection wasn't working properly with arrows - I'll have to check why that is.

    Crash on choosing specialty: this one worries me a little. I've imported big chunks of the low level vanilla code for things like file and memory handling, but V has been changing so fast it's a bit, well, bitty now - some of it is pre-3.0.9, some of it post. In some ways this was an interim release - I wanted to get the big changes out there and get some feedback on them rather than delay a couple more months that would be mostly spent on interface code with not much to show for it. So I hope this doesn't show it's too half-baked.

    Ring of Resist Fire (-46%): I haven't decided exactly how all items should respond to possibly being negative - I think this is my preferred result for these, but I coould also make them cursed. Opinions? Does anyone really care? It's a minor point, I guess.

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  • Seany C
    replied
    Alexander Ulyano, the Zombie? That's a new one. Ooh, Gravity Bolts for Druids - nice...

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  • Seany C
    replied
    Hmm, seems to be a negative ring after all - it's given me a vulnerability to fire. Cunning...

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  • Seany C
    replied
    Erm...

    >>
    Ring of Resist Fire

    It makes you vulnerable to fire (38%)
    It cannot be damaged by fire.
    >>

    Does that mean that it's a cursed ring of fire vulnerability or that the description's a bit 'different'?

    Leave a comment:

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