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Old September 15, 2021, 20:45   #81
Selkie
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Quote:
Originally Posted by Ingwe Ingweron View Post
That effect has been there a very long time. I've never bothered to report it as a bug, since (i) I don't know that it actually contains any leaked information, and (ii) I've never bothered to record it and go back frame-by-frame to find out.


Ok here's a screen grab of what flicks onto the monster display when I leave a level. It's a strange list! Remember, none of these monsters were here previously.

It's a screen grab from a 240fps video in my phone, sorry about the quality

https://imgur.com/a/B50OoIs
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Old September 15, 2021, 20:54   #82
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Quote:
Originally Posted by Selkie View Post


Ok here's a screen grab of what flicks onto the monster display when I leave a level. It's a strange list! Remember, none of these monsters were here previously.

It's a screen grab from a 240fps video in my phone, sorry about the quality

https://imgur.com/a/B50OoIs
More importantly, are those monsters on the level you land on? I noticed this too while playing FA though I also didn't report it or pay close enough attention to see if it gave information. I think I could sort of gauge if there was going to be a vault on the level though.
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Old September 15, 2021, 21:08   #83
Selkie
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More importantly, are those monsters on the level you land on? I noticed this too while playing FA though I also didn't report it or pay close enough attention to see if it gave information. I think I could sort of gauge if there was going to be a vault on the level though.
That was a good thought so I tested it and yep they're all there.

So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interesting
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Old September 15, 2021, 23:23   #84
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Quote:
Originally Posted by Selkie View Post
That was a good thought so I tested it and yep they're all there.

So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interesting
OK, I'm taking notice now
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Old September 16, 2021, 18:22   #85
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Quote:
Originally Posted by Selkie View Post


Ok here's a screen grab of what flicks onto the monster display when I leave a level. It's a strange list! Remember, none of these monsters were here previously.
Interesting. But only of interest, since it flashes when @ leaves a level, it provides no help. Maybe even a feeling of loss that you didn't find those uniques and get what they were holding.
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Old September 16, 2021, 19:26   #86
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Quote:
Originally Posted by Selkie View Post
That was a good thought so I tested it and yep they're all there.

So effectively by taking a high fps video on my phone I can see every single monster on the dungeon level. That's interesting
Recent builds of Angband (4.2.3-76-...) and FAangband (2.0.0-31-...) have a change that may plug the information leak. I say may because I haven't been able to see the leak in the Mac version (likely because screen updates are handled lazily) and it didn't show up in quick tests with the X11 version on Linux.

Last edited by backwardsEric; September 16, 2021 at 19:27. Reason: cause->because
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Old September 16, 2021, 23:59   #87
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Originally Posted by Ingwe Ingweron View Post
Interesting. But only of interest, since it flashes when @ leaves a level, it provides no help. Maybe even a feeling of loss that you didn't find those uniques and get what they were holding.
No, you misunderstood. It shows every single monster on the level you have arrived on. I've tested it several times. I only ever noticed it in the first place because of the purple uniques. If your phone can record slow mo then test it yourself. By my calculations of the number of frames, I think it displays for 1/24th of a second. It even cycles through the pages when there are more monsters than can be displayed.
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Old September 20, 2021, 10:36   #88
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There's a potential crash when digging rubble:

Code:
/* Create a simple object */
				place_object(cave, grid, player->depth, false, false,
							 ORIGIN_RUBBLE, 0);

				/* Observe the new object */
				if (!ignore_item_ok(player,
						square_object(cave, grid))
						&& square_isseen(cave, grid)) {
					msg("You have found something!");
				}
The place_object() function is not 100% guaranteed to generate an object at that location, which would produce a NULL pointer in square_object() on the line after.
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Old September 20, 2021, 12:16   #89
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There's a potential crash when digging rubble
Thanks, bug filed.
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Old September 21, 2021, 05:59   #90
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First time really playing with randarts. I can accept two successive characters finding an Arkenstone with telepathy early, but two artifact stars being generated? Is that supposed to be possible?

http://angband.oook.cz/ladder-show.php?id=24659
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