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Old April 28, 2011, 01:37   #11
nppangband
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Quote:
Originally Posted by Mikko Lehtinen View Post
Hello all,

I've reanimated an old favorite, EyAngband!

At the moment, there are only two executables, for 64-bit Linux and for DOS. The DOS-version should also work on Windows. Could some kind soul please help me build the Windows version?
I compiled a windows build. I started a character and opened up the town. All of the walls were invisible. The last EY build was pre-windows Vista. Does anyone remember the fix for this?

Here is a list of compiler warnings I got using cygwin to compile:

config.h:360:20: warning: no newline at end of file
cmd-book.c: In function `print_spells':
cmd-book.c:442: warning: 'basenm' might be used uninitialized in this function
cmd-book.c: In function `get_spell':
cmd-book.c:719: warning: 'redraw' might be used uninitialized in this function
cmd-book.c: In function `get_tune':
cmd-book.c:895: warning: 'redraw' might be used uninitialized in this function
cmd-book.c: In function `do_cmd_magic':
cmd-book.c:1432: warning: 'i' might be used uninitialized in this function
cmd-book.c:1958: warning: 'flg' might be used uninitialized in this function
cmd-item.c: In function `do_cmd_mix':
cmd-item.c:2251: warning: 'k_idx' might be used uninitialized in this function
cmd-item.c:2260: warning: 'k_ptr' might be used uninitialized in this function
cmd-misc.c: In function `do_cmd_open_aux':
cmd-misc.c:344: warning: 'tval' might be used uninitialized in this function
generate.c: In function `generate_hole':
generate.c:931: warning: 'xx' might be used uninitialized in this function
generate.c:931: warning: 'yy' might be used uninitialized in this function
init1.c: In function `parse_f_info':
init1.c:1500: warning: operation on `f_ptr' may be undefined
main-win.c: In function `Term_pict_win':
main-win.c:2308: warning: unused variable `td'
monster2.c: In function `place_monster_one':
monster2.c:1521: warning: 'u_ptr' might be used uninitialized in this function
monster2.c: In function `place_monster_aux':
monster2.c:2051: warning: 'u_ptr' might be used uninitialized in this function
object2.c: In function `alchemy_describe':
object2.c:4144: warning: 'k_ptr' might be used uninitialized in this function
powers.c: In function `do_power':
powers.c:2768: warning: unused variable `chance'
powers.c:2972: warning: unused variable `chance'
powers.c:3128: warning: implicit declaration of function `phlogiston'
powers.c:2555: warning: 'breath' might be used uninitialized in this function
powers.c:2556: warning: 'typ' might be used uninitialized in this function
powers.c:2556: warning: 'power' might be used uninitialized in this function
quest.c: In function `display_guild':
quest.c:455: warning: 'tval' might be used uninitialized in this function
squelch.c:809:2: warning: no newline at end of file
wizard.c: In function `wiz_display_item':
wizard.c:198: warning: 'home' might be used uninitialized in this function
wizard.c:198: warning: 'chance1' might be used uninitialized in this function
wizard.c:198: warning: 'chance2' might be used uninitialized in this function

Once the walls thing is worked out, do you want me to e-mail you the zip file?
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Old April 28, 2011, 02:16   #12
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Quote:
Originally Posted by nppangband View Post
I compiled a windows build. I started a character and opened up the town. All of the walls were invisible.
A town full of buildings with invisible walls? Sounds like a peeping tom's dream.
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Old April 28, 2011, 02:56   #13
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Quote:
Originally Posted by nppangband View Post
I compiled a windows build. I started a character and opened up the town. All of the walls were invisible. The last EY build was pre-windows Vista. Does anyone remember the fix for this?
Use the new Angband fonts (largely the old NPP fonts ) and set the default font not to be 8x13 (which will make windows try to use it's own font). There may be some fixes needed to the wall terrain in font-win.prf as well.
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Old April 28, 2011, 05:16   #14
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I have to say, this variant is really great. And also hard! The new stair system in particular makes the game much more fun, and would probably make a good option in Vanilla.

Now for some bugs and annoyances...

- The powder vial of energy doesn't seem to do anything at all.

- Things seem to breath on me from out of my field of vision quite often. In fact, everything seems to breath a lot in general until I'm within melee distance. Not sure if that's deliberate though.

- Also, spell range is huge - critters breath and cast spells from offscreen even when I keep the map centered.
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Old April 28, 2011, 14:30   #15
Mikko Lehtinen
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Quote:
Originally Posted by Therem Harth View Post
I have to say, this variant is really great. And also hard! The new stair system in particular makes the game much more fun, and would probably make a good option in Vanilla.
I'm glad you like it! The stair system is really the defining feature of FayAngband.

And yes, the game is hard. It's like Iron Man but with stores and small levels. I haven't got very far myself, and I'm not sure whether the game is balanced at deeper levels. Small levels full of monsters might easily get out of hand. (Escape to town if you can!)

At first I tried the new stair system with normal-sized levels, but it didn't work out too well. The player had to spend too much time clearing huge levels, and gained too much experience in the process. It was boring. Luckily EyAngband had an option for small levels.

I think the latest EyAngband was a bit too easy before my changes. Eytan had just introduced loads of new features, including a brand new monster list (!) and a new combat system. And now I have made another sweeping change.

So IMO this variant doesn't need any new features, at least in the near future. It's time to start the slow cycle of playtesting and balancing. Luckily this means I get to play a lot!

I'm very interested in hearing opinions about game balance and difficulty level. Hard is ok, frustratingly hard is bad.


Quote:
Originally Posted by Therem Harth View Post
Now for some bugs and annoyances...

- The powder vial of energy doesn't seem to do anything at all.

- Things seem to breath on me from out of my field of vision quite often. In fact, everything seems to breath a lot in general until I'm within melee distance. Not sure if that's deliberate though.

- Also, spell range is huge - critters breath and cast spells from offscreen even when I keep the map centered.
I haven't touched the monster range. I'll see whether I can fix this. The game is hard enough without this feature.

Powder Vial of Energy is my fault, and probably easy to fix.

You'll have to wait for a new version, though. I'm very busy for some weeks.

Mikko
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Old April 29, 2011, 02:47   #16
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I have to say this variant looks REALLY cool and very well suited to my playing preferences. Can't look at it until exams are over though
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Old April 29, 2011, 06:46   #17
Mikko Lehtinen
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Just a quick note to anyone trying to send me new compiles or anything. My email is at gmail.com (miihkali.lehtinen).
Gmail stupidly bounces any emails that have files with extensions .zip, .tar, .tgz, .taz, .z, .gz, or .exe. Just rename the extension to .zippo or something, and it will get through. Thanks!
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Old April 30, 2011, 23:30   #18
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A quick update before I'm going to bed.

Michael Drinen has sent me an OSX compile of FayAngband (command line only). I'll add it to the website soon. Michael also reported a grave bug that was the reason why my Windows compiles had always crashed on startup! Thank you, Michael!

I just managed to build a Windows compile using MinGW. It runs fine on Windows 2000, but there's probably the invisible wall problem on Vista. I googled "angband vista invisible" and found some helpful sites. I'm probably able to fix the problem myself eventually. Thanks to Jeff for helpful tips!
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Old May 1, 2011, 10:40   #19
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Mac OS X compile by Michael Drinen now available here:
http://www.mikkolehtinen.net/ohjelma...nd-100-osx.zip

Notes from Michael:
"I downloaded a fresh copy of your source code and tried to get it to work with as few changes a possible. It turns out that all I had to do was make that change in init1.c With that, it compiles just fine with makefile.std and I get both an x11 and a gcu version (though it is still not a mac application and you have to run it from the
command line.)"
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Old May 1, 2011, 14:07   #20
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Quote:
Originally Posted by Therem Harth View Post
Now for some bugs and annoyances...

- The powder vial of energy doesn't seem to do anything at all.
I couldn't reproduce this bug. Maybe you just missed?
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