00:18:06 -!- amalloy_ is now known as amalloy 01:19:38 Unstable branch on crawl.develz.org updated to: 0.21-a0-279-g6037ffb (34) 01:29:23 -!- amalloy is now known as amalloy_ 01:31:31 -!- amalloy_ is now known as amalloy 01:56:30 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-279-g6037ffb 02:09:29 -!- amalloy is now known as amalloy_ 02:53:30 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-279-g6037ffb 03:11:31 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-279-g6037ffb (34) 04:26:09 what does this syntax do "MONS: place:D:14 skeleton w:5 / place:D:14 zombie, shadow imp, hellwing" 04:26:52 nikheizen: first monsters slot is either skeleton from D:14 or zombie from D:14 04:27:02 second slot is shadow imp, 3rd slot hellwing 04:27:21 oh a skeleton zombie of a "D:14 monster" 04:27:23 ? 04:27:28 yes 04:27:33 interesting 04:27:34 well 04:27:45 a d:14 skeleton 04:27:58 I think that just means look at said monsters 04:28:12 but yeah it's a skeleton that you would see generate on D:4 04:28:15 *D:14 04:28:27 often used to make actually threatening ones 04:28:40 so you'd use that at a much earlier depth than D:14 typically 04:30:36 yeah, ok 04:30:44 !vault freezing_bzr 04:30:44 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/bazaar.des#L235 04:31:11 should maybe have a little room around the edges and no spawning tag 04:31:33 had roka's pack notably spawn within range of the fog machines 04:31:42 -!- MadCoyote is now known as FunkyBomb 05:26:25 -!- amalloy_ is now known as amalloy 05:44:14 -!- amalloy is now known as amalloy_ 05:57:23 -!- amalloy_ is now known as amalloy 06:00:09 -!- amalloy is now known as amalloy_ 06:48:23 -!- amalloy_ is now known as amalloy 07:06:10 -!- amalloy is now known as amalloy_ 07:57:23 -!- amalloy_ is now known as amalloy 08:15:10 -!- amalloy is now known as amalloy_ 08:58:23 -!- amalloy_ is now known as amalloy 09:16:10 -!- amalloy is now known as amalloy_ 09:43:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-186-g77254e1: Change skill screen foreground color in help mode to light gray 10(5 weeks ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/77254e16d579 09:43:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-187-gd404e00: Fix a range issue 10(4 weeks ago, 1 file, 8+ 2-) 13https://github.com/crawl/crawl/commit/d404e00264f7 09:43:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-188-g3e221bf: Add UI for skill target editing for console/local tiles 10(9 minutes ago, 16 files, 836+ 143-) 13https://github.com/crawl/crawl/commit/3e221bfbfdbc 09:44:22 I think implementing text input from scratch in a new (sdl or whatever) app would probably be easier than trying to figure out how to get it to work in the context of crawlcode 09:45:23 -!- amalloy_ is now known as amalloy 10:03:10 -!- amalloy is now known as amalloy_ 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-280-ge7f3368: Add messaging about skill level targets to weapon information 10(7 weeks ago, 7 files, 266+ 80-) 13https://github.com/crawl/crawl/commit/e7f3368d4b4f 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-281-gfc3874b: Incorporate manuals into skill target projections 10(6 weeks ago, 3 files, 16+ 7-) 13https://github.com/crawl/crawl/commit/fc3874bef21d 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-282-gfe3d45f: Clean up some bool arguments for skill_level_to_diffs 10(6 weeks ago, 3 files, 25+ 27-) 13https://github.com/crawl/crawl/commit/fe3d45f712d3 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-283-gb95ad3e: Implement training target backend 10(5 weeks ago, 13 files, 239+ 9-) 13https://github.com/crawl/crawl/commit/b95ad3efbe9f 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-284-g1620fea: Change skill screen foreground color in help mode to light gray 10(5 weeks ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/1620fea2d45b 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-285-ge05b37c: Fix a range issue 10(4 weeks ago, 1 file, 8+ 2-) 13https://github.com/crawl/crawl/commit/e05b37c96e3d 10:30:25 03advil02 07https://github.com/crawl/crawl/pull/585 * 0.21-a0-286-gcaee53e: Add UI for skill target editing for console/local tiles 10(56 minutes ago, 16 files, 836+ 143-) 13https://github.com/crawl/crawl/commit/caee53ebc528 10:33:59 I guess merge commits would be less spammy 10:51:23 -!- amalloy_ is now known as amalloy 11:09:10 -!- amalloy is now known as amalloy_ 11:50:23 -!- amalloy_ is now known as amalloy 12:08:11 -!- amalloy is now known as amalloy_ 12:50:56 -!- amalloy_ is now known as amalloy 13:04:36 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-279-g6037ffb (34) 13:25:54 -!- amalloy is now known as amalloy_ 15:14:20 -!- amalloy_ is now known as amalloy 15:39:58 -!- Rast- is now known as rast 16:28:06 advil: https://cdn.discordapp.com/attachments/205316046230388737/361246512203825152/los.png 16:28:16 advil: any changes to auotexplore you might be aware of that would cause this? 16:28:26 someone else reported that they autoexplored to two sleeping adders 16:28:36 so far sleeping monsters seem to be involved, but not sure if related 16:49:41 gammafunk: it's a longstanding ash bug 16:49:46 nothing new 16:50:22 but nobody's figured out what causes it or how to fix it afaik. only happens with ash and sleeping monsters, as i recall 16:50:36 ah 16:55:50 !bug 6503 16:55:51 https://crawl.develz.org/mantis/view.php?id=6503 16:56:49 possibly that one 18:02:42 Unstable branch on underhound.eu updated to: 0.21-a0-279-g6037ffb (34) 18:59:08 -!- ProzacElf_ is now known as ProzacElf 19:11:28 03MarvinPA02 07* 0.21-a0-280-g1d62a0f: Don't tithe gold stolen by Maurice (Vanguardan) 10(11 minutes ago, 6 files, 25+ 6-) 13https://github.com/crawl/crawl/commit/1d62a0f9ae78 19:11:28 03MarvinPA02 07* 0.21-a0-281-gb6be1c8: Improve messaging for stolen gold 10(6 minutes ago, 1 file, 6+ 2-) 13https://github.com/crawl/crawl/commit/b6be1c8b1b2c 19:12:02 high quality edge cases 19:14:15 r e m o v e m a u r i c e 19:18:41 you can't remove a unique that removes items from the player 20:09:19 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-281-gb6be1c8 (34) 20:25:55 apparently if you leave LOS radius of a (hostile or friendly) malign gateway, the tentacle is deleted and an error message printed: https://www.reddit.com/r/dcss/comments/72003f/ 20:26:18 the classic "What the heck!" error message 20:42:37 amalloy: yeah, that error has been reported a lot, but it's not specific to just eldritch tentacles 20:42:45 it's happening a lot with krakens and other tentacle things 20:42:48 I think also dryads 22:01:47 <|amethyst> wonder if it's related to this in _segment_data 22:01:51 <|amethyst> .set_prox(PROX_CLOSE_TO_PLAYER) 22:02:05 <|amethyst> weren't there recently changes to monster proximity? 22:02:25 <|amethyst> s/monster/& placement/ 22:04:06 <|amethyst> hm, but nothing that looks like it would be a problem here 22:04:48 <|amethyst> ah 22:04:57 <|amethyst> %git 6b349860 22:04:57 07gammafunk02 * 0.21-a0-253-g6b34986: Don't try to spawn monsters from stairs 10(3 weeks ago, 2 files, 9+ 243-) 13https://github.com/crawl/crawl/commit/6b349860cb1b 22:06:55 <|amethyst> hm, but the previous code repeated the loop in that situation 22:09:23 |amethyst: there was a follow-up commit advil made to fix zombie generating not as zombies 22:10:09 hrm, maybe that commit didn't touch any of these lines though 22:10:30 ah, yes it did 22:10:39 https://github.com/crawl/crawl/commit/6b349860cb1b#diff-337e59ae3f4d2d932ad3cef1ea8d0d4dL717 22:10:57 my commit there introduced a bug where that loop was not exiting properly 22:11:18 I think advil's commit refactored out the loop completely, since it wasn't even necessary in my commit which introduced the zombie bug 22:11:29 not sure if any of that is related to what you're looking at 22:11:32 |amethyst: ^ 22:13:34 <|amethyst> I'm not sure why this is using PROX_CLOSE_TO_PLAYER anyway 22:14:02 <|amethyst> but I'd like to know why it wasn't broken earlier 22:14:21 <|amethyst> I guess maybe I should test with 0.20 and 0.19 22:15:35 <|amethyst> nope, this is definitely new 22:16:06 <|amethyst> let me try bisecting I guess 22:18:26 <|amethyst> wish I had 12 cores right now 22:18:58 <|amethyst> surely taxpayers wouldn't mind if I used work computers for this 22:18:59 but the gradius games taught us to destroy the core 22:20:01 <|amethyst> btw, any thoughts on food-unification? 22:20:19 <|amethyst> my biggest concern is the cost of Fedhas food-using abilities 22:21:05 did you hear about the xp debt idea? 22:21:13 <|amethyst> I did not 22:21:16 I'm actually writing up a 0.21 dev plan right now 22:21:22 and I just made a summary of your branch 22:21:29 https://github.com/crawl/crawl/wiki/0.21-Development-and-Release-Plan 22:21:38 I need to write up the xp debt idea 22:21:49 which I will do in a bit 22:22:08 and that is not complete, there are other things I need to put on there 22:22:14 decided to use the wiki on github 22:22:23 I noticed you can have pages in ResT 22:22:38 <|amethyst> the other thing I'd like to do is enable easy_eat, and make auto_eat fall back to rations 22:22:39 it doesn't exactly import doku wiki markup flawlessly though 22:23:14 <|amethyst> with the goal being that most players don't have to press e, and if they do it just increases their nutrition without prompting or such 22:23:43 I think I've been running easy_eat for a while now and haven't had any trouble 22:23:48 <|amethyst> but that requires either allowing eating mutagenic chunks at engorged, or else removing mutagenic chunks 22:24:08 well either of those would be good, obviously the second is more impactful gameplay wise 22:24:16 I'm not sure any current dev actually likes mutagenic chunks 22:24:20 I will put that on the plan 22:24:21 <|amethyst> I do! 22:24:25 <|amethyst> but I'm the only one :) 22:24:29 well, fair enough 22:24:48 <|amethyst> and elliptic nearly convinced me it's better to remove them 22:24:52 I'd like to have MPA and obviously any other devs who haven't looked at all the things take a look 22:25:03 so I'm going to try to finish this doc with all the outstanding items tonight 22:25:25 unification could be good to do short-term, my only concern being that if we're going to jump to food removal soon anyhow... 22:26:00 esp if it's not hard to implement, but I do want to hear from other people about the xp debt thing that elliptic/myself/mikee/other irc people hashed out 22:26:16 if it's not doable this version then the unification is at least a good step 22:26:52 boy it would be weird if we did remove food and kept blood + chunks for ghouls 22:27:00 the only species that still used food would be undead... 22:27:10 <|amethyst> well 22:27:21 er blood for Vp + chunks for Ghols 22:27:21 <|amethyst> if anything eats the bodies of its enemies, it would be a ghoul 22:27:23 *ghouls 22:27:35 yes, just sort of ironic 22:28:01 one great feature of the undead is you can't starve to death! 22:28:03 becomes 22:28:11 one great feature of the undead is you have to eat food! 22:28:29 <|amethyst> to be fair, that was never really a feature of ghouls 22:28:38 <|amethyst> "you technically can't starve to death" 22:42:09 |amethyst: I still was hoping to finish the eat mut chunks at engorged issue. but Life is squarely in the way 22:43:44 <|amethyst> johnstein: it might end up being moot anyway it seems :) 22:47:07 maybe....mutagenic fruit??? 22:48:04 wait neil is removing fruit 22:48:07 so mutagenic rations 22:48:29 I guess that's no better, might as well be a fruit 22:48:56 <|amethyst> uranium pellets 22:49:29 kinda hope mut chunks stick around in some form. not sure how relevant my hope is though. 22:49:41 pellets would be acceptable 22:49:49 <|amethyst> they can also be used as sling ammunition dealing transmutation miscasts 22:50:06 +1 22:52:11 the obvious solution is to add radioactive clouds that have a chance to turn a ration into a radioactive ration 22:52:50 why stop there 22:52:56 also gives mutation ego to weapons 22:53:01 *contam to equipment 22:53:30 plutonium crabs 22:53:33 that is all 22:53:35 leave spellbooks in the clouds to make them have the transmutations school but adding cool transmutation style effects 22:53:44 like mutagenic regeneration spell 22:53:48 and animate nuclear dead 22:54:20 plutonium is a 3rd-rate radioactive element 22:54:45 need one of those crazy ones with a half-life that's in milliseconds 22:55:40 <|amethyst> hm 22:56:08 <|amethyst> I was bisecting that bug, but the last commit doesn't build 22:56:21 <|amethyst> (6b34986 "Don't try to spawn monsters from stairs") 22:58:43 oh, I tried to make those all build 22:58:45 <|amethyst> okay, fixed the build error, and that is definitely the commit that caused the bug 22:58:56 <|amethyst> gammafunk: it had a stray PROX_NEAR_STAIRS that was missed 22:59:04 ah....oh 22:59:10 did I leave that in as save compat? 22:59:15 maybe it gets marshalled 22:59:21 <|amethyst> you removed the enumerator 22:59:25 but I don't think it does 22:59:28 <|amethyst> but there was one use of it still 22:59:34 <|amethyst> I don't think it would be marshalled 22:59:42 yeah but that's why I'm confused 22:59:48 you're ..oh 22:59:52 I did remove the enum 23:00:00 but then there was still a use 23:00:15 <|amethyst> yeah, which was removed in the next commit along with a bunch of surrounding code 23:00:17 but..how would that relate to the bug 23:00:21 <|amethyst> it's not 23:00:32 <|amethyst> I fixed the error locally to get it to build 23:00:42 oh I see, you're just saying that from the bisect, it must be the problem? 23:00:46 <|amethyst> yeah 23:00:48 well, I believe it 23:00:53 that code was totally confusing 23:00:59 and much of it very ancient 23:01:21 and the whole thing was very buggy too 23:01:26 it basically wasn't making those spawns correctly due to how it tried to test for their validity 23:02:44 <|amethyst> oh, hm 23:03:11 <|amethyst> the old code that enforced the PROX_CLOSE_TO_PLAYER thing only happened if (!mg.use_position() && !force_pos) 23:03:47 <|amethyst> but you moved that into _valid_monster_generation_location 23:04:41 <|amethyst> the hm 23:06:02 <|amethyst> why do tentacles, horn of geryon, and phial of floods use PROX_CLOSE_TO_PLAYER anyway? 23:06:14 <|amethyst> horn of geryon doesn't use MG_FORCE_PLACE but the other two do 23:07:53 <|amethyst> those are the only uses of mgen_data::set_prox too 23:08:04 <|amethyst> so it must have been important at one point 23:11:28 <|amethyst> hm 23:30:51 <|amethyst> oh, I have a stashed commit here that makes Beogh non-evil 23:31:32 <|amethyst> I guess that's a TSO nerf 23:31:40 <|amethyst> early-game TSO... 23:32:14 <|amethyst> (because the commit also removes MH_EVIL from orc priests) 23:32:49 <|amethyst> well, changing that to PROX_ANYWHERE seems to work? 23:33:18 <|amethyst> not sure if there is some change to how tentacles get placed (compared to 0.20), but I doubt it 23:34:10 <|amethyst> because AFAICT in <=0.20, PROX_CLOSE_TO_PLAYER had zero effect when the mgen_data also had MG_FORCE_PLACE 23:35:09 <|amethyst> hm 23:35:49 <|amethyst> it looks like PROX_CLOSE_TO_PLAYER just meant "if you are placing this completely randomly, make it near the player" 23:36:11 <|amethyst> even if force-place was off, even specifying a position turned off the check 23:39:42 03|amethyst02 07* 0.21-a0-282-g377afad: Don't disconnect out-of-LOS tentacles (#11213) 10(21 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/377afad3674c 23:39:42 03|amethyst02 07* 0.21-a0-283-g622b906: Avoid combining MG_FORCE_PLACE + PROX_CLOSE_TO_PLAYER 10(19 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/622b90602dff 23:54:43 <|amethyst> I closed 11230 (Scarf egos don't identify as types), but I could see arguments for changing it 23:55:02 <|amethyst> since unlike other armour, they don't have enchantment and don't exist without an ego 23:55:13 <|amethyst> so they're more like jewellery in that respect 23:55:31 <|amethyst> it would be a pain to implement, I'm sure 23:55:49 <|amethyst> since the type-id array stores base type and subtype, and here it's an ego, not a subtype