Bugs and complaints on current master

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  • Thraalbee
    Knight
    • Sep 2010
    • 707

    I have checked a little and it looks alright. Will continue checking tomorrow.
    But I'd cap the "extra shots" to 1 on any single item without hesitation. At least for non-shooters. "+2 shots" is not that uncommon and in one set there were two sets of armour with "+2 shots" as well as one shooter with +2 shots.

    Comment

    • PowerWyrm
      Prophet
      • Apr 2008
      • 2986

      Originally posted by spara
      Monsters are in funny order in monster list subwindow:
      [ATTACH]1484[/ATTACH]

      Save file, if needed:
      [ATTACH]1485[/ATTACH]
      That's because monsters were ordered by "power" before. Now that power is gone, only depth counts. For PWMAng, I put uniques first (for each depth), this makes the list better ordered.
      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 Thraalbee
        I have checked a little and it looks alright. Will continue checking tomorrow.
        But I'd cap the "extra shots" to 1 on any single item without hesitation. At least for non-shooters. "+2 shots" is not that uncommon and in one set there were two sets of armour with "+2 shots" as well as one shooter with +2 shots.
        Extra blows/shots on non-weapons should be severely restricted to avoid overpowered setups. In PWMAng, I restrict these to gloves. Feels logical to get boosts from an item that's in direct contact with the weapon/shooter...
        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

        • spara
          Adept
          • Nov 2014
          • 235

          Originally posted by PowerWyrm
          That's because monsters were ordered by "power" before. Now that power is gone, only depth counts. For PWMAng, I put uniques first (for each depth), this makes the list better ordered.
          Good to know, made me scratch my head a bit. I haven't paid much attention to the order before when playing with tiles. Now I tested playing with ASCII I noticed that I use the monster list more.

          I assumed that the list is sorted by distance, not power. Uniques first seems like a good idea.

          Comment

          • spara
            Adept
            • Nov 2014
            • 235

            @ got blinded and dashed the corridor towards the nearest stairs. On his way to safety, Wormtongue creates a set of traps around @. @ instantly feels and recognizes the traps around him even though he is on the run and blind as a bat.

            This feels slightly too streamlined, so here's a suggestion. Maybe, when blinded, @ should feel undiscovered traps only when he tries to move to the trap square.

            So when trying to move to an undiscovered trap square, a blind @ would not move or use energy, but the trap would be revealed with a message saying "Found a trap."

            Comment

            • spara
              Adept
              • Nov 2014
              • 235

              Hah. My HT warrior found a Ring of the Dog. Too bad it's cursed with Curse of Cowardice.
              Click image for larger version

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              Comment

              • Azuria
                Rookie
                • Apr 2016
                • 23

                Had a bug occur where smeagol was unable to pick up normal arrows, same kind of text you'd expect if it were a weapon of slay evil or similar.
                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

                • AnonymousHero
                  Veteran
                  • Jun 2007
                  • 1393

                  @Nick: I'm not sure if you've been using the sanitizers at all, but it turns out it's a bit easier to get them working these days. I've created a PR for basic (i.e. no "configure"-type support) sanitizer support: https://github.com/angband/angband/pull/474

                  EDIT: WARNING: It's a bit depressing running with the sanitizers... there seems to be quite a few heap-buffer overflows, especially around dumping artifact spoilers and the exit screen itself. However, these are actual bugs and should be fixed. (I wouldn't worry too much about the memory-leak reports.)
                  Last edited by AnonymousHero; December 23, 2016, 21:43.

                  Comment

                  • AnonymousHero
                    Veteran
                    • Jun 2007
                    • 1393

                    @Nick: Another minor little thing: Could we allow left-arrow to also function as "toggle" on the option screens? (Right-arrow works as toggle, so it seems logical to me that left-arrow should also work.)

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9634

                      How do I actually run after doing the sanitize build?

                      Also I find discovery of memory errors the opposite of depressing

                      Originally posted by AnonymousHero
                      @Nick: Another minor little thing: Could we allow left-arrow to also function as "toggle" on the option screens? (Right-arrow works as toggle, so it seems logical to me that left-arrow should also work.)
                      Possibly. Some menus have the behaviour where left arrow is like escape - it takes you back a step (birth menu, ignore menus, etc) - so it might be a bit confusing for option menus to have left and right arrows behave the same.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • AnonymousHero
                        Veteran
                        • Jun 2007
                        • 1393

                        Originally posted by Nick
                        How do I actually run after doing the sanitize build?
                        Just run normally. Do you see errors when running normally? If you are, then you might try without "address" -- there was a really obscure ordering bug around program initialization in some version combos of gcc+glibc+sanitizer. (I *think* it would work with clang... or was it gcc?)

                        Originally posted by Nick
                        Also I find discovery of memory errors the opposite of depressing
                        I suppose one could also call them "interesting"

                        Originally posted by Nick
                        Possibly. Some menus have the behaviour where left arrow is like escape - it takes you back a step (birth menu, ignore menus, etc) - so it might be a bit confusing for option menus to have left and right arrows behave the same.
                        True. I think the birth menus should perhaps actually be changed to maybe actually ignore left-arrow (and right-arrow). There's already precent for left-arrow not doing anything "drastic" in the Point-allocation menu. (Maybe it's just my luddite self who experiences this and it may be compounded by my maintaining T2... which means that I playtest it quite a bit too.)

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9634

                          Originally posted by AnonymousHero
                          Just run normally. Do you see errors when running normally?
                          No, I'm seeing no difference, no reports, nothing. Started a game, descended two levels, got killed, generated artifact spoilers, nothing.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • AnonymousHero
                            Veteran
                            • Jun 2007
                            • 1393

                            Originally posted by Nick
                            No, I'm seeing no difference, no reports, nothing. Started a game, descended two levels, got killed, generated artifact spoilers, nothing.
                            D'oh. I'm an idiot... the problem is the "SANITIZE_FLAGS =" line in buildsys.mk.in. I noticed the problem when testing, but must have flubbed the PR. Sorry about that.

                            Just remove that line from buildsys.mk and it should work.

                            EDIT: Btw, you should see at least one line the instant that the game starts up (with the X11 frontend at least). There's some sort of "NULL parameter given to memset" problem.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9634

                              Hm - now is recognizing the environment variable (I can tell, because it is fine with address, but doesn't like undefined), but still nothing on running.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

                              • AnonymousHero
                                Veteran
                                • Jun 2007
                                • 1393

                                Originally posted by Nick
                                Hm - now is recognizing the environment variable (I can tell, because it is fine with address, but doesn't like undefined), but still nothing on running.
                                Hm, those warnings may be because of "undefined" (which you don't have). Here's what I'm seeing on starting a game and pressing Ctrl+S:
                                Code:
                                z-virt.c:55:2: runtime error: null pointer passed as argument 1, which is declared to never be null
                                z-rand.c:521:9: runtime error: signed integer overflow: 97159930294914 * 1103515245 cannot be represented in type 'long int'
                                The first may be a real problem, the latter is unlikely (I'm guessing) to be a problem because there's probably no way than an optimizer is going to "see through" the z-rand code and start optimizing based on UB. (Though if there's any non-2C machines for which Angband is supposed to work it might still be bad code.)

                                Anyway, if you're using GCC, I think support for "undefined" is pretty recent, so support may effectively be dictated by the version carried by your distro. I'd recommend trying to compile with "clang" instead -- it generally had sanitizer features before gcc, so if your distro is a bit behind the bleeding edge you'll probably have better luck with clang.

                                EDIT to add: I also observed at least one heap overflow during the "dump artifacts" bit of the death screen. (It took a couple of tries with different randart sets.). I think another -- perhaps more reliable -- one was to "dump artifacts", focus away from the window and then click in the window again.

                                Comment

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