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Old December 18, 2010, 17:17   #51
d_m
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Quote:
Originally Posted by tuppe666 View Post
Yes I meant -mgtk Basic X11 and Text Mode both work GTK not so much
Hmmm, ok.

I'm able run it fine both --with-no-install (as ./src/angband -mgtk) and with --prefix ~/angband/sandbox (as ~/angband/sandbox/games/angband -mgtk). Can you try running it with gdb (gdb --args angband -mgtk, then type "run") and post whatever backtrace you get?

EDIT: Also what distro are you running? Can you attach config.log?
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Old December 18, 2010, 17:17   #52
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Quote:
Originally Posted by ekolis View Post
Sorry if someone's already reported this, but in the Windows build I just downloaded (f348296727), if I go into the options menu during character birth and hit "?" to get help on an option, then hit escape, I get fragments of the help screen all over the options screen...
Yes, that's ticket #1257 - spotted it last night. Should be easy to fix for someone who knows the menu code ...

Thanks for all the reports - keep them coming ...
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Old December 18, 2010, 18:47   #53
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Regarding armor prices, I like that you can't afford to buy them right off, but the fact that a plain plate armor fetches huge amounts of cash from the armory is bad. Common items should not make for lucrative sales.

In other words, my advised solution here is to make the buy/sell prices for shopkeepers way more asymmetrical. I've said this before, and it's still true; shopkeepers shouldn't be willing to give you more than at most (i.e. with maxed CHA) 50% of the sale value of the item when they buy it from you. Heck, look at the bookstores around colleges in reality: buy for $15, sell for $90.
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Old December 18, 2010, 19:17   #54
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Quote:
Originally Posted by Derakon View Post
Heck, look at the bookstores around colleges in reality: buy for $15, sell for $90.
College book stores probably aren't the best examples of free market economics .
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Old December 18, 2010, 19:40   #55
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Does the town look like a free market to you? Not much competition, is there?
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Old December 18, 2010, 20:02   #56
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Heh, didn't someone years ago try to implement a free-market economic model in Angband or a variant? I always thought that was cool, and wondered why no one did it again... Or maybe I'm just nuts and I like economic games... Recettear anyone?
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Old December 18, 2010, 20:17   #57
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Quote:
Originally Posted by d_m View Post
Hmmm, ok.

I'm able run it fine both --with-no-install (as ./src/angband -mgtk) and with --prefix ~/angband/sandbox (as ~/angband/sandbox/games/angband -mgtk). Can you try running it with gdb (gdb --args angband -mgtk, then type "run") and post whatever backtrace you get?

EDIT: Also what distro are you running? Can you attach config.log?
gdb --args ./angband -mgtk
Code:
Starting program: /home/robertr/Desktop/angband-angband-d1a64ee/angband -mgtk
[Thread debugging using libthread_db enabled]

(angband:422): Gtk-CRITICAL **: gtk_toolbar_set_icon_size: assertion `icon_size != GTK_ICON_SIZE_INVALID' failed

(angband:422): Gtk-CRITICAL **: gtk_toolbar_set_icon_size: assertion `icon_size != GTK_ICON_SIZE_INVALID' failed
[New Thread 0x7fffdb7a3710 (LWP 425)]

Program received signal SIGSEGV, Segmentation fault.
0x0000000000440044 in init_angband () at init2.c:3612
3612            if (command_req->command == CMD_QUIT)
Sorry Gentoo
Attached Files
File Type: zip config.log.zip (5.3 KB, 140 views)

Last edited by tuppe666; December 18, 2010 at 20:23.
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Old December 18, 2010, 23:01   #58
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Quote:
Originally Posted by tuppe666 View Post
gdb --args ./angband -mgtk
I wasn't able to reproduce this but I think I saw what the bug was and wrote some code to handle it.

It's checked into master now, so if you want to pull it down and try rebuilding again it might work. If not, please include the new backtrace. Thanks!
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Old December 19, 2010, 00:07   #59
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Quote:
Originally Posted by Magnate View Post
Yes, those few lines about code changes (bitflags, parsers etc.) conceal a colossal amount of refactoring. The code looks very different from the 3.1.x series.
You're telling me!

Is the refactoring considered to be mostly "done" now, or is the next version likely to be as different to this one as this was to the last?

Because it's a hell of a moving target for variant makers to keep up with if the core code for things like selecting a spell to cast and the like is completely re-written between versions...
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Old December 19, 2010, 00:21   #60
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Quote:
Originally Posted by Dean Anderson View Post
You're telling me!

Is the refactoring considered to be mostly "done" now, or is the next version likely to be as different to this one as this was to the last?

Because it's a hell of a moving target for variant makers to keep up with if the core code for things like selecting a spell to cast and the like is completely re-written between versions...
It's not done yet, I'm afraid... there's a lot of old code to clean up. A lot of the cleanup has already been done and a lot of what is left is just finishing off what has been started, one way or another. I think things will have settled a lot more by 2013.
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