01:08:14 -!- elliptic has quit [Ping timeout: 240 seconds] 01:10:12 I like the unborn deep dwarves. 01:10:16 -!- elliptic has joined ##crawl-dev 01:18:51 -!- Napkin_ is now known as Napkin 01:52:17 -!- Zaba has quit [Ping timeout: 264 seconds] 02:02:26 -!- st_ has quit [Ping timeout: 250 seconds] 02:02:44 -!- Zaba has joined ##crawl-dev 02:06:29 -!- valrus has quit [Remote host closed the connection] 02:15:06 -!- st_ has joined ##crawl-dev 02:15:44 kilobyte: This mildewed gcc 4.2 doesn't like the #pragma GCC diagnostic ignored "-Wstrict-overflow" in viewgeom.cc 02:15:45 greensnark: You have 1 message. Use !messages to read it. 02:16:19 I'm adding Wno-unknown-pragmas to cflags; any objections? 02:16:31 * greensnark always builds with -Werror and warnings are annoying 02:16:47 ... oh dear. 02:17:00 !messages 02:17:01 (1/1) casmith789 said (10h 30m 19s ago): AM is still broken on http://crawl.akrasiac.org/scoring/players/casmith789.html - thinking it is on Am doesn't show AM games at all in the table. 02:17:03 I think I need to write a shunt to fix something 02:17:31 this will be intersting 02:17:48 !tell casmith789 Can you be more specific about the Am/AM problem. I don't understand what's broken 02:17:48 greensnark: OK, I'll let casmith789 know. 02:18:18 greensnark: in the winning characters table 02:18:30 and the games played table too, I guess 02:18:38 Oh, got it 02:18:57 or not 02:19:05 Which bright spark screwed up the abbreviation of AM as Am anyway 02:19:39 Not sure. 02:20:44 greensnark: people were complaining about DG and DS not being Dg and Ds, also 02:20:49 Arcanemarksman 02:20:57 demi-god, demon-spawn 02:21:07 Yeah, those words have implied hyphens 02:21:21 You could go either way on those, but Arcane Marksman is pretty clearly two separate words 02:21:25 yeah, I agree 02:21:33 Also it shouldn't be Marksman at all 02:21:48 We go to excruciating pains to avoid human centrism in skil titles and then blow it in a class name :P 02:21:56 hm 02:22:02 okay, so I can see branch mimics fucking up travel and overview 02:22:18 but I don't see any reason why they would fck up future placement of the branch stairs 02:22:38 due: I assume that valrus just had an orc entrance hidden behind a secret door, they can be quite hard to find 02:22:45 yes, that is more likely 02:22:53 -!- st_ has quit [Ping timeout: 264 seconds] 02:22:56 i will write a fix for save files that have broken overview and travel cache shit 02:23:36 apparently there's no such thing as TAG_MAJOR_VERISON. 02:23:40 those verizon bastards! 02:25:23 TAG_MAJOR_VENISON 02:28:25 "mmm, dear" 02:29:59 -!- st_ has joined ##crawl-dev 02:36:36 -!- galehar has joined ##crawl-dev 02:40:09 hi 02:46:01 moin 02:46:08 h izaba 02:51:43 hmm. 02:51:47 -!- casmith789 has joined ##crawl-dev 02:55:49 Erm, wow, what happened to dolls? 02:56:00 Mine is hideously borken. 02:59:17 @??twister 02:59:18 unknown monster: "twister" 02:59:21 Oh, ok 02:59:24 I will update it when I push labrats. 02:59:58 Does the twister have two faces 03:00:02 do lab rats replace the altered rats in that one vault? 03:00:23 yes 03:01:59 -!- stabwound has quit [Ping timeout: 240 seconds] 03:02:21 -!- st_ has quit [Ping timeout: 260 seconds] 03:04:26 03due * r8e670811def5 10/crawl-ref/source/enum.h: Wrap MONS_UNUSED_XXX in #if-preprocessor blocks. 03:04:31 03due * r363d84146c1a 10/crawl-ref/source/enum.h: Dump the monster enum comments. 03:04:31 Oh, push did work. 03:04:32 03due * r6e6bef613321 10/crawl-ref/source/ (25 files in 5 dirs): Implement laboratory rats, using coolio's tiles as base. 03:04:32 03due * r0013d85e6deb 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Place laboratory rats in the laboratory vault! 03:07:26 -!- st_ has joined ##crawl-dev 03:12:40 greensnark: Where is grd() unmarshalled per level? 03:12:59 Oh, tag_construct_level. 03:13:07 tag_read_levle, nm. 03:14:18 * greensnark is afraid due is planning mischief on a grand scale. 03:14:32 Due Fawkes day 03:14:35 :) 03:15:32 minf_mimic_feat? 03:16:09 Ohhh. 03:17:59 * greensnark <3 zsh completion that doesn't have to complete from start-of-word. 03:18:06 Does bash have a similar feature 03:18:23 Because I have so many directories where I know the directory includes the word "foobar" but not at the start 03:20:21 greensnark: Is there a guarantee that tag_read_you_dungeon has been called before tag_read_level? 03:20:26 I have a bunch of todo tiles in the little tile toolbar thingy 03:20:40 or where can I look for this? 03:20:41 due: Yes, character file is always loaded before level file 03:20:45 okay, good 03:20:58 Because until the character file is loaded the game doesn't know what level the character is on 03:21:10 yeah 03:21:11 s/file/chunk/ since everything is a chunk in the cs container now 03:21:25 I thought that was the case, but I didn't wnat to make Incorrect Assumptions. 03:21:58 greensnark: yesterday, I detached the new command tab jpeg did. 03:22:12 hopefully, this will motivate her in finishing the missing tiles 03:22:23 galehar: Cool, I was just wonder if my build was broken in some way :) 03:22:24 and it will be optionable very soon 03:22:38 I don't often look at tiles so it's hard for me to notice if something is actually broken :D 03:22:52 greensnark: We really just need to kidnap Denzi, co, coolio, purge, etc, and lock them in a basement somewhere. 03:22:56 Er, galehar. 03:23:22 Interesting, tiles looks much better on my big monitor than on my laptop 03:23:30 due: I'm not sure it's necessary. tiles production is great now! 03:23:55 greensnark: it does 03:23:57 greensnark: I think the viewport is scaled down on low res 03:24:00 galehar: Well, yes :) 03:24:25 huh 03:24:57 Ohhh, that's right 03:25:04 galehar: Yeah, and the fonts in particular seem to suffer; they were grainy and icky on my laptop, but pretty ok on my desktop 03:25:06 I have to do level_id cur_level = level_id::current(); 03:25:13 ---^ That is confusing. 03:25:41 due: Why is that confusing? 03:26:06 greensnark: Because it... is? 03:26:23 The current level should be stored in a global variable or an instance of level id globally available. 03:26:47 Calling a static function of the level_id class to find the current level id is totally contrary to you.where_are_you for branch type, absdepth0 for depth, etc 03:27:40 It's actually perfectly ok :) 03:27:51 Well, it's okay :) 03:28:08 But surely there is some object-oriented rule against it? 03:28:09 It's better to use that function than to peek at you.where_are_you and friends directly 03:28:48 There are object-oriented rules against everything 03:28:55 greensnark: Why not have level_id player::current_level() instead? 03:29:01 I'm not so much disagreeing with having a function returning it 03:29:15 Just disagreeing with the function being part of the level_id class as opposed to the player class. 03:29:57 In my mind, the data should be segregated: stuff relevant to the player goes in the player class; level_id should actually care where you currently are, it should just do stuff with its members in instances. 03:30:01 Anyway, it's a pointless quibble 03:30:04 That I refuse to fixate on. :) 03:31:35 Erm, shouldn't actually care, rather. Hooray for contradictions! 03:33:36 I can do stair_level[stair_level.find(level_id)] if I check stair_level.find(level_id) != stair_level.end, yes? 03:34:17 Or... not. 03:35:19 Fucking stackoverflow has such a hardon for boost. 03:36:00 -!- Kurper has quit [Remote host closed the connection] 03:37:53 due: "stuff relevant to the player should go in the player class" <-- arguable 03:38:04 greensnark: well, yeah, player is massive :( 03:38:17 Yeah, and object modeling is never so simple 03:38:25 alas :( 03:38:35 Player being affected by cloud :: should that be part of player or of cloud? etc. 03:39:27 player-cloud class! 03:39:36 player is floating around on a clout. 03:39:45 Well, on a cloud. I'm sure you must have clout to float on clouds. 03:40:22 -!- st_ has quit [Ping timeout: 250 seconds] 03:40:31 Okay. What's ffaster? i = blah; i < blah.size(); ++i || i = blah.begin(); i < blah.end(); ++i)? Is there a specific difference/ 03:40:32 -!- upsy has joined ##crawl-dev 03:40:32 -!- st_ has joined ##crawl-dev 03:42:09 You shouldn't be worrying about performance at that level 03:42:19 The difference is likely to be negligible 03:42:34 So it's just a syntactic choice? 03:44:34 Well, the second form works for most containers 03:44:57 The first form will be efficient for vectors, not so much for others 03:45:40 I'd use for (int i = 0, size = v.size(); i < size for the first form instead of checking size every time through the loop, but again the compiler will probably lift that anyway 03:46:30 Ah, makes sense. 03:46:48 greensnark: instead of -Wno-unknown-pragmas we might use -Wno-strict-overflow; any case where the compiler would assume it wrongly would be our fault 03:47:39 the warning suppressed is "assuming no signed overflow occurs when simplifying a + b > a" 03:49:30 elliptic: Do you have a save with corrupted travel info for branch stair mimics? 03:50:03 -!- herself is now known as superself 03:50:13 -!- superself is now known as herself 03:50:51 herself: :p 03:50:52 due: not sure what you mean by corrupted travel info... just ctrl-o showing a branch entrance that was really a mimic? 03:51:04 elliptic: yeah 03:51:17 I last saw that a couple games ago, sorry 03:51:46 I wouldn't have expected it to be that hard to replicate, though? 03:51:52 kilobyte: OH NO YOU SAW MY TRUE FORM 03:51:58 ;-p 03:52:01 elliptic: No, probably not, I suppose 03:59:27 due: actually my current game seems to have the problem 03:59:35 didn't realize it until just now :) 04:00:17 due: any objections to splitting DNGN_TREE to DNGN_SWAMP_TREE (possibly DNGN_MANGROVE or such...)? 04:00:29 but crypt shows up on ctrl-o and G and I haven't actually gotten to it yet 04:00:39 it is indeed easy to reproduce. Go to any level with valid branch, create stair mimic until you get a branch entry one, kill it and check c-O 04:01:31 well, here's my save with it in case anyone wants it: http://crawl.develz.org/saves/dumps/hyperbolic-f442e38-110105-1000.tar.bz2 04:04:19 kilobyte: what part of my code gives problem for merging ench-split? reskilling? 04:04:46 that and counting the accumulated exp 04:04:52 mostly the former 04:05:26 oh, just found another one: during reskilling, you hold skill enums, they'd break too 04:06:01 ooh, ench split is happening now? 04:06:05 it's of course nothing that can't be worked around 04:06:11 sure 04:06:33 which sort of split is it, again? I seem to remember some odd cases, at least 04:06:49 but if you think the ench split is good enough, it might be merged without that work 04:08:11 -!- jpeg_ has joined ##crawl-dev 04:08:16 hi! 04:08:18 well, we can merge ench-split when we bump major 04:08:22 hi jpeg 04:08:48 monky: protective/enhancing auras on living beings (Charms) vs enchanting everything elxe (Hexes) 04:08:51 I can't compile tiles because the labrat offset function is unknown 04:08:52 jpeg: meow! 04:09:11 galehar, kilobyte: hey! 04:09:30 I think we should put a todo list on the wiki for the major bump: reduce elf, merge ench-split, sort and cleanup enum.h,.. 04:09:34 monky: I think Haste is the only non-self case currently 04:10:03 or on a branch 04:10:06 so Invis is in hexes such as not to break Enchanters? 04:10:18 03j-p-e-g * r276ceb58ec4a 10/crawl-ref/source/ (tags.cc tileview.cc): Clear env.tile_names before loading/creating a level. 04:10:45 gah, hopefully _now_ it finally works as intended 04:11:11 good 04:11:36 right now Charms, but it's so important to Enchanters I think it'd be better dual-schooled (if we keep the current theme of the new schools) or perhaps even we can shoehorn it into Hexes (but that'd require some explanations) 04:11:53 thanks for all this jpeg. playing tiles in trunk will be much better now! 04:12:12 galehar: up to now, it's mostly been causing crashes :( 04:12:27 shit happens ;) 04:12:37 but it's for the better! 04:12:43 -!- stabwound has joined ##crawl-dev 04:12:53 galehar: it was supposed to be a simple fix, but I guess it's always like that 04:14:06 due: I don't know how the labrat offset is supposed to work 04:14:30 due: so I don't know how to fix the tiles build 04:14:34 also what happens to projected noise, and speaking of it, it's pretty really broken 04:16:25 whats worng? 04:16:40 huh. 04:16:52 jpeg_: it shoould be tile_offset, I thought I fixed it before I pushedit 04:17:28 gimme a sec and I'll fix it 04:17:40 tile_offset_ can't be found either 04:17:56 is it supposed to be generated in the tiledef? 04:18:03 no, it's in ghost.cc 04:18:11 but I don't understand, I'm compiling tiles builds without issue 04:20:27 that's crazy 04:20:34 apparently I managed to alter the commit and then revert myself 04:21:05 meh,git 04:21:06 fixed 04:21:07 quite a feat :) 04:22:22 pushing now 04:22:30 (or at least I will once it finishes rebasing) 04:23:05 03due * rc405a85b101c 10/crawl-ref/source/rltiles/dc-mon/unique/jory.png: Use coolio's tile for Jory. 04:23:07 03due * r2d9497dd2310 10/crawl-ref/source/dat/des/variable/large.des: Jory's Tower of Silence vault. 04:23:10 03due * r679089538a8d 10/crawl-ref/source/tilepick.cc: Fix tiles compilation. 04:23:18 And apparently I had other commits not pushed. Meh. 04:23:55 I'll hopefully have a fix for the branch stair thing shortly. 04:23:59 Just testing to make sure it actually works. 04:26:01 Jory's tile looks awesome 04:26:13 Yes, I agree 04:26:39 Hm, if I have tiles in windowed mode and I alt-tab between it and my IRC, the logo and "loading maps" is just a black square. 04:26:43 -!- galehar has quit [Ping timeout: 265 seconds] 04:26:44 (Where IRC overlayed it.) 04:27:24 -!- galehar has joined ##crawl-dev 04:28:00 wb 04:28:56 -!- stabwound has quit [Ping timeout: 240 seconds] 04:32:02 -!- Mu_ has joined ##crawl-dev 04:32:40 -!- ortoslon has joined ##crawl-dev 04:33:03 Napkin, due, kilobyte: please update windows builds 04:33:22 ASSERT(found) in dungeon.cc at line 7105 failed 04:33:26 ortoslon: not yet 04:33:32 ortoslon: I've still got a few more fixes to push 04:33:46 moin guys 04:33:48 jpeg_, it couldn't find a nearby staircase for some reason 04:33:52 sometimes, when trying to wizmode-jump to the Temple from another branch 04:33:52 ah ok 04:34:26 (and once, when wizmode-jumping from the Hells back to the Dungeon) 04:34:32 jpeg_: now that I have detached the command tab, you have to add the missing tiles! 04:34:52 galehar: bah, it's on the wiki 04:35:07 galehar: players will be unhappy with the question marks and come up with tiles of their own :D 04:35:08 jpeg_, I really don't know why that would happen, though 04:35:31 the third pass in dgn_find_nearby_stair looks like something that is unlikely to fail 04:35:55 if it only happened for the Temple, it might be related to #2355 04:35:59 (for normal levels, anyway) 04:35:59 jpeg_: good point. I'll wait for missing tiles before adding an option to opt-out of it :) 04:36:01 but it doesn't look like that is th case 04:36:35 Zaba: the odd thing is, sometimes it works even from distant branches (e.g. Shoals -> Temple) 04:36:41 galehar: are e/in-vokable abilities in tabs yet? 04:36:56 Zaba: sometimes, it fails even if the Temple entrance is in plain sight and the map has already been generated 04:37:22 Zaba: once I got the same error trying to climb out of a wizmode-entered Temple back to a dungeon level I might not have visited before 04:37:26 jpeg_: co has suggested recolouring vampires away from blue skin and has volunteered to do so if accepted. what do you think? 04:37:35 ortoslon: no. There's only a button to pull up the screen for abilities 04:37:38 Vampires have blue skin? 04:37:44 greensnark: Greeny/blue. 04:37:47 ortoslon: no, there are so many of them 04:38:02 jpeg_, seems to be quite easy to reproduce, even 04:38:11 jpeg_: less than spells :) 04:38:17 ortoslon: I really don't want to have that many question marks at the same time, so that'll happen once we got the tiles 04:38:24 good 04:38:24 ortoslon: you volunteering? ;) 04:38:37 http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/rltiles/dc-mon/undead/vampire_knight.png;h=f0a5951689b26a1ab28d2463e78fac3304b064e0;hb=master 04:38:43 i can't draw << good enough excuse? :) 04:38:44 vampire knight doesn't 04:38:47 jpeg_, I'll look into it.. 04:38:55 http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/rltiles/dc-mon/undead/vampire_mage.png;h=d9a60f6fec8ae3e8dde69ffcf5e0c81f3560b03a;hb=master mage does, as does plain vampire http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob;f=crawl-ref/source/rltiles/dc-mon/undead/vampire.png;h=a3f5cbedacc821c4208b11017a7fa7398dbad033;hb=master 04:38:57 due: yes, I always thought they looked a bit sickly 04:38:59 also, I think we have to stop adding tabs. In the smallest res (800x480), the inventory is only 4 lines high, and the tab buttons fill the heigth. 04:39:17 jpeg_, oh, I know what the issue is.. 04:39:24 jpeg_, it's looking for DNGN_STONE_STAIRS_DOWN_I in the temple 04:39:25 galehar: well, we can remove existing tabs 04:39:26 spell and ability tab could be combined 04:39:33 jpeg_, that is quite very wrong, huh. 04:41:23 galehar: skill tabs aren't absolutely necessary, either, now we've got the fancy menu 04:41:47 galehar: replacing that with an ability time is fine with me 04:41:55 s/time/tab 04:42:30 jpeg_: ok. We can also use an option to define priority and put as much as fit 04:43:05 hm. 04:43:21 galehar: that, too 04:44:04 03greensnark * r82297df3abd1 10/crawl-ref/ (8 files in 3 dirs): Mac makefiles to create universal binary app bundles. 04:44:05 03greensnark * ra788123b3833 10/crawl-ref/source/contrib/sdl: Update SDL contrib to build on Mac with -arch ppc -faltivec with the 10.4u SDK. 04:47:28 jpeg_, basically, it happens because _wizard_go_to_level compares absolute depths in order to find out what staircase it should be looking for on the destination level 04:47:30 galehar: the tab order is not customizable yet, is it? 04:47:46 Zaba: meaning? 04:47:48 no 04:47:51 but it will be soon 04:47:58 galehar: :D 04:48:34 galehar: and of course I mean "priority", rather than "order", that's not entirely the same 04:49:00 jpeg_, suppose you're on absdepth of 18 in shoals, and temple is on absdepth of 8 04:49:25 jpeg_, then _wizard_go_to_level makes it look for a down staircase in temple, because you're coming from below 04:49:27 Zaba: it's trying to place downstairs? 04:49:39 wow... 04:50:12 how odd 04:50:35 surely it would check branch_length != 1 for thoe instances? 04:50:44 I've recently cleaned up dgn_find_nearby_stair's third pass, and one consequence is that it now never picks places that are in vaults. Temples are always encompass vaults, so now this issue has surfaced. 04:51:09 the new assertion popup is gorgeous, but it does have the downside that if I click it away quickly I can't look up the error anymore is not printed to the shell 04:51:12 jpeg_: My plan is to have an option to define the priority of the statcol. Default will be "minimap, inventory, commands, spells, gold_turns, monsters" 04:51:12 Will that impact on encompass levels that can be placed in the main dungeon? 04:51:15 i.e. it is not printed to the shell 04:51:18 jpeg_: It's not? 04:51:29 due, those likely will have down staircases 04:51:35 due, it would impact Slime:6, for example 04:51:37 jpeg_: Huh! I thought I had it set up to print as well. I'll tweak it. 04:51:50 due, but it's only an issue that arises when using wizard interlevel travel 04:51:57 Ahh. 04:52:00 ...I hope. 04:52:10 jpeg_: Things will be put int the order. minimap will always be at the top, and inventory at the bottom. detached tab will be in the order of the priority. 04:52:12 Okay, shim written to fix the mimic branch stairs fuckup. 04:52:41 galehar: gold_turns more important than monsters? 04:53:00 galehar: cool! 04:53:04 jpeg_: If you have time to think about it: do you think we should add metal wall tile to "tile improvement" page? 04:53:17 due: what do you mean? 04:53:32 due: I know the glass walls are problematic, but metal? 04:53:39 Hm. 04:53:52 It could just be that I have a completely metal level. :) 04:54:06 It just looks very new and shiny. :) 04:54:28 completely metal levels are possible indeed :P 04:54:36 due: ah, so you're basically asking for variation tiles 04:54:41 jpeg_: yeah! 04:54:42 due: those are always welcome 04:54:43 all of Dis, for example :P 04:54:55 jpeg_: it's just that the monster tab size is flexible, so adding it last seems a reasonable default. 04:55:37 galehar: does using the gold_turns option actually steal a line from the tabs? 04:55:51 -!- stabwound has joined ##crawl-dev 04:55:59 jpeg_: Also, I'm thinking swamp might be improved by decreasing the amount of red in the tiles. I'm goin gto do a mockup, but I'd appreciate your opinion, obviously. 04:56:02 (Floor tiles.) 04:56:11 galehar: ah, so the gold_turns doesn't flicker in and out depending on how monsters are on the screen 04:56:24 jpeg_: no 04:56:33 galehar: no? 04:56:43 due: should I keep that cell.swamp_tree_water code, or assume the water can be based on the feat in a simpler way? 04:57:08 jpeg_: the layout is redone only when spells are memorised. The monster tab size isn't resized when new monsters arrive. 04:57:40 galehar: oh, shows what I know :p 04:57:59 kilobyte: Hm, so long as feat_is_watery returns true for the new feature type, it can probably go 04:58:22 jpeg_: currently, setting the gold_turns option does steal a line from the tabs. With my new priority system, it will only steal a line from the monster tab ( or not if you change the option) 04:59:47 galehar: i see 04:59:59 due: feel free to add whatever tiles you feel are needed to the wiki 05:00:01 due: when testing the wizmode-travel bug I also teleported to the Dwarven Halls 05:00:14 Dwarvn Halls is 1-level too, yeah? 05:00:23 due: and the walls really clash with the limestone floor, it looked really awful 05:00:30 I haven't been 05:00:49 Swamp's tiles at least look very much like ... tiles, I guess. 05:01:20 due: a lot of tiles do because the border is slightly darker 05:01:38 due: I still haven't decided whether that's a good thing (the game _is_ grid-based after all), or not 05:01:49 I'm not too sure myself. 05:02:13 shoals look the least tiley 05:02:23 they also look worst 05:02:25 The ones we currently use for the dungeon balance this very well; at first glance, they don't appear to be too much like a grid, but you can see it on closer inspection. 05:02:29 might be a coincinence though 05:02:38 *coincidence 05:03:22 Some tiles type should give water tiles and such curved irregular outlines for Shoals/Swamp 05:03:25 It would be *really* nice if we could do water tiles in Swamp as .... I dunno, puddles. Single tiles are puddle of water in the centre; two in a row, a sort of trench of water in the middle, etc. 05:03:31 greensnark: <3 05:03:38 Wesnoth does that really well, btw 05:03:48 That's actually one of the games I was thinking of. 05:03:50 Try starting Wesnoth, open the map editor and place some water 05:03:57 That and another one... can't remember which one it is. 05:03:59 The tiles are readjusted as you draw <3 05:04:13 Must be Wesnoth then, because that's what I was thinking about. Odd! 05:04:52 HoMM also did that 05:05:18 and yes, that would be really nice 05:06:23 ortoslon: what do you mean, shoals looks the worst? 05:06:48 to me 05:07:14 ortoslon: obviously :) 05:07:17 greensnark: Can you double-check that the shim I've written in my latest push isn't hideously broken? 05:07:26 I've tested it and it works! 05:07:28 03due * rc3d461f50669 10/crawl-ref/source/ (dgn-overview.cc tag-version.h tags.cc): Fix #3146: branch stair mimics breaking overview, ^G travel. 05:07:30 But I am overly cautious :D 05:07:30 ortoslon: but could you be more specific about _what_ you don't like? 05:07:41 ortoslon: is it the layout, or the tiles, or the way they interact? 05:07:41 jpeg_: the history of limestone floor is as follows: when I merged the branch, it specified "limestone" for floor, making me think it is needed -- so I made a set of floors, testing them on D:1 05:08:07 jpeg_: it's hard to parse: items are hard to see on sandy terrain, too much curved edges in water 05:08:07 Oh... my. 05:08:15 jpeg_: but it turned out blue_anna merely copied the Tomb set and made a mistake writing the tile code :p (he plays console only) 05:08:21 Actually, I like the limestone floor, but it looks very... real. 05:09:06 jpeg_: even autopickup green border is harder to see in shoals 05:09:11 yeah, I think I did a quite decent job with them, but they indeed don't fit well with some wall types 05:09:39 kilobyte: to be more specific, they don't fit with wall types that have a lot of detail themselves 05:09:43 The shoals ground doesn't set off green very well, no. 05:09:46 s/types/tiles 05:09:56 We really need cliff tiles for Shoals, but I've no idea how they could be drawn. 05:10:16 The stone looks... really oddly out of place. (Actually, I find stone almost always looks out of place except for some maps.) 05:10:47 ortoslon: hmm, true, the autopickup border is hard to see on light floor tiles 05:11:24 ortoslon: that could be improved, I guess 05:11:29 also low contrast between sandy floor and stone walls 05:11:34 perhaps limestone could be made much darker? 05:12:00 of course, Dwarf needs the wall type to be changed, but that was obvious from day 1: come on, skulls!?! 05:12:18 ortoslon: also, do the curved edges bother you aesthetically or do you think they make moving around more difficult? 05:12:34 the latter 05:12:43 ortoslon: in general, if you've got any specific complaints, feel free to add them to the tiles improvement page 05:13:15 are these complaints specific enough? 05:13:35 ortoslon: sure, now you've clarified them 05:13:45 due: ortoslon does have a point about curved water borders making movement more difficult 05:13:52 due: that would also apply to Swamp pools 05:14:01 yes 05:14:17 i'd rather have my tiles squarish 05:14:24 for the record, i have grid on in wesnoth :) 05:14:33 Ick 05:14:59 I always used grids in homm, myself 05:15:23 if we do make the tiles less "tiled", we absolutely need to add a grid option 05:15:45 I ... was about to say, do we add a grid option? 05:16:09 due: currently it's really only an issue for Shoals 05:16:13 yes 05:16:21 due: so it'd be a shoals_grid option for now :) 05:16:48 due: might be more distracting than useful in other branches 05:16:51 03zaba * r943bb48f6f3b 10/crawl-ref/source/wiz-dgn.cc: Try harder to pick correct staircase in wizard interlevel travel. 05:16:53 single 1 pixel black border? I've no idea how you could draw it though. 05:16:59 (not to forget ugly) 05:17:05 * due not an SDL expert. 05:17:19 (If I was I might come up with a way to do background ripple effect from the agrd centre for liquefaction :D) 05:17:40 also "items are hard to see on sandy terrain": the worst case is probably a needle or a dart 05:17:41 due: the easiest solution is to add an overlay icon with two lined edges 05:17:49 due: put together, it forms a grid 05:17:57 oh, interesting. 05:18:22 ie, a north and east lined overlay? 05:18:27 ortoslon: stones/bullets too, I sometimes mistake those for background rocks 05:18:34 due: yes 05:18:49 due: that's where the current tiles' tiled look comes from 05:19:38 due: and here I thought you already had the liquefaction tiles drawn and ready 05:19:45 jpeg_: I did. 05:19:53 jpeg_: It looked absolutely terrible in-game :( 05:20:14 due: oh, that happens sometimes 05:20:23 Per-square ripple is unfortunately not the way to dgo. 05:20:33 due: do you think the tile is salvageable? 05:20:45 No, unortunately not. 05:20:46 i.e. upload it and let someone else improve it :) 05:21:03 It was just the simplest of ripple effects in a dark, transparent colour. 05:21:13 i see 05:21:17 I tried light colour, dark colour... inverse, etc. Even tried animating it, but that just made it look... odd. 05:21:29 so that would have to have neighbours in account as well 05:22:22 jpeg_, I've fixed travelling to temple and slime:6, at least 05:22:46 what I'd *like* to do would be to somehow draw the floor tiles onto an SDL canvas of some description, then apply a ripple effect onto it. 05:22:49 Zaba: slime 6? 05:23:02 -!- elliptic has quit [Ping timeout: 240 seconds] 05:23:07 jpeg_, it was also problematic when coming from a deeper absdepth 05:23:16 due: ahah, yeah 05:23:31 due: for what it's worth, the shaft tile suffers from the same problem 05:23:47 jpeg_: but my SDL-fu is nowhere near able to do this yet. 05:23:48 due: but that's only one tile, whereas liquefaction needs a whole area of them 05:24:03 it's on my list of things to look into. 05:24:12 at the very least I'll try salvaging a per-square liquefaction effect. 05:25:16 current swamp: http://jeah.net/~jmc/swamp_red.png 05:25:30 jpeg_: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:tiles:tiles_improvement#shoals_are_hard_to_parse_visually 05:25:37 new swamp with browner rather than red tiles: http://jeah.net/~jmc/swamp_brown.png 05:25:52 ortoslon: thanks, just having a look 05:25:58 or not. 05:26:28 Okay, now swamp brown should be the right image 05:27:06 due: just noticed, trees have weird pixelly gray borders 05:27:12 ortoslon: Yeah. 05:27:47 Do we think brown is better than red here, though? I much pperfer it myself. The red seemed very ... violently contrasting to the water colour. 05:27:53 I actually don't think the swamp floor is that bad, though the reddish spots don't really belong there 05:28:12 i prefer brown 05:28:58 As a quick fix, does it help, or should I not commit? 05:29:11 due: do you have a screenshot of current swamp 05:29:29 my screen contrast is different, and I can't really compare them 05:29:43 swamp_red.png is current swamp 05:29:49 swamp_brow.png is my proposed change 05:30:06 http://jeah.net/~jmc/swamp_red.png rather 05:30:32 I... wonder. Hm. 05:30:44 looks a bit dark, gloomy :p 05:30:57 We don't want gloomy? ;) 05:31:24 not for swamp 05:31:40 Okay. 05:31:45 I won't push it then :) 05:33:18 it'd be nice if tiles actually, y'know, tiled 05:33:52 Or rather, I'll do a screenshot with a lighter version. 05:36:20 -!- monky has quit [Quit: hello] 05:36:20 inasmuch as such heresy as a graphical roguelike can be nice 05:36:20 I rather like the contrast between the red floor and green trees, though it obviously needs to be toned down 05:36:20 Zaba: they do, for the most part 05:36:20 Zaba: or do you mean something like "align seamlessly"? 05:36:20 well, the floor tiles on http://jeah.net/~jmc/swamp_red.png don't really 05:36:22 around here, "tiled" is usually defined as "visibible grid" 05:36:22 Zaba: the movement is trying to make tiles look "less tiled" 05:36:22 -!- syllogism- has joined ##crawl-dev 05:36:22 well, maybe I mean something wrong with 'to tile', indeed 05:36:22 :) 05:36:22 i'm the counter-movement haha 05:36:22 -!- Ashenzari has quit [Ping timeout: 255 seconds] 05:37:02 -!- Ashenzari has joined ##crawl-dev 05:37:02 -!- The topic of ##crawl-dev is: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | This is walrus appreciation week 05:37:07 poor ash 05:37:41 I don't understand where the odd tree outlines are coming from? 05:37:57 I'm not sure either. 05:38:01 is it just an artefact of the screenshot? 05:38:13 because they look fine in trunk 05:38:25 another thing that irks me about tiles is that creatures, trees and staircases all seem to be drawn from a different perspective 05:38:26 Might be an artefact of my resolution. 05:38:36 ... though the trees probably shouldn't be floating above the water 05:39:00 rather, they should be drawn half-transparently 05:40:04 Zaba: yeah, it's basically a front-on view except for a number of exceptions 05:40:06 jpeg_: Ah! yes, that I didn't know how to do. 05:44:03 03kilobyte * r367b202b1330 10/crawl-ref/source/ (24 files): Split trees into trees-on-land and trees-on-water. 05:44:48 03kilobyte * rf1242ccb9041 10/crawl-ref/source/ (tag-version.h tags.cc): Convert dry trees to wet ones in Swamp. 05:44:48 Zaba: what would you say are the worst offenders? 05:44:50 * due signs "ccache saved my sanity tonight" to the tune of "someone saved my life tonight". 05:44:50 due singing in sign language? 05:44:50 yup :) 05:44:50 (actually, typo, but...) 05:44:50 The joy of not having to recompile everything, yay! 05:44:50 -!- Ashenzari has quit [Ping timeout: 255 seconds] 05:45:30 -!- Ashenzari has joined ##crawl-dev 05:45:30 -!- The topic of ##crawl-dev is: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | This is walrus appreciation week 05:46:15 due: are you actually _playing_ tiles, or do you switch between console and tiles a lot? 05:46:34 jpeg_: I switch... a lot. 05:47:09 so much for the sanity ;) 05:47:12 http://jeah.net/~jmc/swamp_brown2.png 05:47:38 Would you believe that's only lightened by 5 or so in gimp? 05:48:14 nice 05:48:29 looks greenish now 05:48:49 hey, you cheated 05:49:31 moved to a different area to complicate comparisons 05:49:31 how did I cheat/ 05:49:35 oh 05:49:38 hang on then 05:49:55 there's a lot less green in that area 05:50:25 03kilobyte * r43e77b7903ae 10/crawl-ref/source/terrain.cc: Add the missing internal feature name for swamp_tree. 05:50:34 if it's any comfort to you, whenever I change tile colours I end up doing 10 or so screenshots 05:50:37 03kilobyte * rfd18e77ace0f 10/crawl-ref/source/dat/des/branches/swamp.des: Make Swamp vaults (and Swamp entries) have trees well-watered. 05:50:37 Okay, uploaded on that I'm pretty sure is right next to the first two 05:50:52 nifty.org/nifty/gay/urination/index.html 05:50:53 um 05:50:59 what? 05:51:02 and then cycle through them in the Windows explorer until I eliminate half of them 05:51:07 rinse and repeat 05:51:12 that's at the bottom, and I'm a little scared now 05:51:16 TGWi: misclicking is unfun 05:51:25 * jpeg_ snorts 05:51:32 TGWi: i was aiming for the historical section ;) 05:51:38 :P 05:51:45 that's what they all say 05:52:05 http://jeah.net/~jmc/swamp_brown2.png 05:52:23 is that in the right location? 05:52:29 aaaah, yes, that looks much better than either of the others 05:53:33 TGWi: you should see my essay on the popularity of extra limb feitshism 05:53:40 *fetishism 05:54:02 jpeg_: It's not too ... bland? 05:54:27 (Note to self: cannot attempt to play screenshot as though it were the game. :/) 05:54:54 due: it looks like main dungeon after Fedhas sneezed on it, not a bad thing :P 05:54:55 jpeg_, I don't know, I don't play tiles.. 05:55:06 ortoslon: ... fedhas sneezed? 05:55:14 a bit low on contrast 05:55:30 Hm, that might be it. 05:55:59 Zaba: well, you obviously had enough of a look to form an opinion on perspective being off 05:56:12 jpeg_, that is what I've gathered from various screenshots 05:56:33 It's so difficult to form an opinion based purely on the tile. :/ 05:56:33 it's mostly the stairs, I think 05:56:35 I guess the worst offenders are those exceptions you have mentioned, especially when they're next to tiles that are not exempt 05:57:10 i've been playing tiles since 0.3.1 and never thought once about perspectives 05:58:54 Man, the map cache and databases take a really, really long time to load. 05:59:03 do they? 05:59:23 well.. when not cached, I guess they might 05:59:47 Every compile kills the cache timestamp so, yeah. 06:00:14 oh, do you mean they take a long time to build? 06:00:19 http://jeah.net/~jmc/swamp_brown3.png 06:00:34 I increased the contrast a bit. 06:00:43 Not much, but I think just enough. 06:02:26 * due prods jpeg_, ortoslon, Zaba, et al. 06:02:34 yay! 06:02:37 yeah 3 is good 06:02:43 * due pokes TGWi too. 06:02:55 that's what I meant when I said it should be 06:02:55 also "www.goatse.fr" at the bottom :D 06:03:03 ortoslon: Yay, you found the easter egg ;D 06:03:12 ... as currently, but "less reddish" 06:03:17 jpeg_: Yes, agree. 06:03:42 Ah, the joys of tabbed browsing. I can flick back and forth between them rapidly and make up my mind! 06:04:25 jpeg_: I think the weird outlines on the trees might be an artefact of my low resolution scaling the viewport slightly. 06:05:12 Yes, it is. 06:05:42 hrm 06:05:52 03j-p-e-g * rf46559a7194c 10/crawl-ref/source/ (ghost.cc ghost.h): Only define tile_offset_for_labrat_colour in Tiles builds. 06:06:10 can somebody confirm that DNGN_BUILDER_SPECIAL_{WALL,FLOOR} can be just removed from enum.h and that it will not break anything? 06:06:27 Zaba: I could, but you'd hav eto give me 45 minutes for a full recompile :p 06:06:47 grep only finds it in enum.h 06:07:02 387ed94 06:07:07 Whoops, didn't mean to hit enter 06:07:23 if I'm reading it correctly, it can't affect values of other things in that enum 06:07:45 jpeg_, yeah, they are unused for a while.. 06:08:02 what do you mean? if it's not used, how can it affect anything? 06:08:42 I believe the fact the next entry in the enum has a value set explicitly indeed prevents removing those two entries from affecting anything 06:08:47 due: are you re-optimising the tiles when adding them? 06:08:55 jpeg_: Yes 06:09:20 Zaba: oh, that's what you meant 06:09:26 Zaba: yeah, I agree 06:09:49 hm.. 06:09:58 FLOOR_SPECIAL 06:10:04 Erm. 06:10:04 now, what is FLOOR_SPECIAL used for.. 06:10:11 FLOO_MAX = FLOOR_RESERVED = FLOOR_SPECIAL + 1. 06:10:29 due, DNGN_BUILDER_SPECIAL_FLOOR was never considered normal floor for any purposes. 06:10:43 FLOOR_MIN = 61, FLOOR = FLOOR_MIN = 61. FLOOR_SPECIAL = FLOOR_MIN + 1 = 62 06:10:55 due, it was only used during special room building, which I have killed with large fire a while ago 06:11:05 FLOOR_RESERVED = FLOOR_MIN + 1 = 63... FLOOR_MAX = FLOOR_RESERVED = 64, then its straight on to DNGN_EXIT_HELL. 06:11:14 Erm, that 64 should be 63. 06:11:22 due, likewise for DNGN_BUILDER_SPECIAL_WALL 06:11:30 -!- coolio_mc has joined ##crawl-dev 06:11:33 greensnark, what is DNGN_FLOOR_SPECIAL used for? 06:11:35 But I think if you remove FLOOR_SPECIAL FLOOR_MAX becomes 63? Therefore EXIT_HELL becomes EXIT_HELL-1? 06:11:42 due, I am not removing FLOOR_SPECIAL 06:11:43 it only seems to be in relation with normal floor, i.e. if (FLOOR || FLOOR_SPECIAL)? 06:11:46 Zaba: oh. 06:11:47 due, I am removing BUILDER_SPECIAL_FLOOR 06:11:59 due, they are completely unrelated 06:12:02 Zaba: ignore me then, yes, you are correct 06:12:21 DNGN_FLOOR_SPECIAL, // currently only used for colouring bazaars 06:12:28 jpeg_, I don't think it's used for that these days. 06:12:29 don't know if that still applies 06:12:44 oh wait.. 06:12:54 many things among the tests use floor_special 06:13:08 oooh... do they use the builder things too? 06:13:18 no 06:13:39 jpeg_, builder_special_{floor,wall} was used exclusively for special room building, but I've removed that a while ago 06:13:45 well, at the very least the comment should be updated 06:14:08 Zaba: alright then, remove it 06:14:14 I did, locally 06:14:48 can we remove FLOOR_RESERVED? 06:15:00 on the next major version, I mean 06:15:23 same for water 06:15:24 it seems like DNGN_FLOOR_SPECIAL is used by tests to mark some squares as special upon failures, to aid the investigation of such cases 06:15:32 do we actually need to reserve ANYTHING? 06:15:46 I find having a whole separate feature just for that quite ugly, though 06:16:07 We can't just use FPROP_HIGHLIGHT? 06:16:48 yeah, that's what it's there for 06:16:58 (currently only used in labyrinths, but still...) 06:17:21 does it make it into character dumps in some distinguishible form? 06:17:32 I think floor_special appears as '?' there 06:17:38 could be added, I guess 06:18:04 the ability enums are really ugyl 06:18:08 *ugly 06:18:48 might be cleaner to just reserve 6 or so ability slots for all the gods rather than 2 here and 5 there 06:18:56 jpeg_: Gonna push the Swamp desaturation... I'm a little bit worried that it looks weird full screen but it's going to take forever for me to be able to compile :( 06:19:05 Feel free to revert if it's too ugly, though. 06:19:21 ah, that should probably 10 total ability slots for each god 06:19:34 03due * rd99dd269f769 10/crawl-ref/source/rltiles/dc-dngn/floor/ (swamp0.png swamp1.png swamp2.png swamp3.png): Desaturate red of Swamp floor tiles. 06:19:35 jpeg_: yeah, push it 06:19:50 jpeg_: I've got to recompile tiles from scratch anyway (switching back from console) 06:20:03 hmm. 06:20:56 that would make zin = 110, tso = 120, kiku = 130, ... which would be really nice, but stuff the build with loads of unused enums 06:21:47 any reason EVOKE_TURN_INVISIBLE gets a fixed assignment? 06:22:01 * jpeg_ is thinking out loudly 06:22:05 !tell valrus There's a shim for branch stairs that should fix your bug; you'll have to go to the level it reckons that the orc stairs are on for it to be corrected. Also, caveat: if that level is the actual level (and you got Lemuel's "orcs are a clue"), it won't remove it. 06:22:05 due: OK, I'll let valrus know. 06:24:39 That should be that resolved... 06:24:52 Now, phoenixes! 06:25:42 hm. 06:25:48 (damn, I'm repeating myself.) 06:25:51 hm. 06:26:21 don't get into the habit of saying that all the time, else the greensnark shall not approve ;P 06:28:14 hm? 06:28:22 hm? 06:28:40 hmm... 06:28:44 hrm. 06:28:51 hrmpf! 06:28:58 blawurgle 06:29:11 hm.. 06:29:15 greensnark not around, is he? 06:29:16 The intellectual level of this channel rises daily 06:29:24 :p 06:29:53 greensnark: You forgot the full stop at the end of your line, there. 06:30:00 greensnark, what do you think of replacing the current uses of DNGN_FLOOR_SPECIAL with fprop_highlight? 06:30:13 that's what happens if you at stare enum.h long enough 06:30:17 What are the current uses of floor-special anyway 06:30:18 Zaba: He'll reply "Hm" 06:30:28 * greensnark slaps due with a trout. 06:30:29 greensnark, tests use it to mark problematic places on the map 06:30:35 greensnark, it appears as '?' in debug map dumps 06:30:39 Oh right 06:30:40 that is the only use 06:30:45 Yeah, we can get rid of it 06:31:00 greensnark, I'll make fprop_highlight appear as '?' on said dumps, then 06:31:56 okay, enough crawl for today 06:33:19 due: have you pushed all fixes needed for update? 06:33:39 ortoslon: I think so 06:33:46 just updating @?? at the minute 06:33:59 @??? 06:33:59 unknown monster: "?" 06:42:59 greensnark, how should I go about removing floor_special from the enum? 06:44:08 03kilobyte 07ench-split * rd7411b8ef1cf 10/crawl-ref/source/spl-data.h: Make Invisibility dual school. 06:44:13 Zaba: is FLOOR_RESERVED used too? 06:44:27 03kilobyte 07ench-split * r90ec54410b65 10/crawl-ref/ (713 files in 69 dirs): Merge branch 'master' into ench-split 06:44:28 03kilobyte 07ench-split * r4d1bc3250bbb 10/crawl-ref/source/aptitudes.h: Hexes: strongly nerf Sp, bump Vp even more, nerf DD, HE. 06:45:01 kilobyte, I don't think floor_reserved is used at all 06:45:11 and floor_special is not used anymore with my local changes 06:45:18 so let's just nuke them both 06:45:29 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 06:46:04 kilobyte, how to do that best with regard to save compatibility? 06:46:36 just don't disturb the other enums 06:46:42 #if TAG_MAJOR_VERSION == 31 06:46:47 #if TAG_MAJOR_VERSION == 31 around them 06:46:53 if you want to rearrange anything 06:46:55 echo ;) 06:46:57 * jpeg_ highfives due 06:46:58 no need to do that, they're unused 06:47:09 Oh, the builderones? 06:47:13 no.. 06:47:17 should I just explicitly assign 70 to DNGN_EXIT_HELL? 06:47:27 Zaba: Is it currently 70? 06:47:43 monster enums deja vu... 06:48:02 Because my counting made it about 64. 06:48:14 DNGN_FLOOR_MIN is 67 06:48:19 DNGN_FLOOR is DNGN_FLOOR_MIN 06:48:25 ah 06:48:31 DNGN_FLOOR_SPECIAL is 68, DNGN_FLOOR_RESERVED is 69 06:48:36 Okay. 06:48:40 DNGN_FLOOR_MAX is DNGN_FLOOR_RESERVED 06:49:21 * jpeg_ is rearranging abilities 06:49:23 hmm. 06:49:37 hmpf 06:49:42 kilobyte, I would like to first nuke just FLOOR_SPECIAL, though 06:50:49 ... wait what the fuck 06:50:52 [TAG] Found map the_violet_keep_of_menkaure tagged 'entry' 06:50:56 Retreated into shell - tiles (https://crawl.develz.org/mantis/view.php?id=3151) by coolio 06:51:30 VETO: D:1: Failed to ensure interlevel connectivity. 06:51:44 well, at least it regained common sense at some point 06:51:46 still, wtf 06:52:10 why on earth is it tagged entry? 06:53:26 I'll fix that, too.. 06:53:28 <3 coolio 06:54:28 Ooooh. 06:54:28 Zaba: where should I clear my tile_names vector if a level is vetoed? 06:54:57 dgn_reset_level, maybe? 06:55:00 not sure, though 06:56:21 jpeg_, where does it get filled with data? 06:57:35 mapdef 06:58:28 apply_grid_overlay 06:59:05 well, dgn_reset_level seems to be a safe bet 06:59:16 it resets pretty much everything 07:00:53 -!- dpeg has joined ##crawl-dev 07:01:14 Zaba: looks like the place, thanks 07:02:57 deep leg!:) 07:02:58 03zaba * r8d117f150f40 10/crawl-ref/source/ (enum.h terrain.cc): Remove DNGN_BUILDER_SPECIAL_{WALL,FLOOR} from enum.h and terrain.cc. 07:03:00 03zaba * r420356ef35b3 10/crawl-ref/source/fprop.cc: Let str_to_fprop handle FPROP_HIGHLIGHT. 07:03:01 03zaba * r198750ec7c17 10/crawl-ref/source/chardump.cc: Make FPROP_HIGHLIGHT cells appear as '?'s on debug map dumps. 07:03:03 03zaba * r77f402428947 10/crawl-ref/source/test/ (findray.lua los_csc.lua los_symm.lua shoal-hut.lua): Make tests use FPROP_HIGHLIGHT for marking cells, instead of DNGN_FLOOR_SPECIAL. 07:03:08 03zaba * r8b9be2673bb7 10/crawl-ref/source/dat/des/sprint/sprint2.des: Remove 'entry' tag from sprint2. 07:03:20 03zaba * r1824afcec9f4 10/crawl-ref/source/ (7 files): Remove DNGN_FLOOR_SPECIAL, as it is no longer used anywhere. 07:05:03 Hi! 07:05:19 kilobyte: good work on the split. I support adding it once major bumps. 07:05:53 kilobyte: is KFEAT: t = swamp_tree used for tiles, or also for console? 07:07:11 swamp_tree is more than a display thing, so it's for both 07:08:47 due: Swamp looks good! 07:08:58 jpeg_: oh, good! 07:09:05 dpeg: both 07:09:17 it's 1. colouring in console (which probably should be reverted), 2. tiles, 3. what is left when the tree gets destroyed 07:09:32 why, coloring in console looks good 07:09:52 What's the colouring in console? 07:12:36 due, why did the_violet_keep_of_menkaure use to have the 'entry' tag? 07:13:14 Zaba: "I don't know"? 07:13:21 Ask chapayev? 07:14:11 well, I have to ask _somebody_ :P 07:14:42 greensnark, err.. are vaults supposed to use FLAGS: for anything these days? 07:15:46 don't we use kilobyte's cool seeding algorithm for deciding tree colours in console? 07:15:59 (sorry, been busy with work): dpeg: I made a couple of potentially controversial decisions with aptitude changes. 07:16:17 controversial is good 07:16:26 * jpeg_ is channeling dpeg 07:16:45 jpeg_: actually, it's just a hash that was supposed to be purely random but failed to be such 07:17:14 kilobyte: last time you explained that a bit differently :) 07:17:39 cool, so we'll have uber-stabbing Vampires and wimpy Spriggans 07:19:10 jpeg_: there are "good" hashes and "bad" ones -- the good ones are indistinguishable from purely random data (save for being deterministic). This one is "bad" -- it produces visible patterns. Which are actually a nice thing in this case. 07:19:51 i see 07:25:35 I like the patterns :) 07:26:41 now that Upstairs Crash the II has been fixed, can you update windows builds? 07:27:06 kilobyte: does swamp_tree need documentation somewhere? (Either syntax.txt or swamp.des, I'd think.) 07:27:29 Zaba: FLAGS are obsolete, can use TAGS for everything now. 07:27:46 kilobyte: I came here to say I support those changes. :) 07:27:57 dpeg: it's just a feature like, say, orcish_idol 07:28:09 which might probably be named better 07:28:15 mangroves or such 07:28:33 kilobyte: that's fine, but is it documented? 07:28:52 or something that reflects the real case: tree_water 07:28:57 dpeg, I figured they're synonyms. Should perhaps existing uses of FLAGS all be converted to TAGS? 07:29:03 do we have a list of features somewhere? 07:30:42 kilobyte, I believe docs/develop/levels has some feature lists... 07:32:48 Zaba: yes 07:36:04 there's a prominently visible one in syntax.txt which has only those with a map letter (which we may add!), and an obscure, hard to read list of "features usable in MARKER declarations" which is badly outdated 07:37:43 argh 07:37:53 in any case, it should go somewhere :) 07:37:59 on the ench-split: shoudln't we also split the enchanter background? 07:39:15 we'd have to start by splitting books... and that's a long topic 07:40:14 so far, all discussions immediately switched to arguments about splitting spells between schools 07:40:14 isn't the natural split already between Enchanters and Crusaders? 07:40:15 one more item on the major bump todo 07:40:22 jpeg_: good point 07:44:40 yet the ench-split makes it so each has a mix of hex/charm spells? 07:45:52 changing books doesn't affect saves in any way 07:46:43 adding a new background would 07:47:50 I was thinking we'd add one, but your point about Enchanters and Crusaders is spot on 07:48:00 if the temp brand spells were made charms instead of hex then the Cr book would be focused on charms, i guess 07:48:02 yes, that's good 07:48:16 MarvinPA: oh right 07:48:44 so what is the current split? hexes = offensive, charms = everything else? 07:49:37 silence and invis are weird ones for the enchanter book though, they'd probably also be really hard to cast now they both have an extra school 07:50:18 wasn't that sort of the point? 07:50:32 jpeg_: yes, the question is if they should stay in starting books 07:52:24 seems like the book of charms would need a proper reworking to turn En into a dedicated hexer, anyway 07:52:40 especially the name :p 07:52:45 heh, yes 07:52:46 do enchanters actually use silence? more of a crusader spell anyway 07:53:28 agree, it has nothing to do with stabbing and screwing people up 07:53:37 only if they go oka and hybridise, i suppose 07:53:54 would it be okay to have a new starting book (for En) which contains low-level spells from both charms and hexes? 07:54:23 like current Book of Charms? 07:54:31 I think so 07:54:43 to give them flexibility: access to two schools 07:55:18 actually, only RMsl is pure Chrm 07:55:44 Silence and Invisibility are currently dual school, the rest are pure Hex 07:56:10 is rMsl still air? 07:56:50 wouldn't be great for dancing, I mean 07:59:30 (for invis, not silence) 07:59:35 arcane marksman will also have a weird mix of charms and hexes, i guess 08:00:16 so what shall we do with weapon branding? 08:00:46 wouldn't those just be charms 08:02:19 i'm not entirely sure where the split is supposed to be since i've heard so many people who want it to be self/other or good/bad or whatever, but making them charms at least makes the crusader book charms-focused 08:03:04 AM's cause fear could be reflavored as a charm if you want to keep it in the book, and maybe there could be a new spell that's sort of like ranged sure blade to replace corona 08:03:06 my problem is that Charms are good later on... but indeed, weapon branding is early game 08:03:07 for pure charms 08:04:48 Hexes rule places like Swamp:5 (but not Snake:5) and rapidly lose importance later 08:05:17 isn't that more a problem with the spells themselves? 08:05:37 stabbers in general peter out as the game goes on 08:05:41 kilobyte: this is bit like Venom... and once the two schools are there, we will get idea for how to help Hexes later on 08:19:43 limit Venom and Hex skills to level 10, problem solved :P 08:21:38 it'S not like if these were the only skills where later investment is dubious 08:23:05 ah i forgot short blades 08:27:45 03j-p-e-g * r5f62a12f8621 10/crawl-ref/source/ (5 files in 3 dirs): Add coolio's withdrawn turtle/agate snail tiles. 08:29:11 ortoslon: T&D 08:30:05 I've learnt that weapon skills are mostly useless past the point where weapon speed is minimised. 08:31:37 03j-p-e-g * rf404e926c5b0 10/crawl-ref/source/enum.h: Reorder ability enums. 08:31:37 03j-p-e-g * r35e4a9aed5eb 10/crawl-ref/source/dungeon.cc: Clear env.tile_names if a level gets vetoed. 08:38:26 speaking about backgrounds, I think more and more: what's the point of Arcane Marksmans in the first place? 08:38:41 don't seem to fill any real niche to me 08:39:13 i think Portal Projectile is boring and cumbersome 08:39:46 Hunters give you good bows, Warpers magic support... and ranged brands hardly have any use 08:40:00 heck, they didn't even increase damage at all until very recently 08:40:10 while costing ammo 08:40:31 the idea is that you're very flexible 08:40:52 kilobyte: do you think the background is a bad, or the new spells, or all? 08:41:37 AM starting with unenchanted ammo and no melee weapon was quite frustrating when I tried it, I ran out of arrows so quickly and then useless 08:41:51 then was useless* 08:42:44 new spell schools make things worse, but even with old (current) Ench, the background seems bad 08:43:11 not just bad as "weak" but also without much point 08:44:18 spells they get: Corona, Swiftness, brands, Cause Fear 08:44:29 the old books were more interesting, the current brands aren't very exciting 08:44:33 isn't the point "Hunter with magic support", like crusaders are "melee fighter with magic support"? 08:44:51 yes 08:45:10 crusader picks up a bow from the first centaur it kills and then becomes a hunter with magic support 08:45:25 useful spells: Corona (tedious to-hit) and Swiftness 08:45:51 -!- valrus has joined ##crawl-dev 08:45:51 st's right about ammo conservation too, you start as a ranged class that's scared to actually shoot anything 08:46:34 AMs were good with their old overpowered book and spells 08:46:56 ammo mulching is just such a pain for them 08:47:10 -!- Cryp71c has joined ##crawl-dev 08:47:17 would conjured ammo be silly? 08:47:18 and ammo management is tedious generally, although when i played one there were still racial ammo types 08:47:38 also poison ammunition still permanently brands ammo which also makes things worse 08:47:44 poison brand* 08:48:47 although it's the most useful of the branding spells i suppose, fire and frost seem to barely inflict any extra damage and make mulching even worse 08:49:03 are those still bugged? 08:49:56 https://crawl.develz.org/mantis/view.php?id=1993 08:49:57 maybe 08:50:17 seems so 09:01:29 if we drop RMsl from the Book of (heh heh)Charms, what other spell would be good for early Enchanters? 09:01:57 I'm pondering Sure Blade which is no early book anymore 09:05:42 03dolorous * rb030f93d424f 10/crawl-ref/source/mon-stuff.cc: Disallow polymorphing into tentacles. 09:06:40 that'd probably be good, would it stay charm/hex? 09:07:32 not much reason to straight-up melee anything early as en 09:07:46 compared to hibernate 09:07:52 it'd be useful for confusion stabs though, and helpful if you want to branch out into actual melee 09:07:52 could scrap the book of tukima and put tukima's dance in there - the spell is not so good now it might actually not be overpowered 09:08:35 it's pretty silly it's a level 3 spell but you need very high skill for it to actually be useful 09:08:44 supposedly it's still great on gsc and stuff like that 09:09:28 OgEn and TrEn are bizarre enough comboes that I think it'd be okay if they can use it for GSC ownage 09:11:26 also aren't tukima and sure blade both charms 09:20:59 Tukima's Vorpal Blade is totally useless, I'd just axe it 09:21:44 New tile for Maurice (https://crawl.develz.org/mantis/view.php?id=3152) by coolio 09:21:49 with Tukima down to two spells, one which fits in a starting book well, let's just move Tukima's Dance somewhere else 09:22:06 that bastard doesn't need his own book 09:22:56 if vorpal blade goes, maxwell's should too i guess 09:23:08 aye 09:23:32 we can always re-add it when that idea is actually implemented 09:23:41 i actually used it for a while in lair on my CePr's quarterstaff but it was a terrible character and needed all the help it could get 09:24:17 the elemental brands are much more interesting and useful 09:24:41 so Enchanters are good to go... all spells are Hexes, need just a name for their book 09:25:40 * kilobyte browses a thesaurus, but among 35698689347 different words I see nothing good :( 09:26:46 can you recap the starting book spells? 09:27:10 what about book of maledictions or whatever eronarn used 09:27:36 wait, how is en pure hex now? 09:27:44 Corona, Sure Blade[new], Ensorcelled Hibernation, Confuse, Enslavement, Silence, Invisibility 09:28:24 not sure if Silence makes sense in that book, too 09:28:30 how is sure blade conceivably a hex 09:29:00 hmm right, it made sense when brands were hexes 09:29:15 (how are brands conceivably hexes) 09:30:09 also hex invis and silence are pretty iffy 09:30:30 dual-schooled currently 09:30:33 as they're effects based on your character that follow you around 09:32:23 shouldn't en be dual-school anyway? Letting it function the same as pure hex weakens the school split I think 09:32:45 as en was the biggest problem with everything being in one school to begin with 09:33:12 in practice, anyway 09:35:35 hurrah you can target unknown feature mimics with haunt 09:35:58 also friendly feature mimics 09:36:26 the duration got reduced so targeting friendlies to build up an army won't really work now anyway 09:48:11 hmm 09:53:32 I wonder who reduced the duration 09:53:47 Can't be a nice sort of person, who'd go around reducing durations 09:54:36 is it true that misbehaving devs receive physical punishment? 09:56:11 It's a lie and I will horsewhip whoever started such rumours 10:02:10 03j-p-e-g * r1e2c59190fa5 10/crawl-ref/source/tags.cc: Actually clear tile_names if tile_force_regenerate_levels = true 10:14:46 03zaba * rbff8967a2c00 10/crawl-ref/source/dat/des/ (8 files in 3 dirs): Replace uses of FLAGS with TAGS in vault definitions. 10:15:22 greensnark, is there any reason to keep support for FLAGS: around, anyway? It's not documented or anything. 10:15:44 Zaba: No reason, it was just there for legacy raisins 10:15:55 you mean, hysterical raisins 10:17:07 greensnark, is there anything one should do aside from removing it from levcomp.lpp? 10:17:26 That should be enough 10:17:42 Also update the pregenerated level compiler 10:36:28 -!- galehar has quit [Ping timeout: 265 seconds] 10:37:47 03dolorous * r391a496fcd9d 10/crawl-ref/source/ (8 files in 2 dirs): Rename Zot Defense to Zot Defence. 10:43:05 nice 10:50:14 -!- casmith789 has quit [Ping timeout: 240 seconds] 10:50:19 -!- casmith789 has joined ##crawl-dev 10:53:43 greensnark, you mentioned (several times) that it's possible to get rid of saving of lua bytecode in save files, right? 10:53:45 greensnark, how'd one do that? 10:54:10 It's not a simple change 10:54:33 what's saved, anyway? Lua marker reader functions? 10:54:35 Well, there's a simple change, and a messy tangled area 10:54:49 Currently we save a) all maps that were placed on a dungeon level including Lua 10:54:56 b) Unmarshall function for Lua markers 10:55:50 hm 10:55:51 c) Lua functions saved as markers' own private data, which may be primitives (float, string), containers (tables) or code (Lua functions) 10:56:00 a) is easy to get rid of 10:56:05 b) and c) require a fair bit of work 10:56:38 I see.. 10:56:41 Conceptually (b) and (c) would be replaced by using a global function that's accessible by a simple or qualified name and saving the name instead of the function 10:57:16 Fortunately the existing Lua marshall code cannot save Lua closures, so we only have to worry about simple Lua functions 10:58:21 We, uh, also have to worry about save major version change, since everyone obsesses about that these days :P 10:58:44 this is "only" a problem insofar as it sometimes makes saves incompatible on different platforms, right? 10:59:09 or is that a subproblem? 10:59:17 well, it's also the reason why we have a patched lua in contrib. Or at least, an excuse for that :P 10:59:21 jpeg_: The incompatibility is the main problem, but it also bloats the save with unnecessary binary data 11:00:40 what i meant was, is the save compatibility easier to solve than removing lua from saves entirely? 11:03:19 Possibly, but relying on a third party serialization format to never change is dangerous in itself 11:03:41 Because we don't control how Lua functions are saved -- that's an implementation detail of Lua 11:04:07 at least luac(1) explicitly states that the format is likely to change with new lua versions 11:04:10 And patching Lua is not a good idea; we want to work with unmodified Lua 11:04:50 I wonder... does crawl work with luajit? 11:04:59 -!- MarvinPA has quit [Ping timeout: 265 seconds] 11:05:16 It should; neunon had luajit around 11:05:21 But it's not integrated with the build system 11:05:37 what about lua 5.2? 11:06:26 What about it? 11:06:41 does crawl work with it? 11:07:17 It probably will, but since it's not released yet I'm not worrying :P 11:07:36 It'll probably break saves, though :P 11:08:45 breaking saves to help compatibility in the future? If that's not worth it, I don't know what is. 11:09:43 well, if you've got to break compatibility, you might as well do it with style 11:09:44 greensnark: and I don't know what is the big issue about majors 11:10:09 kilobyte: I don't know, there seems to be a lot of fretting about changing major version :P 11:10:19 players like to play the most recent version, and they also like to keep their current games 11:10:32 that's a clash of interests right there 11:10:33 I once reverted a major compat bump because it was trivial to avoid, and I had a reason to prefer the major to stay 11:10:36 -!- MarvinPA has joined ##crawl-dev 11:10:44 kilobyte: which was? 11:11:06 we're not Angband, a 15-runer is a matter of 20-25 hours 11:11:16 Yes, but I wouldn't worry too much about bumping major versions if it helps us get stuff done 11:11:30 If it's trivial to preserve compat, sure. If it's non-trivial I'd just break compat and move on 11:11:44 my reason was, I didn't know which way to choose for letting DGL convert encodings 11:11:47 I keep my characters stashed away for weeks until I continue them 11:12:19 keeping a separate playing version to the development one would get annoying really quickly 11:12:20 when my big change comes, we'll have to purge all incompatible games (or break all in non-ASCII) 11:12:41 But worrying overmuch about compatibility breaks tends to slow down development 11:12:42 but that's only because we have no infrastructure to update old versions 11:14:06 0.7 is ok -- we'll simply have to update it on CDO, probably with a 0.7.2 11:14:21 Well, 0.7.2 is overdue 11:14:37 But we should probably just do 0.8 soon and abandon 0.7 to its fate :P 11:14:38 for 0.8, we'll purge all games on major 30 and lower (2010-09-27 and earlier) 11:15:25 but majors 31 already have all the code I need to talk to Unicode DGLs 11:15:52 what's this about purging? 11:16:02 don't the servers hold old versions, too? 11:16:49 -!- elliptic has joined ##crawl-dev 11:16:51 yeah, but I'm going to require Crawl to identify its character set encoding to DGL 11:17:36 not worth the effort trying to guess, or parse the config 11:17:36 how does that affect older versions? 11:18:38 so the players could play old versions or the new one, but not both? because one won't be able to interpret the config of the other? 11:18:43 old trunks, 0.7 is fine 11:19:09 or do the server configs themselves need to be changed? 11:20:15 if we want the server to support Unicode, we need Crawl to tell the encoding it is using. This is a trivial change, but one that requires recompiling Crawl. 11:20:23 not a big blocker 11:21:02 but CDO provides no way to update past versions, just 0.6, 0.7 and trunk 11:25:47 FR for Ashenzari: use a different indicator for monsters you've detected previously and monsters you are still detecting. 11:28:41 casmith789: good point 11:28:44 would you add it to the wiki? 11:31:06 done 11:35:17 thank you 11:40:23 kilobyte: 20-25 hours is still too long ;) 11:41:57 (personally I'd love it if we could get down to 1 hour per rune) 11:44:31 3 hour crawl? gross 11:44:33 < MarvinPA> if vorpal blade goes, maxwell's should too i guess <-- I would like to bring back these spells along with a third one (for piercing) once we get the weapon-effects stuff in play. 11:45:22 then Sprint would have to be a 10 minute run :p 11:45:37 also, i still favor ench split on good/bad flavor, rather than self/other :P 11:46:04 aren't the too pretty similar? 11:46:09 self = good, other = bad 11:46:43 or was the difference in whether items are self (good) or other (bad)? 11:46:49 jpeg_: they're similar, except for the few cases when self/other would lead to weird things (like: no invis/haste on others; confusing touch (it's a buff that you use to hurt others), sure blade (same) 11:47:50 for example, it would let us have some brands be charms (the elemental ones), and other ones be hexes (the necro ones) 11:48:00 imbuing your weapon with energy vs. cursing it with a foul spirit 11:48:14 -!- eith has joined ##crawl-dev 11:49:28 -!- MarvinPA has quit [Quit: Page closed] 11:50:46 i think that if we're splitting ench we should go for the split option with the most interesting pair of resulting schools; 'enchantment on self' and 'enchantment on others' seems quite hamfisted compared to 'helpful enchantments' and 'harmful enchantments' 11:50:54 (the latter is more subjective: helpful or harmful to who?) 12:01:18 kilobyte was guided by separating the dominating spells. 12:03:00 well, if something doesn't fit I guess we can reflavour it 12:04:33 dpeg: right, but this will still do that - the two are mostly identical 12:04:48 in where the spells end up; and even the differences can be addressed 12:06:18 -!- Kurper has joined ##crawl-dev 12:06:43 Eronarn, subjectivity of helpfulness/harmfulness is so large that you can hardly put it in parenthesis :P 12:08:01 Zaba: but that's *good*: it gives us a lot of flexibility to put any given spell in one or the other, based on where we think it will be best for gameplay 12:08:21 if self/other, we have to come up with very contrived explanations, or rework the spell's mechanics 12:08:25 Eronarn, might as well just split them arbitrarily 12:08:31 and not call it 'harm' or 'help' 12:08:55 imagine if, say, malign gateway weren't able to be put in tloc because it had some rule about how 'every tloc spell has to be movement related' - that would have been a bad thing 12:08:59 avoids subjectivity, and solves the problem just as well 12:09:20 make it 'Enchantment I' and 'Enchantment II'. Problem solved! 12:09:47 Zaba: well i wouldn't describe, in game, as 'harm' and 'help': more like "channels the energy of (malevolent|benevolent) spirits to do your bidding" 12:09:57 Eronarn, which changes things how? 12:10:43 Zaba: it's easy to describe a spell's flavor in those terms, whereas if you use 'harm' and 'help', people will say things like 'well, rmsl helps me, so it must be a charm' 12:11:22 whereas rmsl could be described as a ward protecting you, or a curse striking the enemy projectiles 12:31:29 03j-p-e-g * r9552bd0ea6cf 10/crawl-ref/source/ (enum.h startup.cc tilepick.cc tilepick.h): Add the ground structure for tiles in the startup menu. 12:31:40 03j-p-e-g * re3e646d47c43 10/crawl-ref/source/ (10 files in 3 dirs): Add Denzi's startup tiles. 12:40:40 has anyone raised the issue of pacified monsters blocking hallways on mantis? it drives me crazy every time I try to play a healer 12:43:06 03zaba * r7f09a20d9797 10/crawl-ref/source/util/levcomp.lpp: Remove support for FLAGS: in vault definitions (TAGS is used instead). 12:43:07 03zaba * rec126fe992dd 10/crawl-ref/source/prebuilt/levcomp.lex.cc: Update the prebuilt levcomp lexer. 12:43:47 valrus: blocking as in "stuck", or as in "moving in the direction you are coming from"? 12:43:56 I've had both happen 12:44:01 valrus: and no, I haven't seen any complaints specicially about that 12:44:31 hm... I find healers unplayable because of it. I wonder if I'm just doing something wrong 12:45:03 pacified monsters are pretty weird 12:45:05 valrus: yes, this is an issue. Just an old one, so there's no report on Mantis. 12:45:23 valrus: you can think of it in advance (which is not ideal, I know). 12:45:24 since I hardly ever leave my comfort niche (Trog, Xom, Sif) I can't help with that 12:45:43 I try to, but often they just turn up way later 12:45:49 at the very least they shouldn't get stuck 12:46:12 jpeg_: yes, sometimes they just don't move. 12:46:13 ... and if a long time has passed since you last saw them, they should really have left the level 12:46:18 is there a compelling reason not to allow the player to push past them? 12:46:21 valrus: yes 12:46:38 you shouldn't be able to use them as a meat shield, like you would with allies. 12:47:20 hm 12:47:43 I guess it would be possible to adapt the AI to make them try to find another path if you are blocking the corridor 12:47:52 could you not also make enemies displace them? 12:47:58 alternatively, we could expect the same from the player 12:48:11 Mu_: everyone pushes neutrals around... 12:48:23 but yes, that might work 12:48:28 The orc picks up the quokka and sets it down behind it. 12:48:46 the idea is that neutrals attack everyone in their way, not that they'Re peaceful to everyone 12:48:48 heh 12:49:07 who said they'd be peaceful about pushing each other around? 12:49:24 no one, I just thought that would be an amusing message 12:49:30 it'd be pure slapstick! 12:49:43 The quokka gives the orc a noogie!!! 12:49:53 valrus: oh sorry, I was referring to dpeg's protests 12:50:00 The orc says, "Why I oughta...!" 12:50:12 ...getting carried away here 12:50:47 Hey, is Jozef supposed to spawn without armour 50% of the time? He is depicted as a full-plate clad warrior with a shield but he tends to spawn naked... he has no natural armour either 12:50:47 idea: killer klowns always appear in groups stuffed into a tiny car 12:51:03 A killer klown jumps out of the car! x6 12:51:17 kar, surely 12:51:24 indeed 12:52:01 coolio_mc: that sort of misdirection is already listed on the wiki 12:52:11 coolio_mc, no idea whether it's intended, but it's coded that way (2 in 5 chance, to be exact) 12:52:41 Zaba: no reason we couldn't change it 12:52:48 of course, one option is to up the armour chances 12:52:54 the other to adapt the tiles 12:53:08 (in some cases, it might even be possible to swap them around) 12:53:39 I was thinking of updating Joseph at least... I always except him to be a huge tank when I meet him in early game 12:54:50 tilewise, jozef and rupert could be swapped 12:55:55 or use the old norbert tile 12:57:07 I think it's better if the unique is reliable, so that Jozef always comes with armour. 12:58:09 dpeg: see https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:tiles:tiles_that_need_adjustment#misrepresented_equipment 12:58:23 are there any plans of making the bounty hunter / mercenary block more flavourful? 12:58:59 just simply shuffling the races a bit (like OG17 suggested in the wiki) might make them a bit more interesting 13:00:54 coolio_mc: a couple of them have already been removed 13:01:04 and others got their species changed, yeah 13:01:20 yeah, I really don't like how human is the default 13:01:32 more for older uniques 13:02:20 I would love a two-headed ogre (or ettin) that constantly argued with itself 13:02:58 coolio_mc: :D 13:06:12 give it two gods so the forum cries itself to sleep 13:06:37 haha 13:06:56 lol 13:07:45 unironically do this... one head could worship TSO and the other Makhleb or something 13:12:10 no, of course not 13:15:12 03j-p-e-g * r30475f5bd4d1 10/crawl-ref/source/rltiles/ (465 files in 31 dirs): Move spell, skill, command tiles into the gui directory. 13:17:21 b - 5 curare-tipped +4 needles 84 gold 13:17:24 prices... :O 13:20:09 $17 for a single +4 needle? 13:20:21 yes 13:20:29 that doesn't even come close to the enchantment scrolls 13:20:50 either that shopkeeper can't calculate or he's really desperate to get out of the dungeon 13:21:40 dpeg: go forth and come up with a better pricing system, and gozag will descend upon us all! 13:22:17 jpeg_: where's the price list? Do you know? 13:22:34 wow, 47 damage from a poison arrow of greater naga? :-O 13:23:40 dpeg: item_value() in shopping.cc 13:23:57 dpeg: it's both complicated and arbitrary 13:24:54 Napkin: yes, can happen. Even with rPois? 13:25:01 jpeg_: doesn't sound good. 13:25:11 jpeg_: Am I better off designing a new system from scratch? 13:26:02 no, Eifeltrampel says it was without rP 13:26:03 dpeg: just have a look, it's easy to understand (if convoluted in the numbers) 13:26:17 dpeg: of course, you're likely to change all the numbers anyway 13:26:58 dpeg: basically, you get a fixed value per item type which gets multiplied by various factors for cursedness, racial bonus, enchantment and brands 13:27:40 that said, I don't understand how you arrive at the above price for curare needles 13:28:48 jpeg_: okay, will do 13:29:14 jpeg_: it was in Sprint, so the level is 1 -- does that matter? 13:30:37 it doesn't _look_ like level depth factors in there 13:31:50 ok 13:32:39 dpeg: ah, I was misreading the code 13:32:58 dpeg: needles have a base value of 2, and curare gives a multiplier of 3 13:33:29 sigh, lost my first SpAs^L in Spring who had a distortion dagger. 13:33:46 dpeg: enchantment gives a flat 2*ench bonus 13:33:50 the base value alone is problematic 13:33:56 and ench shouldn't be linear 13:34:08 Folks, any problems if I just change the numbers right now? 13:34:44 dpeg: it's probably better to change the entire system in one go 13:35:07 dpeg: rather than fiddle with numbers for weeks 13:36:08 dpeg: best to put a big list on the wiki, so people can compare 13:36:30 (unless you're only talking about the needles, but that seems a bit odd) 13:47:23 dpeg: item values are used in a number of places, e.g. in piety gain on sacrifice, final score, and who knows where else 13:56:40 jpeg_: yes 13:57:04 but still, I believe that sane shop prices will lead to sanity elsewhere 13:57:07 dpeg: yes to what? I said a lot :p 13:57:16 yes to everything :) 14:00:10 -!- ortoslon has quit [Quit: bye] 14:03:12 New tile for Joseph (https://crawl.develz.org/mantis/view.php?id=3153) by coolio 14:11:30 got to go 14:11:32 -!- dpeg has quit [Quit: bye] 14:14:18 we need more uniques named for crawl people 14:15:28 impgrinder is the only one currently represented, and he should have been last to get one :| 14:20:44 does that obey the 300 year rule? 14:21:10 crawling since 1700 14:21:22 nothing obeys the 300 year rule 14:21:28 we removed surfboards but added nikola 14:21:44 is crawl over 300 years? 14:22:13 heh. 14:22:19 by internet standards 14:22:31 every year we should look back at what just became available to use in crawl 14:22:37 lol 14:22:38 so what happened in 1711? 14:22:51 http://en.wikipedia.org/wiki/1711 14:23:06 tuning fork gets invented 14:23:19 sweet, let's add tuning forks 14:23:23 I was going to say that :( 14:24:54 in 1710 we got access to references to beijing being the largest city 14:27:21 when does crawl think surfboards were invented 14:27:39 after 1711? 14:27:46 no 14:27:51 they've been around for longer 14:27:54 wiki says ancient hawaii but seems confused 14:28:35 "The history of using balsa as a material for surfboard making goes back to the Hawaiians but really hits off in the late 1930s." 14:28:39 so whatshisname hails from hawaii? 14:28:43 if there have been surfboards in crawl, what were they used for? 14:28:43 an encyclopedia says it "really hits off" 14:28:50 surfing 14:28:53 in the shoals 14:29:22 they were used to construct the balsa Tomb of Doroklohe 14:30:10 surfboards say 6 AD but ancient hawaii says it was settled in 300 AD earliest 14:30:26 so sufboards spent about three hundred years riding themselves I guess 14:31:34 crawl can have self-riding surfboards 14:31:55 wait no I'm illiterate, it says sixth-century 14:32:07 was 600 AD more than three hundred years ago 14:32:21 this year is 811 so no 14:32:31 actually it's 500 AD 14:32:32 well, 2011 - 600...carry the 1... 14:32:38 so I'm illiterate and can't count 14:33:09 oh hey this is dev 14:53:09 -!- murphy_slaw_ has joined ##crawl-dev 15:08:33 Mangrove tile for the Swamp (https://crawl.develz.org/mantis/view.php?id=3154) by Curio 15:19:55 does TSO really get angry when you use a weapon of pain brand? 15:20:29 this falchion of pain also has AC+2, EV+3 and stealth++ 15:24:12 03j-p-e-g * rf1e85706f789 10/crawl-ref/source/startup.cc: Make space for the game mode menu in Tiles. (Very hacky, though.) 15:30:59 napkin: only if you hit things with it, I believe 15:31:12 ah, pity 15:31:22 would be a awesome find otherwise :) 15:35:24 Alright, Louise has no speech lines, a misleading tile and little flavour at all besides being an armoured caster... how about replacing her with a superficially different but functionally identical unique? 15:36:14 nothing wrong with scrapping a unique or two 15:36:24 it's not like we haven't been adding them by the dozen 15:38:01 I guess she wouldn't be missed. I had an idea of replacing her with, like, an armoured dwarven battlemage though 15:38:47 and by idea I mean I made the tile already ;O 15:40:02 !lg * ckiller=louise cv>0.6 s=xl 15:40:02 10 games for * (ckiller=louise cv>0.6): 3x 14, 2x 17, 2x 13, 1x 11, 1x 12, 1x 15 15:40:06 maybe Louise could become a deep dwarf? they have a good tloc apt at least, and banishment is Louise's signature move 15:40:54 also, don't do cv>0.6, that means you get 0.6 trunk but not 0.6 itself 15:41:05 !lg * ckiller=louise cv>=0.6 s=xl 15:41:06 14 games for * (ckiller=louise cv>=0.6): 4x 14, 3x 17, 3x 13, 2x 11, 1x 15, 1x 12 15:41:13 not much difference 15:41:37 yeah, just a little pet peeve of mine :) 15:47:16 louise naga :| 15:49:24 Louise is working on becoming an ubernaga? 15:49:46 only explanation I can see for why she is casting lightning bolt and banishment in heavy armour + shield, really 15:49:56 working up to tornado + cBlink 15:51:20 -!- galehar has joined ##crawl-dev 15:51:39 re 15:57:58 galehar: hi! 15:58:47 -!- Vandal has quit [Ping timeout: 260 seconds] 15:58:59 nice starting menu icons :) 16:01:47 does it look okay for you, more screen estate and all? 16:02:20 -!- Vandal has joined ##crawl-dev 16:03:21 it's a good start 16:04:41 I'd make it adapt to screen height maybe 16:05:50 I haven't looked at the code yet, but maybe you can use set_tile_height() on the menu_scroller so that it use the good unit 16:05:58 like I did for the skill menu 16:06:32 maybe this should respect the tiles_menu_icons option 16:06:47 x should be able to scroll 16:06:53 also I want a pony 16:08:05 galehar: I had a look at skills2, but I couldn't work out what happens to m_level and where it comes from 16:08:18 galehar: also, yes to respecting the option 16:12:45 for converting unit (from tile height to normal height) I used this: 16:12:56 help_min_coord.y *= TILE_Y; 16:12:57 help_min_coord.y /= tiles.get_crt_font()->char_height(); 16:14:35 the first scroller could use one more line on high res 16:14:41 galehar: oooh, didn't see that one 16:15:28 so it'd be something like lines = menu size * TILE_Y / tile->height 16:16:02 that should probably be put into a separate conversion function 16:16:29 I used this conversion, because I set_tile_height() on the whole freeform 16:16:52 17:15 < OG17> hemophiliac mutation <-- let's do this once bleeding gets in fully 16:16:56 and then wanted to put normal height line (help and footer) at a certain point 16:17:05 yes, for DE 16:22:42 when is bleeding getting in fully? 16:22:47 rather, what does that mean? 16:23:05 more logical things cause bleeding? 16:23:20 it would be neat to distinguish damage types like that 16:23:27 idk though 16:27:57 jpeg_: ok, I've looked at the code. Apart from the _save_games_start_y() hack which could use a more elegant unit conversion, it's quite simple and decent, 16:30:04 maybe SAVE_GAMES_START_Y = GAME_MODES_START_Y + 1 + NUM_GAME_TYPE * tiles.get_crt_font()->char_height() / TILE_Y 16:30:45 oops, no that's wrong 16:30:53 the other way around 16:31:32 i got that :) 16:32:54 ok, I'll let you handle that and go back to my detached tabs then :) 16:33:50 i still have to check whether that works 16:33:54 compiling... 16:40:03 hmm... no, that didn't work 16:45:39 -!- murphy_slaw_ has quit [Read error: Connection reset by peer] 16:45:56 -!- murphy_slaw_ has joined ##crawl-dev 16:47:00 heh.. unbelievable.. 16:47:12 my dad is about to win his first MfCr 16:47:26 and came up to ask me about hell or pan... *sigh* 16:47:48 Napkin: yay, go! go! go! 16:48:14 did you warn him away? 16:48:24 if i came close to winning again, i would totally try not to do any funny stuff :D 16:48:34 i read the wiki with him :) 16:48:54 -!- monky has joined ##crawl-dev 16:49:17 so.. now he has won MDBe, TrBe, MfBe and this is his first spell-caster (of Okawaru.. grrrr..) 16:49:33 a true sacrilege 16:49:43 what were the other gods? 16:49:51 Trog 16:49:56 right :p 16:49:57 Berserkers 16:49:58 Be, Be, Be. 16:49:58 ;) 16:50:11 is schon spät... 16:50:22 I tried to lure him to Makhleb - and he played a few 16:50:32 -!- psyshvl has joined ##crawl-dev 16:50:39 but i think he will try again 16:50:49 geez.. pensionär - was ein leben :D 16:51:05 ich muss ins bett und er geht in die Hölle ;D 16:52:21 früher war das umgekehrt, eh? 16:52:28 *grummel* 16:52:29 ;) 16:52:34 :P 16:53:29 :D 16:54:12 !lg * won s=god cv>=0.7 16:54:13 851 games for * (won cv>=0.7): 113x Okawaru, 99x Kikubaaqudgha, 94x Makhleb, 82x Vehumet, 76x Sif Muna, 73x Trog, 62x The Shining One, 61x Nemelex Xobeh, 40x Jiyva, 30x , 25x Ashenzari, 25x Lugonu, 17x Zin, 13x Fedhas, 12x Cheibriados, 10x Yredelemnul, 8x Xom, 8x Elyvilon, 3x Beogh 16:54:14 well.. good night! :) 16:54:32 nacht! 16:54:42 bye! 16:54:49 btw, at least 20 of those trog wins could have been my dad 16:55:01 haha 16:55:11 hurry up with those online tiles ;) 16:55:16 cheers! o/ 16:55:26 -!- valrus has quit [Ping timeout: 240 seconds] 16:55:34 jpeg_: I just tried Curio's mangrove test tile... it is a strict improvement over current trees, although the fundamental problems remain 16:55:57 ie, the tree seems to float above water rather than being partially submerged in it 16:56:16 kilobyte: yeah, I'll have a look at that 16:56:46 kilobyte: for monsters and items we're already checking whether they need a water overlay 16:56:47 should I push the commit so you don't need to update tilepicks? 16:57:00 shouldn't be hard to extend to features 16:57:28 kilobyte: sure 16:57:47 -!- valrus has joined ##crawl-dev 17:01:27 03kilobyte * r49d703b08569 10/crawl-ref/source/ (3 files in 3 dirs): Curio's mangrove tile. 17:01:37 !tell due Playing around with mrl: Yay, I can print boxes! \o/ 17:01:37 jpeg_: OK, I'll let due know. 17:01:55 galehar? still awake? 17:02:04 -!- valrus has quit [Ping timeout: 240 seconds] 17:03:09 -!- valrus has joined ##crawl-dev 17:04:54 -!- MarvinPA has joined ##crawl-dev 17:05:27 -!- psyshvl has quit [Quit: stuff] 17:08:29 due: You have 2 messages. Use !messages to read them. 17:08:30 jpeg_: :D! 17:08:36 !messages 17:08:36 (1/2) elliptic said (1h 15m 37s ago): I just realized that Roxanne really should cast Leda's, if it is ever a monster-castable spell. 17:08:39 !messages 17:08:40 (1/1) jpeg_ said (7m 3s ago): Playing around with mrl: Yay, I can print boxes! \o/ 17:08:47 :D 17:08:57 Ooh,mangrove tile? 17:09:26 jpeg_: yes 17:09:27 gah, why won't that stupid orc move away from that slime wall? 17:09:51 mrl? 17:09:59 galehar: if I use the TILE_Y/height ratio I get a huge gap between game modes and saves 17:10:43 maybe your getting integer rounding nonsense 17:10:51 that's why I do it in 2 steps 17:10:59 mmm new tiles ;D 17:11:07 *= TILE_Y 17:11:19 /=height 17:11:22 sorear: due is starting a roguelike of his own -> murderRL 17:11:35 galehar: I tried that, didn't make a difference 17:11:49 Hm, mangroves are still very tree like. 17:11:51 (or at least not that I could see) 17:12:00 due: aren't they supposed to be? 17:12:01 hahaha, i wonder how many people are working on that now 17:12:13 jpeg_: yes, point 17:12:38 Zannick: it's a race! 17:13:01 jpeg_: no doubt 17:13:02 I think it looks a bit more lik a willow than a mangrove, but it'snice. 17:13:33 i certainly would not be able to race against anyone actually dedicated to it... 17:13:38 though the game itself is a neat idea 17:13:46 jpeg_: let's say your hack will suffice for now. I'll have a look at it tomorrow and will let you know. 17:13:48 i've got to admit that I don't actually know what a mangroove actually _is_ 17:13:58 might have been a monkey, or some sort of exotic fruit 17:13:59 jpeg_: it'sa ... I will find a photo 17:14:09 ... omg maurice tile is hilarious. 17:14:59 ... a water-based tree apparently, according to google 17:15:17 jpeg_: yup :D 17:15:59 well, we don't actually name the tree the tile is supposed to depict, now do we? 17:16:06 not at all 17:16:17 galehar: thanks! 17:16:22 I didn't mean it had to look like a mangrove exactly, just that that was my idea. 17:16:46 no reason there couldn't be a mangroove variant tile 17:16:57 a 7 in a different font 17:16:59 :P 17:17:17 Zannick: :p 17:18:09 * kilobyte still hopes to have good proper cold temperate zone willows somewhere, rather than fancy-shmancy tropical mangroves :p 17:18:44 icecave? 17:18:57 or another branch, perhaps 17:19:42 I suppose my image of a swamp is informed by tropical swamps :) 17:19:48 that would be conifers or such 17:20:47 do you even have snow there? 17:20:54 nope 17:20:57 (I hate shoveling the crap) 17:21:36 Brisbane is sub-tropical. Far north Queensland is tropical... you have to go pretty far south to find snow. 17:22:29 @??maurice 17:22:31 Maurice (03@) | Speed: 10 | HD: 5 | Health: 60 | AC/EV: 1/13 | Damage: 9 | Flags: spellcaster | Res: 06magic(26) | Chunks: 07contaminated | XP: 503 | Sp: invisibility, swiftness, blink, teleport self. 17:22:45 Wikipedia says you have just a tiny part where it snows sometimes... and that's once in 10-20 years 17:23:09 Relaly? 17:23:21 Erm: really? Link? 17:23:47 Certain parts of alpine Victoria get snow; Selwyn, Perisher, etc. However, a lot of that is artificial. 17:24:04 jpeg_: I'm replying to your email rightnow, I ran out of time last night, sorry. 17:24:50 due: a common problem for people communicating with me via email :P 17:24:55 due: my own fault for always writing so much 17:25:10 You think *you* write so much? ;) 17:25:30 due: so I've been told 17:26:00 Even my commit messages can be excessively verbose :) 17:26:03 uhm, it's so wrong. "climate of Australia" on English wp agree with you, that some mountains do get regular snow. 17:26:28 due: I've toned that down, originally mine were humungous too 17:26:42 due: with git, I can do smaller commits -> less text per commit 17:26:53 :D 17:27:03 due: is this a "mine's bigger than yours" contest? :P 17:27:08 No! 17:27:14 * jpeg_ giggles 17:27:19 put the git diff as the commit message 17:27:22 \o_ 17:27:24 I just start writing "something short", then realise I've written a treatise on every single line. 17:27:49 due: oookay, I won't let you near the tutorial messages then... 17:28:19 those started out long (because I wrote them) and then got longer because I kept thinking of things that absolutely *had* to be included 17:28:54 jpeg_: Yes, it is difficult. I had some hand in the neo-tutorial messages, but I got distracted from further twekaing. :) 17:29:22 kilobyte: Currently we're suffering from *massive* flooding, but it's not affecting where I live (which is also on the side of a small mountain, so it's cool :D) 17:30:38 long commit messages are good... as long as they follow the recommended scheme: an one-liner that describes the whole commit, a blank line then the detailed explanation 17:31:31 kilobyte: yes, I try to enforce the shortest of one-liners. Git's brighlt red "omg you are now on TWO LINES???" highlighting in vim makees it fun. 17:42:32 due is the jory vault on cdo 17:42:39 Mu_: I'm not sure 17:42:58 It's not finished but I pushed it anyway. 17:43:09 Gotta mess around with markers and death messages etc. 17:43:16 Erm, death events, rather. 17:43:18 will he generate though 17:43:41 Yes 17:43:45 :)) 17:48:54 due: you're just supposed to leave the second line blank. you can type as much as you want on 3+ 17:49:31 sorear: Yes, I know. But if I get to the second line it's because I've written too much on the first and it's auto-wrapped. Then I have to be a bit more concise :) 17:49:51 sorear: but you still want to squeeze as much information as possible into that first line 17:54:24 Go down stairs to new level bug (https://crawl.develz.org/mantis/view.php?id=3155) by lollipopman91 17:54:32 still?:/ 17:57:40 jpeg_: Oh, having an option for fixing things makes sense. I just implemented the branch stair fix with a minor version check. 17:57:49 there was another bug 17:58:01 due: so I'm starting a new trend? :D 17:58:40 ... I forgot to have the option clear the tile_names vector itself... 17:59:00 hehehe 17:59:11 kilobyte: Are you going to start a major-version-bump-todo? 18:21:40 -!- jpeg_ has left ##crawl-dev 18:24:00 03galehar * rc1977c0cb5e3 10/crawl-ref/source/tilesdl.cc: Use the same 32x32 icon for Windows. 18:24:07 03galehar * r82086e07626f 10/crawl-ref/source/ (delay.cc tilereg-mem.cc tilesdl.cc tilesdl.h view.cc): TilesFramework: Rename the update_inventory method to update tabs. 18:25:54 galehar: we should include the svg icon for Vista/7, in some modes they want >32x32 18:26:07 That icon looked so ugly on XP. :( 18:26:08 wait, tilesdl.cc, ok 18:26:42 Microsoft added an incompatible format that can't be even read by XP 18:27:13 but fortunately XP silently ignores those chunks, .ico file can have several 18:28:23 ok, but wasn't there some license problem with the svg? 18:31:23 anyway, need to get some sleep 18:31:24 bye 18:31:29 -!- galehar has quit [Quit: disconnect] 18:37:43 "delightful". 18:37:47 I hate Vista/7 :( 18:40:02 actually, this part was done well. Including a 256x256 icon which Vista recommends as scaling down works much better than up in the old format would produce 480KB big files, and .ico are extensible. 18:41:25 03j-p-e-g * r8c5b824260a3 10/crawl-ref/source/mon-act.cc: Non-stupid monsters try to avoid slime walls. 18:41:27 03j-p-e-g * r294a726c2a4d 10/crawl-ref/source/ (cmd-keys.h command.cc directn.cc enum.h): Add new wizmode targeting command to heal monsters (Ctrl-H) 18:41:29 03j-p-e-g * rff17aecca7bf 10/crawl-ref/source/mon-act.cc: At >= 1/2 hp, monsters will willingly step next to slime walls. 18:44:07 Does this mean that intelligent monsters will tend to have HP 1/2 in Slime because they will hurt themselves when ever they go over? 18:45:20 How many non-slimes appear in Slime 18:45:21 ? 18:45:44 I've seen uniques, ghosts 18:45:48 demons on the orb run 18:46:05 orb run in Slime? 18:46:19 most fun slime I've ever had, at least 18:46:49 oh and summoners get bunches of spam from their allies on the walls 18:49:04 It should probably be "don't go near unless chasing an enemy". 18:49:17 That prevents them wandering around walls getting damaged hence tending to have 1/2 HP. 18:49:29 But also prevents standing next to slime walls as an escape mecahnism. 18:59:44 No confirmation to step into clouds (https://crawl.develz.org/mantis/view.php?id=3156) by valrus 19:00:26 -!- coolio_mc has quit [Read error: Connection reset by peer] 19:27:31 -!- syllogism- has quit [] 19:34:14 hm, sourceforge has started sending me spam 19:58:27 Zannick: such as? 19:59:28 -!- Kurper has quit [Remote host closed the connection] 19:59:31 due: "New from SourceForge - This Week's Best IT Resources" 20:00:04 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:06:54 -!- Kurper has joined ##crawl-dev 20:08:14 -!- TGWi has left ##crawl-dev 20:08:47 -!- Kurper has quit [Remote host closed the connection] 20:09:26 -!- valrus has quit [Remote host closed the connection] 20:16:32 -!- OG17 has quit [] 20:39:51 -!- upsy has quit [Quit: Leaving] 20:59:04 -!- eith has quit [Ping timeout: 250 seconds] 21:02:21 -!- Kurper has joined ##crawl-dev 21:06:51 -!- ZChris13_____ has joined ##crawl-dev 21:07:19 -!- ZChris13_____ is now known as ZChris13 21:12:39 -!- Kurper has quit [Remote host closed the connection] 21:15:27 Scrystorm is back :( (https://crawl.develz.org/mantis/view.php?id=3157) by casmith789 21:16:36 It's pretty ballin, I gotta say 21:24:32 -!- Kurper has joined ##crawl-dev 22:18:45 -!- Kepa has joined ##crawl-dev 22:20:05 -!- Kepa has left ##crawl-dev 22:35:32 -!- Kurper has quit [Remote host closed the connection] 22:46:11 -!- casmith789 has quit [Remote host closed the connection] 22:48:32 -!- ZChris13 has quit [Ping timeout: 240 seconds] 23:20:39 -!- valrus has joined ##crawl-dev 23:23:19 -!- TGWi has joined ##crawl-dev 23:27:51 -!- Twinge has quit [Read error: Connection reset by peer] 23:28:24 -!- Twinge has joined ##crawl-dev 23:31:09 -!- TGWi has quit [Read error: Connection reset by peer] 23:37:42 Windows development builds on CDO updated to: 0.8.0-a0-4342-gff17aec 23:53:50 -!- ZChris13 has joined ##crawl-dev