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Old September 29, 2011, 23:19   #161
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Quote:
Originally Posted by s0be View Post
This is not an 'always' failure, just in certain spots. Next time I find one, I'll exit out, snag the save file and post it (assuming it happens immediately after restartup still). In some cases, ^zz solves it, in most I have to move a square and do ^zz, and in one case (near a zoo) none of these worked.

Thanks, got the fix up. I added a few features and forgot to make a change back on that defense maneuver.
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Old September 30, 2011, 13:28   #162
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Thanks, got the fix up. I added a few features and forgot to make a change back on that defense maneuver.
I'm still seeing:

Code:
src/borg2.c:286:bool borg_projectable(int y1, int x1, int y2, int x2)
Code:
src/borg8.c:3819:			if (!borg_projectable(y, x, c_y, c_x, TRUE)) continue;
a difference in the borg_projectable function (only in borg8.c).
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Old October 4, 2011, 00:55   #163
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I'm still seeing:

Code:
src/borg2.c:286:bool borg_projectable(int y1, int x1, int y2, int x2)
Code:
src/borg8.c:3819:			if (!borg_projectable(y, x, c_y, c_x, TRUE)) continue;
a difference in the borg_projectable function (only in borg8.c).
Ok, I see this is fixed, but I was having the Defence bomb again with type 22 (with value 10), I hacked the final return of the see invisible function from return 10 to return 0 and it's running, but I don't really know what the effective 'change' I made there does.
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Old October 4, 2011, 23:05   #164
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Originally Posted by s0be View Post
Ok, I see this is fixed, but I was having the Defence bomb again with type 22 (with value 10), I hacked the final return of the see invisible function from return 10 to return 0 and it's running, but I don't really know what the effective 'change' I made there does.
I saw another case of that this morning and fixed it. The update was put on the website. I keep running borgs who are at the right level to fail on this routine and I have not seen any more after this morning's fix.
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Old October 5, 2011, 15:13   #165
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I saw another case of that this morning and fixed it. The update was put on the website. I keep running borgs who are at the right level to fail on this routine and I have not seen any more after this morning's fix.
Thanks, updating. The borg is fun to watch.
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Old October 12, 2011, 19:45   #166
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Thanks, updating. The borg is fun to watch.
Watching the latest borg (320borg.zip md5sum: 026b3e423b520f01a47684456ce68f4c) he's repeatedly forgetting to unswap his digger, then getting rather confused in town trying to optimize his inventory.
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Old October 12, 2011, 21:05   #167
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Watching the latest borg (320borg.zip md5sum: 026b3e423b520f01a47684456ce68f4c) he's repeatedly forgetting to unswap his digger, then getting rather confused in town trying to optimize his inventory.
Here's a save file exhibiting this behavior.
Attached Files
File Type: zip save.zip (27.5 KB, 46 views)
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Old October 13, 2011, 18:48   #168
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Here's a save file exhibiting this behavior.
Excellent. I was able to track down one of the errors using this savefile. I am pretty sure most of the problems would be corrected with today's fix.
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Old October 14, 2011, 01:43   #169
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Excellent. I was able to track down one of the errors using this savefile. I am pretty sure most of the problems would be corrected with today's fix.
Yeah, saw your update, thanks! I suspect that was just a way ridiculous digger.
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Old October 18, 2011, 21:07   #170
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The borg is confused about everburning lanters again:

# Waiting for 'Lantern (Everburning)' to Recharge.
& Key <R>
& Key <7>
& Key <5>
& Key <?>
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