Angband 3.2 released!

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    #46
    Originally posted by pampl
    Also, new bug: creating an item in wiz mode doesn't redraw the screen, even if the item is created somewhere it should be immediately visible- i.e. it's not created at the player's feet because he's standing on the stairs.
    I've seen this bug before, and it's worth reporting, but I consider it a lower priority than the game play bugs that affect regular users
    linux->xterm->screen->pmacs

    Comment

    • juggle5
      Scout
      • Feb 2009
      • 30

      #47
      I'm enjoying 3.2, but I'm getting an annoying crash (running Mac OS X 10.6).

      I'm using the roguelike keyset, and have my magic books inscribed as @1, @2, etc. If I type 'm 2' to cast a spell from the second book, the game crashes, though typing 'm b' works fine, as does 'm 1' (to cast from the first book).

      I've attached my save file (compressed).

      Here's the information from gdb:
      Code:
      Program received signal EXC_BAD_ACCESS, Could not access memory.
      Reason: KERN_PROTECTION_FAILURE at address: 0x00000008
      0x0000ab87 in cmd_lookup ()
      (gdb) bt
      #0  0x0000ab87 in cmd_lookup ()
      #1  0x0005f83b in get_item ()
      #2  0x0009be86 in textui_obj_cast ()
      #3  0x0000b2d7 in textui_process_command ()
      #4  0x000aa4fe in textui_get_cmd ()
      #5  0x000b65bb in crb_get_cmd ()
      #6  0x00020406 in cmd_get ()
      #7  0x000209a0 in process_command ()
      #8  0x00016668 in dungeon ()
      #9  0x0001730a in play_game ()
      #10 0x000b595f in AngbandGame ()
      #11 0x9489ff2f in DispatchEventToHandlers ()
      #12 0x9489f1f6 in SendEventToEventTargetInternal ()
      #13 0x9489f055 in SendEventToEventTargetWithOptions ()
      #14 0x948d3bb0 in ToolboxEventDispatcherHandler ()
      #15 0x948a0380 in DispatchEventToHandlers ()
      #16 0x9489f1f6 in SendEventToEventTargetInternal ()
      #17 0x948c19bb in SendEventToEventTarget ()
      #18 0x94a4acc3 in ToolboxEventDispatcher ()
      #19 0x94a4adfb in RunApplicationEventLoop ()
      #20 0x000b7b0d in main ()
      Attached Files

      Comment

      • d_m
        Angband Devteam member
        • Aug 2008
        • 1517

        #48
        Originally posted by juggle5
        I'm enjoying 3.2, but I'm getting an annoying crash (running Mac OS X 10.6).
        Ouch!

        I will definitely take a look at this as soon as I can.

        Seems like we might need 3.2.1 sooner than we thought :P
        linux->xterm->screen->pmacs

        Comment

        • awldune
          Adept
          • Dec 2007
          • 113

          #49
          Originally posted by Magnate
          Glad it's sorted now - admittedly the "light violet" isn't the most striking colour. But you can intensify it by going to the "interact with colours" option in the options menu and changing the RGB values if you want.
          Please consider changing the default "light violet" color -- I thought "purple uniques" wasn't working because I was expecting to see the same violet color that most of the uniques were in 3.1.x.

          I am red/green color deficient and find the default light violet indistinguishable from grey. Something like FF30FF is much more distinct while still distinguishable from the other pink/purple colors.

          Thanks!

          I also have had some glitches with text being displayed offscreen on Windows. It seems to go away after saving/reopening, so maybe an issue with angband.ini?

          Otherwise I am excited about the feature changes and look forward to trying out 3.2 some more.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #50
            Originally posted by awldune
            Please consider changing the default "light violet" color -- I thought "purple uniques" wasn't working because I was expecting to see the same violet color that most of the uniques were in 3.1.x.
            Not using that colour was a deliberate choice.
            I am red/green color deficient and find the default light violet indistinguishable from grey. Something like FF30FF is much more distinct while still distinguishable from the other pink/purple colors.
            That's a very helpful suggestion - thank you. I'll try that out.
            I also have had some glitches with text being displayed offscreen on Windows. It seems to go away after saving/reopening, so maybe an issue with angband.ini?
            Sorry, not sure about this one.

            Just to clarify for all the people out there who might notice odd little visual quirks with 3.2 - there are two key issues to resolve before reporting any bugs for this type of issue:

            1. Does it happen when you switch off graphical tiles and just play with ascii? Even if you never play with ascii, please check this before reporting the bug as it will be helpful in tracing it.

            2. Does it happen only with any kind of "bigtile" mode (i.e. if tile_width or tile_height > 1), or does it happen with normal-sized tiles? Again, it will be very helpful if you can answer this for us.

            Thanks.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #51
              I noticed a possible change, but it wasn't in the log, and I'm not sure it was a change.

              Does anyone know if the rules on charge draining have been modified? I was carrying some staves with charges and got "touched" perhaps 4 times by a charge draining unique before I lost any charges.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #52
                Originally posted by PowerDiver
                I noticed a possible change, but it wasn't in the log, and I'm not sure it was a change.

                Does anyone know if the rules on charge draining have been modified? I was carrying some staves with charges and got "touched" perhaps 4 times by a charge draining unique before I lost any charges.
                Oooh, I think that's a bug. We have an open ticket to change draining, but it's not implemented yet and it would always drain at least one charge anyway.

                Was the monster at full health? The bug is perhaps that if the monster doesn't need healing, it doesn't drain. Still a bug though, IMO.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #53
                  Originally posted by Magnate
                  Was the monster at full health? The bug is perhaps that if the monster doesn't need healing, it doesn't drain. Still a bug though, IMO.
                  It might have been the first time, but I was meleeing with an uber-warrior, so it must have been damaged after my first round of attacks.

                  Perhaps I got very lucky? There doesn't have to be a bug.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #54
                    Originally posted by PowerDiver
                    It might have been the first time, but I was meleeing with an uber-warrior, so it must have been damaged after my first round of attacks.

                    Perhaps I got very lucky? There doesn't have to be a bug.
                    You're quite right, there doesn't - if it doesn't find a drainable item in ten tries, it gives up. I hadn't realised that - I thought it *always* drained something (if you had anything to drain).

                    Very lucky, in that case!
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #55
                      Originally posted by Magnate
                      Birth options have been re-worked in staging: they're now *only* accessible during character creation, so no more confusion between birth/adult options etc.
                      Any idea when staging will migrate? I tried
                      git clone git://github.com/angband/angband.git
                      and still see the old style birth options.

                      I should note that a char I just retired, not sure but I think it was running the official release of 3.2 on rephial, crashed on startup with the git clone above due to an assert

                      angband: load.c:121: rd_item: Assertion `o_ptr->k_idx' failed.

                      The game started up just fine when I commented out the assert.

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #56
                        Originally posted by PowerDiver
                        Any idea when staging will migrate? I tried
                        git clone git://github.com/angband/angband.git
                        and still see the old style birth options.

                        I should note that a char I just retired, not sure but I think it was running the official release of 3.2 on rephial, crashed on startup with the git clone above due to an assert

                        angband: load.c:121: rd_item: Assertion `o_ptr->k_idx' failed.

                        The game started up just fine when I commented out the assert.
                        I've seen that assertion failure too, but only on occasional savefiles. It might be to do with the removal of bronze DSM.

                        If you're cloning the official repo, simply do

                        git checkout origin/staging

                        and then

                        git checkout -b newbranch

                        and compile newbranch. That way you can play whatever's in staging.

                        But you are right that takk's birth option changes are not there. They must be in an unmerged branch of his. Sorry for the noise.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • pampl
                          RePosBand maintainer
                          • Sep 2008
                          • 225

                          #57
                          Could dragon armor be in a separate squelch category than body armor, or always count as ego or something? There are long periods of game time where I'd want to squelch magical armor but be happy with a nice set of DSM

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #58
                            You can work around that by setting an auto-inscribe of "!k" on all dragon armors using the knowledge menu. Then you can safely squelch body armors without squelching dragon armors.

                            Comment

                            • PowerDiver
                              Prophet
                              • Mar 2008
                              • 2820

                              #59
                              Originally posted by Magnate
                              I've seen that assertion failure too, but only on occasional savefiles. It might be to do with the removal of bronze DSM.
                              That could explain it. The retired char had bronze DSM at home.

                              Comment

                              • PowerDiver
                                Prophet
                                • Mar 2008
                                • 2820

                                #60
                                Originally posted by Magnate
                                But you are right that takk's birth option changes are not there. They must be in an unmerged branch of his. Sorry for the noise.
                                It turns out they are there, sort of. I tried to change the birth options, got a message can only change them at birth. You have to press '=' to see them during birth.

                                IMO you shouldn't be able to see the menu outside of birth, and during birth it should be a screen brought up automatically without any '=', but that's all UI. The rule to only allow changes to birth options at birth appears to be in force.

                                Comment

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