Unofficial Oangband release

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  • Nick
    replied
    Originally posted by Narvius
    I saved a game as mage, loaded is as a warrior.
    That is totally bizarre. Did you try looking at the character again through the 'look at dead character' feature?

    Also, I'd like an option to disable mouse controls.
    1. The "buttons" annoy me.
    2. When I click on Angband to reactivate it I move around.
    There is an option to turn off the mouse buttons; I will update at some point so there is either a separate option for disabling mouse movement or include that with the buttons on/off option.

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  • Narvius
    replied
    I saved a game as mage, loaded is as a warrior.

    Sorry, my first reflex was to suicide.
    No save.

    Also, I'd like an option to disable mouse controls.
    1. The "buttons" annoy me.
    2. When I click on Angband to reactivate it I move around.
    Last edited by Narvius; December 15, 2008, 19:05.

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  • Nick
    replied
    An update of Oangband 1.1.0u is now available at the usual place.

    Bugfixes/new features include:
    • Stopped minor resistance percentages appearing in the dump before they were known;
    • Made dumping of colours work;
    • Fixed crash bug on dumping a character sometimes (due to buffer overflow);
    • Fixed all (I believe) pickup related issues - if anything, there are too many options now;
    • Fixed bug where pathfind finds secret doors, and also another bug in this code that made me wonder how it was working at all;
    • Made arrow keys work properly in menus (except keypad arrows in Windows);
    • Made identical quiver items stack (minor gameplay change rather than a bugfix);
    • Made inven/equip/monster list windows update correctly;
    • Made entering an overlong name at the 'C' screen just silently truncate the name rather than quitting the game without saving (!);
    • Notes now display the player level on finding an artifact, not on IDing it;
    • Added options to examine a recently dead character (handy if you forget a death dump), and quickstart a character based on the previous sex, race and class;
    • Fixed a bug (previously found by Si Griffin in FA) where monsters with the ARCHER flag weren't affected by superstealth;
    • Fixed longstanding (since at least O0.7.0) bug where multiple player ghosts could appear, and player ghosts appeared unannounced.


    Still unfixed - possibly still some pathfinding issues, and the prf file/numpad/crash on tunnelling issue in windows (currently manifesting as less than optimal menu behaviour, which was the least worst option).

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  • Nick
    replied
    Originally posted by Zikke
    So I downloaded this variant on a whim today and tried it out, and I couldn't figure out how to make it tell me when I'm standing on an item. In FA and in V, if I step on an item and auto-pickup is set to off, then it'll say "you see a ____", but O doesn't do that for me...
    Yeah, I'm pretty sure this is my fault. I haven't sorted out the diferences between O and FA pickup; there should be an updated O110u out soon, hopefully with this issue sorted out.

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  • Donald Jonker
    replied
    Originally posted by Zikke
    So I downloaded this variant on a whim today and tried it out, and I couldn't figure out how to make it tell me when I'm standing on an item. In FA and in V, if I step on an item and auto-pickup is set to off, then it'll say "you see a ____", but O doesn't do that for me...

    Seems pretty inane, but it's really killing the (IRL) experience. Is this just an option I can't find, or is this normal?
    I think you're SOL for now on this count. Psi brought it up earlier in the thread and I don't believe it's been fixed yet.

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  • Zikke
    replied
    So I downloaded this variant on a whim today and tried it out, and I couldn't figure out how to make it tell me when I'm standing on an item. In FA and in V, if I step on an item and auto-pickup is set to off, then it'll say "you see a ____", but O doesn't do that for me...

    Seems pretty inane, but it's really killing the (IRL) experience. Is this just an option I can't find, or is this normal?

    Leave a comment:


  • Nick
    replied
    Originally posted by Donald Jonker
    Bug in XP: when dumping char to file crashes the game, but dumps successfully.

    EDIT: it also fails to reset the save file if you've died. If you dump a live character, you revert to the last save.
    I may have fixed this one - a recent char of mine crashed on attempting a file dump due to a buffer overflow, which was an easy fix. I'll probably have an updated version out in a few days with this fix in it, and some others.

    Leave a comment:


  • Kadoles
    replied
    thats awesome. thanks.

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  • Nick
    replied
    Originally posted by Kadoles
    the color thing only matters to me because my monitor is dying and its hard to see the dart colors. every time I die or restart a game, i need to modify the colors.
    As a (messy) workaround, you can edit lib/pref/shades.prf. For example this
    Code:
    V:8:0x01:0x60:0x60:0x60
    is the line in that file for Light Dark; the 0x60 are hex values for the amount of red, green, blue in that colour (so when you go into the modify colour screen, it will show Light Dark as 96, 96, 96, because 96 = 0x60). So you can set the colors how you want on the modify color screen, and then go to the corresponding line in shades.prf and put in the numbers you want (and they don't need to be in hex;
    Code:
    V:8:0x01:96:96:96
    is the same as the line above).

    The dump colors option is meant to write this to a pref file, but I have missed the line where it actually writes it

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  • Kadoles
    replied
    the color thing only matters to me because my monitor is dying and its hard to see the dart colors. every time I die or restart a game, i need to modify the colors.

    Leave a comment:


  • Nick
    replied
    Originally posted by Kadoles
    using rogue commands in menus(eq, inv) if 2 is an option, down arrow selects it
    Yes, that's a bug in my implementation of the menu code - it happens with the normal keyset too.

    Also, when creating a pref file, it doesn't save and load the color changes i make.
    OK, I've tested that, and it's a bug I didn't know about. Thanks.

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  • Kadoles
    replied
    I'm playing the comp, it my first time playing O.
    Things i noticed:
    using rogue commands in menus(eq, inv) if 2 is an option, down arrow selects it
    Also, when creating a pref file, it doesn't save and load the color changes i make.

    Leave a comment:


  • Narvius
    replied
    And, except that, it's turn-based. The @ has enough time for distinguishing his identically-looking items ^.^

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  • Donald Jonker
    replied
    Originally posted by buzzkill
    It's no less absurd than assuming that since you knew which lead shots were (+0+0), which were {good}, which were (+3,+3), and which were of ???, ???, and ??? when you put them into your quiver, that you would easily be able to select the proper ammo during the heat of battle. Of course, it could just be that every of piece of ammo has it's type clearly inscribed upon it (visible only to you) as part of the magical ID process.
    *wince*... maybe if your @ is Forrest Gump... Really, if the @ knows enough to make the division in the first place, then he should know enough to keep that division in mind during the infinitely confusing process of shifting things from inventory to quiver or picking them up off the ground. Sorry if this seems overly harsh, but your argument just doesn't seem to be worth making.

    Leave a comment:


  • buzzkill
    replied
    Originally posted by Nick
    Unless you take the view that once you know two things are the same, you shouldn't forget just by throwing one of them a few feet and then picking it up again.
    It's no less absurd than assuming that since you knew which lead shots were (+0+0), which were {good}, which were (+3,+3), and which were of ???, ???, and ??? when you put them into your quiver, that you would easily be able to select the proper ammo during the heat of battle. Of course, it could just be that every of piece of ammo has it's type clearly inscribed upon it (visible only to you) as part of the magical ID process.

    Leave a comment:

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