Difference between revisions of "Angband/65"

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{{angband-variant-alpha | name = Angband/65
{{angband-variant-defunct | name = Angband/65
| developer = [[User:PaulBlay | PaulBlay]]
| developer = [[User:PaulBlay | PaulBlay]]
| parent = [[Angband]] 3.1.1,[[Angband/64]]
| parent = [[Angband]] 3.1.1,[[Angband/64]]
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== Current status ==
== Current status ==


I have just brought out a 'preAlpha' release with the purpose of finding new bugs.  Do not expect a functional game!  Please report new bugs found on the talk page, by email or on the [http://sourceforge.jp/projects/angband65/ticket/ SourceForge page]
'''This project is on indefinite hiatus''' while I move my focus elsewhere, to my latest project [[JBand]].


Next feature to go into the SVN repository should be the Angband/64 spell system.
I brought out a 'preAlpha' release with the purpose of finding new bugs, but I found plenty of bugs on my own anyway ;-).  The current developmental version in the repository is much changed from the preAlpha release so I suggest getting that or waiting for Alpha1.  Bug reports of un-recorded problems are welcome.


Angband/65 is based on the [http://trac.rephial.org/browser/trunk SVN repository of Vanilla Angband] that is in development and is usually up to date within a few days.  Currently we should have everything up to Changeset 1361 adapted to Angband/65.
Angband/65 is based on the [http://trac.rephial.org/browser/trunk SVN repository of Vanilla Angband] that is in development and is usually up to date within a few days.  Currently we should have everything up to Changeset 1376 adapted to Angband/65.


== Compiling Angband/65 ==
== Next release ==


=== With Visual C++ (IDE) ===
The next release will be the 'Alpha 1' release.  It is intended to be 'approximately playable' and you should be able to see an interesting feature or two in play.  Projected release date is May 31st, but that may change depending on how things go.


* Copy 'angband.ico' into the \src\win directory.
/64 features that should be included ...
* Start the VC++ IDE and create a new empty project
* Tactic and movement types (fast and reckless vs slow and careful, etc.) Implemented in SVN.
* Add all the *.c, *.h and *.rc files from the \src directory and the monster, object, player and win subdirectories.
* Different spell system (fingers crossed)
* From Project -> Properties -> Linker -> Input set "additional dependencies" to winmm.lib
* From Project -> Properties -> C/C++ -> Advanced set "Compile as" to "Compile as C code /TC"


=== With Visual C++ (Command prompt) ===
== Known issues ==
 
* Start Visual C++ Command Prompt
* Change to source directory
* Enter "nmake /fMakefile.nmake"
 
=== With Dev-C++ ===
NOTE: Earlier builds compiled with Dev-C++ were associated with segment fault crashes.  Now seems to be OK.
* Create an empty C project, located in the source directory
* Add every C file from src/, src/win, src/monster, src/object and src/player.
* From Project -> Project Options, General tab set "Win32 console application"
* From Project -> Project Options, Build Options tab, set the executable output directory to "..\".
* From Project -> Project Options,  parameters tab, add -mwindows -DWINDOWS -I. to the compiler options and -lmingw32 -lwinmm -mwindows to the linker options.
 
=== With Linux ===
 
Compiling with Linux should be possible (now that some initial problems have been fixed).  Compiling guides, hints, etc. are welcome.


== Known issues ==
'''I strongly recommend waiting for Alpha1 release'''.


Linux
Linux
* Reportedly 'not possible to move' in Linux.
* Reportedly 'not possible to move' in Linux. (No confirmation?)


Windows
Windows
* Previous file (angband65_001.zip) <strong>failed to run</strong> on computers without VC++ installed.  (See [http://www.gamedev.net/community/forums/topic.asp?topic_id=460381 this gamedev post] for how it might be fixed) Have replaced with new file (angband65_001a.zip) compiled with Dev-C++. 
* Earlier builds crashed with segment faults when compiled with Dev-C++ (most often noticed when you viewing the next screen from the character screen ('C' + 'h' command). <strong>Now seems OK</strong>.
* Spellcasting classes are not yet supported.  Play a warrior type.
* Spellcasting classes are not yet supported.  Play a warrior type.
* Items with negative bonuses are generated in the shops (also things like Rings of Strength with +0).
* Items with negative bonuses are generated in the shops (also things like Rings of Strength with +0).
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See also [http://sourceforge.jp/projects/angband65/ticket/ Current list of bugs and planned action items].
See also [http://sourceforge.jp/projects/angband65/ticket/ Current list of bugs and planned action items].
== See also ==
[[Angband/65\Compiling|Compiling Angband/65]]

Latest revision as of 06:23, 23 May 2009

Angband/65
Angband Variant
Developer PaulBlay
Based on Angband 3.1.1,Angband/64
Theme Fantasy
Released Apr 10 2009 (0.0.1 preAlpha)
Updated Not yet.
Download Windows

Official site


The aim of this project is to produce Angband/64 reborn.

Rather than attempt to update the Angband/64 code directly I have decided to start from the Vanilla Angband code in the SVN repository and change the data (and code where required) to reproduce the Angband/64 gameplay.

Because I'm using GPL clean Angband + My code + (some of) Jurriaan Kalkman's code this should be under the GPL.

I would welcome help, from coders or from normal Angband players, if anyone is interested, write in the talk page.

Current status

This project is on indefinite hiatus while I move my focus elsewhere, to my latest project JBand.

I brought out a 'preAlpha' release with the purpose of finding new bugs, but I found plenty of bugs on my own anyway ;-). The current developmental version in the repository is much changed from the preAlpha release so I suggest getting that or waiting for Alpha1. Bug reports of un-recorded problems are welcome.

Angband/65 is based on the SVN repository of Vanilla Angband that is in development and is usually up to date within a few days. Currently we should have everything up to Changeset 1376 adapted to Angband/65.

Next release

The next release will be the 'Alpha 1' release. It is intended to be 'approximately playable' and you should be able to see an interesting feature or two in play. Projected release date is May 31st, but that may change depending on how things go.

/64 features that should be included ...

  • Tactic and movement types (fast and reckless vs slow and careful, etc.) Implemented in SVN.
  • Different spell system (fingers crossed)

Known issues

I strongly recommend waiting for Alpha1 release.

Linux

  • Reportedly 'not possible to move' in Linux. (No confirmation?)

Windows

  • Spellcasting classes are not yet supported. Play a warrior type.
  • Items with negative bonuses are generated in the shops (also things like Rings of Strength with +0).
  • Ego items are not being generated in the black market.
  • Angband/65 is based on recent Angband 3.1.1 dev code and so includes Angband 3.1.1 bugs. As Angband bugs are fixed we will catch up and copy those fixes too.

Non-reoccurring bugs

  • Memory problems (segmentation faults) along with game crashes when pressing 'x' or 'y'. This is possibly a compiler issue rather than a code issue.

See also Current list of bugs and planned action items.

See also

Compiling Angband/65