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#21 |
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Right - that's a handy confirmation of my partial fix.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#22 | |
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Quote:
(Oh, and I believe the -O2 actually doesn't influence this, but rather -g. At least on GCC/Linux. However, I suppose it may cause optimizations which make the debug checks magically disappear.) Anyway... Last edited by AnonymousHero; November 8, 2016 at 20:36. |
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#23 |
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Yeah, it still sucks a bit since Sauron's stairs destroyed a bunch of spent ammunition that would have been great to pick back up and use against Morgoth. C'est la vie.
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#24 |
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What happens is the monsters drop falls to the ground in the usual way, then there is a check for S&M, which if passed builds the quest stairs, in the process pushing all the gear off the stair grid. It should just go to an adjacent grid unless they are all full - is it possible that there was nowhere to push the ammunition?
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#25 | |
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Quote:
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.” ― Tom Stoppard, Rosencrantz and Guildenstern are Dead |
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#26 |
Swordsman
Join Date: May 2016
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Now that PR_INVEN doesn't redraw the map, I think PR_MAP should be added to effect_handler_MAP_AREA (effects.c). It even has a comment that says so...
Code:
/* Redraw whole map, monster list */ player->upkeep->redraw |= (PR_MONLIST | PR_ITEMLIST); |
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#27 |
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I'm just currently implementing the new rooms/dungeon levels for PWMAngband, and I've found a little glitch with early levels: sometimes, a "Moria" template is used, and since this template is based on the "Moria dwellers" pit template for monster generation (orcs + ogres + trolls + giants), the level is always generated empty. I think the template should not appear below a depth of 5, to at least see a couple snagas on the level.
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#28 |
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Another problem with the new templates: Moria levels use mon_restrict() to set restriction on generated monsters, but doesn't call mon_restrict(NULL) afterwards like other templates (vaults, room of chambers). So if the next level is a classic level, it will still contain only orcs, trolls, ogres and giants (and a few hounds/canines which come as escorts).
In fact, there are cases in the gen-monster.c functions where mon_restrict(NULL) is not called when the generation fails.
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#29 |
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Thanks for these, I should get to them soon.
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#30 |
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Just got an endless loop in level generation. Tracked down the problem to the generation of an "Outside closets" room template, where the code fails to place monsters for the "9" tiles. Apparently, the code tries to place a monster on row 65, where cave height is 64 (the scatter() function should probably be adapted so that there's no endless loop if no location is available after some tries). Looking at the definition of the template in room_template.txt, it appears that the number of rows defined is incorrect: "rows:11" should be "rows:12".
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