00:32:04 -!- amalloy_ is now known as amalloy 00:33:45 -!- Marvin is now known as Guest83059 00:47:28 Blink mutation isn't shown as suppressed in tree from. 13https://crawl.develz.org/mantis/view.php?id=11116 by Yermak 00:47:41 03gammafunk02 07* 0.21-a0-73-g62f518f: Tweak wall borders in some transporter vaults 10(3 days ago, 2 files, 103+ 103-) 13https://github.com/crawl/crawl/commit/62f518fac0c0 00:47:41 03gammafunk02 07* 0.21-a0-74-g2fc178d: Some tweaks to a transporter vault. 10(3 days ago, 1 file, 13+ 6-) 13https://github.com/crawl/crawl/commit/2fc178d24cd5 00:47:41 03gammafunk02 07* 0.21-a0-75-g0c55a54: Remove a runed door from a vault 10(2 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/0c55a54dd446 00:47:41 03gammafunk02 07* 0.21-a0-76-g3dfdc92: Tweak placement of a trog-themed transporter vault 10(2 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3dfdc92ec14d 00:47:41 03gammafunk02 07* 0.21-a0-77-g5014f93: Fix up a transporter vault and move it deeper in the dungeon 10(2 days ago, 1 file, 46+ 48-) 13https://github.com/crawl/crawl/commit/5014f931b3c8 00:47:41 03gammafunk02 07* 0.21-a0-78-g82a99e0: Make a transporter vault transparent and adjust 10(18 hours ago, 1 file, 21+ 20-) 13https://github.com/crawl/crawl/commit/82a99e05bea1 01:10:23 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-78-g82a99e0 (34) 01:50:52 are there any sublimetext, notepad++, textpad, etc plugins/syntax files for vaults/des files? 01:51:05 ?/vimdex 01:51:06 No matches. 01:51:06 ?/vimdes 01:51:07 No matches. 01:51:10 ?/vim 01:51:10 Matching terms (2): nivim, vimpulse; entries (2): hi_all[1]: see {vimpulse} | praise[14]: Also, thank you, all, for making Crawl what it is. (Probably the most-fun game I've ever played.) 01:51:34 I have that set up for linux, but was considering doing some work on PC 01:59:52 you can run vim on windows too, of course 02:00:53 if you'd rather not do that (reasonable), i don't know about other .des plugins 02:03:21 oh I suppose I forgot about that. I don't mind vim actually. I just always looked at it as that editor that I have to use when I'm limited to a console/non-graphics. doh 02:10:44 how do you prevent random vaults from placing on a layout? 02:11:46 I'm futzing around with the new layout for crypt that I've been poking at ever since before Grunt left. I feel like it will work with the floating ends OK (at least better than layout_city). but I'd like to have the ability to prevent random vaults from showing up 02:13:41 i don't know about layouts, really. but if you want to prevent other vaults from appearing, then aren't you actually writing an encompass vault, rather than a layout? 02:14:09 in this case, I'm trying to create better layouts for crypt:$ floating vaults 02:14:39 since we had to disable all but layout_city. so yea, I could just make new encompass vaults, but that wouldn't address the floating vault issue. 02:15:09 early testing shows that the floating ones actually connect pretty well to what I'm trying to do, which is a variant of the pan_layout_divisions 02:15:13 but looks cryptic 02:16:02 but the location that the floating vaults show up connect really nicely without me really doing anything special. but the random vaults wreck the look and feel quite a bit 02:19:16 looks cryptic huh 02:35:30 almost looks like layout_geoelf and layout_geoelf_castle prevent random vaults 02:35:45 but maybe that's because there are no vaults tagged for Elf:$? 02:41:15 is there a layout person on the dev team atm? I know last time I started digging into this the answer was 'not really' 02:44:23 i bet that's still the answer then =p 03:12:57 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-78-g82a99e0 (34) 03:34:30 -!- svendre_ is now known as svendre 03:35:18 is there an overview of all the (floor or wall) tiles crawl has that is browsable in an easy way? 03:36:48 oh nevermind, I just found tilegen 03:52:58 -!- Rjs- is now known as Rjs 04:08:38 kenran: you can look at the tiles sheets just to see them all, but then figuring out what their names are is a little hard 04:09:01 so yeah it might be better to look at them in a file browser with thumbnails in the rltiles dir 04:09:15 then you have the filename, and from there you can look at the tile def txt file 04:59:38 I have fiddled around a bit with vault-making in crawl and made a little flea market vault (it's a bazaar portal vault). Can you tell me what you think of it, especially encountering neutral monsters in a bazaar? 04:59:46 http://imgur.com/a/M40ZW 05:06:51 kenran: it's cute, but it's a bad idea to do that, since it just leads to unecessary annoyance for the player 05:07:12 -!- user____ is now known as cl9999 05:07:23 I was worried about that, since you cannot autoexplore in that level because of them 05:08:12 it's just tedious waiting for them to move off a shop 05:08:30 it's part of the reason why I found the zot tub vault simultaneously fun and annoying 05:08:54 I could make them good_neutral perhaps 05:12:34 I can't come up with a super amazing reason to justify the existance of the zot sauna vault either either than the fact that the vault communicates its humor well and that it's pretty rare 05:13:13 but "NPCs shopping" isn't especially fitting for crawl, nor is this vault any kind of joke 05:13:38 crawl just really doesn't have proper NPCs in the traditional RL sense, so any gimmicks like that are very rare 05:13:47 the sauna vault, the ely quokka vault 05:14:03 er s/RL sense/RPG sense/ 05:14:30 well, it would be a very rare vault as well, but I can see your point of not creating any more of that stuff 05:15:12 yeah, a vault like this is likely to be rejected unless it feels especially flavorful and doesn't get in the player's way 05:15:16 perhaps I can convert it to something without monsters 05:15:46 that would be wise, yeah; bazaar vaults are usually just about suggesting some decorative theme 05:16:52 looks like all the bazaars that did place monsters no longer do 05:17:51 i think i've seen the zot hot tub a grand total of once 05:22:22 -!- amalloy is now known as amalloy_ 05:22:51 I think I've seen it once, maybe twice 06:13:11 once for me 07:29:15 -!- unpaidbi1l is now known as unpaidbill 07:43:36 -!- svendre_ is now known as svendre 08:15:42 http://imgur.com/a/akKRj is the up- and downgraded version of the bazaar. any input? :) 08:18:56 Mystical force of hell can spawn second eldritch tentacle 13https://crawl.develz.org/mantis/view.php?id=11117 by Lavandula 08:20:56 kenran: looks fine as a basic map. any ideas for how you might embellish it? 08:21:31 are you trying to evoke some kind of specific theme? Seems sort of like some kind of spooky cave 08:22:47 gammafunk: not sure yet :) I'm not very creative and when I have ideas, they're always kind of short-lived. After putting up the images of the base layout, I had an idea for another layout entirely, so maybe I'll freeze this:D 08:22:55 but yeah, I was thinking of making it more "swampy" 08:24:10 kenran: yeah, that would be my suggestion; it's sort of a bit difficult to make a connection to "a bunch of shops" and some idea that you can communicate with decor 08:24:38 <|amethyst> make coloured floor tiles that spell out "SALE TODAY" 08:24:41 the shops in bazaars are (I think) all generic ones 08:24:46 that is, add some dead trees, make it more olive-green and such. have to read/scroll through the tile list 08:25:49 <|amethyst> when you say "swampy", do you mean the branch? 08:26:23 <|amethyst> it's kind of regular for that 08:27:15 yes, I was toying around with geometric forms in pixel art :D 08:27:32 <|amethyst> instead of the big rectangular bit you could have a bunch of twisty water- and tree-lined alcoves and randomise the entrance to one of them 08:27:33 kenran: btw if you do settle on tiles, it's good to color walls/floor with a basic color matching the tile for console players 08:27:47 so you could make the rock walls red in this case 08:28:06 or it doesn't have to match the tile color, but it's nice if it looks decorated in console as well 08:28:26 <|amethyst> OTOH it is nice to be able to distinguish stone from rock in the default config 08:28:26 do that with the COLOUR: statement 08:28:44 sure, but I don't think that's an issue for bazaars 08:29:18 you could make those different colors, or use only rock and not stone 08:29:33 <|amethyst> yeah, I guess within a single level it's not such a big deal 08:29:37 but all I'm saying is that it's good to remember that there are console players and they might light to see some decoration as well 08:29:45 s/light/like/ 08:30:20 gammafunk: I mostly play console nowadays as well. Stupid question: if I compiled with TILES=y, can I still start console somehow? I've never tried offline play 08:30:35 <|amethyst> kenran: you'd have to compile twice 08:30:54 <|amethyst> kenran: if you are on Linux (and maybe Mac OS) you could do a webtiles build, which can handle both 08:30:59 yeah, many of us use a web...that 08:31:11 but you have to test tiles in your web browser 08:31:17 and not in the tiles application 08:31:25 <|amethyst> but there are a few extra libraries you'd need (a specific version of tornado for python is the one I remember) 08:31:29 which is maybe a slight hassle 08:31:47 kenran: I wouldn't worry about it too much, whoever merges your vault can fix any of that 08:32:01 but the COLOUR statement is very simple to use 08:32:05 <|amethyst> kenran: but if you're willing to spend time to compile twice, you don't need two directories or anything like that 08:32:14 see the syntax doc for examples 08:32:28 gammafunk: yeah thanks, I've used it while playing around 08:32:35 <|amethyst> kenran: I do (something like) make tiles && mv crawl crawl-tiles && make && mv crawl crawl-console 08:32:45 <|amethyst> so I have two separate binaries 08:33:05 |amethyst: I guess I'll just compile twice. I wasn't sure if it was supported. Doesn't take long anyway :) 08:33:23 go full travis, compile every build 08:33:27 <|amethyst> it would be nice 08:33:32 <|amethyst> if it were supported 08:34:11 thanks for the suggestions. right now, I can feel myself musing about another idea... might flesh the other one out first before going back to my first try 08:34:29 it's kind of fun, playing around with vaults 08:38:14 yeah, it's pretty arcane syntax, but nice to make things that show up in people's games 08:38:58 the documentation could be a little better here or there, but overall it's not that hard to get what you want with trial and error 08:39:40 <|amethyst> oh, speaking of vaults 08:39:45 <|amethyst> someone should work on sewer_co_scattered_pipes 08:40:10 <|amethyst> so you don't have to chop down plants while standing in shallow water most of the time 08:41:20 <|amethyst> I tried playing around with the plants so it would guarantee an open space on one end or the other of each pipe, but ran into some problems that I don't remember now 08:55:34 when working on vaults, do you guys also have the problem that you sometimes instinctively use diagonal vi keys as when playing crawl?.. 08:56:07 yeah, that has happened to me 08:56:14 but the more you edit them, the less likely you are to do it 09:02:36 yeah, I keep around a full second copy of the repository with all sorts of precompiled binaries in it. As long as you don't run multiple versions at the same time and confuse the map files it's fine. 09:03:11 by multiple versions I mean like 0.17.2 and 0.20 09:04:30 <|amethyst> or trunk before this monster was renamed, and trunk after 09:22:08 I compile webtiles builds and hook up a test game on dbro. fiddly to set up but not too bad after that 09:29:43 I use local webtiles and browse to localhost; the webtiles server is fast to start up 09:37:05 do all shops have an inherent chance of being a mimic? 09:44:23 gammafunk: you mentioned recoloring tiles/glyphs. I guess that would work for console, but because of the fixup_bazaar method, I can't even use FLOORTILE to make it grass or dirt in a forest I'm making now 09:45:05 is there a linux repository that is always up to date with the latest build? 09:45:25 I can use FTILE: . = floor_grass, but then the trees aren't on the grass if another one of the random floor tiles gets chosen 09:46:26 so, is there a way to prevent the fixup_bazaar from changing manually set floor tiles without doing damage to other vaults? it would probably make sense for bazaar_minmay_trees as well 09:54:06 and honestly, the forced halo around enter_shop that is applied to all shops in bazaars looks kind of weird in a lot of vaults. I'd guess it was written later to introduce some more variance to the existing bazaar vaults 09:54:59 it looks especially weird when paired with abandoned shops, because those don't get the halo. 10:20:28 how does vaults:$ prevent random vaults from being placed. is it just a lack of any random vaults being tagged as Vaults:$? 10:30:35 it's an encompass map, isn't it? 10:30:58 those won't load other vaults, that's only done by layouts 10:31:27 oh. it's not a layout. ok what about layout_geoelf_foo 10:31:42 those do place vaults 10:31:44 those don't seem to load any random vaults either 10:31:51 cept the primary 10:31:53 oh? 10:32:02 maybe not, I'd have to see 10:32:23 I loaded like 10 of them last night and each one seemed like they were pure geoelf. I forgot to use the command to list vaults 10:32:30 I was going by visual 10:33:33 I'm trying to get something similar set up for crypt. a layout that looks crypty and doesn't get screwed up by random vaults. if I just wanted an encompass vault it would be easy but I want it to be a potential layout option for float vaults too 10:33:52 float vault ends 10:34:16 you don't want your layout to load non-end vaults? 10:34:50 part of the appeal of that type of end vault is that the rest of the level is relatively normal, which would include being able to place some vaults 10:35:06 yea. but I'm basing that on assuming layout _geoelf_foo does it that way 10:35:29 sure but encompass end vaults already don't allow that 10:35:54 and geoelf always looks pretty geometrically intact 10:36:07 looks like it has overwritable tag, the geoelf ones 10:36:09 without random vaults obliterating the rooms 10:36:11 so I think they should place vaults 10:36:14 let me see 10:36:29 I removed the overwrite tag from mine and things crashed 10:36:46 wondering if it's the way geoelf is creating the rooms 10:37:01 that seems to eliminate or minimize the vaults that show up 10:39:43 yeah 10:39:46 johnstein: https://cdn.discordapp.com/attachments/205316046230388737/326732818208260096/unknown.png 10:39:54 by putting weight 10000 on geoelf_grid 10:40:00 that's a vault that placed 10:40:09 I think you're right that it's a byproduct of how the map is made 10:40:25 probably vaults would often not place, maybe they'd create zones a lot 10:41:03 so it looks like vaults can place in those layouts, but they probably aren't successfull very often 10:45:04 what makes them unsuccessful? (what is the likely reason) 10:49:54 johnstein: I would try placing some levels in a full debug build 10:50:04 it prints map generation info, including veto info 10:50:16 might be creating zones 10:50:42 but I'm not sure it will be usefull to your crypt quest either way 10:57:42 ok. I'll also poke around the code too. for zones 10:57:47 I may be biting off more than I can handle. it may just end up being an encompass vault. I just always felt sad that there's only a single layout that works for crypt:$ 11:04:53 No confirmation prompt before evoking berserk through items with Cheibriados 13https://crawl.develz.org/mantis/view.php?id=11118 by Lavandula 11:38:55 https://www.reddit.com/r/dcss/comments/6icfeq/new_realtime_wr_3539_video_with_commentary/ 12:21:24 !source bazaar.des 12:21:25 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/bazaar.des 12:33:20 the method fixup_bazaar() overwrites LFLOORTILE settings and also surrounds shop in a bazaar with a halo. I worked around the LFLOORTILE issue by using FTILE on everything, but the shop halo still gets chosen randomly; this can lead to a weird look (http://imgur.com/oXjTN1i) 12:33:38 do you have an idea for a workaround/fix? 12:55:16 -!- amalloy_ is now known as amalloy 12:59:32 kenran: it seems like the existing bazaar code intends for all bazaars to have the same variety of appearances. rather than starting with how to fix that, why do you think it should change? 13:04:37 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-78-g82a99e0 (34) 13:22:39 -!- luukano is now known as snapek 13:52:40 amalloy: hm yes for some some reason I really haven't thought of it that way. I guess I was fixated on why _my_ vault looked weird :) 13:54:35 this is a bit of a restriction if someone wants to make a forest-themed bazaar, but afaict, there's only one other doing that; that one's looking a bit glitchy depending on the layout as well (bazaar_minmay_trees), but for other reasons (disconnected dirt). and it's also having no problem with trees on vault floor which was why I wanted to use grass in the first place 13:55:33 I guess I'll just use the default then after all 14:08:10 oh and I'm now beginning to think that I might have misinterpreted "bazaar" with this idea... it's a forest clearing where a number of shopkeepers have opened shops, though not in plain sight but each shop has its own space in little clearings of their own 14:09:48 bazaars are portals 14:09:57 er, portal vaults 14:10:20 is this even usable as a bazaar idea? or should shops always be openly presented? (here is a screenshot of how it looks so far: http://imgur.com/dFif17A) 14:11:00 the exit is on the top left, I must have cropped it out accidentally 14:11:55 there's at least one (non-portal) vault that does shops like that. it's not a bazaar though 14:12:13 oh then I don't know that one 14:13:05 !source grated_community.des 14:13:07 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/grated_community.des 14:13:22 hm, maybe that's not it 14:13:34 maybe it's in float? 14:13:59 oh, no, it does have shops, I didn't notice them in the grep 17:27:08 for fulldebug I just need to add FULLDEBUG=Y right? 17:32:06 johnstein: it's a make target 17:32:09 make debug 17:32:39 I need to translate that into dgamelaunch-esr 17:32:42 ese 17:41:06 FULLDEBUG=something will work, but the debug target sets it 17:41:14 doesn't matter what `something` is 17:41:46 travis uses that instead of the target 17:57:49 !nick kipster beargit 17:57:50 Mapping kipster => beargit 18:02:47 Unstable branch on underhound.eu updated to: 0.21-a0-78-g82a99e0 (34) 18:26:05 advil: yea but the build command is buried in the dgamelaunch-config scripts that I use to quickly build my versions so I can run them on dbro. I have to edit one of those and I always forget how to do it properly till I try a few things 18:26:06 ty 18:39:28 feel free to !tell me your opinion about this idea for a bazaar. I've come to doubt that the idea fits a bazaar (the shops are a little hidden, while usually they're the most prominent features in a bazaar) and could really use some input. thanks! 18:39:42 I forgot the link: http://imgur.com/dFif17A 18:41:59 -!- jefus- is now known as jefus 18:46:11 i like kenran's bazaar idea, but don't consider myself enough of an authority to say so as an official Vault Approving Dev. looks like a quaint little forest village with shops tucked away in corners of it. i don't think it's a big deal that they're "hidden" since everyone autoexplores bazaars 19:09:27 yeah, I think it's perfectly fine as a bazaar 19:09:39 these are decorative vaults aside from placing the shops 19:10:03 I think the way it's placing the shops is bad though 19:10:09 those "halos" aren't working? 19:10:32 maybe you were going for an intentional "stepped" effect there 19:10:56 I think it would look better if you 1) made the floor tiles something more forest-like 19:11:05 and 2) maybe if you could change the floor tile of the shops themselves 19:11:29 you could also try to decorate up the forest with some plants, maybe water 19:11:41 keeping plants out of the way of the player simply trying to travel to a shop, of course 19:21:48 gammafunk: he mentioned the floor tiles earlier. it seems that fixup_bazaar is designed to cause all bazaars to get a random floor type, not letting you choose a specific one for your bazaar 19:22:25 that's how it looked to me, anyway, from https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/bazaar.des#L66 19:25:22 yeah, I can make a patch to allow customization there 19:25:53 all it takes is an arg to that function, which will probably just disable the halo entirely 19:26:16 so they can set the "halo" manually; halo being whatever they want to place around the shop 20:15:40 -!- amalloy is now known as amalloy_ 20:36:29 -!- amalloy_ is now known as amalloy 20:43:20 !tell MarvinPA Did you have any thoughts on the new gnoll patch? (stats at 7/7/7, but now allowing increase at each 3 XL stat choice, otherwise stats locked) 20:43:21 gammafunk: OK, I'll let marvinpa know. 20:43:42 MarvinPA_: ^ if you're around 22:03:17 -!- amalloy is now known as amalloy_ 22:37:57 -!- introsp3ctive1 is now known as introsp3ctive 22:51:37 hey ##crawl-dev 22:51:47 maxwell's etheric cage has a dumb and misleading implementation 22:52:07 and you will probably get bug reports about incorrect mp regen display at some point if you haven't already 22:52:11 lol 22:52:43 i'm pretty sure they already did 22:53:35 I recommend just changing it to actually increase mp regen rate like an amulet of mp regen (or like 3-4 of them if you want it to be a tiny bit less bad) 22:54:45 i always thought the whole point of it was it was a helmet you would maybe consider if you had never found another helmet 22:55:38 well, the item's powerlevel is independent of the implementation being silly 22:55:56 true 22:56:02 but I'm not a big fan of shitty unrands in general 23:13:22 -!- amalloy_ is now known as amalloy