Bugs and complaints on current master
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Latest source doesn't compile for me. The compiler complain about "ssize_t" not defined in set_del(). It works if I replace it with "int".Leave a comment:
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There's an amulet of infravision in the BM that doesn't display its +, is that normal?Leave a comment:
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Strange door placement: http://angband.oook.cz/screen-show.php?id=4265
Also the game crashed on me while making that screenshot with a "no terrain feature with number 0" message.Leave a comment:
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Reminder: lore.c, line 939 should be:
Code:chance2 = 12 + 83 * (chance - (race->ac * 2 / 3)) / chance; if (chance2 < 12) chance2 = 12;
Remove all the other nonsense in computing the probability to get a hit.
Edit: As it stands, this is a real problem for Mages and Priests when figuring out what attack to use. The broken code significantly overestimates hit chance when chance is below 60%.Last edited by Pete Mack; April 5, 2017, 06:10.Leave a comment:
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It's clear why it's happening.
1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
2. There's no object detection at all (or any other detection) for Enlightenment.
I updated both to:
effectETECT_GOLD
dice:100d200
effectETECT_OBJECTS
dice:100d200
(66x198 is actually big enough.)Leave a comment:
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I can confirm that potions of Enlightenment and *Enlightenment* are broken in latest build. They give fuzzy detection instead of full detection. In PWMAngband I don't have that problem, but I'm using p2 as a boolean to tell if the detection should be fuzzy or not, which is set to 1 for ENLIGHTENMENT activation and 0 for CLAIRVOYANCE.
Code:static bool effect_handler_LIGHT_LEVEL(effect_handler_context_t *context) { bool full = (context->p2? true: false); if (full) msg(context->origin->player, "An image of your surroundings forms in your mind..."); wiz_light(context->origin->player, context->cave, full); context->ident = true; return true; }
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Partial fix for annoying bug in verbose mode, procedure drop_near. Fixed the free memory read by making 'roll under feet' message happen whether or not the object still exists. Better than memory error (and crash in debug build.)
Code:[COLOR="red"]bool dont_ignore = verbose && !ignore_item_ok(*dropped); [/COLOR]drop_find_grid(*dropped, &best_y, &best_x); if (floor_carry(c, best_y, best_x, *dropped, false)) { sound(MSG_DROP); if (dont_ignore && (c->squares[best_y][best_x].mon < 0)) msg("You feel something roll beneath your feet.");
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Partial fix for annoying bug in verbose mode, procedure drop_near. Fixed the free memory read by making 'roll under feet' message happen whether or not the object still exists. Better than memory error (and crash in debug build.)
Code:[COLOR="red"]bool dont_ignore = verbose && !ignore_item_ok(*dropped); [/COLOR]drop_find_grid(*dropped, &best_y, &best_x); if (floor_carry(c, best_y, best_x, *dropped, false)) { sound(MSG_DROP); if (dont_ignore && (c->squares[best_y][best_x].mon < 0)) msg("You feel something roll beneath your feet.");
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LIGHT_LEVEL is essentially wiz_light. Since the priest spell and artifact activation changed, it's no longer possible to include full object detection as part of it.
Edit: Even without the above, it's good design to break the effects into components in the data file, to allow easy modification. That was a design decision adopted by you.Last edited by Pete Mack; April 4, 2017, 02:57.Leave a comment:
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It's clear why it's happening.
1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
2. There's no object detection at all (or any other detection) for Enlightenment.
I updated both to:
effectETECT_GOLD
dice:100d200
effectETECT_OBJECTS
dice:100d200
(66x198 is actually big enough.)Leave a comment:
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It's clear why it's happening.
1. Detection region for objects is only 22d40 (like doors and traps) in *Enlightenment*.
2. There's no object detection at all (or any other detection) for Enlightenment.
I updated both to:
effectETECT_GOLD
dice:100d200
effectETECT_OBJECTS
dice:100d200
(66x198 is actually big enough.)Leave a comment:
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