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Old November 17, 2013, 18:07   #61
LostTemplar
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I found an old bug in FAangband, also present in your last version
exactly the same in randart.c and jewel.c
Code:
@@ -2836,8 +2836,8 @@ static void j_remove_contradictory(object_type *o_ptr)
     }
   for (i = 0; i < MAX_P_BONUS; i++)
     {
-      if ((o_ptr->bonus_stat[i] > 6) && (i != P_BONUS_SPEED))
-	o_ptr->bonus_stat[i] = 6;
+      if ((o_ptr->bonus_other[i] > 6) && (i != P_BONUS_SPEED))
+	o_ptr->bonus_other[i] = 6;
     }
   if ((o_ptr->flags_curse & CF_NO_TELEPORT) && 
       ((o_ptr->activation = ACT_RANDOM_TELEPORT1) ||
I found it after it start giving segfault after upgrading to gcc 4.8
I wonder how a code with such thing could have worked for such a long time without any troubles.
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Old November 17, 2013, 21:15   #62
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Quote:
Originally Posted by LostTemplar View Post
I found it after it start giving segfault after upgrading to gcc 4.8
I wonder how a code with such thing could have worked for such a long time without any troubles.
Excellent. thanks. I guess it survived because mostly it was running off the end of bonus_stat into bonus_other, and mostly that value was <6, so it rarely tried to overwrite.
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Old November 17, 2013, 22:18   #63
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Most likely yes. And optimization screw something and it overwritten some pointer maybe instead.
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Old November 19, 2013, 17:04   #64
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Yay "undefined behavior".

EDIT: ... at least it didn't delete all the user's files.
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Old November 30, 2013, 21:15   #65
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Quote:
Originally Posted by Arralen View Post
Is trap detection with rods not 100% any more?
Zapped a rod and detected a murder hole some 8 steps north from my position, then made 6 steps to the north and stumbled into a shimmering portal, which clearly should have been within the detection radius?!
Hm, I just noticed something similar to this. I was inside of a vault, fully detected and something blanked my mind. I had to teleport out and make my way back, but when I detect traps again outside the vault the map doesn't update with the traps until they get into vision.
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Old November 30, 2013, 23:12   #66
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Quote:
Originally Posted by clouded View Post
Hm, I just noticed something similar to this. I was inside of a vault, fully detected and something blanked my mind. I had to teleport out and make my way back, but when I detect traps again outside the vault the map doesn't update with the traps until they get into vision.
Thanks. I'm having trouble tracking this one down, and this gives me a starting point.
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Old December 2, 2013, 12:11   #67
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Quote:
Originally Posted by clouded View Post
Hm, I just noticed something similar to this. I was inside of a vault, fully detected and something blanked my mind. I had to teleport out and make my way back, but when I detect traps again outside the vault the map doesn't update with the traps until they get into vision.
All right, this is pretty funny. In fact, the traps remain detected after amnesia, and you can 'l'ook at them, even though you can't see them. So this may be a different bug to the other one, but certainly knowledge of traps needs examination.
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Old December 12, 2013, 09:00   #68
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FAangband 1.4.2

Version 1.4.2 is now available from all the usual places (downloads page, variants tab). This is mostly a bugfix release, with also quite a bit of underlying code restructure as the whole V maintainer thing encourages me to align codebases as mush as possible.

One noticeable change is a better menu for choosing game modes (formerly known as birth options); the game also now moves from the splashscreen to the news screen without requiring a keypress. And The Complainer gets some new complaints

Bugs fixed include:
  • Object descriptions contain full curse and curse removal info
  • Perfectly balanced weapons ID properly
  • Player can no longer move through the lava unharmed by saying they don't want to
  • Various issues with shapechange from chaos are fixed
  • Some tile allocations have been corrected
  • Trap visibility issues after amnesia fixed
  • Door placement on dungeon generation works properly now (2-year-old bug finally fixed)
  • Trap detect edge drawing updates immediately, and is complete
  • Objects meant to be light (weight) now are, instead of giving permanent light
  • Items bought from a store still show their curses once bought
  • Trap setting can be chosen as an ability by warriors, rangers and druids again
  • Detection animation doesn't leave map errors

I actually don't know of any remaining bugs
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Old December 12, 2013, 11:12   #69
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The Complainer complains about caps that look like gloves ... Fortunately they don't anymore.

Also, that's just mean :
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Old December 12, 2013, 14:01   #70
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Congrats on yet another release!
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