Unofficial Oangband release

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  • Seany C
    replied
    Two contrasting points:

    1) Strangely, I'm using XP and can make char dumps and save chars without any problems - so it doesn't seem to be a universal problem for XP systems.

    2) Random minor niggle - the 'monster list' window doesn't update instantly when you move out of monster detection range (teleporting or taking the stairs)...

    This competition is making me realise just how long it is since I played a 'band with one dungeon and no wilderness - apart from an hour or two on Quick/NPP, it's probably been 8 or 9 years now...

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  • Psi
    replied
    I'm seeing some strange things in pathfinding (which I haven't noticed in FA). Every so often the @ tries to walk through a wall... it turns out that whenever he does that, there is a secret door there. It seems the pathfinding alogorithm must know a little more about the underlying map than it should.

    Also the @ often doesn't head where I'd expect when I tap the screen - maybe it is because I usually have some form of mapping before I enter the dungeon in FA.

    You can ignore the vanishing trees I mentioned earlier - I think that was due to forgetting to turn off one of the lighting options when using tiles.

    Si

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  • Donald Jonker
    replied
    FYI: same behavior (dump crash) is in FA035 as well.

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  • 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.
    Ow. that's horrible. Workaround, I guess, is to save before dumping, but I'll have to chase that.

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  • Donald Jonker
    replied
    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.
    Last edited by Donald Jonker; November 10, 2008, 23:17.

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  • Bandobras
    replied
    Originally posted by Nick
    Tyou just need to comment out the lines for open floor and invisible trap in lib/pref/font-x11.prf.
    Oh, thanks, it works great now!

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  • Nick
    replied
    Originally posted by Bandobras

    * "merge inscriptions when staking" is shown twice in the options list
    Thanks - that will free up some room on that page

    ~/waste/aaa/oangband110u$ src/oangband -mx11
    src/oangband: Couldn't load the requested font. (8x16x)

    however, when I set

    export ANGBAND_X11_FONT_0=-angband-16x16x-demibold-r-normal--16-120-96-96-c-160-
    iso8859-1

    it runs flawlessly (the game was installed with './configure' and 'make' but no 'make install', Linux). Moreover, then x11-settings.prf is created and the game runs fine even without setting the font manually. With SDL it runs fine.
    Yeah, I knew there was some weirdness with the x11 port, but haven't been able to track it down. At least you've given me a workaround.

    * neither with 16x16x not with the default 8x16x can I get the grey dots for already seen terrain and for unlight lighted terrain in x11. I just get black tiles. Actually also perma-lit rooms are all black. With SDL and GCU it runs fine.
    OK, that one's a visuals thing - you just need to comment out the lines for open floor and invisible trap in lib/pref/font-x11.prf.

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  • Bandobras
    replied
    A couple of minor issues (excuse me if already reported):

    * "merge inscriptions when staking" is shown twice in the options list
    *
    ~/waste/aaa/oangband110u$ src/oangband -mx11
    src/oangband: Couldn't load the requested font. (8x16x)

    however, when I set

    export ANGBAND_X11_FONT_0=-angband-16x16x-demibold-r-normal--16-120-96-96-c-160-
    iso8859-1

    it runs flawlessly (the game was installed with './configure' and 'make' but no 'make install', Linux). Moreover, then x11-settings.prf is created and the game runs fine even without setting the font manually. With SDL it runs fine.

    * neither with 16x16x not with the default 8x16x can I get the grey dots for already seen terrain and for unlight lighted terrain in x11. I just get black tiles. Actually also perma-lit rooms are all black. With SDL and GCU it runs fine.
    Last edited by Bandobras; November 10, 2008, 13:27.

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  • Nick
    replied
    Originally posted by Psi
    Been hitting a few weird things, though how much of this is down to it being my choice of options and WinCE I don't know...
    Have you downloaded the latest compile? It went up yesterday.

    - turning on prompt for pick up has only worked when I have had a Low HP warning at the same time, otherwise it just picks it up anyway.
    - with autopickup off, it doesn't tell me what I am standing on when I step on an object like it does in FA.
    Yeah, O's pickup is a bit different from FA's, and I've missed some subtlety somewhere.

    - quick messages is a bit odd - can't quite work it out, but if I turn it off I can't just use direction keys etc to clear prompts like I would in FA (obviously wouldn't matter if I had a keyboard...)
    Works fine for me (although I just got badly hurt by some earth hounds testing it...)

    - the Panel adjustment setting is not saved across reloads. I have to reset it each time.
    Oops. Still, nice to know someone knows it exists.

    - Some of the tiles are not defined. Also beastmasters use Wormtongue's tile so I hope I'm not going to get caught out later! Jackals use Maggot's dogs tiles too which is a bit confusing (I know that is inherited from FA where they don't exist - but it might confuse some people!).
    Looks like a job for someone who cares

    - the phial is using a blue lamp tile (again from FA)
    Oops again.

    - The map doesn't remember trees in a permalit room
    There was a magic mapping issue which is only just fixed - this could be related. I've certainly not seen anything wrong with trees.

    - recall doesn't reset depth - not sure if it should, but it is a little galling in a comp where the character is not really strong enough for his recall depth.
    Just not a feature in O. Consensus seems to favour walking down the stairs

    Leave a comment:


  • Psi
    replied
    Been hitting a few weird things, though how much of this is down to it being my choice of options and WinCE I don't know...

    - turning on prompt for pick up has only worked when I have had a Low HP warning at the same time, otherwise it just picks it up anyway.
    - with autopickup off, it doesn't tell me what I am standing on when I step on an object like it does in FA.
    - quick messages is a bit odd - can't quite work it out, but if I turn it off I can't just use direction keys etc to clear prompts like I would in FA (obviously wouldn't matter if I had a keyboard...)
    - the Panel adjustment setting is not saved across reloads. I have to reset it each time.
    - Some of the tiles are not defined. Also beastmasters use Wormtongue's tile so I hope I'm not going to get caught out later! Jackals use Maggot's dogs tiles too which is a bit confusing (I know that is inherited from FA where they don't exist - but it might confuse some people!).
    - the phial is using a blue lamp tile (again from FA)
    - The map doesn't remember trees in a permalit room
    - recall doesn't reset depth - not sure if it should, but it is a little galling in a comp where the character is not really strong enough for his recall depth.

    Leave a comment:


  • Nick
    replied
    Originally posted by Bandobras
    Source .tar.gz file

    says

    The requested URL /faangband/Oangband110u.tar.gz was not found on this server.
    Sorry - I've got confused with my spelling. If you manually ask for /faangband/oangband110u.tar.gz you should get it.

    Leave a comment:


  • Bandobras
    replied
    Source .tar.gz file

    says

    The requested URL /faangband/Oangband110u.tar.gz was not found on this server.

    Leave a comment:


  • Nick
    replied
    Originally posted by petebull
    Another one: the last substring in the Inspection window is repeated after the full stop
    This one is fixed now - new windows version and source code on the site now, other ports to come shortly.

    When using the easy_more option going down those stairs who go down 2 level give strange prompts
    This one isn't fixed - I'll have to look at that at some point (presumably it's a problem in FA as well), but I don't think it's urgent.

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  • petebull
    replied
    Another one: the last substring in the Inspection window is repeated after the full stop

    Leave a comment:


  • petebull
    replied
    When using the easy_more option going down those stairs who go down 2 level give strange prompts

    Leave a comment:

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