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Old July 24, 2020, 22:08   #61
Sideways
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I'm getting crashes on level-gen semi-regularly and trying to figure out what's up with them by messing around offline.

Figured out at least one reason for the "object property not recognized" error, get_property() has no code for handling the ignore flags (like "ignore electricity") but there's an ignore electricity call in choose_type().

Edit: Rings of the Elements cause crashes on gen because of the off-weapon brands, this line for processing them accesses unallocated memory. (Also, the element-ring activations RING_ELEC and RING_COLD need to have their descriptions swapped around.) It seems like this is the main reason for the crashes, I replaced that line with "append_brand(&obj->brands, pick);" and I'm now getting far fewer crashes. I do think there's still at least one other crash that's much rarer, it gives error messages for a failed assertion in rand_div() on z-rand.c line 169 (where it asserts that m <= 0x10000000) but it's so rare I'm having trouble reproducing it. Will go after it in the morning if you don't find it first.
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Last edited by Sideways; July 25, 2020 at 00:32.
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Old July 24, 2020, 22:46   #62
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Post Report Batch #10

Two-handing: Certain weapons have the the " two-handed wielding needed" rune. Firstly, there's minor formatting typos there, secondly, there doesn't seem to be anything different in wielding them--in FA IIRC you had to put your shield on your back when you wielded a weapon with both hands, which did something to the bonuses you'd be getting from the shield, but here, it doesn't seem like there's a difference between a weapon that's two-handed and one that is not.


Hallucination: The game correctly informs you what you're attacking, and walk over, when you are hallucinating.
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Old July 25, 2020, 00:53   #63
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Quote:
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Mattocks: Mattocks do not appear to have a digging bonus attached to them, outside whatever their weight provides.
Diggers have an innate digging ability - shovels +1, picks +2, mattocks +3 - aside from any magical bonus to digging. If you look at how quickly they dig stuff it should be much better than an equivalent weight weapon.

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Two-handing: Certain weapons have the the " two-handed wielding needed" rune. Firstly, there's minor formatting typos there, secondly, there doesn't seem to be anything different in wielding them--in FA IIRC you had to put your shield on your back when you wielded a weapon with both hands, which did something to the bonuses you'd be getting from the shield, but here, it doesn't seem like there's a difference between a weapon that's two-handed and one that is not.
Yes, the actual gameplay difference is yet to be implemented

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Hallucination: The game correctly informs you what you're attacking, and walk over, when you are hallucinating.
I think this is standard in V. Maybe the Z-likes have a better implementation.

Issues page updated, 64 currently, will try to get at least a few knocked off this weekend.
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Old July 25, 2020, 01:14   #64
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IEdit: Rings of the Elements cause crashes on gen because of the off-weapon brands, this line for processing them accesses unallocated memory.
...
It seems like this is the main reason for the crashes, I replaced that line with "append_brand(&obj->brands, pick);" and I'm now getting far fewer crashes.
Thanks, done. Quite incredible that I made that function as it is for that purpose, and then failed to use it.

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I do think there's still at least one other crash that's much rarer, it gives error messages for a failed assertion in rand_div() on z-rand.c line 169 (where it asserts that m <= 0x10000000) but it's so rare I'm having trouble reproducing it. Will go after it in the morning if you don't find it first.
Possibly this is actually the same problem, but for slays (a few lines down from where you found the last one). More likely though it's some bad call to randint0() (or randint1()) where it's been fed a silly (probably negative) value.
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Old July 25, 2020, 01:56   #65
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OK, fixed the outstanding crash bugs (I think), but now there are 67 open issues so clearly I can't count.
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Old July 25, 2020, 12:06   #66
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OK, fixed the outstanding crash bugs (I think), but now there are 67 open issues so clearly I can't count.
Am I hallucinating this, or should the chest level fix be "MIN(obj->kind->level, 55)" rather than MAX?
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Old July 25, 2020, 13:48   #67
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Am I hallucinating this, or should the chest level fix be "MIN(obj->kind->level, 55)" rather than MAX?
No, that's correct
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Old July 25, 2020, 17:32   #68
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Exclamation Nargothrond DL55

Game freezes on me when I attempt to enter Nargothrond DL55, presumably because of something related to Glaurung.
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Old July 25, 2020, 18:33   #69
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Game freezes on me when I attempt to enter Nargothrond DL55, presumably because of something related to Glaurung.
Not sure if it is the issue, but Glaurung is depth 75 with a force_depth flag so I've been wondering if he will actually gen or not.
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Old July 25, 2020, 22:02   #70
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Post Stair Detection

Not sure if it's intentional and/or limited to the Detect Stairs spell in the mage realm, but Detect Stairs doesn't seem to detect wilderness exits (but it will detect dungeon stairs just fine).
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