Of particular note: I have finally solved the longstanding randart bug of doom!

Some of the things that baffle me are the little ones: What should I do about the separate changelogs now that the T-Engine becomes just a part of Zothiqband?
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Program received signal SIGFPE, Arithmetic exception.
0x00000000004f0eb1 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:553
553 nvalue(top-2) /= nvalue(top-1);
(gdb) bt
#0 0x00000000004f0eb1 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:553
#1 0x00000000004e6e1d in luaD_call (L=0xa14110, func=0xa14650, nResults=1) at lua/ldo.c:183
#2 0x00000000004f0861 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:382
#3 0x00000000004e6e1d in luaD_call (L=0xa14110, func=0xa14620, nResults=1) at lua/ldo.c:183
#4 0x00000000004f0861 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:382
#5 0x00000000004e6e1d in luaD_call (L=0xa14110, func=0xa145a0, nResults=0) at lua/ldo.c:183
#6 0x00000000004f0861 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:382
#7 0x00000000004e6e1d in luaD_call (L=0xa14110, func=0xa14520, nResults=0) at lua/ldo.c:183
#8 0x00000000004f0861 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:382
#9 0x00000000004e6e1d in luaD_call (L=0xa14110, func=0xa144e0, nResults=0) at lua/ldo.c:183
#10 0x00000000004f0861 in luaV_execute (L=0xa14110, cl=<value optimized out>, base=<value optimized out>)
at lua/lvm.c:382
#11 0x00000000004e6e1d in luaD_call (L=0xa14110, func=0xa144a0, nResults=0) at lua/ldo.c:183
#12 0x00000000004e71bf in f_call (L=0xa14110, ud=<value optimized out>) at lua/ldo.c:216
#13 0x00000000004e69a9 in luaD_runprotected (L=<value optimized out>, f=<value optimized out>,
ud=<value optimized out>) at lua/ldo.c:377
#14 0x00000000004e6a51 in lua_call (L=0xa14110, nargs=<value optimized out>, nresults=<value optimized out>)
at lua/ldo.c:225
#15 0x000000000044c728 in process_monster (m_idx=<value optimized out>, is_frien=<value optimized out>)
at melee2.c:1298
#16 0x000000000044e5e7 in process_monsters () at melee2.c:2258
#17 0x000000000042373c in main_loop () at dungeon.c:2327
#18 0x00000000004252a3 in dungeon (new_game=0 '\000') at dungeon.c:2580
#19 play_game (new_game=0 '\000') at dungeon.c:2973
#20 0x000000000044afab in main (argc=1, argv=0x7fffffffdf28) at main.c:717
What?You see a puce potion decompose. You see a pint of dark beer decompose.
Hum, that's probably the fault of the corpse rotting code (although that should require the presence of a specific flag). That was pretty much the last piece of TE3 code I ever touched, and it was very slow on the overland map, so you should probably remove it. (Sorry I don't remember where it is, but it was some C code.)Nerdanel wrote: Also:
What?You see a puce potion decompose. You see a pint of dark beer decompose.
It looks like I have introduced some serious bugs which means it'll be a while before I can release...
Yeah, I had re-enabled that and ended up having to disable it again. Even my attempts at improving performance (which caused the bug above) didn't make it run at an acceptable speed and then there was this huge memory leak...Marcotte wrote:Hum, that's probably the fault of the corpse rotting code (although that should require the presence of a specific flag). That was pretty much the last piece of TE3 code I ever touched, and it was very slow on the overland map, so you should probably remove it. (Sorry I don't remember where it is, but it was some C code.)Nerdanel wrote: Also:
What?You see a puce potion decompose. You see a pint of dark beer decompose.
It looks like I have introduced some serious bugs which means it'll be a while before I can release...