FAangband 1.2

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  • Nick
    replied
    Originally posted by Mondkalb
    Am I just plain stupid or is the sound not working? (Windows exe version)
    I need to check, but my guess is that I have blindly adopted the Vanilla main-win.c file without remebering that FA needs special treatment for playing mp3 files instead of wav files. There will be a 1.2.10 before too long - I don't have any showstopper bugs yet, so will probably wait for a few more minor ones to accumulate.

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  • Mondkalb
    replied
    Am I just plain stupid or is the sound not working? (Windows exe version)

    I have enabled the play sound option in the interface options. I have even tried to add a Sound=1 entry to the faangband.ini.

    The sound has been working with earlier versions.

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  • getter77
    replied
    Good move, with any luck 1.3.0 and beyond will be here even before you know it! ; )

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  • Nick
    replied
    Originally posted by getter77
    Congrats on yet another release! Don't forget to update to Roguebasin as well when you get a chance. : )
    I was going to say "this is not really a new release, just a bugfix of 1.2", but then (a) it is nearly a year since 1.2.0 and (b) I haven't announced any 1.2.x on roguebasin, so I'll go do that now.

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  • getter77
    replied
    Congrats on yet another release! Don't forget to update to Roguebasin as well when you get a chance. : )

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  • Nick
    replied
    FAangband 1.2.9 is now available for Windows, Mac or source as a tar.gz or zip file.

    This is savefile compatible with 1.2.8, and fixes all the bugs I currently know about. Please let me know if there are bugs, dislikes or other problems.

    Leave a comment:


  • Susramanian
    replied
    Looking forward to the update! And thank you for all your hard work. FA is beautiful.

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  • Nick
    replied
    Thanks for the reports - I had a case of the game hanging on trying to generate a mountain top level last night, too.

    Originally posted by Susramanian
    1) I attempted to interact with visuals from the options screen, only to find that the only 'interactions' possible involved dumps. I wanted to change walls from the solid blocks back to the '#' character, but couldn't find a way to do that.
    This one's easy - the new way is '~' for the knowledge screens, then choose features and pick out granite walls from the menus, 'v' for visuals, 'i' to insert and enter '23' as the hex code for '#'. Oh, and there are 3 lighting states (torchlit, lit and dark) to cycle through with 'l' (that's a small 'L').

    When I say easy, I mean easy to answer... sorry this is a bit complicated, but the upside is that you can now use any utf8 glyph you like. If you like plain ascii, then the upside is that the ascii codes are all just two hex digits

    This is all a result of the new utf8 functionality. Things will improve as that matures.

    2) I tried to map the '@' key to '=m', basically giving '@' its old functionality of bringing up the keymaps screen. It doesn't work. After making this keymap, pressing '@' just brings up the options screen. It seems to ignore the 'm'.
    Weird - that works for me. Any other issues with keymaps?

    3) After preparing in town, I poked my head out into the dangerous level 28 countryside outside of Gondolin. I had to flee back to town almost immediately. This was expected; I have a strange fondness for starting characters this way in FA. It usually takes me quite a few deaths before I get a high elf off the ground. On around my third ill-fated foray into the countryside, I tried to flee back to Gondolin, a pack of vicious Zs on my tail... and found that the way was blocked. Death followed. Really, starting a high elf was hard enough before. If we're going to disallow peeking outside of town to see if the coast is clear, then I'd be forced to abandon my preferred FA character type.
    My fault - the default setting for the birth disconnected stairs option is true. You need to change that to false, and I have changed the default to false in development.

    4) Pressing 'g' while standing on a single item brings up a list consisting of that single item, and asks you which item you want to pick up. I couldn't find an option to disable this bizarre behavior. This is not good. In fact, it finished me off; I stopped playing and started writing this post. The last thing Angband (or any of its variants) needs is an increase in keystrokes necessary to perform common tasks.
    Agreed. Will fix.

    I am planning to continue with incremental updates to 1.2 until it runs smoothly. This report helps a lot - thank you.

    Leave a comment:


  • Susramanian
    replied
    Just started up my old favorite FAangband character type: a high-elf warrior. Overall, it feels very elegant and polished. However, there are some problems that stopped me playing after only a few minutes. Here they are in the order that they came up:

    1) I attempted to interact with visuals from the options screen, only to find that the only 'interactions' possible involved dumps. I wanted to change walls from the solid blocks back to the '#' character, but couldn't find a way to do that.

    2) I tried to map the '@' key to '=m', basically giving '@' its old functionality of bringing up the keymaps screen. It doesn't work. After making this keymap, pressing '@' just brings up the options screen. It seems to ignore the 'm'.

    3) After preparing in town, I poked my head out into the dangerous level 28 countryside outside of Gondolin. I had to flee back to town almost immediately. This was expected; I have a strange fondness for starting characters this way in FA. It usually takes me quite a few deaths before I get a high elf off the ground. On around my third ill-fated foray into the countryside, I tried to flee back to Gondolin, a pack of vicious Zs on my tail... and found that the way was blocked. Death followed. Really, starting a high elf was hard enough before. If we're going to disallow peeking outside of town to see if the coast is clear, then I'd be forced to abandon my preferred FA character type.

    4) Pressing 'g' while standing on a single item brings up a list consisting of that single item, and asks you which item you want to pick up. I couldn't find an option to disable this bizarre behavior. This is not good. In fact, it finished me off; I stopped playing and started writing this post. The last thing Angband (or any of its variants) needs is an increase in keystrokes necessary to perform common tasks.

    Leave a comment:


  • Nick
    replied
    One bug so far - 'I' on ego items gives too much information. Needs fixing, but not a showstopper.

    Leave a comment:


  • Malak Darkhunter
    replied
    Awsome thanks! It works.

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  • Nick
    replied
    OK, these links:
    Windows, Mac, tar.gz, zip
    now point to bugfixed versions; the Windows version should have the correct dlls.

    Leave a comment:


  • Nick
    replied
    Originally posted by Malak Darkhunter
    Hey nick I'm getting a error on trying to startup Fa it says cant find libpng12.dll so won't start, any ideas? i'm using windows xp thanks. newest version 1.2.8
    My error.

    That one has a bug, anyway - give me a little while, and I'll have an improved version there.

    Leave a comment:


  • Malak Darkhunter
    replied
    Hey nick I'm getting a error on trying to startup Fa it says cant find libpng12.dll so won't start, any ideas? i'm using windows xp thanks. newest version 1.2.8

    Leave a comment:


  • Nick
    replied
    Originally posted by Nick
    I did get one crash in OSX on lighting a room - not sure if it's port-specific or not.
    OK, not port-specific, it's moderately likely to happen when lighting a room. Fixed in development.

    I'll playtest for a bit and release 1.2.9 when I've failed to find any bugs for a while. As always, any bug reports appreciated.

    Leave a comment:

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