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Old December 18, 2008, 02:53   #41
Mangojuice
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Quote:
Originally Posted by sgasga View Post
Thanks! That fixed it, though I still get the 'more than 800 objects!' message on converting the savefile.

Shane
Yeah. What this was all about was that the game used to save object memory by recording the number of object types (was 800) and then all the info specific to a savegame for each object type. The thing is, the max was set to 800 a long time back because I wanted lots of space for new ideas, but that phase is over. I found that I couldn't lower the number, or all old savefiles would fail to load. So I made a change in order to save space in savefiles and save memory during the game. In order to lower that 800 maximum, the game has to recognize that extra records are to be discarded; previous versions of the game would have rejected a savefile if the maximum was lowered. So that's what the message is all about.

And the savefile incompatibility came up because there was an off-by-one error in the code, which meant that one object memory record was left unread and then the data was misaligned for the next step, which is why it didn't work.
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Old December 18, 2008, 06:32   #42
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Quote:
Originally Posted by sgasga View Post
Just one more piece of feedback: the 'M'ap mode doesn't work very well with the big tiles. I'm using 'bigtile' mode, 32x32 tiles, with my font width set to 16 and my font height set to 32. This makes the regular game look great, but the Map has all sorts of drawing issues.

Shane
Yeah, bigtile mode has all sorts of issues. I'd suggest avoiding it, and manually increasing the tile width instead. Basically, bigtile mode uses double-wide tiles in the main display but then lots of other places the game only saves one space for an image that should then be displayed big, such as the map, or in shops. Someday I will work on it but not just yet.
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Old December 18, 2008, 07:48   #43
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Quote:
Originally Posted by RogerN View Post
I entered a quest to kill a baby black dragon and immediately received the following message:

"Couldn't find stairs to move the player to!"

True enough, I did not start out on a staircase. EDIT: It looks like there were some stairs elsewhere on the level. For some reason it didn't find them.
Yeah, when I made that change I had forgotten that when generating those special castle levels, the player gets placed before the stairs are added. This is fixed in the live fix I just uploaded.
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Old December 18, 2008, 08:27   #44
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let me know how you compile that:

Code:
...
Error: makefile src/makefile.bcc has hero.o missing
Error: makefile src/makefile.ros has hero.o missing
Error: makefile src/makefile.std has hero.o missing
Error: makefile src/makefile.bcc has quest1.o missing
Error: makefile src/makefile.ros has quest1.o missing
Error: makefile src/makefile.std has quest1.o missing
Error: makefile src/makefile.bcc has quest2.o missing
Error: makefile src/makefile.ros has quest2.o missing
Error: makefile src/makefile.std has quest2.o missing
make: *** [.makefiles] Fehler 1
appears also with z+angband 0.3.1

using: archlinux 64bit, gcc (GCC) 4.3.2

steps to reproduce:
./configure
make
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Old December 18, 2008, 13:10   #45
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Quote:
Originally Posted by danvari View Post
let me know how you compile that:

Code:
...
Error: makefile src/makefile.bcc has hero.o missing
Error: makefile src/makefile.ros has hero.o missing
Error: makefile src/makefile.std has hero.o missing
Error: makefile src/makefile.bcc has quest1.o missing
Error: makefile src/makefile.ros has quest1.o missing
Error: makefile src/makefile.std has quest1.o missing
Error: makefile src/makefile.bcc has quest2.o missing
Error: makefile src/makefile.ros has quest2.o missing
Error: makefile src/makefile.std has quest2.o missing
make: *** [.makefiles] Fehler 1
appears also with z+angband 0.3.1

using: archlinux 64bit, gcc (GCC) 4.3.2

steps to reproduce:
./configure
make
Hm.. I thought those makefiles were unused now. I've uploaded a fix I presume will take care of that error message (namely, adding quest1.o, quest2.o, and hero.o to the makefiles they were missing from)... but if you're using a 64-bit system there may be issues I can't debug for, not having access to one myself.
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Old December 18, 2008, 16:55   #46
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I had a crash this morning: I hit "Q" to request a quest from a town keep. As the game was describing the quest to me, an error window popped up:

Assertion failed:in_bounds2((x), (y))
in file maid-grf.c
on line 2052

I had the overhead map open in Term-1 and the monster list open in Term-2.
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Old December 18, 2008, 17:13   #47
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Quote:
Originally Posted by RogerN View Post
I had a crash this morning: I hit "Q" to request a quest from a town keep. As the game was describing the quest to me, an error window popped up:

Assertion failed:in_bounds2((x), (y))
in file maid-grf.c
on line 2052

I had the overhead map open in Term-1 and the monster list open in Term-2.
You should have the savefile still. Could you send it to me please?
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Old December 18, 2008, 17:28   #48
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Quote:
Originally Posted by Mangojuice View Post
You should have the savefile still. Could you send it to me please?
I do have the savefile, but I was unable to reproduce the error when I tried to request the same quest again. Let me know if you'd still like the savefile. I just don't think it's going to be much help in this instance.
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Old December 18, 2008, 17:43   #49
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Quote:
Originally Posted by RogerN View Post
I do have the savefile, but I was unable to reproduce the error when I tried to request the same quest again. Let me know if you'd still like the savefile. I just don't think it's going to be much help in this instance.
Hm. It won't be much help to get a savefile if it won't reproduce the error. If you are ever able to recreate it, though, I'll take a look.
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Old December 18, 2008, 22:39   #50
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I encountered a random unique in the wilderness who was obviously based on the Novice Mage monster type. However, the gender of the unique (female) did not agree with the description of the novice mage ("He is leaving behind a trail of dropped spell components..."). You might want to ensure that all random uniques are generated which the same gender type as their base monsters, since you never know when the description will contain a pronoun.
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