00:06:40 -!- Brannock has quit [Ping timeout: 260 seconds] 00:17:36 -!- Sequell has quit [Ping timeout: 248 seconds] 00:18:25 -!- Sequell has joined ##crawl-dev 00:28:11 -!- Pacra has joined ##crawl-dev 00:33:25 -!- phill has quit [Quit: leaving] 00:44:19 -!- ixtli has quit [Quit: Computer has gone to sleep.] 00:45:40 -!- syraine has joined ##crawl-dev 00:45:48 Hi, um 00:46:06 I don't play Mountain Dwarves at all, I think I have a handful of games with them 00:46:23 But I wanted to point out that um, the race list in Crawl is straight from D&D 3.5 00:46:46 And the races that aren't playable are found in D:1-3 00:47:01 E.G orcs, goblins, etc. 00:47:38 So it's not exactly an argument to say that minotaurs are based off mythos whereas dwarves are merely Tolkienesque, because after all, that wasn't the intent 00:47:52 If you really want Crawl to be based off mythos, whatever 00:48:21 It's just that there is no basis for that; it would be a preference. 00:48:26 I think so.. 00:48:29 ? 00:48:55 I think everyone must have had too much candy 00:49:04 because it seems dead here now 00:49:14 -shrug- 00:49:26 Oh, and lastly all the races that were removed are also in D&D sourcebooks 00:49:33 Except Grey Elves, which would be probably um 00:49:38 Wood Elves 00:51:20 Oh! That's very clever 00:51:24 Roderic raised a great point 00:51:30 Minotaurs are present in precisely one myth 00:52:05 Dwarves, however, are present in the entirety of Norse mythos as the duergar (which would be the deep dwarves.) and in European myths too 00:52:16 that's right. those are the deep dwarves 00:52:20 not the mountain dwarves 00:52:39 note we didn't remove all dwarves from crawl 00:53:21 Oh 00:53:26 That's why I cleverly added the last five words 00:53:28 -smile- 00:53:43 I did a bit of light reading 00:53:59 The sort of dwarves in English writing are based off the fey 00:54:25 those aren't the mountain dwarves either 00:54:30 Those are dwarves, though 00:54:35 The basis for the modern form 00:54:45 Certainly minotaurs as they are described in Crawl don't exist 00:54:49 you mean the lil' guys? 00:54:52 That is, in fiction 00:54:55 the ones in the lolipop guild ? 00:54:58 Yes, the little guys 00:55:00 Something like that =3 00:55:11 Little spirits that work hard 00:55:26 The modern minotaur is honorable 00:55:35 Favors close combat, especially 00:55:47 Large weapons, extremely strong, seven feet tall, covered in fur, normal feet 00:57:59 Maybe this is absurd 00:58:02 But .. -shrug- 01:00:44 I think you'd get better results by suggesting interesting rules for MD 01:01:14 Hmm 01:02:21 Like, you know, Deep Dwarves have that whole "no regen" thing going on 01:02:21 Mountain Dwarves have immunity to trample and can wield 1.5-handed weapons with a shield without penalty. +3 Shields, +1 Armour, poor aptitudes with Short Blades and Staves 01:02:32 !apt md 01:02:33 MD: Air: -2, Armour: 3!, Axes: 2!, Bows: -2, Charms: -2, Conj: -1, Xbows: 1, Dodge: -1, Earth: 2, Evo: 1, Exp: 130, Fighting: 2!, Fire: 2!, Hexes: -2, Ice: -2, Inv: 0, Long: 0, Maces: 2!, Nec: -3*, Poison: -2, Polearms: -1, Shields: 2!, Short: 1, Slings: -1, Splcast: -3, Stab: -2, Staves: -1, Stealth: -3, Summ: -2, Throw: -1, Tloc: -2, Tmut: -1, Traps: 1, Unarmed: 0 01:02:52 There's no reason for them to have that good an aptitude with fire 01:03:06 I don't see why they're evokers 01:03:26 good fire and evocations are some of the only things that actually made them a bit unique in the first place 01:03:32 but they don't make sense 01:03:37 o.o 01:03:38 <|amethyst> dwarven artificers are a minor trope 01:03:43 crawl apts hardly ever make sense 01:03:47 that's just how it is. 01:03:48 dwarven artificers are a minor trope through the duergar 01:03:53 -!- bmh has quit [Quit: bmh] 01:03:59 not through Thorbardin dwarfkind 01:04:00 I'm talking about *interesting* mechanics 01:04:07 like merfolk's swimming 01:04:09 SamB, immunity to trample is a trope 01:04:17 <|amethyst> SamB: some kind of weapon-branding (a)ctivated ability 01:04:31 note that the "dwarven artificer" stuff is present in DD 01:04:36 yes 01:05:10 <|amethyst> I guess that's not really interesting, since it duplicates skalds 01:05:13 elliptic, are you neutral to this change? 01:05:29 which change? removing MD? 01:05:41 Yes, removing Mountain Dwarves from DCSS 0.10. 01:06:04 !lg elliptic name=elliptic s=-race race!=om race!=gn 01:06:04 203 games for elliptic (name=elliptic race!=om race!=gn): 1x Grey Draconian, 1x Red Draconian, 1x Purple Draconian, 1x Octopode, 1x Black Draconian, 1x Yellow Draconian, 1x Draconian, 2x Demigod, 2x Naga, 2x Felid, 2x Green Draconian, 3x Merfolk, 3x Kobold, 4x Ogre, 5x Ghoul, 6x Minotaur, 6x Mountain Dwarf, 6x Sludge Elf, 6x Human, 7x Hill Orc, 7x High Elf, 7x Vampire, 8x Deep Dwarf, 9x Deep Elf, ... 01:06:17 !lg elliptic name=elliptic s=-crace race!=om race!=gn xl>2 01:06:17 153 games for elliptic (name=elliptic race!=om race!=gn xl>2): 1x Octopode, 2x Demigod, 2x Felid, 2x Naga, 3x Merfolk, 3x Vampire, 3x Ogre, 3x Ghoul, 3x Kobold, 5x Hill Orc, 5x Human, 5x Minotaur, 6x Halfling, 6x Sludge Elf, 6x Mountain Dwarf, 6x High Elf, 7x Kenku, 7x Centaur, 7x Deep Dwarf, 8x Deep Elf, 8x Draconian, 9x Mummy, 13x Demonspawn, 15x Troll, 18x Spriggan 01:06:27 I was in favor of removing one of Mi and MD, and fairly neutral about which one to remove 01:06:39 I think the flavor argument is reasonable enough 01:06:40 I concur with removing one of MD or Mi 01:06:46 -!- valrus has quit [Remote host closed the connection] 01:06:49 Targetting LRD no longer defaults to monsters (https://crawl.develz.org/mantis/view.php?id=4843) by st 01:06:52 I was surprised to come back to see MD removed 01:07:33 I liked old MD a bit better than old Mi (in terms of being an interesting race), but new Mi is a merge of the two anyway so that doesn't matter 01:07:48 <|amethyst> syraine: one argument (don't know if it was made) is that, of the two, MD is closer to another race (HO) than Mi is 01:08:04 |amethyst, in terms of aptitudes or flavor.. 01:08:25 <|amethyst> aptitudes 01:08:29 MD and HO were both axe chars, yeah 01:08:33 .. 01:08:39 Seriously? 01:08:54 Dwarves use hammers and axes. Orcs don't even use Axes usually...? 01:08:56 however apts are easily switched around a bit 01:09:00 MD are no good at HOPr, though 01:09:09 <|amethyst> orcs are better with axes than with any other weapon 01:09:17 MD, however, are the only powerful armor user that can cast 01:09:17 this is why the new Mi has weapon apts that look much more like old Mi than old MD 01:09:33 uh, HO casts a lot more than MD 01:09:35 <|amethyst> !apt HO 01:09:35 HO: Air: -2, Armour: 1, Axes: 2!, Bows: -1, Charms: -1, Conj: 0, Xbows: -1, Dodge: -2, Earth: 0, Evo: 0, Exp: 100, Fighting: 2!, Fire: 0, Hexes: 0, Ice: 0, Inv: 0, Long: 1, Maces: 1, Nec: 0, Poison: -1, Polearms: 1, Shields: 1, Short: 0, Slings: -1, Splcast: -3, Stab: 2, Staves: -1, Stealth: -2, Summ: 0, Throw: 0, Tloc: -2, Tmut: -3, Traps: 0, Unarmed: 1! 01:09:51 Oh, with a shield 01:10:04 Heavy armour caster was the general thing was it not 01:34:08 03elliptic * ra57a3def5efa 10/crawl-ref/source/fight.cc: Remove extra hunger from aux attacks. 01:34:12 03elliptic * r783cd33110e6 10/crawl-ref/source/fight.cc: Make auxes depend more on stats, less on UC skill. 01:45:17 by the way, if we ever wanted to buff minotaur (not sure about this), I'd consider moving its HP from +1 to +2 01:46:08 inspector071 the Stinger (L4 DsVM) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 3174. (D:3) 01:46:12 Minotaurs are naturally hardy 01:46:24 !lg inspector071 -log 01:46:24 1075. inspector071, XL13 DsVM, T:18198: http://crawl.akrasiac.org/rawdata/inspector071/morgue-inspector071-20111101-063147.txt 01:47:05 that might make it too much stronger than HO as a pure fighter though to be a good idea 01:47:28 There's no issue of power creep 01:47:56 Minotaurs have good weapon aptitudes, but having high health simply makes them a strong character 01:48:29 I believe that the aptitude for EXP for a Minotaur is much higher than that of a Hill Orc. 01:48:33 !apt minotaur exp 01:48:34 Mi (SK_EXPERIENCE)=140 01:58:44 <|amethyst> that was one of the changes 01:58:53 <|amethyst> it's now 130 01:59:14 <|amethyst> still higher than a HO, but the same as MD was 01:59:51 um 02:00:38 -!- Keskitalo has quit [Ping timeout: 244 seconds] 02:15:57 -!- Mottie has quit [Ping timeout: 258 seconds] 02:18:07 -!- ainsophyao has joined ##crawl-dev 02:44:07 Okay 02:44:10 ??web trap 02:44:10 I don't have a page labeled web_trap in my learndb. 02:44:22 Seriously, my D:13 has 1001 web btraps. 02:44:28 It is a frustrating gimmick. 02:45:45 due: yeah, that's for testing them out 02:45:46 they were only put there for testing, but it's been like a month now, and yeah it's pretty annoying 02:45:52 it could probably be removed, yes 02:47:04 on a similar note, cloud traps still have a super high chance for testing purposes 02:48:03 well, cloud traps still are bugged 02:48:24 because nobody likes the cloud code enough to try to fix the bugs, I think 02:48:27 !seen mumra 02:48:27 I last saw mumra at Wed Oct 26 22:47:25 2011 UTC (5d 9h 1m 2s ago) quitting with message Quit: offski. 02:50:15 pleaaase remove them 02:50:22 my D:13 is impossible to walk through 02:54:21 I'll dial it back myself, I suppose 02:55:32 @??basilisk 02:55:32 basilisk (06l) | Speed: 10 | HD: 6 | Health: 26-46 | AC/EV: 3/12 | Damage: 20 | Flags: cold-blooded, !sil | Res: 06magic(24) | Chunks: clean/none/unknown | XP: 234 | Sp: petrify. 02:55:33 ??basilisk 02:55:34 basilisk[1/1]: Gila monsters were replaced with these in 0.9. Same stats, but with a petrifying gaze attack. 02:59:17 -!- Cryp71c has joined ##crawl-dev 02:59:42 Evening 03:01:59 hi Cryp71c 03:07:02 -!- valrus has joined ##crawl-dev 03:10:50 -!- Pacra has quit [Quit: This computer has gone to sleep] 03:11:44 -!- valrus has quit [Ping timeout: 258 seconds] 03:15:47 I like cloud traps 03:18:57 I think my annoyance with them stems more from their frequency than the traps themselves. Right now the chance is set to 40%, for each one 03:20:12 well, both should get dialed back, then 03:20:26 40%? Really? 03:20:27 my annoyance with them stems from their buggedness 03:20:34 that sounds way too high 03:20:34 # Currently, each type uses CHANCE: 40%. 03:20:34 # This means that you can expect one trap (of any type) per level. 03:20:35 # For testing purposes! 03:20:50 well, I guess it's somewhat like D:13 being full of web traps :P 03:20:54 What's moth of delusion? 03:20:55 I don't know what the intended chance is supposed to be - there's no comment in there indicating that 03:21:33 moth of delusion? 03:21:38 doesn't exist afaik 03:21:47 what's the plan though? 03:21:59 this is one of wensley's things 03:22:11 initially i think he wanted a moth that casts mislead, but he might have been talked out of it by now 03:22:21 gaah nooo 03:22:33 -!- monqy has quit [Quit: hello] 03:22:59 yeah, I don't think moth that casts mislead is happening 03:23:03 how many times do i need to say over and over and over again that mislead is Mara's thing and no other monsters get it? 03:23:12 do any other monsters have it currently? 03:23:17 no 03:23:23 and he's gotten the message that mislead is off limits 03:23:29 ok good :D 03:24:23 -!- st__ has joined ##crawl-dev 03:24:23 -!- st_ has quit [Read error: Connection reset by peer] 03:25:45 -!- st__ is now known as st_ 03:25:49 Why are yaks yellow on Lair:7? 03:26:12 are you sure that's not a death yak? :P 03:26:49 no, in the monster tab 03:28:52 Okay, so I'll dial traps back? 03:30:11 Also why doesn't it prompt me to enter web traps? 03:30:22 dialing cloud traps back before the bugs with them are fixed seems a bit premature to me 03:30:32 I meant web traps 03:30:33 removing the d:13 web traps would be good though 03:30:34 are all the bugs known by now? 03:30:42 not cloud traps, sorry 03:31:03 evilmike: probably 03:32:09 What's placing web traps? 03:32:19 two lines in dungeon.cc 03:32:19 code 03:32:24 can just search for "web" 03:32:25 Oh 03:32:35 place_webs :) 03:32:59 ... ah. 03:33:05 It's hard-coded to place 300 for D:13 O_o 03:33:19 yes 03:43:15 -!- Cryp71c has quit [Quit: Leaving] 03:47:39 Crosstraining fails to work (https://crawl.develz.org/mantis/view.php?id=4844) by cerebovssquire 03:51:33 300 03:53:22 Boring loot! 04:01:40 where? 04:02:08 In my lair end 04:03:56 Okay, I said I'd make a new Crypt end when I finished Lair 04:03:58 And then I did orc 04:04:01 whoopsy 04:04:05 03due * rfa86d645facf 10/crawl-ref/source/dungeon.cc: Remove testing web traps for D:13. 04:06:12 egyptian temple theme still? 04:14:38 yeah 04:14:48 One of my reference books on temples has a nice large layout I'd like to copy 04:14:51 from Karnak 04:15:07 interesting 04:15:24 what's it going to have? I'm guessing mummies and sphinxes, but there must be other stuff that isn't from tomb 04:19:07 -!- RichardHawk has quit [Ping timeout: 252 seconds] 04:19:40 that makes me wonder how many vaults in crawl are based on real world things 04:21:00 at least a fw 04:46:21 el Kab! 04:46:24 That's the <3 one. 04:52:22 -!- Keskitalo has joined ##crawl-dev 04:59:14 hi eino! 04:59:29 Hi due! :) 05:00:35 I'm making an Egpytian temple map for Crypt :D 05:01:10 Ooh, nice! 05:04:47 due: removing webs from testing because they're "annoying" goes contrary to the test's purpose 05:04:47 kilobyte: You have 2 messages. Use !messages to read them. 05:04:52 instead, whatever made them annoying should be fixed 05:06:17 they stop autotravel 05:06:38 (they shouldnt) 05:07:35 -!- valrus has joined ##crawl-dev 05:09:10 Uh. 05:09:59 kilobyte: 300 webs guaranteed on D:13? 05:10:02 -!- valrus has quit [Read error: Operation timed out] 05:10:57 It's impossible to do /anything/ on D:13 without falling into a web trap. It literally fills the level. 05:11:08 you'll have five times that 05:11:32 it is supposed to be impossible to do much without falling into webs, so this works well 05:11:50 autotravel and --more-- on "You found a trap!" does not work well 05:11:59 Well, it still stops autotravel. 05:12:34 But regardless, according to the others present in the channel at the time, it's been in for a number of weeks -- something like 5 -- and most of the bugs have been ironed out. 05:12:59 if you think so, the rest of the map should be removed too, not just webs 05:13:41 I was unaware there was anything else to it? 05:14:33 -!- mumra has joined ##crawl-dev 05:14:51 so announced bazaars can be mimics 05:15:12 due, layout_delve is guaranteed on D:13 05:15:15 Ah. 05:15:27 as a part of the same test, I guess 05:17:38 it's not guaranteed, that's something that's extra aggravating - you get levels with corridors full of webs 05:19:17 the layout could possibly be vetoed 05:19:17 why not just add a lua hook for placing webs and do the web placement in the layout? 05:20:02 -!- Keskital1 has joined ##crawl-dev 05:21:08 due: webs are created all the time, not just at level creation 05:21:57 kilobyte: I mean, for testing purposes -- you could link the initial webspam to the layout rather than to the level number, so that, if it does veto, you don't get a thousand webs left behind. 05:24:08 how would a layout get vetoed 05:25:59 oh wait 05:25:59 pointless, all should go together or not at all 05:25:59 it's not about vetoing, D:13 will not get layout_delve if a primary vault gets placed on it 05:25:59 and the hellspider is dragging down the branch anyway 05:25:59 kilobyte: ... that's... what I was saying? the webs should go with the layout, not separately. 05:26:26 due: yeah, but there's little point in testing one but not the other, beyond what we already know 05:26:42 I guess I'm lost. 05:27:18 As a random bystander, I understand what due is saying but not kilobyte, heh. 05:30:21 due, there is no such thing as "layout gets vetoed" 05:31:48 Zaba: incorrect term, yes 05:32:13 -!- casmith789 has quit [Quit: Leaving] 05:32:15 Zaba: but if a layout is set for a specific place and doesn't get used, i couldn't think of what other term to use :p 05:32:21 due, as I've said above, D:13 only doesn't get layout_delve when another primary vault is built there 05:32:32 Zaba: http://sprunge.us/TIbL 05:32:34 so the rest of the level is filled up with rooms and corridors 05:33:07 did we ever work out /why/ it does that? 05:33:10 -!- syraine has quit [Quit: ChatZilla 0.9.87 [Firefox 7.0.1/20110928134238]] 05:33:14 (and yes, huge map) 05:33:21 why it does what? 05:33:41 falls back to rooms and corridors when placing a primary vault 05:33:55 of course, that's how primary vaults _work_ 05:34:10 oh. 05:34:20 right. 05:34:34 so i suppose the correct question is, is there any way to use primary vaults without falling onto the rooms and corridors layout? 05:34:43 (i.e., using a different layout -- city, etc) 05:34:58 set the 'dis' tag to get the rest of the level filled up with chaotic_city - that's what Dis:7 vaults use 05:35:04 or be in swamp, then the rest of the level gets filled with swamp :P 05:35:14 hm 05:35:26 for anything else - change _build_postvault_level :P 05:35:28 so to resolve nixor's problem with the oriented vaults vault 05:35:35 is to just add a vault tag that works like the dis tag? 05:35:45 what problem is that? 05:36:30 he submitted a pretty awesome Vaults vault 05:37:24 -!- casmith789 has joined ##crawl-dev 05:37:25 due, anyway, regarding your crypt ending: Looks nice! (A bit empty, but I guess you're going to fix that). The floor on the bottom line isn't going to be connected nicely, though. 05:37:25 Yeah, I'm not sure how I want to handle that. 05:38:59 due, do you have a link to nixor's vault? 05:39:16 It's on the tracker somewhere 05:39:19 this was a number of ... months ago 05:39:23 possible even sometime last year 05:39:45 Okay, I'lll just close off that edge, I think. 05:40:54 -!- ainsophyao has quit [Remote host closed the connection] 05:41:10 anyway, I would imagine a vaults vault would work well enough as a minivault 05:47:56 -!- Zaba has quit [Ping timeout: 258 seconds] 05:49:31 FilthyApe the Cleaver (L8 MiHu) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 6597. (D:6) 05:50:03 FilthyApe the Cleaver (L8 MiHu) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 6595. (D:7) 05:50:08 -!- Zaba has joined ##crawl-dev 05:52:14 FilthyApe the Cleaver (L9 MiHu) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 6730. (D:6) 05:54:05 03kilobyte * r41ae52051913 10/crawl-ref/source/mon-gear.cc: For monsters that always get the same weapon brand, pre-identify it. 05:54:15 03kilobyte * r8b47a075c5e6 10/crawl-ref/source/dat/des/builder/layout.des: Don't guarantee layout_delve on D:13 anymore. 05:55:25 Hm. 05:55:31 Looks like Xtahua's beath weapon isn't on timer. 05:56:12 could be a small way of making xtahua more unique :P 05:57:18 you mean "inconsistent" 05:57:36 a special power is fine, machine-gun breath without an explanation not really 05:58:09 (Xtahua could use a bump, but better not this way) 05:58:18 yeah thats true 05:58:24 Actually, it is. 05:58:29 MNever mind, my counting was off. 05:58:50 FilthyApe the Cleaver (L9 MiHu) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 7356. (D:7) 05:59:39 due: The layout looked very tomby :) 06:00:02 due: Consider randomizing the secret doors a little? Like I've done in the Volcano subvaults. 06:00:25 Keskitalo: Yeah, not quite sure how I'm gongto progress it. 06:01:23 Reminds me I should work on the Ice Cave, plus I have those volcano_lake subvaults ready but trying to put a subvault on the map makes the volcano bursts buggy. 06:02:05 Gotta run, cheers! 06:02:06 -!- Keskitalo has quit [Quit: leaving] 06:02:09 !lm FilthyApe type=crash -log 06:02:09 24. FilthyApe, XL9 MiHu, T:7356 (milestone): http://crawl.akrasiac.org/rawdata/FilthyApe/crash-FilthyApe-20111101-105850.txt 06:04:05 03kilobyte * r83f9cc862d91 10/crawl-ref/source/dat/tiles/logo.png: Recompress the logo. 06:04:16 03kilobyte * rc9fa8cd486de 10/crawl-ref/source/rltiles/ (116 files in 22 dirs): Recompress new tiles with more than 60% waste. 06:05:37 I should probably make some vault, too. 06:09:54 it seems the rpois nerf also applies to forms, i.e. statue form 06:10:13 how exactly this guy started eating while stopping delay? 06:10:15 I see the constant roll of blog comments has petered out. 06:10:33 interrupt_activity() -> prompt_eat_chunks() 06:10:42 some lua script? 06:11:31 due, any suggestions on what vault I should make? 06:15:24 -!- MarvinPA has joined ##crawl-dev 06:17:28 -!- MarvinPA_ has quit [Ping timeout: 245 seconds] 06:25:53 -!- ainsophyao has joined ##crawl-dev 06:28:59 -!- ais523 has joined ##crawl-dev 06:34:48 -!- Keskital1 is now known as Keskitalo 06:36:41 -!- evilmike has quit [Quit: something happened] 06:40:46 * due yawn 06:41:43 -!- Keskitalo has quit [Ping timeout: 244 seconds] 06:51:37 -!- MarvinPA_ has joined ##crawl-dev 06:54:46 -!- MarvinPA has quit [Ping timeout: 258 seconds] 07:01:06 Zaba: is there a reason why except for BRANCH_MAIN_DUNGEON, any non-encompass non-mini vaults are ignored? 07:01:36 _builder_normal() 07:01:49 kilobyte, yes. Because outside of D, they get placed as secondary vaults in _place_extra_vaults. 07:03:05 let's say that the purpose for that is... crystal clear 07:03:16 kilobyte, hysterical raisins ;P 07:03:36 autorobin the Ducker (L1 FeBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed on turn 0. (D:1) 07:03:39 autorobin the Ducker (L1 FeBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed on turn 0. (D:1) 07:04:48 autorobin the Ducker (L1 FeBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed on turn 15. (D:1) 07:04:48 kilobyte, well, one reason for doing that could be preserving level layouts in non-D (instead of using rooms & corridors) 07:05:08 ah, possibly 07:05:48 not sure if there's much point in special-casing D then 07:06:46 kilobyte, keep in mind that the D special case also enables encompass vaults to be placed in it 07:06:50 -!- syllogism has joined ##crawl-dev 07:07:59 -!- valrus has joined ##crawl-dev 07:09:04 encompass vaults can be placed everywhere 07:09:19 -!- Pacra has joined ##crawl-dev 07:09:27 oh 07:09:30 right 07:11:13 kilobyte, well, it'd be problematic for large vaults 07:11:24 it's probably already problematic for large normal vaults outside D 07:12:43 -!- valrus has quit [Ping timeout: 258 seconds] 07:12:43 right, but whatever solution is better, this inconsistency is just confusing 07:13:10 oh, well, not messing too much, that's your kingdom 07:14:12 _portal_vault_level() is completely redundant, though 07:14:41 the only thing that differs from builder_normal() is that there's no fallback if the map is not encompass 07:15:06 it also has the wizard mode prompt 07:16:20 yeah, but it does nothing specific to portal vaults 07:16:20 ie, that functionality would be more useful globally 07:16:20 -!- ais523 has quit [Ping timeout: 240 seconds] 07:16:20 well.. yes 07:16:41 -!- ais523 has joined ##crawl-dev 07:16:55 I wonder what interface would you prefer 07:17:51 "choose map for the next generated level"? "regenerate current to the chosen map"? "set the current to always regenerate to the chosen map"? "set the next level you enter to always regenerate to the chosen map"? 07:17:53 regarding the inconsistency in handling of primary vaults in D and non-D: Well, simplifying it in a straightforward way is bound to either break D vaults or make non-D levels uglier (spontaneous rooms & corridors), so I'd just leave it be for now (as I did a while back while refactoring other parts of that code) 07:18:06 ok 07:20:36 kilobyte, either the first or the second, depending on when one would get prompted, I guess. 07:21:07 -!- Mottie has joined ##crawl-dev 07:24:25 can someone make heads or tails of this? https://crawl.develz.org/tavern/viewtopic.php?f=5&t=1447&start=1400#p36621 07:24:37 teleport cancelled because "too stable" with no obvious reason 07:24:49 theres a char dump further down 07:25:43 hm 07:26:17 -!- dpeg has joined ##crawl-dev 07:26:34 i can tell the guy to post it on mantis and attach his save 07:26:46 -!- Cryp71c has joined ##crawl-dev 07:26:53 might be dead already though ^^ 07:28:15 vault with abyss effects? 07:28:39 though you get a different message in abyss 07:28:43 so...what would people think if combat messages for the player were in 3rd person? 07:29:36 -!- edlothiol has joined ##crawl-dev 07:30:38 Cryp71c, that'd be pretty inconsistent with the rest of the messages, no? 07:30:40 Cryp71c: like "A mountain dwarf hits the orc."? Seems quite ridiculous. 07:31:31 -!- edlothio1 has joined ##crawl-dev 07:31:51 Cryp71c: I agree with Zaba and kilobyte 07:32:09 -!- edlothio1 has quit [Client Quit] 07:33:20 kilobyte, no, treat it as a unique..instead of "you hit the hobgoblin" it would be "Cryptic hit the hobgoblin" 07:33:49 !seen evilmike 07:33:49 I last saw evilmike at Tue Nov 1 11:36:41 2011 UTC (57m 8s ago) quitting with message Quit: something happened. 07:33:51 Zaba, and...no, player messages being "you" are the special cased, monsters are always treated by either unique name or monster name. 07:34:04 Cryp71c, right, it would be inconsistent with the rest of the player messages. 07:34:06 03kilobyte * r808fea4f5ab1 10/crawl-ref/source/describe.cc: Change the wording on maximally enchanted items. 07:34:25 kilobyte: ionfrigate's was the best one, didn't get around to comment but you already have it :) 07:34:27 which, I think, would be bad 07:34:59 Zaba, what other player messages? 07:35:28 Hrm, anyways, thought I'd ask 07:35:56 um... all 1500 of them? 07:36:40 the game has more than just combat, you know :P 07:36:56 "You quaff the potion of Might" 07:37:02 Or w/e 07:38:43 Cryp71c: why you think third person is better than first person? 07:40:11 oooh berserking bees <3 07:40:31 dpeg: you quaff the potion of might is second person 07:40:49 due: queen bees are now bee-specific moths of wrath afaik 07:41:16 alefury: I gathered, I like the idea 07:45:45 -!- Pacra has quit [Quit: This computer has gone to sleep] 07:45:56 dpeg: well I don't think crawl is too hard 07:46:00 @whereis 07:46:01 due the Swashbuckler (L17 SpBe), a worshipper of Trog, is currently on D:15 after 56340 turns. 07:46:11 3h45m to XL17 and two runes. 07:46:17 dpeg, its not that I think that the verbage is better, but trimming off player-text from being different than monsters further reduces the amount of code 07:47:41 Cryp71c: ah, for code simplification 07:49:08 uhm... but that simplifications is really, really small, and the effect on the game is huge 07:49:32 and even more, it simplifies anything only in English 07:50:26 (not that I have that much hope to get to the mythical translation framework done for 0.10, but still) 07:50:40 Cryp71c: yes, probably best to not open this (can of worms etc.) 07:51:04 in Polish for example the verb has to agree with the noun's gender, not only person 07:51:12 !seen bhaak 07:51:13 I last saw bhaak at Mon Oct 31 11:28:26 2011 UTC (1d 1h 22m 47s ago) saying i like the comment about playable rats instead of the generic humans :) on ##crawl-dev. 07:51:32 Right, well gendered verbs are pretty common in a lot of other languages, yeah? 07:52:23 Inform 6's designer manual has an interesting section on generating text for foreign languages, specifically with regards gender, etc. 07:52:32 I don't know many languages... but at least all slavic ones 07:53:10 dpeg: ding! 07:53:13 Okay, I am going to bed 07:53:17 goodnight folk 07:53:23 gn8 07:53:30 English has little declination, but it still has some 07:53:48 sometimes masquerading as separate words -- like, articles 07:54:26 due: nights! 07:54:38 you can do without declination as well as positional information. at least i've heard that chinese doesn't always need those 07:55:13 on the other hand, Inuktitut 07:55:22 kilobyte: knowing all slavic ones is easy, they are only as different as all the german dialects ;-p 07:55:27 you can "decline" a whole sentence into a word 07:56:01 er... let's say, they're more distinct than English from German 07:56:25 English is a German dialect gone bad :) 07:56:32 not always, though. Polish to Slovak is about German to Dutch 07:57:35 and Croatian to Serbian is "let's decree that linguists have to call these languages -- as there are two or three different words between them!" 07:58:28 oh, no, not linguists, politicians. if you ever meet a linguist that claims he knows the difference between languages and dialects, just walk away. you can't take this person serious. 07:59:28 "A language is a dialect with an army and navy." 07:59:47 -!- RichardHawk has joined ##crawl-dev 08:00:14 or banks 08:02:31 no, there is no Swiss language 08:04:49 Switzerland has no navy :p 08:05:34 it does! 08:06:25 -!- valrus has joined ##crawl-dev 08:06:35 -!- MarvinPA_ has quit [Read error: Connection reset by peer] 08:06:56 -!- MarvinPA_ has joined ##crawl-dev 08:13:37 bhaak: In the lake? 08:14:09 ghallberg: yes. it's water, there are boats in it with army people on it. 08:14:34 bhaak: I read about this before. 08:14:51 Also one of my parents' friends had a boat in the lake. 08:15:47 with army people on it? 08:22:06 alefury: Maybe? 08:31:02 -!- jeanjacques has joined ##crawl-dev 08:33:46 <|amethyst> while there is some truth to that old saw, it doesn't explain e.g. Catalonian 08:44:53 -!- Brannock has joined ##crawl-dev 08:48:12 -!- Torokasi has joined ##crawl-dev 08:52:38 -!- blabber has joined ##crawl-dev 08:55:48 -!- MarvinPA_ is now known as MarvinPA 08:59:56 -!- ais523_ has joined ##crawl-dev 09:02:12 -!- valrus has quit [Remote host closed the connection] 09:07:42 -!- Keskitalo has joined ##crawl-dev 09:08:25 -!- valrus has joined ##crawl-dev 09:11:08 -!- ainsophyao has quit [Remote host closed the connection] 09:12:32 -!- valrus has quit [Ping timeout: 248 seconds] 09:14:35 -!- jle__ has joined ##crawl-dev 09:20:13 bhaak: Isn't today that start of your tournament? 09:20:51 -!- Pingas has joined ##crawl-dev 09:21:56 dpeg: only for values of "your" equals to "the vanilla nethack playing people" :) 09:23:26 so devnull is running? 09:23:35 yes 09:24:03 no announcement on rgrn, the slackers :) 09:24:24 hacky as always and almost on the brink of not happening, but this seems to be a trait of nethack tournaments 09:24:37 <|amethyst> nor on /r/roguelikes 09:25:11 they've got more important things to do than to announce the tournament, like setting up the servers :) 09:25:16 <|amethyst> heh 09:27:30 -!- Pacra has joined ##crawl-dev 09:34:08 03MarvinPA * ra858787ca496 10/crawl-ref/source/ (spl-cast.cc spl-data.h): Make LRD use default targeting again (#4843) 09:34:51 -!- dondy has joined ##crawl-dev 09:36:04 MarvinPA: what about either LRD not triggering when you fire at a monster or, better, to cycle among walls? 09:36:04 * SamB had no idea esperanto had an army and a navy 09:36:44 i was going to have a look at making it not fire when you target a monster that can't be shattered, yeah 09:37:50 cycling walls could work too, not sure how tricky that'd be to do 09:37:57 "Silly person, that be a J! Can't shatter that!" 09:39:07 -!- ais523_ has quit [Quit: Page closed] 09:41:38 MarvinPA: what about greying out all non-targetable squares? 09:43:34 you usually want to target a wall next to a monster 09:44:20 possibly a bit further at high power 09:44:47 this is only 1-3 keypresses removed from the monster, while cycling through all walls might take considerably more 09:45:42 one improvement would be making it default to targeting the monster that is furthest away from you instead of the nearest one 09:47:31 hm, or maybe not. i tend to first use it on the nearest monster until it gets too close, then switch to melee or soften up the back row with more LRD, and pick off fleeing monsters with LRD 09:47:52 so targeting furthest away by default would only be an improvement half the time or so 09:48:18 a improvement to LRD would be to be able to know beforehand how effective LRD would be used on a target 09:49:06 Stalfos (all bone) 09:49:36 Ooze (boneless) 09:50:07 <|amethyst> Clay golem (all wall) 09:50:19 Ice Beast (?) f.e. works rather well - though it's not quite obvious 09:50:37 one annoyance is that it does things like blow up undetected mechanical traps if you target a floor square, also 09:51:01 which means it can't be allowed to abort at no cost if you target the floor. possibly a load of the special-cases on things it affects could just be removed 09:52:20 dondy: you don't expect a reply to your MD posting, do you? 09:52:31 undetected traps are probably the only major issue, actually 09:52:40 not really - i was just trying to state my point :p 09:52:52 -!- Keskitalo has quit [Ping timeout: 244 seconds] 09:52:53 it could ask if you really want to bother with the floor BEFORE checking for traps 09:53:03 dondy: read the pas-de-faq if you have some time 09:53:22 MarvinPA: why should it work on traps? 09:53:30 who knows! it does currently, though :P 09:53:43 Do you see any use for this? Let's remove that. 09:53:48 sounds good 09:54:37 -!- ainsophyao has joined ##crawl-dev 09:54:59 pas-de-faq? :p 09:55:31 dondy: ?N in game 09:55:50 ahhh 09:57:35 dpeg: i don't quite get - did i contradict that in any way? 09:59:47 dondy: read your posting, the line including the ANYTHING, you screamhea. 09:59:48 d 10:00:17 dpeg: one use is safely removing mechanical traps 10:00:29 alefury: yes, but do we want that? 10:00:34 probably not 10:00:37 we intend on safely removing mechanical traps entirely anyway, for the most part :P 10:00:40 opening doors with lrd is neat though 10:00:46 And compare with Replayability - Diversity in the pas-de-faq. 10:00:52 dpeg: i was referencing that MD/Mi discussion has gotten largely cosmetical d: 10:01:18 dondy: that is the next sentence, not the one with the ANYTHING! :) 10:02:02 well, it's pretty much the same thought - having 1 or 1000 MD-type races doesn't change anything d: 10:02:09 03SamB * r5f1273ce2bee 10/crawl-ref/source/ (AppHdr.h crash-u.cc dbg-asrt.cc libw32c.cc main.cc): Merge branch 'w32c-crash-better' 10:03:50 dondy: aha. I see what you mean but it didn't come across like that at all. 10:04:15 MarvinPA: damn, I lost it .) 10:04:18 heh :P 10:05:22 i'm not all that great at expressing myself :p 10:19:48 -!- ais523 has quit [Remote host closed the connection] 10:23:25 -!- blabber has quit [Quit: leaving] 10:25:30 FilthyApe the Poker (L3 MfSk) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 1241. (D:2) 10:26:35 -!- Keskitalo has joined ##crawl-dev 10:40:49 -!- Torokasi has quit [Ping timeout: 252 seconds] 10:58:47 who can test on Windows? 11:00:01 Moose the Insei (L5 DsMo) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 3009. (D:4) 11:00:33 -!- Keskitalo has quit [Ping timeout: 244 seconds] 11:02:21 -!- monqy has joined ##crawl-dev 11:03:27 SamB: i can, what do you need? 11:03:51 I just want your opinion of the changes I just merged 11:07:17 I made a significant (though simple) change to the win32 console code 11:07:26 it now uses a fresh screen buffer 11:07:39 -!- Keskitalo has joined ##crawl-dev 11:07:59 so we don't tromp all over scrollback 11:08:51 -!- valrus has joined ##crawl-dev 11:09:13 -!- blabber has joined ##crawl-dev 11:10:45 previously, we would draw Crawl's screen at 0,0 in the console screen buffer, regardless of what was already there or how far down in the buffer the window had scrolled 11:11:57 ahhh 11:12:05 that's rather nice, yeah! 11:12:20 i was wondering what had changed for a moment then realised i'd forgotten the somewhat important step of git pull :P 11:12:26 even if the viewport was initially at (0,4975)-(80,5000) in an 80x5000 buffer, we'd draw at (0,0)-(80,25) 11:12:53 -!- valrus has quit [Ping timeout: 245 seconds] 11:13:11 now, it makes it's own buffer 11:13:54 which is whatever size the console window was before we started 11:14:19 Moose the Martial Artist (L8 DsMo) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 7450. (Orc:1) 11:14:40 And I didn't even have to code that aspect -- they automatically get sized like that 11:14:46 yeah, having to mess around to get the crawl window in the right place was annoying, i always thought it was just something i'd messed up on my end :P 11:16:03 I had toyed with the idea of trying to get it to draw in the right region of the initial console buffer, but there were so many places that passed raw X and Y values to the Console API that I decided against that 11:16:14 SamB, is that in master, or in that branch? 11:16:21 Cryp71c: both, now! 11:16:21 Moose the Martial Artist (L8 DsMo) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 7984. (D:9) 11:16:24 yay 11:16:30 ..now I gotta merge master back again...damnit! 11:16:31 :P 11:16:32 1 min 11:16:44 pretty sure I have unpushed commits somewhere... 11:16:59 MarvinPA: and it was worse than annoying with crash dumping enabled 11:17:21 -!- ainsophyao has quit [Remote host closed the connection] 11:18:29 I mean, those things are essentially unreadable when written on top of the scrollback! 11:18:29 <|amethyst> Cryp71c: there were some fight.cc changes too 11:18:53 <|amethyst> Cryp71c: so the fun kind of merging 11:18:55 Cryp71c: oh, did you notice that item letters in messages are getting uppercased ? 11:19:11 at first I thought I must have capslock on or something 11:19:16 |amethyst, noooo 11:19:44 Cryp71c: you might be able to just merge my branch ? 11:19:45 SamB, yeah, kilo implemented the auto-caps stuff for me, if he doesnt get to it soon, I'll find where he implemented it and see what I can do to fix it. 11:19:47 if it's any consolation, the fight.cc changes were in the name of cool new demonspawn mutations :P 11:19:57 MarvinPA, :P 11:19:59 SamB, yeah perhaps. 11:20:23 * SamB isn't sure if they were before or after his branch 11:21:07 MarvinPA: the downside is that it's harder to resize Crawl's console window vertically now 11:21:10 speaking of which, could someone with CDO access do an update if/when they get a chance? lots of cool new stuff i'd like to try out :P 11:21:48 of course, sometimes resizing at the wrong time crashes crawl anyway 11:21:59 as I found out when I went into the console properties to do it 11:22:42 (I knew it did that in *nix with curses, but I hadn't seen that happen on Windows before so thought maybe that had better control.) 11:23:09 Napkin? 11:23:22 ah, not around until tomorrow :) 11:28:05 |amethyst, This is not doing what I intended for it to do...git diff `git merge-base remotes/origin/w32c-crash-better origin/unified_comb 11:28:05 at_control` origin/unified_combat_control -- fight.cc 11:28:21 Cryp71c: don't do that 11:28:31 oh, wait 11:28:36 SamB, fight.cc conflicted, just want the diff on what was changed for that specific file. 11:28:45 nevermind 11:28:57 you want to make sure you don't lose something important in the merge 11:29:50 hmm, where's my ring of speed ;-P 11:29:52 nevermind, got it. 11:30:07 replaced the last origin/unified_combat_control with origin/w32c-crash-better and its displaying what I want. 11:30:23 ah, yeah, that does work better ;-P 11:30:27 SamB, gah, looks like you snagged some random master changes. 11:30:35 Cryp71c: sorry! 11:30:51 I guess I should have based my branch on that merge-base 11:31:06 eh, its not a big deal, I'd have had to merge them eventually. 11:33:01 -!- dondy` has joined ##crawl-dev 11:34:45 damn, how do I split a pair of gloves in two so I can wear one of them? 11:34:47 SamB, eeee...yeah..not merging this in w/o master, what files did you change? Lots...or ? 11:35:16 How about you just cherry pick the commits? 11:35:27 or I could do it 11:36:00 -!- dondy has quit [Ping timeout: 240 seconds] 11:36:47 I'll do it, it'd be good to get the git practice in. 11:38:16 03kilobyte * rdba91a8122e1 10/crawl-ref/source/rltiles/ (UNUSED/monsters/geryon-winged.png dc-mon/unique/geryon.png): Cut Geryon's wings, to let the tile match behaviour. 11:38:17 -!- ainsophyao has joined ##crawl-dev 11:38:32 SamB, what's the command to bring up an interactive prompt with the ability to ignore, apply, etc certain commits? 11:38:35 I've used it before. 11:38:48 that would be rebase -i 11:39:03 Would that be applicable, or should I really just cherry-pick the hashes? 11:40:17 You could do it that way, but I was going to use cherry-pick myself 11:40:24 -!- MarvinPA_ has joined ##crawl-dev 11:40:28 since it's easier than remembering the syntax for git rebase ;-) 11:40:32 or at least seems so 11:40:40 haven't tried it yet, really 11:41:17 anyway, I was going to do "git cherry-pick 0dfbe3a..w32c-crash-better" 11:41:23 atrodo (L15 FeNe) ERROR in 'mon-movetarget.cc' at line 104: ZotDef: monster it failed to pathfind to (39,21) (the Orb) (D:1 (ZotDef)) 11:41:39 !nick atrodo 11:41:40 No nick mapping for atrodo. 11:41:40 No nick mapping for atrodo. 11:42:09 !lm * zotdef crash 11:42:09 111. [2011-11-01] atrodo the Thanatomancer (L15 FeNe) ERROR in 'mon-movetarget.cc' at line 104: ZotDef: monster it failed to pathfind to (39,21) (the Orb) (D:1) 11:42:15 !lm * zotdef crash -log 11:42:15 111. atrodo, XL15 FeNe, T:5391 (milestone): http://crawl.develz.org/morgues/trunk/atrodo/crash-atrodo-20111101-164119.txt 11:42:17 03MarvinPA * re2f1f936fef3 10/crawl-ref/source/player.cc: Don't mark Shields as restricted for Draconians 11:42:17 03MarvinPA * rc8c97c59a481 10/crawl-ref/source/dat/descript/monsters.txt: Update Geryon's description 11:42:31 woooo 11:42:33 go MarvinPA_ 11:42:43 -!- MarvinPA has quit [Ping timeout: 258 seconds] 11:42:55 -!- MarvinPA_ is now known as MarvinPA 11:43:06 bucklers were already unrestricted, if that's what you mean :P 11:43:12 I like it how MarvinPA immediately left when asked to go :) 11:43:13 they just claimed not to be in the [ screen 11:43:46 marking them wrong is probably worse than actually restricting them 11:44:19 also, why doesn't marking use the same method to determine restrictedness that wielding does? 11:44:22 or vice-versa 11:44:27 MarvinPA: do you have any incoming commits, or would you prefer to play? (you asked for an update of CDO) 11:44:47 no, that was it 11:45:01 MarvinPA: oh, did you try crashing it yet? 11:45:17 unrestricted bucklers wasn't an intentional change 11:45:30 but then, I kind of fail to see any reason behind it 11:45:31 oh, it wasn't? 11:45:36 MarvinPA: have you fixed na/ce getting a boost to shields due to size 11:45:38 SamB, ah, yeah that's super easy :P 11:45:47 other than "it always was that way until a 'regression'" 11:45:57 Cryp71c: cherry-pick, or crashing ? 11:46:04 cherry-pic 11:46:06 lol 11:46:08 i thought it was deliberate when they had their equipment changed, i don't feel strongly about it either way really 11:46:14 kilobyte: what are you saying about the change 11:46:17 -!- dondy` is now known as dondy 11:46:19 03SamB 07unified_combat_control * ra65c813e4546 10/crawl-ref/source/libw32c.cc: Win32: Don't tromp over scrollback: use a fresh console screen buffer. 11:46:21 03SamB 07unified_combat_control * r8b63eec984a7 10/crawl-ref/source/ (AppHdr.h crash-u.cc dbg-asrt.cc main.cc): Windows (MinGW): Do crash dumps, same as on *nix. 11:46:21 03SamB 07unified_combat_control * r8d40d7d8af10 10/crawl-ref/source/AppHdr.h: Fix obvious cut & paste error which broke the *nix build. 11:46:25 that you think it was in error but don't care ? 11:47:12 kilobyte: oh, did you try my new stuff *on Windows* yet ? 11:47:54 SamB: didn't crash it yet, i'll keep an eye out for what changed if a crash shows up 11:48:31 Unstable branch on crawl.develz.org updated to: 0.10-a0-1652-gc8c97c5 (32) 11:48:37 MarvinPA: may I suggest resizing the console buffer from the properties, or wizmoding up an immobile enemy in zot defence ? 11:48:44 kilobyte: thanks :) 11:49:09 well, making the buffer *smaller*, in particular 11:49:51 aha 11:50:00 SamB: I never intended to change anything other than body/gloves/boots 11:50:21 SamB: for Windows, I don't want to touch that piece of junk unless I have to :p 11:51:43 SamB: looks like it displays the crash dump nicely, yeah 11:52:34 did dr get the thing where they can't wear robes 11:58:37 the what now? 11:58:54 the thing 11:58:57 Why wouldn't they be able to wear robes, when Trolls and Ogres can ? 11:58:57 with the stuff 11:59:25 they can wear boots and gloves and cloaks and caps and shields 11:59:37 those things are one-size-fits-all, you know! 11:59:38 magical 11:59:56 but no body armour, since they have tails and wings and whatever that get in the way 11:59:59 SamB: they can't wear body armour supposedly because they have wings.... 12:00:25 while kenku ofc dun have wings... they, fart to fly >o> 12:01:21 why don't we just give kenku magical retracting wings? 12:01:43 and, you know, mad modding skillz 12:01:47 or a helmet with a helicopter thingy on it 12:03:05 so they can put holes in their armour 12:03:25 http://propellerheadhats.com/shop/ here are a few prototypes 12:06:33 ... why is it that crash files aren't written to the same directory as other morgue stuff on CDO? 12:06:42 http://smalldogmall.com/store/images/hats/propeller_hat_lrg.jpg oh and this one looks ideal for felids! (i totally dig this idea) 12:07:33 -!- rejuxst has joined ##crawl-dev 12:09:15 pretty silly that dracs can't wear robes but can wear cloaks! 12:10:04 maybe they have spines on their lizard-like bodies that cause the robes to tear. 12:10:54 Also, aren't kenku specifically mentioned not to have wings? or did that get retconned 12:11:19 they don't have wings, yeah 12:11:21 Danei: aren't kenku just a lame version of tengu ? 12:11:31 -!- Mu_ has joined ##crawl-dev 12:12:56 so ... would it be okay to use dbghelp.dll in Crawl ? 12:13:49 also, does anyone build with MSC? 12:19:10 kilobyte: is there a reason that CDO is still putting trunk crashdumps in the wrong directory? 12:21:36 -!- ais523 has joined ##crawl-dev 12:22:39 wait ... this dump claims to actually *be* from 0.9 ? 12:23:22 wow, more than the regular asshattery in the MD tavern thread :/ 12:24:08 ??webtiles 12:24:08 webtiles[1/3]: Play with tiles on cdo: http://tiles.crawl.develz.org. Use Chrome 4+, Firefox 6+ or Safari 5 for easiest access. Also works in Firefox 4/5 and Opera 11, but you have to change the browser's settings. 12:26:42 OgreRobin (L3 OgSk) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed. (D:2) 12:27:44 OgreRobin (L3 OgSk) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed. (D:2) 12:27:45 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110701115916]] 12:29:17 -!- Ragdoll has joined ##crawl-dev 12:29:35 ??boggart 12:29:36 boggart[1/4]: Very weak by themselves until they start summoning, at which point they can be extremely dangerous. Can instantly summon 8 yaktaurs or slime creatures. They have very low HP and MR, so zapping or casting disintegration, fireball, paralyze, enslave, confusion, and polymorph are all safe options. 12:29:38 @??boggart 12:29:38 boggart (06g) | Speed: 12 | HD: 2 | Health: 6-16 | AC/EV: 0/12 | Damage: 5 | Flags: spellcaster, see invisible | Res: 06magic(18) | XP: 21 | Sp: confuse, slow, invisibility, blink, shadow creatures. 12:33:07 ??mottled dragon armour 12:33:08 mottled dragon armour[1/1]: A magical armour made from the scales of a mottled dragon. Although unlike the armour made from the scales of some larger dragons it does not provide its wearer with much in the way of special magical protection, it is as light and relatively uncumbersome as leather armour. (light armour; AC 5, EV -1, napalm immunity) 12:35:15 what's the first spell an SpEn should learn ... 12:35:17 ??spen 12:35:25 hyperbolic[1/3]: My 0.9 SpEn guide: SKILLS: Approximate goals are as follows: 1) 8 Stabbing. 2) Invisibility at Excellent and 10 Dodging/Stealth. 3) 12 Stabbing, 15 Dodging/Stealth, 6 Fighting, and enough Short Blades for min delay. 4) 27 Stealth, 10 Fighting, and whatever spell skills you want. 12:36:22 SamB: you mean ensorcelled hibernation? 12:36:33 dondy: that was my guess 12:37:52 (really annoying name for a spell btw. :p) 12:38:17 SamB: confuse, invis are your priorities after EH 12:39:04 dondy: I like that name 12:39:15 what name? :p 12:39:22 ensorceled hibernation 12:39:36 damn, i thought you where intentionally avoiding to write it xD 12:39:50 ??spen[2] 12:39:52 I don't have a page labeled spen[2] in my learndb. 12:40:16 sure blade+corona/enslavement arent as bad either though - but situational :p 12:40:18 ??spriggan enchanter 12:40:19 I don't have a page labeled spriggan_enchanter in my learndb. 12:40:54 sure blade is good 12:41:03 corona i mostly remove with my first ?amnesia 12:41:22 it gets resisted and isn't needed with sure blade 12:41:47 isn't that kinda a waste? (for amnesia and the to hit bonus isn't too bad coupled with the to hit bonus of sure blade?) 12:42:05 isn't that only one spell level? 12:42:09 yeah D: 12:42:27 so, yeah, there's probably something else you could forget 12:42:27 you just never use it though 12:42:30 SpEn doesn't do much non-stab melee 12:42:40 the time spent getting your coronas resisted is better used to try to confuse enemies 12:42:42 so corona and sure blade are nearly useless 12:43:04 sure blade is amazing for invis-stabbing 12:43:13 (against awake things) 12:43:41 hmm, dunnoh - guess i fail at SpEn, but i usually try to find a sabre/quickblade to melee if i can't get them to sleep/confused D: 12:43:43 sure blade has a little utility, yeah, though usually you are just invis-stabbing asleep things 12:44:05 but corona only helps you with one monster at a time and is resistible 12:44:39 i usually used corona to "pull" enemies :> 12:45:39 -!- casmith789 has quit [Remote host closed the connection] 12:46:17 03MarvinPA * r4e2d4f532590 10/crawl-ref/source/food.cc: Don't try and auto-eat (and crash) when nauseated 12:49:20 -!- casmith789 has joined ##crawl-dev 12:52:16 SamB, btw, crash should be fixed. 12:52:27 The one where players w/o weapons would crash on unarmed combat. 12:52:46 Oh, is that what it was? 12:52:57 * SamB doesn't remember that 12:53:09 * SamB thought he'd only run into the one where you tried to stab 12:53:36 actually, I don't rightly know what the problem was ;-) 12:53:51 but, anyway, yes I saw that you fixed it 12:55:01 -!- chrisoelmueller has left ##crawl-dev 12:56:06 !seen dpeg 12:56:06 I last saw dpeg at Tue Nov 1 16:43:12 2011 UTC (1h 12m 54s ago) saying I like it how MarvinPA immediately left when asked to go :) on ##crawl-dev. 12:56:17 03dolorous * r82fc2b81c172 10/crawl-ref/source/dat/descript/monsters.txt: Add wording fix. 12:56:18 dpeg, let me know if you're here? 13:09:14 -!- valrus has joined ##crawl-dev 13:13:35 -!- valrus has quit [Ping timeout: 260 seconds] 13:15:32 -!- ainsophyao has quit [Remote host closed the connection] 13:20:06 FR: juggler 13:20:11 atrodo (L17 FeNe) ERROR in 'mon-movetarget.cc' at line 104: ZotDef: monster it failed to pathfind to (39,21) (the Orb) (D:1 (ZotDef)) 13:27:23 -!- rejuxst has quit [Quit: Page closed] 13:30:16 hmm, it's kind of annoying that hitting shift on Windows causes autotravel, etc. to stop 13:42:09 Hrm, no other huge bugs jump out at me, Sam...noticed anything else? 13:42:44 -!- dtsund has joined ##crawl-dev 13:43:26 not yet 13:43:52 -!- ainsophyao has joined ##crawl-dev 13:51:06 -!- pointless_ has joined ##crawl-dev 13:51:34 -!- Keskitalo has quit [Ping timeout: 244 seconds] 13:57:26 !tell dpeg in case I forget, wanted to mention that the UCC branch is coming along nicely, most of basic combat works well, some race-specific stuff is likely still broken, but for the most part it looks good. 13:57:27 Cryp71c: OK, I'll let dpeg know. 13:58:04 !tell dpeg its not a perfect conversion, just FYI..there may be inadvertent changes to how some things work, which I've minimized. 13:58:45 Cryp71c: OK, I'll let dpeg know. 14:09:35 -!- Keskitalo has joined ##crawl-dev 14:12:47 Does anyone have major issue with me moving methods like mons_has_blood to the actual monster class, resulting in mons->has_blood() (could even be put on actor class, where it always returns true for players) 14:16:27 Cryp71c: here 14:16:27 dpeg: You have 2 messages. Use !messages to read them. 14:16:36 not all players have blood 14:16:37 wb 14:16:53 monqy, well, yeah good point, for players it could make the appropriate checks. 14:16:55 so it could be useful for determining if a player has blood, when useful 14:16:56 yeah 14:17:11 Cryp71c: good! (UCC) 14:17:14 But essentially moving it to comply with a object based programming instead of functional 14:17:34 paradigm 14:17:46 sorry for the pedantry but I'd call the previous model procedural, not functional 14:17:52 (functional is entirely different) 14:18:16 well, ok 14:18:22 so, procedural to object-based 14:18:31 sure 14:28:28 -!- dtsund has quit [Ping timeout: 260 seconds] 14:29:47 -!- edlothiol has quit [Quit: leaving] 14:38:39 -!- dtsund has joined ##crawl-dev 14:40:10 -!- pointless_ has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.7/20100713130626]] 14:40:18 03Cryp71c 07unified_combat_control * r16f396a5adc1 10/crawl-ref/source/ (attack.cc attack.h melee_attack.cc melee_attack.h): Move modify_blood_amount to attack 14:46:26 -!- dondy has quit [Remote host closed the connection] 14:46:58 -!- edlothiol has joined ##crawl-dev 14:48:17 03elliptic * r5f6e4bbbde8f 10/crawl-ref/source/food.cc: Improve the message for trying to eat while nauseous (|amethyst). 14:54:12 Cryp71c: that's not building ... 14:54:15 CXX attack.o 14:54:16 attack.cc:276:75: error: no ‘int melee_attack::modify_blood_amount(int, int)’ member function decla\ 14:54:16 red in class ‘melee_attack’ 14:54:29 whoops 14:58:47 SamB, thanks, copy paste dumbness. 14:58:55 didn't change class of the function. 14:59:00 how did it build for you ? 14:59:15 I got distracted and thought I had built it when in reality I hadn't. 14:59:25 hehehe 15:00:39 03Cryp71c 07unified_combat_control * r2739e9623615 10/crawl-ref/source/attack.cc: Fix compile error caused by careless copy/paste 15:01:15 SamB, what's the difference between mprf and msg::stream << stuff? 15:01:36 one is C-style and one is C++-style, probably? 15:01:39 is the msg::stream stuff older, just never got updated to use mprf? 15:01:58 I don't know 15:02:00 hrm. 15:02:05 monqy, ? 15:02:15 monqy: Good call. That code was many things, but functional was not one of them. 15:02:23 just use whatever you think yourself less likely to screw up with, I think? 15:05:50 ghallberg: it didn't even work? 15:05:54 please use mprf(), it's easier to edit later 15:06:04 SamB: Maaaaybe. (But not really) 15:06:20 * ghallberg is doing an assigment in functional programming course 15:06:37 I don't know if they had those at my school 15:06:49 to be fair, I was an EE major, so maybe they did 15:09:41 -!- valrus has joined ##crawl-dev 15:10:24 kilobyte, does mprf append endline automatically? 15:11:32 <|amethyst> Cryp71c: mpr() does, it looks like 15:11:49 -!- alefury has joined ##crawl-dev 15:13:22 <|amethyst> Cryp71c: or, rather, the messages don't end in newline 15:13:41 |amethyst: messages are combined later 15:14:08 <|amethyst> yeah 15:14:19 -!- valrus has quit [Ping timeout: 256 seconds] 15:14:30 <|amethyst> I was looking at the _msg_dump_file and !crawl_state.io_inited parts of mpr() 15:15:17 -!- ais523 is now known as ais523\unfoog 15:16:20 atrodo (L17 FeNe) ERROR in 'mon-movetarget.cc' at line 104: ZotDef: monster it failed to pathfind to (39,21) (the Orb) (D:1 (ZotDef)) 15:18:31 atrodo (L17 FeNe) ERROR in 'mon-movetarget.cc' at line 104: ZotDef: monster it failed to pathfind to (39,21) (the Orb) (D:1 (ZotDef)) 15:20:28 -!- Torokasi has joined ##crawl-dev 15:22:23 -!- ais523\unfoog has quit [] 15:22:58 First time nauseous, yay! 15:23:09 -!- ais523\unfoog has joined ##crawl-dev 15:27:33 -!- ais523 has joined ##crawl-dev 15:28:30 <|amethyst> You pillowcase the onion like a pig! 15:28:31 <|amethyst> doh 15:29:51 -!- ais523\unfoog has quit [Ping timeout: 240 seconds] 15:29:57 -!- ais523 is now known as ais523\unfoog 15:31:21 I was pondering if Sick could be made nastier if Nausea is kept. 15:32:16 03Cryp71c 07unified_combat_control * rf2390591344f 10/crawl-ref/source/ (melee_attack.cc melee_attack.h): Unify announce_hit methods 15:32:20 how? more stat drain? a little rot? 15:32:23 I was thinking it might make a nice late game threat/condition, it's not used very much there. 15:32:33 haunt causes sickness 15:32:47 Keskitalo: Sick is good, but it should be given by monsters. Haunt is ok too: tactical usage. 15:32:51 Apart from that, yeah. 15:33:08 It worked pretty nicely with Haunt if I recall correctly. 15:33:11 You could give a % chance to - on attempted movement - fail and waste a turn if sick. 15:33:16 "You're too ill to move" 15:33:25 -!- syllogism has quit [] 15:33:25 Cryp71c: no, players will die from this. 15:33:35 Actually, I was mostly wondering if it blocks divine healing, such as Makhleb's and Ely invocations. 15:33:46 dpeg, will die as a result of not being able to move? 15:33:50 (Of course, it should be Purifiable.) 15:33:54 Cryp71c: yes 15:33:54 or as a result of sickness / nas? 15:33:59 Isn't that what we want? :D 15:34:05 ah, good idea, Keskitalo -- although not fitting with god > rest 15:34:09 (j/k) 15:34:18 sickness works pretty okay when you get it in actual combat, at least 15:34:28 it's just fairly uncommon 15:34:30 Yeah, komodo dragons are a pretty good type of enemy. 15:34:56 dpeg: Well, modern science has failed to cure common cold! 15:35:05 The MD thread made poor galehar summon himself and scold the evil players =) 15:35:13 MarvinPA: yes 15:35:49 Alrighty...heading home 15:35:58 Hopefully I'll be back on. 15:36:10 -!- MarvinPA_ has joined ##crawl-dev 15:36:49 -!- Cryp71c has quit [Quit: Leaving] 15:36:56 Ooh, nice, Binding of Isaac got added to the Humble Voxatron Debut. 15:37:43 yeah, posted that in ##crawl a few while ago 15:38:04 ah, looks like the update is on steam now, too 15:38:16 oh, cool. ill have to check out the new chapter 15:38:43 -!- MarvinPA has quit [Ping timeout: 245 seconds] 15:40:22 Ragdoll (L1 VpBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed. (D:1) 15:40:32 Ragdoll (L1 VpBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed. (D:1) 15:40:33 -!- MarvinPA_ is now known as MarvinPA 15:40:54 Ragdoll (L1 VpBe) ASSERT(x >= 1 && x <= sz.x) in 'libutil.cc' at line 941 failed. (D:1) 15:42:56 huh, new item on d:1 (of binding of isaac). forever alone. interesting. 15:45:31 -!- mumra has quit [Ping timeout: 240 seconds] 15:46:24 -!- elliptic has quit [Ping timeout: 240 seconds] 15:48:08 -!- elliptic has joined ##crawl-dev 15:49:18 !lm ragdoll crash -log 15:49:19 28. Ragdoll, XL1 VpBe, T:174 (milestone): http://crawl.develz.org/morgues/trunk/Ragdoll/crash-Ragdoll-20111101-204049.txt 15:53:35 -!- ainsophyao has quit [Remote host closed the connection] 16:03:36 -!- blabber has quit [Ping timeout: 240 seconds] 16:05:00 -!- Ragdoll has quit [Ping timeout: 265 seconds] 16:05:36 -!- blabber has joined ##crawl-dev 16:09:35 Gastronok does no spawn with a hat (https://crawl.develz.org/mantis/view.php?id=4845) by Ragdoll 16:11:19 -!- Ragdoll has joined ##crawl-dev 16:14:00 -!- blabber has quit [Ping timeout: 240 seconds] 16:15:42 -!- dondy has joined ##crawl-dev 16:16:03 -!- blabber has joined ##crawl-dev 16:18:32 -!- ainsophyao has joined ##crawl-dev 16:21:21 Okay, the fourth page in the MD tavern thread got a bit unfunny. Ulgh. 16:22:41 Keskitalo: no devs chiming in, so I could provoke and be provoked to my heart's desire! 16:23:00 But galehar just pulled the plug. 16:24:24 ... which means I get more blog comments to approve of (no joke) :) 16:24:52 I feel dirty if I get thanks from Displeased Crawler, better develop (a barrelful of negative traits). 16:30:13 This is kind of like a band not playing their biggest hit on tour or something. 16:31:35 -!- blabber has quit [Quit: leaving] 16:32:31 XuaXua thanked Displeased Crawler! 16:33:20 So did you! 16:34:55 true, my dirty secret 16:35:59 fools, if only you ditched halflings, you would be swimming in wine bottles 16:36:48 Ragdoll: cannot always go the path of least resistance. Also, we'd lose kilobyte for at least three months, being drunk. 16:37:05 But we could do s/Halfling/Mountain Dwarflet/ 16:37:31 atleast his beverage would be paid for! 16:40:03 "Dwarflet" <3 16:41:48 also, dpeg, you dont like tolkien? 16:44:37 http://roguelikedeveloper.blogspot.com/2011/10/off-to-fortress.html 16:45:10 ..must.. ..resist.. ..urge.. ..to.. ..post.. ..silly.. ..blog.. ..comments.. 16:45:24 (to ours, I mean) 16:46:32 Ragdoll: I don't believe the hype, no. 16:48:32 Ragdoll: to me, it is an overinflated tale with rather simple characters and little development, overstaying its welcome by hours (movie) or days (books). 16:48:54 kilobyte: I just learned to compress pngs myself (: 16:50:05 Keskitalo: not that vital... while recompressing them later permanently enlarges the git repository, even the biggest tile is 4KB... so we'd need tens of thousands of those to make a dent 16:53:18 -!- ainsophyao has quit [Remote host closed the connection] 16:56:18 03Keskitalo * r388c3f9c866a 10/crawl-ref/source/rltiles/UNUSED/monsters/ (cute_ice_imp.png cute_imp.png): Add the two other imps from #4625 to UNUSED as well. 16:56:25 03Keskitalo * r6653701b32db 10/crawl-ref/source/rltiles/dc-mon/animals/ghost_moth.png: New ghost moth tile, from Denzi, to replace the palette swap. (#4812) 16:59:16 dpeg: fair enough. if i may ask, any book you recommend? 17:01:05 -!- Arian- has quit [Ping timeout: 260 seconds] 17:04:35 Oh, Curio left for the army. I'm glad I got some of his tiles in before that (and he saw that, because he closed the issues I resolved). 17:04:50 -!- pointless_ has joined ##crawl-dev 17:06:18 03kilobyte * r9c030ba96ff1 10/crawl-ref/source/monster.cc: Check for draconian/octopode/Gastronok armour only after it's already known. 17:06:41 MarvinPA: died in sheol to some new boss thing :( 17:06:43 dunno how you can reply to those dwarf people 17:06:43 so sad 17:06:54 Mu_: hi 17:06:57 hii 17:07:02 hey 17:07:04 alefury: i literally just got to it now 17:07:12 and aaaaah my ears i think the music file is corrupted or something 17:07:14 its pretty brutal 17:07:26 i didnt have any problems with the music 17:09:43 Ragdoll: books related to this? Starting pretty early, I read all the Greek sagas (in German, of course): Troy, Odysseus, the Titans (I think this is where my faible for making gods comes from), Argonauts and so on. Later, I read all the Germanic sagas (Nibelungen, Edda, Dietrich). I should look into non-European sagas at some point. Recently, I am reading books about history (Reformation, French Revolution etc.) 17:10:04 -!- valrus has joined ##crawl-dev 17:10:07 either i'm doing something horribly wrong or my weapon can't damage it 17:10:25 Apparently we are fantasy hipsters. 17:10:26 it seems to get hurt by my flies but not my awesome laser beam of death 17:10:44 yeah, its a bug. 17:10:49 :( 17:10:49 due: no, we're retro and old-school! 17:10:54 damn, i didnt get to the sheol boss :( 17:10:58 that is an unfortunate bug 17:11:00 dpeg: Hence, hipster ;) 17:11:07 dpeg: oh, I've done most of hte layout of my new Crypt end 17:11:10 seems like i will die in that case 17:11:14 yay due 17:11:25 Just need to organise the loot 17:11:35 It's based on two adjoining temples at el-Kab. 17:11:39 liking the update though. more endgame, and a lot of new enemy groups and a few rooms. also items. moar content = happy 17:11:40 -!- Arian- has joined ##crawl-dev 17:11:52 dpeg: http://sprunge.us/NKLi 17:12:00 got it to something like 2/3 health just with my blue fly 17:12:03 dpeg: I think it's one of hte largest maps I've made :D 17:12:11 but yeah that's an annoying bug 17:12:42 due: good! 17:14:04 what a beautiful crypt 17:14:08 -!- valrus has quit [Ping timeout: 245 seconds] 17:14:28 Mu_: <3! 17:15:15 is crypt still gonna get that nice ruined rooms layout 17:15:29 i'm not sure... 17:18:02 I loved the fantasy hipsters comment, I took it it was meant to be good-natured poking 17:18:55 ??fantasy hipsters 17:18:56 devteam[1/2]: https://crawl.develz.org/wiki/doku.php?id=dcss:help:devteam 17:19:02 yay 17:19:38 I'm definitely a fantasy hipster, having tried to come up with original lore. (silver/chaos/zin blabla) 17:19:52 Keskitalo: it's usually used in a derisive way, I've noticed 17:20:01 Very derisive, yes. 17:20:18 03edlothiol * r5847085c8801 10/crawl-ref/source/webserver/static/scripts/client.js: Webtiles: Fix Tab keypresses being registered twice in Opera (#4148). 17:20:29 03edlothiol * rb3928482357f 10/crawl-ref/source/webserver/ (config.py process_handler.py server.py terminal.py util.py): Hopefully generate the right files to make Webtiles games register in DGL. 17:20:56 After reading the fourth page of the MD thread in Tavern, it just felt warm in comparison. 17:22:02 it's a hilarious phrase though 17:22:32 I think our next release name should have hipste rin it then! 17:22:39 i think the other one was "character archetype hipsters", but "fantasy hipsters" is much more concise :P 17:23:03 also, we're so hip I'm surprised our pelvises haven't fallen of 17:23:17 0.10, gimmicky hipster octopodes 17:23:29 it should also include "jumping the shark" if possible 17:23:33 hahah yes 17:23:43 who lost it! 17:23:47 <3 17:23:56 if we can get that in, i promise a starting picture with octopode jumping over a shark 17:25:07 0.10: When the invertebrate hipster jumped the shark and lost it. 17:25:13 I have this idea for a tiles starting logo: an octopode in a wizard hat, a staff in right hand and a book in the left, levitating above water with a shark in it 17:25:25 kilobyte: nice 17:25:28 Yeah, that's pretty much what I had in mind too. 17:25:38 too bad I can't draw it :( 17:25:44 Denzi! 17:25:54 mwahahaha 17:26:25 i've also been sketching a starting pic with a felid, reading a scroll, with monsters advancing 17:27:01 -!- chrisoelmueller has joined ##crawl-dev 17:27:23 i've borrowed a drawing pad from work, i should put it to good use 17:28:02 we explicitly define anachronisms in the docs, yeah? 17:29:10 SamB is missing from the devteam page 17:30:46 please add 17:32:00 Done, with hopefully correct info/current projects stuff. 17:32:00 -!- Ragdoll has quit [Ping timeout: 265 seconds] 17:32:22 Don't know where he's from. 17:33:43 -!- st_ has quit [Ping timeout: 256 seconds] 17:36:36 so this "Really walk into a travel-excluded area?" prompt is pretty awful 17:36:49 anyone know whether it is optional? 17:37:08 it's more of a problem with cloud traps 17:37:11 -!- dondy has quit [Remote host closed the connection] 17:37:16 no 17:37:21 and overzealous cloud autoexclusions in general 17:37:24 yes 17:37:40 it makes volcanoes a real pain, for instance 17:37:48 aye 17:38:15 it seems like cloud generators are what makes it problematic generally, yeah 17:38:15 only lua spawned clouds cause autoexclusions, right? 17:38:24 either the cloud autoexclusions need to be temporary, or they need to be restricted to semi-permanent clouds 17:38:26 I'm not sure what the best solution is... maybe distinguish between cloud autoexclusions and user-set exclusions as different types? 17:38:26 i don't think they should really create exclusions at all 17:38:53 the cloud traps creating exclusions is certainly a bug 17:38:57 MarvinPA: I do... 17:39:03 but only in some cases 17:39:04 cloud generators creating exclusions is good sometimes at least 17:39:09 an option: there could be a mandatory argument to cloud generators, specifying whether to add an exclusion and how big should it be 17:39:18 tight cloud generators probably should do that 17:39:20 something like that would do the trick, yeah 17:39:27 yeah, that's an idea 17:39:29 so this "Really walk into a travel-excluded area?" prompt is pretty awful <-- is that new? 17:39:38 exclusion for the cloud generator, not the cloud 17:39:55 kilobyte: maybe that would be good, yeah 17:39:58 portal vaults should probably never use exclusions since you won't be travelling through them anyway, and cloud traps obviously need fixing 17:39:59 casmith789: yes 17:40:05 Internal compiler error on gcc 4.0 (https://crawl.develz.org/mantis/view.php?id=4846) by GreatZebu 17:40:07 if so, I hope it isn't in tiles, because tiles makes exclusions pretty obvious. 17:40:12 i think the functionality is good though, it prevents silly mistakes like autofighting into an oklob plant 17:40:22 casmith789: it is convenient for things like not walking into oklobs accidentally while autofighting 17:40:22 why shouldn't portal vaults use exclusions? 17:40:38 you might walk *over* them during autotravel, otherwise ... 17:40:45 samb: people shouldn't be autoexploring most portal vaults anyway 17:40:45 i mean inside the vault 17:40:48 yeah, I can see the benefit. I often autofight or even walk into previously excluded uniques/ghosts 17:40:59 where cloud generators are used even more liberally than in the dungeon 17:40:59 oh, on the *inside* 17:41:00 right 17:41:06 I find the terminology confusing 17:41:30 I think we agree that vaults with cloud generators in the regular dungeon should have autoexclusions, but maybe not much else should 17:41:31 I have a tendancy to think of the vault with the portal when I see that term ;-) 17:41:57 elliptic: that sounds about right, yeah 17:42:38 as far as clouds are concerned, sure 17:42:54 dpeg: on my branch, I got: /home/kilobyte/crawl/crawl-ref/source/dat/des/branches/hive.des:240: Invalid depth for Hive in spec "Hive:2" 17:43:07 dpeg: need to stash old Hive maps somewhere. Where? 17:43:43 kilobyte: a file with a name not ending in .des ? 17:44:12 Hive:1 (old Hive:1-3) vaults can find a good home in variable/mini_{features,monsters}.des probably 17:44:19 "we've trqced thehipsters, they're coming from INSIDE THE DUNGEON"? 17:44:24 like hive.des.ord 17:44:27 er. 17:44:29 .old 17:44:51 kilobyte: I don't know :( Does SamB's proposal help? 17:45:43 -!- ussdefiant has joined ##crawl-dev 17:46:23 Why not just stick them outside of source/? 17:46:50 like, /docs/obsolete -- you could make /obsolete/maps or somoething 17:47:42 dpeg: in the short term, it does, obviously. I'm thinking of a more permanent place, though. 17:47:56 kilobyte: I assumed you meant the short term because you said "stash" 17:48:08 not "find a new home for" 17:51:09 -!- Pacra has quit [Quit: This computer has gone to sleep] 17:54:24 -!- Keskitalo has quit [Ping timeout: 244 seconds] 17:56:18 kilobyte: can't we have des/obsolete/ for that? 17:56:36 dpeg: I don't think that would work 17:56:51 I'm pretty sure Crawl would still try to parse it 17:57:07 SamB: yeah 18:01:18 -!- jle__ has quit [Read error: Operation timed out] 18:02:53 -!- pointless_ has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.7/20100713130626]] 18:04:54 -!- Keskitalo has joined ##crawl-dev 18:05:03 How do I add someone to CREDITS? 18:06:21 I think you just add their name at the end of the list? 18:06:22 just add the person anywhere in the list, don't bother sorting 18:06:39 it will be auto-sorted when releasing 18:06:54 a better solution would be nice but it'd need some work 18:07:23 the old way, reformatting after every addition, made it impossible to use diff or blame 18:07:38 we could have a CREDITS_full.txt with email addresses and juicy gossip ;-P 18:07:52 or, at least, a full line per contributor 18:08:15 and try to use that to generate most of CREDITS.txt 18:09:57 SamB: good idea 18:10:51 (I would really like to see email addresses and usual IRC nicknames included there.) 18:12:00 -!- evilmike has joined ##crawl-dev 18:12:21 A list without formatting, and then formatting it when compiling would be nice. I'm not sure if our "minor" contributors want to submit contact info.. it's a bigger hassle to keep the thing up to date too that way. Still, it might be a good idea! 18:12:52 Keskitalo: some folks want privacy, or are afraid of spam 18:13:04 having such a list internally would be great though 18:13:25 I like real names, but we give opt-out possibility for even that. 18:13:34 well, for people who don't *mind*, anyway 18:14:24 and sure, we need make no attempt to prevent pseudonymous contributions -- it would be a lost cause, anyway! 18:17:40 Lantier for instance wants to be credited by handle, grumble. (Well, only a small grumble) 18:18:22 people could just claim to be someone who doesn't actually exist, and we would be none the wiser in most cases 18:21:47 I think I mostly like real (or real-looking) names because it makes it look and feel like the game is developed by real people, not just some d00ds in the internets (though there's really nothing wrong with that either) 18:22:43 yay. 18:22:48 Keskitalo: The other thought I had on that matter was when Johanna left -- people who work for companies that have a "no developing games" won't want to contribute under their real names. 18:23:00 Cf. also the whole pseudonym thing going on at Google+. 18:26:03 -!- pointless_ has joined ##crawl-dev 18:27:12 hi pointless_! 18:27:21 hi 18:28:17 how's it going? 18:29:43 your friendly dev-team fantasy hipsters are doing well! 18:30:16 we'll see how well you're doing after the inevitable decline of the game post MD removal... 18:30:43 ... 18:31:07 we're no longer worthy! we've jumped the shark! 18:31:27 agreed also octopodes are too hard 18:31:30 I keep dying 18:31:34 @whereis 18:31:34 due the Blademaster (L18 SpBe), a worshipper of Trog, saved on D:18 on 2011-11-01 after 61259 turns. 18:31:43 levitating octopodes jumped the shark! 18:32:36 I really forogt how eeasy SpBe was. 18:32:47 Though I'll probably hav eto dump some EXP into long blades to survive Zot... 18:33:14 it's cool you just have to turn the skill on in 'm' now 18:33:25 yesss that is nice 18:33:30 not necessarily, if trog gifts you an antimagic qblade then you'll be good to go 18:33:34 I am really liking crawl as it currently is 18:33:42 elliptic: I've got a dozen antimagic sabres but no quickblade yet :9 18:34:02 oh no wait, he did 18:34:08 so, would it be okay to list all the emails that can be discovered by running: 18:34:16 git log --pretty=tformat:"%aN <%ae>%n%cN <%ce>" | sort --uniq 18:34:35 Are antimagic quickblades really that useful? 18:34:36 ??antimagic 18:34:37 antimagic[1/2]: A weapon brand added in 0.8. Dealing damage with it sometimes makes monsters lose a turn when they try to cast spells. Wielding it reduces max mp by around 2/3, getting hit by it depletes mp. Works on everything that has non-divine spells, including demons, orbs of fire, electric golems, etc. 18:34:39 list where? 18:34:47 oooh 18:34:55 iiinteresting 18:35:14 due: yeah, qblades are great and antimagic is very strong against casters like aliches and orbs of fire 18:35:21 due: Good point. Crafty! 18:35:46 elliptic: excellent, I've just been dumping the antimagic sabres for now, didn't notice it was a quick blade! 18:36:10 !lg . spbe 18:36:10 9. hyperelliptic the Ninja (L25 SpBe), worshipper of Trog, escaped with the Orb and 3 runes on 2011-09-06, with 1559053 points after 67793 turns and 4:09:54. 18:36:34 elliptic: I think I'm just planning to win -- I haven't played properly in ... years 18:36:52 -!- Arian- has quit [Read error: Connection reset by peer] 18:37:04 -!- ainsophyao has joined ##crawl-dev 18:37:17 incidentally, how is food like? SpBe is one of these combos that people bring up when they worry about hive being gone 18:37:32 Done snake and swamp so far 18:37:32 but I'd expect you should still be fine 18:37:38 Just diving down to find vaults 18:37:44 but I honestly haven't had a problem? 18:38:06 i played one recently - it's pretty easy as long as you don't berserk every waking moment 18:38:08 I've got 10 bread rastions and some honeycombs from a hive vault in early D 18:38:16 evilmike: I berserk for large threats only 18:38:33 since spriggans take so long to hunger normally, you can sort of meter your berserk usage based on how much permafood you currently have 18:38:37 it is good to know that I haven't completely lost all of my crawling skills... I still know when to run the fuck away :D 18:39:32 I think my only problem is going to be getting rF+++ for orbs. 18:40:28 ++ is usually enough if you can kill them fast 18:41:00 dpeg: crawl is somehow even more awesome now than it was this time last year! :D 18:41:34 also don't forget you'll probably have a few potions of resistance by the time you get to zot:5 18:43:02 either i have become an excellent player or crawl has gotten considerably easier 18:43:33 you're playing one of the easiest combos in the game 18:43:43 play octopodes either their hard or I'm bad now 18:43:47 (I'm bad now) 18:43:51 *they're 18:43:57 evilmike: damn you for deflating my ego! ;) 18:45:12 they start off sort of hard but they get pretty good later 18:45:23 -!- ais523\unfoog has quit [Remote host closed the connection] 18:45:43 HAH 18:45:48 the wohole cloud trap exclusions thing? 18:47:53 due: enjoy your Sp, they're slated to go in 0.11. 18:48:21 dpeg: :O!!! oh no!!! 18:48:22 wait wait, we can't remove another race without checking that it's the most popular one first 18:48:25 I'M QUITTING 18:48:33 I've checked, and Sp is one of the most popular species. That's their deathspell. 18:48:34 YOU... YOU... hipsters! :(( 18:48:35 * due tear. 18:48:37 :D 18:49:06 but .. but .. but they are gimmicky!! 18:49:46 I think they're non D7D, yeah? 18:49:51 chrisoelmueller: but not as gimmicky as Angelatinous Cube, who will arrive for 0.11, too. 18:49:55 D&D. 18:50:05 Yeah, cornish <3 18:50:39 May I introduce our new devteam member to you: evilmike 18:50:43 evilmike: the devteam 18:50:43 woohooo 18:50:48 * evilmike cracks knuckles 18:50:49 yay :) 18:50:53 welcome! 18:51:01 thank you 18:51:08 !lg * cv=0.9 ktyp!=quitting ktyp!=leaving s=crace 18:51:09 85382 games for * (cv=0.9 ktyp!=quitting ktyp!=leaving): 8290x Demonspawn, 7183x Mountain Dwarf, 5832x High Elf, 5765x Mummy, 5680x Kobold, 5602x Deep Elf, 5041x Spriggan, 4512x Vampire, 3252x Draconian, 3105x Merfolk, 3092x Naga, 3023x Sludge Elf, 2857x Troll, 2832x Hill Orc, 2752x Minotaur, 2671x Human, 2627x Ogre, 2454x Kenku, 2196x Felid, 2009x Deep Dwarf, 1612x Demigod, 1124x Halfling, 943x G... 18:51:09 oh, awesome, let's trash Sp then 18:51:12 :o 18:51:14 It should be said fair and square that evilmike considers it his mission to keep HE alive. 18:51:28 :O! 18:51:30 haha... I'm not super attached, I just think they're worth keeping (in some form) 18:51:32 evilmike: cool, welcome :) 18:51:37 WELL IN THAT CASE 18:51:37 ;) 18:51:38 haha 18:51:38 quickest demotion ever 18:51:49 evilmike: haha, nah, I've set up auto-voice for you, anyway 18:52:01 \o/ 18:52:04 http://en.wikipedia.org/wiki/File:Spriggan.jpg <=3 18:52:06 *<3 18:52:29 mythological spriggans (and other fairy creatures) are cool 18:52:33 Keskitalo: still around? 18:52:47 Yes! Way, way past bedtime. 18:52:52 Hey, nobody wants to remove Sp. Do I really have to announce my jokes in here? It is already bad enough in real life :) 18:52:57 I'll do the things for the things and stuff before I go. 18:52:59 my idea for better high elf flavour basically has to do with old fairy myths. not the little tinkerbell thing with butterfly wings, i'm thinking more like malevolent spirit that kidnaps babies 18:52:59 Keskitalo: evilmike is in 18:53:03 it would be nice if HE flavor could be changed a bit to be a little less suggestive of tolkien elves 18:53:08 Yes, noticed. Champagne! 18:53:13 given that "high elf" is pretty much a tolkien phrase afaik 18:53:16 evilmike: I am totally for that 18:53:23 due: That's clearly a spriggan using passwall 18:53:27 evilmike: sounds good 18:53:27 * dpeg pours himself another glass of tap water. 18:53:30 Can we rename them to seelie or sidhe? 18:53:57 High elves -> sidhe, I could totally get behind. 18:54:11 I am all for keeping DE and SE (as names) -- colourless and perverted. 18:54:21 Actually, we could dump sludge elves and have deep elves as unseely and seely :D 18:54:43 * due coughs. 18:54:44 anyway 18:55:01 I should read less Celtic folk lore whne I am attempting to write a novel 18:55:05 I still need someone for constriction, by the way =) There is this nice, little detailed wiki page! Even wrote to galehar but didn't get a reply yet. 18:55:10 high elves with negative saprovore, and have them be effete intellectuals who complain about the dungeon a lot 18:55:30 Eronarn: "They clearly lost it." ? 18:55:54 due: +1 to s/HE/Si/ 18:56:07 i don't get that name change at all 18:56:08 (assuming they won't get the axe, that is) 18:56:24 high elf is fine in a game where we have other kinds of elves 18:56:35 it is parsed by people who are familiar with fantasy as 'generic elf' 18:56:47 Eronarn: bbbut the elves outnumber the dwarves 3-1. It always gets the small ones, cruel world! 18:57:16 Differentiating high elves as specifically sidhe reduces the number of elves without killing high elves off completely. 18:57:24 dpeg: there are more magic skills, and we've set up a world where elves are good at magic 18:57:32 "Sidhe" is a better name than "fairy" too 18:57:50 due: ok but why are we trying to reduce the number of elves 18:57:53 Eronarn: yes, I am not entirely serious. I am fine with renaming nonetheless, of course. 18:58:00 that shouldn't be a goal in its own right 18:58:21 adding a second (meaningful) dwarf >>>>>>>>>>>>>> renaming our third elf, for instance 18:58:32 Eronarn: Well, whatever, but I think "sidhe" is aweosme and "high elf" is rather pretentious. 18:58:39 Seems the devteam has an urgent case of removeritis. No idea who brought in that flu. 18:58:42 (But I'm a hipster, so in theory, I have this logiic reversed.) 18:58:54 evilmike: Do you have a gitorious account? 18:58:55 kilobyte: :D 18:59:01 due: pretentious? 18:59:13 Keskitalo: yeah. I'm not super familliar with gitorious though 18:59:45 I know enough about git to do the basics, also it looks like there's a good wiki article on this 19:00:22 -!- greatzebu__ has joined ##crawl-dev 19:00:24 03SamB 07unified_combat_control * rdf0ce89890b9 10/crawl-ref/source/ (6 files): Fix whitespace. 19:01:12 Okay, cloud trap exclusisons not as simple a fix as I thought 19:01:21 evilmike: I've updated your mantis/wiki/tavern account to developer, and added you as a member to the dcss-developers team in gitorious. I think the latter gives you commit rights to the repository. 19:01:23 wtf: re place cloud refusing to place clouds that aren't KC_OTHER? 19:01:32 Keskitalo: team addition = commit, yes 19:01:54 Sidhe sounds fine to me. Imma hipster you see. 19:02:12 given that the team is "a committer" to the repositories in question, yes ;-) 19:02:43 Oh, good then. (: 19:03:39 sidhe sounds bad to people who aren't mythology/fantasy literate 19:03:51 at least skald looks kind of like a word 19:04:18 eronarn: then they can learn something 19:04:18 skalds were also in baldurs gate 2, that's how I know about them 19:04:24 hah 19:04:36 "sidd-hee? what the heck is that?" 19:04:43 "no, it's pronounced like "she"" 19:04:46 "..." 19:04:46 due: -literally 90% of crawl players 19:04:49 "irish gaelic!" 19:04:51 "oh right." 19:05:38 Isn't that from Star Wars? Revenge of the Sidhe? 19:05:43 Ok, sleep now, cheers! 19:05:45 it's worth noting, if you use the cursor to move around the species selection screen, the game gives you a blurb describing what a race is 19:05:45 -!- Keskitalo has quit [Quit: leaving] 19:05:58 so if people can't figure out what it is from that... 19:06:34 HAH 19:06:35 actually 19:06:52 "sith" as a word literally descends from sidhe, as far as I can recal 19:07:28 oh no, Si makes fewer words than HE does :( 19:07:38 hehe 19:07:38 the sacrifices one has to pay for good flavor 19:07:42 regarding cloud traps: what about the idea of having an option to (not)place exclusions? 19:07:55 dpeg: cloud traps shouldn't place exclusions for anyone 19:07:56 why do cloud traps need exclusions at all? 19:07:59 this is very clear 19:08:02 it is just a bug 19:08:16 i think it's just a matter of finding someone who understands the lua to fix it, yeah :P 19:08:17 the question is whether every single cloud generator needs to spam exclusions 19:08:20 i am fixing it as we speak 19:08:24 <3 19:08:30 elliptic: obviously not 19:08:36 well, i am writing a novel currently, but i have it open and will be fixing it 19:08:36 the ones in zot defence, for instance 19:08:48 it's just a matter of setting the right combination of kill category and kill type 19:09:14 elliptic: what even makes it 'good flavor' 19:09:18 but there's some bugginess in the code that's refusing to accept valid input and i'm trying to work otu why 19:09:25 (answer: nothing) 19:09:25 Eronarn: "it has a flavour" 19:09:31 due: so does high elf 19:09:59 Eronarn: we forgot to actually include the flavour though 19:10:01 eronarn: compare the wikipedia pages for "high elf" and "sidhe" 19:10:03 "high and mighty elf"? 19:10:06 this should give you an idea 19:10:07 I really think High Elf should be a gag race 19:10:21 by which I mean we should use them in lots of gags 19:10:24 elliptic: can you not think of a reason why one of those pages would be different than the other 19:10:31 not that they shouldn't be decently playable 19:10:52 SamB: it's not like we're actually going to include any sidhe flavor just by changing the name of the race 19:11:06 Eronarn: I never said I want to change the name 19:11:18 well evilmike said he had some ideas for improving their flavour in terms of gameplay mechanics, too 19:11:24 I'm just saying that our High Elves really don't come across as nearly pretentious enough, as yet 19:11:27 i think 19:11:32 maybe i'm putting words into his mouth :P 19:11:34 MarvinPA: much vaguer than the flavour stuff, but yeah 19:11:42 cool 19:11:44 MarvinPA: negative saprovore :P 19:11:48 I thought of a reason, yes... it has something to do with the fact that "high elf" is a term that tolkien used and then lots of ripoff gaming settings adopted, whereas "sidhe" is hundreds of years old 19:11:52 Torturing elves is all fine and dandy, but I'd like to draw everyone's attention on the outstanding 0.10 items. =) 19:12:03 dpeg: link? 19:12:07 elliptic: are those guys pretentious jerks, too? 19:12:09 I think reflavouring the high elf into a classical fairy type of race opens the ability to do something with them being an innately magical, somewhat evil species 19:12:27 I don't have anything concrete yet, just a bunch of random stuff floating around 19:12:32 dpeg: is the god menu for "Make altar" on there? 19:13:03 https://crawl.develz.org/wiki/doku.php?id=dcss:planning:planning 19:13:09 evilmike: how about making that race and then if it ends up being a similar niche to HE we can talk about renaming :| 19:13:11 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:effect:constriction 19:13:20 why do we need a page for planning of planning ? 19:13:45 Eronarn: well, the idea is mainly just renaming, not making a new race 19:13:59 SamB: does not look like it (altars). Please add. 19:14:51 I really like the new skill training interface and bye bye VD. 19:15:17 oh, about skill stuff: what do others think of the skill training restrictions? 19:15:20 I think the plan until 0.16 or so is clear: we remove all the species the players actually like and play. Anyone who's still around after that becomes a dev member. 19:15:25 evilmike: all renaming does is piss off people who like elves / don't like change / etc. 19:15:35 elliptic: I don 19:15:43 elliptic: skill restrictions? 19:15:48 t fully understand them, but I'd leave everything like it is for a bit. 19:15:59 having 3 elves is cool, we shouldn't rename one just because we only have 1 dwarf 19:16:08 Eronarn: valid point, I agree 19:16:10 due: you can't train long blades without carrying a long blade, fire magic without knowing a fire spell, etc 19:16:14 Eronarn: I know. But there's a movement towards removing one of the elves, and I really think all of the elves have a suitable gameplay niche right now. The perception I get is that if high elves aren't renamed, they're going to get removed 19:16:24 I might be a bit cynical here, though. 19:16:24 elliptic: I do not have an issue with this 19:16:26 elliptic: galehar was serious about it 19:16:39 elliptic: I think it is an excellent idea 19:16:44 elliptic: Though: sage? 19:16:52 i think it's just that the training restrictions worry a bit too much about certain special-cases 19:16:54 evilmike: they won't be removed without you noticing, don't worry. 19:17:00 evilmike: I agree that they have a good gameplay niche 19:17:07 Lesser species have been kept alive by inertia or evil-willed devs. 19:17:08 dpeg: heh, good to know 19:17:13 evilmike: renaming should be completely orthogonal to removing, though 19:17:32 if they're bad enough to be removed (and i don't think they are) then they should just be removed, not renamed 19:17:36 Eronarn: it doesn't work this way. Case in point: MD. 19:17:37 dpeg, due: I like the restrictions also (they were partly my idea as well), I just worry about how they have been implemented 19:17:44 basically what marvinpa said 19:17:57 ah 19:18:04 is it urgent or can it wait? 19:18:18 not urgent, no 19:18:18 i.e. could we ship the skill system for 0.10 as is? 19:18:22 Eronarn: for what it's worth, I'm generally not interested in renaming stuff for the sake of renaming. I don't necessairly disagree with you here. 19:18:56 roadmap for 0.12: remove all races, replace with procedurally generated races randomly picked at startup 19:19:09 the system isn't terrible as is, but I'd sort of like to simplify it before 0.10 if nobody disagrees that this is a good idea 19:19:19 greatzebu__: oh, my dream of random gods (i.e. procedurally generated deities) 19:19:29 elliptic: would you send a pm to galehar? 19:19:33 need a god of swarms 19:19:35 beeeeeeeees 19:19:41 okay 19:19:43 wasp god is good 19:19:55 greatzebu__: btw, do larva eating honeycombs create level sounds? 19:19:58 elliptic: |amethyst's merge request is just about fixing the existing bugs rather than simplifying it, right? 19:20:19 dpeg: yes, it makes a popping noise or something along those lines 19:20:27 greatzebu__: also when not in view? 19:20:42 I have been trying to get that with dungeon bee vaults, and didn't see any messages. 19:20:42 ah yeah, i see it adds even more checks for cursedness and so on :P 19:20:44 huh 19:20:47 dpeg: i believe so, but i should double-check 19:21:08 dgn_apply_area_cloud doesn't actually /use/ what kill category has been set. 19:22:49 -!- Cryp71c has joined ##crawl-dev 19:22:52 evilmike: dpeg said we'd already hit our race-removal quota for this release 19:22:55 Evening 19:23:04 Hi Cryp71c 19:23:06 so we should be leaving them alone, as far as the name goes 19:23:42 (and existance) 19:23:52 dpeg: when a larva eats out of los but in range for sound, you should get "You hear a distant popping sound." 19:24:05 dpeg: possibly I misimplemented it though 19:26:26 dpeg: looking at the source, I'm generating a MSGCH_SOUND message, but possibly I should also be calling noisy() 19:28:13 marvinpa: yeah... very good changes to make if we aren't just cutting out that part of the code probably, though I haven't tried the patch 19:28:37 I'm following the instructions in the wiki for cloning the git repo and it's not working. "git clone ssh://evilmike@gitorious.org:crawl/crawl.git" gives me "ssh: gitorious.org:crawl: no address associated with name" 19:28:41 I'm probably doing something wrong here 19:29:08 ??git 19:29:09 git[1/2]: git clone git://gitorious.org/crawl/crawl.git 19:29:16 evilmike, that's a readonly git 19:29:25 evilmike: git@gitorious.org:crawl/crawl.git 19:29:30 yeah, there ^% 19:29:35 i think the wiki is out of date, possibly 19:29:40 ah, ok 19:29:44 that's directly from my .git/config 19:29:49 !learn edit git[1] s/$/Readonly: / 19:29:49 git[1/2]: git clone git://gitorious.org/crawl/crawl.gitReadonly: 19:29:51 docs/develop/git/quickstart.txt has the up-to-date instructions i think 19:30:01 !learn edit git[1] s/Readonly:// 19:30:02 git[1/2]: git clone git://gitorious.org/crawl/crawl.git 19:30:06 !learn edit git[1] s/^/Readonly: / 19:30:06 git[1/2]: Readonly: git clone git://gitorious.org/crawl/crawl.git 19:30:07 should probably sync that file to the wiki 19:30:13 also gitorious will tell you the relevant URL 19:30:18 if you have commit, anyway 19:30:19 03Cryp71c 07unified_combat_control * r57b80bd3d83b 10/crawl-ref/source/ (melee_attack.cc melee_attack.h): Remove mons_announce_dud_hit 19:30:19 03Cryp71c 07unified_combat_control * rcefe53f76607 10/crawl-ref/source/ (melee_attack.cc melee_attack.h): Remove 2 deprecated functions 19:30:19 03Cryp71c 07unified_combat_control * re73b9acf6ac7 10/crawl-ref/source/ (melee_attack.cc melee_attack.h): Rename methods handling Spiny and Passive Freeze 19:30:20 yeah, look at docs/develop/git/quickstart.txt 19:30:27 alright, thanks. 19:30:39 !learn edit git[1] s/$/ Read/Write: git@gitorious.org:crawl/crawl.git 19:30:39 Syntax is: !learn edit TERM[NUM] s/REGEX/REPLACE/opts 19:30:39 also docs/develop/git/config.txt 19:30:45 !learn edit git[1] s/$/ Read\/Write: git@gitorious.org:crawl/crawl.git 19:30:46 Syntax is: !learn edit TERM[NUM] s/REGEX/REPLACE/opts 19:30:49 !learn edit git[1] s/$/ Read\/Write: git@gitorious.org:crawl/crawl.git 19:30:50 Syntax is: !learn edit TERM[NUM] s/REGEX/REPLACE/opts 19:30:52 !learn edit git[1] s/$/ Read\/Write: git@gitorious.org:crawl\/crawl.git 19:30:52 git[1/2]: Readonly: git clone git://gitorious.org/crawl/crawl.git Read\/Write: git@gitorious.org:crawl\/crawl.git 19:31:00 ....gah! 19:31:03 Hah. 19:31:10 learn edit git[1] s/\\// 19:31:12 !learn edit git[1] s/\\//g 19:31:13 git[1/2]: Readonly: git clone git://gitorious.org/crawl/crawl.git ReadgWrite: git@gitorious.org:crawl\/crawl.git 19:31:19 oops 19:31:20 You need to use @ 19:31:33 Cryp71c: Can you please try to configure Eclipse not to insert tabs in C++ code? 19:31:45 !learn edit git[2] s@crawl\@crawl@g 19:31:45 No change because the regex failed to match. 19:31:46 SamB, ...I already did? 19:31:53 Cryp71c: okay 19:31:53 !learn edit git[2] s@crawl\\@crawl@g 19:31:54 No change because the regex failed to match. 19:31:57 Huh. 19:31:58 !learn edit git[1] s@ReadgWrite@Read/Write@ 19:31:58 git[1/2]: Readonly: git clone git://gitorious.org/crawl/crawl.git Read/Write: git@gitorious.org:crawl\/crawl.git 19:31:58 SamB, where'd you notice it? 19:32:08 That last one is still bork. 19:32:20 !learn edit git[1] s@crawl\\@crawl@ 19:32:20 No change because the regex failed to match. 19:32:27 henzell should have a workplace safety entry that's like "We have gone [x] days without a regex accident" 19:32:32 Cryp71c: see what I committed in df0ce89890b9 19:32:53 evilmike: that would be at 0 most of the time 19:33:12 !learn edit git[1] s|crawl..crawl|crawl/crawl| 19:33:13 git[1/2]: Readonly: git clone git://gitorious.org/crawl/crawl.git Read/Write: git@gitorious.org:crawl/crawl.git 19:33:23 -!- valrus has joined ##crawl-dev 19:33:42 I don't understand why escaping the \ wasn't working there 19:33:58 elliptic, do you need to escape it if you are using @ 19:33:59 ? 19:34:12 Shouldn't it be s@crawl\@crawl ? 19:34:17 No, but un-escaped didn't work, eithe.r 19:34:26 due, the one you typed up was for git[2] I think 19:34:26 Possibly because i was thinking we were escaping the @. 19:34:31 Ohh. 19:34:35 Oops :D 19:35:36 it wouldn't have worked anyway 19:35:43 just tested in ##crawl 19:36:57 SamB, perhaps the config on my workstation didn't save. I'll check it in the morning. 19:37:53 BTW, for what its worth, I would love to be able to unify ALL the combat code for calculating to-hit, damage, etc. etc. etc. but that is a major balance undertaking 19:38:00 I swear I've used s/\\// before to get rid of a '\', really :/ 19:38:10 elliptic: "really :"? ;) 19:38:19 !learn add test testy//test\/ 19:38:28 test[35/35]: testy//test\/ 19:38:37 !learn edit test[35] s/\\// 19:38:37 test[35/35]: testy//test 19:39:03 oh, maybe it just got confused because of the g at the end? 19:39:05 !learn edit test[35] s/$/\// 19:39:05 test[35/35]: testy//test\/ 19:39:17 !learn edit test[35] s/\// 19:39:17 test[35/35]: testy/test\/ 19:39:21 !learn add test test\/test\/test 19:39:21 test[36/36]: test\/test\/test 19:39:34 !learn edit test[36] s/\\//g 19:39:34 test[36/36]: testgtest\/test 19:40:03 !learn add test test\/test\/test 19:40:04 test[37/37]: test\/test\/test 19:40:06 !learn del test[35] 19:40:06 Deleted test[35/37]: testy/test\/ 19:40:08 !learn edit test[36] s/\\// 19:40:08 test[36/36]: testtest\/test 19:40:19 oh, sorry ellip 19:40:23 may have fouled up your numbering w/ my delete 19:40:36 nah 19:41:31 !learn edit test[36] s/\// 19:41:31 test[36/36]: testtest\test 19:42:00 okay, I still don't know how to do this then... someone tell me if you do know or figure it out 19:42:07 So...yeah, for what its worth, I'd like your input on all that...I think it'd be a good investment for improved maintainability and easier implementation of actor-effects (whether player, monster, or both) in the future. 19:42:28 !learn del test[36] 19:42:28 Deleted test[36/36]: testtest\test 19:42:31 ??test[35] 19:42:31 test[35/35]: testgtest\/test 19:42:34 !learn del test[35] 19:42:34 Deleted test[35/35]: testgtest\/test 19:42:51 !learn add abc a\b 19:42:51 abc[1/1]: a\b 19:43:03 !learn edit abc s/\\/c/ 19:43:03 No change because the regex failed to match. 19:43:11 !learn edit abc s/\/c/ 19:43:11 No change because the regex failed to match. 19:43:16 !learn edit abc s/\\\/c/ 19:43:16 No change because the regex failed to match. 19:43:27 !learn edit abc s/(\)/c/ 19:43:27 Unmatched ( in regex; marked by <-- HERE in m/( <-- HERE \)/ at commands/learn/edit.pl line 63, <> line 1. 19:43:30 !learn edit abc s/[\\\]/c/ 19:43:30 Unmatched [ in regex; marked by <-- HERE in m/[ <-- HERE \\\]/ at commands/learn/edit.pl line 63, <> line 1. 19:43:37 !learn edit abc s/(\\)/c/ 19:43:37 abc[1/1]: acb 19:43:43 elliptic, there 19:43:48 aha 19:43:52 looks to be a bug in how Henzell processes the regex 19:44:00 because s/\\// is good regex, I believe 19:44:05 though I'm certainly not the regex king, clearly :P 19:44:17 pretty sure henzell used to accept s/\\//, yeah 19:44:17 Do miscast clouds cause exclusions? 19:44:23 due: no 19:44:31 at least, I think so 19:44:37 Are the miscast clouds harmful? 19:44:38 due: they shouldn't, but I think zot trap clouds are also bugged and cause exclusions 19:44:47 hm 19:45:03 IIRC, auto-exclusions should only occur for harmful clouds (I don't believe resistances are taken into account) 19:45:10 I know they /shouldn't/, but I'm intruged to see if there is a use-case for killer/etc that is functional. 19:45:13 So whisps of smoke aren't excluded, but anything else is. 19:45:21 s/anything/you know what I mean 19:45:31 Or at least, that was how it used to work. 19:45:33 due: as I understand things, the problem is with clouds which have killer set to something that isn't the player or a monster 19:45:45 those are all being excluded currently 19:46:01 which is okay for cloud generators, but not for trap clouds 19:46:19 so miscasts work right and aren't excluded, but zot traps are excluded 19:46:21 on this subject, is it a trap which generates petrification clouds? 19:46:26 I haven't checked all of this recently though 19:46:31 cryp71c: yes, cloud trap 19:46:38 elliptic, those are 1-use traps right? 19:46:40 yes 19:46:45 They generate exclusions even after clouds dissipate 19:46:51 Actually, sccrew that 19:46:53 right, that's the bug due is trying to fix 19:46:58 Yes, forget all that 19:47:07 elliptic: depends on the generator, I Think 19:47:26 I'm just going to modify the cloud structure to include a "temporary" variable. All clouds default to temporary, but clouds from cloud generators via Lua can set them as non-tempoary. 19:47:35 Then, any harmful, non-temporary cloud will be auto-excluded. 19:47:44 due: that sounds like a sane thing to do 19:47:47 Instead of relying on esoteric killer/kill category types. 19:48:03 <|amethyst> will that still stop auto-explore from wandering into temporary clouds that are still around? 19:48:08 can you keep save compat ? 19:48:10 checking killer/kill types seems to come back and haunt us anyways, 19:48:16 SamB: Er, easily? 19:48:16 |amethyst: I think that is handled completely separately 19:48:23 Fa (L4 MfIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed. (D:3) 19:48:26 |amethyst: I believe that's unrelated. 19:48:27 * SamB isn't familiar with cloud structure 19:48:31 <|amethyst> oh, good 19:48:32 SamB: Ah, I am ... very familiar. 19:48:36 Woah what. 19:48:44 Mottie, we're deleting everything. 19:48:47 GUYS I GOT NAUSEOUS AND THEN THE GAME CRASHED 19:48:50 oh i think that's the crash i fixed earlier 19:48:51 Mottie: You have been deleted. 19:48:55 mottie: set easy_eat_chunks or whatever the option is to false 19:49:06 for now you can work around it by disabling easy_eat_chunks, yeah 19:49:07 until the bugfix is on the servers (hopefully soon) 19:49:29 Mottie: or bug kilobyte to deploy it 19:49:46 I can do it 19:49:48 So does that mean I have to eat my chunks manually? 19:49:55 has it been pushed? 19:49:59 yes 19:50:06 okay, updating :) 19:50:26 should be pretty quick 19:50:30 That being said, Easy eat chunks has killed me before 19:50:54 Unstable branch on crawl.develz.org updated to: 0.10-a0-1660-gb392848 (32) 19:50:57 done 19:51:09 mm, i like the idea of its autoeating functionality but i don't use it because it turns eating into a single keypress 19:51:32 and then i inevitably either press e by accident or just try and check my food stocks when there's an enemy nearby 19:51:49 maybe the autoeat functionality should be split out into a seperate option 19:53:12 or maybe i'd get used to it if i tried it for longer, dunno 19:55:29 Hey, trying to change some msg::stream stuff to mprf and I'm getting illgeal instruction, I've not done this before, if anyone's familiar with it, take a look at the before / after for obvious errors? 19:55:39 pastebin.com/SWTqA190 19:57:15 ohwait...missing a .c_str() on verb_degree.... 19:58:05 yep, nvm... 20:00:23 03Cryp71c 07unified_combat_control * r936672eecd5c 10/crawl-ref/source/melee_attack.cc: Fix missing .c_str() on f23905913 20:01:42 -!- dtsund has quit [Quit: dtsund] 20:03:19 G'night, hopefully I'll be back. 20:04:06 nights! 20:04:09 and we hope the same :) 20:04:18 03Cryp71c 07unified_combat_control * re23b0fcd7d77 10/crawl-ref/source/melee_attack.cc: Update calc_base weapon comment 20:04:41 Does anyone know how long nausea lasts? 20:04:45 is it about as long as sickness? 20:07:36 -!- Cryp71c has quit [Ping timeout: 240 seconds] 20:07:49 ciao 20:07:57 okay 20:08:03 I think I've managed to get temp clouds working... 20:10:54 Ice Form doesn't grant res_asphyx? (https://crawl.develz.org/mantis/view.php?id=4847) by qoala 20:14:16 -!- ainsophyao has quit [Remote host closed the connection] 20:15:04 due: preferably use exclusion radius rather than a binary flag 20:15:35 due: since most generators have a sharp cut off of the area 20:16:11 kilobyte: hm 20:16:11 kilobyte: sounds like he's doing this on the clouds... 20:16:19 03evilmike * rbd6f7e026cc6 10/crawl-ref/source/dat/des/branches/pan.des: Give unique pan lord levels specific tiles. 20:16:21 kilobyte: well, if you'd like, I can do it that way nistead 20:16:42 that was from something I put on mantis a few days ago. do I change the status to resolved or to closed? 20:17:09 -!- RichardHawk has quit [Ping timeout: 258 seconds] 20:17:26 (I'm not sure what the difference is. guessing resolved?) 20:18:16 the general idea is developer fixes bug, sets to resolved, whoever reported it checks and says "yup it's fixed" and sets it to closed 20:18:25 if you reported it, close it :) 20:18:32 doesn't tend to happen like that most of the time so lots of stuff just sits at resolved but that's the ideal, at least :p 20:19:01 alright, closed it 20:19:16 uhm no... this might be the idea, but in practice is: "no difference between the two, the distinction is there to make as much confusion as possible" 20:19:57 -!- Pacra has joined ##crawl-dev 20:21:53 -!- ainsophyao has joined ##crawl-dev 20:21:59 kilobyte: no, more confusion would be possible! 20:22:05 evilmike: yay to first commit! 20:22:12 hm, maybe I should actually close these 71 resolved issues I've reported... :P 20:22:40 elliptic: I'd ask Napkin to remove the "close" thing outright 20:23:30 though I think if I close them they'll just spam the top of the list of issues when sorted by last updated 20:24:11 elliptic: close a few each day? 20:24:24 eh, no big deal to do them all at once i imagine 20:24:39 although just combining resolved and closed sounds reasonable enough to me as well 20:24:43 my inbox will cry :) 20:25:24 -!- dtsund has joined ##crawl-dev 20:25:57 we've recently reduced our ticket resolution types from 9 to 2 20:26:03 worked very well. 20:26:19 -!- alefury has quit [Read error: Connection reset by peer] 20:27:30 also, "feedback" vs "open" 20:27:36 @??ice beast 20:27:36 ice beast (16I) | Speed: 10 (swim: 110%) | HD: 5 | Health: 16-39 | AC/EV: 5/10 | Damage: 512(cold:5-14) | Flags: amphibious | Res: 06magic(20), 12cold+++, 03poison, asphyx, 12drown | Vul: 04fire | XP: 130. 20:27:45 elliptic: Ice beasts are res_asphyx. 20:28:02 well, is there any reason for them to be? 20:28:05 which is bad because you can't filter out closed reports without also filtering away "feedback" 20:28:14 kilobyte: is it possible to put them in open? 20:28:16 i can imagine just open/assigned/closed might be fine 20:28:19 03evilmike * r3f11d06fc561 10/crawl-ref/source/dat/des/branches/zot.des: Fix a small colouring error in a zot entry vault. 20:28:20 elliptic: I think it comes from their being unliving 20:28:25 they aren't unliving 20:28:32 SamB: doesn't appear to be 20:28:54 <|amethyst> kilobyte: sure you can, Hide Status: resolved 20:29:00 I think we should probably still have "new" 20:29:01 @??sky beast 20:29:01 sky beast (11I) | Speed: 10 | HD: 5 | Health: 16-39 | AC/EV: 3/13 | Damage: 511(elec:5-6) | Flags: fly | Res: 06magic(20), 11elec+++, asphyx | Chunks: 06mutagenic | XP: 130. 20:29:08 |amethyst: this doesn't hide status:closed :p 20:29:42 <|amethyst> kilobyte: here after I select it it says "resolved (And Above)" and closed bugs are hidden too 20:30:08 <|amethyst> kilobyte: oddly, it's available in "Simple Filters" but not "Advanced Filters" 20:30:17 WTF, indeed 20:30:51 indeed indeed 20:33:34 I don't understand how to use the filters at all 20:37:53 okay, now it stores the radius! 20:39:53 -!- Torokasi has quit [Ping timeout: 260 seconds] 20:40:31 -!- ainsophyao has quit [Remote host closed the connection] 20:42:34 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:44:30 -!- Torokasi has joined ##crawl-dev 20:45:10 nausea should be a different color from hungry 20:45:26 I keep on eating a chunk and then thinking I am still hungry 20:45:32 it is even the same length 20:45:48 yeah, that always gets me 20:46:00 so does Breath for that matter 20:46:36 breath is at least something that is triggered consistently by the same action 20:46:53 yeah 20:46:54 yes, different colour would help -- pick one! :) 20:48:14 aye, it confused me too 20:50:37 wait I didn't realize octopodes could wear helments 20:52:24 pointless_: % should tell you 20:53:53 just hats 20:53:54 well yes it does say restricted, which I apparently never saw 20:54:52 could be made more distinct 20:55:17 I guess I thought the gimmick was all rings no armor 20:56:12 except hats 20:56:23 cause octopi with hats are funny 20:56:27 same with shields 20:56:44 -!- Pingas has quit [Read error: Connection reset by peer] 20:58:51 Octopodes with hats are hilarious 20:59:03 cloaks on the other hand, not hilarious 20:59:38 i think they should have cloaks 20:59:44 also 20:59:55 I support ranged AI moving into a better position 21:00:02 using centaurs as meat shields for other centaurs is... too easyt 21:00:46 take it further, make centaurs kite the player 21:00:57 no more non-ranged characters 21:02:11 I mentioned somewhere, if enemy AI is improved, it would be interesting if it degrades again once you kill their leader (eg the centaur warrior), with the logic being that the band loses its morale (or just whoever was keeping them in order) 21:02:30 it would be a small effect though. It's interesting when certain targets become priorities 21:03:17 there is some impact to killing band leaders now (in that non herd animals won't maintain the group afterward) 21:03:20 Hm antimagic v skele warriors not so good :D 21:03:21 but this is pretty minor 21:03:34 and anyway I doubt people generally know which one the band leader is 21:04:04 well, it would only work in cases where the band leader outranks the others (centaur and yaktaur packs work... maybe orc and elf bands too) 21:04:07 "yaktaur captain" 21:04:12 i think they know 21:04:21 do you know which jackal is the band leader? 21:04:38 -!- mikee_ has joined ##crawl-dev 21:04:45 i was not even aware jackals had band leaders, actually 21:04:57 all bands should 21:05:15 can we make centaurs not have broken speed yet :P 21:05:22 lots of things are actually placed in bands, in some cases the leader is obvious but other cases not so much 21:05:46 if it was really relevant I guess it could be put in the monster description or something 21:07:44 Eronarn: it has been possible to give different costs to monster actions for quite some time, I guess you just have to convince someone to make the change 21:08:12 pointless_: yes, i know; for some reason people have been hesitant to fix centaurs/spriggans 21:08:30 seems silly to me but i don't have commit access so 21:10:40 evilmike: ouch, I have your hall of ddeustrction :) 21:10:51 * evilmike spectates 21:11:03 is that the actual name of the vault? 21:11:03 I'm not sur eI'm going to do it 21:11:19 Xiberia: something like that 21:11:23 I think I'll leave it for later :) 21:11:29 probably a good idea 21:11:52 the statues that cast iood actually have a much weaker version than what liches have 21:12:02 @??statue hd:9 spells:orb_of_destruction 21:12:03 statue (158) | Speed: 10 | HD: 9 | Health: 70 | AC/EV: 12/1 | Damage: 20 | Flags: 11non-living, !sil | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 755 | Sp: destruction orb (8d10). 21:12:11 I think it's around there. still high 21:12:16 Well XL19... 21:12:23 yeah and a spriggan :P 21:12:53 you can pretty much outrun an ood anyway 21:13:01 eh 21:13:05 it's nikola I'm more worried about 21:13:07 @??orb of destruction 21:13:07 orb of destruction (16*) | Speed: 30 | HD: 5 | Health: 1000 | AC/EV: 0/10 | Flags: 11non-living, lev | Res: 13magic(immune), 05hellfire, 12cold+++, 11elec+++, 09poison+++, 08acid+++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 0. 21:13:16 yes, ood's are faster i know 21:13:17 spriggan speed is 16.66... I think 21:13:33 and the annihilators :D 21:13:48 that vault does not sound like a lot of fun at all 21:13:56 the loot better be worth it! 21:14:29 HMMM. 21:14:58 should really standardize player/monster speeds so that 16.66 is not a thing :P 21:19:03 ... jesus christ ICE FIEND? 21:19:30 Does anti-magic work on fiends? 21:19:38 are you on cdo? 21:19:40 yeah but it wont shut down their melee 21:19:42 yeah 21:19:48 I'm going to berserk it 21:19:56 i've done that. works like a charm 21:20:45 not bad 21:20:57 I think I might enchant this quickblade 21:21:42 -!- MakMorn has quit [Remote host closed the connection] 21:25:43 -!- MakMorn has joined ##crawl-dev 21:35:36 Okay 21:35:38 It seems to work. 21:35:51 There is a possible unwanted side effect that some clouds might not be excluded where they previously would've been. 21:35:55 But all fog generators automatically exclude 21:35:58 And all cloud traps don't. 21:41:30 -!- Pacra has quit [Ping timeout: 260 seconds] 21:42:41 okay 21:42:49 cloud trap fix pushed wheee 21:43:21 -!- valrus_ has joined ##crawl-dev 21:44:02 -!- pointless_ has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.7/20100713130626]] 21:44:40 03due * rad0ae35fa24f 10/crawl-ref/source/ (13 files in 3 dirs): Allow specification of cloud exclusion radius, also via Lua; cloud traps. 21:45:23 yay :) 21:45:54 -!- Pacra has joined ##crawl-dev 21:46:13 That was surprisingly frustrating :) 21:46:26 On that note, foood. 21:55:37 -!- Pacra has quit [Quit: This computer has gone to sleep] 21:58:19 03evilmike * r4367d95450d5 10/crawl-ref/source/dat/des/altar/overflow.des: A ruined temple to Ashenzari. 21:58:30 03evilmike * r328ea1a54906 10/crawl-ref/source/ (13 files in 3 dirs): Merge branch 'master' of gitorious.org:crawl/crawl 21:58:36 oops 21:58:45 can someone tell me why that 2nd one happened? 21:59:09 I was just following quickstart.txt 21:59:28 Did you rebase? 21:59:35 You need to git pull --rebase :) 21:59:39 ah, thanks 21:59:50 there's a config setting to rebase automatically 22:00:15 i forget its name but one of the files in docs/develop/git has it 22:00:55 yeah, found it 22:02:07 die boris die die 22:03:03 -!- ixtli has joined ##crawl-dev 22:06:06 -!- ainsophyao has joined ##crawl-dev 22:07:24 -!- edlothiol has quit [Ping timeout: 256 seconds] 22:09:22 Hm, deep trolls should possibly not heal, also. 22:09:57 remove deep dwarf, add deep troll 22:10:03 await player response 22:11:41 deep trolls would be more interesting if their bands had a leader enemy, like ogre bands have ogre mages 22:12:02 -!- ainsophyao has quit [Remote host closed the connection] 22:12:03 I can't think of much right now though 22:12:18 yeah 22:12:21 deep troll general :) 22:12:28 okay, I go shopping now, ciao 22:12:52 deep troll sniper 22:13:03 (it has portal projectile) 22:24:36 the best I can come up with is a deep troll shaman that casts major healing on other trolls, and maybe haste other 22:33:44 <|amethyst> Can someone assign #4601 (self-assembling Abominations implementable) to me on mantis (I'm "neil" there)? 22:33:53 <|amethyst> I've started working on it 22:34:24 -!- Torokasi has quit [Ping timeout: 240 seconds] 22:35:18 alright 22:35:47 how about a deep troll necromancer who animates their corpses 22:36:04 <|amethyst> I am making the mass efficiency depend on spell power 22:36:09 <|amethyst> also the radius 22:36:11 there are a lot of monsters that do that already... but it's a good way to make them priority targets 22:37:06 honestly I think we might have too many different troll monsters anyway 22:37:55 troll, rock troll, iron troll, deep troll... they aren't the most exciting monsters to fight 22:37:55 hmm, I still am just an updater on mantis, I dont think I can assign stuff to other people 22:37:58 i could live without rock troll 22:38:19 rock troll just has no niche 22:38:22 yeah 22:40:55 |amethyst: I'm not sure issues can actually be assigned to non-devs 22:41:05 <|amethyst> ah 22:41:11 just leave a comment saying that you are working on it 22:41:12 <|amethyst> I'll add a note then 22:41:51 -!- valrus_ has quit [Remote host closed the connection] 22:44:27 I'm still not even sure what all these categories are for, eg acknolwedged vs confirmed 22:45:04 confirmed is sometimes used when someone manages to reproduce a bug, I think 22:47:53 -!- jeanjacques has quit [Ping timeout: 260 seconds] 22:52:22 -!- valrus_ has joined ##crawl-dev 22:54:02 elliptic: yes, I use it 23:03:38 -!- st_ has joined ##crawl-dev 23:16:31 -!- greatzebu__ has quit [Ping timeout: 252 seconds] 23:23:10 I return 23:23:38 evilmike: Acknowledged = "bug recieved, not confirmed", confirmed = "can duplicate described behaviour of bug" 23:23:48 ah 23:24:44 The difference is fine, but specific. Perhaps a little obtuse? 23:24:54 (Fine as in fine grain, I suppose, rather than "okay") 23:26:56 It makes sense once explained like that 23:28:21 I should probably write a manifesto on the statuses somewhere. 23:28:21 <|amethyst> btw, how does my patch at #4799 (double stab) look? 23:28:29 |amethyst: I haven't had a chance to look 23:28:45 I'm not thoroughly cognizant with the code base currently, though, so I'll defer it to someone else. 23:28:51 I feel like greensnark, committing randomly ;) 23:30:35 <|amethyst> I think evilmike was the last one to touch that part of the code... or maybe galehar 23:32:48 -!- Ashmodai has quit [Ping timeout: 255 seconds] 23:33:57 * due nod. 23:34:09 <|amethyst> And #4833 (Ashenzari's cursed weapon has bad enchantments) is straightforward, just a .des patch 23:34:30 I made a few changes to it, it was galehar that made it work though. 23:35:58 <|amethyst> I think it was galehar moving the fleeing stuff to ME_HURT that broke it 23:37:12 <|amethyst> if the monster is below the fleeing threshold, it doesn't get BEH_SEEK for the ME_WHACK, but then it might also not get BEH_FLEE for the ME_HURT... so it won't be awakened at all 23:37:52 <|amethyst> just giving BEH_SEEK regardless doesn't work because the whack comes after the hurt (so would override fleeing) 23:39:17 <|amethyst> so I added a special case for sleeping monsters.. this does make missed swings wake up monsters 23:39:36 <|amethyst> err, no it doesn't 23:39:49 <|amethyst> but it does make 0-hp hits wake them up I think 23:40:00 Have we improved the reaching interface? 23:40:02 ME_WHACK includes 0 hp hits, yeah 23:40:48 -!- ainsophyao has joined ##crawl-dev 23:42:10 -!- ainsophyao has quit [Remote host closed the connection] 23:43:42 due: only in that autofight uses reaching now 23:44:15 hm 23:44:24 I can' treally think of any way to make it more intuitive 23:44:47 add it to the tutorial 23:45:18 I imagine some people don't figure out that you need to use 'v' to use it, yeah 23:47:00 I'm still unsure about stealth + stabbing + bands. 23:47:10 I juts took out half an orc band even though one of them woke up. 23:47:25 We might need to add a "shout o wake up allies if they're asleep" check to intelligent band members. 23:47:39 possibly 23:47:51 maybe he wasn't very! 23:48:02 hah 23:49:16 -!- |amethyst has quit [Read error: Operation timed out] 23:49:22 -!- |amethyst has joined ##crawl-dev 23:56:20 03evilmike * r88e0b393633b 10/crawl-ref/source/dat/des/altar/overflow.des: Make the weapon in ashenzari_altar_1 +0,+0 (neil) 23:57:12 Distant Zots can be invoked against the player (https://crawl.develz.org/mantis/view.php?id=4848) by Ryak