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Old June 9, 2011, 12:36   #1
PowerWyrm
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Some glitches encountered while porting new features to my variant

1) Variable dungeon size (potential problem -- feature currently disabled in the source)

For my variant, I removed the line in cave_gen() that forces dungeon size to max (size_percent = 100) and used the admin character to generate a lot of cave levels. After 1000 levels or so, the code triggered a failed assertion in try_door(). This is caused by tunnels being generated outside of the cave bounds, due to calls to in_bounds_fully() instead of cave_in_bounds_fully()

2) Monster recall

Some colors for monster spells have not been updated after the change regarding the new protections: plasma, force... still refer to sound resistance.

3) Monster races

With the new parsing system, monster races that are not defined in monster.txt get an empty entry in r_info. Some functions use the "name" or "text" fields (pointers) without checking that they're not NULL. This could lead to potential crashes.
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Old June 9, 2011, 14:08   #2
d_m
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Quote:
Originally Posted by PowerWyrm View Post
1) Variable dungeon size (potential problem -- feature currently disabled in the source)

For my variant, I removed the line in cave_gen() that forces dungeon size to max (size_percent = 100) and used the admin character to generate a lot of cave levels. After 1000 levels or so, the code triggered a failed assertion in try_door(). This is caused by tunnels being generated outside of the cave bounds, due to calls to in_bounds_fully() instead of cave_in_bounds_fully()
Thanks! That's a good catch.

Just to warn you, that the 3.2 code will generate sparser levels, in part due to a bug I found. I'm fixing a bunch of issues and will be checking in a new version to staging (I'll message you when that happens) and you may want to grab a newer version. Or you can just wait until 3.3 (hopefully in July) and look at it then.
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