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Old November 9, 2016, 14:38   #31
PowerWyrm
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Quote:
Originally Posted by PowerWyrm View Post
Just got an endless loop in level generation. Tracked down the problem to the generation of an "Outside closets" room template, where the code fails to place monsters for the "9" tiles. Apparently, the code tries to place a monster on row 65, where cave height is 64 (the scatter() function should probably be adapted so that there's no endless loop if no location is available after some tries). Looking at the definition of the template in room_template.txt, it appears that the number of rows defined is incorrect: "rows:11" should be "rows:12".
... which of course doesn't work, since room templates have a max height of 11.

The best way to fix that is probably to remove a line in the vault, like this:

Code:
name:Outside closets
type:1
rating:1
rows:11
columns:17
doors:1
tval:0
D:#%#%#%#%#%#%#%#%#
D:%.#.#9#.#.#9#.#.%
D:#+#+#+#+#+#+#+#+#
D:%...............%
D:%.xxx(xxxxx(xxx.%
D:%.x.....x.....x.%
D:%.xxx(xxxxx(xxx.%
D:%...............%
D:#+#+#+#+#+#+#+#+#
D:%.#.#9#.#.#9#.#.%
D:#%#%#%#%#%#%#%#%#
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Old November 9, 2016, 15:24   #32
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Another bug in vault generation: monster restriction on new vaults is never applied, because get_vault_monsters() does

Code:
my_strcpy(base_d_char, format("%c", racial_symbol[i]), sizeof(racial_symbol[i]));
instead of

Code:
my_strcpy(base_d_char, format("%c", racial_symbol[i]), sizeof(base_d_char));
which leaves base_d_char blank.
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Old November 10, 2016, 12:49   #33
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Latest nightly build has, I believe, fixed all the bugs in this thread (if you don't count the ones on the tracker).
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Old November 13, 2016, 09:51   #34
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Pathfinding doesn't work.
First, do_cmd_pathfind() calls pathfind(x, y), but pathfind() takes arguments in the opposite order (y, x) (and ui-context.c is pretty confused about it - it calls cmd_set_arg_point() in two places, in one it uses (x, y), in another (y, x) ).
Second, is_valid_pf() ignores walls:
Code:
static bool is_valid_pf(int y, int x)
{
	/* Unvisited means allowed */
	if (!square_isknown(cave, y, x)) return (true);

	/* No lava */
	if (!square_isfiery(cave, y, x)) return (true);

	/* Require open space */
	return (square_ispassable(cave, y, x));
}
Note that every square that is not lava is "true" and it never gets to square_ispassable().
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Old November 13, 2016, 23:23   #35
Ingwe Ingweron
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Not sure if this should be here, or in the Shockbolt tiles thread, but:

I usually play in ASCII view, but for kicks I've been playing the latest nightly with Shockbolt's tiles. So far, I've noticed the following traps are ASCII symbols rather than tile:

aggravation trap
blast trap
blinding flash trap
blinding trap
earthquake trap
mind blasting trap
mine trap
pit
petrifying trap
poison pit
rock fall trap
rune of summon foe
siren trap
spiked pit
trap door

Also, passable rubble and rubble look identical
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Old November 14, 2016, 09:52   #36
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Quote:
Originally Posted by Nick View Post
Latest nightly build has, I believe, fixed all the bugs in this thread (if you don't count the ones on the tracker).
Commit 219c115 removed the chance of having extra blows on randarts. See remove_contradictory().

Code:
art->modifiers[OBJ_MOD_BLOWS] = 0;
should be

Code:
if (art->modifiers[OBJ_MOD_BLOWS] < 0) art->modifiers[OBJ_MOD_BLOWS] = 0;
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Old November 14, 2016, 10:53   #37
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Quote:
Originally Posted by PowerWyrm View Post
Commit 219c115 removed the chance of having extra blows on randarts. See remove_contradictory().
Thanks - remove_contradictory() needs an overhaul to include new curses too.
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Old November 14, 2016, 10:56   #38
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Other randart changes from the same commit that seem to be accidental:
- removed the chance to have +3 blows/might/shots (do_mod)
- stats can be raised indefinitely, instead of just once (add_stat)
- dexterity on gloves, wisdom/intelligence on helm, and constitution on body armor can be raised indefinitely, instead of just once (add_fixed_pval_mod)

Also when moving from pval to mod, an old bug resurfaced when adding the "extra light" mod (add_ability_aux):

Code:
art->modifiers[OBJ_MOD_LIGHT] = 2;
should be

Code:
art->modifiers[OBJ_MOD_LIGHT] = 1;
or to simplify:

Code:
case ART_IDX_GEN_LIGHT:
            if (art->modifiers[OBJ_MOD_LIGHT] == 0) art->modifiers[OBJ_MOD_LIGHT] = 1;
            break;
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Old November 14, 2016, 13:12   #39
Ingwe Ingweron
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Copying monster.txt to users angband directory and renaming lore.txt no longer provides monster memory. Intentional? This change occurred in the latest nightly, or the next to latest.
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Old November 14, 2016, 13:30   #40
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Quote:
Originally Posted by Ingwe Ingweron View Post
Copying monster.txt to users angband directory and renaming lore.txt no longer provides monster memory. Intentional? This change occurred in the latest nightly, or the next to latest.
Not intentional. I noticed some weirdness with monster memory too - will chase that down.

EDIT: Actually, yes, it's the latest, and I know exactly why. It will get fixed some time
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