Bugs and complaints on current master

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    Originally posted by spara
    It might be my memory playing tricks with me, but didn't @ use to get some experience from disabling traps?
    The xp you get when disarming traps is now something like depth / 5, so it's rounded down to zero until you reach 250ft.
    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

      Originally posted by Nick
      A new build is up on the nightlies page which (at least)...
      Please report any problems.
      At the outset, monster.txt ---> lore.txt is broken again.

      Edit: Three crashes so far, one was while killing a troll, another was when a monster breathed down a hallway, killing some monsters in the process. It makes me suspect something to do with drops, but haven't been able to duplicate them, so no savefile yet.
      Last edited by Ingwe Ingweron; December 6, 2016, 16:14.
      “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

      • Ingwe Ingweron
        Veteran
        • Jan 2009
        • 2129

        Originally posted by Ingwe Ingweron
        Three crashes so far, one was while killing a troll, another was when a monster breathed down a hallway, killing some monsters in the process. It makes me suspect something to do with drops, but haven't been able to duplicate them, so no savefile yet.
        Revision - The crash is something to do with monster breath and spells. Several crashes from hound breaths, a druj spell, and Medusa breath.
        “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

          Ah, good - off to a flying start
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9634

            New build up which fixes the lore issue. For the others, I note that Medusa doesn't breathe, so I guess that was a bolt or ball spell. What type of hounds are you seeing this with?
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              Originally posted by Nick
              New build up which fixes the lore issue. For the others, I note that Medusa doesn't breathe, so I guess that was a bolt or ball spell. What type of hounds are you seeing this with?
              If I recall correctly, the hounds breathed inertia. I'll work on getting a savefile for you.
              “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

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                Here's a savefile with Curse weirdness and CRASH on Remove Curse. Belwether.zip

                Curse Weirdness: @ has found Aiglos, which was identified as cursed when found, but on initially trying ?Remove Curse while in @'s pack, was informed "you have no curses to remove". ?Identify indicate "you have nothing to identify". @ must wield the weapon. Oddly enough, the curse can disappear when examining the weapon (not the "??", but the steelskin description, in this case. Go up or down stairs, or some other action that causes a refresh and the curse description would reappear. In addition, why are artifacts not normally cursed by their nature subject to these regular curses attaching to them? I think artifacts should be immune from such regular curses.

                Remove Curse CRASH: Now, to the CRASH. When the curse is shown on Aiglos, @ reads ?Remove Curse, successfully removing the Steelskin curse, but, then on examination of the weapon a whole host of curse descriptions appears. Take one step to the right and CRASH. Or, <Esc> from the descriptions and CRASH. Basically, CRASH!

                Hopefully the above description is clear enough to explain the curse/remove curse problems inherent in the attached savefile. Though, I'm very tired and think maybe I'm just rambling.
                “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

                  Originally posted by Ingwe Ingweron
                  Here's a savefile with Curse weirdness and CRASH on Remove Curse.
                  I'm just looking at the commit about curses (a222ddd). When they were a linked list, there was no problem because a curse would exist or not depending on whether or not it was a "link". With arrays, a curse exists if its power is nonzero in the array. However, when a curse is appended, its power is calculated from the object level... and the result can be zero. An easy fix would be to ensure that the power of the curse is at least 1 when it is appended to the object.
                  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

                    Oh yes, arrays of curses are browsed using a "for" loop that sometimes starts with 0 and sometimes starts with 1. Since the Steelskin curse is the last in the txt file, it is the first one in the "curses" array. That could explain the crash.
                    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

                      Also inside those "for" loops, all curses with power = 0 should be excluded. For example (item_tester_uncursable):

                      Code:
                      for (i = 1; i < z_info->curse_max; i++) {
                      if (c[i].power < 100) return true;
                      }
                      should be:

                      Code:
                      for (i = 0; i < z_info->curse_max; i++) {
                      if (c[i].power == 0) continue;
                      if (c[i].power < 100) return true;
                      }
                      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

                        From the same commit, it seems like all randomization of curses has been lost: combat values (tohit, todam, toac) and modifiers. Since the "object" part of the curse has been removed, I'm not even sure curses do anything anymore (except the obvious ones).
                        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

                          Summary of my understanding of curse problems:
                          • Loops starting from 0 or 1 should (in general) both be fine, as curses[0] is a blank one
                          • Curse objects have not been removed as far as I'm aware; variability is certainly gone, and the whole of curse.txt needs to be overhauled
                          • Being able to generate curses with power 0 is indeed an oversight
                          • The crash is caused by freeing the object curse array but not setting the pointer to 0


                          I should get to fixing on the weekend.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            Another change: the "Oops! It feels deathly cold!" message has been removed. To warn the player when wielding a cursed item, maybe keep the sound effect (using MSG_CURSED instead of MSG_WIELD if the item is cursed)?
                            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

                            • Nomad
                              Knight
                              • Sep 2010
                              • 958

                              Originally posted by PowerWyrm
                              Another change: the "Oops! It feels deathly cold!" message has been removed. To warn the player when wielding a cursed item, maybe keep the sound effect (using MSG_CURSED instead of MSG_WIELD if the item is cursed)?
                              It seems like a bad idea to have information that's only available to the player as a sound cue. (I've always played with the sound turned off and I'm sure many other people do, plus it's inaccessible to deaf players.)

                              I feel like there should be a message on wielding a cursed object, just not the old "Oops! It feels deathly cold!" message, which is too strongly associated with the traditional sticky curse. Maybe "A dark aura surrounds you" or something like that?
                              Last edited by Nomad; December 9, 2016, 01:37.

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2986

                                Just a little code improvement (object_runes_known):

                                Code:
                                for (i = 0; i < z_info->curse_max; i++) {
                                		if (!curses_are_equal(obj, obj->known))
                                			return false;
                                	}
                                No need for the loop, curses_are_equal() already loops on the curses.
                                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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