00:46:42 -!- valrus has quit [Remote host closed the connection] 01:04:27 Killed Mennas twice in same game after banishing him (https://crawl.develz.org/mantis/view.php?id=3006) by RangerC 01:43:19 -!- Zaba has quit [Ping timeout: 272 seconds] 01:51:14 -!- MakMorn has quit [Ping timeout: 265 seconds] 01:53:53 -!- Zaba has joined ##crawl-dev 02:09:48 Loading Screen Title Variants (https://crawl.develz.org/mantis/view.php?id=3007) by Mychaelh 02:15:17 -!- MakMorn has joined ##crawl-dev 02:33:22 moin 03:20:13 -!- Textmode has quit [Ping timeout: 272 seconds] 03:25:50 -!- syllogism has joined ##crawl-dev 04:04:23 -!- Pialein has joined ##crawl-dev 04:16:14 -!- Pialein has quit [Remote host closed the connection] 04:23:02 -!- Mu_ has joined ##crawl-dev 04:29:38 -!- Pialein has joined ##crawl-dev 05:04:30 -!- monky has quit [Quit: hello] 05:56:53 waa, petrify not a monster spell? ;_; 06:29:36 hmm 06:30:02 Keskitalo, may I bother you with a random vault problem? 06:30:48 Keskitalo, I think mines3_lemuel is broken with regard to connectivity. 06:37:27 Zaba: Sure, I'm working on gnoll camp serial vault right now anyway 06:37:51 I'll take a look, though I'm not very code/script savvy 06:46:53 Keskitalo, well.. it has no @, + or = on its borders, and uses mini_float, which means random floor squares on its border will be connected 06:53:59 Keskitalo, which doesn't seem to ensure that the entrance to the vault (the door) will be reachable. 06:54:08 of course, that might as well be intended, but it's still weird 07:21:26 03zaba * r698c6a8a753c 10/crawl-ref/source/dungeon.cc: Remove an unused argument from _dig_vault_loose. 07:21:28 03zaba * rf78a57daf682 10/crawl-ref/source/dungeon.cc: Don't use _external_connection_points in _connect_vault. 07:22:59 03zaba * r2aabf53d5324 10/crawl-ref/source/dungeon.cc: Remove some no longer used functions. 07:23:05 03zaba * rd9a2bb813255 10/crawl-ref/source/dungeon.cc: Use place.exits directly in _build_vault_impl. 07:23:05 03zaba * r418bc0fe5586 10/crawl-ref/source/ (dgn-shoals.cc dungeon.cc dungeon.h): Use vault_placement::connect() instead of (dgn)_dig_vault_loose. 07:23:05 03zaba * rf9d6f1020694 10/crawl-ref/source/ (dungeon.cc dungeon.h): Convert _connect_vault to vault_placement::connect with minor changes. 07:38:18 Zaba: Hmm. If I understand correctly, that vault has a pretty high change of producing lone squares of floor, surrounded by rock.. 07:38:33 yup 07:38:52 which become candidates for being randomly connected. 07:38:52 I don't understand what the aim is, so I'd just remove the !s 07:39:16 yes, it's rather unclear, really. Would be nice to ask lemuel :P 07:39:21 !seen lemuel 07:39:21 I last saw Lemuel at Sun Sep 19 18:20:33 2010 UTC (12w 6d 19h 18m 48s ago) quitting with message Quit: ChatZilla 0.9.86 [Firefox 3.6.9/20100824153629]. 07:40:09 mines2_lemuel looks similar in this case 07:40:39 yes.. 07:40:46 but that is different, it has an implicit exit 07:40:49 the '=' on the border 07:40:57 I'd guess Lemuel might have assumed it would connect *all* the floors 07:40:58 so the floors aren't candidates for connectivity 07:41:12 Random floors inside rocks is still bad though 07:41:17 yes. 07:41:41 if that is the intended behaviour, one could replace the floors with @s 07:42:02 Ahh, that sounds worth a try, I'll give it a shot.. 07:45:23 g'night and g'luck? :) 07:47:54 Looks allright now - they get generated in the middle of spots most likely now, seems ok (especially with a secret door) 07:48:18 Also hey due :) 07:49:37 Zaba: I'll commit that when I next push 08:08:28 Zaba: I've been wizmode-mapping a lot recently and haven't noticed anything funny with mapgen yet 08:08:45 Un-ruined roguey levels look very nice though :) 08:21:09 Zaba: Less debug messages <3 08:22:05 Ooh, the "Zz" icon is really nice! 08:22:38 "the gnoll corpse sergeant" 08:22:42 :P 08:37:47 hmmm.. maybe I should play some crawl instead of fiddling with more php or perl?! 08:39:40 Serial vaults with monsters do increase the monster count of a level by quite a lot.. although I guess that's true for any populated vaults. 08:55:46 -!- valrus has joined ##crawl-dev 08:59:47 -!- valrus has quit [Ping timeout: 240 seconds] 09:09:46 Keskitalo, I try to keep functionality intact. 09:10:00 Keskitalo, I tend to believe that roguey+basic building was really a very ancient bug :P 09:10:10 Yeah, I was complimenting in case it wasn't obvious :) 09:15:07 Hrmh, apparently I'm the only one to use name_suffix currently, and it makes buggy corpse names. 09:15:24 Or I use it worng. 09:15:26 mini_float annoys me. 09:16:52 I suspect that quite a lot of vaults that have it don't really need it 09:18:30 * Zaba ponders 09:18:38 Well, gnoll sergeant is definitely not gnoll wearing mittens, so I probably misuse it. 09:18:52 "gnoll corpse wearing mittens" makes sense, after all. 09:19:09 (the example in syntax.txt is "kobold wearing mittens") 09:19:14 sounds weird, though 09:21:13 "The gnoll corpse of gnoll shaman", still not quite right :P 09:24:35 Umm.. I think I just got a random blast from TSO for pummeling the helpless gnoll shaman. 09:24:48 I am not, and have never been, religious. 09:26:49 I've given it MINOR_HEALING and HEAL_OTHER, and I guess I forgot the spellcaster tags, so that might be why. 09:27:13 uhm, he's supposed to look only for HOLY holiness 09:30:01 hrm, you're right 09:30:13 somehow having any healing spell counts here 09:30:21 including some undead! 09:31:40 yay found a bug :P 09:32:16 elemental_lab_mu produces "the human corpse of master elementalist" as well, which is on the icky side. 09:35:27 I guess there should be name_actual_name which does "the human corpse of John Doe", and name_replace should do "a human corpse". 09:39:23 among my not pushed commits, I have one that introduces a "corpse_name" tag so you can do: "name:sylph_air_mage corpse_name:sylph" or so on 09:40:56 hmm. 09:41:11 but n_spe may be enough 09:42:29 03Keskitalo * r7ebbcdc77788 10/crawl-ref/source/dat/vim/syntax/levdes.vim: Add luniq and extra to vim/des highlighting. 09:42:31 03Keskitalo * ra616dde3c230 10/crawl-ref/source/dat/des/branches/orc.des: Connectivity fixes to mines2_lemuel and mines3_lemuel (Zaba). 09:42:32 03Keskitalo * rf3e568d8e611 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Remove the gnoll camp minivaults in favour of the gnoll camp serial vault. 09:42:34 03Keskitalo * re605019262ff 10/crawl-ref/source/dat/des/variable/gnoll_camp.des: The gnoll camp serial vault. 09:42:38 I still want "gnoll corpse", not "gnoll shaman corpse" 09:42:49 corpse_name tag sounds good! 09:43:51 well, but you don't want an entirely new monster, merely using its default non-altered name 09:44:12 not sure what would be the best way 09:46:10 03kilobyte * ra60e1617573a 10/crawl-ref/source/spl-data.h: Stop TSO from considering monsters with a Heal Other spell to be holies. 09:46:31 so.. 09:46:44 I don't like _big_room, at all. 09:47:43 it either makes an octa room, or an octa room + a big room, or a big room, where 'big room' refers to a large room with either a chequerboard pattern or nested rooms 09:48:10 I think it could be turned into a minivault 09:48:20 or several minivaults 09:48:52 but, hrm. 09:55:24 Keskitalo: this is probably an overkill and can be done better, but I pushed that functionality onto a branch "wip-corpse_name" 09:56:16 no docs yet (as I hope it won't be needed), but adding: corpse_name:gnoll n_spe seems to do the trick 10:10:46 damn, _connect_spotty is pretty cool. 10:34:54 -!- monky has joined ##crawl-dev 11:03:19 -!- Pialein has quit [Remote host closed the connection] 11:03:21 argh, _big_room can't be a vault 11:04:02 likewise for _diamond_rooms 11:04:30 they rely on not overwriting existing corridors 11:04:51 and even rooms 11:10:24 -!- MarvinPA has joined ##crawl-dev 11:12:58 hm.. or well.. they could be, but they would work completely differently 11:13:33 at least, _big_room's actual big room part could be, 11:14:04 but, then again, it doesn't touch floor. So no. 11:20:08 -!- valrus has joined ##crawl-dev 11:25:07 -!- hashc has joined ##crawl-dev 11:25:30 -!- hashc has quit [Remote host closed the connection] 11:37:57 -!- Textmode has joined ##crawl-dev 11:50:08 -!- Pialein has joined ##crawl-dev 11:50:09 -!- freww has joined ##crawl-dev 11:54:43 Hi, does any documentation exist for the project relating to code style, third party library integration, and compilers the project should work with? 11:55:01 yes, there are docs for code style 11:55:16 docs/develop/coding_conventions.txt 11:55:29 Ok I was looking at the wiki :) 11:55:52 why do you need a wiki when you have a filesystem! 11:56:27 I dunno it's on the website and there is some development related info on it :) 11:58:22 docs/develop has plenty of development documentation 11:59:15 Would patches be welcomed that change code that is using explicit memory management to using smart pointers? 11:59:44 no idea. Would it make the code harder to read than it is? 12:00:48 I don't believe so. For example in message-stream.cc the deinitialise function would just become 2 lines: stream_ptrs.clear() and stream_buffers.clear() 12:00:52 I guess you should submit such patches to the tracker and see what people say 12:01:01 instead of explicitly looping over all the elements and calling delete 12:02:05 or !tell one of the big honcho devs 12:02:08 not sure which 12:02:24 I'm all for code cleanup, but I don't have enough C++ experience to say whether smart pointers constitute for cleanup, and the word 'smart' generally raises suspicion for me :P 12:02:51 I will just submit a patch and see how that goes :) 12:02:57 yeah, that's the best way 12:03:45 so i should open a ticket here (https://crawl.develz.org/mantis/view_all_bug_page.php) and attach a patch? or is there a mailing list for patches 12:04:18 patch_guide.txt says submit patches on mantis 12:04:31 ok i will rtfm some more :) 12:05:27 also read the code some more :P 12:05:44 you might suddenly lose any motivation to work on it in the progress of doing so :P 12:06:06 seems mostly ok so far :) 12:06:18 where did you look? 12:07:05 some of the tile classes, message logs, some of the monster stuff 12:07:38 I believe that's mostly new, or at least recently revamped. 12:08:02 what's the bad stuff? :) 12:08:16 well, dungeon.cc is pretty bad, but it used to be worse 12:08:53 but, actually, the majority of _code_ is not really bad, but it's its 'structure' that is awful :P 12:09:04 and that is also the hardest to fix 12:09:12 LOL 8000 line file :) 12:09:27 nice and easy to digest 12:09:36 freww, it used to be OVER 9000 lines long. 12:09:37 honestly. 12:09:50 I've worked on legacy code that had a 9000 line FUNCTION :P 12:10:03 git diff --stat '@{3 months ago}..HEAD' dungeon.cc :P 12:10:04 at least there are multiple functions here lol 12:12:33 freww, I've removed quite a lot of awful parts from it during the last.. eh.. some timespan 12:27:56 Thanks for your help zaba I'm gonna grab some lunch :) 12:28:11 -!- freww has left ##crawl-dev 12:43:42 -!- jpeg has joined ##crawl-dev 12:43:53 Hi @all! 12:43:53 jpeg: You have 1 message. Use !messages to read it. 12:44:00 !messages 12:44:01 (1/1) galehar said (4d 8h 2m 3s ago): good point. I'll fix it. 12:45:34 moin jpeg 12:45:48 evening :) 12:46:01 So I'm trying to update the FAQ... 12:46:08 got a couple of questions 12:47:35 Which of the gods still actually use prayer for stuff other than sacrificing? Is it just Ely? 12:48:00 still = trunk or 0.7? 12:48:11 well, I'm updating for 0.8 12:48:40 I could check the code, but I suspect this is quicker 12:50:05 -!- valrus_ has joined ##crawl-dev 12:56:49 03zaba * r14cc1b4874b9 10/crawl-ref/source/dungeon.cc: Make some more things use rectangle_iterator. 12:56:52 03zaba * readdd3013e1a 10/crawl-ref/source/dungeon.cc: Change _grid_needs_exit so it takes a coord_def instead of two ints. 12:56:53 03zaba * r4f4238f500c2 10/crawl-ref/source/dungeon.cc: Use adjacent_iterator in _map_feat_is_on_edge. 13:00:09 -!- Textmode has quit [Read error: Connection reset by peer] 13:02:15 -!- Textmode has joined ##crawl-dev 13:02:20 03Mu * ra991ae124dd1 10/crawl-ref/source/dat/des/entry/entry_small.des: Adjust evilmike_entry_run_for_it slightly. 13:03:00 Hmm... how do you store a copy of your save on cdo again? 13:04:30 it's in (A)dvanced options after you select which version to play 13:06:42 I'm asking for the FAQ, but of course I don't know my password anymore 13:06:51 so I can't check on CDO myself 13:07:17 MarvinPA: So it's simply in the main menu? 13:07:39 Also, does cao have something like this, too? 13:07:44 yeah 13:07:57 and i don't think so for CAO, that uses the !copysave command in irc instead 13:09:32 Okay. So it's "On CDO, you can create a copy from your save file from the main menu. On CAO, you need to use the !copysave command on IRC." 13:09:45 Can you ask someone else to do it for you? 13:10:33 i'm not sure, probably but i don't know who has access to each server 13:10:44 !help !copysave 13:10:45 !copysave: Backs up a 0.7 save into a drop-box where the server admin or DevTeam can find it later. Please use this only to aid in reporting bugs. Usage: !copysave . Name is case-sensitive. Reason must not be empty. 13:11:24 Ah, okay. Thanks! 13:11:37 i guess anyone can use that command if they know the name and reason, but you have to be logged in to your own account for it to work on CDO 13:16:20 Is Ashenzari easy enough to understand to recommend to newbies? 13:18:28 hmm, i'd say yes since ash is quite useful but very passive, how best to use the cursing mechanic might be a little complex for new players though 13:18:42 true... 13:19:15 I'll stick with Trog, Beogh, Sif, Vehumet, Okawaru and Xom then (the latter as the oddball option) 13:19:23 It's probably better if the list is small, anyway 13:19:27 that's probably a good selection, yeah 13:20:56 I'd say yred is a good newbie god 13:21:28 using zombies to soak up damage helped me a lot when I was new, at least 13:28:03 I've got to admit I never seriously tried Necromancy, or any of the more complicated gods 13:34:09 not sure beogh is that great a newbie god, managing allies is complicated 13:34:41 managing zombies is easier because zombies are simpler 13:34:44 yeah 13:35:11 yred is definitely a good newbie god... simple to use and strong early on 13:36:29 -!- Pialein has quit [Remote host closed the connection] 13:42:51 jpeg: The Zz icon is lovely :) 13:43:07 Whose idea was it? Yours? 13:44:00 I copied a first 'z' from Geoduck's NH tileset, then chopped off pixels until it was small enough 13:44:38 elliptic, monky: from the description Yred does sound strong and easy, I'll have to give him a try to see it for myself 13:45:15 elliptic: I never found Beogh's allies troublesome 13:45:35 That might be because I never got far, but I'm talking about beginners here 13:45:41 Also, Smite is strong 13:47:46 well, I actually don't have much beogh experience myself, but equipping the orcs and taking them from level to level and figuring out when to let them fight and when to fight myself... all seemed a bit complicated 13:49:01 The orcs should just stick with what equipment they have when converted, that gets rid of the equipment hassle. :P 13:49:55 Keskitalo: yeah, that _would_ make things easier :p 13:50:29 elliptic: deciding between fighting and letting allies fight applies to Trog and Yred, too 13:50:42 not really for trog 13:50:56 you *can't* use BiA very much, it costs a lot of piety 13:51:22 yred does have that issue, but zombies are simpler as monky said 13:51:25 even more important to pick the right situations then 13:51:37 sure, but that's a matter of choosing when to use an emergency button 13:51:40 completely different 14:04:26 beogh isn't very good, in that sense he isn't a newbie god 14:08:45 -!- Pialein has joined ##crawl-dev 14:25:47 I'd say Yred is easier for beginners than Beogh, since the allies are easily replenishable. 14:28:36 true, also it takes longer to gain followers (which is the whole perk of picking Beogh) 14:28:52 as an aside, do the orc rooms in the dungeon occasionally contain an altar to Beogh? 14:31:46 I don't see it in rooms.des, I do see a Jiyva altar for half the jelly pits. 14:33:33 the vault with a warlord and high priest and such has a beogh altar 14:33:59 aside from that vault, I don't think I've seen beogh altars outside of orc and abyss 14:34:47 is there not that 3 orc priest beogh vault? 14:34:58 oh right 14:40:12 I just saw two of those orc rooms in a recent game 14:40:27 neither of them contained an altar, and I wondered if maybe they sometimes should 14:46:03 those rooms never contain priests though 14:46:27 I'd rather see beogh altar be made more common in orc itself 14:46:31 it could be a very small chance 14:46:39 that, too 14:47:13 yeah, a small chance would be cool 14:49:08 i thought dpeg proposed guaranteeing a beogh altar in orc 14:49:43 i don't see that being unreasonable, especially if it's only guaranteed on orc:4 or something 15:03:39 Do you get enough followers if it's so late though? 15:04:22 Keskitalo: that's just the thing, it would be nice if the altar were more common early on 15:08:15 well having it guaranteed earlier in orc would mean you may as well just go any class then pick up beogh later 15:08:57 we're trying to reduce the number of starting gods :p 15:09:23 oh i see, i thought beogh was planned to stay as a starting god despite that though 15:09:43 if not then yeah, i guess it'd be reasonable to guarantee an altar on orc:1 or 2 15:09:44 I kind of like the idea on the wiki about making all HO start with beogh 15:09:53 but maybe I'm silly 15:12:08 -!- galehar has joined ##crawl-dev 15:12:28 hey 15:13:36 hey, galehar 15:13:55 galehar: what's the minimum resolution to make tiles show up in the skill menu? 15:14:16 height: 702 pixels 15:14:32 :( 15:15:11 -!- MakMorn has quit [*.net *.split] 15:15:11 -!- Twilight-1 has quit [*.net *.split] 15:15:12 -!- paxed has quit [*.net *.split] 15:15:14 -!- st_ has quit [*.net *.split] 15:15:14 -!- jlewis has quit [*.net *.split] 15:15:14 -!- valrus_ has quit [*.net *.split] 15:15:14 -!- syllogism has quit [*.net *.split] 15:15:14 -!- Zaba has quit [*.net *.split] 15:15:14 -!- stabwound has quit [*.net *.split] 15:15:14 -!- blackpenguin has quit [*.net *.split] 15:15:14 -!- Zannick has quit [*.net *.split] 15:15:15 -!- monky has quit [*.net *.split] 15:15:16 -!- Eronarn has quit [*.net *.split] 15:15:17 -!- CIA-47 has quit [*.net *.split] 15:15:27 too big for you? 15:15:33 playing on a netbook? 15:15:48 yes 15:16:06 I wonder which layout_foo tags work.. do spotty misc big_octagon forbidden_donut work? layout_roguey seemed to.. I guess I could try to grep a little 15:16:06 I don't even know my resolution but it's probably 600 something 15:16:27 -!- st_ has joined ##crawl-dev 15:16:34 1024x600 is standard for 10" netbook 15:16:48 right, that one 15:16:55 probably 15:17:23 I would at least like to see what the skills menu looks like with tiles 15:17:33 want a screenshot? 15:17:39 galehar: yes :) 15:18:22 ok, I'll make one :) 15:18:44 bonus points if I can put it on the screenshot page :D 15:18:53 galehar: thanks! 15:19:02 well, maybe I can put it there myself 15:19:12 I've got an account on wordpress now 15:19:16 or that, I wasn't sure if you had one 15:20:16 -!- valrus_ has joined ##crawl-dev 15:20:16 -!- monky has joined ##crawl-dev 15:20:16 -!- syllogism has joined ##crawl-dev 15:20:16 -!- MakMorn has joined ##crawl-dev 15:20:16 -!- Zaba has joined ##crawl-dev 15:20:16 -!- stabwound has joined ##crawl-dev 15:20:16 -!- Twilight-1 has joined ##crawl-dev 15:20:16 -!- paxed has joined ##crawl-dev 15:20:16 -!- blackpenguin has joined ##crawl-dev 15:20:16 -!- CIA-47 has joined ##crawl-dev 15:20:16 -!- Zannick has joined ##crawl-dev 15:20:16 -!- jlewis has joined ##crawl-dev 15:20:16 -!- Eronarn has joined ##crawl-dev 15:21:56 or that, I wasn't sure if you had one 15:25:28 layout_spotty probably isn't a valid layou_foo tag.. 15:34:17 done 15:34:36 screenshot uploaded and put on the screenshots page 15:35:55 actually, I have been thinking about how to support icons for low res. Maybe I can pull it off with a 3 columns display. 15:35:59 galehar: sweet! 15:36:14 galehar: though it does make the screen look incredibly busy 15:36:22 galehar: I might actually prefer the icon-less version 15:37:00 well, you don't always know all the skills 15:37:07 galehar: do you know if the iPhone port is still being worked on? 15:37:17 no, I don't think it is 15:37:56 but I ordered a 7" 800x480 android tablet... 15:38:03 galehar: and? 15:38:28 well, I might try to port crawl to it, but who knows how long it will take... 15:38:30 galehar: re the skills, what I mean is that the icons are an extra column of which there are already 4-5 15:39:13 galehar: that cannot be helped, but it does make the menu look busy 15:39:31 well that's true 15:39:49 galehar: if you do that, players will worship the ground you walk on :D 15:40:02 :) 15:40:55 still looking at the screenshots, and I'm getting used to the icons 15:41:15 it's just a little overwhelming at first 15:41:33 I *love* the new menu, though 15:41:50 I could make the icons and/or the aptitude optional, but someone has been complaining about crawl having too many options... 15:42:00 thanks 15:42:28 now who might that have been? :) 15:42:50 well, I really like what you did for the skill tab too :) 15:43:06 -!- dpeg has joined ##crawl-dev 15:43:12 Cheers 15:43:12 dpeg: You have 3 messages. Use !messages to read them. 15:43:19 hey dpeg :) 15:43:30 thanks, but it doesn't show the aptitudes and such as nicely as the menu does 15:43:44 dpeg: long time no see! :) 15:43:56 Just home :) 15:44:19 !messages 15:44:20 (1/3) due said (5d 7h 31m 1s ago): Hi. 15:44:23 !messages 15:44:23 (1/2) galehar said (3d 23h 4m 33s ago): you have to try the new skill menu in tiles :) 15:44:27 good timing. I was just talking about the gazillions new options I'm adding to crawl 15:44:34 * dpeg passes out. 15:44:48 galehar: I cannot try anything in tiles! 15:44:59 why not? 15:45:02 well, you can look at galehar's new screenshots 15:45:18 galehar: yes, I would look at them. 15:45:25 over on wordpress 15:45:56 already published? 15:46:05 jpeg's netbook can't handle the skill menu, so I add to make screenshots so she can see it :) 15:46:11 yes, they are online 15:47:02 nice 15:47:21 !messages 15:47:21 (1/1) galehar said (3d 23h 6m 35s ago): you need a window height of at least 760 for full effect 15:47:35 I've reduced the requirement to 702 15:47:42 I said tiles make the screen look busy, and so galehar suggested an option 15:47:51 that's when your name was carefully not mentioned 15:48:05 What would you folks think of aligning some options of the starting screen in a row? For example the minigames. 15:48:26 well, actually it already respect the tile_menu_icons option 15:48:27 jpeg: speaking of options wakes me from my slumber... 15:48:57 secret trigger, like? 15:49:14 galehar: but I like by tiled inventory 15:49:46 well, since I can't actually see the tiles on the skills menu, it's not an issue for me 15:49:56 The skill icons are nice 15:50:07 but now I've got the screenshots I can work on improving the skill tab in comparison 15:50:24 Keskitalo: they really are, Denzi rocks! 15:50:52 Okay, I will summarise my questions :) 15:51:49 1. What about aligning Tutorial/Hints as well as Sprint/Defence/Arena in a line each? 15:52:05 2. Any objection to 'D' dropping the item(s) last picked up? 15:52:50 dpeg: 2. no, 1. depends on how the arrow keys interact with those 15:52:55 1. sounds good. Maybe the last one used should be the first to ease restarting a game (which of course happens a lot with minigames) 15:53:14 dpeg: also, would 1 include the headers suggested on crd? 15:53:20 2 would be awesome, i'd use that lots 15:53:28 yes to 2 15:53:36 I mean no objection :) 15:54:17 about arrow keys for selecting menus, it means some refactoring but it's possible 15:54:37 jpeg: headers are possible, sure 15:55:02 Headers would be more helpful in explaining what's what 15:55:11 dpeg: Also, I meant to ask you earlier and forgot: Do you agree that Yred should replace Beogh in the FAQ god recommendation for newbies? 15:55:15 the current implementation uses MenuScroller, it would need to use MenuFreeform (the one I used for the skill menu) 15:55:23 MarvinPA: yes, I used to favour a model where q^ would quaff last potion, d^ drop last items etc. but then I realised we really only need d^ and that D is a good key for it. 15:55:36 jpeg: yes 15:56:34 dpeg: implementing D for "drop last pickup" means flagging picked up items. Once it's done, selecting them with ^ shouldn't be too hard. 15:57:43 galehar: yes, we can do that, too. 15:57:58 (adding ^ support, I mean -- flagging is crucial) 15:58:43 dpeg: the new drop + quantity prompt command ('g') probably needs to be documented else apart from the in-game help 15:59:17 *somewhere else 15:59:26 absolutely 15:59:39 I feel that certain interface bits need to be documented. 15:59:42 dpeg: could you do that? 15:59:52 We _are_ using borsuk's online manual, right? 15:59:59 jpeg: yes, I think so. 16:00:10 i don't think the trunk manual matches the one on the wiki 16:01:14 I could check if there's updates in trunk that aren't in the wiki. 16:02:08 it's the other way round, i think 16:02:20 the wiki manual is updated re: non-instant stat death, for example 16:02:33 but in trunk it's not 16:03:06 MarvinPA: but you'd need to check for bits in the trunk manual not on the wiki before overwriting it 16:03:13 Keskitalo: there should be no manual changes to the trunk manual whatsoever :( 16:03:30 dpeg: aye 16:03:51 MarvinPA: That's fine, other way around, it's not fine 16:04:02 ah i see, yeah 16:10:44 I made some change on the manual in trunk 16:11:11 about miscellaneous items not needing wielding to be evoked 16:11:31 be back in a moment 16:11:33 Yup, and Kilobyte updated the stalker entry 16:11:33 -!- galehar has quit [Quit: disconnect] 16:11:37 dpeg: also, i submitted some patches to mantis, if you have time could you take a look at them? :) 16:12:46 MarvinPA: I'll try. No promises :O I keep assigning vault stuff to me, and I am not sure when I'll work off that load. 16:13:53 heh, fair enough - one was a wiki suggestion that you already approved of i think 16:13:59 -!- galehar has joined ##crawl-dev 16:15:43 MarvinPA: yes, lots of very cool action right now 16:15:47 aaand done 16:15:48 Great to see 16:15:59 Keskitalo: on the manual? 16:16:03 yup 16:17:02 galehar: Keskitalo sorted it out 16:17:10 I guess we should write down the rules somewhere... 16:17:28 that would help, yes 16:17:52 for example, I didn't have a clue 16:18:35 Off to hibernate now, cheers! 16:20:47 Keskitalo: wait! 16:20:53 Where to put such a comment, Eino? 16:28:41 -!- ahpla has quit [Changing host] 16:28:41 -!- ahpla has joined ##crawl-dev 16:37:18 -!- Siber has joined ##crawl-dev 17:29:52 -!- jpeg has quit [Quit: Page closed] 17:41:04 10 new dungeon entries. (https://crawl.develz.org/mantis/view.php?id=3008) by co 17:50:13 -!- stabwound has quit [Ping timeout: 265 seconds] 18:10:00 -!- stabwound has joined ##crawl-dev 18:29:26 -!- galehar has quit [Quit: disconnect] 18:37:10 what's the formula for armor skill adding to AC? Wiki's "sumAC * (23 + Armour) /23 + enchantments + modifiers" is close, but makes CPM with 27 skill be 30.43 when it's 31 in-game. 18:38:21 23 was changed to 22 iirc 18:38:23 also doesn't work with robes etc 18:38:25 I'll try that 18:38:26 does that fix it? 18:38:40 (both 23s) 18:39:35 I think that did it, thanks 18:40:57 -!- Twilight has joined ##crawl-dev 18:41:24 -!- Twilight is now known as Guest91064 18:46:26 actually that's off for low AC values too 18:46:46 -!- joosa has quit [Read error: Operation timed out] 18:48:18 -!- Hehfiel has quit [Ping timeout: 260 seconds] 18:48:38 -!- joosa has joined ##crawl-dev 18:48:56 -!- Hehfiel has joined ##crawl-dev 18:49:00 -!- MakMorn has quit [*.net *.split] 18:49:00 -!- Twilight-1 has quit [*.net *.split] 18:52:43 -!- dpeg has quit [Quit: Lost terminal] 18:54:16 -!- MakMorn has joined ##crawl-dev 18:57:19 -!- Lollipop has joined ##crawl-dev 18:58:35 -!- Pialein has quit [Read error: Operation timed out] 19:00:27 -!- eith has joined ##crawl-dev 19:09:20 03j-p-e-g * r976909c15e45 10/crawl-ref/source/dat/database/FAQ.txt: Update the FAQ on questions of Mantis, Tavern, etc. 19:09:21 03j-p-e-g * r130947e00ae1 10/crawl-ref/source/ (8 files in 3 dirs): Add and use psyshvl's tentacle overlay tiles. 19:09:31 03j-p-e-g * rd0af1dae6d1c 10/crawl-ref/source/ (enum.h tiledgnbuf.cc): Reorder some tile background flags. 19:09:34 03j-p-e-g * rbfaf4c746e89 10/crawl-ref/source/rltiles/dc-mon/kraken/ (21 files in 2 dirs): Modify tentacle tiles to align correctly along diagonals. 19:12:33 -!- syllogism has quit [] 19:38:08 -!- Lollipop has quit [Remote host closed the connection] 20:39:12 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 22:22:45 -!- Siber2 has joined ##crawl-dev 22:24:05 -!- Siber has quit [Ping timeout: 264 seconds] 22:25:18 -!- eith has quit [Ping timeout: 260 seconds] 23:37:11 Windows development builds on CDO updated to: 0.8.0-a0-3935-gbfaf4c7 23:52:04 Unstable branch on CDO updated to: 0.8.0-a0-3935-gbfaf4c7 (31.18)