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Old July 9, 2016, 21:43   #11
Pete Mack
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OK, I mostly see what is happening to cause the crash. It is trying to create a monster of race 353 in town, which appears to have level 0, but does not actually exist. (It is the commented out no-friends crawler.)


I don't know why it should happen this way for rebalancing, but not for ordinary play.

As a workaround you *may* be able to rebalance if you try on a level other than 0.

Edit:
that works.
But beware: it screws up monster level a lot (using the previous example, carrion crawler moves to dl 33, where it would be a patsy.) Don't use the generated file directly.

Last edited by Pete Mack; July 9, 2016 at 23:49.
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Old July 10, 2016, 18:09   #12
Elfin Jedi
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Can I just remove the commented out monsters?


What do I do about this error (4.0.5)?

make.exe": *** No rule to make target `obj-identify.h', needed by `cmd-cave.o'. Stop.

I notice cmd-cave.c says: #include "obj-identify.h". I don't see a cmd-cave.o.

Now that I look closer I don't even see an obj-identify.h. Hmm...

Adding it worked.

Last edited by Elfin Jedi; July 10, 2016 at 19:08.
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Old July 10, 2016, 20:03   #13
Pete Mack
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@EJ-
No idea about deleting the commented characters. But why bother? There is a fine workaround.
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Old July 10, 2016, 21:14   #14
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Well... I can rebalance without it crashing that way (thanks) but the new_monster file doesn't seem to have the new monsters I added. And I'm going to have to edit most of the monsters sooner or later.

Unless... maybe... there might be some .c or .h files that need to be edited... I do think I remember a list-mon or something like that.

Will check.

(I already got the ui-knowledge one.)

I didn't see any that directly list monsters though.

Last edited by Elfin Jedi; July 10, 2016 at 21:32.
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Old July 10, 2016, 22:56   #15
Pete Mack
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There are no source files that list monsters, just monster base types.
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Old July 11, 2016, 01:59   #16
Elfin Jedi
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I added a bookstore and now I am getting an assertion failure on cave-map.c line 178. The line with context says:

178: assert((int) g->f_idx <= FEAT_PASS_RUBBLE);
179: if (!g->hallucinate)
180: assert((int)g->m_idx < cave->mon_max);

I have no idea what this means.

(Trying to edit the indentations back in.)

Didn't work though.
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Old July 11, 2016, 17:04   #17
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It's a save-file breaking change, in the sense that you will need to start a new character. The game makes assumptions about the order of features, with impassible features listed second. You will need to make the new feature just before or after your home, depending on what number you want to give it.


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I added a bookstore and now I am getting an assertion failure on cave-map.c line 178.
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Old July 11, 2016, 17:22   #18
Elfin Jedi
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Ok thanks a lot!
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Old July 11, 2016, 17:43   #19
Elfin Jedi
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Now there are dtrap edge - walls in the town. Is there somewhere else I need to change terrain orders?

My sister who is helping me over Facebook chat says:

"Ok, I was wondering about that, but I don't think it's smart programming."

me-"Ok" "um..." "now there are trap detect borders in town "

me-"how would you program it? I am sure they would be interested if you found a solution."

her-"Oh dear. I assume you added the bookstore earlier in the list and bumped all the other feature numbers? It must be making assumptions about those feature numbers somewhere else in the code and is either generating or displaying a different terrain that it thinks."

her-"I would think that passable should be a property on either terrain type, but that would be a big change."

me-"yeah, that is what I needed to do."

me-"mind if I quote you on the forum?"

her-"lol sure"
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Old July 11, 2016, 17:45   #20
Elfin Jedi
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I assume I needed to change all the numbers...

Oh, it is solved for a new character though.

So, it was just the broken savefile that was a problem.

Last edited by Elfin Jedi; July 11, 2016 at 18:33.
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