4.0.4 bugs

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Would it be specific to the sdl client or does it happen with the regular one? I've never experienced this in any of my games (although I'm using Windows)...
    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

    • spara
      Adept
      • Nov 2014
      • 235

      Originally posted by PowerWyrm
      Would it be specific to the sdl client or does it happen with the regular one? I've never experienced this in any of my games (although I'm using Windows)...
      You mean flicker, tile disappearance or detect monsters subwindow issue? At least X11 client does flickering when always centering is on. Other issues I haven't tested. On the other hand, can you even play X11 client with tiles?

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        Originally posted by spara
        You mean flicker, tile disappearance or detect monsters subwindow issue? At least X11 client does flickering when always centering is on. Other issues I haven't tested. On the other hand, can you even play X11 client with tiles?
        No, there are no tiles for X11. I just tested then, and was getting flicker with the SDL port (ascii or tiles), but not X11, so it seems a bit sporadic - maybe related to system load?
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • spara
          Adept
          • Nov 2014
          • 235

          Originally posted by Nick
          No, there are no tiles for X11. I just tested then, and was getting flicker with the SDL port (ascii or tiles), but not X11, so it seems a bit sporadic - maybe related to system load?
          I'm testing on core i3 laptop and cpu load is ~1 %. In my system both X11 and SDL flicker constantly.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            I suspect it's a fundamental bug in SDL port. I took a very brief look. It appears that there is no double buffering. Once upon a time I cleaned up the osx Carbon port. Double buffering was absolutely necessary. The same clearly was true for the osx cocoa port. Single buffering would be OK if moving the map simply moved a visible region around around on a very large GFX panel. However, since every map move requires a screen wipe followed by full redraw, double buffering is _required_. There is no other way to fix it.

            Comment

            • spara
              Adept
              • Nov 2014
              • 235

              Now that I'm playing... This is a minor cosmetic thing and probably has been reported already, but anyway, I'm browsing my spellbook with descriptions on and move from one spell to another. If the previous spell's description uses two more lines than the current one, part of the previous description is left on screen. And still running the SDL port on Linux.



              Comment

              • PowerWyrm
                Prophet
                • Apr 2008
                • 2986

                That sounds like something I fixed for PWMAngband. Are you using big tiles (tile height > 1)? If so, I think the following code should help:

                Code:
                static void spell_menu_erase(void)
                {
                    int x, y;
                
                    Term_locate(&x, &y);
                
                    /* Hack -- always finish at the end of a tile in bigtile mode */
                    if (tile_height > 1)
                    {
                        int ymax = ((y - ROW_MAP) / tile_height) * tile_height + ROW_MAP + tile_height - 1;
                
                        while (++y <= ymax) Term_erase(x - 1, y, 255);
                    }
                
                    /* Hack -- if we use a distorted display, don't refresh the last rows */
                    if (Term->max_hgt != Term->hgt)
                    {
                        if (--y > last_row)
                            last_row = y;
                        else if (y < last_row)
                        {
                            while (++y <= last_row) Term_erase(x - 1, y, 255);
                        }
                    }
                }
                Just call this (the distorted display part is probably not necessary -- PWMAngband has pseudo 3D tiles which require this) in the spell menu browser and it should fix the problem.
                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

                • Werbaer
                  Adept
                  • Aug 2014
                  • 182

                  Not a bug. See below.

                  Visible Item List shows multiple rings on a square.

                  With the attached save file, when i quaff the potion of *Enlightment*, there are "3 Engagement Rings of Speed 7S 3W" listed in the visible item list.

                  When i move into line of sight of that place (easy with the mass banishment scroll), i see only one on that square, and then only 1 is listed. When i leave line of sight, the list again contains 3 rings at this place.
                  Attached Files
                  Last edited by Werbaer; January 29, 2016, 01:34.

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    Originally posted by Werbaer
                    Visible Item List shows multiple rings on a square.

                    With the attached save file, when i quaff the potion of *Enlightment*, there are "3 Engagement Rings of Speed 7S 3W" listed in the visible item list.

                    When i move into line of sight of that place (easy with the mass banishment scroll), i see only one on that square, and then only 1 is listed. When i leave line of sight, the list again contains 3 rings at this place.


                    (note: i'm playing 4.0.3, but didn't read of this bug, so i assume it's not fixed yet)
                    I'd be interested to know what happens after @ picks it up. Are two such rings then listed in the object window? Multiple items of the same exact type, just as multiple monsters of the same exact type, are listed as to number, but the lat-long given is only that of the closest. In the object window, line of sight items are separated from objects "aware of". So, when moving into line of sight, I'd expect to see only one of the rings, but below in the "aware of list" I'd expect the other 2 to be listed. When moving back out of line of sight, you would then have 3 in the object aware of list.
                    “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

                    • Werbaer
                      Adept
                      • Aug 2014
                      • 182

                      Originally posted by Ingwe Ingweron
                      Multiple items of the same exact type, just as multiple monsters of the same exact type, are listed as to number, but the lat-long given is only that of the closest.
                      Thanks. That's it. I never noticed it before.
                      There were 3 Rings of Speed (+10) on the level (and 1x +9, and 2x +8). It listed 3 rings close to me, and when i was in line of sight, i saw only that one, and there was a new entry in the "elsewhere" list for the other two.

                      Comment

                      • bron
                        Knight
                        • May 2008
                        • 515

                        A documentation glitch:

                        The in-game documentation (i.e. hit '?' and select "command descriptions") still refers to using 'B' to "bash" a door, or, alternately 'f' to 'force' a door (presumably, whose lock you are unable to pick). However, it appears that the 'B' command no longer exists (and hasn't for several versions), and 'f' means something else. I can 'tunnel' into a door, and this seems to work, but it's not clear if it is the same as "bash", or something else.

                        The command descriptions should be updated to remove "bash", and to make it more clear what "tunnel"ing into a door actually does.

                        Comment

                        • Egavactip
                          Swordsman
                          • Mar 2012
                          • 442

                          So I just got a new artifact weapon and it seems pretty great, except there's so many abilities etc that it has that none of the combat information actually appears on the screen, so I have no idea how many blows, how much damage, etc., the darn thing does. Resizing the screen does not help at all. Moreover, after I inspect such a weapon, when I return to the main screen, the whole left hand side with character stats, etc., remains covered up by partial writing from the inspection, and is very difficult to get rid of.

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            Originally posted by Egavactip
                            So I just got a new artifact weapon and it seems pretty great, except there's so many abilities etc that it has that none of the combat information actually appears on the screen, so I have no idea how many blows, how much damage, etc., the darn thing does. Resizing the screen does not help at all. Moreover, after I inspect such a weapon, when I return to the main screen, the whole left hand side with character stats, etc., remains covered up by partial writing from the inspection, and is very difficult to get rid of.
                            Make a character dump and look at it that way? Post the artifact in the memorable randarts thread too.

                            Comment

                            • Egavactip
                              Swordsman
                              • Mar 2012
                              • 442

                              I'm bug-reporting here.

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9634

                                Originally posted by Pete Mack
                                I suspect it's a fundamental bug in SDL port. I took a very brief look. It appears that there is no double buffering. Once upon a time I cleaned up the osx Carbon port. Double buffering was absolutely necessary. The same clearly was true for the osx cocoa port. Single buffering would be OK if moving the map simply moved a visible region around around on a very large GFX panel. However, since every map move requires a screen wipe followed by full redraw, double buffering is _required_. There is no other way to fix it.
                                So where is this needed?
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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