I wasn't able to reproduce this but I think I saw what the bug was and wrote some code to handle it.
It's checked into master now, so if you want to pull it down and try rebuilding again it might work. If not, please include the new backtrace. Thanks!
3.2 release candidate is upon us!
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Hmmm, ok.
I'm able run it fine both --with-no-install (as ./src/angband -mgtk) and with --prefix ~/angband/sandbox (as ~/angband/sandbox/games/angband -mgtk). Can you try running it with gdb (gdb --args angband -mgtk, then type "run") and post whatever backtrace you get?
EDIT: Also what distro are you running? Can you attach config.log?
Code:Starting program: /home/robertr/Desktop/angband-angband-d1a64ee/angband -mgtk [Thread debugging using libthread_db enabled] (angband:422): Gtk-CRITICAL **: gtk_toolbar_set_icon_size: assertion `icon_size != GTK_ICON_SIZE_INVALID' failed (angband:422): Gtk-CRITICAL **: gtk_toolbar_set_icon_size: assertion `icon_size != GTK_ICON_SIZE_INVALID' failed [New Thread 0x7fffdb7a3710 (LWP 425)] Program received signal SIGSEGV, Segmentation fault. 0x0000000000440044 in init_angband () at init2.c:3612 3612 if (command_req->command == CMD_QUIT)
Attached FilesLast edited by tuppe666; December 18, 2010, 19:23.Leave a comment:
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Heh, didn't someone years ago try to implement a free-market economic model in Angband or a variant? I always thought that was cool, and wondered why no one did it again... Or maybe I'm just nuts and I like economic games... Recettear anyone?Leave a comment:
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Does the town look like a free market to you? Not much competition, is there?Leave a comment:
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Regarding armor prices, I like that you can't afford to buy them right off, but the fact that a plain plate armor fetches huge amounts of cash from the armory is bad. Common items should not make for lucrative sales.
In other words, my advised solution here is to make the buy/sell prices for shopkeepers way more asymmetrical. I've said this before, and it's still true; shopkeepers shouldn't be willing to give you more than at most (i.e. with maxed CHA) 50% of the sale value of the item when they buy it from you. Heck, look at the bookstores around colleges in reality: buy for $15, sell for $90.Leave a comment:
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Sorry if someone's already reported this, but in the Windows build I just downloaded (f348296727), if I go into the options menu during character birth and hit "?" to get help on an option, then hit escape, I get fragments of the help screen all over the options screen...
Thanks for all the reports - keep them coming ...Leave a comment:
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Hmmm, ok.
I'm able run it fine both --with-no-install (as ./src/angband -mgtk) and with --prefix ~/angband/sandbox (as ~/angband/sandbox/games/angband -mgtk). Can you try running it with gdb (gdb --args angband -mgtk, then type "run") and post whatever backtrace you get?
EDIT: Also what distro are you running? Can you attach config.log?Leave a comment:
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Sorry if someone's already reported this, but in the Windows build I just downloaded (f348296727), if I go into the options menu during character birth and hit "?" to get help on an option, then hit escape, I get fragments of the help screen all over the options screen...Leave a comment:
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Sure. I'm mostly thinking about buying. If you sell stuff to buy stuff, it makes no difference if everything changes proportionally. A dagger used to have a price of 10 according to lib/edit/object.txt. You could aim for that. Even 20 would be OK I guess, but it's much higher than that.
The thing to compare is what you can buy with gold drops. The question of the relative price of consumables vs weapons doesn't matter so much to me, but making boring weapons cheaper relative to rods or potions makes sense to me.
If after the price drop you decide that great stuff is too cheap, perhaps you should change to pricing according to the cube of value rather than the square. That would also fix negative values having positive prices.
Personally, I think price should be about production rather than value, so there's no reason my views should be consistent with what you're doing. I'm just looking at changes in gameplay since 3.0 that seem to me to be in the wrong direction.
Cubic prices are something I have thought about, and might try in 3.3. It might finally solve the pricing of +speed!Leave a comment:
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The thing to compare is what you can buy with gold drops. The question of the relative price of consumables vs weapons doesn't matter so much to me, but making boring weapons cheaper relative to rods or potions makes sense to me.
If after the price drop you decide that great stuff is too cheap, perhaps you should change to pricing according to the cube of value rather than the square. That would also fix negative values having positive prices.
Personally, I think price should be about production rather than value, so there's no reason my views should be consistent with what you're doing. I'm just looking at changes in gameplay since 3.0 that seem to me to be in the wrong direction.Leave a comment:
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I have compiled with "./configure --enable-gtk --with-no-install" ./angband -mtk crashes on startup x11 and gcu seem to work great. I just wondered if it was me.Leave a comment:
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That's actually a bug that is supposed to have been fixed. I did see this too in much earlier 3.1 nightly version but not in any of the latest.
If it is the same bug it doesn't allow you to lockpick or disarm or do pretty much anything requiring autorepeat count. There is a bug in trac for this. Don't right away remember the number.Leave a comment:
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