Announce NPPAngband 0.5.2 (final) released

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  • nppangband
    NPPAngband Maintainer
    • Dec 2008
    • 926

    #16
    Originally posted by Matthias
    Also I think potions don't provide food anymore (but object text still says so), as two healing potions couldn't get me back to weak from faint when quaffing them the turn i became fainted
    As a follow-up, I just changed it so potions provide nourishment again, but I included a hack that prevents the player from getting gorged by potions.
    NPPAngband current home page: http://nppangband.bitshepherd.net/
    Source code repository:
    https://github.com/nppangband/NPPAngband_QT
    Downloads:
    https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

    Comment

    • nppangband
      NPPAngband Maintainer
      • Dec 2008
      • 926

      #17
      Originally posted by PowerDiver
      It is very nonintuitive that 'g', which gets a normal item beneath you, does not get the gold item beneath you. Sufficiently so that it feels like a bug to me. I'm not talking about energy use or anything like that. It just seems strange.

      The way it comes up is that I kill a few monsters without moving. Then I 'g'et the item(s) under me before moving forward, then am surprised I left money behind. I default to 'g' rather than '5' so that I can choose which items to pickup.
      Good feedback. I agree. I am actually going to take it a step further by checking every player turn so gold is automatically picked up without requiring any commands at all.
      NPPAngband current home page: http://nppangband.bitshepherd.net/
      Source code repository:
      https://github.com/nppangband/NPPAngband_QT
      Downloads:
      https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

      Comment

      • artes
        Adept
        • Jun 2011
        • 113

        #18
        I have problems compiling NPPAngband on Linux. There was no documentation, so I just guessed what to do.

        First there was something called snd-sdl.c missing, so I borrowed it from Angband, he he. Not very good I guess.

        Then I had to change the fonts in config.h.

        Finally I could compile with the commands:
        cd src
        make -fMakefile.std

        Now I can start the game from the nppangband folder with:
        ./nppangband

        I can make a character, but when the character is made, the game crashes after character creation with the error message:
        src/nppangband: Can't create the notes file

        How many things have I done wrong?

        Comment

        • nppangband
          NPPAngband Maintainer
          • Dec 2008
          • 926

          #19
          I am not sure. I know plenty of people play NPP on Linux, but I work on a standard windows PC. Hopefully somebody can tell you what to do.
          NPPAngband current home page: http://nppangband.bitshepherd.net/
          Source code repository:
          https://github.com/nppangband/NPPAngband_QT
          Downloads:
          https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

          Comment

          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #20
            Originally posted by artes
            Finally I could compile with the commands:
            cd src
            make -fMakefile.std

            Now I can start the game from the nppangband folder with:
            ./nppangband

            I can make a character, but when the character is made, the game crashes after character creation with the error message:
            src/nppangband: Can't create the notes file

            How many things have I done wrong?
            So, the usual pattern is after running "make" you have to copy the executable out of src/ into the parent and run it from there (so that lib/ is the in working directory). Not sure if that's what you did but if not that could be the problem.
            linux->xterm->screen->pmacs

            Comment

            • Magnate
              Angband Devteam member
              • May 2007
              • 5110

              #21
              Originally posted by d_m
              So, the usual pattern is after running "make" you have to copy the executable out of src/ into the parent and run it from there (so that lib/ is the in working directory). Not sure if that's what you did but if not that could be the problem.
              It doesn't usually matter where the executable lives, but where it is invoked from. The reference to "src/nppangband" in artes's post looks like how I usually invoke src/angband after building it.

              @artes: not being able to create the notes file sounds like it may be a permissions issue? Do you have write access to the directory where it's trying to create it? Did you build it with setgid? Or with PRIVATE_USER_DIR set?
              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

              Comment

              • buzzkill
                Prophet
                • May 2008
                • 2939

                #22
                NPP 0.5.2

                "Looking" at a player ghost, it's name is shortened to the first 3 characters. "You see Van" instead of "You see Vanity Queen". Her full name is displayed on the recall screen.

                edit: It gets stranger... see attached message dump.
                Attached Files
                Last edited by buzzkill; August 18, 2011, 02:24.
                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

                • buzzkill
                  Prophet
                  • May 2008
                  • 2939

                  #23
                  NPP 0.5.2 thoughts and comments (as they come to me).

                  I've said it before (in this thread) and here it is again, the clusters of stairs really do seem very buggy. I get why it's happening, but I stand firm that it needs to be fixed. I'd rather have the V behavior of a staircase in the middle of a room, than have 3 tucked consecutively into a dead end, or wandering a would level in search of any staircase just to finally find seven in one room within 50' of one another. It happens far to frequently to be justified as an aberration.

                  The in game description of the rogue (in the help files) erroneously states that rogues can set traps using 'p' and modify traps using '+'. As with the brigand, 'o' is the correct keystroke in both cases.

                  Rogues and brigands seem *very* similar (only rogues can cast a few spells).

                  I'm fully against rogues being able to cast CLW.

                  Every once in a while I trigger a trap in a grid that I've previously walked on. Do traps spawn or are PC's able to occasionally bypass them without setting them off?

                  I want to be able to run through a combination of consecutive grids of the same type of non-native terrain and normal dungeon floor.

                  {more to come, I'm sure}
                  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

                  • nppangband
                    NPPAngband Maintainer
                    • Dec 2008
                    • 926

                    #24
                    AFter I finalize 0.5.3 (a bugfix version), I am going to break savefile compatibility and completely re-do how player ghosts are done. That bug where the name is shortned should hepefully go away at that point.

                    I am going to work on staircase placement before 0.5.3 is finalized.

                    Brigands are much stronger at fighting; only slightly weaker than warriors. Rogues get some spells, but are much weaker at fighting. But yes, they are pretty similar. (I didn't know rogues could cast CLW. That much have changed during my break.)

                    Traps do not spontaneously generate.

                    Which terrains? We usually interrupt running when the amount of energy to go through them changes, for safety and double-attack reasons. I can check all of the FLOOR terrains and see which ones don't have the RUN flag, and see if there are some inconsistencies.

                    Thanks. I will try to address these before 0.5.3 is finalized.
                    NPPAngband current home page: http://nppangband.bitshepherd.net/
                    Source code repository:
                    https://github.com/nppangband/NPPAngband_QT
                    Downloads:
                    https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                    Comment

                    • buzzkill
                      Prophet
                      • May 2008
                      • 2939

                      #25
                      Originally posted by nppangband
                      Which terrains? We usually interrupt running when the amount of energy to go through them changes, for safety and double-attack reasons. I can check all of the FLOOR terrains and see which ones don't have the RUN flag, and see if there are some inconsistencies.
                      Right now it's sand. I frequently encounter sand filled corridors or sand and normal floor interspersed. As an elf, I have to pretty much single step through these areas.
                      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

                      • buzzkill
                        Prophet
                        • May 2008
                        • 2939

                        #26
                        Trap doors and recall seem to place you into dead ends (as staircases do), which seems wrong, less so for recall, more so for trap doors which should land you randomly and with a loud 'thump'.

                        Walls carved by elvish hand illuminate the floor near them, but they don't illuminate themselves as they should. I'd wouldn't mind seeing the illumination extended to 20' either. One grid of illumination is more distracting than useful.

                        Is there a disconnected stairs option?
                        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

                        • nppangband
                          NPPAngband Maintainer
                          • Dec 2008
                          • 926

                          #27
                          I do that for safety's sake, because there would be too many instadeaths if the player could sometimes start in the middle of a room.

                          I will add the disconnected stairs option. Does vanilla have it?
                          NPPAngband current home page: http://nppangband.bitshepherd.net/
                          Source code repository:
                          https://github.com/nppangband/NPPAngband_QT
                          Downloads:
                          https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #28
                            Yep, and it's generally used for competitions to avoid the issue of stairscumming.

                            Comment

                            • BlackFlame
                              Rookie
                              • Sep 2009
                              • 17

                              #29
                              New to NPP (and not an expert at *bands in general):

                              Is the "Disable shop services" birth option broken (running 0.5.2, that's the current stable release, right?), or am I doing something wrong? I set it to yes during creation, and they're still there. I like a lot of what I've heard about NPP, and maybe I'm not jaded enough by grinding yet, but it feels a little "wrong" to me to just be able to buy some of these things at will. I suppose I could just not use them, but I'm still curious if I'm doing it wrong because other birth options seem to work fine.

                              Comment

                              • nppangband
                                NPPAngband Maintainer
                                • Dec 2008
                                • 926

                                #30
                                Originally posted by BlackFlame
                                New to NPP (and not an expert at *bands in general):

                                Is the "Disable shop services" birth option broken (running 0.5.2, that's the current stable release, right?), or am I doing something wrong?
                                It's broken. Good catch. So is the birth_no_quests option. Both are fixed for the next release.
                                NPPAngband current home page: http://nppangband.bitshepherd.net/
                                Source code repository:
                                https://github.com/nppangband/NPPAngband_QT
                                Downloads:
                                https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                                Comment

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