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#11 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Tinkered a bit more with this, seems the crash occurs whenever the kobold shaman casts a magic missile.
Made a new save just before the encounter. In the save file just walk north and walk around in the room until the kobold casts a magic missile. Have a bunch of the new and improved CLW, so it's quite safe :-) |
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#12 | |
Angband Devteam member
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Quote:
Thanks for the savefile - I'll have a look this evening. |
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#13 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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So far it's crashed for me each time someone cast a magic missile on me, so guessing it is still buggy...
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#14 |
Swordsman
Join Date: May 2009
Posts: 294
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I'm getting about the same: magic missile = destroy the world
I have seen it occasionally get the spell off without crashing, but it's 80% crashing so far... |
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#15 | |
Angband Devteam member
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Quote:
Looks like there will be a new nightly out soon, as there's not much testing that can be done if magic missiles crash the game ... |
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#16 |
Swordsman
Join Date: May 2009
Posts: 294
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Been doing some digging.
Should monster_learn_resists or update_smart_learn abort where gf_ptr->resist gf_ptr->immunity or gf_ptr->vuln is null? Because as near as I can tell, when that null goes into FLAG_OFFSET(flag) we get a negative-wraparound on the unsigned flag_offset which is what causes the crash. |
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#17 | |
Angband Devteam member
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Quote:
I'm not sure why the assertion failure was in z-bitflag.c though, when there was already an assert in update_smart_learn itself. Compiler optimisation, I guess. Anyway, a new nightly should be out in a couple of hours. Thanks for the catch. |
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#18 |
Angband Devteam member
Join Date: Apr 2007
Posts: 334
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Yet another build
Fixes for the tunneling bug that kaypy reported and for the magic missile crash that jens reported are now on their way to the next dev release. Note that the one marked ef9e70e6dc still has some problems; you'll want the one marked 31b20dac9b. It should be up in a couple hours. The only other changes from the 22 May 2011 release are the Mac OS X accented characters fix, some tweaks to level feelings, and a more sensible message at death about keeping randarts.
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#19 |
Swordsman
Join Date: May 2009
Posts: 294
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#20 | |
Adept
Join Date: Apr 2011
Posts: 111
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Quote:
Cambeleg and FIngolfin are top artifacts--I want to see these restored. Same with the rings of power--I totally welcomed their recent boosting in speed and damage because in my mind they always had trouble competing with rings of speed, when they really ought to be something special--tip top artifacts. I sort of disagree stripping speed from Gondor--in my current game I totally don't find Gondor a no-brainer over Dor-Lomin because of the letter's telepathy. Gondor is a top artifact. If you want to tone down Elessar, Numenor, Haradrim, and Hammerhand that is totally reasonable--Haradrim is a new nontraditional artifact anyway, and I really don't like all these artifacts of evil no-class Harad being so powerful relative to the far more glorious Elven, Dwaven, Westernesse, and Godly origin stuff--the Haradrim just weren't portrayed as that powerful. Elessar--well, it's kind a newish anyway and I think a bit too powerful, but how about toning doen a *little*--stripping speed and removing all 7 damage is too much. Hammerhand--well, +9/+9 is too powerful especially as Helm Hammerhand just wasn't godlike, though he is certainly remembered fondly by the Rohirrim. So take it down a bit *but* also get rid of *aggravates*--it will at least be useful then. I won't be downloading this development version. |
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