00:00:08 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.24-a0-509-ga1643a6788 (34) 00:01:39 Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-82-g5129a83184 00:33:36 -!- amalloy is now known as amalloy_ 01:33:25 can someone confirm for me that reaverb on IRC is a developer voiced in this channel? 01:38:18 Unstable branch on crawl.develz.org updated to: 0.24-a0-509-ga1643a6 (34) 01:43:10 It'd be really cool if i could the list of prefabs/vaults encountered in a game dump. Would it be something you guys would allow? 01:57:05 you can see a list of vaults in morgue files, is that what you're looking for? 01:57:16 ctrl+f "vault maps" 01:59:07 oh neat, is that new? 02:00:02 i'm not sure, i see it in files from november last year so it's at least that old 02:00:02 and that's exactly what i wanted so perfect 02:00:06 cool :) 02:10:03 floraline: yes they are a dev 02:10:11 %git 3510def36b312a4d80f43876ce94e509f06c3390 02:10:11 07reaverb02 * 0.24-a0-463-g3510def: Fix a text bug. (#11665) 10(3 weeks ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3510def36b31 02:10:42 Windows builds of master branch on crawl.develz.org updated to: 0.24-a0-509-ga1643a6 02:39:19 thanks, is that their nick on irc? 03:00:14 Monster database of master branch on crawl.develz.org updated to: 0.24-a0-443-g80245de 03:12:15 Unstable branch on crawl.beRotato.org updated to: 0.24-a0-509-ga1643a6 (34) 03:13:47 seems docs/develop/levels/advanced.txt still mentions veto_disintegrate but not veto_dig 03:52:03 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-2200-gd24a5f3eba 04:46:02 03alexjurkiewicz02 {Aidan Holm} 07* 0.24-a0-510-g9253d74: Compress title PNGs a little bit better 10(3 weeks ago, 30 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/9253d746ad11 06:02:16 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-510-g9253d746ad (34) 07:38:00 thanks aidanh & amalloy_ 07:38:02 floraline: yes 09:08:40 03advil02 07* 0.24-a0-511-g71c5d99: Handle hidpi screens in webtiles glyph mode 10(11 hours ago, 3 files, 24+ 8-) 13https://github.com/crawl/crawl/commit/71c5d99ebce4 09:08:40 03advil02 07* 0.24-a0-512-g2b48af3: Fix a potential cursor rendering issue in glyph mode 10(6 minutes ago, 1 file, 2+ 3-) 13https://github.com/crawl/crawl/commit/2b48af375b30 09:12:43 floraline: you may still want to check individual cases if someone is asking for something, but you can often find nicknames at https://crawl.develz.org/wiki/doku.php?id=dcss:admin:devteam 09:13:36 bgiannan re vault map lists, it doesn't appear by default in stable version morgues, so that may be why you haven't noticed it. Also doesn't show until the game is done (unless it's wizmode) 09:14:37 advil, is there some reason why it doens't show up if the game isn't finished? 09:15:39 because that knowledge can tell you a lot about e.g. unexplored levels 09:16:06 stairs down, look for uniq_sigmund in morgue, skip level 09:16:18 i see 09:16:28 couln't it show only vaults you stepped in? 09:17:10 that may be technically possible (in that seen status is tracked), would be a huge pain to implement 09:17:20 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-512-g2b48af375b (34) 09:17:44 how so? 09:17:49 well, you could do it by brute force and just add a new prop that tracks seen vaults as they are seen, and use that instead of the current list 09:18:01 to check if a vault has been seen you need to load the level 09:18:58 so writing a morgue without something like the brute force approach above would involve traversing every level 09:19:07 I'm not sure whether that would be good or bad though 09:19:34 it still presents many of the same issues in more subtle form 09:19:40 for instance, unique vaults are just the space where they start, so seeing uniq_sigmund even if you haven't seen sigmund tells you he's on the level 09:19:56 right 09:20:04 for bigger vaults, seeing just the edge of a vault without realizing it is enough to mark the vault as seen 09:20:22 for example incl some vaults that you have to access from a different level 09:22:26 ok so not really a good idea unless there was some way of marking a vault when it's "finished" (e.g. you killed anything in it and you've explored all of it) 09:23:34 yeah, something like that, not sure what a useful finishing criteria would be in general 09:24:54 are you trying to enable looking up vaults during a game? 09:25:01 that would be the other outcome of something like this 09:25:40 i was trying to find out if it was possible/revelant 09:26:15 i just finished a vault and i was thinkin to myself that it was quite awesome and wanted to know its name/author 09:27:09 a list at the end of the game is great but unless you know where to look in crawl's repo it's not really useful 09:28:18 another idea i had was a way to take a "snapshot" of critical moments of the game that you can illustrate the morgue file with 09:28:25 yeah, those lists are most immediately there for debugging purposes 09:28:36 oh, interesting 09:28:49 then when you read old morgue files you can rememorate how it occured 09:29:23 though fyi there's a convention for many vaults where the author is the first word, "lemuel_flamethrower_hall" = lemuel is the author 09:29:36 true 09:30:50 do you think the "snapshot" idea is worth pursuing? 09:31:19 sounds interesting, if you can get it to work I think players would like that 09:31:33 figuring out what to snapshot sounds hard obv 09:31:40 right 09:32:03 though there are already milestones that aim at this 09:32:05 i though i could try something like what you have right now for the last turn of the game 09:32:32 e.g. milestones on near-death 09:32:36 then user could either take a snapshot manually, or define so criteria to take them (low life, etc.) 09:34:20 one last thing/idea would be to give some option for the user to format the morgue file: markdown, html, etc. 09:34:29 anyway i digress 09:34:57 I take it by end of game you mean the dungeon map it shows? It wouldn't be too hard to store that in a save whenever a milestone is recorded 09:35:33 then do something with them at the end of the game 09:35:59 oh so there's a notion of milestone already in the game 09:36:09 is there some categories within that? 09:36:27 like maybe you don't want a snapshot when you choose a god, but maybe one when you kill a big unique 09:36:28 yes, it's what feeds sequell milestones 09:36:39 great 09:36:54 also https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt#L2285 09:37:15 right 09:37:16 those options control what milestones lead to milestone notes in the morgue 09:37:24 you can also write custom ones with regexes 09:37:25 so there's not that much work actually to get something 09:40:53 yes, piggybacking off of existing notes/milestones may do a lot of what you have in mind 11:03:47 hm, usk pain bond and solo time have at most (i.e. once the timer has run down) a 1 in 10 chance of retriggering after the first trigger, unless piety drops below the threshold and reraises, does that seem as intended? 11:04:00 it's kind of a weird mechanic, given that there's *also* a timer 11:07:50 I wonder if `x_chance_in_y(time_taken, time_taken * 10 + bond_timer)` should actually be x_chance_in_y(time_taken * 10, time_taken * 10 + bond_timer) 11:09:05 though time_taken might already be in auts, so idk 11:15:33 I guess this was changed in a recent PR but I don't understand the point of the old version either 11:16:55 %git 02ac524 11:16:55 07Byrel Mitchell02 * 0.24-a0-505-g02ac524: Change chance of triggering paralysis/pain bond to be turn-length invariant 10(2 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/02ac52495da2 11:18:56 oh haha that's not merged, I see 11:21:29 Stable (0.23) branch on underhound.eu updated to: 0.23.1-82-g5129a83184 11:21:41 anyways, the cooldown is already like 30-50 turns for each of these 11:22:32 so why then give such a lot probability for retriggering 11:22:33 *low 11:27:25 also, is 30-50 turns even plausible given usk piety decay? 11:27:36 (cf https://crawl.develz.org/mantis/view.php?id=11920) 11:34:43 anyways, tldr my guess would be that there ought to be 1 in 1 chance of retriggering after the timer runs out, not 1 in 10 13:05:17 Unstable branch on crawl.akrasiac.org updated to: 0.24-a0-512-g2b48af3 (34) 13:27:36 -!- amalloy_ is now known as amalloy 18:22:37 Unstable branch on underhound.eu updated to: 0.24-a0-512-g2b48af375b (34) 21:09:39 -!- amalloy is now known as amalloy_ 21:29:24 -!- amalloy_ is now known as amalloy 21:44:01 Yermak (L15 KoSk) ERROR in 'libutil.cc' at line 391: screen write out of bounds: (1,25) into (80,24) (D:11) 21:47:08 yermak at it again 22:35:41 advil: the biweekly thread seems like a huge success 22:56:51 03reaverb02 07* 0.24-a0-513-g284f782: Show XL to reach relevant skill level on more items (Mantis #12018) 10(7 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/284f782df560 23:02:41 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-513-g284f782df5 (34) 23:08:04 -!- jfcaron_ is now known as jfcaron