00:06:53 Twinge: will have a look in a minute 00:09:00 Ah, I think I got it, something was still off on my end I believe 00:09:50 I had it right on my end, messed it up trying something else, fixed your typo, then forgot to fix my end basically ;) 00:09:56 :) 00:10:03 Now to figure out how to differentiate mimics... 00:10:38 YES! I HAVE BESTED YE, TORRID SECRET DOORS! 00:11:09 Torrid, even? 00:11:43 Yeah. 00:11:48 My code *was* right, it was just evil. 00:12:13 Ahh. 00:12:21 That's the worst. 00:12:49 Yeah, it was right, it was just never passing DNGN_SECRET_DOOR to tileidx_feature because whenever you view something, it actually passes wehat's in map_knowledge 00:12:58 And what was in map_knowledge had already been fed through the grid_secret_door_appearance. 00:13:06 So it got treated like whatever feature was picked. 00:13:09 Insttead of using my own code to pick the tile. 00:13:27 I don't suppose there's something like mons->type or mons->genus for the definition/actual name of the monster? 00:13:40 No, they're numerical values, sorry. 00:13:47 I can get it to push the name in the monsterentry file if you want? 00:13:50 And what was wrong with my code? 00:13:59 You had a 2nd typo 00:14:06 "dancing_wepaon" 00:14:12 ah, bah 00:14:41 I'm not sure if the made code part you had would work if done in a different way, but it wasn't working for me so I just made it exactly like the shapeshifter block instead 00:15:22 s/made/main 00:15:44 Will the mon-data name help? 00:16:11 But sure, monster name would be good I think. 00:16:13 Shapeshifter block doesn't really do much 00:16:37 well, it does 00:16:44 it just tells you whetherit's a normal shapeshifter or a glowing one 00:16:45 No, just returns the name if that's what they are 00:17:13 Whereas I'm returning the boolean value of whether or not their genus is a mimic or a dancing weapon... 00:17:13 snark had this in the pop-place file, which I just mimiced - 00:17:13 local shapeshifter = mons.shapeshifter 00:17:13 if shapeshifter then 00:17:13 return shapeshifter 00:17:13 end 00:17:18 yup 00:17:30 mons.mimic = true for mimics, mons.mimic = false for non-mimics 00:17:37 are mimmics working? 00:19:03 Yes, but again, with my mimiced version of shapeshifter. I think something like that would probably be better for what to use than boolean (for mimics it'd return type, just like shapeshifter), though both have their uses. And they still return a fail result like a boolean if not true 00:19:32 Hm. 00:19:40 I can put all that in and send a patch though, if I have the monster types to work with. 00:20:00 (Otherwise I could do a hacky way to ID the mimic type, but that seems worse) 00:20:10 Hang on... 00:20:52 okay, tweaked 00:23:44 cannot rebase: you have unstaged changes 00:23:45 M crawl-ref/source/MSVC/crawl.vcproj 00:23:45 M crawl-ref/source/MSVC/tilegen.vcproj 00:23:47 So. Much. Hate. 00:23:57 :)) 00:24:04 And here I thought I might've gotten past it, I was able to chekcout twice without it bothering me 00:24:15 Don't rebase! 00:24:19 You should be able to pull without rebeasing. 00:24:27 I'm working on a branch 00:24:34 I pulled to master fine 00:25:11 hhhh 00:25:13 *ahhhh 00:25:26 (these vcprojs were hounding me before I branched too, though) 00:26:57 I've reverted them deleted them, added them to the ignore file... 00:28:12 fb9a75c 00:30:35 Hmm? (Searching for that doesn't breing up any commits that I can find, but maybe I'm searching wrong) 00:30:53 Oh 00:31:01 Not you, just pasted it there for reference 00:31:09 Ah. 00:31:11 Made a typo in a comit message so I had to revert to get to it then cherry-pick the other commit on top 00:32:05 As soon as I try to revert this vcproj "changes", it instantly comes back again. vcproj files = virus imo ;( 00:33:00 Well, it's microsoft, so you're not far wrong. 00:33:53 Microsoft is fine. It's not *good*, but it's fine. (Better than anything related to vi, anyway! *cough*) 00:35:29 Ok, so I can commit, rebase, tell the rebase to skip the vcproj commit because it doesn't like it, and it works ;P 00:36:06 yay 00:36:18 Except... are you sure you pushed? It only pulled anti-bone shards propagandas 00:36:22 I haven't 00:36:29 will now 00:36:48 I'm still working on tihs tiles thing. 00:36:54 Ah. 00:38:35 03due * r434266935cf6 10/crawl-ref/source/l_mons.cc: Tweaks to mimic/dancing weapon properties (Twinge), monsterentry name. 00:39:54 Bugger, another snag. 00:41:25 -!- morik has joined ##crawl-dev 00:41:58 I assume its a bug that you can miscast fullsome distillation with no corpses around? (If you don't miscast, you are told you can't cast it because there are no corpses) 00:42:24 yes 00:42:26 Ooh. Yeah, if you can't victory dance it, you shouldn't be able to miscast it either 00:43:04 hmm 00:43:09 is it a sign of the times or what 00:43:20 people used to just report bugs on ##crawl 00:43:30 You can't victor dance fulsome any more? 00:43:35 due: no 00:43:41 :/ 00:43:55 That's more infuriating then the need to victory dance to start with. 00:44:14 I thought the changes were just made to prompting? 00:44:24 due: it was mentioned on the mailing list 00:44:28 I must've missed it. 00:44:37 What other source of skill training to transmuters have? 00:44:43 spider form? 00:44:45 Moin 00:44:53 And how are they going to get that castable? 00:44:58 using fulsome on actual corpses? 00:44:59 just turn off your other skills and distill a lot of corpses 00:45:03 Eh. 00:45:03 works for me 00:45:34 greetings 00:45:34 I really don't like it. What's the reasoning behind it? 00:45:45 It requires an actual corpse, so if you don't have one, how are you going to cast it and therefore practice it? 00:46:09 due: it's a side effect of making it possible to cancel fulsome without wasting a turn/mp 00:46:18 Eh. 00:46:56 I usually use it on SpNe (without corpses) to train necro and transmutation for Necromutation. 00:47:24 Can you still cast it without corpses using Z? 00:49:18 nope 00:49:25 can still miscast it with Z though ;-P 00:49:40 What was wrong with making the no-corpse-cancel thing a z/Z change? 00:50:01 The only conversation I seem to recall was deterministic potions and no prompting for single corpses. 00:52:30 * due sigh 00:52:35 I guess I'll check the mailing list. 00:54:16 so I can't seem to change my viewport options... I edited them in the options file (yes, uncommented), and the viewport size didn't change as a result... its certainly not 71 chars high (which is what I set it to, and read is the max). It does appear to be 81 horizontal, but was that way before my edit 00:55:05 I haven't really needed to dance fulsome ever, but I also haven't done any borderline cases like OgTm or something where it might be more necessary, so I don't really have a strong opinion on it right now 00:59:31 no one knows what might be up with viewport? 00:59:37 morik: how big is your terminal? 01:00:03 317x96 01:00:10 (2560x1600 monitor res) 01:00:23 what is msg_max_height set to 01:00:36 due: How do I reference entry_name from within l_mons.cc? I've tried 'l_mons_entry_name', 'mons.entry_name', 'mons_entry_name', 'mons->entry_name'... :P 01:00:50 sorear: default, didn't edit it 01:00:55 guess I should have? 01:01:14 (didn't know about that option--had just seen the viewport one when looking under interface) 01:02:49 Twinge: Short story: you can't. 01:03:00 What exactly are you trying to do? 01:03:51 Have mimic return the type internally instead of externally, since that makes more sense and goes along with how shapeshifter and dancing_weapon works 01:04:13 Nope, you've lost me. 01:04:29 You want mimics to return the entry_name value instead? 01:05:02 mons.shapeshifter returns either "shapeshifter", "glowing shapeshifter", or null dpeneding on type. mons.mimic should return "weapon mimic", "armour mimic", etc. 01:05:03 Mimics are either "mimic" or "pile of gold". Not "weapon mimic", etc. 01:05:19 If you want to do that, yo'll need to switch off mons->type 01:05:41 and have case MONS_GOLD_MIMIC: lua_pushstring(ls, "gold mimic"); break; etc. 01:06:34 (Which is why I didn't do that, lazy :)) 01:06:53 I'm not following what you mean by 'switch off mons->type'. I know how to do it externally, it just made the most sense to do it the same way was the others so that's what I was trying to do 01:07:06 Yeah 01:07:17 If you look in mon-data.h at the mimic entries 01:07:20 They're called "mimic", all of them 01:08:03 or pile of gold coins, apparently. I thought entry_name was returning "MONS_WEAPON_MIMIC" 01:08:08 Nope. 01:08:27 sorear: Is there a way to return the name of the enum? 01:08:34 sorear: I don't understand why i should need to change message_max_height... shouldn't the map area expand to the viewport settings I put, and just push the message and monster list areas? 01:09:02 The other mimcs apparently don't use their names at all for some reason, besides gold, according to a comment in mon-data. I could just rename them, hehe. Hum. 01:09:08 morik: both the map and the message area are capable of expansion 01:09:25 Twinge: Renaming them would be easy + sane. 01:09:25 morik: you need to tell the game which to expand 01:09:48 Twinge: But I'm not sure what other impact it would have. 01:10:05 and how do I indicate to expand the map? I set view_max_width and view_max_height to 81/71 respectively, but it didn't seem to have an effect 01:10:27 Twinge: Anyway, the issue with calling entry_name is that you'd have to push the monster around on the Lua stack, then fetch the returned string off the Lua stack again; the better option would be to convert entry_name to an inline helper function and call that from entry_name and the mimic function. 01:10:43 (I want the map expanded as much as possible, and then at least 5 lines of the mlist, and then the rest can be messages) 01:12:25 Bah, Issues. 01:13:42 morik: you would lower mlist_max_height and msg_max_height 01:13:43 I think 01:14:28 just lowering msg_max_height should be enough 01:14:36 my only option set is msg_max_height = 20 01:14:43 on 212x78 01:15:19 due: Whatever makes the most sense. So far the only thing I see that'd break by changing their names owuld be the monsters.txt description, which would be easily remedied 01:16:34 sorear: I guess my issue is that right now, map + messages (monsters are being displayed to the right of the map) < 71 lines... my map is 17 high, and my messages 7, regardless of what settings I put 01:17:18 do settings not take effect until i start a new game? (I also changed messages_at_top to false, but they are still at the top when I go back into my game) 01:17:46 Are you sure you're editing the right file? 01:18:11 On the beta server, editing the options file 01:18:18 its the only one in the menu 01:18:21 Huh. 01:18:24 (well, the only options file) 01:18:28 Napkin? 01:19:07 ja? 01:19:31 morik: did you resize your terminal or was it always this size? 01:20:02 -!- Textmode has joined ##crawl-dev 01:20:09 resizing your terminal without logging out is a no-no on develz 01:20:19 (possibly all dgamelaunch setups? I can't remember) 01:20:32 hmm, lemme try that 01:20:38 only if you're using old version of dgl. 01:20:40 dinfitely 01:20:46 *definitely 01:20:47 morning all 01:20:49 paxed: which cao and cdo are 01:21:02 heh 01:21:05 doy: which isn't my problem :P 01:21:19 but mine 01:21:23 someday we'll get cool new dgl features... 01:21:24 (: 01:21:30 does anybody but nao use recent dgl? 01:21:38 adding upgrading DGL is the most time-intesive of all software on my server 01:21:43 ah, much better 01:21:45 nao? 01:21:47 seems like most other servers have >5yo dgl 01:21:53 yes, needed to have putty set the size before connecting 01:22:09 Textmode: nethack.alt.org, paxed's server and dgamelaunch's homeland 01:22:15 ah. 01:22:32 figured it was nethack 01:23:41 I think I should be able to get highlighting done today, provided I have a suffcient supply of tea :) 01:24:45 hah. 01:24:53 there is never enough tea 01:25:06 poking around to see exactly *which* version of dgl is on cdo, I find... an automatic update script 01:25:16 due: true ;_; 01:25:20 Custom feature tiles left behind when clearing map knowledge (http://crawl.develz.org/mantis/view.php?id=748) by bookofjude 01:25:20 presumably bitrotted and abandoned in frustration :( 01:25:25 is rob up yet? 01:25:44 paxed: 071107-1942 01:25:49 1942? 01:25:52 Wow. It's *that* old? 01:25:56 2007, I think 01:26:10 Did Turing write the original version at Bletchley Park, while they were waiting for Enigma to break? ;) 01:27:23 Looks like renaming mimics would also mess up a hack that sets all mimic kills to the name of weapon mimic, so if I renamed that it'd look like all mimic kills were weapon mimic kills :P 01:27:38 Well done! 01:27:42 Don't touch it :) 01:28:19 If you're into the kills code, touching anything is likely to make it break baaadly. 01:29:36 Well, that hack could be gotten around with another hack ;) (just leaving weapon mimics named 'mimic', and naming the rest...) 01:31:52 That's all I see for all results of 'mimic' anyway. Otherwise maybe we can return the monster's enum name or whatever and work with that? 01:34:20 -!- by has joined ##crawl-dev 01:35:48 hmm, changing targetting modes doesn't update the messages (with the new mode selected) until after you exit targetting 01:43:46 morik: yes, fix incoming 01:44:38 MM, on a related note, I'm not sure why potion and scroll mimics aren't randomized types; the code looks fine. 01:47:42 I'm sure if you change it, it'll become perfectly clear why. :) 01:49:21 !function get_monster_data 01:49:28 Lines pasted to http://pastebin.com/m65a66c9e 01:50:26 Text: Perhaps, perhaps. I'm trying to figure out another thing so I can figure out another thing first, thoug :P 01:50:30 looks like a safe lookup.. 01:51:17 Twinge: yeah, crawl is a bit like that. I've got a floating bogon in tilereg.cc. seems to involve a global, so I'm deliriously happy 01:52:14 I'm trying to figure out if I can use get_monster_data() to return the monsters ID/enum name 01:52:36 -!- Ero has quit [Ping timeout: 272 seconds] 01:52:50 by: Did you fix that bug with ^F not clearing tiles properly, or was that someone else? 01:53:09 someone else probably 01:53:48 Okay 01:53:50 03by * r8f81861364c1 10/crawl-ref/source/directn.cc: Flush messages manually before reading targeting key. 01:54:22 I'm still working on this annoying door tiles thing. 01:54:34 I have got it finished enough to push now, but I've introduced another minor bug that I'm not sure about. 01:54:47 so the options file says that viewport doesn't affect gameplay at all, but with regular 'x' looking around, you can see a description of stashes anywhere in the viewport (including with /* cycling), but with 'X' looking around, you cannot. Is there a reason you can't view stashes with 'X' look around? (You can search for the items anyway...) 01:55:40 morik: tiles or console? 01:55:45 console 01:56:02 where would the descriptions go? 01:56:36 ARGH now it's broken 01:57:24 dunno, but it means if I have a viewport small enough to be relatively quick on redraws, I can't see items from very far... you could make the map view of 'X' take a few lines less and use that space for descriptions... dunno if its really worth it though, was just commenting :) 01:57:48 as you mentioned, it all shows up in ^F anyway 01:57:54 so it's not that big of a deal 01:58:31 because of ^F it doesn't affect gameplay at all 01:59:02 and # 01:59:17 well, except for in the abyss 02:01:54 does the abyss not restrict the viewport? 02:03:22 is there a way to get the messages to be right under the map? messages_at_top seems to choose between all the way at the top (above the map) and all the way at the bottom (with a large gap below the map). 02:04:59 morik: as the only person here who uses a *huge* terminal, you're mostly on your own 02:05:32 the only thing any of us can do is the same thing you can - RTFS 02:05:58 (this stuff needs better documentation) 02:06:12 k 02:06:38 I think I use the largest terminal of any of the developers, and even mine is not *quite* tall enough to manifest a gap 02:07:06 probably the space is given to the mlist 02:07:15 the mlist is under my stats 02:07:30 I told it not to use the alternate location 02:09:24 -!- Spads has quit [Ping timeout: 260 seconds] 02:10:23 ah, having putty resize the font on fullscreen (and setting an initial size close to map + message lines) helps a good deal 02:11:43 could also try local 02:11:56 well, I use tiles locally, and its fine 02:12:17 what does tiles have to do with this? 02:12:27 there's a non-tiles local verion you know... 02:12:59 I know 02:13:09 I think I didn't understand what you meant 02:13:10 (judging from your /whois reply I'm suprised you can stand to play on develz at all, other people I know from that subnet have 5000ms+ pings to Europe) 02:13:23 Hmm... So, I'd have to add enum.h as an include to make a "mons->type == MONS_WEAPON_MIMIC" check work correctly, I guess? (mons->type is the ID number of the monster in question, I would like to compare it to the actual enum name instead of hacking in the number directly) 02:13:35 yes 02:13:48 we'd kill you if you wrote mons->type == 139 02:14:12 if I were going to play locally, I'd use tiles is what I meant (the only reason I'm using console is because thats all that is supported for online play) 02:14:33 if you meant I could use the local console for testing, yes, I could, but this one works just as well 02:14:44 sorear: Haha. Adding the include = not a big deal, then? 02:14:50 oh, here and I thought you were trying to develop for Crawl 02:14:52 SECURITY! 02:15:29 well, the reason I'm playing online is because I don't want to download new builds every day 02:15:35 but I do want to test trunk 02:15:51 Twinge: Not a big deal. We're trying to move away from huge headers that cause problems, anyway 02:15:59 I have a 120ms ping to the CDO server 02:17:03 Okay, then, to not break some of the other checks we have in there, e.g. mons_genus(mons->type) == MONS_DANCING_WEAPON , would I just put the MONS_DANCING_WEAPON in quotes? (in this case, it's the genus, not the ID) 02:19:55 -!- morik has quit [Quit: Leaving] 02:23:12 in quotes? 02:23:19 genus is the same as ID 02:23:23 Or, er, they're exactly the same thing aren't they. nevermind. 02:23:24 Yeah. 02:24:31 -!- morik has joined ##crawl-dev 02:24:51 So... Scroll mimic works. And the others do not. Hum. Oh, shotty if structure. (Psst, does it show that my coding experience is limited to my own hacky stuff and almost nothing resembling real, sound code? ;O) 02:25:09 Twinge: It's okay, you should see my early patches. 02:25:14 Hell, you should see the stuff I do for work :) 02:25:18 don't forget studying the awful code of others for weeks 02:25:27 Hehe 02:25:47 or my patches! :D 02:26:09 Textmode: your patches are fine, they just are to a different coding convention 02:26:37 Your stuff is good, just for a nonstandard definition of good. 02:26:43 Success! The Enemy is in dissaray! 02:27:03 0.41% | gold mimic 0.37% | scroll mimic 0.29% | weapon mimic 02:27:11 not surprising, I've trodged though Qbasic, through java, then c, then c++, then nwscript (bletch), then lua... 02:27:35 due: My patches thus far have been number tweaks almost exclusively, no coding involved ;) 02:27:41 Its a wonderment I have any kind of coherent coding style at all :P 02:27:46 I started at mIRC coding, personally. 02:28:12 Starting at weird event driven frameworks ftw! 02:28:35 I use the Crawl coding style for everythign 02:28:38 Even Perl 02:28:47 Hm 02:28:53 Inform is basically like C and C++ 02:28:59 -!- kast has joined ##crawl-dev 02:29:00 so I supose I'm not that much of a newbie to C++ as I claim. 02:29:31 Lesse... Q-Basic -> Visual Basic -> mIRCScript -> Uhh... I guess random bits of everything with no heavy use anywhere (PHP, Javascript, AutoHotKey Scripts...) 02:30:30 C -> I forget -> I forget -> I forget -> Too many to count 02:31:32 -!- kats has quit [Ping timeout: 252 seconds] 02:31:40 Well, I didn't include all the stupid random languages. 02:31:51 I did dabble a bit in Perl but I don't remember any of it. 02:32:23 * Mad|MAG has a C# For Dummies book, and that's it. 02:32:46 * elly C -> perl -> Scheme, SML, Haskell, Prolog 02:32:49 Mostly I did VB stuff a long time ago, and since then have basically only done a bunch of random scripting languages as the need arose. 02:32:58 Oh, let's not go into the programming books I've read. 02:33:30 * morik basic -> some weird mac langauge I forget the name of -> c++ -> java -> lisp -> bit of perl/python 02:33:51 For some reason I've read C# in a Nutshell six times. 02:34:02 I never program C# though. 02:34:13 oh and a bit of C#, but meh 02:34:26 Well, not recently. 02:34:45 Inform Designer's Manual is still my favourite programming language reference book. 02:34:58 mine is a tossup between K&R and SICP 02:35:38 * sorear hasn't seen a paper programming language manual in far too long 02:36:02 as a ceam, should I take swift, or firebrand? 02:36:05 elly: I think part of my love of Inform is just the feel and the stuff you do with it. IF hits so many buttons for me. 02:36:39 I've got a copy of The Design and Implementation of Programming Languages (Pratt 1975) though :D :D :D 02:36:47 :D 02:36:57 sorear pwns you all, and writes languages instead? 02:36:57 using SNOBOL as a case study ftw 02:37:05 In lua, can I throw in an if check between table.sort(monster_counts, function (a, b) and end) ? 02:37:08 sorear: that reminds me, i should grab a hardcopy of the lua reference manual... 02:37:32 Twinge: huh? 02:37:59 Twinge: In theory, yes 02:38:08 <3 snobol 02:38:15 Text: It's current this: 02:38:15 table.sort(monster_counts, function (a, b) 02:38:15 return a[2].total > b[2].total 02:38:15 end) 02:38:27 I want to change that middle line based on a variable 02:38:43 yes, you can 02:38:46 its a proper function, byt the looks of it 02:38:48 sorear: I like snowballs too! 02:38:57 so you can do anything that would be valid in a function body 02:39:05 (including defining further functions) 02:44:41 Cool, works. And only the 2nd try even, haha 02:49:13 -!- morik has quit [Quit: Leaving] 02:54:08 Patch for the mimic thing and uplaoded place-pop: http://www.it-is-law.com/dump/0001-mons.mimic-check-returns-mimic-type.-place-pop-scrip.patch 02:57:23 Twinge: using a switch would be nicers: switch (mons->type) { case MONS_GOLD_MIMIC: lua_pushstring(ls, "gold mimic"); break; case MONS_WEAPON_MIMIC: ... 02:58:01 didn't I suggest that earlier? 02:58:27 but in a way that someone who doesn't know the statement wouldn't understand, I think :) 02:58:37 ah 02:58:41 Yeah, probably 02:58:51 * due sucks. 02:59:11 what's the difference between lua_pushnil(ls); return 1; and return 0; ? 02:59:12 Twinge: also, the user info is borked on that patch :( 02:59:37 I thought pushnil was different to just return 0? 02:59:49 due: probably, but Lua nil stuff is confusing me 02:59:52 ah, me too 03:00:02 I always thought you returned how many values you'd pushed, so how many lua_push statements. 03:00:03 due? Oh drat, yeah the header is. I need to figure a way to set a default for that 03:00:36 Why is a switch better? I thought about asking about that actually, since you'd mentioned it briefly, but this seems cleaner since I don't need a crapton of extra breaks in there 03:00:46 Twinge: git config user.name = "Twingeywingey" 03:01:00 Twinge: You don't need a crapton of if mons->type == BLAH 03:01:13 git config user.email = "twingeywingey@twingeyhome.twinge.com" 03:01:45 meh, it needed enum.h? :( 03:01:55 is the branch-stuff working, Twinge? 03:03:27 okay header fixed, http://www.it-is-law.com/dump/0001-mons.mimic-check-returns-mimic-type.-place-pop-scrip.patch 03:03:52 And yes, it needed enum-h if I was to not hack it with straight numbers which would be awful. sorear said putting in another include was fine. 03:04:07 Napkin: Mostly. Except for the vcproj crap ruining everything :/ 03:04:08 :( 03:04:18 Another lua file bites the enum.h dust. Poor Lua. 03:04:41 Twinge: mostly switch() is more efficient; also it's idiomatic 03:04:51 weird, Twinge 03:04:56 Hm, this code is doing weird things. 03:05:03 Twinge: you don't need to include enum.h usually 03:05:14 Is reveal_secret_door ever called for non-discovered dooors? 03:05:31 by: Oh? How do I reference e.g. MONS_ARMOUR_MIMIC correctly without it? 03:05:53 AppHdr.h will include it for you 03:06:04 (Mimics are all named 'mimic', so the only way I know to actually ID them by type is to get their enum number) 03:06:13 * due handwaves, AppHdr.h appears. 03:06:40 Oh, I see. Didn't know if includes nested or not. Very veyr little C experience. 03:07:07 Napkin: It's like a virus, basically. Deleting it, committing it, reverting it... nothing actually makes it go away :P 03:07:30 are you using this vc stuff? or mingw of msys? 03:07:52 No. I don't have anything VC instealled and I don't know what mingw is. 03:08:04 I'll try removing the enum include and seeing if it works 03:08:13 ... *aaargh* 03:08:25 Hmm? 03:08:37 How is it that adding an #ifdef USE_TILE env.tile_flv(p).special=0 #endif to reveal_secret_door in main.cc breaks *everything*? 03:09:00 due: You keep freaking me out, making me thing there was something horribly wrong with my patch, hehe. 03:09:02 oh - maybe it's this crln -> ln conversion? is that enabled by default for msys windows? 03:09:11 Twinge: no, I'm ignoring you :) 03:09:16 Hooray! 03:09:20 (not really ignoring, just paying attention to this other thing) 03:10:28 Napkin: Or, er, apparently I AM using Mingw? The Command window has MINGW32 at the start of its name (followed by the active dir). I couldn't tell you why or how though! 03:10:42 You are using mingw32 if you aren't using msvc, most likely. 03:12:15 mingw32 is the name of the compiler suit to create those windows binaries. MSYS is the suit which brings additional environment like make, flex, bison, etc 03:12:19 kinda like that 03:12:20 Okay, looks like we don't need to explicitly include enum.h, so that line has been removed; re-uploaded. 03:12:25 note: flex doesn't actually work 03:13:07 03due * r03d233ae5391 10/crawl-ref/source/ (dat/des/portals/wizlab.des terrain.cc tilepick.cc): A less hackish way of dealing with tiles for secret doors. 03:13:24 Napkin: Well, if that's the problem, how do I go about destroying this vcproj villain? 03:13:40 querry me, Twinge 03:19:44 * due quarries Napkin. 03:19:49 :-P 03:19:55 Danke, Due ;)) 03:19:58 ooh, gold! 03:20:07 Twinge: will apply 03:21:37 * due converts to switch surreptitiously. 03:21:45 -!- Spads has joined ##crawl-dev 03:23:04 Hmm, I can't seem to find any transformationsd in the DUR_* list, are they checked differently? 03:23:12 yes 03:23:23 DUR_TRANSFORMATION or something like that 03:23:31 then there's a separate check for what the transformation actually is 03:23:35 they're mutually exclusive 03:24:27 ah 03:25:37 03Twinge * r51d572c98b3c 10/crawl-ref/source/ (l_mons.cc scripts/place-population.lua): dlua mons.mimic check returns mimic type. Place-pop sorting. 03:25:51 A Twinge in our crawl! hide! 03:25:57 * Twinge smirks 03:26:26 smirk later, I changed your iffs to a switch :) 03:26:34 Haha 03:26:45 But the ifs were clean and didn't require all those nasty breaks! 03:27:52 !tell greennsnark We - eventually - figured out how to do some mimic checks, so I've patched the script with them, and did dancing weapons too. Also fixed very ugly things not reporting (were merging with ugly tings) and added a -sort_count option to sort by count/% instead of XP. 03:27:52 Twinge: OK, I'll let greennsnark know. 03:28:45 "if (you.attribute[ATTR_TRANSFORMATION] == TRAN_STATUE)" and the ilk? 03:28:52 Textmode: yup, that's it! 03:30:10 TRAN_ICE_BEAST == ice form? 03:30:42 Yup. 03:31:23 okay yay dead trees time :D 03:32:38 "$make -j4 wizard" == very fast :P 03:34:14 -!- Twinge_ has joined ##crawl-dev 03:37:46 wb 03:37:51 -!- Twinge has quit [Ping timeout: 276 seconds] 03:38:37 Textmode: you should leave of the 4 and just use -j 03:38:39 full throttle 03:39:20 My EEE Pc is dual-core, so I use -j2. I'm not sure if that really makes it any faster. 03:39:23 due: Well now I'll leave on purpose, to reboot :P 03:39:24 mspang: ironically, that appears to use less than what my system is capable of...j4 nearly maxes out, though... 03:39:35 -!- Twinge_ has quit [] 03:40:24 bizarre, you should get a better make 03:40:26 yours is clearly nerfed 03:41:47 I use the one from the repository, and being forced to type an extra '4' doesn't seem like a good enough reason to switch away... 03:43:41 now...why has everything turned dark blue... 03:44:51 * Textmode is particularly vexed, as nothing seems to be using that color at all... 03:46:11 ....black? 03:46:20 * Textmode rubs temples... 03:53:04 so, "return nil" and "return" are subtly different in Lua, but I don't think it matters for us 03:53:45 select("#", function() return end)()) is 0 03:53:52 select("#", function() return nil end)()) is 1 03:53:57 I could have told you that :P 03:54:44 but you didn't 03:55:12 duh... 03:55:32 09:59 <+by> what's the difference between lua_pushnil(ls); return 1; and return 0; ? 03:55:51 I think that's the same question as "return" v "return nil", no? 03:55:56 yes 03:56:19 "spell_highlight_by_utility(spell, false)" ...its prototype is (spell, default_color, check_transient) 03:56:22 * Textmode facepalms 03:56:48 by: so I missed the question, I was distracted. 03:57:08 meanwhile, I like the way that simply *making* a cup of tea wakes me up... 03:57:30 Tea scented steam? 03:57:32 Are you Doctor Who? 03:58:17 "who?" "Yes, Doctor Who." 03:58:41 You've obviously never watched it then ;) 04:01:16 fairly certain that was in one of the teasers. 04:01:30 I have watched it, but I'm not a devoted fan. 04:01:56 besides, theres too much code to be written to spend one's time watching tv. :P 04:02:21 okay, text is sane again, but its still not doign proper transient checks... 04:02:56 ...and now it is. :) 04:03:03 :) 04:03:44 lets try a tiles build... 04:04:45 looking good. 04:05:15 aside, is there any real reason the spellcast menu's header is white in console builds, but blue in tiles? 04:07:00 -!- yobbo has left ##crawl-dev 04:12:13 in thoery this does it. 04:12:24 though I'm going to do some checks to be sure. 04:12:29 No idea, ask Enne or Johanna? 04:12:38 They are the Tiles Experts. 04:13:28 And I'm sure its appreciated that I made the spellcasting menu code somewhat shorter :) 04:34:17 -!- Giomancer has joined ##crawl-dev 04:41:04 has anything been done with mummies? 04:41:33 I have the sudden masocistic urge to play one again, and I wonder if theres anything I test along the way... 04:42:06 due: ice cave 05:01:06 -!- Mad|MAG has quit [Ping timeout: 240 seconds] 05:02:33 -!- Mad|MAG has joined ##crawl-dev 05:03:06 -!- Mad|MAG is now known as Madtrixr 05:04:35 ooh wo? 05:12:03 -!- dpeg has joined ##crawl-dev 05:12:09 hey dpeg :) 05:12:10 cheers 05:12:37 Still haven't finnished troves, spent most of the night fixing the annoying tiles door thing. 05:12:51 I saw the commit, looked like work. 05:13:49 Oh, that only took me an hour. 05:13:56 Tracking down why it didn't work took three :) 05:14:49 Is Twinge in the CREDITS? 05:15:08 Not sure 05:15:16 Yes 05:15:31 cool 05:15:40 just saw him, too 05:19:12 I think we need a brainstorming session on this channel for IOOD. 05:19:17 Could "little piety" or "much piety" be added to the abilities display? 05:19:26 I have a good enough feeling for Che, I hope. 05:19:27 Napkin: I am for this. 05:19:39 Napkin: but how? Screen space is sparse. 05:19:54 I have been thinking of "piety", "Piety", "PIETY" 05:19:57 same for food 05:19:59 There's enough. 05:20:12 What not piety, piety+, piety++? 05:20:17 due: it's not so much, if you want to do the same with food... 05:20:36 It's visually more appealing then "FOOD", which looks... odd. 05:20:40 Napkin: so answer is yes, details are not clear :) 05:20:47 due: well, it would get across the message 05:20:55 I don't like food++ =) 05:21:01 "oh man, the game is SCREAMING at me about how much food it wants!" 05:21:16 Why not reuse "choko", etc? 05:21:28 true, but that won't help with piety 05:21:46 "toe", "leg", "torso", "corpse"? 05:21:53 Napkin: this needs proper discussion --> item :) 05:22:07 due: for Elyvilon? :P 05:22:23 Hm, true. 05:22:33 "caterpillar", "fluffy bunny"? 05:22:44 I agree that piety, Piety, PIETY is crude but it's also effective 05:22:55 but I expected resistance, so I never bothered to propose it. 05:22:59 But are there other, less crude but also effective option? 05:23:09 I am not aware of one =) 05:23:12 we could have piety, Piety, PiEty, PiEtY, PIETY? 05:23:13 dpeg: was #739 not fixed for you by the cdo update? 05:23:25 by: what is that bug? 05:23:31 elf knight 05:23:44 I cannot say, my guy is dead. But the save is there! 05:23:45 grrr.. i hate when my screen locks up 05:24:04 I wanted to add: what about food display like for spells? 05:24:08 I'm tempted to close it, but if you want to confirm with the save, I won't 05:24:40 by: never done that, will take a moment 05:25:30 well, it would take a moment for anyone; would require compiling the old version to confirm the crash if you want to do it right 05:25:44 but it's very likely a duplicate of the bug that yobbo fixed 05:26:01 by: I am not sure I can do that here... let's just close. 05:27:42 can one of the namespace masters tell me where a quick guide to opening downloaded saves would go on the wiki? 05:27:58 ugh 05:28:20 for i in *2002*; do mv "./$i" "`echo $i | sed -e s/2002/1000/g`"; done 05:28:24 is there a better version of that? 05:28:36 that's what I do to :) 05:28:57 is there an easier way to pass a string to sed for ... sedding/ 05:29:03 but it seems worth noting somewhere so people don't have to work it out on their own 05:29:09 Yeah 05:29:12 bash? 05:29:16 maybe just the learndb 05:29:22 ${i/2002/1000} 05:29:45 ${i/-2002/-1000} to be on the safe side, due 05:30:06 thanks! Will try that next time. 05:30:07 on that note, why doesn't windows apparently not zip up saves? 05:30:17 s/doesn't/does/ 05:32:28 make -j2 -C source CROSSHOST=i686-pc-mingw32 CHOWN=true CHMOD=true USE_MERGE_BASE="${PRIMARY_BRANCH_REMOTE}" WIZARD=y DESTDIR=${INSTALLDIR} install <- that's how CDO builds the windows binaries 05:33:05 Oh really? 05:33:06 which means - it's just not default 05:33:09 And that's it? 05:33:26 ja - not more patches necessary :) 05:33:28 Hm. I should install the mingw cross-compile stuffs. 05:33:37 very easy to install, due 05:34:01 Ubuntu, too :D 05:34:02 http://www.nongnu.org/mingw-cross-env/ 05:34:19 the one included in ubuntu is probably broken.. like the one in debian 05:34:25 so better build it yourself 05:34:28 okay 05:34:37 just a matter of executing a single script :) 05:36:58 is there anything wrong in either of Debian's mingw32? 05:37:06 don't you remember, kilobyte? 05:37:51 one created crash on death/quit 05:38:11 greensnark fixed murray not being placed, right? 05:38:14 by: yes 05:38:14 it works just fine for me 05:38:18 the other one caused a crash which came up recently 05:38:25 gcc-mingw32 4.4.2-5 05:38:27 by: uniques should also place in tomb now 05:38:41 Hey folks, I think we should organise a ##crawl-dev meeting about IOOD. 05:38:45 do you also run and test it, kilobyte? ;) 05:38:50 due: I'm basically just testing this atm, looking for anything I might have missed. But I'm pretty sure its all good 05:38:51 The spell is cool but desperately needs nerfing. 05:39:00 compiling itself is mostly not the problem 05:40:01 We don't need a meeting if someone has a clear plan for IOOD, but I don't. kilobyte? 05:40:02 (anymore...) 05:40:23 dpeg: I'm not sure about all points, but I have kind of a plan 05:40:36 or more rather a set of ideas 05:40:38 dpeg: Also, my email wasn't rarghy enough: I think this change to fulsome is going to make playing transmuters infuriating. 05:40:45 kilobyte: would you add it to the wiki. IOOD is your child, so you can go ahead :) 05:40:54 due: I supported you. 05:40:59 dpeg: Yeah, thanks <3 05:41:05 right, lemme run another test on win32 binaries first 05:41:06 jpeg is not aware of victory dancers. 05:41:22 Victory dancing is an unfortunate necessity for Spriggans and anyone with bad magical aptitudes. 05:41:29 I wish it weren't. 05:41:31 My fingers? They hurt. 05:41:33 @The_monster@ throws @beam@ @at@ @target@. 05:41:35 due: yes, we will tackle that, too. 05:41:46 is the "INVALID BEAM" thing reported anywhere? 05:41:49 by: That's the default beam catchall. 05:42:05 do we want "Stathol's ghost throws energy at you."? 05:42:19 due: you mean the fact that fulsome *requres* a corpse now? 05:42:21 by: it's not so bad? 05:43:31 Textmode: yus. 05:43:37 by: Not really, I don't think. 05:43:52 due: yeah, I'm not fond of that one myself... 05:44:10 particularly as its something thats needed mostly by low level characters... 05:44:16 due: are those messages new in 0.6? has something changed here? 05:44:26 jpeg did that in order to improve the interface. 05:44:49 I don't really know, to b ehonest? 05:44:52 I can't remember. 05:45:01 The last time I played 0.5.2 was ages ago 05:47:59 Fucking players. 05:48:10 :P 05:48:22 Rip them, drop them, slash them, burn them. 05:49:17 Pardon my language but I had "discussions" like these too often. 05:49:27 :) 05:49:34 (I am talking about ##crawl, in case somebody wonders.) 05:49:40 If only we didn't *need* players? 05:49:44 O_o 05:49:46 I don't need players. 05:49:58 What are they saying to provoke such strong language? 05:50:04 The game is good, it will attract players without begging for them. 05:50:07 Madtrixr: the usual pointless whinging. 05:50:16 oh. 05:50:23 They need to QQ? 05:50:43 I like Ratri as a potential name. :) 05:50:43 or is it stop QQ? 05:50:46 Madtrixr: I explained briefly what a thief god should be and without knowing anything, and presumably also without thinking, they tell me why it won't work and can't be fun. 05:51:08 I had exactly the same reactions for Trog, Nemelex, Lugonu and Elyvilon. 05:51:17 due: Ratri is not an option. 05:51:19 Did Greensnark propose Ratri? 05:51:21 Aw. 05:51:22 no 05:51:25 Dylan did. 05:51:28 Trog is cool. 05:51:42 I like a god who is pleased with me ripping dudes apart. 05:52:10 Madtrixr: I mentioned once on ##crawl that Trog will lose Haste (or was it Might?) and the shit was flying over there. So stupid. "The god will be useless!!1!" 05:52:28 Hard to imagine Trog with haste. 05:52:40 Take one already high-powered god, make more overpowered? 05:52:40 Yeah, I'd assume might. 05:52:45 I don't recall, old Trog had Might? 05:52:53 Oh 05:52:59 I don't mean that I don't think it was Haste 05:53:06 They were so oblivious to the fact that Trog would get something new. 05:53:09 Just that I can't seen Trog with either. 05:53:18 Ah 05:53:23 Was trog not Berserk then? 05:53:24 "But that wouldn't be as good as Might!" 05:53:35 due: berserk was always part of the package, of course. 05:53:51 But you could play Trog in safe mode with more piety. 05:54:03 Safe mode trog :) 05:54:18 Is Oka an 0.7 target? 05:54:21 no 05:54:38 If you have a look at the 0.7 page, then it's not clear at all what the targets will be. 05:54:52 there's not a single good proposal for Okawaru yet. 05:54:58 There is mine! 05:55:02 Zin would be rather easy to repair, this should be in 0.7. 05:55:11 Holy monster need to be in 0.7, I think. 05:55:18 My proposal relies on stats being meaningful, which we are approaching. 05:55:38 -!- Blitz82 has joined ##crawl-dev 05:55:46 ... 05:55:46 due: they can be a lot of fun; however, the question is, should they have a branch attached? 05:55:47 I am leaning ever closer to believing that holy monsters beling in requires monsters with better gods being in. 05:55:55 kilobyte: Maybe a portal vault, I think. 05:56:10 being randomly strewn around the dungeon doesn't fit them 05:56:21 I could see a holy branch. 05:56:29 "Hallowed Halls"? 05:56:43 Either as part of Pan (a holy pan lord) or as a random substitute for Crypt or Tomb. 05:56:57 Tomb would probably bebetter. 05:57:07 -!- Madtrixr has quit [Ping timeout: 258 seconds] 05:57:07 -!- Blitz82 is now known as Madtrixr 05:57:14 Because I can't see Tomb coming off a holy level as working well. 05:57:17 I would really like to see my Lugonu proposal go into the game... as much as my Okawaru one :) 05:57:26 Lugonu proposal should be easier. 05:57:28 due: no, Tomb itself should not get holy monsters 05:57:30 due: yes 05:57:36 due: but Okawaru is the broken one 05:57:39 Yeah. 05:57:48 Also, your god conducts should be easily implemented. 05:57:51 the question is, what would happen if a player sees the alternate Tomb branch and converts to a good god 05:58:03 kilobyte: this would be awesome! 05:58:12 The conducts would help in various regards. 05:58:14 kilobyte: They lose out on a heck of a lot of EXP. 05:58:23 And get the wrath of their god. 05:58:26 dpeg: They're on my to-do list for as soon as 0.6 comes out. 05:58:31 :) 05:58:48 entering the Crypt is the canonical point of when you move to TSO already 05:58:50 We can create a whole lot of flavour when tracking conducts. 05:59:29 kilobyte: wraths have to be redone, too. They are too harsh early on now, sometimes too mild later on, and generally badly organised (e.g. they should not depend on time). 05:59:30 dpeg: Did you see the changes to Fedhas? 05:59:33 due: yes! 05:59:44 * due wants to start SpNe of Fedhas now. 06:02:07 Bah. 06:02:13 Dead trees look great, but now zonguldrok looks bland. 06:03:13 I have a dev-related question. 06:03:26 And I can't work out how to add some splashy colours. 06:03:36 due: ask purge! 06:03:39 dpeg: Zonguldrok's map has an antique lich. :) 06:03:40 Madtrixr: yes? 06:03:46 What problem have you guys had the most trouble figuring out? 06:04:01 cannot parse 06:04:03 Madtrixr: Recently? The demonspawn overflow thing that only showed up on 64bit architectures. 06:04:08 damn, +oStasis isn't marking blink as useless... 06:04:21 Ouch, that sounds painful 06:04:31 It took sorear a while to sort that out. 06:05:00 It's good he's around. 06:05:40 er, =, not +. 06:06:00 The last design I came up with (in public) was the submergers bit. 06:06:15 But I cannot say that was "most trouble" 06:06:22 Ranged combat was a bit of hassle. 06:06:40 Fedhas name :) 06:07:06 That was one of the most pointless bikeshed painting experiences *ever*. 06:07:20 yes, to the point that I fully dropped out 06:07:31 but that's just our stupidity, not actual trouble 06:07:48 RC discussion was intense and fruitful. 06:08:05 I meant coding it ;) 06:08:11 "of flame of flame" and glowing stuff and argh. 06:08:20 As Darshan always say, "coding is easy, design is hard" :) 06:08:46 Personally, I think he got these mixed up, but hey 06:09:31 Ranged Combat? 06:09:38 Let's not go there. :) 06:09:47 Oh boy, I bet that was fun to try and figure out/fix 06:10:03 -!- by has quit [Quit: Lost terminal] 06:10:10 this is where I'm at at the moment, I think: http://codepad.org/lggBHXVw 06:10:45 * Textmode seeks fresh tea... 06:11:43 And "bikeshed painting experience"? Is that some sort of aussie term? 06:12:05 Nope, not mine. 06:12:49 You should have just went with "Exercise in Futility" I know what that is. 06:13:05 except this had a resolution. Fedhas is a good name. 06:13:14 does that look good so far? 06:13:27 Textmode: recolouring tiles and then bed :)0 06:13:33 * due checking. 06:13:43 -!- B0RG1N has joined ##crawl-dev 06:13:58 Ah 06:14:01 Hehehe 06:14:06 you'll need to restore your special code for fedhas 06:14:13 -!- B0RG1N has quit [Client Quit] 06:14:39 as Fedhas now only hates some spells. :) 06:14:42 due heh 06:14:51 :P 06:15:09 Textmode: is your system easily adaptable? 06:15:10 same list as before? 06:15:14 Otherwise, it's good 06:15:18 Same list, yes. 06:16:19 should be, should be mostly a matter of updating the relevant (useful|useless) god (hates|likes), and spell_highlight_by_utility will use it 06:16:42 and you can add new highlights by modifying spell_highlight_by_utility 06:16:48 Textmode: that's great! Perhaps add a comment at the top which explains what/how to modify/add? 06:16:56 its more flexible than the old system, anyway. 06:16:57 comments? 06:16:58 in our code? 06:17:13 Even I have added comments. 06:17:29 I was under the impression that comments were against the style-guide :P 06:17:30 (You could say it's the only thing I can do without breaking compilation.) 06:17:51 You wrote the Shoals layout generator! 06:17:59 I saw you! In the library! with th espanner! Killing colonel plum! 06:18:05 dpeg: keep trying, One day you'll manage to break it with a comment. I believe in you! 06:23:23 due: the old Shoals layout, which sucked :) 06:23:30 it wasn't bad :) 06:26:20 dpeg: by the way, IOOD having its coordinates using real numbers vs integers means you can be often surprised by unexpected sharp/shallow turns 06:26:38 dpeg: which can have hilarious consequences like: 06:26:40 !lg 06:26:40 5072. KiloByte the Destroyer (L16 MuCj), worshipper of Sif Muna, shot themselves with a orb of destruction on Swamp:2 on 2010-02-09, with 120818 points after 49101 turns and 4:44:43. 06:27:00 ...yay? 06:27:28 too bad we can't really allow player-cast orbs to work outside LOS range :( That really decreases the chances of such fuckups. 06:28:40 03due 07wizlab * ra0f7c4951cc0 10/crawl-ref/ (126 files in 20 dirs): Merge branch 'master' into wizlab 06:28:41 03due 07wizlab * r60cb272f4e44 10/crawl-ref/source/ (4 files in 3 dirs): Dead trees for Zonguldrok! (purge) 06:28:41 03due 07wizlab * rfff4b45eabc3 10/crawl-ref/source/ (dat/des/portals/wizlab.des rltiles/dc-dngn.txt): Variations on wall_hall (white and darkgrey), for Zonguldrok. 06:28:53 Textmode: it missed a hydra, made a large circle then hit me in the side. I sidestepped but it turned way sharper than I thought it will. 06:29:33 Okay, that's that done 06:29:36 g'night folk 06:29:42 rest well 06:30:13 night due 06:30:27 can anyone think of any test cases i missed? 06:30:34 due: bye! 06:33:03 kilobyte: that is a feature that should stay! :) 06:34:24 I'd leave it. whats being a spellcaster good for, if not the potential to be accidentally hoisted by your own petard? 06:34:45 I love that saying. 06:34:49 are player and monster damages supposed to be at a parity? 06:35:21 this petard did 71 hp, not sure if anything in the Lair can do that much in one go 06:35:32 big hydras, perhaps 06:35:33 heh 06:38:56 * Spads hoists kilobyte on his own petard 06:38:57 -!- dpeg has quit [Quit: Lost terminal] 06:39:10 -!- dpeg has joined ##crawl-dev 06:39:34 kilobyte: I don't think there is a universal monster-player symmetry. Nor that there should be. 06:40:57 dpeg: I believe that in general games programming, infact. 06:41:17 -!- Mu_ has joined ##crawl-dev 06:41:56 I don't have a good feeling what the damage should be; in this case, doing 71 damage to self means doing 71 damage to monsters. 06:43:45 you could just outright declare that it does less damage to the caster, under the logic that even when being hit by it, they can exert enough control to lessen the damage? 06:44:05 (assuming I have a proper conception of what IOOD is supposed to be...) 06:45:42 the less control over it, the better. This sadly conflicts with the dissipation out of LOS thingy :( 06:47:51 Textmode: afaiu, the point is that IOOD does too much damage to monsters. 06:48:37 kilobyte: did you read my proposal about the OOD being hard to control (so it wiggles from the given course a bit)? 06:49:00 At low Con, it should go off in all directions :) 06:49:27 do you mean, the starting direction? 06:49:37 later, math talk now 06:50:02 kilobyte: in principle yes: the player specifies a target (hence a direction) but the spells add fuzziness to this. 06:51:04 I've fired of orbs and ducked around corners and still gotten kills 06:54:33 -!- by has joined ##crawl-dev 06:58:42 -!- Zaba has quit [Ping timeout: 276 seconds] 07:09:03 -!- Zaba has joined ##crawl-dev 07:09:04 -!- Zaba has quit [Changing host] 07:09:04 -!- Zaba has joined ##crawl-dev 07:19:14 -!- scarf has joined ##crawl-dev 07:19:28 -!- scarf is now known as ais523 07:29:14 -!- kilobyte has quit [Ping timeout: 256 seconds] 07:29:23 -!- kilobyte has joined ##crawl-dev 07:36:26 -!- dpeg has quit [Ping timeout: 245 seconds] 07:36:59 -!- dpeg has joined ##crawl-dev 07:51:19 -!- ais523 has quit [Remote host closed the connection] 08:05:34 where do I get the windows trunk tiles version? :D 08:07:00 cbus: doesn't CDO have them? Or is that version outdated? 08:07:34 hmm, pulled it off the repo 08:07:38 just wanted the sigmund icon 08:08:02 mons_cast_noise is insane 08:14:02 by: more specifically? 08:14:57 by: holy! ...thats a long function... 08:15:23 okay...um...give me a second to take this is... 08:16:46 don't bother, I'm splitting it for a start 08:17:30 heh 08:17:43 wise choice, seems ripe for a cleanup... 08:19:13 is it just me, or is this function liberally abusing strings in ways I've not often seen outside of lua... 08:19:26 yes 08:20:04 at least it's not checking against *integer* literals 08:20:06 looks like fun... :/ 08:20:22 true, at least strings are kinda self-describing... 08:21:56 pbolt.name[0] != '0' is particularly scary 08:22:52 heh 08:23:05 char zero... 08:40:21 can you see anything wrong with this condition? "item_ident(you.inv[EQ_AMULET], ISFLAG_KNOW_PROPERTIES)" 08:46:41 'cus that seems to be the part thats failing in the is-useless checks 08:49:25 -!- scarf has joined ##crawl-dev 08:49:33 -!- scarf is now known as ais523 08:52:05 back 08:52:45 Afternoons! 08:53:05 Second user testing succesfully in the bag. :) 08:53:11 Four more to go! 08:53:15 yay! 08:54:04 no one can see anything wrong with that condition? 08:55:26 Does the ISFLAG_KNOWN_PROPERTIES "point" to an item? 08:55:39 Hmm? 08:55:41 (Disclaimer: I don't know how the code works.) 08:56:17 !source item_ident 08:56:19 Lines pasted to http://pastebin.com/m76658fc7 08:57:33 kilobyte: did you talk about IOOD after I left? 08:57:54 well, thats an extensive function... 08:58:46 Hmh, I don't have a clone at hand to dig further and it's all new and foreign to me anyway.. sorry. 08:59:34 what book is stoneskin in ? 08:59:54 Geomancy. 09:00:06 duh... 09:02:27 dpeg: I'm unhealthily excited about the Hive proposal for 0.7. Big trigger was when I realized in the proposal you could get many beehives, like labs. 09:03:13 Keskitalo: you are welcome. 09:03:45 I had the misfortune to clear some Hives recently and while I am happy that it's only two levels and while I do appreciate the new maps, I still don't like the Hive branch :) 09:04:32 portalizing them won't solve any problems, you would have to assign a varying set of monsters 09:04:33 Heh, I got a new map too and while it was a good map, I still felt like a bored exterminator. (I used Evaporate.) 09:05:03 kilobyte: In the proposal. 09:05:15 kilobyte: Plus we can get the player in earlier, where the bees pose a challenge. 09:05:40 there are various parasites to bees irl, perhaps that could add to the variety in hives? 09:06:05 dpeg: Should the bee rooms go btw? A beehive portal in Lair would be so much neater than a bee room. 09:07:28 Keskitalo: I don't see any differentiation in the proposal. 09:08:32 kilobyte: There's the line about wasps/slugs/beetles/ants/bears.. 09:08:43 which file are books defined in? 09:09:25 it merely hurts players who are too weak to rush (by providing less food and more bees), but does nothing against bigger players 09:09:35 Textmode: spl-cook.cc 09:09:36 I'm speaking about the main hive, not the wasp chamber 09:10:12 Keskitalo: duh, got it. 09:10:18 err, not cook. :D 09:10:56 Keskitalo: but to spray some water, it is not at all clear what the 0.7 targets will be... The 0.7 wiki list is an overset, nothing more. 09:11:07 -!- syllogism has joined ##crawl-dev 09:11:38 dpeg, trog is a meanie :D 09:11:40 dpeg: Of course, of course. I'd be interested to work on that stuff though, to some capacity (maps at least). 09:11:53 dpeg, tried going quarterstaffs, the first gift was a exec axe of elec 09:11:54 kilobyte: there's various bits in the proposal, including the race idea (you have to hurry if you want full loot) and the rage idea. 09:11:59 with 3 axes and 8 staves 09:13:18 kilobyte: That's true, it can still be boring if you're strong and with pr+, but it'll be more exciting if you need the food but aren't powerful. 09:14:03 kilobyte: portalizing has two more advantages: (a) you cannot stairscum, (b) it should be timed and announced, so wherever we move the portal, it will affect the player 09:14:50 kilobyte does not like portal vaults much :) 09:15:08 And I agree that branches should not become portal vaults. Apart from Hive. 09:15:12 They have their downsides. 09:15:27 i think blade could make a decent portal vault 09:15:30 dpeg: I think Hall of Blades would make a lot of sense. 09:16:40 doy: wizlabs, baileys, ice cave, ossuary, sewer and volcano would make decent regular vaults :p 09:17:15 kilobyte: You don't like the "only one chance" feature? :) 09:17:16 is ossuary basically a portalised version of the crypts? 09:17:22 What about labyrinths and bazaars? :) 09:17:23 lab is a decent portal, but it's not even a portal vault by the regular sense 09:17:23 Textmode: In early game. 09:17:25 Textmode: no 09:17:40 bazaar = a big timed shop 09:17:53 I am still proud of my bazaar idea. 09:18:24 Had to fight for it. 09:18:30 Keskitalo: I don't like making weak players weaker and stronger stronger. 09:19:28 kilobyte: Ah, now I see that. Not sure if I thought that before. It does have that effect. 09:20:00 the challenge of labs doesn't depend strongly on your character's strength. Most can come up with some resources to kill the minotaur. 09:20:14 the rush to find the lab entrance is cool, if provided in moderation 09:20:25 that's a _good_ portal 09:20:57 bazaars = "did you waste all your gold? You didn't, so here's a cookie for you" 09:21:29 and if you did waste it, you still have whatever you bought before 09:22:55 but timed Hive = "no pr, no mephitic? So let's hurt you more." 09:23:15 hive isn't hard without pr 09:23:16 d: 09:23:58 doy: for most builds, it is 09:24:06 i do agree that some portal vaults could stand to loosen up on the time constraints though 09:24:11 kilobyte: "most"? really? 09:24:16 i disagree d: 09:24:27 kilobyte: I agree that labyrinths are different from the rest (as the many complaints prove, too). We should keep them because they're (a) classical, (b) provide the content for Minotaurs, (c) and fully acceptable and interesting with the self-changes (my opinion). 09:24:39 To hurt is better than to bore :) 09:24:41 i like the new labs 09:25:05 kilobyte: I disagree. 09:25:07 dpeg: hey, I named labs as an example of a _good_ portal, not a bad one 09:25:26 dpeg: I'm obviously very glad for the portal vault possibilities. :) And I remember Zigs were a long time coming too! :) 09:25:29 Bazaars are always interesting now. Simply put, we are trying to make gold an interesting resource. 09:25:49 I disagree with the comment on bazaars, Adam =) 09:26:16 The question of buying consumables is not trivial. At least that's my hope. 09:26:17 eh? The one that you get a cookie for not wasting the gold before? 09:26:21 yes 09:26:40 The fact that you get a cooking for not wasting gold does not mean that bazaars are bad. 09:26:51 *cookie even 09:27:04 I thought he meant they were good. 09:27:24 Keskitalo: that was exactly what I meant 09:27:30 oh, I apologise 09:27:49 One huge advantage of portal vaults over ordinary vaults is that you can simply wait out the latter, I did this often enough. 09:27:56 Where as "regular" portal vaults don't have tradeoffs for strong characters; they can always go in and reap the rewards, while weaker chars lose out. 09:28:08 Of course, this relies on that fact that not too much content (=xp+loot) is put in portal vaults. 09:28:17 So there is a threshold, no idea where. 09:28:56 I disagree that Sewers etc. should be untimed, though, for exactly this reason. Players would wait until they overpowered (relative to the portal vault) and collect the loot. 09:29:24 loot is currently a mad roulette. You can get a full kit before Lair, or you can lack the essentials when entering Zot. 09:29:29 Keskitalo: weaker characters can get stronger and obtain the loot later. 09:29:41 Which is really important and makes branches likes Vaults, Elf etc. work. 09:29:51 kilobyte: but we like it that way? 09:29:52 Yup, Sewer etc should be timed. 09:30:31 Sewer doesn't include that much xp and loot, so losing it is not vital 09:30:54 kilobyte: agreed, but untimed Sewers would be a complete loss, imo. 09:31:17 as I see it, Sewers are just there to spice up the early game, like a lucky find 09:31:19 perhaps they could have an XL cap? 09:31:22 plus, you can die there :) 09:31:30 kilobyte: players scum everything! 09:31:48 -!- Cryp71c has joined ##crawl-dev 09:31:59 dpeg: Yeah, I don't find them a problem, but kilobyte makes a great point which should be considered in their design. 09:32:23 I'm proposing no changes myself, though. :) 09:32:43 Sewers don't have any big requirements, so they are not that bad as portal vaults go. 09:33:26 I'm sure there are interesting possible concepts for portal vaults that take the "rewarding the strong" problem in to account in an effective way. 09:33:30 * Textmode cleans up book_read coloration 09:33:48 dpeg: my point is, if you have opportunities X and Y, being able to get Y shouldn't depend on having X 09:34:04 dpeg: since the result is, people will have either X+Y or nothing 09:34:29 Something like an Arena portal vault, that refuses entrance of too strong characters. (the XL cap kilobyte mentions) 09:35:06 XL or perhaps a mad function that evaluates how good your gear is 09:35:20 GDA + exec axe? no entry for you 09:35:23 kilobyte: That gives me an idea, there could be a portal vault where you get to choose between to options, but only can get one. 09:35:26 kilobyte: YEah. 09:35:26 kilobyte: but isn't this a roundabout attempt to reduce variance? 09:35:42 We are also not checking how many artefacts the player has found when placing the next one. 09:36:07 I'm near Starving though, need to run. Cheers! 09:36:18 the chance for a new artefact is _independent_ on how many you had before 09:36:18 * dpeg hands Keskitalo a choko. 09:36:26 kilobyte: true 09:36:40 kilobyte: well, instead of "no entry for you", I would suggest to choose a challenge depending on skills (and perhaps gear). 09:36:52 dpeg: that works too 09:37:52 I read/had this one idea of an arena where two factions are fighting, and you can join the weaker one. Generation of the factions should depend on the player. 09:38:47 not guaranteeing X is good if players can get inferior Y instead. 09:39:37 you're a fire elementalist but your best spell is level 3 -- yet you got a couple of good air books? You can learn air magic, at the cost of not being as good at it. 09:40:29 got not a single broad axe? Ditch that shield and use a battleaxe from a random orc; you lose on your shields skill but you're still fine 09:41:03 yes, something like that 09:41:12 but depriving people of food just because they didn't get pr or an equivalent makes their choices even smaller 09:41:13 -!- Xiberia has joined ##crawl-dev 09:41:35 kilobyte: I think that's the wrong point of view on hive. 09:41:48 they can't do Swamp or Snake and have to dare Vaults prematurely? So deprive them of food too! 09:41:53 hive food really is excessive in the course of a normal game anyway 09:41:59 By the time you find a/the hive, you should be able to do something about bees. 09:42:12 ??hive 09:42:12 hive[1/6]: Accessed from the main dungeon somewhere between levels 11 and 16. Two levels deep, but it had 4 before 0.5. Tons of honeycombs and royal jellies can be found in the bee hive on the bottom level. The bottom level also contains a lake and, beyond it, a treasure cubbyhole, hidden behind a secret (but well-known) door and guarded by yellow wasps. 09:42:13 If you don't have rPois, then blow consumables. 09:42:16 ??lair 09:42:17 lair[1/3]: Accessed from the main dungeon somewhere between levels 8 and 13. Ten levels deep, eight in trunk. The lair is full of "natural" critters such as rats, snakes, and yaks. Although there is no rune (or boss) at the bottom, the entrances to the Swamp, Snake Pit, and Slime Pits appear there. The petting zoo of Crawl, if petting zoos had hydras. 09:42:19 and yeah, hive without pr isn't really that hard 09:42:22 as i keep mentioning 09:42:41 kilobyte: the point is that currently, the Hive is absolutely trivial. 09:43:06 With the change, it would still be trivial some of the time (although the proposal has some ideas to shake that) and it would be much more interesting in general. 09:43:56 doy: I've seen a big fat post-Lair MDPa splat there 09:44:10 kilobyte: YASD or YAAD? 09:44:20 doy: put a meek halfling there instead 09:44:56 kilobyte: i can't imagine a mdpa splat in hive that wasn't the player's fault 09:45:12 dpeg: that guy had teleportitis, so half-by-half 09:45:28 kilobyte: I think the basic disagreement is this: I dislike Hive to the point that I find removal to be an improvement. You state that some builds really need the food. 09:45:58 (which is true) 09:46:12 give us other ways to get the food, and we can remove the Hive 09:46:24 i'm really not convinced that that's true in the first place 09:47:49 doy: toss in berserkitis and we'll see how do you manage your food 09:48:14 kilobyte: the game can always kill you 09:48:21 we should never design for the worst case 09:48:31 right 09:48:52 if you have berserkitis (and no !CM and cannot deal with it etc.), go Zin or Xom or Jiyva 09:49:23 okay, I think I'm down to not being able to properly detect =oStasis being the only issue. 09:49:32 kilobyte: currently, the Hive is always tedious + boring. Unless you're doing it wrong. At least, that's my experience since 4b26. 09:49:49 Textmode: make another comment in the code and in the commit message, please. 09:50:01 hmm? 09:50:06 dpeg: because you can do it late, yes 09:50:08 Textmode: a "todo: ..." 09:50:11 kilobyte: exactly 09:50:38 doing Hive the moment you see it could be interesting... hence I support the portal vault idea for this oen branch 09:50:59 dpeg: it is a chore, but the reward is often irreplacable 09:51:09 Textmode: you can still send in your patch. Just communicate what's still left to do. 09:51:29 kilobyte: I know, I had many characters who did Hive out of necessity. 09:52:04 I am not saying we should remove the Hive loot without compensation, I am saying we should make it more interesting to get it. 09:52:23 dpeg: now we agree 09:52:55 -!- bfein has joined ##crawl-dev 09:53:11 -!- bfein has left ##crawl-dev 09:53:13 dpeg: yet the proposal posted does nothing to help, and it removes even the option of proceeding slowly when you get into Hive (since all food will be eaten) 09:55:04 -!- Giomancer has quit [Quit: Not that there is anything wrong with that] 09:55:04 -!- eith has joined ##crawl-dev 09:55:26 got to go. Could you please read the last part of the iood plan (the thing about casting it point-blank)? 09:56:13 since with making the spell nearly useless in corridors, point-blank casting will suddenly become the major use 10:00:31 kilobyte: read on the wiki page? 10:02:06 kilobyte: Well, the hive proposal may have shortcomings, but it does helps in a number of ways. 10:02:33 The most important thing being (imo): creating choices. 10:03:11 Currently, Hive is free from choices (ie. a no-brainer). With the proposal, there'd be several choices involved for many (even if not all) characters. 10:04:42 I will put this discussion on the wiki page for Hive, ok? 10:07:25 ...okay... the +oStasis check works on a spriggan, but not on a draconian...? 10:07:51 -!- tinymouse has joined ##crawl-dev 10:08:06 dpeg are you here? 10:08:41 any mantis admin here? 10:09:53 03j-p-e-g * rb6825d853026 10/crawl-ref/source/ (abl-show.cc enum.h food.cc food.h player.cc): Change Vampires bottling blood to a proper (a)bility. 10:09:53 03j-p-e-g * r06800cbf1def 10/crawl-ref/source/ (command.cc dat/database/help.txt dat/des/*.des): Update help on Vampires butchering/bottling blood. 10:09:57 03j-p-e-g * r78d065f1ee97 10/crawl-ref/source/ (item_use.cc misc.cc misc.h): For Vampires, allow corpses as a valid choice for q*. 10:10:07 ...also doesn't work on a Kenku... 10:10:08 03j-p-e-g * r5fe51a13ee6b 10/crawl-ref/source/xom.cc: Move Xom's "snakes to sticks" effect much higher in the order of effects. 10:10:14 but it works on the spriggan... 10:10:25 I've got nothing... 10:11:39 This is dpeg speaking. 10:13:29 03by * rfa7cfadf5835 10/crawl-ref/source/ (mon-cast.cc mon-cast.h): Split up mons_cast_noise. 10:13:34 03by * r22032c9f3458 10/crawl-ref/source/mon-cast.cc: Fix small message prefix bug. 10:15:00 -!- tinymouse has left ##crawl-dev 10:15:50 -!- by has quit [Quit: Lost terminal] 10:18:04 03dpeg * r83b32f01f555 10/crawl-ref/CREDITS.txt: Update CREDITS. 10:18:32 -!- Zaba has quit [Ping timeout: 240 seconds] 10:24:54 -!- Zaba has joined ##crawl-dev 10:24:54 -!- Zaba has quit [Changing host] 10:24:54 -!- Zaba has joined ##crawl-dev 10:28:08 Clouds can no longer be identified with 'x' (http://crawl.develz.org/mantis/view.php?id=749) by tinyrodent 10:29:18 the part that utterly baffles me is that it works perfectly on a spriggan, but seems to fail on everything else I try... 10:33:14 Textmode: does hastig/swiftness have an effect? 10:34:09 what would swiftness have to do with ID status? 10:34:33 well, spriggan speed could have an effect? 10:35:15 only if something is overwritting memory somewhere... 10:35:50 the code that works on a Sp, not not on Dr, Hu, or Ke, is a check of if an "oStasis is identified... 10:36:27 what about Ce? 10:37:23 -!- Twinge has joined ##crawl-dev 10:37:50 -!- ais523 has left ##crawl-dev 10:38:02 nope, not working there either.. 10:38:10 even when swifted... 10:38:48 Perhaps Sp are designed to autoid Statis? 10:38:50 stats 10:38:52 grrr 10:38:54 stasis 10:39:23 I've tried force-IDing the item, force un_iding and ID via scroll... 10:40:01 Textmode: you can make a small guaranteed D:1 vault with an amulet of stasis, for testing 10:40:21 I've never made a vualt before :) 10:40:38 use acquirement 10:41:00 wizard-mode aquirement? thats what I've been using. 10:41:10 &a? 10:41:11 or &o? 10:41:44 not that this should make any difference 10:41:52 o 10:47:44 does it work if you make a randart with -tele 10:48:05 I think I might just flag it as the code's one remaining bug, and post it. 10:49:42 does that sound good to you guys? 10:49:53 Textmode: alse comment in the commit message! 10:50:37 Textmode: Yes, sounds very good! 10:54:05 bleh. Would the best way to start fresh to simply scrap my current source stuff and do a completely new pull from origin? This vcproj garbage is *still* screwing wit everything I try to do. 10:54:11 Keskitalo: I'm not used to enthusiasm about my code. I can't decide if you are after something, or simply haven't seen my code. :) 10:54:26 Twinge: :/ 10:54:53 Twinge: might be a good thing to try 10:55:01 i have no idea what could be causing that 10:58:02 Textmode: It's the feature I'm excited about. :) 10:58:31 hopefully I won't disappoint too much, then :P 11:04:35 -!- purge has quit [Quit: .] 11:31:34 was there a command that makes compiles faster? The reinstall was pretty quick, but the make will take 5000 years ;O 11:32:08 make -j2 if you have a dual core machine 11:33:00 also, if you're doing 'make wizard', 'make HURRY=1 wizard' will be faster, since it disables optimizations (but this is implied for make debug) 11:34:25 Ah, I was thiking of hurry; didn't realize it was automatic for debug. Oh well 11:35:12 Hmm, I am getting an error message switching branches though, maybe I should address that first 11:35:13 warning: unable to unlink crawl-ref/source/dat/des/*.des: Invalid argument 11:35:13 Switched to branch 'monster_depth' 11:40:44 Switches branches fine still, dunno if I need to worry about it or not 11:41:15 I'm timid to ignore things like this again since they might turn into vcproj 11:43:10 !tell kilobyte I'd be interested in your comments on http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:portal_vaults 11:43:10 dpeg: OK, I'll let kilobyte know. 11:43:24 Keskitalo, or anyone else, too :) 11:43:53 !tell due I'd be interested in your comments on http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:portal_vaults 11:43:53 dpeg: OK, I'll let due know. 11:56:09 I think I pretty much agree with what you have there dpeg. Maybe 1 or two portal vaults could be gauranteed, or their weighting could be such that one or two is almost guaranteed, so most characters are coming through the game with at least roughly similar XP/loot options. Placement variation is fine; you can already get D:8 Lair or D:13 Lair for example. 11:58:54 dpeg: oh, that one i did forever ago is there :) i would love to see someone actually make it 12:06:05 Eronarn: which one? 12:06:11 dpeg: the smoke one 12:06:40 Twinge: the power spiral problem does not come from guaranteed or not. 12:06:47 This is plain chance, hence mostly okay. 12:06:59 (I could imagine that we guaranteed on hive portal vault, though.) 12:07:50 dpeg: No, not directly, but it can be related. I mean, it's just chance if you get a super loot-filled vault or not too. 12:08:40 Twinge: that's exactly the same to finding a regular vault with ten artefacts, or just finding one artefact on each of D:1-10. This is completely okay! 12:08:53 I don't want to reduce variance, I want to avoid the power spiral. 12:09:26 Nod. So avoid vaults that have more loot, then smeone else making a vault with even more loot to out-do that one, etc. :) 12:11:35 Twinge: yes. A vault with just loot is bad enough. But a portal vault that will only gives this loot to the strongest characters, that is even worse. 12:12:33 Nod. I was missing that point - Weakling early characters staying weak because they weren't strong enough to do the portal, etc. 12:13:40 yes, the power spiral works both ways 12:14:26 -!- due has quit [Ping timeout: 248 seconds] 12:14:44 by contrast, regular vaults with arbitrary (including insane) difficulty but no loot are much less problematic 12:14:50 (they give xp, of course...) 12:14:58 Hmm, still dunno why I'm getting this error in my fresh install. I thought it was because I forgot to do the submodule init thing, but it's still giving me the error... 12:16:40 what error 12:18:01 $ git checkout monster_depth 12:18:01 warning: unable to unlink crawl-ref/source/dat/des/*.des: Invalid argument 12:18:06 Or, if I switch the other way 12:18:15 $ git checkout master 12:18:15 error: git checkout-index: unable to create file crawl-ref/source/dat/des/*.des 12:18:16 (Invalid argument) 12:18:16 D crawl-ref/source/dat/des/*.des 12:18:24 I can still switch branches okay, but I get the error 12:19:51 In case it is relevant: 1) The initial pull made an extra /crawl-ref directory, which I deleted and moved stuff back one spot. 2) I did submodule --init after I created the branch. 12:21:14 -!- Giomancer has joined ##crawl-dev 12:23:12 Twinge: ...yes, don't rearrange the directory structure like that 12:23:55 doy: Why is there a pointless extra /craw-ref/ then? I didn't have that in my prior install 12:25:46 because the repository is named crawl-ref (this is the top level directory that contains .git), and the root directory in the repository is also named crawl-ref 12:26:01 this is probably an artifact of the conversion process from svn 12:26:50 you can probably still fix this 12:26:58 git mv crawl-ref/* . 12:27:35 I do believe git should be able to follow these renames through merged, however it still might complicated things in the very short term 12:27:41 merges rather 12:27:50 and compicate 12:27:52 bah 12:28:41 yeah, i don't think it's that big of a deal 12:30:46 gone 12:30:49 -!- dpeg has quit [Quit: leaving] 12:30:59 Bleh, moving it back doesn't work and trying git mv crawl-ref/* . doesn't appear to work either 12:31:16 -!- Spads has quit [Ping timeout: 256 seconds] 12:31:20 -!- Giomancer has quit [Quit: On the other hand, you have different fingers.] 12:31:21 -!- due has joined ##crawl-dev 12:31:40 Hail, due! 12:34:09 Twinge: nopaste the output of 'git status' 12:34:39 Alright nuts to this, I'll just grab fresh again, that'll be easier than screwing with it more probably. If it still errors I'll bring it up again. 12:35:25 k 12:35:34 Thanks for trying to help though. I guess I'll leave the pointless directory this time ;P 12:40:05 Now it's mentioning it each time (which it didn't do before) but not erroring 12:40:16 $ git checkout master 12:40:17 D crawl-ref/source/dat/des/*.des 12:41:05 just run git reset --hard 12:41:06 git status says: # deleted: crawl-ref/source/dat/des/*.des 12:41:32 unless you have important local modifications 12:41:34 oh, hmmm 12:41:38 That errors too 12:41:39 no, i see what the issue is 12:41:54 someone accidentally committed a file with the actual name of '*.des' 12:42:01 Oh, hehe. 12:42:01 and that's not a valid windows filename 12:42:05 ahahhaa 12:42:18 jpeg's fault d: 12:42:35 Hooray, not my fault this time! 12:42:45 Could you push a fix for that then perhaps? :) 12:42:51 yeah 12:43:45 03doy * r2d53975b0b86 10/crawl-ref/source/dat/des/*.des: remove accidentally committed file 12:45:45 Hooray. 13:00:45 was there anything in that file? :) 13:01:40 nope 13:01:54 pity :P 13:05:58 Oh boy, now I get to wait 5000 years for a full compile to finish 13:06:03 -!- kats has joined ##crawl-dev 13:07:21 hey Twinge 13:07:29 did you get rid of that problem? 13:08:01 -!- kast has quit [Ping timeout: 258 seconds] 13:08:57 Napkin: I did a fresh install this morning. Then hit another problem since jpeg accidentally commited a file Windows chokes on ;) Right now full compiling, so we'll see if it returns or not. It better not. 13:09:10 hehe 13:09:16 Wait what? How can the compile be done already? 13:09:19 branch and check :) 13:09:28 "$make clean" "$time make wizard" "real 0m9.941s,user 0m15.885s,sys 0m3.752s" 13:09:33 :P 13:09:39 I'm confused, it only took like 4 minutes 13:10:00 i blame vcproj files! ;) 13:10:03 I already made the branch fine. But the branch didn't cause the issue. 13:10:25 It just made the issue even more annoying! 13:10:43 of course not - but switching between the branches should show whether it's still happening or not :) 13:11:09 Yes, it's not yet. I'm just timid it'll suddenly pop up again :P 13:11:28 stop using that GUI of your's ;) 13:12:35 At the very least I think I'd still want to use that for browsing the commit history 13:12:55 of course 13:13:15 And if it was just a little better made and organized it'd be drastically more efficient than the command line IMO. It is a bit flawed as it is though I admit. 13:13:38 nah.. i doubt that 13:14:13 -!- kats has quit [Ping timeout: 264 seconds] 13:14:23 using the mouse almost never is more efficient in my opinion ;) 13:14:39 The tiles version of crawl is a nice exception to that :> 13:15:17 I only really use mouse on tiles for zooming around the inventory 13:15:24 Depends on the ratio of typing to mouse movement. Also, I should note that I'm thinking in terms of a casual contributor rather than a full-on dev. Meaning it's easy to forget commands, having to look them up again, which can take a lot of time, etc. 13:15:53 casual git user, you mean 13:16:00 yeah.. that'll pass quickly ;) 13:16:39 indeed, felirx - me too 13:17:14 what I really like about tiles is that you immediately can see that a (and sometimes even which) weapon is worn :) 13:21:50 Alrighty. time to generate 27,000 dungeon levels. 13:24:57 -!- Twinge- has joined ##crawl-dev 13:27:52 -!- Twinge has quit [Ping timeout: 252 seconds] 13:30:07 has Fulsome Distillation already been changed again? 13:30:22 -!- Zannick has quit [Read error: Operation timed out] 13:30:25 -!- Zannick has joined ##crawl-dev 13:31:52 changed to...? 13:31:55 Napkin: I dunno, open the GUI and browse the commits to find out! 13:32:23 -!- Spads has joined ##crawl-dev 13:32:43 well, 02be416 is in - so I was wondering whether someone changed it already - without reading everything ;) 13:35:31 Master branch on CDO updated to: 0.6.0-a1-3247-g2d53975 (16.5) 13:40:17 -!- kats has joined ##crawl-dev 13:41:56 -!- kast has joined ##crawl-dev 13:42:32 -!- kats has quit [Read error: Connection reset by peer] 13:50:08 !rng play try_to_code 13:50:08 The RNG chooses: play. 13:51:12 16200 dungeon levels generated, 10800 to go! 13:53:05 When I entered Pan earlier, I got a message saying "blah great demon lord" (the usual,) but the colours weren't of Cerebov/Lom/Mnoleg/Gloorx and when I explored the level I found nothing. Am I missing something or is this a bug type deal? 13:54:21 hmmm 13:54:27 have you found all four of them? 13:54:57 -!- kast has quit [Ping timeout: 260 seconds] 13:55:06 No, the games ended. I killed Cerebov, Mnoleg and Gloorx then left before getting Lom's level 13:55:41 st_: Hrmh, likely it tried to make the lord level, but failed. 13:55:50 It seemed like there was a vault on the level, because there were "demonic plants" and I've no idea what the hell those are 13:57:06 also slime creatures which I've never seen there before 13:57:17 -!- kast has joined ##crawl-dev 13:57:34 demonic plants are normal plants from pan_disco_hall 13:57:50 st_: It does all the code, including messages and milestones, when it *tries* to place a level; if it fails, it tries again but those messages and milestones have been done. 13:58:12 yeah, so probably just failed to place disco hall 13:58:21 03dolorous * rf4aea7ca1b74 10/crawl-ref/source/spells3.cc: Fix message inconsistency. 13:58:31 03dolorous * r20be8315f278 10/crawl-ref/source/artefact.cc: Make sure that artefact amulets of stasis don't cause teleportation. 13:58:41 It's a missing feature; there should be a possibility to define a "post-validation lua chunk" or so in a vault. It'd only run it after it succesfully places the vauklt. 13:59:13 yeah 13:59:14 if the vault wasn't placed, monsters from it shouldn't be placed as well 13:59:52 It probably succeeded in placing the disco hall. 14:00:09 (slime creatures are on the pan spawn tables, for the record.) 14:00:28 Interesting. :) 14:01:05 yeah, looking at the vault it was placed, but the colours were normal 14:04:05 "Done exploring" message when obviously not done exploring (http://crawl.develz.org/mantis/view.php?id=750) by LoginError 14:08:41 -!- TGW has joined ##crawl-dev 14:09:22 -!- kast has quit [Read error: Operation timed out] 14:09:29 -!- kats has joined ##crawl-dev 14:10:57 03dolorous * r83a3e6ec396c 10/crawl-ref/source/item_use.cc: Fix another message inconsistency. 14:10:58 03dolorous * r80952fa56e3b 10/crawl-ref/source/artefact.cc: Disallow both causing teleportation and allowing blinking on randart 14:11:11 Hmm - the undead servants, which Yredelemnul grants, only show up (drawn) one turn after they are granted. 14:11:14 hmmm, the pan_disco_hall vault is nearly impossible for the map builder to place 14:11:32 and yeah, when it does place it, the hall portion is uncolored 14:12:59 unless there's another vault like that, I think it was placed normally/coloured for a game I had a few weeks ago 14:13:32 -!- kast has joined ##crawl-dev 14:14:07 Yred: granted undead servants are drawn one turn late (http://crawl.develz.org/mantis/view.php?id=751) by Napkin 14:16:12 -!- kats has quit [Ping timeout: 240 seconds] 14:21:04 -!- kast has quit [Read error: Operation timed out] 14:21:44 perhaps pan_disco_hall should use some other ORIENT if float is difficult to place? 14:21:52 03dolorous * r406c731e351a 10/crawl-ref/source/ (6 files): Move blinking and stasis-related messages to canned_msg(). 14:25:49 perhaps 14:26:47 03dolorous * r1233d3d6a746 10/crawl-ref/source/teleport.cc: Fix compilation. 14:34:56 -!- kats has joined ##crawl-dev 14:39:13 messages just before death are not in the dump (http://crawl.develz.org/mantis/view.php?id=752) by KiloByte 14:43:52 -!- kats has quit [Ping timeout: 240 seconds] 14:47:37 -!- kats has joined ##crawl-dev 14:49:38 -!- stabwound has quit [Ping timeout: 248 seconds] 14:51:34 03haranp * rd821aeb69920 10/crawl-ref/source/directn.cc: Add "Out of range" message when targeting cells out of range. Message 14:54:57 -!- stabwound has joined ##crawl-dev 14:58:52 03kilobyte * r78a96a8c2276 10/crawl-ref/source/mon-project.cc: Don't give reflected orbs a free move. 14:58:54 03kilobyte * rd046aeba2d47 10/crawl-ref/source/beam.cc: Make spells and missiles go past orbs of destruction. 14:58:55 03kilobyte * r0b3ad8d399ed 10/crawl-ref/source/ (7 files): Replace the fugly interface of calling mons_aligned() by mindex. 14:59:00 03kilobyte * r01ad45f352d5 10/crawl-ref/source/ (fight.cc mon-data.h mon-util.cc monster.cc): Stop monsters from attacking IOODs. Make them immune to damage. 14:59:02 03kilobyte * r334ead4f0b70 10/crawl-ref/source/mon-project.cc: Fix premature dissipation before the edge of LOS. 14:59:07 03kilobyte * rfe6cfba581c7 10/crawl-ref/source/mon-project.cc: Make IOOD be off-direction at launch. It will then try to correct itself. 14:59:12 03kilobyte * r1b56728421ff 10/crawl-ref/source/mon-project.cc: ... and off-center by 0.25 square either to the left or right. 14:59:43 mmm 15:01:18 -!- kats has quit [Ping timeout: 252 seconds] 15:04:20 fixedvector crash at map border (Tiles, g5fe51a1) (http://crawl.develz.org/mantis/view.php?id=753) by jpeg 15:10:00 03haranp * r47c9809ab6e9 10/crawl-ref/source/godpassive.cc: Implement n(n+1)/2 ponderousness boost for Chei (dpeg). 15:12:52 hm? 15:13:40 what is that 15:19:05 -!- kats has joined ##crawl-dev 15:22:42 the game asserts when you attempt to make a nonsuitable item ponderous 15:24:33 -!- haranp has joined ##crawl-dev 15:25:38 Hi Haran! 15:26:07 -!- syllogism has quit [] 15:26:14 Hi 15:27:17 ok, will fix syllogism's crash bug now 15:27:20 Thanks for the "out of range" addition :) 15:27:36 & the new targeting in general, it's noo much neater now 15:28:16 :) 15:28:26 is there any way to prevent '*' from working in prompt_invent_item? 15:34:38 03haranp * rf172ae20d285 10/crawl-ref/source/godabil.cc: Fix Chei ponderousify ability crashing if you used '*' to choose a bad item. 15:42:47 -!- Giomancer has joined ##crawl-dev 15:42:56 -!- by has joined ##crawl-dev 15:45:35 03kilobyte * re36135cad5b2 10/crawl-ref/source/mon-project.cc: Don't skip the cloud on the last position before IOOD hits. 15:45:36 03kilobyte * r6ab6fed28828 10/crawl-ref/source/mon-project.cc: Use mon.get_foe() instead of reinventing validness checks. 15:45:37 03kilobyte * r0f3c49dcf224 10/crawl-ref/source/mon-project.cc: Make orbs steer when needed, not only when badly off course. 15:45:51 -!- haranp has quit [Quit: leaving] 15:47:01 -!- Cryp71c has quit [Read error: Connection reset by peer] 15:57:56 -!- Twinge has joined ##crawl-dev 16:00:32 -!- Twinge- has quit [Ping timeout: 258 seconds] 16:06:09 night all 16:06:42 -!- Textmode has quit [Quit: Leaving] 16:12:31 -!- Twinge- has joined ##crawl-dev 16:23:22 -!- Ashenzari has joined ##crawl-dev 16:23:22 -!- The topic of ##crawl-dev is: DCSS development channel! | Logs: http://tozt.net/crawl (new and improved! and possibly buggy... let doy know) | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Welcome to va_aaaaaargh hell! Please leave your compatability at the door. 16:26:38 kilobyte: did you get the missing messages locally, or on cdo? 16:26:42 -!- Giomancer has quit [Quit: If your not living on the edge, you're taking up too much space] 16:26:47 (in the morgue) 16:27:01 everything seems to work fine for me, even with a non-debug build 16:27:16 by: cdo, but about any morgue file has that 16:27:31 lemme try locally 16:27:55 Napkin: and Sebi's ttyrecs don't show _anything_ suspicious :( 16:29:48 by: appears to work just fine 16:30:12 -!- Twinge- has joined ##crawl-dev 16:32:54 !log * src=cdo 16:33:05 -!- Twinge has quit [Ping timeout: 248 seconds] 16:33:37 77815. capslocke, XL2 KoVM, T:388: http://crawl.develz.org/morgues/trunk/capslocke/morgue-capslocke-20100209-222843.txt 16:34:27 ok, just spoke to him 16:34:36 he somehow manages to suspend his shell 16:35:40 how does that eat memory? 16:36:00 that's the interesting question, yes 16:36:06 kilobyte: ok, thanks; let's see if my last changes help (they shouldn't) 16:36:45 does suspending always cause this? 16:36:57 by: debug builds worked ok before your changes (because of the "Die?" prompt), non-wizard ones exhibited the bug 16:37:47 if it's just an issue with suspending interacting with dgl, could just add a SIGSUSP handler with #ifdef DGAMELAUNCH 16:38:00 he didn't manage to reproduce it 16:38:29 kilobyte: ah, non-wizard seemed to work fine before in my tests, but maybe I missed something 16:38:30 suspending works as expected locally 16:38:54 he pressed ctrl+z in his game on CDO but nothing happened 16:39:30 if I press ctrl+z, I get a brief screen-redraw 16:39:40 -!- Twinge has joined ##crawl-dev 16:39:43 exactly, me and him now too 16:39:52 nevertheless he managed it somehow by mistake 16:40:08 by: on the screen: "Hobgoblin hits you with a club! Ouch, this hurts! You die...". In the dump (before your change): "Hobgoblin hit you with a club!" (no ouch) 16:41:02 and it works now? I won't try to understand what the bug was, then :) 16:42:10 -!- Twinge- has quit [Ping timeout: 256 seconds] 16:59:11 -!- stabwound has quit [Ping timeout: 258 seconds] 17:03:04 -!- stabwound has joined ##crawl-dev 17:11:00 -!- pointless_ has joined ##crawl-dev 17:24:13 hooray fixed 17:24:13 due: You have 1 message. Use !messages to read it. 17:24:16 !messages 17:24:16 (1/1) dpeg said (5h 40m 23s ago): I'd be interested in your comments on http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:vault:portal_vaults 17:25:22 Moin due! 17:25:31 hiya 17:30:13 nice, tilegen is segfaulting 17:30:19 hi due 17:31:16 go into rltiles/tool 17:31:16 and delete *.o 17:31:43 "make clean" presumably did that; now it seems to work 17:32:15 yeah 17:32:24 it's probably to do with my changes yesterday to rltiles 17:32:48 i noticed that recompiling didn't recompile tile_page, just tile_list_processor... which was problematic, because i added a new field to the tile_page class. 17:35:48 Did nobody notice the change to shadows? 17:36:51 I did :) 17:36:55 :) 17:37:20 -!- nrook has joined ##crawl-dev 17:40:58 -!- kats has quit [Read error: Connection reset by peer] 17:41:00 -!- kats has joined ##crawl-dev 17:49:51 hooray for confusing bugs. 17:56:06 how is 527 related to 617? both involve LOS, but beyond that... 17:56:28 hm 17:56:40 617 is smiting through walls? 17:56:44 yes 17:57:22 the other is some weird bug with bogus monster announcements; the way the "comes into view" code looks, my guess it's a problem with that rather than LOS 17:57:25 -!- yobbo has joined ##crawl-dev 17:57:34 i think comes into view relies on LOs at some point in time 17:57:38 yobbo: hooray new zealand! 17:57:58 yay NZ! what? :o 18:01:39 Shoals test 153 of 1000 ... 18:02:01 !tell dpeg I have half a mind to code the colosseum for 0.7. :) 18:02:01 due: OK, I'll let dpeg know. 18:02:11 !tell dpeg Otherwise, portals page looks good! 18:02:11 due: OK, I'll let dpeg know. 18:02:37 due: you should threaten to do it for 0.6; might make the branching come earlier :) 18:02:41 -!- Anym has joined ##crawl-dev 18:02:47 03kilobyte * r0d47490dff61 10/crawl-ref/source/ (beam.cc mon-cast.cc): Balance the discrepancy between hellfire vs AC and vs EV. The harsh way! 18:02:51 03kilobyte * rbc1d134c9e28 10/crawl-ref/source/ (beam.cc beam.h): Don't let tracers continue past features their beams can't destroy. 18:03:00 by: LOL 18:03:26 by: I don't honestly have time to do it for 0.6, so it's a pointless threat. I'm going on holiday on the 20th :) 18:04:29 -!- Twinge- has joined ##crawl-dev 18:05:54 -!- Twinge has quit [Ping timeout: 248 seconds] 18:09:41 <3 hellfire 18:28:31 -!- kats has quit [Ping timeout: 245 seconds] 18:29:40 -!- kats has joined ##crawl-dev 18:29:49 so hellfire ignores AC now? 18:30:09 -!- Zannick has quit [Read error: Operation timed out] 18:30:12 -!- Zannick has joined ##crawl-dev 18:31:21 I don't understand the rush to put things in 0.6 18:31:44 just stick everything in 0.7 trunk and stable will continue to be for plebes 18:36:12 42 50 59 71 84 100 119 141 168 200 238 is my new bff 18:37:26 i like that distribution, except without the 42 and 238 18:41:03 I don't see why not 18:42:02 the -5 through +5 one is great! it uses a nice number as the maximum and minimum, encompasses the entire current scale, and solves every problem people've mentioned 18:43:05 * kilobyte likes the 1..260 scale. It can represent every current aptitude exactly! 18:43:15 kilobyte: yeah me too 18:44:12 but this idea has too much inertia, it seems easier to push it in a reasonable direction than to complain 18:44:16 also dpeg will kick me way less 18:51:47 What are the aptitude plans? Rounding to multiples of 10 or 20 for 0.6, and then a fixed 7- or 9- or 11-point-scale for 0.7? 18:51:48 due: what would you say about giving Wayne proper heavy armour instead of a wimpy scale mail and replacing his spells with Okawaru invocations? 18:52:36 Anym: that's the current idea, i think 18:52:50 Cool, thanks. 18:54:38 03pointless_ * r6be91917052d 10/crawl-ref/source/godabil.cc: Let evolution grow ballistomycetes on moldy open squares. 18:56:49 -!- by has quit [Ping timeout: 264 seconds] 18:57:09 -!- Twinge has joined ##crawl-dev 18:59:46 -!- Twinge- has quit [Ping timeout: 248 seconds] 19:00:47 -!- Twinge- has joined ##crawl-dev 19:03:50 -!- Twinge has quit [Ping timeout: 256 seconds] 19:04:24 -!- kats has quit [Ping timeout: 256 seconds] 19:06:00 What would be a message saying that you can't Haunt your own allies? 19:06:38 kilobyte: remember the old DDNe 'pet slime creature' exploit 19:07:07 if we forbid allies, people could use wimpy hostiles for the same effect at much greater annoyance 19:07:21 better, I think, to just make it SPTARG_GRID 19:08:48 perhaps... 19:11:51 oh well, you're right. I'll leave that report aside for now, though. And check if I'm in bed :p 19:12:50 not if haunts disappeared when they no longer had a target 19:13:43 when they no longer had a target which was a hostile monster 19:22:22 why are we nerfing this spell? 19:22:27 we only *just* made it viable. 19:23:06 03kilobyte * rb1773ce4d028 10/crawl-ref/docs/template/apt-tmpl.txt: Swap the order of M&F and Axes in the aptitudes table. 19:27:39 03kilobyte * re4f2c12bc12f 10/crawl-ref/source/dat/descript/items.txt: Document that Guardian Spirit does not protect from internal damage 19:42:56 did I actually ever tell kilobyte my ideas for nerfing IOOD, or did he just spontaneously come up with the exact same set? 19:54:18 Monster weapon brands ID when unwielding (http://crawl.develz.org/mantis/view.php?id=754) by OG17 20:02:57 -!- Anym has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6/20100115144158]] 20:04:56 -!- Vandal has quit [Read error: Connection reset by peer] 20:15:31 03pointless_ * rd6f54aa0d6e7 10/crawl-ref/source/godabil.cc: Give a message if the user attempts to evolve a tree. 20:15:33 03pointless_ * r132fb23e07c8 10/crawl-ref/source/mon-stuff.cc: Give experience if an ally destroys the last ballisto on the level 20:15:35 03pointless_ * r295d11f86ca5 10/crawl-ref/source/ (beam.cc mon-abil.cc monster.cc): Don't track the ballisto/spore creation chain 20:15:36 03pointless_ * r8d7b6292f818 10/crawl-ref/source/ (directn.cc spl-cast.cc): Let beams auto-target active ballistomycetes 20:15:37 03pointless_ * r9eca213c399d 10/crawl-ref/source/dat/descript/gods.txt: A stab at detailed descriptions for Fedhas 20:15:39 03pointless_ * r1eaff6469ed3 10/crawl-ref/source/ (effects.cc godabil.cc): Don't grow toadstools in harmful clouds (265) 20:15:40 03pointless_ * r76999ef22eb4 10/crawl-ref/source/godabil.cc: Fix cursor move after after drawing sunlight 20:16:35 Aww 20:16:41 I missed the giant stacks of doom 20:17:22 Well I could put it back if you want 20:20:48 giant stacks of doom 20:23:05 What are giant stacks of doom? 20:23:20 I think he means this: 20:23:20 Oh, ballistos? 20:23:24 ??ballistomycetes[3] 20:23:24 I don't have a page labeled ballistomycetes[3] in my learndb. 20:23:30 ?? ballistomycete[3] 20:23:30 ballistomycete[3/4]: Squeegy the Cutter (L7 MDPa), worshipper of The Shining One, killed by an exploding giant spore (created by an active ballistomycete (created by a giant spore (created by an active ballistomycete))) on D:7, with 987 points after 4928 turns and 0:51:05. 20:28:37 :( 20:28:39 I missed those! 20:29:36 I thought someone complained about it at some point 20:29:42 I don't really remember the details 20:56:36 03pointless_ * r5b03b932911b 10/crawl-ref/source/directn.cc: Make evolution target moldy squares if no monsters can be found 21:03:49 Wasn't 0.6 supposed to have been branched by now? 21:04:17 heh 21:07:39 Mouldy squares? 21:08:03 ballistos leave mold now 21:08:29 oooh nice 21:08:36 is this an fprop? 21:08:39 yes 21:08:54 has it got a tile? ;) 21:09:02 you might want to pput it on the tiles needed list. 21:09:05 No, I put it on the tiles wanted page on the wiki 21:09:08 aweosme 21:12:24 -!- morik has joined ##crawl-dev 21:48:55 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:58:06 speaking of kiku 21:58:11 http://crawl.develz.org/mantis/view.php?id=365 21:58:11 :D 21:58:54 0.6 should be released ten days early to coincide with my birthday 21:59:16 i submitted that a while ago but i guess it got overlooked 22:19:43 -!- nrook has quit [Quit: Lost terminal] 22:41:04 MarvinPA: most things do, will try and look tonight 22:41:26 heh, ok :) 23:08:38 -!- eith has quit [Ping timeout: 256 seconds] 23:20:37 03haranp * r5db2703f4166 10/crawl-ref/source/godabil.cc: Code cleanups for Fedhas abilities. 23:24:36 Okay 23:24:45 Fuck you, OG17. 23:24:56 hm? :P 23:25:06 I can't believe how much of a fuss coding a simple option has turned into. 23:27:33 I hhave half a mind to delete that comment. 23:29:52 Can we ban OG17 from the tracker? 23:29:58 haha 23:29:59 I am so bloody *infuriated* at the minute. 23:29:59 why? 23:30:01 :P 23:30:04 * elly hugs due! 23:30:10 calm down 23:30:50 http://crawl.develz.org/mantis/view.php?id=594 23:30:52 Second last comment. 23:31:04 Isn't it rather important to distinguish if the item was generated cursed or became cursed in view of the player? If the purpose of this feature is to recognize that cursed items often have bad modifiers, and items with ordinary modifiers are marked as well, what's the point? 23:31:10 Players used to mark items by hand, and that's both easier and less annoying than currently having to clear and replace automated inscriptions yourself so this feature does what it's supposed to. And yes, you can turn it off entirely, but you shouldn't have to. 23:31:19 "but you shouldn't have to." 23:31:20 yikes 23:31:23 why is it such a pain to do? 23:31:40 :| 23:40:24 * elly hugs due more ^^ 23:43:46 you do not want hugs, due :( 23:44:50 oh 23:44:54 * due cuddles elly. 23:44:56 thank you <3. 23:47:02 lol 23:49:30 due: feel free to ignore the issue entirely if it gets frustrating(: 23:49:45 doy: I had it out with OG17 in ##crawl :) 23:49:58 (personally, i tend to agree with him, but... i'm aware of the issues on the coding side too) 23:50:45 Sure, hence someone else can code it :) 23:50:55 But it was supposed to be a quick and fun feature that would make stuff easy. 23:51:08 And I've had like 30 bug reports and thousands of people screaming bloody murder at me over it, and I'm sick and tired of it. 23:51:54 Hm 23:52:14 Thinking about it, could probably just have a hook on curse_item that sets item.props["saw_cursed"] = true and then check item.props.exists("saw_cursed"), but eh. 23:52:26 * doy would appreciate that 23:52:32 * elly bites due 23:52:36 (: 23:52:46 -!- Ero has joined ##crawl-dev 23:53:57 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]] 23:59:09 wow, building crawl takes /forever/ 23:59:24 yup 23:59:32 possibly related to my rebuilding my libc at the same time 23:59:41 * elly load average 3.08, RAM use ~800M