00:00:59 -!- Fail_Bot has quit [Ping timeout: 276 seconds] 00:03:27 Unstable branch on crawl.develz.org updated to: 0.10-a0-736-g0597237 (32) 00:18:16 -!- dtsund has joined ##crawl-dev 00:18:16 00:18:57 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-736-g0597237 00:20:42 ? 00:20:53 You rang? 00:21:07 * dtsund looks up a bit 00:21:14 Oh, Ash is just acting up. 00:43:53 -!- valrus has quit [Remote host closed the connection] 01:10:34 hmm 01:24:13 -!- Zaba has quit [Ping timeout: 240 seconds] 01:24:20 -!- syllogism has joined ##crawl-dev 01:24:20 01:24:35 ? 01:26:40 ...perhaps an invitation? 01:28:38 mumra: 01:32:51 -!- Zaba has joined ##crawl-dev 01:32:51 01:33:11 -!- Xiberia has quit [Quit: ChatZilla 0.9.87 [Firefox 6.0.2/20110902133214]] 01:35:30 -!- ncampion has quit [Quit: Linkinus - http://linkinus.com] 01:40:15 -!- Xiberia has joined ##crawl-dev 01:40:15 01:41:06 does that bot want anything or is that a bugged welcoming message? 01:41:42 It wants YOUR SOUL 01:42:05 too late, i already gave it away 01:56:34 -!- hoody has quit [Remote host closed the connection] 01:56:59 -!- hoody has joined ##crawl-dev 01:56:59 02:01:38 -!- hoody has quit [Ping timeout: 252 seconds] 02:02:32 -!- elliptic_ has joined ##crawl-dev 02:02:32 02:02:38 -!- elliptic has quit [Read error: Connection reset by peer] 02:04:28 Xiberia: Yep. You make a fine spectral warrior, might I add. 02:06:18 -!- bmh has joined ##crawl-dev 02:06:18 02:06:36 Unstable branch on crawl.akrasiac.org updated to: 0.10-a0-736-g0597237 (32) 02:07:02 howdy crawl 02:07:10 -!- bmh has quit [Changing host] 02:07:10 -!- bmh has joined ##crawl-dev 02:07:10 02:08:01 yes, bot? 02:09:58 dtsund: hm? 02:09:59 -!- dtsund has quit [Quit: dtsund] 02:11:36 -!- galehar has joined ##crawl-dev 02:11:36 02:12:07 ? 02:12:17 what's up Ash? :P 02:12:34 been happening since yesterday evening :S 02:13:02 somebody tried to teach him to say hi? 02:13:35 perhaps ... or he's teaching himself? 02:15:47 I think I may have set the record for furthest distance of a game played a CAO 02:16:17 surprisingly, the latency in Kathmandu ain't bad. 02:16:24 lol 02:17:55 -!- Vandal has quit [] 02:19:48 -!- bmh has quit [Quit: Page closed] 02:20:31 oh hey bmh! 02:20:47 so, how is it going over there? 02:20:55 i think he just left ... 02:21:57 so, latency isn't bad, but you just get disconnected instead... 02:31:18 -!- Leissi has quit [Ping timeout: 260 seconds] 02:37:14 -!- galehar has quit [Ping timeout: 252 seconds] 02:56:17 -!- galehar has joined ##crawl-dev 02:56:17 03:06:39 -!- purge has quit [Quit: .] 03:22:59 -!- dpeg has joined ##crawl-dev 03:22:59 03:23:18 What is Ashenzari trying to tell me? 03:23:18 dpeg: You have 1 message. Use !messages to read it. 03:24:07 !messages 03:24:08 (1/1) Napkin said (13h 49m 25s ago): http://roguelikeradio.blogspot.com/2011/09/episode-3-brogue.html 03:26:27 moin david! 03:26:53 Hallo Marc! Danke für die dokiwiki-Hilfe. Alles wird gut :) 03:27:08 hehe, np & agreed :) 03:34:43 so, bis dienstag! o/ 03:35:20 -!- elliptic_ is now known as elliptic 03:38:33 Napkin: weekend? 03:40:29 hi dpeg 03:40:33 Hi! 03:40:59 has just been buggily welcoming everyone since yesterday evening 03:41:34 is just very forthcoming. She's developing an individuality. That's natural when you're nailed to the sky for an eternity. 03:42:09 galehar: started thinking about constriction numbers. I need one detail, can as well ask here: size will play a role. Are we using a numerical scale for sizes already (e.g. tiny=0, small=1 etc.)? If so, I'd adapt my formula to what's already there. 03:42:48 sure we do. size is just an enum 03:42:59 tell me! 03:44:52 http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/enum.h#line2831 03:44:59 Thank you! 03:46:40 hybrids can have a different size for body and torso, but I think that's just for player, not monsters 03:47:02 galehar: ok. We may want to think about Naga size, but let's not worry about it now. 03:47:15 I have a plan which parameters to use, at least. 03:47:26 http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/species.cc#line266 03:49:15 galehar: do these lists start with tiny=0 or 1? 03:50:30 enums start at 0 by default 03:50:40 elliptic: around? 03:50:49 yes, at the moment 03:50:52 galehar: okay, will produce numbers 03:51:06 elliptic: Do you think that tormenting the Royal Jelly is abuse? 03:51:17 not nowadays 03:51:29 Does she spawn when tormented? 03:51:33 it was abuse when it didn't produce Js, back in 0.5 03:51:34 yes 03:51:45 you'll get like 8 Js popping out 03:51:53 To whoever changed that, many thanks. 03:52:03 it is still a decent strategy, but no better than torment should be 03:52:11 yes, sounds good to me 04:08:37 Interesting idea by borsuk on the wiki on Draconians: disallow robes (body armour slot), allow helmets, boots, gloves. 04:13:45 Any support or opposition? 04:14:36 I don't get the flavour but it may be cool? 04:14:48 They can't wear armour anyway? 04:14:54 robes 04:15:05 I guess they have really strange bodies but pretty normal heads, hands and feet? :) 04:15:36 I don't really care what a draconian looks like. The appeal of the proposal for me is that it is a complete departure from our usual armour restrictions. 04:15:48 Yep, it's cool. 04:16:09 My question was if they could wear other armour, just not robes. 04:16:46 Currently? Don't think so. No idea about hides and dragon armours. 04:18:47 currently all races except felids and octopodes can wear dragon armours 04:19:59 elliptic: I'd have no qualms to motivate the change with reasoning like "Being far relatives of their primordial cousins, the dragons, they abhor the idea of using dragon hides or armours." 04:20:05 sure 04:20:26 elliptic: as I see it, the proposal is a boost early and a nerf late. That's generally the good direction, imo :) 04:20:39 uh, don't you mean the other way around? 04:20:48 not really 04:21:05 maybe a nerf very early, but once you have access to side gear, it is a boost 04:21:06 early on you won't have helmet/boot/gloves reliably, but you are quite likely to get a +2 robe of something 04:21:12 when you miss the dragon armour, it is a loss 04:21:20 +2 robe of something is 4 AC plus 04:21:26 dracs don't wear dragon armour anyway 04:21:30 so that's not a loss :) 04:21:31 hm, good if it has aspects of both, I think 04:21:35 elliptic: good to know 04:21:43 !apt dr armour 04:21:44 Dr (SK_ARMOUR)=-4* 04:21:48 elliptic: they could start with a hat instead of a robe 04:22:03 elliptic: there are some lightyish dragon armours -- but I trust your assessment, of course 04:22:57 I don't see anything wrong with buffing Dr late and nerfing them early, though 04:23:11 elliptic: so I got all wrong and the idea is still good? :) 04:23:44 I'm generally neutral about this idea, but I don't see anything particularly wrong about it 04:24:01 okay 04:24:02 how does it buff them late though 04:24:13 st_: more access to randart items 04:24:13 more slots to put randarts on? 04:24:41 elliptic: you don't see the appeal of breaking up the armour slot restriction monotony? I find that very sexy, but I might be special in this regard. 04:25:16 armour slot restrictions aren't particularly interesting to me, so no... but I also don't object to the idea :) 05:00:01 -!- galehar has quit [Quit: Page closed] 05:12:02 -!- hoody has joined ##crawl-dev 05:12:04 05:14:38 -!- Euphoria has quit [Read error: Connection reset by peer] 05:16:48 -!- Keskitalo has joined ##crawl-dev 05:16:49 05:17:23 Hi Ash 05:19:31 Keskitalo: Hallo! 05:19:44 Hi dpeg1 05:22:43 Keskitalo: once for for you: Interesting idea by borsuk on the wiki on Draconians: disallow robes (body armour slot), allow helmets, boots, gloves. 05:24:31 I'd say it's kenku who are more weird to be wing-less. 05:24:54 but you're right that draconians aren't fully humanoid either 05:24:58 kilobyte: I fully agree but last time I tried to do something about that, it turned out to be too hard. 05:25:12 kilobyte, Keskitalo: do you have opinion on the draconian matter? elliptic is indifferent. 05:25:37 no strong opinion either way 05:26:01 power wise it probably does not do much, but I like the variety 05:29:45 yeah, variety is a good argument 05:29:59 okay, I'll keep asking around 05:30:17 if devs are fine with it, it'll turn into an implementable, okay? 05:30:43 too many 'okay' :| 05:32:09 not an implementable, it's a trivial change, with the only issue being converting saves with worn armour 05:33:46 hm, as you say :) 05:34:38 it's a matter of deciding, mostly 05:35:04 if it is a simple change, it'll be easy to revert either, right? 05:35:18 so let's just do it... lots of time for feedback 05:35:58 ok. galehar? 05:36:09 beh, he quit 05:37:11 what with Chei? I find the ponderousifying mechanic to thoroughly suck. 05:37:22 suck in which regard? 05:37:22 my idea is a pair of invocations, "slow down" 05:37:39 and "hurry up", but elliptic has something better 05:37:57 I'd prefer to just tie slowness directly to piety level, yes 05:38:00 dpeg: mostly issues with races with a number of slots different than 5 05:38:08 didn't we sort those out? 05:38:37 it'd be a nerf to an already weak god, though 05:38:40 yeah, I think my fix to the "different number of slots" issue has been working decently 05:39:09 kilobyte: why do you say it would be a nerf? depends on how it would be implemented, but being able to use randarts on chei worshippers would certainly be a buff 05:39:18 dpeg: too jumpy, especially on octopodes. You can shed away the whole slowness in 20 aut. 05:39:41 elliptic: ok, so you say no compensation? We can try it. 05:39:43 I see 05:39:44 well, that's Op's fault :P and I don't think it is a particular problem 05:40:11 kilobyte: well, probably reduce the resists/stat boosts slightly at least 05:41:32 currently chei gives rF+ rC+ rN+ and +15 to all stats... if they get to use randarts (and not worry about needing to enchant before ponderizing and such), maybe remove the resists 05:41:51 I like the ponderification, but I am obviously biased. Also, we didn't have Oc back then :) 05:42:16 dpeg: the main thing I don't like about the ponderification is that it makes lucking into a full set of armour really important 05:42:35 elliptic: but acquirement helps with that 05:43:15 anyway, if you're sure it's better with a change, go ahead 05:44:42 it is on my to-do list :) 05:45:05 if I think losing the possibilty to speed up is too much and elliptic says it's too little to make up for randarts, sounds like current state would be just right for the first try 05:45:18 can be adjusted further then 05:45:22 kilobyte: sure 05:45:52 people generally seem to view chei as so weak that a buff wouldn't be bad at all, anyway 05:46:04 there were also some ideas of more abilities to give chei 05:46:15 so that could also be used to try to get balance right 05:46:19 dpeg: I like the variety too. 05:46:31 (re: no body slot on draconians) 05:46:44 dpeg: so which slots should they get in return? 05:46:44 You lose the ability to wear dragon armour as a draconian, though. ;) 05:47:01 That's kind of a cool flavour actually, but no big loss. 05:47:17 re: kenku, we should really change the name, it's completely from D&D. 05:47:23 Keskitalo: so what, should we talk to other guys first, or are you ok? 05:47:29 We're probably infringing their copyright with that. (: 05:47:40 kilobyte: Nah, let's just go ahead with it. 05:48:34 Keskitalo: Rename them Tengu. 05:48:39 http://en.wikipedia.org/wiki/Tengu 05:48:43 That'd be my suggestion as well. 05:48:44 kilobyte: gain head, feet, hands 05:48:50 kilobyte: we can always restrict later 05:48:55 the wikipedia articles for Kenku and Tengu are quite informative 05:49:22 Keskitalo: trivial to adapt flavour regarding dragon armours, see my description attempt from 11:19 05:50:23 kenku -> tengu sounds fine to me 05:50:34 dpeg: Yeah, that works. 05:50:57 Is tengu the real thing from Asia? 05:51:16 moin 05:51:16 Hi! 05:51:29 dpeg: Yes 05:51:55 So a clear case. DnD invention is a bigger evil than being used in Nethack. 05:53:13 dpeg: See my link. 05:53:23 * bhaak thinks dpeg needs a D&D and/or NetHack therapy 05:53:48 I'm not the problem, Gary Gygax is! 05:54:27 Well, you have to keep in mind that Linley obviously drew loads of inspiration from D&D. 05:54:49 Keskitalo: everyone did, I am only trying to get a little distance to the trope 05:55:00 That is the right thing to do, of course. 05:55:31 Erm, I don't know why you should keep that in mind what I said, actually. 05:55:39 At least with the gods, I have free reign... no, or very little, input from D&D in that area. And, bhaak, of course nothing from NH :P 05:56:59 as if with the token gods from nethack there would be anything to add in the first place :) 05:57:15 without? 05:57:45 no, there is nothing to take from the nethack gods 05:57:56 -!- galehar has joined ##crawl-dev 05:57:56 05:57:56 Well, as usual, NH was our lantern in how not do it. (Just like the newer games avoid our mistakes.) 05:58:51 03galehar * r30a8992e9595 10/crawl-ref/source/spl-transloc.cc: Allow wizard teleport in the Abyss. 05:58:54 "How to not design the Gods in your game: Don't make them all the same with different names." :) 05:58:57 03galehar * rcba068c28251 10/crawl-ref/source/ (debug.cc spl-tornado.cc): Simplify. 05:59:06 03galehar * r70f08443e65f 10/crawl-ref/source/wiz-dgn.cc: Mention the * prefix in the &L prompt. 05:59:07 03galehar * r390586942c23 10/crawl-ref/source/ (wiz-dgn.cc wiz-dgn.h wiz-mon.cc wiz-mon.h): Fix the abyss speed wizmode command prompt. 05:59:15 Dummer Junge! :) 05:59:44 galehar: everyone is indifferent about or in support of an idea by b0rsuk: draconians become restricted in body armour (no robes, dragon armours) but get access to hand, foot, head slots. Your take? 06:00:42 to be clear, they already can wear hats, just not helmets 06:00:46 yes 06:01:03 the body armour slot is interesting when it gives a choice between light and heavy armour. For dracs and their abyssimal aptitude, it's not really a choice. 06:01:37 galehar: yes. And I like that it'd be a species with an unusual armour restriction (they're all so similar). 06:02:25 It's pretty exciting to play since six months btw.. I'm trying to get an OpAE off the ground. I also mentioned this on ##crawl yesterday - learnt Flight to avoid being electrocution-whipped by Pikel. 06:02:25 ..that's probably pretty spoilery, actually. 06:02:56 Keskitalo: can add it to the descriptions of electrocution weapons and the Flight spell? 06:03:01 electricity being less dangerous when not touching the ground is common knowledge! 06:03:17 galehar: Doesn't work against most elec attacks though. 06:03:35 dpeg: That'd probably work. Potions of levitation perhaps too? 06:04:09 yes 06:04:41 The manual has a section on status effects... should go there, so that the three players who are literate and do look into the manual can see it. 06:05:45 that's an interesting drac idea 06:06:01 the point of the manual is not for the players to read it. It's just for when they come crying about "spoilers" after YASD and we can tell them RTFM. 06:06:10 Eronarn: about to go in, if galehar does veto it 06:06:20 no body armor feels a bit strange, though, since robes fit everything from spriggans to ogres... 06:06:29 It's the wings. 06:06:32 galehar: sure :) It's our anti-"SPO!LERS!!1!" insurance. 06:06:46 always the damn wings 06:06:49 whatis about to go in? 06:06:51 I'm ok with the dracs change 06:07:02 due: everyone is indifferent about or in support of an idea by b0rsuk: draconians become restricted in body armour (no robes, dragon armours) but get access to hand, foot, head slots. Your take? 06:07:03 Keskitalo: one would expect a cloak to be way more of a problem for wings than a robe 06:07:14 dpeg: uh 06:07:16 Manual still has "Flying provides an additional speed bonus to swiftness." 06:07:18 Eronarn: yes, I thought if the cloak slot should go, but what the heck 06:07:38 Keskitalo: wiki! Easy to edit =) 06:07:38 dpeg: Why no dragon armours? 06:07:58 What is the rationale for magical armour that fits any race no longer fitting every race? 06:08:03 I don't have my login creds at work.. 06:08:22 Well count me as against it, not that I am in a position to argue for/against things : 06:08:27 seeing as I don't play draconians anyway 06:08:40 i'll just throw out my thing from the clothing patch: it added 'soft' items for the slots that don't have them; perhaps draconians could wear all of those, but no hard items 06:08:47 so robe, cloak, hat, sandals, gloves 06:08:53 but not gauntlets, boots, helmets, armor 06:09:06 due: I'd have no qualms to motivate the change with reasoning like "Being far relatives of their primordial cousins, the dragons, they abhor the idea of using dragon hides or armours." 06:09:29 dpeg: i am happy with robe, cloak, hat, sandals and gloves, but not dragon amrour, etc. 06:09:30 (elliptic asked this question before) 06:09:45 due: hey, I am bending the flavour just above 06:09:47 but "no robe, no dragon armour" is just being "let's make this HARD!" 06:09:52 dpeg: i think that's a pretty iffy justification because they can butcher dragons, raise them as undead, etc. 06:09:58 dpeg: My mistake 06:10:08 -!- Pingas has joined ##crawl-dev 06:10:09 06:10:18 dpeg: I'd prefer the motivation that dracs are effectively already wearing dragon armour 06:10:24 or that 06:10:32 dpeg: I am happy with them not having dragno armour, but I don't understand what purpose there is to not having dragon/robe/etc without being "we just want to make this hard for you" 06:10:33 like how trolls get no bonus from troll armour (though they can wear it) 06:10:35 I am just saying that it can be reasoned. 06:10:39 fine with me 06:11:24 due: a number of species have the "robe but restricted side gear" handicap. It'd be the other way around with draconians. The damn wings! 06:11:47 elliptic: perhaps drac armor could remove the drac's normal resist boost, so they can only wear one set of scales 06:12:08 dpeg: yes, but restricted side-gear is of no consequence; not having a body armour is seriously frustrating 06:12:23 due: why if body armour only extends to robes? 06:12:24 'As you put on the ice dragon armor, you feel your affinity for acid fade.' or whatever 06:12:26 not getting gloves is "meh" simply because gloves are too rare to be relied upon. 06:12:33 dpeg: yes, I am happy if they can have robes still. 06:12:34 due: later on, it will matter 06:12:35 due: it would be an early-game nerf, yes 06:13:23 elliptic: I've never gotten a draconian past the early-game without "aaaaaaaaaaaaaargh", hence my complaining :) 06:13:23 I'd also be okay with allowing the body armour slot, but I think it is more fun and more interesting without it. 06:13:23 in short: happy with robe, cloak, hat, gloves, sandals, without dragon/armour, etc. 06:13:23 due: their early game is a lot easier since their AC buff 06:13:23 due: I guess you possibly haven't tried one since they were buffed? 06:13:23 yeah 06:13:23 !lg 06:13:25 1381. due the Stinger (L1 SpVM), quit the game on D:1 (minmay entry widening spiral wide) on 2011-07-05, with 20 points after 183 turns and 0:00:53. 06:13:31 !lg due dr 06:13:35 15. bookofjude the Summoner (L9 DrWz), worshipper of Sif Muna, slain by a killer bee on D:9 on 2009-09-17, with 3472 points after 19007 turns and 1:10:59. 06:13:43 --^ 06:13:47 Yeah, buffed since. 06:13:55 yeah... they get quite a bit more racial AC nowadays 06:14:11 also their breaths are better in some cases, I gather? 06:14:28 !lg keskitalo dr 06:14:28 12. Keskitalo the Scorcher (L16 DrFE), worshipper of Ashenzari, quit the game on Shoals:1 on 2011-02-01, with 112335 points after 56482 turns and 4:21:09. 06:14:34 would people be willing to try sandals/gloves, or is that one a lost cause 06:15:16 Eronarn: That'd allow (almost) all species every body slot, correct? 06:15:25 (that Dr wasn't bad to play at all) 06:15:25 if Kenku are renamed to Tengu, we should add a new tournament rule: bonus points to the clan if all members win a Tengu Arcane Marksman. 06:15:40 <3 06:15:46 eronarn: I don't like it for one 06:15:53 galehar: Why? 06:15:55 :) 06:15:59 I like sandals 06:16:05 TeAM! 06:16:26 Keskitalo: no, there was three in the original proposal - anyone, soft, hard 06:16:47 however I'd accept a few new armour types in exchange for removing all the 43805 helmet variants :) 06:16:57 this is just soft/hard extending to boots and gloves 06:17:03 elliptic: Hehe, pretty much my thoughts. 06:17:04 and possibly cloak, though that's iffier 06:17:27 Eronarn: Did it include having to enchant gloves to make them give AC? (Like hats vs helmets) 06:17:34 elliptic: my thought was to remove the mechanical variants but keep purely cosmetic ones in as a command line option 06:17:34 -!- RichardHawk has joined ##crawl-dev 06:17:35 06:18:00 ...? 06:18:01 gah that is annoying 06:18:16 er not command line 06:18:18 oops, just woke up 06:19:04 eronarn: cosmetic variants are okay if I don't have to see them if that's what you mean :P 06:19:04 Keskitalo: the values i was going to go with were 0/1/2 for all/soft/hard. so that would mean 'gloves' are +1 (but most 'gloves' would become 'gauntlets') 06:19:04 elliptic: yes, and for people who do like it, they'd be searchable with just 'helmet' like now of course 06:19:09 all/soft/hard sounds like too many mechanically different armours but extending the hat/helmet separation to other types of armour could be decent I guess 06:19:15 some people like having silly hats a lot 06:19:41 ... and those people play tf2 ;) 06:19:47 but it could be good for mutations too 06:19:58 you could have the hand/foot mutations cause loss of hard before they cause loss of soft 06:20:01 if they cause it at all 06:20:21 'fingerless gloves', etc. 06:20:38 I think the idea is decent. Is there a concise proposal? 06:20:48 due: i was talking to SamB about a thread i saw using luadoc comments mixed in with c++ code ... he wrote a patch: https://gitorious.org/~SamB/crawl/sambs-crawl/commits/luadoc 06:21:52 dpeg: 1) add 'sandals' as 1 AC armor 2) change 'gloves' to 'gauntlets', add 'gloves' as 1 AC armor 3) these spawn with the same rarity as hats (i believe 1/10 as common as helmets?) 4) adjust mutations/racial limitations to deal with this as desired 06:22:44 do you mean 0 AC armour? 06:23:02 0 for hat, 1 for helmet, same for the other slots 06:23:08 5) rejigger some artifacts. for example, current gloves can become gloves or gauntlets, some current boots can become sandals 06:23:12 oops, yes 06:23:28 i forgot it's 0 / 1, not 1 / 2 06:24:52 (that was another part of my clothing patch: change it from 0 / 1 to 1 / 2, with the same 'enchantable up to base AC' as other armor now has, but this isn't at all mandatory) 06:31:07 kilobyte: about #4471, do you plan to fix the "nasty pile of ugly hacks"? 06:31:28 because the patch is small and functional. And we can always clean up later. 06:34:13 I looked into it... the proper solution isn't that big either, with one big but. If we do it, untangling the branch mess would be a good deal harder since it'd be hard to obtain this kind of lua data. 06:34:34 so, you might be right, purging those props wouldn't be too much work 06:34:52 Static Discharge should probably not be cast when there's no grounded enemy next to you. You could still force it to be cast with 'Z'. 06:35:09 I've wasted a lot of MPs and turns casting it next to imps and hippogriffs. (: 06:35:50 I'll need to add these to the wiki once I get home.. 06:36:08 Keskitalo: put it somewhere so it isn't forgotten. An implementable if you're desperate. (Good ideas just dropped here tend to ... vaporescence. 06:36:38 Aye. 06:37:45 coders: is having rather small implementables (like Eino's z/Z Discharge, or b0rsuk's Dr armour change) good or bad? It might be more work to review and push than just to code it, but it may also attract more patchers. 06:39:10 good, small patches are easy to review 06:39:25 oh, two things i forgot: a) figure out what to do with spriggans b) you could add scarves as the 'soft' cloak slot, which would justify dracs not being able to wear cloaks and give them a nice symmetric ability to wear only soft aux slot items for all slots 06:39:27 (I'm doing the draconian thing, though) 06:39:36 kilobyte: alright! :) 06:39:46 So I will start making Implementables out of small, uncontetious issues. 06:40:00 btw, if anyone wants to pick it up 06:40:06 apparently holy brand hurts servitors extra 06:40:07 Eronarn: cloaks are still ok 06:40:08 this is a bug 06:40:25 -!- Vandal has joined ##crawl-dev 06:40:25 06:40:28 Eronarn: how come? They're regular undead. 06:40:45 bot? 06:40:45 kilobyte: no they're not - they're so corrupted/unholy that they're resistant to holy 06:40:48 @??profane servitor 06:40:49 profane servitor (05A) | Speed: 15 | HD: 18 | Health: 133-174 | AC/EV: 10/20 | Damage: 2505(vampiric), 1013(drain) | Flags: 07undead, evil, see invisible, fly | Res: 06magic(192), 02cold, 10elec++, 03poison, 12drown, 04rot+++, 13neg+++, 08holy, 13torm | XP: 5585. 06:42:11 sounds like a bug to me... TSO can be expected to hate them above anything else 06:42:50 We should use what causes fewer confusion/questions. Which probably is status quo. 06:43:07 If we go with the other decision, the servitor description should mention it. 06:43:15 kilobyte: hate them, yes - should probably give a huge piety boost for killing them - but the idea is that they are so blasphemous that divine magic doesn't work as well against them (see also their canceling out of halos) 06:43:56 making them not-vuln rather than resistant would be fine too - i think that'd mean no holy wrath boost, cleansing flame less damage but still some? 06:44:50 if we want to make it more clear, it could go in the desc, or add a line when it resists holy damage ('the cleansing flames blacken and die out as they near the servitor') 06:45:14 later :) 06:45:26 -!- ais523 has joined ##crawl-dev 06:45:26 06:45:48 ? 06:52:42 Napkin: still one empty dir: ./brainstorm/magic/system (seems like it's the last one) 06:55:01 galehar: he might be enjoying weekend already 06:58:25 -!- ais523 has quit [Remote host closed the connection] 06:58:52 !tell Napkin still one empty dir: ./brainstorm/magic/system (seems like it's the last one) 06:58:52 galehar: OK, I'll let Napkin know. 06:59:42 -!- ais523 has joined ##crawl-dev 06:59:42 07:09:45 -!- Keskitalo has quit [Remote host closed the connection] 07:16:12 !tell Keskitalo Static Discharge idea implemetable'd as 4554. 07:16:13 dpeg: OK, I'll let Keskitalo know. 07:16:23 -!- casmith789 has joined ##crawl-dev 07:16:23 07:16:35 does Ashenzari just ping everyone when they join? 07:16:37 -!- ais523 has left ##crawl-dev 07:16:37 07:16:38 -!- ais523 has joined ##crawl-dev 07:16:38 07:16:43 ? 07:16:57 casmith789: it's pinging people when they join, for reasons I don't understand 07:17:07 it pinged you when you left as well 07:18:22 that's even weirder 07:18:53 * casmith789 makes a notice 07:18:55 I wonder who's responsible for Ashenzari? its whois vaguely implies doy, but I'm not sure 07:20:16 Static Discharge casting (https://crawl.develz.org/mantis/view.php?id=4554) by dpeg 07:41:26 ais523: probably galehar/kilobyte work on ash the most? 07:41:39 oh wait, you mean the bot 07:41:41 heh, sorry 07:42:05 yes, the bot 07:43:02 making an ash of himself 07:43:27 dpeg: do you have any thoughts on swarms? mumra and i got to talking about them but it would be good to hear if you have any input 07:45:56 -!- monqy has quit [Quit: hello] 07:47:15 -!- Mu_ has joined ##crawl-dev 07:47:15 07:47:26 huh 07:47:33 he does that to everybody 07:47:47 ok 07:48:24 -!- bmh has joined ##crawl-dev 07:48:24 07:48:33 hi 07:49:15 -!- bmh has quit [Changing host] 07:49:15 -!- bmh has joined ##crawl-dev 07:49:15 07:49:36 why does ash keep sending me empty messages? 07:52:35 Eronarn: I don't see the gameplay potential of swarms. 07:52:53 it's been doing that to everyone when they arrive 07:52:57 bmh, we've no idea, he does that to everyone 07:53:01 And last time galehar spoke on the matter, he raised some questions that are still unsettled, at least to me. 07:53:29 Noting that FeMo should be re-enabled, again 07:53:31 hmm, now I'm thinking about what's interesting about swarms in other games, gameplay-wise 07:53:43 Possibly booting out FeFi completely 07:53:55 -!- ncampion has joined ##crawl-dev 07:53:55 07:54:15 CAO is way snappier from Kathmandu than from London. It's impressive. 07:54:34 in Wesnoth, they're interesting because they get weaker as you attack them, meaning that you probably need to allow a powerful unit to take a lot of damage to start attacking one, but can then finish it off with weak units 07:54:48 -!- ncampion has quit [Client Quit] 07:54:52 in D&D, they're mostly for making area-effect attacks more useful 07:55:17 and for swarming you... 07:55:19 in Crawl, I suppose the major use would be to discourage corridor fighting, because a corridor doesn't insulate you from a swarm at all 07:55:27 bmh: well, yes, and for the flavour 07:55:30 but I'm trying to think of gameplay aspects only 07:55:58 last time we discussed it, it sounded like a technically complicated feature with unclear gains 07:56:09 from a UI perspective, targeting your own square sucks. 07:56:21 and there's the interface problem, yes 07:56:22 dpeg: can coexist on the same square as other monsters. relatively agnostic as to what they're 'best' against, so we can make them good at anti-armor, or anti-unarmored, or anti-ev. lots of potential AIs for swarms 07:57:01 I think swarms wouldn't work well in Crawl just because they encourage the sort of things people would do anyway 07:57:03 I am not convinced. If we want to make corridors less useful (which I support), I'd just have corridors be of width 2 from a certain depth onwards. 07:57:15 and one thing i noticed earlier when thinking about it: you can make swarms encourage fighting in the open, since this will make them disperse faster, rather than in a corridor where they're only 'flowing' in two directions 07:57:39 Pokémon Mystery Dungeon simply reduces LOS to 1 in corridors, it makes them really scary 07:57:39 but we could achieve that with a normal monster as well 07:57:47 and you end up trying to avoid them when possible as a result 07:58:00 Eronarn: the AI aspect is interesting. My first thought was boyds 07:58:30 I don't really like the "do X to make the AI bad" concept 07:58:35 which is basically what happens with slimes at the moment 07:59:01 dpeg: doesn't have to be either/or, though. swarms can be used in multiple places, whereas you don't want to make 'a monster that makes corridors bad' and then have to use it every time you want to make a corridor bad 07:59:33 is anyone willing to implement swarms? 07:59:50 bmh: i already coded an implementation of them 08:00:07 it's not mergeable, but it at least works 08:00:10 but what about the interface? 08:00:22 how does a console where a swarm is, and what type? 08:00:58 should you be able to conjure flame on a swarm? Can swarms occupy the same square as another monster? 08:01:10 dpeg: mumra brought up a cool idea: when a swarm is on your tile and swarming you, you get a 'Swarmed' enchantment. this could decay very quickly, but be refreshed each turn you are in the swarm. 08:01:46 I believe this topic needs a much more thorough discussion with a lot more details (i.e. a wiki page). 08:01:49 Eronarn: how does it differ from poison? low damage plus an ev penalty? 08:01:58 We just don't know enough to say much about it. 08:02:00 !seen mumra 08:02:01 I last saw mumra at Fri Sep 16 11:20:48 2011 UTC (1h 41m 12s ago) saying due: i was talking to SamB about a thread i saw using luadoc comments mixed in with c++ code ... he wrote a patch: https://gitorious.org/~SamB/crawl/sambs-crawl/commits/luadoc on ##crawl-dev. 08:02:05 bmh: different swarms do different things, so it would depend 08:02:23 Eronarn: that was another good point: why use swarms when we have clouds already? 08:02:25 Eronarn: swarms of locusts eat your vegetables :) 08:02:31 bmh: good idea! 08:02:37 dpeg: cloud of locusts! 08:02:40 hadn't thought of a swarm with eat food brand 08:03:06 dpeg: swarms actually are, as i've implemented them, clouds - they are affected by things that move, remove, etc. clouds 08:03:48 most characters wouldn't be expected to have a way to attack a cloud 08:03:53 they are just clouds that have a monster 'tied' to them, and that can have AI (ranging from full monster-like, to more rudimentary ones, to random movement) 08:04:25 hmm, would a spell that removed clouds from an area and prevented them for forming be useful? it'd mostly be an anti-vault thing, I'm not sure how useful that would be 08:04:35 ais523: 'tornado' 08:04:46 I meant, lower-level and not massively damaging 08:04:50 ais523: Using clouds to prevent clouds from forming is much more interesting 08:04:53 it probably shouldn't be added, I'm just wondering if it'd be useful 08:04:59 i think that would be better as a side effect of another spell 08:05:22 Like if you land in Cigotuvi's Fleshworks and have to use freezing clouds to avoid mutafog 08:05:30 like, change RMsl to 'Wind Ward' - it shoves aside everything very light (gases, small projectiles) 08:06:01 but not elemental beams, giant rocks, etc. 08:06:09 wait, isn't that a D&D spell? I think I recognise the name 08:06:14 i think it might be 08:06:21 (or a magic card) 08:08:02 apparently not a D&D spell 08:08:05 -!- valrus has joined ##crawl-dev 08:08:05 08:08:12 or not in the base books, anyway 08:08:36 bmh: anyways, some specific swarms: mosquitos/leeches (vampiric), spiders (poison+cling), bees (poison+fast+fly), sparks (electrical, seek out metallic/metal-using creatures preferentially), dancing arrows/knives (very high damage), moths of Trog (antimagic!) 08:08:49 it's pretty similar to the "wind wall" spell, but that's wall-shaped not surrounding a character 08:09:07 Eronarn: electrical should zap things that hit you :) 08:09:15 Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). 08:11:18 ais523: This ain't DF. 08:11:33 (siege engines) 08:11:41 I'm copying the spell description from D&D 08:11:51 thus the quote marker (it's the open-source version of D&D third edition) 08:11:53 ah 08:12:42 I think if there is a "wind ward" spell, it's not in the open-source bit but one of the expansions 08:14:02 I may be alone in this, but I think that 3e was the pinnacle of D&D 08:14:35 i like 3E more than 4E, but that is because they are very different games 08:14:41 you aren't alone, and may even have the majority opinion 08:14:45 your opinion isn't universal, though 08:14:56 4E is far more friendly to casual players, or casual playing 08:15:09 4e isn't a sequel to 3e, it's more a completely different game 08:15:11 but i like hardcore character building spread over 20 sourcebooks 08:15:37 (this one time I competed in an epic level tournament... L40, i think?) 08:16:28 Ernonar: I miss character optimization. Divine Metamagic was great. 08:16:55 Any objections to giving Leda's as a permanent spell to Roxanne? 08:17:08 Sounds like a win/win to me. kilobyte, what do you think? 08:17:10 -!- Vandal has quit [] 08:17:45 dpeg: not a bad idea 08:17:50 anything to make Roxanne more dangerous has my stamp of approval. 08:19:19 -!- Vandal has joined ##crawl-dev 08:19:19 08:19:26 o.O 08:19:34 why does the bot say my name every time I connect? 08:19:36 So...FeMo? 08:19:39 Vandal: it does that to everyone 08:19:40 Vandal: he's gone mad 08:19:43 we're not entirely sure why 08:19:47 who operates Ash? 08:20:22 I love crawl, no one ever has any idea why anything works the way it does :3 08:20:38 and yet it works 08:20:44 that's a good thing? 08:20:55 it'd be easier to change, at least, if everyone knew how it worked 08:21:22 kilobyte: is there any drawback to it? If not, I'd just add an implementable. 08:21:46 permanent spell means she gets a free Leda's every turn, effectively? 08:21:53 it might make her easily detectable at range 08:22:00 when you see a Leda'd enemy nearby and don't know why 08:22:18 R18 (L17 SpEE) ASSERT(smc) in 'mon-util.cc' at line 1114 failed. (Hive:2) 08:22:53 -!- Twilight13 has quit [Read error: Connection reset by peer] 08:22:53 -!- Twilight-1 has joined ##crawl-dev 08:22:53 08:23:38 ??leda 08:23:38 ledas liquefaction[1/2]: Level 4 earth/tmut spell, found in the book of the Earth. Generates a halo of "liquefied" ground around the caster. Moving on liquefied ground has a -3 player movement malus (slightly more than one item of ponderousness). Applies slow effect to monsters. Doesn't affect flying, clinging, insubstantials; cannot be cast by these. 08:24:42 -!- ncampion has joined ##crawl-dev 08:24:42 08:27:21 vexing bot. 08:27:29 Eronarn: I'm not terribly versed in D&D 3e/4e matters, but 4e kind of left me aghast. They basically removed all differences between classes; it's just that some Warlords spells require a sword as a material component. 08:28:39 kilobyte: I'm not sure how versed it's possible to be in 3e/4e matters, given that the two games just can't be compared at all, they're so different 08:28:57 4e is a dull board game. 08:29:03 3e is a munchkins dream. 08:29:36 RichardHawk: the only gain would be free piety, and it doesn't strike me as a particularly fitting the niche of a mindless melee warrior 08:29:59 what about a non-mindless melee warrior? 08:30:11 bmh: divine metamagic was crazy broken :P 08:30:11 e.g. a felid might want to start with higher Makhleb piety for access to the damaging invocations sooner 08:30:23 Eronarn: pretty much everything in the epic level handbook was crazy broken 08:30:25 dpeg: i'd remove some of te tloc stuff from her if giving her it 08:30:32 class now 08:30:40 although you can't get much more broken than Glibness, a level 1 spell in the original 3e player's handbook 08:30:45 ais523: perhaps, I'm not saying outright no. I'm just not enamoured in boosting things just for a boost. 08:30:48 Eronarn: I once designed a cleric that could level drain 32 characters for 20 levels without a save as a free action. Divine metamagic was broken. 08:30:54 kilobyte: I don't see why Felids shouldn't be allowed the option. 08:31:12 kilobyte: what I mean is, there's no reason to ban FeMo any more because it's not strictly outclassed by FeFi 08:31:33 so there's no reason not to allow people to go FeMo if they want to, it's not like it's a trap for newbies any more 08:32:28 ais523: even after nerfing, here's an example how it works: http://www.giantitp.com/comics/oots0767.html and the next page 08:32:57 kilobyte: is it bad that I know the comics you're talking about without clicking the link? 08:33:02 (specifically, that is)? 08:33:30 ais523: yeah, I just wonder how to not have FeMo being the strictly superior choice 08:33:38 nerfing their skills might work 08:34:08 ais523: for OOTS, it's good :p 08:34:12 I think Fi needs a buff. Easy options would be better skills, stats or a starting potion of might. (I am fine with all of these.) 08:34:25 The starting potion of might would do it 08:34:31 They could also get the spears we stole from Be. 08:34:40 you mean, including MDFi? 08:35:10 !lg * win t11 s=char 08:35:11 232 games for * (win t11): 8x SpEn, 7x MDFi, 7x MiBe, 6x DDNe, 6x VpAE, 6x DEWz, 6x KoBe, 5x MfIE, 5x CeWz, 5x HOAr, 5x OgCj, 5x KoSk, 5x HaVM, 5x TrAs, 4x DECj, 3x MfGl, 3x HECj, 3x NaTm, 3x HEWz, 3x GhMo, 3x SpDK, 3x DsVM, 2x CeMo, 2x HOPr, 2x HaHu, 2x DDIE, 2x SEEE, 2x MuSu, 2x MDBe, 2x DDEn, 2x DDHe, 2x TrBe, 2x MDDK, 2x HENe, 2x HOBe, 2x HuEE, 2x DDEE, 2x MuWz, 2x DrTm, 2x KoGl, 2x SEGl, 2x D... 08:35:21 What are their current starting skill levels? 08:35:40 kilobyte: diplomacy was so deeply broken 08:35:40 kilobyte: hm, don't know. Perhaps we have to accept that the defensive build is only attractive for very few species. 08:35:54 fighters in general are only in the middle of the list though 08:35:59 yes 08:36:03 I once played a character who just dumped everything into bluff. He ended up with a free sneak attack every turn. 08:36:27 Hey folks, I don't mind the odd D&D story, but when we're actually talking Crawl... 08:37:07 heh, looking back at my comments it seems I was talking D&D and Crawl simultaneously 08:37:10 in consecutive lines 08:37:14 Let's see. Starting a HuFi, 3 Fighting, 2 weapon, 3 armour, 3 shields. 08:37:31 RichardHawk: how does that compare to HuMo, HuGl, and HuBe? 08:37:36 dpeg: a problem. What should monster draconians wear? 08:37:38 the comparison is probably more useful than the raw numbers 08:37:51 alright, see everyone on the flip side 08:38:01 HuMo loses all the armour and weapon 08:38:04 kilobyte: right! We're not yet in a position where monsters can wear non-body armour, right? 08:38:06 * bmh has a 28 hour flight! 08:38:16 kilobyte: i.e. Gastronok's hat is hard-coded? 08:38:30 bmh: isn't 28 enough to go around twice? 08:38:31 Gl: 2 Fight, 3 weapon, 2 UC, 2 throwing, 2 dodging, 1 shields 08:38:43 dpeg: hacked in, but with slot equivalency it kind of works. 08:39:03 dpeg: we just have two slots to use; shields are used by some 08:39:05 dpeg: 6 hours in Doha 08:39:05 kilobyte: so monster dracs would get one random armour item 08:39:10 Mo: 3 fight, 4 UC, 3 dodge, 2 stealth 08:39:33 RichardHawk: the Fi/Gl comparison indicates that Fi could take a buff or Gl a nerf 08:39:41 Be: 3 fight, 3 weapon, 2 armour, 2 dodging 08:40:06 -!- bmh has quit [Quit: Page closed] 08:40:07 looking at those values, I think Fi needs at least 3 weapon skill 08:40:12 HuFi, that is 08:40:14 I disagree. 08:40:25 I would say Fi should start with more armour/shields. 08:40:41 hmm, possibly, as that's the main advantage of Fi over other classes? 08:40:44 Since the general argument against Fi is you're better off taking things better suited to your skill off the floor. 08:40:55 IIRC, players are recommended to unwield the shield on turn 1 for lack of Shields. That'd support RichardHawk. 08:40:56 Buckler over shield, leather over scale. 08:41:32 I was just thinking that it's a little unintuitive that fighters have the worst weapon skill of any melee class 08:41:40 Perhaps start with just 1 weapon rank but better defensive ranks. 08:41:55 or keep lower skill but +1 weapon? 08:42:20 likewise, we could keep armour/shield skills but make both items +1 08:42:27 RichardHawk: I'd call scale better than leather thanks to GDR; chain falls in a bad place on the AC/EV curve though 08:43:03 Making the starting armour better than floor trash would also work. 08:44:02 or hmm, scale still has the -2 acc, this hurts those with low weapon skill 08:44:23 hmm. 08:45:47 kilobyte: and with weapon +1 ? 08:45:50 dpeg: is cloak ok? 08:46:24 sure 08:46:57 kilobyte: do you think that +1 weapon, +1 scale, +1 shield would overpower Fi completely? (same skills as now) 08:48:26 elliptic: around? 08:51:50 same number of wins for Fi and Gl in t11 08:52:07 kilobyte: but perhaps dominated by MD? 08:52:16 We might need an MD nerf. 08:53:14 !tell galehar Sorry for missing something, but I'd need the sizes of kraken and tentacled monstrosities. 08:53:18 dpeg: OK, I'll let galehar know. 08:53:32 speaking of Fi, what should DrFi get? 08:53:55 kilobyte: item wise? 08:54:00 yeah 08:54:03 -!- dtsund has joined ##crawl-dev 08:54:03 08:54:04 Helmet sounds best 08:54:06 guess why I'm asking 08:54:20 hmm. 08:54:50 kilobyte, adding support for delve in _build_postvault_level is easy, but passing it specific arguments is not 08:54:58 Gl get one already 08:55:38 kilobyte: boots aer also a good fit 08:55:47 Zaba: oh well, if it's too hard, we might just stick with old-style layouts for now 08:56:18 like, I could make a few seed layouts and run delve on them. 08:56:30 kilobyte, http://sprunge.us/ichC <- this works, but, you see, the arguments have to be hardcoded 08:57:05 (tag the vault 'delve' and it will get the level built with delve if placed as primary) 08:59:40 -!- Napkin has quit [Read error: Connection reset by peer] 08:59:50 -!- Napkin has joined ##crawl-dev 08:59:50 08:59:57 -!- Napkin has quit [Changing host] 08:59:57 -!- Napkin has joined ##crawl-dev 08:59:57 09:00:25 kilobyte, it might be sufficient, though. If primary vaults that have a delve level around them are only needed for, say, Spider branch end, could pick suitable delve parameters and hardcode them... 09:00:36 -!- Gretell has quit [Ping timeout: 245 seconds] 09:01:10 -!- Gretell has joined ##crawl-dev 09:01:10 09:02:44 -!- valrus has quit [Remote host closed the connection] 09:07:55 dpeg: gave DrFi both boots and gauntlets, that's still only 2 AC while others get 5. 09:08:28 what with the rest? DrBe, DrWz, etc... they all lose 2 AC at least 09:08:51 and that's one of weaker races 09:09:09 kilobyte: don't udnerstand, why do they lose 3? 09:09:30 ... oh right, no scale 09:12:20 kilobyte: if we make all Fi items +1 (not sure if you followed that discussion), DrFi would profit twice :) 09:12:30 http://www.youtube.com/watch?v=71iUAFFQ8ik 09:12:37 click to have your mind blown 09:12:38 :O 09:12:49 harpsichords.. can be awesome? :O 09:13:20 Vandal: what's so strange about that? 09:13:29 maybe they're more common in Germany 09:13:35 I almost never see / hear them 09:14:53 the prototypical Baroque musical instrument, I thought 09:15:11 I don't know what Baroque means in this context (or any, really) 09:15:21 dpeg remember that americans have no culture 09:15:22 it is an epoch 09:15:32 Vandal: this resonates with your nick :P 09:15:38 :) 09:15:49 Be happy that you can get some education from Crawl! 09:16:05 why do you think I love this crowd? :O 09:16:12 I always like hanging out with people smarter than myself 09:16:26 intelligence != education 09:16:36 I can learn things from you though ;o 09:16:54 A lot about good game design principles, mainly 09:17:05 since I don't know enough about programming yet to really follow those discussions 09:17:23 I'm just now grasping stacks and heaps 09:17:28 and have yet to venture outside of Java 09:18:10 thankfully this quarter is all about object oriented programming and data structures or something else that sounds important 09:18:43 This Scarlatti sonata is very beautiful. 09:18:53 agreed 09:18:56 and intense 09:19:32 Harpsichord: Official Instrument of Dungeon Crawl 09:19:42 dpeg: both the gauntlets and boots are in a separate line so they wouldn't benefit unless we want to 09:20:05 still, not sure about the -2 AC nerf to all other starting characters 09:20:22 hi kilo :3 09:20:37 Vandal: you don't want to learn about programming from Crawl's code 09:20:38 perhaps I should skip the extra gear and boost their natural armour instead? 09:20:42 the current devteam are slowly making it better 09:20:51 but it's a pretty large hill to climb 09:20:57 I know ais523, I've been in and out of this channel for around 3 years now 09:21:20 even looked at some of it! 09:21:51 kilobyte: maybe boost natural drac armour by 1 instead of giving extra gear? 09:21:53 -!- Eifeltrampel has quit [Ping timeout: 260 seconds] 09:21:59 dpeg: around now :) 09:22:56 what do you think of giving Fi all items +1 ? 09:23:45 is there any danger of equipment damage in low levels? 09:23:46 it has always bothered me that their gear is all +0 whereas other classes get +1 or even +2, yeah 09:24:05 I don't remember how common acid related stuff is, but iirc not very 09:24:33 dpeg are you still trying to do a weapon special ability thing? 09:24:46 Vandal: combat moves? Yes. 09:24:53 for 1.0? XD 09:24:55 If everything works right, constriction will be the first. 09:25:04 constriction? whips? 09:25:13 naga, kraken, octopode 09:25:26 dpeg: Monster sizes can be found in mon-data.h. (Kraken are SIZE_HUGE, their tentacles are large, tentacled monstrosities are giant.) 09:25:29 so monsters get the goodies first? 09:25:36 haha 09:25:39 Vandal: there are player nagas =) 09:25:48 is it an unarmed attack for player nagas? 09:26:02 Vandal: go to the wiki, it is right on top 09:26:15 I made a page with almost all the details. 09:26:17 heh ok, I will later, I'm supposed to be finishing a paper that is due tonight 09:26:31 it is for a music class, that is how I found that video 09:26:39 dpeg: I think probably +1 to armours for Fi would be okay at least 09:27:42 -!- Eifeltrampel has joined ##crawl-dev 09:27:42 09:28:08 Vandal: I am very much interested in comments. 09:28:19 you know I got lots of those :) 09:29:31 -!- ainsophyao has joined ##crawl-dev 09:29:31 09:29:33 -!- dtsund has quit [Quit: dtsund] 09:31:03 whats up Ashenzari 09:31:27 Ash is a bot that has gone insane and is looking for people to murder 09:31:41 i see thanks 09:33:40 it's been pinging everyone when they join 09:33:56 I'm surprised it hasn't been kicked from the channel yet, most bots malfunctioning that badly are 09:34:32 a single line after ever join, it's not much 09:34:38 Constriction looks pretty awesome, like Naga would be able to kill Imps pretty easily early game 09:34:54 it would make them stand out from other races if only because of that 09:35:46 kilobyte, so, what do you think of hardcoding specific parameters to delve() in _build_postvault_level and using it for Spider:5 vaults? 09:36:20 it trades the larger variety of parameters for the benefits of placing the vault before generating the level 09:36:44 03kilobyte * rb9db255f46bf 10/crawl-ref/source/acquire.cc: Don't pick invalid slots during armour acquirement for octopodes. 09:36:44 03kilobyte * rae53c24cfd6c 10/crawl-ref/source/ (21 files in 2 dirs): Make Cheibriados' slowness passive. 09:36:45 03kilobyte * r018df0f325c1 10/crawl-ref/source/makeitem.cc: Generate ponderous plates a bit better, to adjust for the 0.8+ range. 09:36:55 03kilobyte * rc28432e9f0af 10/crawl-ref/source/ (7 files): Disallow draconians to wear body armour, allow gloves and boots in return. 09:38:17 actually, it's not Spider:5 what I had on mind, more like the one-level Dwarf thingy... except I see that no matter how I try, even just placement of existing vaults is problematic 09:38:50 problematic how? 09:39:01 I wanted to have a mine-like part in the rest of the level 09:39:12 base layout gets vetoed all the time 09:39:26 I'm not sure if I understand current connectivity code well 09:40:39 kilobyte: cool, thanks for doing the chei changes 09:40:48 * dpeg sheds a tear 09:41:13 it looks like you set things so that you get max stat boost at 170 piety? was that intentional? 09:41:20 (160 piety would make more sense to me) 09:41:58 elliptic: easier formula, no real intent 09:42:10 not sure how much we want to reward piety 160..200 09:42:51 Zin for example sucks with anything below 200 (or did until I made the chance quadratic, but you still want to keep it at max) 09:43:43 30 is the first piety breakpoint, most gods give their first boost there, so I'd keep that as the first point 09:44:01 +1 stat / 10 piety makes a nice formula, but that's all 09:44:10 well, previously chei gave +3 stat at 30 piety 09:44:18 so this is a clear nerf in that respect 09:44:33 Zaba: I just realized it can be done piecewise after chopping it into subvaults 09:45:03 +3 not +1? 09:45:07 once subvaults are resolved it becomes one single vault anyway 09:45:09 (I mean, +1 to all stats) 09:45:21 yes, I snuck in a chei buff when I changed how ponderous worked :P 09:45:37 and made the stat gain linear rather than quadratic 09:45:43 well, got to go, right now 09:45:54 preserved linearity, feel free to adjust, bye 09:46:00 bye! 09:47:25 bye! 09:51:47 -!- hoody has quit [Remote host closed the connection] 09:52:12 -!- hoody has joined ##crawl-dev 09:52:12 09:52:36 -!- hoody has quit [Read error: Connection reset by peer] 09:52:57 -!- hoody has joined ##crawl-dev 09:52:57 09:57:33 -!- hoody has quit [Ping timeout: 260 seconds] 10:02:01 -!- edlothiol has joined ##crawl-dev 10:02:01 10:08:10 -!- edlothiol has quit [Quit: Page closed] 10:11:23 -!- hoody has joined ##crawl-dev 10:11:23 10:12:09 -!- hoody has quit [Remote host closed the connection] 10:12:56 hm, I wonder whether anything horrible would break if I moved the last piety breakpoint from 161 to 160 10:13:12 since it is sort of ugly at 161 10:13:29 (they are 30/50/75/100/120/161 currently) 10:13:53 hmm, I was assuming it followed a pattern 10:14:01 I suppose I should have known better than to assume that 10:15:50 -!- st_ has quit [Ping timeout: 252 seconds] 10:16:05 -!- Fail_Bot has joined ##crawl-dev 10:16:05 10:18:22 ooh, passive chei slowness 10:30:59 -!- evilmike has joined ##crawl-dev 10:30:59 10:32:26 03kilobyte * r2f9889a7ae64 10/crawl-ref/source/mutation.cc: Fix a message about draconian AC. 10:36:22 we don't need the merge exception to ponderousness anymore 10:36:24 galehar: You have 1 message. Use !messages to read it. 10:36:28 !messages 10:36:29 (1/1) dpeg said (1h 43m 11s ago): Sorry for missing something, but I'd need the sizes of kraken and tentacled monstrosities. 10:37:35 !tell dpeg krakens are huge and tentacled monstrosity are giant 10:37:35 galehar: OK, I'll let dpeg know. 10:39:18 back :) 10:39:18 dpeg: You have 1 message. Use !messages to read it. 10:41:16 galehar: of course, I removed it, but I might have missed some parts 10:42:08 03elliptic * r09713a269717 10/crawl-ref/source/ (godpassive.cc religion.cc): Tweak the formula and messages for Chei stat gain slightly. 10:47:07 -!- casmith789 has quit [Quit: Leaving] 10:49:08 kilobyte: the original commit was 94c34f2b7 10:50:19 Any objection to Roxanne getting Leda's? 10:50:56 galehar: do you happen to know the size of octopus? 10:51:17 it is flavorful but it would also be a nerf for her usually 10:51:28 dpeg: player or monster? 10:51:38 it would be nice to come up with some way to make roxanne more interesting 10:51:41 galehar: player. (The monster is kraken.) 10:51:45 elliptic: why a nerf? 10:52:06 03kilobyte * rcb11ad7f7b7d 10/crawl-ref/source/religion.cc: Remove an unnecessary check. 10:52:11 elliptic: thanks, starting the boost immediately helps to explain people they slowed down 10:52:11 leda's liquefaction will need to be fixed a bit if you give it to roxanne 10:52:14 Can't we make an exception for statues? :) 10:52:22 kilobyte: yes 10:52:27 try this: spawn a statue with that spell in wizmode, kill it while leda's is up, and observe the bugginess 10:52:37 doesn't leda affect just movement speed? 10:53:00 galehar: it affects player movement speed but monster everything speed, last I checked 10:53:36 oh right, monsters don't have separate move and action spee 10:53:41 yeah that's what it does. it also makes melee attacks fumble, and stops you from flying (or doesnt let you cast it if you are flying) 10:53:46 dpeg: the standard ways of dealing with roxanne are to exclude her and forget about her or to shoot high-range conjurations at her 10:53:50 we can make immobile monsters immune to leda 10:53:54 the fact that it slows monsters is the only thing that makes it (barely) usable anyway 10:53:58 elliptic: well, of course. 10:53:58 I don't think anyone goes and melees her 10:54:23 so this would just make her cast her actual dangerous spells less often in the cases where you are in range 10:54:36 elliptic: I see. 10:54:46 elliptic: she's pretty weak to melee 10:54:49 (you can also kill her by popping out around a corner, firing low-range conjurations at her, and then retreating around the corner to heal) 10:54:56 (since she doesn't heal) 10:55:13 kilobyte: her conjurations hurt a lot and melee types don't generally want her book anyway 10:55:26 perhaps we better drop her 10:55:33 I think I already meleed her to death. A Tr with Blade Hands 10:56:02 I have never used spells on her, even on hybrid chars 10:56:26 she's resistant to everything but IMB/IOOD, but had no rAxe 10:56:31 well, if you stay at range 6 from her and have decent MR then she can't do anything 10:56:36 and she doesn't heal 10:56:39 The question is if a stationary unique can be interesting. 10:56:40 so even magic dart will kill her 10:56:59 elliptic: yes, I heard that. It really bad. 10:57:14 she was a lot more fun before the range nerf 10:57:22 maybe give her blink if that can be flavored reasonably 10:58:32 what if you made her blink other close spell irresistable? is that too evil? 10:58:55 elliptic: no! 10:59:08 I mean, it is not too evil :) 10:59:51 evilmike: hard to make a stationary unique too evil unless you make it one-shot people all the time, really 11:00:16 elliptic: why? If she made players come closer like sirens, you can still react. 11:00:20 one thing that would be sort of cool is if roxanne spawned randomly inside vaults 11:00:24 I suppose. The way she can blink you towards her makes her a little bit more threatening at least... 11:00:27 ah, sorry, you didn't mean that 11:00:32 there's that awesome kill where she blinked someone into their own iood 11:00:33 dpeg: Oc are medium size 11:00:39 thank you 11:00:48 now I got all the numbers I need 11:00:48 could she summon rock walls behind you or something 11:00:52 evilmike: yeah, that one is great 11:01:06 oh, the beauty of IOOD 11:01:11 Mu_: I love that idea 11:01:35 do summoned rock walls disapear eventually? 11:01:45 oh yeah one random comment about roxanne... I used to think she was an ice statue because she was blue, and would try wands of fire on her 11:01:53 I dunno if other people were/are dumb enough to do that 11:02:09 dpeg: https://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/species.cc#line266 (I already gave you that link before :P) 11:02:18 SamB: summoned would suffice, yes. 11:02:41 galehar: yes. I feel guilty. 11:03:27 Sounds like you could still abuse that by keeping Roxanne at the edge of your LOS 11:03:55 or do monsters share your LOS? :P 11:04:25 it'd be kind of weird if they can see behind a corner just because you can 11:04:40 sight is symmetric 11:05:04 anything else is a big opportunity for abuses of all kinds 11:05:14 Chousuke: presumably roxanne would summon walls behind you even if they were out of her sight 11:06:05 elliptic: or we replace blink with lure 11:06:30 lure? is that like mesmerize? 11:07:02 Make Roxanne a mimic ;/ 11:07:07 elliptic: yes 11:07:19 is that the siren version which actually pulls you? 11:07:21 dpeg: hi 11:07:26 mumra: Hi! 11:07:28 "Roxanne the statue mimic" 11:07:49 that might make her more likely to appear guarding vaults at least! 11:07:57 or you could have her just be a normal statue until you get too close 11:08:04 then she wakes up 11:08:16 well, that is how mimics work essentially :) 11:08:22 though I guess that would make people afraid of statues 11:09:22 that might still be fun. 11:09:34 we'll just have to forget to put it in the changelog ;) 11:09:50 hehe 11:10:08 you could use the idea for stone golems or something 11:10:21 have them mimic statues until you get a bit close... might want to increase their speed for that 11:10:51 I guess then they should also be immune to ranged attacks in statue form 11:11:20 You could make sure they're always among normal statue and keep them slow. 11:11:31 When they're out of view, they can shuffle statues around and revert to being hidden. 11:12:05 mimics are immune to ranged attacks until revealed now 11:12:37 -!- galehar has quit [Remote host closed the connection] 11:14:09 -!- galehar has joined ##crawl-dev 11:14:09 11:15:58 is so cute now 11:20:58 does anyone know of documentation about setting up a crawl server? 11:22:43 ??dgl 11:22:43 dgl[1/1]: https://github.com/greensnark/dgamelaunch-crawl 11:23:30 < evilmike> have them mimic statues until you get a bit close... might want to increase their speed for that 11:23:37 thanks eronarn 11:23:38 'lava orcish idol' 11:27:54 as i suspected, i don't think it'll be easy on my windows server :( 11:28:49 mumra: why're you trying to run a crawl server? 11:29:54 eronarn: dpeg wanted to test the demigods patch i've been working on ... wanted to see how easy it'd be to just set up a test server 11:30:11 on windows server? practically impossible. 11:30:36 mumra: you don't need dgl for that, just set up ssh like i did for lava orcs 11:31:14 i have no idea how to do this on windows but i can set up your branch on my server if you can't figure it out 11:40:25 Eronarn: can definitely set up a terminal but no idea how to make that talk to crawl. anyway it's probably easier to just let him compile it! 11:41:00 that's true :) 11:56:23 LuckyNed the Destroyer (L18 HECj) (Elf:4) 11:56:51 !lm LuckyNed type=crash -log 11:56:52 41. LuckyNed, XL18 HECj, T:44015 (milestone): http://crawl.akrasiac.org/rawdata/LuckyNed/crash-LuckyNed-20110916-165621.txt 11:58:07 Unstable branch on crawl.develz.org updated to: 0.10-a0-747-gcb11ad7 (32) 12:07:44 -!- st_ has joined ##crawl-dev 12:07:44 12:09:54 for the first time, I feel loved 12:36:25 -!- ais523 has quit [Remote host closed the connection] 13:00:27 -!- MarvinPA_ has joined ##crawl-dev 13:00:27 13:04:14 -!- MarvinPA has quit [Ping timeout: 276 seconds] 13:10:38 -!- ussdefiant has quit [Ping timeout: 260 seconds] 13:26:28 -!- dtsund has joined ##crawl-dev 13:26:28 13:37:08 galehar: after a mere 1000 turns in the Abyss, most of the screen changes every turn. An XL 9..11 Cheibriados char, if delays matter. 13:43:15 that roguey layout has way too many secret doors now 13:47:27 -!- Ashenzari has joined ##crawl-dev 13:47:27 13:47:27 -!- 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. 13:50:15 -!- Ashenzari has joined ##crawl-dev 13:50:15 13:50:15 -!- 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. 14:02:08 -!- Ashenzari has joined ##crawl-dev 14:02:08 -!- 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. 14:02:23 -!- Ashenzari has joined ##crawl-dev 14:02:23 -!- 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. 14:19:10 -!- ussdefiant has joined ##crawl-dev 14:20:24 * SamB wonders how he should differentiate between Lua functions that are user-accessible and those that are not in the luadocs... 14:24:34 looks like Ashenzari has been repaired 14:24:56 Who killed the Ashenzaris? 14:25:45 SamB: i got a weird message with your name, was that intentional? 14:25:58 mumra: wierd how? 14:26:13 mumra: the ACTION? 14:26:14 [SamB VERSION] 14:26:21 oh, ctcp version 14:26:40 that's a special irc message that your client should interpret invisibly 14:26:57 yeah, that, I was just curious about what OS you were using 14:27:08 oh; Win 7 14:27:19 of course, come to think of it, you could be using different OSes for crawl and for your IRC client 14:27:22 I know I am :-) 14:27:49 -!- monqy has joined ##crawl-dev 14:29:05 no, both same - but, if you were commenting on my server question, the server is Win 2008R2 14:29:53 yeah, who knows how to allow someone to play crawl on a Windows system remotely :-) 14:30:09 I guess you could use Terminal Services 14:31:37 maybe i could get webtiles running, i've got python installed ... but the main purpose was for dpeg to playtest and i don't think he'd be happy with webtiles :) 14:31:38 kilobyte: you.time_taken is factored in both for the per turn morphing, and how fast the abyss gain speed 14:31:57 kilobyte: maybe it should be scaled down if you worship Chei, just like monster gen 14:32:26 kilobyte: don't really have the time to look at it (or even discuss it) now, so feel free to adjust it if you want 14:32:34 perhaps the Orb run as well? 14:32:43 run Linux in a VM and build it there? 14:32:56 good point. Orb run with Chei must not be very fun 14:33:16 elliptic? 14:33:35 i remember elliptic saying he did a chei orb run and it was really painful, yeah 14:33:45 orb run with chei is definitely not fun, but people other than me seemed to find it less awful 14:33:49 !lg . won chei 14:33:51 6. hyperbolic the Eclecticist (L25 MuSk), worshipper of Cheibriados, escaped with the Orb and 3 runes on 2011-06-26, with 1334523 points after 102241 turns and 7:47:19. 14:33:58 probably because they weren't healing-less mummies :P 14:34:19 SamB: did consider that, but server load might be too high running a whole VM - the server has websites running that need to be stable 14:35:20 in general it seems a bit strange to have big things be slowed down just because you are worshipping chei, but maybe it fits better now that chei gives passive slowness to you? 14:36:36 SamB: btw - nice one on the luadoc stuff, i mentioned it to due but i don't know if he's taken a look at it 14:37:19 kilobyte: did you try my latest abyss change with a normal speed char? 14:38:00 no, just this one 14:38:14 ok 14:38:19 have to go 14:38:21 bye 14:38:22 -!- galehar has quit [Quit: http://quassel-irc.org - Discuter simplement. Partout.] 14:41:56 Eronarn: a major problem occurred to me about swarms-as-clouds; you want Tornado to move the swarms around ... but tornado consists of clouds ... ergo Tornado cannot affect swarms ... 14:42:21 mumra: playing DG just now, btw 14:42:45 cool 14:43:06 Eronarn: actually ignore the above; tornado clearly does move other clouds around 14:43:11 -!- MarvinPA has joined ##crawl-dev 14:43:48 (but it seems a bit strange that other types of cloud would insta-kill swarms, but tornado would not...) 14:44:35 dpeg: there are some visible debugging messages when minions are generated, so i could see what text strings were being looked up 14:45:01 dpeg: are you aware of the wizard command i added for minion spawning? 14:45:44 -!- MarvinPA_ has quit [Ping timeout: 252 seconds] 14:46:47 Where does the @? and @?? monster info portion of Gretell come from? 14:47:50 mumra: no, just playing outside wizmode for a game 14:48:44 rawrmage: there's a tool named "monster", Nap King has a repository for it 14:48:45 dpeg: ok. minions will fail to spawn for gods where the build hasn't been set up (i.e. most of them) - or where there are errors in the build string, any random monster might appear 14:49:39 kilobyte: all right, does it get the info from the source? 14:51:09 mumra: Kiku seems mollifiedß 14:52:06 dpeg: probably tried to send a minion but one wasn't generated for above reasons; but wrath was zeroed anyway 14:52:35 rawrmage: yes, it runs a lobotomized build of Crawl to get that info 14:52:54 heh 14:54:06 A kobold comes into view. It is wielding a club. god speech lookup for Nemelex Xobeh minion dispatched Nemelex Xobeh says: "You have drawn... Justice!" Nemelex Xobeh seems mollified. 14:54:53 haha 14:55:24 mumra: is this a normal kobold? He could take quite a bit. 14:55:48 dpeg: the minion generation sets HD after the monster is generated, so probably not 14:56:11 dpeg: actually, i wanted to get someone to explain a bit more about HD; i'm a bit vague on the exact mechanics of it all 14:57:28 dpeg: i've listened to the roguelike episode 3 (the link napkin gave you earlier) while walking the dog today. Brogue is discussed, DCSS gets mentioned twice and we learn that john harris not only likes nethack but also Rogue. 14:58:07 bhaak: will listen to it too 14:58:25 you might get some ideas for dcss. 14:58:31 -!- Zaba has quit [Ping timeout: 258 seconds] 14:58:38 there are some interesting features in brogue 15:00:02 mumra: so the "cp -s" thing didn't flip out on Windows, or did you have to edit that? 15:00:28 bhaak: yes, I read their page 15:01:27 SamB: I haven't had chance to test it; but i'm using msysgit which is pretty much a unix environment, it should work in theory 15:01:54 Well, anyway, plain "cp" should work fine 15:02:03 it will just waste space and need to run more often 15:02:40 (evidently when make checks the freshness of a symlink, it sees the date of the destination file) 15:02:41 03kilobyte * rf8403369a461 10/crawl-ref/source/startup.cc: Hush a compiler warning. 15:02:52 03kilobyte * r690f2f5afb69 10/crawl-ref/source/abyss.cc: Let Chei "slow down the madness" of Abyss morphing, like he does spawns. 15:02:52 03kilobyte * rf6ca6e4020f6 10/crawl-ref/source/mon-place.cc: Let Chei slow down spawns during the Orb run as well. 15:04:08 kilobyte: good stuff 15:04:54 might be too good, but let's see how many new Chei wins we'll get 15:05:03 exactly 15:05:27 SamB: i'm just having a look at luadoc's source. we can just modify standard.lua and add "%.cc$" to the patterns array on line 406 15:05:27 * SamB comforts himself on the removal of his Chei patch by reminding himself that at least he used it to push through his stuff.h patch, so now he can do git rebases without necessarily having to rebuild practically all of Crawl 15:05:36 mumra: tried that 15:05:50 but then the "html" doclet did wierd things with the filenames 15:05:52 dpeg: i tried it a few times but it didn't catch me. so hearing 3 guys (especially when one is a nh addict) talking about it helps to guess if i should try it again. after the podcast, i know now that i probably don't :) 15:06:23 we could hack that too, but do we really want to keep our own versions of those in our tree? 15:06:59 SamB: i think the structure of luadoc is so that you can (and should) extend it with your own taglets and doclets 15:07:11 yes, it's easy 15:07:20 in html.lua you can add: href = string.gsub(href, "cc$", "html") 15:07:25 on line 123 15:07:32 that should do it 15:07:33 but we'd still need to keep our own versions of *those two* files 15:08:12 do you think it's worth it? 15:08:17 I wonder how often they get changed 15:09:32 -!- Zaba has joined ##crawl-dev 15:09:47 luadoc 3.0.1 was released 17th Feb 2008 15:10:06 so no, it won't change very often ;) 15:10:12 I rather wish the *lets were class-like, instead of modules 15:10:30 then we could just override those methods 15:10:45 mumra: do you want exact specifics on HD? I don't know *exactly* how it works, but if you want to get a rough idea, you can mess around with @?? 15:10:48 it'd be nicest if they just had config files where you could specify extensions 15:10:48 for instance: 15:10:53 @?? kobold hd:20 15:10:53 kobold (07K) | Speed: 10 | HD: 20 | Health: 55-85 | AC/EV: 2/12 | Damage: 4 | Res: 06magic(1) | Chunks: 09poisonous | XP: 2185. 15:10:57 that would also be good 15:11:11 evilmike: yeah, i've seen HD for most monsters 15:11:18 gretell isn't saying everything there... that 20 hd kobold has a higher chance of hitting you, for example 15:11:37 evilmike: but where monsters are defined (mon-data.h) there are 4 parameters for HD ... can't find any explanation of what they do though 15:11:45 oh, those are hp numbers 15:11:53 the expanation is at the top of the file, in a big comment 15:11:54 mumra: it's at the top of the 15:11:55 efb 15:11:57 no, hp is separate 15:12:05 they are HD numbers, which then affect HD 15:12:08 the first (i think) number is hd, the rest are hp stuff 15:12:09 -!- MarvinPA_ has joined ##crawl-dev 15:12:20 it's explained at the top of mon-data i think? 15:12:21 iirc it's: HD number, size of each HD, flat bonus per die, flat bonus to total 15:12:23 hp_dice [4] 15:12:23 - hit dice, min hp per HD, extra random hp per HD, fixed HP (unique mons) 15:12:27 wait a sec, just loading up the source 15:12:44 ahh 15:12:59 funnily enough it's the exact same system D&D 3E uses :P 15:13:19 maybe it got updated when 3e came out?? 15:13:47 mumra: other clouds don't have to be able to kill swarm clouds, fwiw 15:14:09 right now, clouds are immune to other clouds, except for inferior clouds being overwritten (poisonous overwrites meph, for instance) 15:14:10 a few days ago I was browsing through that old yahoo group where pre-dcss was discussed about 12 years ago, it looked like they were taking ideas from d&d almost up to when it was abandoned 15:14:13 Eronard: didn't see the "further explanation" further down, was just looking at the row summaries :S 15:14:40 this could be checked at the level of swarm monsters, like: if monster lacks rPois+, and cloud is poisonous or confusion, the swarm cloud is inferior 15:15:24 -!- MarvinPA has quit [Ping timeout: 252 seconds] 15:15:31 you could also have clouds cause swarms to disperse heavily, or be moved around 15:15:42 or you could make swarms and clouds able to coexist 15:15:49 Eronarn: the thing is, it means either a) clouds are completely ineffective against swarms or b) swarms completely neutralise clouds - neither of which seem entirely satisfactory mechanically 15:15:56 (or even *clouds* and clouds able to. we already have done this for silence/halo/etc.) 15:16:46 Eronarn: the way to make them coexist is for them to not be clouds. making clouds coexist in general would be extremely hard, and interface-wise a nightmare (how does a console player see when two clouds are on the same square?) 15:17:15 reverse-video the cloud ;-P 15:17:19 joking 15:17:20 theme-wise, clouds should be the best weapon against swarms 15:17:22 mumra: mechanically it wouldn't be that hard actually. just make the cloud grid a bitmask 15:17:37 since there's a small, finite number of them 15:17:42 Eronarn: clouds have a power property 15:17:45 better would be to show a different glyph 15:17:52 and other properties, like spread rate 15:18:05 SamB: what about when 3 clouds coexist? ;) 15:18:12 okay, that's true, so a bit more complicated than a bitmask :) but really, it wouldn't be any worse than having coccurring monsters 15:18:23 well, I meant, one that would cause them to use "x" to see what's there 15:18:25 interface is the bigger issue though, yes 15:18:27 or right-click 15:18:33 Eronarn: kilobyte already stated that coexisting monsters is way too complicated 15:18:33 or something... 15:18:49 anyway, yeah, messy 15:19:09 anyways - i think it's fine if clouds are good against clouds, whether swarms or not 15:19:21 and there's plenty of parameters to tweak as to how clouds overwrite clouds 15:19:31 the current implementation (again, swarm or not) is very simple in that regard 15:21:36 cocurring monsters break with a roguelike staple -- it can be done but I am not sure it is a good tradeoff here 15:24:25 it can be confusing enough when clouds and monsters (or the player) are on the same square 15:24:37 there are ways of checking of course, but no quick way at a glance 15:25:07 exactly 15:25:27 dpeg: you know we have a coccurring monster in crawl right now, right? :) 15:25:30 @??spriggan rider 15:25:30 spriggan rider (12i) | Speed: 16 | HD: 11 | Health: 35-52 | AC/EV: 1/16 | Damage: 21 | Flags: see invisible, fly | Res: 06magic(102) | Vul: 09poison | Chunks: 07contaminated | XP: 1077. 15:26:18 03elliptic * raa00587285c3 10/crawl-ref/source/religion.cc: Fix Chei resistance messages. 15:26:19 it's very hack-y, though 15:27:10 oh, the Chei ^ screen is still going to look bad 15:27:33 someone better at such things than me should prettify Chei text sometime 15:27:42 I like mumra's approach as monsters that have an effect upon contact (generalising spores) 15:28:56 elliptic: will have a look 15:30:46 dpeg: i think i've got a couple ideas to make them more interesting (particularly vs melee); but i'll write a proposal on the wiki so it can be debated later, there's enough going on for 0.10 as is 15:32:09 mumra: feature-wise 0.10 will be full, if all goes in. 15:32:17 dpeg: still room for alchemists! 15:34:06 they are actually good to go apart from needing two new spells coded. but unfortunately those effects are tricky :( 15:35:00 Eronarn: is there a wiki page? 15:38:04 hmm, i think so 15:38:30 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:alchemy&s[]=alchemy 15:38:41 just ignore the comments, they're basically terrible 15:42:41 Eronarn: yes, cleaning up a page can help so much. I did that recently with Elyvilon and traps. Always some work though. 15:43:08 i don't like to just delete comments but i don't think there is even a single thing of value said there 15:43:12 b0rsuk is the worst offender 15:44:46 you won't really be deleting comments, the wiki keeps a history 15:46:37 still :P 15:53:22 b0rsuk has great ideas at times and his comments can be completely off the mark (I've been the target of his contempt a few times). But he is not alone with this. 15:55:37 Eronarn: what i think Alchemy needs is a) a couple of new low-level tmut spells and b) three or four new Alchemy spells to flesh out the school 15:56:30 otherwise, it's just "poison renamed and two spells stolen from tmut" ;) 15:59:20 SamB: oh, I forgot about luadoc! i don't think there's a problem with having out own taglet and doclet; it lets us do other things (like adding new tags, which would solve your problem of how to differentiate internal and api Lua) 16:00:37 mumra: the new tmut spells, yes, sure - i have some ideas but nothing wikified 16:00:38 well, both clua and dlua are APIs; clua just has ... less 16:00:46 i have two new alch spells for the alchemist, so far 16:01:08 what do they stand for, anyway? 16:01:12 SamB: ok, i see what you mean 16:01:19 more would be great, of course 16:01:21 SamB: client lua and ... uh ... dungeon lua ? 16:01:34 that could be ;-) 16:01:48 SamB: clua is for the client to use, you can use it in the config files 16:01:56 SamB: dlua is all the stuff you can use in vaults 16:02:12 it will only run on the server in online games 16:02:36 oh, clua could be "configuration lua" 16:02:55 i'm pretty sure it's client lua 16:03:03 but, same difference 16:03:08 all of it runs on the server 16:03:33 the client can customise their clua 16:03:55 well, anyway, I figured out what they mean well enough 16:04:07 but what they are meant to abbreviate, not so much ;-) 16:04:17 it needs to be two distinct sets of documentation, anyway 16:04:28 Does it? 16:04:53 i think so; they have very different purposes. dlua is for developers; clua is for players. 16:05:22 yeah 16:05:34 but dlua seems to be a superset of dlua... 16:05:35 so the clua docs need to be included with the manual 16:05:38 er. of clua 16:06:16 included how? 16:06:41 in a subfolder, perhaps 16:07:15 the developer documentation seems to get installed already, just FYI 16:07:41 not the luadocs yet, obviously 16:07:57 SamB: everything in clua can be called from dlua, yeah; there's a couple of cases where a function by the same name shadows a clua one making it inaccessible but they do roughly the same 16:08:06 kilobyte: ah 16:08:24 hadn't thought of that 16:08:36 03kilobyte * r4d41d327e13d 10/crawl-ref/source/religion.cc: Fix a message fix. 16:09:37 SamB: l_libs.h defines which modules are available to clua and which to dlua 16:10:00 mumra: it's not actually on a module-by-module basis, anyway 16:10:56 many modules have two tables, one for clua and one for dlua, and (I assume) the dlua one inherits from the clua one 16:11:46 called _clib and _dlib, respectively 16:11:59 i think it needs a new luadoc tag; so you can define whether a function is for clua, dlua, or both. then run two luadoc processes in the makefile, to build each set of documentation. 16:13:19 I personally think it would make more sense to build one set, but have it put functions in different sections depending on if they're clua or not 16:14:14 and perhaps concisely mark each function with which of the three it is 16:14:44 also that; the toc can be split into clua/dlua, and some functions will appear in both 16:15:46 I think it's best to only have a function appear in both if it the dlua version is different from the clua one 16:16:24 that wouldn't be friendly for people browsing the docs 16:16:40 if a function isn't listed in, say, dlua, then how will they know it's there? 16:17:38 like kilobyte just said, all clua functions are available in dlua 16:17:59 except the shadowed ones 16:19:00 it's confusing though; as a vault designer, i have to browse both clua and dlua documentation to see everything that's there 16:19:20 I'm saying it'd be on the same pages 16:19:28 the only case I remember are two functions where the clua version uses coordinates relative to the player, while dlua uses absolute 16:19:48 yeah, that makes sense 16:19:49 SamB: i thought you said functions would be in different sections? 16:19:57 clua isn't supposed to have access to absolute coordinates 16:20:11 mumra: of each module's page, yeah 16:20:22 just so they're not all interspersed 16:20:48 SamB: maybe it should just be one big documentation, and each function is marked clearly whether it's in clua or not, on the module page and on the function page; and any specific differents like the one kilobyte mentioned are covered on that function's page 16:21:14 mumra: functions don't seem to get their own pages 16:21:32 and yeah, we could just document each one once 16:22:08 luadoc might not be able to handle some being documented twice ;-) 16:22:12 !tell galehar what do you think the inferface for partial skills should be? Micromanaging skills is quite tedious, and without that you lose N-1 skills where N is the number of ones you have turned on... 16:22:12 kilobyte: OK, I'll let galehar know. 16:23:24 mumra: I just figured that it would be the same sectioning idea as in the source, with the clua functions first, then the dlua ones 16:24:40 SamB: i've got a feeling luadoc will sort everything alphabetically by default? 16:24:47 indeed 16:25:10 so we'd need to get it to sort based on that dlua/clua/both tag 16:26:12 SamB: I would still prefer it unsectioned; there are already a lot of functions, having them in two separate lists makes things harder for me (as a dlua user). Maybe could have a javascript checkbox to hide all the dlua-only entries for clua users? 16:26:27 mumra: maybe! 16:26:35 SamB: actually, what I'd like is to subdivide each module a little into categories 16:26:42 probably easier to implement anyway 16:26:47 hmm, that would be nice 16:29:12 -!- dtsund has quit [Quit: dtsund] 16:35:59 darnit 16:36:10 to use our own doclet, we need to rewrite the templates :-( 16:37:04 SamB: include a copy of them, you mean? 16:38:09 the templates are separate, but the included ones include absolute references to things in the html doclet 16:38:23 SamB: i think including the whole luadoc source in the Crawl source is requisite anyway (otherwise it's an external that people have to download); probably in "contrib" ? 16:38:53 oh, well, sure, for those who actually use the contrib 16:39:30 * SamB is developing on Debian, so he just installed the prescribed packages 16:40:00 (and luadoc, obviously) 16:40:27 i just followed the git instructions on wiki; which included pulling all the contrib modules 16:40:42 yeah, I had to figure out how to get rid of the externals 16:41:13 I may have settled for zapping contrib/ and telling git to put it back 16:42:33 since I started that way before reading the "Building on Unix" section of INSTALL.txt 16:45:47 well, i can see how to make the required changes to taglets and doclets to handle clua/dlua and categories; i can make the changes (but i'd like to first hear whether due supports luadoc rather than finding a way to make doxygen do it) 16:46:35 due: are you there ? 16:52:48 -!- greatzebu has joined ##crawl-dev 16:56:20 greatzebu: hi! 16:56:35 hi dpeg, how's it going? 16:56:40 cool! 16:56:46 greatzebu: you're back? 16:57:17 what do you mean? 16:57:35 greatzebu: I thought you have been away or busy for a while? 16:58:01 ahh, i haven't been on irc too much this week due to real life, but yeah, i'm here 16:58:23 \o/ 16:58:28 :-) 16:59:16 i'm sure i have missed lots of exciting developments. you guys move fast around here! 17:01:50 greatzebu: just told jpeg how quickly you coded the uniques/ghost annotations (it was her idea), she was happy to hear that 17:02:17 it was a really nice idea, i'm happy with how it turned out 17:02:36 i've been playing 0.9 and wishing i had it available :) 17:03:10 so i credit jpeg for a winning concept 17:03:25 It is amazing how we've been seriously trying to improve the interface since DCSS 0.1 and there's still so simple stuff left open. 17:03:48 Sure, there are also many overly complicated ideas with lots of work and little gain, but we can just ignore those. 17:04:25 development is a ton of work, even if you're doing it well. but knowing what to do is the hardest part, i think 17:04:39 once you have a clear idea of what you want, implementation isn't so bad 17:05:14 greatzebu: this is what the coders tell me. I don't code, to me it is exactly the opposite :) 17:06:04 this is why it's good to have lots of contributors 17:06:17 but regardless, it's a lot of fun to see changes in the game and be able to say "I did that" 17:06:59 greatzebu: sure. We should have started asking for help much earlier, no idea why it took so long. 17:07:31 organizing properly is probably the hardest task of all 17:07:41 good ideas and good code are simple in comparison 17:07:57 dpeg: we should challenge some other actively developed major roguelikes to a UI-off 17:08:09 UI-off? 17:08:20 eronarn: no worthy competitors, i fear 17:08:33 greatzebu: hm, could be that I am doing my share of organisation. Never saw it like that, though :) 17:08:35 greatzebu: tome 17:08:47 very active, and they make huge strides on their UI 17:08:51 What does "UI-off" mean? 17:08:54 never played it, i'll have to try some time 17:09:35 dpeg: friendly rivalry contest to see who can improve it the most in a given amount of time :) and lets you pool UI testing by both using the same testers 17:09:36 kind of competetion, or a trade? 17:09:44 ah 17:09:49 is this common in some circles? 17:10:12 i'm not aware of anyone who has done it before - but OS often skimps on UI, and closed often keeps it very in-house 17:10:53 Why does OS generally neglect UI? I see no principal reason why it should. We don't, for example. Is TOME open? 17:11:33 when your only contributors are coders, you will almost always get bad UI 17:11:36 * dpeg can take "Tome's interface is better than Crawl's" much more easily than "Incursion's gods are cooler than Crawl's" 17:11:48 dpeg: i would guess: because of the emphasis on command line; because projects are developed by and therefore often for advanced users; because it's a 'nice thing to have' but participation peters out before you get to it 17:12:00 we're good in this regard, of course 17:12:06 but a lot of other projects aren't 17:12:07 greatzebu: I am afraid I have to agree, even when looking at our coders. They are open for UI proposals, however. 17:12:27 and yes, tome is open 17:12:38 good, so much better than ADOM 17:12:50 DCSS always had a non-coding dev, first Erik than me. So I guess that helps a lot. 17:13:01 definitely 17:13:06 tome and crawl have the best UIs of the RLs i've played, and they're also both actively developed 17:13:12 greatzebu: in my experience, specification is about 90% of implementation 17:13:13 and are both popular 17:13:42 of course, that other 10% tends to take a disproportionately long amount of time 17:13:55 agreed, mumra. a solid spec is almost as good as an implementation for lots of things 17:13:55 Eronarn: jpeg and I are planning the next player poll (will come with 0.10 release). Do you know if there are figures for TOME? Would be interesting to compare. Do they have tournaments or other events? 17:14:24 * dpeg points to the Elyvilon wiki page. =) 17:14:31 dpeg: no tournaments, but they have a website with user logins and such, very active forums, live in-game chat 17:14:48 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:elyvilon 17:15:01 the website lets you search for data through a web gui rather than sequell command line style stuff 17:15:30 Eronarn: I think you're grounded in both communities, perhaps you can show them our poll results some time. Might inspire them to do their own. Heck, even a Nethack variant did that! 17:15:30 http://te4.org/descriptor-statistics/tome/class/cursed 17:16:27 or a general summary: http://te4.org/game-statistics 17:17:21 interesting, many thansk 17:17:42 i don't know darkgod that much but he does hang around in rgrd which i'm in so if you're around at the same time he is i'll ask him to stop by 17:18:08 some parts seem almost diametral to how we are doing it (alone from reading the species/background list it seems a whole more epic to me), which is good of course -- is there a design document or something similar? 17:18:26 not really time to poll like that 17:18:31 thanks for offer 17:18:41 Is he doing this on his own? 17:20:10 general approach seems similar to ours - someone takes over a new feature, codes it, then it gets integrated more smoothly 17:20:20 difference being that he is more dictatorial 17:20:25 it's 'his baby' 17:20:42 ah, so he does hand out tasks, would've been insane if not 17:21:03 more dictatorial has advantages and drawbacks, as always 17:21:07 more like people work on their ideas for 'cool' things (the code base is much cleaner than crawl), and then he figures out a way to make it work in the game's established setting/mechanics 17:21:27 but the facts "open" plus "hands out tasks" means that he is much better off than Biskup, say 17:21:54 the fact that there's unlocks also helps; you can have some complex/intricate class and then hide it from new players 17:22:04 is adom even active any more? i was under the impression that it wasn't being developed any more 17:22:06 Well, he wrote an engine, right? We're working with ancient inherited code, plasters all over the place. 17:22:27 greatzebu: there is talk about JADE, rubbish if you ask me, but I could be wrong 17:22:29 yes, a heavily lua engine. i haven't looked at it in depth, but the snippets are very, very clean 17:22:38 thomas biskup "released" jade a few months ago, which was (until then) the duke nukem forever of roguelikes 17:22:42 Eronarn: I tried to entice folks into unlocks a couple of times, does not work here 17:22:43 dpeg: biskup has apparently started actively developing again 17:22:44 but it's not much of a game yet 17:22:51 crawl code is a lot of things, but clean is not one of them 17:23:11 greatzebu: the elders say that is used to be MUCH worse, take that as what you want :) 17:23:12 i don't think unlocks would work in crawl simply because we haven't had them for so long 17:23:17 -!- syllogism has quit [] 17:23:23 people would be pissed if they had to unlock stuff to play it 17:23:48 Eronarn: I was suggesting extremely mild versions, e.g. can unlock from the options file, but got a storm of protest 17:25:03 achievements would be cool, though :) 17:25:21 except, they're called "banners" ;) 17:25:33 could you make it so if you update crawl and have an already existing options file, everything starts unlocked? 17:25:41 mumra: nah, you need more achievements than that... banners would be 'big' achievements 17:25:43 that way experienced players wouldn't even notice, hopefully 17:25:46 but there's also stuff like 'got the slime rune' 17:26:11 I am sure we could set up an achievement system that is interesting for new and veteran players alike but ... priorities. 17:26:23 i think we should just straight up copy doomRL's 17:26:32 a lot of them directly translate 17:26:38 'cleared this level', 'killed this many enemies' 17:26:45 evilmike: probably. With a new option only set in the new option file (so not touched by the old one). 17:26:45 good artists borrow, great artists steal :-) 17:27:08 The random gods will be an achievement system on their own. 17:27:29 Ziggurats did at least this one hope I had in them (they're used as a kind of achievement measure). 17:27:36 *fulfill 17:28:34 * dpeg should just make an implementable with the remaining Ziggurat ideas. 17:29:29 dpeg: you know what might help zigs? make them adaptive 17:29:38 the zig gets 27 chances to try and kill you, and learns as it goes 17:29:49 Eronarn: so if a player storms storey type A easily, don't use it anymore? 17:29:57 interesting, will ponder on that one 17:30:49 lots of ways it could work out, but it'd make zigs a LOT more doable for melee characters while also still challenging for shatternadostormers 17:31:06 yes, there should be a lot more furniture 17:31:15 one of the items on the agenda 17:31:31 could be cool to have, say, 20 presets and announce what kind it is with some flavor text when you enter 17:31:55 'A maze of shifting passages', 'An open arena', 'A set of bridges over a pool of lava' 17:32:18 that is cool but not sure it'll help the immediate cause 17:33:02 Eronarn: so you'd reckon is the biggest "competition" to Crawl right now? (I am really fine with prospering roguelikes out there, no worries.) I somehow remembered from past channel talk that to be Incursion. 17:35:35 it's good to have other prospering roguelikes, but it's also good for crawl to be the best of them all 17:36:20 Sounds jaded, but I think the roguelike genre suffered somewhat from the fact that Nethack was traditionally seen as the pinnacle. 17:36:42 probably true 17:36:46 incursion is pretty much dead 17:37:00 If someone picks up Nethack, it looks, feels and plays very dated. The forks are better, but almost completely unknown outside the NH scene, I am afraid. 17:37:11 evilmike: serves them right, closed source bullshit 17:37:17 heh 17:37:35 last i heard the guy making that was working on creating his own programming language from scratch, to make incursion in 17:37:39 nethacks subtle flaws are only exceeded by its blindingly obvious flaws 17:37:40 which of course means it will never get done 17:37:52 I am serious: developer idea envy and megalomania ("all the good ideas are mine, I don't need outside input") 17:38:17 greatzebu: I see we're in the same boat. For how long did you play NH? 17:38:59 dpeg: not all that long, ascended a few characters and got bored with it 17:39:04 It is amazing that DF can get by with single dev and closed source approach. 17:39:34 greatzebu: my scars are deeper... played it for ten years or so (with wins, which is easy once you're spoilt). 17:40:06 i don't see how anyone plays that game without massive spoilers 17:40:08 DF is barely playable as it is 17:40:22 even on high end computers it runs really slowly 17:40:33 greatzebu: there is talk of this one unspoiled player (no joke, as ais) 17:40:37 *ask ais 17:41:23 poor guy must have a lot of free time on his hands 17:41:29 evilmike: I read the DF dev log very irregularly. Their concept of what a game is really alien to me, which is probably a good thing. 17:41:44 it's more of a really weird... simulator thing 17:41:55 a few years ago, back when it was still fairly simple and 2d, it felt more like a game 17:41:56 yes, but there is always a market for those 17:42:01 i've never played DF, but it at least seems like an interesting, ambitious project 17:44:13 I do think one-man closed-source projects can work, though. DF suffers from it, but DoomRL seems to work fine (and if it ceased development today, it would still be a complete game) 17:44:24 really depends on the scope of the project, and what kind of goals it has, I think 17:45:31 evilmike: I agree with that. Talked a lot with Jeff from POWDER about this. Closed is actually crucial for the early stages of a small project lest everyone start telling you to code _their_ game. But once a certain size/scope has been reached, opening up is the way to go. 17:46:12 mumra: am now 17:47:20 due: hi - did you see comments about luadoc? 17:47:33 mumra: only vaguely, I'msorry 17:48:34 due: basically, luadoc can be abused to generate documentation out of comment blocks in *.cc files, as well as *.lua 17:49:12 mumra: oh, nice 17:49:36 but, if you started using doxygen for documenting the c++ source, you'd end up with two lots of documentation in slightly different formats 17:51:02 -!- greatzebu has quit [Quit: greatzebu] 17:51:22 Is there a doxygen->luadoc converter? 17:51:34 luadoc just produces html or text output 17:52:07 so, the templates could be modified to be formatted the same; probably something could be done to combine toc's 17:58:48 03kilobyte * r815f45401823 10/crawl-ref/source/book-data.h: Sort the book of Earth. 17:58:54 03kilobyte * rd03843aec7a6 10/crawl-ref/source/spl-damage.cc: Use two passes for shillelagh messaging/damage. 18:15:49 -!- greatzebu has joined ##crawl-dev 18:22:09 -!- Adeon is now known as MaryPoppins 18:23:34 evilmike: when i first heard of incursion years ago, apparently the head dev has a 'work 6 months, busy with real life 6 months' schedule 18:23:39 can't imagine this is conducive to keeping up interest 18:23:59 i cant imagine how that even works... 18:24:29 dpeg: btw, DF is one of my fav. design inspirations :) 18:24:30 did he just not... do normal life things for half a year? 18:24:48 it came up today, when i was speaking with one of my professors (who does computational modeling) 18:24:55 odds are that the model i make with him will be less taxing than running DF 18:25:10 Eronarn: that does not surprise me at all 18:26:18 * SamB doesn't think trying to combine doxygen and luadoc is a good idea 18:28:39 (I can see why you might want to use your wonderful doxygen documentation of some of the more complicated functions in the Lua interface documentation., though.) 18:28:54 (Oh, but wait, you didn't actually write that yet!) 18:31:05 SamB: doxygen is more about documenting the c++ code; i.e. the entire crawl source 18:31:08 https://gitorious.org/~SamB/crawl/sambs-crawl/commits/luadoc now uses slightly-customized taglets and doclets 18:31:11 it's just something due was talking about previously 18:31:18 yeah, not a bad thing to do 18:31:29 luadoc of course can't do that :) 18:31:41 but, then we'd have two sets of docs in slightly different formats 18:32:22 Yeah, but it would be hard to get one format that worked well with both lua and C++, wouldn't it? 18:33:11 not if a) use an lua filter on doxygen or b) customise either system's output to be extremely similar to the other 18:34:03 the same format doesn't necessarily make sense for such different languages... 18:34:56 It *would* be kind of nice if the input formats were more similar 18:34:57 languages aren't really that different ... just function(param,param) -> return value 18:35:10 i'm more thinking about the *output* formats 18:35:47 next you'll be complaining that .des and C++ are too different... 18:36:10 ? 18:37:14 i'm just thinking consistent layout of documentation is a helpful thing ... but, the most important thing is that there *is* documentation ;) 18:37:41 Indeed 18:37:53 anyway; i just wanted to get due's feedback on all of this, and whether he was happy with an luadoc solution, since it was him talking about doxygen in the first place 18:38:11 oh, I also wrote some small amount of documentation for stuff towards the beginning of l_crawl.cc 18:38:21 cool 18:38:32 * due has no particular comment; hasn't had time to much crawl recently 18:39:07 due: but while you're here: what is the state of the holy monsters? 18:39:09 (prior to this, i was about to start adding lua documentation on the wiki; but when due and kilobyte were talking about doxygen i stopped that, because clearly self-documented code is a far better solution, whatever the mechanics) 18:39:15 There's lots of stuff missing, but I tried to at least give prototypes for each function before going on... 18:39:16 dpeg: unfinished, likely 18:39:31 due: sure, but is there a plan what's left to do? 18:39:38 dpeg: oh yes 18:39:44 on the wiki? 18:39:57 I ... think so 18:40:07 Alternately, in my head 18:40:09 due: could you have a look if it's there and up to date? 18:40:20 I can then try to get the remaining pieces in. 18:40:50 -!- RichardHawk has quit [Ping timeout: 258 seconds] 18:41:55 so anyway, anyone who wants to take a look at what I've got should be able to do so by grabbing my luadoc branch, installing luadoc, and typing "make [insert-your-make-vars-here] api" in the source directory 18:42:12 dpeg: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:holy 18:42:26 (I have no idea how to do it if you use lua from contrib/!) 18:43:09 LuckyNed the Anemomancer (L23 HECj) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 906 failed on turn 70441. (Vault:8) 18:43:28 due: I know. The page is in a somewhat sorry state. You don't have to clean it up, I can do that. But I need to know what's obsolete and/or planned. 18:45:05 dpeg: sure, I can't look at it just now, but if oyu remind me later on tonight, I can do it then 18:45:49 Woop webtiles websocket constantly dying! 18:45:56 not urgent, I'll keep reminding you from time to time 18:46:12 dpeg: thanks :) 18:48:52 Potions of Experience failed in mastering skills (https://crawl.develz.org/mantis/view.php?id=4555) by Claws 18:49:13 oh, I've seen that size assert before I think 18:49:23 happens when you resize your terminal... 18:49:46 yea 18:50:33 -!- MarvinPA has joined ##crawl-dev 18:51:20 too small & then it tries to write outside the boundaries, right? I have no idea on how to fix it beyond making sure to enforce a large enough termsize at game start 18:51:36 which is what already happens right 18:54:13 -!- MarvinPA_ has quit [Ping timeout: 260 seconds] 19:02:36 Hey, I have an issue with webtiles 19:02:44 it keeps saying the websocket connection has failed. 19:03:11 SamB: good work anyway on get it working; maybe submit on issue on mantis? i'd love to see it in trunk 19:03:19 maybe the websocket connection has failed FaMott 19:03:28 rawrmage, I mean, this constantly happens. 19:03:43 i think the websocket connection is constantly failing 19:03:46 how constantly? 19:03:59 SamB, like, at best, once every 5 minutes, at worst, the second I load up a game to watch 19:04:16 probably rawrmage is right, then 19:04:31 try restarting your computer 19:04:45 how's your connectivity? 19:05:07 SamB, Stable, my internet isn't flickering or anything 19:05:20 what does ping think? 19:05:52 133 ms 19:05:57 0 loss 19:06:03 what about jitter 19:06:16 There isn't any 19:06:27 If there is its <5 ms 19:10:37 -!- petete has quit [Remote host closed the connection] 19:14:45 -!- ainsophyao has joined ##crawl-dev 19:19:28 -!- dpeg has quit [Quit: zzz] 19:45:11 -!- UbAh has joined ##crawl-dev 20:22:36 -!- Twilight-1 has quit [Read error: Connection reset by peer] 20:23:00 -!- Twilight-1 has joined ##crawl-dev 20:29:05 -!- Pingas has quit [Read error: Connection reset by peer] 20:34:25 -!- Textmode has joined ##crawl-dev 20:50:08 -!- Wensley has joined ##crawl-dev 20:54:55 -!- MarvinPA_ has joined ##crawl-dev 20:56:04 -!- dtsund has joined ##crawl-dev 20:56:17 -!- Jude has joined ##crawl-dev 20:56:20 -!- st__ has joined ##crawl-dev 20:56:31 -!- ixtli has quit [Quit: Textual IRC Client: http://www.textualapp.com/] 20:58:06 -!- ixtli has joined ##crawl-dev 20:59:27 -!- Noeda has joined ##crawl-dev 20:59:49 -!- epyon|masamune has joined ##crawl-dev 21:00:07 -!- MarvinPA has quit [Ping timeout: 260 seconds] 21:00:07 -!- elliptic has quit [Ping timeout: 260 seconds] 21:00:08 -!- due has quit [Ping timeout: 260 seconds] 21:00:09 -!- MaryPoppins has quit [Ping timeout: 260 seconds] 21:00:10 -!- st_ has quit [Ping timeout: 260 seconds] 21:00:12 -!- ghallberg has quit [Ping timeout: 260 seconds] 21:00:14 -!- ghallberg has joined ##crawl-dev 21:00:14 -!- epyon has quit [Remote host closed the connection] 21:00:15 -!- epyon|masamune is now known as epyon 21:00:18 -!- elliptic has joined ##crawl-dev 21:04:00 -!- Jude is now known as due 21:31:25 -!- Fail_Bot has quit [Ping timeout: 240 seconds] 21:35:02 -!- st__ is now known as st_ 21:58:09 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 22:29:28 -!- Wensley has quit [Ping timeout: 260 seconds] 22:40:46 -!- elliptic has quit [Quit: Leaving] 22:52:59 -!- greatzebu has quit [Quit: greatzebu] 23:13:50 -!- valrus has joined ##crawl-dev 23:45:52 -!- valrus has quit [Remote host closed the connection]