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Constantly. 04:39:44 galehar: Vaults parse / as a special character 04:39:44 :) 04:39:52 I think (greensnark will correct) 04:40:23 options: have [fire^earth] and replace all ^s with /s 04:40:44 a dirty hack but easier than overhauling the whole syntax 04:40:52 The C++ item-name-parsing code does the split-on-/ thing, yeah 04:41:06 vaults syntax have no mean of escaping special char? 04:41:09 \/ might be good too, if we want a generic solution 04:41:16 I suggest fire+earth 04:41:21 fire+earth works. 04:41:33 galehar: you could code one, if you wanted 04:41:36 :) 04:41:40 Unless the intention is to say Fire OR Earth 04:43:42 also, is there any plan to nerf tornado? I keep hearing about its overpoweredness (<- I'm pretty sure it isn't a real word). 04:43:45 So I've been requesting copies of my old relieving letters from my past jobs, because, I, uh, have lost my employment history file 04:43:54 And that is so much like pulling teeth from wild horses 04:44:23 "You want WHAT?! Are you out of your mind?" seems to be the standard reaction, and I am most vexed and pissed off :) 04:45:11 galehar: not really, it does far less damage than firestorm and has smaller range. A good deal more mp efficient, though. 04:45:14 due: Tukima's Ball, eh :P 04:45:27 due: Didn't you mean Tukima's Megaball? :( 04:45:33 :p 04:45:36 greensnark: I was complaining to my scrabble friends about "megabat" not being in the scrabble dictionary. 04:45:41 Hehe 04:45:59 I'm never going to let you forget megabat, btw 04:46:13 I shall still be annoying you with it 50 years from now 04:46:20 (sorry) :P 04:46:23 "Annoy"? I think it's an awesome name. 04:46:29 I am glad that you agree :D 04:46:32 :D 04:46:50 sadly, there are only mega, micro and giga bats... No tera or kilo bats are obvious, but I was surprised by not finding any mili. 04:47:05 -!- Moriasc has joined ##crawl-dev 04:47:46 I love the megabat size entries 04:48:32 * kilobyte needs to finish http://sprunge.us/iKKi 04:48:42 Haha 04:48:52 Do you think you can sneak that past dpeg, though 04:48:54 @??vampire bat 04:48:54 vampire bat (14b) | Speed: 30 | HD: 3 | Health: 6-15 | AC/EV: 1/14 | Damage: 313(drain) | Flags: evil, sense invisible, fly | Res: 06magic(4) | Vul: 08holy | XP: 55. 04:49:01 since when do we have vampire bats? 04:49:03 oh 04:49:08 they're placeholders, right 04:49:49 dpeg always wanted player bats to have to move in batty patterns 04:50:02 they're there only to make vampire's bat form work, since transformation glyphs now rely on actual monster entries 04:50:24 (in order to use the existing scheme for redefining things) 04:50:46 not a single vault uses them, too 04:51:14 We need a megabat megavault, your vault is too small 04:51:23 Unless of course, megavaults are smaller than microvaults (sometimes) 04:51:28 greensnark: megabat megaportal megavault :D 04:51:28 dark gray is a no-no except for the player's glyph, so this might have to change 04:51:33 greensnark: <3 04:51:35 -!- due is now known as megadue 04:52:01 i feel like making valuts 04:52:13 Make megavaults containing megadeth! 04:52:14 -!- kilobyte is now known as terabyte 04:52:17 vampire bat monster seems strange, shouldn't it have a vampiric attack? 04:52:46 evilmike: You mean a megavampiric attack 04:52:56 An easy mistake to make, but you really should get these things right 04:53:00 evilmike: it was never meant to be an actual monster 04:53:05 fair enough 04:53:15 terabyte: Still, worth fixing, I think 04:54:18 there are a few things not working right... 1. multiple redefined monsters revert to the base name on the monster pane, 2. corpses are ok but chunks use the base name, 3. you can't rename skeletons 04:54:22 -!- terabyte is now known as kilobyte 04:54:30 -!- megadue is now known as due 04:54:36 There was a Disney animated movie based on the Sword in the Stone where Arthur and Merlin turn into various animals 04:54:49 wasn't that based on the once and future king? 04:54:55 And every time they turn into an animal, there's a a real animal of the opposite sex around and hilarity results 04:55:01 Something similar needed for Crawl 04:55:04 evilmike: Yep 04:55:40 oh I see, the sword and the stone is the first book 04:57:34 so when you use Dragon Form, a female dragon should appear? 04:57:39 kilobyte: No 04:57:48 But any other dragons you run into may be unaccountably attracted to you! 04:57:57 Crawl monsters are happily genderless 04:58:05 So we don't have to worry about preferences 04:58:11 Just kidding :P 04:58:25 Crawl 1.0 (Megadragon megasex edition) 04:58:40 no 04:58:48 Megaedition? I stand corrected 04:58:49 MegaCrawl* MegaEdition* 04:58:54 Oh, damn 04:58:58 :p 05:00:28 you mean, we can't get foocubi? :( 05:01:04 We can get foocubi, but they have to be named "foocubus" 05:01:13 i.e. no incubi and succubi 05:01:38 And packs of foocubi will naturally have a megafoocubus leader 05:02:33 "happily genderless" I think the animals would disagree :) 05:02:50 -!- ais523 has joined ##crawl-dev 05:02:56 strictly speaking, we'd need "gender-appropriate foocubi" and "gender-inappropriate foocubi", since normal males and lesbians have the same preferences, and the other way around 05:03:14 but there might be problems with a- and bisexuals 05:03:30 ah, just use an option 05:03:30 The "foo" is metasyntactic and subsumes all these variants 05:03:37 SEX=none 05:03:57 and for people who eschew binary gender? 05:04:02 greensnark: oh, I started a new book the other day 05:04:07 greensnark: so far it is actually quite good 05:04:22 What's its meganame? 05:04:32 but then, a monster who forces her/himself upon you doesn't need to care about _your_ preferences 05:04:39 greensnark: http://www.amazon.com/Last-Stormlord-Glenda-Larke/dp/0316069159 05:04:40 crawl clearly needs spivak pronouns 05:04:49 Oh no, I had Spivak 05:04:51 *hate 05:04:58 It always makes me feel like I'm typoing 05:05:09 greensnark: I'm only three or so chapters in, but so far it is quite excellent. 05:05:10 * greensnark prefers singular they. 05:05:24 Although that makes me feel my grammar is broken, that's fine, since my grammar is often broken :P 05:05:38 due: Aha, I'd heard of Larke but I had no idea if she was good 05:05:57 I picked it up on a whim -- mostly because I don't read enough new fantasy these days. 05:05:58 due: I'll check back after you've finished the book before I pick up a copy, though :) 05:06:00 jokes about foocubi aside, no monster/player genders will be a problem if we ever get translations 05:06:26 English has gender-neutral words for about everything but pronouns, but that's pretty unique as languages go 05:06:46 kilobyte: Anyone serious about working on translations? 05:06:59 Hm, I wonder if you can have υεςν... 05:07:36 not currently, although there are proposals how to handle them 05:07:52 Translation sounds like a megaton of work :) 05:07:58 Megatranslation? 05:08:03 http://commons.wikimedia.org/wiki/File:St_Denis,_plan_and_elevation_of_Valois_chapel.jpg 05:08:06 Or that :) 05:08:09 I am making a vault based on this. 05:08:16 it has bats 05:08:23 due: Nice 05:08:46 due: An altar in the middle too? 05:08:49 due: including the bat types I proposed? 05:09:08 if so, lemme fix the issues... they should be easy 05:10:04 kilobyte: Dunno, not decided yet. 05:10:07 greensnark: yes, of course. 05:10:10 kilobyte: depends on the language. in German it's only a problem for names where you don't have a grammatical gender and therefore have to fall back to the sex. for other nouns you can mostly just use the grammatical gender. 05:12:01 due: Actually I like megabats so much I used one as my gravatar: http://en.gravatar.com/greensnark 05:12:07 for most monster types, Polish does have grammatical gender too... so using all-male grammar for "orc" shouldn't be an issue 05:12:07 The only problem I have with "megabat" is the name :P 05:12:16 referring to the player might be worse, though 05:12:26 "Why, how pixelised you are!" 05:12:31 Yeah :( 05:12:46 Retro look, though P 05:12:54 I love that bat picture 05:13:05 Most adorable bat in existence 05:13:42 kilobyte: but polish also have the animate/inanimate classification. are objects as monster "animate" in that sense? 05:14:28 DemonSpawn Hunter Crash (https://crawl.develz.org/mantis/view.php?id=3482) by Scynonymz 05:14:56 sigh 05:15:03 I need to code a vault editor 05:15:05 it does? Not really... the only such classification I know of is the male-person / non-male-person plural gender. 05:15:06 that lets you scale 05:15:41 with "person" defined as a human role with a few animals thrown in 05:16:11 A vault editor that's built into the game and works with tiles 05:16:16 100 women use one grammatic gender, but 100 women 1 dog move to the other 05:16:28 due: Do it, we'll get a lot more vault submissions 05:16:34 http://en.wikipedia.org/wiki/Polish_language#Nouns_and_adjectives gender (masculine, feminine, neuter), personhood (personal versus non-personal) and animacy (animate versus inanimate) 05:16:36 greensnark: hmmm 05:16:42 due: Bit of work, though :) 05:16:47 greensnark: but fun though :) 05:16:56 greensnark: it would require learning how to draw tiles interfaces first :) 05:17:09 Yep, just hang it off the main menu and that'll really lower the barrier to vault design 05:17:09 But you could have a grid with drag-and-drop functionality 05:17:20 I really like that idea. 05:17:26 :D 05:17:38 * due puts it on todo list 05:17:53 For the Lua stuff you'd still have to edit the .des, presumably, but it's a lot less intimidating to look at the text file once the skeleton is in place 05:17:58 a vault editor would also have to have easy playtesting features (placing stuff with &L is a bit tedious) 05:18:14 evilmike: Yep, it could do all that! 05:18:21 It could check monster names immediately, etc. 05:18:50 yes 05:18:57 it would be a pure 'initial' generator. 05:19:05 ie you specify a size and can drag and drop stuff onto it 05:19:10 although the animate/inanimate could easily be tackled with a large list. it's just inflection after all and not really different than "normal" inflection 05:19:13 monsters, features, whatever 05:19:19 bhaak: that table is different than what I was taught in school... but then, trying to shoehorn Polish declination into rules is quite a losing proposition. It's about as regular as English pronounciation :( 05:19:26 due: Plus rotate, scale, etc. 05:19:57 the main difficulty I have with vaults is it's hard to visualize what an ascii vault will look like in tiles (something narrow in ascii can be really wide in tiles) 05:20:07 for a while I looked for a square font I could edit with, but no luck there 05:20:12 evilmike: Tiles are square, ASCII is not. 05:20:15 evilmike: Yeah, most fonts are half as wide as they're tall 05:20:18 Yeah. 05:20:21 ie 05:20:34 this lovely circle I have just designed 05:20:37 will loook shit in tiles 05:20:42 http://sprunge.us/hYPS 05:20:42 kilobyte: I hear that a lot about slavic languages :) maybe due to the large number of dialects and the large number of cases 05:20:43 too bad, most of our vaults use SUBST: and SHUFFLE: heavily, you can't do that in a gui editor 05:22:02 Well, they can do the layout, and the editor could show the results of the SUBST/SHUFFLE interactively 05:22:04 due: doesn't look too circley, more like a 12-gon 05:22:23 It's just that most of our players seem to be text-phobic :) 05:22:38 Someone in the tavern complained about having to read the vault docs in Notepad :P 05:22:46 kilobyte: We can't have circles ;) 05:22:53 Hard to imagine that person then using Notepad to design the vault :) 05:23:01 greensnark, reading it in notepad is okay if you're using a monospace font... 05:23:04 greensnark: understandable. notepad is an inferior e-book reader 05:23:24 notepad is a pile of garbage :) 05:23:25 uhm, Windows' notepad is useless for anything 05:23:47 I had to write C in notepad on occasion 05:23:51 Have they fixed that thing where it freaks out if it sees LF-only line endings yet 05:23:58 on a keyboard that lacked some of the keys 05:24:04 speaking of vaults, Iwas thinking of making more abyss vaults (regular minivaults this time and maybe a few more rune vaults)... are more of these still needed? 05:24:04 nope, and never will. that's documetned somewhere 05:24:20 especially regular minivaults (the abyss can already uses some regular minivaults) 05:24:44 evilmike: More sounds like fun, but this time you should really adjust the dummy chances too :) 05:24:50 evilmike, needed or not, they're always welcome. We can always make them more rare if that's needed. 05:24:54 If you don't do it, whoever commits the vaults definitely won't either :P 05:24:58 I'll leave that to dpeg or whoever to adjust dummy chances 05:25:04 They won't 05:25:07 Unless you do 05:25:11 evilmike, everybody leaves it to somebody else :P 05:25:21 Exactly 05:25:26 and then the game gets released with a figurative megabat in it 05:25:42 dpeg makes randomization changes, etc., but he doesn't have the time to check that the vault generation chances are too rare/common 05:25:52 and everybody starts going like, "oops, how come that was left in? How did it get there in the first place?" 05:26:08 a;right, I'll mess around with the dummy chances then next time 05:26:18 Yay 05:26:23 did anyone look at the abyss rune vaults I made? I didn't get any feedback on them, was wondering if they were alright 05:26:37 They looked fine to me. dpeg committed them already, right? 05:26:41 Or is there a different batch? 05:27:00 I submitted 2 batches, I think he went ahead with the first one, which was all exit vaults 05:27:22 Ah, he committed 3340 05:28:09 coord_def::can_cling... awesome. 05:28:44 just why does it seem awesome to me? :P 05:29:17 Zaba: Stop being overly sarcastic and fix it :P 05:29:25 I dont need feeback right away or anything, but I think some of them might be a bit questionable (eg one uses a silly amount of chaos fog, another is a tso altar with an outpost) 05:29:44 ooh, cling overhaul! 05:29:49 nah, it's not like I think there's a better way... 05:29:51 a TSO outpost in the Abyss? Me likes! 05:30:06 Huh, it looks like that wasn't even acknowledged 05:30:10 I figure if there's an ecumenical temple in the abyss (which there is) a tso altar is acceptible 05:31:01 !tell dpeg When you're free, can you review the vaults in https://crawl.develz.org/mantis/view.php?id=3373 05:31:01 greensnark: OK, I'll let dpeg know. 05:31:04 There you go 05:31:09 thanks! 05:31:34 We should probably nerf kraken before that goes in, though 05:31:51 articulated_kraken should have been accompanied by a reset to kraken stats, particularly tentacles 05:31:54 @?? tentacle 05:31:54 tentacle (13w) | Speed: 17 | HD: 12 | Health: 39-58 | AC/EV: 5/7 | Damage: 29 | Flags: amphibious, cold-blooded, lev | Res: 13magic(immune), 12drown | XP: 0. 05:32:05 yeah 0.8 krakens are pretty scary 05:32:07 -!- dpeg has joined ##crawl-dev 05:32:08 I love how they reach out though 05:32:16 I love them scary 05:32:29 maybe they should be scary 05:32:31 Oh, they're good then :) 05:32:41 I just haven't met them in a real game, but if they're ok, that's great 05:32:45 it's not too bad fighting them, you just need to make sure you only fight the tip of the tentacle 05:32:49 need to have variety among scary things 05:32:51 http://sprunge.us/QhWB 05:32:53 omg so pretty 05:32:54 getting in close is suicidal 05:33:03 due: So small? 05:33:06 due, really? 05:33:28 How many entrances will it have 05:33:40 Zaba: what's wrong with it? 05:33:42 greensnark: small is good 05:33:46 10 entrances? 05:33:49 Less/more? 05:33:55 not sure yet 05:33:57 going to ruin it 05:33:59 is that a temple layout? 05:34:21 due, nothing wrong, but nothing exceptionally pretty either ;P 05:34:54 not happy with the stnadard axes 05:34:59 but the cardinals are nice 05:35:03 now, if it was centrally symmetric... :P 05:40:03 http://sprunge.us/TCAN 05:40:14 I am happy with the rooms with doors 05:42:51 but not the other ones 05:42:55 am i the only person who thinks of encounters and then plugs them into some layout, rather than making a layout and then coming up with encounters for it :P 05:42:55 Mu_: i think so 05:42:55 the greensnarking! moin :) 05:42:55 I do that too 05:42:55 layouts are everything for me 05:42:55 like "It would be cool to fight x" and then "hmm now where to put it" 05:43:19 Napking! 05:43:23 !coffee Napkin 05:43:24 * Henzell hands Napkin a cup of cappuccino, brewed by Makhleb. 05:43:42 greensnark: i am going to implement eronarn's evil-human-sacrificing-sirens :D 05:44:06 good idea! out for coffee :D 05:44:53 http://sprunge.us/CcTR 05:46:44 Human-sarificing sirens? Sounds nice 05:46:59 Napkin: I just had some great coffee 05:47:06 My brain is finally awake! 05:47:12 And it's only 5pm 05:48:30 :/ 05:48:38 this news is horrendous 05:52:12 greensnark: on Macs, how do you install the headers? Our docs claim that installing XCode is enough, but neither sqlite nor SDL build with them. 05:53:05 kilobyte: You have to install 10.4 SDK when installing Xcode, it's not installed by default 05:53:17 If you don't install it, you have to tell the makefile to use the 10.5 sdk instead 05:53:36 make SDK_VER=10.5 05:54:13 thanks! 05:54:31 The makefile is being very naughty with the hardcoded SDK versions, but that's nothing new :P 05:54:38 yeah :( 05:55:09 The thing is, if you don't force the SDK the system will use the current SDK; I'm not sure why the makefile wants to force the SDK at all 05:56:15 XCode 3.2.3 as 3.2.5 requires the system to be updated which stops hackintosh from booting on AMD, but I guess it should have 10.5 05:56:29 can't check it right now, got that installed at home 05:56:38 Yeah, it'll have the 10.5 SDK 05:56:52 i need an odd monster set fo rthis map 05:57:00 There's an irritatingly obscure advanced settings dialog where you have to enable 10.4 install if you want it 05:57:07 deep dwarsfs? no... 05:57:41 Giants? Hmmm. 05:57:53 due: I thought that was a bat map 05:58:09 gnome name:pajama n_adj 05:58:55 greensnark: hm, true. 06:00:19 damn it, i don't have a recent trunk build 06:00:52 same here, greensnark :) 06:04:48 -!- syllogism has joined ##crawl-dev 06:06:16 -!- monqy has quit [Quit: hello] 06:12:49 http://www.bbc.co.uk/blogs/worldhaveyoursay/collapsednz.jpg 06:18:17 03galehar * r1eef3a1eef34 10/crawl-ref/source/ (dat/des/variable/altar.des itemname.cc): Fix book of conjurations name breaking vaults. 06:21:24 -!- upsy has joined ##crawl-dev 06:29:12 galehar: We should probably move the can_cling_to and friends out of coord_def to someplace more dungeon-y 06:29:33 greensnark: Hi! 06:29:33 dpeg: You have 1 message. Use !messages to read it. 06:29:36 !messages 06:29:37 (1/1) greensnark said (58m 35s ago): When you're free, can you review the vaults in https://crawl.develz.org/mantis/view.php?id=3373 06:29:39 coord_def is really an abstract coordinate, so it shouldn't be tied to dungeon checks 06:29:42 dpeg! 06:29:47 greensnark: the big ones? 06:29:57 Did three sets last week, there's one batch left iirc. 06:30:07 dpeg: They're a bunch of abyss rune vaults, looks like nobody noticed them on the tracker 06:30:13 evilmike's rune vaults for abyss 06:30:18 Those are in! 06:30:24 oh the rune vaults are in? 06:30:25 He had two sets of vaults 06:30:29 oh wait, I did evilmike's other abyss vaults 06:30:30 You committed one set 06:30:35 thanks for notice, will do 06:31:29 When's 0.8 release? :) 06:31:47 I've been waiting for you to show up so I could ask that :D 06:32:45 oh my 06:32:58 a reason to not hurry too much: these days, most good players have a strong preference towards trunk. If stable lacks a good portion of new goodies, less people will play during the tourney. 06:33:23 kilobyte: usually, there's another release close to the tournament 06:33:46 greensnark: still hoping for March, but I don't have enough time to properly push the thing :( 06:33:55 March looks tightish now, yes 06:34:10 so you propose 0.8 in march and 0.9 in july? Not sure if that makes a lot of sense. 06:34:16 03galehar * r5569c5117762 10/crawl-ref/source/tilereg-dgn.cc: Fix a crash when clicking on a monster unarmed. 06:34:31 I don't think we shoul delay 0.8 too much though, regular release discipline is good 06:34:38 Maybe slot it for April and get serious about it 06:34:41 April 1 maybe 06:35:02 greensnark: if you're releasing it on april 1 release it as "nethack 3.5.0" 06:35:16 casmith789: I'm not going to be participating in the release, too much work :P 06:35:36 The NH devteam should totally do an April 1 release 06:35:53 greensnark: do you know the Resurrection spell already? 06:36:04 Heh 06:36:10 I bet Pat Rankin is still alive 06:36:17 Or should I say undead 06:36:33 He just has to make a cute release announcement and update the version numbers in the source files 06:36:44 there's no reason for that discipline, though... no paying customers, no major Linux/BSD distribution has a feature freeze during that time, people can play trunk on CDO or at home just as well 06:36:48 he he 06:37:11 (I mean, can play now while it's still lacking polish) 06:37:15 kilobyte: Well, long release cycles => low incentive to actually fix bugs 06:37:24 but greensnark is right: it is good for the whole project to release regularly 06:37:53 I'm not saying short release cycles will cure the problem entirely, but trunk seems to have an endless array of bugs and balance issues that there's little incentive to fix :P 06:38:01 too bad we don't suffer badly from code bugs right now (as opposed to, say, the time before 0.7), but there's a lot of balance issues left 06:38:38 One of the GIMP devs wrote a post on why GIMP release dates are slipping 06:38:43 ench split being probably the worst one 06:38:49 http://www.chromecode.com/2011/02/why-gimp-28-is-not-released-yet.html 06:38:53 ^^ Worth a read 06:39:00 later, work now 06:40:23 dpeg: bye! 06:44:36 how would short release cycles help at all? you already have players playing trunk, I guess most bugs are fixed because of input from those games or because of failing asserts 06:45:54 ofc, if you wait too long, you must do an bugfix release like 0.7.2 :) 06:46:22 bhaak: The problem is that bugs... aren't fixed unless they're crashes 06:46:38 0.7.2 was a pathetic failure, a good example why our stable releases are bad 06:46:44 greensnark: and short cycles would help with that? 06:46:51 I'd have greatly preferred a 0.8 release to a 0.7.2, yes 06:47:14 bhaak: Well, a release with a release manager can a) stop the entry of new bugs b) triage and identify bugs to be fixed 06:47:22 There's zero triage going on at the moment 06:47:39 we had 0.7.1 with just a single bugfix, fixed a heap of crashes in the next several days, and then that heap rotted while poor saps actually playing the "latest release" suffered 06:47:40 And a constant stream of new bugs entering with the new code 06:48:06 I'll admit I dropped the ball on 0.7; I should have release 0.7.2, but life interevened 06:48:20 so if playing a release means you don't get either new features nor new fixes, you might just play trunk 06:48:46 I don't buy that argument... you're saying "Because we're sloppy users should just suffer" 06:48:50 yes, if you don't do a nominal code-freeze and let players test-play a stable release candidate, that's a problem 06:48:52 I think we should try to fix the sloppiness 06:49:13 as in, actually maintain stable? 06:49:37 kilobyte: Well, make stable releases with backported bugfixes for serious bugs, yes 06:49:48 I'll admit the 0.7 stable release rot was my fault 06:50:03 I did not have the time to be the release manager for 0.7 and it suffered as a result 06:50:12 or release 0.8 so trunk and stable aren't that far apart, so backporting gets easier 06:50:15 But we shouldn't be just ditching the idea of stable releases as a consequence 06:50:32 you had no time so you can't be blamed... it's those of us who were active who should have paid a bit of attention 06:51:34 Well, I'm not blaming anyone, but I do think there's a lot of value in a distinct phase of: branch a stable branch, spend time fixing issues in the stable branch 06:51:38 at some point stop adding features and just add bugfixes. then release the bugfixed tested version 06:51:42 greensnark: I should do a release, too. the current released version still suffers badly from the long worm crashes :) 06:51:43 greensnark: right, stable releases mean "all features included in this release had at least some testing" 06:52:03 bhaak: So you finally got rid of long worms?! Great! 06:52:10 :) 06:52:10 bhaak: is that a backportable fix? 06:52:46 greensnark: no, I fixed it :) 06:53:03 bhaak: You mean you slapped a bandaid on the bleeding stump that is long worms? :P 06:53:20 kilobyte: vanilla doesn't suffer from that bug. spork also did but paxed or lor removed long worms as a quick-fix 06:53:29 Go paxed 06:53:41 I totally approve of that fix, I don't really think long worms add anything 06:54:02 They're pathetically slow pushovers added just for a lame gimmick 06:54:20 greensnark: it wasn't actually a problem with long worms but with level flipping. the long worms got flipped but the tail segments didn't 06:54:36 bhaak: I think I remember that discussion, yes :) 06:54:54 But I still think the whole worm tail thing is useless dreck 06:55:38 kilobyte: but on bilious there are some vanilla crash fixes including one from me that fixes crashes when long worms splt 06:55:42 And what's more, it's dreck that reaches out and pollutes a whole bunch of other code from what I recall 06:55:50 Just kill long worms, your game will be better for it 06:55:52 :) 06:57:28 greensnark: maybe, but they don't hurt much as long as they don't cause crashes :) and I wouldn't have been able to live happily if I had to resort to the cheap solution. I want the right solution! 06:57:48 The right solution is to get rid of a whole bunch of crap code that exists solely to manipulate frickin long worm tails 06:57:57 heck, we got a long worm type monster... krakens and eldritch tentacles. Both are a maintenance burden bigger than regular monsters. 06:58:13 kilobyte: Yes, I know :) 06:58:47 But at least kraken are semi-cool -- long worms are junk 06:59:00 :) 06:59:07 Whoever coded long worms was thinking "LOL snake game in NH" 06:59:21 If they were thinking at all 06:59:49 long worms are too short 07:00:00 let's add a long worm _player_ race to Crawl :p 07:00:08 That's already in bad_ideas :P 07:00:25 a good deal of bad_ideas have been implemented 07:01:25 lol, long worm were already in hack 1.0 07:01:35 bhaak: Jay Fenlason? 07:01:51 I like to know the names of the criminals involved in these things 07:01:59 Didn't you say Elbereth also appeared in Hack 1.0? 07:02:15 Looks like we have a whole bunch of blame to pin on those involved 07:03:34 greensnark: no, Andries Brouwer. in the readme is stated that hack 1.0 based on Jay Fenlason's game features new monsters like long worms 07:03:48 we don't have a version of JF's hack available 07:03:52 Aha, Andries Brouwer 07:04:18 it's kind-of hard to know when Elbereth first appeared because the devteam tried to keep it secret for years 07:04:27 until they gave up and put it in the manual, because everyone knew it anyway 07:04:29 Brouwer sounds like a name on bhaak's landmass 07:04:47 and yes, Elbereth was already in hack 1.0 07:04:47 it's obvious from reading the source that it exists, but we don't have really old sources to compare against, and Hack 1.0.3 had it already 07:04:51 bhaak: You should try to find Brouwer and maybe buy him a beer and ask him what he was smoking at the time :) 07:05:32 greensnark: he's on the other side of the german-speaking area. I know, for indians that might look like a hop, but it is still a long ride :) 07:06:11 Dang, it looks sooo close on the map ;) 07:06:27 Googling finds a venerable bearded person 07:06:40 Presumably he regrets his long worm exploits now, with the wisdom of that beard 07:07:30 I'm not surprised that an 80ies hacker has a long beard :) 07:08:31 http://www.win.tue.nl/~hansc/andries60/ <-- he really doesn't look like the sort of person to go around blistering a game with long worms :) 07:08:45 Maybe it was Jay Fenlason 07:08:58 I envision a person with an eyepatch and a gold tooth 07:09:44 PDP-11 Hack also has long worms, but hack121 didn't. maybe a patch that was floating around http://nethackwiki.com/wiki/Jay_Fenlason%27s_Hack 07:10:39 reading the old newsgroups net.games.hack and net.games.rogue is rather interesting but you also seem to miss a lot of the conversations 07:10:51 Who wrote the PDP-11 Hack? 07:11:13 Fred de Wilde and Michiel Huisjes 07:11:31 They also sound like persons in your general vicinity :) 07:11:33 they also often point to some source.* newsgroup where there should be patches, but alas, google doesn't have those postings 07:11:48 All the old Hack devs seem to be in your neighbourhood! 07:11:55 they are all dutch. that's far far away, in a land where people speak funny 07:12:05 Hehe 07:12:15 You don't know Dutch? 07:12:29 Most Europeans I've spoken to seem to know >6 languages 07:12:36 I get an awful inferiority complex when speaking to them 07:12:38 nope. not dutch. 07:13:01 german, english, latin, italian, french. in decreasing order of knowledge :) 07:13:12 Hey, you're the rare European who knows <6 languages! 07:13:26 s/^/swiss german, / 07:13:50 I guess your school system teaches you a bunch of languages, right? I wish mine had 07:13:52 but i speak more programming languages :-) 07:14:04 well, they tried and failed mostly :) 07:14:29 I almost can't speak a proper sentence in french, even though I had it for 7 fucking years 07:15:00 -!- edlothiol has joined ##crawl-dev 07:15:11 -!- evilmike has quit [] 07:15:24 back 07:15:52 greensnark: ok to move clinging out of coord_def. Will look for a more appropriate class. 07:16:37 bhaak: Ah, that makes me feel much better for forgetting all the French I learned in 1.5 years :) 07:16:52 greensnark: :-) 07:16:55 galehar: Great, you'll make Zaba a very happy man :) 07:17:12 ? 07:17:15 he commented on that, 07:19:29 I've been learning Racket, seems like a fun little scheme 07:20:53 learning foreign languages in school was mandatory for me (in the UK), but I managed to avoid it anyway 07:21:03 mostly because the foreign language teaching there was awful 07:21:13 I think idling #nethack.de is more informative than the actual formal teaching... 07:21:28 (I learnt Latin to fulfil the letter of the requirement in the end; it was taught a lot better) 07:21:57 I learned french at the Alliance Francaise which had a whole bunch of fun teachers and a nicely structured teaching method 07:22:20 Unfortunately, there's nobody to speak to in french around here, so it's inevitable that once you stop learning it all disappears 07:23:00 I live a country with significant french-speaking population and there's nobody to speak to in french around here 07:23:11 hmm? 07:23:55 I had 3 years of German in the high school, and can hardly understand a word of it... 07:24:05 I've only studied Swedish, English, Latin, Italian, German and Japanese formally :( 07:24:29 I think greensnark's 6 language rule is wrong or he only meets strange europeans :-) 07:24:42 I guess having barely passing grades from this only class (even though one of top students in everything else) might have something to do with it. 07:24:44 -!- ortoslon has joined ##crawl-dev 07:25:57 bhaak: The ones I've met were a) french citizens in alliance francaise b) bunch of spanish in the US 07:26:19 There seem to be a lot of Spanish and related dialects, which I counted separately 07:26:23 Like Catalan 07:26:30 At least they claimed they're different languages :) 07:26:37 greensnark: yeah, that's cheating, like I did with swiss german 07:26:46 The chaps from Spain also spoke German and French, though 07:27:25 greensnark: the english-speaking people on IRC are likely to know a lot of languages if they aren't english, because they are clearly proficient enough to learn 07:27:28 you met french people that spoke 6 languages? that's unusual :) 07:28:36 you met a frechman that can speak more than broken English? 07:33:09 felirx: Their english was somewhat accented, but perfectly good 07:33:33 And one of the guys running the alliance francaise spoke italian, german and a bunch of other languages 07:33:53 I remember him mostly because he once lectured me for leaving the air conditioner running after I left the classroom :P 07:34:32 Alliance francaise was great, they had a library with a whole bunch of books, including the all-important Asterix 07:34:40 Pity the Asterix was in french, but you can't have everything :P 07:34:44 I guess people at the alliance française are more open to foreign languages and cultures than the average french guy. 07:35:05 Well, he chose to spend his days in Madras, which I guess makes him pretty weird for a Frenchman :) 07:35:20 He also spoke Tamil quite passably, actually 07:46:54 -!- NyaaKitty has joined ##crawl-dev 08:03:33 -!- edlothiol has quit [Ping timeout: 246 seconds] 08:10:08 greensnark: I like this concept of release manager, but we need a volounteer. 08:18:15 dpeg: Yes :( 08:18:22 bhaak: What major mode do you use for Javascript? 08:18:38 I thought js2-mode was awesome until I tried opening a really big js file and it exploded 08:19:11 93k line ext-all.js really slays it on my laptop, although my desktop is able to load it in a few seconds :P 08:19:30 (and that's after byte-compiling the .el) 08:21:08 greensnark: I don't do javascript with emacs. I don't do lots of js at all but when I just use vim 08:21:19 Although I have to admit js2-mode is smoking awesome apart from its issues with big files 08:21:53 Well, I use vim if I have to, but I'm getting too Emacsified to want to use it for major editing 08:22:15 let's fight the editorial complacency! 08:23:13 you need diversity in your editorial preferences! 08:25:46 * dpeg uses edlin _and_ notepad, for example. 08:29:51 don't laugh, but I've seen an actually usable version of ed (no, neither Unix ed nor edlin count) 08:29:51 -!- Moriasc has quit [Ping timeout: 240 seconds] 08:30:30 still a line-based editor with all the restriction, of course 08:38:58 -!- Moriasc has joined ##crawl-dev 08:39:33 -!- eith has quit [Quit: sleep] 08:43:11 sed is awesome, although not for interactive editing 08:43:55 Invalid SSL root certificate (https://crawl.develz.org/mantis/view.php?id=3483) by ekolis 08:44:07 I used edlin back when I was on a 286 running MSDOS 4 08:44:21 I would say that fondly, except that I'm not very fond of the memory 08:44:38 But hey, whatever you say about DOS, it booted up fast 08:45:35 -!- ais523 has quit [Remote host closed the connection] 08:46:02 Looks like IE8 doesn't have startcom in its root certs 08:46:22 * greensnark tries to feel concerned about IE8 issues, fails 08:48:53 bhaak: Does your job make you do much UML? :P 08:48:54 greensnark: whatever you say about DOS, it was not an operating system, the only thing it provided was a file system 08:49:13 I've had to do a lot of UML in the last couple of days and I'm still recovering from the pain 08:49:40 I thought: I know, I'll just use one of those tools that generate sequence diagrams from pseudo-source 08:49:45 That didn't work out very well 08:50:08 kilobyte: Well, at least DOS didn't claim to do anything but operate the disks :) 08:51:51 about startcom: apparently to get the root certificate you need to get Windows' updates 08:52:35 Interesting, you'd think a work PC would be updated 08:52:57 oh, it's an "optional" update, not installed automatically 08:53:04 Aha 08:53:20 Does anybody install the optional updates at all? 08:53:48 Should probably say so in the BR 08:55:01 Heh, js2-mode has a full javascript parser in elisp 08:55:24 And assembles a giant AST for the entire source file on load, nice 08:56:07 greensnark: no, almost no UML besides system architecture drawings. and every time I have to invent stuff as I don't know well enough how the system really looks like 08:56:57 but that's why you got reviews :) 08:57:14 Reviews? :) 08:59:24 greensnark: yes, we've got customers where there are 3 different departments involved (admin, network and users). you can't do anything without paper work and you always have meetings where always somebody will say that something you did was wrong. that's a review :) 08:59:53 greensnark, DOS actually stands for Dirty Operating System, nothing disk-related :P 09:00:05 (it was originally called QDOS for Quick & Dirty, but the Q was dropped at some point...) 09:00:22 since it was no longer quick 09:00:28 Haha 09:00:54 I used to have fun debugging C code on DOS. The sign that you had a subtle bug somewhere was the machine locking up and needing a reboot 09:01:10 isn't DOS = Denial of Service? You guys must have beards touching the floor :P 09:01:21 dpeg, that's DoS 09:01:32 bhaak: I just had an architecture review where I was called out for not having sequence diagrams :P 09:01:33 * dpeg is enlightened 09:01:47 And after I drew sequence diagrams I was called out for not having enough detail in the diagrams 09:01:48 but yeah, I guess you could draw the parallels between DOS-the-OS and denial of service :P 09:01:57 hey, I trim mine twice a year :p 09:02:18 The one good thing about living in a hot climate is that you don't see too many people with beards 09:02:22 I am profoundly thankful for this 09:02:30 It's about the only benefit of a hot climate that I can think of 09:02:31 greensnark: lol, sequence diagrams are nice, for visualization. but if you have to go into too much details, they are only nice in theory 09:02:39 !send greensnark moustache 09:02:39 Sending moustache to greensnark. 09:02:41 bhaak: Yeah, it was terrible 09:03:20 mmm diagrams 09:03:23 dpeg: No thanks 09:03:29 it's also not that great having customers that still believe in waterfall development 09:03:35 greensnark: Not even an evil goatee? 09:03:36 * greensnark hands dpeg's moustache back to dpeg. 09:03:45 Ugh, I hate goatees 09:04:02 greensnark from the mirror universe will have a goatee 09:04:31 Keskitalo: Tell me you don't have a goatee, or I will lose faith in Finns :P 09:04:44 My beard grows really badly. 09:04:46 but will he be evil? spock from the mirror universe wasn't evil only reckless 09:04:59 Ugh, Star Trek fanboys :P 09:05:29 * greensnark ducks away from bhaak's Vulcan nerve pinch 09:05:31 bhaak: Did he say something like "intriguing" rather than "fascinating"? 09:06:04 Keskitalo: are you suggesting greensnark IS the spock from the mirror universe? 09:06:12 No. I am not. 09:06:20 greensnark: could, in principle, I be release manager? 09:06:22 greensnark: do you have pointy ears and are not an elf? 09:06:32 Of course, I wouldn't fix a single bug, but I could make priorities. 09:06:37 And yell at people. 09:06:40 dpeg: Yes, that would be helpful 09:06:42 * dpeg is a German, after all. 09:06:54 The places I've worked, the release manager is usually a program manager type 09:07:01 -!- blackpenguin has quit [Ping timeout: 250 seconds] 09:07:01 okay 09:07:08 Napkin: cdo should have my public key somewhere; I've lost it, can I get it from cdo? 09:07:11 Mainly decide what goes into the release and what does not, and triage and identify things to be fixed on the tracker 09:07:36 Keskitalo: how do you lose your public key without losing the private one too? 09:07:39 Wouldn't it include branching the 0.8 branch and merging from trunk? 09:07:48 * dpeg is finally looking up "triage". For some time I thought it could favourably relate to "bondage" but chances are slim. 09:07:53 kilobyte: they're two different files right? 09:07:55 Keskitalo: Sure, but dpeg can just ask someone else to do it if he doesn't want to do it himself 09:08:07 yes, but in the same dir 09:08:09 greensnark: Yeah, sure 09:08:09 That's how release managers at work usually do things :) 09:08:22 I like how you write "doesn't want" in palce of the vulgar "cannot" :) 09:08:45 kilobyte: I think I generated on Windows a billion years ago, and only copied the private key to new machines 09:09:07 ah 09:09:11 I am becoming astonishingly mealy-mouthed and over-polite these days, since I would otherwise kill and devour the livers of anyone who wanted me to draw sequence diagrams 09:09:37 well, I generate a new one for every machine... this way if one is compromised, I can kill just it and nothing else 09:10:14 ah, yeah, could of course do that too 09:11:12 Napkin will be along in a moment to be shocked at certain people's casual attitude to ssh keys :) 09:11:16 !coffee Napkin 09:11:18 * Henzell hands Napkin a pot of café au lait, brewed by Jiyva. 09:11:28 ..I mean do you mean - I have one pair of keys for cdo, would I be generating new pair for gitorious? or a pair per each "local" machine? 09:11:36 Ssorry Napkin :) 09:11:42 -!- blackpenguin has joined ##crawl-dev 09:11:50 what's up? 09:11:53 Hehe 09:12:08 Napkin: I don't have my public key but it should be on CDO, right? 09:12:15 03MarvinPA * r6df93a71c7da 10/crawl-ref/source/it_use3.cc: Don't open hells on the orb run 09:12:16 per every machine you log in from 09:12:24 kilobyte: yeah, taht makes more sense 09:12:35 there definitely is a public key from you on CDO, Keskitalo, yes 09:12:50 Keskitalo: I'd suggest just generating a new key :) 09:13:00 And telling Napkin to toss the old public key 09:13:01 did you lose your private key? 09:13:05 mope 09:13:10 nope, iot's here 09:13:15 i just logged on cdo too :) 09:14:46 hey cool, there's a news item that links staight to the press wiki page 09:15:53 Nice, rax added a paper magazine mention 09:15:55 probably should be a hardcoded link on the right column, but I thought it may draw more attention this way for now ;) 09:16:41 Oh hey, a lot of press links I hadn't seen before 09:16:43 Neat 09:17:04 Wait, is that the same Gource video you made, Napkin? 09:17:39 yeah 09:18:20 they picked it up and embedded it in their article :D 09:19:00 -!- valrus has joined ##crawl-dev 09:20:13 03MarvinPA * r4b354dc17b38 10/crawl-ref/source/dat/descript/spells.txt: Mention glow in Haste/Invis spell descriptions 09:21:31 MarvinPA: Nice 09:21:46 yes, MarvinPA is working while we chat 09:21:54 :) 09:28:34 Heh: http://www.emacswiki.org/pics/static/TabsSpacesBoth.png 09:28:48 MarvinPA: Congrats on joining the hivemind, btw :) 09:29:00 heh, thanks :P 09:29:20 Although I must point out that this usually produces an immediate degradation of your Crawl playing skill 09:29:36 !lg marvinpa 09:29:37 1636. MarvinPA the Digger (L2 DSEE), quit the game on D:1 on 2011-02-21, with 29 points after 817 turns and 0:01:28. 09:29:43 well i've been trying mummies repeatedly, which hasn't helped 09:29:43 There you go, proof! 09:29:45 haha 09:30:33 i had a really good zig runner recently! then it died to paralysis :( 09:30:47 nerf it ;) 09:30:53 I see ##crawl is trying to come up with release names 09:31:01 heh, yeah 09:31:33 MarvinPA: how many turns were you paralysed? (it's in the notes) 09:31:57 i think it was before paralysis got added to notes, but it was 3 turns when we watched it on footv 09:32:17 he, casmith789 claims the devteam can't come up with good names 09:32:26 and that after seeing "Heizölrückstoßabdämpfung" 09:32:33 my beatiful mfcr died to paralysis from ancient lich :( 09:32:37 mfcr of fedhas! 09:32:39 i was fine for the first two turns on near-full health then i think the titans hit me with an airstrike or two and a storm dragon finished me off 09:34:21 (and i expect i was flying, so bonus airstrike damage) 09:37:40 ouch 09:38:14 03MarvinPA * r250275da0888 10/crawl-ref/source/dat/descript/branches.txt: Fix Elven Halls description 09:38:19 3 turns... nerfing paralysis duration wouldn't have helped. 09:38:43 i guess it's just an example of how problematic crystal ball of energy is, though 09:38:59 if it needs paralysis as a possible failure effect 09:39:03 cboe is just useless. removing them from the game would make everyone's play better 09:39:39 when's misc item overhaul due? 09:39:41 would be cool to start on misc item overhauls for 0.9, maybe, and look at them all together then 09:39:45 heh 09:40:19 what if all misc items were disabled for 0.8 and until the overhaul is done? Would anyone miss them? :P 09:40:40 runes and the orb are misc items 09:40:45 nemelex worshippers would IMO 09:41:32 MarvinPA: I need a coder who's interested in systematically going through the miscies. 09:41:38 I'd be there :) 09:43:17 hm okay, i'd definitely like to have a look through them at some point, yeah 09:43:28 -!- Moriasc has quit [Ping timeout: 240 seconds] 09:43:52 well, all of them aside from decks, orb and runes 09:44:18 i don't think many of them would be missed if they were temporarily disabled either 09:44:39 would be nice to collect statistics on how often they get used 09:45:06 i think the stone of earth elementals and air elemental fan are still useful 09:45:13 I reckon people who are unspoiled use them 09:45:28 MarvinPA: there are some ideas, hopefully on the wiki (and not just the SA tracker) 09:45:30 you can only get 3 or 4 friendly elementals from them now but they're still free assuming the evocation succeeds 09:46:15 stone of earth elementals is also the only way felids can dig i guess 09:46:50 or felid berserkers at least :P 09:47:02 felids can be something else? 09:47:11 heh 09:59:39 -!- edlothiol has joined ##crawl-dev 10:06:24 Miscellaneous items being useless is pretty sad, I used to get all excited at finding blazing lamps and stuff 10:06:35 Too bad they're all pretty descriptions and useless objects :) 10:07:39 I remember jarmok used a box of beasts to kill one of my 0.1.x ghosts and I considered that tantamount to cheating. "Who uses misc items?!" :P 10:08:04 greensnark: I believe that there can be an Evocations-based playing style (not just with Nemelex). Also, the idea of having two uses for misc items should make them more relevant for many. 10:08:47 I'd be thrilled to see actual useful misc items 10:08:57 Are rods unnerfed sufficiently for players to use them, btw? 10:08:59 need a coder :) 10:09:08 ever hear of a little thing called the disc of storms?? 10:09:10 * greensnark runs to the hills. 10:09:56 -!- frogfrog has joined ##crawl-dev 10:12:11 giap, back later 10:13:52 -!- valrus has quit [Remote host closed the connection] 10:18:17 I've used rod that had dmsl on it until I could cast the actual spell on some games 10:18:21 same with abjuration 10:19:05 rods are decent, except for striking/smiting 10:19:22 though abj and cloud wands get used the most since they're very efficient with the rod MP 10:20:14 (abjuration at its current spell level could be a single-target effect and still be useful, it should really be nerfed) 10:21:04 you would need to nerf/fix monster spam as well then 10:21:18 ancient liches spamming upwards of dozen summons per round 10:23:15 felirx: yes, i would certainly hope that happens! 10:24:10 -!- Kurper has joined ##crawl-dev 10:24:59 Erik wanted misc items to have decent effects and have charges like wands 10:25:11 Although then they do begin to look like wands in strange shapes 10:27:16 charges can work in other ways than wands, which might be interesting 10:27:36 we already have permanently recharging wands - we could have something that recharges, but may become permanently degraded if you use it too often 10:27:41 -!- valrus has joined ##crawl-dev 10:27:57 -!- valrus has quit [Remote host closed the connection] 10:28:02 -!- valrus has joined ##crawl-dev 10:29:26 He also suggested that some misc items be single-use grenade like things that are quite powerful. Can't seem to find his email though 10:30:04 Where's the wiki page with the current misc overhaul plan? 10:30:29 Ah https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:misc 10:32:10 you lug a heavy item around... for one use 10:32:15 Blind Mirror reminds me of that grenade in that old comedy which killed anyone who picked it up 10:32:23 And it always worked because it was labeled "Pick me up" 10:32:23 it would have to be damn powerful to be worth the hassle 10:32:55 even bottled efreets are meh save for some rare cases 10:33:20 Well, the problem is that efreets are annoying 10:33:28 They're annoying when tame and annoying when hostile :) 10:33:46 And not strong enough to justify those annoying flame clouds they trail :) 10:35:00 it's a single summon, not very strong too 10:35:17 I never found the clouds to be a significant problem though 10:35:22 a higher level one would be neat 10:35:30 'a titanic horn' - calls a titan! 10:35:46 The clouds are a serious pain if you try to autoexplore with a friendly efreet in a corridor-sy layout 10:35:56 You feel like throttling the efreet 10:36:06 Eronarn: <3 10:36:09 titanic horn 10:36:12 I like it 10:36:41 i also had an idea that titans could be a good L9 non-evil summon; specifically, some new 'Titan Lord' monster 10:37:01 as they're non-evil humanoid-ish spellcaster monsters 10:37:07 with a quite versatile spellset 10:37:12 @??titan 10:37:12 titan (06C) | Speed: 10 | HD: 20 | Health: 78-130 | AC/EV: 10/3 | Damage: 55 | Flags: sense invisible, !sil | Res: 06magic(186), 10elec++, 12drown | XP: 3613 | Sp: b.lightning (3d24), minor healing, airstrike (0-50). 10:40:24 That misc items page has some ideas I can't quite make sense of 10:40:33 Why would a ball of seeing let you forget spells? 10:41:10 we really don't need more ways to forget spells 10:41:13 there are already too many now 10:41:24 I do like the idea of making the disc-like things throwable 10:42:44 Yeah, I think the page still needs some work, not sure if dpeg has updated it fully 10:43:01 -!- frogfrog has quit [Quit: Page closed] 10:43:04 !tell dpeg Is the misc items page up-to-date or do you have ideas you haven't added there? 10:43:04 greensnark: OK, I'll let dpeg know. 10:43:56 Most of the misc items still sound underwhelming 10:44:15 I may be a little jaded though, dunno :) 10:48:17 i agree; i'd rather just see them cut, personally 10:48:26 put the effort into rods instead 10:48:34 and staves 10:49:11 perhaps we could enable quad damage in regular games, too 10:49:16 maybe acquirement only 10:53:17 I think dpeg was ok with that. I had doubts, but no harm in enabling it and seeing how players use it 10:53:34 I do find the messages hilarious :) 10:54:46 quad damage is a nice idea, but isn't it quite obviously unoriginal? :P 10:55:18 What, we're worried about that now? :P 10:57:14 Perhaps dpeg wasn't aware of the reference. I was a little surprised at how ok he was with quad damage :p 10:59:43 Sif Muna runs out of books (https://crawl.develz.org/mantis/view.php?id=3484) by minmay 11:00:22 03kilobyte * r3fe356921f81 10/crawl-ref/ (5 files in 2 dirs): Monster flag n_zom to allow redefining zombies. 11:00:23 03kilobyte * re2f5b7dfc10b 10/crawl-ref/source/ (5 files in 2 dirs): Plain bats, for redefining and for player form. 11:00:26 03kilobyte * re92ae00e1773 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Bat species showcase. Don't tell me you didn't see this coming. 11:00:27 03kilobyte * r70e0e609b98d 10/crawl-ref/source/mon-data.h: Give vampire bats vampiric bites rather than draining hits. 11:02:56 OMG, we actually have microbats and gigabats now :P 11:03:00 The madness escalates :P 11:04:03 you need batbats! 11:04:09 and badbats! 11:04:28 +NAME: goddamned_bats 11:05:48 OMG, it's full of bats!! 11:13:02 -!- edlothiol has quit [Ping timeout: 272 seconds] 11:21:02 add acrobats to crawl 11:21:27 Fighting them in deadly com-bat. 11:22:47 I wouldn't bat an eyelid at this 11:23:16 new misc item: battery 11:23:26 converts charges to bats 11:23:35 And you can use it to assault and batter bats 11:25:04 for batter or worse 11:26:09 batrachian is on the list of lovecraftian adjectives, for horrors 11:26:14 We'll need an abattoir vault next 11:27:00 I guess the bat pun flood has abated 11:27:18 * greensnark flits off to bed. 11:27:36 -!- greensnark has quit [Quit: leaving] 11:40:51 -!- jpeg has joined ##crawl-dev 11:41:56 onryo (L1 KeHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:1) 11:42:06 onryo (L1 KeHe) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 797 failed. (D:1) 11:45:16 !tell greensnark I know you've unsubscribed from c-r-d but could you send an email on your thoughts about release cycles to the mailing list? Or at least, the devteam members? FWIW, I fully agree. 11:45:17 jpeg: You have 3 messages. Use !messages to read them. 11:45:17 jpeg: OK, I'll let greensnark know. 11:45:24 !messages 11:45:24 (1/3) Keskitalo said (7w 23h 24m 30s ago): Spider Nest was a single-map portal vault with no new monsters in 0.7 if I recall correctly 11:45:36 ? 11:45:46 7 weeks is a long time 11:45:59 I had the _ tail all the other times! 11:46:07 !messages 11:46:08 (1/2) Napkin said (4w 1d 10h 37m 5s ago): hey jpeg, could you adjust the "Download" link on http://crawl-ref.sourceforge.net/ to point to http://crawl.develz.org/wordpress/downloads instead? thanks! 11:46:10 !messages 11:46:11 (1/1) Napkin said (1w 23h 13m 55s ago): that patch about not showing morgue location on CDO is not working yet 11:46:26 was wondering why the messages didn't show up for me the last times around 11:46:40 -!- galehar has quit [Quit: Page closed] 11:53:59 -!- jpeg has quit [Quit: Page closed] 12:10:14 -!- Moriasc has joined ##crawl-dev 12:17:31 http://pr-if.org/play/lostpig/ - Zorklike :D 12:21:15 -!- NyaaKitty has quit [Ping timeout: 240 seconds] 12:24:30 13:24 < Eronarn> gvdm: having negative aptitudes is't that bad in crawl 12:24:30 13:24 < gvdm> argh 12:24:36 13:24 < gvdm> confusing game is confusing! 12:24:39 can we please fix this yet 12:25:12 just give everyone +1 apt to everything, so that the average is 0 12:25:49 hey, my dad a trove today with 15 steel darts and a gauzy fan - paid with a +6,+6 demon trident - that's a bug, isn't it? 12:25:53 there are plenty of other games where human versatility is represented by them being pretty good at everything rather than average at everything, so humans being non-zero is fine 12:26:06 Napkin: kind of... it's known that trove loot is shit 12:26:14 it's not a bug, though, really 12:26:27 bug! 12:26:40 it needs to be changed, but the code is all working correctly, it's just poorly designed 12:26:46 Napkin: are you sure, it will have more than 2 items in 12:27:07 my dad said he searched for secret doors but found nothing 12:27:21 oh, they all have more than 2 items, i thought you meant those were the best 2 12:27:24 something about 2 4x4 rooms 12:27:33 yeah that one has 4 4x4 rooms 12:27:35 but only those 2 items 12:27:46 you have to stand in the center and search to find all 4 doors 12:27:55 he searched all walls 12:27:55 though, i think each room is supposed to have 3 or 4 12:28:01 secret doors are altogether spoilery for no good reason, especially in troves 12:28:15 casmith789: also troves shouldn't have monsters :P 12:28:20 yes 12:28:38 frankly at the moment there are a few good troves but I wouldn't ever give anything I want up for them 12:28:44 the gold mechanic was better 12:28:53 (because you actually do want gold) 12:29:14 i like the fact that gold as payment is removed 12:29:55 but it should have more reasonable treasure, considering you often invested quite a bit of time to get the required item 12:30:03 i like the fact that there's no longer a grotty little imp that i can't kill 12:30:08 s/$/, i think/ 12:30:16 lol, RjY :D 12:30:53 :) 12:30:58 casmith789: the problem is really that acq can give you some pretty useless crap 12:31:19 i think it might be good to do a separate "good acquirement" branch of code or something 12:31:33 so that troves are almost always something you really, actually want 12:31:38 seriously though, didn't you ever want to stab it? "i think i broke it!" "i'm gonna break you you little twerp *stab*" 12:32:26 trove of wishing ;) 12:32:32 like: randart weapon of a good base type of the player's highest skill, with both attack/damage +'s greater than the player's current weapon, and no renders-this-unusable drawbacks (e.g., glow) 12:33:11 (and remember, even that isn't enough to guarantee a good randart, nevermind one that's better than what you have) 12:33:30 some of the troves are really good 12:33:42 2 wand acquirements and scrolls of recharging & ea 12:34:09 i'm not really a fan of that one simply because it's just "nice stuff" 12:34:23 i'd like to see troves as being more personally tailored to your character 12:34:42 not completely, but to a reasonable degree 12:35:09 like: if you are an evoker, rods + rech scrolls, or even randart rods 12:35:15 Cannot left-click wield unidentified Lantern of Shadows (https://crawl.develz.org/mantis/view.php?id=3485) by XuaXua 12:35:30 i got the library one on a dewz^v, it gave me necromutation and controlled blink. i was like, thank you very much! 12:35:38 (those aren't coded yet, but they've been discussed previously) 12:35:55 oh, that reminds me, we should totally do a library portal vault 12:36:17 with bookworms 12:36:42 nah... just some kind of thing to act as a librarian 12:37:02 maybe a different one for each magical school? 12:37:12 the librarian should be neutral if you worship sif muna 12:37:34 ortoslon: the idea was that it would use the new mechanic of being able to memorize books from the floor 12:37:45 the library has books, but you get attacked / penalized if you pick them up 12:37:49 ah 12:38:03 that's a pretty harsh librarian 12:38:20 sounds more like holy books on old churches 12:38:22 they usually only get mad if you try to leave without checking books out 12:38:41 or put things back in the wrong place 12:38:54 perhaps "academy" would work better as a name 12:39:06 "You see a portal to a magical academy." 12:39:23 you can study there, but it is the academy's property! 12:39:34 non-fiction in the fiction section?! 12:40:04 of course, we'd want to introduce something for melee types at the same time 12:42:38 can anyone explain how species size affects weapon handedness? 12:43:28 you have to fight an enraged ape and a guy who always runs away from you 12:56:19 What a mess 12:56:19 dpeg: You have 1 message. Use !messages to read it. 13:10:40 -!- Moriasc has quit [Ping timeout: 240 seconds] 13:18:13 -!- Moriasc has joined ##crawl-dev 13:21:24 -!- Zao has quit [Ping timeout: 260 seconds] 13:29:51 they could be "chained to desktops", as typically in medieval libraries 13:30:22 with perhaps the possibility to get them anyway which enrages the librarian\ 13:34:23 -!- Zao has joined ##crawl-dev 13:35:36 artefact demon trident has holy wrath brand (https://crawl.develz.org/mantis/view.php?id=3486) by Lagus 13:37:45 -!- monqy has joined ##crawl-dev 13:41:02 -!- dpeg has quit [Quit: Lost terminal] 13:44:01 kilobyte: yeah, something like a prompt for picking them up (kind of like there's the prompt for rune-covered doors) 13:44:12 if it were generalized, you could use it in other places 13:44:28 "This %item% is %why you don't want to touch it%. Really pick it up?" 13:44:52 - chained to the desk; covered in slimy goo; sitting on a pressure plate; etc. 13:45:09 not something one would want overused, but could be neat to have 13:50:14 -!- Hehfiel has quit [Ping timeout: 276 seconds] 13:52:05 -!- edlothiol has joined ##crawl-dev 13:59:36 -!- edlothiol has quit [Quit: edlothiol] 13:59:47 -!- edlothiol has joined ##crawl-dev 14:00:30 -!- kilobyte has quit [Ping timeout: 276 seconds] 14:00:37 -!- kilobyte has joined ##crawl-dev 14:01:12 -!- Hehfiel has joined ##crawl-dev 14:07:21 -!- Cryp71c has joined ##crawl-dev 14:11:59 -!- TGWi has joined ##crawl-dev 14:19:42 -!- Textmode has joined ##crawl-dev 14:21:28 -!- Excedrin has quit [Ping timeout: 240 seconds] 14:25:58 -!- syllogism has quit [] 14:26:26 -!- Excedrin has joined ##crawl-dev 14:41:49 -!- edlothiol has quit [*.net *.split] 14:41:49 -!- Zao has quit [*.net *.split] 14:41:49 -!- Zaba has quit [*.net *.split] 14:41:50 -!- Vandal has quit [*.net *.split] 14:41:50 -!- st_ has quit [*.net *.split] 14:41:50 -!- blackflare has quit [*.net *.split] 14:41:52 -!- varmin has quit [*.net *.split] 14:44:28 -!- Zannick has quit [Quit: Changing server] 14:45:44 -!- Zannick has joined ##crawl-dev 14:46:24 -!- casmith789 has quit [Remote host closed the connection] 14:51:01 Monsters can "use" occupied stairs (https://crawl.develz.org/mantis/view.php?id=3487) by Nobody 14:51:03 alright, just did class 2 verification on startssl.com - so we can have wildcard domains with valid ssl certificates soon, if we like 14:51:56 -!- casmith789 has joined ##crawl-dev 15:00:06 -!- edlothiol has joined ##crawl-dev 15:00:06 -!- Zao has joined ##crawl-dev 15:00:06 -!- Zaba has joined ##crawl-dev 15:00:06 -!- Vandal has joined ##crawl-dev 15:00:06 -!- st_ has joined ##crawl-dev 15:00:06 -!- blackflare has joined ##crawl-dev 15:00:06 -!- varmin has joined ##crawl-dev 15:04:03 -!- NyaaKitty has joined ##crawl-dev 15:05:20 -!- blackpenguin has quit [*.net *.split] 15:05:20 -!- paxed has quit [*.net *.split] 15:05:20 -!- neunon has quit [*.net *.split] 15:05:20 -!- stabwound has quit [*.net *.split] 15:05:21 -!- Hiding has quit [*.net *.split] 15:05:22 -!- bhaak has quit [*.net *.split] 15:05:22 -!- Henzell has quit [*.net *.split] 15:05:25 -!- valrus has quit [*.net *.split] 15:05:26 -!- Twinge has quit [*.net *.split] 15:05:26 -!- xyblor has quit [*.net *.split] 15:05:26 -!- mspang has quit [*.net *.split] 15:05:26 -!- ivan has quit [*.net *.split] 15:05:29 -!- Eronarn has quit [*.net *.split] 15:05:29 -!- Sequell has quit [*.net *.split] 15:06:29 -!- blackpenguin has joined ##crawl-dev 15:06:29 -!- paxed has joined ##crawl-dev 15:06:29 -!- neunon has joined ##crawl-dev 15:06:29 -!- bhaak has joined ##crawl-dev 15:06:29 -!- stabwound has joined ##crawl-dev 15:06:29 -!- Hiding has joined ##crawl-dev 15:06:29 -!- Henzell has joined ##crawl-dev 15:06:56 -!- Eronarn has joined ##crawl-dev 15:06:56 -!- Sequell has joined ##crawl-dev 15:07:40 -!- valrus has joined ##crawl-dev 15:07:40 -!- Twinge has joined ##crawl-dev 15:07:40 -!- xyblor has joined ##crawl-dev 15:07:40 -!- mspang has joined ##crawl-dev 15:07:40 -!- ivan has joined ##crawl-dev 15:25:55 @?? harpy 15:25:55 harpy (03H) | Speed: 25 | HD: 7 | Health: 24-52 | AC/EV: 2/10 | Damage: 19, 14 | Flags: fly | Res: 06magic(28), 03poison | Chunks: 07contaminated | XP: 623. 15:26:33 wow, those harpies that just fed on me felt very strong suddenly.. 15:29:49 harpies are really dangerous 15:36:16 yeah, i'm not sure why they do so much damage at that speed 15:36:34 the original proposal didn't have them being a threatening monster 15:37:22 as is they're one of the more potentially dangerous parts of shoals imo 15:38:37 can anyone explain how species size affects weapon handedness? 15:39:29 do small races add half a hand unless they're small weapons? 15:41:14 that's what i thought, but apparently there's some weirdness there with at least some weapons 15:41:25 crawl lol. 15:41:37 weirdness beyond "unless they're small weapons"? 15:46:19 -!- Kronusdark has joined ##crawl-dev 15:46:23 03j-p-e-g * rec0b8329feda 10/crawl-ref/source/dbg-asrt.cc: For Windows Tiles builds, also print asserts to STDERR. 15:49:04 -!- kilobyte has quit [*.net *.split] 15:49:05 -!- jld has quit [*.net *.split] 15:49:06 -!- edlothiol has quit [*.net *.split] 15:49:06 -!- Zao has quit [*.net *.split] 15:49:06 -!- Zaba has quit [*.net *.split] 15:49:07 -!- Vandal has quit [*.net *.split] 15:49:07 -!- st_ has quit [*.net *.split] 15:49:07 -!- blackflare has quit [*.net *.split] 15:49:09 -!- varmin has quit [*.net *.split] 15:49:11 -!- dazzle has quit [Ping timeout: 276 seconds] 15:49:16 -!- dazzle has joined ##crawl-dev 15:50:01 -!- varmin has joined ##crawl-dev 15:50:01 -!- blackflare has joined ##crawl-dev 15:50:01 -!- st_ has joined ##crawl-dev 15:50:01 -!- Vandal has joined ##crawl-dev 15:50:01 -!- Zaba has joined ##crawl-dev 15:50:01 -!- Zao has joined ##crawl-dev 15:50:01 -!- edlothiol has joined ##crawl-dev 15:50:01 -!- kilobyte has joined ##crawl-dev 15:50:01 -!- jld has joined ##crawl-dev 15:51:32 -!- Kronusdark has left ##crawl-dev 15:51:53 -!- Kronusdark has joined ##crawl-dev 16:04:31 -!- Cryp71c has quit [Quit: Leaving] 16:06:10 -!- Kronusdark has quit [Read error: Connection reset by peer] 16:07:03 -!- Kronusdark has joined ##crawl-dev 16:08:22 03kilobyte * r5aab95944f36 10/crawl-ref/source/ (acquire.cc itemprop.cc): Remove a redundant check for blessed weapons. 16:08:30 03kilobyte * rbb2fec09f9d4 10/crawl-ref/source/artefact.cc: Kiku is ok with weapons of pain, allow to use her name in randarts. 16:08:30 03kilobyte * r8f0f153b837d 10/crawl-ref/source/artefact.cc: Relax the check in find_okay_unrandart() to accept same skill rather than exact type. 16:18:01 I found a weapon spoiler that specifies weapon handedness for different species: http://r1gm.free.fr/Crawl/crawlSS_052_weapons.txt 16:19:17 how is anyone supposed to remember that? :( 16:23:54 this list is both hard to read and has errors 16:24:30 like, it claims demon whips are 2-handed for spriggans and 1.5-handed for kobolds 16:24:36 the code for weapon handedness is pretty hard to read too, to be fair 16:25:56 -!- Kronusdark has quit [Ping timeout: 272 seconds] 16:28:04 maces and flails (and IIRC hammers) are 1.5-handed for spriggans too, unlike what this list says 16:33:57 -!- Kronusdark has joined ##crawl-dev 16:39:04 -!- Textmode has quit [Ping timeout: 250 seconds] 16:40:03 -!- pointless_ has joined ##crawl-dev 16:46:13 -!- Kronusdark has quit [Read error: Connection reset by peer] 16:47:11 -!- Kronusdark has joined ##crawl-dev 16:51:09 -!- Kronusdark has quit [Client Quit] 16:51:29 -!- galehar has joined ##crawl-dev 16:58:36 03galehar * r9e434b0a9f38 10/crawl-ref/source/ (actor.cc coord.cc externs.h terrain.cc terrain.h): Move the clinging code from coord_def to terrain.cc 16:58:36 03galehar * r4ba96aa8d73a 10/crawl-ref/source/monster.cc: Fix clinging monsters floundering. 16:58:38 03galehar * rb54363407209 10/crawl-ref/source/mon-stuff.cc: Remove a duplicate check. 17:00:18 -!- Textmode has joined ##crawl-dev 17:03:20 d'oh, now i need to touch swarm code again :( 17:03:54 because swarm is clinging? 17:04:25 galehar: spider swarms cling, yes 17:04:40 it's not a big deal, though 17:05:05 it's not gonna end up in trunk for a whiiiile 17:05:45 while I'm not finish with the clinging code 17:06:14 I'm polishing pathfinding 17:06:35 and there's probably still a bug or 2 hiding :) 17:07:00 galehar: here's not quite a bug but a misfeature: monsters currently have a % chance to be unable to step into shallow water 17:07:13 comments say this was intended to mimic player difficulty moving in water 17:07:16 it does nothing of the sort 17:07:18 it's probably a bug too because I don't think it works 17:07:23 well yes that too 17:07:33 seriously it should just do the same thing for monsters as players 17:07:36 i think it vetos the square on the check of good squares, but not on the second check of less-good squares 17:07:42 yes that too, too 17:07:42 currently it's all "screw you" for no reason at all 17:08:12 probably shallow water should be disallowed as a good square, and double move cost as a bad square 17:08:14 galehar: do you mean the persistent bug on -test? 17:08:34 kilobyte: no what bug? 17:09:00 Eronarn: clinging pathfinding isn't implemented yet. I haven't pushed anything. 17:09:03 it's related... monsters go back and forth instead of advancing to a target in some cases 17:09:32 kilobyte: i've noticed this with forest wyrms 17:09:43 it seems to happen around corners that are blocked 17:09:52 diagonal movement, i should clarify 17:09:56 I didn't put much effort into investigating it, all I found is that firewood is never considered a valid path 17:10:02 yes 17:10:14 that's where i had the issue - even though they could trample firewood some of the time 17:10:16 since when? 17:10:26 assigning it a large cost rather than vetoing outright would fix that 17:10:26 e.g., if you had: 17:10:28 .P. 17:10:30 DP@ 17:10:32 .P. 17:10:38 they would trample the firewood to get to you 17:10:53 galehar: try running ./crawl -test, it's broken since like a year 17:10:55 if it went: 17:10:58 .P@ 17:11:01 .PP 17:11:02 D.. 17:11:07 they would sometimes get stuck 17:11:13 or more, as the bug probably predates the test 17:11:14 is it since I reveresed the pathfinding direction? 17:11:24 galehar: when did you do that? 17:11:37 yesterday 17:12:00 no, i did forest wyrms a month ago or so 17:12:06 it's an old bug 17:12:29 i hadn't noticed it previously, it's just that forest wyrms are all about trampling plants so it was quite obvious there 17:12:35 greensnark looked at it before, but didn't fix 17:12:35 ok, so you're confusing me with old bugs :) 17:13:41 kilobyte: i think it would make sense to do this: unintelligent monsters attack firewood readily; intelligent ones look at how tough the firewood is vs. their stats 17:13:58 toadstools and bushes are both firewood, but wildly different toughness 17:14:06 -!- Textmode has quit [Ping timeout: 246 seconds] 17:14:20 maybe it wasn't clear, but I'm working on making spiders aware of wall clinging when pathfinding. I'm not working on the general pathfinding. Well, I'm just trying not to break it... 17:14:39 I mean, it's not caused by your recent change, but comes together with the problem Eronarn mentioned about shallow water 17:14:45 i actually did try to fix this 17:14:52 i had a bit of success, but it introduced some new issues 17:15:05 so i didn't include it in the trample patch 17:15:47 can any anyone explain the bug with the shallow water or point me to the mantis? 17:17:30 galehar: it is not a clinging related bug, though i can describe the issue if you like anyways 17:17:33 just wanted to make that clear 17:18:07 well, I can have a look at it while I have my head in the pathfinding, so shoot. 17:18:22 03galehar * rf664a849fe42 10/crawl-ref/source/invent.cc: Fix wielding the lantern of shadow by clicking ont it. 17:20:46 galehar: okay, so there's the two steps of the pathfinding - finding good squares, and alternates 17:21:00 hi 17:21:17 as a good square, shallow water gets vetoed a percentage chance of the time, and the comment says that this is supposed to replicate player movement speed reduction through shallow water 17:21:21 it... does nothing of the sort 17:22:24 what we should be doing is something like: have a function that returns movement speed to enter a given tile (accounting, for now, for water status and leda status) 17:23:02 so things should avoid shallow water much of the time 17:23:14 You sure? 17:23:17 and when they do move in it, their speed should be reduced in the same way as player speed 17:23:28 galehar: sure of which part? 17:23:30 seems mons_travel_cost count the square double 17:24:03 I haven't looked at monster speed reduction 17:24:37 but it calculates the cost of the path and count crossing shallow water as 2 17:24:46 well and least it looks like what it does... 17:25:02 monster movement doesn't necessarily invoke pathfinding 17:25:16 and whatever costs are used in pathfinding aren't necessarily deducted from monster energy 17:25:46 I don't know what Eronarn is talking about in particular, but you should be sure that you are both talking about the same thing 17:26:03 right 17:26:29 If there is a direct line the monster can go, there's no pathfinding. 17:26:48 ok, thanks pointless_ :) 17:27:11 pathfinding is also not generally used if monsters are out of sight 17:27:39 it's definitely not subtracting properly for shallow water 17:27:46 when it comes time to actually move 17:27:58 the pathfinding may already be working, to some degree, since monsters do try to avoid shallow water 17:28:38 // Effectively slows down monster movement across water. 17:28:38 // Fire elementals can't cross at all. 17:28:38 bool no_water = false; 17:28:38 if (mons->type == MONS_FIRE_ELEMENTAL || one_chance_in(5)) 17:28:41 no_water = true; 17:28:44 this is the code, from mon-act.cc, that i meant 17:30:56 oh right, I remember stubbling upon that and thinking wtf! 17:31:08 yes, it's screwed uppp :) i'm not even sure it does anything 17:31:26 it's probably safest to remove it since fire elementals are checked separately elsewhere 17:31:34 so, proper way to fix that would to be force the monster to pathfind if there's shallow water in the way. 17:31:58 yeah... and then make sure that this actually checks movecost 17:31:58 so it can look for a way around 17:32:07 pathfind does 17:32:13 well I'd say the proper way to fix it would be to increase the energy cost of moving into water for non-ampihb monsters 17:32:25 i do think the pathfinding is enabled to some degree though, because monsters in some circumstances definitely do avoid shallow water 17:32:28 -!- Textmode has joined ##crawl-dev 17:32:39 like 20% of the time? 17:32:54 i haven't done thorough testing to see the circumstances 17:33:05 they get not speed penalty in shallow water? damn. 17:33:06 the 20% is only going to make testing more difficult, though, anyways 17:33:13 yeah, it's really lame 17:33:37 ok, I'll look into it. It doesn't seem hard to fix. 17:33:45 <3 galehar 17:34:21 i second the motion 17:34:36 galehar: it's not 17:34:43 galehar: I debated doing it while I was doing leda's but laziness wore out 17:34:54 oh due :( 17:35:04 if you're taking requests, kraken head pathfinding is broken because the pathfinding code isn't aware that kraken heads won't move into shallow water voluntarily 17:35:19 hi pointless_! 17:35:22 hi 17:35:49 ps: is there any chance of forest wyrms making it in before .8? what about the trampling changes? i'd like to see the wyrms in, but i really think the trampling changes should go in 17:36:13 03galehar * r4ac34420af21 10/crawl-ref/source/ (mon-pathfind.cc mon-pathfind.h): Implement proper pathfinding for clinging spiders. 17:38:54 pointless_: I'll have a look 17:39:00 Eronarn: no idea 17:39:11 * galehar go to sleep 17:39:13 by 17:40:37 -!- galehar has quit [Remote host closed the connection] 17:45:40 -!- evilmike has joined ##crawl-dev 17:53:52 -!- Kronusdark has joined ##crawl-dev 17:54:42 !seen by 17:54:43 I last saw by at Mon Dec 27 08:22:25 2010 UTC (8w 1d 15h 32m 17s ago) quitting with message Quit: leaving. 17:54:46 :( 18:05:55 -!- ortoslon has quit [Read error: Connection reset by peer] 18:34:49 hunter getting T&D and stealth is a good idea 18:35:59 why would hunter get T&D and stealth? 18:36:11 just flavour? 18:36:25 yeah 18:43:13 add ranged stabbing 18:53:57 (ranged stabs with slings can do the same thing that clubstabs do) 19:19:31 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:21:20 -!- edlothiol has quit [Ping timeout: 260 seconds] 19:30:23 03dpeg * r9c60a1f5a1f9 10/crawl-ref/source/dat/des/branches/vaults.des: New V:8 maps, themed around shops. 19:30:33 03dpeg * r57dcac5a2827 10/crawl-ref/source/dat/des/branches/vaults.des: Reorder quadrants in vaults.des. 19:30:33 03dpeg * r8a4cab6b0d75 10/crawl-ref/source/dat/des/branches/vaults.des: Massive set of 21 Vault:8 quadrants by minmay! 19:30:38 03dpeg * raace17777844 10/crawl-ref/source/dat/des/portals/bazaar.des: Fix comment. 19:37:01 hm, is the oklob temple entry sacred? i was thinking of changing it to an oklob sapling now that we have those, to be a little less mean 19:37:46 they're still dangerous but have less health (also a cool colour :P) 19:37:58 you're basically my favorite person 19:38:01 -!- stabwound has quit [Quit: ZNC - http://znc.sourceforge.net] 19:38:32 -!- stabwound has joined ##crawl-dev 19:39:45 MarvinPA: or you could make it a tree sapling 19:39:48 (a plant) 19:39:54 ((oklob temple is terrible)) 19:40:11 -!- Kronusdark has quit [Quit: Kronusdark] 19:41:19 marvinpa: I don't know how it could be sacred given that it wasn't even in 0.7 :P 19:41:53 oh huh there's a temple entry that requires levitation 19:42:04 imo temple entries shouldn't be cruel 19:42:11 considering they can have 14 altars in them 19:42:12 minmay decided it was too easy to get inside temple 19:42:20 need oklobs and levitation and such 19:42:30 some of the new temple entries are kind of annoying and gimmicky 19:42:37 my favorite entry is still the green crystal rectangle 19:43:27 the one that can require going to d:8 is another minmay contribution 19:43:32 yeah 19:43:52 and steam temple breaks autotravel 19:47:51 please remove all of those 19:47:52 thanks in advance 19:48:50 FR: temple entry vault requiring burning trees 19:51:35 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.13/20101203075014]] 19:52:41 temple entry guarded by sokoban 19:54:01 temple entry guarded by requiring 3 runes of zot to enter 19:54:15 03MarvinPA * r79c7b61e6ba5 10/crawl-ref/source/dat/des/branches/temple.des: Change the oklob temple entry to a sapling 19:54:16 03MarvinPA * r71eabdf41c09 10/crawl-ref/source/ (describe.cc player.cc spl-cast.cc): Remove wizardry effect from Archmagi, boost Tmut/Tloc spells 19:54:17 03MarvinPA * rd7c562cf5b6c 10/crawl-ref/source/dat/des/branches/temple.des: Change temple_entry_steam to mist 20:11:29 <3333333333 20:11:49 merge some staves while you're at it 20:11:58 staves? 20:12:09 which ones? 20:12:45 the non-enhancer ones are kind of shit / boring 20:12:52 they could be merged into two actually-interesting ones 20:13:10 not necessarily straightforward how to do that, but i think there's a lot of promise 20:13:15 mm, energy is pretty great 20:13:51 MarvinPA: i think the proposal i had was energy = +MP from power, and removes half of spell hunger instead of all of it (which is a lot more interesting imo) 20:14:35 hm, that could work 20:15:56 this was just random chatting in ##crawl, but i think it has potential anyways 20:19:19 that's more interesting, definitely. Also it removes the current incentive to wield power and then swap it once you use the bonus MP 20:19:32 well, not entirely remove the incentive, but diminishes it 20:20:37 yes... another possibility was reusing the vehumet cost discount effect (which would presumably stack with the vehumet one), rather than giving +MP 20:41:04 that might be a little awkward if it works like vehumet, since his discount only works for spells above a certain level (>=4 I think?) 20:41:18 basically you'd want to swap to the staff for those spells, but use something else for other spells 20:42:40 a percent chance to restore MP might work 20:42:42 per-cast 20:42:50 that was a discussed possible way of replacing channeling 20:43:09 Interesting 20:50:14 why are spectral things -speed 21:06:10 -!- Hiding is now known as Adeon 22:06:42 -!- upsy has quit [Quit: Leaving] 22:32:04 neat, I found a (possibly already known) bug 22:32:08 The killer bee is moderately wounded. 22:32:08 You may choose your destination (press '.' or delete to select). 22:32:08 Expect minor deviation. 22:32:08 (Key replay ran out of keys) 22:32:08 Are you sure you want to cancel this teleport? 22:32:11 _You are very lightly contaminated with residual magic. 22:32:16 I have teleportitis 22:32:44 I hit ` to replay casting magic dart at that bee, then apparently teleported, but was able to cancel 22:32:51 due to (key replay ran out) 22:33:26 -!- NyaaKitty has quit [Ping timeout: 240 seconds] 22:34:09 wtf, you can apparently always cancel if you have a ctele ring 22:34:23 by targeting yourself 22:34:27 good to know 22:34:30 or by pressing escape yes 22:39:02 -!- NyaaKitty has joined ##crawl-dev 23:17:42 -!- Textmode has quit [Read error: Connection reset by peer] 23:21:41 -!- Textmode has joined ##crawl-dev 23:45:00 -!- Zaba has quit [Ping timeout: 260 seconds] 23:53:59 -!- Zaba has joined ##crawl-dev