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Old October 16, 2015, 04:53   #141
Derakon
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Quote:
Originally Posted by fph View Post
Oh - good point. I never realized that a puny shrieker could be a problem during the final fight. Maybe he summoned one at some point, and I let it take one turn because I didn't consider it an immediate danger. I'll pay more attention in the future to see if this is the case, thanks.
There's a few other monsters that can shriek -- Crebain, Shambling Mounds, Neekerbreekers, Silent Watchers, and Shimmering Vortices. Generally you want to take shriekers down ASAP because of the multiplying threat potential they represent for all the other monsters in the area.
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Old October 16, 2015, 18:20   #142
zog
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I don't know if this is a bug or a feature, but Detect Treasure detects ignored items in unvisited squares. Very frustrating to clear a pit only to discover I was trying to fish out a Scroll of Summon Monster or something.
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Old October 16, 2015, 18:30   #143
Werbaer
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Originally Posted by zog View Post
I don't know if this is a bug or a feature, but Detect Treasure detects ignored items in unvisited squares. Very frustrating to clear a pit only to discover I was trying to fish out a Scroll of Summon Monster or something.
A feature.
Detect treasure doesn't tell you what the items are, so your character doesn't know whether he wants to ignore them until he gets to see them.
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Old October 16, 2015, 21:02   #144
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Harmless bug.

in file init.c arround line 4363 you have to duplicate the string (cause of the 'static' buffer in vformat), otherwise the init messages are wrong.

the following works for me.
Code:
                char *msg=string_make(format("Initializing %s...", pl[i].name));
		event_signal_message(EVENT_INITSTATUS, 0, msg);
		string_free(msg);
Of course you never see those messages as they zap in an instant, but I kind of ported the 4.0.1 to amiga and the init part is a minute or two, so there...
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Old October 16, 2015, 22:22   #145
Egavactip
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These have possibly been mentioned before, so apologies.

The spell "perception" is misspelled "pereption."

I think some of the item descriptions refer to features no longer in Angband. I wish I could remember which ones.

There is a glitch for me in which, after I look at the map, my character's icon disappears from the screen and only reappears after I have moved a square.

There are occasional graphic flickers as I move across the screen (this is Windows, fwiw).
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Old October 17, 2015, 03:11   #146
Nick
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Quote:
Originally Posted by AnonymousHero View Post
Since the API is already such that it can, I think object_delete should actually set the pointed-to-pointer to NULL[1]. In my experience it's a much more reliable way of causing an immediate bad access to fail rather than relying on something like ASAN/UBSAN/&c. Obviously, I realize that either is undefined behavior, but in practice NULL access is pretty reliable at causing an immediate failure as long as the compiler doesn't optimize it away[2].

[1] AFAICT from current master, it doesn't.
Just checked this - it actually does:
Code:
/**
 * Delete an object and free its memory, and set its pointer to NULL
 */
void object_delete(struct object **obj_address)
{
	struct object *obj = *obj_address;
	struct object *prev = obj->prev;
	struct object *next = obj->next;

	/* Free slays and brands */
	if (obj->slays)
		free_slay(obj->slays);
	if (obj->brands)
		free_brand(obj->brands);

	/* Check any next and previous objects */
	if (next) {
		if (prev) {
			prev->next = next;
			next->prev = prev;
		} else {
			next->prev = NULL;
		}
	} else if (prev) {
		prev->next = NULL;
	}

	/* If we're tracking the object, stop */
	if (player && player->upkeep && obj == player->upkeep->object)
		player->upkeep->object = NULL;

	mem_free(obj);
	*obj_address = NULL;
}
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Old October 17, 2015, 03:40   #147
zog
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Quote:
Originally Posted by Werbaer View Post
A feature.
Detect treasure doesn't tell you what the items are, so your character doesn't know whether he wants to ignore them until he gets to see them.
That I understand, but the way it happens is not user-friendly right now. DT is available from almost the beginning, before many players have ways to detect monsters that are invisible and/or out of sight, so less astute players may see the "disappearing" items, assume monsters like ghosts or Smeagol walked away with them, and spend undue effort looking for them. At least that was the case with me for quite a while, until I saw detected items vanish right in front of my eyes.

Perhaps adding a message like "The item you detected is ignored" will clarify things?
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Old October 17, 2015, 16:08   #148
Ingwe Ingweron
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Quote:
Originally Posted by zog View Post
Perhaps adding a message like "The item you detected is ignored" will clarify things?
That would be an almost constant message spam.
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Old October 18, 2015, 01:20   #149
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Originally Posted by Ingwe Ingweron View Post
That would be an almost constant message spam.
What about adding a remark "This (spell/staff/scroll) detects also items you have ignored" in the inline help message (`I` or `b`+`?`)?
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Old October 18, 2015, 02:32   #150
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In my current game, Mushrooms of Emergency are not causing hallucinations, just all the other effects. I think in my last game they worked fine, which is a little odd.
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