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#41 | ||
Rookie
Join Date: Aug 2018
Posts: 23
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Quote:
![]() I will test it, but I suppose it uses the same function as the ^X command so I don't get too much hope. Quote:
![]() I'll try to debug with strace and post here if I have any news! |
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#42 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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Delete any old lore.txt.new in the user directory. Then try again.
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#43 |
Adept
Join Date: Nov 2014
Posts: 235
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I see that my lantern (found on the floor) has not been fully ID:d. However, the resistances etc. matrix does not show any question marks. Is this supposed to happen?
edit. Found an ID scroll that reveals the lantern has been cursed. So the curse was the reason for ??, but was it so that curses we're not rune magic or something hence not showing question marks in the resistances matrix? |
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#44 |
Rookie
Join Date: Aug 2018
Posts: 23
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The matrix does not list all possible curses (ex: teleportation, sickliness, envelopping curse are missing). I think the reason must be because they have no 'flags' fields in curse.txt so they don't appear in the Matrix. Other curses have such flags (ex: vulnerabilty have AGGRAVATE as a flag) so they will appear in the matrix.
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#45 |
Veteran
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 2,127
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Any ETA for this fix? Or should I just continue the laborious process of "probing" each monster, and doing several iterations of being careful not to kill unprobed uniques? I can do it, I've done it a few times before. I've gotten my current @ to about 40% full knowledge.
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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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#46 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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ETA for a fix - 8 days ago by backwardsEric.
ETA of a built version - in a few minutes, now you've prompted me to actually pull the fix in ![]()
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#47 |
Rookie
Join Date: Aug 2018
Posts: 23
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Ok by sheer luck I managed to reproduce the "cannot save" bug mentioned earlier.
Here's the strace output of trying to save with ^S: Code:
root@e5550:/home/eko# strace -f -t -e trace=file -p 12560 strace: Process 12560 attached with 2 threads [pid 12560] 22:32:58 openat(AT_FDCWD, "/home/eko//.angband/Angband/CharOutput.txt", O_WRONLY|O_CREAT|O_TRUNC, 0666) = -1 EMFILE (Too many open files) [pid 12560] 22:32:58 newfstatat(AT_FDCWD, "/home/eko/Games/angband/angband-4.2.4/lib/save/Eko641517.old", 0x7ffd9c794b20, 0) = -1 ENOENT (No such file or directory) [pid 12560] 22:32:58 newfstatat(AT_FDCWD, "/home/eko/Games/angband/angband-4.2.4/lib/save/Eko960892.new", 0x7ffd9c794b20, 0) = -1 ENOENT (No such file or directory) [pid 12560] 22:32:58 openat(AT_FDCWD, "/home/eko/Games/angband/angband-4.2.4/lib/save/Eko960892.new", O_WRONLY|O_CREAT|O_EXCL, 0600) = -1 EMFILE (Too many open files) [pid 12560] 22:32:58 openat(AT_FDCWD, "/home/eko//.angband/Angband/window.prf", O_RDONLY) = -1 EMFILE (Too many open files) [pid 12560] 22:32:58 openat(AT_FDCWD, "/home/eko//.angband/Angband/window.prf", O_RDWR|O_CREAT|O_APPEND, 0666) = -1 EMFILE (Too many open files) [pid 12560] 22:32:58 openat(AT_FDCWD, "/home/eko//.angband/Angband/lore.txt.new", O_WRONLY|O_CREAT|O_TRUNC, 0666) = -1 EMFILE (Too many open files) Code:
eko@e5550:~$ ulimit -n 1024 Code:
eko@e5550:~$ ls -l /proc/12560/fd | wc -l 1025 I can't attach the listing to this post as it exceeds the file limit but I can send it by mail if needed. [EDIT] Maybe it's a problem with my system only, as 1) The sound doesn't even work 2) Launching the game with a command-line indicates a problem with the sound output: Could not open audio output file for writing. ./angband: Failed to load sound 'amb_door_iron' ./angband: Failed to load sound 'plc_hit_hay' ./angband: Failed to load sound 'plc_hit_hay' ./angband: Failed to load sound 'plc_hit_hay' ./angband: Failed to load sound 'mco_howl_croak' ./angband: Failed to load sound 'plm_click_switch' ./angband: Failed to load sound 'plm_open_case' ./angband: Failed to load sound 'plc_miss_arrow2' ./angband: Failed to load sound 'mco_hit_whip' ./angband: Failed to load sound 'plc_hit_body' ./angband: Failed to load sound 'mco_hit_whip' ./angband: Failed to load sound 'plc_hit_hay' ./angband: Failed to load sound 'mco_creature_yelp' ./angband: Failed to load sound 'plc_hit_body' ./angband: Failed to load sound 'mco_click_vibra' ./angband: Failed to load sound 'pls_tone_headstock' ./angband: Failed to load sound 'plc_hit_body' ./angband: Failed to load sound 'mco_howl_high' Weird thing, the output doesn't mention the extension (.mp3) ? I suppose the process can't write/open any files after triggering a sound 1024 times in the game (ie open a door, shoot a monster,...) which is why I couldn't consistently reproduce the bug... In the end, it's not a big deal as disabling sound solves the problem, but maybe it could be a good idea to systematically close sound files and/or have a better error handling in case of SDL sound failure like on my system? [/Edit] Last edited by animal_waves; March 15, 2022 at 22:42. |
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#48 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
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Quote:
In any case, I've filed it as a bug, thanks for the excellent report.
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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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#49 | |
Swordsman
Join Date: Aug 2019
Posts: 348
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Quote:
What I'm seeing on Debian 11 (with Debian's packaging of libSDL 1.2.15 and libSDL-mixer 1.2.12) is one file descriptor opened the first time a sound is played and with 200-some sounds listed in lib/customize/sound.prf that wouldn't be enough to hit the limit on the number of open file descriptors. |
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#50 | ||
Rookie
Join Date: Aug 2018
Posts: 23
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Quote:
SDL Mixer is also patched with libmikmod (http://mikmod.sourceforge.net/) for whatever reason. https://slackware.nl/slackware/slack.../source/l/sdl/ You can find the whole build process (including compilation options if that matters) here: https://slackware.nl/slackware/slack...sdl.SlackBuild Quote:
On the problematic system, the process open a file descriptor each time a sound must be played (and fails to plays it), even if the descriptor for said file is already opened. So, after trying to play +- 10XX sounds (which may be about an hour of gameplay?) the limit is reached and the process is not able to write anything anywhere. Maybe it's just the SDL Sound/Mixer that has been compiled without .mp3 support? I don't know how to check that easily without writing & compiling some code. ![]() We can migrate this discussion on the git bug tracker if you prefer? |
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