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Old April 16, 2011, 11:57   #21
takkaria
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Quote:
Originally Posted by Magnate View Post
Could you be a bit more specific? Did you mean buggy loops (like I forgot the null terminator in slay_table so d_m had to rewrite all the loops in slays.c) or loops which work but cause problems? Can you describe them, either here or at trac.rephial.org? I'm happy to try and fix them.
I think APW means loops in the borg, not in our code. The glare is because lots of game internals have changed, I'm guessing...
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Old April 16, 2011, 12:42   #22
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Quote:
Originally Posted by takkaria View Post
I think APW means loops in the borg, not in our code. The glare is because lots of game internals have changed, I'm guessing...
[fx: innocent grin]

But that's all for the better ;-)
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Old April 17, 2011, 00:42   #23
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Originally Posted by APWhite View Post
When you encounter problems with the borg, you send the savefile and a brief description to me at andrew@innovapain.com.
Oops, I didn't make a copy of the savefile and it's now lost.
I'll try and remember that for next time. Thanks for the heads up.

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Originally Posted by APWhite View Post
EDIT:
This is now fixed. Tested and seems to be ok.
Great, thanks for the quick fix, awesome
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Old April 23, 2011, 15:29   #24
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Borg getting stuck

Borg seems to get stuck on my 3.2.0 compile in OS X when doing certain things such as:

Trying to destroy an artifact {cursed}
Trying to brand missiles
Trying to enchant with a scroll

It seems the keypresses are not correct; perhaps they changed in 3.2.0 with the quiver?

jtw
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Old April 24, 2011, 19:57   #25
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Quote:
Originally Posted by jtwadsworth View Post
Borg seems to get stuck on my 3.2.0 compile in OS X when doing certain things such as:

Trying to destroy an artifact {cursed}
Trying to brand missiles
Trying to enchant with a scroll

It seems the keypresses are not correct; perhaps they changed in 3.2.0 with the quiver?

jtw
Each of these three were known and fixed with the update from april 15. If you are using source code from after that date and still having a problem. Let me know.
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Old April 25, 2011, 12:26   #26
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What I also saw, is that the Borg really doesn't like {!*} inscriptions, it's not inscriptions in general, things like {@m1@b1@G1} work fine, it's jut the negation inscriptions. No big deal to not use them, I just noticed it from a savefile with auto inscriptions.
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Old April 25, 2011, 23:36   #27
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Quote:
Originally Posted by Gorbad View Post
What I also saw, is that the Borg really doesn't like {!*} inscriptions, it's not inscriptions in general, things like {@m1@b1@G1} work fine, it's jut the negation inscriptions. No big deal to not use them, I just noticed it from a savefile with auto inscriptions.
Interesting. The borg has been able to de-inscribe an "!" object. That has been in place for years.

<checking>
Ahhh, looks like the game is asking for a confirmation now. NP. Fixed.
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Old May 2, 2011, 09:03   #28
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Thanks for working on this!

When I make the play window too big, I get the following message -- do you know why? I'm running this on Windows 7.

---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Assertion failed!

Program: D:\Games\Roguelikes\angband-3.2.0\ANGBAND.EXE
File: .\src\cave.c
Line: 948

Expression: y < DUNGEON_HGT

For information on how your program can cause an assertion
failure, see the Visual C++ documentation on asserts

(Press Retry to debug the application - JIT must be enabled)
---------------------------
Abort Retry Ignore
---------------------------
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Old May 2, 2011, 23:35   #29
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Oh, that's right, I always forget to report this.
I had the same issue as Netbrain on XP and Win7. This error has been around for a long time.
I think I usually fix it by using a bigger font size so, apparently, the problem comes from the number of characters displayed, not directly from the window size.
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Old May 2, 2011, 23:37   #30
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Quote:
Originally Posted by Netbrian View Post
Thanks for working on this!

When I make the play window too big, I get the following message -- do you know why? I'm running this on Windows 7.

Expression: y < DUNGEON_HGT
---------------------------
Yes. It is related to how the screensaver is trying to calculate panels. The big screen issues have been known for a while but I can't seem to nail down the solution. Each attempt seems to create a memory overrun. When I fixed the message parsing and reading, then something else gets whacked. Until it is fixed, it is better not to run the screensaver with the big screen mode.
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