4.0.2 Bugs

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • fph
    Veteran
    • Apr 2009
    • 1030

    #46
    Originally posted by Estie
    Yes, I dimly remember reading a post by Nick where he said it got fixed. Unfortunately I cant find the post anymore.
    I think it got fixed in 4.0.2. The release notes on http://angband.oook.cz/forum/showthread.php?t=7462 have "Fix lack of artifacts" in them. There was a longer discussion here http://angband.oook.cz/forum/showthr...?t=7436&page=3 ending in Nick writing "Bingo. Check was there for deleting individual monsters (eg banishment), but not when the whole monster list was wiped on leaving the level."
    This happened the day before 4.0.2 was released, and it looks like a fix which is game-changing enough to release a new minor release especially for it.
    --
    Dive fast, die young, leave a high-CHA corpse.

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #47
      Originally posted by fph
      I think it got fixed in 4.0.2.
      Just bad luck then. OTOH I too find very few artifacts at early levels. There just aren't many that can be generated in early game.

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2347

        #48
        Definitely not "bad luck". With my latest character, I have cleared 5 checkerboard vaults now (I think thats the right name ? the ones with single cells and a snakelike line of granite winding through), not a *single* artifact in all 5. Clearing one of these would normally provide a dozen or so artifacts and be enough to set me up for the endfights.

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #49
          Originally posted by Estie
          Definitely not "bad luck". With my latest character, I have cleared 5 checkerboard vaults now (I think thats the right name ? the ones with single cells and a snakelike line of granite winding through), not a *single* artifact in all 5. Clearing one of these would normally provide a dozen or so artifacts and be enough to set me up for the endfights.
          That definitely sounds like a bug. Maybe there are two bugs that cause artifacts not be available. One got fixed but other remains.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            #50
            Originally posted by Estie
            Definitely not "bad luck". With my latest character, I have cleared 5 checkerboard vaults now (I think thats the right name ? the ones with single cells and a snakelike line of granite winding through), not a *single* artifact in all 5. Clearing one of these would normally provide a dozen or so artifacts and be enough to set me up for the endfights.
            Is this randarts, and is it played over a savefile from before the bug that was fixed was fixed? I don't know if that's relevant, but they seem like things that might be. Any other info you think might be relevant is worth mentioning, too - in fact, if you have a savefile, that could be useful.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Estie
              Veteran
              • Apr 2008
              • 2347

              #51
              Savefile:



              Its a fresh download + install after I read about the artifact rarity fix. Yes, it is randarts.

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                #52
                Was the lack of protection against "...commands you to go far away" ever fixed in development? @ has full protection but that @#$% Sauron just forced him through the ceiling. With only one * left and @ ready to deliver the killing blow! ARGH!!!!

                I confess though, I'm playing the branch 4.0.1 version because I wanted the "cone breath". Has that been put into 4.0.2?

                Now I have to find some stairs and track him down all over again. That bastard is going to be instantly at full health.

                EDIT: Update. @#$%! The bastard did it again! @ tracked him down, killing a few uniques along the way. Had him down to one *, and @ is teleported away through the ceiling.

                FURTHER EDIT: Third time is the charm. That bastard Sauron commanded @ to "go away" through the ceiling TWICE! Both times when he was down to only one *. Finally, on the third attempt @ was able to take him out, but only because he got lucky and was able to resist a teleport away command. Since @ has all the resistances necessary to block such a command, this BUG is quite frustrating. Ate up too much !Healing and !*Healing*, since had to basically fight and kill Sauron three times over. At least @ killed several uniques in his quest to reacquire Sauron as a target. http://angband.oook.cz/ladder-show.php?id=18155
                Last edited by Ingwe Ingweron; September 23, 2015, 19:37.
                “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 Dead

                Comment

                • kandrc
                  Swordsman
                  • Dec 2007
                  • 299

                  #53
                  The artifact bug is not fixed in 4.0.2. Nick did post that he fixed it, but the context of that post leaves in unclear whether it's fixed in 4.0.2 or in devel. If he believes it's fixed in 4.0.2, he's mistaken. I've done the same analysis I did in the older thread and confirmed that the issue persists.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9634

                    #54
                    Originally posted by kandrc
                    The artifact bug is not fixed in 4.0.2. Nick did post that he fixed it, but the context of that post leaves in unclear whether it's fixed in 4.0.2 or in devel. If he believes it's fixed in 4.0.2, he's mistaken. I've done the same analysis I did in the older thread and confirmed that the issue persists.
                    Well, that's disappointing. I wonder what I did wrong. I'll get back to you on this.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9634

                      #55
                      Originally posted by Ingwe Ingweron
                      I confess though, I'm playing the branch 4.0.1 version because I wanted the "cone breath". Has that been put into 4.0.2?
                      The cone breath branch has everything from 4.0.2 except the actual version update. Sadly, the RNexus preventing teleport level fix has only gone in post 4.0.2.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        #56
                        Originally posted by Nick
                        The cone breath branch has everything from 4.0.2 except the actual version update. Sadly, the RNexus preventing teleport level fix has only gone in post 4.0.2.
                        Is the RNexus fix in the nightlies? But not the cone breath, is that what you're saying?

                        On another note, one minor bug I've noticed that was introduced during the 4.0beta fix for id by use problems. =Open Wounds identifies itself on activation, even if @ is at full hp. I think it is only supposed to ID when @ has some healing to do, much like !CLW, etc. At least, that's how it worked prior to 4.0.
                        “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 Dead

                        Comment

                        • kandrc
                          Swordsman
                          • Dec 2007
                          • 299

                          #57
                          "The Berserker tramples over Lorgan, Chief of the Easterlings."

                          Not sure if this is a bug or not. Are uniques supposed to be able to get trampled? And should ordinary monsters be able to trample uniques?

                          Comment

                          • kandrc
                            Swordsman
                            • Dec 2007
                            • 299

                            #58
                            I loaded up my Sonic Screwdriver:

                            Code:
                            name:139:of the Doctor
                            base-object:sword:Sonic Screwdriver
                            graphics:|:B
                            info:1:10:50000000
                            alloc:99:1 to 127
                            power:0:17d61:71:71:400
                            flags:PROT_FEAR | PROT_BLIND | PROT_CONF | PROT_STUN | SLOW_DIGEST | FEATHER
                            flags:REGEN | TELEPATHY | SEE_INVIS | FREE_ACT | HOLD_LIFE | BLESSED | NO_FUEL
                            flags:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON
                            act:ENLIGHTENMENT
                            time:0+1d1
                            values:STR[125] | INT[125] | WIS[125] | DEX[125] | CON[125]
                            values:STEALTH[125] | INFRA[125] | SEARCH[125]
                            values:TUNNEL[125] | SPEED[70] | BLOWS[70] | SHOTS[70] | MIGHT[70] | LIGHT[70]
                            values:BRAND_ACID[5] | BRAND_ELEC[5] | BRAND_FIRE[5] | BRAND_COLD[5]
                            values:BRAND_POIS[5] | SLAY_ORC[5] | SLAY_TROLL[5] | SLAY_GIANT[5]
                            values:SLAY_DRAGON[5] | SLAY_DEMON[5] | SLAY_UNDEAD[5] | SLAY_EVIL[5]
                            values:SLAY_ANIMAL[5]
                            values:RES_ACID[3] | RES_ELEC[3] | RES_FIRE[3] | RES_COLD[3] | RES_POIS[3]
                            values:RES_LIGHT[3] | RES_DARK[3] | RES_SOUND[3] | RES_SHARD[3]
                            values:RES_NEXUS[3] | RES_NETHER[3] | RES_CHAOS[3] | RES_DISEN[3]
                            desc:It's full of wibbly-wobbly, timey-wimey stuff, but it's not a weapon.
                            desc: Never a weapon.
                            scummed dl1 until I found it, then dove. Fastest win ever. Anyway, after killing M, I tunnelled out the entirety (literally) of DL100, then started farming summoners. I was having a fantastic time when, suddenly:

                            Code:
                            Program received signal SIGSEGV, Segmentation fault.
                            0x00000000004b6075 in object_kind_attr (kind=0x7ffff710c7b8 <main_arena+88>)
                                at ui-object.c:99
                            99              return use_flavor_glyph(kind) ? flavor_x_attr[kind->flavor->fidx] :
                            (gdb) print kind
                            $11 = (const struct object_kind *) 0x7ffff710c7b8 <main_arena+88>
                            (gdb) print *kind
                            $12 = {name = 0xc3cfd0 "", text = 0x8085d0 "", base = 0x80c2a0, 
                              next = 0x8085d0, kidx = 8298864, tval = 0, sval = 8311968, pval = {base = 0, 
                                dice = -149895208, sides = 32767, m_bonus = -149895208}, to_h = {
                                base = 32767, dice = -149895192, sides = 32767, m_bonus = -149895192}, 
                              to_d = {base = 32767, dice = -149895176, sides = 32767, 
                                m_bonus = -149895176}, to_a = {base = 32767, dice = -149895160, 
                                sides = 32767, m_bonus = -149895160}, ac = 32767, dd = -149895144, 
                              ds = 32767, weight = -149895144, cost = 32767, 
                              flags = "(\310", <incomplete sequence \367>, kind_flags = "\377\177", 
                              modifiers = {{base = -149895128, dice = 32767, sides = -149895112, 
                                  m_bonus = 32767}, {base = -149895112, dice = 32767, sides = -149895096, 
                              <SNIP>
                            (gdb) print *kind->flavor
                            $14 = {text = 0x7ffff710c9d8 <main_arena+632> "\310\311\020\367\377\177", 
                              next = 0x7ffff710c9d8 <main_arena+632>, fidx = 4145072616, 
                              tval = 255 '\377', sval = 127 '\177', d_attr = 0 '\000', 
                              d_char = -149894680 L'\xf710c9e8'}
                            (gdb) up
                            #1  0x00000000004b0a46 in grid_data_as_text (g=0x7fffffffb670, 
                                ap=0x7fffffffb6a4, cp=0x7fffffffb69c L"Ă\001", tap=0x7fffffffb6a0, 
                                tcp=0x7fffffffb698 L"\037Ă\001") at ui-map.c:240
                            240                             a = object_kind_attr(g->first_kind);
                            (gdb) print *g
                            $15 = {m_idx = 0, f_idx = 1, first_kind = 0x7ffff710c7b8 <main_arena+88>, 
                              trap = 0x0, multiple_objects = false, unseen_object = false, 
                              unseen_money = false, lighting = LIGHTING_LOS, in_view = true, 
                              is_player = false, hallucinate = false, trapborder = false}
                            On a side note, it's good there are no Wood Golems. The Sonic is rubbish on wood.

                            Comment

                            • Carnivean
                              Knight
                              • Sep 2013
                              • 527

                              #59
                              Originally posted by kandrc
                              "The Berserker tramples over Lorgan, Chief of the Easterlings."

                              Not sure if this is a bug or not.
                              It's not new to this version. The last time I saw it posted the Berserker trampled it's summoner.

                              Are uniques supposed to be able to get trampled? And should ordinary monsters be able to trample uniques?
                              I'd say that they shouldn't. In fact I'd say that summoners should always be stronger than the summoned as well.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9634

                                #60
                                Originally posted by kandrc
                                I was having a fantastic time when, suddenly:

                                Code:
                                Program received signal SIGSEGV, Segmentation fault.
                                0x00000000004b6075 in object_kind_attr (kind=0x7ffff710c7b8 <main_arena+88>)
                                    at ui-object.c:99
                                99              return use_flavor_glyph(kind) ? flavor_x_attr[kind->flavor->fidx] :
                                (gdb) print kind
                                $11 = (const struct object_kind *) 0x7ffff710c7b8 <main_arena+88>
                                (gdb) print *kind
                                $12 = {name = 0xc3cfd0 "", text = 0x8085d0 "", base = 0x80c2a0, 
                                  next = 0x8085d0, kidx = 8298864, tval = 0, sval = 8311968, pval = {base = 0, 
                                    dice = -149895208, sides = 32767, m_bonus = -149895208}, to_h = {
                                    base = 32767, dice = -149895192, sides = 32767, m_bonus = -149895192}, 
                                  to_d = {base = 32767, dice = -149895176, sides = 32767, 
                                    m_bonus = -149895176}, to_a = {base = 32767, dice = -149895160, 
                                    sides = 32767, m_bonus = -149895160}, ac = 32767, dd = -149895144, 
                                  ds = 32767, weight = -149895144, cost = 32767, 
                                  flags = "(\310", <incomplete sequence \367>, kind_flags = "\377\177", 
                                  modifiers = {{base = -149895128, dice = 32767, sides = -149895112, 
                                      m_bonus = 32767}, {base = -149895112, dice = 32767, sides = -149895096, 
                                  <SNIP>
                                (gdb) print *kind->flavor
                                $14 = {text = 0x7ffff710c9d8 <main_arena+632> "\310\311\020\367\377\177", 
                                  next = 0x7ffff710c9d8 <main_arena+632>, fidx = 4145072616, 
                                  tval = 255 '\377', sval = 127 '\177', d_attr = 0 '\000', 
                                  d_char = -149894680 L'\xf710c9e8'}
                                (gdb) up
                                #1  0x00000000004b0a46 in grid_data_as_text (g=0x7fffffffb670, 
                                    ap=0x7fffffffb6a4, cp=0x7fffffffb69c L"Ă\001", tap=0x7fffffffb6a0, 
                                    tcp=0x7fffffffb698 L"\037Ă\001") at ui-map.c:240
                                240                             a = object_kind_attr(g->first_kind);
                                (gdb) print *g
                                $15 = {m_idx = 0, f_idx = 1, first_kind = 0x7ffff710c7b8 <main_arena+88>, 
                                  trap = 0x0, multiple_objects = false, unseen_object = false, 
                                  unseen_money = false, lighting = LIGHTING_LOS, in_view = true, 
                                  is_player = false, hallucinate = false, trapborder = false}
                                Dodgy object of some kind - hard to track down short of live debugging, or without at least a stack trace.

                                Originally posted by kandrc
                                On a side note, it's good there are no Wood Golems. The Sonic is rubbish on wood.
                                You just have to trick them into shooting themselves.
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎