02:48:38 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-577-g2b1de94 03:53:07 Webtiles server stopped. 03:53:16 Webtiles server started. 05:32:55 Game doesn't show my quivered items. 13https://crawl.develz.org/mantis/view.php?id=11787 by Killmatronix 10:01:43 Opening a door shafted me 2 floors 13https://crawl.develz.org/mantis/view.php?id=11788 by RoGGa 10:02:57 -!- THE_GIAGGOSTUONO is now known as eb 12:24:02 Ceiling hatch deposited me inside a transporter vault 13https://crawl.develz.org/mantis/view.php?id=11789 by MainiacJoe 12:24:22 !blame gammafunk 12:24:23 I pronounce gammafunk... Guilty! 12:29:19 Died in spider nest and game crashed without showing morgue or final character screen 13https://crawl.develz.org/mantis/view.php?id=11790 by conquersex 12:29:53 03ebering02 07* 0.23-a0-578-gfddc42b: Consider dispersal traps impassible in levelgen 10(75 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/fddc42b1e8eb 12:29:53 03ebering02 07* 0.23-a0-579-g6f77609: Adjust dispersal sequencing 10(66 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/6f776099ac90 12:29:53 03ebering02 07* 0.23-a0-580-gf63cd86: Don't place monsters on traps 10(24 minutes ago, 1 file, 1+ 7-) 13https://github.com/crawl/crawl/commit/f63cd86e0c8c 12:29:53 03ebering02 07* 0.23-a0-581-g66906bf: Only trigger traps in player sight 10(17 minutes ago, 1 file, 59+ 94-) 13https://github.com/crawl/crawl/commit/66906bf02876 12:32:54 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-581-g66906bf028 (34) 12:56:33 the last one of those might be controversial 13:08:35 could it affect edge cases like a player trying to utilize a trap that is just out of los? 13:09:33 sorry, that question was worded kind of poorly. the actual question is, do (we) care about ^ 13:11:19 just off the top of my head, it probably won't happen super often, but if you're trying to shaft a monster that's following you and you move out of los of the shaft trap, and the monster walks over it, that'd feel pretty weird 13:12:49 well, monsters already have a chance to avoid traps that are known to them 13:12:59 which is all traps, since traps are now known 13:13:07 in a corridor, i mean 13:13:16 yes. I know. 13:13:22 oh, i understand 13:13:23 monsters can walk over traps without triggering them sometimes 13:13:33 well, they can for shafts and mechanicals 13:13:49 i think it would lead the player to assume the latter happened, rather than the former 13:13:58 which could make them make that mistake again 13:14:04 (assuming they're aware) 13:15:21 but i agree with the general idea, i don't think traps across the screen should trigger out of los 13:15:26 for the reasons you provided 13:15:49 <|amethyst> ebering: hm, the commit message for 723c74fb6 gives one rationale, but the added comment gives a different one 13:16:05 <|amethyst> ebering: Wouldn't be terrible to include both rationales in the in-code comment 13:16:21 <|amethyst> (Don't make alarm traps permanent) 13:17:41 maybe some kind of intelligent turn-based activation/de-activation of traps based on player los 13:22:16 |amethyst: looks like an artefact of a careless rebase. that comment should go above the check and the other one (about not abusing permanent) should be on that line 13:22:20 |amethyst: thanks! 13:22:46 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-586-gafa89c0: fixup! Adjust Triple Draw and Deal Four 10(3 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/afa89c08cd28 13:24:30 fixup! 13:25:09 I had meant to remove the zot trap message for out of LOS triggering 13:25:12 so this does that already 13:25:43 out of los alarm trap triggering doesn't seem a very good thing 13:25:59 out of los teleport trap tiggering is a less bad thing that's been lost by that change 13:26:22 old alarm traps sort of worked better out of los but now they definitely don't 13:26:34 well new alarm traps already didn't fire out of los 13:27:13 03ebering02 07* 0.23-a0-582-g1b4a0ca: Elaborate in a comment (|amethyst) 10(2 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/1b4a0ca2fb01 13:27:25 well, ok that's true, but then they were another exception 13:27:33 exception or no, definitely better that they require LOS 13:28:13 I don't think that los of out of los teleport traps is that big a deal...however it does more relegate teleport traps to very specific vault shenanigens 13:28:19 in terms of them doing very much 13:29:00 by "very specific" I basically just mean the case of using it to disperse monsters that have woken up out of a vault into the level 13:29:06 that case is now gone 13:29:26 it was my intent to remove that case 13:29:45 since it's a spoiler: if you know a vault has tele traps in it you can wake it up with much less risk and fight monsters one on one 13:29:56 right, I'm not commenting on intent 13:30:01 I'm asking whether it was a good case 13:30:24 and more to the point I think it's getting close to the case that teleports have less reason to be a thing 13:30:35 I think it may just be the case that they should all be replaced with dispersal traps 13:30:47 s/teleports/teleport traps/ 13:32:09 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-582-g1b4a0ca2fb (34) 13:32:12 the most notable use case of them is in hall_of_zot, where I don't think they achieve too much 13:33:26 That's definitely a possiblity: I'd hinted as much in my trap commits 13:48:51 That's definitely a possiblity: I'd hinted as much in my trap commits 13:48:58 oops 13:51:48 !fixup 13:51:56 I mean 13:51:58 fixup! 13:59:04 Is https://github.com/elliptic/dcss_henzell the right repository 13:59:04 please ? 14:01:09 you want 14:01:10 ??sizell[2 14:01:10 the main repository is https://github.com/crawl/crawl , if that's what you mean 14:01:11 sizell ~ sizzell[2/2]: Source at https://github.com/crawl/sizzell 14:01:25 no, that's not what Pinkbeast was asking about 14:01:34 I think that's elliptic's old clone of henzell 14:01:36 gammafunk: Thanks (and switch__ thanks, but indeed wrong question) 14:02:50 Oh, thank Eris, it's Perl for a change 14:03:53 speaking of languages that are fun to read, why is the cloud generator code lua? has anyone made a serious attempt to rewrite it in C, or is that todo? 14:05:12 Is that why Desolation of Salt runs like a drain? ;-) 14:05:16 yep 14:06:04 i saw a post on the wiki talking about it being a todo, so i'm actually just asking if anyone's already put effort into it since then 14:07:03 switch__, pleasingfungus was working on it at one point. it ran into a number of problems inclding increasing load because C++ loops etc. run much tighter than lua loops 14:07:23 as in, the game actually ran slower? 14:08:59 no way he wrote these findings in a public place, right? 14:09:37 ICBW but I guess rather that one game was more prone to sucking an entire CPU core rather than, say, blocking on disc 14:11:48 might find them in channel; logs from back then 14:18:41 i definitely wouldn't have been in the channel at the time 14:18:45 are those hosted somewhere? 14:20:22 from the channel title Logs: http://s-z.org/crawl-dev/ 14:46:32 oic, thanks! 14:52:56 I thought I'd pointed you at that before, sorry 14:54:27 andit's not so much that the game ran slower. on an unloaded system the animations were smoother. but do that on a server with a bunch of games and animations bring it to its knees 14:54:58 (not directly tested as such, remembered from when they hit something similar with autotravel animation, leading to 14:55:01 ??footprints 14:55:02 footprints[1/1]: The new show_travel_trail option is now the default, showing your footsteps as you go. Set show_travel_trail = false in your rcfile to turn it off. 14:55:56 without the move animtion you cant tell how you got there, hence "footprints" to compensate for turning that animation off to save the servers 14:59:49 lol, these logs are like reading the diary of a man slowly losing his mind 15:00:01 it looks like PF encountered way too much crawlcode when he tried to fuck with clouds 15:04:09 yep 15:15:00 don't the clouds make desolation too easy anyway? 15:20:54 * Pinkbeast shudders, it's quite bad enough already 15:25:50 well, that was quick. can someone that's a good programmer explain what passing something like "int /* garbage */" to a function does? 15:26:33 switch__: Nothing, comment-wise... got an example? 15:27:00 it's a common thing in methods of subclasses 15:27:13 it's just because a subclass method doesn't need that argument 15:27:19 but it much have the correct signature 15:27:23 s/much/must/ 15:27:48 https://github.com/crawl/crawl/blob/master/crawl-ref/source/l-dgn.cc#L1204 pinkbeast, old code that brings up the topic in the logs https://github.com/crawl/crawl/blob/e094bde24f5f05ea142fc9493e072a19003f285d/crawl-ref/source/l_dgn.cc#L1181 15:28:01 so player/monster class methods that are defined in the actor class 15:28:43 gotcha, i think i understand 15:29:03 Experimental (new-nemelex) branch on crawl.kelbi.org updated to: 0.23-a0-586-gafa89c08cd 15:29:14 (the extremely general idea, anyway) 15:47:37 i'm having trouble finding the part where he gives up 15:48:10 or is that exactly how it went 15:49:24 pretty much. slow fade into oblivion rather than splat or even fizzle 16:21:13 Sif Muna gives gift message, but no book, when player already has all spells in library 13https://crawl.develz.org/mantis/view.php?id=11791 by jrmartel 16:23:14 i gotta say, these logs would be extremely bland, if not for gamma's jokes 16:28:54 I'm taking discussion of a little bug to here from ##crawl 16:29:04 How do y'all think I should resolve https://crawl.develz.org/mantis/view.php?id=11791 16:29:37 I was thinking no more gifts, and the ^ screen will change to reflect that once you add the last spell to your library 16:37:19 jrmartel: Yeah, that sounds like a pretty good approach 16:37:27 I can't really comment on what the best menu location would be to display this information 16:37:57 ah, just in the listing of the passive 16:38:22 the text could change accordingly 16:49:00 -!- Rast-- is now known as rast 17:08:55 03ebering02 07https://github.com/crawl/crawl/pull/916 * 0.23-a0-587-gce1bd7d: fixup! Iconography and gui elements for decks 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/ce1bd7d098ab 17:20:42 Experimental (new-nemelex) branch on crawl.kelbi.org updated to: 0.23-a0-587-gce1bd7d098 17:21:33 -!- werekitten is now known as isha 18:20:58 Unstable branch on underhound.eu updated to: 0.23-a0-582-g1b4a0ca2fb (34) 19:22:00 -!- MarvinPA_ is now known as MarvinPA 19:28:54 !tell MarvinPA I'd like to merge new-nem in the next week or so, but not before I hear from you again 19:28:55 ebering: OK, I'll let marvinpa know. 19:29:07 gammafunk: also interested in your further thoughts if you've got them 19:29:33 I'll have to final take a look, maybe can do tonight after these vids upload 19:29:43 ...take a final look, I mean 19:30:50 would you believe that wheals says bring back Merc card or the branch gets deleted? would you believe he said that? 19:34:37 no I wouldn't 19:34:41 wheals wouldn't do me like that 19:37:55 rats 19:44:03 i'd believe it! 20:50:01 -!- Tiobot is now known as Guest3190 21:07:24 i just picked up the swamp rune from a very weird place, it had lava surrounding it, if i hadn't found a ring of flight my mibe wouldn't have been able to pick it up. Is this a bug? 21:09:04 it also had exclusions marked on it but i didn't do them. single tile exclusions, lots of them 21:10:30 I just checked and there is a way in but i don't know why it is travel excluded. i can reach there by walking though so not a faulty vault. 22:05:09 bug report - i'm in the spider nest completely surrounded by spiders of various kinds. There is space at the edge of my los for a summon to appear but trog's brother in arms is not working. it doesn't give me a message that 'you fail to use your ability' it just isn't working. i do become more hungry. playing as mibe on spider nest 3 22:12:38 it's working at other places 22:26:10 you can't summon monsters further than 2 squares away from you 22:26:21 so if there are no free spaces within 2 squares nothing will be summoned 22:28:32 minmay: didn't know that, thanks!