00:01:08 -!- ZChris13 has quit [Quit: ChatZilla 0.9.88.1 [Firefox 11.0/20120312181643]] 00:01:15 Unstable branch on crawl.develz.org updated to: 0.11-a0-1007-ge138055 (32) 00:01:28 we should make leda's not cause fumbling, the spell would be much more widely useful if it didn't 00:01:36 right now it's basically ignored 00:06:55 -!- capablanca has joined ##crawl-dev 00:08:18 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-1007-ge138055 00:09:35 could you use flaoting to avoid fumbling? 00:11:45 you can't use flight while the spell is active or it cancels flight or something 00:17:26 -!- capablanca is now known as mikee_ 00:26:50 useful 00:27:35 Debian builds of master branch on crawl.develz.org updated to: 0.11-a0-1007-ge138055 00:34:37 -!- Mottie has joined ##crawl-dev 00:39:07 -!- MarvinPA has quit [Ping timeout: 264 seconds] 00:48:37 You know what would be amazing? Being able to export saves from the server to your computer (but not import because exploitz) 00:52:12 * due cocks head. 01:15:59 -!- mikee_ has quit [Ping timeout: 245 seconds] 01:20:47 -!- mikee_ has joined ##crawl-dev 02:19:28 -!- syllogism has joined ##crawl-dev 02:54:11 -!- heteroy has quit [Quit: ChatZilla 0.9.88.1 [Firefox 3.6.28/20120306064154]] 03:03:12 -!- dtsund has quit [Quit: dtsund] 03:09:06 -!- st_ has quit [] 03:27:00 -!- ToBeFree has joined ##crawl-dev 03:28:04 -!- alefury has joined ##crawl-dev 03:59:33 -!- edlothiol has joined ##crawl-dev 04:12:35 -!- blabber has joined ##crawl-dev 04:13:03 -!- monqy has quit [Quit: hello] 04:37:11 -!- blabber has quit [Quit: leaving] 05:00:06 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-1007-ge138055 05:04:27 -!- Ragdoll has joined ##crawl-dev 05:11:49 i am starting to really hate lua 05:12:08 or rather, crawls lack of documentation for its lua functions 05:13:01 -!- blabber has joined ##crawl-dev 05:25:25 -!- Mottie has quit [Ping timeout: 276 seconds] 05:37:46 -!- its_steve has joined ##crawl-dev 05:38:11 Howdy, the new trunk elven weapon graphics, are they meant to be in the lower left of the tile? 05:39:18 no 05:39:31 already on mantis, no idea if something is being done about it though 06:16:24 -!- lord-naughty has joined ##crawl-dev 06:16:53 -!- its_steve has quit [Quit: Page closed] 06:17:04 -!- lord-naughty has quit [Client Quit] 06:35:15 Phoniks (L17 DrEE) (Lair:5) 06:43:28 -!- ToBeFree has quit [Remote host closed the connection] 06:50:48 -!- elliptic has quit [Ping timeout: 265 seconds] 06:51:04 alefury: what do you mean lack of documentation? It's all there in l_*.cc! 06:51:06 ;) 06:53:14 -!- elliptic has joined ##crawl-dev 06:59:50 -!- Ganrao| has quit [] 07:00:37 I wonder what's the point of mon-place.cc:537 07:00:50 looks like its purpose is to give more crap monsters in the dungeon 07:05:44 -!- lord-naughty has joined ##crawl-dev 07:14:30 -!- MarvinPA has joined ##crawl-dev 07:17:16 -!- Vandal has joined ##crawl-dev 07:27:01 -!- Pacra has joined ##crawl-dev 07:30:11 galehar: i mean like a list of function declarations with a short comment what they do. also, tons of stuff is not in l_*.cc, but in dat/dlua 07:31:00 and theres no way to know what functions are available where. greping is hard because l_*.cc uses different names. 07:32:06 i already know exactly what i need to do to for the new portal timers, i just have no idea how any of the stuff i want to do works. i dont even begin to understand how the current portal timers work. 07:32:21 its a fucking mess 07:33:00 -!- lord-naughty has quit [Quit: Leaving.] 07:33:43 for example there are listeners (for entering the level, seeing the portal, and turns passing), but the logic is not anywhere in the same file or the files required by it. 07:34:03 talking about dat/dlua/lm_timed.lua btw 07:34:46 its not even in lm_trig.lua 07:34:52 or at least i havent found it yet 07:38:17 -!- lord-naughty has joined ##crawl-dev 07:51:44 there was a plan of using some doxygen thingies for documentation, but looks like that's dead 07:51:45 kilobyte: You have 4 messages. Use !messages to read them. 07:51:57 -!- lord-naughty has quit [Quit: Leaving.] 07:52:22 I'm quite tempted to just write some simple docs, that can be reworked later if someone has a fancier idea 07:52:47 especially clua and clua hooks -- these are supposed to be used for players, who rarely know how to RTFS 07:53:34 kilobyte: btw, are changes to all the lua crap regarding portal timers going to interfere with portal_branches? 07:54:25 Monster database of master branch on crawl.develz.org updated to: ERSION 07:54:48 uhm, almost :p 07:54:56 specifically, once i somehow learn how listeners work, ill have to make one that listens for tiles being mapped. then carpet all the entry vaults with a marker that checks for mapping and sight and starts the timers. 07:55:29 alefury: if they change portals themselves, I doubt so -- there'll be a minor conflict with portal properties, but that's all 07:55:41 ie, dst=, dstabrev=, etc 07:56:04 i dont think i need any of that 07:56:17 but i wouldnt know, i dont fucking get any of this :( 07:56:23 Monster database of master branch on crawl.develz.org updated to: 0.11-a0-1007-ge138055 07:56:31 that part is pretty clear, i just dont know where the fuck it gets evaluated 07:57:29 its like a wrapper within a wrapper within a wrapper, fed by arbitrary arguments in the .des files, eventually delegated to functions i cant find. 07:58:45 anyway, afk for now. 08:01:48 !log nht dsee d:7 08:01:49 1. nht, XL9 DsEE, T:10281: http://crawl.develz.org/morgues/trunk/nht/morgue-nht-20120407-112033.txt 08:01:52 oops, wrong channel 08:06:23 -!- HousePet has quit [Quit: Divide by cucumber error] 08:07:07 -!- lord-naughty has joined ##crawl-dev 08:08:50 Monster database of 0.10 branch on crawl.develz.org updated to: 08:10:06 Monster database of 0.10 branch on crawl.develz.org updated to: 0.10.1-54-ga41a5f4 08:12:32 |amethyst: there's a couple of commits to monster on CDO's repository 08:16:40 -!- lord-naughty has quit [Quit: Leaving.] 09:00:28 <|amethyst> kilobyte: thanks... I see just one per branch, is that right? 09:08:14 <|amethyst> @?-version 09:08:14 Monster stats Crawl version: 0.9.1-1-gec69250 09:08:17 <|amethyst> @??-version 09:08:17 Monster stats Crawl version: 0.11-a0-1007-ge138055 09:08:39 <|amethyst> So how do we actually run 0.10 monster on CDO? 09:08:49 <|amethyst> @???-version 09:08:49 Monster stats Crawl version: 0.11-a0-1007-ge138055 09:22:05 -!- Blade- has joined ##crawl-dev 09:25:23 -!- valrus has joined ##crawl-dev 09:38:29 -!- valrus has quit [Remote host closed the connection] 09:38:53 -!- valrus has joined ##crawl-dev 09:39:06 hm, whatever ended up being the plan for transformations? they cancel in one turn now but it looks like lichform is still inconsistent 09:41:20 well, I've gotten the impression that some people think it makes sense that you can't go directly from lichform to blade hands 09:41:44 personally I don't think there is much point in preventing this now that it isn't any faster than cancelling lichform 09:41:56 yeah 09:42:01 well 09:42:11 it would be actually, since cancelling is 15 aut 09:42:29 isn't casting a form 15 aut when you are in one? 09:42:43 aah 09:42:45 so it is 09:43:10 in that case yeah, not much point have lichform still be different i guess 09:43:21 -!- qqryq has joined ##crawl-dev 09:45:20 if nothing else, I think that if you can't go directly from lichform to blade hands then you shouldn't be able to go directly from blade hands to lichform 09:53:02 lol 09:54:27 what's hilarious in crawl's code, are all the occasions that some error condition which shouldn't even happen still has handling code 09:54:34 -!- ixtli has joined ##crawl-dev 09:54:43 -!- ixtli has quit [Client Quit] 09:55:27 mumra: so I heard that you're doing Vault overhaul and vaults need to be made for that...exactly what kind of vaults do you want? I may make some. 09:55:32 e.g. decks.cc 586 - 745 -- nearly 200 lines of code helping the player in case a deck count has gone wrong 09:56:43 <|amethyst> mumra: and when I was implementing deal four I triggered that code a few times :) 09:57:01 wait ... it's more than that ... 519 - 745 ... an entire function called "_check_buggy_deck" ;) 09:57:05 <|amethyst> mumra: "can't ever happen" really means "can't happen until some dev goes and breaks stuff" :) 09:57:26 |amethyst: yeah, that code is entirely redundant in a release 09:57:36 |amesthyst: it's the sort of thing that test suites are for 09:58:25 <|amethyst> I disagree... releases have bugs; ripping out detection of error states in releases would be bad 09:59:56 <|amethyst> we have certainly had players hitting assertions in stable releases 10:00:13 <|amethyst> _check_buggy_deck is a little unique because it actually tries to "fix" the problems 10:00:15 |amethyst: the problem is you can't ever catch all possible error states ... and assertions are one thing, this function takes it a bit further :) 10:00:40 <|amethyst> what would be gained by removing it for every release and re-adding it in every alpha? 10:01:05 |amethyst: nothing -- but in a TDD project, it wouldn't be part of the main codebase 10:01:06 <|amethyst> (where "removing" could mean just "not calling") 10:01:44 stuff like that should be in a test suite (crawl already even has a stress test) 10:01:48 <|amethyst> and when a player does get into a state that would trigger the check? 10:01:57 -- i'm not saying it's worth changing, i just find it occasionally hilarious 10:01:58 <|amethyst> you can't test every possible combination of doing things to a deck 10:02:19 |amethyst: a player wouldn't get into that state if tests had very good coverage 10:02:51 |amethyst: well true, but the fact that the code is even there indicates to me that the underlying system could be implemented in a less-easily-breakable-way 10:03:20 <|amethyst> I think in a complex game like crawl, most of the tests will not have good coverage 10:04:12 <|amethyst> A test isn't likely to find a bug that triggers, for example, when you start worshipping a god on the first level of pan, abandon the god on another level of pan, and then descend further 10:04:34 <|amethyst> I do agree that the deck stuff is kind of error-prone 10:05:06 well, you have to start from the ground up with tests anyway -- i'm not saying it's even possible ;) 10:06:34 Blade: re Vaults 10:06:53 Blade: I'm designing something where lots of small rooms are populated from minivaults 10:07:29 Blade: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:branch:vaults 10:08:23 Blade: It's basically a combination of a lot of the ideas on that page -- big doors, and most monsters / loot / stairs are in the boxes (with patrolling bands in the corridors) 10:08:24 mumra: I think generating all monsters in rooms is a pretty bad idea... makes getting from room to room completely boring 10:08:44 elliptic: Yeah there are patrolling guards in the corridors 10:08:55 elliptic: i wanted to have bands of guards "stationed" outside some doors as well 10:09:16 ellptic: also, I'm going to have a trigger that, now and then, opens up a random door and wakes the monsters inside 10:10:06 -!- Pingas has joined ##crawl-dev 10:11:02 mumra: there are rooms everywhere in crawl, I don't see any real appeal to making vault levels just full of them... 10:11:19 IMO more ordered layouts would be cool, but you need more open space 10:11:47 ok, so you disagree with most of that wiki page? 10:11:56 mumra: it'd be cool to have a trap that opens a door and then sounds an alarm 10:12:16 mumra: no, I just prefer the layouts with more open space, like example 1 and 2 10:12:22 bringing corridor guards and also a room 10:12:43 elliptic: oh right, that's fine, the layout generator i've made can do either 10:12:44 <|amethyst> example 1 is similar to mumra's layout, isn't it? 10:13:03 |amethyst: note - I drew those examples 10:13:21 examples 3 and 4 seem too much like layout_roguey to me, is all I meant to say 10:13:32 <|amethyst> mumra: I only saw the ring layout in the version I was playing with yesterday 10:13:53 |amethyst: Example 1 is what I based the layout generator on, except the walkway width is randomised, and there are less rooms (but slightly larger), and the positioning of the rooms is randomsied 10:14:13 -!- vadatajs has quit [Ping timeout: 246 seconds] 10:14:25 open space is sort of vaults's thing, yeah 10:14:31 elliptic: yeah, a single rare encompass vault that looks that way is ok, having an entire branch with nothing but these would be terribly boring 10:14:44 so is the monster set going to change at all? 10:15:07 most of Vault's appeal is in the space between rooms 10:15:44 kilobyte: that's mainly because there's never anything interesting in the rooms 10:15:59 mostly V feels like boring free xp right now 10:16:00 |amethyst: about monster, your edits in dcss010 install "monster-stable" while Gretell expects "monster"; I just deleted the latter and symlinked 10:16:02 kilobyte: the wiki page is talking about giving meaning to the name "vaults" by actually having interesting stuff in the rooms ... 10:16:03 any change to that sounds good to me 10:16:04 @?cacodemon 10:16:04 cacodemon (082) | Speed: 10 | HD: 13 | Health: 78-116 | AC/EV: 11/10 | Damage: 22, 22 | Flags: 05demonic, see invisible, lev, regen, !sil | Res: 06magic(156), 11elec+++, 09poison+++, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 1895 | Sp: b.energy (3d20), slow, polymorph other, confuse. 10:16:37 <|amethyst> @?-version 10:16:38 Monster stats Crawl version: 0.10.1-54-ga41a5f4 10:16:47 <|amethyst> ah 10:16:54 Blade-: they're no different from deep[ish] D, except for the layout 10:17:15 D has more vaults, ironically enough 10:17:27 and it kinda gets away with things because it has so many different layouts 10:17:34 V feels like 7 levels of exactly the same thing 10:17:38 kilobyte: so the plan is to shrink V to 5 levels, so that means 4 levels before the end... I'd suggest having about half of them do something ordered like mumra is working on and half of them be current V layout (but with more vaults probably) 10:17:57 kilobyte: exactly, late D and V are pretty much exactly the same, it would be really nice to have a distinct feel to V 10:18:26 V already has a pretty distinct feel really, it is just seven levels long without much variety 10:18:30 elliptic: my layout will also do a "chaotic city" style like the current one, except using subvaults inside (some) rooms 10:18:54 perhaps we could raid, say, DoomRL, for city layout ideas? 10:19:00 elliptic: the weights of how many subvaults get used or how many rooms are left empty can be tweaked very flexibly 10:23:18 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-1007-ge138055 (32) 10:24:29 I think one issue with distinguishing D and V monster sets better is that we don't actually have that many high-level threats to pick from, and trying to use different monsters in the two of them means even less variety in each 10:25:26 what about qwarves? 10:25:40 it seems like they'd make a decent late-game threat 10:25:52 Eronarn: something like that trap idea - evilmike had an idea for stationary "vault sentinel" monsters that don't actually ever damage the player, but try to tip battles against you with effects like alarm, or buffing monsters, etc. 10:26:26 mumra: i like that idea... good opportunity for alliteration 10:26:48 'sentinel statue' that can come alive and become a 'shrieking sentinel', 'shielding sentinel', etc. 10:26:59 -!- vadatajs has joined ##crawl-dev 10:27:24 elliptic: I'm experimenting with trying to make combinations of lower-level monsters actually threatening by vault placement ... e.g. you come down a staircase and are surrounded by big kobolds with reaching weapons 10:27:45 elliptic: i think we need new high level monsters :) 10:27:55 big kobolds are popcorn by v 10:28:17 big kobold annihilator :p 10:28:19 (jk) 10:28:24 Blade: someone did mention dwarves already (it might be on the wiki page) - the problem with dwarves is that currently they're pretty uninspired 10:28:26 @??big kobold 10:28:26 big kobold (08K) | Speed: 10 | HD: 5 | Health: 17-38 | AC/EV: 3/12 | Damage: 7 | Res: 06magic(20) | Chunks: 09poisonous | XP: 97. 10:28:45 eronarn: yeah... currently we have dragons, giants, and sometimes *taurs (depending on character)... and uniques 10:29:07 vampire bands 10:29:07 elliptic: but a whole bunch of them, in combination with a sentinel statue that was hasting them, combined with boris just walking through the door ... 10:29:07 other stuff like orc packs or ogre packs are pretty weak by late D/V 10:29:18 mumra: adding in boris is cheating :P 10:29:34 heh :) 10:29:44 golems would be good if we could get them to be fun to fight 10:29:49 slime creatures can be deadly if you're inexperienced 10:30:09 Eronarn: what about a golem with perma-100% reflection? 10:30:15 silme creatures generate pre-lair sometimes, we are talking about D:20+ 10:30:35 Eronarn: and immunity to refrig/fire/poison/, so clouds don't work too 10:30:38 kilobyte: i think they should all have some effect, but also they need to not be slow 10:31:16 !lg * killer=~slime creature place=vault 10:31:16 112. Lightli the Metallomancer (L17 DDEE), worshipper of Makhleb, mangled by a large slime creature on Vault:5 on 2012-04-01, with 132015 points after 41689 turns and 2:39:47. 10:31:18 kilobyte: by D:20+ I think monsters need to be ranged or >10 speed to be serious threats 10:31:43 Slime creatures are great ... I always see them as V monsters for some reason 10:31:57 (I didn't realise until looking at the code that D/V monster weights are actually identical) 10:32:07 there are other movement abilities... charges, teleports, things that can ranged immobilize you 10:32:15 has anyone considered representing hunger as a bar so you actually know how close you are to hitting the next stage 10:32:56 Eronarn: With the sentinel statues, you can buff golems, blink them closer, that kind of thing - make them more of a threat without directly giving them abilities 10:33:47 @??crystal golem 10:33:48 crystal golem (038) | Speed: 7 | HD: 13 | Health: 102-132 | AC/EV: 22/3 | Damage: 40 | Flags: 11non-living, see invisible | Res: 13magic(immune), 04fire+++, 12cold+++, 11elec+++, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 615. 10:33:52 mumra: yeah, the totems in brogue work well for that 10:34:03 what about giving these such 100% reflection, in line with crystal walls? 10:34:07 also, can have the statues only come alive if things that help them are nearby 10:34:18 kilobyte: definitely in favor of crystal golems being reflective, yes 10:34:20 kilobyte: you'd just kite them with a polearm then 10:34:25 but they need to be speed 10 10:34:30 Eronarn: That could be good, make them indestructible until they're awake too 10:34:54 mumra: i wouldn't do indestructible... i'd just have them all over the place, so only people with unlimited disint could kill them all 10:35:18 (the non-living ones just disappear, the living ones wake up with a shout and take non-brittle statue damage from disint) 10:35:18 Eronarn: or summons, or swiftness and a polearm 10:35:46 (elliptic raised a good point about polearms here) 10:36:57 Eronarn: My overall idea was to have a very restricted monster set in the V corridors (golems, slime creatures, vault guards, little else), and more diverse groups of monsters locked away in the vault rooms; then sentinel statues both in the corridors and in the rooms to continually make everything more threatening 10:36:58 well crystal walls only reflect bolts of fire/cold/elec, which the golems are immune to anyway 10:37:38 so could make the golems reflect those just for flavour i guess 10:37:53 making all 4 levels of V golem-themed seems like a bad idea to me 10:37:54 mumra: that sounds really boring. imo spice up vault guards - like have caster ones - and give them better, group-based, defensive AI 10:38:03 they can be described as polished in addition to being crystal 10:38:16 and have whatever magic shields of reflection have 10:38:39 elliptic: there are lots of other monsters in the rooms - and since the rooms contain the stairs, you'll have to deal with those threats 10:38:54 <|amethyst> can' 10:38:59 mumra: nobody wants to fight multiple golems every level for four levels 10:39:27 <|amethyst> can't an ash worshipper or someone with m.mapping avoid most of the rooms in the layouts that have corridors? 10:39:47 making them harder to kill doesn't make a speed <=10 melee monster any more interesting 10:39:47 |amethyst: sure, I don't see a problem with that 10:39:48 |amethyst: yes, just like on any level of the dungeon 10:39:53 so it doesn't seem very worthwhile to me 10:40:01 MarvinPA: they should be speed 10 :) 10:40:02 MarvinPA: yeah 10:40:08 <|amethyst> in most of the dungeon the things outside of rooms are the same as the things in rooms 10:40:12 Eronarn: 10 is less than or equal to 10 10:40:13 :P 10:40:16 elliptic: so it's not a problem with using golems, it's the fact that they're not interesting, right ...? 10:40:19 10 is much much better than 9 at least 10:40:36 |amethyst: well the idea is to make Vaults unique 10:41:04 <|amethyst> I guess the loot is an encouragement not to dive 10:41:08 |amethyst: just like polished branches like Spider or Slime have focussed monster sets and unique layouts 10:41:32 |amethyst: loot and XP is the reason why most players clear every level 10:41:44 |amethyst: elliptic is not the 99% ;) 10:41:56 mumra: partly it is that they are one of the most boring monster types in the game, and partly it is that they annoy certain playstyles far more than others 10:42:46 elliptic: what playstyles do they annoy sorry? (i've never been annoyed by golems but i've only ever gotten casters as far as V) 10:42:49 most conjurers: can't kill them with spells or need to kite them forever doing very low damage with IMB or throw icicle 10:43:05 i've never had a problem killing them with spells 10:43:09 most melee chars: just kill them 10:43:24 (especially if they have polearms) 10:43:45 <|amethyst> D&D golems are supposed to be anti-caster, though 10:43:55 <|amethyst> not that crawl needs to follow D&D 10:43:57 mumra: they are immune or nearly immune to 90% of attack spells 10:45:59 <|amethyst> fast generate_awake golem with M_MAINTAIN_RANGE, so everyone is equally screwed 10:46:02 <|amethyst> :P 10:46:33 elliptic: well, their frequency can be kept low (and >50% of monsters on a level will be inside the rooms anyway) 10:47:10 but what do they add? 10:47:42 are you arguing they should be taken out of the game altogether? 10:48:15 if they're broken, maybe they can be fixed 10:48:17 aside from electric golems, yes 10:48:34 D tends to be about fighting monsters in rooms, in corridors, or in semi-open areas after coming from behind a corner 10:48:45 having V be the same looks like a big step backwards to me 10:49:36 improving golems would be great, but until that happens I don't see them improving the V monster set 10:50:25 kilobyte: have you read the vaults wiki page out of interest? the "rooms" idea had good feedback from evilmike and lemuel 10:52:11 kilobyte: Actually it *is* more about open space. D has a lot of corridor fighting. My new V layout has *no* 1-tile-wide corridors. So you are always fighting in open space. 10:53:09 kilobyte: It's just that as you do so, you're cracking open these ancient vaults (with big doors), and stuff spilling out of them (the only time you'll really fight *in* a room is when you go downstairs, or teleport) 10:53:13 mumra: it'd be cool to have a trap where walls change into grates in a 1-wide corridor, exposing two boxes with reaching enemies inside 10:53:24 but only when you're in the middle of it 10:53:37 reaching doesn't go through grates 10:53:51 or one where the corridor sides seal up, but the boxes on either side open 10:53:59 I thought that was going to be change though? 10:54:38 mumra: lemuel's only comment there is that "it would reward stealthy play" -- but I fail to see how stealth would be different than in D, or even current V 10:56:04 kilobyte: well lemuel started with "I like the general approach." -- but you're right, I don't quite see his point about stealth 10:58:36 kilobyte: anyway, there was no *bad* feedback for the overall idea, i'd just be interested to know what you think would be good to make vaults more interesting 10:59:42 I'm afraid I have no good ideas right now, I just think this one is worse than status quo. 11:00:29 actually, I do have an idea -- have different branches in rotation with V; but that's a rather big project, and I have my plate full 11:00:35 I think making the rooms in V interesting (they can contain all the items, stairs, etc, and some can have minivaults) is good, and making the layout more ordered sometimes is also good, but I just don't see any real advantage to limiting the monsters that are outside the rooms... you should have to face a full assortment of enemies to get from one room to the next 11:02:59 mumra: by the way, one thing to think about while working on layouts -- currently the most interesting rooms in V are those with multiple doors 11:04:20 kilobyte: you realise that if a new branch were designed to replace V, it would be much better than V, because new branches have much higher standards 11:04:35 since then there is the option of retreating through a different door from where you entered, and also you can't guard multiple doors at once 11:07:50 mumra: do they? there have been exactly two new branches in the last few years... Shoals took a rather long time to develop and Spider is still in an extremely rough state 11:08:47 spider has been getting very good feedback to say it's an extremely rough state ... 11:09:07 but these branches are both very unique with an interesting monster set and unique level design 11:09:15 where Vaults has: city layout, D monster set 11:09:22 (and V:8) 11:09:37 spider is shaping up well, but it needs a lot more work 11:09:54 my only point is that there isn't much history with adding new branches to modern crawl 11:10:07 V is also a far more important branch than shoals/spider 11:10:13 fair points 11:10:38 V is, challenge games aside, a mandatory branch 11:10:47 every game gets V and V contains a huge amount of XP and subbranches 11:10:54 I think that's why people think it should be far more interesting - for something so important it has surprisingly little content 11:11:29 mumra: yeah, and that's why ideas for improvements are needed 11:12:19 this doesn't mean any random idea is good -- remember Sturgeon's law: "90% of everything is crap" 11:12:43 rooms with empty corridors would make a good encompass vault, though 11:12:56 kilobyte: yeah i know, but a whole lot of people seemed to like the rooms idea (wiki page, tavern thread, last night on here) 11:13:05 something as specialized as shoals (incredibly painful to explore, even without levitation) or spider (ghost moths from the first level, no non-animals) would make an awful V 11:13:32 mumra: I like the rooms idea too! but not all of it 11:14:25 er, that should have been "even with levitation" :P 11:15:12 elliptic: what is it you didn't like, was it basically stuff about corridors? we got sidetracked by golems which are basically unrelated ... 11:16:16 elliptic: you mentioned multiple doors, that can be achieved also, in a couple of ways: the city layouts can have rooms with multiple doors, and in the more closed layouts can have rooms joined onto other rooms 11:16:47 elliptic: my original thoughts were "no corridors", it was only evilmike who objected to that 11:16:56 what's the current upside of V? It has plenty of open space, but is not entirely open space (like the "all floor with some water" or big_octagon layouts, which are boring) 11:16:57 mumra: my main criticism was restricting the monster set outside of rooms 11:17:00 (I mean, no 1-tile-wide corridors) 11:17:24 I'd go the other way: no monsters in rooms 11:17:45 -!- Wensley has quit [Ping timeout: 246 seconds] 11:18:24 elliptic: it's easy to tweak the monster set anyway (although I think that D/V monster sets should be differentiated) 11:18:48 -!- edlothiol has quit [Ping timeout: 245 seconds] 11:19:05 I tend to agree with kilobyte that the monsters are more interesting outside of the rooms, though I think some "rooms" should really be minivaults (with monsters and/or loot as usual) 11:19:10 kilobyte: you're suggesting basically a bunch of loot rooms guarded by monsters? could use the sentinels idea and have alarms inside the rooms to stop people just ctele-ing from one room to the next 11:20:06 mumra: I was mostly joking -- rooms with no monsters have little purpose; but there's no need for many rooms 11:20:15 -!- lord-naughty has joined ##crawl-dev 11:20:37 kilobyte: the actual layout I've designed has much less rooms, it's a range of about 8-15 11:20:45 ie, in the current V layout, having no rooms but solid boxes would be an improvement 11:21:03 kilobyte: I noted on the wiki those examples had way too many rooms. I was going to draw up some better ones but I just wrote some LUA instead :) 11:22:05 i don't really understand why monsters are necessarily more interesting in the open ... that's no different to opening a room and monsters spill out, suddenly you're in the open with them ... 11:23:35 -!- edlothiol has joined ##crawl-dev 11:24:02 mumra: two important things: 1) they don't spill out instantly and 2) in open space, they'll be at edge of LOS when you first see each other 11:24:56 I can't recall more than one or two interesting situations created by the open space in V, for what it's worth 11:25:06 we aren't talking about completely open space either (that's for the octagon levels), just mostly open space 11:25:13 the only times I've really felt threatened there are in moments of extreme stupidity 11:25:31 the open space doesn't do much to make it interesting, especially not 7 times in a row 11:25:52 Blade-: V is being shortened to five levels, so s/7/4 11:26:08 okay cool 11:26:11 elliptic: monsters at the edge of LOS is usually pretty easy for casters to deal with, potentially much harder for melee; so you surely want a mix 11:26:18 that helps the problem but doesn't yet remove it 11:26:50 mumra: not really... lots of ranged stuff in V, casters often have difficulty just trading attacks with them 11:27:11 is the xp going to be redistributed to anywhere or is that considered unnecessary 11:27:17 (there is too much xp in midgame anyway) 11:27:42 there was the idea of giving xp when you pick up a rune 11:27:53 that sounds cool 11:28:32 mumra: also, many spells aren't full LoS range 11:28:48 <|amethyst> is the intent to add new content to replace the various cut levels? 11:28:54 <|amethyst> or to make the game shorter? 11:29:02 either sounds good 11:29:06 shorter 11:29:06 or both 11:29:21 |amethyst: I think shorter, though there was also talk of adding in a one-level dwarf branch somewhere 11:29:27 new content tends to be put into rotation rather than being an addition 11:29:33 elliptic: a melee character has to close the entire distance to the threat and then kill it 11:30:02 elliptic: and surely it's boring if everything you ever meet is at full LOS range? 11:30:03 mumra: and usually has much better defenses, and can dodge around a building to create a not-very-good corner 11:30:28 my melee dudes are almost always less threatened by ranged threats than my ranged dudes rae 11:30:29 are 11:30:30 mumra: again, we aren't talking about completely open octagon levels... 11:32:09 <|amethyst> does shorter game also mean things like god wrath are shortened? 11:32:55 making god wrath not be 50k turns long for some gods would be good 11:33:27 elliptic: of course, to keep our rules, it'd be packing the same amount of wrath into a shorter time :p 11:33:40 -!- DaneiTWO has joined ##crawl-dev 11:33:44 -!- Danei has quit [Ping timeout: 252 seconds] 11:34:05 god wrath right now is incredibly tedious 11:34:19 it is less tedious if you don't wait it out in temple 11:34:25 -!- lord-naughty has quit [Quit: Leaving.] 11:34:38 I've never done that 11:34:54 it's just boring to have to deal with wrath effects once every long time for a really long time 11:35:17 elliptic: basically i think there can be a balance of tactical situations with the rooms - sometimes you have to deal with things up close, sometimes you're meeting things at longer distance (corridor guards, or spontaneously opening rooms) 11:36:00 mumra: the rest of crawl is full of situations where you open a door into a room and there are scary monsters there 11:36:37 elliptic: i just think "vaults" should imply, well, "vaults" -- i.e. ancient storage rooms containing horrors or wonders 11:37:15 the open chaotic levels sort of imply the security has got a bit lax over the years :) 11:37:15 -!- Mottie has joined ##crawl-dev 11:37:40 it'd be good to have vaults that have been forcibly busted open, and then something really powerful nearby 11:37:43 sure, some of the rooms can be interesting 11:38:04 but don't let that detract from putting interesting stuff (monsters) outside of them too :) 11:39:32 elliptic: sure, there has to be a decent threat in the corridors (that was part of the plan, the "no monsters at all outside the boxes" idea is clearly bad) 11:40:42 more than a "decent threat" IMO... things that aren't downright murderous are a waste of time :P 11:41:17 elliptic: What I'm talking about is a designated "vault security force" that isn't just "everything from D" 11:41:25 e.g. yaktaurs 11:41:47 mumra: using a really limited monster set usually doesn't make something more interesting 11:42:17 along with other stuff 11:42:44 yaktaurs seem like a weird thing to pick on since they work better in V than in D, too 11:43:07 basically I think that the monsters inside the rooms and out in what you are calling the "corridors" (which I think should be much more open than that word suggests) should be drawn from the same set 11:43:25 MarvinPA: It was a suggestion on the wiki page that I didn't really agree with tbh 11:44:18 use redone vault guards instead of yaktaurs 11:44:20 In the layout I called them "walkways" not corridors, yes corridors is the wrong word 11:44:47 if we want to distinguish V and D monster sets somehow, that's great, but I don't really believe the layout needs to be coordinated with this 11:45:13 <|amethyst> the "rooms", being subvaults, would have mostly hand-picked monsters, wouldn't they? 11:45:18 also? a guardian spirit monster sounds like it could be a good add for vaults 11:45:32 |amethyst: some of them could, but plenty of vaults don't handpick monsters too 11:45:46 <|amethyst> true 11:46:05 Eronarn: does this have anything to do with amulet of guardian spirit or are you just trying to be confusing ;P 11:46:27 elliptic: i think it should, yes - have it take damage instead of other monsters 11:46:30 <|amethyst> when it takes damage, a percentage of that is subtracted from your MP 11:46:31 elliptic: Actually currently things are exactly how you're saying - subvaults can define their own monsters if they want, but a lot of them are just empty "furniture" vaults and they get whatever the overall V monster set is 11:46:36 "The guardian spirit shields the foo!" 11:46:43 mumra: yes, I know... 11:47:04 elliptic: No, I'm saying this is how I've set things up with the layout. 11:47:41 was there anything to set up? that's how vaults work in general... 11:48:01 anyway, what I'm saying is that non-rooms should have monster variety also 11:48:25 rather than being 12350897 *taurs and vault guards and golems, which is what you seem to want 11:48:42 elliptic: We're talking at slightly cross purposes 11:49:36 eronarn: could be interesting, though you'd also need to figure out how the guardian spirit attacks you itself 11:50:54 elliptic: Sure the native monster set can be diverse, I just think it should be differentiated from D *somehow*, there was an idea on the tavern for "artifical life" which I liked how it suited the idea of an ancient magical security system for an underground vault 11:51:08 elliptic: I am not saying this idea is the be all and end all of my layout 11:51:40 mumra: well, I see monster set improvements as independent from layout improvements 11:52:00 <|amethyst> what about more demons in vaults? 11:52:07 noooo 11:52:13 elliptic: only if there's some rough agreement on long vs close range 11:52:17 |amethyst: wouldn't they make more sense in D, where the hell/pan/abyss portals are? 11:52:24 kilobyte: what do you mean? 11:52:29 (I'm strongly for long range, mumra seems want to have close only) 11:52:46 kilobyte: no, definitely a mix 11:53:20 mumra: rooms only means monsters never get to fight you while being out of range of most effects 11:54:09 yaktaurs, crossbows, stone giants... all have full LOS range, while most good spells are far shorter 11:54:26 kilobyte: That's why monsters are needed in the corridors 11:54:36 <|amethyst> walkways 11:54:43 kilobyte: I'd say that like most places, V should have a mix of ranged and nonranged monsters 11:54:47 -!- vadatajs has quit [Ping timeout: 260 seconds] 11:54:50 kilobyte: and also, another room could have opened across the map, and monsters will wander into your LOS from a different direction 11:54:57 |amethyst: thanks ;) 11:55:04 walkways still sound really narrow to me 11:55:13 kilobyte: Also, the doors aren't soundproof 11:55:14 I want open space :P 11:55:25 <|amethyst> how open? 11:55:28 like current V 11:55:49 elliptic: my point is, with the rooms proposal, there's never a situation the yaktaur is at the edge of LOS while you have to get closer 11:56:08 current V layout I think has a good mixture of walls and open space... it is just the same for seven levels, and also the same layout that appears occasionally elsewhere 11:56:12 <|amethyst> elliptic: the ring layout seems to have larger open spaces that V 11:56:19 kilobyte: If there are yaktaurs in the corridors then this isn't a problem 11:56:20 <|amethyst> s/that/than current/ 11:56:39 |amethyst: not if all or most monsters are in rooms 11:56:50 <|amethyst> no one is putting all the monsters in rooms 11:57:02 elliptic: I can make the layouts have comparable amounts of open space to current V (but it's possible to have more variance in *either* direction) 11:57:03 (wimpying out, brother with his wife and stuff...) 11:57:04 <|amethyst> and the idea is that distance rooms open 11:57:05 |amethyst: not the example on wiki 11:57:23 example on wiki has a single width 6 ring corridor 11:57:25 why not just code it and try it out 11:57:33 Eronarn: I've already coded it 11:57:43 mumra: i mean with the monsters and stuff too 11:57:47 Eronarn: Yes 11:58:04 <|amethyst> elliptic: I just generated a vaults level and nowhere do I have anything near 40x6 of empty space 11:58:07 oh, okay 11:58:15 |amethyst: the 40x is irrelevant 11:58:42 <|amethyst> elliptic: so more like a 9-wide corridor? 11:58:51 vaults has lots of 10x10 and 8x15 and such 11:58:52 Eronarn: Well, it's just an experiment to test the layout, I don't have a lot of subvaults, and I only tweaked the monster set to see how that part of the code worked 11:59:32 elliptic: 6 width is quite open really - as open as 50% of spaces in current V 11:59:45 |amethyst: yeah... also V has many different open spaces as opposed to one predictable open space 12:00:13 elliptic: The rooms are also much bigger in the implementation 12:00:23 anyway 6 width isn't terrible, and that's much more than the example titled "walkways" on the wiki (width *3*) 12:00:42 which is why the term "walkway" scares me 12:00:48 -!- lord-naughty has joined ##crawl-dev 12:00:49 elliptic: I have 9x9 rooms at the moment, but I'm trying to make it use any size of minivault - you could have a few really large rooms 12:01:11 mumra: I'm talking about non-room open spaces 12:01:59 yep, I was just pointing out that the rooms in those examples were way too small to be interested 12:02:02 s/ed/ing 12:02:49 6x6 is large enough for a room... some could be larger of course, but I don't see anything wrong with 6x6 12:03:38 basically there's this issue I'm having in Lua with vault maps, it's preventing me from using variable sizes of room. 12:03:56 Can anyone help interpret a stack trace? 12:04:18 <|amethyst> mumra: probably 12:05:50 http://pastebin.com/FgeVfEzr 12:06:21 That's the stack trace, when I try to call reuse_map 12:06:39 This is after I added that flag we talked about 12:07:03 <|amethyst> sadly, that's not a very useful stack trace 12:07:19 Does anyone online today understand the Ziggurat lua code, specifically dgn.resolve_map and dgn.reuse_map? 12:08:21 I'm trying to use them to handle determining the subvault size and placing it in a room, but I'm getting lockups or crashes whatever I try, even though I'm apparently only doing exactly what the Ziggurat code is doing 12:08:25 -!- vadatajs has joined ##crawl-dev 12:09:35 <|amethyst> wait 12:09:45 <|amethyst> what's this crap in dgn_map? 12:10:04 <|amethyst> char buf[2] = ""; buf[0] = gly; lua_pushstring(ls, buf); return (1); 12:10:26 <|amethyst> am I mistaken, or is that just asking for a segfault? 12:10:44 hmm, my crash was a segfault, right? 12:10:52 <|amethyst> yeah, from lua_pushstring 12:11:03 <|amethyst> can't tell whether you were actually in dgn_map though 12:11:22 <|amethyst> because most of your stack frames are unannotated, because of optimisation 12:11:41 <|amethyst> mumra: sec 12:12:04 |amethyst: Should I do a debug compile instead or something? 12:13:15 <|amethyst> mumra: try changing the two lines char buf[2] = ""; buf[0] = gly; at l.432 to one line char buf[2] = { gly, '\0' }; 12:14:06 <|amethyst> mumra: and see if that fixes it; also, yes, a debug compile would be useful 12:15:22 which file is it? there isn't an l_dgn_map 12:15:51 <|amethyst> sorry, in l_dgn.cc, function dgn_map() 12:22:18 -!- lord-naughty1 has joined ##crawl-dev 12:23:54 -!- lord-naughty has quit [Ping timeout: 246 seconds] 12:24:48 |amethyst: Didn't fix it, now I'm compiling with FULLDEBUG but it'll take a while. 12:26:15 <|amethyst> hm 12:27:27 elliptic: so, for the "square" layout, it already has a control for the width of walkways .. so i can set this as e.g. random_range(5,10) 12:28:08 mumra: The layout looks very nice, thanks for working on it! 12:28:30 mumra: sounds good :) 12:28:31 re: enemies, I like the artificial guardians idea, but of course that means lots of work making the set interesting 12:29:04 <|amethyst> hm... I think I'm still going to commit that fix... looks like we never saw it triggered because no one uses the three-argument version of dgn.map() 12:29:20 close range vs long range, I tried out a long ranged -only set, and it was terribly exhausting to play.. a mix is definitely good, and what I think works in open spaces is *groups* of monsters 12:29:50 Keskitalo: thanks 12:30:58 Keskitalo: yes, I think bands of monsters are best, this is probably why some people suggested Yaktaurs, although I agree with (was it kilobyte?) that they should be D, and V should have ... *something* else 12:31:26 -!- mikee_ has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 12:31:35 bands of monsters don't need to all be the same type 12:31:38 well, I see it the other way around, yaktaurs for V and not for D 12:31:48 elliptic: thats what I though 12:31:58 elliptic: That's wasn't my implication :) 12:32:01 this is something that could be good elsewhere too... clump monsters betters 12:32:06 *better 12:32:15 elliptic: yeah, that would be great 12:32:32 elliptic: In part that was the idea of the rooms - it makes it really easy to add new subvaults containing hand-picked *groups* of monsters 12:32:48 elliptic: It's what I really liked about spider, how different combinations of monsters worked together 12:33:24 well, I don't think hand-picking specific combinations is necessary (or necessarily a good idea... makes them more predictable) 12:33:31 -!- ais523 has joined ##crawl-dev 12:34:49 mumra: one random idea for your layouts for monsters outside the rooms: put clumps of randomly picked monsters at intersections/corners of walkways 12:35:52 |amethyst: http://pastebin.com/H6TD4wiK 12:35:58 that's the crash after a FULLDEBUG compile 12:36:28 elliptic: I wanted to have groups guarding outside the doors; intersections are possible too 12:36:46 -!- dtsund has joined ##crawl-dev 12:37:20 that's possible too, yeah... especially for rooms with more treasure inside 12:38:13 <|amethyst> mumra: hm 12:38:53 <|amethyst> mumra: the stack frames still seem to be mangled :( 12:39:16 <|amethyst> mumra: how did you build? 12:39:49 elliptic: by "hand-picked" I mean some overall themes are hand-picked (kind of like Zig floors), then you, say, select 2-3 random monsters from that group, and generate a room with a random quantity of each of those monsters. 12:40:18 |amethyst: make FULLDEBUG=y 12:40:23 <|amethyst> mumra: oh 12:40:26 <|amethyst> mumra: try make debug 12:40:40 <|amethyst> mumra: that includes FULLDEBUG and also NO_OPTIMIZE 12:40:43 ah 12:40:55 of course debug would mean more than fulldebug :) 12:41:06 <|amethyst> make DEBUG=y is less than fulldebug 12:41:43 <|amethyst> make debug-lite would also work (it doesn't turn on FULLDEBUG, but does turn on NO_OPTIMIZE and DEBUG) 12:41:51 -!- MarvinPA has quit [Read error: Connection reset by peer] 12:42:13 -!- MarvinPA has joined ##crawl-dev 12:45:54 -!- ToBeFree has joined ##crawl-dev 12:46:00 -!- Wensley has joined ##crawl-dev 12:46:39 -!- vadatajs has quit [Ping timeout: 246 seconds] 12:50:39 |amethyst: http://pastebin.com/Zp0dYAQK 12:51:05 <|amethyst> aha 12:51:19 wait, it might still be wrong 12:51:19 <|amethyst> found out why the thing I was looking at earlier wasn't crashing 12:51:33 <|amethyst> because array initialization does zero-filling 12:51:35 i wasn't thinking and i typed "make debug" instead of "make DEBUG=y" 12:51:48 <|amethyst> hm 12:51:55 <|amethyst> make debug should have done it 12:54:32 <|amethyst> mumra: if you can make your stuff available I can try here 12:54:41 <|amethyst> that will also let me inspect variables with a debugger 12:55:05 https://gitorious.org/~mumra/crawl/mumra-crawl-2 12:55:08 branch "newvaults" 12:59:10 <|amethyst> okay, it will take me a while to build 12:59:39 mumra: how goes debugging 13:00:35 -!- vadatajs has joined ##crawl-dev 13:01:45 Wensley: not well yet ... can't get a meaningful stack trace ... |amethyst is trying at his end 13:01:55 mumra: do you need me to install any tools 13:02:07 <|amethyst> mumra: guess what... I get the same useless stack dump 13:02:13 hmm 13:02:22 <|amethyst> mumra: I guess all that stuff is the lua interpreter, which is not built with debugging 13:02:37 <|amethyst> I'll try using a debugger 13:02:41 cripes 13:02:55 <|amethyst> oh wait 13:02:57 <|amethyst> never mind 13:03:04 it makes we wonder if i absolutely, definitely didn't make some elementary syntax error 13:03:06 <|amethyst> I was running the wrong version :) 13:03:33 <|amethyst> same thing, but at least now I'll actually be debugging something useful 13:04:16 <|amethyst> it's in dgn_name 13:04:46 <|amethyst> it's getting a pointer that's not a map 13:06:28 that map is the first value returned from dgn.resolve_map 13:06:46 at least, it should be 13:07:04 -!- MarvinPA has quit [Read error: Connection reset by peer] 13:07:27 -!- MarvinPA has joined ##crawl-dev 13:07:29 <|amethyst> yeah 13:07:33 <|amethyst> it's returning bad pointers 13:07:38 let me just explain that code - it could actually be unneccesary - because reuse_map was failing, i tried instead using place_map to actually place the map once i'd determined its width/height 13:08:15 <|amethyst> hm 13:08:21 so i use dgn.name(map) to grab its rename and then reload it with dgn.map_by_name() 13:08:51 <|amethyst> the map pointer itself looks good, but it's pointing to something full of junk 13:09:10 so basically, that dgn.name call isn't necessary if reuse_map didn'talso cause a crash in the first place. the dgn.reuse_map line is commented and it's farther down. 13:09:30 but -- i assume that it was causing a crash for the same reason, if the pointer is broken 13:12:27 what's strange is how dgn.mapsize works with the same map variable? 13:13:49 <|amethyst> not that strange... that's not a pointer 13:13:59 <|amethyst> so you'll get some value, though it may be junk 13:14:27 no i checked, the map sizes were correct 13:14:42 hmm 13:15:01 <|amethyst> really? In the debugger I get 1953721975 for map->map.width inside dgn_name 13:15:07 <|amethyst> err, map->map.width() 13:16:29 at the point when i check the width, it always looks correct. maybe the corruption happens as the variable is passed around within lua? 13:18:25 another possibility: does each call to resolve_map somehow overwrite the data returned by previous calls? 13:19:05 because how I wrote the code is it first decides which rooms to use and resolves them there and then, then stores the map/vplace pair for later 13:19:58 and the reason i had to do that is because resolve_map was failing unless it was a completely open level ... 13:20:55 <|amethyst> they go into Temp_Vaults 13:25:19 <|amethyst> hm 13:25:43 <|amethyst> this is all inside a call to write_vault with ignore_grid = false 13:26:05 <|amethyst> oh, right, that would be the layout 13:26:14 <|amethyst> placing the layout, that is 13:27:17 that makes sense 13:28:11 <|amethyst> let me try installing lua debugging symbols 13:30:54 i really shouldn't need to pre-resolve the maps with ignore_grid = true, unfortunately it was late last night and i can't remember all the details 13:43:12 holy cripes, i think it's ok now 13:43:45 i'm just resolving the vaults when i need them instead and it's stopped the segfault at least 13:47:35 <|amethyst> mumra: hm 13:48:15 <|amethyst> mumra: I see a lot of successful calls on various of your subvaults (vaults_empty_broom_cupboard, vaults_empty_latrine_1, ...), then a call on a bad one 13:48:26 <|amethyst> maybe something is in your queue that shouldn't be? 13:48:58 it's possible but which one? 13:49:04 <|amethyst> I have no idea how to debug lua code that's embedded in a program like crawl :( 13:49:17 <|amethyst> if I could inspect the lua variables... 13:49:29 that's what the print command is for 13:49:53 what exactly is going wrong - is it when the vault is resolved? 13:50:14 <|amethyst> I can't tell, because I don't know how to get a lua backtrace 13:50:43 i've just been adding print("foo") statements into code to see where it gets to 13:51:32 <|amethyst> you actually see the output of those "print"s? 13:51:59 yep, if you're running tiles, launch crawl from a command line, they still show up in the command line 13:52:16 <|amethyst> hm 13:52:24 <|amethyst> I guess I'll do tiles then 13:52:39 do they not show up in console? 13:52:44 <|amethyst> nope 13:52:57 <|amethyst> I do &~V2 and *bam* crash 13:53:01 (hmm .. actually there might be the odd print statement in zigs ... i should remove them) 13:54:33 |amethyst: it could just be that you're seeing all those vaults get resolves, which works correctly; but then literally the first one i attempt to do anything with crashes everything 13:58:44 <|amethyst> mumra: I think you're right 13:58:58 <|amethyst> a bunch of resolving blah; Resolved 13:59:02 <|amethyst> then Placing 10 rooms 13:59:09 <|amethyst> then it crashes 13:59:33 <|amethyst> oh, one more line 13:59:35 <|amethyst> Placing 10 rooms 13:59:37 <|amethyst> Upstairs 13:59:39 <|amethyst> Trying... 13:59:49 <|amethyst> Size 8 x 8; etc etc 13:59:51 <|amethyst> then a crash 13:59:54 yeah that's when it tries to place the first one 14:00:21 i'm pretty sure it's corruption due to me trying to store lots of resolved vaults 14:00:31 i'm not sure what Temp_Vaults does or how it works tho# 14:01:17 but now i've rewritten the code to avoid that, i'm getting resolving and placement happening correctly ... something else is vetoing the layout still but i think i'm nearly there 14:01:27 <|amethyst> mumra: but you're not even trying to place the same maps 14:01:38 <|amethyst> oh 14:01:42 |amethyst: some of them will be duplicates 14:01:45 <|amethyst> it doesn't get to the place 14:01:57 <|amethyst> it is the finalmapname call 14:02:03 <|amethyst> s/call/initialization 14:02:08 |amethyst: yeah but before i had finalmapname, it was failing on reuse_map 14:04:24 I'm getting a VETO: "Cannot place feature at random floor square" 14:05:28 <|amethyst> trying to place stairs but the entire level is vault-masked ? 14:06:21 it's definitely trying to place stairs 14:06:39 but i've temporarily disabled placing vaults, so it's counting the entire level as vault-masked 14:11:55 Is there any way I can *prevent* veto, so I can actually see what level is being generated anyway? 14:12:41 <|amethyst> not sure 14:14:24 mumra: dump_map("debug.map", true, false) 14:16:46 possibly using different names if you expect multiple vetos 14:17:34 kilobyte: thanks 14:19:46 -!- galehar has quit [Remote host closed the connection] 14:20:51 kilobyte: how does dump_map work? does it dump the current map? 14:23:47 yeah, you can RTFS it in chardump.cc 14:24:14 2nd argument is whether it should use grd() rather than map_knowledge() -- ie, what you want for map generation 14:24:47 ahh 14:24:48 -!- galehar has joined ##crawl-dev 14:24:51 k, got it now thanks 14:25:10 * kilobyte meows at galehar. 14:25:19 * galehar meows back 14:26:02 galehar: turns out I was wrong with absdepth0 -- without wizmode shenanigans, in trunk it always points to absdepth0 you were when banished/etc 14:27:15 well, good thing that it's not really used for anything significant in abyss and pan then 14:27:21 ie, it's beneficial to unwield distortion on D:1, unless you want best floor items and don't care about traps or cloud damage, in which case, Hell:7 (or slightly worse, Zot:5) 14:27:36 oh right 14:27:44 is there traps in abyss? 14:27:52 Pan has plenty of vaults with | so you want the earliest entrance 14:27:55 -!- MarvinPA_ has joined ##crawl-dev 14:28:10 -!- MarvinPA has quit [Ping timeout: 276 seconds] 14:28:10 -!- MarvinPA_ is now known as MarvinPA 14:28:23 Abyss yes, Pan no 14:28:47 this is bad, we need to fix it. Having loot or traps depend on where you entered is very spoilery 14:29:17 there aren't traps in abyss 14:29:58 so it sounds like it probably doesn't really affect abyss much at all... pan is another matter, though at least then you don't get that big a choice 14:30:11 mumra: this new V project you're working on looks promising. Good luck crushing the bugs and thanks! 14:30:41 though if it affects items then that's bad 14:30:42 current portal_branches has DEPTH_ABYSS=51, DEPTH_PANDEMONIUM=52, which is bad too 14:31:11 fix them both at 24 IMO, as the average depth when entering through a portal 14:31:12 since suddenly traps will do 2.5x the damage (not sure if linear) 14:31:21 since that's what most people have been doing 14:31:36 would have to change mon-pick.cc to use relative depth, but that's a good idea anyway 14:32:05 hmm, _almost_. Vaults still rely on absolute depth compared to D. 14:32:41 * kilobyte ponders the discussion from today's afternoon 14:35:59 I started wondering about absdepth0 because I want to scale mimic stats to it. If we set Abyss/Pan at 24, then it means the nastiest mimic in the game will be the orb mimic :) 14:36:22 right ... so in lua, "break" exits *all containing loops*, not just the immediate container 14:38:01 scaling mimic stats means: fun with early game altar mimics, and late game mimics are more than just a joke 14:39:07 <|amethyst> mumra: that doesn't sound right 14:39:42 |amethyst: i know (i assumed it wasn't the case) but it was causing the last bug i had, the layout is now working 14:39:58 -!- st_ has joined ##crawl-dev 14:41:03 the basic idea I have is to scale HD and damage. Also maybe they start with just 1 attack, gain a second poisonous one later, and a third constricting one even later. Does that sound ok? 14:41:13 <|amethyst> I mean, the lua docs say that break "ends the innermost enclosing loop" 14:42:09 i swear it was breaking both of them; you can see the double-nested loop with rx and ry? 14:42:38 galehar: strictly speaking, Vestibule is 27, $(HELL):7 is 34 14:42:40 <|amethyst> yeah 14:42:50 galehar: sounds reasonable 14:43:06 <|amethyst> mumra: the code is written so as to break both loops 14:43:25 <|amethyst> mumra: if not is_clear then break end after the inner loop 14:43:35 <|amethyst> mumra: and the inner break is is_clear = false; break 14:43:44 heck, I wonder about a silly experiment: a game mode that has nothing but D, but 100 levels of it 14:43:49 |amethyst: wait, i got myself confused :) i had modified the loop for testing (i commented out the is_clear=false) 14:43:52 ok, I'll put a more detailled proposal on the wiki. I'm not very confident with monster stats 14:43:54 (obvious where the idea comes from) 14:44:04 kilobyte :) 14:44:20 D has enough layouts so this could be fun 14:44:23 |amethyst: and then wondered why things weren't wrking, when i'd intentionally broken my own code :( 14:45:08 kilobyte: orbrun would not be very much fun :P 14:45:26 hrm, no fun monsters past depth 33 14:46:09 elliptic: regarding the shortening of Crypt and our discussions about it, I'm thinking it would be good to set it to 3 levels, and have tomb entrance in the branch end vault 14:46:09 "nightmare quicksilver dragon" 14:46:42 -!- Wensley has quit [Ping timeout: 246 seconds] 14:47:01 given how hard tomb is, putting its entrance in a branch end make sense 14:47:06 galehar: but then we don't get to use the tomb entrance vaults... how about having it be on crypt:2 half the time (or maybe 2/3 of the time) and in the crypt:3 vault the rest of the time 14:47:21 also, it appears mon-place has a cap of 30 for absdepth0 14:47:40 tomb entrance vault is the main interesting thing in crypt:1-4 currently 14:48:38 elliptic: I'd call nearly every single change in DoomRL from the last few years bad :( Kornel seems to go SlashEM. 14:48:49 right, it could work too 14:49:49 galehar: for mimics, could you put a cap on absdepth, just in case? 14:50:32 kilobyte: I basically played exactly one version of DoomRL (0.9.9.4) and didn't much like the sound of the changes after that 14:50:33 should I put an implementable to ask for modified crypt end maps with the tomb entrance? Could be sub-vaulted with a randomised location and some mummies guarding it of course 14:51:23 kilobyte: I was thinking of using stepdown anyway. So I can use the included cap feature for safety yeah. 14:52:04 because linear HD/damage sounds ok in the beginning, but a mimic with HD:34 and 3x34 dam seems a bit over the top :) 14:55:06 how would tomb entry vaults fit into the non-encompass crypt:5s? just place them elsewhere on the level? 14:56:59 I guess, yeah 14:56:59 fitting them into the encompass vaults sounds tricky too, for that matter 14:56:59 non-encompass is obvious, yeah 14:58:26 is there a way to guarantee placing both a tomb entry and a crypt end? 14:58:26 it's easier, but it means that if you haven't found the entrance in C:2, then you know you won't get any of the encompass vault in C:3 14:58:37 oh i guess similar to how lair:8 does it, maybe 14:58:42 but maybe it's not a big deal 14:59:23 it would be doable to tell the vault that is has to place the Tomb entrance too 14:59:52 -!- Wensley has joined ##crawl-dev 15:01:13 |amethyst: thanks for all the help - i have it working now 15:01:21 <|amethyst> yay 15:01:25 ok, I'll put an implementable to ask for modified maps with a tomb entrance. We'll see. 15:01:48 <|amethyst> still not sure what was causing the map corruption and crash 15:01:50 mumra: victory?! 15:01:59 |amethyst: i've basically skirted around that problem now :) 15:02:03 Wensley: yes! 15:02:06 regarding mimics, I also want to make item mimics speed 10 instead of 8 15:02:27 feature mimics have the fighter flag. Not sure if it's worth keeping if their HD scale 15:02:27 huh, they're speed 8? 15:02:43 yeah, I did that. 15:02:54 because in the old design they were immobile... 15:03:38 Wensley: I'm pushing to that fork now if you wanted to test 15:03:59 sure, would love to 15:04:01 had a bug with Pandemonium transits, removing random exits and possibly placing them via a vault instead would make the code a bit simpler (wouldn't need to special-case creation and non-wiping of downstairs). But this makes me wonder: do we even need the 1/30 chance to replace downstairs by Pan exits? 15:04:05 there's also some special cases to give weapon mimics dam +5 and armour mimics AC +10. Not sure about it. 15:04:06 -!- Blade- is now known as notblade 15:04:08 gotta start making some maps 15:04:13 -!- notblade is now known as Blade- 15:04:18 s/maps/subvaults 15:04:33 galehar: I'd say make the type of a mimic not matter, just the depth 15:04:56 kilobyte: you mean just have the exits that show up inside pan lord vaults? 15:05:02 right 15:05:08 that could well be fine, yeah 15:05:19 or placing passages through the Abyss instead, if someone's too wimpy to tackle a lord 15:05:41 except the abyss is supposed to return you to pan now :P 15:07:28 already fixed in a commit I didn't push yet: it's described as an exit through the Abyss 15:07:32 same for Labs 15:08:11 would be weird for those portals to place you back in the Lab 15:08:59 kilobyte: I think having some random pan exits is nice 15:11:06 if they are all in demonic rune vaults, then you know exactly what you have to do to fine one. if some are also randomly placed, then you have a choice 15:11:20 *find 15:12:40 they could be randomly placed in simple vaults or something... I just think the demonic rune vaults don't also need to be the only source of exits (you should mainly be doing them to get a rune) 15:19:05 since giving D and V different monster sets is quite tricky, how about just some special-casing? Like giving yaktaurs a much lower rarity in D. 15:19:28 galehar: it's not tricky 15:20:02 galehar: well, other than the implementation :) 15:20:20 evilmike pointed out that V:8 relies a lot on the wide monster selection and ood of D 15:20:26 -!- monqy has joined ##crawl-dev 15:21:39 galehar: maybe make yaktaurs, ugly things, orc packs, and ogre packs rarer in D as a start 15:21:43 or something like that 15:22:12 elliptic: sounds like a plan :) 15:22:45 I'm not sure really how much it will help but does seem like something relatively simple that is worth trying 15:23:58 how about making orc and ogre packs rarer in V instead? 15:24:22 no, scratch that. Packs work better with open spaces 15:24:31 thats not entirely clear-cut 15:24:31 yeah, orcs and ogres are familiar right the way through D: there should be stuff that only starts showing up in V 15:26:35 ogre packs at least are far more dangerous in open areas, since you are more likely to get 3+ogres hitting you at once 15:26:50 and the ogre mage has more room for tricks 15:27:16 orc packs are pretty meh everywhere they generate outside of Orc 15:27:42 a few days ago you called them "a good early threat" 15:27:45 that's just because warlords are too rare :P 15:27:51 alefury: I mean the deep ones 15:28:09 alefury: the orc knight ones that start showing up in V and mid-to-late D 15:28:10 polearms at least made them more interesting 15:28:27 still not really very interesting, of course 15:28:54 a higher chance for polearms and crossbows might be nice 15:29:16 would also make them a lot harder, of course 15:29:16 more orc warlord packs in vault imho 15:29:21 having packs with more than one knight would be good, or knight+warlord 15:29:24 An orc pack could be made interesting as a subvault, e.g. you go down stairs and are suddenly surrounded by warlords and crossbowers 15:29:48 that just sounds like a very likely instant death 15:29:55 most packs just seem to have one knight, a couple of warriors, and popcorn... no sorcerer/orc priest even 15:30:03 not instant, i guess, they will kill you when you try to go up the stairs 15:30:06 -!- lord-naughty1 has quit [Quit: Leaving.] 15:30:13 elliptic: we have some pretty decent high level orcs. Deep orc packs could be more interesting with a better selection (and better AI) 15:30:16 alefury: right, V should be dangers 15:30:18 mumra: not really interesting unless it kills you immediately (or the turn after you enter the level) 15:30:25 we have priest healing the others now :) 15:30:56 just replacing some of the regular orcs with priests would make those packs a lot more interesting 15:30:59 galehar: yes... I think they can be improved, though priest healing is not really relevant 15:31:07 need orc transmuters 15:31:12 I've yet to notice priests do this 15:31:23 smiting still hurts 15:31:26 yes 15:31:30 that use evaporate and beastly appendage 15:32:01 -!- lord-naughty has joined ##crawl-dev 15:32:09 alefury: the packs do have priests... I meant high priests, which basically don't generate outside of Orc I think 15:32:12 !apt ho 15:32:12 speaking of monster packs, how about adventuring parties? random assortment of monsters (only playable species) with warriors, casters, rangers... 15:32:13 HO: Air: -2, Armour: 1, Axes: 2!, Bows: -1, Charms: -1, Conj: 0, Xbows: -1, Dodge: -2, Earth: 0, Evo: 0, Exp: 100!, Fighting: 2, Fire: 1, Hexes: 0, Ice: -1, Inv: 2!, Long: 1, Maces: 1, Nec: 0, Poison: -1, Polearms: 1, Shields: 1, Short: 0, Slings: -1, Splcast: -2, Stab: 2, Staves: -1, Stealth: -2, Summ: 0, Throw: 0, Tloc: -2, Tmut: -3, Traps: 0, Unarmed: 1! 15:32:28 heh galehar 15:32:28 HOTm makes very little sense imo 15:32:41 a wandering slashem adventurer's guild 15:33:08 they have -1 in xows and -2 in spellcasting 15:33:13 elliptic: i meant the packs could get more priests, instead of regular crap orcs that are not interesting at all by that point 15:33:20 yet there are wizards and sorcerers and use xbows 15:33:26 Tomb entrance in crypt end vaults (https://crawl.develz.org/mantis/view.php?id=5539) by galehar 15:33:58 galehar: adventuring parties might work nicely with that stuff mumra was working on at some point, for the demigod god champions 15:34:15 galehar: anyway, I think that making those bands a lot less common in D is worth a try... we can see how D feels with 1/3 or 1/4 as many of those 15:35:03 alefury: replacing the regular orcs with something would be good, yes... even just a second knight as I sad earlier maybe 15:35:16 elliptic: fine, I'll try that. 15:38:31 the more i think about it the more i like "more crossbows". they can be avoided by smart positioning relative to melee band members, they can be prioritized by moving close or using bolts/smites. the silly ranged code might even make regular orcs with crossbows an interesting threat. 15:38:55 relying on that would probably be a bad idea 15:40:45 just moving the launchers would be really annoying for the people who do that 15:41:06 do you know what the most hated orc:4 end is? 15:41:25 the one even the person who made it (me) hates playing 15:41:40 the one where every orc has crossbows 15:41:47 couldn't we improve Elf with more vaults? Is anyone working on some? 15:41:58 (guess I should ask when evilmike is around) 15:42:21 more Elf:1-2 vaults you mean? Elf:$ has plenty of ending vaults 15:42:56 R18 (L27 NaHe) ASSERT(adjacent(attacker->pos(), defender->pos())) in 'mon-act.cc' at line 1940 failed. (Abyss) 15:43:21 elliptic: yes, I mean more vaults for normal levels 15:44:16 !lm r18 crash -log 15:44:18 7. R18, XL27 NaHe, T:114014 (milestone): http://crawl.develz.org/morgues/0.10/R18/crash-R18-20120407-204244.txt 15:44:44 -!- dtsund has quit [Ping timeout: 244 seconds] 15:44:58 I wonder whether that bug has been fixed... looks like something with constriction in abyss 15:48:00 -!- lord-naughty has quit [Quit: Leaving.] 16:11:46 03dolorous * rdb92759c7157 10/crawl-ref/source/itemprop.cc: Ensure that ankuses aren't randomly generated anymore. 16:14:54 -!- dtsund has joined ##crawl-dev 16:18:45 -!- edlothiol has quit [Ping timeout: 248 seconds] 16:19:42 -!- lord-naughty has joined ##crawl-dev 16:20:40 R18 (L27 NaHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 942 failed. (Pan) 16:36:52 -!- Wensley has quit [Ping timeout: 276 seconds] 17:06:36 -!- HangedMan has joined ##crawl-dev 17:25:32 something as specialized as shoals (incredibly painful to explore, even without levitation) or spider (ghost moths from the first level, no non-animals) would make an awful V 17:25:44 ghost moths are spider:3 and lower exclusive-ish! 17:26:57 they generate on spider:1 17:28:42 three spider:1 spawns of 500-600 monsters placed no ghost moths 17:30:30 I saw one on spider:1 a few days ago in an actual game 17:31:04 was it in a vault? 17:31:15 don't think so 17:31:30 from the code they look like they should generate there, just rarely 17:32:27 * HangedMan shrugs 17:34:59 or maybe not, I can never tell whether I'm off by one with this calculation 17:42:39 couldn't we improve Elf with more vaults? Is anyone working on some? 17:44:04 as much as I love the vault making process there are ridiculously varied amounts of vaults in crawl as is, give or take select branches that are/were ignored (snake): revamping monsters themselves like what happened to monster spiders would have a million times more effect then any vaults short of branch ends or cheating with CHANCE:% placement 17:44:41 (cheating with chance placement: serial vaults and portal vaults, but good lord making those are taxing) 17:45:21 and half the time I make a trick vault I feel a little bad I'm repurposing some rare monster and making it slightly more common 17:46:14 I think the elf monster set is good. The branch lacks variety. Do you have ideas on how to improve elves? 17:46:52 make it a portal vault 17:46:59 from mon-place.cc:604, it looks like ghost moth can spawn on Spider:1 17:47:12 i think moving some of the higher-level elves out of the loot vault into the rest of Elf will improve things immensely 17:47:19 need to move them deeper to avoid it 17:47:43 death mages are useless jerks and monster twisted didn't even make them distinct because deep elf priests got the spell too 17:47:53 shove them out of the loot closet area 17:48:01 mumra: it will just make elf an even less attractive place to go 17:48:26 unless you have one of the spells that trivializes it, in which case it will make it a more attractive place because there will be more XP 17:48:43 elliptic: one or two high-level elves aren't such a huge issue as the loot vault 17:48:51 said death mages 17:49:07 elliptic: it's having so many all at once that always kills me 17:49:09 galehar: elf monster set has the same issue that spriggans have for the forest branch idea... they all fall over and die to certain attacks 17:49:43 as much as it's tripping over an already disliked idea for vaults, I like the idea of elves having "constructs" 17:50:09 elementals, not golems, though 17:50:20 elementals are boring as heck 17:50:22 specifically, poisonous or freezing cloud, refrigeration, and a couple other spells that aren't dodgeable or resistable by elves 17:50:29 air elementals aren't boring! 17:50:30 how about pixies / fairies / sprites - small creatures with high EV that are poison resistant. maybe they cast heal poison on elves? 17:50:45 the last thing elf needs is more low HP high EV enemies 17:50:48 fire elemental is at least speed 13 and okay the other two are bleh 17:51:12 high HP / low EV doesn't really fit with any concept of Elf though 17:51:42 -!- Ragdoll has quit [Quit: Ragdoll] 17:51:42 so let's look into other options 17:51:51 for example: what about an elf with counterspells 17:52:04 stasis hex, suppression hex 17:52:15 spellsuccess hex, vulnerability hex 17:52:19 Eronarn: that was the key point about my previous idea, something that cures poison for elves 17:52:58 mumra: let's not put it on a fairy 17:52:58 health elemental 17:53:13 mumra: poison is just one thing... freezing cloud, refrigeration, fireball, etc are all issues 17:53:36 elves are supposed to be powerful wizards, making them powerful enough to stop your spells would be flavorful 17:53:42 elliptic: yeah i know ...# 17:54:11 I like the idea of something anti-castery in elf 17:54:24 going with the "elemental" thing for a second -- an elf that creates fire/ice elementals, and if you're using those kind of spells it has a lot more material 17:54:25 ghost elf 17:54:53 unborn deep elf 17:54:53 -!- lord-naughty has quit [Quit: Leaving.] 17:54:53 mumra: that sounds like a thing that belongs in another game 17:54:57 so elemental casting starts getting you into more trouble because of all the elementals being created (could be stronger elementals than normal player-summoned ones) 17:55:19 Eronarn: So not at all like the "summon elemental" spell then? 17:55:31 @??master elementalist 17:55:31 unknown monster: "master elementalist" 17:55:39 @??the master elementalist 17:55:39 unknown monster: "the master elementalist" 17:55:41 hmm 17:56:48 mumra: unlessi 'm misunderstanding you it is nothing at all like summon elemental 17:57:05 Eronarn: you must be misunderstanding, because it's exactly summon elemental as a monster spell 17:57:09 spells:iron_shot;summon_air_elementals;sticky_flame_range;summon_water_elementals;haste;blink actual_spells \ 17:57:29 mumra: if you mean being able to summon from player clouds... that wouldn't work at all 17:57:46 by the time the cloud is down it's already dying 17:58:02 and lots of spells don't even make clouds 17:58:04 like bolts 17:58:09 turns out it doesn't require much work to allow orb mimics 17:58:39 -!- syllogism has quit [] 17:58:43 cast from ambient magics of the predominent spell schools of last spells cast in a given area in a short period of time 17:59:12 also? elementals: still really godadamn boring monsters 17:59:16 just so that it summons fifty fire elementals when margery's around 17:59:17 HangedMan: That's what i was about to write but you phrased it better 17:59:28 Eronarn: That's why I said "more powerful than normal elementals" 17:59:41 I like air elemental but I'm crazy anyway 17:59:44 except the mimic is always generating on a fountain of blood 17:59:46 for some reason 18:00:04 easy fix, always generate the orb on a blood fountain 18:00:05 Eronarn: It was just an idea to turn the player's magic against them; I think it can be made to work with some trickery and special casing 18:00:08 is it because the subst thing is using V 18:00:17 hm, is Y a fountain of blood? 18:00:44 yes 18:00:46 mumra: turning the player's magic against them is a means, not an end 18:00:58 yes, a means to their end :) 18:01:20 elementalists will just kill the elf elementalist really fast, leave the level, and come back alter 18:01:27 well then 18:01:44 Eronarn: You are assuming a single elf on its own. That is never the case. 18:01:50 and that's if it even manages to become a problem, which i don't see that happening if it's anything player-like in its spells 18:02:09 Eronarn: Monster spells always work a bit differently to player ones, you know? 18:02:10 and if it cheats, why not give it something more interesitng, like counterspelling 18:02:20 what is counterspelling 18:02:23 Eronarn: e.g. it can create a lot more elementals 18:02:33 does it throw a fireball because you threw a fireball 18:02:37 ...starting to get reminded of hellspider 18:02:44 HangedMan: D&D style; when you throw a fireball, it throws a spell that stops your fireball from happening 18:02:47 Eronarn: Well there are already ghost moths, suppression moths, purple dracs, etc. etc. - Crawl has lots of ways to stop you casting or using spells. 18:03:02 Eronarn: Turning the players magic *against* them ... that's something slightly different 18:03:06 suppression doesn't stop casting anymore 18:03:25 Eronarn: There are only so many forms of counter-buff you can have ... 18:03:41 d&d style dispelling sounds rather cheap and spoilery if pre-emptive, but I'd like it if it was afterwards considering elf groups 18:03:48 mumra: it's really not turning the magic against them... it's just yet another summoner :| 18:04:02 what about the old idea to simply make elf corridors width 2? 18:04:13 it's a very specific summoner 18:04:18 would tone down clouds quite a bit and give them more space for their ranged shenanigans 18:04:40 Eronarn: Mechanically that's how it ends up, but it's designed to make things harder for a specific player build. You can target other playstyles in different ways (e.g. Charm to turn summons against the summoner...) 18:04:48 oh hey, we could do that thing that tome has, with the swap portal effect 18:04:51 monster enslave 18:05:09 this is the third time I've heard of the swap portal effect in a week in this channel 18:05:14 somebody just go make it already 18:05:24 elven portalist - it makes like a 3 radius area around it, and around you, and those areas are swapped 18:05:37 so if you cloud it it'll just swa p with you 18:05:51 and if you cloud it *after* the swap? 18:05:51 or it can rescue injured elves 18:06:05 HangedMan: then you are both in clouds 18:06:16 sure, who cares about being in a poisonous cloud 18:06:24 not players, very much so elves 18:06:26 but surely the clouds would get swapped as well ? ;) 18:06:36 mumra: no, just monsters 18:06:51 -!- alefury has quit [Quit: Stay sane inside insanity!] 18:07:23 HangedMan: dispelling clouds once they're placed could be a good air elementalist thing 18:07:24 It'd be really good in the new Vaults - swap you straight inside a room to stop you running away 18:07:38 hah 18:07:52 like a spell that makes an intense gust of wind and blows the clouds several tiles in a direction 18:08:09 okay, that I kinda support 18:08:19 and maybe knockbacks things too 18:09:00 !apt de 18:09:01 DE: Air: 1, Armour: -2, Axes: -2, Bows: 1, Charms: 4!, Conj: 1, Xbows: -1, Dodge: 2, Earth: 0, Evo: 1, Exp: 140, Fighting: -2*, Fire: 1, Hexes: 3, Ice: 1, Inv: 0, Long: -1, Maces: -3, Nec: 2!, Poison: 1, Polearms: -3, Shields: -2, Short: 0, Slings: -2, Splcast: 4!, Stab: 1, Staves: 0, Stealth: 2, Summ: 1, Throw: 1, Tloc: 1, Tmut: 1, Traps: 0, Unarmed: -2* 18:09:16 transmute clouds to non-harmful ones would work very well 18:09:19 deep elf enchancter 18:09:19 because that would prevent new clouds 18:09:28 Eronarn: It can blow the clouds back in your face ... which is exactly what I mean by turning your magic against you 18:10:48 if we want to be really mean, add an elven charmwright monster with ring of flame other 18:10:51 -!- Blade- has quit [] 18:10:55 that protects against fire and ice clouds 18:11:40 only problem is, elves would RoF each other unless the AI was greatly improved 18:11:55 -!- nfogravity has joined ##crawl-dev 18:12:14 mumra: mass ring of flame other :) 18:12:18 spider nest seems like a pretty tough branch, I went there the first time last night 18:12:22 orb spiders scare the hell out of me 18:12:38 Eronarn: That's more useful as a player spell surely :) 18:12:52 G-Flex: they are certainly unique monsters 18:13:13 I quite like them, though they are a bit annoying for melee chars 18:13:22 hmm... what about a forcefield buff spell 18:13:25 @??orb spider 18:13:26 orb spider (06s) | Speed: 12 (spell: 200%) | HD: 5 | Health: 22-43 | AC/EV: 3/10 | Damage: 504(medium poison) | Flags: web sense, !sil | Res: 06magic(40) | Vul: 09poison | Chunks: 09poison+07contam | XP: 208 | Sp: destruction orb (8d7), cantrip. 18:13:33 closes them inside a shell, so clouds don't affect them at all 18:13:49 elliptic: I like them but they seem pretty dangerous for spider:1 18:14:34 !lg * killer=orb spider 18:14:35 2. nogglebeak the Acrobat (L18 SpBe), worshipper of Trog, blown up by an orb spider on Spider:1 on 2012-03-21, with 198226 points after 57209 turns and 2:18:54. 18:14:46 they haven't been killing people 18:15:03 the only thing with orb spiders is they are just as likely to hit other spiders as you (perhaps more likely) 18:15:03 I don't know that death stats are the only measure of how dangerous something is 18:15:05 that seems dubious 18:15:19 mumra: I was mostly meeting them by themselves, often in pairs 18:15:21 mumra: I had a fun time using an orb spider to help kill an invisible ghost moth 18:15:29 with no see invisible 18:15:35 elliptic: :) 18:17:36 g-flex: it is true that they are most dangerous when you are distracted by other monsters and can't chase after them, and then the other monsters might steal the kill 18:18:22 I tried to fight their orbs with my orbs and that turned out to be a bad idea :P 18:18:32 the explosion was generally occurring in my face 18:18:52 at any rate, it seems like a more dangerous branch than snake, at least in the early floors 18:20:20 I haven't been able to perceive much variation in difficulty between spider:1 and spider:5, except that the rune vault is a bit harder 18:20:32 -!- bmh has joined ##crawl-dev 18:20:34 it's kind of cute in late zigs because their maintain_range manages to space them out 18:20:44 so probably it could use some work there, yeah... 18:20:49 oh god -- are you guys making crawl harder? 18:20:59 no, less boring 18:21:00 always 18:21:08 less boring is more important then harder 18:21:25 does the abyss still suck? 18:22:00 compared to when 18:22:08 before I made it morphy 18:22:26 there are too many liquids and clouds in newabyss, really 18:22:41 HangedMan: those got toned down though 18:22:52 still too many 18:22:57 oh right, that change with walls 18:22:58 maybe, though I haven't heard many complaints recently 18:23:30 bmh: I think the new abyss is working pretty well, though it still can bear improvement of course :) 18:23:43 unique abyss monsters instead of things stiched together 18:24:04 i don't see what bear improvement has to do with the abyss 18:24:05 the abyss is supposed to be "stitched together" ;) 18:24:23 @??polar bear 18:24:23 polar bear (16U) | Speed: 10 | HD: 7 | Health: 36-56 | AC/EV: 7/8 | Damage: 20, 5, 5 | Flags: amphibious, !sil | Res: 06magic(28), 02cold, 12drown | XP: 295 | Sp: berserker rage. 18:24:27 at minimum it could use less 5s and Xs 18:24:47 do the abyss monsters get tougher the longer you linger? 18:24:52 nope 18:24:53 HangedMan: a thing i'd ike to do is make SHT be panlord-ish random Xes 18:25:03 this would then work for abyss 18:25:06 bmh: yeah but only because you'll be lower on HP/MP :P 18:26:15 panlordish how? said lords already have a pretty decent nastybrand + speed or spells division 18:26:28 A spriggan who isn't stopped by liquids trivializes the abyss. 18:26:33 [nastybrand + speed] or spells 18:27:03 until it finds an executioner and doesn't luck into some liquids to hide behind 18:28:00 -!- Wensley has joined ##crawl-dev 18:28:59 HangedMan: in style but not in power 18:29:40 is there going to be any randomization left for hell beasts 18:29:45 Zookeeper (L27 MiFi) ASSERT(smc) in 'mon-util.cc' at line 2481 failed. (Abyss) 18:29:51 why do hell beasts need randomization 18:30:04 they don't need it, they just have it 18:30:22 fast trampler is already not particularly distinctive 18:34:03 crawl could use exploding gas, like brogue :) 18:34:36 gasbag demons 18:35:11 does anything drop clouds on death? other than like Chaos Demons 18:35:54 flame vortexes, simulacra, 18:36:29 aren't those single clouds? 18:36:55 yes, which is why thus gasbag demons 18:37:26 -!- ais523 has quit [Remote host closed the connection] 18:38:54 HangedMan: I like it. 18:39:33 giant spores full of miasma 18:42:43 that sounds evil. 18:42:52 hellspores 18:43:22 how about something that drops one-shot traps? 18:45:10 because we have so many interesting one-shot traps 18:45:30 shaft, 18:45:39 gas trap 18:45:51 s|one-shot|| 18:45:52 fr rune traps 18:46:22 drops runes into the squares around you if you step on it 18:46:37 basket of runes 18:46:43 -!- ToBeFree has quit [Read error: Connection reset by peer] 18:46:48 Amulet of Yendor trap? 18:46:51 recursion trap: makes a recursion trap on all adjacent tiles 18:47:01 Eronarn: crashes crawl? 18:47:09 no 18:47:14 the worst it could do is hit the trap max 18:47:19 multiplier trap, while other roguelike traps are discussed 18:47:29 quad damage trap 18:47:31 gives all enemies quad damage 18:47:45 the mulitiplier was meant as in it multiplies traps 18:47:46 and prints "Trog says 'Quad damage!" 18:47:48 minefield card effect 18:48:10 we definitely need some enemies that explode into other enemies when they die 18:48:50 parasites 18:48:50 clockwork golem -> a bunch of random clockwork monsters 18:49:07 HangedMan: parasites that animate corpses 18:49:39 parasites that infect the player, a status which after a short bit produces noticable damage and spawns another parasite 18:49:51 mumra: found a problem with a subvault where a door leading into the subvault just has stone walls behind it, leaving the actual vault inaccessible 18:50:03 HangedMan: make it only pop out at high tension and you have something interesting 18:50:19 demonic botflies 18:50:29 so you mean normal botflies 18:50:34 ha 18:50:34 yes 18:50:40 botflies are horrifying. 18:50:46 terrifying monstrosities 18:51:06 parasitic wasps are cooler anyways 18:51:20 Eronarn: I'll see you a parasitic wasp and raise you a mind control fungus 18:51:51 wasps are in spider's nest as late enemies since variety and paralyze poison and that they eat spiders, clearly a good spider's nest enemy 18:52:03 Ophiocordyceps unilateralis. 18:52:03 HangedMan: but do they implant eggs in you yet 18:52:17 'You are full of wasp eggs.' 18:52:38 desperately needed 18:52:47 even lets wensley have more swarms, if not of spiders 18:53:14 spider god would make a lot more sense if swarms were in 18:53:38 because then it would be spider mutations some of the time, spider form some of the time, SWARM OF SPIDERS as an ultimate ability 18:54:55 should i allow multiple orb mimics or what? 18:55:00 mind control fungus like this one? http://3.bp.blogspot.com/-BrHsmzoZY00/TzJWKvcf9_I/AAAAAAAAN0E/nyqTbwb5n20/s1600/Earthbound_%28SNES%29_33.png 18:55:24 Zannick: of course 18:55:37 it can only end in hilarity 18:55:40 there should be an orb guardian naga vault 18:55:51 guardian mummy 18:56:09 multiple orb mimics sounds like it'd help with my mnolegsprint, do it now 18:56:09 guardian naga vault but with a 'bewildered orb guardian' and it's all orb mimics 18:56:10 a unique orb guardian with a spell to summon orb guardians 18:56:57 could have a sprint where you have to kill a bunch of orb mimics 18:57:06 that'd be a fun alternative 18:57:41 Crisis on Infinite Zots, it starts at zot 5 and just gets harder from there 18:57:49 zot 6, zot 7, etc. 18:58:19 the orb was actually a staircase? 18:58:30 the main attraction of mnolegsprint is that you can take the orb as soon as you feel like you can take on mnoleg, multiple orbs would help with delaying jerks not fighting mnoleg without losing the allure of seeing orbs immeadiately 18:58:41 it was actually a mimic, you have to keep looking 19:00:19 wow, the KMASK : no_item_gen doesn't work 19:00:34 well 19:00:40 kmask and kprop are unreliable if you use &L 19:00:54 &L? 19:00:58 screw around with weights and chance if you are testing a vault with them 19:01:05 wizmode place vault command 19:01:06 no, the existing zot5 vaults 19:01:11 the line is KMASK: 1! = no_item_gen 19:01:12 -!- gnsh has quit [] 19:01:18 and then ! is SUBST'ed away 19:01:45 this specific case, it doesn't work, i mean 19:05:44 Wensley: I haven't fixed the rotation yet, so vaults with walls on some sides have a chance of that happening right now 19:05:47 -!- blabber has quit [Quit: leaving] 19:05:55 Wensley: There's also a problem with non-square vaults for the same reason 19:06:27 mumra: also, would it be possible to have all vaults have the same dimensions, and then pack them all really tightly so that we could have lots and lots every floor? 19:06:46 -!- gnsh has joined ##crawl-dev 19:06:48 vault overload, bad 19:06:53 wrong 19:07:00 vaults are not spiders, wensley 19:07:06 we just need hundreds and hundreds of new vaults 19:07:10 hangedman has no ambition 19:07:14 spineless 19:07:22 Wensley: It'd be possible but yeah I think it's better to have max ~15 rooms per level, and only ~5 of them be anything particularly special, the others are empty or generic monster groups 19:07:28 it is only through bold exceptionalism that we will excel 19:07:47 it'd be interesting to go and look through the current 089 and mini_features vaults and make them work with the vaults overhaul 19:08:08 wensley I already feel like I am starting to retread the same ground, and ??hangedman[7] 19:08:16 Wensley: And having all the vaults the same size limits freedom somewhat ... the particular problem is that sometimes you want a vault with even dimensions, sometimes odd, depends whether you have a feature that you want to place in the center square 19:08:37 Wensley: Which is why I went to some pains to allow any vault size :) 19:08:37 uhhh 19:08:53 mumra: i'd like to see some of the empty rooms be neat flavorful things 19:08:59 like a room that is just totally full of skeletons 19:09:01 but nothing else 19:09:02 Eronarn: They already are 19:09:11 there are some vague aspects I am not very good at communicating but I assert that there are more things to vault dimensions and vault contents then that 19:09:12 or maybe one with a ton of empty shops 19:09:13 Eronarn: You should look at my fork :) 19:09:24 mumra: i don't play crawl, it's a terrible game 19:09:41 Eronarn: At the moment I have a "cave-in" room with just a load of stones on the floor, and a "forgotten broom cupboard" just full of spider webs 19:09:41 I really will submit a lot to this, I've just got to finish my current works in progress 19:10:05 -!- dtsund has quit [Quit: dtsund] 19:10:51 Eronarn: The idea is the empty rooms are a bit of minor decor / flavour / furniture ... although the RNG might choose to put monsters in there 19:11:38 but trying to make current vaults work with the system would be healthy 19:12:55 mumra: how do you feel about ensuring that there's always vaults on the inside of the ring 19:13:02 HangedMan: A massive proportion of current vaults could work easily with this 19:13:05 because floors with only vaults on the outside feel kind of meh 19:13:15 Wensley: That's another bug. Let me push some fixes one sec... 19:13:16 wasn't there something about rotation 19:14:12 HangedMan: Yeah but any vault that is a) square and b) doesn't mind what angle it's rotated of flipped to, is fine. That covers a lot of vaults. 19:15:24 certainly quite a few ancient vaults 19:15:40 how large was that dimensions range for the squares? 19:16:42 -!- MarvinPA_ has joined ##crawl-dev 19:17:09 HangedMan: There's no hard cap, but the proportions of the current layout allow for up to around 20x20 vaults depending how the dice roll 19:17:10 hm, i typoed "nsubst" as "nubset" 19:17:22 oh, wow 19:17:56 HangedMan: Larger vaults are less likely to succeed placement, but nothing is thrown out purely on a size basis 19:18:02 yay, my magic_research serial vault will still somewhat work 19:18:32 HangedMan: I've been thinking about some ways to implement serial vaults in a way friendly to the new design 19:18:36 but it's a bit tricky 19:19:11 (currently they can still happen, and I saw your magic_research vaults one time, the level builder just crams them in all over the level wherever it can and unfortunately doesn't respect my rooms :) 19:19:18 :( 19:19:43 teach the level builder some lessons 19:20:38 -!- MarvinPA has quit [Ping timeout: 272 seconds] 19:20:38 -!- MarvinPA_ is now known as MarvinPA 19:26:55 Wensley 19:27:01 yes mumra 19:27:11 Wensley: have pushed changes, fixed the problem with inner rooms 19:27:20 will pull 19:28:20 mumra: did you disable the debug-printing thing that puts all sorts of junk in my terminal? :P 19:28:36 ah, no 19:28:42 it's all the "print" statements 19:28:54 Two minivaults for Orc. (https://crawl.develz.org/mantis/view.php?id=5540) by blackcustard 19:29:49 which branch is it on gitorious? 19:30:05 HangedMan: just download mumracrawl 19:30:11 and then locall do "git checkout newvaults" 19:30:19 it will automatically grab the branch for you 19:30:34 you are talking in seriousness but I am only hearing gibberish 19:30:40 god damn you 19:30:44 learn to use git!!! 19:31:03 at least you don't have to use perforce. 19:31:06 only if you help me with a tiny bit of stupid lua I can't get to work 19:31:17 git clone git://gitorious.org/~mumra/crawl/mumra-crawl-2.git 19:31:21 cd mumra-crawl-2 19:31:25 git checkout newvaults 19:31:32 git submodule update --init 19:31:38 cd crawl-ref/source 19:31:40 make 19:32:00 how odd, none of that is how to make my uniques parade serial vault work 19:32:16 HangedMan: what lua are you having trouble with? 19:32:22 is there any candy in the uniques parade 19:32:27 candy golems!! 19:32:34 haha 19:32:44 if you cut them open you can see "blackpool" written on the inside 19:32:47 azrael driving a firetruck 19:32:56 pinata demons 19:33:10 I kind of have absolutely no experience with lua so I am just cramming gibberish together because my very specific case hasn't shown up yet 19:33:52 http://pastebin.com/gbXXbeQE 19:34:41 also the uniques parade concept is built out of people complaining they got a ton of uniques on a given floor - it's going to take uniques that missed their chance to spawn and buff them through equipment / setting / allies / whatever and then throw them all over a floor 19:35:51 well i see a bug that your function definition doesn't have the 'name' parameter 19:35:55 it should be: 19:36:00 function init_parade(e,name) 19:36:10 danke 19:37:16 also this will probably fail: if you.uniques == name then 19:37:43 you.uniques is a list, not a string, so that comparison shouldn't ever equate true 19:37:50 poo 19:38:11 how would I get something analogous to such an effect? 19:39:04 ah, you.uniques takes a parameter, so just change it to: if you.uniques(name) then 19:39:08 HangedMan: do you have any prior experience with programming 19:40:04 yes but I have absolutely zero experience with lua and when I am offline working on vaults I do not have a lua tutorial because I am stupid and don't have access to any crawl code I haven't downloaded the raw of because git is not actually working in the very specific line-by-line direction thing you said 19:40:15 -!- Xiberia has quit [Remote host closed the connection] 19:40:41 $ git clone git://gitorious.org/~mumra/crawl/mumra-crawl-2.git [linebreak] Cloning into mumra-crawl-2... [linebreak] fatal: unable to connect to gitorious.rg: [linebreak] gitorious.rg [0: 8.15.7.107]: errno=Result too large [linebreak] gitorious.rg[1: 63.251.179.17]: errno=Result too large 19:40:59 also what horrible thing is this gitbash if I have to manually type that out 19:41:03 gitorious.rg? 19:41:13 ... 19:41:15 durrrrrr 19:43:16 linking crawl takes all my memory 19:43:19 i should get a new laptop 19:43:35 tick, tock, tick 19:44:08 hai zannick 19:44:11 yo bmh 19:44:17 wensley, if I knew how to use git to do the one thing in patches that can't be done by hand (the commit identifier gibberish) I would be submitting like twenty patches to mantis 19:45:14 patches are soooo 2005 19:45:21 you should have a branch on gitorious 19:45:26 you should be submitting merge requests 19:45:34 "vaults-not-being-horribly-coded-crawl" 19:45:47 HangedMan: Are you on Windows? You can try SmartGit if you want a GUI 19:45:54 do merge requests actually happen 19:45:58 yes 19:46:01 yesssss 19:46:01 oh hey 19:46:04 they will happen more often as more people do them 19:46:11 "The Orb of Zot is a mimic!" 19:46:12 permission denied on making basically every file 19:46:13 merge requests are easier than patches 19:46:17 "The orb mimic lets out a hideous shriek!" 19:46:32 "That file is a mimic!" 19:46:38 boo: The orb mimic hits you for 4. 19:46:39 s/shriek/laugh/ 19:46:55 everything can roll low, not a good demonstration 19:46:56 HangedMan: where were you when you cloned this directory 19:47:15 d:// gitbash thing on a computer where I don't have administrative permissions 19:47:22 are you on windows 19:47:25 yes 19:47:27 windows xp? 19:47:32 still yes 19:47:36 then you have permissions 19:47:46 you need to change directory 19:47:52 cd /c/crawl 19:47:56 would take you to c:\crawl 19:48:02 well he has to mkdir crawl first 19:48:19 just give me a list of lines to put in again 19:48:25 mkdir /c/crawl 19:48:27 cd /c/crawl 19:48:30 then do all those other lines 19:48:56 if you've already pulled, you can move that directory into a directory that's actually on your filesystem 19:49:05 I think he failed pulling because permissions 19:49:13 he said he failed making 19:49:20 ...weird 19:49:22 well, mimics don't currently scale with depth, so. 19:49:24 but still 19:49:34 AH 19:49:37 it would be a little weird to scale with depth, really 19:49:47 scale somehow 19:49:58 because if it's absdepth then that means returning to, say, elf after a while produces harmless mimics 19:50:00 when he said "making" he didn't really mean "making" he meant "writing" 19:50:26 do you want me to say the exact line from this stupid gitbash thing as I am downloading that other thing and that other other thing 19:50:26 make mimics scale with item value 19:50:29 and make item value scale with depth 19:50:41 item value sort of scales with depth 19:50:48 sort of 19:50:54 i know galehar wants to do something like that for mimics, i'm not sure exactly what 19:51:00 and that still doesn't help an absdepth 10 elf 19:52:33 this pulling is indescribably slow, is this what real development is like 19:53:05 wait till you see how long it takes to compile :) 19:53:32 downloading_trunk_every_day_reasons 19:54:00 yes the unreasons are very obvious but this is a luxury-and-convience-based culture shush 19:54:03 once you've pulled the whole repository, updates are very quick 19:54:23 goody? 19:57:14 $ git submodule update --init resulted in not finding libiconv-2.dll 19:58:49 are you using msysgit? 19:59:14 yes 19:59:45 well that's a bizarre error 20:00:13 is it the msysgit webinstaller from google code? 20:00:14 * HangedMan shrugs 20:01:21 mumra, still yes 20:10:15 "netinstall" 20:10:19 to be specific 20:10:40 prompter, please use the word in a sentence 20:10:52 in my experience if you find a problem with msysgit your best bet is to just throw up your hands and install linux 20:11:16 that is a very good way to make me learn git 20:11:39 it is a very good way to make you learn how computers actually work 20:11:42 you don't need msysgit to use git ... you can use a GUI like SmartGit 20:11:49 however, you need msysgit to compile 20:11:52 right 20:12:03 all windows solutions to git require msysgit, afaik 20:12:14 I use SmartGit 20:12:24 alright, downloading it 20:12:54 hahaha, the first link on google has a broken page for the download 20:13:07 curse you, syntevo 20:14:31 i'm not 100% sure if SmartGit can handle the submodules update ... i think i might actually have pulled using the command line ... but I used SmartGit for committing and pushing 20:14:41 mumra, would it be possible to do another horrible pure pastebin update or does it require actually changing things not availble in crappy quick trunk downloads like the source 20:15:01 current version requires code changes as well, it's too much to pastebin 20:15:16 i could zip you up the patches and you can apply them with git :) 20:15:20 hah 20:15:50 considering that I am currently just trying to finish my stupid vaults I guess I will wait until some big change happens in the midst of your vaults overhaul 20:17:02 you could try the submodule update again ... could have just been a temporary problem with one server 20:17:05 you were so close :) 20:17:17 heh 20:17:30 first I must note something else from a reminder in ##crawl 20:17:48 @: sage [Hexes, Earth Magic, Maces & Flails, Fire Magic, Invocations, Transmutations, Traps & Doors, Stealth, Stealth, Poison Magic, Evocations, Traps & Doors, Summonings, Crossbows], very resistant to hostile enchantments, stealthy 20:18:06 making sage stack combined with no cost sage in zotdef, 20:18:08 kind of silly 20:39:51 oh, i guess a bunch of zotdef abilities still cost food? 20:39:56 and nothing else 20:40:39 unfortunately, having thousands of sage effects does not seem to do anything but produce crashes 20:40:42 should probably cost ZP but i have no clue what a reasonable number is 20:42:54 could make it level or stat drain since that's what all the other non-turret abilities seem to be 20:43:10 statdrain is absolutely horrendous in zotdef 20:43:23 this is clearly a good way to avoid people using thousands of sage effects 20:46:39 -!- Blade- has joined ##crawl-dev 20:49:50 fatal: Not a git repository (or any of the parent directories): .git 20:49:54 bleh 20:50:04 -!- mikee_ has joined ##crawl-dev 20:50:06 HangedMan: are you in the right directory 20:50:21 you know that is the sort of thing I have no idea how to do 20:51:05 somehow make "git submodule update --init" work for d/crawl/mumra-crawl-2/ , your instructions have stopped cold 20:51:16 cd /d/crawl/mumra-crawl-2 20:51:22 git submodule update --init 20:51:52 yay, still missing libiconv-2.dll 20:52:56 can you paste the whole error message? 20:53:31 HangedMan: why are you on d 20:53:34 rather than c 20:53:42 because permissions bs 20:53:52 which drive is msysgit on 20:53:55 d 20:54:06 are you certain 20:54:10 yes 20:54:14 did it put itself there 20:54:23 or did you give it a custom destination 20:54:28 is it in a directory with a space? it doesn't like spaces iirc 20:54:46 honestly I would be wary of ever installing it anywhere but exactly where it wants to be 20:55:00 have had enough trouble with msysgit 20:55:02 03MarvinPA * r4df81e834987 10/crawl-ref/source/ (abl-show.cc mutation.cc transform.cc): Allow Tengu to fly when transformed 20:55:08 I cannot remember where it was originally supposed to be 20:55:20 03MarvinPA * r242b157989a1 10/crawl-ref/source/abl-show.cc: Remove useless hunger costs from Zotdef abilities, make Sage cost stat drain 20:55:20 by default it goes for c:\msysgit 20:55:21 how the hell do you have PERMISSIONS on windows xp 20:55:28 nobody does that 20:55:38 because I am a stupid teenager 20:55:45 and still have stupid parents 20:55:52 HangedMan: are your parents tech savvy 20:55:55 HangedMan: I'm 25 and I still have parents. 20:56:10 wensley are you about to say immoral things 20:56:12 HangedMan: boot into safe mode and use the secret admin account that your parents surely didn't disable 20:56:20 because nobody disables it 20:56:41 i have msysgit in c:/users/chris/msysgit and it's happy there, and i think it was happy when i ran it off an external drive in the past 20:56:47 it's just spaces that it hates 20:57:10 I don't see any spaces anywhere in D:\Git 20:57:33 maybe it's just spaces and people called HangedMan that it hates 20:57:44 oh actually i've had that libiconv something error 20:58:01 and i never figured out how to fix it, ended up just copying over an old working install from elsewhere 20:58:06 good luck! 20:58:26 "fuck this I will contribute magically somehow after I get my own things done" 20:58:48 -!- HangedMan is now known as GreatOrbOfEyes 21:00:28 well, the layout is working pretty well now anyway. I just need to figure out how to get crawl to respect the staircases in subvaults instead of adding its own 21:00:38 http://stackoverflow.com/questions/6764635/problem-installing-msysgit-libiconv-2-dll-is-missing 21:00:51 something something complicated stuff 21:01:19 looks not very helpful :( 21:01:24 Wait -- you're installing Git on Windows? 21:01:39 hangedman was trying to 21:01:47 like I said, if at any point you run into problems using msysgit your next choice should just be to install linux 21:01:55 it will be easier than fixing msysgit 21:01:58 MarvinPA: It might be easier to just run linux :) 21:02:32 running linux would be a pain, i would have to restart a lot :( 21:04:03 MarvinPA: run windows inside a vm 21:04:36 windows performance is bad enough without virtualising it :) 21:04:54 I haven't used windows in about 8 years. 21:06:20 what's a windows 21:06:50 -!- dtsund has joined ##crawl-dev 21:08:15 monqy: they're holes in walls with glass 21:12:57 -!- hangedman has joined ##crawl-dev 21:26:16 It seems like armour skill shouldn't be restricted by whether you're wearing heavy armour 21:26:31 it seems counterintuitive, for example, that you can train it in mottled dragon armour but not steam 21:26:39 Blade-: I tend to agree 21:26:41 even though there would be some benefit to training it in either 21:30:04 -!- mumra has quit [Ping timeout: 260 seconds] 21:40:35 -!- bmh has quit [Quit: Page closed] 22:01:23 -!- Wensley has quit [Ping timeout: 246 seconds] 22:12:55 -!- HousePet has joined ##crawl-dev 22:25:05 -!- monqy has quit [Ping timeout: 265 seconds] 22:26:46 -!- monqy has joined ##crawl-dev 22:40:26 -!- hangedman has quit [Ping timeout: 245 seconds] 22:44:05 -!- hangedman has joined ##crawl-dev 22:44:50 -!- Blade- has quit [Quit: Page closed] 23:09:58 -!- mumra has joined ##crawl-dev 23:35:52 -!- MarvinPA has quit [Ping timeout: 272 seconds] 23:42:20 -!- monqy_ has joined ##crawl-dev 23:43:01 -!- monqy has quit [Disconnected by services] 23:43:18 -!- monqy_ is now known as monqy 23:46:51 -!- nfogravity has quit [Quit: Leaving]