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Old September 10, 2008, 15:27   #1
Nick
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Unofficial Oangband release

Oangband 1.1.0u, an interface (mostly) update is available compiled for Windows, OSX, Windows CE and Nintendo DS from here. Basically, this is O 1.1.0 with the FA 0.3.5a interface, and a few minor bugfixes.

New interface features include new menus, full mouse capability, graphics (including double and triple tile), knowledge screens and visuals editor, squelch, notes, FA-style character dumps and NPP extended colours.

There are two small gameplay changes: 1) Unlight has been changed to the FA version, because I knew Bahman was not happy with how it was in O, and I believe the FA version was roughly as he had intended it to work, and 2) I have added a small device mode (ie max projection and vision distances halved) basically because it was as easy to put in as leave out.

Bugfixes include an issue with runes of protection, corrected store tables and a couple of terrain behaviour fixes. The doubling of items in shops has been fixed too, as a side effect of Bahman's savefile loading system being removed; I did this because I wanted simplest possible porting to as many places as possible, and messing around with filehandling didn't seem like it would help.

Any Oangband savefile from 0.5.1 on should load fine (although a backup should be made, as usual); 1.1.0u files can't be reloaded into 1.1.0, however.

For some reason the build on OSX didn't give me a .dmg file, but an App; it does run, so I've just made it a .tar.gz. The source code is not uniformly formatted, so is kind of ugly to read in places.

Enjoy, and report bugs; I'll fix anything that needs fixing, but I apart from that I am leaving this now.
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Old September 10, 2008, 17:37   #2
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Interesting. After a longer absence, I started yesterday to go through and clean up my Angband stuff directory, and realized that I had made changes to Oangband myself that would probably be useful to other people.

I was thinking about just making the changes available as patches, but since you're also working on Oangband, I will send the stuff to you.

Oh, and good job BTW.
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Old September 11, 2008, 01:51   #3
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THANK YOU MAN
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Old September 11, 2008, 04:17   #4
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Nintendo DS
Now the early adopters have been suitably punished, this actually works.
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Old September 11, 2008, 08:39   #5
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... as a side effect of Bahman's savefile loading system being removed; I did this because I wanted simplest possible porting to as many places as possible, and messing around with filehandling didn't seem like it would help.
I didn't notice this at first. The savefile loading system is a killer feature for me, so I will stick to old v1.1.0.
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Old September 11, 2008, 08:57   #6
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Hi Nick. Firstly well done on getting this done!

Some things I've noticed...

- I'm guessing this is CE only, but I can't save the game! I get "Save failed!" everytime.
- The town doesn't scroll when it doesn't all fit on the screen at once.
- The 'C' screen is a bit messed up. For example it claims Ents have -30% confusion resist.
- Really minor one, but some of the options don't line up. Check birth options from the = screen for example.
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Old September 11, 2008, 10:23   #7
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- I'm guessing this is CE only, but I can't save the game! I get "Save failed!" everytime.
I can't say I'm very surprised - the CE port is pretty hackish.

Quote:
- The town doesn't scroll when it doesn't all fit on the screen at once.
- The 'C' screen is a bit messed up. For example it claims Ents have -30% confusion resist.
- Really minor one, but some of the options don't line up. Check birth options from the = screen for example.
Thanks, this is all helpful. I'll let the bugs stack up a bit before I fix any.
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Old September 11, 2008, 10:46   #8
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Thanks, this is all helpful. I'll let the bugs stack up a bit before I fix any.
Unfortunately I don't play quite fast enough to finish the game in one sitting, so I'll have to give it a miss until enough bugs are found for you to fix the saving... (if I had any time at all in my home life I'd track it down myself).

Oh one other thing - you may already have fixed it but there was that bug in dungeon mapping that we fixed in FA which was inherited from O.
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Old September 11, 2008, 10:48   #9
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I can't say I'm very surprised - the CE port is pretty hackish.
I can't decide if there is an implied insult there
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Old September 11, 2008, 11:44   #10
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I can't decide if there is an implied insult there
Ha - didn't think of that What I meant was that I just went quickly through all the CE specific files last night and changed "FA" to "O", gutted the FA VS project and put in O files (the names even had to stay as FA.proj, etc, or it didn't compile), and then got the executable FA.exe and renamed it O.exe.

It could really do with a proper fix by someone who knew what they were doing
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