00:00:40 Pre-release branch on crawl.develz.org updated to: 0.9.0-12-gaaefe4e (32) 00:01:24 I can also confirm that the bug can be triggered if there was an explosion on the tile 00:01:33 During the turn when the tentacle dies 00:05:49 Seems to be a new issue to 0.9; I can't reproduce it in 0.8. 00:07:39 Windows builds of pre-release branch on crawl.develz.org updated to: 0.9.0-12-gaaefe4e 00:08:32 Also, it seems odd to me that Malign Gateway can be used to turn shallow water into land. 00:13:59 -!- Guest61102 has quit [Read error: Connection reset by peer] 00:14:16 -!- Guest61102 has joined ##crawl-dev 00:38:03 -!- Letchik has joined ##crawl-dev 00:38:22 When will webtiles move to 0.9? 00:48:21 -!- ussdefiant has quit [Ping timeout: 250 seconds] 00:51:45 -!- Henzell has quit [Ping timeout: 276 seconds] 00:52:43 -!- Henzell has joined ##crawl-dev 00:53:48 -!- valrus has quit [Remote host closed the connection] 00:54:16 -!- diazepan has quit [Remote host closed the connection] 00:59:16 Unstable branch on crawl.akrasiac.org updated to: 0.10-a0-241-g7be3dc4 (32) 01:16:38 Just went downstairs to have "Found three gates" announced, but there was only one 01:16:43 is this a known bug? 01:17:26 is this with Ash? 01:17:53 nope, Trog 01:17:56 but a DD 01:18:25 and the mapping didn't reveal more than one gate either 01:18:32 probably is then, the "found x" messages have weird stuff like that 01:19:07 ah, I found a shop on the floor 01:19:16 I'm going to guess there's exactly one more :P 01:19:55 huh, nope 01:19:56 only the one 01:55:03 -!- evilmike has quit [Quit: something happened] 01:57:10 -!- ussdefiant has joined ##crawl-dev 02:02:17 -!- ussdefiant has quit [Ping timeout: 258 seconds] 02:10:25 -!- ainsophyao has quit [Remote host closed the connection] 02:22:29 -!- st_ has quit [] 02:24:16 -!- Zaba has quit [Ping timeout: 260 seconds] 02:31:08 -!- Zaba has joined ##crawl-dev 02:34:09 -!- Letchik1 has joined ##crawl-dev 02:38:11 -!- MarvinPA_ has joined ##crawl-dev 02:41:53 -!- MarvinPA has quit [Ping timeout: 250 seconds] 02:45:23 -!- Letchik1 has quit [Quit: Leaving.] 02:54:08 -!- valrus has joined ##crawl-dev 02:59:05 -!- valrus has quit [Ping timeout: 260 seconds] 03:07:07 -!- dtsund has quit [Quit: z] 03:11:10 -!- ussdefiant has joined ##crawl-dev 03:19:41 -!- syllogism has joined ##crawl-dev 03:28:51 -!- blackpenguin has quit [Ping timeout: 250 seconds] 03:50:05 -!- ussdefiant has quit [Ping timeout: 250 seconds] 03:56:39 -!- ainsophyao has joined ##crawl-dev 03:59:31 -!- ainsophyao has quit [Remote host closed the connection] 04:00:18 -!- blackpenguin has joined ##crawl-dev 04:15:05 -!- ainsophyao has joined ##crawl-dev 04:20:22 -!- ainsophyao has quit [Remote host closed the connection] 04:30:11 -!- ainsophyao has joined ##crawl-dev 04:31:00 -!- ainsophyao has quit [Remote host closed the connection] 04:54:38 -!- valrus has joined ##crawl-dev 04:58:50 -!- valrus has quit [Ping timeout: 240 seconds] 04:59:27 -!- ussdefiant has joined ##crawl-dev 05:13:27 -!- Ashenzari has quit [Ping timeout: 240 seconds] 05:14:06 -!- Ashenzari has joined ##crawl-dev 05:14:06 -!- The topic of ##crawl-dev is: DCSS Development | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus and Crazy Yiuf forever. 05:35:50 -!- Mu_ has joined ##crawl-dev 05:53:24 -!- ussdefiant has quit [Ping timeout: 258 seconds] 05:57:23 -!- RichardHawk has quit [Ping timeout: 252 seconds] 05:58:42 -!- RichardHawk has joined ##crawl-dev 06:24:14 -!- monqy has quit [Quit: hello] 07:02:03 -!- ussdefiant has joined ##crawl-dev 07:29:41 -!- MarvinPA_ is now known as MarvinPA 07:30:42 -!- petete has joined ##crawl-dev 07:37:51 -!- MarvinPA_ has joined ##crawl-dev 07:38:41 -!- MarvinPA has quit [Ping timeout: 260 seconds] 07:40:11 -!- dpeg_ has joined ##crawl-dev 07:41:31 dpeg_ o/ 07:43:03 hi 07:43:22 bhaak: report written? 07:43:48 Nataq (L8 DrFi) ERROR in 'tileview.cc' at line 916: non-door tile (Ossuary) 07:44:05 haha 07:44:14 someone made easycrawl because 'devs are mean :(' 07:44:19 http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/1c586772b64b09a9?hl=en 07:44:53 dpeg_: not yet, i wanted you to direct your attention to the link Eronarn just posted 07:45:07 ah :) 07:45:56 what wimps, those players... they should make hardcorecrawl because 'devs have wimped out' :) 07:46:41 they already have, it's called "sporkhack" 07:46:43 * bhaak ducks 07:47:00 i like how he releases this right after a release that gives everyone +3 HP at start 07:47:32 yes! 07:47:53 pff, +3 HP, i can die with as easily as before 07:48:55 * Adeon writes something to his notebook 07:48:57 bhaak: no no, you really have to try harder now! 07:49:13 it helps octopodes a lot! 07:49:29 haven't octopodes been left out of 0.9? 07:49:33 yes 07:49:39 they're patient! 07:49:45 oh, irony 07:50:05 there are enough germanic people in here that you should have irony-marker-requirement! 07:51:00 "they"'"re" "patient" 07:51:03 better? 07:51:22 much better 07:52:05 we're all patients! 07:57:37 -!- ais523 has joined ##crawl-dev 08:00:14 i have no clue if crawllight goes into the right direction code-wise and if the criticism he has are justified, but the intentions are good :) 08:02:27 intentions of the nature "more players should win" are never good, rather such heresies should be punished by concerted actions of our most evil gods 08:02:37 -!- ais523_ has joined ##crawl-dev 08:02:52 -!- ais523 has quit [Disconnected by services] 08:02:54 -!- ais523_ is now known as ais523 08:03:19 i interpret it as "not only oldtimers should be able to win" :) 08:03:28 the stated aim of making the game much shorter and adding more optional challenges to the early game seems like a reasonable idea for a fork but that doesn't at all look like what any of the changes are about 08:04:31 hi Marvin! 08:04:38 hello :) 08:04:49 they kicked you out of the top ten 08:04:58 no wonder you support the mellow version :P 08:05:01 haha 08:05:11 yeah, i need to get back up there! 08:05:36 you have the fastest win, after all 08:06:18 i'm sure that'll be beaten soon but yeah, was quite happily surprised to notice that :) 08:06:38 did I ever discuss my little Monk idea over here? 08:06:48 it attracted some attention on the forum 08:07:30 hm, i don't think so 08:07:54 something minor along the lines of what was mentioned on the forum sounds like it could be good though 08:08:25 years ago I proposed giving them Spc 1 but that's not so meaningful these days 08:08:45 and some Inv doesn't really kick it either (especially since only some gods use Inv) 08:08:46 http://www.osnews.com/story/25064/BREAKING_GOOGLE_ACQUIRES_MOTOROLA 08:08:50 if anyone cares 08:08:51 and btw 08:08:56 any android client being worked on? :D 08:09:02 would be cool to play dcss on a tablet 08:09:10 webtiles? :) 08:09:14 so my suggestion was to give Monks higher starting piety (60 for a random number) 08:09:21 bhaak, does it work? 08:09:29 bhaak, and I'm thinking mostly non tiles :) 08:09:41 cbus: i haven't tried it but it might. 08:09:49 *tries* 08:09:59 which tablet? 08:10:10 no tablet right now 08:10:14 just a galaxy s running miui galnet 08:10:17 (twooey v3) 08:10:32 you'd really want to take advantage of touchscreens 08:10:40 which would require a different interface 08:11:00 MarvinPA_: what'd ya think? 08:11:54 crawl's webtiles convinced me that making a separate gui for different platforms is going to be obsolete or at least much easier than porting it to different desktop os 08:12:18 -!- MarvinPA_ is now known as MarvinPA 08:12:20 but tablets are another beast because of the touchscreen 08:13:27 bhaak, no web socket support 08:14:07 hmm, piety could work, since i guess all the starting gods now at least have some appeal on d:1 or 2 so there'd still be a decision to make there 08:14:56 MarvinPA: yes, that is the hope. 08:15:16 -!- ussdefiant has quit [Ping timeout: 240 seconds] 08:15:24 The questions would be: how attractive would such a Monk package be? (Too attractive without other nerfs?) 08:15:56 Currently, you get 15 piety at start, right? 08:16:10 What are the *, **, *** thresholds? 08:16:24 i think so, although you get quite a bit more than that for the backgrounds that start with a god usually 08:17:11 sure, but you have to find the god first 08:17:16 which is a big liability 08:17:22 yeah 08:17:46 my hope would be that the overflow altars create interesting decisions ... not sure whether that works out 08:18:59 cbus: i'll try on the ipad when i'm home and don't forget 08:19:41 bhaak, oki 08:23:51 "* Automatic training of skills is now possible." -huh 08:25:36 Do we know who created this "light-crawl"? 08:26:27 it was dtsund 08:26:30 dtsund 08:26:41 dtsund doesn't ring any bells 08:27:19 MarvinPA: ais523: Is this someone we know? Someone we could talk to? 08:27:29 ghallberg, there's a #crawllight channel 08:27:32 he's not on Freenode right now, but he's on Freenode often 08:27:40 dunno, they were in irc yesterday to give out the link 08:27:44 and I know him, because I helped teach him to play NetHack 08:27:51 Hmm ok. 08:27:54 (he was already pretty good at Crawl by that point) 08:28:08 As someone said, his basic reasons for forking seem fine, his changes mayb not so much, 08:29:41 who cares, anyway. 08:31:01 some of his changes seem good 08:31:09 like making the storms prompt for hitting you 08:32:45 wonder why he doesn't submit that to us 08:33:15 Zaba: That was what I wanted to ask him, see if he wants to talk to us :D 08:33:18 -!- Xiberia has joined ##crawl-dev 08:33:23 The other day I thought that the targetting mode should indicate the area for all such spells. 08:34:05 dpeg_, I thought it did 08:34:28 does not for MC at least 08:34:35 ghallberg: his post doesn't seem like someone who wants to talk 08:35:26 you could try dropping a memoserv memo 08:42:31 maybe it is because he is expecting to be trampled for good intentions 08:42:40 nudge nudge, say no more 08:43:05 Adeon: ? 08:43:09 nevermind me 08:43:49 -!- edlothiol has joined ##crawl-dev 08:44:05 * dpeg_ notes that Adeon made notes in his notebook above. 08:44:18 graphic notes, i presume 08:44:36 I have many notes 08:44:51 Adeon, you mean, he's expecting us to criticize his forking so the image of the 'mean dev team' is strengthened? :P 08:45:05 Oh wait, is it that guy who was in here copmlaining about god a month or so back? 08:45:13 which god? 08:45:37 gods* 08:46:02 I don't remember it, but he was very adamant about how his play style was superior and should be the only one allowed. 08:46:11 hmm 08:46:12 lemme check 08:46:21 I think I was tired and not very interested at the time. 08:47:34 i think that was borsuk 08:48:17 sounds a lot like him, but b0rsuk would not come up with a junior edition 08:48:17 yeah, probably 08:48:28 dtsund doesn't have anything in logs other than asking for compilation help 08:49:03 hmm, that reminds me, I couldn't compile 0.9 last I tried 08:49:05 I'll pull again and try again 08:49:10 (umm, 0.10alpha, I suppose) 08:49:19 and then ask for help if it still doesn't work 08:51:02 yep, still doesn't work 08:51:20 I'm getting a series of errors in libunix.cc, which look like they're complaining about wide character functions 08:51:34 the first is "libunix.cc: In function ‘int getchk()’: libunix.cc:234: error: ‘get_wch’ was not declared in this scope" 08:52:26 that's with the current "master" branch from git://gitorious.org/crawl/crawl 09:08:28 -!- ais523_ has joined ##crawl-dev 09:08:28 When will webtiles move to 0.9? 09:10:52 -!- ais523 has quit [Ping timeout: 240 seconds] 09:11:00 Letchik: when Napkin is back? 09:12:02 -!- ais523_ is now known as ais523 09:13:33 -!- hoody has joined ##crawl-dev 09:14:30 dpeg_ who is napkin? 09:14:46 CDO admin 09:14:54 ais523: not that i'd be any help anyway, but 0.10 seems to compile fine for me on windows 09:15:04 ah, I'm on Linux 09:16:17 trying to compile "make WIZARD=y" 09:24:28 -!- ussdefiant has joined ##crawl-dev 09:29:25 I could build it yesterday 09:29:49 I think it's probably something unexpected about my setup 09:29:50 Gonna try now 09:29:52 but I don't know what 09:30:49 -!- Euph0ria_MuWiz has joined ##crawl-dev 09:34:00 hey folks, there is a little discussion about the variant on r.g.r.dev 09:34:11 -!- Euph0riaX has quit [Ping timeout: 240 seconds] 09:34:19 dpeg_: Care to cliffnote it? 09:34:31 I don't even know what that is. 09:34:36 hehe 09:34:39 Cannot find manual in my beard! 09:34:51 tldr it then :P 09:36:12 http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/1c586772b64b09a9?hl=en 09:36:20 dpeg_: the same discussion is on rgrm 09:36:31 MarvinPA: did you read it? It gives me the creeps! 09:36:33 all the posts in it (that I can see) have been crossposted to both rgrd and rgra 09:36:37 it's weird 09:36:52 umm, rgrd and rgrm 09:36:56 the changes just don't mesh with the stated design goals at all 09:37:46 hehe, his take on Monks is to give them 3,0 slaying :) 09:38:31 -!- Danei has quit [Ping timeout: 240 seconds] 09:39:09 dpeg: he also rewrote the philosophy section of the manual, a lot of it seems to be based on the misconception that stone soup is being designed purely for experienced/hardcore players 09:39:30 I wonder where he got that from? 09:39:38 seems like he missed the addition of loads of new early-game content and portal vaults and buffs to unviable strategies :/ 09:39:42 (I am genuinely puzzled.) 09:39:59 yes, for example 09:40:12 I saw Crawl Light some time before you did 09:40:15 one of his stock examples is invisibility 09:40:22 also, nerfing something like Sticky Flame which could play a large part of the game for you can be done in many ways, but should be done 09:40:27 which he thinks needs a buff, because otherwise it's overshadowed by Haste 09:40:47 well, we nerfed Haste ... re unnerfed it 09:40:49 *he 09:40:59 that seems like a strange comparison, they're for totally different purposes 09:41:37 he certainly spent a lot of effort, no doubt about that 09:42:20 Didn't we always state that Crawl is supposed to be winnable without spoilers? 09:42:36 Of course, you can argue what hardcore/experienced means.... 09:42:42 as far as I can tell, Crawl /is/ winnable by spoilers, but the method of doing so requires tediously dying to each monster in the game one at a time 09:43:04 because all monsters are supposed to be a threat, thus all monsters are supposed to kill a player who isn't aware of how to deal with them 09:43:24 well, we assume that players have fun dying and learning 09:43:32 meanwhile, NetHack is also winnable without spoilers, but it takes a very long time because you're trying to figure out the rules of the game 09:43:40 what things like items do, etc 09:43:51 -!- Danei has joined ##crawl-dev 09:44:00 (there's one relatively well-documented and genuine-seeming unspoiled NetHack ascension) 09:44:17 I actually wonder how hard my own AceHack variant is unspoiled 09:44:18 ais523: I read that, it's neat. 09:44:28 *my own NetHack variant, AceHack 09:44:34 ais523: It's about a hunter of somekind? 09:44:44 ghallberg: not Ellora, she didn't ascend 09:44:46 a different report 09:44:49 Oh ok 09:44:54 Alloras was awesome 09:45:07 it was 09:46:11 now, the interesting thing about the actual unspoiled NetHack ascension is that it used wiztesting, in order to determine things like what items did 09:46:19 hmm 09:46:20 ok 09:46:48 I imagine a Crawl player wouldn't benefit as much from similar techniques, because it's hard to easily assemble a "typical endgame character" to work out what, say, orbs of fire do and how to beat them, even in wizard mode 09:47:08 whereas in NetHack, you can observe what an item does in particular circumstances even in the early game 09:49:28 He could have popularised his version by not just giving percentages instead of adjectives (for stealth and MR), but also by printing damage numbers. 09:52:30 Cool, a fork! 09:53:52 yes! 09:54:50 If we'er getting forked, it must mean we're geting famous? :D 09:55:09 NetHack still has more forks than Crawl 09:55:50 well that's partly because they're necessary for any further development at all to happen, presumably :P 09:56:03 yep 09:56:09 ais523: forks/time 09:56:18 and I can think the vanilla NetHack devteam's making mistakes 09:56:23 especially with regards to interface 09:56:44 I think AceHack unofficially aims to have a better interface than Crawl (although I'm concentrating on the tty interface for now) 09:57:08 good luck, our interface is pretty slick :P 09:57:13 and it is not stagnant either 09:57:37 Crawl's interface has killed me several times in the past 09:57:49 the worst problem is inconsistency in how many keystrokes a command takes 09:58:04 I can type za. and that casts the spell in slot a, except if I don't have enough MP it waits one turn instead 09:58:20 and waiting one turn in combat probably isn't what you want to do 09:58:20 I see, but I also think you're a little special in that regard :) 09:58:41 hmm, I'm sure I'm not the only person who makes that typo 09:58:51 that's definitely an issue i run into as well, most of my config consists of force_more_messages and things like that to explicitly prevent me making mistakes like that 09:58:59 macroing z to Z also helps a lot 09:59:33 my only Crawl macro at the moment is swapping o and v 09:59:40 because I'm so used to v = autoexplore from AceHack 09:59:47 possibly if i played slower i wouldn't run into those issues, but this way i can play quickly and have my config save me from making silly mistakes :P 09:59:54 a lot of it can be improved but the point is, if someone makes a decent interface proposal, it will go in 10:00:01 (although, I don't autoexplore that much there, the game isn't dumbed-down enough for a bot to do exploring nearly as well as a human) 10:00:20 (arguably Crawl isn't either, but people have learnt to live with autoexplore 10:00:22 ) 10:04:01 you can also play the whole game in hints mode in Ace; I actually won like that, the last hint I got was deep into Gehennom when I wielded a silver saber to offhand it and the tutorial told me it wasn't an appropriate weapon 10:04:16 why does Crawl's hints mode stop after a while? hints on what to do in, say, the entrance to Zot, could be useful 10:04:32 because nobody bothered to type in more hints :) 10:04:37 ah, aha 10:04:49 also, iirc, it wasn't clear if the whole devteam stood behind hints 10:06:11 oh right, I think the last one I got was when I farlooked a monster because I didn't recognise the letter/color combo, and got told "that's a monster", that was hilarious 10:07:16 ouch 10:07:42 well, it told me what the monster was too, because the tutorial mode knows better than to overwrite game messages 10:08:34 03MarvinPA * r4da3cb678e4d 10/crawl-ref/source/dat/des/branches/hells.des: Make the hell lords guard their runes, as pan lords do 10:08:36 03MarvinPA * r17b7a6df2900 10/crawl-ref/source/dat/des/portals/volcano.des: Add an exit near the entrance of volcano_lake 10:09:43 nice 10:10:42 ggeezz the Blackguard (L10 SpEn) ASSERT(abs(armour_plus) < 20) in 'monster.cc' at line 902 failed on turn 9752. (D:8) 10:17:01 hints are definitely awesome 10:19:34 In Light, silent spectre change, and adding them to skeletal warrior packs sounds interesting. 10:19:34 Keskitalo: you think we should slowly extend them until they cover all parts of the game? 10:20:05 I don't see why not, that would definitely reduce the need of spoilers. 10:20:14 We should have no qualms of salvaging the good ideas from the fork, of course. 10:24:53 dpeg_: Haven't seen many so far, but yeah 10:26:06 Keskitalo: while reading, make a list of what'd be good to take! 10:27:04 warnings for casting ice/firestorm when they might hit you were one thing i noticed 10:27:33 i think the new targeting system starts to address that but that only works for firestorm so far and it doesn't give an explicit warning 10:31:48 ais523: i make the za. 10:31:50 typo as well 10:32:08 usually if I'm expecting a different spell letter than I have 10:32:16 I think Crawl has a similar issue with eating, but I'm not so sure on that one 10:32:30 (NetHack definitely does; it was fixed in Slash'EM and I copied their fix) 10:32:54 ey? 10:33:02 yep, that one 10:33:02 (you turn to stone) 10:34:45 -!- dpeg_ has quit [Quit: Lost terminal] 10:36:16 ais523: Ideas on how we could do it better? 10:36:45 an error message that eats the keystroke 10:36:59 perhaps letting people go into targeting mode with a spell that they can't cast, so they can see how it would work 10:37:04 and not casting it when the location is confirmed 10:40:39 -!- hoody has quit [Remote host closed the connection] 10:41:03 -!- hoody has joined ##crawl-dev 10:50:51 win 47 10:50:53 sorry 11:00:15 -!- moocowpong1 has joined ##crawl-dev 11:14:50 -!- ussdefiant has quit [Ping timeout: 240 seconds] 11:20:09 -!- ainsophyao has joined ##crawl-dev 11:25:27 -!- casmith789 is now known as casmith_789 11:26:12 -!- casmith_789 is now known as casmith789 11:32:08 -!- ZChris13 has joined ##crawl-dev 11:34:11 -!- MarvinPA has quit [Ping timeout: 240 seconds] 11:35:24 -!- ussdefiant has joined ##crawl-dev 11:39:17 -!- MarvinPA has joined ##crawl-dev 11:57:00 -!- upsy has joined ##crawl-dev 11:59:26 -!- MarvinPA has quit [Ping timeout: 260 seconds] 11:59:58 -!- ais523 has quit [Remote host closed the connection] 12:04:19 -!- ainsophyao has quit [Remote host closed the connection] 12:06:18 -!- MarvinPA has joined ##crawl-dev 12:08:32 -!- ainsophyao has joined ##crawl-dev 12:09:32 -!- the_glow has quit [Ping timeout: 250 seconds] 12:13:56 -!- Guest61102 has quit [Read error: Connection reset by peer] 12:14:16 -!- Guest61102 has joined ##crawl-dev 12:15:56 -!- ainsophyao has quit [Remote host closed the connection] 12:18:00 -!- Letchik has left ##crawl-dev 12:21:14 -!- Pacra has quit [Ping timeout: 250 seconds] 12:46:38 -!- ainsophyao has joined ##crawl-dev 12:46:57 -!- Pacra has joined ##crawl-dev 12:49:41 -!- ais523 has joined ##crawl-dev 12:49:48 -!- ais523 has quit [Changing host] 12:49:48 -!- ais523 has joined ##crawl-dev 12:51:22 -!- hoody has quit [Remote host closed the connection] 12:51:26 -!- hoody has joined ##crawl-dev 12:52:38 -!- dtsund has joined ##crawl-dev 13:08:51 -!- Pacra_ has joined ##crawl-dev 13:08:58 -!- Pacra has quit [Read error: Connection reset by peer] 13:09:50 -!- MarvinPA has quit [Ping timeout: 240 seconds] 13:11:28 -!- MarvinPA has joined ##crawl-dev 13:19:04 -!- Pacra__ has joined ##crawl-dev 13:20:02 -!- stabwound has quit [*.net *.split] 13:20:18 -!- Pacra_ has quit [Ping timeout: 252 seconds] 13:21:01 -!- stabwound has joined ##crawl-dev 13:22:13 -!- ainsophyao has quit [Remote host closed the connection] 13:41:33 -!- evilmike has joined ##crawl-dev 13:51:46 -!- MarvinPA_ has joined ##crawl-dev 13:55:20 -!- MarvinPA has quit [Ping timeout: 260 seconds] 14:23:26 -!- MarvinPA has joined ##crawl-dev 14:26:26 -!- MarvinPA_ has quit [Ping timeout: 260 seconds] 14:26:41 -!- st_ has joined ##crawl-dev 14:39:54 -!- galehar has joined ##crawl-dev 14:41:41 -!- ainsophyao has joined ##crawl-dev 14:44:55 -!- Wensley has quit [Ping timeout: 260 seconds] 14:52:59 -!- evilmike has quit [Ping timeout: 258 seconds] 14:53:08 -!- hoody_ has joined ##crawl-dev 14:53:15 -!- hoody has quit [Read error: Connection reset by peer] 14:56:37 -!- valrus has joined ##crawl-dev 14:57:06 -!- Pacra__ has quit [Ping timeout: 240 seconds] 15:01:01 some interesting statistics from the first few days of the tourney, compared with previous years: 15:01:15 -!- valrus has quit [Ping timeout: 260 seconds] 15:01:18 !lg * t rend<2011071520 ktyp!=quitting ktyp!=leaving / won 15:01:20 3944 games for * (t rend<2011071520 ktyp!=quitting ktyp!=leaving): N=29/3944 (0.74%) 15:01:35 !lg * t11a rend<2011041620 ktyp!=quitting ktyp!=leaving / won 15:01:36 5086 games for * (t11a rend<2011041620 ktyp!=quitting ktyp!=leaving): N=37/5086 (0.73%) 15:01:54 !lg * t10 rend<2010070320 ktyp!=quitting ktyp!=leaving / won 15:01:55 5688 games for * (t10 rend<2010070320 ktyp!=quitting ktyp!=leaving): N=27/5688 (0.47%) 15:02:33 first was this tourney, second was beginning of the may tourney, third was beginning of the 2010 tourney 15:02:48 so winning rate is increasing 15:03:02 omg, it's too easy? 15:03:03 more evidence that crawl's getting easier :P 15:03:16 heh 15:03:21 Or the people who play on CAO are getting better 15:03:25 or bad players are playing less? 15:03:57 dtsund: I'd like to see any evidence you have that crawl is getting harder 15:04:19 number of games is decreasing. But maybe it's because players are getting farther and games are longer. 15:04:29 the statistics I just displayed could certainly be caused by a lot of things 15:04:37 Do you have numbers for goodplayers and non-goodplayers? 15:04:46 would be interesting to see some stats for webtiles games as well, when that's up and running 15:04:48 goodplayers? 15:05:00 is there a good way request games from sequell that ended after the orb grab? 15:05:04 Yeah, people aliased as goodplayers; people with 10+ CAO wins 15:05:11 Er, CAO/CDO 15:05:13 looking at those numbers wouldn't make any sense 15:05:17 since people get better over time 15:05:25 but the nick is for people who are currently goodplayers 15:05:26 That's my point, though 15:05:44 The non-goodplayers would be the ones relatively new to the game 15:05:46 looking at statistics for 2010 using a list based on 2011 data is just stupid 15:05:54 Oh, true 15:05:59 dtsund: some devteam members were asking in here earlier if you were willing to talk to the devteam about your variant 15:06:05 Oh, certainly 15:06:22 hey dtsund! :D 15:06:24 I'd be willing to explain the rationale behind any individual change you want 15:06:31 zannick: there is as of 0.9 15:06:44 because now you get the milestone when you pick up the orb rather than when you walk over it 15:06:47 why revert the sticky flame nerf? 15:06:50 Some of them weren't related to easy/hard; I removed monstrous demonspawn, for instance, because they were startscummy 15:07:13 Because range 1 fire magic doesn't really fit fire, which is designed around blaster mages 15:07:24 A range one sticky ice spell would make much more sense 15:07:37 !lm * t type=orb s=ckiller 15:07:37 32 milestones for * (t type=orb): 29x winning, 1x a pandemonium lord, 1x a Pit Fiend, 1x a storm dragon 15:07:48 so it's not about balance then. I see. 15:07:55 zannick: ^^ killers in tourney games that ended after an orb grab 15:08:06 If there were a good way to put Icicle in fire and Sticky in ice, that'd be a nice way to have range 1 sticky spell 15:08:11 storm dragon? i missed that one, huh 15:08:14 !lm & t type=orb ktyp!=winning s=place 15:08:15 Malformed argument: & 15:08:19 !lm * t type=orb ktyp!=winning s=place 15:08:19 3 milestones for * (t type=orb ktyp!=winning): 3x Zot:5 15:08:27 and none were on the orbrun itself 15:08:31 !lm * t type=orb ktyp!=winning s=lg:place 15:08:31 3 milestones for * (t type=orb ktyp!=winning): 1x D:18, 1x D:27, 1x Zot:2 15:08:34 ais523: no 15:08:35 elliptic: ah, excellent 15:08:38 your query was wrong 15:08:46 ah, I see 15:08:50 In fact, I think it'd be preferable (I never did like sticky that much, actually) 15:08:55 I was querying for where they found the Orb, wasn't i 15:08:57 *I 15:09:05 and that's obviously on Zot:5 15:09:21 dtsund: "fire, which is designed around blaster mages" <- I thought it was designed around fire 15:09:35 10% lethality on the orb run sounds good 15:09:41 Well, sure. But basically everything in it is attack. 15:09:45 ais523: yep :) 15:09:55 Ice spell list is more useful for hybrids. 15:10:18 dtsund: Why not let fire have that chance aswell? 15:10:27 I think variety is a good thing. 15:10:30 I mean, that was the whole point behind swapping the ranges of the ice and fire spells 15:10:50 (Which I think was a good idea) 15:11:09 not all fire spells need to be long-range nukes 15:11:13 Well, having fire only contain ranged nukes woudl be pretty boring. 15:11:18 yes 15:11:27 but ranged sticky flame is just broken. If you don't like the touch sticky flame, then just remove the spell instead of reverting the nerf. 15:11:29 in fact that's what most of the criticism of the fire school tends to consist of, yeah 15:11:41 !lm * t type=orb / ktyp!=winning 15:11:41 32 milestones for * (t type=orb): N=3/32 (9.38%) 15:11:47 !lm * t10 type=orb / ktyp!=winning 15:11:48 345 milestones for * (t10 type=orb): N=24/345 (6.96%) 15:11:49 What's the definition of overpowered being used here? 15:11:56 zannick: that second query doesn't work 15:11:58 because old version 15:12:23 right, but it's close 15:12:23 before 0.9, that would count people who cleared zot:5 for xp and walked over the orb at some point, and then died in pan 15:12:37 !lm * t10 type=orb ktyp!=winning s=lg:place 15:12:38 24 milestones for * (t10 type=orb ktyp!=winning): 6x Zot:5, 5x D:$, 2x Lair:2, 1x D:2, 1x Pan, 1x Lair:5, 1x D:24, 1x Zig:19, 1x D:7, 1x Abyss, 1x Zot:4, 1x Geh:2, 1x D:27, 1x Hive:2 15:13:08 !lm * t10 type=orb ktyp!=winning place=d:$ 15:13:08 No milestones for * (t10 type=orb ktyp!=winning place=d:$). 15:13:14 dtsund: being able to clear the whole dungeon with a single spell? 15:13:18 oh, right, and that was the tourney with points and a banner for destroying the orb 15:13:23 which confuses things more 15:13:26 SO much botspam >.< 15:13:29 oh right 15:13:41 !lm * t11a type=orb / ktyp!=winning 15:13:42 250 milestones for * (t11a type=orb): N=17/250 (6.80%) 15:13:55 Sticky flame does have significant drawbacks compared to icicle 15:14:01 We should have a "##crawl-stat-nerds" channel :D 15:14:04 without that destruction thing 15:14:12 You have to wait for your target to die, and it doesn't work nearly as well against things that resist fire 15:14:26 galehar: to tell the truth sticky flame is still pretty overpowered, but it is definitely more interesting to use 15:14:41 I actually prefer Icicle over ranged Sticky for these very reasons 15:15:30 I mean, you can clear the whole dungeon with Mystic Blast, too 15:17:42 -!- evilmike has joined ##crawl-dev 15:19:07 dtsund: I think most of us found stuff in your notes that we liked actually. 15:19:55 Feel free to incorporate any of it you want into SS; I could put together patches, if you want. 15:21:06 -!- Xiberia_ has joined ##crawl-dev 15:21:24 On a semi-unrelated note, which of these do you think looks better: http://i869.photobucket.com/albums/ab252/dtsund/halosample3.png or http://i869.photobucket.com/albums/ab252/dtsund/halosample4.png ? 15:21:45 I'm debating whether I should use my own tile for halos or the Stone Soup one 15:22:14 how does yours interact with targetting? 15:22:25 it looks like cloud targetting 15:22:27 Targetting is more opaque and vivid 15:22:40 It does stand out over the halo, I checked 15:22:48 dtsund: I.... don't even know what I'm looking at... 15:22:49 well, your version definitely looks better 15:22:54 Tiles are wierd! 15:23:03 You should outline the halo with a band of yellow 15:23:08 just saying 15:23:35 ZChris13: I think it's a pain to code 15:23:44 Yeah it would be 15:23:48 I would imagine so, yeah 15:23:55 You'd have to identify only the outside edges 15:24:00 -!- Xiberia has quit [Ping timeout: 260 seconds] 15:24:02 -!- Xiberia_ is now known as Xiberia 15:24:13 and figure out how to wrangle tiles into displaying that. 15:24:25 dtsund: do you have a public git repo from where we can cherry pick stuff? Should be more convenient than exchanging patches. 15:25:06 I do. 15:25:13 Hang on, my 'net connection's being a slow. 15:25:23 -!- krel has joined ##crawl-dev 15:25:27 git@github.com:dtsund/dtsund-crawl-mod.git 15:25:51 (I made the page before I had a name for the thing) 15:26:05 Alternately, https://github.com/dtsund/dtsund-crawl-mod 15:26:38 i was going to suggest cherrypicking the relevant bits of https://github.com/dtsund/dtsund-crawl-mod/commit/a9dc94012c6686845796be49d0038ba1abbdd7e1#source/dat/descript/items.txt actually, yeah 15:27:04 since i made a start on book descriptions a while back but couldn't come up with anything good for most of them 15:27:57 I also feel like I should probably explain the restoration of Selective Amnesia, since that one was an outright revert, and one I had a significant reason for doing 15:28:08 some of those descriptions look like they could be potentially confusing since they are replacing the "book of magic spells" bit 15:28:28 not sure 15:28:29 The mere existence of such a spell sends a powerful message to beginners, which is "experiement with spells to your heart's content" 15:28:40 mm, the flavour could probably fit in addition to "a book of magic spells" in most cases? 15:28:55 dtsund: except nobody starts with it 15:29:11 galehar: I didn't remove the scroll of amnesia or book destructin 15:29:50 A beginner who learns of SA's existence will be more free with the scrolls, knowing that there's a good chance he won't need them so much in the future 15:30:05 what about skill training? How is it different than the one I implemented in 0.9? 15:30:06 But requiring sacrifice to forget spells strongly encourages spoiler-lookups 15:30:08 dtsund: why not just make amnesia free for everyone 15:30:18 I could see that 15:30:29 It's something I'm considering 15:30:35 personally i find myself forgetting spells and changing things around way more often than i used to 15:30:38 just make forgetting spells with books not destroy the book 15:31:13 or just erase the forgotten spell (tear a page from the book) 15:31:15 but yeah, if you're going that route then free amnesia sounds more sensible 15:31:27 and increase ?amnesia frequency 15:31:42 i think it was even something that was suggested when removal of the spell was being discussed 15:31:58 out of curiosity, who does the OS X Tiles releases for DCSS nowadays? I needed to update quite a lot to get the fork's xcodeproj working with xcode 4 on Lion. 15:31:59 Ideally, the amnesia system would encourage people to set up spell lists for, say, a branch run, but make it inconvenient to just tweak the spell list for a specific encounter 15:32:01 I like free amnesia removing the spell form the book. 15:32:49 Removing individual spells from books sounds tricky to implement; at the very least, it'd break save compat hard 15:33:01 hmm yeah :( 15:33:38 -!- edlothiol has quit [Ping timeout: 250 seconds] 15:33:59 removing individual spells from books to amnesia them would hardly be much different from the current system anyway 15:34:04 Oh, galehar: The way it's different is 15:34:28 well, you wouldn't actually delete the spell from the book object. Just disable it using item props for example 15:34:37 Experience pool is still in, but you can enable autotraining, which automatically dumps the pool into the selected autotrained skills 15:35:04 -!- Pacra has joined ##crawl-dev 15:35:13 ugh exp pool 15:35:23 On a technical level, what it does is call an autotrain method every time you gain experience, which cycles through the selected skills, doing a training event until the pool isn't drained 15:35:25 rip exp pool 15:35:28 you will not be missed 15:35:35 and it looks like (judging by http://gitorious.org/crawl/crawl/blobs/history/master/crawl-ref/source/Crawl.xcodeproj/project.pbxproj ) it hasn't been updated in over a year? 15:35:37 what's the point? What's wrong with 0.9 system? Released too late? 15:35:54 Yeah, I'd half-implemented it by the time 0.9 autotraining was in 15:36:34 krel: nobody is maintaining crawl on OSX. Are you volunteering? 15:37:02 I think it's probably inferior to 0.9 training, but not by much; turn on autotraining, and you never even have to see the pool 15:37:11 Or victory dance 15:37:25 Well, except to train a skill from 0 to 1, anyway 15:38:54 galehar: heh, I'm not very well qualified, but I already updated the xcodeproj for dtsund's fork (see https://github.com/dtsund/dtsund-crawl-mod/commit/e22153e4f100705d219fc547ccd8620bc3b4c0b5 ) 15:39:41 Are there any plans to split enum.h into smaller enum files? I'm going to do that in Light; recompiling the whole thing after the smallest change wasn't fun 15:40:03 the OS X tiles version was how I made my first ascension in DCSS, so it'd be a shame to not see a 0.9 version at all! 15:42:49 -!- Galefury has joined ##crawl-dev 15:43:19 dtsund: Sounds like something I would like to pull into crawl at least. 15:43:54 -!- edlothiol has joined ##crawl-dev 15:43:55 -!- monqy has joined ##crawl-dev 15:44:48 Well, the code structure may have diverged a bit; I'm going to write a script to help me figure out how to do it sanely, though, partitioning the enums into reasonable subsets, and I could share that 15:45:54 (Divergence would probably be from you doing more refactoring than I did) 15:46:18 dtsund: I think it would be better to move the enums to the existing relevant headers rather than creating new ones. 15:46:35 Probably also good. 15:49:31 -!- edlothiol has quit [Read error: Connection reset by peer] 15:50:28 What's the opinion on the new acquirement system? 15:50:41 A new acquirement system? 15:50:55 Hang on, lemme upload a screenshot 15:50:56 dtsund: Haven't looked at in in particular. 15:51:12 ion: in dtsund's fork, it lists what you would get from each acquirement type, rather than just the type 15:51:31 Cool 15:53:21 http://i869.photobucket.com/albums/ab252/dtsund/acquirement_sample.png 15:53:56 seems like it just gets rid of any kind of interesting decision over what to acquire 15:54:30 I disagree; in the old system, you can basically go "I'll acquire a book if I find an ?acquirement" 15:54:37 "which acquirement type is most likely to give me something as useful as possible" is often a pretty meaningful decision 15:54:42 I mostly just pick wand though, unless I'm going to buy something special or need food 15:54:43 "which of these items is best" isn't really 15:54:46 -!- edlothiol has joined ##crawl-dev 15:55:06 Do you really think that choice is trivial? 15:55:31 much more so than the existing choice, sure 15:55:39 ?gain dex, vs. "rmut, vs. /tele? 15:55:58 Also, the old system requires spoilers to use effectively 15:56:25 I'm willing to bet most players outside of ##crawl and ##crawl-dev don't know that staff acquirement can give rods, for instance 15:57:02 oh yeah, there was a pretty good suggestion to move rods to misc actually 15:57:24 my KoBe would hate that :( 15:57:45 (and to improve the other misc items in the process obviously) 15:58:06 It would be great if there was a status indicator about autopickup being off. Perhaps also if you’re wielding something (or nothing) that you don’t have a skill for. 15:59:37 I think the former might not be necessary, as it becomes obvious pretty quickly and isn't something you'd care about in an emergency 16:02:04 autopickup being off is actually pretty important in an emergency, as it happening automatically implies invisible monsters the player might not have noticed 16:02:40 since the deactivation message doesn't forece --more-- or anything, last I checked 16:02:43 You could get that just as easily by forcing -more- for the deactivating autopickup message 16:02:56 yeah but is that in the default config 16:02:57 is it? 16:03:07 perhaps it should be 16:08:51 dtsund: I pulled your branch. There's no makefile. 16:09:18 wait what 16:09:44 That makes no sense, it's there on the github page 16:09:57 ok, I must have messed it up 16:10:21 I still have a hard time pulling other people's branches... 16:12:01 Add a remote, git fetch, git checkout otherguy/master or something to investigate. In your local branch, git merge otherguy/master to merge. 16:14:03 when I git checkout dtsund/master, I get a bunch of warnings "unable to rmdir crawl-ref/source/contrib/freetype: Directory not empty" 16:14:16 and same for all contribs 16:14:42 are the contribs in dtsund's branch? 16:14:49 Think so 16:14:54 the crawl-light repo is completely new, no common history with the main crawl repo :/ and dtsund removed the crawl-ref folder 16:14:58 are you merging to .9 for something? 16:15:01 or* 16:15:11 (which would be a good thing, but will make merging things harder) 16:15:32 (or is there any reason other than history for the crawl-ref folder?) 16:15:40 so I should just do a fresh clone instead of pulling it as a branch? 16:15:53 yeah 16:15:59 yes, pulling it as a branch would be rather complicated 16:16:05 * due waves 16:16:19 hey due 16:16:44 -!- syllogism has quit [] 16:16:47 !tell cbus without a text field, i can't get a virtual keyboard on the ipad for webtiles. playing is a bit difficult this way :) watching otoh works sometimes and sometimes crashes the browser. i suspect too few memory 16:16:47 bhaak: OK, I'll let cbus know. 16:17:07 edlothiol: settling in okay? :) 16:17:12 This was my first time using git, so you probably know more about what 16:17:16 's going on than I do 16:17:28 -!- Galefury_ has joined ##crawl-dev 16:17:32 due: sure ;) 16:17:43 :) 16:18:10 dtsund: just an unfortunate consequence of checking in every DCSS source file as new instead of doing a branch 16:18:27 -!- Galefury has quit [Ping timeout: 258 seconds] 16:18:35 nukes common history, makes merging changes between branches more difficult 16:18:36 ouch 16:18:53 any reason not to use a branch? 16:19:07 due: didn't know about it at the time :) 16:19:12 Didn't know better, basically. 16:19:56 ohh 16:20:09 have you made any signifant changes? 16:20:37 Major refactors? Just one. 16:20:44 the fact that the crawl-ref folder is gone will make even rebasing and cherry-picking hard :/ 16:20:45 I put all the god invocation in god-abil.cc 16:20:53 *god invocation code 16:20:58 hm. You could always create a new branch, then copy the files over them and commit the changes. 16:21:24 that might be worthwhile to do now, before it diverges more 16:24:04 Lemme go to my Linux partition, since that's where I was doing the work 16:24:17 -!- dtsund has quit [Quit: dtsund] 16:26:53 -!- ais523 has quit [Remote host closed the connection] 16:28:03 G'evening! 16:28:09 Napkin: You have 4 messages. Use !messages to read them. 16:28:25 Grats on 0.9! 16:28:53 -!- galehar has quit [Read error: Connection reset by peer] 16:29:58 -!- galehar has joined ##crawl-dev 16:31:53 -!- dtsund has joined ##crawl-dev 16:32:47 Okay, lemme figure out this thing. 16:33:47 Just branch Stone Soup 0.8 and apply the changes? 16:36:56 sounds good, dtsund 16:37:04 napking! <3333! 16:37:11 due! :D 16:37:31 geez.. just got home.. could use a week of vacation now ;) 16:38:08 heh 16:38:57 dtsund: no rule to build "build.h" :( 16:39:34 Blar, you're reminding me that I forgot to add something to the makefile. 16:39:38 cd util/ 16:39:46 sh mkrelease.sh true 16:39:49 cd .. 16:39:49 make 16:40:02 * dtsund knows what he's doing about half the time 16:40:36 (Building from tarball doesn't have this problem) 16:40:38 ok, it's working :) 16:45:08 Changing how build.h was made was a recent change 16:45:34 The motivation was that the old gen_ver.pl doesn't work properly on MinGW 16:46:08 alright, g'night! will try to work on CDO/Crawl tomorrow from at work o/ 16:47:58 (This is also the reason I committed the autogenerated .cc and .h files in source/rltiles/; tilegen doesn't work on MinGW) 16:48:55 (will that break the mingw builds on CDO, dtsund?) 16:49:26 ((because it did work fine there)) 16:49:36 Dunno; maybe it's just a problem with how mine was configured 16:49:52 I'm not the only one with the problem, though, there's a thread in the Tavern about it 16:50:51 huh; that seems strange. 16:50:56 what is the actual issue you're having with it? 16:51:05 (I still think /\r?\n$// would fix it) 16:51:14 it would seem better to get tilegen to work on MinGW than to commit autogenerated files. 16:51:35 Can't open the files for write 16:51:40 due: git describe gives \r\n at the end of its output on windows, perl chomp only gets rid of the \n, \r ends up in build.h and breaks 16:51:46 oh, different problem 16:51:58 krel: I already tried that; it didn't work. 16:52:44 hm; what platform? 16:52:49 At least, I think I did. I remember trying to use regexes to take out each part of the newline individually. 16:53:09 would be worth a second try, because that really should work... 16:53:12 Windows Vista, using MinGW 16:53:33 I don't cross-compile, because I want to test natively 16:56:20 -!- Wensley has joined ##crawl-dev 17:05:56 -!- ussdefiant has quit [Ping timeout: 250 seconds] 17:12:04 Olgreb's Toxic Radiance is 33% less awesome than it should be (https://crawl.develz.org/mantis/view.php?id=4394) by Paroid 17:12:17 -!- Paroid has joined ##crawl-dev 17:13:12 -!- ZChris13 has quit [Quit: ChatZilla 0.9.87 [Firefox 5.0.1/20110707182747]] 17:13:46 -!- ussdefiant has joined ##crawl-dev 17:14:39 "Updating paths is incompatible with switching branches." 17:19:46 Cloning seems to have given me only the master branch; I can't checkout the older branches 17:20:11 dtsund: isn't 0.8 just a tag in the master branch? 17:20:31 -!- moocowpong1 has quit [Quit: moocowpong1] 17:20:33 so just reset to the 0.8 tag and then branch from there 17:20:50 git clone repo -b branch should give you what you want 17:20:55 the branch is called stone_soup-0.8 17:21:01 oh 17:21:27 also you need to specify git checkout -b branch remote/tracking_branch, I think 17:23:19 git checkout -b stone_soup-0.8 remote/stone_soup-0.8 <--- gives the error I said earlier 17:24:21 what about just "git checkout stone_soup-0.8" 17:24:40 Didn't match any known files 17:24:51 also, it's origin/stone_soup-0.8 not remote/stone_soup-0.8 17:24:58 I tried both 17:25:50 try git pull 17:25:57 then git checkout stone_soup-0.8 17:27:11 It doesn't know what branch I want to merge with when I pull. 17:27:29 (I'm following the instructions here: http://crawl.develz.org/wordpress/downloads ) 17:39:23 git checkout master 17:39:26 git pull 17:39:34 git checkout stone_soup-0.8 17:39:56 it doesn't like switching to new remote branches if master isn't fresh 17:40:35 03galehar * rd5e6ac334e7a 10/crawl-ref/source/spl-damage.cc: Fix a typo in Olgreb's Toxic Radiance (#4394). 17:40:57 spl-damage.cc, that reminds me of another thing I'd like to refactor 17:41:54 I was a little surprised, when implementing tracers for Fire Storm and Ice Storm, that they took completely different code paths 17:43:10 galehar: Thanks, working now 17:48:50 -!- Pacra has quit [Ping timeout: 250 seconds] 17:50:32 dtsund: your tracer doesn't show the affected area interactively, and it also fails to account for Ice Storm radius being variable 17:52:15 -!- Paroid has quit [Quit: Page closed] 17:52:22 -!- ussdefiant has quit [Ping timeout: 252 seconds] 17:54:20 -!- neunon has quit [Quit: Leaving] 18:03:53 In webtiles, I get this message "Some of the skeletons in your inventory have completely rotted away." ..wasn't carrying skeletons. 18:04:12 -!- Euph0ria_MuWiz is now known as Euph0riaX 18:04:42 were you carrying corpses at some point? 18:05:00 (they might have turned into skeletons) 18:06:17 -!- upsy has quit [Remote host closed the connection] 18:07:06 -!- upsy has joined ##crawl-dev 18:10:07 no, just chunks. 18:10:39 kilobyte: I didn't know how to do the former, and the latter is untrue 18:10:43 -!- ussdefiant has joined ##crawl-dev 18:10:48 Unless I'm mistaken 18:11:00 At least I thought so. I can't imagine picking up a corpse unless it was somehow by accident and I didn't notice. 18:11:04 I just used the larger radius for the tracer 18:11:11 -!- MarvinPA_ has joined ##crawl-dev 18:12:23 And actually, I found the Fire Storm affected area thing to be a little buggy, randomly losing a few of the overlay tiles 18:13:08 -!- ainsophyao has quit [Remote host closed the connection] 18:13:44 -!- MarvinPA has quit [Ping timeout: 250 seconds] 18:14:44 dtsund: I'd love proper targeting overlays for all the cloud spells, feel free to resubmit those on our end :) 18:15:02 Wensley: I didn't add any. 18:15:14 Just "The beam is likely to hit you" warnings 18:15:23 ah 18:15:41 So you can't accidentally nuke yourself with Fire Storm or Ice Storm. 18:16:29 (The code is weird here. Fire Storm wasn't firing a tracer at all; Ice Storm was firing one, but it didn't explode.) 18:17:53 dtsund: so beyond making the game shorter, what radical changes did you have in mind for crawl light that you felt the devs here wouldn't accept? 18:19:06 Hm... 18:19:16 Removal of random identities is one. 18:19:42 I'm not against them in games that benefit from them, Crawl just isn't one of those 18:20:40 I'd like the main game to be not just shorter, but also easier, with added optional highly difficult areas (akin to Hell, etc.) available earlier in the game 18:22:49 Shoals is getting a total overhaul in the next version 18:24:34 I'm planning on every other major release being a 'beta' release that makes sweeping changes with only some regard given to balance, interwoven with releases that simply try to tighten up the previous version 18:24:50 I don't get the point of the smileys. HP bar is fine. Smileys look quite ridiculous. 18:25:04 galehar: The HP bars lie to the players 18:25:24 what? 18:25:29 In the recent past, I had to explain on two different occasions that the HP bars were not accurate in the way the player's was 18:26:33 One was playing conjurers and thought that spells did more damage at close range, because the bar only seemed to go down when he fired spells from close by; what was actually happening was that the monsters were staying in 'Moderately Wounded' until they got close 18:26:56 ...what? 18:27:11 Yeah, that came out confusedly 18:27:17 What was happening was this: 18:27:36 the HP bar just isn't too precise to not give more info to tiles player compared to console 18:27:39 oh, you mean that the bar is categorical only, whereas the player one is continuous 18:27:44 Yeah. 18:27:50 it would be better if it were a segmented bar or something 18:28:01 I'm not saying there should be a disparity between console and tiles 18:28:08 then it doesn't matter if the segments are all the same value 18:28:23 it would be better if console add 256 colour support so it could have some smooth way of showing HP 18:28:23 But since the player's HP bar is accurate, it makes it seem as though the monsters' should be too 18:28:46 dtsund: ok, I see your point 18:29:05 galehar: +1 for 256 colors 18:29:16 I would /really/ like 256 colour crawl. 18:29:23 256 colors wouldn't solve that 18:29:25 -!- timecircuits has quit [Read error: Connection reset by peer] 18:29:27 because then you'd get a gameplay advantage from running it 18:29:29 -!- timecircuits has joined ##crawl-dev 18:29:37 it needs to be able to work without 256 colors 18:29:46 Also, colors are harder to visually distinguish than bar length ratios 18:29:57 Eronarn: well, kinda; i'd vote for dumping support for <256 colours by default, but obviously this is controversial. 18:30:02 -!- timecircuits has quit [Read error: Connection reset by peer] 18:30:03 Eronarn: let's just drop support for less than 256 colour 18:30:06 -!- timecircuits has joined ##crawl-dev 18:30:07 i'm cool with that :) 18:30:12 how things change! 18:30:16 I think it would be edifying to run a poll of what terminals are being used to access crawl, and whether users of old terminals would be willing to upgrade 18:30:23 galehar: I was one of the players confused by this; I actually came to the conclusion that magic dart was more effective the closer you were, because the monster's HP bar would jump down suddenly once the monster came really close to me (while I'm firing magic darts at it the whole time) 18:30:28 i remember a few years ago when i was pestering people about 256 colors, and they said that it would never happen even as an experimental thing 18:30:40 Yeah, krel was one of the players I was explaining this to 18:30:56 -!- timecircuits1 has joined ##crawl-dev 18:31:00 -!- timecircuits has quit [Read error: Connection reset by peer] 18:31:03 yeah that makes sense... a segmented bar, or increasing the # of visible categories (in console too) seems like the best way to address that though 18:31:05 This conclusion was completely wrong and actually deadly for a newbie mage to start considering! 18:31:19 kilobyte did a page on teh wiki about it 18:31:29 "Maybe I should let that monster get really really close before firing at it, to conserve MP!" 18:31:50 -!- Galefury_ has quit [Read error: Connection reset by peer] 18:32:17 Yup. I used the faces to make it entirely clear that it's just an indication of 'lightly wounded', etc. 18:32:27 it would be possible to increase the granularity of the console monster health indicators by using different glyphs with certain background colors. like a glyph that takes up only the lower half of a character space, displayed in green, with a yellow background. not sure if a unicode character like that exists 18:32:38 So in tiles, how full the monster hp bar is isn't as important as the color of the bar? 18:32:47 Yep. 18:32:59 Euph0riaX: In fact, there are only five bars. They're hard-coded tiles. 18:33:05 -!- timecircuits has joined ##crawl-dev 18:33:10 -!- timecircuits1 has quit [Read error: Connection reset by peer] 18:33:10 Not generated, like the player's bar. 18:33:15 Euph0riaX: the monster bar in tiles is equivalent to the monster bar in console, except that in tiles you are able to see exactly how much proportion of health each color represents 18:33:31 Well, even that's not really true 18:33:43 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:256colors 18:33:43 Moderately Wounded is a *huge* range, nearly half the health 18:33:48 -!- timecircuits has quit [Read error: Connection reset by peer] 18:33:50 -!- timecircuits1 has joined ##crawl-dev 18:34:12 Yeah, I've noticed the monster hp bar acts strangely. Sometimes the health bar would jump higher after the monster took damage, so I figured that couldn't be accurate. 18:34:30 xterm, roxterm, konsole, putty, gnome-terminal, etc, support 256 colorus, which satisfies /most/ windows players. 18:34:38 however, a lot of linux players use rxvt and urxvt. 18:34:40 -!- timecircuits1 has quit [Read error: Connection reset by peer] 18:34:43 -!- timecircuits has joined ##crawl-dev 18:34:47 I personally think that the monster HP bar in tiles should be generated just like the player's bar, and console should have HP current/max explicitly spelled out, getting rid of "moderately wounded" et al. entirely. 18:35:04 moving to 256 colour console could open up plenty of possibility. Targetting could use it to show how likely a cloud can expand someplace for example. 18:35:05 due: damn those linux players! they can run crawl using 16TB of ram, but not in 256 colors 18:35:24 lol 18:35:28 or how many times a lightning bolt goes through a cell (if we bring back multizap) 18:35:29 Hum. Loss of compat for windows-console seems like a big lose. 18:35:31 -!- timecircuits1 has joined ##crawl-dev 18:35:46 -!- timecircuits has quit [Read error: Connection reset by peer] 18:36:03 come on. Are there really windows player using local console? 18:36:18 no, lol 18:36:22 how would locally-compiled crawl work? that uses the windows console 18:36:28 And those 2 guys can install another terminal anyway 18:36:30 (which is terrible) 18:36:52 A significant fraction of Crawl Light downloads have been windows console 18:36:52 does windows console even support ncurses? 18:37:02 -!- timecircuits1 has quit [Read error: Connection reset by peer] 18:37:05 -!- timecircuits has joined ##crawl-dev 18:37:11 I dtsund: I 18:37:23 I'm betting the people who download the console also downloaded the tiles. 18:37:29 Could be. 18:37:34 < Wensley> it would be possible to increase the granularity of the console monster health indicators by using different glyphs with certain background colors. like a glyph that takes up only the lower 18:37:38 half of a character space, displayed in green, with a yellow background. not sure if a unicode character like that exists 18:37:41 combining characters!!1one 18:38:16 Eronarn: code that, and also squarelos! erocrawl will rise again!! and then you can use those spash screens that minmay and I made you 18:38:25 I think the SA LP is done in Windows console, too 18:38:27 we could just start by using more damage description and fixing the tile bar to make it more linear 18:38:42 all the let's plays I've seen use tiles 18:39:21 I strongly debated which to use, because tiles screenshots are really big 18:39:28 which honestly is probably better, if we assume that let's plays are intended for more casual players who may not be familiar with roguelikes 18:40:02 The tiles has a more intuitive feel. 18:40:03 Wensley: have you looked at the list of combining characters? 18:40:10 Eronarn: is there such a list? 18:40:19 Wensley: http://en.wikipedia.org/wiki/Combining_character#Unicode_ranges 18:40:48 maybe we could combine @ and 5 to make siggrinder 18:41:04 I will add this to the list 18:41:25 -!- galehar has quit [Quit: zzz] 18:41:54 so do all terms that support unicode support character combination? 18:42:09 probably not 18:43:07 man, some of those diacritics would look really awesome 18:43:16 well, not sure how term fonts represent them 18:43:40 you could maybe use: ̣ ̤ ̱ ̲ ̳ 18:43:46 for health 18:44:22 I was actually thinking of an "overhealth" meter like in halo, using a three-bar equals sign for the overhealth 18:44:24 Wensley: Oh yeah, another thing I was going to change eventually: I'd like to (at least mostly) replace paralysis with effects that block specific things, like movement or melee attacks. 18:44:56 Wensley: you can't just put anything as a combining character... you can only put combining characters 'on top of' another character 18:45:00 dtsund: I've had that idea too, like paralyzing lungs to cause suffocation and silence, paralyzing legs to prevent movement but not attacks, etc 18:45:33 Yeah. If there's one thing Shiren taught me, it's that you can cripple and scare the player quite effectively without removing all their actions outright. 18:45:34 Eronarn: ah, but I was thinking that there must exist some normal unicode character that is simply a three-line equals sign 18:45:51 Wensley: sure, but how would you use that 18:46:10 for berserk, ely's overhealth, possibly some new effects 18:46:19 I haven't given it much thought 18:46:21 it has to be the same color 18:46:38 What terminal font are most people here using? 18:46:38 and some won't show up correctly with some glyphs 18:46:39 what I was actually thinking at it for would be a hypothetical hunger meter, so that it could have several tiers 18:46:54 s/hunger/satiation 18:47:13 Euph0riaX: courier new 18:47:32 I even edit my windows registry to let me use courier new locally 18:47:48 I 'unno, some monospace thing. 18:47:52 because screw windows console 18:48:17 a ̣a ̤a 18:48:21 so can anyone see that 18:48:27 yeah 18:48:42 Yep 18:48:48 only the last one is being registered as a single character though 18:48:51 Not using console, though 18:48:56 one a, with a single dot on the lower left 18:49:11 ̤a 18:49:21 oh wait, pasting it shows more than highlighting does 18:49:30 i'm just relying on copying and pasting so i don't have full control over the unicode 18:52:33 Eronarn: is the example at the bottom of that page just madness on your end 18:52:38 P͕̝͚͎̊̆̃́̀h̵'͖͙̯̀͛͌ͩn͙̯͂͌̔͗̌ͯ̏g̺̱̜̺͎ͮ̎͑́̓̈l͈͚̲͂̑͘ư̄̒ͩ̓ͭ̍i̗̻͔͐ ́̂͆̅̄̊҉̭̫͍m̀͏̻ḡ̤̱̲̮̺͉ͫ̆̓̌̀l̶̘̮̒ͫͅw̭̬̤̆̊͒͆͆̚'͔̞̬ͦ̏n̲͍͉̈͑ͣͪ͋͘ͅa͛̿̍̉͡f͕̺̞̬̗̝͠ͅh̟̪̦̞̤͙ͬ̇̋̏͑͝ ͉͡C̣̰̦ͩ̿̃̋ͩͯ̋t̻̺̻͓̰̠̃̄̒̄̊̅h̶͖u͙̙̒̌l̂͊̈́̋̍̚h̯͇̬̥̋ṵ̗̮̆ͨ̍ͣ̽̍́ ͖ 18:52:40 ̳̥̬ͬ̋͞R͇̥̠̗͋̍ͭ̈̅̀'̸̱̞̺ͮ̔̌̃̊ͣͥl͔̫̗̯͉̦̔͒̔̎y͍̪̲̠̳̰͑ͧ̅͛ͅẽ̢̩̭̞̪̮̿ͬ̏̈̈́̑h̦̆̏́ͪ̿ͣ͂͡ ̢̬̬̺͓̾͊w̞̙͚̙͖͋͌g̵͖̯͎̮̪̯̔á̳͖̉̔̂h̛̭̙͓͖̘̻ͤ̅ͬ͋͐'͚̹̮̄͂n̸͐̿̋͛͛â̩ͮ̀g̈́̀҉l̬̩̩̞ͦ́ͅ ̹̍ͫ̂̾̆̇̅͞f͈͈̱͂̂̐̔ͧͅh̖̜̯ͥ͊͂̓̕t͖͔͉͇̠ä͈̻̺ 18:52:42 ̜̜̘ġ̼̜n͒̏́̉̚!̷̯̳̚ 18:52:48 Wild MISSINGNO. appears! 18:53:16 Huh, I'm impressed that didn't screw up my terminal. 18:53:21 FR: mislead makes the playing field look like that 18:53:49 Wensley: http://www.eeemo.net/ 18:53:59 also 18:54:05 oh ha, I've seen that before 18:54:06 cataclysm actually does that with its schizophrenia effects 18:54:11 give it a try 18:54:21 it's pretty intense 18:55:00 Have mislead use make the player use acidrobin 18:55:04 Eronarn: you seem like a roguelike pseudo-expert, could you compile a list somewhere of roguelikes with good ideas to steal? so that I can play them, and then steal their ideas 18:55:20 there aren't any. roguelikes are bad games. don't talk to people who play them 18:55:34 /ignore eronarn 18:55:36 ADOM has some interesting ideas, even if it's no fun to actually play 18:55:46 DoomRL is a must 18:55:52 23:55 < Eronarn> there aren't any. roguelikes are bad games. don't talk to people who play them <-- Spoken like a true roguelike expert :) 18:56:00 doomrl actually makes me want to make a metroid roguelike 18:56:13 adom is fun to play, until you read spoilers and realize how annoying it is to win 18:56:16 Wensley: already made 18:56:20 oh man 18:56:22 there's a castlevania RL too 18:56:26 and a zelda one 18:56:31 and an aliens one 18:56:49 * dtsund loves DoomRL quite a bit 18:57:00 anyways if i had to pick three roguelikes for people to play: doomrl, tome, does dwarf fortress count? 18:57:11 Eronarn: only adventurer mode 18:57:24 brogue instead of df, then 18:57:26 -!- valrus has joined ##crawl-dev 18:57:30 will do 18:57:34 Oh! Shiren the Wanderer 18:57:37 obviously, not adding dcss to the list (because it is a bad game) 18:57:44 obviously 18:57:51 why else would people still be developing it 18:58:24 Wensley: counterpoint: nethack 18:58:58 the nethack devs obviously believed they had reached the pinnacle of achievement 18:59:15 they had actually thought of everything, and thus became beings of pure energy 18:59:26 Ohhh. 18:59:31 So that's what happened to the NetHack devs! 18:59:32 haha 18:59:34 They ascended. 18:59:38 hahaha 18:59:40 (*rimshot*) 18:59:45 ??rimshot 18:59:46 joke[7/13]: thanks i'll be here all week, try the chunk of young calf flesh 19:00:28 Once AceHack gets tiles and support for other OSs, I don't think I'll play vanilla again. 19:02:00 -!- valrus has quit [Ping timeout: 276 seconds] 19:15:58 -!- ZChris13 has joined ##crawl-dev 19:16:48 -!- ZChris13 has quit [Client Quit] 19:26:47 dtsund: but we have servers 19:27:16 Wensley: what did you do to my irssi! 19:28:24 rawrmage: haha 19:29:42 you made it look funny 19:30:10 I think it looks funny for everyone :P 19:42:57 -!- edlothiol has quit [Quit: edlothiol] 19:53:22 -!- Mu_ has quit [*.net *.split] 19:53:23 -!- Napkin has quit [*.net *.split] 19:53:23 -!- MakMorn has quit [*.net *.split] 19:53:24 -!- Eifeltrampel has quit [*.net *.split] 19:53:25 -!- Gretell has quit [*.net *.split] 19:53:29 -!- Napkin has joined ##crawl-dev 19:54:09 -!- MakMorn has joined ##crawl-dev 20:13:11 -!- hoody_ has quit [Remote host closed the connection] 20:13:36 -!- hoody has joined ##crawl-dev 20:17:41 -!- hoody has quit [Ping timeout: 240 seconds] 20:22:15 -!- valrus has joined ##crawl-dev 20:26:22 -!- ZChris13 has joined ##crawl-dev 20:29:36 -!- hoody has joined ##crawl-dev 20:37:34 -!- ixtli has joined ##crawl-dev 20:44:43 Ugggghhhhh, I made a number of changes before I started using git; need to figure them out again. 20:49:23 dtsund: you can git-diff on files that aren't in git 20:50:26 No, I mean I'd like to have a clean changelog in the new repository 20:53:17 One that shows all the changes I made 20:55:15 -!- hoody has quit [Remote host closed the connection] 20:55:40 -!- hoody has joined ##crawl-dev 20:59:51 -!- hoody has quit [Ping timeout: 240 seconds] 21:00:50 -!- upsy has quit [Quit: Leaving] 21:01:55 dtsund: do a git diff against the exact point you forked the master branch 21:21:41 So always when my character falls through a shaft on webtiles, the map ends up blank until a movement in an allowable direciton is made. Chrome doesn't like ^R to redraw. 21:23:48 -!- hoody has joined ##crawl-dev 22:33:20 -!- aristid has quit [Ping timeout: 260 seconds] 22:51:22 -!- aristid has joined ##crawl-dev 23:09:32 I love new statue form 23:16:33 -!- Sabaki has joined ##crawl-dev 23:17:42 hey, bug tracker seems to be down, so ill just paste this here: 23:18:00 was fighting maurice, he stole potions of blood, then I got spammed by this error message 23:18:11 ERROR: blood potion quantity (1) doesn't match timer (6) _ERROR: blood potion quantity (5) doesn't match timer (6) 23:18:27 was playing trunk on CDO 23:27:27 -!- hoody has quit [Read error: No route to host] 23:27:49 -!- hoody has joined ##crawl-dev 23:28:00 what's the git command to get a clean copy 23:28:12 You're actually going to do it? 23:28:28 might as well take a look 23:32:44 valrus: git clone, you mean? 23:32:58 probably 23:33:04 I was looking at the git-pull docs 23:33:05 :/ 23:33:09 -!- timecircuits has quit [Read error: Connection reset by peer] 23:33:11 -!- timecircuits1 has joined ##crawl-dev 23:33:21 did you make edits in your local copy? 23:33:29 in the master branch? 23:34:24 apparently 23:34:29 don't care about them though 23:34:35 haven't hacked on crawl in months 23:35:05 valrus: if you didn't commit anything to the master branch, you can do git reset --hard to wipe all changes since the last commit 23:35:20 ok 23:35:22 if you committed some stuff, you can use gitk to open up the tree view and revert to the last time you pulled from master 23:35:28 I see 23:35:30 ok, thanks 23:35:40 and then pull from there? 23:35:43 if you just want to start fresh, make a new directory and git clone using the url on cdo's downloads page 23:35:47 valrus: yep 23:36:07 as long as you have no local deviations from the master branch, the pull should succeed 23:36:11 -!- timecircuits1 has quit [Read error: Connection reset by peer] 23:36:14 -!- timecircuits has joined ##crawl-dev 23:36:57 -!- dtsund has quit [Ping timeout: 258 seconds] 23:37:47 -!- ZChris13 has quit [Ping timeout: 252 seconds] 23:44:20 -!- hoody has quit [Remote host closed the connection] 23:44:46 -!- hoody has joined ##crawl-dev 23:49:22 -!- hoody has quit [Ping timeout: 250 seconds] 23:49:42 -!- Pacra has joined ##crawl-dev 23:57:27 -!- dtsund has joined ##crawl-dev