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#1 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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NPP-Moria and NPPAngband 7.0.0 Beta 2 uploaded
NPPMoria 700 Beta-2 has been uploaded. This fixes multiple bugs with Beta-1. So far the biggest bug has been that the game crashed when attempting to start a new character based on a previous one. Unfortunately, part of that bug lingers in the savefiles from Beta-1, so the game will still crash if the previous character was created in Beta-1, but for characters started in Beta-2, that feature will work now. Character file dumps now show the game as Moria instead of Angband, and they can be uploaded at the .oook ladder.
The links are: Souce Code: http://download.nppangband.org/npp-7.0.0beta-2-src.zip Windows Binary: http://download.nppangband.org/npp-7.0.0beta-2-win.zip Github respository: https://github.com/nppangband/NPPAngband (work-in-progress branch)
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#2 |
Swordsman
Join Date: May 2009
Posts: 294
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Various cloud type spells seem to have no effect at all. Even a pitiful beggar was able to laugh off a shard storm with no damage. At least I assume it would have laughed if it had woken up...
In spells1.c/project_x, do you really mean to explicitly deny all ball effects other than create traps? Code:
if (game_mode == GAME_NPPANGBAND) { /* Allow traps, but that's all */ if (typ != GF_MAKE_TRAP) return FALSE; } --- Since number keys are interpreted as arrow keys in selection menus, item inscriptions become useless. Last edited by kaypy; June 5, 2013 at 14:48. |
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#3 | ||
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Quote:
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Odd numbers work, though (non-directional keys).
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#4 |
Swordsman
Join Date: May 2009
Posts: 294
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With most *bands I tend to wind up with something like AutoHotKey doing half the work anyway...
--- Is the use rate of lantern fuel right? Mine seemed to last an awfully long time... Of course, I now have a phial, so barring my horrid demise, I won't know the difference for a while... edit: Experimenting with a torch, it looks like there's a mechanism in place whereby fuel isnt used if the player is on a lit square. Which is presumably deliberate. --- Ancestor ghosts are awfully chatty. It might be an idea to tone it down a bit. Ideally I might aim for: * once on level start/load * once when the ghost first starts tracking the player * when the ghost enters LOS, provided they have been out of LOS for N turns (where N is a number that prevents them talking too much in the case of blinks or maneuvers) More expediently, I swapped the one_in_(50) to one_in(1000) which should at least mostly shut em up for me 8-) --- It would be really nice if the game would pick up the correct mode from the save file, or have a command line to preselect it, or something other than entering it in every time --- The speed display issues as mentioned over here: http://forum.nppangband.org/viewtopic.php?id=1523 are because you are using the calculated energy gain where you mean to use p_ptr->state.p_speed in xtra3.c/prt_speed Last edited by kaypy; June 7, 2013 at 14:20. |
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#5 | ||||
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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I am holding off because part of me wants to write a whole new, modern front end for the game, in which case I can make it so it isn't an issue. Or, I could always just compile two binaries, each with a slightly different line (game_mode == NPPMORIA or NPPANGBAND). Then the player just has to select which executable file they want to play. Quote:
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#6 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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(But imagine what the main Angband codebase would be like if we did this for all variants...) |
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#7 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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Considering that 99+% of the code is identical between NPPMoria and NPPAngband, it makes things infinitely easier on me to have everything in the same binary, but eventually I do need to work out a way for the player to seamlessly pick one or the other. Right now it is an annoying distraction from the user experience.
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#8 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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It isn't even a comandline compile switch right now. It is a global variable that the player picks from a startup menu, before the edit files are read.
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#9 | |
Swordsman
Join Date: May 2009
Posts: 294
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Quote:
edit: I see you already got to them I now have a commandline switch on windows, but it breaks all other ports until they are set up to match. (It works by only running the selection menu if the game_mode is unset, but this requires initializing game_mode in the per-port code) It's on my github, but I'm not sure about sending a pull for it, given the breakage... edit2: OK, now have linux switches, and a dodgy workaround so things have a reasonable chance of working if game_mode is garbage. Last edited by kaypy; June 8, 2013 at 16:29. |
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#10 |
Swordsman
Join Date: May 2009
Posts: 294
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OK, this ones probably bad enough to double-post and bump the thread:
*identify* is now completely nonfunctional. In the NPPMoria Beta-1 changes, in spells2.c/identify_fully, you removed Code:
/* Mark the item as fully known */ o_ptr->ident |= (IDENT_MENTAL); edit: Another possible biggie: Are stats supposed to fully max out at 18/100 in angband mode? The docs say 18/220... <digs through code> Spot what is wrong with this snippet from calcs.c/calc_bonuses Code:
/* Stats max out at 118 in Moria */ if (game_mode == GAME_NPPANGBAND) { if (use > 117) use = 118; } Last edited by kaypy; June 9, 2013 at 09:33. |
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