User:FIQ/DevTeam

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Revision as of 06:54, 26 September 2017 by FIQ (talk | contribs) (#H6104 bug fix)
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Below is a list of messages sent to the DevTeam for anyone interested, starting from August 28th. Most, but not all, concern bugs in NetHack 3.6.0.

Sent via mail

Rogue starting inventory -- "+9" lockpicks

(Sent 2017-08-27 22:19 UTC, fixed in 06d211f75c76a69dcb29e5c5a7c2c10f63cc7d4d)

Hi. Rogues seem to start with a lockpick with the spe 9. Why is that? Is it for historical reason (was introduced with 3.3.1 [wiki note: incorrect, it was introduced in 3.0] it seems), or was it just a typo?

/FIQ

Wand of teleportation quirks in muse

(Sent 2017-08-30 15:58 UTC, fixed in 8d1e0d17565ca7567cd6c75565a3e5c6e87f8db1)

Hi. While backporting a FIQhack change into a bilious patch for 3.6.0, I reordered some of the musables (as part of the patch). Notably, MUSE_WAN_TELEPORTATION was changed to 13 from 15. The source didn't like this; this made MUSE_FIRE_HORN and MUSE_WAN_TELEPORTATION the same value which interfered in using offensive items. The MUSE_WAN_TELEPORTATION entry should probably be removed from m.has_offensive, because it can't actually be reached.

Another alternative is to combine the "enums" into a single one, to prevent cases like this, so that you can use one item for several cases.

/FIQ

Own issues on the dev bugtracker

(Sent 2017-09-24 01:52 UTC)

Hi. It would be very nice if it was possible for someone to see a list of their own bug reports to the bugtracker, possibly authored by email. This would allow me to later reference my own reports to you without having to remember to save the report. For example, in my last report (potion handling in thitu), I accidentally backed out in my browser, making me unable to gather the bug ID and other relevant info for future reference. Another dev helpfully gave me the bug ID, but not having to do this would be great.

/FIQ

Sent using the bugtracker

Monks and martial arts

(Reply: http://sprunge.us/GehF)

Below is what you submitted to The_DevTeam on Wednesday, August 30, 2017 at 12:09:36 The ID number for this message is '#H5955'

mailversion: master:1.57

nhversion: 3.6.0

nhfrom: Our git repository - please list branch and ref below

hardware: Desktop 64bit computer

software: 30aea05f47073bec06127af3d33f7d851ab2fc60

comments: A lot of players end up using weapons when playing Monks eventually due to their comparably weak martial arts (despite the bonuses). To improve their martial arts, I suggest making the enchantment of your gloves matter if fighting bare-handed, at least if doing so with martial arts with Gauntlets of Power.

Lycanthropy and polymorph control

(Fixed in 5710944258a683ad5219d262ea055ac9a41f0571)

Below is what you submitted to The_DevTeam on Tuesday, September 5, 2017 at 11:55:44 The ID number for this message is '#H5990'

mailversion: master:1.58

nhversion: 3.6.0

nhfrom: Our git repository - please list branch and ref below

hardware: Linux x64 desktop

software: 056ac5fe6428f56b855e78090a2485dc7f2d0687

comments: Lycanthropy prompts are very sudden, and answering y can potentially destroy armor (werewolf lycanthropy). So it should be possible to set up paranoid for that prompt.

Github PRs + 3.6.0 statuscolors

(This bug got stuck in a spam filter at first)

Below is what you submitted to The_DevTeam on Thursday, September 7, 2017 at 21:17:49 The ID number for this message is '#H6006'

mailversion: master:1.58

nhversion: 3.6.0

nhfrom: Our git repository - please list branch and ref below

hardware: Linux x64 computer

software: 70ac8a12af0957844d8078df80f7e227e3ff69b7

comments: Hi. I don't know how frequently (if at all?) you follow the GitHub pull request list for your GitHub mirror at https://github.com/NetHack/NetHack/pulls . There's plenty of PRs there that should be noncontroversial (bug fixes/similar) where merging should be straightforward.

As for more complex/potentially controversial changes, I'd like to bring special attention to:

 - attack_mode to enhance safe_pet/confirm for various styles of play, https://github.com/NetHack/NetHack/pull/11 
 - colored walls, https://github.com/NetHack/NetHack/pull/6 


Also, I'm not sure if you've seen this bilious patch (also by tungtn). It's basically a rework of the 3.4.3 statuscolors patch, adapted to be more windowport-agnostic (which I think was the merit behind not porting said patch as part of 3.6.0), and contains all of the added configurability that you got with status_highlights (attribute gain/loss highlighting comes to mind), and would likely be very welcomed by the community.

The patch can be found at: https://bilious.alt.org/?477

Sorry if this comes off as redundant or intrusive. I just wanted to remind you about these community enhancements, in case you wasn't aware of them.

/FIQ

Conflict and player monsters

Below is what you submitted to The_DevTeam on Thursday, September 14, 2017 at 08:20:10 The ID number for this message is '#H6051'

mailversion: master:1.58

nhversion: 3.6.0

nhfrom: Our git repository - please list branch and ref below

hardware: Linux x64 desktop

software: cd8f0283529f6d66b01547f821cc67ff78d971e2

comments: Player monsters are flavoured as basically being other advanturing players. Chatting with them even implies they are players. As such, they should ignore conflict, since conflict has no effect on players (for obvious reasons).

There's also other things that could be done for enhanced symmetry (delayed stoning, skills, casting player spells...) but they're not nearly as easy (and noncontroversial) to change.

/FIQ

No potion handling in thitu

(Fixed in 719af503e763b316cc6642c7584fff8402dd5955)

Below is what you submitted to The_DevTeam on Friday, September 22, 2017 at 14:52:21 The ID number for this message is '#H6104'

mailversion: master:1.58

nhversion: 3.6.0

nhfrom: Our git repository - please list branch and ref below

hardware: Linux x64 desktop

software: 83056d45d78fba85f98f3ecac2804e1660e5feff

comments: thitu, which is called from scatter among other things, lacks correct handling for potions, meaning you don't get the proper effect for them (potionhit()). I know at least one case where this matters: landmine scattering items, potions not being destroyed (1% saving throw), flings into the player's direction and has no potion effect.

Vorpal Blade exploit

Below is what you submitted to The_DevTeam on Monday, September 25, 2017 at 19:47:26 The ID number for this message is '#H6125'

mailversion: master:1.58

nhversion: 3.6.0

nhfrom: Our git repository - please list branch and ref below

hardware: Linux x64 desktop

software: 596bc643412465261ebffb6e726360e17ff14508

comments: Hi! Due to improper updating of dieroll in uhitm, dieroll is not corectly updated when throwing things. This has several effects, but the major one is that you can "charge up" a behead with Vorpal by beheading in melee and then throwing it. Assuming it hits, it will behead 100% of the time until you do another melee attack, allowing you to behead, pick up, behead, rinse and repeat.

Found by barthouse on the GitHub issue tracker, I am just reporting it here for exposure.

/FIQ