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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Have descended a new @ all the way to DL 99 and am ready to take on Sauron then Morgoth in, hopefully, quick succession. Still had three melee crashes on the way down, but none of them replicable.
    Excellent. I had one crash I couldn't account for too - I think there's some rare case that's still causing problems. Is the behaviour of item and dungeon knowledge all making sense?

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  • Ingwe Ingweron
    replied
    Originally posted by Nick
    Current plan is to pull both this and the cone breath branch into master soon, and then start on rune-based ID.
    Have descended a new @ all the way to DL 99 and am ready to take on Sauron then Morgoth in, hopefully, quick succession. Still had three melee crashes on the way down, but none of them replicable. Look forward to the cone breath and knowledge branches being pulled into the master.

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  • Nick
    replied
    OK, one final build on this branch - Windows and OS X versions. This includes
    • Fixes (I believe) to the crashes from fighting Morgoth - turns out it was technical issues with how I was listing objects
    • Massive reduction in game slowdown - again the problem wasn't what I expected (object list), but doing unnecessary lookups during map drawing
    • all the current bugfixes to the master branch


    Current plan is to pull both this and the cone breath branch into master soon, and then start on rune-based ID.

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  • Pete Mack
    replied
    Well, it is sort of C++. The code I am looking at is all in extern C blocks. If this changes, the Quickband merge will become impossible. So I better get it done fast!

    Originally posted by Nick
    You have seen NPP's n C++ now, right?

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  • Pete Mack
    replied
    Originally posted by Nick
    You have seen NPP's C++ now, right?
    Not looking at recent NPP yet, only 0.5.2, so no.

    Right now I am doing:
    * replay log (V) (task 5). All those hard-to-repro bugs would likely be easier to find with this. (And yes, I know it is easy to exploit. I will make the replay mode set a new cheat flag.)

    * update Quickband to modern NPP code. First step is integrate with 0.5.2 in NPP git repository for later branch merge. Unfortunately I can't find NPP 0.4.x code to do a 3-way merge from.

    Does anyone have that source code? (I think it was NPP 0.4.1 that Quickband used.)

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  • Nick
    replied
    Originally posted by Pete Mack
    Ugh. C programming. It's been YEARS since I used anything but C++, C#, SQL, Haskell.
    You have seen NPP's C++ now, right?

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  • Carnivean
    replied
    Originally posted by Nick
    Here are some suggestions.
    I sense that 5 might be in his wheelhouse.

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  • Nick
    replied
    Originally posted by Pete Mack
    Well I'm back, bored and looking for a little light coding.
    Here are some suggestions.

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  • Pete Mack
    replied
    Well I'm back, bored and looking for a little light coding. (Not so much playing.)
    First thing, I think I will recreate the redo-log I made here.


    It will make ALL crashes and bugs repeatable.

    Ugh. C programming. It's been YEARS since I used anything but C++, C#, SQL, Haskell.

    Originally posted by Nick
    Congrats on your persistence

    Looks like it's a problem with destroying the area.
    Last edited by Pete Mack; January 22, 2016, 23:04.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    Crash fighting Morgoth. Not easily replicable. Morgoth summoned several Uniques, including the unpronouncable Q. @ TO'd Morgie away, then read a ?Destruction. Crash!

    Edit: After 5 more crashes, none of them replicable, some in melee, some using Destruction, Morgoth is DEAD!!!
    Congrats on your persistence

    Looks like it's a problem with destroying the area.

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  • Ingwe Ingweron
    replied
    Crash fighting Morgoth. Not easily replicable. Morgoth summoned several Uniques, including the unpronouncable Q. @ TO'd Morgie away, then read a ?Destruction. Crash!

    Edit: After 5 more crashes, none of them replicable, some in melee, some using Destruction, Morgoth is DEAD!!!
    Last edited by Ingwe Ingweron; January 17, 2016, 21:32.

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  • Nick
    replied
    New Windows and OS X builds up. The crash on killing Sauron bug is fixed, and I believe and hope that the monster crush/pickup bug and the autoinscription of floor items bug are also fixed.

    Slowdown I am leaving for now, because it needs fixing on the master branch. The bad ignore setting led me into a maze of twisty passages in determining how an item gets marked as sensed; my preferred strategy here is to wait until I'm redoing ID, and then dynamite said maze and start again.

    My intention now is for this to be the last build on this branch. Plan is to bugfix 4.0.4 now, which should result in the release of 4.0.5 (last 4.0.x, really this time), and then start pulling in the current feature branches (cone breath and knowledge). Then rune-based ID.

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  • Nick
    replied
    Originally posted by Ingwe Ingweron
    How's this for a crash? Kill Sauron and game instantly crashes. Not easily replicable, but very frustrating. Other than that, no crashes and only the previously reported bugs.
    Excellent, apart from the bit which is very bad.

    For the other bugs, I think 2 is just the way it has always been. The others certainly need fixing. I probably will do that soon and put out another build of this branch, but I also need to get back and fix some of the 4.0.4 bugs, too.
    Last edited by Nick; January 16, 2016, 08:06. Reason: Can't count

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  • Ingwe Ingweron
    replied
    How's this for a crash? Kill Sauron and game instantly crashes. Not easily replicable, but very frustrating. Other than that, no crashes and only the previously reported bugs.

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  • Ingwe Ingweron
    replied
    Okay, I've gotten a @ down from DL 1 to DL 53 with no crashes. Great job, Nick!

    All the bugs encountered on this run have been previously reported:

    (1) “Something crushes a [object].” @ has ESP. The object in question was found and is on the ground, but is out of LoS or light radius. The creature crushing the object is not detectable by ESP or Infravision. @ should not receive the “Something crushes… message. A corollary would be that if @ could detect the creature by ESP or sees it with Infravision, that the message should be received and the object symbol should vanish from the map - I'm not sure if it is working this way.

    (2) When disarming a trap, should it be automatically repeating the attempts until success or setting it off? Unlike tunneling, picking a lock, or opening a door, my feeling is that trap disarming should not automatically repeat attempts. The former do not pose damage risk to @, trap disarming does pose risk. I might want to risk it once, but not three times. The number of times I take that risk should be up to me, not an automatic reiteration.

    (3) auto-inscribe on walk-over or roll under foot for monster dropped items.

    (4) Item ignore bug. Items that should be average, good, or excellent with no high resists, but instead sometimes the ignore prompt says they are excellent but not splendid.

    (5) General slowness (c.f., Tunneling and watching the counter slowly tick down, etc.)

    Leave a comment:

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