00:00:03 gammafuck: thanks! Um... once I have the code ready for someone else to look at it... do I just submit it via git? RTFD? 00:00:09 Git is fine, yes 00:00:17 GitHub I mean 00:00:42 if you can detect it well enough to stick a hatch in it then you should probably delete all monsters/items/etc. in it and fill it with walls 00:00:42 that's not...my...name.... 00:00:42 hahaha 00:00:42 ;_; 00:00:54 ... :( ... that wasn't intentional... 00:01:05 this is even worse than when twelwe wished me "good luck, gammafuck" 00:01:10 and then I died 00:01:18 this helper app for git called "hub" is nice. push your changes to your own repo, add crawl's repo as a remote named "upstream", then just use "hub pull-request" and magic happens 00:01:45 gilian: no worries, and yeah, like Brannock said a github PR is fine 00:02:17 there are docs in docs/develop/vaults (I think) about vaults making, and a des syntax guide 00:02:47 gammafunk: --- yeah, I read through the vault docs. 00:04:49 ... err some of them, at least. 00:05:10 it's a very cool thing to fix, that issue 00:05:22 we would love to have more intelligent vault placement in our level generation 00:05:22 :) 00:05:32 but that's another issue entirely 00:06:12 well, not entirely, but it's another issue; generating fewer vetoed levels and perhaps better vault placement (in terms of placing vault poorly and making weird areas) 00:06:31 if you get interested in those arcane areas of the codebase 00:06:41 not a lot of people dive into them so much because it's fairly complicated 00:07:06 Well... between Marduk and beginner on level generation... I'm towards beginner; so, I don't expect to be doing any magic. 00:08:53 after Marduk comes cang level generation 00:10:07 From cangband-? 00:10:51 ??cang 00:10:51 cang 00:11:03 @??cang 00:11:03 cang (04Ω) | Spd: c | HD: i | HP: 666 | AC/EV: e/π | Dam: 999 | Res: sanity | XP: ∞ | Int: god | Sz: !!! 00:11:08 I don't even know what the original reference is 00:14:59 Thanks for the help. Have a good one. :) 01:01:51 fr: Marduk 01:31:42 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-909-g1a4ba80 (34) 02:10:25 ok I got a windows user who was willing to try every iteration with me 02:12:08 cross compiling to windows with LTO=y just causes scrolls to sometimes crash the game, it should probably not be done, since no LTO always works fine 02:20:02 I don't use LTO when making the binaries 02:20:18 Unstable branch on crawl.develz.org updated to: 0.20-a0-909-g1a4ba80 (34) 02:20:47 however I think that's because I wasn't able to get it to properly compile 02:22:53 https://mega.nz/#F!FhkVUbTB!OPheb7FXTPMavoGv0_ocnw the "NEW" builds are with LTO off, the other ones are with LTO on, and all four of those crash (at least for the person who tested these for me) 02:24:52 well 02:24:57 * geekosaur not sure he'd want to trust LTO on a cross-compile 02:25:10 if lto does cause windows crashes it may be repeatable with a VM or with wine 02:25:28 maybe with clang, since there isn't much reason a cross-lld would be problematic 02:25:50 wonder if mingw clang exists 02:26:58 or if generally you can cross-compile to windows from clang 02:27:24 in theory it should be easy. no idea if anyone has set it up 02:28:56 (the compiler actually generates LLVM bytecode; the translation to "native" code should be non-problematic. or just compile to LLVM bytecode everywhere and have lld do the cross-generation. this is what LLVM is *for*) 02:31:48 I just try using the flags mentioned in the docs, I have no idea what any of it means :P 02:31:56 bytecode sounds nice though 02:33:31 probably just don't use LTO 02:33:55 I doubt anyone has actually looked at crawl's performance with and without it 02:34:08 but it'd probably only be relevant to any significant degree to server operators 02:34:09 apparently! I thought the answer was don't use SOUND=y, but maybe sound was never a problem and it was LTO this whole time 02:34:12 it's not. at least for llvm; it runs nowhere. it's designed so you can send a compiled program to a random machine of any architecture, and it runs lld on the bytecode to generate optimized native code 02:34:27 which means the bytecode's got to contain a lot of stuff to enable lld to generate optimal native code. 02:34:40 otoh that work has already been done for you :) 02:35:26 I wrote a byte once 02:38:24 (fwiw I did all the mac builds with LTO, and it actually made for visible speedups. but Apple put a lot of work into LTO, at least for Macs. (but it does seem to work fairly well on x86 linux too) 02:39:01 I may have misquoted you then 02:39:10 hat said, I don't think I;ve done a local tiles build that way on linux, just console and webtiles 02:39:17 I thought "it runs nowhere" meant "LTO doesn't do much" 02:39:34 I think he was talking about bytecode 02:39:37 ^ 02:40:03 there are forms of bytecode that are runnable: Java .class files, Erlang .beam files, Python .pyo files, etc. 02:40:34 LLVM bytecode is not designed to be run, it is designed to be converted to native code at the point of use, for supercomputing clusters 02:40:56 New branch created: pull/498 (1 commit) 13https://github.com/crawl/crawl/pull/498 02:40:56 03yrmvgh02 {GitHub} 07https://github.com/crawl/crawl/pull/498 * 0.20-a0-910-g0ec22d7: don't recommend LTO 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0ec22d7c6d90 02:48:16 [skip ci] 02:48:26 in those kinds of commits, if you can remember 02:48:32 somewhere in the commit message 02:48:52 yeah, thought of that after posting, thanks for the reminder though 02:48:54 i'm on it 02:48:58 XD 02:51:19 I tend to forget 02:51:56 I'm not actually sure about LTO, I should look more into it maybe 02:52:12 if there is some bug, it's possibly on our side, and if LTO is uncovering that, all the better 02:52:23 but it maybe be due to mingw badness, or something 02:52:32 yeah, it's tough because, you have to make a windows build to get the crash 02:52:35 windows means no stack trace 02:52:56 well you can get a stack trace if you run it through msys2 02:53:02 I think 02:53:30 main issue is whether it's recreatable 02:53:33 I have a vague recollection that gcc's lto still has stability problms for windows target, whether cross compiling or no 02:53:47 yeah, wouldn't surprise me 02:53:52 may have been fixed at some point (but then you need to find out if the cross-compiling version has the fix!) 02:54:46 s/cross-compiling version/cross-compiler/ 02:57:29 speaking of poor excuses for a segue to a new topic, this little comment here https://github.com/crawl/crawl/blob/master/crawl-ref/source/skill-menu.cc#L534 02:58:03 means that if I have a skill crosstrain non-symmetrically, the menu will display it wrong but the number will actually be correct, right? 02:58:32 Windows builds of master branch on crawl.develz.org updated to: 0.20-a0-909-g1a4ba80 02:58:51 for a little bit, I had every ranged weap xtrain to throwing, but throwing not xtrain back to them 03:00:01 I searched "iterate over the result c++ stackexchange" and couldn't figure out how to make skill-menu show that properly 03:25:51 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-909-g1a4ba80 (34) 03:55:07 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-909-g1a4ba80 04:23:48 -!- amalloy_ is now known as amalloy 05:22:43 -!- amalloy is now known as amalloy_ 06:37:48 |amethyst: tempting but i'm still not over the enum split up 06:39:57 rumflump: try gdrive for downloads 06:40:20 wait what 06:40:43 rather than mega.co.nz 06:40:50 oh for those builds I threw on there 06:40:59 what you got against nz?! 06:40:59 yes 06:41:24 rumflump: https://www.youtube.com/watch?v=7xUYbI64QHI 06:42:16 but that PSA could be lying, as youtube is a wholly-owned subsidiary of g**gl€ !!! 06:42:34 oh this has nothing to do with mega 10:52:02 New branch created: pull/499 (1 commit) 13https://github.com/crawl/crawl/pull/499 10:52:02 03Gregory D. Chereshnev02 07https://github.com/crawl/crawl/pull/499 * 0.20-a0-910-g3410eb0: Invert conditional 10(20 minutes ago, 1 file, 2+ 6-) 13https://github.com/crawl/crawl/commit/3410eb08aa32 11:55:45 !tell Lasty hey! Due to timezone problems it's probably going to be difficult to have a live chat, but if you want to read just one thing, this post is all about the issues that we never managed to agree upon: https://crawl.develz.org/tavern/viewtopic.php?p=309626#p309626 11:55:46 SteelNeuron: OK, I'll let lasty know. 12:06:13 -!- Mayoi is now known as erkin 12:18:05 !tell Lasty I have noticed there is a huge misunderstanding between what people think I wanted the martial attacks to be and what I actually think they should be, and that post is my best effort to try and clarify that, so I'd appreciate if you gave it a careful read. 12:18:06 SteelNeuron: OK, I'll let lasty know. 12:32:05 I would also appreciate if you read it MarvinPA since you made the changes I'm criticising there. 12:40:37 -!- yesno__ is now known as yesno 12:52:06 -!- amalloy_ is now known as amalloy 13:25:34 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-909-g1a4ba80 (34) 14:23:18 "So i am referring to ancestor dude, dancing guy and wujin monks. 14:23:20 So i am referring to ancestor dude, dancing guy and wujin monks. 14:23:41 "So i am referring to ancestor dude, dancing guy and wujin monks." 14:23:47 oh, oops 14:24:41 anyhow I propose these new names for hep, usk, and wu 14:24:44 https://www.reddit.com/r/dcss/comments/60tunv/how_about_these_new_gods/ 14:30:50 could explore_stop_type be converted into a bitfield? 14:44:40 merge hep, usk, and wu into hepuskian council 14:44:56 as you deal damage in combat, an ancestor appears and starts wall jumping to the stairs 16:39:41 !tile tentacled monstrosity 16:39:41 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/mon/aberrations/tentacled_monstrosity.png 16:39:51 command I made to link to the tile image from monster name 16:41:25 * dpeg demands equal treatment: !glyph command :) 16:41:29 +1 gammafunk 16:41:43 tentacled monstrosity (03X) | Spd: 10 | HD: 23 | HP: 96-149 | AC/EV: 5/5 | Dam: 22, 17, 13, 903(constrict) | 05demonic, 10doors, amphibious, evil, see invisible | Res: 06magic(160), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy | XP: 2966 | Sz: Giant | Int: human. 16:41:43 %?? tentacled monstrosity 16:41:47 implemented, dpeg 16:42:10 gammafunk: which gives a link to a web page with the glyph!!! 16:42:26 I thought germans were efficient 16:42:37 prejudice! 16:42:41 link to a url to display an ascii char in irc... 16:42:41 we build good tanks tho 16:42:49 tanks obama 16:49:37 !cmd !glyph .echo http://dev.host/~shmup/crawl/dcss-glyphs.html#$1 16:49:38 Defined command: !glyph => .echo http://dev.host/~shmup/crawl/dcss-glyphs.html#$1 16:49:44 !glyph lich 16:49:44 http://dev.host/~shmup/crawl/dcss-glyphs.html#lich 16:49:56 weeee 16:49:59 dpeg: so let it be 16:50:01 I cannot test (on windows). 16:50:05 but it looks very good :) 16:50:24 what does windows have to do with it? 16:50:29 amalloy: btw, many style points for the "shmup" in there! 16:50:35 dpeg: shmup built it 16:51:00 amalloy: I am using irssi on a git bash, so I cannot click the link, but I cannot copy it linux-style either :( 16:51:05 ah 16:51:07 amalloy: shmup = shoot'em up 16:51:10 dpeg: i know 16:51:16 but shmup is the name of the person who created this page 16:51:20 it was not me 16:51:24 I hope shmup is into shmups! 16:51:29 sorta 16:51:30 shmup: ^? 16:51:39 prob used to be quite a bit more 16:52:13 !glyph sheep 16:52:13 http://dev.host/~shmup/crawl/dcss-glyphs.html#sheep 16:52:16 so rad. 16:52:20 shmup: I was a big fan of second generation shmups (Darius Gaiden, R-Type, Gradius and so on). I hope my kids will relive this :) 16:52:34 ziggurnaut (L6 GhNe) (D:5) 16:53:35 nice dpeg yeah i was sorta late into shmups and when i was playing dragon spirit on `nes`, i didn't know there was a whole genre of those games 16:54:54 shmup: I'm sad that I missed bullet hell games, and stuff like Ikaruga. I guess these are emulated by now? So many good games... 16:55:20 yeah i played a buncha ikaruga but one i really really liked and not sure how i stumbled over is `warning forever`. it's an odd-ball in this arena 16:55:39 also Japanese? 16:55:42 many of the good bullet curtains are just PC games in general though, ala ikaruga 16:55:48 and that 16:56:09 a friend once bought Kamui for me when he went to Japan 16:56:40 * dpeg never understood this 3d nonsense 17:00:41 i use irssi via git bash every day at work (hi right now), links are no problem, dpeg 17:01:07 double click the url, press return so quickly deselect it but upon double clicking its technically _on your clipboard_ 17:01:22 s/so quickly/to quickly 17:01:45 I cannot double click the link. This is a terminal of Mingw on Windows 7. 17:01:53 i misread i think then 17:02:14 it's my wife's machine, should really go linux here, too 17:02:54 this is a .net shop so i do what im told but the linux subsystem on win10 has been kinda fun to play with 17:03:21 ok burger time 17:03:25 dig in! 17:03:33 clean asia was good 17:06:03 people know about clean asia? 17:06:32 I thought it was just me 17:14:47 okay, stomp can injure allies and anger them and there's no prompt 17:14:50 good to know... 17:53:19 03amalloy02 {GitHub} 07* 0.20-a0-910-gb611367: Remove duplicate word in a comment 10(9 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b611367d8c0e 17:54:14 <|amethyst> I wonder how how many word duplications like that we have 17:55:09 we should do a regex pass over the entire source tree 17:55:15 remove any instance of duplicated words 17:55:51 also, amalloy, get good 17:56:02 <|amethyst> If we had had a program like that a few weeks ago... 17:56:04 removes a word and can't even get some millimarvins xD 17:56:11 burnt! 17:56:42 <|amethyst> I think that that would be a great idea 17:57:45 |amethyst: http://www.goodreads.com/quotes/58832-good-item-seven-the-had-had-and-that-that-problem 17:59:35 <|amethyst> amalloy: That's what Prince Said said! 17:59:44 oh snap 17:59:45 lol 18:09:23 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-910-gb611367 (34) 18:20:11 https://www.reddit.com/r/dcss/comments/60x93n/dcss_tiles_without_mouse_commands/ 18:20:41 apparently our tutorial is pushing users to the mouse! 18:20:57 I haven't looked at the tutorial messages and how they list the command keys 18:33:15 !source tutorial1.txt 18:33:16 Can't find tutorial1.txt. 18:33:21 !source dat/descript/tutorial1.txt 18:33:22 Can't find dat/descript/tutorial1.txt. 18:34:03 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/descript/tutorial.txt 18:37:59 and tags in that file look like the problem 18:38:41 most stuff has unconditional text, plus text conditional on localtiles, so tiles players get everything in those cases. a few snippets have text conditional on *not* localtiles, which is what bothers the guy on reddit 18:39:02 gammafunk: 18:39:10 cool 18:39:23 working on something else right now, but maybe I can get to it later 19:02:29 Unstable branch on underhound.eu updated to: 0.20-a0-910-gb611367 (34) 19:12:57 -!- amalloy is now known as amalloy_ 20:41:52 !tell hellmonk can cpo get one-way hellcrawl? I want to play it 20:41:53 alexjurkiewicz: OK, I'll let hellmonk know. 20:41:56 !seen hellmonk 20:41:56 I last saw hellmonk at Wed Mar 22 05:45:37 2017 UTC (18h 56m 19s ago) quitting, saying 'Quit: Page closed'. 21:00:40 one-way hellcrawl 21:01:03 "Going...down!" 21:02:43 I am surprised, the no_stairs monster tag doesn't work for me. (Anymore? I think it used to work at some time.) 21:03:48 My no_stairs big kobold happily uses both portal exit and staircases. 21:06:09 it may need something custom, not sure 21:06:23 there's also the issue of player expectation 21:06:41 perhaps the monster should simply dissapear when the exit is reached? 21:06:48 with a little message or something 21:07:01 I guess you'd have to define "the end of the portal" as an event 21:07:08 yes, can be done, right now I just wonder why it doesn't work :) 21:08:18 syntax.txt has: Sigmund att:friendly no_stairs 21:13:17 another fun fact: friendly orc priests don't smite, those bastards 21:15:33 place D:4 zombie produced an imperial myrmidon zombie -- should that be? 21:16:16 pretty sure that not: it gave 6 XLs 21:18:30 pretty sure I got an early D wolf spider zombie once 21:18:45 zombie generation is weird imo 21:19:28 hellmonk: it's the first time for me to be so grossly off... I can manually define a zombie list, no problem 21:19:45 oh, are you reworking that part of monster gen? 21:20:47 what exactly did you use to make the zombie 21:22:30 hellmonk: no, I am using it for my pet peeve portal vault 21:22:55 minmay: place D:4 zombie 21:22:57 ah 21:23:28 the most mind-boggling thing is that no_stairs reliably won't work, and I believe it did work before 21:23:31 dpeg: "place D:4 zombie" isn't a valid mons spec... 21:24:06 or at least shouldn't be according to debug mode 21:24:17 "place:D:4 zombie" is 21:24:47 minmay: yes, that's why I have. Sorry for typo, 21:28:37 !source mapdef.cc:4033 21:28:38 https://github.com/crawl/crawl/blob/master/crawl-ref/source/mapdef.cc#L4033 21:28:53 so this isn't really related but can someone explain this line 21:31:44 anyway, more tomorrow, I need to make my map definitions tighter for further layouts anyway 21:31:55 double "anyway" :( 21:37:00 alexjurkiewicz: why are you in the acknowledgments for Peter Tyson's O'Reilly DF book? 21:37:52 (it says testers, so I'm assuming you tested the things in the book) 21:38:14 probably should have !telled him. hmm 21:39:53 lol, an oreilly DF book 21:40:09 just going to become out of date in 6 mo 21:54:37 oreilly? what, just like 200 pages of bitching about the liberal slant of DF? 21:54:38 =p 22:08:06 DF is apparently adding procedurally generated magic, but where procedurally generated means something even more elaborate than you might guess 22:29:51 it's a pretty good book and the ebook gets updated about once a year 22:30:18 the basics are pretty consistent. I'm currently dipping my toe back into it 22:31:11 -!- Shard1697_ is now known as Shard1697 22:32:14 shmup chat happened a long while ago but I just wanted to say that Crimzon Clover is one of the few games that I consider 'perfect' 22:32:43 as in, I do not think it could have accomplished its goals any better than it did 22:37:53 as in, I do not think it could have accomplished its goals any better than it did 22:38:12 That's a very generous definition of 'perfect' 22:38:29 Like, Monster Girl Quest and Don't Shit Your Pants probably meet that definition 22:48:37 minmay: be that as it may, I think "perfect within the confines of its genre" is generally understood to mean something different 22:48:37 alexjurkiewicz: You have 1 message. Use !messages to read it. 22:49:04 hellmonk: i'll wait til your go then. I will be a little unavailable over the weekend btw 22:52:42 johnstein: because I am very good at dwarf fortress 22:54:54 have you won dwarf fortress tho 22:55:07 what's your score 23:18:32 j 23:37:31 :wq 23:43:53 gammafunk: i never finished HFS