The future of Oangband?
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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.Leave a comment:
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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.Leave a comment:
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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:
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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
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.Leave a comment:
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- 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:
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Now that would be interesting. Please post if you find an alternative.Leave a comment:
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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.
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 pointLeave a comment:
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- Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.
- Remove amnesia attacks.
- No sell option.
I will have more to say on this at some pointLeave a comment:
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- Look over the build system and consider possible replacements for GNU autohell.Leave a comment:
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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:
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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:
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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:
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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:
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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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