Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

[Announce] Angband 3.0.8 released!

7 views
Skip to first unread message

Andrew Sidwell

unread,
Jul 7, 2007, 6:08:02 PM7/7/07
to
Angband 3.0.8 (final) is now available:

Source: http://rephial.org/downloads/angband-3.0.8.tar.gz
Windows: http://rephial.org/downloads/angband-3.0.8-win.zip
+ console: http://rephial.org/downloads/angband-3.0.8-con.zip
Mac OS X: http://rephial.org/downloads/angband-3.0.8-osx.dmg
RISC OS: http://rephial.org/downloads/angband-3.0.8-ros.zip

The RISC OS and OS X builds aren't there yet, but will be when they're
done. (I'll post again when they are.)

The Windows console build is one that basically runs in a DOS box, much
like old Moria. It doesn't support graphics or sound. You need the
main Windows archive in order to run it, since the console archive only
contains the extra console executable.

If you want 32x32 graphics on the X11 or Windows versions, grab the
following file and unzip it in lib/xtra:
http://angband.oook.cz/download/extra/graf-32x32-306.zip


This the final release of the Angband 3.0.7s series. Quite a number of
people have been involved in this version, and thanks must be given to
Hugo Kornelis, Pete Mack, Marco K and Frank Palazzolo, Christer Nyfalt,
Leon Marrick, Andrew Doull, Kenneth Boyd, Iain McFall, Kiyoshi Aman,
Christophe Cavalaria, Nick McConnell, Brendon Oliver, Antony Sidwell,
"Yendor", and Shanoah Alkire. Probably others, too. :)

All gameplay options are now only alterable at birth. Be careful when
importing savefiles to make sure that the AI and scumming options are
as you want them for the entire game!


Changes since Angband 3.0.6 are listed below. (Some may be missing,
since so much happened during this version.)

Major visible changes
---------------------

- New splash screen.

- The Ey/Un-style knowledge browser has been imported. You can set
autoinscription settings through that browser now.

- Mouse support a la FAangband added, but nowhere near as advanced or
useful. Most of the menus you encounter can be selected using the
mouse now, as well as using keypresses. Clicking somewhere on the
map will now "walk" there, within certain constraints. It's a tad
bizarre in the town, but seems to work OK otherwise.

- Massive options clearout/reorganisation/redefaulting:
- many options have been removed (20 or so, I think)
- a large number have new default settings
- new option: remaining HP changes the colour of the '@' sign.
- experience to next level always displayed until clev50
- macros/visuals/colours are now accessible (only) from the options
menu

- Sangband-style object handling, which makes it much easier to sift
through things in the dungeon.

- Item squelching support.

This can operate in one of two ways. If you prefer your squelchables
hidden, then turn on hide_squelchable, and whenever you find an item
which matches your squelch settings, it will be dropped but not
destroyed. This means that you can unsquelch it by changing your
settings later if you so desire.

If you prefer squelch to just help automate item destruction, then
you can press '!' at the "destroy" prompt to destroy all squelchables
on the floor or in your inventory.

You can set individual squelch settings for only those items which do
not get pseudo-ID'd. For those that do, you can choose to mark things
as "squelch" depending on the feeling you get when you first ID them
in that way. These categories are much broader than those found in
other variants; complain if necessary.

Worthless items and emptied chests are automatically squelched,
saving some micromanagement. All item destruction now takes 0
energy.

When objects are compressed, gold and squelched items are the first
to be destroyed.

- Two kinds of ego-light added. You'll know when you find one; there's
no ID required to figure out if your lantern is special or not.

- Lights now don't use fuel in the daylight in the town.

- Amnesia (the monster attack) is now a timed effect (a la confusion),
and has makes you forget how to read scrolls/pray/cast spells one
time in two. Fewer monsters now have the attack, too.

CCW, Healing, *Healing* and Life are the only things which will get
rid of amnesia early, but it goes away within a few turns.

- Defined potions of life, healing, *healing*, augmentation as 'good'
drops, as well as restore mana for spell casters, and stat potions,
when the stat is not maximised.


Minor visible changes
---------------------
- Allow weapons and armour to be damaged instead of destroyed by
inventory damage effects, thus making swap weapons more viable.
- Browsing books now displays information about the spells therein, if
requested. As part of this, move spell names/descriptions/locations
out into a new file, spell.txt. (Hugo Kornelis)
- Arrow keys are now distinct from the numeric movement keys, and
because of this you can now edit text at prompts in game properly.
Supported on Windows, Mac (untested), and curses. If you get it
working for anything else, please send the patch!
- Resizing the game window automatically updates its contents, on
platforms which support this.
- Inscribing an item with '!t' will now confirm if you try to take it
off.
- If a stack of rods is recharging, you'll get a message when the first
rod is recharged and another message when they are all recharged.
There is no message when the second, third, etc., rod is recharged.
(Hugo Kornelis)
- The recharge notification will now disturb you if you have set the
option to be disturbed when boring things happen (disturb_minor) to
yes. (Hugo Kornelis)
- Add the recharging fix from V CVS -- things can now explode when you
recharge them once more.
- Added support for improved pluralization of object names. Allow
custom plurals for words which need them (e.g. "Kni|fe|ves" and
"M|ous|ic|e"). Unused at present. (Hugo Kornelis)
- Bugfix: Monsters that resist one or more of acid, lightning, fire,
cold, poison and water *and* resist one or more of nether, plasma,
nexus and disenchantment had two "it resists ..." sentences in the
monster info. (Hugo Kornelis)
- Bugfix: Sustain CON was reported before Sustain DEX in self knowledge.
Since DEX is reported before CON in all other situations, this is now
reversed. (Hugo Kornelis)
- Set wrapping width to 72 for character dumps' item information, to
avoid well-behaved newsreaders messing them up.
- Move back to pre-3.0.6 panel changing behaviour.
- Semi-rewrite of the store code; now uses a scrolling menu with a
slightly more streamlined interface. Bigscreen support in stores.
Ammo is treated in more aesthetically pleasing quantities.
General Store always stocks what it stocks now, and doesn't buy
anything back off the player.
- Remove double-rate spellcasting with the smart_monsters option.
(imported from V CVS; Julian Lighton).
- '[' command displays a monster list in the main terminal window.
- "Enter" key brings up a little window in the middle of the screen,
from which you can select what command you would like to use. This
is inspired by (but not derived from) Hengband. Don't like it?
Macro "Enter" to " ". :)
- Prompt for overwriting savefiles.
- Added echo to macro trigger entry.
- Restore some pre-Ben flavour text.


Major code cleanup
------------------

Most of the cleanup has been related to removing ancient or
non-functional cruft.

- A powerful generic menu interface has been added and used throughout
the code. It reduces code duplication and makes it much much easier
to create menus in various styles; e.g. scrolling or multicolumn.
See ui.c.
- Event handler added. (Menus can listen to each other, etc.)
- Lots and lots of code duplication removed:
- pref file dumping now has much less boilerplate
- the status line, sidebar, and term window update code is much more
streamlined.
- Nuked a lot of old ports: cap, lsl, sla, xpj, ibm, dos, vcs, lfb, ami,
emx, vme.
- As a result of the above, makefiles considerably simplified. As many
makefiles as possible use a common list of source files in
"Makefile.src", which simplifies maintainance. Makefile.std has also
been rewritten and contains much less cruft.
- Timed player modifiers (blind, confused, etc.) are now kept in an
array, rather than being seperate variables in p_ptr. This
simplifies a *lot* of code, and makes it trivial to add new effects.
The majority of the work was done using sed scripts.
- Use a new autoconf/automake system, called OMK.
- Removed Lua.
- Charges for wands/staves are customisable in the lib/edit/ files.
- Considerably simplify and speed up main-gcu.c. (Thanks to Christer
Nyfalt.)
- Removed trivial-to-hack-around or non-functional compile-time options
(VERIFY_SAVEFILE, _TIMESTAMP, and _HONOR, CHECK_TIME).
- Combine the various h-*.h files into a single header file; remove a
lot of cruft, use C99 types when available,
- Clean up file locking, move file handling functions into z-file.c,
remove usleep() function, add a "portable" directory scanning
interface (works on Windows and Unixes at the moment), and
my_fexists().
- Use the safer string handling functions much more; the only use of
the "unsafe" built-ins are in the various main-* files.
- Split random name code from randart code into its own file with a bit
of a rewrite. Use this code for scroll names.
- Move lots of things out of defines.h to more appropriate places, like
h-basic.h and config.h.
- Replace various magic numbers with constants or N_ELEMENTS().
(Hallvard Furuseth)
- Use C99 types where appropriate (for bools and ints).
- Import Sangband's/Steamband's code to put chance of generating piles
of items in object.txt.
- Use tables of commands instead of a big switch, to allow doing thing
like the new command menu easily without duplication. (See cmd0.c.)
- Switch to new model for producing sound: instead of a TERM_XTRA_SOUND
hook, we now have a simple "sound_hook" which should be set to the
appropriate function to play a sound. Introduce a new modular system
for sound modules for ports that use main.c (for the future, in case
we want to use e.g. gstreamer). Allow sound to be toggled as an
in-game option.
- Remove hardcoded values for p_ptr->noscore.


Platform
--------
- Modernize Mac support; now works on OS X 10.3 onwards, but the old
main-mac has been removed, as has the MPW makefile. (Pete Mack)
- OSX font selection problem fixed.
- Add console mode patch for Windows (Frank Palazzolo). This is
basically playing the game in an old-school terminal window for
those who like uncluttered gameplay.
- main-x11 now reads window placement from x11-settings.prf.
- Fixed Windows bug where you can't move one of the font files after
having played a game this reboot. (Thanks to Leon Marrick.)
- Add platform-specific ifdefs to readdib.c and main-ami.c.
- Allow ^S without freezing the game on the console. (Hallvard
Furuseth)
- Mouse support on RISC OS.
- Sort out licences for the various fonts distributed with the game.
- Import the old DOS/IBM fonts for use in the Windows port.
- Include SDL_mixer sound module, useable on any port that uses the
main.c mechanism. Thanks to Brendon Oliver for the initial code
for this.
- GTK port is a GTK2 port, and uses pango and cairo. (Shanoah Alkire)
- Added a new SDL port by Iain McFall, based on the ToME and Sang ports.
Both the SDL and GTK ports are disabled by default, as neither is
quite finished, though both are perfectly functional.


--
Andrew Sidwell
http://rephial.org/ -- the home of Angband

My email address changes monthly, and is the first three letters of the
month (in English), followed by the last two digits of the current year,
@entai.co.uk.

Nick

unread,
Jul 7, 2007, 6:30:12 PM7/7/07
to
On 2007-07-08 00:08:02, Andrew Sidwell <ju...@entai.co.uk> wrote:

> Angband 3.0.8 (final) is now available:

Well done! Where do we go to nominate you for an OBE? Or maybe a Nobel Peace
Prize (which I've just realised initialises to NPP)?

Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin

Twisted

unread,
Jul 7, 2007, 8:53:32 PM7/7/07
to
On Jul 7, 6:30 pm, Nick <nckmccn...@yahoo.com.au> wrote:

> On 2007-07-08 00:08:02, Andrew Sidwell <j...@entai.co.uk> wrote:
>
> > Angband 3.0.8 (final) is now available:
>
> Well done! Where do we go to nominate you for an OBE?

OBE?

Antoine

unread,
Jul 7, 2007, 9:07:57 PM7/7/07
to


If you had googled it you would have immediately found that it means
Out-of-Body Experience (see e.g. http://en.wikipedia.org/wiki/Out-of-body_experience)

A.

Matthias

unread,
Jul 7, 2007, 9:22:41 PM7/7/07
to

Hmm according to my version of google's first hit, it might as well
stand for "Order of the British Empire".
And according to the third hit, it has even more possible meanings:
http://acronyms.thefreedictionary.com/OBE
Maybe Nick wants to nominate him for an Online Booking Engine or an
Outboard Booster Engine.

Phil Cartwright

unread,
Jul 7, 2007, 9:59:25 PM7/7/07
to

Do I hear an echo?

--
There's only four things you can be certain of: taxes, change, spam, and
death.

Twisted

unread,
Jul 7, 2007, 10:46:50 PM7/7/07
to
On Jul 7, 9:59 pm, Phil Cartwright <pca...@nospam.phony.com> wrote:
> Twisted wrote:
> > On Jul 7, 6:30 pm, Nick <nckmccn...@yahoo.com.au> wrote:
>
> >>On 2007-07-08 00:08:02, Andrew Sidwell <j...@entai.co.uk> wrote:
>
> >>>Angband 3.0.8 (final) is now available:
>
> >>Well done! Where do we go to nominate you for an OBE?
>
> > OBE?
>
> Do I hear an echo?

Echo?

Nick

unread,
Jul 7, 2007, 11:23:48 PM7/7/07
to
On 2007-07-08 03:22:41, Matthias <MatthiasNO...@googlemail.com> wrote:

> On Jul 8, 3:07 am, Antoine wrote:
> > On Jul 8, 12:53 pm, Twisted wrote:
> >
> > > On Jul 7, 6:30 pm, Nick wrote:


> >
> > > > On 2007-07-08 00:08:02, Andrew Sidwell wrote:
> >
> > > > > Angband 3.0.8 (final) is now available:
> >
> > > > Well done! Where do we go to nominate you for an OBE?
> >
> > > OBE?
> >
> > If you had googled it you would have immediately found that it means
> > Out-of-Body Experience (see e.g.http://en.wikipedia.org/wiki/Out-of-body_experience)
> >
> > A.
>
> Hmm according to my version of google's first hit, it might as well
> stand for "Order of the British Empire".

Bing! Correct. Apologies for assuming it was obvious - too many years spent
watching The Goodies.

*Waits for echo*

Twisted

unread,
Jul 7, 2007, 11:49:44 PM7/7/07
to
On Jul 7, 11:23 pm, Nick <nckmccn...@yahoo.com.au> wrote:

> On 2007-07-08 03:22:41, Matthias <MatthiasNOSPAMRud...@googlemail.com> wrote:
>
>
>
> > On Jul 8, 3:07 am, Antoine wrote:
> > > On Jul 8, 12:53 pm, Twisted wrote:
>
> > > > On Jul 7, 6:30 pm, Nick wrote:
>
> > > > > On 2007-07-08 00:08:02, Andrew Sidwell wrote:
>
> > > > > > Angband 3.0.8 (final) is now available:
>
> > > > > Well done! Where do we go to nominate you for an OBE?
>
> > > > OBE?
>
> > > If you had googled it you would have immediately found that it means
> > > Out-of-Body Experience (see e.g.http://en.wikipedia.org/wiki/Out-of-body_experience)
>
> > > A.
>
> > Hmm according to my version of google's first hit, it might as well
> > stand for "Order of the British Empire".
>
> Bing! Correct. Apologies for assuming it was obvious - too many years spent
> watching The Goodies.

The Goodies?

Michael J Tokarski

unread,
Jul 8, 2007, 12:57:55 AM7/8/07
to
On Sun, 08 Jul 2007 03:49:44 -0000, Twisted <twist...@gmail.com>
wrote:

One of the - dare I say it? - finest comedy shows ever to grace our TV
screens in the 70's & early 80's. Well, in the UK and Australia, at
least.

R. Dan Henry

unread,
Jul 8, 2007, 2:50:35 AM7/8/07
to
On Sat, 07 Jul 2007 21:59:25 -0400, Phil Cartwright
<pca...@nospam.phony.com> wrote:

>Twisted wrote:
>> On Jul 7, 6:30 pm, Nick <nckmccn...@yahoo.com.au> wrote:
>>
>>>On 2007-07-08 00:08:02, Andrew Sidwell <j...@entai.co.uk> wrote:
>>>
>>>
>>>>Angband 3.0.8 (final) is now available:
>>>
>>>Well done! Where do we go to nominate you for an OBE?
>>
>> OBE?
>
>Do I hear an echo?

Echo?

--
R. Dan Henry
danh...@inreach.com
Paul is dead!

Phil Cartwright

unread,
Jul 8, 2007, 3:37:44 AM7/8/07
to
R. Dan Henry wrote:
> On Sat, 07 Jul 2007 21:59:25 -0400, Phil Cartwright
> <pca...@nospam.phony.com> wrote:
>
>
>>Twisted wrote:
>>
>>>On Jul 7, 6:30 pm, Nick <nckmccn...@yahoo.com.au> wrote:
>>>
>>>
>>>>On 2007-07-08 00:08:02, Andrew Sidwell <j...@entai.co.uk> wrote:
>>>>
>>>>
>>>>
>>>>>Angband 3.0.8 (final) is now available:
>>>>
>>>>Well done! Where do we go to nominate you for an OBE?
>>>
>>>OBE?
>>
>>Do I hear an echo?
>
> Echo?

Echo!

Antony Sidwell

unread,
Jul 8, 2007, 6:43:15 AM7/8/07
to
Andrew Sidwell wrote:
> Angband 3.0.8 (final) is now available:
>
> Source: http://rephial.org/downloads/angband-3.0.8.tar.gz
> Windows: http://rephial.org/downloads/angband-3.0.8-win.zip
> + console: http://rephial.org/downloads/angband-3.0.8-con.zip
> Mac OS X: http://rephial.org/downloads/angband-3.0.8-osx.dmg
> RISC OS: http://rephial.org/downloads/angband-3.0.8-ros.zip
>
> The RISC OS and OS X builds aren't there yet, but will be when they're
> done. (I'll post again when they are.)

The RISC OS port is there now.
--
Antony Sidwell

Andrew Sidwell

unread,
Jul 8, 2007, 9:42:52 AM7/8/07
to
Matthias wrote:
> Hmm according to my version of google's first hit, it might as well
> stand for "Order of the British Empire".
> And according to the third hit, it has even more possible meanings:
> http://acronyms.thefreedictionary.com/OBE
> Maybe Nick wants to nominate him for an Online Booking Engine or an
> Outboard Booster Engine.

I'd happily accept an outboard booster engine. Not sure what I'd do
with it, mind.

Andrew Sidwell

unread,
Jul 8, 2007, 9:44:46 AM7/8/07
to
I opened my newsreader for the first time today, saw 28 messages and
thought "what have I done wrong this time?". Seems that fear was quite
misplaced. :)

Hiedran

unread,
Jul 9, 2007, 10:57:26 AM7/9/07
to
On Jul 8, 7:44 am, Andrew Sidwell <j...@entai.co.uk> wrote:
> I opened my newsreader for the first time today, saw 28 messages and
> thought "what have I done wrong this time?". Seems that fear was quite
> misplaced. :)

Minor Windows bugs on the upgrade from 3.0.6:
* No display when starting 3.0.8 on the same reboot as a 3.0.6 game
played (fixed by reboot.)
* Navigation of the Options menu uses numeric value instead of arrow
for scrolling. (Pressing down arrow sends '2' and instantly opens
that menu) This was the behavior regardless of numpad or arrowpad or
NumLock.

I like the UI changes so far.

-Hiedran

Hiedran

unread,
Jul 9, 2007, 12:00:16 PM7/9/07
to
A "hidden feature" of the squelching:
My dwarven priest casts Glyph of Warding on an empty square. (-55 SP)
"The object resists the spell."
k! "1 item squelched."
My dwarven priest recasts Glyph of Warding. (-55 SP again.)

Minorly nerve wracking with a 7-headed hydra and a master vampire
waiting near the vault I'm about to go into at 2000'.

Suggested fix: Casting GoW either bypasses the item and goes directly
to the floor, or GoW auto-destroys squelched items.

Andrew Sidwell

unread,
Jul 9, 2007, 1:01:39 PM7/9/07
to

Nasty, that one. Thanks for the report.

Andrew Sidwell

unread,
Jul 9, 2007, 1:02:05 PM7/9/07
to
Hiedran wrote:

> * Navigation of the Options menu uses numeric value instead of arrow
> for scrolling. (Pressing down arrow sends '2' and instantly opens
> that menu) This was the behavior regardless of numpad or arrowpad or
> NumLock.

Did you by any chance copy 3.0.8 over your existing 3.0.6 version?

Eddie Grove

unread,
Jul 9, 2007, 12:50:54 PM7/9/07
to
Andrew Sidwell <ju...@entai.co.uk> writes:

> Hiedran wrote:
> > A "hidden feature" of the squelching:
> > My dwarven priest casts Glyph of Warding on an empty square. (-55 SP)
> > "The object resists the spell."
> > k! "1 item squelched."
> > My dwarven priest recasts Glyph of Warding. (-55 SP again.)
> >
> > Minorly nerve wracking with a 7-headed hydra and a master vampire
> > waiting near the vault I'm about to go into at 2000'.
> >
> > Suggested fix: Casting GoW either bypasses the item and goes directly
> > to the floor, or GoW auto-destroys squelched items.
>
> Nasty, that one. Thanks for the report.

There is one other way that hidden squelch changes gameplay. If all of the
squares near a monster have hidden items, the drop may be at a distance when
the player is not expecting it. Not a bug, per se, but something for the
player to be wary of.

I'd fix it so that drops all occurred in the square of the kill, without any
dispersal, but probably that means I have another "singular" opinion. :)
That wouldn't work too well with Sauron, now that I think of it, unless the
way you fix the bug above is to allow objects on top of terrain features,
which in turn is problematic when traps are obscured.


Eddie

Hiedran

unread,
Jul 9, 2007, 2:31:09 PM7/9/07
to
On Jul 9, 11:02 am, Andrew Sidwell <j...@entai.co.uk> wrote:
> Hiedran wrote:
> > * Navigation of the Options menu uses numeric value instead of arrow
> > for scrolling. (Pressing down arrow sends '2' and instantly opens
> > that menu) This was the behavior regardless of numpad or arrowpad or
> > NumLock.
>
> Did you by any chance copy 3.0.8 over your existing 3.0.6 version?
>

Yes I did. I don't get the same behavior when running 3.0.8 in a
different, "pristine" directory.

-Hiedran

Hiedran

unread,
Jul 9, 2007, 4:43:21 PM7/9/07
to

I created profession specific prefs for 3.0.6, which causes some of my
problems.

I tested the following char creation/loading scenarios:
* Old char, old pref (create/load)
* New char, old pref (create)
* Old char, no pref (create/load)
* New char, no pref (create)

The combinations that caused the arrow keys to send numbers instead of
navigate the menu are:
* Old char, old pref, for both creation and loading
* New char, old pref
* Old char, no pref, for loading only (I have a dead character for
testing creation...or is that had....)

Is there anything in the pref file that I can edit, or am I just stuck
with this behavior until I die? (I can live with the behavior until
then.)

-H

Nick

unread,
Jul 9, 2007, 5:20:53 PM7/9/07
to
On 2007-07-09 22:43:21, Hiedran <hiedran....@gmail.com> wrote:

> I created profession specific prefs for 3.0.6, which causes some of my
> problems.
>
> Is there anything in the pref file that I can edit, or am I just stuck
> with this behavior until I die? (I can live with the behavior until
> then.)

The differences between the versions of lib/pref/pref-win.prf is the problem.

I think what you need to do (for each of your custom .prf files) is comment out
the pairs of lines starting with A:8, A:4, A:6 and A:2 and replace them with

A:x8D
P:^_x48r

A:x8B
P:^_x4Br

A:x8C
P:^_x4Dr

A:x8A
P:^_x50r

I think.

Eddie Grove

unread,
Jul 9, 2007, 5:13:25 PM7/9/07
to

Did you remove the '-' command on purpose? I need it for two cases.

(1) In a battle, to step onto a heavy object and avoid picking it up even
though I have autopickup on.

(2) To jump down trapdoors, since I have easy_alter on.

If you need the '-' character for something else, perhaps you could replace
the functionality with the run [i.e. shift + movement] command. Running
usually stops before you get to something, so in a sense it is undefined what
it should do if you start to run when adjacent to something. It could work so
that if you are adjacent to something, and run in that direction, that is
equivalent to the old '-' + movement. This might be really a bad idea, I am
not sure, just a thought.


In perhaps a coincidence, I set up a macro for F1 to be f1*t. Somehow,
perhaps with a typo, things changed so that I could not select from the floor.
With a scroll on the floor, 'r' then '-' produced a beep. I got rid of the
behaviour by moving the .prf file, so that's definitely the culprit. I don't
think one should be allowed to make whatever mistake I made, but maybe wizards
know some reason to allow remapping every key.


Once I reached the point of squelching wands of slow monster and the like, it
became too much effort to navigate the squelch menus to squelch objects,
particularly with a new character that doesn't have the necessary item
knowledge to set up the menus before the initial id. I'll have to patch the
code so 'k' then 's' squelches before I play much more.


Eddie

Antony Sidwell

unread,
Jul 9, 2007, 6:24:23 PM7/9/07
to
Nick wrote:
> On 2007-07-09 22:43:21, Hiedran <hiedran....@gmail.com> wrote:
>
>> I created profession specific prefs for 3.0.6, which causes some of my
>> problems.
>>
>> Is there anything in the pref file that I can edit, or am I just stuck
>> with this behavior until I die? (I can live with the behavior until
>> then.)
>
> The differences between the versions of lib/pref/pref-win.prf is the problem.
>
> I think what you need to do (for each of your custom .prf files) is comment out
> the pairs of lines starting with A:8, A:4, A:6 and A:2 and replace them with
>
> A:x8D
> P:^_x48r
>
> A:x8B
> P:^_x4Br
>
> A:x8C
> P:^_x4Dr
>
> A:x8A
> P:^_x50r
>
> I think.

Yeah, that should sort it really - though there should be backslashes
before the 'x's on the 'A' lines there that have been presumably been
stripped by a newsreader or server somewhere. To be absolutely sure,
find the lines that look like that in the new main-win.prf and copy them
across whilst deleting the old ones.

Just as a further word of explanation if that hasn't already made it
clear, this is because in previous versions the pref files told the game
to treat arrow keys directly as the corresponding numbers and in this
version they tell it to use these special codes ('\x8A' and so on) so
that they can act differently in e.g. text entry prompts.

Yes, arrow keys are still an unpleasant hack, really. :)
--
Antony Sidwell

Antony Sidwell

unread,
Jul 9, 2007, 6:31:01 PM7/9/07
to
Antony Sidwell wrote:

> Yeah, that should sort it really - though there should be backslashes
> before the 'x's on the 'A' lines there that have been presumably been
> stripped by a newsreader or server somewhere. To be absolutely sure,
> find the lines that look like that in the new main-win.prf and copy them
> across whilst deleting the old ones.

Not main-win.prf, obviously. pref-win.prf, like Nick said. I need a
better keyboard because I'm sure I typed that the first time. :)
--
Antony Sidwell

Andrew Sidwell

unread,
Jul 9, 2007, 8:11:02 PM7/9/07
to
Eddie Grove wrote:
> Did you remove the '-' command on purpose? I need it for two cases.
>
> (1) In a battle, to step onto a heavy object and avoid picking it up even
> though I have autopickup on.
>
> (2) To jump down trapdoors, since I have easy_alter on.

It was intentional. I asked here when I removed it, and no-one said
anything. It's easy enough to add it back in; it got nuked as part of a
code cleanup of the pickup functions. It'll be there in 3.0.8fix1, I
imagine.

Eddie Grove

unread,
Jul 9, 2007, 8:30:57 PM7/9/07
to
Andrew Sidwell <ju...@entai.co.uk> writes:

> Eddie Grove wrote:
> > Did you remove the '-' command on purpose? I need it for two cases.
> >
> > (1) In a battle, to step onto a heavy object and avoid picking it up even
> > though I have autopickup on.
> >
> > (2) To jump down trapdoors, since I have easy_alter on.
>
> It was intentional. I asked here when I removed it, and no-one said
> anything. It's easy enough to add it back in; it got nuked as part of a
> code cleanup of the pickup functions. It'll be there in 3.0.8fix1, I
> imagine.

Hmm - I must have missed your question.

I was confused because of a thread by konjin
http://groups.google.com/group/rec.games.roguelike.angband/browse_frm/thread/7511090c849194d5/d0e39820516542d6?lnk=gst&q=trapdoor++%27-%27&rnum=2#d0e39820516542d6
I guess you missed that one. Wow -- that's dated Nov of last year.
I thought it a couple months ago. How time flies.


Eddie

Nick

unread,
Jul 9, 2007, 9:58:49 PM7/9/07
to

Yeah, exactly the same way as I typed the backslashes...

andrewdoull

unread,
Jul 10, 2007, 5:36:06 AM7/10/07
to
On 2007-07-09 18:50:54, Eddie Grove <eddie...@hotmail.com> wrote:

You could probably do this by ignoring squelched items when counting the limit
of 22 different objects per grid, however that may have unintended user
interface problems when switching squelch on and off (e.g. you may not be able
to pick items on the floor if the visible items exceed 22).

Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com

andrewdoull

unread,
Jul 10, 2007, 5:36:08 AM7/10/07
to
On 2007-07-09 18:50:54, Eddie Grove <eddie...@hotmail.com> wrote:

You could probably do this by ignoring squelched items when counting the limit

Andrew Sidwell

unread,
Jul 10, 2007, 5:55:54 AM7/10/07
to
Eddie Grove wrote:
>
> Hmm - I must have missed your question.
>
> I was confused because of a thread by konjin
> <snip long url>

> I guess you missed that one. Wow -- that's dated Nov of last year.
> I thought it a couple months ago. How time flies.

November was before I even started hacking on 3.0.7s, I think, so I'll
have flicked through the thread but not noted it down anywhere.
Thesesdays, I don't have that luxury. :) (Especially not with the bug
reports streaming in.)

When '-' comes back, it'll just turn pickup off for that move (and not
disarm traps). That OK? (If you want to pick things up, you can always
use 'g'.)

Hugo Kornelis

unread,
Jul 10, 2007, 8:23:51 AM7/10/07
to
On Sat, 07 Jul 2007 22:08:02 GMT, Andrew Sidwell wrote:

(snip)

>- Two kinds of ego-light added. You'll know when you find one; there's
> no ID required to figure out if your lantern is special or not.
>
>- Lights now don't use fuel in the daylight in the town.
(snip)

Hi Andrew,

You forgot to mention one change here, and I'm not sure if I like it.
Artifacts and egos with the LITE flag now no longer extend the light
radius by one, they set it to a minimum of one.

However, since almost any player will have an artifact light source by
the time he finds his first LITE artifact or ego, and there is no reason
not to wear a light source in the (e) slot, the LITE flag might just as
well be removed.

Heck, even if I'd find some artifact with LITE before finding my first
artifact light source, I'd still not notice because I'll always make
sure to have a lantern or a torch with enough fuel for a 2-square light
radius.

Are you sure that this was an intended change?

Best, Hugo

--
Angband spoilers: http://www.juti.nl/hugo/Angband/Spoiler/index.htm
Angband UI Patch: http://www.juti.nl/hugo/Angband/UIpatch/index.htm
--

Eddie Grove

unread,
Jul 10, 2007, 10:27:47 AM7/10/07
to
Andrew Sidwell <ju...@entai.co.uk> writes:

> When '-' comes back, it'll just turn pickup off for that move (and not
> disarm traps). That OK? (If you want to pick things up, you can always
> use 'g'.)

That's certainly all I want, but there are other people who play too. :)

It should possibly invert, so people playing with pickup off would use it for
autopickup, and maybe with easy_alter off should disarm, though I suppose
there is a 'D' command for that.

Perhaps, for traps, a better UI would be that when you move onto a detected
trap, you receive a prompt asking whether you want to disarm or set it off.


Eddie

Phil Cartwright

unread,
Jul 10, 2007, 3:09:54 PM7/10/07
to
Eddie Grove wrote:
> Perhaps, for traps, a better UI would be that when you move onto a detected
> trap, you receive a prompt asking whether you want to disarm or set it off.

Sangband does this.

Peter Wiersig

unread,
Jul 10, 2007, 6:37:25 PM7/10/07
to
Eddie Grove wrote:
> Perhaps, for traps, a better UI would be that when you move onto a
> detected trap, you receive a prompt asking whether you want to disarm or
> set it off.

I like the ToME 2.3.4 change WRT trap behaviour:

The @ can not walk upon a known trapped square. Instead there is a special
command at the # prompt for blundering a trap. Disarm is possible via alter
grid command.

Peter

jag...@gmail.com

unread,
Jul 11, 2007, 5:28:15 AM7/11/07
to
On Jul 9, 4:57 pm, Hiedran <hiedran.the.fi...@gmail.com> wrote:
> On Jul 8, 7:44 am, Andrew Sidwell <j...@entai.co.uk> wrote:
>
> > I opened my newsreader for the first time today, saw 28 messages and
> > thought "what have I done wrong this time?". Seems that fear was quite
> > misplaced. :)
>
> Minor Windows bugs on the upgrade from 3.0.6:
> * No display when starting 3.0.8 on the same reboot as a 3.0.6 game
> played (fixed by reboot.)

Apparently I have this bug in a more persistent version. I've removed
any trace of any version below 3.0.8, but I still can't get the 3.0.8
version to display anything ... (yes, I've rebooted several times).

Has anyone got anything similar?

> -Hiedran


jag...@gmail.com

unread,
Jul 11, 2007, 7:14:15 AM7/11/07
to
On Jul 11, 11:28 am, jag...@gmail.com wrote:
> On Jul 9, 4:57 pm, Hiedran <hiedran.the.fi...@gmail.com> wrote:
>
> > On Jul 8, 7:44 am, Andrew Sidwell <j...@entai.co.uk> wrote:
>
> > > I opened my newsreader for the first time today, saw 28 messages and
> > > thought "what have I done wrong this time?". Seems that fear was quite
> > > misplaced. :)
>
> > Minor Windows bugs on the upgrade from3.0.6:
> > *Nodisplaywhen starting3.0.8on the same reboot as a3.0.6game
> > played (fixed by reboot.)
>
> Apparently I have this bug in a more persistent version. I've removed
> any trace of any version below3.0.8, but I still can't get the3.0.8
> version todisplayanything ... (yes, I've rebooted several times).

>
> Has anyone got anything similar?

I might add that my problem only occurs on my desktop running Windows
XP/64 bit, not om my ThinkPad running plain ol' XP

> > -Hiedran


henryngo

unread,
Jul 11, 2007, 2:12:58 PM7/11/07
to
On 2007-07-09 23:20:53, Nick <nckmc...@yahoo.com.au> wrote:

> The differences between the versions of lib/pref/pref-win.prf is the problem.
>
> I think what you need to do (for each of your custom .prf files) is comment out
> the pairs of lines starting with A:8, A:4, A:6 and A:2 and replace them with
>
> A:x8D
> P:^_x48r
>
> A:x8B
> P:^_x4Br
>
> A:x8C
> P:^_x4Dr
>
> A:x8A
> P:^_x50r
>
> I think.


I tried this, but it didn't fix the problem. Well, I did what Anthony suggested
and copied the lnes from pref-win.prf file into my own .prf files but the "down"
arrow key still selects "2" in menus, etc.

Hiedran

unread,
Jul 11, 2007, 6:04:06 PM7/11/07
to
On Jul 11, 12:12 pm, henryngo <henry...@physics.ubc.ca> wrote:

I didn't get it to work, but I died shortly afterwards and then have
been working on rebuilding my .prf files. One thing I have noticed is
that if I want the numpad to work by scrolling through the menu is
that I must have the NumLock off. (Otherwise with NumLock on, it
sends a '2' instead of x8whatever.)

henryngo

unread,
Jul 11, 2007, 7:28:06 PM7/11/07
to
On 2007-07-12 00:04:06, Hiedran <hiedran....@gmail.com> wrote:
>
> I didn't get it to work, but I died shortly afterwards and then have
> been working on rebuilding my .prf files. One thing I have noticed is
> that if I want the numpad to work by scrolling through the menu is
> that I must have the NumLock off. (Otherwise with NumLock on, it
> sends a '2' instead of x8whatever.)


I tried turning off NumLock but that didn't work either. I guess I will just
re-do all my .prf files after I die.

Ramela

unread,
Jul 12, 2007, 2:31:35 AM7/12/07
to
On 2007-07-10 16:27:47, Eddie Grove <eddie...@hotmail.com> wrote:

> Andrew Sidwell writes:
>
> > When '-' comes back, it'll just turn pickup off for that move (and not
> > disarm traps). That OK? (If you want to pick things up, you can always
> > use 'g'.)
>
> That's certainly all I want, but there are other people who play too. :)
>
> It should possibly invert, so people playing with pickup off would use it for
> autopickup, and maybe with easy_alter off should disarm, though I suppose
> there is a 'D' command for that.

I agree on the pick up thing, since that is how I play. auto_pickup off and I
use '-' to pick up stuff as I go over them.

>
> Perhaps, for traps, a better UI would be that when you move onto a detected
> trap, you receive a prompt asking whether you want to disarm or set it off.
>

I hope you are suggesting that this prompt only happens if you first press '-'
(with easy_alter on) and then walk into a trap.

Forcing everyone into dealing with thousands of prompts for the thousands of
traps they will encounter would be catastrophically bad UI design.

Gratious prompting is bad... M'kay? ;)

--
--

Anssi Ramela

anssi....@myy.helia.fi

Eddie Grove

unread,
Jul 12, 2007, 3:44:20 AM7/12/07
to
Ramela <ram...@helsinki.fi> writes:

> On 2007-07-10 16:27:47, Eddie Grove <eddie...@hotmail.com> wrote:

> > Perhaps, for traps, a better UI would be that when you move onto a detected
> > trap, you receive a prompt asking whether you want to disarm or set it off.
> >
>
> I hope you are suggesting that this prompt only happens if you first press '-'
> (with easy_alter on) and then walk into a trap.

Nope. This was about a possible replacement for the '-' command that
disappeared in 3.0.8. The discussion is made moot by Andrew's statement that
he will bring it back.

> Forcing everyone into dealing with thousands of prompts for the thousands of
> traps they will encounter would be catastrophically bad UI design.
>
> Gratious prompting is bad... M'kay? ;)

You're right, of course. But until '-' comes back, I need to unset easy_alter
every time I jump down a trapdoor or escape using a teleporter or test for
resists. You may laugh, but I use traps pretty often.


Eddie

Andrew Sidwell

unread,
Jul 12, 2007, 6:53:00 AM7/12/07
to

That's really odd. I'll make an SDL compile available for you with the
release of the 3.0.8 bugfix, if you'd like. That should work fine.

Andrew Sidwell

unread,
Jul 12, 2007, 6:53:58 AM7/12/07
to
Hiedran wrote:
> I didn't get it to work, but I died shortly afterwards and then have
> been working on rebuilding my .prf files. One thing I have noticed is
> that if I want the numpad to work by scrolling through the menu is
> that I must have the NumLock off. (Otherwise with NumLock on, it
> sends a '2' instead of x8whatever.)

You'll find that's the same across pretty much every OS and every
application. :) The alternative, of course, is to use the arrow keys...

Antony Sidwell

unread,
Jul 12, 2007, 7:25:01 AM7/12/07
to
Eddie Grove wrote:

> You're right, of course. But until '-' comes back, I need to unset easy_alter
> every time I jump down a trapdoor or escape using a teleporter or test for
> resists. You may laugh, but I use traps pretty often.

It's a shame that making macros for the option menus doesn't appear to
work, or you could replace the '-' command with a macro that toggled the
options for you, make your move, and then toggle them back on.

IMO, it'd be better than having a "use these different options on the
next move" command anyway, but that might just be because I never use it
myself, so I can object on principle without worrying about it affecting
my games. :)
--
Antony Sidwell

Timo Pietilä

unread,
Jul 12, 2007, 1:25:54 PM7/12/07
to
jag...@gmail.com wrote:

> I might add that my problem only occurs on my desktop running Windows
> XP/64 bit, not om my ThinkPad running plain ol' XP

That might be your problem. 64bit WinXP that is. That is second worse MS
OS ever made. Worst is WinMegaError.

Timo Pietilä

Gargoon

unread,
Jul 13, 2007, 10:57:12 AM7/13/07
to
3.0.8 sounds great, especially once the squelching gets worked out to
everyone's liking. Any ETA on the Mac OS X 3.0.8 version?
Thanks,
Mike

Andrew Sidwell

unread,
Jul 13, 2007, 11:27:27 AM7/13/07
to
Gargoon wrote:
> 3.0.8 sounds great, especially once the squelching gets worked out to
> everyone's liking. Any ETA on the Mac OS X 3.0.8 version?

Oh, sorry. The OS X version is there now; it's a PPC binary. One day
we might have a proper universal binary.

Gargoon

unread,
Jul 13, 2007, 12:08:35 PM7/13/07
to
Thanks for the speedy reply on that. I assume I'll have to wait for
my current character to retire (or, I suppose, die) before I upgrade?
That is, the 3.0.6 save file wouldn't work in 3.0.8? Is there any
way to bring my monster memory with me when I upgrade?

Thanks,
Mike

Gargoon

unread,
Jul 13, 2007, 12:22:27 PM7/13/07
to
Scratch those questions, I found the answers in the readme. A new
one, though-When I turn on 32x32 graphics, then adjust the tile width
and height, instead of enlarging the tiles, it keeps the picture the
same size, then adds unsightly black lines between the tiles. Any
idea how to get the 3.0.6 behavior of stretching the images back?
Thanks,
Mike


David J Richardson

unread,
Jul 14, 2007, 2:11:52 AM7/14/07
to
In article <1184338632.3...@q75g2000hsh.googlegroups.com>,
Gargoon <Noo...@gmail.com> wrote:

> 3.0.8 sounds great, especially once the squelching gets worked out to
> everyone's liking. Any ETA on the Mac OS X 3.0.8 version?

As noted, available. Make sure to get rid of all your old preference
files -- don't trust it when it says "ignoring old preferences" on
startup. Otherwise, you get a whole range of weird behaviours...

--
David J Richardson -- dav...@richardson.name
http://davidj.richardson.name/ - Dr Who articles/interviews/reviews
http://www.boomerang.org.au/ - Boomerang Association of Australia

Gargoon

unread,
Jul 14, 2007, 9:13:50 AM7/14/07
to
Could you be a bit more specific as to which files need deleting? I'm
not too familiar with the inner workings of this sort of thing, and
don't want to delete something I should have held onto.
Thanks,
Mike

David J Richardson

unread,
Jul 14, 2007, 6:07:58 PM7/14/07
to
In article <1184418830.9...@n2g2000hse.googlegroups.com>,
Gargoon <Noo...@gmail.com> wrote:

If you're using a recent-ish version, you will have an Angband folder in
~/Library/Preferences. I suspect it was the character/race/class
specific preference files in there that led 3.0.8 astray, but to be
honest, I'm not sure. I ended up removing the entire folder, and
everything started working again.

(Problems included options missing in the preference pages, some windows
not updating, auto-pickup intermittently failing, macros being
impossible to set, and more... But all is good now!)

0 new messages