00:01:17 -!- Brannock has quit [Ping timeout: 240 seconds] 00:02:08 btw, that change was part to make more use of blizzard demons, and part to dilute the ridiculous number of ice fiends. balrugs still aren't in fire zigs, dunno if they should be 00:06:10 -!- monqy has quit [Quit: hello] 00:07:10 -!- valrus has quit [Remote host closed the connection] 00:12:17 -!- RichardHawk has joined ##crawl-dev 00:16:51 -!- st_ has joined ##crawl-dev 00:28:30 !messages 00:28:30 No messages for Keskitalo. 00:29:31 !tell kilobyte roctavian's edit of Denzi's tiles look great to me, and definitely metal. 00:29:31 Keskitalo: OK, I'll let kilobyte know. 00:30:57 only issue is there might be a bit too visual noise, and the rust got turned into blood. it's more metallic for sure. 00:32:06 !messages 00:32:06 No messages for Mottie. 00:51:14 -!- dtsund has quit [Quit: dtsund] 00:51:48 Keskitalo: Have you tried just tweaking the red channel in the PNG? 00:52:33 In theory you could just add a little more yellow to it. 00:52:49 * due goes to play. 00:53:44 in any case even denzi's unmodified tiles are a straight improvement. no longer does dis look like the Vaults with a floor of skulls 00:57:45 Keskitalo, evilmike: I attached another eidt :0 00:57:54 https://crawl.develz.org/mantis/file_download.php?file_id=2562&type=bug 01:00:18 excellent 01:00:46 Unstable branch on crawl.develz.org updated to: 0.10-a0-1696-gde6e92c (32) 01:00:54 i'd add it myself.. kilobyte does something with compressing png files though. don't know exactly what that is, I probably just need a better image editor 01:01:07 optipng 01:01:17 It's in the docs somewhere 01:01:22 ah, thanks 01:01:29 develop/tiles_creation.txt 01:01:34 optipng -04 -i0 -fix 01:01:52 and advpng -z4 01:01:54 in that order :0 01:05:19 !lm * sprint 01:05:20 120958. [2011-11-04] KrazyGaminFreak the Ninja (L11 SpEn) became the Champion of Yredelemnul on turn 1901. (D) 01:05:22 !lm * sprint x=map 01:05:22 120958. [2011-11-04] [map=] KrazyGaminFreak the Ninja (L11 SpEn) became the Champion of Yredelemnul on turn 1901. (D) 01:05:25 Huh. 01:05:30 easy enough. shame i'm not on linux any more, would make getting those so trivial 01:05:40 !lg * sprint x=map 01:05:41 118740. [map=dungeon sprint 1] KrazyGaminFreak the Imperceptible (L10 SpEn), worshipper of Makhleb, slain by a demonic crawler in Sprint (Sprint I: "Red Sonja") on 2011-11-04, with 4693 points after 659 turns and 0:07:32. 01:06:03 SamB: I've assigned the zotd/sprint map to me... shoudl be easy, as kills already have the map parameter 01:08:15 due, evilmike thanks 01:08:38 -!- dtsund has joined ##crawl-dev 01:11:01 -!- ainsophyao has joined ##crawl-dev 01:18:46 Windows builds of master branch on crawl.develz.org updated to: 0.10-a0-1696-gde6e92c 01:26:55 alright, i got the compression stuff working, so i'll add those later 01:41:46 -!- Zaba has quit [Ping timeout: 260 seconds] 01:44:50 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 01:47:45 -!- Zaba has joined ##crawl-dev 02:04:12 03evilmike * r0e92741d6675 10/crawl-ref/source/rltiles/dc-dngn/ (27 files in 2 dirs): Make Denzi's new Dis tiles look more metallic. 02:05:56 -!- Mottie has quit [Ping timeout: 258 seconds] 02:07:32 -!- valrus has joined ##crawl-dev 02:11:56 -!- valrus has quit [Ping timeout: 256 seconds] 02:35:48 -!- elliptic has quit [Ping timeout: 245 seconds] 02:48:48 -!- Ragdoll has joined ##crawl-dev 02:52:38 -!- ainsophyao has quit [Remote host closed the connection] 03:07:06 -!- Keskitalo has quit [Quit: leaving] 03:10:57 -!- syllogism has joined ##crawl-dev 03:12:34 moin moin! 03:12:41 hi napking 03:13:11 hey due - how's it going? 03:17:40 -!- syraine has joined ##crawl-dev 03:17:56 There needs to be a buff of the Helix card in the Deck of Wonders at high power. 03:18:57 Since the experience gained from Power 2 has now been halved at low Evocations, the Helix card and the Experience card combined are not sufficient to counteract the crippling Focus and Shuffle cards in that deck. 03:19:23 Wild Magic at high power, in addition to this, summons hostile 1-class demons, causes banishment and fatal poison. 03:21:29 I don't think decks of wonders need a buff. 03:21:37 03:21:55 They're the most dangerous decks to use. This is true. They're also still quite good if you use them carefully. 03:21:56 The Helix card at high power cures mutations, replacing them with random mutations, or removing them. This means that after using seventy or so of the Helix card, you are no more likely to have a set of good tier 3 mutations than someone who had completely ignored the Helix card and triple-draws from Wonders decks to get Experience, and nothing more. 03:22:18 They're good decks to use, but I have experience with them, and there's no reason to pick any card but Experience. 03:22:32 And more weirdly there is no reason to have high Evocations. 03:24:29 -!- Pacra has joined ##crawl-dev 03:27:49 -!- RichardHawk has quit [Ping timeout: 240 seconds] 03:28:30 syraine: helix cards have a use. maybe there are more ways to use it than scumming for 70 of them?? 03:29:26 evilmike: from long hours of experience, the only other way to use them is as cure mutation potions. 03:29:43 !lg . spar xl=27 god=nemelex xobeh 03:29:44 2. Xenene the Evocator (L27 SpAr), worshipper of Nemelex Xobeh, demolished by a stone giant on D:24 (trap monster doors 1) on 2011-09-12, with 817056 points after 125331 turns and 9:00:13. 03:30:09 yeah, that sounds fine to me 03:30:20 as opposed to .. making them interesting 03:30:28 also they're pretty terrible cure mutation potions 03:30:32 and they each take up one slot 03:30:50 let's be fair, it does do a bit more than cure mut 03:31:11 Actually, it does less than cure mut 03:31:16 -amusement- 03:32:50 No, it's weighted towards removing bad mutations and adding good ones. 03:33:08 it only does "less" in the sense that it won't remove as many mutations as a potion will 03:33:40 Yes, that is the sense I mean. 03:34:29 There's a chance (1/2) that you will either lose a mutation (probably a bad mutation) and gain a random one OR lose a random mutation and gain a probably good one. 03:34:36 At power 2. 03:34:56 all I'm trying to argue, is I like helix cards, and I think they have a purpose. You triple draw from a deck of wonders, get three cards. One is helix, let's say the other two are alchemist and focus. I think I'll choose helix, see if anything interesting happens. 03:35:18 This seems to work well, in my expeirence. 03:35:20 Hopefully you're not triple-drawing from decks of wonders every time. 03:35:42 I usually stack them after triple drawing twice. 03:35:45 It's an issue of how the decks are used. Nemelex rewards you with piety if you use unmarked cards. 03:36:00 But when you have maximum piety, this is immaterial. 03:36:06 yes. I know. 03:36:14 It seems a bit gamey, really. 03:36:28 My whole thing is based on the predicate that you want to actually draw the deck. 03:37:06 If you're planning to TD then stack five on it, then no card needs to be balanced against another one, because, hell, you are choosing your favorite. 03:37:12 honestly, you're the first person I've seen that doesn't like decks of wonders :P 03:37:27 People are blinded by the Experience card, mm. 03:37:47 However, having used the deck for sans 90,000 turns, I am far more intimately acquainted. 03:38:23 Experience is fantastic, but I find it absurd that it is preferrable to have 0 Evocations. 03:39:11 -!- RichardHawk has joined ##crawl-dev 03:41:37 Lastly, legendary decks of wonders are worse than plain decks. 03:43:12 but but. experience cards. 03:43:44 Yes. 03:43:50 But but focus weighting: 2 03:44:03 what if shuffle was made less rare 03:44:08 less? 03:44:10 you would just fun-shuffle around 03:44:13 yeah, that would be fine. 03:44:22 make shuffle frequency 5. 03:44:25 usually if you got a accidental shuffle card youre screwed for life 03:44:29 drop potion frequency 03:45:09 http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/decks.cc#line159 03:45:55 So having your lowest stat (usually 8 or so) dropped by 1 point is forty percent as likely as, let's say, getting Potion cards in the deck 03:46:26 -!- Twinge has quit [] 03:47:54 -!- dtsund has quit [Quit: dtsund] 03:48:55 helix could use a tweak because it is more or less useless 03:49:28 in the above example i would have chosen alchemist 03:50:30 hm, I've never had a problem with helix. But your opinion helps, since it doesn't involve scumming decks for 90k turns and blindly drawing from legendary wonders 03:50:39 haha 03:53:28 .. 03:53:37 I had the capability to triple-draw, thank you. 03:53:56 I was stating that if you draw from the deck fully... 03:54:30 You're being antipathic, I suppose. 03:55:46 -!- Keskitalo has joined ##crawl-dev 03:59:46 i think he just means your style of play with nemelex is far from the norm 04:00:55 most players are probably going to have far fewer decks of wonders, so they'll be less affected by things like focus, at least 04:01:09 It doesn't change how good the deck is. 04:01:19 But yes. 04:01:27 it does if a disadvantage of it is the cumulative effect of focus 04:01:36 Disregard focus, in that case. 04:01:45 Let's say there is not a focus card. 04:01:59 a better world 04:02:01 In that case we have shuffle, at 2 frequency 04:02:23 and the rest at 5. That's Potion, which draws from a stock list (no longer giving cure mutation) 04:02:30 Sage (uselses) 04:02:33 (useless*) 04:02:39 Alchemist (useless) 04:02:48 ??exlicer card 04:02:48 I don't have a page labeled exlicer_card in my learndb. 04:02:55 ??elixer card 04:02:55 Experience (why you are drawing from this deck) 04:02:55 I don't have a page labeled elixer_card in my learndb. 04:02:56 and Helix. 04:02:58 ??elixir 04:02:59 I don't have a page labeled elixir in my learndb. 04:03:03 ??elixir_card 04:03:03 elixir card[1/1]: By card power, 0: 50/50 heal wounds effect / regeneration. 1: If your hp is lower than half, then full heal and full mana drain. Otherwise, do card power 0 instead. 2: Full heal, full mana fill. 04:03:14 That's the deck of Battle. 04:03:17 i do like sage, actually. it's useful if you have a means of dealing with the annoying sages 04:03:29 the means that you have of dealing with the annoying sages is 04:03:31 um 04:03:31 aw. 04:03:32 drawing the sage card 04:03:38 ??sage 04:03:39 sage card[1/3]: Gives you the "Sage" status, which lasts randomly 200-2000 turns, and causes 50% of all incoming XP to be multiplied a bit (1 + .5*card power) and put towards one skill (same the whole time). The skill is selected randomly, weighted towards those you know better (the weight is based on card power, and at 0 is completely random). 04:03:39 overall yes there is a problem of the deck being "experience plus some junk to dilute experience" 04:03:47 mine is usually mashing 5 04:04:02 wonder alternative: xom action 04:04:02 well it's important that wonders has bad effects too 04:04:11 yes 04:04:11 st_: Wild Magic 04:04:13 Refer to: 04:04:17 ??wild magic 04:04:17 wild magic[1/1]: see {wild magic card} or {wild magic mutation} 04:04:21 ??wild magic card 04:04:22 wild magic card[1/1]: Causes a miscast effect, higher power will yield nastier miscasts. 04:04:27 oh, what about god abilities for wonder decks 04:04:28 These can include: 04:04:29 Banishment. 04:04:36 Hostile greater demon summon. 04:04:37 yes I am aware of card effects 04:04:38 Red glow. 04:04:40 Red poison. 04:04:46 Oh, right, you're clouded- 04:04:52 -bemusement- 04:05:07 Don't know why you were asking, then. Before when Experience gave 20k exp, it was fine 04:05:13 Now it's based off Evoc 04:07:59 -!- valrus has joined ##crawl-dev 04:12:15 -!- valrus has quit [Ping timeout: 248 seconds] 04:21:37 -!- Wop has joined ##crawl-dev 04:30:26 I wish Ely gave the ability to gently wake up monsters. :P 04:32:43 ..and to dismiss summons. 04:33:42 -!- ais523 has joined ##crawl-dev 04:36:10 hey guys.. is anyone familiar with mon-spll.h / spl-data.h? 04:37:08 yes 04:37:29 what would you like to knoow? 04:38:02 @due: i'm trying to figure out why SPELL_LEVITATION doesn't work as a monster spell (crashes) 04:38:42 Unknown monster spell 'Levitation' cast by testmon 04:39:25 Did you use the player spell 04:40:02 syraine: i put SPELL_LEVITATION const in fourth slot in mon-spll 04:40:20 So you mean that you used the player spell string 04:40:38 There is no such spell 04:40:43 i don't know, i only cloned the repo about an hour ago so i'm not familiar with the code at all 04:40:48 Right 04:40:52 Monsters don't start/stop levitating. 04:40:59 There isn't any such- 04:41:01 You could probably implement it if you wanted to. 04:41:16 FL_NONE/FL_LEV/FL_FLY are the flags used in mon-data to denote flying monsters. 04:41:25 so the things in spl-data.h are not monster spells? 04:41:26 ...yes 04:41:40 or not all of them anyway i guess 04:42:17 @due i saw the flags but i didn't want it levitating all the time 04:42:41 guess i can probably add/remove flags at runtime somehow? 04:43:04 think due means 04:43:09 make a spell which sets a flag 04:43:19 ok yeah that's what i thought 04:43:31 so where would the appropriate place to put this be 04:43:38 spl-data.h? 04:47:44 aha i think i am looking for mon-cast.cc 04:50:38 . 04:58:23 how would you devs feel if vampires would get rtorment earlier than bloodless 05:01:17 i forget, do they get hit by full torment at near bloodless? 05:01:49 they have rN+++ but otherwise yes 05:02:18 Ragdoll: too overpowered 05:02:31 it kind of isn't 05:02:41 Wop: Adding new monster spells is not particularly easy, but good luck 05:02:56 st_: halved torment at near bloodless would seem okay 05:03:07 yeah it's a pain in the balls so far lol 05:03:24 figured it's a good a place to start as any tho 05:04:05 i am not looknig forward to tar. torment and dispel undead both, woo. 05:04:14 that's what i was thinking, maybe give them partial rTorment at near bloodless 05:04:30 that would be very nice. 05:04:45 it would make their undeadness feel less like a sudden switch 05:05:05 and partial vulnerability to DU, too 05:05:06 kilobyte: You have 2 messages. Use !messages to read them. 05:05:31 kilobyte: yes, good idea 05:05:44 they are vulnerable to that at all times 05:05:48 ^ 05:06:20 also a bit more blood potions strewn around in pan woudnt hurt either 05:06:35 Napkin: my login to CDO no longer gives me a terminial, just straight crawl... 05:06:45 what about blood fountains? 05:06:56 Keskitalo, evilmike: I noticed another optimization that neither optipng nor advpng does: saved colour value of transparent pixels. 05:07:30 +kilobyte: pngquant/neuquant does this nicely too 05:07:33 I wonder whether it'd be good to combine all optimizations in one program, and have it in util/ 05:07:48 that would be convenient 05:08:01 although, getting optipng and advpng was only like 2 minutes of work 05:08:47 Wop: it appears it is not lossless 05:09:24 fountains would be nice too. 05:09:24 also in abyss please 05:09:24 did you change your ssh key, due? 05:09:24 evilmike: Pan has them but only in a couple vaults 05:09:28 Napkin: no... 05:09:32 kilo: no it outputs indexed pngs but you can't see any artifacts or anything... they come out looking great 05:09:53 Napkin: huh, now it works 05:09:55 i use it for mobile web stuff all the time 05:10:15 there are 2 of your keys installed 05:10:18 well, good :) 05:10:38 Napkin 05:10:42 I don't know if it is just me 05:10:42 syraine: 05:10:51 it is you! 05:10:54 But when sorting the entirety of the .rc files in the main directory of thingy 05:10:54 ;) 05:11:06 Of develzness, Firefox 7 goes schizo 05:11:15 haha 05:11:34 This is clearly a terrible failure on your behalf =) 05:11:46 geez make a change in enum.h and it's gotta recompile the whole freaking thing huh 05:11:48 lol 05:11:51 I forgot how terrifying Slime:6 is 05:11:58 configs of which version, syraine? 05:12:06 Wop: um, yes 05:12:11 Napkin, the main directory has .rc files 05:12:21 link? 05:12:21 Before you choose a specific branch or version of crawl.* 05:12:34 the main? :-O 05:12:51 link me, syraine 05:12:52 um 05:12:54 moment 05:12:56 I am I am 05:13:08 -hunt.....- 05:13:10 Wop: it's hard to notice it on a 32x32 tile, yeah -- but on images so small it's a net loss unless there already were few unique colours (which can be done losslessly, and optipng does that already) 05:13:11 http://crawl.develz.org/configs/ that'S the main - no configs there 05:13:31 Argh 05:13:34 ARGH 05:13:38 er, wrong channel 05:13:42 I meant .akrasiac 05:14:12 hmm, i think akrasiac has no sorting for versions.. has it? 05:14:12 Wop: in other words, the loss is too small to notice, but there is also no gain 05:14:18 there are just too many players 05:15:30 try with a different browser, please 05:15:31 +kilobyte hmm images that small must have palettes almost the size of the image data :( 05:15:31 just out of curiosity 05:15:31 crawl.akrasiac.org/rcfiles/ 05:15:31 done 05:15:31 sorry, it was actually ironically lagging 05:15:31 Forgive my silly mistake. I don't even know if you curate akrasiac. 05:15:50 kilo: btw they look much better with dithering turned off... i think the switch is -or8 or something... just for future ref if u ever use it for something else 05:16:46 no problem, i'm a helping hand there 05:17:01 but there are just so many players & configs - it takes long 05:17:27 if you want to get them really small you could do indexed, strip out the PLTE chunk, and use a global palette for all images 05:17:37 probably overkill tho 05:17:42 That was my thing 05:17:59 That was the humor. :3 I found so many interesting fragments of .rc files. 05:18:04 My own one is a bit nightmarish... 05:19:14 Wop: the images in the rltiles/ dir are supposed to be editable, so that would be tedious. However, they are not actually shipped to end-users -- it's combined images. 05:19:47 which _could_ use your idea, although it's a single image (ok, six) at that time so there's no need for special tools 05:21:38 yeah if you are trying to reduce the size of the images in the source tree that's another story. No real reason to worry about the size of the images for the end user i imagine 05:23:27 re: blood in extended endgame, blood fountains would be nicer, more thematic than blood potions 05:23:42 don't they give nutrition to carnivores, too? 05:27:37 i dont think so 05:27:37 but i endorse the blood fountain plan. right now extended endgame is very painful for vampires if they dont take makh/kiku 05:27:44 Playing an Ely summoner has strategy/tactical implications, some of which are fun, and some of which are tedious. I think the tedious bits can be fixed though, and playing style seems new and fun (to me at least), so it has the stuff to justify its existence. 05:28:02 I'm not sure Ely gives more power to Summoners, but that can be worked, too. 05:28:12 (I hope that makes sense..) 05:29:23 Ragdoll: could a vamp go Jiyva for the nutrition from Jellies slurping? 05:29:49 kilobyte i just remembered... once i needed to get a png very small so i could embed it in a css file using a data uri... none of the utilities u mentioned easrlier got it small enough... looking at it in a hex editor it still had a bunch of useless chunks... i got it much smaller by basically stripping off every chunk before the IDAT chunk. There might have been one other chunk that had to be left in, but i removed many useless ones 05:30:02 yes, that is indeed a possibility 05:31:36 chunks not removed by optipng/pngcrush included a text chunk with the the name of the software that created it, a creation date, some gamma info, a useless bg color, etc 05:33:34 oh yay it compiled 05:33:34 Wop: yeah, a know problem. optipng says a mythical new version will include a "chunk editor". I'm saying "mythical" because there's no VCS available so there's no idea what they've done. 05:34:09 kilobyte iirc you can strip off everything between byte 33 and the PLTE chunk safely 05:34:09 that's what I was talking about earlier today: if you read the png and save it yourself, you get rid of all auxillary chunks 05:34:13 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- It'll be on slashdot one day...] 05:34:56 often there's some junk after that, though 05:35:05 just read the first 33 bytes, write them to a new file, keep going thru the source file till u get to PLTE, write from there into the new file 05:35:21 like, in files created by the rltiles tool: Warning: Extraneous data found after IEND 05:35:32 i hmm that's weird 05:35:41 would have to see it in a hex editor 05:36:17 i mean not PLTE, IDAT 05:36:23 sorry it's late here 05:37:02 -!- Mottie has joined ##crawl-dev 05:40:21 before pngquant: 1495040, after: 1218560 -- yet a lot of tiles look like ass 05:40:24 actually i might be wrong about that 33 bytes thing... i was also inserting some custom chunks to store random stuff and that might have been the size of those. This was over a year ago so i don't really remember now. But either way a lot of it can be stripped :) 05:40:42 -!- elliptic has joined ##crawl-dev 05:40:44 did u use the -or8 switch 05:40:54 or -nofs 05:41:02 otherwise it will dither and look like dog shit 05:41:55 tried both 05:42:35 hmm probably just too colorful then ;) anyway that's not much of a size reduction 05:42:45 tiles with pixel-sized detail look good, but those with large areas with a gradient go to hell 05:42:58 and partial transparency is shot, too 05:43:24 really, usually it does a good job with that 05:43:34 i guess i've never tried it on something like a sprite sheet tho 05:45:14 there are a few supposedly improved versions floating around 05:45:40 pornel.net/pngquant is one i haven't tried. Neuquant is another that i have tried but looks worse than pngquant to me 05:45:54 the effect matches theory though: slow gradients will always look like shit after quantization 05:46:18 I'm quite surprised that it's that visible on a 32x32 image, 05:46:50 this is probably caused by the sprite sheet using enough colours that there's few left to any particular gradient 05:47:15 kilo: that's exactly what it is 05:47:35 if you have an image with like just a red gradient, it will look fine 05:47:51 if you have 12 diff colored gradients its gonna look like shit :( 05:48:53 i've actually never played tiles so i really don't have an idea of how "colorful" the gfx are 05:49:32 well i played it once for about 5 seconds 05:49:34 lol 05:51:16 you can spectate webtiles to get an image 05:52:32 just don't dare to comment about tiles on a searchable place :p 05:52:52 a piece of spam I just got: "This is Cherry from SUVNIN CERAMIC -- A experienced manufactory in ceramic field from China.With 10 years experience we mianly offer compertitive price in wall tile ,floor tile-porcelain&rustic, mosaic and border." 05:54:45 LOL! 05:55:01 but do they offer web tiles 05:56:29 no idea... but in the other sense of "web", I do need a tile for the gossamer rune and other Spider things 05:56:55 outsource! ;) 05:57:12 looks like it needs a tile for dragonskin cloak as well 05:57:52 ok lets see if this fucker levitates 05:58:26 Wop: What are you building? 05:58:48 trying to make a levitate that monsters can cast 05:58:56 -!- ainsophyao has joined ##crawl-dev 05:59:07 just playing around trying to get familiar with source 06:00:04 OSX builds of master branch on crawl.develz.org updated to: 0.10-a0-1697-g0e92741 06:00:16 welp that didnt work 06:00:23 -!- ais523 has quit [Remote host closed the connection] 06:03:14 Wop: levitation used to be a static property, I hacked it to support temporary (enchantment) one for Tornado, but it might be flaky 06:04:08 what happens when monsters drink a pot of levitation? i tried to go the beam/pot route if that makes any sense 06:05:45 they don't drink those 06:06:46 then this probably won't work. Does your hack add/remove the levitation monster flags? 06:08:23 -!- Torokasi has joined ##crawl-dev 06:08:35 hahah he levitated me 06:09:25 classic ENCH_LEVITATION 06:09:39 Argh, killed my ely summoner experiment with carelessnesssss... 06:09:42 Wop: I would just duplicate switfntess 06:09:58 Keskitalo 06:10:03 You should do SEAK. 06:10:28 I've never had trouble with brown oozes before, wiped my ice beasts good. 06:10:35 @due thanks, will take a look at that. wish i was more familiar with this stuff 06:10:46 Wop: the problem is that players would make monsters levitate then lure them over water/lava 06:11:04 Wop, you could create a monster that gives you beneficial effects in conjuction with terrible ones 06:11:18 For instance, hastes, paralyzes and badly poisons you 06:11:18 kilobyte: well, monsters can kow when they are decaying and calculate how many moves they need to escape 06:11:23 -!- ainsophyao has quit [Remote host closed the connection] 06:11:35 kilobyte: didn't even think of that 06:11:40 FR: MaxMP gain on level up is gained as available instead of drained. 06:12:01 FR: crosstrained skills give bonus experience retrospectively 06:12:26 uhhh.. you can still read, evoke etc from post-mortem inventory :D 06:12:33 syraine: that's a pretty cool idea. what i dont understand i i set this up like MIGHT, as a beam with a potion effect... but for whatever reason might affects the caster and lev apparently affects the target 06:12:48 Wop, read the code for might 06:12:50 Keskitalo: :p 06:12:58 Unfortunately, when I tried to zap the ooze with a wand for one last retribution, it quit 06:13:21 I think what you are doing is different from creating a might effect 06:13:24 Wop: MIGHT uses a beam that's targetted at self. Don't ask me why. 06:13:32 My advice: make a dummy spell 06:13:35 Have it do nothing 06:13:41 I guess someone copied HASTE without thinking. 06:13:42 And whenever it is called apply the effect 06:13:50 kilobyte, my lev uses a beam targetted at self as well 06:13:57 at least that's what i meant for it to do 06:13:58 @wop 06:14:02 was just copying might 06:14:07 I'll BR when I get home. 06:14:13 As in, for every target in _beam, add to group 06:14:53 syraine: hmm ok i have to figure out how and where to do that :) sorry for being so ignorant with this stuff 06:15:06 Wop, I am a text dev, if anything 06:15:44 well text is pretty important in a game like this ;) 06:17:46 Xom Draining or Torment. 06:17:48 "You have not fulfilled your side of the bargain." 06:17:49 Xom's power rends through you in anger. 06:17:51 Xom seems UNAMUSED by you. 06:17:52 if you care 06:20:58 -!- evilmike has quit [Quit: something happened] 06:21:00 which side of the bargain??? 06:23:48 -!- Fyren has joined ##crawl-dev 06:24:20 03kilobyte * r9dabe3236d9e 10/crawl-ref/source/files.cc: Don't let monsters act twice when entering a level, double the entering time. 06:24:43 -!- Fyren has quit [Client Quit] 06:28:20 -!- Keskitalo has quit [Quit: leaving] 06:31:51 -!- edlothiol has joined ##crawl-dev 06:33:52 -!- Ragdoll has quit [Quit: Page closed] 06:39:18 i think i figured it out :) what can i do in wiz mode to make sure this guy is really levitating? 06:39:30 xv 06:40:25 xv? 06:40:53 can i make some deep water or something 06:41:09 press 'x' to view monsters, then 'v' for a detailed list 06:41:17 aha 06:41:42 It looks extremely dangerous. It is somewhat resistant to hostile enchantments. It is fast. It can levitate. It is small. 06:41:42 there's a lot more commands in the 'x' mode, too 06:41:57 it can levitate... but is it levitating right now? 06:42:07 i guess i can go find some water 06:42:17 this is worded badly, yeah 06:43:52 i'm using your ENCH_LEVITATION 06:44:24 so it should work, minus AI comitting suicide 06:44:51 i wonder if it ever stops levitating after it casts the spell 06:46:48 xD lists durations 06:47:09 you can check if it decreases when you wait 06:47:52 i figured out how to make deep water just now, going to see if this guy actually floats across 06:48:11 ah thanks will try that now 06:49:49 Zaba: when a vault is unmarked as used (Abyss or &R), subvaults are still left as used. This means, if they're not allow_dup the parent vault is eligible but may run out of subvaults. 06:49:50 Zaba: &R would be easy to fix since all subvaults can be flushed in one go, but not sure what's the best way to handle Abyss 06:50:01 hahah aparently it olly lasted one turn. he cast lev, floated over some water and immediately drowned 06:53:02 ench: levitation (0:15 N/A) 06:53:26 after one turn, ench: levitation (0:5 N/A) 06:53:39 hmm so how can i get it to last longer 06:55:47 -!- Fyren has joined ##crawl-dev 06:55:47 ghrmdammit! Hate, hate, hate, hate dummy_balancer_other. And even worse, there's no debug message or &^E information that a dummy has been chosen. 06:58:47 Zaba: do you think we should list dummies? If so, would dprf() or &^E be a better place? 06:59:38 kilobyte, maybe env.level_map_ids of cells occupied by the subvault should be set to the subvault's index, rather than the parent vault's? 06:59:55 kilobyte, then normal vault clearing code would pick them up with no further changes, right? 07:00:04 cool, that could work 07:07:41 -!- ais523 has joined ##crawl-dev 07:12:16 kilobyte, adding a diagnostic for when a dummy vault gets picked would be easy, but probably not nearly as useful as listing them in &^E 07:13:24 TAGS: uniq_lab chance_lab transparent trowel_portal allow_dup extra 07:13:24 uniq_lab and allow_dup seems contradictory to me 07:13:32 somebody forgot to clean that up when lab generation was changed, I guess 07:14:14 (they were limited to one per game at some point, IIRC) 07:14:40 ah ok, so it's not intentional, thanks 07:15:05 hahah got it! this guy's levitating like a champ now. thanks for all the help guys :) 07:16:03 i'd like to put a message saying he floats to the ground or something when he's done levitating but not sure how to do it without fucking up tornado... will figure it out tho 07:26:27 -!- Ragdoll has joined ##crawl-dev 07:27:28 -!- MarvinPA has quit [Read error: Connection reset by peer] 07:29:55 -!- Cryp71c has joined ##crawl-dev 07:31:25 Morning 07:46:48 bellsouth.net? how the hell... 07:47:18 i thought at&t bought bellsouth like 10 years ago 07:48:23 03dolorous * r8adbabc837d5 10/crawl-ref/source/ng-restr.cc: Don't recommend HOIE anymore, since their Ice Magic aptitude tweak. 07:48:31 Not quite that long ago, but bellsouth still operates as the south-eastern branch of AT&T 07:48:37 In some areas, they're technically listed as a competitor :P 07:48:49 (because both AT&T and bellsouth brands serve that same area) 07:49:29 hmm that's crazy... i haven't heard of bellsouth in years... used to be pretty much the only telco down here 07:49:46 maybe the only one, period... guess it was part of the original ma bell 07:50:21 anyway good morning. holy shit i need to go to sleep 08:09:00 -!- Brannock has joined ##crawl-dev 08:10:56 -!- alefury has joined ##crawl-dev 08:28:13 -!- valrus has joined ##crawl-dev 08:45:43 -!- Brannock has quit [] 08:46:01 -!- Brannock has joined ##crawl-dev 09:00:00 -!- edlothiol has quit [Ping timeout: 260 seconds] 09:01:22 -!- ncampion has joined ##crawl-dev 09:05:24 -!- Mu_ has joined ##crawl-dev 09:05:45 -!- jeanjacques has joined ##crawl-dev 09:07:59 -!- Pingas has joined ##crawl-dev 09:08:25 kilobyte? 09:08:41 is there a possibility to detect nvidia's twinview when starting crawl? 09:09:30 starting crawl on those automatically sizes the tiles version to eat up both monitors 09:09:39 not really what you'd like 09:11:44 <|amethyst> Napkin: saw this, but it doesn't answer how a game could detect and deal with it: https://wiki.archlinux.org/index.php/NVIDIA#Gaming_using_Twinview 09:12:02 <|amethyst> Napkin: includes one env var you can set, and one X configuration tweak 09:12:33 -!- Mu_ has quit [Ping timeout: 260 seconds] 09:12:37 -!- Mu_ has joined ##crawl-dev 09:12:52 -!- MarvinPA has joined ##crawl-dev 09:13:29 definitely a FAQ entry would be good 09:13:39 also, maybe some calculation could do the trick 09:14:01 i mean, 4096x1152 - it's quite obvious that this is not a single monitor 09:14:02 <|amethyst> if width >= 8/3 * height? 09:14:33 <|amethyst> but that alone doesn't tell you where the boundary is 09:14:51 <|amethyst> since you can't assume the displays are the same resolution 09:14:56 <|amethyst> also found this http://forums.libsdl.org/viewtopic.php?t=6720&sid=f315d7dde7b39a7152d35a14761a3a67 09:18:15 <|amethyst> Napkin: and apparently even if you did a "check aspect ratio" hack, you'd have to deal with people like the submitter of #3668 who stack their monitors in other configurations 09:19:17 <|amethyst> Napkin: on that bug, galehar says it will probably require upgrading to SDL 1.3 to fix 09:26:00 -!- Torokasi has quit [Ping timeout: 258 seconds] 09:28:06 03MarvinPA * r24ef732b7208 10/crawl-ref/source/mon-behv.cc: Don't let monsters remain asleep when stabbed (#4799) 09:28:08 03MarvinPA * rc4f97ea9c559 10/crawl-ref/source/mon-cast.cc: Make monster-cast Haunt a bit less spammy 09:28:50 <|amethyst> yay 09:31:05 |amethyst: you'd be surprised at what useless monitors they make these days 09:31:30 |amethyst: a new pricey laptop, with a vertical resolution of (*TADA!*) 768 09:32:07 i used 1024x768 for years! 09:32:12 another thing is, screens don't have to be the same size 09:32:38 1366x768 on a 11.6" screen is okay. On a 15" screen - not really, not at all. 09:32:40 alefury: yeah, but your monitor just had a small resolution, not an useless shape 09:32:45 actually my 5 year old laptop might still have a vertical res of 768 09:32:56 yeah, the golden age of 4:3 09:33:12 it was good while it lasted 09:33:48 I have but one requirement for wide-screen monitors: 09:33:49 pivot 09:33:54 This laptop is 1366x768 09:34:01 Without that, what the heck is the use? 09:34:09 watching movies... 09:34:10 Watching cinema-type movies? 09:34:12 ah 09:34:24 I haven't watched one in 2-3 years 09:34:39 also you can use it as kind of faux dual screen 09:34:50 <|amethyst> also, you can fit two terminals side-by-side easier on a 16x9 09:34:52 <|amethyst> what alefury said 09:35:09 <|amethyst> (vertical size being equal, that is) 09:35:28 <|amethyst> s/easier/more easily/ 09:43:56 -!- Textmode has joined ##crawl-dev 10:18:40 -!- ainsophyao has joined ##crawl-dev 10:19:23 LOL 10:19:27 don't evoke that 10:19:30 ionfrigate, stop right away 10:19:37 what are the odds 10:19:39 hahahaha 10:19:41 oh god 10:19:48 wrong channel 10:19:49 :P 10:19:54 eek >< 10:20:03 how inapropos 10:20:14 -!- ais523_ has joined ##crawl-dev 10:21:01 -!- ais523 has quit [Ping timeout: 240 seconds] 10:21:04 -!- ais523_ is now known as ais523 10:32:01 -!- Wop has quit [Ping timeout: 265 seconds] 10:33:47 the blog says: They need to replace Spriggans with Killer Rabbits. Get all that yucky Northern European mythology out there and make a Watership Down roguelike, that’s the wave of the future. 10:33:51 i would so play that 10:40:46 heck, make it Animal Farm :) 10:41:45 even better :D 10:42:28 or even Jungle Book 10:53:54 -!- monqy has joined ##crawl-dev 11:00:19 why do we have bat-colored butterflys? 11:00:59 -!- ais523_ has joined ##crawl-dev 11:01:28 -!- ais523 has quit [Disconnected by services] 11:01:31 -!- ais523_ is now known as ais523 11:01:57 mountain bat coloured butterflies too 11:08:08 why do we have butterflies at all? 11:08:39 to add some color to that damp, dark dungeon 11:08:43 obviously 11:09:31 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 11:15:29 -!- MarvinPA_ has joined ##crawl-dev 11:18:05 -!- MarvinPA has quit [Ping timeout: 240 seconds] 11:18:35 -!- Torokasi has joined ##crawl-dev 11:20:05 -!- Zaba has quit [Ping timeout: 240 seconds] 11:23:56 -!- Zaba has joined ##crawl-dev 11:25:51 -!- ais523 has quit [Ping timeout: 248 seconds] 11:26:10 03|amethyst * re0a4a6a24cbd 10/crawl-ref/source/itemprop.cc: Distinguish hard-to-swap-in from hard-to-swap-out. 11:26:18 -!- ais523 has joined ##crawl-dev 11:26:19 03|amethyst * rcda9fcc19433 10/crawl-ref/source/itemprop.cc: Apply De Morgan's laws for readability. 11:26:20 03|amethyst * rd4d74e6adc0b 10/crawl-ref/source/item_use.cc: Fix skill blocking when swapping weapons. 11:26:20 03|amethyst * r160194f03a2e 10/crawl-ref/source/itemprop.cc: Allow cursed items to block training other slots. 11:26:20 03MarvinPA * r6b914ba5715d 10/crawl-ref/source/dat/des/portals/ (icecave.des volcano.des wizlab.des): Don't put exclusions on cloud generators in portal vaults, fix some volcano cloud generators being too big 11:26:20 03MarvinPA * r02354b58db27 10/crawl-ref/source/religion.cc: Make Jiyva remove mutations slightly less often 11:29:00 -!- MarvinPA_ is now known as MarvinPA 11:31:40 -!- ais523 has quit [Ping timeout: 260 seconds] 11:34:09 MarvinPA: Volcano I understand, but Ice Cave? They're in a few places you don't want to autotravel through. 11:34:59 hm, do people autotravel inside ice caves though? i wouldn't have thought so 11:36:02 ice cave cloud generators generally aren't avoidable, anyway 11:38:00 -!- alefury has joined ##crawl-dev 11:41:45 I autotravel through them often -- autoexplore and/or going from one part to another 11:42:23 in volcanos the problem is only in the few volcanos that spawn clouds onto the whole level, too 11:43:11 kilobyte: but would cloud generator exclusions help at all? you don't have much choice about walking through them in ice caves 11:43:36 I assume autotravel still doesn't walk into harmful clouds 11:44:40 Moose the Conjurer (L13 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 24888. (Orc:2) 11:44:53 Moose the Conjurer (L13 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 24888. (Orc:2) 11:45:05 !lm Moose type=crash -log 11:45:05 19. Moose, XL13 DsIE, T:24888 (milestone): http://crawl.akrasiac.org/rawdata/Moose/crash-Moose-20111104-164453.txt 11:45:23 Moose the Conjurer (L13 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 24890. (Orc:2) 11:45:36 an ancient version 11:46:08 03kilobyte * r863538d9b369 10/crawl-ref/source/dat/des/portals/lab.des: Drop redundant TAGS from Labyrinth entrances. 11:46:08 03kilobyte * r9ddb56002d82 10/crawl-ref/source/mon-pick.cc: A whitespace fix. 11:46:08 03kilobyte * ra328b09a5ac4 10/crawl-ref/source/rltiles/ (13 files in 2 dirs): A set of floor tiles, by Denzi, meant for Tartarus. 11:46:20 kilobyte: the cao trunk 11:46:31 hrm, CAO, can't forcibly remove old versions 11:47:14 kilobyte: I'm not sure CAO has been updated since that version anyway 11:47:25 ... 11:49:33 elliptic: no, appears to happily walk into them :( 11:49:49 kilobyte: oh, that's not good... 11:50:10 elliptic: it won't enter a spot where a cloud is in right now, but it will walk into a currently spawning one 11:50:33 oh, isn't that expected? since you don't know where they will spawn 11:51:39 if we wanted to nerf cloud generators a bit, we could make it so that if a cloud generates on top of you, it doesn't immediately damage you 11:51:54 they always spawn in the same places 11:51:58 -!- blabber has joined ##crawl-dev 11:52:04 huh? 11:52:22 also, a cloud with non-zero spread rate will spread, but always into its direct neighbours 11:52:24 elliptic: then you can traverse flame clouds to get to the centre of the flame clouds on all 4 entrance vault thing 11:52:35 or is that a cloud generation thing? 11:52:43 ie, if you see a spreading cloud, you should never automatically step next to it 11:53:01 kilobyte: well, usually you have to do that to get by in ice caves 11:53:28 yeah, but not when using autotravel or autoexplore 11:53:42 anyway what about making it so that a cloud that spreads to the same square you move to doesn't immediately damage you? 11:53:43 this worked well in the past 11:54:12 this is supposedly a bug with cloud traps, by the way 11:54:24 since it was not intentional that stepping on one would instantly destroy your stuff 11:54:40 however, there were two regressions: 1. annoying "Are you sure to step into an excluded area?" prompts (they do make sense for statues), 2. cloud traps 11:55:01 isn't that the whole purpose of cloud traps? 11:55:04 no 11:55:06 I asked mumra 11:55:13 (which are a bad addition anyway) 11:57:48 anyway we could just make it so that autoexplore/autotravel will not move adjacent to a cloud, if you think that would be good 11:58:46 or it could make a difference between clouds that spread and those which don't 11:58:48 but clouds affecting you instantly sometimes (cloud generators, cloud traps) and not instantly other times (monsters casting or breathing clouds at you) is inconsistent IMO 11:59:58 the latter would be a bug... but I'm quite sure it works, lemme check 12:00:39 against a catoblepas at least you can always just step out of the cloud after it breaths 12:00:43 breathes* 12:00:48 -!- syraine has quit [Ping timeout: 245 seconds] 12:00:50 well, making monster-created clouds affect players instantly would be a huge buff to certain monsters 12:00:55 like catoblepas, yeah 12:01:11 and they haven't affected players instantly for as long as I've been playing crawl 12:01:16 would be nasty on death drakes too although those are less easy to step out of, i suppose 12:01:58 also nasty on gloorx, early ghosts with meph cloud, etc 12:02:05 I see the first turn's damage is special-cased 12:02:18 (monster breath) 12:02:21 -!- syraine has joined ##crawl-dev 12:06:45 found it, it appears there's an inconsistency: player gets affected by clouds at the end of his turn, monsters at the beginning of theirs 12:07:58 wow, who would have expected player-moster inconsistencies 12:08:42 monster cloud spells all do separate damage instantly 12:09:05 player ones don't except for Storms 12:10:28 right, the impact damage from monster cloud spells is pretty unimportant though 12:10:34 kilobyte: while you're at it fix players getting globally hit for 1.5x damage by clouds vs. monsters 12:11:20 Eronarn: that's done intentionally 12:11:30 Eronarn: monsters don't know how to handle clouds well 12:11:33 doesn't mean it can't be fixed :) 12:11:35 chrisoelmueller: expected? we don't have to -- we know there are tons already! 12:12:10 and for clouds you can cause, only fire and cold do that 12:12:44 Eronarn: not until monsters are made a whole lot smarter 12:17:04 by the way holy breath clouds block los 12:17:26 which made my pearl dragon encounter all the more exciting 12:17:38 isn't the deployed webtiles typically rather older than the latest console build on CDO? 12:18:31 and shouldn't that be mentioned in the README, too? 12:19:51 -!- ainsophyao has quit [Remote host closed the connection] 12:23:26 -!- ZChris13 has joined ##crawl-dev 12:23:53 what's a good --tool for "git mergetool"? 12:25:33 kilobyte: no any? 12:25:39 er. *know 12:26:22 -!- edlothiol has joined ##crawl-dev 12:29:36 -!- ainsophyao has joined ##crawl-dev 12:29:39 -!- Torokasi has quit [Ping timeout: 258 seconds] 12:31:03 -!- ais523 has joined ##crawl-dev 12:34:38 -!- ZChris13 has quit [Ping timeout: 258 seconds] 12:41:08 -!- jlewis has quit [Changing host] 12:41:08 -!- jlewis has joined ##crawl-dev 12:42:55 <|amethyst> MarvinPA: thanks for the pushes 12:47:10 <|amethyst> I tried resolving 4840 but could only make it "acknowledged" 12:48:34 <|amethyst> there is still a suggestion there about changing Bony Plates, but the bugs themselves are all either fixed or (in the case of condensation shield from a non-spellcasting, non-rod source) declared not bugs 12:50:17 aha yeah i forgot to resolve it 12:50:23 thanks for the patches :) 12:55:04 MarvinPA: I've been poking at temporal distortion and trying to make it work, but it seems tricky 12:55:19 have you had any success? 12:55:46 I'll note that currently it does some stuff we really don't want, like update_level() destroys all clouds on the level... 12:55:49 haven't had another look at it yet, no 12:56:22 ah oops, hadn't spotted that 12:57:05 update_level() is a terrible simulation 12:57:29 I tried using it for Step from Time, but it's simply not up to scratch if the player is paying attention 12:58:11 yeah 12:58:37 the monster movement called by update_level() is really primitive, for one thing 12:59:53 (_catchup_monster_moves()) 13:01:33 "// Dirt simple movement." means "runs into walls for no reason" 13:02:23 -!- ais523 has quit [Ping timeout: 248 seconds] 13:06:34 -!- ZChris13 has joined ##crawl-dev 13:07:49 -!- MarvinPA has quit [Read error: Connection reset by peer] 13:08:10 -!- MarvinPA has joined ##crawl-dev 13:12:20 -!- dtsund has joined ##crawl-dev 13:16:58 <|amethyst> troves can demand plate armour, right? 13:17:17 only if it was in a shop 13:17:30 and cost at least 1000 gold 13:17:33 <|amethyst> oh, so only artefact armour? 13:17:39 <|amethyst> what about crystal? 13:17:46 again, only if it was in a shop 13:18:36 nearly any shop item that costs at least 1000 gold can be a trove price; aside from that there is just a short list of possible prices 13:19:59 kilobyte: I forget, did you have a reason to rename CPM to "crystal plate" rather than "crystal plate armour"? 13:20:11 "a crystal plate" doesn't sound right to me at all 13:20:49 (it sounds like a plate made of crystal rather than armour) 13:20:50 <|amethyst> it sounds okay to me, by analogy with "full plate" and "breastplate"... but maybe that's because I've played D&D for a long time 13:21:43 "a full plate" would sound just as bad to me 13:21:48 <|amethyst> elliptic: probably the toll-item-updating stuff in lm_trove.lua needs to change 13:21:58 I have "a full plate of food" 13:23:01 <|amethyst> elliptic: otherwise if a non-artefact plate mail was in a shop and chosen for a toll, then the game was updated, the toll is still "plate mail" rather than "plate armour" 13:23:02 |amethyst: you mean adding in special cases for players who had a trove that demanded plate mail and then transferred their game? 13:23:22 we could do that, but it's a pretty unlikely scenario 13:23:40 far more unlikely than the wand of heal wounds or potion of curing situation 13:23:45 <|amethyst> true 13:24:19 <|amethyst> it would be nice if there were some way to get the item numbers from lua 13:24:25 yeah 13:25:09 -!- HangedMan has joined ##crawl-dev 13:25:32 Cryp71c: I'm trying to merge master into the unified_combat_control branch, and I'm having trouble with one hunk ... 13:30:45 -!- dpeg has joined ##crawl-dev 13:33:25 @@ -5491,7 +5487,7 @@ void melee_attack::mons_perform_attack_rounds() 13:33:26 if (attk.type == AT_CHERUB) 13:33:26 { 13:33:26 - attk.type = static_cast(random_choose(AT_HIT, AT_BITE, AT_PECK, AT_GO\ 13:33:26 RE, -1)); 13:33:26 + attk.type = random_choose(AT_HIT, AT_BITE, AT_PECK, AT_GORE, -1); 13:33:27 } 13:33:30 whoops 13:33:45 * SamB left a line continuation character in :-( 13:45:16 ...that would go into melee_attack's initializer, you'll see the line of code that sets attk_type 13:45:31 SamB, however, I believe it calls a function there, rather than doing a static assignment. 13:45:53 I'd rather this code go into the method that's called...I believe it might be part of the monster class or related functions? 13:46:57 ah...yeah no its not a method... 13:47:13 AH! yes it is...add that code to the "mons_attack_spec" method 13:47:50 For what its worth though, I'm not sure I agree with the continued "flavourful additions" that wind up to be wild special cases, as seems to occur for AT_CHERUB 13:48:52 !seen Napkin 13:48:53 I last saw Napkin at Fri Nov 4 14:14:01 2011 UTC (4h 34m 51s ago) saying i mean, 4096x1152 - its quite obvious that this is not a single monitor on ##crawl-dev. 13:50:13 Cryp71c: well, we might want to make a note somewhere that we don't implement AT_CHERUB meaningfully? 13:50:35 What do you mean, meaningfully? 13:51:11 or, well, anything like the same way as master does? 13:51:18 (or do we?) 13:51:47 oh, I found the line ... 13:52:08 No my comments on the "flavourful additions" that wind up to be wild special cases are not stated in regards to one branch or another. I'm saying that - with AT_CHERUB as an example - doing it in any context should not be desirable. 13:52:26 oh, wait, that's in a conflict block 13:52:35 SamB, of course it is :P 13:53:07 oh, I found the non-conflict version now 13:53:39 -!- ainsophyao has quit [Remote host closed the connection] 13:56:30 good Hex spell ideas on the wiki 13:59:04 SamB, I hope your merge is good :P 13:59:11 me too 14:01:10 -!- blabber has quit [Quit: leaving] 14:03:03 -!- ais523 has joined ##crawl-dev 14:13:21 SamB, have you already committed it? 14:13:28 no 14:13:29 or you stilll wrapping it up? 14:13:35 k 14:17:53 are you anxious for me to finish it, or would you prefer that it be certain to compile? 14:24:14 -!- medgno has joined ##crawl-dev 14:25:54 Cryp71c: oh, I have discovered that passing "-X patience" to "git merge" helps reduce the number of conflicts you have to deal with 14:26:05 -!- RichardHawk has quit [Ping timeout: 240 seconds] 14:28:54 SamB, oh, nice! Its easier to program on my work system, and I leave in an hour or so, so. 14:29:48 Cryp71c: well, the usual suspects seem to have compiled, so I'm committing now. Hopefully nothing is broken! 14:32:12 03SamB 07unified_combat_control * r12762188ceb8 10/crawl-ref/ (376 files in 48 dirs): Merge branch 'master' into unified_combat_control with help of -X patience 14:35:14 So long as you were careful and watnot in melee_attack, I'll be more or less fine. 14:36:04 There didn't seem to be anything major! 14:50:53 03elliptic * r67e552490487 10/crawl-ref/source/food.cc: Fix ghouls getting less than 40% as much healing from eating chunks. 14:51:17 kilobyte: if you are around, mind updating CDO so that ghouls are playable? 14:51:34 -!- HangedMan has quit [Ping timeout: 265 seconds] 14:55:38 -!- HangedMan has joined ##crawl-dev 15:11:59 -!- Cryp71c has quit [Quit: Leaving] 15:35:23 HangedMan the Demonologist (L17 KeSu) ASSERT(m->inv[MSLOT_MISCELLANY] != NON_ITEM) in 'mon-info.cc' at line 362 failed on turn 4959. (D:1) 15:47:31 _There is Some shallow water here. 15:47:51 <|amethyst> unified_combat_control? 15:55:19 03MarvinPA * r22202bf411f4 10/crawl-ref/source/zotdef.cc: Don't try to place mimics (and crash doing so) in Zotdef 15:55:35 is curing not supposed to cure nausea? 15:56:03 i thought it was 15:56:41 it does not do it, at least not completely 15:57:30 HangedMan the Demonologist (L18 KeSu) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (39,26) (the Orb) (D:1) 15:58:43 -!- Torokasi has joined ##crawl-dev 16:04:06 !curing should heal nausea, just like !healing cured sickness 16:04:38 I assumed it was intentional that !curing doesn't heal nausea 16:06:16 no no, spending !curing is fine 16:06:44 what about things like ely's purification and zin vitalisation? should they heal/block it respectively? 16:08:34 ah, looks like vitalise already does help 16:09:16 MarvinPA: yes 16:09:22 treat nausea like sickness in this regard 16:15:38 -!- evilmike has joined ##crawl-dev 16:16:07 03MarvinPA * rf82819f13a74 10/crawl-ref/source/ (abl-show.cc godabil.cc potion.cc): Let potions of curing and Ely purification cure nausea 16:18:11 thank you! 16:26:33 -!- Textmode has quit [Ping timeout: 260 seconds] 16:27:09 Anyone interested in going over the Hex spell proposals? I think there are some quite good proposals by now. 16:29:56 what, fixing up tukima's ball, giving umbra to darkness, illusory decoy, and grim effigy/voodoo doll? 16:30:16 curse my laziness not getting my own hexes on that page yet 16:30:44 HangedMan: the page has more 16:31:00 was selecting the most obviously thought-out ones 16:31:19 or ones with actual responses 16:36:27 I like: Voodoo Doll, Orb of Distraction, Pull, Reveal, Cclutching Corpses, Cursed Steps, Curse of Golubria, Enrage. 16:36:54 did wensley add any of his ideas there? 16:37:25 doesn't look like it 16:37:33 he claims to have a ton of ideas for "illusion" type spells... myself, I think hexes would work quite nicely with an added illusions aspect (it already has it somewhat with invis and darkness) 16:37:41 I've told the forum guys time and again to move their ideas to the wiki :( 16:37:58 i'll bug wensley next time i see him in ##crawl 16:38:04 thans 16:38:15 evilmike: I'd like to know which spells you'd consider worthwhile for testing. 16:38:56 taking a look at the wiki page now 16:39:27 mmmm dance party. This was in the game briefly. Didn't it have some problem with spellpower? 16:40:02 I never used it, cannot comment. Didn't the spell survive for some unique's use? 16:40:10 terpsichore 16:40:21 i think it was just pretty inappropriate as a player spell 16:40:31 who was also not left in due to her being easy or something 16:40:31 alongside various bugs which i think have since been fixed 16:40:53 if the bugs with terpsichore are fixed, it might be a reason to re-enable her... unless there was some other problem 16:41:15 it was hilarious when terpsichore would animate all the weapons on snake:5 16:41:16 i'd suggest re-enabling her too, yeah 16:41:25 i don't know of any other issues 16:41:26 fine with me 16:41:37 MarvinPA: what do you think of the spells I've listed? And the others? 16:41:55 the biggest problem that i can see is the pronounciation of the name 16:41:56 I like vanities of vanities more then enrage 16:42:02 are all of the spells on the "new hexes" page up for consideration? 16:43:17 hmm, a couple look like they might be problematic (enrage in terms of being too powerful, perhaps) 16:43:22 <|amethyst> Xiberia: "There once was a muse named terpsichore / Who played on a lyre made of hickory" 16:43:42 I also dont think the spell ideas which are just +-stat are worth bothering with 16:43:47 evilmike: sure, it's a pile of ideas and containts enough content (imo) to start assessing. 16:44:02 eg "Misfortion" isn't an interesting spell, on that page 16:44:03 evilmike: yes, I don't listed those 16:44:10 misfortune* 16:44:11 better to mentioned the good ones 16:44:41 and pull monsters i'd be worried about being too strong if it were irresistible as proposed 16:44:42 |amethyst: never head that line 16:45:05 the corpse one could be fun, if it can be made distinct enough from corpse rot in terms of functionality 16:45:08 <|amethyst> Xiberia: I just made it up, but you could credit to to Homer if you'd like 16:45:10 I think if there's an idea that sounds really cool, and is feasable, but potentially overpowered, it's worth trying 16:45:19 because it would be a fun spell. Then just nerf it to reasonable levels 16:45:22 evilmike: I agree 16:45:45 okay, I'll go through the ones I like one by one 16:45:58 I'm only half way down the page, there's a lot of stuff here! 16:46:14 this is why I am bringing it up! 16:46:34 Voodoo Doll: this has balance problems, but I love the theme. I think something could be gotten out of it. 16:46:51 For example: you can only damage it by attacking with a wielded needle. 16:47:16 possess demon is definitely my favourite of them but also probably one of the hardest to implement :( 16:48:55 <|amethyst> Xiberia: though I guess in Greek the accent is on the "χο"... the trip through Latin into English is bad for words :) 16:49:37 i think i have a fair idea of how to pronounce it 16:49:42 hard to verify over irc, however! 16:50:36 dpeg: kilobyte didn't like how terpsichore's difficulty had huge variance, I believe 16:50:37 -!- evilmike has quit [Ping timeout: 240 seconds] 16:50:57 also, tukima's dance itself needs some work... nobody uses it at the moment 16:50:59 elliptic: I think Terpsichore should be only used in vaults, like Jory. 16:51:07 elliptic: can you tweak the numbers? 16:51:08 that could work, yeah 16:51:15 those numbers are hard :( 16:52:05 we can do it together 16:52:19 I'm about to leave for the evening, but I might take a look at them again sometime, yeah 16:52:30 although I'd really like if we could sort the Hex spells page into parts "approved", "ambivalent", "rejected" 16:52:39 elliptic: alright, have fun 16:52:46 thanks :) 16:53:03 <|amethyst> Xiberia: oh neat... now on the EN Wikipedia when you hover over the letters of the IPA pronunciation, it has an example of that sound in English: "long 'e' in 'bead'" etc 16:54:09 <|amethyst> or, at least it's possible to do that way; I don't know how many pages have been so converted 16:54:25 type type type type type 16:56:43 -!- st_ has quit [Ping timeout: 252 seconds] 17:00:41 98 comments, yay :) 17:01:04 dpeg, I just really quickly threw on a couple of hex ideas onto that page 17:01:09 are any of them good? 17:05:11 let me check 17:06:09 D.Anchor is like Pull? 17:07:35 Infusion sounds cool but will be rarely used as proposed 17:07:39 wasn't written up with pull monsters in mind 17:08:17 probably could combine the ideas together 17:10:18 -!- hangedman_ has joined ##crawl-dev 17:10:23 bloody stupid connection 17:16:35 -!- hangedman_ has quit [Quit: Page closed] 17:18:44 -!- ainsophyao has joined ##crawl-dev 17:18:59 -!- Ragdoll has quit [Ping timeout: 265 seconds] 17:22:19 -!- ainsophyao has quit [Remote host closed the connection] 17:26:30 -!- ainsophyao has joined ##crawl-dev 17:32:09 03edlothiol * re1c64ce094dc 10/crawl-ref/source/webserver/process_handler.py: Remove a left-over debug log. 17:32:09 03edlothiol * rcca9092a0cf3 10/crawl-ref/source/ (Makefile tileweb.cc tileweb.h webserver/process_handler.py): Allow specifying the path to the Webtiles client data while compiling crawl. 17:32:09 03edlothiol * rbce641a218b4 10/crawl-ref/source/webserver/ws_handler.py: Webtiles: Apply substitutions to the path when editing the rcfile. 17:41:52 -!- mikee_ has joined ##crawl-dev 17:47:43 -!- Pacra has quit [Quit: This computer has gone to sleep] 17:55:48 The latest bl;og post comment is actually pretty cool 17:56:26 anti-magical 17:57:00 what's it say? 17:57:27 ZChris13 (L26 DESu) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (0,0) (the Orb) (D:1 (ZotDef)) 17:57:44 due: yes! 17:57:54 dpeg! heya! 17:58:23 Eronarn: Basically, "I agree with dwarfs being gone, they are not unique. I hope that we can use this opportunity to develop a /new/ dwarf race (notnecessarily called mountain dwarves) that are interesting and thematically unique." 17:59:18 due: I know it's NaNoWrMo but could you code the autoinscribe-vault-loot thing afterwards for me? I think it'd be a little neat gadget. Feel free to say no -- I'd make an implementable. 17:59:50 dpeg: Actually, I'm going to do it once I hit my quota today 18:00:02 dpeg: Or in-between or something, it should be very easy 18:00:17 cool! 18:00:37 It'll just be a matter of putting the right field in the portal marker and then using that in the item generator. 18:00:45 dpeg: The only comment someone made was that ther emight be issues with stackable loot 18:01:02 dpeg: (And still working on that Crypt end:http://sprunge.us/VZZQ ) 18:01:06 due: oh so by 'pretty cool' you mean 'in line with what i think' 18:01:07 got it 18:01:26 Eronarn: No, "pretty cool" as in cool-headed 18:01:34 Eronarn: Not a screaming "oh my god fuck you all I hate you die". 18:01:58 -!- Torokasi has left ##crawl-dev 18:02:02 i bet people will be cool-headed about lava orcs 18:02:07 hah 18:02:30 lava orcs 18:02:31 dpeg: What do we think about either sub-vaultifying Slime:6 or have alternate maps? 18:02:31 -!- jle_ has quit [Ping timeout: 244 seconds] 18:02:32 Eronarn: chapter is closed 18:03:19 due: hm, not sure. It didn't work really well for Zot:5 and Slime:6 is as landmark a map. (forgive my grammar) 18:04:00 dpeg: Yeah, I know, but it's easy. 18:04:01 slime is so ancient it was already built before linley even showed up, we can't just change the floorplan! 18:04:14 But it's /easy/. 18:04:33 easy to code, not to agree on 18:04:34 put eyeballs in the walls 18:04:44 due: it's okay but only if you have a map/subvault in mind 18:04:48 Eronarn: No, as in, easy to complete 18:04:57 dpeg: It won't be specifically different 18:05:05 oh... what's wrong with that 18:05:07 Easy as in "I finished it in about two minutes". 18:05:20 There's hardly any threat at all, and the loot is massive. 18:05:26 there is tons of threat 18:05:30 you were just stronger than the threat 18:05:34 I suppose. 18:06:02 But it seemed like there were maybe two or three monsters on the outskirts, and then abotu ten in the middle -- TRJ obviously spawns quite a number. 18:06:14 The only reason it wasn't frantically easy is because a wandering eyeball woke up TRJ. 18:06:23 (and I couldn't stab0 18:06:42 yeah, that's more a problem with TRJ showing up sleeping and being easy to get into position 18:06:59 buff dissolution and put him into slime:6 18:07:24 TRJ generate_awake might be not the best solution 18:07:29 TRJ is a pretty mean fight if you have to actually straight up fight him 18:07:32 dpeg: Guaranteed alarm trap would be better 18:08:08 We don't want them moving around at the start, but not being able to /easily/ get to her without waking her up would be good 18:08:31 what about having some kinda transparent gooey slimy wall thing 18:08:59 Or that 18:09:12 Gooey slimy stone wall shouldn't be too hard 18:09:43 that you have to hack through to get to the TRJ? 18:09:57 No, just with the prooximity damage 18:10:28 Eronarn: Or did you mean having to hack through a wall? 18:10:57 i just meant something more flavorful than an alarm trap 18:11:32 like something panopticon-y: transparent slime walls, with TRJ inside, and you'd have to take several steps along some circular path to be able to stab him 18:12:54 @??the royal jelly 18:12:54 royal jelly (08J) | Speed: 14 | HD: 21 | Health: 230 | AC/EV: 8/4 | Damage: 5008(acid:7d3), 3008(acid:7d3) | Flags: sense invisible | Res: 06magic(196), 03poison, 08acid+++, asphyx | XP: 15000. 18:15:09 -!- blabber has joined ##crawl-dev 18:15:37 is it intended for slime creatures that are petrifying to fuse into one large petrifying creature? 18:16:04 good question 18:16:10 03SamB 07unified_combat_control * r409a1501f0ad 10/crawl-ref/source/ (63 files in 7 dirs): Merge branch 'master' into unified_combat_control 18:17:40 it kinda makes sense, but at the same time I dont think that petrifying slimes should be able to merge with other slimes 18:17:55 did the unique items autoinscribe go in? 18:18:14 Eronarn: possible idea 18:18:20 due: yes 18:18:26 due: patch by GreatZebu 18:18:32 ah, excellent 18:18:34 brb 18:18:50 the best part of unique items autoinscribe 18:18:55 is that it also inscribes hides 18:19:11 -!- ais523 has quit [Remote host closed the connection] 18:19:24 it's done that for a while, except i guess now you can get rupert hides 18:19:56 what am I thinking of that was changed by that, hmm 18:24:04 apologies if offtopic: has anyone tried or had luck compiling latest from git on osx lion? 18:25:11 medgno: greatzebu woulld be the person to ask, I think 18:25:20 medgno: what are you having trouble witih? 18:26:27 dpeg: Did you have a specific list for what you wantd to annotate? 18:26:32 I'm trying to build the Tiles builds, which require XCode. All of the XCode files require SDK versions that don't seem to be included with Lion. I've tried updating all of them to use the 10.7 ones (just for my sake) and I was out-smarted. I'm more of a unixy person and wanted to make sure I wasn't being too dumb 18:26:44 dpeg: I'm presuming mundane weapons, scrolls, potions and ammo could be excluded -- or did you want them? 18:27:04 medgno: You shouldn't need xcode to compile tiles 18:27:11 medgno: Did you try just "make TILES=y"? 18:27:22 due: nope, will try that now 18:27:29 due: simple version: annotate all items generated in a portal vault. Extended version: allow finer annotation (when placing the items via ITEM, KITEM, MONS, KMONS) 18:27:42 the latter with free string, so that vaults could do that too 18:27:50 and s/annotate/inscribe/ 18:28:45 dpeg: Yeah, that's what I meant, sorry. 18:28:50 dpeg: Both versoins are simple. 18:29:06 dpeg: Do you want it to inscribe when you /pick/ an item up, or all o fthe time? 18:29:18 are we aware of non-portal vaults that'd actually use this? 18:29:26 if not, go with the simple one 18:29:32 Not sure, but adding inscriptions via ITEM: etc is also simple. 18:29:34 oh, right away 18:30:04 due: okay, then let's make an ITEM thing as well, I'll add some example inscriptions 18:31:03 okay 18:33:39 due: the docs say that tiles on OSX require XCode. I had problems building but it might be because my repo got silly. I'm checkout out a pristine one now. Thanks! 18:34:24 medgno: I'm... not sure wy that would be the case, considering XCode has been rathe rneglected of late 18:35:35 INSTALL.txt said that only the xcode route was supported on osx for tiles 18:35:43 Huh. 18:35:46 I didn't know that. 18:36:03 And I don't understand why that would be the case, but oh well. 18:36:23 *shrug* me neither. I'll keep experimenting, and thanks! 18:40:12 Are we sure the unique inscribe patch got committed? 18:41:08 -!- ZorbaBeta has joined ##crawl-dev 18:41:20 -!- ZorbaTHut has quit [Read error: Connection reset by peer] 18:43:43 Ahah, there we are 18:44:23 due: My stuff is getting inscribed 18:44:43 -!- ainsophyao has quit [Remote host closed the connection] 18:45:48 -!- mikee_ has quit [Ping timeout: 245 seconds] 18:45:50 ZChris13: Yeah, it is 18:47:42 dpeg: It won't scribe them until you move over them or pick them up, but it seems to work 18:49:51 dpeg: Should I make it an option that defaults to onn? 18:49:56 no! 18:50:04 shun the option :) 18:51:16 Okay. 18:51:24 It is on your head if people complain then ;) 18:51:30 yes! 18:52:57 dpeg: Pushed. :) 18:53:09 many thanks! 18:53:25 It was a single line change, too, hehe :) 18:54:09 03due * r23c24bce1e93 10/crawl-ref/source/items.cc: Add origin inscription to items found in portal vaults (dpeg). 18:55:36 yay, no need to do that manually from now on 18:55:51 thanks for nagging, dpeg 18:56:21 due: I cannot see any way how players could be disturbed by the inscription. 18:56:44 dpeg: Guess how many people screamed and screamed and screamed at me because of 'was cursed' :) 18:57:08 Also, it won't handle stackables very well. 18:58:11 due: Iainuki (remember her?) indicated that she left because of randart autoinscriptions not being configurable 18:58:32 * due was unaware of this. 18:58:48 due: the email has no body with code?? 18:59:07 dpeg: no, just a single line? 18:59:14 item.props[PORTAL_VAULT_ORIGIN_KEY] = you.level_type_origin; 18:59:15 + add_inscription(item, "found in " + you.level_type_origin); 18:59:16 } 18:59:19 wow 18:59:47 i said it was extremely simple, quick and easy ;) 19:00:48 indeed 19:01:01 -!- blabber has quit [Quit: gn8] 19:01:14 will wizlab items just say from a wizlab? 19:04:09 due: what do you think of a Terpsichore wizlab? 19:05:35 wouldn't that be tukima's 19:06:31 the spell has no name if it is only used by monsters 19:06:54 ??terpsichore 19:06:54 terpsichore[1/3]: A pretty, pink p. She wants you to dance with her. 19:06:59 @??terpsichore 19:06:59 Terpsichore (13p) | Speed: 10 | HD: 18 | Health: 140 | AC/EV: 7/25 | Damage: 30 | Flags: 07undead, evil, spellcaster, see invisible, DMsl | Res: 06magic(144), 03poison, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 2407 | Sp: ball, swiftness, corona, blink, cantrip. 19:07:04 bah 19:07:15 door for nergalle, ball for terpsichore 19:07:28 not very polite monsters, not citing spell sources 19:08:51 dpeg: I'm not sure about unique-wizlabs. 19:09:07 -!- syllogism has quit [] 19:09:37 due: ok 19:09:44 cigovuti's monster, antique lich 19:09:44 due: can also do Jory styl 19:10:23 I really like the Voodoo Doll proposal. Gonna flesh it out abit. 19:10:25 I'm kinda curious how spell difficulty works. 19:10:39 Like, is there a base difficulty for each spell level? 19:12:07 what level should that spell be, though 19:14:30 -!- heteroy has joined ##crawl-dev 19:17:35 HangedMan, what do you mean? 19:17:52 voodoo doll, not the spell difficulty stuff 19:18:17 HangedMan: no idea, depends on the specification. Could easily be 7 to 9. 19:18:49 high hexes should probably have at least two spells of later use, 19:19:00 *shrug* 19:19:16 what spells have changed level much? 19:19:39 poisonous cloud dipping up and down from 5 and 6, death channel used to be level 9 I think, haunt went up a level, 19:20:24 HangedMan: you can comment in a moment, I am done with Voodoo 19:20:33 really? 19:20:49 oh that kind of done 19:21:41 oh, didn't note the other meaning 19:22:40 * SamB has reason to suspect that plants are pathfinding far too slowly 19:22:54 plants pathfinding? 19:23:10 what, wandering mushrooms? 19:23:20 no, regular ones 19:23:34 things get much slower when a ton of them are onscreen! 19:23:48 also, mushrooms are fungi 19:25:04 why would plants have to pathfind 19:25:22 well, maybe it's not actually pathfinding 19:25:40 but they sure seem to be soaking up an inordinate amount of processing power! 19:26:59 * SamB waits for a callgrind-instrumented crawl to complete a half-circuit around that "crop circles" entry vault 19:30:52 -!- ainsophyao has joined ##crawl-dev 19:33:13 that sentence made no sense to me whatsoever 19:35:59 -!- RichardHawk has joined ##crawl-dev 19:38:08 03edlothiol * rc82e9c6cc215 10/crawl-ref/source/Makefile: Fix the install target. 19:40:55 damn tvtropes :( 19:41:58 hahaha 19:42:08 the tvtropes page on crawl is pretty mediocre 19:42:18 but it at least has why[2] as the quote 19:42:26 are there any tiles that need work for the next release? I feel like contributing but I'm not familiar enough with the codebase 19:42:45 -!- ZChris13 has quit [Ping timeout: 244 seconds] 19:43:03 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:tiles:missing , https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:tiles:tiles_improvement 19:43:23 sweet :D 20:00:45 -!- dpeg has quit [Quit: Lost terminal] 20:04:45 -!- dtsund has quit [Quit: dtsund] 20:05:05 -!- ZChris13 has joined ##crawl-dev 20:10:45 hmm, unid'd faith amulet didn't prompt me for removing it? 20:11:07 Moose the Conjurer (L14 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 33275. (Lair:8) 20:18:35 Moose the Conjurer (L14 DsIE) ASSERT(!you.turn_is_over) in 'state.cc' at line 173 failed on turn 33677. (Swamp:1) 20:20:23 -!- Cryp71c has joined ##crawl-dev 20:20:28 So I'm looking at the reddit thread for the MD removal 20:20:29 so much QQ. 20:20:32 Evening 20:20:39 Mottie, what else is new? :P 20:20:42 Fact of the matter is that MDs were a boring race :P 20:20:56 Because you got railroaded hard by flavour 20:20:56 Same is the case for the SA threads and most other places that are comparable. 20:21:15 Why do they *want* that? 20:21:53 The axing of MD made two other races more fun and playable. 20:21:57 That's a good thing in my book :B 20:22:21 Mottie, is the MD thread on reddit in the crawl subreddit..or? 20:22:32 http://www.reddit.com/r/roguelikes/comments/lsonh/dcss_devs_give_reasons_for_getting_rid_of_mds_in/ 20:24:53 Good lord, that subreddit is terribly innactive too 20:24:59 is there a list of monster spells somewhere? 20:25:22 hehehe, you're funny 20:25:25 (No) 20:26:19 !tell dpeg I see at some point the @ had its to-hit messaging commented out. Any plans on bringing this back (if not, I can remove some stuff from combat code) 20:26:20 Cryp71c: OK, I'll let dpeg know. 20:27:27 <|amethyst> heteroy: grep -o SPELL_[A-Z_]* mon-spll.h | sort -u and remove the ones that are player spells :) 20:28:27 SamB, I see you merged master in again :P 20:29:06 Cryp71c: yeah, I hadn't quite merged the latest master before ... 20:30:10 03Cryp71c 07unified_combat_control * r535f8b41b1d4 10/crawl-ref/source/melee_attack.cc: Rearrange instantiation of can_do_unarmed 20:30:10 03Cryp71c 07unified_combat_control * r0e27dc119d39 10/crawl-ref/source/ (attack.h melee_attack.cc): Update remaining unarmed_ok to can_do_unarmed 20:30:11 03Cryp71c 07unified_combat_control * r839233c47ddf 10/crawl-ref/source/ (attack.cc melee_attack.cc melee_attack.h): Change player_weapon_affects god to player_weapon_upsets_god 20:30:11 03Cryp71c 07unified_combat_control * r5521ed493c3c 10/crawl-ref/source/ (attack.h melee_attack.cc melee_attack.h): Remove extra_noise; replace last instances with noise_factor 20:30:11 03Cryp71c 07unified_combat_control * rf508d0ad0b93 10/crawl-ref/source/ (attack.cc attack.h melee_attack.cc melee_attack.h): Move some variables from melee_attack to attack 20:30:11 03Cryp71c 07unified_combat_control * r93ce233f7258 10/crawl-ref/source/melee_attack.cc: Rearrange player_monattk_hit_effects, apply_damage_brand significantly 20:30:15 03Cryp71c 07unified_combat_control * rb23313c99150 10/crawl-ref/source/melee_attack.cc: Actually fix the @ bug 20:30:28 <|amethyst> whee! 20:30:59 Shields are actually pretty terrible for most characters! They are a huge xp investment for something that isn't going to be significant gains in survivability, unless you're planning on never casting spells and never equipping 2 handed weapons. 20:30:59 20:31:00 ha ha ha what. 20:31:15 I had to do a double take. 20:31:25 pahahaha 20:31:45 Those words 20:31:47 they make no sense! 20:32:06 would the finishing up of unified combat control take a while? 20:32:29 -!- Cryp71c has quit [Ping timeout: 240 seconds] 20:32:54 -!- ainsophyao has quit [Remote host closed the connection] 20:35:09 -!- ainsophyao has joined ##crawl-dev 20:43:40 -!- bmh has joined ##crawl-dev 20:45:08 -!- bmh has quit [Changing host] 20:45:08 -!- bmh has joined ##crawl-dev 20:50:36 -!- evilmike has joined ##crawl-dev 21:15:58 -!- heteroy has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.23/20110920075126]] 21:21:05 How do I do multiple && and || operators in item search 21:21:27 I tried to do robe || leather && ego and I just got ego'd leather and (robe || leather) && ego failed 21:22:24 -!- RichardHawk has quit [Ping timeout: 260 seconds] 21:27:26 ??enchantment 21:27:26 enchantment[1/2]: Powerful support school, governing lingering effects and spells that deal with the mind. Includes both most buff spells, and many spells to weaken foes. Powerful combo spells with most other schools. Among many excellent spells, provides {Haste}, {DMsl}, {RMsl}, {swiftness} and {Regeneration}. 21:27:33 ??enchantment[2] 21:27:33 ench split[1/2]: Q: Why is X in hexes? A: Witches. 21:27:46 ??plus 21:27:46 I don't have a page labeled plus in my learndb. 21:27:50 ??pluses 21:27:50 I don't have a page labeled pluses in my learndb. 21:27:57 ??plusses 21:27:57 I don't have a page labeled plusses in my learndb. 21:28:10 ??enchant weapon 21:28:10 enchant weapon[1/3]: See {enchant weapon i}, {enchant weapon ii}, {enchant weapon iii}. All three types will uncurse a wielded weapon. I and II will try to enchant wielded ammunition by +1, III by up to +2. 21:28:30 ??enchant weapon i 21:28:30 enchant weapon i[1/1]: Adds to the wielded weapon's accuracy when read. Can go up to +9 (with less chance the more enchanted it is). Never destroys the weapon. 21:29:28 -!- bmh has left ##crawl-dev 21:43:24 ??tohit 21:43:24 to hit[1/1]: For monster to hit see: http://chaosforge.org/crawl/index.php?title=Evasion#Monster_to-hit_.28melee.29 21:44:26 -!- mikee_ has joined ##crawl-dev 21:44:45 -!- RichardHawk has joined ##crawl-dev 22:04:38 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:12:54 i like denzi's new cyberspace tiles 22:13:04 https://crawl.develz.org/mantis/file_download.php?file_id=2565&type=bug 22:13:08 they're really weird, but cool 22:25:43 -!- Cryp71c has joined ##crawl-dev 22:33:46 -!- edlothiol has quit [Ping timeout: 244 seconds] 22:43:23 -!- jeanjacques has quit [Ping timeout: 260 seconds] 23:12:50 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 23:17:50 -!- neunon has joined ##crawl-dev 23:17:50 -!- neunon has quit [Changing host] 23:17:50 -!- neunon has joined ##crawl-dev 23:30:46 yo 23:31:03 evilmike: I like them too 23:31:07 -!- Brannock has quit [Ping timeout: 244 seconds] 23:31:08 i've got them working locally 23:31:10 about to push 23:31:38 just making some very minor cosmetic changes to tomb 23:31:46 so the "wall of skulls" still has a place 23:32:44 -!- Pingas has quit [Quit: Leaving] 23:38:27 nice :) 23:40:26 03evilmike * rf7e130daad0e 10/crawl-ref/source/ (19 files in 4 dirs): A new (tiles) look for Tartarus (Denzi). 23:40:53 nice 23:40:55 -!- dtsund has joined ##crawl-dev 23:44:27 when i did git commit -a it didn't add the new png files... had to use git add on those. Is there an easier way? 23:44:47 git add should add everythin ga directoiry 23:44:53 or you could git add using a wildcard 23:44:58 yeah that's how I did it 23:45:06 git add cobalt* I think 23:47:27 I forget 23:47:38 can we spec "player ghost" to get the game to pick a ghost if one exists? 23:47:43 in a vault? 23:48:05 that's a cool idea 23:48:08 no idea whether it works 23:48:09 03elliptic * r5de2656ac8a2 10/crawl-ref/source/mutation.cc: Buff antennae slightly. 23:48:11 I dont think that's possible 23:48:29 I tried creating a "player ghost" monster once... it exists but is ridiculously weak I think 23:48:57 Actually, you can 23:49:07 oh, neat 23:49:11 but what happens if there aren't any available? 23:49:11 By the look of it 23:49:21 SamB: it'll fall back on the next available monster, I imagine 23:49:24 yeah I just tried it. Got a ghost named "john doe" :o 23:49:37 oh, sounds like it doesn't ;-P 23:50:22 hm 23:50:32 I can tweak that 23:50:37 evilmike: how did you try it? 23:51:03 &M player ghost, and then blindly mashed buttons (it prompted me a bunch of times) 23:51:13 evilmike: yeah, &M is not the same as vault-based definitions 23:51:16 I should probably use a more rigorous method when testing things 23:52:14 where are bones files store anyway? 23:52:52 -!- RichardHawk has quit [Ping timeout: 245 seconds] 23:54:17 -!- ZChris13 has quit [Ping timeout: 252 seconds] 23:54:20 so making a player ghost is weird... it gives me "so and so's ghost comes into view" which seems to be a real ghost of a dead character. But it prompts for species and class, and then always names it john doe 23:54:26 due: it's closer than you might think... 23:54:57 oh, it sounds like it takes a real ghost and then basterdizes it! 23:55:05 Okay, it defaults to your currnet ghost. Hm. 23:55:28 okay, give up on that for now 23:55:39 I'll need to work on that somehow. 23:55:51 -!- ZChris13 has joined ##crawl-dev 23:56:23 one thing, if you put a ghost in a vault like that... what happens to the ghost's depth? 23:56:28 OOD ghost? 23:56:53 Oh, I guess the vault would appear on the level the ghost died on 23:56:57 it did 23:57:04 but if oyu haven't any bones files it uses you, instead of... 23:57:06 or does it 23:57:10 hmm 23:57:34 maybe fall back to one of the various p's depending on depth 23:58:02 I'm using a test vault for these purposes 23:58:35 Alas, it doesn't default out to another monster, like it would with a unique. 23:58:52 I'll go through at some point in tame and make it do that, though, because being able to place ghosts via vaults would be so many levels of awesome.