4.0.2 Bugs
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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.Leave a comment:
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This looks OK to me - 'DIE!' is what the monster is saying, and it's in quotes because it's being referred to by the message.Leave a comment:
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- ARROW_4: "thwang" (no idea if it's correct, it's spelled "twang" everywhere else)
- BA_POIS: it was "creates a cloud of poison" in 3.5
- BA_WATE: it was "creates a whirlpool of water" in 3.5 (and "Something gurgles")
- CAUSE_2: missing punctuation (--> "points at you and curses horribly!")
- CAUSE_4: idem (2x "DIE!".)
- HASTE: "{name} mutters." (not when blind --> "Something mutters.")
- TPORT: missing "Something" ("Something makes a soft 'pop'.")
- S_KIN: "You hear something appear nearby!" (S_KIN is not limited to 1 --> "some things")Leave a comment:
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Just now I got a message with no subject, that said:
makes a soft 'pop'.
I'm used to it saying "Something makes a soft 'pop'," when it's about an unseen monster. I don't know much about programming- is this just a case of the message not having an assigned value because the monster is offscreen?
DLvl 39; it could have been any number of things teleporting/phasedooring as I approached a big, dark room. Seems minor, but thought I'd report it since I don't see anyone mentioning it yet.Leave a comment:
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Yeah my bad. Didn't reproduce the crash either after having fixed two occurences of object_delete called on inventory objects without doing a gear_excise first.Leave a comment:
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[nevermind, I just read the referred post and it talks about crash, not odd message sequence]Leave a comment:
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[1] AFAICT from current master, it doesn't.
[2] There are actually some interesting cases of this in the Linux kernel which have caused security issues, but I don't think it's particularly pertinent to Angband, though it can obviously still happen and obscure other errors when using optimizations. The compiler is quite unlikely to be able to "peer through" object_deleteLast edited by AnonymousHero; October 11, 2015, 21:05.Leave a comment:
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My variant just crashed while processing objects. Found out the following loop is faulty:
Code:while (obj) { struct object *next = obj->next; [B][I]<-- crashes here[/I][/B] /* do something */ /* Delete the object */ object_delete(&obj); obj = next; }
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Crash bug in 4.0.2 windows version.
Digging through rubble. Light goes out the moment the digging is done.
Edit to add: Light source was a torch. Auto-pickup is on.
Code:Assertion failed! Program: ... File: obj-pile.c Line: 134 Expression: pile_contains(*pile,obj)
Code:Your light is growing faint. You dig in the rubble. <17x> You have removed the rubble. Your light has gone out!
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Just now I got a message with no subject, that said:
makes a soft 'pop'.
I'm used to it saying "Something makes a soft 'pop'," when it's about an unseen monster. I don't know much about programming- is this just a case of the message not having an assigned value because the monster is offscreen?
DLvl 39; it could have been any number of things teleporting/phasedooring as I approached a big, dark room. Seems minor, but thought I'd report it since I don't see anyone mentioning it yet.Leave a comment:
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Sometimes the number of enemies in messages gets more than the actual number when you hit multiple targets. In my particular case, it shows "5 Dracoliches shrug off the attack" when there are only 2 of them.
I was using meteors but I think I have probably seen this before for other ball attacks. I'm not sure about beam attacks, though.
I haven't figured out when it will happen, but here is the savefile I was playing. Just hit the Ds with meteors and you will see this happening.Attached FilesLeave a comment:
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Originally posted by takkariaI stand by this! It still seems like the most elegant solution to the problem. It's either that or disable squelch for items that can be mimicked, IMO...
The expedient solution creates a situation where mimics become less mimicy. Rationalization about @ becoming so godlike that these mimics are beneath his notice is similarly expedient and far from elegant and can lead to instadeath, not to mention that it flies into the face of 30+ years of UI research.
To make matters worse, @ still picks up squelched coins that he walks over. You can't in one breath claim that they're beneath his notice and in the next make him pick them up.
An elegant solution would be one that doesn't violate the UI abstraction and also doesn't expose mimics.
Which would then leak information about which items can be mimicked.
You could make mimic mimic item that isn't previously known by giving them always random flavor, and only make mimics for things that have a flavor. That would prevent them to be squelched.
It would also make mimic "interesting", because unknown is something you want to investigate.
And if we love coin mimics, replace creeping coins with another type of mimic when players squelch coins; ideally with a more powerful, unsquelched coin type, and failing that, with a different type of mimic entirely. Admittedly, this is not elegant, but it's certainly better than the status quo.
Originally posted by Ingwe IngweronI believe this behavior is appropriate. Dropping items from the pack should require a turn.Leave a comment:
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You could make mimic mimic item that isn't previously known by giving them always random flavor, and only make mimics for things that have a flavor. That would prevent them to be squelched.
It would also make mimic "interesting", because unknown is something you want to investigate.Leave a comment:
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