FAangband 1.2

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  • LostTemplar
    replied
    Some comments.
    1) It crashes with "gruesome software bug" after character death without chance to make dump (not allways), after restarting it does not show previous char dump as FA normally do.

    2) Overall interface is too vanilla-like, e. g. 'enter' is required after *
    arrows dont work in menus
    etc.
    a lot of nasty things.
    store interface 'lags' e.g. pressing keys fast results in it not working
    stores seems to sell to few items ?????
    no starting gold
    some options, that was 'normal' are now birth options.

    3) Locations are buggy, town shown as nowhere town, lvl 1 shown as town, etc. in char history.

    4) Town looks terrible in 80X25 console mode. It seems it is 81X26 actually.

    5) Overall good job, vanilla players will probably like it.

    Leave a comment:


  • Nick
    replied
    1.2.2

    FAangband 1.2.2 is now available from the download page. Please play, post dumps, discuss, complain, etc

    This, finally, is a proper, bugfree (relatively) release - the way 1.2.0 should have been if I hadn't been too impatient. A reminder of the main changes in 1.2:
    • UI more like Vanilla
    • Recolouring of terrain, objects and especially monsters; monsters that appear in Vanilla are now typically the same colour in FA
    • Massive underlying code restructure which will not have obvious effects


    Also a reminder that live 1.1 or earlier characters imported will die in the importation process; importing an earlier savefile with a dead character is the recommended way to preserve your monster and object memory. 1.2.0 and 1.2.1 savefiles will Just Work.

    There is no NDS or WinCE port yet.

    Leave a comment:


  • Nick
    replied
    Originally posted by Arralen
    Does "the remaing bugs" cover the
    problem with the monster AI/pathfinding as well?
    Maybe, although I'm more concerned with stuff like the inventory not showing correctly.

    Leave a comment:


  • Arralen
    replied
    Originally posted by Nick
    I really should be fixing the remaining bugs and getting 1.2.2 out.
    Does "the remaing bugs" cover the
    problem with the monster AI/pathfinding as well?

    Leave a comment:


  • Nick
    replied
    Originally posted by Therem Harth
    1.2.1: I just discovered that the birth_dungeon ("Play with no wilderness") option doesn't work. Trying to go down the stairs in town just results in the town being regenerated.

    (Jumping to a dungeon level with the debug command ^a-j does work though.)
    There is a bug where changing the birth options doesn't stick properly the first time - I suspect this may be what has happened to you. Setting the birth option, suiciding and restarting may work. IIRC I have fixed this in development; I really should be fixing the remaining bugs and getting 1.2.2 out.

    Leave a comment:


  • Therem Harth
    replied
    1.2.1: I just discovered that the birth_dungeon ("Play with no wilderness") option doesn't work. Trying to go down the stairs in town just results in the town being regenerated.

    (Jumping to a dungeon level with the debug command ^a-j does work though.)

    Leave a comment:


  • joelsanda
    replied
    Originally posted by Derakon
    Oh, my mistake, it's activating Spaces, not Exposé. That mode lets you drag windows from one "space" (virtual desktop) to another, but it also lets you drag windows around within a single desktop.

    Really messed-up that this can even happen, though.
    Works like a charm, thanks! I've never used Spaces or Expose before, though I've had every version of OS X since 10.1. Now I will

    Leave a comment:


  • Derakon
    replied
    Oh, my mistake, it's activating Spaces, not Exposé. That mode lets you drag windows from one "space" (virtual desktop) to another, but it also lets you drag windows around within a single desktop.

    Really messed-up that this can even happen, though.

    Leave a comment:


  • joelsanda
    replied
    Originally posted by Derakon
    I've been dealing with this for awhile now. You can fix it by using Exposé to view all windows -- from this view you can drag the window down.
    Huh. In Expose I can see all windows for open applications, but once I select the main FAangband window that brings faangband.app to the forefront - I'm unable to grab anything with the pointer to drag and reposition the window.

    Are you just clicking the main FAangband window and pulling it down? Any voodoo around grabbing a specific edge or something?

    For grins I downloaded 1.1.6 and noticed that version does it as well, though I suppose it could perhaps be reading my 1.2.1 preferences, perhaps?

    Leave a comment:


  • Derakon
    replied
    I've been dealing with this for awhile now. You can fix it by using Exposé to view all windows -- from this view you can drag the window down.

    Another bug I've noticed is with secondary windows. If you have secondary windows on a different display from the primary display, then two launches after you set them up, they will be moved onto the primary display. You can work around this by, each time you launch Angband, moving the secondary windows around a bit. I'd guess there's some positioning information that isn't getting saved properly from one launch to the next.

    Leave a comment:


  • joelsanda
    replied
    Main window positioning in MacOS X

    Like Angband FAangband positions the main window under the OS's top toolbar after the first launch. I monkeyed around a little with this and it's just like Angband - after the first launch, regardless of where I positioned the main window, it's placed under the system's toolbar at the top of the screen.

    Once there it's stuck - you can't grab the top of the window to drag it back down.

    Leave a comment:


  • Nick
    replied
    Originally posted by CJNyfalt
    Something seems wrong with torches, their info text says that they provide radius 2 light, but they seems to give only radius 1 even if I have combined them up to 3900 turns.
    The info text is wrong - they are still radius 1.

    1.2 is still depressingly buggy - plan (a) is to fix all the bugs and put out 1.2.2, but if I haven't done that soon I'll resort to plan (b), which is put 1.2.2 out anyway and have 1.2.3 as another bugfix release.

    Leave a comment:


  • CJNyfalt
    replied
    Something seems wrong with torches, their info text says that they provide radius 2 light, but they seems to give only radius 1 even if I have combined them up to 3900 turns.

    Checking the code (calc_torch in play_calc) it is shown clearly that torches gives only radius one. To me it looks like a bug that might have been introduced with merging code from vanilla.

    Leave a comment:


  • joelsanda
    replied
    Originally posted by Nick
    Term 3 displays messages and an error: "Parse error in /Applications/FAangband/FAangband.app/Contents/Resources/lib/pref" three - four times after a message is delivered to that terminal window.

    What are you trying to display there?
    Messages in Term 3.

    Leave a comment:


  • Nick
    replied
    Originally posted by joelsanda
    Any change to a tile set displays the following error: "Parse error in "/Applications/FAangband/FAangband.app/Contents/Resources/lib/pref/graf-xxx.prf line 431 column 5: char: missing field" with the only difference being the reported line. The tiles do load, but creatures and you have their ASCII character and not a graphic.
    32x32 Tiles seems to load all of them after hitting 'return' through the parser errors.
    Thanks - that should be an easy fix.

    The fourth graphic option, 8x16, displays ASCII characters and not graphics.
    Yes - there's no pref files for those yet. That will happen when I am fairly confident there aren't any gamebreaking bugs left.

    Term 3 displays messages and an error: "Parse error in /Applications/FAangband/FAangband.app/Contents/Resources/lib/pref" three - four times after a message is delivered to that terminal window.
    What are you trying to display there?

    Oddly the Terminal preferences I first selected did not stick - I had to go back in a second time to select my windows. Subsequent loads of the 'Subwindow display settings' did correctly show my selection. I hit 'esc', as always, after first selecting my subwindow choices.
    Yes, I think I've seen this too. There's still some weirdness in the way it's detecting whether to change subwindow contents.


    The 'Character Equipment' section of the Character Dump appears to have a lot of extra lines for each entry. It looks like each item has four lines, with only some containing text. I've attached a screenshot of that window.
    Yes, I've tended to err on the side of too many line breaks rather than too few. I will refine it a bit at some point.

    Thanks for the report - let me know of other issues as they come up (and they will).

    Leave a comment:

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