Angband 4.0 beta release

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  • Nick
    replied
    Update b12bbfe fixes:
    • Armour encumbrance messages being spammed every turn
    • Incorrect messages for the effects of ranged attacks on monsters
    • Wrong colours for immunities in the 'C' screen resistance panel
    • Crash when lighting an area in town
    • The whole town lighting up like a room after light area
    • Ego ignoring settings not being reset at birth


    in addition, I have worked out what was causing the ignore-drop-crash bug, or more recently just generating a message - it is because the inventory is sometimes checked twice, and two drop commands queued up, before the actual dropping happens. The fix is to remove the message

    Thanks Nomad and MattB for the savefiles - they were very illuminating...

    Also, at some point soon I will post a list of listed bugs which I can't reproduce, so we can try and work out if they are still (or indeed were ever) a problem.

    EDIT: Oops, builds not up yet. Shouldn't be long.

    Leave a comment:


  • AnonymousHero
    replied
    Originally posted by Nomad
    Should monsters created by a scroll of "Summon Monster" be able to attack as soon as they appear? I just insta-deathed myself by reading an unidentified scroll:
    This is traditional behavior. So... yes, I guess.

    Leave a comment:


  • MattB
    replied
    Originally posted by MattB
    Just used a staff of light in the town and got the following crash and error message:

    Code:
     Assertion failed!
    
    Program: ...
    File: cave-square.c
    Line: 318
    
    Expression: square_in_bounds(c,y,x)
    
    For information on how your program causes something something something...
    And it works, or...er...doesn't work, every time. Just load up the savefile and use the staff of light.
    Attached Files

    Leave a comment:


  • MattB
    replied
    Just used a staff of light in the town and got the following crash and error message:

    Code:
     Assertion failed!
    
    Program: ...
    File: cave-square.c
    Line: 318
    
    Expression: square_in_bounds(c,y,x)
    
    For information on how your program causes something something something...

    Leave a comment:


  • Nomad
    replied
    Gold DSM is displaying as the ASCII instead of the tile in my tile set. Looks like the entry for it got accidentally deleted from graf-nmd.prf when Bronze DSM was taken out; it should go between the entries for Law and Chaos DSM and read:

    Code:
    object:dragon armor:Gold Dragon Scale Mail:0x94:0x99
    ETA: while we're at it, I've just remembered the "invisible gnome mages" bug in my tile set, which I thought was fixed in an earlier version but apparently hasn't been. The entry for gnome mages in xtra-nmd.prf currently reads:

    Code:
    ?:[AND [EQU $CLASS Mage] [EQU $RACE Gnome] ]
    R:0:0x9B:0x9[color=cyan]C[/color]
    That should in fact read
    Code:
    ?:[AND [EQU $CLASS Mage] [EQU $RACE Gnome] ]
    R:0:0x9B:0x9[color=cyan]4[/color]
    Last edited by Nomad; April 5, 2015, 20:24.

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  • Nomad
    replied
    Originally posted by Nick
    Anyone seeing reports of the "Trying to drop something not held" bug?
    Just seen this for the first time. Saved immediately after, so here's the file in case that's use to you. I picked up a Halberd, moved into the next square which contained food rations, and then got the bug warning as the auto-squelch kicked in for the Halberd. The message recall yields this:

    Code:
    You feel the Halberd (t) in your pack is average...
    You have 9 Rations of Food (b).
    You have no more Halberds (3d5) (+0,+0) {ignore} (t).
    You drop a Halberd (3d5) (+0,+0) {ignore} (t)
    Bug - attempt to drop a Halberd (3d5) (+0,+0) {ignore} when not held!
    So it looks like the autopickup of the food rations occurred after the pseudo-ID but before the subsequent squelch, and that may have somehow borked something?

    ETA: Aha, it's replicable! If you load the attached save file, there's also a Studded Leather Armour on the floor, which will auto-squelch a turn or two after you pick it up. Drop a couple of food rations (or other stacking items) in the squares around it, pick up the armour, and then move around collecting up the food - provided you move on top of something that will autopickup in the same turn that pseudo-ID kicks in, the bug warning will occur.
    Attached Files
    Last edited by Nomad; April 5, 2015, 20:03.

    Leave a comment:


  • MattB
    replied
    Originally posted by Nick
    [*]Bad tile drawing on return from 'C' screen, knowledge menu, etc
    Much better, thank you so much.
    However...

    Now when I exit out of the map screen, but not the character screen, I get a load of extraneous granite squares dotted around the place. If I go in and out of the character screen they disappear again. FWIW pressing <i><Escape> does not make the extra squares disappear (in the way that it used to make the bogus 'unknown' squares disappear with the previous bug).

    Hope that helps.

    Leave a comment:


  • MattB
    replied
    Just wandering around dlvl8, dangerously hungry, and saw a stack of three mushrooms. I thought, 'Well, I've got to eat them.' The first one did nothing (except presumably quench my hunger a bit), but the second one gave me: <You are no longer hungry. You see one more Mushroom of Vigor.>
    Presumably the removal of the 'hungry' status triggered my Use-ID of the MoVigor? I don't think this should have happened.

    I still ate the last one though. And felt a little decadent.

    Leave a comment:


  • Nomad
    replied
    Afraid I just got another one of these crashes in db2ee6d:

    Code:
    Assertion failed!
    
    Program: ...
    File: obj-pile.c
    Line: 133
    
    Expression: pile_contains(*pile, obj)
    Can't tell you anything about the circumstances other than that I'd just stepped into a square containing a down staircase.

    Leave a comment:


  • Nomad
    replied
    ID by use is not working for weapons of Extra Attacks - my current weapon is still coming up "You do not know the full extent of this item's powers" despite knowing all the plusses and the attack speed bonus - and setting the squelch level to "excellent but not splendid" squelched it. (The Holy Avenger weapon I'm carrying around, also not fully identified, didn't get squelched on that setting, so it seems to be a problem specific to Extra Attacks.)

    Leave a comment:


  • Nick
    replied
    All new bugs added, now at 53. I claim this is progress.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Angband 4.0 dev db2ee6d - Crash after zapping a Rod of Disarming at a small metal chest. Doesn't replicate easily, so didn't attach a savefile.

    Leave a comment:


  • Nomad
    replied
    Should monsters created by a scroll of "Summon Monster" be able to attack as soon as they appear? I just insta-deathed myself by reading an unidentified scroll:

    Code:
    > You see a Scroll titled "co verio pior".
    > Wormtongue, Agent of Saruman creates a cloud of poison.
    > You die.
    > You are poisoned!
    (The fact the "You see no more Scrolls of Summon Monster" message is currently MIA only made the whole incident even more rapid and bewildering.)

    There was also some weirdness at the end of the player history in the character dump I made afterwards, which I'm going to have to attach as a screencap because the forum doesn't want to let me copy/paste the special characters. (Note that I died at 300' in turn 3553, so I'm not sure what my ghost was doing down at 1600' considerably later...)
    Attached Files

    Leave a comment:


  • Ingwe Ingweron
    replied
    Possibly related to the inscription bug, but a facet that I don't recall being reported:

    @ wielded a =Accuracy and then used it successfully in battle. Now, @ should know all the properties of the ring, but it still has a {worn} identifier appended to its description.

    Leave a comment:


  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Update db2ee6d fixes ...
    There have also been some fixes which I am hoping will completely stop crashes to do with "bad objects". In fact, I am hoping there are now no outstanding crash bugs, so let me know if I'm wrong...
    Unfortunately, just had another "battle crash". Just hitting the arrow key repeatedly fighting some lowly kobolds and *Crash*. @ didn't pick anything up or drop anything that I know of. I'm sorry that I can't give more detail. It doesn't duplicate reliably, so I haven't bothered to include a savefile.

    Leave a comment:

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