00:32:42 Unstable branch on cbro.berotato.org updated to: 0.33-a0-853-g30d10493ae (34) 00:46:29 Yup, there we go 00:55:28 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-853-g30d10493ae 02:50:21 <06m​umra> Trying to figure something out here. There's code in mapdef.cc specifically to allow undead to be given equipment. Add here: 02:50:25 <06m​umra> %git 8515cbe 02:50:25 <04C​erebot> |amethyst * 0.15-a0-2177-g8515cbe870: Allow giving derived undead equipment in mspecs (#8807) (11 years ago, 1 file, 5+ 1-) https://github.com/crawl/crawl/commit/8515cbe8708e 02:51:31 <06m​umra> But, it seems that despite this, no undead have ever been able to use any items given to them, since they all have MONUSE_NONE 02:52:41 <06m​umra> (Except bound souls, which are checked for in mons_itemuse) 02:57:22 <06m​umra> For context there are a couple of necromantic yaktaur monster ideas I'm working on, and specifically I want to have skeletons wielding crossbows 02:58:27 <04d​racoomega> There was definitely a period of time where zombies could have gear. Some vaults used this deliberately, even. I think that whole thing was removed at least partially on the basis that zombies didn't display that they had weapons at the time, which could be surprising to player 02:58:32 <04d​racoomega> Not sure how long ago this was 02:59:05 <06m​umra> Yep, the graphical display is still an issue of course 02:59:25 <06m​umra> I also seem to remember there was a desire not to have undead picking up floor gear 03:03:30 <06m​umra> Giving MONUSE_STARTING_EQUIPMENT to skeletons lets them actually use a weapon if one is given to them, and doesn't seem like it would have any particularly harmful other implications mechanically 03:07:27 <06m​umra> Ah ... that does let them open doors though 03:08:36 <04d​racoomega> (These zombies weren't picking up floor gear, though. I know they were used at least in the vampire Bailey, at some point) 03:14:00 <06m​umra> %git ebf5b86 03:14:02 <04C​erebot> kate- * 0.31-a0-918-gebf5b86a2d: Remove weapons from some zombies in a bailey (1 year, 4 months ago, 1 file, 1+ 1-) https://github.com/crawl/crawl/commit/ebf5b86a2d69 03:15:00 <06m​umra> the commit says "giving them polearms in this bailey results in the polearms not being visibly displayed in console", did this mean to say tiles I wonder? 03:25:41 <06m​umra> hmm so it just seems like reaching and melee weapons don't actually check mons_itemuse but ranged weapons do 03:26:57 <06m​umra> the check actually seems rather redundant, it shouldn't be possible for something to end up wielding a weapon (ranged or otherwise) that it's not actually allowed to use 03:30:46 <06m​umra> (i wonder should Bestow Arms be able to give weapons to skeletons/zombies, if maybe something was done with graphics?) 03:31:45 <06m​umra> (I also feel like undead should be able to bash doors down tbh ...) 04:11:42 <06m​umra> Interesting, derived undead can crash through doors if the base type had the crash_doors flag, but apart from that can't open them at all. Maybe it'd be nice if depending on the size of the base monster they can bash through doors (taking a couple of turns for a bit of tension) 04:33:45 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:26:33 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-853-g30d1049 (34) 13:05:12 03nam-ak02 {GitHub} 07https://github.com/crawl/crawl/pull/4291 * 0.27.1-1095-g70d1e91c97: Portuguese: Update abilities.txt 10(5 days ago, 1 file, 184+ 186-) 13https://github.com/crawl/crawl/commit/70d1e91c979d 13:05:12 03Brian Power02 07https://github.com/crawl/crawl/pull/4291 * 0.27.1-1096-g25eecd7209: Portuguese: Restore English keys to abilities.txt 10(5 days ago, 1 file, 708+ 706-) 13https://github.com/crawl/crawl/commit/25eecd7209cd 13:05:12 03nam-ak02 {GitHub} 07https://github.com/crawl/crawl/pull/4291 * 0.27.1-1097-gb2402b7023: Portuguese: Correct abilities.txt 10(2 minutes ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/b2402b7023b9 15:07:28 @mumra - what's the problem with zombies and weapon display for graphs? 15:07:32 graphics 15:13:25 hmm 15:13:46 orc zombie ; spear works 15:14:45 The example from that bailey commit displays just fine? 15:14:58 in tiles that is 15:17:14 I kinda question why MONUSE isn't a bitflag 15:17:21 bitfield rather 15:22:36 I checked console too 15:23:06 I really don't see the problem 15:23:36 orc zombie with spear looks like orc zombie without 15:23:45 and so do normal orcs 15:23:48 Oh, wait, I think I maybe see 15:23:55 with the nromal orcs 15:24:02 it says (1 polearm, asleep) 15:24:58 But the summary does not mention that the zombies have a polearm 15:25:40 4 orcs av7 (2 polearms, asleep) 15:25:48 vs ZZZ 3 orc zombies av7 (2 dormant) 15:25:57 ctrl-x shows what you'd expect 15:27:30 So the messages work, ctrl-x works, x works 15:27:34 but teh sidebar summary does not 15:28:23 <06m​umra> At least for some species, tiles graphics don't represent the gear carried 15:28:45 <06m​umra> e.g. try a yaktaur ; arbalest 15:29:10 I haven't yet worked out where the sidebar summary is generated 15:29:26 Probalby also is a name for it that I don't know off top of head 15:30:24 Ah, yes 15:30:26 hmmm 15:38:00 So this seems to boil down to mcache_monster::valid 15:38:01 I think 15:38:41 maybe 15:38:46 gonna go thru the code some more 15:39:50 nope, that's not it 15:44:47 it's get_weapon_offset explicitly 15:46:05 Honestly, I think we should flip the default almost 15:46:18 well,nto quite that 15:46:44 but explicitly list which tiles shouldn't display weapons, instead of having a default branch 15:48:55 or better yet, move offsets and whether it can display a weapon into the various config files instead of hand-writing it 15:51:49 <06m​umra> a large number of monsters (probably a majority) will never be rendered with weapons, i think it makes more sense how it is as opt-in 15:55:31 <06m​umra> it needs to be done on a per-tile of course basis rather than per-monster; you'd need some whole new config system for this i think 15:55:57 Right, that's kinda where my head was going too 15:56:21 E.g. there's a lot of monsters who have variations for "default weapon" 15:56:44 that are presumably special cased way higher up than they should be 15:56:52 like yaktaur.png vs yaktaur-melee.png 15:59:10 Anyway 15:59:16 to your immediate problem @mumra 15:59:39 I think you just need 1-4 lines in bool mcache_monster::get_weapon_offset 16:00:43 to give TILEP_MONS_ZOMBIE_YAKTAUR an offset 16:01:25 and that'd fix the display problem 16:02:44 Kattur (L4 GrFi) ASSERT(wandtyp < NUM_WANDS) in 'describe-spells.cc' at line 212 failed. (D:3) 16:11:58 Meanwhile, I've added a print statement and am startign a run to see how many monsters I see that fall thru that branch :D 16:15:55 !crashlog Kattur GrFi xl=4 16:15:56 1. Kattur, XL4 GrFi, T:2248 (milestone): https://underhound.eu/crawl/morgue/Kattur/crash-Kattur-20250209-230243.txt 16:17:11 That looks fun 16:17:17 Here: Ijyb, wielding a +0 club, wearing a +1 leather armour of positive energyand carrying a wand of acid 16:22:03 maybe, anyway 16:22:21 Don't see how it could be greater than NUM_WANDS 16:22:29 and the assert doesn't tell us the actual value 16:23:35 and gdb isn't enabled so we can't see a backtrace with parameters and locals 16:25:03 Which means unless it's deterministic on that seed/version, I'm not sure it's at all feasible to debug 16:25:22 Could be a memory corruption anywhere in the codebase :D 16:25:42 Or failing RAM 16:25:45 or a localized bug 16:25:47 fun 16:39:37 Unstable branch on underhound.eu updated to: 0.33-a0-853-g30d10493ae (34) 17:21:58 -!- MakMorn_ is now known as MakMorn 18:26:04 <09g​ammafunk> never even suspect failing ram nor even something localized when crawlcode is involved 18:26:11 <09g​ammafunk> always suspect crawlcode instead 18:33:45 <09g​ammafunk> this codepath is very interesting 18:51:28 My money was on crawlcode (hence memory corruption) 18:52:33 After all, it's an occupational hazard of C++ :D 22:48:08 -!- Changesite1 is now known as Changesite