00:24:17 -!- upsy has joined ##crawl-dev 00:40:56 -!- upsy has quit [Remote host closed the connection] 00:42:14 -!- upsy has joined ##crawl-dev 01:03:55 -!- casmith789 has quit [Ping timeout: 240 seconds] 01:11:13 03greensnark * r181913c1bc9a 10/crawl-ref/source/ (dlua.cc dlua.h mapdef.cc): Fix map transforms accessing areas outside the map grid (kilobyte). 01:15:30 -!- paxed has quit [Ping timeout: 265 seconds] 01:16:50 -!- paxed has joined ##crawl-dev 02:21:13 -!- blackflare has joined ##crawl-dev 02:22:45 can someone take a look at the last version of win-tiles on trunk? its autoclosing on me after loading 02:28:30 -!- galehar has joined ##crawl-dev 03:06:45 -!- casmith789 has joined ##crawl-dev 03:15:07 -!- Amonchakad has joined ##crawl-dev 03:18:28 -!- syllogism has joined ##crawl-dev 03:45:17 hmm, with the bug snark just fixed, I'll better rebuild CDO and Windows builds again 03:48:32 Unstable branch on CDO updated to: 0.8.0-a0-3615-g181913c (31.16) 03:50:15 -!- casmith789 has quit [Ping timeout: 245 seconds] 03:53:15 kiiiiiiiilobit. 04:01:21 Windows development builds on CDO updated to: 0.8.0-a0-3615-g181913c 04:13:12 kilobyte: is it the random bug I was running into yesterday evening? 04:17:34 galehar: yes 04:21:35 -!- Keskitalo has joined ##crawl-dev 04:21:42 Good day! 04:23:29 greensnark: At a glance, the lua/maps hooks stuff you committed looks useful for building portal vaults from pieces.. I hope I have the time to dig into it at some point! 04:24:11 dpeg wanted it for something similar, but I think for random minivaults 04:24:28 moin guys 04:24:40 is zotdef ready to be included on CDO? 04:25:15 greensnark: Yeah, that sounds great. 04:25:18 Hi Napkin! 04:25:24 hey Eino :) 04:25:28 How's it going? 04:25:34 !coffee Napkin 04:25:34 * Henzell hands Napkin a pot of café au lait, brewed by Ijyb. 04:25:44 greensnarking! :D 04:25:51 Hi! 04:26:03 how's the rain? hope you are sitting in the dry? 04:26:10 It stopped a few hours ago :) 04:26:19 alright! :) 04:26:29 hi napking 04:26:31 Napkin: Good, good. Bought the carriage and the bed for the baby last Friday. :) 04:26:48 It's due! 04:26:53 Keskitalo: Whoa, you have a baby?! 04:27:01 ooohhh, s/he's coming soon, Eino :)) 04:27:02 Congrats! 04:27:04 ? 04:27:06 greensnark: In two weeks or so, yeah. :) 04:27:09 greensnark: Thank you! 04:27:16 -!- Mu_ has joined ##crawl-dev 04:27:21 itsmu! 04:27:23 Wow! I did not know this, congratulations. 04:27:31 And evening, duegod! ;) 04:27:32 Spread the DCSS love to future generations, we command thee! 04:27:39 hello 04:27:45 commend or command? 04:27:48 Hi Mu! 04:28:00 due: Thank you. :) 04:28:12 We can do both ;) 04:28:15 * due commends and commands. 04:28:32 dpeg has a head start, his kids will play Crawl earlier. To compensate, I've played Crawl with my nephew (10 years). 04:29:35 -!- Pseudonut has quit [Remote host closed the connection] 04:30:13 kilobyte? did you add saves/zotdef folder and {scores,logfile,milestones-}-zotdef? 04:34:41 not me 04:34:58 it might be automatically created like sprint 04:35:14 hmm.. 04:35:40 What is TAG_MINOR_XP_STEALING about? 04:36:10 Is it a patch to say "OMG you lost xp" every time someone uses a draining weapon 04:36:42 OMG U LOST XP LULZ :) 04:36:56 an unfinished project to stop people from sniping kills from their summons 04:37:15 that would explain why it seems half done 04:37:26 greensnark? could you add the parsing of zotdef files to gretell later? currently trying to install it 04:37:29 or, on the other hand, from losing xp when some monster finishes a big unique they fought 04:37:50 Napkin: How do zotdef entries look? 04:37:54 what is lacking is attributing damage from clouds, poison and similar delayed effects 04:38:06 Is it the same lv field annotation as for sprint? 04:38:09 just the usual milestones and logfile file, I guess? 04:38:19 personally I think we should just use the DoomRL system (100% xp for all kills, even the "mob had the bad luck to spawn on a lava tile" ones) 04:38:22 i had hoped it's analog to the sprint changes 04:38:29 Sure, let me know when the files are available on http 04:38:32 i'm about to install it, let's see 04:38:35 (yes, the doomrl mob placer is that stupid) 04:39:21 save for that, about any monster death in DoomRL can be attributed to you 04:39:57 heck, in real Doom, I used to not shoot at all but just run around until almost all monsters got killed by friendly fire 04:40:27 at least on maps where that was reasonable 04:45:32 what's dcounters for? 04:45:49 removed already 04:46:19 you sure about that? 04:46:30 player.h +257 ... 04:47:30 oh right, #ifdefed away only for saves, not the actual collection 04:48:29 I'm still curious what it's intended to do 04:48:33 -!- Amonchakad has quit [Quit: When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net] 04:48:51 * sorear is looking for cool new technical features 04:49:15 I wanted some statistical data about real games 04:50:24 we should store, for each game session, a log of keypresses + initial seed + git rev-parse HEAD 04:50:40 it couldn't possibly take up more space than the ttyrecs already do 04:50:53 and you'd be able to add whatever instrumentation you want 04:51:32 sadly, at least lua doesn't seem to be fully deterministic 04:51:49 not sure what it depends on, I guess the position in memory 04:52:39 hash order I guess 04:53:03 I guess there's an advantage to Crawl proper not using hash tables at all :) 04:54:10 I'm not 100% about that, there was some memory corruption when I looked at that 04:54:43 what's wrong with hashes? Just don't hash pointers -- I don't think anyone does that. 04:55:14 nondetermistic iteration order 04:55:40 usually dependant on ... memory position 04:56:00 especially for Lua, since lua uses symbols for strings 04:56:12 uhm, if a hash depends on that, it's just wrong 04:56:29 since it will give different values for identical strings 04:56:45 not if identical strings are always at the same address 04:56:48 which lua does 04:58:35 Interesting, I didn't know that Lua uses interned strings before 04:58:40 -!- monky has quit [Quit: hello] 05:04:52 * sorear double checks 05:13:12 == in lua does pointer equality on strings, and there *seems* to be a string pool for lua_pushlstring 05:13:29 but I can't find the original doc reference and I'm too tired to do a proper audit 05:14:47 moin 05:15:24 Hi Zaba, dungeon-builder-tweaking hero! 05:33:53 hmm, i'm confused about zotdef 05:34:04 I start as xl1 char in dungeon level 1? 05:34:53 that's the only level, but unlike Sprint, portal vaults exist 05:37:18 Dakeo the scorpion zombie :D 05:38:51 kilobyte, hm.. you didn't get to make the non-static functions used by no other file in dungeon.cc static, did you? 05:39:06 Napkin: Dakeo got turned into a scorpion and then you resurrected him? 05:39:23 zot defense 05:39:32 btw, is it defense or defence? 05:39:43 hehehe 05:39:54 right, it's slightly complicated 05:39:58 which version did you guys decide on? :) 05:40:15 I would say defence. 05:40:24 At least in Australian english. 05:40:27 Zaba: not yet... I was unsure I won't make your life slightly harder 05:41:01 could you grep the source, due, how it's written there? 05:41:06 kilobyte, it wouldn't make my life harder, no 05:41:14 Napkin: lazy ;) ask kilobyte, i am going for watermelon 05:41:22 kilobyte, your list of such functions included map_feature_at, though---which is used in mapdef.h 05:41:34 and nowhere else 05:41:45 and the code that uses it from mapdef.h is used in some lua binding 05:41:50 kilobyte - what sayest thee? 05:42:08 due, defense is US english, I believe 05:42:17 Yeah, I know. 05:42:39 Zaba: I did that by RTFBing rather than analyzing the source 05:43:02 kilobyte, 'B'? 05:43:05 so it might be used in some place that inlines it away 05:43:07 binary 05:43:12 ah 05:43:23 so, should we sed defenSe away? 05:43:34 decision, please :) 05:43:41 kilobyte: yeah, in my opinion. 05:43:43 well, other functions seem to be indeed unused anywhere else 05:43:50 I'm not totally anal about defense->defence though. 05:43:56 But my fingers would automatically spell it defence. 05:44:33 oh god 05:44:49 and my defense, but that's because I've read it hundreds of thousand times this way 05:45:21 do we have paralyse or paralyze? 05:46:06 lyse everywhere save for one comment 05:46:13 cool 05:46:51 greensnark: lv=0.1-zotdef.1, logs are allgames-zd-svn.txt & milestones-zd-svn.txt 05:46:53 kilobyte, cool, smear_feature is completely unused 05:47:36 heh, decks use defence except for tile filenames 05:47:39 kilobyte, I suspect some other functions might be unused, too 05:47:48 oh, on the mailinglist it's always called Zot Defense 05:48:03 Napkin: thats because an American came up with the name ;) 05:48:28 then we should stick with the name Chapayev gave it 05:48:40 agreed? 05:48:46 why? 05:49:12 we deliberately use Australian English in most other instances throughout the game. 05:49:22 purely for historica lreasons rather than any sanity. 05:49:25 because he had the idea and called it that way 05:50:23 well, i'm fine with both of course 05:50:39 let's ask david later? 05:50:57 okay. 05:52:03 it would look ugly to have it spelled a different way in the game and on CDO prompt 05:52:26 so it might be better to decide this before going live 05:52:35 is it mentioned anywhere in the game? 05:52:51 didn't see it when I just tried 05:52:52 inconsistency isn't that bad, though 05:53:16 the welcome message needs tweaking: Will you be the one to retrieve the fabulous Orb of Zot from the depths? 05:53:33 it should probably be disabled for game_type blah. 05:54:33 Napkin: Awesome 05:54:45 like, I wasted a tremendous part of my life mudding -- and that MUD used US spelling for most words save for a few like "armour" 05:55:06 I still find it difficult to believe people use armor. 05:55:27 ok, i think it's live on CDO now 05:55:32 after seeing it written this way in a good part of files I edited, it's totally inconceivable to me to spell it without u 05:55:33 please test, guys 05:56:04 Oooh, all this talk of language reminds me thhat I have Scrabble tomorrow. 05:56:05 calling it "Zot Defence" in the menu and the start script for now. Didn't see the name mentioned anywhere in-game, so there should be no inconsistencies at the moment. 05:56:20 I don't think I can ever get used to "defence" or "armor" 05:57:07 Australian spelling! 05:58:17 Napkin: seems to be fine 05:58:39 yeah, dying works! 05:58:47 haha yeah 05:58:51 i couldn't find the orb 05:58:51 !lg . 05:58:51 6640. KiloByte the Slicer (L10 KoBe), worshipper of Trog, slain by an orc (a +0,+0 orcish hammer) on D:9 on 2010-11-20, with 3548 points after 10681 turns and 0:38:06. 05:58:54 and i rotted. 05:58:54 !lg . zotdef 05:58:55 Malformed argument: zotdef 05:59:09 methinks you have to hit greensnark to get . zotdef to work. 06:00:11 Yeah, Sequell needs retrofitting 06:00:37 But first I'll deal with Gretell 06:01:25 note that there's a couple hundred turns before monsters get to you, so all deaths would be announced even when totally uninteresting 06:05:48 03alpha.dev * r6bcee6940647 10/crawl-ref/source/item_use.cc: Fix wasted turn when attempting to quaff berserk rage whilst exhausted 06:05:59 03kilobyte * r14351d9a57cc 10/crawl-ref/source/ (main.cc player.h tags.cc): Don't collect dcounter data anymore. 06:08:02 well, I think I didn't forget anything, please let me know if something is not working 06:08:22 and thank you very much for taking care of Gretell, greensnark :)) 06:08:25 !coffee greensnark 06:08:25 * Henzell hands greensnark a mug of cappuccino, brewed by Sigmund. 06:08:27 !coffee 06:08:27 * Henzell hands Napkin a mug of cappuccino, brewed by Ijyb. 06:17:32 -!- Gretell has quit [Remote host closed the connection] 06:17:43 -!- Gretell has joined ##crawl-dev 06:18:45 -!- Gretell has quit [Remote host closed the connection] 06:19:03 -!- bmh has joined ##crawl-dev 06:19:48 -!- Gretell has joined ##crawl-dev 06:20:14 yay gretell is back 06:20:33 !coffee gretell 06:20:34 * Henzell hands gretell a pot of irish coffee, brewed by Snorg. 06:21:05 I should have capitalized the G. :/ 06:21:13 -!- dpeg has joined ##crawl-dev 06:21:22 It's dpeg! 06:21:35 hi david 06:21:38 dpeg: you wanted me earlier? 06:23:32 howdy dpeg 06:23:42 Hi! 06:23:53 due: yes... what was it? 06:24:27 dpeg: I do like the idea of color coded doors. Have you thought any more on it? 06:25:32 geez... grey-listing sucks terribly! 06:25:55 well.. sooner or later my email to crd will arrive *sigh* 06:26:01 dpeg: ... i do't know? 06:26:06 moin dpeg :) 06:26:46 -!- blackflare has quit [Ping timeout: 265 seconds] 06:27:19 Napkin: Hi! Do we have ZotDef 2.0 on CDO already? :) 06:27:37 bmh: no, just what I said yesterday. There's no plan. 06:27:50 due: it will come back to me... 06:28:08 yes sir, just activated it :) 06:28:37 Napkin: Rock and roll!!! <3 06:30:22 dpeg: The obvious ideas that sprung to mind were: Green door -- secret door that has never been opened, wandering monsters won't open it. Cyan door -- glass door. Purple door -- trapped door 06:33:05 %s/cyan/light blue/ 06:33:33 We don't have trapped odors. 06:33:51 Or... glass doors, for that matter. Kinda. 06:34:14 all our odors are smellable right from the start 06:34:37 due: With color coding, we easily could (for small values of easily) 06:34:58 -!- Gretell has quit [Remote host closed the connection] 06:35:05 -!- Gretell has joined ##crawl-dev 06:35:13 Trapped doors could be like pressure plates, i.e. dummy traps that go well with scripting. And were detectable with T&D 06:35:58 I don't like trapped doors, but I like the idea of secret doors that have never been opened 06:36:30 I agree, that's a great use for the colours 06:36:56 I can't imagine glass doors being used often -- a vault? 06:36:57 The difference is already shown in tiles. 06:37:50 -!- casmith789 has joined ##crawl-dev 06:38:58 grey stone doors that jellies can't eat? 06:39:05 Keskitalo: thanks for replying to the save points nonsense. 06:39:26 No problem. :) 06:41:30 crawl already has 2 savepoints! 06:42:00 casmith789: Starting the game and winning? 06:42:06 exactly 06:42:39 * due sleeps. 06:43:09 night! 06:43:38 bmh: Yeah, glass doors would be nice in aesthetic vaults. 06:44:03 dpeg: What is your trapped door objection? 06:44:29 I could imagine a nice door trap: open the door, *boom* the surrounding walls go down and reveal monsters. 06:45:02 I want that for Crypt. :) 06:45:17 Keskitalo: already there, as a basket of spiders 06:45:27 could be done with zombies of course 06:46:08 well, both are doable with lua 06:46:13 door_open and door_close are triggered evetns 06:46:13 Yeah, just the "this door is trapped" stuff is missing. ofc, it doesn't have to be doors, but it'd be nice if it was detectable with T&D. 06:47:46 due: I think I said something similar last night, and then I mentioned you :) 06:50:20 We have plenty of other colors -- what else could doors do? ;-) 06:53:07 I think that's the wrong question. 06:53:38 Instead of asking "what types of doors do we need?", my point was: "we're not forced to use chests because doors could do that just as well". 06:54:21 sure 06:55:11 I think there are some gameplay possibilities that we can achieve with more door variety -- single use doors, portcullises, for example? 06:55:13 dpeg: <3 06:55:25 I played a little Un recently and chests nearly made me tear my hair out :P 06:56:03 "There is a chest here, do you want to untrap it?" "There is a chest here, do you want to loot it?" "Do you want to take stuff out or put stuff in, or shake it all about" "What do you want to shake all about?" 06:56:43 And at the end of that circus the chest turns out to be empty 06:56:55 And that's without mentioning the unlock step 06:57:54 -!- Sequell has quit [Remote host closed the connection] 06:58:53 03kilobyte * r34ed057573db 10/crawl-ref/source/misc.cc: In ZotDef, the "safest place" is near the orb, even with 20 pan lords there. 07:02:07 -!- bmh has quit [Quit: Page closed] 07:04:33 hehe, greensnark :D 07:18:49 -!- Sequell has joined ##crawl-dev 07:20:13 !lg * sprint 07:20:14 79720. nmf the Quickloader (L7 MDAM), worshipper of Okawaru, slain by an elephant slug in Sprint (Sprint I: "Red Sonja") on 2010-12-06, with 1121 points after 652 turns and 0:01:53. 07:20:23 !lg * zotdef 07:20:23 Malformed argument: zotdef 07:20:26 Meh 07:21:33 !lg * zotdef 07:21:34 20. 78291 the Magician (L6 DEWz), rotted away on D:1 (zotvault2) on 2010-12-06, with 451 points after 950 turns and 0:06:58. 07:21:52 !lg * zotdef s=name 07:21:52 20 games for *: 11x KiloByte, 5x Chojin, 3x 78291, 1x bookofjude 07:22:01 !lm * zotdef 07:22:01 23. [2010-12-06] 78291 the Miscreant (L1 HuSt) found the Orb of Zot! (D:1) 07:22:06 Heh 07:22:20 !lm * zotdef s=type 07:22:20 24 milestones for *: 20x orb, 2x uniq, 1x death, 1x monstrous 07:22:52 I think I'll suppress orb milestones for ZotDef 07:25:34 -!- Sequell has quit [Remote host closed the connection] 07:26:08 -!- Sequell has joined ##crawl-dev 07:26:11 !lm * zotdef s=type 07:26:11 5 milestones for *: 3x uniq, 1x death, 1x monstrous 07:26:17 !lm * zotdef s=uniq 07:26:17 3 milestones for *: 2x Sigmund, 1x Terence 07:37:57 or we can mvoe the milestone to pickup 07:44:12 hmm. 07:45:04 greensnark, at the moment, _builder_items has a special case for 'player_in_branch(BRANCH_MAIN_DUNGEON) && level_number < 5 && coinflip()' that places a knife. Could that be turned into a minivault? 07:45:20 I believe it could be, but how? 07:53:07 may be tricky 07:53:27 kilobyte, why? 07:54:07 if some other vault gets chosen, you may fail to get these even if they have PLACE: 07:54:21 kilobyte, it's not like it's guaranteed by current code 07:54:25 it's just rather likely 07:59:31 kilobyte, maybe DEPTH: D:1-5 and CHANCE: 50% would do it? 07:59:40 or whatever levels 'level_number < 5' is equivalent to 08:00:11 or.. something else with CHANCE:, perhaps 08:01:53 I don't really understand what CHANCE:'s priority is. 08:11:25 Zaba: I think I can do that. 08:12:35 dpeg, well.. I mostly have already done it, I just need to confirm that it's equivalent to the old behaviour 08:13:07 Can we come up with the following numbers (for large sample sizes): numbers of knives generated altogether per level (in D:1-5 say); what number of knives comes from _builder. 08:13:32 Zaba: I am not sure we need equivalent. Close enough suffices :) 08:13:34 _builder_items has a 50% chance of placing a knife on each level from D:1 to D:5 08:13:45 does DEPTH: D:1-5 CHANCE: 50% give that behaviour? 08:14:58 !tell bhaak 13:56 <+greensnark> "There is a chest here, do you want to untrap it?" "There is a chest here, do you want to loot it?" "Do you want to take stuff out or put stuff in, or shake it all about" "What do you want to shake all about?" -- And at the end of that circus the chest turns out to be empty -- And that's without mentioning the unlock step 08:14:59 Maximum message length is 300 characters. Eschew verbosity, Gladys! 08:15:14 !tell bhaak 13:56 <+greensnark> "There is a chest here, do you want to untrap it?" "There is a chest here, do you want to loot it?" "Do you want to take stuff out or put stuff in, or shake it all about" "What do you want to shake all about?" 08:15:14 dpeg: OK, I'll let bhaak know. 08:15:38 dpeg: I just read it and I wanted to tell greensnark that he's a noob :-) 08:15:38 bhaak: You have 1 message. Use !messages to read it. 08:15:51 bhaak: ah, that saves me from sending you part 2 :) 08:16:30 untrapping chests, pff, he's supposed to be an adventurer! 08:18:22 kilobyte, it seems to work 08:19:03 But I'm not sure about the vault tags. "allow_dup transparent extra" is what I have. 08:19:17 bhaak: in a weak moment you may admit that container handling is not quite ideal in NH :) 08:19:28 well, allow_dup makes sense, I'm fairly confident extra can't do harm, but transparent is not even documented 08:19:32 Zaba: don't think you need allow_dup 08:19:35 dpeg, I do 08:19:43 why? Is there only chance for a knife? 08:20:08 ...unless I misunderstand allow_dup 08:20:38 dpeg, the old (that is, current) knife-placing special case can be used several times 08:20:47 dpeg, so the vault that replaces it should be allow_dup to reproduce that behaviour 08:20:58 -!- Noom has joined ##crawl-dev 08:21:15 I think it makes sense 08:22:11 Zaba: I am not so concerned about preserving knives. 08:22:20 Clever adventurers would bring a knife anyway. 08:22:55 dpeg: I don't need a weak moment for that :-) an idea for improvement would be better of course 08:23:21 bhaak: Nethackers have such a hard time to let go :) 08:25:50 dpeg: chest handling is only a bother if you feel like you have to explore every chest in the game! you don't go around telling players to explore every square in slime :) 08:26:32 casmith789: there are a number of differences, but I lack the time to explain 08:27:16 dpeg: I wonder what greensnark would have said, if he found an iron safe :) 08:28:52 03zaba * r63bd08c8e877 10/crawl-ref/source/dungeon.cc: Move the special case for hells/slime pits/hall of blades/temple to _num_items_wanted. 08:29:17 bhaak: the interface should be sit between the game and the player, unless you really know what you are doing. (imo) 08:29:35 03zaba * r2488806c97c9 10/crawl-ref/source/ (dat/des/variable/mini_features.des dungeon.cc): Move the knife generation special case into a minivault. 08:29:45 dpeg: chests fill a need in nethack, just removing them would break some things that needed to be fixed. Probably the most important off the top of my head is as protection for the wand of wishing in the castle. 08:30:20 hmm.. 08:30:47 dpeg, I guess putting it in the end of mini_features.des is strictly speaking wrong.. 08:31:02 Zaba: yes, these technical vaults should get a file on their own. 08:31:12 dpeg, well, it's not exactly technical 08:31:35 it used to be a special case right in the dungeon builder code, yes, but I think it was simply misplaced 08:31:43 bhaak: if you want chests (and there are good reasons for that), then at least there should be a decent interface. But I believe that part was neglected for the longest time. 08:31:52 there is nothing technical in biasing the chance of appearance of knives on D:1-5 08:32:30 it's pretty much the same as occasionally building a weird, pointless shape made out of rock walls or whatever, only a little less pointless :P 08:33:05 it's just a little loot, which seemed fitting for mini_features.des 08:33:46 ok then 08:36:41 dpeg: I know there are interface quirks. But I can't fix everything at once. :) At least greensnark had to press one key less than in vanilla. (in vanilla you always get asked for a direction when looting a container). It's also not that bad. You usually untrap and unlock a chest only once. It's much less often than #looting a containr 08:37:53 bhaak: from what I've read, people try for traps several times in a row. 08:38:17 I think the main point is why standard actions are not automated. 08:39:27 gah, trapped chests are stupid anyway 08:40:06 I guess, automated standard actions might have been too expensive once or it might interfere with other GUIs? 08:40:47 I think they just translated their paper&pen RPG experiences into a computer game, without thinking much about interface, design and stuff. 08:41:07 that's too easy as explanation 08:41:25 bhaak: don't you also have to install a patch in vanilla to get read of endless y/n confirmation when looting? 08:41:35 s/read/rid/ 08:41:55 can aquatic monsters appear in abyss? 08:41:56 there were games before hack/nethack and the really active development time was about 10 years 08:42:15 galehar: I wouldn't know about such a patch 08:43:19 http://bilious.homelinux.org/?29 08:43:41 bhaak: it is not just NH. Up until not so far ago, people simply didn't care about interface and convenience. 08:43:49 removing confirmation for key and looting helps a lot with the chest interface 08:47:36 dpeg: I'd say that's not correct. In the 80ies there were already articles about good and bad user interfaces. But nobody can force somebody to do a better interface and unfortunately one can get used to a lot, even bad UI. 08:48:29 bhaak: articles within the RL context? 08:49:38 dpeg: oh, you were talking about RL itself. I was talking about programming in general. 08:51:20 dpeg: well, RL in the olden days came from a unix environment, there you have different target audiences than on "normal" computers. I remember myself the first time I opened a ASCII-version of Omega, after having only played a Amiga-tiles-version before. I turned away in disgust 08:53:00 bhaak: yes, that's why I think the RL subgenre was slow to pick up some principles elsewhere already established 09:01:17 if you send a message to someone playing zotdef they don't seem to receive it 09:01:39 bhaak: I was immediately attracted by the perversion that is an ASCII game in an era of graphical games, but I guess that says more about me than anything else. 09:01:56 Mu_: To file? But where? 09:04:54 Mu_: Has new zotdef been won already? 09:05:04 don't think so 09:05:51 Quicksilver dragon breath removes enchantments even when blocked (https://crawl.develz.org/mantis/view.php?id=2924) by MarvintheParanoidAndroid 09:07:21 Mu_: nice 09:07:39 now would be a good time for a zotdef mini tournament 09:07:48 but players have to get off their asses themselves 09:11:04 Unstable branch on CDO updated to: 0.8.0-a0-3618-g34ed057 (31.16) 09:11:54 Napkin: what's the point of the update script requiting you to press enter twenty times? Checking up on it every ten minutes is not fun -- and it's likely to be forgotten for hours. 09:12:04 requiring 09:12:22 dpeg: not without some balancing and testing against bugs, I think 09:12:33 just give it parameter, kilobyte 09:12:41 kilobyte: the tournament? 09:14:32 napkin: can I be listed as a member of the dev team on http://crawl.develz.org? 09:15:10 you are, aren't you, galehar? 09:15:21 what list do you mean, galehar? 09:15:48 "The Stone Soup Team" on http://crawl.develz.org/wordpress/about#credits 09:16:11 well, I have provided my fair share of commits :) 09:16:13 dpeg: you hit nethack several years after I did :-) but I had the good amiga interface with all the commands as menus that mellowed it for me. I think if I only had the terminal version without any GUI elements, I wouldn't have started playing. 09:16:56 ah, good point - I thought you were talking about the link below, which links into the git 09:18:46 how about you do it yourself, galehar? ;) give me a few, currently busy - then i'll set you up in the wordpress 09:19:22 Sure! You're creating me an account? 09:24:29 kilobyte: You can use any command-line parameter to the update script to skip all the prompts 09:24:46 update-foo.sh x for instance 09:39:58 am i a bad person if i make a new kobold dart-user that shows up in packs named 'kobold dartisan' 09:41:00 yes 09:41:31 Eronarn: you are only excused if you also come up with bartisans and qartisans. 09:42:04 What about a kobold partisan that turns into a polearm when killed 09:43:20 'a'pply head to pole command? 09:45:41 -!- Textmode has joined ##crawl-dev 09:47:50 dpeg: what's your take on invis, with regard to the ench split? 09:49:09 two versions 09:50:18 ah, that is what i think is the right solution as well :) 09:51:29 is also better for the interface 09:51:48 don't follow 09:54:47 self vs other? 09:55:20 still dislike that split :P 09:56:07 beneficient vs. malevolent gives us a lot more freedom to balance the schools 09:56:47 for example: rmsl can be flavored as something helpfully knocking arrows aside to protect you, or a malevolent spirit of air wrecking the aim of your enemies 09:56:50 if by "balance" you mean having all but a few on one side 09:57:54 the current branch has protective/boosting auras vs what is usually understood by "enchantments" in stories 09:58:12 kilobyte: the split between the two works out fairly similar, as we've discussed previously 09:58:13 -!- Noom has left ##crawl-dev 09:58:27 if we argue to include illusions in the latter, it might be possible to put Invis there 09:58:38 even with self vs. other, there is the ability to look at stuff like silence and say 'is this a spell that makes the *area* around me silent, or is it a spell that makes the area around *me* silent' 09:58:39 knocking arrows, not really 09:59:22 kilobyte: this is why i favor good vs. bad: a lot more spells can be flexibly put in one camp or the other 09:59:24 silence is a borderline spell, yeah... so much I have it currently marked for both schools 10:00:13 "good" include every single of current Charms _plus_ a number of others 10:00:15 for example, the elemental brands could go into charms (you infuse your weapon with magic that seeks to aid you), while the necro brands could go into hexes (you infuse it with something that wishes to harm others desperately) 10:01:20 eh... how is burning someone different from draining them? 10:01:23 'good vs. bad' sounds much more vague and prone to long arguments 10:01:35 kilobyte: again, there's flexibility here - the brands i just mentioned, the rmsl justification i mentioned earlier, an invis spell in each school with different uses, etc. 10:02:33 Zaba: in this case the vagueness is good, because it lets us justify having spells that are helpful buffs on others, or spells that are a buff on you while being harmful to others, without having them use both schools 10:02:57 it is more work to figure out what goes where, but it is far less limiting as to what can 10:03:01 no, vagueness leads to the aforementioned proneness to long arguments 10:03:29 Zaba: <3 10:03:34 which defeat the purpose of having the flexibility to decide what goes where, because it takes too long for anything to go anywhere 10:05:03 Zaba: at this point the split is quite similar though; it's a matter of 1) flavor, such as species getting apts 2) potential for the future 3) those spells that don't directly transfer from self/other -> good/bad 10:06:00 I fail to see how vagueness can be good from a flavour perspective 10:07:48 the problem I have with a split by good/bad is that ultimately, good/bad is a property of the caster's intention rather than the spell 10:08:04 Zaba: consider invisibility: is it something about protecting yourself, or letting you stab others? do we want vampires good at it, or high elves? etc. 10:08:11 In principle it could be done either way. kilobyte stepped up and did it in one particular way, and it wasn't a random decision. So we should stick with that unless/until we see something blatantly wrong with that approach. Then we reconsider. 10:08:14 so *perhaps* you could categorise them by what purposes it's most often used for 10:08:18 Zaba: spells can have intent though 10:08:26 but it doesn't justify using completely different skills for spells that seem very damn similar 10:09:15 Eronarn: in my version, it currently is a protective aura, but I am thinking about making it an illusory enchantment 10:09:17 Zaba: sure it does - compare Simulacrum to Summon Ice Beast 10:09:40 both are, at their root, 'summon a temporary monster made of ice to fight alongside you' 10:09:51 Simulacrum alters a corpse -- clear necromancy to me 10:09:52 Eronarn, most spells can't have a definite intent on their own 10:10:25 kilobyte: right, i'm not arguing that it should be summ, i'm saying that because we have defined summ to be one thing and nec to be another, it works to have summons that are not spells in the Summ school 10:11:12 Eronarn, umm, simulacrum and summon ice beast aren't separated by "good" or "bar" 10:11:29 bad* 10:12:17 Eronarn, I was talking about how it's senseless to have separate spell schools for "good" and "bad" stuff, because spells themselves don't have such definite intents 10:12:19 i'm not claiming that they are, just pointing out that you can have even very similar spells belong in different schools and have it work out flavorfully/interestingly 10:12:40 Eronarn: yet the difference doesn't lie in "intent" 10:13:10 yes, the difference lies in much less vague things. 10:13:11 sure, you can have spells with different themes but the same effect -- like, say, IMB and Airstrike 10:13:13 sure, because we don't have too many spells that are flavored as specifically being 'malicious' ones 10:13:35 (but we do have some, see: the demon ones, which can turn hostile against you more readily; or malign gateway) 10:14:44 Could we stick with my summary? 10:15:41 -!- Textmode has quit [Ping timeout: 255 seconds] 10:16:03 should I just merge the branch right now and then perhaps alter it later? 10:16:54 also, dpeg: i am not against this just to be against this, i do see specific issues with the self/other split: 1) it is IMO much less interesting flavor 2) it leaves no room for spells that are good that affect others 3) it is hard to classify some spells as self or other, leading to some really weird school arrangements 4) it will be harder to make schools have a cohesive playstyle with only-self-affecting or only-other-affecting spells available 10:17:21 Eronarn: I was thinking of Haste Self, Haste Other and Invis Self, Invis Other 10:18:27 curently haste and invis are the only buffs you can cast on allies 10:18:38 dpeg: but then you have the situation of vampires being great at hasting others and awful at hasting themselves 10:18:51 having a separate version for others is indeed quite good 10:19:17 Eronarn: and I see no problem with this 10:19:30 Eronarn: I want that! 10:19:40 um 10:19:49 For later, there may be an ally substyle which revolves around boosting your guys. 10:20:06 I currently have Haste as a "protective/enhancing" spell, it can work on others just fine 10:20:49 kilobyte: but it is interesting to separate self/other here, for two reasons: it should be less expensive to boost allies, and the interface will be better (compare Ely healing). 10:20:52 kilobyte: so charms = self, except for some exceptions where i's other? 10:21:27 dpeg: we already have teleport self/other, and that works fine: it would not work so fine if Teleport Self were in Summ (because you summon yourself somewhere else) instead of tloc. 10:22:09 being great at doing thing X to other people, but awful at doing it to yourself, is very annoying to run across in games 10:22:25 Eronarn: why/how? 10:23:06 Haste Allies could be themed differently, it is a spell that makes their blood boil or whatever. 10:24:11 dpeg: it works fine as a limitation (say, clerics who cannot heal themselves), but if you make it a specialization, then you have to choose between raising two otherwise unrelated skills, or being a great caster of (whatever) except for the sole case of yourself 10:24:45 I think the case where you really want to boost yourself as well as your allies is rare. 10:25:02 Tloc is the best current example of this - the utility of blinking others away is less than that of blinking yourself away, for various reasons, but we don't deal with this by having two Tloc skills but by making different spells for various movement purposes 10:26:00 Dispersal vs Blink? 10:26:12 Eronarn: no, it's not self... just like necromancy is not "raising the dead" 10:26:40 Eronarn: spell schools are about theme, not in-game effect 10:26:57 kilobyte: the original proposal i read was strictly self/other, and was even discussing removing the ability to haste others 10:28:14 Eronarn: which would also be okay 10:28:16 hasting other is problematic... it has no cost and effectively duplicates abilities you pay dearly for 10:28:17 if it's no longer limited to affecting self/other, then this entire conversation has been a waste of time because it's already taken the biggest step towards being a good/bad split :P even if it's not called such 10:28:20 because the main use of the spell is haste self 10:28:30 dpeg: I don't think the "invis other" spell will be very useful. 10:29:10 Eronarn: boosting a weapon is clearly good 10:29:35 casmith789: probably, yes. 10:30:05 kilobyte: i disagree: boosting a weapon can be a variety of things, depending on how you choose to flavor it 10:30:22 for example, MSH doesn't use charms or hex at all, but is functionally identical to a brand spell currently 10:30:53 MSH was an Ench spell for most of Crawl's history 10:31:08 or take sure blade: last i heard it was charms+hex, but it could be charms (you become one with your weapon) or hex (you imbue your weapon with a hunger for your enemies) 10:31:26 Anyone mind telling me how large the main dungeon maps are? like x by x cells? 10:31:42 Vandal: 80x70 10:31:45 Thank you 10:31:54 Vandal: the outer layer can't be passable 10:32:17 outer layer? You mean like the border? 10:32:32 Eronarn: how a "hunger" can match "bonding" mentioned in the messages? 10:32:37 Vandal: yeah 10:32:45 thank you 10:33:14 kilobyte: with the current messages, i would put it under just charms in a good/bad split; but if we decided in a good/bad split that it mechanically would work better in hexes, just change the message 10:34:52 i don't think anyone is going to care too much if we change some spell descriptions/text at the same time as we split one school into two 10:35:11 even some minor functional changes to spells won't be too big a deal, if required (though i don't think it is) 10:41:34 -!- Textmode has joined ##crawl-dev 10:49:44 Eronarn: regarding your four reasons: 1) flavour can be moved around (see how Haste Other becomes Rush Allies). I don't understand 2). I really doubt 4). Playing styles will not be affected, afai see. 10:51:45 haste other is a good spell. 10:52:59 -!- ortoslon has joined ##crawl-dev 10:53:14 dpeg: 1) yes, but i think good/bad is a much more flavorful starting point than self/other 2) as kilo pointed out the initial spec has changed so it's not relevant now 4) right now EH and invis are in different schools - this is kind of a huge difference! or the AM will now have half their book one school half the book the other, etc. 10:53:46 galehar: any progress on detachable tabs in tiles? 10:53:50 4) will apply to both, of course, but from what i have looked at it seems easier resolved with good/bad than self/other 10:54:16 ortoslon: no, I want to finish the new skill menu first. But I'm making progress on that! 10:54:36 i'm playing troll monks until that :) 10:55:42 i just got a shop mimic on D7 10:55:45 this seems pretty excessive 10:58:05 but they're immobile 10:58:40 no they aren't 10:58:45 the new mimics chase after you at speed 10 10:58:48 once you wake them up 10:58:57 oh. 10:59:14 but it is cool to have a stair run after you 10:59:39 !tell due The new mimics are fun. But shouldn't the old ones also follow you? 10:59:40 dpeg: OK, I'll let due know. 10:59:47 yes, it's cool 10:59:51 just, d7 is too early given their stats 11:00:09 Eronarn: not more unfair than an unseen horror on that level, imo. 11:00:12 do they still blink at ranged attacks? 11:00:25 err, teleport 11:00:30 dpeg: unseen horrors don't have res fire, cold, elec, poison 11:00:42 !tell due And I think I remember the bug from yesterday: I had a Crypt stairs mimic (<3), and it showed on Ctrl-O. But Ctrl-G wouldn't move there! 11:00:42 dpeg: OK, I'll let due know. 11:00:53 Eronarn: but they are invisible! 11:01:42 yes, unseen horrors are pretty mean - but a lot more early game survival tools work on them 11:01:48 @??unseen horror 11:01:49 unseen horror (06x) | Speed: 30 | HD: 7 | Health: 27-53 | AC/EV: 5/10 | Damage: 12 | Flags: see invisible | Res: 06magic(28) | XP: 746. 11:01:56 scrolls of fog too 11:02:03 and fear (doesn't work on mimics) 11:03:40 !learn add xom_ideas turn known mimics in LOS into corresponding items/features 11:03:41 xom ideas[187/187]: turn known mimics in LOS into corresponding items/features 11:05:48 uhm... a tiny bit scummable? 11:06:04 kilobyte: just treat it as a conversion check maybe? so it only happens once? 11:06:29 Shop mimics probably show up too early (https://crawl.develz.org/mantis/view.php?id=2925) by Eronarn 11:07:21 feature mimics changing glyph in unicode is ugly :( 11:07:33 changing glyph? 11:08:04 yeah, once you identify them shop mimics become a \ for example (normally shops in unicode are a little archway) 11:08:04 -!- galehar has quit [Quit: Page closed] 11:08:19 ah, that sounds buggy :P 11:08:31 i should switch to unicode; does it work on CDO? 11:08:31 yeah, i think i reported it 11:08:37 Yes. 11:08:50 learndb about how to switch anywhere? 11:08:52 oh it was closed 11:09:06 although it's still an issue 11:09:14 MarvinPA: just reopen 11:09:20 just define walls and floor, the current Unicode default is unacceptable in any truetype font 11:09:47 kilobyte: we could use a good default :) 11:10:04 well it was closed since an argument was starting about the mimics generally, due said it would be fixed though 11:10:10 Eronarn: char_set = unicode 11:10:27 Eronarn: Then cset_unicode = wall:x25ca, tree:x2020, door_closed:x2021, etc. if you want to change glyphs. 11:10:35 dpeg: a week ago you wanted me to remind you something a week later (now) if it's not done but i forgot what 11:10:57 dpeg: my plain is to keep the current CSET_UNICODE as a preset with fancy options, but having the default as a mix between current CSET_UNICODE and CSET_ASCII 11:11:03 ortoslon: also forgot :) 11:11:17 ie, only going with non-ASCII characters where they are significantly better 11:11:31 like shops/portals (\ vs arch) or trees 11:12:11 we might even have another preset for terminals that can do font substitutions 11:12:51 like those great clouds from a Thai block, not present in most fonts and thus broken on Putty and some others 11:12:55 dpeg: nvm found in logs: "ask Denzi for ability tiles" 11:13:33 oh wow 11:13:36 those walls are hideous 11:17:07 -!- jld has quit [Read error: Operation timed out] 11:17:15 -!- jld has joined ##crawl-dev 11:17:47 i'm assuming that combining diacriticals break horribly? :D 11:19:13 ortoslon: true. Did something happen there? 11:20:40 dunno 11:21:20 I've never had any success at all with any diacriticals as glyphs. 11:21:25 (on Putty, that is) 11:24:55 books are infinity symbol? ew 11:26:29 player mummies should be infinity symbol :P 11:29:49 Eronarn: if you're not used to something, it'd be nice to have a way to specify Unicode _capability_, ASCII defaults 11:30:18 right now you have to redefine everything back 11:34:10 Zaba: your vault can produce cursed knives 11:34:25 or even randart ones 11:37:19 dpeg: sporkhack has some containers with a limit on how much it can hold. IMO this is bad. either I take one of the containers that has no limit or I have to number them (which means, it is even worse then vanilla's container handling if you have to look through several containers). Your opinion? 11:37:32 Haha, golden as the first rune. I love it. 11:37:39 kiku? :) 11:37:47 of course. 11:38:27 bhaak: I wouldn't dismiss that so quickly. In some commercial games you have containers with a very limited number of slots (say three), perhaps even restricted. Not necessarily bad. 11:39:20 It depends on what the containers are for. Nethack's carryable (is that a word?) containers only destroy game potential: you don't have to decide which items to carry. You don't have to worry about item weights anymore. 11:40:13 dpeg: but I think in the commercial games you usually don't have the weight restriction. in nethack you do have that even when you have a bag of holding 11:40:52 the way nethack containers play out is actually that you have to drop many non essential items. it's kind of like crawl in that regard. nethack has containers because you are so likely to have an item outside a bag blown up, in crawl this chance is less. 11:41:28 casmith789: disagree, with both parts even 11:41:34 a blessed BoH does that 11:41:40 but now: taek won do 11:41:46 have fun 11:41:51 I have played a game without a bag of holding in nethack. The gameplay difference was small, it just meant I had to visit stash more often and I never found myself missing an essential escape item. 11:42:52 casmith789: that's because nethack player die often WITH escape items in their bags. A lot of people forget to look what they really have when it's a critical turn :) 11:43:05 casmith789: I don't say the BoH is essential. Sure you can win without it. I say that the BoH renders two potential sources for decisions meaningless, and that's awful. Giap! 11:44:38 kilobyte, I guess it can be fixed with appropriate something in ITEM? 11:45:21 there are two points to play in both nethack and crawl. One of them is micro - what you should do in fights, how you should survive. Both games require you to carry some kind of escape item. The other one is macro - how to improve your character between fights or areas of the game. In nethack the items to do this are often on me, so {magic marker, scrolls} help me do this. I never have to go back to stash. In crawl 11:45:22 I have to go back to stash to do this, for enchant armour / picking up zot potions / whatever. It's a different choice but I don't actually think the difference is large. 11:46:52 Zaba: at most "uncursed" 11:47:10 what's the shallowest depth for randarts? 11:47:15 kilobyte, I guess no_uniq, too 11:47:22 ..if that affects *random* artefactness 11:47:26 (but what else?) 11:48:33 casmith789: but crawl has a working inter-level travel feature (so I've been told, I've never lived long enough to need it :). It might be less tedious to go to your stash in crawl than handling your well-stuffed bag of holding in nethack 11:49:03 yes, that's probably why the difference is small. stash travel in crawl is quick but a pain in nethack 11:50:08 -!- ortoslon has quit [Quit: Page closed] 11:53:02 -!- eith has joined ##crawl-dev 12:07:38 -!- Icelos has joined ##crawl-dev 12:16:02 -!- Pseudonut has joined ##crawl-dev 12:26:55 Portal mimics use generic portal tile when they shouldn't (https://crawl.develz.org/mantis/view.php?id=2926) by minmay 12:28:40 -!- Zaba has quit [Ping timeout: 265 seconds] 12:33:27 -!- Pseudonut has quit [Remote host closed the connection] 12:39:22 -!- Zaba has joined ##crawl-dev 12:45:33 -!- jld has quit [Ping timeout: 272 seconds] 12:46:06 -!- jld has joined ##crawl-dev 12:57:08 i created a wiki page with some proposals for improving unrandarts, which i'm vaguely working on a patch for 12:57:22 feedback/better ideas appreciated :) 13:08:02 i'll take a glance at it later, maybe 13:08:06 writing SOP now :< 13:45:12 -!- Pseudonut has joined ##crawl-dev 13:45:58 -!- Icelos has quit [Quit: Ex-Chat] 13:48:06 -!- monky has joined ##crawl-dev 13:49:35 back 13:50:38 MarvinPA: still around? 13:50:51 hey, yeah 13:52:23 just reading your wiki page 13:53:02 ah cool :) 13:53:03 Ragdoll (L6 VpSt) (D:1 (ZotDef)) 13:53:59 MarvinPA: good stuff. I happen to not like katanas, but that's a personal affair :) 13:54:19 heh, fair enough 14:00:06 why are oklob saplings on p? not enough room on P? 14:02:23 someone probably added it with X/x and Z/z in mind 14:02:48 no knowledge of ghosts? 14:03:52 clouded (L13 DGSu) ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. (Lair:2) 14:04:09 I pressed "G" 14:05:00 -!- TGWi has joined ##crawl-dev 14:05:58 clouded (L13 DGSu) ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. (Lair:2) 14:06:17 ah, can reproduce it 14:06:57 isn't "sapling" also wrong because oklobs aren't trees 14:07:34 an oklob sprout? 14:09:00 clouded (L13 DGSu) ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. (Lair:2) 14:12:29 Crash from using "G" after looking up monsters on the p glyph (https://crawl.develz.org/mantis/view.php?id=2927) by st 14:12:34 good to know I have a panic crash button if a need it ;) 14:12:50 clouded (L13 DGSu) ASSERT(index < SIZE) in 'fixedvector.h' at line 65 failed. (Lair:2) 14:13:27 okay I guess it's just doing anything after ?/mp 14:17:26 MarvinPA: your ideas look good, I support them. Will make a comment tomorrow, so it's public. Have an idea for Scythe: speed ego, and every cursed item boosts damage (will add that, too). 14:17:52 cool, thanks 14:21:23 -!- dpeg has quit [Quit: bread] 14:32:36 A staff of air did not identify upon having "a surge of power" when casting Repel Missiles (https://crawl.develz.org/mantis/view.php?id=2928) by smock 14:37:38 Commandline help not printed for Tiles (https://crawl.develz.org/mantis/view.php?id=2929) by jpeg 14:42:39 Item coloring is off in search screen (https://crawl.develz.org/mantis/view.php?id=2930) by minmay 14:47:41 Commandline parameters -sprint and -zotdef ignored if no name given (https://crawl.develz.org/mantis/view.php?id=2931) by jpeg 15:07:07 -!- syllogism has quit [] 15:11:41 Ragdoll (L6 VpSt) (D:1 (ZotDef)) 15:32:42 -!- upsy has quit [Quit: Leaving] 15:48:20 Pseudonut (L6 DrTm) (D:1 (ZotDef)) 15:56:19 -!- OG17 has quit [] 16:01:47 -!- Pseudonut has quit [Remote host closed the connection] 16:02:50 -!- OG17 has joined ##crawl-dev 16:08:20 are edits to dcss:manual:rest transfered to the ingame manual? 16:26:04 btw, slings 27 title for felids should be cat-apult 16:44:48 03dolorous * rcdd857873d08 10/crawl-ref/source/mon-place.cc: Typo fix. 16:44:50 03dolorous * r7b60bc94e41f 10/crawl-ref/source/zotdef.cc: Make a few more functions static. 17:07:21 -!- jld has quit [Read error: Operation timed out] 17:08:41 -!- jld has joined ##crawl-dev 17:13:03 -!- jld has quit [Read error: Operation timed out] 17:14:34 -!- jld has joined ##crawl-dev 18:28:52 Vaults for Orc, Lair, Temple, floating, minivaults (https://crawl.develz.org/mantis/view.php?id=2932) by minmay 18:55:52 03kilobyte * r23fe4239a93e 10/crawl-ref/source/ (zotdef.cc zotdef.h): Make a lot of zotdef functions static. 18:55:53 03kilobyte * r46826205a23e 10/crawl-ref/source/ctest.cc: Run zotdef's debug as part of the test suite. 18:55:54 03kilobyte * ra1e0ca919f5f 10/crawl-ref/source/zotdef.cc: Put wave names into a common define. 18:55:58 03kilobyte * re6c15eb4094e 10/crawl-ref/source/zotdef.cc: Make predefined waves in ZotDef actually work. 19:00:36 03kilobyte * rd4dd37b65ece 10/crawl-ref/source/dat/des/variable/mini_features.des: Guarantee the early knives to be uncursed. 19:00:47 03kilobyte * r8b4805d10f04 10/crawl-ref/docs/develop/levels/syntax.txt: Fix incorrect docs. 19:03:06 03kilobyte * rb64f0af5cc18 10/crawl-ref/source/player.cc: Fix an off-by-one bug with torment resistance. 19:56:44 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:16:53 -!- eith has quit [Ping timeout: 264 seconds] 20:38:49 -!- valrus has joined ##crawl-dev 20:38:57 -!- valrus has quit [Remote host closed the connection] 20:39:01 -!- valrus has joined ##crawl-dev 21:12:59 -!- OG17 has quit [Read error: Connection reset by peer] 21:18:01 -!- OG17 has joined ##crawl-dev 21:34:59 -!- valrus has quit [Remote host closed the connection] 23:15:23 Player's Felid corpse doesn't retain the player's name (https://crawl.develz.org/mantis/view.php?id=2933) by MrPerson 23:35:18 -!- Zaba has quit [Ping timeout: 260 seconds] 23:35:43 -!- TGWi has left ##crawl-dev 23:45:51 -!- Zaba has joined ##crawl-dev 23:48:16 -!- Pseudonut has joined ##crawl-dev