00:20:27 -!- Luca__ has quit [Remote host closed the connection] 00:20:45 -!- Luca__ has joined ##crawl-dev 00:26:26 -!- purge has quit [Ping timeout: 240 seconds] 00:38:31 -!- gamefreak264 has quit [Ping timeout: 260 seconds] 00:38:42 -!- gamefreak264 has joined ##crawl-dev 00:57:22 Yo. 00:59:04 -!- Spads has joined ##crawl-dev 01:11:44 Moin Due 01:12:11 napkin <3 01:12:45 due <3 01:12:49 how's it going? 01:14:17 tiredly 01:14:20 otherwise okay 01:18:46 -!- gamefreak264 has quit [Quit: Leaving] 01:21:37 -!- stabwound has quit [Read error: Connection reset by peer] 01:21:56 -!- stabwound has joined ##crawl-dev 02:02:04 -!- Spads has quit [Ping timeout: 276 seconds] 02:21:01 -!- Luca__ has quit [Remote host closed the connection] 02:21:24 -!- Luca__ has joined ##crawl-dev 02:38:59 03by * r28b86617f414 10/crawl-ref/source/ (fight.cc fight.h itemprop.cc itemprop.h melee_attack.h): Roll back player_aux_unarmed rewrite. 03:00:03 -!- dpeg has joined ##crawl-dev 03:00:08 Hey david 03:00:14 mornings 03:00:14 dpeg: You have 2 messages. Use !messages to read them. 03:00:17 !messages 03:00:18 (1/2) Napkin said (12h 24m 52s ago): My dad won his first game yesterday! MDBe.. Damn, I needed 2 years for a first win :D 03:00:26 Ha ha :) 03:00:55 :)) 03:01:01 YAY! 03:01:04 Go your dad! 03:01:05 Napkin: Glückwunsch! Du hattest aber kein Familienmitglied, das dir Hinweise gibt. Welche Version? 03:01:27 !messages 03:01:27 (1/1) Cryp71c said (5h 27m 13s ago): you and your silly venom mage in D:14, kept meph clouding me. 03:01:27 0.6-rc4 - keine zeit gefunden, seine installation upzudaten bisher :) 03:01:37 yay! 03:01:46 My ghost is good for something! 03:01:51 hehe 03:02:50 I see that dpeg does the proper noun capitalisation, whereas Napkin does not? Naughty! 03:03:05 due: This is because I am able to operate the Shift key! :) 03:03:06 ssshh ;) 03:03:19 shiwhat?! 03:03:20 :-P 03:04:28 ;) 03:04:41 Ja, ich bin ein böser Junge :-P 03:05:58 -!- syllogism has joined ##crawl-dev 03:06:58 dpeg: with the removal of the magic mapping spell, what do you think of allowing the scroll to work in Pan? 03:09:27 ogaz: it doesn't work in Pan? 03:10:20 dpeg: no, and the justification given ingame is something like, "your earth magic cannot map Pandemonium!" or something like that when you read the scroll/cast the spell 03:16:29 ogaz: yes, I agree that the scroll should work. 03:16:33 ogaz: would you file it? 03:16:53 let's just change it, it should be an one-line change 03:19:07 KiloByte: okay 03:20:43 03kilobyte * rd046fa48f502 10/crawl-ref/source/item_use.cc: Remove the block for magic mapping in Pandemonium. 03:21:38 I pondered a bit about your idea to make dwarves small, and the balance issues. 03:22:01 <3 03:22:16 ` (the re-do/repeat command) seems to crash trunk 03:22:58 -!- ortoslon has joined ##crawl-dev 03:23:14 There would be four major effects: 1. far better dodging, 2. far worse shields (no large shields, bigger penalties) -- these two can be easily avoided by adjusting apts. Shields are a strongly dwarvish thing, dodging is definitely not. 03:23:59 syllogism: yes 03:24:11 works in 0.6 03:24:27 ` crashes everything 03:24:29 syllogism: let's wait for KiloByte's 3 and 4. 03:25:05 well not sure if it works in 0.6, it just doesnt do anything :P 03:25:09 3. Availability of plate mails. A vast majority of early game plates come from orcs, so they are human sized. This would deny other races the use of dwarven plates (a minor loss) and dwarves any decent sources of plates -- now this hurts a race that's extremely biased towards armour a lot. 03:25:41 KiloByte: my suggestion was to make "dwarven" body armours fitting small species. 03:26:13 This would keep armours for dwarves, and help the other small species as well (by giving them more options). 03:26:38 Removing the size restrictions on rigid armour (plates, crystal plates and I think splint) would be bad for realism but looks like the easiest solution. 03:26:42 ah, you are talking about somethign different, sorry 03:27:03 of course, I assumed what you say, dwarven armours being size -1 03:27:08 yes 03:27:19 a dwarven branch would help... 03:27:57 or perhaps deep dwarven monsters 03:28:16 yes 03:28:24 the dwarf monsters should come first 03:28:56 this would require work, of course -- unlike the lame solution of allowing everyone to wear plate the way they can wear scale 03:30:30 There's no pressing need to make dwarves small. But it'd have the advantages (imo) of (a) "realism", (b) differentiating some fighter-oriented species (MD and Mi, say), (c) making the 'dwarven' armour ego more substantial, (d) slightly help other small species to go the armour route (by using dwarven body armours=.- 03:32:48 I definitely agree with (a), (b) and (c). 03:33:06 This would also be nice. 03:33:13 Dwarven body armour fitting spriggans would be awesome. 03:33:15 -!- ogaz has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 03:33:22 (d) goes against differentiating species, so it's not an advantage IMO. 03:33:50 KiloByte: small species have a predisposition towards EV. 03:33:51 due: you mean flexible heavy armour, right? 03:34:08 due: spriggans are not small, they're tiny. 03:34:16 I am not sure they should be able to use dwarven body armours. 03:34:42 current human ring/plate/chain can be worn by small races, splint/plate cannot 03:35:01 er, ring/scale/chain 03:36:14 yes 03:36:24 at a slight AC penalty, right? 03:36:39 that means that spriggans have to rely on magical armours. 03:36:45 due: like now 03:37:08 no, there's no penalty for flexible armour right now 03:37:10 but they're so strongly geared towards EV, stealth and speed, that I don't see a problem with that. 03:37:10 -!- Zaba has quit [Ping timeout: 240 seconds] 03:37:15 KiloByte: ah, I see 03:37:24 hm. 03:37:40 so the only change about making dwarven=small would be that small species could also use inflexible body armour (if dwarven). 03:37:44 my point is, it's not possible to start a spriggan on heavy armour 'til later on in the game, late lair, etc. 03:38:06 it would make sense to let tiny race (spriggans) wear such small flexible armour, but that would be mostly a gimmick: scales and chains suck bigtime, and spriggans have an abysmal armour apt (and godly dodging at the same time) 03:39:16 yes, exactly 03:40:27 spriggans wearing dwarven chain is so minor an issue it's a waste of time to think of that right now 03:41:26 KiloByte: so what about this: we only start considering small Dwarves once there's a decent proposal for DD monsters? 03:41:30 so you came with a solution (a dwarven branch) other than mine (lamely ignoring rigid armour restriction), good 03:41:59 you should chat to ero about a dwarven branch 03:42:10 tbh, my hope was that the dwarven branch would compete with the elven branch... 03:42:23 ...which would reduce the appeal somewhat 03:42:26 Are we okay with using 'v' for dwarven monsters? 03:42:32 due: premature :) 03:42:42 We prematurely emptied the glyph last upgrade. 03:42:47 ah 03:42:47 we already have "dwarves" which were blocked from spawning and polymorph yet (by mistake) they can appear as zombies 03:43:02 oh, didn't know 03:43:10 how did that happen -- because of Wayne? 03:43:15 somehow in a recent game I met hordes of dwarf zombies and skeletons in Crypt 03:43:34 and they worked just fine 03:43:53 "There are no dwarves in this dungeon, but there used to be." :) 03:43:56 But what theme do we want to use for deep dwarves? 03:44:07 Non-healing but very high AC? 03:44:10 due: the same as for player deep dwarves? 03:44:19 due: priests healing the party etc. 03:44:35 or healers healing the party 03:44:43 * due nod. 03:44:52 Dwarven priests of elyvilon sound aweosme. 03:44:53 earth elementalists, necromancers 03:45:07 with vampiric draining as a monster spell 03:45:12 yes 03:45:15 KiloByte: excellent, yes 03:45:28 should be possible to have cool DD monster bands 03:45:36 need some fighters in there, too, for the dwarven mails :) 03:45:54 heavy armour casters 03:46:22 uhm... how can you even think of dwarves which are not mostly fighters? :p 03:46:38 KiloByte: sure: EE and FE, for DD also Ne 03:46:52 I mean by percentage of the population 03:46:57 ah 03:47:10 I am not so familiar with the tropes. 03:48:13 the tropes are all strictly consistent... but they apply to regular dwarves 03:48:26 -!- Zaba has joined ##crawl-dev 03:49:27 they love working with metal, forging, mining... Axes, heavy armour, fighting, drinking... 03:49:51 it's our call to say what of that applies to deep dwarves who are entirely Crawl's invention 03:51:11 Hi :) 03:51:12 but not having hordes of chain/plate-clad axe swingers would be so un-dwarvish that it's not an option 03:51:22 ixtli, Zaba: meow! 03:51:24 KiloByte: regular dwarves are a Tolkien invention, IIRC. (Norse) dwarves are much older, and they've been used similar to elves, sprites, kobolds: things related to death and afterlife. 03:51:58 This is how I got the idea of having non-healing, death (Nec) affiliated dwarves in the first place. 03:52:25 99.999% of dwarves in fantasy are Tolkien types. And norse dwarves are maniacal metal-workers too. 03:52:50 But isn't it fun to go against the stream? 03:53:00 We have Tolkien dwarves (MD). 03:53:35 -!- Luca__ has quit [Remote host closed the connection] 03:53:51 -!- Luca__ has joined ##crawl-dev 03:54:01 when it grants us something, it is. But breaking tropes just to get a yet another monster same as those of other races is not that good. 03:54:30 so I would be strongly against dwarven wizards... we got enough of orc, elf and demon ones 03:54:47 but Earth Elementalists are okay? 03:54:48 necromancers aside, of course 03:54:54 I envision them as magical diggers :) 03:55:12 if they would be heavily biased towards non-conjuration, then of course! 03:55:19 yes 03:55:33 Shatter, Dig, stuff like that 03:55:56 that would take some thinking (it's trivial to make conjuration-using monsters, hard with other spells) 03:56:05 yes 03:56:31 There are quite some monsters who'd benefit from digging, btw. 4.1 had Pan lords dig as emergency measure, players loved it. 03:56:38 we can add some new spells which would be easier to use by AI 03:56:53 that too 03:57:15 Pan lords dig? Away from the player, right? 03:57:19 yes 03:57:46 Digging is not so hard to use: just dig through rock towards the player ... this will always mean that more dwarves can get near him and bash him with axes. 03:59:32 We need deep dwarf hunters. 03:59:33 another spell: "collapse". Would do some damage and create a new feature type "rubble" that can be dug through without any special means. 04:00:03 due: as in, slow yaktaurs? 04:00:09 KiloByte: so simply walking through? Perhaps spending some turns? 04:00:18 KiloByte: No, throwing handaxes, etc. 04:00:20 yeah... 04:00:34 KiloByte: they could have particularly good bolts, in comparison with yaktaurs. 04:01:04 due: orcs often do that already, but yeah, they could be specifically named 04:01:06 but if we add a dwarf branch, we need to either have it compete with another branch, or cut somewhere else for compensation... 04:01:21 dpeg: Compete with Elven Halls. 04:01:41 Deep dwarf master elementalist... 04:01:45 due: fine, but then only half of player dwarves will get a dwarven branch to look for a dwarven plate mail 04:01:58 So? 04:02:05 this could be solved by having dwarves in Vaults, too, I guess 04:02:13 due: this was kilobyte's point 1. 04:02:31 KiloByte: what do you thinkß 04:02:33 Hm. 04:02:44 and baileys could be of dwarf type, too 04:02:48 Sure 04:03:08 that's pretty late, and we don't have any reliable sources of acquirement save for one god 04:03:16 sure 04:03:30 KiloByte: sure, but you can use chain until then 04:03:37 or banded 04:03:40 ? 04:03:58 ˙˙˙---... 04:04:02 sorry 04:05:25 uhm... what the... I can wear plate as a halfling 04:05:39 this wasn't the case before 04:06:01 -!- Spads has joined ##crawl-dev 04:07:51 KiloByte: an inadvertent effect of the AC changes? 04:07:54 before? 04:07:56 KiloByte: with full AC? 04:08:02 you could always wear plate as a halfling 04:08:56 !log syllogism char=gnfi -4 04:08:56 1. syllogism, XL27 GnFi, T:124956: Can't locate remote morgues with v<0.4 04:08:59 aw 04:09:20 syllogism: did small size have no effect on armours and AC? I can't believe that. 04:09:36 it did and does not 04:09:42 didn't 04:09:56 !apt gn 04:09:56 Could not understand "gn" 04:09:58 !apt ha 04:09:58 Ha: Air=90, Armour=150, Axes=120, Bows=70, Conj=130, Xbows=90, Dodge=70, Earth=100, Ench=100, Evo=70, Exp=100!, Fighting=120, Fire=100, Ice=100, Inv=80, Long=100, Maces=150, Nec=150, Poison=120, Polearms=160, Shields=90, Short=60!, Slings=50!, Splcast=170, Stab=70, Staves=130, Stealth=60, Summ=120, Throw=60!, Tloc=100, Tmut=150, Traps=100, Unarmed=140* 04:11:44 Since 4b26 I always thought that small species have some problems with heavy armours... 04:12:22 !apt sk_armour 04:12:22 Armour: Dr=200*, Dr[black]=200*, Ce=180, DD=90, DE=140, DG=110, DS=110, Gh=110, Dr[green]=200*, Dr[grey]=200*, Ha=150, HE=110, HO=90, Hu=100, Ke=90, Ko=140, Mf=160, Mi=80, Dr[mottled]=200*, MD=60!, Mu=140, Na=150, Og=150, Dr[pale]=200*, Dr[purple]=200*, Dr[red]=200*, SE=140, Sp=170, Tr=150, Vp=140, Dr[white]=200*, Dr[yellow]=200* 04:12:53 !log * char=KoFi cv<0.5 ktyp=winning 04:12:54 1. daftfad, XL27 KoFi, T:154517: http://crawl.akrasiac.org/rawdata/daftfad/morgue-daftfad-20090508-063956.txt 04:15:55 Morning! (or again, noon!) 04:16:27 Random thought of the day: keep draconians as large, but give them good armour apt - they'd be good at wearing dragon armours. 04:16:54 To be honest, I don't think aptitudes are that much of an issue. 04:16:59 !hs 04:17:01 1297. bookofjude the Merfolkian Porcupine (L27 MfCK), worshipper of Makhleb, escaped with the Orb and 5 runes on 2009-08-24, with 1935762 points after 161946 turns and 12:10:33. 04:17:09 That was a heavy armour merfolk. 04:17:10 !apt mf 04:17:10 Mf: Air=150, Armour=160, Axes=140, Bows=140, Conj=140, Xbows=140, Dodge=60, Earth=150, Ench=90, Evo=80, Exp=120, Fighting=80, Fire=160, Ice=80, Inv=80, Long=90, Maces=150, Nec=150, Poison=80, Polearms=50!, Shields=100, Short=70, Slings=150, Splcast=130, Stab=70, Staves=130, Stealth=90, Summ=100, Throw=100, Tloc=140, Tmut=60!, Traps=120, Unarmed=90 04:17:23 It wouldn't solve any issues. :) 04:17:34 Just an "oh cool!" type of thing. 04:17:43 it was changed... early Stone Soup had chain wearable by SMALL..MEDIUM and banded by MEDIUM only 04:18:53 what about b26 04:19:19 where's the code 04:20:35 commit 3219115e, from March 20 2009 04:20:52 only one year ago 04:20:59 are you saying that before that they couldn't wear plate? 04:21:09 I'm sure my GnFi wore a plate 04:21:15 that was 0.4 trunk or 0.3 04:21:45 This HuSu hasn't been as easy as the DSSu's earlier, but now that I have Scorpions really going (albeit with a staff of poison), it's a spamfest. That's probably ok, every game has this lull-type of period where you just whack the keys, in this one it comes curiously late. 04:22:07 If it wasn't for the 50% exp thing, this char would be very very easy though. 04:22:14 !log * char=HaFi cv<0.5 xl>13 04:22:14 4. xyblor, XL27 HaFi, T:192210: http://crawl.akrasiac.org/rawdata/xyblor/morgue-xyblor-20081205-080549.txt 04:22:31 !log * char=HaFi cv<0.5 xl>13 -2 04:22:31 3. mouse, XL21 HaFi, T:64085: http://crawl.akrasiac.org/rawdata/mouse/morgue-mouse-20081120-201523.txt 04:23:31 Keskitalo: are you demanding to get rid of the xp/2? :) 04:23:48 http://sourceforge.net/tracker/index.php?func=detail&aid=2695530&group_id=143991&atid=757513 04:24:39 dpeg: Not at all, I'm saying it's well deserved. Of course, if we'd nerf summoners otherwise (strongly), we could perhaps get rid of it. 04:24:57 I may be wrong then, maybe I got an early gold dragon armour somehow 04:25:13 Interface-wise, if you play summoners, you *need* to have a lot of message muting in your init file. 04:25:24 syllogism: yeah, GDA was always LITTLE..GIANT 04:26:32 -!- Mu_ has joined ##crawl-dev 04:26:36 Keskitalo: doesn't message merging remove most of that need? 04:26:47 KiloByte: Unfortunately, no. 04:26:56 KiloByte: No, still lots of --more--. 04:27:00 (well, +) 04:27:14 Especially with the varied flavours of ugly thing attacks. :) 04:28:08 dpeg: What would you think of slower XL gain for DS? Since they get mutations for XLs, it could be a useful tool to balance them. 04:29:44 Keskitalo: a tempting idea! 04:30:53 The strong mutations are fun.. that might enable to keep them strong. 04:31:12 Keskitalo, KiloByte: yes, sounds good 04:31:18 should be added to the DS wiki 04:31:31 Will do. 04:31:34 thnk you 04:31:42 I am leaving this town in half an hour :) 04:33:02 KiloByte: what about crystal plate 04:34:14 right. Dwarves small, 4. in all books, dwarves LOVE big two-handed axes, making them small would deny them both two-handers and make broad axes worthless for them 04:34:36 for some reason I at least identified plate mail randarts in my GnFi game 04:34:56 a possible solution would be to give them a perk: "can use big weapons" (or perhaps just axes) 04:35:01 KiloByte: I've been thinking about that too -- perhaps they could use dwarven two-handers? 04:35:41 KiloByte: what about dwarven big weapons 04:35:43 ? 04:35:51 what Keskitalo saod 04:36:08 Keskitalo: due to that March 2009 change, the whole discussion about armour size is moot. I disagree with that change, but it makes turning dwarves small easier. 04:36:41 again, availability... you'd need acquirement or luck 04:38:02 KiloByte: we can roll that change back... 04:38:10 I like the idea of dwarven heavier armours fitting the small races (but not medium races), could roll the change back in favour of that. 04:38:25 yes 04:38:36 KiloByte: Yeah. Unless we add a source of dwarven items into the game. :] 04:38:46 Well, Hall of Blades would be a good candidate. 04:39:13 (of course the long-planned deep dwarf enemies aswell.) 04:39:54 idea: what about a tiny (one-level) guaranteed branch for 0.7 with several dwarven monsters -- and we would turn it into a full-sized well thought branch in a couple of releases 04:40:35 I'm kinda for it, but I want a unique level builder 04:40:42 random idea: the Vault levels could be sorted by species... human, elf, dwarf 04:40:54 dpeg: like it! 04:40:55 dpeg: I like that! 04:40:55 Basically, twisty passages connecting small rooms. 04:41:29 dpeg: current Vaults are an insane bunch of orcs, yaktaurs, slime creatures and ugly things piled upon without any order 04:41:36 KiloByte: yes 04:41:49 Themed levels would fit the branch very well. 04:41:52 Current vaults is basically "aaaaaargh" for eight levels. 04:41:52 But I also like the other idea we had for Vaults (everything's in the rooms). 04:42:45 Why can't we do both? 04:42:52 we can! 04:43:30 My point. 04:43:31 having everything in the rooms seems problematic 04:43:43 as in too easy 04:44:18 syllogism: about the yaktaurs? 04:44:25 we could have larger rooms 04:44:30 and predictable 04:44:47 assuming the vaults are closed 04:44:47 syllogism: that's why I dislike that idea. But with different themes for different levels, it wouldn't be that bad. 04:45:15 yaktaurs levels would have them roaming free 04:45:20 there could also be some monsters 'patrolling', yaktaurs naturally 04:45:26 yes 04:46:09 And when they spot something, they sound the alarm and the room gates open! 04:47:09 that could be fun 04:47:15 syllogism: it's not clear if it is really easier... I assume that all doors are wider than just +, so ++ or +++ 04:47:23 that means you'd never fight one on one 04:47:36 true 04:50:03 I agree that the yaktaurs make more sense in open space 04:50:43 Ah, on the summoner, I also have Vehumet boosting the spells. 04:51:20 There could be yaktaur bands associated to builings and if they spot you, they alarm the citizens in their house. So you could still try to sneak (mephitic cloud, or silence against the yakaurs, or prjected noise to lure them away), but it'd be not trivial. 04:55:42 I am off 04:55:44 -!- dpeg has quit [Quit: leaving] 05:06:45 03kilobyte * rfb36518b7ad9 10/crawl-ref/source/ (describe.cc itemname.cc itemprop.cc): Don't show to-dam on blowguns, disallow EW II on them. 05:15:31 03kilobyte * ra4272f8ad322 10/crawl-ref/source/invent.cc: Fix warnings triggering for all items when about to teleport. 05:35:36 -!- ortoslon has quit [Quit: Leaving.] 06:23:18 -!- eith has joined ##crawl-dev 07:00:46 -!- Fangorn_ has joined ##crawl-dev 07:01:47 moin 07:02:36 -!- Fangorn has quit [Ping timeout: 265 seconds] 07:02:36 -!- Fangorn_ is now known as Fangorn 07:15:28 -!- Fangorn_ has joined ##crawl-dev 07:18:51 -!- Fangorn has quit [Ping timeout: 248 seconds] 07:18:52 -!- Fangorn_ is now known as Fangorn 07:49:02 -!- ortoslon has joined ##crawl-dev 07:51:54 Orc High Priests zombify orcish corpses when following Beogh (https://crawl.develz.org/mantis/view.php?id=1509) by Amonchakad 07:51:55 Possible bug with Beogh's "walk on water" ability (https://crawl.develz.org/mantis/view.php?id=1508) by Amonchakad 08:23:12 -!- Tilon` has left ##crawl-dev 09:04:26 -!- Madtrixr has quit [Read error: Connection reset by peer] 09:18:13 -!- Cryp71c has joined ##crawl-dev 09:19:03 -!- Spads has quit [Ping timeout: 276 seconds] 09:27:13 -!- Spads has joined ##crawl-dev 09:38:41 -!- baturinsky has quit [Ping timeout: 252 seconds] 09:40:54 -!- baturinsky has joined ##crawl-dev 09:53:56 Good evening 09:55:54 !lm * 0.6 place=Shoals|Snake|Swamp s=br 09:56:07 3960 milestones for * (0.6 place=Shoals|Snake|Swamp): 1434x Snake, 1323x Swamp, 1203x Shoals 09:57:19 !lm * 0.6 br.enter=Shoals|Snake|Swamp s=br 09:57:27 923 milestones for * (0.6 br.enter=Shoals|Snake|Swamp): 333x Snake, 311x Swamp, 279x Shoals 09:58:13 greensnark: Hey :) 09:59:39 Hello 09:59:58 Isn't it pretty late in Japan 10:00:03 12a. 10:00:13 Ok, so lateish 10:00:19 Not that late. I mean, I should get to sleep soon as I have class at like 10. 10:00:22 But. Meh. Who needs sleep. 10:00:41 I'm writing a python script to generate a DOT graph for c++ header dependancies 10:00:49 so I can profile crawl xD 10:00:57 I'm sick of recompiling everything for tiny changes. 10:01:46 a c++ INTERPRETER would help, too 10:03:07 We have a bhaak in our midst 10:03:25 I'm always doing espionage 10:04:05 :o 10:04:08 * ixtli runs . 10:04:10 -!- stabwound has quit [Read error: Connection reset by peer] 10:04:23 NetHack 3.5 released yet? :) 10:04:27 -!- stabwound has joined ##crawl-dev 10:04:54 ixtli: in what way does a graph for the header dependency help. by knowing what NOT to touch? or how to untangle the headers? 10:04:58 Maybe the Devteam believes that 3.4.3 is the pinnacle of NetHack and cannot be improved 10:05:39 bhaak: The second one. 10:05:40 greensnark: sure, already up to 3.5.2: http://apps.sf.net/trac/unnethack 10:05:52 bhaak: But that's *un*nethack :P 10:06:40 greensnark: it's more nethack than you can cope with :) 10:07:16 Nice try to get me playing NH again :P 10:07:27 I still have a few brain cells that survived the last episode 10:07:57 Damn, it's tempting though 10:08:40 ha! 10:08:51 Pet crocodile <3 10:08:57 * bhaak impedes again on crawl development. 10:09:08 What speed are foxes :P 10:09:12 dunno 10:09:14 I might have to waste a camera charge :P 10:09:20 now I just have to free those other poor souls 10:10:47 I'm insulted, I ran over to the one corner of the room to let my baby crocodile take out the fox, but the fox doesn't seem to think I'm worth fighting 10:11:01 It's chilling out with a cigarette in the opposite corner 10:11:02 live webcam pictures from the crawl development HQ: http://www.justadventure.com/reviews/SQ3/sq36.jpg 10:11:05 I demand a refund for this battle 10:12:06 Well, that was stupid 10:12:14 Ok, UnNH game done! 10:12:15 you have darts, why don't you throw them? 10:12:29 I have to line myself up, which is a lot of work :P 10:12:37 I did take out a goblin with one :P 10:12:42 ixtli, I already have a script that generates a dot file for #include statements 10:12:55 Zaba: Paste me? 10:13:05 Also, is it written in Python? 10:13:21 Cause ... I wanna mess with it to try to have it generate some optimal graphs. 10:13:25 http://sprunge.us/KAJV 10:13:29 And I don't wanna do this in any other scripting language :) 10:13:46 Zaba: Nice. 10:13:48 Did you make that? 10:13:53 yes 10:13:55 Sweet. 10:14:10 in fact, I might even be able to understand that regex after turning my brain on 10:14:35 making an optimal graph is graphviz's job :P 10:16:16 Well that regex is very helpful to me :) 10:18:11 if the dot output looks like this http://vickeryresearchalliance.com/Images/include4_clr.png you have to refactor 10:18:34 ixtli, oh, you should run that script on crawl's source, like $script_name *.cc *.h 10:19:18 and comtemplate to the resulting graph, if you are ever able to find the time to generate it :P 10:21:33 heh i was just going to run it on .h 10:21:34 xP 10:21:50 I'm not THAT much of a masochist. 10:21:54 bhaak: Something killed my kitten :'( 10:21:59 * greensnark weeps. 10:22:05 greensnark: Why are you playing that >:( 10:22:20 Zaba: If I was I would try to find /unused/ header files. 10:22:39 the dark side of RL is tempting 10:22:47 we always get the weak ones 10:22:51 :( 10:22:52 ixtli, hah, having it only on *.h doesn't get any sort of a realistic idea ;P 10:23:00 give* 10:23:13 Does though. Nothing includes a .cc file in crawl ... afaik. 10:23:23 I'm only worried about reducing the time it takes to hack the source. 10:23:31 So ironing out .h includes is most important. 10:23:35 bhaak: The only way to throw darts at this blinded werejackal is to rush up to it and embrace it so it doesn't break my line of fire :P 10:23:36 because most time is wasted recompiling for me. 10:23:55 greensnark: maybe you find a pet store, then you can buy a new one! 10:24:23 ixtli, I see 10:25:59 bhaak: Omnidirectional targeting ftw :P 10:26:33 greensnark: that would completely break the game and I don't have time to unbreak that :) 10:28:32 greensnark: you know, you play unnethack like I play crawl sprint :-) 10:28:45 bhaak: Yeah, I'm kinda impatient :) 10:29:00 Also I forgot werejackals could summon :P 10:29:25 And my bright strategy of blind it and throw darts at it didn't work because I blinded it in an open room and it broke line of fire with every move :P 10:30:01 And when I tapped it on the shoulder and said: "Could you hold still for a moment, please? I'm trying to kill you with darts" it went psycho and summoned a pack of jackals :( 10:30:43 you scared it 10:31:04 03dolorous * r94d396205083 10/crawl-ref/source/ (effects.cc spells1.cc): Add minor cosmetic fixes. 10:31:05 Camera blinds no? 10:31:05 03dolorous * r0291ab1f90fc 10/crawl-ref/source/spells1.cc: Attempt to fix Mantis 1503. 10:31:27 I think it was blinded, it was lurching around like a drunken thing :P 10:34:58 yes, it blinds 10:48:37 * philsnow read that as "yes, it blends" 10:49:26 ( http://www.blendtec.com/willitblend/ , i met the "blendtec guy" at an event and he's really funny ) 10:51:45 -!- Spads has quit [Ping timeout: 276 seconds] 10:57:33 -!- Luca__ has quit [Remote host closed the connection] 10:57:51 -!- Luca__ has joined ##crawl-dev 10:59:25 -!- Spads has joined ##crawl-dev 11:14:28 -!- Smee has joined ##crawl-dev 11:48:02 -!- Siber has joined ##crawl-dev 11:48:33 -!- blabber has joined ##crawl-dev 11:53:46 03dolorous * ra8cd56c52750 10/crawl-ref/source/ (fight.cc mon-data.h mon-enum.h mon-util.cc spells4.cc): Make orange demons' poison drain any stat instead of always strength. 12:05:03 -!- sorear has quit [Read error: Connection reset by peer] 12:05:21 -!- sorear has joined ##crawl-dev 12:40:32 -!- nrook has joined ##crawl-dev 12:51:23 is it indended that plants can generate over shops in lair, or is it a bug? 13:24:05 Luca__: shops can't generate in the Lair any more 13:24:38 that happened on 0.6 13:26:07 it may be that fungi can appear on shops in Elf, though 13:27:30 btw a way of asking autoexplore to get as close as possible to unexplorable areas would help 13:28:22 -!- Luca__ has quit [Remote host closed the connection] 13:28:39 -!- Luca__ has joined ##crawl-dev 13:29:31 Luca__: like, "i know there are unexplorable places, that's probably because of traps / plants that i can get rid of so find them for me" ? 13:29:42 yes 13:29:49 rather than having to eyeball the map looking for the different-colored floor tiles 13:29:53 *nod* 13:29:54 also deep water you can levitate/blink over 13:35:07 03dolorous * re3db59792999 10/crawl-ref/source/ (enum.h mon-cast.cc): Comment fixes. 13:40:29 -!- ortoslon has quit [Quit: Leaving.] 13:40:47 it's especially bad when there are items under plants -- there's no way other than manually checking every single plant 13:40:59 but plants in a corner are bloody annoying, too 13:42:31 one solution would be to show a marker at any space on the 'X' map that is next to a non-wall 13:42:58 this would solve anything but items under plants 13:43:51 another solution is to let autoexplore kill plants... it should probably do that only if the level is completely explored otherwise 13:44:26 this wouldn't show you places unreachable due to traps, but 'X' already does a good way of showing such places 13:45:48 -!- Zaba has quit [Ping timeout: 240 seconds] 14:08:58 decomp consistency (https://crawl.develz.org/mantis/view.php?id=1510) by TGW 14:13:27 grep "#include" *.h | sed -e 's/:[ \s\t]*#include//' -e 's/\"//g' -e 's_//.*$__' -e 's_/\*.*\*/__' | awk 'NF = 2' 14:15:01 -!- ortoslon has joined ##crawl-dev 14:15:19 -!- Fangorn has quit [Quit: Fangorn] 14:28:43 -!- Zaba has joined ##crawl-dev 14:34:27 -!- paxed has quit [Ping timeout: 258 seconds] 14:36:10 -!- paxed has joined ##crawl-dev 14:41:06 -!- blabber has quit [Quit: leaving] 14:44:17 -!- Luca__ has quit [Remote host closed the connection] 14:44:33 -!- Luca__ has joined ##crawl-dev 15:15:56 -!- ortoslon has quit [Read error: Connection reset by peer] 15:31:29 -!- keithburgun has joined ##crawl-dev 15:31:35 hey all 15:32:26 aw! no Dpeg. Was hopin to catch him, I'll be back later. Just wanted to let you guys all know that my roguelike "100 Rogues" got released yesterday for iDevices 15:32:37 anyways... I'll be back to chat later. take care 15:32:58 -!- keithburgun has quit [Client Quit] 15:35:08 sorear? 15:37:32 !tell dpeg keithburgun> aw! no Dpeg. Was hopin to catch him, I'll be back later. Just wanted to let you guys all know that my roguelike "100 Rogues" got released yesterday for iDevices 15:38:02 Napkin: OK, I'll let dpeg know. 15:39:19 k, back. 15:40:23 -!- baturinsky has quit [Read error: Connection reset by peer] 15:40:25 -!- baturinsky_ has joined ##crawl-dev 15:40:27 -!- baturinsky_ is now known as baturinsky 15:43:49 CDO is down? 15:44:34 not that I know of 15:45:48 I can't get onto the site, nor can I ssh in. 15:45:50 its dns seems to be down 15:46:01 ah, can I access it directly by ip? 15:47:07 80.190.48.234 is the ip 15:47:26 Woohoo!, indeed I can. 15:47:30 Thanks napkin 15:47:37 yw 16:08:49 juhu \o 16:08:51 http://nethack-de.sf.net/code_swarm_crawl.avi 16:09:25 you people commit too often. at the end of the avi it's just chaos! 16:09:42 delicious git 16:56:51 -!- Luca__ has quit [Remote host closed the connection] 16:57:09 -!- Luca__ has joined ##crawl-dev 17:01:16 -!- st_ has quit [] 17:08:50 -!- Fangorn has joined ##crawl-dev 17:13:24 -!- Cryp71c has quit [Quit: Leaving] 17:31:50 -!- Smee has quit [Read error: Connection reset by peer] 18:01:37 -!- st has joined ##crawl-dev 18:01:49 -!- st is now known as st_ 18:17:04 -!- Luca__ has quit [Remote host closed the connection] 18:17:21 -!- Luca__ has joined ##crawl-dev 18:43:33 Napkin? 18:45:45 morn 18:53:52 03dolorous * rfea22ac5aebf 10/crawl-ref/source/fight.cc: Consolidate the attack code for AF_DRAIN_STR and AF_DRAIN_DEX. 18:53:54 03dolorous * r8938e69ff417 10/crawl-ref/source/mon-enum.h: Put AF_DRAIN_STR and AF_DRAIN_DEX in the proper order. 18:53:57 03dolorous * rd60cc3a51818 10/crawl-ref/source/ (beam.cc enum.h godconduct.cc mon-stuff.cc): Rename DID_ALLY_KILLED_PLANT to DID_PLANT_KILLED_BY_SERVANT. 19:02:05 03dolorous * r3d712aaa6df9 10/crawl-ref/docs/changelog.txt: Update 0.7 changelog again. 19:08:02 -!- Enne has joined ##crawl-dev 19:09:34 Hi enne! 19:09:45 Heya, due. :) 19:10:16 -!- Luca__ has quit [Remote host closed the connection] 19:10:30 -!- Luca__ has joined ##crawl-dev 19:19:01 -!- ogaz has joined ##crawl-dev 19:21:34 what do people think of making the safe card at power 2 have some lowish (~25%) chance of picking a skill that you currently have enabled 19:21:47 Sage, you mean? 19:23:31 actually maybe it should weight it among the skills you've historically had enabled (but then you'd want to keep stats on the skill enabled/disabled statuses (woudn't be too bad or take up too much memory)) 19:23:31 er yes sage 19:23:42 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:24:06 so like if you've had shields turned on the whole game but nonetheless dodging is your highest-numbered skill, you'd get a 25% chance of it being more likely to pick shields 19:25:02 my first nemelexer that ever got traction has gotten maybe three sage cards so far and they've all gone to skills i don't really care about because of my race/aptitudes 19:27:54 i guess it could just sample the skill bits at intervals modeled by a poisson or normal distribution around ~100 turns, to not use too much cpu 19:40:20 -!- keithburgun has joined ##crawl-dev 19:44:52 -!- syllogism has quit [] 20:04:02 -!- ogaz has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 20:11:53 -!- eith has quit [Ping timeout: 246 seconds] 20:28:25 -!- Enne has quit [Quit: Enne] 20:52:13 -!- nrook has quit [Quit: Lost terminal] 21:04:22 03neunon * r11b5ba194f37 10/crawl-ref/source/makefile: makefile: on Mac OS X, attempt to automatically detect whether APPLE_GCC should be defined 21:04:24 03neunon * ra2031e12c1b3 10/crawl-ref/source/ (abl-show.cc mon-place.cc): fix uninitialized variable warnings 21:04:29 03neunon * r1c8ff7959231 10/crawl-ref/source/random.cc: random.cc: fix 'warning: "UINT32_MAX" redefined' on Mac OS X 21:04:46 03luca * r5890f5a20eda 10/crawl-ref/source/initfile.cc: Break if-else chain in initfile.cc for broken Microsoft compilers 21:06:28 03luca 07stone_soup-0.6 * r43a0eb6c7fd0 10/crawl-ref/source/initfile.cc: Break if-else chain in initfile.cc for broken Microsoft compilers 21:12:53 -!- Fangorn has quit [Quit: Fangorn] 21:20:36 Demon classes in summon_any_demon() need adjustment (https://crawl.develz.org/mantis/view.php?id=46) by dolorous 21:35:41 New, Larger Application Icons (https://crawl.develz.org/mantis/view.php?id=1511) by neunon 21:50:37 -!- Luca__ has quit [Remote host closed the connection] 21:50:52 -!- Luca__ has joined ##crawl-dev 22:22:22 -!- ogaz has joined ##crawl-dev 22:30:23 -!- Fangorn has joined ##crawl-dev 23:16:38 -!- Luca__ has quit [Remote host closed the connection] 23:16:54 -!- Luca__ has joined ##crawl-dev 23:33:32 03dolorous * r4766d8e4adc5 10/crawl-ref/source/mon-abil.cc: Add spacing fix. 23:57:48 03dolorous * r90d6791dfd6d 10/crawl-ref/source/ (monster.cc monster.h spl-mis.cc spl-mis.h): Convert int to potion_type in MiscastEffect::_potion_effect().