01:16:31 03greensnark * r28f2a4d12e6a 10/crawl-ref/source/ (abyss.cc abyss.h): Set abyss center to the actual center of the level, peg the abyss shift radius to the LOS radius. 01:16:32 03greensnark * r140b16b49eb0 10/crawl-ref/source/ (describe.cc mon-behv.cc mon-util.cc): Fix neutral monsters not targeting hostiles correctly and vice versa. 01:17:02 Monster attitudes are a complicated mess 01:17:06 We should switch to factions 01:17:25 We have three neutral attitudes, all subtly different 01:17:37 And the code definitely does not do the right thing for all of them in all cases 01:18:51 -!- Zaba has quit [Ping timeout: 240 seconds] 01:22:20 Factions <3 01:22:38 Hmm, that would be a great 7DRL 01:23:15 "You are caught in the middle of a civil war with three sides and no uniforms. Stay alive." 01:24:15 n-way battles in the arena! 01:27:44 free-for-alls 01:27:55 99-giant spore free-for-all 01:28:31 Boss Rush Exhibition? 01:28:37 i'm going to have to look at the code about this attitude business, so i can have an idea of what to do/avoid in my own roguelike. i've been trying to figure that out 01:28:41 (Uniques duking it out) 01:28:42 but i take it crawl is not a good example to follow 01:29:12 Crawl 01:29:25 Crawl's attitude system was fine when there were only the player, allies, and hostiles 01:29:45 Neutral monsters really mess things up 01:30:01 hmm 01:30:01 -!- Zaba has joined ##crawl-dev 01:30:08 You really need to be able to say: given faction A and faction B, are they friendly, neutral, or hostile to each other 01:30:29 Where faction A could be the player, faction B could be Crawl's "good neutrals" 01:31:45 if you did that, it'd be cool to have certain types of monsters be hostile to each other, so you'd see random monsters fighting each other sometimes, though of course that would screw up the entire game 01:32:08 That's already possible in CRawl 01:32:14 Obviously friendlies fight other monsters :P 01:32:28 well, yeah, but on a more granular level than just "friendlies" 01:32:32 And "neutrals" will fight hostiles and friendlies and the player 01:32:44 i guess i probably just haven't played enough to see it 01:32:54 Yeah, the current attitude system just assumes two factions: the player, and everyone else 01:33:00 yeah 01:33:43 i was thinking, like, you might see orcs randomly hunting animals or things like that 02:25:39 sigmund killing players' ghosts 02:33:41 nice log file, greensnark :D 02:38:17 mirrored. 02:39:53 Napkin: jarpiain's log :) 02:40:18 cool :) 02:48:56 helloooooooo 02:49:00 snark whichis green! 02:49:08 Who is hiding without a voice. 02:49:19 moin due :) 02:49:46 napking! all hail! 02:50:38 !coffee due 02:50:38 * Henzell hands due a pot of irish coffee, brewed by Sigmund. 02:51:04 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 03:05:25 I see snarkiness has been comitting. 03:05:58 Yerss! 03:06:12 Abyss vaults! Because you know you want to 03:06:39 Looks like the largest abyss vault that can be accommodated without ridiculous gymnastics is 33x23 03:06:46 Oooh, you did abyss vaults? 03:06:51 due: Not yet 03:06:51 I loooove you. 03:06:56 Oooh, you are doing it? 03:06:56 But soon 03:06:59 I loooooove you. 03:07:10 hehe 03:07:20 I had to spend time understanding the abyss shift code 03:07:27 due: Only 33x23 vaults :P 03:07:31 Or smaller, of course 03:07:38 Midget vaults for the abyss 03:08:06 Anything larger and abyss shifting will break up the vault 03:08:43 That's fine. 03:19:39 How is sizing enforced? 03:20:26 I'll add a map-compile-time size check 03:21:15 It doesn't strictly have to be enforced if the map doesn't become brokenly easy when it has a random outer rectangle sawed off 03:21:29 But it'll probably look odd anyway, so 03:27:02 Yeah 03:36:17 Unrandart 'Sniper' crossbow (https://crawl.develz.org/mantis/view.php?id=1688) by Sealer 03:36:22 -!- ogaz has quit [Remote host closed the connection] 03:47:43 -!- syllogism has joined ##crawl-dev 05:06:48 -!- Niccus has quit [Quit: out] 05:21:49 -!- Amonchakad has joined ##crawl-dev 06:19:56 -!- whog has quit [Remote host closed the connection] 06:22:21 -!- Amonchakad has quit [Quit: When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net] 06:36:45 -!- felirx has quit [Quit: server reboot] 06:38:53 -!- Vandal has quit [Ping timeout: 240 seconds] 06:39:13 -!- Vandal has joined ##crawl-dev 06:45:26 -!- felirx has joined ##crawl-dev 07:08:21 Start new game, choose random character (!), game quits with following message... (https://crawl.develz.org/mantis/view.php?id=1689) by Fangorn 07:29:06 -!- Siber has quit [Ping timeout: 265 seconds] 07:49:44 -!- Vandal| has joined ##crawl-dev 07:51:00 -!- Vandal has quit [Ping timeout: 258 seconds] 07:59:47 -!- eith has joined ##crawl-dev 07:59:57 -!- eith has left ##crawl-dev 08:00:38 -!- eith has joined ##crawl-dev 08:23:46 Submerged sleeing zombie beetle unhittable (https://crawl.develz.org/mantis/view.php?id=1690) by qui 08:35:12 SA talking about how overpowered summoners are now 08:35:22 weird 08:35:28 They're right too 08:35:36 Which is not something I can always say about SA 08:35:48 Summoners have been OP ever since summons could fight freely outside player LOS 08:36:01 And the recent boosts to summoning spells have just made them ridiculous :P 08:36:05 that discussion probably involves haunt? 08:36:14 Of course 08:36:19 But Haunt is far from the only problematic spell 08:36:40 It's just the head and shoulders above the crowd worst OP spell :) 08:37:00 Where's by these days 08:37:21 * greensnark wants to discuss ways and means for monster foe acquisition 08:37:36 i had the impression that it's generally hard to play pure summoners 08:37:49 mostly because it's tedious to control the minions 08:37:56 xale: Not really 08:38:09 Players who try to use *only* summons throughout are asking for pain 08:38:25 haunt is special because you can spam it from afar and walk away 08:38:26 Particularly in the early game summons work best when you fight beside them 08:38:59 Summons being able to fight at full strength outside player LOS is deeply broken 08:39:25 Brent would have a fit if he knew we allow this :) 08:39:56 Pre b26 4.0 Crawls allowed free fighting briefly but it was removed because it made player allies too strong 08:40:06 Killing stuff becomes risk free 08:40:54 Circa 0.5 things were slightly worse because summons would fight hostiles effectively outside LOS, but hostiles wouldn't fight back most of the time 08:41:09 That's fixed now, but the new summoning spells have smashed balance again 08:43:29 so you think that maybe spammals being nerfed was addressing the wrong thing? 08:43:47 The spammals nerf was quite necessary 08:44:08 It obviously doesn't solve all problems, though 08:44:14 @?orange rat 08:44:15 orange rat (04r) | Speed: 12 | HD: 3 | Health: 9-24 | AC/EV: 7/10 | Damage: 2013(drain) | Flags: evil | Res: 06magic(12) | Chunks: 09poisonous | XP: 33. 08:44:41 @?green rat 08:44:41 green rat (09r) | Speed: 10 | HD: 2 | Health: 6-16 | AC/EV: 5/11 | Damage: 10 | Res: 06magic(8) | Chunks: 09poisonous | XP: 13. 08:45:15 I love how orange rats roar 08:45:24 A roaring rat is just so funny on so many levels 08:48:45 maybe i should try playing summoners more 08:48:52 "overpowered" is totally not what i expected. 08:52:12 minions that are hard to control, wasting a turn on targeting and only getting half of the experience for kills is what i remember. 08:52:15 -!- eith has quit [Ping timeout: 260 seconds] 08:53:40 also stuff like spending a lot of time to make several abominations then losing them all because they took a wrong route or something. 09:02:02 jesus.. 36 damage from an elven arrow? *sigh* 09:03:27 i'm getting bored by dying so easily all the time, no matter what I play in 0.6 09:03:55 -!- xale has quit [Ping timeout: 248 seconds] 09:04:01 armour or dodging doesn't really matter.. so fragile chars 09:10:18 -!- Amonchakad has joined ##crawl-dev 09:10:59 I found a randart ring which is not fully identified, yet I can see "evoke blink" in my abilities 09:11:10 That's a bug, right? 09:11:27 (obviously there's no visible +blink on the ring) 09:18:38 -!- badp has joined ##crawl-dev 09:18:52 Hello, I've got a buggy ghost message on CDO 09:18:59 /var/games/crawl06/saves/bones.06a 09:29:36 that's CAO, badp 09:29:43 sorry, CAO. 09:29:49 CDO has different path for the games 09:29:59 you might catch rax to help you 09:30:09 not a problem, after all I'm already dead 09:31:29 Hmm? 09:31:29 rax: You have 1 message. Use !messages to read it. 09:31:33 !messages 09:31:33 (1/1) Niccus said (7h 26m 28s ago): Hey! I'd like a reset on "Niccus" on CAO, thanks! 09:32:18 I'm not sure if it has been reported already but /var/games/crawl06/saves/bones.06a is a "buggy player ghost" 09:32:23 on CAO 09:32:59 Oh yeah we've had a few of those and posted a bug report about them. 09:32:59 rax: You have 1 message. Use !messages to read it. 09:33:06 cool :) 09:33:08 I think we're all set at this point, unless any devs want more? 09:33:11 But thank you :) 09:33:12 !messages 09:33:12 (1/1) Sealer said (31s ago): It's !tell 09:33:28 well, rax, at this point you could delete it from the ghosts folder 09:33:40 Oh good call :P 09:34:23 Done! 09:37:39 \o/ 09:38:50 Hey Rax :) 09:43:01 -!- by has joined ##crawl-dev 09:43:38 hi 09:43:48 by! 09:44:01 greensnark: see you've been active, yay! 09:44:12 Free time <3 09:52:26 !lm * type=crash 09:52:27 8. [2010-06-04] Helsbecter the Thaumaturge (L8 MuWz) ASSERT(!crawl state.doing prev cmd again || (crawl state.is repeating cmd() && crawl state.repeat cmd == CMD PREV CMD AGAIN)) in 'main.cc' at line 3887 failed on turn 10869. (D:7) 09:55:08 Key repeat crash is popular 09:55:32 It's like people poking a painful place to see if it still hurts :) 09:55:51 !lm * type=crash s=v 09:55:51 8 milestones for * (type=crash): 8x 0.7.0-a0 09:56:01 you'd think cryptic would be able to say what command was being repeated in the corresponding bug report 09:56:03 Handy feature 09:56:31 in particular, it should allow telling whether some old crash has been fixed accidentally, if a crash doesn't occur anymore 09:56:59 Should also be pretty handy to watch the crashy ttyrec 09:57:03 yes 09:57:09 I'm doing that 09:57:10 Nice idea :) 09:57:13 it's already on termcast 09:57:18 been going on for a while too :/ 09:57:34 badp: You're Helsbecter? 09:57:37 nope 10:00:46 this is taking a while 10:01:58 I know the name Helsbecter from this SA post syllogism linked: http://forums.somethingawful.com/showthread.php?threadid=3285755&userid=0&perpage=40&pagenumber=62#post377557574 10:05:44 03by * rbcbc448fe003 10/crawl-ref/source/newgame.cc: Set ng->name, ng->type again after character selection. (#1689) 10:08:54 -!- ortoslon has joined ##crawl-dev 10:17:16 -!- Mu_ has joined ##crawl-dev 10:25:13 -!- Siber has joined ##crawl-dev 10:37:22 03by * rc5953cbf3bc5 10/crawl-ref/source/art-data.txt: Sniper is now a crossbow. (#1688) 10:37:24 03by * rcf584101485a 10/crawl-ref/source/mon-place.cc: Jellies are never interesting for Jiyva worshippers. (#1686) 10:40:41 !lmm qui char=hawn place=coc:7 10:40:44 !lm qui char=hawn place=coc:7 10:40:44 2. [2010-06-05] Qui the Eviscerator (L27 HaWn) found an icy rune of Zot on turn 161520. (Coc:7) 10:40:58 !lm qui char=hawn place=coc:7 1 -tv:<0:>$ 10:41:02 1. Qui, XL27 HaWn, T:160580 (milestone) requested for FooTV. 10:46:12 -!- ortoslon has quit [Quit: bye] 10:49:37 money! 10:51:45 -!- xale has joined ##crawl-dev 10:57:39 so qui's sleeping beetle zombie decided to sleep-step into deep water due to mass confusion 11:03:48 -!- bhaak is now known as bhaak-de 11:04:07 -!- bhaak-de is now known as bhaak 11:09:39 btw, how do menu selection work in Crawl trunk? 11:09:44 *does 11:09:50 which menu? 11:09:59 d for example 11:10:14 menu.cc:InventoryMenu or so 11:10:21 I mean, key wise 11:10:36 actually not :D 11:11:22 I mean, when I select the first item 11:11:27 the second gets brackets around it 11:11:45 Haven't tried that yet but it should be ,. 11:11:46 oh 11:11:51 * badp notices the "_ for help" message 11:11:53 * badp reads 11:12:45 except it doesn't work as advertised :9 11:12:49 *:) 11:13:18 <3, I noticed a possible bug in activate_first_item and activate_last_item() 11:13:46 Down moves the cursor to the next item without change 11:13:48 Right selects the cursored item and moves the cursor down 11:13:50 Up moves the cursor up, without changing selection 11:13:52 Left selects the cursored item and moves the cursor up 11:13:54 Right and left do nothing, Up and Down scroll the list :/ 11:14:09 but do ,. work? 11:14:21 . selects the cursored items 11:14:22 maybe dpeg's suggestions were just implemented on the help screen 11:14:25 , does nothing 11:14:40 there's one key that just moves the cursor down 11:14:53 toggling the cursored item also changes the selection to the next item 11:15:06 (like Left is Down is supposed to, while . is Right) 11:15:15 s/Left is // 11:16:12 heh 11:16:21 Drop what? (Press _ for help.) (? for menu, Esc to quit) 11:16:25 * badp presses _ 11:16:30 Huh? 11:16:32 Drop what? (Press _ for help.) (? for menu, Esc to quit) 11:16:44 _ is only valid inside the menu 11:18:21 03dolorous * re4a44aac3445 10/crawl-ref/source/monster.cc: Add minor cosmetic fixes. 11:21:05 -!- badp has quit [Remote host closed the connection] 11:21:22 -!- badp has joined ##crawl-dev 11:22:10 ping 11:24:34 03by * r5811a12aff3f 10/crawl-ref/source/monster.cc: Check monsters::submerged instead of ENCH_SUBMERGED for visibility. 11:25:04 -!- Luca__ has quit [Remote host closed the connection] 11:25:20 -!- Luca__ has joined ##crawl-dev 11:40:57 by: /tmp/0001-allow-iood-to-act-before-placing-the-player-on-a-lev.patch 11:41:08 -!- CIA-39 has quit [Ping timeout: 272 seconds] 11:41:25 yay 11:43:32 _catchup_monster_moves takes place after the player is placed? 11:43:38 yep 11:44:38 you can look at the logs around 08:09 yesterday, i wrote something up 11:50:43 I feel tempted to move it earlier than placing the player 11:51:59 it already is 11:52:18 not your code, but catchup_monster_moves 11:52:57 that makes sense 11:53:25 but it references you.pos() 11:53:25 i'm not sure why it is needed at all to be honest 11:53:52 so it doesn't appear as if the monsters froze when you left the level 11:54:14 shouldn't just looping over handle_monster_move take care of that? 11:54:32 probably will need to clear their target after some time as catchup() does 11:55:00 but otherwise, why make a separate function for this kind of movement? 11:56:22 I would think mostly for efficiency (there shouldn't be a pause when returning to a level), maybe also because handle_monster_move expects the player to be on level in a variety of places 11:56:44 I thought so. 11:57:48 other problems would be for example leaving summons on a level and having them fight while you're not there 11:58:59 by the way with this patch the orb can kill something while you're away. 11:59:27 but I thought it's not very important, since it's fast anyway and moving the stairs is slow. 11:59:33 by: should _find_save return the save position in the vector, or the save ID used by menu? 11:59:42 changing the set_active_item to use ID now 12:00:07 felirx: whatever works better 12:00:29 it's basicly just sticking a NUM_GAMES_TYPES to the vector ID value at some point 12:00:36 either on the function call or after it 12:00:54 vector position value even 12:02:34 I think it would be cleaner for _find_save to not know about NUM_GAME_TYPES 12:03:21 that monster backing of code may well be the reason that monsters find you when you take a different stair 12:03:41 the test would be to see whether this just affects ranged monsters 12:07:00 _catchup_monster_moves will clear the monster's target after some time 12:07:18 or is it supposed to be immediately cleared when you reenter through a different staircase? 12:07:25 for ranged monsters, it sets the target to your new position, in order to make them back off 12:07:39 then when they stop fleeing, they're likely to hunt you down 12:07:52 so instead, they should act based on your old position 12:12:32 if you move the call to catchup() up then the orb handling can be placed into it too 12:12:43 so that it moves together with monsters, not before them 12:12:50 yes, I'll do that 12:27:32 -!- CIA-39 has joined ##crawl-dev 12:34:08 -!- st_ has quit [] 12:35:04 on a completely unrelated subject, see this : http://www.student.oulu.fi/~jannelah/crawl/cool_starting_los.png 12:38:24 err, I mananged to glitch arena 12:38:35 Cerebov vs ANtaeus, lightning bolt is running on a loop 12:39:28 can you get a trace in gdb? 12:39:36 it was an old binary build 12:39:40 testing on trunk in a second 12:40:03 if a lightning bolt is perma-bouncing, crawl -test should catch it, too 12:40:13 by the way, it would be great if arena had a --more-- prompt. 12:40:58 or a changeable delay 12:42:00 does not seem to happen in trunk 12:42:33 crawl_tiles-0.7.0-a0-1970 happens almost every time 12:43:04 oh, there was a bug with bolt range calculations and reflection not too long ago 12:43:10 with the circular range changes 12:43:53 Mantis id 1635, how do you interpret the step 3? 12:44:17 I tried replicating that but it still reads the previous bg/species/weapon etc choices just fine 12:45:12 step 4 is fixed now 12:45:54 felirx: as I commented, I think 3 is fine 12:46:26 ah yeah 12:49:07 -!- st_ has joined ##crawl-dev 12:49:07 Uh...hordes of monsters have suddenly started spawning in Vaults:2 12:51:16 Apparently, they were summoned by boggarts 12:51:32 only that, instead of critters, they summoned stuff ranging from slime creatures to orc knights to hydras 12:52:03 boggarts do that. 12:52:42 Uh...boggarts summon stuff like bats and rats in 0.6? 12:53:27 @?? boggarts 12:53:27 unknown monster: "boggarts" 12:53:28 @?? boggart 12:53:28 boggart (06g) | Speed: 12 | HD: 2 | Health: 6-16 | AC/EV: 0/12 | Damage: 5 | Flags: spellcaster, see invisible | Res: 06magic(18) | XP: 21 | Sp: confuse, slow, invisibility, blink, shadow creatures. 12:53:38 maybe shadow creatures is scaled with HD now? 12:53:54 (of course that would be a bug) 12:54:12 I don't remember changes in that area however 12:54:22 also, could it be a vampire? 12:54:27 Presumably Amonchakad met boggarts in a less interesting place before 12:54:49 Or it could be a vampire, yes 12:54:53 greensnark: did you try the IVAN tty thing? :) 12:55:07 jarpiain: Not yet :/ 12:56:02 jarpiain: Nice work on the tty port though 12:56:16 Is IVAN still being developed in terms of gameplay? 12:56:29 I remember development was stalled 12:56:50 03felirx * ra9a9a57ef2d1 10/crawl-ref/source/ (menu.cc menu.h newgame.cc startup.cc): Change MenuObject::set_active_item() to use ID instead of index 12:56:53 03felirx * r29a3c6724d9c 10/crawl-ref/source/menu.cc: Fix a potential bug with MenuObject::activate_first/last_item 12:57:50 yeah, very little activity on the attnam.com forum 12:59:35 We should get Napkin to add IVAN to cdo 12:59:45 ivan rules! 12:59:55 i'd love to :) 13:00:47 jarpiain: All you have to do is fix the savefile reload issue you mention :) 13:02:05 at least it loads level files now (so you can re-enter levels during a session) 13:02:14 jarpiain: You don't happen to have a git repo somewhere? 13:02:29 I see the tarball, but a repo would be nice 13:02:34 not online, sorry 13:02:40 I'll try to get it up next week 13:02:56 Awesome 13:06:34 Ivan has pretty darn good writing 13:10:40 -!- Amonchakad has quit [Quit: When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net] 13:11:19 -!- badp has quit [Remote host closed the connection] 13:11:35 -!- badp has joined ##crawl-dev 13:23:49 -!- Siber has quit [Read error: Connection reset by peer] 13:36:22 -!- badp has quit [Remote host closed the connection] 13:36:35 -!- badp has joined ##crawl-dev 13:50:40 Monster AI does not reflect slime walls (https://crawl.develz.org/mantis/view.php?id=1691) by casmith789 13:56:45 -!- Textmode has joined ##crawl-dev 13:58:38 morning all 13:59:42 -!- Niccus has joined ##crawl-dev 14:01:59 03by * r3637a2e62fe5 10/crawl-ref/source/ (env.h files.cc tag-version.h tags.cc): Save old player position (env.old_player_pos). 14:02:00 03by * r490815be4bef 10/crawl-ref/source/effects.cc: Make _catchup_monster_moves use env.old_player_pos instead of you.pos(). 14:02:01 03by * r9d7622454e4b 10/crawl-ref/source/files.cc: load(): Don't set you.entering_level for LOAD_VISITOR. 14:02:03 03by * r7ad4307290a0 10/crawl-ref/source/files.cc: load(): Define make_changes more clearly. 14:02:04 03by * r36ee6925cf75 10/crawl-ref/source/files.cc: load(): Don't handle lost items on start. 14:02:08 03by * rb8026e3ecc97 10/crawl-ref/source/files.cc: load(): Move monster-under-player fix right after position update. 14:02:08 03by * r866f78eb53b9 10/crawl-ref/source/files.cc: load(): Reset player position after level is saved. 14:02:10 03by * rbba571c2202a 10/crawl-ref/source/files.cc: load(): Update level before placing player. 14:02:11 03by * rba266bf852f5 10/crawl-ref/source/actor-los.cc: Actors outside the map can't see anything. 14:02:12 03by * r04965104a89e 10/crawl-ref/source/files.cc: load(): Invalidate LOS right after loading the level. 14:02:13 03by * rcfc5e62daf52 10/crawl-ref/source/mon-stuff.cc: Don't check LOS for quiet monster teleports. 14:02:16 03by * rb04b34393950 10/crawl-ref/source/ (effects.cc mon-project.cc mon-project.h): Update IOOD specially in _catchup_monster_moves. 14:02:34 by: Wow :) 14:02:55 I split things up for the IRC impact 14:03:07 I have a little rebasing to do now :P 14:03:54 oh, also in files.cc? 14:04:02 tag-version.h :P 14:04:30 that shouldn't be so bad 14:05:00 xale: I decided to reimplement a partial iood_act that doesn't do much instead of calling the existing one 14:05:46 yeah, I see 14:07:13 I'm not sure that's completely right, but handling death and destruction at that point seems a little dangerous 14:08:06 if you don't want summons to fight when player is on another level 14:08:27 then it makes sense to apply the same restriction to iood. 14:10:11 "just" 251 bugs open 14:10:35 WOw 14:11:08 too bad people don't really severity tag their bugs properly 14:12:40 "FR: Graphics major font hinting" 14:12:53 it was raised to major 14:13:01 to get a chance to be looked at before .7 14:13:11 [major] Zin permits shapeshifting 14:15:57 there's a couple of "severity crash" bugs that it's hard to do anything about 14:16:12 one of those because I don't want to install 7zip... 14:18:35 by: Why no 7z? 14:18:44 Should be available in all distro repos 14:18:55 Usually called p7zip iirc 14:19:07 It's also available in Macports 14:19:33 I'm sure someone who has it installed will look at that bug 14:22:59 -!- by has quit [Quit: leaving] 14:34:51 -!- badp has quit [Remote host closed the connection] 14:35:05 -!- badp has joined ##crawl-dev 14:55:39 viewwindow() is fun 14:56:13 "draw a window, but also run the stealth checks sometimes" 14:57:10 03kilobyte * r61e967d0919d 10/crawl-ref/source/effects.cc: Simplify/optimize a bit. 14:57:11 03kilobyte * rdaa50b66501c 10/crawl-ref/source/item_use.cc: Unify duplicated logic for armour sizes. 14:57:12 03kilobyte * rbff511336906 10/crawl-ref/source/itemprop-enum.h: Axe an unused enum type. 14:57:13 03kilobyte * rc13aec16bd96 10/crawl-ref/source/menu.cc: Fix compilation on gcc. 14:57:20 felirx: how come menu.cc compiled for you? It fails for me both on gcc-4.4 and -4.5 14:59:20 that code had an ambiguous cast, NULL = (void*)0 can be turned both into an int and MenuItem*, and gcc considers this ambiguity a fatal error in that case 15:11:53 -!- Poor_Yurik has quit [] 15:26:11 Troves can give unusable items (https://crawl.develz.org/mantis/view.php?id=1692) by OG17 15:32:57 mmm 15:33:00 compiled on mingw 15:35:18 it's 4.4.0 15:37:11 I should probably introduce a clear_active_item or similar though 15:41:05 -!- badp has quit [Remote host closed the connection] 15:41:23 -!- badp has joined ##crawl-dev 15:44:40 -!- eith has joined ##crawl-dev 15:48:30 -!- ortoslon has joined ##crawl-dev 15:51:37 -!- neunon has quit [Quit: Leaving] 15:52:51 I find this feature of the inventory to mark the item you would mark next with "." to be very confusing 16:16:46 makes me double check much more often that I selected the right icon 16:33:11 -!- badp has quit [Remote host closed the connection] 16:33:27 -!- badp has joined ##crawl-dev 16:45:20 -!- ortoslon has quit [Read error: Connection reset by peer] 17:00:45 -!- joosa has quit [Ping timeout: 240 seconds] 17:05:48 -!- eith has quit [Ping timeout: 265 seconds] 17:12:17 -!- badp has left ##crawl-dev 17:32:00 03greensnark * r38cd069b01c4 10/crawl-ref/source/ (27 files in 2 dirs): Add support for vaults in the Abyss, save vault metadata in the level save. 17:32:05 03greensnark * r381a2cedc405 10/crawl-ref/source/mapdef.cc: Extra checks when loading abyss vaults. 17:32:10 03greensnark * r199006749bd1 10/crawl-ref/source/defines.h: Remove unnecessary abyss defines. 17:32:10 03greensnark * r1d0d3f72c17f 10/crawl-ref/source/ (7 files): Update abyss shift to use masks, allowing the shift to move non-rectangular areas. Abyss shifts will now try to preserve vaults. 17:32:12 03greensnark * re66694b34a04 10/crawl-ref/ (2 files in 2 dirs): Document abyss vault wrinkles, add dummies for the example abyss vaults. 17:35:03 oh my 17:42:16 Only catch is that abyss vaults have to be 28x23 or smaller :P 17:42:19 YAY 17:42:22 wow I timed that well 17:42:25 28*32? 17:42:27 Morning due 17:42:28 I thought it was 32*32? 17:42:37 28x23 it is :) 17:42:40 Okay :) 17:47:50 I thought it was 33x23 17:48:07 My mistake 17:48:21 It's 28x23 17:48:46 The vault has to fit on the side of the abyss level excluding the 21x21 shift zone at the center 17:49:09 Also excluding the 2-wide border around the level 17:49:50 Ahh 17:50:10 We'll live :) 17:50:44 The shift zone can safely be shrunk a bit, but I think the existing value is good 17:51:01 It gives you los-radius + 2 squares around you when the abyss shifts 18:28:01 that's still a lot of space for a vault 18:30:53 enough space :D 18:32:05 abyss vaults? cool 18:52:46 -!- casmith789 has quit [Remote host closed the connection] 19:01:01 -!- syllogism has quit [] 19:37:29 Crash in _mon_check_foe_invalid() involving giant spores (https://crawl.develz.org/mantis/view.php?id=1693) by dolorous 19:45:17 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:01:21 is there any way to force a window update? 21:01:39 and by update I mean redraw. 21:05:36 semicolon comes close 21:08:04 xale: the crawl window? 21:08:42 check out viewwindow 21:33:59 it doesn't help. 21:43:48 apparently I wanted tiles.redraw() 21:44:21 set_need_redraw can also work if you don't need an explicit rerender right now 22:04:34 -!- xale has quit [Quit: xale] 22:26:29 -!- Zaba has quit [Ping timeout: 240 seconds] 22:37:23 -!- Zaba has joined ##crawl-dev 23:35:12 -!- Niccus| has joined ##crawl-dev 23:38:01 -!- Niccus has quit [Ping timeout: 240 seconds]