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Old September 24, 2019, 09:35   #11
PowerWyrm
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About "crash while running around at night", this is due to having too many tiles to redraw, so the game has not the time to finish redrawing before next server packet comes in and gets badly processed. I'll add some debug code to see what goes on. Fix would be to optimize tile redrawing, hope it's possible.

add 'view_yellow_light' option to client config file: ok it's "client" config, not "server", that should be an easy change. I'll add that for next version.
In fact I simply turned the 'view_yellow_light' option on by default, this saves me some useless work.

For the night problem, I'll add some debug code into rle_encode/rle_decode pair to see if it's indeed a problem of packet size (not enough redundancy).
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Old September 24, 2019, 15:58   #12
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Ok I found the problem with night crashes. In rle_encode(), we use "char=-1" to encode the repetition of 3 or more tiles for the RLE_LARGE mode. The problem is that "char=-1" is also "char=0xFF", which means the last column in the tileset!!! Basically each tile located in the last column will break the rle_encode() mechanism. That's some bug that was in the original MAng code, but never appeared as MAng didn't use tiles and PWMAng didn't have much in the last column of the tileset.

Since PWMAngband now uses u16b for attr, the fix was easy to make. I simply rewrote the rle_encode/rle_decode pair using "attr" as marker for the encoding mode, so now not only the code is fixed, but it's also faster (since it uses 5 bytes instead of 6 for the RLE_LARGE mode).

Since that was the last problem in this version, I'll release the final thing this weekend so I can immediately start on the 1.4 version with the new monster features.
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Old September 25, 2019, 16:18   #13
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Great

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Originally Posted by PowerWyrm View Post
Since that was the last problem in this version, I'll release the final thing this weekend so I can immediately start on the 1.4 version with the new monster features.
This beta version didn't has much testing cause of all this critical bugs.. it was pretty unplayable. All reported bugs was seen just on logon, without actual playing in dungeons. So when light-shadows bugs would be fixed, I'll make playtest with streams and players would come to test together.. so we may find a lot of new bugs So maybe new monster features could be postponed a bit - after we would check everything and would be sure that current version is smooth?
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Old September 26, 2019, 09:17   #14
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Great



This beta version didn't has much testing cause of all this critical bugs.. it was pretty unplayable. All reported bugs was seen just on logon, without actual playing in dungeons. So when light-shadows bugs would be fixed, I'll make playtest with streams and players would come to test together.. so we may find a lot of new bugs So maybe new monster features could be postponed a bit - after we would check everything and would be sure that current version is smooth?
Well usually I start with build 1 and release consecutive builds to fix bugs, sometimes a version had over 10 builds releases after first release. It's ok...
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