Try linking directly to the font file, it worked for me.
If you mean faster disk handling (I'm not sure I follow your statement), it's a recent change unrelated to the SDL stuff, where the game was writing out overmaps to disk unnecessarally and very frequently. Quietust pinpoined it for me and I realized the offending code was unecessary.So it’s not faster, it’s doing less disk accesses, which is even better ;D
I’m sure it does, nevertheless as disk-access eats most of the processor time in windows, if the CPU is less loaded / game parses less instructions the slowdowns are not as common. So when you actually instruct the .exe to halt and start intensively writing to disk (thus the term payoff - what’s the play aftermath that the game indeed saves) you realise that the processor’s memory registers reserved for disk writing take less time to achive the closure.
It’s that or you enchanted my proc to +2 saving throws. Heh, saving throws.
I am. That’s not even the problem here.
I’ve found a patch of nothing. It was a few squares big, and there were no dots, nothing.
Anyone care to explain why you must use " ^ " in order to disembark cars now? I don’t have a problem with it I’m just curious as to why.
Thanks very much, I’ve got it up and running now
I’ve spotted a few of these in the latest version from the git repository as well. Something like this, right?
Yeah. I hoped to fall out of the world, or find Narnia, or something.
Yeah, I’m wondering if it uses a ttf file or just system fonts.
I tried to fix it yesterday and now it displays that cootue_curses_square_16x16.ttf correctly.
That fixedsys.ttf was downloaded somewhere, maybe we need to find another free font. Terminus seems to be a good choice.
Edit*
If you are still testing current version.
fixedsys
8
16
14
This one will fix the baseline issue, for some reason. I need to do more investigation on that why it needs certain size.
I’ve spotted a few of these in the latest version from the git repository as well. Something like this, right?[/quote]
It’s been a known bug for a while now (check out git issues #426, #437, and potentially related to #1341). We’re pretty sure that the problem lies with some artifacts in the map generation code, but nobody has gotten around to diving in and finding exactly what the problem is yet.
I’ve spotted a few of these in the latest version from the git repository as well. Something like this, right?[/quote]
It’s been a known bug for a while now (check out git issues #426, #437, and potentially related to #1341). We’re pretty sure that the problem lies with some artifacts in the map generation code, but nobody has gotten around to diving in and finding exactly what the problem is yet.[/quote]
I found a spot of nothing and freaked out because I thought they added bottom-less pits until I stepped on the nothing tile.
Oh yes… Those, one time, it allowed me into a Locked House, by overlapping the walls and half the bedroom… : ( So some of the loot was gone too…
Thanks for working on it, utunnels.
I can’t even get the SDL binary to use installed fonts. I absolutely have to link to them directly.
Yeah, there are more to do. A ttf file may contains multiple faces, current only the default one is used. For example, a ttf font may have a bold version and a normal version.
However, getting installed font is another story. The only practicable way I know is iterate all font files under windows/fonts folder and check the family/face names. It is definitely not a cool idea, besides this method is not portable.
So reading through the Changelog (YAY, I suddenly found there is a Changelog, Ha!)
A new screen to Organize Worn Equipment???
Woot!
Purifier no longer affects traits from the Char Gen
Does this include, say… traits you can choose at Char gen but didn’t?
So, how does the new Armour/Protection work?
Lab coats can be fitted? Clothing can be fitted? As in you can make them fit you? I found several clothing already like that but had no idea you could actually fit clothing yourself.
Has the Furniture changing tiles been fixed?
Man, I love what I’ve been seeing in here…
I’ve noticed in the latest SDL build that weapons are getting damaged during use now. I’ve got multiple stacks of chipped, scratched, and plain wooden javelins in my inventory after a single fight with some zombies.
2 questions:
- Is the 75-item inventory limit going to be raised now, since similar items that are in different states of disrepair do not stack?
- Is there a way to repair these damaged items?
Edit: I started with 10 javelins, and now after 2 fights have 7 left, spread across four different stacks in my inventory (chipped, scratched, cracked, and undamaged). 2 more undamaged javelins are laying on the ground but I can’t pick them up because I have hit the inventory item limit: “You’re carrying too many items!”
Edit #2: Wow. After 3 fights I’m down to 6 javelins… 4 have disappeared (broken, I assume) after only 1-2 volleys. I like the idea of items degrading through use, but these things are way too fragile for the effort involved in crafting them.
[quote=“darth_servo, post:95, topic:1713”]Edit: I started with 10 javelins, and now after 2 fights have 7 left, spread across four different stacks in my inventory (chipped, scratched, cracked, and undamaged). 2 more undamaged javelins are laying on the ground but I can’t pick them up because I have hit the inventory item limit: “You’re carrying too many items!”
Edit #2: Wow. After 3 fights I’m down to 6 javelins… 4 have disappeared (broken, I assume) after only 1-2 volleys. I like the idea of items degrading through use, but these things are way too fragile for the effort involved in crafting them. :)[/quote]
I believe Javelins are better reserved for armored enemies, for general Zombies/etc. throwing Rocks/whatever or using a Slingshot are quite sufficient.
Tactics aside, the issue is fragility. Javelins just happen to be the item type that I noticed the issues with first.
My feedback on the bleeding-edge version that includes item degradation is that it’s a little over the top at the moment: my broadsword went from undamaged to disintegrated in 5 hits.
Also, every item has a state of repair at the moment, which means that they stack separately – even things like medicine/drugs come in damaged versions now. And “scratched” vitamins don’t stack with plain old, undamaged vitamins.
I’m expecting that this is just because it’s early-days on the durability system that has been put in place, so it’ll get better I’m sure.
Durability system? I don’t know of any pull requests that have added a durability system recently. Sure throwing a javelin can damage it, but I’m not noticing any durability problems with melee combat right now (and to test it I just butchered a whole town with first a broadsword and then a wooden javelin). Where exactly did you download this version, and have you downloaded any other mods?
looks like zombies are exploding or something? or stuff is just getting torn up really easily all the time now?
There was a corpse-smashing routine pulled a few days ago, and I recall someone (I want to say Kevin, but usually if I I say it was him, I’m wrong…) pushing for Gibs to happen.
That fit your observations?