Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old October 25, 2016, 10:46   #21
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,449
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Ingwe Ingweron View Post
In latest nightly, when Sauron is killed, the stairs appear, but items that had fallen in the spot "disappear" according to the messages, rather than the items being shifted to a new spot on the floor.
Right - that's a handy confirmation of my partial fix.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old October 25, 2016, 17:19   #22
AnonymousHero
Veteran
 
AnonymousHero's Avatar
 
Join Date: Jun 2007
Posts: 1,262
AnonymousHero is on a distinguished road
Quote:
Originally Posted by Pete Mack View Post
Debug builds set all values to 0xeeeeeeee in freed memory, and detects duplicate frees. It is a big win compared to, say, O2 for finding memory errors
Fair point, I suppose, but that's extremely dependent on platform and malloc implementation. (Which is valid, after all we are talking UB.). The sanitizers catch a much larger range of problems.

(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.
AnonymousHero is offline   Reply With Quote
Old October 26, 2016, 07:03   #23
Ingwe Ingweron
Veteran
 
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,383
Ingwe Ingweron is on a distinguished road
Quote:
Originally Posted by Nick View Post
Right - that's a handy confirmation of my partial fix.
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.
__________________
“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
Ingwe Ingweron is offline   Reply With Quote
Old October 26, 2016, 11:35   #24
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,449
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Ingwe Ingweron View Post
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.
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?
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old October 26, 2016, 12:47   #25
Ingwe Ingweron
Veteran
 
Join Date: Jan 2009
Location: Manhattan Beach, CA
Posts: 1,383
Ingwe Ingweron is on a distinguished road
Quote:
Originally Posted by Nick View Post
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?
Well. there was somewhere the items could have been pushed. This is clearly a change that happened in the last few nightlies, as the previous behavior in the same circumstances would successfully push the items.
__________________
“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
Ingwe Ingweron is offline   Reply With Quote
Old November 8, 2016, 12:51   #26
t4nk
Adept
 
Join Date: May 2016
Posts: 246
t4nk is on a distinguished road
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);
t4nk is offline   Reply With Quote
Old November 8, 2016, 14:46   #27
PowerWyrm
Veteran
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 1,855
PowerWyrm is on a distinguished road
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.
__________________
PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old November 8, 2016, 16:20   #28
PowerWyrm
Veteran
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 1,855
PowerWyrm is on a distinguished road
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.
__________________
PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Old November 8, 2016, 20:30   #29
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 52
Posts: 6,449
Donated: $60
Nick is on a distinguished road
Thanks for these, I should get to them soon.
__________________
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them.
Nick is offline   Reply With Quote
Old November 9, 2016, 13:25   #30
PowerWyrm
Veteran
 
PowerWyrm's Avatar
 
Join Date: Apr 2008
Posts: 1,855
PowerWyrm is on a distinguished road
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".
__________________
PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant!
PowerWyrm is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Sil 1.1.1 no-artefacts, polearm master bron AAR 21 August 27, 2013 23:42
3x Breaking and Entering by Anaxe the Master Thief Thraalbee AAR 0 August 26, 2011 21:42
Artifacts in 3.2 (Master List) Tregonsee Vanilla 8 March 6, 2011 11:33
State of Angband master branch d_m Development 80 November 26, 2010 14:14
squelch comments/complaints ChodTheWacko Vanilla 2 July 28, 2007 17:50


All times are GMT +1. The time now is 23:44.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.