Unofficial Oangband release

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  • Bandobras
    Knight
    • Apr 2007
    • 726

    #31
    Source .tar.gz file

    says

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

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #32
      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.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Psi
        Knight
        • Apr 2007
        • 870

        #33
        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.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          #34
          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
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Bandobras
            Knight
            • Apr 2007
            • 726

            #35
            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, 14:27.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              #36
              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.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Bandobras
                Knight
                • Apr 2007
                • 726

                #37
                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!

                Comment

                • Donald Jonker
                  Knight
                  • Jun 2008
                  • 593

                  #38
                  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 11, 2008, 00:17.
                  Bands, / Those funny little plans / That never work quite right.
                  -Mercury Rev

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9637

                    #39
                    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.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Donald Jonker
                      Knight
                      • Jun 2008
                      • 593

                      #40
                      FYI: same behavior (dump crash) is in FA035 as well.
                      Bands, / Those funny little plans / That never work quite right.
                      -Mercury Rev

                      Comment

                      • Psi
                        Knight
                        • Apr 2007
                        • 870

                        #41
                        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

                        Comment

                        • Seany C
                          Swordsman
                          • Apr 2007
                          • 283

                          #42
                          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...

                          Comment

                          • Psi
                            Knight
                            • Apr 2007
                            • 870

                            #43
                            Originally posted by Psi
                            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.
                            Not sure if it will help or not, but there is actually a different message if you try and walk through a secret door as opposed to a wall! I wonder if that was intentional? It means you don't need to search for secret doors in O - you could just try and walk into all the walls... one message says the wall is in the way and the other says blocking the way.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #44
                              Originally posted by Psi
                              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.
                              Yes, that's a bug - presumably in FA too.

                              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.
                              Not sure about this one - I'll have to test a bit.

                              Not sure if it will help or not, but there is actually a different message if you try and walk through a secret door as opposed to a wall! I wonder if that was intentional? It means you don't need to search for secret doors in O - you could just try and walk into all the walls... one message says the wall is in the way and the other says blocking the way.
                              This is a consequence of the pathfind bug, I think. It doesn't happen (as far as I can see) when you walk into a secret door using the arrows, only with the mouse, and even then not if you tap on the door itself. If you tap on a square which isn't adjacent, the pathfinding algorithm is invoked; this bypasses the initial check for a wall (which gives the "wall in the way" message), and goes through to actually trying to move you. Once the bug is fixed, you will probably not get a message at all - the algorithm will either find a path and move you there, or fail and not try the secret door.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9637

                                #45
                                Originally posted by Seany C
                                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)...
                                Yes, window updating is less than perfect all round - it's kind of an unsexy development task...
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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