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Nick July 31, 2020 23:24

Quote:

Originally Posted by MITZE (Post 147546)
Spellbooks: The [I]nspection text for spellbooks should probably tell you who can actually use them; since the hybrid classes can only use two or three books out of five, the only way for the player to know if it's a useful book for them or not is by either reading the code, or by actually having the book in their inventory. Is that dungeon book in the black market one that I can make use of? Who knows.

It says "You can read this book" if it's usable to your class; I guess it could also say if you can't.

MITZE July 31, 2020 23:29

Quote:

Originally Posted by Nick (Post 147547)
It says "You can read this book" if it's usable to your class; I guess it could also say if you can't.


No, that's good enough; that was me being a derp and not paying attention, was thinking of the old FA system that went "a book of *foo* for *class or classes*."

MITZE August 1, 2020 02:25

Report Batch #15
 
Dragonform: The various dragon forms all have a bonus to device skill, but you can't actually use devices (except for activations? I didn't check that) while in dragonform.


Object Flags: Is there some reason that e.g. aggravation exists as both a normal flag and as a curse? If you want it to be unremovable, why not just use the curse flag at power 100?

Sideways August 1, 2020 14:57

Got a random crash on trying to enter Nargothrond 53, unfortunately no save to reproduce it from.

The latest fix to player_place() does seem to have fixed the multi-@ problem on recalling to levels with a dungeon entrance, I wonder though if it also broke something else since I'm now crashing on level gen quite frequently again.

Update: Entering towns, either by stairs or by recall, causes a lot of crashes now, though in somewhat strange ways. Sometimes it seems to happen every time, sometimes it almost never happens, not sure what the common thread is though it seems to happen more in Belegost and more if I've spent time away.

Further update: Confirmed that crashes are caused by the change to player_place(), the new call to square_set_mon() is very problematic. If there is no fake @ (or fake @ has not been placed yet) then the call uses the player's last coordinates from the previous level, which are frequently outside the bounds of the new chunk. However, even after reverting the player_place() change occasional crashes still happen, so something else is also causing them.

Further update: Wilderness vaults cause crashes if random_vault() returns NULL, since make_formation() doesn't check whether a valid vault was returned. I suspect there is still something else too...

Further update: Ignore this part. I added a temporary msg() call in town_gen() for debugging purposes, which for some bizarre reason turned out to cause chunk list corruption if a message had been repeated on the previous wilderness level. Don't ask.

--

It seems the Windows version of FAA now crashes on game initialization unless faangband.ini is already present.

--

On entering a wilderness level, @ is sometimes placed slightly off the stairs instead of directly on them; is this intentional?

wobbly August 1, 2020 15:49

Running isn't being interrupted by sleeping monsters properly. I end up attacking them if they are in my path.

backwardsEric August 2, 2020 03:11

1 Attachment(s)
With a debug build on OS X built from the latest source (commit f416de0), a scroll was placed in the permanent wall bordering a wilderness area. I've attached the save. Attempts to reload from the save generate an assertion failure at line 1518 of load.c. The last of the call stack at the point of the assertion failure is

Code:

rd_objects_aux at load.c:1518
load_block at load.c:1659
try_load at savefile.c:569
savefile_load at savefile.c:633
start_game at ui-game.c:401


Nick August 2, 2020 04:27

Quote:

Originally Posted by backwardsEric (Post 147569)
With a debug build on OS X built from the latest source (commit f416de0), a scroll was placed in the permanent wall bordering a wilderness area.

OK, thanks. I have added more checks for when monsters (and now objects!) are generated in the walls, but I would really like to understand how it's happening in the first place. Has anyone noticed whether it's particular types of level? Or if it's just at the top boundary (which is the only place I've seen it) or others?

Sideways August 2, 2020 12:54

Quote:

Originally Posted by Nick (Post 147571)
OK, thanks. I have added more checks for when monsters (and now objects!) are generated in the walls, but I would really like to understand how it's happening in the first place. Has anyone noticed whether it's particular types of level? Or if it's just at the top boundary (which is the only place I've seen it) or others?

I've mostly seen it at the top boundary too, but I feel like I saw it happen at the east boundary last night while debugging other stuff.

Only seen it on wilderness levels, but not sure if it's limited to particular wilderness types.

dhouseholder August 2, 2020 15:12

1 Attachment(s)
From rodent:

"it crashes when I recall to ephel brandir and it seems easy to reproduce from that save but hard otherwise"

wobbly August 2, 2020 16:01

The druadan ranger summons animals. Sleeping animals....


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