Possible bug in latest version

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  • TJS
    Swordsman
    • May 2008
    • 473

    #16
    Originally posted by Magnate
    What ego becomes known on wielding? They become {splendid} if they have any obvious mods, but not fully known until you sense or ID-by-use all the flags. If something is IDing on wield, something is wrong.

    I'll take a look at the save.
    They all seem to become known as soon as you wield in my version, although I've not updated in a couple of days.

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #17
      Originally posted by TJS
      They all seem to become known as soon as you wield in my version, although I've not updated in a couple of days.
      Ok. Please make clean, update to HEAD and make the executable again. Something is very wrong, and it would save time if we know we can reproduce this in a clean build of HEAD. Thanks.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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      • TJS
        Swordsman
        • May 2008
        • 473

        #18
        Originally posted by Magnate
        Ok. Please make clean, update to HEAD and make the executable again. Something is very wrong, and it would save time if we know we can reproduce this in a clean build of HEAD. Thanks.
        Ugh I updated SVN and built the game and it crashed to desktop after about a minutes play when I tried to enter my home. Annoying because I'd just found an unidentified artifact bow.

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        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #19
          Originally posted by TJS
          Ugh I updated SVN and built the game and it crashed to desktop after about a minutes play when I tried to enter my home. Annoying because I'd just found an unidentified artifact bow.
          Oh Lordy, out of the frying pan .... so, what platform are you on? What was in your home? Etc. I'd like to help, but it's almost impossible to fix bugs until you can reproduce them, and I can't reproduce either of yours. I use Linux, and I test with -mgcu, -mx11, -mgtk or -msdl, and none of them crash for me. Can you repeat the crash-on-entering-home thing with new savefiles?
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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          • TJS
            Swordsman
            • May 2008
            • 473

            #20
            Originally posted by Magnate
            Oh Lordy, out of the frying pan .... so, what platform are you on? What was in your home? Etc. I'd like to help, but it's almost impossible to fix bugs until you can reproduce them, and I can't reproduce either of yours. I use Linux, and I test with -mgcu, -mx11, -mgtk or -msdl, and none of them crash for me. Can you repeat the crash-on-entering-home thing with new savefiles?
            Hello, sorry for the delay in replying. I can't remember exactly what was in the home, but it was stuff that has been in there for a while so I don't think it is the items. I've got the save file here.

            Also in a new game I've got another crash bug when I try and pick up the gauntlets I'm standing on. Also in this game none of the artifacts seem to be named and there is just a gap there (I've got two artifacts in the home if you want to recall and have a look at them). I've included this save as well.

            I'm running on Windows XP and I've downloaded the latest version of the repository. I'm using Visual C++ Express to compile using the VC++ command line. Do I need to delete any old files before compiling or anything like that?
            Attached Files

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            • Marble Dice
              Swordsman
              • Jun 2008
              • 412

              #21
              I downloaded and tested both savefiles on Windows XP with r1822, compiled using MinGW and MSYS.

              home_crash : No crash when entering the home. Ego items appear to id-by-use as normal.

              guantlet_crash_and_naming : Your inventory is full, but after dropping something and picking up the gauntlets, the game does not crash. Equipping them (spoiler warning) reveals them to be an artifact, Paurhach in this case. Recalling and viewing the home, or your equipment, does not crash the game, nor do the artifacts appear to have messed up names.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #22
                Originally posted by Marble Dice
                I downloaded and tested both savefiles on Windows XP with r1822, compiled using MinGW and MSYS.

                home_crash : No crash when entering the home. Ego items appear to id-by-use as normal.

                guantlet_crash_and_naming : Your inventory is full, but after dropping something and picking up the gauntlets, the game does not crash. Equipping them (spoiler warning) reveals them to be an artifact, Paurhach in this case. Recalling and viewing the home, or your equipment, does not crash the game, nor do the artifacts appear to have messed up names.
                TJS: I think this means that you are not cleaning your build environment properly in between compiles. Try "make distclean" before you build a new version.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • TJS
                  Swordsman
                  • May 2008
                  • 473

                  #23
                  Originally posted by Magnate
                  TJS: I think this means that you are not cleaning your build environment properly in between compiles. Try "make distclean" before you build a new version.
                  Ah that would probably be why I am having problems, sorry I didn't realise I had to do that.

                  How do I "make distclean" ? Type it in the command line from the src directory?

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #24
                    Originally posted by TJS
                    Ah that would probably be why I am having problems, sorry I didn't realise I had to do that.

                    How do I "make distclean" ? Type it in the command line from the src directory?
                    Sorry, I forgot that you're in Windows, IIRC. I'm afraid I know less than nothing about compiling in Windows, so any advice I gave would probably do more harm than good. "make" is the unix command that actually compiles the game, and "make distclean" is an invocation that completely clears out any previous build before you start afresh. I don't know if the equivalent commands exist on Windows.

                    Depending on your compiler setup, one alternative is to unzip the source into a brand new directory each time you upgrade to a new version. Then point your compiler at the new source, which will be uncontaminated by previous builds. The disadvantages are (i) you'll have lots of former installations cluttering up the place and (ii) you'll have to manually move across your savefile, ini file, prefs etc. But it will ensure that your builds are bug-free (or rather, have no more bugs than anyone else's).
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • Marble Dice
                      Swordsman
                      • Jun 2008
                      • 412

                      #25
                      The only targets present in Makefile.win are the default and "clean". What does your typical compile command look like? You could try just sticking "clean" on the end of it, or if that doesn't work try this from the src directory:

                      make -f Makefile.win clean

                      Running make clean should kill all your .o files, and after that a fresh build should sort out weird inconsistency problems.

                      Comment

                      • TJS
                        Swordsman
                        • May 2008
                        • 473

                        #26
                        Hey thanks for the information. I did a clean build and the game seems to run fine for me now, so sorry for the false alarm.

                        I especially like the % success rate for magic devices in the latest version by the way.

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