Path: utzoo!mnetor!uunet!lll-winken!lll-lcc!ames!hao!gatech!mcnc!ece-csc!ncrcae!usceast!still From: still@usceast.UUCP (Bert Still) Newsgroups: comp.sources.games.bugs Subject: Re: Another omega core dump bug Message-ID: <2531@usceast.UUCP> Date: 22 Feb 88 04:09:37 GMT References: <1988Feb18.231022.19805@jarvis.csri.toronto.edu> Reply-To: still@usceast.UUCP (Bert Still) Followup-To: comp.sources.games.bugs Distribution: na Organization: University of South Carolina, Columbia Lines: 55 Keywords: omega core dump Summary: Bug occurs only after saving the game... (It hasn't dumped on me.. yet) In article <1988Feb18.231022.19805@jarvis.csri.toronto.edu> sam@csri.toronto.edu ("S. Weber") writes: ]I just found another bug (or two) in Omega. Ok, I'm running around ]below level 33. I keep finding treasure rooms. A detect monster ]shows nothing, nor can I see any monsters (even with true sight on). However, ]x'ing squares beside me shows a monster there. I can fight them, but if I ]don't, then they don't do anything. When I walk through those squares, the ]monsters show up on the square I just left (but still don't do anything). ] This is strange. I get the same problem... except that the monsters can attack me (boy, am I tired of the Militant priests destroying my hard won magic items), but I cannot attack them. I have discovered that this happens only after you save the game ON THAT LEVEL and then restore it later. So, my advice (until a fix is found :-) is to save the game after all the monsters on that level have been "dealt with" and BEFORE you descend to the next level. It seems to provide a "fix" for now... I've been perusing the code, but I'm not yet sure of what exactly causes the problem. ]Bug 2 (or 1 1/2?): I find these altars lying around (no surprise), again ]with nothing appearing on top of them. However, as before, an x, or ]walking through the square reveals a monster. The monster's name is ]gibberish (one was 'an injured(level three)', and others were even ]worse garbage). (Sounds like a wild pointer to me.) I tried fighting ]in tactical mode with one, with the result that after ordering my ]commands, I was flung back into normal mode. A ball lightning spell ]on the square resulted in a core dump signal. ] I can't get the program to core dump from this, but I can't seem to kill the High Priest either. I have a suggestion that would greatly help: put a piece of code in the signalexit() routine that will tell us which signal is being caught... I suspect that it's a null pointer reference, but have no way of comfirming this as my copy doesn't actually dump core. ]I suspect that these garbage monsters are supposed to be Renyard the Fox, ]etc., and that it will be hard to win the game if killing the guy ]you are asked to results in a core dump. *sigh* ]-- ] -Sam Weber ]UUCP: {ihnp4 utzoo decwrl uw-beaver}!utcsri!sam ]ARPA: sam@csri.toronto.edu Only too true. The missing beasties (which are called a "(level two) ." in my copy of the game) are in fact the High Priest(s/esses) for the various deities (Set, Hecate, Odin, Athena) and you need to kill one in order to take the title for yourself. I would like to take tis oppurtunity to publicly thank Lawrence Brothers for all of the work and effort he has put into this game, so that the rest of us can play. :-) I can honestly say that I have given up on the other frp games that I have seen because they pale horribly by comparison. Now if I can only figure out why the VAX Curses are so pathelogically different, I can get the game to run under VMS... (You can play, but you don't get to see a screen :-( Kind of wrecks the game... ) Again, thanks Lawrence. Bert still@cs.scarolina.edu