4.0.1 Bugs
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I'm having lots of fun for almost 30 years (Damn, you made me admit it!), so whoever did anything to the code and the variants I played has my full appreciation and a warm space in my heart.Comment
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IIRC, the command for quiver is still '.' unless it was changed recently.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
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So: yesterday I started a new character specifically for testing this issue. I walked over to the weaponsmith, bought a bolt, tested several ways to sell it ('|' straight from the shop window, or 's' '|', or 's' and then arrow keys) to access the quiver via '|' to sell it. That worked as expected.
Just now after reading that post of yours, I loaded the same game, made my way to the general store, and tried to sell the same bolt (which I ended up keeping) again via '|'. That worked as well.
This is where things took a turn for the weird.
I went here to post about my findings, but before submitting my reply I decided to test flipping through my possessions with the left/right arrow keys in the general store as well, and somehow I now can't sell ammunition to the general store any more either. What the... have I been dreaming the part before?Comment
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It was changed to '|' in the equip/inventory/quiver menu cycle (along with being able to use arrow keys to move through the menu cycle) and was also changed on the keyboard access from '.' to '|' in order to be consistent.“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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All bugs reported in this thread are now fixed in the latest dev version, except:- Sound issues - if people who use sounds could report either working as expected, or if not how not, that would be helpful
- Crash bugs still not identified. There was definitely one crash on hitting a trap, which is possibly summoning related, but I'm really clueless. Any info on crashes gratefully received.
I am hoping to get 4.0.2 out fairly soon.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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The game crashes repeatedly a few times every game without any warning. The good thing about this is when you restart the game, the same level is generated, also with the same pre-generated monster drops, appearantly.
This last time, it was definitely summoning trap related. A summoning trap was three steps away from the down stairs, and it crashed the first two times I stepped on it, before it behaved as normal again.
The last couple of games, I have on purpose tried to recreate this bug by trying to remember where I was and step on the exact same spot, only to have it crash again. I haven´t been able to confirm that this was what happened the other times, but it is likely that every other time this has happened, I was doing nothing but moving to a new tile (as opposed to being in combat etc.)Comment
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Those crash bugs sound like a single type of new monster generation (via summoning trap, random generation over time) is causing it. The brute force method to track that would be to log every monster created after level generation and sort to see which doesn't appear.Comment
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The last couple of games, I have on purpose tried to recreate this bug by trying to remember where I was and step on the exact same spot, only to have it crash again. I haven´t been able to confirm that this was what happened the other times, but it is likely that every other time this has happened, I was doing nothing but moving to a new tile (as opposed to being in combat etc.)One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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All bugs reported in this thread are now fixed in the latest dev version, except:- Sound issues - if people who use sounds could report either working as expected, or if not how not, that would be helpful
- Crash bugs still not identified. There was definitely one crash on hitting a trap, which is possibly summoning related, but I'm really clueless. Any info on crashes gratefully received.
I am hoping to get 4.0.2 out fairly soon.
I am running OS X Yosemite, and I get random crashes, too. They are definitely repeatable. I've loaded the same save file, done the exact same actions, and the crash repeats. Yes, at least some of them have seem trap related. Otoh, I have also reloaded the save done a separate sequence of actions, and no crash for the exact same area/tile in the map. At least one of the crashes happened after a sub-window movement or resize.
Tileset Bug: When using classic tile set, after detecting treasure/objects, the * symbols will leave little trails across the map when moving (I use center on player).
Quiver Bug: When using roguelike keys (my pref - macbook has no corner arrows - and I've always played this way), inscribing ammo with @v1 does not move it to slot 1 as you suggested earlier in the thread. It remains in it's current slot, and when I type "v1" the arrow that occupies slot 1 is fired, not the one inscribed @v1. However, if I inscribe it @v9, and it's in slot 2, then either "v2" or "v9" work.
Alter Bug: Alter doesn't seem to be working except for tunneling. I've tried both [Ctrl]-[direction] and +[direction]. All it seems to do is "spin me around." I have to open chests and close doors using 'o' and 'c'.
Quiver Thoughts: Firstly, love Nomad's re-ordering suggestion. Especially with implementation of [tab] firing to use up the cheapest stacks first. Overall, I like the new quiver, but I have a few suggestions. (1) The "|" key is really out of place. "e" and "i" are easily accessible, but "|" is just inconvenient. It's used so often, that a keypress without moving the hands and or a modifier would be much preferred. Keeping arrow stacks @ 40 is important. I'd really like to see an interface that helps this. For instance, if I have 60 arrows, and two stacks of 30 arrows each. When I drop stack 2, maybe it could prompt me for how many and possibly have * for all, or & for the # to drop back to 40 arrows, in this case & would drop 20 arrows, giving me a stack of 30 and a stack of 10. Likewise, an option when I get arrows to prompt for just enough to complete my current 1 quiver inventory would be appreciated, too. Especially, when I want just 10 arrows out of a stack of 30 on the ground with my inventory full, I can't just pick up 10. Pressing "g" gives me the "No room in inventory." message. So I have to drop another stack >20 (or multiple stacks), pick up these arrows, then drop 20 separately, then go back and pick up the first stack.
Thoughts on "Use Old Target": I used to play with this, and I started off playing with this, but there have been multiple instances this game where it hasn't targetted like I expected, so I turned it off, and now I'm using new targetting each time, and it's slightly annoying too but at least I don't target incorrectly. I'll turn use old target back on and see if I can figure out when the unexpected targetting is happening.
Feature Request: "R&" works to rest for word of recall, but it doesn't rest until an activation cooldown alert. Sometimes I need to rest until a cooldown is up, and would appreciate an easy way to do this rather than examining item, figureing out it's expected cooldown, and doing increments until I get there (since some time has passed already).
Max OS X Feature Request: Command-1, Command-2, ... Command-7 get mapped to the terminal sub-windows.
[Update: Additional Feature Request: If you fill your current lantern with a lantern on the ground, then auto-squelch or just plain destroy the empty lantern. Is there any significant use for a Lantern that's just been used to refill your current lantern? If it was better you would have equipped it and discarded your current one.]
[Update 2: Another additional Feature Request: Being able to save whole sets of equipment, so I can press one keymap and switch out multiple peaces of gear. That would be uber convenient.]Last edited by Nivra; August 27, 2015, 10:43.Comment
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Quiver Bug: When using roguelike keys (my pref - macbook has no corner arrows - and I've always played this way), inscribing ammo with @v1 does not move it to slot 1 as you suggested earlier in the thread. It remains in it's current slot, and when I type "v1" the arrow that occupies slot 1 is fired, not the one inscribed @v1. However, if I inscribe it @v9, and it's in slot 2, then either "v2" or "v9" work.--
Dive fast, die young, leave a high-CHA corpse.Comment
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Thoughts on "Use Old Target": I used to play with this, and I started off playing with this, but there have been multiple instances this game where it hasn't targetted like I expected, so I turned it off, and now I'm using new targetting each time, and it's slightly annoying too but at least I don't target incorrectly. I'll turn use old target back on and see if I can figure out when the unexpected targetting is happening.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
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When you use '?' to view the commands descriptions, the command line for the quiver doesn't show the '|' symbol, it just shows ' '.“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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While attempting to target in town, on press of '*':
Program received signal SIGSEGV, Segmentation fault.
0x00000000004081a1 in square_monster (c=0x9d00c8, y=22, x=33)
at cave-square.c:694
694 if (c->squares[y][x].mon > 0) {
(gdb) bt
#0 0x00000000004081a1 in square_monster (c=0x9d00c8, y=22, x=33)
at cave-square.c:694
#1 0x00000000004c93d8 in draw_path (path_n=11, path_g=0x7fffffffd210,
c=0xa22258 L"\037\037t \037#", a=0x9caa58, y1=11, x1=33)
at ui-target.c:811
#2 0x00000000004c9925 in target_set_interactive (mode=1, x=33, y=14)
at ui-target.c:1004
#3 0x00000000004c9290 in textui_target () at ui-target.c:741
#4 0x00000000004a563e in textui_process_command () at ui-game.c:314
#5 0x00000000004a568a in textui_get_cmd (context=CMD_GAME) at ui-game.c:326
#6 0x00000000004a593e in play_game (new_game=false) at ui-game.c:429
#7 0x00000000004dcc66 in main (argc=1, argv=0x7fffffffdc78) at main.c:552
(gdb) print c->squares[y][x]
Cannot access memory at address 0x549Comment
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