00:31:19 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.24-a0-479-g9a978d2894 (34) 00:31:19 Psymania: about the border idea with double size monsters. If you can draw the border *behind* the monster tile 00:32:01 alexjurkiewicz, Pinkbeast said the same thing, but in my opinion it is still fugly. A half-sized box around the bottom half of the monster? 00:32:49 Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-82-g5129a83184 00:48:40 the way I have figured out how to add this other graphic always draws it on top of the monster, not behind, even if I switch the order of adding them into the cell object 00:49:01 I *could* try to figure out how to make it part of the background, instead, but like I said, I still think it's going to look ugly 00:58:10 https://i.ibb.co/jVGNNng/2019-07-05-215707-1366x768-scrot.png 00:58:17 There is how a vertical bar on the left looks 01:02:53 re: adding the indicator to the actual monster in the main view...I'm a bit confused, becuase I'm calling the very same function to add these features as is getting called to render the yellow "cursor" icon upon mouseover...however, the cursor icon gets added in the main view and *not* on the monster panel, yet the features I am adding are getting added on the monster panel and *not* the main view 01:34:14 i guess you aren't :) 01:34:16 #crawlcode 01:35:42 btw, the demon tier icon thing is controlled by tile_show_demon_tier 01:36:01 you could find the code which uses that option to see how to overlay a small icon in the corner 01:38:09 Unstable branch on crawl.develz.org updated to: 0.24-a0-479-g9a978d2 (34) 01:40:29 fbowman9116 (L9 HOFi) ASSERT(!aimed_at_feet || source == target) in 'beam.cc' at line 642 failed. (D:7) 02:09:31 Windows builds of master branch on crawl.develz.org updated to: 0.24-a0-479-g9a978d2 02:59:15 Monster database of master branch on crawl.develz.org updated to: 0.24-a0-443-g80245de 03:19:50 -!- ProzacElf_ is now known as ProzacElf 03:21:55 Unstable branch on crawl.beRotato.org updated to: 0.24-a0-479-g9a978d2 (34) 03:31:05 Fork (stoatsoup) on crawl.kelbi.org updated to: 0.21.2-1001-gfbdfef5a4c 09:10:42 debian 10 comes out today :) 09:16:08 !nick recenttenpercenters elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particlephysics 09:16:09 Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph... 09:16:14 bobbytwohands gameguard kuniqs normalperson7 webmant realzgp beargit cosmonaut tgcid9999 tickenest amalloy wingedespeon f0rbidden whiteshark kolbur aer1al doesnt vale caco iafm demise svendre tomatochips zackoid ranchugoldfish sergey starve yermak koboldina zwobot jeremie airwolf odds nikheizen ktgrey igxen internetkraken ksagri vojta walkerboh stickyfingers johnnyzero joy1999 mibe valarioth sysice 09:16:20 hexaflexagon 09:21:32 !nick recenttenpercenters elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particlephysics 09:21:33 Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph... 09:21:38 bobbytwohands gameguard kuniqs normalperson7 webmant realzgp beargit cosmonaut tgcid9999 tickenest amalloy wingedespeon f0rbidden whiteshark kolbur aer1al doesnt vale caco iafm demise svendre tomatochips zackoid ranchugoldfish sergey starve yermak koboldina zwobot jeremie airwolf odds nikheizen ktgrey igxen internetkraken ksagri vojta walkerboh stickyfingers johnnyzero joy1999 mibe valarioth sysice 09:21:44 hexaflexagon 09:24:08 !nick recenttenpercenters bobbytwohands 09:24:09 Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph... 09:24:39 !nick recenttenpercenters gameguard kuniqs normalperson7 webmant realzgp beargit cosmonaut tgcid9999 tickenest amalloy wingedespeon f0rbidden whiteshark kolbur aer1al doesnt vale caco iafm demise svendre tomatochips zackoid ranchugoldfish sergey starve yermak koboldina zwobot jeremie airwolf odds nikheizen ktgrey igxen internetkraken 09:24:40 Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph... 09:25:07 !nick recenttenpercenters ksagri vojta walkerboh stickyfingers johnnyzero joy1999 mibe valarioth sysice hexaflexagon 09:25:08 Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph... 11:23:15 Stable (0.23) branch on underhound.eu updated to: 0.23.1-82-g5129a83184 11:24:58 -!- amalloy is now known as amalloy_ 13:34:04 anyone know whether there's a way to make a monster berserk in wizmode? 13:41:58 alexjurkiewicz -- it looks to me like both the demon-tier icons and the berserk status icons are set on 32x32 canvasses, fixed in the lower-right corner, so if they both appeared, they'd be sitting in the same space, no? 13:42:14 I don't know if you can do it directly (not saying you can't, I just don't know) but you could spawn a moth of wrath 13:42:14 so unless I'm mistaken there is already a potential icon-space-conflict in place :( 13:43:33 Pinkbeast, well, I was hoping to put a demon into berserk rage mode to see whether the demon-tier icon and the berserk status icon get placed side-by-side instead of overlapping -- but I think, based on the way the graphics are done, that they *would* be overlapping 13:45:24 then again -- the poison, sleep, etc status icons are *also* set on 32x32 canvasses, but the game intelligently places them side-by-side instead of overlapping, so perhaps the code has an intelligent way of extracting the non-transparent part of the icon, determining which corner it's meant to be placed in, and then placing multiple indicators side-by-side. 13:47:11 Oh yeah, a moth of wrath makes *other* monsters berserk. I see what you were saying now. 13:55:24 Oh, I see, for the upper-right icons there's a "status_shift" variable that gets incrememented as icons are added. 14:00:36 It doesn't do that for the lower-right icons, however. So I do believe if there were both a demon icon and a berserk icon (and/or an "idealised" icon, if that has the possibility of being present simultaneous with either of the other two), then they would be appearing in the same location. 14:01:28 I guess "idealised" is a Hep thing, so unless your ancestor can be a demon, that wouldn't happen. If your ancestor can berserk, though, then maybe it could (I've hardly played Hep at all and don't know whether that's the case) 14:12:54 it's undead, I think 14:12:57 hence can't berserk 14:13:01 @??hexer 14:13:01 hexer (11R) | Spd: 10 | HD: 1 | HP: 1 | AC/EV: 0/10 | Dam: 4 | 11non-living, 10items, 10doors, spellcaster, see invisible, fly, regen, unbreathing | Res: 06magic(6), 05fire, 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 1 | Sp: slow, confuse | Sz: Medium | Int: human. 14:13:14 it's actually just non-living, but yeah can't berserk 14:13:41 I haven't looked closely at the icon rendering code, but I think the upper-right uses an offset system to offset multiple icons when multiple statuses are present 14:13:54 so you could employ and offset system for lower-right in the same way 14:15:27 gammafunk - yes, had thought of that, I may work on that, also had the idea that it could just go in the lower-left, thereby not interfering with anything already present (also conceptually is a very different kind of indicator from the statuses) 14:15:43 and just offset the few statuses that use that area; sounds like the difficulty indicator could always be at the same location 14:16:15 gammafunk, also, another thought I had, it could be configurable in the options file, to either display not at all or to display if the threat level is at *least* a user-chosen threshold 14:16:23 yeah, I'm not sure if that works, using lower-left; do we use that for anything? again I haven't looked closely at this icon code 14:16:46 the lower left does have the "something under" indicator 14:16:54 I don't *think* anything else 14:17:04 for items? 14:17:10 but I'm not sure off the top of my head whether that shows on monsters? need to check 14:17:11 er for floor tiles 14:17:20 yeah exactly 14:17:24 right, so that could be a general issue with this 14:17:26 for stacks of multiple items 14:17:45 or, perhaps, for a monster with an item on the floor under the monster, I'm not sure 14:17:45 if feature rendering uses some of these locations, you could have a visual "conflict" that way 14:17:56 you would have to sort of make a mockup or test and see 14:18:09 e.g.? 14:18:32 I mean, put the difficulty indicator in say lower-left and put a monster on a tile with a multiple item stack 14:18:35 see how it looked 14:18:43 compare it to how it looks presently 14:19:08 I think right now you can basically always see that indicator even when a monster is on the tile, but perhaps it's frequently obscured 14:20:05 yeah 14:20:05 as for the option, probably worry about getting the feature itself nailed down first; I'm not sure what benefit someone would get by turning that off 14:20:18 I do have the icon a few pixels up from the very bottom, I initially did that so as to separate it from the health indicator bar, incidentally it might give it clearance from a good portion of the "something under" indicator as well 14:20:37 I guess another way of thinking of it is that you might have visual conflicts like I'm mentioning frequently, so it would be off by default but some people might like to use it; I think it's idea if it's on by default and just work visually with typical gameplay though 14:21:03 Does anyone know why scroll amnesia calls list_spells() with the "viewing" argument set to "false" ? 14:21:26 yeah, ultimately you'll need to look at a bunch screens with a bunch of different monsters and see if there are issues with how you're rendering this 14:23:08 seems to be because it's a menu for executing amnesia 14:24:03 also because it's not concerned about spells being transiently useless 14:24:16 this affects spell highlighting if viewing is true 14:25:25 Perhaps I'm missing something but it invokes 14:25:27 int highlight = spell_highlight_by_utility(spell, COL_UNKNOWN, !viewing); 14:25:57 So if "viewing" is false, that invokes spell_highlight_by_utility with transient = true, and does concern itself with transient uselessness 14:27:11 (and this is AFAICT the only effect of "viewing") 14:27:49 well there is an effect on menu action 14:27:53 in addition to that 14:28:14 as for the inversion, hard to say, could be a bug 14:28:43 !source spl-cast.cc:204 14:28:44 https://github.com/crawl/crawl/blob/master/crawl-ref/source/spl-cast.cc#L204 14:28:48 Oh, so there is (an effect on menu action). 14:30:44 The inversion's the right way arouund for casting spells vs viewing them, but amnesia's different to both in that it _does_ something but we don't care about transient uselessness 14:32:14 ... likewise the invocation in adjust.cc 14:32:20 Thanks. 15:04:09 I am having some wrestling matches with tile-flags.h 15:09:53 It doesn't *look to me* like 0x1000, 0x2000, 0x4000, and 0x8000 are getting used in the FG flags, but when I try to use those for threat indicators, all my monsters turn invisible. If instead I use 0x100, 0x200, 0x400, and 0x800, which also *appear* unused, my monsters re-appear but then the player gets a "tough" indicator :) 15:10:43 Maybe I should be using bits at the MSB end of the ULL....it looks like there are only four bit positions available there (which is exactly how many are needed) 15:10:53 (actually, it could technically be done with only two bits) 15:20:41 Hey all, I want to add a new clua function for setting a waypoint. Would people be open to this? 15:31:44 -!- gmarks__ is now known as gmarks 16:21:26 actually, suppose my threat indicators need more than two bits, since there doesn't seem to be a flag saying simply whether there is or isn't a monster present on the tile 16:21:36 but it can be done with three! :P 16:32:12 ...but it's more elegantly done with four :P 16:47:47 https://i.ibb.co/NVz0Wh7/2019-07-06-134425-1366x768-scrot.png 16:48:10 gammafunk, around? ^ here is a screenshot of what I currently have, including all colors of the indicator, and a few backgrounds to see how it looks against them 16:49:05 I have some reservations because I am using the last 4 bits that were available of the guaranteed 64 bits of the Long Long type in the foreground flags container 16:49:17 thoughts? 16:52:58 -!- aidanh_ is now known as aidanh 17:03:17 gammafunk, also, btw, it would seem that the "something underneath" indicator does *not* show in any tile containing a monster, as things already stand 17:03:30 so unless we do something about that, this icon and that icon would never appear together 17:03:31 Psymania: hrm, I don't really like displaying this on every on-screen monster 17:03:51 wouldn't players prefer to limit this to the monster list 17:04:09 I uh, guess I didn't really realize this when I was theorizing about his 17:04:35 gammafunk, Yeah, someone said they *would* like it though (forget who -- I thought it was you but obviously it was not, haha), and that's why I came up with the idea of making it configurable (all, none, at least easy, at least tough, or nasty-only) 17:04:55 sure 17:04:55 one thing I'm seeing is that it will interfere a bit with display of monster weapons 17:05:04 Oh, it was alexjurkiewicz: personally, I'd like if the icon showed on the monster tile as well. Demons used to get an icon showing their tier (I II III IV V), you might be able to repurpose that code to display it on the monster tile 17:05:05 try making say a bunch of armed gnolls/orcs/elves/etc 17:05:31 does their equip get rendered above or below the square? 17:08:03 The square is in front. 17:08:11 Psymania: good to know re: that underneath icon, although I haven't looked to see if any other icons are rendered at that location 17:08:26 yeah, I wonder if behind would be better for that indicator 17:08:33 how do monsters with various wielded weapons look? 17:08:50 orc warratiors/knights/de knights/archers/merfok etc 17:08:56 s/fok/folk/ 17:10:19 I mean, it's got to be something that hangs down low in order for it to even be in the same space. I've been looking at whips and flails and such. 17:10:51 yeah, polearms 17:11:06 maybe crazy yiuf 17:11:11 with his quarterstaff 17:11:36 yeah, the bottom third or quarter or so of the quarterstaff is behind the icon 17:11:40 quarter-quarterstaff 17:11:41 well anyhow, this is probably much more an issue for rendering it on monsters in LOS 17:11:53 if you render this by default only on monsters in the monster list to the right 17:12:00 that's less a problem I think 17:12:14 I was thinking also, instead of the lower-left, I could make it an upper-right icon and work it into the status_offset scheme for putting icons side-by-side 17:12:26 yeah putting it only in the monster list to the right was how I was doing it at first 17:12:40 only started experimenting with actually putting it on the monsters in the main view because of alexjurkiewicz's comment 17:13:03 I suppose you could 17:13:05 also, just putting it on the monsters tab only means that I don't have to use up those other four FG bits 17:13:10 the flags 17:13:37 I suppose you could make some mockups and post something on GDD to get more tiles player feedback 17:13:50 most of us play console so we're not the best to ask 17:14:02 aidanh is our resident UI guru and might have an opinion 17:14:38 aidanh, present, by any chance? 17:56:08 https://i.ibb.co/Bfj8xQD/2019-07-06-145532-1366x768-scrot.png 17:56:30 ^ gammafunk, example of how it looks in upper-right corner, with other icons' shifting over to the left demonstrated 18:05:55 Psymania: yeah, that's sort of a lot of visual clutter for me; definitely wouldn't like it for all monsters in los, but maybe the side pane would be good 18:06:16 Psymania: you might take some of these screenshots and post to GDD with a short writeup of what you're trying to do to get feedback 18:06:36 maybe make it clear that the display on monsters in LOS aspect would be optional and not on by default 18:07:02 I wonder too if the threat indicator could be a little smaller, if that would help 18:07:20 threat indicators on firewood monsters probably doesn't make sense 18:17:57 -!- amalloy_ is now known as amalloy 18:18:26 Is the clua reference at http://csclub.uwaterloo.ca/~ebering/crawl/lua/index.html autogenerated? 18:23:20 And if so, how do I generate it 18:29:15 gmarks: it says at the bottom "generated by LDoc 1.4.6" 18:30:18 i don't know anything about ldoc, but searching Makefile for "ldoc" suggests that `make api` would do it 18:46:29 Psymania: after looking at the mockup I think it's only worth showing for red and maaaybe yellow. Just because the code to determine lower levels of difficulty is in game already doesn't mean it has to be used here. The difference between the two greys is minimal, and it's less noise to make "normal" = no UI badge 19:09:34 What's the proper way to get people to look at my PR? Should I just PR it and leave it that way or should I post here about it? 19:12:23 New branch created: pull/1098 (3 commits) 13https://github.com/crawl/crawl/pull/1098 19:12:23 03Gabriel Marks02 07https://github.com/crawl/crawl/pull/1098 * 0.24-a0-480-g33ec6ff: Refactor add_waypoint logic 10(3 hours ago, 2 files, 7+ 1-) 13https://github.com/crawl/crawl/commit/33ec6ff8b388 19:12:23 03Gabriel Marks02 07https://github.com/crawl/crawl/pull/1098 * 0.24-a0-481-g047563b: Add set_waypoint clua function 10(3 hours ago, 1 file, 23+ 0-) 13https://github.com/crawl/crawl/commit/047563befa8b 19:12:23 03Gabriel Marks02 07https://github.com/crawl/crawl/pull/1098 * 0.24-a0-482-g5927b3e: Change lua doc comment to match others in the travel module 10(12 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5927b3eba21d 19:15:23 gmarks: if nobody gets around to looking at it soon then definitely feel free to mention it here again to poke people to take a look at it 19:15:49 Cool thanks 19:16:14 PR merging sometimes takes a bit depending on who on the dev team is active, but at a glance that looks like a good feature 20:46:02 -!- gmarks_ is now known as gmarks 20:48:20 Hey, would anyone on here be willing to take a look at my first PR (https://github.com/crawl/crawl/pull/1098)? It adds a clua function to set a waypoint. 23:57:14 Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-82-g5129a83184 23:58:42 i'm not an expert on this, but it seems to me like the existing lua functions using player-basad coordinates leak information about absolute coordinates, right? like set_exclude behaves differently if the coorinate is in bounds or out 23:59:15 so a careful lua programmer can derive absolute coordinates from player-relative ones by trying to set exclusions until one fails