Bug Reports

Apr 12, 2015, 5:24 am
#26
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Thanks Cap, I will investigate
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jan 2, 2016, 9:37 pm
#27
Joined: Jan 2, 2016
Posts: 1
Hello, I'm getting a system error when running the game. 'The program can't start because libgcc_s_dw2-1.dll is missing from your computer.'
From a quick google search, it looks to me like the exe wasn't built properly or something, but that makes no sense to me, because if that were the case, other people would've reported it by now. The 503 version works fine, so could this be the result of a recent commit?
Jan 2, 2016, 9:43 pm
#28
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,309
Thanks for reporting it and welcome to the forum!

Actually I hadn't tried 504 yet. I just downloaded it and am getting the same error. I'm sure Warheck will have it patched quickly
Jan 3, 2016, 5:59 am
#29
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
I added a couple of linker options to my makefile and recompiled. Can you pick up the renewed build and let me know if it works?

EDIT: Oh and welcome Conan!
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Jan 3, 2016, 8:39 am
#30
Joined: Sep 22, 2008
Posts: 634
The new build works for me, at least.
Jan 3, 2016, 12:29 pm
#31
Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,309
Works for me as well. Thanks Warheck!
Jan 3, 2016, 5:24 pm
#32
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Phew, I'm glad. There's nothing worse than releasing stuff not knowing that it doesn't run.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Dec 27, 2017, 3:33 am
#33
Joined: Sep 22, 2008
Posts: 634
Couple of things, not necessarily specific to current release:
1) Apple came across a new exploit: challenging Huang into a fight while wearing an AoGH does not update current health to match the new maximum when equipment is removed. This leads to silly situations like 127 / 54 HP.
2) The top of the screen gets cut off on Win10, which means any prompts on the top of the screen are not shown i.e. y/n for quitting and saving, engraving etc. Image below is from .508, this also occurs on .507, .509 and .51. Latest working release is .506.

Dec 27, 2017, 5:48 am
#34
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Thanks JoKe, that Windows 10 bug looks pretty bad. Probably coincides with the change to SDL2... will write up an issue on GitHub.
Meanwhile that AoGH exploit is outrageous - I wonder if it goes all the way back to the original IVAN release?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Dec 27, 2017, 10:06 pm
#35
Joined: Dec 3, 2007
Occupation: Chaos Weaver
Location: Standing between all life and death
Posts: 2,898
Ah, if I remember rightly that AoGH bug is an old one. Nobody ever bothered fixing it 'cus firstly, nobody wears AoGH, and secondly, it's only the number that doesn't update, the HP actually updates. All it does is lull you into a false sense of security before killing you.
Uchuudonge wrote
creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Jan 5, 2018, 5:42 pm
#36
Joined: Jul 23, 2009
Occupation: Master in C.Sc: Acquired, Job: Acquired, Imposter Syndrome: Acquired
Posts: 89
The large and mysterious saga of the pantheon should increase wis and int right? I think it might be broken because the last two times I've read it, its done nothing
Nov 18, 2018, 10:54 pm
#37
Joined: Nov 18, 2018
Posts: 3
I'm trying to compile v0.54 and get a bunch of error messages involving "SDL_Keycode" --- first is /sources/ivan-054/FeLib/Include/whandler.h:78:49: error: expected ',' or '...' before '(' token
static void SetFunctionKeyHandler(bool (*What)(SDL_Keycode)){ FunctionKeyHandler = What; }
SDL2 version is 2.0.9. What am I missing?
Nov 19, 2018, 1:45 am
#38
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
That's peculiar. It's hard to say. Maybe something has changed between SDL versions?

What system are you building on, and what compiler toolchain are you using? Are you using regular old cmake?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 19, 2018, 9:38 am
#39
Joined: Dec 14, 2017
Occupation: Student
Location: Finland
Posts: 230
Mellis trades broken vials into bottles instead of vials.
Nov 19, 2018, 9:42 am
#40
Joined: Dec 14, 2017
Occupation: Student
Location: Finland
Posts: 230
Dipping scrolls in fountains doesn't cover them with water. Dipping other items works fine.
Nov 19, 2018, 10:15 am
#41
Joined: Nov 18, 2018
Posts: 3
A very homebrew Linux system. Toolchain, though, is: gcc 4.8.2, glibc 2.19, binutils 2.24. And I had first tried with SDL2-2.0.4; I upgraded after it didn't work with that one.
Nov 19, 2018, 12:00 pm
#42
Joined: Nov 18, 2018
Posts: 3
Ok, it seems to be finding SDL1's headers, e.g. <SDL.h> instead of SDL2's headers, e.g. <SDL2/SDL.h>. The line
  find ./ -type f -exec sed -i 's/#include "SDL/#include "SDL2\/SDL/' {} \; 
made it work on my box (but would of course break it on any box where SDL2 is the default). Isn't this the sort of thing autotools/cmake/whatever are supposed to take care of?

Anyway, since it apparently can't compile against SDL1's headers, you might want to update INSTALL.txt to reflect that.
Nov 19, 2018, 10:26 pm
#43
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
Ah I see. It seems that SDL1 has been silently deprecated during the course of development. Thanks for posting this on the forum I'll go write a note in the INSTALL file now.
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 19, 2018, 10:32 pm
#44
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,216
badbeaver wrote
Dipping scrolls in fountains doesn't cover them with water. Dipping other items works fine.

Do you mean the water doesn't show in the pictures? Did the flames still go out shortly after the burning scrolls were dipped?
Batman? wrote
its been so long since i had gotten that far i didnt think it through. arrrr!!!!!!
Nov 20, 2018, 5:19 am
#45
Joined: Dec 14, 2017
Occupation: Student
Location: Finland
Posts: 230
fejoa wrote
Do you mean the water doesn't show in the pictures? Did the flames still go out shortly after the burning scrolls were dipped?

No, they just don't get covered in water for some reason.
Nov 24, 2018, 2:06 am
#46
Joined: Jun 3, 2018
Interests: God of Hedgehog, Eternal life, Sudden death
Posts: 24
andrew wrote
Ok, it seems to be finding SDL1's headers, e.g. <SDL.h> instead of SDL2's headers, e.g. <SDL2/SDL.h>. The line
  find ./ -type f -exec sed -i 's/#include "SDL/#include "SDL2\/SDL/' {} \; 
made it work on my box (but would of course break it on any box where SDL2 is the default). Isn't this the sort of thing autotools/cmake/whatever are supposed to take care of?

Anyway, since it apparently can't compile against SDL1's headers, you might want to update INSTALL.txt to reflect that.

You can try
export SDL2DIR=/path/to/include/SDL2;/path/to/lib
(the colon is just a delimiter; the syntax highlight is so hallucinating)
SPOILER ALERT. Click here to see text.
True story: Many unlucky souls BUT YOU died on the way to Attnam. Congrats! Unlock more fun of the game by setting your character's name to "You".
Dec 20, 2018, 5:31 pm
#47
Joined: Sep 22, 2008
Posts: 634


Cartography help (m - f1) does not bring up the help box before moving or otherwise causing a screen update. The box gets stuck on screen afterwards too.
Dec 27, 2018, 3:43 pm
#48
Joined: Sep 22, 2008
Posts: 634
Inventory paging is unnecessarily greedy, sometimes ending up with empty pages especially when simply viewing inventory with "i".

Full inventory fits into drop screen, whereas inventory screen unnecessarily splits into two pages. Also note incorrect total number of pages.





Also, is the switch from healing liquid into healing potion intended? Makes messages like "there is healing potion on the floor" feel weird when referring to a puddle.
Dec 27, 2018, 8:09 pm
#49
Joined: May 22, 2008
Location: Worldmap
Posts: 145
JoKe wrote
Inventory paging is unnecessarily greedy, sometimes ending up with empty pages especially when simply viewing inventory with "i".

Full inventory fits into drop screen, whereas inventory screen unnecessarily splits into two pages. Also note incorrect number of total pages.

I also noted that and it's quite annoying. I usually press "d" now to check my inventory instead of "i" because of this.
Dec 28, 2018, 12:19 am
#50
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Scientist
Location: Not California
Interests: Physics and Astronomy, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,920
Sometimes, lighting is remembered when you move away from a tile, resulting in an almost-completely-black spot in an explored part of map. Mostly seems to happen with walls.
"Put more stuff in the... thing where... more stuff goes in."
Jump to