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Old January 25, 2016, 14:02   #1
nppangband
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[Announce] NPPAngband and NPPMoria 8.0.1 (Qt Port) released

NPPAngband 8.0.1 and NPPMoria 8.0.1 have been released.

I completely forgot to do a changelog, but this is a bugfix update. All reported bugs (that can be duplicated) have been fixed.


Source Code:
nppgames-8.0.1-src.zip

NPPAngband and NPP Moria Windows Zip file:
nppgames-8.0.1-win.zip

NPPAngband and NPP Moria OSX .dmg file
nppgames-8.0.1-osx.dmg
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Last edited by nppangband; January 26, 2016 at 03:47.
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Old January 25, 2016, 18:33   #2
bio_hazard
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Hate to keep bringing up OSX problems because I really appreciate the OSX release!

Tried the new version- fails on launch. The app and lib folder are in the same folder.

Code:
Process:         NPPGAMES [8749]
Path:            /Applications/games/*/NPPGAMES.app/Contents/MacOS/NPPGAMES
Identifier:      self.NPPGAMES
Version:         ???
Code Type:       X86-64 (Native)
Parent Process:  launchd [184]
Responsible:     NPPGAMES [8749]
User ID:         501

Date/Time:       2016-01-25 10:27:16.392 -0800
OS Version:      Mac OS X 10.9.5 (13F1603)
Report Version:  11
Anonymous UUID:  C3CAD520-E025-7125-3E57-CFCA581A000B

Sleep/Wake UUID: A5A5C469-8263-457B-B482-259D0616C9CA

Crashed Thread:  0

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000

Application Specific Information:
dyld: launch, loading dependent libraries

Dyld Error Message:
  Library not loaded: @rpath/QtWidgets.framework/Versions/5/QtWidgets
  Referenced from: /Applications/games/*/NPPGAMES.app/Contents/MacOS/NPPGAMES
  Reason: image not found

Binary Images:
    0x7fff67b53000 -     0x7fff67b86817  dyld (239.4) <042C4CED-6FB2-3B1C-948B-CAF2EE3B9F7A> /usr/lib/dyld
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Old January 25, 2016, 19:03   #3
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Thank you for bringing up all these issues. Otherwise the OSX version would just stay broken.

I clearly have some things to learn about distributing on OSX. In the meantime, I uploaded a zip file like I did the first time. You have to unlock the binary from the dmg file in the base directory. The link above is updated.
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Old January 25, 2016, 21:08   #4
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Got a crash- coming up from my 2nd quest, currently at 50'. I just use-id'ed an unknown potion that turned out to be rCold. Tried to run to continue exploring to find the upstairs, game crashed. I had not saved the game at any point.

Worse part is that somehow the app no longer knows where to look for the lib folder. This is true whether I try to open the save file or start a new character- I get the "can't find limits.txt" error. However, if I delete the app and make a new app from the .dmg, it works just fine.

edit: This seems to happen on every subsequent relaunch. Default location for open is root.

Not sure if bug or not, but I killed what I assume was a player ghost (Antoine, the smack-talking skeleton thief), but he did not show up in the monster knowledge.

gameplay question- not sure how to get a description of a monster like Antoine - Monster recall window was on the last monster I killed, and I couldn't get it to tell me about the skeleton even when he was targeted.

Last edited by bio_hazard; January 25, 2016 at 22:47.
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Old January 25, 2016, 23:43   #5
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Quote:
Originally Posted by bio_hazard View Post
Got a crash- coming up from my 2nd quest, currently at 50'. I just use-id'ed an unknown potion that turned out to be rCold. Tried to run to continue exploring to find the upstairs, game crashed. I had not saved the game at any point.
A savefile should still be there. The game auto-saves every time you change levels. The recent files list updates upon a normal exit, but not a crash. Can you locate it with the "open savefile" command?

Quote:
Originally Posted by bio_hazard View Post
Worse part is that somehow the app no longer knows where to look for the lib folder. This is true whether I try to open the save file or start a new character- I get the "can't find limits.txt" error. However, if I delete the app and make a new app from the .dmg, it works just fine.

edit: This seems to happen on every subsequent relaunch. Default location for open is root..
That is weird. And 8.0.0 was not doing that?

Quote:
Originally Posted by bio_hazard View Post
Not sure if bug or not, but I killed what I assume was a player ghost (Antoine, the smack-talking skeleton thief), but he did not show up in the monster knowledge..

gameplay question- not sure how to get a description of a monster like Antoine - Monster recall window was on the last monster I killed, and I couldn't get it to tell me about the skeleton even when he was targeted.
The player ghost description can be found in the monster knowledge screen, but only while the ghost is alive. It is a randomly generated monster race that is deleted when the ghost is killed or when you leave the level.

The monster recall window is not updating as I expect it to. I am working on that now.
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Old January 25, 2016, 23:57   #6
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I never tested that on 8.0.0- sorry!
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Old January 26, 2016, 03:58   #7
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I *think* this is now a proper dmg file for OS X now. And as Takkaria suggested, the directory structure is set up to work from the applications folder. It has all the /lib files in the right place so they can be found on OS X.

The link above has been updated. Thanks for your patience and willingness to provide feedback on things that aren't working.
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Old January 26, 2016, 04:50   #8
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It SHOULD be possible to take the appropriate makefile, main-xxx.c, and osx/* stuff from Vanilla and drop it in. (The ONLY difference at one point was Makefile.inc, which took significant effort on my behalf while porting UnAngband to OSX, beyond the primitive 16-color xterm version.) A quick look shows this is no longer possible, exactly because the various lib/* directories have changed in Vanilla

However, if you update the lib/* with the original names, the V makefile should work.

Quote:
Originally Posted by nppangband View Post
I *think* this is now a proper dmg file for OS X now. And as Takkaria suggested, the directory structure is set up to work from the applications folder. It has all the /lib files in the right place so they can be found on OS X.

The link above has been updated. Thanks for your patience and willingness to provide feedback on things that aren't working.
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Old January 26, 2016, 17:25   #9
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Quote:
Originally Posted by Pete Mack View Post
It SHOULD be possible to take the appropriate makefile, main-xxx.c, and osx/* stuff from Vanilla and drop it in. (The ONLY difference at one point was Makefile.inc, which took significant effort on my behalf while porting UnAngband to OSX, beyond the primitive 16-color xterm version.) A quick look shows this is no longer possible, exactly because the various lib/* directories have changed in Vanilla

However, if you update the lib/* with the original names, the V makefile should work.
NPP doesn't use any of the same infrastructure as V anymore, so this won't work - it's now using Qt as a base instead of z-term and the main-xxx code.
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Old January 26, 2016, 18:26   #10
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Well, the main-xxx.c files still exist, as does z-term.c, and I see NPP is still using Makefile.inc. So the old Makefile.osx* should be based on V well enough for the OSX port to work with little changes. I suppose you can do this as part of make install instead of copying the directories directly:
Code:
        for i in `find lib -type d`; do mkdir -p $(APPDIR)/$i; done
        for i in `find lib -name '*.txt'`; do cp -fb $(APPDIR)/$i; done
And yes, Makefile.osx and Makefile.win still exist on NPP, since it is reasonable not to expect users to install Qt just to play.
Quote:
Originally Posted by takkaria View Post
NPP doesn't use any of the same infrastructure as V anymore, so this won't work - it's now using Qt as a base instead of z-term and the main-xxx code.
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