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Old March 28, 2021, 15:22   #1
Mike
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Xygos 0.0.2 "Chuckie Egg" released

You remove a Cloak of Stealth (+3).
You put on a Space Suit.

Xygos is a new variant of Angband, forked from 4.2.1 in early January with most of 4.2.2 folded in.
This is 0.0.2, the first announced release.

It's aiming towards conversion from V's fantasy milieu to an eclectic sci-fi / futuristic / post-apocalyptic theme, in the same way that Steamband did.

It's a long way away yet - this is an early pre-alpha release with a weird mix of dragons and androids, and probably some fearsome bugs.

Playtesters are very welcome, especially if you report bugs, suggest ideas or send patches (on Github, or here on this thread)!

Right now, you will need to build it yourself. I use autogen.sh / configure --with-no-install --enable-stats --enable-test / make, but the cmake method is also maintained and used by automatic builds, so that should be fine as well. I normally run the X interface (although SDL2 and Curses should at least build). Tiles won't work - not that I have anything against them, but most of the monster and item lists are due to be replaced so existing tilesets won't be usable. It should work out of the box on Linux, and hopefully on any modern Unixy system as well.

If you use Windows or MacOS, you'll also need to make some changes to the build scripts - probably not much is needed, but I don't have an easy way to test these builds.

New (from Vanilla) top level files include:
BUGS (what it says - but most of them are marked as fixed)
BRANCHES (list of branches, with brief descriptions)
CHANGES (summary of changes made - the equivalent of changes.txt)


The github repository is here:

https://github.com/msearle5/xygos

Last edited by Mike; March 28, 2021 at 16:14.
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Old March 28, 2021, 16:02   #2
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psst... you didn't provide a link to it.
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Old March 28, 2021, 16:13   #3
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Link this way

https://github.com/msearle5/xygos
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Old March 28, 2021, 18:03   #4
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Oh wow I really like the sound of this! Totally here for post-apocalyptic genre mashups.
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Old March 28, 2021, 21:37   #5
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Very good

I haven't played (or even downloaded), but looking at the datafiles it looks very intriguing.

The github build process is broken in some interesting way I don't fully understand. If you can get that fixed, you will have working Mac and Windows builds. I suspect it's not too hard.
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Old March 29, 2021, 19:57   #6
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The broken Mac and Windows builds are at least partly caused by the renaming from Angband. It's not so easy to fix for me without having a local Windows or Mac dev environment, though.
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Old March 29, 2021, 23:54   #7
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Mike, what Linux distro have you been using while developing this variant?
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Old March 30, 2021, 19:13   #8
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I've been using Gentoo. (Has it failed to build for you on some other distro?)
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Old March 30, 2021, 22:28   #9
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Windows and Mac builds are up

Good to know that the Mac build is working - thanks. I've got both Mac and Windows building from the Action now, and you can download them from Releases.
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Old March 30, 2021, 22:39   #10
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Not sure if this is the appropriate thread for a bug report about Xygos, but here's one

OS: macOS 10.15.7; Xcode 12.4 for the compiler; built from source (commit number 49cbe9eff8e17b20fe1bd8912f73675233b1bc62, "An easter egg ....", was HEAD) using
Code:
./autogen.sh
cd src; make -f Makefile.osx
Problem: Crashes on a segmentation fault immediately after character creation. The new character was a human, no mutations or implants, engineer, default point buy for the stats, and a randomly selected name. Took the Foraging talent from the talent selection screen. Recompiling with debugging enabled and rerunning crashed at the same point. The top of the call stack at the point of the crash for that was
Code:
cave_monster_max(c=0) at cave.c:595
monster_list_new at mon-list.c:33
monster_list_shared_instance at mon-list.c:94
monster_list_show_subwindow(height=16, width=42) at ui-mon-list.c:354
update_monlist_subwindow(type=EVENT_MONSTERLIST, data=0, user=0x000000010054c3a8) at ui-display.c:1766
game_event_dispatch(type=EVENT_MONSTERLIST, data=0) at game-event.c:43
event_signal(type=EVENT_MONSTERLIST) at game-event.c:142
redraw_stuff(p=0x00000001028eba08) at player-calcs.c:2364
ui_enter_world(type=EVENT_ENTER_WORLD, data=0, user=0) at ui-display.c:2617
game_event_dispatch(type=EVENT_ENTER_WORLD, data=0) at game-event.c:43
event_signal(type=EVENT_ENTER_WORLD) at game-event.c:142
start_game(new_game=true) at ui-game.c:420
play_game(new_game=true) at ui-game.c:440
It looks like it may be using my existing subwindow setup from Angband, and that may explain why the monster list window is being updated at the point of the crash.

Last edited by backwardsEric; March 30, 2021 at 22:47. Reason: be more specific about the source used
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