Great! Time to load up another game. Thanks.
4.0.2 Bugs
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There are still a few outstanding bugs. I won't be doing much on them in the next couple of weeks, but after that am planning to clean them up (along with any new ones) and release 4.0.3.Comment
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My latest findings (see http://angband.oook.cz/forum/showthread.php?t=7196):
- didn't find commit f9d645 from pull request #400 in the latest source (fix monster movement up-is-down issue), intended?
- pull requests #401 and #403 are still there, but changes seem to have already been implemented
- "command_menu" in ui-context is never freed
- commit 8e96eb changed balance drakes from color 'v' to 'V'; why not use color 'P', which is used for Great Wyrm of Balance?
- in player_outfit(), the cost of the added object is deducted from the starting cash, which could crash if for any reason the object is absorbed
- copy/paste error in parse_room_height(), the width is checked instead of the height
- if you stand on a pile of items, select one (with 'e' or 'i' and then '-') and press 'g' from the context menu to pick it up, the game asks you again which item on the floor you want to pick up
- effects like fire ball from a wand of fire balls are IDed even when blind
- effect projection is partly shown when blind
- if you have nothing in your quiver and you press 'e' then '|' then an arrow key (up or down), the game hangsPWMAngband 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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#1846: Empty quiver should show
On 'i' and 'e' commands, '.' is an option for show quiver, but it silently does nothing if the quiver is empty.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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Crash Bug in 2-12-gaf73c58 nightly
Have there been any Crash Bugs that have been fixed as of nightly 4.0.2-12-gaf73c58?
I just experience one at DL9 with the above nightly, while looking at a green wisdom damaging jelly. Was just reading the text, don't know why it crashed.
If no crash bug has been fixed since that nightly, I'll post a crash dump next time it happens. But this is what I copied:
Code:Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000001aa2 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Thread 0 Crashed: Dispatch queue: com.apple.main-thread 0 org.rephial.angband 0x00000001000a95a8 target_set_interactive_aux + 3672 1 org.rephial.angband 0x00000001000a7dbf target_set_interactive + 2911 2 org.rephial.angband 0x0000000100091108 do_cmd_look + 24 3 org.rephial.angband 0x000000010008a86b textui_process_command + 251 4 org.rephial.angband 0x000000010008a8be textui_get_cmd + 14 5 org.rephial.angband 0x000000010008abaa play_game + 266 6 org.rephial.angband 0x00000001000b8fe4 +[AngbandContext beginGame] + 1668 7 org.rephial.angband 0x00000001000bc19d -[AngbandAppDelegate applicationDidFinishLaunching:] + 29 8 com.apple.Foundation 0x00007fff8642cad5 _nsnote_callback + 167 9 com.apple.CoreFoundation 0x00007fff85f6afd0 __CFXNotificationPost + 1008 10 com.apple.CoreFoundation 0x00007fff85f57548 _CFXNotificationPostNotification + 200 11 com.apple.Foundation 0x00007fff86423a36 -[NSNotificationCenter postNotificationName:object:userInfo:] + 101 12 com.apple.AppKit 0x00007fff89a6844a -[NSApplication _postDidFinishNotification] + 100 13 com.apple.AppKit 0x00007fff89a6837f -[NSApplication _sendFinishLaunchingNotification] + 66 14 com.apple.AppKit 0x00007fff89b3335d -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 219 15 com.apple.AppKit 0x00007fff89b32fd9 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 77 16 com.apple.Foundation 0x00007fff8645b0d6 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 360 17 com.apple.Foundation 0x00007fff8645af06 _NSAppleEventManagerGenericHandler + 114 18 com.apple.AE 0x00007fff8158b32b aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 162 19 com.apple.AE 0x00007fff8158b224 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 32 20 com.apple.AE 0x00007fff8158b12b aeProcessAppleEvent + 210 21 com.apple.HIToolbox 0x00007fff8756a619 AEProcessAppleEvent + 48 22 com.apple.AppKit 0x00007fff89a38095 _DPSNextEvent + 1191 23 com.apple.AppKit 0x00007fff89a37801 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155 24 com.apple.AppKit 0x00007fff899fd68f -[NSApplication run] + 395 25 com.apple.AppKit 0x00007fff899f63b0 NSApplicationMain + 364 26 org.rephial.angband 0x00000001000bc559 main + 9 27 org.rephial.angband 0x0000000100000f94 start + 52 ... Thread 0 crashed with X86 Thread State (64-bit): rax: 0x0000000000000000 rbx: 0x0000000000000352 rcx: 0x00000000000000aa rdx: 0x000000000000000b rdi: 0x000000011b317918 rsi: 0x000000000000000a rbp: 0x00007fff5fbfe3e0 rsp: 0x00007fff5fbfe060 r8: 0x00007fff5fbfde90 r9: 0x00007fff5fbfd290 r10: 0x00007fff5fbfde92 r11: 0x00007fff5fbfda90 r12: 0x00000000000000ab r13: 0x00007fff5fbfe4a0 r14: 0x0000000000000102 r15: 0x0000000000000002 rip: 0x00000001000a95a8 rfl: 0x0000000000010246 cr2: 0x0000000000001aa2
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PowerWyrm: You are awesome, and I will get on to those when I am back to my development machine.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Nightlies b662e89 - Nexus Q still teleports @ around even though @ has rNexus. I thought this wasn't supposed to happen when @ had rNexus covered.“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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Just a minor glitch: when you pick up missiles on the floor, the equipment subwindow is not immediately refreshed (only the count in the inventory subwindow is).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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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!
Last edited by Werbaer; September 30, 2015, 10:17.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; }
Found the following occurences in 4.0.2 code:
- delete_monster_idx()
- monster_death()
- process_monster_grab_objects()
- push_object()
- project_o()
- store_maint()
- monster_death_stats()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 squelching coins, Creeping * coins are completely undetectable until @ tries to move into their cell. A low-level mage who inadvertently melees a Creeping Adamantite coins is in trouble. Ordinarily, if I see a pile of coins that could be a monster that could kill me in a round or two (Creaping adamantite coins for a low-level mage), I attack it from range so that I can safely identify it, and have enough turns to kill it.
It's not clear what the solution to this should be. Perhaps detect monster discerns monster from real coins? But that would actually give a small advantage those who squelch coins, as all visible coins will be monsters, while for most, the game would revert to the old (as in a few years ago) behavior. Perhaps the solution is simply to restrict generation of coin monsters when coins are squelched. I can't see as that would actually change the game in any meaningful way.
EDIT: To be clear, this is most prominently an issue for low-level ironman games, because nobody else is squelcing coins, especially adamantite, in the early game; however, I expect that many, perhaps most, squelch coins in the endgame. There, you'll set up a battlefield, plan an escape route, and inadvertently lose a turn in a dangerous situation because you attack an undetectable monster.Last edited by kandrc; September 30, 2015, 16:11.Comment
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Potion mimics have the same problem I believe. I'd still propose that detect monsters shows that it is a monster. If it can find invisible monsters it should also be able to mimic monsters, as both are otherwise unseen. Squelching would only be a slight advantage, as non-squelchers would have the monster on their monster list.Comment
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The reason it IS the desired behavior is that if the mimic were still visible even though the item is "ignored", the fact the mimic shows would be an information leak. E.g., one could, theoretically, approach a suspicious scroll and use the menu to ignore all scrolls. If the scroll were still there - it is a mimic.
So, one of the costs of the convenience of "ignoring" items is that occasionally you will run across a mimic that you won't know about until bumping into it or it casts a spell.“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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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; }
Found the following occurences in 4.0.2 code:
- delete_monster_idx()
- monster_death()
- process_monster_grab_objects()
- push_object()
- project_o()
- store_maint()
- monster_death_stats()Comment
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