FAangband 1.2

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  • Malak Darkhunter
    replied
    Ok thanks Lost Templar will give it a go. When The game crashed it started from my earlier save, witch is okay but that was several levels gone.

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  • LostTemplar
    replied
    1.1.6 is stable, it can be found on variants page. Here is version, I currently play, that is also quite stable https://code.launchpad.net/~fa-dev/faangband/prebase. 1.2.x still needs a lot of work.

    Btw if I get a crash it generally does correct panic save and can be continued from it.
    Also there is some way to get rid of double key press, it is vanilla bug (or feature), and have been discussed somewhere on this forum.

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  • Malak Darkhunter
    replied
    I tried 1.2.7 and I kept having problems with multiple keypresses, I push 4 and it automaticaly doubles no matter what, 4 becomes 44, 3 becomes 33 etc. having to backspace alot, also I recieved a crash when trying to use a wand of wonder in town, end of my adventure.

    Right now what is the most stable version of FA?

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  • LostTemplar
    replied
    Btw something strange happens with GIT. How is it possible, that, while I have not done anything with Beleriand, my fork refuses to apply commits cleanly.

    It seems that in FA 1.2x item generation is seriously broken e.g. whip of the balrog (-76, +18) is not exactly the type of items we want, trying to fix it now.
    Last edited by LostTemplar; December 11, 2011, 18:11.

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  • Nick
    replied
    Originally posted by Malak Darkhunter
    Any ideas on the next release of FA? I will probably give it a run after I finish V4.
    I'm not planning anything huge for the next release - mainly fixing bugs still around from the 1.2 incorporation of the V codebase, and a few tweaks that LostTemplar is doing.

    I'm currently spending most of the development time I have free on Beleriand, my FA fork - although some of the code improvements from that are coming back to FA as well.

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  • LostTemplar
    replied
    Any ideas on the next release of FA?
    Any time now.

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  • Malak Darkhunter
    replied
    Any ideas on the next release of FA? I will probably give it a run after I finish V4.

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  • LostTemplar
    replied
    f\n'$ works correctly. Fires first slot ammo to nearest monster, no need to inscribe, same as vanilla "h" command.

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  • Nick
    replied
    Keymaps in FA are now in theory the same as in current Vanilla. Note that the single quote key (') targets the closest monster, so f0' may be what you want.

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  • imsabbel
    replied
    Originally posted by LostTemplar
    It is f\n. to fire first item or f0. to fire ammo inscribed by @f0, btw this is for version 1.1.6, maybe in 1.2.7 it does not work.
    Tried removing the escapes. Tried f\0 instead of f0.
    No change, just does not work.

    Otoh, i am also suffering from the "double number" bug, so maybe this is related - it seems like all keymaps that include numbers of special characters simply do not work - binding, otoh, something like "day" to drop the first inventory item, to a key _will_ work.

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  • LostTemplar
    replied
    It is f\n. to fire first item or f0. to fire ammo inscribed by @f0, btw this is for version 1.1.6, maybe in 1.2.7 it does not work.

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  • Derakon
    replied
    The \e\e at the beginning of the keymap is probably causing problems, perhaps because the way to signify hitting the Escape key has changed. Keymaps can't be activated except when hitting Escape would do nothing anyway. Try removing that and see how it goes.

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  • imsabbel
    replied
    Originally posted by Derakon
    As for how to create macros, I haven't played FA recently but I'd assume they're under the '=' options screen now. At least, that's where they are in Vanilla, and Vanilla and FA have been pillaging each other for quite some time.

    Also they're keymaps instead of macros now. Functionally identical except that keymaps can only trigger when the game is waiting for your next in-game command (so e.g. not when there are -more- messages pending, or when you're looking at your inventory screen, etc.).
    Ok, I made sure. Macros are not under "=" (there is, otoh, an "interaction with keymaps" option there). And they also do not appear under @, where the manual says they are.

    To see if keyboard layout might be an issue I got another angband clone (chengband), and there @ opened the "interaction with macros" dialog.

    So is it only missing for me, or was there an regression break?

    ---

    Ok, i tried it with keymaps, and am a bit at a loss.

    I inscriped my bolts with "@f0".
    I made a keymap \e\ef0*t
    It does not work - it always ends up with a "which item do you want to take off" dialog.
    On the other hand, if i just type in the letters manually f, then 0, then *, then t, it works like it should. What is going wrong there?

    Edit again - I tried all permutation. Keymap processing is definitively borked. It simply does not work. Even binding the must simple thing "*t", will ignore the * and just give you a take off item dialog.
    Last edited by imsabbel; December 9, 2011, 20:58.

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  • LostTemplar
    replied
    Well, no, I just want my macros clear them, not automatically e.g. if I press a key to detect traps it should work any time, but otherwize I enjoy cool messages like "you *smite* foo, the foo is confused and stunned".

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  • Derakon
    replied
    Check the options for "automatically clear -more- messages" or something like that, then.

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