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#1 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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Angband 3.0.8 final
Angband 3.0.8 (final) is now available:
Source: http://rephial.org/downloads/angband-3.0.8.tar.gz Windows: http://rephial.org/downloads/angband-3.0.8-win.zip + console: http://rephial.org/downloads/angband-3.0.8-con.zip Mac OS X: http://rephial.org/downloads/angband-3.0.8-osx.dmg RISC OS: http://rephial.org/downloads/angband-3.0.8-ros.zip The RISC OS and OS X builds aren't there yet, but will be when they're done. (I'll post again when they are.) The Windows console build is one that basically runs in a DOS box, much like old Moria. It doesn't support graphics or sound. You need the main Windows archive in order to run it, since the console archive only contains the extra console executable. If you want 32x32 graphics on the X11 or Windows versions, grab the following file and unzip it in lib/xtra: http://angband.oook.cz/download/extr...-32x32-306.zip This the final release of the Angband 3.0.7s series. Quite a number of people have been involved in this version, and thanks must be given to Hugo Kornelis, Pete Mack, Marco K and Frank Palazzolo, Christer Nyfalt, Leon Marrick, Andrew Doull, Kenneth Boyd, Iain McFall, Kiyoshi Aman, Christophe Cavalaria, Nick McConnell, Brendon Oliver, Antony Sidwell, "Yendor", and Shanoah Alkire. Probably others, too. ![]() All gameplay options are now only alterable at birth. Be careful when importing savefiles to make sure that the AI and scumming options are as you want them for the entire game! Changes since Angband 3.0.6 are listed below. (Some may be missing, since so much happened during this version.) I'm afraid I'm lazy, so this is copied from the newsgroup post. Major visible changes - New splash screen. - The Ey/Un-style knowledge browser has been imported. You can set autoinscription settings through that browser now. - Mouse support a la FAangband added, but nowhere near as advanced or useful. Most of the menus you encounter can be selected using the mouse now, as well as using keypresses. Clicking somewhere on the map will now "walk" there, within certain constraints. It's a tad bizarre in the town, but seems to work OK otherwise. - Massive options clearout/reorganisation/redefaulting: - many options have been removed (20 or so, I think) - a large number have new default settings - new option: remaining HP changes the colour of the '@' sign. - experience to next level always displayed until clev50 - macros/visuals/colours are now accessible (only) from the options menu - Sangband-style object handling, which makes it much easier to sift through things in the dungeon. - Item squelching support. This can operate in one of two ways. If you prefer your squelchables hidden, then turn on hide_squelchable, and whenever you find an item which matches your squelch settings, it will be dropped but not destroyed. This means that you can unsquelch it by changing your settings later if you so desire. If you prefer squelch to just help automate item destruction, then you can press '!' at the "destroy" prompt to destroy all squelchables on the floor or in your inventory. You can set individual squelch settings for only those items which do not get pseudo-ID'd. For those that do, you can choose to mark things as "squelch" depending on the feeling you get when you first ID them in that way. These categories are much broader than those found in other variants; complain if necessary. Worthless items and emptied chests are automatically squelched, saving some micromanagement. All item destruction now takes 0 energy. When objects are compressed, gold and squelched items are the first to be destroyed. - Two kinds of ego-light added. You'll know when you find one; there's no ID required to figure out if your lantern is special or not. - Lights now don't use fuel in the daylight in the town. - Amnesia (the monster attack) is now a timed effect (a la confusion), and has makes you forget how to read scrolls/pray/cast spells one time in two. Fewer monsters now have the attack, too. CCW, Healing, *Healing* and Life are the only things which will get rid of amnesia early, but it goes away within a few turns. - Defined potions of life, healing, *healing*, augmentation as 'good' drops, as well as restore mana for spell casters, and stat potions, when the stat is not maximised. Minor visible changes - Allow weapons and armour to be damaged instead of destroyed by inventory damage effects, thus making swap weapons more viable. - Browsing books now displays information about the spells therein, if requested. As part of this, move spell names/descriptions/locations out into a new file, spell.txt. (Hugo Kornelis) - Arrow keys are now distinct from the numeric movement keys, and because of this you can now edit text at prompts in game properly. Supported on Windows, Mac (untested), and curses. If you get it working for anything else, please send the patch! - Resizing the game window automatically updates its contents, on platforms which support this. - Inscribing an item with '!t' will now confirm if you try to take it off. - If a stack of rods is recharging, you'll get a message when the first rod is recharged and another message when they are all recharged. There is no message when the second, third, etc., rod is recharged. (Hugo Kornelis) - The recharge notification will now disturb you if you have set the option to be disturbed when boring things happen (disturb_minor) to yes. (Hugo Kornelis) - Add the recharging fix from V CVS -- things can now explode when you recharge them once more. - Added support for improved pluralization of object names. Allow custom plurals for words which need them (e.g. "Kni|fe|ves" and "M|ous|ic|e"). Unused at present. (Hugo Kornelis) - Bugfix: Monsters that resist one or more of acid, lightning, fire, cold, poison and water *and* resist one or more of nether, plasma, nexus and disenchantment had two "it resists ..." sentences in the monster info. (Hugo Kornelis) - Bugfix: Sustain CON was reported before Sustain DEX in self knowledge. Since DEX is reported before CON in all other situations, this is now reversed. (Hugo Kornelis) - Set wrapping width to 72 for character dumps' item information, to avoid well-behaved newsreaders messing them up. - Move back to pre-3.0.6 panel changing behaviour. - Semi-rewrite of the store code; now uses a scrolling menu with a slightly more streamlined interface. Bigscreen support in stores. Ammo is treated in more aesthetically pleasing quantities. General Store always stocks what it stocks now, and doesn't buy anything back off the player. - Remove double-rate spellcasting with the smart_monsters option. (imported from V CVS; Julian Lighton). - '[' command displays a monster list in the main terminal window. - "Enter" key brings up a little window in the middle of the screen, from which you can select what command you would like to use. This is inspired by (but not derived from) Hengband. Don't like it? Macro "Enter" to " ". ![]() - Prompt for overwriting savefiles. - Added echo to macro trigger entry. - Restore some pre-Ben flavour text. Major code cleanup Most of the cleanup has been related to removing ancient or non-functional cruft. - A powerful generic menu interface has been added and used throughout the code. It reduces code duplication and makes it much much easier to create menus in various styles; e.g. scrolling or multicolumn. See ui.c. - Event handler added. (Menus can listen to each other, etc.) - Lots and lots of code duplication removed: - pref file dumping now has much less boilerplate - the status line, sidebar, and term window update code is much more streamlined. - Nuked a lot of old ports: cap, lsl, sla, xpj, ibm, dos, vcs, lfb, ami, emx, vme. - As a result of the above, makefiles considerably simplified. As many makefiles as possible use a common list of source files in "Makefile.src", which simplifies maintainance. Makefile.std has also been rewritten and contains much less cruft. - Timed player modifiers (blind, confused, etc.) are now kept in an array, rather than being seperate variables in p_ptr. This simplifies a *lot* of code, and makes it trivial to add new effects. The majority of the work was done using sed scripts. - Use a new autoconf/automake system, called OMK. - Removed Lua. - Charges for wands/staves are customisable in the lib/edit/ files. - Considerably simplify and speed up main-gcu.c. (Thanks to Christer Nyfalt.) - Removed trivial-to-hack-around or non-functional compile-time options (VERIFY_SAVEFILE, _TIMESTAMP, and _HONOR, CHECK_TIME). - Combine the various h-*.h files into a single header file; remove a lot of cruft, use C99 types when available, - Clean up file locking, move file handling functions into z-file.c, remove usleep() function, add a "portable" directory scanning interface (works on Windows and Unixes at the moment), and my_fexists(). - Use the safer string handling functions much more; the only use of the "unsafe" built-ins are in the various main-* files. - Split random name code from randart code into its own file with a bit of a rewrite. Use this code for scroll names. - Move lots of things out of defines.h to more appropriate places, like h-basic.h and config.h. - Replace various magic numbers with constants or N_ELEMENTS(). (Hallvard Furuseth) - Use C99 types where appropriate (for bools and ints). - Import Sangband's/Steamband's code to put chance of generating piles of items in object.txt. - Use tables of commands instead of a big switch, to allow doing thing like the new command menu easily without duplication. (See cmd0.c.) - Switch to new model for producing sound: instead of a TERM_XTRA_SOUND hook, we now have a simple "sound_hook" which should be set to the appropriate function to play a sound. Introduce a new modular system for sound modules for ports that use main.c (for the future, in case we want to use e.g. gstreamer). Allow sound to be toggled as an in-game option. - Remove hardcoded values for p_ptr->noscore. Platform - Modernize Mac support; now works on OS X 10.3 onwards, but the old main-mac has been removed, as has the MPW makefile. (Pete Mack) - OSX font selection problem fixed. - Add console mode patch for Windows (Frank Palazzolo). This is basically playing the game in an old-school terminal window for those who like uncluttered gameplay. - main-x11 now reads window placement from x11-settings.prf. - Fixed Windows bug where you can't move one of the font files after having played a game this reboot. (Thanks to Leon Marrick.) - Add platform-specific ifdefs to readdib.c and main-ami.c. - Allow ^S without freezing the game on the console. (Hallvard Furuseth) - Mouse support on RISC OS. - Sort out licences for the various fonts distributed with the game. - Import the old DOS/IBM fonts for use in the Windows port. - Include SDL_mixer sound module, useable on any port that uses the main.c mechanism. Thanks to Brendon Oliver for the initial code for this. - GTK port is a GTK2 port, and uses pango and cairo. (Shanoah Alkire) - Added a new SDL port by Iain McFall, based on the ToME and Sang ports. Both the SDL and GTK ports are disabled by default, as neither is quite finished, though both are perfectly functional. |
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#2 |
Adept
Join Date: Apr 2007
Posts: 129
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Cool. I'd like to be the first to give you a big thank you for all the work you have done for getting 3.0.8 out & bringing V back to life.
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#3 | |
Adept
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Quote:
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#4 |
Adept
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
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Great ! Thanks a lot to all who contributed to this !
I hope to see the Mac OS X binaries soon. Are savefiles from 3.0.6 compatibles? Is there a reason for not including the 32x32 tileset in the main distribution? PS : Since you posted it only in the newsgroup, I'll copy it here : "The RISC OS port is there now." ![]() |
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#5 |
Apprentice
Join Date: May 2007
Location: Manchester, UK
Posts: 50
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#6 |
Rookie
Join Date: Jul 2007
Location: Slovenia
Age: 37
Posts: 24
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Great to see Angband being developed again! Thank you Andrew and all who contributed, you're doing an excellent job!
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#7 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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I believe savefiles are compatible, yes, but you may just be best off starting a new character. And the reason for not including the 32x32 tiles is simply that they're huge. The next version should be switching to PNG-format images for all platforms, which are much smaller and will be included by default.
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#8 |
Adept
Join Date: Apr 2007
Posts: 129
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When using rouge like commands h doesn't work in the stores (it can still be scrolled to you just can't press the letter).
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#9 | ||
Adept
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
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Quote:
You could at least change your first names so that they don't start with the same letters ![]() Quote:
![]() Great ! |
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#10 |
Swordsman
Join Date: Apr 2007
Location: Calgary
Age: 33
Posts: 327
Donated: $18.32
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Congrats on the new release!
One small bug: In self_knowledge(), TR2_RES_DARK should be TR2_RES_BLIND around line 626: Code:
if (f2 & TR2_RES_DARK) { info[i++] = "You are resistant to darkness."; } if (f2 & TR2_RES_DARK) { info[i++] = "Your eyes are resistant to blindness."; }
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Come play Metroplexity! Un, V MX H- D c-- f- PV s- d+ P++ M+ c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+ Last edited by Big Al; July 9, 2007 at 02:37. |
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Thread | Thread Starter | Forum | Replies | Last Post |
[announce] Sangband version 1.0.0 Final is out. | Leon Marrick | Variants | 6 | March 7, 2010 19:17 |