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Old December 17, 2017, 17:19   #131
Pete Mack
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Looks like I'm right to still be using 4.1.0....
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Old December 17, 2017, 18:52   #132
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Quote:
Originally Posted by Pete Mack View Post
Looks like I'm right to still be using 4.1.0....
Nah, this latest nightly is a bit unstable, but most times the nightlies are improvements. Nick does a great job. I think he just tempted the RNG gods when he said this was ready to be 4.2....
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Old December 17, 2017, 20:27   #133
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Originally Posted by Ingwe Ingweron View Post
Nah, this latest nightly is a bit unstable, but most times the nightlies are improvements. Nick does a great job. I think he just tempted the RNG gods when he said this was ready to be 4.2....
4.1.2, 4.2 is still a long way off.

I've done a little testing and had one crash - looked mimic-related. Sounds like they shouldn't be too hard to generate
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Old December 17, 2017, 21:26   #134
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4.1.2, 4.2 is still a long way off.

I've done a little testing and had one crash - looked mimic-related. Sounds like they shouldn't be too hard to generate
Don't know if it's mimic related or not. I can't get a savegame that reliably crashes everytime, but I have crashes developing in seemingly unrelated instances: upon level creation; in combat when hitting a monster whether or not it dies; in combat when firing missiles, whether or not the monster dies; when neither hitting nor firing, but monster moves. The deeper in the dungeon, the more often it happens.

You can probably use wizard mode to generate a @ take it to DL98 and stair scum probably less than 10 times to get a level creation crash. Don't know if that would also point to the solution for the combat or monster movement crashes.
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Old December 17, 2017, 23:00   #135
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Got a crash which happens every time I read scroll of Dispel undead with the latest nightly.

save file is http://s000.tinyupload.com/?file_id=...80253232291461
randart file is http://s000.tinyupload.com/?file_id=...90753734449853

Hopefully that is what you need.
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Old December 17, 2017, 23:33   #136
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Got a crash which happens every time I read scroll of Dispel undead with the latest nightly.

save file is http://s000.tinyupload.com/?file_id=...80253232291461
randart file is http://s000.tinyupload.com/?file_id=...90753734449853

Hopefully that is what you need.
Thanks, I'll check that when I get a chance.
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Old December 18, 2017, 09:11   #137
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Ugh, it's not only crashing during combat, but also sometimes on level arrival after reading ?Deep Descent or descending stairs.
I've played a bit of PWMAngband and I also have the same crash since I implemented the change about player placement. @ seems to be generated at (0,0) sometimes (when I reload after the crash, @ is placed properly, but I can see a little mapped area on the top left corner) and I guess there's a "in bounds fully" check that throws an assert in this case. Probably the game doesn't manage to find a good location for player placement in some rare cases and defaults to (0,0).
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Old December 18, 2017, 12:23   #138
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New builds now up on the nightlies page, fixing the crashes (which, as usual, were not at all from what I thought).

Please test vigorously.
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Old December 18, 2017, 13:21   #139
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I've played a bit of PWMAngband and I also have the same crash since I implemented the change about player placement. @ seems to be generated at (0,0) sometimes (when I reload after the crash, @ is placed properly, but I can see a little mapped area on the top left corner) and I guess there's a "in bounds fully" check that throws an assert in this case. Probably the game doesn't manage to find a good location for player placement in some rare cases and defaults to (0,0).
Reproduced in debug mode. The crash is due to searching for secret doors while at position (0,0), which of course is not supposed to happen. I'll just need to find out why the @ is at (0,0) now...
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Old December 18, 2017, 13:56   #140
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Reproduced in debug mode. The crash is due to searching for secret doors while at position (0,0), which of course is not supposed to happen. I'll just need to find out why the @ is at (0,0) now...
Easily found... no up stairs were generated by alloc_stairs() on the next level, which of course was problematic when going downstairs. Checking V code, this should not happen in V because alloc_stairs() is coded slightly differently and doesn't allow the case.
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