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Old February 1, 2011, 15:09   #11
d_m
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Originally Posted by pampl View Post
I've just finished the second laby level so I now consider myself something of an expert on them *puffs up chest* The first one started out fully mapped; I didn't bother keeping the save file because I thought that was a feature. No opinion on the difficulty one way or the other. It was definitely a fun change of pace.

edit: Just got a 3rd one and it was fully mapped with all objects shown again. I'll put my save on trac once trac starts working again.

edit2: ok, trying to load a labyrinth level that's been fully mapped apparently plops you into town. Weird

edit3: just got a 4th one (!) and it wasn't mapped but it didn't have any stairs, either. Saving and loading plopped me into town again too.
Huh, sounds like it still has some bugs :P

The basic idea is that shallow labyrinths will start out mapped (to make them less difficult)... deeper labyrinths will possibly be unmapped, unlit and have perma-walls (each of these increases the chances of good treasure being in the level).

The stairs issue is fixed in current nightlies... there was a logic error that mean that often you wouldn't have one kind of stairs. But that save bug is really strange... I hadn't seen it. Does this mean that if you save/quit and reload on a labyrinth you end up in town again?

Thanks the report!
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Old February 1, 2011, 17:51   #12
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Originally Posted by d_m View Post
Huh, sounds like it still has some bugs :P

The basic idea is that shallow labyrinths will start out mapped (to make them less difficult)... deeper labyrinths will possibly be unmapped, unlit and have perma-walls (each of these increases the chances of good treasure being in the level).

The stairs issue is fixed in current nightlies... there was a logic error that mean that often you wouldn't have one kind of stairs. But that save bug is really strange... I hadn't seen it. Does this mean that if you save/quit and reload on a labyrinth you end up in town again?

Thanks the report!
2nd graf:Ah OK, that makes sense now
3rd graf:Yep. This is in angband-raff3f99f7a, the january 30th build.
4th graf:No problem, thanks for the new level type
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Old February 1, 2011, 18:13   #13
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Quote:
Originally Posted by d_m View Post
Huh, sounds like it still has some bugs :P

The basic idea is that shallow labyrinths will start out mapped (to make them less difficult)... deeper labyrinths will possibly be unmapped, unlit and have perma-walls (each of these increases the chances of good treasure being in the level).

The stairs issue is fixed in current nightlies... there was a logic error that mean that often you wouldn't have one kind of stairs. But that save bug is really strange... I hadn't seen it. Does this mean that if you save/quit and reload on a labyrinth you end up in town again?

Thanks the report!
Someone put all sorts of bad stuff into rd_dungeon. It is possible that ending up in town reloading a labyrinth is because

* Note that the size of the dungeon is now hard-coded to
* DUNGEON_HGT by DUNGEON_WID, and any dungeon with another
* size will be silently discarded by this routine.

The code for rd_dungeon in generate.c currently discards the town if you save/reload in town. Don't drop anything you want to pick up again!

I added a check for depth > 0, and put in a debugging printf because silent changes are terrible for a dev project, but really this whole block should be removed. IMO all of the mods reading values in load.c need to be excised. I don't know what that note does, but I never saw it and I checked for logs and the char dump as well.

if ((depth > 0) && ((ymax != DUNGEON_HGT) || (xmax != DUNGEON_WID)))
{
printf("bad dungeon hgt %d vs %d, wid %d vs %d\n", ymax, DUNGEON_HGT, xmax, DUNGEON_WID);
/* XXX XXX XXX */
note(format("Ignoring illegal dungeon size (%d,%d).", ymax, xmax));
return (0);
}
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Old February 2, 2011, 04:22   #14
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Originally Posted by PowerDiver View Post
I added a check for depth > 0, and put in a debugging printf because silent changes are terrible for a dev project, but really this whole block should be removed. IMO all of the mods reading values in load.c need to be excised. I don't know what that note does, but I never saw it and I checked for logs and the char dump as well.
Thanks! You're right, that block of code is the culprit, and is clearly unneeded/wrong at this point. I think the bug is the result of drift elsewhere in the code.

Anyway, this is fixed in staging now and will (hopefully) go to master soon.
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Old February 2, 2011, 08:35   #15
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I have an idea for labyrinths. They could start around dlevel 30 and have only two stairs, both far away from the player and next to each other. There could be a message: "A chill goes down your spine as you realize you will have to fight your way to safety." or something. You would not be able to teleport and the loot would be 20 or so levels OOD always generated excellent but the monsters would be similarly OOD. Teleport level or deep descent is allowed.
EDIT: Hint about posting. Always copy the whole message before posting or the system will eat your post without a way to recover it. The original post was longer and more obvious but oook logged me out meanwhile.
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Old February 6, 2011, 18:37   #16
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This in OSX revision aff3f99f7a of 30 January...



Didn't try a Recall, but on quitting/reopening I'm back in town.

*****

Oops, just re-read earlier posts... initially I thought aff3f99f7a claimed to fix the issue.
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Old February 7, 2011, 07:57   #17
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Could you tell me what cavern levels do? Is it like O(yes, it is my favourite variant and it brought me to angband), where you have big rooms and lots of orcs, trolls, ogres and other uncivilized humanoids?
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Old February 7, 2011, 14:26   #18
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Could you tell me what cavern levels do? Is it like O(yes, it is my favourite variant and it brought me to angband), where you have big rooms and lots of orcs, trolls, ogres and other uncivilized humanoids?
The only thing I will say about cavern levels for now (until you see a few) is that they are rough-hewn, don't have distinct rooms and passages, and are irregular in shape.
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Old February 12, 2011, 02:30   #19
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And the caverns show up way too early and often, I had one on level 1 and several before 10. In about 20-25 levels (all before level 10) across three games, I have seen 4-5. It is really annoying to find completely unlit levels as a brand new character, that is supposed to come as you go down a few levels. I assume they are cavern levels anyway, they were all irregular not at all like normal levels.
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Old February 12, 2011, 05:43   #20
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Sorry you didn't end up liking the caverns.

Seems like you got a bit unlucky... they are only supposed to show up around 10-12% of the time, so getting 4 in 20 levels is a bit more than I would expect (although obviously it can happen). Giving them a minimum depth is probably a good idea, although I would still probably have that be relatively shallow (e.g. dlvl 5 or so).

For that matter, you probably shouldn't be able to see a labyrinth on dlvl 1 either...
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