[splice] Bug with crash - dmonsfree

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Janis Papanagnou

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Jul 9, 2023, 7:29:44 AMJul 9
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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

Janis Papanagnou

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Jul 10, 2023, 8:26:30 AMJul 10
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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

nabru

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Jul 10, 2023, 6:44:18 PMJul 10
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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

Janis Papanagnou

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Jul 21, 2023, 10:54:12 AMJul 21
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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.



Eric Pozharski

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Jul 22, 2023, 1:33:12 PMJul 22
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with <u9e66g$39rir$1...@dont-email.me> 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

Janis Papanagnou

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Jul 22, 2023, 2:02:11 PMJul 22
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On 22.07.2023 16:09, Eric Pozharski wrote:
> with <u9e66g$39rir$1...@dont-email.me> 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

Eric Pozharski

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Jul 23, 2023, 1:33:17 PMJul 23
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with <u9h5iv$3tddv$1...@dont-email.me> Janis Papanagnou wrote:
> On 22.07.2023 16:09, Eric Pozharski wrote:
>> with <u9e66g$39rir$1...@dont-email.me> 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.

Janis Papanagnou

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Jul 23, 2023, 6:16:35 PMJul 23
to
On 23.07.2023 16:57, Eric Pozharski wrote:
> with <u9h5iv$3tddv$1...@dont-email.me> 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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