[Announce] PosChengband 1.0.0
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Thanks for the catch. It works OK on windows (case preserving) but not on linux (case sensitive). It will be fixed in the next release I push, but I'm generally waiting for game crash bugs to push new releases. In the meantime, you can rename the file as 'races.txt' and it should work for you. (Note: The helpfiles for Warlocks and Weaponmasters still need to be written). -
On starting the game, looked for help with selecting a race... got "Cannot open 'races.txt'..." Noticed the actual file in /lib is 'Races.txt'...Leave a comment:
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Yup, that fixed it. I actually didn't get the mac makefile working, since I have never gotten any of the mac makefiles for variants of earlier Angband versions to work with recent Mac OS X versions. I used the makefile.linux, and even then I had to get rid of the GCU code. So as far as I can tell one would need an Intel mac with X11 or XQuartz to use the binary I made. And as with the Halls of Mist binary, one will have to rename the save file to something like "501.<username>".In cmd3.c on line 55 is the following code:
The total_weight field seems correct. But I wonder if the %ld is wrong. The field is really an int and we should probably use %d instead. Could you make this change and recompile?Code:sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ", (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10), (p_ptr->total_weight * 100) / weight_limit());
BTW, I've seen a lot of %ld and casting things to long throughout the code base. This makes me nervous as a long is 64 bits for 64-bit compiles while an int is still just 32 bits.
Also, if you get a Mac makefile working, could you email me a copy (perhaps with instructions). I've had interest in a mac compile for Chengband before but could never oblige as I don't have access to a mac. My email address is ckousky at gmail dot com.
Thanks!Leave a comment:
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In cmd3.c on line 55 is the following code:For the comp I managed to compile v1.0.3 for the Mac (X11 only, Intel only). But the inventory percentages look, well, a bit off, so I don't know what other interesting numbers there may be, or if it is a cosmetic problem or something worse. I was able to play through a game with no obvious problems, though.
big_inventory_percentage
The total_weight field seems correct. But I wonder if the %ld is wrong. The field is really an int and we should probably use %d instead. Could you make this change and recompile?Code:sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ", (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10), (p_ptr->total_weight * 100) / weight_limit());
BTW, I've seen a lot of %ld and casting things to long throughout the code base. This makes me nervous as a long is 64 bits for 64-bit compiles while an int is still just 32 bits.
Also, if you get a Mac makefile working, could you email me a copy (perhaps with instructions). I've had interest in a mac compile for Chengband before but could never oblige as I don't have access to a mac. My email address is ckousky at gmail dot com.
Thanks!Leave a comment:
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For the comp I managed to compile v1.0.3 for the Mac (X11 only, Intel only). But the inventory percentages look, well, a bit off, so I don't know what other interesting numbers there may be, or if it is a cosmetic problem or something worse. I was able to play through a game with no obvious problems, though.
big_inventory_percentageLeave a comment:
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Ares is when you have a 300-400 damage darkness storm and resist teleport.
But too bad, I wanted to check if I could get a blow from it.
Found the Ring of Destruction with all it's brands, but those don't work... 9d9 brand all eye was just a dream.
But the malus on that ring are bad too.
(Nice job on the new artifacts, I like the magic based lamps too). Now if only monsters who drop {good} could drop more jewelry.Leave a comment:
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Hmm, I can't post a screenshot. It gives an error:
I don't get the second one either, as I'm logged in.Unsupported variant!!!
Please fill in your email!Leave a comment:
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Actually already thought of that, died at Level 15 to some unique humanoid 500' down. Was greedy of me, he might have been able to get further if I had farmed shallower levels more. Its probably the one of the only ways to play a Snotling and not die to fear immediately.Leave a comment:
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Good catch. I fixed this for next release.Found a major bug at the Arena, I went in to fight the mithril golem. A townsman entered with me because he was next to me when I entered. Inside I killed him to have him out of the way. "Victorious! You're on your way to becoming Champion." The golem is still alive... I checked if I could leave, it worked. (Didn't want it to do it this way, but I wanted to be sure I could leave the Arena for a complete bugreport).
Would be bad if you 'killed' all the monsters this way.
Yes, the Alchemy shop will stock them but as of 1.0.1, they should no longer stack. The thing is, shop stocking now uses the same object allocation code as generating objects in the dungeon, so you need to get really (*really*) lucky to find one! Its the same odds as finding one in the dungeon on DL20.I was walking around in town, visiting the Alchemy Shop where 3 ?oArtifact Creation caught my eye (haha, little pun as Im playing Beholder). But in the 5 3 of those scrolls! And only 280k a piece. Too bad I had like... 20k as I was level 18. Just letting you know, 3 is a crowd.
For next release I think I will just remove the branding altogether. I don't want them to have extra damage since you will lose this next time you evolve and be disappointed!Being an Air Hound sort of sucks... A lot of monsters resist poison which renders your second melee attack rather useless. I don't like pure elemental damage as melee attacks. You should made them being branded by said element so you will always at least do base damage.
Thanks for all the playtesting/feedback!!Leave a comment:
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Try playing a Snotling Armageddon High Mage and don't let anything touch you!Every time I try to play a Snotling [anything], I end up dying to some 50' creature like a Newt getting chain attacks on me as I 'tremble' in fear. While humorous in the schadenfreude of it, I have to ask, is there anything I'm doing wrong or not doing that I should be doing, or are Snotlings just a really difficult or joke race? I like the idea of having garbage stats but fast level gain.Leave a comment:
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Found a major bug at the Arena, I went in to fight the mithril golem. A townsman entered with me because he was next to me when I entered. Inside I killed him to have him out of the way. "Victorious! You're on your way to becoming Champion." The golem is still alive... I checked if I could leave, it worked. (Didn't want it to do it this way, but I wanted to be sure I could leave the Arena for a complete bugreport).
Would be bad if you 'killed' all the monsters this way.Leave a comment:
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Snotlings are just hard to play. I can't play with them.
As to poschangband: I was walking around in town, visiting the Alchemy Shop where 3 ?oArtifact Creation caught my eye (haha, little pun as Im playing Beholder). But in the 5 3 of those scrolls! And only 280k a piece. Too bad I had like... 20k as I was level 18. Just letting you know, 3 is a crowd.Leave a comment:
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Every time I try to play a Snotling [anything], I end up dying to some 50' creature like a Newt getting chain attacks on me as I 'tremble' in fear. While humorous in the schadenfreude of it, I have to ask, is there anything I'm doing wrong or not doing that I should be doing, or are Snotlings just a really difficult or joke race? I like the idea of having garbage stats but fast level gain.Leave a comment:
Leave a comment: