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Post by Variaz on Oct 30, 2010 21:40:53 GMT -5
This is the bugs thread. Please post bugs related to the alpha here, and not in the main bugs forum.
Make sure you tell:
- What happened. - How did you come across the problem. - Can you reproduce it? If so, how? (and then maybe post a save file)
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Post by sradac on Oct 31, 2010 4:34:18 GMT -5
the mages Magic Missile ability is broke. Every time I try to use it, I get some kind of weird error and nothing happens. The first 2 character levels it worked fine, then once I got to level 3 I realized I forgot to spend any stat and skill points, so I dumped a bunch into spellcraft and int, now I get this error every single time I try to use the ability. something about array indexing out of range, and stack traceback in function and damages...you'll see when you load the save and try to use the ability. also note, the order of ability points i took was magic missile -> magic missile -> wizardry. Not sure if that point in wizardry made a difference, magic missile was working before I took wizardry. Attached is the savefile, so you can try and debug what exactly is going on. Attachments:
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Post by Variaz on Oct 31, 2010 11:32:10 GMT -5
the mages Magic Missile ability is broke. Every time I try to use it, I get some kind of weird error and nothing happens. The first 2 character levels it worked fine, then once I got to level 3 I realized I forgot to spend any stat and skill points, so I dumped a bunch into spellcraft and int, now I get this error every single time I try to use the ability. something about array indexing out of range, and stack traceback in function and damages...you'll see when you load the save and try to use the ability. also note, the order of ability points i took was magic missile -> magic missile -> wizardry. Not sure if that point in wizardry made a difference, magic missile was working before I took wizardry. Attached is the savefile, so you can try and debug what exactly is going on. Thanks you! The bug has now been fixed. If you want to fix it, go to abilities.lua in the script folder, and search for Magic Missile. Replace the existing code by this one: -- Magic Missile if (powernum == 9) then local dam local dir local num local i
dam = spell_damages(p_ptr.abilities[(CLASS_MAGE * 10) + 3] * 3, A_INT, 1)
num = 1 + (p_ptr.abilities[(CLASS_MAGE * 10) + 3] / 10)
for i = 1, num do
dir = lua_get_aim_dir()
casting_elemental = TRUE fire_bolt(GF_MISSILE, dir, dam) casting_elemental = FALSE
update_and_handle() end
energy_use = 100 end
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Post by challtdow on Oct 31, 2010 13:41:17 GMT -5
I'm getting a similar error with my duel wielded rods. I've just got to 30 rod skill. I was able to use them several (~10) times before it happened. Save is attached. Chall T. Dow Attachments:
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Post by Variaz on Oct 31, 2010 14:14:35 GMT -5
I'm getting a similar error with my duel wielded rods. I've just got to 30 rod skill. I was able to use them several (~10) times before it happened. Save is attached. Chall T. Dow Similar error, and the cause is the same. Here's the fixed code for the zap_rod function in objects.lua. -- The code for Rods zapping! -- Dual zapping fixed by Khan. function zap_rod ()
local dir local dam local i local j local z
-- First, let's check if the player is wearing a rod -- Any rods in any hands will do. if (not(inven(INVEN_WIELD).tval == TV_ROD) and not(inven(INVEN_WIELD + 1).tval == TV_ROD)) then
msg_print("You must wield a rod.") return else
--Now, check for a crystal */ if (not(inven(INVEN_TOOL).tval == TV_CRYSTAL)) then
msg_print("You must be using a crystal!") return
else
local r
if (inven(INVEN_WIELD).tval == TV_ROD and inven(INVEN_WIELD + 1).tval == TV_ROD) then i = 0 j = 1 elseif (inven(INVEN_WIELD).tval == TV_ROD) then i = 0 j = 0 else i = 1 j = 1 end
for r = i, j do
local zaps
zaps = 1 + (p_ptr.abilities[(CLASS_MAGE * 10) + 6] / 10)
for z = 1, zaps do
-- Is the crystal charged? if (inven(INVEN_TOOL).pval <= 0) then
msg_print("This crystal has no charges left.") return else local spellstat
if (p_ptr.stat_ind[A_INT+1] >= p_ptr.stat_ind[A_WIS+1]) then spellstat = A_INT else spellstat = A_WIS end
dam = spell_damages(inven(INVEN_TOOL).branddam, spellstat, 0) dir = lua_get_aim_dir() rod_zap = 1 fire_ball(inven(INVEN_TOOL).brandtype, dir, dam, inven(INVEN_TOOL).brandrad) rod_zap = 0 if (p_ptr.skill[18] < 15) then inven(INVEN_TOOL).pval = inven(INVEN_TOOL).pval - 1 end update_and_handle() energy_use = 100 end end end end end end
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Post by zekk on Oct 31, 2010 20:03:06 GMT -5
Not using any graphics causes the screen to go crazy. There's random walls everywhere. If I move around a bit it slowly turns back to normal, except some tiles randomly disappear, and the stair tile duplicates every time I move left. As soon as I turn some sort of graphics back on it fixes itself. Really weird...
Also, I used a un-ID scroll.. I sensed quite a bit of stuff, so I would think I would have ID it, but it just put {tried} at the end.
I got this error message when a Bandit Priest stopped my spell. Something about monsters.lua:1190 array indexing out stack traceback...?
Did I just somehow download a faulty version of the game? Also, is it just me or are the early levels really, REALLY empty? I saw like 3 monsters in 4 floors...
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Post by Variaz on Oct 31, 2010 21:41:46 GMT -5
Not using any graphics causes the screen to go crazy. There's random walls everywhere. If I move around a bit it slowly turns back to normal, except some tiles randomly disappear, and the stair tile duplicates every time I move left. As soon as I turn some sort of graphics back on it fixes itself. Really weird... I think this one is a problem with newer versions of Windows having trouble handling ASCII mode. Check this old thread for a workaround: variaz.proboards.com/index.cgi?board=bugreports&action=display&thread=286I don't think this is related to magic blocking, but rather to healing spells casted by enemies. A similar bug occurs with Kobold Shaman, and he too can cast a healing spell. So far, all monsters that caused this error had healing spells, so that must be the problem. It's true that the first level is rather empty. Not sure why. Then again, spawn rate is lower at lower levels, and there's only a few monsters that appears in groups.
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Post by Gando on Oct 31, 2010 23:22:39 GMT -5
zekk find the pref file grafnew in the user folder and empty it. That should make the new graphics = vanilla angband style. Ok onto my first bug report. Celestial Monk casting a light ball (2 radius 2 power) got this error from lua: ..\portalis(etc)...\monsters.lua:1190 array indexing out of bounds...some more stuff and then ..\init.lua:77 and the rest is cut off. So two things. one is the error itself which was done casting at a blue P on level 2. the other is the bug reporting itself in Portralis. I think it would be useful to have a way to dump such error messages in their entirety to a text file for portage to here.
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Post by Variaz on Oct 31, 2010 23:25:24 GMT -5
zekk find the pref file grafnew in the user folder and empty it. That should make the new graphics = vanilla angband style. Ok onto my first bug report. Celestial Monk casting a light ball (2 radius 2 power) got this error from lua: ..\portalis(etc)...\monsters.lua:1190 array indexing out of bounds...some more stuff and then ..\init.lua:77 and the rest is cut off. So two things. one is the error itself which was done casting at a blue P on level 2. the other is the bug reporting itself in Portralis. I think it would be useful to have a way to dump such error messages in their entirety to a text file for portage to here. Do you remember what monster it was? Was it Bandit Priest by any chance? It's a blue p, and if that's the case, it's probably the same bug as zekk's bug and the Kobold Shaman bug.
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Post by Gando on Oct 31, 2010 23:25:26 GMT -5
Got the same error twice more in melee combat with the same priest after it effortless ducked all my spell casting.
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Post by Gando on Oct 31, 2010 23:26:58 GMT -5
I am certain it is the same error as I said... Yes it was a blue P so Bandit Priest at that level
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Post by Gando on Oct 31, 2010 23:50:44 GMT -5
2nd bug...the 'Y' to group gold in a pile in limbo resulting in me getting a pile of 1 gold (no big deal right?) kept the pile when I ressed. So not game breaking (lol!) but still a weird glitch. The reason I only got one gold last time is because I didn't expect to answer a query (since it was a miskey) this time I did it deliberately and was able to keep all my gold. This should probably be fixed asap to make this test meaningful. (Being able to keep gold is nice but may skew how deaths impact the game.)
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Post by Gando on Nov 1, 2010 0:09:12 GMT -5
So far every k Ive run into has killed me. They always stop my spells and always manage to deal enough damage over a few rounds to make sure I die. the k Summoner was particularly nasty with poison bolts. But the elite k Crossbowman did serious damage too. For CR 1 monsters they seem more like Cr 4-5 at least.
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Post by Variaz on Nov 1, 2010 0:25:32 GMT -5
2nd bug...the 'Y' to group gold in a pile in limbo resulting in me getting a pile of 1 gold (no big deal right?) kept the pile when I ressed. So not game breaking (lol!) but still a weird glitch. The reason I only got one gold last time is because I didn't expect to answer a query (since it was a miskey) this time I did it deliberately and was able to keep all my gold. This should probably be fixed asap to make this test meaningful. (Being able to keep gold is nice but may skew how deaths impact the game.) Gold has no value per-se, and so because it is inferior to 1000 golds, you get to keep your gold piles. Yes, you can use this to avoid losing gold when dying, and no, it's not intended. Enjoy it while you can.
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Post by Variaz on Nov 1, 2010 0:26:29 GMT -5
So far every k Ive run into has killed me. They always stop my spells and always manage to deal enough damage over a few rounds to make sure I die. the k Summoner was particularly nasty with poison bolts. But the elite k Crossbowman did serious damage too. For CR 1 monsters they seem more like Cr 4-5 at least. Please only post actual bugs in the bugs thread. You can use suggestion or underpowered thread for this.
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