UnAngband interim release in preparation; please help!

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  • Bandobras
    Knight
    • Apr 2007
    • 726

    UnAngband interim release in preparation; please help!

    Edit3: release wip7e is hereby released. Man, I'm good at that!

    Edit2: release wip7d is hereby released. Thank you for your help and please give me some feedback.

    Edit: updated various bits and pieces; the source archive is now of reasonable size

    As UnAndrew reports on his blog, he's just got a new job and they haven't yet agreed to finance UnAngband, so he is biding his time and becoming rich and influential meanwhile, which unfortunately leaves him with little time for UnAngband at the moment.

    Andrew gave me his blessing to prepare an interim release as a Christmas gift to all and to spice up of the heated last stage of the competition. Since GCD managed to overcome Smaug, while we were procrastinating, I've devised to make the new release much easier to beat, so that we can catch up with him. ;D Seriously speaking, generally the game should now be easier at the start (many factors) and end (less summoning), possibly a bit harder in the middle due to lowered drops at all depths. There are also some bug fixes, some new content, some UI goodies.

    This will be a work in progress release, so please save often and report bugs. Savefiles are compatible, unless the level you are on has fallen out of the levels range of the current dungeon, so it's safest to upgrade when in Rivendell, Bree, Hobbiton or Bucklebury (their depths are unchanged).

    To play the freshly downloaded competition savefile, load the character, quit, start again, answer 'y' to quickstart question and you'll have no problems with some dungeon guardians prematurely dead (those not in the game when the competition savefile was created). Doing quickstart every time you die you'll also get more monster memory, which is OK in this competition (since code-diving is allowed, anyway). Social-status scumming to become a king's only child is not OK.

    I'm cluless about releasing Angband variants, so I need you help badly, before I rename the sources proper wip7d, upload binaries and call it a release:
    * I don't know if the version of zip program I used does not mangle small and large letters or anything else, so please verify.
    * I will be able to make a Linux binary, but I need help with any other ports. Does it compile for you? Is everything you need included in the source archive? Andrew has just written:
    > Anyone on OS / X can build the OS/X distribution (.dmg file) using make dist.
    > Anyone on windows can build the windows distribution using build_win.bat once it's
    > compiled (Ideally they need 7zip and upx - at a minimum 7zip).
    * I've heard about problems with fonts on Vista (or was it XP?). Is it OK in wip7c? Are any quick changes desirable right now?
    * Any other changes needed? Any obvious bugs introduced in the new sources? Am I missing something embarrassingly obvious?

    The preliminary source code is available at [...]
    Edit: the official source now at

    Linux binaries at

    Windows port at


    Preliminary changelog below (listing changes from wip7c to wip7e). Some changes are listed as tentative, please test and provide feedback.


    ### Gameplay ###

    - If the player is blocking, he gets a +20 to hit in melee and +15 to hit with bows/throwing. This allows bad melee practitioners to increase their odds of hitting by blocking.

    - If the weapon you are attacking with or the ammo you are firing / item you are throwing is not an ego item, artifact, coated weapon or magic item, it will inherit brands/slays from your equipment as follows:

    * In melee, your gloves/gauntlets are checked first.
    * If you have no gauntlets, instead, your right hand ring.
    * Except for blows with your secondary weapon, which use your left-hand ring.
    * For throws and ammunition, only your left hand ring is checked.

    - Rings of ice/acid/fire/electricity now have the appropriate brand. This makes them highly useful for archers/throwing specialists as well as mage-type spell casters which do not use gloves/gauntlets.

    - Modified low-level bard spells, replacing Holy Water with a more bard specific spell.

    - Added spells that modify a single round of blows, shooting or throwing.

    - Scale down upper end of monster drop sizes.

    - Minimise number of townsfolk who drop gold.

    - various changes and additions to the wilderness map, guardians, depths; in particular, added the Great Grey Wolf and a slight upgrade to Boldog, the Orc Captain, to have missile attack.

    - substituted guardians (e.g. Black Riders) now guard only the first zone and are described as such

    - recycled some guardians so that changes to the world, as the game progresses, do not make uniques undefeatable, except a few plot-motivated cases

    - ad hoc tweaks to pseudo-id (until this is rethought and rewritten more systematically), in particular, broken items are no longer reported {average} for mages;

    - on shallow levels, OOD monster rarer and not so OOD

    - moved multiplying monsters (especially shallow but high HP ones) much deeper by increasing their hp rating in the power calculations; giant black louse is thus level 6, not 3 as before (is 7 in monster.txt)

    - removed restore potions, made stat potions much more common and cheaper, tweaked prices of starting magic devices

    - made traps, potions, etc. that do more than p_ptr->mph/2 damage leave player at 1HP instead of killing him; please revert if this is too munchkinish, but note that it only affects early game, when detect traps and ID are scarce; with this also later in the game test-id and no-trap-detection become viable; tentative

    - made apple and berries a bit lighter and berries somewhat nourishing

    - you can now die from starvation second turn after travel, beware

    - other minor tweaks and additions


    ### User Interface ###

    - Pval modifier is now included in the description of an item.

    - added dungeon level names (only about half of dungeons, please contribute)

    - more information in the dungeon knowledge menu; the location blocked by a guardian revealed

    - some info about dungeons reachable via one step of travel, in particular, warning if no way back or if no escape via maps

    - overhauled and sorted visited dungeons listing in the character dump; tentative

    - added link to map and to dungeon knowledge from the travel menu

    - overhaul of the main screen UI, especially of the no-sideboard mode; the town level is now one line lower, I hope this does not break anything; tentative

    - corrected layout of the top line inside shops

    - warn about starvation, especially after travel

    - changed default wrap column to 80 now that we have long texts to print, e.g. dungeon descriptions; some are still 75 column, e.g. ego powers, because they are subordinate to their main item descriptions; tentative


    ### Bug fixes ###

    - Fix for Bug #12538 Chain-summoning Termite Mounds.

    - This also modifies the 'power curve' of monster ecologies so may have far-reaching effects.

    - Fix for Bug #12570 bards "Find Hidden Traps/Doors" =|= "Find Traps".

    - Fix bug Bug #12569 browsing spellbooks "prerequsite" => "prerequisite"

    - Fixed by Bug #12568 Priest Cure Moderate Wounds required mage Cure Light Wounds as a pre-requisite.

    - Fix for Bug #12457 Rings of tele not activable when identified via ring spec

    - rings of teleportations should now be always found cursed

    - Fix for Bug #12567 Potion of Detonations .. broken ?

    - Prevent loading a character from marking worthless items as broken.

    - corrected the destinations of maps (the ones bought, sold, etc.)

    - fixed a bug that made all MFLAG_STRONG monsters twice as strong as intended (I think); these included (some?) low level uniques

    - as a temporary fix to the problem of empty Nature book and others, I've removed the books of Negations, Nature, Space, Annihilation, the Void, Immolation and Gambits; please report if any of the books worked for you in earlier versions

    - some code cleanups, minor fixes and changes to the engine under the hood

    - crashes when inspecting bags, etc. fixed, I hope

    - fixed another crash with bags and lack of equip term refresh when canceling item selection from a bag

    - gmake from Vanilla that allows both native- and cross-compiling using mingw

    - Windows build packaging script for use on Unix, to complement build_win.bat
    Last edited by Bandobras; December 21, 2007, 19:42.
  • pav
    Administrator
    • Apr 2007
    • 793

    #2
    Took a quick look at that .tar.gz of yours, and

    - it's spammed by autoconf interim products, clean them out (you should distribute configure and Makefile.in files, not autom4te.cache, config.*, generated Makefiles, Makefile.ams, configure.ins, .m4 files etc...)
    - you distribute tiles, both in png and bmp form; previous wip had only bmp files in place, I think
    - Thumbs.db is not necessary either, I believe

    I believe these (mostly the first) account for the inflated size of a download.
    See the elves and everything! http://angband.oook.cz

    Comment

    • Arralen
      Swordsman
      • May 2007
      • 309

      #3
      Any chance to get those 2 fixed - I'm not willing to throw my hard-earned bag away, and can't really play any further if I keep it ... :

      #012603 Magical Bag of Supplies in home causes crash

      #012594 Magical bags + inventory in a separate term window

      Thanks,
      yours

      Stefan
      No, I don't have a clue 'bout C, and I'm not starting my own variant.
      Never. Ever.

      Comment

      • Bandobras
        Knight
        • Apr 2007
        • 726

        #4
        Pavel, thank you for help.

        Stefan, your wish is granted (I hope). BTW, it would not be possible without you providing several ways of reproducing the bug. Please verify it's gone (the new zip has the fix).
        Last edited by Bandobras; December 19, 2007, 23:22.

        Comment

        • Arralen
          Swordsman
          • May 2007
          • 309

          #5
          Originally posted by Bandobras
          Please verify it's gone (the new zip has the fix).
          Aahh .. ooo-kay .. if someone could magically turn that zip into a windows binary..
          What?
          Nope, last time I had something to do with "compilers" it was on a VMS machine with about the CPU power my USB controller has now .. back in '92 or something. And I had a nice "cooking recipe" to follow ...
          No, I don't have a clue 'bout C, and I'm not starting my own variant.
          Never. Ever.

          Comment

          • Bandobras
            Knight
            • Apr 2007
            • 726

            #6
            VMS port? Yes, why not.

            But, yes, please provide binaries for wipwipwip7d. If nothing unexpected occurs, I will just rename them to wip7d this evening (oook time) and publish them as part of the release. It would be nice to know the source compiles on OS/X and Windows before announcing the release...

            Comment

            • takkaria
              Veteran
              • Apr 2007
              • 1951

              #7
              Originally posted by Bandobras
              VMS port? Yes, why not.

              But, yes, please provide binaries for wipwipwip7d. If nothing unexpected occurs, I will just rename them to wip7d this evening (oook time) and publish them as part of the release. It would be nice to know the source compiles on OS/X and Windows before announcing the release...
              I take it you're on Linux, right? If you use Debian/Ubuntu/other distro that uses the same package archive, then you can cross-compile to Windows and package everything up from the comfort of your Linux box. (I do it all the time for V.)
              takkaria whispers something about options. -more-

              Comment

              • Bandobras
                Knight
                • Apr 2007
                • 726

                #8
                Debian unstable here. Sounds great, but I don't know the first thing about Windows. I may, e.g., package the binary as .tar.bz2 or .deb and smile innocently or put the blame on Saruman and his deception.

                Comment

                • takkaria
                  Veteran
                  • Apr 2007
                  • 1951

                  #9
                  Originally posted by Bandobras
                  Debian unstable here. Sounds great, but I don't know the first thing about Windows. I may, e.g., package the binary as .tar.bz2 or .deb and smile innocently or put the blame on Saruman and his deception.
                  I've just committed a cross-compiling-capable makefile and a sh packaging script to SVN. The following steps should work for you:

                  $ sudo apt-get install mingw32 mingw32-binutils mingw32-runtime upx
                  $ cd unangband/src
                  $ rm *.o
                  $ make -f Makefile.win MINGW=yes CROSS=i586-mingw32msvc-
                  $ cd ..
                  $ ./build_win.sh unangband-062-wipwipwip7d
                  takkaria whispers something about options. -more-

                  Comment

                  • Bandobras
                    Knight
                    • Apr 2007
                    • 726

                    #10
                    Yay, it works! There was a lot of compilation warnings but it built and packaged OK.

                    It even runs in Wine on my Linux box, though the # signs for walls are awful, because the default font has a lot of space around #. My Linux fonts make # almost solid, so I actually prefer # to the fancy graphics that shimmers on my screen due to the moire effect.

                    Now only the MAC OS (or OS/X?) port is needed, of the major ones.

                    Release released. It is done. Thank you very much.

                    Edit: Now I know I should do something, but I can't remember what.
                    Last edited by Bandobras; December 20, 2007, 19:07.

                    Comment

                    • Arralen
                      Swordsman
                      • May 2007
                      • 309

                      #11
                      Originally posted by Bandobras
                      Originally posted by Arralen
                      Any chance to get those 2 fixed - I'm not willing to throw my hard-earned bag away, and can't really play any further if I keep it ... :
                      #012603 Magical Bag of Supplies in home causes crash
                      #012594 Magical bags + inventory in a separate term window
                      Stefan, your wish is granted (I hope). BTW, it would not be possible without you providing several ways of reproducing the bug. Please verify it's gone (the new zip has the fix).

                      At least in the Win binary supplied above, the first one is not fixed, and the 2nd now causes crash instead of loop/unresponsive application ...


                      I've attached the savegame in case someone wants to try this in Wine or something .. .

                      Thanks for your efforts, nevertheless


                      PS: Why does the game drop a bunch data files into the "user" folder on the first run, while all of them are already in the "edit" folder with the same name, but different size (haven't checked the content) ??

                      H:\_Kommandozeile_\unangband062wip7dwin\lib\user
                      21.12.2007 08:31:09 A----- 46.748 artifact.txt
                      21.12.2007 08:31:09 A----- 19.895 ego_item.txt
                      21.12.2007 08:31:09 A----- 16.260 flavor.txt
                      21.12.2007 08:31:09 A----- 696.191 monster.txt
                      21.12.2007 08:31:09 A----- 105.619 object.txt
                      21.12.2007 08:31:09 A----- 6.820 p_class.txt
                      21.12.2007 08:31:09 A----- 14.876 p_race.txt
                      21.12.2007 08:31:09 A----- 74.344 room.txt
                      21.12.2007 08:31:09 A----- 132.621 spell.txt
                      21.12.2007 08:31:09 A----- 379.824 terrain.txt

                      H:\_Kommandozeile_\unangband062wip7dwin\lib\edit
                      20.12.2007 20:05:02 A----- 32.920 artifact.txt
                      20.12.2007 20:05:02 A----- 5.389 blows.txt
                      20.12.2007 20:05:02 A----- 3.998 cost_adj.txt
                      20.12.2007 20:05:02 A----- 25.784 dungeon.txt
                      20.12.2007 20:05:02 A----- 16.661 ego_item.txt
                      20.12.2007 20:05:02 A----- 13.334 flavor.txt
                      20.12.2007 20:05:02 A----- 1.643 limits.txt
                      20.12.2007 20:05:02 A----- 509.849 monster.txt
                      20.12.2007 20:05:02 A----- 6.354 names.txt
                      20.12.2007 20:05:02 A----- 90.733 object.txt
                      20.12.2007 20:05:02 A----- 6.492 p_class.txt
                      20.12.2007 20:05:02 A----- 14.671 p_hist.txt
                      20.12.2007 20:05:02 A----- 9.730 p_race.txt
                      20.12.2007 20:05:02 A----- 5.558 quest.txt
                      20.12.2007 20:05:02 A----- 68.434 room.txt
                      20.12.2007 20:05:02 A----- 1.924 rune.txt
                      20.12.2007 20:05:02 A----- 2.093 shop_own.txt
                      20.12.2007 20:05:02 A----- 88.448 spell.txt
                      20.12.2007 20:05:02 A----- 7.795 store.txt
                      20.12.2007 20:05:02 A----- 9.299 style.txt
                      20.12.2007 20:05:02 A----- 263.181 terrain.txt
                      20.12.2007 20:05:02 A----- 37.334 vault.txt
                      Attached Files
                      Last edited by Arralen; December 21, 2007, 07:58.
                      No, I don't have a clue 'bout C, and I'm not starting my own variant.
                      Never. Ever.

                      Comment

                      • Bandobras
                        Knight
                        • Apr 2007
                        • 726

                        #12
                        Originally posted by Arralen
                        At least in the Win binary supplied above, the first one is not fixed, and the 2nd now causes crash instead of loop/unresponsive application ...
                        Now, that is cruel. I'm afraid it will wait for wip7e, then, which may be out quite soon if I manage to reproduce your crashes. Perhaps the windows port uses another code for the display?

                        Originally posted by Arralen
                        I've attached the savegame in case someone wants to try this in Wine or something .. .

                        Thanks for your efforts, nevertheless
                        Thank you. This is becoming personal, so the savegame you provided will be very useful. I hope my hacks didn't break mutliple terms display for things other than bags? Anyway, I hope without multiple terms the game still behaves reasonably, so wip7d is not recalled.

                        Originally posted by Arralen
                        Why does the game drop a bunch data files into the "user" folder on the first run, while all of them are already in the "edit" folder with the same name, but different size (haven't checked the content) ??
                        This is some new major cunning scheme by the maintainer, I guess, but I've not yet managed to understand that.

                        Comment

                        • zaimoni
                          Knight
                          • Apr 2007
                          • 590

                          #13
                          Automatic rebalancing of monsters, etc.
                          Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
                          Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
                          Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

                          Comment

                          • Bandobras
                            Knight
                            • Apr 2007
                            • 726

                            #14
                            Thanks for the savefile, I've got the same crashes as you do. I didn't get them before, because I had inven/equip and you have equip/inven assigned to term window. Try it and perhaps you'll have no problems. Meanwhile I'll look what code path the equip/inven option goes through...

                            Edit: I've found and fixed the bug in equip/ term. I see the term does not refresh after I examine the bag (both the equip/ and the inven/ term). Is this normal? Desirable?

                            Edit2: I've fixed also the refresh bug and released both fixes as wip7e. Enjoy! (I'm afraid your =oTele is permanently broken, find yourself another one --- should work OK.)
                            Last edited by Bandobras; December 21, 2007, 19:27.

                            Comment

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