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#31 | |
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#32 |
Swordsman
Join Date: May 2009
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Oops, hadn't noticed a new post had come in (it was on the next page)
There should be a first pass patch on github now It should probably use a similar approach to the teleport code, but I wanted to get something up quick... (my first thought was to call into the teleport routine, but its kinda linked into the player-activation stuff, also the range isnt really relevant for level creation time...) |
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#33 | |
Swordsman
Join Date: May 2009
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There is also the matter of z_info->max_depth. dungeon_get_next_level is almost what you want here, but unfortunately it is set to also block on quest levels... ... Hmm. If create stair is disabled, does killing Sauron work?... |
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#34 |
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Thanks, I'll look at this properly soon.
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#35 |
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Join Date: Oct 2016
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got another unrecoverable crash.
recalling back to town gave me a "invalid player location" error, and a broken save file. https://drive.google.com/open?id=0B9...2tvY2tmRTZVVnM
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#36 |
Swordsman
Join Date: May 2009
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#37 |
Swordsman
Join Date: May 2009
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I've got a seg fault here if I recall.
savefile.zip The stack trace points at something in the sdl font handling, but I doubt that is where memory is getting first mishandled... I am running with the recall patches, but they dont do anything interesting with memory, so I woudn't guess the problem is there? Hmm. I wonder what happens if I wander up to the top-left where my code may not be called at all? (This might also be a way to test against unpatched code without the out-of-bounds crash interfering) ... it still crashes on the top-left area... |
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#38 | |
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EDIT: Correction, that's a small problem that doesn't cause the crash. There's a bigger issue I haven't nailed down yet.
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#39 |
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OK, latest build fixes the problem, that savefile should work fine now.
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#40 |
Swordsman
Join Date: May 2009
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That got it. Thanks
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