![]() |
#11 | |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,543
![]() |
Quote:
Walking: Remap the arrow keys to the keyboard directions, preceded by a ";" (e.g., up ";8", down ";2", left ";4", and right ";6". Running: Shift running will not work on Angband Live the way it does for regular Angband. So Remap the function key [fn] and arrow key to their respective numerical directions preceded by a ".". Diagonal: In the user options "=", set the movement delay to 10 or more ms. This will allow you to roughly simultaneously press two arrow keys at once, resulting in a single move in the diagonal direction.
__________________
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
|
![]() |
![]() |
![]() |
#12 |
Veteran
Join Date: Apr 2008
Posts: 2,303
![]() |
To the devs: I had the same problem with PWMAngband and I realized I was compiling the Win port and the GCU port at the same time, without making a "build clean" between the two builds, leading to sound-core.o not being regenerated in between and staying with the USE_GCU define... which doesn't intialize any sound module. Doing a full rebuild fixed the problem with sounds.
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
![]() |
![]() |
![]() |
#13 |
Adept
Join Date: Nov 2008
Posts: 131
![]() |
In activation.txt, all activation descriptions from DETECT_OBJECTS to ENCHANT_ARMOR2 have a stray full stop at the end of the description.
__________________
The Complainer worries about the lack of activity here these days. |
![]() |
![]() |
![]() |
#14 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,168
![]() |
Not a bug as such, but I'd find my fights with rangers a lot harder if they all didn't seem to go: The ranger summons an ant. The ant tramples the ranger.
|
![]() |
![]() |
![]() |
#15 |
Adept
Join Date: Nov 2008
Posts: 131
![]() |
Just be thankful that doesn't happen when you play a ranger
![]()
__________________
The Complainer worries about the lack of activity here these days. |
![]() |
![]() |
![]() |
#16 |
Adept
Join Date: Nov 2008
Posts: 131
![]() |
It seems effect_handler_HEAL_HP is written to accept either a base value (heal 30) or an m_bonus value (used as a percentage - heal 25%) or both; it ignores dice and sides, which Elvish Waybread attempts to use.
__________________
The Complainer worries about the lack of activity here these days. |
![]() |
![]() |
![]() |
#17 |
Rookie
Join Date: Aug 2015
Posts: 3
![]() |
When I try to compile on Debian unstable:
Code:
[elided] Successfully compiled z-virt.c. Successfully compiled z-util.c. /usr/bin/ld: -r and -pie may not be used together collect2: error: ld returned 1 exit status Makefile:34: recipe for target 'angband.o' failed make[3]: *** [angband.o] Error 1 make[3]: *** Waiting for unfinished jobs.... Successfully compiled main-gcu.c. Successfully compiled main-x11.c. ../mk/buildsys.mk:110: recipe for target 'all' failed make[2]: *** [all] Error 2 mk/buildsys.mk:115: recipe for target 'subdirs' failed make[1]: *** [subdirs] Error 2 mk/buildsys.mk:110: recipe for target 'all' failed make: *** [all] Error 2 GNU gold 1.14 Happy to provide extra info if necessary. Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay. |
![]() |
![]() |
![]() |
#18 | |
Veteran
Join Date: Apr 2007
Posts: 1,844
Donated: $40
![]() |
Quote:
__________________
"Physician, heal thyself." |
|
![]() |
![]() |
![]() |
#19 |
Veteran
Join Date: Apr 2008
Posts: 2,303
![]() |
Ethereal hounds don't swarm the player anymore. They simply stand in walls doing nothing, never using melee attacks, only occasionally breathing nether if they manage to get in LOS.
Found the reason why, as I got the same problem in PWMAngband. In get_moves(): Code:
/* Monster groups try to surround the player */ if (!done && rf_has(mon->race->flags, RF_GROUP_AI) && square_isview(c, mon->fy, mon->fx)) { int i, yy = mon->ty, xx = mon->tx; ... Code:
/* If the monster can pass through nearby walls, do that */ if (monster_passes_walls(mon) && !near_permwall(mon, c)) { return false; } ... /* Set the target */ if (found_direction) { mon->ty = my + ddy_ddd[best_direction]; mon->tx = mx + ddx_ddd[best_direction]; return true; } The best (and easiest) way to fix this is probably to let ethereal hounds go straight at the player by disabling the "surround the player" code for them ("get the player out of corridors" code is already disabled).
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! Last edited by PowerWyrm; June 28, 2017 at 09:07. |
![]() |
![]() |
![]() |
#20 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 1,168
![]() |
Are wands of disable traps meant to only be temporary disable? Currently the traps reappear.
|
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Some Sil issues | fph | Sil | 12 | January 4, 2013 00:41 |
Gear Issues | Monkay | AAR | 1 | February 25, 2012 17:32 |
Compilation issues. | Tiburon Silverflame | Development | 8 | March 1, 2010 20:34 |
DaJAngband Issues | Prismatic | Variants | 12 | February 15, 2010 15:08 |
Compiling Issues | Gregian | Vanilla | 13 | July 2, 2008 14:35 |