Hi, I'm a big fan of DD so I have made this thread to post several bugs that I've encountered. I'm not sure if they're already known - most may be, some might not. Hopefully this will help! The only major bug I've encountered is the first on the list. If help is needed to pin down the problem I'm a competent software engineer and can test anything you need. Bug 1 On my Mac laptop Dredmor takes up a huge amount of my CPU. I'm running OS X Lion 10.7.2 and everything is up-to-date. I'm launching the game via Steam. (Steam also has a high CPU usage for some reason). Code: Processes: 110 total, 4 running, 3 stuck, 103 sleeping, 623 threads 12:30:04 Load Avg: 3.38, 4.20, 4.10 CPU usage: 10.99% user, 4.49% sys, 84.51% idle SharedLibs: 11M resident, 18M data, 0B linkedit. MemRegions: 23242 total, 2063M resident, 54M private, 723M shared. PhysMem: 1197M wired, 3028M active, 486M inactive, 4710M used, 3474M free. VM: 266G vsize, 1124M framework vsize, 210857(0) pageins, 0(0) pageouts. Networks: packets: 12092678/862M in, 12095597/723M out. Disks: 295826/5663M read, 322080/6818M written. PID COMMAND %CPU TIME #TH #WQ #POR #MREG RPRVT RSHRD RSIZE VPRVT VSIZE PGRP PPID STATE UID FAULTS COW MSGSENT MSGRECV SYSBSD SYSMACH CSW 4465- dredmor 77.1 03:08.91 5/1 2 204 737 423M 90M 461M 496M 1235M 4465 179 running 501 236910+ 613 667570+ 271770+ 641818+ 538687+ 57245+ The only reason it's not taking 100% is because it's running on the same core as Steam which is hogging the rest. While I like Dredmor, laptop fans do NOT. If this doesn't happen on Windows then I expect it's some thread sleep compatibility issue. I wouldn't think Dredmor's main game thread really needs to update much more than the frequency of it's fastest animation. Bug 2 The character window doesn't seem to have any handles to allow it to be moved like the rest of the windows. This is really annoying! Bug 3 (minimap) Twice now I've seen rooms where the edge of the room was not drawn on the minimap. It may be coincidence but both times the edges were vertical not horizontal. If you can't see it on the minimap, I'm in the bottom left of the explored area at the time of the screenshot. Bug 4 (generic tooltip size issues) The tooltip box for the Dwarven IED here has the "Item" type description overlapped by the actual description. This also happens for any mushroom. The "Right Click to Eat Mushroom" text is longer than the black tooltip box. Bug 5 (spawn placement issues) These two bugs relate to things spawning in places they shouldn't. Here a tomb has spawned in front of the stairs up. Here there was a switch which spawned 9 blue sparkly things and one of them is underneath a candle stand and can't be picked up. Bug 6 (z index tooltip issues) These all relate to the showing of tooltips when they shouldn't be shown. Mostly they relate to things below the item I'm hovering over showing their tooltips. Here the Spring Loaded Power Core is above some other item and both tooltips show. Here there isn't an item in my inventory but there is a tooltip shown. Here I'm hovering over an item in my character pane but an item from my inventory's tooltip is showing. Here the tooltip is showing under a quest accept dialog. ------------------------------ That's all for now, hope it helps!
Thanks for the reply, sorry I didn't have time to check the bug list thread earlier. Can I assume that high CPU usage on Mac has a fix coming?
I remember someone else having the same problem, they tweeted about it. Link (actually they didn't mention what OS it was now that I actually read what I linked... Oh well.) About the minimap issue: I've seen the same thing a couple of times, and I'm playing on Windows 7 x64/Steam, sothat's probably not a OS X-exclusive issue.
I now have a few more bugs to report! Bug 7 (diggle nog form casting) I was in Diggle Form from drinking a Diggle Nog, and while you don't have spells, you can still use wands. When casting with a wand the animation for casting as a human plays. Bug 8 (experience) (edit: and 8.5) I have recently been leveling up with strange amounts of experience points. There seems to be two internal counters for experience points - one that's rendered and one that's used. Apparently they are not in sync! You can see in the image below my exp bar is not full. Edit: I didn't actually realise this until checking this post, but the level up 'you must learn a new skill from your Skill Tome...' text doesn't fit inside the area at the resolution I'm running the game! Bug 9 (open door rendering order) It looks like once a door is opened it's submitted to the draw queue at the end rather than at the position of the original door. This door has been opened and is rendered after other objects in the scene to appear on top. Bug 10 (lutefisk cube) People probably are aware of this, but in the above screenshot I have over 300 lutefisk stored in the cube. The text rendering of the least significant digit is on top of the yellowy outside of the box making it difficult to see. Bug 11 (world spawn issue) This was quite odd. On going down some stairs I was blocked off and couldn't go anywhere. Luckily I was able to go down one step and go back up the stairs to find another way down. If this had been combined with the previous bug where a tomb/item blocked the entrance when I went down, and therefore I wouldn't have been able to move off the stairs and back up again, then I would have to had force closed the game (Save and Exit would have meant I'd have to start again!). This is a rare but game-breaking problem!
For your bug #8 that is because after you level up, your required EXP bar increases but the amount of EXP you have hasn't updated yet. Admittedly, yes, it is kind of a bug that it doesn't update right away at the same time as the new required EXP.
I believe #8 is what lets you level up twice (or more) if you killed multiple enemies in one turn and hit the next level's requirement when hitting the current level's requirement.