3.5 dev bug: refresh bug at edge of labyrinth maps

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  • Nomad
    Knight
    • Sep 2010
    • 958

    3.5 dev bug: refresh bug at edge of labyrinth maps

    I've seen this occur twice when reaching the bottom edge of the screen on labyrinth levels; when the screen scrolls past the bottom of the level map, instead of the empty space beyond being filled in with black space, the existing layout remains on-screen so you see it duplicated. (See attached screenshot.) Doing a forced a refresh with ^R clears it successfully. This is on Windows.
    Attached Files
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9647

    #2
    This one's already listed as one of the most annoying bugs.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

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    • Nomad
      Knight
      • Sep 2010
      • 958

      #3
      Originally posted by Nick
      This one's already listed as one of the most annoying bugs.
      Ah, missed that thread. I took a look at the bug list at trac but couldn't see a ticket for it.

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      • takkaria
        Veteran
        • Apr 2007
        • 1951

        #4
        Originally posted by Nomad
        Ah, missed that thread. I took a look at the bug list at trac but couldn't see a ticket for it.
        Fixed now.
        takkaria whispers something about options. -more-

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        • PowerWyrm
          Prophet
          • Apr 2008
          • 2987

          #5
          Originally posted by takkaria
          Fixed now.
          What was the actual problem in the code? I've ported the changes in my variant and never got that problem in the first place (though sometimes I silently fix stuff when porting the V code).
          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

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #6
            Originally posted by PowerWyrm
            What was the actual problem in the code? I've ported the changes in my variant and never got that problem in the first place (though sometimes I silently fix stuff when porting the V code).
            I actually don't know exactly what caused it. It was clear, though, that most uses of the DUNGEON_HGT/WID constants needed to be replaced with cave->height/width, so that's what I did, and now the bug has gone. So I'm happy, at least.
            takkaria whispers something about options. -more-

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