FAangband 1.2

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  • joelsanda
    replied
    Did I just buy the farm?

    Not sure where my torches went, may have been to eager leaving stuff at home.

    In either case I fell through a trap door and my only torch ran out. Of course I can't read a scroll because there is no light, nor can I read the light spell from my spell book - for the same reason.

    Did my character just get an early retirement?

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  • buzzkill
    replied
    Originally posted by Nick
    Yeah, the mac and windows ports handle the tiles differently - I think they're a bit more stable in windows (although the underlying refresh problem is a feature of every platform ).
    After flicking the options back and forth form everything off-ASCII, back to my normal settings, things seem to have improved for me as well. I don't notice many, if any, duplicate monsters though the breath attack effect tiles persist. Very odd.

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  • joelsanda
    replied
    Originally posted by Nick
    control+r and control+shift+r both work fine for me, both on 10.6.8 and 10.7.1.
    They do work - I was using the right key combination and didn't notice as there really were two monsters when I thought one ;-)

    It does seem that the graphics modes are behaving weirdly. It does seem that the "Fit tiles exactly" mode behaves better, but changing modes doesn't seem to work perfectly either.

    I would recommend changing to ascii, setting width and height to 1, selecting "Fit tiles exactly" mode until it sticks, then selecting the tiles and height/width you want - it all seems to work fairly well (although with the odd monster duplication) after that.
    That improves it. Also, and I had to play for several hours to see this, the problem did appear in towns eventually. Very sporadic!

    Thanks for the suggestions.

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  • Nick
    replied
    Originally posted by buzzkill
    What is "fit tiles exactly". I don't get that option in windows. I'm using big tile, double tile and nice graphics. I also can't set tile width/height aside from increase/decrease in one pixel increments or exiting the game and editing the ini.
    Yeah, the mac and windows ports handle the tiles differently - I think they're a bit more stable in windows (although the underlying refresh problem is a feature of every platform ).

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  • buzzkill
    replied
    Originally posted by joelsanda
    When targeting the squares between @ and the monsters turn black and sometimes FAangband responds the monster cannot be targeted.
    Yeah, I get the black squares too. The screen can become quite an unviewable mess if you have to cycle through several different targets, but once I press escape to end targeting the ghosts are usually gone. I assume the "monster cannot be targeted" stems from trying to target a monster that isn't really there.

    Originally posted by Nick
    I would recommend changing to ascii, setting width and height to 1, selecting "Fit tiles exactly" mode until it sticks, then selecting the tiles and height/width you want - it all seems to work fairly well (although with the odd monster duplication) after that.
    What is "fit tiles exactly". I don't get that option in windows. I'm using big tile, double tile and nice graphics. I also can't set tile width/height aside from increase/decrease in one pixel increments or exiting the game and editing the ini.

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  • Nick
    replied
    Originally posted by joelsanda
    Hmmm - in my case on a Mac (OS X 10.7.1) targeting actually makes the problem worse. When targeting the squares between @ and the monsters turn black and sometimes FAangband responds the monster cannot be targeted.

    control+shift+R doesn't seem to refresh the screen for me. Perhaps I'm using the wrong keys?
    control+r and control+shift+r both work fine for me, both on 10.6.8 and 10.7.1.

    It does seem that the graphics modes are behaving weirdly. It does seem that the "Fit tiles exactly" mode behaves better, but changing modes doesn't seem to work perfectly either.

    I would recommend changing to ascii, setting width and height to 1, selecting "Fit tiles exactly" mode until it sticks, then selecting the tiles and height/width you want - it all seems to work fairly well (although with the odd monster duplication) after that.

    Leave a comment:


  • joelsanda
    replied
    Originally posted by buzzkill
    Yep, also looking or targeting or otherwise trying to interact with a particular enemy.
    Hmmm - in my case on a Mac (OS X 10.7.1) targeting actually makes the problem worse. When targeting the squares between @ and the monsters turn black and sometimes FAangband responds the monster cannot be targeted.

    control+shift+R doesn't seem to refresh the screen for me. Perhaps I'm using the wrong keys?

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Nick
    I assume hitting control-R fixes it?
    Yep, also looking or targeting or otherwise trying to interact with a particular enemy.

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  • Master Programmer
    replied
    (EDIT)

    wait, i see your post on the other(dead) thread. Oxo

    sorry to bother you

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  • Nick
    replied
    It doesn't happen to me with ascii, but it doesn't surprise me - it's a problem with my V/FA1.2 implementation of big tiles. It basically just needs refreshing to be done properly, and I may get to it some time before too long.

    I assume hitting control-R fixes it?

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  • buzzkill
    replied
    I get this everywhere, town, wilderness, doesn't matter. But it's not 100% consistent. Occasionally the screen will update correctly. But it's bad enough that if I'm fighting more than 1 enemy, I press ctrl-r after every action. (win-vista).

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  • joelsanda
    replied
    MacOS X display bug?

    I think there's a video defect in MacOS X. I downloaded 1.2.5 and noticed that, when monsters move, the square they occupied will remain populated with the monster's image. I tested with ASCII and all graphic modes that worked. In all cases here's the use case:
    1. Encounter a monster
    2. Move @ one square
    3. Observe monster move a square
    4. Move @ one square
    5. Observe monster move a square
    6. Move @ one square
    7. Observe monster move a square


    After steps 3 and 5 there are now three of the monsters. After step 7 it looks like the problem clears up.

    Again - happened in ASCII mode as well as all graphic modes. When I saw it consistently happen I'd get to step 5 and switch to ASCII and that didn't seem to clear it up.

    Anything else I can provide to help better define this bug? I thought about a screen shot but that does communicate much - you just see three different monsters where there was one.

    Oddly enough this did not seem to happen with monsters in towns. I tested three towns and in none of those did I see this - only in wilderness.
    Last edited by joelsanda; September 29, 2011, 21:08.

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  • Master Programmer
    replied
    ":/FAangband116/src/attack.c:2716:1: fatal error: opening dependency file c:/FAangband116/src/c/FAangband116/src/attack.d: No such file or directory"

    I keep getting so many errors, and this ds port, NEVER COMPILES AT ALL, ON ANY OPERATING SYSTEM I HAVE! DX

    please, please, please, PLEASE, help me. D:

    i tried it in linux, but it could never find the include files, i do it in windows xp, and that error pops up...


    (sorry about me posting this in 2 threads, but i realized nobody even goes to the thread i posted in first)

    (EDIT)

    This is the full message list:

    "> "make"
    attack.c
    c:/FAangband116/src/attack.c:2716:1: fatal error: opening dependency file c:/FAangband116/src/c/FAangband116/src/attack.d: No such file or directory
    compilation terminated.
    make[3]: *** [/c/FAangband116/src/attack.o] Error 1
    make[2]: *** [faangband.arm7.elf] Error 2
    make[1]: *** [subdirs] Error 1
    "make": *** [all] Error 1

    > Process Exit Code: 2
    > Time Taken: 00:05"

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  • Nick
    replied
    Originally posted by buzzkill
    Is it 1.2.4 savefle compatible?
    Yes (with the usual caveat of back up your savefile).

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  • buzzkill
    replied
    Is it 1.2.4 savefle compatible?

    Leave a comment:

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