00:14:37 gammafunk: thanks for taking a look! 00:15:53 np 00:16:21 vaults with extensive randomization are great and you're doing well above the norm, but it's also nice if you can reduce complexity of the randomization when possible 00:33:13 not entirely related, but what levels are allowed to have encompass vaults? 00:33:22 all of depths and d:15 clearly 00:33:30 but is that all? 00:33:50 although i love getting the d:15 spin cycle 00:37:58 there are some that place earlier in D 00:38:06 there's an encompass orc end 00:38:18 and many crypt ends are encompass 00:38:41 if the vault is good and appropriate for the branch, we'd allow it in other places 00:38:49 huh 00:38:57 never seen the orc one i don't think 00:39:05 you've probably seen it 00:39:06 i probably have seen the crypt one 00:39:15 there are multiple crypt end encompasses 00:39:19 I think most are encompass 00:39:22 because crypt:3 seems pretty formulaic regardless 00:39:27 !vault pubby_orc_utopia 00:39:28 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/branches/orc.des#L2076 00:39:28 ah 00:39:33 that's the orc one 00:39:51 oh 00:39:54 there are 8 crypt ends. 4 are encompass 4 are floats 00:39:55 i've seen that a lot 00:40:02 i just didn't realize it was an encompass 00:40:11 it's a good one though imo 00:40:24 I'm not a huge fan of the crypt encompass ones. they are so predictable 00:40:53 yeah, i think i get the encompass crypts more often than not 00:40:58 they don't have a lot of randomization, yeah 00:40:59 used to be worse 00:41:00 they're ok 00:41:07 but I mean, the same thing is pretty true of depth encompass vaults 00:41:07 but i'm not wild about them 00:41:15 I think the floats place more often now 00:41:21 i like the depths ones 00:41:26 those do benefit from larger potential monster lists 00:41:29 the depths ones 00:41:41 yea, for some reason the depths ones don't bother me as much 00:41:45 it's probably the fact that crypt has the monsters it has and crypt has a shorter monster list in general 00:42:06 my only problem with the depths ones is that a few of them just make it obvious that you should skip most of the level 00:42:09 I've contemplated going into those Crypt encompass vaults and trying to randomize them more 00:42:15 if you're familiar with the set-up 00:42:25 well ideally we'd have layouts that took the good ideas in those encompass vaults 00:42:29 but that's going to be an issue with any given difficult encompass 00:42:39 and made them much more randomized structurally 00:42:46 gammafunk, yea, if I'd actually prioritize working on crawl vaults, I'd love to do that 00:42:56 I mean, what's wrong with me?!? 00:42:56 I think I may try to do something like this for my depths encompass, sif willing I actually get time to work on it 00:43:10 you could be rich and famous! 00:43:14 and for the depths ones, honestly, the loot is good enough to potentially justify doing them even when they are really difficult 00:43:30 I do envy you crawl devs and your rabid fanbases 00:43:32 spin cycle has like 5 randart rings and some other random really good stuff 00:43:40 the thing is those vaults tend to be pretty long to complete 00:43:49 speaking of...are there any resources online about crawl layout generators (or should I just look at the source) 00:43:54 and the "all green crystal square room" one has a lot of good books 00:43:58 and by that stage of the game, there's nothing really that you need 00:44:00 and evokables 00:44:02 and what have you 00:44:03 a post on r/roguelikedev sounds familiar? 00:44:09 n1 I don't think there's many layout experts around 00:44:15 n1: no, you kind of have to read the code 00:44:18 which is all lua 00:44:18 ok 00:44:22 !seen infiniplex 00:44:22 I last saw infiniplex at Tue Dec 16 23:28:34 2014 UTC (about 2y 28w 1d 5h 15m 47s ago) quitting, saying 'Quit: Page closed'. 00:44:26 a lot of infiniplex's stuff has nice documentation 00:44:38 they made some awesome stuff imo 00:44:41 and there are certainly lots of comments in mumra's Vaults layout code 00:44:44 I've poked around the layouts semi-recently but I've barely scratched the surface 00:44:54 but yeah you kind of just have to read it, they're extremely code intensive 00:45:02 n1 have you seen infiniplex's pages on the wiki? 00:45:07 ??layouts 00:45:07 layouts[1/3]: There's a lot of different patterns for crawl levels, from standard rooms and corridors to a level being a giant cross. Comments and potential depths are in dat/des/builder/layout[_foo].des, and &P[layout] to put names to layouts. 00:45:11 ??layouts[2 00:45:12 layouts[2/3]: https://docs.google.com/spreadsheet/ccc?key=0AjXhStQL2U2fdEdXSkxMSGFPZVI5Z296MFNUSUM0V1E#gid=3 contains a list of D's layouts by depth and weight, and a full map-to-name chart. 00:45:14 ??layouts[3 00:45:14 layouts[3/3]: wiki: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:dungeon:layout_types 00:45:15 hm, I'm not sure if I have. I'll check them out 00:45:17 ^^ 00:45:19 thanks 00:45:19 last one 00:45:38 it's the best documentation I've seen, but it focuses more on the end product, not the coding 00:45:54 the geoelf layouts are a good read 00:45:54 it's probably wiser if you start with making some vaults 00:45:59 in dat/des/builder 00:46:04 simpler ideas to execute 00:46:16 if you want a more complicated project, you can go for something like a wizlab 00:46:21 yeah that's fair to say gammafunk, and in all likelihood a amuch better idea 00:46:25 but those are tough since you want some original level concept 00:46:30 I'm interested in procedural generation more though 00:46:42 right, layouts are very cool from that perspective 00:46:50 and yeah I'd like to make a nice one that does something unique 00:47:00 the funniest thing infiniplex implemented imo 00:47:03 was a tartarus layout 00:47:10 it has walls that slowly collapse into miasma 00:47:21 I never tried playing it 00:47:36 I liked infiniplex's ideas for the forest crypt layout but it seemed really really unpopular in here 00:47:45 thought it could be a way to randomize evilmike_forest 00:48:02 yeah, maybe I wasn't around for that discussion 00:48:03 !source dat/des/branches/tar.des 00:48:04 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/branches/tar.des 00:48:15 I think just taking the forest layout and cryptifying it wouldn't be so great, since the forest layout just wasn't great 00:48:18 oh. you said layout 00:48:36 evilmike's map is cool because of structures it has, you'd have to replicate that on some level 00:48:42 but forest was lots of random tree clumps 00:48:54 which for one level could be alright, I guess 00:49:02 tree clumps and some lakes/rivers 00:50:01 yea, I'd want to sprinkle in some cemeteries, mausoleums, and chapels or something 00:50:16 just spooky trees would be incredibly dull 00:50:46 infiniplex's adaptation of elf:3 to geoelf shows how to go about some of that 00:50:59 I don't know if I replied in here a couple weeks ago but you were (obviously) correct that geoelf was allowing vaults to place 00:51:01 it places a kind of castle around the end vault and geoelf layout around that 00:51:25 I still don't know why elf:3 doesn't get clobbered with 1-3 large vaults 00:51:38 like my layout is. you mentioned zones, but I haven't found that in the layout code yet 00:51:52 but I definitely saw a few of the geoelf rooms get vaulted 00:51:54 zone detection isn't part of the layout code 00:52:01 that's part of the crawl level gen code 00:52:02 wow, i forgot about mumra 00:52:09 until i read the backlog of stuff i missed 00:52:10 maybe you mean something else by layout code 00:52:29 part of the issue is, I'm not always sure waht I mean 00:52:30 :P 00:52:36 i guess he and dracoomega have determined they're never coming back 00:52:38 =( 00:52:50 layouts refers to the lua code in des files that actually makes the basic level structure 00:52:57 gammafunk, what I meant was, I wondered if each geoelf room was a different zone 00:53:07 some layouts are actually implemented in C++, but most are des/lua 00:53:09 and wondered if the layout was setting a zone for each room 00:53:15 speaking of layouts 00:53:19 but I'm making wild assumptions here 00:53:24 no, "zone" refers to areas of a map that are disconnected 00:53:30 rooms in geoelf are connected 00:53:34 ah ok. yea I'm familiar with that 00:53:45 does evil forest actually have procedurally generated forests, or are they just a specific layout that gets rotated? 00:53:49 and yeah my knowledge of what precisely causes vetos is not very good itself 00:53:55 ProzacElf, it's the same layout 00:53:56 evil forest is just emcompass 00:54:16 so yeah same map every time, with some bits randomized, but I think randomization is mostly monsters/loot 00:54:17 i was thinking it seemed pretty similar 00:54:20 but wasn't sure 00:54:28 gammafunk, I generated a bunch of elf:3 vaults and never saw it generate with several geoelf rooms obliterated by a big vault 00:54:33 i like it though. it's a good encompass 00:54:44 I'm not sure yet if I'm just really unlucky. or if it's because there's not a lot of large vaults 00:54:46 for elf 00:54:54 actually, i can't think of many encompass vaults that i don't like 00:54:57 I like it, but after you've done it a couple times, I really don't like it 00:55:02 johnstein: yeah, it's rare; to see what it looks like, do something like &P (largish vault that can place in elf) 00:55:04 same with the other 3 in crypt 00:56:20 I always hope for due_eklab or church_of_pain, or lightli_catherdral 00:56:34 hah, wow 00:57:07 look at this elf:3 I made 00:57:08 https://cdn.discordapp.com/attachments/205316046230388737/329847682585853952/unknown.png 00:57:14 it places gammafunk_its_a_trap 00:57:22 but you'll notice that something is missing from the level 00:57:51 loot? 00:58:12 something....very important 00:58:13 the yellow is the portal? 00:58:26 yes 00:58:28 its_a_trap is fine 00:58:38 it's something else that's missing 00:58:41 is its_a_trap a branch end? 00:58:54 or just a regular vault? 00:58:57 regular vault 00:59:00 just a float vault 00:59:11 then it looks like you are missing a branch end 00:59:21 yep! 00:59:21 lol 00:59:23 look at this 00:59:26 this is great 00:59:27 did it get vetoed? 00:59:38 or did you disable vetoing for this? 01:00:08 I think the layout generator just couldn't place it and went 01:00:11 "ah, screw it" 01:00:16 but check this masterpiece out 01:00:18 https://cdn.discordapp.com/attachments/205316046230388737/329848376365678602/unknown.png 01:00:25 it adopted a new child 01:00:45 are you sure it's not an end vault? 01:00:50 it's acting like it 01:00:56 that's what castle does 01:01:09 those have a tag I think 01:01:09 to the primary 01:01:15 !vault its_a_trap_gammafunk 01:01:17 Can't find its_a_trap_gammafunk. 01:01:28 !vault gammafunk_its_a_trap 01:01:28 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/float.des#L8693 01:02:05 wow 01:02:07 you may be right 01:02:10 that's weird 01:02:11 there's no tag? 01:02:13 wth 01:02:25 oh 01:02:27 they all use place 01:02:28 right 01:02:31 so that's why 01:02:39 using &P just overrides PLACE probably 01:02:49 yeah so this is artificial 01:02:52 let me try with a CHANCE 01:03:08 ah ok 01:03:16 I just do &*R 01:03:20 so no problem with any tag or anything, but &P is ignoring that PLACE I guess 01:03:21 on elf:3 01:03:29 sure but I wanted to force a vault to place 01:03:43 ah ok. got it. doh 01:03:48 it looks neat though 01:04:11 I've skimmed through geoelf_castle several times. there's a lot of good stuff in there 01:04:41 that's what I kinda wanted to try for crypt, but I got sidetracked by trying to protect against big vaults ruining things 01:04:59 though I wonder if the way the castle is set up if it makes it immune to getting clobbered 01:05:17 I don't have proper layout and mapgen vocab down 01:08:18 yeah I'm not sure 01:08:30 it doesn't really seem to use vaults too much, wonder if there's some tagging going on 01:08:35 and something in the layout 01:09:40 is there anywhere that documents the order of events? I know the primary vault is selected first, then a suitable layout is chosen and generated. after this, floating vaults can place? or are those also chosen prior to the layout? 01:11:47 are you talking about elf:3? 01:11:56 for level gen, layout is always chosen first 01:12:23 layout is responsible for generating the level 01:12:30 generating main level structure that is 01:12:38 talking about branch ends in general 01:12:38 some layouts also place special vaults 01:12:40 well 01:12:45 for elf and crypt at least 01:13:17 I don't know what you mean by primary vault, but the layout is chosen first and then run 01:13:36 well, geoelf_castle needs to know the primary vault prior to layout generation since it has to add the padding between the primary vault and the castle walls 01:13:38 right? 01:13:56 no 01:14:03 why would it need that prior to generation 01:14:23 so it knows how much padding to make. let me find the code I was looking at 01:15:20 a layout is chosen, then run; PLACE happens at a later stage 01:15:23 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/builder/layout_geoelf_castle.des#L146 01:16:50 I'm certain you are correct and I'm misunderstanding how things work 01:17:23 but I couldn't wrap my head around what geoelf_castles was doing since it seemed like it needed the primary vault dimensions prior to running the layout generation 01:31:42 gammafunk you here? 01:32:48 regardless, you may or may not recall I was having trouble compiling crawl on my own using these instructions 01:32:49 https://crawl.develz.org/tavern/viewtopic.php?f=9&t=8462&p=114701#p114701 01:32:55 for some period of time 01:33:03 but i compiled the other day no problemo 01:33:07 so, thanks 01:33:15 to all yall 01:38:47 <|amethyst> primary vault happens before the layout 01:38:47 |amethyst: You have 1 message. Use !messages to read it. 01:39:39 <|amethyst> !tell greensnark sounds reasonable, any chance you'd like to make a patch for scoring to do the same? :) 01:39:40 |amethyst: OK, I'll let greensnark know. 01:39:57 yeah, primary vault does seem to happen first 01:40:04 but how does this work for e.g. D 01:40:10 does some vault just get chosen at random 01:40:38 and does this mean that no float vault should try to place on Elf:3, lest it become a "primary" vault? 01:41:20 the order of the level gen is pretty quirky wrt layouts 01:41:35 are certain floors tagged to produce a primary vault? (maybe this is the same thing you are asking gammafunk ) 01:41:48 no I don't think it's a tag thing 01:41:54 i.e. only branch end vaults can have primaries 01:42:40 there's no special tag 01:42:40 look at minmay_elf_hall_circle 01:43:02 and there's no conditioning on "branch end" either in the level builder code; some branches themselves have exceptions 01:43:19 but basically the logic is left up to how the vaults are defined (e.g. using PLACE) 01:43:39 what seems to happen is primary is selected, and then the level gen knows it needs a layout 01:43:47 so it looks for a vault with the layout tag 01:43:49 so step 1, select primary vault. step 2, select layout. step 3, generate layout. step 4, place floats? 01:43:59 well there are a bunch of steps 01:44:02 there are also minivaults 01:44:03 heh 01:44:43 you could say 1) select primary 2) select layout relevant (encompass primaries don't have layouts) 3) run layout if applicable 4) other steps 01:44:46 I think that might be corect 01:44:55 s/corect/correct/ 01:45:03 but I'd need to read through that code more carefully 01:45:06 yea 01:45:26 I'm still wondering how geoelf_castles manages to not have floating vaults ruin the castle part of the map 01:45:55 but I bet if I re-read the code a few more times it will become obvious 01:46:24 well why is that relevant to Crypt:3? 01:46:44 you don't have any special structure for your layouts that you need to preserve, do you 01:46:52 because the layout I'm working on (similar to pan_divisions) gets mangled by floating vaults 01:47:06 let me generate some levels 01:48:56 <|amethyst> it does a KMASK: blah = vault (in effect) on the squares that make up the castle itself 01:49:10 <|amethyst> see the beginning of PHASE 10 01:50:22 <|amethyst> that kmask is undocumented of course 01:50:36 heh 01:51:23 <|amethyst> also, we're not very consistent about "overwritable" vs "overwriteable" in the code 01:51:40 ??overwriteable 01:51:40 I don't have a page labeled overwriteable in my learndb. 01:52:12 yeah I think |amethyst just solved your problem, johnstein 01:52:37 <|amethyst> the "overwritable" tag essentially means "don't apply MMT_VAULT to the squares in this vault", so KMASK: blah = vault countermands that for particular squares 01:53:25 <|amethyst> and MMT_VAULT means "there's a vault here, don't place another vault on this square" 01:53:27 I think a further elaboration on this is that layouts typically are overwritable so that secondary vaults can place in them, cloberring any necessary features 01:53:32 there you go 01:53:54 I'm confused about the notion of primary vaults in places that don't have this concept though 01:54:07 also confused as to whether my Depth: Elf float vault 01:54:13 so is geoelf_castle just setting the overwritable tags programmatically for each of the geoelf rooms? 01:54:14 has any risk of being selected as an elf ending 01:54:29 it is for the castle itself 01:54:30 (I'm still reading and rereading the above to let it slowly absorb into my brain) 01:54:39 probably not for the normal geoelf rooms outside of the castle 01:54:46 good point. I have the same question for the castle and the rooms 01:55:03 and I suppose that intermediate area between the primary vault and the inner castle walls 01:55:03 perhaps the rooms are also getting this unintentionally? 01:55:13 it's something for me to look for at least 01:55:21 but maybe that happens totally elsewhere so this doesn't apply 01:55:27 it calls out to normal geoelf stuff 01:55:35 after this is done 01:56:13 ah 01:56:16 this is probably just like 01:56:19 a primary vault itself? 01:56:40 no, it's a layout, never mind 01:57:02 here's a good example: http://dev.berotato.org:8081/watch/dbrotest2 01:57:04 <|amethyst> you can get primary vaults in normal levels too 01:58:21 my approach is, so far, use subvaults to generate several regions. then use vaults of the same size to fill in. this would be pretty straightforward for just a nice encompass vault (which I may end up doing instead), but my ideal goal is to set it up in a way that it gracefully builds around the primary vault, similar to geoelf_castle 01:58:42 ultimately to allow a more crpyty layout than boring layout_city 01:59:22 so each subvault could be chapels or mausoleums, tombs, etc. nice crpyty subvaults. and they'd be rearranged, but would all "fit" together nicely 01:59:53 |amethyst: yeah, but what is a primary vault on e.g. D:8, is it just some vault that gets selected at random? Do all levels get a primary vault like this? 02:00:00 I just need to read throught that code more I guess 02:00:56 <|amethyst> there's this use_random_maps flag 02:01:16 johnstein: well I think what you might need to do is designate some of the layout as being KMASK vault and some leaving as overwriteable 02:01:24 <|amethyst> which appears to affect whether, in the absence of a PLACE: vault, you can get a random non-layout vault as a primary vault 02:01:39 ah, ok, thaks for the lead 02:01:51 <|amethyst> I'm not certain it's relevant 02:01:55 johnstein: vaults would only place in the section of the layout that's still overwriteable 02:02:01 gammafunk, yea, I think I get it now 02:02:21 but if you make your subvaults all fit together nice then it's hard to find areas to make that happen 02:02:25 <|amethyst> but after generating D:10 several times I got (from & ctrl-e): 02:02:31 <|amethyst> Level vaults: 02:02:31 <|amethyst> minmay_sliced_demisemicircle; layout_long_grid; minmay_librarian; 02:02:56 !source dat/des/builder/geoelf_castle.des 02:02:57 Can't find dat/des/builder/geoelf_castle.des. 02:03:03 !source dat/des/builder/geoelf_castle 02:03:05 Can't find dat/des/builder/geoelf_castle. 02:03:26 <|amethyst> I assume the vaults are listed in placement order, which would mean demisemicircle was placed as a primary vault 02:03:26 layout_ 02:03:54 <|amethyst> !source layout_geoelf_castle 02:03:55 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/builder/layout_geoelf_castle.des#L124 02:04:07 that will help me make more sense of this when I sit down to read it again 02:04:11 kmask(DOOR_GLYPH .. INSIDE_GLYPH .. MOAT_GLYPH .. WALL_GLYPH .. " = vault") 02:04:17 <|amethyst> yeah, that line 02:04:18 what are those dots doing? 02:04:23 string concat 02:04:24 <|amethyst> concatenation 02:04:30 so it's like 02:04:31 ah ok. I need to brush up on lua 02:04:35 KMASK: ABCDEF = vault 02:04:48 assuming ABCDEF are all glyphs from those variables 02:04:53 which are saddly all upper-case names :( 02:05:00 *sadly 02:05:12 I read a bash style guide that warned against doing that 02:05:18 I used to name all my shell variables that way 02:05:54 neat! thanks for the clarification 02:06:07 every time I think I understand level building code, I'm reminded that I don't 02:06:18 when I sit down to read it again, that is 02:06:41 I'm hoping to find a secret tag named something like black_magic someday 02:06:56 so when a regular old float vault gets placed, there's an implicit KMASK=vault for each of the squares in it? 02:07:31 which I guess implies that only layouts would ever really need to use This One Weird Trick 02:07:32 regular old vault, float or no 02:07:47 vaults generally can't be overriten by subsequent ones 02:07:48 ah, yea. 02:07:55 by layouts have that overwriteable tag 02:08:37 so infiniplex just added the special vault KMASK for the portions he didn't want messed up 02:09:08 I'm not sure if this influenced subsequent geoelf generation 02:09:10 and I found out the hard way that if you create a layout without overwriteable, crawl isn't happy 02:09:32 <|amethyst> speaking of all this, that gives me an idea about what might be behind the disconnected levels we've been seeing 02:09:34 yea, this is critical secret layout tech to understand 02:10:20 <|amethyst> there have been lots of new layouts added "recently" (mostly a few years ago) 02:10:41 <|amethyst> but maybe some of those aren't smart enough to ensure connectivity when there's already a primary vault 02:10:48 hmmmmmmm 02:11:11 wonder if there's an easy way to list those new layouts 02:11:52 <|amethyst> if that is the case, it could be fixed by adding the no_primary_vault tag to those vaults 02:11:57 <|amethyst> *also* undocumented 02:12:03 I suppose an easier way would be to run mapstat and look for layouts with high vetoes? 02:12:07 <|amethyst> err, to those layouts rather 02:12:13 or is the issue that these levels don't get vetoed? 02:12:22 <|amethyst> yeah, not vetoed 02:12:37 I'm assuming this isn't limited to orc? 02:12:38 <|amethyst> I'm not sure at what steps the number of connected components are counted 02:13:22 <|amethyst> after placing a primary vault that doesn't have the "transparent" tag, there are 0 connected components, because every cell on the level is still considered opaque for connectivity purposes 02:13:36 <|amethyst> let me find the bug 02:13:48 <|amethyst> in mantis 02:13:48 <|amethyst> this has been in places like D 02:15:14 <|amethyst> here's one 02:15:15 does it require a save file tweak to fix? 02:15:16 <|amethyst> !bug 10383 02:15:17 https://crawl.develz.org/mantis/view.php?id=10383 02:15:19 <|amethyst> this was in Depths 02:15:35 ah ok 02:15:38 <|amethyst> johnstein: if someone teleports into the sealed off area it does 02:15:42 <|amethyst> hmm 02:16:04 <|amethyst> this one has cheibrodos_leafed_vault; layout_cave_shapes; (then plenty of secondaries) 02:16:06 I've never known how hatches work. they seem to always lead to the same place. is that predetermined? 02:16:15 or is it random? 02:16:46 <|amethyst> johnstein: other than the new Tomb ones, it's randomly determined when you first take the hatch, but the destination is remembered after that 02:16:49 i.e. I always assumed that one of the hatches in the floor above or below led to those disconnected rooms. but I never tried it and in retrospect, that sounds kinda silly 02:16:55 ok 02:19:43 <|amethyst> hm... I'll have to look into the connectivity checking code again, specifically at what points it is called 02:19:49 before the tomb hatch patch, if you had a hatch above a given level and below a given level where the hatches in question had the same within-level coordinates 02:20:12 since the hatch destination marker was stored at those coordinates on the destination level (not on the source level) 02:20:20 those two hatches would be forced to share the same destination 02:20:38 since they'd both store their markers on the same spot, so the one that stored it first would be used 02:21:20 the other marker would be placed, but the code to load the hatch dest just used the first position marker it found at that spot 02:21:28 <|amethyst> oh 02:21:32 something that no one would really ever find unless they read the code 02:21:41 <|amethyst> I had figured the second one would just look it up and see the first one 02:21:49 <|amethyst> and not even bother creating its own marker 02:21:54 hm. so here's my skeleton layout so far. http://crawl.berotato.org/crawl/dev/layout_cryptic_divisions.des do I need the KMASK in the layout part or in the subvaults? seems like I need it in the layout 02:21:55 <|amethyst> same visible effect 02:21:59 hah, yeah, reasonable, but not what it actually did 02:22:03 <|amethyst> but that's without looking at the code 02:22:10 became relevant for me when I wanted to use pos markers for transporters 02:22:34 so I had the pos markers add which feature type is setting the marker 02:23:00 now HATCH_UP and HATCH_DOWN will have their feature type stored along with the destination 02:23:10 and transporters also have their feature type, so nothing is ambiguous 02:23:21 although it could probably be implemented in a cleaner way 02:25:12 I think I decided at one point that all of those different marker types should simply be replaced with one marker type that was basically the current lua marker 02:40:04 so if I put KMASK: . = vault in my subvaults, the subvaults look ok. 02:40:28 but I get the occasional disappearing of some of the walls. and the primary still places, of course (which is obviously OK) 02:40:42 http://crawl.berotato.org/crawl/dev/layout_cryptic_divisions.des is the current file 02:42:25 so in my case here, the subvaults place first, but the primary overwrites where it needs to? does this mean the primary can override the KMASK: . = vault? 02:43:53 http://i.imgur.com/W3ekZ1C.png 02:44:56 or does the primary vault place first and then the layout is generated around it, ignoring the location where the primary vault got placed? 02:50:17 yeah I think it's like the latter 02:50:39 primary vault gets selected (and placed)? then layout selected, run 02:50:48 then the subsequent phases of vault placement 02:51:11 further "secondary" vaults, minivualts, CHANCE vaults 02:51:18 and there are other kinds of cleanup steps 02:51:47 and I think the primary vault is not ignored in the sense that it has vault connectors that I think the layout would respect 02:52:05 but I'm not sure how that's realized 02:59:25 ok 03:00:10 that kinda makese sense 03:00:31 so knowing the primary vault dimensions and location, you can 'fixup' the area around it 03:00:47 aka layout_geoelf_castle 03:05:41 ^status 03:05:41 16 Crawlers. CBRO disk usage=87% (135GB) | RAM usage=20% (4GB)| uptime/CPU= 03:05:33 up 118 days, 7:43, 6 users, load average: 0.84, 0.39, 0.32 (4 Cores) http://status.berotato.org 03:07:57 heh 03:08:06 i quit using cbro shortly before the tourney 03:08:14 because of the problems it was having 03:08:26 of course, you later did your famous kill on cao =p 03:08:30 poor thing can't be upgraded any more at its current location 03:08:34 alas 03:08:36 ??johnstein[10 03:08:36 johnstein[10/10]: "I don't always run kill -9 -1, but when I do, I do it as root" 03:08:43 lol 03:08:48 ty |amethyst for that one 03:09:12 when in doubt, it's probably neil's fault 03:09:16 imo =p 03:10:33 !seen hellmonk 03:10:34 I last saw hellmonk at Thu Jun 29 05:37:49 2017 UTC (1h 32m 43s ago) quitting, saying 'Quit: Page closed'. 03:12:25 gammafunk: did you design the bee vault with spgirrans in a glass room in forest and freaking 40 bees? 03:12:45 in forest? 03:12:48 yes 03:13:00 lol 03:13:02 seems like the kind of vault you would design 03:13:03 I'm not familiar with the vault you mean 03:13:05 rip forest 03:13:12 what do you mean by "in forest" 03:13:14 i know the one he's talking about though 03:13:17 like there are trees in the vault? 03:13:18 i think he means swamp? 03:13:27 no 03:13:35 shouldn't be bees in swamp 03:13:38 hornets yes 03:13:39 but it's on an island right? 03:13:45 the vault i mean 03:13:48 there are trees - in the middle of them is a glass-room full of spriggans 03:13:50 beehive tiles 03:13:58 and - I am not kidding - almost 40 bees 03:14:24 there are a couple of weird beehive vaults that you need to dig into 03:14:28 http://crawl.akrasiac.org:8080/#watch-adibis 03:14:29 or just leave alone 03:14:55 this one 03:14:57 oh 03:14:58 I killed them all 03:14:59 oh yeah 03:15:00 I remember this vault 03:15:13 but it was _hard_ 03:15:13 lol 03:15:14 yeah it places a lot of bees for sure 03:15:23 that one is often surrounded by water i think 03:15:28 how many spriggans were in there? 03:15:35 unless that particular one is lair specific 03:15:46 but i've seen a similar one in swamp and spider i think 03:15:48 it can generate in dungeon I believe 03:16:13 yeah, probably seen it in d too now that you mention i 03:16:14 t 03:20:38 I didn't go in 04:10:32 !fight cerebov v cerebov 04:10:51 !fight cerebov vs cerebov 04:11:06 ??fight 04:11:06 !fight[1/4]: the best(/spammiest) invention since ever. telnet termcast.develz.org (FightClub channel) to watch. "!fight cancel" to end a fight that's stalled, or repeat the same command line with "cancel" at the end, e.g. !fight butterfly v butterfly cancel. 08:48:12 Items seen on Xom teleportation journey can still be picked up by monsters 13https://crawl.develz.org/mantis/view.php?id=11127 by Yermak 13:47:46 -!- amalloy_ is now known as amalloy 13:48:54 i remember a game with dozens of bees on some D floor 17:11:51 hey you know what really sucks 17:12:05 when i get the orb and press GD1 and it takes me to vestibule instead 17:14:54 I recall trying to recreate that and not being able to 19:09:53 -!- Harudoku_ is now known as Harudoku 19:30:51 when the servants of hell are hunting for you, where's the safest place to hide? where they'd least expect to find you: right under their noses 20:15:07 Ofeo (L19 BaHu) (Shoals:4) 20:17:00 !seen hellmonk 20:17:01 I last saw hellmonk at Thu Jun 29 05:37:49 2017 UTC (18h 39m 11s ago) quitting, saying 'Quit: Page closed'. 23:57:25 palyth: you can ask questions in -dev 23:58:21 palyth: better to ask here than in PM, since others can see/respond, and the channel is also logged for future reference 23:58:43 instead of going back and forth on the issue, are these changers more inline with what you suggested? https://codeshare.io/50qrln 23:59:18 i think i read the NSUBST correctly 23:59:34 should be 1 hydra and the rest the other pack of stuff 23:59:56 hrm