Reply to Re: new dmod -- THE LAST QUEST (part 1): The Oraculum
If you don't have an account, just leave the password field blank.
Again thanks for your detailed error reports and (in this case) even an excellent "fix" for the problem. Like you, I'm a bit puzzled about how the &candleroom variable got decremented twice so that it became less than zero.
I'm guessing it must be that Dink quickly moved from one room to another and perhaps hesitated on the boundary moving back at least once so that he "entered" two rooms in rapid succession.
Anyway, thanks again for the bug-spotting and the help you offered in fixing it.
Do you think this lantern.c bug is a great enough threat to playing the game that I should now upload my 1.1 version with this handful of fixes?
1.1 patches:
- minor textual changes in warptalk.c
- eliminated freeze in bonclair.c and altered text, etc.
- fixed broken warp in smith's basement (screen 578) to his upstairs shop area
- adjusted warp point a bit further down in the quiet forest (screen 706)
- changed == into <= on line 44 of lantern.c in case &candlerooms becomes less than zero
I'm guessing it must be that Dink quickly moved from one room to another and perhaps hesitated on the boundary moving back at least once so that he "entered" two rooms in rapid succession.
Anyway, thanks again for the bug-spotting and the help you offered in fixing it.
Do you think this lantern.c bug is a great enough threat to playing the game that I should now upload my 1.1 version with this handful of fixes?
1.1 patches:
- minor textual changes in warptalk.c
- eliminated freeze in bonclair.c and altered text, etc.
- fixed broken warp in smith's basement (screen 578) to his upstairs shop area
- adjusted warp point a bit further down in the quiet forest (screen 706)
- changed == into <= on line 44 of lantern.c in case &candlerooms becomes less than zero