00:20:19 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-81-g7478db5 (34) 00:36:39 -!- rchandra is now known as rc_zzz 00:44:27 Stable (0.21) branch on CRAWL.XTAHUA.COM updated to: 0.21.0-22-g11d5b52 01:25:12 -!- amalloy_ is now known as amalloy 03:20:01 Stable (0.21) branch on crawl.beRotato.org updated to: 0.21.0-22-g11d5b52 03:28:51 Unstable branch on crawl.beRotato.org updated to: 0.22-a0-81-g7478db5 (34) 03:32:45 I was thinking of making autotravel, xlvl travel, and maybe shift-dir continue with monsters in los until a new monster appears, or health drops too low 03:33:20 Would that be reasonably straightforward to implement? And/or a good idea 03:43:35 -!- amalloy is now known as amalloy_ 05:48:20 ??plan 05:48:20 plan[1/2]: https://github.com/crawl/crawl/wiki/0.21-Development-and-Release-Plan 09:11:15 -!- Huene is now known as Huene` 09:11:37 aidanh: something like that has been requested for a while for autotravel but I don't think just making it work normally when activated with monsters in los is what I'd do, because accidental keypresses 09:11:54 right now crawl has the principle that no repeated actions work with monsters in LOS 09:12:13 (well, manually repeated ones might) 09:12:43 I don't think shift-travel should be changed, because the point of it for most players is exactly its current behavior 09:13:51 autotravel would be useful on the orb run if it at least indicated the pathing. I've seen two ideas discussed that might be viable: (i) take a single step when activated with monsters in LOS, and (ii) just show the path (with footsteps in tiles) 09:14:56 IIRC there were some devs that didn't like (i), but I don't remember who 09:16:30 (actually what would be super neat is if you could activate a GPS-like pathing display that persisted but recalculated when you moved off of it) 09:18:05 hm, well... yeah, that principle makes sense 09:18:45 do you have some use cases for this in mind? 09:18:47 I was thinking less about the orb run (which could benefit from this sort of change, but is an edgecase in terms of play time) and more about automating things like fleeing upstairs from a stronger enemy 09:19:08 ah 09:20:23 I think that's not generally safe to fully automate, because it's not deterministic (so the automated version would always be more risky than taking it step by step) 09:21:01 while fleeing, many things could happen, energy randomization puts the monster next to you, the monster does a ranged attack, the monster summons, more dangerous monsters come in los 09:21:32 yes, which is why you'd stop auto-flee at a certain hp % 09:21:44 I think many players would turn that off :) 09:21:59 and stop it if a monster appeared in LOS, etc 09:22:11 maybe 09:22:39 turn that off = disable the automation 09:22:43 just an idea really: showing the autotravel path could be an improvement as well 09:23:19 yeah, I think there are ways to do it, but I'm just not sure about full automation of fleeing 09:23:34 crawl tracks the last destination, so you could show the trail whenever that has a location 09:24:06 alright, I'll shelve the idea of auto-flee for now 09:24:08 yeah, that would be potentially very good 09:24:26 what about auto-tab? 09:24:26 showing the trail 09:24:32 repeat tab until hp < x% or a new monster appears in los 09:25:25 well, might not want a dedicated key for that, as it does violate the no-repeats-with-monsters-in-los principle 09:25:41 for the hp < % part you can already get that just by holding down tab 09:26:13 hm well, holding down tab is already kind of risky because of new enemies appearing 09:26:20 so maybe that would be a good tab-interruption condition? 09:27:12 -!- Euph0ria is now known as EuphOria 09:27:53 in the same vein, holding down direction keys could be modified... but I think this is not a new idea 09:28:03 maybe...I think tab is already viewed as somewhat risky (that's why common advice to new players is to set their autofight stop to 75% or something) 09:30:29 I guess the standard approach to this currently might be to have a very inclusive set of force_more messages (which will interrupt tab as well) 09:31:22 is it possible to force_more when an extremely dangerous monster appears? 09:31:27 good question 09:32:18 I'm not sure, the rc examples I've seen tend to list individual specific monsters, especially ones that are always extremely dangerous 09:33:16 related, I was considering changing the danger rating to allow incorporating potential damage as described in the xv screen 09:33:55 -!- EuphOria is now known as Euph0ria 09:33:55 as far as I know force_more works on regexps from the messages so probably not 09:37:57 I would probably use force_more_danger = red (or whatever) if it existed, on some chars 09:38:28 perhaps possible with Lua? I haven't really looked at the APIs too much though 09:38:51 yeah, it is most likely possible, no idea how easy it would be 09:39:45 probably pretty straight-forward if you can hook monster appearances; after that it's just `if mon.toughness > foo then force_more(...) end` 09:40:36 gammafunk's has a fiarly compact (~20 line thing) that gets a lot of dangerous stuff just with regexps: https://github.com/gammafunk/dcss-rc/blob/master/gammafunk.rc#L460 09:40:39 *fairly 09:41:45 there aren't really hooks like that as such but you can write them 09:42:14 isn't there some dungeon event pub-sub thing? 09:43:08 basically, lua ready() is called every turn the player has control 09:43:25 I've seen crawlrc stuff like that, and it always feels very brittle 09:44:43 oh, it might have been dlua I was thinking of, with the portal timer lua 09:45:37 if you want to get a sense for what clua can do, have a look at elliptic's qw: https://github.com/elliptic/qw/blob/master/qw.rc 09:45:59 I don't really maintain anything like this so I don't have a sense for how brittle it is in practice 09:47:14 I think scripts like that do require a certain amount of attention to gameplay changes to stay current, though 09:50:55 the other two main clua packages (I think) are gammafunk's that I was linking above, and HilariousDeathArtist (https://github.com/HilariousDeathArtist/DCSSConfigFile) 09:51:55 the latter I don't think gets updated so much these days, but a lot of players use parts of it 09:54:34 yeah I've seen things like qw.rc before, very neat 09:55:08 I haven't really looked at what clua can do before, so I'll check these out; thanks 10:05:49 question: do runes auto pick up when enemies are around? i could have sworn that they do 10:05:49 espais: You have 1 message. Use !messages to read it. 10:05:52 !messages 10:05:52 (1/1) Huene` said (1d 11m ago): it's running now but still a work in progress 10:06:46 yeah thanks for your help in the process 10:07:07 :) 10:07:20 the base game is up and running now only other thing I want to do is setup sequell in my own channel to pull game data specific to us for cerebot but beyond that, I'm in a good place 10:07:31 i setup a private server with the intent of doing a lot of botting on it for some research and have just...ended up playing a lot of crawl on it 10:07:40 yea i have yet to do that as well 10:07:49 i'm running beem on a raspberry pi though, so that's fun 10:07:58 oh awesome, crawl in your pocket hehe 10:08:11 basically 10:08:20 it was a firewall thing...the server i'm running my instance on blocks IRC 10:08:54 that's one thing I've been very fortunate on our server doesn't limit you, I have yet to find something I can't do with it 10:10:17 and after years of avoiding it I finally learned how to work with git patches, something I put off for way way too long, I always thought they were much more complicated than they are 10:10:51 nice 10:10:58 yea i haven't really played too much with them other than to apply them 10:11:35 that's all I've done, but it's still a huge step for someone who was afraid to touch it, git always intimidated me 10:12:03 I knew how to checkout that's about it 10:12:46 ah 10:13:05 i came from more of an SVN background so git is still icky to me :) 10:16:24 espais: no, they don't 10:24:18 aidanh: that explains why i'm missing an abyss rune then 10:24:25 for some reason i thought they auto-picked up regardless of enemies 10:28:46 will a weapon of speed increase my casting speed as well? 10:38:31 oof, that sucks 11:08:11 just out of curiosity are gloves and boots picked up by default on any race/background? 11:12:03 autopickup doesn't handle armour 11:12:21 for things that can be autopickup'd, hit \ 11:16:04 yeah, I always thought that was pretty weird 11:20:56 though I guess weapon/armour requirements are fiddly enough that there's not much utility in an all-or-nothing toggle 11:24:58 weird, completely disconnected pair of up/down stairs on U:2-U:3 11:26:09 it might be between two vaults that generate isolated stairs? 11:26:25 there's an S vault on U:3 and that one with disconnected rectangles on U:2, and I *think* I'm missing a part of each if I remember the vaults right 11:29:16 i have some custom lua that picks up aux armour you don't have, or ego items in slots you do 11:29:25 i think it's somewhere in the repo itself, but not used by default 11:48:23 !learn add advil_todo what is up with the U2-U3 stairs in http://crawl.beRotato.org/crawl/saves/advil-crawl-0.21-180118-1647.tar.bz2 11:48:23 advil todo[2/2]: what is up with the U2-U3 stairs in http://crawl.beRotato.org/crawl/saves/advil-crawl-0.21-180118-1647.tar.bz2 12:09:30 -!- amalloy_ is now known as amalloy 12:17:43 Stable (0.21) branch on crawl.akrasiac.org updated to: 0.21.0-22-g11d5b52 12:19:09 Stable (0.21) branch on underhound.eu updated to: 0.21.0-22-g11d5b5247c 12:19:51 ha, that's a good map, advil 12:20:29 in the save? 12:20:32 yeah 12:20:55 I haven't looked yet, still playing 12:21:16 is it what I thought? 12:21:47 on U:2 there are two vaults reachable only from a down-stair from U:3, and on U:3 there are two vaults reachable only via stairs (one < and one >) 12:21:58 the < vault on U:3 lines up with one of the > vaults on U:2 12:22:06 heh 12:22:21 all that loot :-( 12:22:41 !vault minmay_isolated_rectangles_in_corner 12:22:42 or whatever 12:22:42 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/large_abstract.des#L674 12:22:54 there's probably a book with statue form too 12:22:59 !vault minmay_nested_s 12:23:00 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/large_abstract.des#L827 12:23:19 advil: yeah actually, the orb of zot is in one of them, who would have guessed. if only you could get in, you'd win 12:23:26 haha 12:23:40 btw do you really think it is viable to kill trj on this character? 12:23:50 I don't have a lot of experience with trj except with overwhelming firepower 12:23:58 ahhh, finally ascended a SpEn 12:24:04 couldn't have done it without your guide elliptic :D 12:24:24 trj is kinda a pushover imo, if you lure her to the corridor and buff a lot 12:26:11 but it's easy for me to say that, it's not my character 12:26:49 heh 12:26:56 I'm once again at 0 lives 12:27:10 it's making me super cautious 12:28:01 question, as somebody who plays mainly online, is the glitch with monsters showing up as wall sprites in abyss a known issue? 12:31:23 i forgot to screencap, but i kept seeing wall glyphs show up as random monsters that i saw without a monster in sight 12:32:46 eh, i'm seeing a lot of bug reports in mantis about the abyss mapping, so i'm guessing there's a lot of issues there 12:34:36 works perfectly in console, is all i know 12:34:58 must be a webtiles thing then 12:36:41 Unstable branch on crawl.akrasiac.org updated to: 0.22-a0-81-g7478db5 (34) 12:38:51 advil: oh btw, for the ui-overhaul branch, any other feedback apart than the menu suggestions? 12:39:31 the stuff I looked it looked good, but I doubt I was very comprehensive...mostly just wanted to double check that there were no immediate os x issues 12:40:31 fair enough 12:41:17 I hacked the menu to use one column if possible, and it's probably an improvement, but the flush left menu looks pretty out of place now 12:43:34 -!- Snuva is now known as surr 12:52:08 that was the previous behavior, I think 12:52:11 at least for inventory 12:52:35 for the inventory menu in particular the size grows pretty naturally so I don't think it'll be that jarring 12:59:05 right, the only time it'd visibly unwrap is when you're enlarging the window or dropping items 13:02:12 for the two-col menus, I was mostly concerned about it affecting the speed of scanning item hotkeys 13:16:42 gammafunk, is there a way to disable a specific command in cerebot? I have another bot handling it 13:17:27 I mean before I recompile 13:26:22 er delve into the code I mean, do you have an option already for that? 13:34:48 -!- Huene` is now known as Huene 13:35:02 -!- Huene is now known as Huene` 14:24:31 Huene`: is it sequell command or actually a cerebot command? 14:26:07 Alt + F4 hangs application instead of closing 13https://crawl.develz.org/mantis/view.php?id=11353 by golthoon 14:28:54 why can't windows just not have bugs 14:30:23 well, I can replicate that one 14:33:43 alt+f4 sounds familiar as some kind of windows command 14:36:59 uhhh.. does mouse_control actually do anything on webtiles? or is this just a classic crawl code decoy 14:37:45 it lets you move around by clicking 14:37:59 gammafunk, close window 14:38:00 I think he means the mouse_control object 14:38:16 which is some RAII thing 14:38:48 I think it is supposed to though 14:38:54 yep, the object 14:39:54 I think alt+f4 should be sending SDL_QUIT, which seems to work fine on os x 14:40:56 grepping showed only one match, which is for doing some UI wrangling when a new command comes in 14:41:25 so I figured the whole thing was accumulated rot, but maybe someone knows more than I do? 14:44:00 every time I try to remove one of those things it turns out to be doing something in like one case 14:45:01 yeah, that sums up my experiences refactoring the menu code 14:46:32 ahh, close window, yeah 14:50:18 aidanh: how can you tell which usages of mouse_control are relevant to webtiles? 14:51:03 amalloy: grep -r mouse_mode webserver/ 14:53:10 oh, and by looking at handle_set_input_mode(), which is what receives the mouse_mode messages 14:54:03 sorry, you asked about mouse_control, but seem to now be talking about mouse_mode 14:54:12 i'm not sure i follow what you're trying to track down 14:54:42 does setting mouse_control's mode pass a mouse_mode message to the client? 14:55:57 yep; mouse_control is an RAII object that temporarily sets mouse_mode to a particular value for its lifetime 14:58:17 hmm.. seems to be mostly used for blocking mouse events in local tiles 14:59:20 -!- Snuva is now known as surr 15:00:27 aidanh: for blocking them? it looked to me more like for redefining them 15:01:04 like, when you have a --more-- prompt, the mouse is set to the mode "left click acknowledges the MORE, instead of interacting with buttons in the usual way" 15:02:52 that makes sense 15:04:39 still not sure about the webtiles use, but that at least seems reasonable 15:05:57 separately, does wall jump still lack an ability tile? 15:09:49 %git 15:09:49 07advil02 * 0.22-a0-81-g7478db5: Ensure that _getch_mul returns a non-empty keyseq (aidanh) 10(6 days ago, 2 files, 5+ 8-) 13https://github.com/crawl/crawl/commit/7478db5620e4 15:09:54 er 15:10:06 %git 2dbd2a41df8c77fdb0051d772daf94029f966c2e 15:10:06 07kilobyte02 * 0.14-a0-1088-g2dbd2a4: Allow graceful shutdown rather than a forced save (tiles, Android). 10(4 years, 3 months ago, 1 file, 7+ 14-) 13https://github.com/crawl/crawl/commit/2dbd2a41df8c 15:10:19 "Also, this will end in an infinite loop if some code keeps asking for input even though seen_hups is set" 15:10:23 1kb foresaw this bug 15:11:59 I'm pretty sure what's happening is that because of changes to modified keys in sdl2, alt+f4 generates multiple key events, and crawl gets SDL_QUIT first and sets seen_hups, but kbhit keeps returning true so it loops in getch 15:12:02 pretty sure 1kb *saw* that bug 15:12:08 including versions on unix console 15:16:01 aidanh: probably, isn't the tile actually in the class that describes the set of abilities? 15:16:11 maybe they don't have such a central thing like that, let me see 15:16:57 ah, nope 15:17:02 just a good old switch 15:17:03 I definitely didn't add an ability tile 15:17:14 and I don't know who else would have, so it probably does lack one 15:17:45 grr 15:18:02 someone (possibly me) TAG_MAJORED the pakellas related portions of the ability tiles 15:18:09 ....but not the comment saying // Pakellas 15:18:25 it's right there! how could you not?! 15:19:03 also those don't even need a tag major I'm pretty sure 15:19:07 also how do the tiles for pak abilities still exist 15:22:28 double-checking: if seen_hups is non-zero, crawl is going to bail asap, right? 15:22:37 gammafunk: why wouldn't pakellas ability tiles want a TAG_MAJOR_VERSION ifdef? 15:22:54 amalloy: because they're not marshalled 15:23:03 or none of the relevant data is marshalled 15:23:05 afaik 15:23:11 so we can remove the tiles 15:23:29 oh, can we remove them? i thought we still had pak code in so that people on trunk who worship pak can still do so 15:23:34 if we can just remove them, then sure 15:24:00 !lm * alive trunk pak x=cdist(gid) 15:25:03 ah, actually 15:25:17 hrmm, well I...removed a bunch of pak stuff 15:25:30 90s limit exceeded: killed !lm * alive trunk pak x=cdist(gid) 15:25:50 hrm, not actually sure, quick charge...oh I guess it still works 15:25:53 surge would also work 15:26:00 so yeah maybe those do need to remain 15:26:21 I'm pretty sure I touched that tag major and didn't move the comment 15:26:24 so I can blame myself 15:27:55 !blame gammafunk 15:27:55 I pronounce gammafunk... Guilty! 15:29:53 wheals: I discovered this sequell "bug" just a while back 15:29:57 !hellfire wheals 15:29:58 * Sequell ends wheals in hellfire! You hear a strangely unpleasant explosion. 15:30:00 but... 15:30:02 !damnation wheals 15:30:03 * Sequell ends wheals in hellfire! You hear a strangely unpleasant explosion. 15:30:09 completely incorrect. 15:30:19 !cmd !damnation 15:30:20 Command: !damnation => !hellfire $* 15:30:25 what a twist 15:30:30 and impossible to fix 15:30:43 !cmd twister 15:30:43 No command !twister 15:30:45 fr 15:38:55 gammafunk: imo it's not incorrect, it's a poignant satire of our transparent rebranding of hellfire as damnation 15:40:34 should also be s/unpleasant/pleasant/ when used on some people 15:42:28 elliptic: you really want to revive something like the great !banish command edit wars of 2015? 15:42:45 !cmd banish 15:42:45 Command: !banish => .echo $nick casts a spell. ${1:-Everyone} is cast into ${2:-$(=badplace)}! 15:43:08 like that except in reverse, yes 15:43:08 that used to have a chain of special cases to exempt certain notable names 15:43:43 !cmd =badplace 15:43:43 Command: =badplace => .echo $(replace "_" " " $(weighted-rand 100:the_Abyss Hell beam.cc 1:ray.cc 1:stuff.cc 5:##crawl 5:4chan 5:4.1)) 15:43:52 terrible places 15:44:06 who decided these weights 15:44:08 seem way off 15:46:46 rip stuff.cc 15:47:12 we still have misc.cc at least...don't we? 15:47:25 phew, yes we do 15:48:08 thank goodness for today_is_halloween() 15:51:37 every_day_is_halloween() 16:06:51 03advil02 07* 0.22-a0-82-g246a1cd: Don't infinitely loop with crawl_state.seen_hups on tiles (11353) 10(6 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/246a1cd83c2d 16:09:49 03advil02 07[stone_soup-0.21] * 0.21.0-23-gc8ec48b: Don't infinitely loop with crawl_state.seen_hups on tiles (11353) 10(9 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/c8ec48b3fe3a 16:10:48 -!- rc_zzz is now known as rchandra 17:00:09 -!- dtsundere is now known as dtsund 17:09:45 Stable (0.21) branch on crawl.jorgrun.rocks updated to: 0.21.0-23-gc8ec48b3fe 17:11:00 gammafunk, bad news: your abyss vault is buggy. 17:11:09 ug, no transporter? 17:11:11 yes 17:11:21 right, sorry, I need to sit down and debug why this happens 17:11:31 do you need the save? 17:11:33 you can wait for a spatial maelstrom to break out/in... 17:11:36 that happens a lot 17:11:41 uh 17:11:44 that might help 17:11:51 maybe no, but would be appreciated sure 17:12:02 I probably need to see it happen, but never hurts to have a save 17:12:09 what vault is this? 17:12:19 !vault gammafunk_abyss_rune_reverse_zot 17:12:19 gammafunk_abyss_rune_reverse_zot 17:12:20 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/branches/abyss.des#L1596 17:12:24 dat one 17:12:35 abyss has codes to handle transporters correctly in terms of shifting 17:12:45 and I've seen the vault work just fine (even testing shifts) 17:12:52 but somehow the transporter gets just deleted sometimes 17:13:20 the entrance one in particular i think 17:13:20 I don't think the exit one ever does 17:13:20 the entrance is near the edge of the map 17:13:20 Sometimes golubria portals in Abyss disappear extremely quickly, up to one turn long. Can it be related? 17:13:45 hrm, it should not be in the sense that they are entirely different features 17:13:53 however the same process could be destroying them... 17:14:06 that's a reasonable lead though 17:14:15 I can try testing that with PoG 17:16:56 gammafunk: you can sorta repro it in wizmode 17:17:02 oh? 17:17:07 go to the abyss, &Pgammafunk_abyss_rune_reverse_zot, then &^S20 17:17:14 makes the abyss shift very fast 17:17:23 oh, was not aware this was a thing 17:17:44 right now 3 of the 4 transporter features are gone in my game 17:17:53 what remains is a single transporter leading nowhere 17:18:06 Hmm, I have problems logging in cue console. 17:18:15 how do you mean "what remains"? 17:18:38 I guess since you're on track, save isn't needed? 17:18:38 yeah, it's fine Yermak, save probably won't help 17:18:53 amalloy: keep in mind that the abyss shifts and the vault will be destroyed 17:18:56 i mean, the vault has gradually decayed, as things do in abyss. one transporter entrance, and both transporter exits, have decayed 17:19:04 i haven't been pulled to a new area of the abyss 17:19:23 has the vault walls decayed? 17:19:25 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-82-g246a1cd83c (34) 17:19:35 s/has/have/ 17:19:42 yes, some of the walls are gone 17:19:58 hrm, so I suppose it could simply be normal decay that is triggering 17:20:01 right 17:20:03 just early enough to not much affect the vault 17:20:04 !source _corrupt_square 17:20:04 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/abyss.cc#L1860 17:20:11 but enough to destroy the transporter 17:21:26 !source _abyss_proto_feature 17:21:27 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/abyss.cc#L112 17:21:40 I think if that gives you a wall it could overwrite a transporter? 17:21:49 no idea what's going on there in the larger picture though 17:22:29 or for that matter if one of the transporter pieces is unseen 17:22:59 oh nm, that's only unseen altars? 17:23:02 very confusing 17:23:04 this code has some weird cruft 17:23:21 setting feat to a wall-like feature 17:23:30 then has all these conditions to test if it could be a trap 17:24:16 yeah look like it would replace a transporter with floor 17:24:17 yeah, feat is either a wall-like thing, DNGN_ALTAR_LUGONU, or DNGN_UNSEEN, right? 17:24:38 yeah, initially 17:24:43 then it looks at the grid though 17:25:05 oh I see 17:25:18 transporters would be traversable 17:25:39 so they could be turned into wall or floor 17:26:10 unless something is tanding on it 17:26:12 *standing 17:26:24 ah, nm 17:26:28 that's not about thing standing on it 17:26:46 weirdly i tried to repro again, and despite waiting around for a very long time the vault refused to decay 17:26:49 I also don't understand how that initial comment relates to anything in this function 17:27:15 amalloy: yeah, I guess in some sense if this is just vault decay, this technically is not a bug 17:27:19 since the abyss decays things 17:27:40 but it would be reasonable to simply never decay transporters 17:27:46 well, it's "not a bug" but sorta indistinghuishable from one to players 17:28:02 alternatively I guess you could have it always decay both sides together 17:28:23 amalloy: well, the vault gets all mangled anyhow, and abyss just does that to vaults, that's what I mean 17:28:32 I do think some features like this can just not be decayed 17:28:41 they won't pile up or anything, since eventually a shift wipes the level 17:28:44 isn't there something somewhere that keeps abyss rune vaults from decaying? 17:28:55 no, there's a general facility 17:29:13 I've always assumed that but maybe I have no evidence 17:29:13 where if you're close to a vault 17:29:13 that vault does not decay 17:29:13 ah 17:29:18 and it gets shifted with you 17:29:30 it carefully looks at the vault mask and shifts you+vault as necessary 17:29:39 the decay bit actually, I'm not sure if that stops with you nearby 17:29:46 !source _is_grid_corruptible 17:29:47 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/abyss.cc#L1793 17:29:47 it seems to 17:29:48 that might just continue normally 17:29:55 the vault is very resistant to corruption 17:30:12 yeah I had to do a bit of work to get transporter markers to shift properly 17:30:16 that fn limits or eliminates corruption on some wall types 17:30:44 also I guess would be a place to add a transporter check 17:30:46 well I think a good thing would be to just not decay transporters 17:31:03 the walls/floor of the vault might still change 17:31:12 oh, I suppose has to be transporters+landing sites 17:31:34 do they have feat_stair_direction? 17:31:40 hrm, there is the issue or markers though 17:31:54 yes I think so, you can use > with them in X 17:32:09 if they do they already should be protected by _is_grid_corruptible 17:32:12 the thing about transporters is that they need markers in order to work properly 17:32:40 so I might need to take a look at that and see 17:32:53 because a transporter can't try to take you out of bounds or anything 17:34:02 I won't be able to get to that right now, so if anyone wants to work on it, feel free 17:34:30 otherwise I'll try to see if I can fix that later 17:34:55 there's one other transporter abyss vault btw 17:35:01 !vault gammafunk_abyss_x_factor 17:35:02 Can't find gammafunk_abyss_x_factor. 17:35:03 rip 17:35:10 it's a stair vault 17:35:19 it probably runs into the same issue 17:35:28 aha 17:35:29 but it's not a rune vault, I think it's a minivault 17:35:45 DNGN_TRANSPORTER_LANDING doesn't have feat_stair_direction of course 17:36:01 right 17:36:14 since you can't take those 17:44:26 gammafunk, well basically I wanted to redefine what !rc did because I havn't setup sql yet but I just set it up as !editrc so no fix needed 17:45:05 I basically wanted a quick reference to the options 17:45:09 well most commands you'll see are actually sequell ones 17:45:13 since that's what the bot is for 17:45:15 !cmd rc 17:45:15 Command: !rc => .echo http://crawl.akrasiac.org/rcfiles/crawl-$(replace trunk git ${2:-git})/$(!lm ${1:-.} cao x=name fmt:"${x[0]}" stub:"$(name_fixup $1)").rc 17:45:22 that's how you check if it's a sequell command 17:45:30 for discord-only ones that cerebot implements itself 17:45:34 !listcommands I believe 17:45:45 and yeah you can ban certain commands btw 17:45:51 good to know, yeah it is, I found that thanks to some folks in crawl, 17:45:51 there's a toml option for it I think? 17:46:00 I do that with lomlobot 17:46:01 oh how? I didn't see the command for it? 17:46:08 oh it's toml option okay that explains it 17:46:09 I'm not sure if I implemented this in cere, let me see 17:47:44 is postgrell part of the sequell? or is that a different bot? 17:48:41 I would like to have that in discord ideally, but for my server, and I'm not sure if I should be working with sequell or tracking down postgrell somwhere else 17:53:58 you mean postquell? 17:54:07 probably 17:54:16 whichever announces milestone like things 17:55:41 man this transporter thing is hard to reproduce 17:55:41 I got it to happen once 17:56:38 i think it is the same code as Sequell, but configured differently? i can't find the details 17:58:15 ok so that code we were looking at before is only for lugonu corrupt 17:58:20 !source _update_abyss_terrain 17:58:21 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/abyss.cc#L1179 17:58:28 that is supposed to just outright protect vaults 17:59:12 Huene`: postsequell is a bot by Kramin, you can ask him about it 17:59:26 it's for announcing milestones/games in irc channels from a crawl server 17:59:33 you can also just use the single bot we have 17:59:36 since you have only one server 17:59:58 I think postsequell might have more filtering options or something 18:00:00 ??sizzell 18:00:00 sizzell[1/2]: Like Gretell, except that |amethyst is typing everything himself. Announces games and upgrades on crawl.s-z.org ({CSZO}). Uses "%" for its commands ("%dump" etc), but does not do nick mapping. 18:00:06 ??sizzell[2 18:00:06 sizzell[2/2]: Source at https://github.com/crawl/sizzell 18:00:11 the repo 18:00:58 so sizzell does the same thing? 18:01:27 Huene`: sizzell is the program of which postquell, eksell, rotatell etc, are all instances 18:01:39 but not Sequell, which is a different thing 18:01:44 postquell is my own creation 18:01:49 oh really? 18:01:59 man, i don't understand this genealogy at all 18:02:10 it gets milestones from all servers 18:02:56 i see. that explains why it's so loud. from the name i guessed it was the CPO instance of sizzell, and wondered why CPO had gotten so popular 18:03:06 heh 18:03:14 but it's great to just have one bot to mute now, instead of many 18:03:23 although i guess eksell still hasn't joined? 18:03:32 I try to filter a lot 18:03:52 but during tourney still a lot of announcements 18:04:01 yeah eksell remains 18:04:20 is it open source Kramin? and can it be configured for an unofficial server to a custom channel if so? 18:04:57 yes, it's split into two parts 18:05:17 a central log api for getting all milestones, source: https://github.com/Kramin42/Crawl-Log-Api-Nodejs 18:05:34 I am hosting the api at http://crawlapi.mooo.com/ 18:05:46 and the announcer bot: https://github.com/Kramin42/Crawl-Announcer 18:05:55 awesome thank you so much 18:06:27 oh the readme of this repo has the info on how to use the api: https://github.com/Kramin42/Crawl-Log-Api 18:06:42 didn't copy that over to the nodejs version yet 18:07:15 you can get the new milestones in realtime with socketio 18:07:23 which is what postquell uses 18:08:12 so I guess if you are able you might be able to write your own bot which filters the milestones from the socketio and posts them to discord 18:09:41 send me a !tell if you have more questions 18:18:51 Unstable branch on underhound.eu updated to: 0.22-a0-82-g246a1cd83c (34) 18:36:32 I'm looking at both of them and Sizzell looks like it might be an easier way to go (not sure yet) but it's complaining when running after editing the variables, I also see that the code is over a year old, since it's last update, which I don't have a problem with but if I post my issue here is anyone familiar enough with it to know what might be going on? 18:38:52 if so this is what I'm getting https://pastebin.com/GBJp9Hk5, I should also mention that unfortunately I am not familiar with this language either (I think it's perl?) 18:42:17 or does it require another component that isn't mentioned? 18:44:28 hrm 18:44:45 did you install Bot::Basic Bot with cpan? 18:47:52 nope I didn't see any instructions on the sizzell link so I figured it was just download configure and run 18:49:26 working through that now though 19:01:46 sizzell is easiest if you are hosting your own crawl server and just want the milestones from that server 19:05:40 -!- Huene` is now known as McBadAnnouncer 19:06:12 -!- McBadAnnouncer is now known as Huene` 19:23:02 03advil02 07[stone_soup-0.21] * 0.21.0-24-g2553a33: Don't let lugonu corrupt overwrite transporter landing sites 10(82 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/2553a3340b4d 19:23:09 ugh 19:23:13 why do I always do that 19:23:38 03advil02 07* 0.22-a0-83-g218e7ff: Don't let lugonu corrupt overwrite transporter landing sites 10(83 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/218e7ffaa822 19:25:48 amalloy: did you say you earlier saw a transporter vault decaying without maelstroms involved? 19:26:50 advil: i think it only happened because i got far enough away from it that the vault protection no longer applied 19:27:28 ah 19:32:42 -!- Huene` is now known as McBadAnnouncer 19:33:04 -!- McBadAnnouncer is now known as Huene` 19:42:00 ahh 19:42:36 yeah, it can happen when you walk away from the abyss 19:42:40 I think that is aby 19:42:42 er 19:42:46 walk away from the vault 19:42:52 I think that is abyss_morph 19:47:04 well, maybe it's not 19:47:08 but that's how to replicate this 19:56:42 so my instance of sizzell is up and running though it's not announcing anything, is there anyway I can see what's failing? 20:08:58 gammafunk: I think two things are happening, one is that when the abyss shifts part of the vault can get deleted; I think you already accounted for that in terms of transporter destinations, but it might still leave the feature behind 20:09:04 the second thing is that when abyss shifts, the vault mask is removed, so at that point everything from the vault is fair game for other abyss changes 20:09:09 so even if the transporter pair survives, after that it can get messed with 20:09:38 the simplest solution might be to just unconditionally delete transporter entry/exit on abyss shift, or turn them into arches 20:09:56 Stable (0.21) branch on crawl.jorgrun.rocks updated to: 0.21.0-24-g2553a3340b 20:19:30 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-83-g218e7ffaa8 (34) 20:22:51 advil: well, what kind of shifting are we talking about here; there's shifting happens with the player 20:22:55 *that happens 20:23:23 _abyss_shift_level_contents_around_player 20:23:30 yeah, that's the one I'm talking about 20:23:44 and the point of that shift is to preserve the vault 20:23:51 are you saying that shift can't properly shift transporters? 20:23:58 yeah, but it gets rid of MMT_VAULT when it shifts it 20:24:28 also it often chops off half the vault 20:24:46 oh? doesn't it copy any square with the flag? 20:24:53 does it just have some kind of hard limit or something? 20:25:29 gammafunk: i assume if you get far enough from the vault then it doesn't have room to carry the whole vault with you when the level re-centers 20:26:01 well that entire function is designed around the idea of a vault being sufficently close to a player to be able to shift it 20:26:16 I had to modify this function back when I made transporters shift 20:26:31 I wasn't aware it was just basically not shift the vault properly 20:26:45 I'm not sure this behaviour actually happens; if it does, it's a problem for e.g. any rune vault 20:26:51 I'm not actually sure it's using the vault movement code 20:27:03 right I think it is preserving the vault in the shift 20:27:20 at least I recall being convinced of this when I read that code 20:27:20 the vault consistently gets unloaded (can see from a dprf that's in there) but pieces of it remain on the map 20:27:37 and the _abyss_move_masked_vaults_by_delta dprf never shows 20:27:48 you've seen the baheaviour in testing? the vault doesn't actually fully move properly? 20:27:57 I've never actually seen it move fully 20:28:06 when I tested the shifts, I don't recall ever seeing my rune vault shift partially 20:28:17 it always moved fully in my testing 20:28:20 it looks like I can query sizzell though it just won't announce on it's own, is that the way it's supposed to work? and the other bots are just modifications that make it announce? it doesn't look like it but I'm not certain 20:28:26 it might depend on distance to the vault 20:28:47 yes that could be the case 20:28:56 the problem sounds like the entire notion of shifting a vault just isn't working 20:29:03 like it should be cutting in half any rune vault this way 20:29:19 so players would be encountering portions of rune vaults frequently 20:29:26 yet I don't really recall seeing this in practice 20:29:46 -!- amalloy is now known as amalloy_ 20:29:49 my vault is not special in this regard; the only special thing is that it uses a transporter 20:30:24 if it actually is the case that shifting somehow can't work with transporters than it just can't have a transporter I think 20:30:38 but it sounds a bit odd based on your description, like vault shifting is just not working at all 20:30:59 s/than/then/ 20:31:43 I'll have to sit down and take a look at this code again to see what's going on; I do recall being satisfied that the vault was fully shifted but maybe it's not sometimes 20:31:52 as far as the mask goes and degradation 20:32:11 I wonder if it could simply retain the vault mask 20:32:38 I don't see why that would necessarilly cause a problem 20:33:04 however maybe it would, maybe that flag can't be changed on the grid after level generation for some reason 20:33:40 I seem to recall that vaults get placed in newly generated sections on the fly though, presumably those newly placed vaults have the vault flag on those grid squares 20:33:40 very often the vault is simply gone after the shift 20:33:49 so I don't know how often this is actually happening 20:34:08 yeah, I'm talking about the case where the vault continues to exist because it was sufficiently close to the player to shift with them 20:36:16 ah, this is not that case 20:36:22 one thing I can do in the very short term is just remove the transporters from these vaults until we figure out exactly what all is going on 20:36:35 sounds like vault shifting is maybe not working as well as it should 20:36:46 but both vaults can made to be work ok withut transporters 20:37:24 for reverse_zot just put a door in the beginning (and turn the glass into normal stone) and remove the transporters and the little closet around the exit transporter 20:37:55 for x_factor just put a door near the entrance transporter with the guarded stairces on the other side of the ocs 20:38:07 that would work...I don't know if the current behavior seems that hugely buggy to me anyways 20:38:08 *staircase 20:38:40 well it sees likely to be the case to me if, say, rune vaults are just getting chopped in half 20:38:50 I don't think that's too desireable 20:39:16 and it'd be nice if transporters worked in abyss but that's pretty secondary 20:40:03 I'm not sure what you mean by current behaviour though; you mean just let the vault not have working transporters sometimes? 20:40:38 I would prefer that not happen since it just looks like a bug to players; I guess you were proposing replacing them with arches or outright removing them 20:40:42 which would look less buggy 20:41:13 but it's essentially generating a non-working vault due to a shift, so I think it'd be better if the vault just "worked" 20:41:30 after a bunch more testing I've only gotten this to happen like 2 in 15 tries 20:41:45 yeah, but I've heard a lot of reports of this 20:41:59 players come to me every so often and show screenshots of the vault being non-enterable 20:42:03 and we have some bug reports I think 20:42:51 it's not too critical to have transporters in the abyss; what sort of concerns me a bit more is if we get rune vaults just cut in half or something 20:43:56 yeah, just makes me think I still don't understand what the conditions are 20:44:30 I will definitely try to sit down and figure more out about it, but I will probably just rework those two vaults until I can find time to do that 20:45:27 good thing I spent like 8 hours to my recollection staring at that abyss level code way back then 20:45:35 heh 20:45:37 to get shifting with transporters working...only for it not to work 20:45:56 well I think your tansporter shift thing is working when conditions are right 20:46:46 whew, got it to happen again, was beginning to think I was crazy 20:49:02 in this case, the whole vault region is still in the map, but only the landing site + some of the walls are left (and it reported that it unloaded the vault) 20:51:00 -!- amalloy_ is now known as amalloy 20:51:03 huh 20:51:11 were you close to the vault? 20:51:42 I guess I don't know how you're testing this, if this is you moving close enough to the map edge to cause a shift or what 20:53:19 no, far from it 20:53:27 yeah, it's me moving towards the map edge 21:04:53 advil: and would the rune shift if this happens? 21:05:13 I'm kind of wondering what is the 'trajectory' of items/runes in vaults when they get degraded like this 21:05:53 I'll have to check...I've just been using x_factor as a test because it's relatively distinctive on the map 21:05:59 I still don't understand exactly why this is happening 21:06:12 is there a good distinctive abyss rune vault to use? 21:06:38 I think reverse_zot is fairly distinctive, but let me see 21:07:28 if you're doing monster detection that might help a bit 21:07:59 evilmike_nicolae_abyss_rune_containment_curve 21:08:01 might be ok 21:08:37 grunt_abyss_rune_wretched_hive 21:08:45 I'm actually not sure which will stand out though 21:14:35 I'll try these, thanks 21:19:41 -!- FebrezeNinja is now known as Febz 21:20:39 ah, I think I finally got it 21:20:58 _abyss_wipe_square_at mostly doesn't clear features, including transporters 21:21:17 it will nuke items, so the rune is fine 21:21:41 and much of what gets left behind can be overwritten anyways 21:22:27 vault copying works perfectly, but it only copies vaults inside this masked area, everything outside is (semi-)destroyed 21:22:52 so the vault gets unloaded eventually and that area loses the mask? 21:22:54 markers also get cleared, so I'm guessing that even if both transporter features survive, they don't work 21:23:11 yeah...just features from the vault can remain 21:23:34 can you say anything about what kind of state the vault will be in when this happens? 21:23:48 it could be arbitrarirly degraded? either a lot or only a little? 21:24:01 yeah, by levelgen and other stuff effectively 21:24:52 are there a way in the config to setup cerebot to communicate with a sizzell bot? I see the other bots there but not sizzell 21:24:57 here's how I understand it: _abyss_identify_area_to_shift picks a region to move. Anything outside that area gets cleared by _abyss_wipe_unmasked_area, which gets rid of all sorts of stuff but not actual features. 21:25:06 s/are/is 21:25:07 Huene`: cerebot doesn't communicate with sizzell 21:25:33 it gets rid of the vault mask, items, monsters, markers, and a bunch of other things (shops!) 21:25:33 it is configured to relay to sequell, gretell, and cheibriados 21:25:33 you can modify the toml config to change which bots it relays to 21:25:37 any vault outside that region gets de-masked and unloaded 21:25:45 but its features remain 21:26:10 then _generate_area is called, and may overwrite anything outside the region 21:26:25 gammafunk, I saw those can I just simply can add a new section for my instance of sizzell and it'll know what to do? or do I need to delve more into it thtan that 21:26:26 well, inside the region too, but inside the region MMT_VAULT is preserved (I think) 21:26:26 well, in some sense it would be ideal if the transporter continued to work until it got overwritten 21:27:00 by whatever processes need to overwrite that area of the grid 21:27:20 where need is something stronger than just doing the abyss per-square degradation 21:27:27 since we can't say what state the vault will be in 21:27:44 all those relevant items will be gone but the player may see the vault still, I guess 21:28:02 it's kind of a weird situation because it sounds like that vault will get all emptied out and basically be like some kind of husk 21:28:10 it's extremely likely the vault will be mostly gone...I think this is all possibly intentional going for a ruined effect 21:28:23 right 21:28:43 the cases that got pointed to me were ones where the vault was intact (as far as the screenshot showed) 21:28:52 and the player was next the the vault 21:29:10 hm 21:29:10 so I'm not sure what had progressed in the vault at that point 21:29:16 Yermak reported the latest one 21:29:20 well that might be a different case if that can happen 21:29:26 he wasn't able to make a save for us since cue was acting up 21:29:35 yes, maybe it is 21:29:48 I've really only seen this at a distance, it'd be rare to even manage to get your way back to the vault without force mapping 21:30:01 I *have* seen the vault be intact enough to recognize 21:30:02 so it doesn't sound like turning transporters into just arches/floor like you said would cause any real problem 21:30:20 yeah, that's definitely the easiest fix 21:30:53 but if the vault is still fully present and somehow losing its transporter, that's what needs fixing; maybe I can try some wizmode test myself later 21:31:26 I did think I saw that once while waiting in the vault, never replicated 21:31:39 oh, maelstroms can definitely do that 21:36:33 (also, it's possible that my theory is all nonsense) 21:41:50 yeah, maelstroms can just break out of the vault 21:41:59 and reverse_zot definitely can place those as it places 0 monsters 21:42:14 I've seen tvs of it just spontaneous break both into and out of the vault 21:45:56 yeah, my theory is not holding up 21:52:39 I'm enjoying this puzzle, but I may have not actually made any progress yet 21:53:16 maybe I need to modify x_factor to have yellow walls and like 10 transporter pairs 21:53:52 too bad advil wasn't around when I was implementing transporters 21:54:05 reading through every bit of travel.cc was just so painstaking 21:54:44 making it so you could travel to the other side of one especially, but even just before then, understanding that code... 21:55:13 I still have a UI thing with them I'd like to do where you could hit a key in X mode 21:55:25 and have it go to the destination (and then a key to return) 21:55:44 it can't be > or < since those are using for stair and other stair-like feature cycling 21:56:23 and there is another thing where maybe the travel cache should know where a transporter leads if the landing site has been seen 21:56:30 which would allow said functionality to exist 22:17:53 -!- rchandra is now known as rc_zzz 22:27:32 gammafunk: seems analogous to [] 22:28:00 yeah, but those keys are taken for that functionality 22:28:06 something like {} ? 22:28:23 it's not really a thing you need all that much in practice since the landing site is pretty obvious 22:28:34 ] already does something special when you're pointing at a >, why shouldn't it do something special when you point at a transporter? 22:28:45 oh 22:29:03 I suppose that's true 22:29:09 but that key does have a pretty well-defined meaning at present 22:29:25 the two meanings that it does have always involved going up or down one level 22:29:33 with overloading it for transporters that would change 22:29:45 but we already overload > and < a few ways I guess 22:29:47 gammafunk: you already did that to the > command 22:29:56 I? I didn't! 22:30:02 I didn't start the fire 22:30:09 I didn't light it but I'm trying to fight it 22:30:10 well, some proxy for your nefarious will 22:30:21 -!- Huene` is now known as McBadGame 22:30:22 that was already overloaded to include shops etc 22:30:30 -!- McBadGame is now known as Huene` 22:30:39 well, not shops 22:30:42 but portals 22:31:01 I think it even has a couple more meanings, doesn't it? 22:31:07 a few "stair-like" things 22:31:27 oh, you mean to enter shops 22:31:27 maybe it's only actual stairs, hatches, and portals 22:31:30 i meant on the X screen 22:31:42 that's what I'm talking about as well 22:31:45 altars. (but not on X of course) 22:31:53 the use of the the > and < keys on X 22:31:57 okay 22:32:17 anyway, it seems like transporters already act very much like stairs in a lot of ways, and X] has a special behaviour for stairs 22:32:31 so it would be somewhat intuitive for X] to work on them 22:33:10 X] is the emoticon amalloy uses when making robot jokes? 22:34:21 every joke i make is a robot joke 22:34:21 1learn add amalloy 22:36:04 amalloy: btw, my mufe shall be another oneandwon: https://cdn.discordapp.com/attachments/205316046230388737/403754341535580170/unknown.png 22:36:21 &dump gammafunk 22:36:26 http://crawl.berotato.org/crawl/morgue/gammafunk/gammafunk.txt 22:36:46 untouchable 22:37:14 I just updated it, but yeah take that Lair:4 lindwurm that took half my hp when it came into LOS 22:37:42 and I just found a +2 rF robe 23:46:13 -!- amalloy is now known as amalloy_ 23:59:38 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-83-g218e7ff (34)