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Old May 15, 2017, 18:01   #11
clouded
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Quote:
Originally Posted by t4nk View Post
What kind of font are you using?
Terminus, but I think it's to do with me not having the right encoding rather than the font, unicode stuff doesn't work I guess.

Quote:
Both have essentially the same (obsolete ) way of dealing with signals, in particular, both (try to) ignore SIGHUP ,so it's probably SIGPIPE or something. But Vanilla doesn't do that if WINDOWS is defined (#ifndef WINDOWS (deal with signals) #else (dont) #endif). How did you install it?
Configure --with-no-install and make. Not sure if that would be defined, should I try commenting it out?
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Old May 15, 2017, 18:59   #12
t4nk
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Originally Posted by clouded View Post
Terminus, but I think it's to do with me not having the right encoding rather than the font, unicode stuff doesn't work I guess.
Well http://terminus-font.sourceforge.net/ mentions various one byte encodings, but is silent about utf-8, so perhaps that doesn't work.

Quote:
Configure --with-no-install and make. Not sure if that would be defined, should I try commenting it out?
Come to think of it, if signals are delivered by Cygwin and work as expected, then without handlers they should just terminate the process...
Ncurses, that gift that keeps on giving printf debugging is the only way to figure it out this stuff is in ui-signals.c.

edit: mentioning ncurses gave me an idea, and I think this is it (main-gcu.c, Term_xtra_gcu_event):
Vanilla:
Code:
	i = getch();
	while (i == ERR) {
		i = getch();
		idle_update();
	}
Poschengband:
Code:
      i = getch();

      /* Mega-Hack -- allow graceful "suspend" */
      for (k = 0; (k < 10) && (i == ERR); k++) i = getch();

      if (i == ERR) exit_game_panic();
      if (i == EOF) exit_game_panic();

Last edited by t4nk; May 15, 2017 at 19:15.
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Old May 15, 2017, 20:17   #13
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Something odd happening with my character dumps. I have to delete the old file to get it to overwrite properly
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Old May 15, 2017, 22:14   #14
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Quote:
Originally Posted by clouded View Post
1) Backspace doesn't work in my terminal (I use rxvt in cygwin), similarly the fancy letters like in Smeagol's name don't display properly either.
Google tells me rxvt can't handle utf-8, but urxvt does, I don't know if that helps.

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2) I use termcast.org and sometimes I get disconnected while playing, in Poschengband this kills the process but the game is auto-saved before and I can keep playing. With Vanilla, there is no auto-save and the process doesn't get killed so I have to do it myself. I've been told the signal that is sent is likely "SIGHUP"
Looks like t4nk has discovered a hack to fix this, my only remaining question is if that hack is a good idea

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3) Trying to remove curse on an amulet of teleportation doesn't seem to work, it shows "random teleportion" but I'm not sure how to select it and the scroll doesn't get used, since this is probably the first cursed thing people will run into it's a bit confusing.
Yeah, I see your point. It has a 100 power curse, which means the curse (not the amulet) can't be removed, but rings and amulets of teleportation are the only things that have that. I'm inclined to just give them the TELEPORT flag directly and have no 100 power curses.

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4) You can sell ID for consumables but not for equipment, it seems like you end up carrying a bunch of {??} jewellery early on which is "eh." Maybe it's just my playstyle but I'd rather sell for ID instead of lugging a bunch of stuff around in my pack.
Sell IDing jewellery seems to work for me. What are you trying to sell?
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Old May 15, 2017, 22:15   #15
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Paralysis traps need looking at. Had something close to a "you step, you die" moment.
I'm OK with that early
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Old May 16, 2017, 00:29   #16
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When I have unidentified staves, and read a scroll of identify, it says that I don't have any unidentified items?
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Old May 16, 2017, 01:40   #17
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When I have unidentified staves, and read a scroll of identify, it says that I don't have any unidentified items?
Scrolls of identify identify runes on equipment. Identify your staves by using them, same as with other consumables.
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Old May 16, 2017, 03:33   #18
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Looks like t4nk has discovered a hack to fix this, my only remaining question is if that hack is a good idea
Certainly not. First, this is a pretty ridiculous hack , second, the little loop in Vanilla's gcu client animates shimmering monsters.
What's needed is to just handle SIGHUP, and now that I think of it, this seems the only signal worth handling, which is ironic, considering that it's the only one that is being ignored right now
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Old May 16, 2017, 14:17   #19
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Sell IDing jewellery seems to work for me. What are you trying to sell?
Hm, well I'm not sure? I first tried to sell a robe {??} and the 2 wouldn't accept it so I assumed you just couldn't sell equipables, then I tried a ring {tried, ??} and it was accepted but there is no message telling you what it was and it may not appear in the shop for you see.

Edit: Restore mana is super common, I have 15 already compared to 2 Healing, 1 *Healing* and 1 Vigor.

There's a typo in the wand of stun monster description.

Is there a different method of preventing yourself from getting 99 books from picking them all the time? I tried squelching them but stepping over them still picks them up.

Monster pathfinding seems to get caught up on passable rubble, just had a berserker run up to it and stay there until I moved down a hallway into (what would be) view of it, then it came through.

Terrain outside of vision not updating is fine when it's monsters opening doors and such, but it's a little strange when it's something you're doing such as firing stone to mud, earthquakes or destruction - the player knows the terrain changed but the game doesn't update it for you, the old black spaces was better in this regard. There are also situations where a monster will clearly pass through a door (viewable through ESP) but this won't be updated for you.

Big bug: game crashed on performing a html dump ("failed to find feature 0"), though it did succeed in doing it.

Rohirrim displays as (+0,+0) [50,+15] <+2>, is this as intended?

Last edited by clouded; May 16, 2017 at 20:35.
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Old May 16, 2017, 16:48   #20
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So I'm guessing the bugs in monster path finding were ironed out? Just had an ancient black dragon track me from the completely opposite corner of the level.
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