00:31:19 <Eksell> Unstable branch on CRAWL.XTAHUA.COM updated to: 0.24-a0-479-g9a978d2894 (34)
00:31:19 <alexjurkiewicz> Psymania: about the border idea with double size monsters. If you can draw the border *behind* the monster tile
00:32:01 <Psymania> alexjurkiewicz, Pinkbeast said the same thing, but in my opinion it is still fugly. A half-sized box around the bottom half of the monster?
00:32:49 <Eksell> Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-82-g5129a83184
00:48:40 <Psymania> the way I have figured out how to add this other graphic always draws it on top of the monster, not behind, even if I switch the order of adding them into the cell object
00:49:01 <Psymania> I *could* try to figure out how to make it part of the background, instead, but like I said, I still think it's going to look ugly
00:58:10 <Psymania> https://i.ibb.co/jVGNNng/2019-07-05-215707-1366x768-scrot.png
00:58:17 <Psymania> There is how a vertical bar on the left looks
01:02:53 <Psymania> re: adding the indicator to the actual monster in the main view...I'm a bit confused, becuase I'm calling the very same function to add these features as is getting called to render the yellow "cursor" icon upon mouseover...however, the cursor icon gets added in the main view and *not* on the monster panel, yet the features I am adding are getting added on the monster panel and *not* the main view
01:34:14 <alexjurkiewicz> i guess you aren't :)
01:34:16 <alexjurkiewicz> #crawlcode
01:35:42 <alexjurkiewicz> btw, the demon tier icon thing is controlled by tile_show_demon_tier
01:36:01 <alexjurkiewicz> you could find the code which uses that option to see how to overlay a small icon in the corner
01:38:09 <Gretell> Unstable branch on crawl.develz.org updated to: 0.24-a0-479-g9a978d2 (34)
01:40:29 <Henzell> fbowman9116 (L9 HOFi) ASSERT(!aimed_at_feet || source == target) in 'beam.cc' at line 642 failed. (D:7)
02:09:31 <Gretell> Windows builds of master branch on crawl.develz.org updated to: 0.24-a0-479-g9a978d2
02:59:15 <Gretell> Monster database of master branch on crawl.develz.org updated to: 0.24-a0-443-g80245de
03:19:50 -!- ProzacElf_ is now known as ProzacElf
03:21:55 <Rotatell> Unstable branch on crawl.beRotato.org updated to: 0.24-a0-479-g9a978d2 (34)
03:31:05 <Kelbell> Fork (stoatsoup) on crawl.kelbi.org updated to: 0.21.2-1001-gfbdfef5a4c
09:10:42 <floraline> debian 10 comes out today :)
09:16:08 <pintc> !nick recenttenpercenters elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particlephysics
09:16:09 <Sequell> Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph...
09:16:14 <pintc> bobbytwohands gameguard kuniqs normalperson7 webmant realzgp beargit cosmonaut tgcid9999 tickenest amalloy wingedespeon f0rbidden whiteshark kolbur aer1al doesnt vale caco iafm demise svendre tomatochips zackoid ranchugoldfish sergey starve yermak koboldina zwobot jeremie airwolf odds nikheizen ktgrey igxen internetkraken ksagri vojta walkerboh stickyfingers johnnyzero joy1999 mibe valarioth sysice
09:16:20 <pintc> hexaflexagon
09:21:32 <pintc> !nick recenttenpercenters elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particlephysics
09:21:33 <Sequell> Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph...
09:21:38 <pintc> bobbytwohands gameguard kuniqs normalperson7 webmant realzgp beargit cosmonaut tgcid9999 tickenest amalloy wingedespeon f0rbidden whiteshark kolbur aer1al doesnt vale caco iafm demise svendre tomatochips zackoid ranchugoldfish sergey starve yermak koboldina zwobot jeremie airwolf odds nikheizen ktgrey igxen internetkraken ksagri vojta walkerboh stickyfingers johnnyzero joy1999 mibe valarioth sysice
09:21:44 <pintc> hexaflexagon
09:24:08 <pintc> !nick recenttenpercenters bobbytwohands
09:24:09 <Sequell> Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph...
09:24:39 <pintc> !nick recenttenpercenters gameguard kuniqs normalperson7 webmant realzgp beargit cosmonaut tgcid9999 tickenest amalloy wingedespeon f0rbidden whiteshark kolbur aer1al doesnt vale caco iafm demise svendre tomatochips zackoid ranchugoldfish sergey starve yermak koboldina zwobot jeremie airwolf odds nikheizen ktgrey igxen internetkraken
09:24:40 <Sequell> Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph...
09:25:07 <pintc> !nick recenttenpercenters ksagri vojta walkerboh stickyfingers johnnyzero joy1999 mibe valarioth sysice hexaflexagon
09:25:08 <Sequell> Mapping recenttenpercenters => elliptic basil mikee swiss sphara ackack manman yogaflame bmfx lasty crate thenoid vizer stabwound hyperbolic medar pac ebarrett bart dck theglow shadowmage952 wahaha itsmu macktheknife mrplanck berder evilmike tolias rbrandon n1000 hla doubtofbuddha xen ldf magipi haifisch simm rubinko perunasaurus nicutudor hellmonk nebukadnezar dstrtn mummymadness glaas particleph...
11:23:15 <Lantell> Stable (0.23) branch on underhound.eu updated to: 0.23.1-82-g5129a83184
11:24:58 -!- amalloy is now known as amalloy_
13:34:04 <Psymania> anyone know whether there's a way to make a monster berserk in wizmode?
13:41:58 <Psymania> alexjurkiewicz -- it looks to me like both the demon-tier icons and the berserk status icons are set on 32x32 canvasses, fixed in the lower-right corner, so if they both appeared, they'd be sitting in the same space, no?
13:42:14 <Pinkbeast> I don't know if you can do it directly (not saying you can't, I just don't know) but you could spawn a moth of wrath
13:42:14 <Psymania> so unless I'm mistaken there is already a potential icon-space-conflict in place :(
13:43:33 <Psymania> Pinkbeast, well, I was hoping to put a demon into berserk rage mode to see whether the demon-tier icon and the berserk status icon get placed side-by-side instead of overlapping -- but I think, based on the way the graphics are done, that they *would* be overlapping
13:45:24 <Psymania> then again -- the poison, sleep, etc status icons are *also* set on 32x32 canvasses, but the game intelligently places them side-by-side instead of overlapping, so perhaps the code has an intelligent way of extracting the non-transparent part of the icon, determining which corner it's meant to be placed in, and then placing multiple indicators side-by-side.
13:47:11 <Psymania> Oh yeah, a moth of wrath makes *other* monsters berserk. I see what you were saying now.
13:55:24 <Psymania> Oh, I see, for the upper-right icons there's a "status_shift" variable that gets incrememented as icons are added.
14:00:36 <Psymania> It doesn't do that for the lower-right icons, however. So I do believe if there were both a demon icon and a berserk icon (and/or an "idealised" icon, if that has the possibility of being present simultaneous with either of the other two), then they would be appearing in the same location.
14:01:28 <Psymania> I guess "idealised" is a Hep thing, so unless your ancestor can be a demon, that wouldn't happen. If your ancestor can berserk, though, then maybe it could (I've hardly played Hep at all and don't know whether that's the case)
14:12:54 <gammafunk> it's undead, I think
14:12:57 <gammafunk> hence can't berserk
14:13:01 <gammafunk> @??hexer
14:13:01 <Gretell> hexer (11R) | Spd: 10 | HD: 1 | HP: 1 | AC/EV: 0/10 | Dam: 4 | 11non-living, 10items, 10doors, spellcaster, see invisible, fly, regen, unbreathing | Res: 06magic(6), 05fire, 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm, 04napalm | XP: 1 | Sp: slow, confuse | Sz: Medium | Int: human.
14:13:14 <gammafunk> it's actually just non-living, but yeah can't berserk
14:13:41 <gammafunk> I haven't looked closely at the icon rendering code, but I think the upper-right uses an offset system to offset multiple icons when multiple statuses are present
14:13:54 <gammafunk> so you could employ and offset system for lower-right in the same way
14:15:27 <Psymania> gammafunk - yes, had thought of that, I may work on that, also had the idea that it could just go in the lower-left, thereby not interfering with anything already present (also conceptually is a very different kind of indicator from the statuses)
14:15:43 <gammafunk> and  just offset the few statuses that use that area; sounds like the difficulty indicator could always be at the same location
14:16:15 <Psymania> gammafunk, also, another thought I had, it could be configurable in the options file, to either display not at all or to display if the threat level is at *least* a user-chosen threshold
14:16:23 <gammafunk> yeah, I'm not sure if that works, using lower-left; do we use that for anything? again I haven't looked closely at this icon code
14:16:46 <Psymania> the lower left does have the "something under" indicator
14:16:54 <Psymania> I don't *think* anything else
14:17:04 <gammafunk> for items?
14:17:10 <Psymania> but I'm not sure off the top of my head whether that shows on monsters? need to check
14:17:11 <gammafunk> er for floor tiles
14:17:20 <Psymania> yeah exactly
14:17:24 <gammafunk> right, so that could be a general issue with this
14:17:26 <Psymania> for stacks of multiple items
14:17:45 <Psymania> or, perhaps, for a monster with an item on the floor under the monster, I'm not sure
14:17:45 <gammafunk> if feature rendering uses some of these locations, you could have a visual "conflict" that way
14:17:56 <gammafunk> you would have to sort of make a mockup or test and see
14:18:09 <Psymania> e.g.?
14:18:32 <gammafunk> I mean, put the difficulty indicator in say lower-left and put a monster on a tile with a multiple item stack
14:18:35 <gammafunk> see how it looked
14:18:43 <gammafunk> compare it to how it looks presently
14:19:08 <gammafunk> I think right now you can basically always see that indicator even when a monster is on the tile, but perhaps it's frequently obscured
14:20:05 <Psymania> yeah
14:20:05 <gammafunk> as for the option, probably worry about getting the feature itself nailed down first; I'm not sure what benefit someone would get by turning that off
14:20:18 <Psymania> I do have the icon a few pixels up from the very bottom, I initially did that so as to separate it from the health indicator bar, incidentally it might give it clearance from a good portion of the "something under" indicator as well
14:20:37 <gammafunk> I guess another way of thinking of it is that you might have visual conflicts like I'm mentioning frequently, so it would be off by default but some people might like to use it; I think it's idea if it's on by default and just work visually with typical gameplay though
14:21:03 <Pinkbeast> Does anyone know why scroll amnesia calls list_spells() with the "viewing" argument set to "false" ?
14:21:26 <gammafunk> yeah, ultimately you'll need to look at a bunch screens with a bunch of different monsters and see if there are issues with how you're rendering this
14:23:08 <gammafunk> seems to be because it's a menu for executing amnesia
14:24:03 <gammafunk> also because it's not concerned about spells being transiently useless
14:24:16 <gammafunk> this affects spell highlighting if viewing is true
14:25:25 <Pinkbeast> Perhaps I'm missing something but it invokes
14:25:27 <Pinkbeast> int highlight =  spell_highlight_by_utility(spell, COL_UNKNOWN, !viewing);
14:25:57 <Pinkbeast> So if "viewing" is false, that invokes spell_highlight_by_utility with transient = true, and does concern itself with transient uselessness
14:27:11 <Pinkbeast> (and this is AFAICT the only effect of "viewing")
14:27:49 <gammafunk> well there is an effect on menu action
14:27:53 <gammafunk> in addition to that
14:28:14 <gammafunk> as for the inversion, hard to say, could be a bug
14:28:43 <gammafunk> !source spl-cast.cc:204
14:28:44 <Sequell> https://github.com/crawl/crawl/blob/master/crawl-ref/source/spl-cast.cc#L204
14:28:48 <Pinkbeast> Oh, so there is (an effect on menu action).
14:30:44 <Pinkbeast> The inversion's the right way arouund for casting spells vs viewing them, but amnesia's different to both in that it _does_ something but we don't care about transient uselessness
14:32:14 <Pinkbeast> ... likewise the invocation in adjust.cc
14:32:20 <Pinkbeast> Thanks.
15:04:09 <Psymania> I am having some wrestling matches with tile-flags.h
15:09:53 <Psymania> It doesn't *look to me* like 0x1000, 0x2000, 0x4000, and 0x8000 are getting used in the FG flags, but when I try to use those for threat indicators, all my monsters turn invisible. If instead I use 0x100, 0x200, 0x400, and 0x800, which also *appear* unused, my monsters re-appear but then the player gets a "tough" indicator :)
15:10:43 <Psymania> Maybe I should be using bits at the MSB end of the ULL....it looks like there are only four bit positions available there (which is exactly how many are needed)
15:10:53 <Psymania> (actually, it could technically be done with only two bits)
15:20:41 <gmarks> Hey all, I want to add a new clua function for setting a waypoint. Would people be open to this?
15:31:44 -!- gmarks__ is now known as gmarks
16:21:26 <Psymania> actually, suppose my threat indicators need more than two bits, since there doesn't seem to be a flag saying simply whether there is or isn't a monster present on the tile
16:21:36 <Psymania> but it can be done with three! :P
16:32:12 <Psymania> ...but it's more elegantly done with four :P
16:47:47 <Psymania> https://i.ibb.co/NVz0Wh7/2019-07-06-134425-1366x768-scrot.png
16:48:10 <Psymania> gammafunk, around? ^ here is a screenshot of what I currently have, including all colors of the indicator, and a few backgrounds to see how it looks against them
16:49:05 <Psymania> I have some reservations because I am using the last 4 bits that were available of the guaranteed 64 bits of the Long Long type in the foreground flags container
16:49:17 <Psymania> thoughts?
16:52:58 -!- aidanh_ is now known as aidanh
17:03:17 <Psymania> gammafunk, also, btw, it would seem that the "something underneath" indicator does *not* show in any tile containing a monster, as things already stand
17:03:30 <Psymania> so unless we do something about that, this icon and that icon would never appear together
17:03:31 <gammafunk> Psymania: hrm, I don't really like displaying this on every on-screen monster
17:03:51 <gammafunk> wouldn't players prefer to limit this to the monster list
17:04:09 <gammafunk> I uh, guess I didn't really realize this when I was theorizing about his
17:04:35 <Psymania> gammafunk, Yeah, someone said they *would* like it though (forget who -- I thought it was you but obviously it was not, haha), and that's why I came up with the idea of making it configurable (all, none, at least easy, at least tough, or nasty-only)
17:04:55 <gammafunk> sure
17:04:55 <gammafunk> one thing I'm seeing is that it will interfere a bit with display of monster weapons
17:05:04 <Psymania> Oh, it was alexjurkiewicz: personally, I'd like if the icon showed on the monster tile as well. Demons used to get an icon showing their tier (I II III IV V), you might be able to repurpose that code to display it on the monster tile
17:05:05 <gammafunk> try making say a bunch of armed gnolls/orcs/elves/etc
17:05:31 <gammafunk> does their equip get rendered above or below the square?
17:08:03 <Psymania> The square is in front.
17:08:11 <gammafunk> Psymania: good to know re: that underneath icon, although I haven't looked to see if any other icons are rendered at that location
17:08:26 <gammafunk> yeah, I wonder if behind would be better for that indicator
17:08:33 <gammafunk> how do monsters with various wielded weapons look?
17:08:50 <gammafunk> orc warratiors/knights/de knights/archers/merfok etc
17:08:56 <gammafunk> s/fok/folk/
17:10:19 <Psymania> I mean, it's got to be something that hangs down low in order for it to even be in the same space. I've been looking at whips and flails and such.
17:10:51 <gammafunk> yeah, polearms
17:11:06 <gammafunk> maybe crazy yiuf
17:11:11 <gammafunk> with his quarterstaff
17:11:36 <Psymania> yeah, the bottom third or quarter or so of the quarterstaff is behind the icon
17:11:40 <Psymania> quarter-quarterstaff
17:11:41 <gammafunk> well anyhow, this is probably much more an issue for rendering it on monsters in LOS
17:11:53 <gammafunk> if you render this by default only on monsters in the monster list to the right
17:12:00 <gammafunk> that's less a problem I think
17:12:14 <Psymania> I was thinking also, instead of the lower-left, I could make it an upper-right icon and work it into the status_offset scheme for putting icons side-by-side
17:12:26 <Psymania> yeah putting it only in the monster list to the right was how I was doing it at first
17:12:40 <Psymania> only started experimenting with actually putting it on the monsters in the main view because of alexjurkiewicz's comment
17:13:03 <gammafunk> I suppose you could
17:13:05 <Psymania> also, just putting it on the monsters tab only means that I don't have to use up those other four FG bits
17:13:10 <Psymania> the flags
17:13:37 <gammafunk> I suppose you could make some mockups and post something on GDD to get more tiles player feedback
17:13:50 <gammafunk> most of us play console so we're not the best to ask
17:14:02 <gammafunk> aidanh is our resident UI guru and might have an opinion
17:14:38 <Psymania> aidanh, present, by any chance?
17:56:08 <Psymania> https://i.ibb.co/Bfj8xQD/2019-07-06-145532-1366x768-scrot.png
17:56:30 <Psymania> ^ gammafunk, example of how it looks in upper-right corner, with other icons' shifting over to the left demonstrated
18:05:55 <gammafunk> Psymania: yeah, that's sort of a lot of visual clutter for me; definitely wouldn't like it for all monsters in los, but maybe the side pane would be good
18:06:16 <gammafunk> Psymania: you might take some of these screenshots and post to GDD with a short writeup of what you're trying to do to get feedback
18:06:36 <gammafunk> maybe make it clear that the display on monsters in LOS aspect would be optional and not on by default
18:07:02 <gammafunk> I wonder too if the threat indicator could be a little smaller, if that would help
18:07:20 <gammafunk> threat indicators on firewood monsters probably doesn't make sense
18:17:57 -!- amalloy_ is now known as amalloy
18:18:26 <gmarks> Is the clua reference at http://csclub.uwaterloo.ca/~ebering/crawl/lua/index.html autogenerated?
18:23:20 <gmarks> And if so, how do I generate it
18:29:15 <amalloy> gmarks: it says at the bottom "generated by燣Doc 1.4.6"
18:30:18 <amalloy> i don't know anything about ldoc, but searching Makefile for "ldoc" suggests that `make api` would do it
18:46:29 <alexjurkiewicz> Psymania: after looking at the mockup I think it's only worth showing for red and maaaybe yellow. Just because the code to determine lower levels of difficulty is in game already doesn't mean it has to be used here. The difference between the two greys is minimal, and it's less noise to make "normal" = no UI badge
19:09:34 <gmarks> What's the proper way to get people to look at my PR? Should I just PR it and leave it that way or should I post here about it?
19:12:23 <Cheibriados> New branch created: pull/1098 (3 commits) 13https://github.com/crawl/crawl/pull/1098
19:12:23 <Cheibriados> 03Gabriel Marks02 07https://github.com/crawl/crawl/pull/1098 * 0.24-a0-480-g33ec6ff: Refactor add_waypoint logic 10(3 hours ago, 2 files, 7+ 1-) 13https://github.com/crawl/crawl/commit/33ec6ff8b388
19:12:23 <Cheibriados> 03Gabriel Marks02 07https://github.com/crawl/crawl/pull/1098 * 0.24-a0-481-g047563b: Add set_waypoint clua function 10(3 hours ago, 1 file, 23+ 0-) 13https://github.com/crawl/crawl/commit/047563befa8b
19:12:23 <Cheibriados> 03Gabriel Marks02 07https://github.com/crawl/crawl/pull/1098 * 0.24-a0-482-g5927b3e: Change lua doc comment to match others in the travel module 10(12 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5927b3eba21d
19:15:23 <MarvinPA> gmarks: if nobody gets around to looking at it soon then definitely feel free to mention it here again to poke people to take a look at it
19:15:49 <gmarks> Cool thanks
19:16:14 <MarvinPA> PR merging sometimes takes a bit depending on who on the dev team is active, but at a glance that looks like a good feature
20:46:02 -!- gmarks_ is now known as gmarks
20:48:20 <gmarks> Hey, would anyone on here be willing to take a look at my first PR (https://github.com/crawl/crawl/pull/1098)? It adds a clua function to set a waypoint.
23:57:14 <Eksell> Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-82-g5129a83184
23:58:42 <amalloy> i'm not an expert on this, but it seems to me like the existing lua functions using player-basad coordinates leak information about absolute coordinates, right? like set_exclude behaves differently if the coorinate is in bounds or out
23:59:15 <amalloy> so a careful lua programmer can derive absolute coordinates from player-relative ones by trying to set exclusions until one fails