http://www.angelfire.com/hi2/slimharpo99/z-240-patched.zip
This build includes David Blackston's excellent autosquelch patch (the
"squelch on walk" version, to be precise). It also has a sped up
autoroller, an option to display numeric damage (outside of wizard
mode), and one to turn off the "-more-" prompts (nice if you play with
messages in their own window). This is the executable only, so you'll
need the full Z install to go along with it.
There's also a patch incorporating all of the above at:
http://www.angelfire.com/hi2/slimharpo99/zang-2.4.0-patch.gz
This is in Unix format, so you'll need to convert the eols if you want
to use it under Windows. Patch with -p2 from the src/ directory.
Great! I've been waiting for a Zangband version with autosquelch for
ages! Thanks a lot!
*run wildly with glee - jumping up and down*
--
Pinotage
Sent via Deja.com http://www.deja.com/
Before you buy.
>
>I've put up a Windows (32) executable of Z 2.4.0 at:
>
>http://www.angelfire.com/hi2/slimharpo99/z-240-patched.zip
>
>This build includes David Blackston's excellent autosquelch patch (the
>"squelch on walk" version, to be precise). It also has a sped up
>autoroller, an option to display numeric damage (outside of wizard
>mode), and one to turn off the "-more-" prompts (nice if you play with
>messages in their own window). This is the executable only, so you'll
>need the full Z install to go along with it.
>
OK. Downloaded it and am using it...
However there are several problems:
The filesize of the executable is suspiciously large compared to the official
distribution of Z240.
The "W"indows screen is not displayed on the options menu (it is still
accessible by pressing W)
The monsters and items are displayed with a black background while the floor is
grey (Adam Bolt's tiles)
Didn't yet try any of the advanced squelching options (sqelch depending on
average, cursed, good etc. status), but the options to squelch all, say, iron
spikes, skeletons, scrolls of darkness etc. don't do anything at all. They are
still generated are not destroyed when walking on them. There even was an option
for this in the standard distibution, but has been removed aparently.
BTW: is the autosquelch patch supposed to squelch cursed rings after
identification? I can't see anything that would indicate that it does.
Hmmm... Are you playing with the option where piles on the floor
display as lists? I had some troubles with that. In any case, I'll
check into this later on today and see if I an figure out what's going
awry.
>
>BTW: is the autosquelch patch supposed to squelch cursed rings after
>identification? I can't see anything that would indicate that it does.
I didn't implement this. Currently the squelch-on-id only works on items
that can be pseudoidentified, ie., weapons and armor. Rings and amulets
are not checked for sutosquelching, though that could (and arguably should)
be added in the next version. Thanks for the idea.
Dave
Excerpts from netnews.rec.games.roguelike.angband: 7-Sep-100 Re: [Z]
2.4.0 with Autosque.. by David T. Blackston@melod
>>BTW: is the autosquelch patch supposed to squelch cursed rings after
>>identification? I can't see anything that would indicate that it does.
>
>No, it only squelches items in your inventory which can be pseudo-id'd.
The bug isn't in the patch it's in [V]. It should pseudo-id anything
that can be cursed, including rings and amulets as well as ammo, but
it doesn't.
Incidentally, why are there no cursed light sources?
--
Bill Gates: "No computer will ever need more than 640K of RAM." -- 1980
"There's nobody getting rich writing software that I know of." -- 1980
"This antitrust thing will blow over." -- 1998
Combine neo, an underscore, and one thousand sixty-one to make my hotmail addy.
>http://www.angelfire.com/hi2/slimharpo99/z-240-patched.zip
>
>Let me know if you find any more problems.
In the latest exe, all new characters start with a level skill of "bad" in ALL
skills no matter one's stats, class, or race.
There is in Pernband: the Phial of Undeath. Nasty, nasty, nasty. I've
been caught by that more than once. Stupid, I know, but I'm just so
used to seeing the Phial and going for it with both hands.
mrak
I've also verified that this is likely to be the problem. For Z,
autosquelching doesn't currently work with easy_floor. Fortunately,
V291 implements easy_floor differently, and the new patch seems
to work with it.
>>
>>BTW: is the autosquelch patch supposed to squelch cursed rings after
>>identification? I can't see anything that would indicate that it does.
>
>No, it only squelches items in your inventory which can be pseudo-id'd.
>
I've been thinking about this a bit, and I think that I probably won't
make it so that {cursed} rings and amulets can be automatically
squelched on identification. First, the rings and amulets that are
always cursed will probably be st to be squelched in the main
menus, so the user will only have to destroy one of them. Second,
in some variants, some of the {cursed} rings and amulets are actually
useful. (In particular, uncursed Amulets of Anti-Magic can be sold
for mucho dinero.) I can probably still be convinced to go the
other way, but this is my thinking at this time.
regards,
Dave
It may be a bug in your estimation, but I don't think many people see
it that way. I for one don't mind the lack of pseudo-ID on a ring. If
your warrior is carrying around a magnificent longsword, yeah, sooner
or later she'll figure out something about it, like it might be good. If
she's carrying around a tiny little ring (and it doesn't have
Morgul-script on it), how's she supposed to get a good feel for what the
thing does? Of course, if you're of the opinion that pseudo-ID reflects
some sort of spiritual awareness of what you're carrying, I can see more
justification. I just tend to see it the former way.
> Incidentally, why are there no cursed light sources?
Hey, that's not a bad idea. A cursed lantern or torch that would make
you not be able to see. There are a few problems though:
(1) If I've got a lantern, I'll just fill it with oil from a lantern I
find on the floor, not replace the whole lantern... same goes for
torches and other torches. Unless you wanted to make the oil cursed, I
wouldn't even pick up the light so there wouldn't be much point.
(2) As soon as anyone's got the Phial, they wouldn't touch cursed light
sources because they wouldn't need to. Unless you're suggesting a cursed
Phial ... now that would be evil :)
(3) Because of (2), the only characters this would really affect would
be starting characters. It would probably pretty much doom a very
low-level character to be caught down in the dungeon, unable to see, and
unable to refuel his lamp. Maybe that's not a bad thing, I dunno, but it
strikes me that when you're so low-level that you might find a lantern
on the floor to be an improvement over your current light source, you
shouldn't have to contend with curses yet.
(4) So I know there are cursed light sources. OK, I'll just spend 4 more
gold on another flask of oil in town rather than trust to filling my
lantern on that discarded one on the ground. It just strikes me that
cursed light sources would be too avoidable because of the easy
availability of oil or torches.
--
Matthew Furrow, mfurrow at mail dot md
Let us not look back in anger, or forward in fear,
but around in awareness.
-James Thurber
> (2) As soon as anyone's got the Phial, they wouldn't touch cursed light
> sources because they wouldn't need to. Unless you're suggesting a cursed
> Phial ... now that would be evil :)
It's been done in a few variants. You'll note they aren't very popular
:b
--
William Burke, passenge...@hotmail.com
HTH. HAND. * <--- Perth
Visit my web page! Current essay: Happiness. http://come.to/passenger-pigeon/
>It's been done in a few variants. You'll note they aren't very popular
>:b
Actually, [:P] is extremely popular.
--
Richard Hendricks
Not speaking for Intel.