00:01:58 Unstable branch on crawl.develz.org updated to: 0.12-a0-1802-g0088057 (34) 00:03:21 Unstable branch on crawl.s-z.org updated to: 0.12-a0-1802-g0088057 (34) 00:04:23 -!- Krakhan has quit [Ping timeout: 240 seconds] 00:05:13 -!- geedmat has quit [Quit: Page closed] 00:07:33 -!- Morphy_ has quit [Ping timeout: 245 seconds] 00:12:56 -!- MarvinPA has quit [Ping timeout: 245 seconds] 00:17:57 -!- animegra1pa has quit [Ping timeout: 248 seconds] 00:17:57 -!- animegrampa has quit [Ping timeout: 248 seconds] 00:19:06 -!- dspencer has quit [Client Quit] 00:20:27 Windows builds of master branch on crawl.develz.org updated to: 0.12-a0-1802-g0088057 00:28:14 cyprian (L6 MuSu) ASSERT(!at_branch_bottom()) in 'stairs.cc' at line 533 failed. (Abyss (Sprint)) 00:29:11 cyprian (L6 MuSu) ASSERT(!at_branch_bottom()) in 'stairs.cc' at line 533 failed. (Abyss (Sprint)) 00:30:08 helsbecter: i think you can use a master-slave setup with a "turn" trigger 00:30:17 https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:triggerables#list_of_triggerers 00:31:11 -!- valrus has quit [Quit: Computer has gone to sleep.] 00:33:01 -!- WalkerBoh has quit [Remote host closed the connection] 00:33:20 the explanations on that page are kind of terrible, but the examples of volcano and ancient_champions contain a bunch of master/slaves 00:36:24 -!- Zifmia_ has quit [Quit: -a-] 00:37:03 -!- inspector071 has quit [Quit: inspector071] 00:43:00 helsbecter: alternately you can use the method i did in altar/fedhas_garden.des - where the elapsed turns are held in the data object that gets passed to the triggerable function - but it was ages ago i wrote that and it's a big mess, i was still getting my head around lua at that time 00:45:12 tbh i should probably investigate some of this triggerable/master/slave stuff in a bit more detail and try to make this kind of stuff easier to do. setting off a timed event isn't an unusual requirement. and there are a few things missing in lua right now (e.g. no mons_move triggerer) 00:46:06 -!- cocofalco has quit [Quit: Page closed] 00:49:02 -!- ussdefiant_ has joined ##crawl-dev 00:49:08 -!- ussdefiant has quit [Ping timeout: 248 seconds] 00:49:14 -!- ussdefiant_ is now known as ussdefiant 00:50:44 -!- ponies_ has quit [Ping timeout: 255 seconds] 00:51:34 -!- nicolae- has joined ##crawl-dev 00:51:52 -!- _dd has joined ##crawl-dev 00:52:53 !tell greensnark Awesome, thanks for fixing that one, was a major blocker. 00:52:53 mumra: OK, I'll let greensnark know. 00:52:54 -!- crazedpsyc has quit [Quit: ZNC - http://znc.in] 00:56:12 -!- ponies__ has quit [Read error: Connection reset by peer] 00:56:22 -!- remyroy has quit [Read error: Connection reset by peer] 00:57:40 -!- Crazylemon64 has quit [Ping timeout: 248 seconds] 00:58:07 -!- bza has quit [Quit: Leaving] 01:01:27 so, these: https://crawl.develz.org/mantis/file_download.php?file_id=1883&type=bug have been languishing on mantis for ages 01:01:53 i tried my hand at messing with them: https://dl.dropbox.com/u/1000017/crawl/denzidungeon.png 01:02:16 those look neat 01:03:18 i'm not sure about the floor, it has really obvious seams that i can't get rid of 01:03:36 but the walls probably look fine with existing floors 01:04:38 -!- Blade- has quit [Ping timeout: 245 seconds] 01:05:00 also i have to find somewhere to put them 01:05:12 fr portal vault 01:05:45 -!- dspencer has quit [Client Quit] 01:05:45 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 01:06:48 did somebody say portal vault?! *comes running into room, trips over end table* portal vault- *falls into bookshelf* 01:07:02 -!- ussdefiant has quit [Ping timeout: 252 seconds] 01:07:08 -!- Blade-_ has quit [Ping timeout: 245 seconds] 01:09:21 -!- dspencer has quit [Client Quit] 01:09:46 make me a ruins-themed portal vault that has an ancient water elemental named denzi in it 01:10:20 speaking of which it turns out that tier-4/5 demons are in fact boring as heck so i think if i'm going to do the demon pit i'm either going to have to make a bunch of vault monsters or collaborate with a coder person to make some new demons 01:10:41 well, if you need tiles for them i can do that 01:10:57 cool 01:11:08 but this might be a ways away and i might not end up bothering at all 01:11:19 yeah 01:20:30 -!- Zifmia has quit [Quit: -a-] 01:20:54 -!- animegra1pa has quit [Ping timeout: 256 seconds] 01:20:54 -!- animegrampa has quit [Ping timeout: 256 seconds] 01:21:03 -!- keszocze has quit [Ping timeout: 252 seconds] 01:21:21 -!- hurdos has quit [Read error: Connection reset by peer] 01:21:40 -!- wasd22 has quit [Ping timeout: 256 seconds] 01:22:44 -!- Crazylemon65 has quit [Ping timeout: 248 seconds] 01:27:11 -!- Crazylemon64 has quit [Ping timeout: 255 seconds] 01:30:41 -!- ChongLi has quit [Ping timeout: 248 seconds] 01:31:34 what are people's thoughts on making pan have more varied tilesets 01:31:50 03ontoclasm 07* 0.12-a0-1803-gee4f5cf: Darken acid floors 10(2 minutes ago, 4 files, 0+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=ee4f5cfb8e75 01:31:52 it's nice that it has its own but people often see dozens of pan floors 01:33:12 -!- bonghitz has quit [Ping timeout: 276 seconds] 01:33:19 Well, there's probably lots of room for variation in what it looks like, given that all we have to go by is that the walls are made of 'wierd stuff' 01:33:43 Though I had not personally found it annoyingly repetitive 01:33:49 hm 01:34:04 I mean, the main dungeon has been way more repetitive, when you think about it 01:34:18 You go there all the time and it always looks the same! (Though less-so now) 01:34:29 yeah 01:34:52 mumra: everything is squared away now and I'm prob. done doing tricky stuff in lua for a while 01:35:13 my idea was basically that each pan level has an %x chance to have an "unusual" set of walls or floors 01:36:05 where unusual would be those tilesets that are rarely seen, like the flesh walls from cigotuvi's or the cool mazey stuff from tar 01:36:12 dunno how it'd all look together 01:36:32 -!- bonghitz has quit [Client Quit] 01:36:33 pandemonium serial vaults maybe? 01:36:44 certinaly a possibility 01:36:47 certainly* 01:39:45 ontoclasm: i've been thinking about a "forgotten temple" portal experiment which has a ruined / overgrown temple surrounded by rainforest, and a bunch of new plant-based monsters 01:39:56 but whether that will ever happen is another matter :) 01:40:53 sounds neat 01:40:55 i like overgrown themes, i had one for a zoo of magical beasts that has fallen into disrepair so there's old enclosures and trees and plants and then, like, dragons and catoblepases wandering about, like a crawl jurassic park 01:41:09 -!- kunwon1 has quit [Ping timeout: 248 seconds] 01:41:19 monsters from 4.1 01:41:25 haha 01:41:43 -!- moohaus has quit [Ping timeout: 245 seconds] 01:41:51 man, i wish it were easier to define monsters in vaults, though i guess it would lead to every vault having ten dozen new monsters 01:42:15 nicolae-: exactly, i think some of the ecu. temple designs are really cool because they evoke that lost/adandoned feel 01:43:20 vault defined monsters, yuck :P 01:43:26 i wish i was better at drawing water 01:44:02 are you trying to fix shoals? 01:44:11 yes 01:44:24 well, i want to fix all the water 01:44:48 imo they are the tiles most in need of fixing 01:44:52 but water is ridiculously hard to pixel convincingly 01:45:24 yeah and it can't be at all easy handling all the overlap / degridding 01:46:50 but current shoals is completely jarring and horrible and gives me a headache within about 5 mins; i think the entire tiles playerbase will send you flowers if you sort it out ;) 01:46:53 it'd be nice if i could actually get the etc_wave to look nice, too 01:47:17 but that might be a vain hope 01:49:59 white_noise made these: https://crawl.develz.org/mantis/file_download.php?file_id=3689&type=bug 01:50:06 but they're not really better 01:50:15 just a less-blinding recolor 01:50:26 i like that shoals is a little brighter than the main dungeon but it's really intense 01:54:05 -!- tophat_ has quit [Quit: Page closed] 01:55:54 It's already been toned down once, no? 01:57:42 yes 01:58:14 it's not the brightness that gets me much as the fact that the water is %100 saturated and has bright white lines everywhere 01:58:24 if i remember correctly, the developer that implemented the system for the waves tiles also did the graphics, and there was a comment of "i did these really quickly by copy/rotate/pasting this one little blue/white blob; a proper graphic artist should really do something nice at some point" ;) 01:58:33 hah 01:59:09 man i wish there were a competent graphic artist around somewhere >.> 01:59:17 I actually didn't even find the old ones overly bright, personally >.> 01:59:28 The new ones... I was actually kind of bleh on, by contrast, for a while 01:59:32 Also, you are plenty competent! 02:00:36 -!- ZenArcade has quit [Quit: ChatZilla 0.9.89 [Firefox 15.0/20120830123745]] 02:00:53 helsbecter: for future reference, i should be able to make something possible like you said in this comment: 02:00:54 I wish I could just put in WAIT THREE TURNS lol 02:02:48 i'm thinking i can improve the triggers api with a few convenience functions like that for really common tasks 02:03:19 that would be really helpful 02:03:31 helsbecter: also, i notice you mentioned working on new^2 vaults^2 02:03:43 stuff like dgn.command has been easy to understand but triggers not so much 02:03:58 yeah I am thinking about it at least, I made all the altars I want to make 02:04:02 st_ wants most of the subvaults at this stage to use 0s, 8s, 9s for monsters. 0s should get you slimes and yaktaurs anyway 02:04:37 yeah 02:05:14 098 vaults, no loot is my thinking 02:05:49 there's no problem with some loot, but again just standard loot: $ % etc. rather than specific items 02:05:53 out of curiosity though, I have heard people quote level statistics for average xp and such 02:06:22 if I make a vault what's a good density of monsters in it? I don't really want to over/underpopulate if the whole level is being generated out of subvaults 02:06:41 it's one thing if it's a dlevel with like three vaults but a V:level with 20 subvaults or something 02:06:49 could get weird for xp delivery 02:07:04 a lot of the rooms will be completely empty ("floor vault") and the ratio of empty to populated rooms will help balance the average XP 02:07:53 basically there are three types of room: standard, empty, and hard 02:07:57 I guess I'll just eyeball it and hope I'm within a standard deviation 02:08:10 I've played enough I guess 02:08:54 i think it's more about creating an interesting level of challenge. "hard" rooms should be a really tough challenge (with more 8s / 9s) and more loot 02:09:27 -!- Sorbius has quit [Ping timeout: 252 seconds] 02:09:51 i have actually no idea what average XP is appropriate per level :) (but the configuration is easy to get at to balance the relative weights of the 3 different room types) 02:10:02 okay. 02:10:15 That's a good point 02:10:38 also note: you can make "empty" vaults which are purely decorative, but the standard dungeon builder can place normal monsters in, just as it will also place monsters 02:10:48 right 02:12:01 and also: every vault can contain one or more stairs. these are just potential stair locations. the layout will pick six at the end from all the rooms to actually use. whatever staircase you specify, it could end up being either an up or down stair. 02:12:15 03elliptic 07* 0.12-a0-1804-g7dd0b3b: Increase damage of Venom Bolt and Bolt of Magma. 10(6 minutes ago, 1 file, 2+ 2-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=7dd0b3b6ee22 02:12:48 -!- kunwon1 has joined ##crawl-dev 02:13:31 (i will eventully introduce a tag to say "force stairs to retain their directions" but it's not important for now) 02:16:20 it's actually a good idea if most rooms have a staircase, it makes it much more likely the layout can definitely find six staircases in rooms 02:16:24 -!- clinew has quit [Ping timeout: 264 seconds] 02:16:55 I'll keep that in mind 02:17:16 ^ now i need to take all the above and write some proper documentation somewhere 02:18:13 should I use all stone or all metal or will it swap as appropriate? 02:18:27 the layout should be available for testing today as well, there are like three main things i have left to do now and only one of them is difficult 02:19:36 helsbecter: hmm, good question. the outer wall of the room will be drawn by the layout and will usually be rock with a small chance of stone/metal/crystal 02:19:59 but right now i'm not doing any substitution of the walls inside the room. 02:20:45 but it could be a possibility to substitute walls for the same as the outer wall (again with a tag you could use to prevent this behaviour) 02:20:52 so leave out the outer wall, assuming it will be put in? can I use @ to designate points of entry? 02:21:01 -!- GuraKKa has quit [Read error: Connection reset by peer] 02:21:28 the vaults get more metal the deeper you get, traditionally, right? 02:21:51 -!- purge_ has quit [Quit: .] 02:21:59 yep, leave the outer wall out. @s won't do anything yet. you can specify which sides the vault can be entered on by using tags like : vaults_orient_n vaults_orient_e 02:22:38 which would mean there can be an entrance door on the n or e walls but not s or w 02:24:14 of course if the room can be entered from any side then you don't need to include any vaults_orient_* tags at all (and it's best if the majority of rooms are like this, it makes it much easier to nest rooms several deep) 02:24:16 http://pastebin.com/ytU9ijhq so is the end product going to be like this, or 02:25:06 I guess now that I think more about it, it's not such a big deal about entry points 02:25:29 -!- keszocze has quit [Quit: Lost terminal] 02:25:47 I was still thinking it was like newvaults where you just have a + shape or something that rooms connect to 02:25:49 clearly not the case 02:27:00 -!- Vizer has joined ##crawl-dev 02:27:30 -!- st_ has joined ##crawl-dev 02:27:35 the important thing is, i want to keep things simple for people who are making vaults, because any barriers mean we'll get less content 02:27:50 -!- Vizer_ has quit [Ping timeout: 255 seconds] 02:28:03 so, throw some vaults at me, and if for some reason they don't work right now then i can find a way to make them work 02:28:37 -!- Blazinghand has quit [Ping timeout: 248 seconds] 02:29:30 e.g. i could start doing analysis of glyphs around the map border to determine exactly where door positions should be. right now the doors will just go in the middle of the wall (except on the floor vaults) because this works with all the existing rooms 02:31:26 oh - the other important thing that changed is vaults can be any size, even rectangular - not sure if you knew that 02:32:45 and re: your previous question, the end product isn't going to be exactly like that, rooms will be aligned on the centers of walls somewhat more, but that will be the only major difference 02:34:12 doors will be typically 2-4 wide (and there will occasionally be clear stone windows to either side of the door, again this can be vetoed with vaults_no_windows if your design doesn't suit windows) 02:39:50 i'm worried that this is supposed to be simple but that was a lot of explanation :) but basically the short version is: "make a quadrilateral room without walls and tag it with vaults_room, the layout (or me) will do the rest" 02:40:22 -!- andrewhl has quit [Remote host closed the connection] 02:40:52 ok 02:40:58 also i didn't know about havng more metal walls as we go deeper, that's easy to do anyway :) 02:41:21 -!- SkaryMonk has joined ##crawl-dev 02:41:45 iirc it's rock until the crypts entrance and metal from blade and beyond 02:42:05 although with vaults only being five levels that's rather abbreviated 02:42:24 or something like that 02:42:30 hmm, was that just with newvaults or with oldvaults as well? 02:43:03 everyvaults, I think. 02:43:03 -!- GuraKKa has quit [Read error: Connection reset by peer] 02:44:36 the problem is it's nigh-on impossible to figure out anything that's going on in newvaults 02:45:01 if the triggers lua fried your brain, try taking a look at the 8000 lines of newvaults :) 02:49:43 -!- Sombrero_Mott has joined ##crawl-dev 02:49:46 -!- Sorbius has quit [Ping timeout: 252 seconds] 02:49:56 -!- yaiba has quit [Changing host] 02:52:52 -!- Mottie has quit [Ping timeout: 248 seconds] 02:54:20 mumra: is your version still like %95 metal 02:55:24 ontoclasm: no, it never was? it used to be all stone until i realised that it should be mostly rock 02:55:58 well i mean newvaults and oldvaults are all metal aren't they? 02:56:19 newvaults is mostly rock 02:56:43 oh wait 02:56:45 lies 02:58:26 just tested; V:1 and V:2 were all stone on several runs of the layout 02:58:36 V:4 was either metal or crystal 02:58:47 ... but I am sure I've seen rock layouts! :S 02:59:15 are you sure it was rock though, doesn't vaults recolor the walls 02:59:45 yes; Vaults stone looks like any other stone but rock has a orangey/reddish tile i think 03:02:08 i need to look through git logs and just find out what oldvaults did; but it's not high on my priorities right now, it'll be easy to change later (i'll have an array in the config object where weights can be set for different wall types) 03:02:24 ah, right 03:02:25 -!- Dixbert has quit [Read error: Connection reset by peer] 03:05:53 -!- stubblyhead has quit [Ping timeout: 245 seconds] 03:06:29 yeah, many old and newvaults layouts show the vaults tileset only around the edges 03:07:50 03ontoclasm 07* 0.12-a0-1805-g57360d1: Deck tiles 10(2 minutes ago, 12 files, 0+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=57360d164186 03:14:34 -!- GuraKKa has quit [Read error: Connection reset by peer] 03:15:55 -!- edlothiol has joined ##crawl-dev 03:20:16 -!- dtsund has quit [Quit: dtsund] 03:28:06 -!- namad7 has quit [] 03:30:23 -!- nicolae- has left ##crawl-dev 03:37:11 -!- shirish has quit [Read error: Connection reset by peer] 03:37:55 -!- scrubnub has quit [Ping timeout: 260 seconds] 03:38:42 -!- Vizer has quit [Quit: bye] 03:49:15 -!- dspencer has quit [Quit: Leaving.] 03:52:10 -!- shirish has joined ##crawl-dev 03:52:57 -!- Sprort has quit [Ping timeout: 276 seconds] 03:53:56 -!- Blade- has quit [Quit: Page closed] 03:58:54 -!- wasd22 has quit [Ping timeout: 264 seconds] 04:09:12 -!- alefury has joined ##crawl-dev 04:09:32 -!- animegra1pa has quit [Ping timeout: 255 seconds] 04:10:26 -!- animegrampa has quit [Ping timeout: 255 seconds] 04:20:51 -!- Zermako has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Now with extra fish!] 04:24:10 -!- ontoclasm has quit [Quit: Leaving.] 04:32:35 -!- hart has quit [Read error: Connection reset by peer] 04:33:38 -!- Crazylemon64 has quit [Ping timeout: 246 seconds] 04:40:37 -!- yaiba has quit [Remote host closed the connection] 05:10:24 -!- ark__ has joined ##crawl-dev 05:10:37 -!- GuraKKa has quit [Read error: Connection reset by peer] 05:12:50 -!- animegrampa has quit [Ping timeout: 246 seconds] 05:17:12 -!- Motomari has quit [Client Quit] 05:23:34 -!- voker57 has quit [Remote host closed the connection] 05:26:08 -!- voker57 has quit [Changing host] 05:36:04 -!- shirish has quit [Ping timeout: 248 seconds] 05:43:43 -!- DracoOmega has quit [Quit: Leaving] 05:48:17 -!- shirish has joined ##crawl-dev 05:53:40 -!- shirish has quit [Ping timeout: 248 seconds] 05:56:19 -!- dagonfive has quit [Read error: Connection reset by peer] 05:56:38 -!- MaxFrost has quit [Ping timeout: 255 seconds] 06:01:30 -!- HangedMan has joined ##crawl-dev 06:02:26 HangedMan: making newnewv vaults!! 06:04:38 exciting 06:05:42 are they like that old set of V vaults that had the increased rate and everythingf pre-infiniplex 06:06:19 what set of old vaults? 06:06:36 right now I've only done 11x11 ones, like the classic minivaults 06:06:54 -!- Zermako has quit [Read error: Connection reset by peer] 06:07:02 oh 06:07:15 (they are 12x12 but 11x11 is better) 06:07:21 I was thinking of the greater boxes 06:07:40 those will come 06:09:53 -!- shirish has joined ##crawl-dev 06:10:13 -!- rossi has quit [Quit: WeeChat 0.4.0] 06:17:50 mumra: what's the point in changing V to rock? That's quite unthematic according to its name. 06:22:50 -!- syllogism has joined ##crawl-dev 06:23:00 -!- Zermako has quit [Ping timeout: 248 seconds] 06:23:00 -!- [1]Zermako is now known as Zermako 06:25:37 `kilobyte: i have no idea, i deluded myself into thinking that i'd seen rock layouts in oldvaults/newvaults 06:26:01 the are sometimes, it's based on depth 06:26:07 kilobyte: but i've been horribly ill with a chest infection all week so i have a good excuse for my mind being a bit addled 06:26:55 you can also get green crystal in V, old green crystal V:8 was an special occurance 06:27:22 green crystal good or bad idea do you think? i saw it on V:4 06:27:25 green crystal is pretty fun 06:27:28 I like it 06:27:44 its nice for blowing up as EE 06:27:58 crystalstorm 06:28:32 ok (there is also small probability for individual rooms to get different types of wall to the main layout) 06:29:28 special walls should be a bit rare, but occasionally having different walls is great 06:30:43 cool, i'm keeping the chances very low (and the configuration for all of this will be somewhere it can be easily tweaked) 06:33:02 how will that interact with walls inside the subvaults? 06:34:40 -!- bmfx has quit [Quit: leaving] 06:34:42 helsbecter asked about this; i could do a substitution of wall inside the subvault for whatever the room is made of, with a tag e.g. preserve_wall_materials if you don't want that 06:35:28 im not sure a tag is necessary 06:36:46 if the substitution is done well (preserve transparency, dont "downgrade" walls) it would be needed extremely rarely 06:36:53 !seen evilmike 06:36:53 I last saw evilmike at Fri Nov 30 01:27:33 2012 UTC (7w 5d 11h 9m 20s ago) saying yeah on ##crawl-dev. 06:37:07 :( 06:37:22 :( 06:38:24 mumra: if you only upgrade walls and never downgrade, only vaults that rely on certain walls being diggable would require the tag, and those are stupid anyway 06:39:55 alefury: true but it's really easy to support such a tag, and i am trying my best to avoid convoluted logic and special casing 06:40:31 alefury: the simplest thing to do would b to say "rock is converted to same material as walls. all other wall types are left alone" 06:41:27 alefury: i also want to keep the rules very simple so that vault contributors can understand everything very easily without having to read masses of documentation! 06:42:46 alefury: i agree that there's no major gameplay reason people would want to control wall types, i am more thinking for visual effect, and/or applying specific tiles (which would probably get broken if i sub'd the walls) 06:43:23 ... not that we want too much of that sort of thing 06:49:55 only substituting rock walls also sounds good 06:50:00 mumra: is HangedMan around? 06:50:26 oh, he was here half an hour ago. 06:51:03 hi 06:52:59 dpeg (L15 MiBe) ASSERT(!at_branch_bottom()) in 'stairs.cc' at line 533 failed. (Abyss (Sprint)) 06:55:02 -!- Lasse- has quit [Ping timeout: 246 seconds] 06:56:05 -!- Lassee- has quit [Ping timeout: 246 seconds] 07:01:56 -!- Rebthor has quit [Ping timeout: 248 seconds] 07:16:36 -!- Lassee-_ has quit [Remote host closed the connection] 07:21:38 was the contrib/fonts submodule removed? 07:21:45 fatal: Not a git repository: /home/chris/crawl/crawl/.git/modules/crawl-ref/source/contrib/fonts 07:22:17 oh, never mind, i need to move the repo i think 07:22:57 yes, i was just being silly 07:31:14 -!- johnthebear has quit [Quit: Computer has gone to sleep.] 07:32:28 hmm, I wonder what it would look like if I patchworked all these vaults together 07:32:32 will have to tryt that 07:36:11 -!- substitute has quit [Ping timeout: 255 seconds] 07:36:49 -!- MarvinPA has joined ##crawl-dev 07:38:03 -!- Ragdoll has joined ##crawl-dev 07:38:44 something else re: vaultsvaults; i will support rooms providing their own surrounding wall. this will be useful if you want to be specific about door/window locations on each wall, and if you wanted to attach lua to a door for any reason. it won't be supported with initial test version tho :) 07:44:00 -!- mreisz has quit [Quit: Page closed] 07:44:24 is newnewvaultsvaultsvaultsvaultsvaults available anywhere for testing? 07:46:50 oh good, that'll support that pastie vault better 07:47:00 i will push the branch somewhere today. there are like 2 thing i have to do to make it playable. but progress is really slow because of this illness, and then i keep getting distracted by looking at vaults_rooms.des and trying to work out what the hell to do about all those newvaults vaults. i don't actually need to deal with it all to make things testable, just need to stop getting distracted 07:48:06 -!- nooodl has joined ##crawl-dev 07:48:40 vaults_rooms.des is kind of an 8000 line maze of subvaults, subsubvaults, subsubsubsubsubvaults ... 07:50:21 HangedMan: I don't know if things should be done like that. the main problem is that WEIGHT will mean a slightly different thing in Vaults than it will for standard vaults. Trying to use one vault as both might lead to problems 07:50:55 mumra: well, this thing can place vaults that aren't specially made for it, right? 07:51:11 seems like there might be enough in the game that most of the newvaults vaults could just be scrapped (but I'm biased by disliking a lot of them) 07:51:49 maybe you can convince st_ to do another review of them :P 07:51:55 youre also biased by having the same 100 rooms constantly shoved in your face for a month 07:51:56 a bit of a vaccuum effect, although there might be more things with allow_dup then I can remember 07:52:00 no, it can leave areas where the *standard* vault placement routine (i.e. the normal c++ dungeon builder) can place ordinary vaults according to normal rules like depth, chance, etc. 07:52:11 right 07:52:22 is there a difference to how those place vs. how the rooms place? 07:52:27 I will probably go through them again 07:53:01 but those routines can do slightly strange things with how they interact with geometry. so instead of a door leading to a room, you get a short twisty corridor leading to the vault for instance 07:53:08 elliott: i think the rooms are placed in lua, as subvaults, and are tagged as vaults, so cant be overwritten 07:54:01 yeah, I'm just wondering what the difference is between just letting a vault place in vaults and tagging it with the vaults rooms 07:54:07 mumra: that sounds interesting :P 07:54:12 -!- shirish has quit [Remote host closed the connection] 07:54:40 nooooooo, the corridors interrupting layouts is a horrible current bug that makes dumb corridors in other not-very-smooth layoutssssss 07:54:42 at this point my lua is probably doing a lot of similar things that the standard level builder does; it's just being a lot more specific about the geometry within which it places subvaults. and it's placing a lot more subvaults than the level builder normally would. 07:55:28 HangedMan: yeah but I can mask any areas with MMT_VAULT that i don't want broken. it should be quite controlled. i need to see how it plays out anyway. 07:55:40 mmmm 07:56:09 seems like in the long term merging a lot of this stuff with the level builder proper would simplify things 07:56:49 st_: i have already done a certain amount with vaults_rooms.des so wait til you get the branch before you look at it. but yes it would be great to have some help with that, i have no idea what to do about some of it. i think about 50% of stuff need throwing away 07:57:52 e.g. there are a ton of vaults that are for instance 15x15 rooms piecing together four 7x7 rooms (which could get used elsewhere independently anyway) 07:58:02 even some of the gimmicky stuff is probably fine, just needs to be rarer 07:58:07 but some of those rooms are really terrible 07:58:19 that one with the humans with the crossbows, ugh 07:58:20 -!- shirish has joined ##crawl-dev 07:58:28 did I forget that one? 07:58:29 alefury: that one is probably even worse in console 07:58:37 because it makes every turn take about 3 seconds to make 07:58:37 seriously? 07:58:41 because of the firing animations 07:58:42 there's no point in vaults just consisting of subvaults of other rooms because it's kind of the point of the level builder to piece rooms together like that! 07:58:44 haha 07:58:46 -!- kek has joined ##crawl-dev 07:59:05 st_: you did miss one vault with gold behind glass, I saw that in a game recently 07:59:17 its pretty shitty in tiles because iirc humans dont support weapon tiles, so you dont see they have crossbows 07:59:47 -!- DainDwarf has quit [Changing host] 07:59:51 st_: i havent played much lately, only played newvaults once, which might have been before you cleaned it up a bit 08:00:24 elliott: I am going to test an xcrawl style encompass vault for these subvaults 08:00:38 I'm excited to see how it'll look 08:00:42 st_: yesssss 08:00:48 ??xcrawl 08:00:49 xcrawl[1/4]: Chapayev's new Crawl variant project. Until the first release, finished stuff will go in this learndb entry. 08:00:53 -!- MDvedh has quit [Ping timeout: 245 seconds] 08:00:57 st_: I think xcrawl-style stuff has a lot of potential for sprint 08:01:05 what is xcrawl-style? 08:01:09 ??xcrawl[2] 08:01:09 xcrawl[2/4]: Some of the new monsters implemented so far: giant spore demonologist, greater giant eyeball, orb of ice, unique deep elf master archer, unique ball lightning, unique titan, orb of distortion, Ozocubu, unique hairy demon, warp moth, radioactive moth, moth of starvation, hydrataur 08:01:11 ??xcrawl[3] 08:01:11 xcrawl[3/4]: Finished branches: D with new generation routines, Ruins, Titan branch, Tower, Lake Lerna, Insect Colonies, Hall of Doors, Mines 08:01:13 ??xcrawl[4] 08:01:13 xcrawl[4/4]: The main way in which xcrawl differs from other Crawls is that dungeon.cc is hacked to try to completely fill every level with vaults. Then the .des files are rewritten so that the available vaults work well with levels being packed with them, and they vary in families from branch to branch. 08:01:15 that 08:01:15 is it like gangnam-style? 08:01:19 [4] that is 08:01:55 haha 08:02:10 sounds really fucked up, but potentially awesome 08:02:49 actually sounds pretty interesting 08:02:52 all we really know is that it's apparently punishingly hard, chapayev keeps promising to release it but it never happens :p 08:03:05 apparently he wants to update it from being based on 0.5 to current trunk or something ridiculous like that first 08:03:55 haha 08:04:02 why did he base it on 0.5? 08:04:17 well because it was current at the time, presumably 08:04:18 (any version with victory dancing is dead to me) 08:04:30 it's pretty old AIUI 08:04:58 ah 08:06:47 -!- rossi has quit [Quit: WeeChat 0.4.0] 08:08:35 -!- Arkaniad has quit [Ping timeout: 255 seconds] 08:11:08 03MarvinPA 07* 0.12-a0-1806-gb6eef13: Don't trigger Contam effects when melding equipment 10(4 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=b6eef13519ed 08:12:23 MarvinPA: how does contam interact with tukima's again 08:12:46 you get contammed 08:16:08 MarvinPA: so xom still contaminates you by animating plutonium sword sometimes 08:16:12 mmm 08:17:35 -!- Nightbeer has quit [Read error: Connection reset by peer] 08:18:08 sounds good 08:19:29 MarvinPA: well you also get banished if he animates your disto weapon sometimes right 08:19:37 i believe so, yeah 08:20:03 how common are non-hostile weapon animations of the wielded weapon? 08:21:10 probably not very 08:21:21 -!- substitute has quit [Ping timeout: 248 seconds] 08:21:33 probably regular xom banishments are more common 08:22:42 elliott: by the way, some angband variants have a mode where all of the rooms are "interesting" (including pits and vaults), see: http://angband.oook.cz/screen-show.php?id=2208 and http://angband.oook.cz/screen-show.php?id=2207 08:23:09 ChrisOelmueller: its just a random xom spell 08:23:14 tukima's, that is 08:23:22 ChrisOelmueller: btw you don't need the non-hostile in that list 08:23:27 since all xom weapon animations are non-hostile 08:23:40 st_: wow, nice 08:24:00 st_: looks just like how I imagine a "procedural sprint" should 08:24:04 -!- Sombrero_Mott has quit [Ping timeout: 248 seconds] 08:30:42 st_: this is different from the auto-scumming with level feeling, isn't it? 08:32:23 yes, it's an option called force_ironman_rooms or something 08:32:44 or in FAangband (which I play) you can turn it on at any time 08:43:43 -!- shirish has quit [Remote host closed the connection] 08:44:30 -!- MarvinPA has quit [Read error: Connection reset by peer] 08:52:23 -!- Crazylemon64 has quit [Ping timeout: 244 seconds] 09:00:28 "Did you mean: targeting" 09:00:32 -google.com 09:07:16 -!- tensorpudding has quit [Ping timeout: 248 seconds] 09:09:48 i've been meaning to write a firefox extension that just puts quotes around every word in your google queries 09:10:40 i searched for 'targetting' 09:10:57 <|amethyst> ColdPie: can do it with a bookmark 09:11:03 it's my semi-annual reminder that targetting is not a real word, and s/targetting/targeting/g should be committed asap 09:12:04 |amethyst: go on 09:12:30 faze: it went back and forth like three times, but it turns out that's the en_AU form, and what matters, one that Linley uses 09:12:37 -!- Rebthor has quit [Max SendQ exceeded] 09:12:40 <|amethyst> oh, every word, not the whole term.. that's a little trickier 09:12:44 (no, google, i don't want to get results containing "mailing list" when i search for "enumerate" even though "list" is a synonym with "enumerate") 09:13:04 Did you mean: nexec Did you mean: xfire 09:13:06 no, no 09:13:49 kilobyte: actually, it is not. 09:14:23 but i will concede here 09:15:26 -!- hurdos has quit [Ping timeout: 252 seconds] 09:15:31 <|amethyst> ColdPie: to quote the whole phrase you can use a bookmark with a keyword like gq and a location like http://www.google.com/search?q=%22%s%22&start=0&ie=utf-8&oe=utf-8 (%22 is quotation mark) 09:15:45 by that, i will concede that it is the word linley chose to use. 09:16:01 <|amethyst> ColdPie: you'd need some javascript to quote each word separately 09:16:06 |amethyst: cool, but not quite what i want 09:16:06 yeah 09:16:34 i imagine it'd take 2 minutes to write the extension, but learning how to write an extension would probably take an hour 09:16:37 so i haven't bothered 09:16:57 kilobyte: it does appear you are correct 09:17:08 on both parts 09:17:55 faze: not on account on knowing anything about .au, just because on this issue returning once in a while :p 09:18:24 someone proposed an en_US pseudo-lang 09:18:41 kilobyte: hehe, gotcha. 'targetting australia' returned twice as many results as the en_US lang 09:18:56 that's just because nobody wants to target america 09:19:07 i like armour and colour and the other UK/AU spellings 09:19:19 for some reason, targetting just doesn't look right to me 09:19:28 crawl just wouldn't be the same without the ??armor snark 09:19:29 so it could s/our\b/or/ so you can get correct versions of words like "four" 09:19:32 targettting 09:19:48 elliott: hehe 09:21:37 how can i tell if code is properly guarded with ifdefs? i finally rescued the drive that has a patch i was working on 09:21:54 do the ifdefs ensure save compatibility? 09:22:22 if so, i could create a save prior to applying my patch where i have the changed items, and then try to load it 09:22:30 -!- Rebthor has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 09:22:33 would that throw an error? 09:22:49 ???????? 09:22:59 -!- Garhauk has quit [Quit: Page closed] 09:23:09 if TAG_MAJOR_VERSION == 34 09:23:18 if the ifdefs are in the right places and the code inside and outside of them is also correct, that should ensure save compat 09:23:44 but you want ifdef, not if 09:23:47 right 09:23:51 or something like that 09:23:52 no you want if 09:24:02 compiler instructions, not C++ instructions 09:24:09 #if that is 09:24:15 yes. i know what they are 09:24:17 faze: there's no automated way to make sure you have save compat right if that's what you mean 09:24:24 my question is how do i test it! 09:24:28 ok 09:24:33 oh! 09:24:35 i am fine with loading a manually created save 09:24:42 you just have to make sure you've reasoned about save compatibility right and then test it by making a save that goes through your codepath and transferring it 09:24:55 <|amethyst> #if TAG_MAJOR_VERSION == 34 if (th.getMinorVersion() >= TAG_MINOR_BLAH) { backwards compatibility code here } #endif 09:24:57 ok, that is what i planned on doing, i just wanted to confirm that would work. 09:25:02 the main problem is figuring out which things are saved and which things aren't in my experience :P 09:25:04 |amethyst: i know how to do it!! 09:25:25 <|amethyst> sorry :) 09:25:29 wait, unless the (th.getMinorVersion() thing does something else 09:25:51 <|amethyst> the #if doesn't do compatibility itself 09:25:54 -!- Mandevil has quit [Quit: leaving] 09:26:13 <|amethyst> that's just there so the code can be removed once there's a major version bump and compat isn't needed 09:26:17 yes 09:26:23 oh right 09:26:28 <|amethyst> it's the minor version test that is the important part 09:27:01 I think only one of my save-compatibility-relevant changes has actually needed a minor version number 09:27:02 hmm 09:27:11 <|amethyst> it's also a good idea to try compiling (or at least preprocessing) your code with a major version in the future to make sure it won't break then 09:27:21 <|amethyst> you can do g++ -E to preprocess only 09:27:25 |amethyst: ah, cool 09:28:20 i'll dig up a patch that removes an item and see how they handled save games that transfer to a new version yet still have the old item 09:29:06 crystal balls of seeing were turned into useless crystal balls 09:29:16 <|amethyst> in that case you can't completely remove the item until the next major version 09:29:24 <|amethyst> so those things are protected with #if 09:30:00 yep 09:30:01 <|amethyst> you could also rename the object like that and remove its effects 09:30:12 well, the item in question is a weapon 09:30:34 is it spiked 09:30:38 of course 09:30:48 good 09:30:53 <|amethyst> but the subtype enum can't go away because then you'll have to shift down the subtype of everything that follows 09:31:07 ah right, that makes sense 09:31:27 <|amethyst> I'm not sure what happens if you remove the entry in itemprop.cc, probably nothing good 09:32:06 <|amethyst> katana and knife removal would be good models I think 09:32:19 |amethyst: yeah, i was going to look at those 09:32:30 i haven't looked at this patch in almost a month 09:32:39 let me see if i touched itemprop.cc 09:32:44 why would you remove giant spiked clubs? ;) 09:32:49 -!- shirish has joined ##crawl-dev 09:33:13 hehe 09:33:52 |amethyst: i guarded the entry with an #if TAG 09:35:20 i am assuming that just removing all instances of WPN_SPIKED_FLAIL from mon-gear.cc is enough for that file 09:35:56 -!- inspector071 has quit [Quit: inspector071] 09:36:24 once the code is changed, new uniques should never be generated with a spiked flail 09:36:27 -!- meowfelid has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 09:36:31 hm, but seriously, whats wrong with spiked flails? 09:36:38 redundancy 09:36:42 there are just too many one-handed maces 09:36:51 this is part one of a two-part patch 09:37:04 the other one removes mace? 09:37:07 part two: change the name of flail and dire flail 09:37:11 ah 09:37:15 ??hammer 09:37:15 hammer[1/2]: Hammer, Damage Rating: 7, Accuracy Rating: +3, Base Attack Delay: 130% 09:37:17 ??mace 09:37:17 mace[1/1]: A long handle with a heavy lump on the end. (one-handed mace; Dmg 8 Acc +3 Delay 14) 09:37:44 What are we on about now? 09:37:57 killing some redundant maces 09:37:59 flails will be roughly equivalent to a long sword, morningstars will be 13/-2/150 i think 09:38:05 Grunt: you added monsters, we need to remove things for you now 09:38:11 apparently you missed that part!! 09:38:14 also that 09:38:16 this way, there will be more than one weapon class with good common one-handed weapons 09:38:47 my goal is to have a net negative LOC count for my patches 09:39:15 not individually, but overall 09:39:46 Grunt: also thanks for lowering that vault, not sure i'd love to see it on elf:1 but at least i can avoid that more easily 09:39:50 id tell you to just remove all the comments, but... 09:39:56 -!- Sobieck has quit [Quit: Page closed] 09:40:02 haha 09:40:24 the code is written well enough to understand, and commit messages are good enough for me 09:40:40 but if we remove the commits then we'll never properly deal with FIXME TODO XXX 09:40:45 i guess there are probably several hundred thousand lines of code i have not seen though 09:40:54 protip, don't remove commits 09:42:05 Mangled number overlays on inventory etc. (https://crawl.develz.org/mantis/view.php?id=6563) by mumra 09:42:22 -!- Kalir has quit [Changing host] 09:44:35 -!- Mottie has joined ##crawl-dev 09:45:38 -!- hurdos has quit [Ping timeout: 256 seconds] 09:49:31 -!- shirish has quit [Remote host closed the connection] 09:49:32 -!- meowfelid has quit [Client Quit] 10:01:02 -!- stabwound has joined ##crawl-dev 10:04:23 -!- codile has quit [Ping timeout: 246 seconds] 10:09:03 -!- gnsh has quit [Ping timeout: 260 seconds] 10:12:34 -!- freefall has quit [Ping timeout: 276 seconds] 10:13:51 -!- freefall has joined ##crawl-dev 10:15:22 -!- gnsh has quit [Read error: Operation timed out] 10:17:03 -!- Zifmia has quit [Quit: AndroidIrc Disconnecting] 10:27:00 -!- keszocze has quit [Read error: Operation timed out] 10:27:32 Crash upon descending deeper into the Abyss in Sprint (https://crawl.develz.org/mantis/view.php?id=6564) by pivotal 10:28:35 hrm 10:28:44 hrm? 10:28:57 well the xcrawl thing is sort of awful 10:29:11 how so 10:29:17 demanding pastebin 10:29:23 were the vaults chosen not open enough 10:29:43 it's basically just newvaults grid layout 10:29:54 but with my bad vaults instead of existing bad vaults 10:29:59 heh 10:30:56 xcrawl style sounds interesting with very open vaults of very varying sizes instead of boxes by boxes 10:31:08 st_: not enough non-rectangular vaults? 10:33:07 -!- Vizer has joined ##crawl-dev 10:35:17 it's just an overload of stuff 10:37:29 delicious bloat 10:37:41 st_: imo show it 10:38:11 ok but it's not good 10:38:29 -!- rossi has quit [Ping timeout: 252 seconds] 10:38:48 I live for not-good 10:38:58 also not interesting tho 10:39:12 gotta take the interesting with the... not interesting 10:39:53 -!- kek has quit [Quit: Kicked by KickServ] 10:39:58 http://pastie.org/pastes/5838238/text 10:40:09 shove it over test.des 10:40:19 I nominate HangedMan to do it and take pictures 10:40:31 these subvaults are nice 10:41:55 there's... not much randomization around these, even if they are very basic and thus usually tactically-interesting-enough shapes 10:42:10 then again I usually go overboard 10:42:29 I stopped trying to randomise too much after the first one I did took like 30 minutes 10:42:35 hahahaha 10:42:44 really it shows that subvaults just shouldn't be too common 10:42:50 so you don't need to super randomise 10:44:05 anyway some are okay, but a lot I don't like too much 10:44:17 I need to get a feel for the new layouts first I think 10:44:23 I like the ones that create little rooms based off the inevitable surrounding walls, like misc_10, 12, and 20 10:44:42 yeah, I like those too 10:45:35 I made some bigger ones like that, but they wouldn't fit into this map 10:46:13 -!- MaxFrost has quit [Ping timeout: 248 seconds] 10:46:16 http://pastie.org/pastes/5838263/text 10:46:37 mmmm 10:47:02 -!- ussdefiant has joined ##crawl-dev 10:47:29 I suppose handing some off to mumra and seeing what's produced would go furtherest for now? 10:47:53 these all look great 10:48:07 -!- animegra1pa has quit [Ping timeout: 244 seconds] 10:48:36 let me fix this one thing to make the layouts actually connect up properly, i keep getting sidetracked an not fixing it 10:49:09 -!- animegrampa has quit [Ping timeout: 244 seconds] 10:50:15 some of these might block the entrance to the door; I'd just went with the assumption that the centre of each edge of the subvault should connect, so I could look at them in a map like that test 10:50:22 -!- MarvinPA has joined ##crawl-dev 10:52:58 mumra said doors are currently centered, so that should be fine 10:53:47 also you can specify door walls with tags if you have to 10:54:41 yeah I read that, which is the other reason I did it 10:55:07 then I thought for some reason I had it wrong and it wouldn't work, but on second thought I'm not sure why 10:56:24 the doors may also be large 10:56:27 -!- absolutego has quit [Quit: leaving] 10:56:39 "usually size 2-4" iirc 10:56:48 i need to do something about handling door sizes 10:56:50 some of the vaults do seem problematic in that regard 10:57:24 it's ok, i'll figure out a way to handle it. eventually i could analyse the map glyphs for @s as st_ suggeted on mantis 10:57:55 how long is the newnewvaults code? 10:58:06 about 1000 lines 10:59:41 mm 10:59:48 actually it has crept up to 1500 now. but that's like 50% comments 11:00:43 newvaults was just under 8000 O_o 11:01:00 I haven't looked at the newvaults code yet. not sure I dare 11:01:38 It starts off with this comment: 11:01:40 # The code to generate these layouts is complex and difficult 11:01:40 # to understand. To allow them to be adapted more easily, 11:02:17 -!- rkd has quit [Read error: Connection reset by peer] 11:02:23 yikes 11:02:52 not like the crystal or wizlab serial vaults were particularly great, but how does doublenewvaults deal with serial vaults? 11:03:08 mumra, newnewvaults is going to replace newvaults, right? 11:03:29 put newnewvaults in rotation with newvaults, clearly 11:03:53 Zaba: hopefully; otherwise i wasted a lot of time this last week or so :) 11:04:16 elliott: >:-( 11:04:19 just want to clarify that it was wise of me to indefinitely postpone the figuring out of how the aforementioned eight thousand lines of lua work :P 11:04:37 -!- spriseris has quit [Quit: Page closed] 11:04:58 make a newV serial for newnewV with zot traps and webs and demonic crawlers and glass behind gold 11:05:12 <3 11:05:14 ChrisOelmueller: glass behind gold 11:05:17 that's even more innovative than newvaults 11:05:17 yes 11:05:36 i'd like the other way around but it must follow st_ rules still 11:05:43 haha 11:06:36 Zaba: very wise I think, that's why I just wrote this from scratch instead of trying to fix newvaults. at this point it can do pretty much anything newvaults could but with far more permutations and none of the crazy tagging, size limitations, etc. 11:06:57 in the strictest of terms a newV serial would be rock trolls, iron trolls, crystal golems, and humans with crossbows 11:07:12 -!- rkd has quit [Ping timeout: 256 seconds] 11:08:10 -!- rkd2 has quit [Ping timeout: 276 seconds] 11:08:33 mumra, would be neat if you could trim it down even further 11:08:33 HangedMan: at the moment there is no support for "serial rooms" however a perfectly normal serial vault should work, re: aforementioned ability of the dungeon builder to place vaults in empty space on the layout 11:08:45 k 11:08:46 mumra, keep in mind that the lua api we have now isn't really good 11:09:12 functions were added when they were needed, and as you've noticed, not even tested outside their single intended use cases 11:09:19 Zaba: Well it's quite comment heavy so it's actually well under1000 lines of actual code 11:10:08 so if some things are made awkward and ugly because some api function is glaringly and obviously missing, feel free to add it (or annoy somebody into adding it for you ;p) 11:10:10 ... which is unreadable even when explained by those comments 11:10:57 Zaba: yeah, I noticed that code goes to great lenghts to workaround something in Lua when it'd be a simple matter of adding something to the interface 11:12:58 03Grunt 07* 0.12-a0-1807-gc8e7509: Don't let chaos butterflies spam twisters. 10(2 minutes ago, 1 file, 15+ 3-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=c8e750964323 11:13:08 -!- rkd has quit [Ping timeout: 248 seconds] 11:13:11 faze: (1h 50m ago): in general, you can't remove an item until a save bump as any existing games can have the item in question somewhere 11:14:11 faze: however, there is a way out: you'd need to hunt down every single possible reference to that enum (whole type, not just value) and convert it. That's typically not worth the effort compared to #ifdefing the thing. 11:14:15 kilobyte: the code is also split across multiple files, generally it's about 1000 times easier to understand than newvaults 11:15:08 kilobyte: alright, i will stick to #ifdefs 11:15:12 faze: but if you'd want so, take a look at the wip-0.11-compat branch 11:16:00 is the Cheibriados source available someplace? 11:16:37 Zaba: I already added set_map_mask and unset_map_mask to l_dgn.cc, and added a border_iterator to iter.lua ... haven't lacked anything else api-wise that i can recall 11:17:15 hmm, that branch is _almost_ ready, with one problem, that the .des cache causes level builder faults unless it's regenerated -- and it's byte-to-byte identical with that generated by a new version save for the minor version tag (and not a single thing changes for minors) 11:18:03 03dolorous 07* 0.12-a0-1808-gb42fc8b: Add formatting fixes. 10(in the future, 1 file, 4+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=b42fc8b403f2 11:18:05 I tried to find the cause for quite a while, without success. I wonder, perhaps blindly regenerating old caches would be good enough? 11:18:29 ColdPie: http://s-z.org/neil/git/cheibriados.git 11:18:49 -!- SkaryMonk has quit [Quit: Leaving.] 11:19:32 ColdPie: thanks, i wanted to grab that earlier, but i forgot the url 11:19:45 thanks ChrisOelmueller 11:21:56 Zaba: Basically I don't think I could trim the code significantly, it's quite efficient ... here and there maybe I can save a few lines ... of course I could physically reduce the actual number of lines by condensing multi-line tables onto a single line, or varaible definitions, or if statements; but that wouldn't necessarily help readability and isn't reducing code complexity. But, it shouldn't grow any larger at thi 11:21:56 point 11:33:00 -!- WildSam has quit [Quit: Page closed] 11:34:51 grunt: since monsters are slowed by leda's when players just get slowmovement, doesn't that mean jorgun slows himself 11:35:18 not like leda's needs to be nerfed further but maybe monster casters shouldn't be slowed by their spells 11:38:38 leda's slowing things: always has been and always will be dumb 11:39:22 well it's hardly used at all so nerfing it kind of hurts 11:39:48 the movement discrepancy is bad though yes 11:40:23 wonder if it would be better if it were targetable 11:40:40 -!- Blade- has quit [Quit: Page closed] 11:47:58 -!- vogonpoet has quit [Ping timeout: 245 seconds] 11:55:03 -!- Blade- has quit [Ping timeout: 245 seconds] 11:56:54 -!- hovmm has quit [Ping timeout: 256 seconds] 11:57:21 -!- dtsund has joined ##crawl-dev 11:57:52 -!- Sombrero_Mott has joined ##crawl-dev 11:58:36 -!- ussdefiant has quit [Ping timeout: 256 seconds] 11:59:30 -!- Blade_ has quit [Quit: Page closed] 11:59:45 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 12:00:18 -!- Mottie has quit [Ping timeout: 256 seconds] 12:09:30 -!- dspencer has quit [Quit: Leaving.] 12:11:26 -!- rast has quit [Read error: Connection reset by peer] 12:25:17 HangedMan: just saw ##crawl - were you referring to the boulder beetles or ..? 12:25:37 -!- Sombrero_Mott has quit [Ping timeout: 248 seconds] 12:26:05 yes 12:26:53 not sure _what_ boulder beetles should do instead of rolling over liquids and being stuck in them but the current situation certainly isn't great 12:27:08 they should just stop rolling i gues 12:27:40 unless they're sleep-rolling of course ;) 12:27:48 heh 12:28:43 -!- shmup has quit [Quit: esper2] 12:28:48 -!- kek has joined ##crawl-dev 12:29:14 -!- snicka has quit [Quit: Page closed] 12:31:28 -!- odjn has quit [Quit: Page closed] 12:42:12 -!- Zermako has quit [Ping timeout: 248 seconds] 12:42:12 -!- [1]Zermako is now known as Zermako 12:46:18 -!- pwnmonkey has quit [Ping timeout: 245 seconds] 12:46:18 -!- Garhauk has quit [Ping timeout: 245 seconds] 12:46:18 -!- Morphy has quit [Ping timeout: 245 seconds] 12:47:08 -!- spriseris has quit [Ping timeout: 245 seconds] 12:47:08 -!- tophat_ has quit [Ping timeout: 245 seconds] 12:48:11 -!- codile has quit [Ping timeout: 246 seconds] 12:53:06 -!- bza has quit [Ping timeout: 252 seconds] 12:54:46 -!- ldf has quit [Quit: Page closed] 12:59:08 -!- blabber has joined ##crawl-dev 12:59:45 -!- magistern has quit [Quit: This computer has gone to sleep] 13:01:52 -!- WildSam has quit [Client Quit] 13:03:06 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120715100958]] 13:04:53 -!- monqy has joined ##crawl-dev 13:15:11 -!- stillcen has quit [Client Quit] 13:22:51 -!- alefury has joined ##crawl-dev 13:24:38 -!- Pthing has quit [Read error: Connection reset by peer] 13:28:15 -!- ontoclasm has joined ##crawl-dev 13:31:47 -!- nooodl has quit [Read error: Connection reset by peer] 13:32:13 -!- nooodl has joined ##crawl-dev 13:34:54 -!- blabber has quit [Quit: leaving] 13:35:52 -!- blabber has joined ##crawl-dev 13:37:05 -!- codile has quit [Ping timeout: 255 seconds] 13:39:45 -!- scummos has quit [Ping timeout: 248 seconds] 13:39:49 -!- Mottie has joined ##crawl-dev 13:41:05 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 13:41:56 -!- SurpriseTRex_ has quit [Ping timeout: 256 seconds] 13:53:44 -!- dspencer has quit [Quit: Leaving.] 13:56:18 -!- Blade- has quit [Ping timeout: 245 seconds] 13:57:06 -!- Zermako has quit [Ping timeout: 264 seconds] 13:57:07 -!- [1]Zermako is now known as Zermako 14:07:33 -!- btp826 has quit [Client Quit] 14:09:10 man 14:09:45 the game keeps vetoing layouts because of "isolated areas" ... but it's talking about things like islands in the middle of water 14:10:01 or a statue blocking off access to a few tiles 14:10:04 is this right> 14:10:05 ? 14:10:27 I doubt it. Are those vault placements and are the vaults tagged transparent, perhaps? 14:11:18 -!- Morphy has quit [Ping timeout: 245 seconds] 14:11:18 -!- tophat__ has quit [Ping timeout: 245 seconds] 14:11:43 -!- Sobieck has quit [Ping timeout: 245 seconds] 14:11:43 -!- Kellhus has quit [Ping timeout: 245 seconds] 14:11:45 -!- blabber has quit [Ping timeout: 248 seconds] 14:11:49 yes, these are manualy vault placements use resolve_map and reuse_map 14:12:08 -!- cocofalco has quit [Ping timeout: 245 seconds] 14:12:13 and i'm adding the transparent tag to ALL the subvaults via code, otherwise there were too many problems 14:12:28 this is about to be fun 14:12:33 -!- Garhauk has quit [Ping timeout: 245 seconds] 14:12:33 -!- XOM has quit [Ping timeout: 245 seconds] 14:13:29 -!- blabber has joined ##crawl-dev 14:16:13 basically newnewvaults is now testable, once i remove these last few problematic subvaults. but the kind of things causing vetos seems a bit worrying. do islands literally always have to have an escape hatch? 14:16:35 if you look at this screenshot: http://snag.gy/5jmRS.jpg 14:16:47 if they have no_rtele_into it should be okay? 14:16:49 the only thing that caused a veto was that vault on the top-right 14:17:09 mumra: nice "Activate Windows" reminder 14:17:18 nice hatches 14:17:42 elliott: there were other subvaults with no_rtele_into that still seemed to cause a veto, this one doesn't have it around the edge because it was originally designed to be in open space (complicated legacy stuff) 14:18:20 time to abandon that one vault 14:18:28 or just give it a border 14:18:34 elliott: yeah, it's a legit copy of window lol, it's just there's this fuckup with windows 8 enterprise edition (what a surprise microsoft fucking up) where i have to jump through some hoops to activate my license. didn't get around to it yet. 14:19:38 I also like this cblink firestorm dragon form octopode testing character 14:19:47 that vault looks pretty bad anyway :P 14:19:49 what's wrong with the numbers over the spells 14:19:54 HangedMan: there are several vaults that use that statue ring which itself is another subvault, so i'm just gonna throw them out. so many of the newvaults vaults have these crazy subsubvault things going on, it's a nightmare. if anyone else cares to fix them later they can :) 14:20:18 I suppose in a way it's similar to evilmike_ambush doing it so well 14:20:19 st_ will love you 14:20:22 HangedMan: i reported that numbers issue on mantis 14:20:26 but the same model cannot be applied everywhere 14:20:30 ah, alright 14:20:57 right now i just want to get things working with a basic set of vaults so that people like st_ and helsbecter can start adding new content 14:21:08 some day I will bother to file a report about how tiles arena always has this weird desynch between the names/tiles drawn and everything else 14:21:14 for me 14:22:21 -!- syllogism has quit [] 14:22:39 later on i can worry about salvaging all the old vaults, but so many of them have issues. i have already thrown out a huge number 14:22:40 are you seriously expecting somebody to fix bugs involving tiles and arena 14:22:57 elliott: what' 14:23:05 mumra: have you tried doing a clean build to fix the number tiles? 14:23:06 oops 14:23:09 elliott: what 14:23:13 gah 14:23:25 i'm typing at a funny ange and keep hitting the return key by mistake :S 14:23:54 mumra: usually it's elliptic people mistab me for 14:24:01 edlothiol: what's the command line for a clean build? (note: i have already rebuilt in debug) 14:24:10 ChrisOelmueller: what if it involved zotdef too 14:24:15 tiles zotdef arena 14:24:22 mumra: make clean, then build again 14:24:36 I would be impressed if somebody made zotdef and arena cross over 14:24:37 elliott: where is your patch to remove zotdef 14:24:52 ChrisOelmueller: trying to stay on chapayev's good side 14:24:59 to get xcrawl right 14:25:01 yes 14:25:04 can make me the author 14:25:12 * Remove ZotDef 14:25:28 * Change Zotdef into a Sprint 14:25:44 as if ChrisOelmueller would write a patch that involves actual work 14:25:46 those are my job :'( 14:26:08 elliott: what i was trying to say is, what's funny is i started off slightly upset because st_ complained about and removed a bunch of my original vaults. now i've ended up being far more vicious and removing way more than he did :P 14:26:11 hey i get to write the commit messages sometimes which is the hardest work!! 14:26:22 who does the patches that involves actual thought :P 14:26:34 mumra: looking at newvaults .des files does terrible things to people :P 14:27:01 on the other hand it invites new possibilities! 14:27:11 HangedMan: MarvinPA and elliptic 14:27:11 more future vaults is a net gain right 14:27:34 yes what could possibly go wrong 14:28:25 :) 14:28:36 ChrisOelmueller: don't worry, HangedMan is already involved 14:28:38 hey, new things are sometimes good 14:28:42 the vault quality can only go up from here 14:28:48 well looking at it in the first place made me decide to spend a week rewriting it from scratch 14:28:51 HangedMan: (i actually like a lot of your vaults btw) 14:29:02 cannot figure out how to do the raspberry sound effect 14:29:04 -!- absolutego has joined ##crawl-dev 14:29:18 elliott: this implies you've been hiding the hatred of the vaults you don't like 14:29:45 horrible stabbing sensations from being told random demonic plants are bad 14:30:34 well elliott probably would take spin cycle over profane halls 14:30:42 hahaha 14:31:00 edlothiol: ok, clean build fixed the graphics 14:35:57 -!- _D_ has quit [Quit: leaving] 14:39:33 mumra: ok, it happens sometimes that some tiles stuff doesn't get updated, that's just our crappy build system 14:40:10 I wonder if I should leave the bug open as a reminder to fix this sometime 14:40:54 cool, it did slightly occur to me that it couple be something like that, i was just caught up in vaults stuff at the time when i noticed 14:41:06 speaking of which: does anyone want to test newnewvaults? 14:41:14 yesss 14:42:29 o/ 14:43:26 that was slightly premature, i just have to push the branch up somewhere 14:47:19 can anyone help a bit with git? how do i generate a key on windows? (new computer so i don't have the one i used before) 14:47:57 -!- animegrampa has quit [Ping timeout: 245 seconds] 14:48:03 -!- animegra1pa has quit [Ping timeout: 252 seconds] 14:48:22 -!- Stelpa has quit [Ping timeout: 244 seconds] 14:49:20 ssh-keygen in msysgit should do it i think 14:52:45 thanks 14:55:44 -!- Ragdoll has quit [Quit: Ik ben weg] 14:57:35 mumra: mememe 14:59:44 ok it seems to be successfully pushing 15:01:48 -!- TEMPTROG has quit [Ping timeout: 244 seconds] 15:02:04 you totally want this branch: https://gitorious.org/~mumra/crawl/newnewvaults/commits/newnewvaults 15:02:14 -!- Duke- has quit [Ping timeout: 246 seconds] 15:06:37 i need to get a cup of tea, then i'm going to try st_'s vaults 15:12:33 -!- Zermako has quit [Ping timeout: 248 seconds] 15:12:34 -!- [1]Zermako is now known as Zermako 15:20:33 -!- Poncheis has quit [Ping timeout: 248 seconds] 15:20:47 -!- nfrcr has joined ##crawl-dev 15:22:51 -!- Zephryn has quit [Quit: My work is end \(^o^)/] 15:24:16 -!- kryft has quit [Ping timeout: 276 seconds] 15:24:49 -!- scummos has quit [Ping timeout: 248 seconds] 15:29:13 -!- codile has quit [Quit: WeeChat 0.4.0] 15:31:22 ok what is going on here: added st_'s vaults into a new des file and i get this error: 15:31:23 D:/Projects/Crawl/Crawl2013/crawl/crawl-ref/source/dat/des/branches/vaults_rooms_st.des:1: syntax error, unexpected CHARACTER, expecting $end 15:35:24 -!- Sobieck_ has quit [Quit: Page closed] 15:35:49 mumra: line 1 kind of suggests a BOM -- junk some Windows editors add 15:38:38 -!- DainDwarf has quit [Read error: Operation timed out] 15:38:53 kilobyte: possibly, it's visual studio. i just duplicated an existing file then erased the contents and pasted the vaults in ... that worked 15:41:32 -!- DracoOmega has joined ##crawl-dev 15:43:02 you can run checkwhite on it 15:44:20 -!- edlothiol has quit [Ping timeout: 256 seconds] 15:44:43 -!- Pthing has quit [Read error: Connection reset by peer] 15:45:46 -!- Blade- has quit [Quit: Page closed] 15:46:09 -!- Poncheis has quit [Ping timeout: 248 seconds] 15:47:32 -!- DainDwarf has quit [Changing host] 15:48:17 -!- blabber has quit [Quit: leaving] 15:48:40 -!- absolutego has quit [Quit: leaving] 15:54:57 I have only just barely started a full vault count list by branch and purpose and whether or not it's shared 15:55:13 and I already want to strangle someone for david_orc_3 and orc_david_3 being seperate vaults 15:55:50 Haha 16:00:28 -!- inspector071 has quit [Ping timeout: 245 seconds] 16:02:12 Clearly that David person? 16:02:40 or someone named orc 16:02:58 maybe the latter is for an orc named david 16:03:04 and is the third such vault 16:03:40 the infamous david the orc 16:04:30 More fearsome than Blork the orc! 16:06:44 -!- Krakhan has quit [Changing host] 16:09:34 -!- freefall has quit [Remote host closed the connection] 16:10:00 -!- freefall has joined ##crawl-dev 16:11:34 -!- dtsund has quit [Quit: dtsund] 16:12:38 <|amethyst> ChrisOelmueller: yes, fifteen plus two in rotation, plus forest and elf 16:12:40 <|amethyst> doh 16:12:42 -!- johnthebear has quit [Quit: Computer has gone to sleep.] 16:13:51 -!- Stelpa has quit [Remote host closed the connection] 16:14:04 -!- cocofalco has quit [Quit: Page closed] 16:20:15 -!- ark__ has quit [Quit: Leaving] 16:20:50 -!- mamga has quit [Quit: Page closed] 16:21:51 -!- ToastyP has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 16:24:53 -!- Zermako has quit [Ping timeout: 248 seconds] 16:24:53 -!- [1]Zermako is now known as Zermako 16:28:49 -!- Rebthor has quit [Ping timeout: 248 seconds] 16:31:25 !lm * rune=elven 16:31:25 No milestones for * (rune=elven). 16:31:28 !lm * sprint rune=elven 16:31:29 122. [2013-01-23 17:11:24] Atomjack the Sorcerer (L12 DESu) found an elven rune of Zot on turn 2264. (D) 16:33:10 -!- Elkan has quit [Quit: Quitte] 16:33:46 -!- TAS_2012v has quit [] 16:35:04 -!- Namey has quit [Quit: Leaving] 16:36:59 -!- dtsund has joined ##crawl-dev 16:41:23 -!- ZChris13 has joined ##crawl-dev 16:54:17 -!- kek has quit [Quit: Kicked by KickServ] 17:04:07 -!- Zifmia has quit [Remote host closed the connection] 17:05:07 -!- pelotron has quit [Read error: Connection reset by peer] 17:05:45 -!- Datul has quit [Quit: Page closed] 17:05:48 -!- Beneather has quit [Read error: Connection reset by peer] 17:08:28 -!- Garhauk has quit [Quit: Page closed] 17:15:06 -!- nfrcr has quit [Quit: Lost terminal] 17:17:23 -!- inspector071 has quit [Read error: Connection reset by peer] 17:17:59 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:19:13 -!- ldf has quit [Ping timeout: 245 seconds] 17:20:27 -!- blackcustard has joined ##crawl-dev 17:23:08 -!- TAS_2012v has quit [] 17:23:30 -!- dtsund has quit [Quit: dtsund] 17:25:29 -!- rast has quit [Read error: Connection reset by peer] 17:25:34 -!- Vizer_ has joined ##crawl-dev 17:26:30 -!- Vizer has quit [Ping timeout: 264 seconds] 17:30:22 -!- _dd has quit [Ping timeout: 240 seconds] 17:35:00 -!- ZChris13 has quit [Disconnected by services] 17:35:02 -!- ZChris13_ has joined ##crawl-dev 17:35:03 -!- ZChris13_ is now known as ZChris13 17:36:01 -!- nooodl has quit [Ping timeout: 248 seconds] 17:40:26 -!- keszocze has quit [Ping timeout: 245 seconds] 17:40:30 -!- elliptic has quit [Quit: Leaving] 17:40:44 -!- elliptic has joined ##crawl-dev 17:41:24 -!- bmfx has quit [Ping timeout: 248 seconds] 17:42:41 -!- Nightbeer has quit [Read error: Connection reset by peer] 17:46:09 -!- Rebthor has quit [Ping timeout: 248 seconds] 17:51:25 -!- Pacra has quit [Read error: Connection reset by peer] 17:51:41 -!- Pacra has joined ##crawl-dev 17:54:15 -!- andrewhl has quit [Remote host closed the connection] 18:03:42 -!- Zermako has quit [Ping timeout: 264 seconds] 18:03:42 -!- [1]Zermako is now known as Zermako 18:06:07 -!- MarvinPA_ has joined ##crawl-dev 18:08:22 -!- MarvinPA has quit [Ping timeout: 245 seconds] 18:08:22 -!- MarvinPA_ is now known as MarvinPA 18:12:11 -!- ZenArcade has joined ##crawl-dev 18:16:14 -!- Kalir has quit [Changing host] 18:17:05 -!- scummos has quit [Ping timeout: 248 seconds] 18:27:26 -!- mumra has quit [Ping timeout: 244 seconds] 18:32:26 -!- ToastyP has quit [Ping timeout: 256 seconds] 18:32:39 -!- MarvinPA_ has joined ##crawl-dev 18:34:26 !tell mumra oh god, just found out crypt entries are duplicated between vaults_rooms.des and crypt.des. Don't remember seeing any branch entries in the termcast, how does newnewvaults accomodate branch entries from either file? 18:34:26 HangedMan: OK, I'll let mumra know. 18:34:43 well at least in carefully counting all those vaults I found something horrible and interesting 18:36:16 -!- MarvinPA has quit [Ping timeout: 245 seconds] 18:36:16 -!- MarvinPA_ is now known as MarvinPA 18:44:13 -!- stubblyhead has quit [Ping timeout: 245 seconds] 18:46:57 -!- SurpriseTRex has quit [Ping timeout: 248 seconds] 18:50:35 -!- odjn has quit [Ping timeout: 256 seconds] 18:51:09 -!- rossi has quit [Quit: WeeChat 0.4.0] 19:00:13 -!- substitute has quit [Ping timeout: 256 seconds] 19:01:37 -!- DainDwarf has quit [Quit: Dain's default quit message] 19:08:49 -!- Zermako has quit [Ping timeout: 248 seconds] 19:08:50 -!- [1]Zermako is now known as Zermako 19:09:08 -!- y2s82 has quit [Remote host closed the connection] 19:10:30 -!- caleba has quit [Quit: caleba] 19:13:10 -!- MakMorn has quit [Remote host closed the connection] 19:13:44 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 19:15:35 -!- MakMorn has joined ##crawl-dev 19:25:57 -!- y2s82 has quit [Remote host closed the connection] 19:26:55 -!- alefury has quit [] 19:29:52 -!- Para is now known as Guest96601 19:32:55 -!- Guest96601 has quit [Client Quit] 19:33:33 03|amethyst 07* 0.12-a0-1809-gfbda6e2: Update changelog to 0.12-a0-1808-gb42fc8b. 10(8 minutes ago, 1 file, 23+ 4-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=fbda6e2d33f5 19:33:33 03|amethyst 07* 0.12-a0-1810-g6fe57a6: Whitespace fixes. 10(5 minutes ago, 10 files, 16+ 16-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=6fe57a6b3f6e 19:33:45 -!- pelotron has quit [Ping timeout: 256 seconds] 19:35:59 am insulted that the ridiculous amounts of vaults now appearing thoroughout D do not deserve changelog mentions 19:37:37 |amethyst: were any of those whitespace things my fault? i was getting odd messages about \No newline at end of file 19:38:00 when i did a patch editing some .des files 19:39:42 -!- Poncheis has quit [Ping timeout: 264 seconds] 19:49:44 <|amethyst> faze: what editor? 19:51:03 -!- st_ has quit [Ping timeout: 276 seconds] 19:51:04 <|amethyst> the tabs were HangedMan's 19:51:37 sorry 19:51:42 notepad++ is dumb and I am dumb 19:51:51 <|amethyst> ah, the newlines too 19:52:28 <|amethyst> usually you can just run checkwhite to fix most of them (though I had to manually fix the lua code indent because checkwhite is dumb sometimes) 19:52:48 -!- y2s82 has quit [Remote host closed the connection] 19:53:07 faze: that line is when you are using a bad editor 19:53:09 <|amethyst> HangedMan: "Lots more new vaults." 19:53:12 that does not terminate files with newlines 19:53:23 <|amethyst> HangedMan: if you want to describe them in more detail, patch welcome 19:53:24 you can add a blank line at the end of a file to fix it 19:53:27 but these aren't new vaults 19:53:34 "place lots more of old decorative vaults" 19:53:39 <|amethyst> oh, that 19:53:39 -!- Zermako has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 19:53:46 <|amethyst> thanks 19:53:59 elliott: vim?? 19:54:08 any dev commentary on such a change to late V anyway 19:54:11 ... 19:54:13 late D 19:54:17 i use spaces, not tabs 19:54:34 or non-dev 19:58:49 03|amethyst 07* 0.12-a0-1811-gbe143b1: Another changelog item (HangedMan). 10(74 seconds ago, 1 file, 1+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=be143b1a9e37 19:58:51 Inconsistent water card effect when drowning TRJ (https://crawl.develz.org/mantis/view.php?id=6565) by Kalma 19:58:58 hooray 20:00:26 <|amethyst> ugh, I worded that badly (made it imperative, which is inconsistent with the rest of the changelog) 20:01:52 -!- animegra1pa has quit [Ping timeout: 240 seconds] 20:01:54 -!- Poncheis has quit [Ping timeout: 264 seconds] 20:01:59 -!- animegrampa has quit [Ping timeout: 244 seconds] 20:03:48 -!- WalkerBoh has quit [Remote host closed the connection] 20:03:54 -!- ToastyP is now known as Guest13476 20:04:36 -!- Guest13476 is now known as ToastyP_ 20:08:43 -!- y2s82 has quit [Remote host closed the connection] 20:28:40 -!- rast has quit [Read error: Connection reset by peer] 20:37:07 -!- ussdefiant has joined ##crawl-dev 20:38:13 -!- wheals has quit [Ping timeout: 248 seconds] 20:41:37 -!- SurpriseTRex_ has quit [Ping timeout: 248 seconds] 20:45:03 -!- bryangamedude has quit [Ping timeout: 245 seconds] 20:48:28 -!- y2s82 has quit [Remote host closed the connection] 20:49:24 -!- dtsund has joined ##crawl-dev 20:51:49 -!- Dixbert has joined ##crawl-dev 20:52:35 -!- Pacra has quit [Ping timeout: 246 seconds] 21:02:34 -!- Pacra has joined ##crawl-dev 21:03:10 -!- wheals has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 21:10:08 -!- scrubnub has quit [Ping timeout: 255 seconds] 21:15:28 -!- Rebthor has quit [Client Quit] 21:20:51 -!- ZenArcade has quit [Quit: ChatZilla 0.9.89 [Firefox 15.0/20120830123745]] 21:21:29 -!- Fhqwhgads has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 21:24:04 -!- caleba has quit [Quit: caleba] 21:35:43 -!- Arkaniad has quit [Quit: I've killed the senator.] 21:43:38 -!- dtsund has quit [Quit: dtsund] 21:46:44 -!- magistern has quit [Quit: This computer has gone to sleep] 21:48:14 -!- substitute has quit [Ping timeout: 246 seconds] 21:56:21 -!- MarvinPA has quit [Ping timeout: 240 seconds] 22:00:37 -!- HangedMan has quit [Read error: Connection reset by peer] 22:01:23 -!- bza has quit [Quit: Leaving] 22:02:00 -!- MaxFrost has quit [Ping timeout: 252 seconds] 22:04:15 -!- animegra1pa has quit [Read error: Operation timed out] 22:04:21 -!- animegrampa has quit [Read error: Operation timed out] 22:07:50 Debian builds of the trunk branch on crawl.develz.org updated to: 0.12-a0-1811-gbe143b1 22:11:11 -!- ophanim has quit [Read error: Connection reset by peer] 22:13:53 -!- pelotr0n has quit [Ping timeout: 248 seconds] 22:20:00 -!- simmarine has quit [Quit: Leaving] 22:20:21 -!- Isvaffel has quit [Ping timeout: 240 seconds] 22:20:24 -!- simmarine has joined ##crawl-dev 22:26:01 -!- Lightli has joined ##crawl-dev 22:26:26 -!- ToastyP_ has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 22:26:47 -!- blackcustard has quit [Read error: Connection reset by peer] 22:29:54 -!- ZenArcade has joined ##crawl-dev 22:35:26 03Grunt 07* 0.12-a0-1812-gdb6086f: Up monster LRD power. 10(30 hours ago, 1 file, 2+ 2-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=db6086fdba9a 22:37:15 -!- Ryak has quit [Quit: Always try to be modest, and be proud about it!] 22:44:28 -!- nicolae- has joined ##crawl-dev 22:45:00 -!- scorchgeek has quit [Remote host closed the connection] 22:46:16 -!- dspencer has quit [Quit: Leaving.] 22:50:22 so, if brands have never shown on the floor 22:50:23 -!- dtsund has joined ##crawl-dev 22:50:25 should they? 22:50:33 in tiles i mean 22:50:53 which brands, ammo brands? 22:51:01 o_O 22:51:33 I'm kind of surprised that brands don't show up on floor items, actually. 22:51:38 yeah, ditto 22:51:45 well, they show on most items 22:51:58 but not on weapons, rods, armour, and 22:52:03 uh, maybe something else 22:52:06 ammo 22:52:09 yeah 22:52:21 i could make them do so i think 22:52:38 Consistency would be good. 22:53:41 also as a bonsu i think i could pave the way for e.g. clouds showing over monsters 22:53:44 bonus* 22:54:11 since the framework is basically "allow a function to pass two tiles to be shown on top of each other" 22:54:37 that would be handy 22:55:20 dunno if my coding is up to scratch though 22:57:54 -!- ZChris13 has quit [Quit: ChatZilla 0.9.89 [Firefox 20.0a2/20130120042019]] 23:00:52 -!- monqy has quit [Quit: hello] 23:03:48 -!- kekekela has quit [Ping timeout: 245 seconds] 23:08:38 I would very much support anything that shows clouds on occupied sqares 23:08:55 Since it is sort of annoying to have to use x to check whether you just cast part of a freezing cloud under yourself or not 23:09:16 Among other things 23:09:57 -!- ponies_ has quit [Quit: Trillian (http://www.ceruleanstudios.com] 23:10:18 -!- mamga has quit [Quit: Page closed] 23:12:06 does similar code already exist for when, say, a fedhasite walks over a plant and the player doll and plant tiles overlap 23:12:11 or is that a whole different thing 23:12:49 they don't overlap 23:13:01 afaik 23:13:33 OH you mean, like, with transparencies and stuff, then 23:13:45 branding in console sucks too, being woefully limited 23:14:04 Well, you inherently can't get as much info on console as you can graphically. 23:14:22 Not that that stops most of us from playing console :) 23:14:22 no easy way to add stuff like accents to mark polearms, etc 23:14:55 i play tiles. offline tiles. because i'm a bad person. 23:15:20 ooh, had a thought about what to do with those catacomb tiles from denzi 23:15:27 -!- anidude has quit [Read error: Connection reset by peer] 23:15:30 maybe they could be the default for sprint/zotdef maps 23:16:36 So, I have uploaded an updated version of my conjurer revamp patch at https://crawl.develz.org/mantis/view.php?id=6536 23:16:49 With a few changes and adjustments and various bugfixes 23:19:03 cool, i was excited about that patch since i'd like to see more non-elemental conjurations 23:20:56 03ontoclasm 07* 0.12-a0-1813-ge8bdec0: Catacomb-style wall tiles (denzi, 3870) 10(59 seconds ago, 18 files, 20+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=e8bdec03a1f3 23:21:26 -!- Lightli has quit [Quit: http://oi45.tinypic.com/zxsbpx.jpg] 23:29:55 okay, nevermind, i give in 23:30:02 there are too many steps >.< 23:31:22 -!- Kalir has quit [Changing host] 23:31:36 -!- minqmay has quit [Quit: Leaving] 23:36:21 uggh, am i really going to have to redo all the weapon tiles 23:36:59 just move all the fancy ones to the randart pile, maybe 23:40:24 maybe 23:40:35 i'd rather the racial variants were just less... crazy 23:40:53 yeah, daggers and short swords seem to have reasonable variants 23:40:55 the orcish halberd is great, for example; it's clearly a halberd and also looks orcish 23:41:11 war axes are probably the worst offenders 23:41:18 and maybe exec axes 23:41:35 Well, some of that is helped by the fact that a halberd is a real known weapon, distinct from the other polearms. Whereas stuff like... say a battleaxe vs. executioner axe is not nearly as clear-cut in the same way 23:42:16 So the difference sort of has to be known on a tile-by-tile basis 23:42:30 yeah 23:42:48 well, my plan was to have very specific guidelines on shapes and stuff 23:42:53 Yes, that does make sense 23:43:07 Have the racial bit be the detailing, while the base type is for overall form and shape? 23:43:12 yeah 23:43:12 DracoOmega: changes to new conj spells sound good, will try it out again sometime :) 23:43:19 elliptic: Thanks :) 23:46:18 -!- Morphy_ has quit [Ping timeout: 245 seconds]