Thanks for coming up with these examples. > They demonstrate three bugs: > > * Traps placed on top of walls. Not exactly. The trap is in a chest which is underneath the wall. You can't see the chest, but when you search, it looks under the wall and finds the trapped chest. I guess "find_free_spot" isn't working right, maybe because it gives up and fails, and the chest gets stuck right there. > * Sections of the map that are unreachable. "map-disconected" (sic) The example that you gave me of a disconnected map was one in fact connected, *provided* a key to a door was on your side. There was a wall-like door which needed a key to get through it. > * Maps where it is impossible to get a needed key. I don't understand why you couldn't find the key. As I've said before, keys are made in pairs for every door. One key for one side, the other key for the other side. In the map you showed to me, it's possible both keys could have ended up on the other side of some OTHER door which you could not pass. HOWEVER in this case, both keys should be on the map you showed me. There was ONE key to the door blocking you on the map. Not two. I have to ask, what happened to the other key? Might you have alchemized it? Perhaps in an ice cube? Maybe in your inventory? Slurped up by a pet vampire? Furthermore, the door placement was non-pathological. I.e., I can't see any reason for that placement of door to make a disconnected map: both "sides" of the door were well-defined: i.e., it's just like the routine case where the keyplacement for the door works well. You also showed me a case of a totally disconnected map: map-walltrap-disconnected Yeah, it really is disconnected. It also presumably suffers from the poor chest placement. However, I just can't get excited about the disconnected part. The disconnected part is merely a special map that got plunked down. Not getting access to a special sub map is unimportant. This goes firmly into the "will not fix" bin. I'll look over the code to try to spot any failures in keyplacement, and eliminate the placement of treasures underneath walls. For reporting problems in the future: 1) If you can't get from the entrance to the exit, and you're sure there should be an exit, SHOW ME THAT MAP. Not all disconnected maps are broken. I know I said "you should be able to get from any place in the map to any other place", but these special maps are an exception where it is OK. 2) Please don't use alchemy or pets. 3) Please realized that some "walls" aren't "walls" but in fact, hidden doors. PeterM > Unfortunately, it's hard to prove the last one without the unplayed map. > > I hope this helps. > > --PC > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel