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Working on a roguelike...

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Tavana:
And just to be incredibly spammy, here's another response.

The <x50billion> repetition thing works, but say I run into a wall 50 times and then start walking and run into another wall, there's no new message because it's the same stored message. You might want to make it so that your counter finishes off if you move into another square?
I feel like using healing ointments might be a similar thing - I see that despite great age, I'm healed. But I can't tell how many times I've used it until I run into a wall or get attacked. The same with a monster attacking you and missing/hitting if you don't hit back.

I just died to a swarm of scarabs after powering through 2 Viridian Auras because I couldn't hit the dang things. Ah well.

Spoiler (click to show/hide)Autopsy: 15 Feb 2019 18:15:28

Game time played: 0 days 00:55:14.296

Killed by swarm of tiny scarabs on level 10

Total XP: 3723

Equipped Items:
an ancient falchion (+2, 4d6+4) [Moderately Damaged]
an ancient parchment book
an oil lamp <sacred oil:72%>
an Atlantean soulcradle [Moderately Damaged]
an amulet of precision

Carried Items:
<105> an ancient falchion (+2, 4d6+4) [Undamaged]
<125> a Lemurian noble cuirass [Slightly Damaged]
<3> an amulet of resistance
<15> 3x flask [lamp oil] (72%)
<35> 7x flask [sacred oil] (99%)
<16> 2x clay jar [healing ointment] (66%)
<4> 1x ancient vial [clear elixir] (50%)

Kills:
43x giant red rat
8x cave worm
5x grave worm
7x tomb serpent
1x swarm of tiny scarabs
1x mummified swordsman
2x viridian aura

[checksum: 2ecf4ebe]

--- End code ---

Please also find attached a screenshot of the kerning on my computer, and how ridiculously bad I am at lockpicking/opening an urn, and then being far worse at opening a complex lock.

Sereg:
Sorry for the delayed response - I've been occupied all day, unfortunately.

I should be able to resolve the message weirdness by only treating messages which are expected to repeat a significant number of times as potential spam - these will always terminate with a different message and work as intended. As you pointed out, ordinary messages can also repeat, and don't immediately update the count when finished, which isn't ideal.


As far as the error messages, I reviewed them and they originate from a point in my code where it's very odd to have a null pointer during runtime... Were they only related to the crash and hang? And are the circumstances that caused the hang repeatable?

I was able to generate a crash on first starting the game, but it appears to be because I neglected to Serialize one of the new classes I created to support spell-casting... which generated a different error than your error logs indicate. I have not been able to reproduce that one - anything you can tell me to help me understand what state the game was in when it crashed like that would be helpful.


I'll push a fix for the crash I found, and an update to the spam filter, shortly.


I have an idea about how to handle the kerning, but it's going to require a pretty big re-write of important parts of the underlying console program. I'll see what I can do on that front, but I can't promise an immediate fix. However, the more feedback I get, the more obvious it is that that's an issue, so I do need to handle it somehow.

Edit:

15 FEB 2019 - Alpha 0.9.0:
   Fixed a crash related to spell-casting preparations. Updated spam filter to only affect certain messages which can be expected to repeat.

Edit:

I've found a solution to the text display problem, and the back end of the console program has been updated to support the new method. However, converting the front end over to make use of it is taking some time. It may be a few days before I have a full conversion available to upload.

Edit: 0.9.0 was inadvertently released in development mode, meaning all sorts of things that you shouldn't be able to do are enabled. I have temporarily reverted to 0.8.9.

Tavana:
EDIT: Remembered the error incorrectly.

Those error messages are from more than a startup hang. I was given the option to continue a game despite not having saved a game previously. The game loaded in, but was unable to do anything since files were missing. I've since reproduced the error twice and sent some more logs your way.

Sereg:
Thanks for the logs... to be clear, is the state of the save directory such that a game.sav file exists but a char.sav file does not?

Sereg:
Ok, that took a lot of work, but it ought to be worth it...

16 FEB 2019 - Alpha 0.9.5:
   Fixed a rare bug where a certain loot container behaved oddly. Implemented console support for vastly greater readability of game text - as a result, compression mode is no longer supported. New message format supports scrolling to review previous messages and saving of message history between play sessions. Possible fix for illegal load game condition.


Legibility should be much better, and I believe I even tracked down the bug you described, Tavana - I was able to replicate your error logs, but only under conditions that should never naturally occur, so I'm not entirely convinced it's the same issue you were having.

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