00:11:59 -!- Zaba has quit [Ping timeout: 250 seconds] 00:18:30 -!- Zaba has joined ##crawl-dev 00:44:16 03hyperelliptical * r657d8beadbe8 10/crawl-ref/source/dat/ (clua/lm_trove.lua des/portals/trove.des): Trove price changes. 00:44:27 03MarvinPA * r9d8a9bff0b1f 10/crawl-ref/ (8 files in 3 dirs): Remove paladins at the next major save version 00:44:35 :( 00:44:37 fix TSO 00:49:25 -!- Pedjt has quit [Quit: Leaving] 00:54:46 We're removing Paladins? 00:54:52 I suppose they are kinda boring. 00:55:20 i liked them 00:55:24 moin :) 00:56:17 paladins would be fine if TSO had a generally useful low-level ability (he doesn't though, divine shield doesn't count) 00:56:39 see invisible? 00:56:53 ignore that i said that 00:57:04 Napkin: the sinv/acc are very marginal and offset by the no poison 00:57:06 no time to read your arguing :-P 00:57:10 jaja 00:57:12 i knew 00:57:30 for some reason i knew there would be a _very_ ;) 00:57:40 need coffee first o/ 00:57:51 i was bitten by a lawyer and now when the moon is full i transform into an internet arguer 00:58:33 :( 00:58:40 poor Eronarn 00:58:43 * due weeps for Eronarn 01:13:52 -!- Kurper has quit [Remote host closed the connection] 01:21:28 commits, please ;) 01:39:43 -!- syllogism has joined ##crawl-dev 02:05:29 cruz (L3 FeAE) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:2) 02:05:38 cruz (L3 FeAE) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:2) 02:29:54 -!- ortoslon has joined ##crawl-dev 02:33:56 -!- Textmode has quit [Ping timeout: 276 seconds] 02:44:20 -!- galehar has joined ##crawl-dev 03:19:57 commits, please ;) 03:21:05 does the hook only act on master branch commits? otherwise you could set up a test branch and commit yourself 04:24:06 it acts on all branches 04:24:30 but if i setup a testing branch, i'll mess up the mirroring 04:24:41 too much hassle ;) 04:36:14 03kilobyte 07ashtier * r1d2347f3803e 10/Makefile: Recompile on 'make'. 04:36:48 thank you 04:40:54 sorry for not watching IRC. It's a pity you had to wait... and any commit, even "put a blank line there" then "revert addition of the blank line" would be enough. 04:40:54 kilobyte: You have 1 message. Use !messages to read it. 04:42:58 moni 04:43:01 I meant moin 04:54:00 -!- dpeg has joined ##crawl-dev 04:58:56 !seen galehar 04:58:56 I last saw galehar at Fri Feb 18 08:44:20 2011 UTC (2h 14m 36s ago) joining the channel. 04:59:08 hey 04:59:53 dpeg: if you want to tell me something, be quick, because I'm about to leave (lunch break) 05:02:06 galehar: not urgent 05:02:19 Yesterday my Go teacher approached me that he wants to play Crawl. 05:02:32 So we did that, and I played/saw tiles for the first time :) 05:02:38 And now I have a billion ideas! 05:02:51 [end of transmission] 05:02:55 ok 05:03:27 regarding mouse interface, but as I said, nothing urgent 05:03:32 there are already a lot of them on the wiki (and in my head). Much more than I have the time to code. 05:03:50 yes, probably... I always ignored this, hiding in my comfy console shell 05:03:52 hi 05:03:54 Hi 05:04:13 dpeg: you can pull ok? :) 05:04:20 my priority with the tiles interface is to make the mouse control smooth. Because it is a prerequisite for porting crawl to a touch interface device. 05:04:40 due: yes! Even pushed by now :) Many thankse! 05:04:58 galehar: I will read up on what the wiki says and then approach you again, okay? 05:05:06 sure 05:05:08 lunch break now. See you later. 05:05:09 -!- Mu_ has joined ##crawl-dev 05:05:13 Malte was very happy with the interface, but there's clearly things that can be done... 05:05:20 we need to prioritise alright 05:09:49 !seen doy 05:09:50 I last saw doy at Sun Dec 12 17:54:14 2010 UTC (9w 4d 17h 15m 36s ago) parting ##crawl with message chanpart. 05:10:17 One missing piece of information hit me right away: we should get those piety *'s on the main screen asap. 05:16:48 kilobyte: the real confusing thing is, that nat didn't tell me that he enabled the address to post :-O Still don't know whether it's temporary permission or if the address it on the white list now 05:17:25 Napkin: so he replied to you... good 05:17:29 but I'll let it run like that 05:17:40 no, he didn't, dpeg ;) 05:17:53 ah, I begin to understand 05:19:36 I have no idea how Nat and Peter feel... they may hate us (or me) because we booted them out, I wouldn't know. 05:19:49 CK will be removed too? 05:19:56 Napkin: just CK^Makhleb 05:20:13 Xom and Lugonu are okay 05:20:29 Napkin: I guess you love CK^M? 05:23:30 well, i like it, yeah.. I liked Paladin too 05:23:43 We don't do this to hurt you, trust me :O 05:24:03 lol 05:24:45 you boot devs out? sounds a bit harsh, or are you exaggerating 05:25:01 RjY: it is more complicated 05:25:13 Nat and Peter have never been developers in the sense of design/code. 05:25:14 just saying.. pity to see variety of choice go 05:25:24 Napkin: I can explain, if you want me to. 05:26:15 RjY: However, they did set up the infrastructure (subversion on SF; mailing list) at a time when there was virtually no Crawl development. I believe this made it easier for Erik and Darshan to get DCSS started. 05:26:16 Nah, I trust you guys to do the right thing 05:26:42 Napkin: if you wonder about certain discussions, drop me a line. I'll explain patiently, and auf deutsch. 05:27:08 dpeg: ah right, so they're more like system administrators than developers :) 05:27:19 crawl-ref used to be "crawl-reference", meaning a repository of the 4.0.0b26 code at the time that Brent Ross was keeping the Crawl development under the radar. 05:27:38 RjY: For the longest time, they were very hesitant to assign SF administrator rights to anyone, not even to Darshan (who is Crawl more than anyone, on par with Linley and Brent, if you ask me). 05:27:42 RjY: yes 05:28:02 So at some point I got those rights... and then I used them. 05:28:08 DCSS was a branch in the repository for a while, then it became the trunk. 05:28:21 Keskitalo: Hallo! 05:28:28 Hallo hallo. :) 05:28:59 * dpeg feels dirty. He has played tiles and needs to undergo an ordeal of purification by killing thousand console characters in one hour. 05:30:24 :-) 05:31:52 bhaak: My Go teacher was the one who gave me a Nethack disk... about three hundred years ago 05:32:06 And it was a relevation. 05:32:43 dpeg: and now you've been so kind and gave him another addictive timewaster? 05:33:13 i wonder, have Go and RL something in common? 05:33:27 bhaak: no no! He approached me by telling me that we're now playing Crawl. (Before/after Go, we used to play computer games, since ever. HoMM, Wizardry, stuff like that.) 05:34:11 dpeg: did he know that you are involved in crawl's development? 05:34:23 yes, and jpeg too (he knows her) 05:34:39 now that you tasted blood, are you going to urge online tiles play? 05:34:52 I always urged online tiles play. 05:35:34 when playing sprint, the "TAB - dungeon_sprint_1" should be parsed and show something like "Red Sonja" or "Sprint I" instead 05:35:34 Just because tiles are evil, that's not a reason to not push it. Zucker für den Affen... das hab ich jetzt nicht gesagt :) 05:36:10 lol. nobody understands that moon language anyway :) 05:38:08 ofc, you welcome a patch for online tiles but I haven't seen any serious development for it in the core dev team. There were always more pressing issues so far 05:38:45 bhaak: no, that's not quite true. 05:38:46 there aren't enough serious tiles players on the dev team, unfortunately 05:39:04 We have discussed it very often, it is just complicated, and what due said. 05:39:06 I am not a serious tiles player, though I am a serious tiles hacker 05:40:14 i'm too much a programmer to consider "talking" as "serious development" :) 05:40:27 which reminds me that I need to fix up the submodules 05:40:30 so much to do tomorrow 05:40:31 however, I am sure I can come up with interface ideas for tiles; rather, an idea for how to sort them 05:40:50 bhaak: no time to delve into this, but... 05:40:55 surprise, surprise - died to paralysis again \o/ 05:41:04 /o\ 05:41:08 Napkin: grinder? :D 05:41:18 * due prepares self for crucifixion 05:41:36 Napkin: no chance - instadeath? 05:43:09 ofc you need a certain amount of discussion and talk. I just felt that it was rather an "would be really nice to have but this and this makes it hard" than a "yes, we want it and this is how we need to do it" 05:45:04 I really need a new game.. crawl is just driving me crazy 05:45:53 Napkin: Tome? 05:46:29 Napkin: don't play trunk :) 05:47:53 patch it to make it easier 05:48:36 https://crawl.develz.org/tavern/viewtopic.php?p=5979#p5979 05:48:42 use wizard mode on CDO? 05:48:51 not that this was a high-level or anything.. but.. 05:49:25 einfach nicht mehr lustig 05:49:47 Napkin: we need numbers... what are the sources of your paralysis? 05:49:53 How much time did you have to react? 05:50:04 This is why galehar's paralysis nerf? 05:51:11 why -> with 05:51:13 first two were 0.7, hence the nerf doesn't count. 05:51:31 but counts towards frustration 05:52:28 third one i was telling about here.. double paralysis from ogre mage, teleport to paralysis from sphinx to be electrocuted by storm dragon 05:52:55 anyways, never mind 05:53:53 and tome seems to be tiles only nowadays? not an option during work time 05:56:17 -!- monqy has quit [Quit: hello] 05:56:27 nlarn? 05:57:02 Napkin: play some Sprint :) 05:57:09 Napkin: do you think it would be less frustrating if you didn't have to repeat the early game (and the item ID dance) again? 05:57:39 let's add save points! 05:57:53 let's make the early game less unfun 05:58:14 let him play ADOM! 05:58:48 Noob Mode: start in the temple at xl7 with scrolls and potions already id'ed 05:59:15 in before "Power Gamer" 06:01:20 that last paralysis was in sprint, dpeg ;) 06:01:36 Napkin: Sprint deaths don't counter, that's the good thing :) 06:01:54 and no, i like early game much better than late game - and i had my share of adom in the past 06:02:10 TGWi: fun = subjective 06:03:06 yeah that's the great thing about open source games, if they're not fun you can patch them until they are 06:04:09 there's a balance, too hard is frustrating, but too easy is boring; fun is somewhere in between 06:04:33 RjY: fun is not the same for everyone 06:04:36 I want hard. 06:04:40 exactly 06:05:16 I believe that the poll supports that hard + ironman is better for longterm appeal. Your conclusions may differ. 06:06:20 the question is whether it's tricky or impossible and how often each 06:06:41 but there's a group of people that really likes that 06:07:13 nethack is often remembered by "normal" people not how good it was, but how hard it fucked them over. and they like that memory! 06:09:07 It seems (although I have only vey limited experience) that modern games are designed to be played through by sufficiently dedicated players. Roguelikes are different, which opens a niche right there. 06:10:01 I thought modern games are designed to play themselves through by themselves.. ;) 06:10:41 Keskitalo: the cynic speaking... but they definitely have different goals than we do, or commercial games had 15 years ago. 06:10:56 dpeg: not "through" but as long as possible, with downloadable content if possible. there are a lot of people that don't complete their games (if it has an ending at all) 06:12:06 bhaak: nethack being ridiculously hard and killing you in 600 different ways is a persistent meme that goes beyond roguelikes and even gaming in general 06:12:13 bhaak: Malte also told me that those games often deliberately include grinding, because so many players like the feeling of doign something simple they understand and which gives definite (even if slow) progress. Bonding, I guess. But we're free to do it different! 06:12:25 RjY: good meme, wrong example. 06:12:27 it's perpetuated among popular internet culture 06:12:54 They should've used Rogue rather than Nethack for it. 06:13:56 rogue may be ridiculously hard but nh has more ways of killing you 06:14:19 grinding that doesn't obviously look like grinding is a large part of commercial games 06:14:34 bhaak: the problem is that Nethack is not only not hard, it can be 100% won. So the meme has it completely backwards, unfortunately. 06:15:08 as long as it isn't something that needs to be done, I don't mind that grinding (e.g. picking up all the feathers across all cities in assassin's creed ii) 06:15:44 bhaak: I am talking about stuff like mining (or whatever activities they have) in WoW etc. 06:16:04 dpeg: yes, but how many people get that far? also, that meme originated partly before many people had the internet. and without spoilers, getting to the point of winning nethack 100% is hard work 06:16:58 dpeg: me too. but as I said, I don't mind that it is part of a game, if I don't have to do it. in many games you just get silly achievements or additional items if you did it 06:17:01 bhaak: I really like that cliche, it was part of why I loved Nethack when I got it back then. It is just an ironic and sad coincidence that for those in the know, it is completely wrong. 06:17:37 dpeg: but for those in the know, common myths are often completely wrong :) 06:17:55 if you download a random linux live cd there's a good chance nethack will be on it even if the cd's purpose isn't really about games or whatever. everyone, even non-gamers, has heard of nethack and its reputation 06:18:18 MY wife has never heard of Nethack :) 06:18:28 before she met you :) 06:18:44 you mean your wife is sick of hearing about nethack? :P 06:19:00 heh, no i'm sorry 06:19:18 We don't have time to talk about obsolete games. 06:22:11 that doesn't mean you don't :) 06:22:41 sure, I am aware of the genre's history 06:23:20 And there are some people who fight Nethack's obsoletelity... I wish them power and luck. 06:23:44 heh i think you've just invented a new word there 06:25:04 haha there's even a nethack-spoilers package in debian 06:25:33 http://packages.debian.org/sid/nethack-spoilers 06:31:37 The hobgoblin drinks a potion. The hobgoblin is healed! while he's running towards me.. nothing had hurt him yet 06:34:17 Napkin: Free id! 06:34:31 seriously? 06:34:32 perhaps he stepped on a trap 06:34:48 at least his color was fully green 06:35:20 ah 06:39:04 -!- ortoslon has quit [Quit: bye] 07:01:49 dazzle (L1 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:1) 07:01:56 dazzle (L1 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:1) 07:02:06 -!- dazzle has joined ##crawl-dev 07:02:12 dazzle (L1 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:1) 07:02:20 noooo 07:02:22 not me again 07:02:26 I BREAK EVERYTHING 07:04:48 dazzle: You have to stay vertically in range :) 07:05:07 * dazzle does not understand that at all! 07:21:08 !tell kilobyte Please get in touch with me regarding Ash monster detection tiers. I play Ash all the time, and they seem decent to me. 07:21:09 dpeg: OK, I'll let kilobyte know. 07:26:15 -!- frogfrog has joined ##crawl-dev 07:33:06 -!- frogfrog has quit [Quit: Page closed] 07:42:05 dpeg: back 07:42:07 dpeg: could you run the tool I left on the branch "ashtier" (on dis, just run /tmp/ashtier) 07:42:43 some values are pretty off 07:43:13 (the tiers = colours, the numbers merely are used to determine which tier to put the monster in) 07:44:03 like, you're unlikely to see a vanilla orc before you're XL3, and according to the formula, they are counted as "totally harmless popcorn" 07:45:43 !lg * xl=3 s=killer ktyp!=quitting|leaving|escaping 07:46:14 100330 games for * (xl=3 ktyp!=quitting|leaving|escaping): 10687x a gnoll, 10317x Sigmund, 9246x , 9226x a snake, 5424x an orc, 5002x an orc wizard, 3980x an orc priest, 3972x a worm, 3522x Jessica, 3498x a kobold, 3356x Terence, 3340x a hobgoblin, 3160x Ijyb, 2488x an ogre, 1984x a giant ant, 1835x a goblin, 1666x a centaur, 1370x Crazy Yiuf, 1288x a jackal, 1232x a giant gecko, 1113x a hound, 64... 07:46:55 4th place killer, quite not that harmless 07:52:16 kilobyte: looking at it now 07:54:24 kilobyte: okay... the formula clearly isn'T perfect, but the matrix looks reasonable to me 07:54:38 Any improvements should go into the tension formula directly 07:55:31 galehar: sorry, I am now busy fighting with xfig... I will get back to you. 08:17:01 is darkred more dangerous than lightred in the dangerousness tiers? 08:18:01 when i did crypt on my last ash character i noticed that skeletal warriors and liches had the same colour, generally it was pretty useful though and could definitely distinguish popcorn from 1s in pan and such 08:20:31 -!- edlothiol has joined ##crawl-dev 08:24:01 -!- ais523 has joined ##crawl-dev 08:33:28 -!- Zaba has quit [Ping timeout: 240 seconds] 08:39:43 -!- Zaba has joined ##crawl-dev 09:00:53 Another usability testing mail sent, with some deadlines! 09:06:00 dpeg: re: your email, i'm working on implementing the rest of the religious background tweaks bit-by-bit, including removing makhleb :) 09:08:23 MarvinPA: deep dwarf players will hate you for that, although I understand that it might make more sense to pick him up at Temple instead 09:08:39 deep dwarf players already start with a wand of healing :P 09:08:52 definitely a nerf to them but i think they can handle it 09:09:41 part of the issue is the length of time it takes to bring piety up on wimpy earlygame monsters if you can't join before temple 09:09:48 but I agree that they can probably handle it 09:14:59 -!- coolio_mc has joined ##crawl-dev 09:46:49 -!- upsy has joined ##crawl-dev 09:52:20 -!- Textmode has joined ##crawl-dev 10:13:47 Small Map missing items existing on actual map (https://crawl.develz.org/mantis/view.php?id=3461) by XuaXua 10:27:17 -!- edlothiol has quit [Ping timeout: 240 seconds] 10:34:25 -!- edlothiol has joined ##crawl-dev 11:01:30 -!- Zaba has quit [Ping timeout: 240 seconds] 11:02:14 -!- galehar has quit [Quit: Page closed] 11:05:18 -!- Zaba has joined ##crawl-dev 11:08:33 -!- Kurper has joined ##crawl-dev 11:09:00 -!- MarvinPA|2 has joined ##crawl-dev 11:12:11 -!- MarvinPA has quit [Ping timeout: 240 seconds] 11:48:35 03j-p-e-g * rc6a0f68d7a5a 10/crawl-ref/source/rltiles/ (102 files in 9 dirs): Rename kraken tentacle tile directories. 11:48:40 03j-p-e-g * r07ae99441877 10/crawl-ref/source/tilepick.cc: As an intermediary step, make eldritch tentacles use kraken tiles. 12:15:50 lkid (L27 DSNe) ASSERT(you.can_pass_through_feat(grd(p))) in 'player.cc' at line 373 failed. (Pan) 12:15:52 -!- shockwave has joined ##crawl-dev 12:34:29 !lg lkid crash -log 12:34:30 Unknown selector: verb 12:34:42 !lg lkid type=crash -log 12:34:42 Unknown selector: verb 12:34:49 !lm lkid type=crash -log 12:34:50 31. lkid, XL27 DSNe, T:247382 (milestone): http://crawl.develz.org/morgues/trunk/lkid/crash-lkid-20110218-181550.txt 12:34:55 why do I always forget how to do that... 12:47:24 -!- paxed has quit [Read error: Operation timed out] 12:51:23 -!- paxed has joined ##crawl-dev 12:51:24 -!- paxed has quit [Changing host] 12:51:24 -!- paxed has joined ##crawl-dev 12:55:32 -!- edlothiol has quit [Ping timeout: 240 seconds] 13:01:21 same here, Zaba 13:02:04 -!- MarvinPA|2 is now known as MarvinPA 13:11:51 -!- Mu_ has quit [Read error: Connection reset by peer] 13:12:02 -!- Mu_ has joined ##crawl-dev 13:13:14 -!- paxed has quit [Ping timeout: 246 seconds] 13:15:04 -!- paxed has joined ##crawl-dev 13:15:05 -!- paxed has quit [Changing host] 13:15:05 -!- paxed has joined ##crawl-dev 13:26:16 03MarvinPA * raa6f38781188 10/crawl-ref/source/tilepick-p.cc: Give DK and AK tiles (just a copy of CK for now) 13:26:25 03MarvinPA * r272776b8f10a 10/crawl-ref/source/ (newgame.cc ng-restr.cc): Allow starting with a Falchion or Trident for Fi and Gl only 13:26:25 03MarvinPA * r91a64d3ec873 10/crawl-ref/source/ng-setup.cc: Give DD a couple more charges in their starting wand but no potions 13:26:26 03MarvinPA * rb82cb9f25067 10/crawl-ref/docs/crawl_manual.txt: Manual fix for Gladiators 13:26:28 03MarvinPA * r1d83d27b2f20 10/crawl-ref/ (7 files in 3 dirs): Remove CK[Makh], Pr[Yred]->Death Knight, CK[Lugonu]->Abyssal Knight 13:28:48 -!- edlothiol has joined ##crawl-dev 13:29:54 Monster groups are spawning bisected by walls (https://crawl.develz.org/mantis/view.php?id=3462) by XuaXua 13:31:50 -!- monqy has joined ##crawl-dev 13:33:13 -!- edlothiol has quit [Ping timeout: 250 seconds] 13:42:18 03MarvinPA * r6c21aff1e0ff 10/crawl-ref/docs/crawl_manual.txt: Fix manual entries for AK, DK for consistency 13:52:12 I can never remember, which days do CDO auto update again? 13:52:58 saturday and sunday i think? or maybe friday and sunday 13:53:08 or maybe i'm completely wrong, some time around the weekend though 13:55:44 MarvinPA: awesome commit! 13:56:05 :) 13:59:11 -!- shockwave has quit [] 13:59:36 MarvinPA: If you're interested, I'd like your opinion on https://crawl.develz.org/mantis/view.php?id=1139 14:00:14 oh yeah, i remember taking a look at that a while ago 14:00:21 didn't someone actually make a patch for it somewhere? 14:00:26 i'll see if i can find it 14:02:20 aha: https://crawl.develz.org/mantis/view.php?id=2803 14:03:01 MarvinPA: oh 14:03:03 oh that's not quite exactly the same thing 14:03:48 st's og17's variation on kilobyte's is best imo 14:04:23 which is that? :P 14:04:32 the good one :| 14:04:39 in st's reply 14:04:58 ah yeah 14:05:06 though I think it can be improved, went on to say how 14:09:41 MarvinPA: not updating in case this FePa of mine dies :p 14:09:50 !lg * won char=FePa 14:09:50 heh :D 14:09:51 No games for * (won char=FePa). 14:10:15 heh nice, get the highscore before it's gone for good :P 14:10:28 jk, not doing that _fully_ on purpose. Say a good reason and I press the button. 14:11:11 nah of course not, i doubt it bothers anyone :) 14:14:27 hmm... while fixing a bug with "acquire any", I noticed it has 0 chances for wands and double the chance for weapons. Not sure if that's intentional. 14:14:54 however, '|' uses the very same list, and is used in hundreds of vaults 14:14:57 the as proposed on that mantis report and in the patch has issues with some titles 14:15:09 like "MarvinPA the Level 1 Deadly Accurate" 14:15:25 kilobyte: speaking of acquirement, is weapon/armour acquirement affected by skill boosts from heroism? 14:15:31 Linley Henzell the L27 Merfolkian Porcupi fits I think 14:15:37 maybe even porcupin 14:15:47 not that it's too long, just that it doesn't make sense 14:15:48 -!- coolio_mc has quit [Ping timeout: 276 seconds] 14:16:01 oh 14:16:06 elliptic: i asked that too and he said no 14:16:24 what title is that? it sounds like it would already not make any sense 14:16:32 throwing 15-20 14:16:38 but there's a bunch that wouldn't work 14:16:39 elliptic: naturally, not affected 14:16:50 deadlily accurate 14:16:51 okay, I was just wondering because my kenku has been receiving far more plate mail gifts than I would expect with armour skill 2 (and dodging 14) 14:17:17 being affected by skill boosts is opt-in rather than opt-out, so likely errors are the other way 14:17:43 this isn't a problem unique to implementing this though 14:17:52 Linley Henzell the Deadly Accurate doesn't make sense 14:18:01 why? MarvinPA the Malleable makes sense 14:18:06 tgwi: why not? 14:18:21 but MarvinPA the Level 10 Malleable doesn't 14:18:28 Okawaru armour acquirement is purely random 14:18:45 kilobyte: oh, it doesn't care about skills? didn't realize that 14:18:47 the deadly accurate linley henzell 14:18:58 the only reference to skills is no CPM with <10 Armour 14:18:59 linley henzell the malleable l10 14:19:39 this patch is cool though, it shows up next to your name if xom is getting bored 14:19:47 Test the Level 1 Intangible *WIZARD* 14:19:47 Mottled Draconian of Xom - getting BORED 14:19:51 despite what my dictionary says, "deadly" as an adverb is not a thing that people say 14:20:30 doesn't that imply the character, rather than Xom, is getting bored 14:20:33 well, worry about malleable if you don't like deadly accurate for whatever reason 14:20:43 TGWi: it's an adjective, not an adverb 14:20:46 in common usage, at least 14:20:55 ais523: yeah 14:21:16 switch the level and title if it's an adjective and it makes sense imo 14:21:23 -!- coolio_mc has joined ##crawl-dev 14:21:58 I think my suggestion at the time was to make it parenthetical so you don't have to worry about grammar 14:22:05 linley henzell the sneak (l10) 14:22:23 why is it so important to put XL on that line? 14:22:29 XL isn't very important in crawl 14:22:37 why can't deadly be an adverb 14:22:47 (it can) 14:22:48 Mu_: TGWi doesn't like it 14:23:01 more important than, say, stats 14:23:22 if there is one variable that describes your character it's xl 14:23:36 if you are going to put any numbers on that line then sure, XL 14:23:44 but why does that line need numbers? 14:24:22 elliptic: hey, ais523 doesn't like it either 14:24:23 is the issue just that we don't know where else to put XL? 14:25:27 it was moved because someone wanted the piety stars on the main screen 14:25:29 elliptic: yes! 14:25:32 next to god name 14:25:41 which is on the second line 14:28:03 in any case, getting those **** on to the main screen would be a huge help 14:29:53 I think I like something like st_'s final suggestion, with just text on the first two lines and the numbers and piety etc further down 14:31:18 I think it'll work better if it's [god] [piety] in one go 14:32:49 well, that's okay too if it fits there... mainly I just think that the solution to the issues with figuring out how to insert XL into "Name the Title" is to avoid that :) 14:33:58 What slots do we have? NAME, TITLE, SPECIES, XL, GOD, PIETY, right? 14:34:00 -!- coolio_mc has quit [Ping timeout: 276 seconds] 14:34:52 I think those are the main things being considered for the first two lines, yeah 14:35:12 We could also do "NAME the TITLE --> XL" where XL is pushed to the far right. 14:35:13 also class would be sort of nice but probably not worth the space 14:35:24 no, class is not relevant 14:35:40 My POV is: when you're watching someone on CDO, what do you want to know? 14:35:50 It'll be species, god, title 14:35:53 I often want to know their class and find myself using @whereis to find out 14:36:05 The player himself is interested in piety, of course. 14:36:15 elliptic: well, background is interesting, but less so than the others, imo. 14:37:04 you have this in ?: 14:37:05 yeah, I agree with that... as I said, probably not worth the space 14:37:25 didn't it use to be "NAME the TITLE / Level XL SPECIES BACKGROUND (of GOD)"? 14:38:19 sans background I think 14:38:22 that wouldn't fit, would it? 14:38:25 ah 14:38:30 sans background is what it currently is, no? 14:38:33 yeah 14:38:34 well, you could use the abbreviation 14:39:17 You could do species/background with the abbreviation, but I am not so fond of that. 14:39:28 wasn't this all discussed before? It's not difficult to fit everything on two lines 14:39:28 "Minotaur of Trog ****" reads so much better 14:39:30 though it would be less pretty 14:39:40 examples are on https://crawl.develz.org/mantis/view.php?id=1139 14:41:48 dpeg's second-last reply would be fine, outside of the vertical bars 14:42:33 (putting race in titles as needed) 14:44:37 alternatively xl 17 deadly accurate is okay, or xl could be moved into the exp pool, eg 20000/27 or whatever 14:45:23 or far right, yes 14:45:59 I was thinking about moving XL to be near the pool, yeah 14:46:55 elliptic: I was thinking of a time when there's no Exp Pool, but we can really use that for XL for the time being. 14:47:06 MarvinPA: still with us? :) 14:47:19 could also be nice to have the XP needed for the next level on the main screen 14:47:36 just about keeping track, yeah :P 14:47:54 elliptic: this is better done with percentages, as on the m screen 14:48:09 (I also have this silly habit of checking E every two kills.) 14:48:17 dpeg: that sounds good 14:48:21 okay, proposal: 14:48:24 NAME the TITLE 14:48:32 SPECIES of GOD PIETY 14:48:45 Exp: XL (PERCENTAGE), POOL 14:50:11 done :) 14:50:52 i can't wait for piety stars to be on the main display :P 14:51:09 that's nice if it fits 14:51:14 Mu_: making fun of me or serious? 14:51:19 serious 14:51:21 also it fits 14:51:36 so three lines of text before the hp/mp bars? 14:51:52 percentage to next level? 14:51:56 oh, it'd be better below place etc 14:51:58 MarvinPA: no no 14:52:01 like kilobyte's 14:52:04 the Exp is where Exp now is 14:52:07 ah i see 14:52:12 which I guess was the intention 14:52:13 and Pool: or Exp Pool: before the POOL count 14:52:32 Zannick: Exp only has one column (not two) 14:52:56 -!- galehar has joined ##crawl-dev 14:53:00 Perhaps we can get: "Exp: 26 (95%) Pool: 12345" into this, don't know 14:53:03 dpeg: i'm confused by what you meant with that line 14:53:04 galehar: bonjour 14:53:15 moin 14:53:22 Zannick: now clearß 14:53:43 but i feel "Exp: 10 (55%) 1234" will be unclear what that last number means 14:54:25 the pool is sort of unclear to begin with 14:55:30 yes, but leaving it unlabeled: is it the total xp? xp to next level? xp total from this level? xp pool? 14:55:36 and there's no free space to add a pool label 14:55:38 especially as it changes 14:55:54 I think the percentage isn't necessary myself 14:56:13 but any player that knows how xp works isn't going to have a problem with the pool like this 14:56:23 i'll stop you right there 14:56:30 "any player that knows how xp works" 14:56:31 It used to be "Xp: 27/124234 (12453)" in the old days :P 14:56:44 what about new players? 14:56:58 new players can look at the instructions 14:57:04 instructions tell you how things work 14:57:12 a lost art 14:57:12 how many characters are available in that line` 14:57:30 Exp: 27 (33%), 20000 AC: 16 Str: 15(16) 14:57:33 whatever that is 14:57:58 xp pool should go near the bottom and left imo, it's dynamic and important 14:57:59 there's two spaces gained if you shift the first stat column to the right 14:58:02 OG17: it requires literate users, a lost part of mankind 14:58:20 I didn't learn about the XP pool until months after starting playing. 14:58:22 and the exp: 10 (15%) 20000 line doesn't make sense to me 14:58:26 Was probably through ??dancing :D 14:59:05 Exp: 27 Pool: 20000 AC: 16 Str: 15(16) 14:59:06 works 14:59:08 does the tutorial explain xp pool? 14:59:11 if you lose the % 14:59:19 OG17: 15/16 14:59:30 i though XP went next to Place 14:59:39 or is that proposed to be changed too 14:59:47 MarvinPA: your choice :) 14:59:55 15/16 is good but it doesn't help I think 14:59:57 heh 14:59:59 xl and pool should seriously not be on the same line 15:00:25 TGWi: shhh, you're out 15:01:31 they're different types of things that are relevant to different people in different situations 15:01:51 if xl pool is really going to be phased out any time in the near future it could just be tacked onto the bottom for now 15:01:55 morgues already show xl with a line like that and it's rather confusing 15:02:01 before the status line 15:02:08 you now that space is scarce? 15:02:45 legibility is a more important concern 15:04:00 extra space used comes out of the monster list, and one more line there is somewhat relevant sometimes 15:04:07 Hey, I have invented the % and Ctrl-O screens, I know what I am doing. 15:04:22 Will not sacrifice one line for XL. 15:04:57 I invented the character selection screen :P 15:05:45 where should I pull from nowadays to get the latest Crawl repo? 15:05:51 (I assume it's no longer Sourceforge?) 15:06:21 you shouldn't be afraid of adding space for stats. If players want more space for the monster list, they can use a bigger terminal. 15:06:30 ais523: git://gitorious.org/crawl/crawl.git 15:06:42 thanks 15:07:11 using a bigger terminal is a capital offense on ##crawl :P 15:07:24 branch master, I take it? 15:07:35 branch squarelos amirite 15:07:52 branch octopus, branch nomes 15:07:53 using a bigger terminal creates severe problems if you want people to be able to watch your games, yeah 15:08:12 squarenomes 15:08:14 FR: square octonome 15:08:14 that suck :( 15:08:30 I find that increasing the font size helps more than increasing the terminal size, often 15:08:43 nomes sort of seemed like a cool idea actually 15:08:47 the way LOS works means that you don't get that much benefit out of a larger terminal, than a longer monster list 15:08:48 as long as their termsize isn't bigger than mine i don't care ;-) 15:08:50 I miss nomes 15:09:02 at least i'm not totally opposed to them in principle like i am octopodes :P 15:09:27 ais523: adding two lines is nice because you can see beyond your vertical los 15:09:34 galehar: I cannot use a bigger terminal :) 15:09:43 horizontal space isn't worth much though 15:09:48 TGWi: and it's symmetrical, so you want to know the terrain there 15:09:49 makes sense 15:10:13 imo x should be able to scroll like that one option 15:10:16 dpeg: why? 15:10:33 galehar: I am adamant about playing the game in the standard resolution. 15:10:52 I care about how menus etc look with 24 lines. 15:11:07 masochist! 15:11:15 * dpeg is free! 15:12:16 MarvinPA: I don't want to force stuff down your throat you don't like, but if by any chance you feel like doing the NAME/etc change, we would all love you. At least Mu and I =) 15:12:19 on another note that will make dpeg angry at me, if there's reserve space in the character selection screen then 'space' could be split off onto its own line to fix the alignment issues 15:12:36 !learn edit source[1] s,http://crawl-ref.git.sourceforge.net/,http://gitorious.org/crawl/crawl, 15:12:36 source[1/5]: Browse the Git repository at http://gitorious.org/crawl/crawl 15:12:43 Why should I be angry about that? 15:13:02 dpeg: yeah, i'm not sure of exactly the best way to do it still but i'm looking at that patch which adds piety to the main screen 15:13:03 I don't demand that everyone has to enjoy the sex appeal of tight spaces. 15:13:13 and i'll see about tweaking XL too 15:13:20 :D 15:14:04 TGWi: but gameplay wise, I am pretty sure that one more line in the monster list means a lot. Of course, that's something our tilists cannot even begin to appreciate :) 15:14:21 With HUD somehow settled... 15:14:29 generally if my monster list is flooded that's when I read teleport :P 15:14:55 galehar: the one thing that struck me as most urgent when playing tiles yesterday for the first time was how clumsy casting/firing is when using the mouse. 15:15:06 character select would look better if Space was below Tab, at least 15:15:07 I have several ideas for this... but I should first ask if there are plans. 15:15:09 instead of jutting out 15:15:19 OG17: yeah 15:15:43 do elemental colors still confuse the monster list? 15:15:44 it used to be different but "pick background first" ran into "space - " 15:16:11 erm 15:16:15 tab rather 15:16:27 dpeg: Problems I'm aware of regarding targetting: If you ctr+click to cast or shift+click to fire, you have to click a second time to actually do it 15:16:51 dpeg: can't use the monster panel for targetting 15:16:53 galehar: maybe we did it wrong: is there a way to cast a spell without having to select it from the list? 15:17:17 OG17: also, having % and ? on the same line is nice 15:17:17 dpeg: use the spell panel 15:17:35 galehar: but still... you have to click on the panel, then on the monster 15:17:52 dpeg: yes, exactly 15:18:13 dpeg: would be easier to click on the monster in the monster panel, since it's just above 15:19:02 better to just switch the Space and Tab parts, the rest is okay 15:20:26 galehar: I think it is very common to repeat an action (throw the same projectile, cast the same spell) 15:20:55 -!- Cryp71c has joined ##crawl-dev 15:20:59 dpeg: yes, but repeat command is broken :( 15:21:01 hi Cryp71c 15:21:07 no no 15:21:17 There should be an action for that... which is given by clicking the monster 15:21:17 TGWi, yo 15:21:27 Cryp71c: hi, you're active! 15:21:55 dpeg: you mean ctrl+click should cast the default spell? We can do that with jpeg's new spell quiver. 15:22:28 something like that, yes 15:22:43 throwing seems to be more cumbersome with the mouse too 15:23:41 I suspect this interface issue is why Pokémon Mystery Dungeon only allows most spell-equivalents to be sent in compass directions (it has different motivations for that than NetHack, which just doesn't care) 15:23:54 but for the smite-targeting, it has an interesting lock-on style targeting 15:23:58 dpeg: that's easier to fix. It should be just a single click. 15:24:00 basically, you just press the compass direction nearest to the enemy 15:24:08 and it figures out what you're targeting from that 15:24:15 03j-p-e-g * re928bc5f2e50 10/crawl-ref/source/ (5 files in 2 dirs): Greatly improve the spellcasting tutorial. 15:24:20 strangely, it's done that way even when using the stylus 15:24:22 dpeg, haha, I'm active? I don't feel like I am :( 15:24:56 you drag your own character to face towards the enemy, and then tap them, to do an ordinary attack 15:25:20 and tap the enemy to throw an item 15:26:56 well, smite-targeting should work well with a mouse (or touchpad), won't you think? 15:27:05 Cryp71c: I mean in the channel :) 15:40:45 dpeg: you're right. I've just tested casting with ctrl+click it's awful. You have to select the spell and then click again on the monster. 15:41:22 yes 15:42:34 Ideally (let me dream) you'd right-click on a monster and get a list of options... the top-most being the one you did last (so that right-right would repeat that action). In particular, it would list the attack spells with appropriate range! 15:46:14 03kilobyte * rab95a7a8ed73 10/crawl-ref/source/food.cc: Fix a warning. 15:46:24 03kilobyte * rb48f8ba71853 10/crawl-ref/source/dungeon.cc: Explicitely declare the weights for '|'. They are likely not intentional! 15:46:25 03kilobyte * r72ad04a34201 10/crawl-ref/source/dungeon.cc: Fix doubled OBJ_WEAPONS, enable OBJ_WANDS for "acquire any". Handle kitties. 15:47:18 about '|': the current weights are 2:weapons 1:armour 1:jewels 1:books 1:staves 1:misc, the 2 for weapons is probably accidental 15:47:39 kilobyte: can you estimate how old this strange behaviour for | weights is? 15:48:37 digging for it as we speak 15:48:52 I don't think there's a good reason to use this for "reduce loot" -- we could just reduce the number of | glyphs across all vaults. 15:49:40 Of course, rectifying this bug is an undeserved boost to all players, so can only be done with some purging nerf right away :) 15:52:22 both greensnark and haranp moved and refactored the code several times, always preserving this list 15:52:31 it predates DCSS 15:53:09 dpeg: it's not about the amount of loot, merely the portion of '|' loot being weapons 15:56:44 yes, I understand 15:56:53 I would interpret it as a nerf to loot. 15:59:14 NC_KITTEHS / NC_LESSER_LIFE_FORMS ?! 16:00:18 -!- Cryp71c has quit [Quit: Leaving] 16:00:23 had to name it somehow :p 16:10:09 how long can jiyva's names be? 16:10:18 not longer than "The Shining One" hopefully? 16:11:25 Th' Shiny One 16:11:35 MarvinPA: no, don't think so 16:11:43 the appendix is at most seven letters 16:13:39 looks like it's 8 at most but that still fits even with mottled drac, cool 16:24:34 I am missing an e! 16:24:42 "Level 13 Mountain Dwarf of The Shining On" 16:25:02 Napkin: yes, but the Level will go 16:25:18 there is still room for the e 16:25:27 interesting :) 16:25:32 like: 16:25:33 Shining On 16:25:33 ======----- 16:25:44 that's the health bar below 16:25:51 but ok, if it gets removed anyways :) 16:25:53 Using step from time in Wucad Mu's Monastery creates tons of sleeping monks (https://crawl.develz.org/mantis/view.php?id=3463) by galehar 16:26:19 03gafrie * r530e47ba2b72 10/crawl-ref/source/ (output.cc xom.cc): Display piety in main screen 16:26:27 03MarvinPA * r89237cb59da6 10/crawl-ref/source/output.cc: Display XL near the pool instead of at the top of the main screen 16:26:50 dpeg: not quite everything you asked for but i think it's a good start :) 16:27:31 XL: 27 Exp: 20000 conveniently just fits 16:28:08 -!- Kurper has quit [Remote host closed the connection] 16:28:13 03galehar * rdcb51341194d 10/crawl-ref/source/skills2.cc: Skill menu: fix help overlapping skills in debug tutorial/hints. 16:28:29 MarvinPA: not in debug mode, but that's minor 16:28:37 MarvinPA: so the % for XL is missing? 16:28:40 yeah, i wasn't sure how on earth to fit it all in for debug 16:28:49 -!- Kurper has joined ##crawl-dev 16:28:51 dpeg: yeah 16:29:06 MarvinPA: don't worry, we'll do that once the Exp Pool can peacefully retire 16:29:16 good idea :) 16:30:32 morning 16:30:39 moin due! 16:30:50 hii napkin 16:31:51 MarvinPA: many thanks for this! 16:36:34 Napkin: uuuuuupdate!!!!1!!! :) 16:36:51 hehe, i was about so say... 6 more hours before update! :D 16:37:24 or now? :) 16:38:02 maybe I'll be able to survive six hours without piety on the main screen :) 16:38:48 oh well, if any more fixes come it - it'll get installed at 6 anyways ;) 16:39:15 btw, quite impressive to see so many players on CDO 16:39:31 always a sign that a new stable release is required soon ;D 16:39:55 I need to get some crawl stuff done today 16:40:00 what should I do? I think the rest of the holies. 16:40:03 due: what will it be? 16:40:06 ah, holies <3 16:40:08 btw, i started one of the last paladins 16:40:17 Napkin: win them while they last! 16:40:21 will it survive the update? 16:40:29 LordSloth is playing... 16:40:34 Napkin: I think so. 16:40:34 -!- Hehfiel has quit [Read error: Operation timed out] 16:40:47 yeah, they just can't be selected on a new character anymore once it's updated 16:40:56 -!- jooosa has joined ##crawl-dev 16:41:00 dpeg: i am going to make the change to holy wrath too, as we discussed earlier :0 16:41:06 btw, we really need a status website 16:41:09 due: wot? 16:41:47 TGWi: I was talking to you? 16:41:47 making it damage things consistently? or did you discuss something else 16:41:56 due: I was curious? 16:41:58 calm down? 16:41:58 damage things consistently. 16:42:06 oh, i am calm 16:42:09 however i just woke up 16:42:16 so i may seem a bit confused 16:42:29 * Napkin awaits the first "very" * 16:42:42 !coffee in disguise as tea 16:42:42 * Henzell hands in a cup of soy latte, brewed by Mnoleg. 16:42:49 erm.. for due! 16:43:24 -!- joosa has quit [Ping timeout: 260 seconds] 16:43:25 -!- jooosa is now known as joosa 16:43:36 Unstable branch on CDO updated to: 0.8.0-a0-5306-gdcb5134 (32) 16:43:56 speaking of holy stuff. when you kill Mennas (angel of Zin) you get blasted by TSO 16:44:17 due: if you actually need something more to do (sounds like you don't though ;)) you could look at the patch I uploaded here to address my least-favorite bug: https://crawl.develz.org/mantis/view.php?id=3240 16:44:20 zin and tso are tight 16:44:41 nice, MarvinPA :) 16:44:48 elliptic: what is it? 16:45:00 dpeg: instant wakeup from EH 16:45:03 0003240: Monsters often wake up from EH instantly. 16:45:04 ah 16:45:13 EH got messed up a little when greensnark redid noise, yeah 16:45:50 elliptic: are you aware of any reason to not use your patch? 16:47:47 seriously, trampling is awesome <3 16:48:46 not really, unless someone has a more elegant fix 16:49:18 elliptic: since it your least favourite bug, you'll remind us in kind the patch is forgotten? 16:49:48 the whole bit of code for giving the guaranteed turn of sleep was already a hack, really 16:49:59 that reminds me, dpeg: did you look at the trample patch i posted a while back? 16:50:17 my patch to make that bit of code work again doesn't really make things less hacky but it also doesn't make things any better 16:50:29 er, s/less/more/ 16:50:29 Eronarn: I never really look at patches :| 16:50:47 Eronarn: it was the one which included the renaming? 16:51:01 dpeg: yeah, if the bug is still around closer to release I'll remind people about it :) 16:51:05 cool 16:51:08 a bit of feedback on the piety stars thing: is there any reason they aren't encased in []? maybe I have a peculiar sense of aesthetics but they look kind of really weird 16:51:11 dpeg: it wasn't a rename; it added a new kind of trampling effect (overrun) but also keeps trample as a base attack 16:51:27 yes, I recall 16:51:32 would "mottled draconian of the shining one [******]" not fit or something 16:51:43 does it display **** or ****..? 16:51:48 ****.. 16:51:50 mottled draconian of the shining one ****** already doesn't fit 16:51:52 cool 16:51:58 mainly it makes it so that you trample even if your target dies (and it also tramples on kill regardless of whether you normally could - the rationale here is that you cannot bowl over a statue, until you smash right through it on the last blow) 16:52:02 it's shortened to mottled draconian of the shining one****** 16:52:12 this is clearly 0.8 stuff, with trampling being new 16:52:31 well could you make it mottled draconian of the shining o[******] please thanks :( 16:52:38 IMO "mottled draconian of the shining 1 ******" :P 16:52:40 the shining o <3 16:52:59 monqy: this is minor... a few days from now, it will look completely normal to everyone 16:53:07 square brackets would be nice but i just don't think it's very easy to squeeze them in 16:53:08 mottled draconian of el shining 1 [******] 16:53:28 "TSO"? 16:54:33 yeah.. isn't it always only TSO that has trouble with space there? 16:54:37 back to TSO! 16:54:43 jiyva would do as well, with a long surname 16:54:58 dpeg: I'm not so sure; it really sticks out but it's not given any special way to set itself off, not even being aligned to the right or anything 16:55:03 can't draconians get shortened to drac? 16:55:05 nemelex xobeh is pretty long also, right? 16:55:05 dpeg: speaking of which, aligning to the right would fix it 16:55:10 what other races are that long? 16:55:19 mountain dwarf is kind of long 16:55:35 aligning them right would look off 16:55:38 yes 16:55:42 it looks off atm 16:55:56 i like the way it looks now - makes you look forward to ****** :D 16:56:03 players... instead of being grateful for better gameplay, they complain 16:56:09 I do tend to agree that it would look better with [****..] 16:56:09 Napkin: exactly 16:56:12 I'm grateful but I want to make it better 16:56:26 monqy: sure, but it's not possible, so we don't 16:56:34 what do you mean? 16:56:46 no need to switch of many special cases here 16:57:00 special cases? 16:57:40 elliptic: applied :) 16:57:58 due: cool, thanks :) 16:57:59 I don't recall suggesting special cases 16:58:46 if you're talking about the shining o[......] I assumed that the piety star display would generally overwite the god if it got too long 16:58:52 mottled draconian of the shining o[******] is not acceptable, so it would require a special case 16:58:56 yes 16:59:05 oh that's not acceptable? 16:59:13 i assume 16:59:31 We would get bug reports for every other MD^TSO who makes it beyond midgame 17:00:02 I think it's understandable that it gets cut off...titles already get cut off 17:00:57 j - the cursed +15 Maxwell's patent armour {rCorr, Cons, -CA 8656 gold 17:01:05 so the characters for player name needs to be limited? 17:01:21 *need 17:01:51 rename TSO to The Stiff One 17:02:10 *shiny ;D 17:02:43 The Shining 17:02:52 iirc player names are limited to 30 chars but cdo imposes a 20 char limit and cao 10 17:04:03 30? :-O 17:04:10 sounds like a bug 17:04:18 "Victor of a Thousand Battles" looks like the longest title 17:04:40 ignoring invo titles, I'm guessing "Merfolkian Porcupine" or something like that 17:05:14 monqy: it is, by quite a margin 17:05:37 'nother Okawaru blunder :) 17:06:06 monqy: in some places it was unlimited, in some 31, 30, 29, 14... then either of the servers use their own limits 17:06:12 -!- Hehfiel has joined ##crawl-dev 17:06:24 you know the stat stuff is a line longer as it is, right? 17:06:58 well, i'm all up for limits 17:07:08 also the pool is gone? 17:07:23 oh nevermind on that 17:07:24 XL: 2 Exp: 2 17:07:25 i remember someone told me, that 20 was a reasonable limit when i first setup cdo 17:07:37 but if i should lower it, let me know 17:07:43 "Linley Henzell", 14 letters :p 17:07:50 what would lowering it do to 20-char names 17:08:00 kilobyte: +1 17:08:08 :D 17:08:42 not because of some make up reason :-P 17:08:48 *made 17:12:14 03galehar * rc181563f6b7f 10/crawl-ref/source/tilereg-dgn.cc: Tiles: fix the need to click an enemy twice to fire or cast at it. 17:12:22 03galehar * r14f3e8d17864 10/crawl-ref/source/tilereg-dgn.cc: Tiles: clicking an enemy while wielding a ranged weapon fire at it. 17:12:23 03galehar * rcf63e20e35c7 10/crawl-ref/source/ (spl-util.cc spl-util.h tilereg-dgn.cc): Tiles: casting with ctrl+click defaults to last spell if appropriate. 17:12:38 %#· 17:12:38 @rY 17:12:40 %#· 17:12:57 galehar: awesome 17:12:57 * Napkin giggles at the patiently waiting elephant :D 17:13:13 Napkin: the elephant has more time than you do :) 17:13:20 hehe 17:13:22 But I have to sleep. Tomorrow! 17:13:24 -!- dpeg has quit [Quit: leaving] 17:14:35 ...huh. i got beeclouds to move, but I somehow coded it wrong such that they run away. :D 17:15:09 What on earth is up with XuaXua? 17:16:54 The power of Zot is invoked against you! 17:16:54 You are covered in liquid flames! 17:17:00 fucking shit 17:19:05 7 of 16 scrolls gone.. because a spiny frog hopped into a zot trap? *sigh* 17:19:26 at least better than 15 of 17 like last time 17:19:32 hm 17:19:38 non-intelligents shouldn't be able to do that 17:19:48 onryo (L3 MuSu) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:1) 17:23:24 kilobyte: would it make sense to add mid to monster_info? 17:23:57 the goal is to clear the monsters in LOS from map_knowledge (if they are here, they're not there). 17:25:26 LOS is 8 right 17:25:37 right 17:25:42 there's a constant 17:25:50 some stuff isn't using it 17:25:51 for (radius_iterator ri(you.pos(), 9); ri; ++ri) 17:25:57 jiyva paralyze jellies 17:26:03 BUUUUUUUURN WITH FIIIIIIIIIIIRE 17:26:08 i always found it kind of ridiculous that zot traps were always detrimental to the player rather than whatever stepped on it 17:26:27 should be LOS_RADIUS + 1 17:26:28 it's ridiculous but it makes them nifty 17:26:41 yes (if it should even hit stuff out of LOS, i don't know why it does) 17:26:45 oh, and that i can't step on them and do the same 17:26:50 also zin recite should be changed too 17:26:55 galehar: this would probably provide too much information 17:27:10 since we're supposed to provide that to all clients 17:27:40 you mean clearing monsters from the map or adding mid to monster_info? 17:28:00 so how does this one_chance_in(++whatever) work for the iterators 17:28:11 does that somehow end up ensuring a random one is chosen or what 17:28:30 the latter 17:29:05 why? It's just an id, right? What can you do with it? 17:29:21 Appart from telling monsters from each other which is kinda the point. 17:29:22 mids are sequential, no? 17:29:33 a) rakshasa 17:29:37 well 17:29:42 basically any interface fuckery 17:31:49 -!- galehar has quit [*.net *.split] 17:31:49 -!- jld has quit [*.net *.split] 17:31:49 -!- casmith789 has quit [*.net *.split] 17:32:00 -!- galehar has joined ##crawl-dev 17:32:39 -!- jld has joined ##crawl-dev 17:32:45 -!- casmith789 has joined ##crawl-dev 17:33:48 -!- galehar has quit [Remote host closed the connection] 17:35:40 onryo (L4 MuSu) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:4) 17:36:22 onryo (L4 MuSu) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:4) 17:36:59 it will tell you how many monsters were generated in meantime 17:37:15 !lm onryo type=crash -log 17:37:16 3. onryo, XL4 MuSu, T:5103 (milestone): http://crawl.develz.org/morgues/trunk/onryo/crash-onryo-20110218-233623.txt 17:37:22 onryo (L4 MuSu) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:4) 17:38:32 oh hey someone else is getting the you can't eat spam too 17:38:47 (autoexplore seems to like reminding mummies that they can't eat) 17:38:51 oh my godddd, i just got the movement basically working 17:38:56 it looks *SO AWESOME* 17:40:51 nice to know it's not just my config 17:54:32 did dpeg leave? damn 17:54:36 argh damnit i hate when i can't get crash bugs to show up 17:55:40 i broke out gdb and everything :( 17:56:11 @??necrmancer 17:56:11 unknown monster: "necrmancer" 17:56:18 @??necromancer 17:56:18 necromancer (16@) | Speed: 10 | HD: 10 | Health: 27-53 | AC/EV: 0/13 | Damage: 6 | Flags: evil, spellcaster | Res: 06magic(53) | Vul: 08holy | Chunks: 07contaminated | XP: 612 | Sp: b.cold (3d18), b.draining (3d15), animate dead, teleport self / b.fire (3d18), pain (d13), invisibility, animate dead, blink. 17:57:21 -!- coolio_mc has joined ##crawl-dev 18:02:35 i think a simple "at" would make the dungeon overview easier to understand for newbies: Lair (6/8) at D:11 18:05:23 Eronarn: try adding mimics, that might help 18:06:09 oh, i found the problem 18:06:20 i was running the code that figures out swarm targets on all clouds rather than just swarms 18:16:51 I give up with holy wrath 18:18:14 03hyperelliptical * r6dff20700f0f 10/crawl-ref/source/ (main.cc mon-act.cc mon-act.h): Fix a bug with Hibernation. 18:18:24 03thewparker * r3161c6e2d3db 10/crawl-ref/source/dat/des/builder/uniques.des: Remove attempts to place uniques on D:1 18:31:50 due: give up? 18:33:03 Eronarn: too tired to make it work today, have other tihngs i want to play with 18:33:32 hmm, need to decide how i want to do swarm damage... it could be directly using the monster's attack, or through an intermediary 18:34:11 using the monster attack has the advantage that it's @??-able 18:46:34 -!- coolio_mc has quit [Read error: Connection reset by peer] 18:50:34 -!- syllogism has quit [] 19:04:54 -!- ais523 has quit [Remote host closed the connection] 19:08:19 -!- edlothiol has joined ##crawl-dev 19:27:23 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:39:11 okay 19:40:02 posted to the CDO blog re: Gitorious change 19:40:10 http://crawl.develz.org/wordpress/glorious-gitorious 19:40:26 if I'v emade any boo-boos, please poke me 19:44:39 -!- Kronusdark has joined ##crawl-dev 19:47:18 -!- edlothiol has quit [Ping timeout: 276 seconds] 19:48:14 03MarvinPA * rce02ba549a57 10/crawl-ref/source/output.cc: Swap XP/Place with Gold/Turns on the main screen 20:02:26 nyaakitty (L7 MuIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:5) 20:02:46 hm 20:02:52 what changed in state.cc recnetly/ 20:03:50 hmm, curious... sparks and bees work, but spiders don't 20:04:05 i wonder if i'm doing something wrong in checking habitat 20:04:31 @??spider 20:04:31 spider (10s) | Speed: 15 | HD: 3 | Health: 9-24 | AC/EV: 3/10 | Damage: 504(medium poison) | Res: 06magic(12) | Vul: 09poison | Chunks: clean/none/unknown | XP: 42. 20:07:41 -!- Kronusdark has quit [Quit: Kronusdark] 20:08:05 !lm nyaakitty -log 20:08:06 10210. nyaakitty, XL7 MuIE, T:7600 (milestone): http://crawl.develz.org/morgues/trunk/nyaakitty/crash-nyaakitty-20110219-020227.txt 20:08:17 hu 20:08:26 oh 20:08:42 hmm, this is... weird 20:08:55 the spiders aren't even generating 20:09:10 1b656 would seem to be the root cause. 20:10:41 Tossi (L2 MuAr) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:1) 20:10:48 http://pastebin.com/EjiCA2Q7 does anyone spot anything wrong with the 'spiders' monster entry that would make them spawnable in wizmode but not otherwise? 20:16:07 ...never mind i'm an idiot, i had some enums in the wrong order. 20:16:51 "lol" 20:17:07 Autoexplore is stuck. (https://crawl.develz.org/mantis/view.php?id=3464) by elliptic 20:28:31 nyaakitty (L9 MuIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:9) 20:29:40 nyaakitty (L9 MuIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:9) 20:30:31 My only concern is that people are using it as a "get out of difficult situations free" card. 20:35:16 -!- eith has quit [Ping timeout: 272 seconds] 20:36:04 -!- NyaaKitty has joined ##crawl-dev 20:41:14 eeeee, i got attacking working too :D 20:41:26 it even kills monsters 20:46:30 Hooray! 20:52:35 I didn't get a milestone for killing rupert (I had applied enslave soul) or when my spectral rupert died 20:52:54 intentional? 21:03:45 The orc is covered in a mass of spiders. x2 21:03:45 The orc is poisoned. 21:03:45 The orc is covered in a mass of spiders. 21:04:30 -!- upsy has quit [Quit: Leaving] 21:16:41 03dolorous * rbb7e10c7388b 10/crawl-ref/source/ (newgame.cc ng-restr.cc): Add minor cosmetic fixes. 21:24:43 nyaakitty (L10 MuIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:9) 21:24:49 :( 21:27:31 ok I think I found why mummies are getting "you can't eat" spam 21:30:13 -!- evilmike has joined ##crawl-dev 21:34:22 eew, conjugating these properly is going to suckkkk :( 21:36:55 You are surrounded by a flock of butterflies. 21:36:58 :3:3:3 21:38:50 monqy: you.turn_is_over is being set to true but game_state.zero_turns_taken() is being called 21:39:09 monqy: so the _eat_check() before it calls game_state.zero_turns_taen() needs to set you.turn_is_over = false. 21:39:49 due: I was thinking more like the message suppressing got removed 21:39:52 is there a way to get a summary of changes made so far (changed line #s) without doing a commit? 21:39:52 due: so I added it back 21:40:00 (testing now) 21:40:26 Eronarn: git diff 21:40:46 Eronarn: if you've staged commits you'll need to unstage thtem by calling git reset. 21:40:49 yeah I'm not getting "you can't eat"s anymore but I should probably make sure nothing else broke 21:43:33 due: that gets me the specific changes, but i want the summary version that you normally see after you make a commit 21:44:21 Eronarn: Commit them, then? 21:44:25 You can always unstage the commits. 21:44:45 -!- Excedrin_ has joined ##crawl-dev 21:44:46 git commit -a -mTest && git show && git reset HEAD^ 21:44:54 or git show --stat, rather 21:45:11 due: oh is the turn_is_over foolery why all the mummies kept crashing? 21:45:19 monqy: i imagine 21:45:21 -!- Kurper_ has joined ##crawl-dev 21:45:30 -!- Excedrin has quit [Ping timeout: 240 seconds] 21:45:34 -!- Kurper has quit [Ping timeout: 272 seconds] 21:45:38 -!- Excedrin_ is now known as Excedrin 21:45:40 monqy: the assertion is that the turn cannot be over if you didn't do anything. 21:45:57 eh, i don't want to commit anything atm :( 21:46:06 how do you reproduce it? 21:46:19 though, swarms are basically ready to test now! 21:46:39 Eronarn: why not? 21:46:51 monqy: I imagine hitting 'e' as a mummy? otherwise I'm unsure 21:47:04 Eronarn: Committing is not final 21:47:10 I can hit 'e' all I want and nothing happens but then I ran into a goblin and it crashed 21:47:12 Eronarn: git reset HEAD^ unstages the commit. 21:47:19 same assertion failure 21:47:25 odd 21:47:55 due: yes, but i don't like having to muck around with uncommitting stuff, i'd rather get all my ducks in a row first (e.g., remove all the random debug code) 21:48:14 Eronarn: :| it's not mucking around. 21:48:17 it's a *single* command. 21:49:37 oh, i missed the one you typed 21:49:51 in that case: 14 files changed, 538 insertions(+), 11 deletions(-) for swarm patch atm 21:53:28 -!- blackflare has quit [Ping timeout: 240 seconds] 21:53:40 -!- blackflare has joined ##crawl-dev 21:59:45 nyaakitty (L10 MuIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:9) 22:00:38 something's probably calling can_ingest after the turn ends 22:00:39 -!- st_ has quit [Ping timeout: 255 seconds] 22:00:42 MarvinPA: add a potion of bad mutation and make it distill from mutagenic corpses 22:00:42 potion of disfiguring mutation 22:00:42 -!- st_ has joined ##crawl-dev 22:00:59 TGWi: "potion of corruption" 22:02:49 potion of disfigurement 22:03:23 would it work the same way as bad chunks do? iirc they're only 4/5 weighted to give a bad mut 22:13:10 -!- neunon has joined ##crawl-dev 22:14:03 hi neunon 22:14:07 Hi due :) 22:14:23 I haven't done anything with the submodules 22:15:00 I'm looking at it now. I hope Gitorious won't freak out if I do a 'git push -f' 22:15:17 hm 22:15:30 let me check the admin page; it might default to disallowinig forced updates 22:15:47 ah, it doesn't 22:16:03 alright, good. let's see what happens. 22:16:03 hjklyubn (L2 MuCK) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:1) 22:16:14 aaaa uploading patch 22:16:32 aaaaa 22:16:37 AAAAAAAAAAAAAAAA 22:16:45 ΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑΑ 22:16:55 scariest patch 22:16:56 why're we screaming? 22:16:58 * neunon joins in 22:17:01 aaaaaaaaaaaa! 22:17:11 assertion failures are like horrible nagging 22:17:16 ααααααααααααααα!:D 22:17:21 ಠ_ಠ22:17:28 I really need to fix irssi 22:17:51 δ_δit a cool emoticon. 22:17:59 it is 22:18:04 Actually, that is my new favourite emoticon. 22:18:10 ¦:| 22:18:13 .-. best emoticon forever 22:18:17 hjklyubn (L2 MuCK) ASSERT(!you.turn_is_over) in 'state.cc' at line 171 failed. (D:1) 22:18:27 monqy: le tme know when you have it up and i will apply 22:19:17 https://crawl.develz.org/mantis/view.php?id=3465 22:19:59 danke 22:20:11 (at least I wasn't able to reproduce the assertion failure after making those modifications and it fixes the only explanation of which I can think) 22:20:47 neunon: what did you need to force push? :) 22:21:03 octopodes 22:21:04 duh 22:21:09 I'm force-pushing all the submodules once I make sure they look sane. 22:22:05 monqy: Seems sane, will push. 22:22:06 okay, here goes. *crosses fingers* 22:22:10 oh 22:22:11 I will wait 22:22:33 use the force, neunon! 22:22:40 I am. :3 22:22:48 Silence _eat_check properly, fix related assertion failure (https://crawl.develz.org/mantis/view.php?id=3465) by MrMisterMonkey 22:23:22 monqy: will apply and push once neunon has finished unwrecking submodules ;D 22:23:25 for now, cooking show! 22:23:26 brb 22:24:06 also, I'm going to have a kickass computer in a few days. *me gusta* 22:24:40 dual xeon x5670, 48GB RAM... 22:24:53 o_O 22:25:11 new job is paying out already :3 22:25:42 Is the mummy glitch fixed now? 22:26:13 that's the patch 22:27:35 Still getting a ton of You can't eat messages. 22:27:38 But no crash. :D 22:27:47 yet 22:28:03 it hasn't been applied and cdo certainly hasn't updated with it 22:28:30 D: Agh. 22:28:37 better get a vote from all the devs before applying it 22:29:46 due: pushed fix for submodules, should be good to go 22:30:13 03neunon * re665042ee215 10/.gitmodules: gitmodules: point to gitorious rather than SourceForge 22:34:09 better take a representative survey of the players 22:34:09 TGWi: better create a committee to deal with drafting the survey so as to be unbiased in its sample 22:40:56 All I want is my mummy fix. Yeesh. :( 22:46:57 I sure haven't played in a long while. 22:47:04 Ijyb makes me happy: Ijyb screams, "Me very upset!" 22:48:18 Dammit Sigmund. 22:50:11 -!- Twinge has quit [Read error: Connection reset by peer] 22:50:50 -!- Twinge has joined ##crawl-dev 22:52:58 air elemental tile (https://crawl.develz.org/mantis/view.php?id=3466) by Denzi 23:20:43 -!- ZChris13 has joined ##crawl-dev 23:25:39 mmm coked 23:26:01 monqy: pushed 23:26:29 woohoo 23:28:24 03thewparker * r919cbff627f2 10/crawl-ref/source/food.cc: Silence _eat_check properly, fix assertion failure This assumes that the code is sane enough not to do noisy eating checks after the turn ends. 23:35:46 -!- neunon has quit [Ping timeout: 272 seconds] 23:38:08 Windows development builds on CDO updated to: 0.8.0-a0-5315-g919cbff 23:40:09 Oh, how convenient. 23:40:16 Did someone start that or was it automatic? 23:52:33 Unstable branch on CDO updated to: 0.8.0-a0-5315-g919cbff (32)