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Old November 13, 2019, 06:22   #21
backwardsEric
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Quote:
Originally Posted by mrfy View Post
I thought so, but it's still crashing on quit. Spinning cursor and then I get the Angband quit unexpectedly message. And now when I start again, open my save file, save, get the failure trying to create window.prf.new and lore.txt.new

Starting a new character though, I was able to turn randarts on and that part seems to be working. I'm playing with full monster memory, so it shouldn't need to write to lore.txt much? Turning sound on seems to trigger the bug.
From what I see, the file descriptor, used internally by Apple's initWithContentsOfFile() for NSSound, isn't being closed in 10.15. Because of that, there isn't an available file descriptor when trying to create window.prf.new and lore.txt.new. As a quick fix, deleting one of the redundant calls to load_sounds() in main-cocoa.m (I got rid of the one in beginGame()) works for me: that leaves enough available file descriptors for saving the preferences and lore. I'll try to work up some simple sample code to see if this is Apple's bug or if something in main-cocoa.m is to blame.
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Old November 13, 2019, 06:24   #22
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Originally Posted by backwardsEric View Post
From what I see, the file descriptor, used internally by Apple's initWithContentsOfFile() for NSSound, isn't being closed in 10.15. Because of that, there isn't an available file descriptor when trying to create window.prf.new and lore.txt.new. As a quick fix, deleting one of the redundant calls to load_sounds() in main-cocoa.m (I got rid of the one in beginGame()) works for me: that leaves enough available file descriptors for saving the preferences and lore. I'll try to work up some simple sample code to see if this is Apple's bug or if something in main-cocoa.m is to blame.
Thanks for following this up
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Old November 15, 2019, 22:35   #23
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New builds are up on the nightlies page and angband.live (source here) with the following changes:
  • Updated Gervais tiles included, kindly provided by Bill Peterson
  • A raft of memory leaks fixed (thanks backwardsEric)
  • Also due to backwardsEric: improved macOS rendering, and another attempt at fixing the Catalina lore-writing bug
  • Nerfs to magic devices, mainly for mages and rogues:
    • Device damage boost removed
    • Tap Magical Energy now stuns the player for 1 or 2 turns, and being stunned cancels FastCast
    • Recharge spells are much more likely to destroy devices (more in line with the scroll)
  • Buffs (mostly) to necromancers:
    • The magic light modifier on objects is now reduced by 1 for necros, which means they can wield LIGHT[1] objects without getting an increased spell failure rate
    • Necros now get the EVIL player flag, which gives innate RNether, but vulnerability to orb of draining
    • Some monsters now cast orbs of draining
Again, getting rebalance changes out early in the journey to 4.2.1. Voicing of opinions encouraged.
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Old November 16, 2019, 06:52   #24
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New builds are up on the nightlies page and angband.live (source here) with the following changes:
  • Also due to backwardsEric: improved macOS rendering, and another attempt at fixing the Catalina lore-writing bug
Font seemed to change. There's extra space between characters, making it hard to read in the windows...I had been using fixed width Menlo size 14, but now to make it fit in the inventory window i have to set it to 12 point but there's still extra space between the characters.

But the save bug seems to be fixed. I successfully turned on sound and have saved progress, even started a new game with randarts and it appeared to be working. Thanks.
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Old November 16, 2019, 07:41   #25
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Agreeing with mrfy, with that nightly build running on MacOS 10.15.2 beta in a virtual machine and sound enabled, I don't see the problem saving lore.txt and window.prf. I filed a report with Apple about NSSound's initWithContentsOfFile leaving a fie descriptor open: that is still present in Mac OS 10.15.2 beta. With that underlying bug present, adding more sounds to sound.cfg has the potential to cause calls to open a file to fail because of the limit on the number of open files for a single process.

The rendering change for the Mac dd increase the size of the rectangle used to render each character and aligned those rectangles on pixel boundaries. Changing line 800 of main-cocoa.m to

Code:
tileSize.width = ceil(medianAdvance);
would get the horizontal spacing closer to what it was, though you'll still need wider and taller windows to render the same amount of content with the same font as you used with Angband 4.2.0.
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Old November 16, 2019, 12:52   #26
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[*]Nerfs to magic devices, mainly for mages and rogues:
  • Device damage boost removed
Is this the boost from your devices skill?
Quote:
Originally Posted by Nick View Post
  • Tap Magical Energy now stuns the player for 1 or 2 turns, and being stunned cancels FastCast
  • Recharge spells are much more likely to destroy devices (more in line with the scroll)
All sound good to me
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Originally Posted by Nick View Post
[*]Buffs (mostly) to necromancers:
  • The magic light modifier on objects is now reduced by 1 for necros, which means they can wield LIGHT[1] objects without getting an increased spell failure rate
  • Necros now get the EVIL player flag, which gives innate RNether, but vulnerability to orb of draining
  • Some monsters now cast orbs of draining
Whoa, that all sounds pretty awesome! Has any suggested changing "Nether" to "Wither"? Seems like a more apt title these days, though "Wither Worms" doesn't really please my ear.
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Old November 16, 2019, 16:20   #27
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New builds are up on the nightlies page and angband.live (source here) with the following changes:
  • Necros now get the EVIL player flag, which gives innate RNether, but vulnerability to orb of draining
Should blackguards also get this flag, since they cast from the same book?
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Old November 16, 2019, 20:53   #28
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Is this the boost from your devices skill?
Yes - it's a percentage bonus to damage from when your device skill is greater than the object level. It can be up to 138%.

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Originally Posted by archolewa View Post
Should blackguards also get this flag, since they cast from the same book?
Maybe, but I'm inclined not to for now - they seem more like casual users of dark arts
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Old November 17, 2019, 01:50   #29
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There's still a bug where you hit an invisible trap, set it off, move past, and it's still invisible. Shouldn't it be visible after you trip it?
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Old November 17, 2019, 09:12   #30
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Yes - it's a percentage bonus to damage from when your device skill is greater than the object level. It can be up to 138%.
My $0.02 I think this is cool and would like to see it kept.
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