4.0.2 Bugs

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  • PowerWyrm
    replied
    Here's a nasty one: the game crashed when a fire breath destroyed the last torch in inventory. Looking at the code, it's one of those cases of calling object_delete() within a "for (obj = p->gear; obj; obj = obj->next)" loop.

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  • Werbaer
    replied
    Inventory overflow with autopickup and autoinscribe

    Inventory is full, including an item (a rod in my case) with a non-default inscription.
    When walking onto another rod of the same type (without an inscription), auto-pickup kicks in. The new item gets inscribed with the default inscription. Then, the last item in the inventory is dropped (you have no room for ...).

    Correct behaviour would be to not pick up the item in the first place, if the inventory if´s full, and it can't be merged. Just like it happens if the item on the floor already has a non-matching inscription. Or drop the item that was just picked up and inscribed.

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  • PowerWyrm
    replied
    Just tried to fill all squares of a small labyrinth level with objects, then waited for more spawns until one finally made the game hang when killed. I guess this should really not happen in a normal game, but drop_near() didn't have the room to drop an artifact on the level and the inner loop doesn't manage that case.

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  • Timo Pietilä
    replied
    Originally posted by Ingwe Ingweron
    Totally cool. Much more interested in seeing 4.1. (And hoping for wilderness sometime in the future 4.2, 4.3 ....)
    Why wilderness? What would be the point of wilderness in Angband?

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  • Nick
    replied
    Originally posted by PowerWyrm
    BLINK spell: something "casts a phase door"
    TPORT spell: something "tries to teleport away"

    I think both of these can fail. The messages for these should probably be improved, if it's possible to display "blinks away"/"teleports away" when the spell succeeds and "tries to blink away, but fails"/"tries to teleport away, but fails" when the spell fails.
    They can only fail in the generic way, where all spells have a fail rate and you get the "tries to cast a spell, but fails" message. I believe once you see the specific message they have succeeded, so I will just change those messages as you suggest.

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    So, Nomad's solution seems reasonable - except that it would involve a hack even more egregious than the current hacks that allow the ID thing to work. Also, the fact that the problem could be removed by adding another potion that required a direction, and the fact that the ID system is (still, eventually) going to be turned upside down for 4.1 and the overarching fact that while bugfixing 4.0 is necessary, getting on to implementing more of the 4.1 plans than the cone breath thing (which was by far the easiest) is where the action really should be.

    tl;dr - probably not going to be fixed.
    Totally cool. Much more interested in seeing 4.1. (And hoping for wilderness sometime in the future 4.2, 4.3 ....)

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  • Nick
    replied
    Originally posted by Derakon
    Pretty sure it existed in 3.5. Ditto with Identify scrolls/staves, which prompt for the item to ID.
    So, Nomad's solution seems reasonable - except that it would involve a hack even more egregious than the current hacks that allow the ID thing to work. Also, the fact that the problem could be removed by adding another potion that required a direction, and the fact that the ID system is (still, eventually) going to be turned upside down for 4.1 and the overarching fact that while bugfixing 4.0 is necessary, getting on to implementing more of the 4.1 plans than the cone breath thing (which was by far the easiest) is where the action really should be.

    tl;dr - probably not going to be fixed.

    Leave a comment:


  • PowerWyrm
    replied
    BLINK spell: something "casts a phase door"
    TPORT spell: something "tries to teleport away"

    I think both of these can fail. The messages for these should probably be improved, if it's possible to display "blinks away"/"teleports away" when the spell succeeds and "tries to blink away, but fails"/"tries to teleport away, but fails" when the spell fails.

    Leave a comment:


  • PowerWyrm
    replied
    Commit e6d5f77: a "return" was removed from the piece of code handling spell messages, leading to all spells always succeeding.

    Code:
    	/* Tell the player what's going on */
    	disturb(player, 1);
    	spell_message(mon, spell, seen, hits);
      
      if (!hits) return; [B][U]<-- fix: add this line[/U][/B]
    
    	/* Try a saving throw if available */
    	if (spell->save_message &&
    		randint0(100) < player->state.skills[SKILL_SAVE]) {
    		msg("%s", spell->save_message);
    		return;
    	}

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  • PowerWyrm
    replied
    Somewhere along the way (even before 3.5.1), S_KIN uniques lost their ability to summon "minions". They just summon their "kin".

    This could be easily fixed by adding a marker for "kin" in monster_spell.txt and replace it by "minions" for uniques.

    Leave a comment:


  • Nick
    replied
    Originally posted by Timo Pietilä
    What about nexus resist preventing you from using teleport level? That was in one of the nightlies. Is that fixed? Can't find it from http://trac.rephial.org/
    Yes, that one got fixed a couple of builds ago.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Nick
    OK, I believe all outstanding bugs for 4.0.2 are either fixed (latest build will be up soon), or filed here. Note that I've confirmed the "too many Dracoliches" bug.
    What about nexus resist preventing you from using teleport level? That was in one of the nightlies. Is that fixed? Can't find it from http://trac.rephial.org/

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by PowerWyrm
    The typo is in monster_spell.txt. There are other typos I'm currently reviewing, I'll note them all in a post.
    Forgot:
    - a missing period for "breathes gravity"
    - "Something mumbles loudly." for BA_DARK (3.5)
    - a missing period for "Something commands you to go away"

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  • Ingwe Ingweron
    replied
    Originally posted by Derakon
    Pretty sure it existed in 3.5. Ditto with Identify scrolls/staves, which prompt for the item to ID.
    Except it didn't identify when the direction wasn't chosen. Nomad's solution sounds like a reasonable justification. The change needed would be for the potion to identify when a direction is not chosen, much like the identify scroll/staff/rod when no item is chosen.

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  • Nomad
    replied
    Originally posted by Ingwe Ingweron
    Information leak bug. If @ quaffs an unidentified potion you can get the message something like, "Choose a direction..." Ah, that's !Dragon's Breath, but I shouldn't know that until after it's identified. And since I didn't choose a direction, it is just a "Light Brown Potion". Not sure of what the solution should be. I don't remember the problem existing in 3.5.1.
    I'd think the solution should be that the potion IDs even if you don't choose a direction. (Seems to me not choosing would be the equivalent of spitting the potion back into the bottle, and you'd probably notice if you'd taken a mouthful of Dragon's Breath...)

    Leave a comment:

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