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Old March 16, 2016, 18:55   #31
PowerWyrm
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New PWMAngband 1.1.11 build 6 released!

Two nasty bugs fixed here plus minor updates.

List of changes:

- Slightly decrease fail rate of Fire Bolt for Sorcerors
- Use a random direction if no direction is given for breathing effects
- Rewrite thrusting effect for force breaths using project_path(), stopping at the first monster, player or wall
- Only get a message in become_aware() if mimic is in view
- Give a correct description for breath activations
- Fix tracking of monster hit by force effect
- Fix tracking of player hit by some effect that modifies location (nexus, gravity, teleport, force...)
- Don't save player trap/object knowledge in the savefile if the character is dead
- Make drinking from a fountain use a turn
- Make building directory paths a bit more robust
- Remove project_hurt hack, use SQUARE_PROJECT instead

Files updated: binaries and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
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Old March 16, 2016, 20:31   #32
luthanos
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Server Updatet \o/

Edit: Same Password Bug , my Password has 16 characters , but when i type it in it only shows 15 x , maybe my password is too long to be saved?
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Old March 17, 2016, 12:41   #33
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Quote:
Originally Posted by luthanos View Post
Server Updatet \o/

Edit: Same Password Bug , my Password has 16 characters , but when i type it in it only shows 15 x , maybe my password is too long to be saved?
Yes, you cannot use passwords longer than 15 characters.
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Old March 19, 2016, 15:13   #34
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Dunno what you did, but I've been able to play without lag today. Awesome...

Only thing is... you enabled static dungeon towns on your server, which feels very strange. This is usually an option for ironman settings where you cannot recall back to town at 0ft to restock, so you get every 750ft a chance to buy and sell stuff. Well this lets see the awesome dungeon town layouts...
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Old March 25, 2016, 12:34   #35
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New PWMAngband 1.1.11 build 7 released!

Plain bugfix version, in particular this fixes automatic ID of all average items.

List of changes:

- Fixes for monster list
- Fixes for object list
- Force panel/map refresh if player is disturbed while running
- Fix monsters never dropping anything if killed while still asleep
- Fixes for object identification and knowledge
- Redraw floor when blindness wears off (to identify any scroll or staff of darkness used from the floor)
- Redraw spells when stun wears off
- Fix crash when trying to shimmer objects for players leaving a level
- Fix some compiler warnings

Files updated: binaries and source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr
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Old March 27, 2016, 09:00   #36
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Server is up to Date, on Build7 :-)
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Old March 29, 2016, 03:50   #37
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I am looking to set up a custom mangband server. I havent done this since 2000 and the code I picked up from wayback machine and mangband.org is not what I remember playing exactly not to mention buggy right out of the box.

I am going to be looking at the PWMAngband code and see if maybe it can serve my needs. I am worried it might be quite beyond what I am looking for, but sometimes that can be a good thing. 8)

If it works out, I will likely end up hosting a "vanilla" PWMAngband server and a custom variant 24/7 for a long time to come. If you are interested in giving some advice to an old coder who wants to mod the items, ego items, arts, monsters, races, and classes....well that would go a long way in swaying me to use your code.
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Old March 29, 2016, 04:56   #38
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Quote:
Originally Posted by TheHairyOne View Post
If you are interested in giving some advice to an old coder who wants to mod the items, ego items, arts, monsters, races, and classes....well that would go a long way in swaying me to use your code.
You don't need to code to change any of those at this point in time. They're all in config files.
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Old March 30, 2016, 17:02   #39
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How hard would it be to remove the town wall and change the graphics back to the block walls?
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Old March 31, 2016, 12:43   #40
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Quote:
Originally Posted by TheHairyOne View Post
How hard would it be to remove the town wall and change the graphics back to the block walls?
Hmm, there should be no town wall unless you set TOWN_WALL = true in mangband.cfg. And block walls are enabled like in vanilla Angband by setting "solid_walls" on in the option menu.
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