Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 22, 2017, 03:50   #21
Sky
Knight
 
Join Date: Oct 2016
Location: Glasgae
Age: 45
Posts: 766
Sky is on a distinguished road
nope, five crashes out of 5 different characters with 5 different set of birth options.
__________________
#ARKENSTONESMATTER
Sky is offline   Reply With Quote
Old October 22, 2017, 05:39   #22
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,655
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Sky View Post
nope, five crashes out of 5 different characters with 5 different set of birth options.
Any extra information or savefile would be helpful in tracking down the problems.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old October 22, 2017, 11:13   #23
Sky
Knight
 
Join Date: Oct 2016
Location: Glasgae
Age: 45
Posts: 766
Sky is on a distinguished road
i'll have a whole bunch of saves available tonight.
__________________
#ARKENSTONESMATTER
Sky is offline   Reply With Quote
Old October 22, 2017, 12:05   #24
Sky
Knight
 
Join Date: Oct 2016
Location: Glasgae
Age: 45
Posts: 766
Sky is on a distinguished road
https://drive.google.com/open?id=0B9...klwaWZwMHpVVjA
there.
this is a freshly-unpacked WIN nightly, regardless of race, class, or birth options, as soon as i try to enter the dungeon i get a crash.
__________________
#ARKENSTONESMATTER
Sky is offline   Reply With Quote
Old October 22, 2017, 13:05   #25
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,655
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Sky View Post
https://drive.google.com/open?id=0B9...klwaWZwMHpVVjA
there.
this is a freshly-unpacked WIN nightly, regardless of race, class, or birth options, as soon as i try to enter the dungeon i get a crash.
OK, thanks. That is very odd - linux build works fine, windows build fails, and the failure doesn't look remotely platform-related.

EDIT: macOS version seems to fail in the same way. Further research needed.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old October 23, 2017, 09:31   #26
PowerWyrm
Veteran
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,065
PowerWyrm is on a distinguished road
This option gives Priests a huge advantage I guess...
__________________
PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old October 23, 2017, 09:55   #27
PowerWyrm
Veteran
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 2,065
PowerWyrm is on a distinguished road
For MAngband/PWMAngband, the way levels persist is much simpler (because of multiplayer mode): there is a chunk_list array for all the levels and a players_on_depth array for the number of players on a level. When players_on_depth is not zero, the level persists, otherwise it is regenerated. The players_on_depth value is automatically increased/decreased when a player enters/leaves a level, and can be manually changed using the DM menu to static/unstatic a level.

To determine how players arrive on a persistent level, there are three fixed locations: location for players going up, location for players going down, location for players arriving randomly (usually by WoR or tele level). This is much simpler than pairing stairs, so every staircase down on level n-1 goes to the same staircase on level n, and every staircase up on level n+1 goes to the same staircase too on level n.
__________________
PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant!

Last edited by PowerWyrm; October 23, 2017 at 11:56.
PowerWyrm is offline   Reply With Quote
Old October 23, 2017, 13:22   #28
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,655
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Nick View Post
OK, thanks. That is very odd - linux build works fine, windows build fails, and the failure doesn't look remotely platform-related.

EDIT: macOS version seems to fail in the same way. Further research needed.
New build on the nightlies page that should fix the bug.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old October 23, 2017, 21:59   #29
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,655
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Zikke View Post
So even if one explored each level completely, and made notes of any uniques left behind, an OOD unique might randomly spawn carrying an artifact and the player would never know it or see them again unless they went back to that level for some reason.

Also, this means there would essentially be a finite number of monsters to kill and loot to roll in any given game (except for the randomly generated monsters as you're exploring).
I'm now thinking that saved levels should be maintained - perhaps after a set time remove 1/10 of the monsters on the level and add 1/10 of the usual starting numbers.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old October 24, 2017, 12:46   #30
kaypy
Swordsman
 
Join Date: May 2009
Posts: 261
kaypy is on a distinguished road
Word of Recall seems to keep x,y location fixed, which may leave you stuck in a wall or worse yet off the valid map area for a savefile wrecking crash.

I'll go poke around in the source now and see if I can come up with a patch for it.

---

I've begun looking through the code, and am now in mortal terror of how "Create Stair" might behave...

...

... Ah. I see I am not alone there then 8-)

---

BTW, I am seeing a fair amount of code like
Code:
level_by_depth(p->depth + 1)
in the new code.

Does that cooperate with the stair_skip constant?

---

OK, I have a somewhat hacky quickfix that randomizes the players location if they are in a bad location. It needs a bunch of work but it'll at least not crash. Should be on github shortly

Last edited by kaypy; October 24, 2017 at 14:20.
kaypy is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Getting levels Angrist Vanilla 6 January 13, 2015 10:26
Persistent bugs Ingwe Ingweron Development 9 October 24, 2013 15:45
Variant with persistent dungeons? Sabreman Variants 5 November 15, 2007 22:22
Feature Request: Optionally persistent dungeon levels TJA Vanilla 6 August 22, 2007 11:42
[Un, others] Difficulty levels andrewdoull Variants 10 May 29, 2007 23:00


All times are GMT +1. The time now is 15:25.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.