Bugs and complaints on current master

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  • Derakon
    replied
    Originally posted by PowerWyrm
    The Massive Iron Crown of Morgoth should not be randomized.
    It wasn't, but some other randarts picked Massive Iron Crown as their base item type, and that is a bug because only one can be generated each game.

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  • Nick
    replied
    Originally posted by PowerWyrm
    The Massive Iron Crown of Morgoth should not be randomized.
    Yeah, there are one or two bugs to be ironed out

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  • PowerWyrm
    replied
    The Massive Iron Crown of Morgoth should not be randomized.

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  • jevansau
    replied
    Latest nightly with randarts. Generated the artifact spoiler and see 3 massive iron crowns. Will this cause a problem?
    C:\jg\angband-4.0.3-646-gec71e34\lib\user\artifact.spo (3 hits)
    Line 1717: the Massive Iron Crown of Morgoth [0,+0] <+125, +1>
    Line 1740: the Massive Iron Crown of Nique [0,+14] <+3>
    Line 1797: the Massive Iron Crown of Adrod [0,+17] <+4>
    # Artifact file for random artifacts with seed 5de6577

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  • Ingwe Ingweron
    replied
    Originally posted by Grotug
    Is this... good? I suspected equipment I was finding had pStun but I was never able to confirm it because I couldn't find any scrolls of ID.

    I love the new randart archive system.
    yeah, I reported this issue as a bug some time ago, but I don't think it was ever fixed, that or maybe Nick didn't think it was a bug. Personally, I feel that ?ID should be able to be found all the way down to the level just this side of hell (DL127), even if they are rare.

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  • Nick
    replied
    Thanks for those.

    First crash is probably the new randart code, second one is like the bug PowerWyrm found recently. Will try and chase them down this weekend.

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  • kandrc
    replied
    Another infinite loop:

    Code:
    (gdb) bt
    #0  scatter (c=0xb9edf8, yp=0x7fffffffd760, xp=0x7fffffffd75c, y=64, x=107, d=1, need_los=true) at cave.c:293
    #1  0x0000000000431185 in vault_monsters (c=0xb9edf8, y1=64, x1=107, depth=98, num=2) at gen-util.c:731
    #2  0x000000000042ab54 in build_room_template (c=0xb9edf8, y0=58, x0=107, ymax=10, xmax=17, doors=3, 
        data=0x9cb898 '#' <repeats 18 times>, ".x.#9x.#.x9#.x.##...#...#...#...##123#321#123#321#%", '.' <repeats 15 times>, "%%", '.' <repeats 15 times>, "%#321#123#321#123##...#..
    .#...#...##.x.#9x.#.x9#.x.", '#' <repeats 18 times>, tval=0) at gen-room.c:1010
    #3  0x000000000042add9 in build_room_template_type (c=0xb9edf8, y0=64, x0=188, typ=1, rating=1) at gen-room.c:1074
    #4  0x000000000042e7a8 in build_template (c=0xb9edf8, y0=64, x0=188, rating=1) at gen-room.c:2384
    #5  0x000000000042fedb in room_build (c=0xb9edf8, by0=0, bx0=0, profile=..., finds_own_space=true) at gen-room.c:2990
    #6  0x0000000000423cec in modified_chunk (depth=97, height=64, width=188) at gen-cave.c:1688
    #7  0x0000000000424260 in modified_gen (p=0x9ca2b8) at gen-cave.c:1791
    #8  0x000000000041f2d1 in cave_generate (c=0x74d320 <cave>, p=0x9ca2b8) at generate.c:864
    #9  0x000000000041d45a in run_game_loop () at game-world.c:840
    #10 0x00000000004af233 in play_game (new_game=false) at ui-game.c:433
    #11 0x00000000004e75ed in main (argc=1, argv=0x7fffffffdc48) at main.c:524
    (gdb)
    always fails the check for !square_in_bounds_fully() in scatter().

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  • kandrc
    replied
    Same version, text in game:
    Something makes a high-pitched shriek.
    It looks even faster!

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  • kandrc
    replied
    Here's a new one in 4.0.3-606-gec71e34:

    Code:
    Program received signal SIGSEGV, Segmentation fault.
    0x00007ffff6eb06a1 in __strlen_sse2_pminub () from /lib64/libc.so.6
    (gdb) bt
    #0  0x00007ffff6eb06a1 in __strlen_sse2_pminub () from /lib64/libc.so.6
    #1  0x00000000004e5bdf in my_strcpy (buf=0x7fffffffbb50 "DRAIN_CHARGES", 
        src=0x150 <Address 0x150 out of bounds>, bufsize=1024) at z-util.c:174
    #2  0x00000000004e2dbc in vstrnfmt (buf=0x7fffffffc480 "drop-artifact:", 
        max=1024, fmt=0x4fb2c6 "drop-artifact:%s\n", vp=0x7fffffffc8a0)
        at z-form.c:496
    #3  0x00000000004e2112 in file_vputf (f=0xafa6a8, 
        fmt=0x4fb2c6 "drop-artifact:%s\n", vp=0x7fffffffc8a0) at z-file.c:642
    #4  0x00000000004e20b0 in file_putf (f=0xafa6a8, 
        fmt=0x4fb2c6 "drop-artifact:%s\n") at z-file.c:624
    #5  0x0000000000448ba3 in write_lore_entries (fff=0xafa6a8) at mon-lore.c:1545
    #6  0x00000000004e5646 in text_lines_to_file (
        path=0x7fffffffd2d0 "/home/sheaffer//.angband/Angband/lore.txt", 
        writer=0x448735 <write_lore_entries>) at z-textblock.c:714
    #7  0x0000000000448e39 in lore_save (name=0x513155 "lore.txt")
        at mon-lore.c:1611
    #8  0x00000000004aed04 in save_game () at ui-game.c:516
    #9  0x00000000004aca88 in new_level_display_update (
        type=EVENT_NEW_LEVEL_DISPLAY, data=0x0, user=0x0) at ui-display.c:2183
    #10 0x000000000041b1bf in game_event_dispatch (type=EVENT_NEW_LEVEL_DISPLAY, 
        data=0x0) at game-event.c:43
    #11 0x000000000041b472 in event_signal (type=EVENT_NEW_LEVEL_DISPLAY)
        at game-event.c:142
    ---Type <return> to continue, or q <return> to quit---
    #12 0x000000000041d0a8 in on_new_level () at game-world.c:710
    #13 0x000000000041d4e6 in run_game_loop () at game-world.c:841
    #14 0x00000000004aeb0e in play_game (new_game=false) at ui-game.c:433
    #15 0x00000000004e6ebf in main (argc=1, argv=0x7fffffffdcd8) at main.c:524
    (gdb)

    Leave a comment:


  • Grotug
    replied
    Originally posted by PowerWyrm
    Allocation range for scrolls of identify is 5-70, so you won't find any past DL70.
    Is this... good? I suspected equipment I was finding had pStun but I was never able to confirm it because I couldn't find any scrolls of ID.

    I love the new randart archive system.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Grotug
    Did not find any scrolls of identify for about 40 dungeon levels (from about DL85 if not earlier to DL127). Has their rarity been adjusted in the Nightly versions?
    Allocation range for scrolls of identify is 5-70, so you won't find any past DL70.

    Leave a comment:


  • Nick
    replied
    New build up on the nightlies page that fixes some issues with the randart saving system. Here's how it now works:
    1. If you choose the randarts birth option, a new file called randart.txt will be written into your user directory
    2. This file is used to read the randarts until your character dies, when it will be moved into your (new) user/archive directory, and renamed randart_1.txt (then randart_2.txt, etc)
    3. The option for keeping previous randarts at birth is gone. If you wish to use a previous set of randarts, copy it from your archive directory back into your user directory, and rename it artifact.txt (not randart.txt).


    This system is not perfect; in particular, things will go wrong if you try to play two different randart characters at once. Otherwise it should work for now, and I will fix that later.

    Leave a comment:


  • Nick
    replied
    Originally posted by Grotug
    Did not find any scrolls of identify for about 40 dungeon levels (from about DL85 if not earlier to DL127). Has their rarity been adjusted in the Nightly versions?
    Yes, they're rarer.

    Leave a comment:


  • Grotug
    replied
    Did not find any scrolls of identify for about 40 dungeon levels (from about DL85 if not earlier to DL127). Has their rarity been adjusted in the Nightly versions?

    Leave a comment:


  • Grotug
    replied
    I read a ?RR on DL99 (forced descent off) and then descended a magical staircase. The game then crashed.

    Macbook Air early 2015. Yosemite 10.10.5

    I had saved the game right before reading said scroll of recall, so I read the scroll and descended and the game loaded DL100 just fine. So the bug was not repeatable.

    Leave a comment:

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