Bugs 1.19

Issues, news, and discussion specific to the PWMangband variant.
Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Bugs 1.19

Post by Ace » Tue 18.09.2012, 07:15

Hi!

Thought to store all found bugs in here. Since they are fixed so fast we might not even need a list :)

Anyway lets see:

Confirmed Bugs found in this release
none so far

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Bugs 1.19

Post by Ace » Tue 18.09.2012, 07:16

DM open doors from un-owned houses
When flying through the town and around the town to check the layout, the DM seems to open houses now. Either didnt notice before, or it recently changed. Anyways the dm should probably not open unclaimed houses. Players could lock themselves in later or steal stuff from someone else later.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Tue 18.09.2012, 11:49

The DM has always been able to open house doors for anticheeze reasons, but yeah, I should probably add a confirmation message before opening a door with the DM. Note that the DM shouldn't run around like mad opening doors though...

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Tue 18.09.2012, 11:51

I'm still having trouble playing with sound effects with the Win32 client. I thought I fixed that, but some tests yesterday showed that it wasn't the case. In particular, the client freezes when auto-retaliating, which is really bad if you want to survive... I'll do more tests tonight.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Wed 19.09.2012, 07:41

Zaxx wrote:I'm still having trouble playing with sound effects with the Win32 client. I thought I fixed that, but some tests yesterday showed that it wasn't the case. In particular, the client freezes when auto-retaliating, which is really bad if you want to survive... I'll do more tests tonight.
Couldn't reproduce this on my other PC (Win7 32) as well as on Acenoid's server. I guess it's particular to my home computer (Win7 64).

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Wed 19.09.2012, 07:45

A severe bug showed up today: if you find an unidentified scroll of ID and read it, it will ask which item you want to identify... but before the chosen item is identified, the pack gets rearranged and if you have another scroll in your inventory like a scroll of WoR, it will be used up instead. I'll have to fix that ASAP.

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Bugs 1.19

Post by Ace » Wed 19.09.2012, 16:10

Zaxx wrote:
Zaxx wrote:I'm still having trouble playing with sound effects with the Win32 client. I thought I fixed that, but some tests yesterday showed that it wasn't the case. In particular, the client freezes when auto-retaliating, which is really bad if you want to survive... I'll do more tests tonight.
Couldn't reproduce this on my other PC (Win7 32) as well as on Acenoid's server. I guess it's particular to my home computer (Win7 64).
I also have Win7 64 (prof) and there is no problem to the sound.

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Bugs 1.19

Post by Ace » Thu 20.09.2012, 16:38

STORE INVENTORY missing entries
When entering store '3' it noticed that there are missing letters in the inventory list. Currently the characters d, e, g, i, l, o s are skipped.

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Bugs 1.19

Post by Ace » Thu 20.09.2012, 16:57

NO TAKING OFF RANGED AMMO IF INVENTORY FULL
You can (w)ear ammo however you cannot (t)ake it off again if the inventory is full. Inventory would not overflow so taking ammo out of the quiver should be possible.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Thu 20.09.2012, 18:02

Ace wrote:STORE INVENTORY missing entries
When entering store '3' it noticed that there are missing letters in the inventory list. Currently the characters d, e, g, i, l, o s are skipped.
Not a bug... these are actual commands available in the store and without removing them from the menu, the game wouldn't be able to tell if you pressed a command or chose a menu item.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Thu 20.09.2012, 18:04

Ace wrote:NO TAKING OFF RANGED AMMO IF INVENTORY FULL
You can (w)ear ammo however you cannot (t)ake it off again if the inventory is full. Inventory would not overflow so taking ammo out of the quiver should be possible.
I don't see how this is possible and I would need a test case. With the quiver though it's probably a bug in the base V code.

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Bugs 1.19

Post by Ace » Thu 20.09.2012, 19:00

The inv full & quivers issue: Retested - Just fill up inventory and try it. easy to reproduce.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Mon 24.09.2012, 12:41

Ace wrote:The inv full & quivers issue: Retested - Just fill up inventory and try it. easy to reproduce.
Fixed for build 3.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Wed 03.10.2012, 08:58

I just found a nasty bug: dying inside a pit will prevent the ghost from being teleported to safety, leading to permadeath. This means that I'll have to release build 3 sooner than I expected...

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Bugs 1.19

Post by PowerWyrm » Wed 19.12.2012, 15:38

New bug found today: activating a power DSM crashes the server :(

Since it's trivial to fix, I'm gonna do a quick update on build 4 tonight when I come home.

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