00:06:07 I guess some of those look better if the level is generated around them, instead of them being placed on a generated level. 00:18:42 -!- Twinge has quit [Read error: Connection reset by peer] 00:20:05 -!- Twinge has joined ##crawl-dev 00:28:05 Drain tile remains after exiting Sewer... (https://crawl.develz.org/mantis/view.php?id=3135) by Twilight 00:53:12 Crash to desktop upon leaving shoals (https://crawl.develz.org/mantis/view.php?id=3136) by Wolpertinger 00:54:55 -!- Iainuki has quit [Quit: Iainuki] 01:01:06 -!- Zchris13 has joined ##crawl-dev 01:34:05 -!- Siber2 has joined ##crawl-dev 01:35:21 Does that FR thing actually do anything? I just have to know. 01:35:35 FR thing? 01:36:06 in ##Crawl that I see people doing 01:36:19 -!- Siber has quit [Ping timeout: 246 seconds] 01:36:23 Example? 01:36:40 FR: Something awesome 01:36:41 "FR: "? 01:36:43 Ah. 01:36:44 FR: Antaeus hands out snow cones 01:36:44 -!- Siber2 is now known as Siber 01:36:50 exactly 01:36:53 Sometimes the devs are watching and will implement things. 01:37:02 But no, not really. 01:37:22 aw 01:37:27 Does it ping somebody? 01:37:29 Zchris13: If you do want to suggest something, you need to write it up in the wiki. 01:37:36 Oh 01:37:38 k 01:37:40 Thanks! 01:37:40 Zchris13: No, that's just people horsing around. :) 01:37:40 usually the FR thing is purely in jest 01:37:52 We could implement a bot that appennds all FR: lines to a random wiki page. 01:37:57 But... 01:37:59 when people *say* FR they don't really mean it 01:38:01 that would be a horrible wiki page 01:38:16 actually filing FRs is what you do if you care 01:38:38 sorear: Well, sometimes that doesn't mean that it's inherently a bad idea. I've seen people put stuff in bad_ideas and then had it implemented. 01:38:39 Also good morning due, sorear! 01:38:43 (ie, malign gateway, I think?) 01:39:24 due: Have you checked out the grotto and tomb volcano subvault thingies I committed some time ago? (You possibly already did?) 01:40:04 Keskitalo: Erm... I think so? 01:40:09 Keskitalo: I believe I said "Awesome"! 01:40:48 Ok! Have you had time to check why the lake map volcano stops erupting when I subvaultify it then? :) More awesome maps, I have! 01:41:04 Oh, hm. 01:41:06 :S! 01:48:27 morning folks 01:49:56 woo, tilegen building and running cleanly on win32/msvc now 01:50:49 Nice! 01:52:25 thanks :) 01:52:40 working on the main project now, it's really a shame that msvc makes things so messy 01:53:00 think I've managed to get most of it sorted by simply setting up my environment in a clever way 01:53:21 really need a wiki page on this stuff though so people don't have to fight for hours, would be best if folks could clone from git, open an sln, and compile 01:53:25 imho at least 01:53:37 Sounds good to me 01:54:51 -!- Zchris13 has quit [Quit: SCREW YOU ALL] 01:55:17 how do you guys feel about platform macros in extern.h btw? 01:55:38 it brings in stdint.h and inttypes.h unconditonally 01:55:52 the are C99 standard, but alas msvc is not C99 complant 01:56:19 there is an existing TARGET_COMPILER_VC macro used elsewhere, which I have used to fix it locally 01:58:28 Hrmh. I'm trying to make ice cave have easy and hard versions. Easier maps are selected earlier, and harder maps later. 01:58:44 Keskitalo: adjust the weight via absdepth? 01:59:01 one more thing (sorry for the noise) I'm also seeing issues during tilegen about dc-unrand.txt includes failing 01:59:02 Keskitalo: I believe this is possible and accepted, but I could be wrong.. 01:59:21 Neovanglist: Are you regenerating the relevant unrand info? 01:59:27 I don't see the txt file there, and I do see it included in dc-item.txt 01:59:41 Keskitalo: It's possible that weights are parsed only once at the map parsing, though. 01:59:56 due: not sure, I'm doing whatever is in the existing post-build step of tilegen 02:00:32 due: I actually have ice_cave_easy and ice_cave_hard tags, and the portal vaults decide which one is the destination based on the depth the entry is generated. 02:00:35 I will pastebin the postbuild step as is, one moment 02:00:43 s/portal vaults/entry vaults 02:00:46 http://pastebin.com/1PYGVd4b 02:01:37 due: This works nice except for wizmode convenience 02:01:47 ahhh 02:02:09 Neovanglist: Check the makefile to see where dc-unrand.txt is generated. 02:02:18 But I'd like to use the same maps with different MONS etc tags, and I need to tell the map if it's ice_cave_easy or ice_cave_hard 02:02:22 yeah, I was in the middle of typing osmething to that effect 02:02:29 seems the sh scripts do things the vcproj files do not 02:02:34 going to track it down and fix it now 02:02:35 makefile:861 GENERATED_FILES := art-data.h $(RLTILES)/dc-unrand.txt 02:02:35 thanks 02:02:43 util/art-data.pl 02:03:08 That should generate the dc-unrand.txt file as well 02:03:20 yeah 02:03:30 yeah 02:03:35 need to figure out how to fix the vcproj environment to behave correctly though 02:03:37 util/art-data.pl:689 write_tiles 02:03:44 and I think it's bad long-term to have to maintain both individually 02:03:54 agree 02:04:03 maybe it's smarter to have the normal build scripts "generate 02:04:04 err 02:04:11 (The wizmode thing that breaks is choosing which destination map you want to arrive in - it expects the map name to begin with the tag; i.e. when you have an easy map, it expects to find ice_cave_easy_small_giant, but the maps are called ice_cave_small_giant etc) 02:04:23 "generate" (copy) over the vcproj files into said generated environment (normal/wiz) 02:04:28 then to build in vc you open and compile from there 02:04:29 Keskitalo: fix wizmode! ;) 02:04:34 although that hoses git, etc, bleh 02:04:59 due: Yeah, I don't know why it doesn't look by tag instead of relying on map NAME 02:05:14 greensnark: ^^^ 02:05:19 Keskitalo: A holdover, I guess. 02:05:43 ah 02:05:48 You an put tag in 02:05:59 type the tag name into the prompt 02:06:06 if (!find_map_by_name(dst) && !random_map_for_tag(dst)) 02:06:42 do you guys know who is currently maintaining the win32/msvc port? 02:06:54 Neovanglist: You seem to be doing that :) 02:06:55 Neovanglist: at the minute, you seem to be. 02:06:56 would like to talk to them to figure out a better long-term solution before spending to much time hacking around 02:06:59 haha okay 02:07:04 Destination map choice should allow any name, I don't know why it checks prefixes and stuff 02:07:06 fair enough :) 02:07:21 The windows builds are done via mingw32. 02:07:30 Neovanglist: I remember felirx tried to use msvc before giving in and going with mingw32 02:07:33 So if you touch any of that code, best to poke Napkin and let him know 02:07:34 yeah, I noticed that - it's the first thing I built 02:07:42 Yeah, currently official windows builds are cross-compiled using mingw32 on Linux 02:07:50 got it 02:07:54 Yes, should've clarified. 02:08:01 Otherwise feel free to fix MSVC. 02:08:07 We've had several patches temporarily fixing it. 02:08:16 with that in mind I'll make sure to test everything under a unix (FreeBSD) environment before submitting a patch then 02:08:19 It would be nice if we coul automatically generate the project file from makefile.obj and all of that. 02:08:28 most importantly for my changes to contrib/ 02:08:31 (which should effect all platforms) 02:08:33 Yeah, otherwise the vsproj will just bitrot again 02:08:50 well, actually not true, sorry 02:08:54 the issue does apply to xcode however 02:09:07 (any platform with which sdl-image uses it's builtin rar resources and doesn't autoconf deps) 02:09:08 xcode is slightly more monitored because Enne and greensnark ... used to use it? 02:09:23 I bother with Xcode if people start crying for Mac binaries :P 02:09:32 We should really rig up a command-line build for Mac binaries 02:09:39 the issue is that sdl-image has a builtin libpng-1.2 for xcode/watcom/msvc/blah 02:09:47 and we have libpng1.4 in contrib 02:09:49 greensnark: I know there were some wishing after it in the SA thread 02:09:57 in tilegen, this causes a lib versioning conflict 02:10:00 Ah... yeah. 02:10:12 There's a massive list of .cc files in the project. 02:10:32 honestly, from the sound of it 02:10:49 having a build system that does this intrinsically for lots of environments, (xcode, msvc, etc) might be useful 02:10:54 because there is more than just compiling going on too 02:10:57 resource/header gen, etc 02:11:20 but by no means am I suggesting you guys should change it all, just making a point 02:12:23 we really should 02:12:31 but It Just Works for Linux 02:12:34 and Unix and stuff 02:12:50 and *nix-like (mingw, etc), so we only really look at it when ti stops working. 02:12:58 nod, and honestly I'm more of a *nix guy myself anyhow 02:13:10 This list of files from like 2110+ appears to be artificial. 02:13:21 And likely to go out of date the moment we split more source code/rename stuff. 02:13:42 however my workstation environments are OSX or Win32/64 now days so this was the first way I tried to build it :) 02:13:44 Is there any reason it can't be populated with ls *.cc *.h? :) 02:14:37 bbiab 02:15:08 It would actually be pretty easy to create the Mac app bundle in the makefile 02:15:15 * greensnark adds this to TODO. 02:15:16 greensnark: hooray! 02:15:19 oh 02:15:23 speaking of todo 02:15:57 TODO: add in pruneskin mutation and a counter to check for it 02:16:08 Eronarn: <3 I am so going to do that 02:16:30 Glaive of Prune needs some love 02:16:49 Too long has it languished, lovelorn 02:16:58 due: it should change player glyph color to magenta while you're at it 02:17:18 On critical hit it could temporarily transform living targets into prunes 02:17:50 Eronarn: Of course. 02:18:02 New monster type: pulsating prune. 02:18:30 greensnark: monsters killed by it drop prunes instead of corpses! 02:18:36 <3 02:18:40 pruuuuuuuuuuunes. 02:18:45 If you eat too many prunes... no, wait, let's not go there. 02:23:08 That reminds me, does Cigotuvi's Degeneration have an actual use in the game? 02:24:22 Keskitalo: I believe it is useful for Jiyvaites. 02:24:42 it's not really useful for them, it's just a funny gimmick 02:24:56 they don't get any bonus to it other than the lump being a friendly slime instad of hostile (but lumps are pitifully weak) 02:25:34 We could just make the lump of flesh.... a lump of flsesh? 02:25:49 ie, same HD, HP, attacks, etc, as the orignial monster, but with no weapons, armour, special abilities, blaahblah? 02:26:44 Hmm, a lot like a single-target silence? 02:27:29 i'd turn it into a debuff + damage over time spell, personally 02:27:43 i'm not sure there's a worthwhile niche for 'turn a dangerous monster into a boring one' 02:27:56 currently it's a lot like banishment or a simpler polymorph other 02:29:10 monky: Do you know if it's used? I picked it up in one of my Transmuter games but I don't think it saw serious use. 02:29:18 the only purpose of cigotuvi's degeneration is to explain the flavor of that wizlab 02:29:24 banishment except higher level and two school and only works on mutatables and leaves a monster behind that might mutate you 02:29:29 keskitalo: to my knowledge nobody uses it seriously 02:29:44 Keskitalo: only use I've seen is by vicht, who used it to handle/farm perma-allies 02:29:51 i used it on a jiyvaite 02:30:09 but again, it's not actually particularly useful there 02:30:13 I'm not sure where that list of spells memorised at ascention is 02:32:24 speaking of polymorph other, does anyone ever use it, either? it seems like a lot of spell levels for xp-maximisation, making monsters edible, and abusing knowledge of HD (e.g. for disabling boggarts) 02:34:11 monky: why would you even bother with the spell with how common the wand is 02:34:48 for scumming high-exp monsters from goblins 02:35:23 Another removal candidate imho 02:35:57 tmut could really use some additions 02:36:05 so that it won't look threadbare with so many spells gone 02:36:25 tmut is fine, doesn't matter how it *looks* :P 02:36:42 that said, I *would* love some more spells in there 02:37:02 but not before the current forms have some better balance etc 02:37:07 and the cruft is cut 02:37:13 sky beast form, ball lightning form, some kind of "charging" form (rolling boulder, avalanche, etc.) 02:37:27 tmut has a lot of spells, really... more spells certainly wouldn't hurt, but it will still have all the forms and the earth/tmut spells and the miscellaneous stuff like evap and ignite poison 02:37:48 with rolling boulder beetles, boulder beetle form could be the charging form 02:38:11 elliptic: earth/tmut is weird because earth/tmut makes up a lot of both of those schools 02:38:45 earth/tmut is <3 02:39:07 i think it could stand to be a bit better dispersed 02:39:37 i should play a geomancer one of these days 02:40:09 eronarn: it makes up a lot more of earth than of tmut 02:40:10 it looks awesome by flavour 02:41:02 I'd hate to lose the flavour of Cigotuvi though. 02:41:33 remove first, re-add later 02:41:50 due: Do we have a transloactionist named wizard btw? I have a wizlab concept 02:41:57 Hm 02:42:00 yes 02:42:03 it might be unfun though, I need to test it first 02:42:04 We do? 02:42:05 golubria 02:42:08 oh, yes 02:42:10 golubria! 02:42:11 monky: ooh! yes! 02:42:17 thank you doy :) 02:42:40 Grid of Golubria 02:43:22 ok, i can probably query map_def for tags, right? 02:45:30 std::string map_def.tags yay 02:46:08 Ooh, even map_def.has_tag <3 02:48:17 Not sure how problematic it is, but no natural monsters have high enough hd to qualify as poly targets for the lernaean hydra, so it ends up being random, usually resulting in something wimpy (easy way out of dealing with 27 heads) 02:48:57 @?? the lernaean hydra 02:48:57 the Lernaean hydra (08D) | Speed: 10 (swim: 60%) | HD: 30 | Health: 150 | AC/EV: 0/5 | Damage: 18 per head | Flags: amphibious, cold-blooded, regen | Res: 06magic(120), 03poison | Chunks: clean/none/unknown | XP: 7599. 02:49:25 could just increase that MR a lot, I guess 02:49:40 how effective is ?vulnerability 02:49:48 halves monster MR 02:51:50 monky: It's super effective! 02:52:26 Could probably make poly not be random in such a case. 02:52:58 turns into a lernaean pyrohydra or cryohydra 02:54:09 polymorphss into an orb guardian <3 02:55:56 on increasing its MR, do mutaclouds check for magic immunity? 02:56:49 bah, I don't understand c++ 02:57:09 that map_def wasn't a class, but a const so it doesn't have that has_tag method 02:57:19 I can't figure out what that const map_def can do 02:58:54 Keskitalo: context? 02:59:13 const is just a signifier for immutability 02:59:21 oh, duh 02:59:28 const map_def can do all of the stuff that a normal map_def can do 02:59:40 I thiink I mixed that up with "struct" :D 02:59:54 possibly it is a pointer and you need to use -> to denote the member you are accessing? 03:00:08 or the reverse and you are using -> instead of . for a non-pointer! possibly. 03:00:10 yes, taht's it 03:00:14 thanks :) 03:00:19 I am always confused 03:00:23 Like I said, I don't understand C++ :) 03:00:26 It usually takes about six tries to work out which one is wihch 03:00:32 yeah 03:00:48 our C++ tutor last year made a handy table for reference 03:00:50 of course I don't have it 03:02:34 due: Also, the thing I do (with both ice_cave_hard and ice_cave_easy tags in the same icecave.des) is the same as with Baileys - that's actually two portal vaults, bailey_axe and bailey_polearm. But they don't share maps, that's the difference 03:04:19 -!- galehar has joined ##crawl-dev 03:04:19 Baileys are hackishly put together IMHO :) 03:04:26 hail galehar 03:04:34 This'll be even more hackish! 03:04:35 hi 03:04:41 hi galehar! 03:06:06 :( 03:14:09 -!- syllogism has joined ##crawl-dev 03:14:21 Good morning syllogism 03:14:39 due: http://i.imgur.com/0svfz.png 03:14:43 You know you have stepped to new levels of obsessiveness *when you are documenting your documntation generation program*. 03:14:45 clang helps :P 03:18:14 cang 03:18:40 herself: "It'll be quicker to write my own" 03:18:58 hi 03:19:47 Well, crap, I tried to tweak the portal destination vault query so that it accepts just plain typing the name of the map, but it crashes when I test the ice cave portal with sewer_kobolds 03:20:14 :) 03:20:18 I'm assuming it would 03:20:30 judging the crash report is seems that it doesn't use the sewer map, but goes ahead entering a non-existent ice cave. 03:20:44 It's still restricted to using "those vaults". 03:21:04 What I expected was "No such ice_cave_easy, try again." 03:21:13 ahh 03:21:15 hm 03:21:21 soo I probably have faulty logic in my own lines 03:21:50 if (find_map_by_name(name)->has_tag(you.level_type_tag)) 03:21:50 vault = find_map_by_name(name); 03:22:54 That would have to be the broken part. 03:23:58 If vault is set, it goes through. 03:24:27 That shouldn't set the vault when the map given is sewer_kobolds, since it should look for ice_cave_easy tag.. 03:29:19 jpeg's new tutorial proposal looks really nice 03:30:00 another one? :) 03:30:16 Oh my, 26 emails. Looks like I closed email. 03:32:51 Yeah, "episodizing" the current tutorial concept 03:32:54 it sounds very good 03:33:09 I already thought doing that was a great idea a year ago :) 03:33:35 We could also have advanced tutorial lessons, such as.. I don't know, scumming with Nemelex 1-0-1 ? :-P 03:34:46 "Scumming with Nemelex! In the Abyss!" "The ancient lich touches you ... You die!" "Oops?" 03:35:58 <3 Johanna. 03:37:33 hahaha 03:37:49 btw, is there any update on all of the crashes recently? 03:37:56 they seem to be floor traversal related for me 03:38:02 and they often also corrupt my savedata 03:38:50 I'm guessing most of them are related to monster MID. 03:39:06 * due eyes kilobyte. 03:39:18 i doubt they corrupted your savedata 03:39:28 you were probably just getting the assert 03:39:34 as soon as the game loaded 03:39:36 it's probably not actually corrupted 03:39:46 ah, nice 03:39:46 you'er just running into a monster that's been marshalled and doesn't have an MID 03:39:53 I have some savedata that "crashes" 03:39:56 if anyone is interested 03:39:59 we have black magic and ways of fixing save files :> 03:40:02 would be nice to get my level 17 hill orc back :) 03:40:09 Neovanglist: do you know what the assert is? 03:40:13 I'll run it now 03:40:20 (:> you should if there is, get a dialog! if you use tiles.) 03:40:20 (with this weekend's trunk) 03:40:51 co's new serial vault is pretty great 03:40:58 I get a runtime error 03:41:07 no addtl info 03:41:08 the recent crashes aren't caused by mid 03:41:14 I have also seen an assert on exit 03:41:23 something about tileinfo iirc 03:42:04 I fixed this one yesterday 03:42:52 I think the crashes on level load are caused by jpeg's change of saving name of tiles 03:43:00 1cf9778054ab 03:43:19 Store vault-defined tile names in the save 03:44:00 this crash doesn't assert by the way 03:44:57 fwiw, just confirmed the crash with the latest trunk build 03:45:11 I can rar and upload my save data if anyone is interested 03:45:24 (this is actually the entire reason I have been trying to get it to build in msvc, so I could debug the issue) 03:46:26 is the latest build less than 10h old 03:46:59 Neovanglist: the crash on load level is still there sure. The one I fixed is the assert on game restart. 03:47:00 think the latest build just happened a couple hours ago 03:47:09 galehar: ah got it, thanks! 03:48:40 Neovanglist: why do you try to compile with msvc? It isn't supported. 03:48:59 galehar: Neovanglist is attempting to get our support back up to scratch :) 03:49:33 galehar: I realise that now, when I saw the project files I assumed it was 03:49:53 fwiw however, I find debugging in msvc significantly more useful compared to gdb 03:50:14 but that is not a slam on gdb, I'm simply more accustomed to using visual debuggers 03:50:54 The debugger was the reason felirx wanted to use msvc too IIRC 03:51:27 there's also eclipse for visual debug 03:51:48 yeah, but gdb frontends in general have been problematic in my experience 03:52:02 that said, I've actually worked to implement one before, it's not very nice 03:52:18 in any case, it's not a big deal 03:52:33 can't you use msysgit for compiling and msvc for editing and debugging? 03:52:49 that's something like what I have hacked together now 03:53:10 that's what I did with eclipse 03:53:20 imho a better solution may be to modify the vcproj setup to be a makefile project 03:53:22 crawl's makefile isn't windows friendly :) 03:53:26 instead of a vsbuild one 03:53:45 then just let vs execute the makefiles, it's not super efficent (no single file compilation, etc) 03:53:53 but at least has a more sensible workflow than what I have now 03:54:11 but the makefile need to be executed in a unix (or msys) environment 03:54:24 sure, that is possible from vs 03:54:34 just wrap it all up in a batchfile that creates the expected environment 03:54:52 mmm batch magic 03:54:54 it's nothing I would want to submit as a patch though, strictly a hack so I can do things locally 03:55:31 Why not submit it? 03:55:42 with the right documentation it would allow other masochists to replicate your efforts. ;) 03:55:49 perhaps 03:55:54 I think a more proper solution is possible however 03:55:59 just needs some more thought and work 03:56:05 along with some decent wiki documentation 03:56:11 the git stuff on wiki is quite good 03:56:26 a windows developer guide would be useful too though I think 03:56:42 whatever helps people get into the code and contribute with as little friction as possible, etc 03:57:12 http://roguelikedeveloper.blogspot.com/2011/01/winner-of-ascii-dreams-roguelike-of.html 03:57:12 bhaak: You have 1 message. Use !messages to read it. 03:57:26 no mentioning about the heated race for the winner place :-) 03:58:55 * Keskitalo makes popcorn, goes to read Tavern's Game Design section 04:00:02 http://roguelikedeveloper.blogspot.com/2011/01/runner-up-of-ascii-dreams-roguelike-of.html 04:00:42 Nice! Loved what ey wrote about TOME as well. 04:01:24 Neovanglist: sure, a project file and some documentation to help new coders to use an IDE for crawl's development under windows would be great. I almost did that but then installed linux ;) 04:02:28 galehar: indeed, I know the feeling :) 04:02:32 galehar: Hasn't there been VS solutions at some time? 04:02:54 like I said, I'm more of a *nix guy at heart myself, but my development workstations nowdays are almost all OSX or Win32/64 04:02:59 Zao: I don't think so. 04:03:06 there are VS solutions now 04:03:07 there are some crazy guys that use eclipse for c++ 04:03:07 I have a faint memory that there was, but I might be mistaken. 04:03:08 they are just bitrotten 04:03:13 If there were, they were rotted. 04:03:17 I have them mostly working onw 04:03:19 *now 04:03:25 VS? 04:03:31 Oh, visualStudio? 04:03:34 yeah 04:03:39 The MSVC folder has a large selection of Stuff. 04:03:44 bhaak: I do use eclipse to hack crawl under linux! 04:03:45 Oh right, I tried building using the solutions and ran into things like if/else nesting limits and all. 04:03:47 I don't remember the last time it was updated, though. 04:03:58 Back in 0.6 trunk or something. 04:04:05 if I was on *nix I would much much rather be using kdevelop 04:04:06 I use eclipse for Java and that is bad enough but... then, it is JAva. 04:04:16 kdevelop? 04:04:19 kdevelop has good autotools/make integration also 04:04:23 Though: KDE :/ 04:04:29 * due uses gvim, make, and gdb. 04:04:47 due: don't forget ctags! 04:05:01 * Neovanglist has too many years of using proprietary visual debuggers in embedded to go back to gdb 04:05:11 galehar: I find ctags to be wrong a lot of the time thoough. 04:05:23 I'l ask it to look up a clear method and it'll take me to something random. 04:05:33 Neovanglist: does kdevelop has a good debugger too? 04:05:54 it has gdb integration via tty emulation (like most other gdb frontends) 04:06:10 and it plugs into the ide so you can do line breakpoints in the text editor, watches, etc 04:06:15 Oooh. 04:06:23 I wonder if there is a GDB plugin for vim. 04:06:30 Neovanglist: Like DDD, but less crap then? 04:06:38 Zao: yes 04:06:45 Zao: and also in your IDE which you build and edit in 04:07:15 galehar: you crazy human! 04:08:10 due: eclipse is fine for java if you enable Emacs key bindings :) 04:08:32 Neovanglist: so what does kdevelop has to make it better than eclipse? less bloat? 04:09:19 galehar: depends on if you are running KDE already 04:09:29 I wouldn't install all of KDE for it, most likely 04:09:30 galehar: Eclipse kind of suffers from having roots for Java. 04:09:43 At least it did in the past, it's CDT is rather primitive and cruddy at times. 04:09:44 but I really prefer Qt for tools 04:09:56 so I appriciate the speed/integration/consistency kdevelop has 04:10:16 If I bothered to run some kind of IDE on non-Windows, I'd go with KDevelop or possibly Qt Creator. 04:10:24 bhaak: I keep using vim keybindings and it ... does not worrk 04:10:35 I don't use kde, but I'll try kdevelop anyway. 04:11:01 The problem with most IDEs is that they imagine they can include text editors that don't suck 04:11:09 They're all so terribly wrong 04:11:12 greensnark! 04:11:43 MSVC is a very nice snappy responsive IDE as IDEs go, though 04:12:12 I've never found a really optimal environment 04:12:15 due: have you tried vrapper? (I haven't, last time I looked for vim bindings in eclipse, there was only a commercial plugin) 04:12:31 At least with the Android SDK plugin, eclipse's autocompletion popup takes upwards of 30 seconds to populate--all the while blocking input--just for "whatever.s" 04:12:34 So I turned it off. :D 04:13:00 profesionally, the standard is msvc for project/build management/editing then proprietary debuggers in my industry 04:13:14 works well enough, when msvc isn't being lamesauce 04:13:34 of course we are always 2 revs behind in msvc due to project cycles which doesn't help :P 04:14:00 due: oh right, I remember now. The reason I use eclipse, is that I will need it when I port crawl to android! :) 04:14:06 -!- upsy has joined ##crawl-dev 04:15:15 bhaak: Well, I would just like it if I could *turn off every fucking thing* that eclipse adds. Every time I start typing it goes "do you want these arguments filled in? :DDDD". 04:15:40 I finish the function declaration and start the argument list... and look, it's gone :DDD I added closing parentheses for you :DDDD 04:15:50 Then I start curly braces AND OH LOOK BRACES :DDD. 04:16:15 It's so enthusiastic and happy, like some sort of hyperactive helpful pet, child or whatever. 04:16:55 HI, I INDENTED YOUR CODE FOR YOU! 04:17:19 due: maybe I'm using the newest version with the coolest features :) but I remember adding a shortcut for the intellisense stuff. that helps a lot as eclipse really isn't that good in finding the right moment to show them 04:17:21 Zao: :( Yeah. 04:17:30 yo dawg I brougt you some code indentation so you can have code indentation while you are doing your code indentation 04:17:47 *brought 04:17:55 bhaak: Most times I look up argument lists and whatever. The "you have an error here" underlining is *great*. That's really about al. 04:18:07 funny, code indentation is cool, you just have to teach it what kind of indentation you want :) 04:19:22 due: you never do refactoring and navigating through the code hierarchy ("Open Declaration" or "Open Call Hierarchy")? 04:19:57 bhaak: I've been using Eclipse for about ... a week? Java for onlly slightly more than that. 04:20:13 (And I've already deployed a company-wide threaded application! Hooray! :S) 04:21:33 due: ah! you don't even know what eclipse can offer you because you don't in what special way programming java sucks! :-) 04:22:05 bhaak: I'm seriously hoping that I won't have to do much with it, but I know that this is not possible. :( 04:22:51 due: hehe, trust me, it could be worse. you could do pl/sql programming only with oracle's sqldeveloper :) 04:23:50 bhaak: they already want me to port something i'm not even *finishhed* writing to Java so it can be deployed for Android :) 04:24:01 pros: everyone has android phones! cons: java :( 04:24:20 everyone? not around here. you mostly see iphones in switzerland 04:24:40 bhaak: company-supplied phones are mostly Android-based smartphones 04:25:01 not around here :) 04:25:08 bhaak: my company specifically ;) 04:25:17 well, not around the customers we have here and those are mostly government agencies :) 04:25:25 due.clarity--; 04:25:47 Android device management is still pretty primitive, hard for conservative IT staff to start using Android 04:25:49 I'll rephrase: most of the smartphones owned by the company but supplied to workers are Android. No, wait, all of the smartphones are. 04:26:02 Whereas BlackBerry and iPhone have relatively much stronger device management options 04:26:11 *the company that I work for. 04:26:46 The best devices are the ones that IT staff have least control over :) 04:26:59 hah 04:27:12 I have a samsung galaxy for a few months now and I just can't get to get used to it 04:27:38 greensnark: A company we work with regularly deployed iPhones to all of their staff. I have heard nothing but bad, worse, and terrible reports. 04:27:39 One of the clients I worked had a BlackBerry BES setup and a lot of custom stuff and the person I spoke with would have his BlackBerry randomly wiped at least twice a year 04:27:44 *worked with 04:28:11 It's cool that I could use it like an old palm pilot, it feels like work to enhance it to that state. and I just don't think it's a pro for a smartphone to have linux-thingy to have. 04:28:42 Well, my phones are both androids and I love them. :) 04:30:05 I have 2 special devices to listen music on and watch movies on. I don't need internet on the road and therefore most of the features of a smartphone are of no use for me. As a mobile phone it's not as comfortable as my old phone. 04:31:10 my palm still works and is better as an ebook reader than the readers available on iphones or androids, so I would have to program something better and I'm not in the mood for that right now :) 04:32:50 and because I don't use it constantly, I often don't notice when the battery goes low :( 04:33:26 -!- casmith789 has joined ##crawl-dev 04:34:06 do we store TAG_MINOR_VERSION for the whole save file or for each level? 04:35:22 Should be a per-level thing 04:35:34 Since we don't rewrite all the old levels every time we save a single level 04:36:36 ok 04:38:23 Is jpeg's shunt for string tile names not enough? 04:39:06 what do you mean? It's causing the crashes! 04:39:43 the problem seems to be around tags.cc:3214 04:40:27 :) 04:40:37 minor version messing around always makes me :( 04:40:47 Should we merge in the Elf:5 levels patch and bump major? 04:40:59 have you looked at tag-version.h recently? 04:41:14 Yes. 04:41:25 I don't think it is a good idea to rush the major bump 04:41:35 Why? 04:42:29 I mean, sure, we've staved it off for long enough. 04:42:30 because we could use the occasion to clean up some stuff, decide the final Elf length and also kilobyte wanted to do something which I don't remember 04:42:59 I... thought that's what I said. 04:43:23 -!- Mu_ has joined ##crawl-dev 04:43:28 hi mu! 04:43:32 hoi 04:43:34 hi 04:51:09 is there a date in mind for 0.8 release? 04:52:44 i've no idea actually 04:53:15 Sometime before August, presumably 04:54:33 June 30? 04:54:36 *July 04:54:45 1 day for testing of course 04:55:14 they just want to get up to devnull standards 04:58:39 -!- elliptic has quit [Ping timeout: 240 seconds] 05:04:01 greensnark: I don't think we store TAG_MINOR_VERSION per level 05:04:08 we certainly should 05:04:17 I think this is the reason of the recent crashes 05:04:54 greensnark: It would be good if our release cycles could actually coincide with tournaments. 05:04:59 ie, every year, X months before a tournament. 05:05:05 June 1? 05:06:51 galehar: Pretty sure we do 05:07:06 We really need some sort of save file viewer. 05:07:23 Every tagged chunk includes major and minor versions 05:08:11 ok, well I'll look better then 05:08:18 The game is the save file viewer :P 05:08:57 * bhaak would suggest XML save games if he wasn't sure, he would get kicked off the channel for that 05:09:06 greensnark: <3 05:09:32 bhaak: Right after you use them for Un :) 05:09:56 Or is this one of those "Do as I say don't do as I do" thing that priests are so famous for? :P 05:10:24 bhaak is a priest? 05:10:39 No, I doubt he has stooped to such depths of hypocrisy 05:10:42 We need some sort of cannon/canon joke. 05:10:58 "Canon ball" "It appears to be a projetile made from rolled-up priests." 05:11:05 :P 05:11:11 s/priests/boooks/, s/priests/bibles/, take your pick. 05:11:12 New zin power 05:11:19 "Fire canonball" 05:11:41 <3 05:11:57 due: I am the one that is leading the nethack follower out of the darkness into the light! 05:12:16 greensnark: you never know, something like that might happen :-) 05:12:22 Oooh 05:13:42 -!- dpeg has joined ##crawl-dev 05:14:09 bhaak: Maybe ASN.1 with XER just for the idiot humans to look at? 05:14:25 hi plog 05:14:34 hi 05:14:34 dpeg: You have 1 message. Use !messages to read it. 05:14:37 !messages 05:14:38 (1/1) greensnark said (23h 45m 1s ago): We should keep CHANCE use in vaults minimal, since chance is independent, and getting too many CHANCE vaults on a single level will result in very cluttered levels or vetoes. Shouldn't the serial furniture vaults be left with simple weights and no chance? 05:14:50 greensnark: ah, didn't know. 05:15:05 greensnark: I'm not old enough to have needed to use ASN.1 but everything with XML is better because it's human readable! 05:15:21 dpeg: Yes, if you get two serial vaults that both vwant to be placed the level gets really crowded 05:15:21 greensnark: the syntax with CHANCE: A:B looked like it can be used without abandon. 05:15:25 -!- Textmode has quit [Ping timeout: 276 seconds] 05:15:43 dpeg: It's best used for stuff that doesn't take up huge swathes of the level 05:16:22 greensnark: it is so much easier to get a grip on generation rates with CHANCE. 05:16:27 Things like placing shops and labyrinth entries; ok. But if you have 50 serial vaults all with CHANCE 5%, you're going to get a lot of vetoed or overcrowded levels 05:16:43 dpeg: That's true 05:16:47 I wouldn't know what WEIGHT to specify in order to have a vault in about 5% dungeons 05:17:03 Heh, nobody does :) 05:17:04 greensnark: what if I make it so that there's only one serial vault per level? 05:17:27 dpeg: Is it so important to precisly control how often serial vaults are used? 05:17:34 greensnark: no, of course not 05:17:40 I'd say best leave the decorative ones to WEIGHT 05:17:44 just so damn convenient 05:17:53 greensnark: okay, but you tell me the weights :) 05:18:04 Noooo :P 05:18:36 If you really must say "5% of all levels get this vault", you must use CHANCe 05:18:48 If it's not important how many, then leave off the chance :) 05:19:22 these vaults do nto really compete with any of the actual vaults, so I wanted their chances to be independent of monster/loot vaults... and neither should monster/loot vaults be affected by flavour stuff. 05:19:32 btw, nice how the serial idea caught on :) 05:19:37 C 05:20:11 dpeg: Define a new type of purely decorative fault, then. 05:20:23 These can be placed independently of other vvaults. 05:20:35 With a bit of work a "decorative" tag could suffice. 05:22:32 due: by "define" you do not specifally address me, right? I could at most _ask_ for such a tag. 05:22:50 -!- TGWi has joined ##crawl-dev 05:22:58 I meant the subjunctive as opposed the imperative. 05:23:04 "Let's define a new type", etc. 05:23:17 So not a command, but a suggestions as to a course of action we could take to resolve this. 05:24:00 yes, sounds good 05:24:28 greensnark: you think that'd make sense? 05:32:23 -!- blackpenguin has quit [Ping timeout: 276 seconds] 05:32:23 crickets? 05:32:23 dpeg: You could just make them luniq_serial, I guess 05:33:02 The main problem is if two or more serial vaults want to be placed; the resulting level looks like a serial vault Roman orgy 05:34:23 -!- blackpenguin has joined ##crawl-dev 05:36:32 greensnark: Vomit everywhere? 05:36:37 Worse 05:37:53 How.? 05:40:56 :) 05:46:31 What on earth is a serial vault? 05:46:33 (as an outsider) 05:46:57 Zao: Exactly what it sounds like. 05:47:17 Something with an unique ID? A chain of vaults? A fluffy catpile? 05:47:18 It is a vault (a pre-defined chunk applied to the dungeon) that is serial in nature. 05:47:32 ??vault 05:47:33 vault[1/1]: A small pre-designed section of the dungeon. Most of the evil ones can be blamed on dpeg or Lemuel or a demonic alliance of both. The guards around branch entrances and special branch ends are examples. See also the {Vaults}. See {special room} for the rectangular rooms with orcs, bees, etc. 05:47:39 Or me. ;) 05:47:57 Zao: One vault that places a bunch of other vaults 05:48:05 so you get a bunch of thematically similar vaults 05:48:28 breaking up the level you're on a little 05:49:32 Ah, thanks. 05:49:32 !learn add vault How to identify vault designers: oklobs=dpeg, fleshy orifices=Mu, elephants=due, things with too many tentacles=Lemuel, glass=everyone 05:49:33 vault[2/2]: How to identify vault designers: oklobs=dpeg, fleshy orifices=Mu, elephants=due, things with too many tentacles=Lemuel, glass=everyone 05:50:09 :p 05:50:21 I don't understand using glass everywhere unless it's coloured 05:50:26 Mu_: was it you or me whwo used fleshy orifice? I ofrget 05:50:30 coloured glass is splendid, though 05:50:31 Glass is the scourge of the dungeon 05:50:47 is there a church vault with coloured glass? 05:50:47 !learn edit vault[2] s/$/, excessive lua black magic=due/ 05:50:48 vault[2/2]: How to identify vault designers: oklobs=dpeg, fleshy orifices=Mu, elephants=due, things with too many tentacles=Lemuel, glass=everyone, excessive lua black magic=due 05:50:48 It creeps in everywhere, like cockroaches 05:50:59 !send greensnark giant cockroacches! 05:51:00 Sending giant cockroacches! to greensnark. 05:51:07 i think we both settled on fleshy orifice because i originally wanted to refer to the doors as sphincters 05:51:26 Mu_: why did you lose that argument :( 05:52:45 imo everything should be called sphincters 05:53:06 mmm sphincters 05:57:42 we need to make the other wizlabs :p 05:57:49 -!- Zaba has joined ##crawl-dev 05:57:51 meh 05:57:54 effort ;) 05:58:48 -!- TGWi has quit [Read error: Connection reset by peer] 05:59:50 -!- casmith789 has quit [Ping timeout: 240 seconds] 06:04:26 -!- casmith789 has joined ##crawl-dev 06:11:23 moin 06:12:28 hi zaba 06:14:14 hi 06:14:28 -!- monky has quit [Quit: hello] 06:25:09 galehar: yesterday it occurred to me that d[Enter] may be better than the D command. 06:26:17 what if you have auto_list? 06:34:08 Napkin: I noticed that If I set my timezone correctly on the forum (GMT+1), then I get recent messages in the futur. Leaving it to the default GMT gives me correct time. 06:34:15 either way 06:34:15 with auto-list: we write somewhere "Press [Enter] to drop [items]." 06:34:44 03zaba * r6aee24ef9f54 10/crawl-ref/source/dat/des/variable/mini_features.des: Correct whitespace errors in mini_features.des. 06:35:04 03zaba * r228ea80e98d2 10/crawl-ref/source/dungeon.cc: Remove the unused 'early_exit' parameter from _join_the_dots. 06:35:16 03zaba * r57f2a43f0b6d 10/crawl-ref/source/dungeon.cc: Don't keep dgn_regions for all generated rooms in _build_rooms. 06:37:33 -!- dpeg has quit [*.net *.split] 06:37:33 -!- syllogism has quit [*.net *.split] 06:37:34 -!- jld has quit [*.net *.split] 06:37:34 -!- bhaak has quit [*.net *.split] 06:37:34 -!- herself has quit [*.net *.split] 06:37:47 bye :( 06:41:58 galehar: Summer Time/DST is currently NOT in effect 06:42:59 ok 06:43:35 I thought enabling the option would let the forum automatically activate summer time in the summer 06:43:56 The option about DST doesn't seem to be the usual automatic toggle, I'm afraid 06:44:14 rather a ON/OFF toggle 06:44:29 so, you want to set UTC+1 and DST "No" 06:53:22 -!- dpeg has joined ##crawl-dev 06:53:23 -!- syllogism has joined ##crawl-dev 06:53:23 -!- jld has joined ##crawl-dev 06:53:23 -!- bhaak has joined ##crawl-dev 06:53:23 -!- herself has joined ##crawl-dev 07:00:35 wb folk. 07:01:12 -!- MarvinPA has quit [Ping timeout: 265 seconds] 07:06:52 galehar: around? 07:06:58 yes 07:07:17 galehar: if you wear a body armour with Str < 3*EVP, what happens? 07:07:31 Is it just a lot worse EV, or actually lowered AC? 07:07:33 ??AEVP 07:07:33 aevp[1/1]: Adjusted body armour evasion penalty. Affects spell success, melee accuracy. Its value is [base_penalty + max(0, 3*base_penalty - str)] * [45 - armour_skill]/45. 07:07:44 it increases AEVP 07:07:46 aevp should do more than that` 07:07:55 I know, I made that formula :) 07:07:55 so lower evasion and bad spellcasting 07:08:31 at some point, AEVP affected to_hit I think 07:08:41 4.1 had a more radical system. You couldn't wear armours at insufficient strength. (And if you somehow did, then to-hit would floor.) 07:09:08 I think lack of Str should have an effect where it hurts: AC 07:09:10 it forced players to only upgrade armour when they have sufficient str and armour 07:09:18 yes 07:09:33 I don't know why it was removed 07:09:47 Not imported from 4.1, you mean? 07:09:59 no recently 07:10:04 but I'm not sure 07:10:36 well, not so recently. Somewhere before 0.7 release I think 07:10:49 an attempt to make fighting more sane? 07:11:15 probably. and heaby armour suck less 07:12:13 What do you think about AC (and everything else) penalties if Str < 3*EVP 07:12:31 in order to be good at casting in your armour, you'd need Armour skill on top of the strength 07:16:34 wait 07:23:30 we already have EV and spellcasting penalties when str < 3*EVP 07:23:44 adding to_hit penalty seems sensible to me 07:23:52 AC penalty not so much 07:28:31 my point is that the EV and spellcasting penalties are somewhat besides the point 07:28:47 double point :) 07:31:50 so, we increase the effects of AEVP. Let it affect to_hit. Maybe even reduce movement speed if very high. 07:33:00 I guess my drift that all of those are _subtle_ hints to not use too heavy armour. Getting less AC out of the thing than advertise would be a _blunt_ hint. 07:33:26 4.1 was extremely blunt: you couldn't 'W'ear the thing. (AFAIR.) 07:33:35 you could 07:33:52 if we want to emphasize strength, maybe use 4*EVP in the AEVP formula 07:34:11 you just weren't able to hit anything if you didn't meet the requirements 07:35:03 is the str requirement shown anywhere by the way 07:35:41 shown? you mean in-game? no. 07:35:48 sounds bad 07:36:43 I got my first ascension today with a KoBe. I think I was 20 when I played my first game of crawl, now I'm 25. 07:37:11 (from SA) 07:37:20 took him a while 07:37:21 syllogism: sorry for misremembering, thanks for clearing it up. 07:37:51 In any case, my point is that the use of Str for body armours should at least in one way be direct and obvious. 07:37:57 in 4.1 examining the armour displayed the str requirement, and I think there was also a message when you put it on 07:41:43 dpeg: putting back the str requirement in the description is a first step 07:42:11 absolutely 07:42:16 wasn't aware it is gone 07:42:57 the second could be to put messages when you wear it ("wearing this armour will slow you down, impede your accuracy and fuck up your spellcasting") 07:43:15 -!- jpeg has joined ##crawl-dev 07:44:46 looks like elven armour didn't have str requirements 07:44:46 if I fix the minorVersion garbage, will all the buggy saves remain broken? 07:45:03 hi jpeg! 07:45:06 looks like it in my testing :( 07:45:41 syllogism: good idea, thanks for digging it up 07:45:52 jpeg: There is surely a way to fix saves though 07:46:24 hi due! 07:46:26 jpeg: what is the fix? 07:46:46 I've been looking over it this morning, but couldn't sort the mess :) 07:47:03 I copied code from elsewhere in tags where th.MinorVersion was actually defined 07:47:23 all other level tag functions pass minorVersion as a variable 07:47:29 big oops! 07:47:38 what line is it? 07:48:38 there are six of them, all nested in #if MAJOR_VERSION checks 07:49:10 ok, got it 07:49:30 replacing the MinorVersion() calls with the minorVersion parameter should fix the underlying issue 07:49:43 ... but old saves probably got corrupted way earlier 07:50:21 I say start by pushing the fix, so new games don't get corrupted 07:50:36 then, we'll see if we can figure out a way to fix the corrupted ones 07:50:37 okay 07:52:12 but it seems that for corrupted games it will be hard to sort out the level with tile_names, and the ones without. 07:52:19 should I learn repel missiles _and_ deflect missiles both? or does deflect missiles supersede repel? 07:52:26 galehar: exactly 07:52:52 * jpeg stands in a corner and cries 07:52:53 Napkin: DM alone will do 07:53:04 Napkin: supersedes, but most people keep both memorized. DMsl has a small fraction of the duration, then costs more mana and food. 07:53:18 !sent jpeg towels 07:53:24 !send jpeg towels 07:53:25 Sending towels to jpeg. 07:53:52 * due hugs jpeg. 07:53:53 thank you! 07:54:10 jpeg: if you'd want to throw the towel, that's an option too. Trunk is supposed to break often after all :p 07:54:35 !vote new major? 07:54:51 * jpeg throws all the towels she's just been handed 07:55:11 Isn't it "throw in the towel"? :) 07:55:21 Towel throwing contest! 07:55:43 due: hey, kilobyte suggested it! 07:56:01 peg the towel, peg it! 07:56:05 Napkin: wouldn't that invalidate even more saves? 07:56:06 Napkin: actually, in this case, if I get it right, it's about compatibility with old saves, so the damage is already done and bumping won't do any good 07:56:55 well, new major means saves will not be tranfered to that version 07:57:20 I can also block transfering completely and remove versions 07:57:28 kilobyte: have you looked at the bug? Can't something be done about the corrupted saves? 07:58:03 Napkin: this is a tiles only bug. CDO isn't impacted. 07:58:18 ok 07:58:45 do tiles player actually update while playing a char? doesn't that ruin the cached tiles/mess the display? 07:58:54 galehar: the biggest issue are the tile_names 07:59:25 Napkin: the irony is that the bug was introduced by a commit that address this issue! 07:59:39 * jpeg sniffles 07:59:41 well - i guess it was worth a try 07:59:53 now, let's move on? :) 08:00:00 Napkin: update! 08:00:04 dump and done ;) 08:00:07 well, definitely, new games will have a smoother update :) 08:00:33 jpeg: mingw builds? 08:00:35 players are just cry babies, don't worry jpeggy 08:00:57 well, they can still download and use the old version from before the update to finish the char 08:01:18 can anyone tell me what happens when I _do_ try to access _minorVersion where it's not explicitly set? 08:01:36 does that just return 0, some random value, the last one used? 08:02:38 (well, beep when I should update any of the builds) 08:02:53 the reader constructor default _minorversion to the program one 08:02:56 Napkin: the fix doesn't break any saves, the previous version does 08:03:05 (older saves, that is) 08:03:55 Napkin: which means, the Tiles build does require an update 08:04:01 I think the general idea is that new code should use .getMinorVersion() on the reader 08:04:12 i'll update both mingw builds then, ok? 08:04:25 both? 08:04:42 jpeg: did you commit the fix? haven't seen mail 08:05:24 as we wish - just thought to keep them at the same version number: 08:05:25 ~> update-mingw- 08:05:25 update-mingw-all-trunk.sh update-mingw-non-tiles-trunk.sh 08:05:25 update-mingw-installer-trunk.sh update-mingw-tiles-trunk.sh 08:05:34 well, actually it's all three, sorry ;) 08:05:52 no hurry, will do a coffee break first :) 08:05:57 galehar: actually, I didn't ... there was some pesky stuff I had to pull first 08:06:03 03j-p-e-g * r39ba49c404d9 10/crawl-ref/source/tags.cc: Fix tile saves sometimes being read incorrectly. 08:06:14 I'll just go peg my towel then... 08:07:49 I wonder... would recreating the tiles information fix the levels? it's saved last after all 08:07:53 * jpeg goes off to check 08:08:57 maybe add a recover_corrupted_save option that forces recreating tiles 08:12:22 hrm, th.getMinorVersion() often returns the current minor rather the one from the save being read 08:13:37 jpeg: I replied to your email, now to sleep, bye! 08:13:42 goodnight everoyne else :) 08:14:10 due: night! 08:14:30 night! 08:14:36 see everyone tomorrow :) 08:29:23 kilobyte: Shouldn't we fix that 08:29:45 When reading a chunk header it should totally set minor version on the reader so we can toss the existing minorVersion-passed-everywhere silliness 08:36:32 jpeg: I think we can fix corrupted saves. Add a tiles_force_rebuild boolean option and put it in the tags.cc:3152 conditional. 08:37:08 -!- Cryp71c has joined ##crawl-dev 08:40:18 galehar: yeah, I just tested it and it really looks like regenerating tiles fixes the issue 08:40:47 galehar: so I'll add that option, and we can even keep it in the code for debugging and stuff 08:42:34 jpeg: maybe put it in #if TAG_MAJOR_VERSION == 31, so we don't forget to remove (or at least hide) it before stable release 08:42:49 don't want to clutter stable release with debugging options 08:42:50 galehar: on it 08:43:57 If the crash is only on reading and the fix is for reading, how were the saves getting corrupted? 08:44:53 greensnark: the crash didn't only happen on reading 08:45:20 greensnark: sometimes, the save was read successfully with garbage introduced that caused crashes later 08:45:29 Ah 08:45:53 greensnark: at least I think that happened 08:46:42 greensnark: sometimes I was able to go up a level, back down, up, down, and the next time up it crashed 08:54:38 -!- casmith789 has quit [Ping timeout: 240 seconds] 09:04:18 -!- casmith789 has joined ##crawl-dev 09:06:52 -!- galehar has quit [Ping timeout: 265 seconds] 09:14:15 -!- ortoslon has joined ##crawl-dev 09:15:02 this is a crash appreciation week 09:18:13 -!- galehar has joined ##crawl-dev 09:18:21 jpeg: I've set all the recent crash reports as duplicates of #3117, so you can convienently close them all once you've pushed the force_rebuild option 09:18:37 galehar: <3 09:31:30 whoa desktop dungeons was nominated for main IGF prize 09:32:01 -!- Vandal has joined ##crawl-dev 09:33:46 jpeg: I added a pseudo-monster "twister" (an air vortex with a tornado around it) for air miscasts, and wanted to add a tile... but I see a discrepancy between vortices/elementals 09:34:22 somehow air elementals, instead of being quasi-humanoid like all other elementals, are recoloured vortices 09:34:55 I noticed that because they don't die to tornado 09:36:16 update? 09:37:04 Napkin: not yet 09:37:13 yes sir, ma'am 09:37:19 just beep me ;) 09:37:47 documenting the "repair saves" option is taking much longer than actually adding it 09:38:26 but will the crash itself be fixed? 09:39:07 ortoslon: yes, for new games it's been fixed already (version not yet updated) 09:39:19 ah 09:39:32 ortoslon: I'm currently working on repairing the saves that got corrupted earlier 09:45:30 jpeg: good work 09:46:12 where's the push? 09:46:21 takes a while, the CIA is slow 09:47:19 kilobyte: oh, I never realized there was a difference between vortices and elementals 09:47:30 kilobyte: let alone that they should look differently 09:48:27 what would an air elemental look like? 09:49:29 like the fire, water or earth ones, I guess 09:50:01 there's quite a bit of imagery on Google Images 09:51:44 the first google hit is great :) 09:51:55 Napkin: update? 09:52:15 kilobyte: well, it's probably best to add your air vortex tile and we put the need for an air elemental tile on the wiki 09:52:40 should I? 09:52:41 I pushed but IRC hasn't noticed yet... :/ 09:53:20 should be 90aec3c2 09:53:33 0.8.0-a0-4271-g90aec3c 09:53:39 looks good :) 09:53:45 compiling 09:53:53 well then... it's a mystery! 09:54:16 Napkin: could you add a note on the download page? 09:54:40 what exactly would you like added? 09:54:50 jpeg: I'm writing a post on the forum 09:55:25 "Set tile_force_regenerate_levels = true to repair corrupted tile saves and continue your game." 09:55:27 btw playtesting menu at http://crawl.develz.org/trunk/ is outdated 09:55:33 (or something like that) 09:55:43 galehar: thanks! <3 09:55:48 03j-p-e-g * r90aec3c27754 10/crawl-ref/ (6 files in 3 dirs): Add temporary option tile_force_regenerate_levels. 09:55:51 ortoslon: it is, isn't it? 09:56:02 haha 09:56:14 hey, look what's finally here! 09:56:35 only took what? ten minutes? 09:57:00 the CIA has to check whether it's safe! 09:57:29 no bugs, no beards, no bombs 09:57:36 maybe they misread "tile_force" as task force? 09:57:37 galehar: do you have a permalink for me already? 09:57:52 dpeg: :) 09:57:57 for the forum post? not yet 09:58:08 I'm waiting for the build to finish 09:58:10 so what are the big new playtesting items? 09:58:34 felids? 09:58:34 Oh.. I thought you wanted to add it to the blog 09:58:52 I've got a new playtesting post stashed on wordpress, but cdo is more out of date than that. 09:58:55 new AC 09:59:10 ! 09:59:12 leaving out the link then.. or is there a bug report in mantis i could refer to? 09:59:40 felids! 10:00:14 new monsters? (shedu, firecrab, bog mummy, what else?) 10:00:27 jpeg: the feedback we get for Ash right now is "so strong/overpowered because of the xp boost" 10:00:31 silent spectre is mentioned so far 10:00:45 spell tweaks 10:00:52 forgetting spells 10:00:53 Sticky Flame, but a lot more 10:00:57 jpeg: oh yes 10:01:11 I heard nothing about that, which means it cannot be as bad as claimed in advance :) 10:01:30 the new spells 10:01:42 which spells 10:01:48 give me names and i'll add it 10:02:04 The gold god 10:02:06 oh no :) 10:02:20 Was already in 2012. 10:02:20 Malign Gateway, Tornado, Passage of Golubria - it's *really* out of date 10:02:35 dpeg: don't go confusing Napkin! 10:02:40 btw, should we replace sticky flame by something else in the book of flames? 10:02:57 galehar: don't think it is necessary 10:02:59 dpeg: surprisingly, no one's complaining about the Haste nerf either 10:03:02 added. anything else? 10:03:02 (I saw the complaints) 10:03:06 jpeg: true! 10:03:12 Yeah, sticky flame is still prefectly good there 10:03:24 galehar: ^ authoritive reference 10:03:32 :) 10:03:39 was there a mantis bug report about the savegame loading problem in tiles? 10:03:51 Napkin: several :) 10:03:55 If now someone asks for SF replacement, that's heresy, blasphemy and wallowing in filth. 10:04:04 pass me the number of a good one, please? :) 10:04:08 galehar: anywhere Napkin should link specifically? 10:04:52 the first one is #3117 10:05:01 all the other ones have been marked as duplicate of it 10:05:11 would be nice to get opinions on the serial vaults 10:05:15 Windows development builds on CDO updated to: 0.8.0-a0-4271-g90aec3c 10:05:21 is https://crawl.develz.org/mantis/view.php?id=3117 ok to link to? 10:05:28 ah, great, thanks galehar 10:05:35 we need more oklob serial vaults, in different flavours 10:05:41 dpeg: for someone who doesn't know the underlying code change, does the player notice the difference? 10:05:52 dpeg: beyond "hey, new vaults!" I mean? 10:06:04 jpeg: yes, it is nothign about the code. It is about spotting that levels are sometimes more coherent. 10:06:13 I wonder if they'll notice. 10:06:16 https://crawl.develz.org/tavern/viewtopic.php?f=9&t=182 10:06:34 dpeg: where there any important changes to gods recently? 10:06:36 ok? http://crawl.develz.org/trunk/ 10:06:37 oh, recite! 10:07:13 -!- valrus has joined ##crawl-dev 10:07:18 Napkin: yay *knutsch* 10:07:21 jpeg: don't think so. Apart from Ash, of course 10:07:23 dpeg: Have you checked vault[2] recently 10:07:37 greensnark: I saw you type it, sensei =) 10:07:43 Oh damn :P 10:07:46 My cover is blown :P 10:07:53 hmm... I thought spider nests were older 10:07:57 speaking of serial vaults, glass is as frequent as elephants or Lenin in tins 10:08:05 did they get removed in 0.7, or did they simply get an upgrade? 10:08:17 Lenin in tins? 10:08:29 an Armenian joke kilobyte likes a lot 10:08:33 the day is saved! \o/ 10:08:38 Apparently they have so much Lenin to go around that they have to tin the surplus 10:08:38 Good job, jpeg :) 10:08:48 kilobyte: possibly, but with serial vaults the individual pieces of glass feel less out of place, at least for me 10:09:26 Napkin: I hope it fixes all of these issues, I only tested two of those gazillion of save files 10:09:27 I link to the mantis issue and galehar's post - should be enough explanation 10:09:38 because I didn't realize there were so many of them 10:09:45 yeah, but seeing them on every game as one of the first levels is too much 10:09:51 let's hope the best :) 10:10:07 kilobyte: did I forget to remove a testing CHANCE: 100% ? 10:10:33 I think the problem is that there are two serial vaults that like to use a lot of glass, and that those component vaults can also be randomly placed 10:10:43 So it's quite likely that you'll run into glassy levels early 10:11:04 will take care of that later 10:11:14 together with luniq_serial 10:11:23 * dpeg likes glass. 10:11:28 We've noticed :) 10:11:37 jpeg: that setting will be ignored if run on the console version, right? 10:11:38 We need acidic glass 10:11:45 That burns you if you get close, is transparent and that spits acid 10:11:50 greensnark: when zelgadis proposed it, I was one of the few who objected :) 10:11:55 We could call it, I don't know, oklob glass 10:11:59 <3 10:12:11 yes, the console build return early 10:12:22 !coffee jpeg 10:12:22 * Henzell hands jpeg a pot of cappuccino, brewed by Cerebov. 10:12:29 Awesome! 10:13:00 isn't cerebov the fire guy? 10:13:04 yes! 10:13:08 making that really hot coffee? 10:13:12 yesyes!! 10:13:40 :D 10:13:46 Napkin: wouldn't it be funny if it wasn't and you'd have to update _again_ ? 10:13:49 ;) 10:14:08 Napkin has everything scripted just for such contingencies 10:14:14 just cleaned up the folder with the zips/exes recently... so bring it on :> 10:14:17 ;) 10:14:18 He even scripts his TV viewing! 10:14:23 ssssh! 10:14:25 always prepared, eh? 10:14:27 :D 10:14:59 I blame boring work in support! 10:15:23 I'm not one of those oklob people... I want tornado glass. 10:15:29 greensnark: Germans are known for scripting their religious service. 10:16:03 We should change bottled efreets' bronze flasks to little glass bottles you can hurl at enemies 10:16:12 Since we have so much spare glass in the dungeon :) 10:16:17 haha 10:16:26 We do keep track of dungeon rubbish, eh? 10:16:42 No, you hurl the bottle containing the efreet 10:16:51 there once was a comic named Aria that included that... they had a crystal forest, but also a trapped hurricane. Upon releasing it, hilarity ensued. 10:16:52 Which does impact damage and then the efreet lands next to the monster 10:17:09 ah, I thought every third game was automatically with Nemelex, so as to clean up the mess made by the other guys 10:17:11 greensnark: can be fun 10:17:31 Eronarn suggested sticks to snakes involve actually throwing the sticks 10:17:36 kilobyte: sounds great for an one-off use of a misc item 10:17:49 "bottle of storm" or something 10:18:04 misc overhaul? 10:18:17 Sticks to snakes should use throwable ammo and the snakes should get the arrow brand as their melee brand :) 10:18:17 scheduled for 2212 10:18:32 :) 10:18:40 ortoslon: I guess I should make some sort of plan and put it into Mantis. 10:19:18 dpeg: We should overhaul misc items sometime before NH 4.0 :) 10:19:23 Someone was asking when 0.8 is out 10:19:33 I'm not naming any names, but we all know it was Mu_ 10:20:11 March or so? 10:20:21 Sounds good 10:20:24 greensnark: meeting NH's deadlines will be easy 10:20:47 dpeg: Ok, sometime before the sun turns into a red giant 10:21:15 okay okay, I will put something on Mantis 10:21:28 You never know when heaven will fall down. 10:22:02 but now: bread 10:23:39 hey galehar? how about you add a note to your posting for all the people that reported bugs to check if the problem still exists and to give feedback in their opened issues? 10:24:42 ok 10:25:32 Ohoh.. I hope I didn't just make your post an announcement while you were editing it? 10:26:42 it's ok 10:26:55 I had a message to confirm this and I didn't 10:27:17 good :) 10:31:51 Made it a global announcement and moved it to Bulletin Board subforum 10:34:10 -!- Celentes has joined ##crawl-dev 10:36:52 going now 10:36:54 by 10:36:57 o/ 10:37:02 -!- ortoslon has quit [Quit: bye] 10:37:58 -!- galehar has quit [Quit: Page closed] 10:48:44 -!- ortoslon has joined ##crawl-dev 10:56:41 -!- valrus has quit [Remote host closed the connection] 11:04:42 re 11:07:49 -!- casmith789 has quit [Remote host closed the connection] 11:13:10 -!- elliptic has joined ##crawl-dev 11:20:12 -!- Adeon is now known as ADEON 11:21:04 -!- ADEON is now known as Adeon 11:23:29 -!- jpeg has quit [Quit: Page closed] 11:28:42 03greensnark * r5f4be2939cdc 10/crawl-ref/source/tags.h: Initialize all readers with the sentinel TAG_MINOR_INVALID to catch attempts to use getMinorVersion() uninitialised. 11:28:42 03greensnark * r0470220645d5 10/crawl-ref/source/ (8 files): Simplify tag minor version handling. 11:30:05 -!- MarvinPA has joined ##crawl-dev 11:41:05 !tell Keskitalo I got your gnoll shaman vault <3 11:41:18 greensnark: OK, I'll let Keskitalo know. 11:42:42 greensnark, why aren't the (un)marshall* functions methods of reader/writer? 11:43:09 Because they aren't necessarily related to reader/writer 11:43:17 unmarshallMonster for instance 11:43:41 You could argue that the primitive functions should be methods, but for symmetry I prefer the current state 11:44:06 There is a disjoin between unmarshallFoo that returns Foo and unmarshallFoo that takes Foo as a reference parameter though 11:44:19 And there's the whole camelCase/underscored_name mixup 11:45:01 "a gnoll corpse of gnoll sergeant" :( 11:47:26 @??Grinder 11:47:26 Grinder (025) | Speed: 10 | HD: 6 | Health: 40 | AC/EV: 3/11 | Damage: 11 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(24), 02cold++, 03poison | XP: 281 | Sp: pain (d10), paralyse, blink, brain feed. 11:48:39 greensnark, also, is it just me, or does _join_the_dots also duplicate something that's like flood_find? 11:48:52 Zaba: It's not just you 11:48:58 hrm. 11:49:01 pathfind_iterator done yet? :) 11:49:16 greensnark, what the hell is '(-dp.x + 2) * 4 + (-dp.y + 2)'? 11:49:42 apart from "something that later gives the needed result for coord_def(-dist / 4 - 2, (-dist % 4) - 2)" 11:49:42 No idea, where do you see that 11:49:50 _join_the_dots_pathfind 11:50:11 it puts that value into travel_point_distance, and unpacks it into a coord_def later 11:50:18 !tell Keskitalo Gnoll serial vault and Sewer on same level in fact. Almost missed the Sewer :) 11:50:18 greensnark: OK, I'll let Keskitalo know. 11:50:48 Zaba: Weird 11:51:22 I understand how it works, but I don't understand where such a way of doing it comes from! 11:51:50 I'm not saying it's broken, it just smells a little of travel_point_distance abuse... 11:56:45 travel_point_distance seems to be one variable of many purposes 11:57:07 Zaba: Yeah, cleverly storing the path on the travel distance grid 11:57:34 That's actually an A* pathfinding routine, not the Dijkstra that regular travel uses 11:57:50 really?.. I thought A* was less straightforward than that. 11:58:20 I could have sworn I wrote the pathfinding join-the-dots, but I don't remember saving the path into the grid 11:58:35 Zaba: Yeah, the A* distance estimator and sorted set intelligence is in coord_set 11:59:25 oh, I see 12:00:18 Yay, rF on mummy :) 12:00:32 Crawl is fun, I should play it more often 12:00:50 I had to ditch Dowan though :P 12:01:18 hmm, damn, I didn't pay attention at coord_set at all :P 12:05:18 greensnark, but even with the coord_comparator stuff, it still seems pretty simple, nothing like the pseudocode on the wikipedia page for A* :P 12:06:07 the way it uses travel_point_distance in notably makes it harder to read when doing so for the first time, but it only needs to be figured out once. 12:06:27 Zaba: A* is a simple algorithm 12:06:39 As is Dijkstra 12:11:21 greensnark, I guess that's why they're implemented several times in crawl 12:11:27 Yep :P 12:11:39 Also because someone refuses to write pathfind_iterator 12:12:11 I'm not refusing to write it, but I don't know how to do that so that it can be least-painfully used instead of all those duplicate implementations we have now 12:12:22 Just kidding :) 12:12:54 there's so much variety, it's hard to cramp it all into a single interface and keep it sane :P 12:13:32 Pluggable distance estimator 12:13:45 So you can choose either A* or Dijkstra 12:14:21 As for the rest the iterator just visits points and the what-to-do-with-the-points is left to the client 12:15:50 Meh, 50% packet loss :( 12:16:53 funny things happen when one employs adjacent_iterator in the place of orth_adjacent_iterator in _jtd_init_surroundings 12:17:08 err, _jtd_init_surrounds 12:17:19 -!- coolio_mc has joined ##crawl-dev 12:19:39 !tell galehar greensnark ran a test FE, sticky flame is still good. wiki page overreacts to change - the background has changed and that's fine. (I should play myself too, but we shouldn't be hasty to make a change.) 12:19:39 Keskitalo: You have 2 messages. Use !messages to read them. 12:19:39 Keskitalo: OK, I'll let galehar know. 12:19:52 ah, greensnark commented already 12:19:59 greensnark, http://sprunge.us/WiJI looks kind of fun, doesn't it :P 12:20:55 !tell jpeg Spider Nest was a single-map portal vault with no new monsters in 0.7 if I recall correctly 12:20:55 Keskitalo: OK, I'll let jpeg know. 12:20:57 greensnark, the only two users of _join_the_dots are _build_rooms and the _connect_vault_exit, and both are shown nicely on that map :P 12:21:29 is greensnark's "sticky flame is fine" test a character that hasn't reached lair? 12:22:00 sticky flame is fine 12:22:03 killing things you could kill anyway isn't a good niche for a class's midlevel workhorse spell 12:22:08 oh okay 12:24:08 -!- Zchris13 has joined ##crawl-dev 12:24:38 OG17: That's not a bad argument, I'm just not convinced yet so I don't want a hasty reaction. One change at a time. 12:24:55 where's the wiki page, I could use a good laugh 12:25:02 I see that someone else (on the forum) thought the FE book could contain Fire Brand too. 12:25:30 BUt that would take away from the boom explosion nature of the FE book. 12:25:48 Zchris13: Yes, I just said earlier that the background has changed. 12:25:53 FEs dont need sticky flame at all anyway 12:25:56 fire brand would have all the same problems and be redundant 12:26:28 then why be FE? Might as well be wizard or cj, get more utility 12:26:42 Zchris13: But you're right, having it all Fire/Conj is a nice theme 12:26:49 it's still a good spell, just saying if it wasn't they would be okay 12:27:24 and Cj doesnt get bolt of fire 12:27:28 and obviously Wz 12:27:36 I mean, you're the arsonist. 12:27:55 everything has to burn. 12:28:03 There was also a suggestion for a L2 air conj that would push back monsters, I wounder how feasible/abusable that would be. 12:28:43 An attack that eats away monsters' movement energy might work. For instance, frost ammo could do this. 12:29:09 if you're going through lair with conjure flame either way, having bolt in reserve doesn't mean a lot 12:29:16 and you'd be better off with ice anyway 12:29:40 greensnark: How were the gnolls btw? Did you get one of co's new cool sewers? :) 12:30:42 if frost ammo did that, you'd have people alternating between it and other ammo types, and I think someone was against ammo switching in general 12:31:26 Do we really need both Bolt of Fire and Fireball in the FE book? 12:31:59 I'd actually like having bolt removed as a player spell and fireball improved a little 12:32:12 elements have too many copy-pasted spells, I think 12:32:36 OG17: I like that thought 12:32:45 more variety between elemental schools would be great 12:33:40 OG17: I'd be fine with e.g. firing a couple of poison shots and then slowing down the approach of a brute with frost ammo, I don't see what's so bad about that 12:33:44 can't say so definitely about removing bolt of fire, but the fact there's also a bolt of cold is indeed a reason for some thought 12:34:33 Keskitalo, I think that's fine too, but I remember it came up when reaping was tossed 12:34:55 OG17: Ah yeah, but that's more degenerate I think.. 12:35:01 also venom magma draining at least 12:35:07 lightning, sort of 12:35:12 I like lightning 12:35:14 lightning is cool 12:35:15 It's different 12:35:23 draining is nice in that you can fire through zombies 12:35:49 magma is lined up for the scatter shot effect 12:35:58 What? 12:36:27 Zchris13: There's a long-standing proposal for it to work a bit like shotgun 12:36:56 hmm did I already say I think bolt of cold could go? Ice has Throw Icicle 12:37:06 esp now that Sticky Flae has range of 1 :) 12:37:10 But we need more spell levels 12:37:16 bolt of cold is quite boring, indeed 12:37:29 but I think that just removing it, without any changes to other ice spells, wouldn't be all that great 12:37:32 fire seems a better choice, fireball's right there to take its place 12:37:34 need to compensate for its lack 12:37:50 even if by just buffing some other spells a little 12:37:53 OG17: perhaps, and making fireball more attractive sounds good to e 12:38:00 Zaba: Yeah, probably 12:38:15 I did an Ice wizard, what did I use.. 12:38:26 probably Icicle/IOOD/Ice STorm :) 12:38:33 plus bolt of cold 12:38:42 throw icicle could be stronger 12:38:52 BUt it would have to be higher level 12:38:53 no, it's a great spell 12:39:18 if somebody thinks that icicles aren't serious enough to deal serious damage, they've never seen a 3 meter long one :P 12:39:29 :) 12:39:37 bolt of ice could be "replaced" by cloud, for a fireball comparison 12:39:52 You can't remove spells without having something to replace it. 12:40:01 oh yes, I used the ice could spell. 12:40:07 Zchris13: Of course you can. 12:40:43 perhaps.. remove both bolt of fire and bolt of cold !!! 12:40:55 I just think you need some sort of flavor addition. Like making cold make monsters slower 12:41:06 Zchris13, adding a direct replacement for a spell isn't the only way to compensate for its removal 12:41:13 of course not. 12:41:16 And often no compensation is needed. 12:41:21 Zchris13, also, some spells are so irrelevant that they don't need _any_ compensation 12:41:23 I wouldn't be against losing both, it'd be cool if all the elements were mechanically different 12:41:31 How about we remove Meph Cloud and up Evaporate to L3. :P 12:41:32 Zchris13, that is, of course, not the case with ice/fire conjurations 12:42:13 Keskitalo: It takes ammo. 12:42:23 Zchris13: And that's awesome about it. 12:42:27 what about making evapourate produce clouds of size that is proportional to its spell power? So that at max power, you get ice/firestorm-sized clouds 12:42:43 better to go the other way, have one-tile clouds at low power 12:43:14 Yeah 12:43:32 also towards the end there'll be so much ammo available it'd be a bit too good. 12:43:52 but it'd be fun to have miasma storms! 12:44:04 yeah that would be fun :) 12:45:00 -!- Adeon is now known as UR_GOD_ADEON 12:46:12 Can I just say that I really like the new skill screen. 12:46:15 -!- UR_GOD_ADEON is now known as Adeon 12:46:22 yes please remove meph, it dominates my games! 12:46:30 actually one-tile evaporate clouds might not be so simple, you could use it point-blank then 12:47:24 people might potentially want to keep it intentionally low for that? 12:47:40 like for miasma 12:47:45 !tell galehar < Zchris13> Can I just say that I really like the new skill screen. 12:47:46 Keskitalo: OK, I'll let galehar know. 12:47:52 OG17: True 12:48:09 aoe would still be stronger overall though 12:48:29 maybe I'm being silly 12:50:10 for meph I (still) think that it just needs to give shorter cnofusion at low power 12:50:33 but there's some coding involved, the code path for cloud creation can't take spell power into account at the oment 12:51:14 Zchris13: galehar will be appy to hear that :) 12:51:16 Keskitalo: and/or shorter-living clouds? 12:54:21 It does shorter living clouds at lower power, I think. Based on my observations. 12:54:34 oh 12:55:21 I just noticed that meph later on sticks around for an annoyingly long time 12:57:26 meph fading quickly early on wouldn't matter much because stuff doesn't resist it anyway 12:58:04 true 13:04:15 @comment is this a live or was it mixed by a chimp with downs 13:05:27 oh 13:08:07 -!- Mu_ has quit [Ping timeout: 276 seconds] 13:08:16 -!- Mu_ has joined ##crawl-dev 13:19:43 Improved tile for Snorg (https://crawl.develz.org/mantis/view.php?id=3137) by coolio 13:23:29 heh there sure were a lot of crash reports regarding that one tiles bug 13:58:34 -!- TGWi has joined ##crawl-dev 13:59:55 Misspelling on "closed warning scrawled door" (sic) in starting vault (https://crawl.develz.org/mantis/view.php?id=3138) by Tenaya 14:15:06 -!- Zchris13 has quit [Quit: I HATE CENTUARS] 14:17:44 one of these years I will get my hands on something that rotates ascii text by ninety degrees 14:21:45 03dpeg * r5dedb11e8fc8 10/crawl-ref/source/dat/des/variable/mini_features.des: Only one serial vault per level. 14:21:56 03dpeg * r0b362e7f8482 10/crawl-ref/source/dat/des/portals/trove.des: Nerf troves a bit. 14:22:28 is the "only one serial vault per level" commit just an luniq line? 14:22:55 erm, no 14:23:02 oh, yes! 14:23:25 :D 14:23:29 luniq --> luniq_serial 14:24:41 I was thinking it would be nice in late dungeon to use serial vaults to slightly vary the monster set by level 14:26:30 to make it feel more varied since there's not much noticeable change from 15 or so to the bottom 14:26:38 TGWi: yes, I expected advanced applications like this when I made the suggestion :) 14:27:42 -!- ortoslon has quit [Quit: bye] 14:30:04 New gnoll tiles (sergeant and shaman) (https://crawl.develz.org/mantis/view.php?id=3139) by coolio 14:30:52 -!- galehar has joined ##crawl-dev 14:31:55 what is a gnoll sergeant 14:34:39 hello again 14:34:39 galehar: You have 2 messages. Use !messages to read them. 14:34:44 !messages 14:34:44 (1/2) Keskitalo said (2h 15m 5s ago): greensnark ran a test FE, sticky flame is still good. wiki page overreacts to change - the background has changed and that's fine. (I should play myself too, but we shouldn't be hasty to make a change.) 14:34:47 hi galehar 14:34:57 !messages 14:34:58 (1/1) Keskitalo said (1h 47m 12s ago): < Zchris13> Can I just say that I really like the new skill screen. 14:35:02 :) 14:35:20 a gnoll sergeant tile was requested in the development wiki, I've no idea what it is except for a "better equipped slightly buffer gnoll" 14:36:08 I sort of liked gnolls before 14:36:10 note that those FEs haven't made it to lair :| 14:36:27 look at orc vs orc warrior. Give him a chain mail and call it a day :) 14:36:37 they had a nice egalitarian thing going on 14:36:43 it's for a special vault or something 14:36:48 oh 14:39:46 I just went all dpeg on a forum user :) 14:40:10 galehar: hi 14:40:15 hi 14:40:49 galehar: let me find that 14:41:16 https://crawl.develz.org/tavern/viewtopic.php?f=5&t=165&p=1370#p1370 14:41:25 yes, reading it 14:41:26 why is FE changing fine? 14:41:39 st_: you mean FE or SF? 14:41:51 galehar: these comments shouldn't hurt, but they still do. 14:41:56 what Keskitalo's message says 14:42:37 st_: greensnark and Keskitalo are about _not_ changing FE. TGWi is campaigning for FE change 14:42:44 hmm? 14:43:04 oh sorry, OG17 is the one 14:43:18 st is the one 14:43:26 lol 14:43:30 hehe, everyone pointing on his neighbour 14:43:31 :p 14:43:40 it was TGWi 14:43:53 so, seems everyone is happy with the new FE then :) 14:44:01 ??? 14:44:02 only sensible conclusion 14:44:07 I wouldn't rush with FE. 14:44:11 I think st might've just stolen what I said in chat though 14:44:16 just like circularlos huh 14:44:25 The SF nerf was long overdue, we have a lot more time to see what happens to the background. 14:44:38 what's the FE change proposal? 14:44:47 it's already changed 14:44:50 there isn't 14:44:59 do you mean by nerfing SF 14:45:12 If the number of contradictions per ##crawl-dev page gets too high, elly will close the channel. 14:45:50 I totally agree SF needed a nerf 14:46:01 but I don't like the wa it was done 14:46:06 st: it was you who created the wiki page about sticky flame nerf breaking FE 14:46:18 really, it was me though 14:46:19 :P 14:46:30 st_: the alternative would have been removal, I think. 14:46:31 and I said multiple times "sticky flame needed a nerf" 14:47:05 I think that SF now nicely fits with Flame Tongue. 14:47:09 removal would've been fine if it was replaced with something FE could use 14:47:17 ...players 14:47:17 flame tongue? 14:47:20 what 14:47:24 dpeg: never used? :) 14:48:04 upsy: FT is useful. It is clearly not the best Level 1 spell, but it has its uses. 14:48:10 conjure flame wants range 2+ spells 14:48:14 I guess 14:48:32 the drama level is a bit higher than I'd have it 14:48:37 you have range>1 spells, just gotta choose a bit 14:48:58 flame tongue is useful because FE starts with it, and potentially to dance with 14:49:37 I have used it to kill ice beasts. 14:49:47 as what? 14:50:11 not sure, but it was several times 14:50:17 that's a pretty early flames book, too 14:50:28 ??flame tongue 14:50:29 flame tongue[1/1]: Spell which throws a low-power, low-accuracy bolt of fire one to four spaces. Note that the max range is {spell power}-dependant - don't expect your fledgeling DEFE to fry anything significantly beyond melee. 1d14 at max power. 14:50:39 1d14 is pretty decent 14:50:42 yes 14:51:42 most people would go with throw flame instead 14:51:47 i always do 14:51:51 IME fire elementalists switch to throw flame very early on, yeah 14:52:27 -!- MarvinPA has quit [Ping timeout: 265 seconds] 14:52:46 I always thought of flame tongue as the price of getting sticky flame, really 14:54:05 dpeg: did you seriously raise the entry fees for troves? they were already usually impossible to meet in a normal 3-runer 14:54:55 oh, I see, you just raised a couple of the easier ones by a bit 14:55:12 elliptic: not much, only a little for scrolls players would hoard (blink and mapping have the same frequency, but blink is used a lot more) 14:55:23 elliptic: more important is that I cut on the loot, imo 14:55:28 -!- Kurper has joined ##crawl-dev 14:55:50 elliptic: I met most of the troves so far. 14:59:15 dpeg: any idea what the probability is of having a trove generate somewhere in a given game? 15:00:01 from my experience/memory I'd guess it is very high, but that could be off 15:00:07 to step back for a second, sticky flame "having its uses" isn't a good place for the spell 15:01:23 and being able to struggle through without it might be possible but it makes FE pretty unappealing 15:01:45 compared to wz cj 15:03:17 -!- Twinge has quit [] 15:04:39 they have the same tools a limited-sticky flame FE has, but also a better start and midgame 15:05:00 anyway, I just checked and the average number of troves entered on a winning character is about 0.45 15:05:20 elliptic: seems okay to me 15:05:23 since you seem to get one almost every game, that probably means that only about half of all troves are enterable 15:05:35 which is rather irritating, at least to me 15:05:37 elliptic: no no, sometimes you decide to not enter 15:05:41 which is as it should be 15:05:48 dpeg: no, you don't 15:05:59 elliptic: then something is wrong 15:06:08 If the choice is not a real one, we have to adjust. 15:06:27 elliptic: we could also tweak something else than FE... I never liked that Cj and Wz come in several flavours. 15:06:36 I mean, you do occasionally, for a few of the prices... but usually you just either don't have it or you go in it 15:06:44 Wz have to keep using throw flame until get something better, not that great especially once meph is nerfed further 15:06:50 until they get 15:06:55 dpeg: I think that last comment was addressed to OG17, not me 15:07:13 I haven't tried nerfed FE yet, so I'm refraining from comment 15:07:27 elliptic: due suggested removing troves outright... I believe they can be made good. 15:07:33 conjure flame is pretty usable 15:07:47 nothing particularly wrong with troves, in my opinion 15:08:01 that tickles my cold heart :) 15:08:15 but I like loot :P 15:08:19 dpeg: I think one thing that would help a lot is to remove most of the "lots of a scroll/potion" prices 15:08:36 they are usually not possible, or when they are possible they are no-brainers 15:08:40 elliptic: I thought those would be the ones that are easiest to balance :O 15:09:18 handing over a bunch of EA scrolls is not worth a second thought? 15:09:19 only a couple of them (heal wounds, blinking, identify, ?) are ever interesting 15:09:35 same with recharging 15:09:49 dpeg: I think they could be okay with tweaking 15:10:06 syllogism: I just reduced loot to 75% 15:10:09 elliptic: tell me! 15:10:11 I certainly don't think that troves should be scrapped, but the current set of prices is pretty irritating 15:10:17 :( 15:10:26 got to get away from the no-brainer state 15:12:04 are shop-item prices okay? Gold is a resource and all but it doesn't feel the same 15:12:28 OG17: yes, I like asking for expensive items. Feels more flavourful than just asking for money. 15:12:51 currently asking for expensive items is the easiest price to meet, though 15:14:01 yes 15:14:18 I wondered if one price could be "all food". :) 15:16:50 I think it would help a lot to pare down the options for scrolls/potion stacks... looking at it right now, and I'd suggest just asking for potions of healing/heal wounds/speed and scrolls of identify/blinking/enchant armour 15:17:13 recharging imo 15:17:27 I'm also not a big fan of asking for robe of resistance, since that just encourages trying on every robe in the game on chars who might not have bothered 15:17:56 mummies have a similar problem with potion prices 15:17:58 but mummies 15:18:56 eronarn: maybe recharging too, though I find I usually have tons of extras by endgame 15:19:07 could increase quantity for those a bit 15:20:26 the issue with RoR goes beyond troves 15:20:31 and should be solved as such 15:20:40 could be fun for troves to ask for multiple item types, so instead of fifteen of one item it's a bunch of three items or whatever 15:21:06 would that really change anything? 15:21:14 apart from making code and interface more complicated... 15:21:15 -!- valrus has joined ##crawl-dev 15:21:34 it's make it less about scouring the game for one type of item and more about giving up available resources, I think 15:22:45 what about asking for unique items? 15:22:54 Geryon's horn etc 15:23:35 asking for geryon's horn is an amusing idea that could be okay, not sure what other items would though 15:24:12 some hell ends come with item 15:24:30 having people go do hells before trove is way over the top though 15:24:40 also this isn't really a sacrifice for anyone that was already going to get the horn or whatever 15:24:46 asking for cerebov's sword is cute though 15:24:47 troves are extremely likely to be useless to you by that point 15:24:57 my idea is more to make a hell more interesting for someone who might have not considered it otherwise 15:25:01 even before you reduced the loot 15:25:24 heck, it is access to 12 more items -- if you do that hell 15:25:27 not sure it's so bad 15:25:45 think of it as a bonus for a certain rune 15:25:52 and you know it early, so you can plan ahead 15:26:16 dpeg: seriously, I think you have been overestimating how good trove loot is, both now and when you decided to nerf it 15:27:24 if you're capable of clearing hells, troves seem sort of superfluous, yeah 15:28:12 12 items, only some of which were created using acquirement code (so the others might even be unwearable or darts or other junk), and of a random type or types? 15:28:43 likely to be nice in midgame if you get an easy-to-satisfy trove, but not very exciting by endgame and likely to be completely useless 15:28:46 elliptic: as long as you tell me that it's a no-brainer to enter... 15:29:05 dpeg: usually a no-brainer because the prices are similarly useless 15:29:21 8 potions of agility? if I have that many, sure, I'll go in 15:29:24 I guess we'll just cut them. 15:29:27 especially if I really have 9 or 10 15:29:55 wand of hasting? if I have two, or one and haste spell, I'll go in 15:32:00 !tell due I don't see a way to make troves work well. 15:32:01 dpeg: OK, I'll let due know. 15:40:12 elliptic: I hope you are happy :P 15:41:17 -!- valrus has quit [Remote host closed the connection] 15:43:52 how's this for a deep dwarf base tile? http://i55.tinypic.com/29c163n.png 15:44:38 coolio_mc: I couldn't judge, sorry. 15:46:22 troves could be made into minizigs, pay a bit of gold and fight in an arena battle against branch end difficulty monsters 15:47:01 +1 for removing troves 15:47:39 syllogism: hey, I said that I thought troves could be okay with tweaking 15:48:16 elliptic: but I have to do all the tweaking. If I get solid support, I can go on. But without it, I'll rather drop them. 15:48:53 The basic principle was "sacrifice some useful resource for a gamble on good items". If it is flawed, troves cannot exist. 15:58:28 it might be interesting if troves set you some sort of quest, possibly timed, like "show me the serpentine rune within 10k turns to prove your worth" (only given to players in some level range, of course) 15:59:10 I did sort of like the horn of geryon idea; it is just that hells are rather too late in the game, I think 15:59:45 something that encouraged going to dangerous places sooner than you otherwise would could be good 16:00:20 elliptic: would you come up with a list of prices/quests and what you think is interesting loot? The ideal outcome is that the answer to "should I try to enter this trove" is generally "it depends" in a good way. 16:00:42 a dragon hide might also qualify 16:01:41 yeah, I'll think about it 16:02:01 one issue is that a lot of stuff becomes less interesting without a timer, but timers are clunky 16:02:16 at least long ones 16:03:24 yes 16:03:49 this is why I considered sacrificing a lot of something useful (identify, blink etc.) 16:04:12 This can be a nontrivial decision without timer. 16:05:32 the intrinsic problem with asking for N of some item is that it is usually only interesting if you have exactly N of them, or just a little more... if you have less than N then you can't do anything and if you have much more than N then you probably don't care about losing N of them 16:06:10 -!- monky has joined ##crawl-dev 16:07:09 elliptic: why wouldn't you care? If you have to part with 12 EA scrolls, or recharging? 16:07:44 for some items it works all right, yes (though if you are using light armour then currently you have little use for EA scrolls most games) 16:08:01 this is why I made the suggestion earlier of pruning the list of scrolls/potions that are asked for 16:08:04 presumably, yeah 16:08:16 elliptic: I am fine with that... I want a list :) 16:08:20 -!- Cryp71c has quit [Quit: Leaving] 16:08:39 I think it would help a lot to pare down the options for scrolls/potion stacks... looking at it right now, and I'd suggest just asking for potions of healing/heal wounds/speed and scrolls of identify/blinking/enchant armour 16:08:48 I gave one :) 16:09:33 it probably works better for strategic items than tactical ones 16:09:44 it's not really up to the player how many potions of heal wounds they have in reserve 16:10:11 TGWi: but it is up to the player to use them more conservatively from then on. 16:10:28 tgwi: giving up 12 heal wounds potions is always substantial, though, even if you have 15 or 20 16:10:31 We could place troves earlylish, so the choice is more pronounced. 16:10:42 elliptic: would you write/post a list? 16:10:45 asking for cure mut should still happen 16:10:57 not sure if scrolls of id are particularly interesting 16:11:11 Several people have put considerable effort into troves (least mine), perhaps some of it can be salvaged. 16:11:26 syllogism: I always have shortage of them... 16:11:28 well, you need the hp or you don't 16:11:33 syllogism: an early trove asking for scrolls of id means playing more conservatively with them 16:11:44 you only have to id jewellery 16:11:45 better than options like fear or fog at least 16:11:57 randart jewellery 16:11:57 IDing potions is a good idea too, generally 16:11:58 what about mapping 16:11:58 I agree 16:12:12 mapping is edgy, I guess 16:12:13 you wont be iding potions after early game 16:12:22 syllogism: yes I will :P 16:12:27 syllogism: I do too. 16:12:49 you can but it wont do you any good really 16:12:55 you might save one potions of speed, that's about it 16:12:59 potion* 16:13:04 probably not ideal... I'd hope it depends :) 16:13:08 syllogism: also one potion of everything else, including cure mut 16:13:16 to be fair I id everything with scrolls :P 16:13:20 syllogism: also !CM, experience, resistance 16:13:22 elliptic: none of the other potions are good 16:13:25 syllogism: haha 16:13:54 cure mut is rarely needed and even when it is, you usually find more than enough 16:14:00 syllogism: a potion of might or resistance can help a lot, too 16:14:06 I'm talking early midgame here 16:14:08 in any case, handing over a bunch of identify scrolls never felt easy for me 16:14:16 but you dont have troves early midgame 16:14:27 do you? 16:14:27 syllogism: uh, I've gotten troves pre-lair 16:14:29 syllogism: we're talking about placing them earlier 16:14:34 maybe when lair is on d:13 16:14:40 so that players can adapt to the challenge 16:14:43 but it's still rare 16:14:48 syllogism: currently they can generate on d:10 16:14:58 default-depth: D:10-, Elf:1-, Vault:1- 16:15:01 it's still rare enough not to matter 16:15:10 pre-vaults is pretty common 16:15:17 syllogism: we can change it, and we'd do it if it helps 16:15:32 and how often do you not have speed/might identified before vaults? 16:15:45 this is bikeshed stuff 16:15:55 syllogism: I agree identify is still far from the most interesting trove price, but it isn't that bad either 16:16:26 personally I think healing potions and blink are the most interesting ones 16:16:40 EA is more interesting now that you can get to +14 16:16:41 a list of wiki of what's considered good/decent/bad on the current set plus good additions would make them survive 16:16:42 and it cant fail 16:16:52 of=on the 16:17:38 wand of haste/healing are nice too, though players who are more interested in winning than loooooooooooot probably wont make the trade 16:17:49 most players will, however 16:18:04 syllogism: I'd agree that healing/heal wounds/blinking are the best, yeah 16:18:30 wand of haste/heal isn't that great, since they become no-brainers if you have duplicates 16:18:57 and they clearly aren't worth it if you don't have duplicates and don't have an alternate haste source 16:19:44 elliptic: is this so clear, even after haste nerf? What if you lack armour pieces and resists... couldn't there be a situation that makes you hand over that wand? 16:20:01 and GDA/RoR I have *never* actually managed to get for a trove 16:20:19 dpeg: haste is still really good even after the nerf 16:20:38 a berserker still loves their wand of hasting 16:20:45 and everyone else still wants the spell 16:20:47 elliptic: I've seen things like that before... if they're too strong even after nerf, they should really go :) 16:21:48 well, the nerf did help in that haste is no longer quite as high a priority 16:22:34 if I have a few potions (or a wand) for emergencies then my chars will often work on other skills first for a while, until I start worrying about running out 16:23:02 but they still want to train ench for haste eventually 16:23:06 not good 16:23:09 ench split will also help if that ever happens 16:23:14 the Ench split will not help 16:23:14 haha 16:23:23 elliptic: why should it not happen? 16:23:46 dunno, I just don't know what is happening with the ench split, since I haven't heard about it for a while 16:23:58 elliptic: it is dormant, but not need. 16:24:03 manpower shortage 16:24:13 need=dead, I should go to sleep 16:34:44 -!- jlewis_ has joined ##crawl-dev 16:35:32 -!- jarpiain_ has joined ##crawl-dev 16:36:58 -!- jarpiain has quit [*.net *.split] 16:36:58 -!- jlewis has quit [*.net *.split] 16:42:35 -!- Zchris13 has joined ##crawl-dev 16:51:04 -!- Kurper has quit [Remote host closed the connection] 16:52:10 -!- Celentes has quit [Quit: Page closed] 16:53:32 -!- Kurper has joined ##crawl-dev 17:03:56 -!- upsy has quit [Quit: Leaving] 17:30:35 -!- syllogism has quit [] 17:35:21 -!- stabwound has quit [Quit: ZNC - http://znc.sourceforge.net] 17:36:20 -!- stabwound has joined ##crawl-dev 17:36:28 stabwound: hi 17:37:43 -!- valrus has joined ##crawl-dev 17:51:23 -!- dpeg has quit [Quit: leaving] 17:56:34 -!- valrus has quit [Remote host closed the connection] 17:57:24 -!- valrus has joined ##crawl-dev 18:04:55 -!- galehar has quit [Quit: disconnect] 18:08:10 hi 18:08:10 due: You have 1 message. Use !messages to read it. 18:08:13 !messages 18:08:14 (1/1) dpeg said (2h 36m 14s ago): I don't see a way to make troves work well. 18:10:14 -!- jlewis_ has quit [Changing host] 18:10:14 -!- jlewis_ has joined ##crawl-dev 18:10:22 -!- jlewis_ is now known as jlewis 18:28:13 -!- Textmode has joined ##crawl-dev 18:39:04 -!- coolio_mc has quit [Read error: Connection reset by peer] 18:56:30 Crash when going up stairs (https://crawl.develz.org/mantis/view.php?id=3140) by theclam 18:58:11 -!- MarvinPA has joined ##crawl-dev 20:17:14 Surr (L19 HuVM) ASSERT(m.mid > 0) in 'tags.cc' at line 2954 failed. (Swamp:4) 20:17:44 meh 20:23:15 Surr (L19 HuVM) ASSERT(m.mid > 0) in 'tags.cc' at line 2954 failed. (Swamp:4) 20:23:41 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:24:47 Surr (L19 HuVM) ASSERT(m.mid > 0) in 'tags.cc' at line 2954 failed. (Swamp:4) 21:14:41 -!- Zchris13 has quit [Ping timeout: 240 seconds] 21:24:50 -!- eith has quit [Ping timeout: 255 seconds] 22:08:43 !lm surr crash -log 22:08:44 17. Surr, XL19 HuVM, T:38269 (milestone): http://crawl.develz.org/morgues/trunk/Surr/crash-Surr-20110104-022448.txt 22:10:28 @whereis Surr 22:10:28 Surr the Gelid (L19 HuVM), a worshipper of Vehumet, is currently on Swamp:5 after 38267 turns. 22:11:06 -!- Zchris13 has joined ##crawl-dev 22:14:46 -!- Zchris13_ has joined ##crawl-dev 22:18:49 -!- Zchris13 has quit [Ping timeout: 255 seconds] 22:18:57 -!- Zchris13_ is now known as Zchris13 22:50:52 Zaba: Does roguey_level sometimes place a small room stuffed to the gills with loot 22:51:13 Because I just got such a room on roguey_level and Crawl is pretty sure it is not a vault of any kind 22:52:02 greensnark: no guardian nagas about? 22:52:06 The level also has items randomly generated elsewhere. I thought it would be kind of cool if the rare level put all items in a single room instead of scattering it across the level, but that is not the case here 22:52:10 sorear: Nope! 22:52:31 sorear: This was also reported on SA, but at the time we all thought it was a naughty vault somebody snuck in 22:52:41 I've gotten that on D:2 recently, quite the help 22:52:51 Yeah me too 22:53:35 I spent a while searching for it in des files to bring it up, couldn't find it so thought "screw it, I like free loot anyway" 22:53:44 Yeah, it's not a regular vault 22:53:51 * greensnark looks at roguey_level 22:54:05 Oh there we go 22:54:09 if treasure then inner_room.floor = '*' end 22:54:28 Well, if it's always been that way I see no reason not to keep it, it's cute :) 22:55:43 I was going to suggest converting it to a vault but I guess special rooms are similarly silly 22:59:11 giving the player a room of * on D:2 seems a bit nuts though 23:04:22 I don't remember seeing it in earlier versions 23:04:25 03greensnark * r60ac809f752d 10/crawl-ref/source/ (dungeon.cc mapdef.cc mapdef.h maps.cc): Fix dungeon builder not correctly checking if chance-selected vaults have already been used. 23:04:35 I wonder if Zaba changed something there 23:07:48 Unable to pick up net from ground (https://crawl.develz.org/mantis/view.php?id=3141) by Mike255 23:07:56 -!- TGWi has left ##crawl-dev 23:15:13 -!- Kurper has quit [Remote host closed the connection] 23:17:47 -!- Kurper has joined ##crawl-dev 23:19:59 morning 23:20:28 Is it a vault? 23:20:39 Oh, I see. 23:22:17 So I had a brilliant idea for a delayed potion reagent summoning spell! 23:22:23 But I'm going to mull it over before I disclose it. 23:23:52 does it involve tentacles 23:23:59 no 23:24:01 well yes 23:24:04 It better involve tentacles 23:25:30 greensnark: Did you agree with my idea of having decorative vaults weighed differently to other vaults? 23:27:30 -!- TGWi has joined ##crawl-dev 23:32:00 -!- Moriasc has joined ##crawl-dev 23:53:06 -!- Moriasc has quit [Remote host closed the connection] 23:53:47 -!- Moriasc has joined ##crawl-dev 23:55:59 Does anyone know what the unseen labrat is supposed to be? 23:56:10 Oh. 23:59:23 greensnark: Zaba unbroke roguey_level, it's pretty interesting that stuff like that surfaces :P 23:59:55 (I assume that's the case)