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-   -   The future of Oangband? (http://angband.oook.cz/forum/showthread.php?t=4551)

Derakon June 17, 2011 22:51

For what it's worth, Vanilla development versions have non-beaming Teleport Other, and it hasn't horribly broken the balance.

CJNyfalt June 18, 2011 16:17

I have been busy cleaning up the code and removing ports that are no longer supported in vanilla.

However, there is something I can not do myself, and that is testing on OS X and Windows.

So, could someone test those ports, please? I suspect that OS X will not work, but AFAIK I have done nothing that would break Windows.

Philip June 18, 2011 16:24

Sure, I can test windows if you like. O 1.1.0u doesn't work on OSX but 1.1.0 might. Nick knows more about what changed though. What am I supposed to test and where do I find it?

CJNyfalt June 18, 2011 16:55

Quote:

Originally Posted by Philip (Post 55214)
Sure, I can test windows if you like. O 1.1.0u doesn't work on OSX but 1.1.0 might. Nick knows more about what changed though. What am I supposed to test and where do I find it?

The code can be found here:
https://github.com/oangband/Oangband

This thread has instructions on how to get the code, for Vanilla, just replace angband with Oangband and oangband at the appropriate places:
http://angband.oook.cz/forum/showthread.php?t=4302

As for what to test, I am mostly interested if you are able to compile and play, or if there are any gruesome errors that prevent it from working.

CJNyfalt June 19, 2011 13:53

I have been thinking about my current goals of development, and the following are in or under consideration:
- Upgrade and sync code with Vanilla, focusing on the main-xxx and z-xxxx files.
- Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.
- Remove amnesia attacks.
- No sell option.
- Look over the build system and consider possible replacements for GNU autohell.

Magnate June 19, 2011 16:41

Quote:

Originally Posted by CJNyfalt (Post 55306)
- Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.

I suggest waiting until we've got rune-based ID and then see if you want to adopt that.
Quote:

- Look over the build system and consider possible replacements for GNU autohell.
Now that would be interesting. Please post if you find an alternative.

Nick June 20, 2011 03:36

Quote:

Originally Posted by CJNyfalt (Post 55306)
- Upgrade and sync code with Vanilla, focusing on the main-xxx and z-xxxx files.

This is a lot of work - I have mostly done this up to V3.2 for FAangband, but I'm still sorting out bugs and V is a rapidly moving target. See here for more detail.

Quote:

- Study how pseudo-id works in Vanilla and if it is appropriate to adopt it.
- Remove amnesia attacks.
- No sell option.
All these have been dealt with in FA too - I would recommend looking at how.

I will have more to say on this at some point :)

CJNyfalt June 20, 2011 11:26

Quote:

Originally Posted by Nick (Post 55381)
This is a lot of work - I have mostly done this up to V3.2 for FAangband, but I'm still sorting out bugs and V is a rapidly moving target. See here for more detail.

So, far things progress nicely, but the big challenge ahead is updating input handling.

Quote:

All these have been dealt with in FA too - I would recommend looking at how.

I will have more to say on this at some point :)
I will take a look at some point. BTW, how did you fix unlight in FA & 1.1.0u? I know that I have done something that makes playing without light more viable, but I am not sure if it is the same solution.

CJNyfalt June 20, 2011 11:29

Quote:

Originally Posted by Magnate (Post 55321)
I suggest waiting until we've got rune-based ID and then see if you want to adopt that.

Well, what I have heard about the rune-based id sounds interesting so far.

Quote:

Now that would be interesting. Please post if you find an alternative.
I know of one alternative that I uses for another project, so I will try it out at some point.

Nick June 20, 2011 11:44

Quote:

Originally Posted by CJNyfalt (Post 55410)
I will take a look at some point. BTW, how did you fix unlight in FA & 1.1.0u? I know that I have done something that makes playing without light more viable, but I am not sure if it is the same solution.

Basically the player gets RDark and +3 stealth, plus when not wielding a light
  • Vision radius 2;
  • Terrain bonus of ac/8 + 10 (for melee) when on an unlit grid;
  • Damage reduction of 1/4 (against spells) when on an unlit grid;
  • no_lite is always false (so you can read in the dark)
  • Additional +3 stealth when on an unlit grid


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