00:30:21 -!- purge has quit [Ping timeout: 272 seconds] 00:36:09 -!- ZChris13 has joined ##crawl-dev 01:09:12 -!- Zaba has quit [Ping timeout: 265 seconds] 01:12:13 -!- ZChris13 has left ##crawl-dev 01:19:38 -!- Zaba has joined ##crawl-dev 01:51:33 greensnark: probably doesn't support OpenID out of the box, no 01:52:04 TGWi: I'm not so keen on trading the nicely smoothed icons against the cauldrons.. should I really? 01:52:34 seems like the wordpress page about how to compile the source needs some more detailed step by step instructions :-O https://crawl.develz.org/tavern/viewtopic.php?f=9&t=308 01:52:41 Napkin: We have svg cauldron now, if that helps 01:53:10 You may need to use your mad graphics skills on them if you want variations, though 01:53:15 Or just blackmail kilobyte 01:53:19 hehe 01:53:25 i probably will have to 01:53:43 i'm lucky i managed to get the rss2.0 icons on the trunk page ;D 01:54:07 teh spiffy 01:54:58 still, badly positioned though ;) 01:55:55 Well, the downloads page should use the main wordpress theme anyway 01:55:55 curious if people will actually use it 01:56:02 I have it in google reader :P 01:56:31 well, I at least managed to adjust the left grey border to the same colour as the wordpress :D 01:56:35 Give it a few weeks and Apache logs ought to tell you usae 01:56:42 exactly 01:57:06 Although people using Google Reader will mess with your stats a bit 01:57:11 i made sure the xml is cached and only recreated on demand when a new built is installed 01:57:14 Since it doesn't refetch for each end user 01:57:25 oh, i see 01:57:53 Anyone using a client-side reader ought to show up though :) 01:58:51 the reduced traffic should be a good thing :) 01:59:09 unfortunately, i don't trust google enough to use it ;) 01:59:32 Yeah, Big Brother is watching your feeds :) 01:59:51 There are other web-based readers, but the big G's reader is so darn convenient 02:01:01 i hate to have to go through all their services each time i start using one and read every option carefully, because they are set to sharing by default *sigh* 02:01:12 *could be set to sharing by default 02:01:34 just feels wrong ;) 02:01:59 let's get ready for work... 02:02:08 hey, it's Friday - isn't it?! \o/ 02:02:14 BAMM! 02:03:41 Yeah, Reader has buttons at the bottom of each post and if you accidentally click the wrong one anyone on your Gmail contacts list can see that you <3 that post :P 02:03:45 Had to turn that off :P 02:03:46 it IS friday 02:04:43 And I get to go home no,w yay! 02:04:47 We need to post on the tavern to check if there is consensus on the Fridayness of today 02:09:41 -!- syllogism has joined ##crawl-dev 02:30:34 -!- galehar has joined ##crawl-dev 02:30:50 hi 02:48:01 -!- elliptic has quit [Quit: Leaving] 02:49:12 Good morning! 03:06:43 -!- Textmode has quit [Ping timeout: 276 seconds] 03:23:32 +1 Friday! 03:23:45 galehar: what was the issue with the slowdown? 03:24:01 hi 03:24:07 it was hilarious 03:24:13 just a copy/paste mistake 03:24:23 HAH. 03:24:25 nice :) 03:29:34 Um 03:29:37 where CIA-113? 03:33:47 I just compared eustachio to a bug on the wind-screen of the 4X4 that is erolcha :) 03:33:50 or rather, that erolcha is driving. 03:33:58 @??ijyb 03:33:59 Ijyb (02g) | Speed: 10 | HD: 3 | Health: 28 | AC/EV: 2/12 | Damage: 4 | Res: 06magic(12) | Chunks: 07contaminated | XP: 25. 03:35:48 03due * r4c7d83c80d8f 10/crawl-ref/source/dat/des/builder/uniques.des: Greatly reduce Eustachio's depth. 03:36:26 -!- dpeg has joined ##crawl-dev 03:37:18 hi dpeg 03:37:22 you missed my commit :) 03:39:38 03due * r64f1ec2592b8 10/crawl-ref/source/ (dat/des/builder/uniques.des mon-gear.cc mon-spll.h): Tweak Grinder's spells, weapon. Afterthought: halve depth. 03:39:40 okay Grider too now :D 03:40:09 Ouch, I thought Grinder was pretty tough when I met him/her/it. :) 03:40:14 due: Euastachio? Came here to congratulate on the move :) 03:40:20 Keskitalo: 33 kills. 03:40:35 Keskitalo: in 0.8. Compare Dowan and Duvessa: 210 combined. Ijyb, 210. Edmund, 110. 03:40:38 yes, because Grinder is slow 03:40:46 @??grinder 03:40:46 Grinder (025) | Speed: 10 | HD: 6 | Health: 40 | AC/EV: 3/11 | Damage: 11 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(24), 02cold++, 03poison | XP: 281 | Sp: pain (d10), paralyse, blink, brain feed. 03:40:54 @??shadow imp 03:40:54 shadow imp (065) | Speed: 10 | HD: 2 | Health: 6-16 | AC/EV: 3/11 | Damage: 6 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(8), 02cold++, 03poison | XP: 11 | Sp: pain (d8), animate dead. 03:41:08 Well, we can tweeak speed if necessary. 03:41:37 dpeg: :D 03:41:48 dpeg: I saw Minmay close the "Eustachio is really rubbish" Fr from aaages back. 03:42:47 that's a good reaction 03:43:03 dpeg: The solution there was "move to same depth as Erolcha" and so I went and compared them. 03:43:21 I absolutely agree. 03:43:32 dpeg: My conclusion was that, if Erolcha were a 4X4 or were driving one, Eustachio is the bug smushed on her wind screen. 03:57:16 how about removing this screenshot? http://crawl.develz.org/wordpress/wp-content/uploads/2010/02/firestorm.png 03:57:39 I've nothing against it. 03:57:43 It's easily reproduced without the profanity. 03:57:48 (Nothing against removing it.) 03:58:03 apart from the nice firestorm.. "Dumbshit" isn't that appropriate ;) 04:06:28 -!- monky has quit [Quit: hello] 04:19:36 https://crawl.develz.org/tavern/viewtopic.php?t=316! 04:20:39 Napkin: can I just push to cdo:source/moster? 04:21:17 I think I added you, yes 04:21:29 oh, wait 04:21:38 it's not a bare repository - so I actually don't know 04:21:55 you should push to git.develz.org/monster.git 04:22:25 okay 04:22:32 no, haven't added you there 04:22:33 wait 04:22:36 okay :) 04:24:06 done 04:24:10 gogogo :) 04:25:34 thanks :) 04:25:34 someone in here in ##crawl too? please repost the link https://crawl.develz.org/tavern/viewtopic.php?t=316 there too 04:25:34 git@git.develz.org? 04:25:34 yes 04:25:44 will have to copy changes over 04:26:01 -force? why? 04:26:16 there's some code in source/master that's not in monster.git 04:26:39 go there and push that first? 04:26:49 ... good point 04:27:10 actually, shouldn't be required unless something got reverted or amended... 04:27:11 hmmm 04:27:41 i will rebase it into monster.git :) 04:27:43 worry not! 04:27:48 thank you :) 04:38:12 Hm 04:38:15 Hope I did that right! 04:38:23 :D 04:38:45 probably :) 04:38:56 okay, pushing 04:39:35 yay, loks like I did! 04:39:42 awesome :) 04:40:47 and my first minor changed workked fine :) 04:45:27 yay it worked! 04:48:10 :D 05:01:37 ahhhh 05:01:51 segfault! :( 05:01:56 er 05:02:00 ld fault, rather 05:02:04 /home/services/crawl/source/monster/crawl-ref/crawl-ref/source/beam.cc:5821: undefined reference to `die(char const*, int, char const*, ...)' 05:02:07 /home/services/crawl/source/monster/crawl-ref/crawl-ref/source/beam.cc:5823: undefined reference to `die(char const*, int, char const*, ...)' 05:02:29 lovely ;) 05:04:22 the object containing die() not included in the link command? 05:05:39 pos...sibly? 05:05:44 I haven't tried to compile crawl recently 05:14:06 kilobyte? 05:16:34 03j-p-e-g * r018d95556bae 10/crawl-ref/source/rltiles/dc-mon/ (ettin.png fire_giant.png frost_giant.png hill_giant.png): Add co's new giant tiles capable of weapon display. 05:16:37 03j-p-e-g * r29a6f3b720c0 10/crawl-ref/source/rltiles/dc-mon/undead/ (vampire.png vampire_knight.png vampire_mage.png): Add co's improved vampire tiles. 05:20:04 -!- eith has joined ##crawl-dev 05:21:35 @??fire crab 05:21:35 fire crab (04t) | Speed: 11 | HD: 8 | Health: 37-67 | AC/EV: 9/6 | Damage: 1504(fire:8-15), 1504(fire:8-15) | Flags: !sil | Res: 06magic(42), 04fire+++ | Vul: 09poison | Chunks: clean/none/unknown | XP: 491 | Sp: flame blast (d12). 05:22:15 I don't know how to resolve the die issue 05:24:48 -!- eith has quit [Ping timeout: 260 seconds] 05:33:55 03galehar * r49f0d5c78163 10/crawl-ref/source/player.cc: Don't count melded slots when calculating stat modifiers. 05:38:56 yet another new map (snake ambush) (https://crawl.develz.org/mantis/view.php?id=3210) by Saegor 05:43:53 -!- upsy has joined ##crawl-dev 05:52:51 -!- cw_ has quit [Remote host closed the connection] 05:53:35 galehar: how comes you can push commits during daytimeß 05:53:51 re: dumbshit, you could easily change it to another name 05:53:54 since it's just text 05:57:32 although that screenshot is fairly ugly anyway due to the floors and darkgrey = blue 06:07:14 -!- cw_ has joined ##crawl-dev 06:07:49 due, wait for greensnark 06:12:33 galehar: wait, including chei? 06:14:02 Napkin: i will :) 06:17:03 -!- TGWi has quit [Read error: Connection reset by peer] 06:23:41 due: could you tell on what platform you did that? Especially the compiler version. 06:25:20 the prototype for die() indeed uses a #define trick to pass __FILE__ and __LINE__, but from what I see from your error message, it is resolved properly 06:25:34 otherwise you'd get die(char const*, ...) 06:26:08 03j-p-e-g * r0dfc7b630452 10/crawl-ref/source/ (tilepick.cc tilereg-cmd.cc): Actually use the grate tile for DNGN_GRATE. 06:26:10 03j-p-e-g * ra15a78951ceb 10/crawl-ref/source/ (dat/des/tutorial/tutorial_lesson1.des ouch.cc): During the tutorial, death doesn't trigger inventory and hiscore. 06:26:13 kilobyte: CDO :) 06:26:33 kilobyte: source/monster 06:26:50 aaah! 06:27:21 let's try cleaning first, the makefile for monster is buggy 06:27:42 fatal: '/var/cache/git/crawl-ref.git' does not appear to be a git repository 06:28:17 are you compiling, or can I? 06:28:55 you can clean 06:28:57 erm 06:28:59 you cna compile 06:29:09 i just added a (holy) flag for monster damage 06:30:43 -!- fged has joined ##crawl-dev 06:30:47 CRAWL_OBJECTS := $(CRAWL_OBJECTS:dbg-asrt.o=) libunix.o 06:30:57 ah, broken makefile? 06:31:10 monster's makefile explicitely excludes dbg-asrt.cc from compilation 06:31:15 i see 06:41:05 03kilobyte * r420e55a4ce5e 10/crawl-ref/source/dbg-asrt.cc: Fix non-ASSERTS builds. 06:41:15 <3 06:41:29 are you recompiling monster or...? 06:44:03 not yet 06:44:12 okay 06:44:55 hrm, it doesn't update 06:46:00 if you make clean it should pull from sf 06:46:07 (work, sorry) 06:46:13 it doesn't: 06:46:18 fatal: '/var/cache/git/crawl-ref.git' does not appear to be a git repository 06:46:33 huh... 06:46:36 Napkin? 06:58:26 Do you guys have a name, like the DC:SS Team? 06:58:44 Collectively, if someone was trying to give credit to the "Developer" of Crawl in a review 06:58:52 (I'm writing one) 06:59:14 DCSS devteam or something 06:59:54 dcss devteam sounds fine 07:00:29 dpeg: I came back at my place for lunch 07:01:40 DCSS Development Tea. 07:01:42 ... Team. 07:02:00 It's officially DCSS too, not DC:SS. 07:02:10 due that is what I ended up using XD 07:02:12 ah ok 07:02:18 casmith789: the fix is just about not counting bonus to attributes (eg: glove of strength) from melded items. You still get Chei bonus from melded ponderous items. 07:02:23 Sample line of my review: 07:02:25 "the game is a labor of love, developed by people who can't get enough of being mauled by kraken, dissolved by slime, crispified by dragons, and clubbed to death by the patron saint of orcs in the darkest, meanest of dungeons." 07:02:25 Ah, good 07:03:40 Vandal: awesome :) 07:03:45 what are you writing that for? 07:04:29 Trying to become an editor for a website called blisteredthumbs 07:04:36 uh.. .com I think 07:05:09 If 2 staff members approve a user submitted review they will post it, if you submit 5 approved reviews you become staff 07:05:30 One of the things they specifically asked for were obscure game reviews 07:05:32 :D 07:07:16 cool 07:08:16 kilobyte, due: what gave that error? 07:09:54 nothing should access /var/cache/git directly 07:12:48 -!- cw_ has quit [Remote host closed the connection] 07:14:07 -!- eith has joined ##crawl-dev 07:16:01 -!- fged has quit [Quit: Page closed] 07:17:53 Napkin: I do't know what the issue was, sorry 07:17:55 sleep, night! 07:18:04 g'night, due 07:18:09 I'll check with kilobyte :) 07:32:18 -!- cw_ has joined ##crawl-dev 07:39:07 -!- eith_ has joined ##crawl-dev 07:41:01 -!- eith has quit [Ping timeout: 276 seconds] 07:41:07 -!- eith_ is now known as eith 07:45:31 -!- Mu_ has joined ##crawl-dev 07:49:46 Napkin: source/monster wants to pull from /var/cache/git/crawl-ref.git 07:50:19 no, it doesn't 07:50:30 it pulls from via ssh 07:50:44 crawl@ipx14623:~/source/monster> git remote show local 07:50:44 * remote local 07:50:44 Fetch URL: ssh://git@git.develz.org/monster.git 07:50:44 Push URL: ssh://git@git.develz.org/monster.git 07:50:52 --- 07:51:02 that's why I'm wondering where you got that error from 07:51:37 crawl@ipx14623:~/source/monster/crawl-ref> git remote show origin 07:51:37 fatal: '/var/cache/git/crawl-ref.git' does not appear to be a git repository 07:51:46 the subdir, not main monster code 07:52:36 will you fix it? 07:53:30 ssh://git@git.develz.org/crawl-ref.git is the right choice 07:54:41 disabled access by world when I installed gitolite - otherwise the personal repositories wouldn't be very personal 07:55:02 -!- eith has quit [Read error: Connection reset by peer] 07:56:07 -!- eith has joined ##crawl-dev 08:11:07 -!- eith has quit [Read error: Connection reset by peer] 08:13:13 -!- eith has joined ##crawl-dev 08:16:11 The doxygen stuff looks <3 08:19:21 Napkin: it works, thanks 08:22:32 can I have a normal game just for once?! 08:23:04 giving maurice a wand of polymorph is just.. bloody shit 08:23:49 that's cruel... first no editor installed, then when I try to commit the fixes (on the CDO box), I get something horrible slapped in my face, :q! or any variant doesn't seem to work, had to ssh again and kill the beast :p 08:24:22 pardon? what are you talking about? 08:24:24 kilobyte: ^K X perhaps? 08:24:52 Napkin: this is normal. You are craving for exceptionally empty games :P 08:25:06 EDITOR=/usr/bin/vim 08:25:08 -!- Napkin has left ##crawl-dev 08:25:53 dpeg: emacs is just as bad :p 08:26:10 in _this_ holy war, I oppose both sides! 08:27:06 @??fire crap 08:27:07 unknown monster: "fire crap" 08:27:08 @??fire crab 08:27:08 fire crab (04t) | Speed: 11 | HD: 8 | Health: 37-67 | AC/EV: 9/6 | Damage: 1504(fire:8-15), 1504(fire:8-15) | Flags: !sil | Res: 06magic(42), 04fire+++ | Vul: 09poison | Chunks: clean/none/unknown | XP: 491 | Sp: flame blast (d12). 08:27:17 updated monster works, too 08:27:25 kilobyte: emacs would be ^x ^c though :) 08:27:46 But yes, it is bad design is something does not tell you how to get out or at least get help. 08:28:10 kill -9 is the universal route out 08:28:21 not killall? :-) 08:29:02 not on a box like CDO where someone else could be logged in as "crawl" as well 08:32:20 bhaak: it is pointless to talk to Krice. He has one of this nihilistic fits 08:33:20 bhaak: also, did you recall Simon on rgrn from days of old? Whenever I read a posting like his, I wonder if it's a clever troll :) 08:36:28 dpeg: krice has some strange train of thoughts. I find it itneresting to see how he justifies some of his claims 08:37:04 -!- Napkin has joined ##crawl-dev 08:37:08 Napkin: wb 08:37:21 bhaak: I think he is sad and alone, and should be left to his own. 08:37:23 and a bug: he zapped me like 15 times: a wand of polymorph other {zapped: 2} 08:37:53 Napkin: there is this bug tracker somewhere :) 08:38:01 good call 08:38:19 dpeg: he may be sad and alone, but he's the one with the provocating postings 08:38:35 * kilobyte ponders the set of mutations Napkin's char has. 08:38:37 one more reason to ignore 08:38:44 Napkin: if he zaps you while invisible the zaps don't get counted 08:38:47 kilobyte: one of them could be the inability to count 08:38:51 dpeg: Simon has posted several times across the years to rgrn 08:39:06 bhaak: okay, so veterans recognised him 08:39:19 dpeg: <3 08:41:39 -!- MarvinPA has quit [Quit: Page closed] 08:44:44 Hey I don't remember Simon 08:45:07 So we're not talking veterans here but ossified corpses who remember him 08:45:34 * bhaak slaps greensnark around the solar system with a large satellite! 08:45:40 :D 08:45:48 greensnark: we're talking about the 90's, not the 70's when you posted on rgrn! 08:46:04 you too could use the google groups profile search 08:46:11 Unlike some people on this channel who shall remain nameless, I was not born in the 70s 08:46:16 Well, not until the very end of the 70s 08:46:19 hehe 08:46:40 greensnark: perhaps you could use the Julian calendar to achieve not being born in the 70s? :) 08:46:55 bhaak: thank Xom I don't use GG for news. 08:47:12 greensnark is younger than me? 08:47:34 bhaak: don't trust him! Those Indians always get confused with their many lives. 08:48:08 "Is it this life or my previous one where I'm a beetle?" 08:48:09 so he only reincarnated in the late 70s? 08:48:13 * greensnark is not a felid. 08:48:44 bhaak: I thought we already established that on the old fogy scale you and dpeg totally beat me :P 08:49:06 I'm pretty sure J. Ali has both of you beat though, so you're in good company 08:49:15 Also as far as I know Cthulhu predates all of you 08:49:19 Sad but true, all hindi are happy undead. I wonder what the pope has to say on this. 08:49:21 So good company 08:50:19 greensnark: dpeg ofc, but I'm still yound and fresh and sounds much younger than you on IRC 08:51:09 This is because they add virgin blood to tap water in Switzerland. 08:52:37 * Adeon gives suspicious looks to everyone 08:53:14 that's only a myth! completely unfounded rumor! 08:53:29 Adeon: superiority in ##crawl-dev is established by youth, unlike certain cultures which value wisdom and tradition. 08:53:32 do you know how hard it is to find virgins in these times? 08:53:47 the diary of Elizabeth Bathory exists, but the Slovakian govt still refuses to publish it... so we don't know the results of her study about whether it's better to drink it or bathe in it 08:57:31 bhaak: No way! I can sound way more immature than you 08:58:02 I have you comprehensively beaten in the immaturity department. 08:58:10 Can't quite compete with the new blood in #un though 08:58:15 Like Mr. K. :) 08:58:43 greensnark: K. has an unfair advantage by being Finnish. 08:58:54 dpeg: I'm referring to the Italian K 08:59:08 I'm having trouble thinking of an immature Finnish K in #unnethack 08:59:13 I've got italian blood, too! 08:59:44 bhaak: In a vial on your desk? 08:59:54 "I have the heart of a child. I keep it in a jar on my desk." 09:00:25 I once used a saw to split the head of an unfortunate being 09:00:51 since then I know that I'm no zombie. The brain didn't look tasty 09:02:04 bhaak: that being was a strawman? 09:02:24 dpeg: a dead deer 09:03:07 bhaak: glad you didn't do it to a live one! 09:03:53 live ones are not so cooperative 09:04:07 666. 167959 dpeg MDFi-17 shot by a centaur warrior (Vault:4) 09:04:25 took careful planning to achieve precisely that spot 09:04:29 Does Yredelemnul also like it, when I cast the spell Animate Dead to raise the dead? Or do I have to use his abilities to gain piety? 09:05:31 Napkin: I don't think you gain piety by either action... 09:05:48 oh? 09:06:10 his description gives a different impression then: "Yredelemnul appreciates killing, but 09:06:13 prefers corpses to be put to use rather than sacrificed." 09:07:10 and here i am.. animating remains all the time, thinking it'll make Yred happy :-O 09:07:14 Napkin: that just means that there's no corpse sacrifice, so that you can use the dead for something else :) 09:07:20 even useless skeletons... 09:07:35 poor Napkin, perhaps we should rephrase this 09:07:37 I've found that a bit misleading before too 09:07:50 any suggestion? 09:08:14 Just "Yredelemnul appreciates killing." ? 09:08:40 difficult to keep that flavor without giving the impression it gives piety 09:08:55 yes, cannot come up with something good either 09:09:05 giving piety would be too overpowered i assume? 09:09:10 :> 09:10:27 also, please add a some check to spawning books in the dungeon.. out 2 out of 3 games I find my starting book again as first book - or is that by design? 09:11:03 * Napkin is in complainy mood.. maybe a coffee might help.. laters o/ 09:11:12 !coffee Napkin 09:11:13 * Henzell hands Napkin a cup of soy latte, brewed by Makhleb. 09:11:16 :) 09:12:03 random books are random :) 09:12:11 I think giving piety would be a bit tedious for Yred.. not sure if not any more tedious than sacrifice though 09:12:21 Keskitalo: no, not really 09:12:32 more buttons to press :P 09:13:06 hehe, could take out the killing piety put have raising piety 09:13:19 Keskitalo: Yrdy's power is very convenient now... it turns from single to mass undeadening at * or ** piety. 09:13:33 yeah 09:16:36 03chriscampbell89 * r39c199dfc691 10/crawl-ref/source/output.cc: Fix iridescent scales description again 09:18:07 Was it always the case that opening doors stopped autotravel? 09:19:35 uhm, no 09:19:45 03kilobyte * r4896ac9628c0 10/crawl-ref/git-hooks/crawl-ref-cia: Teach CIA about MarvinPA. 09:20:20 Oh, the CIA knows all about MarvinPA now 09:20:39 I bet he'll have fun next time he goes through airport securiry 09:22:44 !tell MarvinPA "kilobyte * r4896ac9628c0 /crawl-ref/git-hooks/crawl-ref-cia: Teach CIA about MarvinPA." Be very afraid. 09:22:44 greensnark: OK, I'll let MarvinPA know. 09:26:40 dpeg: single: *, mass: *** 09:28:50 Napkin: thanks 09:29:06 kilobyte: it is the case now 09:31:00 b0rsuk is again playing! I guess he'll shortly bless the wiki with new comments. 09:32:42 about point blank ranged attacks? ;) 09:32:45 he chatted me up while playing 09:33:05 i think he wants to create a fps in DC universe 09:34:14 true glorious sick idea :) 09:34:30 galehar: I think he is a proponent of radical ideas 09:36:05 autoexplore stop at doors even when setting explore_stop to an empty string 09:36:32 I think it used to stop only when the door creaked 09:40:43 geez... some unfriendly diety just turned me into a grid bug in POWDER.. and i've been resting 10 times already and won't tranform back :-O can't even open doors 09:41:15 I like the always-involved gods in powder 09:41:28 good thing is, i managed to close the door of a room to sleep/rest without interruption.. and now i can't get out anymore :D 09:41:55 tmux is awesome 09:42:01 welcome to facebook! 09:42:02 Napkin: Have you tried tmux? 09:42:11 yes, but it uses a lot of cpu 09:42:13 Oh, I think kilobyte has used tmux 09:42:17 Napkin: Oh 09:42:20 Didn't notice that 09:42:52 yeah, eifel was trying it out on CDO.. up to 30% of a 2.4ghz core 09:42:59 Whoa 09:43:11 How on earth does it use so much? 09:43:22 I definitely haven't noticed that kind of behaviour. 09:43:37 But I've been running builds which don't leave much CPU to anything else :P 09:43:51 hehe 09:43:58 Did you use the Debian packaged tmux? I think that's pretty old 09:44:10 Something like 1.1 while 1.4 is the latest 09:44:18 1.3-2~bpo50+1 09:44:25 Ah 09:44:39 1.4 is new then, i think. last i checked it was still 1.3 (a few months back) 09:45:06 i imported the cvs (!!!) source into git to backport a patch to make vt100 borders show up properly in unicode environment 09:45:10 Hehe 09:45:12 but never came around to doing that 09:45:52 the programmer of tmux also seemed like an extremist and crusader to me.. 09:46:05 Really? 09:46:11 What does he say? :) 09:46:31 but this 30% cpu usage was what made me not try it ;) 09:46:51 -!- blackpenguin has joined ##crawl-dev 09:47:03 I started using tmux after I couldn't make screen set the active window title to the terminal titlebar :P 09:47:23 Also I wanted to use a different color for window titles that are running something and not at the shell 09:47:24 oh, just some argument on a ML 09:47:38 And that was trivial on tmux and how-the-hell-do-I-do-that on screen :) 09:47:45 hehe 09:48:03 I've been brainwashing some colleagues at work into using screen and the first thing they wanted was to set the active window title on the titlebar :( 09:48:17 lol 09:48:33 screen will set the whole damn hardstatus line on the titlebar :P Couldn't figure out how to set just the active window title 09:49:17 Napkin: The worst thing was that they used terminal tabs instead of screen :P 09:49:20 not sure that's possible.. my main goal is to disable all titlebar modifying usually ;) 09:49:41 well, terminal tabs can be useful 09:49:45 Napkin: Easy in tmux! 09:50:02 like when you need to drag a tab out of the terminal to compare content of 2 terminals 09:50:15 And that too I figured it out within 10 minutes of looking at the manpage 09:50:28 which is possible in screen too - but switching between the windows is cumbersome 09:50:29 greensnark: I prefer screen 09:50:32 Napkin: Well, you can open a second terminal and reattach :P 09:50:42 kilobyte: Why's that? 09:50:45 however, you can beat some sense into tmux 09:51:10 tmux is pretty buggy though, and often locks up 09:51:38 kilobyte: Yeah, I got a few hangs that googling suggested were libevent config bugs on Mac 09:51:40 oh, yes, eifeltrampel was reporting lags 09:52:06 Hmm, I'll try it for a few days :) 09:52:13 screen>tmux: more stable, reasonable settings without configuration; tmux>screen: support for Unicode > 16 bits, attaching a session twice 09:52:28 I was completely intoxicated by how easy it was to configure tmux compared to screen 09:52:38 man tmux -> done 09:52:58 Although, I uh, used .tmuxrc first and wondered why it didn't work :P 09:53:08 why didn't it? 09:53:16 (just in case i will try it after all) 09:55:30 Napkin: the .rc is .tmux.conf, apparently :) 09:55:39 ah 09:55:43 roger that :) 09:55:51 At first I was like "Screw this, it's completely ignoring what I'm saying!" and then I read the manpage again :p 09:56:55 another upside of screen: it doesn't require any escaping to specify the command to do: 'screen make debug CFOPTIMIZE="-O3 -pg"' vs 'tmux -c "make debug CFOPTIMIZE=\"-O3 -pg\""' 09:57:59 tmux has that multi-pane thing, but 1. I never use any non-maximized windows ever, and 2. you could just open multiple terminals 10:00:35 Yeah, I don't use the pane thing 10:04:35 I would use non-maximized windows.. how easy is it to switch betweem them? 10:05:32 No idea, I've never bothered with non-maxed windows :) 10:07:33 do you have a font that can show U+1F4A9: 💩 ? 10:07:57 <- no, Lucida Console 10:08:47 well, most terminals can substitute characters from any font found on the system 10:09:12 save for PuTTY and ones that are stuck with bitmap fonts (xterm, rxvt) 10:09:42 still, Unicode6 fonts are very rare yet 10:10:09 what about DejaVu? 10:10:09 so you lose such important characters as kitteh: 🐈 or hamburger: 🍔 10:10:43 lol, most important, yes ;) 10:11:07 nope, DejaVu doesn't show them either 10:11:11 doesn't have them, and the focus of DejaVu doesn't lie in encoding everything, but in just basic letters for all currently spoken languages 10:11:19 at least not in putty 10:12:22 the only font I know is Symbola -- but I last searched just a week after Unicode 6.0 was released, so I bet it changed 10:12:57 thank god i don't have to deal with that stuff too often 10:33:53 kilobyte: you can attach to a session twice in screen, unless i'm misunderstanding what you mean 10:53:04 Eronarn: you can? Oh, that's new thing ("new" as in "after I last read the docs, which is 12-15 years ago"). 10:53:22 -x 10:53:29 lest you attach to a session without detaching it 10:54:41 -!- Zaba has quit [Ping timeout: 240 seconds] 11:02:41 -!- galehar has quit [Quit: Page closed] 11:05:56 -!- Zaba has joined ##crawl-dev 11:06:45 -!- blackflare has joined ##crawl-dev 11:10:45 yeah, i use -x to be on my laptop and my desktop at the same time 11:16:49 -!- eith has quit [Ping timeout: 276 seconds] 11:20:52 Elixir card casts regeneration even while in lich form (https://crawl.develz.org/mantis/view.php?id=3211) by Svankensen 11:25:54 Naga Transmuter punching while blade hands active (https://crawl.develz.org/mantis/view.php?id=3212) by Rimtar 11:53:53 -!- blackpenguin has quit [Max SendQ exceeded] 11:54:13 this screen -x is actually the feature that lead me to screen in the first place - shared sessions are really convenient :) 11:54:50 -!- Cryp71c has joined ##crawl-dev 11:55:09 -!- blackpenguin has joined ##crawl-dev 12:09:19 -!- monky has joined ##crawl-dev 12:27:32 taking apache down for a minute 12:31:04 done. 12:31:31 really didn't expect 1gb to be too little for /var/log 12:33:03 -!- purge has joined ##crawl-dev 12:36:01 Napkin, out of curiousity, what filesystem do you use for it? 12:36:23 at the time, ext3 was the only choice 12:36:50 why did you have to take apache down? 12:36:56 reiser had just been decommissioned.. and xfs still had this file-size-0 problem 12:37:23 ln -s /var/www/log /var/log/apache2 (different filesystems) 12:40:26 didn't expect to ever resize.. so no lvm 12:40:52 and while resizing ext3 is possible, moving is a completely different topic 12:50:50 -!- MarvinPA has joined ##crawl-dev 12:55:50 03j-p-e-g * r9ab6b7c4cd58 10/crawl-ref/source/ (dat/des/tutorial/tutorial.des tilepick.cc): Assign the training dummy a fixed tile. 12:55:51 03j-p-e-g * r2ec002cba01a 10/crawl-ref/source/ouch.cc: Tweak tutorial death message. 12:55:52 03j-p-e-g * r4d29b77f0d78 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson2.des: Add the beginning of the second tutorial map: Monsters/combat. 13:00:42 hey, lesson 2 13:02:50 speaking of tutorial, is it still impossible to access on the servers? 13:04:53 I'd think so 13:05:06 it needs the same setup work as sprint or defence 13:07:19 all vaults were disabled 13:07:25 at least in the original implementation 13:44:48 -!- paxed has quit [Ping timeout: 240 seconds] 13:46:46 -!- paxed has joined ##crawl-dev 13:46:46 -!- paxed has quit [Changing host] 13:46:46 -!- paxed has joined ##crawl-dev 13:47:44 -!- Adeon is now known as Marvin 13:49:38 -!- Marvin is now known as Adeon 13:50:27 03j-p-e-g * r1070ce46294f 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson2.des: Fix tutorial map. 13:50:30 03j-p-e-g * r442e52f8c1ac 10/crawl-ref/source/ (initfile.cc main.cc): Make tutorial selectable from the command line. 13:54:45 -!- bhaak is now known as Marvin 13:55:02 -!- casmith789 is now known as kerio 13:55:05 -!- kerio is now known as casmith789 13:55:14 -!- Marvin is now known as bhaak 13:58:53 silly hackers 13:59:04 I guess that happens when there's no new version for seven years :P 13:59:21 please ignore anything strange you may have seen 13:59:40 um, there are many new versions 14:00:28 -!- TGWi has joined ##crawl-dev 14:02:59 dpeg is just jealous! 14:05:09 it's funny that dpeg was commenting about others changing their nicks as a sign their roguelike is not doing well :P 14:05:27 yes, but he is only ever doing it alone 14:05:47 it's okay if only the man at the top is crazy :) 14:06:14 Yes! 14:06:33 Twinton spittle hammocks 14:08:12 I defer to bhaak's first hand experience 14:11:47 The new tutorial will be so good. 14:11:53 (just testing it) 14:13:03 dpeg: what do you think of the character questionnaire? 14:13:33 there's a full proposal and a half, so it would just need code if you like it 14:15:02 TGWi: character questionnaire? 14:15:19 is there a link? 14:16:09 like in omega back then? 14:17:35 dpeg: the 'help me choose a character' thing 14:17:40 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:combochoice 14:18:21 ah, I see 14:18:37 to be honest, I am not so terribly convinced 14:18:48 but let me read it once more 14:21:56 monky: you are referring to "Help me create a character"? 14:22:11 VpSt should not be in the tutorial as a viable char 14:22:49 Vp is not at all a tutorial species 14:22:53 too many special rules 14:22:59 yes 14:23:07 it's not a tutorial; the tutorial is 14:23:17 monky <--> TGWi up there, sorry 14:23:30 I know, but VpSt should not be put on the same level as SpEn 14:23:35 TGWi: that kind of questionnaire looks very good to me 14:23:43 03j-p-e-g * r1d96ef2db202 10/crawl-ref/source/ (dat/des/tutorial/tutorial_lesson2.des hints.cc): Hook the hints mode level gain message into the tutorial. 14:23:57 the idea is to make the choices more accessible (there was an issue raised with crawl presenting the player with so many choices) 14:26:22 TGWi: just reading the pastebin choice tree... I'd suggest to have no choice after the two questions: just pick something (so A+b=>TrBe etc.) 14:27:27 well, I think it's good to give the player a description so they know what they're getting into 14:27:41 oh , I agree with that 14:28:15 TGWi: btw, formatting on the wiki is trivial :) 14:28:28 did you see what the other guy did? :( 14:28:31 just indent everything by two spaces and it will be displayed verbatim 14:28:42 ouch 14:28:45 haha 14:29:00 I was trying to put what's there on pastebin into the wiki, and it wasn't spacing the lines right or something 14:29:18 pastebin is nice though, less clutter on the page 14:30:36 why is St recommended in these tutorials 14:30:41 I think giving the player two or three choices is good; it shows off more of the variety without being overwhelming 14:30:50 casmith789: what tutorials are you talking about? 14:31:04 these character selection screens, sorry 14:31:19 TGWi: it also means a three layered choice when in the step the player cannot make a meaningful decision 14:31:31 casmith789: these proposals have been made before St got changed 14:31:46 I think mine was made after 14:31:55 Even so, it's not a very newbie friendly race 14:31:56 class* 14:32:02 background! 14:32:08 :P 14:33:01 dpeg: well, the descriptions wouldn't be like the class descriptions (starts with a book of geomancy, and...) 14:33:27 more an overview of the playing style 14:34:07 sjohara's descriptions are a good example of the sorts of things they might say 14:34:16 ouch, my local crawl crashes when i complete tutorial 1 14:34:17 TGWi: I assumed so. However, you could pick one highlight for the primary+secondary choice and mention other species which might git. 14:36:01 "Berserkers follow .... blurb. Trolls have a particularly easy time cruising into the dungeon in Trog's name. Other species which make fine berserkers are Mountain Dwarves and Minotaurs." 14:36:36 That way you point out the variety implicitly, without forcing players to actually make a choice, they can just start romping through the dungeon. 14:37:44 not just racial variety, classes too 14:38:12 my 'divine assisted fighter' category has a makhlebite, a berserker, and maybe ely 14:39:06 but Makhleb will go 14:39:09 and giving the players the option to choose right there is good--if someone says "cool, I want to try one of those" they can do so from the screen itself 14:39:23 and healers are really a completely different thing than berserkers 14:39:33 dpeg: makhleb will go!? 14:39:39 M will go as a starting god 14:39:41 casmith789: CK will go :P 14:39:46 Ah 14:40:17 That's another reason to concentrate on the basics, by the way. 14:40:52 maybe somehow designate one as recommended, and show the others secondarily 14:41:12 even though berserkers technically are 'divine-assisted fighters' i can't imagine many people would say yes to that expecting to be a berserker 14:41:56 like if you had the first option, then the field for descriptions, then "you might also like:" and the other one or two choices 14:42:03 Mu_: I would replace "divine-assisted fighter" by "following the berserker god" 14:42:06 to sort of separate those 14:42:45 TGWi: these are tiny details and not very relevant for a patch (which would be good!), I just think that less is more here. 14:43:35 A "You might also like" message (as opposed to choice) is also good. 14:44:12 not having the choice there or the ability to see descriptions is useless 14:44:43 the player would have to backtrack through the menus, then find the choice they wanted just to see what it is 14:45:20 afai see this, the point is to get hapless players into the game as quickly as possible 14:45:35 hints mode does that 14:45:53 this is to ease players into the choices 14:45:54 telling them that a MiBe is somehow similar to TrBe will be good enough for when they start not using the questionnaire 14:46:02 anyway, enough 14:46:35 One question. Do you want a challenge? Yes: OgEE No: SpEn. 14:46:46 is CK removal a 0.8 target? 14:46:58 or CK [makhleb] removal or whatever 14:47:00 no, but it could happen overnight 14:47:56 I don't even think that the second layer of questions is really necessary... I'd think that you can point out the major playing styles in one list, on one screen. 14:48:23 that screen would be fairly daunting 14:48:34 is it just M as a starting choice that's going? 14:48:38 depends on how many styles you think you need 14:48:49 Mu_: ah, there is a long discussion on the wiki 14:49:18 currently, we have BELMTXYZ1 14:49:20 did I miss one? 14:49:46 -!- ZChris13 has joined ##crawl-dev 14:50:12 well without reading it (sorry) the one thing i'd suggest is leaving CK in just so you can start with Xom, because i think everybody tries CK of Xom early on and xom is one of those things you tell your friends about to get them interested in crawl 14:50:24 I'd restrict to ELTXY; removing B is an option if we guarantee B early enough 14:50:31 okay 14:50:46 and I thikn one good god is enough, and E works best 14:51:00 zin and TSO could go yeah 14:51:21 L has been debated, but for different reasons (there are players who think that starting with L takes away from the Abyss) 14:51:22 I don't think lugonu needs to be a starting god 14:51:25 ^ :) 14:51:31 ha :P 14:52:02 it has pros and cons, either way is possible 14:52:09 i think i'd rather keep tso just paladins are the more well understood role 14:52:14 just because* 14:52:26 TSO instead of E? 14:52:29 yeah 14:52:48 but E is awesome on D:1-3, TSO not so much 14:53:05 the main reason people go Pa is for the long blade though, and there's no reason that shouldn't be available for other fighters 14:53:13 that too 14:53:23 Pa is a really awesome kit but TSO has about nothing to do with it :P 14:53:31 you get the healing potions too 14:53:45 my first win was a Pa with tso from start to finish :P 14:54:01 cateater's first win was an OgRe 14:54:15 Mu_: so you're sentimental :P 14:54:15 cool did he start the re just for the sword 14:54:31 he was an og from the start to the end 14:54:35 if that's what you're asking :P 14:54:42 I loved my GEAE win... and my first win was HD**, that didn't prevent me from axing either 14:55:03 dpeg is just preserving his GEAE and HD** highscores 14:55:40 their starting falchion could prolly be holy wrath without affecting much 14:56:01 pa kit doesn't need buffing 14:56:42 I reckon about 90% of Pa switch gods 14:56:53 casmith789: oh 14:56:54 because TSO is useless early 14:57:04 !lg * role=pa ktyp!=quitting|leaving s=god 14:57:05 18138 games for * (role=pa ktyp!=quitting|leaving): 17104x The Shining One, 367x Okawaru, 354x , 131x Elyvilon, 45x Trog, 27x Zin, 22x Cheibriados, 20x Nemelex Xobeh, 18x Fedhas, 13x Makhleb, 9x Xom, 6x Vehumet, 5x Kikubaaqudgha, 4x Jiyva, 4x Yredelemnul, 3x Beogh, 3x Sif Muna, 2x Ashenzari, 1x Lugonu 14:57:05 that's a good reason to axe the background on its own 14:57:11 90% 14:57:22 rangerC made a patch letting weapon-choosing classes have a long blade a while ago 14:57:27 more than that DO keep the god 14:57:30 of winning pa I mean 14:57:33 but it was rejected because it had some other things that weren't supported, i think 14:57:40 https://crawl.develz.org/mantis/view.php?id=2867 14:57:41 !lg * won role=pa s=god 14:57:41 128 games for * (won role=pa): 111x The Shining One, 10x Okawaru, 2x Xom, 2x Zin, 2x Nemelex Xobeh, 1x Trog 14:57:53 less than 10% in both cases 14:57:59 although personally i think everything in that patch is good except maybe the changes to Gl 14:58:01 MarvinPA: when RangerC comes up with his DG patch, he has a free wish :) 14:58:13 heh 14:58:25 what if he wishes for selling items 14:58:32 he wouldn't 14:58:48 He's not just a player, by far. 14:59:06 maybe it's an elaborate undercover operation 14:59:13 dpeg: well I'm probably wrong, but afaik the best way to play Pa is to switch gods because TSO is useless, and only use the starting equipment. It's like Fi but with long blades 14:59:21 ...then the fairy may not grant the wish :P 14:59:22 also, I think mu_ is a goon 14:59:30 (don't tell anyone) 14:59:38 I read SA. 14:59:40 anyway my point was just that somebody's already done part of the work if removing Pa and letting other classes choose lbl is desired :) 15:00:02 i have 96 posts in the SA thread 15:00:08 kind of a giveaway 15:00:36 !lm * type=god.renounce class=pa s=xl 15:00:36 742 milestones for * (type=god.renounce class=pa): 236x 1, 84x 5, 77x 6, 73x 7, 69x 8, 49x 2, 48x 3, 42x 4, 17x 9, 11x 27, 5x 10, 5x 11, 4x 13, 3x 14, 3x 22, 2x 26, 2x 19, 2x 16, 2x 21, 2x 15, 2x 18, 1x 20, 1x 17, 1x 25, 1x 23 15:00:56 last time we removed kits it was based on plays, can we compare Pa to He :P 15:01:07 i'll miss Pa :P 15:01:12 ignoring level 1 renounces, because that could be lots of people switching, there are lots at L2, 3, 4, 5, 6, 7, 8 which are all temple levels 15:01:17 was th based on plays? 15:01:27 lots of people ditching him randomly* 15:01:30 I thought it just wasn't very differentiated 15:01:58 Mu_: nostalgia is always bad :) 15:02:18 th was amongst the least played yeah 15:02:29 TGWi: it was a bad As, and it didn't at all live up to the title 15:02:43 St should be removed or reverted. 15:03:13 new St has style 15:03:19 even if it is hard 15:03:27 casmith789: :( 15:03:59 yeah, petrify and dig should be in the EE book and St can go 15:03:59 -!- Vandal| has joined ##crawl-dev 15:04:13 the style is "use those two early tm spells then try to introduce stabbing far too late"? 15:04:15 heyo, just finished writing my review of DCSS and posting it 15:04:30 Vandal|: awesome! 15:04:33 I don't know if this site will publish it properly, but if any of you want to use the review somewhere else you have my full permission 15:04:36 http://www.blisteredthumbs.net/forum/user-game-review-submissions/vandal-reviews-dungeon-crawl-stone-soup-pc-mac-linux/#p16670 15:05:07 you can stab with confusion, you know 15:05:16 you may want to sort out your newlines :) 15:05:20 and for the record I wanted passwall at level 2 :P 15:05:31 Yeah. Unfortunately it looked a little better in the preview 15:05:39 Example, the images were fullsize 15:06:31 a mere 8/10?? scandalous 15:06:58 ;) 15:07:05 It is 10/10 in my heart 15:07:42 -!- Textmode has joined ##crawl-dev 15:14:58 Ah thanks for pointing that out casmith789 15:15:00 I fixed them 15:15:19 :) 15:17:48 8/10 is like below average 15:18:00 lol 15:18:08 Vandal|: it's a good review 15:18:17 not on this site, read their mission statement etc... 15:18:18 I wouldn't ever give 10/10 to Crawl. 15:18:35 They at least claim to not be using the 7-9 scale that is the journalistic standard 15:19:22 -!- Textmode has quit [Ping timeout: 255 seconds] 15:20:36 TGWi: I don't think passwall would be broken at level 2, fwiw 15:22:52 i say up passwall, but make it better 15:22:58 actually walk through wall, not insta-teleport 15:23:12 the way it works around corner-y areas is irritating 15:23:51 on the other hand, the passwall method of movement would be good for a tloc spell 15:24:24 passwall is good 15:25:01 wow, xom almost never saves *my* life :P 15:25:54 03j-p-e-g * r269eb6e35565 10/crawl-ref/source/newgame.cc: Make Escape from the Sprint/Tutorial menu actually escape the menu. 15:25:54 03j-p-e-g * raf5d5ecc4125 10/crawl-ref/source/newgame.cc: Don't allow viewing aptitudes etc. from tutorial submenu. 15:28:12 Zannick these are all stock photos lifted from Crawl's webpage XD 15:28:23 oh, heh 15:28:28 off I go, back to my main pc 15:28:33 well, my comment still holds :P 15:28:40 -!- Vandal| has quit [] 15:34:17 I think 'view notes' should be somewhere other than ? 15:34:37 since ? is usually for static documentation 15:40:35 moring 15:40:41 moring 15:42:00 -!- Textmode has joined ##crawl-dev 15:52:22 prayer that does nothing should not waste a turn (https://crawl.develz.org/mantis/view.php?id=3213) by vladimirdx 15:54:11 TGWi: you want a special key to assess notes? 15:54:43 I guess there's not much open 15:54:55 %: or something 15:55:27 the advantage of ? is that you get a menu anyway 15:55:49 I think there's room on % 15:56:34 (to add a line for :) 15:57:15 offhand, does anyone know if total amount of gold retrieved so far in the game shows up anywhere? 15:57:33 Eronarn: does not, only in the dump 15:58:05 if you can find how much you spent in stores, you can add it to your current gold 15:58:05 TGWi: why is %: better than ?: ? 15:58:15 in stores/on misc 15:58:20 % is a screen for things related to your character 15:58:38 ? is a menu of static documentation; notes aren't the kind of thing that goes there 15:58:43 I say that % is full enough as is 15:58:54 er, not shows up, rather - i meant is stored, internally 15:59:08 Eronarn: yes, it is stored, but I don't know where. 15:59:15 or: # should show you the dump file 15:59:20 Eronarn: but you can find out by checking how the dump is composed. 15:59:36 hm, good idea 15:59:44 # should show you the dump's contents, and there should be another key to actually make the file 15:59:45 this is for the zin tithing thing 16:00:45 TGWi: I don't think it is a big issue. All places where : is introduced, ?: is mentioned right away. 16:01:20 entering a note doesn't give any feedback; perhaps it should print "press ?: to review notes" 16:01:28 and I still think the # thing is a good idea 16:01:28 i've hit : when i wanted to review notes before 16:01:42 or, : could review the notes and also allow you to type them 16:01:48 so i open up ? to remember the key for it, and it says ':'. 16:02:54 do we anything bound to ; ? 16:02:59 yes 16:03:06 ; activates autopickup and tells you what's on your square 16:03:12 ah, never mind then 16:04:19 serial_glass is beautiful 16:06:02 I'll reduce the chance a bit 16:06:06 no! 16:06:13 :( 16:06:43 -!- blackpenguin has quit [Ping timeout: 276 seconds] 16:11:14 TGWi: there've been complaints that it comes up too ofen. 16:11:17 *often 16:11:29 TGWi: what does? 16:11:32 serial glass 16:11:47 don't think so. the full screen ones come up most often by far 16:13:02 ok 16:15:23 -!- blackpenguin has joined ##crawl-dev 16:15:30 I just got it on an open level 16:15:37 is that unintentional? it looks a bit weird 16:16:04 also it was the second consecutive level, so maybe you're right :P 16:17:20 TGWi: these vaults could always come up on open levels 16:17:34 !lg * killer=grinder 16:17:35 157. Zwei the Ruffian (L7 TrBe), worshipper of Trog, blasted by Grinder (wand of cold {zapped: 5}) on D:7 on 2011-01-14, with 1186 points after 7474 turns and 1:44:18. 16:17:40 !lg * killer=eustachio 16:17:40 2. Yorikke the Infuser (L9 KoEn), worshipper of Makhleb, blasted by Eustachio (wand of draining {zapped: 1}) on D:10 on 2010-12-10, with 2908 points after 13884 turns and 1:35:37. 16:17:43 dpeg: look at my game for a sec 16:17:44 on CDO 16:17:47 in fact, I got the idea for serial vaults after seeing too many single, ill-fitting flavour vaults (in octagon or open maps). 16:17:51 Hm, CDO may not be uppdated. 16:18:11 TGWi: there 16:18:58 I consider it to look more natural when there's a number of such vaults -- then it looks like purpose, not accident 16:19:14 it just looks a bit weird that they're all over the border 16:19:23 looks great in corridor levels though 16:20:11 oh, I like it when the edges of a map get broken up 16:34:10 due: what school will the Homunculus spell be in? Tmut? 16:34:18 kilobyte: Yes. 16:34:31 That's one of my projects this weekend ): 16:34:36 Though holies will come first. 16:34:39 @??pearl dragon 16:34:40 pearl dragon (08D) | 04UNFINISHED | Speed: 13 | HD: 18 | Health: 91-140 | AC/EV: 10/15 | Damage: 3508(holy), 2008(holy) | Flags: 08holy, sense invisible, fly, !sil | Res: 06magic(168) | XP: 5712 | Sp: holy breath (3d36). 16:34:44 :D! 16:34:46 neat 16:35:47 is it still supposed to be UNFINISHED? 16:36:01 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:background:religious_backgrounds#a_plan_for_religious_background_reform 16:37:17 kilobyte: Once I double check corpses I'll kill that flag. 16:37:58 most of Beogh's appeal is dealing with early orcs, and having the piety for converting most before entering Orc 16:38:16 is the balance ok? 16:38:34 greensnark: ##crawl is slowly moving the entirety of {ideas} into {bad ideas} 16:38:43 is there an easier way to do that on your end? 16:38:49 slash less spammy? 16:39:19 03j-p-e-g * r63dcba1b7c80 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson1.des: Shorten tutorial end screen to 24 lines, fixes console crashes. 16:39:26 most of beogh's appeal is having a band of orc warlords demolish zot:5 :P 16:39:27 it'd be good to remove 95% of {bad ideas} 16:39:30 03j-p-e-g * r871b21dd8ba1 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson2.des: Some tweaks to the second tutorial lesson. 16:39:44 beogh could become the default starting god of hill orcs 16:39:50 MarvinPA: Don't forget Saint Roka 16:40:48 unless there was a large change since 0.4 when I played them last, the orcies are damn squishy later on, keeping them alive requires lots of micromanagement 16:40:56 squishy <3 16:41:12 it worked for me in the tourney 16:41:23 kilobyte: perhaps the same could be said of all summons... 16:41:29 with or without much micromanagement? 16:41:33 Eronarn: not really 16:41:40 Eronarn: summons ca be easily replenished. 16:41:41 well, summons are supposed to die 16:41:50 yes, i'm not being serious :P 16:42:06 not that much, i just let them pick anything up all game 16:42:48 You convert Saint Roka, give him CPM. Lol at Zot. 16:43:37 The roll for converting Saint Roka is pretty high. It really depends on your piety level when you run into him. 16:45:24 Do you really make use of very early orc monsters when playing HOPr? 16:46:38 not really, mainly just whatever warriors/knights you convert and level up 16:46:58 initfile.cc:620: warning: ‘std::string _user_home_subpath(std::string)’ defined but not used 16:47:49 early on i guess i took quite a big group with me but as a few start becoming knights/sorcerers/priests it's good to have a smaller, well-equipped group 16:49:52 Unstable branch on CDO updated to: 0.8.0-a0-4572-g269eb6e (32) 16:50:06 Is there a reason unique pan lord levels need cTele? I don't enjoy how easily people skip fighting the lords 16:50:06 yay eustachio and early grindernow fresh on CDO! 16:50:43 st_: not sure, never been there 16:50:59 st_: cerebov loot vaults 16:51:08 not a reason 16:51:11 cerebov loot can open when you kill cerebov 16:51:15 yesy 16:51:24 also, haven't they been modified recently? 16:51:29 yes 16:51:41 let's dump ctele for pan entirely ;)! 16:52:02 dpeg: even the old vault? 16:53:07 I did try modify my vaults but I'm not the best vault designer so :( 16:54:38 casmith789: not sure 16:56:14 rob was in irc two weeks ago, did he say anything? 16:56:28 RIP rob :( 16:56:37 !seen by 16:56:38 I last saw by at Mon Dec 27 08:22:25 2010 UTC (2w 4d 14h 34m 12s ago) quitting with message Quit: leaving. 16:57:03 -!- ZChris13 has quit [Quit: Page closed] 16:57:59 TGWi: I wasn't around 16:58:04 03kilobyte * re64610d96503 10/crawl-ref/source/rltiles/ (dc-spells.txt gui/spells/transmutation/homunculus.png): Add co's icon for the Homunculus spell. 16:58:06 03kilobyte * rb2f4db86f23e 10/crawl-ref/source/mon-data.h: Make sixfirhies less of a pushover. 16:58:07 03kilobyte * ra763e1e69586 10/crawl-ref/source/mon-data.h: Bump hairy devils a bit as well. 16:58:10 due: Robert is not dead, just busy. 16:58:19 dpeg: Yes, I know :) 16:58:38 I will be doing Crawl stuff soon! 17:00:13 :) 17:08:06 busy being dead 17:09:31 when was he last active? 17:09:39 october or so? 17:09:49 I was dead for a few months as well 17:12:31 yeah, if you were not a god, TSO would get mad at your ass 17:12:41 :D 17:15:49 kilobyte: if we can sort out starting Beogh, I'd make the religious background reform an implementable. 17:16:18 You think that Beogh by Orc:1 the latest will remove too much appeal from the god? 17:16:54 (the question is not rhethorical, we could have very early orc band + altar vaults) 17:17:42 if you take him by Orc:1, there's no time to get any piety 17:17:53 is "orcs start with beogh" out of the question? 17:17:56 you'd have to dip, go killing elsewhere then return 17:17:58 but there's still plenty of orcs to pick up later 17:18:02 OG17: I totally suggested that 17:18:20 OG17: I am not sure 17:18:26 OG17: that'd ban all other gods to them at least until lateish midgame 17:18:28 aren't orcs more than just Beogh? :) 17:18:39 I can't stand to play Beoghmyself. 17:18:42 Even on Orcs. ;) 17:18:50 it'd work fine if wraths scaled like people were talking about 17:18:59 But flavour-wise... 17:19:01 That's not a bad idea. 17:19:08 OG17: that's actually true 17:19:22 It's a great flavour thing too. 17:19:41 note that the player is a Hill Orc but the other buys are Cave Orcs 17:20:01 taht still leaves the reform in a funny state: there'd be no priest background anymore (Y goes to DK, Z is removed), only for HO 17:20:02 another problem is that you often need to explore most of Orc to have a chance to enter bubbles on Orc:1, and even that doesn't work most of the time -- usually Orc:1 bubbles have an exit to D but no downstairs 17:20:13 beogh could have low wrath if it would help 17:20:20 pr could be reserved for HO beogh 17:20:32 TGWi: yes, which is slightly strange, but hey 17:21:15 in other news, I just presented the idea of adding a low healing food item (on the forum), with the idea of adding 0-2 of those to starting inventories 17:21:23 any outright rejections of this? 17:21:32 what's it meant to do? 17:21:36 heal a bit 17:21:36 outright: no 17:21:41 no outright objection 17:21:53 the healing properties would be balanced out by the delay of eating it, I assume? 17:22:13 I can't think of many early situations where you have time to eat but not to heal 17:22:14 players complain about low level mortality, and of course we _won't_ give them a scroll of teleporation, or two potions of healing, or whatever they drool about 17:22:28 and neither more starting HP, I think 17:22:36 I'm not sure it would help that much 17:22:38 maybe for poison 17:22:41 nor would potions of healing 17:22:44 except against poison yeah 17:22:51 the smallest currency to give would be limited, small hp gains (and no potion b/c of id purposes) 17:24:41 03j-p-e-g * re73a8520cdb7 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson2.des: Display weapon and corpse glyphs in the console tutorial2 recap. 17:24:50 I like items much better than reducing monster damage or increasing player HP because it adds a litte choice 17:24:51 03j-p-e-g * rfb186235486d 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson2.des: In the second tutorial, replace wolf -> hound. 17:24:54 03j-p-e-g * r5f9ea088ef53 10/crawl-ref/source/ (describe.cc describe.h): Don't display item/monster quotes in the tutorial. 17:24:57 the main thing is mobs with weapons 17:25:13 TGWi: well, there's no way around choosing battles carefully 17:25:22 and those are common and sudden enough that a few consumables wouldn't help so much 17:25:36 I think it's more about how new players are always miscasting and missing 17:25:45 though I don't think it's really a problem 17:26:12 half of games end on D:1, hobs and kobolds are twice as lethal as third place, etc 17:26:30 statistics disagree with you, emphatically 17:26:31 D:1-3 17:26:32 rather 17:26:44 they're thirty second games, it's no loss 17:26:53 it's no gain, either 17:27:05 and how many of those were bad play 17:27:17 TGWi: as I said, if nobody dies, we can just scrap the level 17:27:18 and I think crawl would be more fun if you didn't have to play the bad part so often 17:27:55 why bad? 17:27:57 I like it a lot. 17:28:03 I don't see how this is avoidable, characters starting out weak and without items is sort of the point 17:28:39 and if things were made so that you weren't really in danger in the first levels, there'd be little reason to actually play them 17:28:46 it'd just be collecting items and xp 17:28:48 OG17: yes. The question is just if we think they need some help or not. Myself, I don't mind the high mortality, but this thread threw me in a fit of generosity. It'll be over tomorrow, I think. 17:28:56 OG17: yes 17:28:58 dpeg: early game? both characters and mobs are mostly identical and only have one option 17:29:17 I disagree, this is not at all my experience. 17:29:18 on D:1 you use what you started with, and if it's not enough you try again until it is 17:29:39 it's just not that much fun compared to the 3 through lair part of early game 17:29:49 plenty of options: throw junk, pillar dance, miss 5 times and die 17:29:51 fun is subjective 17:29:52 my favorite part of the game is the first few levels, actually 17:29:53 (the problem is they're all bad) 17:31:01 things get less interesting as you get more and more resources abilities etc 17:31:02 There's always the question: fight or not? Then there's the question whether to use some resource or not. This goes for curare, nets, ammunition, berserk, spell. 17:31:06 that's actually my least favorite part, because there isn't really anything highly interesting, like branches, artefacts, good shops... 17:31:15 fun is subjective 17:31:32 but the game needs to start somewhere, and Crawl starts really fast 17:31:34 dpeg: avoiding fights can be hard in early early game and you don't typically have resources 17:31:56 monky: I avoid fights all the time. Depends on background, of course. 17:32:06 I think making do with what's generated very early on is interesting in itself, basically 17:32:19 D:1 is about 30% of all games, for the real statistics 17:32:24 OG17: I agree, but seems we're a minority (not that I mind) 17:32:32 and sometimes what's generated isn't enough to make do with, but whatever, try again 17:32:33 TGWi: but not time-wise 17:32:34 cool 17:32:49 if every level killed 30% of players that reached it there'd be none left by zot 5 :) 17:33:06 I'm not asking you to get rid of early game 17:33:17 I just don't think it's fun to have a huge spike in difficulty right at the start 17:33:23 This started by me asking if we should give D:1 characters a little help. But now I don't feel like it anymore. 17:33:39 buff early game monsters 17:33:56 casmith789: not true mathematically :) 17:34:03 getting rid of pillar dancing would at least help early game feel like less of a choice between boredom and death 17:34:06 imo 17:34:10 Zannick: *almost* true :P 17:34:11 Zannick: how many levels are there in a game? 17:34:34 27 of D, 5 of zot, 8 of lair, probably 8+5+5 for runes in most games 17:34:38 monky, random movement at least managed to do that, more or less 17:34:44 58 levels 17:34:54 TGWi: raising .3 to a very large number still does not make it 1 17:35:10 0.7^58 is one billionth of games 17:35:16 or .7, actually 17:35:17 so, no, nobody would have won yet :P 17:35:23 monky: I know of no solution for pillar dancing that does not have very undesirable effects for the whole game (and pillar dancing is only a concern very early on) 17:35:34 OG17: then there's the dancing until the monsters lose a move, then running upstairs 17:35:37 they could've, they would have just been really lucky 17:35:39 it could be the first billionth 17:35:40 dpeg: neither do I :( 17:35:55 The absolutely numbers of games are irrelevant. What counts is the time investment. 17:36:02 hey! I thought of a solution! Elbereth! :p 17:36:21 * dpeg slaps casmith789 with a pair of electric dire rainbow trouts. 17:36:35 I feel as if a combination of number and time investment should matter 17:36:50 restarting games takes time 17:37:09 play diving L1 SpAr and you'll see how easy the early game is sometimes 17:37:14 and it's time which is spent mostly while bored, unlike the majority of other games 17:37:35 Would you feel better if you painlessly explored D:1 and D:2 all the time, just to start dying on D:3? That's a lot more time wasted. 17:37:46 well, again 17:37:51 no other level kills 30% of characters 17:38:03 We agree that characters have to die somewhere? 17:38:17 This is ##crawl-dev, not ##crwal, so we all do agree. 17:38:28 death to the players! 17:38:31 death to the mortals! 17:38:32 death to the living! 17:38:33 best that they don't often die before the fun part 17:38:47 fun is subjective 17:38:50 dpeg: i actually die more often midgame than early game 17:38:59 Zannick: statistics don't 17:39:00 Zannick: yes 17:39:04 I'd feel better if early game was a bit more skill-dependant, but the only thing I can think of to accomplish that is ramp up the hard parts but give the player more choices for handling them 17:39:05 and it frustrates me because then i have to wade through the early game again 17:39:14 So Zannick is a better than average player? 17:39:15 does anyone know how to create different flavoured serpents of hell in wizmode? 17:39:27 monky: I was about to throw you an apple or two. 17:39:32 MarvinPA: serpent of hell soh_flavour:coc ? 17:39:37 i don't know how to translate that into overall statistics, but that's my personal experience 17:39:41 dpeg: actually I think it depends on your class. Play TrBe and you won't die on d:1 very often at all 17:39:45 MarvinPA: (replace coc with tar, geh, dis) 17:39:50 that's actually as a melee class, to wit 17:39:50 but you will run into problems 17:39:53 aha 17:39:55 that, yes 17:40:00 but "the serpent of hell" 17:40:03 oh 17:40:05 right the the 17:40:12 Ah, I assume that nobody is complaining about high mortality rates for unviable combos? Those don't matter. 17:40:36 i do sometimes die in < d:3 as a caster 17:40:43 this depends how you're defining viable 17:40:51 It's been a while since I tried SETm but I remember hating how they always died to hobgoblins and I tried to avoid fighting them 17:40:52 characters who die a lot on d:1 17:40:55 are nonviable :P 17:40:57 Zannick: sure, that's a caster's life risk: mana's gone or too many miscasts ==> x_x 17:40:59 un 17:41:07 inviable 17:41:13 invariably unviable 17:41:19 inviable :( 17:41:23 i don't think those were why i died, but yes. 17:41:29 there are a few unfair deaths, mikee lost a DDCK to a wand of lightning for instance on a streak. The best way to stay alive is to play a berserker early and a caster late. I just took this to extremes with my KeBe :) 17:41:49 I also remember hating how EE always had to pillar dance forever to gain MP to sandblast (which missed all the time and did no damage when it actually hit) 17:41:59 again, I don't mind wands 17:42:01 casmith789: we don't care about unfair deaths as long as the chances are miniscule 17:42:01 unfair deaths are fine and unavoidable 17:42:06 since those are rare 17:42:16 stuff like sandblast is a single-spell issue 17:42:21 yes 17:42:30 dpeg: which is why all chars should start Be and switch to ash! 17:42:44 I think sandblast is fine now that it's range 2 17:42:51 oh good 17:42:59 OG17: at some point this becomes systemic 17:43:11 casmith789: there are many more ways to survive early on: As, Gl, Sp, Ce, He all do a good job, for example 17:43:12 there are some backgrounds that can bypass the early game, but a lot can't 17:43:23 clearly they all can 17:43:35 dpeg: sure, but Be is the best of these :P 17:43:35 if we agree that IE or Be is balanced, I don't see why all backgrounds can't be about as good 17:43:38 right? 17:43:46 I disagree 17:43:47 except Wn or what have you 17:43:51 IE: not balanced 17:43:52 I summed up the early game story in a tavern thread, which was closed shortly after :) 17:43:54 st_: i'm patching your serpent of hell thing, what colour do you think tar serpent should be if it gets elemental colours? 17:44:03 TGWi: no, not at all 17:44:08 MarvinPA: flickering magenta/black 17:44:11 etc_necro is darkgrey/magenta which doesn't look great 17:44:17 Be is about early game powerhouse with a conduct which kicks in later 17:44:29 casters are about later potential at the expense of early chances 17:44:35 "balance" doesn't mean that everything is on equal footing, this isn't a competitive game 17:44:36 you can ditch said conduct though 17:44:37 maybe lightgrey/darkgrey 17:44:46 casmith789: huh? 17:44:50 i'll try that and see what it looks like, yeah 17:44:51 abandon trog! 17:44:53 I'm not too familiar with elemental ones 17:44:55 it just means that everything's reasonable and nothing's completely trivialized 17:45:05 casmith789: well that's difficult to survive unless you cheat 17:45:29 @??bone dragon 17:45:29 bone dragon (15D) | Speed: 8 | HD: 20 | Health: 193-272 | AC/EV: 20/4 | Damage: 30, 20, 20 | Flags: 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec++, 03poison | XP: 2352. 17:45:31 so, what I'm saying is, sort out the wrath problem before you sort out d:1 :P 17:45:38 @??shadow dragon 17:45:39 shadow dragon (06D) | Speed: 10 | HD: 17 | Health: 106-149 | AC/EV: 15/10 | Damage: 2013(drain), 15, 15 | Flags: evil, cold-blooded, see invisible, fly, !sil | Res: 06magic(113), 02cold++, 03poison | Chunks: 04hydrochloric acid | XP: 3401 | Sp: b.draining (3d21). 17:45:41 flciker between these two? :D 17:45:45 casmith789: these are unrelated 17:46:00 that's what i had it on just now, i'm not convinced it looks as good as the other elemental colours though 17:46:01 yes. but I don't think there is a problem with d:1 17:46:08 casmith789: milder wrath makes Be even stronger, so might warrant a nerf to the background 17:46:14 dpeg: I guess I want some fraction of the D:1 deaths shifted to midgame 17:46:22 because midgame deaths are due to bad play 17:46:31 dpeg: well, wait 33k turns in shoals and tell me that it was hard wrath :P 17:46:31 TGWi: for this, I came here with two apples 17:46:35 and it's fun dying in midgame 17:47:04 i guess i should look at this on the tar background actually 17:47:11 MarvinPA: <3 17:47:50 :) 17:48:14 any class that starts with a god has an inherent bonus over those which don't, in that they can start gaining piety quickly. 17:48:46 "I do however, applaud dpeg's consistent stance against making the game any easier though, I sometimes feel that if it weren't for him (and anyone else who thinks like him), this game would degenerate very quickly. Good to have that keeper of the flame, even if it makes him quite unpopular with certain sectors of the playerbase at times." 17:48:49 trog is good because of zerk to clear early D which is the hardest area of the game 17:48:51 hehe :) 17:49:19 I disagree that I want to play an easier game 17:49:22 except maybe incidentally 17:49:30 I agree with that. 17:50:16 add a new race that's almost impossible! 17:50:32 antispriggan 17:50:32 But we don't want things too overpowered or underpowered 17:50:47 naga movement, troll apts, felid armour slots and hp. go! 17:50:57 ogre mummies 17:51:12 win/loss is not the only measure of ease 17:51:39 you can have a game where you lose a lot of the time but each attempt is a trivial effort 17:51:46 seriously though, ogre is cool. be nice if there were some other class (apart from mummy) which offered a unique challenge. 17:51:48 this is the case for dying on d1 with something like an EE 17:52:05 I mean, deliberately harder than say DD or Mf 17:52:35 yes, it raises the win percent if you buff them, but that's fine if each game on average now takes much more thinking rather than spamming sandblast and hoping you don't die to cockroaches this time 17:52:57 I want the class that starts with no skills or items at all 17:52:59 actually darkgrey/magenta serpent looks good on the tar background, i'll go with that 17:53:10 don't use darkgrey jeez 17:53:20 i completely agree with TGWi that it's better if we shift deaths to midgame because that means we're shifting threatening situations there 17:53:29 it's just bone dragon colour 17:53:33 darkgrey is the color that doesn't get used for things 17:53:35 and threatening situations midgame are much more interesting - less chance of, say, taking 8 damage from a kobold with a dart 17:53:36 lightgrey? 17:53:43 cockroach deaths are rare if you are playing correctly and I dont agree it's fine 17:53:43 @??bone dragon 17:53:44 bone dragon (15D) | Speed: 8 | HD: 20 | Health: 193-272 | AC/EV: 20/4 | Damage: 30, 20, 20 | Flags: 07undead, evil, sense invisible, fly | Res: 06magic(106), 05fire, 02cold, 10elec++, 03poison | XP: 2352. 17:54:09 8 damage from a dart is extremely rare 17:54:15 so rare it's not worth mentioning 17:54:16 oh right yeah, darkgrey you can't tell if it's out of LOS 17:54:28 syllogism: it's really not that rare 17:54:30 and a lot of terminals don't like darkgrey 17:54:30 it is 17:54:39 OG17's crusade against darkgrey is what left us with eyesearing elf so thanks 17:54:42 per-dart-throw rarity, sure 17:54:46 per-d1-game, not at all 17:54:47 you're welcome 17:54:50 well you can tell if it's out of los because it stops flickering 17:54:50 darkgrey _plus_ magenta will be okay 17:54:52 yes, per d1 game 17:54:58 so maybe it's alright 17:55:01 TGWi: I think they have all been fixed... the buggy Macs are obsolete, I think 17:55:13 you have to have a kobold with the correct darts, hit, roll high and ac roll to be low 17:55:16 you can't tell if it's flickering or out of LOS in a given turn, though 17:55:18 kilobyte: I don't use one of said terminals so I'm not sure 17:55:25 the problem with darkgrey is that it's very widely used for "out of LOS" and shouldn't be used for anything else 17:55:26 but I know n7 uses darkgrey = blue 17:55:36 or maybe the monster list would handle that but it's still clumsy 17:55:40 pressing spacebar a lot flickers elemental colours 17:55:42 it's not common, but it's not unmentionably rare 17:55:45 lots of the defined elemental colours use darkgrey 17:55:50 it's more common than, say, ogres/centaurs on d1 17:55:52 the LOS thing is definitely a valid point too 17:55:52 and those happen 17:55:57 I never knew you could do that with spacebar, neat 17:56:05 also yeah nothing should use darkgrey 17:56:05 they dont happen enough 17:56:16 d1 ogres are especially just fine 17:56:22 dark blue is hard to see on so many monitors, much harder than darkgrey 17:56:28 syllogism: monster or player? (joking) 17:56:38 well i don't really have a problem with d1 ogres actually 17:56:41 monster since the player race is too buff nowadays 17:56:42 kilobyte: yes, I don't think we use darkblue anywhere? 17:56:43 which makes porcupines and dire elephants damn stealthy 17:57:05 syllogism: hey, I got complaints about nerfing it to hell :) 17:57:15 (and regular elephants are stealthy in foresty lair ends) 17:57:19 a d1 ogre is tough but beatable for a fair number of combos 17:57:21 merfolk on deep water are the stealthiest 17:57:25 dpeg: it was in hell already, don't feel bad about it :P' 17:57:42 kilobyte: ah right, we leave it to players to either not use darkgrey or darkblue 17:57:44 d1 ogre isn't exactly beatable but it's certainly avoidable 17:57:51 the problem here is really the combos that sucks so badly on d1 that even getting to L2 requires you to not buttonmash 17:57:59 Eronarn: viable combos? 17:58:09 why should buttonmashing get you to D2 17:58:21 So we either make them unviable, or, if it affects all species, have to rethink the starting kit 17:58:44 @??ereshkigal 17:58:44 Ereshkigal (16&) | Speed: 14 | HD: 18 | Health: 250 | AC/EV: 10/30 | Damage: 40 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(240), 02cold, 10elec++, 03poison | XP: 14085 | Sp: b.draining (3d22), b.cold (3d27), greater demon, torment symbol, paralyse, minor healing. 17:58:47 dpeg: oh, i didn't mean that all combos should be viable by any means 17:59:00 please everyone confirm that you're not complaining about unviable combos -- those don'T exist for the current discussion 17:59:03 but there are definitely some roles that are noticeably worse than others 17:59:07 Eronarn: sure 17:59:26 even the viable ones are generally harder than other alternatives for that race 17:59:37 so 17:59:58 like debe being better than deee? 18:00:23 or is this broader than just early early game 18:00:25 But: an As has curare to get him to the temple... he starts at full potential, it may just go down (if he loses a needle). A caster starts at lower potential (much higher threat) because she has to unlock spells (levels, skill), but by doing so she _surely_ becomes stronger. 18:00:40 i'm just talking early early game monky 18:00:47 This difference in power justifies higher D:1 lethality for casters. They're gambling on the future. 18:01:23 monky: yes, DEBe may get to D:6 more often than DEEE. But which combo will win more often? 18:01:25 most casters have a pretty strong start anyway 18:01:28 well, conjurer-types 18:01:47 blasting-types I mean 18:01:56 right, but some casters have a terrible start 18:01:57 Cj, just say it :) 18:02:01 and switching schools is not that big a deal 18:02:30 -!- syllogism has quit [] 18:02:56 if we're going to have varying roles for casters at all we should try to have them all be a compelling choice for one reason or another and it's hard to imagine anyone getting excited over, say, EE or warper 18:03:20 warper's pretty well off with the blink scroll and darts 18:03:24 yes 18:03:58 I am nowhere saying that the starting kits/books are perfect. But I don't buy that lethality of D:1 is too high. 18:04:00 it's ok but ime they could use a bit of a boost just because 'run away all the time' is very irritating in practice 18:04:31 I don't think so, it's a legitimate playstyle 18:04:40 especially at the weakest point of your character's life 18:04:53 the lethality of D:1 is 30% 18:05:02 and it's .00000001% of time played 18:05:03 it's ok if they have to pick and choose their battles but bad if you don't feel at all capable of actually fighting and that tends to happen a lot with my warpers 18:05:07 what would you say is too high? 18:05:26 TGWi: players win streaks, so it's okay 18:05:37 from time to time I run my "random good combo" experiments 18:05:44 and also from that I think it's okay 18:06:15 if you play a strong combo like DDNe or MfIE then I don't think the lethality of D:1 is that high 18:06:23 it'd be nice if they had some kind of offensive spell perhaps, or some way to augment themselves when in combat 18:06:44 re: unviable, I don't think the issue is disappearing just because it's acknowledged by the game 18:08:17 ignoring balance for many characters reduces the variety of characters that are fun 18:08:31 warpers have darts to stay at range and two different items to create more distance if things go badly 18:08:33 there are many strong chars 18:08:43 it's not the strongest start but they don't need to turn into cj or cr 18:08:52 TGWi: I was against opening all combos. Recall that what's now unviable simply didn't exist in DCSS0.2. 18:09:04 obviously OgEE won't be great but there's no non-philosophical reason early game needs to shut out so many combinations 18:09:19 and yet what combos are unwon? 18:09:25 FeAs 18:09:28 OG17: are you really going to try to make that argument 18:09:35 well yes 18:09:48 nothing is "shut out" 18:09:53 "at least someone has used all of crawl's spells at least once! wrap it up guys, no more patches needed or desired" 18:10:27 if the argument was "not every spell is usable" that might be going somewhere 18:10:57 there are plenty of spells that are 'usable' but very difficult to use or very niche in applications for no particular reason 18:11:06 but every combo is playable, as proven by every combo being successfully played 18:11:29 okay so now we're doing semantics 18:12:00 MuPa isn't playable :) 18:13:03 if you make a badly synergized or otherwise intentionally weak character it's going to result in a harder start, this isn't surprising 18:13:45 TGWi: please don't talk about unviables... we could just go back to not having them available. 18:14:01 don't do that :( 18:14:07 And in fact, you should only consider D:1 mortality for viables. 18:14:21 some "unviables" are really fun 18:14:33 if your response is "you shouldn't think that" then I guess I'm done here 18:14:39 DECr is awesome and it's unviable 18:14:46 I was thinking DECr too 18:14:54 I'd think a good part of "viable" is actually d1 mortality 18:15:04 since that generally reflects on later levels 18:15:11 well, sort of 18:15:12 it doesn't really 18:15:23 for a lot of casters especially, and initially fragile races 18:16:24 yeah, scratch that 18:16:39 also it looks like you're saying "x can be weak because it's unviable, x is unviable because it's weak" 18:16:56 that's more of what I was thinking 18:17:26 should MfIE be as easy to start as MfFE? 18:17:36 TGWi: combos are unviable because they are less likely to work well 18:17:51 if those die, nothing happens: we will buff anything becuase of that 18:17:54 combos are allowed to not work well because they're unviable 18:18:19 also I'm not talking about unviable combos at all 18:18:25 It is a problem if viable combinations are too hard to get off the ground (and there's the question of what should be (un)viable, of course.) 18:18:31 I imagine the greatest part of that 30% is decent-ish stuff 18:18:57 could you stop throwing out that 30%, it's meaningless 18:19:07 well this is a byproduct of the caster nature of .6/.7 18:19:11 you're right let's listen to anecdotes 18:19:20 those are better 18:19:21 MDFi of oka doesn't die that much on d:1 18:19:37 mdfi doesn't have oka on d:1 18:19:49 :) MDFi doesn't die much on d:1 18:20:14 30% of characters dying on d10 would be a problem. On d1 it's a painless restart 18:20:52 really, I think dying a lot early game is fine, but find the optimal measures to prevent death really annoying 18:21:13 it's a pointless restart 18:21:40 because your next character will be the same, and you'll just be more annoyed 18:22:22 here are the two sides of the coin: 1) if you play an "unviable" combo startscumming is the optimal strategy timewise to win the combo. This doesn't mean starting until you get a ring of slaying or whatever but starting and dying quickly as opposed to trying to avoid death unless you got a good item. 2) Most early game deaths can be avoided but people don't want to employ the thought / pillar dancing so early in a character's life and 18:22:24 would rather roll another one with a book of necromancy on d:2. 18:22:56 casmith789: 1) is not a problem. 18:23:08 didn't say it was 18:23:29 casmith789: in 2), pillar dancing is, but I don't see a convenient alternative and the issue is not as bad as often claimed, imo 18:23:44 if you want to keep a streak you pretty much have to 18:24:11 sure 18:24:12 3-5 minutes if you're relatively unlucky 18:24:28 casmith789: there's no way around it... ideal play always has a tendency to be slower and more cumbersome 18:24:33 I don't think that the early game is a problem btw 18:24:48 otoh I do find lategame more fun :) 18:24:53 MarvinPA: <3 for patches 18:24:59 :) 18:25:09 cough devteam cough 18:25:31 this discussion always ends with "it's no problem" unqualified 18:28:04 TGWi: yes, because the starting hypothesis is quite unqualified as well. Instead of discussing some specific starting kit, it's about early death rates together. 18:29:24 Is it desired behaviour that we're deliberately preventing apport in the orb chamber? 18:29:46 i thought that was the whole point of the new subvaults :P 18:29:46 Or rather, trying to make it harder? 18:29:55 dpeg? 18:30:05 due: yes, everyone using apportation was annoying. 18:30:34 due: I am not too happy with the state of the current orb vaults, but I found always using apport to be bad. 18:30:44 it's still quite easy, even with the patch i attached you only need to take one step inside the chamber 18:30:50 I dno't like using features to block apport. 18:30:55 Can we not just make the orb resist apportation? 18:30:56 although obviously that means being next to orb guardians 18:31:08 ie, you try to apport it but it resists your pull. 18:31:16 You only manage to pull it a few squares, etc. 18:32:32 it'd be strange to have apportation works on some items but not others because of "mass" if the easier ones are actually lighter 18:32:42 of course, the Orb _is_ highly magical 18:32:48 the orb isn't really "some items" 18:32:53 kilobyte: the flavour would be that the orb doesn't *want* to leave. 18:32:56 lots of three-rune characters seem to depend on quickly apporting the orb 18:32:59 imo it should be allowed to be arbitrary 18:33:11 OG17: yes, so makig it a slower process nerfs this 18:33:12 maybe they should be "too weak to win" or something but it's a consideration 18:33:28 If there are no objections I will code this. 18:33:57 dpeg, kilobyte, any objections to the orb resisting your pull with flavour-theme is "the orb does not want to be removed"? 18:34:02 i think you shouldn't be able to randomly teleport into the actual orb chamber too, personally 18:34:10 agreed 18:34:10 MarvinPA: that's a slippery slope, though. 18:34:17 due, I'd phrase it rather differently 18:34:25 and I agree with MarvinPA 18:34:26 TGWi: That's not the phrase,, just the flavour theme. 18:34:33 my last win landed about three squares from the orb on the first teleport and barely woke up any of the zot:5 vault 18:34:33 just making sure 18:34:40 honestly i would extend it to many 'treasure chambers' 18:34:40 Yes, well. 18:34:42 it should be more like it resists the pull or grasp or whatever 18:34:42 "The orb shrieks!" 18:34:51 "the orb has a tantrum" 18:34:51 instead of personifying it 18:34:53 (when you pick it up and when you try to apport it) 18:34:55 due: <3 18:34:55 don't have to force people to do the entire level but i think landing right on top of the loot is kind of lame 18:34:57 it's still easy enough if you land in the lung next to the orb chamber 18:35:04 a shriek would be nice 18:35:10 Oh, shriek is going in. 18:35:19 I'm just finishing up my @?? for vault defined monsters hackiness. 18:35:22 flash screen magenta, knockback player 18:35:24 But the orb *is* going to shriek. 18:35:25 due: there is a whole list of ideas for the orb. Personally, I think it should be really heavy, and spell power should matter when apporting things. so that not every two bit caster can apport the orb. 18:35:46 dpeg: spell power does matter wwhen apporting things 18:35:51 that'd result in people training up tloc for it 18:35:58 making the orb really heavy would be a bit annoying for low-cap races 18:36:00 to whatever point they'd need to 18:36:05 just mass would hurt ogres tossing rocks, and we don't want that 18:36:06 due: but the orb is not heavy :) 18:36:08 hence why it's just going to be a flat fail rate :) 18:36:09 I was going to say what TGWi said but then TGWi said it 18:36:12 dpeg: flat failure rate. 18:36:18 faking the weight to be higher for apport would be fine though 18:36:24 MarvinPA: it's just luck, that's the point 18:36:29 TGWi: I'm not going to. 18:36:31 or just drag the orb a space instead of apporting it 18:36:34 yes, just add higher weight 18:36:38 or make it flail flatly 18:36:40 idk 18:36:43 TGWi: "The orb rolls towards you, then stops." 18:36:45 so that low Str guys have to think a bit in advance 18:36:56 casmith789: it's not luck when you create a shaft directly above the orb :) 18:37:00 it should just be apportable or not, I think 18:37:10 sorry? :) 18:37:17 OG17: You won't be able to directly apport it into your pack unless your tloc is like, 27. 18:37:25 casmith789: that's what i did the previous game :P 18:37:27 you can't choose where shafts go 18:37:28 (In my opinion.) 18:37:32 my favourite orb grab ever 18:37:33 yes you can 18:37:34 i think it should not be apportable, but because of vault design, rather than because of any orb-specific property 18:37:42 sorry what 18:37:48 Anyway, I will code up what I am going to code up 18:37:50 there's so many more interesting problems when lugging the orb than just weight 18:37:59 shafts drop you to the same co-ordinates on the floor below, nemelex lets you create shafts 18:38:12 figure out roughly where the orb is on zot:5, create a shaft at that location on zot:4 18:38:13 win 18:38:25 MarvinPA: shafts will now be randomly placed, you do realise? 18:38:25 like a glow that looks nice and is terribly unstealthy 18:38:33 due: yes, good :P 18:38:38 wait, what? since when does the orb glow you 18:38:41 kilobyte: I'm very attached to shrieking. 18:38:42 i pulled it off once and bug reported it :P 18:38:49 due: we can have both 18:39:04 okay! 18:39:19 too bad, a visual effect might be highly distracting in zotdef :( 18:39:26 yeah 18:39:35 magenta halo when you have the orb? 18:39:41 kilobyte: while the orb of zot is carried, it disco-corrupts levels. 18:39:45 pulsating magenta halo :D 18:39:57 of course! 18:40:19 dpeg: Are you comfortable with my changing the flavour of the orb to be slightly more "the orb is happy in Zot and does not want to be removed"? The flavour text for orb guardians say that the orb itself created them, so I don't think it's too much of a stretch. 18:40:39 dpeg: I will not directly *say* this, but the orb will shriek, resist attempts to apport (by only being apported a short distance), etc. 18:41:02 sounds good to me 18:41:05 I think that "happy" bit sounds like there'd be problems with just picking it up normally 18:41:14 due: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:orbrun 18:41:15 OG17: It'll shriek when you pick it up. 18:41:19 I like that page a lot. 18:41:31 dpeg: Okay, I'll take it into consideration when I do it. 18:41:39 dpeg: But I'm just goin tto do minor flavour changes at the minute. 18:41:43 sure sure 18:41:56 just saying that ideas (gameplay and flavour are there) 18:42:01 it should continuously shriek if anything, since most people that pick up the orb are already teleporting out 18:42:02 * due nod. 18:42:06 unless it blocks ctele or whatever 18:42:20 "You teleport. The orb doesn't!" 18:42:23 while in zot, the orb should steal your teleports 18:42:30 or delay them like abyss 18:42:51 TGWi: teleports you into the orb chamber 18:43:08 due: There's a recent bunch of ideas by ubergeek, those are not approved of! 18:43:15 dpeg: yes 18:43:17 (Not saying they're bad, but I can vouch for the others.) 18:43:35 dpeg: I can usually guess which ones you would approve and which ones you wouldn't 18:43:36 all of your ideas so far are already written up =) 18:43:45 Eronarn: teleporting without the orb would make Abyss a loss 18:43:47 due: that makes me happy :) 18:44:20 I will just do make noises and resisting apport. 18:44:34 good, that's uncontroversial 18:44:43 Ideally, the orb should feel as if it wasn't a lifeless item, but a little mischievous thing that really wants to be somewhere else than in your backpack 18:45:16 kilobyte: if you'll have a quick look at that page, and tell me if something sticks out as controversial? 18:45:32 gentle changes are always best 18:46:57 Napkin: are you around? 18:47:17 not really, due 18:47:32 but will read my messages in a fe hours 18:47:39 g'night o/ 18:48:45 and the apport resistance would make it fine to get rid of orb chamber subvaults (and crystal pillars from the original), right? 18:49:18 monky: I personally feel so. 18:49:26 monky: yes 18:49:30 oh good 18:49:41 we could still have different chamblers for flavour reasons 18:50:07 due: what about apporting orb chance of Tloc/27? 18:50:16 actually, I hate a vast majority of the ideas there 18:50:24 kilobyte: aha :) 18:50:30 good ones are glow (non-mutagenic preferably) and Boris 18:50:48 dpeg: well ,yes 18:50:55 or intefering with teleports 18:51:03 kilobyte: was typing that 18:51:07 dpeg: massively high Tloc means you are powerful and the orb finds it difficult to interfere with your magic 18:51:10 dpeg: but... 18:51:15 !log char=mimo ktyp=winning 18:51:18 1. bookofjude, XL27 MiMo, T:153867: http://crawl.akrasiac.org/rawdata/bookofjude/morgue-bookofjude-20091007-114722.txt 18:51:21 I apported the orb with 18:51:31 due: "Looking at it, you feel that only very dedicated translocaters will be powerful enough to move it." 18:51:38 TLOC 3. 18:51:43 noises are not that bad too 18:51:45 due: hey, I did the same 18:51:52 which was fucking ridiculous in my opinion 18:51:55 kilobyte: recurring monsters, flavour, interfering with teleports, sounds a lot like the "oY to me :p 18:52:05 kilobyte: was typing that... interfering with tele and ctele (not necessarily both at once, can be random) should be good 18:52:08 casmith789: I didn't like the Boris idea for this reason. 18:52:37 i like interference with cTele, since that really trivialises most of the orb run even if you do happen to run into a nasty pan lord 18:52:39 I really like the idea that (popcorn) monsters (e.g. from nearby branches) watch at the orb procession and pass out 18:53:01 too cute imo 18:53:13 (passing out) 18:53:15 there'd be no additional messages 18:53:18 there's no reason to include boris outside of "haha boris" 18:53:25 just paralysed, confused, asleep monsters 18:53:28 MarvinPA: turn all teleports into blinks 18:53:33 also yeah that's sort of cute 18:53:39 OG17: yup 18:53:40 Galehar has an extremely good point later on the page about tying resistance to number of runes 18:53:51 comments are welcome 18:53:59 do it now, before half of the page is in 18:54:00 Boris could get _one_ extra chance, and without getting spawned next to you either 18:54:00 "haha boris"<3 18:54:13 kilobyte: Boris next to the D:1 upstairs :) 18:54:29 kilobyte: if Boris comes up in 1/20 of orb runs, that'd suffice for flavour 18:54:31 instead of 14 Rodney encounters 18:54:34 yes 18:57:15 i don't think it's a good idea to make 3-runers even weaker comparatively 18:57:24 unless you mean that more runes = less resistance 18:57:29 due: next to one particular stairs would just encourage spoilers 18:57:29 but i kind of doubt that! 18:57:31 Eronarn: +1 18:58:32 Eronarn: weaker? 18:59:02 what of picking up runes on the orb run? would they vanish, would resistance get higher on picking them up, or would going for them with any resistance at all be good enough to balance it? I personally love the thrill (though I've only done it once: Slime (I should do it more)) and would be sad to see it go :( 18:59:05 * kilobyte would want a way to show people that their win wasn't that hot. Like, an animation at the end that shows how little they achieved. 18:59:22 show the orb getting stolen again 18:59:42 The Orb is in another castle. 18:59:42 monky: I usually leave the runes on D:1 18:59:49 or, show that retrieving the orb screwed up the world somehow 18:59:54 a win is a win, regardless of whether or not you considr the game complete ;) 19:00:08 TGWi: we don't talk about the outside world much 19:00:30 it has mountains 19:00:31 probably 19:00:42 hills? 19:00:46 dpeg: 3-runers are very weak compared to 15-runers; the last thing we need to do is buff 15-runers by giving them resistance to orb run effects 19:00:46 monky: resistance would depend on how many ruens you have stolen, not how many you carry. Think of it like this: the orb being picked up is a sensation in the dungeon. The naga's whose rune you took now know why you did it... 19:01:02 Eronarn: that was never intended 19:01:18 Eronarn: resistance means 1s summoned to stop you from leaving 19:01:32 dpeg, sorear: I mean diving for the runes on the orb run, not picking them up and stashing them somewhere for it 19:01:58 Eronarn: wait... you mean you agree with Galehar? Then s/+1/-1/. 19:01:58 monky: "you're crazy but hey, if you want to..." 19:02:09 for example, for some reason Pan lords feel compelled to hinder you running away with the orb (even if we don't know why) -- now if you plundered Pan before that (got the Pan runes), their resistance should be much stronger 19:02:24 dpeg, kilobyte: Do you mean that if you have the Snake rune you will sometimes have nagas thrown against you? 19:02:27 monky: read what I wrote 19:02:34 dpeg: Hydras for Swamp, slimes for slime, etc? If so, I'm definiely for this. 19:02:41 okay, i read resistance as being resistance TO, not resistance AGAINST (you) 19:02:42 dpeg: I personally feel that the orb run monster listbeing limited to demons is... meh. 19:02:45 kilobyte: Eronarn misunderstood 19:03:07 less runes = easier run is generally fine though i'd question why not make that apply to zot too 19:03:07 due: yes. Not sure if we want non-sentient guys there (would be okay to just leave the easy runes out). 19:03:24 Eronarn: it is hard. I tried a few times, and never got concensus. 19:03:26 Eronarn: because you can do zot before getting runes 19:03:32 dpeg: sure 19:03:37 Eronarn: in so many places we reward "wins" without getting into a quality of that win. 19:03:44 if orb run scales with number of runes, then you shouldn't be allowed to get more runes after grabbing the orb 19:03:56 dpeg: I must have misinterpreted it the first time, but wouldn't the nagas not know you took the rune yet then because you actually haven't? 19:03:57 TGWi: if the orb run is sufficiently hard, picking up all the runes will be a lot of extra challenge 19:04:31 picking up runes after you do the orb is only a problem if you can stash them somewhere imo 19:04:40 monky: don't grok 19:04:56 It's not a matter of carrying the runes. 19:05:05 another issue: what nagas? Those you eradicated to a tail, then sacrificed their corpses? 19:05:14 dpeg: for example, entering Snake for the first time after picking up the orb, diving to Snake:5, and snatching the rune with panlords trailing you 19:05:38 monky: this one is a risky feat that can be fun 19:05:43 right 19:05:46 monky: that will be harder than the other way around 19:05:52 ok 19:06:11 kilobyte: well, you only killed those who were present 19:06:25 history shows that there are always more 19:07:15 if the player explored every nook and cranny of the Snake Pit, it might be weird to explain 19:07:26 anyway, let's start small and with non-controversial matters 19:07:38 yeah I imagine a fully mapped snake would be easier to dive 19:07:41 (but a lot less fun) 19:07:54 kilobyte: I wouldn't mind if extra opposition extends to hells, Abyss, Pan (and perhaps Tomb) 19:08:43 perhaps even custom monsters 19:08:53 there's an infinite number of nagas in the abyss okay 19:09:33 the dungeon is a metaphor 19:10:01 *only* extends to hells etc. 19:11:05 mikee (L27 MfPa) ERROR in 'format.cc' at line 206: Stack underflow (Zig:13) 19:11:20 ... wow 19:11:28 now that is an error I've never see 19:13:26 kilobyte: where do the respawns come from? 19:14:23 sorear: good point 19:15:06 the messages mention them "coming up the stairs" so probably indeed some were away 19:18:01 they were on holiday 19:19:28 or, as in proposed description for Deathrattle, "away hunting some spriggans" 19:24:48 -!- blackflare has quit [Ping timeout: 260 seconds] 19:27:40 03dolorous * rf8ceb34dd25d 10/crawl-ref/source/mon-data.h: Use MST_NO_SPELLS for unborn DDs and DD necromancers. 19:30:38 -!- blackflare has joined ##crawl-dev 19:39:08 03chriscampbell89 * r1fdd07e1e0ee 10/crawl-ref/source/religion.cc: Fix Veh's range extension description 19:40:47 03dolorous * r6e48eee24407 10/crawl-ref/source/libutil.cc: Properly pluralize "kenku" as "kenku", not "kenkus". 19:40:52 :D 19:41:11 kilobyte: "Delicious spriggans on toast"? 19:41:22 due: <3 19:41:46 03chriscampbell89 * rb914d3ba1811 10/crawl-ref/source/dat/descript/features.txt: Altar descriptions for Fedhas, Jiyva, Vehumet 19:41:59 who's chriscampbell89? 19:42:05 <- 19:42:17 you mean your name isn't really marvin? 19:42:24 ssshh don't tell anyone 19:42:33 this is devastating 19:42:36 I forgot how to force SF to update the hooks. 19:44:40 you have to log in via ssh 19:46:51 MarvinPA: Does it cause you any trouble to have 89 as a last name? 19:47:09 I have sorted the orbrun page a bit, making more clear what I support. 19:47:14 hah 19:47:22 yes, it's very inconvenient to explain :P 19:47:43 enne: do you recall when you fixed Orc bubblety? 19:48:28 orc bubble tea 19:48:30 It did work back then, right? 19:49:40 You'd probably have to do a git blame and check the commits. 19:49:48 It worked most of the time. 19:50:03 I think it didn't account for shafts, which got added later. 19:50:15 So if you skip a level, connectivity guarantees are probably no good. 19:50:30 don't shafts generate intervening levels? 19:50:38 Oh, do they? 19:50:42 I think I remember this causing problems with portal timers 19:50:44 they don't AFAIK 19:50:51 TGWi: yes, i lost a portal that way once 19:50:51 <- don't assume I know anything 19:50:58 i don't know if it is still the case though 19:51:13 yeah, that might have been removed to fix the issue 19:52:12 If only we had any sort of automated testing for Crawl. :( 19:52:28 enne: there is a little :) 19:52:49 we have asserts and a pile of players 19:52:51 that's kind of automated 19:53:20 ... 19:53:49 I probably just don't know what automated testing means. But I won't learn tonight. 19:53:51 -!- dpeg has quit [Quit: zzz] 19:54:55 enne: yes, it would be nice 19:55:06 enne: with lua at least it is slightly more conceivable 19:55:34 03kilobyte 07debian-trunk * r91d7b07683db 10/crawl-ref/debian/rules: Fix the symlinks for aptitude.txt and crawl_manual.txt. 19:58:10 just tried 0.7, Orc:1 as usually had several bubbles 19:58:27 while all downstairs were reachable, only one upstairs were 19:58:38 kilobyte: That's fine. 19:58:59 Were there bubbles without downstairs, upstairs, or shafts? 19:59:15 no 19:59:32 imo you should never have to use dig to reach all three upstairs 19:59:39 it's just annoying 19:59:46 you'll get dig eventually but might have to come back later 20:00:02 you often get a bubble with downstairs connected to a bubble with upstairs, though 20:00:28 So, the connectivity code I wrote ensures that if you get teleported into a random bubble, you'll always be able to make it to an up staircase out of the branch. 20:00:35 Eronarn: and even worse if that (bad IMO) idea of removing HOPr and forcing them to use an altar on Orc:1 goes live 20:00:44 ew 20:00:56 so it doesn't work, even with no shafts involved 20:01:49 If you have a bubble with just a down stair, then on the next level it recognizes that it's dangling and tries to rearrange staircase numbers to maximize connectivity. 20:02:00 There could certainly be a bug. 20:02:05 Or twelve. 20:02:07 I've had pairs of bubbles disconnected from the rest -- and even one-way stairs out -- multiple times 20:02:18 One-way stairs out are also fine? 20:03:15 Hm, paaartly this is working but partly not. 20:03:19 -!- bf has joined ##crawl-dev 20:03:31 I think the algorithm is sound (or maybe you disagree), but the implementation might not be right. 20:03:45 Make summon butterflies reliant on spell power (https://crawl.develz.org/mantis/view.php?id=3214) by MarvintheParanoidAndroid 20:03:55 -!- blackflare has quit [] 20:04:37 they don't leave you trapped, but I personally don't think that's enough, and so does Eronarn 20:04:51 but pairs that do leave you trapped are worse, of course 20:04:51 'not that that matters for much' 20:05:55 Pairs that leave you trapped are not intended. 20:06:51 Please write the connectivity code if you think it'd be better to avoid needing digging. 20:07:32 The code I wrote does three things: 20:07:50 Er, or makes sure every location is one of three things: 20:08:02 1) You are in a location that is known to be connected to the branch exit. 20:08:11 2) You are in a location that has a down stair (one way or stone). 20:08:50 3) Every location in the branch bottom is connected to a branch exit. 20:09:02 In other words, you can always proceed downwards and then out. 20:09:57 1) results in all but one upstairs on Orc:1 being disconnected in most cases 20:10:16 2) and 3) are not enough to ensure Elf is reachable 20:10:42 I was just solving the "make a teleport not a death sentence" problem. 20:10:54 right 20:11:19 Is it really so bad to need digging? 20:11:28 there's a bug somewhere that prevents this guarantee from working, but that can be found and fixed 20:11:28 Maybe without divinations, it is? 20:11:52 (Mostly I'm just curious, not arguing.) 20:12:38 -!- bf has quit [Ping timeout: 260 seconds] 20:12:44 * due stabs C++ a lot. 20:13:18 The only issueI can see with requiring digging is that felids can't use wands. 20:13:40 -!- blackflare has joined ##crawl-dev 20:13:54 due: there are two variables: is there a timed portal, and do you have digging 20:14:01 timed portal, has digging: not interesting 20:14:08 timed portal, doesn't have digging: extremely frustrating 20:14:18 no timed portal, no digging: not interesting 20:14:19 you can have no wand of digging until very late, or not at all, but this is not a blocker 20:14:24 no timed portal, digging: not interesting 20:14:37 due: and that... FeBe especially 20:14:41 kilobyte: Yup. 20:14:54 (margnally interesting if there's shops, or an untimed portal, but imo not enough to justify the annoyance of the above situations) 20:15:02 what is a big problem is that you need to be spoiled to know Elf is always guaranteed 20:15:37 We can update the documentation. 20:25:36 Okay, I think I am either rubbish at this or this doesnot work how it should. 20:26:27 ... *OH. 20:26:32 It just entirely doe snot work. 20:27:20 what is my crawl misisng that CDO has? 20:27:43 -!- pointless_ has joined ##crawl-dev 20:28:20 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:31:09 kilobyte: Do you know what mods havebeen made to the repo for monster that I might be missing? 20:32:15 There is no differece :/ 20:32:22 lkid (L14 DSNe) ASSERT(in_bounds(mons->target) || mons->target.origin()) in 'mon-act.cc' at line 2365 failed. (Lair:8) 20:33:59 greensnark: around? 20:40:51 hm crazy yiuf appears to be missing his forest 20:46:03 due: I added dbg-asrt.cc (and crash-u.cc, required by it) to the makefile 20:46:16 or actually, removed the line that axed them 20:50:10 kilobyte: it's all right, my faultt 21:05:44 -!- Zaba has quit [Ping timeout: 240 seconds] 21:12:15 how do I just nuke a monster from menv? 21:12:17 -!- Zaba has joined ##crawl-dev 21:13:07 zaba! 21:13:11 * due hug Zaba. 21:13:45 due: probably monster_die 21:14:19 ah 21:14:22 mons_rmeove_from_grid 21:16:25 remove from grid takes the monster out of mgrid, but doesn't do anything to menv 21:16:34 unless I'm misremembering what menv is 21:17:47 it seem to be eough, though... 21:18:03 I meant mgrid, not menv, rather. 21:18:20 ah 21:20:35 WasJordan (L14 MDFi) ASSERT(in_bounds(mons->target) || mons->target.origin()) in 'mon-act.cc' at line 2365 failed. (Lair:8) 21:20:45 :( 21:26:55 yay it... kinda works. 21:33:37 -!- upsy has quit [Quit: Leaving] 21:36:46 HAHAH! 21:36:49 I had a hundred "it" monters. :0 21:39:15 Crash on Lair:8 (https://crawl.develz.org/mantis/view.php?id=3215) by WasJordan 21:47:30 mikee (L27 MfPa) ERROR in 'format.cc' at line 206: Stack underflow (Zig:13) 21:52:04 mikee (L27 MfPa) ERROR in 'format.cc' at line 206: Stack underflow (Zig:13) 21:56:16 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 22:04:09 wheeeeeeeeeeeeeeeeee 22:04:14 Napkin, greensnark, it works! 22:04:21 zot statue (068) | Speed: 10 | HD: 30 | Health: 300 | AC/EV: 12/1 | Damage: 20 | Flags: 11non-living, !sil | Res: 13magic(immune), 05fire, 02cold, 10elec++, 03poison | XP: 14377 | Sp: eyeballs, polymorph other, haste, shadow creatures, small mammals. 22:05:25 I hope that's haste other :p 22:05:37 I've no idea 22:05:42 *but8 22:05:45 the colour formatting messed up 22:05:47 sorear, vault-defined monsters in @??! 22:06:03 casmith789: ... I copied and pasted it from my terminal, did you honestly think it was going to be correct? 22:06:09 ah :) 22:06:22 for some reason I thought gretell said it :P 22:06:35 :) 22:08:16 due: what's it do if there are two vault-defined monsters with different stats but the same names? 22:08:37 Eronarn: the top-most one in the list will be returned. 22:08:50 Eronarn: the player will be unable to tell them apart, likewise Gretell cannot. 22:09:00 I'm not saying it's *perfect*. 22:09:00 does this mean we can't get monsters easily by putting them in vaults anymore? 22:09:11 TGWi: you've lost me? 22:09:22 TGWi: this rips monster definitions out of maps. 22:09:29 TGWi: it should expand to any monster created in a map. 22:09:45 monsters getting added to the real game because they're used in vault definitions and people want them to show up in ?/m 22:09:48 and @? 22:09:57 ?/m will not work. 22:10:20 Some monsters that are more than just one-offs will still get added into the game. 22:11:04 speaking of those 22:11:09 due is The Worst for making us not have to answer questions about 'what the heck is an archer statue' any more 22:11:27 laboratory rat skeletons/zombies show up in crypt now, as that intentional? 22:11:36 MarvinPA: er, no 22:11:41 MarvinPA: I will fix this in a moment 22:11:43 okay, well they do 22:11:45 cool :) 22:11:55 * due starts a new todo list 22:12:06 MarvinPA: make a patch renaming big fish and giant goldfish 22:12:13 what to 22:12:14 that gives me a good idea 22:12:16 thanks, MarvinPA! 22:12:25 any time 22:12:27 whatever i did 22:14:12 Okay, time to document. 22:14:53 pick literally any two species of fish 22:15:14 @??giant goldfish 22:15:15 giant goldfish (04;) | Speed: 10 | HD: 7 | Health: 25-53 | AC/EV: 5/7 | Damage: 15 | Flags: cold-blooded | Res: 06magic(28) | XP: 124. 22:15:17 @??big fish 22:15:18 big fish (09;) | Speed: 10 | HD: 4 | Health: 13-32 | AC/EV: 1/12 | Damage: 8 | Flags: cold-blooded | Res: 06magic(16) | XP: 41. 22:15:31 giant goldfish do more damage, who knew 22:16:00 catfish and dogfish 22:16:07 do the anglerfish thing from the wiki 22:16:11 marlin and swordfish 22:16:14 actually yeah do anglerfish 22:18:35 TGWi: tiles. 22:18:56 that's true 22:23:32 Should I put "VAULT" in vault monsters/ 22:23:36 I think I will. 22:41:44 carp 22:41:54 because crawl needs more DF refs 22:54:14 murphyslaw (L14 DDNe) ASSERT(in_bounds(mons->target) || mons->target.origin()) in 'mon-act.cc' at line 2365 failed. (Lair:8) 22:55:56 @??mara 22:55:57 Mara (13R) | Speed: 10 | HD: 18 | Health: 140 | AC/EV: 10/14 | Damage: 30 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(144), 05fire++, 03poison | XP: 7145 | Sp: blink; mislead, b.fire (3d27), mara summon, illusion, pain (d17), teleport self. 22:56:34 -!- murphy_slaw has joined ##crawl-dev 22:56:43 hi murphy_slaw 22:56:51 howdy 22:56:57 where you near the edge of the map? 22:57:26 no, i was just north of the big forest vault that takes up the lower quarter of the map 22:57:37 hm 22:57:51 for some reason its target is out of bounds 22:58:08 the hellion? 22:59:01 well, I don't know which monster 22:59:04 but a monster 22:59:08 were you invisible? 22:59:10 did it try to teleport you? 22:59:16 not at that point 22:59:31 hm 22:59:33 yeah, I think it tried to teleport me, I missed some of the messages as it craashed 23:01:12 though i did have stasis when it crashed, so it's unlikely that i was trying to teleport into an invalid location 23:03:02 well 23:03:08 !lm murphy_slaw crash 23:03:08 5. [2011-01-15] murphyslaw the Reanimator (L14 DDNe) ASSERT(in bounds(mons->target) || mons->target.origin()) in 'mon-act.cc' at line 2365 failed on turn 28163. (Lair:8) 23:03:18 either it's target as (-1, -1) or 23:03:28 (100, 210) or something 23:06:48 Zaba: It amuses me how your Zonguldrok zombies code has been reused as the de-facto code standard for post-build monstergeneration via lua :) 23:30:47 03due * ra6f5c8a88666 10/crawl-ref/source/dat/des/portals/wizlab.des: Copy vault-defined monster specifications into the actual definitions. 23:37:57 Windows development builds on CDO updated to: 0.8.0-a0-4585-ga6f5c8a 23:41:06 @??Rat 23:41:06 rat (07r) | Speed: 10 | HD: 1 | Health: 1-4 | AC/EV: 1/10 | Damage: 3 | Res: 06magic(1) | XP: 1. 23:41:10 @??RaT 23:41:11 rat (07r) | Speed: 10 | HD: 1 | Health: 1-4 | AC/EV: 1/10 | Damage: 3 | Res: 06magic(1) | XP: 1. 23:53:43 Unstable branch on CDO updated to: 0.8.0-a0-4585-ga6f5c8a (32) 23:54:37 -!- Zaba has quit [Ping timeout: 265 seconds] 23:54:46 @??zot statue 23:54:47 zot statue (068) | Speed: 10 | HD: 30 | Health: 300 | AC/EV: 12/1 | Damage: 20 | Flags: 11non-living, !sil, 07vault | Res: 13magic(immune), 05fire, 02cold, 10elec++, 03poison | XP: 14377 | Sp: eyeballs, polymorph other, haste, shadow creatures, small mammals. 23:54:49 :DDD!!! 23:57:55 -!- Zaba has joined ##crawl-dev