Bugs and complaints on current master

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  • spara
    Adept
    • Nov 2014
    • 235

    A crash to desktop, when trying to pickup an arrow. Save attached.

    crash_on_arrow.zip

    Comment

    • takkaria
      Veteran
      • Apr 2007
      • 1951

      Originally posted by spara
      A crash to desktop, when trying to pickup an arrow. Save attached.

      [ATTACH]1469[/ATTACH]
      Thanks for this, I've fixed it in 2726e70.
      takkaria whispers something about options. -more-

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9633

        OK, there is a new build up on the nightlies page with the following changes:
        • Crash on removing all curses fixed
        • Other apparently random crashes probably also fixed (usually would have happened when an attack on the player prompted an attempt to learn object properties)
        • The sticky curse has been removed, and the One and Morgoth's crown now simply have the sticky property; putting on one of these gives the "deathly cold" message
        • The method of applying curses during object generation has been changed; this will probably result in more cursed objects, but no curses on artifacts (except deliberately cursed randarts)
        • Various code improvements by takkaria


        Randart generation still needs some work to fix the issue of lots of little modifier boosts, and to work the new curses in properly.
        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

          This newest version is much more stable. Made it to DL 98 before it crashed, immediately upon level arrival down the stairs. Haven't been able to duplicate it, so I don't know what the crash was from, but it must have had trouble generating something.

          Edit: Yep, it's a crash on level generation, so no savefile will do much to troubleshoot it. However, if you go to DL 98/99 and stair scum, it shouldn't take too long to generate a crash.
          Last edited by Ingwe Ingweron; December 10, 2016, 09:15.
          “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
            • 9633

            Originally posted by Ingwe Ingweron
            This newest version is much more stable. Made it to DL 98 before it crashed, immediately upon level arrival down the stairs. Haven't been able to duplicate it, so I don't know what the crash was from, but it must have had trouble generating something.

            Edit: Yep, it's a crash on level generation, so no savefile will do much to troubleshoot it. However, if you go to DL 98/99 and stair scum, it shouldn't take too long to generate a crash.
            Found it, I think. It's been a while since I've had an infinite recursion bug
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9633

              New build up with a fix to the level generation crash and some tweaks to randarts (which will probably cause weirdness in existing randart games from the previous build). Template room changes not done yet, maybe tomorrow.
              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

                The town generation lava problem may have been fixed, but apparently there's also a town wall generation problem. Click image for larger version

Name:	Town wall prison.jpg
Views:	1
Size:	21.7 KB
ID:	233041

                In close up... Click image for larger version

Name:	Town wall prison close up.jpg
Views:	1
Size:	20.8 KB
ID:	233042
                Last edited by Ingwe Ingweron; December 11, 2016, 05:14.
                “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

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9633

                  Originally posted by Ingwe Ingweron
                  The town generation lava problem may have been fixed, but apparently there's also a town wall generation problem. [ATTACH]1473[/ATTACH]

                  In close up... [ATTACH]1475[/ATTACH]
                  *facepalm*
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Nick
                    Vanilla maintainer
                    • Apr 2007
                    • 9633

                    OK.

                    The latest build has trap, door and stair detection completely removed, and mapping a bit enhanced to compensate. I'm interested to hear opinions, but preferably after a reasonably thorough test...
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • kandrc
                      Swordsman
                      • Dec 2007
                      • 299

                      Program received signal SIGABRT, Aborted.
                      0x00007ffff6d7f979 in raise () from /lib64/libc.so.6
                      (gdb) bt
                      #0 0x00007ffff6d7f979 in raise () from /lib64/libc.so.6
                      #1 0x00007ffff6d81088 in abort () from /lib64/libc.so.6
                      #2 0x00007ffff6d78966 in __assert_fail_base () from /lib64/libc.so.6
                      #3 0x00007ffff6d78a12 in __assert_fail () from /lib64/libc.so.6
                      #4 0x00000000004e325e in textblock_vappend_c (tb=0xc19808, attr=1 '\001',
                      fmt=0x4fed93 "Dropped by %s %s", vp=0x7fffffffd758) at z-textblock.c:115
                      #5 0x00000000004e34d7 in textblock_append (tb=0xc19808,
                      fmt=0x4fed93 "Dropped by %s %s") at z-textblock.c:173
                      #6 0x000000000045feb0 in describe_origin (tb=0xc19808, obj=0xa09548,
                      terse=false) at obj-info.c:1676
                      #7 0x0000000000460276 in object_info_out (obj=0xa09548, mode=2)
                      at obj-info.c:1771
                      #8 0x0000000000460599 in object_info (obj=0xa09548, mode=OINFO_SUBJ)
                      at obj-info.c:1826
                      #9 0x00000000004c1724 in textui_obj_examine () at ui-object.c:1504
                      #10 0x00000000004ad719 in textui_process_command () at ui-game.c:312
                      #11 0x00000000004ad765 in textui_get_cmd (context=CMD_GAME) at ui-game.c:324
                      #12 0x00000000004ada3e in play_game (new_game=false) at ui-game.c:432
                      #13 0x00000000004e5c5d in main (argc=1, argv=0x7fffffffdc48) at main.c:524

                      This is from git hash 24570ae7d7c32ffcebab8e80edd0747ecf47f7f2, last Wednesday.

                      Comment

                      • kandrc
                        Swordsman
                        • Dec 2007
                        • 299

                        Same version:

                        Program received signal SIGABRT, Aborted.
                        0x00007ffff6d7f979 in raise () from /lib64/libc.so.6
                        (gdb) bt
                        #0 0x00007ffff6d7f979 in raise () from /lib64/libc.so.6
                        #1 0x00007ffff6d81088 in abort () from /lib64/libc.so.6
                        #2 0x00007ffff6d78966 in __assert_fail_base () from /lib64/libc.so.6
                        #3 0x00007ffff6d78a12 in __assert_fail () from /lib64/libc.so.6
                        #4 0x00000000004e325e in textblock_vappend_c (tb=0xcecb58, attr=1 '\001',
                        fmt=0x514e05 "%-*s%s\n", vp=0x7fffffffd728) at z-textblock.c:115
                        #5 0x00000000004e3584 in textblock_append_c (tb=0xcecb58, attr=1 '\001',
                        fmt=0x514e05 "%-*s%s\n") at z-textblock.c:186
                        #6 0x00000000004bc7db in monster_list_format_section (list=0xb765e8,
                        tb=0xcecb58, section=MONSTER_LIST_SECTION_ESP, lines_to_display=45,
                        max_width=52, prefix=0x514e6f "You are aware of", show_others=true,
                        max_width_result=0x7fffffffd9f8) at ui-mon-list.c:160
                        #7 0x00000000004bcb36 in monster_list_format_textblock (list=0xb765e8,
                        tb=0xcecb58, max_lines=49, max_width=52, max_height_result=0x0,
                        max_width_result=0x0) at ui-mon-list.c:302
                        #8 0x00000000004bce03 in monster_list_show_interactive (height=88, width=214)
                        at ui-mon-list.c:422
                        #9 0x00000000004b82ad in do_cmd_monlist () at ui-knowledge.c:3387
                        #10 0x00000000004ad719 in textui_process_command () at ui-game.c:312
                        #11 0x00000000004ad765 in textui_get_cmd (context=CMD_GAME) at ui-game.c:324
                        #12 0x00000000004ada3e in play_game (new_game=false) at ui-game.c:432
                        #13 0x00000000004e5c5d in main (argc=1, argv=0x7fffffffdc48) at main.c:524

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9633

                          Originally posted by kandrc
                          This is from git hash 24570ae7d7c32ffcebab8e80edd0747ecf47f7f2, last Wednesday.
                          Thanks for the report.
                          That looks like a bug with null objects that has since been fixed. I'm not sure about the second one - it looks like a problem with monster names, but it might be memory corruption from one of the other problems with that version.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • PowerWyrm
                            Prophet
                            • Apr 2008
                            • 2986

                            place_new_monster_one():

                            Code:
                            /* Add to level feeling, note uniques for cheaters */
                            c->mon_rating += race->level * race->level;
                            
                            /* Boost rating by power per 10 levels OOD */
                            c->mon_rating += (race->level - c->depth) * race->level * race->level;
                            The "per 10 levels OOD" is gone. I suppose the second line misses a division by 10.
                            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

                              Originally posted by Ingwe Ingweron
                              The town generation lava problem may have been fixed, but apparently there's also a town wall generation problem. [ATTACH]1473[/ATTACH]

                              In close up... [ATTACH]1475[/ATTACH]
                              In PWMAngband, I just did this to avoid that problem:

                              Code:
                              /* Place the stairs in the north wall */
                              x = rand_spread(z_info->town_wid / 2, z_info->town_wid / 12);
                              y = 2;
                              while (square_isperm(c, y, x) || square_isfiery(c, y, x)) y++;
                              y--;
                              This makes commit 9651d36 unnecessary.
                              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

                              • Estie
                                Veteran
                                • Apr 2008
                                • 2343

                                I havent been playing much, but looking at the randrat file of my latest characters, not a single randart had extra attacks. Standarts are still the same.

                                Basically, this means that randart weapons are even worse than before, so I would almost always end up with an ego weapon in the endgame, which is not what I want when picking randarts. I assume this is an error ?

                                Comment

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