[Un] Unangband 0.6.2-gold released

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  • thorgot
    Apprentice
    • Dec 2007
    • 62

    #16
    Originally posted by andrewdoull
    * toned down some artifact stat boosts to make it harder for thorgot next time






    I like the other fixes, though.

    Comment

    • lenochware
      Rookie
      • Apr 2008
      • 15

      #17
      a few ideas

      Hello, I'm playing Angband ocassionally and I like UnAngband very much. It has many features which I always want in Angband.

      I have few ideas too (but maybe something similar already exists - I'm rather beginner in angband)

      1. I would like "treasure patch" where gold $ would be bigger amount of money than silver $, silver $ bigger amount than copper $ etc... so if I saw green $ for example, I could say: "Ha, smaragds - I'm rich!" Also maybe some (unique?) treasures guarded by dragon etc... Maybe in chests should be more valuable things - rather than just on the floor... (maybe theme chests too? - I think that it exists in some variant?)

      2. Traps - possibility go over known trap (with some probability activate it) - it could be funny combined with monsters falling into traps. Maybe unknown trap shouldn't activate always when I stepped on it - I got message "You hear 'click'" once in UnAngband - it would be nice if this would signalise that you are going over hidden trap. Also I thinks that trap shouldn't spread completely randomly, but was hidden always under some thing - so you could avoid traps even without detection spells.... Some of this features already exists in ADOM.
      Maybe better description of the trap on (r) - maybe "level" of trap?

      3. some pseudo-ID info on unknown monster? I'm playing without spoilers and if I see monster first, I don't know if it is deadly or harmless

      4. Higher probability generate up stairs near down stairs? - I found boring searching up stairs when I am returning to the town, and I haven't WoR.

      btw. I'm playing Unangband 0.6.2 Beta Release 2 and game crashes when I zap Rod of Polymorph few times.... (Windows XP)

      btw2: sorry for bad english...

      Comment

      • Arralen
        Swordsman
        • May 2007
        • 309

        #18
        "Random" crashes ..
        I'm getting those now, even after I deleted the INI file that I copied from the beta2 folder. (see above: crash on reading teleport/phase scrolls)

        The crashes are not (really) reproducable, as they happen seemingly random.
        No, it's not my machine, which runs beta2 and Civ4 and lots of others just fine. Ain't a broken zip file neither, because I re-downloaded and did a MD5 compare - files are the same, so either it's broken on Berlios or it isn't at all.If it makes sense, I could run CRC32 on all files and post the results here?!

        I think the game crashed while moving sideways (resulting in scrolling of the main window) and some multipart/-line message was displayed, but as the crashes always happened when I was hitting the arrow keys fast I'm not quite sure (running over an icky thing etc.).

        There are some other oddities, too, e.g.

        - poisonous breath graphics missing the green stars (its magenta and green in beta2) and seemingly not effecting monsters/character on those squares either.
        - some monster descriptions are missing space characters - but at least in the edit files, the descriptions are ok?
        Last edited by Arralen; April 25, 2008, 15:13.
        No, I don't have a clue 'bout C, and I'm not starting my own variant.
        Never. Ever.

        Comment

        • Bandobras
          Knight
          • Apr 2007
          • 726

          #19
          There were quite few changes between beta2 and gold. Most were small bugfixes. The only big change I remember was introducing 256 colors and the crashes may be related to that...

          Thanks for all the reports. As soon as we can get any debug backtrace (best if we can get one at will through a reproducible bug) we'll start fixing the crashes. I'm (slowly) playing a game on gold so chances are I'll get the crashes sooner or later. No crashes so far for around 1 month, perhaps because the Linux port is more stable...

          Comment

          • Arralen
            Swordsman
            • May 2007
            • 309

            #20
            I think I have a savegame that makes it possible to trigger at least one crash bug reliably - from green bats breathing poison ...

            Move into the corridor to the right .. you'll be attacked by mine dogs and bats, and after some poison-breathing from those the game crashes for me.

            Would a DrWatson32 log and user.dump from Win2K of any use to you ?
            Attached Files
            No, I don't have a clue 'bout C, and I'm not starting my own variant.
            Never. Ever.

            Comment

            • Bandobras
              Knight
              • Apr 2007
              • 726

              #21
              Originally posted by Arralen
              I think I have a savegame that makes it possible to trigger at least one crash bug reliably
              No luck on my Linux, so far, nor on Wine, though it becomes unbearable slow with the poison breaths. But indeed the green stars are lost, so that's a trace and it's worth reporting on Berlios. Perhaps somebody on Windows with a debugger can try to reproduce the crash with your savefile? Please?

              Originally posted by Arralen
              Would a DrWatson32 log and user.dump from Win2K of any use to you ?
              Quite possibly. Please attach, unless there is any sensitive information in them.

              Comment

              • Bandobras
                Knight
                • Apr 2007
                • 726

                #22
                Originally posted by lenochware
                1. I would like "treasure patch" where gold $ would be bigger amount of money than silver $, silver $ bigger amount than copper $ etc... so if I saw green $ for example, I could say: "Ha, smaragds - I'm rich!"
                I think it's already so, both in V and Un.

                Originally posted by lenochware
                Also maybe some (unique?) treasures guarded by dragon etc... Maybe in chests should be more valuable things - rather than just on the floor... (maybe theme chests too? - I think that it exists in some variant?)
                Good ideas. But gold becomes junk very quickly so either these have to be very shallow or we have to fix problems with gold earlier (there are some ideas around, like limiting the total purse of shopkeepers over the game).

                Originally posted by lenochware
                2. Traps - possibility go over known trap (with some probability activate it)
                Already there with proper options. The probability is currently 100%.

                Originally posted by lenochware
                it could be funny combined with monsters falling into traps.
                That would be nice. IIRC currently monsters don't trip on their own traps but only on player-made traps. However, you can sidestep the trap, e.g. by digging or Phase Door and lure monster across...

                Originally posted by lenochware
                Maybe unknown trap shouldn't activate always when I stepped on it - I got message "You hear 'click'" once in UnAngband - it would be nice if this would signalise that you are going over hidden trap.
                I wouldn't like the strain of manually drawing dungeon maps with hidden traps, which are not shown on-screen. If they are shown, you get the current situation, plus traps no always harming the player. The latter may be interesting tactically, but it's not KISS. Also, I don't want to make the funny situation when a newbie kills himself by stepping on his own trap any less common.

                Originally posted by lenochware
                Also I thinks that trap shouldn't spread completely randomly, but was hidden always under some thing - so you could avoid traps even without detection spells.... Some of this features already exists in ADOM.
                Good ideas. I wouldn't mind restricting traps to items on the floor, vaults, doors and generally unusual terrain features --- there is plenty of them in Un. That would make barbarian warriors, with low INT and good searching skill, even more comfortable to run.

                Originally posted by lenochware
                Maybe better description of the trap on (r) - maybe "level" of trap?
                IIRC traps appear always with level equal to DL.

                Originally posted by lenochware
                3. some pseudo-ID info on unknown monster? I'm playing without spoilers and if I see monster first, I don't know if it is deadly or harmless
                What about the current monster description prose pieces? Would it help if they were longer? Or perhaps make the probing spell much cheaper and put it on some low-level magical device?

                Originally posted by lenochware
                4. Higher probability generate up stairs near down stairs? - I found boring searching up stairs when I am returning to the town, and I haven't WoR.
                For shallow dungeons guardian opens a shortcut to town. For deep dungeons you are toast without a WOR anyway. But the idea is sound --- it would help non-mages in fast diving, if they so wish.

                Originally posted by lenochware
                btw. I'm playing Unangband 0.6.2 Beta Release 2 and game crashes when I zap Rod of Polymorph few times.... (Windows XP)
                Can't reproduce. Any details?

                Comment

                • Arralen
                  Swordsman
                  • May 2007
                  • 309

                  #23
                  Originally posted by Bandobras
                  >> Would a DrWatson32 log and user.dump from Win2K of any use to you ?
                  >>
                  Quite possibly. Please attach, unless there is any sensitive information in them.
                  The dump is ~3.5MB even 7-zipped with high compression .. can I email it to you?
                  Here's the LOG (attached), and the (shorter) logs from the crashes before ...
                  Attached Files
                  Last edited by Arralen; April 26, 2008, 01:21.
                  No, I don't have a clue 'bout C, and I'm not starting my own variant.
                  Never. Ever.

                  Comment

                  • Bandobras
                    Knight
                    • Apr 2007
                    • 726

                    #24
                    Originally posted by Arralen
                    Here's the LOG (attached), and the (shorter) logs from the crashes before ...
                    Ha, unfortunately these do not help, because they list the names of library functions involved in a crash, but do not list Unangband functiions. I now realize the Un binaries are compiled without debugging enabled, so even running them under a debugger would not help (similarly as you tried). They have to be recompiled with debugging turned on.

                    Anyway, thanks for your effort.

                    Edit: Does anybody know how to generate binaries with debug info for Windows? I can already cross-compile for Windows on Linux via
                    make -f Makefile.win MINGW=yes CROSS=i586-mingw32msvc-
                    Last edited by Bandobras; April 26, 2008, 15:32.

                    Comment

                    • andrewdoull
                      Unangband maintainer
                      • Apr 2007
                      • 872

                      #25
                      Originally posted by Bandobras
                      Ha, unfortunately these do not help, because they list the names of library functions involved in a crash, but do not list Unangband functiions. I now realize the Un binaries are compiled without debugging enabled, so even running them under a debugger would not help (similarly as you tried). They have to be recompiled with debugging turned on.

                      Anyway, thanks for your effort.

                      Edit: Does anybody know how to generate binaries with debug info for Windows? I can already cross-compile for Windows on Linux via
                      make -f Makefile.win MINGW=yes CROSS=i586-mingw32msvc-
                      You need to take the -s out of the
                      LIBS += -s

                      (strip binaries) and replace -O2 with -ggdb
                      The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
                      In UnAngband, the level dives you.
                      ASCII Dreams: http://roguelikedeveloper.blogspot.com
                      Unangband: http://unangband.blogspot.com

                      Comment

                      • baddog73
                        Apprentice
                        • Mar 2008
                        • 62

                        #26
                        Hey all.

                        I had crashes with the previous version, but I started a new char with "gold" so that I would eliminate any possibility of the error carrying over from a savefile or old .ini scheme. No crashes yet...

                        But I have a couple of questions:

                        - Is there an advantage to wielding a weapon in your off-hand vs. a shield?

                        - It would be nice to have the option, at least, to drop a magical bag even when there's something in it. I have a stack of 2 magical bags of scrying, picked up automatically, and it appears I can't drop one without emptying the bag. Maybe bags shouldn't stack, ideally? Is there any use for an extra bag of the same kind?

                        - It would be nice if it would tell you what you picked up and put in your magical bag, rather than the cryptic "You have 2 magical bags of scrying."

                        - It is an advantage to not identify {average} arrows, because then you can put them in your quiver and then automatically pick up any other {average} arrows of the same type. Identifying them is a pain because they are very common and I want them to stack in my quiver for ease of use. Would it be a good idea to automatically ID {average} arrows as (+0,+0) to make them easier to handle?

                        - Maybe line-wrap long room descriptions in the message window?


                        Thanks!
                        Last edited by baddog73; April 27, 2008, 14:35.

                        Comment

                        • Bandobras
                          Knight
                          • Apr 2007
                          • 726

                          #27
                          Originally posted by andrewdoull
                          You need to take the -s out of the
                          LIBS += -s

                          (strip binaries) and replace -O2 with -ggdb
                          Thanks a lot. I'm just releasing a Windows debug binary of unofficial gold2 on Berlios. The problem with poison breath colors is fixed and 2 memory corruptions are fixed. Some invalid reads detected by valgrid and reported on Berlios remain, but they are minor.

                          Arralen, please, test with your excellent crash scenarios that helped us nail those bugs. This time the crash logs would probably contain some useful information, but I hope the crashes are gone.

                          Comment

                          • darkdrone
                            Apprentice
                            • Apr 2007
                            • 72

                            #28
                            Originally posted by Bandobras
                            Thanks for reporting. Fortunately the spells cannot be learned...



                            That's intentional, this happens also when you climb a dune or a hillock, not only a tree. You are supposed to be on a higher ground, one level above normal ground, so you only see things from the higher level , e.g. other trees or hilltops. I agree it's misleading at first, but makes sense afterwards.



                            A good point.



                            That's a good one. Obviously you were moving when the eye aimed, so it aimed wrongly, at the floor instead of at you, and it wrongly assumed that the thing the blinding spell is aimed at must have eyes. Otherwise, why would it cast blinding spells at the thing? The logic of this deduction cannot be denied.
                            curiously its not just GAZING at (eyes)

                            but on occasion also BREATHERS will breath at "Open Floor"

                            hmmm..

                            the 'move too fast hence you're out of the way' thing does make sense ....

                            keep up the great game, Bandobras, Andrew !!

                            dD.
                            "When you look into an abyss, the abyss also looks into you." - Friedrich Nietzsche.
                            (does this mean the RNG learns my worst fears, mummy?)

                            Comment

                            • Big Al
                              Swordsman
                              • Apr 2007
                              • 327

                              #29
                              Originally posted by baddog73
                              Hey all.

                              - Is there an advantage to wielding a weapon in your off-hand vs. a shield?
                              I'm assuming that the former would let you attack more, and the latter would improve your defense.

                              - It would be nice to have the option, at least, to drop a magical bag even when there's something in it. I have a stack of 2 magical bags of scrying, picked up automatically, and it appears I can't drop one without emptying the bag. Maybe bags shouldn't stack, ideally? Is there any use for an extra bag of the same kind?
                              You can drop the whole bag if you press escape at the 'drop which item inside the bag' prompt. Multiple bags are useful in case one of them gets burnt up or stolen.

                              - It would be nice if it would tell you what you picked up and put in your magical bag, rather than the cryptic "You have 2 magical bags of scrying."

                              - It is an advantage to not identify {average} arrows, because then you can put them in your quiver and then automatically pick up any other {average} arrows of the same type. Identifying them is a pain because they are very common and I want them to stack in my quiver for ease of use. Would it be a good idea to automatically ID {average} arrows as (+0,+0) to make them easier to handle?
                              Agreed for the last two points. Bags are still not terribly well implemented in some situations. Vanilla's done the auto-id average items, but it doesn't have instant pseudo-id either.

                              ------------------------------

                              Also, bugs FYI - all seem to be related to the new ID changes:

                              - Pints of Fine wine seem to have a {tried} inscription for no apparent reason.

                              - I seem to be remembering the flavours of all items, not just the mushrooms that stay the same, from game to game; eg. potions, etc. It's only some of the mushrooms that are supposed to keep the same flavor, right?

                              - I read a unknown scroll, which turned out to be WoR. I cancel the recall at the prompt. Later I find another ?WoR. Then when I read a scroll of Read Magic, it still offers me to id the ?WoR, even though I already know its flavour.

                              (Playing a new char from the latest dev version.)

                              - EDIT: Oh, and all shops seem to have (for sale sign)s in them and no inventory...
                              Last edited by Big Al; April 27, 2008, 20:19.
                              Come play Metroplexity!
                              Un, V MX H- D c-- f- PV s- d+ P++ M+
                              c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+

                              Comment

                              • Arralen
                                Swordsman
                                • May 2007
                                • 309

                                #30
                                Arralen, please, test with your excellent crash scenarios that helped us nail those bugs. This time the crash logs would probably contain some useful information, but I hope the crashes are gone.
                                Just downloaded. Quick test shows:
                                - crahes from breathing bat seem to be gone
                                - green resp. missing stars in poison breath are replaced by slightly darker magenta stars - is that intended ?

                                .. oh-oh... :

                                It didn't crash from breathing per se .. unless I copied over the ini file from the official gold version and run with a bunch of subwindows !
                                Log attached .. though some "symbols" are still missing ... have searched for those and it looks like I have to install those from the windoze CD first (unbelievable .. they waste hundreds of MB with bloated crap, but those few KB which are really useful are not installed per default!?!? - windoze sucks).

                                Let me know if the log is useful as it is, I'll look for my CD meanwhile .. ;-)

                                And I'll test some more, maybe I can narrow down the bug some more ..
                                Attached Files
                                Last edited by Arralen; April 27, 2008, 21:02.
                                No, I don't have a clue 'bout C, and I'm not starting my own variant.
                                Never. Ever.

                                Comment

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