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Old August 10, 2009, 01:04   #11
pampl
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Sounds cool, and I've had more luck compiling this version. I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.
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Old August 10, 2009, 02:12   #12
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Quote:
Originally Posted by Blackened View Post
Congratulations on the 1.0 release, I am really looking forward to playing it! Unfortunately, unlike Vanilla, I am not able to compile it on my Linux machine and even running ./configure without any option at all results in following last four lines:

Code:
configure: creating ./config.status
config.status: creating mk/extra.mk
config.status: creating mk/sinclude.mk
config.status: error: cannot find input file: src/autoconf.h.in
OK, sorry about that. It should work if you run ./autogen.sh first. I always get a bit confused about exactly which files are required at which step...

Let me know if that fails.
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Old August 10, 2009, 02:16   #13
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Originally Posted by ekolis View Post
Oh, one more thing... it seems that when examining a wand/staff/etc. it always says I have a 100% chance of activating it, but that's not the case...
This is a new feature, and I thought it was working correctly (because it definitely wasn't working correctly at first, and then I "fixed" it). What Race/Class are you using, and what devices? 100% chance is theoretically impossible, but it may round to that.

EDIT: Don't worry - this is broken. Look at it as an advertisement for a coming feature.
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Last edited by Nick; August 10, 2009 at 12:20.
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Old August 10, 2009, 02:18   #14
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Quote:
Originally Posted by pampl View Post
I noticed a bug which I think is entirely cosmetic, in both the binary and self-compiled versions: when I exit after playing for a bit Windows says the program was non-responsive and had to be shut down. It still saved correctly before exiting, and it looked like it had closed normally in every way until the error dialogue box popped up.
I used to have a bug like this in a previous version, but haven't seen it for a while. I suspect it may be related to freeing memory on closing the game. Does the same thing happen if you use my windows binary?
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Old August 10, 2009, 02:37   #15
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Quote:
Originally Posted by Nick View Post
OK, sorry about that. It should work if you run ./autogen.sh first. I always get a bit confused about exactly which files are required at which step...

Let me know if that fails.
Thanks, that helped.
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Old August 10, 2009, 11:00   #16
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I started playing a bit this morning and I got the post-quit-"crash" mentioned above using your windows-build on Vista (but only once).

I also noticed that shops accept to buy stuff pseudo-ed as dubious, is that intended?

I'm trying out a mage and at least for the start (I'm just on level 10) the activation on the mage-staff is making it very easy but I guess that will change when I'm not restoring all mana with each activation. The activation also basically gives you endless fire bolt (or whatever the first spell is, I don't remember yet) but that will also only be useful as long as the monsters actually die from a few fire-bolts. I'm excited to see what you did to the mage spells later on...
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Old August 10, 2009, 11:30   #17
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Hurrah - well done, Nick: looking forward to seeing the new ideas. Can I second the 'FAA Mage for C74' idea?

PS Well done on the 4th Test, *grumble*, *whinge*. That I'm from near Headlingley originally just adds insult to innings defeat injury...
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Old August 10, 2009, 12:33   #18
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Quote:
Originally Posted by thapper View Post
I started playing a bit this morning and I got the post-quit-"crash" mentioned above using your windows-build on Vista (but only once).
Hmm. I'll have to try and track that one down at some point.

Quote:
I also noticed that shops accept to buy stuff pseudo-ed as dubious, is that intended?
Yes. Dubious means they have some negative qualities - but they may have positive ones that outweigh the negative. If you are playing a full caster, you really want to ID stuff before selling it - very nice gear can be dubious under weak pseudo.

Quote:
I'm trying out a mage and at least for the start (I'm just on level 10) the activation on the mage-staff is making it very easy but I guess that will change when I'm not restoring all mana with each activation. The activation also basically gives you endless fire bolt (or whatever the first spell is, I don't remember yet) but that will also only be useful as long as the monsters actually die from a few fire-bolts. I'm excited to see what you did to the mage spells later on...
Yes, that was what was intended from the activation - it should become irrelevant later. I certainly had fun designing the later spells
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Old August 10, 2009, 12:36   #19
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Hurrah - well done, Nick: looking forward to seeing the new ideas. Can I second the 'FAA Mage for C74' idea?
Well, I guess I can give way under the weight of popular opinion...

Quote:
PS Well done on the 4th Test, *grumble*, *whinge*. That I'm from near Headlingley originally just adds insult to innings defeat injury...
Pardon?

The Oval should be fun
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Old August 10, 2009, 17:20   #20
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Heh, I was trying to find a smaller font than 'size 1', y'know.
The Oval will be horrible - we're talking about bringing Mark Ramprekash back, which would be along the lines of Oz recalling Michael Slater...

Actually, I'm half-tempted to write an edit file to turn FAA into AshesBand - although it would have to be customisable to have either Ponting or Strauss as the big P (with Geoffrey Boycott/ Chappelli as the Complainer, Graeme Swann as Pongo the Devious...)... I wonder if Billy Birmingham ever 'banded?
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