00:06:41 -!- amalloy_ is now known as amalloy 00:14:28 -!- amalloy is now known as amalloy_ 00:15:53 -!- amalloy_ is now known as amalloy 00:16:51 It's possible to get two ammo gifts from Okawaru in the same action 13https://crawl.develz.org/mantis/view.php?id=11138 by Mattlistener 00:36:47 any idea why console would look like this https://snag.gy/w8f4tb.jpg ? 00:36:52 after a win10 update 00:37:14 (not my machine or game, just wondering if it's come up) 00:39:26 does look like it's having trouble properly rendering those block characters; I assume those aren't # 00:44:38 johnstein: I've noticed that cbro has 0.20 listed as 0.20.0-15 00:44:48 is cbro not updating stable? 00:45:17 %git stone_soup-0.20 00:45:17 07gammafunk02 * 0.20.1-1-g8b1a95d: Fix some typos in the changelog 10(6 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/8b1a95d66d7d 00:45:21 %git stone_soup-0.20~2 00:45:21 07advil02 {gammafunk} * 0.20.0-45-g989a428: Convert a segfault into an ASSERT failure 10(8 days ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/989a428c66d2 00:45:31 about 31 commits behind 01:04:00 Question: In a vault, is there a way to take a bunch of placeholder glyphs (like ABCDE), randomly select only one of the glyphs (say B), substitute it with something else (like a tree), and then turn all the other glyphs into something else (like floor)?)) 01:04:10 kind of like the opposite of SUBST 01:08:54 I think you want NSUBST? 01:09:43 doesn't NSUBST only work with one thing at a time? 01:10:20 like you can't do NSUBST: ABCDE:t / *:. 01:10:24 I don't think 01:12:10 I dunno, I'm confused lol 01:13:42 there's at least one vault using multiple symbols 01:14:17 yeh, there's several. TIAS 01:14:29 :o name of one? 01:15:47 yeah you can use multiple in an NSUBST 01:15:52 !vault nicolae_vaults_network_barrier 01:15:53 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/branches/vaults_rooms_standard.des#L1765 01:15:54 and I think it treats them all like one sysmbol 01:15:56 *symbol 01:16:03 so NSUBST: ABCDE = 1:t / *:w or some such 01:16:15 so one of those become a t, the rest become w 01:16:18 probably not w for the replacement but I didn';t want to use a space 01:16:24 becuase hard to read for an example 01:16:32 but space is likely what you really want 01:16:59 Wander: typically what you're describing is done via SHUFFLE 01:17:13 you simply do e.g. SUBST: A = t, BCDE = . 01:17:22 but before that you do SHUFFLE: ABCDE 01:17:31 hm, let me try some things out 01:17:40 so which symbol becomes the t is randomized from the SHUFFLE 01:17:57 ! I think that's what I want 01:17:59 thanks 01:21:07 gammafunk, I will look 01:22:41 cron job script looks good (which makes sense because updating was working before) 01:24:10 log says no updates since jun 25. could not lock ... dgamelaunch-config/locks/crawl-update.lock 01:24:22 hmmm 01:24:31 ??rebuild 01:24:32 rebuild[1/2]: http://crawl.akrasiac.org/rebuild/ http://underhound.eu:81/rebuild/ http://crawl.berotato.org/crawl/rebuild/ http://crawl.xtahua.com/rebuild/ https://crawl.jorgrun.rocks/rebuild/ Bug |amethyst or Nap.Kin for CDO. Use your powers wisely. 01:31:15 gammafunk, I don't know why the lock file didn't clear up after the last successful build (appears to be june24/25). 01:32:22 I cleared the lock and I'm trying again. 01:40:02 Stable (0.20) branch on crawl.beRotato.org updated to: 0.20.1-1-g8b1a95d 01:47:00 johnstein: cool, thanks 01:47:03 !nick genericusername johnl023 01:47:04 Mapping genericusername => johnl023 01:47:22 thank you for the heads up 01:52:33 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-110-g8e1637b (34) 02:52:10 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-110-g8e1637b 03:03:53 ??plan 03:03:53 plan[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans 03:33:40 !tell hellmonk ice form is the only starting book tmut spell that has another school now, please either add summoning to sticks to snakes or remove ice 03:33:40 checkers: OK, I'll let hellmonk know. 05:04:06 -!- amalloy is now known as amalloy_ 05:21:41 checkers: Is there a new rule about starting book spells other than "not too powerful but ok"? 05:23:33 Nivim: hellcrawl no longer has poison as a spell school or a skill. 05:24:01 So spider form, for example is pure tmut. Same with Alistairs. 05:24:56 So it's some concept of consistency, or perhaps which schools you're not encouraged to branch into? 05:25:32 I think checkers is just teasing him. 05:26:11 (or if you mean why the schools were removed, then the same answer as everything else in hellcrawl) 05:26:21 because hellmonk wanted it that way 09:57:22 !source mlist_index_to_letter 09:57:23 Can't find mlist_index_to_letter. 09:57:25 hm 09:58:40 does that exist?? git grep gives nothing 10:00:07 maybe just vestigial 10:02:55 03advil02 07[header_simplification] * 0.21-a0-113-gd9d4306: Remove some tiles-related ifdefs from state.h 10(61 minutes ago, 2 files, 3+ 6-) 13https://github.com/crawl/crawl/commit/d9d43066f64d 10:02:55 03advil02 07[header_simplification] * 0.21-a0-114-g152c280: Remove an ifdef in message.h 10(53 minutes ago, 2 files, 5+ 4-) 13https://github.com/crawl/crawl/commit/152c28065330 10:02:55 03advil02 07[header_simplification] * 0.21-a0-115-gf2bfa64: Relocate an ifdef'd function from view.h to tiles-build-specific.h 10(13 minutes ago, 8 files, 14+ 6-) 13https://github.com/crawl/crawl/commit/f2bfa64d1e77 10:02:55 03advil02 07[header_simplification] * 0.21-a0-116-ged80c03: Remove an old function definition 10(35 seconds ago, 1 file, 0+ 4-) 13https://github.com/crawl/crawl/commit/ed80c03dcda4 12:02:30 anyone around that help critique some vault changes for a vault i submitted? 13:54:34 !seen lasty 13:54:35 I last saw Lasty at Mon Jul 3 22:12:12 2017 UTC (4d 19h 42m 22s ago) parting ##crawl, saying 'chanpart'. 14:51:44 03advil02 07[header_simplification] * 0.21-a0-117-g59789f0: Another batch of removing/relocating ifdefs from .h files 10(23 minutes ago, 14 files, 41+ 31-) 13https://github.com/crawl/crawl/commit/59789f0ffbf6 14:51:44 03advil02 07[header_simplification] * 0.21-a0-118-g60851c4: Use a different strategy for `flash_monster_colour` 10(2 minutes ago, 6 files, 9+ 13-) 13https://github.com/crawl/crawl/commit/60851c457829 14:55:04 advil: you're the one who merged the "diagonal running" pr, right? 14:55:13 yep, that's me 14:56:14 thanks first of all :) 14:56:39 no problem 14:57:46 in reply to your examples: you were right about the last case being the one I had in mind. I actually tried another strategy first that - I believe - would have solved both other cases as well, but it was the one I considered "too annoying". 14:58:13 I moved a bit through some random levels and it felt like there was no sense in moving diagonally anymore because I would be stopped "everywhere" 14:58:41 I didn't see the first example you gave though, and it's very interesting: 14:58:45 yeah, that makes sense 15:00:25 hi again 15:00:29 I think that kind of case would naturally come up somewhere like shoals, and maybe less so on most other levels 15:00:38 diamond D levels maybe 15:01:09 nevermind, I thought I had found a bug, but it's nothing. I must have overlooked something 15:01:20 hello Wander 15:02:39 kenran: it wasn't clear to me that there's a reasonable solution to that first example that isn't annoying for the other cases; maybe if you track the last few moves? So maybe there's nothing more to be done 15:03:39 yes, thinking about it I came to the same conclusion: I don't think it's possible just from the data that we track right now, because it's always just checking turn to turn 15:04:29 maybe one could make it rc-configurable to use "strict" diagonal shift-running (behaving exactly like the horizontal/vertical running) 15:05:33 that may not be worth the effort 15:05:38 but I guess it might not be worth it; most probably people don't have a problem with how it works 15:06:08 correcting the above: it's possible of course, but not without the mentioned drawbacks 15:09:23 I think I might search mantis for another easy bug to fix :) I encountered one that already had an old ticket, but that looks too difficult for me to recreate I think 15:09:50 sounds good...was the diagonal movement one from mantis? 15:11:50 no, it was something that appeared in one of my games. I looked in mantis but didn't find anything 15:12:12 it might be worth looking there again in case I used bad keywords 15:12:57 -!- amalloy_ is now known as amalloy 15:13:12 I don't see anything...just asking in case I should close an issue 15:14:23 I want to use the sword statue in a vault. It seems to be called "dngn_statue_demonic_bust_3" ingame, but TILE: G = dngn_statue_demonic_bust_3 gives a "bad spec" error. Anyone know what's up? (I also tried other things like dngn_statue_sword, etc)) 15:14:37 you can see the sword mentioned here: https://github.com/crawl/crawl/blob/master/crawl-ref/source/rltiles/dc-feat.txt#L161 15:15:07 Wander: no idea if that helps, but I've had one case where I needed to omit the dngn_ prefix 15:15:27 ooh, lemme try 15:20:25 "statue_sword", "statue_demonic_bust_3", "demonic_bust_3", "statue_demonic_bust_sword", and "demonic_bust_sword" all error out as well 15:20:30 unfortunately 15:22:16 Btw, I found out it's called "dngn_statue_demonic_bust_3" by finding one ingame, entering wizmode, and mousing over it to bring up its info 15:22:32 weird that it doesn't work 15:31:16 Wander: I'm still not sure how to really use the dc-* files to get exactly what I want. I'm interested in your case as well. it might be that it's because the sword doesn't have its own %syn line? 15:33:59 yeah, maybe 15:34:24 although I don't know what that %syn actually is (not a programmer) 15:34:43 but the sugmund statue doesn't work either, for example 15:34:57 looked to me like it just declared a synonym 15:34:58 it's dngn_statue_demonic_bust_4 ingame 15:35:07 sigmund* 15:35:16 I don't know either, but from my guts (might be totally wrong) I'd say that at the top of this block (statue_dwarf DNGN_GRANITE_STATUE) it starts the possible statues, with different weights 15:35:19 I am suspecting that those statues are only accessible as part of a group 15:35:29 and that the %syn lines define synonyms so you can get those looks directly 15:35:40 ^ more or less 15:35:47 hmm 15:41:52 I think it's dngn_statue_demonic_bust_3 because it's the third one after the one with an explicit name of dngn_statue_demonic_bust 15:42:40 yes I think so too; but if it's possible to use that in a .des, I would like to know how :) 15:42:41 you should try just adding one of those syn lines after the statue file name, and before the weight line 15:43:12 it's probably better to name it in case someone later inserts things into dc-feat.txt 15:43:48 I guess you might need to have the capability of building rltiles though 15:44:17 I just tried what advil said (took a while since I had to fully recompile for some reason) 15:44:22 it works indeed 15:46:41 <|amethyst> hm 15:46:46 because it turns into, among other things, #defines for the tile code 15:46:50 I think 15:48:59 in master rltiles/tiledef-dngn.h is included in tilesdl.h which is included in tiles.h which is included in AppHdr.h which is included in everything 15:49:17 coincidentally, this is exactly what my current branch is aiming to refactor :) 15:49:39 sounds right 15:50:08 oh, so tiles.h is even included when doing a console build? 15:50:15 <|amethyst> hmm 15:50:35 no, but because it's ifedf'd, AppHdr.h changes for everything when you switch to console 15:50:36 <|amethyst> Does adding the %syn to that feature mark the end of DNGN_STATUE_DEMONIC_BUST ? 15:51:16 <|amethyst> as in, will that cause things that ask for TILE: dngn_statue_demonic_bust to no longer pick the sigmund tile? 15:51:27 if you're just building console I don't think the rltiles stuff impacts anything, it's switching back and forth that's the worst 15:51:48 I actually don't think dngn_statue_demonic_bust did include anything besides the actual demonic bust 15:51:49 |amethyst: I was wondering that too, but the sword one doesn't make a lot of sense if you're asking for a demon bust in any case 15:51:54 <|amethyst> hm 15:52:04 I've placed 6 of them and Ctrl+R a couple of times 15:52:20 I think the %syn actually only affects the statue above, even though the ones below are named accordingly 15:52:29 <|amethyst> so I guess the tile name showing up like that is spurious, and really it should be dngn_granite_statue_50 or something 15:52:34 yes 15:52:41 kenran, that was how I understood it, yes 15:53:43 <|amethyst> btw, ancient_hero and ancient_evil are hilarious 15:54:11 yes, I've placed ancient hero just now and had a laugh :) have to check out _evil 15:56:26 *snrk* 15:56:43 I wonder why it doesn't just auto-name everything in there 15:59:57 pro tip: separate checkouts for tiles vs. console. I did my Mac stuff that way (don't bother for linux, I don't build local tiles there) 16:00:46 also I kinda miss shape although it failed often enough that it's probably for the best. (make with caching by configuration) 16:01:32 I end up needing to switch back and forth for testing too much, for a lot of things 16:02:18 if I'd had to do that enough, I would have automated the shipping of patches between them and maybe also synchronization of checkouts 16:02:33 now that I've got ccache really working it's all pretty fast though 16:02:49 <|amethyst> we really need to support a separate build directory 16:03:14 <|amethyst> well, "really need" might be a bit much 16:03:19 <|amethyst> it would sure be nice 16:04:51 that would be quite nice 16:09:08 personally I'm a bit afraid of messing with the build infrastructure though 16:10:20 speaking of which, the msvc and xcode build things are not maintained, right? 16:11:02 i think at least one of them is. check git log though 16:13:34 <|amethyst> xcode isn't 16:14:00 <|amethyst> MSVC is, kind of, but hasn't been used in a year or two, so no idea if it works 16:15:06 hm, they both seem to get updated a few times a year or so 16:15:31 every so often someone tries to use one of them and it gets updated as a result 16:18:14 just wondering whether I should try to fix them for this branch I'm working on, but maybe I won't 16:18:46 <|amethyst> when someone adds or renames a file, I have tried to keep the vcxproj up to date 16:19:05 <|amethyst> not the Xcode project though, because I have no idea how to do that without Xcode 16:19:21 in principle I could try to get the xcode one to work, but I have no idea how to use xcode 16:19:25 it's kinda not worth trying because the file format changes at the drop of a hat 16:19:37 although I guess vcproj does that also 16:20:15 <|amethyst> the problem is that the xcode project uses these numeric references for files 16:20:21 <|amethyst> and I have no idea how to generate them 16:20:35 <|amethyst> the vcxproj can at least be hand-edited 16:21:17 do you just edit crawl.vcxproj.filters and crawl.vcxproj? 16:22:30 <|amethyst> I haven't bothered with the .filters most of the time, so it's fairly out of date 16:23:21 <|amethyst> hm, it's also missing a few carriage returns 16:25:44 any good dev memes in here? 16:28:42 great job me: enable ccache, make clean, make TILES, make console, then realize that I'm still in an older terminal that hasn't got the updated PATH yet >< 16:30:45 heh. if I used ccache I'd probably add an indicator to the horror I use for prompt foo 16:32:38 geekosaur's prompt is an array of fields 16:33:12 oh, it's much worse than that :) https://github.com/geekosaur/dotty/blob/master/.prompt.pl 16:34:18 dang 16:38:36 03advil02 07[header_simplification] * 0.21-a0-119-gcbf361d: An attempt to update the MSVC project 10(45 seconds ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/cbf361d3b181 16:47:54 -!- amalloy is now known as amalloy_ 17:07:42 question, if i have an update to this vault i submitted, do you want me to just make another patch and attach to the issue? 17:07:46 https://crawl.develz.org/mantis/view.php?id=11061 17:12:45 Palyth: yeah, just make a new patch and attach the file and make a note 17:13:13 you can have something like _version2 in the filename, but if you make a note in the bug referring to the new file you uploaded, that will make things clear 17:14:01 gammafunk: transporter vault idea: pac-man 17:15:06 well what are the pellets 17:15:26 we should add a new feature that you can step on to get a short one-time buff 17:15:49 <|amethyst> quad damage 17:16:54 <|amethyst> make them non-pickup-able like corpses, but still evocable from the floor 17:16:57 YOU CRUSH BLINKY LIKE A GRAPE!!!!! 17:18:09 the pellets can be single gold pieces 17:19:07 that only works if you worship gozag; the goal is to simulate classic arcade games in crawl 17:19:18 we need a vault that implementes a working Burger Time, stuff like that 17:19:23 *implements 17:20:18 I mean the regular pellts 17:20:40 not sure what to do for the power pellets, quad damage is the most appropriate but also the silliest 17:21:01 oh that's right, I forgot that the normal pellets do nothing in pacman 17:21:46 I'm not getting any real work done today so I guess I'll probably go ahead and implement this joke 17:48:47 okay here's this stupid thing https://pastebin.com/KMJPNW9G 18:30:00 -!- amalloy_ is now known as amalloy 19:16:29 -!- tat_ is now known as Guest80495 19:28:01 nice vault 20:27:59 what does no_pickup mean in vaultese? 20:29:10 monsters can't pick the item up 20:30:56 ah ok. hmm. what is the general convention on when to use that? 20:31:11 seems like it's not used much in elf:$ 20:31:21 which kinda makes sense 20:39:41 the convention is "the item's position is aesthetically important" 20:41:02 so for example the guarded_unrand vaults have no_pickup on the unrand because they want the mace of variability to be found in the middle of the xom altars and fountains and chaos spawn, not in some orc's inventory 20:43:41 "Your unstable footing causes you to fumble your attack." 20:43:50 Tihs shouldn't be true in tree form 20:44:11 Your unstable rooting 20:44:36 get it? 20:44:40 yeah 20:44:44 heh 20:44:53 btw, it would be good to implement this joke 20:45:29 At least it could make it clear why tree can miss standing on liquified ground. 20:49:32 ??shallow_water 20:49:32 shallow water[1/2]: Waist-deep pools of water. Moving through this stuff is gonna be really slow! All but Ogre, Troll, Centaur, Gray draconian, Naga, Merfolk, or Octopode players in shallow water will fumble their attack 4-out-of-DEX times, and 20% of the time regardless as well. Monsters will fumble their attack 1/4 of the time. 20:49:49 probably we could just make the player large in tree form 20:50:18 some trees can get pretty big, after all 20:52:20 I thought trees were already large, which was a factor in a bug that let you wield a GSC as a spriggan 20:53:16 they may be, it's possible the fumbling is conditioned on specific species 20:53:16 Trees don't miss in water 20:53:43 they miss on liquified ground 20:53:47 oh 20:54:22 if I get it right there is no conditions when one can't miss standing there 20:55:29 Bonus from skill manuals is in red. 13https://crawl.develz.org/mantis/view.php?id=11139 by MakMorn 22:09:15 I'd like to share an "epic bug" from my own game project 23:14:56 no takers eh 23:18:44 ??epic bugs 23:18:45 epic bugs[1/28]: if (you.religion = GOD_XOM) 23:20:54 http://familyfoodandtravel.com/wp-content/uploads/2013/08/epic_activitysheet_insect_experiment-JPG.jpg 23:34:56 nice. got levdes syntax working on msys2. it's such an odd system, that msys2 23:44:09 alright here goes 23:44:44 in luajit, a lot of Lua standard library functions are builtin to the VM to be as fast as possible, instead of being real Lua functions 23:45:07 one of these is math.floor(x), which just gives you x rounded down 23:45:44 this is true even if you don't actually pass an x, in which case "x" is a might-as-well-be-random chunk of memory 23:46:27 result: the player's attacks were hitting for 8.6548638537281*10^189 damage 23:46:52 (and similarly large numbers) 23:47:30 didn't we have something like that at one point? not for player attacks, but I think plusses on something because of buggy save compat or w/e 23:52:21 i remember the +100 rings of foo 23:54:31 sadly those were just bytes 23:55:03 if you can reasonably express it without using an exponent, can it even count as a bug?