00:01:07 Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-79-g0e89c35649 00:13:26 03gammafunk02 07[sifchanges] * 0.24-a0-451-gb7d7864: Make Divine Knowledge fail upon spell selection 10(7 minutes ago, 3 files, 6+ 4-) 13https://github.com/crawl/crawl/commit/b7d7864131ae 01:20:57 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-1916-gb93c957c58 01:35:20 -!- amalloy_ is now known as amalloy 02:18:26 -!- bytesighs_ is now known as bytesighs 02:18:26 -!- behalebabo_ is now known as behalebabo 02:48:17 Monster database of master branch on crawl.develz.org updated to: 0.24-a0-443-g80245de 03:15:20 -!- Adeon_ is now known as Adeon 03:28:30 -!- amalloy is now known as amalloy_ 09:23:04 Stable (0.22) branch on underhound.eu updated to: 0.22.1-59-ge965b3aba3 11:22:28 Stable (0.23) branch on underhound.eu updated to: 0.23.1-79-g0e89c35649 11:54:44 -!- amalloy_ is now known as amalloy 12:59:43 -!- z0id is now known as zoid 14:12:46 03advil02 07* 0.24-a0-447-ge8da920: Fix lua sorting in f98416c20 10(2 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/e8da9206dcf9 14:17:19 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-447-ge8da9206dc (34) 17:00:38 sophia (L15 GrFi) ASSERT(m) in 'mon-util.cc' at line 1978 failed. (Zot (ZotDef)) 17:23:22 Hi. So the other day I was in here asking about adding an option to view the dump to the acquirement screen (in particular to help with read-iding the scroll). 17:23:43 I've been thinking about it a bit more and it seems to me i) there are several other similar situations (lots of scrolls, stats on level up) ii) it's hard to predict what else players might want to look at: stash search, spells, % and A screens, etc. But it's clumsy to ad hoc add selections for each of these to each set of options. 17:24:38 I think it would be better if, when the intention is to lock the player into dealing with some item or whatever before acting, the player were not also locked into the UI prompt. Maybe they can be free to use commands that inspect things, but not commands that act. 17:25:20 Since this is a bigger reorganization than adding a '#' option to a particular prompt I want to check in before doing anything, though. 17:27:28 (I would have to think a bit about the best way to do this, but naturally I don't want to do that if the general feeling is that this is a niche desire anyway and not worth it.) 18:19:44 glaas: that sounds like a very good project; it's definitely the case that people want to inspect dungeon knowledge and player state before making a decision, but are mostly locked out of that now 18:20:26 I think the only concerns are technical; being very sure that you truly have locked a player out of (non-acquirement-choice) actions 18:21:28 I guess there's also an issue of communication/UI in terms of how you allow this access 18:21:50 do they hit a key to toggle into a state that allows inspection? 18:22:07 Unstable branch on underhound.eu updated to: 0.24-a0-447-ge8da9206dc (34) 18:54:36 I think these are both good points and I would want to think about them a bit more carefully before starting. Ideally there is a way to make the distinction between commands that doesn't boil down to manually sorting them, but I'm not sure that's easily possible (at least some of the categorizations in main.cc seem like a reasonable place to start) 18:54:36 . 18:56:12 I'm definitely open to suggestions about how the UI should go. Toggling seems reasonable but maybe slightly clunky (but I don't have a better idea off the top of my head). I think the first thing to do is collect the relevant situations and see what constraints the current UI for them imposes. 19:06:39 the relevant situations all have to do with use-identifying targeted scrolls, right? 19:11:18 The ones I have in mind are those, use-identifying !exp, and choosing a stat to raise on level up. 19:11:34 But I'm not sure if that's all of the cases like this. 19:19:51 gozag potion petition could be included, sometimes I want to check my resists 19:20:53 maybe some other cases that can be found by checking the code for seen_hup or unwind_var 19:20:53 -!- amalloy is now known as amalloy_ 19:28:19 I'll search for those, thanks 19:42:53 -!- amalloy_ is now known as amalloy 20:06:12 this depth map I'm debugging vetos *26* times 20:06:16 *depths 21:22:31 advil: as in, you tried to place a vault in Depths and it failed to make a level 26 times? 21:23:31 on this particular seed depth 4 vetos 26 times before getting something usable 21:24:18 oh 21:24:39 that's pretty awful 21:25:35 at some point debugging depths levelgen seems like a thing to do 21:25:41 the replicability of seeds should help 21:26:06 yeah, I'd imagine this is a general problem not limited to a particular branch though 21:28:09 depths is noticeably bad, I think partly because it needs to handle all the portals 21:30:00 there seem to be a lot of encompass vaults for depths too. I wonder if that helps or hurts 21:31:30 encompass maps should basically never veto 21:32:00 not never, but just very seldomly, only when random required portal placement fails 21:34:05 ugh this bug just vanished before my eyes, wtf 21:34:40 when I rebuilt the des for the vault in question 21:41:18 I wonder how the des cache could get confused like that (it apparently had 0 as a CHANCE value for a particular vault, where that should have been 50) 21:42:11 gammafunk: another thing to try at some point for the gotm seed is to wipe out your des cache, I guess 21:42:19 ah 21:42:30 I will try that 21:42:47 it really shouldn't matter, but it definitely just did for me 21:43:51 it's possible that weireer things could happen to the des cache in a live dev environment, I guess 21:49:47 now I need to remember what to look for in terms of divergance 21:51:37 IIRC differences started showing up from lair 5 onwards (where lair 5 differed only in water, and lair 6 may have had some partial overlap) 21:52:12 hrm, did I say one of my vaults was placing in zot 21:52:18 depths 5 is usually good to check 21:52:20 https://pastebin.com/xpUJP4W5 21:52:38 ah yes your spoilers 21:52:52 I was looking at travis output but that's not going to help :) 21:54:34 advil: well, you were right, my dump now seems to agree with your spoilers 21:54:47 I just deleted saves/des/* 21:54:52 huh 21:54:59 and regenerated the seed 21:55:04 no recompilation either 21:55:36 I have no idea what could be going on 21:55:45 I only checked zot and not any other levels, but if zot agrees I assume the rest should be fine 21:55:55 yeah, you could double check depths 5 too 21:56:02 depths is the most sensitive ime 21:56:26 though zot is *usually* impacted by depths 21:56:34 Depths:5 also looks good 21:56:54 ok, well that's good in one sense, now I at least know the shape of the problem 21:57:29 it's a bit worrying 21:57:43 in this case I just hit a CHANCE value was just outright wrong in the cache, and it fixed itself when I rebuilt just that des 22:01:27 aand just had it happen again for my mac's cache (was encountering it in linux before)