00:08:20 !log nofunallowed 00:08:21 545. NOFUNALLOWED, XL7 CeCK, T:3238: http://crawl.berotato.org/crawl/morgue/NOFUNALLOWED/morgue-NOFUNALLOWED-20170713-034705.txt 00:09:07 so it just ran qw with ceck? 00:09:19 with some rule to never change starting weapon 00:19:30 -!- GiantOwl is now known as Kalir 00:27:41 !source cast_transform 00:27:42 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/spl-selfench.cc#L376 00:27:58 !source transform 00:27:58 1/2. https://github.com/crawl/crawl/blob/master/crawl-ref/source/los.cc#L610 00:28:01 !source transform 2 00:28:02 2/2. https://github.com/crawl/crawl/blob/master/crawl-ref/source/transform.cc#L1587 00:29:56 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-122-g43b3ea6 (34) 00:31:55 gammafunk: should transporter vaults be no_tele_into? 00:32:57 I try to treat them like any other vault in that regard 00:33:01 so like a runed door vault 00:33:50 ok 00:34:16 some vaults that rely on monsters not being awake like its_a_trap I'd use it, and obviously you use it for any parts that would be teleport closets 00:34:33 specifically I mostly don't 00:35:13 however if you feel the vault is especially unfair in some way if the player were to randomly teleport into it 00:35:31 I think I did use it on some of the transporter vaults that place especially early 00:36:29 like steamed_eel and the overflow transporter vault 00:40:57 ok, yeah only its_a_trap 00:41:27 this is consistent with how we generally don't use no_tele_into for runed door vaults and other difficult vaults unless it's really a teleport closet 00:42:38 for vaults that place something like zot traps it's probably nice to use it, but there are few vaults that do this, and I'd leave it up to the author's discretion, myself, if I were merging it 00:44:52 !lg * x=map,kmap 00:44:54 7531608. [map=;killermap=] knot the Sneak (L2 DsAs), quit the game on D:1 on 2017-07-13 04:44:44, with 8 points after 409 turns and 0:00:38. 00:44:59 !lg . x=map,kmap 00:45:00 2043. [map=ossuary_tomb_2;killermap=] chequers the Caller (L6 BaSu of Makhleb), succumbed to poison (a needle trap) in Ossuary (ossuary_tomb_2) on 2017-07-13 04:44:25, with 268 points after 5366 turns and 0:09:16. 00:45:05 !lg . x=map,kmap -2 00:45:05 2042/2043. [map=minmay_unequal;killermap=] chequers the Caller (L2 BaSu), slain by an ooze on D:1 (minmay_unequal) on 2017-07-13 04:35:00, with 9 points after 374 turns and 0:01:02. 00:45:09 oops, died too much 00:45:11 !lg . x=map,kmap -3 00:45:12 2041/2043. [map=gammafunk_the_bubble; the_bubble_gammafunk_grid;killermap=gammafunk_the_bubble; the_bubble_gammafunk_grid] chequers the Martial Artist (L10 DsTm of Okawaru), mangled by a troll on D:8 (gammafunk_the_bubble; the_bubble_gammafunk_grid) on 2017-07-13 04:31:29, with 3923 points after 11288 turns and 0:16:49. 00:45:27 wow 00:45:27 how did I miss this 00:45:28 .gfgk 00:45:29 996. chequers the Martial Artist (L10 DsTm of Okawaru), mangled by a troll on D:8 (gammafunk_the_bubble; the_bubble_gammafunk_grid) on 2017-07-13 04:31:29, with 3923 points after 11288 turns and 0:16:49. 00:45:33 it was like 10mins ago 00:45:34 oh, it just happened lol 00:45:45 .gfkill chequers 00:45:46 3. chequers the Martial Artist (L10 DsTm of Okawaru), mangled by a troll on D:8 (gammafunk_the_bubble; the_bubble_gammafunk_grid) on 2017-07-13 04:31:29, with 3923 points after 11288 turns and 0:16:49. 00:45:49 .gfkill chequers -2 00:45:50 2/3. chequers the Minotaur Porcupine (L27 MiGl of Zin), thrown by an iron giant on Dis:4 (hangedman_dis_decor_blocks_crown) on 2016-02-25 06:34:58, with 801112 points after 62159 turns and 3:13:15. 00:45:53 nice 00:45:56 classic death 00:45:57 .gfkill chequers -3 00:45:58 1/3. chequers the Severer (L16 MiAK of Lugonu), slain by a golden dragon zombie on D:15 (gammafunk_depths_entry_grave) on 2015-08-02 08:28:36, with 113980 points after 29400 turns and 1:05:35. 00:46:10 ah yeah, first vault I made that was decent at killing people 00:46:16 i blame dragon zombie tiles all looking the same 00:46:24 that is a common complaint 00:46:42 we should probably simplify derived undead down to just more generic classes 00:46:50 rather than one for each type of monster 00:47:03 if you played console, you'd probably not have made that mistake 00:47:09 hence you should reinstate console on cpo 00:47:40 .gfgk -tv:<2 00:47:41 996. chequers, XL10 DsTm, T:11288 requested for FooTV: telnet://termcast.develz.org or http://termcast.develz.org. 00:48:05 still no idea why cpo seems to hang when fetching like this sometimes 00:48:14 it always eventually goes through, but it can take many minutes 00:49:06 me either 00:52:04 !cmd .gfgk 00:52:04 Command: .gfgk => .gfkmap kmap!~~lair|depths_entry|enter_depths|steamed_eel|runelock $* 00:52:52 i really liked that one vault with the wand and the shadow imps across water 00:52:58 oh yeah, wand slinger 00:53:04 (not sure if it's always shadow imps or a wand of flame, probably not) 00:53:12 i guess at least CPO misbehaving is hiding my shame rn 00:53:25 I'm not sure if it's cpo's fault or what 00:53:31 like if I tried to download the ttyrec directly 00:53:34 I think it would work fine 00:53:43 yeah wand slinger 00:53:57 it was fun, but i feel like it only really works once 00:53:59 nikheizen: it varies, it often has orc priests, and the monster set changes by depth, as does the quality and number of wands you can get 00:54:01 which i'm fine with 00:54:05 oh i see 00:54:19 well it's non-spoilery at least 00:54:29 .gfgk -ttyrec 00:54:37 996. chequers, XL10 DsTm, T:11288: https://crawl.project357.org/ttyrec/chequers/2017-07-13.04:11:57.ttyrec 00:54:38 oh interesting 00:54:39 er 00:54:52 yeah that downloaded just fine 00:55:31 yeah it reminds me of old platformers, where they'd use the coins or pickups to lead the player to see what to do, it was very cute 00:55:51 can also have kobold demonoligists, later deep elf knights, fire crabs 00:56:01 anything with infinite ranged (i.e. magic) attack/summons that also doesn't have blink 00:56:02 fire crabs, yikes 00:56:13 of which there are surprisingly few in the dungeon monster set! 00:56:24 i like how rare fire crabs are 00:56:31 most monsters that have ranged spells can also blink 00:57:15 its really too bad player ghosts cant used ranged attacks 00:57:43 here we go gammafunk 00:58:02 checkers strats FeelsGoodMan 00:58:30 oh, haha 00:58:33 nikheizen, another reason to make ghosts generic 00:58:35 I see why you asked about no_tele_into 00:58:39 the funny part is I was walking to the entry portal 00:58:44 heh 00:58:46 good 00:58:59 no chance to buff 00:59:22 i could have survived if I didn't run and enter more los probably 00:59:34 yeah 00:59:38 that all happened rather quickly 00:59:46 no much consideration for each move 01:02:44 What does -dev think about standardizing the "plus x to foo" rings/amulets to always have the same plusses? 01:03:35 EV/AC/Slay -> +3, Int/Str/Dex -> +4, Reflection -> +5 or +6 01:05:54 do you think the benefit is so great? the diversity isn't obviously so bad to me 01:06:14 on the other hand I think I see the appeal, too, but maybe I'm missing something 01:08:41 On one hand: I do like that you can find a +2 ring of ev and have that be really good for your character for a while; that's cool. On the other hand I get really annoyed by it being optimal to pick up and ID every ring of $STAT/amulet of reflection since I have a +5 one when +6 ones potentially exist. 01:12:10 I also like the way other jewellery always "does this one exact thing." 01:23:00 having to identify them is sort of annoying 01:31:30 Could also be solved by removing ID and !Degen 01:32:33 do you want to change artefact properties to be similar? 01:33:07 actually I have no idea how stat rolls on artefacts work, are they from the same interval as the regular items? 01:33:39 no you can get up to +10 or +12 was it 01:33:42 i think +10 01:37:31 gammafunk, those qw runners suck and make me grumpy 01:38:35 I don't know the best way to deal with it. I don't have time for an arms/ip race 01:39:19 but in CBRO culture, we call that kind of thing "a dick move" 01:41:31 definitely NOT rotato 01:42:18 everyone should strive to be more rotato 01:48:50 -!- Guest3721 is now known as myp 02:03:00 !source magic_mapping 02:03:00 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/view.cc#L597 02:04:39 !source new_level 02:04:40 1/2. https://github.com/crawl/crawl/blob/master/crawl-ref/source/stairs.cc#L1037 03:23:01 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-122-g43b3ea6 (34) 08:49:25 checkers: hm, ok, so that's not it [re stable builds & lock files] 08:50:04 under some circumstances an individual game itself can try to rebuild the (shared) des cache, and I'm not exactly sure what those are 08:50:23 (the reports I have recently are all stable) 08:50:53 but if more than one game does it at the same time, you'd get a lock file collision 08:53:24 I suppose if a game tries to open while another one is rebuilding, that could trigger another rebuild 08:53:44 really this whole locking thing seems to have been designed for a single player game 09:27:05 does anyone have any guesses about this msys build error: https://github.com/crawl/crawl/commit/43b3ea631c2e18443e0830ff558709e8e9278633#commitcomment-23075903 09:33:24 ah it does appear as if mingw defines MOD_ALT and MOD_SHIFT 09:33:47 wonder why this error wouldn't have shown up before, I didn't intentionally change anything to do with platforms 10:11:28 03advil02 07* 0.21-a0-123-g7964f6f: Rename a local tiles enum to something more specific 10(2 minutes ago, 13 files, 67+ 68-) 13https://github.com/crawl/crawl/commit/7964f6f82f52 10:33:35 !source vault_placement::is_space 10:33:35 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dungeon.cc#L6846 10:33:46 "return NUM_FEATURES" looks really weird there 10:33:59 that would seem to return true for those cases? 10:51:52 advil, I confirmed the msys crash above. I'm now recompiling with latest master and I got past that part 10:52:24 advil, so maybe problem fixed? I have to leave for work so I won't know if the build successed till the end of the day 10:52:30 succeeded 10:52:33 thanks, yeah, the reporter also was able to get it to compile with that fix 10:52:41 no idea why the problem would show up now 10:53:09 I'm just happy that I was able to recreate the issue. that means I haven't screwed up my msys install yet 10:55:11 heh 10:55:46 oh I wonder if tilesdl.h was included before the relevant mingw include file before, and now it's included after 10:56:28 which would mean that the mingw values (set using #defines as far as I could tell) might actually override the crawl ones 10:59:08 hm, looks like is_space and is_exit are effectively never used 10:59:47 they're exported to lua and called a few times but the values they set are also never used that I can find 11:09:23 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-123-g7964f6f (34) 11:52:44 in "should have been obvious" news, once I realized how global variables worked I got my layout to behave. 11:54:23 03advil02 07* 0.21-a0-124-gaf085ce: Don't crash on --builddb for tiles builds 10(8 minutes ago, 1 file, 7+ 1-) 13https://github.com/crawl/crawl/commit/af085ce007a3 11:54:23 03advil02 07* 0.21-a0-125-gb006224: Make a constant bool explicit (and change its value) 10(4 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/b00622442ce4 11:54:47 nikheizen, that would be a big nerf 11:55:29 johnstein: well, I don't think the somewhat insane behavior of global variables in lua is all that obvious, especially when embedded in a vault preamble that way 11:55:32 you're right that the ID thing is annoying 11:55:38 :) 11:56:07 I'm just happy that I can change a line of code and see a change in game 11:58:28 that's always nice 11:58:49 that's a couple hours of my life I won't get back 11:59:16 it still remains to be seen if I can make the idea workable 11:59:29 I was sort of thinking of namespacing all that stuff in geoelf_castle, and I wonder how many other weirdnesses there are from totally global variables in dlua 12:09:14 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-125-gb006224 (34) 13:14:06 advil: I'm thinking that I should take a stab at trying to generalize part of layout_geoelf_castle since being able to locate and surround a primary vault seems like something that shouldn't be buried in a random file 13:15:52 johnstein: what turned out to be the issue with the global variables? 13:16:13 that they are global global. not local global 13:16:50 I didn't realize the global prelude section at the top of all des files was a shared global 13:17:12 my test file duplicated global variables from the source 13:17:13 ah, you were conflicting with the debug settings in the real geoelf? 13:17:44 yea. along with all the other variables that wouldn't cause any change after editing them 13:17:51 right 13:18:11 ended up my original instinct was correct and the variable I thought I needed to tweak was the right one 13:19:18 just_crawl_things 13:22:11 i was excited today when something unusual happened. i changed something, and it broke only one test. and that test was validating the behaviour i had intended to change 13:22:47 a fine day! 13:23:31 my next task is to remove the code that creates the geoelf rooms then reimplement my subvault-idea 13:24:37 which is really just an alternative to the random geoelf rooms. I briefly considered trying to generalize the geoelf code to create distinct cryptic rooms but that seemed like it would have too much of a chance to still sometimes look like geoelf 14:22:54 -!- steven_ is now known as stebl 15:33:39 -!- mni is now known as sqwishy 17:21:25 -!- Doesnty was kicked from ##crawl-dev by MarvinPA [Doesnty] 17:42:25 Conjure Flame: when it expires, monsters never move in right away to that tile even when attack delay is >1aut 13https://crawl.develz.org/mantis/view.php?id=11147 by RoGGa 18:08:24 Unstable branch on underhound.eu updated to: 0.21-a0-125-gb006224 (34) 18:23:59 Flame Tongue vs Throw Flame: latter seems better at killing sleeping weaklings 13https://crawl.develz.org/mantis/view.php?id=11148 by RoGGa 19:41:49 New branch created: pull/570 (1 commit) 13https://github.com/crawl/crawl/pull/570 19:41:49 03Doesnt02 07https://github.com/crawl/crawl/pull/570 * 0.21-a0-126-gcaa62d0: Don't let ghosts get racial fast speed or chaos brand 10(5 minutes ago, 1 file, 4+ 2-) 13https://github.com/crawl/crawl/commit/caa62d0a8dd8 19:59:44 is chaos brand a problem really? 19:59:49 I guess you can be banished by it 20:00:41 no more than distortion surely 20:01:16 that's what i'm thinking 20:01:37 it would be nice to keep the ghost character itself more homogenous though imo 20:02:06 why bother to pass through the level of rf if half of the resists are overwritten by the ghost default set 20:29:34 -!- amalloy is now known as amalloy_