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Old June 27, 2017, 03:59   #11
Ingwe Ingweron
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Quote:
Originally Posted by jowens View Post
Hi,
I'm on a mac book, and the arrow keys are auto-running, that is I can't move a single space using the arrow keys. It's very frusterating. I went to key maps, and the down arrow key is mapped to `.2`, but when I map it to just `2`, nothing happens.
This was an issue for me, as well. Here is how I have addressed movement of @ in Angband Live on my mac book.

Walking: Remap the arrow keys to the keyboard directions, preceded by a ";" (e.g., up ";8", down ";2", left ";4", and right ";6".

Running: Shift running will not work on Angband Live the way it does for regular Angband. So Remap the function key [fn] and arrow key to their respective numerical directions preceded by a ".".

Diagonal: In the user options "=", set the movement delay to 10 or more ms. This will allow you to roughly simultaneously press two arrow keys at once, resulting in a single move in the diagonal direction.
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Old June 27, 2017, 13:27   #12
PowerWyrm
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Quote:
Originally Posted by Mondkalb View Post
Well, as already reported, I have no sound (Win 7 home premium 64 bit).
Apparently I am the only one?
To the devs: I had the same problem with PWMAngband and I realized I was compiling the Win port and the GCU port at the same time, without making a "build clean" between the two builds, leading to sound-core.o not being regenerated in between and staying with the USE_GCU define... which doesn't intialize any sound module. Doing a full rebuild fixed the problem with sounds.
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Old June 27, 2017, 16:43   #13
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In activation.txt, all activation descriptions from DETECT_OBJECTS to ENCHANT_ARMOR2 have a stray full stop at the end of the description.
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Old June 27, 2017, 17:27   #14
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Not a bug as such, but I'd find my fights with rangers a lot harder if they all didn't seem to go: The ranger summons an ant. The ant tramples the ranger.
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Old June 27, 2017, 17:49   #15
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Just be thankful that doesn't happen when you play a ranger
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Old June 27, 2017, 20:36   #16
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Quote:
Originally Posted by wobbly View Post
If you inspect elvish waybread it says it heals 4d8 hps. It doesn't
It seems effect_handler_HEAL_HP is written to accept either a base value (heal 30) or an m_bonus value (used as a percentage - heal 25%) or both; it ignores dice and sides, which Elvish Waybread attempts to use.
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Old June 28, 2017, 01:02   #17
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When I try to compile on Debian unstable:

Code:
[elided]
Successfully compiled z-virt.c.
Successfully compiled z-util.c.
/usr/bin/ld: -r and -pie may not be used together
collect2: error: ld returned 1 exit status
Makefile:34: recipe for target 'angband.o' failed
make[3]: *** [angband.o] Error 1
make[3]: *** Waiting for unfinished jobs....
Successfully compiled main-gcu.c.
Successfully compiled main-x11.c.
../mk/buildsys.mk:110: recipe for target 'all' failed
make[2]: *** [all] Error 2
mk/buildsys.mk:115: recipe for target 'subdirs' failed
make[1]: *** [subdirs] Error 2
mk/buildsys.mk:110: recipe for target 'all' failed
make: *** [all] Error 2
gcc 6.3.0
GNU gold 1.14

Happy to provide extra info if necessary.

Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.
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Old June 28, 2017, 02:39   #18
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Quote:
Originally Posted by gnuvince View Post
When I try to compile on Debian unstable:

Code:
[elided]
Successfully compiled z-virt.c.
Successfully compiled z-util.c.
/usr/bin/ld: -r and -pie may not be used together
collect2: error: ld returned 1 exit status
Makefile:34: recipe for target 'angband.o' failed
make[3]: *** [angband.o] Error 1
make[3]: *** Waiting for unfinished jobs....
Successfully compiled main-gcu.c.
Successfully compiled main-x11.c.
../mk/buildsys.mk:110: recipe for target 'all' failed
make[2]: *** [all] Error 2
mk/buildsys.mk:115: recipe for target 'subdirs' failed
make[1]: *** [subdirs] Error 2
mk/buildsys.mk:110: recipe for target 'all' failed
make: *** [all] Error 2
gcc 6.3.0
GNU gold 1.14

Happy to provide extra info if necessary.

Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.
This is a known problem; I don't think we have any idea of how to fix it though.
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Old June 28, 2017, 09:32   #19
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Ethereal hounds don't swarm the player anymore. They simply stand in walls doing nothing, never using melee attacks, only occasionally breathing nether if they manage to get in LOS.

Found the reason why, as I got the same problem in PWMAngband. In get_moves():

Code:
	/* Monster groups try to surround the player */
	if (!done && rf_has(mon->race->flags, RF_GROUP_AI) &&
		square_isview(c, mon->fy, mon->fx)) {
		int i, yy = mon->ty, xx = mon->tx;
...
But in get_moves_advance():

Code:
	/* If the monster can pass through nearby walls, do that */
	if (monster_passes_walls(mon) && !near_permwall(mon, c)) {
		return false;
	}
...
	/* Set the target */
	if (found_direction) {
		mon->ty = my + ddy_ddd[best_direction];
		mon->tx = mx + ddx_ddd[best_direction];
		return true;
	}
So mon->ty and mon->tx, which are used to calculate where AI_GROUP monsters will surround the player, are not set for ethereal hounds, and the game picks up a bogus location.

The best (and easiest) way to fix this is probably to let ethereal hounds go straight at the player by disabling the "surround the player" code for them ("get the player out of corridors" code is already disabled).
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Last edited by PowerWyrm; June 28, 2017 at 10:07.
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Old June 28, 2017, 10:38   #20
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Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.
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