Bugs and issues in 4.1.0
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When I try to compile on Debian unstable:
Code:[elided] Successfully compiled z-virt.c. Successfully compiled z-util.c. /usr/bin/ld: -r and -pie may not be used together collect2: error: ld returned 1 exit status Makefile:34: recipe for target 'angband.o' failed make[3]: *** [angband.o] Error 1 make[3]: *** Waiting for unfinished jobs.... Successfully compiled main-gcu.c. Successfully compiled main-x11.c. ../mk/buildsys.mk:110: recipe for target 'all' failed make[2]: *** [all] Error 2 mk/buildsys.mk:115: recipe for target 'subdirs' failed make[1]: *** [subdirs] Error 2 mk/buildsys.mk:110: recipe for target 'all' failed make: *** [all] Error 2
GNU gold 1.14
Happy to provide extra info if necessary.
Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.Comment
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When I try to compile on Debian unstable:
Code:[elided] Successfully compiled z-virt.c. Successfully compiled z-util.c. /usr/bin/ld: -r and -pie may not be used together collect2: error: ld returned 1 exit status Makefile:34: recipe for target 'angband.o' failed make[3]: *** [angband.o] Error 1 make[3]: *** Waiting for unfinished jobs.... Successfully compiled main-gcu.c. Successfully compiled main-x11.c. ../mk/buildsys.mk:110: recipe for target 'all' failed make[2]: *** [all] Error 2 mk/buildsys.mk:115: recipe for target 'subdirs' failed make[1]: *** [subdirs] Error 2 mk/buildsys.mk:110: recipe for target 'all' failed make: *** [all] Error 2
GNU gold 1.14
Happy to provide extra info if necessary.
Edit: tried compiling with clang 3.8.1: the linking phase succeeded, I'll play to see if everything seems okay.takkaria whispers something about options. -more-Comment
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Ethereal hounds don't swarm the player anymore. They simply stand in walls doing nothing, never using melee attacks, only occasionally breathing nether if they manage to get in LOS.
Found the reason why, as I got the same problem in PWMAngband. In get_moves():
Code:/* Monster groups try to surround the player */ if (!done && rf_has(mon->race->flags, RF_GROUP_AI) && square_isview(c, mon->fy, mon->fx)) { int i, yy = mon->ty, xx = mon->tx; ...
Code:/* If the monster can pass through nearby walls, do that */ if (monster_passes_walls(mon) && !near_permwall(mon, c)) { return false; } ... /* Set the target */ if (found_direction) { mon->ty = my + ddy_ddd[best_direction]; mon->tx = mx + ddx_ddd[best_direction]; return true; }
The best (and easiest) way to fix this is probably to let ethereal hounds go straight at the player by disabling the "surround the player" code for them ("get the player out of corridors" code is already disabled).Last edited by PowerWyrm; June 28, 2017, 09:07.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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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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There's a "proeprties" typo in modifying.txt. And "To add new timed effects are change the way existing ones operate..." (are -> or).Last edited by PowerWyrm; June 28, 2017, 14:08.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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It finally occurred to me that it is quite odd for lava not to be seen from a distance when it is in line of sight, even if outside the radius of @'s light source. That lava is glowing red hot if it is so damaging when stepped on. What do you think about making lava visible from a distance when in los?“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 DeadComment
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An interesting point. I guess that's partly a question of how much "realism" you want to incorporate. If you can see the glowing lava from a distance then you should also see monsters silhouetted against it when they're between you and the lava, but outside your normal light radius. Of course the same could be said of monsters in corridors between you and a lighted room.Comment
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It finally occurred to me that it is quite odd for lava not to be seen from a distance when it is in line of sight, even if outside the radius of @'s light source. That lava is glowing red hot if it is so damaging when stepped on. What do you think about making lava visible from a distance when in los?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Re: lava, it's possible to learn the rune of resist fire by stepping into a lava square... even if you then chicken out and answer "no" to "the lava will scald you - really step in?". I doubt that's supposed to happen; certainly it doesn't sound like intended behavior.
Is it intended behavior that passable rubble in the town that's been removed by the player reappears when the player returns to the town?The Complainer worries about the lack of activity here these days.Comment
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Odd, @ descends stairs and finds himself surrounded by walls. Ended up phase dooring out into an adjacent room. Came back to the walls from the other side and they were secret doors. Apparently, secret doors require movement by @ to properly id, but when @ is surrounded by those doors and without "searching" function in the game anymore, the player is stuck except for phase door, recall, or (if they are under the player) stairs.“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 DeadComment
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