PWMAngband 1.1.9 is out!

Issues, news, and discussion specific to the PWMangband variant.
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PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

PWMAngband 1.1.9 is out!

Post by PowerWyrm » Mon 17.09.2012, 17:57

Ten months since last release... this has been a while! And finally...

New PWMAngband 1.1.9 (aka build 1) released!

The 1.1.9 version is a milestone version... It ports all remaining features from Angband 3.4, including a brand new 64x64 tileset, new item detection, no more light curses, weaker torches... and a whole bunch of tweaks and bugfixes. See readme.txt for the full story, or below for the full list of changes.

Files updated: client, server, source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers...

Note: some basic entities have changed, so savefiles are incompatible again; please start a clean server instance with the new version

Important note: all older files have been deleted from the usual download location; please upgrade to 1.1.9 if you're still running old servers.


List of changes below (HUGE):

Gameplay changes
================

Angband 3.4:

- Allow PASS_WALL monsters to revert to normal pathing near permarock
- Make object feelings react more to single great objects
- Make artifacts give a minimum feeling of "worthwhile"
- Reduce good/great chances for item generation
- Destruction effects no longer destroy stairs
- Nick's small_device option for reduce range and sight
- Remove all remove curse items and spells
- Make stat potions rarer and stat-swap potions deeper & rarer
- Change archery to be limited in range by MAX_RANGE
- Prevent labyrinths and caverns on quest levels
- Make Quylthulgs no longer animals
- Fizzix's fuzzy detection improvements: reinstate rods of (fuzzy) treasure
detection; make clairvoyance (spell/activation) fuzzy; change detect treasure
to detect object; change detect enchantment to (fuzzy) detect treasure;
remove unseen gold from item list; change unseen treasure to orange stars;
don't display quantity for unseen items
- Fizzix's item allocation changes: change monster allocation in caverns to
ignore the minimum level requirement and be more dependent on cavern size;
let caverns be more "dense"; make item allocation in caverns depend on cavern
size (and more generous); revert item allocation amounts to 3.0.6 levels in
normal dungeons; make labyrinths *slightly* more common
- Make deep descent based off of max_depth instead of current depth
- Make *enlightenment* potion reveal all monsters on the level

Angband v4 (experimental):

- Adjust life drain effects from nether/chaos attacks to do less absolute drain
and more proportionate drain (PWMAngband: this should ensure that low level
players don't get instantly killed by baby chaos/balance/ethereal drakes)

PWMAngband:

- Notice fountains and ignore logs when running
- Add a limited lifespan to controlled monsters
- Add a limit to the number of controlled monsters for each player depending on
charisma
- Give Shapechangers and Rogues a slight chance of getting neutral or friendly
monsters when casting their summoning spells depending on charisma
- Rename the Summon Foes spell (rogues) to Summon Monsters and change the type
of summons from "summon any" to "summon (non-unique) monsters"
- New class: Summoner (base color: teal; cast summoning spells)
- Give Summoners a high chance of getting neutral or friendly monsters from
scrolls/staves of summoning and when casting their summoning spells depending
on charisma
- Award some experience to the master when controlled monsters kill other
monsters (formula is the same as the one used for parties)
- Rework pits/nests: allow BLINK/TPORT/PASS_WALL/KILL_WALL monsters again; make
floor icky to avoid players being teleported inside pits/nests; make inner
walls permanent to prevent PASS_WALL/KILL_WALL monsters from escaping; add a
new CAVE_NOTELE flag and assign this flag to each floor tile inside
pits/nests to prevent BLINK/TPORT monsters (and players) from escaping
- Allow wide corridors in labyrinths
- Two new amulet artifacts: The Blue Stone 'Toris Mejistos' and The Lost
Silmaril of Maglor
- New ring: Ring of Polymorphing (can be activated to polymorph into a monster
if player level is at least half of the monster level; one-time use: the ring
gets destroyed once activated)
- Non-Shapechangers suffer a permanent drain to all stats when activating a
Ring of Polymorphing, no matter whether they manage to polymorph or not
(chance of failure is equal to the monster level)
- Make Detect Treasure for Sorcerors fuzzy
- Add a "disturb_icky" option for getting out of icky screens when disturbed
(this was always on -- it is now off by default)
- Revert Black Market items to "normal" items (they are not forced to be "good"
anymore) to match Angband
- Apply regular Black Market restrictions to the Expensive Black Market (but
keep its high object level range to allow high quality items to be generated)
- Remove expensive items from the General Store
- New order/reservation system available for the Expensive Black Market: allow
players to "order" items that are not in stock; allow players to "reserve"
items that are in stock; ordered/reserved items will stay in stock until some
player buys them
- Add a message when missing the target with missiles
- Revert "wanderer" behavior for townies: make townies respawn asleep; make old
"wanderers" ignore level 1 players unless hurt or aggravated
- Force houses to be at least 2x2 in size
- Make empty bottles worth 1 gold to prevent them from being squelched by
default
- Refactor the squelch system to allow five different squelch levels for
jewelry, Dragon Scale Mails, wearable items, books and consumable items
- Always use the flavor attr/char for aware special artifact rings/amulets
- New powerful ego types for torches: now their 5000 turns of fuel will become
really precious!
- Make controlled monsters always visible (like party members)
- Acknowledge for victory in character "winner" dumps
- Always record and display the original (pre-ghost) cause of death in dumps
and in the "Hall of Fame" with the corresponding info (xp, level, depth...)

User interface
==============

Angband 3.4:

- Save squelch status of items
- Many more fixes and enhancements from Blubaron
- Add Shockbolt's 64x64 tileset
- Fix GCU port to recognise backspace and del as distinct keys
- Blubaron's default layout for Windows
- Blubaron's store UI improvement (allow ESC to cancel new store prompt)
- Change text for drain life spells and items and include description of
curse-breaking chances to enchant items and spells
- Change descriptions of missiles, boulders and spells that cause the player to
move for unseen monsters
- Nick's sound fixes and mp3 support for sdl and windows
- Fix item list so all unaware items come at the end
- Blubaron's tileset updates and other fixes: use Buzzkill's Universal 32x32
Tileset; increase possible tile multipliers in SDL; change Help of Windows
menu bar to start the in game help; hardcode size when switching to text mode
- Enable solid walls for GCU
- Blubaron's efficiency improvements: convert purchasing or examining an item
in a store back to a semblance of action-item
- Make unseen squelched items appear in item list

PWMAngband:

- Add a transparency effect for terrain tiles when using the pseudo-3D tileset
- Better pseudo-3D tiles for doors/shop entrances
- New terrain feature: streets (same as floor, with a different tile)
- Improve the 32x32 tileset: add new tiles for zombified/mummified and a few
other creatures (now every monster in the game should have its own tile);
redraw tiles for "floor" features (glyphs, traps, stairs...) with lighting
effect; remap tiles using UT32's extra tiles
- Remap the pseudo-3D tileset using the same preference files as for the 32x32
tileset
- Change "PL" to "Lit" on the character sheet since now the OF_LIGHT flag is
also present on non-permanent lights
- Change "Toggle ignoring of items" from CTRL-W to CTRL-E (Roguelike keyset)
- Add new command (CTRL-W) to display wilderness metamap (using 'M' now also
displays a "small-scale" map of the level while in the wilderness)
- Rework minimap display: adjust terrain priorities; remove the box around the
edge of the map (to gain 2 horizontal and vertical lines); only display
terrain features, ignore "mimic" features
- Add a nice visual effect for "missile" spells (arrow, bolt, shot, missile,
boulder)
- Add a nice visual effect when firing bolts and arrows
- Disable pseudo-3D tiles when using the Win32 client
- Change some color mappings for the GCU client
- Move the "Fire at nearest target" command to [TAB] to match Angband, map the
"Center map" command to '|' (Roguelike keyset)
- Use the 32x32 tileset instead of pointless pseudo-3D tiles when displaying
the minimap in pseudo-3D mode
- Add a "Manage XBM orders" command to the Dungeon Master menu
- Display equipped items as ASCII characters in the sidebar when using
"distorted" tile mode
- Turn off the NUMLOCK key by default when starting the client (to disable this
behavior, set DisableNumlock=0 in the corresponding mangclient_xxx.ini file)
- Draw a double-height cursor when there is nothing targetable under the top
part of the double-height tile (overdraw mode)
- Better compatibility with the Necklace of the Eye frontend when using the GCU
client (see noteye.txt in the \noteye subdirectory): force icky screens to be
fully icky; display '@' as a "white smiling face" on icky screens; display
wounded characters and polymorphed characters as a '@' except when looking or
targeting (launch noteye.bat to play PWMAngband with the Necklace of the Eye
frontend)
- Allow vault generation (Dungeon Master menu) from an exact name by adding '#'
in front of the vault name
- Generate vaults (Dungeon Master menu) with the Dungeon Master at the top left
corner of the vault
- New tombstone screen displayed when the character dies permanently (similar
to the one from Angband 3.4) with info from the original cause of death
- New final screen displayed when a winner retires (similar to the one from
Angband 3.4)
- Rework the "Hall of Fame": display 25 entries instead of 20; if the current
player doesn't appear in the top 20, display the top 15, the two entries
before the player and the seven entries after the player
- Allow dropping money using 'k' (thousands) and 'm' (millions)

Bugs fixed
==========

Angband 3.4:

- Fix opening chests in stacks
- Partial fix to allow pick-up in darkness
- Refresh screen after opening chests
- Fix summon_specific so it fails properly
- Fixed askfor_aux to delete to the right when delete key is pressed
- Fix movement delay
- Fix autopickup keymap for the roguelike keyset
- Fix roguelike running/standing still
- Prevent {squelch} being shown for unknown items being purchased
- Make EF_STAFF_HOLY clear all temporary negative effects, and tidy up text
description

MAngband 1.2:

- User-sent "direction" can get out of ddx/ddy bounds
- Broken pipe signal causes dirty shutdown in curses client
- Fix password display bug

PWMAngband:

- Reorder the list of monster spell flags so that BR_WATE appears with all
other BR_XXX flags and therefore is considered as an innate spell
- Fix the order of messages displayed when hitting/killing a monster with
missiles
- Fix purple background with Nomad's tileset (Win32 client)
- Fix controlled monsters with the MSTATUS_FOLLOW flag not following their
master
- Fix memory leak and possible crash due to an uninitialized player index in
player birth routine
- Fix server crash when shutting down with many players connected
- Win32 client: fix alphablend/overdraw not working
- Fix big cursor not properly erased when the mapping for a tile doesn't exist
in a particular tileset (tile displayed as an ASCII symbol)
- Fix two typos: "The Bastard Sword of Éowyn" and "Aluminum"
- Aware flavored objects should use flavor attr/char as default
- Skip templates for special artifacts when choosing an object kind for random
mimics
- Fix base delay factor not working if greater than 127ms
- Fix integer overflow in monster power calculation giving negative values for
the two Nether Realm uniques
- Fix server crash when the last connected player disconnects and reconnects
immediately
- Add a server-side check to prevent non-Shapechangers from using the
"polymorph" command
- Fix compilation problems with the GCU client (makefile.gcu)
- Make permanent walls outside labyrinths FEAT_PERM_BASIC instead of
FEAT_PERM_SOLID to allow player ghosts to cross them (for rescues)
- Update double-height tiles properly (overdraw mode)
- Reintroduce hook_plog() for SDL and GCU clients to avoid printing to stderr
which doesn't seem to work
- Fix bogus terrain tile displayed under players/monsters/objects when the
mapping for the terrain tile doesn't exist in a particular tileset (tile
displayed as an ASCII symbol)
- Fix arrow keys not working when targeting
- GCU client: fix cursor always at 0,0
- GCU client: fix many keypresses not working
- Add missing mapping for Water Dragon Scale Mails
- Fix running not working with '.' when NUMLOCK is off
- GCU client: make shift-dir keys (keypad) working when NUMLOCK is off
- SDL client: fix dir keys (SDLK_0-9) not working
- Add a control handler function for SDL and GCU clients to perform some
cleanup when clicking on the "close" button of the Windows console
- Fix remembered map not being reset correctly on login/logout
- Win32 client: fix bug in Term_wipe_win() making the full map (Options/Map
from the menu) not properly displayed on large windows
- Fix controlled monsters hurting their master with spells
- Fix controlled monsters not attacking stronger monsters
- Fix controlled monsters disturbing their master when moving
- Don't let mimics reveal themselves when running towards them
- Don't let mimics reveal themselves when disturb_move or disturb_near is on
- Fix incorrect player sex displayed when describing a player via monster
recall
- Fix various crashes due to random values being evaluated inside macros such
as MIN() or MAX()
- Fix server crash when trying to generate a vault (Dungeon Master menu)
- Prevent generating vaults (Dungeon Master menu) outside of the dungeon to
preserve wilderness/town layouts
- Allow the generation of vault #0 (Dungeon Master menu)
- Fix a bug preventing some monster races from being summoned by the Dungeon
Master
- Properly use up an item/a charge from unaware squelchable consumable items
used from the ground before hiding them from the player's view
- Add a check when displaying the visible object list to ensure that objects
held by monsters are never displayed
- Fix server crash when dropping an identified wand or staff that has been
picked up using 'g' (active squelch settings)
- Fix typo when discovering an out of LOS mimic: "The (an) unknown item was
really a monster!"
- Fix mimics not being discovered when attacked by a controlled monster
- Fix server crash when hitting a monster with Grond
- Properly display in green the highscore entry for the current player
- Add a sanity check when generating monsters in the wilderness to avoid
triggering an assertion on the monster race

Coding changes
==============

Angband 3.4:

- David3x3x3's input fixes for various front-ends
- Move roguelike keys into game code, simplifying a load of things and allowing
the Enter key menu to look right
- Blubaron's efficiency improvements: ignore empty chests after they are opened
rather than in squelch_item_ok(); move trap detected border finding to
detect_trap()
- Refactor chests into a separate file, for better encapsulation

PWMAngband:

- Remove temporary hacks from savefiles
- Replace more player index parameters in function calls with pointers to
player structure
- Remove the hardcoded limit for special artifacts, add new flag SPECIAL_ART
and use it instead
- 32x32 tileset: add two new rows and put all PWMAngband extra tiles at the end
of the file
- Remove pointless call to process_monsters() for monsters having more energy
than players
- Split GF_ARROW spell type into each of the "missile" spells to allow effect
types for each of them
- Code optimization in Term_pict_win() to speed up displaying tiles in minimap
mode
- Remove pointless double redraws when displaying the full map (Win32 client),
the minimap (all) and the knowledge menu (all)
- Update ZLIB to 1.2.7 and LIBPNG to 1.5.12
- Update SDL packages: update SDL to 1.2.15; update FreeType to 2.4.10; update
SDL_ttf to 2.0.11; update SDL_image to 1.2.12; update SDL_mixer to 1.2.12;
update makefiles accordingly
- Add source code for MAD 0.15.1b (libmad library) to support MP3 files for the
SDL client and update SDL_mixer.mak accordingly
- Remove mikmod.dll from the PWMAngband package (MOD files are not supported)
- Remove libpng12.dll and zlib1.dll from the PWMAngband package (they are now
linked statically)
- New mp3 sound files in \lib\xtra\sound in place of the old wav files
- Compatibility with Necklace of the Eye v5.9

Documentation
=============

Angband 3.4:

- Update keymap docs
- Update version.txt with link to rephial
- Updates to in-game help files
- Small fixes to credits and to RST formatting

PWMAngband:

- Update WIN.txt to reflect changes in the ZLIB/LIBPNG libraries
- Update SDL.txt to reflect changes in the SDL packages
- Update PYTHON to 2.7.3, DOCUTILS to 0.9.1 and RST2PDF to 0.92
- Update manual.txt and manual.bat to reflect changes in the PYTHON packages

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
Contact:

Re: PWMAngband 1.1.9 is out!

Post by Billsey » Wed 19.09.2012, 05:36

Updated my server to the new version. Time for everyone to start anew! :-)
Mangband Project Team Member

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Wed 19.09.2012, 07:39

Billsey wrote:Updated my server to the new version. Time for everyone to start anew! :-)
I wish your server wasn't located on the other side of the planet, it lags horribly :(
On a good note, it will help players in the US getting a PWMAngband server to try my variant ;)

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
Contact:

Re: PWMAngband 1.1.9 is out!

Post by Billsey » Wed 19.09.2012, 14:50

Zaxx wrote:I wish your server wasn't located on the other side of the planet, it lags horribly :(
On a good note, it will help players in the US getting a PWMAngband server to try my variant ;)
On the other hand, my servers are the only ones who really have little to no lag. :-)
Mangband Project Team Member

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Thu 20.09.2012, 18:09

New PWMAngband 1.1.9 build 2 released!

A minor release to fix the problem with unidentified consumables acting on other objects like scroll of identify being reordered in the pack before being used up, plus some updates to the help files. Client-side, some commands have been remapped. Savefiles are compatible with build 1.

Files updated: client, server, source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers...

New features in PWMAngband 1.1.9 build 2
=====================================

User interface
==============

Angband 3.4.1:

- Assign 'O' to roguelike 'toggle squelch' (PWMAngband: move the 'Buy house'
command to CTRL-E for both keysets)
- Roguelike keyset change: '@' centers map (PWMAngband: move the 'Display
connected players' command to '|' for the roguelike keyset)

Gameplay changes
================

PWMAngband:

- Prevent the Dungeon Master from buying houses
- Prevent the Dungeon Master from opening house doors, display a message about
the owner instead (to avoid leaving house doors opened by accident while
running around)

Bugs fixed
==========

PWMAngband:

- Wrong item used up when reading an unidentified scroll of identify (or
applying any other unidentified effect on another object) due to pack
reordering occuring before the item is actually used up
- Fix shimmering symbols appearing white instead of purple on knowledge screens
- Fix shimmering objects displayed without a symbol when printing equippy chars
or displaying the visible item list

Documentation
=============

Angband 3.4.1:

- Add stack-size limit 40 into the readme file
- More updates to in-game help files

PWMAngband:

- Some missing options added in option.txt
Last edited by PowerWyrm on Fri 05.10.2012, 17:37, edited 1 time in total.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Fri 05.10.2012, 17:36

New PWMAngband 1.1.9 build 3 released!

A minor release to fix a severe bug with pits (dying in a pit would be final as the ghost wouldn't be teleported to safety) and to add new room types from V. Savefiles are compatible with build 2 (no need to reset), but you need the b3 client to play on b3 servers.

Files updated: client, server, source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers...


New features in PWMAngband 1.1.9 build 3
========================================

User interface
==============

PWMAngband:

- Add an explicit message when entering a pit (with its corresponding sound)

Gameplay changes
================

Angband 3.4.1:

- Add Nomad's new rooms

PWMAngband:

- Add a "pit floor" terrain type, similar to the "dirt" type and use that for
pit floors

Bugs fixed
==========

PWMAngband:

- Allow taking off missiles from a single quiver slot with one slot left in the
pack instead of displaying the "Your pack is full and would overflow!"
message
- Fix tag parsing in text_out_e() to allow any color when printing colored text
(splash screen)
- Don't prevent player ghosts from being teleported to safety if the player
died inside a pit or near a player with space-time anchor active
- Fix item generation (Dungeon Master menu) to allow generation of ego items
with multiple 'T' lines (in ego_item.txt) like Elven Gloves of the Istari

Coding changes
==============

Angband 3.4.1:

- Allow selection of object by tval

PWMAngband:

- Rearrange some #include of header files
- Simplify floor/safe floor/other floor management

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: PWMAngband 1.1.9 is out!

Post by Ace » Sat 06.10.2012, 04:14

Small issue - Still says build 2 on the page in the header.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Sat 06.10.2012, 19:51

Hmm where? It says build 3 for me when I launch the client.

EDIT: on the web page of course... changed ;)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Wed 24.10.2012, 20:24

New PWMAngband 1.1.9 build 4 released!

This minor release ports all changes from Angband 3.4.1, plus some extra content. Savefiles are compatible with build 3 (no need to reset), but you need the b4 client to play on b4 servers.

Files updated: client, server, source code.
Files are available for download at the usual location: http://powerwyrm.monsite-orange.fr.
Don't forget to update both clients and servers...

New features in PWMAngband 1.1.9 build 4
========================================

User interface
==============

PWMAngband:

- Port object tracking from Angband
- UT32 tileset updated

Gameplay changes
================

PWMAngband:

- Add a repeat count to the "digging" command (10 turns)

Bugs fixed
==========

Angband 3.4.1:

- Fix pickup when squelched and unsquelched items are present
- Pref-parsing bug
- Fix mis-grouping of known and fuzzy-detected items in item list
- Do not leak information in item recall window
- Fix some typos

PWMAngband:

- Fix repeat count (10 turns) not working with the "searching" command

Coding changes
==============

Angband 3.4.1:

- Rework scan_floor() to separate marked and visible objects
- Stopped do_cmd_inven() from believing it displayed empty slots

PWMAngband:

- Simplify energy management
- More player index parameters replaced by pointers to player structure in
function calls

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Sun 18.11.2012, 15:39

There are currently two servers running PWMAngband 1.1.9, and none of them have been upgraded to build 4. Since I only keep the latest version for download and I don't display the build number on the meta, it becomes impossible to play on these servers. Please upgrade to latest build.

Starting from 1.1.10, I'll try to keep some form of compatibility between builds, so someone with a newer build can connect to a server with an old build, as long as it is the same version.

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: PWMAngband 1.1.9 is out!

Post by Ace » Mon 19.11.2012, 23:48

I'll update it tomorrow evening. Still havnt finished building my box but will hopefully happen before end of dec ;)

Billsey
King Vampire
Posts: 272
Joined: Sun 12.02.2006, 14:36
Location: Oregon, USA
Contact:

Re: PWMAngband 1.1.9 is out!

Post by Billsey » Thu 29.11.2012, 03:13

I updated mine a week or two ago... The window says it was launched on the 15th, so should be the current build.
Mangband Project Team Member

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Thu 29.11.2012, 12:03

Billsey wrote:I updated mine a week or two ago... The window says it was launched on the 15th, so should be the current build.
I managed to connect to your server so yeah it's the latest build.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Mon 03.06.2013, 11:30

Until I update my web page, the links to the latest build 4 files are:

Server: http://sdrv.ms/11j6Phg
Client: http://sdrv.ms/11j6NGq

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: PWMAngband 1.1.9 is out!

Post by PowerWyrm » Wed 19.06.2013, 17:48

Zaxx wrote:Until I update my web page, the links to the latest build 4 files are:

Server: http://sdrv.ms/11j6Phg
Client: http://sdrv.ms/11j6NGq
Web page has been updated. These links don't work anymore, go to the page to download the latest binaries.

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