[Un] Unangband 0.6.2-gold released

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  • Arralen
    replied
    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.

    Leave a comment:


  • Bandobras
    replied
    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?

    Leave a comment:


  • Bandobras
    replied
    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.

    Leave a comment:


  • Arralen
    replied
    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

    Leave a comment:


  • Bandobras
    replied
    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...

    Leave a comment:


  • Arralen
    replied
    "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.

    Leave a comment:


  • lenochware
    replied
    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...

    Leave a comment:


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






    I like the other fixes, though.

    Leave a comment:


  • andrewdoull
    replied
    Originally posted by Arralen
    At least "Giant army ant"(s) seem to be able to bash down both ?!

    While fighting those Gaas, I several times got the message "You hear wood split asunder !", but I didn't pay much attention. Therefore, I cannot tell which terrain they bashed down - at that point I assumed they had found some doors to bash.

    Lately, while backing up through a corridor, I observed a Gaa (which was following me) turning a square of "empty basin" into rubble ?!

    A.
    Yep. Both terrain types have the BASH flag.

    Andrew

    Leave a comment:


  • Arralen
    replied
    "empty basin" = "door" `?!?

    At least "Giant army ant"(s) seem to be able to bash down both ?!

    While fighting those Gaas, I several times got the message "You hear wood split asunder !", but I didn't pay much attention. Therefore, I cannot tell which terrain they bashed down - at that point I assumed they had found some doors to bash.

    Lately, while backing up through a corridor, I observed a Gaa (which was following me) turning a square of "empty basin" into rubble ?!

    A.

    Leave a comment:


  • Arralen
    replied
    Originally posted by Bandobras
    > .. crashes when I (r)ead a ?oTeleport ..
    >
    > Savegame attached. (W2k)
    > Attached Files
    > File Type: zip teleport_crash.zip (27.0 KB, 6 views)

    Sorry, can't reproduce. Neither on Linux nor under Wine with the Windows executable from Berlios. Does it always crash for you with this save game? Any chance of a debug backtrace?
    Always crashes .. load game, hit "r", hit "j" .. crash !

    Chance of what ??

    PS: Ok, it only seems to crash if I use the INI file from the beta-2 version (which I had copied over to the 6.2.gold folder. It's attached now !!
    Attached Files
    Last edited by Arralen; April 21, 2008, 23:11.

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  • andrewdoull
    replied
    Originally posted by Bandobras
    Oh, yes. I'm playing on gold from SVN to test it, but after compiling the packaged sources I don't see this but, indeed. Anything else you fixed manually (diff is no help because there are differences in line endings)?

    That's it. (Shows audience that he has nothing up his sleeve).

    Andrew

    Leave a comment:


  • Bandobras
    replied
    Originally posted by andrewdoull
    I think I manually fixed the distribution on this one as well...
    Oh, yes. I'm playing on gold from SVN to test it, but after compiling the packaged sources I don't see this but, indeed. Anything else you fixed manually (diff is no help because there are differences in line endings)?

    Leave a comment:


  • andrewdoull
    replied
    Originally posted by Bandobras
    Oops, the 'ones everywhere' character screen bug has slipped into gold. I've just merged the fix, but it's too late. Never mind, it's not critical and we'll get it through to release packages together with some crash fix in due time.
    I think I manually fixed the distribution on this one as well...

    Andrew

    Leave a comment:


  • Bandobras
    replied
    Oops, the 'ones everywhere' character screen bug has slipped into gold. I've just merged the fix, but it's too late. Never mind, it's not critical and we'll get it through to release packages together with some crash fix in due time.

    Leave a comment:

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