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 ...
[Un] Unangband 0.6.2-gold released
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I think it's already so, both in V and Un.
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).
Already there with proper options. The probability is currently 100%.
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...
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.
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.
IIRC traps appear always with level equal to DL.
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?
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.
Can't reproduce. Any details?Leave a comment:
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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?
Quite possibly. Please attach, unless there is any sensitive information in them.Leave a comment:
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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 FilesLeave a comment:
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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:
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"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:
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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:
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Yep. Both terrain types have the BASH flag.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.
AndrewLeave a comment:
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"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:
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Always crashes .. load game, hit "r", hit "j" .. crash !> .. crashes when I (r)ead a ?oTeleport ..
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> 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?
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 FilesLast edited by Arralen; April 21, 2008, 23:11.Leave a comment:
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That's it. (Shows audience that he has nothing up his sleeve).
AndrewLeave a comment:
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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:
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I think I manually fixed the distribution on this one as well...
AndrewLeave a comment:
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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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