• [splice] Bug with crash - dmonsfree

    From Janis Papanagnou@21:1/5 to All on Sun Jul 9 13:29:39 2023
    In a SpliceHack game on the Hardfought EU server I got this error
    message: "dmonsfree: 1 removed doesn't match 0 pending on Dlvl:2"

    Often I can continue a game with such [disorder] bug messages, but
    not this time; the next key-stroke terminated the game. (Intrinsic
    recovery of the game was possible without admin support with the
    next game start.)

    The error situation was quite trivial...
    I was in a shop-robbery session with my tame pony.
    Collecting a lot of items from the general store.
    Occasionally appearing monsters had to be killed.
    At one instant a kill created the message and crash.

    Janis

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Mon Jul 10 14:26:25 2023
    Yet another SpliceHack crash. In the mines. Unfortunately when I
    restarted anew I mistyped (I was too hasty) and the old game did
    get deleted/lost.

    Can't really tell about the situation; had a candle lit, fought
    against some monster (I think I just killed it).

    (The played Wizard had a good start, actually, an early altar
    provided Magicbane, my cloak of MR was already enchanted to +5,
    etc.)

    Yet not that stable the Splice variant? (Or am I just unlucky?)

    Despite dying often - grizzlies seem to dislike me; I met the
    same individuals also through my own bones files repeatedly -
    I actually like that variant; these early levels with chasms,
    water, etc. are very interesting and provide a nice atmosphere.

    Janis


    On 09.07.2023 13:29, Janis Papanagnou wrote:
    In a SpliceHack game on the Hardfought EU server I got this error
    message: "dmonsfree: 1 removed doesn't match 0 pending on Dlvl:2"

    Often I can continue a game with such [disorder] bug messages, but
    not this time; the next key-stroke terminated the game. (Intrinsic
    recovery of the game was possible without admin support with the
    next game start.)

    The error situation was quite trivial...
    I was in a shop-robbery session with my tame pony.
    Collecting a lot of items from the general store.
    Occasionally appearing monsters had to be killed.
    At one instant a kill created the message and crash.

    Janis


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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From nabru@21:1/5 to All on Mon Jul 10 19:44:15 2023
    Em 10/07/2023 09:26, Janis Papanagnou escreveu:
    Yet not that stable the Splice variant? (Or am I just unlucky?)

    SpliceHack is not very stable, sadly. Even the main dev already
    mentioned she doesn't have much time to work on it.
    --
    nabru

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  • From Janis Papanagnou@21:1/5 to All on Fri Jul 21 16:54:08 2023
    In a recent game I was able to "create" an infinite mines level from
    some inconsistency in SpliceHack. Below I append the #overview text
    where you see negative levels being created (I stopped at level -11).

    Janis


    The Dungeons of Doom: levels 1 to 14
    Level 1:
    Level 2:
    An untended shop.
    Stairs down to The Gnomish Mines.
    Level 3:
    Level 4:
    An untended shop.
    Level 5:
    Level 6:
    Level 7:
    Oracle of Delphi.
    Level 8:
    A grave.
    Stairs up to Sokoban, level 7.
    Level 9:
    A tree.
    Level 10:
    An altar.
    Level 11:
    A grave.
    Final resting place for
    post163-Wiz-Orc-Fem-Cha, killed by a rabid rat.
    Level 12:
    An armor shop.
    Level 13: <- You were here.
    A grave.
    Final resting place for
    you, poisoned by a grave troll.
    Level 14:
    Many trees.
    A very big room.
    Summoned by the Chromatic Dragon.
    Portal to The Quest.
    The Gnomish Mines: levels 3 to 10
    Level -11:
    Level -10:
    Level -9:
    Level -8:
    Level -5:
    Level -4:
    Level -3:
    Level -2:
    Many trees.
    Level -1:
    Level 0:
    Level 1:
    Level 2:
    Level 3:
    Level 4:
    Level 5:
    Level 6:
    Many shops, a temple to Lolth.
    Level 7:
    Level 8:
    Level 9:
    Level 10:
    The Quest:
    Level 1:
    Home.
    Sokoban: levels 7 up to 4
    Level 4:
    A furnace.
    Solved.
    Level 5:
    Solved.
    Level 6:
    Solved.
    Level 7:
    Solved.

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  • From Janis Papanagnou@21:1/5 to Eric Pozharski on Sat Jul 22 20:02:07 2023
    On 22.07.2023 16:09, Eric Pozharski wrote:
    with <u9e66g$39rir$[email protected]> Janis Papanagnou wrote:
    In a recent game I was able to "create" an infinite mines level from
    some inconsistency in SpliceHack. Below I append the #overview text
    where you see negative levels being created (I stopped at level -11).

    Nice :) Is it a bug or a feature?

    I think it was another variant where I saw such a feature as a
    special branch, it was called "infinite spiral2 (or some such),
    technically a trivial level and effectively always the same.

    In the variant I reported here, I am positive, it was a bug; I
    could only leave these mines instance by (controlled) level-port
    to the main dungeon. Re-entering I could, IIRC, normally move
    into the mines until mine-town and return the ordinary way back.
    But some condition - maybe it was to descend below mine-town -
    the upstairs lead me not to the previous level and the dungeon
    level numbering got spoiled. That all happened after a couple
    of crashes (with subsequent automatic recovery on restart). It
    seems the level linkage (and the numbering as side effect) got
    disrupted.

    Janis

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  • From Eric Pozharski@21:1/5 to Janis Papanagnou on Sat Jul 22 14:09:29 2023
    with <u9e66g$39rir$[email protected]> Janis Papanagnou wrote:
    In a recent game I was able to "create" an infinite mines level from
    some inconsistency in SpliceHack. Below I append the #overview text
    where you see negative levels being created (I stopped at level -11).

    Nice :) Is it a bug or a feature?

    [ *CUT* ]

    --
    Torvalds' goal for Linux is very simple: World Domination
    Stallman's goal for GNU is even simpler: Freedom

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  • From Eric Pozharski@21:1/5 to Janis Papanagnou on Sun Jul 23 14:57:59 2023
    with <u9h5iv$3tddv$[email protected]> Janis Papanagnou wrote:
    On 22.07.2023 16:09, Eric Pozharski wrote:
    with <u9e66g$39rir$[email protected]> Janis Papanagnou wrote:

    In a recent game I was able to "create" an infinite mines level from
    some inconsistency in SpliceHack. Below I append the #overview text
    where you see negative levels being created (I stopped at level
    -11).
    Nice :) Is it a bug or a feature?
    I think it was another variant where I saw such a feature as a special branch, it was called "infinite spiral2 (or some such), technically a
    trivial level and effectively always the same.

    In the variant I reported here, I am positive, it was a bug;
    [ *SKIP* ]
    It seems the level linkage (and the numbering as side effect) got
    disrupted.

    I leave it to your expert opinion -- if you think it's a bug then it's
    not a feature.

    To my excuse, I was in awe -- such marvelous way to screw with player.

    --
    Torvalds' goal for Linux is very simple: World Domination
    Stallman's goal for GNU is even simpler: Freedom

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    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Janis Papanagnou@21:1/5 to Eric Pozharski on Mon Jul 24 00:16:30 2023
    On 23.07.2023 16:57, Eric Pozharski wrote:
    with <u9h5iv$3tddv$[email protected]> Janis Papanagnou wrote:
    In the variant I reported here, I am positive, it was a bug;
    [ *SKIP* ]
    It seems the level linkage (and the numbering as side effect) got
    disrupted.

    I leave it to your expert opinion -- if you think it's a bug then it's
    not a feature.

    The definite answer can only give the maintainer of that variant (or
    someone who is willing to dive into that code ;-).

    (But as I've been told, that variant's development is discontinued
    anyway, so maybe not worth the effort.)


    To my excuse, I was in awe -- such marvelous way to screw with player.

    If the mechanics (of the presumed buggy behavior) would have been
    intentional then it's indeed a nasty trap. On the other hand ISTR
    to have read about a variant where (on return with The Amulet) you
    will not be able to return the usual way but you need to go through
    some difficult branches; so the actual trapping in the mines has
    sort of a paragon.

    The "infinite spiral" I wrote of was just boring; IMO not a good
    idea to keep or include in other variants. Once you know it you
    just ignore it.

    Personally, in both cases, I don't like wraps or traps like these
    (whether bug or intentional).

    Janis

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