Unangband - some testing results

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  • Pete Mack
    replied
    OK, I figured out why that if block is so wacky. I wrote it while looking at vanilla code, not at UnAngband code. UnAngband doesn't use the menu API; it uses display_object_list, which is replaced with menu API in V. That commented out if statement is just plain wrong for UnAngband.

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  • Pete Mack
    replied
    Whoops, I missed the comments.

    There is still a bug in that block, but it is harmless in the comment. (The else clause should be removed. o_cur is set by default to g_offset[g_cur], not to 0.)

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  • Pete Mack
    replied
    I don't think that code is going to work. The init_obj value is never defined. (You don't need to tweak the object position if you are not passing in a zone, etc.) You can get rid of that block:
    /* Tweak the starting object position
    if(init_obj >= 0) {
    o_cur = init_obj - g_offset[g_cur];
    assert(OK(o_cur));
    init_obj = -1;
    }

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  • Bandobras
    replied
    Ha, I've fixed the last (known) pickup bugs and made dungeon knowledge start at the current wilderness location thanks to Pete Macs arcane advice. I think beta2 is now ready. Of course, if anybody can fix some more pending bugs, this would be great. As for me, I'll now finally play a long melee game...

    P.S. Andrew, when your work on documentation for documentation is done and you feel like releasing beta2, please either nudge me to do the basic work and then, you know, sign it and update oook Variants page and publicize, etc. or just let me know so I can contribute the Linux package. Either way, the kind benefactors to this release are too numerous to mention (but big thank you!), except the mysterious Anne, whose contributions are too numerous to mention, in turn, so perhaps instead of marking every other changelog entry with her name we could create an NPC in her honor, or something. Or a shopkeeper? We need more shopkeepers now that we have so many races. Anne the Mysterious. What shop would that be? What race? What purse? A pity the documentation for shop_own.txt is not yet ready... Even worse if the shop owners are hardcoded at 4 per shop for some deep reason...
    Last edited by Bandobras; March 2, 2008, 23:17.

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  • Bandobras
    replied
    Originally posted by Anne
    I think it was Recharge Item II (but I do remember it said power of 40 if that helps) and the staff was Cure Serious Wounds. One of those 3am things where I should have written down more.
    OK. I've just tested Recharge Item II and it's broken in some other ways, too. Reported. Don't bother.

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  • Anne
    replied
    Originally posted by Bandobras
    Wow, how broken. Can't reproduce with the service "Recharge Item I". Which was yours? What staff?
    I think it was Recharge Item II (but I do remember it said power of 40 if that helps) and the staff was Cure Serious Wounds. One of those 3am things where I should have written down more.

    Actually, if you need me to verify that, I could always buy another staff and test it out.

    Well, can't it?
    Yup, it's certainly accurate!

    Thanks a lot.
    You're welcome!

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  • Bandobras
    replied
    Originally posted by Anne
    Well, that mysterious light blue mushroom was eaten by a glutton ghost before I could get it identified. lol.
    Seems glutton ghosts don't attend our forums or are not yet convinced about darkdrone's skills as a player. Darkdrone, show them!

    Originally posted by Anne
    It looks like the coding to sustain stats must be broken somewhere.
    Yes, thanks to your reports I've found it yesterday and fixed. Actually, only temporary drain got through, but now both temporary and semi-temporary are blocked by sustains.

    Originally posted by Anne
    Recharging a staff through a service - should it unidentify the item? Just checking since that happened to mine. If it had just stopped showing the number of charges, I would have assumed that's how it's coded to work, but it removed the name, going back to just showing the flavor.
    Wow, how broken. Can't reproduce with the service "Recharge Item I". Which was yours? What staff?

    Originally posted by Anne
    Master Zombified Orc - recall shows "It can hit to attack, hit to attack, and hit to attack."
    Well, can't it?

    Originally posted by Anne
    After quaffing a potion of Cure Disease, it did cure the character, but "Dise" still appeared on my status screen for a bit. Wish I'd paid more attention to how long it took to go away - it did over time. Is that normal?
    Nope. Reported. Thanks a lot.

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  • Anne
    replied
    Well, that mysterious light blue mushroom was eaten by a glutton ghost before I could get it identified. lol.

    Thanks for that tip about finding those tiles - that'll at least make it easier to find them.

    Some more for today...

    It looks like the coding to sustain stats must be broken somewhere. I've been checking with various items, and I found yet another one that didn't work. Ring of Sustain Body did not preserve my character's strength or size against a jelly attack. This one was not fireproofed, no runes, nothing.

    Recharging a staff through a service - should it unidentify the item? Just checking since that happened to mine. If it had just stopped showing the number of charges, I would have assumed that's how it's coded to work, but it removed the name, going back to just showing the flavor.

    Master Zombified Orc - recall shows "It can hit to attack, hit to attack, and hit to attack."

    After quaffing a potion of Cure Disease, it did cure the character, but "Dise" still appeared on my status screen for a bit. Wish I'd paid more attention to how long it took to go away - it did over time. Is that normal?

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  • Bandobras
    replied
    Originally posted by Anne
    Tile "Impassable tree trunk" - In the description, "You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight." is repeated twice.
    Reported. Something is fishy here. The double description stems from the fact that most trunks can be both opened and bashed (both via the DEFAULT action), which generate the same description twice, but does not have any game effect.

    Originally posted by Anne
    Leather Gloves of Power (+3,+1) [1,+1] (+4) - no description of its additional effects after using regular-identify on it. But it does appear once you wear them.
    Yes, you discovered the effect by wearing, but the bug is in that you should know the effect by the name alone.

    Originally posted by Anne
    Ring of Mind did not preserve my character's stats against attacks. Dexterity and agility were lowered from a Dungeon Crawler attack, Intelligence lost from a mushroom patch. I had fireproofed that ring, but as far as I know, that shouldn't have interfered with its abilities.
    Originally posted by darkdrone
    applying any other runes to a Ring appears to mess up the abilities, might even "curse" the item.... as happened to my Ring of SUstain Strength and Size after i applied a Rune to it from a Shrine.
    It the ring didn't change its name, the abilities should be fine. But yes, runes change rings into other rings (nonrandom). However, fireproofing by a scroll should not break anything. Added to the report about Shield of Sustain Wisdom.

    Originally posted by Anne
    Little typo - Noticed this on Brass Lantern of Man - "It may be an ego item or artifat." Should be spelled 'artifact'..
    I really can't find it. Must be one of those computer's moods. Could you tell me if it happens again?

    Originally posted by Anne
    In my inventory, I have:
    a Light Blue Mushroom of Mana
    a light Blue Mushroom
    I would imagine they should both be Mana since they're the same color. Maybe related to the arrow that unidentified itself after purchase and wouldn't stack with the others?
    Originally posted by darkdrone
    trust me, you wouldnt want to eat that NON mana Light Blue mushroom.
    Trust darkdrone, indeed, unless you want to find out if it's one of the healing mushrooms this game. Fixed.

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  • Bandobras
    replied
    Originally posted by Anne
    Here you go. The only option changed on this one would be one of the two that causes the crash - I can't remember which one I tested last on it.
    No crash when exiting for me, so this may be Windows specific. Reported.

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  • Anne
    replied
    Here you go. The only option changed on this one would be one of the two that causes the crash - I can't remember which one I tested last on it.
    Attached Files

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  • Bandobras
    replied
    Originally posted by Anne
    I checked it with all tilesets and ascii tonight. The results are the same for all of them. This appears to be more of a problem with show_itemlist enabled - it seems to always crash. But with show_sidebar enabled, a crash only occurs now and then.
    I still can't reproduce it. Could you post a savefile where it consistently crashes? Thanks!

    Originally posted by Anne
    I'll keep my eyes open for floors with embedded things, but I've never come across that yet. Do you mean that they appear as normal floor tiles?
    Yes, walkable terrain tiles. But never just a dot '.' floor, I think, regardless of colour. And when you 'l'ook at such terrain it says at the end, after too much barely interesting babble common to all floors, that you can obtain an item from such a floor. It's never reasonably valuable, IIRC, just pebbles, berries, etc. but I've never dived past DL30, so who knows...

    Originally posted by Anne
    Yup, the third instance happened in the unofficial version. I made a fresh character shortly before I posted that, just to check it again. That one sold for 15,000.
    Reported. That's too easy life for the newbies, so I'll fix it quickly.

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  • darkdrone
    replied
    trust me, you wouldnt want to eat that NON mana Light Blue mushroom.

    applying any other runes to a Ring appears to mess up the abilities, might even "curse" the item.... as happened to my Ring of SUstain Strength and Size after i applied a Rune to it from a Shrine.

    Leave a comment:


  • Anne
    replied
    Still having no luck finding any of those floor tiles with things embedded in them, but I'll keep looking. In the meantime...

    Tile "Impassable tree trunk" - In the description, "You can bash it to make it tree trunk and cover the surrounding grids with branches and expose the surrounding grids to daylight." is repeated twice.

    Leather Gloves of Power (+3,+1) [1,+1] (+4) - no description of its additional effects after using regular-identify on it. But it does appear once you wear them.

    Ring of Mind did not preserve my character's stats against attacks. Dexterity and agility were lowered from a Dungeon Crawler attack, Intelligence lost from a mushroom patch. I had fireproofed that ring, but as far as I know, that shouldn't have interfered with its abilities.

    Little typo - Noticed this on Brass Lantern of Man - "It may be an ego item or artifat." Should be spelled 'artifact'.

    In my inventory, I have:
    a Light Blue Mushroom of Mana
    a light Blue Mushroom
    I would imagine they should both be Mana since they're the same color. Maybe related to the arrow that unidentified itself after purchase and wouldn't stack with the others?

    Leave a comment:


  • Anne
    replied
    Originally posted by Bandobras
    Can't reproduce. Could you try if it happens with ASCII, too? I wonder how to turn tiles on on my Linux version...
    I checked it with all tilesets and ascii tonight. The results are the same for all of them. This appears to be more of a problem with show_itemlist enabled - it seems to always crash. But with show_sidebar enabled, a crash only occurs now and then.

    > Boots of Stability - description mentions
    > none of the special effects, but I wasn't
    > sure whether it's supposed to or not.

    If they were *Identified*, this is a new bug. If only Identified, an old one.
    I believe they were just regular-identified. I later tried a scroll on them... Legend Lore, I think (but I'm not positive now), and the true description did show up then.

    > Torch on dungeon wall

    The infinite torches are probably a bug I've introduced in the unofficial version, already reported. Do you have any ideas to improve the iffy UI for picking up embedded items? How to organize it better? Actually, wait for a floor with pebbles or something else embedded in the floor and not on the walls and test then with items dropped on the same spot (hint: normally to reveal the embedded item you have to 'I'nspect' them).
    I'll keep my eyes open for floors with embedded things, but I've never come across that yet. Do you mean that they appear as normal floor tiles? That could be why I've never seen one yet - I rarely examine them. I'll see what I can find tonight.

    > The Gauge Magic problem relating
    > to exorbitant sale price seems to only occur...

    Does it still occur in the unofficial version? I can't remember if I fixed it...
    Yup, the third instance happened in the unofficial version. I made a fresh character shortly before I posted that, just to check it again. That one sold for 15,000.

    =========

    EDIT --
    The infinite torches are probably a bug I've introduced in the unofficial version, already reported. Do you have any ideas to improve the iffy UI for picking up embedded items?
    I've been spotting some descriptions with a space and then a '.' that indicates a missing word, which made me automatically assume at first that this was another case of that. But my prime goal is spotting problems; playing is secondary. So I'm keyed toward seeing things from that standpoint. Chances are that regular players won't be confused by using '.' as a selector. I wouldn't even worry about it unless other people start mentioning it.

    And regarding those embedded tiles - I imagine this is one of those hidden things that are left for players to find out for themselves. So along those lines, it goes without saying, but you're always welcome to shoot me a private message if there's anything hidden that you'd like me to be able to test. You know me, I enjoy the testing - it won't spoil anything for me.
    Last edited by Anne; February 29, 2008, 11:27.

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