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#41 | |
Adept
Join Date: Apr 2009
Posts: 231
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Quote:
Somehow, even if you put in checks in game-cmd.c, the code still circumvents those checks and repeats the command. I still haven't mastered the flow of the code yet to comprehend how "assert()" is still being called even if a I insert a check for a NULL pointer in game-cmd.c or even into cmd-obj.c ahead of that line. Maybe checking o_ptr is not the answer...? -SBux- |
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#42 |
Adept
Join Date: Apr 2009
Posts: 231
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Quaff crash.
BTW, I confirmed it also follows that quaffing a stack of potions off the floor will also get your the crash, since quaffing is also handled by the same generic do_cmd_use() routine.
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#43 |
Adept
Join Date: Apr 2009
Posts: 231
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Fixed!
Fixed. This fixes crashes from eating a stack of food off the floor, quaffing potions off the floor, and reading scrolls off the floor when pressing 'n' or CTRL-V when the item count reaches 0.
In cmd-obj.c, insert: void do_cmd_use(cmd_code code, cmd_arg args[]) Maybe that is not the best place for it, but that check prevents the code from going further, generating segmentation faults and worse. -SBux- |
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#44 | |
Angband Devteam member
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Quote:
EDIT: Yes - got it - thanks again. Fix will be in the next autobuilt version (but that might not be for a week or so). Last edited by Magnate; May 13, 2011 at 21:38. |
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#45 |
Swordsman
Join Date: Jun 2010
Posts: 324
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Very minor message formatting issue
Playing current nightly, after dropping artifact:
> You drop The Lucerne Hammer 'Turmil' (2d5) (+10,+11) [+8] <+4> (t). > You no longer have the Lucerne Hammers 'Turmil' (2d5) (+10,+11) [+8] <+4> (t). |
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#46 |
Adept
Join Date: Apr 2009
Posts: 231
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Stone-to-Mud Crash.
Magnate, I think this one is for you (apologies if it is not..!):
Your new cavern levels do not have a Perma-wall surrounding the edges of the level. Hence, one can cause havoc (i.e., crashes) when digging or casting stone-to-mud at the edge of the level. "Failed assertion: oidx <= z_info -> o_max at line 4281 of file object/obj-util.c" This is the error message that pops up when you tunnel or attempt to remove the wall edge. -SBux- |
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#47 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 41
Posts: 1,516
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That is my fault. I will fix it, thanks for reporting it!
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#48 | |
Adept
Join Date: Apr 2011
Posts: 111
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Quote:
1) The description of the teleport other BOLT is now correct and not misleading. THANK YOU MYSHKIN (BTW my new character hasn't located Eonwe, but just found AULE HELLO! With Dor-Lomin, Dal-i-Thalion, ring o' speed, and other goodies, I think he's going to the bottom--carrying LIBERAL teleport level and some *destruction* now. TO is for losers without beaming). Playing more conservatively as well. I hope he doesn't go bye-bye due to a program bug. 2) Aha! now I understand why monsters are now dropping artifacts on superb levels rather than on-floor. 3) Minor issue: accents in item (artifact) descriptions still don't display right on my Mac version, and lack of spaces between some words has now cropped up. I notice the Mumakil plural and Craban/Crebain singular/plural thing hasn't yet been addressed. Trying to get you a screenshot example: OK attached the description of Dor-Lomin illustrating accent problem as well as spacing problem. |
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#49 | |
Angband Devteam member
Join Date: Apr 2007
Posts: 334
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Quote:
I am aware of the plural and accent issues, and fixing them is on my to-do list. |
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#50 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Here's my comments from my previous character, who was running...hm, not sure what version, but I'll try to trim out stuff that I know has been fixed. Of course, much of this is irrelevant to the nightlies and more just musings on game balance.
* If you have a stack of two different kinds of money, it shows up as &. Seems like money could be consolidated, or just show as the most valuable of the resident types * Lesser Recharging sucks. At clvl 35 you have odds of 1 in 3.27 of destroying a Wand of Firebolts with 3 charges in it; 1 in 5.26 if it's empty. Those increase to 1 in 8.3 (for an empty wand at that character level) for Greater Recharging. * When you ignore torches, one of your options is "Ignore: All Wooden Torch". * The various elemental wands have wildly varying damage ratings. Fireball wands are 2.25x better than lightning ball wands. That seems excessive at some level. * I've seen numerous times that walls aren't present. E.g. an entire row taken out of a vault (replaced by empty space), or cross-shaped rooms whose inner room has holes in the corners. * Monsters can teleport into vaults, e.g. via Rift or Teleport Away. * Comments get truncated when saved to file. E.g. I have a comment "Well, it *was* guarded by water trolls, so I guess I got what". The line limit when writing a comment should be adjusted to suit the line limit in the file, or vice versa. * The damage boosts for wands from magic device skill should be reflected in their descriptions (if only as "You get a 1.35x multiplier to this damage"). Drain Life and Annihilation are awesome wands -- Drain Life beats everything in Raal's, and Annihilation beats Mana Storm. * ?Acquirement can generate squelched items (e.g. dungeon books), making it look like nothing happened. Of course, it shouldn't be guaranteed to generate non-squelched stuff... * Maeglin gives less experience than Khamul. What. * Recasting Haste Self doesn't reset the duration. Very irritating, since if you cast it awhile back and are about to start a big fight, you need to wait for it to expire before recasting. * Stone to Mud wakes enemies that it passes through; Trap-Door Destruction doesn't. I guess because StM has the potential to harm enemies? * Glaurung is able to breathe on me from here. Intended? ![]() * Boots of Elvenkind seem not very worthwhile now for how rare they are, since they consistently have bad speed boosts. More common or more speed (3-6?), one of the two. * Qlzqqlzuup drops various ordinary items (i.e. not guaranteed good). Intended? * Being able to cast Banishment renders graveyards and zoos trivially plunderable for their floor items. Of course this is only an endgame mage trick, so I don't know that it's worth fixing. NPP handles this by giving the items to the monsters in the nest, but then there's less temptation to try to clear the thing out. * Randart names: Iron-Shod Boots of Gondolin; Quarterstaff 'Moron'. * Morgoth really can't handle permanent walls at all; he got stuck ludicrously easily in a Bubbles vault. I'm guessing this has something to do with wall-eaters ignoring walls for purposes of pathing; shouldn't they not ignore permanent walls? |
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