01:26:01 i guess i was looking for something with a linear probability 01:26:04 nothing fancy 01:26:23 and then maybe a quadratic one if linear scaling is wrong 01:26:35 but i think linear is what i want 01:36:19 <|amethyst> biased_random2 with n==2 does have linearly decreasing probability, and n==3 quadratically 01:40:52 <|amethyst> there's also isqrt(random2(n*n)) but biased_random2 is easier to tune, since you just change the 2 to a 3 instead of changing isqrt(x) to int(pow(x, 3.0)) 01:54:24 <|amethyst> also, why do we have this isqrt function implemented this way 01:55:08 <|amethyst> surely it would be faster or nearly every platform Crawl supports to use floating-point sqrt 01:55:36 <|amethyst> I guess there's still someone out there with a 486 SX 01:56:38 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-153-g78480df 02:02:24 |amethyst: 486 DX actually, and I don't want to have to use my TURBO button to play crawl, thank you very much 02:13:39 <|amethyst> gammafunk: fortunately, since you have a DX, you have a maths coprocessor, and can probably do sqrt() quicker than that loop 02:52:43 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-153-g78480df 02:56:03 |amethyst: nice, thanks 03:11:48 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-153-g78480df (34) 04:48:05 -!- amalloy is now known as amalloy_ 06:25:55 After I have tiles build, and recompile ASCII build. Why symlink to crawl binary yield error "bad header in precompiled chunk" and "no valid temples"? 06:26:15 Yet running crawl from source dir is fine. 08:43:48 -!- eko is now known as Guest50226 12:39:09 Why "no temples found" error message happen? 13:36:44 -!- amalloy_ is now known as amalloy 16:25:17 bentinata1, symlinks are not smart. crawl computes paths to its des cache from the location of its executable... but if that follows a symlink that is relative, all the paths will be wrong 16:25:43 use an absolute path for the symlink 16:26:14 to make things worse, fi you try to test this in bash, it will look like it is working because bash notices the symlink is relative and fixes up the paths 16:26:40 (but doing it in a different shell, or in a script, will show what's actually happening) 16:27:41 specifically: if you symlink to a directory, ".." from that directory itself and ".." from the symlink will be different 16:29:58 there are other oddities as well. 16:38:05 hm, actully the thing I mentioned specifically would have caused it to work if you had symlinked to the crawl dir. I'd have to see the paths involved including exactly how the symlink was made 16:40:31 i run from a relative symlink all the time. ln -s src/dcss/crawl-ref/source ~/c; (cd ~/c && crawl) 16:41:01 but bentinata said a "symlink to crawl binary" 16:45:22 <|amethyst> yeah, symlink to a directory wouldn't be a problem because all the stuff is at the right place relative to that directory 16:46:46 right I just said that should actually have caused the right thing to happen. I'm not sure what is going on here 16:48:22 <|amethyst> hm 16:50:09 <|amethyst> maybe there is an existing saves/ directory with the des/ directory containing chunks from a really old version of crawl built against a different version of Lua 16:50:17 <|amethyst> that error message isn't from crawl itself 16:51:21 <|amethyst> it appears to be from Lua: luaO_pushfstring(S->L,"%s: %s in precompiled chunk",S->name,why); 16:58:51 <|amethyst> also, I tested, and a link to the crawl binary from somewhere else does work, but uses/creates a morgues/ and saves/ in the directory where the link is 16:59:02 <|amethyst> s/a m/m/ 18:05:27 |amethyst: Thanks for your help, I do have saves dir from older version. Removing that solve the problem. 18:05:49 But it isn't that old, I just update the git repository, and do a rebuild. 18:06:36 <|amethyst> hm 18:06:45 <|amethyst> sounds like the saves/des directory got corrupted then 18:07:25 <|amethyst> which could happen if you started a new version of crawl for the first time, then killed it during the 10-15 second pause when it was compiling the vaults 18:29:27 Is there any ways to run ASCII version from tiles build? 18:32:08 bentinata1: no, the tiles build runs tiles. if you clarify why you would want to have the tiles executable run console, maybe someone can give you a better suggestion 18:43:08 amalloy: I like to play both. ASCII when alone, tiles if sister/mom watching. I had to recompile twice everytime. 18:44:04 Not a hassle though, since compiling is fast. Just my curiosity. 18:44:32 if you set up ccache it will probably speed up switching back and forth between versions 18:44:56 or you could check out two copies of the source code and compile them with different settings but the same saves/ dir 18:45:08 another possibility is webtiles instead of tiles 18:45:18 or play online: i play console and spectate myself in tiles if someone wants to watch 18:45:23 since that way the same executable can do both 18:46:04 for local/single user you don't need to deal with dgl etc., just make sure a compatible python tornado package is installed 18:50:50 Webtiles with second screen would be great idea. 18:51:13 <|amethyst> the webtiles server doesn't work on Windows, though 18:51:30 <|amethyst> not sure how well it works on OS X... it used to not, but I think PF got it working 18:51:38 <|amethyst> FR: bring back PleasingFungus 18:51:58 <|amethyst> and Grunt, and kilobyte 18:52:17 <|amethyst> and DracoOmega and regret-index and ... 18:53:15 I mainly use Arch too, so that's not a problem. If people with Windows want to play, maybe run it inside docker? Or just RPi. 18:53:42 Anyway, thanks guys, 6 AM here, gotta sleep. Bye. 18:53:54 <|amethyst> WS4L might work too 18:54:11 <|amethyst> night (morning?) 18:54:57 <|amethyst> seriously, though, we need to recruit a new super-dev or something 18:55:22 <|amethyst> 0.21 dev is glacial 18:55:45 <|amethyst> (no offence, I'm just as much to blame as anybody) 18:56:56 |amethyst, this is the person who asked about symlinks earlier, I think there's some justification to assume posix 18:57:04 <|amethyst> oh right 18:57:09 <|amethyst> forgot about the symlink thing :) 18:57:38 <|amethyst> Windows does have symlinks, but I guess no one uses them :) 18:57:46 (not complete justification as sometimes certain uses of ntfs reparse points are miscalled symlinks) 18:58:23 hm, or did they add actual symlinks at some point? 18:58:32 <|amethyst> Vista apparently 18:58:33 <|amethyst> https://msdn.microsoft.com/en-us/library/windows/desktop/aa365680(v=vs.85).aspx 18:58:49 <|amethyst> "Symbolic links are designed to aid in migration and application compatibility with UNIX operating systems." 19:29:46 <|amethyst> ls saves/*.cs | wc -l 19:29:49 <|amethyst> 649 19:30:02 <|amethyst> maybe I should clean some of those out 19:32:30 i thought i was badly organised when i got into the double digits 19:32:54 <|amethyst> I want to test something, I can't be bothered finding a relevant save, so I just make a new one 19:33:00 right, same 19:33:12 and my wizmode save files keep becoming non-viable 19:33:24 like that archaeologist game 19:33:26 <|amethyst> I should count how many of these are real saves uploaded to a bug 19:33:39 <|amethyst> certainly not things like "feliddeath.cs" and "ιασι.cs" 19:34:02 on my work computer i just have the one wizmode game and "Hopper, a level 7 Barachi Berserker of Trog", from pre-merge playtesting 19:34:09 <|amethyst> but I also have darkli.cs and demonblade.cs and skillrobin.cs and cerealjynx.cs and ebering.cs and ... 19:34:35 <|amethyst> foodie.cs 19:34:54 <|amethyst> rupaul.cs 19:35:14 <|amethyst> and the ever-popular sdasjdlaskdjalsdkjasldkjasldkj.cs 19:58:38 <|amethyst> huh 19:59:18 <|amethyst> %git 6cbcb2d29 19:59:18 07kilobyte02 * 0.13-a0-3146-g6cbcb2d: Purge obsolete code for quivering weapons. 10(3 years, 10 months ago, 5 files, 23+ 92-) 13https://github.com/crawl/crawl/commit/6cbcb2d290a7 19:59:29 <|amethyst> that was what broke fire_order += returning 20:09:24 -!- amalloy is now known as amalloy_ 20:51:00 @??plant 20:51:01 plant (03P) | Spd: 070 | HD: 10 | HP: 46-64 | AC/EV: 10/0 | 03plant, unbreathing | Res: 13magic(immune), 03poison, 12drown, 13neg+++, 13torm | XP: 0 | Sz: small | Int: brainless. 20:51:11 I still have a save of a barachi with the character name THE USLURPER 20:51:21 on my machine, no idea where I got it from though 20:51:34 @??ogre mage 20:51:34 ogre mage (06O) | Spd: 10 | HD: 10 | HP: 47-63 | AC/EV: 3/7 | Dam: 12 | natural, 10weapons, 10items, 10doors, evil, spellcaster, see invisible | Res: 06magic(80) | XP: 943 | Sp: b.fire (3d18), b.cold (3d18), crystal spear (3d28), haste other, blink / b.lightning (3d17), haste other, slow, paralyse, haste / b.venom (3d15), haste other, confuse, slow, invisibility | Sz: Large | Int: human. 20:59:55 !lm * br.enter=lair current x=avg(xl) 21:01:25 90s limit exceeded: killed !lm * br.enter=lair current x=avg(xl) 21:44:48 !source pop_d 21:44:48 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-pick-data.h#L1 21:45:01 !source pop_entry 21:45:02 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-pick.h#L10 21:46:04 !source random_pick_entry 21:46:05 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/random-pick.h#L21 21:52:31 hellmonk: how do you feel about the difficulty ramp up of D 21:52:43 in regular crawl or hellcrawl 21:52:47 hellcrawl 21:53:00 specifically, I've been feeling floors around D3-D5 are a little easy 21:53:12 yeah, that makes sense 21:53:32 cool, i'll submit a little PR 21:53:36 I can push some uniques back up, I suppose 21:54:14 dont want to overdo it bc you have few resources and diving a floor is a much bigger deal 21:54:51 true 21:55:44 my initial motivation was seeing a giant cockroach on d:6 btw, which I feel is very much chaff by then 21:55:54 but then I got eager and made a few more tweaks 21:56:16 yeah, cutting back some more of the pure filler stuff would also be good 21:57:34 the regular crawl monster picker has even more of that stuff btw, could use some cleanup imo 21:58:27 yeah, but getting a balance change like that into vanilla is beyond my powers 21:58:49 I'll post a thread about it in gdd 22:00:19 lore q (vanilla): how come ice beast isn't immune to poison 22:01:36 why would they be immune to poison? 22:01:54 A terrible creature, formed of snow and crystalline ice 22:02:47 @?ice beast 22:02:47 ice beast (12Y) | Spd: 10 | HD: 5 | HP: 22-32 | AC/EV: 5/10 | Dam: 512(cold:5-14) | amphibious | Res: 06magic(20), 12cold+++, 03poison, 12drown | Vul: 04fire | XP: 130 | Sz: Large | Int: animal. 22:03:05 @?iron golem 22:03:05 iron golem (108) | Spd: 7 | HD: 15 | HP: 115-157 | AC/EV: 15/3 | Dam: 35 | 11non-living, 10doors, unbreathing | Res: 13magic(immune), 04fire+++, 12cold+++, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 807 | Sz: Large | Int: brainless. 22:03:10 they're not non-living 22:04:45 I think their theme is that they're still a living creature 22:06:40 hellmonk: also do you have any desire/plans to change how hellcrawl allows infinite kiting of speed 10 monsters? 22:06:47 immediate plans no, long term plans maybe 22:08:17 CanOfWorms: if you'd like to work on a terrain tile btw, something for either transporters and/or their landing site that doesn't look like palette swap of golubria passage would be cool 22:08:34 alright 22:08:36 only thing is you may have to also adjust the "unvisited" star overlay 22:08:53 which is the same one used for stairs, but just shifted over a bit to place over the transporter 22:08:53 I should probably also update the passage of golubria tile itself as well 22:09:01 oh yeah, that also would be very cool 22:09:05 it's a bit derpy, that tile 22:53:30 i wish des copilation (or whatever it's called) was multithreaded 23:10:19 des copulation