00:15:04 -!- Zaba has quit [Ping timeout: 246 seconds] 00:21:55 -!- Zaba has joined ##crawl-dev 00:30:08 -!- Textmode has quit [Ping timeout: 250 seconds] 00:57:04 -!- ZChris13_ has joined ##crawl-dev 00:57:15 -!- ZChris13 has quit [Ping timeout: 245 seconds] 01:06:17 -!- ZChris13_ has quit [Quit: Page closed] 01:13:30 -!- Twinge has quit [] 01:53:10 -!- greensnark has joined ##crawl-dev 01:53:44 We wouldn't happen to have elliptic in credits under their real name, would we? 01:53:45 greensnark: You have 14 messages. Use !messages to read them. 01:53:48 Eek 01:54:05 hahahaha 01:54:58 :-) 01:55:45 So do we have CIA notification going for gitorious commits 01:55:57 And how long does it take, if so :) 01:56:05 * greensnark testing gitorious committage. 01:56:07 you do 01:56:18 03greensnark * r0637a36c572b 10/crawl-ref/source/util/columnise-credits.pl: Use Unicode-aware sort for credits. 01:56:19 Actually, Napkin did some crazy mojo with Git 01:56:20 Ah 01:56:28 03greensnark * rc2ea1241c934 10/crawl-ref/CREDITS.txt: Update credits (monqy, elliptic, RjY). 01:56:38 So now there's something on CDO which pulls and then pushes to another repository 01:56:42 which has the hooks in it :) 01:56:54 That Napking, always with the complicated heavy machinery :) 01:56:56 I do not pretend to understand how this works. :) 01:57:02 !coffee 01:57:03 * Henzell hands greensnark a mug of caf au lait, brewed by Gastronok. 01:57:22 I noticed we got a torrent of email on c-r-d :P 01:57:34 And I was like totally, "Whoa, Crawl discussion has hotted up!" 01:57:36 And then I look :P 01:57:50 And it was Napking's commit email fire hose :) 01:57:53 :) 02:04:42 -!- Gretell has quit [Remote host closed the connection] 02:04:55 -!- Gretell has joined ##crawl-dev 02:06:04 -!- Henzell has quit [Remote host closed the connection] 02:06:27 -!- Henzell has joined ##crawl-dev 02:06:49 Ok, ciao, nice work on gitorious move 02:06:53 -!- greensnark has quit [Quit: leaving] 02:08:24 -!- elliptic has quit [Ping timeout: 272 seconds] 02:08:56 :) 02:13:29 i still don't think i've done enough to deserve being in credits.txt but oh well 02:13:46 -!- NyaaKitty has quit [Ping timeout: 240 seconds] 02:21:07 -!- ortoslon has joined ##crawl-dev 02:26:12 -!- Kurper_ has quit [Remote host closed the connection] 02:36:49 moin 02:37:44 oh, the greensnark was here 02:41:56 kilobyte, wtf is NC_KITTEHS? 02:43:55 oh wait, it's used to limit the type of items that are given upon acquirement to what the species can use, right? 02:50:14 -!- syllogism has joined ##crawl-dev 03:13:18 -!- eith has joined ##crawl-dev 03:28:03 -!- Moriasc has joined ##crawl-dev 03:38:30 -!- eith has quit [Quit: sleep] 03:50:08 moin! 03:51:41 -!- monqy has quit [Quit: hello] 04:02:57 It amuses me to *no* *end* that our three mail tile contributors all have "C" names. 04:03:00 Curio, coolio and co. 04:03:04 All of which end in "o". 04:03:15 conspiracy! 04:09:27 Napkin: thanks :) 04:09:50 thank you :) 04:14:15 03galehar * rfd5205acb254 10/crawl-ref/source/ng-setup.cc: Whitespace fix. 04:14:26 03galehar * rc7e7ef025b5f 10/crawl-ref/source/tilereg-dgn.cc: Casting at monsters with the mouse: use proper spell validation function. 04:14:26 03galehar * ra75e0692120d 10/crawl-ref/CREDITS.txt: CREDITS: Added myself as a member of the Stone Soup Dev Team. 04:15:49 modified your post slightly, mainly to have it show a "more" link here: http://crawl.develz.org/wordpress/category/news 04:15:52 due 04:17:46 :) 04:17:53 I am too full ofmyself to use "More" links ;) 04:18:53 :D 04:19:09 updated the credits on the website too 04:19:36 23 now! 04:20:17 and i linked "minor frustrations" ;) 04:21:05 Hah, that was just one of them :) 04:21:21 The random refusing to work, random refusing to recognise privatekey authentication, random downtime... 04:21:27 the one bhaak gave me, which also links to a bug tracker entry 04:21:59 link, link, link! i'm all up for showing off evidence :) 04:22:12 I don't have any, to be honest 04:22:20 but yes, that was the camel which broke the needle's eye 04:22:38 "butting up against its limitations" - each word a link to another problem ;) 04:23:57 Hehe, nah. 04:29:33 -!- OG17 has quit [Read error: Connection reset by peer] 04:29:54 -!- Mu_ has joined ##crawl-dev 04:31:37 http://www.gameinformer.com/b/news/archive/2010/07/22/how-software-development-should-look.aspx <- wow 04:35:23 hey, cool 04:35:58 the video is also linked to from somewhere in this site: http://www.pelit.fi/index.php 04:36:20 but totally finnish, can't find the search button :D 04:36:32 the little darshan is so cute 04:36:39 hehe 04:37:01 I like how up until 0.1.7 it's basically darshan and haran 04:37:08 yeah 04:37:42 but.. still i like the git explosion best :D 04:37:59 oh, there's jpeg! 04:39:01 each node is a file, I assume? or a set of files? 04:39:21 a file 04:39:40 folders connected by files, dots being the files 04:40:00 if files haven't been modified for a while gource doesn't show them 04:40:16 *makes them disappear 04:40:20 yeah 04:40:28 i love the little dat/descript, etc, blobs :) 04:40:54 ennewalker causing the tiles explosion ;) 04:41:35 :D 04:42:40 can't believe i'm playing crawl since 2.7 or something 04:42:50 *0.2.7 04:42:51 -!- OG17 has joined ##crawl-dev 04:42:59 I started playing crawl trunk 0.4.5 in december of '0...8? switched to CAO in '09. 04:43:29 :) 04:44:14 wheee 5.0! 04:44:24 yes! :D 04:45:09 ... wow git 04:45:22 had to make it zoom out then ;D 04:45:39 the zoomed in camera was going crazy! 04:45:46 hehehe 04:46:16 '10! 04:46:18 0.6 soon 04:46:18 ! 04:46:53 Hah, 20 Feb '2010. That was the day I finished up the last of the overhauls for boring uniques for the 0.6 branch. 04:47:00 And also the day all hell broke loose RL :) 04:47:01 -!- OG17 has quit [Read error: Connection reset by peer] 04:47:02 http://www.youtube.com/user/Pedjt <- "Let's Play: DCSS" channel 04:47:25 :D 04:48:45 cool! 04:49:00 we should link that :D 04:49:01 hi Keskitalo! 04:49:04 moin Eino :D 04:49:09 i wonder if you can make gource track a single person through a project 04:49:16 Hello Marc, Jude :) 04:49:22 due: outstanding gitorious work 04:49:28 Marc too with the emails and all 04:49:34 thanks! I am very pleased it went quite well :) 04:49:57 I should email to c-r-d and let people know how I did this mirroring stuff 04:49:58 Napkin: your git-fu astounds me ;) 04:50:07 Yes, that might be a good idea 04:50:31 ah, it was quite easy once you got the right parameter ;) a bit of trial & error 04:50:42 Napkin: http://www.pelit.fi is the site of the Pelit magazine, a games magazine (THE games magazine if you ask me) 04:50:46 it's git that's awesome :) 04:51:01 cool, could you search for the link to crawl on that site? 04:51:03 I'd hazard a guess it was linked from their forums though, I haven't noticed it in the news 04:51:09 should have been in september 2010 04:51:14 And the forums are subscribers-only 04:51:21 ah, could be, of course 04:51:47 :( 04:51:56 site:pelit.fi finds no relevant keywords 04:52:04 cdo, dcss, dungeon crawl, crawl.develz.org, etc 04:52:07 youtube just says "first referral from www.pelit.fi" on Sep 29, 2010 04:52:13 I should try to market 0.8 to them, I know a reviewer 04:52:23 Keskitalo: please do! 04:52:41 curious: can you guys see the statistics too? http://www.youtube.com/watch?v=7NbzO78b2g4 04:52:43 I need to eventually get aorund to writing that article I was waffling about 04:53:00 -!- OG17 has joined ##crawl-dev 04:53:03 even if the main outlet i was goin to shop it to said 'sure! we're interessted! you can post it on our blog and here are a few peanuts' :0 04:53:04 have it ready for 0.8, i'd say :) 04:53:12 I can't see any 04:53:26 I also have an idea about gettin the local newspaper do an article about Crawl and the usability project stuff, because it is linked with Oulu university 04:53:29 it's this icon right of the number of views, due 04:53:46 oh 04:53:49 i am blind :) 04:54:04 would need to sell that properly to someone though 04:54:05 found it? was about to screenshot it :) 04:54:20 sounds like a great idea, Keskitalo :) 04:54:25 maybe a little obscure too, not sure what the angle would be 04:55:27 we could have press releases :) 04:55:41 and get people to translate them to different languates 04:55:44 languages 04:55:46 we should do press releases, actually 04:56:30 I had a thought of doing one in Finnish for 0.7, I should get off my arse and really write it for 0.8 04:56:43 awesome :) 04:56:52 I should do a "Let's Code! DCSS". 04:57:00 Maybe a blog post. 04:58:10 January 2011: 2.246.389 hits, 724601 pages served, 82118 visitors, 130 gb used 04:59:00 (excluding robots & search engines) 04:59:30 due: Let's Code! sounds awesome :D 04:59:46 probably "How to make a horrible vault." 04:59:49 Napkin: Should we do a "press" wiki page and collect all these blog mentions etc? 05:00:14 good idea 05:00:16 (robots & search engines: +1.549.398 hits, +1.514.564 pages, +60gb) 05:00:26 definitely 05:00:30 My LEt's Code would be "ok lets look at the code.......hm i'll grep a bit.....arr, can't figure it out, i'll surf the web instead" 05:00:42 nowadays, that websites keep their content for ages, it would be really cool 05:01:27 you guys know, that you can check https://crawl.develz.org/cgi-bin/stats.pl with your wordpress login, right? 05:01:36 yes 05:01:38 always interesting to check referers :) 05:01:39 lazy ;) 05:02:20 http://www.gearfuse.com/unevenly-distributed-how-i-learned-to-stop-worrying-and-love-the/ <- 1310 visitors from there 05:03:14 800 from SA, 367 from wikipedia.org :D 355 from roguetemple.com, ~1640 from chaosforge wiki and crawl-ref.sf.net each 05:03:26 in what elapsed period? 05:03:38 forever, or...? 05:03:42 looking at January 05:03:50 ah 05:03:51 but you can show stats from a whole year 05:04:11 takes a while though :D 05:04:44 haha - 579.194 visitors in 2010, 661+315gb used :D 05:05:00 7mil+12mil hits :-O 05:05:52 25000 from crawl-ref.sf.net, 7000 from chaosforge, 6000 from SA, 2300 from wikipedia.org.. 2000 from linux.org.ru 05:05:57 ok, enough stats :) 05:05:59 -!- Giomancer has joined ##crawl-dev 05:06:27 A new "press" namespace? 05:06:45 otoh the press releases could be put in "planning" just as well 05:07:03 how would you divide the content within a separate namespace? 05:07:24 i don't know, one page would probably be enough for the links etc.. 05:08:28 otherwise 05:08:37 create it as a high-up page 05:08:53 no need to put it so deep in the tree 05:13:33 dcss:press it is (just one page) 05:13:43 awesome :) 05:17:10 -!- edlothiol has joined ##crawl-dev 05:19:48 "An Idiot's Guide to Hacking Dungeon Crawl" :) 05:21:44 finally, i'm in the target group of a introduction to crawl 05:21:58 lol 05:22:01 moin bhaak :) 05:22:12 hi bhaak :) 05:22:47 hi 05:26:24 !lg min=start 05:26:26 1358. bookofjude the Conjurer (L7 DECj), killed by your miscasting Bolt of Magma on D:5 on 2009-01-06, with 973 points after 6362 turns and 2:14:07. 05:27:06 https://crawl.develz.org/wiki/doku.php?id=dcss:press 05:28:53 Only -14,2 celcius today! 05:28:53 !lg sunfall min=start 05:28:53 38. Sunfall the Gusty (L1 DEAE), quit the game on D:1 on 2009-01-04, with 25 points after 96 turns and 0:01:56. 05:30:22 Keskitalo: cold! 05:31:55 been around -25 a few days before for a while 05:32:17 -!- edlothiol has quit [Read error: Connection reset by peer] 05:32:21 03j-p-e-g * r9c88bc7e83b8 10/crawl-ref/source/tilepick-p.cc: Tweak a couple of background specific default doll tile sets. 05:32:33 !lg min=start x=start,stop 05:32:34 Unknown selector stop 05:32:39 !lg min=start x=start 05:32:40 1358. [start=2009-01-06 [20090006043152S]] bookofjude the Conjurer (L7 DECj), killed by your miscasting Bolt of Magma on D:5 on 2009-01-06, with 973 points after 6362 turns and 2:14:07. 05:34:17 !gamesby 05:34:18 due has played 1358 games, between 20090106 and 20110212, won 5 (0.4%), high score 1935762, total score 17219546, total turns 8757663, total time 617:45:26. 05:47:27 Keskitalo: 700 words on "Let's Code Crawl!" :) 05:52:51 alright, mail sent - breakfast \o/ 05:53:10 due: Ooh, awesome 05:53:33 hmm, headings for months separately is probably excessive 05:55:21 yay religious class reform \o/ 05:55:28 both a religious reform and a class reform 05:55:39 way awesome if you ask me! 05:59:46 Keskitalo, talking about school system? 06:02:05 MarviPA's class tweaks 06:02:10 lol 06:02:18 :) 06:02:36 i tried to connect your sentences to crawl, but had trouble ;) 06:02:46 rl means roguelike to me, not real life!! 06:02:51 hehee :) 06:03:13 ooh, a greensnark commit 06:03:23 hehehe 06:03:31 yeah, paid a visit this morning :) 06:04:12 14 messages :D 06:18:29 03j-p-e-g * r41807f2e50a6 10/crawl-ref/docs/develop/patch_guide.txt: Also update the patch guide. 06:18:29 03j-p-e-g * r4d6b3f658043 10/crawl-ref/docs/develop/git/quickstart.txt: Update git/quickstart.txt SF -> gitorious. 06:44:40 Statue tile (https://crawl.develz.org/mantis/view.php?id=3467) by Denzi 06:54:59 -!- evilmike has quit [] 06:55:29 downloads page in the wordpress updated too 06:59:37 -!- Moriasc has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 07:08:16 !tell galehar The ranged AI is awesome, damn the orc priests are scary now :D 07:08:17 Keskitalo: OK, I'll let galehar know. 07:08:27 they were pretty scary before, too 07:08:42 indeed 07:08:59 I should really try to play 0.8 once it's released 07:09:26 -!- Noeda has joined ##crawl-dev 07:13:51 -!- Adeon has quit [Ping timeout: 246 seconds] 07:31:41 -!- MakMorn has quit [Ping timeout: 240 seconds] 07:35:48 kilobyte: Felids seem to have off-hand punches; is this intentional? 07:35:59 "Your punch misses the gnoll." 07:37:03 -!- Noeda is now known as Aedno 07:37:06 -!- Aedno is now known as Adeon 07:40:45 Sky beasts seem to leave a puddle of water behind. O_o 07:42:48 -!- Zaba has quit [Ping timeout: 272 seconds] 07:44:22 http://www.funnyjunkz.com/wp-content/uploads/2007/05/funny-cat-picture-boxer-kitty.jpg 07:45:17 Sacrifices to Trog seem to be quite quiet. 07:45:21 -!- MakMorn has joined ##crawl-dev 07:46:06 Ah, rain clouds from sky beasts, of course. 07:46:35 -!- dpeg has joined ##crawl-dev 07:47:58 -!- Zaba has joined ##crawl-dev 07:51:58 @??prince ribbitt 07:51:58 unknown monster: "prince ribbitt" 07:52:00 @??prince ribbit 07:52:00 Prince Ribbit (11F) | Speed: 14 (swim: 60%) | HD: 6 | Health: 40 | AC/EV: 0/16 | Damage: 20 | Flags: amphibious, spellcaster, cold-blooded | Res: 06magic(40), 12drown | Chunks: 07contaminated | XP: 302 | Sp: blink; teleport self. 07:57:24 That thing where scroll of identify would show the first card of a deck would be so handy for felids. 07:59:04 Keskitalo: I still support it. Just ask a coder politely :) 07:59:43 kilobyte: What do you think? (: 08:00:01 btw I'm actually *playing* 08:00:05 feels sooo goood 08:00:45 rings of regeneration are really nice now that they don't cost food when inactie 08:00:46 hehe 08:01:15 Keskitalo: Yesterday, I asked Chris for the piety *'s on the main screen, and he just did it. 08:01:22 * dpeg is still happy about that. 08:01:35 He committed a patch from Arxale actually, which is just as cool of course. 08:01:49 I just commented on ##crawl that the piety display is quite nice. 08:02:24 Nice, Lair:1 was about just as difficult as D:8 08:03:08 I like how id minigame is a bit different for Felids. 08:03:17 -!- NyaaKitty has joined ##crawl-dev 08:18:31 Hmm, scroll of fear identifies with no monsters around. 08:18:44 Actually, I do have a plant and fungus in LOS 08:19:40 but those aren't affected? 08:22:34 yeah, weren't 08:22:50 I got: "Nothing appears to happen. It was a scroll of fear." 08:24:27 oh, bug! 08:29:06 I guess I'll try to repro locally.. 08:30:14 Scroll of fear autoidentifies with nothing apparently happening (https://crawl.develz.org/mantis/view.php?id=3468) by evktalo 08:31:00 Hmm, were the demonspawn scale mutations supposed to be available to other species? 08:31:08 I got bone plates and rugged brown scales. 08:31:45 not sure 08:31:56 at least some of them (the more demonic ones) should be special 08:32:17 i'd think they should be special 08:32:18 otoh, it is a good to replace the myriad of bland scale mutations by fewer and more meaningful ones 08:32:53 right, you got the bland scale mutations before? 08:33:02 maybe it just looks weird now that they're more flavourful 08:34:42 yes, perhaps 08:38:33 I should play the new tutorial. 08:48:12 also need to push the last set of new maps 08:54:10 moin dpeg 08:56:18 http://www.youtube.com/user/Pedjt <- rofl at "Axe Magic!" :D 08:56:47 I cannot watch youtube :) 08:57:06 oh, pity 08:57:18 someone did a series called "Let's Play: DCSS" 08:58:41 is it good? 08:58:53 it's hillarious, to be honest :D 08:59:12 are you at work? or why no youtube? 09:00:26 mountain dwarf fighter.. 09:00:41 dpeg is so old school, he does everything from an 80x25 hardware console 09:01:34 that sounds like something I actually do on occasion 09:03:07 my browser is lynx 09:03:17 I prefer w3m 09:03:30 its vi-like keys don't get broken by input fields :P 09:03:47 "now - a number of people seem to think that dwarves aren't any good at magic.. or if they can use magic, it's usually limited to fire or earth magic.. but no no, you see: dwarves are actually among the best magicians in the entire world! They practice a type of magic not commonly known to most people.. it's a type of magic called...: Axe magic!" 09:04:31 <3 09:06:15 "Axe Magic being a very powerful and destructive force - can quickly consume your soul! sooner or later you'll be doing nothing but using Axe Magic! And you won't be able to advance in any other skills! So, let's turn Axe Magic off in the skills screen.." :D 09:07:41 "In order to use Axe Magic, you first have to find an Axe Magic Spell! And we start with one in our inventory.. it's called a +0, +0 dwarven hand axe spell!" 09:07:53 anyways, worth a watch, me thinks :) 09:08:32 -!- upsy has joined ##crawl-dev 09:08:35 All that with Total Annihilation's World Domination song in the background ;) 09:18:14 Axomancer! 09:31:49 -!- Zaba has quit [Ping timeout: 250 seconds] 09:32:28 dazzle (L1 DDHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:1) 09:33:28 -!- Zaba has joined ##crawl-dev 09:34:45 Keskitalo: felid off-hand punches: mechanics are ok (there's more than one paw in action, the species seems to be well-balanced now), but calling it a "punch" is obviously wrong 09:35:01 Napkin: Axe Magic <3 09:35:16 absolutely :D 09:35:49 although, I prefer the "huge troll-sized cudgel" school :) 09:35:56 aka "shillelagh diplomacy" 09:36:21 hehehe 09:36:56 speaking of shillelaghs... what do you think about one-off weapons which are renames of a similar base type (like captain's cutlass being a sabre) 09:37:44 more flavor sounds nice 09:38:19 good example there, because there are so few short blades 09:38:25 * kilobyte ponders a shillelagh (club) loaded with a good deal of earth magic... ie, a Shatter-like (sans digging) effect on hit 09:38:26 same with staves 09:38:57 kilobyte: special words for unrandarts or fixedarts are fine 09:38:59 maces could definitely do with a bit more attractivity too 09:39:20 I guess the description should say what the base type is, to make assessment easier. 09:39:31 I hate the "this fixedart sucks, it has a weak base type" approach 09:39:49 Singing Sword needs help 09:39:52 a club can be good if it has a good proc 09:40:02 yes 09:40:11 yeah, great flavour, useless otherwise 09:42:24 03dpeg * r9836a0797502 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson3.des: Typo fix. 09:43:43 it's ok, at least it has a decent (though not great) base type 09:58:18 03j-p-e-g * r53592cd52e10 10/crawl-ref/source/rltiles/ (169 files in 13 dirs): Rename dc-mon/kraken directory to dc-mon/tentacles. 09:58:29 03j-p-e-g * r422bc215a3f5 10/crawl-ref/source/ (38 files in 5 dirs): Add psyshvl's eldritch tentacle tiles, or at least the first batch. 11:06:25 -!- elliptic has joined ##crawl-dev 11:08:13 uhmm... I just had an Erica with a runed Scimitar - as always.. and after killing her I find no Scimitar? 11:08:33 is intention or a known bug? 11:10:04 ok, she switched her weapon with something on the ground. I had to walk over every pile of stuff - ctrl+x didn't show it 11:23:03 -!- tigarmo has joined ##crawl-dev 11:29:16 THERESA MAAARIA HELGA JOHANN DAVID WERNA= TMHJDW PLOOG!!!!!!!!!!!!! 11:37:53 -!- ais523 has joined ##crawl-dev 11:39:36 o_O 11:46:07 -!- eith has joined ##crawl-dev 11:46:37 did dpeg break? 11:46:51 :( 11:47:21 keyboards are like medicines, they need to be kept out of reach of children 11:47:52 and cats 11:52:37 dpeg :D 11:59:41 children!! §!"§$&:; 11:59:55 -!- Kurper has joined ##crawl-dev 12:11:21 -!- eith has quit [Quit: sleep] 12:14:23 -!- Twinge has joined ##crawl-dev 12:22:18 nonono 12:22:30 consider timecircuit's cat 12:22:37 :P 12:22:42 it's all good! 12:23:04 did henzell actually name demons by cats? 12:23:10 or is that just a rumour 12:27:03 i like "punching the keyboard" tale 12:27:52 arg! My bolt of penetration seems to have killed a sleeping monster out of LOS - and now i'm under TSO's penenace 12:28:01 -!- eith has joined ##crawl-dev 12:28:20 will that hold long? 12:31:50 -!- ortoslon has quit [Quit: bye] 12:45:13 well, 1700 turns 12:49:37 -!- monqy has joined ##crawl-dev 12:57:13 -!- ortoslon has joined ##crawl-dev 13:28:21 -!- remirol has quit [Quit: new vidcard] 13:29:31 oooh 13:29:39 i spy horrors in enum.h :D 13:36:13 -!- MarvinPA has quit [Ping timeout: 250 seconds] 13:38:50 -!- MarvinPA has joined ##crawl-dev 13:42:21 -!- st_ has quit [] 13:42:30 huh, neat 13:42:36 yred enslave works on drowning kills 13:42:51 not sure why death channel doesn't though 13:50:45 -!- Textmode has joined ##crawl-dev 13:53:03 -!- MarvinPA|2 has joined ##crawl-dev 13:54:29 -!- MarvinPA has quit [Ping timeout: 260 seconds] 13:56:33 -!- lorimer has joined ##crawl-dev 13:59:28 -!- ortoslon has quit [Quit: bye] 14:05:15 -!- MarvinPA|2 is now known as MarvinPA 14:06:49 -!- Twinge has quit [] 14:07:48 ahahah yessss. SPIDER SWARMS CLING. 14:18:57 does anyone have any particular opinions on the idea of removing banishment as a spell and just having it be a lugonu thing? 14:20:04 warp weapon too imo, especially since it's awful 14:20:23 monsters can still cast it because why not, lugonu hates the player or whatever 14:20:46 banishment I'm a bit iffy about because I think it actually gets used 14:20:52 plus yeah it's a monster spell 14:21:36 -!- calavera has joined ##crawl-dev 14:22:03 MarvinPA: make banishment higher level, more effective, and with a drawback 14:22:19 it's a cool/thematic spell, but spells that replicate god powers should feel different than them 14:22:51 how is warp weapon awful 14:23:50 it's level 7 unless marvinpa changed it 14:23:56 level 5 now, yes 14:24:02 5 now 14:24:07 here's one potential drawback: keep a counter of "abyssal meddling" for non-lugonites that never fully decrements. if it gets too high, when you banish something, you might draw the attention of the abyss 14:24:19 or perhaps the abyss itself becomes more dangerous the more you've cast banish 14:24:30 imo make lu banishment more interesting rather than the spell 14:25:27 is there a way to automatically generate a source/util/release_ver file so the build will complete even without access to git? 14:25:29 i only really ever saw people using spell banishment for mummies 14:25:44 and they have no potion curse now so no need 14:26:09 banishment is strong against other stuff too 14:26:24 giant spores, guardian mummies (hate that damage/slowing/decay) 14:26:28 i'm not entirely against removing warp weapon though since i think holy/pain/distortion should actually be rare and mainly unique to TSO/kiku/lugonu 14:26:53 i'm trying to add a --HEAD option to the homebrew install formula and homebrew copies the source to a staging directory before compiling 14:26:58 i don't disagree that it's strong but i'd still like to see it just be a lugonu thing :P 14:27:01 warp weapon has the drawback of being entirely safe to unwield 14:28:36 if you are going to remove these tloc spells, please buff golubria to compensate :P 14:28:56 i'd like to do that too, yeah :P 14:29:17 -!- galehar has joined ##crawl-dev 14:29:20 not sure exactly how though 14:29:37 or if due has any plans for it (was it due who implemented it?) 14:29:51 hi 14:29:52 galehar: You have 1 message. Use !messages to read it. 14:30:00 !messages 14:30:00 (1/1) Keskitalo said (7h 21m 44s ago): The ranged AI is awesome, damn the orc priests are scary now :D 14:30:07 :) 14:30:11 anyone around that build expertise? 14:30:21 MarvinPA: it was doy 14:30:22 marvinpa: making it L4 and somewhat longer duration might be enough 14:30:28 -!- st_ has joined ##crawl-dev 14:30:35 aha so it was 14:30:46 three letter names beginning with d, close enough 14:31:03 or I had an idea of making it possible to have more than two portals open at a time 14:31:13 and then it would use a random exit portal 14:40:21 MarvinPA: so you're gonna commit swarms when i send you the patch, right :> 14:41:09 MarvinPA: what's wrong with the Banish Other spell? 14:41:28 i don't have a huge problem with it, i just quite like the idea of it being a lugonu-only thing 14:42:05 i'm not too attached to the idea, just wanted to see what others thing about it 14:42:09 MarvinPA: it's a problem that they're the same; having two banishing effects is fine though 14:42:18 think* 14:42:23 of course, if we can't think of two good ones, the spell should go 14:42:30 lot of vitriol @ SA regarding the starting kit changes 14:42:54 sweet, i made SA angry? 14:42:57 Mu_: if we'd added Messiah like i said they'd be swooning over it 14:43:08 oh, can't view the topic anymore 14:43:10 ORC JESUS, TAKE ME IN YOUR STRONG ARMS~~~ 14:43:11 Mu_: really? Players are angry? I guess we should revert ASAP! ;) 14:43:44 just read the backlog 14:43:53 do they all play merfolk on SA or something? 14:44:00 :) 14:44:20 dunno, lot of it is about losing M as a starting god 14:44:47 That's a good one, don't even start worrying about it. 14:44:56 oh, "starting kit" meant items to me 14:45:08 btw, the two banishments are not the same, iiuc 14:45:40 hm, i thought they were 14:46:01 speaking of starting kit, danr on the forum has been asking to give the quaterstaff option to monks. I like it. 14:46:03 other than mp/piety costs and stuff 14:46:18 galehar: yes, I supported it there 14:46:33 MarvinPA: I think the spell checks MR but the ability does not. 14:46:48 the god ability definitely checks MR 14:47:06 they both just use ZAP_BANISHMENT with some power 14:47:15 i just won an abyssal knight so it's fresh in my mind :) 14:47:17 ah, then that was just a plan... 14:47:25 ...or the damnation card is different :) 14:47:46 damnation card is very different, I don't know exactly how it works though 14:47:48 Mu_: cannot read SA right now 14:47:59 I think it still checks MR though... 14:48:18 elliptic: I believe that one creature always has to go with the card 14:48:34 i don't think it checks MR 14:48:37 MarvinPA: I had to fight a lot just get rid of self-banishing via spell 14:48:38 yeah, it doesn't check MR 14:48:40 just checked 14:49:08 MarvinPA: so your proposal might be just right 14:49:22 also note that banishment and warp weapon are older than Lugonu 14:50:08 is any of the new lugonu deal implementable or is it all waiting on the wrath overhaul (and if so, is any of the wrath overhaul implementable) 14:50:54 monqy: yes on the latter 14:51:50 wrath overhaul is implementable, but needs a dedicated coder (who is willing to think through design) -- it is not fleshed out to the last bit (wrath is just so big) 14:53:01 monqy: do I read a certain interesting between those lines? 14:53:07 s/ing// 14:54:11 I'm not sure I can dedicate to it but it does look interesting, yes 14:55:11 -!- TGWi1 has joined ##crawl-dev 14:55:39 monqy: if you feel up to it, drop me an email, ok? 14:56:29 -!- TGWi has quit [Ping timeout: 240 seconds] 14:57:50 hm, I never knew how damnation worked before... the mechanics of it are a little strange 14:58:13 basically you have a 1/(n+1) chance of being banished if there are n monsters in sight 14:59:02 this means that if you want to draw through escape decks in higher safety, you should spam butterflies or spammals or something like that first 14:59:07 elliptic: yes, I designed it, I know :) 14:59:27 it seems bad that you can game it with summons though 15:03:01 you can? 15:04:11 like I said, optimal play if you want to draw through an escape deck for piety is to summon as many butterflies as possible first 15:04:22 because they count for lowering chance of banishment 15:04:36 it should probably just have a separate, low chance of banishing you regardless of what it banishes on screen 15:05:30 -!- TGWi1 is now known as TGWi 15:07:14 elliptic: seems like a bug that summons are considered 15:07:34 dpeg: yeah 15:07:51 eronarn: but it is good that the mechanic encourage using it with more monsters around 15:08:30 elliptic: that's exactly the idea 15:11:56 morning 15:12:13 hi 15:15:34 MarvinPA: I agree with your approach to the Banishment spell. 15:17:03 I am not so sure about Warp Weapon. While that spell is proplematic, I would like to make Maxwell's Silver Hammer a spell which gives hammers (only) the holy ego. Perhaps we can find something good for Warp Weapon as well? 15:17:36 if you want to keep it you should at least change the flavour 15:17:45 atm it's a bland pop culture reference 15:19:15 plus there's already a silver brand that does something completely different 15:20:53 Need to ask Eino what "silver" means these days, but a proper silver hammer would also be okay. And yes, it is goofy humor, but I believe the spell would have an interesting niche. 15:21:15 it's not goofy humour 15:21:20 it's a spell that has the same name as a song 15:22:15 won't discuss 15:22:23 ok 15:23:44 just what we need, another brand spell 15:24:37 denzi's tiles <3 15:26:29 -!- calavera has quit [Quit: calavera] 15:34:39 is this new http://img.waffleimages.com/444103270d72bef1e63a0eafbb3a49761942b307/trove.PNG 15:34:50 yes 15:35:03 I guess it's somewhat interesting 15:37:33 typo, 1927 in mon-place.cc 15:37:39 yes, ellipti <3 15:40:17 -!- stabwound has quit [Ping timeout: 264 seconds] 15:43:19 bhaak: I espy you on bash.org :) 15:46:51 due: I know :) 15:47:25 due: I thought more about my idea to add mid to monster_info. I think it's worth it. 15:47:46 We already have special cases in the monster_info constructor for rakasha, mara and mislead 15:48:14 for fake monsters, we give the same id has monster. For mislead, we don't give any id. 15:49:02 result: we suppose that the player is able to distinguish individual monsters (barring exceptions) 15:50:11 we can clean the map_knowledge. We remove every "remembered position" for all monsters in LOS. 15:50:39 no more "trailing" of monsters pursuing you at the edge of your LOS 15:51:14 each monster get a single "remembered position", which is the last place you see it. Older ones are cleared. 15:51:37 It should be especially good for playing with allies 15:52:46 dpeg: do you have any thoughts on removing reavers? there's loads of discussion on the wiki with no particularly clear conclusion, i think i have a pretty solid proposal for improving the magic backgrounds now though 15:53:37 -!- Vandal has quit [Ping timeout: 272 seconds] 15:53:40 galehar: There's still the issue of mid being sequential though. 15:53:53 Alternaltely 15:53:57 what's the issue? 15:53:57 We can just give them a hash of the mid. 15:54:14 That way you know that it's unique, but you don't know whether it was generated before some other monster. 15:54:33 MarvinPA: you have free reign. Ask around to know what other developers think, but you can probably go ahead. 15:55:03 MarvinPA: going bback and undoing your changes is relatively cheap, especially if the change garners attention that has been lacking for something. 15:55:23 but who cares in which order monsters are generated? I can't imagine any exploit. 15:55:43 okay, my current plan is to consolidate the minor magic books into a single book for wizards, and to remove reavers 15:55:58 MarvinPA: awesome 15:56:09 Also, for now, the player don't have direct access to monster_info. So if it's a problem, we can hash the mid once we implement client/server. 15:56:20 MarvinPA: are you doing anything about Cj? 15:56:23 I guess SA will not be amused, but we cannot read them at this moment anyway. 15:56:27 galehar: well, yes, but we should comment about it somewhere at least 15:56:48 galehar: also, i can't think of a specific issue now -- but i'm sure that someone will come up with something if the monster generationn order is available. 15:56:55 monqy: i'm tweaking cj[ice] a little but i think leaving cj as-is with a choice of books is actually okay 15:57:33 at least for the moment, since there's no really good proposal for a unified conjurer book 15:57:35 due: ok, if I implement it, I'll put a comment about the need to hash it. 15:58:34 What's the motivation for removing reavers? 15:58:53 -!- tigarmo has quit [Read error: Connection reset by peer] 15:59:14 they have the same book choice as conjurers but are worse casters in return for just starting with a melee weapon 16:00:10 the reaver playstyle is more something that you branch into a bit later, once you have your spells reliably castable and can easily pick up a weapon from wherever 16:00:32 ok 16:01:07 would that give us 27 classes? 16:01:19 oh, no, the divine classes were split 16:01:24 28 i think, sorry :P 16:01:35 marvinpa ruining crawl some more :P 16:02:25 -!- tigarmo has joined ##crawl-dev 16:06:42 sleep here, later! 16:06:45 -!- dpeg has quit [Quit: zzz] 16:16:57 -!- stabwound has joined ##crawl-dev 16:26:15 hi stabwound 16:26:16 ew, getting the kill attribution code working is going to suckkk 16:26:24 Eronarn: for? 16:26:28 due: swarms 16:26:47 it all relies on mindex & checking menv 16:26:53 :) 16:34:19 -!- bhaak has quit [Ping timeout: 250 seconds] 16:35:24 -!- bhaak has joined ##crawl-dev 16:42:24 03MarvinPA * r09dac4da8a58 10/crawl-ref/source/book-data.h: Give Cj[ice] Lightning Bolt instead of Freezing Cloud 16:42:45 03MarvinPA * r1cc687962fc2 10/crawl-ref/ (9 files in 3 dirs): Remove Reavers at the next major save version 16:42:49 03MarvinPA * r10d056910b87 10/crawl-ref/ (settings/init.txt source/initfile.cc): Remove unused options from init.txt 16:42:51 03MarvinPA * r577aba873bd6 10/crawl-ref/source/ng-setup.cc: Always start Wz with magic dart memorised 16:42:56 03MarvinPA * r9f5e1ebbc713 10/crawl-ref/source/book-data.h: Conjure Flame instead of Throw Flame for book of Minor Magic 16:43:13 03MarvinPA * ra057bea396d6 10/crawl-ref/source/ng-setup.cc: Give Stalkers a bit more Tmut skill 16:43:30 03MarvinPA * r1c3772e603af 10/crawl-ref/ (12 files in 4 dirs): Consolidate the books of Minor Magic into a single book 16:43:42 03MarvinPA * rb2fe2adde752 10/crawl-ref/source/spl-data.h: Reduce Slow to level 2 16:43:55 03MarvinPA * r6b4fb9138bc3 10/crawl-ref/source/ (book-data.h spl-data.h): Reduce Passage of Golubria to level 4 16:45:45 <3 minor magic change 16:46:23 :) 16:47:32 cj[ice] is sort of more like cj[air] now but i think the books are pretty well-defined and distinct from the elementalists, which is the main thing 16:49:27 why'd you go with imps? That means you can't use wz as a summoning start with good gods 16:49:28 this is hilarious 16:49:40 I just described clua as client lua, and dlua as dungeon Lua 16:49:46 but in dat/clua you find the dungeon lua markers 16:49:50 and in dat/lua you find the clua code <3 16:51:08 you can use summoner as a summoning start with good gods i guess? 16:51:14 also don't get why cloud turns into bolt 16:51:23 it was nice having two options though 16:51:24 imp is a more wizard-y spell IMO 16:51:36 imp is more wizardy 16:51:48 ccf isn't as much 16:52:01 and I don't know why wz being usable with good gods is important 16:52:11 you can't use ccf in a starting book without a lower-level spell, too 16:52:13 new felid-summoning spell, rename class to witch 16:52:13 TGWi: because eveything must be compatible with EVERYTHIN ELSE OMg. 16:52:14 rather, why one specific spell of wz being usable with good gods is important 16:52:16 there's been a push to summon with good gods 16:52:22 due: let's add ice-distill 16:52:27 hex/summ 16:52:30 su can summon with good gods though 16:52:36 the alternative is spammals, which is the Su iconic spell 16:52:50 no other playstyle is bound to only one class 16:52:54 also yeah it's castable without a level 1 spell 16:53:00 mammals isn't iconic su, how does that work 16:53:08 "summon with good gods" <- one of the major crawl playstyles now! 16:53:09 ... 16:53:11 almost everything in su works with good gods so yeah 16:53:12 until today it was in two wizard starting books 16:53:15 "summoning" 16:53:26 it was more iconic when it summoned legions of orange rats 16:53:56 are we having a heated discussion about whether wz should be able to summon under good gods out of its starting book 16:54:05 uhm, Re are a class that made a lot of sense 16:54:24 far more than the redundancy of Cj/4*E/Wz 16:54:31 seriously 16:54:33 kilobyte: Re was a bad Cj 16:54:41 also a bad melee class 16:54:41 Cj was a limited Elementalist 16:54:53 reaver works as a playstyle but not on D:1, i'd say 16:55:01 elementalists aren't redundant other than that they all have elementalist in their name 16:55:39 they are not redundant to each others -- it's them vs Cj 16:55:49 it would be cool if cj died too 16:55:53 while Re is an unique niche 16:55:55 they're not redundant with cj either 16:56:05 I'd say, let's restore Re and axe Cj instead. 16:56:07 Re is not a unique niche, it felt just like Cj except worse 16:56:10 -!- xyblor has joined ##crawl-dev 16:56:11 re is not a niche, it's a caster with bad casting skills and a weapon 16:56:22 it's not a "unique niche" if it has the same book as another class 16:56:33 imo: kill cj, merge fi/gl/mo 16:56:34 cj book: magic dart, imb, iood, two new pure conj spells 16:56:38 let's do it 16:56:51 I heard there's whining going on, so I wanted to tune in 16:56:54 a level 7 annihilations-exclusive spell in a starting book? 16:56:59 monqy: hell yeah bro 16:57:01 -!- GreyKnight has joined ##crawl-dev 16:57:09 the two new spells are eight and nine 16:57:16 (mana storm) 16:57:27 1, 4, 7, 10, 13 16:57:30 so they are nice and evenly spaced 16:57:35 mass iood, launch an iood at everything you can see 16:57:42 in my experience reaver as a background is pretty weak and i'd always rather go Cj and take a weapon later, anyway 16:57:45 ioodstorm 16:57:51 make it happen 16:58:05 want a pure spell damage char? That's *E. Re are an interesting hybrid, like Hu but with spells instead of bows. 16:58:18 kilobyte: except that's not how Re plays 16:58:24 or how elementalists play 16:58:30 i don't think anyone here dislikes the idea of hybrid classes 16:58:31 Re plays like Cj with less int and only one starting MP 16:58:32 re just sucks 16:58:42 seeing how three of four of them are hybrid classes 16:58:47 monqy: no one uses iood these days, if you can get Annihilations you have access to better spells 16:58:51 2.5 of four 16:58:57 IE and AE are already aimed as hybrids, yeah 16:59:08 kilobyte: improve iood, then? 16:59:10 and FE somewhat with range 1 sticky flame i suppose 16:59:18 I was looking at stoneskin but yeah 16:59:27 making iood actually help in corridors would... help 16:59:28 FE needs work still 16:59:44 a range one spell doesn't make a conjurer a hybrid 16:59:47 the 'it comes out of one of your hands so it has an angle and hits the wall' thing is pretty dumb 16:59:48 monqy: this is an option, but since we have many powerful spells, I think it might be better to improve availability instead 17:00:06 Eronarn: imo the inaccuracy should go now that it needs range to power up 17:00:19 oh, also, i think it could stand to be a touch slower 17:00:20 the inaccuracy is interesting though 17:00:23 03j-p-e-g * raac74fd3b4fa 10/crawl-ref/source/rltiles/dc-feat.txt: Fix tiles compilation. 17:00:26 it's pretty zoomy right now 17:00:28 as far as tunnels go 17:00:33 03j-p-e-g * r4dcdf870d6b3 10/crawl-ref/source/ (4 files in 2 dirs): Tweak the spellcasting tutorial, as per galehar's suggestions. 17:00:44 i think it should also not be an auto-hit if it enters your tile 17:00:49 kilobyte: basically the problem with Re was that it clearly made sense to focus on getting the magic usable early game, hardly using melee at all... and by the time you seriously start using/training melee, you'll have found a better weapon than that +0 starting weapon 17:01:48 autohit is fine, the thing's hardly guaranteed to reach the target at all 17:01:48 I'd say the opposite: you use mostly melee but aid yourself with magic 17:01:52 speed is good too 17:02:01 unlike the pillar dancing fest that pure conjurators are 17:02:03 with the cj book, what 17:02:05 kilobyte: that's not how they play when anyone else plays them 17:02:13 1 MP just means more pillar dancing 17:02:29 also melee chars do tons of pillar dancing too 17:03:10 (imo more starting mp for magic classes) 17:03:14 OG17: well at the current damage/MP sure, but i think the flavorful orbiness of the spell would benefit, so i'd rather make it feel cooler first and then change its numbers around to make it worth using (since it already isn't usually worth using so there's not much to lose) 17:03:27 orb is already the coolest spell in the game 17:03:34 maybe 17:03:57 it's ok, it just feels a little bit off from where it should be to me, though 17:03:57 kilobyte: I do think there might be potential for a reaverish starting class, but it should be made from scratch with a new book, etc 17:04:16 it would look at lot like crusader 17:04:19 a lot 17:04:32 og17: not necessarily 17:04:38 in theme at least 17:04:48 two melee/magic hybrid classes look similar??? 17:04:51 nooooooo 17:05:01 "magic" isn't "crusader" 17:05:15 there's no need for a dedicated cj/melee start 17:05:20 so it'd be support abilities 17:05:22 there is no need for any start 17:05:26 elliptic: improving the book is a good idea, yeah 17:05:34 a cj/melee start would be fun though 17:05:48 kilobyte: adding classes back in when they're not bad is an option it turns out 17:05:49 then start as cj/whatever and pick up a weapon 17:05:58 remember when dk came back 17:05:59 that is not a cj/melee start 17:06:00 yesterday 17:06:04 that is a cj start where you pick up a weapon 17:06:16 it's the same thing except that you're actually good at casting 17:06:18 a cj/melee start should be a) decent at conj at start b) decent at weapons at start 17:06:20 has re taught us nothing 17:06:26 re was neither but that doesn't mean it's not possible 17:07:54 some cool conj effects for a melee class would be stuff like static discharge, a damage shield, a conj-based debuff 17:08:33 so, support abilities 17:08:40 sticky flame & poison magic are like debuffs except they do damage instead of debuffing 17:08:45 and discharge which is already in a hybrid-friendly class 17:08:47 conjure flame too 17:09:09 mephitic cloud *is* a conj-based debuff 17:09:15 that too 17:09:20 if you really want one 17:09:37 sting, throw flame, meph, conjure flame, sticky flame 17:10:07 elliptic: too many books with meph cloud already 17:10:09 problem is these books start sounding megaoverpowered quickly 17:10:12 yes 17:10:13 :P 17:11:03 an example of a conj based debuff: you make bonds of fire that shackle your enemy (like a net + some fire damage each turn) 17:11:16 "really sticky flame" 17:11:21 or firing icicles that pin a target to a wall 17:11:22 sticky flaming nets 17:11:33 it sticks monsters to the floor 17:11:41 allow conjure flame to be cast on things 17:11:44 "fibrin glue"! 17:11:49 i liked the idea of an earth spell that conjures chains from the ground and acts like a net or something 17:11:56 maybe pulls fliers down 17:12:07 gravity <3 17:12:20 why am i even awake, I am miserably ill :( 17:12:31 you don't seem miserable 17:12:32 * due blows nose and tries not to get too much snot in crawl's internals. 17:12:34 it's hardly impossible to come up with new hybrid classes but it's hard to figure out why you would when every caster in the game can trivially become a hybrid 17:12:34 due: so you can clone swarm branch from github and try it out :D 17:12:40 also clearly chains are earth/tmut :| 17:12:40 OG17: because fun 17:12:49 Eronarn: meh, switch to gitorious 17:12:55 Shedu Tile improvement/Consistency fix (https://crawl.develz.org/mantis/view.php?id=3469) by Curio 17:12:58 OG17: didn't you get the memo? earth/tmut is over 17:13:03 it's fun for a class to be intentinoally pigeonholed? 17:13:10 I can't type tonight 17:13:10 (HOORAY! LONG LIVE THE ... EARTHTUT DEATH) 17:13:23 due: speaking of earth/tmut, leda's should really just affect monster move speed :| 17:13:23 long live earth/tmut 17:13:26 yes 17:13:30 yeah 17:13:46 i am going to fix that eventually 17:13:55 however currently i am writing a guide to crawl development for idiots like myself 17:13:58 fix monsters moving in shallow water while you're at it 17:14:04 yes 17:14:30 hmm, why does it matter where his repo is... 17:14:43 side note, wouldn't lightning bolt be better in air than in cj ice? 17:14:55 or is this an attempt to make cj fire look vaguely appealing 17:15:23 RjY: it doesn't 17:15:42 Conj doesn't do debuffs, Conj debuffs you by reducing your hp. 17:15:57 due: which of new spells should be added to Xom's list? Leda certainly. 17:16:02 kilobyte: conj doesn't do debuffs except for the debuffs it already does 17:16:02 kilobyte: definitely 17:16:14 RjY: it doesn't, but if it's on gitorious that means he could justt clone our repo there :D 17:16:44 https://github.com/Eronarn/Crawling-Chaos/tree/swarms here's swarms on github, anyways, they work except for a few (mostly cosmetic) bugs 17:16:47 oh i see, you want eleventy billion forks on gitorious ;-) 17:16:58 will post a patch too 17:18:53 * due fetches the hazmat kit 17:24:15 03galehar * r9e8621d460c6 10/crawl-ref/source/ (newgame.cc ng-restr.cc ng-setup.cc): Add quarterstaff as an option for monks. 17:25:17 <3! 17:25:19 I like that idea. 17:25:58 -!- eith has quit [Ping timeout: 240 seconds] 17:26:24 it's been discussed on the forum 17:26:24 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=634 17:28:00 i don' tead teh forum :) 17:28:06 *I don't read the forum 17:28:54 That's why I'm telling you :) 17:29:03 anyway, bedtime 17:29:05 bye 17:29:06 i still think doublehanded weapons could do with getting something cool properly implemented, for staves to be a more interesting weapon class 17:29:23 but quarterstaff for monks is nice enough 17:29:29 and nn :) 17:29:33 -!- galehar has quit [] 17:30:34 bye :) 17:32:09 due: actually, I think you will be surprised. this code is much better than the recite code 17:32:15 it's even commented! 17:32:20 gosh! 17:33:01 Swarming monsters (https://crawl.develz.org/mantis/view.php?id=3471) by Eronarn 17:33:01 TSO altar vault w/ angel can have teleport trap inside (https://crawl.develz.org/mantis/view.php?id=3470) by mikee 17:34:02 MarvinPA: i'd like to revamp aux attacks as a whole some time 17:34:20 I would like to finish overhauling monster attack flavours 17:34:23 I'd like to revamp melee combat as a whole 17:34:28 monqy: good luck with that 17:36:19 MarvinPA: one approach would be: your free hand gets aux attacks (1 hand), helps wield the weapon if able (1.5 hand), must help wield the weapon (2 hand), is used to make off-hand weapon attacks (double weapon), makes shield bashes (shield) 17:36:54 Eronarn: aux attacks are bad, let's follow the original plan instead 17:36:56 this would be something one would want to pair with making aux attacks relevant beyond early game 17:37:05 kilobyte: what's the original plan? i was not aware there was one 17:37:07 which predates DCSS 17:37:33 you are supposed to get two weaker attacks instead of one strong one if your skills are good enough 17:38:31 to me, it seems that it might be better to have the character automatically select one strong blow when it would be advantageous (very high AC targets) 17:38:57 that's why quarterstaves, lajatangs and dire flails have such pathethic damage 17:39:33 "very rare" weapons which have smaller damage 2-handed than some 1.5-handers 17:39:41 ooh... one more class gone? :( 17:40:11 ah, i wondered what the actual initial plan for doublehanded weapons was 17:40:25 (or if there even was one) 17:40:42 one thing that might be neat: if aux attacks went to nearby enemies rather than the main one 17:40:45 but that sounds cool 17:40:52 so staves are better against groups of enemies 17:40:57 (this is historically true, to boot) 17:41:42 that's a suggestion for axes on the wiki for weapon moves 17:42:14 -!- neunon has joined ##crawl-dev 17:42:21 OG17: for axes the suggestion was that the main attack could carry through, whereas this would be that your auxes hit other things 17:42:26 slightly different 17:42:27 also two attacks are cool, some brands would be pretty strong but that's good since it'd give more of a reason to use the thing in the first place 17:42:40 -!- neunon is now known as Guest5156 17:43:14 -!- Guest5156 has quit [Client Quit] 17:43:24 some more kinds of aux attacks might also be nice, some of the weapon effects stuff could go there instead 17:43:30 pretty similar in the end, save that it's silly for a melee weapon to rely on UC so much 17:43:38 shield bashes, trips, pulls, etc. 17:43:42 yes 17:45:00 defensive ones might be neat also, like if you have high dodging you can get an aux that gives you +EV against that target 17:45:25 or makes a miss against you turn into an attack on a nearby monster 17:46:05 pretty much needs to be overhauled as a whole system though the current code is so ridiculously bad 17:46:12 oh my you actually coded breathe bees 17:46:39 this i must see 17:46:49 don't you usually inhale them instead? 17:48:59 MarvinPA: it's not too exciting yet, it just uses cloud style aiming and makes bees; check out the AI on them, though, i feel that it works well 17:49:33 does it use cloud glyphs or bee glyphs? 17:49:50 bees will "cling" to monsters near them, but might lose those monsters if they get more than 1 away, and they tend to swap targets a lot (they choose a random one every turn) 17:50:18 OG17: cloud. right now: butterfly = ETC_RANDOM, bee = yellow, sparks = lightcyan, spiders = lightmagenta 17:51:17 covered in tiny pink spiders 17:51:20 the swarm code itself is pretty flexible, you can add a new one just by adding a monster entry + some enums 17:51:53 hydra swarms~ 17:52:10 bee should maybe be brown since fire flashes yellow but whatever 17:52:17 walls 17:52:31 I thought clouds were getting a glyph 17:52:40 or maybe that's forgotten 17:52:55 both walls and clouds are # and i don't think any other ascii glyph would work well for either 17:53:24 i mean maybe ? or % but already used so 17:53:27 it was on the wiki months ago but I guess it's taking a break 17:53:33 -!- evilmike has joined ##crawl-dev 17:53:46 & was recommended 17:53:48 + for clouds looks alright in the games i've watched 17:53:55 but that's in use too 17:53:58 who uses + for clouds besides me and slyshy 17:53:59 but we couldn't decide the last time we discussed it 17:54:03 & is too cool to change 17:54:18 + is interesting though... only used for doors right? 17:54:38 think so 17:54:47 and open door = '? 17:54:57 or is it ` 17:55:05 ' 17:55:09 I should put my clouds on @ and move humans off. that or move closed doors somewhere else 17:55:11 - or + is good I think, & doesn't flow very well 17:55:28 hmm gates are one issue 17:55:33 ++++ looks great for them 17:55:38 what's happening with unicode now? 17:57:18 maybe doors = ' and get a brand if they're closed 17:57:26 since a closed door can never have a brand from something else afaik 17:58:00 you don't even need a brand, do you? just make them different colours 17:58:12 monqy: i think a brand would look nicer... + filled up more space than ' 17:58:51 # are quite space-filling so ##'## would look good with ' branded i think 18:01:04 -!- GreyKnight has quit [Ping timeout: 240 seconds] 18:02:01 OG17: I plan to make it default (not the current glyph set, though) 18:02:31 I'd hate it if doors werne't on +. 18:02:53 current CSET_UNICODE is just recoded CSET_IBM 18:02:58 due: agree 18:03:41 of course I'm partial to my personal config, but I currently use CSET_UNICODE but with mostly everything moved back to CSET_ASCII, with my own changes elsewhere 18:03:58 including # for rock walls, . for floor 18:05:35 the thing is, CSET_ currently means both encoding (something technical the player is not interested in) and glyphs 18:06:00 would be nice to decouple them I guess 18:07:59 ▒ looks damn ugly in most non-bitmap fonts 18:08:21 if it's possible it'd be good to just have clouds be the solid ibm-style wall blocks and walls be #, and vice versa for those who like solid walls 18:08:22 which means "anything made this millenium" 18:08:46 unless that's what you just said maybe 18:09:23 the fully solid block (█) is fine, though 18:09:34 except for not fitting clouds, of course 18:09:37 yes, it is ugly 18:09:51 isn't there a cloud-like unicode glyph we can use? 18:10:02 I like ະ a lot 18:10:42 but since it's a Thai letter, not everyone will have it 18:11:19 all operating systems do ship a font with that letter AFAIK, but it will fail for terminals without glyph substitution (PuTTY, ...) 18:13:29 actually, that is pretty cool 18:13:33 what about Χ? 18:13:49 X as in large abomination, orb guardian, tentacled monstrosity? 18:13:58 er 18:13:59 no 18:14:00 Ξ 18:14:02 oh 18:14:04 sorry, wrong glyph 18:14:14 03kilobyte * rca86249eed67 10/crawl-ref/source/dat/des/variable/altar.des: Add some missing no_rtele_into to spots in a number of altar vaults. 18:14:15 forgot that X=khi, no xi 18:14:17 i can't see half the characters you're talkin about amusingly 18:14:19 for some reason xi is j on this 18:14:26 they just show up as a string of garbage for me 18:14:44 \u039e 18:14:54 that would be a cool door symbol 18:14:54 Eronarn: transmutation/summoning/poison is too long :( 18:15:11 bee breathing seems pretty sweet though 18:15:49 Δ? It's already "detected item". 18:15:53 MarvinPA: yeah, so i saw... i'm actually iffy on it being tri-school. i'd rather have it be tmut/summ, but since they're bees it kind of has to be poison 18:16:26 of course, it can be moved aside, but not sure if a triangle fits doors that well 18:16:26 you could flavour it up to be either tmut/pois or summ/pois 18:16:40 tmut/pois could work 18:16:56 kilobyte: no, that's delta 18:16:58 on the other hand, Δ is on the least-common-denominator WGL4 list, so you can use it in defaults safely 18:16:59 also i love the idea of having this and maybe a level 1 transmutation of some sort to replace fulsome/evap in the transmuter book 18:17:04 kilobyte: capital XI 18:17:17 kilobyte: All of the greek letters should be on the least-common-denominator list, no? 18:17:23 \u0394 is capital delta 18:17:41 MarvinPA: sharkpunch 18:17:55 ah, Ξ, mistyped. 18:18:30 it's just three horizontal bars of equal lengths in the font I'm using, though. Seems wrong as the middle bar should be shorter... 18:18:38 huh 18:18:42 sharkpunch can only be a good thing 18:18:44 yeah, XI's middle bar is shorter 18:18:45 with a name like that 18:19:03 It should be similar in appearance to the Japanese numeral san 18:19:18 also monqy the way the current flavor works: you take in a deep breath, transmute your lungs, summon a bunch of bees inside them, and then exhale 18:19:38 uhm... "san"? Could you just paste it? 18:19:50 tmut/pois you transmute a lungful of air into bees, i guess? 18:20:00 transmuting air is iffy flavour but whatever 18:20:12 MarvinPA: or possibly, require quaffing a potion of poison to cast it 18:20:13 kilobyte: give me a second 18:20:26 kilobyte: I don't have japanese interface enabled, will have to look it up 18:20:30 hm that would be cool but means you'd have to keep fulsome for transmuter :( 18:20:37 but both ammo and breath might be excessive and i think in the long run it shouldn't be in the same book as fulsome/evap 18:20:57 三 18:20:59 quaff any potion, flavour bees based on potion, call it evaporate 18:21:07 due: too bad, it needs to be a "half-width" (normal width for us) character. 18:21:09 maybe it could transmute your spit instead, and change it to Spit Bees 18:21:11 \u4e09 18:21:16 oh, right 18:21:17 (evaporate with disadvantages) 18:21:19 there are such variants for many of them, lemme check 18:21:31 monqy: disadvantage: they are angry bees and attack you 18:21:37 ooh 18:21:43 http://en.wiktionary.org/wiki/Ξ 18:21:48 poisonous clouds are pretty angry too but that sounds much better 18:21:57 yeah swarms move around, and they attack even their summoner 18:21:59 also 18:22:14 do swarms have variable density and spread out? 18:22:15 ≡ 18:22:18 which means you can't readily cast the cloud under the monster and stand there behind a rat or whatever 18:22:19 or swarm together 18:22:24 is that what xi shows up for you? that's \u2261 18:22:47 monqy: right now they're individual clouds that decay like clouds but also move; later they will have splitting/merging 18:23:14 and by individual i mean that they each move independently 18:23:20 in practice the effect works pretty well as-is, give it a shot 18:24:47 <3 <3 <3 denzi's tiles 18:24:53 lichform kitty! 18:25:00 also: i want to do a monster spell that makes gloom clouds that hunt after you 18:25:24 at just the edge of LOS, each tile gets gloomed 18:25:35 and then they zoom towards you in a contracting ring 18:25:45 and if you're standing in gloom, the darkness itself attacks you :D 18:26:07 could give it to eresh or something 18:26:51 due: both Ξ and ≡ show up as three equal bars in Consolas. I'm using that font since it's one of the few things Microsoft ever made well (bought actually, of course). However, in this case it is wrong. 18:27:24 hm 18:27:56 I use Deja Vu myself -- it's not complete, but it has most of the characters that I've run into. 18:28:58 the only halfwidth form of 三 is ミ which is a "derived" letter 18:29:27 ah 18:29:32 Deja Vu has a good deal better coverage than Consolas, but that doesn't matter much on terminals with glyph substitution 18:29:33 Oh well 18:30:24 Deja Vu Sans Mono is my standard console font; Deja Vu Sans my standard font. Though I did need to install one of the other, more complete (Though not as pretty) fonts to be able to read an amusing diatribe on HTML parsing with regexp. 18:30:35 sadly, in defaults, we shouldn't use anything outside http://en.wikipedia.org/wiki/WGL4 18:31:03 having other _optional_ presets would be cool, though 18:31:32 like, runic letters 18:32:32 these are rare: on Debian, ttf-junicode has nice versions, ttf-unifont fugly pixellated ones, not sure what other fonts support them 18:33:00 I use ᛥ for stone walls, ᛞ for metal -- it is really helpful to be able to tell them apart 18:33:05 actually 18:33:14 the idea of adding greek letters to the monster set appeals to me so much 18:33:52 Α, Β, Ε, Ζ, Η, Ι, Κ, Μ, Ν, Ο, Π, Τ, Υ, are obviously useless. 18:34:01 (and we probably never should recolour stone or metal, or recolour rock gray or cyan, as long as the defaults use the same glyph) 18:34:03 runic letters for runes? 18:34:21 Π -- why? 18:34:26 But gama, delta, zeta, eta, theta, lambda, mu, nu, xi, pi, sigma, tau, upsilon, phi, chi and psi would be cool. 18:34:30 it doesn't clash with any Latin letter 18:34:53 Oops, didn't mean to hit pi. 18:35:02 due: i use theta for eyes 18:35:05 it's awesome 18:35:16 you mean, greek Α is bad because it clashes with cyrillic А, right? :p 18:35:42 :)) 18:36:07 "of course" 18:36:27 i have angels on a hebrew glyph... still want that combining char as a portal glyph though :( 18:37:08 which combinaing char? 18:37:25 cyrillic combining millions 18:38:31 old cyrillic, all languages using cyrillic switched to regular digits ages ago 18:38:44 very cool looking, though 18:38:51 would be good as either portals or halos 18:39:13 (not "arabic" since that's totally wrong... there's little resemblance between regular digits and arabic ones, even if they descended from them) 18:39:44 ٠.١.٢.٣.٤.٥.٦.٧.٨.٩ 18:43:17 mmm old numerals 18:50:16 03kilobyte * r119779728630 10/crawl-ref/source/dat/des/variable/altar.des: Don't let early angels teleport out. 18:56:58 due: shedu are winged bulls with human heads, yet somehow have claw attacks 18:57:10 kilobyte: Yes, I think this is an oversight on my part. 18:57:41 trample :D 18:58:21 a falling attack! 18:58:28 500kg hamburger from above! 19:00:15 -!- edlothiol has joined ##crawl-dev 19:01:21 ooh... if i replace swarm decay with swarm HP, leech swarms could stick around longer by attacking you :D 19:01:56 mosquito swarms 19:02:22 monqy: both! 19:02:29 with that 'summon swamp' spell that was proposed 19:03:25 redo summon swarm 19:03:29 a stat drain swarm might also be neat, since swarms are a lot harder to get rid of 19:04:05 how do you get rid of swarms? wait them out? block them off with other clouds? 19:04:35 right now: that, blink/teleport, move more than one square in a turn 19:05:08 later i'd like them to actually have speeds based on their monster stats, so you could have ones that you can't out run and ones that you can 19:05:52 also later i'd like to add code that lets you hit them with AOE spells (like fireball, maybe bolts) 19:07:10 they're actual monsters, so it's not as hard as it sounds... mostly the problem is that you need a way to find them, and no code looks at them right now and it can't be changed in just one place 19:07:17 it'd probably have to be done one spell at a time 19:08:04 oh, also i need to make cloud spells wipe out swarms, forgot that 19:08:31 even if they're not vulnerable the idea is that the cloud disperses/scatters them 19:08:36 just because they're so tiny 19:08:54 should demonic plants have demonic holiness? right now it looks like they're just plants 19:09:20 @??demonic plant 19:09:20 demonic plant (04P) | Speed: 0 | HD: 10 | Health: 38-72 | AC/EV: 10/0 | Flags: 03plant, 07vault | Res: 13magic(immune), 03poison, 12drown, 13neg+++ | XP: 0. 19:09:52 maybe make them evil, not sure they need to be demons though 19:09:56 evil plants 19:10:00 think about what you're saying 19:10:12 TGWi: what do you have against evil plants 19:10:14 they wouldn't be too out of place in a fantasy setting 19:10:27 although evil+mindless is a bit of a weird combination 19:10:31 does Crawl track mindlessness? 19:10:46 int_plant = mindless, more or less 19:10:46 evil + IT IS A PLANT is a weird combination :P 19:10:47 also, plants /can/ drown in real life 19:11:06 it goes plant, insect, animal, normal, high iirc 19:11:16 zombies are int_plant 19:11:18 air-breathing plants need to get their carbon dioxide from somewhere, and I doubt they're too good at doing it from underwater 19:11:22 -!- syllogism has quit [] 19:11:25 are zombies evil? 19:11:35 what do you think 19:11:46 my guess is no, the reanimation isn't their fault 19:12:07 and they have no evil will, they're completely mindless 19:12:10 congrats, you made the same mistake 3.0 D&D did 19:12:22 it is fantasy game, evil doesn't require agency 19:12:33 swords and spells and rocks and stuff can all be evil 19:12:40 in Crawl, "evil" is defined as "what the good gods hate" 19:12:51 well, zombies don't use necromancy, do they? 19:12:59 zombies are necromancy 19:13:09 I don't see why that necessarily makes them evil 19:13:17 because what kilo just said 19:13:23 as in, say Cerebov casts fire storm, does that make his fire vortices evil? 19:13:25 again, evil in fantasy games does not require agency 19:13:32 Assertion failure (you.turn_is_over) (https://crawl.develz.org/mantis/view.php?id=3472) by Vinterriket 19:14:04 someone using something doesn't make that thing evil, but in a fantasy game, things can be evil 19:14:08 regardless of who is using them 19:14:10 damn.. my last paladin ever just died :( 19:14:10 I know that early D&D needed a disclaimer saying that poison wasn't inherently evil, thus you couldn't use detect evil to determine if somethin wasn't poisonous 19:14:12 (and using them is itself evil) 19:14:20 Napkin: you can always play older versions 19:14:28 including getting them from trunk, if needed 19:14:31 zombies kill things mercilessly 19:14:32 they're evil 19:14:41 plants are perfectly immobile and can't think 19:14:41 so do players 19:14:43 they're not evil 19:14:43 are they evil too? 19:14:44 nah, there is no turning back on you went trunk 19:14:50 ais523: yes 19:15:03 Napkin: just download a local copy, revert it to an old revision, compile 19:15:04 (no) 19:15:15 TGWi: go try out breathe bees 19:15:23 is it on cdo 19:15:29 yes 19:15:30 (no) 19:16:12 ais523: you mean, like 0.7.2-1-gedacb19? 19:16:27 just the bit at the end, it identifies the revision 19:16:43 and you can ask git to reset to it 19:16:59 nah, i'm going with the design decisions here 19:17:06 you can use the output of "git describe" to refer to commits, no need to use just the hash 19:17:54 @whereis 19:17:54 KiloByte the Ripper (L23 FePa), a worshipper of Nemelex Xobeh, saved on Elf:5 on 2011-02-19 after 102029 turns. 19:18:03 need to win (ok, ok, splat...) it too 19:18:10 @whereis 19:18:10 Eronarn the Cleaver (L12 DDEE), a worshipper of Zin, saved on D:13 on 2011-02-17 after 17932 turns. 19:18:15 ^^ never going to win this character ^^ 19:18:19 down to 5 MP because recharging 19:18:55 quick, convert to trog 19:19:08 no 19:19:11 or makhleb probably better 19:19:19 yeah, an EE with no mana is not good for casting 19:19:33 having to play a healing god or a necro to be a DD is lame 19:19:46 i am just going to keep playing until i die horribly 19:23:52 -!- Whitewater has joined ##crawl-dev 19:25:44 -!- edlothiol has quit [Ping timeout: 276 seconds] 19:30:15 03kilobyte * r645b3405cdd8 10/crawl-ref/source/ (3 files in 3 dirs): Add Denzi's air elemental tile. 19:30:25 03kilobyte * r9b4f1b7bc3fd 10/crawl-ref/source/dat/des/portals/ziggurat.des: Don't let the angels out of early Zig portals, too. 19:34:31 -!- Whitewater has quit [Quit: Nettalk6 - www.ntalk.de] 19:39:31 -!- calavera has joined ##crawl-dev 19:43:58 hi 19:45:04 hi 19:52:25 due, do you know if util/release_ver is created manually, or is there some script or tool that can be run to generate it? 19:52:45 It's generated 19:52:59 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:53:54 what generates it? if i run a build from master without access to git, gen_ver.pl fails 19:54:06 $(shell git describe --tags $(MERGE_BASE) 2>/dev/null || cat util/release_ver) 19:54:09 :) 19:54:12 right :) 19:54:33 i'm kind of stuck in a catch 22 :) 19:54:50 yes, I can imagnie 19:54:55 i'm trying to create a --HEAD build for homebrew 19:54:57 hangon 19:55:06 what's wrong with building it via git/ 19:55:09 and homebrew stages the source 19:55:28 well it gets it from git, but then stages it without access to git 19:56:00 hm 19:56:03 it basically just copies it to a temp dir without the git data 19:56:06 why? :) 19:56:13 I mean, is there a particular need to not have the git data? 19:56:13 so git thinks its not a repo 19:56:26 you got me... :) 19:56:37 it might be something homebrew should fix 19:56:39 oh 19:56:42 wait, homebrew is a thing? 19:56:46 aye 19:56:55 homebrew is a package manager for macs 19:56:58 ahhhh 19:57:01 I have not heard of this 19:57:05 https://github.com/mxcl/homebrew 19:57:33 it's actually the only mac packager manager that currently has dcss available 19:57:49 I didn't realise macs had package managers :) 19:58:00 hang on 19:58:09 so i've been trying to enhance the options a bit :) 19:58:15 okay, what you need to do is just execute... 19:58:23 "git describe --tags HEAD > util/release_ver" 19:58:25 or into smoe file 19:58:30 and then copy that into util/release_ver 19:59:09 that was going to be my next try... i think i can override homebrew's fetch and add on a line like that 19:59:30 so just do that after it clones but before it stages 19:59:31 unfortunately it's not really the sort of file we can include in the repository 19:59:34 however 19:59:37 it shouldn't break without it 19:59:51 is there a way to do a post commit hook? 20:00:06 because building from tarball shouldn't need release_ver. 20:00:07 that would maybe get the latest version/commit 20:00:50 not sure if your host supports a hook like that but it might be feasible 20:01:16 we could do it via CDO 20:01:31 but I do not see th e point of generating one superflous commit for every other commit mad3 20:01:37 the CIA/c-r-c spam alone would be annoying 20:01:54 true 20:02:11 well i'm sure i can make it work the way we were just talking about anyway 20:02:11 the best option is to juts make homebrew not nuke .git 20:02:35 i might create an issue @homebrew that asks why they do that in the first place 20:02:46 they might not do it deliberately 20:02:55 and btw, there's 3 total package managers for mac :) 20:03:13 you learn something new every day :D 20:03:20 i might try putting dcss in macports next 20:03:26 i think that's the most popular 20:03:48 you might want to talk to kilobyte, he's responsible for our debian package 20:03:59 is homebrew a package manager, or does it build packages? 20:04:17 ie, is there a way we can include code in our repository to make it easier to build the package and thus provide this package for people using homebrew? 20:04:19 both... i think... 20:04:23 or is it more like... pip or something? 20:04:30 or rather, checkinstall versus apt-get 20:04:46 it does uninstalls and dependencies and such 20:05:00 so more advanced than pip but probably far less than apt-get 20:05:06 ahh 20:05:20 https://github.com/mxcl/homebrew/blob/master/Library/Formula/stone-soup.rb 20:05:24 it is pretty basic i think by design 20:05:25 so you are attempting to improve this for us? :) 20:05:28 yup 20:05:31 thats the one :) 20:05:36 ahhh! excellent! than kyou :) 20:05:46 np 20:05:56 i was playing and one of the slaves started following me around 20:06:04 :D 20:06:04 but wouldn't folowo me down stairs 20:06:12 yes, they would've been neutral 20:06:23 so i wanted to update to head but it looked like that was only in head 20:06:48 so i decided to enhance the homebrew build :P 20:07:29 huh 20:07:38 it doesn't appear to delete the .git 20:07:54 I do not speak ruby so well, though 20:08:16 i haven't found where it deletes or excludes it 20:08:24 are you sure it does? 20:08:26 but i can run debug builds and .git is never there 20:08:29 hm 20:08:38 does it actually fetch it from gitoriou then? 20:08:54 because it would seem to have code in place to allow for updating from your git repository, etc 20:08:54 oh i know 20:08:58 i do know why 20:09:01 oh! 20:09:12 it does a git checkout from the cloned local repo 20:09:18 ... 20:09:26 which is like svn export 20:09:29 that does not make any sense 20:09:34 so it clones 20:09:42 then checks out to a temp dir 20:09:44 then builds 20:09:46 that shoulld still create a .git file in the temp dir 20:09:59 see download_strategy.rb like 295 20:10:19 ... 20:10:20 it leaves the .gitignore but no .git 20:10:46 that doesn't make sense 20:11:00 they appear to be doing it on purpose if you look at line 294 20:11:08 they're trying to replicate svn export 20:11:14 which is a non-versioned co 20:11:18 yeah 20:11:41 well, I imagine they're not wanting to install the .git directory to wherever it installs the packages 20:12:33 what it sounds like it needs is some sort of "pre-clone" hook that allows you to insert the generate util/release_ver in the main repository and copy it into the temp directory -- before it executes the install script 20:12:54 i think what i'm going to do is override the download strategy and do exactly that 20:13:03 you can specify your own downloadStrategy class 20:13:11 in the formula 20:14:02 ii'll just inherit from gitDownloadStrategy, run super.stage, and then run the git describe line into a temp file 20:14:21 then copy it into the staging dir in the install method 20:14:44 :) 20:14:56 sounds like what I'd do if I knew ruby :) 20:14:58 should work just fine, i just wanted to check with you guys first to make sure i wasn't missing something 20:15:07 i don't know ruby at all :) 20:15:10 i know python though 20:15:15 me neither, and I write plugins for redmine :) 20:15:44 :P 20:16:16 i'm actually more of a c++ guy but python and ruby are like pseudocode :O 20:16:28 python is my native language 20:16:48 i am a python 20:16:51 then the ruby should make sense :P 20:17:31 i am a cobra 20:17:43 nah, ruby is like someone fed python through a blender 20:18:10 with perl thrown in? 20:19:27 thanks for the help due, hopefully this should be up and running soon 20:19:34 hooray! 20:19:42 can you drop me an email when it's done? I'll post about it on the CDO blog. 20:20:12 sure, is it on the website? 20:20:30 bookofjude@gmail.com :) 20:20:39 cool, will do 20:22:31 danke! 20:23:24 bitte! 20:26:07 -!- TGWi1 has joined ##crawl-dev 20:27:58 -!- TGWi1 has quit [Client Quit] 20:29:04 -!- TGWi has quit [Ping timeout: 240 seconds] 20:30:24 -!- TGWi has joined ##crawl-dev 20:34:57 due, calavera: "make source" 20:35:36 this creates stuff needed for a git-less package, including util/release_ver 20:35:43 sweet! 20:35:53 kilobyte: ah, excellent, thanks 20:41:34 kilobyte: unfortunately you need git to create the git-less package :P 20:42:02 only once 20:42:20 and how else are you going to obtain the source to do so? 20:42:34 all official downloads are produced this exact way 20:42:38 FR: abyssal knight => chaos knight; ck[xom] => Lunatic 20:43:05 abyssal knight sounds terrible 20:43:09 and xom isn't knight-y anyways 20:44:09 Fool or Plaything are better suggestions 20:44:09 lunatic is silly 20:44:35 no i understand, it's just that it doesn't make it any easier to fit into their package installation process 20:44:37 i don't like fool but plaything would be fine by me the main point is that AK is terrible and CK isn't xom-y 20:45:10 just running git describe into a temp file would be less complex for me to code into the install formula file 20:45:26 well, it produces the old-style tarball that all traditional distributions expect 20:45:49 right, but they have two different processes for getting source 20:45:54 one for head and one for tarballs 20:46:04 it's an oversight on their part 20:46:09 it always is ;) 20:46:09 pretty much 20:46:12 :P 20:47:08 by trying to be simple they have kind of limited your options 20:48:11 you either specify a pre-packaged tarball or a repository url, but getting a repository and then packaging it is not an option that is builtin as far as i can tell 21:14:08 Corruption placed a wall on top of a jelly (https://crawl.develz.org/mantis/view.php?id=3474) by elliptic 21:21:22 yay jellywall 21:22:12 I'm going to go to bed 21:22:14 ciao 21:28:31 -!- NyaaKitty has quit [Ping timeout: 240 seconds] 21:40:20 03MarvinPA * r13d79a5e244d 10/crawl-ref/source/ng-restr.cc: Add weapon recommendations for Unarmed and Staves 21:40:30 03MarvinPA * r67c0865f632b 10/crawl-ref/source/ng-restr.cc: Don't let OgMo pick an ankus 21:48:31 -!- xyblor_ has joined ##crawl-dev 21:51:39 -!- xyblor has quit [Ping timeout: 260 seconds] 21:52:02 -!- NyaaKitty has joined ##crawl-dev 21:52:48 -!- calavera has quit [Quit: calavera] 22:02:42 -!- upsy has quit [Quit: Leaving] 22:17:52 random thought: we should remove animate dead from orc high priests 22:18:01 they're high priests of beogh and mostly show up in orc 22:18:11 beogh doesn't like desecrating orcish remains 22:40:19 beogh doesn't care, you can do it yourself 22:40:31 I brought this up as questionable and everyone laughed at me 22:42:53 you can animate them, but not chop them? 22:43:26 you can butcher them by animating their skeletons too, which is cool 22:43:40 what, that's dumb 22:43:54 it's not even questionable it's downright unflavorful 22:43:56 feel free to dig it up on mantis 22:45:49 maybe beogh likes orc zombies 22:48:32 I can understand an orcish god wanting his followers to fight to the death, and beyond the death too 22:48:45 but in that case should give at least an "I see what you did there" like Desktop Dungeons does, even if it doesn't change piety 22:49:26 (Desktop Dungeons has a god that likes plants and petrification, and has a special message when you petrify plants, which I think is even worth a small piety bonus) 22:50:40 -!- calavera has joined ##crawl-dev 22:52:00 in general I think the generic priests should be given actual abilities of actual gods 22:52:18 but a lot of it doesn't really translate to monsters 22:52:43 even if it's not actual abilities of gods they could at least use some variance 22:52:53 demons and smiting for everyone is rather boring 22:53:10 FR: demons and smiting for everyone god 22:53:15 makleogh 22:55:04 torment fits the mummies well, at least 22:57:16 beogh priests having spells is fine 22:57:21 but they should be more flavorful spells 22:57:35 @??orc priest 22:57:35 orc priest (03o) | Speed: 10 | HD: 3 | Health: 9-21 | AC/EV: 1/10 | Damage: 6 | Flags: evil | Res: 06magic(16) | Vul: 08holy | Chunks: 07contaminated | XP: 41 | Sp: pain (d8), cantrip, smiting (7-17), minor healing. 22:57:38 @?orc high priest 22:57:38 orc high priest (09o) | Speed: 10 | HD: 11 | Health: 40-70 | AC/EV: 1/12 | Damage: 7 | Flags: evil, see invisible | Res: 06magic(58), 05hellfire | Chunks: 07contaminated | XP: 1001 | Sp: pain (d13), demon, smiting (7-17), animate dead, minor healing. 22:57:58 like drop minor healing from orc priests and give them vamp draining instead 22:58:09 demons are redundant with sorcs too 22:58:15 and make no sense 22:58:22 how is that redundant 22:58:31 how is vamp draining more priesty than healing 22:58:32 orc sorcerers have demons too? 22:58:39 @?orc sorcerer 22:58:39 orc sorcerer (13o) | Speed: 10 | HD: 9 | Health: 22-41 | AC/EV: 5/12 | Damage: 7 | Flags: evil, spellcaster, see invisible | Res: 06magic(36), 05fire | Chunks: 07contaminated | XP: 627 | Sp: b.fire (3d17), b.draining (3d14), demon, paralyse, animate dead, teleport self. 22:58:46 OG17: healing is not priesty at all for a priest of beogh 22:59:02 smiting, walk on water, support orcish gear might make sense 22:59:04 but vampiric draining is 22:59:11 maybe they're monsters 22:59:17 OG17: it's fine if they also learn magic 22:59:34 and also a healing effect on them is good for gameplay 22:59:40 how about monster beogh blessings 22:59:42 but them casting healing: boring and unflavorful 23:00:03 TGWi: that would be a possibility too though i think that'd be better if it happened only for orcs with a leader (i.e., ones in a band) 23:00:08 okay? It lets them heal outside of melee 23:00:13 and draining isn't any better 23:00:16 Eronarn: ...yes, priests 23:00:18 that's my point 23:00:35 TGWi: oh, you mean have the priests give their followers blessings? yes that's fine 23:00:44 i thought you meant having them bless themselves 23:01:02 and if beogh giving resists to orcs is implemented then that should go to monsters too 23:01:09 beogh resists is dumb 23:01:19 it's chei resists all over again 23:01:22 what? 23:01:30 maybe orcs are fodder monsters and don't need all this complexity 23:01:46 you can't clothe an army in rF 23:01:57 it's not really possible 23:02:57 it's too bad nergalle has spectral orcs already, it'd be neat on a high priest 23:03:27 calling ancestor spirits is a somewhat different, more acceptable flavor than 'bind unwilling souls to service' 23:03:28 under what circumstances would a beoghite have spectral orcs 23:03:41 TGWi: being a monster 23:03:49 are we using warcraft orcs now 23:04:04 ancestor spirits: invented by warcraft 23:04:15 not ancestor spirits: unacceptable 23:04:15 TGWi: under what circumstances would a beoghite have demon-summoning and animate dead and healing and pain and whatever other nonsense monster orc priests currently have 23:04:27 Eronarn: replacing random unjustified mechanics with other random unjustified mechanics isn't helping 23:05:10 spectral orcs is far more flavourful than demons at least, and breaks away from the priestly demons&smiting monotony 23:05:18 maybe orcs start with special books that aren't available to the player 23:05:20 can this stop now 23:05:50 this conversation is dumb, i blame OG17 23:05:51 no never 23:06:43 also how are priests tiresomely connected to demons, you see an orc high priest once in three games 23:06:54 and elf high priests aren't all that typical either 23:07:10 mummy priests have them too 23:07:32 are mummy priests part of this now? 23:07:41 were they not before? 23:08:00 I thought not, they're sort of not that related 23:08:08 oh 23:08:36 as far as "monsters need to act exactly like players" goes 23:08:38 on orcs alone, and regardless of flavour, I think it would be nice if sorcerers and high priests didn't both have summon demon 23:09:05 yes, i don't see how this is really even something to disagree about 23:09:06 (I'm not even arguing for monsters acting like players) 23:09:19 they both have animate dead and summon demon, and summon demon also summons stuff that animates dead 23:09:25 changing this is a no-brainer as far as i am concerned 23:09:36 has anyone ever seen a high priest and sorcerer on the same screen 23:09:39 yes 23:09:40 yes 23:09:44 without beogh 23:09:46 yes 23:09:46 yes 23:09:53 yes 23:10:00 now I know you're lying 23:10:07 !gamesby OG17 23:10:08 OG17 has played 181 games, between 20100105 and 20100620, won 4 (2.2%), high score 1721556, total score 8428636, total turns 2916541, total time 261:19:48. 23:10:11 !gamesby Eronarn 23:10:12 Eronarn has played 6030 games, between 20070831 and 20110215, won 8 (0.1%), high score 8738694, total score 45848076, total turns 11318680, total time 1645:48:10. 23:11:58 @??orc sorceror 23:11:58 unknown monster: "orc sorceror" 23:12:03 @??orc sorcerer 23:12:03 orc sorcerer (13o) | Speed: 10 | HD: 9 | Health: 22-41 | AC/EV: 5/12 | Damage: 7 | Flags: evil, spellcaster, see invisible | Res: 06magic(36), 05fire | Vul: 08holy | Chunks: 07contaminated | XP: 627 | Sp: b.fire (3d17), b.draining (3d14), demon, paralyse, animate dead, teleport self. 23:12:04 anecdotes aside, demon is varied in itself 23:12:06 @??orc wizard 23:12:06 orc wizard (06o) | Speed: 10 | HD: 3 | Health: 9-21 | AC/EV: 1/12 | Damage: 5 | Flags: spellcaster | Res: 06magic(20) | Chunks: 07contaminated | XP: 35 | Sp: magic dart (3d4), slow, haste, blink / throw flame (3d5), confuse, invisibility, magic dart (3d4) / throw frost (3d5), cantrip, haste, throw flame (3d5), magic dart (3d4), invisibility. 23:12:12 as there's like a dozen monsters it pulls from 23:12:20 ugh monster lists 23:12:38 so even if you have two things summoning them, it's not just the same thing 23:13:12 on the note of monsters being the same, is crocs and gila monsters being the same sacred or has nobody simply had any good ideas on changing it (nore: removal of one of them is a good idea; crawl has too many boring pure melee threats) 23:13:43 no one likes that but no one's changed it 23:13:59 (chameleons) 23:14:26 -!- calavera has quit [Quit: calavera] 23:14:35 I'd go on principle that it's best to remove and add chameleons when they're done 23:14:41 monqy: agreed 23:14:58 gila monsters dropping pois corpses is just not interesting enough to justify them existing 23:15:16 they're not actively bad 23:15:52 I don't see the hurry 23:15:56 hurry? 23:16:03 to drop them 23:16:07 -!- calavera has joined ##crawl-dev 23:16:14 unless I'm misreading 23:16:18 i don't think it's a hurry crocodiles were done like a year ago 23:16:24 and it was brought up then 23:16:29 and nobody has done anything since 23:16:42 I mean that you take them out now and put in chameleons god knows when 23:16:57 might as well wait until it's ready 23:17:08 it's not a big thing either way, I'm just saying 23:17:27 if we wait until stuff is ready to add stuff we will be stuck with a lot of boring crap never getting fixed 23:17:36 cutting stuff is fine if it's pointless 23:18:37 it's not like removing a redundant name is going to make a big difference in itself 23:18:51 frees up a color!! 23:20:08 If you can butcher with something, it's a slashing weapon - this includes claws. Exceptions are knives, daggers, quick blades, and ice form, none of which remove heads. 23:20:14 am I overlooking anything there? 23:20:25 chameleons aren't going in because bikeshed about exactly how they should be invisible 23:20:38 bikeshed is the worst catchphrase 23:20:42 (they should be invisible in the way i described) 23:21:19 or heck, add two invisible monsters, chameleons (invis + reach) and assassin bugs (invis + stalk you) 23:21:47 sure 23:21:48 that was going to be spriggans 23:22:01 OG17: it can be spriggans too, they're going to show up in a very limited number of places 23:22:03 not that it needs to be exclusive 23:22:05 yeah 23:22:29 if we fill spider's nest up with gimmick fuck you monsters it might actually become interesting or challenging 23:22:33 maybe 23:22:36 (probably not) 23:23:04 ((we should add a 'praying mantis' that is an intelligent priest of the insect god)) 23:23:31 spells:summon swarm, smiting, summon demon 23:24:38 monqy: i'm not sure we should bring back summon swarm using swarms actually 23:25:20 maybe it'd work better if it summoned a swarm and several matching normal-scale monsters 23:25:31 so spiders + spider swarms, wasps + wasp swarms 23:25:51 the swarms can be made to ignore creatures of the same genus, since they're actual monsters 23:26:44 i guess that might be interesting; random amount of summons with potentially very different combat abilities 23:27:04 is there an explanation for why a bee monster is the size of a dog but a swarm bee is the size of a bee 23:27:13 the overlap is weird 23:27:25 OG17: killer bees aren't irl killer bees, they're dungeon bees 23:27:39 swarm bees are actual irl totally normal bees 23:27:54 that's silly, call them hornet swarms or whatever 23:28:24 why? it is fine if there are two kinds of bees (we already have two) 23:28:50 and they're fairly similar 23:29:08 vs "size of dog" and "size of bug" 23:29:40 maybe no one else is going to care about this 23:30:05 no, someone else will care 23:30:07 this is crawl 23:30:12 our bike shed is HUGE 23:30:29 oh man i just had the idea 23:30:32 best idea rather 23:30:38 dancing weapon swarms 23:30:45 toothpick swarm 23:30:46 "The knives butcher you!" 23:31:06 will dancing knives merge into swarms 23:31:20 is a normal knife a dungeon knife 23:31:20 I was actually thinking swarms for dancing stacks of ammo 23:31:34 since they naturally stack and all 23:31:51 it'd be cool to do something with ranged weapons in blade 23:32:02 OG17: a crawl knife is actually a fairly large knife, one usable as a weapon 23:32:05 though "making blade more interesting" isn't exactly difficult 23:32:11 much like any knife? 23:32:11 monqy: ahaha i love that idea 23:32:33 swarm of bees, flock of butterflies, volley of arrows 23:33:18 people are going to want to tukima a stack of two hundred arrows 23:33:25 OG17: it should be a separate spell 23:33:27 let them do it, but make them angry 23:33:30 in a different school 23:33:38 possibly 23:34:15 sensibly, shouldn't there be a cap of swarming arrows per square? 23:34:33 monqy: there should be a cap on the number of arrows you can wield at once 23:34:35 soft/random cap, maybe 23:34:40 holding 800 is dumb 23:34:47 I'd think it'd spread out as needed 23:34:50 holding iron dragon corpse 23:35:07 it's not dumb as far as enchanting goes, arbitrary limits would be worse 23:35:10 or alternately it works like s2s 23:35:15 swarms of iron dragon corpses 23:35:17 it just takes as many as it can, up to a power-based limit 23:35:22 though why you need to wield ammo is a question in itself 23:35:26 for enchanting 23:35:50 corpse swarms are the best thing 23:36:06 i want zombie body part swarms to be a thing 23:36:45 for twisted res. or anything else too? 23:36:47 I've thought that undead zombie heads should stay animated when severed 23:36:53 because it's funny 23:37:07 er, undead hydra heads 23:37:34 clearly, tukima'ing ammo should mulch it 23:37:39 because any other combat use of it does 23:37:53 get the arrow swarm to mulch every ammo in the swarm at normal mulch rates whenever the swarm hits anything 23:37:56 monqy: twisted res = all corpses on screen explode, parts scatter as swarms, swarms coalesce and form into abominations when they reach a peak density, and if you recast it you might get new abominations or the part swarms might adhere to your existing ones 23:38:00 imo 23:38:23 that sounds cool but in practice would be spammy as hell 23:38:46 OG17: well it would actually be a cloud combat spell so it could be justified as being spammy 23:38:52 also you can only really cast it once in a fight 23:39:11 i tihn kthat would work as a different spell 23:39:18 or in combination to any abominations you have on screen 23:39:28 however twisted resurrection really should makke all the parts crawl together 23:39:32 * due back to work 23:40:08 hmm maybe if it didn't do any exploding and just autobutchered each corpse in LOS 23:40:16 smite target to choose a focus point 23:40:25 swarms start from the corpses in LOS, strength based on # of chunks 23:40:40 start heading to the focus point and merge 23:41:03 whenever they reach a critical threshold an abomination pops out, until all the swarms are dissipated 23:41:12 it doesn't need to be targeted, just use the player 23:41:29 well, targeted lets you use it a bit more tactically 23:41:33 you have haunt for that sort of thing 23:42:49 but i think it's the start to a good spell anyways, though i might like to see it as nec/tmut rather than just nec if that went through 23:45:28 oh well, bed, i wrote all of this down anyways