00:03:41 -!- Zaba has joined ##crawl-dev 00:05:05 -!- kilobyte has joined ##crawl-dev 00:25:55 -!- Wensley has quit [Ping timeout: 252 seconds] 00:55:34 -!- Kurper has joined ##crawl-dev 00:58:06 im getting a reproducible crash in tileidx_feature(coord_def const&) but i dont know enough about the crash dump format to debug it more, anyone more of an expert than me? i assume its a missing tile or something 00:58:16 (in HEAD) 00:58:38 hm 00:58:42 can you pastebin the crash dump for me? 00:58:59 and is there any chance you can upload your save file to... 00:59:01 ??br 00:59:01 bug[1/2]: To report bugs, go to: http://crawl.develz.org/mantis/main_page.php 00:59:15 http://pastebin.com/YeYt6sGk 00:59:43 ah 00:59:50 bet you anything it's a shop mimic 01:00:13 i will not take that bet 01:00:21 why not? 01:00:30 cause i assume you know more about this than me 01:00:33 hah 01:00:39 well, i wrote feature mimics and haven't had the time to finish them 01:00:45 i'll look at it tonight... 01:00:45 would my savefile be saves/Kurper-1000.cs or something else? or is this enough of a known issue that it wouldnt do much good 01:01:03 the .cs 01:01:08 alright 01:01:10 and the .cs would be nice so I can have something to test it with 01:02:59 FYI, you have door vault on that level, by the look fo it 01:03:12 good old minivault_9 :D 01:03:37 reported 01:03:40 danke 01:04:08 https://crawl.develz.org/mantis/view.php?id=2802 01:04:48 probably shop mimic crashes (https://crawl.develz.org/mantis/view.php?id=2802) by kurper 01:05:05 too slow, you silly bot! 01:05:55 he only checks every couple of minutes 01:18:26 -!- jld has quit [Read error: Operation timed out] 01:18:31 -!- jld has joined ##crawl-dev 02:56:06 -!- Kurper has quit [Remote host closed the connection] 03:05:01 -!- galehar has joined ##crawl-dev 03:05:07 hi 03:10:59 -!- Zaba has quit [Ping timeout: 240 seconds] 03:14:23 hey galehar 03:14:29 hey 03:19:54 -!- Zaba has joined ##crawl-dev 03:44:08 -!- monky has quit [Quit: hello] 04:04:55 -!- MakMorn has quit [Ping timeout: 265 seconds] 04:08:20 -!- Pseudonut has quit [Remote host closed the connection] 04:30:29 -!- dpeg has joined ##crawl-dev 04:30:58 !seen due 04:30:58 I last saw due at Wed Nov 3 08:14:23 2010 UTC (1h 16m 35s ago) saying hey galehar on ##crawl-dev. 05:05:32 -!- MarvinPA has joined ##crawl-dev 05:26:23 turns out that staves can be cursed already 05:31:30 is there a way to make the game ask for confirmation when a new god's ability has been acquired? 05:32:29 something like force_mode_message = god_ability_acquired:.* would be nice 05:32:37 *force_more_message 05:33:21 what? 05:33:49 the only case when this is useful is getting Makleb's minor destruction 05:33:58 at the moment i have to add all those messages separately.. like "force_more_message = You can now gain power from killing" 05:34:00 you could maybe do a force_more for anything on the god message channel 05:34:32 like, sacrifice output? 05:34:38 that'd probably catch other stuff as well though 05:34:42 i'd like exactly that, but ignoring sacrifice output 05:34:47 oh yeah 05:35:22 and i disagree, kilobyte - all abilities from gods are important 05:35:41 Napkin: it will be better once you see the piety stars on the main screen 05:35:43 so, it would be cool to make them stand out - especially if someone is trying out new gods 05:36:31 an option to allow force_more on those messages would be neat 05:36:46 that would be nice too, dpeg :) 05:38:15 Napkin: will come! 05:39:21 has it been decided yet where to put it? 05:39:43 -!- Mu_ has joined ##crawl-dev 05:40:11 Napkin: no, that's the problem... I should just come up with something and make it an implementable. 05:40:22 Napkin: push me to do it :) 05:40:58 go, dpeg, go :D 05:41:34 hehe =) 05:42:04 really not sure where I would put it 05:42:30 second line might be too short, depending on length of race & god? 05:45:34 Level 27 Mountain Dwarf of The Shining One 05:45:42 that's the longest, I think 05:46:01 and it leaves exactly 0 spaces left to the right of it :D 05:46:46 so.. put it in the 5th line beside "Str" aligned to the right? 05:47:13 "Yellow Draconian" 05:47:40 mottled actually 05:47:47 well, yellow draconian already doesn't fit anymore if worshipping TSO 05:48:02 Jiyva Joaghlblargh is random too 05:48:20 at least on my screen "Level 27 Mountain Dwarf of The Shining One" is maximum 05:48:39 how is it done in those cases? 05:49:31 something abbreviated? 05:50:38 actually, Jiyva's second name is always 8 letters long 05:52:01 kilobyte: Hi! 05:52:21 Napkin: doy had some ideas about how to revamp this part of the screen... I will come up with something 05:53:18 aka "shut up and continue playing" ;) 05:53:22 haha 05:53:33 yes, sir ;D 05:53:40 "Yellow Drac", "TSO"? 05:54:05 just wondering how it's done at the moment - don't remember ever playing such a combo 05:54:34 right now, there are no abbreviations 05:55:16 We could skip the adjectives (Mountain, Yellow, Mottled) in case of overly long lines. 05:55:57 Isn't the level also on the second line? 05:56:06 yes, it is 05:56:12 could also move that somewhere else 05:57:25 What do you think if the health/magic bars only have their real length if possible (e.g. MP 4/4 ====). 05:58:52 what good would that do? 05:59:39 space will be lost again once MP or HP reach 24 05:59:54 yes, but early on, you have that long bar for 2 MP or so :) 06:00:15 how about limiting it to length 4, 6, 8 or 10 generally? 06:01:05 it would still be a good eye catching tool to inform about health loss/low health 06:01:44 well, with large numbers, you want the bar to be as long as possible 06:01:55 ja? 06:02:10 Yes, I think so. 06:02:11 for me it's generally just interesting to see when I got a big hit 06:02:22 It is just at very small numbers that the long bar might look funny. 06:02:32 and to evaluate quickly when half/third of my health is left 06:02:34 Napkin: yes, and you see the big hit with a longer bar, I think. 06:02:50 anyway, probably a bad idea of mine :) 06:03:08 hmm, not sure 06:03:10 you decide ;) 06:04:10 dpeg: might not be such a bad idea 06:04:23 galehar: aha 06:04:51 especially for MP, full bar when you only have a few points doesn't look very good 06:05:05 03kilobyte * rd50f4f19ee5e 10/crawl-ref/source/main.cc: Don't reset the breath weapon on untransform. 06:05:05 yes, that's where I got that idea from 06:05:08 03kilobyte * rd0107dc400e1 10/crawl-ref/source/ (ng-init.cc player.cc player.h religion.cc tags.cc): Rename "second_god_name" to indicate it's only Jiyva. 06:05:09 03kilobyte * r5095949657db 10/crawl-ref/source/spl-goditem.cc: Don't detect shop inventory at 0,5. 06:08:40 well, yeah.. doesn't bother me in any way though 06:08:58 i use that display only for full/half/almost dead indicator ;) 06:09:10 03kilobyte * r3b41d55a7fe3 10/crawl-ref/source/dat/des/variable/large.des: Make the cage in lemuel_castle use an iron grate rather than glass. 06:09:54 kilobyte: cool stuff! 06:10:25 I guess there's more vaults that use glass where they would prefer grates instead. 06:10:55 I noticed a problem, though: in ASCII, the grate has the same glyph+colour as open sea. 06:11:02 (light blue #) 06:11:41 kilobyte: but these will rarely meet 06:12:13 kilobyte, logically, they could be cyan (like iron walls) 06:12:17 but that'd probably need a different glyph 06:12:53 they are different dchars from walls, and in Unicode and CP437 they are different from them 06:13:36 kilobyte: if you shout at TGW about "cursed hands", the same comment should apply to my new todo list :) 06:13:44 taken: brown, gray, cyan, light cyan, green; red (bloodstains) 06:15:02 dpeg: oh, indeed :p So if you joined the dark side, please tell me how to explain that. 06:15:23 kilobyte: the idea was that UC should be possible with Ash. 06:15:38 Then again, it's not really necessary. I felt it could improve the flavour a bit. 06:16:00 The price is that we have to change some scrolls' behaviour even more. 06:17:52 i'm playing transmuter of ash at the moment and it's fine, i'd be happy with just bound armour and jewellery 06:18:27 although i can't find enough armour pieces to actually get bound armour but that's just horrible luck and being a draconian 06:19:01 MarvinPA: yes, I had the same... not enough armour pieces found. 06:19:16 In one of my games, I had =sust and =hunger early on. I cursed them both. 06:19:29 i tried cursing my staff of energy but you can't meld it in transformations, which is a bit annoying 06:20:06 but most transformations will meld cursed armour - everything but spider form, i think 06:20:19 yeah, we talked about this yesterday 06:20:24 sadly, just after dpeg left 06:20:50 this restriction is just a remnant of the days before melding 06:21:02 is there any reason to keep it? It just surprises new players. 06:21:25 or even seasoned ones who don't play transmuters much 06:21:34 past the first few dungeon floors you'll barely ever be using cursed equipment 06:21:46 so yeah, really it's just an awkward restriction for ash-worshippers 06:22:19 kilobyte: the inability to transform with curses? 06:22:32 I thought that's one way to make the higher forms better than the smaller ones. 06:22:57 the higher forms are better by virtue of doing way more damage :P 06:29:12 hm, I think it could be done either way 06:29:57 of course, melded items should be not be used in determining boundedness when transformed 06:47:45 -!- itsmu has joined ##crawl-dev 06:47:56 -!- Mu_ has quit [Disconnected by services] 06:48:00 -!- itsmu is now known as Mu_ 07:04:08 -!- MarvinPA has quit [Ping timeout: 265 seconds] 07:31:04 -!- syllogism has joined ##crawl-dev 07:31:26 -!- syllogism- has joined ##crawl-dev 08:02:51 -!- upsy has joined ##crawl-dev 08:13:58 Surr (L23 DDCK) ASSERT(slot != NUM_MONSTER_SLOTS) in 'mon-act.cc' at line 1474 failed. (Vault:8) 08:18:08 -!- syllogism- has quit [] 08:20:56 nic 08:25:21 -!- eith has joined ##crawl-dev 08:35:16 -!- Cryp71c has joined ##crawl-dev 08:36:06 Morning 08:40:13 sup 08:40:52 hi 08:47:08 hi 08:47:57 Surr (L23 DDCK) ASSERT(slot != NUM_MONSTER_SLOTS) in 'mon-act.cc' at line 1474 failed. (Vault:8) 09:12:16 -!- jld has quit [*.net *.split] 09:12:17 -!- mspang has quit [*.net *.split] 09:19:14 -!- felirx has quit [Ping timeout: 250 seconds] 09:33:40 -!- jld has joined ##crawl-dev 09:33:40 -!- mspang has joined ##crawl-dev 09:38:50 03dolorous * r386f65f7e835 10/crawl-ref/source/ (actor.h beam.cc monster.cc monster.h player.cc player.h): Revert "Make actors with tracheae paralyzed by curare if they don't asphyxiate." 09:48:19 -!- Zaba has quit [Ping timeout: 240 seconds] 09:49:42 -!- Soadreqm has joined ##crawl-dev 09:55:09 -!- Zaba has joined ##crawl-dev 10:03:09 -!- felirx has joined ##crawl-dev 10:03:54 !tell kilobyte perhaps rename spiral_iterator to equidistant_iterator? 10:03:55 dpeg: OK, I'll let kilobyte know. 10:05:11 ok, it's not even used yet, I coded the thing I wanted another way 10:05:11 kilobyte: You have 2 messages. Use !messages to read them. 10:05:28 I wonder if I should hack the top two lines myself. 10:06:31 [name] the [job] of level [N] 10:06:32 [species] of [god] [piety] 10:06:50 I am not sure about the "of Level 3". What do you think? 10:07:11 Is "Hugo, the Level 3 Butcher" better? 10:07:12 the [N] [job] 10:07:21 the level [N] [job] 10:08:55 output.cc is frightening to me... I am always afraid to break something :) 10:12:01 don't worry, if you break anything, someone will fix it 10:12:04 eventually.. 10:13:25 Does anyone think being able to load a dump file in wizmode or arena is an interesting feature? 10:13:40 because I had an idea how to do it easily (ie: not parsing the text file) 10:13:50 absolutely! 10:14:26 I guess it's better if I file the implementable... there's too much care spent on trimming lines and stuff. 10:16:05 the idea is: make a binary dump using the same marshall functions as for a save file, but with the same content as for a dump 10:16:14 being carefull not to leak anything of course 10:22:10 !tell Napkin https://crawl.develz.org/mantis/view.php?id=2803 10:22:10 dpeg: OK, I'll let Napkin know. 10:22:34 galehar: it would be very useful if dumps could go right into crawl. 10:23:51 :) 10:23:52 Napkin: You have 1 message. Use !messages to read it. 10:25:23 dpeg: maybe the binary dump could be filed as an implementable too. 10:25:49 Napkin: with the speed Arxale is putting out the patches, this could be in tomorrow :) 10:26:00 Display piety in main screen (https://crawl.develz.org/mantis/view.php?id=2803) by dpeg 10:26:00 galehar: you can do it! 10:26:05 awesome :D 10:26:07 (Better not me, for I would get something wrong.) 10:27:25 In general, any developer can put out something as "implementable". 10:27:29 Not just Eino or me :) 10:31:55 I just did 10:32:01 good 10:36:03 binary dump loadable in wizmode (https://crawl.develz.org/mantis/view.php?id=2804) by galehar 11:27:35 -!- galehar has quit [Quit: Page closed] 11:44:51 03dolorous * r72d75a9a6a3f 10/crawl-ref/source/mon-data.h: Mark smoke demons as unbreathing. 12:07:48 -!- Pseudonut has joined ##crawl-dev 12:24:16 -!- monky has joined ##crawl-dev 12:32:19 -!- ortoslon1 has joined ##crawl-dev 12:32:20 -!- ortoslon1 is now known as ortoslon 12:44:26 -!- valrus has joined ##crawl-dev 12:47:44 valrus: hi! 12:47:52 hi! 12:48:23 I'm currently obsessing over time step piety drain numbers and formulæ 12:49:47 Yes to timestep! 12:50:01 We can talk about it here, if you want. 12:50:43 well, here's what I'm thinking, and I'm recovering from stomach flu so apologize if I'm not completely coherent 12:51:00 slightly coherent will do for tonight :) 12:51:52 well, piety drain should go up as the player spends longer out of time, but it shouldn't be linear because then 10 turns will cost 55 piety, which is absurd 12:52:20 can still be linear, just smaller slope 12:52:33 also, we're not forced to use integers 12:52:59 I was thinking: the duration counts up as you spend more turns out of time 12:53:09 so 12:53:23 first off, have it tick down more slowly when you're back in time 12:53:29 like once every 3 or 4 turns 12:53:57 so if you spend 10 turns out of time you have to spend 30-40 turns back in to reset the duration counter 12:54:30 meanwhile, piety drain while out of time is randomized: I was thinking a binomial distribution 12:54:57 valrus: start with a deterministic function, we can randomise afterwards 12:54:58 but the trial probability is based on the value of the duration counter when you activate the ability 12:55:11 ok 12:55:28 -!- Kurper has joined ##crawl-dev 12:55:48 We should ask ourselves: should players spend X turns in timestep? (Think X=3, 10, 20, 50, 100.) If so, what would be acceptable costs. 12:55:56 what do you mean when you say we're not forced to use integers? 12:56:13 valrus: piety costs of 0.4 per turn are okay. 12:56:28 We can either use randomisation to achieve that, or accumulate costs (or both). 12:56:40 ah, ok 12:57:01 So if we find that piety cost should be A + B*x + C*x^2 with some rational numbers A,B,C (and x = duration), then that's okay. 12:57:37 At which piety do you get time step? 12:57:43 120 I think 12:58:04 so if you use it as 120, you should get more than zero turns... 12:58:21 in particular, the ability should probably run out on its, if piety gety too low, but not at 120 12:58:47 another way to achieve that is to stop after 20 piety have been used up 12:58:50 03dolorous * r546727d92a69 10/crawl-ref/source/mon-data.h: Mark smoke demons as levitating instead of flying. 12:58:52 or the first few turns could tick up the duration without costing piety 12:59:03 yes 12:59:19 I really like dolorous' systematic approach to everything. 12:59:58 what do you mean? I feel kind of overwhelmed by the decisions here and like a systematic approach could be useful 13:02:45 oh, I meant dolorous's last commit 13:02:56 he's been turning to the question of what curare really is 13:03:09 ah 13:03:13 and now he arrived at the smoke demons :) 13:03:20 yeah it looks like they're looking at that in ##crawl too 13:03:33 and now he found that smoke demons levitate and don't fly 13:03:42 I'm not in ##crawl anymore. 13:03:54 that's why I was conveying that to you ;) 13:04:17 is the smoke demon stuff related to curare? or just tangential because of the decision as to whether curare works on demons 13:04:51 speaking of curare working on demons, it does 13:05:16 intentional? 13:06:24 monky: sure 13:06:40 read dolorous' commits and explanation in the grey drac Mantis item 13:07:12 valrus: so for timestep, how long should 10 piety last? 13:09:06 geez, I don't know. I'm thinking 15-20 turns? 13:09:43 the uses of it that I can see are: stabbing, escape, exploration. any I'm missing? 13:10:36 grabbing the orb 13:10:47 ooh, yeah 13:10:51 for stabbing purposes, 5 turns is already a lot 13:10:54 right 13:11:14 that's fine, it just shouldn't be cheap :) 13:11:32 and probably the refresh time should not be based only on turns spent in timestep 13:11:40 or there should be an initial hit to refresh time 13:11:47 but also on number of uses? 13:11:52 That's slightly meta... 13:12:31 no, not number of uses. just that if you jump out for 2 turns to do a stab, it should take more than 8 turns to reset 13:12:52 i.e. recovery time could be linear but with a nonzero y-intercept :P 13:13:41 yes 13:13:57 ah, one question 13:14:04 this is for Che, so players will be slow 13:14:19 do we talk about turns taken or time? 13:14:30 I'm going completely by turns taken 13:15:59 -!- Pseudonut has quit [Remote host closed the connection] 13:16:03 if I am really slow and that sleeping dragon is four steps away -- how many turns will I need to crawl to it? 13:16:24 -!- hashc has joined ##crawl-dev 13:17:38 as I understand it, 4? maybe my understanding of turns vs time is wrong 13:18:38 We will find out :) 13:19:54 What about a piety cost of 5+turns? 13:20:11 Stops automatically after 15 turns. 13:21:16 sounds reasonable, at least as a starting place 13:21:27 yes, will need actual testing 13:21:46 how much testing is done typically before and after the actual commit? 13:21:53 :) 13:22:00 before the commit? 13:22:43 uh 13:23:10 There are two kinds of checks: whether the code is okay, and whether gameplay/balance is okay. 13:23:26 I think I'm referring to the latter 13:23:41 The latter is hard to do... create wizmode characters and play some C characters there 13:23:46 C=Ceh 13:23:49 Chei 13:23:53 right 13:25:20 that's what I've been doing, but all wizard chars seem kind of unnatural 13:25:30 yes 13:25:42 we will get actual feedback from server play 13:25:46 it just takes a while 13:28:10 ok 13:29:34 valrus: you can only move in timestep, nothing else, right? 13:29:39 yes 13:29:49 move and return to time 13:30:31 god 13:30:32 good 13:30:37 also I think inventory manipulation and other things that take 0 time 13:30:45 e.g. inscribing 13:30:49 oh, sure 13:30:59 but not even dropping and picking up 13:31:28 right 13:58:07 dpeg: so curare slowing cerebov is intentional? that seems very wrong to me 13:58:56 elliptic: I am not the mastermind :) 13:59:00 Go tell dolorous! 13:59:03 I guess demons are up in the air but dolorous is still missing the point 13:59:09 maybe it'll change when he fixes the rest 13:59:25 didn't we nerf curare already 13:59:28 or was that on to-do 13:59:36 what's up with the buff :P 13:59:40 hehe 13:59:55 is dolorous ever on irc? 13:59:59 no, never 14:00:00 no 14:00:12 Strikes me as an at least partically good idea. 14:00:51 !seen doy 14:00:51 I last saw doy at Thu Oct 7 09:50:13 2010 UTC (3w 6d 9h 10m 38s ago) parting ##crawl-dev with message chanpart. 14:01:03 is the issue just that demons aren't flagged as resisting asphyxiation or being unbreathing or whatever the appropriate term is? 14:01:06 elliptic: It'd be cool if you could mention Cerebov in the relevant Mantis item. 14:01:20 elliptic: yes, I think so. 14:01:23 I can't find a relevant mantis item, though 14:01:39 It's the one with grey draconians, I think. 14:01:40 you might be able to build it into 2799 but I'd think it's standalone 14:02:04 @?? executioner 14:02:04 Executioner (151) | Speed: 20 | HD: 12 | Health: 46-86 | AC/EV: 10/15 | Damage: 30, 10, 10 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(144), 05fire, 02cold, 10elec++, 03poison | XP: 2371 | Sp: pain (d14), haste. 14:02:07 I'll comment on 2799 I guess 14:02:16 thank you 14:02:46 OG17: regarding needles and throwing: one idea was that skill (Dex vs Str) should have a lot of impact here. 14:03:10 dex for needles and str for throwing? 14:03:32 OG17: the heavier the thing is you wanna throw, the more is Str relevant. 14:03:43 The lighter it is, the more you need Dex in order to connect. 14:04:28 I guess curare was actually nerfed by the haste nerf, assuming monster slowing was changed to 2/3 speed also 14:04:35 there's still no real connection though, and needles and darts or whatever are still package deals 14:04:51 -!- minced has joined ##crawl-dev 14:04:55 minced: Hi! 14:04:59 good thing darts are awful past early game 14:05:10 OG17: You'd just miss if you use needles with low Dex. 14:05:31 hi! 14:05:32 why not have two skills, then? 14:05:42 new needle brands can stand on their own 14:06:10 things like that should wait until a more comperehensive to-hit/dam/stat overhaul, so maybe 2.0 :P 14:06:31 syllogism: :) 14:06:50 good luck hacking something like that in otherwise 14:10:43 minced: does the wiki page on knomes list the current state? 14:11:02 yes 14:11:11 so no casting in earth is new? 14:12:15 -!- TGWi has joined ##crawl-dev 14:14:01 yes. 14:14:33 I decided that no conjurations/ no cloud spells / no summons in rock were too specific to properly display so I just banned casting. 14:14:49 I'm not sure about my decision, though - may be too harsh a penalty. 14:15:08 minced: hey, isn't no casting what I proposed, too? Cannot be so bad :) 14:15:11 yes 14:15:42 minced: your version is even milder, because players don't lose their MP when in rock... they can walk through rock and keep casting. 14:16:00 true, I just didn't want autoexplore to break too badly in rock 14:16:46 minced: my proposal should make it acceptable 14:16:57 (if autoexplore does not leave rock on its own) 14:17:40 is the MP loss cumulative, or is MP just cut off at MP/2 if you're repeatedly travelling through rock? 14:18:54 My idea was to set MP to 0 in rock :) 14:19:01 Which is a bit radical, I admit it. 14:19:04 -!- Pseudonut has joined ##crawl-dev 14:20:29 I'm a little worried about that, because a cautious spellcasting nome would shun autoexplore through rock entirely - 14:20:58 - and autoexplore through rock is a great thing for nomes. They want to explore every shallow wall they can. 14:21:06 I see 14:21:24 so plain no casting in rock is a good approximation 14:21:29 minced: what's their current speed? 14:21:46 what's the current speed for nagas? I was thinking slightly faster than a naga. 14:22:45 yes, sounds good 14:22:49 they have 6, I think? 14:22:55 ??naga 14:22:56 naga[1/2]: The player race has see invis, poison res, and a poisonous spit attack. They also have a delightful level of natural stealth, with amazing aptitude for the skill. In return, they have a penalty to movement speed, get reduced effectiveness from normal body armour, and cannot wear boots (although a naga barding is 4 AC and can be enchanted to +8). 14:23:04 ??naga[2] 14:23:04 naga[2/2]: The monsters vary in threat. If you have poison resistance then nagas and naga warriors pose no especial threat, but naga mages and greater nagas can still potentially do terrifying amounts of damage. 14:23:07 yes they are speed 6 14:23:40 How about speed 8 for gnomes? 14:23:44 sure 14:23:58 ok 14:25:18 I'm actually trying to implement gnome rock autoexplore right now. Travel.cc is pretty darn complicated, though - 14:25:33 It seems easy enough to *allow* gnomes to explore shallow rock, 14:25:49 but it will be somewhat harder to make autoexplore stop just before entering/leaving rock. 14:25:56 (or just after) 14:25:57 minced: can't you copy how merfolk explore into water? 14:26:11 good idea, I'll check that. 14:26:36 * dpeg is a great friend of using established solutions. 14:27:27 yeah, I've mostly emulated merfolk code for gnomes 14:27:40 attunement code is mostly whole cloth though 14:28:47 does merfolk autoexplore stop when they enter/leave water? 14:30:03 no that would be annoying 14:30:07 no 14:30:17 it would suck in swamp / shoals 14:31:07 merfolk will almost always want to be in water 14:31:32 speaking of autoexplore annoyances, what of it stopping on opening doors and other silly things like that 14:31:56 Yeah, there are several pre-defined events that make autoexplore stop. 14:31:59 does it still do that? I hadn't noticed it 14:32:08 I think so, judging from source 14:32:39 at least it did the doors thing last time I played 14:33:39 Making gnome travel stop upon entering/leaving rock is a *little* harder b/c it involves checking whether the gnome is rock-transformed (you.rocky()) as well as a terrain check 14:33:57 monky: you press o once more... 14:34:08 dpeg: every time you hit a door 14:34:34 I prefer my autoexplore to explore without needing my help 14:34:47 I tried adding ignores but they didn't work 14:35:21 if it still stops at doors, it shouldn't 14:36:22 I'll pull and recompile my local copy and see if it's still there 14:36:47 I don't think autoexplore stops at doors 14:37:15 stops on opening them 14:37:30 really? 14:37:36 anyway recompiling 14:37:51 did last I checked 14:38:10 also distant zots 14:38:25 and maybe distant blairing wails 14:48:22 "_Created a iguana." 14:48:22 OMG BUG 14:48:39 did you create an iguana 14:48:57 no debug was letting me know that crawl did 14:49:34 valrus: we don't need bug reports for wrong words in debug messages :) 14:49:52 I figured it doesn't really matter for things users won't see 14:50:13 0.8.0-a0-2309-g546727d - autoexplore still stops on opening doors 14:50:28 well, if it says, say, "kraken" instead of "iguana" when it creates an iguana, that would be a problem 14:50:28 autotravel too 14:50:58 !learn add monky Does not like to open doors. 14:50:58 monky[6/6]: Does not like to open doors. 14:51:31 I prefer closing them 14:51:34 not sure why 14:51:41 autotravel does not close doors 14:51:45 BUG 14:51:57 "The tidy adventurer closes doors after use." 14:52:04 haha 14:52:11 autotravel should arrange items into neat piles 14:52:17 lol 14:52:20 and alphabetize your inventory 14:57:02 by wrote an autofight lua macro 14:57:16 I love autofight 14:57:20 you use it? 14:57:21 neat 14:57:40 I have it on space bar so I can tap it to get rid of more prompts too 14:58:25 :) 15:01:52 -!- ortoslon has quit [Ping timeout: 272 seconds] 15:04:55 -!- minced has quit [Quit: Leaving] 15:47:19 -!- dpeg has quit [Quit: leaving] 15:48:34 you mean, it's possible to play without autofight? 15:48:49 I tried one of versions before it, and it was unplayable. 15:48:59 i don't use any macros 15:49:06 they're for cheaters 15:52:09 I don't play with autofight 15:52:18 what is impossible to play without is the <<<>>> listing at top of X 15:56:14 -!- syllogism has quit [] 15:57:31 -!- Cryp71c has quit [Quit: Leaving] 16:01:46 -!- MakMorn has joined ##crawl-dev 16:08:41 TGWi: yeah, there's a number of other small stuff whose absence makes you wonder how the hell people might play old versions :p 16:10:50 i remember playing without that feature 16:10:52 I do find autofight pretty dumb quite a lot of the time though -- it has problems with any obstacles, clouds, etc, doesn't prioritize threats so it wastes time on vanilla orcies when you have a priest and a wizard nearby, and so on 16:11:04 i thought it was really neat when it was added 16:11:25 sadly, clua has no way to access pathfinding and the like 16:12:01 so improving it would be tricky 16:13:43 -!- valrus has quit [Remote host closed the connection] 16:22:01 -!- Kurper has quit [Remote host closed the connection] 16:30:52 -!- hashc has quit [Quit: Ex-Chat] 16:51:20 03dolorous * r1fd772f1eb71 10/crawl-ref/source/ (8 files): Move life force checks (natural/plant holiness) to the actor interface. 16:53:15 -!- TGWi has quit [Read error: Connection reset by peer] 16:53:58 -!- TGWi has joined ##crawl-dev 16:56:26 -!- valrus has joined ##crawl-dev 17:43:04 03dolorous * r1e844e414c0b 10/crawl-ref/source/mon-data.h: Add formatting fix. 17:45:05 -!- Zaba has quit [Ping timeout: 260 seconds] 17:51:16 -!- Zaba has joined ##crawl-dev 17:58:32 -!- st_ has quit [] 18:32:11 -!- eith has quit [Ping timeout: 265 seconds] 18:34:23 -!- st_ has joined ##crawl-dev 19:06:11 -!- Soadreqm has quit [Read error: Operation timed out] 19:08:10 -!- Pseudonut has quit [Remote host closed the connection] 19:18:30 -!- Cryp71c has joined ##crawl-dev 19:29:06 missing period (https://crawl.develz.org/mantis/view.php?id=2805) by Galefury 19:32:37 ??patch 19:32:37 I don't have a page labeled patch in my learndb. 19:57:43 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:17:27 ero suggests fountains be replaced by renamed shallow water since they're pointless now 20:18:02 and sparkly fountains are like water that gives you sparkly effects until the sparkles run out 20:20:38 also sparkly water is pink 20:34:17 yes, this is crucial 20:34:58 also: that fountains and pools of X be the same thing, but that we can continue to use the fountain glyph for lone puddles 20:35:29 not much different from renaming walls 20:42:02 -!- Cryp71c has quit [Ping timeout: 264 seconds] 20:52:58 -!- upsy has quit [Quit: Leaving] 20:54:38 -!- Pseudonut has joined ##crawl-dev 21:04:14 -!- blackflare has quit [Ping timeout: 276 seconds] 21:08:47 -!- blackflare has joined ##crawl-dev 21:31:18 03dolorous * r9eec9bd08035 10/crawl-ref/source/beam.cc: Check for the monster's being alive in _curare_hits_monster(). 22:30:14 -!- OG17 has quit [Quit: OG17] 22:37:16 -!- OG17 has joined ##crawl-dev 22:38:56 -!- blackflare has quit [Ping timeout: 265 seconds] 22:42:46 -!- blackflare has joined ##crawl-dev 22:46:17 -!- valrus has quit [Remote host closed the connection] 23:08:27 -!- TGWi has quit [Read error: Connection reset by peer] 23:59:16 -!- varmin has quit [Ping timeout: 240 seconds]