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Old July 3, 2011, 19:55   #51
CJNyfalt
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Quote:
Originally Posted by Zireael View Post
What version of Oangband is the newest (and has the original Unlight)? I'd like to look at it...
1.1.0 found at the original site:
http://www.oangband.com/
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Old July 3, 2011, 20:15   #52
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Originally Posted by CJNyfalt View Post
1.1.0 found at the original site:
http://www.oangband.com/
How does one use the Unlight feature?
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Old July 3, 2011, 20:24   #53
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Quote:
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How does one use the Unlight feature?
Roll an Assassin, Rogue or Necromancer, pick unlight as specialization.
Test with and without using a light source.
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Old July 3, 2011, 22:50   #54
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Quote:
Originally Posted by Zireael View Post
What version of Oangband is the newest (and has the original Unlight)? I'd like to look at it...
I'd recommend not - the original Unlight didn't work as intended. I would look either at Christer's latest (which I think has modified it) or at Oangband 1.1.0u (from the Variants tab).
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Old July 3, 2011, 23:55   #55
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So, I tried to implement the new key queue and it succeeded mostly. The main problem is that arrow keys do not work on the main map. Now I have an idea on how to fix this issue, if I could only find the place where the movement commands are read.

EDIT:
I can use ; + direction key to walk, but not just direction key.

Last edited by CJNyfalt; July 4, 2011 at 00:32.
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Old July 4, 2011, 09:04   #56
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It looks like the issue is with keymaps. I think I'll have to revert all changes to util.c and make a wrapper for Term_inkey instead.
Input handling is really the messiest part on *bands, and the place where my previous attempt to straighten out the code has failed.

EDIT:
Managed to get it right, I modified Term_inkey instead of using a wrapper.

Last edited by CJNyfalt; July 4, 2011 at 09:35.
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Old July 12, 2011, 11:39   #57
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After spell of slow progress, I have finally managed to increase my pacing again.
I have managed to split files.c into four source-files, like Vanilla, so it is now easier to get an overview of them. I have also finally decided to tackle the z-rand, and got some decent progress there.
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Old July 19, 2011, 11:22   #58
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I was able to remove the macro handling without breaking keymaps. So it was not that which broke the arrow keys last time I tried to upgrade to the new input system. This will help progress a lot.
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Old July 30, 2011, 21:31   #59
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I want to hear opinions about haggling in stores. I will most likely throw out this feature unless someone has a real good argument against doing that.
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Old July 31, 2011, 01:22   #60
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I want to hear opinions about haggling in stores. I will most likely throw out this feature unless someone has a real good argument against doing that.
I love the way Leon implemented haggling. The storekeep remembers how good a haggler you are, and you never have to haggle for the same thing twice. It gives me a real sense of achievement when I've haggled for all the healing potions and can just buy them at the agreed price ...

... but also, the storekeeper stocks better stuff once s/he knows I'm a good haggler.

I'm not sure if O has all the same stuff that S 1.0 had, though.
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