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Old March 13, 2023, 02:17   #51
Nick
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Originally Posted by Bill Peterson View Post
Nick,

I've temporarily given up trying to compile on Windows and cloned NarSil onto a Linux distrubution. Opening as a project in Eclipse, the "Build All" menu option gave me a minimal executable, no mx11 or windows.

Does the repository contain all the files needed to build other Linux versions, and cross compile the Windows executable, or do you have more on your computer?
It should all be in the repository.
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Old March 13, 2023, 12:02   #52
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Speaking of compiling, not a big deal but I tried using Makefile.std to compile at first, that didn't work so I went the autotools route.
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Old March 13, 2023, 19:51   #53
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Speaking of compiling, not a big deal but I tried using Makefile.std to compile at first, that didn't work so I went the autotools route.
Yes, getting Makefile.std working is another thing I need to do.
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Old March 15, 2023, 04:18   #54
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Some comments on 1.3.0ubeta-36-gad0174ff2

I'm seeing what look to be chasms, dark grey %. They don't do anything, you can walk right through them, but it's a start.

I'm liking that, when I walk through a dark room, the floor tiles stay illuminated. I don't remember Sil 1.3 working that way. I'll understand if the behavior changes.

The RNG seems a little different from original Sil. I don't feel like I'm seeing enough objects, but I see more ego items at shallow levels than I expect.
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Old March 19, 2023, 12:04   #55
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Played a bit. Looks like its going well, but still iffy. I'm getting weird prompt messages between "action" and "notices you".

e.g. move to attack wolf, no attack happens, "the wolf wakes up" message, game prompts for direction, ....

Edit: For reference that sequence should be: attack wolf, if wolf still alive wakes up, no direction prompt,

Last edited by wobbly; March 19, 2023 at 12:13.
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Old March 19, 2023, 20:24   #56
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Played a bit. Looks like its going well, but still iffy. I'm getting weird prompt messages between "action" and "notices you".

e.g. move to attack wolf, no attack happens, "the wolf wakes up" message, game prompts for direction, ....

Edit: For reference that sequence should be: attack wolf, if wolf still alive wakes up, no direction prompt,
Yes, it seems the message is interrupting the input direction and losing the "direction" bit of the "walk, direction" keymap. I've got it as a bug.
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Old March 29, 2023, 07:17   #57
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Not filing as a bug yet, but I get the weird impression that combat is somehow more biased in favor of the player than it would be in V-Sil; feels like I'm more accurate and dodgy/enemies are less accurate and dodgy than I/they should be.

EDIT: Actually, now I'm not quite sure what's up; I'm deeper now, with number-inflated equipment, but enemies are now doing unexpectedly high damage for it. Not sure if it's normal Sil swingy-ness or if there is in fact something wrong somewhere.

EDIT2: Yeah something feels wrong with at least damage calcs; I'm shooting a (nominally) 3d9 damage gondonlin longbow and it feels like I'm failing to damage white wolves and orcs more often than the damage would indicate.
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Last edited by MITZE; March 29, 2023 at 08:18. Reason: Added some info.
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Old March 29, 2023, 12:05   #58
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Not filing as a bug yet, but I get the weird impression that combat is somehow more biased in favor of the player than it would be in V-Sil; feels like I'm more accurate and dodgy/enemies are less accurate and dodgy than I/they should be.

EDIT: Actually, now I'm not quite sure what's up; I'm deeper now, with number-inflated equipment, but enemies are now doing unexpectedly high damage for it. Not sure if it's normal Sil swingy-ness or if there is in fact something wrong somewhere.

EDIT2: Yeah something feels wrong with at least damage calcs; I'm shooting a (nominally) 3d9 damage gondonlin longbow and it feels like I'm failing to damage white wolves and orcs more often than the damage would indicate.
Filed now. Nice work, I think that's 12 new bugs and a couple of "fixed" ones reopened from about an hour and a half of play time.
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Old April 8, 2023, 07:09   #59
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Been noticing this for a while and don't want to create an issue for it yet until we get more Sil players giving opinions, but loot generation seems wonky; it feels like on average levels generate with significantly less floortrash loot, on average monsters drop less often, and when they do drop they seem predisposed to dropping a specific thing (for example, easterling warriors seem to drop wooden torches the vast majority of the time).

EDIT: On average compared to base Sil.

EDIT2: Just killed Gorgol, who I believe drops a single good object in Sil, and I got...a staff of imprisonment :/
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Old April 10, 2023, 18:33   #60
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Quote:
Originally Posted by MITZE View Post
Been noticing this for a while and don't want to create an issue for it yet until we get more Sil players giving opinions, but loot generation seems wonky; it feels like on average levels generate with significantly less floortrash loot, on average monsters drop less often, and when they do drop they seem predisposed to dropping a specific thing (for example, easterling warriors seem to drop wooden torches the vast majority of the time).

EDIT: On average compared to base Sil.

EDIT2: Just killed Gorgol, who I believe drops a single good object in Sil, and I got...a staff of imprisonment :/
I'm also finding that loot drops on the early levels are pretty low. I've been playing Sil 1.3 alongside Narsil and see a significant difference. In Narsil, by the time I'm at 300', much off my equipment has come from monster drops. This has led me to chase orcs even after they cease to give experience.

Gorgol, and the other early unique, don't have any followers.

Orc archers don't attack, but they do drop arrows properly. Sword spiders don't seem to be very dangerous.
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