Preparation for 4.1 release

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  • kandrc
    Swordsman
    • Dec 2007
    • 299

    #31
    There also still exists a somewhat rare crash when generating levels. I don't know if it's been reported. I've seen it twice, but while not executing in the debugger. I'll try to stair-scum to reproduce for a stack trace...

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #32
      Originally posted by kandrc
      There also still exists a somewhat rare crash when generating levels. I don't know if it's been reported. I've seen it twice, but while not executing in the debugger. I'll try to stair-scum to reproduce for a stack trace...
      Yeah, there's a level generation crash - I believe on attempting to generate labyrinth levels - which usually generates an assertion fail on a grid being in bounds. I'll make a thorough attempt to track it down at some stage soon.

      Thanks for the -w info too - I'll check that.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Gwarl
        Administrator
        • Jan 2017
        • 1025

        #33
        Unsure if this is a bug but I just found a randart torch..

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9647

          #34
          I have a possible bug filed for store prices being too low. There was a bug in object property calculations which would have been affecting prices. Are people seeing problems with prices?

          (Gwarl - randart torches are expected now).
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • Gwarl
            Administrator
            • Jan 2017
            • 1025

            #35
            As far as selling goes, every nightly I've played with selling on, I've been able to sell items for 2/3rds of the buying price - whether unID'd or not. Can't say I've noticed anything unusual about buying - just selling.

            Comment

            • Nomad
              Knight
              • Sep 2010
              • 958

              #36
              Originally posted by Nick
              I have a possible bug filed for store prices being too low. There was a bug in object property calculations which would have been affecting prices. Are people seeing problems with prices?
              Lights, diggers and armour are all significantly cheaper than in 4.0.4. Prices for weapons, jewellery and non-equippable items don't seem to have changed.

              Quick price comparison of some items in the latest nightly vs 4.0.4 price:

              Code:
              Wooden Torch:              1 vs 6
              Cloak:                     1 vs 6
              Shovel:                   24 vs 66
              Pick:                     50 vs 176
              
              Soft Leather Armour:      50 vs 84
              Studded Leather Armour:  104 vs 150
              Leather Scale Mail:      456 vs 546
              Wicker Shield:             1 vs 14
              Leather Shield:           36 vs 66
              Hard Leather Cap:          6 vs 14
              Metal Cap:                 6 vs 26
              Leather Sandals:           1 vs 6
              Iron Shod Boots:          50 vs 84
              
              Black Market Lantern:     72 vs 1638
              On the other hand, some pricing issues do seem to have been improved - (Everburning) Lanterns were selling for the same price as standard lanterns in the BM (72 AU) before but have now jumped up to 312 (still way too low, obviously), and I feel like gloves/boots of Free Action may have jumped in price too.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                #37
                Originally posted by Nomad
                Quick price comparison of some items in the latest nightly vs 4.0.4 price
                Thanks, that is super helpful.
                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

                  #38
                  Should innate characteristics provide automatic knowledge of an associated rune? E.g., kobold has rPoison, or hobbit has Hold Life, innately. But their only way to learn the associated rune is to use a ? Identify. That doesn't seem right.
                  “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
                    • 9647

                    #39
                    Originally posted by Ingwe Ingweron
                    Should innate characteristics provide automatic knowledge of an associated rune? E.g., kobold has rPoison, or hobbit has Hold Life, innately. But their only way to learn the associated rune is to use a ? Identify. That doesn't seem right.
                    I think this is more or less covered by this bug; see also this post and subsequent discussion.
                    One for the Dark Lord on his dark throne
                    In the Land of Mordor where the Shadows lie.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      #40
                      New builds up on the nightlies page, changes are:
                      • Extra (+0, +0) in descriptions of artifact and ego armors has been removed
                      • Prices have been adjusted; lights and diggers are now back to 4.0.x prices - low AC items are still quite a bit cheaper, but I'm inclined to think that's OK
                      • Randart torches and lanterns should no longer be labelled (charging)
                      • Game can make html dumps without crashing


                      I also spent quite a long time looking for the assertion fail crash on level generation with no success; any more info on that will be most welcome.
                      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

                        #41
                        Originally posted by Nick
                        I think this is more or less covered by this bug; see also this post and subsequent discussion.
                        Oops, sorry about that. I try not to duplicate bugs that are already in the bug list on the tracker.

                        One that I haven't found on the list, but that still persists - still get the rolls underfoot message for things that have been ignored, whether items or money.
                        “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

                        • wobbly
                          Prophet
                          • May 2012
                          • 2633

                          #42
                          Ok, build 4.0.3-748-g2e2a52b. If I cast rfire it doesn't id the fire rune. If I cast rfire while wearing a shield of rfire it does id the fire rune. Seems a bit weird.

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9647

                            #43
                            New build up on the nightlies page, only a few changes this time:
                            • Fix repetition of slays (and potentially brands) sometimes, as in Deathwreaker's description having two different levels of slay undead
                            • Fix an interesting room which was getting generated cut off from the dungeon
                            • Make probing much better - let me know if it's too much better


                            There are still 14 bugs on the tracker, plus some more in this thread. In particular, some fixes (and policy decisions) are needed for ID.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • kandrc
                              Swordsman
                              • Dec 2007
                              • 299

                              #44
                              Here are a stack trace showing the level generation bug. It occurs when placing special rooms in cave_generate(). This trace shows the failure while placing a vault, but I've also seen it while placing pits. Looks like there might be a bad test for special room placement?

                              To reproduce efficiently, I commented out the checks for stairs (grep for "I see no"), then you can run up and down the dungeon very quickly.

                              Code:
                              angband: cave-square.c:472: square_istrap: Assertion `square_in_bounds(c, y, x)' failed.
                              
                              Program received signal SIGABRT, Aborted.
                              0x0000007fb7c77528 in __GI_raise (sig=sig@entry=6)
                                  at ../sysdeps/unix/sysv/linux/raise.c:54
                              54	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
                              (gdb) bt
                              #0  0x0000007fb7c77528 in __GI_raise (sig=sig@entry=6)
                                  at ../sysdeps/unix/sysv/linux/raise.c:54
                              #1  0x0000007fb7c789e0 in __GI_abort () at abort.c:89
                              #2  0x0000007fb7c70c04 in __assert_fail_base (
                                  fmt=0x7fb7d5d0c0 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n", 
                                  assertion=assertion@entry=0x5231f8 "square_in_bounds(c, y, x)", 
                                  file=file@entry=0x5231e8 "cave-square.c", line=line@entry=472, 
                                  function=function@entry=0x5234e8 <__PRETTY_FUNCTION__.9481> "square_istrap") at assert.c:92
                              #3  0x0000007fb7c70cac in __GI___assert_fail (
                                  assertion=0x5231f8 "square_in_bounds(c, y, x)", 
                                  file=0x5231e8 "cave-square.c", line=472, 
                                  function=0x5234e8 <__PRETTY_FUNCTION__.9481> "square_istrap")
                                  at assert.c:101
                              #4  0x0000000000408468 in square_istrap (c=0xaf1e18, y=67, x=99)
                                  at cave-square.c:472
                              #5  0x00000000004c53d8 in square_trap_flag (c=0xaf1e18, y=67, x=99, flag=2)
                                  at trap.c:90
                              #6  0x0000000000409514 in square_isplayertrap (c=0xaf1e18, y=67, x=99)
                                  at cave-square.c:712
                              #7  0x0000000000408c18 in square_isempty (c=0xaf1e18, y=67, x=99)
                                  at cave-square.c:570
                              #8  0x000000000043d580 in vault_monsters (c=0xaf1e18, y1=66, x1=100, depth=50, 
                                  num=2) at gen-util.c:734
                              #9  0x0000000000435a70 in build_room_template (c=0xaf1e18, y0=60, x0=100, 
                                  ymax=10, xmax=17, doors=3, 
                                  data=0x7b0448 '#' <repeats 18 times>, ".x.#9x.#.x9#.x.##...#...#...#...##123#321#123#321#%", '.' <repeats 15 times>, "%%", '.' <repeats 15 times>, "%#321#123#321#123##...#...#...#...##.x.#9x.#.x9#.x.", '#' <repeats 18 times>, tval=0)
                                  at gen-room.c:1010
                              #10 0x0000000000435d80 in build_room_template_type (c=0xaf1e18, y0=66, x0=198, 
                                  typ=1, rating=1) at gen-room.c:1074
                              #11 0x0000000000439f24 in build_template (c=0xaf1e18, y0=66, x0=198, rating=1)
                                  at gen-room.c:2388
                              #12 0x000000000043bbb8 in room_build (c=0xaf1e18, by0=0, bx0=0, profile=..., 
                                  finds_own_space=true) at gen-room.c:2994
                              #13 0x000000000042d3a4 in modified_chunk (depth=49, height=66, width=198)
                                  at gen-cave.c:1680
                              #14 0x000000000042da9c in modified_gen (p=0x798228) at gen-cave.c:1783
                              #15 0x00000000004279b0 in cave_generate (c=0x5738e0 <cave>, p=0x798228)
                                  at generate.c:864
                              #16 0x000000000042542c in run_game_loop () at game-world.c:999
                              #17 0x00000000004d62e4 in play_game (new_game=false) at ui-game.c:434
                              #18 0x000000000051b640 in main (argc=1, argv=0x7ffffff448) at main.c:524
                              (gdb) up
                              #1  0x0000007fb7c789e0 in __GI_abort () at abort.c:89
                              89	abort.c: No such file or directory.
                              (gdb) 
                              #2  0x0000007fb7c70c04 in __assert_fail_base (
                                  fmt=0x7fb7d5d0c0 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n", 
                                  assertion=assertion@entry=0x5231f8 "square_in_bounds(c, y, x)", 
                                  file=file@entry=0x5231e8 "cave-square.c", line=line@entry=472, 
                                  function=function@entry=0x5234e8 <__PRETTY_FUNCTION__.9481> "square_istrap") at assert.c:92
                              92	assert.c: No such file or directory.
                              (gdb) 
                              #3  0x0000007fb7c70cac in __GI___assert_fail (
                                  assertion=0x5231f8 "square_in_bounds(c, y, x)", 
                                  file=0x5231e8 "cave-square.c", line=472, 
                                  function=0x5234e8 <__PRETTY_FUNCTION__.9481> "square_istrap")
                                  at assert.c:101
                              101	in assert.c
                              (gdb) 
                              #4  0x0000000000408468 in square_istrap (c=0xaf1e18, y=67, x=99)
                                  at cave-square.c:472
                              472		assert(square_in_bounds(c, y, x));
                              (gdb) print *c
                              $1 = {name = 0x0, created_at = 1, depth = 49, feeling = 0 '\000', 
                                obj_rating = 593, mon_rating = 48477, good_item = false, height = 66, 
                                width = 198, feeling_squares = 0, feat_count = 0x994c18, squares = 0x96c5e8, 
                                noise = {grids = 0xa99408}, scent = {grids = 0xa99628}, objects = 0xb4f7a8, 
                                obj_max = 127, monsters = 0xb4fbb8, mon_max = 50, mon_cnt = 49, 
                                mon_current = -1}
                              (gdb)

                              Comment

                              • Nick
                                Vanilla maintainer
                                • Apr 2007
                                • 9647

                                #45
                                Originally posted by kandrc
                                Here are a stack trace showing the level generation bug.
                                Thank you so much. Nice tip on the check for stairs, too
                                One for the Dark Lord on his dark throne
                                In the Land of Mordor where the Shadows lie.

                                Comment

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