- 00:09 -!- Lebannen [n=rowan@87-194-36-203.bethere.co.uk] has joined #angband-dev
- 00:18 -!- Magnate1 [n=magnate@cpc1-bror5-0-0-cust47.bmly.cable.ntl.com] has quit ["Leaving."]
- 00:54 -!- Lebannen [n=rowan@87-194-36-203.bethere.co.uk] has quit ["Computer sleeping"]
- 07:15 -!- Begasus [n=Begasus@91.178.46.247] has joined #angband-dev
- 07:43 -!- magnate [n=chrisc@cpc1-bror5-0-0-cust47.bmly.cable.ntl.com] has joined #angband-dev
- 08:30 < CIA-64> angband: magnate * r1696 /trunk/src/monster/monster1.c: Marble Dice's monster recall patch, closing #532 and #743.
- 09:30 -!- Begasus [n=Begasus@91.178.46.247] has quit ["Vision[1.2.0-Z-05012007]: Now you see me now you don't ^^"]
- 13:42 -!- Lebannen [n=rowan@87-194-36-203.bethere.co.uk] has joined #angband-dev
- 14:36 < CIA-64> angband: magnate * r1697 /trunk/src/ (7 files):
- 14:36 < CIA-64> angband: Say goodbye to raw file misery (closes #983, and invalidates #953 and #960)
- 14:36 < CIA-64> angband: As a precursor to the FHS changes for #134, we get rid of all reference to raw files, ANGBAND_DATA_DIR and ALLOW_TEMPLATES. We now always parse text files when starting the game.
- 14:54 < magnate> Yay - my first commit via git!
- 14:57 < magnate> Right, I'm now confident of being able to work on something else in a new branch while you finish off private-dirs
- 15:03 < Aerdan> yay
- 15:39 -!- Begasus [n=Begasus@91.178.46.247] has joined #angband-dev
- 15:45 < magnate> back
- 16:06 -!- Lebannen [n=rowan@87-194-36-203.bethere.co.uk] has quit ["Computer sleeping"]
- 16:35 < CIA-64> angband: magnate * r1698 /trunk/src/object/obj-power.c: Fix prices of known objects with unknown pval (inspired by #929)
- 17:13 < d_m> magnate: so, do you have your git-svn bridge set up now?
- 17:14 < magnate> yes
- 17:14 < magnate> www.terminalarrogance.com/angband.git
- 17:14 < d_m> excellent
- 17:14 < magnate> But my main development machine is behind the firewall, and I haven't yet automated the pushing of changes to the web server
- 17:15 < d_m> gotcha
- 17:15 < magnate> So for example, I think it currently lacks r1698
- 17:15 < d_m> right. yeah, my hg bridge had that issue for awhile
- 17:15 < d_m> (at this point it actually waits for CIA messages in the chatroom, which is working pretty well ;)
- 17:15 < magnate> I need to get my head around anacron, because the dev box is not on 24/7
- 17:15 < d_m> ah.
- 17:16 < magnate> Yeah. I can automate the rebasing with rephial easily enough, it's catching up with my own changes that's trickier.
- 17:16 < d_m> right. yeah, that's why i (currently) don't accept pushes from HG... but just patch everything back into SVN directly.
- 17:17 < d_m> magnate: takkaria actually gave me an account on rephial.org for doing buildbot stuff. the account doesn't work yet, but when it does it might be useful to help automate some of your git stuff.
- 17:20 < magnate> Thanks - that'll be v helpful
- 17:20 < magnate> I'm supposed to host my git repo on alioth.debian.org, but I thought I'd get it working locally first
- 17:21 < magnate> git is a total headf*ck if you're a linear thinker like me
- 17:21 < d_m> magnate: i don't love it... although now that i'm pretty good with hg i think i'd do better.
- 17:22 < d_m> ironically the process of sending patches to angband actually got me thinking in a more hg/git oriented way (before i had svn access)
- 17:32 -!- Begasus [n=Begasus@91.178.46.247] has quit ["Vision[1.2.0-Z-05012007]: Now you see me now you don't ^^"]
- 19:54 < CIA-64> angband: magnate * r1699 /trunk/src/ (list-effects.h object/randart.c):
- 19:54 < CIA-64> angband: Random activations on randarts, a mere eight years late (closes #974).
- 19:54 < CIA-64> angband: Needs some playtesting. Recharge times may need further tweaking.
- 20:12 < magnate> d_m: is your small levels code still in trunk? I just played through to dl98 and didn't notice any small levels - they all seemed to have the normal 5x5 panels
- 21:23 < magnate> Hmm. trac.rephial.org seems to have fallen over
- 23:39 < magnate> Well, I fixed #976. Was very pleased with myself until I realised that partially-known artifacts don't even appear on the knowledge menu until they're fully IDd, rendering my fix somewhat pointless. Still, it will be useful if the ID system ever reaches the point where you know the name of an artifact before you know all its properties.
- 23:39 < Chessa> http://dev.rephial.org/trac/ticket/976
- 23:48 -!- magnate [n=chrisc@cpc1-bror5-0-0-cust47.bmly.cable.ntl.com] has quit ["Leaving."]