00:00:00 -!- Grunt has quit [Quit: leaving] 00:00:52 Unstable branch on crawl.develz.org updated to: 0.11-a0-2402-gf18100d (33) 00:11:59 -!- Wensley has quit [Ping timeout: 244 seconds] 00:20:22 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-2402-gf18100d 00:38:24 -!- ussdefiant_ has joined ##crawl-dev 00:39:56 umm, what's that Warwalrus thing in the channel topic? 00:40:55 Error calling monster-trunk: 00:40:55 %??pandemonium lord spells:metal_splinters 00:52:44 umm, who would i talk to if i have a problem connecting to FooTV? 01:05:00 what sort of problem? 01:05:15 you should just be able to telnet to termcast.develz.org 01:07:35 SSH-2.0-OpenSSH_5.3p1 Debian-3ubuntu7 that pops up, then nothing happens 01:07:49 hitting enter closes the Putty session 01:07:57 and yes, i'm using Telnet, not SSH 01:19:16 -!- ussdefiant_ has quit [Ping timeout: 265 seconds] 01:19:25 03|amethyst * r5b7b48453294 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Whitespace fixes. 01:19:35 03|amethyst * r3a0c5f649d5d 10/crawl-ref/source/database.cc: Fix "monster" crashes more generally. 01:21:19 -!- omnirizon has joined ##crawl-dev 01:22:31 <|amethyst> @??pandemonum lord spells:metal_splinters 01:22:31 unknown monster: "pandemonum lord" 01:22:34 <|amethyst> @??pandemonium lord spells:metal_splinters 01:22:59 <|amethyst> hrm 01:23:18 pandemonium lord (06&) | Spd: 10-19 | Int: high | HD: 12 | HP: 110-245 | AC/EV: 14/14 | Dam: 44 | 05demonic, 10doors, !sil | Res: 06magic(80), 05fire++, 02cold++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 6989 | Sp: (random). 01:23:18 <|amethyst> %??pandemonium lord spells:metal_splinters 01:23:21 <|amethyst> doh 01:23:27 <|amethyst> ok, seems to work now 01:23:47 <|amethyst> I mean, spells: doesn't, but no crash 01:36:49 -!- omnirizon has quit [Quit: Colloquy for iPad - http://colloquy.mobi] 01:49:46 -!- capablanca has joined ##crawl-dev 01:51:12 -!- mikee_ has quit [Ping timeout: 246 seconds] 01:51:12 -!- capablanca is now known as mikee_ 01:52:38 -!- st_ has joined ##crawl-dev 01:54:57 -!- alefury has joined ##crawl-dev 01:56:30 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 02:06:00 -!- Ragdoll has joined ##crawl-dev 02:23:09 -!- oberstein has quit [Ping timeout: 248 seconds] 02:24:30 -!- stabwound has quit [Read error: Operation timed out] 02:26:54 -!- evilmike has quit [Read error: Connection reset by peer] 02:27:50 -!- stabwound has joined ##crawl-dev 02:38:47 -!- mikee_ has quit [Ping timeout: 246 seconds] 02:44:12 -!- oberstein has joined ##crawl-dev 02:46:31 -!- Nomi has quit [Read error: Connection reset by peer] 02:57:18 -!- mikee_ has joined ##crawl-dev 02:58:58 -!- blabber has joined ##crawl-dev 03:14:15 -!- oberstein has quit [K-Lined] 03:16:37 -!- phunktion has joined ##crawl-dev 03:19:54 Hi, is there any documentation on setting up webtiles? I'm about 400+ms away from the one running on develz.org so lag is a bit of a killer. I love playing on my phone and want to set something up a bit closer to home 03:20:14 currently cloning the repository and will checkout stable 03:23:50 edlothiol claims the DGL mode can work locally now, but I never looked how. 03:24:49 phunktion: there is also an android port of local tiles 03:24:49 alefury: You have 1 message. Use !messages to read it. 03:24:53 !messages 03:24:54 (1/1) HangedMan said (8h 4m 59s ago): ??secrets 03:24:54 so my way is: edit webserver/config.py to set dgl_mode = False, build Crawl with WEBTILES=y, and start webserver/server.py 03:25:07 ??secrets 03:25:07 secrets[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:secrets 03:25:21 thanks all, i'll try kilobyte's method to start with 03:25:25 you need a recent version of python-tornado to do so 03:25:44 also, a local android tiles port sounds amazing, but I haven't come across such a thing? 03:26:50 kilobyte: should be ok, i'm just messing around on a test VM colocated locally 03:27:55 CTRL-f produces "Oh dear. There seems to be a bug..." (https://crawl.develz.org/mantis/view.php?id=5822) by JasonMel 03:28:13 I don't know how recent is needed, at least that shipped with Debian wheezy (testing) or unstable works 03:28:48 phunktion: theres a thread about it on the tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=4363 03:29:28 thanks alefury! :) 03:36:03 heh, I noticed error_message_to_player only now. And apparently it's only used in one place? Maybe a more descriptive message would be more appropriate there? 03:36:30 well, the android version appears to work very nicely, using a sony xperia mini pro with physical keyboard. tiles are a little small but its very playable 03:36:43 will see how i go with the webtiles setup :) 03:43:33 phunktion: afaik it hasnt been properly announced because it could use some more testing and polish. I think the guy who made it is currently on his honeymoon or otherwise busy. 03:43:37 !seen frogbotherer 03:43:38 I last saw frogbotherer at Fri Jun 22 21:24:17 2012 UTC (11h 19m 20s ago) quitting with message Remote host closed the connection. 03:43:49 hm, looks like hes back at least 03:46:15 that's fair enough, i appreciate any effort on that front! 03:47:07 if you find bugs or have suggestions (or patches :P ) frogbotherer would probably be happy to hear about them 03:48:02 -!- oberstein has joined ##crawl-dev 03:48:07 -!- dtsund has quit [Remote host closed the connection] 03:48:13 -!- oberstein has quit [K-Lined] 03:48:18 hm, patches might be hard without the source i guess 03:49:01 -!- oberstein has joined ##crawl-dev 03:50:53 -!- blabber has quit [Quit: leaving] 03:51:07 -!- blabber has joined ##crawl-dev 03:54:00 -!- Pacra has joined ##crawl-dev 03:57:43 -!- edlothiol has joined ##crawl-dev 04:01:54 -!- ark____ has joined ##crawl-dev 04:13:05 -!- Textmode has quit [Ping timeout: 255 seconds] 04:32:17 hmm, i'm seeing some errors compiling master 04:32:27 libunix.cc: In function 'int getchk()': libunix.cc:245: error: 'get_wch' was not declared in this scope 04:35:25 any ideas? googling turns up someone else who had the same errors on ubuntu 64bit but no other info 04:37:56 try installing libncursesw5-dev 04:45:15 aha. I thought i'd covered the dependencies off 04:45:18 my bad, sorry! 04:46:26 no problem ;) 04:46:36 -!- ToBeFree has joined ##crawl-dev 04:55:41 there seems to be some kind of bug in trunk with gold pieces showing up twice on the ctrl-x and ctrl-f screens 04:56:24 if it's not already known 05:00:01 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-2404-g5b7b484 05:00:31 because of that BSD + fdatasync() bug (gcc-4.7 considers it fatal), I'm really pondering adding a configure step 05:01:11 that'd let us go wild with compile checks and catch missing dependencies with user-friendly error messages 05:01:36 (right now adding compile checks greatly slows down every single invocation of make) 05:02:44 regarding directional shouts: im thinking of adding "from @direction@" to all the unseen shouts in shout.txt, then replace that with north, northwest, etc in do_mon_str_replacements (and replace it with "nearby" for invisible monsters whose cell you can see). Is that the right idea, or should I do it differently? 05:03:09 BlastHardcheese: yeah, I can reproduce 05:04:45 alefury: in the long term, I'm thinking about assigning every message its coordinates. That'd be a lot of work, but almost nothing when done together with changing prints for translations. 05:05:10 reason: directional sound 05:05:31 with those directional shouts you're talking about, there'd be no information leak 05:05:49 yes, we talked about that a while ago 05:06:31 current sound support is buggier than Bill Gates' mutt, replacing it with SDL_sound is tempting for local tiles 05:06:51 i dont know if its already possible to add a direction to all sound messages, and shouts are the most important ones 05:06:55 not sure what for console: it'd be silly to special case local vs remote games 05:07:15 "You hear a clang.", etc 05:07:22 hmm, i appear to have compiled trunk somehow, oops 05:07:34 when do you ever her a clang? 05:08:12 stuff other than the player doesnt usually make a lot of noise, right? theres projected noise, shouts, monsters stepping on alarm traps. 05:08:14 when some BSD person whines about the license of gcc, duh :p 05:08:51 phunktion: yes, master is trunk. its better anyway :) 05:09:15 doesn't seem to have the webtiles interface i was expecting is all 05:09:24 Enslaved Frederick hurts allies with new IMB (https://crawl.develz.org/mantis/view.php?id=5823) by absolutego 05:09:59 oh, i have no idea if webtiles works with current trunk. youd have to ask edlothiol. he may be able to give some pointers about how to get webtiles to work too (he wrote it). 05:10:11 phunktion: it does, read source/webserver/README 05:10:20 it's working 05:10:28 just doesn't seem to have the multi-user stuff? 05:10:54 phunktion: wait, so you needed it for multi-user not for private play? 05:11:08 phunktion: set dgl_mode=True in the config.py 05:11:33 kilobyte: it's for me, but i wouldn't mind sending some friends towards it 05:11:38 thanks edlothiol 05:11:40 kilobyte: so should i go ahead with trying to implement directional shouts? and should i do it in the way I described? 05:12:07 phunktion: still read the README 05:12:16 alefury: I guess, it probably could be better to do it consistently for all out of LOS messages 05:12:24 edlothiol: just going through it now 05:12:55 im not familiar with the crawl code, is there currently a way to do that? 05:13:15 almost all (or perhaps even all) show up when grepping for "You hear" 05:13:33 it would certainly be better, but from what ive seen it would require a lot of refactoring, because different messages are handled by different functions. 05:13:46 (with many false positives, like scrolls of uselessness, etc) 05:13:55 ah, that's a bit better, just need to sort out the generation of rc files i think 05:14:08 I mean, a common function to return the direction 05:14:22 ah, that makes sense 05:14:24 and also, there needs to be some notion of distance as well 05:14:57 -!- moxian has joined ##crawl-dev 05:15:06 id use nearby and give no direction for seen cells with invisible noise sources, and no distance estimate otherwise. could make it more complex of course. 05:17:58 for shouts this makes sense as they happen close enough. For stuff far away, not really. 05:18:10 what noise happens far away? 05:18:36 the only remotely frequent case i can think of is projected noise, and for that you know where it happened 05:19:35 On Yred's allies and scrolls of immolation/holy word (https://crawl.develz.org/mantis/view.php?id=5824) by absolutego 05:19:35 "from the northwest" --> "from the far northwest" would be one way to give distance information 05:20:01 explosions for example (especially hellfire) 05:20:44 -!- Pacra has quit [Quit: This computer has gone to sleep] 05:20:44 oh, i guess corruption can cause a lot of out of los noise 05:22:14 another way would be to give information about how loud the sound is instead of distance, but that would be harder. for direction coordinates are needed anyway, for loudness loudness is needed, which is currently not usually available to the message handlers I think. 05:22:37 it would make a bit more sense, though 05:25:27 where should i put the direction function? 05:26:01 looks like many messages already go through noisy() 05:26:40 shouts dont seem to for some reason, its weird 05:27:09 noisy gets called in the end, but without the message 05:27:33 see shout.cc:271 05:28:44 it looks to me like you always get the message, even if you cant actually hear the shout (which makes sense for visual "shouts") 05:30:57 yeah 05:31:25 it's an inconsistent mess, in general 05:31:32 (not a surprising thing :p) 05:33:49 i guess i could try to clean it up. Get the message, print it via noisy() if its audible, always print it if its not. 05:35:05 also, if this happens to happen, is the target 0.11 or 0.12? 05:36:00 the gameplay effects seem minor to me, usually you can infer where the sound came from anyway 05:36:34 but it seems hard to properly test, so there may be bugs :/ 05:41:26 doesn't seem like something risky to me 05:44:37 so, open questions: 1. distance or loudness in messages? loudness might be tricky. 2. where does the direction function go? shout.cc? misc.cc? 05:46:24 currently the message passed to noisy is always exactly the one that went in. handling direction and distance/loudness there would make it easy to unify, but im not sure adding another place where messages get changed would be good. 05:46:48 s/passed to/printed by/ 05:48:38 distance is safer 05:53:00 also loudness could get annoying i think. it might vary a lot even between closeby sources, so with direction and loudness information "you hear a shout x6" could easily turn into 6 different messages. 05:54:09 03edlothiol * r9f5738fe2e80 10/crawl-ref/source/ (3 files in 2 dirs): Add an example user initialization script for webtiles. 05:55:06 -!- Claws has joined ##crawl-dev 05:55:12 -!- Claws is now known as Hanged 05:55:15 -!- Hanged is now known as HangedMan 05:56:31 yay weapon str/dex weighting. There are two functions doing the same, and they give the same answer ~ 1/3 of the time. 05:57:16 bardiche: 5 vs 8, blowgun: 5 vs 0, bow: 7 vs 2, quarterstaff: 3 vs 7, sling: 5 vs 1 06:00:21 cool :) 06:00:42 use both and take the average 06:01:11 -!- Danei has quit [Ping timeout: 252 seconds] 06:01:32 looking at the uses, it appears all melee uses the first number, ranged the second 06:01:38 http://sprunge.us/YLYS 06:03:00 its funny how even new weapons (staff) have different entries in both of these 06:04:33 kilobyte: should I handle direction message replacement in noisy() to ensure consistency, or do it in the different functions that usually replace messages? 06:04:59 probably better to do it in the message replacement functions 06:05:15 weapon str/dex weight discrepancy (https://crawl.develz.org/mantis/view.php?id=5825) by KiloByte 06:06:04 as long as all use a single way to do the heavy lifting, doesn't seem to matter much 06:07:49 okay, ill keep the message replacements to functions that are actually meant to do it then 06:38:45 -!- mikee_ has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 06:40:40 -!- ToBeFree has quit [Read error: Connection reset by peer] 07:08:51 whats a good distance to start calling "far"? 07:08:55 30? 07:11:45 ??portal distance 07:11:49 portal distance[1/1]: Portal distance by adjective: a long way away, >30; distant, >15; nearby, >7. 07:12:11 is "far" closer or further away then "distant" 07:13:22 this is regarding direction messages for sound ("you hear a shout from the northwest") 07:13:33 the direction is only given if you cant see the source 07:13:48 and i dont want to make the scale very fine 07:13:56 i could use 20 i guess 07:14:00 just thinking of keeping things consistent 07:14:09 yay inconsistent breakp-- 07:14:25 :) 07:14:43 using the same adjectives as portals do seems fine 07:14:52 that might of might not include changing theirs 07:15:19 i was thinking of going "you hear a shout from the far northwest" 07:15:30 but "you hear a distant shout from the northwest" might be better 07:16:28 im happy to take suggestions for good messages, english is not my first language and im sure whatever i come up with will sound pretty weird 07:17:05 http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/dat/database/shout.txt 07:17:07 for reference 07:17:43 put @distance@ and @direction@ in the unseen messages in a way so these placeholders can be consistently replaced 07:18:09 "SOUND:You hear a low." 07:19:27 not finding anything in dictionaries that indicates that makes any sense 07:19:56 apparently its supposed to be the sound an ox makes 07:20:07 i have no idea if thats actually what it means :) 07:20:10 oh, found it now 07:20:27 seems rather weird but whatever 07:23:31 should I use "You hear a @distance@ shout@direction@."? Replacing @distance@ with "nearby" and "distant", not using "a long way away"; and @direction@ with " from the northwest" 07:24:29 -!- elliptic has quit [Quit: Leaving] 07:24:32 unseen messages are also used for invisible monsters on tiles you can see, in which case direction would be "" and distance "uncomfortably close" or something 07:25:22 might be better to split unseen messages for out of los and invisibles so @direction@ can be replaced with something more sane 07:25:36 if i'm not mistaken, you can use "faraway" as an adjective instead of "a long way away" 07:25:36 doing it the way i just described might make it hard to use for other sounds 07:26:00 is that clearly further away than distant? 07:26:07 no 07:26:51 I'd say it's ratherfurther than not, but it'sdefinitely not clear 07:27:47 What about "very distant"? 07:28:22 -!- Danei has joined ##crawl-dev 07:28:57 that would work 07:35:22 It seems to work fine with most other sounds too by mere replacing "shout" by an appropriate sound - bark/hiss/roar/grinding noise etc. 07:36:12 not for speech though. But speech isn't supposed to be heard from out of los 07:36:38 yeah, i'm only really concerned with the "you hear" messages 07:42:31 what about invisible enemies? should direction still be given for those? it would certainly make sense... 07:42:48 might make it too easy to determine their position though 07:42:49 it would 07:42:58 i don't think it's bad 07:43:28 hm, i suppose if surround sound was added it would also work for invisible enemies, so wed have to print the direction in the message, too 07:52:14 within los = distance <= 7, right? 07:52:55 also, should the distance be different for close sources you cant see? 07:53:33 (i.e. should it be different for invisible enemies within los, and for stuff inside los radius but not visible because theres something in the way) 07:53:35 probably not 08:21:50 -!- Ragdoll_ has joined ##crawl-dev 08:24:12 shit, i know nothing about strings 08:24:18 this is quite annoying :/ 08:25:11 -!- MarvinPA has joined ##crawl-dev 08:25:19 -!- Ragdoll has quit [Ping timeout: 272 seconds] 08:32:30 -!- [1]nonethousand has joined ##crawl-dev 08:33:09 -!- frogbotherer has joined ##crawl-dev 08:34:42 -!- nonethousand has quit [Read error: Operation timed out] 08:34:42 -!- [1]nonethousand is now known as nonethousand 08:43:14 -!- Patashu has quit [Quit: MSN: Patashu@hotmail.com , Gmail: Patashu0@gmail.com , AIM: Patashu0 , YIM: patashu2 , Skype: patashu0 .] 08:46:20 ahhhh, i wrote my direction logic assuming a wrong coordinate system :( 08:46:43 just have north and south inverted though, so whatever 08:50:05 urgh 08:50:55 whats a phrase for "where you are standing" equivalent to "north"? Note that north is often prepended with "the", while this doesn't work for "where you are standing" 08:51:17 'north of'? 08:51:22 i could incorporate the "the" into the return value, or try to come up with something that works 08:51:30 not sure i get exactly what you are asking though 08:51:53 it should be usable in "You hear a @distance@ shout from the @direction@." 08:52:31 own position doesnt matter for shouts of course, but it does for projected noise for example 08:55:05 -!- edlothiol has quit [Ping timeout: 272 seconds] 08:59:57 could always special case it in the projected noise logic i guess, but i would prefer to return something that doesnt sound weird 09:00:27 "place you are standing at" works 09:00:45 still weird, but at least grammatically correct :/ 09:00:49 i hope 09:01:22 <|amethyst> leave off the "at" 09:01:37 <|amethyst> works just as well without, and that keeps pedants away 09:02:10 hmkay :) 09:03:05 any opinion on where the functions converting position to distance/direction string should go? is shout.cc fine? or would misc.cc be better? 09:03:21 i guess most things that deal with noise include shout.cc 09:03:33 putting things in misc.cc sounds bad in general :P 09:03:37 :) 09:04:15 <|amethyst> well, will it be used for things other than noise? 09:04:28 portals maybe 09:04:46 <|amethyst> then whoever wants to use it for portals can move it out of shout.cc :) 09:04:58 |amethyst: im making a patch to include direction and distance information for noise 09:05:06 so im certainly not planning on it 09:05:44 well announced portals shouldn't use it, the whole point there is that you have to figure it out yourself 09:05:55 but they don't use actual noise so yeah 09:06:06 <|amethyst> s/figure it out yourself/carry a scroll of magic mapping/ 09:06:29 it would be a bit inconsistent to not give a direction for some noise 09:06:55 but this was talked about back when this was talked about 09:07:12 iirc the direction gets screwed up by the dungeon or something 09:07:33 "magic" 09:07:38 right, portal magic! 09:07:41 that too 09:08:16 Labs reflect the sound so many times it makes sense for it to be non-directional 09:09:05 it still comes out of the portal 09:09:20 so there is a pretty clear point of origin when youre in the dungeon 09:11:20 -!- Grunt has joined ##crawl-dev 09:11:46 btw, distance scale: < 5 uncomfortably close, < 15 nearby, < 30 distant, >= 30 very distant 09:12:14 <|amethyst> I assume that's a linear distance and not a distance^2, right? 09:12:18 yes 09:12:31 square those for distance^2 (which is what i did) 09:12:53 i didnt want to put a breakpoint at los radius so you cant be sure an uncomfortably close shout came from an invisible enemy if youre in the open 09:13:26 and without another tier "nearby" feels a bit huge. but i could drop the lowest tier 09:13:28 <|amethyst> huh? 09:13:55 the unseen shout messages get used for invisible monsters whose cell you can see shouting 09:14:30 <|amethyst> right... how would adding a breakpoint at LOS affect "uncomfortably close"? 09:14:38 <|amethyst> I mean "nearby" I can understand 09:15:02 well, if youre in the open and hear an uncomfortably close shout, and the breakpoint for that is los range, you could be sure theres an invisible enemy nearby 09:15:26 <|amethyst> alefury: and if the breakpoint is < LOS, won't you be even more sure? 09:15:40 uh, right 09:15:54 <|amethyst> still, "nearby" works like you are saying 09:15:56 what i meant is, if you hear a nearby shout you could be sure its an enemy out of los and not an invisible enemy 09:15:58 <|amethyst> which is good 09:16:00 <|amethyst> yeah 09:16:21 uncomfortably close is also used in other messages to mean "in sight", though 09:17:53 <|amethyst> you wouldn't want it to be based on "in sight" or player's LOS though 09:18:05 i do like the wording regarding noise, though, close loud noises tend to be pretty uncomfortable 09:18:27 yes. i mean uncomfortably close is used for autoexplore fail messages and maybe other stuff 09:18:40 i think 09:18:42 let me find a monster 09:18:57 hmm 09:19:22 maybe just for submerged enemies 09:19:42 <|amethyst> I think it's fine if "uncomfortably close" means different things for sound vs vision 09:19:44 "An ogre is nearby!" for trying to autoexplore 09:21:24 -!- ussdefiant_ has joined ##crawl-dev 09:22:14 mhh, i think it was "too close now for your liking" anyway 09:24:05 oh well 09:24:24 time to do other stuff, ill finish this later. done so far: projected noise (for easy testing) 09:25:52 re projected noise, if you target something solid, no noise is made and you hear a dull thud 09:26:32 is that dull thud coming from the target (which means it should give distance and direction info) or is it just in your head or something? 09:27:07 also, should projected noise give this information at all? after all you know where the sound is coming from 09:41:04 anyone have any suggestions for what step from time should do in shoals/abyss? currently it can drop you on top of deep water or inside a rock wall 09:41:26 (although it doesn't actually bother to check for that so you don't drown) 09:41:47 For Shoals, have it check for that (if you're stupid enough to step from time above the tides, you deserve it). 09:42:01 For Abyss, perhaps shove the player to the nearest safe tile? 09:43:14 shoals tries not to drown you in general, it should probably be forgiving for time step too 09:43:48 otherwise it'd follow that it should act the same way in abyss and just instagib you whenever you use it which would be a bit silly 09:47:38 it could gib you with a warning 09:48:07 probably shouldnt, though 09:49:47 -!- vivec_ has joined ##crawl-dev 09:49:49 the autoexplore bug is dead, long live the crawl devs 09:50:09 It's not 100% dead, but you can thank galehar specifically for that. 09:52:28 a lot more dead than it was before, thanks galehar 10:10:32 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-2405-g9f5738f (33) 10:19:08 -!- Jatoskep has joined ##crawl-dev 10:23:52 -!- Wensley has joined ##crawl-dev 10:26:54 is there a simply way to concatene string literals? 10:27:02 concatenate* 10:27:56 doesn't + do that 10:28:03 or maybe it is << 10:28:09 or possibly !+= 10:28:12 can never tell with c++\ 10:28:55 also if they are string literals you could just manually concatenate them :P 10:29:21 well, not exactly string literals, string literals and char* 10:29:40 can't you use format strings for that 10:29:50 probably? i dont know about strings 10:29:58 neither do I. let us learn 10:30:21 I think %c is what you want 10:30:39 i know mpr etc can do it with %s, but this particular functions works by having a variable msg, putting one of several messages in there, and printing it later. 10:30:53 http://www.cplusplus.com/reference/clibrary/cstdio/printf/ 10:31:56 i guess i could just use string objects and use +, but that seems a bit clumsy, and i have no idea if that works when mixing strings and char* 10:33:22 in the past i've used std::string and then + to concatenate 10:33:37 and .c_str() to get them back to char* 10:33:46 :( 10:34:02 i'm by no means a pro at this tho ;) 10:34:17 sometimes i miss java 10:35:57 most stuff seems to just do it with mprf 10:37:03 i wonder what happens if i call that with too many arguments, and just put %s in some of the messages... 10:37:12 seems very hacky :( 10:37:15 doesn't java do something like 10:37:25 -!- ussdefiant_ has quit [Ping timeout: 248 seconds] 10:37:46 Wensley: in java all strings are always objects all the time 10:38:04 alefury: well I think that is true for many things in Java :P 10:38:24 aren't even int and other primitives objects nowadays 10:38:29 well, for integers theres int and Int, and only Int is an object IIRC 10:39:02 that was a while ago though, no idea how it is now 10:39:46 "J2SE 5.0 introduced autoboxing of primitive types into their wrapper object, and automatic unboxing of the wrapper objects into their primitive value—the implicit conversion between the wrapper objects and primitive values." 10:40:39 <|amethyst> Wensley: that means if you have a function that wants an Integer, an int will be converted to one 10:41:00 <|amethyst> the int still isn't an object, but the temporary Integer is 10:41:07 but is (5).toString() valid? 10:41:18 <|amethyst> I don't think so, no 10:41:24 I see 10:41:46 <|amethyst> not sure about Integer i = 3; 10:41:59 <|amethyst> I haven't used Java in a long time 10:42:09 im pretty sure that works 10:42:58 |amethyst: any comments on calling mprf with too many arguments? 10:43:26 <|amethyst> Frankie Goes to Hollywood had a song about that 10:43:30 <|amethyst> Relax, don't do it 10:43:48 :( 10:43:56 <|amethyst> hm 10:44:13 bah, then i have to rewrite this to move the mprf into the switch statement 10:44:13 <|amethyst> wonder if we can rely on positional printf arguments 10:44:21 oh well 10:44:22 <|amethyst> what are the two cases? 10:44:42 _nuke_wall_msg in beam.cc 10:45:08 the out of sight stuff you can hear should get distance + direction added to it i guess 10:47:20 <|amethyst> you could leave in a useless %s in the seen messages, and use (hear && !see) ? distdir : "" as the argument 10:48:16 <|amethyst> err 10:48:24 <|amethyst> isn't the DNGN_ORCISH_IDEOL logic backwards? 10:48:28 <|amethyst> s/IDEOL/IDOL/ 10:48:33 i didnt get to that yet :/ 10:48:42 <|amethyst> the if (see) is backwards I mean 10:48:59 yes 10:49:48 <|amethyst> anyway, I've got to go, good luck 10:50:05 <|amethyst> and someone should look over the patches Grunt has submitted 11:05:15 -!- eeviac_ has joined ##crawl-dev 11:09:51 hm, i think i should use some proper way to concatenate strings :( 11:11:00 there are way too many places where i need to 11:14:10 i could insert placeholders, then replace them and convert back to c_str() 11:14:26 kilobyte: any ideas how to do this stuff cleanly? 11:15:15 i assume performance doesnt really matter in this case, so i guess its about what will make the code look the least horrible 11:15:51 -!- vivec_ has quit [Ping timeout: 245 seconds] 11:34:04 is there some minimum str/ddex required for min delay bows? 11:46:43 -!- Jatoskep has quit [Ping timeout: 272 seconds] 11:47:17 -!- G-Flex has joined ##crawl-dev 11:48:34 -!- Mottie has joined ##crawl-dev 12:04:36 -!- phunktion has quit [Ping timeout: 245 seconds] 12:15:42 dlua "turn" triggerers cannot be used without countdown properties (https://crawl.develz.org/mantis/view.php?id=5826) by sgrunt 12:22:09 -!- evilmike has joined ##crawl-dev 12:23:53 eeviac_: im not sure there even is a reachable min delay for bows 12:26:03 with 25 skill I have .7 12:26:09 with 18/11 str/dex 12:26:16 I guess that's ok 12:29:24 ??launcher delay 12:29:25 launcher delay[1/1]: Base delay is reduced by (weapon skill) * (weighted combination of str and dex) / 62.5. Strength weights are sling: 1, bow: 2, longbow: 3, xbow: 8. 12:29:34 this says more stats will get it lower, forever 12:29:42 no idea if its accurate 12:30:02 so with longbows, str is 3x as important as dex? 12:30:36 no, dex is 2x as important as str 12:31:10 i think the formula is weighted_stats = (weight * str + (10 - weight) * dex) / 10 12:31:40 im guessing, though :P 12:31:51 is that documented anywhere? 12:32:02 I read launcher delay as strength being 3x as important as dex 12:32:14 but 8x for xbows would make no sense then 12:32:16 i dont even know if its true, much less documented :P 12:32:18 alefury: std::string sucks if the first one is an untyped literal (ie, const char*), otherwise just use + 12:32:18 it's completely bizarre for crossbows to be more str-heavy than longbows 12:32:36 kilobyte: like how? when i tried it it didnt seem to work 12:32:41 now we all know nobody would call above formula "bizarre" 12:32:44 luckily 12:32:57 -!- st_ has quit [Ping timeout: 272 seconds] 12:33:11 alefury: of course, if there are two literals next to each other, always use no operand -- they'll be concatenated at compile time rather than at runtime 12:33:16 ChrisOelmueller: the one i just made up? i made it up like that because it makes sense, you know. 12:33:23 no, ??launcher damage 12:33:34 kilobyte: what if i have a literal, and a char* returned by a function? 12:33:43 because thats the case i care about 12:34:13 then you need to mark the first one as std::string 12:34:48 std::string("meow") + that_char_stuff() 12:34:54 or use make_stringf() 12:35:00 ah, okay 12:35:20 that sounds like it would be useful, yes :) 12:35:39 I can't recall if it was Crawl or LPC, where sprintf() was actually faster than string addition, would have to check 12:35:49 i guess ill use a mix of replacements and make_stringf() then 12:35:59 Monster-cast Leda's Liquefaction persists indefinitely after monster death (https://crawl.develz.org/mantis/view.php?id=5827) by sgrunt 12:36:19 or well, i could do replacements via make_stringf() too, would just have to put it at the end 12:36:52 why at the end? make_stringf("abc %s def") 12:38:21 some functions seem put all the messages in a switch statement, then print it at the end, so inserting the %s at the end wouldnt bloat it 12:38:40 anyway, make_stringf is good to know about :) 12:40:26 by the way, any way to test nuke_feature()? boring beetles and digging use their own messages. 12:40:38 _nuke_wall_msg i mean 12:41:04 Three altar vaults (https://crawl.develz.org/mantis/view.php?id=5828) by sgrunt 12:41:25 evilmike, you may be interested in seeing grunt_nemelex_the_gamble :) 12:44:37 Grunt: looks interesting. I'll give some feedback a bit later 12:46:09 hmm... why don't messages that start with "You" work for message_colour changes? 12:46:18 kilobyte: is this: (make_stringf("You hear a %s splash in the %s.", distance_string(pos()), direction_string(pos()))).c_str() acceptable? or should i declare a variable for it, then c_str() that? 12:46:38 MarvinPA: because they check capitalization and you tried "you"? 12:46:52 nope 12:47:05 "msc = $danger:You are engulfed in calcifying dust" is one of the defaults, and it doesn't work ingame 12:47:33 hm, weird 12:47:35 nor does adding "You convulse", but "convulse" alone does work 12:48:18 ah, maybe this was broken by capitalisation changes 12:48:26 "msc = $danger:you convulse" works 12:48:36 even though the actual message is capitalised 12:50:32 aw crap 12:50:43 id have to deal with a/an 12:51:25 a nearby splash, an uncomfortably close splash 12:51:43 any replacement for uncomfortably close that starts with a consonant? 12:52:04 id rather just axe the lowest distance tier than deal with that crap :( 12:52:44 I would suggest "deafening", but the sounds aren't necessarily loud, are they? 12:53:00 disquietingly 12:53:03 (get it) 12:53:17 ...that's terrible. XD 12:54:02 all crawl will be assimilated into puns 12:55:34 most of the sounds are either loud or dont have a specified loudness, but deafening doesnt really fit i think 12:56:01 somebody shouting at the top of their lungs in a few meters distance is not deafening 12:56:09 just uncomfortably close ^^ 12:57:53 -!- Ragdoll_ is now known as Ragdoll 12:58:22 Grunt: first thing I'd suggest, is use player_los instead of player_move for the announcement. Stick it somewhere that the player will always see it when opening the door 12:58:43 ...the altar, perhaps? 12:59:18 could work. It really doesn't matter where you put it, it just has to be somewhere immediately visible 12:59:54 -!- Textmode has joined ##crawl-dev 13:01:57 anyway, if someone comes up with something please tell me, ill axe the lowest distance tier for now 13:02:19 it doesnt really matter much anyway, if stuff happens right next to you you can usually see it 13:03:06 Grunt: I'd also place multiple items on one square in the loot room. This way you can see one of them, but the rest are a mystery 13:03:47 Mm. 13:03:56 Perhaps I can put a plain deck of cards on top of the stack. 13:04:45 I'd probably stick a suberb_item (same as "|") on top of the stack, and then fill the rest with random stuff 13:10:16 -!- Jatoskep has joined ##crawl-dev 13:11:32 alefury: i was serious about disquieting 13:11:33 it's a cute pun but also makes sense if you don't know it 13:12:03 hm 13:12:10 you hear a disquieting splash from the northeast 13:12:15 hmm 13:13:05 "disquietingly close" 13:13:42 mhh, ill just put that in, if someone comes up with something better it can easily be changed 13:15:37 also, 80 cols is really too short 13:16:53 there definitely has to be a call for message improvements if this goes in :( 13:17:38 -!- HangedMan has quit [Read error: Connection reset by peer] 13:17:42 incorporating this stuff into the existing messages often doesnt work great, and i cant make up new ones 13:17:56 -!- Claws has joined ##crawl-dev 13:18:40 on the other hand, out of sight statue disintegration is not exactly a message that will be seen often 13:18:54 Grunt: the nemelex vault is giving me a lua error every turn 13:19:03 -!- Claws is now known as HangedMan 13:20:23 what is the point of this line: 13:20:24 mprf(MSGCH_SOUND, "%s", noise_msg.c_str()); 13:20:35 shouldnt that just use mpr? 13:27:19 Grunt: I think you should pre-define the nasty monster. I just got a rock worm 13:28:43 or use metal? 13:29:36 i changed that line to "mpr(noise_msg, MSGCH_SOUND);" 13:29:52 its in beam.cc around 4560 13:30:55 should be equivalent, right? 13:45:02 disquieting doesn't describe distance, that doesn't make any sense on its own 13:49:45 03MarvinPA * rbaf01b50799d 10/crawl-ref/source/ (command.cc main.cc): Mention suiciding the current character when using ^Q (#5759) 13:49:46 03MarvinPA * rd0cf19140766 10/crawl-ref/settings/messages.txt: Add "You convulse" to the default $danger-coloured messages 13:49:46 03MarvinPA * r5bdd56fffda0 10/crawl-ref/source/ (output.cc player-equip.cc): Don't identify gourmand for vampires, don't show it on % for races that can't identify it 13:49:46 03MarvinPA * rafb1d1f46800 10/crawl-ref/source/dat/database/monspeak.txt: Fix a crystal golem speech line 13:50:25 Grunt: oh, I see you uploaded a fix for that lua error 13:59:22 -!- Nomi has joined ##crawl-dev 14:09:43 MarvinPA, others: would you care to check if lightning rods appear to make sense (especially the damage)? 14:10:04 I'm flailing wildly about what values would be right 14:10:53 kermitbyte 14:13:59 ah, the branch is called lighting-rod not lightning-rod, that'd explain why i was failing to check it out :P 14:14:12 and sure, i'll have a play with it 14:14:40 ooh, it should give you corona while wielding it 14:14:49 wait no that is just one more thing for me to suppress 14:15:01 MarvinPA: ook 14:15:48 MarvinPA: obviously, feedback like "this sucks, I don't want it in Crawl" would be valid, too 14:17:19 possible design issues: 1. no other effect works differently when used two times in a row, 2. all area effects work strictly better if the area is bigger, here the damage is mostly spread out which can potentially confuse players 14:17:50 1. EH 14:17:52 (and I singled out you for feedback because you and galehar are folks who talk about specific damage numbers the most) 14:18:48 Eronarn: good point. EH should really take no turns in that case, it's so spoily even I sometimes manage to not notice and get caught by it. 14:19:24 (when there are multiple monsters, that is) 14:19:53 -!- ToBeFree has joined ##crawl-dev 14:20:50 hm yeah, is the sleep immunity duration even randomised? if not there's definitely no excuse not to just reveal it 14:22:31 -!- blabber has quit [Quit: leaving] 14:23:09 -!- dtsund has joined ##crawl-dev 14:23:19 ah i guess it's fuzzed a bit, but even so it can be pretty spoily and annoying 14:24:17 -!- G-Flex has quit [Quit: Time for us to bug out.] 14:25:46 spl-damage.cc: In function 'spret_type cast_thunderbolt(actor*, int, coord_def, bool)': 14:25:46 spl-damage.cc:1939: error: 'struct bolt' has no member named 'tile_beam' 14:25:56 i get that when trying to compile lightning rods 14:27:25 ah, it only exists in actual tile builds i think? 14:34:07 03kilobyte 07lighting-rod * r955b50b0cec0 10/crawl-ref/source/spl-damage.cc: Unbreak non-tile builds. 14:38:24 hm, what category has rods in it for wizmode acquirement? i can't seem to get one 14:38:38 You heare a distant explosion from/in/to the northeast! 14:38:43 opinions? 14:38:46 also, hear 14:38:46 isn't it still staff 14:39:02 acquirement works like before, split with staves 14:39:18 hm, &o| doesn't seem to work for getting rods 14:39:25 faster to use &% instead of relying on acquirement 14:39:29 ah, &o 14:39:59 oh yeah, i always forget about &% 14:51:23 I added so much needed support to acquire gold via &o€, &o£ and &o¥ 14:51:32 beh, perhaps players should get it too :) 14:52:01 uhm no, they select by letter rather than symbol 14:52:04 03kilobyte * rceaff5dee328 10/crawl-ref/source/ (25 files): Make a bunch of functions static or gone. 14:52:04 03kilobyte * re8b8168dad2b 10/crawl-ref/source/ (pattern.cc pattern.h): Drop unused plain glob support. 14:52:04 03Grunt * r492c4399032c 10/crawl-ref/source/ (mon-ench.cc mon-stuff.cc): Make monster casts of Leda's Liquefaction expire on death. 14:52:15 03kilobyte * r643abc8aa297 10/crawl-ref/source/wiz-item.cc: Let &o produce rods. 14:58:02 -!- casmith789 has joined ##crawl-dev 15:01:12 -!- Thann has joined ##crawl-dev 15:01:25 !messages 15:01:26 No messages for Thann. 15:02:28 -!- blabber has joined ##crawl-dev 15:03:35 Thann: Forever Alone 15:03:44 lol i know 15:15:37 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 15:26:13 can you be mesmerized by a mermaid you cant see? 15:26:34 theres code for it, but it never happened to me 15:36:01 oh, its for invisible mermaids 15:36:02 ... 15:36:12 should i give the direction of the song of invisible mermaids? 15:37:11 hm, probably... 15:37:45 not giving distance, though 15:53:30 -!- kek has joined ##crawl-dev 15:54:21 evilmike: so, should we proceed with removal of wax? 15:55:28 fr mermaid unique with invis 15:55:52 kilobyte: yeah sure. It's just a small question what to do with vaults that currently use wax 15:56:18 COLOUR: a = yellow 15:56:18 TILE: a = dngn_wax_wall 15:56:19 SUBST: a = x 15:56:38 hmm, can be misleading for old players 15:56:39 I was thinking of making them yellow rock, dngn_wax_wall doesn't look much like rock though 15:56:54 so a different yellow tile would be better, maybe 15:56:57 can we get a wax wall monster or something? 15:57:00 because it is very flavorful 15:58:44 wall_hive (beehives0 .. 9) 15:59:17 it sometimes randomly spawns in the Abyss, where it looks totally out of place 15:59:31 Eronarn: and when killed, it produces a stack of candles? 16:00:10 you can use beeswax for other stuff :) 16:00:17 they use it in some surgeries, actually 16:00:32 most of the abyss rock wall tiles look pretty bad in the abyss anyway 16:00:41 like the cocytus walls 16:01:11 I'm going to edit all the wax-using vaults now 16:01:21 too late 16:01:36 heh 16:02:05 I removed it from what I've found, made trying to place an 'a' glyph a fatal error, and currently I'm running -mapstat on all cores 16:02:49 wax is dying? 16:02:55 yay~ 16:11:11 is there any better way to repeatedly try to place all maps? 16:11:56 abusing -mapstat and hoping it finds all offenders is not error-proof 16:13:31 evilmike: what would be the best replacement? For vaults that use wax as something more substantial than a random substitution, I'm using the snippet I just pasted. 16:13:38 should it be wall_hive instead? 16:14:43 jelly walls 16:15:26 You poke the wall. The wall wobbles slightly. 16:17:10 Your finger fizzles and dissolves into the acid. 16:17:15 evilmike, there is a slightly tweaked version of the_gamble available. 16:17:29 kilobyte, thanks for the swift response on the Leda's bug :) 16:17:47 there's a crapload of your patches rotting on Mantis, too 16:18:02 They're not exactly rotting; it's only been a couple of days since I submitted most of them <_< 16:18:59 kilobyte: i'd use wall_hive rather than dngn_wax_wall 16:19:12 kilobyte: but other than that I'd say that's the best way to do it 16:26:02 -!- Ragdoll has quit [Quit: Ragdoll] 16:42:14 -!- edlothiol has joined ##crawl-dev 17:04:32 -!- frogbotherer has quit [Quit: frogbotherer] 17:26:39 -!- ark____ has quit [Quit: Leaving] 17:28:15 03kilobyte * r902b114bb83f 10/crawl-ref/source/misc.cc: Fix a crash when a scaredy cat dies while afraid of an eidolon. 17:28:16 03kilobyte * r59db581c924f 10/crawl-ref/ (13 files in 7 dirs): Remove wax walls from all vaults. 17:28:17 03kilobyte * r256b326ba667 10/crawl-ref/source/ (15 files in 5 dirs): Axe wax. 17:30:03 03kilobyte * rc2568937ff67 10/crawl-ref/source/branch-data.h: Revert "Use brown for rock walls in Spider." 17:40:00 -!- ToBeFree has quit [Read error: Connection reset by peer] 17:41:41 -!- MarvinPA_ has joined ##crawl-dev 17:44:07 -!- MarvinPA has quit [Ping timeout: 246 seconds] 17:44:07 -!- MarvinPA_ is now known as MarvinPA 17:54:05 03kilobyte 07stone_soup-0.10 * rb56f58d6ea53 10/crawl-ref/source/misc.cc: Fix a crash when a scaredy cat dies while afraid of an eidolon. 17:54:15 03MarvinPA 07stone_soup-0.10 * r102f86ac1f49 10/crawl-ref/settings/messages.txt: Add "You convulse" to the default $danger-coloured messages 17:57:42 edlothiol: looks like webtiles on CDO use comma as a decimal separator 17:58:50 ok, should bother Napkin instead 17:58:53 < minqmay> well i am pretty sure it would actually be faster to change 17:58:53 the ITEM: line in minmay_hunger yourself than go to mantis 17:58:57 first 17:58:59 ...argh 17:59:14 < minqmay> there isn't supposed to be any weight, the idea was just to be ITEM: randart ring of hunger 18:02:57 !tell Napkin looks like webtiles on CDO run in a de_DE locale, which causes printf to produce a comma instead of a decimal dot 18:02:57 kilobyte: OK, I'll let Napkin know. 18:05:48 Napkin: obviously, it's not a good idea to change that on Crawl's side, as I guess German folks may want their locale to be obeyed (especially when translations get added) 18:09:53 -!- kek has quit [Quit: Leaving] 18:13:07 -!- Patashu has joined ##crawl-dev 18:13:20 I heard wax got removed, does this mean it is now impossible to get the demonic rune in sprint 3? 18:14:02 -!- eeviac_ has joined ##crawl-dev 18:14:03 replaced with rock walls coloured yellow, just dig 18:14:29 it means sprint 3 will crash on startup, as my tests checked only maps in the regular game 18:14:49 oh 18:16:05 evilmike: what about renaming sprint_v.des to something about zigsprint? 18:19:58 -!- Jatoskep has quit [Read error: Connection reset by peer] 18:20:24 -!- Jatoskep has joined ##crawl-dev 18:23:41 -!- Sequell has quit [Ping timeout: 252 seconds] 18:26:06 -!- Sequell has joined ##crawl-dev 18:27:57 -!- edlothiol has quit [Ping timeout: 248 seconds] 18:28:16 kilobyte: could do that. I'd rename sprint and sprint2 as well 18:30:55 -!- bob__ has joined ##crawl-dev 18:32:54 -!- bob__ has quit [Client Quit] 18:35:54 -!- blabber has quit [Quit: gute nacht derps] 18:42:05 03kilobyte * rae9d9c0545fb 10/crawl-ref/source/dat/des/sprint/sprint2.des: Fix an unoperative flame machine in Sprint 2. 18:42:08 03kilobyte * r6b14cb19fe99 10/crawl-ref/source/dat/des/sprint/sprint_mu.des: Fix Sprint Mu from crashing at startup (due to wax). 18:42:19 03kilobyte * r0ed6c714526a 10/crawl-ref/source/dat/des/sprint/ (6 files): Rename three sprint file names to something better than sprint${number}.des 18:46:31 -!- moxian has quit [Quit: quit] 18:50:52 -!- Pacra has joined ##crawl-dev 19:01:02 -!- blabber has joined ##crawl-dev 19:39:32 -!- Textmode has quit [Ping timeout: 255 seconds] 19:41:27 -!- Pacra has quit [Read error: Connection reset by peer] 19:42:06 -!- Pacra has joined ##crawl-dev 19:42:07 -!- Sequell has quit [Ping timeout: 264 seconds] 19:46:25 -!- Sequell has joined ##crawl-dev 19:50:23 -!- alefury has quit [] 19:54:44 -!- Textmode has joined ##crawl-dev 19:59:46 -!- blabber has quit [Quit: gn8] 20:09:00 -!- eeviac_ has quit [Ping timeout: 246 seconds] 20:21:18 -!- Sequell has quit [Remote host closed the connection] 20:21:35 -!- Sequell has joined ##crawl-dev 20:22:52 -!- Sequell has quit [Remote host closed the connection] 20:23:01 -!- Sequell has joined ##crawl-dev 20:25:23 -!- Sequell has quit [Remote host closed the connection] 20:25:27 -!- eeviac_ has joined ##crawl-dev 20:25:37 -!- Sequell has joined ##crawl-dev 20:26:03 -!- Thann has quit [Quit: Leaving] 20:40:04 03evilmike * r2f3cabce6760 10/crawl-ref/source/dat/des/altar/overflow.des: Remove the loot in golem_altar2. 20:40:14 03evilmike * r5eeb4a87fc20 10/crawl-ref/source/dat/des/altar/altar.des: Make lemuel_hidden_altar less hidden. 20:45:28 evilmike is making a vault less evil? 20:45:31 * Grunt 's mind explodes. 20:45:42 -!- mikee_ has joined ##crawl-dev 20:46:12 there's a semi-policy where vaults shouldn't be obnoxious about hiding stuff. The problem is that most of these are hidden well enough that I don't know about them 20:46:36 and I never got around to combing through several thousand lines of des files (I did edit a large chunk of them a while back though) 20:46:54 evilmike: can you fix the crypt end with the secret doors where they are always in the same place but sometimes are inaccessible because of the rng 20:47:04 quadcrypt_mu 20:47:13 it's really shitty design 20:47:25 it's okay if the doors move but the chambers should never be inaccessible 20:47:44 inaccessible without ctele or lrd/shatter 20:48:01 same thing 20:48:25 -!- elliptic has joined ##crawl-dev 20:48:30 hmm, I just realized, that can be fixed by using subvaults 20:49:51 (instead of randomizing the doors, just avoid placing the entire room) 20:50:35 !dump . 20:50:37 http://crawl.akrasiac.org/rawdata/SGrunt/SGrunt.txt 20:50:37 er 20:50:48 I keep thinkining I'm over in ##crawl when I type those things, sorry. 20:51:25 gruntmethyst 20:51:49 I can live without a | in front of my name, thanks. 20:54:09 evilmike: that would be good, i had to add staircases to a bunch of those secret chambers because you could get stuck in them if a secret door didn't generate 20:54:20 subvaulting it sounds better 20:54:37 evilmike: that... strikes me as not the right solution 20:54:49 why not just have the rooms always be there but place the doors in different spots (and guarantee doors) 20:55:08 Eronarn: I'm looking at the vault right now and I'm leaning heavily towards that solution 20:55:23 I'm looking at this and thinking "adding subvaults will be such a pain in the ass" 20:55:31 mu is worse then I am 20:55:38 not quite 20:56:00 -!- Fa has joined ##crawl-dev 20:56:06 late at night I wake up in horror because I recall some bit of sprint_mu 20:56:11 yeah as i understand it the only reason it even has that behavior is because nobody wanted to try to fix the shuffling 20:57:10 !seen Mu_ 20:57:11 I last saw Mu_ at Fri Mar 23 22:59:37 2012 UTC (13w 1d 2h 57m 34s ago) quitting with message Quit: Defecator, may everything turn out okay so that you can leave this place.. 20:57:15 :( 20:58:40 !gkills 20:58:44 ... 20:58:48 -!- HangedMan is now known as GreatOrbOfEyes 20:58:54 I did it again. >:| 20:58:55 15 games for * (killer=~sgrunt'*ghost): 4x SGrunt, johnnyzero, davejl, heteroy, nfogravity, Poncheis, nmf, Moose, artnam, danharaj, eeviac, Sky 20:59:00 * Grunt hangs his head in shame. 21:14:02 03evilmike * r1baa356dae7e 10/crawl-ref/source/dat/des/branches/crypt.des: Don't place inaccessible rooms in quadcrypt_mu. 21:18:54 -!- GreatOrbOfEyes has quit [Ping timeout: 245 seconds] 21:25:46 -!- Danei has quit [Ping timeout: 255 seconds] 21:38:39 -!- Danei has joined ##crawl-dev 21:59:25 -!- kek has joined ##crawl-dev 22:05:18 mmm 22:05:40 looks like i have items under rocks in this d:21 22:06:29 http://pastebin.com/UbmHdna4 22:26:45 More Sif overflow altars (https://crawl.develz.org/mantis/view.php?id=5829) by BurningLed 23:05:22 -!- G-Flex has joined ##crawl-dev 23:31:11 -!- ussdefiant_ has joined ##crawl-dev 23:37:26 -!- ussdefiant__ has joined ##crawl-dev 23:37:54 -!- ussdefiant__ has quit [Read error: Connection reset by peer] 23:38:46 -!- ussdefiant__ has joined ##crawl-dev 23:39:51 -!- ussdefiant_ has quit [Ping timeout: 272 seconds] 23:42:58 -!- ussdefiant___ has joined ##crawl-dev 23:44:16 -!- ussdefiant__ has quit [Ping timeout: 250 seconds] 23:44:44 -!- ussdefiant____ has joined ##crawl-dev 23:46:31 -!- ussdefiant____ has quit [Read error: Connection reset by peer] 23:47:22 -!- ussdefiant___ has quit [Ping timeout: 246 seconds] 23:55:42 -!- ussdefiant_ has joined ##crawl-dev 23:59:57 -!- Grunt has quit [Quit: leaving]