The future of Oangband?

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  • camlost
    replied
    Originally posted by CJNyfalt
    I decided to have unlight add +2 to infravision. Maybe that is too much considering that I did improve infravision?
    Not all races will have infravision innately, and it's really cool to see walls appearing 10 squares away. You still can't see cold-blooded monsters in the dark. I say +2 INFR is fine.

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  • CJNyfalt
    replied
    A bit of update of on the ports:
    - main-x11: Almost updated, only key handling and moving over to the new file-handling version.
    - main-gcu: Progressing.
    - main-win: Some progress, looks doable.
    - main-crb: The diff is so big, that I can't really change this file gradually. It looks like the best best is to copy over the vanilla version, and hope for the best.

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  • Nick
    replied
    Originally posted by CJNyfalt
    What is causing issues however, is the x-char stuff because it is such an ugly hack that I'm having problems to stomach adopting it.
    Agreed - I do like the results, though. The V devteam is working on UTF-8 support, so if you wait a bit there'll be a correct solution available.

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  • CJNyfalt
    replied
    Ran into a strange bug: Turning on PRIVATE_USER_PATH removes colors from inventory.

    Otherwise, I am progressing nicely with adding the new file handling functions. What is causing issues however, is the x-char stuff because it is such an ugly hack that I'm having problems to stomach adopting it.

    Leave a comment:


  • CJNyfalt
    replied
    Originally posted by Nick
    Basically the player gets RDark and +3 stealth, plus when not wielding a light
    • Vision radius 2;
    • Terrain bonus of ac/8 + 10 (for melee) when on an unlit grid;
    • Damage reduction of 1/4 (against spells) when on an unlit grid;
    • no_lite is always false (so you can read in the dark)
    • Additional +3 stealth when on an unlit grid
    Well, the only things that differs are the vision radius and the stealth.
    I fixed the stealth bug, leaving the vision radius issue.

    Considering that I improved infravision so that it is usable, I will probably just have unlight grant more infravision, instead of using your dark vision.

    EDIT:
    I decided to have unlight add +2 to infravision. Maybe that is too much considering that I did improve infravision?
    Last edited by CJNyfalt; June 20, 2011, 13:39.

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  • Nick
    replied
    Originally posted by CJNyfalt
    I will take a look at some point. BTW, how did you fix unlight in FA & 1.1.0u? I know that I have done something that makes playing without light more viable, but I am not sure if it is the same solution.
    Basically the player gets RDark and +3 stealth, plus when not wielding a light
    • Vision radius 2;
    • Terrain bonus of ac/8 + 10 (for melee) when on an unlit grid;
    • Damage reduction of 1/4 (against spells) when on an unlit grid;
    • no_lite is always false (so you can read in the dark)
    • Additional +3 stealth when on an unlit grid

    Leave a comment:


  • CJNyfalt
    replied
    Originally posted by Magnate
    I suggest waiting until we've got rune-based ID and then see if you want to adopt that.
    Well, what I have heard about the rune-based id sounds interesting so far.

    Now that would be interesting. Please post if you find an alternative.
    I know of one alternative that I uses for another project, so I will try it out at some point.

    Leave a comment:


  • CJNyfalt
    replied
    Originally posted by Nick
    This is a lot of work - I have mostly done this up to V3.2 for FAangband, but I'm still sorting out bugs and V is a rapidly moving target. See here for more detail.
    So, far things progress nicely, but the big challenge ahead is updating input handling.

    All these have been dealt with in FA too - I would recommend looking at how.

    I will have more to say on this at some point
    I will take a look at some point. BTW, how did you fix unlight in FA & 1.1.0u? I know that I have done something that makes playing without light more viable, but I am not sure if it is the same solution.

    Leave a comment:


  • Nick
    replied
    Originally posted by CJNyfalt
    - Upgrade and sync code with Vanilla, focusing on the main-xxx and z-xxxx files.
    This is a lot of work - I have mostly done this up to V3.2 for FAangband, but I'm still sorting out bugs and V is a rapidly moving target. See here for more detail.

    - Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.
    - Remove amnesia attacks.
    - No sell option.
    All these have been dealt with in FA too - I would recommend looking at how.

    I will have more to say on this at some point

    Leave a comment:


  • Magnate
    replied
    Originally posted by CJNyfalt
    - Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.
    I suggest waiting until we've got rune-based ID and then see if you want to adopt that.
    - Look over the build system and consider possible replacements for GNU autohell.
    Now that would be interesting. Please post if you find an alternative.

    Leave a comment:


  • CJNyfalt
    replied
    I have been thinking about my current goals of development, and the following are in or under consideration:
    - Upgrade and sync code with Vanilla, focusing on the main-xxx and z-xxxx files.
    - Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.
    - Remove amnesia attacks.
    - No sell option.
    - Look over the build system and consider possible replacements for GNU autohell.

    Leave a comment:


  • CJNyfalt
    replied
    Originally posted by Philip
    Sure, I can test windows if you like. O 1.1.0u doesn't work on OSX but 1.1.0 might. Nick knows more about what changed though. What am I supposed to test and where do I find it?
    The code can be found here:
    A fork of Oangband v1.1.0. Contribute to oangband/Oangband development by creating an account on GitHub.


    This thread has instructions on how to get the code, for Vanilla, just replace angband with Oangband and oangband at the appropriate places:


    As for what to test, I am mostly interested if you are able to compile and play, or if there are any gruesome errors that prevent it from working.

    Leave a comment:


  • Philip
    replied
    Sure, I can test windows if you like. O 1.1.0u doesn't work on OSX but 1.1.0 might. Nick knows more about what changed though. What am I supposed to test and where do I find it?

    Leave a comment:


  • CJNyfalt
    replied
    I have been busy cleaning up the code and removing ports that are no longer supported in vanilla.

    However, there is something I can not do myself, and that is testing on OS X and Windows.

    So, could someone test those ports, please? I suspect that OS X will not work, but AFAIK I have done nothing that would break Windows.

    Leave a comment:


  • Derakon
    replied
    For what it's worth, Vanilla development versions have non-beaming Teleport Other, and it hasn't horribly broken the balance.

    Leave a comment:

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