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Sideways July 24, 2020 22:08

I'm getting crashes on level-gen semi-regularly and trying to figure out what's up with them by messing around offline.

Figured out at least one reason for the "object property not recognized" error, get_property() has no code for handling the ignore flags (like "ignore electricity") but there's an ignore electricity call in choose_type().

Edit: Rings of the Elements cause crashes on gen because of the off-weapon brands, this line for processing them accesses unallocated memory. (Also, the element-ring activations RING_ELEC and RING_COLD need to have their descriptions swapped around.) It seems like this is the main reason for the crashes, I replaced that line with "append_brand(&obj->brands, pick);" and I'm now getting far fewer crashes. I do think there's still at least one other crash that's much rarer, it gives error messages for a failed assertion in rand_div() on z-rand.c line 169 (where it asserts that m <= 0x10000000) but it's so rare I'm having trouble reproducing it. Will go after it in the morning if you don't find it first.

MITZE July 24, 2020 22:46

Report Batch #10
 
Two-handing: Certain weapons have the the " two-handed wielding needed" rune. Firstly, there's minor formatting typos there, secondly, there doesn't seem to be anything different in wielding them--in FA IIRC you had to put your shield on your back when you wielded a weapon with both hands, which did something to the bonuses you'd be getting from the shield, but here, it doesn't seem like there's a difference between a weapon that's two-handed and one that is not.


Hallucination: The game correctly informs you what you're attacking, and walk over, when you are hallucinating.

Nick July 25, 2020 00:53

Quote:

Originally Posted by MITZE (Post 147358)
Mattocks: Mattocks do not appear to have a digging bonus attached to them, outside whatever their weight provides.

Diggers have an innate digging ability - shovels +1, picks +2, mattocks +3 - aside from any magical bonus to digging. If you look at how quickly they dig stuff it should be much better than an equivalent weight weapon.

Quote:

Originally Posted by MITZE (Post 147383)
Two-handing: Certain weapons have the the " two-handed wielding needed" rune. Firstly, there's minor formatting typos there, secondly, there doesn't seem to be anything different in wielding them--in FA IIRC you had to put your shield on your back when you wielded a weapon with both hands, which did something to the bonuses you'd be getting from the shield, but here, it doesn't seem like there's a difference between a weapon that's two-handed and one that is not.

Yes, the actual gameplay difference is yet to be implemented :)

Quote:

Originally Posted by MITZE (Post 147383)
Hallucination: The game correctly informs you what you're attacking, and walk over, when you are hallucinating.

I think this is standard in V. Maybe the Z-likes have a better implementation.

Issues page updated, 64 currently, will try to get at least a few knocked off this weekend.

Nick July 25, 2020 01:14

Quote:

Originally Posted by Sideways (Post 147382)
IEdit: Rings of the Elements cause crashes on gen because of the off-weapon brands, this line for processing them accesses unallocated memory.
...
It seems like this is the main reason for the crashes, I replaced that line with "append_brand(&obj->brands, pick);" and I'm now getting far fewer crashes.

Thanks, done. Quite incredible that I made that function as it is for that purpose, and then failed to use it.

Quote:

Originally Posted by Sideways (Post 147382)
I do think there's still at least one other crash that's much rarer, it gives error messages for a failed assertion in rand_div() on z-rand.c line 169 (where it asserts that m <= 0x10000000) but it's so rare I'm having trouble reproducing it. Will go after it in the morning if you don't find it first.

Possibly this is actually the same problem, but for slays (a few lines down from where you found the last one). More likely though it's some bad call to randint0() (or randint1()) where it's been fed a silly (probably negative) value.

Nick July 25, 2020 01:56

OK, fixed the outstanding crash bugs (I think), but now there are 67 open issues so clearly I can't count.

Sideways July 25, 2020 12:06

Quote:

Originally Posted by Nick (Post 147386)
OK, fixed the outstanding crash bugs (I think), but now there are 67 open issues so clearly I can't count.

Am I hallucinating this, or should the chest level fix be "MIN(obj->kind->level, 55)" rather than MAX?

Nick July 25, 2020 13:48

Quote:

Originally Posted by Sideways (Post 147394)
Am I hallucinating this, or should the chest level fix be "MIN(obj->kind->level, 55)" rather than MAX?

No, that's correct :rolleyes:

MITZE July 25, 2020 17:32

Nargothrond DL55
 
Game freezes on me when I attempt to enter Nargothrond DL55, presumably because of something related to Glaurung.

wobbly July 25, 2020 18:33

Quote:

Originally Posted by MITZE (Post 147401)
Game freezes on me when I attempt to enter Nargothrond DL55, presumably because of something related to Glaurung.

Not sure if it is the issue, but Glaurung is depth 75 with a force_depth flag so I've been wondering if he will actually gen or not.

MITZE July 25, 2020 22:02

Stair Detection
 
Not sure if it's intentional and/or limited to the Detect Stairs spell in the mage realm, but Detect Stairs doesn't seem to detect wilderness exits (but it will detect dungeon stairs just fine).


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