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Old February 9, 2016, 23:37   #31
nppangband
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Quote:
Originally Posted by jevansau View Post
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?
Actually, thank you! A savefile makes things easy to find & fix. Recreating a bug from a description that is the challenging part. I played through a bit of your greater vault quest as well. I won't spoil it for you but it looked a little too fun to pass up (assuming you use the savefile you uploaded and head down the stairs on the first turn).

As for a restriction on the vault, not that I know of. The bug was a line of code that did the opposite of what it should have done. I am having a tough time imagining how that first greater vault level could have been created, unless the vault template had plain, ordinary squares where the player could start on the level. The game hung trying to find a suitable spot to place the player when the level is generated.

Quote:
Originally Posted by jevansau View Post
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.
You can do this in the object knowledge screen. You can also edit the ego-item squelch settings in the ego-item knowledge screen.

What is on the to-do list, is a central quality squelch dialog where the player can directly edit the quality squelch settings by object type. That fell through the cracks when making the QT port.

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Originally Posted by jevansau View Post
How to look at floor stacks - so far, all I've found is to go to the square and use i. This is tedious.
You can right-click on the square with a mouse. Having an object list window open also does a pretty good job of letting you know what objects are nearby.

Is there another interface that is missing?
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Old February 10, 2016, 00:20   #32
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I am having a tough time imagining how that first greater vault level could have been created, unless the vault template had plain, ordinary squares where the player could start on the level. The game hung trying to find a suitable spot to place the player when the level is generated.

This makes sense as it was the bubbles vault - lots of empty squares.

Thanks for the UI hints too - they work well.

Last edited by jevansau; February 10, 2016 at 04:46.
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Old February 15, 2016, 19:50   #33
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If you'll take a feature request - a larger or expandable house would be great. Especially with randarts, the house feels very constricted. NPP's quests encourage having alternate sets of gear, making the issue worse.
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Old February 17, 2016, 01:12   #34
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Got another corrupt savefile. Completed a vault quest and recalled. Got an error about npp wanting to terminate in an unusual way. When I try to load the save file it is corrupt. It gives the error Invalid player level (0).
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Old February 17, 2016, 20:17   #35
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Quote:
Originally Posted by jevansau View Post
Got another corrupt savefile. Completed a vault quest and recalled. Got an error about npp wanting to terminate in an unusual way. When I try to load the save file it is corrupt. It gives the error Invalid player level (0).
Again, sorry about the crash. At this point it should take something pretty unusual for that to happen.

Whatever caused the game to crash interrupted the game in mid-save. The savefile is reads normally up to a point (For example, the last message in the message log is "You feel yourself yanked upwards!), but then a little after that the game starts reading only empty strings and zeroes.

Were you playing NPP 8.0.1 or NPP 8.0.2? The savefile indicates 8.0.1. The update for 8.0.2 has some important updates for preventing memory leaks. Was this crash at the end of a long game playing session?

Is this the same vault quest from the previous savefile crash? If so, did you succeed in completing the vault quest? I will need to try to re-create the crash. How many vault quests have you done, and have you had problems on all of them?

By the way, after the release of 8.0.2 I came across an obscure bug where a monster near a destroyed area (from casting earthquake, for example) that is fleeing from the player causes the game to crash. That has been fixed, and I am about to release 8.0.3 after I see if I can duplicate or fix the crash you had above.
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Old February 17, 2016, 22:06   #36
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I was playing 8.0.1 as I didn't realise that 8.0.2 was available. There was no post announcing its release.

This was a vault artifact quest, not a greater vault. I think this was my second or third one. I guess it was quite a long session.
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Old February 24, 2016, 22:07   #37
nppangband
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There was a post, but it didn't get any replies so it fell off the main page after a day or so.

In any event, 8.0.3 is out, which runs much more smoothly than 8.0.1.
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