00:24:47 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-200-gb89f83b (34) 01:06:55 ziggurnaut (L25 FoFi) (Snake:1) 01:13:38 03giann02 07https://github.com/crawl/crawl/pull/595 * 0.21-a0-201-g226e9f6: Several arrival vaults 10(5 days ago, 1 file, 73+ 0-) 13https://github.com/crawl/crawl/commit/226e9f60723e 01:14:09 -!- Bammboobies is now known as Bammboo 01:18:51 03giann02 07https://github.com/crawl/crawl/pull/595 * 0.21-a0-201-g77f634a: Several arrival vaults 10(5 days ago, 1 file, 72+ 0-) 13https://github.com/crawl/crawl/commit/77f634a207ab 01:56:27 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-200-gb89f83b 02:10:52 03johnstein02 07https://github.com/crawl/crawl/pull/594 * 0.21-a0-192-gcbc1537: Add docstring and comments 10(4 minutes ago, 1 file, 20+ 6-) 13https://github.com/crawl/crawl/commit/cbc1537a6113 02:21:30 -!- TAS-2012v is now known as TAS_2012v 02:26:32 ??plan 02:26:32 plan[1/1]: https://crawl.develz.org/wiki/doku.php?id=dcss:planning:release_plans 02:28:39 We keep the plan in here, Lightli 02:28:43 * gammafunk points at his head 02:28:52 Then it can never leak 02:29:00 plus there's plenty of space 02:29:13 yeah, since I got the quantum disk upgrade, that's true 02:29:27 (seriously, development feels like it basically stopped recently) 02:29:32 (and it's leaving me down) 02:29:57 (development goes through "ups and downs" in terms of activity) 02:30:02 (so I wouldn't get too worked up about it) 02:30:33 basically whenever PF retires there's a lull 02:30:48 I do have a copy of somewhat important projects I'd like to get in for this release, but I haven't thought of anything really release highlight worthy yet 02:31:03 wand stacking and trap reform are important, but not any kind of super interesting thing 02:31:09 did the steam discussion occured ? what came of it ? 02:31:26 oh steam is not really a thing now, since they ended Greenlight 02:31:32 now you have to pay to get on the platform 02:31:48 oh shit 02:32:00 It's theoretically possible for someone to do it still, but we're not really equipped as an "organization" to deal with money 02:32:02 they've gone full evil it seems 02:32:11 well the cost isn't very high 02:32:16 but it's a cost all the same 02:32:35 I want to say it's like $200 and you can recoup it from sales? Sad thing is our game is free 02:32:46 I'm happy to cover the $200 straight up, fwiw 02:32:52 but not do the work :) 02:33:01 But also, we might not really be a good condidate for steam release when you look at the state of Tiles 02:33:18 I'm not sure if they've also raised their standards or what 02:33:24 the game is free, but we could make bank on the hellcrawl dlc 02:33:43 man, there are a lot of bad games on steam. their standards can't be that high 02:33:47 part of ending the program was to deal with the flood of "bad games" I think; not sure what they would think of crawl's graphical UI 02:34:03 yeah, maybe someone motivated could look more into it 02:34:10 but i thought we also hadn't resolved the question of relicensing contributions from previous devs 02:34:27 well, I don't think there's anny issue for that in terms of GPL 02:34:39 the issue as I understood things was if we wanted to link to the steam library 02:34:40 yeah, steam doesn't require special libs to be included or such 02:34:44 for steam integration 02:34:50 which we don't have to do 02:35:20 for tiles art, I think we have all of that agreed upon by the art that we're actually using 02:35:37 er *by the artists whose art 02:40:30 that's just covered by gpl isnt it 02:54:42 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-200-gb89f83b 03:20:36 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-200-gb89f83b (34) 03:41:39 -!- amalloy is now known as amalloy_ 05:24:06 -!- Amnesiac_ is now known as Amnesiac 08:26:29 -!- Mayoi is now known as erkin 08:48:29 to fix https://crawl.develz.org/mantis/view.php?id=11181 i'd have to go through all possible ally summoning/creation spells/abilities/etc. ? or is there some more centralized way of fixing it ? 09:00:27 yeah, the steam fee ends up being not as bad as expected, so doesn't seem like a barrier. There might be some organizational worries. I'd also be *extremely* worried about doing this given the dev state w.r.t. windows local tiles, which would presumably be the most popular version. 09:00:45 we have no devs who compile on windows, and very little attention is paid to windows tiles 09:00:58 we went basically a whole release where it didn't work on most graphics cards and no one noticed 09:01:20 er, very little attention is paid to local tiles 09:02:36 I believe |amethyst (?) raised the same worry before, but I think the fullscreen scaling bug really highlights the problem 09:06:35 advil: how do you say it didn't work on most graphics cards? 09:07:05 %git b3e98cc5569973af76d871fdfdbd6a2b93bd11c3 09:07:05 07advil02 * 0.21-a0-86-gb3e98cc: Ignore negative (relative) window sizes in fullscreen mode 10(7 weeks ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/b3e98cc55699 09:07:50 between that commit, and the commit it was fixing, as I understand it fullscreen on windows was broken. Played out in different ways on different cards: in some cards it just ended up in a weird screen size, in some cards it didn't work at all. 09:08:23 yeah, but I don't think it was the case that most windows tiles users couldn't play crawl 09:08:23 since fullscreen is default forced below a certain screen size, it was just flat broken on most laptops (since not working at all is more common on cheaper graphics cards) 09:08:46 I think it was a lot more than we realized 09:08:47 I mean, windows tiles is the single-most popular format for playing crawl as I understand 09:09:16 for a lot of people, it worked but just looked bad 09:09:41 well, either way, yeah our Tiles app is just in maintanence mode 09:09:44 if you knew how to force non-fullscreen or were playing at a big enough resolution, it was ok as I understand it 09:10:03 I think we can fix bugs as they pop up but it might not really be up to steam standards 09:10:31 some of its functionality is probably better than most steam games, but perhaps they'd have some requirements we'd need to implement in their review 09:11:08 Either way I'm not sure that the benefit of going on steam is quite worth the hassle 09:11:51 %git 45bdf812ecb1ac09e19663bf9380a0f58f1c2b4c 09:11:51 07PleasingFungus02 * 0.19-a0-1554-g45bdf81: Make tiles resolution options affect fullscreen 10(11 months ago, 2 files, 8+ 5-) 13https://github.com/crawl/crawl/commit/45bdf812ecb1 09:12:01 is the commit that broke fullscreen, I think 09:12:18 I say this in part because steam is a thing that would have to be regularly managed/updated probably, and without someone really stepping up to deal with that longterm 09:12:18 so that's about 8 months to notice the bug 09:12:38 it's possible that we'd get on steam and there'd be an issue eventually but no one would be around to deal with it 09:12:43 yeah 09:12:59 I agree, without a community manager it's problematic 09:14:10 / a release manager 09:15:41 iirc someone else needs to be the one who signs the complicated legal thing, too 09:15:46 oh, yeah 09:15:47 er 09:15:51 *someone, not someone else 09:16:02 Dealing with complaints from steam users sounds like a dream job! 09:16:11 The only advantage of steam as far as i can see is exposure. and it's not even guaranteed if not properly released. Does crawl needs more exposure ? 09:16:24 yeah, probably it doesn't, like you're implying, bgiannan 09:16:33 not that more exposure is bad, but is it feasable 09:16:48 that said, if someone who seemed reliable and motivated came along and offered to do it long-term 09:16:53 I think we'd be supportive 09:17:12 it's not a money issue, but probably more a time/commitment issue 09:17:54 Some devs possibly don't like the steam licensing too much, or the idea of a gpl-licensed game going on a commercial platform like that 09:18:29 now if my crawl 3D+VR patch works out, we're for sure going on steam 09:18:42 I think that's ok without linking against the steam lib (so you don't get the overlay stuff, which is sort of too bad) 09:18:47 that = gpl issues 09:19:13 yeah, I know a couple have devs have expressed a bit of reservation about even that route 09:19:26 Well, one I can think of, who's also a CS prof who knows the Jargon File really well 09:19:33 hm, we'd probably also have to deal with mac signing again to distribute the mac version on steam 09:19:34 but I don't think that's actually a massive complaint 09:19:37 oh, god 09:19:47 Mac signing is basically a "no" 09:19:50 haha 09:19:55 geekosaur tried valiantly for many versions 09:20:07 until someone can well and truly figure out that nightmare... 09:20:09 I'm not unwilling to try to deal with mac signing again in the future 09:20:16 but I haven't done it yet 09:20:25 it's a lot better documented now than when geekosaur tried, I think 09:20:31 Just let us know a few hours in advance before you try 09:20:47 If something happens we want to have emergency personel on call 09:20:57 *personnel 09:21:19 heh 09:21:40 (also if PF ever unretires again maybe he'll know how to do it from his solo gamedev project, he was working on that a few months ago) 09:21:57 I recall PF considering giving up on mac-native builds due to all the hassle, actually 09:22:03 yes, there is that 09:22:03 but possibly he's figured somet things 09:22:16 Some games are asking mac/linux users to use Wine 09:22:22 and that's working out OK for them 09:22:42 Cogmind does that, for instance 09:22:42 ah 09:22:45 spelunky de facto does that 09:22:59 For a game dev, it's a headache to deal with all the build platforms, esp if you consider linux support means maybe doing a few kinds of packages 09:22:59 I have only ever really bothered with wine for about 1 game, and that is spelunky 09:23:06 yeah 09:23:21 I played classic spelunky a ton but never really played much of spelunky HD 09:23:32 in part due to it not working as well, maybe it's ok now 09:23:38 works quite well in wine! but that's a huge barrier for entry still 09:23:52 I had to be really talked into bothering 09:24:02 I mean, on linux it's not too bad since you just install a package really 09:24:08 For Mac maybe it's a bunch more setup? 09:24:25 I know it has a port and a fink install, but I guess Mac users don't use those so much 09:24:30 s/port/macport/ 09:24:40 well, wine configuration is insane at the best of times 09:24:54 well for the wine games I've used recently, it's been 0 wine config 09:25:06 steam/spelunky doesn't require anything special, but you do need to find a step-by-step recipe to follow on the internet somewhere 09:25:11 just ran out of the box, as they say 09:25:19 Yeah, maybe some games just require more setup 09:25:26 granted I haven't tried to do much with wine in a year or so, once I got a steam install going on one computer 09:25:26 Cogmind is very painless 09:25:45 I'll have to try spelunky HD again at some point 09:26:16 the game itself requires no effort so if other things work out of the box, that should too 09:26:22 it was really steam that was tricky 09:26:37 oh, do you have wine running through steam? 09:26:42 I have linux steam but I don't really use it 09:26:55 yeah, since that's how I own spelunky 09:27:54 I have played a few other things through it, got thief/thief 2 running, also (insanely) STALKER 09:29:00 yeah, once you get into games with sophisticated graphics, I'm sure things get worse 11:01:55 Torious (L27 DEWz) ASSERT(can_reach()) in 'melee-attack.cc' at line 2345 failed. (Pan) 11:02:26 !crashlog 11:02:38 17613. Torious, XL27 DEWz, T:55270 (milestone): http://crawl.xtahua.com/crawl/morgue/Torious/crash-Torious-20170816-150133.txt 11:02:53 I guess !nick may be somewhat slow 11:02:56 !crashlog * 11:02:57 17908. Torious, XL27 DEWz, T:55270 (milestone): http://crawl.xtahua.com/crawl/morgue/Torious/crash-Torious-20170816-150133.txt 11:04:50 shouldn't be 11:05:01 it's possible just some temporary sequell slowness 11:05:14 !crashlog 11:05:15 17613. Torious, XL27 DEWz, T:55270 (milestone): http://crawl.xtahua.com/crawl/morgue/Torious/crash-Torious-20170816-150133.txt 11:05:20 seems pretty fast, yeah 11:06:03 I'm not sure what different arguments being present can cause slowdowns, however. 11:06:28 usually lg queries are pretty fast and lm queries are quite slow 11:06:45 !crashlog 11:06:45 17613. Torious, XL27 DEWz, T:55270 (milestone): http://crawl.xtahua.com/crawl/morgue/Torious/crash-Torious-20170816-150133.txt 11:06:53 2 seconds, unacceptable! 11:07:08 Where is our 99.999999% uptime? 11:07:27 heh 11:41:25 huh why does str_to_skill default to fighting? 11:57:51 wonder if there is much lua that relies on that 13:20:59 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-200-gb89f83b (34) 13:37:26 -!- amalloy_ is now known as amalloy 13:50:08 03giann02 {amalloy} 07* 0.21-a0-201-g8501b10: Several arrival vaults 10(5 days ago, 1 file, 72+ 0-) 13https://github.com/crawl/crawl/commit/8501b1010993 13:56:15 amalloy: oh, I was going to remove no_item_gen from that one vault 13:56:24 placing 4 gold pieces isn't really a reason to have no_item_gen 13:56:26 but I can do that later 13:57:12 also not really sure why that one has no_rotate 13:57:24 doesn't much look like any special shape or anything 13:58:06 maybe the decor on that graveyard one should be cleaned up as well 14:00:40 whoops.i didn't pay much attention to the tags this time 14:01:03 my job is just to do merges so shoddy that real devs like gammafunk are compelled to fix them up now that it's committed 14:01:57 fine but I want a 33% cut of your pay, only fair 14:09:12 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-201-g8501b10 (34) 14:23:18 -!- Fixer_ is now known as Fixer 14:31:31 if you can negotiate a 50% raise for me, you can have 33% of the new total 14:35:30 -!- MarvinPA_ is now known as MarvinPA 14:38:18 The build passed. (master - 8501b10 #8625 : Benoit Giannangeli): https://travis-ci.org/crawl/crawl/builds/265257386 15:08:17 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-184-g340322d: Clean up some bool arguments for skill_level_to_diffs 10(24 hours ago, 3 files, 25+ 27-) 13https://github.com/crawl/crawl/commit/340322dc412c 15:08:17 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-185-ge6a8068: Implement training target backend 10(11 minutes ago, 13 files, 239+ 9-) 13https://github.com/crawl/crawl/commit/e6a8068e981a 15:14:27 ...soon to be rip target_skill.lua 15:14:29 end of an era 15:16:33 there's still time. you could assassinate advil 15:16:52 advil: i have some local tiles fixes on the way for window resizing, mouse lag, ignoring input when not in focus, etc. 15:16:57 just start training stealth, and in about 3 XLs you'll have enough to sneak up on him 15:17:23 lol 15:17:28 johnny0: nice! 15:17:47 johnny0: are there still mouse lag problems? 15:19:15 oh cool 15:19:29 I had heard some report that there was still mouse lag in some ways 15:19:38 but I didn't get many details 15:19:42 in master, targeting mode is a problem 15:19:57 for mouse lag? 15:20:04 yeah 15:20:16 hrm, I see, that's not an area I had looked at 15:20:30 since the lag was more "global" in the issue I fixed 15:20:39 but that's great 15:21:07 and yeah one of the early things I hacked in for SDL2 was a fix so resizing wouldn't crash the app 15:21:16 but some of the refactoring I did introduced that very lag 15:21:35 since I don't understand SDL/graphics loops all that well 15:24:10 gammafunk: it basically boils down to sdl pushing mouse events faster than crawl can handle them -- your fix was the right idea, just not applied aggressively enough 15:24:32 I see, will be cool to read your patch then 15:24:42 yeah I had to go read my commit comment to remember what even was happening 17:58:40 <|amethyst> re above conversation, if we don't link to the proprietary steam library, and we include a written offer to obtain the full source code (i.e. put a link to our github somewhere in the docs), I don't see any licensing problems with a Steam version 17:58:40 |amethyst: You have 1 message. Use !messages to read it. 18:00:17 <|amethyst> AFAIK, unlike Apple, Valve doesn't try to impose extra restrictions on the code they distribute through their store 18:03:34 Unstable branch on underhound.eu updated to: 0.21-a0-201-g8501b10 (34) 18:06:21 |amethyst: thanks for the clarification. Maybe I can remember to add a little "steam dossier" to the plan 18:06:39 that might be more like an implementable, I guess 18:22:14 <|amethyst> !tell johnstein I'd suggest can_place_on_trap rather than the three-way or on the trap type... the only problem is that the function requires a mon_type, though that is only relevant to tentacle segments at the moment 18:22:14 |amethyst: OK, I'll let johnstein know. 18:32:14 <|amethyst> !tell johnstein purely formatting: I see a lot of long lines, and I also don't like putting a comment line between } and else, but the latter is just personal preference (I'd move it into the else { } block). I'd also capitalise sentences and use complete punctuation, especially but not only in docstrings 18:32:14 |amethyst: OK, I'll let johnstein know. 18:33:12 <|amethyst> !tell johnstein Especially in docstrings because those get reflowed when formatted by doxygen, so the missing punctuation isn't at the end of the line anymore 18:33:13 |amethyst: OK, I'll let johnstein know. 18:33:35 <|amethyst> !tell johnstein and I don't like // without a space after it, but again personal preference 18:33:35 |amethyst: OK, I'll let johnstein know. 18:42:57 <|amethyst> !tell johnstein Oh, and it looks like that function is used only in spl-summoning.cc, so I'd make it function static, prepend an _, and move the declaration from the header to the top of the .cc file. 18:42:58 |amethyst: OK, I'll let johnstein know. 18:43:59 <|amethyst> !tell johnstein Or you could move the definition above the uses, so you don't need a separate prototype 18:43:59 |amethyst: OK, I'll let johnstein know. 18:44:37 thanks for the info |amethyst 18:44:37 johnstein: You have 6 messages. Use !messages to read them. 18:44:49 <|amethyst> johnstein: I also added a comment to the PR with the same info 18:44:58 <|amethyst> johnstein: since I guess that's better for posterity :) 18:47:15 what is the line length limit? I usually try not to be like get than other lines in the same files. I assume it's 72 or 80 18:55:36 "what is the line length limit" can only really be answered with "nebulous and unenforced" 19:00:38 <|amethyst> it's not very well-enforced, but it's 80 19:00:48 <|amethyst> it's mentioned in an aside in coding_conventions.txt 19:00:58 <|amethyst> "If the parameter list of a method runs longer than a line length (80 columns)" 19:01:17 <|amethyst> it just kind of assumes you're not going to write lines longer than 80 columns, because why would you do such a thing? :) 19:10:36 -!- amalloy is now known as amalloy_ 19:13:39 -!- amalloy_ is now known as amalloy 19:48:28 because we use editors that render that requirement obsolete :-P 19:49:25 though now I usually do try to make it look basically ok in git diff in a regular sized terminal 19:54:33 there are much better things to do with your screen space than an ultra-wide editor window 19:55:10 and as someone who's visually impaired i strongly prefer lines no longer than 100 characters because i can fit that comfortably on my screen at a large size 19:56:39 pfft, I just have everything on a single line 20:00:22 New branch created: floodkiller (1 commit) 13https://github.com/crawl/crawl/tree/floodkiller 20:00:22 03amalloy02 07[floodkiller] * 0.21-a0-202-g352b5c1: Floodkiller-approved style changes 10(25 seconds ago, 729 files, 729+ 418185-) 13https://github.com/crawl/crawl/commit/352b5c1190cb 20:00:44 the millimarvins flow through me 20:01:12 perfect editing environment 20:01:23 <|amethyst> advil: my editor runs in a regular sized terminal :) 20:02:01 <|amethyst> I could make it wider, but then I can't fit as many on the screen at the same time 20:05:15 oh right, github's contributions graph only includes commits to master. so i can leave that joke commit up without feeling bad about my fraudulent stats 20:09:13 The build failed. (floodkiller - 352b5c1 #8627 : Alan Malloy): https://travis-ci.org/crawl/crawl/builds/265380138 20:09:34 at my current editor font size, my external monitor here is about 235 characters wide 20:10:40 the failed build makes it, I think 20:11:11 <|amethyst> advil: so you could almost look at three files at a time at full screen height 20:20:44 about how long does it take you to make a debug build? 20:24:12 shmup: https://gist.github.com/amalloy/e328dbbceacb4dae38a8ad6c2728dd48 20:25:14 er 20:25:55 sorry, failed to copy the timing part of the output there. i've updated the gist to include timing 20:26:45 yeah, okay. msys2 is real bad at this. 20:27:13 i should either make a nicer Dockerfile, or use the Linux Subsystem in Win10. regardless I wanna use work laptop when I'm hackin on this 20:27:17 well, this is definitely the fastest computer i've used to compile 20:27:39 i think on my old laptop it was like 4 minutes at -j6 or something 20:28:43 shmup: for some low-hanging fruit you should at least use -j if you're not already 20:30:25 let's do some benchmarks 20:30:42 <|amethyst> probably don't use -j without a number after it 20:30:45 <|amethyst> :) 20:31:07 i went with 4 to see what time i could get 20:31:18 <|amethyst> how many cores do you have? 20:31:18 |amethyst: good test of your fans 20:31:21 4 20:31:44 <|amethyst> yeah, 4 or 5 will probably be fastest 20:33:07 2m36s on an i7 7820HQ clocked at 2.9 20:33:17 that's not too bad 20:33:18 you have a pretty nice setup, amalloy :) 20:53:32 a thing i wanna tackle on msys2 is using gdb. i don't really know how to run crawl with it. maybe i have to run crawl.exe manually and attach a debugger to it? 20:53:47 my only experience with debugging was made easy with things like visual studio, or pycharm 20:54:45 shmup: to run gdb you can do something like "gdb crawl.exe" 20:54:49 from the dir with the binary 20:54:58 i've done that, gammafunk. and i can set breakpoints on the functions i care about 20:55:09 but doing run comes up with problems 20:55:23 does it not launch the console window? 20:55:30 Error initialising console input mode.[Thread 25404.0x5934 exited with code 0] 20:55:33 yes 20:55:33 nah, that'd be nice! 20:55:40 so for that 20:55:54 hrm, I'm going to get that gdb attaching to a process won't work 20:55:56 but you could try that 20:56:03 alternately you could do a tiles build 20:56:12 tiles would work fine for directly running crawl through gdb 20:56:19 but you can also try attaching a process 20:56:22 haha, i've been lazy about tackling that. was having a problem compiling one of the contribs. i forget which, sdl related (not sdl itself) 20:56:34 oh, yeah you may need a patch for that 20:56:41 I thinke johnstein or |amethyst knows which 20:56:42 and so i was gonna just slip by with console for a bit. maybe not though, since you're offering a reason to "fix it" 20:56:58 johnstein knows about a thing yeah, but it isn't related to this IF i remember correctly 20:56:58 but you can try starting console crawl 20:57:01 then attaching 20:57:03 i'll bug him again (hey johnstein) 20:57:11 not sure if it will work in msys2 though 20:57:12 let me try it 20:57:21 cool thanks 20:57:43 PINGS 20:57:43 I'm trying to assess the problem 20:57:46 well let me try compiling first. hey johnstein 20:57:49 reading scrollback 20:59:44 to remind you of my problem https://gist.githubusercontent.com/shmup/07cd4d40e3b776da320d79f9b62b676b/raw/4032fb830f305294485ce8b5a8193b65eaf56066/gistfile1.txt 21:01:12 ah the sdl patch 21:01:25 i can get beyond that, however, removing something from the Makefile in sdl-mixer 21:03:18 removing it leads to: https://gist.githubusercontent.com/shmup/74b19356ea2318d0d764fe522906eb36/raw/82a5ed3f415a90bdb5fcbcb08f5a40de00921307/gistfile1.txt 21:11:16 I was able to attach to the crawl process 21:11:30 but I need to compile a version with debugging symbols to see if I can actually set breakpoints etc 21:11:50 so I'm compiling in msys2 now, which will take a bit 21:12:01 I think you ahve to get the process ID from the windows task manager though 21:12:05 I only have 2 cores, so it takes a while 21:12:06 couldn't seem to get it from ps aux 21:16:40 thanks for lookin into it 21:21:52 -!- amalloy is now known as amalloy_ 21:49:48 |amethyst, I can't find the spot where there's a comment between the } and else 21:54:05 <|amethyst> johnstein: sorry, missed that it was fixed in a later commit 21:54:25 ah ok. yea, it had bugged me too 21:55:00 shmup: ok, I tried it, and a breakpoint did work in a build with debugging symbols 21:55:09 yay, made my first static C++ function 21:55:19 I built it with debug-lite target (gives you debugging symbols, not a full debug build with all the message spam though) 21:55:24 but would work fine with full debug 21:55:38 and then ran crawl console as just "start crawl.exe" 21:55:43 you could launch it from wherever 21:55:46 <|amethyst> johnstein: hm, so you have that commit about monster casters 21:55:52 from there, go to the windows task manager and get the process ID 21:56:00 and once you have that number N 21:56:11 <|amethyst> johnstein: but does the monster code even call handle_trap_at_target_location? 21:56:14 from the dir with your crawl.exe do: gdb -p N 21:56:33 gdb loads the data it needs from crawl.exe but attaches to the process you give 21:57:02 and then the running crawl app is "frozen" while you set up gdb breakpoints etc 21:57:25 and you can continue with `c' when you're ready, which causes your crawl to continue execution 21:57:59 <|amethyst> johnstein: oh, there isn't even a real monster version of the spell... it looks like it doesn't do anything, and any ghost that did get it (probably a transferred game) would just consider the spell to be always a waste of time 21:58:31 <|amethyst> johnstein: so I think the commit about the monster handling isn't needed 21:59:49 <|amethyst> johnstein: I'd just add to the documentation of handle_trap_at_target_location that it's only for player casters 22:00:25 <|amethyst> johnstein: (a monster with one of those spells would presumably just be allowed to cheat and pick a non-trap location) 22:00:43 |amethyst, yea, that was my eventual conclusion. it would be ok if it cheated 22:03:53 |amethyst, took me a while to convince myself (and let myself be convinced) that I didn't have to do much to handle non-players casting it. 22:04:15 |amethyst, I'll add a note clarifying. 22:27:15 <|amethyst> johnstein: I mean you don't have to do anything at all 22:27:25 <|amethyst> johnstein: because this function won't be called for monsters 22:27:37 <|amethyst> johnstein: so you can remove the 'caster' parameter and that if 22:28:00 |amethyst, ok. so the only reason I thought I needed it was just in case in the future, if a monster can cast it, it will show the messages 22:28:23 but I didn't know if that's ever something that is worried about. 22:30:53 <|amethyst> I think if we did (re-) implement one of those spells for monsters there wouldn't be a need to call the function 22:33:09 ok. so in the cast_lightning_spire() function, we'd just do: if (caster == player) handle_traps... 22:33:16 makes sense. 22:33:34 <|amethyst> johnstein: monsters wouldn't call that function 22:33:42 ooh 22:33:43 <|amethyst> cast_* are for player casters only 22:34:41 <|amethyst> the monster version of the spell would 1. pick a valid spot, 2. create the monster there 22:35:16 I suppose I should pick a monster spell bug next 22:36:17 also, I renamed "spret_type handle_trap_at_target_location" to "static spret_type _cast_on_trap_location" 22:36:38 does that make sense? wasn't sure if I should avoid cast_* 22:36:49 <|amethyst> I think cast_* isn't good there 22:36:55 but figured since it was returing spret_spell, maybe it was ok. also made the name shorter 22:37:12 <|amethyst> hm 22:37:26 I was wondering about that. I've spent longer than I'd like to admit on trying to come up with a good name that wasn't too verbose and fit with the existing 'style' 22:38:22 <|amethyst> _check_fixed_summon_loc 22:39:03 <|amethyst> some of those other checks (monster on the grid, etc) could be moved there eventually 22:42:07 <|amethyst> I think something about "fixed summon" is more important than something about traps 22:44:11 yea, makes sense 22:59:09 is the _ for the static functions a C++ thing? or just a convention? 23:04:33 just a convention 23:04:47 mpre specifically, it's a C/C++ convention that leading underscore means private/internal. this overlaps with "static" storage class 23:04:48 / linkage 23:18:13 03johnstein02 07https://github.com/crawl/crawl/pull/594 * 0.21-a0-193-g787a6b5: Make code cleaner 10(83 minutes ago, 2 files, 64+ 52-) 13https://github.com/crawl/crawl/commit/787a6b574cb1 23:18:13 03johnstein02 07https://github.com/crawl/crawl/pull/594 * 0.21-a0-194-g56c20aa: Remove caster argument from a function that only players cast 10(46 minutes ago, 1 file, 4+ 8-) 13https://github.com/crawl/crawl/commit/56c20aaa4f41 23:18:13 03johnstein02 07https://github.com/crawl/crawl/pull/594 * 0.21-a0-195-g2dc6b8b: Rename a function 10(36 minutes ago, 1 file, 13+ 11-) 13https://github.com/crawl/crawl/commit/2dc6b8bd8f9b 23:18:55 thanks for the help |amethyst. 23:23:24 03johnstein02 07https://github.com/crawl/crawl/pull/594 * 0.21-a0-195-g1cf66f8: Rename a function 10(41 minutes ago, 1 file, 13+ 11-) 13https://github.com/crawl/crawl/commit/1cf66f8db8cd 23:46:40 wonderful gammafunk, thanks for looking into it 23:48:18 do devs not care about squashing 23:55:36 shmup: that's a PR. the devs seem to like to squash when actually merging 23:56:12 ive been asked to squash my commits in PRs is prob why i thought to ask but 23:56:20 thats a good point 23:56:39 in other projects i meant 23:59:12 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-201-g8501b10 (34)