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Old January 27, 2016, 02:31   #21
bio_hazard
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Crash after death. Got "You Die" pop up, clear that, then asked to save character in a user file. Hit OK to default name. Crash.
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Old January 27, 2016, 07:59   #22
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Hi,

looks like inscriptions aren't fixed, or importing from 8.0.0 doesn't correct the underlying problem.

I've attached a screenshot showing corrupted inscriptions and the matching save file. Hope this helps.
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Old January 27, 2016, 15:56   #23
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Quote:
Originally Posted by jevansau View Post
Hi,

looks like inscriptions aren't fixed, or importing from 8.0.0 doesn't correct the underlying problem.

I've attached a screenshot showing corrupted inscriptions and the matching save file. Hope this helps.
Importing the savefile from 8.0.0 won't correct the current inscriptions. If I am reading this correctly, you loaded the character in NPP 8.0.1, cleared the bad inscription, started playing, and it came back?

Just curious, why is the ammo inscribed with #ffffff? One of the possible memory leak scenarios in 8.0.0 was where the ammo inscription in the next slot contained the letter 'f'.
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Old January 27, 2016, 22:54   #24
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I had an auto-inscription of @0 on unenchanted arrows. These arrows were picked up after converting to 8.0.1. They originally looked OK, but I noticed some time later they had become corrupted.
I dumped the affected ammo in the dungeon and removed the auto-inscription and things seem OK for now.

I might test the auto-inscription again, since I think it was applied at 8.0.0 and see if it will work OK now.
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Old January 31, 2016, 22:58   #25
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I had another almost pristine wilderness level without any issues. Stability in general seems much better with 8.0.1. I've been a bit paranoid with save file copies, but haven't needed them so far.

One thing I've noticed is that the supply of unenchanted missiles is quite low. I think I much prefer the vanilla system of unlimited, and I thought NPP used to be the same way.
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Old February 2, 2016, 03:46   #26
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It's good to hear things are getting better. I believe the crash issue related to forest terrain is fixed for good.

I will be putting out an update in a couple more days once I work out a couple more minor issues. But it is an important update as QT can leave some memory leaks if the dialog boxes are assembled in a certain manner. I have gone through the source code and done a massive search-replace for any potential memory leaks.

Technical explanation for anyone who is interested: When a dialog box is created in Qt, it is much easier to create all the widgets using the memory heap (widgets created in the memory stack self-delete once the function is exited, even if the dialog box still exists). QT is good about deleting widgets sand freeing the heap memory when when the dialog box is deleted (not quite garbage collection, but it is close). But if the coder is not careful, Qt does leave dangling pointers. This probably isn't as big of a deal for other programs as it is for *Angband. Since dialog boxes pop up so frequently in *Angband, things are probably a mess during a long playing session. I think that is what is causing the crashes. All pointers to widgets now change and point to NULL when the widget is deleted.
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Old February 2, 2016, 03:49   #27
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Quote:
Originally Posted by jevansau View Post

One thing I've noticed is that the supply of unenchanted missiles is quite low. I think I much prefer the vanilla system of unlimited, and I thought NPP used to be the same way.
There were some items permanently in stock in NPP including arrows, but it was probably overkill and the whole feature removed. But arrows should be kept in stock. I will add that back.
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Old February 8, 2016, 22:51   #28
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Found another bug - descending to a greater vault quest level causes a hang - I've attached a savefile at the top of stairs - > to hang.

Came as a bit of a shock - first major issue I've seen for a while.
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Old February 9, 2016, 17:32   #29
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Quote:
Originally Posted by jevansau View Post
Found another bug - descending to a greater vault quest level causes a hang - I've attached a savefile at the top of stairs - > to hang.

Came as a bit of a shock - first major issue I've seen for a while.
Thank you for the savefile. That made it easy to find. It was a careless cut-and-paste error while creating the QT port where the game got hung waiting for a value to be TRUE, and it was being marked as FALSE instead. Any greater vault level would cause the game to freeze.

I was planning on releasing an updated version today, but I am glad this fix got in there first.
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Old February 9, 2016, 21:29   #30
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I'm glad you found the cause of that bug so quickly. Odd in that it was my second GV quest. The first was a bubbles vault, so very lucrative. Is there any restriction on which GV's can be used, or is it just a random selection?

Not bugs, but there are a couple of things I am still struggling with:
How to look at floor stacks - so far, all I've found is to go to the square and use i. This is tedious.
Is there a direct interface to the squelch settings? It would be nice to be able to go through this systematically, not just item by item.
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