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Old March 5, 2010, 23:14   #11
SaThaRiel
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Quote:
Originally Posted by The GP Fury View Post
Beta 3 is out
Hm, nice that you announce this here before you do on your own website

Is there some compilation tutorial for FuryBand? Just tried the "old" makefile.std -> Makefile tricks and stuff, but it didnt work. But i expect, that im missing some lua modules or something.
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Old March 6, 2010, 00:03   #12
The GP Fury
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I posted a news item for the 2nd beta on the home page, and I updated the forums, I just didn't update the main furyband page.

As for compiling for FuryBand, I'm guessing you're running linux? The source code includes a bunch of different makefiles, that as far as I know should work. I don't have much experience with compiling on Linux.

What kind of error messages are you getting?
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Old March 6, 2010, 08:36   #13
SaThaRiel
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For example with makefile.std
Code:
gcc -Wall -O1 -pipe -g  -I/usr/X11R6/include -Ilua -I. -DUSE_X11 -DUSE_EGO_GRAPHICS -DUSE_TRANSPARENCY -DSUPPORT_GAMMA -DUSE_PRECISE_CMOVIE -DUSE_UNIXSOCK -DUSE_LUA -DIRC_SERVER=\"irc.worldirc.org\" -DIRC_PORT=\"6667\" -DIRC_CHANNEL=\"#tome\" -DDEFAULT_PATH=\"./lib/\"   -o tolua lua/lapi.o lua/lcode.o lua/ldebug.o lua/ldo.o lua/lfunc.o lua/lgc.o lua/llex.o lua/lmem.o lua/lobject.o lua/lparser.o lua/lstate.o lua/lstring.o lua/ltable.o lua/ltests.o lua/ltm.o lua/lundump.o lua/lvm.o lua/lzio.o lua/lauxlib.o lua/lbaselib.o lua/ldblib.o lua/liolib.o lua/lstrlib.o lua/tolua_lb.o lua/tolua_rg.o lua/tolua_tt.o lua/tolua_tm.o lua/tolua_gp.o lua/tolua_eh.o lua/tolua_bd.o lua/tolua.c lua/tolualua.c -L/usr/X11R6/lib -lX11
lua/lapi.o: file not recognized: File format not recognized
collect2: ld returned 1 exit status
make: *** [tolua] Error 1
Maybe i have to use another makefile. Personally the flags above seem to be to complex for a roguelike
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Old March 6, 2010, 16:59   #14
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Ok, I have no idea. Anyone else here have any experience compiling on linux?
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Old March 6, 2010, 20:23   #15
SaThaRiel
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I compiled furyband gold before - sadly i have no idea how i managed this back then. I will maybe look into this tomorrow or later. Im sure im just missing some libs.
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Old March 11, 2010, 02:48   #16
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*major* update released...see original post for details
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Old March 13, 2010, 15:46   #17
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beta 5 is up. Probably won't work with old save files
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Old March 13, 2010, 16:47   #18
Susramanian
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I'll start up a new character in beta 5. Some stuff I noticed in beta 3:

-The alchemist's activatable thingy for storing essences is divine. Massive improvement over TOME alchemists. Have you looked at the way essences are handled in Sangband? Might be worth checking out.

-Some things that are obviously supposed to be ego suffixes, like "of the Beastslayer," are showing up as prefixes. eg, "You see an of the Beastslayer Longsword." They are also not leechable by alchemists, though I don't know if that's because they're new and haven't been added to the alchemist recipes, or if it's related to the prefix/suffix problem.

-Amulets of Life behave oddly under alchemy.

-The character screen and the 'I'nspect screen give you different numbers for blows when you inspect a weapon. This might be related to extra blow items and wielding multiple weapons.

-Artifact creation calls for rings of sustain X in order to grant the sustain X power, but I don't think they're in the game anymore.

-When using the special rooms ironman option, dungeon generation takes forever and sometimes freezes the program entirely.

-Some items use the incorrect symbol when lying on the ground. Rings looking like staffs, etc.

-I think I ran across a random artifact that activated for "unknown." I got an error message when activating it.

-The "Deathly" ego type for weapons seems overpowered, especially since it sometimes comes with no curses.

-I managed to find two Arkenstones of Thrain: one a random drop or vault find, the other in Smaug's lair in Erebor.

-Some other items behave strangely for alchemists. For example, leeching an ego psychoactive skin turns it into a standard robe. I think some shields behaved like this, too. Leeching a mithril shield turned it into a shield of deflection or something. I suppose it's because they share both tvals and svals, and this causes problems with the automatizer, too. Making a rule to inscribe psychoactive skins with !k causes all robes to get the same inscription.

-Maybe include directions for using the Portable Hole in its description. I found nothing in the documentation. Played for days before figuring it out. Portable holes rock, by the way.

-I really liked that you needed the key and map to access most of Erebor.

-All the new towns were fun to explore, but I didn't find anything meaningful to do in them. The essence shop in Rivendell is awesome, though.

I'll let you know if I think of anything else. Thanks for Furyband. I've been waiting for years for a new TOME, and this pretty much did the trick. Tons of fun.
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Old March 13, 2010, 19:08   #19
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The rings showing up at staffs is (hopefully) fixed now. I was thinking of adding instructions to the description of the portable hole as well.

Thanks for reminding me about the essences. I've kinda been putting that off :P

I'll fix the tval/sval for those items, that should fix the automatizer problems.

The erebor stuff was a holdover from Theme I think. It was a great "flavor" feel I think.

The towns are nice to give the races a new start place. They have a newish 10 level dungeon in the town. Quests are a possibility in the future, if I can think up enough interesting stuff to do.

Thanks for the comments. Glad to know people are enjoying it.
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Old March 21, 2010, 03:58   #20
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Wow, are ammoless archers really supposed to have a multiplier of 7.000 in Energy? Granted, this is the first time I've tried FuryBand, but that seems really high, at least compared to multipliers in ToME, and the multipliers of my other skills. I'm guessing it's a typo, and it should really be either 1.000 or 0.700?

EDIT: It also seems that if I try to select a random race modifier with *, for certain races, the game freezes up. It did this with Dark-Maia, Spider, Dragon, and Monster, so I assume it has to do with the fact that each of those races has unique race modifiers not shared by any other races.

Last edited by BlackFlame; March 21, 2010 at 09:02.
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