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The game code assumes the map goes up to Z=10, but you can't actually go higher than Z=9 #73353
Comments
The game used to crash when the character or the view moves to z=10. I don't remember why but I think it had something to do with the game not creating submaps at z=10. #71306 changed a few checks to avoid the aforementioned crash, and I think any check against |
Is there a similar issue with OVERMAP_DEPTH, or should it remain? Edit: Changing this risks recreating the issue the reduction of the available Z level hack worked around. Edit2: Also found in overmap.cpp overmap::inbounds. Edit 3:
as it doesn't verify that min < max, so Changing the faulty line to |
Describe the bug
You can't actually access what should be the top level of the map.
Attach save file
8.test-trimmed.tar.gz
Note that this is actually a test case provided by @IdleSol.
Steps to reproduce
Expected behavior
If the game is supposed to only reach OVERMAP_HEIGHT - 1 the code should consistently check for that. So far all checks I've encountered have been for OVERMAP_HEIGHT.
What's probably needed is a review of all usages of OVERMAP_HEIGHT (and probably OVERMAP_DEPTH as well) to ensure they all check against the same limit.
Given that the code I've seen consistently have checked against OVERMAP_HEIGHT, I suspect it might be a case of the UI having a faulty restriction. That's supported by the fact that the code didn't blow up or produce a debug report when scaffolding was constructed at Z=10.
Screenshots
No response
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Portal Storms Ignore NPCs [personal_portal_storms],
Slowdown Fungal Growth [no_fungal_growth]
]
Additional context
No response
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