00:18:27 due: reported. Thanks for your time. 00:33:06 -!- vimpulse has left ##crawl-dev 00:38:30 -!- Pseudonut has quit [Remote host closed the connection] 00:43:05 -!- valrus has quit [Remote host closed the connection] 00:50:54 -!- elliptic has joined ##crawl-dev 01:14:25 -!- Paroid has quit [Ping timeout: 265 seconds] 01:24:17 -!- eith has joined ##crawl-dev 01:55:14 -!- Zannick has quit [Ping timeout: 250 seconds] 02:02:34 -!- eith has quit [Ping timeout: 276 seconds] 02:03:07 -!- Zannick has joined ##crawl-dev 02:26:12 -!- galehar has joined ##crawl-dev 02:26:29 hi 02:26:29 galehar: You have 8 messages. Use !messages to read them. 02:26:33 !messages 02:26:34 (1/8) TGWi said (1d 15h 36m 42s ago): centering the skill menu is pretty weird; no other menu does that, and I imagine it has the potential to be unattractive on kyrris-scale terminals (it's not that nice on mine either, and it's only 88x27) 02:26:49 !messages 02:26:49 (1/7) TGWi said (1d 15h 36m 15s ago): the cursor should be another colour than yellow, since lightgrey highlighted in yellow is extremely extremely hard to read 02:27:06 !messages 02:27:06 (1/6) st_ said (1d 15h 33m 49s ago): regardless of colour, what's the point of a cursor anyway? it's one keypress to turn a skill on/off, moving to it with the cursor and then pressing enter is 5 times slower 02:27:20 !messages 02:27:21 (1/5) TGWi said (1d 15h 33m 39s ago): nitpicking: to move the cursor from the description/training toggle button to the skill letters, you have to first move the cursor through "hide unknown" 02:27:43 !messages 02:27:43 (1/4) TGWi said (1d 15h 33m 44s ago): and with all skills shown, ice magic has a * and fire magic doesn 02:27:54 !messages 02:27:54 (1/3) TGWi said (1d 15h 33m 10s ago): 't have anything next to it, even though I have no experience in either 02:28:14 !messages 02:28:14 (1/2) TGWi said (1d 15h 30m 31s ago): in "toggle training" mode with all skills shown, there's no way to move between the left and right halves of the screen (unless your skills line up? not sure); perhaps just remove the show all option and turn it on automatically in description mode 02:28:34 !messages 02:28:34 (1/1) TGWi said (1d 14h 14m 52s ago): also it's pretty ugly in general 02:31:43 TGWi <3 galehar 02:31:58 :) 03:01:53 hii snark, rahelag 03:04:18 -!- Textmode has quit [Ping timeout: 276 seconds] 03:28:00 03Keskitalo * r89010125de81 10/crawl-ref/source/dat/des/variable/mini_features.des: Correct a tag. 03:28:01 03Keskitalo * r874244829c17 10/crawl-ref/source/dat/des/variable/mini_features.des: Make a serial vault out of the corexii_hall series. 03:28:02 03Keskitalo * rbeb45b0972e4 10/crawl-ref/source/dat/des/variable/mini_features.des: A new serial vault: curved corridors. 03:29:03 ??serial vault 03:29:03 I don't have a page labeled serial_vault in my learndb. 03:29:07 Keskitalo: ? 03:32:19 sorear: A serial vault picks several minivaults from a set defined by a tag to place on the level. 03:35:08 these vaults are strewn all around the level without any order 03:35:36 as opposed to subvaults which are placed in rigid spots 04:00:21 Cool 04:35:25 -!- Mu_ has joined ##crawl-dev 04:35:25 -!- Mu_ has quit [Read error: Connection reset by peer] 04:35:33 -!- Mu_ has joined ##crawl-dev 04:39:16 -!- cw__ has quit [Remote host closed the connection] 04:42:25 moin 05:11:55 -!- Hehfiel has quit [Ping timeout: 240 seconds] 05:15:35 * bhaak is looking at the note_* options 05:15:51 * bhaak is beginning why dpeg is on a crusage against options 05:16:55 heh. 05:17:08 the options guide says, "If you get stuck or some things won't seem to work properly, ask for help on the newsgroup rec.games.roguelike.misc." 05:17:19 that seems a little dated 05:17:26 and seriously, this one looks odd: 'note_monsters = orb of fire' :-) 05:17:55 really? usenet is hear to stay! It's only dying since 1996!:-) 05:17:56 hi 05:18:10 This lousy maven 1.0 project needs 90 minutes 05:18:19 90 minutes just for maven to check all its goals for cycles 05:18:28 That's 90 minutes before it tries to start building 05:18:28 maven? 05:18:37 due: aka "suck" 05:18:40 ah 05:18:49 greensnark, sounds horrid 05:18:51 last night I had a crawl moment. nethack-de took more than 15 minutes to compile on some old hardware 05:18:52 Well, maven 2 is relatively ok, maven 1.0 is a nightmare 05:19:56 And they wonder why developers don't run the full build to check for test failures 05:20:10 greensnark: no CC server? 05:20:15 bhaak: There is 05:20:25 Doesn't help when the build takes 4 hours :P 05:20:28 s/CC/CI/ 05:20:42 This is an actual Cruise Control, so you're right anyway :) 05:20:42 * bhaak 's spell checker seems to be buggy today 05:20:45 greensnark, what program is that for? 05:20:48 lol 05:20:50 Zaba: Work stuff 05:21:08 well, yes, but what on earth is it if it builds for four hours 05:21:18 I didn't hear that good stuff about CC. Although I really like CC.rb :-) 05:21:20 Well, 1.5 hours of the build is maven tying itself into knots 05:21:46 I just hacked Goal.java into a simpler check and the cycle checking now runs in 40s 05:21:49 that still leaves 2.5 hours for the actual build, and that is quite a lot 05:22:01 Yeah, there are a lot of integration tests 05:22:33 or well, it depends on the build machine, of course... it takes my 700MHz pIII laptop twice that time to build a gcc, without bootstrapping 05:22:43 4 hours of compilation leaves a lot of time for crawl's hacking :) 05:23:09 galehar: Not when I'm supposed to be learning the codebase and have to start contributing in exactly 24 hours from now :P 05:23:35 -!- paxed has quit [Ping timeout: 245 seconds] 05:25:35 -!- paxed has joined ##crawl-dev 05:25:42 03chriscampbell89 * re9b1716e8f2f 10/crawl-ref/source/mutation-data.h: Update iridescent scales description 05:25:45 03kilobyte * r7988e2ceaa89 10/crawl-ref/source/makefile: Use CRLF in text files shipped with Windows builds. 05:25:50 03kilobyte * rd0f98332d2f1 10/crawl-ref/source/util/checkwhite: Don't allow any CRs inside text files in the source. 05:26:12 kilobyte: Niice 05:26:35 kilobyte: Should also check for hard tabs and automatically zot the programmer 05:26:36 yeah, my bug gets finally closed 05:26:47 I guess I should check for properly encoded UTF-8, too. 05:26:56 greensnark: tabs are already checked for 05:27:12 Nice 05:27:16 too bad you currently have to run checkwhite by hand 05:27:24 Oh, not putting that in the makefile? 05:27:44 I guess a commit hook would be better 05:28:00 Oh, checkwhite is only for text files? 05:28:04 Yeah in that case a commit hook 05:28:25 * due in your hooks, committing them. 05:31:36 -!- cw_ has joined ##crawl-dev 05:36:07 hyperbolic (L26 DEIE) (D:1 (ZotDef)) 05:37:15 that crash was mysterious 05:37:33 I was just resting as usual to wait for more monsters to generate 05:37:41 no unfriendly monsters in sight 05:39:57 !lm * zotdef crash -log 05:39:57 22. Ereshkigal, XL15 FeSu, T:7969 (milestone): http://crawl.develz.org/morgues/trunk/Ereshkigal/crash-Ereshkigal-20101210-163012.txt 05:40:03 Uh 05:40:12 !lm hyperbolic zotdef crash -log 05:40:13 No milestones for hyperbolic (crash). 05:40:21 That is unusual 05:40:25 !lm hyperbolic crash -log 05:40:26 5. hyperbolic, XL21 FeVM, T:80508 (milestone): http://crawl.develz.org/morgues/trunk/hyperbolic/crash-hyperbolic-20101209-055534.txt 05:40:42 !lm * zotdef cdo 05:40:44 1636. [2010-12-13] Atomjack the Grave Robber (L6 GhNe) killed Ijyb on turn 1263. (D:1) 05:41:14 Oh, it's wedged trying to fetch rhf files again 05:41:29 Apparently my timeouts are too generous 05:42:55 how usefull are these stackframes? is it possible to somehow get the line number out of them or do you need the real core dump for that? 05:43:30 You need at least the real binary 05:43:45 Napkin also keeps the cores around, which is handy 05:43:57 But in many cases the bug is reasonably easy to spot even without line numbers 05:44:03 Not that I'm looking into this bug now 05:44:23 not if you have methods with thousands of lines of code :-) 05:44:33 bhaak: Yes, helps to avoid that :) 05:45:10 octe also keeps the core dumps, so I didn't bother to dump the stacktrace like crawl does 05:45:31 But it's a big step up from the old days of debugging Turbo C++ programs where your program indicates subtle errors by gumming up the system so thoroughly that you need to reboot 05:46:11 On the plus side, as they say, DOS was good at rebooting fast 05:46:45 back in the olden days, there also was no fortify or bounds_checking built into your programs :) 05:46:53 I used to wish I could rip out my old 286 BIOS code that insisted on doing a memory test with a clicking noise for every 128K on every reboot 05:47:15 ten times before it would think of rebooting 05:47:47 lol. that's a bit less annoying than the standard amiga floppy that made a clicking noise every 3 seconds (IIRC) to check for a new disk 05:48:24 the coolest thing? there were _software_ patches that made the click go away without loss of functionality :-) 05:48:31 Heh 05:51:52 How much did your Amiga cost 05:52:15 http://www.boardgamegeek.com/images/boardgame/65907/mystery-express !!! 05:52:23 (Nobody is talking in other channels and I felt the need to geek out.) 05:53:35 "Please read: a personal appeal from BoardGameGeek cofounder Derk Solko's mother" <3 05:53:36 greensnark: my first one, an Amiga 2000 with 2 floppies and 3 MB of RAM, I don't know. My dad bought it for me. I don't remember exactly why, but he claimed I was constantly nagging about a computer. But I can't remember that :-) 05:54:03 Everybody's spoofing that Wikipedia ad these days :P 05:54:13 Reminds me of Plants vs Zombies spoofing Evony 05:54:19 I'm so sick of Jimmy's ugly mug. 05:54:25 -!- cw_ has quit [Remote host closed the connection] 05:54:29 due: Yeah, they're using different people now :P 05:54:44 bhaak: 3M of RAM? Luxury! 05:54:52 I had 1M of RAM :'( 05:55:11 And a single floppy drive, although eventually I managed to badger my father into buying a 40M hard disk 05:55:33 And I thought: "40M! What absurd wealth! It'll take me decades to fill this up" 05:55:37 greensnark: I know! when workbench 1.3 came out, I had a really nifty sized reset resistant RAM disk! 05:56:49 my second Amiga was an Amiga 1200 with 120 MB IIRC, I worked for that the whole summer and IIRC it must have cost 1500 CHF which would be today ~1100 EUR, but don't ask me about inflation :-) 05:57:39 although the hard disk wasn't really wort its money, it was an IDE disk! my amiga 2000 got a 40 MB SCIS disk somewhen in between :) 05:58:09 You still have the Amigas around? 05:58:15 Got a picture of them, maybe? 05:59:11 what is the difference between 'misc' and 'util' in crawl's source directory 06:00:37 I don't think those directory names are particularly well chosen or correctly used 06:01:26 and why is levcomp in util? 06:02:56 greensnark: yes, they are still around, but both have hardware hiccups. I think I have taken a nice picture of the 2000 once, but I can't find it right now (being remotely locked in by terminal doesn't really help in finding a picture :) 06:04:40 -!- eith has joined ##crawl-dev 06:06:12 Zaba: Because it was originally a standalone compiler like NH's and when I moved it into Crawl I didn't fix the directory structure :P 06:06:29 * greensnark is lazy :( 06:07:04 -!- Hehfiel has joined ##crawl-dev 06:08:59 -!- cw_ has joined ##crawl-dev 06:19:01 greensnark, l_uniq is not a valid tag, is it? 06:19:11 I mean, isn't it luniq 06:19:23 Don't recall 06:19:46 hm, source has no mention of l_uniq 06:25:03 -!- monky has quit [Quit: hello] 06:25:04 -!- Hehfiel has quit [Ping timeout: 260 seconds] 06:27:13 -!- Hehfiel has joined ##crawl-dev 06:39:34 -!- Hehfiel has quit [Remote host closed the connection] 06:41:01 Eat a chunk of ophan flesh? (ye/n/q/i?) 06:41:01 This flesh (0) tastes buggy! 06:41:13 -!- Hehfiel has joined ##crawl-dev 06:44:39 @??ophan 06:44:39 ophan (05G) | Speed: 10 | HD: 15 | Health: 74-117 | AC/EV: 10/10 | Flags: 08holy, see invisible, lev, !sil | Res: 13magic(immune), asphyx | XP: 1852 | Sp: b.fire (3d24), holy flames. 06:45:05 aah, zotdef 06:45:20 -!- Vandal has joined ##crawl-dev 06:46:14 also there is serious trouble in zotdef with reaching the item limit 06:47:19 it currently culls +0 weapons and missiles, falling back to regular culling if there's none 06:47:54 03kilobyte * r0244304e6fdf 10/crawl-ref/source/util/checkwhite: Disallow encodings other than UTF-8 in the source. 06:47:56 03kilobyte * r6883fa9d128e 10/crawl-ref/source/mon-data.h: Mark ophanim as unfinished so they won't spawn in ZotDef. 06:48:49 'lol zotdef' 06:49:01 "The demon of the infinite void starts up its vacuum cleaner." 06:49:16 I want to create a new portal spell. 06:49:19 "Infinite Void". 06:49:22 the demon of the infinite void ate up an acquirement earlier 06:49:33 Opens a malign-gateway-esque portal *anywhere*. 06:49:43 And starts sucking up things. 06:50:02 The closer you are and the lighter you are the higher the risk of being sucked up yourself. 06:50:08 (It'll only put you in the Abyss, though.) 06:50:26 It'll suck up items, water, lava, clouds, light monsters, heavy monsters... 06:50:48 Does this sound like a good spell? 06:51:07 -!- syllogism has joined ##crawl-dev 06:51:15 syllogism! 06:51:19 I just prposed an awesome spell. 06:51:20 hi 06:51:28 where 06:51:41 "Infiniite Void": creates a malign-gateway-esque portal in your line of sight. It starts vacuuming up nearby things. 06:51:48 hah 06:51:57 Light monsters are sucked up. 06:52:06 Light characters are sucked up (and deposited in the Abyss, perhaps). 06:52:12 could work 06:52:44 It sucks up water and lava nearby, and has a chance of sucking up items/features like that/clouds/monsters depending on monster/item combined weight and distance. 06:52:50 create a whole new void zone 06:53:02 If it doesn't suck them up it might have a chance of shifting it closer to the portal. 06:53:36 earlier in this game the item limit was preventing me from dropping any items 06:53:51 once something gets lifted it'd be hard to imagine why it would suddenly fall 06:54:10 kilobyte: Is this a negative for shifting? 06:55:15 you could resist the effect in spider form (clinging) 06:55:26 kilobyte: Shifted things wouldn't have been physically lifted into the air, just dragged across the ground. Ergo, it could be presumed that friction had some effect. 06:55:42 hmm, perhaps 06:55:49 galehar: certainly 07:01:10 -!- lorimer has quit [Ping timeout: 250 seconds] 07:06:24 hrm, on a slowish machine (Pentium 4, Windows), loading the db takes 49 seconds 07:06:33 that's not good 07:07:08 I bet starcraft II loads faster ;) 07:08:11 -!- lorimer has joined ##crawl-dev 07:10:25 Starcraft II on a P4? I don't think so. 07:10:58 hyperbolic (L26 DEIE) (D:1 (ZotDef)) 07:11:42 !lm * zotdef crash -log 07:11:42 24. hyperbolic, XL26 DEIE, T:18935 (milestone): http://crawl.develz.org/morgues/trunk/hyperbolic/crash-hyperbolic-20101213-131058.txt 07:12:42 the link is 404-compliant 07:12:47 should be: http://crawl.develz.org/morgues/trunk/hyperbolic/crash-hyperbolic-20101213-131057.txt 07:13:36 that crash deleted all my statues :( 07:13:49 zorg statues :( 07:14:11 um... did you make them very recently? 07:14:33 no 07:14:43 someone else reported this the other day also 07:14:49 i reloaded after a zotdef crash once and every monster and pet on the map had vanished 07:15:06 it might be a problem with the emergency save 07:15:09 but progress was in-tact 07:16:57 I wonder if it wouldn't be better to lose some progress and revert to the last known-good save 07:17:12 or perhaps write the emergency save to a different file 07:17:33 -!- Kurper has joined ##crawl-dev 07:18:01 ZotDef wave data: RANDOM WAVE [large skeleton, dancing weapon, dancing weapon, mummy, stone giant, shadow demon, large skeleton, stone giant, shadow, stone giant, jelly, guardian mummy, orc sorcerer, pale draconian, dancing weapon, dancing weapon, boggart, small zombie, slime creature, phantom] 07:18:10 at least reporting of this works :) 07:18:18 lol boggart 07:25:08 hrm, somehow gprof claims the run took just 0.36 secs when it was over 11 07:28:40 Napkin: somehow, all files in ~/cores/ on CDO are mode 664 instead of the most recent one which is 600 07:32:17 Makhleb demons summoning elves in Elf (https://crawl.develz.org/mantis/view.php?id=2972) by squidlarkin 07:40:14 greensnark, does making _vault_grid a method of vault_placement seem reasonable? 07:40:57 -!- francisz has left ##crawl-dev 07:42:28 yes, kilobyte - they are created in 600 mode 07:43:10 as far as I know that setting can only be changed by modifying the kernel 07:43:26 so there's a cronjob chmod'ing all files to 644 every hour 07:48:04 ah, thanks! 07:50:31 heh... building the db is so terribly slow not because of lua or other inefficiencies in Crawl itself 07:50:52 all hail fsync(), used by sqlite after every command 07:52:38 delightful 07:56:26 if shit happens during the db build, we can simply toss it away and begin anew -- in fact, we already have to since currently a crash would leave a half-built database with a recent timestamp 07:56:33 so it won't be properly generated 07:57:11 heck, if someone stops Crawl because it "hung", that's the case 07:57:44 I guess this might be where the bug reports fixable by deleting the db come from 07:58:57 kilobyte, I'm not an expert, but could that be caused by sqlite's autocommit? 08:00:55 yeah 08:02:03 but no fsync() is needed at all (except at most at close()), since if the process is interrupted, the database is worthless 08:03:51 -!- Zaba has quit [Ping timeout: 272 seconds] 08:07:12 -!- valrus has joined ##crawl-dev 08:07:33 -!- Zaba has joined ##crawl-dev 08:10:40 -!- Lollipop has joined ##crawl-dev 08:13:44 -!- Lollipop_ has joined ##crawl-dev 08:14:27 -!- Pialein has quit [Ping timeout: 265 seconds] 08:14:32 -!- ZarahNeander has quit [Ping timeout: 255 seconds] 08:30:39 elliptic's crash was just wonderful... a dancing weapon was being created, after the monster was spawned but before it got its weapon, the item limit was hit. "Too many items on level, removing some." triggered a run_rest stop (--more-- would be enough, too). That forces a screen redraw, and the redraw included a not yet initialized dancing weapon. 08:31:02 nice 08:32:24 but oh well, if you have many games, every one including thousands of monsters, a string of coincidences even that unlikely must have been hit sooner or later 08:34:04 galehar: haha, sorry about that 08:34:42 you mean your last message? 08:34:50 all seven of them 08:35:10 I still <3 you, even despite the skill menu 08:35:25 I've already made a change that I feel will be popular 08:35:28 besides, marvinpa is ruining crawl way worse than you (static discharge is decent now; it's absurd) 08:35:50 the cursor is hidden until someone accidentely press an arrow key ;) 08:36:05 that's good 08:36:07 you're good 08:38:34 aesthetically, the new skill menu is not that different from the old one 08:39:20 centering the skill menu is totally inconsistent with the rest of the game, especially on large screens 08:39:28 I'm aware 08:39:33 I have no problem with other changes, but centering is just insane 08:39:54 in my defense I said that way more nicely than kilo just did :P 08:40:13 but on large screen, isn't having the menu in the corner even more ugly? 08:40:21 but we're just used to it 08:40:37 the main layout: map on the left, your stats next to the map, usually around 80 columns, leaving the whole rest empty 08:40:40 ^O 08:40:40 % 08:40:45 inventory 08:40:49 ideally it would scale 08:40:52 A 08:41:09 force all screens to be 80x24, that would solve the problem 08:41:09 like the various inventory screens 08:41:11 every single screen has its contents aligned to the left top corner 08:41:35 casmith789: uhm, it's not NetHack. Crawl is kind of unplayable on 80x24. 08:41:35 sure, I know it's inconsistent, but as I said in the commit message, I made that change as experimental 08:42:01 I've won 34 times on 80x24 and it isn't bad :( 08:42:02 casmith789: don't say that around ##crawl 08:42:15 by which I mean kilobyte 08:43:16 big terminals are somewhat detrimental, right 08:43:19 but so are small ones 08:43:27 "you seem to have switched weapons for butchering. More?" 08:43:37 Only reason I go for 80x30, really. 08:43:59 for me and other people, crawl.develz.org IS already forcing 80x24 08:44:10 bhaak: How? 08:44:25 I can play 88x27 on CDO fine 08:44:28 my normal programming font makes my terminals 125x45 -- but for Crawl I use 97x37 (stress on "x37") 08:44:31 and kyrris' terminal is bigger than your house 08:44:51 even x27 would be quite an improvement, yeah 08:44:52 casmith789: don't know. It doesn't recognize the fact that I'm using a 100x30 terminal 08:45:13 bhaak: could you type "stty -a" ? 08:45:20 x27 = one extra line on the top and bottom of the viewport, and one of text 08:45:21 it's nice 08:45:41 does nobody use a bigger viewport? 08:45:51 !rc kyrris 08:45:51 http://crawl.akrasiac.org/rcfiles/Kyrris.crawlrc 08:45:54 300x200, same sized viewport 08:45:58 a couple of lines around the viewport so you can see something more than just the LOS is pretty vital 08:46:00 fox only 08:46:01 view_max_width = 60 view_max_height = 36 08:46:15 final destination 08:46:26 kilobyte: http://pastebin.com/kSJUtfyw 08:46:28 but more than that is rarely relevant 08:46:44 kilobyte: what if we switched to 7x7 square los :P 08:46:51 don't kill me 08:47:02 * kilobyte spanks TGWi :p 08:47:25 bhaak: and what do you use to connect? Regular ssh? 08:47:47 when you run crawl in a big terminal with default options, there's empty space everywhere. Shouldn't the viewport and message window automatically grow to use the space? 08:47:58 I fixed that in tiles 08:48:03 the message window automatically grows, doesn't it? 08:48:07 options only control the viewport 08:48:15 not by much 08:48:15 bhaak: DGL uses regular ioctl(TIOC_GETWINSZ) (not sure if I remember the name correctly) 08:48:41 kilobyte: right now, it's a bit wild. ssh in tmux in putty. but I think, from home it doesn't work either in tmux 08:48:44 the message window doesn't grow bigger than msg_max_height which defaults to 10 08:48:55 weird, why does that exist? 08:49:07 kilobyte: TIOC_GETWINSZ? I remember something about that with ttyrec that it returned 0x0. mom 08:49:25 it seems like it would be enough to have an option for viewport size, and to just use the rest on text 08:49:57 on the other hand, having 40 lines of message isn't very useful. Extra space could be better used in the viewport. 08:50:18 bhaak: do you record everything on your side? :p termrec had that same bug but I fixed it already. 08:50:31 -!- valrus has quit [Remote host closed the connection] 08:50:31 galehar: yeah 08:50:43 -!- Hehfiel has quit [Ping timeout: 272 seconds] 08:50:45 so how about an option to specify viewport size that is commented out by default 08:51:00 and if it's not set crawl figures it out for you 08:52:34 kilobyte: no, not everything :) but I recorded all the games for devnull and noticed that those were always 80x24. but I remember fixing that ... just haven't found it yet 08:52:46 from options_guide.txt 08:52:47 view_max_height: Similar to view_max_width, but sets the viewport's maximum height. In tiles, this value is used to set when space starts to be affected to the message area instead of the viewport. When the message area reaches msg_max_height, the remaining space goes to the viewport. 08:53:00 I could do the same for console 08:54:33 bhaak: I see that tmux passes the ioctls (and SIGWINCH) correctly 09:03:07 kilobyte: ah, I was searching in the wrong year. I fixed that already last year. with help from this guy: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=472463 09:04:08 that is what fixed ttyrec for me and made zapm and nethack use the whole screen 09:05:32 "this guy"? Could you read the name and the login name again? :p 09:06:16 Some stranger, how do you expect bhaak to know him 09:06:24 the net is full of strangers 09:06:24 Never heard of the guy myself 09:06:34 you can't know everybody! 09:06:40 i've stopped counting the adam borowskis ... 09:06:54 spitting out of the window, I'll hit 2! 09:07:09 Borowskis grow on trees around here 09:10:57 the termsize isn't even correct when using only putty 09:11:16 greensnark, to you, does making _vault_grid a method of vault_placement seem reasonable? 09:11:43 greensnark, it's only ever called by vault_placement::apply_grid 09:15:57 "Unicode glyphs are not available." <- does someone know what drives that detection on CDO? 09:16:31 The terminal is most definitely capable of displaying UTF-8, and my locale is a .UTF-8 one. 09:16:37 -!- Hehfiel has joined ##crawl-dev 09:17:20 I guess it's the usual curse of useless terminals. 09:17:27 -!- Hehfiel has quit [Remote host closed the connection] 09:17:52 aborted build of the db is not retried, causing missing data (https://crawl.develz.org/mantis/view.php?id=2973) by KiloByte 09:18:04 -!- Hehfiel has joined ##crawl-dev 09:22:09 -!- Hehfiel has quit [Ping timeout: 240 seconds] 09:22:22 -!- Hehfiel has joined ##crawl-dev 09:22:54 crash when a dancing weapon is drawn mid-initialization (https://crawl.develz.org/mantis/view.php?id=2974) by KiloByte 09:23:58 Zao: CDO doesn't do any detection whatsoever, it uses settings from your config file 09:24:14 call imp, sticks to snakes are the current L2 summ spells right? 09:24:18 (going home) 09:26:17 kilobyte: I can't get past that message with neither gnome-terminal nor urxvt on Linux. 09:26:26 Same settings work fine with Windows or Linux-based putty. 09:27:01 Simply logging in and whacking (P)lay. 09:29:55 -!- Hehfiel has quit [Ping timeout: 240 seconds] 09:32:34 -!- Hehfiel has joined ##crawl-dev 09:37:23 -!- Hehfiel has quit [Remote host closed the connection] 09:38:02 -!- Hehfiel has joined ##crawl-dev 09:42:09 -!- Hehfiel has quit [Ping timeout: 240 seconds] 09:47:50 -!- Hehfiel has joined ##crawl-dev 09:53:14 Zao: gnome-terminal works just fine for me 09:54:09 Good for you :D 09:55:00 CDO overwrites the locale settings (LANG, LC_CTYPE, LC_ALL), so it can't be that 09:55:03 it doesn 09:55:27 it doesn't detect anything from the terminal itself (I plan to in the future) 09:55:35 My rc is pretty much default but for char_set = unicode and cset_unicode = ... 09:55:44 Commenting out the overridden glyphs does nothing. 09:56:19 hmm... in theory, it could be the TERM variable too, but urxvt has "rxvt" and gnome-terminal "xterm" so that should work too 09:56:39 urxvt sets TERM to rxvt-unicode, last time I checked... 09:56:59 Same result with a stupid old xterm too. 09:57:43 oooh, urxvt (Debian unstable) has rxvt-256color 09:58:04 DGL stops outright, saying "Error opening terminal: rxvt-256color." 09:58:30 Same results with Konsole too. 09:58:40 (this is Debian 5.0.7, which I guess is stable) 10:00:07 I checked from an account that is not recognized by CDO as a developer, it says "Error opening terminal: rxvt-256color." and drops connection outright. 10:00:27 no such termcap file on cdo then? 10:01:14 dgl itself knows nothing about the terms, blame ncurses ;) 10:02:02 yeah, using the TERM variable for anything is pointless for the last, say, 30 years 10:02:28 yeah 10:03:25 I wonder if it would be a good idea to sanitize it in DGL. 10:03:31 -!- Hehfiel has quit [Ping timeout: 240 seconds] 10:04:37 zin gold=>piety: how would people feel about making this a tithe based off of the total gold you've collected in the dungeon? 10:04:44 the only thing that actually does differ is the keycode for KpadPlus/KpadMultiply which is not only distinct between standards-compliant terminals and xterm, but also a clash 10:05:10 Eronarn: now this actually sounds like a good idea 10:05:29 yeah, the current approach is... clumsy, imo 10:06:06 vt100/rxvt/linux console/putty/vt220/... use one set of key codes, xterm/gnome-terminal another 10:06:36 gnome-terminal lies about its identity claiming to be "xterm", but for this issue this doesn't matter 10:07:02 kilobyte, yeah, terminfo is useful pretty much only for the differences in keyboard input these days 10:07:29 So, the only place unicode_ok can be set to true is in libunix.cc's termio_init(). 10:07:34 I just installed konsole (49845698456893 megs of dependencies), it claims to be "xterm" as well 10:09:11 So either setlocale(LC_ALL, "") fails, or CODESET is not "UTF-8". 10:09:20 Zao: oh, it's set regardless of your chosen charset. 10:09:34 I hope this isn't due to some retarded distros favoring .utf8 instead of the canonical .UTF-8. 10:09:47 Zao: no, CDO has LC_ALL hard-coded to en_US.UTF-8, so it would break for everyone 10:09:53 (xterm, like Gecko) 10:10:06 Eronarn: <3 10:10:11 So why am I special? 10:11:20 could you export TERM=xterm and try again? 10:11:43 fwiw, 0.7.x works fine with char_set = unicode on CDO. 10:12:30 TERM is already =xterm in gnome-terminal. 10:13:49 -!- lorimer has quit [*.net *.split] 10:13:49 -!- RjY has quit [*.net *.split] 10:13:49 -!- ivan has quit [*.net *.split] 10:13:49 -!- ahpla has quit [*.net *.split] 10:14:36 Meh, time to head home from work. 10:17:50 -!- lorimer has joined ##crawl-dev 10:17:50 -!- RjY has joined ##crawl-dev 10:17:50 -!- ivan has joined ##crawl-dev 10:17:50 -!- ahpla has joined ##crawl-dev 10:18:49 -!- ahpla has quit [Ping timeout: 240 seconds] 10:20:03 -!- ahpla has joined ##crawl-dev 10:20:15 -!- Hehfiel has joined ##crawl-dev 10:23:02 thought: if we go => unicode, hebrew glyphs for holies could be cool 10:28:14 -!- Hehfiel has quit [Remote host closed the connection] 10:28:48 -!- Hehfiel has joined ##crawl-dev 10:30:25 whoah, combining glyphs actually combine o_O 10:32:29 -!- eith has quit [Read error: Connection reset by peer] 10:32:54 -!- eith has joined ##crawl-dev 10:33:56 is there some way to make crawl not combine combining glyphs? or to specify something longer than one unicode character to use as a glyph? 10:35:48 i want to use x0489 for portals, in particular 10:35:50 its very... portal-y 10:36:19 Eronarn: no, but it's not checked for (in trunk) 10:36:45 doesn't every combining character have a stand-alone variant? 10:37:09 not sure 10:37:13 i am not unicode-savvy 10:39:50 if not, it's a good thing to know... I can allow it, writing a space as the base char 10:40:18 (it would be even better if that wasn't necessary, but if it is, I can cope) 10:40:46 kilobyte: is there some way to maybe check for the first non-combining character, and use that as the base? 10:40:48 a lot of terminals have terrible support for combining chars, though 10:41:14 sure, but that's why it's an option :D 10:41:49 yeah... that could be done, but that would require allowing a string rather than a single code point for glyphs 10:44:11 -!- galehar has quit [Quit: Page closed] 10:44:20 i wonder if one could use combining diacriticals to express information about stuff like halo/silence 10:45:34 0361 would make a kinda neat halo, if it didn't end up overlapping 10:46:24 mm... and i do kind of like the idea of G=>theta :D 11:06:54 03dolorous * r349ac579a6e8 10/crawl-ref/source/art-data.txt: Change the MoV's unidentified description to "great shimmering mace". 11:12:57 ! 11:12:58 nice 11:13:22 mudo (L27 HECj) ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. (Hell) 11:21:49 -!- ivan has quit [Ping timeout: 240 seconds] 11:30:46 -!- ivan has joined ##crawl-dev 11:33:54 ...oooh, i want combining glyphs for *clouds* so bad 11:34:02 that would be amazing 11:36:16 why 11:36:19 clouds already look fine 11:39:02 -!- OG17 has quit [] 11:44:12 -!- ahpla has quit [Changing host] 11:44:12 -!- ahpla has joined ##crawl-dev 11:46:42 -!- OG17 has joined ##crawl-dev 12:22:19 TGWi: for stuff standing on clouds 12:37:53 -!- Zaba has quit [Ping timeout: 250 seconds] 12:42:44 -!- Zaba has joined ##crawl-dev 13:25:23 03j-p-e-g * r52743e55d3ac 10/crawl-ref/source/rltiles/ (dc-dngn/altars/dngn_altar_ashenzari.png dc-feat.txt): Add an altar tile for Ashenzari, based on psyshvl's submissions. 13:26:42 ??control undead 13:26:42 control undead[1/1]: This spell or invocation causes all nearby undead to be affected as if by enslavement. The effect IS temporary. Learn dispel undead instead. 13:41:41 ??go kiku 13:41:41 go kiku[1/1]: go kiku 13:43:08 ??cang 13:43:08 cang[1/2]: cang 13:43:31 -!- eith has quit [Ping timeout: 240 seconds] 13:48:20 -!- monky has joined ##crawl-dev 14:26:27 ??cang[2] 14:26:27 cang[2/2]: cang 14:26:30 ??giant cockroach 14:26:30 giant cockroach[1/1]: It's large, it's disgusting, it moves fast, it doesn't hurt much. A good stomp should kill it. 14:42:46 -!- galehar has joined ##crawl-dev 14:44:56 03galehar * r567b40458aa9 10/crawl-ref/source/ (menu.cc menu.h skills2.cc skills_menu.h): Skill menu: don't show highlight cursor until an arrow key is pressed. 14:44:58 03galehar * rb87ac07cd55c 10/crawl-ref/source/skills2.cc: Don't show the antitrain other * for level 0 skills 14:45:03 03galehar * reb13db80aa21 10/crawl-ref/source/ (skills2.cc skills_menu.h): Use coord_def for skill menu coordinates. 14:45:04 03galehar * r0743c04b1ef1 10/crawl-ref/source/skills2.cc: Allow navigation in the skill menu with numpad. 14:45:08 03galehar * rf7d6bc4fa448 10/crawl-ref/source/skills2.cc: Skill menu: change the highlight colour to red. 14:45:12 03galehar * r4c13db1ef75a 10/crawl-ref/source/skills2.cc: Don't center the skill menu 14:46:07 is there an option to disable the cursor? 14:46:39 well, now it's disable until you press an arrow key 14:46:46 a bit like the inventory cursor 14:47:25 oh I guess I missed the first commit 14:47:32 :) 14:47:39 that or I misinterpreted it 14:48:18 hyperbolic (L26 DEIE) (D:1 (ZotDef)) 14:49:30 that's a pretty vague crash description 14:50:50 ??phantom 14:50:50 phantom[1/2]: A ghost that is the same sort of bastard blinker as an imp. Has more AC and hits harder, but doesn't regen like an imp and can't use weapons or armour. 14:51:00 ??phantom[2] 14:51:01 phantom[2/2]: Their regeneration rate is quite low so its possible to damage them, get away, rest and they won't have full hp (while you hopefully will) 14:51:13 hyperbolic (L26 DEIE) (D:1 (ZotDef)) 14:51:16 ??sticky flame 14:51:16 sticky flame[1/4]: Causes constant fire damage (2d4 - 1 per turn) to a target. Can also burn carried scrolls. When your character is covered in sticky flame, it shows as "Fire" on your HUD. Takes a number of turns to extinguish, during which your scrolls are in peril. 15:00:51 -!- galehar has quit [Quit: disconnect] 15:03:15 -!- syllogism has quit [] 15:04:47 -!- jpeg has joined ##crawl-dev 15:10:23 hey, kilobyte 15:10:23 jpeg: You have 3 messages. Use !messages to read them. 15:10:29 !messages 15:10:29 (1/3) purge83 said (about 3y 2w 4d 17h 51m 24s ago): in tiles, if you right click on the minimap and hold you can scroll around the map 15:10:46 !messages 15:10:46 (1/2) purge83 said (about 2y 1w 1d 13h 46m 7s ago): could you send me yours or ennes email so i can submit a tile? i emailed enne at her old gmail acct i talked to her on before but got no answer 15:10:50 !messages 15:10:51 (1/1) purge said (about 1y 2w 6d 16h 39m 34s ago): Could the tiles team create a list of needed tiles and which are currently being worked on by someone? 15:11:14 Oo, jpeg, hi! 15:11:35 I found the web interface! :) 15:11:55 Cool! Looks like people have been leaving you messages for years. :> 15:12:04 apparently 15:12:18 but we got things fixed anyway :p 15:12:29 Well, purge has, now that I look closer. 15:12:52 3 years ago! 15:13:24 omg, the world is coming to an end! 15:13:30 what are you doing here? 15:13:39 you want me to leave? 15:13:56 mostly testing this thing 15:14:06 I thought hell would freeze over sooner than you see in here :) 15:14:10 chatting, it really works 15:15:12 released nethack-de yet? 15:15:15 Good to see you here :) 15:15:34 i've been reading the logs for a while now 15:15:50 no, I started fixing your bad latex this week. :-) 15:15:55 er, ##crawl-dev logs, not nhde 15:16:28 rather you than me :p 15:17:24 anyway, my reason for stopping is Mantis 2754 15:18:13 kilobyte suggested calculating tiles deterministically 15:18:34 ... but we used to do that, and it caused weird patterns 15:19:15 so i wanted to ask for opinions 15:30:33 hyperbolic (L26 DEIE) ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. (D:1 (ZotDef)) 15:31:15 -!- upsy has quit [Quit: Leaving] 15:40:26 jpeg: Nice forum avatar 15:43:31 oh wow, it's jpeg 15:43:53 hi! 15:44:06 hi 15:44:43 as bhaak already pointed out, hell has frozen over 15:45:02 I love that purge has been leaving you yearly messages 15:45:08 :D 15:45:21 Keskitalo: you mean the freeforums one? 15:45:51 Keskitalo: I was celebrating the new kraken tiles 15:48:11 Yup! I checked them out at some point, but that was in between commits I think - looked a little wrong. 15:48:17 Let me take a look now.. 15:48:35 nah, still buggy 15:48:56 those unconnected diagonals are looking all wonky 15:49:04 still loads better than question marks 15:49:40 Yeah, and yeah 15:51:19 !tell dpeg Check the "what about DCSS isn't fun" trhead on the forum, two posters suggest themed levels for both early and late D 15:51:19 Keskitalo: OK, I'll let dpeg know. 15:51:38 isn't that what vaults are for? 15:51:50 large, cool vaults though 15:51:55 -!- Textmode has joined ##crawl-dev 15:52:03 getting the gnoll castle or something is always fun 15:52:59 new ettins are worth 10k exp 15:53:05 the thread about new scroll types is interesting, though 15:53:16 according to gretell 15:54:06 OG17: Yes, but now it's not free exp hopefully. :P 15:54:28 it's intentional? 15:54:45 @?? ettin 15:54:45 ettin (07C) | Speed: 10 | HD: 12 | Health: 48-86 | AC/EV: 9/4 | Damage: 45, 45 | Res: 06magic(48) | Chunks: 07contaminated | XP: 9954. 15:54:50 @?? stone giant 15:54:50 stone giant (15C) | Speed: 10 | HD: 16 | Health: 65-108 | AC/EV: 12/2 | Damage: 45 | Res: 06magic(85) | Chunks: 07contaminated | XP: 2026. 15:55:11 why does compiling take so long? *grumbles* 15:55:38 Hmm, probably not. Thanks. I gave them 12 exp modifier (normal is 10), I didn't think it would be that huge but I'm clueless as usual 15:55:59 Possibly I also edited the wrong spot 15:56:44 jpeg: That's what vaults are for, yeah. But Darshan also added (dpeg's request for) "serial vaults", that generate several minivaults from a themed set onto a level, creating such a themed vault. 15:57:24 It's a nice coincidence that those guys wrote on the forum, we can do such levels with those 15:57:35 Well, in a way 15:57:50 Of course, a large vault has a similar effect 15:58:02 i bet it's been suggested for years 15:58:03 Other thing would be a level that has completely it's own look and monster set etc 15:58:11 it's usually that way 15:58:25 and one day, we can say: lo, and behold, here it is! 15:59:23 new monster sets are more up branches' alley, i think 15:59:28 portal vaults, too 16:03:44 -!- hashc has joined ##crawl-dev 16:05:33 I wonder if we could do the thing intended for Vaults with serial vaults. That one where the monsters would all be in the boxes/houses, which would be often defined a vaults.. 16:06:21 serial vaults sound pretty cool 16:08:37 endless possibilities 16:09:04 could also be used in shoal:5 16:09:05 if I recall correctly, there's a gimmicky vault with teleporter into another (disconnected) part of it; has that been made into a serial vault yet? 16:09:07 I've got to get mine in now before the more creative designers start submitting their stuff :P 16:09:11 for the huts 16:09:16 TGWi: I thought the same earlier! 16:09:28 monky: That is a *great* idea. 16:12:49 The teleport and destination vaults have to share marker information.. I'm not sure how feasible that is. 16:12:52 due: Thoughts= 16:12:55 ? 16:13:34 (also: serial vault branch ends!!) (other than shoals too) 16:13:46 :D 16:14:08 it's been years since I last saw a branch end 16:14:12 but go ahead! :) 16:15:57 I don't think I've made a branch end, even though as far as vaults go, good branch ends are the best kind of contribution level design wise.. they have the most impact on gameplay really. 16:16:16 Of course since they should be good, I haven't dared yet. :P 16:16:49 how recently were these added? 16:17:45 I know Tar at least could use serial vaults 16:18:30 the current tar endings seem easily convertable, I mean 16:20:02 -!- galehar has joined ##crawl-dev 16:20:33 I'm off, cheers! 16:20:41 g'day 16:21:36 is there a list of layouts somewhere? 16:24:33 -!- hashc has quit [Quit: Ex-Chat] 16:46:23 has anyone here used serial vaults? 16:48:07 "Single instances of serial_glass vaults can be placed normally, so we only roll numbers between 2 and 12 (non-flat distribution)." 16:48:24 I'm wondering how one would make them not be placed normally 16:57:37 03galehar * ra3da847f028c 10/crawl-ref/source/menu.cc: Skill menu: cursour always appears on default position. 17:02:53 Serial vaults? 17:04:07 yeah 17:04:16 new thing eino added 17:04:34 places a specified number of related vaults on a level 17:06:00 is there an example of them being used somewhere? 17:06:08 top of mini_features 17:06:14 serial_glass 17:07:32 i see. simple enough. 17:07:36 yeah 17:08:25 -!- galehar has quit [Quit: disconnect] 17:15:47 Attacking malign gateway tentacles turns allies hostile (https://crawl.develz.org/mantis/view.php?id=2975) by OG17 17:16:34 what does l_uniq mean? 17:17:00 level_uniq. 17:17:15 It's a flag that means "check to make sure that a vault tagged with this hasn't already appeared on the level". 17:17:25 I know luniq_foo 17:17:36 there are some vaults with just l_uniq though 17:17:54 It's the same thing without foo, I thought. 17:18:13 so what, it's the only vault on the level? 17:18:48 no, it's the only luniq tagged vault on the level? 17:19:01 that's kind of weird 17:19:11 * due too lazy to check the code. 17:21:10 it's used in unseen surprise and serial_glass 17:22:21 Look for map_by_tag or whatever it's called in mapdef.cc. 17:22:33 !source mapdef.cc 17:22:40 Lines pasted to http://paste.scsys.co.uk/60175 17:24:01 It wouldn't appear to have an affect. 17:24:09 ...awesome 17:24:28 oh, maybe it's in trunk 17:24:38 could've been added for the serial vault 17:28:40 I don't even know what the serial vault is 17:29:36 The poison arrow hits the mimic. The mimic partially resists. 17:29:36 The mimic is not damaged. 17:29:36 _The mimic looks slightly unstable. 17:29:36 Press: ? - help, v - describe, . - travel 17:29:36 Here: A mimic (moderately damaged) 17:29:39 what's up with this? 17:30:03 (I shot a poison arrow at an encrusted storm dragon armour) 17:31:41 is layout_rooms the one that dungeon uses? 17:31:53 monky: I noticed that also 17:31:54 most of dungeon, esp. the early dungeon 17:36:37 jpeg! 17:36:42 (still awake?) 17:37:39 yes, still switching between console and tiles 17:37:48 got #2754 fixed :) 17:39:44 gah, i always forget clearing the screen before starting console crawl 17:40:26 does your fix work even for vaults with TILE:? 17:40:44 of course not, if they're not getting initialized 17:41:16 !! 17:41:19 it's jpeg! hi! 17:41:35 ? 17:41:43 oh, i got a plus 17:41:44 :) 17:42:03 it marks you as a developer :) 17:42:09 nice to meet you in person :) 17:42:38 kilobyte: when loading tiles saves, all squares were clobbered with UNSEEN as if the level was created for the first time 17:43:00 kilobyte: vault specifications being ignored is something different 17:43:40 yeah, so the data is thrown away then guessed from scratch 17:44:23 kilobyte: yes, but I'd thought the bug was a lot more subtle 17:44:32 kilobyte: all it needed was an extra boolean 17:44:37 due: you too! 17:44:40 cool :) 17:44:47 hm 17:44:57 considering vaults are masked as such 17:45:33 we could do a square-by-square "this is from vault ", note the rotation... Hm. 17:46:11 Maybe not. Because if we reload the recompiled mapdef and try to apply the TILE: etc transforms whatever SUBSTs and the like that have happened might no longer apply. 17:46:38 due: i've been pondering that too 17:46:45 How about we make the TILE: definition actually do something for non-tiles builds... 17:47:01 Add another flavour layer with the equivalent string values of the tiles? 17:47:06 due: it would only work for static features 17:47:24 due: no idea 17:47:27 hm, true. 17:47:51 kilobyte, you're the save file expert - how much would storing tile: strings bloat the saves? 17:48:23 Keeping in mind that it would only be for saves that actually have the vaults that actually have tile: definitions to start with. 17:48:42 due: that's not so bad, being able to reproduce the floor/wall/feature tiles would be a huge improvement 17:48:59 * due nod. 17:49:12 for monsters with special tiles, things get more complicated 17:49:51 Again, we could store the tile name in the prop. 17:50:45 All in all, how much work would it actually be to just include the tiles parsing code, without the actual putting the tiles on the screen, in the console mode? 17:51:40 well, the code's all there 17:51:48 just needs to be #ifdef'ed 17:51:53 Yeah. 17:52:09 might bring a lot of tiles-specific includes with it, though 17:52:10 or rather, un-#ifdef'ed 17:52:17 right 17:52:21 exactly, that's the problem 17:52:28 Well, if we un-#ifdef that, but leave the interface code #ifdef'd out? 17:52:39 The latter would presumably remove the need for libsdl et al. 17:53:07 disclaimer: i haven't actually looked at the vault/map code in ages 17:53:50 due: that would be the best solution 17:54:27 jpeg: Well, it's been a while since I did anything with it, but it should just quietly save everything to do with tiles (flavour, walls, features, monsters, etc) without having any effect on console. 17:54:38 it'd require going through the tile processor and marking parts that deal with the images 17:54:56 due: not quite. We'd also have to understand the TILE: lines. 17:54:58 Is there any point to making it a slightly different mode that can be enabled/disabled for CAO, CDO? 17:55:23 kilobyte: Well, yeah. If the tiles backend is there, and the ifdef in the TILE: parser line is removed, then it'll just store it in env.tile_flavour(gc). 17:55:28 like a separate #ifdef that's automatic for tiles? 17:56:25 storing the tile: string in general would avoid those annoying tile shifts whenever a new tile is added 17:56:58 and not deleting it for tiles builds helps if you switch to console and back to tiles 17:57:20 not a big deal, either way 17:58:56 * due nod. 17:59:01 Okay, I'd better get cracking back at work! 17:59:16 I'm going to try to do some more work on feature mimics tonight, but it looks like other people have come through where I failed. 17:59:29 er, s/tonight/later this week or the weekend/g 18:04:42 kilobyte: deterministic tiles decisions might reduce saves, but are likely to introduce artificial patterns (depending on how you choose them) 18:05:10 kilobyte: we used to choose them based on map coords, which didn't work too well 18:05:38 03j-p-e-g * r718bcb9d3775 10/crawl-ref/source/ (tags.cc tileview.cc tileview.h): Fix #2754: switching from console to tiles now displays map properly. 18:06:50 there, works now! :) 18:08:37 uhm, I don't understand how this can produce patterns if the hash is semi-decent 18:09:18 I mean, for trees I specifically chosen a hash that's not fully "random", to get such patterns 18:09:49 kilobyte: trees? patterns? whuh? 18:10:31 but a pseudo-random generator is nothing but a hash of the initial seed and of sequence number (well, technically of the state, but you can get the same results by a number of iterations) 18:10:40 jpeg: Console tree colouring. 18:10:56 colour.cc _etc_tree() 18:11:13 tiles don't use that, right? 18:11:27 Ack, working! /me hides. 18:11:38 kilobyte: aaah! looks scary 18:11:54 kilobyte: i haven't got a clue how that function works 18:12:36 kilobyte: so you'd store the seed per-level, rather than the actual tile per square? 18:13:19 yeah, exactly 18:13:49 you can get a bad hash much easier 18:14:12 hey, i'm talking about version 0.4 or so 18:14:15 when tiles were new 18:14:29 in fact I wanted a good one, tried to improve it by blindly messing with the function, then decided I like the result 18:15:07 before that, repeatedly leaving and entering levels tended to shift the floor pattern 18:15:44 i thought console tree colours were just assigned randomly 18:16:02 but then i haven't spend a lot of time in console mode 18:16:21 jpeg: Have you seen the wave colour patterns in Shoals at least? 18:16:31 I'm afraid I can say the same about tiles 18:16:50 due: uh no. What colour patterns? 18:17:01 due: do you mean tides? 18:17:24 could you go to Shoals, &G and walk around, waiting for the tide? 18:17:50 i just compiled tiles again :( 18:18:13 but now i'm curious... 18:18:18 jpeg: The water has this cool wave of lightcyan that washes towards the shore line. 18:18:28 I think it's linked to tides? I can't be sure. 18:18:29 !lg 18:18:30 1347. bookofjude the Ripper (L17 FeWn), worshipper of Nemelex Xobeh, blasted by Ilsuiw (shard of ice) on Shoals:5 on 2010-11-28, with 146177 points after 45545 turns and 2:49:07. 18:18:37 But it looked cool the last time I was there. --^ 18:18:50 due: <3 18:19:09 kilobyte: I was a bit bored and then I died and got resurrected next to Ilsuiw. 18:19:27 sounds fun 18:19:59 Leibowitz (L7 KoVM) (D:5) 18:20:41 just next to her? 18:21:20 !lm * crash -log 18:21:20 299. Leibowitz, XL7 KoVM, T:6158 (milestone): http://crawl.develz.org/morgues/trunk/Leibowitz/crash-Leibowitz-20101214-002000.txt 18:21:50 kilobyte: Well, nearby or something. It was a couple of weeks ago. 18:23:09 now that they're in the game, I find I like Felids 18:23:13 didn't think I would 18:23:21 i like them immensely 18:23:30 i've grown to like them almost as much as i like halflings 18:23:55 is that supposed to be a dead link or no? 18:24:05 but then I thought they'd be more anthromorphic 18:24:41 my favourite are still draconians 18:24:51 and I haven't even got around to trying the new ones yet 18:24:54 due: what the hell... bring_to_safety() will repeatedly pick a random spot then calculate threat values AT YOUR CURRENT POSITION :( 18:24:56 http://crawl.develz.org/morgues/trunk/Leibowitz/crash-Leibowitz-20101214-001959.txt 18:25:02 seems to be the correct link 18:25:14 ouch, off by one 18:26:07 elliptic: as usually... greensnark tried to fix this, but it apparently is still here 18:26:33 kilobyte: :| 18:27:12 jpeg: how exactly do you pick a random tile for the player at start? I looked around, but not for long. 18:27:22 right now you get the same kitty every time 18:28:08 the tiles are stolen from various NetHack tilesets, too, so they don't fit that good either 18:29:43 -!- jpeg has quit [Ping timeout: 265 seconds] 18:35:31 -!- jpeg has joined ##crawl-dev 18:35:58 kilobyte: yeah, the kitty tiles are preliminary 18:36:18 kilobyte: and they're not random at game start 18:36:32 kilobyte: entirely deterministic depending on species and background 18:37:25 kilobyte: hmm, i guess the details (colour of trousers, hair) might be random 18:37:43 kilobyte: though the player can change that by editting the doll and saving the results 18:38:14 due: just had a look at the wave effect 18:38:20 due: it _is_ cool 18:38:24 :D 18:38:27 i don't remember who did it. 18:38:30 due: still not as great as tiles, of course 18:38:32 but apparently we can now define colour patterns in Lua. 18:38:56 due: doy did 18:39:16 what about choosing the tile flavour based on such functions? 18:40:10 kilobyte: the tree colours look great, too! 18:41:01 kilobyte: we already use weighted tiles distributions 18:41:20 kilobyte: but I don't know what you had in mind 18:43:29 kilobyte: I didn't try to fix the wrong timestamps for crash dumps 18:43:33 jpeg: Hi! 18:43:46 hi! 18:44:09 kilobyte: Crash milestone timestamp should match the crash dump timestamp, but there's nothing enforcing that 18:44:28 jpeg: Welcome to IRC :) 18:44:34 :) 18:44:57 I've just admired Shoals' tides - well done! 18:45:25 Thanks! 18:45:29 doy did the waves, though 18:46:15 greensnark: Did you see my idea for a new translocation spell? 18:46:19 so I heard, still great 18:46:43 "Infinite Void", summons a vacuumilicious portal glyph like Malign gateway, only it starts sucking up monsters and items and water, lava, light features (maybe statues)? 18:46:51 <3 18:47:00 Nice 18:47:14 And you, if you're a spriggan. :)) 18:47:23 Do you get xp for the monsters vacuumed up 18:47:28 Or you're wall clinging, etc. 18:47:37 No XP for the monsters. 18:47:48 But it would be useful for large mobs where you want to get rid of lots of people quickly. 18:47:51 I can see a source of complaints right there :P 18:47:55 Hah. 18:48:03 I'm going to write up a spec for it before I begin coding, probably. 18:49:26 late here, gotta go 18:49:33 Bye, jpeg! 18:49:39 Lovely to see you here, hopefully you'll come back :) 18:49:50 probably 18:49:56 it was fun talking to you :) 18:50:27 night, everyone 18:50:40 -!- jpeg has quit [Quit: Page closed] 18:50:40 jpeg: bye! 19:08:34 -!- eith has joined ##crawl-dev 19:23:53 made a serial vault that places little kobold houses 19:24:03 but it's kind of plain so I'll sit on it and release it with maybe one or two others 19:24:20 any ideas? 19:38:25 storehouses 19:39:34 little tavern with some kobolds playing darts 19:45:23 The kobold throws a dart! 19:45:33 You hit the kobold! You kill the kobold! 19:45:42 The kobold shouts! x10 19:45:48 The kobold hides behind the bar. 19:46:40 20 entries: Shoals, Slime, Snake, Swamp (https://crawl.develz.org/mantis/view.php?id=2976) by minmay 19:47:54 Lair branches that don't start with S: 19:48:06 . 19:48:18 :P 19:52:57 uhm... Spider? :p 19:53:17 whee 19:53:24 angband is just about to hit version 3.2 :) 19:53:49 (we're rolling it this week, I think) 19:55:34 have you considered reducing the game length to, say, 1-3 months? 19:58:34 Zannick: That's the point. 19:58:47 What is a serial vault? 19:58:58 due: :) 20:00:55 reducing the length of angband? pfft :P 20:04:23 due: http://tinyurl.com/2d64v9q 20:04:44 ahh wtf 20:05:10 It... really should do that. 20:05:45 angband isn't that long 20:05:56 I haven't played it in a couple years though 20:06:04 maybe I'll try 3.2 20:12:11 -!- valrus has joined ##crawl-dev 20:15:13 That should probably be done another way, actually. 20:19:20 serial vaults? 20:19:37 cereal vaults 20:19:52 that's it, I'll make a serial cereal vault 20:20:00 TGWi: death cobs 20:23:19 Thjat is hideously hacky :/ 20:23:45 you'd better not remove them :( 20:23:46 It really shouldn't be placing vaults directly in the Lua. 20:23:56 greensnark, have you looked at serial vaults at all? 20:29:27 -!- st_ 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