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Old February 13, 2017, 11:11   #1
Grotug
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Nightly 2/12/2017 crashes on loading

The 2/12 nightly crashes on loading.

My system:



Some bits from the crash report (I snipped out a big chunk from the middle of the crash report because its too large for a single post):

Code:
Process:               angband [488]
Path:                  /Applications/Games/*/Angband.app/Contents/MacOS/angband
Identifier:            org.rephial.angband
Version:               4.0.3-642-g4c15419-dirty (???)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           angband [488]
User ID:               501

Date/Time:             2017-02-13 06:07:01.412 -0500
OS Version:            Mac OS X 10.10.5 (14F1912)
Report Version:        11
Anonymous UUID:        26B70A5A-D032-6325-D710-460859433293


Time Awake Since Boot: 470 seconds

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000008

VM Regions Near 0x8:
--> 
    __TEXT                 0000000100000000-0000000100112000 [ 1096K] r-x/rwx SM=COW  /Applications/Games/*/Angband.app/Contents/MacOS/angband

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   org.rephial.angband           	0x000000010003d5a5 parse_lore_name + 37
1   org.rephial.angband           	0x0000000100070d8b parser_parse + 1787
2   org.rephial.angband           	0x000000010000e991 parse_file + 225
3   org.rephial.angband           	0x000000010003de30 run_parse_lore + 16
4   org.rephial.angband           	0x000000010000e78f run_parser + 47
5   org.rephial.angband           	0x0000000100032534 init_arrays + 100
6   org.rephial.angband           	0x00000001000325e1 init_angband + 113
7   org.rephial.angband           	0x00000001000cb5d4 +[AngbandContext beginGame] + 1204
8   org.rephial.angband           	0x00000001000cebed -[AngbandAppDelegate applicationDidFinishLaunching:] + 29
9   com.apple.CoreFoundation      	0x00007fff902c145c __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 12
10  com.apple.CoreFoundation      	0x00007fff901b1634 _CFXNotificationPost + 3140
11  com.apple.Foundation          	0x00007fff8e91baa1 -[NSNotificationCenter postNotificationName:object:userInfo:] + 66
12  com.apple.AppKit              	0x00007fff923e2a8b -[NSApplication _postDidFinishNotification] + 291
13  com.apple.AppKit              	0x00007fff923e27f6 -[NSApplication _sendFinishLaunchingNotification] + 191
14  com.apple.AppKit              	0x00007fff923df946 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 574
15  com.apple.AppKit              	0x00007fff923df385 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 244
16  com.apple.Foundation          	0x00007fff8e94e818 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 290
17  com.apple.Foundation          	0x00007fff8e94e689 _NSAppleEventManagerGenericHandler + 102
18  com.apple.AE                  	0x00007fff88dd943c aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 531
19  com.apple.AE                  	0x00007fff88dd91b9 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 31
20  com.apple.AE                  	0x00007fff88dd90c3 aeProcessAppleEvent + 295
21  com.apple.HIToolbox           	0x00007fff8f088c6e AEProcessAppleEvent + 56
22  com.apple.AppKit              	0x00007fff923d8da2 _DPSNextEvent + 2249
23  com.apple.AppKit              	0x00007fff923d7e58 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 346
24  com.apple.AppKit              	0x00007fff923cdaf3 -[NSApplication run] + 594
25  com.apple.AppKit              	0x00007fff9234a244 NSApplicationMain + 1832
26  org.rephial.angband           	0x00000001000cefc9 main + 9
27  org.rephial.angband           	0x0000000100001cd4 start + 52

Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib        	0x00007fff922c8232 kevent64 + 10
1   libdispatch.dylib             	0x00007fff8c7bb26e _dispatch_mgr_thread + 52

Thread 2:
0   libsystem_kernel.dylib        	0x00007fff922c794a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff873a63dd start_wqthread + 13

Thread 3:
0   libsystem_kernel.dylib        	0x00007fff922c794a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff873a63dd start_wqthread + 13

Thread 4:
0   libsystem_kernel.dylib        	0x00007fff922c794a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff873a63dd start_wqthread + 13

Thread 5:
0   libsystem_kernel.dylib        	0x00007fff922c794a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff873a63dd start_wqthread + 13

Thread 6:
0   libsystem_kernel.dylib        	0x00007fff922c794a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff873a63dd start_wqthread + 13

Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0x0000000000000000  rbx: 0x00006080006442c8  rcx: 0x00007fff7784a6b8  rdx: 0x0000000000011b28
  rdi: 0x000000000000000a  rsi: 0x0000000000000000  rbp: 0x00007fff5fbfe1e0  rsp: 0x00007fff5fbfe1c0
   r8: 0x0000000000000000   r9: 0x00006080006442b3  r10: 0x0000000000000000  r11: 0xffffffffffde1cab
  r12: 0x00000001017bfa08  r13: 0x0000608000643ed8  r14: 0x00000001017bfa08  r15: 0x0000000000000000
  rip: 0x000000010003d5a5  rfl: 0x0000000000010206  cr2: 0x0000000000000008
  
Logical CPU:     2
Error Code:      0x00000004
Trap Number:     14 [snip]
Code:
[snip]

External Modification Summary:
  Calls made by other processes targeting this process:
    task_for_pid: 1
    thread_create: 0
    thread_set_state: 0
  Calls made by this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
  Calls made by all processes on this machine:
    task_for_pid: 242
    thread_create: 0
    thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=192.3M resident=108.4M(56%) swapped_out_or_unallocated=83.9M(44%)
Writable regions: Total=102.3M written=23.1M(23%) resident=36.2M(35%) swapped_out=0K(0%) unallocated=66.1M(65%)
 
REGION TYPE                      VIRTUAL
===========                      =======
CG backing stores                  1216K
CG image                             36K
CG shared images                    240K
CoreAnimation                        28K
CoreImage                             8K
CoreUI image data                    76K
Foundation                            4K
Kernel Alloc Once                     8K
MALLOC                             72.4M
MALLOC (admin)                       32K
Memory Tag 242                       12K
Memory Tag 249                      156K
Memory Tag 251                        8K
OpenCL                               16K
STACK GUARD                        56.0M
Stack                              10.6M
VM_ALLOCATE                        17.2M
__DATA                             16.4M
__IMAGE                             528K
__LINKEDIT                         72.5M
__TEXT                            119.8M
__UNICODE                           552K
mapped file                        68.0M
shared memory                         4K
===========                      =======
TOTAL                             435.8M

Model: MacBookAir7,1, BootROM MBA71.0166.B08, 2 processors, Intel Core i5, 1.6 GHz, 4 GB, SMC 2.26f2
Graphics: Intel HD Graphics 6000, Intel HD Graphics 6000, Built-In
Memory Module: BANK 0/DIMM0, 2 GB, DDR3, 1600 MHz, 0x80CE, 0x4B3445384533303445452D45474345000000
Memory Module: BANK 1/DIMM0, 2 GB, DDR3, 1600 MHz, 0x80CE, 0x4B3445384533303445452D45474345000000
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x117), Broadcom BCM43xx 1.0 (7.15.166.24.3)
Bluetooth: Version 4.3.6f3 16238, 3 services, 18 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
USB Device: BRCM20702 Hub
USB Device: Bluetooth USB Host Controller
Thunderbolt Bus: MacBook Air, Apple Inc., 27.2
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Old February 13, 2017, 12:10   #2
Pete Mack
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Delete the lore file and retry.
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Old February 13, 2017, 12:53   #3
Nick
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Yep, if there was a break to lore file compatibility a few months ago. If you really like that lore file, attach it to the thread and I can fix it - or you can fix it yourself by removing all the numbers from the name lines, so they're just
Code:
name:scrawny cat
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Old February 14, 2017, 10:11   #4
Grotug
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Ty, works now. I learned the rune of resist cold and resist fire early on by quaffing corresponding potions, but the game thinks I can only learn these runes through IDing equipment that have these runes? I ID'd what I assume is a ring of resist cold and fire with an ID scroll which ID'd rFire on the ring and so now the robe (??) I was holding is also ID'd as resist fire. I guess what I'm saying is, I'd expect that once I've learned the rune of rFire and rCold through quaffing corresponding potions that I'd then know these runes and thus know a ring of rCold/rFire and a robe of rFire without having to ID these pieces of equipment separately.

I am enjoying the changes so far. It's nice to have a fresh experience. And definitely seems to be alleviating some of the tedium or frustration that was present before.
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Old February 14, 2017, 11:10   #5
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Quote:
Originally Posted by Grotug View Post
I learned the rune of resist cold and resist fire early on by quaffing corresponding potions, but the game thinks I can only learn these runes through IDing equipment that have these runes? I ID'd what I assume is a ring of resist cold and fire with an ID scroll which ID'd rFire on the ring and so now the robe (??) I was holding is also ID'd as resist fire. I guess what I'm saying is, I'd expect that once I've learned the rune of rFire and rCold through quaffing corresponding potions that I'd then know these runes and thus know a ring of rCold/rFire and a robe of rFire without having to ID these pieces of equipment separately.
Runes only apply to wearable equipment, consumables are identified separately (and pretty much as before).
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Old February 14, 2017, 12:21   #6
Grotug
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I understand the logic there, but it isn't intuitive and makes sense only in a strange bubble of internal Angband logic for the purpose of gameplay balance (which may be good enough I suppose). But it just seems intuitive that if I learn something then I've learned it. It doesn't matter *how* I've learned it, whether I read it in a book, watched a movie about it, or someone told me about it, once I've learned something I've learned it. If I stub my toe, I've learned the rune of pain. If I drink from a pitcher of milk that's been in the fridge too long and wind up with an intense pain in my stomach, I've learned the rune of pain. What difference does it make if I learned it from wearing open toed sandals while running down a rocky trail or drinking sour milk?

Also, it's kind of nifty that I can quaff a potion of slowness while wearing a ring of FrAct and the potion has no effect on me. Also nifty when someone casts a spell of slowness on me and it has no effect, yet a trap of slowness and impact hounds can still make me slow even if I have FrAct? I suppose it's employing the same logic of time hounds knocking down all my stats while I'm wearing a shield of Preservation, but having contradictory logic mechanisms in the game kinda leaves the player feeling like they don't really understand *anything* about Angband's world logic.

Thirdly, just saw an amulet of regeneration in the black market for a paltry 150gp. Is this item really on par with an amulet of slow digestion? This should be at least 1500gp in the black market.

I'm really liking the new ID system in place now. ID scrolls feel much more meaningful now and I like that staves of ID have been removed. Being forced to quaff potions to learn them seems a bit forced, though, but I'm not really opposed to it as I understand the reasoning behind doing it this way (for the gameplay/discovery aspect, I think it's good) and of course you can always be patient, hold onto potions you suspect may be a stat swapper, and buy them in the black market to avoid learning !Intellect as a Warrior by quaffing it. But I think learning runes should be pan-method, especially since you can't ID potions or mushrooms with ID scrolls. Though if they were, I'd probably be complaining that runes are too easy to learn.... (For example, I'd know the rune of rPoison before I even find a ring or armor of said rune).

I was thinking since traps are discovered when walking next to them now that it might be fun to have more monster summoning rune types, instead of just summon foe, so that you could have: summon dragons (or ancient dragons or dragons based on the dungeon level you are on) or undead, or arachnids. And maybe for 1 in a million laughs, a rune of summon townspeople (but it'd only show up after DL60, and then still only have a one in a million chance of generating whenever a summoning rune is generated).
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Old February 14, 2017, 15:56   #7
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How are you going to learn a rune by drinking a potion? Potions are liquids; you can't write runes on them. And there's no FDA to enforce nutrition tags and ingredient lists either. Potions are really just matching appearance/flavor with effect, and I don't see a clear path towards having that associate somehow with knowledge of your equipment.

It's a bit more excusable with scrolls, wands, staves, etc. where I could imagine someone inscribing runes on the item that correspond somehow with runes on your equipment, but even then that's not necessarily how those magic items work. Maybe enchanting a wand to shoot fireballs is a purely "internal" process with no inscribing necessary; you just need a stick made of the right material.

If we were trying to move towards a more rigorously rule-based magic system though, these things would definitely be worth thinking about.

Hang on -- does the game actually say "you learned the rune for Resist Fire" when you drink a Resist Fire potion? Because that would be a bug. All you've learned is that gloopy green potions are Resist Fire.
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