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2.50 RC2


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#31 ShadowTiger

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Posted 03 July 2011 - 06:52 PM

I could've sworn I'd posted this earlier, ... but after turning off all forms of Autosave, the crashes have stopped. icon_shrug.gif I mean seriously, the last time it crashed, was when it was just starting to autosave right in the middle of drawing a tile. Freaky. Annoying, and freaky. So I turned it off.

#32 Saffith

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Posted 03 July 2011 - 08:27 PM

I might at least have an idea why I'm not seeing these crashes. There are two places in the code where check_autosave is called, and one of them (the one that would come up when editing tiles) is apparently never reached on Linux.
I'll try forcing it and see if I can catch anything. If not, and possibly even if so, simply removing it might be the best solution. It works fine without it.

QUOTE(blackbishop89 @ Jul 2 2011, 03:26 PM) View Post
EDIT: Bummer, std.zh and string.zh don't parse. How do I fix this?

Gah, sorry. Had a key sticking...

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#33 Jared

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Posted 03 July 2011 - 08:56 PM

Yay, I got my Mirror Shield tiles to look normal!
But I'm not sure if it exactly had to do with me.
After all, I did save the tiles, and fixed them. Could it have been a saving glitch?

#34 Mero

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Posted 03 July 2011 - 08:57 PM

QUOTE(Saffith @ Jul 3 2011, 07:27 PM) View Post

I might at least have an idea why I'm not seeing these crashes. There are two places in the code where check_autosave is called, and one of them (the one that would come up when editing tiles) is apparently never reached on Linux.
I'll try forcing it and see if I can catch anything. If not, and possibly even if so, simply removing it might be the best solution. It works fine without it.
Gah, sorry. Had a key sticking...


These work, thanks for fixing them! Sorry if It was an inconvience I just like using notepad to open everything I can. icon_smile.gif

#35 Jared

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Posted 03 July 2011 - 10:42 PM

I found a bug!

I made a screen with a transparent overhead layer. (For the lantern trick)
I went to another screen to do another. I pick the same pallet, and the colors go wacky! When I take the layer off, it's normal. But I put it back on, it stays messed up.
This goes for the other screen I did too.

Edit - And it seems to go away after I change the map and go back...

Edited by Lynker, 03 July 2011 - 10:43 PM.


#36 Saffith

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Posted 03 July 2011 - 11:16 PM

Okay, try this: http://www.mediafire...wu4dmjl73tyz79e
If it still crashes when saving, let me see the end of allegro.log.


QUOTE(Lynker @ Jul 3 2011, 11:42 PM) View Post

I found a bug!

I made a screen with a transparent overhead layer. (For the lantern trick)
I went to another screen to do another. I pick the same pallet, and the colors go wacky! When I take the layer off, it's normal. But I put it back on, it stays messed up.
This goes for the other screen I did too.

Edit - And it seems to go away after I change the map and go back...

Sounds like the translucency table needs rebuilt. Press B to force it.

#37 Jared

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Posted 03 July 2011 - 11:21 PM

Thanks icon_smile.gif

I also found something. In RC1, the Bow and Arrow made it so I could have the arrow, but no bow yet. But now, I start with the arrow, but I can see it. Before I couldn't. I never mess with my subscreens, what happened?

I think I found a compatibility problem too.

http://img199.images.../667/compap.png

Somehow it stretched out on the right on it's own? This has only happened to me like one other time in an earlier build.

Edited by Lynker, 03 July 2011 - 11:41 PM.


#38 Gleeok

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Posted 04 July 2011 - 05:20 AM

QUOTE(ShadowTiger @ Jul 3 2011, 04:52 PM) View Post

I could've sworn I'd posted this earlier, ... but after turning off all forms of Autosave, the crashes have stopped. icon_shrug.gif I mean seriously, the last time it crashed, was when it was just starting to autosave right in the middle of drawing a tile. Freaky. Annoying, and freaky. So I turned it off.


Is there any way to get a complete list of screens that crashed (likely) by autosave?


Saffith: I think after all these years of problems with autosave it might be better (easier) to simple substitute the d_timer_proc in all afflicted dialogs with a more friendly play-nice d_dont_you_dare_do_a_timed_save_or_ill_kill_you_then_feed_your_brains_to_my_pet_zombie_timer_proc function pointer. My two cents.

#39 Jared

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Posted 04 July 2011 - 05:22 AM

I have another question.
You know that bug where it always said "Warning! Using this build may cause crashes in your quests!"? Is it completely gone now?

#40 Gleeok

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Posted 04 July 2011 - 05:36 AM

QUOTE(Lynker @ Jul 4 2011, 03:22 AM) View Post

I have another question.
You know that bug where it always said "Warning! Using this build may cause crashes in your quests!"? Is it completely gone now?


It was just replaced by actual crashes. icon_razz.gif

..Yeah, as the problems get fixed so does the messages.

#41 tox_von

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Posted 04 July 2011 - 07:46 AM

Shouldn't the hammer be fixed in the new version to only hit 1x1 area not 2x2 and do less damage by defult.

#42 Twilight Knight

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Posted 04 July 2011 - 10:55 AM

Noob question: what does RC stand for?

Anyway, I'll download/use it and report any oddities I find.

#43 ShadowTiger

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Posted 04 July 2011 - 11:24 AM

RC = "Release Candidate."

I suck with acronyms too.

#44 judasrising

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Posted 04 July 2011 - 11:33 AM

icon_smile.gif

So i should not upgrade to this RC2 i still use 1296.

Edited by judasrising, 04 July 2011 - 11:34 AM.


#45 Mero

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Posted 04 July 2011 - 02:51 PM

QUOTE(judasrising @ Jul 4 2011, 10:33 AM) View Post

icon_smile.gif

So i should not upgrade to this RC2 i still use 1296.


Actually do upgrade. The more people we have testing it. The better!


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