00:00:39 Unstable branch on crawl.develz.org updated to: 0.9-a1-1292-g2654608 (32) 00:03:24 Unstable branch on crawl.akrasiac.org updated to: 0.9-a1-1292-g2654608 (32) 00:07:42 Windows builds of master branch on crawl.develz.org updated to: 0.9-a1-1292-g2654608 00:20:58 -!- valrus has quit [Remote host closed the connection] 00:36:34 -!- TGWi has left ##crawl-dev 00:39:26 -!- Wensley is now known as TGWj 00:47:08 -!- Guest78501 has quit [Read error: Connection reset by peer] 00:48:46 -!- Guest78501 has joined ##crawl-dev 00:49:06 -!- TGWj is now known as TGWensley 00:50:34 -!- TGWensley is now known as ktgray 00:53:52 -!- ktgray is now known as wensley 00:54:03 -!- wensley is now known as Wensley 00:58:15 -!- ainsophyao has quit [Remote host closed the connection] 01:11:57 -!- ainsophyao has joined ##crawl-dev 01:37:02 -!- Sabaki_|2 is now known as Sabaki 01:41:00 -!- ZorbaBeta has joined ##crawl-dev 01:48:17 hey, does anyone know who I'd talk to for permission to download a substantial part of http://crawl.akrasiac.org/rawdata/ ? I want to do some statistical analysis but I don't want to use way too much bandwidth 01:53:00 -!- hoody_ has quit [Remote host closed the connection] 01:55:09 -!- ainsophyao has quit [Remote host closed the connection] 02:01:52 ZorbaBeta: rax, most likely 02:03:22 -!- edlothiol has joined ##crawl-dev 02:03:55 alright, I'll send a message. Thanks :) 02:11:43 -!- Zaba has quit [Read error: Operation timed out] 02:21:04 -!- Zaba has joined ##crawl-dev 02:21:42 -!- syllogism has joined ##crawl-dev 02:29:12 -!- galehar has joined ##crawl-dev 02:29:28 hi 02:29:28 galehar: You have 1 message. Use !messages to read it. 02:29:34 !messages 02:29:35 (1/1) kilobyte said (7h 33m 17s ago): http://angband.pl/tmp/tornado_integral.svg 02:39:37 -!- monqy has quit [Quit: hello] 02:40:14 Autoexploring corridor T-crossings (https://crawl.develz.org/mantis/view.php?id=4247) by Core Xii 02:41:03 -!- ainsophyao has joined ##crawl-dev 02:42:01 -!- evilmike has quit [Quit: Leaving] 03:01:46 -!- ainsophyao has quit [Remote host closed the connection] 03:06:29 -!- edlothiol has quit [Ping timeout: 255 seconds] 03:10:24 Character stuck and instant death screen (https://crawl.develz.org/mantis/view.php?id=4248) by Timbermaw 03:10:52 galehar: also, unlike the linear case, we can't simply subtract the inner radius. On this graph, this represents moving the radius region up. 03:14:04 kilobyte: do you think it's too complicated? Maybe it would be simpler and have a similar result to go back to linear and have 3 speeds. Fast up to 20 aut, medium up to 40 and slow after. 03:17:41 no, the concept is simple. And if high school math is too much for us (including dpeg who happens to be a professor...) and get the proper integral, it can always be calculated the lame way by sampling 03:20:45 the lame way is better than nothing. Let's fix it so we can compare it effectively and try to balance it. We can always put more elegant code later. 03:20:55 ie, by splitting the duration into 1 aut intervals and approximating the area with a trapezoid. Ie, just calculating the radius in the middle of every interval. 03:21:48 sum[i=t1, t1+1, t1+2, ... t2-1](radius(t)) 03:22:06 er, radius(t+0.5) 03:33:12 doh, partial radius (ie, 0 if the tornado doesn't affect the given radius, 1 if it does fully, a fraction otherwise) 03:41:09 sounds good. Can you implement it? (and fix the AC calculation while you're at it) 03:58:49 I'd start with some Lua to allow us compare the numbers before and after, though. 04:13:45 ok 04:32:12 -!- Garhauk_ has joined ##crawl-dev 04:32:23 -!- ainsophyao has joined ##crawl-dev 04:34:19 -!- Wensley_ has joined ##crawl-dev 04:36:08 -!- jld_ has joined ##crawl-dev 04:36:33 -!- Zaba_ has joined ##crawl-dev 04:39:05 -!- ainsophyao has quit [Ping timeout: 250 seconds] 04:40:24 -!- Zaba has quit [*.net *.split] 04:40:24 -!- djinni has quit [*.net *.split] 04:40:28 -!- ivan has quit [*.net *.split] 04:40:29 -!- Garhauk has quit [*.net *.split] 04:40:29 -!- Wensley has quit [*.net *.split] 04:40:29 -!- MakMorn has quit [*.net *.split] 04:40:29 -!- murphy_slaw has quit [*.net *.split] 04:40:29 -!- greensnark has quit [*.net *.split] 04:40:29 -!- jld has quit [*.net *.split] 04:40:29 -!- Wensley_ is now known as Wensley 04:40:48 -!- greensnark has joined ##crawl-dev 04:43:06 -!- MarvinPA has joined ##crawl-dev 04:44:34 -!- djinni has joined ##crawl-dev 04:45:14 -!- ivan has joined ##crawl-dev 04:47:47 -!- MakMorn has joined ##crawl-dev 04:58:10 -!- MarvinPA_ has joined ##crawl-dev 05:00:11 -!- MarvinPA has quit [Ping timeout: 240 seconds] 05:09:31 -!- MarvinPA_ has quit [Ping timeout: 240 seconds] 05:11:36 -!- MarvinPA has joined ##crawl-dev 05:12:32 -!- Guest78501 has quit [Ping timeout: 250 seconds] 05:24:37 -!- Twilight13 has joined ##crawl-dev 05:55:53 -!- Ashenzari has quit [Ping timeout: 252 seconds] 05:56:41 -!- Ashenzari has joined ##crawl-dev 05:56:42 -!- The topic of ##crawl-dev is: DCSS Development | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 06:05:54 -!- Ashenzari has quit [Ping timeout: 240 seconds] 06:06:38 -!- Ashenzari has joined ##crawl-dev 06:06:38 -!- The topic of ##crawl-dev is: DCSS Development | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 06:06:53 -!- Mu_ has joined ##crawl-dev 06:14:37 -!- Ashenzari has quit [Ping timeout: 252 seconds] 06:15:18 -!- Ashenzari has joined ##crawl-dev 06:15:18 -!- The topic of ##crawl-dev is: DCSS Development | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 06:31:47 -!- Ashenzari has quit [Ping timeout: 240 seconds] 06:32:47 -!- Ashenzari has joined ##crawl-dev 06:33:01 -!- The topic of ##crawl-dev is: DCSS Development | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 06:42:51 -!- Ashenzari has quit [Ping timeout: 258 seconds] 06:43:38 -!- Ashenzari has joined ##crawl-dev 06:43:38 -!- The topic of ##crawl-dev is: DCSS Development | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 06:59:30 -!- galehar has quit [Ping timeout: 252 seconds] 07:02:34 -!- galehar has joined ##crawl-dev 07:04:27 kilobyte: the sampling implementation has a great advantage: it will work with any radius growth formula. So as long as we're tweaking and balancing it will be very useful. Once we're all satisfied with the spell design and balance, we can replace it by a more elegant implementation. 07:06:20 -!- edlothiol has joined ##crawl-dev 07:12:46 -!- edlothiol has quit [Quit: edlothiol] 07:17:59 about automated testing, I still believe the efficient way is to put the player in the arena. Use autofight or any other lua script to control it. We may not have the time to do it now, but in the long term, it would be very helpful. 07:20:00 -!- edlothiol has joined ##crawl-dev 07:47:20 -!- RichardHawk has quit [Ping timeout: 252 seconds] 07:49:41 -!- RichardHawk has joined ##crawl-dev 08:22:06 -!- valrus has joined ##crawl-dev 08:25:41 -!- valrus has quit [Read error: Operation timed out] 08:40:03 -!- RichardHawk has quit [Ping timeout: 276 seconds] 08:40:40 -!- RichardHawk has joined ##crawl-dev 08:52:25 -!- ainsophyao has joined ##crawl-dev 09:01:49 paplaukes (L14 DSEE) ERROR: range check error (-23 / 17) (D:16) 09:07:17 !lm * crash -log 09:07:17 1268. paplaukes, XL14 DSEE, T:20743 (milestone): http://crawl.develz.org/morgues/0.8/paplaukes/crash-paplaukes-20110711-140146.txt 09:17:17 -!- ixtli has joined ##crawl-dev 09:17:45 -!- casmith789 has joined ##crawl-dev 10:02:18 -!- ixtli has quit [Ping timeout: 255 seconds] 10:02:26 -!- edlothiol has quit [Ping timeout: 250 seconds] 10:03:02 -!- ixtli has joined ##crawl-dev 10:17:09 -!- ais523 has joined ##crawl-dev 10:20:02 -!- monqy has joined ##crawl-dev 10:32:54 !tell elliptic a very simple way to increase skill costs is to make skill_cost_level increase faster by using a lower exp apt reference (skills.cc:57) 10:32:54 galehar: OK, I'll let elliptic know. 10:42:32 -!- jld_ is now known as jld 10:52:52 -!- edlothiol has joined ##crawl-dev 11:13:16 -!- upsy has joined ##crawl-dev 11:22:13 -!- ainsophyao has quit [Remote host closed the connection] 11:32:17 -!- RichardHawk has quit [Ping timeout: 246 seconds] 11:33:41 -!- RichardHawk has joined ##crawl-dev 11:38:12 -!- MarvinPA has quit [Ping timeout: 250 seconds] 11:41:17 -!- ainsophyao has joined ##crawl-dev 11:41:43 -!- ainsophyao has quit [Remote host closed the connection] 11:45:11 -!- Cryp71c has joined ##crawl-dev 11:48:19 -!- ainsophyao has joined ##crawl-dev 11:55:28 -!- Cryp71c has quit [Remote host closed the connection] 12:05:01 -!- nrook has joined ##crawl-dev 12:22:39 -!- valrus has joined ##crawl-dev 12:26:46 -!- valrus has quit [Ping timeout: 240 seconds] 12:40:53 -!- Garhauk_ is now known as Garhauk 12:47:07 -!- Twilight13 has quit [Read error: Connection reset by peer] 12:48:18 -!- Twilight13 has joined ##crawl-dev 13:20:18 -!- hoody_ has joined ##crawl-dev 13:38:12 -!- MarvinPA has joined ##crawl-dev 13:48:45 -!- ais523 has quit [Remote host closed the connection] 13:55:14 -!- ainsophyao has quit [Remote host closed the connection] 14:12:05 -!- MarvinPA has quit [Read error: Connection reset by peer] 14:12:33 -!- MarvinPA has joined ##crawl-dev 14:40:49 -!- MarvinPA has quit [Ping timeout: 252 seconds] 14:57:30 LuckyNed the Cudgeler (L6 OgHu) (D:4) 15:16:38 -!- MarvinPA has joined ##crawl-dev 15:35:15 -!- Pacra has joined ##crawl-dev 15:35:38 !lm * type=crash -log 15:35:39 1269. LuckyNed, XL6 OgHu, T:3487 (milestone): http://crawl.akrasiac.org/rawdata/LuckyNed/crash-LuckyNed-20110711-195729.txt 15:45:43 -!- bmh has joined ##crawl-dev 15:47:40 -!- bmh has quit [Changing host] 15:47:40 -!- bmh has joined ##crawl-dev 15:50:38 -!- galehar_ has joined ##crawl-dev 15:50:45 evening 15:51:45 hey galehar_ 15:52:24 hey 16:06:07 galehar_: from ##crawl, FR to make the abyss and labs mappable 16:06:40 remove map rot? yeah, it's not new 16:06:59 bmh: how would you map the abyss if it's an infinite shifting space 16:07:22 not map rot, but make it viewable on the X map 16:07:25 bmh: the abyss is better without mapping, let them whine "interface screw" all they want :P 16:08:20 I'm apathetic to it 16:08:54 I don't care about labs, but I am opposed to the abyss being mapped. it just doesn't make any sense and would mislead people 16:10:16 Wensley: I agree entirely with regard to the abyss. 16:10:32 Mennas buddying up with skeletal warriors seems incredibly wrong 16:12:03 bmh: from what I can tell from scanning the irc log, N78291 wasn't expressing a preference for having mapping in the abyss, I think he was just curious if it was now possible 16:12:10 Wensley: not sure if you saw this -- I've been poking at making a new level generator: https://gist.github.com/1076805 16:12:14 ah 16:12:21 Wensley: It is *possible* it's just incoherent 16:12:38 bmh: I did! I saw it and immediately thought worley noise :P 16:13:02 Wensley: that's because it *is* worley noise perturbed by Perlin noise. 16:13:54 is the new abyss activated? 16:14:09 galehar_: I don't think so. I still need to write serialization. 16:14:20 that's what I thought 16:14:21 bmh: with regard to the cavern layouts, I think as long as you could so something about the little bubbles and the straightness at the map edges, it would look fantastic 16:14:29 s/so something/do something 16:14:36 Wensley: oh. Those are easy to take care of 16:14:40 kilobyte also talked about a bug which make terrain switch 16:14:45 I was thinking of making it an infinitely large cave 16:15:02 galehar_: do you mind ghosting galehar, it's hard to address you? ;) 16:15:13 galehar_: yeah, I've seen that, I have no clue what's causing it 16:15:23 ghosting? 16:15:48 I forgot to disconnect from work when I left. 16:15:54 nickserv can disconnect you 16:16:01 /msg nickserv ghost galehar 16:16:02 oh cool 16:16:10 -!- galehar has quit [Disconnected by services] 16:16:17 -!- galehar_ is now known as galehar 16:16:38 thanks :) 16:17:00 welcome 16:17:21 Wensley: The bubbles should be sort of easy to remove, kilobyte suggested using flood fill to identify bubble size 16:17:46 any bubble less than a cutoff would get plugged up, larger ones get merged 16:17:52 cool :) 16:18:45 I don't want to do it unless we have a good place to use it 16:18:57 Perhaps an alternative Orc layout? 16:19:09 I think it would look great as an orc layout, especially orc:4 16:19:16 also I think that it would be excellent as a dungeon layour 16:19:40 I would miss the bubbles in orc, though... maybe swap between your caverns and the current layout gen at random? 16:20:14 This is also the first (reasonable) thing I came up with, I'm sure I could experiment more and kilobyte has a ton of great ideas 16:20:15 bmh: also, hells could use an interesting layout gen 16:20:30 Wensley: I've never been to Hells. I peaked in the vestibule once and left. 16:20:36 haha :P 16:20:47 I think this would make a _great_ hells layout 16:20:51 peeked 16:21:11 not for dis, and maybe not for coc, and slightly maybe not for geh, but tartarus definitely 16:21:25 others might disagree with this creative direction, but I'd like to see Slime undulate a little bit 16:21:43 bmh: replace "a little bit" with "a ton" 16:21:48 wall tides! 16:21:49 Slime walls bobbing back and forth, leaving slime on the floor 16:21:56 slime wall tides, rather, which are even better 16:22:14 The terrain probably should not kill the player. 16:22:40 slime terrain _already_ kills the player 16:22:53 might as well go crazy 16:23:42 That will never fly. 16:23:50 galehar: how do you feel about terrain that wants to kill the player? 16:24:14 bmh: for a less radical proposal, since there's no loot in slime... what if the levels were not persistent, or only fluctuated when the player was off-level? like abyss shifts, but without the danger of suddenly surrounding the player with slime walls 16:24:24 that would make both the ascent and descent in slime pits interesting 16:24:34 That's a bad idea. 16:24:37 It's scummable. 16:24:51 not if enemies don't spawn infinitely 16:25:00 you can scum it for a better path between stairs 16:25:11 how would you know the paths? 16:25:23 the stairs could move around as well. xom already does that :) 16:25:30 go up and down until you see... ok 16:25:48 oh, I need to make a xom altar that stalks the player 16:25:53 I wonder how much lua that is 16:26:05 bmh: I don't mind moving walls but they probably shouldn't have an AI. 16:26:41 bmh: 'The altar whines and pulses magenta.' 16:26:47 -!- Wensley_ has joined ##crawl-dev 16:27:15 Eronarn: and if you worship Xom? 16:27:57 bmh: an alternative could be to design specific vaults for slime pits, with a ton of different configurations, that are essentially hallways that can collapse and re-open with floods of slime 16:28:16 Wensley_: there's a neat idea! 16:28:30 and then color the floors of these hallways with the same color as the darker green used to denote unsafe floor squares next to slime walls 16:28:55 do slimes in slime spawn out of the walls? 16:28:56 that way no autoexplore into a collapsing hallway, and players have a visual warning 16:30:00 back in a little bit 16:30:07 -!- MarvinPA has quit [Ping timeout: 246 seconds] 16:30:42 -!- Wensley has quit [Ping timeout: 250 seconds] 16:30:52 -!- Wensley_ is now known as Wensley 16:31:16 OH! A thing I thought about, why are there always three stairs up/down on every level? 16:31:35 bmh: it can bark/meow/purr :) 16:32:31 ghallberg: to give players options in case one set of stairs is surrounded by nasties, to allow players to peek at the lower level while exploring the upper level at the risk of setting off portal vault timers 16:32:41 -!- nrook has quit [Quit: Lost terminal] 16:33:00 I'm just thinking it could be random 2-4/5 16:33:04 ghallberg: to give a variety of escape routes in case you get shafted or overwhelmed on the current level 16:33:08 Feels do rigid this way. 16:33:23 ghallberg: also, historically, not having found all three staircases indicates that there is a bubble you have yet to explore 16:33:28 or even 1-5, weighted heavily towards 3. 16:33:46 ghallberg: trapdoors and escape hatches already sort of satisfy that niche 16:33:53 Wensley: That feels very meta-gamey and is part of the reason I thought of it. 16:34:32 ghallberg: it's meta-gamey, but it's also a valuable recon tactic that all players come to realize and value :P 16:35:08 Well yeah, doesn't seem very crawly thuogh... 16:35:08 it's a balance for taking turns to go up and down stairs 16:35:39 also, if you miss a stair going up or down, or stairs plural, you know you may be missing an area, or vault, or branch entrance, or portal 16:36:24 it's very crawly 16:37:05 having a random amount of stairs so you have no idea if you've seen the entire level or if you actually missed a portal,branch, vault, or regular level 16:37:09 is not crawly 16:37:25 Maybe... 16:42:43 just take on Ashenzari and look for the exact moment your piety should have dinged :p 16:43:16 back 16:44:35 Eronarn: how about this -- the altar conjures flame on top of itself and chases you 16:47:11 o_O 16:47:14 awesome 16:47:23 I want a xom altar vault where every space inside the vault is one of three random clouds: a flame cloud, an ice cloud, and a healing cloud 16:47:24 Rule 0 of Crawl: Xom is a dick. 16:47:45 Wensley: healing clouds would need to be exhausted on contact, otherwise people would scum it 16:48:12 bmh: not if each square vacillates between the three clouds randomly each turn. it's a gamble worthy of xom, in that case :) 16:48:35 oh, if they're that jumpy, sure 16:48:44 unless you're rF+++ rC+++ 16:49:17 if you're rF+++ rC+++ and still finding xom altar vaults, well 16:50:52 I'd like to see the Slimes in Slime come out of the walls 16:50:55 and leave holes 16:51:15 like earth elementals 16:52:02 possibly create a new slime, the acid elemental, that gives zero xp, only spawns in slime, and slime walls will occasionally turn into them and attack 16:52:26 why 16:53:03 because it would be weird to farm slime by waiting for the walls to turn into death oozes and giant eyeballs 16:53:48 just make the holes be temporary 16:54:17 you can't farm standing where the holes are to prevent them from resealing unless you're acid immune 16:54:32 and if you're acid immune i don't think we need to care about you scumming slime 16:54:33 okay, implement it 16:55:38 nah, i'm cool 16:56:59 -!- upsy has quit [Quit: Leaving] 16:57:40 If every slime in slime spawns from the walls, you can't farm forever 17:01:17 -!- MarvinPA has joined ##crawl-dev 17:01:43 -!- MarvinPA has quit [Client Quit] 17:02:43 03galehar * r846b6d50f554 10/crawl-ref/source/skills.cc: When gaining a skill, insert leftover exercises at a random position. 17:02:52 03galehar * r492fc83b22b2 10/crawl-ref/source/ (directn.cc item_use.cc): Print chaotic in monster status only when firing silver ammo. 17:02:53 03galehar * rfdfc2aad04f7 10/crawl-ref/source/ (6 files): Print mindless in monster status only when using the healing ability. 17:02:53 03galehar * rdce5640185d7 10/crawl-ref/source/skill_menu.cc: Improve the skill focus interface. 17:02:53 03galehar * r2824263da840 10/crawl-ref/ (5 files in 3 dirs): Rename show_spammy_spoilers into show_no_ctele. 17:02:53 03galehar * r6a3a087368c4 10/crawl-ref/source/item_use.cc: Fix an infinite loop when auto_switching from a cursed weapon (#4248). 17:17:30 galehar: any idea what would be a good place for wizmode clua includes? 17:18:33 dat/lua/ is for end-user scripts, scripts/ is for ./crawl -script (dlua), test/ is for automated testsuites 17:19:25 and you've got some end-user scripts only available in wizmode? 17:19:25 dat/wlua? :D 17:21:16 galehar: yeah, if you bind it to a key, it freezes all monsters and displays damage counts every turn 17:21:47 due: sounds good. I hoped there's some existing directory I missed, though. 17:22:22 you could also put it in dat/lua with a comment at the top that it's wizmode only. 17:22:44 too bad it's unfit for being included all the time since there might be only one ready() :( 17:23:49 do we namespace all of the scripts? 17:24:55 internal, mostly. Meant to be called by user or even &^T only, no. 17:25:09 catoblepas has 4 occurences of the petrifying cloud spell in its list. Is this just for testing or is it intended as their normal behaviour? 17:25:15 seems a bit much 17:26:23 galehar: I was mimicing steam dragons 17:26:27 kilobyte, galehar: do either of you have an opinion on slimes in slime spawning by budding out of the walls? 17:26:41 galehar: wasn't sure how having the spell in more than one slot affected the breath frequency 17:27:10 galehar: I like the frequency at which catoblepae breathe now, so if removing those entires would make it breathe less then I'd rather leave them there 17:27:35 Wensley: ok, fine. 17:27:46 thank you for looking over them, though :) 17:31:01 -!- ixtli has quit [Quit: Computer has gone to sleep.] 17:31:58 I guess having a global ready() that has a table individual scripts install hooks into would work, not sure where to put that though 17:32:36 -!- galehar has quit [Ping timeout: 240 seconds] 17:33:15 we should probably namespace all of the scripts according to their file names 17:33:35 then each namespace could have a ready function -- which is looked up by a global function that finds all namespaces and checks them all for a ready function, yeah? 17:34:11 not sure if we even can iterate through namespaces 17:37:20 doesn't the vaults code iterate over every flie in the relevant oflder? 17:37:37 -!- hoody_ has quit [Remote host closed the connection] 17:39:51 kilobyte: is there a common interface that level generators implement? 17:42:15 -!- Zaba_ has quit [Ping timeout: 260 seconds] 17:50:04 bmh: Zaba put some work into lualizing it, but not really yet 17:50:45 IIRC he prefers maps to be generated as map_lines rather than env.grd, but the latter is more stable and capable for now. 17:51:48 map_lines is infinitely better than affecting the dungeon grid itself 17:52:03 but I believe it was Enne who made the recent changes so that all of the relevant functions affected the map_lines rather than the grid. 17:52:15 converting whatever generator we come up into producing a different data structure should be easy though, I think... so I'd concentrate on coming up with better actual meat than interface 17:52:23 due: do you know more about it? 17:52:48 I'd really prefer to work in C than Lua 17:53:09 -!- Zaba has joined ##crawl-dev 17:53:17 for whatever that's worth 17:54:22 03kilobyte * r17399c98d000 10/crawl-ref/source/l_crawl.cc: A clua function call_dlua() (wizmode only), to avoid crawl.sendkeys(&^T) hacks. 17:54:22 03kilobyte * r917a65255999 10/crawl-ref/source/test/stress/woken_rest: Use call_dlua() for the stress test. 17:54:22 03kilobyte * r82cb2a995b33 10/crawl-ref/source/ (7 files): A dlua function debug.disable() to turn off some parts of Crawl. 17:54:33 03kilobyte * r7cfe2c1e14ba 10/crawl-ref/source/ (6 files in 2 dirs): debug.never_die(x) -> debug.disable("death",x) 17:54:33 03kilobyte * r869ae16629e6 10/crawl-ref/source/ (hiscores.cc mon-behv.cc mutation.cc ouch.cc): Mention the cause of direct rotting deaths (mutation, ZotDef). 17:54:33 03kilobyte * r542d34698faf 10/crawl-ref/source/dat/lua-wiz/damtally.lua: A script to show damage counts in wizmode. 17:54:33 03kilobyte * r0786484222f6 10/crawl-ref/source/ (l_mons.cc l_you.cc): clua: you.time(), dlua: mons.hp 17:54:34 03kilobyte * rece60dec1a3c 10/crawl-ref/source/effects.cc: If monster spawns are disabled, don't grow toadstools as well. 17:55:58 -!- bmh is now known as bmh_away 17:56:06 kilobyte: it really depends what you want to know, I guess; it's a bit muddled in my head, so i can't really explain it comprehensively from start to finish. 17:56:57 kilobyte: but part of the issue with it affecting grd is if a map is vetoed -- it might have already messed up the dungeon (as caused by a really fun single-altar vault that could result in the entire square area being filled with altars) 17:57:27 yeah, good point 17:57:33 -!- bmh_away is now known as bmh 17:57:40 due: I've done that before! It's hilarious 17:57:44 bmh: :) 17:58:02 having them separated thus works much better for dungeon building itself 17:58:12 -!- bmh is now known as bmh_away 17:58:24 from memory, map_lines is also easier to manipulate than the actual grid, as it consists (partially) of text. 17:58:30 and it doesn't matter for generation algorithms anyway 17:58:35 yeah 17:59:03 it means you can do substs and everything and still use functions to modify the map -- and not have to manually perform the substs yourself on the grid. 17:59:13 uhm no, we _want_ DNGN_ enums, they tend to be easier to work with 17:59:45 ok, or at least some other enums or values 17:59:59 converting that to text might work 18:00:35 a problem, though: most of noise algorithms produce a heightmap as well, it'd be sad to lose it 18:01:04 hm 18:01:25 why use Lua, then? 18:01:37 most of the builders just call Lua functions on a pre-prepared map. 18:01:46 you could just do it the old fashioned way and manipulate that grd instead of a map. 18:01:58 Lua doesn't have a "continue" statement, which is infinitely infuriating. 18:02:37 most high-level languages trade speed for readability and speed of development, but this is not the case for Lua 18:03:35 it is meant for end-user scripting, mostly. It is great for brief scripts ran as parts of vault definitions, but falls short for any complex algorithms. 18:04:43 * due nod. 18:04:44 exactly. 18:04:58 (though it does allow subvaults) 18:05:11 C++ is both faster (which doesn't matter much) and, what's more important, more readable and easier to write in 18:05:17 hmm, so map_lines after all? 18:05:38 just not sure if a heightmap that doesn't include all of the level makes any sense 18:05:45 -!- Hehfiel has quit [Ping timeout: 276 seconds] 18:06:08 -!- ion has quit [Ping timeout: 252 seconds] 18:06:09 -!- jarpiain has quit [Ping timeout: 252 seconds] 18:06:21 -!- joosa has quit [Ping timeout: 260 seconds] 18:07:36 I don't understand height maps, unfortunately. 18:07:46 Apart from a vague look through the code, I've no idea how they directly relate. 18:08:19 Would it be that difficult to have a secondary "height map" layer, using alphabetical values to denote heights? (capital letters positive heights, lowercase letters negative heights, or something like that?) 18:10:54 due: an example of a noise-generated layout: http://sprunge.us/TgdX 18:11:57 -!- joosa has joined ##crawl-dev 18:11:58 -!- ion has joined ##crawl-dev 18:12:26 due: heightmap works on shorts currently, too big a resolution for letters 18:13:04 -!- jarpiain has joined ##crawl-dev 18:13:30 -!- jarpiain is now known as Guest58652 18:17:23 -!- Hehfiel has joined ##crawl-dev 18:18:44 -!- Hehfiel has quit [Remote host closed the connection] 18:19:18 -!- Hehfiel has joined ##crawl-dev 18:23:30 -!- valrus has joined ##crawl-dev 18:27:29 ah 18:27:46 -!- valrus has quit [Ping timeout: 252 seconds] 18:34:52 -!- MarvinPA has joined ##crawl-dev 18:37:33 -!- Pacra has quit [Ping timeout: 255 seconds] 18:40:18 03kilobyte * r0ac46027f0c7 10/crawl-ref/source/tilesdl.cc: Fix a harmless warning. 18:40:28 03kilobyte * ra7dd32e9ee0d 10/crawl-ref/source/dat/des/variable/large_lemuel_castle.des: Fix D:25-27 lemuel_castle being swamped with >300 draconians. 18:42:31 aw 18:44:24 am i right in thinking that the monster description quotations were deliberately moved to their own screen a while ago because they cluttered up the main description? 18:44:30 yes 18:44:41 they'd often get not displayedbecause there was no space 18:44:45 aha 18:44:59 cool, couldn't recall the exact reasoning 18:45:04 there was talk of culling them completely 18:45:11 but i suggested displaying in a separate screen 18:45:18 or dpeg did 18:46:59 cool, there's an attempt on the forums to come up with lots of improved monster/item/etc descriptions and people were wondering why they're on a separate screen, just wanted to make sure i had the correct answer :) 18:48:27 :) 18:50:28 they fail to fit only for a couple monsters, and only on tiny terminals 18:50:46 in all other cases they could be displayed on the main and only screen 18:51:19 and perhaps not at all if they fail to fit 18:51:31 -!- Pacra has joined ##crawl-dev 18:51:52 -!- Whitewater has joined ##crawl-dev 18:52:26 -!- Twinge has joined ##crawl-dev 18:55:32 the quotes add to theme, but they hardly ever give any actual information 18:55:43 hence why having them on a separate screen makes sense? 18:56:13 well, wasn't it you who added the second screen? 18:56:41 yes 18:56:52 but my point is that it's flavour text that is non-essential to the game. 18:57:07 but it's cool flavour so just deleting it would suck. 18:57:21 what about just displaying it on the same screen if there's enough room for it all to fit, otherwise, separate screen 18:58:21 -!- Whitewater has quit [Quit: Nettalk6 - www.ntalk.de] 19:00:01 -!- syllogism has quit [] 19:00:29 I think that the m?? screen ought to explain how to go from skill level 0 to skill level 1 19:19:16 -!- Sabaki has quit [Ping timeout: 250 seconds] 19:21:12 -!- edlothiol has quit [Ping timeout: 255 seconds] 19:22:53 -!- gustaf_arg has joined ##crawl-dev 19:24:19 03kilobyte * r627d49c1cfb8 10/crawl-ref/source/dat/des/zotdef/zotdef.des: Fix ZotDef gear not generating, add no_rtele_into to the chambers. 19:25:40 -!- ghallberg has quit [Ping timeout: 240 seconds] 19:28:41 Unstable branch on crawl.develz.org updated to: 0.9-a1-1309-g627d49c (32) 19:34:43 kilobyte: I'm making a few tweaks to catoblepae, including using denzi's new tile. is there any process for creating the tile image beside optimizing the color index? 19:36:30 I've investigated various optimizers, and the best results are produced by: 19:36:31 optipng -o9 -i0 "$@" && advpng -z -4 "$@" 19:36:57 thanks :) 19:37:27 I'm pondering converting the image first to RGB to let optipng convert it back, it seems to help sometimes 19:39:07 -!- Sabaki has joined ##crawl-dev 19:39:45 -!- hoody_ has joined ##crawl-dev 19:43:49 -!- valrus has joined ##crawl-dev 19:43:59 kilobyte: is that in the documentation somewhere? 19:46:37 -!- hoody_ has quit [Remote host closed the connection] 19:47:26 due: nowhere, I think, but folks who install tiles (jpeg, Keskitalo, me) always recompress them anyway 19:47:50 could be a bit bad if someone else would start helping, indeed 19:48:22 might be a good idea to add it to the style guide 19:51:31 kilobyte: I noticed that there's no corpse tile for catoblepas, are those all custom tiles or is there a corpse for each genus or is it somehow generated dynamically from the base tile? 19:53:53 Wensley: generated dynamically, but the rule needs to be added by hand 19:54:08 I'll do that, then 19:54:14 in the corpse definitions text file 19:54:23 they're kind of mangled versions of the actual tile :) 19:54:25 it's pretty awesome 19:56:22 Wensley: oops, been AFW additng that :p 19:56:57 I have _no idea_ what you just said :) 19:57:28 s/tng/ing/ 19:57:41 away from window 19:57:50 ah, I see :) 19:57:54 I thought that was some sort of shell command 19:58:19 03kilobyte * rda08fa8b30c6 10/crawl-ref/source/ (rltiles/dc-corpse.txt tilepick.cc): Fix catoblepas corpse tiles. 20:00:21 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:00:38 -!- ZChris13 has joined ##crawl-dev 20:04:46 -!- ZChris13 has quit [Quit: Reconnecting…] 20:15:21 -!- ixtli has joined ##crawl-dev 20:15:21 -!- ZChris13 has joined ##crawl-dev 20:35:06 -!- Pacra has quit [Ping timeout: 250 seconds] 20:49:00 -!- MarvinPA has quit [Read error: Connection reset by peer] 20:53:27 -!- ZChris13 has quit [Quit: ChatZilla 0.9.87 [Firefox 5.0/20110615151330]] 21:11:08 -!- moocowpong1 has joined ##crawl-dev 21:11:10 -!- ainsophyao has joined ##crawl-dev 21:12:16 -!- hoody_ has joined ##crawl-dev 21:15:41 -!- ainsophyao has quit [Remote host closed the connection] 21:17:19 -!- hoody_ has quit [Remote host closed the connection] 21:31:00 -!- casmith_789 has joined ##crawl-dev 21:34:28 -!- casmith789 has quit [Ping timeout: 250 seconds] 21:48:32 Old save has funny recalls monsters; clearing map crashes game (https://crawl.develz.org/mantis/view.php?id=4249) by rriegs 22:00:52 -!- moocowpong1 has quit [Quit: moocowpong1] 22:00:56 -!- hoody_ has joined ##crawl-dev 23:22:08 -!- Guest58652 is now known as jarpiain 23:40:39 -!- ainsophyao has joined ##crawl-dev 23:49:12 -!- valrus has quit [Remote host closed the connection]