00:02 < cbus> @? storm dragon 00:02 < Gretell> storm dragon (D) | Speed: 12 | HD: 14 | Health: 70-140 | AC/EV: 13/10 | Damage: 25, 15, 15 | Flags: fly | Res: magic(93), cold, elec+++ | XP: 3006 | Sp: b.lightning. 00:02 < cbus> did the speed get buffed? 00:04 <@dpeg> Zannick: <3 00:04 < Zannick> :D 00:05 <+by> I'm getting a weird tiles crash with clear_messages=true 00:05 <+by> segmentation fault in cprintf 00:05 <+by> which has a constant string as its only argument 00:06 <+by> cprintf("--more--") -- no patterns in there either that I can see 00:08 < CIA-81> j-p-e-g * r4d8ea11091bf /crawl-ref/source/rltiles/dc-mon/unique/menkaure.png: Clean up Menkaure's tile a bit. 00:08 < CIA-81> j-p-e-g * r797faf6b9c37 /crawl-ref/source/rltiles/dc-mon/unique/purgy.png: Tidy up Purgy's tile. 00:08 < CIA-81> j-p-e-g * rada73be6b5dd /crawl-ref/source/rltiles/dc-mon/unique/roxanne.png: Clean up Roxanne's tile. 00:08 < CIA-81> j-p-e-g * rab88305b6750 /crawl-ref/source/rltiles/dc-mon/unique/roxanne.png: Tweak Roxanne's tile some more. 00:09 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: +Keskitalo, Adeon, doy, bhaak, @dpeg, Iainuki, felirx, dis_astranagant 00:10 < Timbermaw> ops? 00:10 < Timbermaw> something wrecked somewhere.. 00:11 <@elly> what? 00:11 <@elly> no, it was just a netsplit 00:11 -!- felirx [n=felix@dyn3-82-128-188-92.psoas.suomi.net] has joined ##crawl-dev 00:11 -!- doy [n=doy@tozt.akrasiac.org] has joined ##crawl-dev 00:11 -!- Netsplit over, joins: Adeon, dpeg, bhaak 00:11 -!- mode/##crawl-dev [+o dpeg] by ChanServ 00:12 < Timbermaw> ah i see 00:13 -!- dis_astranagant [n=hurf@173-22-128-136.client.mchsi.com] has joined ##crawl-dev 00:13 -!- Iainuki [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 00:17 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 00:17 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit [Client Quit] 00:17 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 00:19 < Kyrris> Are there any plans to make summons stop attacking harmless plants with rabid fury, while death yaks mob you? 00:19 <@dpeg> Kyrris: "any plans" makes it sound as if we had a masterplan until 2080 00:19 < Kyrris> You don't? 00:20 < Kyrris> My world! It crumbles. 00:20 < AceTetra> Kyrris: that behavior is amusing. maybe write a patch? 00:20 < Kyrris> Perhaps if I had written any c++ in the past eight years. 00:20 -!- Twinge [n=user@97-124-166-164.hlrn.qwest.net] has joined ##crawl-dev 00:20 <+by> you could also file an issue 00:20 < Kyrris> The behavior isn't much of a problem, but it means there's really no combining summons and stealth in some branches. 00:21 < Kyrris> I could. But I thought I'd see if it was intended behavior, first. 00:21 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 00:21 < kilobyte> it's especially annoying when a friendly balrug nukes you with a fireball trying to hit a toadstool behind you 00:21 <+due> hii 00:21 < AceTetra> no, i don't think anyone intended for your summoned horrible thing to spend all its time slapping a plant 00:21 < Henzell> due: You have 1 message. Use !messages to read it. 00:21 <+due> !message 00:21 <+due> !messages 00:21 < Henzell> (1/1) dpeg said (1h 17m 5s ago): My Snake:1 has: Aizul, Kirke, Erica, Sonja, Eustachio, Azrael, Nergalle, Harold. Bug? 00:22 <+due> O_O 00:22 < AceTetra> funny, but not intended 00:22 <+due> dpeg: I'm not sure it's a bug, just very rare? 00:22 < kilobyte> yes, a bug, Xtahua's missing 00:22 < Zannick> wow, that's some snake:1 00:22 <+due> !send dpeg Xtahua 00:22 < Henzell> Sending Xtahua to dpeg. 00:23 <+due> Fixed. 00:23 -!- Twinge_ [n=user@97-124-165-236.hlrn.qwest.net] has joined ##crawl-dev 00:23 < AceTetra> i have noticed a unique gathering effect too actually 00:23 < CIA-81> by * r48d6890187b5 /crawl-ref/source/output.cc: Redo hud quiver display formatting. 00:23 < Zannick> that level would be pretty hilarious if my Gregor unique were in there, too 00:23 < AceTetra> i'll get everything cleaned up, and the next new level i visit has at least a dozen @s with names 00:23 <+due> greensnark: http://crawl.develz.org/mantis/view.php?id=476 00:23 < Zannick> too bad that patch went into limbo 00:24 <+by> hi due 00:24 <+due> I have no idea why uiques are clumping, then. 00:24 * due eyes dpeg. 00:24 < AceTetra> due: i think it has to do with new level generation 00:24 < Kyrris> Random distributions tend to show clumping. 00:24 < AceTetra> it's like uniques wait in a queue or something 00:25 <+due> Kyrris: I think that might be it, to be honest? 00:25 < Kyrris> It means our pseudorandom generator is good! 00:25 < Zannick> or biased sampling 00:25 -!- rax_ is now known as rax 00:26 -!- mode/##crawl-dev [+o rax] by ChanServ 00:26 < Zannick> you haven't taken note of all the games where clumping *hasn't* occurred, have you? 00:26 <+due> Zannick: Nobody ever does. 00:26 < Zannick> exactly. 00:26 <+due> Zannick: They only see the clumps and go "wtf clump" and report it. 00:26 <+by> Napkin: the quiver bug should be fixed 00:26 < Napkin> \o/ 00:26 < Napkin> thanks :) 00:26 <+due> Need to tweak Darshan's script to generate unique generation statistics and run it through the dungeon a few thousand times. 00:26 < Napkin> Hey rax :) 00:26 <+due> Hi, rax! 00:26 <+by> also, messagewindow is merged -- update so the complaints can roll in overnight? 00:27 <+due> Ooh, nice. 00:27 <+due> Update CDO? 00:27 < Napkin> agreed @ the clumping, btw 00:27 < Napkin> Moin due! 00:27 <+due> Napkin: I'm going to run some generation statistics. 00:27 < Napkin> let rob decide :) 00:27 * dpeg stares at due. 00:27 * due is paralysed by the giant orb of dpeg. 00:28 -!- Twinge [n=user@97-124-166-164.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 00:28 <+due> @whereis Jambato 00:28 < Gretell> Jambato the Ruffian (L1 TrBe), a worshipper of Trog, saved on D:1 on 2010-01-10 after 291 turns. 00:28 <+due> Oh, I forgot to kill that one. 00:28 -!- Twinge [n=user@97-124-173-139.hlrn.qwest.net] has joined ##crawl-dev 00:28 < AceTetra> due: ok, i would usually think it's just statistics, but it seems to me like uniques gather on newly generated levels 00:28 <+due> AceTetra: They would, yes. 00:28 < AceTetra> i just wish i could quantify this somehow :/ 00:29 <+due> Uniques are only ever placed on newly generated levels. 00:29 < AceTetra> oh, ok! exploitable? 00:29 <+due> No? 00:29 < Napkin> lol 00:29 <+due> Uniques have only ever been placed on newly generated levels. 00:29 < Kyrris> How? 00:29 <+due> by: Should I updateCDO, then? 00:30 < AceTetra> Kyrris: i dunno, that's just the first thing i always ask 00:30 -!- Twinge_ [n=user@97-124-165-236.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 00:31 < Napkin> he might have "hey rob?" in his hilight list ;> 00:31 <+due> hey rob! 00:32 < Napkin> btw.. omg! I survived Vault8! 00:32 < Napkin> <3 OOD! 00:32 * due sstars CDO update anyway 00:33 <+due> It'll have to recompile everything so. 00:33 < Napkin> good decision :) 00:33 < Napkin> And I'll head off - G'night! 00:34 <+by> due: yes please! 00:34 <+due> Night Napking! 00:35 -!- Twinge_ [n=user@97-124-153-105.hlrn.qwest.net] has joined ##crawl-dev 00:37 -!- Twinge-- [n=user@97-124-153-148.hlrn.qwest.net] has quit [No route to host] 00:39 <+due> Master branch on CDO updated to: 0.6.0-a1-2482-g48d6890 (16.1)! 00:39 -!- TGW is now known as TGWi 00:40 -!- Twinge [n=user@97-124-173-139.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 00:41 <+by> due: thanks! 00:41 <+due> :) 00:43 < TGWi> why do you guys keep trying to trick me into playing with delay_message_clear? 00:43 < AceTetra> TGWi: oh just edit your rcfile 00:43 < TGWi> defaulting it, then renaming the option 00:44 <+by> could you file this in the "Complaints" section of the cdo issue tracker, please? 00:44 < AceTetra> wait, the option was renamed? explicitly setting the old option name worked for me :/ 00:44 < TGWi> acetetra: just now 00:45 < AceTetra> well, i did it a week ago, so i dunno 00:47 <+due> We have a "complaints" section? :) 00:47 < TGWi> by the way, someone broke ^p 00:49 < TGWi> (it starts at the top now) 00:49 <+by> known issue, it's just not completely reimplemented yet 00:54 -!- AceTetra [n=AceTetra@97-126-73-66.tukw.qwest.net] has quit [Read error: 104 (Connection reset by peer)] 00:54 -!- AceTetra [n=AceTetra@97-126-73-66.tukw.qwest.net] has joined ##crawl-dev 00:55 < Ashenzari> Ctrl-x screen could be exact about charmed monsters (http://crawl.develz.org/mantis/view.php?id=477) by Kyrris 00:59 <+due> !tell Keskitalo Love the new Donald tile. :D 00:59 < Henzell> due: OK, I'll let Keskitalo know. 00:59 < kilobyte> by: any key will clear --more-- now 01:00 < kilobyte> by: and that nukes its usability as a safety feature 01:00 <+by> that used to be just space? 01:00 < AceTetra> kilobyte: uh-oh. i always used force more to absorb bad keystrokes :/ 01:00 < TGWi> oh my god what 01:01 < Kyrris> Space, enter, or escape. 01:02 < AceTetra> i have a great big section of my rcfile that depends on force more dumping keystrokes that aren't space, enter, or esc 01:04 < cbus> dpeg, no 12k tonight 01:04 < Kyrris> I am so not transfering to the new version. Yee. 01:05 <+due> Welcome to playing the developmental version of crawl. 01:05 <+by> could the guys that don't read c-r-d or commit messages please takek the whining to ##crawl? 01:06 <+due> Oooh! 01:06 <+due> Thanks, PigVomit! 01:07 <+due> omg it's awesome. 01:08 -!- AceTetra [n=AceTetra@97-126-73-66.tukw.qwest.net] has quit [Read error: 54 (Connection reset by peer)] 01:10 <@dpeg> by: you can kick! 01:10 < cbus> dpeg, 12k 01:10 <@dpeg> cbus: you are? 01:11 <@dpeg> still? 01:11 < cbus> dpeg, was 14k last time :) 01:11 < cbus> dpeg, nice bug, I'm 13k in all nick lists, but when I type im 12k 01:11 <+due> That's confusing. 01:12 < cbus> it updated :) 01:19 < CIA-81> by * rfe19693b8102 /crawl-ref/source/ (message.cc message.h): Make (some) more prompts respond to the same keys as they used to. 01:20 <+due> by: Do you want me to update again to stem the screaming masses? 01:20 <+by> please :) 01:20 * due will do it quickly, but leaving shortly. 01:22 <+by> don't worry, I can deal with the screaming masses 01:22 <@dpeg> Why does Snorg follow me when I am invisible? :( 01:22 <+due> @??snorg 01:22 < Gretell> Snorg (T) | Speed: 10 | HD: 8 | Health: 96 | AC/EV: 0/10 | Damage: 20, 15, 15 | Res: magic(64) | Chunks: contaminated | XP: 1451. 01:22 < cbus> dpeg, you have a nice behind? 01:22 < cbus> :D 01:22 <+due> Because invis is rubbish. 01:22 <@dpeg> shit 01:22 <+by> that should really be fixed 01:22 <+due> I think it can be fixed now. 01:23 <+due> Master branch on CDO updated to: 0.6.0-a1-2483-gfe19693 (16.1) 01:23 <@dpeg> He followed me for more than 12 steps. 01:23 <+by> thanks, due 01:23 <+due> Okay, 've got to run. 01:23 < cbus> dpeg, maybe you got clunky shoes 01:23 <@dpeg> bye 01:23 < cbus> :D 01:23 -!- cbus was kicked from ##crawl-dev by dpeg [dpeg] 01:23 * due snorts. 01:23 -!- cbus [n=cbus@haxxor.se] has joined ##crawl-dev 01:24 <+due> Yeah, non-sense/see-invis monsters seem capable of following you even while invis. 01:24 < kilobyte> by: http://sprunge.us/KeUI 01:24 <@dpeg> due: I noted :) 01:24 < Kyrris> Just not targetting you well, right? 01:24 < cbus> dpeg, low stealth (clunky shoes) might make it possible to follow the sound? 01:24 <@dpeg> cbus: Kenku: no shoes 01:24 < cbus> ahh ok 01:24 < cbus> was guessing on heavy armour 01:24 < Kyrris> dpeg: Clacky talons. :D 01:24 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["leaving"] 01:24 <+due> ... 01:25 * due also leaves. 01:30 <+by> kilobyte: thanks, will check; currently examing tiles core (also thanks) 01:32 <+due> by: Oh, my method for doing tiles is to run gdb in a vterm and connect it to the tiles process. 01:33 <+due> by: Another method is to run tiles with tile_full_screen=false, which also helps. 01:40 <+by> maybe it's a mac problem, but gdb crashes for me 01:50 < CIA-81> by * r36393951c77f /crawl-ref/source/message.cc: More proper linebreaking of tagged strings. 01:50 <+by> kilobyte: that should fix your assert, hopefully 01:57 <+by> hrm, this mac tiles coredump is useless... 01:58 <+by> (gdb) bt 01:58 <+by> #0 0x93cc434d in pthread_getspecific () 01:58 <+by> #1 0x00000000 in ?? () 02:11 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit [Nick collision from services.] 02:11 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 02:11 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit [Nick collision from services.] 02:12 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 02:14 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 02:16 < CIA-81> by * r555315ddede9 /crawl-ref/source/message.cc: Fix long messages causing assert when placing cursor. 02:16 < CIA-81> by * r0a00b0301529 /crawl-ref/source/message.cc: Start message replay at end. 02:16 < CIA-81> by * r484ac2f6e41c /crawl-ref/source/ (menu.cc menu.h): Add menu flag to allow a menu to start at the end of its content. 02:19 -!- SIberAsleep [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 60 (Operation timed out)] 02:23 -!- by [n=rob@g225109228.adsl.alicedsl.de] has quit ["night"] 02:27 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has left ##crawl-dev [] 02:30 -!- rburnham [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 02:31 < rburnham> I really <3 the mutation series, btw. (rC+, etc. etc. and rF+ etc. etc.), especially when there are different options in a particular tree (protect items from cold and cold barbed armour) 02:32 < Timbermaw> ya, it's pretty cool. reminds of those dinosaur petting games :p 02:33 < Timbermaw> different evolution paths and stuff 02:40 -!- Cryp71c [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit [Nick collision from services.] 02:40 -!- rburnham is now known as Cryp71c 02:40 -!- Cryp71c_ [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 02:55 < Eronarn> Cryp71c_ / Timbermaw: We are looking for new mutation ideas. 02:55 < Eronarn> The current list is far too sparse 02:55 < Eronarn> These can be offshoots of existing mutations, too 02:56 < Cryp71c> Eronarn: is this being done on wiki, or just whever? 02:56 < Cryp71c> where*ever 02:56 < Kyrris> Yeah. There should be a wiki page somewhere, right? 02:58 < Eronarn> yes. brainstorm:species:demonspawn iirc 02:58 < Timbermaw> i could think of some if i knew which ones already exist xP 03:00 < Eronarn> there is a list on the page 03:00 < Eronarn> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:demonspawn 03:02 < Timbermaw> kk will do 03:02 < Timbermaw> <3 long reads 03:06 < Zannick> is this open in general to suggestions? 03:11 <+due> Cryp71c: You can't just remove HT_AMPHIBIOUS_LAND, it'll do weird things. You have to replace with HT_LAND instead. :) 03:11 <+sorear> Zannick: Are they good suggestions? 03:11 <+due> Why does HT_AMPHIBIOUS_LAND get a speed bonus in water, anyway? 03:12 -!- GeoBSD [n=geobsd@lns-bzn-38-82-253-108-68.adsl.proxad.net] has quit [Remote closed the connection] 03:12 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has joined ##crawl-dev 03:12 <+due> I always thought there was M_AMPHIBIOUS for the speed boost, but apparently my mind is broken. 03:13 <+due> I'm assuming rob's latest commit was to fix ^p not starting at the end? 03:13 <+due> I might update CDO again if that's the case. 03:14 <+due> Eh, iit can wait. 03:14 < Cryp71c> due: lol that's my bad, I wasn't aware it was necessary 03:14 < Zannick> sorear: maybe? 03:14 <+due> Cryp71c: Yeah, habitat is one of the essential values. 03:14 < Zannick> i won't be the sole judge of that 03:14 < Zannick> my idea is a fear effect roar via shouting 03:14 <+due> Cryp71c: Basically, every value needs to exist. They're all just numbers, though, so if you leave one out, it'll just complain that it's missing the last one, then try and convert FL_NONE to a habitat, etc. 03:15 <+due> Or at least, I believe this is what it would do. 03:15 < Cryp71c> Are claws, horns and hooves the only body ranks? 03:15 <+due> Scales? 03:15 <+due> Cryp71c: Anyway, I'm thinking that a different solution might be needed for slime creatures. I'd like to make them able to use water, just not get a speed bonus. 03:15 <+due> M_SWIMMER or something. 03:15 < Zannick> scales don't prevent armor, iirc 03:16 < Cryp71c> due: no, they don't 03:16 < Zannick> "body rank" removes a slot 03:16 <+due> Ah. 03:16 < Cryp71c> yeah, prevents armour from that slot 03:16 <+due> I'm not up-to on the current demonspawn lingo. 03:21 < Eronarn> current slot removal: horns, claws 03:22 < Eronarn> proposed slot removal: hooves (probably going in), wings (cloak, might go in) 03:22 < Kyrris> I'd like to throw in really hard behind that proposed change to the scales. 03:22 < Kyrris> If only to be covered in pulsating blue eyeballs. 03:23 < Kyrris> Which should be lower AC, with SInv innate. 03:31 -!- Timbermaw [n=riquez60@189.27.196.83.dynamic.adsl.gvt.net.br] has left ##crawl-dev [] 03:42 -!- dis_astranagant [n=hurf@173-22-128-136.client.mchsi.com] has quit [Read error: 60 (Operation timed out)] 03:48 < CIA-81> dolorous * r032b0667f410 /crawl-ref/source/ (mon-util.cc monster.cc): Comment fixes. 03:51 < Eronarn> Kyrris: the dynamic scales one, or the jiyva scales one 03:55 < Kyrris> Uh, yours. 03:55 < Kyrris> Which is not much different from Dpeg's, but more fleshed-out. 03:56 < Cryp71c> Eronarn: I like wings, but It could really kill heavy armour DS with deformed body 1 03:56 < Kyrris> Nah. That would be -5AC in plate. 03:56 < Kyrris> That's definitely worth the flight. 03:57 < Cryp71c> -5AC can really make a difference mid game though 03:57 < Cryp71c> and are we talking about evoked flight, or natural flight? 04:00 -!- ogaz [n=chatzill@c-67-187-226-4.hsd1.ca.comcast.net] has joined ##crawl-dev 04:00 < Cryp71c> So are blink / tele flagged for removal in .6? 04:06 < doy> Cryp71c: yes 04:08 < Eronarn> i don't like the idea of flight giving deformed body 04:09 < Eronarn> deformed body is kind of stupid anyways 04:15 < Cryp71c> Yeah, a bit. 04:15 < Cryp71c> Be back later 04:15 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Lost terminal"] 04:17 <+due> Was Enne here? 04:17 <+due> Ah, no. 04:18 < st_> Not sure if this is exclusive to Donald, but some of his speech is long enough to go onto two lines, and the second line is coloured differently than the first (white -> grey) 04:19 <+due> Bah, really? 04:19 <+due> It's not, it'll be anyway. 04:19 <+due> Er. Anything. 04:25 -!- elly|test [n=me@c-98-219-223-12.hsd1.pa.comcast.net] has joined ##crawl-dev 04:25 -!- mode/##crawl-dev [+b elly|test!*@*] by ChanServ 04:25 -!- elly|test was kicked from ##crawl-dev by ChanServ [User is banned from this channel] 04:25 <@elly> okay, good 04:25 <+due> :o 04:26 <+due> Elly is banned? That seems problematic. 04:26 < doy> so who are we autobanning? 04:26 <@elly> no 04:26 <@elly> I was just testing something 04:26 * due goes away again. 04:27 <+due> message.cc: In member function ‘void message_window::place_cursor() const’: 04:27 <+due> message.cc:202: warning: comparison between signed and unsigned integer expressions 04:27 * due now gone. 04:32 -!- bmh [n=brendan@209-6-234-82.c3-0.sbo-ubr3.sbo.ma.cable.rcn.com] has joined ##crawl-dev 04:37 -!- bmh [n=brendan@209-6-234-82.c3-0.sbo-ubr3.sbo.ma.cable.rcn.com] has quit [] 04:53 < MarvinPA> how do i backup a CDO save, for a bug report? 04:53 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has joined ##crawl-dev 04:53 < doy> you ask someone with server access 04:54 < MarvinPA> aha ok 04:54 < MarvinPA> does someone here have server access? :P 04:54 < doy> napkin, due, greensnark, sorear are the ones i know 04:55 < Cryp71c> So for the DS muts, are +MP scheduled for removal as well as blink and tele muts? 04:56 < doy> Cryp71c: this is all covered on the wiki 04:56 < Ashenzari> ^p is broken (http://crawl.develz.org/mantis/view.php?id=478) by Lemuel 04:56 < Cryp71c> doy: MP and HP are not detailed on the DS brainstorming wiki. 04:57 < doy> those aren't ds mutations, are they? 04:58 <+sorear> mp and hp are things all chars have 04:58 < Cryp71c> Yes they are 04:58 < Cryp71c> +10% MP etc. etc. 04:58 < Kyrris> Robust and Energetic. 04:59 < Cryp71c> Kyrris: indeed, thanks..couldnt think of the names 04:59 < Kyrris> I think they ought to stay, but there ought also be facets that begin with each. 04:59 < Kyrris> Because the suspense is engaging. 04:59 < Kyrris> Similarly to the ice/fire facets. 05:00 < Cryp71c> I rather enjoy facets, but the MP is useless. 05:00 < doy> ah, suppose they are 05:01 < Cryp71c> 10% is what? 2-3 at the most (if its pre-bonuses) for a pure-caster? 05:01 < Cryp71c> that's worthless imo 05:01 < Kyrris> Hm, true. 05:02 < Kyrris> In theory, a facet can have more than three levels of mutation. 05:03 -!- Jampy [n=Jampy@c-67-168-196-117.hsd1.or.comcast.net] has joined ##crawl-dev 05:06 < Cryp71c> Yeah, but I'm afraid that 4th levels in muts would result in fewer different facets 05:07 < Cryp71c> since obv it would consume a mut slot 05:09 < Cryp71c> I would like to see some of the very-close scale muts be removed and replaced with more interesting scale combos (+1 AC 30% Beam (lightning-type beams, not bolts) bounce, +2 AC 60% chance, +3 90% chance) 05:09 < Cryp71c> instead of 3 different +1 +2 +3 -_- 05:10 < doy> i think facets should stay at 3 05:12 < Cryp71c> Yeah I think so too 05:13 < Zannick> hm, the more i think about it, the more i think Roar shouldn't really be a DS-specific mutation 05:26 < Ashenzari> Something's cutting lines out of the message window, now, like wi/qu long names did. (http://crawl.develz.org/mantis/view.php?id=480) by Kyrris 05:26 < Ashenzari> New Mutation: Roar (http://crawl.develz.org/mantis/view.php?id=479) by Zannick 05:29 <+due> ER 05:29 <+due> New mutations, etc, belong on the wiki. 05:29 < Zannick> whoops, sorry, wasn't sure where to put it 05:29 < Eronarn> my original proposal for facets was 4, but we've kept it at 3 05:29 < Eronarn> 3 is definitely doable 05:30 < Kyrris> Agreed. 05:30 < Eronarn> note, though, that there could also be a difference between facet levels and mutation levels 05:30 < Kyrris> I meant four levels of mutations in one facet. 05:30 < Eronarn> i.e.: facet 1 and 2 are one level of a mutation, facet 3 is three levels of it 05:30 < Kyrris> ...and said so. 05:30 < Kyrris> That just made what you were saying -less- clear to me. 05:31 < Kyrris> You talking tiers, now? 05:31 < Eronarn> er, yes, tiers 05:31 < Ashenzari> When setting macros, the trigger key is not being echoed (http://crawl.develz.org/mantis/view.php?id=482) by Kyrris 05:31 < Ashenzari> Exiting the abyss into Shoals:5 caused tides to cease (http://crawl.develz.org/mantis/view.php?id=481) by MarvintheParanoidAndroid 05:38 < CIA-81> pointless_ * r618b19628f25 /crawl-ref/source/mon-abil.cc: Conserve current HP (not just max HP) when merging/splittings slimes 05:38 < CIA-81> pointless_ * rcface99c9ace /crawl-ref/source/mon-abil.cc: Use grid distance (not e. distance) to decide if slimes can split 05:42 -!- dis_astranagant [n=hurf@173-22-127-144.client.mchsi.com] has joined ##crawl-dev 05:46 -!- eith [n=eith@86-40-245-49-dynamic.b-ras2.lmk.limerick.eircom.net] has quit [Read error: 113 (No route to host)] 05:47 < dis_astranagant> hmm, I just had an interesting idea for either the start of a race or a new DS mutation: intellect devouring. It would give an ability that reduces the target's intelligence a step if it has more than plant intelligence, confuses them, makes casters lose a random spell and grants some bonus to the user such as restoring some mp or a short !brilliance effect 05:47 <@elly> Mindflayer! 05:47 < doy> might be interesting for http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:lich 05:48 -!- mode/##crawl-dev [+v doy] by ChanServ 05:49 < dis_astranagant> if mp gain is the main draw, it could be on a caster friendly race with no other mp regen 05:49 <+due> deep elf! 05:49 <+due> instead of not regaining hp, they don't regain mp! 05:49 < dis_astranagant> though that could make places like the crypt and hive off limits 05:49 <+due> the perfect counterpart to deep dwarf. 05:50 < dis_astranagant> although, much like DD, they'd probably just take vehumet or sif to get around that issue 05:51 < Kyrris> due: But, in counterpoint to DD, they don't spend as much mp to cast? 05:51 < Kyrris> At least 1dXL reduction in all spell costs? 05:52 < Kyrris> Would make their early game much less painful. 05:52 -!- Cryp71c [n=rburnham@c-68-53-104-165.hsd1.tn.comcast.net] has quit ["Lost terminal"] 05:52 < dis_astranagant> 1dXL is a bit much 05:52 < dis_astranagant> free firestorms 2/3 of the time 05:52 < Kyrris> RIght. I meant 1d(XL/3) 05:53 < dis_astranagant> ah, half price day 05:53 < Kyrris> Right. 05:53 < Kyrris> Over time. 05:53 < Kyrris> But have to *mumblemumble* to regain. 05:53 < Kyrris> Free magic darts forever. 06:05 -!- Cryp71c_ [i=Cryp71c@c-68-53-104-165.hsd1.tn.comcast.net] has quit [] 06:18 < Eronarn> dis_astranagant: i have both posted a mind flayer race and also suggested mind eating as a DS mutation 06:18 < Eronarn> both are on the wiki 06:19 <@elly> mind flayers! 06:19 <@elly> Picture a mind. 06:21 < Eronarn> stomping on a lesser mind forever? 06:24 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 06:26 < Ashenzari> NONEXISTENT FOE (http://crawl.develz.org/mantis/view.php?id=483) by Kyrris 07:24 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has quit ["Ex-Chat"] 07:32 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 07:51 -!- purge83_ [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev 08:00 <+due> hi 08:01 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 104 (Connection reset by peer)] 08:01 <+due> Argh, not vapours and non-existant foes again. 08:01 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 08:05 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit [Read error: 110 (Connection timed out)] 08:14 <+greensnark> @whereis MarvinPA 08:14 < Gretell> MarvinPA the Fighter (L16 DSCK), a worshipper of Makhleb, saved on Shoal:5 on 2010-01-20 after 58965 turns. 08:15 <+greensnark> Napkin: This savegame backup script is <3 08:15 <+due> I knoow 08:17 <+due> Master branch on CDO updated to: 0.6.0-a1-2490-gcface99 (16.1) 08:17 <+greensnark> cface99, eh 08:18 <+due> Face it! we need c00? 08:18 <+due> *c99? 08:19 < Napkin> Moin guys! 08:20 <+sorear> GC Face! 08:20 <+due> moin napkin! 08:20 <+sorear> due: You wouldn't happen to know what -a1-2490- means? 08:20 <+due> sorear: Yes. 08:21 <+due> Two seconds. 08:21 <+due> Hm. 08:21 <+due> -a1-2367 is the currernt build on trunk 08:21 <+due> So I'm not sure where -a1-2490 cae from. 08:21 <+due> Er, on CDO's trunk page. 08:28 <+due> purge83_! :D 08:28 <+due> Why 83_? I dislike my purges suffixed. 08:29 < CIA-81> greensnark * r0be1cdcb2cb5 /crawl-ref/source/ (mon-cast.cc monster.cc): Fix Call Tide never ending (MarvinPA), increase the duration of call tide. 08:29 <+due> Ooh 08:29 <+due> That reminds me to do my atollkrakenvault. 08:29 <+due> Can we place items in deep water in vaults now? 08:30 <+greensnark> dpeg does not officially endorse this practice :) 08:31 <+due> Well 08:31 <+due> When you kilil the kraken in this vault, the water will disappear 08:31 -!- purge83_ is now known as purge 08:31 <+sorear> due: FYI you can't use apostrophes in C++ preprocessor tokens 08:31 < purge> hi 08:31 < purge> due: just for you, i removed the 83 from my alternate nick :) 08:32 <+due> purge: hooray! 08:32 <+due> sorear: I did somewhere? Bah. Where? 08:32 <+sorear> M_CAN_SWIM_BUT_DOESN'T_LIKE_TO-esque flag could be created that allows 08:32 <+due> sorear: Oh, hehehehehe. 08:32 <+due> sorear: Yeah, but BUT_DOESNT_LIKE_TO looked.. icky. 08:32 < purge> due: shouldn't non-merfolk be able to see items in deep water and retrieve them with apportation? 08:33 <+due> purge: ---^ ask sorear. 08:34 -!- Jampy [n=Jampy@c-67-168-196-117.hsd1.or.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 08:34 <+sorear> purge: no. Having to apport the items merfolk drop is a huge source of grinding, especially if you have to take off armor first 08:35 < purge> Roger. Anyways, time for sleeeeep 08:35 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has quit ["zzz"] 08:39 < CIA-81> greensnark stone_soup-0.5 * ra5a74493f8ae /crawl-ref/source/maps.cc: Fix bug in handling .des map validation failures (Eifeltrampel). 08:42 <+Zaba_> what is being developed in the messagewindow branch? 08:43 <+greensnark> Zaba_: You'll never guess 08:43 <+greensnark> Nothing like naming a branch clearly to confuse users :D 08:43 <+Zaba_> well, er.. 08:44 <+Zaba_> "message window" can mean many things.. 08:44 <+greensnark> It's merged into master now, pull and take a look :) 08:45 <+Zaba_> oh, it is? Okay 08:49 <+greensnark> !tv * Shoal 08:49 < Henzell> 75. LordSloth, XL19 MfSt, T:62056 requested for FooTV. 08:51 <+greensnark> Wow, he really worked hard for that death 08:51 <+greensnark> He was killing ordinary merfolk and completely ignoring the javelineer until it got him to 40 hp 08:51 <+greensnark> And it took a long time to get him to 40 hp :P 08:51 <+greensnark> Like a dozen turns :P 08:54 <+greensnark> due: Could you update CDO with the tide fix so MarvinPA can continue his game? 09:02 -!- ogaz [n=chatzill@c-67-187-226-4.hsd1.ca.comcast.net] has quit [Remote closed the connection] 09:03 -!- syllogism [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 09:03 <+due> greensnark: Sure 09:03 <+due> Sorry, was making dinner. 09:04 <+due> MarvinPA: Oh, you'rehere, too. 09:04 < MarvinPA> yus! 09:05 < MarvinPA> thanks :) 09:05 <+due> Napkin: CDo has never seen so many updates in one night! 09:05 <+due> message.cc: In member function ‘void message_window::place_cursor() const’: 09:05 <+due> message.cc:202: warning: comparison between signed and unsigned integer expressions 09:05 <+due> Is that an issue? 09:06 <+due> Master branch on CDO updated to: 0.6.0-a1-2491-g0be1cdc (16.1)! 09:07 <+due> @whereis turnerjer 09:07 < Gretell> turnerjer the Chucker (L8 DSAs), a worshipper of Xom, saved on D:7 on 2010-01-20 after 7093 turns. 09:10 <+greensnark> due: Thanks! 09:10 < CIA-81> greensnark * rf22333f7d00b /crawl-ref/source/message.cc: Fix signed-unsigned comparison warning (due). 09:11 <+due> greensnark: Is there a wizmode command for tidal affectations? 09:12 <+greensnark> No 09:12 <+due> Ah, okay. 09:12 <+greensnark> Could add one 09:12 <+due> I'm trying to work out how best to do an atoll with kraken. 09:12 <+greensnark> What would you need it to do 09:13 <+greensnark> Hmm, lots of wizmode commands already 09:13 <+due> Hm, "force tide change", "increase tide rate"? 09:13 <+due> I know. 09:14 <+due> Half the problem with wizmode commands is working out a letter for them. 09:14 <+greensnark> Ok, I'll grab ')' 09:14 <+greensnark> Not ideal :P 09:15 <+greensnark> But it's wasting its sweetness on the desert air 09:15 <+due> Isn't it used for something? 09:15 <+greensnark> ( and ) are both used to create features 09:16 <+greensnark> They used to be subtly and needlessly different, but they're unified now 09:16 <+due> Ahh. 09:17 <+greensnark> Tide rate is currently a constant, I can make it changeable, but the change will not be saved 09:17 <+greensnark> I don't suppose that's a problem 09:17 <+due> http://pastebin.ca/1758613 09:17 <+due> What do you think of that? 09:18 <+due> Needs more random. 09:18 <+greensnark> It should have a one-square wide floor all round 09:18 <+greensnark> Like the hangout of the watcher in the water at the gates of Moria 09:18 <+due> Hm. 09:19 <+greensnark> Maybe a gate at the back that will not open? :P 09:19 <+greensnark> Is that doable? :P 09:19 <+due> Haha. 09:19 <+due> Gate isn't. 09:20 <+due> http://pastebin.ca/1758615 09:20 <+due> Mor elike that? 09:20 <+greensnark> Yes, but maybe there should be something at the back? 09:20 <+greensnark> A statue if not a door that cannot be opened 09:20 <+greensnark> Or fountains or something 09:21 <+greensnark> Something to draw the player in 09:21 <+greensnark> Loot? :) 09:21 <+greensnark> The kraken has left one or two items up there to lure idiot mortals in 09:21 <+due> Hm. 09:22 <+due> http://pastebin.ca/1758618 09:22 <+due> The loot goes in the water. 09:22 <+greensnark> Of course, any player with any sense will know there's something i nthe water 09:22 <+due> When the water goes away, all the fprops that restrict the tides also go. 09:22 <+greensnark> due: Yes, most of the loot should be in the water 09:22 <+greensnark> But there should be the token bait outside :) 09:22 <+greensnark> The kraken wants things to come in, so it sets up some bait :P 09:22 <+due> I still don't like the shape, bah. 09:23 <+due> I am also obsessed with symmetry. 09:25 <+due> Excellent! This is better 09:36 <+due> Hey cool, I'm using kfeat, kitem, kmons and kprop all on the same key spec :D 09:39 <+due> greensnark: Oh, are you there? 09:41 <+greensnark> Yes 09:42 <+due> greensnark: How would I go about write an accessor for monster props in Lua? 09:42 <+due> Oh. 09:43 <+due> I guess I can switch off get_type() and then just push the relevant value. 09:43 <+due> Okay, never mind! 09:43 <+greensnark> There's a bunch of props like name and experience already done, just do it the same way? 09:43 <+due> I meant monster->props, the CrawlHashTable 09:45 <+due> I think I'll rewrite the items library to use userdata instead. 09:45 <+due> Which then makes Troves easier, so win/win situation. 09:46 <+greensnark> Bloody submodules 09:47 <+due> Hehe, did you bork them? 09:47 <+greensnark> I switched to 0.5 and back, and as usual they're up to their silly twix. 09:48 <+due> I hate hate hate submodules in this regard. 09:49 <+greensnark> I hate to say this, but svn:externals is better :P 09:49 <+greensnark> It really needs a nice porcelain frontend to hide all the ick 09:50 <+greensnark> And if I want to quickly clone one local repo to another, guess what 09:50 <+sorear> What's wrong with submodules? 09:51 <+greensnark> sorear: They're too low-level 09:51 <+greensnark> I spend an awful lot of time futzing with them 09:51 <+greensnark> The end user shouldn't have to write scripts just to automate submodules stupidity 09:52 -!- Keskitalo [n=einokesk@tuomi.oulu.fi] has joined ##crawl-dev 09:53 <+greensnark> We have a Keskitalo 09:53 <+due> OMG a Keskitalo! 09:53 < Napkin> Eino! 09:54 < Keskitalo> Hehe, hi folks. :) 09:54 < Henzell> Keskitalo: You have 1 message. Use !messages to read it. 09:54 < Keskitalo> !messages 09:54 < Henzell> (1/1) due said (8h 54m 49s ago): Love the new Donald tile. :D 09:54 < Keskitalo> \o/ 09:54 <+greensnark> Keskitalo: Did you sneak in the duck legs that I requested? :P 09:54 < Keskitalo> cbus hated the hair, so all should be all right. 09:54 < Keskitalo> greensnark: No, but I considered not including pants! 09:54 <+greensnark> Yeah, if cbus doesn't dislike something, you're not doing it right 09:55 < Napkin> hehe 09:55 < Keskitalo> Looks like leguin.freenode.net booted me off last night.. my backlog ;_; 09:55 <+greensnark> Freenode still under that silly DDoS I guess 09:55 <+due> Keskitalo: http://tozt.net/crawl! 09:56 <+due> I loved the hair! 09:56 <+due> I wanted spiky hair. 09:57 < Keskitalo> ohh, the logs. 09:57 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has quit [Read error: 60 (Operation timed out)] 09:59 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has joined ##crawl-dev 10:00 < CIA-81> greensnark * r88057237d9e2 /crawl-ref/source/ (cio.cc dgn-shoals.cc dgn-shoals.h main.cc): Add wizmode &) to modify tide speed or level. 10:01 <+due> <333 10:02 <+due> greensnark: Where should I look for documentation on C++ Lua metatables? 10:03 <+due> I suppose I could google. 10:03 < cbus> keskitalo, I did? 10:03 < cbus> keskitalo, I didn't mind lair 10:04 <+due> Oh no, we'll have to change it then. 10:08 < Keskitalo> cbus: hair not lair! 10:09 <+greensnark> due: The Lua manual is online 10:10 <+greensnark> Probably easier to identify some existing code that's similar to what you want to do and do that same thing, though 10:10 <+greensnark> Metatable discussions tend to be dizzying :) 10:10 <+greensnark> Hey cbus 10:10 <+greensnark> @whereis cbus 10:10 < Gretell> cbus the Vandal (L1 HaHu) saved on D:1 on 2010-01-11 after 232 turns. 10:10 <+greensnark> :P 10:17 -!- Ero_ [n=ero@ip72-192-30-30.ri.ri.cox.net] has quit ["leaving"] 10:25 <+due> greensnark: Yeah, I decided to go that route. 10:26 <+sorear> &), eh 10:26 <+sorear> I take it we're running out of keys 10:26 <+due> We've a lot of CONTROLs left. 10:27 <+greensnark> No ^T though :P 10:27 <+sorear> but we aren't using stuff like ~T yet 10:28 <+sorear> (that's control-alt-T, ECMA-035 code 148) 10:30 < cbus> morning 10:33 < syllogism> looks like you can scum nemelex decks infinitely as a mummy, as in you never have to leave the temple once your piety is high enough 10:33 < syllogism> and if the weights are correct, he'll only gift you the types of decks you want 10:34 < cbus> nice 10:38 <+sorear> you get enough piety using decks to replace the decks? 10:39 < syllogism> piety decay is very slow and you'll always wait for 400+ turns after each gift 10:39 < Kyrris> As long as you don't use his abilities. 10:39 < Kyrris> And you keep running the risk of horrible consequences. 10:39 < syllogism> of course if you ever sacrifice a weapon, you'll probably keep getting decks of destruction as the weights will all hit 1 eventually (???) 10:40 < syllogism> and eventually you'll draw a card that'll banish you 10:42 < cbus> syllogism, try it on CDO:) 10:42 < cbus> would be interesting to watch 10:42 < syllogism> I don't like mummies :P 10:42 < cbus> me neither 10:44 < Kyrris> Nooooooooooooooooooooooo 10:44 < Kyrris> Wrong channel. 10:44 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has quit [] 10:47 <+greensnark> !tell dpeg Can we remove mummies for 0.6? 10:47 < Henzell> greensnark: OK, I'll let dpeg know. 10:50 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 10:50 -!- mode/##crawl-dev [+o dpeg] by ChanServ 10:50 -!- by [n=rob@g225109228.adsl.alicedsl.de] has joined ##crawl-dev 10:50 -!- mode/##crawl-dev [+v by] by ChanServ 10:50 <@dpeg> cheers 10:50 < Henzell> dpeg: You have 1 message. Use !messages to read it. 10:50 <@dpeg> !messages 10:50 < Henzell> (1/1) greensnark said (2m 47s ago): Can we remove mummies for 0.6? 10:50 <+by> hi 10:51 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has joined ##crawl-dev 10:51 <@dpeg> !tell greensnark Got killed by one? I got killed by Snorg, that's even more humiliating. 10:51 < Henzell> dpeg: OK, I'll let greensnark know. 10:51 < syllogism> :P 10:51 <@dpeg> @whereis dpeg 10:51 < Gretell> dpeg the Destroyer (L16 KeFE), a worshipper of Fedhas, dead on Elf:1 on 2010-01-20 after 68452 turns. 10:51 <@dpeg> so much for Fedhas testing :/ 10:54 < Keskitalo> Hiya dpeg! 10:55 < Keskitalo> greensnark: Isn't everything that's scummable by mummies scummable by vampires too? 10:55 <@dpeg> greensnark: ah, you ment *player* mummies! Context missing :) 10:56 <@dpeg> Keskitalo: not really, b/c bloodless Vampires don't heal. 10:56 <@dpeg> greensnark: seriously, I wound't mind tacking some clock on to mummies. 10:56 <@dpeg> Like their bandages getting off and they having to fix that with scrolls or something. 10:58 <@dpeg> by: messagewindow is on CDO now? 10:58 <+by> yes 10:58 <@dpeg> cool, many thanks 10:58 <+greensnark> dpeg: I mean the player species, yes :) 10:58 < Henzell> greensnark: You have 1 message. Use !messages to read it. 10:59 <+due> dpeg! <3 10:59 <+greensnark> !messages 10:59 < Henzell> (1/1) dpeg said (7m 54s ago): Got killed by one? I got killed by Snorg, that's even more humiliating. 10:59 <@dpeg> by: I am talking with Haran about the targeting interface. As I see it, the ideal case would be to use a fixed amount of the message window for each targeting session: fixed header (the Aim and Firing lines), followed by a variable line for monster descriptions. Is it possible to do that without much flickering from redraws? 10:59 <+due> dpeg: Many thanks and many complaints. It got to the point where I was debatingbanning half the people active in -dev :) 11:00 <@dpeg> greensnark: I believe that Mu should be repaired. Especially since it's "incredibly hard early on, easy later" which is not good. 11:00 <+by> flickering from redraws shoudln't be an issue 11:00 <@dpeg> due: complaints about Donald? 11:00 <+due> dpeg: No, messagewindow. 11:00 <@dpeg> by: good. Do you see another issue? 11:00 <+greensnark> dpeg: And every time I spectate a Mu player, I want to go over and shoot them :P 11:00 <@dpeg> due: just kick more. 11:00 <@dpeg> greensnark: I never played Mu. No idea how some players manage. 11:01 <+greensnark> They can be played without grinding, but 90% of players don't 11:01 <+greensnark> It's like NH pudding farming :P 11:01 <@dpeg> due: did they have a point or was it mere complaining only because something is new and different? 11:01 <+by> dpeg: it's different from the current model to some extent so would require changes to the message code; but that's not an issue 11:01 <+by> there's only one place that needs to be hacked for that now 11:01 < syllogism> worse and worse oods over time please, wouldn't fix the problem but would allow some fun splats 11:02 <@dpeg> greensnark: Erik kept telling me that the spots for scumming in Crawl (Mu, Pan, Nemelex) are intentional and should stay. But I never really believed that. 11:02 < syllogism> pan should stay :P 11:02 <+greensnark> dpeg: Well, Erik liked farming 11:02 <@dpeg> Yes to all. 11:02 <@dpeg> by: and the one place is overwriting the old line? 11:02 <+due> dpeg: There were bugs, but they were complaining about them. 11:03 <+by> the one place is message.cc 11:03 <+due> As in, filed, and then continuing to whinge. 11:03 <@dpeg> grrr 11:03 <@dpeg> due: kickban 11:03 <+due> Yeah. 11:03 <+by> it wasn't that bad really IMO 11:03 <+due> I decided to get back to work instead of slacking off. :) 11:03 <@dpeg> they can complain in ##crawl or in #nethack or wherever else 11:03 <+greensnark> ##crawl-whine channel needed 11:03 <+due> by: True. 11:03 <+due> greensnark: and ##crawl-wine for afters? 11:03 <@dpeg> syllogism: I believe that respawning is not good right now. Don't want useless monsters as respawns. No rats please -- OODs are okay. 11:03 <+due> dpeg: I'm looking at the dlua items library for Troves. 11:04 <@dpeg> due: hero! 11:04 <+due> It's... harder than I expected. 11:04 <@dpeg> gulp 11:04 < syllogism> respawning is good, but I suppose you could make them stop eventually 11:04 <@dpeg> greensnark is here 11:04 <+due> I think I'm going to have to cull everything but one or two functions from the current monster library and then adapt that to items. 11:04 <+due> Then move all the item fuctions back in. 11:04 <+due> Yes, I'll be sending him my drafts. :) 11:04 <+due> Oh! 11:04 <+by> we need ##crawl for players, ##crawl-dev for devs and chosen players, and something in between for mixed communication :) 11:05 <@dpeg> by: yes, for that we have a few outstanding individuals. 11:05 <+due> dpeg: http://pastebin.ca/1758705 11:05 <@dpeg> should only let people into ##crawl-dev by invitation :) 11:05 <+due> dpeg: It's easier to just kick out the unwanteds, I think. 11:06 <@dpeg> due: beautiful vault 11:06 <+due> dpeg: Yes, you kil the kraken, the water will eventaully go away, and you get item. <3 11:06 <+due> I just have to write code for accessing monster props. Sigh. 11:07 < Mu_> due did your snake vault get finished 11:08 <+due> Mu_: Kinda, I've got a final version that just needs threat. 11:08 <+due> But it may wait until we get pretty corridors first. 11:08 <+due> Mu_: You saw that lastnight though, today was a work day rather than a spend it all day slacking day :) 11:08 < Mu_> ;o 11:10 <+due> Now, jogging time 11:15 <@dpeg> have fun 11:15 <+due> Haven't gone yet :/ 11:15 <@dpeg> Go! 11:15 <+greensnark> Go west 11:15 <+due> Yes, I will 11:20 < Keskitalo> Argh, no invitation-only ##crawl-dev. Just whine at whiners and kick if they don't comply. :) I liked Rob's "those who don't read commits and/or c-r-d, take your whining to ##crawl" (about messagewindow). 11:21 <@dpeg> okay, good policy 11:21 < Keskitalo> Everyone should be welcome to contribute, and that includes hanging out on ##crawl-dev, but to participate a certain level of effort should be expected; plus on-topicness. 11:22 < CIA-81> by * r7fb1e08fc310 /crawl-ref/source/message.cc: Move prompt display out of msgwin_get_line. 11:22 < CIA-81> by * r610e12ba8f80 /crawl-ref/source/macro.cc: Macro entry with msgwin_get_line_autohist. 11:22 < CIA-81> by * r0b8f4b95af24 /crawl-ref/source/message.cc: Fix inverted use of return value of cancelable_get_line. 11:23 < Keskitalo> And lurking is fin. 11:23 -!- by [n=rob@g225109228.adsl.alicedsl.de] has quit ["later"] 11:23 <@dpeg> lurking fin die siecle 11:23 <@dpeg> *de 11:23 <+greensnark> Lurking fin de shark 11:23 <@dpeg> hehe 11:24 <@dpeg> greensnark: so, I will try to come up with ideas for Mu. So far, I always ignored them when designing. 11:27 <+greensnark> dpeg: Yeah, they're a blight on the face of Crawl :) 11:28 <+greensnark> They're quite interesting when not farmed, so any disincentive to sit around and farm will work well 11:33 <@dpeg> greensnark: yes, should be able to come up with something 11:36 -!- NoX1ouS [n=samimyll@tuomi.oulu.fi] has joined ##crawl-dev 11:37 < NoX1ouS> hi 11:38 < NoX1ouS> you might have heard about the UKKOSS5 project from university of oulu ? 11:39 <@dpeg> yes 11:40 < NoX1ouS> well, I'm going to be involved in a small part of that 11:40 <+greensnark> Is that the accessibility thing that Keskitalo talked about? 11:40 < NoX1ouS> usability/accessibility yes 11:40 <+greensnark> Ah 11:40 <+due> Hooray for usability! 11:41 <+due> Agree strongly with Eino's comments regarding invite-only, I just don't think that works well for something that is essentually community-driven and open source. 11:42 < NoX1ouS> I'm propably the only one in the project that knows anything about game usability atm :/ but I'll do my best to get others excited too 11:42 <+due> Hooray, though! 11:42 < NoX1ouS> heh 11:43 < NoX1ouS> what are you expecting to get from us? 11:43 <+due> I've no idea, but it sounds interesting? 11:44 < NoX1ouS> you know freedroid? 11:44 <@dpeg> NoX1ouS: well, any comments on how to make the interface easier understand for players without background in the genre 11:44 <+due> Yes, I've heard of it, but never played it. 11:44 <+due> Unless this is a colony of freed droids, who roam free in the wild! 11:45 < NoX1ouS> I did a similar thing for them a while ago 11:46 < NoX1ouS> general usability issues and to help new players get inside the game easier 11:46 * due nod. 11:46 <+due> Are you looking sppecifically at tiles, or tiles as well as ascii? 11:46 <@dpeg> yes, feedback on that is welcome, NoX1ouS 11:47 <+due> I think ASCII has inherent usability issues that aren't easily addresses, but it would be interesting to hear ssome comments on it. 11:47 < NoX1ouS> hoping to get a look at both, but we'll propably focus on the tiles-side 11:48 <+due> Yeah, tiles is more easily adapted. 11:49 <@dpeg> but I cannot play it :) 11:49 < NoX1ouS> players seem to get more drawn to graphics today :p 11:49 <+due> I find tiles impossible to actually play. :) 11:49 < bhaak> today? I started on a GUI-version with menus in the late 80ies 11:49 <@dpeg> NoX1ouS: maybe (I cannot comment, I don't play games), but I think it's hopeless to even try to compete with commercial games 11:50 <+due> dpeg: Agree, and the "roguelike niche", as it were, has always been for ASCII interfaces. 11:50 < NoX1ouS> well, competing in their own area is, but you could allways make somethings better 11:51 <@dpeg> NoX1ouS: I thought the appeal of Tiles is more about using the mouse (and hence less the barock key set) 11:51 <@dpeg> presenting monsters as simple graphics vs letters is more a psychological hurdle, I guess 11:51 < NoX1ouS> There's nothing scarier than a black D 11:52 <@dpeg> NoX1ouS: Nethack player :P 11:52 < NoX1ouS> can still remember the date I finished it :) 11:52 < bhaak> which looks like a pale blue D :) 11:53 <@dpeg> NoX1ouS: I believe that Crawl is far ahead of Nethack when it comes to usability 11:53 <@dpeg> (I am not saying this in order to annoy bhaak) 11:54 <+due> !lg ktyp=winning -4 11:54 < Henzell> 2. bookofjude the Executioner (L27 MDCK), worshipper of Makhleb, escaped with the Orb and 4 runes on 2009-07-17, with 1720473 points after 125198 turns and 9:23:03. 11:54 <+due> !lg ktyp=winning -5 11:54 < Henzell> 1. bookofjude the Executioner (L27 MDFi), worshipper of Nemelex Xobeh, escaped with the Orb and 3 runes on 2009-03-07, with 1312901 points after 154757 turns and 15:38:51. 11:54 <+due> My first win :D 11:54 < bhaak> dpeg: :) I don't disagree with you 11:54 <+due> @whereis bhaak 11:54 < Gretell> bhaak the Skirmisher (L1 MfFi) quit on D:1 on 2010-01-06 after 28 turns. 11:54 <@dpeg> bhaak: cool. Just noted that it might sound deliberately offensive. 11:54 <+due> Ah, never mind. :) 11:54 < bhaak> I quit? must have pressed the wrong buttons 11:54 < NoX1ouS> haven't had a try yet, but will give it a go during this week 11:55 < NoX1ouS> propably will start with the ascii, as I prefer my roguelikes ascii :) 11:55 <+due> Well, Crawl is the first roguelike I played and enjoyed, and... look at me now! :) 11:55 <@dpeg> NoX1ouS: there is a tutorial! 11:55 <+due> dpeg: Tutorial might be something we need to look at, too. 11:55 < NoX1ouS> good, one point passed allready! 11:55 <+due> (As in, extending, etc.) 11:56 < NoX1ouS> if you're interested theres my bachelors thesis about game heuristics during development 11:57 < NoX1ouS> it's not that good paper, but will give an idea about addressing usability during development 11:58 < NoX1ouS> can be found here: http://kgbry.kicks-ass.net/kandi.pdf 11:58 <+due> Sounds interesting! 11:58 <+sorear> you're with evtaklo? 11:59 < NoX1ouS> me? 12:02 <+due> I assume so. 12:03 < NoX1ouS> what/who is evtaklo? :) 12:04 < syllogism> keskitalo 12:04 < syllogism> eino 12:04 < NoX1ouS> oh 12:04 <+due> I thought evtaklo was someone else? 12:05 <+sorear> evtaklo is or was his/her netname 12:05 < syllogism> it's evktalo isn't it :P 12:05 <+sorear> same letters 12:05 <+due> Ah. 12:05 < NoX1ouS> evktalo sounds more like our generated usernames 12:05 <+due> There's another "ev" around that != Eino. 12:06 <+sorear> NoX1ouS: Eino V KeskiTALO? 12:06 < NoX1ouS> must be 12:07 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [] 12:07 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has joined ##crawl-dev 12:08 <+due> is lua_pushboolean one of ours? 12:09 < CIA-81> j-p-e-g * r5cdf988e027c /crawl-ref/source/directn.cc: In the Ctrl-X menu, also list monsters' attitude as charmed and peaceful. 12:09 < CIA-81> j-p-e-g * rb7d209a4a7e2 /crawl-ref/source/directn.cc: Switch Ctrl-X monster's examine/execute modes for consistency with items. 12:09 < CIA-81> j-p-e-g * r61e1c80be455 /crawl-ref/source/directn.cc: Experimentally, default Ctrl-X behaviour to ACT_EXECUTE. 12:09 * due ACT_EXECUTEs some monsters. 12:12 -!- hashc [n=hash@adsl-68-76-123-64.dsl.bcvloh.ameritech.net] has quit ["Ex-Chat"] 12:13 < NoX1ouS> oh, and there's our stuff we did for freedroid available at their wiki: http://freedroid.sourceforge.net/pmwiki/pmwiki.php/ToDo/UsabilityStudy 12:17 < syllogism> the "random/mixed" loot in wizlab doroklohe seems be pretty awful compared to "armours" and "scrolls" 12:17 <+due> syllogism: Thanks, will note that in the header. 12:18 <+due> Which one is "random/mixed"? 12:19 < syllogism> # 0 = scrolls. 1 = armours. 2 = mixed 12:19 <+due> Ah 12:19 < syllogism> so 2 12:19 <+due> I am blind. 12:19 <+due> Hm 12:19 <+due> It's weighted towards *s and |s. 12:20 < syllogism> marvinpa couldn't clear it, he got the layout with an ancient lich and a greater mummy 12:20 < syllogism> and had to run away 12:20 * due cackles. 12:20 < MarvinPA> i was a coward :( 12:20 <+due> MarvinPA: Poor you. :( 12:20 <+due> !lm * br.enter=wizlab 12:20 < Henzell> 14. [2010-01-20] MarvinPA the Warrior (L19 DSCK) entered Doroklohe's Tomb on turn 83134. (WizLab) 12:20 <+due> !lm * br.enter=wizlab -tv:<0:>$ 12:20 < Henzell> 14. MarvinPA, XL19 DSCK, T:83134 (milestone) requested for FooTV. 12:20 < syllogism> due: yeah I noticed that but at least based on a sample size of three all I got was basically d1 grade items 12:20 <+due> (I have to see this) 12:20 < MarvinPA> hah, it's not very exciting 12:20 <+due> syllogism: Really? Odd. 12:21 <+due> syllogism: Maybe item level is weird in portal vaults. 12:21 <+due> syllogism: I've never checked that before. 12:21 <+due> It sould be using absdepth() though... 12:21 <+due> FooTV is slow today. 12:21 < syllogism> I got some cheese, a club, a plain deck, a robe, a hand axe, a glowing bow 12:21 <+due> MarvinPA: Isn't it pretty, though? 12:21 <+due> syllogism: That's broken. 12:22 < syllogism> a dagger, a wizard staff 12:22 < cbus> hmm interesting 12:22 < cbus> --more-- ends up being scrolled up in the clear message thingie 12:22 < MarvinPA> it is! the tomb thing is cool 12:22 <+due> cbus: I believe this is a known issue. 12:22 < cbus> like its a normal message 12:22 < cbus> due, oki, not posting BR then :) 12:22 <+due> MarvinPA: Combined effort: design by dpeg, implementation of boxes by enne, mechanism of them dropping by me. 12:23 < MarvinPA> nice :) 12:23 < cbus> due, you get like 24 --more if you get paralysed by xyuf 12:23 < cbus> btw 12:23 < cbus> like right after each other 12:23 <+due> Aahahahhaa 12:23 <+due> Oh man, that's so evil. 12:23 < cbus> the bugger made me berserk after paralysing 12:23 < cbus> went to 4 hp 12:23 < cbus> but took him out :D 12:24 < cbus> but youg et like 4-5 --more-- straight after each other, it looks weird 12:24 <+due> MarvinPA: You could've used silence. 12:24 < MarvinPA> yeah, i probably should've tried that 12:24 <+due> Silence + executioners = bye. 12:24 < MarvinPA> i've never got a crusader-style character to this point though, so i'm not used to the playstyle 12:24 <+due> dpeg particularly wanted that one to be ultra-evil. 12:25 <+due> The threat may be slightly too much, though. 12:25 < cbus> well trunk is much harder now 12:25 < syllogism> due: oh wait, I guess the item level depends on the portal depth, I should probably try testing it deeper: P 12:25 < cbus> so many nasty new uniques 12:26 < cbus> pretty much no crappy uniques left except jessica and the crappy goblin 12:26 <+due> syllogism: Yes, it does. 12:26 <+due> cbus: Jessica is fucking *scary* now. 12:26 < cbus> (after that I guess sigmund is the only bad one left) :) 12:26 < cbus> due, hmm? 12:26 <+due> Jessica has killed me a thousand times, or near enogh. 12:26 < cbus> what got changed? 12:26 <+due> And yes, I'm glad we're close to achieving "non-boring" uniques. 12:26 <+due> @??jessica 12:26 < Gretell> Jessica (@) | Speed: 10 | HD: 1 | Health: 10 | AC/EV: 0/10 | Damage: 5 | Flags: evil, spellcaster | Res: magic(4) | Chunks: contaminated | XP: 25 | Sp: pain, slow, haste, blink. 12:26 <+due> @?jessica 12:26 < Gretell> Jessica (@) | Speed: 10 | HD: 1 | Health: 10 | AC/EV: 0/10 | Damage: 5 | Flags: spellcaster | Res: magic(4) | Chunks: contaminated | XP: 4 | Sp: magic dart, slow, haste, blink. 12:26 < syllogism> nothing I think, jessica has always been nasty 12:26 < syllogism> if she slows you 12:26 < syllogism> and hastes 12:26 < cbus> also seems that orcs spawn in nice large packs more often 12:27 < cbus> with like 1-2 orc wizards+priests 12:27 <+due> And here greensnark coimplains about the early game being easy :) 12:27 <+due> cbus: Have you been tormented by Menkaure yet? 12:27 < cbus> ?? menakure 12:27 < Henzell> I don't have a page labeled menakure in my learndb. 12:27 < cbus> ?? menkaure 12:27 < Henzell> menkaure[1/1]: A unique, early mummy, also found in Ossuary. Knows pain, torment, and haste. Orc-wizard purple! 12:27 < cbus> yeah 12:27 < cbus> hmm 12:27 < cbus> yay 12:27 < cbus> altar that is unreachable :/ 12:27 <+due> @??menkaure 12:27 < Gretell> Menkaure (M) | Speed: 6 | HD: 3 | Health: 24 | AC/EV: 3/6 | Damage: 25 | Flags: undead, evil, spellcaster, see invisible | Res: magic(20), cold, poison | Vul: fire | XP: 121 | Sp: pain, haste, torment symbol. 12:28 <+due> I should give him a robe of resistance. :D 12:28 < cbus> 12:27:33 < Gretell> pingpong the Ruffian (L5 TrFi), succumbed to poison on D:4, with 460 points after 3493 turns and 0:11:39. 12:28 < cbus> there you go 12:28 < cbus> gotta love unreachable overflow vaults 12:28 < cbus> :) 12:28 < cbus> -Welcome, pingpong the Troll Fighter. 12:30 < cbus> (the magic dart wand didn't do enough damage so I needed some help by a kobold) 12:30 <+greensnark> !cdo 12:30 < Henzell> 9 players: crepe (L2 MfCr @ D:1, T:522), MarvinPA (L20 DSCK @ Crypt:5, T:85590), moq (L10 DrTm @ D:9, T:15521), nubinia (L12 SETm @ Lair:5, T:20224), pingpong (L1 TrFi @ D:1, T:292), polystyrus (L8 DSVM @ D:8, T:10309), RoundRobin (L7 MfIE @ D:6, T:5579), Silwyr (L2 HEFE @ D:1, T:752), Zicher (L21 MiBe @ Crypt:3, T:60797) 12:30 <+greensnark> Oops, I keep doing that in the wrong window :P 12:31 * due spanks greensnark. 12:31 < cbus> greensnark, how about buffing =oTele 12:31 < cbus> making it not randomly teleport you 12:32 <+due> The only reason =oTele is still existant is because it can randomly teleport you. 12:32 < cbus> btw, ^P is bugged 12:32 < cbus> it gets cleared by the delay message clear thingie 12:33 <+due> As in, completely cleared? 12:33 < cbus> yes 12:33 <+due> Or you have to scroll back to get to it? 12:33 < cbus> check my game 12:33 < cbus> you do not get to scroll 12:33 <+due> Too lazy to do so :) 12:33 < cbus> (you do scroll by numlock right?) 12:33 < cbus> I mean numpad 12:33 <+greensnark> Why don't you play cbus, damn you 12:33 <+due> < and >, or - and + 12:33 <+greensnark> *as cbus 12:33 < cbus> greensnark, why? 12:34 < cbus> greensnark, I don't play seriously on this account :) 12:34 <+greensnark> I can never remember "pingpong" :P 12:34 <+greensnark> Let's see the bug, then 12:34 <+due> cbus is ever serious? 12:34 < cbus> I don't suicide chars every 5 seconds on purpose when I get bored :) 12:34 < cbus> (waiting in front of *) 12:34 < cbus> and stuff 12:35 < cbus> greensnark, theres another bug 12:35 < cbus> the note prompt cuts 12:35 <+due> greensnark: How do I deal with giving longs and floats to Lua stack? is lua_pushnumber overloaded for this? 12:35 < cbus> ooh whats this y bug? 12:35 < cbus> with repeated y on multiple lines 12:35 * due takes cbus's batteries out. 12:36 <+due> (Finally, peace and quiet.) 12:36 < cbus> getting you a screenshot :) 12:36 <+greensnark> due: Lua treats all numbers as doubles, so you can just use lua_pushnumber, yes 12:36 <+due> dpeg is still here! dpeg, someone did the Doroklohe wizlab. 12:36 <+due> greensnark: Hooray! 12:36 <+due> greensnark: Hm, what about char? 12:37 <+greensnark> char is just a tiny int, so pushnumber will work there as well 12:37 <+greensnark> Unless you want Lua to see it as a string? 12:37 <+greensnark> Depends on how the char is used 12:37 < cbus> due, http://haxxor.se/~cbus/ybug.png 12:37 < cbus> due, is that a bug? (the y at the right) 12:37 <+due> greensnark: Yeah, that's what I'm wondering. 12:37 <+due> greensnark: Eh, I'll treat it as an int. 12:37 <+due> cbus: Yes. 12:37 <+greensnark> cbus: ... you're using Windows 7 :P 12:38 <+greensnark> You terrible person 12:38 < cbus> greensnark, yes 12:38 < cbus> its better than vista/xp :) 12:38 <+greensnark> That's not saying much :P 12:38 < cbus> ?? rock wall 12:38 < Henzell> rock wall[1/1]: The basic fabric of ordinary dungeon levels and functionally equivalent to the walls of pandemonium. Unlike other kinds of wall, it can be removed by wand of digging, wand of disintegration, Lee's Rapid Deconstruction, Shatter, Corruption, Summon Elemental, stone of earth elementals, boring beetles, Dissolution, and eyes of devastation.. 12:38 <+greensnark> Looks like line input has some minor issues in the new message window 12:39 <+due> You're using Windows. 12:40 <+due> greensnark: Also, I think I may misunderstand something; Lua functions that error and don't return any value, the actual C++ functoin should return 0; otherwise, it should return the number of arguments passed, yes? 12:41 < cbus> the y bug is from the notes being cut off at 80 chars instad of being newlined 12:41 < cbus> btw 12:44 <+greensnark> due: I didn't understand the question 12:44 <+greensnark> If you use luaL_error or lua_error, the function doesn't return, but throws an exception or longjmps out 12:44 <+due> greensnark: Okay. 12:45 <+greensnark> For normal returns, the function must return the number of return values it pushed onto the stack 12:45 <+due> Okay, good. 12:45 <+due> This is what I thought. 12:49 < Ashenzari> long notes and side effects (http://crawl.develz.org/mantis/view.php?id=484) by cbus 12:52 < cbus> J - a giant spiked club 12:54 < st_> I think I somehow caused an infinite loop, look at roundrobin 12:55 <+greensnark> Do you have any naughty macros 12:55 < cbus> found a bug in P 12:55 < st_> nope, I was mashing ` a lot though 12:55 < cbus> http://pastebin.com/d7d9083c7 12:55 < cbus> is that a bug? 12:55 < cbus> looks weird that it only lists one of the rings that I'm wearing 12:55 <+due> st_: ` is a killer. 12:55 <+greensnark> cbus: File a bug? 12:56 < cbus> greensnark, my bugs don't get fixed though :) 12:56 <+greensnark> They'll get fixed, get off your persecution narrative :P 12:57 <+greensnark> Yeah, someone needs to get rigorous on ` 12:58 <+greensnark> It's been a bug attractor forever 12:58 <+due> It makes me weep. 12:58 <+due> But it's souch a good idea for aa key. 12:58 <+greensnark> It interacts very poorly with macros 12:59 <+greensnark> And it's buggy all by itself 12:59 < syllogism> I've never used it, what's the attraction 12:59 <+greensnark> I don't use it either 12:59 <+due> 57, 40 12:59 <+greensnark> But then, I got used to playing Crawl before it was there 12:59 < Ashenzari> P only showing one ring out of two (http://crawl.develz.org/mantis/view.php?id=485) by cbus 12:59 <+due> syllogism: Removing victory dancing would fix it. 13:00 <+greensnark> I remember the blinding flash of enlightenment I got when I realised it was easier to eat strawberries by dropping them on the floor and eating :P 13:00 < syllogism> whoa :P 13:00 <+greensnark> Atomjack does that in his games :P 13:00 <+greensnark> And I was like: "Oh wow, I've been a doofus specifying the item letter for each strawberry!!11!" 13:01 <+due> Woohoo, set prop works! 13:01 <+due> Er, get prop. 13:02 <+greensnark> due: The kraken vault may not actually be affected by the tide if the water at the entrance lands on high ground in the Shoals 13:02 <+due> greensnark: :/ 13:02 <+greensnark> The tide can only affect water that's connected to the sea 13:02 <+due> greensnark: Can I manipulate the height map? 13:02 <+due> Damn it, it was such a *good* idea! 13:03 <+greensnark> I could add APIs for the heightmap, but it would still need to be connected to the sea 13:03 <+greensnark> Or I guess we could allow vaults to define additional tide seed points 13:03 <+greensnark> And make the center of the vault a tide seed 13:03 <+due> I like that idea. 13:04 <+greensnark> Is the vault in yet? 13:04 <+due> Well, I like the idea that when the kraken dies, the water suddenly rushes in, if at high tide. 13:04 <+due> No, I'm still writing the property wrapper so I can do sane monster death triggers without having to rremove my toenails with a rusty pair of pliers. 13:04 <+greensnark> But... think of al the toenail golems that will never be born! 13:05 <+due> I'm like the toenail golem abortionist. 13:05 <+greensnark> I didn't know you were anti-toenail-golem-unllife 13:05 * due promotes safe toenailing. 13:05 <+due> Anyway, that's done. 13:18 <+due> Damn it, this isn't goin gto weird, either. 13:19 * greensnark gives due a new keyboard. 13:19 <+due> I really should be asleep. 13:20 <+due> I can't give my kraken a props to use because argh. 13:20 <+due> I need a combined prop/portal_desc marker. 13:22 <+due> The problem is that MonPropsMarker dleetes itself after being triggered. 13:22 <+greensnark> So you need two separate markers? 13:22 <+due> At the same spot. 13:22 <+greensnark> Can be done 13:22 <+due> Or I need to combine MonPropsMarker. 13:22 <+due> it can? 13:22 <+due> I thought it could? 13:22 <+due> ... couldn't* 13:23 <+greensnark> A square can have as many markers as it wants 13:23 <+due> Oh. 13:23 <+due> So wait, MARKER: 1 = blah, MARKER: 1 = blah2 works? 13:23 <+greensnark> Yes 13:23 <+due> Argh. 13:23 <+due> I was always of the opinion that this didn't work for Lua markers. 13:24 <+greensnark> Well, the two markers will not know about each other 13:24 <+due> That's fine. 13:25 -!- syllogism- [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 13:28 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: syllogism, @dpeg, dis_astranagant, felirx, cbus, +doy, @rax, +Zaba_, stabwound, paxed 13:29 <+due> Oh dear. 13:30 -!- Netsplit over, joins: @dpeg, syllogism, dis_astranagant, felirx, @rax, +Zaba_, stabwound, cbus, paxed, +doy 13:30 -!- cbus_ [n=cbus@haxxor.se] has joined ##crawl-dev 13:34 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: syllogism, @dpeg, dis_astranagant, Siber, CIA-81, felirx, Eronarn, Iainuki, +sorear, cbus, (+8 more, use /NETSPLIT to show all of them) 13:35 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Keskitalo, bhaak, NoX1ouS, Spads, Xiberia, Henzell, +due, cbus_, Twinge_, mr0t, (+9 more, use /NETSPLIT to show all of them) 13:36 -!- Twinge [n=user@97-124-153-105.hlrn.qwest.net] has joined ##crawl-dev 13:37 -!- elly [n=pyxystyx@unaffiliated/elly] has joined ##crawl-dev 13:37 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 13:37 -!- Iainuki [n=NoOne@unaffiliated/iainuki] has joined ##crawl-dev 13:37 -!- Vandal [i=Incite@cpe-75-185-204-99.woh.res.rr.com] has joined ##crawl-dev 13:37 -!- sorear [n=stefan@ip72-220-237-239.sd.sd.cox.net] has joined ##crawl-dev 13:37 -!- Xiberia [n=deefghdf@81-235-210-141-no62.tbcn.telia.com] has joined ##crawl-dev 13:37 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 13:37 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 13:37 -!- due [i=jmc@wikisource/Bookofjude] has joined ##crawl-dev 13:37 -!- st_ [n=s@cpc1-stre3-0-0-cust207.bagu.cable.ntl.com] has joined ##crawl-dev 13:37 -!- CIA-81 [n=CIA@208.69.182.149] has joined ##crawl-dev 13:37 -!- greensnark [n=greensna@ip-208-109-184-100.ip.secureserver.net] has joined ##crawl-dev 13:37 -!- ServerMode/##crawl-dev [+ovvv elly sorear due greensnark] by irc.freenode.net 13:37 -!- jarpiain [i=foobar@84.20.150.62] has joined ##crawl-dev 13:37 <+due> I keep getting Lua eerrors. 13:37 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has quit [Read error: 54 (Connection reset by peer)] 13:38 <+due> Okay, it works. 13:39 <+due> greensnark: Pushing. It would be nice if we could specify the center of the map as a high point or something so that it immediately runs away when the kraken dies. 13:39 <+due> greensnark: Would that happen? 13:39 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 60 (Operation timed out)] 13:40 <+due> Hm, looks like it' that's how rain works. 13:40 <+greensnark> Immediately runs away? 13:41 <+greensnark> Oh, you mean it immediately dries out 13:41 <+due> Yeah. 13:41 <+due> Otherwise,c it works perfectly. 13:41 <+greensnark> That will need heightmap twiddling 13:41 <+due> Currently, there's a change of never being able to get to the water. 13:41 <+greensnark> I can rig that up here once I have the map to play with 13:41 <+due> I just pushed it :) 13:41 <+greensnark> We'll just add a tide seed and bind the water to a specific height 13:42 <+due> Awesome 13:42 <+due> dgn.add_tide_seed, dgn.bind_water_height? :) 13:42 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 13:42 -!- Henzell [n=henzell@crawl.akrasiac.org] has joined ##crawl-dev 13:42 -!- Napkin [i=chojin@unaffiliated/napkin] has joined ##crawl-dev 13:42 -!- Gretell [i=crawl@develz.org] has joined ##crawl-dev 13:42 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 13:42 -!- Spads [n=spacehob@unaffiliated/spads] has joined ##crawl-dev 13:42 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 13:42 <+greensnark> Tide seed wil just be a marker :) 13:42 <+due> Welcome back, folks. 13:43 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 13:43 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 13:43 -!- Eronarn [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 13:43 -!- syllogism [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 13:43 -!- dis_astranagant [n=hurf@173-22-127-144.client.mchsi.com] has joined ##crawl-dev 13:43 -!- doy [n=doy@tozt.akrasiac.org] has joined ##crawl-dev 13:43 -!- felirx [n=felix@dyn3-82-128-188-92.psoas.suomi.net] has joined ##crawl-dev 13:43 -!- rax [n=rax@autumnfox.akrasiac.org] has joined ##crawl-dev 13:43 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has joined ##crawl-dev 13:43 -!- ServerMode/##crawl-dev [+ovov dpeg doy rax Zaba_] by irc.freenode.net 13:43 -!- stabwound [n=sh@node510.wl-a.pppoe.execulink.com] has joined ##crawl-dev 13:43 -!- paxed [n=paxed@pdpc/supporter/active/paxed] has joined ##crawl-dev 13:43 <+due> greensnark: Did you get it? 13:43 <+due> I'm assuming we lost CIA-81. 13:43 <+greensnark> Yes 13:44 -!- syllogism [i=syllogis@88-148-216-78.bb.dnainternet.fi] has quit [Read error: 110 (Connection timed out)] 13:44 <+due> Whcih reminds me to add slave_iterator to my todo list 13:44 <+due> Apparnetly it is broken 13:45 -!- cbus_ [n=cbus@haxxor.se] has joined ##crawl-dev 13:45 -!- syllogism- [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 13:45 -!- NoX1ouS [n=samimyll@tuomi.oulu.fi] has joined ##crawl-dev 13:45 -!- Keskitalo [n=einokesk@tuomi.oulu.fi] has joined ##crawl-dev 13:45 -!- bhaak [n=bhaak@84-74-155-65.dclient.hispeed.ch] has joined ##crawl-dev 13:45 -!- mr0t [n=mr0t@70.132.140.16] has joined ##crawl-dev 13:47 -!- cbus_ is now known as cbus 13:47 -!- SIberAsleep [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 13:48 -!- Eronarn_ [n=ero@ip72-192-30-30.ri.ri.cox.net] has joined ##crawl-dev 13:48 <+due> @??tentacled monstrosity 13:48 < Gretell> tentacled monstrosity (X) | Speed: 9 | HD: 25 | Health: 75-200 | AC/EV: 5/5 | Damage: 22, 17, 13 | Flags: demonic, amphibious, see invisible | Res: magic(166), fire, cold, elec++, poison | XP: 2135. 13:49 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: +doy, Siber, @dpeg, +Zaba_, felirx, stabwound, paxed, @rax, dis_astranagant, Eronarn 13:50 -!- Netsplit over, joins: Siber, @dpeg, dis_astranagant, felirx, @rax, +Zaba_, stabwound, paxed, +doy 13:51 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has quit [Remote closed the connection] 13:51 -!- Zaba [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 13:51 -!- mode/##crawl-dev [+v Zaba] by ChanServ 13:51 <+due> greensnark: I sleep now, let me nkw how it goes. 13:51 <+greensnark> Sure, will do 13:51 -!- eith [n=eith@86-40-245-49-dynamic.b-ras2.lmk.limerick.eircom.net] has joined ##crawl-dev 13:52 <+due> What a kraken atoll! 13:52 < CIA-81> due wizlab * r0fb512e282ee /crawl-ref/source/dat/wizlab.des: Some Cigotuvi buffs and tweaks. 13:52 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Henzell, Ashenzari 13:52 < CIA-81> due wizlab * r773bbd4e65e5 /crawl-ref/ (98 files in 9 dirs): Merge branch 'master' into wizlab 13:57 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Keskitalo, bhaak, NoX1ouS, Spads, Xiberia, Iainuki, @rax, jld, cbus, Eronarn_, (+23 more, use /NETSPLIT to show all of them) 13:58 -!- Netsplit over, joins: rax 13:58 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 13:58 -!- Henzell [n=henzell@crawl.akrasiac.org] has joined ##crawl-dev 13:58 -!- Netsplit over, joins: eith, +Zaba, paxed, stabwound, felirx, +doy, dis_astranagant, Siber, @dpeg 13:58 -!- ServerMode/##crawl-dev [+ovvo rax Zaba doy dpeg] by irc.freenode.net 13:58 -!- Netsplit over, joins: Eronarn_, mr0t, bhaak, Keskitalo, NoX1ouS, syllogism-, cbus, Mu_, Spads, MarvinPA (+13 more) 14:00 < CIA-81> due * r068e22250f5b /crawl-ref/source/l_mons.cc: Additional monster Lua wrappers for props: get_prop, has_prop. 14:04 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 110 (Connection timed out)] 14:05 -!- scarf [n=scarf@unaffiliated/ais523] has joined ##crawl-dev 14:07 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has joined ##crawl-dev 14:07 -!- mode/##crawl-dev [+v Zaba_] by ChanServ 14:08 -!- gunofdis [n=hurf@173-22-127-144.client.mchsi.com] has joined ##crawl-dev 14:11 -!- Zaba [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 60 (Operation timed out)] 14:11 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: paxed, +doy, @dpeg, felirx, stabwound, @rax, dis_astranagant 14:14 -!- Netsplit over, joins: @dpeg, dis_astranagant, felirx, @rax, stabwound, paxed, +doy 14:14 < CIA-81> due * r0ed472ac9024 /crawl-ref/source/dat/ (clua/lm_trig.lua shoals.des): Let monster_dies work with props, Shoals Kraken atoll map! 14:14 -!- rax [n=rax@autumnfox.akrasiac.org] has quit [Read error: 104 (Connection reset by peer)] 14:14 -!- rax [n=rax@autumnfox.akrasiac.org] has joined ##crawl-dev 14:14 -!- doy [n=doy@tozt.akrasiac.org] has quit [Read error: 104 (Connection reset by peer)] 14:14 -!- doy [n=doy@69.25.196.247] has joined ##crawl-dev 14:14 -!- felirx [n=felix@dyn3-82-128-188-92.psoas.suomi.net] has quit [Read error: 104 (Connection reset by peer)] 14:16 < CIA-81> j-p-e-g * rff6f57e53276 /crawl-ref/source/directn.cc: Fix Ctrl-X viewing monsters having no effect with messages_at_top. 14:16 < CIA-81> j-p-e-g * ra3b05652523a /crawl-ref/ (8 files in 2 dirs): Rename character job -> background. 14:16 < CIA-81> j-p-e-g * rb2b7b68710c2 /crawl-ref/ (6 files in 2 dirs): Update documentation on job -> background. 14:16 < CIA-81> j-p-e-g * r2cfb86c0f299 /crawl-ref/docs/template/apt-tmpl.txt: Whoops, forgot to update the aptitudes _template_. 14:16 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Ashenzari, gunofdis, Henzell 14:17 -!- Netsplit over, joins: gunofdis 14:17 -!- Netsplit over, joins: Henzell, Ashenzari 14:17 < Mu_> what were teh cig tweaks due 14:19 -!- felirx [n=felix@dyn3-82-128-188-92.psoas.suomi.net] has joined ##crawl-dev 14:24 < cbus> any way to prevent the history clearing? 14:24 -!- dis_astranagant [n=hurf@173-22-127-144.client.mchsi.com] has quit [Read error: 110 (Connection timed out)] 14:29 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Henzell, @dpeg, Gretell, syllogism-, mr0t, bhaak, cbus, doy, stabwound, rax, (+9 more, use /NETSPLIT to show all of them) 14:33 -!- Twinge [n=user@97-124-153-105.hlrn.qwest.net] has quit [Read error: 104 (Connection reset by peer)] 14:33 -!- Siber [n=go@fl-69-68-157-22.sta.embarqhsd.net] has joined ##crawl-dev 14:33 -!- Netsplit calvino.freenode.net <-> irc.freenode.net quits: Xiberia, Iainuki, gunofdis, jld, Eronarn_, CIA-81, +due, st_, eith, +greensnark, (+4 more, use /NETSPLIT to show all of them) 14:33 -!- scarf [n=scarf@unaffiliated/ais523] has quit [Read error: 104 (Connection reset by peer)] 14:34 -!- Netsplit over, joins: elly 14:34 -!- Twinge_ [n=user@97-124-153-105.hlrn.qwest.net] has joined ##crawl-dev 14:34 -!- Netsplit over, joins: gunofdis, eith, Eronarn_, jarpiain, +greensnark, CIA-81, st_, +due, jld, Xiberia (+1 more) 14:34 -!- ServerMode/##crawl-dev [+ovvv elly greensnark due sorear] by irc.freenode.net 14:34 -!- Netsplit over, joins: Vandal, Iainuki 14:34 -!- scarf [n=scarf@147.188.254.118] has joined ##crawl-dev 14:35 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 14:35 -!- Spads [n=spacehob@unaffiliated/spads] has joined ##crawl-dev 14:35 -!- MarvinPA [n=marvin@cpc2-aztw19-0-0-cust376.aztw.cable.virginmedia.com] has joined ##crawl-dev 14:35 -!- Gretell [i=crawl@develz.org] has joined ##crawl-dev 14:35 -!- Napkin [i=chojin@unaffiliated/napkin] has joined ##crawl-dev 14:35 -!- dpeg [n=dpeg@dis.angband.pl] has joined ##crawl-dev 14:35 -!- doy [n=doy@69.25.196.247] has joined ##crawl-dev 14:35 -!- rax [n=rax@autumnfox.akrasiac.org] has joined ##crawl-dev 14:35 -!- stabwound [n=sh@node510.wl-a.pppoe.execulink.com] has joined ##crawl-dev 14:35 -!- paxed [n=paxed@pdpc/supporter/active/paxed] has joined ##crawl-dev 14:35 -!- ServerMode/##crawl-dev [+o dpeg] by irc.freenode.net 14:37 -!- by [n=vollmert@a12.imp.fu-berlin.de] has joined ##crawl-dev 14:37 -!- mode/##crawl-dev [+v by] by ChanServ 14:39 -!- Henzell [n=henzell@crawl.akrasiac.org] has joined ##crawl-dev 14:39 -!- Ashenzari [n=Ashenzar@tozt.akrasiac.org] has joined ##crawl-dev 14:40 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has quit ["Defecator, may everything turn out okay so that you can leave this place."] 14:41 <@dpeg> !tell NoX1ouS Thanks for paper! 14:41 < Henzell> dpeg: OK, I'll let NoX1ouS know. 14:42 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has joined ##crawl-dev 14:42 -!- cbus [n=cbus@haxxor.se] has joined ##crawl-dev 14:42 -!- syllogism- [i=syllogis@88-148-216-78.bb.dnainternet.fi] has joined ##crawl-dev 14:42 -!- NoX1ouS [n=samimyll@tuomi.oulu.fi] has joined ##crawl-dev 14:42 -!- Keskitalo [n=einokesk@tuomi.oulu.fi] has joined ##crawl-dev 14:42 -!- bhaak [n=bhaak@84-74-155-65.dclient.hispeed.ch] has joined ##crawl-dev 14:42 -!- mr0t [n=mr0t@70.132.140.16] has joined ##crawl-dev 14:42 -!- ServerMode/##crawl-dev [+v Zaba_] by irc.freenode.net 14:43 <@dpeg> MarvinPA: tell me about the Dorokhloe wizlab, please. 14:48 <@dpeg> anybody here? 14:49 < syllogism-> yes 14:49 <@dpeg> syllogism-: so is Dorokhloe loot broken? 14:49 < syllogism-> probably not 14:49 <@dpeg> phew 14:50 <@dpeg> depends on depth? 14:50 < syllogism-> the new gdr formulas may be somewhat problematic since they tend to have little to no effect until your armor skill is 15+, maybe even 20 14:51 <@dpeg> syllogism-: which one -- there are now two. 14:51 < syllogism-> both of them, yours is better though 14:51 < syllogism-> I havent tried to decipher NewRR 14:51 -!- SIberAsleep [n=go@fl-69-68-157-22.sta.embarqhsd.net] has quit [Read error: 110 (Connection timed out)] 14:52 <@dpeg> syllogism-: yeah, I think that NewRR is too complicated, and hence less robust 14:52 <@dpeg> will look at my formula again later (and at your ods files =) 14:52 < syllogism-> "New" is pretty bad as it takes enchantments into account and gives too high GDR for "light" armour 14:55 <@dpeg> yes 14:55 <@dpeg> as I said, GDR should imo be a function of base_AC and nothing else 14:55 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has joined ##crawl-dev 14:55 <@dpeg> (well, Armour skill) 14:56 <@dpeg> Mu_: hi Neil! 14:56 < Mu_> yo 15:00 < CIA-81> by * rf6757c334319 /crawl-ref/source/item_use.cc: Fix the first ring not being displayed in _prompt_ring_to_remove. 15:06 <@dpeg> reading through the Freedroid report, I wonder what Crawl will get :) 15:11 < NoX1ouS> found anything similar in it? 15:11 < Henzell> NoX1ouS: You have 1 message. Use !messages to read it. 15:11 < NoX1ouS> !messages 15:11 < Henzell> (1/1) dpeg said (29m 40s ago): Thanks for paper! 15:12 <@dpeg> NoX1ouS: well, I am expecting certain criticisms already :) 15:13 < NoX1ouS> :) 15:13 <@dpeg> NoX1ouS: when you examined Freedroid, did you have a Freedroid player or developer in your ranks? 15:14 < NoX1ouS> we were all students, never heard about freedroid before 15:14 <@dpeg> interesting that you did it then 15:15 < cbus> dpeg, how about role 15:15 < NoX1ouS> well, it was a schoolproject and we asked if they wanted to get free usabilitystudy 15:16 < NoX1ouS> they wanted and we delivered 15:16 <@dpeg> cool 15:16 <@dpeg> I wonder what you guys will say about learning curve in Crawl :O 15:16 < NoX1ouS> we shall see :) 15:18 < cbus> dpeg, role instead of background 15:19 < cbus> background sounds so hmm, "relationship" and stuff 15:19 <@dpeg> cbus: too late! 15:19 < cbus> can still change 15:19 <@dpeg> that ship has sailed 15:19 <@dpeg> nah, Johanna just worked through the manual 15:19 < cbus> doh, that fails :) 15:19 <@dpeg> also, "role" might lead people into thinking "role-playing", something we want to avoid 15:21 < cbus> career also sounds misleading 15:21 < cbus> you get a CV with that? 15:21 < bhaak> you just need a small intro text that gets the player started. that's enough for background :) 15:22 <@dpeg> bhaak: psssh 15:22 <@dpeg> bhaak: nobody read the blurb anyway :P 15:24 < bhaak> dpeg: ha, I've got prove, that at least one person on this planet does read it! http://forum.rpg.net/showthread.php?p=11454812#post11454812 15:24 <@dpeg> "Then Marduk created Moloch and Moloch created Mumpi and Mumpi created Mimmelmann and Mimmelmann hatched an egg. You shall retrieve the Egg of Mimmelmann from deep down." 15:25 < bhaak> important informations. WHAT should I get (Egg of Mimmelmann) and WHERE should I get it (deep down). Good role-player don't need more. ;) 15:25 <@dpeg> bhaak: self-referencing does not count! 15:26 < bhaak> he, I'm not KoboldLord! 15:26 <@dpeg> no quests, no stories, no plots, no roles, no tasks, no NPCs, only death & despair 15:26 <@dpeg> ^ what makes a good game :) 15:27 < bhaak> I didn't your goal is to turn Crawl into a PWP 15:27 < bhaak> *know 15:27 <@dpeg> !wtf PWP 15:27 < Henzell> WTF was that? Unthing! 15:28 < bhaak> http://en.wikipedia.org/wiki/PWP_%28fanfiction%29#PWP 15:28 <@dpeg> sounds good! 15:29 <@dpeg> especially for the necrophiliacs 15:30 < bhaak> Is that an idea for a new role in crawl? 15:30 < felirx> What I`m proud so far is the fact that crawl is probably the first rpg-like game I`ve gotten past throught the chargen part in less than three hours. 15:31 < bhaak> let me guess, a former angband/moria/omega player? :) 15:31 < felirx> nah, obsessive perfeftionistic minmaxer 15:31 < syllogism-> incursion is the worst 15:32 < syllogism-> it's literally impossible to get past the chargen :P 15:32 <@dpeg> syllogism-: do you still play it? 15:32 < syllogism-> no I never really played it, just tested for a bit 15:32 <@dpeg> felirx: do you like the fact that starting stats/gear are non-random now? 15:32 < felirx> non random is good 15:32 < syllogism-> felirx: have you tried it? 15:32 < felirx> if it was random I`d sit there rolling the stat for hours 15:33 <@dpeg> felirx: this obsession does not work well with the short lifespans of characters :) 15:33 < felirx> I know :) 15:33 < bhaak> "non random is good" is not a sentence I expected to hear in ##crawl-dev 15:33 < cbus> bhaak, "Determinism is good" 15:33 <@dpeg> bhaak: it is always the question of when/where to apply a principle :) 15:34 < felirx> it took me literally a day to just get past kotor1 chargen 15:34 < scarf> crawl still has startscumming, but it's about getting past the first few levels with most of your gear intact + picking up good stuff 15:35 < scarf> rather than in initial stats 15:35 <@dpeg> felirx: I don't think any Crawl dev is like you, but we still think of players like you :) 15:35 < felirx> the decision is more like "what I want to play today" and not "how can I make the most out of this before I even start playing" 15:35 < syllogism-> felirx: seriously, you should try incursion if you havent 15:35 <@dpeg> scarf: don't think one can abolish that 15:35 <+greensnark> It takes me too long to get past any char-gen with pictures of the character 15:35 < scarf> dpeg: no, neither do I 15:35 < scarf> (I'm ais523, by the way, trying out a new nick) 15:35 <+greensnark> "Why do all the pictures look like things out of nightmare!" 15:35 <@dpeg> ah° 15:36 <@dpeg> I already hated the gender question in Nethack. 15:36 < scarf> it is actually slightly relevant 15:36 < bhaak> greensnark: ASCII only doesn't protect you from that. I've wasted hours finding good-looing fonts for a @ 15:37 <@dpeg> scarf: well, if it that's bad, there is always "change 15:37 < scarf> beh, not worth a wish 15:37 < scarf> there's polyself too which is cheaper 15:38 <@dpeg> "female" could be a new background 15:39 < bhaak> and "male" is the default? 15:39 <@dpeg> no! 15:39 <@dpeg> there is no "male" background 15:41 -!- jld [i=jld@kurobara.xlerb.net] has quit [Remote closed the connection] 15:49 < bhaak> I don't know that sounds a little bit like sexism: You can be a Fighter, a Paladin, Healer, Crusader, ... or a female 15:50 < scarf> like elves in Hack? 15:51 < bhaak> or orcs in any fantasy setting 15:52 < CIA-81> j-p-e-g * r57ce023677fd /crawl-ref/ (4 files in 2 dirs): Rename unix background option to background_colour. 15:52 < CIA-81> j-p-e-g * rbbfb1fdf5058 /crawl-ref/source/files.cc: Finally fix savegame chooser. :D 15:53 < cbus> dpeg, trog is fun 15:53 < cbus> e - the +3,+7 giant spiked club of Kociahac (weapon) {god gift, pierce} 15:56 <@dpeg> cbus: good stuff 15:56 < cbus> dpeg, no 15:56 < cbus> a - the +3,+11 dire flail "Hejaketh" (weapon) {god gift, elec, Dex+2} 15:56 < cbus> thats the good stuff 15:56 < cbus> until I get M&F up 15:56 < cbus> :D 15:57 < cbus> dpeg, 2 hitted a 7headed hydra (in normal mode, no extra damage modifiers or berserk) 15:57 <@dpeg> no ego? 15:57 < cbus> elec!! 15:57 < cbus> but I meant no +DMG from rings or stuff 15:57 < cbus> and no elec outburst 15:57 < cbus> on that hit 15:57 < cbus> so technically no damage 15:58 <@dpeg> ah! 15:58 < cbus> no ego I mean 15:58 < cbus> sorry, game and telephone makes ircing hard :) 15:58 < cbus> dpeg, the trog gifting nice weapons make trog so much more interesting 16:01 < cbus> dpeg, off to play go in an hour :) 16:01 <@dpeg> very good! 16:03 < CIA-81> greensnark * r569c3326919a /crawl-ref/ (10 files in 4 dirs): shoals_atoll support: FHEIGHT sets heights for map squares, tide_seed property requests that a marker be treated as a source for tide effects. 16:03 < CIA-81> greensnark * r42b8b685763b /crawl-ref/source/prebuilt/ (levcomp.lex.cc levcomp.tab.cc levcomp.tab.h): Update level compiler for FHEIGHT. 16:04 <+greensnark> !tell due shoals_atoll tide machinery is in place, take a look and see if that's what you wanted. 16:04 < Henzell> greensnark: OK, I'll let due know. 16:04 <@dpeg> greensnark: I foresee beautiful Shoal entry vaults. 16:04 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 16:08 <+greensnark> I haven't enabled tide effects outside the Shoals yet, but it's just a small change 16:09 <@dpeg> ok 16:09 <+greensnark> Any vault using it will have to be careful not to flood the level though :P 16:09 < scarf> the occasional flooded level could be a fun change of pace 16:10 < scarf> but yes, as the code stands you wouldn't want a level full of deep water 16:11 <+greensnark> Only the Shoals builder uses the heightmap at all, so outside the shoals all squares will be at sea level and the tide will look very boring 16:11 <+greensnark> Unless the vault defines pretty heights 16:11 <@dpeg> yes 16:11 <+greensnark> And uses a border at sufficient height to keep the tide from escaping 16:12 <@dpeg> due should use tides for the volcanoes 16:14 <@elly> YES 16:14 <@elly> argh, I wish I could summon the energy to add this kind of terrain system to angband 16:14 <@dpeg> elly: Angband is your native game? 16:14 < doy> greensnark: so how does the height specification work? 16:15 < syllogism-> maybe add some acid lakes 16:15 <@elly> dpeg: yes 16:15 <@elly> dpeg: the terrain system is a clusterfuck :( 16:15 <+greensnark> doy: It's documented! 16:15 < doy> can you randomize it, or do you have to specify actual heights for each tile? 16:15 < doy> pshh, docs 16:15 <+greensnark> Right now you have to set the height explicitly in maps 16:15 < doy> i suppose that would be not too hard to automate in lua 16:16 <+greensnark> The actual island building and smoothing code can easily be given Lua wrappers 16:16 < doy> also true 16:16 <+greensnark> The Volcano probably needs some custom stuff though 16:16 <+greensnark> Since there are very specific outlines that need to be met 16:17 < doy> yeah 16:19 <@dpeg> !tell due Using the now flexible tides for volcanoes looks like an irresistible idea. Also fits with players sometimes complaining about "not enough action in volcanoes". But: after Trove :) 16:19 < Henzell> dpeg: OK, I'll let due know. 16:20 < Napkin> alright, manual savegame tranferer is done \o/ 16:20 < Napkin> or rather.. manual automatic ;) 16:20 <@dpeg> Napkin: wasn't it automatic already= 16:20 <@dpeg> ? 16:22 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has joined ##crawl-dev 16:23 < Napkin> yes, when you play your char, yes 16:23 < Napkin> but there are zombie-like chars... 16:24 <@dpeg> Napkin: I thought you delete them after a while? 16:24 < Napkin> players create a char and just leave it there not touching it for ages 16:24 < Napkin> I do - but now I need to hurry less 16:24 < Napkin> I can move all chars to the latest available version first and just keep that one longer 16:25 -!- mode/##crawl-dev [+v Keskitalo] by ChanServ 16:25 < Napkin> instead of keeping 6 different version all with 1 char ;) 16:25 < Cryp71c> What would you guys think about mutation potions having different effects on DS? I continue to feel like they aught to operate differently on demonspawn even if the chances of getting good / bad muts is still 50% 16:25 <+Keskitalo> Evenings! 16:25 < Cryp71c> Morning 16:25 < Napkin> Hi Keskitalo! 16:26 < doy> Cryp71c: why? 16:28 < Napkin> because each installed version uses at least 18mb, dpeg 16:28 < Cryp71c> doy, DS already have a natural affinity for mutations, one could say that its the grotesque nature of their species. not to mention I've seen mut pot mutations that add a rank to a pre-existing DS mutation (which would've filled in later on anyways) 16:28 < doy> Cryp71c: if mutation potions affect ds mutations, that's a bug 16:29 <@dpeg> Cryp71c: so it would be nifty but would there be any gameplay gain? 16:30 <@dpeg> Keskitalo: I read the freedroid report :) 16:30 < Cryp71c> dpeg, I suppose not, unless you changed the % of a good / bad mutation (so that it was > 50%), but that wouldn't be necessary unless everyone agreed that DS were underpowered somewhere in the mid-late game. 16:31 < Cryp71c> Which makes sense to me...but from a neutral standpoint, I can't say DS are particularly weak (up to the point where I've gotten one). My deaths with them have been stupidity and carelessness, not a lack of power. 16:31 < doy> ds are one of the best species already 16:31 < doy> don't think they need any buffs 16:32 < Cryp71c> I'm not sure I would say best...but yeah, certainly not needed to be buffed. 16:32 < doy> well, 'one of' 16:32 < doy> they're certainly up there 16:32 <@dpeg> well, they have obvious problems... but we're trying to address them 16:32 < doy> yeah 16:32 < Cryp71c> IDK, they're very tough to play without a god to support them early on. 16:32 <@dpeg> this is not about making them stronger 16:32 < doy> but the problems are with the mechanics, not with their power level 16:32 < doy> right 16:33 <@dpeg> yes 16:33 < Cryp71c> Be and Ck are easier to play than Fi and Ga 16:33 <@dpeg> Cryp71c: this is true for all species? 16:33 < doy> Cryp71c: that's true of any species 16:33 < scarf> hmm, this reminds me of something I've been trying for fun (rather than serious play) recently; playing SpCK of Lugonu, and seeing how long turn-wise I could survive in the Abyss 16:33 <@dpeg> hehe, sandwiching Cryp71c 16:33 < Cryp71c> well yeah, but the gap is narrower with a great many other characters 16:33 < syllogism-> scarf: i tried that for a bit, the highest I got was xl 6 16:34 < scarf> syllogism-: xl 8, and several hundred turns 16:34 < Cryp71c> Tr, Md, Centaur, Ho, Ogre, Mi can all stand on their own early on pretty easily 16:34 < Cryp71c> (comparatively0 16:34 < scarf> I think it's entirely plausible that a very lucky player could survive long enough to get the rune 16:34 < syllogism-> well yes 16:34 < syllogism-> !lm * type=rune min=turn 16:34 <@dpeg> scarf: rune could be around the corner :) (after map change) 16:34 < doy> syllogism-: cv>=0.5 16:34 < scarf> dpeg: I thought it didn't generate for immediately 16:34 <@dpeg> map change 16:35 < doy> since the rune generation changed 16:35 < scarf> !lm * type=rune min=turn 16:35 < scarf> ah 16:35 < scarf> one thing that annoys me is, how am I meant to distinguish a rune from water/lava when they're both represented by { 16:35 < doy> it used to be entirely random, now it's a lot less common unless you've been there a while 16:35 < scarf> is it a different colour? 16:35 < Cryp71c> Ctrl + F 'rune' ? 16:36 -!- zenna [n=jannesep@tuomi.oulu.fi] has joined ##crawl-dev 16:36 <@dpeg> Cryp71c: Abyss 16:36 < Cryp71c> ohya, my bad. 16:36 < Henzell> 25212. [2009-03-13] Mayhem the Skirmisher (L1 SpCK) found an abyssal rune of Zot on turn 64. (Abyss) 16:36 < Henzell> 25212. [2009-03-13] Mayhem the Skirmisher (L1 SpCK) found an abyssal rune of Zot on turn 64. (Abyss) 16:36 < syllogism-> you can't get the rune unless you leave the abyss and return though 16:36 < doy> scarf: rune is } 16:36 < scarf> ah 16:36 <@dpeg> Does anyone find blue merfolk annoying? 16:36 < scarf> syllogism-: ooh, didn't know that 16:36 <@dpeg> I have trouble spotting them. 16:37 < scarf> so you'd have to escape then abandon Lugonu 16:37 < Cryp71c> dpeg, a little, but I watch the monster-list and then go looking on the map for the creature 16:37 < syllogism-> scarf: the way to get one early is/was is to leave and immediately abandon lugonu to get banished 16:37 < scarf> yep 16:37 < syllogism-> also that query took forever 16:37 < scarf> I must try that sometime, for when I want high-stakes informal play where I'm almost guaranteed to die instantly 16:38 -!- Timbermaw [n=riquez60@189.27.197.4.dynamic.adsl.gvt.net.br] has joined ##crawl-dev 16:41 < Napkin> yes, dpeg, me too 16:41 <@dpeg> Napkin: good, will address that before release. 16:41 < Napkin> I thought it's because i use the double "~" as waster symbol 16:42 <@dpeg> Napkin: I think that any blue letter is bad, but "m" and "~" might be particularly troublesome 16:42 < Napkin> pity - because i think it's the perfect glyph for water :) 16:42 <@dpeg> oh sure, we should change the merfolk's colour 16:43 < Napkin> Master branch on CDO updated to: 0.6.0-a1-2510-g42b8b68 (16.1) 16:43 < Napkin> anything option I have to activate to see rob's changes to the message-window? 16:43 < Napkin> *any option 16:43 <@dpeg> no, I don't think so 16:47 -!- Zaba_ [n=zaba@about/goats/billygoat/zaba] has quit [Read error: 60 (Operation timed out)] 16:48 < Cryp71c> Sigh, does anyone else think uniques on D:3-5 having wands of draining is not cool? 16:49 < syllogism-> just you 16:49 < eith> nah, its pretty rare 16:49 < Cryp71c> eith, RNG must be out for me then, cause I've seen it like 5x over the past 2 days 16:49 < Cryp71c> terrance especially. 16:49 <+by> ##crawl? 16:50 < Cryp71c> by, no..its potentially a balance issue? 16:50 < Cryp71c> Good lord you guys are heavy on pointing shit to ##crawl when this channel isn't even that spammy 16:50 <+by> it used to be even less spammy 16:50 < eith> it can get messy... 16:51 <+Keskitalo> dpeg: Looks like Sami spilled the beans a bit more than I'd have liked, but yeah. The freedroid stuff is pretty good. :) 16:51 < Cryp71c> by, yay for worthless, discussionless channels. 16:51 < Timbermaw> haha.. but cryptic you start lots of characters.. so that would average 1% of games they get drain or something i think 16:51 -!- Cryp71c was kicked from ##crawl-dev by dpeg [No whining!] 16:51 <+by> Cryp71c: complaining about uniques with wands is typical useless player whining 16:51 <@dpeg> hah, faster! 16:51 -!- Cryp71c [n=Cryp71c@173-162-21-124-Nashville.hfc.comcastbusiness.net] has joined ##crawl-dev 16:51 < Cryp71c> *yawn* -_- 16:52 < Cryp71c> fine fine, I'll sit here, bring up nothing, and let you have your 'less spammy' channel :) 16:52 -!- Zaba [n=zaba@ip102.148.adsl.wplus.ru] has joined ##crawl-dev 16:52 -!- mode/##crawl-dev [+v Zaba] by ChanServ 17:05 <+greensnark> We could make merfolk green 17:06 <+greensnark> Don't know where to put aquamancers though 17:06 <+greensnark> Red merfolk? :) 17:06 < doy> i don't know that it's really an issue 17:06 < doy> i mean, the same thing happens with lava worms, etc 17:06 <+greensnark> True 17:07 <@dpeg> it is an issue 17:07 < doy> we only have a limited number of colors to work with 17:07 < CIA-81> dolorous * r81e587013b29 /crawl-ref/source/goditem.cc: Since abominations are now chaotic, scrolls of summoning should be too. 17:07 <@dpeg> much more water in Shoals than lava 17:07 <@dpeg> anywhere else 17:07 <+greensnark> green/red/magenta/brown available in the non-dangerous colour range 17:07 <+greensnark> Er, green is used by aquamancers 17:07 <@dpeg> white and grey would work too 17:08 <+greensnark> We could move merfolk to grey and javelineers to white, yes 17:08 <@dpeg> yes, I think that's good 17:08 < CIA-81> by * r1f4b2d5d177f /crawl-ref/source/libutil.cc: Fix cgotoxy not handling GOTO_DNGN properly. 17:08 < CIA-81> by * r623638dc03d8 /crawl-ref/source/ (6 files): Extract pattern templates to pattern.h. 17:08 <+greensnark> But grey is the master archer uniform :) 17:08 < CIA-81> by * rc7ee5f5347bb /crawl-ref/source/ (66 files): Remove libutil.h from AppHdr.h and include explicitly. 17:08 < CIA-81> by * re0c2efd66885 /crawl-ref/source/ (libutil.cc libutil.h): Add cgetpos() as a region-aware replacement for wherex()/wherey(). 17:08 < CIA-81> by * r50af0d3f07e9 /crawl-ref/source/ (libgui.cc libgui.h): Implement cgetpos for tiles. 17:08 < CIA-81> by * ra1bcc86c3c08 /crawl-ref/source/ (cio.cc cio.h): Make line_reader aware of its region. 17:08 < Cryp71c> doy, with regard to the slime creature bug report, would the new flags you were discussing (M_CAN_SWIM_BUT_DOESN'T_LIKE_TO-esque) be used instead of HT_Land or HT_Amphibious or in addition to? (I've re-done my patch to replace HT_AMPHIBIOUS with HT_LAND instead of just removing the former from slime_creature) 17:09 < doy> @??slime creature 17:09 < Gretell> slime creature (J) | Speed: 10 | HD: 11 | Health: 33-88 | AC/EV: 1/4 | Damage: 22 | Flags: amphibious | Res: magic(44), poison, asphyx | XP: 423. 17:09 -!- by [n=vollmert@a12.imp.fu-berlin.de] has quit ["leaving"] 17:09 < doy> Cryp71c: i'd say that we should let asphyx-resistant monsters move through water at a movement penalty 17:09 <@dpeg> I support that idea of reluctant swimmer. It's a good one. 17:09 <+greensnark> Actually we should just repurpose ht_amphibious_land to reluctant-to-swim 17:09 < doy> and that would just take care of slime creatures on its own 17:09 <@dpeg> doy: oh, then we don't even need a new flag. 17:09 < doy> yeah 17:10 <+greensnark> And disallow ht_amphibious_water from submerging altogether 17:10 <@dpeg> sounds good 17:10 -!- scarf [n=scarf@unaffiliated/ais523] has quit [Read error: 104 (Connection reset by peer)] 17:10 -!- scarf [n=scarf@unaffiliated/ais523] has joined ##crawl-dev 17:10 <@dpeg> I need to make a proposal for monster behaviour vs invisible players. 17:11 < Cryp71c> doy, ok, so would that imply a new HT_ type, or would asphyx resistant creatures still have HT_LAND and have logic elsewhere to facilitate the movement penalty through deep water? 17:12 < doy> Cryp71c: i think keeping them as HT_LAND and having logic elsewhere for asphyx-res stuff would make the most sense 17:12 < doy> but i'm not familiar with the code at all 17:13 <@dpeg> greensnark: do you think you could do the change? 17:15 < doy> also, i think giving statue form asphyx-resistance would be good 17:15 < Cryp71c> So as far as the HT_ (s) go at the moment, ht_amphibious_land is == ht_amphibious_water except water can submerge, and land of course, cannot? 17:16 < Cryp71c> (that's what i took from greensnark's 2 comments on the matter) 17:16 <+greensnark> Cryp71c: That's right 17:16 <+greensnark> Using asphyx for this is problematic because it'll allow demons and undead to swim 17:17 <+greensnark> The problem with res_asphyx() is it's not so much res_asphyx as res_curare 17:19 < Cryp71c> So removing submergability from ht_amphibious_water would prevent merfolk, kraken tentacles, sea snakes, etc. from submerging? 17:19 < Cryp71c> er.. 17:19 < Cryp71c> yeah that's not a question considering its obviousness 17:20 <+greensnark> Merfolk cannot submerge anyway now 17:20 <+greensnark> They're special-cased 17:20 <+greensnark> In general submerging monsters produce behaviour that nobody enjoys 17:21 <@dpeg> yes 17:21 <+greensnark> It can only be fixed with AI fixes to submerging 17:23 <@dpeg> greensnark, Cryp71c: seen this one? http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:water_creatures_overhaul 17:24 <@dpeg> a true borsuk 17:25 <+Keskitalo> dpeg: re:invisibility, it looked like the monster can follow you, but if you take a sharp turn (i.e. keep in their melee range), they go to the spot where you previously were, but don't hit you. 17:26 <+Keskitalo> Which is kind of cool, but I suppose makes invisibility somewhat useless. I don't know what the code is saying, so I don't know if it's intentional. 17:26 <@dpeg> Keskitalo: still not good, imo. Think of what happens if a monster goes invisible. 17:26 <+Keskitalo> Oh yeah, it's disparate. (if that's the word) 17:26 <@dpeg> desperate :) 17:39 < Cryp71c> yeah, player invisibility seems like it is highly undervalued, since the monster AI is able to so closely follow you. 17:39 -!- Antagonist [n=Landon@dsl-245-43-80.telkomadsl.co.za] has joined ##crawl-Dev 17:39 < Cryp71c> And yeah, the water creature overhaul seems something to take into account with these changes to slime creature submergability 17:39 < doy> i don't know, i've used invis to escape on several occasions 17:39 < Cryp71c> er...slime creature speed* 17:40 < doy> it's a lot more powerful than people seem to think 17:40 < doy> although not perfect 17:40 <+Keskitalo> I like Borsuk's water creature overhaul. 17:40 <@dpeg> doy: I often advertise invisibility, but only against ranged attackers. Yesterday, it was evidently broken against Snorg. :( 17:40 <+Keskitalo> I went invisible next to Ijyb and he just followed me around. Maybe it works better further away from monsters? 17:41 <@dpeg> doy: and the other use is to boost stealth 17:41 < Cryp71c> Going invisible while already in sight of a monster is where the problem lies, since I've rarely escaped from more than 2-3 monsters if I invis after they've already seen and noticed me. 17:42 < doy> well, i don't know that invis should necessarily just make monsters forget about you 17:42 < Cryp71c> no, certainly not forget, that would be very bad 17:42 < doy> they should be able to guess where you might be based on your previous locations 17:42 < doy> and they should still be able to hear you 17:42 <@dpeg> doy: I didn't say that. But Snorg was following me for many steps, and it was an open room. 17:42 < doy> yeah 17:43 < doy> not saying it's not broken at the moment, just how i think it should work 17:43 < doy> (: 17:43 <@dpeg> yes, this is why it's not trivial to make a proposal 17:43 < doy> it's hard to tell what's actually happening because monster ai is so random 17:43 < doy> need someone familiar with the ai code 17:43 < doy> although not sure if anyone really fits that description 17:43 < doy> (: 17:45 <+Keskitalo> Yeah. :) 17:45 <@dpeg> so clearly, invisible should be really different from confusing the monster 17:46 < doy> yes 17:46 < doy> the monster should still be trying to attack you 17:46 <@dpeg> it could also run away :) 17:46 < doy> also a possibility 17:46 < doy> (: 17:46 < doy> depends on the monster, probably 17:47 <@dpeg> sure 17:47 < doy> possibly animal and lower intelligence should have a chance of just forgetting you exist 17:47 <@dpeg> that would be wandering 17:47 < doy> yeah 17:47 <@dpeg> I meant actually running away as an option for sentinels 17:47 < doy> intelligent monsters shouldn't just start wandering though 17:47 < doy> yeah, i know, just giving more options 17:50 <+Keskitalo> Invisibility is a lot more expensive than confusion, it seems as well. Mephitic cloud is ridiculously cost-effective.. at least in the earlier game. Invisibility "just makes you glow :P" in comparison. (not an actual quote ;)) 17:50 < doy> yes, meph cloud is quite strong early on 17:51 <+Keskitalo> Confusion is a great yardstick/comparison. Another effect it could be compared on is (scrolls of) fog. 17:51 <+Keskitalo> I'd imagine animals might be scared or start wandering when their target dissapears into a smoke cloud. (Gameplay goes first of course.) 17:55 < Cryp71c> greensnark, so the habitat types are just constants used that are checked in the logic (upon which different action is executed) (such as submergability, etc.) 18:03 < doy> so what do people think about Siber's idea here? http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:experimental_skill_pool_changes 18:04 < doy> are there any obvious downsides that i'm not seeing? 18:05 < scarf> which idea is Siber's? 18:05 < doy> the one with "Siber:" in front of it 18:05 < Cryp71c> What is 'victory dancing' ? 18:05 <@dpeg> Jesus 18:05 < scarf> it seems to make victory dancing proactive instead 18:05 < doy> Cryp71c: repeatedly doing some pointless action (casting a spell at a wall, etc) to train skills 18:06 < doy> after killing something 18:06 < scarf> as in, now you dance before killing the monster, rather than afterwards 18:06 < doy> scarf: possible 18:06 <@dpeg> scarf: well, it depends on how long the memory is 18:06 <@dpeg> if it is very long... 18:06 < scarf> I know that before learning better, I always assumed that you only transferred experience if a skill actually transferred something 18:06 < doy> yeah 18:06 < scarf> dpeg: then you're still victory dancing beforehand, just you have more time to do it 18:06 < scarf> *a skill actually accomplished something 18:06 <+Keskitalo> scarf: Like at the start of the game? 18:06 < scarf> so, instead of dancing by casting spells at walls, you had to cast them at monsters, etc 18:06 < doy> scarf: if by "very long" means "on the order of 10k turns or so" 18:07 < scarf> doy: then you can dance whenever you feel like it 18:07 < scarf> want to get some T&D? untrap now, gain exp later! 18:07 < Cryp71c> doy, I do see some potential problems 18:08 < Cryp71c> say for example (at a fairly low level) I see a unique (Sigmund) and I know I can kill him (cause I'm an awesome zerker) but I wand him to yellow as he walks towards me. 18:08 < Cryp71c> Then I zerk and 1 shot him. 18:08 <@dpeg> scarf: that (wrt T&D) is still better than the current situation where you have to make sure that there's xp in the pool 18:08 < scarf> yes, I think it's an improvement 18:08 < scarf> it's annoying not being able to victory-dance-equivalent early due to the nearly empty pool 18:08 < doy> yes 18:08 < doy> very much so 18:08 < scarf> as in, suppose I want to train slings, it's pointless to use my inferior sling skill over my superior axe skill just because my pool is empty 18:09 < doy> it also makes things like ogres ridiculously overvalued 18:09 < doy> at low levels 18:09 < doy> because they actually give you pool xp 18:09 <@dpeg> also, I believe that the amount of "exercising" should actually depend on what goes on 18:09 <@dpeg> no exercising Armour by standing among rats, no exercising of Con by doing no damage 18:09 < scarf> hmm, Siber's suggestion is rather like a converse suggestion of what we have now 18:09 < scarf> atm, exp goes into an exp pool, and from there into the skills when you train them 18:10 < Siber> It is indeed 18:10 < doy> scarf: in a way, but i think it's a much more logical method 18:10 < doy> and less easy to game 18:10 <@dpeg> I like about Siber's proposal that we can get rid of the Pool line in the HUD. 18:10 < doy> assuming things are adjusted properly 18:10 < Cryp71c> xp pooling is just tough to work with, it always will result in victory dancing..if that's what we want to get away from, perhaps we need to look at a more realistic overhaul of xp? 18:10 < doy> yes 18:10 < doy> that too 18:10 < scarf> the Siber suggestion makes skill training go into a skill pool, and from there into the skills when you gain exp 18:10 < scarf> I strongly agree with the dpeg plan of making exercising care about what happens, though 18:10 <@dpeg> but there is the problem that not all skills can be made scum-proof. 18:10 < doy> yeah 18:10 < doy> i'm not sure if it's really worth it 18:11 < doy> except in really obvious cases 18:11 <@dpeg> I think it is. 18:11 <@dpeg> definitely for Armour and Dodging 18:11 < scarf> perhaps, all actions that are "useful" for the character gain exp (e.g. you get a few exp points for beating a trap, like you do in D&D) 18:11 < doy> sure 18:11 < scarf> and only actions that gain you experience are eligible for skill exercise 18:11 < doy> but then, if the only way you can train armour is by fighting dragons and such 18:11 < scarf> that might be too radical a change, then 18:11 < doy> well 18:11 < scarf> *though 18:11 < doy> there are only a limited number of those 18:11 < doy> scarf: that's a more radical change 18:12 < scarf> doy: training armour would presumably count on how many hp of damage your armour blocked 18:12 <@dpeg> doy: well, simply compare monster difficulty vs player (Armour skill, say) 18:12 <@dpeg> as long as the monster can damage you, you can train Armour 18:12 < doy> dpeg: but my point is that it'll make getting to armour 27 significantly harder 18:12 < Cryp71c> doy, yeah I would <3 seeing armour trained when a) your armour impedes an attack or b) your armour prevents dmg 18:12 < doy> because there are fewer strong monsters 18:12 <@dpeg> doy: depends on the numbers 18:12 < doy> sure 18:12 <@dpeg> Armour training should be faster anyway (for 0.6) 18:12 < Cryp71c> Instead of standing around 18:12 < Siber> I think anything where progression is based on skill use will see some form of 'practice' as an option as a natural consequence. My suggestion still allows it, but I think makes it less jarring and eliminates a certain need to practice to get what you want 18:13 < doy> Siber: i agree 18:13 < scarf> I like the suggestion just because it means that practice is useful when your exp pool is empty 18:13 < doy> scarf: i agree 18:13 < doy> (: 18:13 < Siber> As a caster I find a strong need to victory dance with certain skills that would otherwise get little EXP, my system is meant to aleviate that 18:13 < scarf> I described victory dancing in #nethack as victory, dance, victory, dance, etc 18:13 < scarf> it works a lot better if there's no correlation between the timing of the dance and the victory 18:13 < Siber> Exactly. 18:14 <@dpeg> so it's a good idea, but not for 0.6 :) 18:14 < Cryp71c> Stealth training seems very strange to me as well, it seems that walking aroudn sleeping (or distracted) creatures trains stealth only sometimes 18:14 < doy> i suppose 18:14 < doy> (: 18:14 <@dpeg> Siber: advertise it when we discuss the 0.7 agenda, please 18:14 < scarf> stealth training I don't really get at all 18:15 < doy> Cryp71c: well, everything gets trained only sometimes 18:15 * Siber gets all warm and tingly! 18:15 < Siber> Definitely 18:15 < scarf> every now and then you see your stealth skill got bumped, and you have no idea why 18:15 < scarf> it's almost as if a full exp pool gives you detect monsters simply by looking at the points going into stealth 18:15 < doy> scarf: yes, there have been a lot of weird tweaks to stealth (and armour) just because they train so slowly otherwise 18:15 < Cryp71c> doy, actually, it *feels* like only armour and stealth are trained sometimes (and fighting, to a lesser extent) whereas everything else is trained when you use it. 18:15 < doy> no, you train stealth by just walking around normally 18:15 < doy> even if there are no monsters 18:15 < doy> just really slowly 18:15 < Cryp71c> ahh 18:15 < doy> trains faster if there are sleeping monsters around 18:16 < doy> "around" meaning "in los" 18:18 < doy> part of the issue too is that only some skills are able to be victory danced 18:18 <@dpeg> yes 18:18 < doy> like... you can cast spells at a wall, but you have to train axes by actually fighting monsters 18:18 <@dpeg> which is why the whole thing needs thoughts 18:18 < doy> and this would remain a problem with the new system 18:18 < scarf> spells should have to hit monsters to count, I thought they did already 18:19 <@dpeg> con spells are unproblematic 18:19 <@dpeg> but what about summons? 18:19 < scarf> part of the issue is with self-target spells 18:19 <@dpeg> (I can still solve that: train when *they* kill) 18:19 < doy> dpeg: that seems really odd though 18:19 <@dpeg> scarf: train when the buff is actually used 18:19 <@dpeg> doy: not sure 18:19 < doy> it might solve the issue sort of, but would feel really unintuitive 18:19 < scarf> dpeg: ouch, that's hard to determine 18:19 <@dpeg> or train when they do damage 18:19 < scarf> swiftness, for instance 18:19 < doy> scarf: not really 18:19 < scarf> how can you figure out when that's being used and when it isn't? 18:19 < doy> scarf: we track it already anyway 18:20 < doy> scarf: he means for summons 18:20 < doy> not self-targeted spells 18:20 <@dpeg> but yes, as I said before, there are obstacles 18:20 < scarf> ah, I'm talking about self-targets 18:20 < scarf> maybe they only give you exercise during periods of tension 18:20 <@dpeg> you could say that something which cannot be checked shouldn't be a spell (I am serious here) 18:21 < doy> dpeg: that would basically mean eliminating most of enchantments 18:21 < doy> i don't think spells should have to be offensive 18:21 < doy> that seems overly restrictive 18:22 -!- ortoslon [n=zoob@host-89-31-115-253.academ.org] has joined ##crawl-dev 18:22 < scarf> there should be some way to check most spells, if only approximately 18:23 < scarf> say, swiftness if you use it to open up distance from something that would beat you in melee 18:23 <@dpeg> doy: well, the haste spell is problematic anyway 18:23 < doy> scarf: that's really getting pretty vague and difficult though 18:23 < scarf> yes 18:24 < doy> dpeg: i suppose 18:24 < doy> but levitation, berserk, various brands, blink, ... 18:24 < scarf> and just because haste is problematic doesn't mean that, say, minor buffs are 18:24 < doy> right 18:25 <@dpeg> the conceptual solution is probably to make sure that (a) total xp is limited and (b) all skills are attractive 18:25 < Cryp71c> What if, instead of keeping track of the last xxxx actions you made (for xp distribution) you incremented each skill when its used, and then set a global decay rate on these skill trackers 18:25 <@dpeg> and that indirect skills train fast enough on their own, if enabled 18:25 < doy> Cryp71c: yes, that was my thought for the implementation 18:25 < Cryp71c> Then distribute xp based on the ratio of a given skill value to the total of all skill values 18:26 < Cryp71c> doy, ah, must've missed it 18:26 < doy> Cryp71c: well, i didn't actually say it, but 18:26 < doy> (: 18:26 < doy> it's how i was envisioning it working anyway 18:26 <@dpeg> Cryp71c: that makes it very hard to learn a new skill late in the game (Siber's proposal might have the same issue) 18:26 < doy> dpeg: depends on the decay rate 18:27 < Twinge_> Exp decay seems like something most players would not find fun 18:27 < doy> Twinge_: not exp decay 18:27 < Cryp71c> Not xp decay 18:27 <@dpeg> I don't see why actual skill levels should matter. What you have done in the last x turns should matter, nothing else. 18:27 < Cryp71c> skill use decay rate 18:27 < doy> dpeg: actual skill levels shouldn't matter 18:27 < Cryp71c> dpeg, i agree 18:27 < Twinge_> Oh, hmm 18:27 < Cryp71c> which makes the implementation all that much easier 18:27 -!- ortoslon [n=zoob@host-89-31-115-253.academ.org] has left ##crawl-dev ["Leaving."] 18:27 <@dpeg> 18:25 < Cryp71c> Then distribute xp based on the ratio of a given skill value to the total of all skill values 18:27 < doy> dpeg: skill values != skill levels 18:28 <@dpeg> ah 18:28 < doy> each skill has an associated arbitrary value 18:28 < doy> which is incremented each time it's used 18:28 <@dpeg> the exercise value, right 18:28 < Cryp71c> 'skill value' is the value representing a skill's "use" 18:28 < Cryp71c> Yes 18:28 < doy> and every so often, all exercise values get multiplied by .99 or something 18:28 <@dpeg> could also reduce exercise values when actual xp is given to that skill 18:29 <@dpeg> this makes it a bit more fair, perhaps 18:29 < doy> yeah, that could work too 18:29 < Cryp71c> doy, might need to also do a flat subtraction too, since by the end game you could be (conceptually) distributing xp into everything since multiplying by .99 would never make a value 0 18:29 < doy> that's how nemelex deck distribution works, actually 18:29 <@dpeg> yes 18:29 < doy> and i think that's a good model 18:29 < Cryp71c> dpeg, that sounds like a good idea 18:29 <@dpeg> Haran will be proud of you :) 18:30 <@dpeg> but we should sort this out for 0.7 18:30 -!- Eronarn_ is now known as Eronarn 18:30 <@dpeg> I think it's a basic flaw we can correct 18:30 < doy> each sacrifice of a specific item type increases the value for that deck type, and each deck gift reduces the value by some amount 18:30 < doy> yeah 18:30 < doy> should go in early for 0.7, probably 18:30 <@dpeg> yes 18:30 < doy> since it'll likely need a lot of tweaking 18:30 <@dpeg> as early as the AC nerf :P 18:30 < doy> hehe 18:30 < Cryp71c> hrm, I seem to have lost greensnark after we got onto the xp pool 18:30 < doy> this should be easier to code, i would think 18:35 -!- by [n=rob@g225109228.adsl.alicedsl.de] has joined ##crawl-dev 18:35 -!- mode/##crawl-dev [+v by] by ChanServ 18:37 <@dpeg> doy: well, if you can come up with a model, add it to the wiki page 18:37 <@dpeg> Cryp71c: I think it's an unusual time for him anyway 18:37 <@dpeg> he should be sleeping or so 18:37 < doy> dpeg: just did 18:37 < Siber> wwerg,,n,j.k.ktuihjughjygjyuyhhhthgytjytkyjhy 18:38 <@dpeg> Siber: yes! 18:38 <@dpeg> keep it coming :) 18:39 < Siber> Sorry bout that, 3 year old got the keys 18:40 * by fixing tiles compile now 18:42 <+Keskitalo> <3 18:43 <@dpeg> Siber: what the name? 18:43 < CIA-81> by * rd7a36ae66889 /crawl-ref/source/ (colour.cc tilepick.cc tilesdl.cc): Fix tiles compile completing the libutil.h change. 18:43 <@dpeg> by: you can compile and test tiles now? 18:44 <+by> I can compile tiles on my notebook 18:44 <+by> I can't debug it properly unfortunately 18:47 <@dpeg> by: great effort, though 18:47 <@dpeg> acting responsible and taking care of tiles 18:47 <@dpeg> not like some other developers :) 18:48 < Siber> THE NAME? 18:48 < Siber> Oh hey caps 18:48 <@dpeg> Siber: yes, of your child 18:48 < Siber> Neice. Fiona 18:49 <@dpeg> ah 18:49 <+by> I've broken tiles regularly... 18:49 <@dpeg> by, a legendary breaker of tiles 18:50 <+by> greensnark: re submerging, what do you think of just putting a flat one_chance_in(3) in with the submerging condition? 18:51 < Timbermaw> question: shouldn't stalkers be a recommended class for vamps? assassins are and vamps aren't great with ranged weps 18:53 < doy> !apt vp 18:53 < Henzell> Vp: Air=100, Armour=140, Axes=110, Bows=140, Conj=160, Xbows=140, Darts=140, Div=120, Dodge=90, Earth=120, Ench=90, Evo=90, Exp=150, Fighting=110, Fire=140, Ice=100, Inv=120*, Long=100, Maces=140, Nec=90, Poison=120, Polearms=110, Shields=110, Short=90, Slings=140, Splcast=130, Stab=90, Staves=140, Stealth=50, Summ=100, Throw=140*, Tloc=140, Tmut=90, Traps=100, Unarmed=90 18:53 <+by> maybe it's their bad conj aptitude? 18:53 < doy> conj and pois 18:53 < doy> stalkers are basically a cross between assassin and venom mage 18:54 < doy> vamps are really only good at the assassin part 18:54 < Timbermaw> mhm well ok 18:54 <+by> if you see them as part enchanter, it's more of a vampire role 18:55 <+by> ??book of stalking 18:55 < Henzell> book of stalking[1/1]: Spells: sting, sure blade, projected noise, mephitic cloud, poison weapon, petrify, invisibility. 18:55 <+by> more ench than conj in there 18:56 < Timbermaw> right i just thought spellcasting would be better than a blowgun 18:58 < Cryp71c> doy, dpeg, so can I implement the 'HT_AMPHIBIOUS_WATER' can no longer submerge and 'HT_AMPHIBIOUS_LAND' should no longer get a speed bonus on water idea that was discussed earlier by ..someone? 18:58 <@dpeg> by: did you see the link about submergers? 18:58 < doy> Cryp71c: i'm not sure if we actually came to a consensus yet 18:58 < Cryp71c> doy, ok, although its related to the water creatures overhaul, they're obviously different issues so I wanted to make sure. 18:59 <@dpeg> Cryp71c: no, needs discussion 18:59 <+by> dpeg: not sure; I just read the last part of the log 18:59 <@dpeg> not sure what next 18:59 < doy> Cryp71c: i'd like it to be tied more into 'breathing vs non-breathing', but as greensnark pointed out, we use asphyx-res to mean "curare-res", so just using that won't work directly 18:59 < doy> we should get that straightened out first 18:59 <@dpeg> http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:water_creatures_overhaul 19:00 <+by> Timbermaw: Vp are probably no worse stalkers than say Kenku; feel free to FR them to be unrestricted; don't feel strongly either way 19:00 < Cryp71c> dpeg, yeah we read that earlier and they seem similar, but aren't overlapping issues. 19:00 < Cryp71c> s/we/i 19:00 <@dpeg> well, whenever is working on changing submerging, should also think about the big picture 19:00 <@dpeg> words missing :) 19:00 < doy> yeah, i'd like the amphibiousness stuff to be able to go in before the total water creature overhaul 19:01 < doy> the overhaul should probably be 0.7 anyway 19:01 < Cryp71c> doy, perhaps replacing asphyx-res with curare-res and actually have asphyx-res mean asphyx-res? ? 19:01 < doy> Cryp71c: right, but that requires discussion 19:01 < Cryp71c> right 19:02 < Cryp71c> Should all of this info (the HT_AMPHIBIOUS_xxxx discussion) be added to the water creatures overhaul, or is there a more generic location to put all that information? 19:02 < Cryp71c> Or would you guys prefer to keep the discussion in IRC? 19:02 < doy> just add another section to the water creatures overhaul page 19:03 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 19:03 < doy> ===== Amphibiousness ===== 19:03 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has joined ##crawl-dev 19:03 < doy> or so 19:03 <@dpeg> doy: could you set up a mail to c-r-d about the short-term plan for water creatures? I've lost sight... 19:03 <@dpeg> henryci: !!! 19:03 <@dpeg> Hi 19:03 < doy> dpeg: i'll see what i can do 19:04 <@dpeg> thanks 19:05 < Cryp71c> this may be vain-sounding, but can I request to have the username on my mantis/wiki account changed? 19:06 <@dpeg> by: the message area uses all lines again? 19:06 <@dpeg> Cryp71c: will do 19:06 < Cryp71c> dpeg, Cryptic instead of Cryp71c if you would't mind. 19:06 <+by> dpeg: I don't know, give it a try? I never understood exactly what issue you were having 19:09 < Napkin> learndb about "conjure flame": Fun fact: Hasted enemies get burned twice as much! 19:09 < Napkin> is that still true? :-O 19:10 < doy> that might have been fixed? 19:10 < doy> i know greensnark redid a bunch of speed-related things a few months ago 19:11 < Napkin> same could be true for sticky flame too, huh? if at all still 19:12 < doy> yeah, that used to also be true for sticky flame 19:12 < doy> not sure if it still is 19:12 < Napkin> I'll try to keep an eye on that 19:13 <+by> doy: I think that was pointless/caotto 19:13 <@dpeg> by: issue with what? 19:13 <+by> message area using all lines 19:14 <@dpeg> by: yes, I just played it. Now it has all lines. The issue was that so many targeting prompts (and others) would require --more-- 19:14 < Napkin> <3 the fact that the message window is no longer clearing on various actions! 19:14 <@dpeg> yes 19:14 < Napkin> but the "-" at the bottom is confusing 19:14 < Napkin> used differently than before now 19:14 <+by> dpeg: oh, --more-- prompts are just disabled with delayed messaging currently 19:15 <@dpeg> Cryp71c: you're now update Cryptic. Okay? 19:15 <+by> Napkin: it's turn based instead of mesclr based now, as doy suggested 19:15 < Napkin> but 19:15 <@dpeg> *updater 19:15 < Napkin> i think it's not consequent yet - it's missing when you step on items 19:15 < Cryp71c> dpeg, thanks a ton 19:15 < doy> yes, i found the old behavior pretty confusing 19:15 < doy> i should see what the new stuff looks like 19:15 < doy> haven't had a lot of time lately 19:15 < Napkin> the old was simple, to be honest 19:15 <+by> Napkin: it's not clear to me how exactly it should work 19:16 <+by> I considered seeing the single '-' as a prompt, but doy had some good argument against that 19:16 < doy> Napkin: the issue with the old behavior was that you could take a turn, and have no -, and then do something like walk into a wall, which has no effect whatsoever, and then have a - 19:16 < doy> which makes the - pretty meaningless 19:16 < Napkin> i like the old way of when to show it: something happened in exactly the last turn - don't show it. if you move on and in ancient style there was no message - show it. 19:17 < doy> Napkin: yes, i agree with that, as long as it actually counts by 'turns', not 'keypresses' 19:17 <+by> re sticky flame duration, 2cc88f probably handles it 19:18 < Napkin> well, i don't think the "turn" is so important. the "action" (including keypresses) is the important thing. 19:18 -!- scarf [n=scarf@unaffiliated/ais523] has quit [Remote closed the connection] 19:18 < CIA-81> Keskitalo * r7704e93a01eb /crawl-ref/docs/develop/release.txt: Add a bit about updating the PDFs. 19:18 < doy> Napkin: why? 19:18 <@dpeg> Keskitalo: oh, nice 19:19 < Napkin> isn't the problem that people can't differentiate between what happened "now" and what happened "last turn" since we turned of clear_message? 19:19 < doy> Napkin: yes 19:19 < doy> and that's my point 19:19 < Napkin> *turned off 19:19 < doy> if you can walk into a wall and get a - 19:19 < doy> then that's not differentiating between "now" and "last turn" 19:19 < Napkin> that's ok 19:19 -!- by [n=rob@g225109228.adsl.alicedsl.de] has quit [Nick collision from services.] 19:19 <+Keskitalo> dpeg: jpeg's mail kinda brought that up :) 19:19 -!- by_ [n=rob@g225120070.adsl.alicedsl.de] has joined ##crawl-dev 19:19 -!- mode/##crawl-dev [+v by_] by ChanServ 19:20 < Napkin> ok, then let me rephrase: 19:20 < Napkin> isn't the problem that people can't differentiate between what happened "now" and what happened "last action" since we turned of clear_message? 19:20 < doy> Napkin: no, "last turn" was the actual issue 19:20 < Napkin> what good does that do to the usability? 19:21 < Ashenzari> Being invisible is broken (http://crawl.develz.org/mantis/view.php?id=486) by dpeg 19:22 < Napkin> while separating between actions, makes it clear the "last action" is over 19:22 < Napkin> anyways, you decide that, not me 19:23 < doy> well, the other option, like by_ said, would be to use the - as a sort of 'prompt' indicator 19:23 <@dpeg> I still think that consecutive turns without anything happen should get additional dashes 19:23 < doy> which would solve that issue 19:23 <@dpeg> would be very useful for disrobing or searches 19:23 < doy> but that wastes a line in the message area a lot more 19:23 < doy> and those lines are pretty precious 19:23 < doy> dpeg: yes, that's another reasonable idea 19:23 <@dpeg> doy: well, if something happens, that line should be re-used 19:24 <@dpeg> it is just like a "progress meter" 19:24 <@dpeg> actual content takes precedence 19:24 < doy> dpeg: right, but if - means "prompt", then it should always be there when crawl is waiting for input 19:24 <@dpeg> I think by didn't like it :) 19:24 <@dpeg> doy: could be like this: 19:24 < doy> which means that line can't be used by messages 19:24 <@dpeg> - awaits prompt 19:24 <@dpeg> - - one turn nothing happened 19:24 <@dpeg> - -- 19:24 <@dpeg> - --- 19:25 <@dpeg> etc 19:25 <@dpeg> - You miss. 19:25 < Napkin> that would make auto-explore extremely spammy 19:25 <@dpeg> it would be just one line 19:25 < doy> well 19:25 < Napkin> and not help about readablilty at all 19:25 < doy> we'd limit it 19:25 < doy> there would be a max number of - to add 19:25 < Napkin> and.. ugly ;) 19:26 <@dpeg> Napkin: do you see the advantage when searching? 19:26 < doy> anything that happened more than like 50 turns ago isn't really relevant anyway 19:26 <@dpeg> you are using personal words to downplay the idea 19:26 < doy> the amount of time taken isn't really relevant, i mean 19:26 <@dpeg> doy: no, but indicating that you did press 5 would be very useful 19:26 <@dpeg> for me, and last time I asked, also for some others 19:27 <@dpeg> and it would teach players without words how long it takes to disrobe plate 19:27 < doy> dpeg: right, i just mean that we could just cap it at the terminal width 19:27 <@dpeg> doy: of course we do! 19:27 < doy> and that wouldn't lose any important information 19:27 <@dpeg> if we get fance, we reduce the long --------------- from the other end :) 19:27 <@dpeg> yes 19:28 < Napkin> you mean "spammy" and "ugly" as "personal words"? well, I could say "it will output a lot of superflouous glyphs, which I don't see the use for" and "personally I think it will not look nice". 19:28 <@dpeg> 19:25 < Napkin> that would make auto-explore extremely spammy 19:29 < Napkin> and no, i don't see the advantage when searching 19:29 <@dpeg> 19:25 < Napkin> and not help about readablilty at all 19:29 <@dpeg> 19:25 < Napkin> and.. ugly ;) 19:29 < doy> i think we should wait on this discussion until we have a couple implementations 19:29 < doy> that we can actually try out 19:29 <@dpeg> I use to lose a lot of turns and food from pressing 5 accidentally or twice 19:29 < doy> this theoretical talk about what it might look like isn't helpful 19:30 <@dpeg> agreed 19:31 < Napkin> yes - that's what I said - was it taken in an attacking way? 19:32 <@dpeg> yes, it was! 19:32 < Napkin> ok, i'll shut up then. sorry 19:32 < Napkin> not my intention. 19:32 < Napkin> o/ 19:32 <@dpeg> no sweat -- it's just that I cannot kick you :) 19:33 <@dpeg> syllogism-: would you upload armour.ods to the wiki -- it is awesome! 19:35 <@dpeg> !tell syllogism- Would you upload armour.ods to the wiki? It is awesome! 19:35 < Henzell> dpeg: OK, I'll let syllogism- know. 19:36 <+greensnark> Wow, that's a lot of scrollback in a short time 19:36 <+greensnark> doy: I think pointless made the speed fixes a wile back 19:36 <+greensnark> *while 19:36 < doy> ah, guess i was misremembering 19:37 <+greensnark> And yes, once we split res_asphyx and res_curare life becomes simpler for water movement checks 19:37 <+greensnark> It'll also reduce the special cases in monster drowning code 19:37 <@dpeg> greensnark: is that a quick fix or should we make a note somewhere? 19:38 <+greensnark> A tracker item, ideally, I've been hit by a squall of work :) 19:38 <+greensnark> And apparently I have to learn Android programming in a hurry :P 19:40 < Cryp71c> Well there are only a handful of places res_asphyx is used, I can take a look at the function definition, look through each use of it and determine (in each case) if the intended use was res_asphyx or res_curare and make the appropriate substitution (after I turn res_asphyx into res_curare and then actually implement a real res_asphyx) 19:40 < Cryp71c> It doesn't look to be very time-consuming. 19:40 <@dpeg> greensnark: Android programming -- paid to code Crawl? :) 19:40 <+greensnark> Still need a tracker item 19:40 <+greensnark> dpeg: Unfortunately no :P 19:40 <@dpeg> ok, someone who followed the asphyx debate -- could you open a Mantis item? 19:43 <@dpeg> !tell syllogism- Alternatively, you (or I) could also send it around on c-r-d. 19:43 < Henzell> dpeg: OK, I'll let syllogism- know. 19:45 < Cryp71c> dpeg, yeppers I'll do it, this is about res_asphx actually being res_curare and the need for a real res_asphyx ? 19:45 <@dpeg> I think so. If I fully knew, I'd do it myself :) 19:45 <@dpeg> Cryp71c: thanks 19:46 < Cryp71c> Related to the HT_AMBHIBIOUS discussion earlier, I've already written a short snippet (and tested it) which prevents HT_AMPHIBIOUS_LAND from submerging, can I stick that on the wiki under the === AMPHIBIOUS === discussion I'm writing up, or ...what's the best place to put it? 19:46 < doy> res_asphyx should imply res_curare 19:46 < doy> for the curare bonus damage 19:47 <+greensnark> Right 19:47 <+greensnark> I think res asphyx is neatly covered by the monster flag 19:47 <+greensnark> So res_curare is res_asphyx + demons / whatever 19:48 < Cryp71c> oh, well then that change is very small 19:48 < doy> res_asphyx + abnormal_blood 19:48 < doy> (: 19:48 < doy> Cryp71c: it'll still involve deciding which monsters should now get asphyx-res 19:49 < Cryp71c> doy, ..I thought that flag was accurate already? 19:49 < doy> Cryp71c: no, it includes things like demons 19:49 < doy> which is the issue 19:49 <+greensnark> The monster flag doesn't include demons 19:49 < doy> oh 19:49 <+greensnark> But the res_asphyx function does 19:49 <@dpeg> doy: no_blood is part of abnormal_blood? 19:49 < doy> ah, okay 19:49 <+greensnark> I don't know if only the right monsters get the flag, though 19:50 < doy> dpeg: sounds reasonable 19:50 < doy> things with no blood shouldn't be affected by any poisons 19:50 <+greensnark> That flag dates back to 0.1 when 90% of the changes made were under the influence of alcohol 19:50 < doy> except possibly powerful magical ones 19:50 < doy> heh 19:50 <@dpeg> greensnark: I don't like to read that :) 19:50 < Cryp71c> so should demons have the asphyx-res flag and there should be no special case code in res_asphx, or they shouldn't have asphyx-res flag and the special case code should remain? 19:50 < Cryp71c> and of course by res_asphyx I mean res_curare 19:50 < Cryp71c> I think... 19:50 < doy> Cryp71c: demons shouldn't be asphyx-res 19:51 <@dpeg> doy: but curare_res 19:51 <@dpeg> ? 19:51 < doy> there should be a res_curare function which checks the asphyx_res flag 19:51 < doy> among other things 19:51 <+greensnark> Some demons can be poisoned, maybe those should be affected by curare 19:51 < doy> dpeg: yes 19:51 <@dpeg> Cryp71c: are you editing the water monster page? 19:51 < doy> greensnark: sounds reasonable 19:51 <+greensnark> Curare is a mess, really :P 19:51 <+greensnark> Not surprising, it was added in 0.1 :P 19:51 < Cryp71c> dpeg, yes I'm nearly finished, i had a question before about where I should stick this snippet of code I've written 19:51 <@dpeg> greensnark: were you still studying at that time? 19:52 <+greensnark> dpeg: Hah, no 19:52 <+greensnark> But I was at a job where we could finish off our work for a release in 1/7th the allotted time 19:52 <@dpeg> and you spent the rest guzzling away? 19:52 <+greensnark> And every day past that involved everyone from the manager down going to lunch and getting pleasantly sloshed :P 19:53 <+greensnark> And then I'd come back and hack Crawl :P 19:53 < Cryp71c> doy, right so res_asphyx (which currently has the code to check demons and such) should become res_curare (which should then be modified to only provide asphyx immunity if they are also poison immune) 19:53 <@dpeg> wrong order, Darshan, wrong order! 19:53 < doy> Cryp71c: poison immune or asphyx-resistant 19:53 < doy> but yeah 19:54 < Cryp71c> greensnark, after our discussion earlier regarding the habitat types, submerging, and speed boosts, I wrote a brief snippet which prevents HT_AMPHIBIOUS_LAND from submerging (as per your suggestion), where should I stick it? the Wiki (I have an appropriate place for it)? 19:55 < Cryp71c> doy, ah so demons which are poison immune should return true on res_curare() ? 19:55 <+greensnark> Cryp71c: ht_amphibious_land can already not submerge 19:55 < Cryp71c> greensnark, er, ht_amphibious_water 19:55 <+greensnark> ht_amphibious_water can submerge, but it's not agreed that this should be disabled 19:55 <+greensnark> It might be better to fix submerge AI instead 19:55 < doy> Cryp71c: yes 19:55 < doy> i think 19:56 <+greensnark> My suggestion was aimed at using amphibious_land to indicate that the monster does not get a speed boost in water, but that's probably better handled with res_asphyx 19:56 <+greensnark> So probably best not to poke the amphib. behaviour now 19:57 < Cryp71c> greensnark, well this seems more an issue of core behavior for the habitats than writing special cases in AI...if there are some creatures which are HT_AMPHIBIOUS_WATER but should still be able to submerge, perhaps a 3rd AMPHIBIOUS HT is necessary? 19:57 <+greensnark> Nono :P 19:57 < Cryp71c> lol, k 19:57 <+greensnark> Too many amphibious HT already :) 19:57 < Cryp71c> only 2? 19:57 <+greensnark> Yeah, that's one too many :) 19:57 < Cryp71c> lol 19:57 < doy> there should be one for "native to water" and one for "can swim, sort of" 19:57 < Cryp71c> I was rather surprised at how few HTs there are 19:57 < doy> that's all we need 19:58 -!- by_ [n=rob@g225120070.adsl.alicedsl.de] has quit [Read error: 113 (No route to host)] 19:58 < doy> then the rest can be covered under asphyx res 19:58 < Cryp71c> I think its pretty well simplified as it is...a bit more complexity wouldn't automatically be bad. 19:58 < doy> we don't need anything more than that 19:58 < Cryp71c> but I understand 19:58 <@dpeg> "Good day, Sir, would you like to buy some of these nice HT flags?" "Bugger off, I have enough. Grrr!" 20:00 <+greensnark> Oh yeah, one diff between the two ht_amphib flags is that ht_amphibious_water gets to use watery terrain to its advantage 20:00 <+greensnark> ht_amphibious_land does not 20:02 <@dpeg> greensnark: yes, that's a good distinction, which should stay. 20:04 -!- ogaz [n=chatzill@169.236.122.209] has joined ##crawl-dev 20:06 < Ashenzari> res_asphyx() to become res_curare() (http://crawl.develz.org/mantis/view.php?id=487) by Cryptic 20:07 <@dpeg> doy: as it happens, Lemuel added his take on the victory dancing wiki yesterday 20:07 < doy> dpeg: by 'yesterday' you mean 'within the last few hours' 20:08 <@dpeg> hm, perhaps :) 20:08 <@dpeg> doy: but I like the thing we had here much better 20:09 < doy> hmmm 20:09 < doy> yeah, i'm not sure 20:09 < doy> i mean, it does handle the victory dancing issue better 20:09 < doy> but i'm not sure if the result overall is any better 20:09 < doy> seems like it would require more tweaking in any case 20:10 <@dpeg> doy: for example, our approach gets rid of the pool completely 20:10 <@dpeg> that is worth a lot 20:11 < Cryp71c> dpeg, are you referring to skill use values and distributing xp based on the ratios of those? 20:11 < doy> yes, that too 20:12 <@dpeg> Cryp71c: I would phrase it completely differently, but I think yes 20:12 < Cryp71c> btw, if you havn't noticed already, I'm done editing the water overhaul wiki page, if you needed to get onto it. 20:12 <@dpeg> Cryp71c: already did 20:12 < Cryp71c> dpeg, yeah..i'm at a lack for better terminology 20:12 < Cryp71c> k 20:13 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has joined ##crawl-dev 20:16 < syllogism-> seems like it would be really difficult to get right 20:16 < Henzell> syllogism-: You have 2 messages. Use !messages to read them. 20:17 <@dpeg> syllogism-: I don't think it is so bad... training is far from ideal right now. 20:21 -!- by [n=rob@g225120070.adsl.alicedsl.de] has joined ##crawl-dev 20:21 -!- mode/##crawl-dev [+v by] by ChanServ 20:21 < syllogism-> dpeg: I don't think I can upload things to the wiki 20:22 < Napkin> by? 20:23 < Napkin> this is what's confusing me: 20:23 < Napkin> -You hit the kobold. 20:23 < Napkin> You kill the kobold! 20:23 < Napkin> - 20:23 < Napkin> ************************** 20:23 < Napkin> I killed the kobold, did no action afterwards, and the "-" is shown 20:24 < Napkin> then I step onto the kobold corpse and see this without "-": 20:24 < Napkin> -Items here: % ) 20:24 < Napkin> a club 20:24 < Napkin> a kobold corpse 20:24 < Napkin> ************************** 20:24 < doy> hmmm, yeah, the - probably shouldn't be shown there 20:25 <@dpeg> syllogism-: is it okay if I send it to the list? 20:25 < doy> once a turn goes by, it should then add a - on its own line, and then add an additional one for each turn with no messages (up to a max of the term width) 20:25 < syllogism-> i made a bit updated version so I could send you that one first 20:26 <@dpeg> yes, please 20:26 < Napkin> should "Updater" be allowed to upload? 20:26 <@dpeg> syllogism-: btw, is "Max AC New" the effective AC? 20:26 <@dpeg> or with enchantment? 20:26 < syllogism-> it's with max enchantments 20:26 < Napkin> single click to allow it 20:26 <@dpeg> Napkin: yes, perhaps 20:27 < Napkin> done. 20:27 < Cryp71c> When you guys say 'glyph' are you referring to symbol (and color of that symbol) used to depict that monster? 20:28 < doy> yes 20:28 < doy> a glyph is the visual representation of a character 20:28 < doy> can either include the color or not, depending on context 20:28 < Napkin> a tree or wall has a glyph too 20:29 < doy> 'character' meaning... typographical character 20:29 < doy> not game character 20:29 < doy> (: 20:32 <+by> that particular case above is because the "Items here:" message is output by autopickup, which takes place right at the beginning of a turn 20:35 < Cryp71c> Are player ghosts flagged as undead? 20:35 < Cryp71c> (or evil) 20:35 < Napkin> it's confusing somehow.. 20:36 <+by> Napkin: it may be; I'm not set on it staying like this 20:38 < syllogism-> dpeg: sent 20:38 < syllogism-> err 20:38 < doy> Cryp71c: they are undead 20:38 < syllogism-> oops forgot to attach it :P 20:38 <@dpeg> by: do you still dislike ------ for turns without any effect? 20:38 < doy> not sure about evil 20:38 < doy> @??player ghost 20:38 < Gretell> unknown monster: "player ghost" 20:39 <@dpeg> syllogism-: ASP being negligible is a problem in its own right 20:40 < doy> hmmm 20:40 < doy> i wonder if that "don't suicide with fireballs" change made cerebov just never use fire storm anymore 20:41 < doy> that really should have more logic involved 20:41 <+greensnark> Can check with fight club 20:42 < doy> !fight cerebov v antaeus 20:42 < doy> ummm 20:42 < doy> what in the world 20:42 < doy> oh 20:42 < doy> that wasn't me 20:42 <@dpeg> syllogism-: thank you so much. Sent it 'round! 20:43 < doy> why doesn't henzell listen for !fight in here? 20:43 < Cryp71c> dpeg, closable: http://crawl.develz.org/mantis/view.php?id=407 20:43 <@dpeg> bye, gotta run to get some bread 20:43 <@dpeg> Cryp71c: !tell today please :) 20:43 < Cryp71c> :) 20:43 < Cryp71c> !tell dpeg closable: http://crawl.develz.org/mantis/view.php?id=407 20:43 < Henzell> Cryp71c: OK, I'll let dpeg know. 20:44 <+greensnark> doy: !fight isn't Henzell, it's varmin 20:44 < doy> ah, i guess i haven't been paying attention to ##crawl at all 20:45 < Napkin> hmmm. flying over deep water: Items here: % )) - trying to butcher: -There isn't anything here - something wrong? 20:46 < doy> Napkin: you shouldn't be able to see the items there 20:46 < doy> unless you're a merfolk? 20:46 * dpeg is not happy with items in deep water. 20:46 < Napkin> no, flying HE 20:46 < doy> Napkin: yeah, you shouldn't be able to see the items there at all 20:46 < Cryp71c> Napkin, similar issues exist with sacrificing items that are in water (and getting god gifts that then fall into the water) 20:46 < Napkin> ok - so it's known and filed already, right? 20:47 < Cryp71c> The praying / god gifting aspect is 20:47 < Napkin> I have to admit I am not playing latest version 20:47 -!- jld [i=jld@kurobara.xlerb.net] has quit [Read error: 54 (Connection reset by peer)] 20:47 -!- jld [i=jld@kurobara.xlerb.net] has joined ##crawl-dev 20:47 <+greensnark> Bad Napkin 20:47 <+greensnark> How can you not be playing latest versioin :P 20:48 < Napkin> hey - hadn't you suggested that that, I would have been dead and enjoying that new version already :-P 20:48 <+greensnark> Wait, why are you in Shoals :P 20:48 < Napkin> *that character 20:48 <@dpeg> all that would be solved by not having items in deep water 20:48 < Napkin> found boots of leviation in vault8 (two pair, actually :D) and doing clean-up now, greensnark ;) 20:48 <+greensnark> I think just making items in deep water inaccessible would fix it 20:49 < doy> dpeg: yeah, i'm not sure about that either 20:49 <@dpeg> that's progress at least, yes 20:49 < Cryp71c> 'inaccessible' sounds very generic and like it would involve quite a bit of code 20:49 <+greensnark> While still allowing due to do his kraken-with-loot-in-deep-water thing 20:49 <@dpeg> greensnark: yes, Jude's new vault is the only thing holding me back from pushing harder 20:50 <+greensnark> dpeg: Actually, we can go back to deep water destroying items, but the old behaviour would show items floating in deep water if forcibly placed there 20:50 <@dpeg> greensnark: that'S even better 20:50 < syllogism-> dpeg: well the combat delay penalty does hurt a bit 20:50 <+greensnark> Floating items look weird when it's splint mail :) 20:50 < syllogism-> plus you can't wield two handed weapons 20:50 <@dpeg> syllogism-: so ASP is not fully meaningless? 20:51 < doy> maybe kraken corpses should act like a tile of dry land 20:51 < doy> (: 20:51 < syllogism-> no, but I haven't really looked at the proposed combat changes yet 20:51 <@dpeg> syllogism-: as always, your comments are appreciated. The devteam is stumbling in the dark! :) 20:52 < syllogism-> drpraetor says it's almost the status quo 20:53 -!- Kyrris [n=1@c-67-186-34-100.hsd1.pa.comcast.net] has joined ##crawl-dev 20:53 <@dpeg> !tell due Could we get unique clusters because of players choosing branches in a particular way? So I wait with Snake for some time, then it is generated rather late (for its depth) and gets all the uniques? In other words, would assigning uniques before dungeon generation yield something different? 20:53 < Henzell> dpeg: OK, I'll let due know. 20:53 < syllogism-> the spellcasting code is pretty awful, I wonder if it was originally intended for your spell skill based spell failure reduction to go through step down (it uses spell power formula) 20:54 < syllogism-> you get slightly diminished returns once your spell schools are over 22 or so 20:54 < doy> Napkin: how did you recolor your hud? 20:54 < syllogism-> or lower with the spellcasting bonus 20:54 <@dpeg> syllogism-: is it the same in 4.1? 20:54 <@dpeg> also: hunger 20:54 < Napkin> the ?: screen? or the hud stuff (Health, etc), doy? 20:55 < doy> Napkin: Health:, etc 20:55 < Napkin> uhm, 1s 20:55 <@dpeg> doy: there is an options :P 20:55 < syllogism-> no idea, brent did nerf spellcasters a lot but not sure in what way 20:55 < doy> really? 20:55 < doy> had no idea 20:55 < Napkin> status_caption_colour = white, doy 20:55 < doy> interesting 20:55 <@dpeg> syllogism-: yes, 4.1. may not be a role model for combat system 20:55 < Napkin> it was white somewhere in 0.3 I think... and I got used to it :) 20:56 < doy> i think i like how that looks a lot better than brown 20:56 < doy> (: 20:56 < Napkin> :) 20:56 < doy> (although i'd still love a lua hud!) 20:56 <+greensnark> doy: Want to write that? :) 20:56 < doy> heh 20:57 <+greensnark> Should be easy-ish 20:57 < doy> i'll write the lua part, if someone else writes the bindings 20:57 < doy> (: 20:57 <+greensnark> I think tiles uses the same code too 20:57 <@dpeg> hey, the current HUD is 4.1 style! A nod to Brent. 20:57 < Napkin> greensnark? would you have an idea of how to fix auto-explore not run into plants and stop? and on the other hand stop if a plant is blocking a narrow walk-way? 20:58 <@dpeg> okay, foooood 20:58 -!- dpeg [n=dpeg@dis.angband.pl] has quit ["HUNGER"] 20:58 <+greensnark> That would probably need changes to the travel code 20:58 -!- TGWi [n=TGW@c-68-61-239-31.hsd1.mi.comcast.net] has joined ##crawl-dev 20:58 < Napkin> it made "playing" shoals quite difficult 20:58 <+greensnark> There used to be some thing to route around plants, don't know what it looks like now 20:58 < Napkin> bbl 20:58 < doy> autoexplore/travel should also be able to work if you're standing on an excluded tile, if you're adjacent to a non-excluded tile 20:59 < doy> that's something that's bothered me for a while 20:59 <+greensnark> Yes 20:59 < Kyrris> doy: It seems to, if the exclusions are because of steam clouds. 20:59 < Kyrris> I've been able to autoexplore away from lava/water lakes for a while. 20:59 < doy> hmmm 21:00 < Cryp71c> Kyrris, there are very wierd exlucsion-based bugs caused by say, burning books (trog) where autoexplore fails until you move around the burning book 21:00 < Kyrris> Yeah, I realize there are a lot of weak points. 21:01 < doy> hmmm, maybe that does work now 21:01 < doy> i know it didn't for a while 21:03 < Kyrris> Yep. 21:03 < Kyrris> Just did it. 21:03 < Kyrris> Standing in excluded shallow water, o sent me wandering. 21:04 < Kyrris> Works for manual exclusions, too. 21:04 < doy> can't autotravel just treat remembered immobile monsters as unpathable, like walls? 21:04 < doy> doesn't seem like it would need special code for routing around things 21:05 < Kyrris> doy: Do monsters use the same pathfinding code? 21:05 < doy> Kyrris: shrug 21:06 <+greensnark> Monsters do not use the same pathfinding code 21:06 <+greensnark> Travel used to peek at plants in mapped terrain, but I don't think it does any more 21:07 <+greensnark> It can certainly use the seen flag that's available now 21:08 -!- mode/##crawl-dev [+v kilobyte] by ChanServ 21:11 <+by> is_travelsafe_square does seem to consider monster-blocked cells 21:11 < Cryp71c> oooo, I love the new temple with trees thing 21:12 < Cryp71c> sry... /me goes back to #crawl 21:15 < Napkin> plant is still considered like a wall if it's in a uhmm.. 1-width-walkway 21:15 < Napkin> auto-explore will turn around and walk elsewhere 21:15 <+by> they could be treated as traversable with a heavy traversal penalty -- it's currently 2 for closed doors and 3 for traps 21:16 < doy> elly: you took autovoice away from me and due when you changed us to the op level, perhaps there needs to be an op-committer level? 21:16 < doy> by: that penalty would have to be several hundred for bushes d: 21:16 <+by> maybe the changes related to auto-cutting-down of toadstools broke something? 21:17 <+greensnark> by: No, I think travel is working as intended, but the behaviour is suboptimal in places blocked by plants 21:18 <+greensnark> i.e. Napkin would like travel to walk up to the plant and stop, whereas it will currently path around the plant 21:18 <+greensnark> Setting a cost for the plant ought to work 21:18 < doy> greensnark: no, other way around 21:18 <+greensnark> doy: He said so just a little while back ^^ 21:19 <+greensnark> plant is still considered like a wall if it's in a uhmm.. 1-width-walkway 21:19 <+greensnark> auto-explore will turn around and walk elsewhere 21:19 < doy> "would you have an idea of how to fix auto-explore not run into plants and stop?" 21:19 < Napkin> but only then 21:19 <+greensnark> Hm? 21:19 <+greensnark> Ok, then I don't understand the problem :P 21:19 < Napkin> sorry, got busy, 10m 21:20 < syllogism-> i think that's the same thing phrased in a different way 21:25 -!- ogaz [n=chatzill@169.236.122.209] has quit [Read error: 110 (Connection timed out)] 21:25 -!- Twinge [n=user@97-124-174-188.hlrn.qwest.net] has joined ##crawl-dev 21:30 -!- Twinge_ [n=user@97-124-153-105.hlrn.qwest.net] has quit [Read error: 60 (Operation timed out)] 21:35 <@elly> doy: oh, sorry 21:35 <@elly> doy: one sec 21:37 <@elly> doy: fixed, rejoin 21:39 -!- Mu_ [i=Mu@cpc14-live9-0-0-cust109.know.cable.virginmedia.com] has quit ["Defecator, may everything turn out okay so that you can leave this place."] 21:47 < Napkin> still here, greensnark? 21:48 < TGWi> "shoals_atoll support" 21:48 < TGWi> this is the happiest moment of my life 21:48 < CIA-81> by * r3c8124153e81 /crawl-ref/source/libutil.cc: Revert "Fix crash in line_reader." 21:48 < CIA-81> by * r00a86ae18ee0 /crawl-ref/source/ (message.cc message.h): Export function to scroll message window. 21:48 < CIA-81> by * rea8f5973148f /crawl-ref/source/ (libutil.cc libutil.h): A bunch of convenience functions for dealing with screen regions. 21:48 < Cryp71c> Is it intentional that slime creatures (even titanic slime creatures) have the same HD (and are polymorphable) when they're merged? 21:49 < syllogism-> yes 21:50 < Cryp71c> ok, because polymorphing titanic slime creatures is an easy (and kind of cheap) way of dealing with them 21:52 < Kyrris> And tanking your xp gain. 21:52 < Cryp71c> yeah, I guess -_- 21:52 < Kyrris> The idea that polymorph should split them first was bouncing around. 21:55 -!- by [n=rob@g225120070.adsl.alicedsl.de] has quit ["leaving"] 22:04 -!- syllogism- [i=syllogis@88-148-216-78.bb.dnainternet.fi] has quit [] 22:05 < Napkin> kraken tentacles cannot be aimed at with z, only with Z 22:06 <+kilobyte> which is silly 22:07 < TGWi> am I allowed to file bugs about ^p etc etc? 22:07 -!- mode/##crawl-dev [+v doy] by ChanServ 22:07 < Napkin> wasn't there one filed today already? 22:07 < Kyrris> TGWi: It isn't fixed enough for you? 22:08 < TGWi> "fixed enough?" 22:08 < TGWi> starting scrolled halfway down and not having any labels is pretty bad 22:09 < TGWi> also forced --more--s are showing up in the middle of the screen and not the bottom 22:09 < TGWi> how much of this is known? 22:09 <+doy> probably should make it a wiki page 22:10 <+doy> it'll be hard to keep track of as 20 different tracker tickets 22:10 < TGWi> a wiki page for bug reports, impressive 22:10 < Napkin> actually a good idea 22:11 < TGWi> and they're coloured weird 22:21 -!- bhaak [n=bhaak@84-74-155-65.dclient.hispeed.ch] has quit ["leaving"] 22:21 -!- bhaak [n=bhaak@84-74-155-65.dclient.hispeed.ch] has joined ##crawl-dev 22:23 < CIA-81> j-p-e-g * r51efcdce0ef6 /crawl-ref/source/ (tilemcache.cc tilepick.cc): Fix tile asserts whenever tilemcache tried to draw a holy scourge. 22:56 -!- ogaz [n=chatzill@169.236.122.209] has joined ##crawl-dev 23:02 < CIA-81> j-p-e-g * r24e1062cb82b /crawl-ref/source/ (3 files in 3 dirs): Add an equipment tile for the holy scourge. 23:06 -!- Eifel [n=Eifel@dslb-084-063-009-123.pools.arcor-ip.net] has left ##crawl-dev [] 23:08 -!- henryci_ [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has joined ##crawl-dev 23:08 -!- henryci [n=henry@c-71-232-165-41.hsd1.ma.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 23:08 -!- henryci_ is now known as henryci 23:32 -!- pointless_ [n=chatzill@ool-4576ec48.dyn.optonline.net] has joined ##crawl-dev 23:33 -!- mode/##crawl-dev [+v pointless_] by ChanServ 23:51 -!- purge [n=IceChat7@d192-24-82-173.try.wideopenwest.com] has joined ##crawl-dev