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Old September 8, 2015, 07:53   #11
Ingwe Ingweron
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Finding yourself. Isn't that the journey?
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Old September 8, 2015, 14:46   #12
Nick
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Quote:
Originally Posted by Tarrasque View Post
Could that cause this?
It really shouldn't, but I have no clue what else would either. Let us know if you see this sort of thing again, and in what circumstances.

Rephial is up to date now, btw.
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Old September 8, 2015, 17:11   #13
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Yes, I too have seen my @ move around across the screen, but I forget what else was happening at the time.
(using the cone breath feature version)
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Old September 8, 2015, 21:30   #14
Thraalbee
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Randart "Based on xxx" has changed

The randarts spolier used to state per item e.g. "Based on Deathwreaker" but now only contains "Based on <another randart name>" which is far less interesting. The referred item will be totally unknown nearly all of the time.
Is this intended?
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Old September 8, 2015, 23:16   #15
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Quote:
Originally Posted by Thraalbeast View Post
The randarts spolier used to state per item e.g. "Based on Deathwreaker" but now only contains "Based on <another randart name>" which is far less interesting. The referred item will be totally unknown nearly all of the time.
Is this intended?
No, this is a side effect of the fact that randarts are generated from the previous set, not the standarts. That is really a bug, and I may do a fix for it for 4.0.3 if and when that happens, but randarts need to be overhauled anyway for 4.1. So we'll see what happens.
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Old September 9, 2015, 19:25   #16
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Quote:
Originally Posted by Nick View Post
Quote:
Originally Posted by Tarrasque View Post
Could that cause this?
It really shouldn't, but I have no clue what else would either. Let us know if you see this sort of thing again, and in what circumstances.
Playing 4.0.2 on Windows with tiles, I've seen @ double up a couple of times when a pseudo-ID message interrupts running. (It doesn't seem to happen every time - possibly it only occurs when @ is about to run off the edge of the screen and trigger a map redraw?)

I believe pseudo is supposed to completely interrupt running and cause @ to stop in the square that the pseudo message triggered, but what I'm getting when this bug occurs is a temporary interrupt: running is paused until I press a key to clear the message bar, and during that pause, @'s current position on the screen is overlaid with @'s future position (the square that @ would have come to a natural stop in if running hadn't been interrupted). After I press a key to clear the message, the duplicate @ disappears and @ starts running again.

Basically, imagine @ is about to run off the right-hand edge of the screen here:

Code:
A.
                          
                  ####### 
                  .<...@. 
                  ####### 
                          
                          
                          
                          
                          
causing the map to scroll sideways and update to this:

Code:
B.
                          
########                  
.......#                  
######.#                  
     #.#                  
     #.#                  
     #.###                
     #..@:                
     #####                
When a pseudo-ID message interrupts that running path, I actually see this:

Code:
                          
########          ####### 
.......#          .<...@. 
######.#          ####### 
     #.#                  
     #.#                  
     #.###                
     #..@:                
     #####                
Until I press a key to clear it, and then @ gets running again and continues on to position B.

ETA: it's not just pseudo-ID - I just had the same effect occur with a level feeling message, so presumably any sort of message interrupting running could cause this.

Last edited by Nomad; September 9, 2015 at 19:35.
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Old September 9, 2015, 20:28   #17
Thraalbee
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Quote:
Originally Posted by Nick View Post
No, this is a side effect of the fact that randarts are generated from the previous set, not the standarts. That is really a bug, and I may do a fix for it for 4.0.3 if and when that happens, but randarts need to be overhauled anyway for 4.1. So we'll see what happens.
Ok, No problem.
I found another issue with randarts. Max Level should always be >= Min Level

Code:
the Short Sword of Turufin (1d7) (-12,-12)
------------------------------------------
Heavily cursed.
Branded with cold.
Cannot be harmed by acid.
Grants telepathy.  Drains experience.  


Min Level 13, Max Level 7, Generation chance 5, Power -9, 8.0 lbs
Based on Turufin.
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Old September 9, 2015, 21:52   #18
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Quote:
Originally Posted by Thraalbeast View Post
Ok, No problem.
I found another issue with randarts. Max Level should always be >= Min Level
That tends to happen with cursed randarts; it's definitely not new with 4.x.

I mean, doesn't mean it shouldn't be fixed, just pointing that out.
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Old September 9, 2015, 22:50   #19
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Quote:
Originally Posted by Nomad View Post
Playing 4.0.2 on Windows with tiles, I've seen @ double up a couple of times when a pseudo-ID message interrupts running.
Great, thanks.
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Old September 10, 2015, 20:57   #20
Tarrasque
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Quote:
Originally Posted by Nick View Post
Let us know if you see this sort of thing again, and in what circumstances.
Here's the save I used for the screenshots. The sling on the floor blocks running, so I stand on it and run to the right, but I get the same effect running back the other way and whenever @ continues running past the edge of the screen. I turned down the animation speed to 10 fps for the screenshots.

I also have a bug where the game hangs and crashes whenever I use the keyboard shortcut to quit (Cmd-Q) instead of using the menu with the mouse. I've attached the crash report for that as well.
Attached Files
File Type: zip Arodrin.zip (10.2 KB, 30 views)
File Type: zip crash report.txt.zip (19.7 KB, 29 views)
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