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Old May 2, 2017, 16:57   #71
Pete Mack
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@Sky--the usual cause is failure to generate the special artifacts. It really helps to get a debug build and a crash dump (running under the debugger if necessary) when something like this happens. Just knowing the subroutine and line number usually is enough to figure out the bug.
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Old May 2, 2017, 19:48   #72
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ok, if you mean the crown and grond, i can say no because i wizarded them as well and it didnt prevent me from doing DL99->100.

as for the crash dump, how do i go about generating one? all i get is the windows error message that a app has crashed with a very vague set of addresses.
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Old May 3, 2017, 03:07   #73
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If you run a debug build* in the gdb debugger, you can get a stack trace with 'backtrack' command. Just repro it in the bar and the bug is likely to be easy to figure out. (unless it fails with a memory error.)

* replace "-O2" with "-O2 -g" in the CFLAGS options in makefile.win (or other appropriate makefile.) You can use plain "-g", but it'll run horribly slowly, rather than just a bit slowly.
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Old May 3, 2017, 23:44   #74
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Just want to say I played a bit of 4.0.5 today experimenting with ttyrecs and it seemed terrible after all the new conveniences of master. That's the opposite of an issue but I thought I'd post it here anyway.
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Old May 5, 2017, 18:12   #75
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well i looked at that debugger but i have no idea how to run it.

@Nick letting you know that angband-4.0.3-720-gb057135 ALSO has the DL99 bug.

has anyone else experienced this bug? i'm starting to think it might be something on my end.
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Old May 5, 2017, 18:29   #76
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Quote:
Originally Posted by Sky View Post
has anyone else experienced this bug? i'm starting to think it might be something on my end.
Yes, I experienced this with my last almost-winner, way back in the March 16th nightly (a016a4c), which I think was the first one with the new randart system. He's stuck sitting on the steps at dlevel 99 after killing Sauron, and descending causes a crash.
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Old May 6, 2017, 14:02   #77
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@Nick, mob pathing looks much better now, maybe .. too good? I've more than once TO some unique, only to find them coming back before i finished resting.
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Old May 6, 2017, 18:51   #78
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That sounds like an improvement to me. I think TO is/was too powerful: no saving throw or resist, and the monster will probably end up bottled up somewhere bashing it's head against the wall.

If better path finding changes TO into just a bit of breathing space, then I think that's a good thing.
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Old May 6, 2017, 19:02   #79
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Yeah, I feel like if you want to send someone away, they should be capable of getting back. Having monsters stay in the place they were teleported to makes them pretty dumb. You can always walk away from the place you teleported the monster from. That should prevent most monsters from tracking you down.
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Old May 6, 2017, 19:23   #80
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if that is what you want, you simply need to change how far TO teleports mobs. basically, turn it into a "Blink Other' rod. it will give you time to quaff some potions, but basically you can't just say "i dont want to fight this mob".

however, this will make the game substantially more difficult, and slower.
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