Bugs and issues in 4.1.2

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  • spara
    replied
    Originally posted by luneya
    At present, gaining temporary resist does cause you to learn the rune if you have anything with the permanent resist equipped. I presume that this is an intended feature rather than a bug. Remember that all of the resist sources (temporary or permanent) represent magical properties that protect you from the elements. Armor of resist cold is not a down jacket, and armor of resist fire is not Nomex. Given that all the resists are magical, it sort of makes sense that when you quaff a potion of resist fire, it would cause some detectable magical resonance with your armor of resist fire.
    If it's a feature, no problem. However, my first impression was that it was non-intentional since I kind of assumed that runic magic is totally different from potion magic, scroll magic and book magic. Which of course might indicate that there's a non-intuitive mechanic here. Or maybe it's just me

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  • luneya
    replied
    Originally posted by spara
    @ learned the runes of RFire and RCold by wearing a wholly unIDd robe (with those runes) and eating a Mushroom of Emergency. That probably should not happen.
    At present, gaining temporary resist does cause you to learn the rune if you have anything with the permanent resist equipped. I presume that this is an intended feature rather than a bug. Remember that all of the resist sources (temporary or permanent) represent magical properties that protect you from the elements. Armor of resist cold is not a down jacket, and armor of resist fire is not Nomex. Given that all the resists are magical, it sort of makes sense that when you quaff a potion of resist fire, it would cause some detectable magical resonance with your armor of resist fire.

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  • spara
    replied
    @ learned the runes of RFire and RCold by wearing a wholly unIDd robe (with those runes) and eating a Mushroom of Emergency. That probably should not happen.

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  • spara
    replied
    Originally posted by Nick
    • Rubble tiles are improved - followed PowerWyrm's suggestions for Shockbolt tiles, and changed the Gervais tiles (a first for me!) in line with spara's requests
    Thanks for fixing this. Is there some logical reason for the background of the rubble(s) always being black?

    Edit: Here are my modifications to the new rubble tiles, if these are of some use or interest. First I brought the dark bits back to keep the cartoonish look instead of washed look. And then I added the standard backgrounds with three shades of gray:
    Click image for larger version

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    Last edited by spara; July 21, 2018, 16:40.

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  • Carg
    replied
    crash on windows

    I seem to have a similar problem as the freeze on Linux: on Windows 10-64, version 4.1.2, I regularly get crashes when casting spells. With crash I mean the application terminating unexpectedly, without any message.
    This mostly seems to happen when a (mage) spell beams (lightning bolt, sometimes magic missile). It could very well happen when it hits a(nother) monster beyond the visible map area, although I don't think it happens all the time - then the crashes would be more common I think.

    Update 30/7: I've had no more crashes after reporting this - perhaps something with my graphics driver that got fixed by rebooting? Still, if a beam leaves the visible area, it takes longer than seems necessary, but that is no biggie.
    Last edited by Carg; July 30, 2018, 06:39.

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  • Nick
    replied
    Originally posted by kaypy
    Just found a lockup glitch on the feature branch. I thought I should raise it here because it doesnt seem newclass specific:

    linux/sdl: cast a projectile spell. use mouse click to aim it outside of the map bounds. user input is locked and game process must be externally killed

    I'll go grab a copy of 412 and double check I can really reproduce it here in a minute
    Yep, that's a bug in 4.1.2 - looks like insufficient bounds checking in targeting.

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  • kaypy
    replied
    Just found a lockup glitch on the feature branch. I thought I should raise it here because it doesnt seem newclass specific:

    linux/sdl: cast a projectile spell. use mouse click to aim it outside of the map bounds. user input is locked and game process must be externally killed

    I'll go grab a copy of 412 and double check I can really reproduce it here in a minute

    Leave a comment:


  • Nick
    replied
    Originally posted by PowerWyrm
    Choosing "force descent" option still generates useless up staircases. (bump)
    I think I like leaving them there as a reminder to the player of what they've given up

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  • PowerWyrm
    replied
    Choosing "force descent" option still generates useless up staircases. (bump)

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  • Nick
    replied
    Originally posted by kaypy
    You missed the ID for free glitch...

    (drop un-ided flavour in home. look at it)
    Oh yes, thanks.

    EDIT: New builds up with the problem fixed.
    Last edited by Nick; July 14, 2018, 04:11. Reason: Done!

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  • kaypy
    replied
    You missed the ID for free glitch...

    (drop un-ided flavour in home. look at it)

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  • Nick
    replied
    OK, new builds up on the nightlies page, with the following changes:
    • Dungeon generation fixes found by fizzix's stats work, one of which may have been causing occasional crashes
    • Items (like =Searching and flasks of oil) ID properly in stores now - thanks spara for reporting this
    • Summoning scrolls and staffs no longer only summon uniques
    • Rubble tiles are improved - followed PowerWyrm's suggestions for Shockbolt tiles, and changed the Gervais tiles (a first for me!) in line with spara's requests


    I really think we're done now, but will wait a little longer for more bugs to emerge before releasing 4.1.3.

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  • Pete Mack
    replied
    Note: I am playing 3.4. This may be fixed
    ']' (floor objects) command has location truncated on 80 character screen for very long object names. E.g:
    Code:
    Battle axe of Balli Stonehand (3d8) (+8,+12) [+5] <+3,+1> 12N

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  • spara
    replied
    The tile sampled in this image is from Gervais's Silmar Terrain library and could work as passable rubble. At least the style stays quite close to the old rubble tile. Don't have the skillz to do that old school dither effect that Gervais uses in the rubble tile though.
    Click image for larger version

Name:	passable_rubble.png
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    Edit: And adding some color is not a bad idea:
    Click image for larger version

Name:	passable_rubble_color.png
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ID:	233177
    Last edited by spara; July 10, 2018, 13:50.

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  • PowerWyrm
    replied
    I also agree that the new tiles for rubble don't work at all, they're meant for streets, not for dungeon floor.

    What I will do for PWMAngband:
    - keep 0x87:0xB7 for normal rubble (Shockbolt + Gervais)
    - use 0x88:0xBF for passable rubble (Shockbolt)
    - redraw the same as 0x87:0xB7 and color it in brown (Gervais)

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