00:07:39 -!- Enne has quit [Quit: zzz] 00:31:17 -!- henryci has joined ##crawl-dev 00:31:28 Does anybody in here build on a mac? 00:55:03 I'm pretty sure I've seen neunon do it 00:55:19 Enne (you missed her by 20 minutes) definitely 01:04:35 -!- honaker215 has joined ##crawl-dev 01:16:12 -!- Fangorn has joined ##crawl-dev 01:17:14 -!- honaker215 has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 01:51:09 -!- henryci has quit [Quit: henryci] 02:02:45 -!- Spads has joined ##crawl-dev 02:11:45 -!- Spads has quit [Ping timeout: 240 seconds] 02:16:26 -!- nrook has quit [Ping timeout: 240 seconds] 02:42:00 Animate dead can teleport zombies through walls (https://crawl.develz.org/mantis/view.php?id=1543) by evilmike 02:47:23 Yes,it can. 03:01:02 -!- by has joined ##crawl-dev 03:06:14 -!- Zaba has quit [Ping timeout: 265 seconds] 03:16:45 -!- Zaba has joined ##crawl-dev 03:16:53 -!- Epyon has joined ##crawl-dev 03:19:58 for DS balance, should we just lower all of their aptitudes by 1? 03:20:32 no 03:20:42 what's imbalanced with them despite buggy mutation picker/ 03:20:56 I've given up on Cryp71c 03:21:11 this weekend, I'm going to fix the mutation picker without him 03:21:21 after that, we can think about balance 03:21:32 I thought the mutations themselves were problematic, but then let's wait for that 03:21:53 it gives the mutations far too early 03:22:05 demonic guardian 3 is supposed to come around level 24 03:22:23 ah 03:40:58 due: would you be willing to do the double-timed portal vaults for 0.7, time permitting (and assuming you're happy with the idea)? 03:52:06 !tell Cryp71c Would you consider making the Unarmed Combat changes (bleeding etc.) in a branch? that will make things easier when it's time to decide whether they should make 0.7 03:52:07 by: OK, I'll let Cryp71c know. 03:57:33 -!- ahpla has quit [Quit: builders need the power turned off] 04:05:20 is demonspawn supposed to get speed? 04:05:48 what do you think of removing the robe of resistance, or making it an unrand +9 robe of Resistance {rF+ rC+}? 04:06:17 evil 04:06:22 felirx: I think it's probably intended 04:06:58 it's a valid concern that robe of resistance is easily the best piece of body armour for any EV character 04:07:04 yep 04:07:24 I never seem to find one though ;( 04:07:31 or a buckler of res 04:07:38 on the other hand, it's not that much better than say a robe of fire resistance that removing it would heavily upset balance 04:08:18 variability is a good thing 04:08:18 removing it might actually make the game easier for people who'd save their enchant armour scrolls otherwise 04:08:24 you don't usually *get* RoR 04:09:20 I'd say you get one in more than half of three rune games 04:09:55 it would be good if the robe of resistance had some drawback compared to other branded robes 04:10:09 drawback: rarer 04:10:19 that's not a drawback if you have one 04:11:24 -!- syllogism has joined ##crawl-dev 04:11:38 robes of resistance being that common is a bug 04:11:45 they showed up on ~5% of winners in 0.3 04:12:13 maybe my numbers are off 04:12:48 !tell dpeg I wanted a comment on some of weapon perks additions, but I haven't had a chance to put them into wiki yet! I'll ping you once I do. 04:12:48 Keskitalo: OK, I'll let dpeg know. 04:18:04 robe egos seem to be weighted {cold 1, fire 1, mr 2, neg 1, res 1, chance at archmagi 2} 04:18:31 having robes of resistance as common as those of cold or fire resistance does feel questionable 04:19:24 -!- Mu_ has joined ##crawl-dev 04:20:11 !tell Cryp71c I heartily second by's suggestion to make the unarmed changes in a branch. Feature creep alert! 04:20:11 Keskitalo: OK, I'll let Cryp71c know. 04:20:19 by: Good call 04:21:27 @?? ice beast 04:21:27 ice beast (16I) | Speed: 10 (swim: 110%) | HD: 5 | Health: 15-40 | AC/EV: 5/10 | Damage: 512(cold:5-14) | Flags: amphibious | Res: 06magic(20), 12cold+++, 03poison, asphyx | Vul: 04fire | XP: 129. 04:21:30 @?? ugly thing 04:21:30 cyan ugly thing (10u) | Speed: 11 (act: 110%) | HD: 8 | Health: 34-56 | AC/EV: 3/10 | Damage: 1111(elec:8-11) | Res: 06magic(32), 10elec | Chunks: 06mutagenic | XP: 345. 04:23:12 Yeah, Summon Ugly Things is probably quite a bit too much better than Ice Beast still.. 04:23:16 @?? very ugly thing 04:23:16 cyan very ugly thing (11u) | Speed: 11 (act: 110%) | HD: 12 | Health: 36-96 | AC/EV: 4/10 | Damage: 1611(elec:12-17) | Res: 06magic(48), 10elec++ | Chunks: 06mutagenic | XP: 982. 04:23:40 Giving them mutating glow would fix that in an interesting way. :] 04:24:02 you mean being around ugly things makes you glow? 04:24:31 that could be... an interesting side effect of their attacks (against you) 04:24:36 Yeah, if there are many around. I think that was the plan at some point. 04:24:36 http://www.pastebin.org/232965 04:27:01 syllogism: forgot to breath is loss of intelligence usually, isn't it? 04:27:09 yes 04:27:58 also he has no idea what drained all his dex 04:28:20 A quasit (D:8) - probably that 04:28:53 must be, 13 is a lot though 04:29:24 Maybe sickness from contamined chunks helped? DD don't recover stats normally. 04:29:42 oh true 04:30:19 rod of discovery on D:3, guy deserved to die 04:30:41 Rods of discovery should just go. :P 04:33:22 Keskitalo: remove them 04:34:48 03by * rc9c88cf36a2d 10/crawl-ref/source/player-stats.cc: Fix switched attribution of dex and int stat death. 04:43:03 @?? quasit 04:43:03 quasit (155) | Speed: 13 | HD: 3 | Health: 6-24 | AC/EV: 5/17 | Damage: 305(drain dexterity), 205(drain dexterity), 205(drain dexterity) | Flags: 05demonic | Res: 06magic(5), 05fire, 02cold, 03poison | XP: 44. 04:43:23 doesn't it only drain if it does damage 04:43:37 ??deep dwarf 04:43:37 deep dwarf[1/2]: Great apts including armour, dodging, stealth, necromancy, earth magic, and über AC-like damage shaving. They don't heal, at all -- except by an act of god, potions, wands, vampiric weapons or necromancy. Replacement for gnomes. As such, they come with innate magic mapping which makes the well-suited for speed runs. 04:43:41 ??deep dwarf[2] 04:43:41 deep dwarf[2/2]: Damage shaved = 1 + 1d[2 + 1d(1 + XL / 3) ]. Damage shaving affects just about everything, including poison and torment! 04:44:54 -!- ixtli has quit [Quit: ixtli] 04:52:56 -!- baturinsky_ has joined ##crawl-dev 04:53:11 -!- baturinsky has quit [Read error: Connection reset by peer] 04:53:21 -!- baturinsky_ is now known as baturinsky 04:58:24 -!- Luca__ has quit [Remote host closed the connection] 04:58:41 -!- Luca__ has joined ##crawl-dev 05:10:34 03by * rc866ff930c5a 10/crawl-ref/source/makeitem.cc: Make robes of resistance less common. 05:10:35 03doy * r24de58e3c786 10/crawl-ref/source/ (dat/des/branches/slime.des makeitem.cc): undo some testing weights 05:10:36 03by * rbb31e5c66708 10/crawl-ref/source/dat/clua/dungeon.lua: Make scroll of silence ultra-rare through Lua, too. 05:15:44 -!- ahpla has joined ##crawl-dev 05:18:26 by: why would you do that? They are no better than robes of rF+ or rC+ except there's no interface annoyance 05:21:15 you're saying a robe of resistance is not better than a rob of fire resistance? 05:21:25 s/rob /robe / 05:22:47 except for the rare case of meeting both fire and cold based enemies at the same, they're the same 05:22:54 no 05:23:00 Xom effect crash: ASSERT(!did_msg) in 'spl-mis.cc' at line 411 failed. (https://crawl.develz.org/mantis/view.php?id=1544) by rob 05:23:19 you wear rF+ all the time unless you see an ice dragon/etc coming, or you go to Cocytus 05:24:02 if you don't prefer the robe of resistance to the robe of fire resistance, what is your problem with the change? 05:24:40 I'm not set on the change, but your argument doesn't convince me at all 05:24:47 there is a huge part to ror in the armor enchantment department 05:25:15 if you want to use rof/roc, you would need to double the enchantment scrolls to reach the same efficiency 05:26:54 ahpla: finally reproduced your ` crash; my terminal's key repeat is too slow it seems 05:27:06 but copying and pasting `````````````` does it 05:29:01 the curve makes it trivial to get +4/+5 but damn hard for +8 05:29:01 so in practice you'll get -1 or -2 enchantment for two robes 05:30:54 KiloByte: what point of the game are you talking about? 05:35:07 since Orc is fudged to produce very few branded items, you usually get branded robes from Snake or mid-D 05:36:52 by: ah. i perhaps should've mentioned that i was doing it over ssh from a remote machine, maybe that makes a difference? 05:38:31 of course, it depends on what slots you use -- shield upgrades can soak the scrolls but it's rare to not have enough to get all other slots maxed and body armour at +5/+6 by the time you enter the Vaults 05:40:00 uhm... compare cell_see_cell() from los.cc and cell_see_cell() from losglobal.cc 05:42:22 they shouldn't have the same name 05:42:59 -!- ixtli has joined ##crawl-dev 05:46:18 by: What were double-timed portal vaults again? 05:46:47 03by * r14daf98bb380 10/crawl-ref/source/main.cc: Limit number of keys used to those supplied in key replay. 05:47:04 https://crawl.develz.org/mantis/view.php?id=1147 05:47:18 due: ^, incomplete patch 05:47:51 there's a longer portal vault timer when you enter the level (as now, but greater duration), and an extra short timer once you see the portal 05:49:29 Ah, that patch 05:49:31 I meant to read it;. 05:49:46 -!- Epyon has quit [Ping timeout: 240 seconds] 05:50:15 I think you did read it; it mostly needs a little love I think 05:50:21 Hm. 05:50:32 Why have two timers at all? 05:50:45 https://crawl.develz.org/wiki/doku.php?id=dcss:feedback:unannouncedportals 05:50:48 player_los won't work, also. 05:50:55 Well, it might. 05:51:02 I'm not sure if a portal is considered a significant object. 05:51:17 * due checks. 05:51:25 I tested it that far; I think the implementation is basically ok 05:51:38 but I got confused with all the messaging and stuff 05:51:48 Messaging is horrific 05:52:01 by: I didn't follow the LOS cache development closely -- the new code keeps a cache of all queries, right? 05:52:12 -!- Epyon has joined ##crawl-dev 05:52:21 I haven't followed any code reccently. 05:52:40 KiloByte: yes, I think that's correct 05:52:54 Okay, player_in_los only triggers on seen_notable_thing. 05:53:10 so there's no point to use code that recalculates everything on each call then 05:53:51 -!- eith_ has joined ##crawl-dev 05:54:00 Yeah, it will trigger. 05:55:19 KiloByte: the plain cell_see_cell is used for placing features in or outside LOS of a given cell; I don't think the cache need be in a sane state there 05:55:37 also, I'm not sure the LOS cache currently covers the plain cell_see_cell opacity 05:55:53 * due hasn't pulled or updated in almost a week, eek. 05:56:18 it just handles normal LOS and no_trans 05:56:40 since those are the ones that would otherwise need to be recomputed per actor 05:57:43 los.c:cell_see_cell() appears to be an equivalent to losglobal.cc:cell_see_cell(...,LOS_DEFAULT) 05:58:57 ah no, it ignores clouds 05:59:33 or trees... which is bad if it's used by the dungeon builder 05:59:41 -!- Epyon has quit [Ping timeout: 245 seconds] 05:59:46 it's used e.g. to place the Lugonu starting abyss portal definitely out of LOS of the player 05:59:59 true that it should probably consider trees 06:00:19 -!- eith_ has quit [Read error: Connection reset by peer] 06:01:18 fullyopaque doesn't seem to be used anywhere it should really be fullyopaque 06:01:23 -!- eith_ has joined ##crawl-dev 06:01:33 -!- Epyon has joined ##crawl-dev 06:01:56 so renaming it to "nontemporary" or something and including trees should be fine 06:02:30 what would it take to add a new level of opacity? 06:02:37 ie, you can see something, but you dono't know what it is? 06:03:10 -!- eith_ is now known as eith 06:03:43 (directed at rob, also) 06:05:57 actually, the los.cc version is used in just that once place (plus tests) 06:06:05 due: that is not really a new level of opacity in the sense it's currently used, but an extra level of visibility 06:06:43 you.see_cell etc. would have to return some triple-valued type (yes, partially, no) 06:06:45 and with no trees in the abyss, it doesn't matter if you consider them to be just a transparent wall 06:07:27 dungeon.cc:dgn_random_point_visible_from ? 06:07:49 due: I think the LOS algorithm could deal with it 06:07:55 by: ooh, that would be nice. hm. 06:08:00 0.8 :) 06:08:04 or later. 06:12:44 -!- Epyon has quit [Ping timeout: 252 seconds] 06:15:04 -!- Epyon has joined ##crawl-dev 06:24:56 any windows console players present? 06:25:10 hmm, maybe I should ask on ##crawl 06:25:38 i'm playing on xp 06:25:41 what's up? 06:25:55 I'm just wondering if use_fake_player_cursor works on windows 06:26:07 would like to make it default 06:26:13 no idea what it is or what it does 06:26:21 but if you tell me where it is i could try it out for you 06:26:28 it does 06:26:37 syllogism: oh, nice 06:26:45 Xiberia: don't worry then, thanks! 06:27:21 :) 06:44:50 03by * rb6a5306df849 10/crawl-ref/ (docs/options_guide.txt settings/init.txt source/initfile.cc): Default use_fake_cursor and use_fake_player_cursor to true. 06:46:23 use_fake_cursor true doesn't work 06:46:40 oh, it doesn't? the code seemed similar 06:46:47 it makes the cursor invisible 06:46:52 hrm 06:47:04 I think use_fake_cursor is implemented only for curses builds 06:47:17 A CURSE ON YOUR HOUSE, greensnark! 06:47:23 :P 06:48:20 -!- Spads has joined ##crawl-dev 06:52:32 03by * r7be714194c8c 10/crawl-ref/ (docs/options_guide.txt settings/init.txt source/initfile.cc): Revert "Default use_fake_cursor and use_fake_player_cursor to true." 06:52:34 03by * rf2bad8f4ed00 10/crawl-ref/ (docs/options_guide.txt settings/init.txt source/initfile.cc): Default use_fake_player_cursor to true. 06:52:59 syllogism: invisible? To the contrary, in curses you'll often have cursor invisible without it. 06:53:16 we are talking about console build 06:53:30 use_fake_cursor does nothing on Windows console build 06:53:30 -!- Luca__ has quit [Remote host closed the connection] 06:53:48 -!- Luca__ has joined ##crawl-dev 06:53:50 Well, it turns off the cursor and doesn't do anything else :) 06:54:03 it'd be nice to redo it similar to use_fake_player_cursor eventually 06:54:20 Yes, it should be easy enough 06:55:09 that would mean telling viewwindow where to draw the cursor, mostly, I think 06:57:17 A cursor upon yuor house. 07:22:14 03by * rf57d9699c63c 10/crawl-ref/source/item_use.cc: Formatting, etc. 07:33:42 by: Thanks for fixing the blowgun checks. 07:35:41 no problem; I'm not sure it always does the right thing for reflections, but at least it should be less likely to crash now 07:54:33 KiloByte: do you happen to know if #1541 is fixed in master? 07:54:44 I can't seem to reproduce it 07:55:13 -!- Epyon__ has joined ##crawl-dev 07:55:48 by: I looked before, no commit message mentions anything related 07:56:09 seems to be a duplicate of #1273, which was fixed by jpeg in d3e6232 07:56:58 hrm, that seems to be an invalid hash 07:57:14 -!- Epyon has quit [Ping timeout: 252 seconds] 07:58:15 a02d9a807ea 08:00:26 that should probably go in the 0.6 branch 08:00:59 by: Can you cherry-pick it? I think doy's busy 08:02:08 I'll try, and just hope it works for 0.6 08:04:30 looks fine 08:05:25 03j-p-e-g 07stone_soup-0.6 * rf4eec595e500 10/crawl-ref/source/ (delay.cc food.cc): Fix #1273: Post-butcher weapon swap not checking for hunger level etc. 08:08:19 03kilobyte 07stone_soup-0.6 * r018b7d1b4706 10/crawl-ref/source/item_use.cc: Don't block non-full people in lich form from wielding vampiric weapons. 08:09:58 -!- Epyon__ is now known as Epyon 08:20:01 -!- dpeg_ has joined ##crawl-dev 08:21:10 greensnark: thanks for balance wiki page! 08:21:15 !seen Keskitalo 08:21:16 I last saw Keskitalo at Fri May 14 11:31:19 2010 UTC (1h 49m 57s ago) saying Rock worm zombie summon <3 on ##crawl. 08:21:30 dpeg_: Not done yet, too much work today :) 08:22:14 ah, sorry about the premature praise :) 08:22:22 Nice tactic :P 08:22:55 greensnark: the wiki is full of new entries about "balance", so I thought that was the effect of your new page =) 08:22:59 dpeg_: dcss:feedback:balance which has seen activity today was actually created by you in february 08:23:12 dpeg_: Thanks for balance wiki page! 08:23:15 by: oops 08:23:20 That saves me a lot of work <3 08:23:24 it was full of stale information :) 08:23:25 * dpeg_ thanks himself for the wiki page. 08:23:38 by: yes, I didn't like too much what I read. 08:23:38 Ok, I'll add my correct hitlist tomorrow :) 08:23:43 greensnark: yay! 08:23:57 *current hitlist 08:24:31 dpeg_: do you not think that robes of resistance are a no-brainer compared to other robes? 08:24:52 dpeg: about dwarves being small, we can supply the platemails by just having a guaranteed vault with regular dwarves somewhere. No need to push deep dwarves in a haste, we can update that vault if they are implemented. 08:25:25 Nice, mephitic cloud is included on the page already 08:25:31 by: oh, of course they 08:25:39 by: I was talking about the unrandart 08:25:48 KiloByte: absolutely right 08:26:39 I always had the hope we could address imbalancies thematically, e.g. repair (remove?) orb of energy while redoing the miscies, repair MC while redoing spells, but that's not going to happen. 08:26:52 dpeg_: the unrand idea is mostly a joke; it could be +5 instead 08:27:38 I agree that RoR is a no-brainer 08:28:26 Can we unnerf archmagi a bit :P 08:28:32 definitely! 08:28:58 or perhaps add an intermediate one 08:29:59 Scratch that. Archmagi is useless, having two brands wouldn't have a purpose. 08:31:17 archmagi could get an extra resistance for every elemental skill at 27 08:32:00 though that would mostly boost it very late game 08:32:53 that would give a bonus for scumming 08:33:54 yes 08:34:07 Hehe 08:34:16 Someone has updated the wikipedia page on Crawl 08:34:25 To reference the promised Facebook integration 08:34:30 milestones for crashes (https://crawl.develz.org/mantis/view.php?id=1545) by rob 08:35:04 due: Your april fool's joke is being taken quite seriously: http://en.wikipedia.org/wiki/Linley%27s_Dungeon_Crawl 08:35:21 due: They're going to fly to Australia to ask for their Facebook integration :P 08:36:38 dpeg_: a rare non-technical posting from pat rankin: http://tinyurl.com/399h3pe AND it made sense from design point of view :) 08:40:04 bhaak: I think Slash'EM's quest-level-min of 10 is much better than NH's :P 08:40:27 For one thing, it allows players to die amusingly 08:40:42 Always give players the opportunity to kill themselves 08:41:01 greensnark: There is a Tiles-version for online play, thoguh. ;) 08:41:27 bhaak: yes, that's a good posting. 08:41:31 -!- henryci has joined ##crawl-dev 08:41:37 by: I'm for crash milestones. 08:42:11 -!- henryci has quit [Client Quit] 08:44:21 due: I'm in a formal garden! :) 08:44:46 dpeg_: How delightful! 08:44:48 due: WHAT ABOUT FACEBOOK INTEGRATION?! 08:44:54 greensnark: Fuck, no. 08:45:00 You don't want to mess with the Facebook crowd 08:45:10 They get aaaaangry if they're denied their integration :P 08:45:13 Or their differentiation 08:45:55 greensnark: are you on facebook? 08:46:02 No 08:46:13 Although I'm considered weird for not being on Facebook 08:46:51 greensnark: you can always point at your high age. 08:47:11 "For aged citizens like me, Facebook is not mandatory." 08:47:12 Well, a fair number of friends and colleagues are older than I am, and they use it :P 08:47:29 I'm on ffacebook; I don't use it. 08:47:32 greensnark: because they think they can get laid by young chicks that way, those fools. 08:47:34 I just registered so no-one stole my name. 08:47:49 I can't imagine sharing pictures of kids and vacations with a business associate you hardly know, for instance 08:48:14 I don't do Twitter either :P 08:48:17 * greensnark is clean. 08:48:26 google buzz??! :P 08:48:31 Negative :P 08:48:49 ##crawl-dev is my dope, haha :) 08:49:43 Twitter annoys me. 08:52:40 dpeg_: what's problematic with replacing y/n with enter/space? 08:55:04 -!- by has quit [Read error: Connection reset by peer] 08:55:19 -!- by has joined ##crawl-dev 09:03:59 -!- Luca__ has quit [Remote host closed the connection] 09:04:18 -!- Luca__ has joined ##crawl-dev 09:04:44 * due sleeps. 09:20:13 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:spriggans 09:22:44 greensnark: slashem's level 10 is about nethack's level 11. I have lowered it to exp lvl 10 in unnethack, too, as one small step for a faster overall game. 09:26:38 bhaak: <3 09:27:41 sokoban is also only 3 levels instead of 4 09:31:08 03by * re655da7dd85c 10/crawl-ref/source/monster.cc: Permit monsters::move_to_pos() to player pos for toadstools. 09:32:35 03by * rcac5822e425f 10/crawl-ref/source/mon-place.cc: Abort monster placement if setting position fails. 09:32:36 -!- Cryp71c has joined ##crawl-dev 09:34:52 by, if you have any time today (or anyone else here in the channel does, for that matter) I'm unsure as to the mathematics / implementation of monster status's (poison, sickness, etc.), especially with regard to adding duration, "degree" and such. 09:34:52 Cryp71c: You have 2 messages. Use !messages to read them. 09:34:55 !messages 09:34:56 (1/2) by said (5h 42m 49s ago): Would you consider making the Unarmed Combat changes (bleeding etc.) in a branch? that will make things easier when it's time to decide whether they should make 0.7 09:35:04 !messages 09:35:04 (1/1) Keskitalo said (5h 14m 53s ago): I heartily second by's suggestion to make the unarmed changes in a branch. Feature creep alert! 09:35:22 by, certainly, I'll branch the code and make the changes there. 09:39:06 03by * r5d63c6e41fe7 10/crawl-ref/source/spells4.cc: Make LRD invalidate LOS. 09:43:11 Cryp71c: don't know that code well, and would rather not look at it right now 09:43:16 by, np 09:43:45 I don't suppose anyone else is intricately familiar with that code? The need to scale the duration to monster speed makes sense, but reliably adding a certain duration to a particular effect (such as 3+3d(3), I'm hazy on...as well the implementation of "degree" 09:44:00 greensnark, you had been talking to me about it yesterday, I don't suppose you're knowledgable over that entire thing? 09:44:35 Hmm? 09:44:45 Oh monster enchantment 09:44:48 You can ignore degree 09:44:59 It's a backward-compatibility shim 09:45:15 Unless you want different intensities of bleeding and stuff 09:45:18 greensnark, ok, so stick in 1 or 0? 09:45:21 1 09:46:07 greensnark, well...bleeding will have a "bleed level" which corresponds to the level of MUT_CLAWS and affects the amount of bleeding that will occur. 09:46:44 So I suppose I'll have to have degree. 09:47:23 The other thing I was curious about was calculating duration / adding duration. 09:48:13 Well, presumably you know what duration you want 09:48:25 Duration is expressed in game ticks 09:49:34 -!- Enne has joined ##crawl-dev 09:51:31 BTW, does SF have any way to view all the different branches on the DCSS project? 09:51:57 The gitweb thing does I think 09:52:06 gitweb, eh? 09:52:26 Where do we have an instance of that running? CDO? 09:52:52 ohwait, nevermind. its running off SF 10:03:24 Enne: someone was in here earlier asking about mac compiling 10:03:31 Oh? 10:04:19 06:31:28 Does anybody in here build on a mac? 10:04:19 06:55:04 <+sorear> I'm pretty sure I've seen neunon do it 10:04:20 06:55:19 <+sorear> Enne (you missed her by 20 minutes) definitely 10:04:25 These people should ask their specific questions instead of saying "Anybody here who can answer the question that I will guard jealously until I'm sure there's nobody here right now who can answer it to ask?" 10:04:33 lol 10:04:42 Ha. 10:04:43 my question is a SECRET! Its my preciousssssssss 10:04:51 sorry... cyglin glitched when copying 10:04:57 cygwin* 10:05:09 oh wait 10:05:11 meh, 3 lines isn't a big deal for as little chat as this channel gets, methinks. 10:05:13 no, it doe make sense 10:05:27 sorear: damn you typing in a way that confuses me 10:05:34 I build on a mac, but I use makefiles. I can't build the Xcode project on 10.5, so it's probably out of date and missing files. 10:07:56 Clearly, the best way to respond to a secret question is for me to broadcast a response when nobody's around to hear it. 10:08:00 by, there, branched! 10:08:24 Enne, na, you have to think the answer, but not type it out. 10:08:34 Broadcast telepathically? 10:08:39 Then encrypt it and transmit through telepathically 10:08:40 lol, yeah. 10:08:42 :) 10:09:28 But be sure to encrypt it using a reasonable scheme...god knows how many people are running man-in-the-middle hacks for unencrypted telepathic communications. 10:09:35 Its crazy... 10:09:37 =D 10:10:56 03by * rba7af143f423 10/crawl-ref/source/item_use.cc: Safer actor* handling for blowgun effects. 10:12:02 !tell sorear Re: "<+sorear> Enne (you missed her by 20 minutes) definitely". s/her/them/. :) 10:12:02 Enne: OK, I'll let sorear know. 10:13:06 greensnark, anyways back on the duration in game ticks thing. 10:20:47 03dolorous * rb762d238847d 10/crawl-ref/source/fight.cc: Comment fixes. 10:25:12 -!- casmith789 has joined ##crawl-dev 10:29:20 greensnark: to play devil's advocate.. why waste the time and effort writing out a long, possibly technical question, sanitising it for any potential misunderstandings, and eventually nervously pressing the enter key, only to sweat the next 20 minutes, caught in Warnock's Dilemma, because there's nobody around to answer the question? 10:31:11 you don't write long, technical questions. You write out synopses that give a good enough idea, and provide more details upon request, or, as it might be appropriate, through a pastebin. 10:32:00 In this case, it sounds like the problem could be described in a single sentence. 10:32:42 writing a synopsis is a good way to get misunderstood, because your synopsis inevitably misses out some important detail that makes everyone misunderstand you and think you're an idiot. 10:33:27 yeah, I wonder how people manage to communicate at all. 10:38:23 RjY: A synopsis would still be better than "Can I has question?" 10:40:37 back 10:41:08 by: I once suggested to make Enter=y, Space=n universally, but got no positive feedback at all. 10:43:53 I like the idea; can't think of any problems at the moment 10:43:58 what negative feedback did you get? 10:44:15 I think enter / space would work quite nicely. 10:44:21 I'd like the option to keep using y/n 10:44:37 sure that would remain an option 10:44:37 Enter in particular makes me reach farther than I prefer when playing 10:45:14 I already use space to cancel most y/n prompts with safe answers 10:45:22 by: it's one or two years ago 10:45:42 by: also, Esc should bail out of all prompts 10:46:07 Esc cancels all prompts with safe answers 10:46:18 Arguably more prompts should include safe answers :) 10:47:02 y as answer sucks for those people who play with vi-keys 10:47:14 bhaak: I use it, and it doesn't suck 10:47:23 I never noticed a lot of suckage, either 10:47:25 Because dangerous prompts require Y anyway 10:47:27 greensnark: never ever made typo? 10:47:40 bhaak: See above about dangerous prompts :) 10:47:51 most of the time when I don't autoexplore, I don't walk on diagonals 10:47:56 I've never typoed a Y I didn't mean to, to answer your question 10:47:58 okay, it sucks less in comparison with nethack, but is that a valid argument? 10:48:04 it is 10:48:25 bhaak: I think Y would be better for me than Enter ergonomically, which is a valid argument 10:48:50 What I like about Space/Enter is that you different keys than elsewhere, but which are still easy to hammer on. 10:49:22 I'm fine with Space/Enter, just let me keep Y/N as an alternative 10:49:26 Also, autoexplore on full already uses Enter, which I am very grateful for 10:49:30 greensnark: sure 10:49:39 Autoexplore uses Enter? 10:49:56 03by * r062de036ebb3 10/crawl-ref/source/item_use.cc: Slight remove_ring cleanup. 10:50:06 03by * rb852d8e52cb5 10/crawl-ref/source/ (item_use.cc player-equip.cc): Move unequip jewellery message out of unequip effects. 10:50:10 03by * r91d7a78a1dce 10/crawl-ref/source/ (it_use3.cc item_use.cc main.cc player.h): Handle pig and bat-form consistently regarding equipment. 10:50:43 greensnark: if you're full, autoexplore asks "Should I ignore this item?" or similar. There, Enter=y. 10:50:45 We should also fix the thing where Windows keypad sends vi-keys to Crawl :) 10:50:50 dpeg_: Ah 10:51:03 a windows user should fix that however 10:52:16 dpeg_: Are you a numpad or vikeys user? :P 10:52:32 * greensnark curious. 10:52:59 It's like the war of the roses 10:53:03 Are you for Lancaster or York? :P 10:53:27 Anybody else in here read Stevenson's Black Arrow? :P 10:53:30 Nice book 10:53:39 greensnark: vi these days 10:53:45 dpeg_: One of us! 10:54:03 "We should just get rid of that pesky numpad support. It causes so many problems." 10:54:04 but I am a shabby vi keys user :) 10:54:08 Enne: <3 10:54:20 you know, english historical soap opera aren't interesting for 99.9% people outside of uk :) 10:55:08 bhaak: what about the Commonwealth? 10:55:44 bhaak: I read it when I was 13 or 14 and loved it :P 10:56:52 dpeg_: hmmm, I don't know. it was shortly before england started colonialism so probably they don't care either :-) 10:57:55 greensnark: belonging to a group only 0.1% of all humans belong to is cool. I know that from other interests ;-) 10:58:13 :P 10:58:40 back to keys: I also find that o (for autoexplore) is far from idea, especially as it's next to p for pray. 10:58:51 With my current character, I have autoexplore on Tab and Backspace. 10:59:03 Tab *and* Backspace? :P 10:59:07 I use tab as an alias for '5' 10:59:19 Is that like brake and accelerator? :P 10:59:46 I've always put autoexplore on Tab 10:59:52 Backspace is just weird :P 11:00:05 greensnark: I was experimenting... turns out I only use Tab now. 11:00:06 why is having 'p' next to it bad? 11:00:09 Backspace users sound like the type who use clear_messages=no and other such perversions 11:00:15 pfff :P 11:00:15 'o' seems rather convenient, to me 11:00:31 bhaak: Presumably because he was worshipping Nemelex and kept sacrificing his stash :P 11:00:34 bhaak: because there are double-edged prayer effects (Yredelemnul, Elyvilon) 11:00:48 Or that :P 11:00:52 ah, god-dependent prayer effects 11:01:40 me being a follower of Trog, I don't care :D 11:02:33 so many scrolls of acquirement, what to do? 11:02:40 Also so many Borises, but that's not a problem, of course. 11:03:19 Can troves ask for scrolls of acquirement? 11:03:33 I hope so 11:03:47 03by * r44d04ec06871 10/crawl-ref/source/stuff.cc: Echo input for message window yesno(). 11:04:30 greensnark: yes 11:06:37 MY D:27 has lab + bazaar :) 11:11:36 I have a general git question: Hypothetically, say I'm merging in a bunch of changes from ixtli. I want to keep ixtli's commits separate, but I want to sign off on all of them so it's obvious who merged them in. Is there a good way to do this? 11:15:37 hrm, message window can't handle two levels of temporary messages... 11:17:51 Enne: cannot help, sorry 11:18:03 Enne: sounds fine to me 11:18:23 I'm not sure how to add a sign-off line to a bunch of commits though 11:18:26 03by * r45d265cc6ced 10/crawl-ref/source/stuff.cc: Revert "Echo input for message window yesno()." 11:22:53 How is a something like a deep elf caster supposed to deal with this shrine wizlab 11:23:11 greensnark, for the duration adding for ench effects on monsters, obviously modded_speed() factors in HD of the monster, whereas _mod_speed() does not, but I'm unsure as to how to convert whatever units are being used (ticks?) (1000 / _mod_speed(25, mons->speed)) to a recognizable duration in terms of turns. 11:23:11 Isn't there an exit portal near the entrance? :) 11:23:25 felirx: are you in there? 11:23:28 yes 11:23:38 and I have no clue whatsoever what I'm supposed to do 11:23:43 Cryp71c: You convert turns to ticks by turns * 10 in general 11:24:00 So just figure out how long you want the effect to last in turns and *10 11:24:22 The enchantment code has a lot of b26 legacy duration fiddling, but if you specify the duration yourself it will be honoured 11:25:12 greensnark, right, I don't see any of the other duration using any dice or randomization, is there randomization being done elsewhere, or are monster ench durations fairly static for all currently exisitng effects? 11:25:59 apparently I'm supposed to kill seventy million zombies and then a door appears 11:26:05 felirx, precisely 11:26:11 greensnark, if I don't use one of the mod_speed functions, then cturn will be in player turns, correct? 11:26:35 or in 10-speed turns, rather. 11:26:43 (so normal-player turns) 11:26:56 Cryp71c: Why are you worrying about mod_speed 11:27:22 set_duration deals with enchantments with duration=0 11:27:32 As long as you set the duration when adding the enchantment the code won't go there 11:28:13 felirx: good loot! 11:28:36 junk! 11:29:29 Enne: I can sign off multiple commits using git filter-branch, but I get the feeling I'm using heavy machinery to do cute tricks :P 11:29:36 felirx: hey :) 11:30:00 greensnark: "So it just feels like using git normally." 11:30:06 :D 11:30:10 Thanks. :) 11:30:52 http://sprunge.us/FSdJ if it helps 11:31:08 03dolorous * rdc7b3bd8b4d7 10/crawl-ref/source/ (mon-data.h mon-enum.h mon-stuff.cc): Make regeneration for test spawners work properly. 11:31:46 greensnark, ah, ok. and duration is in monster turns, then? 11:32:00 Cryp71c: duration is in ticks :P 11:32:10 greensnark, ah, yeah you said that before. 11:32:11 my bad. 11:32:53 If you're adding a new enchantment, grep for one of the old ones that's similar to yours; there's a lot of cleanup and maintenance associated with them 11:33:05 I missed a couple of cases when adding Ilsuiw's call tide :P 11:50:00 by: thanks for the Mantis work 11:54:11 so many bugs 11:54:35 :/ 11:58:12 lame, My demonspawn ran to runspeed limit 11:58:28 felirx: how that? 11:58:38 I can't cast swiftness anymore 11:58:47 I have speed 3 from demonspawn 11:59:33 ah 11:59:37 you poor thing 11:59:49 funny part is, I had swiftness running with speed3 until I let it drop off :( 12:00:46 by, any bugs you've run into that I can address, perhaps any associated with mutations or DS? I try to keep up on all the bugs and snag the ones that are in my domain or that I feel comfortable with. 12:02:36 and +9 eveningstar, using Slime:6 loot <3 12:04:45 Cryp71c: nothing particularly related to DS currently 12:06:47 by: just did my Slime run with the new walls 12:06:49 Hold on, speed 3 from DS mutations? 12:06:51 a melee fighter, too 12:06:55 greensnark: yes :D 12:07:05 @dump 12:07:06 http://crawl.develz.org/morgues/trunk/felirx/felirx.txt 12:07:08 This makes me wonder. 12:07:15 Cryp71c: where does this speed mutation come from? 12:07:18 felirx: ^Qyes, the game has lost all relevance :P 12:07:38 When I suggested a single level of running speed for one body slot mutation, that got shot down. 12:08:04 A single level of running speed would be a great boost, multiple levels are ridiculous :P 12:08:06 I didn't even need the speed mutation though, with running permafly+swift 12:08:19 But cover-ground-quickly was already a DS mut 12:09:32 DSWz icemage is silly with a good mutation set. Meleeing down greater nagas with nearly no fighting skills 12:09:48 felirx: well, there is some inherent danger, let me tell you. 12:10:41 possibly something 12:10:58 dpeg, MUT_FAST its a tier3 mutation 12:11:09 Cryp71c: but did we ever discuss that? 12:11:15 I feel a bit out of the loop. 12:11:18 dpeg_, its been around since 5.2 12:11:23 dpeg_, I havn't touched it. 12:11:27 Cryp71c: interesting... 12:11:41 Didn't want to blame you... just wonder who'd thought it could be balanced :) 12:11:46 hehe, yeah it wasn't me 12:11:54 at least I only got it around 24 12:12:03 so couldn't zoom around like a rocket at xl3 12:12:10 Cryp71c: so that's something we have to remove before 0.7. 12:12:30 Spriggan speed without any drawbacks won't do. 12:12:49 and it saved me 2 spellslots now too 12:13:03 dpeg_, k, we'll need to add something to replace it, the tier3 mut pool is already pretty shallow. 12:13:16 I guess HP 270, 45 AC and 39 SH has to be enough for Zot. 12:13:41 Cryp71c: well, the idea of "tier 3" needs conceptual shrinking, perhaps.- 12:15:18 dpeg_, how do you mean? 12:17:27 Cryp71c: tier 3 mutations needn't be THAT good. 12:19:09 -!- Enne has quit [Quit: Enne] 12:24:16 dpeg_, ah, fast is certainly a bit powerful, but I think they should be character defining. 12:24:29 -!- Smee has joined ##crawl-dev 12:24:42 -!- Smee has quit [Client Quit] 12:24:42 Cryp71c: yes, but not with speed 3. 12:25:22 Movement speeds 9, 8, 7 (as mutation levels 1, 2, 3) would do. But I believe that just one speed mutation (say movement speed 8) together with other, DS fitting fluff is better. 12:26:18 I am not sure that acidic wall damage is too much. 12:26:38 It's a bit cumbersome with the layout, but that just makes dig/disintegration attractive. 12:26:51 I'd leave it like the current situation for a while. 12:28:42 -!- Spads has quit [Ping timeout: 276 seconds] 12:30:57 -!- ais523 has joined ##crawl-dev 12:31:53 MUT_FAST did not have multiple levels that I know 12:32:01 Maybe that was changed recently 12:32:48 Cryp71c: Speed 3 is not just powerful, it's broken to the point of absurdity 12:32:53 At that point you might as well be in wizmode 12:33:04 A mutation should not be that powerful 12:33:35 I'm with dpeg on just one level of fast mutation 12:33:48 Yes, I think the Sp species shows nicely how much it takes to balance the speed. 12:34:33 greensnark, na, MUT_FAST always went to 3, give me a few minutes to dig through some logs of past wins for DS in .5.2 12:34:40 or at least if it didn't go to 3, I didn't change it. 12:34:45 but I'm pretty sure its been that way since .5.2 12:35:17 is speed3 faster than swift+fly? 12:35:24 How long it's been broken isn't particularly important, we sould fix it 12:35:30 yes 12:35:47 But I'd also be interested in when it became nutso :) 12:35:49 Cryp71c: it's not big issue, just add it to the DS agenda 12:36:01 Yeah 12:36:43 03dolorous * r748edcc3bc20 10/crawl-ref/source/ (mon-cast.cc monster.cc): Simplify. 12:36:44 Cryp71c: and try to learn from the balance assessments around here. (Same to everyone else... :) 12:37:19 We will never have identical opinions on perfect balance, but speed 3 is clearlyvery far off. 12:38:22 Looks like MUT_FAST is used to implement centaur speeds and such 12:38:30 It should just be restricted to one level for other species 12:38:33 greensnark, yeah, same for spriggans. 12:39:21 KiloByte: added some content to https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:vaults some of which should address your issues. 12:40:19 Looks like MUT_FAST has been broken for a while 12:40:34 Just that DS getting multiple levels of mutations has brought it to everyone's notice 12:41:14 greensnark: yes 12:41:57 dpeg_: Ok to remove special stacking speed for Swift+Fly? 12:45:40 Ok, where did this speed 3 come from? 12:45:52 Is it from swift+fly on top of fast'3? 12:46:08 Because triple MUT_FAST should be move cost 6 12:46:24 speed 3 where? 12:46:36 Oh, you were just referring to 3 levels of the mutation? 12:46:37 greensnark: I never understood why Swiftness gets better with Levitation, so I was happy we could nerf that to Flight at least. Sure, fine by me to remove. 12:46:45 the name of the mutation is speed 3 ;D 12:46:50 I also don't understand why flying improves your CC. :) 12:47:05 Ok, I assumed you'd achieved a move cost of 3, like a hasted spriggan :P 12:47:12 If you remove that I'll personally come to stab you with a huge blunt object! 12:47:17 But with Swift + Fly of course you did :) 12:47:23 greensnark: well, if I haste myself I'm probably at 3 12:47:26 hmm.. is there any drawback in flight, as it is now? 12:47:34 Zaba: Only airstrike 12:47:36 airstrike 12:47:39 only the manacost and airstrike 12:47:54 and it could run out over deep water 12:48:09 I still think that other species shouldn't be able to get 3 levels of MUT_FAST though 12:48:16 the carryweight is the main reason I even bother learning fly if the swift+fly gets romeved 12:48:21 1 level is plenty :P 12:48:36 is that like 3 levels of swiftness? 12:48:48 speed 3 is spriggan speed 12:48:54 speed 2 is centaur speed 12:49:11 speed 1 is boots of running? 12:49:20 Ayup 12:49:24 running/swift 12:49:41 or did swift give 2 12:49:55 Running and Swift both give -2 12:50:08 Unless you're flying :P 12:50:35 at the moment, it seems to me, DS are basically there to turn you into a spriggan with powerful melee attacks 12:50:39 then that means you end up at spriggan speed currently if you get running boots and swift+fly 12:50:47 casmith789: Well, they're not guaranteed to get the mutation 12:51:03 yeah, but removal of slots, speed 3, slow metabolism... ;) 12:51:04 But if they get the mutation I think they're guaranteed to turn into super-spriggans, yeah 12:51:28 Hehe 12:51:50 "You turn into a spriggan" 12:52:37 Many of the old mutations were pretty problematic at the high end 12:52:49 There was that instant teleport level 3 for instance :P 12:52:52 Is that still there :P 12:53:22 instant teleport? 12:54:02 greensnark: those teleportation mutations were so lackluster (or overpowered). 12:54:56 casmith789: Yeah, the teleport-at-will mutation at level 3 12:55:01 Completely broken :P 12:55:08 dpeg_: Agreed 12:55:09 greensnark: ds can't get teleport at all now. or should't; I have no idea how well Cryp71c is keeping up 12:55:10 sorear: You have 1 message. Use !messages to read it. 12:55:13 !messages 12:55:13 (1/1) Enne said (2h 43m 11s ago): Re: "<+sorear> Enne (you missed her by 20 minutes) definitely". s/her/them/. :) 12:55:25 !tell Enne You're a collective pseudonym? 12:55:25 sorear: OK, I'll let Enne know. 12:55:39 sorear: Yeah, tp at will sucked anyway. It was pointless at low level and broken at high level 12:56:12 greensnark: it's also not cool, even if it's strong. 12:56:33 dpeg_: Yes 12:56:46 And it's not strong: it's either weak or outright broken :P 12:56:50 yes 12:57:07 I think syllogism got it once :P 12:57:10 tele 3 was fun in abyss :P 12:57:17 We all know what happens when syllogism gets broken features :P 12:57:17 of course, the growing mechanic means that all the brokeness is more visible now, but that's a good thing 12:58:00 Q: "Can we abuse it to hell!" A: "We have to abuse it to hell." 12:58:08 first ! is a ? 13:00:35 greensnark, sorear, I'm keeping up pretty well. There aren't any teleport / blink / teleport_at_will mutations for DS anymore. 13:03:54 They were all removed several weeks ago, iirc 13:06:19 Cryp71c: yes, I never got one of these. 13:08:26 03dolorous * rfe124af7c838 10/crawl-ref/source/ (enum.h mgen_data.h mon-act.cc mon-cast.cc monster.cc): Make the monster version of Doroklohe use an "entombed" enchantment. 13:08:48 hey, that's progress towards Zin's Imprison! 13:09:17 dpeg_, one of what? 13:10:52 you'll see 13:12:47 lol..hmmmmm 13:14:50 by, why are UNAT_PUNCH gone from _extra_aux_attack ? 13:14:52 s/are/is 13:17:21 by, I think I might've made you misunderstand last we spoke regarding aux attacks. MUT_CLAWS should still give extra aux attacks for UNAT_PUNCH, but only if the main hand attack was not already a punch 13:21:30 And perhaps at a lower frequency (1 in 3? 1 in 4?) instead of 50% 13:27:01 03dolorous * rc168fe2140e4 10/crawl-ref/source/spl-mis.cc: Fix Mantis 1516. 13:36:28 03dolorous * r462394c875e5 10/crawl-ref/source/ng-setup.cc: Add spacing fixes. 13:39:55 -!- Enne has joined ##crawl-dev 13:51:45 Minotaur/kenku fighters get wrong starting equipment (https://crawl.develz.org/mantis/view.php?id=1546) by dolorous 14:10:46 -!- TGWi has joined ##crawl-dev 14:11:05 <3 whoever added dropbears to the forest wiki page 14:12:44 TGWi: Sounds like KiloByte 14:15:51 seems likely; he is a stud 14:28:44 -!- TGWi has left ##crawl-dev 14:35:41 03dolorous * rb8cc0aa9988f 10/crawl-ref/source/mon-place.cc: Tweak the probability for shadow imps in summon_any_demon() again. 14:41:10 it's so unlikely for a normal character to get three levels of some mutation, I think it's ok if they're kind of broken 14:41:20 -!- eith_ has joined ##crawl-dev 14:41:53 and prior to the new demonspawn selection, DS didn't get more than one level, did they? 14:43:16 Cryp71c: why should the main attack matter for what aux attacks you get? 14:43:52 -!- eith has quit [Ping timeout: 246 seconds] 14:43:59 -!- eith_ is now known as eith 14:44:56 by, because punching someone with your main hand and then punching with your offhand in the same turn is quite silly 14:46:54 whereas hitting someone with a dagger and punching with your off-hand on the same turn is not silly? 14:48:08 the only point to adding UNAT_PUNCH to extra_aux_attack would appear to be to make it easier for one-handed DS fighters with claws to pick up unarmed combat skill 14:48:50 if that's your concern, we could add UNAT_SCRATCH with low damage, that can substitute for UNAT_PUNCH 14:53:47 the walls definetely need a 3x3 eclusion on them for slime to make autoexplore work :( 14:54:31 -!- ixtli has quit [Quit: ixtli] 15:07:20 digging 3 width corriders does not work :( 15:12:55 by, yeah that's part of the concern, not all DS that get MUT_CLAWS will want to go pure-unarmed, but we still want them to get claw attacks (during my testing i was only clawing once for every 10 - 15 attacks, and that claw missed about half that time. 15:13:05 (this was at 10 unarmed skill) 15:13:17 That's just far too rare for a body slot facet, imo 15:13:19 brb drink 15:21:06 03by * r3c73925078b3 10/crawl-ref/source/player.cc: Rid you_can_wear switch of unintentional fall-through. 15:27:38 -!- Cryp71c has quit [Remote host closed the connection] 15:30:24 -!- Cryp71c has joined ##crawl-dev 15:35:00 03by * ra0caa330badb 10/crawl-ref/source/ (item_use.cc itemprop.cc): Remove thrown dart half-damage special case. 15:44:11 Trunk message window is buggy 15:45:03 at least wizmode prompts 15:46:38 oh i see, one line is cut off 15:48:20 is this with legacy settings? :) 15:48:44 shouldn't be 15:48:59 I'm not aware of any relevant changes... how exactly does it show up? 15:49:00 &S seems to move the screen down by one line 15:49:08 so the top line gets cut off 15:50:28 seems to work here 15:50:30 -!- minced has quit [Remote host closed the connection] 15:51:24 as far as I can tell, &S is the only thing that does it 15:51:58 -!- ixtli has joined ##crawl-dev 15:52:59 syllogism: it scrolls the whole screen? windows console? 15:53:04 wait what, Blink just landed me to roaring flames 15:53:05 yes, yes 15:53:18 what happens if you enter a really long note? 15:53:57 nothing 15:54:00 it doesn't scroll down 15:54:04 just starts overwriting the last line 15:55:01 and when does it happen? when pressing &S, or later? 15:55:09 when it asks for the skill level 15:57:31 there seems to be a tab space in front of the skill name too 15:58:32 Enter Wizard Command (? - help): 15:58:32 Which skill (by name)? unarmed 15:58:56 Unarmed Combat 15:58:56 To what level? unarmed 15:58:56 27 16:01:28 03by * r156fc6ddf53b 10/crawl-ref/source/dbg-util.cc: Use msgwin_get_line for some debug prompts. 16:01:37 syllogism: maybe this helps? 16:01:56 also, could you check if it's related to the use_fake_player_cursor setting change? 16:02:14 I tried that; didn't seem to make a difference 16:02:24 compiling 16:02:48 works now 16:05:03 strange, would be nice to know what caused it, but whatever 16:05:34 randarts like this should be banned: +2 robe of Valour {rC+} 16:09:31 why? 16:09:33 I don't think so, its not the same as a +2 robe of resist cold since you cant enchant it or worry about it corroding. Furthermore, removing those types of randarts means a less diverse pool of possibile randarts. 16:09:52 it's along the lines of "fucking finally a decent robe" 16:09:54 and then it's crap 16:10:04 that's half-decent 16:10:38 felirx, yeah that's a fine randart. Not all randarts are supposed to be great, or even decent. 16:10:59 syllogism: is wizard_change_species (&r) also problematic? 16:11:13 it's another use of get_input_line 16:11:39 yes 16:11:58 doesn't scroll down, but overwrites the prompt 16:13:04 ok, I'll try to get rid of get_input_line entirely soonish 16:15:34 -!- eith has quit [Ping timeout: 246 seconds] 16:18:43 back 16:20:28 -!- by has quit [Quit: sleep] 16:25:49 dpeg_, wb, you're aliases are still fouling me up :P not to mention you could be an impersonator and we'd never know! 16:28:14 Cryp71c: I am the real thing! 16:28:49 Impersonator! Trying to mislead the direction of crawl :P 16:29:33 Nerf first, ask later! 16:31:14 lol, bhaak :D 16:33:39 -!- Fangorn has quit [Quit: Fangorn] 16:34:03 You are alive. Your movement speed is slow. Your attack speed is quite fast. 16:34:06 Why the slow? 16:34:19 I am a DS w/o any enchantment right now :O 16:34:56 encumbered? 16:35:29 -!- Fangorn has joined ##crawl-dev 16:37:07 nerf first, don't ask! 16:40:26 dpeg_, how'd you get that info 16:41:36 -!- casmith789 has quit [Remote host closed the connection] 16:42:05 -!- casmith789 has joined ##crawl-dev 16:43:09 Cryp71c: by pressing @ i guess 16:58:35 03kilobyte * r55254af4cead 10/crawl-ref/source/enum.h: Revert the allocation of deep dwarf enums for now. 16:58:37 03kilobyte * ra34044a28bca 10/crawl-ref/source/makeitem.cc: Apply the 0.6 weight for shields of resistance to trunk, as discussed in February. 16:58:38 03kilobyte * rf338fe7d8e6b 10/crawl-ref/source/mutation.cc: Give mutations specific to draconians and nagas only a bigger weight. 16:58:43 03kilobyte * r05acae632394 10/crawl-ref/source/player.cc: Make the shock resistance mutation work (broken by 81e01a12). 17:00:37 -!- Cryp71c has quit [Remote host closed the connection] 17:33:14 03cg * r2458d5828e0a 10/crawl-ref/source/ (glwrapper-ogl.h glwrapper.cc glwrapper.h tilebuf.h): Struct changes. Added a winding query. 17:33:17 Allow ^x to see all items in an unvisited stack (https://crawl.develz.org/mantis/view.php?id=1547) by OG17 17:33:17 03cg * r371d8112277c 10/crawl-ref/source/ (glwrapper-ogl.cc glwrapper-ogl.h glwrapper.cc glwrapper.h): Added GLShapeBuffer. Changed GLState, Manager. 17:33:18 03cg * r392f8fd45bac 10/crawl-ref/source/ (5 files): Tilebuf now uses GLVertBuffer exclusively. 17:33:23 03cg * r34da19e84b8f 10/crawl-ref/source/ (glwrapper.cc tilebuf.cc): Move static VColour definitions out of tilebuf.cc. 17:33:24 03cg * reae1e195b309 10/crawl-ref/source/ (5 files): Removed GLStateManager::draw and GLPrimitive. 17:33:37 03cg * r8feb08d178c1 10/crawl-ref/source/ (glwrapper.cc glwrapper.h): Removed QUADS from supported drawing modes. 17:34:08 03enne.walker * rb65c556801c1 10/crawl-ref/source/ (fontwrapper-ft.cc fontwrapper-ft.h): Reuse the same buffer when drawing fonts. 17:34:20 03enne.walker * r63fe4a8f506f 10/crawl-ref/source/ (6 files): Remove unused 'flush' option on buffer drawing. 17:34:22 03enne.walker * re9233e8c0fc4 10/crawl-ref/source/ (8 files): Code cleanup for triangles branch. 17:34:42 03enne.walker * rb0c5379cbb4d 10/crawl-ref/source/fontwrapper-ft.cc: Remove unused code from fontwrapper. 17:34:45 03enne.walker * ra7c8d89bd1ae 10/crawl-ref/source/glwrapper-ogl.cc: Fixing incorrect OpenGL state logic. 17:34:46 03enne.walker * r53d2a4b791de 10/crawl-ref/source/ (glwrapper-ogl.cc glwrapper-ogl.h glwrapper.h): Remove unused GL_V4F vertex format. 17:34:48 03enne.walker * r39dd31c724d8 10/crawl-ref/source/ (fontwrapper-ft.cc glwrapper-ogl.cc glwrapper.h tilebuf.cc): Clean up storage of vertex colours in GLWRect. 17:34:49 03enne.walker * ra9d79ac529be 10/crawl-ref/source/ (5 files): Add "current colour" to GLState. 17:34:50 03enne.walker * r6d0f71ae6f14 10/crawl-ref/source/ (glwrapper.h tiletex.h): Reduce header dependencies on glwrapper.h. 17:34:51 03enne.walker * r46bd9b7116d8 10/crawl-ref/source/ (glwrapper-ogl.cc glwrapper.h tilebuf.cc): Clean up unions in glwrapper.h. 17:34:53 03enne.walker * r6375f13e8423 10/crawl-ref/source/ (5 files): Expose GL state to draw call API. 17:34:58 Criminey, CIA. 17:34:59 Enne: You have 1 message. Use !messages to read it. 17:35:02 !messages 17:35:03 (1/1) sorear said (4h 39m 38s ago): You're a collective pseudonym? 17:35:10 03enne.walker * r41576b825cdd 10/crawl-ref/source/ (7 files): Renaming struct GLWRect to be class GLWPrim. 17:35:11 03enne.walker * r0a7ddbff93d1 10/crawl-ref/source/ (glwrapper-ogl.h glwrapper.h): Remove unused polygon winding enum. 17:35:12 03enne.walker * r5f37332d3f99 10/crawl-ref/source/ (7 files): Rename vert buffer 'push' to 'add' for clarity. 17:35:14 03enne.walker * read0fe703466 10/crawl-ref/source/ (16 files): Clean up GL code function parameters. 17:35:16 03enne.walker * r451ecf4a58b1 10/crawl-ref/ (10 files in 4 dirs): Remove "better water transparency" option. 17:36:11 Enne: wow :) 17:36:23 Maybe I should have squashed some of those. 17:36:39 ...but if I broke something, I'd rather have it be easier to track down. 17:36:50 -!- OG17 has joined ##crawl-dev 17:37:01 yes 17:37:19 That was essentially ixtli's ipad refactoring + cleanup. 17:37:30 ...but it also means that a DirectX port is now more possible. :) 17:37:44 yay 17:37:55 that's good news for the windows users, right? 17:38:19 Hopefully, yeah. 17:38:40 Added a comment to the resolved https://crawl.develz.org/mantis/view.php?id=1516 , think it's an unfortunate fix 17:39:06 -!- OG17 has left ##crawl-dev 17:41:21 -!- dpeg_ has quit [Quit: sleeps] 17:44:03 mmm directX port 17:44:14 directx10 and go crazy graphics crawl! 17:57:22 -!- GrimmSweeper has joined ##crawl-dev 17:58:12 what would directX bring which OpenGL can't do? 17:59:12 it would help us to support users not "technical" enough to install working OpenGL drivers 17:59:17 apparently there's some sort of driver issues with shitty opengl drivers causing massive slowdowns 18:00:47 actually, remind me why do we even need opengl in the first place? 18:01:10 Because it makes the tiles version faster for any machine that has a modicum of graphics hardware. 18:01:12 tiles don't do anything but static bitmaps 18:01:12 what do you mean with that? 18:01:29 why would you want to software render stuff if you can hardware accelerate it 18:01:36 Bitmap compositing is slow on the CPU. 18:01:41 ...if you do a lot of it. 18:02:04 Please note that we're still using SDL 18:02:22 "faster"? Uhm, if you look at 80's tiled games, they had the same or better graphics without any acceleration on several orders of magnitude slower hardware 18:02:34 Where your choices are "software render into a simulated framebuffer which gets bulk copied over the socket" or "OpenGL" 18:02:35 Yes, faster. 18:02:55 and in early 90's they got animated tiles 18:03:01 KiloByte: 80s tiles games didn't have to cope with 100dpi sceeens 18:03:15 Crawl also draws a lot more than other tiled games. 18:03:35 If you look at something like Nethack, there's 1, maybe 2 images drawn per cell. 18:03:53 some did 640x480 (16 colors) 18:04:02 Crawl has monsters with equipment, status effects, out of sight squares, &c. 18:04:23 You can be skeptical, but 0.5 ran significantly faster for me than 0.4. 18:04:28 rendering to 640x480 is quite a bit easier than 1920x1080 18:04:57 KiloByte: clearly without alpha compositing 18:05:58 do we even do alpha compositing at all? Tiles I looked at have 1-bit transparency. 18:06:33 Enne: it's like Obama being better than Bush -- it doesn't make him any less terrible 18:06:56 -!- TGWi has joined ##crawl-dev 18:07:43 KiloByte: You're welcome to rewrite it to not use OpenGL. :) 18:09:13 well, there's the vt100 interface that's more playable :p 18:10:21 Let me know when it gets on-screen health bars and status effects. ;) 18:13:52 let me know when you'll be able to distinguish between monsters at a glance in tiles. Staring at an image for several seconds doesn't count as a "glance". 18:15:52 in tiles, monsters get their names put above them with a bit of text 18:15:55 at least to start with 18:16:01 it would be nice to prevent that feature turning itself off somehow 18:16:13 and even in ASCII, it can be hard to distinguish at a glance 18:16:17 ais523: only uniques do, I think 18:16:32 if you play in tutorial mode, everything does to start with 18:16:39 oh, but hasn't that mode been removed? :( 18:17:05 it's hints mode now 18:17:09 There's a tile_tag_pref option, but there's no option to have it on for all monsters. 18:17:14 It gets really messy. 18:17:20 I mean long-term play. Tiles are easier for a first time player, without any doubt. 18:17:24 not sure what changes have been made to the hints mode code 18:17:43 You can easily distinquish the tiles after you've played a bit 18:17:51 unless it's the obscure zombie/skeleton cases 18:18:12 anyway, the health bars in tiles don't actually give more info than the health bars in tty 18:18:16 because it's the same approximations 18:18:30 the only time it's better in tiles is when there isn't enough room to show them on the screen in tty, which actually happens quite a lot 18:18:30 Except that they're on the monsters themselves, rather than on the monster list. 18:18:33 yep 18:18:43 -!- casmith789 has quit [Remote host closed the connection] 18:19:28 and the healthbar on player is something I really miss now that I'm playing online 18:19:43 03dolorous * r61a1465c1740 10/crawl-ref/source/player.cc: Comment fixes. 18:20:57 I like the FR to recolour player as HP decreases 18:21:08 what's wrong with looking in the top-right corner? 18:21:18 it's basic UI design 18:21:31 (it's fun to compare with NetHack, which just has the HP as numbers in the bottom-left which don't change colour by default; that's one of the interface features that's most commonly improved by patches) 18:21:33 all the important elements should be located in the same portion of the screen 18:21:34 morn 18:21:44 felirx: but surely /everything/ is important? 18:21:47 morn due 18:21:48 or you wouldn't need to show it at all 18:22:00 Hey, due. :) 18:22:04 Enne, hi! 18:22:05 your hp is quite a bit more important than say your current int stat status 18:22:10 arguably, with the existence of autoexplore, the map's the least important bit in Crawl, except during fights 18:22:31 ais523: the map is the only relevant part except during fights 18:22:36 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 18:22:39 of course since crawl is not high pace action, the UI construction is not of the uttermost essence 18:22:50 TGWi: no, the message area is the only relevant part outside fights 18:22:53 ... 46 unread messages, wtf? 18:23:04 press o, see if it talks about anything you're interested in, if not press o again 18:23:12 ais523: both 18:23:23 the layout of the map tends to be irrelevant then, because you're not exploring by hand anyway 18:23:33 and if a monster appears, o doesn't do anything, so you don't have to worry about that situation 18:23:37 Portal projectile could use contextual behavior with corpses (https://crawl.develz.org/mantis/view.php?id=1548) by OG17 18:23:39 http://www.student.oulu.fi/~jannelah/WAR/Falim_038.jpg like in this War layout. Everything relevant to the combat is shown near the center of the screen, around the healthbar box 18:23:45 between coloration, ouch mores, and hp warnings 18:23:49 so you can keep eye on the combat and overall status 18:23:55 there's not much way to miss it 18:24:03 I'm not concerned 18:24:35 does default config have ouch forced more? 18:24:40 anyway, which monsters are around you are arguably more important than current HP in Crawl, anyway 18:24:53 most monsters that can kill you, can kill you in one or two hits, in the early-to-mid game 18:25:02 bhaak: I did mark it as such. :) 18:25:09 if you're in trouble gradually, you'll probably notice 18:26:39 on an completely unrelated thing, Does shield skill reduce the casting penalty? 18:26:48 infobots don't mention anything on this iicg 18:26:50 rc 18:27:43 Enne has been cleaning up tiles code again! 18:29:59 Finally, all draw calls go through the same path. :) 18:31:35 Hooray 18:34:21 -!- Epyon has quit [Ping timeout: 258 seconds] 18:35:36 -!- TGWi has left ##crawl-dev 18:53:53 -!- ogaz has joined ##crawl-dev 19:07:40 -!- pointless_ has joined ##crawl-dev 19:13:09 -!- syllogism has quit [] 19:57:50 03dolorous * r627d376de3eb 10/crawl-ref/source/spl-mis.cc: Per the discussion in Mantis 1516, change the "slurping" miscast again. 20:12:04 03dolorous * r2a05cf230a79 10/crawl-ref/source/spl-mis.cc: Add some missing monster miscast messages, and tweak some existing ones. 20:14:53 -!- Spads has joined ##crawl-dev 20:15:42 03dolorous * rb59e1b42a239 10/crawl-ref/source/spl-mis.cc: And add some unseen monster miscast messages where appropriate. 20:19:13 -!- ogaz has quit [Ping timeout: 264 seconds] 20:26:26 -!- Spads has quit [Ping timeout: 240 seconds] 21:09:17 Luca__: around? 21:09:40 yes 21:09:59 you're the one who wrote nettiles? 21:10:16 yes 21:11:10 I'm trying to build it with mingw, and it's failing with "putty_screen.cc:31 error: cannot convert 'Config*' to unicode_data * for init_ucs something or other 21:11:35 I see that there is a #ifdef WIN32 at that line, do I want that symbol defined or not defined? 21:11:42 defined 21:11:49 doesn't mingw define it automatically? 21:12:07 I built an older version it with visual c++ 21:12:15 apparently not? 21:12:16 cross-compiling? 21:12:24 well I'm using gcc 21:12:38 does it define _WIN32 perhaps? 21:12:39 no not cross-compiling 21:13:00 i.e. what should I use to check for windows? (either mingw, or msvc) 21:13:37 basically the putty platform specific code has a different interface for windows and unix 21:13:44 honestly I don't know, it was an adventure for me to update mingw to gcc 4.5 21:14:09 ("Our installer isn't up to date, here is a script that will wget some files for you") 21:15:13 what does gcc -dM -E - say? that should list all defined macros 21:15:38 (press ctrl-d, or use it on a real C/C++ file instead of -) 21:16:47 the ubuntu cross compiler defines: 21:16:51 #define _WIN32 1 21:16:53 #define __WIN32 1 21:16:55 #define __WIN32__ 1 21:16:57 #define WIN32 1 21:17:54 ah _WIN32 1 is there 21:18:02 and not just WIN32? 21:18:14 oh no, WIN32 1 is also there 21:18:20 maybe I should just pastbin this... 21:18:33 ah wait 21:18:49 are you sure it's compiling the nettiles/putty/windows files instead of nettiles/putty/unix ? 21:19:00 I think the makefile needs to be fixed to do that 21:19:26 I just hit make NETTILES=1 so I guess it's doing whatever the default is 21:19:40 it has never been compiled before on mingw 21:19:45 I try to do that in the makefile with ifdef WIN32 21:21:13 ok I found the problem: puttyps.h uses _WINDOWS to decide 21:21:19 and that's probably not defined by mingw 21:22:37 -!- nrook has joined ##crawl-dev 21:23:24 ok, try commit 707e036e82ab81b92177d97b158ff85aa2f5adbd 21:31:13 puttyps.h : 14 : 22 : fatal error: winstuff.h: No such file or directory 21:38:46 try commit 1ab1b8e58caf4fff96394275a69b0ab255662910 21:40:37 try the never fb3dd2d1c08b94551d3da904ecb08d6cad6b3dc4 instead :) 21:40:41 newer* 21:55:05 Player kobolds burn within when casting ignite poison while in forms containing no poison (https://crawl.develz.org/mantis/view.php?id=1549) by MrMisterMonkey 22:10:28 pointless_: Buggy ghost is a known issue, yes? 22:10:39 Buggy ghost? 22:10:59 jld just got a buggy ghost, refused to load message 22:11:03 I'm sure I saw something on the tracker about it 22:11:29 I don't recall, refusing to load seems better than the old behavior of having them shoot you for undefined damage or whatever 22:11:36 due: Oh right. I'm also on this channel, aren't I. (-: 22:11:51 jld: You are :) 22:11:55 jld: You are on 22:12:24 #1376, Isee. 22:12:37 greensnark: Ping,perchance? 22:12:51 https://crawl.develz.org/mantis/view.php?id=1376 22:13:09 -!- Luca__ has quit [Remote host closed the connection] 22:13:26 -!- Luca__ has joined ##crawl-dev 22:15:19 due: buggy ghost is not a "known issue" 22:15:32 buggy ghost is about as useful as "Crawl occasionally crashes" 22:15:41 Okay 22:16:01 there is no reason to suppose that two instances of a buggy ghost are the same issue 22:36:11 03dolorous * rec2e19a90272 10/crawl-ref/source/ (player.cc spells4.cc): Add minor cosmetic fixes. 22:46:26 * jld *likes* the new disintegration effect. 22:48:33 It was fun to add, too. :) 23:14:45 KiloByte: Morning! 23:15:05 Also, re, your previous question about why it uses OpenGL, you can make it use another graphics library pretty easily. 23:22:16 -!- Niccus has joined ##crawl-dev 23:28:00 -!- umrain has joined ##crawl-dev 23:30:23 Luca__: ok with fb3dd2d I'm getting: winstuff.h : 14 : 21 : fatal error: tree234.h: No such file or directory 23:30:47 -!- Niccus has quit [Read error: Connection reset by peer] 23:31:04 uh it should fix exactly that problem 23:31:42 ahem I forgot to add the file 23:32:17 try 2702bc7c46f944eeb98c2ac5b7a9a08120b75261 23:32:33 btw, any suggestions on how to best keep history, without having to split changes properly? 23:32:55 both the current amend system, and having a ton of "misc stuff" commits don't seem to work well 23:33:54 well if you ammend a commit I have already pulled I'm pretty sure that screws things up on my end, i.e. I can't just do git pull to get your latest update. I think just having a lot of small commits is preferable 23:44:52 -!- mspang has joined ##crawl-dev 23:50:14 Luca__: Well it compiled this time, but linking didn't go so well: http://crawl.pastebin.com/PNRmYDMk 23:50:52 hmm 23:51:06 the winsock2 library needs to be added 23:51:36 is sdl the latest version? looks like it doesn't have SDL_Cond* 23:51:58 sdl is probably whatever is in contrib 23:51:58 not sure about alloca, the compiler should provide that 23:52:55 -lwsock32 is the winsock2 lib 23:53:40 maybe try http://www.libsdl.org/release/SDL-devel-1.2.14-mingw32.tar.gz ? 23:54:29 that seems to have the cond functions 23:55:13 as for the allocas, I think crawl master would have the same problem 23:55:23 perhaps it's missing an header that defines it 23:56:00 try adding #include to the affected files 23:56:13 linking with winsock2 went fine 23:56:26 yeah looking at msdn that should be right 23:58:22 -!- Enne has quit [Quit: zzz] 23:59:17 fixed the wsock32 issue? 23:59:31 can you send a patch with all the needed 's? 23:59:46 might need to be applied to crawl master too since the fontwrapper issue should be there too