Bugfix release for 3.2?

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  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    Bugfix release for 3.2?

    Any idea when there will be bugfix release for 3.2?

    Especially that annoying GV "8"-grid bug that causes them to be colossal waste of time should be fixed.

    Other fixes I can think of are:

    Item descriptions that don't fit into screen saying "up/down escape for exit" doesn't actually allow up or down, only space which does take you to down.

    Screen flicker with flicker on whenever there is flickering monster in overhead screen.

    Game being slow when you use overhead view.

    There might be others, but at least that GV bug should be fixed.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by Timo Pietilä
    Any idea when there will be bugfix release for 3.2?

    Especially that annoying GV "8"-grid bug that causes them to be colossal waste of time should be fixed.

    Other fixes I can think of are:

    Item descriptions that don't fit into screen saying "up/down escape for exit" doesn't actually allow up or down, only space which does take you to down.

    Screen flicker with flicker on whenever there is flickering monster in overhead screen.

    Game being slow when you use overhead view.

    There might be others, but at least that GV bug should be fixed.
    I think takk does intend there to be a 3.2.1 bugfix release - the only problem is that most of those bugs aren't fixed yet! In fact I'm not sure if any of them are ...
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by Magnate
      I think takk does intend there to be a 3.2.1 bugfix release - the only problem is that most of those bugs aren't fixed yet! In fact I'm not sure if any of them are ...
      Is there an actual 3.2 nightly edition, or is nobody working on fixing bugs in 3.2 and everybody busy tweaking with 3.3?

      Comment

      • takkaria
        Veteran
        • Apr 2007
        • 1951

        #4
        Originally posted by Timo Pietilä
        Is there an actual 3.2 nightly edition, or is nobody working on fixing bugs in 3.2 and everybody busy tweaking with 3.3?
        We only have one main branch, which is that for the next release. At some point I'll go through bugfixes and apply them to 3.2 where possible and we'll have a 3.2.1. No promise as to when, though, but hopefully soon.
        takkaria whispers something about options. -more-

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #5
          Originally posted by takkaria
          We only have one main branch, which is that for the next release. At some point I'll go through bugfixes and apply them to 3.2 where possible and we'll have a 3.2.1. No promise as to when, though, but hopefully soon.
          I'm not very concerned about other bugs (haven't seen many), but that "8" tile bug in greater vaults should be fixed ASAP. Last CGV was so huge disappointment that in next vault which contained Kavlax I didn't care if my char survives or not, I took a chance with mentality of "who cares what happens". He died, of course.

          I mean killing monster several dlvls OoD which you wouldn't usually even try to tackle with inside no less than legendary CGV, and get "quarterstaff (1d9) (+2,+4)".

          Comment

          • bulian
            Adept
            • Sep 2010
            • 163

            #6
            Sorry, this probably shows my ignorance of how the game functions, but couldn't you just change the specific squares in the vault.txt file yourself?

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              The problem is that the definition of what the square is has been changed in the code, not that the vault templates in vault.txt have changed. Fixing this requires a (trivial) code change and recompilation.

              Comment

              • d_m
                Angband Devteam member
                • Aug 2008
                • 1517

                #8
                I just spoke with Takkaria about this. The plan is to wait a little longer for bugfixes to trickle in (and play testing to happen) and then port them to a 3.2.1 release.

                I think the reason this hasn't been done already is that it would be annoying to release 3.2.1 and then have to turn around and do 3.2.2 also, so it's worth waiting a week or two on.

                The nightlies have this fixed, and Derakon is right that it's a trivial change--I can provide a patch to anyone who wants it.
                linux->xterm->screen->pmacs

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by d_m
                  I just spoke with Takkaria about this. The plan is to wait a little longer for bugfixes to trickle in (and play testing to happen) and then port them to a 3.2.1 release.

                  I think the reason this hasn't been done already is that it would be annoying to release 3.2.1 and then have to turn around and do 3.2.2 also, so it's worth waiting a week or two on.

                  The nightlies have this fixed, and Derakon is right that it's a trivial change--I can provide a patch to anyone who wants it.
                  Patch that applies against .exe? Otherwise it wouldn't do much good for majority of players. If they know how to compile then it only requires knowledge about where that one "false" is that needs to be changed to "true" and they can do it themselves.

                  Comment

                  • camlost
                    Sangband 1.x Maintainer
                    • Apr 2007
                    • 523

                    #10
                    There are a lot of numbers between 3.2 and 3.3.

                    Just sayin'
                    a chunk of Bronze {These look tastier than they are. !E}
                    3 blank Parchments (Vellum) {No french novels please.}

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #11
                      Originally posted by Timo Pietilä
                      I'm not very concerned about other bugs (haven't seen many), but that "8" tile bug in greater vaults should be fixed ASAP. Last CGV was so huge disappointment that in next vault which contained Kavlax I didn't care if my char survives or not, I took a chance with mentality of "who cares what happens". He died, of course.

                      I mean killing monster several dlvls OoD which you wouldn't usually even try to tackle with inside no less than legendary CGV, and get "quarterstaff (1d9) (+2,+4)".
                      IIRC this has been changed a while ago when refactoring the dungeon code. Changeset r306 in SVN introduced new dungeon generator code, and changeset r612 reverted it. Unfortunately, a change inside build_vault() was missed by the revert operation, and the "8" tile now uses apply_magic with FALSE for its "great" parameter, generating a lot of "good" items instead of excellents. I even applied the change for my variant, thinking it was actually a feature... Tell me that it's a bug, so I can put excellent items back in GVs
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #12
                        Originally posted by d_m
                        The nightlies have this fixed, and Derakon is right that it's a trivial change--I can provide a patch to anyone who wants it.
                        Just to make sure, is this all that you need to do:

                        (generate.c)

                        Code:
                        				/* Nasty monster and treasure */
                        				case '8':
                        				{
                        					place_monster(y, x, p_ptr->depth + 40, TRUE, TRUE);
                        <-					place_object(y, x, p_ptr->depth + 20, TRUE, FALSE);
                        ->					place_object(y, x, p_ptr->depth + 20, TRUE, TRUE);
                        					break;
                        				}

                        Comment

                        • d_m
                          Angband Devteam member
                          • Aug 2008
                          • 1517

                          #13
                          Originally posted by Timo Pietilä
                          Just to make sure, is this all that you need to do:

                          (generate.c)

                          Code:
                          				/* Nasty monster and treasure */
                          				case '8':
                          				{
                          					place_monster(y, x, p_ptr->depth + 40, TRUE, TRUE);
                          <-					place_object(y, x, p_ptr->depth + 20, TRUE, FALSE);
                          ->					place_object(y, x, p_ptr->depth + 20, TRUE, TRUE);
                          					break;
                          				}
                          Yes, that's correct.
                          linux->xterm->screen->pmacs

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #14
                            Originally posted by PowerWyrm
                            IIRC this has been changed a while ago when refactoring the dungeon code. Changeset r306 in SVN introduced new dungeon generator code, and changeset r612 reverted it. Unfortunately, a change inside build_vault() was missed by the revert operation, and the "8" tile now uses apply_magic with FALSE for its "great" parameter, generating a lot of "good" items instead of excellents. I even applied the change for my variant, thinking it was actually a feature... Tell me that it's a bug, so I can put excellent items back in GVs
                            Thanks for the detective work - I had no idea it was that long ago. That means that all of the 3.0.9 and 3.1.x releases have this bug!
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #15
                              Originally posted by Timo Pietilä
                              I mean killing monster several dlvls OoD which you wouldn't usually even try to tackle with inside no less than legendary CGV, and get "quarterstaff (1d9) (+2,+4)".
                              Apparently RNG is feeling sorry for that.

                              First Smeagol drops Broadsword of flame (3d5) (+8,+9), then at the 400' I find Thalkettoth which made early levels easy, then close to stat-gain I get Dal-i-Thalion from Ufthack which put me at speed +8. Can't dive fast enough.

                              Then at the stat-gain bought a stack of deep descent from BM and dived like crazy with them.

                              "looks like any other level" -hmmm what's that, there are a lot of monsters there. Looks like a vault (it is, LV with bunch of pushovers).

                              Identifying jeweled crown: telepathy! Finally I can use something else than (blessed) as main weapon.
                              Identifying chain mail: Rohirrim. Great! now to find some decent weapon
                              Identifying long sword: Ringil. My second artifact weapon is fracking Ringil! First was *thanc of some sort, which didn't beat that broadsword Smeagol gave me.

                              I have found it before quite a few times, but never at the situation where I was still using low-level ego-weapons as main weapon.

                              [EDIT] I mean I haven't even seen Westernesse or HA yet, and only one +1 extra blows which was weaker than that flame broadsword.
                              Last edited by Timo Pietilä; January 28, 2011, 14:29.

                              Comment

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