Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old August 24, 2011, 00:52   #1
bulian
Adept
 
Join Date: Sep 2010
Posts: 162
bulian is on a distinguished road
3.3 bug: ignore functionality

It seems if the number of items in one level (>256) gets to be too large the game crashes. Save file is attached. Press K and have fun. Then read ?destruction and press K. No crash. I managed to clean down to the bottom corner of the GV before I realized what happened and then was playing with a greater draconic Q a second time, got nenya and was stupid enough not to save. This was the third go. With previous destroy functionality this could be avoided but this level can not be cleared.

When two chests are stacked, the bottom chest cannot be opened or disarmed, though this is maybe the same as before.

Also, the GV on this level should be removed IMO from the edit file since tele other is now a bolt not beam.
Attached Files
File Type: zip 107.zip (39.0 KB, 137 views)
bulian is offline   Reply With Quote
Old August 24, 2011, 07:46   #2
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by bulian View Post
Also, the GV on this level should be removed IMO from the edit file since tele other is now a bolt not beam.
Why would that vault be any different to others like it?
Timo Pietilš is offline   Reply With Quote
Old August 24, 2011, 15:32   #3
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by bulian View Post
It seems if the number of items in one level (>256) gets to be too large the game crashes. Save file is attached. Press K and have fun. Then read ?destruction and press K. No crash. I managed to clean down to the bottom corner of the GV before I realized what happened and then was playing with a greater draconic Q a second time, got nenya and was stupid enough not to save. This was the third go. With previous destroy functionality this could be avoided but this level can not be cleared.

When two chests are stacked, the bottom chest cannot be opened or disarmed, though this is maybe the same as before.
Yes, this chest bug is already known (ticket #1187).

The 256-item problem is new - many thanks for spotting it. It seems to me to be the most serious bug in 3.3.0 so far. I will try to confirm tonight, and open a ticket for it.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Old August 24, 2011, 15:55   #4
bulian
Adept
 
Join Date: Sep 2010
Posts: 162
bulian is on a distinguished road
To elaborate a bit more, I was able to clear both vaults with generous use of ignore items on the floor. It seems so long as the number of items either visible on the floor or in the item list (displayed in a subwindow) remains <256 the game is fine.

FWIW, the reversibility of ignore compared to destroy is nice.

Quote:
Why would that vault be any different to others like it?
Not sure if you looked at the file, but this is the GV with two parallel horizontal corridors in the middle feeding into a gigantic open room. I certainly would have ignored it were it a non-ironman game. I guess I don't feel so strongly but this is one of the most difficult geometries I've seen, and I'm pretty sure it was designed with -teleother as a beam in mind.
bulian is offline   Reply With Quote
Old August 24, 2011, 15:58   #5
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by Magnate View Post
Yes, this chest bug is already known (ticket #1187).

The 256-item problem is new - many thanks for spotting it. It seems to me to be the most serious bug in 3.3.0 so far. I will try to confirm tonight, and open a ticket for it.
I can already confirm that that attached savefile crashes, reason for it I can't tell.
Timo Pietilš is offline   Reply With Quote
Old August 24, 2011, 16:00   #6
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Timo Pietilš View Post
I can already confirm that that attached savefile crashes, reason for it I can't tell.
Thanks Timo - this is now ticket #1517.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Old August 24, 2011, 16:14   #7
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by bulian View Post
Not sure if you looked at the file, but this is the GV with two parallel horizontal corridors in the middle feeding into a gigantic open room. I certainly would have ignored it were it a non-ironman game. I guess I don't feel so strongly but this is one of the most difficult geometries I've seen, and I'm pretty sure it was designed with -teleother as a beam in mind.
There are worse, V-shaped comes to mind, and then there is one with several long parallel corridors, "false wall" I think it was called, the "Hellpit" which is basically just huge open space with tens of 40-lvl OoD monsters roaming freely and the "The I in the Storm" which has similar open areas, just a bit more obstacles here and there.

Some of these were close to impossible even with beaming tele-other if you had bad set of monsters in it. OTOH you can ignore those you can't handle so it's OK for me to have such vaults. Some of them became a mental exercise to "how do I separate that one from that group so that I can deal it alone" with tele-other being bolt.

This one you encountered has doors in that center corridor dividing it into sections making access to it much less dangerous than in first seems, also monsters that have access to that are not that bad, the most of the really bad ones have restricted access to the open areas (or don't know how to get there).
Timo Pietilš is offline   Reply With Quote
Old September 18, 2011, 13:38   #8
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Magnate View Post
Thanks Timo - this is now ticket #1517.
Fixed in the next dev version, and for 3.3.1. For some reason we defined MAX_ITEMLIST as 256 - there are no comments explaining why, so I just increased it arbitrarily. Let me know if you see any odd behaviour when there are very large numbers of items on the floor.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Old September 18, 2011, 14:05   #9
Timo Pietilš
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilš is on a distinguished road
Quote:
Originally Posted by Magnate View Post
Fixed in the next dev version, and for 3.3.1. For some reason we defined MAX_ITEMLIST as 256 - there are no comments explaining why, so I just increased it arbitrarily. Let me know if you see any odd behaviour when there are very large numbers of items on the floor.
That limit used to be the limit where game starts "compacting" items. Maybe the real bug hides in that compacting code?
Timo Pietilš is offline   Reply With Quote
Old September 18, 2011, 14:35   #10
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 5,057
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate
Quote:
Originally Posted by Timo Pietilš View Post
That limit used to be the limit where game starts "compacting" items. Maybe the real bug hides in that compacting code?
No, they're not the same limit. This is simply the number of different types of item which can appear in the item list - used to size arrays in the display_itemlist() function. You're thinking of the "Maximum number of objects on the level" in lib/edit/limits.txt, which I think is z_info->o_max - that's currently 1024, but could easily be higher. It used to be about limiting memory use, but since Angband's memory footprint is about 5MB and the average phone now has about 100x more RAM than that, it's not really an issue unless we need to run angband on a dishwasher.
__________________
"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila
Magnate is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
3.3 RC: squelch/ignore functionality + lvl feelings bulian Development 21 June 28, 2011 17:51
feature request - rod of elec balls ignore elec PowerDiver Vanilla 3 October 3, 2009 15:36


All times are GMT +1. The time now is 11:40.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.