Bugs and complaints on current master

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #31
    Originally posted by PowerWyrm
    Just got an endless loop in level generation. Tracked down the problem to the generation of an "Outside closets" room template, where the code fails to place monsters for the "9" tiles. Apparently, the code tries to place a monster on row 65, where cave height is 64 (the scatter() function should probably be adapted so that there's no endless loop if no location is available after some tries). Looking at the definition of the template in room_template.txt, it appears that the number of rows defined is incorrect: "rows:11" should be "rows:12".
    ... which of course doesn't work, since room templates have a max height of 11.

    The best way to fix that is probably to remove a line in the vault, like this:

    Code:
    name:Outside closets
    type:1
    rating:1
    rows:11
    columns:17
    doors:1
    tval:0
    D:#%#%#%#%#%#%#%#%#
    D:%.#.#9#.#.#9#.#.%
    D:#+#+#+#+#+#+#+#+#
    D:%...............%
    D:%.xxx(xxxxx(xxx.%
    D:%.x.....x.....x.%
    D:%.xxx(xxxxx(xxx.%
    D:%...............%
    D:#+#+#+#+#+#+#+#+#
    D:%.#.#9#.#.#9#.#.%
    D:#%#%#%#%#%#%#%#%#
    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

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      #32
      Another bug in vault generation: monster restriction on new vaults is never applied, because get_vault_monsters() does

      Code:
      my_strcpy(base_d_char, format("%c", racial_symbol[i]), sizeof(racial_symbol[i]));
      instead of

      Code:
      my_strcpy(base_d_char, format("%c", racial_symbol[i]), sizeof(base_d_char));
      which leaves base_d_char blank.
      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

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9634

        #33
        Latest nightly build has, I believe, fixed all the bugs in this thread (if you don't count the ones on the tracker).
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • t4nk
          Swordsman
          • May 2016
          • 336

          #34
          Pathfinding doesn't work.
          First, do_cmd_pathfind() calls pathfind(x, y), but pathfind() takes arguments in the opposite order (y, x) (and ui-context.c is pretty confused about it - it calls cmd_set_arg_point() in two places, in one it uses (x, y), in another (y, x) ).
          Second, is_valid_pf() ignores walls:
          Code:
          static bool is_valid_pf(int y, int x)
          {
          	/* Unvisited means allowed */
          	if (!square_isknown(cave, y, x)) return (true);
          
          	/* No lava */
          	if (!square_isfiery(cave, y, x)) return (true);
          
          	/* Require open space */
          	return (square_ispassable(cave, y, x));
          }
          Note that every square that is not lava is "true" and it never gets to square_ispassable().

          Comment

          • Ingwe Ingweron
            Veteran
            • Jan 2009
            • 2129

            #35
            Not sure if this should be here, or in the Shockbolt tiles thread, but:

            I usually play in ASCII view, but for kicks I've been playing the latest nightly with Shockbolt's tiles. So far, I've noticed the following traps are ASCII symbols rather than tile:

            aggravation trap
            blast trap
            blinding flash trap
            blinding trap
            earthquake trap
            mind blasting trap
            mine trap
            pit
            petrifying trap
            poison pit
            rock fall trap
            rune of summon foe
            siren trap
            spiked pit
            trap door

            Also, passable rubble and rubble look identical
            “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

            • PowerWyrm
              Prophet
              • Apr 2008
              • 2986

              #36
              Originally posted by Nick
              Latest nightly build has, I believe, fixed all the bugs in this thread (if you don't count the ones on the tracker).
              Commit 219c115 removed the chance of having extra blows on randarts. See remove_contradictory().

              Code:
              art->modifiers[OBJ_MOD_BLOWS] = 0;
              should be

              Code:
              if (art->modifiers[OBJ_MOD_BLOWS] < 0) art->modifiers[OBJ_MOD_BLOWS] = 0;
              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

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9634

                #37
                Originally posted by PowerWyrm
                Commit 219c115 removed the chance of having extra blows on randarts. See remove_contradictory().
                Thanks - remove_contradictory() needs an overhaul to include new curses too.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • PowerWyrm
                  Prophet
                  • Apr 2008
                  • 2986

                  #38
                  Other randart changes from the same commit that seem to be accidental:
                  - removed the chance to have +3 blows/might/shots (do_mod)
                  - stats can be raised indefinitely, instead of just once (add_stat)
                  - dexterity on gloves, wisdom/intelligence on helm, and constitution on body armor can be raised indefinitely, instead of just once (add_fixed_pval_mod)

                  Also when moving from pval to mod, an old bug resurfaced when adding the "extra light" mod (add_ability_aux):

                  Code:
                  art->modifiers[OBJ_MOD_LIGHT] = 2;
                  should be

                  Code:
                  art->modifiers[OBJ_MOD_LIGHT] = 1;
                  or to simplify:

                  Code:
                  case ART_IDX_GEN_LIGHT:
                              if (art->modifiers[OBJ_MOD_LIGHT] == 0) art->modifiers[OBJ_MOD_LIGHT] = 1;
                              break;
                  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

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    #39
                    Copying monster.txt to users angband directory and renaming lore.txt no longer provides monster memory. Intentional? This change occurred in the latest nightly, or the next to latest.
                    “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

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9634

                      #40
                      Originally posted by Ingwe Ingweron
                      Copying monster.txt to users angband directory and renaming lore.txt no longer provides monster memory. Intentional? This change occurred in the latest nightly, or the next to latest.
                      Not intentional. I noticed some weirdness with monster memory too - will chase that down.

                      EDIT: Actually, yes, it's the latest, and I know exactly why. It will get fixed some time
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Azuria
                        Rookie
                        • Apr 2016
                        • 23

                        #41
                        On the previous notes of object stacking, objects will only stack on the tile they are dropped on, and therefore, if there are already items on all available nearby places, and they are dropped on a staircase or doorway, those objects will be destroyed instead of being moved to a nearby tile. Also, unless this has been fixed in the last two weeks, this same thing will cause objects to be dropped inside walls if there are no empty tiles nearby.
                        Cloning Nightwalkers for XP
                        Originally posted by Pete Mack
                        Better to be down a point in INT than be suffering under 300HP at dl 70.
                        I should probably take note of this.

                        Comment

                        • Sphara
                          Knight
                          • Oct 2016
                          • 504

                          #42
                          This probably isn't a bug or anything just me not knowing how Probing prayer works.

                          So I had no spoiler files and I encountered Carcharoth. Did not remember what breaths he had. I was almost omniresistant so I thought, what the heck I'll probe him.

                          After probing, monster info gave me: He can breathe darkness (400) and in the end "You know everything about this monster". I was absolutely positive that was not its only breath attack and right I was. Does probing only give you the amount of hitpoints and why that false sentence at the end of the monster info?

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2129

                            #43
                            Originally posted by Sphara
                            This probably isn't a bug or anything just me not knowing how Probing prayer works.

                            So I had no spoiler files and I encountered Carcharoth. Did not remember what breaths he had. I was almost omniresistant so I thought, what the heck I'll probe him.

                            After probing, monster info gave me: He can breathe darkness (400) and in the end "You know everything about this monster". I was absolutely positive that was not its only breath attack and right I was. Does probing only give you the amount of hitpoints and why that false sentence at the end of the monster info?
                            If you are playing the latest nightly, this is probably related to the monster memory bug that crept in on that one. See upthread.
                            “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

                            • PowerWyrm
                              Prophet
                              • Apr 2008
                              • 2986

                              #44
                              Breaking up parse_standarts() introduced some regressions:

                              - count_weapon_abilities() + count_bow_abilities(): min_to_h/min_to_d were using MINIMISE in randcalc, now using MAXIMIZE (looking at the old code, MINIMIZE was used when the mean_xxx_startval was substracted and MAXIMIZE was used if that was not the case)

                              - count_bow_abilities(): min_to_a/bonus values for AC are wrong (min_to_a should simply be the randcalc, and bonus should do the art->to_a - min_to_a - mean_ac_startval)

                              - splitting AC bonus values into the count_xxx functions removed the case where the AC is on the weapon (only supercharged AC is counted in count_weapon_abilities), IMO the whole AC part should be left as it was before, but in a separate function count_ac() or such

                              - check for tunnelling ability should probably be with the other modifiers in count_modifiers() instead of count_nonweapon_abilities()
                              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

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2986

                                #45
                                The art_freq field in struct artifact_data is never used, there's a variable declared in scramble_artifact() that is used instead.
                                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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