00:01:33 I'm afraid sorear beat you to it 00:01:58 Or no, he was 2 minutes too late 00:02:11 I think he has a bot to go update bugs 00:07:19 has.. or is?? 00:07:33 DUM DUM DUM!! 00:08:42 vps hates me today - I had not seen due's comment at the time I commented, sorry 00:09:03 sorear: No, it's good that you updated the bug P:) 00:11:32 hmm, people in rgrm are starting to riot because of the web forum 00:11:41 watch out! first tunesia, then ffmpeg, now crawl? 00:13:10 sorear: I didn't actually comment on the bug, just here. 00:13:47 it's good that not only the nh community has fossilized members: "i remember when netscape 1.0 came out [...]" 00:22:39 03greensnark * r13e61eea17cf 10/crawl-ref/source/ (fight.cc mutation.cc travel.cc travel.h): [3258] Fix travel infinite-oscillating when Ashenzari/antennae detect+wipe mimic memory. 00:25:33 -!- evilmike has joined ##crawl-dev 00:30:31 -!- ZChris13 has quit [Quit: Page closed] 00:38:34 -!- TGWi has quit [Quit: Leaving.] 01:30:10 -!- syllogism has joined ##crawl-dev 01:35:34 -!- Zaba has quit [Ping timeout: 255 seconds] 01:40:52 -!- Zannick has quit [Ping timeout: 250 seconds] 01:42:17 -!- Zannick has joined ##crawl-dev 01:44:09 -!- Zaba has joined ##crawl-dev 02:24:06 -!- Textmode has joined ##crawl-dev 02:29:46 moin! 02:30:22 hii 02:35:23 :) 02:35:38 your termcast in proper use already, greensnark? 02:56:54 Napkin: Yeah, I caught up on my Shoals splats today :) 02:57:09 hehe 03:26:25 -!- monky has quit [Quit: hello] 03:31:02 -!- elliptic has joined ##crawl-dev 03:36:19 03j-p-e-g * r1962c022d6dd 10/crawl-ref/source/ (7 files in 2 dirs): New tutorial triggers for tutorial3. 03:36:48 bhaak: my fault. please accept my apologies. 03:38:33 oh, is termcast back up now? 03:43:03 apparently 03:53:08 -!- evilmike has quit [] 03:58:13 RjY: you don't have to. Now I have something for dpeg to point to, when he's insulting part of my target audience again :-) 04:01:37 -!- elliptic has quit [Quit: Leaving] 04:22:26 -!- dpeg has joined ##crawl-dev 04:34:56 -!- Mu_ has joined ##crawl-dev 04:40:15 Hi 04:40:15 dpeg: You have 2 messages. Use !messages to read them. 04:40:23 !messages 04:40:23 (1/2) greensnark said (5d 51m 33s ago): I added dpeg[3] to clarify certain points of your philosophy. What do you think? Too nuanced? 04:40:32 ??dpeg[3] 04:40:32 dpeg[3/3]: Glass is amazing. Glassglassglassglassoklobsglass. 04:40:34 dpeg LIVES! 04:40:45 Yay, do you know how long I had to wait for that?! 04:41:07 dpeg: Have you been unwell?! Vacation?! Taekwondo with the wrong giant lobster?! 04:41:09 I think you hit the finer points of my sensitivies very well, greensnark. 04:41:22 \o/ 04:41:23 greensnark: abroad for talk plus work :) 04:41:31 Aha 04:41:52 Did you discuss the new shooting monsters AI over herE? 04:41:54 !seen greensnark 04:41:55 I last saw greensnark at Fri Jan 21 10:41:31 2011 UTC (24s ago) saying Aha on ##crawl-dev. 04:42:01 !seen galehar 04:42:01 I last saw galehar at Thu Jan 20 16:14:37 2011 UTC (18h 27m 24s ago) quitting with message Quit: Page closed. 04:42:25 The change seems fine judging by players who've seen it in action 04:42:37 I will reply to the commit but perhaps you've talked about it already in depth. 04:42:40 mikee, Mu_, Genghis Khan, etc. have had no complaints 04:42:42 ok 04:42:58 Mu_ is not a player, he is one of us :) 04:43:21 * greensnark is a player too! 04:43:32 :) 04:43:34 I haven't played recently though, so I haven't seen the new AI in action 04:43:37 dpeg: I sent you an email re: something but it is not at all important. 04:43:38 !seen kilobyte 04:43:39 I last saw kilobyte at Thu Jan 20 22:48:41 2011 UTC (11h 54m 58s ago) saying do you mean 4 + depth * 2 or (4 + depth) * 2? on ##crawl-dev. 04:43:45 pointless has made lots of herd ai changes I want to check too 04:44:02 Actual yak herd dynamics! 04:44:03 due: and I will reply on the holy wraths stuff. Things are a bit busy here (my wife graduates on Monday, for example). 04:44:37 greensnark: yes, I saw! I always mentioned (here and otherplace) that I'd like that, and then pointless comes around the corner and codes something. <3 04:45:10 I've noticed that pointless thrives on things involving tentacles and hive minds. 04:46:37 yes, good taste 04:46:46 anime + communism = win 04:47:54 dpeg: There are some amusing responses on rgrmisc to the web forums :) 04:48:03 I just replied! 04:48:09 Probably too long, as usual. 04:48:15 bhaak seems to think this is evidence that NH players are not the only fossils in the precambrian. 04:49:06 It is well known that the first Usenet channel was set up by trilobytes, rec.aquatic.diet 04:49:11 <3 04:52:26 dpeg: I will be barely here most of next week, linux conference australia is on. 04:52:47 dpeg: So again, not at all urgent, feel free to ignore it until much later if you need to 04:53:05 due: ok! But I will reply. 05:01:12 -!- cw__ has quit [Remote host closed the connection] 05:13:25 moin 05:13:40 -!- cw_ has joined ##crawl-dev 05:14:12 * greensnark hands Zaba some alfalfa. 05:14:50 busybusybusy 05:15:01 !coffee Keskitalo 05:15:01 * Henzell hands Keskitalo a pot of caffè macchiato, brewed by Crazy Yiuf. 05:16:32 thanks 05:17:07 mmmm macchiato 05:17:12 -!- galehar has joined ##crawl-dev 05:18:53 galehar and Keskitalo: hi 05:19:06 Keskitalo: Observe! We have a dpeg in our midst! 05:19:30 A Plog, to be specific 05:19:39 yes! allo dpeg! and grensark and zaba and galefar 05:19:49 Keskitalo: Baby asleep? :) 05:19:51 baby in lap hard to type 05:20:11 usability testing meeting in 40 mins 05:20:25 Ooh 05:20:39 trying to prepare, last minute input? :D 05:20:42 Keskitalo: we need a name! :) 05:20:55 Keskitalo: try to make them use Johanna's new tutorial. 05:21:12 yes! name is good to have 05:21:42 name of child :P 05:21:59 and yes, johanna has been on a roll, over 50% of the planned lessons done already if i'm correct 05:22:00 New tutorial is/will be awesome, and testing the old one will gain much less. 05:22:08 oh, name of child pfff 05:22:19 name of usability testing group! 05:22:26 when I cam back yesterday, I first pulled trunk and played the tutorial :) 05:22:31 dpeg: yup 05:22:45 dpeg: cool - i haven't had the chance yet 05:22:53 how was it? 05:22:58 Keskitalo: The Worrying Works of the Warwalruses. 05:23:14 Possibly even Wear Warwalrusses. 05:23:33 www! although i wouldn't want to steaaaaaaaaaaal warwalrus theit thing 05:23:49 Keskitalo: it's great 05:27:08 maybe we should also link to the usenet group on the website? 05:27:17 Napkin: there's no traffic! :) 05:27:40 again, we want testers to be gamers but with no rl experience? 05:27:56 Keskitalo: if it's about the tutorial, yes! 05:28:24 i think that gives more interesting results.. were not just after nethack players :P 05:28:35 yes 05:28:42 but players in general 05:28:57 my colleague on the left tested 0.7.1 tutorial - and he was mostly confused about the info overlay in the message window and the (too small) --more-- at the bottom sometimes (unaware he had to press enter/space) 05:29:08 one of the questions if there is appeal (and how much) to players of games without any exposition to fringe stuff like roguelikes 05:29:18 Napkin: that's much better now 05:29:41 Keskitalo: I'm compiling a fresh build in case we need it 05:29:54 felirx: excellent! 05:30:36 dpeg: that was interesting in the warwalrus report, modern rpg mmorpg ui tropes vs rl ui tropes 05:30:59 Keskitalo: got time to explain? 05:31:19 people expected MMORPG interface and got confused b/c they got something else? 05:31:26 not now, but will later 05:31:34 cool 05:31:36 kind of like that yeah 05:32:33 galehar: we can talk about the rangers here instead of c-r-d, if you want to 05:43:02 eateateat 05:47:15 -!- purge has quit [Ping timeout: 272 seconds] 05:47:15 -!- Ashenzari has quit [Ping timeout: 255 seconds] 05:47:58 -!- Ashenzari has joined ##crawl-dev 05:47:58 -!- The topic of ##crawl-dev is: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus forever. 05:49:58 dpeg: replied to your rgrm post :-) 05:50:27 yeah i've wondered why the website doesn't mention rgrm - as i recall the game's built in documentation does mention it 05:50:31 ok going! 05:50:49 +1 linking to rgrm, mantis/wiki howto has links too 05:51:21 dpeg: yes 05:53:51 rgrm is misc roguelikes, though. 05:55:50 that's true, and it's far too hard to get new newsgroups created 05:56:47 well, i mean proper ones 05:57:00 i think anyone can make an alt.* if they know how 05:57:01 done, RjY, Keskitalo 05:57:22 cool, thanks Napkin :) 05:57:34 "Stone Soup has an active community with a lot of places for discussions: In ##crawl on Freenode IRC, on the crawl-ref-discuss mailing-list at SourceForge, in the usenet group rec.games.roguelike.misc, in our local Tavern, and on other popular web forums such as Game Spite, Bay 12 Games and Something Awful." 05:57:51 RjY: yeah 05:57:58 RjY: getiting a rec.blah one is much harder 05:58:14 on the welcome page and on the about page 05:58:21 i liked to google's reader though 05:58:28 *linked 05:59:42 i need to sleeep 05:59:44 btw, phpbb3 <-> nntp gateway is way too alpha to make use of it 05:59:49 g'night due! :) 06:00:00 rec.games.roguelike.crawl has been brought up over the years but I don't like it. (a) not enough traffic anyway and (b) much better to also see the other roguelikes 06:00:07 Napkin: first up tomorrow i will be cleaning my car, tidyin the house, washing, etc, but i'll work on --wizad and my long list of crawl stuff to do :D 06:00:19 to me. r.g.r.m is about alive roguelikes, and r.g.r.nethack/angband is about dead ones :) 06:00:19 hehehe 06:00:24 due: night! 06:00:25 dpeg: did you have any opinion on sticks to snakes losing summoning? 06:00:30 sounds like you need a good dose of sleep now then, due ;) 06:00:40 dpeg: heehee 06:00:54 Napkin: more to the point, it'll be interesting t osee how much of that i get done before i log on and relax :0 06:00:59 due: ah, I saw that. Not really an opinion. 06:01:11 hehe 06:01:13 Keskitalo: I wouldn't worry about Veh's gift (re dragon spell). 06:01:19 V will lose the summons eventually. 06:01:20 dpeg: also, dig, shatter, and a few other spells: losing tmut. yes/yes/yes? ;) 06:01:35 what about --dig? 06:01:47 also, got to type up an exam now 06:01:51 ciao! 06:01:59 will just commit it and then revert whatever if there are arguments. 06:02:08 but the whole "oh it's earth so it's tmut too" is infuriating to me :D 06:02:10 * due actually gone. 06:13:14 o/ 06:44:35 Who was the volounteer with the Questionnaire for the starting screen? 06:44:38 OG17?? 06:57:55 the starting screen confused my colleague, because he couldn't focus the name input with the mouse ;) 06:58:27 haha 06:58:45 ultimately, we may have to split console and mouse input 07:09:55 -!- galehar has quit [Quit: disconnect] 07:12:00 -!- upsy has joined ##crawl-dev 07:23:38 -!- Zaba has quit [Ping timeout: 240 seconds] 07:27:38 -!- galehar has joined ##crawl-dev 07:28:04 !tell due it's kind of confusing when liquefaction recolours staircases yellow/brown 07:28:04 Mu_: OK, I'll let due know. 07:28:15 dpeg: around? 07:29:37 yes 07:30:02 -!- Zaba has joined ##crawl-dev 07:34:47 galehar: I've written that c-r-d mail mostly because we have used centaurs as an example for why we don't want to improve monster AI :) 07:36:48 Centaurs are intelligent monsters who prefers ranged combat. Why wouldn't they use the new AI? Why would they rush to you instead of trying to find a good position to pelt you with arrows when you hide? 07:37:16 galehar: that's confusing realism aspects with gameplay. 07:37:46 Kobolds, orc etc. are also all intelligent. They could behave much more "intelligent", but it wouldn't necessarily make for a better game. 07:37:49 but current gameplay isn't exciting. Hide in a corner and wait for the sucker to come after you. 07:38:16 Now, you really have to use the terrain to ambush them 07:38:30 and/or scrolls of fog 07:38:30 This does not mean that your AI change is bad, but just that higher intelligence or more realistic behaviour is not necessarily better gameplay. 07:38:42 galehar: yes, I know 07:38:52 But did you read what I wrote about perfect centaur AI? 07:39:03 yes 07:39:18 but it's not perfect at all. It just not completely dumb. 07:39:47 I believe that your change makes matters more interesting and will not lead to more D:3-4 centaur deaths. So it's good. I just wanted to issue a warning that there's a danger with higher AI. 07:39:55 galehar: my point is that sometimes we want dumb. 07:40:12 ok, I understand that and I agree 07:40:35 It's not a simulation, it is a game where a megalomaniac, homicidal hero kills thousands of monsters. :) 07:40:36 but the whole "duck behind a corner and wait for it to come" strategy was getting a bit old. 07:40:44 galehar: yes, I fully agree 07:41:07 I am not planning to add kiting to monsters if that's what you fear ;) 07:41:29 sure you wouldn't -- I just wanted to make sure nobody else wants to :) 07:41:47 As I said, standout monsters can get all the AI w can afford. 07:42:15 Generic ones should be more reliable. If you want, you can file the new slime creatures also under "improved AI". It's different, and reliable. 07:43:05 what? But slime don't have ranged attacks... 07:43:23 no no 07:43:43 they're no longer boring monsters where you'll dig in a corridor and kill them one by one 07:43:49 ok 07:43:52 understood 07:44:17 in this sense, they're now "better" (smarter if you will) than before -- even though this was not motivated by monster AI but by thematic rule change (merge/split of slime) 07:45:13 anyway, about centaurs, the change might lead to increased leathality while players adapt, but it should be fine after. They are a bit easier to escape from. 07:45:35 galehar: just to be sure: I don't want you to step back on your change (it does need polish, as you pointed out, but that's normal); I just wanted to provide a general scope on monster AI 07:45:49 fine, we agree then :) 07:45:54 galehar: yes, I know, that's what my footnote was about 07:46:06 galehar: good stuff! :) 07:46:47 if I'm wrong and they prove to be too deadly, then I'd rather find another way to balance it than just remove the new AI (reduce damage and/or accuracy, boost scroll of fogs,...) 07:47:48 galehar: what is a centaur going to do if you hide behind a corner? 07:49:08 it sidesteps to attempt to get LOS without stepping closer 07:49:08 it will try to get a line of fire to your new position 07:49:34 if it is far away, it might close in a bit 07:49:49 ok 07:50:21 to be precise it will search its LOS for a cell it can reach, and from where it can attack you. It will choose the closest one so it can regain LOS as fast as possible. 07:50:40 XcX@ 07:50:40 .... 07:50:40 XXXX 07:50:45 it will for instance move down here 07:50:51 instead of down right 07:51:18 probably :P 07:51:20 if several are eligible, it will choose one with the best possible range which I have arbitrarily set to 4 (not too easy to ambush and not too easy to escape) 07:52:00 in your example, it will move down left. 07:52:06 yeah I realized 07:55:14 galehar: will it approach the player in a situation like this: ..c...@.. ? 07:55:25 or stand there and just shoot? 07:56:05 I didn't change that 07:56:15 good 07:57:10 I only change the AI for when you walk out of the LOS or read fog 08:14:35 -!- Kauko- has joined ##crawl-dev 08:26:16 children time, later 08:40:28 -!- cw_ has quit [Remote host closed the connection] 09:02:31 -!- cw_ has joined ##crawl-dev 09:22:42 -!- Hehfiel has quit [Remote host closed the connection] 09:26:02 -!- joosa has quit [Ping timeout: 240 seconds] 09:38:51 omg, yaktaur herd with captain in d10 :-O 09:39:26 why are these ood spawns kicking in so early for me lately? 09:39:31 (0.7.1) 10:07:40 -!- joosa has joined ##crawl-dev 10:10:20 @whereis Napkin 10:10:21 Napkin the Conjurer (L12 DECj), a worshipper of Vehumet, is currently on Lair:3 after 22758 turns. 10:10:53 ran back to a shop in d10 10:11:20 for a quarterstaff and almost got taken apart ;) 10:11:24 You can totally take a yaktaur captain :) 10:11:36 a single one, sure 10:12:11 but it was a close call with the shop being in a one way area ;) 10:12:57 anyways, recently I got a heard of slime creatures and a storm dragon in d10 too.. hence omg ;D 10:13:23 -!- Hehfiel has joined ##crawl-dev 10:18:21 it's kind of goofy that entire bands of stuff come down the stairs together 10:18:51 I just had an orc pack spawn on me while I was victory dancing 10:29:36 -!- eith has joined ##crawl-dev 10:29:50 -!- DarkGod has joined ##crawl-dev 10:32:56 galehar: have you studied Smart Kobold yet? 10:33:20 what? 10:33:33 I think that's what it was called 10:33:42 lorimer's 7DRL entrant 10:33:55 no 10:34:15 the new AI code looks like the one from smart kobold? 10:34:20 no 10:34:43 so, what's interesting about it? 10:37:03 sorear: Wasn't Smart Kobold a Jeff Lait thing? 10:37:36 omg, i posted to rgrm :-O 10:37:46 greensnark: don't remember anymore; I do know lorimer used to talk about it before it existed 10:37:50 first usenet post since like... 15 years?! :D 10:37:50 Napkin: You're getting ooold :P 10:37:54 from the website: Smart Kobold is a Seven Day Roguelike written by Jeff Lait. 10:38:07 galehar: it's a cute demo of how you have to trade off monster power against AI 10:38:11 greensnark: ;) 10:38:28 sorear: ok 10:45:22 Napkin: Post not word-wrapped correctly :P 10:45:31 Napkin: OMG, Google? :P 10:46:37 Napkin: only losers post with GG, hihi 10:47:10 dpeg has been taken over by a SA overmind 10:47:14 btw, does the automatic login work in for anyone? 10:47:42 greensnark: I don't think it's fair to assume that SA folk know about usenet. 10:48:05 -!- galehar has quit [Ping timeout: 265 seconds] 10:54:00 hehe, I knew you'd hack my head :D 10:54:39 I'm not aware of any other nntp server though - and haven't touched a reader software in years :) 10:54:54 Napkin: Funktionier das automatische login fürs Forum bei dir? 10:55:07 ja 10:55:21 ok 10:55:22 unter welcher url öffnest du das forum? 10:55:48 und.. du meinst.. einloggen, browser schliessen, später wieder öffnen mit "automatisch", richtig? 10:56:41 yes 10:56:50 think I may have disabled too many cookies 10:57:28 unter welcher url benutzt du das forum? https://crawl.develz.org/tavern/ ? 10:57:36 js 10:58:15 Hey, r.g.r.n found a new topic: version 2.3! 10:58:17 dann sollte es funktionieren 10:58:26 Now they have many more topics to discover :) 10:58:39 so, what nntp server should I use? 10:58:47 off home o/ 10:59:14 Napkin: There are a couple of popular free servers, can't recall them offhand 10:59:28 I pay 10EUR per year for news.individual.net 11:01:22 dpeg: it's surprising how non-nethack-like 2.3e is. It looks just like a generic hack variant 11:02:37 bhaak: Johanna once compiled Crawl 1.1. And told me how much it looked like current Crawl, but also how empty it was. 11:04:35 dpeg: I haven't looked at the code of 2.3 specifically, but there are a lot of things already in hack 1.0 that are still in current nethack. It's amazing how complex even this old version already was 11:08:19 bhaak: would you think that 2.3 --> 4.3 was overall an improvement, or a distraction? 11:08:34 (I realise the same question will be asked about DCSS, or already is) 11:08:47 -!- st_ has quit [Ping timeout: 255 seconds] 11:12:28 dpeg: I haven't played it, but from what I read on the wiki, I'd say it has generally improved. Or at least it has evolved away from a simple rogue-clone to something that stands on its own feet 11:14:06 -!- st_ has joined ##crawl-dev 11:14:16 dpeg: but the biggest steps in that direction happened in 3.0 and 3.1. Lots of objects, monsters and features were added in 3.0 and 3.1 added the dungeon branches 11:14:45 "ASSERT(in_bounds(mons->target) || mons->target.origin(() in 'mon-act.cc' at line 2365 failed." (https://crawl.develz.org/mantis/view.php?id=3260) by Twilight 11:14:48 bhaak: You mean something that stands on its own cloven hooves. 11:15:13 bhaak: but is this a kind of "more" which is really "better"? 11:15:16 I am not so sure. 11:15:38 Well, they added Sokoban and Elbereth, which are unreservedly beneficial 11:15:49 :) 11:15:56 greensnark: on its own makeplural(body_part(FOOT)) 11:15:57 Sokoban was a late mistake. 11:16:06 yes, Sokoban was 3.4 or 3.3 11:16:14 What about Elbereth? 11:16:14 and Elbereth was already in hack IIRC 11:16:20 Oh really? 11:16:31 Who added Elbereth, exactly? 11:16:36 I wish to know their name 11:16:37 We want names! 11:16:45 When did resistances from corpses go in? 11:17:33 yepp, Elbereth was in hack 1.0. That means either Jay Fenlason or Andries Brouwer as we don't have a version of Jays original Hack 11:17:47 Sokoban is at least sort of interesting. Although I would agree that it's unnecessary. Elbereth is just broken. 11:22:19 -!- hoody has joined ##crawl-dev 11:22:22 yo devs 11:22:26 I have a suggestion, 11:22:32 before I pollute the wiki, can I run it by you? 11:22:42 dpeg: resistances from corpses were already in hack 1.0. As I said, some already quite complex things were there from the beginning 11:23:03 hoody: go ahead 11:23:23 Background: Mystic ; Attr: High Invo, Decent INT, Equal Str + Dex 11:23:26 BUT 11:23:29 No god or book 11:23:34 rax: agree with both. Sokoban is a very cute idea, but you just cannot deliver static maps. 11:23:48 basically "made to worship or cast wanderer" 11:24:03 Monks have no invo, and priests are stuck with god choices 11:24:12 this guy is hella hard to keep alive til temple or finds a book 11:24:19 bu then things improve quickly and he catches up 11:24:21 hoody: backgrounds are there to get you to D:2 or D:3 -- the mystic doesn't have tools to get there. 11:24:48 Give him throwing 2 blades 1 fighting 1 and darts 11:25:02 and a few medkits 11:25:10 it's challegnign to start 11:25:30 but has like 3 invoc and 2 spellcasting all ready to go 11:25:39 makes him nic for those chance books/altars at low levels 11:25:45 I think there's a strong niche 11:26:24 trolls and ogre and spriggan mystics would do fine at lower 11:26:43 deep dwarves and sludge elves and merfolk would reap benefits later 11:26:45 I like the balance 11:27:08 if you thik it's worth it, I'll write it up for the wiki 11:27:14 if you think it'll get fielded, I wont bother 11:27:15 thanks! 11:27:51 I once had this idea of giving Monks starting Spc but no book. So that they could use any books they find right away. 11:29:56 dpeg: That sounds kind of cool, Wandererish. 11:31:51 -!- hoody has quit [Ping timeout: 240 seconds] 11:33:36 Keskitalo: hi! How was the meeting? 11:34:09 Keskitalo: if you look the Monk idea enough, you could add it to some page... 11:35:51 nah, they're already set up to pick up spells really. :) 11:36:17 dpeg: Your reply to galehar's commit on crd would easily make a good blog post 11:36:56 Meeting was good, I'll write to crd in a minute 11:37:39 I have really limited time, but even it doesn't look like it :) 11:37:48 If you want to turn the mail into a blog post, go ahead. 11:37:51 dpeg: I can relate :) 11:38:02 dpeg: Ok, I might try some ghost writing! :) 11:38:11 Kauko- is from the usability testing team correct? 11:39:22 -!- hoody has joined ##crawl-dev 11:39:23 sorry 11:39:29 my Uni internet collapsed on me 11:39:37 did anyone respond to whether I should bother adding mystic or no? 11:39:46 and did you get my bug report about apitudes.txt? 11:41:56 sorry, got to prepare food for family 11:42:00 yeah 11:42:00 hoody: I kind of agree with dpeg about survival 11:42:00 hoody: not so sure... 11:42:08 listen 11:42:27 if you can get a DEWn to the temple 11:42:31 you can get a mystic there 11:42:35 i dont think its a unique enough background, its just like a monk or a priest 11:42:48 but its not 11:42:54 monks have no spellcasting or invo 11:43:04 and priests are stuck with god choice 11:43:07 those are incredibly easy to pick though 11:43:28 but starting with 4 invo is a real boon if you find an early invo god temple 11:43:36 and starting with spc but no book is unique, no? 11:44:22 way I see it, is if you can makea case for magic school-specific backgrounds (conjurers, transmuters) 11:44:24 !tell due fwiw I've always liked the Earth/Transmut connection.. kind of like with Fire/Conj. I've never played an EE properly though. My NaTm win kind of branched out to Geomancy, I liked that (LRD was disappointing though). That wasn't necessary though, and you seem to have a vision about Transmuters! :) 11:44:24 Keskitalo: OK, I'll let due know. 11:44:29 yay, wasn't too long 11:44:48 you can make the case for no-background specific caster/god ready 11:45:05 It makes the game more dependent on RNG in terms of path 11:45:05 hoody: I can see the appeal though, it just doesn't make me go "cool!" right now 11:45:10 which I think is nice 11:45:15 I mean 11:45:21 often you find an early altar 11:45:27 sometimes it is relevant and massively cool 11:45:28 hoody: I'd say it's worth wikifying though, perhaps people will see if they'd like it 11:45:31 often it is irrelevant 11:45:39 this way, you always have the option of going "sure" 11:45:49 OK 11:46:00 I'll write it up properly and balance the stats and apts and see what people say 11:46:19 RNG-reliant PocketKnife character 11:46:21 -!- monky has joined ##crawl-dev 11:46:22 totally unique 11:47:03 hoody: problem with Mystic is it's a pure gamble 11:47:10 and we already have a gamble class (Wn) 11:47:10 that' not a problem 11:47:17 this is a weighted gamble 11:47:21 that fills several gaps 11:47:31 i.e. classes with invo but no god 11:47:33 as it is 11:47:40 you want invo, you gotta be a healer or a priest? 11:47:58 which restricts you to 2-4 gods (depending if you're evil) 11:48:13 2-4? 11:48:17 yeah 11:48:27 yred ely zin beogh 11:48:33 I'd imagine it's more like 1-more than that 11:48:39 1-4 then 11:48:48 DS can only go yred 11:48:51 zin/ely worshipers can deconvert safely 11:48:53 orc can go all 4 11:48:53 yes I know 11:48:59 but not go ecil god 11:49:08 yu cant ditch zin then go mak 11:49:14 yes but still 11:49:17 more than 4 choices 11:49:22 well why have the priest class for those gods 11:49:24 but not other gods? 11:49:30 also you can start with invo and makhleb 11:49:33 (chaos knight) 11:49:37 (true) 11:49:48 I'll write it up 11:49:58 I think it'd be a good weightd challenge class 11:53:43 there's a collected species editable area, but not a collected backgrounds pne? 11:53:52 where do I input background suggestions? 11:57:02 let me check 11:58:21 Here's the namespace, you can start a new page or add to an existing one if there's one that fits: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:background:start 11:58:38 im not sure how I start a new page 11:59:24 type the name of the new page into the url, like dcss:brainstorm:background:new_page_name and then click "create page" or so 11:59:32 thank you 12:00:19 no problem! 12:03:22 Keskitalo: So what's Keskitalo Jr's name already 12:03:28 Confess your secrets 12:03:38 !coffee Keskitalo 12:03:38 * Henzell hands Keskitalo a mug of irish coffee, brewed by Crazy Yiuf. 12:05:06 Oooh, irish coffee, and from Yiuf.. very clever, trying to intoxicate me! 12:05:45 -!- mspang has quit [Ping timeout: 260 seconds] 12:05:58 "Which is more difficult, to awaken one who sleeps or to awaken one who, awake, dreams that he is awake?" 12:06:36 ok I need to delete a page I put in the wrong place 12:06:48 it is in brainstorming and not brainstorming:backgrounds 12:06:52 -!- mspang has joined ##crawl-dev 12:06:54 thanks 12:06:54 no problem, I can move it 12:10:02 its ok 12:10:04 i made one i rigth place 12:10:06 so just kill it 12:10:36 03j-p-e-g * rc542cb778e01 10/crawl-ref/docs/tiles_help.txt: Overhaul tiles_help.txt. 12:10:48 03j-p-e-g * r7f779b66476a 10/crawl-ref/ (docs/tiles_help.txt tiles_help.txt): Move tiles_help.txt into the main directory. 12:10:49 03j-p-e-g * rdb1e8cf6e1fe 10/crawl-ref/source/ (6 files in 2 dirs): Add levitation triggers to the tutorial and hints mode. 12:10:55 did you get my comment about missing aptitudes.txt in mac tiles version? 12:11:38 -!- Kronusdark has joined ##crawl-dev 12:12:00 Is it missing in the mac development builds 12:12:57 it is missing 12:13:06 in the 0.7.1 release 12:13:13 I dont have a newer mac tiles build 12:13:19 if you have one, I'd love to have it 12:13:25 http://crawl.develz.org/trunk/ 12:13:26 I failed to compile 0.8 tiles on my macbook 12:13:33 I need a build, not a trunk 12:13:42 my macports is corrupted 12:13:54 hoody: I'd suggest tossing MacPorts and switching to Homebrew 12:14:04 ok 12:14:05 I will 12:14:08 is there a build 12:14:12 that is newer than 0.7.1? 12:14:18 I just gave you a link 12:14:25 oh? 12:14:41 http://crawl.develz.org/trunk/ 12:14:41 thanks so much 12:14:55 I thought it was a link to the usual tarballs 12:19:31 Unstable branch on CDO updated to: 0.8.0-a0-4699-gdb1e8cf (32) 12:22:13 background starting stats are ususally +12 in total, right? 12:35:18 hoody: Are you done with the page for now - is it safe to move? (no hurry, just let me know when I can do that) 12:35:29 im about to save a huge chunk 12:35:31 hold up 12:35:43 saved 12:35:45 take look 12:35:48 see if I broke any rules 12:38:20 looks alright, there's no signature though 12:38:28 where I add signature? 12:38:50 you can add signature with the rightmost (or second rightmost, i forget) button in the toolbar when editing 12:39:16 kk 12:43:32 OK 12:43:35 I have finished my suggestion 12:43:41 read it and call me a fool 12:43:50 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:background:mystic#stats_skills_equipment 12:44:15 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:background:mystic 12:44:16 sorry, there 12:44:48 faerogue (L14 MiBe) ASSERT(in_bounds(mons->target) || mons->target.origin()) in 'mon-act.cc' at line 2076 failed. (Lair:8) 12:46:41 ohh sexy new interface on 0.8 12:52:07 Wow, the weapon moves thread is really good on the tavern, lots of differing opinions but everyone's very civil and contributing 12:53:02 (well, mostly civil, there's some "that's dumb" stuff, but then some examplary conduct, like minmay has) 12:56:55 hoody: I see an issue of some sort, mainly that invocation is useless to half(?) of the gods 12:57:32 Keskitalo: Do you want us to invade IRCnet? 12:57:59 re 13:11:35 tukima's dance description says it doesn't work on magical staves and other willful items but it seems to work just fine on magical staves and rods (0.8.0-a0-4388-g315efd1). bug report? 13:12:49 -!- Kronusdark has quit [Quit: Leaving.] 13:14:28 really 13:14:59 indeed 13:15:41 -!- Adeon has quit [Ping timeout: 264 seconds] 13:15:57 -!- Adeon has joined ##crawl-dev 13:16:32 seems like a bug 13:16:55 I think there's been something like that but for sticks to snakes, too 13:18:16 sorear: Not really, but I'm ok with it! 13:28:09 -!- OG17 has quit [] 13:28:24 -!- Twilight has joined ##crawl-dev 13:28:50 -!- Twilight is now known as Guest8742 13:30:39 -!- Guest53092 has quit [Ping timeout: 240 seconds] 13:34:20 -!- OG17 has joined ##crawl-dev 13:39:47 -!- purge has joined ##crawl-dev 13:47:16 -!- eith has quit [Ping timeout: 255 seconds] 13:48:50 -!- Guest8742 has quit [Ping timeout: 276 seconds] 13:52:33 -!- Twilight-1 has joined ##crawl-dev 13:52:47 -!- hoody has quit [Ping timeout: 265 seconds] 14:00:38 -!- hoody has joined ##crawl-dev 14:05:20 -!- mspang has quit [Ping timeout: 250 seconds] 14:06:15 -!- mspang has joined ##crawl-dev 14:07:27 -!- TGWi has joined ##crawl-dev 14:20:42 Stationary monsters can't be slowed or hasted (https://crawl.develz.org/mantis/view.php?id=3261) by OG17 14:29:29 -!- monky is now known as monqy 14:29:40 -!- TGWi is now known as QGWi 14:32:37 -!- QGWi is now known as TGWi 14:33:07 BACK 14:33:23 hi dpeg 14:38:52 did you see my dump? 14:39:46 no, where is it? 14:39:54 I think I !told you 14:39:57 @dump 14:39:57 No where information for TGWi. 14:40:00 @dump TGW 14:40:01 http://crawl.develz.org/morgues/trunk/TGW/TGW.txt 14:40:17 thought you'd want to look at the map 14:40:50 0mg lol free loot 14:41:50 i think i saw a commit making those much less likely early on 14:41:56 that was on cdo 14:42:12 when was the last CDP update? 14:42:13 maybe it happened yesterday 14:42:17 that shouldn't happen at all early though 14:42:20 yeah, the commit was after you posted the dump :P 14:42:29 http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=commit;h=679f202db50ca4e09f30a9300b1945a59967fc7f 14:42:31 ok, so there's hope this won't happen again 14:42:40 TGWi: yes, that's way too much loot early on 14:45:50 Failed status effects give misleading messages on status-immune monsters (https://crawl.develz.org/mantis/view.php?id=3262) by OG17 14:47:54 FR: nethack level, which contains a sokoban level minivault 14:49:46 dismissed 14:50:33 butbutbut you could add a random sokoban minivault 14:51:11 with a bag of holding as the prize! 14:52:12 * dpeg takes some ballistic missiles out of his handbag 14:52:37 pfff, there are no containers in crawl, so you can't have a handbag! 14:52:42 pushable statues as boulders? 14:52:49 it's dpegs secret handbag of holding! 14:52:53 how else could it hold ballistic missiles! 14:53:19 We will add containers right after Nethack has randomised Sokoban maps. 14:54:05 * Adeon takes notes 14:54:51 you don't need containers, you just need to label your inventory slots in unicode 14:55:49 Adeon: you don't need notes, you need some of those missiles for yourself, to force the NH devteam into action :P 14:56:17 bhaak: I love the, shall we call it, historic focus of rgrn. Looking at the past glory since there's no future. 14:57:34 dpeg: isn't it already historic focus if the last release was 7 years ago? 14:58:07 -!- hoody has quit [Quit: Computer has gone to sleep] 14:58:52 http://forums.somethingawful.com/showthread.php?threadid=3332877&userid=0&perpage=40&pagenumber=163#post387138075 -- interesting replies (very much usability project relevant) 15:00:07 bhaak: yes, but now it has taken a turn into history obsession with the 2.3 thread :) 15:00:33 -!- hoody has joined ##crawl-dev 15:05:11 dpeg: do you think? looking at historic versions/event might be rather revealing. like I didn't know that 2.3e didn't have real color (resp. the msdos(!) version had more color support than the unix version). But I have a general interest in history and I am always saddened that computer science and computer people lack a sense of history in their own field 15:06:54 <3 crpgaddict 15:08:04 well, that guy is just crazy :) 15:08:45 even though I agree completely with his assessment of starflight 15:14:26 Keskitalo: what are you reading? 15:17:42 dpeg: http://crpgaddict.blogspot.com/ a guy playing all computer RPGs ever released in chronical order 15:19:52 -!- murphy_slaw has quit [Quit: murphy_slaw] 15:19:59 bhaak: where is he right now? 15:20:11 Which Wizardry? :) 15:20:16 pirates! 15:20:27 year? 15:20:31 although the dos version, not beautiful amiga version :( 15:20:34 1987 15:20:58 here is a spreadsheet of all games already rated: http://sites.google.com/site/crpgaddict/GameRankings.xls 15:22:01 that's, err, an interesting scale 15:22:46 why didn't he rate nethack :P 15:24:50 syllogism: he was not sure if he has played it enough and asked the readers (who are more spoiled than he is) if he played enough to rate it. nethack's rating should appear soon 15:25:08 oh I kind of assumed he had already played it prior to this 15:25:56 with his "i thought eating a mimic would be useful" comment, i figured otherwise 15:38:48 03j-p-e-g * r30586c877b83 10/crawl-ref/source/tilesdl.cc: Make sure mouseover descriptions are only triggered by mouse movement. 15:43:14 This cprgaddict guy is doing a good job. No mere fanboyism, and some interesting opinions. 15:43:49 Btw, anyone who has the time should play the new tutorials and report any findings: typos, bugs, missing cases, additional ideas. Please! 15:44:09 (I did give feedback on the first two lessons and I'll keep going.) 16:02:28 -!- Cryp71c has quit [Quit: Leaving] 16:04:30 -!- Textmode has quit [Ping timeout: 240 seconds] 16:07:22 dpeg: did he play the 80s version of nethack? 16:08:27 -!- valrus has joined ##crawl-dev 16:17:01 -!- evilmike has joined ##crawl-dev 16:18:04 !tell due !lm * place=wizlab name=shovelmint char=mdfi turn=35177 -tv:>$ they really don't speak on cdo 16:18:05 Mu_: OK, I'll let due know. 16:20:34 i'm not crazy. 16:21:58 -!- pointless_ has joined ##crawl-dev 16:22:25 03j-p-e-g * r7a06a9c52a09 10/crawl-ref/source/tilereg-dgn.cc: Fix stairs/altar tooltips missing when standing on them. 16:22:27 03j-p-e-g * r3ea380fd0a73 10/crawl-ref/source/dat/descript/items.txt: Mention butchery requirement for food in corpse description. 16:22:28 03j-p-e-g * r602f257a96f7 10/crawl-ref/source/ (6 files in 4 dirs): Add single-turn waiting to the command tab. 16:26:17 03galehar * r82135e1f4348 10/crawl-ref/source/tilesdl.cc: Fix compiler warning. 16:26:27 TGWi: YES 16:26:29 sorry 16:26:36 heh 16:26:38 -!- galehar has joined ##crawl-dev 16:27:01 Hi! 16:27:12 hi 16:33:51 heh, google groups didn't even add references to the usenet posting I did? geez.. what a fail 16:36:02 http://groups.google.com/group/rec.games.roguelike.misc/browse_thread/thread/b38ee3d0e883868c/134e66ca37e8c2af?show_docid=134e66ca37e8c2af 16:37:17 yeah.. but if you look at a post with a proper client, you can see that posts should contain references.. which google completely omits. and as greensnark already said, it didn't wrap the text... 16:37:32 stupid 16:38:33 -!- felirx_ has joined ##crawl-dev 16:38:42 Napkin: yeah that confused me at first, i couldn't find your post, because i have slrn blackhole everything from google groups that's not a reply to something else (i.e. no references) as nearly all such posts are spam 16:39:14 should i repost with thunderbird? or is it just as stupid? 16:39:41 Napkin: just as stupid, GG doesn't honor cancels 16:39:54 it would show up twice in GG 16:40:04 i don't care too much about GG ;) 16:40:17 so.. thunderbird leaves out the references too then? 16:40:22 no 16:40:32 cancels are a bit weird, though, i mean you either honour cancels and have some idiot who runs a script to cancel everything or you ignore them and some idiot forges a load of posts under everyone's names with random content 16:40:48 but GG adds the In-Reply-To header. Good newsreaders look at that, too :) 16:41:30 -!- felirx has quit [Ping timeout: 240 seconds] 16:41:30 hmm i could try to put that in my scorefile somehow 16:41:32 RjY: cancel-lock would solve that 16:43:16 rofl 16:43:37 i think thunderbird didn't wrap either *sigh* 16:43:51 ok, giving up for now ;) 16:45:19 oh, no.. it seems to have worked actually? 16:45:42 yeah, looks fine to me 16:46:08 so, I have an idea to balance the change to monster AI 16:46:10 https://crawl.develz.org/tavern/viewtopic.php?p=3761#p3761 16:46:38 Napkin: "format=flowed" tells the newsreader to wrap it themselves how they like it. 16:46:47 thanks for checking, RjY 16:47:00 ah, ok, didn't know, bhaak 16:47:09 okay, that was no English sentence, but you understood anyway :) 16:47:32 *high five* 16:47:34 ;) 16:48:00 bhaak: eh, made perfect sense to me :P 16:48:43 * bhaak 's dexterity is low enough to miss a high five 16:48:54 so.. i can't cancel messages sent via gg? 16:49:29 you can remove it from GG somehow, but I don't know if GG sends a cancel message out when you do 16:52:12 Napkin: <3 16:52:26 what up, David? :D 16:55:43 the repost :) Take the reposte, evil GG! 16:55:46 http://crpgaddict.blogspot.com/2010/04/ranking-and-rating-crpgs.html 16:55:52 is a very interesting read for any designer. 16:55:56 :D 16:55:57 i really like the new ranged behaviour btw galehar 16:56:11 :) 16:56:52 that blog is really awesome, dpeg :) 16:57:54 I am losing this night. Argh! 16:58:12 Thank god I finished the exam my studenty got to write on Monday :) 16:58:14 hehe 16:58:43 Napkin: I don't read blogs on a regular basis. Would you drop me a line once he covers Wizardry VI? 16:59:19 i'm checking it irregularily - but will do :) 16:59:25 thanks 16:59:49 oh, i deleted the first post - according to google's old "group" interface 17:00:24 Crawl wouldn't do so badly on his scoring system... which is interesting because many of us developers seems to have no or little inclination towards the roleplaying bit. 17:00:45 On the other hand, I've been trying to add backstory elements in non-standard ways. 17:01:55 you have NO "inclination towards the roleplaying bit", but provide extremely distinct classes and races?!? 17:02:47 what mysterious reference am I missing in a lair end with some statues with blood on them? 17:03:24 search the forst for a mysterious corner 17:03:24 secret door? 17:03:26 pointless_: it is a subtle hint, but carefully walk along that path 17:03:27 forest 17:03:49 bhaak: yes. To me it is about diversity... although I do value consistency. 17:03:55 I found the statue in the forest, but what am I supposed to do there? (I disintegrated the statue) 17:04:23 pointless_: do you see the corner of wall int he top left of your current view 17:04:53 bhaak: I couldn't care about the roleplaying at all. When I am playing Crawl (or Nethack, for that matter), my @ letter is killing letters. Then again, I am in love with the speech (and themes) of uniques. 17:05:05 why didn't mapping show this room? 17:05:17 -!- Twinge has joined ##crawl-dev 17:05:27 it doesn't show areas behind secret doors 17:05:35 pointless_: mapping got improved! (No joke.) Many thanks for the herd behaviour, by the way. You rock! 17:05:40 dpeg: the conclusion is that crawl needs romance 17:05:51 TGWi: violence, not sex. 17:05:57 frances/francis 17:05:58 violent sex 17:05:59 violence and gods, to be precise 17:06:00 if mapping doesn't reveal stuff behind secret doors, I'm just going to ask in ##crawl-dev 17:06:09 gods could count as NPCs 17:06:11 pointless_: this is intentional. 17:06:24 pointless_: also, you ask in ##crawl-dev =) 17:06:50 pointless_: the reason for the mapping nerf was to make T&D more meaningful. 17:08:31 TGWi: I may be the only one, but I really love the subtext created by Jiyva, Beogh, or also the good god bloc, Yrdy. Sometimes I cannot control my excitement about the Lugonu plan. Hopefully it can materialise. 17:08:31 if you know where the door is from looking at the .des files or asking in irc, your t&d skill is meaningless, though 17:08:42 MarvinPA: yes. It is random at least. 17:08:53 I agree the hint should be larger. 17:09:00 morning! 17:09:00 due: You have 4 messages. Use !messages to read them. 17:09:03 argh 17:09:04 Autoexplore makes it very subtle. 17:09:11 due: Four, count' em :) 17:09:12 are there obvious vaults with nonrandom doors? 17:09:13 !messages 17:09:14 (1/4) Napkin said (1d 16h 41m 20s ago): sure, if you make the crawl binary accept --wizard, i'll add a mantis db check for dev :) 17:09:15 t&d is for not blundering into zot traps now there is no Detect Traps spell 17:09:16 !messages 17:09:17 (1/3) Mu_ said (9h 41m 13s ago): it's kind of confusing when liquefaction recolours staircases yellow/brown 17:09:42 !tell Mu_ Yes, I know, but I got told off for having it not affect staircases so now I don't know what to do. 17:09:43 due: OK, I'll let Mu_ know. 17:09:46 !messages 17:09:46 (1/2) Keskitalo said (5h 25m 22s ago): fwiw I've always liked the Earth/Transmut connection.. kind of like with Fire/Conj. I've never played an EE properly though. My NaTm win kind of branched out to Geomancy, I liked that (LRD was disappointing though). That wasn't necessary though, and you seem to have a vision about Transmuters! :) 17:09:49 RjY: T&D should also be for finding secret vaults... there are a number of them in places where you'd never expect a vault. 17:09:53 !messages 17:09:53 (1/1) Mu_ said (51m 48s ago): !lm * place=wizlab name=shovelmint char=mdfi turn=35177 -tv:>$ they really don't speak on cdo 17:09:59 noooo :( 17:10:10 * Mu_ massages due. 17:10:18 due: they do speak in trunk? It's a strange world. 17:10:40 moin due! 17:10:41 Mu_: it'll have to wait until I get napkin's --wizard thingy done, but that will be some time today 17:10:43 !coffee due 17:10:43 * Henzell hands due a pot of latte macchiato, brewed by Kikubaaqudgha. 17:10:49 Napkin: surprise, I'm online and I haven't cleaneed my car, tec. ;) 17:10:51 *etc 17:11:01 ahhh, it's saturday! 17:11:07 I know :) 17:11:11 take a break first :) 17:12:31 by the way, mapping revealed the room with the portal, although the path to that room was through the room with the secret door 17:12:40 due: yeah but you've only just got up haven't you? 17:12:49 RjY: yes :) 17:13:10 well then :P 17:13:21 that's what i always do - fall out of bed into computer chair 17:13:41 pointless_: but it doesn't reveal the secret path, right? (I used Ash for that once :) 17:13:44 I need to do a full recompile anyway 17:13:45 the portal counts as a staircase i guess 17:14:12 no it didn't reveal the room with the secret door, but it did reveal the room connected to the room with the secret door 17:15:42 ash is cool, i love the mental image of this bloke stapled to the sky 17:16:36 03j-p-e-g * r63f0cf8ffe9f 10/crawl-ref/source/rltiles/dc-mon/ (14 files in 4 dirs): Remove shield tiles from various shieldless monsters. (Done by co.) 17:16:36 03j-p-e-g * rcb1b9666f8cf 10/crawl-ref/source/rltiles/UNUSED/worn/ (9 files): Also add the old shield tiles. 17:19:20 RjY: yes, I like that too. The new gods have more flavour behind them than the old, I sometimes think. 17:19:30 Of course, Trog and Yredelemnul are excempt. 17:19:47 it is exempt, right? 17:19:48 dpeg: I'm currently implementing noisy orb :) 17:19:51 exempt, yeah 17:19:56 !coffee due 17:19:56 * Henzell hands due a mug of soy latte, brewed by Yredelemnul. 17:20:05 flavour creep is most visible in uniques 17:20:10 the new ones have ruined the old ones for me 17:20:13 bad coffee, great god 17:20:13 that's a good kind of creep 17:20:16 TGWi: <33333333333333333 17:20:18 it seemed apt 17:20:20 TGWi: tell me about it 17:20:23 TGWi: you doo not know how happy that makes me 17:20:27 terence lol 17:20:27 due: <3 17:20:32 I think kiku has a lot of flavour if only because of that miasma vault with the human 17:20:36 ah, you mean uniques not gods :) 17:20:37 evilmike: <333333333333333 17:20:42 new kiku is a totally different god 17:20:44 evilmike: yes, that is pure sex 17:20:50 (egotism: considering i basically wrote most of the new uniques) 17:20:52 Eronarn: which is a good thing 17:20:53 old kiku was terribad 17:20:54 evilmike: yes, it is awesome 17:20:57 dpeg: <3 17:21:10 this is an awesome ego stroking session 17:21:20 due: <-- aizul, dissolution, (eventually) deathrattle :D 17:21:34 I believe that elyvilon is much better now (gameplay and flavour). Zin now has the flavour, but lacks in gameplay (but thanks to Eronarn for moving on here). 17:22:12 i am gonna try to get the next version of the patch out tonight; mostly it needs to train invoc 17:22:16 apparently it doesn't right now 17:22:18 * dpeg just realised that he cannot resign from Crawl development before altar corruption in Lugonu's name is in. 17:22:21 the other stuff is mostly ok 17:22:34 Eronarn: awesome 17:22:40 dpeg: if you resign the gamae will go to hell because we will have noone to make decisions for us. 17:22:44 (my next serious playtesting will be Zinners) 17:22:58 due: nah, there will always be someone in charge, don't worry :) 17:23:09 I set up the pas-de-faq etc. for a reason 17:23:11 dpeg: now they'll all delay lugonu corruption as long as possible :P 17:23:17 haha 17:23:40 due: !rng 17:24:09 I probably cannot stop thinking about gods anyway.... Thank god jpeg expressed interest in Gozag. I only need to fix prices (which I'll do, but not for 0.8) and the Greedy One can come. 17:24:37 I hate my Germanic sentences :( 17:24:43 but where's Ratri?! or the spider god 17:24:47 gozag the gozagrian? 17:24:49 fixing prices would be a version on its own 17:24:50 :P 17:24:52 gozag the greedy 17:24:59 gozag the alliterative 17:25:24 Eronarn: le sigh 17:25:31 imo the bounty hunter should be implemented instead of ratri 17:26:10 TGWi: i want the bounty hunter ability that makes a trail of blood seek out your opponent! 17:26:21 I am stuck on Ratri... I know that xp for exploration will work well. Sorting out movement (because autoexplore is cramped) is possible. But I am not yet able to distinguish between piety gain and reward (cannot use epxloration for both of these). 17:26:32 dpeg: You're comfortable with the name of Ratri? 17:26:42 no, of course not 17:26:46 Oh. :) 17:27:02 But the stealth god will have initial R :) 17:27:04 !tell MarvinPA I gave a quick run-down on how to deal with scrying and transparency in reply to your commennt in #2189. 17:27:05 due: OK, I'll let MarvinPA know. 17:27:18 Really Quiet One 17:27:34 dpeg: also on my to-do list today is monster invisibility being afected by stealth as we discussed last week some time. 17:27:48 Eronarn: spider god will come, but that's a gimmicky one (like J or B). 17:28:00 Would love to have random gods at some point, too. 17:28:01 she doesn't come from Å»elazny but from the Vedas 17:28:07 beogh isn't gimmicky, beogh is awesome 17:28:08 still, Chronos didn't make it either 17:28:12 kilobyte: yes. Also hi! 17:28:20 dpeg: i will be doing swarms some time this month, so that's a good starting point! 17:28:34 Eronarn: swarms? 17:28:47 Rish 17:28:49 dpeg: like clouds, but made of bugs. 17:28:54 something with lots of sssshhh in 17:29:03 like wind whispering through trees 17:29:03 TGWi: well, gimmicky as in "has limited appeal" (because not everyone can worship him). Granted, the spider god will be particularly gimmicky. 17:29:22 is there a full proposal for that or just "the spider god?" 17:29:29 TGWi: #2 17:29:31 RjY: I have this idea for the Ratri altar where it covers (taking on the colour of the nearby features) 17:29:36 not even close to a full proposal 17:29:59 dpeg: meow! (just woke up after sleeping out a hard day at a customer far far away) 17:30:27 TGWi: Two important bits: only spiders (perhaps also other invertebrae) can worship (that means players in spider form, of course); and first ability is to stay a spider forever. 17:30:38 kilobyte: where you're at? 17:31:21 dpeg: of course, this means we will need intelligent hyperevil spider-priests of the spider-god 17:32:04 none of the terrible D&D spider rider business please 17:32:11 oh, no 17:32:21 i mean just big, evil spiders 17:32:23 JMF first (afaik) brought up the term "spider god" but I have no idea what he was thinking about. (Interestingly, Beogh is named after "BOG" = Brent's Orc God, about which Erik told me. Beogh was conceived only from this fact...) 17:32:25 who happen to be priests 17:32:31 at as the physical location, or? 17:32:37 kilobyte: si 17:32:47 Eronarn: would be nice if their priestness is completely different 17:33:17 completely different? 17:33:22 -!- syllogism has quit [] 17:33:23 Eronarn: and include nods to the crucial aspects (no spine, many legs, metamorphism) 17:33:24 Starogard GdaÅ„ski (Preussisch Stargard, a 50k town) 17:33:38 ah, so still on the continent 17:33:55 kilobyte: is this near Gdansk? 17:34:04 as the name implies, yeah 17:34:15 Eronarn: different to other priests (no smiting, no shouted invocations etc.) 17:34:24 kilobyte: close to Germany 17:36:23 hm, not really (looking at a map) -- wasn't aware how big Germany used to be 17:37:14 oh, yes, no smiting 17:37:18 far too much of that in crawl already 17:37:41 Ash detection: colored { suck: http://angband.pl/tmp/ascii-console.png, with circled numbers: http://angband.pl/tmp/unicode-console.png 17:38:50 cool, kilobyte 17:39:08 screw non-unicode? 17:39:10 kilobyte: numbers are much better... but we have to have a fallback 17:39:19 (and it can be ugly) 17:39:33 !seen galehar 17:39:34 I last saw galehar at Fri Jan 21 22:56:11 2011 UTC (43m 23s ago) saying :) on ##crawl-dev. 17:39:45 the choice of circled numbers isn't well-thought out 17:39:50 galehar: around? (Just read you combat maneuver reply.) 17:39:54 noisy orb :DDDD 17:39:56 not sure if most fonts have them, too 17:40:25 kilobyte: ideally, we'd have something where we can use _one_ colour in three sizes (small=unimportant etc.) 17:40:40 not in WGL4 :( 17:41:04 any combination of glyph/colour can be ok 17:41:27 what about filling the entire tile (fg + bg)? 17:41:31 of course, ascii is starved for glyphs -- just { is ugly 17:41:33 is there a way to get descriptions of your statuses? 17:41:37 does tiles have that? 17:41:39 kilobyte: I agree 17:41:44 TGWi: @ 17:41:58 ~ could cause confusion with clouds, though 17:42:01 TGWi: do you mean Conf etc. or Dex/Str/int? 17:42:01 hm 17:42:08 kilobyte: and invisibile creatures 17:42:11 Conf etc 17:42:22 kilobyte: i'm stealing it for unstealthy invisible creatures. 17:42:26 I guess @ does that 17:42:26 i don't thjink that effect is used anywhere else and it'd be certainly noticeable 17:42:39 TGWi: @ or % for current, and there's a manual section for explanation 17:42:55 dpeg: yes 17:43:35 it'd be nice to get the new wield screen so @ could be decluttered a bit 17:43:55 galehar: you seem to like charge and zig-zag, which is good. Couple of questions: is zig-zag = sidestep? Do you see them as active abilities? (The wiki lists them as passive.) 17:44:14 no passive 17:44:14 TGWi: did something come out of the forum discussion on that one? 17:44:19 galehar: great 17:44:29 dpeg: there 17:44:34 -!- hoody has quit [Quit: Computer has gone to sleep] 17:44:34 's some sort of proposal I think 17:44:35 galehar: and yes on not invoking skills 17:44:45 TGWi: it should migrate to the wiki 17:44:46 or a mock-up at least 17:44:50 due: I though out about invis creatures revealed as ~, but it seems to me that it would be effectively removing Invisibility from such monsters 17:44:50 hm 17:44:52 I dimly recall 17:45:24 kilobyte: but is there any reason not to show where Sigmund's spell originated from? 17:45:27 also I'm in love with the idea of showing minimum, maximum, current and 10 delay on a bar 17:45:34 might as well just give them a +dodge effect, would have the same result 17:45:35 (Of course next turn he'll may somewhere else.) 17:45:43 dpeg: We discussed tihs a while back 17:45:50 TGWi: would you make that wiki page? 17:45:56 k 17:46:02 due: yes, I think I supported it. 17:46:05 dpeg: conclusion I thoguht we drew was: "stealthy" monsters with invisibility stay invisible 17:46:12 showing where you last saw the invis monster, Nethack style, would be good 17:46:21 dpeg: "unstealthy" monsters occasioanlyl leave a ~ rrandomly located somewhere adjacent to them or on top of them. 17:46:45 ah, "somewhere adjacent", this makes a lot of difference 17:46:47 due: and we'd give an indication about location when you know it (as kilobyte says) for all? 17:47:00 dpeg: yes 17:47:04 kilobyte: yes, exactly 17:47:07 since 90% difficulty comes from not knowing where to hit 17:47:28 it might be the same indicator 17:47:32 dpeg: actually, it looks like danr is working on a patch 17:47:38 TGWi: <3 17:47:44 With unseen horrors, it is about not knowing when they're next to you. 17:48:04 well, unseen horrors will be stealthy 17:49:15 +1 17:49:26 so will vampires and some uniques 17:49:33 orc wizards will be unstealthy though 17:50:58 okay 17:51:10 what's the sanest way to determine the line of points used by a tracer/ 17:52:45 imo, make it possibly more than one ~, in addition to being in any of the 9 squares 17:53:17 i think it'd be a nifty effect 17:54:10 -!- galehar has quit [Quit: disconnect] 17:54:34 now he's gone :O 17:55:43 omg, so there are actually ideas coming from the forum? 17:56:31 yes! 17:56:48 alright! :D 17:56:57 there are always good ideas, it is just an awful amount of work of finding them in the big pile of mediocre and bad ideas 17:57:52 This is why I am trying to make folks on the forum move good stuff to the wiki on their own. I cannot read all threads. 17:58:08 yeah 17:58:35 -!- Adeon has quit [Quit: sayonara surkimukset] 17:59:47 -!- Adeon has joined ##crawl-dev 18:01:05 there we go, beam.path_taken. 18:04:20 dpeg: the names should be "trivial sensed monster", "easy ...", "tough ...", "nasty ...", right? 18:06:59 i kind of prefer something like "threat" rather than "sensed monster" tbh 18:07:01 what's the maximum feasible power to apport? 18:07:11 The cap is 1000. 18:07:18 tier 3 is for a somewhat challenging but routine fight, one that you might possibly lose 1-on-1 if dice rolls go bad but you're not going to stop and think before engaging 18:07:44 200, power never can be bigger than that 18:08:30 and 200 happens only with enhancers and very high int 18:08:59 that's what i thought 18:09:23 kilobyte: yes, that's good, although three tiers would suffice 18:10:08 due: it would be cool if apportation might (at insufficient power) move an item a bit 18:10:18 dpeg: Well, I'm implementing this for the orb. 18:10:23 dpeg: We can extend this to other items if we want. 18:10:40 dpeg: it's ready to push, so due to laziness I'd change that only if it makes our choice of glyphs/colors easier 18:11:12 what's the status of the recite patch? 18:11:28 &@ doesn't work 18:11:33 meh 18:11:33 is ero fixingn something or is it pending approval 18:11:36 due: 200 power isn't possible for pure tloc I think 18:11:58 sorear: yes, just wondering what the average is 18:12:02 due: the only users with very low power and heavy objects are ogre hunters, so it might be better to explain that as "the orb is magical and resists" rather than using weight 18:12:06 due: try making a char in debug mode with 72 int, 27 tloc, and a rota; I doubt power will be much higher than 130 18:12:17 kilobyte: I am 18:12:23 TGWi: right now it doesn't train invoc so it's basically useless, according to MarvinPA 18:12:34 27 tloc is useless, too 18:12:54 Eronarn: so you're adding invo training? 18:13:07 yes, that'll be in the next version of the patch 18:13:08 it also doesn't work on some things 18:13:09 MarvinPA: You have 2 messages. Use !messages to read them. 18:13:13 It'll be modified by both power and distance. 18:13:22 MarvinPA: yeah that's really buggy and i'm not sure i will bother to debug it for the next version 18:13:30 better to just let people send in their feedback 18:13:39 fair enough 18:13:40 !messages 18:13:40 (1/2) casmith789 said (3d 10h 24m 6s ago): Your EE patch meant that this CeEE is awesome. Go stone arrow! 18:13:43 :D 18:13:45 say that it's 10 grid squares to the orb and you have power 58; it might move 5 squares. 18:13:46 !messages 18:13:46 (1/1) due said (46m 42s ago): I gave a quick run-down on how to deal with scrying and transparency in reply to your commennt in #2189. 18:14:01 thanks, i'm giving that a go at the moment :) 18:14:01 however, if it's two squares away -- it will actually move into your grid. 18:14:11 due: I'd say 30 int ~14 tloc is the max you can expect in real games even for people who heavily use translocations 18:14:18 MarvinPA: that's how I re-implemented the "these spells are broken with scrying" 18:14:53 is it okay to change apply_area_visible so that it never affects squares you can only see through scrying? 18:15:15 it's only used for the LOS-affecting spells and recite, i think 18:15:21 MarvinPA: only if you add a flag for it 18:15:27 righto 18:15:34 MarvinPA: ie, a new boolean parameteter "affect_scrying=False" 18:16:20 Int 24, tloc 27 and splcast 27 is still only power 100. 18:16:54 kilobyte: go ahead! 18:17:00 int 30, tloc 14, splcast 27 is 86 18:18:37 kilobyte: okay ,excellent 18:18:48 pow / 10 = maximum number of squares the orb can travel 18:19:12 well 18:19:24 min(pow / 10, 7), actually. 18:21:58 hmm... i think i'll remove the timer that prevents re-reciting to stuff 18:22:04 having Breath is probably enough 18:22:16 and it's not an intuitive mechanic 18:22:30 !roll 18:22:32 Hm. 18:23:23 what do we think about (pow / 10)d6/6? 18:23:29 Eronarn: yes, Breath will do 18:23:40 dpeg: maximum number of squares orb can travel is 7 18:23:46 due: at high power, it should be reliable 18:23:55 dpeg: at >100 it will always apport. 18:26:27 due: full distance? 18:26:48 03kilobyte * re6fe2df3f953 10/crawl-ref/source/ (8 files): Ash's passive monster detection: mark wheat differently than chaff. 18:26:51 03kilobyte * r0c7670d31cc9 10/crawl-ref/source/showsymb.cc: Ash mon detection: Use tier-specific colours in console. 18:26:53 03kilobyte * r3e91800d49c0 10/crawl-ref/source/ (enum.h godpassive.cc mon-data.h mon-util.cc): Replace the enums with displayed names. 18:26:54 03kilobyte * r6ce5257ccab6 10/crawl-ref/source/ (6 files in 3 dirs): Ash mon detection: makeshift tiles. 18:27:14 you didn't train Tloc that high for free 18:27:34 kilobyte: thoguh, Ash... 18:29:11 hm, how is path_taken built? 18:29:16 you first or target first/ 18:30:40 I get the impressoin it's unsorted. 18:31:47 kilobyte: many thanks for pushing Ash (I will do a 0.8 plan email this weekend). What do you think about Ash identifying items in antique shops? 18:33:44 without affecting the prices? 18:34:41 it would actually make things worse for you -- instead of paying 23 gold per scroll you'd need to pay hundreds, robes and weapons too -- in shops they almost always have an ego which increases the price by a lot when identified 18:34:55 without affecting the prices 18:34:59 i'm assuming dpeg means w... yeah 18:35:11 could be just the ego or so 18:39:03 argh 18:39:05 the path isn't set 18:43:09 Okay, it's reverse, hooray 18:49:22 acvar is getting so on my fucking nerves 18:49:51 whe? 18:49:58 erm, where, rather. 18:50:57 probably the special weapon attacks thread 18:51:21 on the forum? 18:52:01 dpeg: don't read the forum :) 18:52:09 i am very specifically not reading the forum myself. 18:52:30 TGWi: your post is better, but still getting on my nerves 18:52:37 I hope I was polite :O 18:52:42 due: you're good 18:52:53 special weapon attacks go against the KISS principle and can make the game less streamlined, but we need to do something at least to double-handed weapons 18:53:08 either unmark them as such and boost the stats, or actually implement 18:53:30 I have seen the "this [some idea] cannot work and will be useless" so freaking often -- will people never realise that useful/lessness depends on parameters? 18:53:39 oh huh 18:53:52 kilobyte: KISS? 18:54:01 hair metal band? 18:54:13 Keep it simple, stupid. 18:54:19 due: i attached some patches to the ignite poison issue, i think i also realised why gods let you kill your allies with LOS-affecting spells without any penance 18:54:32 MarvinPA: awesome 18:54:41 kilobyte: the things I have in mind are simple. 18:54:48 none of them set you as the cause, except slouch 18:54:49 "keep it simple" isn't an infallible principle; if everything were simple then crawl would be a simple game 18:54:53 kilobyte or anyone: std::vector reverse_path(beam.path_taken.rbegin(), beam.path_taken.rend()); 18:55:02 the insult in the acronym is not called for, but it wouldn't be recognized when spelled "KIS" 18:55:02 is that correct? it compiles, obviously. 18:55:05 no harm in things being slightly complex for a reason 18:55:05 By Beogh, now I've been raging so much about acvar that I forgot to post my actual content :) 18:55:17 kilobyte: "keep it simple, sir" 18:55:47 "read the fine manual" 18:55:59 dpeg: <3 18:56:04 due: well you can probably just use a reverse iterator, rather than making a new vector depending on what you want to do 18:56:06 well, I'm with due about the forum 18:56:18 'keep it simple where it's appropriate to do so but don't be afraid of complexity when it is the correct approach' 18:56:26 irony 18:56:27 kiswiatdsbdbaocwiitca 18:56:31 pointless_: well, I want to access index 5 of the reversed vector. 18:57:03 you can do pointer type math on a vector iterator iirc, so beam.path_taken.rend() + 5 probably works? 18:57:12 oh, hm. 18:57:41 it should be a random access iterator (or anyway you should be able to get a random access iterator for a vector) 18:57:52 okay, that makes sense 18:58:13 I didn't realise .rend() + X was acceptable, thoguh I won't necessarily have thoguht of it. 18:58:28 what data type is path_taken? 18:59:01 std::vector should be ok? I don't seem to use reverse iterators much, but that should probably work 19:00:04 Your scorpion seems to burn from within! 19:00:04 Elyvilon protects your scorpion from harm! You feel responsible. 19:00:05 * due nod. 19:00:10 well, that didn't work like i hoped it would 19:01:26 no penance either, i guess i don't undertand what's gone wrong after all :P 19:01:30 understand* 19:02:02 MarvinPA: it probably shouldn't actually give you penance with ely, just a piety hit. 19:02:23 wheee segfault 19:02:31 due: yes, but Ely shouldn't save a summon's life either 19:02:41 oh, is it a summon? 19:03:15 scorpion... I'd think so 19:03:31 yeah 19:04:22 MarvinPA: I agree with piety hit for dying summons (should be significant, e.g. d3?) instead of penance 19:04:37 pointless_: to be hoest, I am overcomplicating this. path_taken[path_taken.size()-5] will work 19:04:48 mon-stuff.cc: 19:04:49 // Elyvilon will occasionally (5% chance) protect the life of one of 19:04:49 // your allies. 19:04:52 who knew 19:05:06 nobody because there's nothing for good-god-ites to summon :V 19:05:18 well yes, but I assumed you were one of these people you like using iterators for everything 19:05:19 nothing to do with what i was actually trying to fix, that's a fun find :P 19:05:29 MarvinPA: does Ely also do this for allies if you follow another good god? 19:05:33 pointless_: ah, :) just got carried away 19:05:42 no, only if you worship ely 19:06:08 she should 19:06:14 erm 19:06:17 Ely should, rather! 19:06:19 * due hides under a rock. 19:06:32 MarvinPA: I suggest that Ely never saves lives of summons (those aren't genuine beings after all); keeping it for other allies is okay. 19:07:06 what other allies could you have, though? enslaved monsters i suppose? 19:07:41 exactly 19:07:48 -!- Zet has quit [Ping timeout: 272 seconds] 19:07:55 sparing their lives is fun because they'll go hostile eventually :) 19:08:48 -!- purge has quit [Quit: .] 19:10:00 hm 19:10:07 dpeg: i managed to apport the orb three squares instead of 7! 19:10:14 due: what power? 19:10:22 57. 19:10:25 erm, four, not three. 19:11:05 sounds good 19:14:16 oh blast 19:15:24 forgot to set aimed_at_spot :) 19:15:30 the orb would sometimes fly backwards! 19:16:01 there we go 19:16:38 pushing the orb sounds interesting :p 19:17:27 yes, unexpected behaviour 19:17:37 Sokoban anyone? 19:17:55 struct bolt populates path_taken beyond the point of origin. 19:18:10 due: I thought about making the Orb a disco ball (with a tamer and different pattern, of course), but it would be really distracting in ZotDef 19:18:25 <3 19:18:31 kilobyte: what if it only does i when something is close to picking it up 19:18:32 really distracting or really amazing 19:18:34 in both crawl and zotdef 19:18:58 as in, if you are allowed to touch it? 19:19:20 say, if something is adjacent it starts doing it 19:20:03 "The orb begins to pulsate ominously"? 19:20:32 glow and halo are on the wiki page, I like them 19:20:59 -!- elliptic has joined ##crawl-dev 19:21:05 elliptic: hi! 19:21:13 hi 19:21:14 elliptic: You have 1 message. Use !messages to read it. 19:31:55 wheeee 19:35:10 03due * r11b3842d5c57 10/crawl-ref/source/ (8 files in 2 dirs): Heavily nerf orb apportation. 19:35:10 03due * rf907d067805d 10/crawl-ref/source/dat/des/branches/zot.des: Declutter the original Orb chamber. 19:36:13 yay! 19:36:16 dpeg: thoughts on the alternative orb chambers? 19:36:26 dpeg: should they stay? 19:36:49 yes, leave them in 19:36:56 okay 19:36:59 we can remove then within ten seconds before release 19:37:04 :) 19:37:09 yes, so true 19:37:27 -!- Zet has joined ##crawl-dev 19:42:21 03chriscampbell89 * r347b8bda7d19 10/crawl-ref/source/godpassive.cc: Don't feed undead from slurps 19:42:24 03kilobyte * r28bbede16e14 10/crawl-ref/source/rltiles/ (3 files in 3 dirs): Remove the now unused zot pillar tile. 19:43:59 ah, thanks 19:44:04 I didn't realise it was unused, forgot to check 19:44:52 I probably can remove it outright rather than moving to UNUSED/, it isn't that hot a tile. 19:45:20 what's the difference between WIZ_NO and WIZ_NEVER? 19:45:35 03chriscampbell89 * r1240f29fc891 10/crawl-ref/source/describe.cc: Fix spell descriptions for Veh/Kiku 19:45:49 03chriscampbell89 * rca3f6ff0e888 10/crawl-ref/source/ (items.cc religion.cc): Improve Ash piety gain messages 19:45:55 chriscampbell89 is MarvinPA? 19:45:58 yes 19:46:15 okay 19:46:20 cia is supposed to know that, i think 19:46:41 but it doesn't work for whatever reason :P 19:46:45 not if SF hasn't been flushed 19:47:19 * due goes to fix 19:48:10 ffs sourceforge, last week ALREADY? 19:50:28 MarvinPA: okay fixed 19:50:59 MarvinPA: any further pushes should have MarvinPA :) 19:52:06 nifty :) 19:55:15 okay, now time fo ra full recompile 19:55:20 while that happens i will accomplish other things 19:56:06 when selecting an item on which to use a scroll and pressing \ for the list of known items it says it's possible to toggle with - but hitting - returns to the inventory screen 19:56:52 monqy: Mantis, please 19:56:57 ok 20:00:47 -!- cw_ has quit [Ping timeout: 240 seconds] 20:02:26 Toggling known/unknown items with - doesn't always work (https://crawl.develz.org/mantis/view.php?id=3263) by MrMisterMonkey 20:02:47 monqy: thank you! 20:03:55 ZotDef makes spriggans straight out impossible due to no food being ever generated. We need to fix that somehow -- or at the very least disable the race. 20:04:09 kilobyte: jiyva 20:04:14 kilobyte: jiy... damn :) 20:04:19 xom 20:04:27 dare I say zin? 20:04:33 yay, zin 20:04:35 !lg * won sprint race=sp s=map 20:04:36 78 games for * (won race=sp): 25x , 24x dungeon sprint 1, 18x the violet keep of menkaure, 10x dungeon sprint mu, 1x dungeon sprint fedhas 20:04:50 oh 20:04:51 sorry 20:04:53 i read sprint 20:05:00 we could have monsters drop food sometimes in zotdef. 20:05:03 solutions: 1. a Zot abilitity of some sort, 2. a rod with Eringya's, 3. making them only herb 2 (like everyone gets cTele), 4. food drops 20:05:24 kilobyte: "feed self" as a zot ability sounds goodish. 20:05:28 kilobyte: just disrecommend them for Spring? 20:05:29 kilobyte: it would thus require xp to use, etc. 20:05:36 casmith789: getting the altar isn't possible at the start 20:05:38 and what due says 20:05:59 true, but be economical with your food until you get it ;) 20:06:39 why should we deliberately make zotdef harder for one race, though? 20:06:46 (and easier for another: trolls, corspse, etc.) 20:07:16 zotdef is not normal crawl and so there are many good strategies in crawl that don't work at all in zotdef 20:08:09 not sure if you can get to xl 6 in time 20:08:28 I'd rather have Sp impossible for Spring than change their diet for the variant (adding a Zot ability would be okay, though) 20:08:49 ZotDef not Sprint 20:09:27 yes, sorry 20:09:31 I know :) 20:10:33 not sure about the cost -- it could either be trivial or randomly kill people early on 20:10:48 perhaps a corpse could be required as well 20:10:52 i love multitasking :D 20:11:00 waiting for a DGL wizard build to finish while stamping books, hooray! 20:11:36 due: context switches are costly mentally 20:11:40 any idea why I can't seem to put a 1 square exclusion on some down stairs? 20:13:03 pointless_: jpeg recently messed with exclusions on stairs, it's possible she made a bug in some corner case 20:13:15 TGWi: thanks for support (forum). It is appreciated. 20:13:18 kilobyte: well, the book stamping is menial 20:13:39 it looks like the exclusion only shows up in the normal view, rather than the X map 20:13:59 and you can travel to/past it, which was the intended change i believe 20:14:27 since it prompts you to go down it which is the important thing 20:14:39 ok I guess this is just a display bug 20:18:48 kilobyte: not as costly as CPU cycles for recompiles :) 20:20:34 -!- Twinge has quit [Ping timeout: 255 seconds] 20:21:50 computers have got so much faster recently that this lousy new ~$400 box can do a full debug build in 44 seconds while my old one took fourty minutes 20:23:08 My work PC takes about a minute. 20:23:19 I did everything remotely before though, so all that got sped up are tiles, since they don't work at all over a slow link 20:25:33 it's strange: on a 100Mbit link there's hardly any slowdown, yet on 2Mbit I waited 10 minutes without getting the first screen to draw 20:26:31 I guess your connection is too bad for distcc or copying binaries to work well, right? 20:26:54 argh 20:27:21 TTANTS: USE_DGAMELUANCH, USE_DGAMELAUNCH 20:27:34 fun :( 20:28:21 Oh well, I've got other shelves to do :D 20:28:28 :p 20:28:39 the orb of zot shrieks when it's silenced 20:28:48 MarvinPA: hm, good point. 20:28:48 :( 20:28:52 MarvinPA: the orb shouldn't be silenceable 20:29:01 dpeg: do we w... okay, we do 20:29:02 why not? 20:29:04 good catch, though 20:29:08 MarvinPA: it's THE ORB! 20:29:11 It's... th eorb. 20:29:14 I'll fix the flavour, though. 20:29:15 the orb isn't a demon :P 20:29:22 non-silenceable casters do it because they don't make noise, i thought 20:29:23 it's sound, though 20:29:28 exactly 20:29:31 MarvinPA: I agree 20:29:37 and it's not like you'd actually want to silence the orb chamber anyway 20:29:39 It's the most powerful item in the world. 20:29:51 MarvinPA: but people will to avoid the sound. 20:30:05 if you use silence, you can't apport it anyway 20:30:07 due: what is this sound doing? 20:30:08 I think it's good if the orb has a bunch of special properties (harder to apport, cannot be silenced) 20:30:26 it should also have this halo etc. 20:30:30 options: 20:30:37 Players should _feel_ that this item is special. 20:30:38 1 0silence wears off in sight of the orb 20:30:41 er, *1) 20:30:51 2) the orb can cause noise even when silenced 20:31:07 3) the orb does not make sound while silenced but instead flashes lots of pretty lights to wake the monsters up 20:31:08 I am for 2), with a line in the orb's description 20:31:10 will silence have an addition to the spell description saying "powerful magical items can make noise even in silent areas" then? :/ 20:31:40 Sure, the orb can make noise, but surely the player (or anyone else in the silent zone) shouldn't be able to hear it 20:31:41 dpeg? 20:31:45 4) using some magical rather than sonic effect 20:32:03 MarvinPA: it is only about the orb 20:32:08 which is mostly 3) 20:32:25 kilobyte: we could have a differing visual effect while silenced 20:32:36 yeah 20:32:39 silence ruins your stealth anyway so it'll likely wake everything up 20:32:43 this is almost exclusively about flavour, nothing to get too excited about 20:32:50 dpeg: can we go with 3? it'll have the same effect as shrieking just using light instead of noise. 20:33:12 maybe the orb should flash anyway 20:33:18 with a cool visual effect like ozo 20:33:23 I see Silence as the inability of others (and the caster) to make noises, not the inability to hear (and in fact, it wakes everyone because things notice the acustics are messed with) 20:33:31 if all it takes is using a word other than "noise", it doesn't make sense to add unexpected holes in silence 20:33:32 TGWi: yes 20:34:39 hm. 20:35:08 To me, "The orb cannot be silenced." is a statement about the item's power, which we're lucky enough to be able to interpret with the game rules. 20:35:20 or monsters should sense it 20:35:21 magic etc 20:35:22 But I won't fight for it. I am all for flashing, as I said. 20:35:46 I'm fine with exceptions (it's the orb) but there are a lot of other ways to flavour it 20:35:56 let's try flavouring it differently first 20:36:01 also: "You sense the disappearance of a powerful magical force which warped space." -- so even a TrBe can feel it 20:36:05 -!- Zaba has quit [Ping timeout: 264 seconds] 20:36:44 TGWi: I am for most of them... 20:36:58 kilobyte: yes 20:37:40 having the Orb's magical effect be stronger than that of Elf:7 would make sense, especially with a different message 20:37:42 due: have a look at the orbrun page... if something catches your eye (positive or negative, make a short comment) 20:39:04 actual mechanics: a bit boring, colored disco-ball eye candy: ooh, shiny! :p 20:39:40 colours are awesome, of course 20:39:54 we should be able to recycle this from somewhere (TSO's halo or so) 20:40:14 kilobyte: can you come up with a cool halo colouring effect for the orb? :D 20:40:19 fun stuff: the orb could chose colour and/or pattern randomly per game 20:40:43 due: I'd use magenta/light magenta pattern for consistency 20:40:59 kilobyte: yes, that's fine, but a nice pattern :D 20:41:10 or if dpeg insists, a light/dark pattern of one colour 20:41:25 so it's flashy but not a fruit salad 20:41:30 I agree 20:41:34 pulsating rainbow halo 20:41:37 please 20:41:54 magenta/lightmagenta makes sense though 20:42:13 as usual, I'd suggest something like: magenta for 90% of cases, 9% other colour, 1% rainbow 20:42:32 (we _could_ link chances to rune set, but I am not sure that's good) 20:45:43 -!- felirx_ is now known as felirx 20:46:41 -!- Zaba has joined ##crawl-dev 20:47:40 Tukima's Dance inconsistency with description (https://crawl.develz.org/mantis/view.php?id=3264) by MrMisterMonkey 20:52:38 hooray, xom.o! 20:52:58 late here, good night! 20:53:14 night! 20:53:16 -!- dpeg has quit [Quit: zzz] 20:58:34 my fire drake zombie got stuck in a corner 20:58:43 is this related to the ai changes? 20:58:44 here have a spatula 20:58:49 * due levers it out 20:59:01 try telling it to follow you 20:59:08 that worked 20:59:14 ally ai was tweaked to be cleverer, i thought 20:59:24 it really liked that corner 20:59:34 well it's missing some state transition, sometimes they won't set their target back to you correctly 21:00:09 I got some vault with a multi-colored floor, and an empty arch in another room with smoke, did I miss a wizlab or something? 21:00:10 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:00:31 sounds like a kobold disco 21:00:47 there were kobolds, before I killed them all 21:00:50 kobold disco <3 21:02:00 koboolds <3 21:05:02 -!- Textmode has joined ##crawl-dev 21:16:51 -!- Excedrin has joined ##crawl-dev 21:18:58 Excedrin: "not work as intended"? 21:19:21 well, I could be misunderstanding / misreading 21:19:45 it seems like armour skill never reduces ev_penalty 21:20:04 aevp = [base_penalty + max(0, 3*base_penalty - str)] * [45 - armour_skill]/45 21:20:11 what do you mean by ev_penalty? 21:20:12 this bit 21:20:24 player_adjusted_body_armour_evasion_penalty 21:20:27 in player.cc 21:20:32 line 2155 21:20:54 uses max(0, 3 * base_ev_penalty - you.strength()) ... 21:21:10 that will always be zero as far as I can tell 21:21:40 why would that be 0? 21:21:56 ok, example values from my current game 21:22:16 I have ring mail, -2 ev modifier 21:22:22 my str is 18 21:22:25 GDA is 9 EVP 21:22:41 max(0, 3 * 2 - 18) 21:22:44 excedrin: okay, so that first factor is 2 for you 21:22:47 2 + 0 21:23:03 3 * 2 - 18 = -12 21:23:12 so max of something negative and 0 = 0 21:23:16 sure 21:23:25 but there is still base_penalty itself there 21:23:31 yea, it'll be 2 21:23:35 "[base_penalty + max(0, 3*base_penalty - str)]" 21:24:06 it'll be (2 + 0) * (45 - armourskill/45), right? 21:24:09 yes 21:24:11 but since max(0,..) = 0, the next factor "(45 - armour_skill/45)" never takes effect 21:24:16 well, wrong parentheses 21:24:22 excedrin: huh? 21:24:34 (2 + 0) * (45 - armourskill)/45, sorry 21:24:36 it multiplies the 2 by [45 - armour] / 45 too 21:24:42 there are parentheses there 21:24:43 it is what marvinpa just said 21:24:44 what marvin said 21:24:55 oh I'm missing the parens? 21:24:55 ffs 21:24:59 I'm blind 21:25:03 welp, that was confusing 21:25:05 square brackets 21:25:16 what is more confusing: -wizard doe snot work, argh 21:25:30 wizard doe snot 21:25:38 best typo 21:25:58 ok, that max(0, 3 * base_ev_penalty - str) seems to still never do anything 21:26:02 always 0, yes? 21:26:06 no 21:26:09 gda has 9 evp 21:26:17 max(0, 27-str) is not always 0 21:26:28 excedrin: it is 0 if you have strength high enough 21:26:50 lets say my str was 3000, it's 3 * 2 - 3000 21:26:53 which is negative 21:26:58 your strength isn't 3000 21:26:59 72 is the max. 21:27:00 ... 21:27:14 strength is *never* going to be 3000. 21:27:18 excedrin: suppose your strength is 8 and you are in CPM (penalty 8) 21:27:36 then it is max(0, 3*8-8) = 16 21:27:55 I see, so it's zero because my str is high enough? 21:27:58 yes 21:28:01 think of it as a penalty for having insufficient strength with your current armour 21:28:04 it'd be non zero if my str was lower 21:28:06 yes 21:28:08 got it 21:47:11 again on ally ai: I summoned a hydra and was attacking a yak next to me that it couldn't reach and I guess it wanted to attack it real bad so it did nothing even though it had a yak right next to it 21:47:38 I'm guessing it's a similar if not the same problem as with that fire drake zombie getting stuck in that corner 22:05:46 -!- upsy has quit [Quit: Leaving] 22:21:19 !tell Napkin Okay, "-wizard" is now an option. If you compile with "wizard USE_DGAMELAUNCH=y", you can give access to wiz-mode via -wizard on the command line. Obviously, it would have to be compiled with wizard mode to have any effect. 22:21:19 due: OK, I'll let Napkin know. 22:21:29 03due * r73c0b8aeac1c 10/crawl-ref/source/ (initfile.cc main.cc): Allow DGAMELAUNCH + WIZARD builds to restrict access to wizard mode. 22:21:41 03due * rb44c10a24b13 10/crawl-ref/source/initfile.cc: Quiet DGL-build unused function warning. 22:22:02 * due goes out. 22:22:31 -!- valrus has quit [Remote host closed the connection] 22:28:01 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 22:33:45 !lm * place=wizlab name=shovelmint char=mdfi turn=35177 -tv:>$ 22:33:46 1. Shovelmint, XL16 MDFi, T:35177 (milestone) requested for FooTV. 22:33:53 -!- Excedrin has left ##crawl-dev 22:56:41 -!- Twinge has joined ##crawl-dev 22:56:45 -!- hoody_ has joined ##crawl-dev 23:15:51 -!- Kauko- has quit [Read error: Operation timed out] 23:17:10 -!- Keskitalo has quit [Ping timeout: 260 seconds] 23:17:36 -!- Keskitalo has joined ##crawl-dev 23:18:13 -!- Kauko- has joined ##crawl-dev 23:37:58 Windows development builds on CDO updated to: 0.8.0-a0-4718-gb44c10a 23:42:52 !tell due Shrieking orb <3 <3 <3 23:42:53 greensnark: OK, I'll let due know. 23:43:26 -!- Twinge has quit [Ping timeout: 240 seconds] 23:54:14 Unstable branch on CDO updated to: 0.8.0-a0-4718-gb44c10a (32)