![]() |
#1 |
Scout
Join Date: Nov 2012
Posts: 44
![]() |
Can't run in my compiled version!
Hi all,
I recently grabbed the sources for 3.4.1 from rephial and compiled my own copy of vanilla. I didn't do anything fancy, just a 'configure --no-install' followed by a 'make'. It's great, except it doesn't allow me to run. I have a lenovo T420 laptop with Ubuntu 10.04 LTS. I normally use the arrow keys to move around, but shift-arrow does not work. For that matter, if I use the number keys to move around, shift-number also does not work. In both cases, I get a "Type '?' for help." message. Actually, shift-up arrow moves me one space down and gives me a 'You have no items you can activate.' message. Shift-down moves me down but gives a directional menu. Any ideas what might be causing this? Dave Blackston |
![]() |
![]() |
![]() |
#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
Sounds like your input is getting scrambled somehow, but I've no idea why that would be happening.
In the meantime, the '.' command prompts you for a direction to run in. Not as convenient as shift-direction but it should serve as a workaround. |
![]() |
![]() |
![]() |
#3 |
Scout
Join Date: Nov 2012
Posts: 44
![]() |
Thanks! I did not know about the '.' command -- I am using it now and it meets my needs. ;-)
Dave |
![]() |
![]() |
![]() |
#4 | |
Angband Devteam member
|
Quote:
The bad news is that there are no currently active devs working on this kind of stuff, so it's unlikely to change much in 3.5 The good news is that lots of us are working on a ground-up rewrite in Python, which won't have these problems ...
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
|
![]() |
![]() |
![]() |
#5 |
Scout
Join Date: Nov 2012
Posts: 44
![]() |
|
![]() |
![]() |
![]() |
#6 | |
Angband Devteam member
|
Quote:
Any time you feel like dispensing some python advice (about half of us are learning the language as we go), do drop by #angband-dev on irc.freenode.net ....
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
|
![]() |
![]() |
![]() |
#7 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
![]() |
I know several people in the past have started projects like this, but it looks like it is going to happen this time, with the whole group working on it. Sounds like I should start learning a new language. How is it progressing?
__________________
NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
![]() |
![]() |
![]() |
#8 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,425
Donated: $60
![]() ![]() |
Et tu, Brute?
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
![]() |
![]() |
![]() |
#9 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
![]() |
Quote:
Items, creatures, player races and classes, and terrain have all had their frameworks implemented. That means that the way they will work has been spelled out; someone just needs to go in and fill in the gaps (for example, there is no AI right now; monsters just wander at random). The player can equip items and have them affect his/her stats; likewise monsters have stats. Almost no stats are actually used by the engine at this time, though. The game has a timekeeping system for dictating when different entities get turns (so "speed" is a meaningful stat). Consumables exist but have not had their effects implemented (except for Potions of Haste). Animations exist but the only one that currently exists is for throwing/shooting things. Containers (chests and quivers) exist. Spellbooks do not. Item affixes (à la Angband v4) exist, though again most of them don't actually do anything yet. That Zweihander of Flame (3.56x) does just as much damage as a normal Zweihander. For that matter, finesse and prowess bonuses don't do anything either! Combat is, shall we say, somewhat minimalist. The UI is very bare-bones, though that at least should be practically trivial to improve -- most of the missing stuff is just printing certain of the player's stats. Magnate is working on item affixes and allocation. Fizzix is working on dungeon generation. mtadd did a lot of work on making the user interface code clean and easy to modify. noz is working on wizard-mode commands which will be helpful in debugging all kinds of things. I'm updating the engine where it still needs work to support future features. Various other people have provided miscellaneous patches or advice. Myshkin is desperately trying to avoid getting sucked in. ![]() I'd say we're still at least several months away from anyone reasonably being able to make a playable game out of Pyrel, and further still from making a proper, fully-featured Angband variant. But if for some reason you decide that the next version of NPPAngband should be written in Python, the fastest way to achieve that would be to help develop Pyrel. ![]() |
|
![]() |
![]() |
![]() |
#10 |
Angband Devteam member
|
Thanks Nick for my first belly-laugh of the day. You will be assimilated ... as soon as you've recovered from the trauma of the 3.1.2 conversion (or maybe the 3.2.0 conversion ...)
@Jeff: IMO it's going really well. We've kind of fallen into neatly non-overlapping roles. I'm doing item generation how I always wanted to - it will be able to replicate V's items but will do so much more besides (I wrote a template for loot in an orc lair). Fizzix is doing dungeon generation, which I assume will also be able to approximate to V as well as do a lot more. Noz is doing command and input stuff, especially wizard mode (which is incredibly important for being able to test stuff), and Derakon is holding the entire design in his head and correcting us when we go wrong, adding or changing necessary bits of the engine. There's tons left to do, but some other people who might do some of it. It would be great if you joined us, for a while at least. Fizzix esimated that at current pace we were about two years away from a passable V implementation. I'm guessing that's a maximum, with a caveat that I'm talking about the gameplay not the UI.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
I re-compiled the latest PosBand for Windows | pampl | Variants | 37 | December 5, 2014 23:43 |
Hit and Run.... | Fendell Orcbane | AAR | 16 | June 24, 2010 22:03 |
Man on the run....well High Elf on the run. | Fendell Orcbane | AAR | 10 | May 1, 2010 09:50 |
compiled sangband source for dev-cpp | hugh | Vanilla | 0 | March 18, 2008 09:57 |
Any chance for (compiled) Angband 3.0.9 debian file? | ivanj | Vanilla | 9 | November 3, 2007 12:29 |