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Old May 5, 2011, 06:38   #1
myshkin
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5 May 2011 development release(s)

There is a new build of the development version of Angband. (I am trying to avoid the term "nightly," for reasons that should be clear.) I've started a new thread for it so that we can retire the very lengthy old one. Changes since the 23 April 2011 build:
  • Bug fixes: Curlicues Vault layout corrected; out of depth items can no longer reduce level feelings; out of depth item creation deep in the dungeon no longer crashes the game; ego item creation now recognizes when flags are already attached to a pvals; detect invisible now detects monsters again
  • Targetting displays a path from the player to the target.
  • Monster drops are created when the monster spawns.
  • Level feeling boosts from artifacts and ego items are more consistent.
  • The game records more specifically the origin of objects lying on the floor (special room, labyrinth, cavern, pit, vault, rubble).
  • Refactoring related to object flags, to the test harness, and to the stats module
  • Code cleanup and a function length utility
  • Artifact description edits

The teleport other description change is not in the version currently up on rephial (sorry, SSK!), but I do have a change committed, and hope to have that change in a new version on rephial later today.

Thanks for all of the feedback. Please follow up in this thread with any reports you may have.
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Old May 5, 2011, 07:16   #2
PowerDiver
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Yeeha! I think this is the release I've been waiting for since January. You might want to give it a real label.

Just please tell me that this includes the fix to detect invisible, which was marked closed on trac.
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Old May 5, 2011, 07:19   #3
Timo Pietilä
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Quote:
Originally Posted by PowerDiver View Post
Yeeha! I think this is the release I've been waiting for since January. You might want to give it a real label.

Just please tell me that this includes the fix to detect invisible, which was marked closed on trac.
Last one in "bug fixes"
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Old May 5, 2011, 18:35   #4
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Originally Posted by Timo Pietilä View Post
Last one in "bug fixes"
Showing that I am blind. I looked 3 times. There's a reason I asked for running to be disturbed the step before you move adjacent to a monster.

Thanks for pointing that out.
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Old May 5, 2011, 18:58   #5
Chud
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There also seems to be a bug in item stacking, and numbering items in the home.



I bought some !CCW in town and noticed they didn't stack together in my inventory, and by dropping some and collecting some I was able to get them t group in different ways - 30 and 2, 20 and 19, and then the same thing with the life levels ones.

FYI...
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Old May 6, 2011, 00:01   #6
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There also seems to be a bug in item stacking
Noticed this in the dungeon now too; I found !CCW that won't stack with my inventory, and also a spellbook that similarly won't stack. It seems not to be related to inscriptions (my first though was hmm, these are both auto-inscribe items) - I tried removing the inscriptions and removing the auto-inscribe setting, no effect.

My character is a CL27 Mage, and this only started happening recently - I'm not sure what changed. The savefile and pref files were copied over from the previous release (Apr 23) if that is relevant. Should I open a ticket for this, even though I'm not a developer? I'm not sure what the correct process is here.
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Old May 6, 2011, 09:40   #7
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Quote:
Originally Posted by Chud View Post
Noticed this in the dungeon now too; I found !CCW that won't stack with my inventory, and also a spellbook that similarly won't stack. It seems not to be related to inscriptions (my first though was hmm, these are both auto-inscribe items) - I tried removing the inscriptions and removing the auto-inscribe setting, no effect.

My character is a CL27 Mage, and this only started happening recently - I'm not sure what changed. The savefile and pref files were copied over from the previous release (Apr 23) if that is relevant. Should I open a ticket for this, even though I'm not a developer? I'm not sure what the correct process is here.
No, please don't open a ticket - we know what the problem is, but not why it's happening.

When a savefile is loaded, each object is read into memory using a function called rd_item_X, where X is the version number of the savefile. Object flag handling has now changed, so X was incremented to save and load the new flags properly using rd_item_3. I added code to rd_item_2 which should convert the flags of objects in old savefiles so that they stack properly with new objects, but for some reason this isn't working. The two relevant lines in rd_item_2 are

of_copy(o_ptr->flags, o_ptr->kind->base->flags);
of_union(o_ptr->flags, o_ptr->kind->flags);

We saw this bug in staging but couldn't see why it wasn't working, and assumed that it must have been an artefact of us all using savefiles we'd played in the staging branch, where things tend to get a bit muddled. I couldn't reproduce it with a "proper" old savefile.

But the assumption was wrong, and it is clearly a problem with the changes to object flags (ticket #120) and the rd_item_2 code.

All patches and suggestions welcome. In the meantime, apologies for the inconvenience w.r.t. stacking.
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Old May 6, 2011, 19:35   #8
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I added code to rd_item_2 which should convert the flags of objects in old savefiles so that they stack properly with new objects, but for some reason this isn't working.
Ah, okay. Time permitting I may try to see what's going on there (dust off my meager C skills a little). In the meantime it sounds like I should be able to solve the problem by ditching any items brought over form the previous build and just acquiring new ones in the current version then.

Quote:
In the meantime, apologies for the inconvenience w.r.t. stacking.
No worries at all - such is the world of the development release.
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Old May 7, 2011, 01:12   #9
myshkin
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Originally Posted by Chud View Post
Ah, okay. Time permitting I may try to see what's going on there (dust off my meager C skills a little). In the meantime it sounds like I should be able to solve the problem by ditching any items brought over form the previous build and just acquiring new ones in the current version then.
No need to spend effort here. I believe I've found and fixed the bug. But yes, your workaround should work between now and the next development release.
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Old May 7, 2011, 01:26   #10
will_asher
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Originally Posted by myshkin View Post
(White icky things, being STUPID, cannot be slept.)
So sleep monster was made even more useless than it already was?
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My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)
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