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:p This time, the ghoul has 3 stars left (see the pic!). And I am pretty sure it happens way more often than the few cases where I knock a monster down to nearly dead with one bolt ... using a light crossbow of acc. now (to be able to hit anything at all) and mildly enchancted bolts. Will put more attention to this and see if it happens even with the 1st star lost (felt like that at least). At least it is highly irritating if you are using a frost branded weapon, and you really freeze people right and left at the same time... . Shouldn't this effect rather be something like "is stunned by the impact" instead? ... and ... really? Really??? |
Arrelen--
The monster is actually frozen with fear, I believe. |
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In a big line of orcs or trolls it gives a useful respite for paladin or priest healing spells.
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coin pickup fails:
Sometimes(?), doing a "5" move on a stack of coins results in "You have no room for xx gold pieces worth of yyyy", while you can pick them up using "g" just fine. |
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Resizing the Term-0 makes messages and UI callbacks ("you really want?") tick through.
Maybe because I'm running with "mouse_movement"=yes ? Will test further. Ring that I am not ignoring nearly got "k"illed by ... what? Savegame corruption? Found my first stack of ID scrolls. IDed my last partly unknown item by reading from the ground. Tried to read the 2nd scroll, said "nothing to ID". Left the game. Reloaded savegame, was greeted by the UI callback "you really wanna kill ring?" EDIT: !%&%!!! The amulet I am using and the 2 amulets in my home gotten an additional inscription "ignore" as well - check the save game ... |
Help pls !!!
(why is there no *blink* tag in the BB code ;) ??) Seems it does not originate from the save file, as it appears even with a save that predates the first occurences. Must be a pref thingy! Any way to fix the prefs and "save" my savegame? |
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.. here's the file ... what happened?
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Arralen--
Your point comes across fine without needing to look like a Web 1.0 pizza joint page. Really, those colors distract; they do not emphasize. (Same with the *shudder* blink tsg.) |
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E.g. uninscribing the ring in slot d) seems to work, but if I save+reload the game immediatly ask if I really want to drop and ignore the ring, and it's inscribed with "{!d, ignore}" again. If I check the auto-inscription setup, there's nothing shown for rings or amulets. I do ignore scrolls (aggrav. monst., darkness, summon monst.), wands (haste monst., wonder), priest books (novice, cleans. pw.) etc., some average weapons+armour etc. . UPDATE: Things are getting even crazier: I left the game (w. saving) and reloaded again. Now the ring in slot d) was fine and the game didn't ask if I want to drop anything, even with the amulet in slot e) was inscribed with "!d". Left and reloaded again - and the game inscribed slot c,d with "!d, ignore" again (and e still with "!d"), and asked if I want to drop c) and d) ... |
- Every tile over open floor is crossed by a stick.
https://i.ibb.co/MNyFxGB/strange.png - Travelling merchant doens't have a tile in shockbolt dark. Also in Vanilla: knight shield doesnt have a tile in shockbolt (light, dark?). |
OK, my recommendation for jewellery is do not ignore any, and turn off any auto-ignore you do have.
Tiles have many problems, I basically haven't done anything from V allocations. EDIT: OK, on re-checking, ignore is now completely disabled for jewellery in the latest builds. So things getting {!d, ignore} is definitely weird - and is not happening for me with that savefile. Do you have the latest build? |
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Release 2.0beta1-196-g2a7de9af Remove ignoring for rings and amulets, resolves #142 I am running ... FAangband-2.0beta1-196-g2a7de9af :eek: I 7zipped up the whole folder and uploaded it. Needs 2 monitors and this: 196gForNick D/L here: https://c.gmx.net/@32808082942931770...RWyq8JH7TN0WBg |
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Copied the save and the rndart.txt to 226. Everything was fine, but I had to play with tiles, too much "zoomed in" and on 1 monitor. So I copied over the faangband.INI ... and the inscribing+dropping started immediately even with 226. Several tries later, the problem seems to has magically fixed itself, just as it appeared !?!?! And no, I have not accidently started the 196 version ... that savegame in that folder is still from 2021-05-16. Some "creeping" save file corruption that is written to another point in the file on each save? |
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Latest updates fix artifact devices (I hope) and themed levels - take note MITZE :)
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You want Warrior, Mage, or Priest to be given a once-over next? |
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Now I am gretting crashes when leaving the options menue (2nd hit of "ESC") while setting up the subwindows ... started with v226 and happens with v259 as well.
Everything is fine until I try to put PLAYER(EXTRA) on any Term. ... and STATUS doesn't seem to do anything?!? |
Latest update should fix this, thanks to backwardsEric and Cuboideb.
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But ... Now I can't leave the "Help file 'commands.txt'" ... SPACE took me to the 2nd page, ESC did not work, screen was only flickering as if trying to do something, then refreshing the help screen. ESC did work on the subwindows option screen, though. ;) UPDATE: I tried to close FAA2 using the X button. Little window came up said "you must close all windows". Ok, tried ESC again - and it worked "down" to the main window. UPDATE2: Can't recreate this. Sadly, can't remember which "exotic" key combination I used that didn't work so the game prompted me to use "?" which I did, what got me stuck in the help screen ... ... aaaand another one: 3-headed hydras aren't supposed to be invisible, right? Yet, after encountering a "Q", things have started to (not) show up in a strange way. At first I had some small things gnaw at me, that a staff of "Detect Invisible" couldn't detect. Now I had a Hydra standing right next to me and bite me 2x, and I didn't see it until I used a Rod of Detection?! The detected invisible monster should be the Mystic "p", right? I hit it, and it turned invisible again "You miss something. You freeze something (46)". A hydra. Right next to me!?!? https://smilies.4-user.de/include/So..._sonst_027.gif https://smilies.4-user.de/include/So..._sonst_031.gif ... taptaptaptap ... taptaptapsmack :cool: GROAARR!!! https://smilies.4-user.de/include/Br...ilie_b_352.gif Is this some new kind of curse? If not, dear devs, you do not need to take note, really ... Yes, I tried to make a living from this. Didn't work out. Considering the working conditions in the computer gaming industry today, I guess that is a good thing ... |
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I couldn't reproduce the help issue either. |
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Must have been some SHIFT-letter combination .. let me try some ... OMG! The auto-ignore-inscription is back! And again the game does not ask every time if I want to drop that ring in the d)-slot. Did not notice the inscription before I reloaded the save and tried the keys ... and after using SHIFT-K it's gone again?!?! Why does using SHIFT-K inscribe (and partly uninscribes) slot d) or e) jewelry with "ignore" or "!d, ignore" ... isn't it supposed to do nothing? Must have been some other key combination that send me to the ?-files, though. And the Hydra still vanished on the next turn ... |
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And the next one! At least this one seems to be reproducable from the savefile: Just ignore the Hyrda and step south-east on the broken door ... Does not happen on the northern broken door, though. |
OK, here's what I have on these ones:
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To that end, if it's not implemented already, I would suggest explicitly marking any monster that projects unlight as doing so in monster memory, to make ruling such out (or not) easier (I'd just check my monster memory to see if it was implemented, except I seem to have deleted it). |
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D/L v272, did not transfer any save or cfg file.
Tried to start as an Ent ... |
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Can't drop 2 (or more) things now.
Tried to drop 8 of 9 rations, and the game does not let me ENTER or ESC out of the dialogue. !)%&%!, can't even close (X) the game, says I should exit open menues first ... now it worked. Don't ask how, something with the NUM key, SPACE and finally, when there was no number or * visible, ESC worked ... Something is definitly not working ok with the standard key set on Win8.1. |
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On the plus side, build 273 is now up which allows Ents to play. |
Running v272 now.
Started a new toon. Entered a level, saw what must have been a malachite amulet on the ground and in the objects list. Upon stepping on it, it vanished. No message, no ignores or auto-inscribes set by me, or visible in the options. Savefile not available ... can't save every 2 min. in case something strange happens ... |
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still v272
Now I can't step on a pile of copper coins, because "a wall is in the way". Some steps away I found a katana where "a wall is in the way" (see snip). "T"unneling into it says "... granite wall" ... "Shatter Stone" spell worked on it, and I was able to retrieve the katana. |
How do I get daggers into the quiver?
(I am supposed to, right, to be able to throw them?) "w"ielding 1 of 3 daggers replaced the weapon I was wielding, and dropped that to the ground, because of pack overflow... . When I dropped the dagger I was wielding then, and the other 2 on top of it, the game did an out-pickup as if I still had them in inventory ("auto-pickup" for items in already in the inventory is enabled). So I had to step away to drop the daggers on the next tile, then step back to pick up my first weapon ... |
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The way to get throwing weapons into the quiver is to inscribe them with @v0, or @v1, etc. EDIT: The objects in walls bug should be fixed now. |
2.0beta2 is now up, it breaks savefiles from the previous nightly version. I'll be deploying it to angband.live soon.
I believe there is little gameplay-wise to be done before releasing 2.0 now; the remaining issues are completing things like tiles and documentation, plus a couple of possible bugs. Please let me know if you know of anything else which should be done before a 2.0 release. |
Great work!
A couple of compiler (mingw) warnings: ui-player.c:945 - Index out of bounds (Wrong index I think). ui-entry-renderers:801 - "val" may be unitialized. |
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Mitze killing his own player ghost:
mon-msg.c:299: get_message_text: Assertion `race->base != NULL' failed. |
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Latest version should have the crash bug fixed, along with player ghosts not dropping anything and monsters summoning neutrals.
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Potential RFE: Rework The Wand of Beguiling?
I know wands of dragon's breath, etc. use something new that lets the player choose what effect they actually do now; is this something that could be imparted onto The Wand of Beguiling too, and if so, would it be too OP to do so?
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Is the solid block of color at sufficiently high device/skill levels intended (device skill is actually 143, according to text highlighting)?
Attachment 2019 EDIT: Equipped Maeglin's gauntlets and now it's a black space. |
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I got a 1-9 level feeling but I don't see any valuable object. It can be triggered by an amulet of DOOM ?
The scrolls of indentify rune were created with wizard mode. |
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Thank you!
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The key for beorning shapeshift is wrong in the S command. Small bug
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Also, the latest version has copied the new V feature of re-generating randarts if the file is missing, so you shouldn't have to attach that as well as a savefile in future. |
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The game crashed twice in two days, after khazad.dum. When using down stairs (west) in a plain level. In the second crash I killed a player ghost before that. It was rabii
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Sorry to tell you this, but Magic Mastery *still* isn't quite fixed; I spent some time in wizard mode rolling up excellent objects that can generate Magic Mastery as a property, and it turns out that with an ideal kit and character it's still theoretically possible (but probably not practically possible unless you spend enough time grinding that you'll probably have died from carelessness or boredom) for you to break the Magic Device skill display on the character sheet. As it is now, it's still happening somewhere from 219 to 224, inclusive.
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Special Levels
So it's occurred to me that I didn't see any special levels at all during my mage run, and Zabutor hasn't seen any recently either; I don't think Rolanako or Saquatch have said anything about them as well.
This is just a hunch, but maybe the problems with the level transition crashes and hang-ups are because the game's trying to generate a special level and can't because there's a problem somewhere? EDIT: Nevermind, finally found one again; the edain encampment, East Beleriand 18. |
How the map view works?
If I go down to Valley Level 40 and continue in that direction I can't go up, and things get a bit weird. https://i.ibb.co/CWm9p59/wilderness-map.png |
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Then there's an error in the map. The connector should be
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Hey!
I want to pitch the idea of giving Warrior some things from Medley's new BG. I'm thinking specifically of leap and whirlwind. They could be implemented as U abilities instead of spells. I'm also thinking Warrior should get them even earlier than BG, if not level 1 because well... they're friggin warriors! :D I've been thinking of ways to make playing Warrior more fun, and those two abilities certainly made BG fun for me. What do you fellow kids think? |
Yeah, those spells are amazing, and help make blackguard more fun than warrior. But warrior gets usable archery, which actually more powerful.
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Preset Player Ghosts?
Bugtesting offline, trying to find those crashes/lockups that keep happening.
No luck so far, but it's occurred to me that I don't think anybody has seen one of the preset player ghosts, which makes me wonder now if those are tied together. So, in an attempt to see if so, I think I'm gonna go hunt for the preset player ghosts; I just want to know what the lines in the bones file mean. |
New bones are generated with 0 bytes in android. I have to test if its something related to android.
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Yeah, player ghosts involve both writing and reading from files, and attempt to do it across platforms and on single install multiple player systems like live. So there are like a million things that can go wrong.
The format of bone files is: Code:
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FWIW testing offline I am finding no player ghosts, but no crashes/lockups either (OS Windows 10 Home v10.0.19042, on a Surface Go 2 tablet). |
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In ui-death.c, line 353. file_close should be outside the infinite loop. If the user answers N that line could not executed. Perhaps the loop should be closed at line 337. I will test a fix in android tomorrow.
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Wilderness Transition Crashes
Okay, so not sure whether this is good news or bad news, but I've gone back to bugtesting on the webserver, and am having plenty of luck scumming for the wilderness transition crashes now.
Like the issues already submitted on Git about it seem to reflect, I suspect there are two separate issues (or perhaps one issue with two failure points?) here; one causes a crash that deposits you on the level you were trying to transition to, and the other deposits you on the level you were trying to leave. The latter seems to be rarer than the former. As far as I can tell, the crash that deposits you on the level you were trying to enter seems to have something to do with player ghosts; as far as I've noticed, every time it's happened there's been a player ghost when I've reloaded the game. In case this is valuable information for debugging, I've been scumming for these crashes going between Amon Rudh 15 and West Beleriand 16; the player ghosts I've confirmed involved when the crash happens are 'BEEFCAKE', 'Dex', 'Judias', 'Klassik', 'Rythil', and 'WildKhaine'. As for the crash that deposits you on the level you were trying to leave, it's only happened to me once or twice during my bugtesting time, and it hasn't been replicatable; I've been making a habit of saving before attempting to make a transition during this, and when this crash happened it didn't occur when I tried the transition a second time--not sure if saving screwed with the RNG or what. EDIT: Confirmed the crash that deposits you on the level you were trying to leave is not replicatable; spammed wilderness transitions without saving for a while and found it again, but it still didn't occur when trying the transition a second time. |
My warrior BEEFCAKE still wrecking shit in the afterlife!
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Did you get any instances of the game hanging? |
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(Incidentally, I had been wondering if Rolanako's lockup had just been him coincidentally running into connection issues at the same time--no way to tell now, though.) |
OK, I've found a memory error in wilderness and updated - see if that makes a difference.
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Crashes I will get to another time. |
Bug Spotted?
Perhaps a stupid question (because I really don't know newFA code), but should line 719 in mon-make.c be false rather than true?
As far as I understand it, the entire function it's in is returning true or false based on whether it's successfully created a player ghost, but that particular line is part of a check to determine whether the monster is supposed to be a player ghost at all? |
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After the crash happens, reloading the game will put you on the level you were trying to transition to, and as far as I've noticed there's always a player ghost on said level. |
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Non ghost related crash trying to enter Belegost. Attached savefile is next to the stairs.
Couple other things: first couple of items I came across were amulets of insight that were ignored and hidden, they are both useful so that seems undesired. Would be nice if running delay was an option, not sure why someone would want a regular movement delay but slowing down the running animation would help keep track of yourself. |
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With this and the last one it could be a result of major development changes over the life of your savefile. Quote:
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Edit: testing further, going to another town and setting my home there then returning to that town causes a crash. Birth options are standard wilderness, no_recall on and connect_stairs off. (By the way, connect_stairs off doesn't actually result in disconnected stairs in the wilderness, I could have sworn that someone mentioned this in the thread already but I couldn't find it while searching.) On jewellery, not sure but those first couple of amulets were ignored. Now when I toggle ignoring on or off they don't get affected, so I guess it only happens when you have zero runes known or something? Edit: Spoke too soon, when I resumed and picked up another item, the amulet of insight in my inventory got squelched again. |
In the lead-up to releasing 2.0, I have put the main repo at the old FA repo site, https://github.com/NickMcConnell/FAangband. New code is on the main branch, old on the oldmain branch.
I'll be deleting the repo at https://github.com/NickMcConnell/FirstAgeAngband in due course. |
Hello, Nick!
It might be a good idea to add the names of cities (and locations) on the global map..Maybe it will be good for roleplaying... or just to understand where you are going to go :) |
Also there is a little bug report.
I don't really know what happens exactly, but seems like after killing some boss level I got crash (At least 5 times of 5). My terminal output: ```faangband: mon-msg.c:299: get_message_text: Assertion `race->base != NULL' failed.``` |
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https://imgur.com/a/4AhUObf |
Another idea..What if we make towns as in the tome, for example.
As far as I understand, towns are randomly generated... we can generate them static with patterns. Just to feel them more..alive and real, I suppose. |
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