00:01:13 Stable (0.14) branch on crawl.s-z.org updated to: 0.14.1-3-gd16b60d 00:01:35 PF: / none ? Is that allowed? 00:01:55 -!- Brannock_ has quit [Read error: Connection reset by peer] 00:02:37 Oh, apparently 00:04:33 I can do floor_slime / floor_hall / none, for example, but that only gets me slime floor and elf floor 00:05:13 ??focus card 00:05:14 focus card[1/1]: This card reduces your lowest stat by 1 and increases your highest stat by 1. Only looks at base stats. 00:06:10 PleasingFungus: where does this vault place? 00:06:29 temple 00:06:37 it's a templevault 00:06:52 hrm, well an easy fix is to just choose a third type 00:07:08 oh, temple 00:07:21 hey, try that vault with &P in dungeon 00:07:27 ? 00:07:31 is it encompass? 00:07:39 oh I see 00:07:43 yes it is 00:07:53 hrm, might work with no modification 00:08:23 crash 00:08:33 (with the floor_slime / none version) 00:08:44 if it's float, have to use & L 00:08:51 oh but you said encompass 00:08:53 yeah 00:08:57 yeah it's encompass 00:09:05 Unstable branch on crawl.s-z.org updated to: 0.15-a0-848-g2df4b55 (34) 00:09:10 http://pastebin.com/z4GdDNt2 it's this 00:09:25 shamelessly stolen from bits and pieces of other vaults 00:09:41 PleasingFungus: heh, what you want is CHANCE: 100% 00:09:45 I guess that works 00:10:08 way to be EXTREME 00:10:13 it was recommended in one of the 'intro' guides 00:10:28 yeah it's the same difference I guess 00:10:49 until you find that vault with weight 500000001 00:10:55 nooo 00:11:23 Stable branch on crawl.develz.org updated to: 0.14.1-3-gd16b60d (34) 00:12:03 -!- Basil has quit [Read error: Connection reset by peer] 00:15:55 you get that floor_slime / none shows only slime floor? 00:16:35 PleasingFungus: ^ I should have said 00:16:51 -!- RZX has quit [Read error: Connection reset by peer] 00:18:14 floor_slime / none crashes the game 00:18:23 floor_slime / floor_hall is a 50/50 slime/elf split 00:18:39 floor_slime / floor_hall / none is the same as floor_slime / floor_hall 00:19:03 sorry, I've only tested the latter two in T 00:19:37 -!- Quashie has quit [Ping timeout: 240 seconds] 00:20:35 PleasingFungus: for me, the vault you pastebinned loads ok 00:20:38 shows only slime floor 00:20:47 huh 00:20:52 console or tiles? 00:21:19 and you need to make it .O = ... 00:21:22 instead of just . 00:21:31 what does that mean 00:21:40 meaning the altars aren't getting the right floor tiles 00:21:42 oh I see 00:21:45 yes I noticed that 00:21:52 and I don't think you want 50% normal floor anyhow 00:21:56 it'll look pretty bad 00:22:01 this is tiles 00:22:17 I want some kind of mix, I think 00:22:23 to indicate that it was slimfied, not originally slimy 00:22:29 idk. I can experiment 00:22:30 PleasingFungus: well, I'd recommend doing something more manual 00:22:39 like use glyphs and scatter them in 00:22:47 at good positions 00:22:58 what you can do is make some basic contiguous shapes of normal tiles 00:23:02 and then fuzz the edges 00:23:09 using SUBST 00:23:17 it will look nicer 00:23:22 that sounds reasonable 00:23:33 what you'd have to have is like three glyphs 00:23:41 one for slime, most floor gets that I guess 00:23:46 then one for not-fuzzed normal tiles 00:23:57 then make paches of normal tile glyph 00:24:06 I changed a line to .O 00:24:08 and surround those patches with a third glyph 00:24:10 now the floor is altars of jiyva 00:24:28 Found one hundred ten viscous altars of Jiyva, a glowing silver altar of Zin and a snail-covered altar of Cheibriados. 00:24:41 and do a SUBST E = E. 00:25:04 no it's FTILE .O = floor_slime / none 00:25:13 oh I see 00:25:18 the ftile is the lineyou change not the feature def 00:25:23 you're setting the floor of the feature 00:25:44 did my description make sense, re: fuzzing? 00:25:44 -!- rast has quit [Read error: Connection reset by peer] 00:25:50 I can make an example 00:26:06 -!- rast has joined ##crawl-dev 00:26:28 I get the basic idea 00:26:33 not sure what you mean by "SUBST E = E" 00:26:38 E = E. 00:26:43 the period is part of it 00:26:51 50% chance of E glyph, 50% chance of . 00:27:02 assuming you have FTILE . = floor_slime 00:27:14 so in this version . would always be floor_slime, not any chance 00:27:17 sure 00:27:32 and then after that subst you have... FTILE E = none? 00:27:34 and then you'd have patches of say D with edges of E 00:27:41 yes 00:27:46 well for E 00:27:49 you don't need that at all 00:27:52 since it's the default :) 00:28:03 you'd have two FTILE lines 00:28:09 is there a specific order these have to be in? 00:28:31 yeah actually you'd only have one FTILE line 00:28:43 since both D and E would default to none 00:28:55 i usually put FTILEs and such toward the end and put all my SUBST, NSUBST, SHUFFLE, et al. lines in the beginning to make it easier to follow 00:28:55 ah, but you *do* need the one for D 00:28:56 but that's just me 00:29:04 yeah, agree 00:29:12 yeah I'm trying to do something like that 00:29:17 PleasingFungus: sorry, so that'd be SUBST E = D. 00:29:44 and I'm not actually sure if you need FTILE D = none 00:29:53 you might need that, since otherwise D will become . and get the slime floor 00:30:07 yeah, no, that seems to work 00:30:17 I'm getting a mix of slime-floor and unslimed floor 00:30:23 cool 00:30:31 yeah just a flat random application will look pretty ugly 00:30:40 you could make it less than 50% though 00:30:44 and it would be less ugly 00:30:59 so just weight slime more 00:31:00 hm, how can I make the stairs not be affected by the slime FTILE? 00:31:15 if I want the stairs to always be unslimed (since they're leading back to the unslimed dungeon) 00:31:19 FTILE: { = blah 00:31:31 oh, so I can have multiple ftile lines? 00:31:38 yes 00:32:00 ./dat/des/branches/temple.des:3286: bad spec: 'd' in 'D' 00:32:01 FTILE: { = D 00:32:06 D is not a tile 00:32:10 you need "none" I guess 00:32:10 oh 00:32:12 true 00:32:19 hopefully this won't crash 00:32:24 or floor_none is it? 00:32:37 none didn't crash but it also didn't work 00:32:48 floor_none apparently isn't a thing 00:32:56 hrm, it shouldn't be setting the stair floor tile 00:33:06 oh it isn't 00:33:08 my eyes are bad 00:33:17 !send PleasingFungus golden eyes 00:33:18 Sending golden eyes to PleasingFungus. 00:33:28 * PleasingFungus is confused! 00:33:59 so if I wanted to weight the sliminess of "E", could I do something like "D.."? 00:34:07 -!- lobf has joined ##crawl-dev 00:34:08 yes 00:35:03 and you can do weights like SUBST: E = 20:. D 00:35:14 e.g. weight number, then colon before glyph 00:35:21 so avoid too much D...... siliness 00:35:31 might be easy to lose track 00:35:33 :) 00:35:37 default weight is 10 00:36:14 hm, this temple seems kind of dangerous 00:36:18 just fatfingered myself to 1 hp 00:36:53 admittedly, it's a level 1 wizmode char. actual temple characters would probably be a little tougher 00:37:24 ...why are you losing health in a temple 00:37:33 nicolae-: slime walls 00:37:34 nicolae-: slime temple!!!! 00:37:36 ah 00:38:00 actual temple characters would probably know better than to step next to the wall, too 00:38:23 I think lg will show otherwise a month or so after this is commited 00:38:25 well, I'm not sure I'd bet on that. 00:38:31 (agreeing with gfunk) 00:38:33 Um, slow healing and no device heal are mutually exclusive, correct 00:38:45 -!- tali713 has quit [Ping timeout: 256 seconds] 00:38:53 Temporary mutations from a wretched star do not obey this 00:39:01 -!- lobf has quit [Quit: lobf] 00:40:58 I currently have no device 1 via regular mut and slow heal 1 via temp mut 00:41:19 I wonder if temp muts ignore all mutation conflict rules 00:41:20 that'd be odd 00:41:38 -!- UncertainKitten has quit [Quit: Connection reset by pier.] 00:41:47 http://pastebin.com/5vbktPGS trying to decide if the spiky bits I added on the dividing walls are a good touch. they do increase the hazardousness of the temple (by increasing its surface area), which is important 00:42:55 Maybe we'd have known this before now if anyone liked playing Dj 00:44:49 PleasingFungus: i think they do 00:45:02 precisely because they're temporary 00:45:37 PleasingFungus: imo as long as you can get to every altar and the stairs without the walls searing your flesh, you're probably okay 00:45:43 haha 00:46:10 yeah most of the temple layouts were actually unsuitable to modify for that reason 00:46:12 hm 00:46:19 a variant that was shaped like slime:6 could be cool 00:46:30 yeah, that'd be neat 00:46:38 -!- home has quit [Ping timeout: 245 seconds] 00:46:39 i thought about doing a slimified temple a while ago and then never got around to it 00:46:44 PlesingFungus: You can say whether or not a mutation conflict will be ignored by temp mutations. 00:46:49 also I reproduced the temp mut thing 00:47:01 though that of course doesn't answer whether it's desired behavior or not 00:47:02 There are differant types of mutation conflicts (That nobody actually understands probably) 00:47:06 for every vault idea i submit there's probably ten that i thought about doing and then never got around to 00:47:08 yeah, I remember that conversation 00:48:54 -!- Kacy has quit [Read error: Connection reset by peer] 00:57:01 -!- nooodl has joined ##crawl-dev 01:00:58 dgn-layouts.cc line 101 seems like something that shouldn't be a thing 01:01:14 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 01:01:48 (generating a single dead end with a chance of a shaft, on 75% of eligible levels) 01:04:48 -!- nooodl has quit [Quit: Ik ga weg] 01:06:22 -!- ussdefiant has joined ##crawl-dev 01:08:43 -!- asema has quit [Ping timeout: 245 seconds] 01:11:09 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140513030201]] 01:13:07 -!- Keanan has joined ##crawl-dev 01:15:54 -!- iFurril has quit [Ping timeout: 240 seconds] 01:20:31 not even sure if auto-explore will travel to the end or not 01:22:34 gamafunk: Mind if I remove it? It's either does nothing or causes acitve harm. 01:24:24 Don't listen to whatever gamafunk says; I say remove it, but be careful to test dungeon generation :) 01:25:16 I'm really not sure what the motivation for that was 01:25:17 -!- DrinkMachine has quit [Ping timeout: 255 seconds] 01:25:21 autoexplore wouldn't go to the end unless there's an item on it, surely 01:25:50 Someone wanted to make a prominent location where the player could expect a shaft? 01:25:50 I don't think removing it could cause anything bad, it's just a little if-block, if anything it'd prevent bad things happening with trap placement :P 01:26:17 yeah, well don't think is nice, but I mean test some level generation with it removed is all 01:26:20 seems like if it's going to stay, at least the shaft should be known 01:26:38 since dead ends don't generate much in that layout otherwise 01:27:33 <|amethyst> it probably made more sense when there were secret doors 01:28:04 oh, yes 01:33:18 -!- ahahaha has quit [Ping timeout: 240 seconds] 01:35:08 -!- thedefinite has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 01:35:57 -!- WalkerBoh has quit [Remote host closed the connection] 01:38:26 -!- flower has quit [Quit: Page closed] 01:39:56 -!- DrinkMachine has joined ##crawl-dev 01:39:56 -!- DrinkMachine has quit [Changing host] 01:39:56 -!- DrinkMachine has joined ##crawl-dev 01:55:36 03reaverb02 07* 0.15-a0-849-g9817b29: Remove some bizzare shaft generation code (minmay) 10(10 minutes ago, 1 file, 0+ 55-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=9817b298c425 01:55:41 -!- Cheibriados has quit [Ping timeout: 240 seconds] 01:56:50 -!- Cheibriados has joined ##crawl-dev 01:56:50 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 01:56:51 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 02:04:11 can probably remove the unnecessary parameter from shaft_known() too 02:09:32 -!- Aponym has quit [Ping timeout: 265 seconds] 02:13:58 MarvinPA: Sure. 02:14:14 -!- absolutego has joined ##crawl-dev 02:17:03 -!- Basil has joined ##crawl-dev 02:17:16 Stable (0.14) branch on crawl.beRotato.org updated to: 0.14.1-3-gd16b60d 02:17:21 -!- Stendarr has quit [Read error: Connection reset by peer] 02:18:31 -!- Danei has quit [Quit: Those who tell the truth shall die, those who tell the truth shall live forever.] 02:19:28 -!- Vizer_ has quit [Read error: Connection reset by peer] 02:20:30 -!- SkaryMonk1 has joined ##crawl-dev 02:21:38 -!- ussdefiant has quit [Ping timeout: 245 seconds] 02:24:02 -!- wat has quit [Ping timeout: 252 seconds] 02:24:24 Unstable branch on crawl.beRotato.org updated to: 0.15-a0-849-g9817b29 (34) 02:26:46 -!- rast- has joined ##crawl-dev 02:27:06 ??rebuild 02:27:07 rebuild[1/1]: http://crawl.akrasiac.org/rebuild/ https://dobrazupa.org/rebuild/ http://crawl.lantea.net/rebuild/ http://rl.heh.fi/rebuild/ http://crawl.berotato.org/crawl/rebuild/ Bug Grunt, |amethyst, or Napkin for CDO. Use your powers wisely. 02:27:48 -!- fearitself has quit [Ping timeout: 240 seconds] 02:28:42 -!- rast has quit [Ping timeout: 240 seconds] 02:28:56 -!- rast- is now known as rast 02:29:40 Experimental (new_nemelex) branch on crawl.s-z.org updated to: 0.15-a0-760-g2c5affd 02:36:12 03reaverb02 07* 0.15-a0-850-gedfd7eb: Clean-up shaft_known() (MarvinPA) 10(12 minutes ago, 3 files, 9+ 15-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=edfd7eb51961 02:36:14 -!- FourHTwoA has quit [Ping timeout: 276 seconds] 02:36:14 Hmm, does cbro have a bot to let me know if new_nemelex is sucessfully updated? 02:36:14 -!- eb has quit [] 02:36:14 Experimental (new_nemelex) branch on crawl.beRotato.org updated to: 0.15-a0-760-g2c5affd 02:36:14 -!- Cheibriados has quit [Ping timeout: 252 seconds] 02:37:24 -!- Cheibriados has joined ##crawl-dev 02:37:24 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 02:37:25 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 02:41:26 -!- Cheibriados has joined ##crawl-dev 02:41:26 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 02:41:26 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 02:41:34 <|amethyst> %git HEAD^ 02:41:47 07|amethyst02 * 0.15-a0-851-g6590ef6: Fix compilation. 10(4 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=6590ef6419ab 02:41:47 <|amethyst> %git HEAD 02:41:47 07|amethyst02 * 0.15-a0-852-g000f67c: Allow "none" alternatives to work with TILE: and friends. 10(9 minutes ago, 1 file, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=000f67cce8bb 02:42:05 <|amethyst> stupid bot 02:42:35 |amethyst: Sorry about the compile break, must of confused compiling before making it static with after. 02:42:53 I obviously should not be programming when I should be sleeping. 02:43:06 <|amethyst> heh, same here 02:43:26 Ha, at least I didn't write the examples to tutorial documention without testing.. 02:43:37 <|amethyst> I still can't figure out why the 'none' thing was consistently *not* crashing with three alternatives 02:43:52 <|amethyst> but was with two 02:45:14 <|amethyst> anyway, good night :) 02:45:22 |amethyst: Good night! 02:54:01 03MarvinPA02 07* 0.15-a0-853-g5487ac0: Fix indentation 10(6 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5487ac093f68 02:54:04 -!- Cheibriados has quit [Ping timeout: 276 seconds] 02:55:13 -!- Cheibriados has joined ##crawl-dev 02:55:13 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 02:55:14 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 02:56:00 Yep, shouldn't do this again. 02:56:18 Except I sort of am right now, but I'm just deleting #include s 02:56:35 hrm, any thoughts on just exactly where in the inventory screen the large rock pickup limit should go? 02:56:57 gammafunk: Maybe were weight is currently? 02:57:02 s/were/where/ 02:57:12 -!- maahes has quit [Quit: Page closed] 02:57:16 hrm, that code was removed :( 02:57:28 I should see how it's added, hopefully not in a silly way 02:57:57 gammafunk: Maybe no where. How often is that info relevant? 02:57:57 I almost think it'd be better to do it where wand charges are 02:58:07 (5 max) 02:58:22 Hmm, 5 max seems low. 02:58:31 that's just an example :) 02:58:36 it's str / 3 02:58:38 Oh, sorry. 02:58:50 and large species tend to have close to 20 str 02:59:22 gammafunk: Err, so spriggans can carry a couple large rocks? 02:59:22 reaverb: one way it's relevant is if you know there's e.g. a pile of rocks somewhere 02:59:22 And thow them around. 02:59:33 reaverb: sure they can carrying them! the just throw them awkwardly 02:59:57 We could place a limit on that, of course, I just want to get the basic stuff working first 02:59:58 gammafunk: Not really, you go to pile of rocks and pick up as many as you can carry. It's only relevant if you have to make a decision. 03:00:14 well, let me think about this 03:00:14 Such as if they're guarded by a monster. 03:00:44 Now, ideally the info should be somewhere, but it doesn't need to be in the player's face. 03:00:45 yeah, I mean that's my concern; what I don't want the player to have to do is to calculate "how many more can I carry" ever 03:00:55 perhaps just in the detail screen? 03:01:12 "You can carry at most N of these" 03:01:13 gammafunk: Yes details sounds fine, 03:01:28 Not sure if any other items do that though. 03:01:30 reaverb: Have to be sure! 03:01:40 Must think this through in an excruciatingly slow way 03:01:55 weapons show their handedness there 03:01:56 a - a large rock (5/9) 03:02:07 or rather, 5 large rocks (max 9) 03:02:19 Basil: only the latter would be not a pita 03:02:22 because: menu code 03:02:30 the former looks like you are carrying rock fragments, anyway 03:02:55 the reason being we make the string from the item classes' description 03:03:15 hrm, actually 03:03:15 wands must have the same issue 03:04:03 this is weird; we'd have to change the item description code so that the max was always displayed, but I suppose there could be times when a monster is carrying the rocks 03:04:59 Basil: do you think this limit really needs to be shown in the inventory menu? 03:04:59 I guess you could do it in describe 03:04:59 You've played large rock dudes; how much would it annoy you not to see the limit in the inventory screen? 03:04:59 yeah, that is simpler 03:04:59 but I'd prefer inven 03:04:59 damn you Basil 03:05:07 (also I didn't really use large rocks past lair) 03:05:25 also, where is inven code? 03:05:48 -!- palacebeast has quit [Ping timeout: 240 seconds] 03:06:21 invent.cc, but the item describe stuff is itemname.cc 03:06:21 hmm, this invent.cc file looks promising 03:08:33 yes, of course the full descript is used by the monster 03:08:46 sounds like you're having fun 03:08:52 ??fun 03:08:53 mantis[1/1]: To report bugs or submit new content like vaults, patches or tiles, go to: http://crawl.develz.org/mantis/main_page.php 03:08:58 -!- Keanan has quit [Quit: Leaving.] 03:09:00 how is that fun 03:09:39 hrm, maybe these ignore flags 03:09:43 if I were playing a large rock dude, I'd just turn autopickup of large rocks on and tekt them until I couldn't 03:09:51 *take them 03:11:58 also I would set everything on fire because rock men are immune 03:11:58 well, actually I'm seeing code to help with inventory stuff, so this might be easier than I thought 03:11:58 -!- reaverb has quit [Quit: Leaving.] 03:11:58 gammafunk: if (item == LARGE_ROCK) buff << " (max: " << max_rocks(yourStr) << ")"; 03:11:58 I take it there's something wrong with that? 03:11:58 yeah, there is but there's a way to solve it 03:11:58 you have to only do that when it's an inventory descript 03:12:07 otherwise it could potentially show up under x v of monster 03:12:27 xv shows their inventory? 03:12:33 for some things 03:12:40 like id a wand, let them pick it up 03:12:46 I'm not sure that large rocks ever show up 03:12:52 but for wands and other equip it does 03:13:07 I never see it on stone giants 03:13:08 hrm, let me see if it does for e.g. cyclops 03:13:15 yeah, maybe they don't pick them up? 03:13:18 gammafunk: test with Ash 03:13:25 ah, good point 03:15:33 yeah, never prints them even when I xo to give the stone giant the rocks 03:15:39 so I guess there's not even need to check 06:55:12 oh yeah, this will work just dandy 06:55:14 hooray 06:55:14 -!- Cryp71c has quit [Read error: Connection reset by peer] 06:55:14 -!- Cheibriados has quit [Ping timeout: 240 seconds] 06:56:31 -!- Cheibriados has joined ##crawl-dev 06:56:32 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 06:56:34 I am not an expert on layouts, but I think we can take some of hos conclusions. (About reducing weights, mostly.) 06:56:34 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 06:57:06 s/hos/his/ 11:59:30 -!- Cheibriados has joined ##crawl-dev 11:59:30 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 11:59:31 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 11:59:34 -!- bonghitz has quit [Quit: Leaving...] 11:59:44 -!- UncertainKitten has joined ##crawl-dev 11:59:44 -!- dtsund has quit [Client Quit] 11:59:55 -!- dtsund has joined ##crawl-dev 12:00:41 potential. i'm teaching myself AWS. thought it would be a fun way to test it 12:00:56 -!- Cheibriados has joined ##crawl-dev 12:00:56 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 12:00:56 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 12:01:07 who wouldn't want highly available online dcss? 12:01:11 <|amethyst> %git 12:01:14 07MarvinPA02 * 0.15-a0-853-g5487ac0: Fix indentation 10(9 hours ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=5487ac093f68 12:01:30 <|amethyst> sorry about the chei downtime 12:02:30 Stable (0.14) branch on crawl.akrasiac.org updated to: 0.14.1-3-gd16b60d 12:04:06 -!- rchandra has joined ##crawl-dev 12:06:46 Inaccessable vault placement by twelwe 12:06:46 Two new vaults by PleasingFungus 12:06:46 -!- geedmat has quit [Quit: Page closed] 12:07:48 -!- Stendarr has quit [Ping timeout: 240 seconds] 12:09:14 -!- Kittykai has quit [Ping timeout: 255 seconds] 12:13:05 -!- Cryp71c has quit [Quit: Leaving] 12:15:23 -!- PleasingFungus has quit [Ping timeout: 245 seconds] 12:15:36 %git :/shambler 12:15:44 07wheals02 * 0.15-a0-822-gedb40d3: Remove plague shamblers. 10(25 hours ago, 43 files, 34+ 156-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=edb40d360931 12:16:46 Unstable branch on crawl.akrasiac.org updated to: 0.15-a0-854-gcbb52e4 (34) 12:17:25 hm 12:19:10 -!- Krakhan|2 has quit [Read error: Connection reset by peer] 12:19:29 -!- Blazinghand has quit [Write error: Connection reset by peer] 12:19:58 -!- Kaidessa has quit [Ping timeout: 245 seconds] 12:25:18 -!- ldf has joined ##crawl-dev 12:28:20 that's a bummer that retch isn't around since I was planning on using it. however, my planned use as a post potion quaffing debuff doesn't seem worthy of bringing it back. wannabe crawl dev is tricky 12:28:53 I'm still a little confused why they were removed...they seemed significant most of the times I met them; kill them to shoot at other things/keep from getting cornered, or dodge them until I find a better position. 12:30:11 -!- PleasingFungus has joined ##crawl-dev 12:30:25 same here nivim. but I've learned that just because I enjoy something, it doesn't mean it's a great feature, even if I don't always immediately understand why. it's been a slow process for me 12:30:41 probably because I haven't played as much as others here 12:35:44 I'm more surprised they went without more discussion. I would of expect at least a c-r-d email, most of the other recent monster removals were more obviously broken. 12:37:28 -!- Stendarr has quit [Ping timeout: 252 seconds] 12:37:28 <|amethyst> I can't deal with the inevitable mass trimming slowly taking place 12:37:34 <|amethyst> let me briefly solve a mystery 12:37:39 <|amethyst> it's wheals 12:38:15 <|amethyst> (that was before plague shambler removal, though) 12:38:39 the main problem with the plague shamblers was that they were a crypt monster - I feel like they'd be a lot more relevant in depths/vaults 12:38:44 source: fighting them in depths/vaults 12:38:46 |amethyst: Where did he say those last two things? 12:38:51 <|amethyst> reaverb: in here 12:39:01 <|amethyst> 2014-05-10.log:08:44 12:39:04 -!- Kittykai has quit [Ping timeout: 258 seconds] 12:39:11 |amethyst: Yes, I was looking for the log number, thanks. 12:39:20 <|amethyst> (those were the only two lines) 12:39:38 the other problem is that retch was rarely relevant but that could be removed without removing the actually interesting thing about them (miasma on death) 12:40:21 |amethyst: Oh, hmm, can't believe I missed that. 12:40:37 Does wheals know? 12:40:43 i saw 12:40:45 at some point I suggested removing the retch and increasing the rate of growth of the miasma so that you can't simply walk away 12:41:09 PleasingFungus: in depths sounds bad since then you can bring them around to produce miasma on demand 12:41:15 I'm not sure it would be a very interesting monster then either, but if anyone really loves the idea of miasma on death they could try that 12:41:37 at least in crypt you're mostly the only thing that would be affected by it 12:41:42 another thing that could help is putting the effect on a monster with fast movement 12:42:02 so that you can't just lead it around to someplace where you don't care about the effect with no cost 12:42:33 <|amethyst> I guess hm's complaint was probably about spen/spas? I can't imagine it's about grizzly bears 12:42:39 or a monster with a ranged attack or something... miasma-on-death could even be added to some random existing monster that needs some help 12:42:48 Hmm, Yes, maybe we should revert the removal and try a couple more things. 12:43:17 -!- Ququman_ has joined ##crawl-dev 12:43:26 I would be against just reverting the removal unless someone actually has a plan and tests out the plan and likes it though 12:45:18 elliptic: Revert removal + Make them fast + minor HD nerf seems like a plan to me. 12:45:20 i admit that i have probably been too aggressive on removal and improvement is often a better option 12:45:31 It's not like we can't re-remove. 12:45:55 wheals: things need to get removed sometimes or we'll just have feature creep forever :) 12:45:59 wheals: I think a c-r-d email would have been good with plague shamblers, there aren't many obviously borken monsters left. 12:46:12 Removal is good but I don't think it should catch people by surprise. 12:46:34 it isn't like plague shamblers weren't discussed here several times before 12:46:34 -!- Ququman has quit [Ping timeout: 240 seconds] 12:47:55 elliptic: Hmm, maybe I feel different because I'm new and haven't seen the old discussion on them. 12:50:06 <|amethyst> 2014-04-22 12:50:06 i didn't really think of them as a major enemy... fairly rare in an optional branch 12:50:50 <|amethyst> I doubt I'd ever see a plague shambler 12:50:59 <|amethyst> !lm . br.enter=depths 12:51:00 1. [2014-02-15 20:20:15] neil the Destroyer (L21 GrMo of Vehumet) entered the Depths on turn 72867. (D:16) 12:51:07 <|amethyst> !lm . br.enter=crypt 12:51:08 2. [2012-05-16 01:17:00] Neil the Executioner (L17 MiBe of Trog) entered the Crypt on turn 42435. (Vaults:3) 12:51:32 i admit that they were better than rotting hulks though :) 12:52:17 making them fast does sound interesting 12:52:28 makes the siren shambler vaults more dicey :) 12:52:51 making them fast by itself wouldn't help, need to also make the miasma fast 12:53:01 -!- thedefinite has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 12:53:04 plague shambler (07n) | Spd: 10 | HD: 11 | HP: 67-98 | AC/EV: 5/7 | Dam: 3407(plague) | 07undead, 10doors, evil | Res: 06magic(73), 02cold, 09poison+++, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04rot | XP: 857 | Sz: Large | Int: normal. 12:53:04 %0.14?plague shambler 12:53:22 ghoul (05n) | Spd: 10 | HD: 14 | HP: 129-166 | AC/EV: 4/10 | Dam: 3004(rot), 30 | 07undead, 10weapons, 10items, 10doors, 04eats corpses, evil | Res: 06magic(93), 02cold, 09poison+++, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | Chunks: 04rot | XP: 1787 | Sz: Medium | Int: normal. 12:53:22 %??ghoul 12:53:35 elliptic: I don't think you do, if they are fast trying to choose where the miasma goes is harder, so you might retreat from it in a nonideal place 12:54:21 rchandra: but it is really very very rare that you can't just walk away from the miasma if you aren't a naga or worshipping chei 12:54:34 fast + rot-touch seems about the right incentive to kill them fast 12:54:41 everyone likes rot monsters, right? 12:55:04 or you walk away from it and get mangled by the jiangshi 12:55:20 jiangshi (08V) | Spd: 18 (move: 60%) | HD: 10 | HP: 49-80 | AC/EV: 10/10 | Dam: 2705(vampiric), 2705(vampiric) | 07undead, fighter, evil, sense invisible | Res: 06magic(80), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1070 | Sz: Medium | Int: animal. 12:55:20 %??jiangshi 12:55:43 alternately you could slap more damage on the shamblers 12:55:49 iirc they don't really hit that hard for where they show up 12:56:09 shamblers are like a better mummy 12:56:11 'they will kill you' is another good incentive to actually kill them 12:56:27 ("they will kill you if you don't kill them first") 12:56:49 and it's not like "huge rotting monster" couldn't justify some nice damage numbers 12:58:00 what about making the miasma cloud expand further and faster but not a perfect expansion 12:59:27 that is, not radiating in a perfect cloud. 13:00:29 I wonder how well that would work in corridors 13:00:57 hmm 13:01:15 -!- Stendarr|2 is now known as Stendarr 13:03:02 -!- ldf has quit [Quit: ldf] 13:03:25 -!- Nomi has quit [Ping timeout: 252 seconds] 13:04:29 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 13:05:38 -!- Bcadren has quit [Ping timeout: 240 seconds] 13:09:58 -!- Kaidessa has quit [Ping timeout: 245 seconds] 13:10:57 -!- Quashie_ has quit [Max SendQ exceeded] 13:11:47 -!- Kalir has quit [Ping timeout: 255 seconds] 13:11:51 -!- Quashie has quit [Ping timeout: 252 seconds] 13:14:12 -!- HDA_ has joined ##crawl-dev 13:24:43 Opinion check: is it consensus that that there are a lot of branches need fixing of some sort, and that doing so should take precidence over any consideration of new branches? 13:25:03 Also, is it consensus that new content is inherently suspect because reduces the game's clarity? 13:25:16 "consensus" 13:25:27 -!- Kittykai has quit [Ping timeout: 258 seconds] 13:25:56 Well, I know minmay is advocating both of those points, but my guess is that they aren't necessarily shared by the whole dev team. 13:26:22 -!- alefury has quit [Quit: ChatZilla 0.9.90.1 [Iceweasel 28.0/20140319124030]] 13:27:39 well, most people seem to think the game is quite long enough as is, if not too long 13:28:04 the question of 'are there too many monsters/mechanics' is another question, though 13:28:18 and I don't think there's a real consensus on that 13:28:25 Lasty: I like new content, including new branches, but I think it needs to swapped with old content like the Lair branches are. 13:28:41 Agreed, reaverb 13:28:52 I'm refering to a thread where I propose taking 4 levels out of Lair and changing them to something else 13:28:54 Lasty: But if you're talking about your Tavern branches people heavily objected when I suggested reducing the Lair's length the other day. 13:29:07 Ah, interesting -- which people? 13:29:10 Lasty: Yes, the Lair thing is unlikely to happen. 13:29:42 I remember elliptic said he'd much rather cut down the Lair branches, don't remember the rest. 13:29:55 I think that was pretty much the response, though I agree/d with him 13:29:59 Oh, as in, they'd rather cut down Lair w/o replacement 13:30:00 But it was pretty clear the majority of people didn't like it. 13:30:22 no, as in, lair is actually at a good length 13:30:24 and doesn't need cutting 13:30:32 Lasty: No, that they'd rather cut down Snake, Shoals, Spider, and Swamp. 13:30:39 -!- Sonata has quit [Quit: ₪₪₪-₪₪₪-₪₪-₪₪₪] 13:30:39 My suggestion was to cut without replacement. 13:31:00 oh, gotcha 13:31:21 I do think each of the lair branches could use -2 levels 13:31:39 I'd say -1 13:31:47 Well, somewhere in that range anyway 13:31:50 sure 13:31:54 PleasingFungus: But that's 4 and 4 is a weird number. 13:32:00 4 is a perfectly reasonable number 13:32:10 Orc is 4 13:32:12 like orc 13:32:13 yes 13:32:36 hm 13:32:40 PleasingFungus: That's a good point :D 13:33:00 -!- Vis_Ruker has quit [Quit: Lost terminal] 13:33:03 But notice there's only one branch which has an even number of levels. People don't like even for some reason. 13:33:07 -!- Keanan has quit [Quit: Leaving.] 13:33:13 Well, maybe if things go well, the discussion in that tavern thread can get enough progress that it might be worth bringing up again at a point when someone's looking for a replacement branch 13:33:25 reaverb: two 13:33:27 three 13:33:35 (lair, slime, orc) 13:33:38 possibly more I'm forgetting 13:33:44 please don't indulge in numerology 13:33:47 haha 13:33:48 Pleasingfungus: Oh, Heh. 13:34:15 I still think 8 levels of Lair is a bit much, and I do like Lair 13:35:10 it seems longer when talking about it than in play, I think 13:35:14 the enemy density isn't that high 13:35:20 It's true 13:35:33 -!- pirate_ has quit [Quit: Page closed] 13:35:35 and the enemies mostly don't take much thought unless your character is on the weak side 13:35:48 so you can often tab through a lot of it 13:36:03 Lasty: I think Lair could use another non-melee only enemy like basilisks 13:36:08 catoteblas 13:36:14 I have no idea what that enemy could be. 13:36:23 fire drakes 13:36:26 Catoblepas only appears on L:8 vaults, right? 13:36:29 PleasingFungus: Well they're both pertification and technically already spawn there. 13:36:29 fire drakes are basically ranged enemies 13:36:33 Lasty: no 13:36:41 Lasty: they're just quite rare earlier 13:36:44 ah 13:37:01 Plesingfungus: Note I said another, not that the Lair didn't already have a few of them. 13:37:04 idk. part of lair's thing is that it's melee-centric 13:37:24 Yes, but even with one more it'd be mroe melee centric. 13:37:38 mm. I guess I don't feel strongly about it 13:37:58 <|amethyst> Considering the complaints we get about monsters that you can't just tab through... 13:38:11 A poison fungus enemy that's basically plague shambler but w/ pcloud? Making use of it might be interesting . . . 13:38:44 or maybe just something reaching. A giraffe. :p 13:39:04 -!- rast- has joined ##crawl-dev 13:39:36 Would it be redundant to link to minmay's layout thread in my c-r-d email? I think some devs might not have heard about it. 13:40:04 evilmike responded to it, but for example mumra might want a notification if he still checks c-r-d. 13:40:13 sounds like a reasonable thing ot include 13:40:24 -!- Kaidessa has quit [Ping timeout: 258 seconds] 13:41:20 |amethyst: it might be good to improve manticore ui slightly 13:42:03 -!- rast has quit [Ping timeout: 276 seconds] 13:42:08 there was a guy the other day complaining that the "barbs dig into your flesh!" notification was boring-grey instead of damage-red, which seems unfortunate 13:42:10 -!- rast- is now known as rast 13:42:27 -!- ldf has joined ##crawl-dev 13:42:32 Lasty: that could be interesting, i think that the cloud without the lasting effect (rot) could work well 13:42:39 especially in a fairly open layout like lair's 13:42:45 also it might make sense to change it so that autofight isn't allowed to move while you're barbed (since that's a significant enough decision for the player to have to take it manually), though idk how the code for that would look 13:42:51 PleasingFungus: Color? Color is easy! I'll try to fix that. 13:42:57 yeah, I figured color would be easy 13:43:02 wheals: and with a mix of poison immune, fast, and normal enemies 13:43:03 barbs code is a a little hacky. 13:43:04 probably just put it in MSGCH_WARNING 13:43:16 or whichever one it is 13:43:27 It sort of made sense to make it a Duration but then I made player-reacts.cc and now it's really weird. 13:45:21 -!- alefury has joined ##crawl-dev 13:46:32 Here's some additional not-fully-explored monster design space that I've been considering: Melee barbs. Fog generation (in response to ranged hit?). Creature that causes slow (or slow movement) while in LOS (like ancient zyme). 13:46:52 (todo give Leda's back to some enemy) 13:47:03 (now that it interacts properly with them) 13:47:47 A pack monster that can generate new members of the pack by freezing all of them in LOS simultaneously. {the foo begins a chant. The foo joins in. (x2). A foo crawls out of a crack in the ground. 13:47:53 frost drakes that flash-freeze you 13:48:09 How does c-r-d handle formatting? 13:48:13 -!- simmarine has joined ##crawl-dev 13:48:36 <|amethyst> "handle formatting"? 13:48:37 <|amethyst> it's email 13:49:00 <|amethyst> I believe the archives are displayed in a fixed-width font 13:49:14 |amethyst: Hmm, It's just I remember having som weird formatting before, maybe it's that fixed-width thing. 13:49:50 reaverb: if you want to credit the original complaint for the manticore barbs color, the username was "Serephina" 13:49:59 PleasingFungus: Thanks. 13:50:16 np 13:50:43 %git 13:50:43 07MarvinPA02 * 0.15-a0-854-gcbb52e4: Cap sustain abilities at 1 level 10(4 days ago, 4 files, 6+ 13-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=cbb52e4a65af 13:51:20 ring of sustain abilities should be added to autopickup_exceptions.txt 13:51:37 Ok, c-r-d message sent. 13:52:12 don't have my dev setup handy, so if someone else could do that 13:53:05 -!- Keanan has joined ##crawl-dev 13:53:49 03Grunt02 07* 0.15-a0-855-g8aaf36b: Add entrances to / retag some wizlab entrances (#8559). 10(4 minutes ago, 1 file, 5+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=8aaf36bd61f6 13:54:20 hooray 13:55:23 How often do Wizlabs appear anyway? I've never seen one. 13:55:24 There is an OSX Tiles build up 13:55:37 Napkin: horray! 13:55:43 reaverb: they're not uncommon but they only show up really late 13:56:00 <|amethyst> default-depth: Depths, Elf, Crypt, Vaults:1-4 13:56:09 Greatzebu replied though, that the box with his build environment died though 13:56:12 <|amethyst> (and that commit just removed the exceptions) 13:56:35 he would be happy to advise someone how to get it set up 13:56:41 anyone volunteering? 13:57:39 -!- tensorpudding has quit [Ping timeout: 276 seconds] 13:57:40 Napkin: don't worry about it if you're busy, but i don't think i ever got the email regarding wordpress 14:00:52 ontoclasm: they actually are pretty uncommon 14:01:09 I ran the numbers about a month ago and about 1/3 of games that get to depths ever see a wizlab 14:02:18 imho they should be a little more common (1/2 games that get far enough?) but I don't feel very strongly about it 14:02:27 -!- mixol has quit [Quit: Page closed] 14:02:27 -!- TAS_2012v has quit [Read error: Connection reset by peer] 14:04:17 -!- Bcadren has quit [Ping timeout: 252 seconds] 14:07:03 -!- Kittykai has quit [Ping timeout: 245 seconds] 14:16:34 03reaverb02 07* 0.15-a0-856-g586d8cb: Make barb damage use MSGCH_WARN (Serephina) 10(10 minutes ago, 1 file, 2+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=586d8cbae800 14:16:36 -!- no_edge has quit [Quit: Page closed] 14:20:00 Medar: About the push the sustain abilities change. 14:20:08 reaverb: Thanks! 14:23:27 -!- Kaidessa is now known as Kittykai 14:24:32 -!- ldierk has quit [Ping timeout: 252 seconds] 14:27:56 03reaverb02 07* 0.15-a0-857-ga4f4e44: Add rings of sustain abilities to autopickup_exceptions.txt (Medar) 10(8 minutes ago, 1 file, 1+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=a4f4e44c7d95 14:27:58 -!- frank2368 has quit [Quit: Page closed] 14:28:41 -!- ldierk has joined ##crawl-dev 14:30:10 -!- Whales has quit [Quit: doctorquest] 14:35:57 -!- Kittykai has quit [Disconnected by services] 14:36:00 -!- Kaidessa is now known as Kittykai 14:40:29 %git 000f67cce8b 14:40:29 07|amethyst02 * 0.15-a0-852-g000f67c: Allow "none" alternatives to work with TILE: and friends. 10(12 hours ago, 1 file, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=000f67cce8bb 14:41:13 ahhh. 14:41:30 !tell |amethyst Thanks for the TILE: none fix! 14:41:31 PleasingFungus: OK, I'll let |amethyst know. 14:42:00 <|amethyst> I'm kind of tempted to apply de Morgan's law there 14:42:00 |amethyst: You have 8 messages. Use !messages to read them. 14:42:13 <|amethyst> to if (!(name.empty() || name == "none")) 14:44:23 I think that would probably make it less readable 14:46:03 <|amethyst> TODO: rewrite all boolean expressions in CNF 14:46:10 <|amethyst> remove all parentheses 14:46:37 |amethyst: I use logical operations a lot in my refactorings. ifs are very poorly written. 14:47:16 I think de Morgan's law would actually mkae that more readable 14:47:45 But normally I would use it when P or Q also has a ! 14:48:00 |amethyst * 0.15-a0-863-g027vsdf: Remove all parentheses (3 minutes ago, 117 files, 243+ 3453-) 14:48:29 <|amethyst> reaverb: P and Q both have a ! in the current code, which is why I was considering it 14:49:00 |amethyst: Oh, it's !name.empty() && name != "none" 14:49:05 <|amethyst> yeah 14:49:07 I would argue that's the more readable form. 14:49:59 Where is that line? 14:50:44 <|amethyst> !source mapdef.cc:613 14:50:45 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/mapdef.cc;hb=HEAD#l613 14:53:51 I don't know that code but there has to be a better way to do that even if I don't know what it is. 14:54:10 <|amethyst> to do what? 14:54:25 <|amethyst> I was thinking that the floor and rock tile cases could be split off to a function 14:54:34 <|amethyst> but it would probably be uglier than the duplication 14:55:52 |amethyst: The duplication clean up, the logic, etc. 14:56:09 -!- Bcadren has quit [Ping timeout: 276 seconds] 14:56:39 -!- Basil has joined ##crawl-dev 14:58:05 -!- Kittykai has quit [Disconnected by services] 14:58:07 -!- Kaidessa is now known as Kittykai 15:00:29 -!- LNCP has quit [Quit: <@smeding> trust me, i had a telecommunications class where we wrote our own prayers to satan in the ancient tongues] 15:01:56 -!- bmfx has quit [Ping timeout: 252 seconds] 15:03:06 -!- Mister_Fox has quit [Changing host] 15:06:47 -!- mizu_no_oto has quit [Quit: ["Textual IRC Client: www.textualapp.com"]] 15:07:29 -!- hurdos has quit [Quit: Leaving.] 15:10:06 -!- Kittykai has quit [Ping timeout: 258 seconds] 15:11:17 -!- blabber has quit [Ping timeout: 252 seconds] 15:12:27 wow 15:12:53 I wrote a hook to throw a hissy fit if a vault doesn't have any exits, and it's showing me a *lot* of vaults. 15:13:44 aren't minivaults allowed to not have explicit exits? 15:14:14 If that's the case, you usually want mini_float to prevent them from being disconnected from the rest of the level. 15:15:11 <|amethyst> aren't, other minivaults are placed with at least one corner overlapping the floor? 15:15:15 <|amethyst> s/,// 15:15:27 That doesn't guarantee connectivity in the slightest. 15:15:40 <|amethyst> even if they are rimmed with floor? 15:15:47 -!- Kaidessa is now known as Kittykai 15:15:54 Most minivaults aren't rimmed with floor! 15:16:19 I'm trying to prevent the flood of people reporting minivaults being disconnected from the rest of the level :) 15:16:37 -!- Moonsilence has quit [Ping timeout: 258 seconds] 15:17:31 <|amethyst> is there ever a reason you *wouldn't* want mini_float then? 15:17:47 Sure - if you have a vault that's intended to be disconnected. 15:17:59 <|amethyst> so make that the tag 15:18:11 <|amethyst> mini_sink 15:18:25 <|amethyst> and make mini_float the default for floating vaults 15:19:38 03elliptic02 07* 0.15-a0-858-gdc07b5e: Remove random amnesia from Sif wrath. 10(6 minutes ago, 3 files, 0+ 37-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=dc07b5ecc06b 15:19:39 (changing up tags on every vault is extremely difficult :( ) 15:19:39 <|amethyst> but you'd only have to change the ones that are supposed to be disconnected 15:19:39 <|amethyst> which should be few 15:19:39 <|amethyst> seems simpler than adding mini_float or @s to almost every minivault 15:19:48 <|amethyst> oh 15:19:58 <|amethyst> I guess that doesn't work does it 15:20:04 It might! 15:20:06 <|amethyst> because of the ones that are surrounded by wall 15:20:18 That's what I mean by "intended to be disconected", primarily :) 15:21:05 <|amethyst> oh, right, doors count for mini_float exits 15:21:17 s/mini_float// 15:21:28 (If you have a door on the map edge, it counts as an explicit exit.) 15:24:02 <|amethyst> and I guess if it is completely impassible on the outside then you still wouldn't need a tag 15:24:15 <|amethyst> because mini_float would simply fail to place an exit 15:24:29 <|amethyst> and it would have the current non-mini_float behaviour 15:25:40 <|amethyst> hm 15:25:52 <|amethyst> why does nicolae_straight_to_the_point have those underscores ? 15:26:06 <|amethyst> CLEAR: _ but it doesn't do anything to them; couldn't they just be more spaces? 15:26:45 <|amethyst> or does that somehow trick a connected-component checker? 15:27:26 -!- bonghitz has quit [Client Quit] 15:30:00 (I'll look in a second when I'm not going through vaults lists <_<) 15:32:00 <|amethyst> unrelated, but 15:32:14 <|amethyst> lemuel_flamethrower_hall has # No item generation for the sake of autoexplore. 15:32:48 <|amethyst> but wouldn't you autoexplore towards the big door at the end anyway? 15:37:38 -!- Eonwe1 has quit [Read error: Connection reset by peer] 15:37:45 -!- Kalir has quit [Changing host] 15:38:06 Simulacrum should probably be greyed out for Gozag worshippers (Since they can't produce chunks) 15:39:16 -!- rast- has joined ##crawl-dev 15:40:11 -!- Tenda has quit [Quit: Nettalk6 - www.ntalk.de] 15:41:38 -!- reaverb has quit [Ping timeout: 255 seconds] 15:42:18 -!- rast has quit [Ping timeout: 276 seconds] 15:42:23 -!- rast- is now known as rast 15:42:54 -!- reaverb has joined ##crawl-dev 15:43:27 <|amethyst> Keanan: there are some vault-placed corpses, but yeah 15:44:04 <|amethyst> likewise animate skel/dead, TR, and corpse rot 15:45:01 Alright, this seems to be working... 15:45:39 <|amethyst> Keanan: also sublimation for mummies, ghouls, and gargoyles 15:45:48 <|amethyst> err 15:45:54 You can self-sublimate. 15:45:54 <|amethyst> I guess you can sublimate potions, never mind 15:46:02 <|amethyst> Keanan: not if you don't have blood 15:46:24 Well all of those guys can use chunks. 15:46:32 <|amethyst> Keanan: not if they worship Gozag 15:46:37 Oh, right, yes. 15:46:44 Sorry, misunderstood what you meant. 15:46:56 <|amethyst> ah, yes, I mean mummy, ghoul, and gargoyle Gozag worshippers specifically 15:47:01 Yep 15:47:03 <|amethyst> but I guess blood potion is good enough 15:47:08 <|amethyst> since Gozag gives you those 15:47:22 Hm, not really "gives" you. 15:47:23 <|amethyst> also, simulacrum works on a few things that aren't chunks 15:47:48 You consume potions Gozag gives you immediately (They are never in your inventory) 15:47:55 <|amethyst> oh, right 15:48:34 <|amethyst> and blood stopped being randomly generated 15:49:01 still appears in monster inventories 15:49:34 -!- reaverb has quit [Ping timeout: 240 seconds] 15:49:40 <|amethyst> so it's technically still usable (rarely) even if you don't have pre-Gozag leftovers 15:49:52 <|amethyst> but it still seems like marking it "useless" would be reasonable 15:49:54 -!- TAS_2012v has quit [Ping timeout: 240 seconds] 15:50:41 <|amethyst> likewise animate, twisted res, and corpse rot, even if you do get vault corpses occasionally 15:50:48 -!- HDA_ has quit [Ping timeout: 240 seconds] 15:50:48 -!- HDA has quit [Ping timeout: 240 seconds] 15:51:22 <|amethyst> sublimation can use meat rations, jerky, etc. so I guess it's not quite useless 15:51:25 <|amethyst> err 15:51:28 <|amethyst> simulacrum 15:54:47 !tell johnstein you can probably turn off the gods and ranged_combat branches by now 15:54:47 wheals: OK, I'll let johnstein know. 16:01:45 03Grunt02 07* 0.15-a0-859-g41433f0: Check for exits from maps at DB generation time. 10(76 minutes ago, 2 files, 76+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=41433f0fcd25 16:01:45 03Grunt02 07* 0.15-a0-860-gca0822a: Make mini_float the default; add a no_exits tag instead. 10(24 minutes ago, 35 files, 306+ 373-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ca0822add27c 16:01:45 03Grunt02 07* 0.15-a0-861-g2f358d9: Adjust a large number of vaults for the just-made changes. 10(36 minutes ago, 16 files, 150+ 133-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2f358d908a60 16:01:49 -!- Cheibriados has quit [Ping timeout: 245 seconds] 16:03:09 -!- Cheibriados has joined ##crawl-dev 16:03:09 -!- The topic of ##crawl-dev is: Crawl Development | Logs: http://s-z.org/crawl-dev/ | People with +v have commit access. | Please keep general Crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 16:03:10 -!- The topic of ##crawl is: Check out new European server at ??clan! | Play Crawl online now: type ??cao, ??cdo, ??cszo, ??clan, or ??webtiles for instructions | http://crawl.develz.org | FooTV: termcast.develz.org | ##crawl-offtopic: You got your gender in my peanut butter! Xom thinks this is hilarious. 16:03:27 <|amethyst> FR: rewrite chei to be asynchronous 16:03:43 mm 16:04:02 <|amethyst> or at least to run the IRC part in a separate thread 16:06:11 -!- ystael has quit [Ping timeout: 265 seconds] 16:07:02 PleasingFungus: ping 16:08:55 okay, i updated the screenshots page: http://crawl.develz.org/wordpress/screenshots 16:09:03 let me know if it's acceptable 16:10:59 ontoclasm: \o/ 16:11:22 (my old Snake screenshot finally gets a home!) 16:11:51 -!- UncertainKitten has quit [Quit: Connection reset by pier.] 16:11:51 yep 16:12:19 -!- Fortescue has quit [Ping timeout: 240 seconds] 16:12:27 Grunt: pong 16:12:36 PleasingFungus: just a question about those vaults: 16:12:37 -!- Lprsti99___ has quit [Ping timeout: 252 seconds] 16:12:56 do you intend the D glyph to be a plain floor tile, i.e. something that doesn't have a different tile? 16:13:12 yes 16:13:15 * Grunt nods. 16:13:32 Two suggestions, in that case: 16:13:39 explicitly mark D as floor with KFEAT: D = floor 16:13:41 and 16:13:46 also set the right floor colour for console players :) 16:14:19 ah, I wasn't sure how to set floor colour for individual tiles 16:14:24 I saw a global setting 16:14:57 COLOUR: would suffice, but if you want to do it with floor in general you could do, uh, LFLOORCOL: 16:15:07 (I think) 16:15:13 -!- UncertainKitten has joined ##crawl-dev 16:15:34 oh, LFLOORCOL would be level-wide, but you could override the normal floor afterwards :b 16:15:53 Any idea what the right colors are, respectively? 16:16:00 GREEN and DARKGREY, maybe? 16:16:05 I'd use green and lightgray. 16:16:12 ok 16:16:16 * PleasingFungus nods. 16:16:45 Anyway, that's beside the major point here; I'm not sure how some people will react to having this god in the temple >_> 16:16:47 -!- ldlework is now known as mokau 16:17:13 There's been a lot of discussion previously about the other early altar vaults to this god that I don't think ever went anywhere. 16:17:18 ah 16:17:23 it's quite rare - somewhat less common than corrupted temple now 16:17:42 but yeah if people want to get rid of early jiyva altars, this doesn't really jive with that 16:17:44 so to speak 16:17:48 -!- Lightli has quit [Ping timeout: 240 seconds] 16:18:18 -!- Quashie has quit [Ping timeout: 245 seconds] 16:18:26 jiyva master ain't got no sense anyhow 16:18:51 -!- Bcadren has quit [Read error: Connection reset by peer] 16:20:06 early jiyva is a rare opportunity, like finding a d:2 pda or something. it's also a lot more interesting than that, because it's a big commitment - more than just being a god choice, it means everything will be eaten forever, probably before you've even filled all your aux slots... possibly any of them, depending on your luck. 16:20:41 -!- Lightli has joined ##crawl-dev 16:23:20 -!- Fortescue has joined ##crawl-dev 16:23:34 I think it might wear out its charm if it happened too often, but I'm not sure that very occasional early jiyva altars are a problem... I'd be happy to talk with someone who disagreed, though. 16:23:52 -!- thedefinite has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 16:24:47 slime temple? 16:25:05 ontoclasm: slime temple. 16:25:15 it's got my (meaningless) vote 16:25:31 -!- Patashu has quit [Ping timeout: 265 seconds] 16:26:01 * PleasingFungus waves a slimy tendril in ontoclasm's direction. 16:26:07 :) 16:26:19 ontoclasm: very nice screenshot page 16:26:32 * ontoclasm burbles happily. 16:26:52 edlothiol: thanks 16:27:11 -!- geekosaur has quit [Excess Flood] 16:27:26 -!- geekosaur has joined ##crawl-dev 16:27:41 -!- raskol` is now known as raskol 16:35:27 -!- edlothiol has quit [Ping timeout: 252 seconds] 16:35:58 -!- DrinkMachine has quit [Ping timeout: 258 seconds] 16:38:35 -!- mokau is now known as ldlework 16:39:58 -!- drag0n__ has quit [Quit: Page closed] 16:41:48 -!- Spatzist has quit [Ping timeout: 240 seconds] 16:43:43 -!- Keanan has quit [Quit: Leaving.] 16:45:32 -!- lobf has quit [Quit: lobf] 16:56:57 -!- LexAckson has quit [Quit: Leaving] 16:58:57 -!- Brannock has joined ##crawl-dev 17:00:24 I'm all for the occasional early Jiyva. Gives new players the chance to try out an interesting god they might otherwise never see 17:02:04 -!- HDA_ has joined ##crawl-dev 17:05:18 03elliptic02 07* 0.15-a0-862-ged5a41c: Fix reaching attacks sometimes taking no time. 10(6 minutes ago, 1 file, 3+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ed5a41cd874f 17:05:18 03elliptic02 07* 0.15-a0-863-g95e4912: Remove an extra MSG_OK when cancelling a reaching attack. 10(4 minutes ago, 1 file, 0+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=95e491224959 17:05:20 nonethousand: the problem is that jiyva isn't designed for early game play at all 17:05:20 elliptic: for context, https://crawl.develz.org/mantis/view.php?id=8558 17:05:20 -!- rossi has quit [Quit: WeeChat 0.4.3] 17:05:29 -!- CKyle has quit [Quit: CKyle] 17:07:01 -!- Keanan has joined ##crawl-dev 17:07:28 I mean, if we are going to have D:2 jiyva altars then we might as well have a (rare) jiyva temple 17:08:21 oh, while you're fixing things, elliptic 17:08:24 though actually it sounds annoying to have to go check the temple for that small chance whenever you want to convert to jiyva later on and there isn't an altar yet 17:08:29 does cancelling ?blink still always have a prompt 17:09:02 I don't know, but that code is a mess and I don't feel confident in being able to make sense of it myself :P 17:09:05 haha 17:09:07 fair enough 17:10:16 uh oh, adom is on steam greenlight now, some people have some catching up to do 17:10:33 I'm not sure 'having to pop into temple' when hunting for jiyva is a big deal. it's not ideal, but few characters will be hunting for jiyva (since it's quite unusual that they'll find him!), and they'd be exploring enough of the levels to find the temple anyway 17:10:48 the weird thing about early jiyva altars is that there isn't much reason to worship immediately, better to wait a little while until you've generated more loot to feed to jiyva 17:11:19 -!- nooodl_ has joined ##crawl-dev 17:11:23 PleasingFungus: no, you don't understand, I'm thinking about the mid-to-late-game chars who want to abandon their current god and join jiyva (which is fairly common) 17:11:36 elliptic: could it be made so that jiyva altars are only in the later part of d:2-d:9 17:11:37 ah 17:11:40 -!- eb has joined ##crawl-dev 17:11:41 like, d:7 and down 17:11:51 they've found temple but may well not have entered (if they got their god before temple) 17:11:54 sure 17:12:07 mmm. I see what you're saying, and I agree it's not *ideal* 17:12:13 and have to remember to go check it out... not a big deal but not ideal either, right 17:12:54 not sure it's "optimal play" - you're wasting a few hundred turns on the very small chance you can find an easy jiyva 17:12:56 ontoclasm: that would help a bit, yeah... 17:12:59 -!- Nomi_ has quit [Ping timeout: 255 seconds] 17:13:10 I didn't use the o-word :P 17:13:13 haha 17:13:15 I did! 17:13:21 but if you like jiyva... 17:13:36 search for him everywhere. high and low! dungeon and temple! 17:13:39 but not slime because that's scary 17:14:17 i think if a dlvl is cruel enough to spawn 4 jellies on me there should be a jiyva altar so i can desecrate it with lugonu in the future 17:14:35 simmarine: so jiyva altar on any level with at least 4 jellies? 17:14:42 -!- jeanjacques has quit [Quit: quit] 17:14:46 sure, what could go wrong 17:15:05 -!- nooodl has quit [Ping timeout: 240 seconds] 17:15:15 my current game had 4 J alongside... 15ish orc wizards? i should probably see what was up with that vault when this game ends 17:15:18 The jelly says, "By the goop or by the gurgle, you shall meet Jiyva!" 17:15:22 that was all on one floor btw 17:15:44 is that the vault that could spawn 15 orc warriors on d:2 17:15:44 or d:4 17:15:44 -!- braveplatypus has quit [Client Quit] 17:15:44 at the end of it i had 23 orcs and 19 orc wizards killed by d:5 or d:6 or something 17:15:48 good xp 17:15:48 oh was that already addressed 17:15:49 haha 17:15:55 well i came close to dying a lot 17:16:03 until i got enough exp to not die as easily 17:16:04 well, orc wizards might still be allowed 17:16:12 well its pretty insane how many wizards you can get 17:16:24 how about a high chance of orcs and a low chance of anything else orc 17:16:30 -!- rchandra has left ##crawl-dev 17:16:34 %git :/warrior 17:16:41 07Grunt02 * 0.15-a0-755-ge3a758f: Don't place fourteen orc warriors on D:4. 10(4 days ago, 1 file, 6+ 6-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e3a758f3caca 17:16:41 PleasingFungus: anyway I'm fine with jiyva temple if we compensate by moving other jiyva altars deeper, temple at least doesn't generate on D:2 :P 17:16:46 simmarine: ^ 17:16:55 elliptic: sounds good to me! 17:16:56 !map guppyfry_early_orc_mine 17:16:57 No games for guppyfry_early_orc_mine. 17:17:00 oh 17:17:05 !vault guppyfry_early_orc_mine 17:17:05 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/variable/mini_monsters.des;hb=HEAD#l1853 17:17:33 god, I cannot read .des at all 17:17:34 once my game is over i can see what vault generated 17:17:46 but i dont remember it looking exactly like that? looked more of a windmill-ish shape 17:17:53 NSUBST: - = 1:6 / 1:5 / 1:4 / 3:1 / 2:. / 2:x / 2:I / *:. 17:18:02 "some amount of some things, and then a lot of something else" 17:18:07 I guess that's floor 17:18:09 is = runed door 17:18:21 I think so? 17:18:33 because i just got lightli_church_of_beogh and it probably doesnt need a runed door 17:18:48 well i guess spawning on d:5 might be bad but i guess you will just have to run then 17:18:57 haha 17:19:09 a vault that can spawn on d:5 probably shouldn't also spawn on u:1 17:19:11 imho 17:19:28 well i guess it would depend on the vault 17:19:36 one that specifies monsters 17:20:04 -!- ldf has quit [Read error: Connection reset by peer] 17:20:18 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 17:20:26 -!- crate has quit [Read error: Connection reset by peer] 17:21:05 !vault church_of_beogh 17:21:06 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/variable/mini_monsters.des;hb=HEAD#l1928 17:22:11 i mean it could probably just not spawn in depths and it would be fine 17:22:17 Unstable branch on crawl.lantea.net updated to: 0.15-a0-861-g2f358d9 (34) 17:25:10 elliptic: it's true that jiyva is not designed for characters in the early game. I do think letting new players have the chance to find out why it's not the best choice might not be too bad. (we do let them worship Xom, after all) 17:25:33 but I don't feel especially strongly so I won't press the point 17:25:35 -!- zeia has quit [Quit: Page closed] 17:25:48 xom is equally great in all parts of the game 17:27:41 -!- Kacy has quit [Client Quit] 17:28:05 xom is designed for early game at least as much as it is designed for any part of the game, yes :P 17:28:14 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:28:30 TSO would be a better comparison probably 17:30:12 -!- Eonwe1 has quit [Ping timeout: 276 seconds] 17:31:29 it's true that jiyva is not designed for characters in the early game 17:31:45 that'd be sort of true if you couldn't get slimify piety pretty much instantly 17:31:51 -!- SamB has quit [Read error: Connection reset by peer] 17:32:03 you don't get slimify piety instantly on D:2 17:32:09 jiyva requires a very different early playstyle but I haven't found it to be a bad one 17:32:13 on D:7, probably 17:32:39 also the item loss to jellies is much more significant to a d:2-5 character 17:32:57 -!- Tux[Qyou] has quit [Read error: Connection reset by peer] 17:33:00 -!- SamB has joined ##crawl-dev 17:33:15 even tso doesn't punish (non As, non VM) characters to that degree 17:33:27 d:2-5 sounds even earlier than the average conversion 17:34:52 but again I don't have any super early jiyva games/experiments myself so maybe the item loss is worse than I imagine 17:35:10 -!- lobf has joined ##crawl-dev 17:35:55 but I still can't imagine it being worse than not having jiyva 17:36:35 I also missed the start of the discussion so I should just shut up and leave I guess 17:37:34 -!- CKyle has joined ##crawl-dev 17:37:34 the item loss is worse earlier on in general because you rest more and have fewer items 17:37:51 and jiyva really doesn't do much of anything early game until you get slimify 17:39:20 -!- aegolden has quit [Quit: aegolden] 17:40:48 -!- rast- has joined ##crawl-dev 17:42:33 -!- rast has quit [Ping timeout: 276 seconds] 17:42:40 -!- rast- is now known as rast 17:43:12 think of the food anti-cost 17:43:19 imagine how much berzerking you could do! 17:43:19 -!- nooodl_ is now known as nooodl 17:43:45 actually I don't remember when jiyva starts nourishing you. is that 0*? 17:43:50 -!- PleasingFungus has left ##crawl-dev 17:46:41 fr antifood 17:48:59 ??jiyva 17:49:00 jiyva[1/3]: *: request jelly invocation; **: gain nutrition on slurps; ***: prayer effect that paralyses slimes in LOS for 5 piety, mutation gifts; ****: {slimify}, mp on slurps; *****: cure bad mutation invocation, hp on slurps; ******: possible friendly temporary slime if hit for > 25% maxhp, slime:6 walls removed 17:49:29 -!- Keanan has quit [Quit: Leaving.] 17:51:58 -!- Kalir has quit [Ping timeout: 240 seconds] 17:53:00 -!- debo has quit [Ping timeout: 265 seconds] 17:54:50 -!- Stendarr has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 18:01:36 -!- PleasingFungus has joined ##crawl-dev 18:04:35 -!- fufumann has quit [Remote host closed the connection] 18:05:18 -!- notcluie has quit [Ping timeout: 240 seconds] 18:06:48 -!- Kellhus has quit [Ping timeout: 240 seconds] 18:07:11 |amethyst: I have to make some commits to weightless that basically undo my first commit there; is it best to do some rebasing and a force push at this point? 18:07:25 I can keep wheals' commits in the rebase, but I'm not sure if it causes other problems 18:08:56 -!- FourHTwoA has quit [Ping timeout: 252 seconds] 18:11:08 -!- bmfx has quit [Ping timeout: 252 seconds] 18:12:14 -!- Keanan has joined ##crawl-dev 18:15:14 -!- Basil has quit [Ping timeout: 265 seconds] 18:15:39 03Grunt02 07* 0.15-a0-864-g727b7af: Support for variable-altar-count Temples. 10(2 minutes ago, 4 files, 69+ 10-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=727b7af61c03 18:15:50 -!- BrainTurd has quit [Quit: Page closed] 18:19:00 Grunt: Any thoughts on my question above? 18:19:11 Grunt: re: rebasing and force-push 18:19:37 What I would consider doing is what I did for gods and gods_34, namely maintaining a separate branch with the same commits but kept rebaed. 18:19:40 *rebased 18:19:52 hrm, interesting 18:20:30 and in the end, you rebased the rebased one onto master? 18:20:47 Or I guess just merged it 18:21:41 Help me Gruntiwan-kenobi, you are my only hope! 18:22:15 -!- rchandra has joined ##crawl-dev 18:22:18 -!- mamgar has quit [Quit: Leaving] 18:22:52 -!- Raycaster has quit [Client Quit] 18:23:46 -!- lobf has quit [Quit: lobf] 18:26:06 -!- Eonwe1 has quit [Ping timeout: 276 seconds] 18:26:44 Well apparently you can't override the name of dancing weapons with cheibriados 18:26:48 so that's no fun 18:27:21 -!- CKyle has quit [Quit: CKyle] 18:29:24 -!- Eonwe2 has quit [Read error: Connection reset by peer] 18:30:27 -!- Basil has joined ##crawl-dev 18:30:46 03PleasingFungus02 {Grunt} 07* 0.15-a0-865-g1f9984d: Add two vaults (#8558). 10(18 hours ago, 1 file, 92+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=1f9984db1dff 18:30:46 03Grunt02 07* 0.15-a0-866-g2a26d5a: Move a couple of Jiyva altar vaults deeper (elliptic). 10(5 minutes ago, 2 files, 3+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2a26d5a21b2f 18:31:21 dang, that's a pretty low weighting 18:31:24 mega easter eggs! 18:31:45 Ideas like this are best gently introduced, IME. 18:31:52 sure 18:32:12 little bit sad that I'll probably never see them outside wizmode, but that's not the end of the world. 18:32:16 thanks for the fixes & the push! 18:32:21 * Grunt pushes PleasingFungus. 18:32:29 * PleasingFungus falls over 18:32:35 Grunt: Gruntiwan-kenobi, final question: in maintaining the two branches, did simply merge the rebased one to master in the end? 18:32:37 * Grunt hears a sizzling splash. 18:32:43 gammafunk: yes 18:32:46 thx 18:32:52 (Since it's rebased, you don't get a merge commit, even :) ) 18:32:58 ah, good point 18:33:49 -!- MgDark has quit [Quit: ChatZilla 0.9.90.1 [Firefox 27.0/20131216183647]] 18:35:00 !tell wheals I'm going to make weightless_rebased since I have to basically undo some of my first commits; It will contain all of our commits, but always rebased at the end. 18:35:01 gammafunk: OK, I'll let wheals know. 18:35:20 -!- Blomdor has quit [Quit: Page closed] 18:35:41 !tell wheals Feel free to keep working on weightless, which I'll also keep up to date and will not be rebased; I'll just merge weightless_rebased in the end with all of our commits 18:35:41 gammafunk: OK, I'll let wheals know. 18:35:53 !killratio natasha 18:35:56 natasha wins 3.213% of battles. 18:36:03 incorrect 18:36:04 gammafunk: ok, that sounds neat 18:36:23 -!- CKyle has joined ##crawl-dev 18:37:42 !lg * ikiller=asterion max=xl 18:37:43 108. Enzo the Blocker (L22 FoFi of Ashenzari), blasted by Asterion (orb of electricity) on Vaults:3 on 2014-04-19 02:53:28, with 313471 points after 71000 turns and 12:43:02. 18:38:05 !lg * ikiller=asterion max=tdam x=tdam 18:38:06 108. [tdam=75] straydog the Cleaver (L16 GhIE of Cheibriados), slain by a spectral weapon (a +3,+1 demon trident of pain) (summoned by Asterion) on Snake:1 (st_stairs_10) on 2014-03-01 09:58:00, with 111815 points after 37616 turns and 3:35:19. 18:38:12 -!- Keanan has quit [Quit: Leaving.] 18:38:28 wait, what? 18:38:42 oh, tdam yeah 18:38:47 !lg * ikiller=asterion max=tdam x=dam 18:38:48 108. [dam=19] straydog the Cleaver (L16 GhIE of Cheibriados), slain by a spectral weapon (a +3,+1 demon trident of pain) (summoned by Asterion) on Snake:1 (st_stairs_10) on 2014-03-01 09:58:00, with 111815 points after 37616 turns and 3:35:19. 18:39:11 hrm, how did it even do that much damage 18:39:17 ??demon_trident 18:39:17 demon trident[1/1]: A terrible three-pronged weapon, moulded by fire and brimstone. One-handed polearm: Dam 12 Acc +1 Delay 13. Blessable to {trishula}. 18:39:38 pain brand? 18:39:39 -!- predator217 has quit [Ping timeout: 252 seconds] 18:39:42 but Bh 18:39:44 er Gh 18:39:48 o 18:39:50 right 18:39:52 ~ 18:39:58 -!- ystael has quit [Ping timeout: 245 seconds] 18:39:58 asterion is mighty! 18:40:06 well, it was the spectral weapon though 18:40:11 base damage 12 18:40:14 slaying 1 18:40:23 I guess maybe the damage has some hd factor 18:40:47 !lg * ikiller=asterion max=tdam x=status 18:40:48 108. [status=] straydog the Cleaver (L16 GhIE of Cheibriados), slain by a spectral weapon (a +3,+1 demon trident of pain) (summoned by Asterion) on Snake:1 (st_stairs_10) on 2014-03-01 09:58:00, with 111815 points after 37616 turns and 3:35:19. 18:40:49 it's intentional that you can't cancel out of potion select with gozag, right? 18:40:51 can I have Cheibriados generate dancing weapons of a certain weapon and see its damage? 18:41:03 unknown monster: "dancing weapon : trident" 18:41:03 %??dancing weapon : trident 18:41:04 dancing weapon (10() | Spd: 20 | HD: 15 | HP: 5 | AC/EV: 2/20 | Dam: 8 | 11non-living, fighter, lev | Res: 13magic(immune), 05fire++, 02cold++, 11elec+++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 733 | Sz: small | Int: plant. 18:41:04 %??dancing weapon ; dagger 18:41:05 hm 18:41:10 semicolon. obviously 18:41:15 semicolon; just like monster equipment 18:41:20 or other monster equipment, rather 18:41:33 dancing weapon (04() | Spd: 17 | HD: 15 | HP: 32 | AC/EV: 16/19 | Dam: 24 | 11non-living, fighter, lev | Res: 13magic(immune), 05fire++, 02cold++, 11elec+++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 967 | Sz: small | Int: plant. 18:41:33 %??dancing weapon hd:18 ; demon trident 18:41:34 that's only obvious if you already know that semicolon is for monster equip 18:41:38 oh wow, 24 18:41:43 !!! 18:42:05 also, it only says hd:15 18:42:05 dancing weapon (04() | Spd: 17 | HD: 15 | HP: 32 | AC/EV: 16/19 | Dam: 24 | 11non-living, fighter, lev | Res: 13magic(immune), 05fire++, 02cold++, 11elec+++, 03poison, 12drown, 04rot+++, 13neg+++, 13torm | XP: 967 | Sz: small | Int: plant. 18:42:05 %??dancing weapon ; demon trident 18:42:29 well still, not sure why it has that damage 18:42:37 -!- debo has joined ##crawl-dev 18:42:40 it's probably also different for tukima's versus spectral 18:42:52 spectral weapon (10() | Spd: 30 | HD: 27 | HP: 43-44 | AC/EV: 12/20 | Dam: 8 | 11non-living, lev | Res: 13magic(immune), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 4075 | Sz: Medium | Int: plant. 18:42:52 %??spectral weapon ; dagger 18:42:52 -!- Xenobreeder_ has quit [Quit: Page closed] 18:42:54 -!- bh has joined ##crawl-dev 18:42:56 Bad item name: 'demon_trident' 18:42:56 %??spectral weapon ; demon_trident 18:43:01 spectral weapon (04() | Spd: 30 | HD: 27 | HP: 43-44 | AC/EV: 12/20 | Dam: 24 | 11non-living, lev | Res: 13magic(immune), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 4074 | Sz: Medium | Int: plant. 18:43:01 %??spectral weapon ; demon trident 18:43:04 apparently not? 18:43:11 I wouldn't trust Cheibriados there 18:43:17 good xp value imho 18:43:23 The code is somewhat different between the two 18:43:31 also hd:27 18:43:42 spectral weapon (04() | Spd: 30 | HD: 27 | HP: 43-44 | AC/EV: 12/20 | Dam: 24 | 11non-living, lev | Res: 13magic(immune), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 4074 | Sz: Medium | Int: plant. 18:43:42 %??spectral weapon hd:18 ; demon trident 18:44:00 yeah it's probably just not accurate for spectral, and may not be for tukima's either 18:44:46 -!- Ququman_ has quit [Read error: Connection reset by peer] 18:45:58 -!- CKyle has quit [Quit: CKyle] 18:48:11 !kw t 18:48:12 Built-in: t => rstart>2014031120 rtime<2014032720 cv=0.14 18:48:31 because stuff in ghost.cc overrrides vault specs 18:48:42 yeah 18:48:53 !killratio asterion * rstart>2014031120 18:48:56 asterion wins 3.138% of battles against * (rstart>2014031120). 18:49:06 !killratio snorg * rstart>2014031120 18:49:10 snorg wins 4.456% of battles against * (rstart>2014031120). 18:49:14 snorg OP 18:49:22 !killratio rupert * rstart>2014031120 18:49:27 rupert wins 5.352% of battles against * (rstart>2014031120). 18:49:30 !killratio wiglaf * rstart>2014031120 18:49:33 wiglaf wins 1.371% of battles against * (rstart>2014031120). 18:52:20 is this vault supposed to look like this 18:52:41 -!- Syneil has quit [Quit: Page closed] 18:54:30 !locateall wheals 18:54:33 wheals: CAO 0.15-a, L1 HuFi of No God | CAO 0.14, L1 HuBe of Trog | CAO 0.14, L1 HuBe of Trog | CBRO 0.15-a, L24 VSCK of Xom 18:54:51 o 18:54:53 good vault 18:55:15 needs more statues imho 18:55:23 Yeah, more statues would be good. 18:56:05 I probably missed it, which vault? 18:56:11 He's still standing in it. 18:56:13 i'm still there 18:56:16 wheals: imo savedump so I can find the vault 18:56:28 gammafunk: http://i.imgur.com/RKmeC9W.png 18:56:38 ahahah 18:56:39 http://crawl.beRotato.org/crawl/saves/wheals-crawl-git-9817b298c4-140515-2356.tar.bz2 18:57:22 I bet that's the first PleasingFungus vault submission 18:57:29 !vault kennysheep_big_flooded_room 18:57:30 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/variable/float.des;hb=HEAD#l6193 18:57:31 he just won't admit it 18:57:33 oh man 18:57:38 it *would* be kennysheep 18:57:54 this doesn't answer whether it's intended... 18:58:08 not intended 18:58:17 it's flooded with deep water by intent 18:58:23 not statues 18:59:02 and where on earth is ks_random_setup defined 18:59:42 dat/dlua/vaults.lua 18:59:44 I think 19:00:05 -!- Infinite_Monkeys has quit [Ping timeout: 255 seconds] 19:00:11 er 19:00:13 vault.lua 19:01:50 would be funnier if those were all 8s 19:01:52 yeah 19:01:57 true 19:02:03 though they were all 8s 19:02:06 s/8s/draconians/ 19:02:27 either, both 19:02:35 One hundred eleven Tiamat come into view. 19:02:47 That would show "111 Tiamat comes into view." 19:02:52 hm 19:02:59 ??mauricescumming[3 19:02:59 mauricescumming[3/9]: 3 Maurice comes into view. 19:03:13 oh I see 19:03:15 00:24:28 Found one hundred ten viscous altars of Jiyva, a glowing silver altar of Zin and a snail-covered altar of Cheibriados. 19:03:27 should've known crawl couldn't be consistent 19:03:34 yeah he didn't keep track of what his random replace sometimes does 19:03:51 namely replacing all w with maybe t 19:03:58 and then all t with maybe G 19:04:18 -!- Xenobreeder has quit [Ping timeout: 240 seconds] 19:04:18 -!- conted has quit [Ping timeout: 240 seconds] 19:05:03 -!- dpeg has joined ##crawl-dev 19:05:05 not sure why he'd have wanted to replace all w in that vault with t or G, he probably just included the random setup function without thinking about it 19:05:05 -!- PleasingFungus has quit [Quit: ChatZilla 0.9.90.1 [Firefox 32.0a1/20140509030227]] 19:05:40 too bad it wasn't all apocalypse crabs 19:05:51 -!- CKyle has joined ##crawl-dev 19:06:31 those sound like bugs. 19:06:40 !send bh bugs 19:06:41 Sending bugs to bh. 19:06:56 !send dpeg variable temples 19:06:56 Sending variable temples to dpeg. 19:07:05 -!- HellTiger has quit [Ping timeout: 240 seconds] 19:07:32 !send Grunt 27 kennysheep vaults 19:07:32 Sending 27 kennysheep vaults to Grunt. 19:07:40 !send gammafunk abject terror 19:07:40 Sending abject terror to gammafunk. 19:07:53 -!- Eonwe2 has quit [Ping timeout: 245 seconds] 19:08:59 -!- Quashie has quit [Ping timeout: 252 seconds] 19:09:12 (I still have those sewer vaults to attempt to do something with :( ) 19:10:09 I should probably look and see what other vault submission are sitting in mantis; I have the sense that not many actually are 19:10:55 Why do you guys keep moving the Jiyva altars deeper? Do players die to them, or just complain? :) 19:11:02 -!- geedmat has quit [Quit: Page closed] 19:11:05 -!- Fhqwhgads_ has quit [Ping timeout: 252 seconds] 19:11:49 0007960: Orbsprint 19:11:52 by KennySheep 19:11:57 I missed this one somehow 19:12:43 dpeg: hrm, I wonder if we can query for that 19:13:02 !lg recent kmap=~jiyva br=D 19:13:03 No games for recent (kmap=~jiyva br=D). 19:13:13 !lg recent kmap~~jiyva br=D 19:13:14 No games for recent (kmap~~jiyva br=D). 19:14:22 oh, we only had jiyva_altar_1 before? 19:14:37 !lm * god.worship=jiyva s=place 19:14:37 3435 milestones for * (god.worship=jiyva): 760x D:2, 497x D:3, 337x Lair:7, 335x Lair:6, 320x D:4, 307x Lair:8, 294x Slime:6, 181x D:5, 123x D:6, 40x D:7, 29x D:8, 22x D:9, 19x Abyss, 15x D:10, 15x D:11, 12x Slime:1, 11x Slime:2, 9x D:22, 9x D:21, 8x D:25, 7x D:19, 5x D:13, 5x Slime:3, 5x Slime:5, 5x D:18, 4x Abyss:1, 4x D:27, 4x D:1, 4x D:23, 4x D:26, 4x D:24, 4x D:17, 3x Slime:4, 3x Abyss:2, 3x ... 19:15:38 well, can that include dummy altar vaults 19:15:46 I also see hangedman_jelly_panic 19:15:56 and lasty_cornered_adventurer 19:16:13 !lg recent kmap=hangedman_jelly_panic 19:16:14 No games for recent (kmap=hangedman_jelly_panic). 19:16:34 !lg recent kmap=lasty_cornered_adventurer 19:16:35 No games for recent (kmap=lasty_cornered_adventurer). 19:16:44 oh 19:16:45 silly me 19:16:50 !lg * recent kmap=lasty_cornered_adventurer 19:16:51 106. teukkam the Ruffian (L4 DrTm), slain by a jelly (kmap: lasty_cornered_adventurer) on D:4 on 2014-05-14 14:38:50, with 278 points after 1555 turns and 0:12:01. 19:16:58 !lg * recent kmap=hangedman_jelly_panic 19:17:00 6. JackBob the Scratcher (L3 FeTm of Sif Muna), splashed by a jelly's acid on D:4 (hangedman_jelly_panic) on 2014-02-17 22:29:42, with 173 points after 2846 turns and 0:03:37. 19:17:41 -!- Nomi has quit [Ping timeout: 252 seconds] 19:17:42 hmm 19:17:45 maybe I should make a vault again 19:18:06 !lg * recent kmap=jiyva_altar_1 19:18:07 48. BigMike the Firebug (L5 LOFE), slain by an ooze (kmap: jiyva_altar_1) on D:3 on 2014-05-15 15:15:16, with 179 points after 4268 turns and 0:16:15. 19:18:30 A mere 160 player deaths 19:18:52 needs improvement 19:21:18 -!- Xenobreeder has quit [Ping timeout: 240 seconds] 19:22:54 -!- bonghitz has quit [Remote host closed the connection] 19:22:59 -!- PleasingFungus has joined ##crawl-dev 19:24:17 We used to have a jiyva_altar_2 to go with jiyva_altar_1, but it was aggravating. 19:25:39 %git 0b302e9 19:25:43 07kilobyte02 * 0.14-a0-543-g0b302e9: Remove a pointless vault. 10(7 months ago, 1 file, 0+ 14-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=0b302e991e1b 19:26:11 (it occurs to me that that vault would veto under the new regime anyway) 19:26:39 Grunt: regime change?? 19:27:10 19:10:55 Why do you guys keep moving the Jiyva altars deeper? Do players die to them, or just complain? :) 19:27:55 -!- bones___ has joined ##crawl-dev 19:27:56 -!- Infinite_Monkeys has quit [Read error: Connection reset by peer] 19:28:02 %git HEAD^{/exit}^^{/exit} 19:28:04 07Grunt02 * 0.15-a0-859-g41433f0: Check for exits from maps at DB generation time. 10(5 hours ago, 2 files, 76+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=41433f0fcd25 19:28:04 dpeg: given that the vault in question generated on D:2 previously, I'm not sure you can complain that we keep moving it deeper :P 19:28:07 bh: ^ 19:29:55 dpeg: iirc elliptic's argument was that it was a bad idea to worship jiyva that early, so putting altars that early is a trap for new/bad players 19:30:00 something like that 19:30:31 not just a bad idea, but also not really part of jiyva's design 19:30:58 worshipping xom is a bad idea too, as observed here, but that is part of xom's design :P 19:30:59 -!- bones__ has quit [Ping timeout: 252 seconds] 19:31:05 -!- Zermako has quit [] 19:31:15 isn't that an easy thing for a new player to learn though? 19:31:16 johnstein: You have 1 message. Use !messages to read it. 19:31:30 but if you don't worship xom, how can you get this character: http://crawl.akrasiac.org/rawdata/Haifisch/morgue-Haifisch-20140221-230635.txt 19:31:39 go jiyva early and you'll lose all your stuff 19:31:45 it's especially easy if we don't place the vault too early! 19:31:48 seems like a very straightforward lesson 19:31:51 hmm 19:32:38 agreed. just seems straightforward in general compared to some of the more common subtler lessons 19:32:46 the problem is that it's something that very rarely comes up 19:32:57 there are not many early d jiyva altars 19:33:15 is it a legitimately fun challenge? 19:33:27 this isn't really about players being trapped/challenged by this 19:33:30 !lm . god.worship=jiyva won 19:33:31 yeah, rare chance to trick the player into worshiping the wrong god is not that great; xom altars are fairly common on their own, and of course show up in temple 19:33:31 1. [2013-04-25 20:05:40] SGrunt the Grappler (L8 TrWz of Jiyva) became a worshipper of Jiyva on turn 4132. (D:5) 19:33:45 if the god was very good early game (but still not properly designed for early game) then I would still not like it 19:34:19 I feel like neutral jellies would have an especially odd interaction with early game 19:34:25 -!- lobf has joined ##crawl-dev 19:34:50 the point is just that if a god's abilities and powers are designed under the assumption that the player will convert to the god significantly later in the game, we shouldn't just place that god in early game anyway for novelty value 19:34:51 getting abyssed by xom on d:2 as a Felid and having two hell sentinals right next to LOS is a more amusing "bad god" experience 19:35:48 -!- conted has quit [Ping timeout: 240 seconds] 19:36:36 now, one option is to try to change jiyva's piety gain/abilities/gifts so that they form a cohesive early game experience too 19:37:15 why don't we bonesfile floors? 19:37:17 -!- eb_ has joined ##crawl-dev 19:37:55 you mean like nethack? 19:38:00 bh: if you mean the way nethack does it... then no :P 19:38:18 yeah that's just not a thing you can balance 19:38:37 I don't mean loot, just layout 19:38:49 well, presumably you'd mean monsters as well? 19:38:54 yeah, just layout might work... I'm not sure that is easy to do with vaults though 19:39:11 gammafunk: writing down all of the spawns wouldn't be too unreasonable 19:39:18 like saving the layout but then repopulating the vaults etc with monsters as normal could work 19:39:30 or just save the inputs to the generator 19:39:46 right, using the same layout and vaults 19:39:58 -!- eb has quit [Ping timeout: 240 seconds] 19:40:04 I think that'd essentially just make ghosts more dangerous, though 19:40:09 -!- Bcadren has quit [Ping timeout: 252 seconds] 19:40:23 because you know that someone died on the level? 19:40:24 I don't think saving the actual monsters that are created is a great idea because of uniques etc though 19:40:25 quite possibly just more annoying 19:40:34 elliptic: plus it might encourage people to ttyscum 19:40:58 -!- rast- has joined ##crawl-dev 19:41:10 the only real advantage of this that I see is that you could see "oh, someone died to this lair entrance vault" and such 19:41:11 what I'd imagine: seeing way more of that more dangerous cross layout 19:41:29 yeah, specific vaults that are more dangerous would effectively get higher weighting 19:41:38 probably not significantly more 19:41:52 could be interesting to see if you did some kind of mapstat, I guess 19:43:04 elliptic: I think some layouts like the cross one are quite a bit more dangerous, and may get too much weighting, but I could be wrong 19:43:15 and we don't have layout stats for lg? 19:43:45 also the octagon with all the starts bunched together 19:43:45 why's that? 19:43:53 -!- rast has quit [Ping timeout: 240 seconds] 19:44:04 -!- rast- is now known as rast 19:44:05 johnstein: why's what in particular? 19:44:28 s/starts/stairs/ 19:45:17 back 19:47:51 gammafunk: I was just wondering why it could make ghosts more dangerous 19:48:19 elliptic: I don't mind where Jiyva altars end up, as long as they sometimes can come up early (and I won't bicker about the precise meanings of "rarely" and "early" either). For the time being, early J/L altars is the closest thing I have to randgods. :) Good to see that this is not about player complaints! 19:48:32 johnstein: well, my reasoning was just that accompanying the ghost is a dangerous level and set of vaults; so any level with a ghost becomes more dangerous for the player 19:49:03 not true for every ghost, but I think it'd increase the danger from getting a ghost overall 19:49:21 On a more important note, did you agree on anything regarding minmay's layout observations? There wasn't a commit (yet?), if I didn't miss anything. 19:49:30 ok. that makes sense 19:50:13 crawl.develz.org/tavern/viewtopic.php?f=8&t=12336 19:50:54 yeah, I glanced at it, there are probably some layouts that could get reweighted at least 19:51:20 -!- flowsnake has quit [Read error: Connection reset by peer] 19:51:39 evilmike actually commented in there 19:53:10 -!- flowsnake has joined ##crawl-dev 19:53:10 -!- flowsnake has quit [Read error: Connection reset by peer] 19:53:14 Who are our layout masters? Would be nice if something came out of the thread (WEIGHT changes and/or uniq TAGS, I reckon). 19:53:43 -!- flowsnake has joined ##crawl-dev 19:54:09 -!- reaverb has joined ##crawl-dev 19:54:18 dpeg: That was mostly mumra's thing, layouts are in an odd position. 19:54:47 hark, mumra's at work 19:54:57 dpeg: Oh, shouldn't ping? 19:55:09 more or less eternally at work :) 19:55:18 So we have to do it ourselves -- what a pesky situation to be in! 19:55:31 dpeg: Maybe we can ask infiniplex for help. 19:56:45 They probably know more about layouts than any active memeber of the dev team, unless somebody worked on them for a while and I never noticed. 19:56:48 !vault temple 19:56:49 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/dat/des/altar/overflow.des;hb=HEAD#l2101 19:56:51 reaverb: sounds good. Would you? 19:56:57 It is a lot like vault synthax apparently, other than the heavy lua procedural generation and weird links to ancient C++ code. 19:57:17 dpeg: Hmm, I don't know how to contact them, they mostly work through mantis. 19:57:22 !lg infiniplex 19:57:23 No games for infiniplex. 19:57:25 -!- N is now known as Guest72165 19:58:01 !nick infiniplex 19:58:01 No nick mapping for infiniplex. 19:58:28 !seen infiniplex 19:58:28 Sorry dpeg, I haven't seen infiniplex. 19:58:33 Does not compute! 19:58:35 !lg akrobin 19:58:36 323. akrobin the Ducker (L1 SpAK of Lugonu), slain by a small abomination on Abyss:1 on 2014-05-10 17:36:12, with 0 points after 189 turns and 0:01:20. 19:58:38 unperson 19:58:40 !lg akrobin max=score 19:58:41 323. akrobin the Tortoise (L25 DDAK of Makhleb), blasted by an orb of fire (bolt of fire) on Zot:5 (hall_of_Zot) on 2011-06-04 08:21:40, with 459735 points after 134861 turns and 13:18:31. 19:58:51 What issue was geoelf layouts? 19:59:23 -!- johlstei has quit [Ping timeout: 250 seconds] 20:00:02 okay, I am about to write an email to infiniplex 20:00:28 Apart from gauging his opinion on the matter, do we agree that layout tweaks are in order? 20:00:30 dpeg: What kind of changes are we going to try? 20:00:40 -!- SpongeJr has quit [Ping timeout: 258 seconds] 20:00:44 Hmm, that last message sort of negates my point. 20:00:52 uniq on octagon, right? 20:01:03 -!- mumi has quit [Ping timeout: 258 seconds] 20:01:23 But I don't want to bother him with something trivial, now it sounds like it isn't. 20:01:34 Basil: yes, uniq on some vaults (also cross?). Lowered weights on others. 20:01:40 mm 20:01:50 assertion failed shift+click on armor by bestogre 20:01:52 I sort of like how nasty octagon is, but it is pretty samey yes 20:02:18 Basil: yes, I believe it got too much flak. Having it once in a game feels good to me (they're hard for me, but I like it). 20:02:53 I can't be 100% I would enjoy the game more changing the weights, but I suspect this is an issue you run into when you play a lot. I highly doubt this change would make the game worse. 20:03:17 hmm 20:03:19 Depths octagon 20:03:43 wonder if that can happen 20:04:02 Basil: Somehow I doubt it, but it sounds cute. 20:04:05 -!- nooodl has quit [Quit: Ik ga weg] 20:04:24 DEPTH: D:4-, Lair:1-7, Pan 20:04:33 Wow, pan? 20:04:44 that sounds strange 20:04:57 yeah, I don't think the layout works well in pan 20:05:37 cross is also D:4-, Lair:1-7 20:06:01 and donut is D:4-, Lair:1-7, Pan 20:06:43 (again, I don't think the layout works particularly well in pan, because most of pan is relatively weak stuff anyway and open layouts work better when lots of things are dangerous) 20:07:57 hmm 20:08:03 elliptic: just cut it from Pan, I say 20:08:10 One thing that caught be about the thread was mention layout_big_grid just replicated some the vault-ish layouts (donut and cross) 20:08:11 Maybe octagon could get some more interesting terrain near the center? 20:08:39 And that made my wonder if layout_big_grid could be made to do that often and the vault-ish layouts removed. 20:08:49 Ameliorate that whole "where you are doesn't matter" thing a bit 20:08:54 Basil: That sounds nice, I think a vault can spawn in the center? 20:08:58 and make it so that "safer" places are way away from the stairs 20:09:13 Still makes it so there's a "ring" of same-ness 20:09:17 reaverb: what is the advantage? that would just make it more difficult for people to tweak weights 20:09:27 because you'd have to go into the lua and figure out what is going on :P 20:09:58 Basil: sounds fine, I also wouldn't mind breaking symmetry sometimes 20:10:18 elliptic: Hmm, I was thinking that would allow similar layouts to exist, but having to delve the lua to tweak weights of notcably differant layouts sounds very bad. 20:10:44 say, having a long wall connecting a point at the edge to the center sometimes 20:11:32 infiniplex email sent 20:11:36 elliptic: Break symmetry in the center, or 20:12:20 I meant outside the center, to supplement your idea of making the center more interesting/dangerous 20:13:22 I'm sorry, sort of hard to see what a broken-symmetry octagon looks like, aside from the spotty one that can already generate 20:13:27 also, Grunt knows rather a lot about layouts and was the one who merged infiniplex's layouts 20:13:35 Basil: say, having a long wall connecting a point at the edge to the center sometimes 20:13:39 -!- st_ has quit [Ping timeout: 265 seconds] 20:13:42 Oh I see 20:13:44 !seen Grunt 20:13:44 I last saw Grunt at Fri May 16 00:33:30 2014 UTC (40m 14s ago) saying '!lm . god.worship=jiyva won' on ##crawl-dev. 20:14:22 But I mean, in terms of weights, I think that's a fairly straightforward thing that someone just has to take the time to look at 20:15:09 yeah, the hard part is if we actually want to alter lua to make some of these layouts have more variance 20:15:32 -!- Keanan has joined ##crawl-dev 20:15:43 octagon can generate big pillars near the center, right? 20:15:52 yes 20:15:56 Basil: Or small ones I think. 20:16:04 Maybe make those spotty? 20:16:07 I think the stairs are sometimes in the center too, not sure though. 20:16:47 stairs are sometimes in the center, sometimes all on one edge, sometimes randomly placed on the level 20:17:26 stair placement is much better than with old octagons 20:17:40 I don't remember stair placement changing? 20:18:07 Oh, and also there are so dev wiki pages on layouts. 20:18:26 I have no idea why they are there, but they exist and document some of the lua function used. 20:18:52 elliptic: I think in old Crawl (before Enne's changes) the < stairs were always on one side and the > stairs were on the opposite side 20:18:59 so you knew exactly where to go 20:19:00 yeah, the documentation for most lua is "read the lua" 20:19:17 dpeg: ah, might have been before my time :) 20:19:22 :) 20:19:31 that can still happen of course, but yeah it isn't that predictable 20:19:57 Oh, infiniplex use the dev wiki, might be best to make a page there on layout reform. 20:20:20 Do people feel strongly against octagon in general? It's kind of the "open box" layout of crawl 20:20:37 I dislike cross more 20:20:46 octagon is ok, you can just hug the walls 20:20:55 crate was arguing that it's just inherently less interesting than other layouts since every space is relatively the same as every other space 20:21:13 cross is perhaps a bit too dangerous, but at low weight that can be nice 20:21:18 -!- HDA_ has quit [Ping timeout: 240 seconds] 20:21:30 https://crawl.develz.org/wiki/doku.php?id=dcss:help:maps:lua:modules:dgn:build 20:21:31 i think that with cross it's often thin enough that where you are is distinguished 20:21:37 is the documentation for vault making. 20:21:42 err, layout making. 20:21:46 gammafunk: I like all of these open/dangerous layouts personally, because they are distinguished from other layouts 20:21:47 I think you're more likely to get a nightmare downstairs than for any other layout 20:21:48 -!- HDA has quit [Ping timeout: 240 seconds] 20:21:50 Sort of, it documents some functions. 20:22:05 yes, they are a good source of variance, I'll say that for sure 20:22:22 gammafunk: I like both octagon and cross. I prefer them to be rare -- two octagons in a row would wear me out. One is always fine -- these are good places to blow consumables, for example. 20:22:29 but they could still be made more interesting while keeping a lot of that quality 20:22:36 Do any layouts encourage being near "the center"? 20:22:40 right, that's basically how I feel as well 20:23:14 elliptic: absolutely! 20:23:32 I had 2-3 octagons in a row a few games back and didn't mind it, which is sort of why I don't feel a need for change. People are making excellent arguments for it, thought. 20:23:33 Basil: V:5 if you are stairdancing :P 20:23:38 If nobody feels something *must* be done, then we should perhaps call it a day and not try to force-improve layouts. 20:23:44 Basil: I'd say cross defintely does the opposite of that :) 20:24:22 mmm 20:24:31 the cross with lava creatures and open ends encourages you to be very carefull about being at the ends 20:24:41 btw, I agree much more with minmay's opinion on the donut ... that one could indeed be rarer, imo 20:24:42 Also concerning cross, can the cross with clear glass not spawn anything outside of that glass? 20:24:58 ontoclasm: You there? 20:25:04 yeah, that can be an especially dangerous cross variant 20:25:06 dpeg: Maybe a radical branch where we mess we completely remove some the more problematic ones? Maybe we're only ok with the status quo because we've never seen something better. 20:25:14 Basil: I am sure it was cool to whoever did it back then -- hard to resist that urge, isn't it :) 20:25:15 s/we mess/ 20:25:34 It could just be like 1 in 10 000 chance. 20:25:37 Bloax: sort of 20:25:45 dpeg: I like the donut but I think it is one of the least varied layouts (no pillars/roughness around the edges like octagon even) 20:25:47 dpeg: I think it breaks autoexplore or something 20:25:48 wots up 20:25:51 or autowalk 20:25:53 well something better implies a new layout really; we're pretty experienced with the layouts we have 20:26:03 Cool things that are annoying the second time should just be made really rare. 20:26:06 Sort of obnoxious when there's an imp behind glass 20:26:09 reaverb: the recent flurry of new layouts was very welcome to me. Not all of them are great, but many are good. After a while, we should reassess and remove/tweak, as always (and equally as always, we rarely get around to doing that). 20:26:34 Basil: just remove the glass/liquid options from it IMO 20:26:38 Bloax: shadowrun 20:26:40 elliptic: yes, exactly. One donut is already, but I'd rather have three octagons in my game than three donuts 20:26:44 I think only the octagon maze and geoelf are the ones we haven't played a lot 20:26:48 ontoclasm: oh 20:26:54 the octagon maze did get in at low weight, yes? 20:26:57 I was just wondering when https://dl.dropboxusercontent.com/u/63152810/n/crawl/shinyswords.png are going to be in. 20:27:01 Basil: this has been brought up before and I probably would have tried to fix it myself but I haven't gotten liquid cross in a while :P 20:27:03 gammafunk: IIRC 20:27:09 %git :/lab 20:27:11 07PleasingFungus02 {Grunt} * 0.15-a0-865-g1f9984d: Add two vaults (#8558). 10(20 hours ago, 1 file, 92+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=1f9984db1dff 20:27:11 (although the short swords ~seem~ fine in trunk) 20:27:15 ??basil[$ 20:27:15 Basil[7/7]: Add more AC description to manual, plane stalker unique with blink oklobs encircling 20:27:20 %git --author=infiniplex 20:27:21 07infiniplex02 {Grunt} * ad71c4e2941c: Added geoelf layout generator 10(3 months ago, 7 files, 3205+ 1-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ad71c4e2941c 20:27:23 daggers are still confusing as hell though 20:27:29 %git :/labyrinth 20:27:46 07tenofswords02 * 0.14-a0-1981-gff1b71f: Lab revision: "add" threat/loot minivaults, wake up minotaur 10(4 months ago, 1 file, 324+ 336-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=ff1b71fbce89 20:27:46 -!- mikee_ has joined ##crawl-dev 20:27:46 !learn edit basil[7] s/$/, remove liquid and glass from cross layout 20:27:46 Basil[7/7]: Add more AC description to manual, plane stalker unique with blink oklobs encircling, remove liquid and glass from cross layout 20:27:47 %git ad71c4e2941c^1 20:27:47 07infiniplex02 {Grunt} * 0.15-a0-783-g925dd76: Changed you.depth_fraction to return in full range [0, 1] 10(3 months ago, 2 files, 4+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=925dd76bdfdd 20:27:52 %git ad71c4e2941c^2 20:27:52 Could not find commit ad71c4e2941c^2 (git returned 128) 20:27:57 really 20:28:02 maybe ^^ 20:28:09 %git ad71c4e2941c~2 20:28:09 07Grunt02 * 0.15-a0-782-g10da0d2: A layout by infiniplex (#8268). 10(3 days ago, 1 file, 278+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=10da0d218ef5 20:28:12 ah that's it 20:28:30 yeah, so snake, depths, zot 20:28:55 Does anybody know when the donut layout minmay complained about in the thread was added? I don't remember. 20:28:57 I'll have to look out for that, but it doesn't seem terribly problematic 20:29:18 Err, not donut, onion. 20:29:22 In Zot. 20:29:42 hrm, I kind of like the onion, if it's what I'm remembering 20:32:51 -!- MakMorn has quit [Ping timeout: 276 seconds] 20:33:11 If I were forced to have an opinion on layouts, I'd just reduce donut weight & twisted cavern, restrict caves to orc and slime, and remove waterfall (it looks horrible in ascii). In particular, I wouldn't change anything about cross and octagon (removing glass from cross might be an improvement). I don't have a grand vision on open vs closed maps, though. 20:33:18 -!- stainable has quit [Ping timeout: 240 seconds] 20:34:01 -!- debo has quit [Ping timeout: 258 seconds] 20:34:49 %git --reverse 20:34:50 07Grunt02 * 2a26d5a21b2f: Move a couple of Jiyva altar vaults deeper (elliptic). 10(2 hours ago, 2 files, 3+ 5-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=2a26d5a21b2f 20:34:54 hmm 20:35:29 <|amethyst> dpeg: infiniplex@hotmail.com according to eir commits 20:35:52 |amethyst: yes! Email long sent :) 20:36:05 |amethyst: Oh yes, I probably should have thought of checking their commits... 20:36:16 |amethyst: Thanks for the sleuthing. 20:37:28 -!- Quashie has quit [Ping timeout: 245 seconds] 20:39:02 <|amethyst> %git --pretty=fuller 20:39:02 Could not find commit --pretty=fuller (git returned 129) 20:40:15 -!- HDA_ has joined ##crawl-dev 20:40:43 <|amethyst> So in doxygen should I be documenting all parameters, or only the self-explanatory ones? 20:40:50 <|amethyst> @param attacker The attacker. 20:40:59 <|amethyst> s/the self/the not-self/ 20:42:51 gammafunk: ping ^ 20:42:58 Because I don't know. 20:43:10 I tried reading the documention but it's like git's documentation. 20:43:16 oh, well, I'm no authority here either :) 20:43:31 Can you see the parameters that define a proper call otherwise? 20:43:37 oh I'm sorry 20:43:40 you said document 20:43:49 ##doxygen could help with this maybe. 20:44:06 Well, wouldn't the documentation look weird if we didn't? 20:45:07 <|amethyst> you'd still have the prototype 20:45:12 ah ok 20:45:17 <|amethyst> just no entry for it in the Parameters section 20:45:21 |amethyst: I'd defer to your intuition here 20:45:23 -!- bonghitz has quit [Remote host closed the connection] 20:45:30 <|amethyst> I think I'll omit them 20:45:47 We have a lot that I've made with all parameters, but I can remove those gradually 20:47:06 looking around for doxygen style guides, drupal's docs apparently require an @param for every param. 20:47:14 <|amethyst> hm 20:47:19 I've been trying to do an @param for everything, but I don't know if that was a good use of time... 20:47:26 because, yeah, some of them are super obvious 20:47:31 <|amethyst> hm 20:47:34 <|amethyst> I think I will do them them 20:47:39 <|amethyst> s/them them/them then/ 20:47:50 <|amethyst> I'll try to make it more interesting 20:48:46 <|amethyst> also, what counts as [in] vs [out] ? 20:49:16 @param attacker The attacker. In 1743, King George II led his troops in battle, the last British king to do so. 20:49:18 <|amethyst> e.g. should 'attacker' be [in] or [in,out]? 20:49:54 <|amethyst> (it is modified by the attack, but it doesn't really feel like an out-parameter) 20:50:08 [out] seems to specifically be for pointers used for multiple return 20:50:18 <|amethyst> PleasingFungus: call-by-reference too 20:50:21 sure 20:50:45 anyway, I'd say it's in, unless attacker can actually be changed to point to something else 20:50:49 -!- lobf has quit [Quit: lobf] 20:50:53 -!- Watball has quit [Quit: Leaving] 20:51:10 <|amethyst> PleasingFungus: err, that can never be done to a pass-by-value pointer 20:51:30 well, I don't have the function prototype in front of me 20:51:39 <|amethyst> bool fight_melee(actor *attacker, actor *defender, bool *did_hit, bool simu) 20:51:40 I don't even know what function you're looking at! 20:51:49 <|amethyst> did_hit is clearly [out] 20:52:07 <|amethyst> but the function can't change where it points because it's pass by value 20:52:34 yeah, I phrased myself poorly 20:53:16 <|amethyst> I guess I'll avoid the issue entirely by not annotating that :) 20:53:31 haha 20:53:42 I'd still say it's [in] but I'm not expressing myself well right now 20:53:43 alas 20:53:51 -!- Aponym has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20:53:55 <|amethyst> I think that makes sense 20:54:25 <|amethyst> I just worry someone will see that and interpret it the other way: "why not make it const then if it really is input-only" 20:54:53 <|amethyst> but I guess if [in] meant the same thing as const it would be pointless 20:55:33 sure 20:55:46 like all documentation, it's about signaling intent 20:56:15 <|amethyst> With the defender I think the argument for [in,out] is stronger, since killing a monster is a lot like *did_hit = false; 20:56:25 <|amethyst> in that it overwrites a lot of the monster's information 20:56:48 <|amethyst> (the attacker can die too though... :/ ) 20:57:28 that's a side-effect, not a return value 20:58:21 <|amethyst> PleasingFungus: so is overwriting the dest in memcpy, yet in the doxygen manual that is annotated with [out] 20:58:52 reaverb: many thanks for c-r-d mail. Will respond tomorrow -- 4am over here, time to pack it. 20:58:56 Can you link? 20:58:59 dpeg: Sure. 20:59:05 PleasingFungus: to what? 20:59:13 <|amethyst> http://www.stack.nl/~dimitri/doxygen/manual/commands.html#cmdparam 20:59:16 thanks 20:59:49 reaverb: I absolutely disagree on Fedhas, of course (managing a finite resource is much more interesting than paying with replenshing piety, imo)... but: tomorrow :) 21:00:11 dpeg: Sure, that's also an option if it's more interesting. 21:00:31 |amethyst: I... would probably label that [in], but it's clear that doxygenfolk disagree with me 21:00:32 new Fedhas: burn a ration to plant something! :) 21:00:37 -!- alefury has quit [] 21:01:10 idk. it's a weird case 21:01:25 it's sort of like a return, in a sense... 21:01:47 <|amethyst> PleasingFungus: I guess "do we dereference and assign to it" is a reasonable criterion for an output (pointer) parameter 21:02:01 <|amethyst> which would make attacker and defender [in] 21:02:05 yes 21:02:13 <|amethyst> it's just that assignment is so funny in C++ 21:02:26 man. if we were writing all of this in erlang, I bet things would be so much clearer 21:02:36 unfortunately, I don't know erlang 21:02:55 https://gist.github.com/ferd/bdc280c3e6f96651b9b8 it looks pretty straightforward 21:03:00 -!- johlstei has joined ##crawl-dev 21:03:19 -!- dpeg has quit [Quit: sleep] 21:03:55 <|amethyst> I always get erlang and eiffel confused 21:04:09 <|amethyst> because of the 'e'... they're not at all similar as languages 21:04:27 I get perl and lisp confused, because one starts with "p" and the other ends with it 21:04:37 lisperl 21:04:44 lrepsil 21:04:48 see? 21:05:04 perlisp 21:07:21 <|amethyst> repl 21:07:34 haskerl? 21:09:03 03|amethyst02 07* 0.15-a0-867-g4a7a1a8: Doxidise a comment. 10(4 minutes ago, 1 file, 10+ 2-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=4a7a1a87864f 21:09:05 so the consensus re: params in doxygen comments, in terms of what we document? 21:09:05 -!- bh has quit [Ping timeout: 240 seconds] 21:09:05 <|amethyst> gammafunk: I think "everything" is reasonable, and leaves no room for "I'm so clever this is obvious to me" 21:09:05 ok, thanks 21:09:05 you can always say "@param foo Obvious." 21:09:05 then it's obvious when you're being smug :) 21:09:15 @param foo If you're reading this you're an idiot 21:09:20 <|amethyst> PleasingFungus: @param foo Left as an exercise for the reader. 21:09:23 yess 21:09:37 @returns Oh my god, how do you even breath? 21:09:45 |amethyst: I like how your reverting the buggy ghost-bones commit also removed the comments I added 21:09:46 +e 21:09:51 that's "breathe" 21:09:53 I need to start working on a new version of that... 21:10:07 SamB: // XXX 21:11:54 -!- Quashie has quit [Max SendQ exceeded] 21:13:19 03|amethyst02 07* 0.15-a0-868-g1b697eb: Spatter rather than splatter blood. 10(69 seconds ago, 2 files, 3+ 3-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=1b697ebc8913 21:13:54 oh, I probably should have warned ages ago, but you don't want to upgrade to gdb 7.6.2-1.1 ... 21:14:10 <|amethyst> oh? 21:14:36 not until libstdc++6 actually has python3-compatible pretty-printers, anyway 21:14:43 <|amethyst> ah 21:14:59 <|amethyst> not an issue on CSZO anyway 21:15:54 <|amethyst> "not an issue" as in, that would involve running a more recent version of debian :) 21:16:10 for some reason doko decided it was a good idea to NMU gdb to switch it over to python3 *before* ensuring that libstdc++'s pretty-printers were compatible with python3 21:16:18 as in, would even parse as python3 21:17:29 -!- Daekdroom has quit [Quit: Saindo] 21:18:46 -!- Lasty1 has joined ##crawl-dev 21:20:01 -!- AtomikKrab has quit [Ping timeout: 258 seconds] 21:21:21 -!- debo has joined ##crawl-dev 21:29:27 BTW: anyone who has hit trouble due to the new gdb should probably hit up snapshot.debian.org and grab the previous release ... 21:33:49 -!- Quashie has quit [Ping timeout: 252 seconds] 21:38:19 -!- Ankalagon has quit [Quit: Page closed] 21:39:01 03SamB02 07* 0.15-a0-869-g3492c09: A python3 fix for our pretty-printers 10(11 minutes ago, 1 file, 4+ 0-) 13http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=3492c09f26c4 21:39:03 quick question 21:39:03 -!- Lprsti99___ has quit [Ping timeout: 245 seconds] 21:39:03 how do I make a perpetual flame cloud generator that never expands out from where it starts 21:39:03 (i.e. 1 square of always there flame0 21:39:04 *) 21:39:23 -!- Keanan has quit [Quit: Leaving.] 21:39:58 <|amethyst> Lightli: size = 1 should do it 21:40:15 <|amethyst> probably want excl_rad = 0 too 21:40:25 set the delay to 1? 21:40:36 <|amethyst> not sure if spread_rate and walk_dist matter there 21:40:56 <|amethyst> hm 21:40:57 should I paste what I have into chat? 21:41:06 or would that be too spammy 21:41:11 -!- rast- has joined ##crawl-dev 21:41:18 <|amethyst> if it's more than about four lines, pastebin it 21:41:29 MARKER: d = lua:fog_machine { cloud_type = "cloud of flame", \ pow_min = 1, pow_max = 1, delay = 1, start_clouds = 1, \ size = 1, spread_rate = 0, excl_rad = 0 } 21:42:21 <|amethyst> I'd increase the power 21:42:33 <|amethyst> if you want it to be perpetual 21:43:33 -!- Lasty1 has quit [Quit: Leaving.] 21:43:53 -!- rast has quit [Ping timeout: 240 seconds] 21:44:06 -!- rast- is now known as rast 21:44:47 powmin 100? 21:45:39 -!- bonghitz has quit [Quit: Leaving...] 21:48:48 -!- Bloax has quit [Quit: Error: Bloax not found] 21:48:53 <|amethyst> I guess? I don't really know the menaing of the number (is it aut?) 21:49:14 probably is fine, it's not like anyone will walk into it unless on purpose 21:49:59 ontoclasm: The current fda and tla player tiles are not very distinguishable 21:50:52 the old dragon armour was kind of silly looking, like it was some weird 80s wizard movie perhaps starring David Bowie 21:51:07 but it had the benefit of being distinguishable from non-dragon-armours 21:51:18 -!- wheals has quit [Quit: Leaving] 21:51:23 perhaps just a different shade of green could help, or maybe some banding? 21:51:39 ice dragon armour also looks a bit like cpa 21:51:41 just to check, if I use two colour: (insert color here), one for the floor and another for a SUBST for another floor, how would that work out 21:51:43 which I've seen confuse people 21:52:02 i.e. would I have two colors of floor in the vault or just one 21:52:10 I'll make a bug report if Idon't hear from onto 21:53:14 This dragon armour reminds me I should try that hides -> −1 armours thing. 21:54:07 what, replace hides with -1 armour? 21:54:22 and thus make PDA somehow even more rare than it already is? 21:55:09 also, is there a list of valid colours anywhere? 21:56:10 Lightli: That would make it more common? 21:56:20 Because all hides would be armours? 21:56:30 oh, you'd combine it with the original armour ooh 21:56:48 I think you'd lose a really flavorful mechanic for no reason 21:57:27 PleasingFungus: I don't think "turn a hide into an armour with MAGIC" is very interesting. 21:57:44 Maybe if there was a crafting subsystem, but there isn't. 21:58:02 I mean, it is the crafting system. it's you taking something useless and turning it into something useful. 21:58:26 it's not very complex or involved. it's just fun. 21:58:38 PleasingFungus: The problem is 99% of the time you can turn it not useless immediately. 21:58:38 -!- ystael has quit [Ping timeout: 276 seconds] 21:58:47 why is that a problem 21:58:52 So it's just an interface oddity it's called something else. 21:59:06 well, no, because there's a very real cost to it 21:59:15 enchant armour doesn't exactly grow on trees 21:59:24 PleasingFungus: That's why they're −1 armours 21:59:32 -1 armour isn't the same as a +0 hide 21:59:35 it's not even close 22:00:23 PleasingFungus: True! But how often do people not further enchant their dragon armours? 22:01:04 <|amethyst> why not just make them +0? 22:01:13 <|amethyst> would the -1 really make a difference? 22:01:18 honestly, no 22:01:23 |amethyst: Well it's an extra point of AC. 22:01:37 and I wanted this to not change balance at all. 22:01:41 <|amethyst> err 22:01:44 uhhhhhh 22:01:48 <|amethyst> You're adding a bunch of points of AC 22:01:53 <|amethyst> how does that not change balance? 22:01:57 having your choice of dragon armours, without having to spend any scrolls, is a big change, yes 22:02:01 -!- jservo has quit [] 22:02:23 PleasingFungus: Ah, so you mean for swaps? 22:02:29 Hmm, didn't consider that. 22:02:46 yeah it's impractical at present because no one wants to spend the ?ea on swap dragon armour 22:02:57 unknown monster: "swap dragon" 22:02:57 <|amethyst> %?? swap dragon 22:03:04 fr: swap dragon 22:03:06 -!- Keanan has joined ##crawl-dev 22:03:19 swap breath 22:03:22 |amethyst: I was running under the assumption that it's rare you only want to put 1 ea scroll into a dragon armour, didn't think about swapping dragon armour out. 22:03:25 causes massive memory shortfalls 22:03:25 swap dragon armour 22:03:32 PleasingFungus: minmay and crate would complain. 22:03:34 and thrashing (horrors) 22:03:46 <|amethyst> reaverb: well, there's also the case where you don't have any ?ea 22:03:47 as another anti-positioning anti-melee enemy 22:03:49 -!- Fhqwhgads_ has quit [Remote host closed the connection] 22:03:50 haha 22:03:57 -!- raskol has quit [Quit: quit] 22:04:23 yeah, debating with crate and dck over why those effects have the right to exist was exhausting 22:04:50 |amethyst: I don't think that case happens enough to be a issue. 22:05:26 Althought maybe I hoard my ea scrolls way to much. 22:05:37 uh 22:06:23 -!- Redz has quit [Ping timeout: 255 seconds] 22:06:33 -!- mong has quit [Client Quit] 22:07:02 -!- DrinkMachine has joined ##crawl-dev 22:07:02 -!- DrinkMachine has quit [Changing host] 22:07:02 -!- DrinkMachine has joined ##crawl-dev 22:07:10 here's the vault, it's a temple map 22:07:11 http://bpaste.net/raw/HIlP2hhwo6ZYUAcF13Vf/ 22:07:58 huh, lots of gods 22:08:08 <|amethyst> Lightli: does cloud_type = "cloud of flame" work? 22:08:24 what's a ( in vaultsese? 22:08:38 amethyst: uh 22:08:39 <|amethyst> PleasingFungus: upstairs 22:08:43 huh 22:08:44 I thought that was { 22:08:48 Yes the dragon armour thing would need more thought, there's probably more efficent ways to work. 22:08:49 <|amethyst> {[( 22:08:59 huh 22:09:05 but not <, of course 22:09:13 not < dear god no 22:09:17 <|amethyst> < is a hatch :) 22:09:24 of course 22:09:39 -!- debo has quit [Ping timeout: 265 seconds] 22:09:49 oh it's just flame oops 22:09:57 Should have < be a hatch iff you put it in red text and a stair iff you put it in grey. 22:10:09 <|amethyst> I don't know if it hurts to use ( instead of { on a level with one upstair 22:10:17 I thought it was "cloud of flame" because that's what the game told me it was when I used x to look at it 22:10:57 Lightli: Test your vaults! Or at least put "not tested" at the top. 22:11:39 k 22:11:52 forgot about that because I hadn't made vaults in a while 22:12:21 before I reupload, what's a better color for grass, green or lightgreen 22:13:09 Lightli: Whatever color grass is in the Lair? 22:13:17 or does console have variety. 22:13:17 oh, regular green then 22:13:29 <|amethyst> you might also want to do some tiles there 22:13:38 ok 22:13:42 <|amethyst> since plain green floor is not going to look like grass in tiles 22:13:46 yeah 22:13:53 if I want to make something like map, int> item_map; 22:14:11 would that allow me to index with a pair having the same values and get the same entry? 22:14:26 -!- Guest72165 is now known as asema 22:14:50 what's the best tile for marble wall/floor? 22:15:14 <|amethyst> gammafunk: should work, yes, since pair has an operator= 22:15:15 -!- jeffro has quit [Read error: Connection reset by peer] 22:15:19 <|amethyst> gammafunk: err, operator< 22:15:27 ah, ok 22:15:35 Lightli: Presumably the marble wall and marble floor tiles. 22:15:45 That are used in Zin vaults and other temples. 22:15:47 Lightli: look at the floor and wall image sheets 22:15:51 thanks 22:16:20 it is kind of hard to look at those sheets to see what you want and then figure out the tile name 22:16:29 you have to go reading the dc*.txt files 22:17:28 -!- TAS-2012v has quit [Read error: Connection reset by peer] 22:17:31 where are those 22:18:39 which? the dc*.txt files are in source/rltiles 22:18:44 oh, thanks 22:20:01 -!- jeffro has joined ##crawl-dev 22:21:28 -!- Redz has joined ##crawl-dev 22:22:18 -!- ussdefiant has joined ##crawl-dev 22:23:35 does "end()" kill the program? 22:24:47 !source end() 22:24:48 Couldn't understand () 22:24:52 !source end 22:24:53 http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/book-data.h;hb=HEAD#l179 22:25:10 not a very useful link 22:25:31 qhttp://bpaste.net/raw/sdqVDo8KW3bQWuh93KD5/ 22:25:32 Pleasingfungus: I'm grepping for a better one. 22:25:37 er 22:25:39 http://bpaste.net/raw/sdqVDo8KW3bQWuh93KD5/ 22:25:39 it is a tricky question to grep 22:25:41 hence, I asked 22:25:42 Is it better now? 22:26:01 PleasingFungus: Does that have any arguments? 22:26:05 about five 22:26:15 four 22:26:16 Lightli: Have you tried it in-game, both console and tiles? 22:26:32 Pleasingfungus: What file is this in. 22:26:34 I tried, but the game didn't boot up, so I think there's a problem 22:26:37 files.cc 22:26:42 is where I see it being called mainl 22:26:44 y 22:27:24 a comment reads " // Die horribly. ", which suggests it does indeed commit suicide 22:27:34 it's that or some kind of insane macro for terminating a function 22:27:35 hrm, when someone has an str change some of their large rocks "fall away" (takes 0 aut, happens automatically), one obscure case is when they happen to have multiple stacks of large rocks 22:27:39 e.g. due to annotation 22:27:45 which stack to I choose? 22:27:58 or how do I choose the stack; just inventory slot order? 22:27:59 The first one 22:28:00 PleasingFungus: It ends the program, it's in stuff.cc 22:28:06 Basil: it could be multiple 22:28:07 of course. stuff.cc 22:28:14 Line 189 22:28:20 but yeah I guess inventory slot order is the only sensible way 22:28:20 !source stuff.cc 189 22:28:21 Bad filename: stuff.cc 189 22:28:21 First stack by inventory order 22:28:22 where else would you look... for stuff 22:28:28 !source 189 stuff.cc 22:28:29 Bad filename: 189 stuff.cc 22:28:36 Basil: yeah I'm saying we might have to drop from multiple stacks as well 22:28:41 but I think the answer is the same 22:28:42 Hmm, I know there is a way to link to a line... 22:28:54 just iterate over the slots in their order 22:29:23 the whole allowing stack things based on annotations 22:29:30 I'm not sure if it's a very good idea 22:29:46 is it useful for anythingin particular? 22:29:58 in nethack it is, since there's all sorts of broken things you can do 22:30:32 reaverb: you wanted !source stuff.cc:189 22:30:35 but it doesn't matter 22:30:55 Pleasingfungus: "For future referance" is the best way to put that :D 22:30:57 Thanks. 22:31:02 haha 22:31:03 sure 22:31:41 we might need to look into removing the ability to make stacks bbased on annotation in the future 22:33:08 and GOT IT 22:33:08 http://bpaste.net/raw/yY1imWdDGmgNYzN078bZ/ 22:33:10 removals: always a thing to get hyped about 22:33:14 <|amethyst> gammafunk: how would you do that? 22:33:24 <|amethyst> gammafunk: merge the inscriptions? 22:33:42 |amethyst: I'm guessing just allow one annotation for items of a given stackable kind? 22:34:04 I don't see a reason to allow it in the first place in crawl, but I might be missing something 22:34:17 <|amethyst> to allow inscriptions? 22:34:30 <|amethyst> or to allow inscribing same things differently? 22:34:40 no, specifically to allow making multiple stacks of a stackable item based on different annotations 22:34:55 now all I need to do is somehow get this into the game 22:35:15 <|amethyst> e.g. I might want an emergency backup stack of HW that I inscribe with !q and the main stack inscribed with @q0 22:35:30 Basil: [04:34:13] MarvinPA * 0.15-a0-340-ge177b76: Don't place water or lava monsters on the outside of layout_cross (2 weeks ago, 1 file, 2+ 1-) http://s-z.org/neil/git/?p=crawl.git;a=commitdiff;h=e177b76e76fa 22:35:34 re backlog stuff 22:35:36 well that's a possible use, I guess, but it doesn't seems like a great one 22:35:42 Nice 22:36:15 <|amethyst> gammafunk: when you say prevent it... 22:36:28 <|amethyst> gammafunk: do you mean change all items of that type to have the same inscription? 22:36:34 yeah, something like that 22:36:50 but it may be problematic based on auto-annotations that occur, I guess? 22:37:32 it's a pretty obscure thing that almost no one every does, to my knowledge (multiple stacks based on different inscriptions) 22:37:38 *ever does 22:37:56 but again I could be wrong about it having no good use; I just can't see any good use 22:38:28 <|amethyst> there's also the question of what do do when a stack of blood decays, but you already had some coagulated blood 22:39:01 right, blood; that's a different kind of stacking, but somewhat similar issue 22:39:19 and never mind the whole "Vp and food" thing connected with chunkless 22:39:32 -!- Blomdor has quit [Quit: Page closed] 22:39:51 -!- lobf has joined ##crawl-dev 22:40:20 <|amethyst> I mean, if I have some blood inscribed !d and some coagulated blood inscribed !q, what happens when the blood coagulates? 22:40:20 <|amethyst> Do I get a stack with !q!d, one with !q, or one with !d 22:40:58 well those examples use inscriptions a player would never really make in practice 22:41:04 I see the technical issue though 22:41:19 <|amethyst> the blood example maybe 22:41:24 -!- bones__ has joined ##crawl-dev 22:41:31 <|amethyst> !q on healing potions is pretty common I think 22:41:42 <|amethyst> I've at least seen several good players using it 22:41:49 yes, but those don't change into another item type 22:42:15 yeah it's not trivial to "remove" this functionality I guess, and I'm not going to touch it now 22:42:48 I'll just be happy with my nested for loops 22:43:06 -!- ToastyP has quit [Quit: ChatZilla 0.9.90.1 [Firefox 29.0.1/20140506152807]] 22:43:32 I only have to: loop over inventory, making map of item type/subtyype pairs with a total count of how many in inventory 22:43:58 -!- bones___ has quit [Ping timeout: 265 seconds] 22:44:19 <|amethyst> what is this for? 22:44:20 and then loop over this map, finding item limit for each type and then looping over inventory again to drop until I have an acceptable number 22:44:41 -!- Pepe has quit [Ping timeout: 240 seconds] 22:44:44 <|amethyst> does more than one kind of item have a limit? 22:44:46 |amethyst: I've made player::item_limit, which returns the limit on the number of items of a given type 22:45:13 |amethyst: yeah I've kept it general to allow that because it's a slight generalization that's clearner and allows other item types to have limits 22:45:19 rather than just special case to large rocks in 10 places 22:45:30 the case for large rocks is just in that method 22:45:30 -!- infiniplex has joined ##crawl-dev 22:46:45 it at least gives us the ability to subsequently place limits on other things at some point 22:47:07 and it's not very complex; just requires some looping 22:47:22 the issue about multiple stacks only pops up when doing the auto-drop 22:47:27 and even that isn't very hard to do 22:48:09 -!- Crehl has quit [Quit: qqqqqqq] 22:48:23 -!- neunon has quit [Ping timeout: 250 seconds] 22:48:48 -!- Quashie has quit [Ping timeout: 265 seconds] 22:49:07 files.cc:2331:57: error: no member named 'to_string' in namespace 'std' 22:49:09 const string g_file_name = gfil_template + std::to_string(i); 22:49:13 hm 22:51:27 oh it's c++11 22:51:29 fuck me 22:53:01 this actually raises the question of which functions I should be callign to drop these items 22:54:55 -!- neunon has joined ##crawl-dev 22:55:42 <|amethyst> gammafunk: probably drop_item 22:55:54 <|amethyst> gammafunk: except it can fail if there's no room for the item 22:56:06 <|amethyst> but any method you use can fail if there's no room for the item 22:56:14 |amethyst: yeah, and I'd want to get one message if e.g. i was dropping multiple stacks? 22:56:37 <|amethyst> oh 22:56:51 <|amethyst> and it sets you.turn_is_over and you.time_taken 22:57:37 <|amethyst> I guess split off that stuff from drop_item 22:57:40 I was going to take what was used in the drop/pickup code 22:58:00 since that would drop multiple stacks in one "set" 22:58:12 but I'll look at that function as well, thanks 22:58:36 <|amethyst> that uses a delay 22:59:04 <|amethyst> which just calls drop_item 22:59:19 -!- demiskeleton has quit [Quit: Leaving] 22:59:23 ug 22:59:36 <|amethyst> d* prints a message for each item 22:59:41 welp, I guess I'll have to generalize drop_item a bit 23:01:07 might just need to add some arguments to drop_item, so it won't be that bad 23:01:07 |amethyst: why am I getting "use of undeclared identifier 'itoa'" 23:01:09 wtf 23:01:48 -!- Lightli has quit [Ping timeout: 240 seconds] 23:01:48 <|amethyst> PleasingFungus: because that's not a standard function 23:01:56 what. 23:02:10 <|amethyst> use sprintf 23:02:31 <|amethyst> or, better, make_stringf so you don't have to do your own allocation 23:02:39 <|amethyst> (the latter being defined in crawl) 23:03:32 <|amethyst> how are you going to be using the string? 23:03:53 -!- CKyle has quit [Quit: CKyle] 23:03:56 using it to call lk_open() in files.cc 23:04:17 ok, compiled. let's see if this works 23:04:25 <|amethyst> not as the whole filename, though, right? 23:04:33 ? 23:04:43 would that be a problem 23:04:57 <|amethyst> how do you tell which level it's for? 23:05:05 <|amethyst> or are you making one directory per level? 23:05:16 -!- Redz has quit [Quit: Leaving.] 23:05:20 <|amethyst> I'm assuming this is for bones stuff 23:05:23 yep 23:05:39 const string gfil_template = _get_bonefile_directory() + _make_ghost_filename() + "_%d"; 23:05:52 make_ghost_filename() includes the level descriptor 23:05:53 <|amethyst> that's bad 23:06:00 <|amethyst> what if the bonefile directory contains a % 23:06:05 oh shit 23:06:12 good catch 23:06:30 <|amethyst> const string filename = make_stringf("%s%s_%d", _get_bonefile_directory(), _make_ghost_filename(), i); 23:07:16 <|amethyst> err 23:07:38 <|amethyst> const string filename = make_stringf("%s%s_%d", _get_bonefile_directory().c_str(), _make_ghost_filename().c_str(), i); 23:08:06 -!- Keanan1 has joined ##crawl-dev 23:08:12 <|amethyst> I guess appending might be simpler to write 23:08:25 currently doing 23:08:31 const string g_file_name = make_stringf("%s%s_%d", bone_dir.c_str(), base_filename.c_str(), i); 23:08:37 -!- Galewind has quit [Quit: Page closed] 23:08:41 where I grab the bonefile dir and ghost filename outside the loop 23:10:07 <|amethyst> hm 23:10:18 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The professional IRC Client :D] 23:10:18 <|amethyst> I think this is a bug in _get_bonefile_directory(): 23:10:22 <|amethyst> if (dir.empty()) 23:10:22 <|amethyst> dir = "."; 23:10:33 -!- Keanan has quit [Ping timeout: 265 seconds] 23:10:35 <|amethyst> no trailing slash 23:11:05 hm. that was in the old function 23:11:14 but you're probably right 23:11:14 <|amethyst> yeah, I'm looking at the current code 23:11:54 -!- wheals has joined ##crawl-dev 23:12:31 <|amethyst> not sure if that can ever happen 23:13:13 <|amethyst> oh, I guess if you set shared_dir = "" 23:14:29 <|amethyst> which would involve strange options to the build 23:16:57 -!- N78291 has quit [Quit: null] 23:20:11 -!- Brannock has quit [Ping timeout: 255 seconds] 23:21:13 -!- Blazinghand|Work has quit [Ping timeout: 245 seconds] 23:22:22 -!- TMTurtle_ has quit [Read error: Connection reset by peer] 23:22:26 -!- Nomi_ has quit [Ping timeout: 252 seconds] 23:23:05 -!- dtsund has quit [Ping timeout: 264 seconds] 23:23:58 !tell ontoclasm nice work on the screenshots page, ood.png (the first "depths" one) still has firefox tabs and stuff visible though 23:23:58 MarvinPA: OK, I'll let ontoclasm know. 23:24:02 -!- Eonwe2 has quit [Read error: Connection reset by peer] 23:24:20 -!- planet_ has quit [Remote host closed the connection] 23:24:57 ugh. trying to test to see if a file exists by first locking it, and then checking file_size() 23:24:59 this does not work 23:25:06 file_size() seems to always return 0 23:25:34 possibly as the result of a silently swallowed error 23:25:46 MarvinPA: hi! 23:25:52 hi 23:26:38 <|amethyst> PleasingFungus: opening a file for write truncates it 23:26:58 -!- Tenda has quit [Quit: Leaving] 23:27:01 what if I open it in r+b mode 23:27:17 <|amethyst> then how will you write to it? 23:27:21 <|amethyst> oh, r+ 23:27:23 yeah 23:27:34 <|amethyst> you'd have to truncate it yourself then 23:27:43 why would I want to truncate it 23:27:56 I don't want to touch it at all if it's non-empty 23:27:58 <|amethyst> oh, you never overwrite 23:28:03 yeah 23:29:07 <|amethyst> hm 23:29:16 <|amethyst> that won't work because of how lk_open works 23:29:27 <|amethyst> in r+b mode it would lock the file for reading 23:29:32 -!- gammafunk has quit [Quit: leaving] 23:29:53 yeah, I see 23:29:54 hm 23:30:05 that seems like in principle it's fixable 23:30:08 <|amethyst> also, lk_open has a race condition :/ 23:31:31 -!- gammafunk has joined ##crawl-dev 23:31:39 What exactly do you (plural) want me to do with layouts? 23:32:00 hrm, not sure what dpeg specifically asked you 23:32:32 Some issues: our current layout weights probbaly need some rework 23:32:43 for e.g. D, Depths, Zot 23:32:54 If dpeg is the same as David Ploog, it was pretty fuzzy. 23:33:05 yes, same 23:33:18 infiniplex: Hello! 23:33:25 and there are a few specific tweaks for layouts that were discussed, but I think Basil (dev team) is going to address some of those 23:33:27 dpeg is the same as David Ploog. 23:33:42 I can go through all the layouts and attempt to standardize the weights, placement etc. 23:33:43 -!- Lightli has joined ##crawl-dev 23:33:46 quick question 23:33:52 infiniplex: your feedback there would be appreciated, yes 23:33:59 Might want to look at this thread: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=12336 23:34:03 also if you see ways to spruce up some of the less good ones 23:34:15 and yeah that tavern thread discusses a few problematic ones 23:34:18 Should I post my vault on mantis or is there some way to get it in without having to put up a mantis post for the sake of one vault 23:34:32 Lightli: it's probably best to just make a bug report still 23:34:36 Did something happen to mumra? I thought he(?) was in charge of layouts 23:34:44 He got real busy with Real Life 23:34:47 infiniplex: He got a new job and is less active now. 23:34:50 ok 23:34:52 <|amethyst> !seen mumra 23:34:52 I last saw mumra at Tue Mar 11 22:10:53 2014 UTC (9w 2d 6h 23m 59s ago) quitting, saying 'Read error: Connection reset by peer'. 23:34:56 so right now Grunt understands the layouts the best, probably 23:35:04 which is why he merged your worked 23:35:04 <|amethyst> (and that was after a long absence) 23:35:18 s/worked/work/ 23:35:35 MarvinPA: thanks for catching that 23:35:35 ontoclasm: You have 1 message. Use !messages to read it. 23:35:37 i'll fix it 23:35:43 i think the main thing was just reducing the weight of a few layouts? dunno if that particularly needs any expertise (but suggested changes to other layouts might, of course) 23:35:59 ??Basil 23:35:59 Basil[1/7]: ?immo explode on death, finisher, prune, shop book ID, disable !mag for VS?, fix VS necromut rotting, make disc of storms not anger Fedhas?, Firestarter fire cloud immunity?, uncap Screaming Sword damage?, remove twisted resurrection?, purple ugly things??, screen flash removal option, singularity?????, unrand steel large rock, poison and gspirit 23:36:01 Do any active devs besides elliptic even know lua? 23:36:02 ??Basil[7 23:36:03 Basil[7/7]: Add more AC description to manual, plane stalker unique with blink oklobs encircling, remove liquid and glass from cross layout 23:36:12 <|amethyst> reaverb: what do you mean by "know" 23:36:17 reaverb: sure, we all do to varying extents, and especially grunt does :p 23:36:36 |amethyst: Hmm, presumably "doesn't need to google like made to do anything significant" 23:36:36 lua is not a complicated language 23:36:50 Althought I have to do that for C++ somethings so I guess it's hazy. 23:36:54 -!- Eonwe2 has quit [Read error: Connection reset by peer] 23:37:00 <|amethyst> reaverb: does keeping the API docs open count as "googling"? :) 23:37:05 yeah, I don't really "know" C++ 23:37:05 I can go through the layouts based on the forum thread and change weights etc. 23:37:07 <|amethyst> s/API/language/ 23:37:10 |amethyst: Yes, proabably. 23:37:11 I'd say |amethyst does though :) 23:37:26 However, I have no real sense of game balance. Just a warning. 23:37:42 infiniplex: well we liked your layouts a lot, so your feedback is helpful 23:37:56 Yes you have great layouts. 23:38:27 An idea I had: Should some obsucre/unsusual layouts be marked unique? e.g. cross 23:38:48 that was mentioned a bit in the thread i think, yeah 23:38:53 infiniplex: Ha, yes that came up. 23:38:55 might be reasonable for cross and octagon 23:39:03 Mainly with octagon. 23:39:11 yeah, I think we agree that neither should be outright removed 23:39:22 even octagon, which might be the least popular 23:39:36 -!- Eonwe2 has quit [Client Quit] 23:39:38 infiniplex: Is there any particualar way you weight differant types of terrain when making your layouts? (By terrain I mean "open" "corridor" "back against a wall") 23:39:48 -!- tabstorm has quit [Ping timeout: 240 seconds] 23:39:56 infiniplex: and by octagon, we don't mean the layout that you recently made, but the "open octagon" 23:40:00 And consider that when making changes? It's ok if there isn't. 23:40:05 I have read the thread. Can I use post counts as a prozy for knowing-what-you-are-talking-about-ness? 23:40:18 uh, heh 23:40:18 <|amethyst> reaverb: were you asking about lua for a particular reason or just curious? 23:40:36 infiniplex: Not really, duvessa and crate know what they're doing, as do blue and orange names. 23:40:54 <|amethyst> well 23:40:54 infiniplex: yeah, you'll find that crate and duvessa have pretty well-reasoned posts, but that doesn't mean you should always listen to them :) 23:40:56 |amethyst: Just the whole ability to change layout things. 23:41:01 <|amethyst> what gammafunk said 23:41:07 -!- eb_ has quit [] 23:41:08 reaverb: So far, I have mostly just had ideas (or found them on devwiki) and let mumra work out the details. I think there is no real standard. 23:41:35 infiniplex: Hmm. 23:41:48 infiniplex: if you do have a bunch of ideas but can't implement them yourself, putting them down somewhere is also helpful 23:42:03 I'd like to take a stab at making/modifying layouts at some point, and Grunt can always work his magic 23:42:11 I'm sure others might as well 23:42:24 The layout_type_??? tags are involved with this are sort of involved with this, but I think they are just used for aults. They also need to be standardized. 23:42:27 -!- eb has joined ##crawl-dev 23:42:31 <|amethyst> reaverb: ah... Lua isn't a barrier to me working on layouts 23:42:37 <|amethyst> reaverb: layouts are :) 23:43:06 reaverb: yeah, the hard part is all the thinking geometrically and placing stuff the right way (at least for me) 23:43:08 |amethyst: I did notice that the layout code is pretty uncommented. 23:43:27 yeah that too, and I don't think we can doxygenize that 23:43:36 with lua there's like a billion functions anyhow 23:44:45 I guess doxygen comments would still be helpful for lua functions 23:44:51 <|amethyst> there is a lua-to-doxygen preprocessor out there 23:44:58 <|amethyst> Doxygen::Lua in CPAN 23:45:03 gammafunk: There is a spot on deviki at dcss:brainstorm:dungeon:layouts#orphan_layouts. I have mostly been held up by waiting for old ones that need a patch to be added or rejected 23:45:05 -!- PepeRC2 has quit [Ping timeout: 252 seconds] 23:45:35 MarvinPA: okay, fixed it 23:45:37 thanks 23:45:51 gammafunk: Start with a simple one of your own. Look at cross and donut in layouts.cc I put documentation for a lot of the devwiki for most of the dungeon building fuunctions 23:46:14 yes, reaverb was pointing that out earlier 23:47:18 infiniplex: the documentation is great, I've thoughten about making layouts in the past too. Orphaned layouts seems to only have one layout on it? (Elf Castle) 23:48:13 the lair ruining code was singled out as quite good, so we could make more use of that, or use it as some inspiration 23:48:35 reaverb: Sorry. I have had more time than ideas. 23:48:50 infiniplex: Heh, it's fine. 23:49:05 Elf castle isn't mine. It has been there (under elf) for as long I have been there. 23:49:12 gammafunk: Run it on the Tomb. 23:49:18 heh 23:49:32 The current branch descriptions are from a discussion mumra and I had. 23:49:32 have to maintain those walls though! 23:51:23 infiniplex: well, if you could take a look at the D/Depths/Zot layout weights and/or suggest any improvements, that alone would be helpful 23:52:10 -!- dtsund has joined ##crawl-dev 23:52:27 We've recently subvaulted tomb and need to maybe make more and get feedback as to how they play 23:52:44 so changing that branch further layout-wise may not be the best thing 23:52:47 What do I do with revised weights? A mantis patch? 23:52:53 yeah, that'd be great 23:52:55 infiniplex: A mantis patch would be fine. 23:53:53 ontoclasm: did you get my message about the similarity in appearence of the player tiles for tla and fda? 23:53:54 infiniplex: A more complex suggestion in that thread which might be good - letting layout_city room overlap with each other/the level boundaries. 23:54:04 |amethyst: I think my ghost change is working! 23:54:04 infiniplex: How feasible would that be? 23:54:12 at least, I'm no longer able to reproduce the 0-byte files / ghost crashes 23:54:30 gammafunk: didn't see that but i guess that's true 23:54:51 ontoclasm: yeah, I'm not sure if it's really necessary to fix: someone mentioned a similar problem with cpa and ida 23:54:57 but I haven't looked at those two 23:55:01 (it was me) 23:55:04 yeah that doesn't really bother me 23:55:05 ah, right 23:55:16 i mean, i guess i could do something but it's not like you're gonna be confused 23:55:32 it's a very brief momentary confusion (when they're on the ground) 23:55:34 There are multiple city layouts. Some are already quite complex. How would you feel about another one with overlapping buildings? 23:55:43 (obviously when they're on your body it's not a thing) 23:55:45 yeah, that weird 80s wizard collar on the dragon armours made them more distinctive 23:55:50 -!- KurzedMetal has quit [Read error: Connection reset by peer] 23:55:51 -!- nonethousand has quit [Quit: Lost terminal] 23:55:54 but it was also fairly ugly 23:55:54 if they're too smiilar on the floor that's a problem 23:56:12 infiniplex: That would be good replacment, I just meant base layout_city . Might be a C++ one now that I think about it. 23:56:36 I tried this for a Pan varient (unfinished) and there are a lot of disconnects, etc. Removing internal walls might fix this. 23:56:44 infiniplex: Hmm. 23:56:58 What exactly do you mean by "internal walls" 23:57:25 layout_city is complex because it does thick walls. ;layout_chaotic_city is simple, but C++. Would a LUA conversion be good? 23:57:25 when the building overlap, the walls that remain inside the merged building? 23:57:38 yes 23:57:49 |amethyst: http://sprunge.us/EbTL check this out 23:58:12 yeah, not sure about when to convert layouts to c++ vs. lua and the tradeoffs 23:58:41 Why is all the layout code becoming lua anyway? Is it better language for them? 23:59:35 I think ultimately it's nice if it's lua, since it gets vault/layout making to a wider audience 23:59:42 don't have to compile crawl to change a layout 23:59:50 LUA doesn't have to be recompiled, so it can be submitted as vaults insteead of patches 23:59:53 infiniplex: I do not think replicating that is urgent, if you want to do it/would prefer a lua version to make some changes, it's great but I wouldn't go the extra mile for it.