00:01:34 Unstable branch on crawl.s-z.org updated to: 0.12-a0-1813-ge8bdec0 (34) 00:10:19 -!- dspencer has quit [Quit: Leaving.] 00:10:23 -!- kingkrumpin has quit [Quit: Page closed] 00:21:33 03elliptic 07* 0.12-a0-1814-g4b57057: Be more consistent about lich skeletalness. 10(13 minutes ago, 1 file, 1+ 8-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=4b57057929c0 00:22:06 -!- valrus has quit [Quit: Computer has gone to sleep.] 00:23:35 -!- ZenArcade has quit [Quit: ChatZilla 0.9.89 [Firefox 15.0/20120830123745]] 00:23:41 -!- _dd has joined ##crawl-dev 00:33:04 -!- Dunwich has quit [Quit: Page closed] 00:49:29 -!- animegra1pa has quit [Ping timeout: 256 seconds] 00:49:29 -!- animegrampa has quit [Ping timeout: 256 seconds] 00:52:18 -!- nicolae- has left ##crawl-dev 00:54:33 -!- nooodl has joined ##crawl-dev 00:58:17 -!- Krakhan has quit [Ping timeout: 246 seconds] 00:58:59 -!- bonghitz has quit [Quit: bonghitz] 01:04:11 -!- WalkerBoh has quit [Remote host closed the connection] 01:06:44 -!- crate has quit [Quit: Leaving] 01:13:56 03ontoclasm 07* 0.12-a0-1815-gca311d7: Remove a duplicate tile 10(7 minutes ago, 1 file, 0+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=ca311d7dc6f2 01:14:35 -!- Poncheis has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 01:19:27 -!- keszocze has quit [Ping timeout: 252 seconds] 01:19:28 -!- Dixbert_ has joined ##crawl-dev 01:20:03 !apt ko 01:20:04 Ko: Fighting: 1, Short: 3!, Long: -2, Axes: -1, Maces: 0, Polearms: -2, Staves: -1, Slings: 2, Bows: -1, Xbows: 2!, Throw: 3!, Armour: -2, Dodge: 2, Stealth: 4, Stab: 2, Shields: -2, Traps: !, UC: 0, Splcast: -1, Conj: -1, Hexes: 0, Charms: -2, Summ: 0, Nec: 0, Tloc: 0, Tmut: -1, Fire: 0, Ice: 0, Air: 0, Earth: 0, Poison: 0, Inv: 1, Evo: 3, Exp: 1!, HP: -2, MP: 0 01:22:55 -!- Dixbert has quit [Ping timeout: 276 seconds] 01:24:42 -!- Dixbert_ has quit [Ping timeout: 264 seconds] 01:33:05 -!- Kellhus has quit [Quit: Page closed] 01:38:32 -!- GeoGeo has quit [Quit: Page closed] 01:49:31 -!- cocofalco has quit [Quit: Page closed] 01:50:25 -!- crate_ has quit [Ping timeout: 248 seconds] 01:54:41 -!- andrewhl has quit [Remote host closed the connection] 02:00:23 -!- SkaryMonk has joined ##crawl-dev 02:07:58 -!- tophat_ has quit [Ping timeout: 245 seconds] 02:08:17 -!- _D_ has quit [Client Quit] 02:08:33 -!- dspencer has quit [Ping timeout: 248 seconds] 02:09:42 -!- kunwon1 has quit [Ping timeout: 264 seconds] 02:10:49 -!- ark__ has joined ##crawl-dev 02:17:01 -!- kunwon1 has joined ##crawl-dev 02:19:00 -!- mumra has joined ##crawl-dev 02:19:37 -!- Sorbius has quit [Ping timeout: 252 seconds] 02:28:22 -!- substitute has quit [Ping timeout: 245 seconds] 02:29:11 -!- Zeor has quit [Quit: ehy evaereybdody www.twitch.tv/zeor72 it's hurrbsflsdlfs] 02:31:37 !tell HangedMan Yes that Crypt entry malarky is another reason why I want a way to just let the dungeon builder place vaults it needs to. Although there should at least have been a branch stairs even if no entry vault? 02:31:38 mumra: You have 1 message. Use !messages to read it. 02:31:38 mumra: OK, I'll let HangedMan know. 02:31:45 !messages 02:31:46 (1/1) HangedMan said (7h 57m 20s ago): 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? 02:34:16 !tell HangedMan If the dungeon builder can't be trusted and it messes up layouts, maybe I could set up an Lua hook so the dungeon builder can actually tell the layout which vaults need placing, then I can fit them in properly ... 02:34:16 mumra: OK, I'll let HangedMan know. 02:35:45 -!- nooodl has quit [Ping timeout: 248 seconds] 02:36:48 !tell ontoclasm V has a unique wall tile for rock. Except rock is barely ever used in V. Could do with new tiles for stone/metal/crystal to make V look distinct ... do you have anything unused laying around? 02:36:48 mumra: OK, I'll let ontoclasm know. 02:38:41 -!- dspencer has quit [Quit: Leaving.] 02:38:43 !tell ontoclasm Actually, thematically speaking, maybe what V could use is a unique *door* tile? 02:38:43 mumra: OK, I'll let ontoclasm know. 02:39:36 -!- inspector071 has quit [Quit: inspector071] 02:44:15 -!- Blade- has quit [Quit: Page closed] 02:54:21 -!- ontoclasm has quit [Quit: Leaving.] 02:56:28 -!- Vizer_ has quit [Quit: bye] 03:02:15 fr: vaults doors look more like safe doors and they take longer to open 03:11:39 haha 03:11:42 safe cracking minigame 03:19:23 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 03:20:28 -!- stubblyhead has quit [Ping timeout: 245 seconds] 03:22:42 -!- helsbecter has quit [Read error: Connection reset by peer] 03:23:19 -!- helsbecter has joined ##crawl-dev 03:23:44 -!- Zifmia has quit [Quit: AndroidIrc Disconnecting] 03:26:35 -!- edlothiol has joined ##crawl-dev 03:26:46 -!- sky__ has quit [Quit: Page closed] 03:33:52 -!- scrubnub has quit [Ping timeout: 256 seconds] 03:33:54 -!- dtsund has quit [Quit: dtsund] 03:37:26 -!- SkaryMonk has quit [Read error: Connection reset by peer] 03:39:47 -!- SkaryMonk has joined ##crawl-dev 03:41:01 helsbecter: did you see i pushed my branch for testing? 03:44:00 -!- SkaryMonk has quit [Read error: Connection reset by peer] 03:45:00 -!- SkaryMonk has joined ##crawl-dev 03:46:03 -!- SkaryMonk has quit [Client Quit] 03:55:35 -!- wasd22 has quit [Read error: Connection reset by peer] 03:59:04 -!- maahes has quit [Quit: Leaving] 04:04:36 -!- ussdefiant has quit [Ping timeout: 245 seconds] 04:13:10 -!- SkaryMonk has joined ##crawl-dev 04:24:48 -!- Blade- has quit [Quit: Page closed] 04:29:53 -!- st_ has joined ##crawl-dev 04:34:01 -!- alefury has joined ##crawl-dev 04:37:21 -!- scummos has quit [Ping timeout: 248 seconds] 04:39:01 -!- mreisz has quit [Quit: Page closed] 05:00:03 -!- Wraiths has quit [Ping timeout: 245 seconds] 05:09:35 -!- GuraKKa has quit [Read error: Connection reset by peer] 05:17:50 -!- SkaryMonk has quit [Read error: Connection reset by peer] 05:18:46 -!- SkaryMonk has joined ##crawl-dev 05:26:42 -!- odjn has quit [Ping timeout: 245 seconds] 05:33:08 -!- haqe17 has quit [Quit: NNnNNnnNnN] 05:33:26 -!- DracoOmega has quit [Quit: Leaving] 05:36:17 -!- dagonfive has quit [Read error: Connection reset by peer] 05:42:51 -!- hart has quit [Read error: Connection reset by peer] 05:54:33 -!- XOM has quit [Quit: Page closed] 05:57:11 -!- ajikeshi_ has quit [Ping timeout: 255 seconds] 05:59:15 -!- MaxFrost has quit [Ping timeout: 244 seconds] 06:08:17 -!- Bumlie has quit [Quit: Page closed] 06:12:07 -!- syllogism has joined ##crawl-dev 06:14:42 .tell dracoOmega Lua error: 06:14:42 /crawl-master/crawl-git-e8bdec03a1/data/dat/des/builder/layout_vaults.des:7652: 06:14:42 _No vault found for tag 'vaults_room_10_spin_crystal' 06:14:56 hm 06:15:01 !tell Lua error: 06:15:01 /crawl-master/crawl-git-e8bdec03a1/data/dat/des/builder/layout_vaults.des:7652: 06:15:01 _No vault found for tag 'vaults_room_10_spin_crystal' 06:15:01 Pacra: OK, I'll let Lua know. 06:15:04 haha 06:15:06 once more! 06:15:15 !tell dracoOmega Lua error: 06:15:16 /crawl-master/crawl-git-e8bdec03a1/data/dat/des/builder/layout_vaults.des:7652: 06:15:16 _No vault found for tag 'vaults_room_10_spin_crystal' 06:15:16 Pacra: OK, I'll let dracoOmega know. 06:15:31 ...still not what you wanted. 06:16:23 -!- Anonymous467 has quit [Quit: Page closed] 06:32:24 -!- ajikeshi_ has quit [Ping timeout: 252 seconds] 06:34:53 !tell dracoomega pacra wanted to tell you about this lua error: /crawl-master/crawl-git-e8bdec03a1/data/dat/des/builder/layout_vaults.des:7652:_No vault found for tag 'vaults_room_10_spin_crystal' 06:34:53 alefury: OK, I'll let dracoomega know. 06:35:00 :P 06:35:45 btw, how is that relevant? with newnewvaults on the way? 06:35:45 -!- Zermako has quit [Ping timeout: 248 seconds] 06:35:46 -!- [1]Zermako is now known as Zermako 06:39:12 Pacra: that should have been fixed in trunk anyway (by grunt) 06:39:57 oh :3 06:40:10 but also, newnewvaults ;) 06:50:52 -!- ajikeshi__ has quit [Ping timeout: 245 seconds] 06:50:56 -!- Zermako has quit [Read error: Connection reset by peer] 06:58:49 -!- G-Flex has joined ##crawl-dev 06:59:02 is ozocubu's refrigeration supposed to actually damage everything in LOS? 06:59:09 because when I use it, it's not damaging most things on screen even though it says it is 06:59:30 refrig'd a room full of worker and soldier ants, most were not damaged at all 07:04:04 -!- magicpoints has quit [Ping timeout: 248 seconds] 07:06:11 -!- Ragdoll has joined ##crawl-dev 07:06:33 G-Flex: they neither are resistant nor have high AC, so they should be 07:06:56 bug report submitted then 07:07:18 https://crawl.develz.org/mantis/view.php?id=6566 07:09:06 I would test to see if OTR has a similar problem, since it probably uses similar logic, but I don't want to mess this character up any more than I have to :P 07:10:38 Ozocubu's Refrigeration not damaging most monsters within LOS (https://crawl.develz.org/mantis/view.php?id=6566) by G-Flex 07:13:41 -!- MarvinPA has joined ##crawl-dev 07:21:20 -!- ussdefiant has joined ##crawl-dev 07:25:19 -!- SkaryMonk has quit [Read error: Connection reset by peer] 07:26:21 -!- SkaryMonk has joined ##crawl-dev 07:28:16 absolutely no idea what could have caused this bug, it seems really odd to me 07:28:24 can't think of any relevant changes recently that could have to do withi t 07:29:29 there's a massive difference between current trunk and b4b189bfd^ 07:30:13 well didn't ozo's/otr stuff just get rewritten 07:30:16 to share monster/player code 07:30:19 or was that patch not pushed 07:30:29 <|amethyst> %git b4b189bfd 07:31:26 03Grunt * 0.12-a0-1765-gb4b189b: Prune duplicate code for LOS attack spells. 10(4 days ago, 11 files, 416+ 345-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=b4b189bfd064 07:33:05 -!- kek has joined ##crawl-dev 07:35:26 ah 07:36:21 -!- Senshi has quit [Quit: Page closed] 07:40:07 -!- ussdefiant has quit [Ping timeout: 256 seconds] 07:41:29 beh, interesting way to prune duplication... all the duplicate code is still there, merely shuffled around 07:42:20 every function has if (target->is_player()) that has two separate code paths, one for players, one for monsters 07:43:23 also, it ties damage to what the grammar function returned, which is ok only if every single monster is different 07:43:23 -!- Alumjha has quit [Ping timeout: 245 seconds] 07:43:45 ie, if you have 10 worker ants and 5 soldier ants, you'll refrig only one worker and one soldier 07:43:59 that seems to be exactly what's happening, yes 07:44:10 it'll damage one of each monster type 07:44:45 but even then, if the grammar function returns a string saying you damaged worker ants, why not look at /all/ worker ants and damage them 07:45:11 1learn add crawl_code also, it ties damage to what the grammar function returned 07:48:06 also, actor_iterator is something that needs to be ripped off, burned, pieces that called it should be salted, then nuked from the orbit just to be sure 07:57:12 -!- MarvinPA_ has joined ##crawl-dev 07:59:49 -!- pelotr0n is now known as pelotron 08:01:18 -!- MarvinPA has quit [Ping timeout: 264 seconds] 08:01:18 -!- MarvinPA_ is now known as MarvinPA 08:15:21 -!- Nightbeer has quit [Read error: Connection reset by peer] 08:23:47 -!- wheals has quit [Client Quit] 08:26:29 -!- substitute has quit [Ping timeout: 255 seconds] 08:35:04 -!- SurpriseTRex has quit [Read error: Connection reset by peer] 08:54:53 -!- MarvinPA has quit [Ping timeout: 252 seconds] 09:15:08 -!- ZenArcade has joined ##crawl-dev 09:19:12 -!- Senshi has quit [Client Quit] 09:19:39 -!- keszocze has quit [Ping timeout: 276 seconds] 09:19:43 -!- ZenArcade has quit [Ping timeout: 244 seconds] 09:38:05 kilobyte: I'm probably just going to revert b4b189b until it can actually be done properly. 09:38:05 Grunt: You have 3 messages. Use !messages to read them. 09:39:13 Grunt: I looked at it for a bit and have some ideas how to rewrite parts of it (although didn't get around to it) 09:39:37 Well, we can wait until the "get around to it" part, I think. 09:39:38 looks like a better starting point than the old code, even if it does need to be overhauled once more 09:39:51 I do want things to work properly in the mean time. 09:40:01 Well, "properly" as in the expected end behaviour. 09:40:03 especially since it points out problems that were not obvious in the old duplication 09:40:22 like, you get flashed no matter where the monster that's refrigerating is 09:40:59 there's code that uses a hitfunc for the player then a global flash just in the else clause of the same if statement 09:41:59 about that lua interface: a couple of months ago I started an overhaul of this code, but did not finish anything other than ripping off the lua crap. It's totally unused, and unusable. 09:42:21 I suspected as much, but I didn't know if anyone actually had immediate plans / uses for it. 09:42:43 it even teis to pass non_player=false and pow=1 :p 09:42:46 I've thought that given the motivation for implementing such a thing, it would be better off getting the monster versions of those spells working properly. 09:42:55 s/teis/tries/ 09:43:10 AFK 09:43:55 -!- Sobieck has quit [Quit: Page closed] 09:48:22 03Grunt 07* 0.12-a0-1816-gbd9d7a8: Revert "Prune duplicate code for LOS attack spells." 10(14 minutes ago, 11 files, 345+ 416-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=bd9d7a8fecc4 09:48:44 -!- SkaryMonk has quit [Read error: Connection reset by peer] 09:49:35 -!- Blazinghand has quit [Ping timeout: 246 seconds] 09:50:33 -!- magistern has quit [Quit: This computer has gone to sleep] 09:51:52 -!- SkaryMonk has joined ##crawl-dev 09:52:33 -!- Zorayne has quit [Ping timeout: 245 seconds] 09:57:07 -!- Nerem has quit [Read error: Connection reset by peer] 09:57:56 -!- nooodl has joined ##crawl-dev 09:58:48 -!- hey has quit [Client Quit] 10:02:11 -!- araganzar has quit [Quit: Page closed] 10:08:33 -!- Zermako has quit [Ping timeout: 248 seconds] 10:08:33 -!- [1]Zermako is now known as Zermako 10:10:58 -!- rossi has quit [Quit: WeeChat 0.4.0] 10:11:22 -!- ussdefiant has joined ##crawl-dev 10:13:36 -!- freefall has quit [Ping timeout: 276 seconds] 10:26:25 -!- freefall has joined ##crawl-dev 10:39:53 -!- lexackson has joined ##crawl-dev 10:46:36 elliptic: how about doubling monster shatter damage, to put it roughly on par with LRD damage? That would be sufficiently threatening, I think. 10:46:39 -!- Wraiths has quit [Quit: Page closed] 10:51:05 Grunt: I'd suggest something more like 50% increase, at least for purposes of jorgrun... remember that LRD damage is reduced by player AC three times and requires a nearby wall 10:51:43 True. 10:51:48 I guess shatter damage can be 1/3rded by flight though 10:52:18 or zeroed by dying and becoming a ghost! 10:52:19 -!- Senshi has quit [Quit: Page closed] 10:52:31 or zeroed by wispform presumably? :P 10:53:13 ah yes, and that 10:54:21 -!- owen has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 10:55:50 -!- MaxFrost has quit [Ping timeout: 240 seconds] 10:56:05 an issue with clouds: when a cloud of chaos polymorphs you into a tree, you have no means of moving away, which for persistent clouds is certain to kill you before the transformation times out 10:58:33 sounds like it'd make a hilarious tv. feature 10:58:37 <|amethyst> solution: make trees cloud-immune 10:58:39 is polymorph frequent? would you get another form before then? 10:58:46 <|amethyst> except for fire, then you're just screwed 10:59:31 make trees blind, then the clouds will disappear because you can't see them (elliot burnn) 10:59:53 hahaha 11:00:27 currently hostile polymorphs (Kirke, Xom) are uncancellable; perhaps they could be overridable by another such hostile polymorph? 11:01:15 that seems reasonable 11:01:15 hmm no, at least if polymorph is supposed to lose the prohibition on self-zapping 11:01:15 that wouldn't really count as hostile :P 11:02:40 trees in general are going to have problems with clouds 11:03:21 especially with rF- (and most of gear being melded) 11:04:36 -!- bonghitz has quit [Quit: bonghitz] 11:05:04 -!- aaaa_ has quit [Client Quit] 11:05:39 chaos clouds could just not poly you 11:08:41 03Grunt 07* 0.12-a0-1817-g421b356: Nudge up monster Shatter damage. 10(6 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=421b3565c2d6 11:08:44 -!- PsyMar has quit [Remote host closed the connection] 11:08:44 there are at least four code paths (five for monsters) for them to polymorph 11:16:29 damn 11:16:40 after writing that bug report earlier, I *still* have a lapse of judgment and learn OTR for spider 11:17:07 G-Flex: on which server are you? 11:17:41 cszo 11:19:54 Unstable branch on crawl.s-z.org updated to: 0.12-a0-1817-g421b356 (34) 11:20:15 'ere you go 11:20:19 oh. 11:20:20 thanks! 11:20:30 guess I should relearn refrig 11:20:46 btw, out of curiosity, do you know if the demonspawn ice/fire facet cons effect is just as good as the amulet, or worse 11:20:50 G-Flex: sorry for causing you problems like that >:( 11:20:55 oh it's okay 11:21:11 I'm playing an unstable version, so it's good that doesn't happen *more* often 11:21:16 -!- dspencer has quit [Quit: Leaving.] 11:21:44 G-Flex: the demonspawn conservation muts are just as good as the amulet, and also stack with the amulet 11:22:25 -!- dspencer has quit [Client Quit] 11:24:57 thanks 11:25:05 OTR seems to be working fine now, in case you were wondering 11:25:10 G-Flex, we've had worse problems in trunk, for sure. 11:25:17 ??trunk[-3] 11:25:17 trunk[5/7]: 03elliptic * rbfa6a02d32fe 10/crawl-ref/source/main.cc: Fix all characters being forced to worship Xom every turn. 11:25:23 hahahaha 11:25:25 (that's the one that really amuses me) 11:25:39 ??trunk[6] 11:25:39 trunk[6/7]: < CIA-80> 3kilobyte * re4d1e0a57321 /crawl-ref/source/ (evoke.cc invent.cc): Fix all weapons having reaching. 11:25:42 this one is pretty good 11:26:32 I had great fun with that one before it was fixed. 11:26:32 executioner's axe of reaching 11:26:32 heh 11:26:32 -!- popbob has quit [Read error: Connection reset by peer] 11:26:32 how would that even work with cleaving if it happened now 11:26:32 I don't want to think about it 11:26:34 xom trying to establish monotheism 11:26:37 Range 2 cleave! 11:26:51 %git ff004f8d 11:26:54 03elliptic * 0.11-a0-1191-gff004f8: Fix most characters having 0 EV. 10(9 months ago, 1 file, 3+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=ff004f8d74f1 11:26:54 G-Flex: something about a lochaber axe 11:27:03 haha 11:27:09 elliptic: 1learn add trunk 11:27:09 :D 11:27:14 my favorite part about that is that it's "most characters" 11:27:19 not all characters, just most 11:27:32 yeah, I forget the exact conditions 11:27:32 -!- edlothiol has quit [Ping timeout: 256 seconds] 11:28:13 oh, I think it was that characters with less than 30 EV had EV set to 0 11:28:16 or something like that 11:28:55 bizarre 11:34:25 ogre mode 11:34:51 I remember the time when all characters were permanently invisible 11:35:18 -!- fooobarrr has quit [Quit: leaving] 11:36:14 hahaha 11:36:49 -!- edlothiol has joined ##crawl-dev 11:38:48 mon_glyph += player : . 11:39:43 would need some lua to update the colour based on branch you're in, I don't think you can currently query the floor of a particular spot 11:41:42 -!- y2s82 has quit [Remote host closed the connection] 11:49:21 03Grunt 07* 0.12-a0-1818-g56f2c5b: Don't let trap_monster_doors_1 generate too many early 8s and 9s. 10(4 minutes ago, 1 file, 7+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=56f2c5b6e792 11:52:01 -!- blabber has joined ##crawl-dev 11:53:46 -!- ussdefiant has quit [Ping timeout: 245 seconds] 11:57:02 -!- Bomanz has quit [Quit: Page closed] 12:00:21 -!- bogerjmh is now known as PsyMar 12:03:23 -!- stubblyhead has quit [Ping timeout: 245 seconds] 12:03:40 -!- ontoclasm has joined ##crawl-dev 12:03:44 -!- Xom has quit [Quit: Page closed] 12:06:33 -!- kek has quit [Read error: No route to host] 12:07:15 -!- kek has joined ##crawl-dev 12:07:53 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120715100958]] 12:09:09 -!- ussdefiant has joined ##crawl-dev 12:09:17 !messages 12:09:18 (1/2) mumra said (9h 32m 30s ago): V has a unique wall tile for rock. Except rock is barely ever used in V. Could do with new tiles for stone/metal/crystal to make V look distinct ... do you have anything unused laying around? 12:09:23 !messages 12:09:23 (1/1) mumra said (9h 30m 40s ago): Actually, thematically speaking, maybe what V could use is a unique *door* tile? 12:10:43 Rock can get used on V:1 rather frequently these days... 12:10:43 I agree with the rest of the comment, though. 12:11:07 -!- dtsund has joined ##crawl-dev 12:19:01 -!- shirish has joined ##crawl-dev 12:27:19 not sure if i have a lot of totally unused stuff lying around, but there's definitely some rarely-used sets 12:27:20 -!- Liams123 is now known as Liam 12:27:26 -!- Liam is now known as Liams123 12:28:13 WALL_EMERALD looks pretty awesome but shows up like %10 of the time on layout_delve or something 12:28:49 -!- blabber has quit [Ping timeout: 248 seconds] 12:29:01 -!- blabber has joined ##crawl-dev 12:29:40 <|amethyst> hey, is it intended that staff of poison won't poison demons like parrow can? 12:30:20 Grunt: at the moment in newnewvaults rock has a very low chance (kilobyte also commented that rock wasn't very thematic for vaults) 12:30:49 ...I love how not on top of things I am these days >:| 12:31:01 heh :) 12:31:12 |amethyst: amusingly enough, staff of olgreb is worse than staff of poison at poisoning things 12:31:18 -!- hayenne_ has quit [Ping timeout: 245 seconds] 12:31:28 well newnewvaults isn't in the main repository yet 12:31:43 -!- StupidNoob has quit [Ping timeout: 245 seconds] 12:31:48 a bug in serious need of being fixed soon imo 12:31:49 but elliott tested it over termcast yesterday and got some pretty good feedback 12:32:08 -!- Kellhus has quit [Ping timeout: 245 seconds] 12:32:16 Clearly ChrisOelmueller is trying to be a poisonous influence. 12:32:17 <_< 12:32:34 i was commenting on well newnewvaults isn't in the main repository yet 12:32:40 Oh. 12:32:51 (Your clarification hits the joke! The joke dies!) 12:33:02 lol 12:34:26 -!- ussdefiant has quit [Ping timeout: 255 seconds] 12:36:10 ontoclasm: nicer crystal would be great definitely. stone/metal/doors are just something to think about ;) 12:36:43 ontoclasm: someone complained that set doesn't look anything like other crystal we have in the game, and resembles some rocks more 12:36:52 yeah 12:37:07 s/that/that that/ or s/that/that "emerald"/ 12:37:09 i actually don't know if it's used for crystal or normal wall 12:37:16 crystal 12:37:24 -!- ussdefiant has joined ##crawl-dev 12:37:49 maybe i could try editing it to be more... faceted looking 12:43:20 these tiles come from a real photo of an emerald, with a bevel added just on the edges 12:45:17 -!- Alheris has quit [Ping timeout: 246 seconds] 12:46:23 ah 12:46:48 yeah, i could make the bevel a lot stronger so they match the other crystal walls more strongly 12:47:01 s/strongly/closely/ 12:47:36 hah, th other crystal walls are also based off a photo of a real gemstone 12:48:21 -!- codile has quit [Ping timeout: 248 seconds] 12:49:44 -!- Kalir has quit [Changing host] 12:49:46 which ones? None of dngn/wall/crystal_*.png, at least. 12:51:07 -!- PsyMar has quit [Quit: Leaving] 12:51:49 -!- Aryth has quit [Ping timeout: 264 seconds] 12:51:52 ontoclasm: for metal walls denzi's tiles from https://crawl.develz.org/mantis/view.php?id=3870 or https://crawl.develz.org/mantis/view.php?id=3891 look quite vaulty ... maybe not the really heavily rusted one so much but the others 12:51:58 kilobyte: yes, those 12:52:06 they're not, like, copied from a photo 12:52:20 but i found one that looked good and replicate it in pixel art 12:52:23 crystal_wall* have a characteristic gradient produced by a tool Denzi uses (you can find it for example in skill tiles) 12:52:35 oh, no, not the cyan ones 12:52:45 i mean like crystal_wall_grenn 12:52:53 green* 12:53:52 mumra: yeah, the first metal ones you linked are currently used for walls in pan but i don't really like them there 12:53:59 since they're patently metal 12:54:06 -!- magistern has quit [Quit: This computer has gone to sleep] 12:54:11 yeah pan should be weirder 13:10:55 -!- Sobieck has quit [Quit: Page closed] 13:12:45 -!- geedmat has quit [Quit: Page closed] 13:20:11 -!- blackcustard has joined ##crawl-dev 13:22:16 elliott: are you here? 13:23:21 yep 13:24:04 i pushed that optimisation to the layout builder (and various other changes that got brought up yesterday) 13:24:54 i am just wondering if it made a significant speed improvement at your end - it was never that slow on my pc anyway 13:25:38 if you have time to test it at any point of course ;) 13:26:14 ah, I'll give it a try soon 13:26:17 thanks for the heads up 13:26:57 -!- Serfuzz has quit [Ping timeout: 248 seconds] 13:26:59 -!- bonghitz has quit [Quit: bonghitz] 13:28:26 cool, nice one 13:28:51 -!- blabber has quit [Quit: leaving] 13:29:15 i'm pretty happy with things at this point, there is one issue where doors are sometimes placing in corners, but otherwise everything is looking great. just needs a load more vaults now ... 13:29:40 mumra: What's the spec for a vaults vault in newnewvaults? 13:30:04 if you want to make a new newnewvaults vault, 13:30:32 all you need is a rectangular / square vault of any dimensions 13:30:34 without walls 13:30:48 and tag it with vaults_room 13:31:01 A lot of current minivaults could be adapted to fit those criteria, I note. 13:31:18 Whether they actually work in context is another matter entirely. 13:31:24 the important thing is to avoid duplication 13:31:28 does 78x68 count as a "rectangle without walls"? 13:31:31 which was a big problem with newvaults 13:31:48 kilobyte: yes but i lied, there are upper and lower size limits 13:32:49 mumra: or you can make an any-shaped vault and let it place in vaults without tagging and it'll get a room placed for it? 13:32:52 just making sure I understand the placing 13:33:08 newvaults had those big center rooms that were 20x30 iirc, i think that is a sensible absolute max; but it will be hard for the layout to manage to place a big one like that very often 13:34:05 elliott: no, if something gets placed by the dungeon builder then it won't be guaranteed to be in a room - could be in the open, could be somewhere inside an empty room, could carve it into an empty area of the map and make its own corridor there 13:34:25 the dungeon builder does whatever it feels like when it places stuff 13:34:39 mumra: right 13:34:48 but you can still get vaults placed without reworking them for newnewvaults, is what I mean 13:34:57 so vaults that can place elsewhere can be made to also place in vaults without any friction 13:35:04 although i could limit that to a certain extent but i don't want to, it would stop vaults placing 13:35:25 -!- andrewhl has quit [Remote host closed the connection] 13:35:36 elliott: yes, if something has DEPTH: Vaults then it will hopefully show up every now and then if/when there's room 13:36:05 but if something is done properly as a vaults_room then it's probably a lot more likely to show up (and in a sensible context) 13:41:16 elliott: really this is just theory right now because no normal vaults are placing. i'm investigating that now. 13:42:04 hehe 13:45:58 -!- CaptainHorfe has quit [Client Quit] 13:49:26 -!- Spatiation has quit [Quit: Page closed] 13:54:46 hmm ... this is very odd. not quite sure why no vaults are placing. 13:55:07 also, vaults that don't have allow_dup are still getting placed multiple times 13:55:31 and i suspect that luniq_* and uniq_* tags aren't being respected on rooms either 13:59:20 -!- codile_ has quit [Ping timeout: 240 seconds] 14:09:56 -!- MarvinPA has joined ##crawl-dev 14:12:48 -!- ontoclasm has quit [Quit: Leaving.] 14:14:55 -!- magistern has quit [Quit: This computer has gone to sleep] 14:19:55 -!- rkd has quit [Read error: Connection reset by peer] 14:21:24 ?? black draconian 14:21:24 black draconian[1/2]: A form of draconian that is able to shoot lightning. The player race's breath sneezes lightning bolts and explosions in random directions. 2 Air Magic aptitude, and -2 Earth Magic aptitude. Resists electricity at XL 7, and gains permanent flight at XL 14. 14:21:38 the permanent flight bit is deprecated, huh? 14:21:44 nope 14:22:01 mine just lost its buoyancy.. 14:22:14 %git :/lack.*rac 14:22:14 03kilobyte * 0.12-a0-1470-g30cd027: Fix frames in the temperature gauge in ascii and dec. 10(2 weeks ago, 3 files, 33+ 12-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=30cd027a1c26 14:22:17 %git :/lack.*raco 14:22:18 03elliptic * 0.12-a0-1027-g15a3271: Give black draconians permaflight (at XL 14). 10(3 months ago, 11 files, 45+ 57-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=15a3271d07e8 14:22:28 best keywords 14:22:48 was that really three months ago 14:22:57 pity 14:22:58 Napkin: you're playing 0.12, it's a trunk-only addition 14:23:01 release already! 14:23:17 let's just release 0.12 tomorrow 14:23:18 0.12 *is* trunk :b 14:23:22 i got that, elliott ;) 14:23:29 he meant i'm playing 0.11 14:23:36 err, right 14:23:47 ChrisOelmueller: have to remove traps skill first! 14:24:01 well you are the one too lazy to work on that patch!! 14:24:04 -!- Aryth1 has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 14:24:17 (good way of putting it imo) 14:24:54 -!- Zermako has quit [Ping timeout: 256 seconds] 14:31:18 This amulet protects its wearer from sickness due to eating fresh raw meat 14:31:41 since there is no more sickness from eating meat.. does is mean nausea now? 14:31:49 *does it 14:32:16 i think it does 14:34:41 -!- bonghitz has quit [Quit: bonghitz] 14:36:15 -!- codile has quit [Quit: WeeChat 0.4.0] 14:39:05 -!- rkd has quit [Ping timeout: 260 seconds] 14:39:59 -!- rkd2 has quit [Ping timeout: 255 seconds] 14:43:46 -!- grafbecter has joined ##crawl-dev 14:45:28 -!- mamga has quit [Ping timeout: 245 seconds] 14:45:28 -!- Sobieck has quit [Ping timeout: 245 seconds] 14:45:28 -!- tophat_ has quit [Ping timeout: 245 seconds] 14:45:53 -!- SaintWacko has quit [Ping timeout: 245 seconds] 14:46:43 -!- xnavy has quit [Ping timeout: 245 seconds] 14:46:43 -!- Sky__ has quit [Ping timeout: 245 seconds] 14:46:43 -!- Kellhus has quit [Ping timeout: 245 seconds] 14:46:43 -!- Liams123 has quit [Ping timeout: 245 seconds] 14:46:43 -!- Garhauk has quit [Ping timeout: 245 seconds] 14:46:43 -!- Morphy has quit [Ping timeout: 245 seconds] 14:47:15 03dolorous 07* 0.12-a0-1819-gfdb14b7: Add spelling fixes. 10(11 minutes ago, 3 files, 3+ 3-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=fdb14b7078ed 14:47:15 03|amethyst 07* 0.12-a0-1820-g80fe2f8: Don't call nausea "sickness" (Napkin). 10(2 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=80fe2f80601a 14:51:17 -!- Namey has quit [Quit: Leaving] 14:54:58 -!- Serfuzz has quit [Ping timeout: 248 seconds] 14:55:31 -!- Alheris1 has quit [Ping timeout: 256 seconds] 15:08:48 -!- oberstein has joined ##crawl-dev 15:13:37 -!- andrewhl has quit [Remote host closed the connection] 15:17:29 -!- Alheris has quit [Quit: Leaving.] 15:21:30 -!- Pthing has quit [Read error: Connection reset by peer] 15:23:02 -!- _D_ has quit [Quit: leaving] 15:33:15 -!- Villadelfia_ has joined ##crawl-dev 15:33:41 -!- Villadelfia has quit [Ping timeout: 248 seconds] 15:34:18 -!- alefury has joined ##crawl-dev 15:38:57 -!- mumra has quit [Ping timeout: 244 seconds] 15:39:18 -!- Serfuzz has quit [Remote host closed the connection] 15:39:54 -!- mumra has joined ##crawl-dev 15:40:21 -!- tophat_ has quit [Quit: Page closed] 15:46:00 -!- mreisz has quit [Quit: Page closed] 15:48:02 -!- ToastyP has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 15:48:48 -!- Blade- has quit [Ping timeout: 245 seconds] 15:49:06 -!- Blade-_ is now known as Blade- 15:49:37 -!- Ragdoll has quit [Quit: Ik ben weg] 15:51:31 -!- hayenne has quit [Quit: There is no dark side of the moon really. As a matter of fact it's all dark. The only thing that makes it look light is the sun.] 15:55:51 -!- grafbecter has quit [Quit: Page closed] 15:59:24 -!- ussdefiant has quit [Ping timeout: 276 seconds] 16:02:00 -!- Sprort has quit [Ping timeout: 276 seconds] 16:05:51 -!- yalue has quit [Read error: Connection reset by peer] 16:06:32 -!- Krakhan has quit [Changing host] 16:07:16 -!- ussdefiant has joined ##crawl-dev 16:08:46 -!- Blade- has quit [Quit: Page closed] 16:10:52 -!- SurpriseTRex has quit [Ping timeout: 256 seconds] 16:12:58 -!- mamga_ has quit [Ping timeout: 245 seconds] 16:14:59 -!- ussdefiant has quit [Ping timeout: 252 seconds] 16:15:53 -!- syllogism has quit [] 16:19:52 -!- johnthebear has quit [Quit: Computer has gone to sleep.] 16:27:06 -!- SurpriseTRex_ has quit [Ping timeout: 264 seconds] 16:30:41 -!- Xelf has joined ##crawl-dev 16:33:08 -!- G-Flex has quit [Ping timeout: 252 seconds] 16:39:54 -!- dtsund has left ##crawl-dev 16:40:02 -!- codile has quit [Ping timeout: 245 seconds] 16:49:38 -!- ldf has quit [Ping timeout: 245 seconds] 16:49:51 compiled newnewvaults 16:50:08 -!- Sobieck has quit [Quit: Page closed] 16:50:18 do I really need to update my contribs for each version of crawl? I mean I have them already (I have no idea what they are I admit) 16:51:38 -!- dtsund has joined ##crawl-dev 16:52:34 uhm, maybe I did something wrong, this vaults is newvaults! 16:53:48 st_: did you "git checkout newnewvaults" before building? 16:53:56 it's in a different branch 16:54:03 argh 16:54:11 gitttt 16:55:14 -!- dtsund has left ##crawl-dev 16:57:44 it'll have to wait then, compiling twice in one day is too much for me 16:58:03 st_: you might want to try make -j 16:58:05 or ccache 16:58:08 or both 16:58:10 speeds up compilation a lot 16:58:22 st_: also I think newnewvaults touches no C++ 16:58:29 so if you "make" again it won't even build anything after checking out the new branch 16:59:12 -!- Elkan has quit [Quit: Quitte] 17:00:35 st_: er, you complain about twice in a _day_? 17:01:00 -!- dtsund has joined ##crawl-dev 17:03:01 elliott: phew, you're right 17:03:03 I'm glad 17:03:27 st_: lightweight. try recompiling every few minutes while writing a patch on this terrible machine 17:03:30 :( 17:03:54 elliott: "git bisect"? :p 17:04:11 (fr: split enum.h up) 17:04:44 won't help, a majority of files would need to include most pieces due to struct player/monster 17:08:38 in C++, the compiler is allowed to choose any storage type for an enum, and you can specify it in a forward declaration only in C++11, meaning that without --std=c++11 all enums need to be available in full in all context where a variable of such a type is used 17:09:33 due to Apple being asses, Macs still have ancient gcc which doesn't support C++11 so that's not an option 17:10:08 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:15:03 elliott: there are some small C++ changes 17:15:44 although, turns out they'renot doing anything, since it seems to make no difference whether the map mask is there, as no floating vaults are placing anyways 17:15:58 kilobyte: well, macs ship more recent clang 17:17:23 until very recently, clang wasn't even able to build crawl (it's C++ side sucks bigtime) 17:17:36 it throws bogus warnings even in its trunk version 17:19:23 -!- mivue has quit [Client Quit] 17:21:11 it builds 4.1 just fine at least :p 17:22:16 trunk (crawl's) appears to be built fine, if you ignore the warnings 17:22:54 mumra: looking good. besides the corner doors you mentioned, the other things I've noticed are windows with walls on one side, and a level that is disconnected because a door is blocked by water 17:24:57 -!- DracoOmega has joined ##crawl-dev 17:25:05 see http://pastie.org/pastes/5851906/text for that 17:28:10 -!- Nightbeer has quit [Read error: Connection reset by peer] 17:28:12 -!- Vizer has joined ##crawl-dev 17:29:18 -!- MarvinPA_ has joined ##crawl-dev 17:29:59 -!- kek has quit [Quit: Kicked by KickServ] 17:31:51 -!- MarvinPA has quit [Ping timeout: 252 seconds] 17:31:51 -!- MarvinPA_ is now known as MarvinPA 17:37:08 ah yeah. i guess it didn't get vetoed because both halves of the level have stairs? (there are also too many stairs, which i've been noticing here as well) 17:41:29 and i know what you mean about the windows, i've seen strange stuff with them. it all gets a bit tricky at this point, i just need to do some more complex analysis of the insides of rooms. this will help being more flexible with door positioning too. 17:42:43 Ooo... is that more smaller doors, I see? 17:43:58 what's a bit annoying is i don't *think* i can inspect the vault's final grid until i've actually placed it. but where i need to place it could depend on the precise contents. sort of chicken and egg. i could do analysis of the mapdef glyphs, but what if the vault uses substs on the walls? 17:44:20 sounds like something the lua interface could be extended for? 17:44:22 -!- nooodl has quit [Ping timeout: 256 seconds] 17:44:44 yup, that's what i'm thinking (if it's not already possible and i'm just missing something - i haven't looked deeply into this part yet) 17:44:57 DracoOmega: yeah, the doors are all 1 or 2 now 17:45:04 I think it helps a look, definitely 17:45:19 personally i liked having some big doors, they felt more "vaulty" to me :P 17:45:33 Also, is it a problem if you can only inspect the grid after placement? Could windows onto rock not just be turned into solid walls themselves? 17:45:49 the windows don't matter because i paint them after the vault is placed 17:45:53 Oh, okay 17:46:11 but for door connectivity, i kind of need to know if the rooms will connect properly before i place 17:46:40 example: the door behind water that st just posted 17:46:58 any idea why the first 3 v_rooms vaults don't show up? I've tried taking out the orient tags but they still don't, v_rooms_4 and 5 do however 17:47:17 -!- DainDwarf has quit [Quit: Dain's default quit message] 17:47:52 mumra: Well, there is clearly a valid space for the door to be that does not involve water. How are the doors currently placed? Just choose a spot along the connecting wall at random? 17:48:37 DracoOmega: as a human looking at the map it's very easy to see that yes :) but for an algorithm that doesn't even know what's in the room yet ... ;) 17:49:01 Well, yes. I'm just trying to understand the order that stuff currently operates 17:49:03 this case could have been solved be center aligning both the rooms, but i don't want to always center align things, it will make the layouts more rigid 17:49:10 So the door positions are chosen BEFORE the room is filled? 17:49:39 sort of (it's a bit complicated basically) 17:49:59 st_: not sure why those vaults haven't place, but you're right i don't remember seeing them either. 17:50:14 st_: oh wait actually i do know 17:50:18 they are the only non square ones I think? 17:50:57 st_: go into dlua/v_layouts.lua -- the first function sets up the default config. change max_room_size to something higher e.g. 25 17:52:27 the only reason it was so low was because it controlled how big the empty rooms can be generated, i'm half way to making the values independent 17:53:23 -!- kekekela has quit [Ping timeout: 245 seconds] 17:54:05 i'm not sure if there 17:54:20 if there's even a need for min/max sizes of vaults but there you go 17:55:42 -!- edlothiol has quit [Ping timeout: 256 seconds] 17:55:55 hm, I changed that and after a few levels got this error 17:55:56 Lua error: ...newnewvaults/crawl-ref/source/dat/dlua/v_layouts.lua:123: attempt 17:55:56 to perform arithmetic on local 'corridorWidth' (a nil value) x25 17:56:38 st_: i fixed that locally might have forgotten to push. an error in a specific layout i only just enabled. 17:58:10 okay 17:58:22 and one of those vaults has shown up now 17:58:37 I wonder what the best way to do monster generation is 17:58:43 -!- Fhqwhgads has quit [Read error: Connection reset by peer] 17:58:57 pushed the fix, you'll want to revert v_layouts.lua because i upped the max size to 40 and you'll get a conflict 17:59:39 03kilobyte 07[wip-0.11-compat] * 0.12-a0-1821-g5b7f0cf: Restore save compatibility with 0.11 final. 10(7 weeks ago, 9 files, 242+ 26-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=5b7f0cff2ca0 17:59:39 03kilobyte 07[wip-0.11-compat] * 0.12-a0-1822-ga6d7bc1: Force a rebuild of the des cache. 10(16 minutes ago, 1 file, 11+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=a6d7bc1a9550 17:59:40 Is there some need to do monster generation differently than other branches, due to the layout's backend? 17:59:49 non-square rooms and the orient flags definitely work so i knew they weren't the problem, i just hadn't realised those vaults were like 20 width or something ;) 17:59:53 -!- wheals has quit [Read error: Connection reset by peer] 18:00:30 -!- mreisz has quit [Quit: Page closed] 18:01:09 changing this there are definitely some very large rooms regular vaults could fit in 18:01:30 may I request a code review for what I just pushed to "wip-0.11-compat"? There are both hacks, and effects I don't quite understand (why does the map cache need a rebuild?), so I'm a bit afraid to push this to trunk. 18:01:39 on the other hand, it does appear to work 18:01:47 -!- wheals has quit [Read error: Connection reset by peer] 18:02:22 (mostly |amethyst rather than you three awake right now) 18:02:45 are you saying I am not capable of reviewing such code. 18:02:58 -!- Garhauk has quit [Ping timeout: 245 seconds] 18:03:03 -!- bmfx has quit [Ping timeout: 252 seconds] 18:03:08 are you implying I am asleep?!?!?!?! 18:03:16 st_: if you can get goaded into looking at it, why not! :p 18:03:23 it's only just gone midnight !! 18:03:47 I like how even after all these maps I regen'd through I still see new ones that I think "hey that is a cool looking level" 18:04:16 yes, it definitely has a lot of variety in terms of structure 18:04:55 :) great, that is what i was going for 18:05:59 there is a little bit more i've got planned as well, but i want to sort out some of these crazier issues first 18:06:47 re monster generation: we could just let standard monster placement do everything. but then particularly on the more open layouts e.g. chaotic city, you could end up with hardly any monsters in the actual rooms 18:07:09 Because most of them would end up in the open areas, simply by virtue of them having more tiles to put them on? 18:07:39 yep. or in the empty rooms rather than the rooms with interesting layouts 18:08:08 yeah, I'm also wondering about random (eg subst on floor tiles) or more specific placement in subvaults 18:08:26 probably a combination would be best 18:09:07 the overall number of stuff does need a reduction from now, it averages about 80-90, I think around 60 or less is average for D 18:09:19 -!- ark__ has quit [Quit: Leaving] 18:09:21 but that isnb't hard to do 18:11:40 i wonder if random monster generation was lowered for newvaults? (i'm guessing not) 18:14:31 -!- caleba has quit [Quit: caleba] 18:14:48 03Grunt 07* 0.12-a0-1821-gb651648: Set aux_source for LRD to report death-by-monster-LRD properly. 10(2 minutes ago, 1 file, 7+ 3-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=b65164857840 18:15:08 about monster generation, I think a substantial fraction of the monsters should be placed by normal monster placement 18:15:14 like >50% 18:15:24 And maybe save specific placement for the more interesting rooms? 18:15:28 yes 18:16:14 I'm inclined to agree, though it would be nice to see how this work out in practice 18:16:43 Also fewer V:1 shadow dragons, I assume :P 18:16:44 specific placement inside rooms is fine, but I don't think it is a good idea to put all the monsters inside rooms or stuff like that 18:16:53 the open parts between rooms are also interesting 18:16:59 Yes 18:17:20 rooms that don't have their own monsters should be tagged vaults_empty instead of vaults_room. there are weightings for the room types: vaults_room, vaults_empty and vaults_hard 18:17:23 DracoOmega: well, non-standard monster placement really shouldn't be placing OODs unless it is an actual vault 18:17:55 like, the normal monster placement already has code for OODs, no reason to duplicate it 18:18:02 (and the completely empty rooms i.e. floor vaults are a fourth weighting) 18:19:05 I don't know much about the code but anything that involves substs that can place 8s or 9s in "normal" rooms just seems totally wrong to me 18:19:32 the idea is the layout can place a particular average number of rooms that already have standard or hard monsters. everything else can be randomly populated by standard monster placement. 18:19:55 and it's really easy to balance these weights, it's all in the config at the start of v_layouts.lua 18:20:08 elliptic: i removed the 8s 18:20:21 and reduced the 9s to an *occasional* one 18:20:29 mumra: sounds reasonable :) 18:21:21 once we have hard subvaults that will have higher chances for 9s then that can go 18:23:33 yep. really we should only get 1 or maybe 2 hard vaults per level, ~5 standard rooms, and the rest "empty" 18:24:12 This 'empty' does still include subvaults, yes? 18:24:20 Just simple geometric ones? 18:24:56 yup, either vaults_empty tagged vaults, or completely empty subvaults 18:25:02 i mean floor vaults 18:25:08 which are generated by code 18:27:43 how many tags are involved at this point? 18:28:04 vaults_room vaults_empty and vaults_hard are the main three 18:28:40 then there's vaults_orient_n vaults_orient_s vaults_orient_e and vault_orient_w if you want to only allow doors on specific walls 18:29:03 and there's also no_windows if you really don't want windows 18:29:50 the main thing is that the only one necessary is the room/empty/hard 18:30:30 there's also preserve_wall if you don't want rock walls to get replaced by the level walls 18:31:30 but yeah, what st_ said ;) 18:32:12 Have fun, rchandra!! 18:32:14 er 18:32:15 doh 18:32:19 I pulled an |amethyst ;_; 18:32:22 -!- rast has quit [Read error: Connection reset by peer] 18:34:33 even with those extra ones, i think multiple separate tags are easier to understand than thing like vaults_room_7_spin_city_crypt 18:34:35 -!- _dd has quit [Ping timeout: 246 seconds] 18:35:02 03dolorous 07* 0.12-a0-1822-gb623f85: Change the monster-inflicted injury mirror message to not use a pronoun. 10(5 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=b623f85c8488 18:35:06 Not even in the same league, really :P 18:35:22 -!- rast has quit [Remote host closed the connection] 18:36:26 although it occurs to me now i can condense the orient into a single tag so you can just do vaults_orient_nsw and i can use a regexp on the tags string 18:36:32 Incidentally, if you tag something with both vaults_orient_n and vaults_orient_s, will that make it be placed facing EITHER north or south? Or will it try to place it only facing BOTH north and south at the same time, and thus fail to place at all? 18:37:01 it means it can be oriented either way, and another room *could* be attached on the opposite wall 18:37:25 Okay, so if any tag of their set is placed at all, then the valid set of door locations is the sum of all those tags 18:37:45 yep 18:38:02 so if you have 3 orient directions then the room can act like a t-junction 18:38:16 Nice 18:38:33 There's a fair bit a vault maker could do with that, I think 18:39:01 (the room could end up rotated to any angle, but it figures things out relative to the original mapdef, so doors will still only appear on the expected walls) 18:39:08 Yeah, that's good 18:39:15 -!- wheals has joined ##crawl-dev 18:39:59 Is there a way to ENSURE that a vault has doors placed on two or more walls? Say if you made a subvault that only made sense as a 'checkpoint' style encounter? 18:40:10 And wouldn't make much sense as a dead-end 18:40:48 it's tricky because when placing a vault i'd have to then check if there's going to be space to place a room on the other wall 18:41:14 but there could be e.g. another room or the edge of the map blocking that 18:41:17 Yeah.... 18:41:31 but i don't know how much room i'm going to need, because i don't know how big the next room i get is going to be 18:42:06 and what if that room *also* had "required doors"? 18:42:19 i have to start recursively thinking n moves ahead ... 18:42:19 -!- bmfx_ is now known as bmfx 18:42:25 Yeah, it does sound pretty tricky... 18:43:48 i don't think there would be enough benefit for how difficult it'd be ;) 18:43:59 Quite possibly not, yes 18:45:13 -!- Kellhus has quit [Quit: Page closed] 18:46:17 -!- jxriddle has quit [Remote host closed the connection] 18:50:42 in many ways the layout isn't very sophisticated. it basically goes: grab a map at random. now select a coord at random (from a list of coords already determined as "eligible"). is there space there for the room? no? ok, pick another point. yes? right, draw the room (and update the list of eligible coords to include the new walls) 18:51:15 obviously there's a bit more to it, but that's the high-level flowchart 18:53:13 And the subvaults themselves do not know how many things they're attached to at time of placement either, right? 18:53:29 at the time of placement they're attached to exactly one thing 18:54:08 their other three walls are then marked as eligible, so at some point later on one of those walls could get picked to attach another thing to 18:54:18 Oh, okay 18:54:27 there is no forward planning of what is going to attach to where 18:55:57 -!- dtsund has quit [Quit: dtsund] 18:56:40 quite often rooms end up forming patterns like loops completely by accident (i need to make extra doors get carved in these situtations) 18:58:14 i think it's actually because of the simplicity of the algorithm that it keeps coming out with such surprising and interesting layouts. y'know, like how an incredibly simple equation can form mandelbrot patterns ... 18:59:05 -!- odjn has quit [Ping timeout: 246 seconds] 19:01:12 -!- SchwaWarrior has quit [Quit: Page closed] 19:02:29 -!- HangedMan has joined ##crawl-dev 19:08:18 -!- monqy has joined ##crawl-dev 19:10:49 so my tag for newvaultsvaults whatever is vaults_room, right? 19:11:19 and if it's vaults_specific it shouldn't really need any other tags, yes 19:11:31 -!- Ryak has quit [Ping timeout: 276 seconds] 19:12:27 right 19:12:42 okay I am gonna make a few corridor-ish vaults 19:12:49 -!- casmith789 has quit [Ping timeout: 276 seconds] 19:12:49 cool 19:13:09 can a room connect more than four rooms, if it's long/wide enough? 19:13:16 yep 19:13:19 okay 19:13:45 and I should use rock walls for all walls and the builder will permute them appropriately? 19:13:47 bah, I still can't come up with any V vault ideas I'd rather mutate into decor or abyss vaults 19:13:53 also yes 19:14:07 maybe I'll just wait until V has unique monsters 19:14:13 (i.e. never) 19:15:15 heh 19:15:28 that seems rather defeatist :P 19:16:06 V could also do with decor rooms (vaults_empty tag) 19:16:11 I am the ultimate pessimist 19:16:33 vaults_empty? is that just vaults_room plus no_monster_gen or 19:16:34 -!- Kalir has quit [Ping timeout: 256 seconds] 19:16:40 no 19:17:11 if you make a vaults_room, it should have monsters, and you might optionally want to add no_monster_gen if random monsters would get in the way 19:17:17 re checkpoint vaults: those can be done as rectangular vaults. just means the second room is part of the vault instead of random... 19:17:52 whereas a vaults_empty room should have no specified monsters, but random monster placement could stick some there if it wants 19:17:54 HangedMan: I do still intend to fix this at some point! 19:17:56 okay, so for these corridor kind of vaults I have no plans to specify monsters, so I'll just tag them vaults_empty 19:18:00 ok 19:18:02 specifying vaults_room as a subvault is not possible, right? 19:18:33 mumra: there's almost no way that vaults like hangedman_parallel_progression would work for this layout, right 19:18:42 dracoomega: like? 19:19:28 helsbecter: yeah. it will work well for corridors, they can make the level more interesting and link up the rooms with more monsters in 19:19:38 alright 19:19:48 alefury: not sure what you mean ...? 19:19:59 Well, I had a couple ideas related to sentries and watchcaptains involving noise and sealing doors and such things. I haven't given them a lot of detailed thought in a while though 19:20:17 is it possible to just call subvaults by tag and have the dungeon builder try to find one with the correct size? 19:21:00 -!- wheals has quit [Read error: Connection reset by peer] 19:25:34 alefury: that is what the layout is doing ... maybe i'm missing some context to your question? 19:26:32 related to DracoOmega's question about guaranteeing a room at the other end of the door 19:26:32 DracoOmega: are you talking about V monster set? 19:27:06 this is easy to do if you just make it one big room with a wall in the middle, but then you have to include the room design in the vault and cant just use any random one 19:27:35 would it be possible to use other vaults rooms as subvaults? 19:27:42 iirc subvaults have to be the correct size 19:28:00 AH i see. yes you could do that, you'd have to experiment to see how well it worked 19:28:21 and yes it'd rely on finding the right sized subvault 19:28:26 -!- dtsund has joined ##crawl-dev 19:28:31 which is of course the issue that newnewvaults avoids 19:29:43 HangedMan: parallel_progression *could* place if i left a big enough empty area. but right now it couldn't get placed by the actual newnewvaults layout 19:30:01 mmm 19:30:16 although maybe when i implement the vaults_walled tag it could work 19:30:27 oooooo 19:30:57 playing around with negative space in vaults is one of my favourite tricks, I could probably come up with stuff easily if that'd work 19:31:15 (and subsequently individual rooms could get attached onto the far doors) 19:31:31 although 44x7 vaults are probably a little excessive 19:31:32 mmm why does this insist on placing altars everywhere 19:31:45 did you try to subvault with B or C glyphs 19:31:59 I was using B and C to shuffle with 19:32:01 yeah, and the layout is far less likely to ever find somewhere to fit a vault that big 19:33:11 mmm I haven;'t used shuffle much 19:33:37 may come up with some example space-using vaults later then 19:34:03 how about R S T 19:34:06 the thing is, newnewvaults can naturally come up with a layout containing four rooms next to each other. you couldn't guarantee they would be thematically linked, but once in 1000 levels they *could* be... ;) 19:34:14 -!- doome has quit [Quit: Page closed] 19:35:06 being able to use the empty space is the real thing I was thinking of, parallel_progression was just the easiest example I could think of in-crawl 19:35:57 -!- dtsund has quit [Quit: dtsund] 19:38:24 currently the spec is "fill a square box with stuff" ... i'm not really sure how empty space can be used in that context or why someone would want to ... 19:38:39 Well, we don't want people to feel too boxed in with the spec. 19:38:48 clap clap 19:38:54 :) 19:39:54 HangedMan's design is transcendant, you don't understand it 19:39:57 idg what the vault generator is doing here 19:40:14 there is too much thinking outside the box if you ask me ;) 19:40:53 http://paste.ubuntu.com/1567778/ when I mess with this I get weird output 19:41:12 with that permutation I get lots of fountains and the floor is colored brown? 19:41:21 -!- pelotron has quit [Ping timeout: 248 seconds] 19:41:51 -!- alefury has quit [] 19:41:55 SHUFFLE should be SUBST 19:41:59 Did you mean SUBST: instead of SH-- 19:42:02 T is fountain 19:42:06 mm 19:42:06 * Grunt gestures at mumra. mumra resists. 19:42:12 https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:syntax:glyphs 19:42:15 lol 19:42:27 I want all R's to be brown half the time and normal the other half 19:42:50 subst would just make half the R's brown and the other half not 19:43:18 it depends whether you use : or = 19:43:47 so SUBST: R : '. 19:43:58 that will make ALL R's either ' or . 19:44:10 okay 19:44:19 I didn't know about : 19:44:25 another way would be like 19:44:29 SHUFFLE: RP 19:44:45 then all the Rs have a 50% chance of becoming Ps 19:44:45 I have no idea why it took me so long to realize both : and = can be used in nsubst 19:45:00 because the documentation is awful? 19:45:04 probably because it looks so awkward half the time 19:45:10 but also that 19:45:43 "awful" might be too strong a word, but it does a pretty poor job of making nuances like that clear 19:46:22 okay this is working now 19:46:52 helsbecter: something else, you will want to add vaults_orient_w and vaults_orient_e to the tags 19:46:54 don't forget tiles if the vault does a lot of decorative stuff 19:47:13 because you have walls in the middle of the top and bottom rows, they aren't valid entrance 19:47:48 oh, it won't just paste stuff in the gaps I left? 19:48:25 -!- Dixbert has joined ##crawl-dev 19:48:34 it won't modify the contents of your room, except for changing the wall material 19:48:46 doors are usually placed in the center of the wall 19:49:06 oh, so it will only shoot for four connections per room 19:49:09 so north and south are invalid door locations on that map 19:49:11 no 19:49:23 it doesn't "shoot" for any number of connections 19:49:34 but it could end up attaching many rooms onto your corridor 19:50:15 however: the first time it attaches your vault onto another room it will create an entry doorway which will be placed outside your room, halfway along one wall 19:50:28 and if it chose the n or s wall then it would be blocked 19:50:33 so you can prevent it with those tags 19:50:45 okay 19:50:56 later on i will make this not matter anyway ;) 19:51:18 so those tags would do what? not rule out north and south for connections, just because it couldn't connect initially? 19:51:27 alternatively, you could just remove the central bit of wall 19:51:31 yeah 19:51:35 oh 19:51:37 remove stuff around the midpoint 19:51:58 sorry, it's late and my brain is getting a bit fried around the midpoint 19:52:15 you're absolutely right, that would (should, at least) stop those walls being used for connections 19:52:44 so you don't want to do that ... i need to just go and make door placement work better right now i think 19:53:34 (i mean, those tags would stop the connections) 19:53:39 -!- caleba has quit [Quit: caleba] 19:54:40 it's HangedMan's fault confusing me with all this talk of negative space and croppable vaults ;P 19:54:40 Delcan the Changer (L7 SETm) ASSERT(item.is_valid(iinfo)) in 'tags.cc' at line 2682 failed on turn 7117. (D:7) 19:56:18 O_o 19:56:25 !lm delcan crash x=cv 19:56:26 but just think of the end results 19:56:26 13. [2013-01-25 01:54:39] [cv=0.11-a] Delcan the Changer (L7 SETm) ASSERT(item.is valid(iinfo)) in 'tags.cc' at line 2682 failed on turn 7117. (D:7) 19:56:31 o_o 19:58:47 welp, time to cannablize snake vault plans 20:00:53 -!- Morphy has quit [Ping timeout: 245 seconds] 20:11:26 -!- helsbecter has quit [Read error: Connection reset by peer] 20:12:13 -!- helsbecter has joined ##crawl-dev 20:13:33 also, I have now noticed that normal vaults ARE placing sometimes. just not very often. 20:13:55 hooray, built-in weighting mechanisms 20:13:56 probably because hardly anything has Depth:V anymore 20:14:09 if only we kept around DEPTH: * 20:14:43 the trove vault that placed didn't even mess up the layout or anything. 20:15:24 do crypt entrances work yet 20:15:59 technically they should 20:16:14 technically 20:16:15 but i only saw a solitary crypt staircase last time 20:16:50 poor crypt barely has anything fun as is, might as well place bone dragons or liches like how newvaults makes everybody enjoy a dancing weapon 20:16:58 -!- st_ has quit [Quit: sleep] 20:17:56 -!- scummos has quit [Ping timeout: 256 seconds] 20:22:10 wow, building is so much faster when i use all my cores 20:22:11 thanks elliott 20:22:29 haha 20:22:31 no problem 20:22:44 -!- Sorbius has quit [Ping timeout: 252 seconds] 20:23:02 why (cores+1) though? 20:23:26 so what does newnewvaults do with http://pastie.org/pastes/5852657/text 20:24:02 mumra: IO-bound stuff / scheduling crap 20:24:08 sometimes it's not actually faster, sometimes it is 20:25:52 -!- scrubnub has quit [Ping timeout: 245 seconds] 20:26:04 -!- Koolguydude has quit [Quit: ChatZilla 0.9.89 [Firefox 18.0.1/20130116073211]] 20:31:18 -!- SurpriseTRex has quit [Ping timeout: 264 seconds] 20:36:06 -!- SurpriseTRex_ has quit [Ping timeout: 264 seconds] 20:41:19 -!- dtsund has joined ##crawl-dev 20:42:31 ok 20:47:40 -!- mikee_ has joined ##crawl-dev 20:48:57 -!- mumra has quit [Ping timeout: 244 seconds] 20:54:38 -!- mamga has quit [Ping timeout: 245 seconds] 20:59:32 -!- ontoclasm has joined ##crawl-dev 21:06:18 ontoclasm: ping 21:08:45 -!- Sequell has quit [Remote host closed the connection] 21:09:10 -!- Sequell has joined ##crawl-dev 21:12:51 -!- andrewhl has quit [Remote host closed the connection] 21:18:36 pong 21:18:36 ontoclasm: You have 1 message. Use !messages to read it. 21:18:41 !messages 21:18:41 (1/1) HangedMan said (1h 17m 27s ago): there are no apocalypse crab corpse tiles!!! 21:18:52 oh 21:18:58 that's a text thang 21:19:00 lemee fix it 21:23:48 -!- Morphy has quit [Ping timeout: 245 seconds] 21:28:19 done 21:29:22 -!- Fhqwhgads has quit [Remote host closed the connection] 21:31:43 -!- Blade- has quit [Ping timeout: 245 seconds] 21:32:28 HangedMan: I want tiles we can stand to look at before I consider doing something like that. :b 21:32:33 hey ontoclasm 21:32:37 03ontoclasm 07* 0.12-a0-1823-g1d9e15d: Use wall_catacombs for Sprint, ZotDef, and Arena games 10(8 minutes ago, 4 files, 2+ 4-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=1d9e15dd87c9 21:32:37 03ontoclasm 07* 0.12-a0-1824-g0d19ef4: Give apocalypse crabs a corpse tile 10(5 minutes ago, 2 files, 5+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=0d19ef409e24 21:33:02 make earth mage/shaman/berserker? tiles please 21:41:18 -!- MaxFrost has quit [Ping timeout: 276 seconds] 21:49:59 -!- anidude has quit [Read error: Connection reset by peer] 21:50:00 -!- ZenArcade has joined ##crawl-dev 21:59:53 -!- HangedMan has quit [Read error: Connection reset by peer] 22:03:23 -!- Blade- has quit [Ping timeout: 245 seconds] 22:03:32 -!- Blade-_ is now known as Blade- 22:08:21 -!- SurpriseTRex has quit [Ping timeout: 248 seconds] 22:10:03 -!- Blade- has quit [Ping timeout: 245 seconds] 22:11:18 -!- dtsund has quit [Quit: dtsund] 22:12:58 -!- Blade-_ has quit [Ping timeout: 245 seconds] 22:14:13 -!- Blade_ has quit [Ping timeout: 245 seconds] 22:15:28 -!- Blade- has quit [Ping timeout: 245 seconds] 22:15:34 -!- Blade-_ is now known as Blade- 22:18:08 -!- lexackson has quit [Remote host closed the connection] 22:24:53 -!- johnstein has quit [Ping timeout: 248 seconds] 22:27:58 -!- Blade- has quit [Ping timeout: 245 seconds] 22:29:30 -!- blackcustard has quit [Quit: being stupid, sunstruck, and Dead, flew into the rocketing FIN.] 22:32:02 -!- Kellhus has quit [Quit: Page closed] 22:32:33 -!- mreisz has quit [Ping timeout: 245 seconds] 22:32:50 -!- johnstein has joined ##crawl-dev 22:47:23 -!- cocofalco has quit [Quit: Page closed] 22:47:40 -!- Dionist has joined ##crawl-dev 22:47:49 Okay, I'm here. 22:47:51 Hi Dionist. 22:48:14 Still cloning, 42% done. 22:48:25 -!- Blade- has quit [Ping timeout: 245 seconds] 22:48:49 After it's done, what exactly should I do to install the latest version (0.11)? I installed stone soup another way, but it was version 9... 22:49:21 If you want to build 0.11, you want to "git checkout stone_soup-0.11" first. 22:49:22 Still not entirely experienced with installing/uninstalling using the terminal. 22:49:31 -!- dtsund has joined ##crawl-dev 22:49:59 I would be surprised if somebody, somewhere, was not packing 0.11 for Ubuntu. 22:50:14 * Grunt shrugs. 22:50:24 Good experience for someone to learn how to build and play the game that way, in any case. 22:50:38 -!- GuraKKa has quit [Read error: Connection reset by peer] 22:50:48 -!- Ryak has quit [Quit: Hard work pays off in the future, laziness pays off now] 22:51:05 -!- Zeor has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 22:51:25 Anyway, once you have 0.11 ready, go to /crawl-ref/source. 22:51:33 I don't want to build, just play. I'm addicted to it, haha. 22:51:48 You *can* play online, you know. :) 22:52:00 Probably easier than trying to find packages and/or build something yourself. 22:52:06 Yes, but it won't let usage of wizard mode or clicking areas. 22:52:09 True. 22:52:29 You do miss out on the ever-popular ##crawl commentary and feedback and suggestions, though. 22:52:58 Anyway, from your "clicking" comment, I will assume you want a tiles build. 22:53:06 Yes. 22:53:30 The other thing you need to know is where you want your copy of the game to be; personally I use /home//crawl-bin locally. 22:54:03 I know, "but ascii is the way to go", but tile version is easier on the eyes and gives me an actual feel of an environment. 22:54:06 -!- fourfall has joined ##crawl-dev 22:54:35 Once you know that, and have the code checked out, and on the assumption that the requisite build tools and libraries are available (you might need some header packages, but we'll figure that out when we get there), 22:54:42 from the source directory, you can run, 22:54:52 "make DESTDIR= TILES=y install" 22:55:02 ...where is where you want it installed. 22:55:23 Probably in the Videos folder for easier access and sorting. 22:55:24 -!- freefall has quit [Ping timeout: 276 seconds] 22:55:42 Whatever works for you. :) 22:56:43 -!- Blade-_ has quit [Ping timeout: 245 seconds] 22:57:00 I tried to checkout, but it said it's not a git repository. what? 22:57:09 Oh. 22:57:17 Did you change into the /crawl directory that was created? 22:58:19 -!- mamga_ has quit [Quit: Page closed] 22:58:20 Oh, no. is it git checkout -b stone_soup-0.11 origin/stone_soup-0.11? 22:58:43 That would probably do it. 22:59:03 (I probably just take shortcuts with my own commands based on my own git config <_<) 23:00:45 Knew there was a good reason to get on here. That command failed too. 23:00:59 Didn't think the guide would be that reliable. 23:01:01 Where did you fetch to originally, and are you there now? 23:01:15 -!- fooobarrr has quit [Ping timeout: 276 seconds] 23:01:55 fetch to? I just started out with the git clone command, the guide didn't mention a directory. 23:02:10 Well, clone would have created a directory. 23:02:15 Maybe it was something I didn't know and they expected me to know? 23:02:42 it said cloning into 'crawl'. Is that..? 23:02:44 Dionist: if you just did git clone, now do cd crawl/crawl-ref/source 23:02:56 Yeah. 23:02:58 Hi ontoclasm. 23:03:04 hi! 23:03:25 Okay, I'm in the directory now. So go ahead with checkout? 23:03:29 Yes. 23:03:37 (ontoclasm, Dionist is building 0.11.) 23:03:44 yeah, i read 23:03:51 (Just making sure :b0 23:03:55 s/:b0/:b)/ 23:03:57 :D 23:04:23 Alright! Done that. Now what next? Do I do the submodule update too? 23:04:30 Good idea. 23:04:38 -!- rwbarton has quit [Quit: leaving] 23:04:44 Sorry for being a noob about all this. Still fairly new at using terminal/cli. 23:05:59 says I need to run command from the top level of the working tree. 23:06:17 "cd .." and run it again. 23:06:22 ...if not, "cd .." and run it again! 23:06:23 :b 23:07:08 -!- Blade- has quit [Ping timeout: 245 seconds] 23:07:20 worked the second time. 23:07:30 (I thought so.) 23:07:45 You know what's pathetic about all this? 23:08:11 ? 23:08:45 -!- pwnmonkey has quit [Remote host closed the connection] 23:09:15 I actually took a class in Linux/Unix programming in college, but I can't remember a single thing. Argh! 23:09:51 Heh. 23:10:26 While it's updating... is there a room for a more relaxed crawl chat? All the lingo and code in the main chat scares me a little. 23:10:40 Oh, ##crawl is more relaxed than it seems. 23:10:48 If something's unclear, just ask about it. :) 23:11:02 I guess I just got on at a rather busy time. 23:11:07 And if anyone insinuates anything negative about you playing offline tiles, make sure to pay them no mind :P 23:11:27 (Well, it does tend to be busy a fair bit of the time, admittedly) 23:12:48 I just like to experiment with stupid and risky combos and cheat a little to keep it alive long enough to see what it does. 23:13:18 -!- pelotr0n has quit [Ping timeout: 264 seconds] 23:13:54 Like a Felid mutant monk under Jiyva. 23:14:11 Probably going to commission someone to draw the results. 23:16:04 Grunt, it finished updating, but I tried to cd back to crawl/crawl-ref/source and says no such directory. 23:16:18 You're in /crawl, probably. 23:16:22 Try "cd crawl-ref/source" 23:16:40 Oh, it relies on the current position as well. alright. 23:16:44 Yes. 23:17:18 I'm back on the 0.11 branch. 23:18:13 Then you can start with the make command I gave earlier. 23:18:48 -!- Blade- has quit [Ping timeout: 245 seconds] 23:21:11 Okay, towards the end, I got... 23:21:12 /bin/sh: 1: i686-linux-gnu-g++: not found 23:21:12 make[1]: *** [tool/tile_colour.o] Error 127 23:21:12 make[1]: Leaving directory `/home/dion/crawl/crawl-ref/source/rltiles' 23:21:12 make: *** [build-rltiles] Error 2 23:22:08 About how much did it do before then? 23:23:06 -!- Blade-_ is now known as Blade- 23:23:08 A lot of installs and some GEN's. 23:23:25 Oh, CC's too. 23:23:46 ...the CCs are what I'm interested in... 23:24:01 If you just type in "g++", does it say "g++: no input files"? 23:24:41 -!- minqmay has quit [Quit: Leaving] 23:24:52 No, it shows g++ and pentium-builder as packages. 23:24:59 Okay. 23:25:19 You should probably pull the "build-essential" package before you do anything else. 23:25:25 (That will have g++ as part of it.) 23:25:36 So I apt-get it? 23:25:41 Yeah. 23:28:02 so the -ell's are progress bots? 23:28:06 -!- kekekela has quit [Quit: Page closed] 23:28:12 Also, finished installing. 23:28:12 Yes and no. 23:28:19 (Run the make command again.) 23:28:37 Henzell, Gretell, and Sizzell report for crawl.akrasiac.org (cao), crawl.develz.org (cdo), and crawl.s-z.org (cszo) respectively. 23:28:44 Henzell also runs the learndb; 23:28:49 ??learndb 23:28:49 learndb[1/12]: A html page of learndb entries is at http://crawl.akrasiac.org/learndb.html . You can also access the learndb at http://crawl.develz.org/wordpress/bots . 23:29:05 Sequell is essentially a game-tracker: 23:29:08 !lg . won 23:29:09 9. SGrunt the Meteorologist (L27 TeAE), worshipper of Vehumet, escaped with the Orb and 3 runes on 2013-01-22 05:39:26, with 1374639 points after 112380 turns and 7:19:26. 23:29:13 ??lg 23:29:14 listgame[1/7]: !lg command displays info about past games. The manual is available here: http://github.com/greensnark/dcss_henzell/raw/master/docs/listgame.txt 23:29:37 Incidentally, you can watch other games live on one of those servers, if you're interested in seeing good and not-so-good play live. 23:29:45 so if I wanted to save in Videos, should it be DESTDIR=/videos/ or home/videos/ or..? 23:29:58 Do this; 23:30:12 open up another terminal window (should open up in your home directory), "cd Videos", "pwd". 23:30:16 It's kind of spammy to be honest. (the -ell's) 23:30:56 Okay done. 23:30:56 That will show you what you want to enter in. 23:31:08 You probably want to append a "/crawl" or something, so it all lives in its own directory. 23:32:28 -!- Kalir has quit [Changing host] 23:32:34 arrrrgh! 23:32:44 Still keeps saying directory doesn't exist! 23:33:02 -!- ZenArcade has quit [Quit: ChatZilla 0.9.89 [Firefox 15.0/20120830123745]] 23:33:15 tool/tile_colour.cc:7:18: fatal error: png.h: No such file or directory 23:33:16 compilation terminated. 23:33:16 make[1]: *** [tool/tile_colour.o] Error 1 23:35:12 apt-get install libpng-dev 23:36:41 Done. 23:36:44 Try make again? 23:37:32 Yes. 23:37:39 (I'm guessing you'll need to do this a few times.) 23:38:08 annnd now it's the SDL.h file that's missing. 23:38:21 apt-get install libsdl-dev 23:38:46 XD 23:38:54 03Grunt 07* 0.12-a0-1825-gf3a4683: Don't credit player for monsters directly shattered by monster LRD. 10(2 minutes ago, 1 file, 4+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=f3a4683f4a20 23:38:56 So annoying, but Stone Soup is worth it. 23:39:00 <|amethyst> apt-get install build-essential libncursesw5-dev bison flex liblua5.1-0-dev libsqlite3-dev libz-dev pkg-config libsdl-image1.2-dev libsdl1.2-dev libfreetype6-dev libpng-dev ttf-dejavu-core 23:39:13 Hi |amethyst. :) 23:39:35 -!- ussdefiant has joined ##crawl-dev 23:39:49 <|amethyst> if you plan to comment on my stupid deaths, you'll be busy for a long time :P 23:40:51 -!- MarvinPA has quit [Read error: Connection reset by peer] 23:40:54 |amethyst: only the ones I notice. :b 23:42:53 -!- Lightli has quit [Quit: http://oi45.tinypic.com/zxsbpx.jpg] 23:44:25 Urgh, missing file again. Using amethyst's suggestion. 23:47:02 -!- fourfall has quit [Remote host closed the connection] 23:48:00 Okay, it's working so far. 23:48:25 I hope this version has the ability tab/line separate like in the windows version. 23:52:27 -!- freefall has joined ##crawl-dev 23:53:26 jegus kriss that is a lot of .o files 23:54:19 You never quite comprehend just how big or complicated games can be until you see them in linux. XD 23:54:47 I need to go in a few minutes, but maybe I'll be around long enough to see this finish for you. 23:54:57 is the implication that games not written on linux are one big source file 23:55:28 -!- Blade- has quit [Ping timeout: 245 seconds] 23:55:36 No, just that when you install them, it usually doesn't show you all the individual files. 23:55:45 on Linux, it does. 23:55:57 Grunt, finished installing. 23:56:01 Aha. 23:56:14 And it shows up where I told it to! 23:56:37 -!- monqy has quit [Quit: hello] 23:56:39 So, go to /bin, and run crawl. 23:57:09 -!- shirish has quit [Ping timeout: 248 seconds] 23:57:12 It pops up, but crashes after a few seconds. 23:57:42 o_O 23:57:58 -!- Blade_ has quit [Ping timeout: 245 seconds] 23:58:06 It only gets as far as "Loading databases..." and disappears. 23:58:16 Hmm... 23:58:28 Do you still have a terminal open?" 23:58:36 "cd", "cd ", "bin/crawl" 23:58:48 -!- Blade__ has quit [Ping timeout: 245 seconds] 23:58:48 It better have that separate ability tab when I'm done... 23:58:50 (probably won't make a difference; just curious)