00:02:50 -!- greatzebu_ has joined ##crawl-dev 00:14:40 -!- Wensley has quit [Ping timeout: 276 seconds] 00:15:19 TheTrumpeter (L9 DgTm) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:8) 00:15:37 -!- ctair_ has joined ##crawl-dev 00:17:39 -!- ctair has quit [Ping timeout: 245 seconds] 00:17:47 -!- ctair_ is now known as ctair 00:40:08 -!- cosh has joined ##crawl-dev 00:49:55 -!- evilmike has joined ##crawl-dev 00:56:18 -!- mikee_ has joined ##crawl-dev 00:59:10 -!- cosh has quit [Ping timeout: 246 seconds] 00:59:27 -!- cosh has joined ##crawl-dev 01:09:38 -!- jeanjacques has joined ##crawl-dev 01:12:37 -!- cosh has quit [] 01:38:34 onwiheg (L12 DEFE) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (Lair:2) 02:19:26 Hey, Brogue 1.6.2 is out! With some of my suggestions, yay. 02:24:00 evilmike: many, many thanks for the irc digest mail! I had no idea that mumra showed up, for example. I hope my bad conscience will make me add the content that demigods need. 02:24:37 heh 02:24:54 hopefully someone will adopt it, it sounds like he doesn't have the time 02:25:16 yes, I knew he was busy 02:25:46 as far as I understand, adding content is possible without coding skills... need to define pseudo-uniques for each god, for example 02:26:18 git grep is utterly amazing 02:26:28 it sounds like a lot of the coding work is done. A while ago marvinpa tried it, and there were still some bugs though 02:26:34 better than plain grep? 02:26:38 yeah 02:26:42 good to know 02:26:45 way faster and its output is really nice 02:26:48 nfogravity: good idea for a patch, btw 02:26:55 oh thanks! 02:27:01 for now i want to fix this thing 02:27:09 i just made a patch, i'm trying to see what to do next 02:27:13 evilmike: surely there'll be bugs... it is a pretty big commit 02:28:09 how do i run 'util' and 'checkwhite'? 02:28:40 'util' probably refers to source/util 02:28:56 I think checkwhite is a perl script in there that fixes whitespace 02:29:29 -!- dtsund has quit [Quit: dtsund] 02:29:50 oh, it means run the checkwhite file in /util 02:29:52 got it, thank you 02:30:43 i don't have a perl distro on my computer but i'm sure the whitespace is correct 02:32:00 -!- greatzebu_ has quit [Quit: greatzebu_] 02:34:36 -!- greatzebu_ has joined ##crawl-dev 02:40:24 i don't know if anyone's reported this exploit 02:41:03 i think it's major though 02:41:12 it trivializes constriction if you know it exists 02:41:20 it's major, yes 02:41:33 and this is the first I've heard of it, although maybe someone in ##crawl discovered it 02:42:34 I love how mashing < works but > doesn't 02:42:59 yeah, i figured that out too 02:44:18 it's because the code that handles constriction is earlier in the go_upstairs function than go_downstairs 02:44:37 so you just get "you can't go down here!" if you try to mash > while not on stairs 02:44:43 if you are on stairs you can do it though 02:44:51 and it takes 0 turns 02:47:38 how do i get git to tell me what version i'm modifying? 02:49:27 eh i'll just say .10 because i know it's there 02:49:53 i can give more details in the ticket 02:50:19 yup 02:54:12 evilmike: thanks for the c-r-d summary! 02:54:57 I was surprised to see my proposal for loot reduction there. I thought everybody just ignored it :) 02:56:09 -!- greatzebu_ has quit [Quit: greatzebu_] 02:56:27 nfogravity: git describe 02:57:15 oh thanks! 02:58:46 i guess the question is does it count as cheating if you use a known exploit in the .10 stable code :/ 02:58:57 this is bad enough that it will go in to 0.10.1 02:59:34 it's not a crash, but it's a nasty exploit, of the sort that everyone will do once they find out 03:00:38 so, during the tournament 03:00:41 is it kosher to use 03:01:12 well, I would say, try not to use it or talk about it too much. I mean, it's better not to exploit bugs 03:01:43 well i'm currently filing a bug report, with the patch attached 03:01:47 what should i do instead 03:01:51 oh, that's fine 03:03:27 submit as bug report or patches? 03:03:44 I'm filling out the survey, how large is a _major_ patch? :( 03:03:49 :) 03:04:31 yeah. When I said "dont talk about it too much" I just meant that you dont want to go around telling people how to cheat, at least during the tournament :P 03:04:44 -!- monqy has quit [Quit: hello] 03:05:10 i found out about it in one channel and this is the only other channel that's heard about it 03:05:37 but it will be public when i publish a bug report announcing ti 03:05:38 it 03:07:23 so i guess i'm asking if i should 03:07:37 I think mantis has a feature to make issues "private". but this channel has public logs, anyway 03:07:56 so I would say this is something that belongs on the bug tracker 03:08:00 okay 03:08:39 https://crawl.develz.org/mantis/view.php?id=5371 03:08:55 serious constriction exploit (and a fix) (https://crawl.develz.org/mantis/view.php?id=5371) by nfogravity 03:09:01 oh thanks chei 03:10:08 -!- bhaak is now known as bhaak_notswiss 03:10:40 * dpeg sends army knives, clocks and Appenzeller cheese to bhaak. 03:12:44 evilmike, can you or someone see if that patch actually works so i don't look like an idiot 03:13:18 yeah, I applied it locally, currently building 03:13:47 i just wizarded myself up to xl27 and spawned a naga, that was fine for testing 03:14:02 galehar: about the loot thing, I figured it was noteworthy enough to warrant a mention, at least. Otherwise it would have been lost 03:16:12 -!- Ragdoll has joined ##crawl-dev 03:17:13 -!- heteroy has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.27/20120216013254]] 03:17:14 yeah. It's actually the proposal to remove ?DC that made me think of it. Instead of giving its weight to random uselessness, reducing the global loot can keep other scrolls frequency unchanged. 03:17:36 Of course, we would have to take a look the other item types. 03:18:55 does it work, evilmike? 03:20:02 nfogravity: yeah 03:20:04 woo 03:21:32 -!- st_ has quit [] 03:44:16 -!- ais523 has joined ##crawl-dev 03:44:34 I like the new sprawling layout, nice change of pace. 03:44:53 the tunnel one? 03:45:23 Ah, there's many? This one has a wide (3 or more tiles) tunnel, yes, but it's not nearly as exposed as the open layouts. 03:45:57 I think that's the only new dungeon layout in 0.10. Just making sure 03:49:23 03sbalady * rf0c39d70b321 10/crawl-ref/source/ (main.cc melee_attack.cc): Fixed an exploit where a player could break out of constriction without spending turns by pressing < repeatedly. Also, made constriction interrupt stair travel. 03:49:26 I think cutting ?DC without any other changes would be okay for 0.11. 03:49:33 03evilmike * r1f7459dc5733 10/crawl-ref/source/ (main.cc player.cc): Get rid of some duplicated code. 03:50:35 galehar: hm, you got me there :) (forum thread) 03:50:55 of course, what I *meant* was: commit ahead, unless I'd be unhappy =) 03:53:14 does that mean someone commited my change? 03:53:32 nfogravity: I think so :) 03:53:33 mikee_: &&&&&&&&&& 03:53:38 woo i did something 03:53:43 oops 03:53:47 nfogravity: Great feeling isn't it? :) 03:54:05 well this is a pretty major bug so i'm happy to have helped 03:54:57 nfogravity: many thanks! 03:55:59 you used my email address and not my handle though, i don't know if i like that 03:55:59 i don't usually use my real name online 03:55:59 nfogravity: someone can change that 03:56:04 please do, thanks 03:56:38 nfogravity: Hungarian background? 03:57:12 lots of things, the name is lebanese but i'm pretty much not at all swarthy 03:57:31 i look like a gangly blue-eyed jew 03:57:47 nfogravity: yeah, it just does that by default. I just used "git am" to apply the patch, didn't change anything in it 03:58:23 ah i see 04:00:12 03elliptic * rd590066ac1d3 10/crawl-ref/git-hooks/crawl-ref-cia: Add nfogravity to the crawl-ref-cia hook. 04:00:31 that should do it 04:00:38 thank you :D 04:06:51 kinda makes me not want to play more in the tournament right now, because... ugh. you can imagine why 04:07:22 last tournament there was an infinite xp bug. that was a bit worse 04:07:32 hahaha how 04:07:51 I'm not sure, I just know it happened 04:07:52 oh wait i remember 04:08:15 it was with whatshisname the guy who steals your shit and i hate 04:08:22 why not just silently patch it :I 04:08:29 nfogravity: nah, that is an infinite gold bug 04:08:44 evilmike: it was bad. But triggering on purpose was very tricky. 04:09:00 infinite xp if you do it with pots of experience i imagine :D 04:09:19 this is bad because it's trivial to do and removes a major new challenge 04:10:14 can we update the servers with the 0.10 branch? Or de we need to tag 0.10.1? 04:10:36 I think the servers are already slightly ahead of 0.10.0. At least, webtiles is (had a few crash fixes) 04:12:36 cdo console too. dunno about cao, changelog there is blank for some reason 04:19:06 well, then it would be nice to update the servers to fix this constriction exploit. 04:26:25 SirBaton (L10 MiBe) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:9) 04:26:44 SirBaton (L10 MiBe) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:9) 04:27:04 last tournament there was an infinite xp bug but I only know of one game where it happened, and the player it happened to was a very good player who was already in late midgame, so I don't think it made any real difference 04:28:12 and I fixed it in a couple of days :) 04:32:24 !lg * t killer=tentacled monstrosity 04:32:25 16. robotron1971 the Hoplite (L15 DsAs), worshipper of Okawaru, slain by a tentacled monstrosity on Swamp:4 on 2012-02-29, with 88444 points after 25454 turns and 3:11:52. 04:42:11 -!- ais523 has quit [Ping timeout: 244 seconds] 04:47:40 -!- alefury has joined ##crawl-dev 04:55:47 -!- nfogravity has quit [Quit: Leaving] 04:56:36 randoark (L21 MiFi) ERROR in 'tileweb.cc' at line 204: Socket write error: No buffer space available (Elf:4) 04:59:04 -!- ais523 has joined ##crawl-dev 05:00:09 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-304-gd590066 05:03:48 -!- ais523 has quit [Ping timeout: 245 seconds] 05:04:41 -!- ais523 has joined ##crawl-dev 05:16:43 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Now with extra fish!] 05:20:07 -!- ctair has quit [Remote host closed the connection] 05:22:33 -!- Pacra has quit [Read error: Connection reset by peer] 05:32:31 Napkin: CDO seems to be having a lot of lag, maybe one of these 100% cpu processes? 05:32:49 yes, I notice this too 05:34:14 -!- Pacra has joined ##crawl-dev 05:34:18 no, unfortunately not 05:35:12 the webtiles version of crawl is just using surprisingly much cpu 05:35:29 :/ 05:35:41 but there was a process a few minutes ago (probably a cronjob) which raised the load to 8 05:35:42 right now doesn't seem like it would be that popular a time though... 05:35:48 ah 05:36:03 still, it's quite a noticable increase with 0.10 05:36:15 so, such a cronjob or whatever is much easier felt 05:36:23 webtiles lobby does show a lot of games going on 05:36:49 RapierX for example just used 5 seconds of 78% in his webtiles game 05:36:52 Napkin: by the way, rax has been having trouble with some cgi script (dgamelaunch-cgi-web-status) related to the player status page... you know anything about this? 05:37:06 03evilmike * rcb573ebef413 10/crawl-ref/source/dat/des/ (branches/abyss.des variable/mini_monsters.des): Six minivaults. (HangedMan) 05:37:16 03evilmike * r014fdb507984 10/crawl-ref/source/dat/des/serial/magic_research.des: "Magic Research" serial vault. (HangedMan) 05:37:25 i know that script, yeah - did she mention what kind of trouble it gave? 05:37:47 it's actually just dumping dgl "lobby info" 05:38:15 load is down to 1.7 - it should be better now 05:38:32 evilmike: btw, also thanks for taking over the vault duties swiftly and more competently than I ever did 05:39:21 hi david, btw :) 05:39:25 Napkin: I'm not sure exactly, but it has something to do with it being impossible to watch games on CAO currently, and also the CAO website keeps going down... 05:39:52 dpeg: no problem :) 05:40:48 Hi Marc. Lunchtime now, back later. 05:45:14 That Magic Research serial vault is very much the same as an old idea I had (before serial vaults were introduced), except much more imaginative.. 05:45:17 Nice! 05:46:05 I should check my notes and see if I have "subvaults" to add. 05:46:09 ..some day. 05:49:45 i have a suspicion on why watching games is not possible 05:49:56 it's probably the shared memory issue 05:50:39 which also drags down the website, because the cgi script hangs, trying to access the shared memory as well, elliptic 05:50:56 let's see if i can fix that 05:52:58 Keskitalo: its definitely going to give whatever level it spawns on a unique feel 05:53:51 I think serial vaults are a great idea and work really well too. 05:56:19 03sbalady 07stone_soup-0.10 * r27c08bf82da7 10/crawl-ref/source/ (main.cc melee_attack.cc): Fixed an exploit where a player could break out of constriction without spending turns by pressing < repeatedly. Also, made constriction interrupt stair travel. 05:57:29 alright, fixed, elliptic :) 05:57:59 Napkin: great, thanks :) 05:58:24 hi Napkin :) mind updating the webtiles executable? there's an annoying (and reproducible) crash bug 05:58:24 edlothiol: You have 2 messages. Use !messages to read them. 05:58:37 Napkin: do you also have the power to rescue the CAO website, or do we need to wait for rax to wake up for that? 05:59:26 done, elliptic 05:59:30 is that why some tournament pages seem to be out of date? 05:59:37 Napkin: thanks again! 05:59:45 it says this is an ongoing game, but it splatted a few hours ago 05:59:51 evilmike: yeah, but they will be updated very soon now 05:59:57 oh ok, I wont paste what i was about to paste 06:00:46 they couldn't fetch CAO milestones/logfiles so they weren't updating 06:01:02 now updated 06:01:51 Napkin: a restart of the server won't be necessary btw, only crawl needs updating 06:02:22 !tell rax the issue about the cgi/apache/watching games in dgl: it's some problem with shared memory. this is the solution i am using so far: list all shared memory segments with "ipcs -a", then disable the correct segment with "ipcrm -m xxxx" where xxxx is the shmid of the segment owned by "games" 06:02:23 Napkin: OK, I'll let rax know. 06:02:59 !tell rax just did that on CAO and restarted apache. 06:02:59 Napkin: OK, I'll let rax know. 06:04:41 why do clan pages list winning/remaining gods, but not races or classes? 06:05:01 evilmike: because you can see races/classes easily enough from the list of winning games 06:05:10 restarting server would be easy, updating crawl is sucky, edlothiol ;) 06:05:11 you can't see gods from that, because people may have switched 06:05:22 true 06:06:27 is there even an easy way to query it in !lg/!lm? 06:06:41 !lm will list multiple champion milestones if you switch gods 06:06:41 Malformed argument: list 06:06:56 kilobyte: no easy way to query the god thing, yeah 06:08:03 (for a specific game you can of course tell with a few queries, but not for a large set of games) 06:09:04 !lm . t type=god.maxpiety s=god 06:09:04 2 milestones for kilobyte (t type=god.maxpiety): Trog, Nemelex Xobeh 06:09:10 !lm * t type=god.maxpiety s=game_id 06:09:11 856 milestones for * (t type=god.maxpiety): 139x , 2x 1490470, 2x 1485362, 2x 1486937, 2x 1485802, 2x 1480866, 2x 1481146, 2x 1487906, 2x 1490364, 2x 1489886, 2x 1484570, 2x 1483007, 2x 1485166, 2x 1488421, 2x 1480097, 2x 1483715, 2x 1482653, 2x 1481974, 2x 1478218, 2x 1478123, 2x 1484425, 2x 1478025, 2x 1484557, 2x 1478160, 2x 1489896, 2x 1479293, 2x 1479389, 2x 1479844, 2x 1481797, 2x 1489275, 2... 06:09:31 empty game_id? 06:10:07 games in progress 06:10:07 -!- syllogism has joined ##crawl-dev 06:10:44 er, isn't that how milestones are matched to a game? What's the real game identifier then? 06:11:57 username? 06:12:17 start time + username + version/server is enough info to determine a game 06:15:13 hrm, could you remind me how to !lg someone starting with a digit? 06:15:21 !lg @78291 06:15:21 5637. 78291 the Unseen (L9 NaAs), worshipper of Elyvilon, slain by a deep troll on D:26 on 2012-02-26, with 3694 points after 7351 turns and 0:16:49. 06:15:22 @ i think? 06:15:29 thanks 06:15:33 !lg * name=78291 06:15:34 5637. 78291 the Unseen (L9 NaAs), worshipper of Elyvilon, slain by a deep troll on D:26 on 2012-02-26, with 3694 points after 7351 turns and 0:16:49. 06:17:46 ok, assigning game_ids works 06:18:01 !lm @1KB type=god.renounce noun=Xom s=game_id 06:18:01 2 milestones for 1KB (type=god.renounce noun=Xom): 1491276, 1491275 06:18:25 (these games were concurrent on CAO and CDO) 06:25:34 !tell nfogravity Thanks for pointing out git grep - very useful! 06:25:34 Keskitalo: OK, I'll let nfogravity know. 06:26:22 new subvault, nice 06:26:39 *serial vault, that is 06:28:03 Can you guys tell me how many players took part in the tournament so far? Usage statistics is still missing some data... 06:29:02 !lg * t x=cdist(name) 06:29:03 13604 games for * (t): cdist(name)=1025 06:29:32 (still waiting on greensnark to pull the fixes to the CAO scoring scripts) 06:30:35 thank you! 06:30:55 is that more players than in the past? 06:32:01 !lg * t11 rend<=201107181232 x=cdist(name) 06:32:05 10387 games for * (t11 rend<=201107181232): cdist(name)=545 06:32:18 I think that's the number at this point last tourney... but webtiles wasn't up yet then 06:32:48 !lg * t11a rend<=201104191232 x=cdist(name) 06:32:50 11219 games for * (t11a rend<=201104191232): cdist(name)=943 06:33:19 and that's the number in last May's tourney (which did have webtiles) at this point 06:34:35 steady growth then, as ever :) 06:35:07 and this is while most other text games decline at a frightening pace 06:35:29 we can also count the number of winners: 06:35:38 !lg * t won x=cdist(name) 06:35:38 111 games for * (t won): cdist(name)=75 06:35:49 !lg * t11 won rend<=201107181232 x=cdist(name) 06:35:49 61 games for * (t11 won rend<=201107181232): cdist(name)=40 06:35:50 kilobyte: what other genres are there? Text adventures? 06:35:59 yeah 06:35:59 !lg * t11a won rend<=201104191232 x=cdist(name) 06:35:59 65 games for * (t11a won rend<=201104191232): cdist(name)=44 06:36:10 elliptic: number of winning players may be more informative 06:36:29 ah, this is what you count? 06:36:31 for example, I spent ~10 years of my life on The Two Towers mud, mostly developing 06:36:54 or maybe the number of people to enter Lair: 06:37:01 the number of players fell by a factor of 4-5 06:37:07 !lm * t br.enter=lair x=cdist(name) 06:37:08 1224 milestones for * (t br.enter=lair): cdist(name)=471 06:37:38 oh I guess actually this query will have issues for past tourneys, hm 06:37:53 there was no br.enter? 06:38:08 !lm * t br.enter=lair rend<=201202011232 x=cdist(name) 06:38:09 1037 milestones for * (t br.enter=lair rend<=201202011232): cdist(name)=417 06:38:49 evilmike: no, just that I can only restrict by time to milestones from games that completed by a certain date 06:39:04 which meant I needed to adjust the query for the current tourney, as above 06:39:18 too bad, recently while I was on a break, they made a decision to add a feature that IMO kills about any replayability, leaving only mindless grinding once you learn most areas 06:39:21 !lm * t11 br.enter=lair rend<=201107181232 x=cdist(name) 06:39:33 506 milestones for * (t11 br.enter=lair rend<=201107181232): cdist(name)=228 06:39:41 !lm * t11a br.enter=lair rend<=201104191232 x=cdist(name) 06:39:42 623 milestones for * (t11a br.enter=lair rend<=201104191232): cdist(name)=275 06:40:12 basically t11a had a lot more people who were just trying out webtiles and only played a couple short games 06:40:17 since webtiles was new then 06:40:25 so really this tourney is a lot larger than t11a was :) 06:41:05 server capability is quite bad, though 06:41:13 $ egrep '^t.{11}a$' /usr/share/dict/words 06:41:15 no results :( 06:41:19 CDO has to carry all of webtiles, and people complain about lag 06:41:30 ais523: :p 06:41:44 it would definitely be good if CAO could get webtiles at some point 06:42:02 uhm, have you seen the load values on CAO? 06:43:18 no 06:45:27 I have an idea, though: what if we had a way to deploy a new server with a single command? 06:46:05 elliptic: hardly ever goes below 10, tends to be around 50 at peak periods 06:46:32 ouch 06:46:39 looks like an Amazon EC2 instance for the tourney would cost 100-200 USD 06:47:38 we could ask for donations to pay for servers 06:47:43 that's a great summary on crd 06:47:58 the actual DGL setup would be trivial: do it once, put in a Debian package, test a bit, there it goes 06:48:24 however, authentication and sending ttyrecs/milestones/logfiles would be a big problem 06:48:28 kilobyte: i think we should really look into automating more of the server stuff 06:48:39 it very often seems to be the case that we need to poke the server and only one person knows how to do it 06:48:46 this is bad for many reasons 06:49:07 greensnark's scripts can do this on a single installation -- or would if they were complete and maintained 06:49:52 my idea for a Debian package with a chroot would do only a single version, but then, it could be enough for upgrades by itself (if we accept forced transfers) 06:50:10 if no, actual Crawls could be co-installable, not a big issue as well 06:50:16 having one login for all servers would be great anyway 06:50:24 but, authentication is an elephant in the room 06:50:25 (also, one rc file ideally) 06:50:57 edlothiol: do you have an account on CAO and CDO? Or just webtiles? 06:51:12 kilobyte: intermediary load balancer that shuffles people to the right server ;) 06:51:12 if you don't, anyone can take the name and there go your streaks 06:51:40 I believe I have one on CAO, although I'm not sure I even remember the password 06:52:07 losing streaks is not really a concern for me, though ;) 06:52:44 you care for streaks if you have 100 wins or a win rate >1% 06:54:41 18 wins / 8609 games for me. So I'm 2/3 the way to greatplayers while being a prominent member of awfulplayers at the same time :p 06:55:37 awfulplayers tends to have a lot of really good players on it 06:55:48 there are a couple of people who are on it and greatplayers, somehow 06:55:51 although, two of my three wins were directly successive 06:55:54 awful players has multiple greaterplayers in it, yes 06:56:04 !nick awfulplayers 06:56:05 Mapping awfulplayers => NyaaKitty Zicher Kilobyte Ragdoll daek phyphor murphy_slaw arcturus chapayev elynae luterac soadreqm ponce wop lordsloth sealer neil 06:56:05 Mapping awfulplayers => NyaaKitty Zicher Kilobyte Ragdoll daek phyphor murphy_slaw arcturus chapayev elynae luterac soadreqm ponce wop lordsloth sealer neil 06:56:06 ??awfulplayers 06:56:07 awfulplayers[1/2]: Membership in the awfulplayers list is strictly voluntary, but only open to those with over 1000 games and a win rate under 1%. 06:56:10 !nick goodplayers 06:56:10 Mapping goodplayers => 78291 Stabwound hyperbolic mikee maddasher xyblor elliptic clouded rob daftfad pointless cbus Jeff heteroy MarvinPA Iaido itsmu modargo Grimm casmith789 Mong reid nht Pseudonut Jaeger aurelian doy trucutru rax Cyrus jarmok Pacra Mayhem sorear ekaterin ebarrett Birdoprey b0rsuk undermind Tenaya jilles Pigvomit greensnark evilmike Shovelmint uru wasp hayenne eternal rgould Nya... 06:56:10 Mapping goodplayers => 78291 Stabwound hyperbolic mikee maddasher xyblor elliptic clouded rob daftfad pointless cbus Jeff heteroy MarvinPA Iaido itsmu modargo Grimm casmith789 Mong reid nht Pseudonut Jaeger aurelian doy trucutru rax Cyrus jarmok Pacra Mayhem sorear ekaterin ebarrett Birdoprey b0rsuk undermind Tenaya jilles Pigvomit greensnark evilmike Shovelmint uru wasp hayenne eternal rgould Nya... 06:56:37 ??greatplayers 06:56:38 greatplayers[1/3]: Players who have won every currently available to play race. Lifetime membership once you get in! 06:57:02 mmh did the blink onto branch mimic and enter bug still exist in 0.10? 06:57:03 !nick goodplayers KiloByte 06:57:03 Mapping goodplayers => 78291 Stabwound hyperbolic mikee maddasher xyblor elliptic clouded rob daftfad pointless cbus Jeff heteroy MarvinPA Iaido itsmu modargo Grimm casmith789 Mong reid nht Pseudonut Jaeger aurelian doy trucutru rax Cyrus jarmok Pacra Mayhem sorear ekaterin ebarrett Birdoprey b0rsuk undermind Tenaya jilles Pigvomit greensnark evilmike Shovelmint uru wasp hayenne eternal rgould Nya... 06:57:03 Mapping goodplayers => 78291 Stabwound hyperbolic mikee maddasher xyblor elliptic clouded rob daftfad pointless cbus Jeff heteroy MarvinPA Iaido itsmu modargo Grimm casmith789 Mong reid nht Pseudonut Jaeger aurelian doy trucutru rax Cyrus jarmok Pacra Mayhem sorear ekaterin ebarrett Birdoprey b0rsuk undermind Tenaya jilles Pigvomit greensnark evilmike Shovelmint uru wasp hayenne eternal rgould Nya... 06:57:09 Shouldn't they prove their greatness by winning the new species as well? Who cares about won dwarves? 06:57:16 (another bad joke for me, it's persistence not skill) 06:57:28 jeanjacques: it was fixed 06:57:35 dpeg: well, we didn't want to kick people like stabwound off the list... 06:57:50 sure sure :) 06:57:55 oh ok. i would have been annoyed for not realizing the opportunity otherwise 06:58:10 so do I have to re-do kenku/tengu or not? :p 06:58:11 there should be a "devoted veteran" badge :) 06:58:18 kenku counts as tengu, really 06:59:00 the question of whether players have to win tengu if they already won kenku hasn't come up yet really 06:59:36 * dpeg has never played a human. 07:00:57 well, humans suck, and unlike other races where it's just fantasy we can prove the suckiness in RL :p 07:01:19 give humans better apts :P 07:01:29 we could consider buffing starting stats or stat gain for humans a bit 07:02:19 Oh, I didn't mean that... humans are fine in Crawl. I also never played mummy or ghoul :) 07:02:31 ghouls are fun 07:02:35 elliptic: I meant it mostly theme-wise :p 07:02:35 that's the thing that annoys me playing them... their stats are mediocre 07:02:58 actually, humans have better stats than most races 07:03:06 ??starting stats[2] 07:03:07 starting stats[2/3]: Ce 8,5,2 | DD 9,6,6 | DE 3,10,8 | Dg 9,10,9 | Dr 8,6,4 | Ds 6,7,6 | Fe 2,7,9 | Gh 9,1,2 | Ha 3,6,9 | HE 5,9,8 | HO 9,3,4 | Hu 6,6,6 | Ke 6,6,7 | Ko 5,4,8 | MD 9,4,5 | Mf 6,5,7 | Mi 10,3,3 | Mu 9,5,5 | Na 8,6,4 | Og 10,5,3 | Op 5,8,5 | SE 6,7,7 | Sp 2,7,9 | Tr 13,2,3 | Vp 5,8,7 07:03:50 doesn't look like it to me... only a bit below average though 07:04:35 their great XP aptitude means you get boosts up faster 07:04:54 ng-setup.cc _species_stat_init() lists sums 07:05:35 ??stat gain[2] 07:05:36 stat gain[2/2]: Ce sd/4 | DD si/4 | DE i/4 | Dg sid/2 | Dr sid/4 | Ds sid/4 | Fe id/5 | Gh s/5 | Ha d/5 | HE id/3 | HO s/5 | Hu sid/5 | Ko sd/5 | MD s/4 | Mf sid/5 | Mi sd/4 | Mu none | Na sid/4 | Og s/3 | Op sid/5 | SE id/4 | Sp id/5 | Te sid/4 | Tr s/3 | Vp none 07:06:29 I wasn't really suggesting anything at all large, just changing sid/5 to sid/4 or something 07:06:43 out of 23 races, 5 have >=20, 2 =19, 13 =18, 4 <18 07:06:45 (this means just 1 point higher, I know) 07:07:40 hmm right, let's do that then -- /4 seems to be average 07:10:35 there are 24 races currently, by the way :P 07:10:48 oh, your numbers add up to 24, that's good 07:14:17 03kilobyte * rb8b00d2e0a72 10/crawl-ref/source/player.cc: Give humans an extra stat at level/4 rather than level/5. 07:21:33 speaking of balancing races, 07:21:34 !lg * win t s=race 07:21:34 112 games for * (win t): 23x Minotaur, 12x Naga, 9x Spriggan, 6x Mummy, 6x Hill Orc, 6x Deep Elf, 5x Deep Dwarf, 4x Demonspawn, 4x Merfolk, 4x Human, 3x Kobold, 3x Ghoul, 3x Vampire, 3x High Elf, 2x Troll, 2x Halfling, 2x Sludge Elf, 2x Centaur, 2x Ogre, 2x Tengu, 2x Demigod, 2x Felid, White Draconian, Black Draconian, Purple Draconian, Green Draconian, Octopode 07:21:52 minotaurs are popular because they are the de facto newbie melee race 07:22:00 nagas are overpowered with constriction though 07:24:03 Mi isn't really a surprise, though it would be nice if we could encourage a few more players to do HO instead somehow 07:24:31 !lg * won t na s=urune,char 07:24:32 undefined method `empty?' for 11:Fixnum 07:24:38 !lg * won t na s=char,urune 07:24:39 12 games for * (won t na): 2x NaVM (3, 11), 2x NaFE (2x 15), 2x NaCj (2x 15), 2x NaGl (10, 15), NaTm (15), NaFi (15), NaWz (15), NaEE (15) 07:25:00 the nagas were mainly allruning so I don't think constriction is really playing that big a role 07:25:16 just naga has always been a very popular allruner choice 07:25:24 !lg * won t mi s=char,urune 07:25:25 23 games for * (won t mi): 7x MiBe (5x 3, 5, 15), 6x MiSt (5x 3, 15), 6x MiFi (3x 4, 2x 3, 15), 3x MiMo (2x 5, 3), MiGl (3) 07:26:00 note the 6x MiSt is because of nemelex's choice 07:26:03 also, the first Nemelex choice was MiSt 07:26:10 heh, I feel sorry for the 6th one 07:26:15 aptitudes won't display during character creation (https://crawl.develz.org/mantis/view.php?id=5372) by wesleyshaver 07:26:30 only one octopode win suggests that constriction isn't *that* overpowered, anyway 07:27:00 #5372 is a CAO setup issue 07:27:04 it's quite OP early on, not that good later, ime 07:27:17 I like the market style points for underplayed species/backgrounds/gods... that should even out things, after a while (within a tournament, and during evolution of tournaments) 07:27:33 elliptic: i played a HO, but died because im an idiot :( 07:27:37 naga early game must be a joke with constriction 07:27:42 good early, not strong later is exactly as it should be, troll style 07:27:43 it was already easy 07:27:44 new hill orcs are very fun 07:28:14 about gods, Sif/Trog/Okawaru/Vehumet are all fairly close so far as starting god, then a jump down to the others 07:28:33 elliptic: can you list them here? 07:28:42 http://seleniac.org/crawl/tourney/12a/species-classes.html 07:29:03 I can't get that list up as a query 07:29:13 I can get gods at the end of the game though: 07:29:20 !lg * won t s=god 07:29:20 112 games for * (won t): 19x Vehumet, 17x Trog, 13x Sif Muna, 10x The Shining One, 7x Makhleb, 7x Okawaru, 5x Jiyva, 5x Kikubaaqudgha, 4x Lugonu, 4x Ashenzari, 4x Nemelex Xobeh, 4x Cheibriados, 3x , 3x Yredelemnul, 3x Zin, 2x Fedhas, 2x Elyvilon 07:29:24 my tournament page isn't showing my demigod (cao), did it break again? 07:29:41 oh, maybe it only updates when I get a milestone 07:29:41 fairly similar except that a lot of people switched to TSO 07:29:46 hehe, I just took up Zin 07:29:48 evilmike: yeah 07:30:11 and a ton of people switched away from Okawaru 07:30:34 !lm * won t s=god.maxpiety 07:30:35 127 milestones for * (won t): 21x Vehumet, 19x Trog, 18x Okawaru, 14x Sif Muna, 11x The Shining One, 8x Makhleb, 6x Kikubaaqudgha, 6x Jiyva, 4x Cheibriados, 4x Ashenzari, 4x Nemelex Xobeh, 3x Elyvilon, 3x Yredelemnul, 3x Zin, 2x Fedhas, Lugonu 07:30:53 !lm * won t s=god.abandon 07:30:53 Unknown selector god.abandon 07:30:59 that counts ****** milestones for winning games only... not an awful distribution there 07:31:04 !lm * won t s=god.renounce 07:31:05 26 milestones for * (won t): 11x Okawaru, 3x Vehumet, 2x Zin, 2x Trog, Kikubaaqudgha, Xom, The Shining One, Jiyva, Elyvilon, Makhleb, Sif Muna, Nemelex Xobeh 07:31:34 was expecting more yred on there 07:31:34 !lm * t s=god.maxpiety 07:31:34 864 milestones for * (t): 164x Trog, 137x Okawaru, 121x Vehumet, 111x Sif Muna, 64x Makhleb, 57x Cheibriados, 52x Kikubaaqudgha, 38x The Shining One, 26x Ashenzari, 20x Yredelemnul, 19x Nemelex Xobeh, 17x Lugonu, 10x Beogh, 10x Jiyva, 8x Fedhas, 5x Elyvilon, 5x Zin 07:31:37 and that includes non-wins 07:31:40 heh, note Zin and the HuPr Nemelex' Choice :p 07:33:01 !lg * won t s=urune 07:33:02 112 games for * (won t): 50x 3, 36x 15, 13x 4, 7x 5, 10, 9, 14, 11, 6, 7 07:34:10 ie, the tournament rewards only 3-runers and one 15-runer per player 07:34:23 second 15-runer is a fair number of points too 07:34:29 or it doesn't have to be the full 15 runes 07:34:55 since each of the 12 later runes is still worth 15 points the second time you get it... that's 180 points 07:34:57 yeah, except the first three 07:35:49 !lg * won t urune>5 s=name 07:35:49 42 games for * (won t urune>5): 3x jeanjacques, 2x pivotal, 2x Bart, 2x crate, 2x evilmike, 2x magistern, 2x djroomba, MarvinPA, clouded, oxeimon, nono, buffalo66, GreatZebu, elliptic, Sosloow, RapierX2, PuddyDumplins, Tutankham, Firebatgyro, R18, Homard, Torious, nfogravity, sirdond, Sphara, OneEyedJack, minmay, reid, MorganLeah, Gauss, shrooms, ShadyAmish, Yermak, Glenstorm 07:37:25 the formula could maybe use some tweaking... like, instead of 30/N, maybe 60/(N+1) 07:37:34 not sure 07:41:18 !lg * won t11 urune>5 s=name 07:41:19 74 games for * (won t11 urune>5): 5x jeanjacques, 3x Elynae, 3x theglow, 2x mikee, 2x ophanim, 2x flyschy, 2x Grandpa, 2x soul, 2x LexAckson, 2x evilmike, 2x reid, 2x hipsterscumbag, 2x jle, 2x R18, hyperbowl, MarvinPA, mumra, Sky, PigVomit, Sycthos, qtip, Regnix, Oddsox, OneEyedJack, Cybermg, Alg, agentchuck, Ret, elliptic, chillblain, jokeserver, oxeimon, hem, Hambone, babyegg, IjonTichyy, dabe,... 07:41:32 elliptic: yes. Can also make rarely picked up runes give more points. 07:42:08 i need all the help i can get 07:42:38 I think maybe giving a certain number of non-decreasing points per game based on how many runes you found might be good 07:43:01 jeanjacques: with what? 07:43:42 just a tourney point joke 07:43:48 dpeg: its usually either 15 or 3, so i dont think giving more points for rarely picked up runes would accomplish much 07:44:04 !lg * won t s=urune 07:44:04 112 games for * (won t): 50x 3, 36x 15, 13x 4, 7x 5, 10, 9, 14, 11, 6, 7 07:44:14 elliptic: but that supports amassing... what if you the golden rune was attractive because it is picked up so rarely? 07:44:25 alefury: yeah, to some extent this is just a feature of crawl itself... if you can get 5 or 6 runes, you can get 15 without that much more work 07:44:34 dpeg: it isn't that rare though: 07:44:35 alefury: different sets of three runes would also be good! 07:44:38 !lm * t s=rune 07:44:39 1455 milestones for * (t): 203x decaying, 193x silver, 179x serpentine, 179x barnacled, 92x slimy, 90x abyssal, 54x demonic, 53x glowing, 53x magical, 53x bone, 53x fiery, 53x iron, 51x dark, 51x golden, 50x icy, 48x obsidian 07:44:49 elliptic: yes, Kiku and TSO spoil the show 07:44:52 dpeg: crawl actively discourages that 07:45:23 swamp is noticeably easier than snake and shoals? 07:45:28 i guess doing tomb with kiku, or a lucky abyssal rune, are about the only situations where getting a "different set" works 07:45:33 10 runes are basically all gotten together or not at all in the great majority of games 07:45:35 (vaults is presumably harder but generates more often, based on that) 07:45:47 swamp is much easier, yes 07:45:49 ais523: or at least people think it is easier and do it earlier before dying elsewhere 07:45:57 I'd agree swamp is easier usually, though 07:45:58 depending on the ending of course 07:45:58 right 07:46:16 and yes, vaults is guaranteed, whereas swamp/shoals/snake are each in only 2/3 of games 07:46:27 I like Slime 07:46:30 I know, I was adjusting for that in deciding it was harder 07:47:10 swamp has clouds and dragons of a previously known type. snake and shoals have large numbers of enemies with strong ranged AND melee attacks, and extra ways of screwing you. 07:47:21 dpeg: Slime is definitely a good difficulty, yeah... I remember back when I started playing, it was very commonly advised to do Slime before Zot for the extra XP/loot 07:47:35 whereas now this isn't so common, but it still happens sometimes 07:47:55 hmm, I just checked NetHack's optional branches, 29732 Sokoban completions, 22223 Mines completions 07:48:08 interesting, because the top-end players generally do Sokoban but skip the second half of the Mines 07:48:55 elliptic: another idea might be to reward players for picking up as many runes types as possible during the whole tournament (how often and when won't matter). Sure, a good player will all-rune. But I, for example, never all-runed, so I might pick up various runes with different characters. 07:49:33 dpeg: I tried to encourage that a little with a banner for picking up five types of rune over of the course of the tourney 07:49:46 elliptic: yes, I noted :) 07:49:51 elliptic: the banners are excellent imo 07:50:01 The banners look gorgeous, gotta keep saying that. 07:50:30 dpeg: even so, good players will just do one all-runer then go back to doing the three or four easiest ones 07:50:43 I remember casmith789 asking me what the optimal strategy was for maximising score in the tournament 07:50:44 dpeg: I think one thing that would help a lot is if we could make pan and hell more separate somehow, so that some characters can handle one but not the other 07:51:08 one suggestion i saw was making the main denizens of pan demonspawn 07:51:11 elliptic: I agree, but cannot comment: never done Pan. Or a ziggurat, for that matter. 07:51:12 zin protecting from hell effects is sort of the kind of thing I mean 07:51:25 !whereis dpeg 07:51:32 dpeg the Gusty (L1 DsAE) quit on D:1 on 2011-10-05 after 0 turns. 07:51:41 but also making it so that TSO is less dominating in both would be good 07:51:47 absolutely 07:51:48 !lg * t urune=15 s=god 07:51:49 36 games for * (t urune=15): 14x Vehumet, 6x Sif Muna, 5x The Shining One, 3x Makhleb, 2x Jiyva, 2x Nemelex Xobeh, Trog, Cheibriados, Lugonu, Ashenzari 07:51:57 though that isn't bad 07:52:08 yes 07:52:28 pity that we didn't get the Vehumet change... couldn't reach Thasero anymore 07:52:41 I guess Vehumet should be heavily nerfed, especially if he's going to get that unique spells coolness buff 07:52:49 kilobyte: yeah 07:52:55 I am against the unique spells, whatever that's worth. 07:52:57 nerfing storm spells could be part of that 07:53:12 dpeg: why? 07:53:30 lots of work, can of worms etc. -- think about how much content Nemelex needs: essentially, he is all about unique effects. I wouldn't start another front like that. 07:53:34 also maybe nerfing vehumet's MP on kills 07:54:10 If you have good ideas, go ahead. I'd reckon that Vehumet is better helped in other ways. 07:55:11 * dpeg whispers that a god is ready for plucking on the wiki. 07:55:17 dpeg: most of spells proposed are a kind of palette swap 07:55:39 er, not really just palette, the numbers can make a spell completely different 07:56:18 kilobyte: yes, but I am not convinced about the wisdom of that. Perhaps fine for one-off effects (e.g. a random god) but needless complexity for a staple god. But YMMV etc. 07:56:27 like, if I get that shotgun targetting for Magma, Avalanche is a matter of a wider cone, different damage type, different damage values and level 07:57:11 and we got some fully implemented but removed effects like Orb of Electricity 07:57:42 there's relatively little coding effort -- and quite a bit of balancing 07:57:48 If they work fine as full spells, there is no need to hide from most everyone. If they have problems, giving them to Vehumites will not solve that. 07:58:04 however, since the god is being overhauled anyway, that balance costs has to be paid in general 07:58:32 yeah, if a spell is overpowered, people would scum Vehumet to get it then abandon 07:59:07 well, could make abandoning vehumet cause memory loss for such spells 07:59:11 while a variant that's as powerful or at most a small bit better than regular spells wouldn't be an issue here 07:59:13 regarding god popularty stuff, i think vehumet is better than sif, but also feel that the popularity comes from his form of mp regeneration being more fun than sif's 'aaaaaaaaaaaaa' 07:59:37 evilmike: also, remember my Sifumet idea 08:00:15 !lg * t urune=3 s=god 08:00:16 77 games for * (t urune=3): 18x Trog, 11x Okawaru, 6x Makhleb, 5x Sif Muna, 5x Vehumet, 4x Lugonu, 4x Ashenzari, 4x Yredelemnul, 4x Zin, 4x Kikubaaqudgha, 3x Fedhas, 2x Nemelex Xobeh, 2x , 2x Elyvilon, Xom, Jiyva, The Shining One 08:00:17 heck, if Sif's channeling sucks, what's the point of having both gods? 08:00:25 evilmike: I don't buy that 08:00:37 plenty of people like channeling afaict 08:00:39 it doesnt suck, but its an active thing, so i end up not using it enough. 08:01:01 and sif is nearly as popular as vehumet so far if you don't just look at allruners 08:01:16 channeling vs mana for kills, success boost vs miscast protection 08:01:21 I am alright with channeling in a normal game, it's when I'm slinging level 9 spells and need to regain mp that it gets tedious 08:01:26 I think vehumet is mainly just attracting lots of people who want to spam fire/ice storm to kill &s 08:01:45 kilobyte: they don't feel at all similar to play with 08:02:14 yeah, sif feels boring while veh lets you blow stuff up :) 08:02:17 Veh gives you L9 spells at XL 18 08:02:19 because of Sif's "be undead or else" thingy? 08:02:21 veh is just much more focused, so if you know what you want to do he will help you do it 08:02:23 kilobyte: no? 08:02:32 elliptic: spell gifts would allow to change that in an interesting way 08:02:46 dpeg: yes 08:03:22 kilobyte: I just don't see the appeal in merging our two main caster gods... then instead of having 19x Vehumet, 14x Sif, we would have 33x Sifumet 08:04:02 elliptic: Chei gives you L9 spells at XL13-14 with a single ring of wizardry, it's mostly about finding a spellbook or not 08:04:10 elliptic: hmm, good point 08:04:21 kilobyte: Veh boost is better than Chei boost 08:04:34 elliptic: but Chei boost is broader 08:04:36 the changed veh also wont gift summons, which is a small but important difference, I think 08:04:37 chei also gives massive EV though 08:04:42 and lets you wear heavy armor 08:04:54 and slows you and prevents you from casting haste :) 08:05:08 everything comes at a price 08:05:11 chei really is a lot better than people think, you just have to play to his strength 08:05:15 which is killing dudes 08:05:16 I'm not sure why Chei is relevant here though 08:05:26 I find the chei orbrun nightmarish, but that's off topic :p 08:05:33 alefury: Chei is damn good, but useless for Zigs. 08:05:48 actually chei sucks for most of extended 08:05:48 chei is good in zigsprint :P 08:06:00 evilmike: he greatly slows down the opposition now 08:06:05 because hell effects, mostly 08:06:11 kilobyte: even so, it is rough 08:06:13 also because buffs 08:06:19 keeping up buffs with chei is a nightmare 08:06:23 btw, do people think Fedhas is okay power-wise (non-extended)? 08:06:34 kilobyte: my last chei game had clustered stairs on one level, and I had to fight off 4 pan lords 08:06:42 dpeg: fruit supply is insanely random 08:07:05 kilobyte: that was part of the appeal for me (plus % acq) 08:07:08 oklob spam on Zot:5 is pretty silly 08:07:57 elliptic: better to scrap the god? 08:08:30 no need to scrap the god, but I think oklobs need some thought 08:08:43 yay fedhas nerf? 08:08:55 elliptic: I believe plants should "go out" after a while, so no luring, at least not long-time 08:09:01 getting spores from corpses is one of the most fun god powers in the game, imo 08:09:06 fedhas is worth keeping for that 08:09:06 kilobyte: there was this idea of fruit plant, which would reduce fruit variance 08:09:23 evilmike: hehe, my only Mennas kill was with six apples 08:09:34 dpeg: as in, more available fruit, but higher costs? 08:09:44 dpeg: could help, and/or putting a limit on how frequently you can use evolution to make oklobs 08:09:58 kilobyte: no, some plants in Lair are fruit plants, which means a much more reliable income of frutis 08:09:59 this could allow adding 2-fruit plants while oklobs cost, say, 5 08:10:00 how about all those weird plant ideas someone posted on the forum? 08:10:04 is there any fedhas potential in that? 08:10:15 evilmike: what I just wrote 08:10:24 I'd just like it if there was more encouragement to use oklobs throughout the game rather than saving everything for Zot:5 08:10:32 evilmike: as presented, not really -- but I see quite a few uses for the tiles proposed 08:11:01 like, a melee turret 08:11:03 elliptic: yes, using them frequently on branch ends and versus nasties (like my Mennas) would be good. I did that, but I am not the yardstick for good play. 08:11:56 elliptic: unlike Trog's or Makhleb's summons, you can stash the whole supply 08:12:03 ah right, the fruit plant was part of those ideas 08:12:07 while piety can't be really stored 08:12:46 evilmike: fruit plants may work, those corpse-eating ones not at all 08:13:05 kilobyte: yes, that's why I like the idea of throttling the amount of fruit you can actually use at one time/place 08:13:35 needless to say, I find the idea of using F powers to get fruits completely counter to the concept 08:13:57 dpeg: yeah, that'd be converting piety to fruits 08:14:23 -!- gnsh has quit [] 08:14:36 -!- peepepe has joined ##crawl-dev 08:14:47 but note that piety can be regained whereas fruits cannot -- this is why most reactions towards the fruit god have been negative (when I proposed it) 08:14:58 why am i able to airstrike through plants but not trees 08:15:11 because trees are really strange 08:15:14 i dont like how trees block spells, for what its worth 08:15:16 after a thought, the fruit plant idea isn't that good. It's a no-brainer: bash the plant for a while to get extra food. Just an interface hassle. 08:15:27 I don't like how trees exist 08:15:47 just make trees act like grates 08:15:51 likewise for glass 08:15:59 Ragdoll: :p 08:16:20 -!- peepepe is now known as cosh 08:16:21 oh, about grates, I discovered today that they block refrigeration but not the targetting of freezing cloud 08:16:38 this is precisely the sort of inconsistency that the glass changes were supposed to resolve :( 08:16:43 kilobyte: yes, good point. And I am not convinced the reduced fruit variance is actually a good thing. If you find 20 strawberries early on now, it might mean something. Or a Fedhasite might blow acquirement on food. 08:16:53 yes, i am also annoyed by the fact if there is a 1 tile glass pillar, and a monster is on the other side of it refridge also doesnt work 08:16:54 elliptic: hmm, yeah 08:16:59 also they block player reaching weapons but not monster reaching weapons 08:17:13 why not just revert the whole business 08:17:27 I just don't understand what they are supposed to do other than "preserve all of the bad things about glass so that a couple vaults can use them" 08:18:17 Could we replace the grate-encased casters with monster statues with the right spells? 08:18:31 a lot more stuff goes through grates than through glass 08:18:47 (assuming that's the problem) 08:18:47 (I abused freezing cloud through grates to kill a ton of draconians in the zot entry vault with 325809 grates) 08:19:01 what 08:19:06 you are horrible 08:19:08 for shame 08:19:20 Ragdoll: ... 08:19:59 that one could use glass instead, that one just had grates originally because bars seemed to make more sense than glass in a castle. it was partially a tiles thing (back then it was practically the same as glass) 08:20:25 evilmike: no, that one can't use glass instead because it has dracs with polearms reaching through the grates 08:20:34 4 08:20:37 that part can just be removed, it's not a big deal 08:20:37 in 1x1 cells 08:20:43 yeah 08:20:47 elliptic: water/lava then? 08:21:01 most of the grate using vaults have enemies with ranged attacks 08:21:23 i like how whole mechanics have been changed instead of vaults 08:22:17 * dpeg recalls how Matthew (zelgadis) suggested translucent walls and there was a lot of opposition. 08:23:09 the vault changes were just done because suddenly a bunch of vaults didn't work at all. removal was another option, and still is one if there's enough agreement 08:23:59 i'm not strongly opinionated, i just lean slightly more towards keeping them 08:24:02 grates in vaults might be fine, but only if we have a clear notion of what is and isn't supposed to be able to go through them 08:24:49 any sort of smite targeted or LOS type effect, I think (it's bad that they block OCR) 08:25:06 weapons of reaching: certainly not 08:25:11 OTR* 08:25:21 (player's reaching has to be blocked, monsters need to be consistent) 08:25:34 also, i think they should use the same rules as statues (they seem to already) 08:25:42 radiance working through would be ok 08:26:12 i also think trees should have the same rules though, under the justification that you target spells through the "gaps" between the statue/grate, and trees work the same way 08:26:13 I'd change statues to work consistently with monster statues 08:26:32 how about something simple and intuitive: grates block only movement, everything can be fired through. Glass block everything except some smiting. Then adjust vaults to use on or the other to prevent abuse. 08:26:32 make regular statues plant-like monsters? 08:26:45 galehar: glass allowing smiting is problematic 08:26:56 mainly because of beogh orc priests 08:27:16 elliptic: but they have to pay with piety? 08:27:23 dpeg: I mean orc priest allies 08:27:26 dpeg: no, you have a horde with you 08:27:36 i find summon demon more problematic 08:27:37 that too, yes 08:27:40 right, so glass block everything and grate nothing. 08:29:01 grate blocking nothing at all means we want to use it sparingly and only with monsters with ranged attacks inside 08:29:45 though I guess it isn't worse than deep water / lava 08:29:47 usingboth glass and grates more sparingly sounds like a good idea anyway, to me 08:30:06 grates were originally added because grate traps had problems with redefined glass 08:30:08 if glass blocks everything then it doesn't have to be used that sparingly 08:30:09 i'm really not a fan of the serial vault that covers an entire level in glass, for example 08:30:28 elliptic: well, glass is still annoying for blocking travel when monsters are on the other side of it 08:31:16 MarvinPA: yeah, that's occasionally pretty annoying... mainly just a problem with that serial vault I think though 08:31:55 theres also one temple entry that is quite horrible in that regard. the glass spiral. 08:33:02 after thinking a couple minutes more, I like galehar's suggestion for grates... it makes them like deep water/lava that can be dug/disintegrated but can't be levitated over 08:33:24 alefury: that one can be tactically interesting at least 08:34:30 one issue with grates is cloud spreading. they currently block it. optimally they would not, and have a cloud on their tile, that can be stepped into once dug. 08:35:27 grates blocking clouds is the weirdeist unintuitive thing 08:35:27 -!- Flun has joined ##crawl-dev 08:36:24 03evilmike * rf7b2635d400e 10/crawl-ref/source/dat/des/branches/zot.des: Actually remove some grates, for once. 08:36:41 Kel (L1 TeSu) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:1) 08:37:14 -!- ais523 has quit [Ping timeout: 245 seconds] 08:42:56 i am unable to shut my air elementals up about forming itself from the air 08:43:10 message_colour = mute:.*air elemental (formes|merges) 08:43:24 message: An air elemental forms itself from the air! 08:43:31 "formes" 08:43:41 oh god 08:44:04 thanks 08:56:19 03evilmike * raf9ddfd7d9f7 10/crawl-ref/source/dat/des/branches/pan.des: Remove a weird DESC: line in the classic Cerebov map. 08:56:29 03evilmike * rf7f00fca61af 10/crawl-ref/source/dat/des/branches/temple.des: Remove DESC: line from a temple map. 09:00:27 -!- Flun has left ##crawl-dev 09:05:38 ok, so do we have a consensus on grates? 09:05:53 I like galehar's idea 09:08:24 -!- dtsund has joined ##crawl-dev 09:14:01 not blocking reaching seems weird 09:14:33 !learn add hilarious_deaths !lg * killer=~garbold 2 -tv 09:14:33 hilarious deaths[77/77]: !lg * killer=~garbold 2 -tv 09:14:44 shouldnt be abusable though, because putting monsters without ranged attacks behind grates makes no sense 09:14:58 so no poking the defenseless through the bars 09:15:03 makes sense with spears, not with halberds 09:15:08 yeah 09:15:54 nonest (L3 DEWz) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:3) 09:20:01 gameplay > realism 09:28:12 well, grates are mostly just reflavored lava, so... 09:28:44 lava for flyers that can be dug instead of levitated over 09:29:29 its just easier to remember the rules from them that way 09:29:58 one thing: plants block or hinder a bunch of stuff too. 09:30:00 lava does have one big difference in that it generates smoke too, although it can be made not to 09:30:11 like ranged attacks, reaching 09:30:54 just making everything go through grates like they dont exist seems quite weird to me because of that 09:31:10 There's also bushes.. 09:31:33 those are just sturdy plants. trees on the other hand... 09:31:44 Like plants, but allow artillery (not sure about reachiing) to go through (or over) 09:31:47 plants/bushes/trees just cant be used in a lot of these vaults, for flavour reasons 09:31:49 and cloud-block LOS 09:31:55 bushes are also immune to beams, which is... weird 09:32:03 doom bushes of death 09:32:09 wow, i did not know these things about bushes 09:34:19 -!- Pacra has quit [Ping timeout: 276 seconds] 09:34:45 nonest (L6 DEWz) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:4) 09:43:48 spells do not target crawling corpses (https://crawl.develz.org/mantis/view.php?id=5373) by ldierk 09:56:59 -!- dtsund has quit [Quit: dtsund] 09:59:51 -!- ais523 has joined ##crawl-dev 10:20:54 Turns out there's a bunch of food-related code that is unused in itemprop.cc 10:21:30 yeah 10:21:40 and the same numbers are somewhere else, but with slight differences 10:21:43 EXTERMINATE! 10:22:03 iirc the unused ones are in a nice table 10:22:18 I wonder which is newer - it immediately came to my mind that the other approach is from b26 and the other is from 4.1 beta. 10:24:24 (no idea if this is true. 10:25:15 The nice table looked nice. 10:25:49 looks like the table is newer by about 5 years 10:26:07 Keskitalo: then there are the uncalled methods that read from the table 10:26:11 for how many of those years has it been unused? 10:26:13 the one in food.cc has been there since 2005 10:26:25 the one in itemprop was last changed by greensnark in 2010 10:26:34 though i havent looked at the actual commit so maybe its older than that 10:27:58 yeah looks like its older than 2010, not sure what the best way to look at this is 10:28:29 -!- nfogravity has joined ##crawl-dev 10:28:49 It's not in b26, at least in itemprop.cc 10:31:37 the table is in 1d0f57c, which makes it extremely old. the food.cc stuff is there too 10:31:46 so just at a quick glance this seems to be as old as dcss 10:31:54 yeah, at least 2006 10:32:29 like this is so old that the commit before it is saying "dcss is just a fork, not the official version" 10:33:39 To me it does look like it's from 4.1beta. I looked at SVN browsing on sourceforge; it's not in the initial crawl-ref commit (which is b26), but is in the commit r452 that merges the stonesoup branch into the main branch. 10:36:37 To me it looks like eating strawberries takes two turns. 10:36:52 yes 10:37:02 only sultana/grape takes one turn iirc 10:37:15 Nope.. 10:37:44 All give "continue eating" messages, goblin hits me twice, in the code they're all the same except rations and chunks. 10:38:06 hm, I wonder why I thought that 10:39:37 In the nice table in itemprop.cc, rations are given 4, chunks 3 and the rest one turn. 10:39:57 Seems like all the "fast foods" are 2 turns 10:40:01 I thought some were 1 too 10:40:30 I wonder what the intention is. In food.cc, rations get 3 duration (for start_delay) and the rest get 1. Chunks get two in a different function. 10:43:47 -!- elliptic has quit [Quit: Leaving] 10:44:53 Mrf, with one-turn eating the "You finish eating." message feels out of place, but it probably takes some tinkering to get rid of it.. 10:45:23 how can i tell git "that's nice, but i'm done, please pull and wipe out my local changes" 10:45:24 nfogravity: You have 1 message. Use !messages to read it. 10:45:30 !messages 10:45:32 (1/1) Keskitalo said (4h 19m 57s ago): Thanks for pointing out git grep - very useful! 10:45:55 -!- elliptic has joined ##crawl-dev 10:46:02 you want to throw away any changes you've ever made? 10:46:19 "git reset --hard HEAD" would remove uncommit changes and return to HEAD 10:46:23 git reset --hard origin/HEAD; git pull 10:46:26 er 10:46:27 origin/master 10:47:08 is that uncommon, rw? a lot of it was me trying to figure out the basics of the code 10:47:17 and the one commit i made is in master now 10:47:24 no, just making sure before I tell you how to throw away all your changes :) 10:47:28 thank you :D 10:47:33 if you're messing around with stuff you plan on discarding, you could create a branch 10:47:44 nfogravity: Thanks for the fix btw :) 10:47:55 you're welcome! that was a nasty bug 10:48:29 i wouldn't recommend trying to escape nagas up the stairs now 10:48:49 actually this might make constriction monsters at the stairs kind of unfair 10:49:16 but that's a balance issue, not a bugfix 10:49:26 constriction monsters are already kind of unfair everywhere :P 10:53:00 the new behaviour makes more sense 10:53:59 i don't think HEAD works for local non-devs, but origin does 10:54:02 thank you 10:58:34 * dpeg recalls players complaining about the unfair slime creature mechanic. 10:58:57 !lg 10:58:57 211. Keskitalo the Insei (L10 NaTm), worshipper of Kikubaaqudgha, blasted by an orc priest (divine providence) on D:9 on 2012-02-29, with 3707 points after 10728 turns and 0:58:47. 10:59:09 after winning with a jiyva worshipper i'm never gonna complain about slime creatures 10:59:43 I found myself enjoying & probably benefitting from constricting a monster and meleeing another there a couple of times. 11:00:00 It's hard to keep track of who you're constricting though. 11:00:11 tiles at least has a little graphical indication 11:00:23 Ah yes, I was talking about console. 11:00:31 i can work on that too 11:00:33 I assumed tiles had an icon. :) 11:00:38 03Keskitalo * rd6647fe3e5fd 10/crawl-ref/source/ (delay.cc food.cc): Make ambrosia, grapes and sultanas take only one turn to eat. 11:00:48 nfogravity: That'd be cool! 11:00:48 hardly any status effects display in console. Dunno how they could be though 11:00:52 I've been thinking that the monster list could use some indicators. 11:00:54 the only one I can think of is inner flame 11:01:10 I have no ideas, of course. :) 11:01:20 background changes is sort of the obvious solution 11:01:29 Are there colours left? 11:01:43 z / goblin zombie (dormant) 11:01:53 If it's carrying a polearm/spear/reachweap 11:01:56 well i guess the most evocative way to do it would be to make your background color the color of the monster constricting you 11:02:07 z & goblin zombie (dormant) it it's constricted 11:02:09 and also make their background that same color 11:02:15 (That's you hugging it or something) 11:02:51 right now i'm trying to fix a bug that appeared in msysGit this morning though 11:02:53 & does make sense, but monster list doesn't really help if you're battling a gnoll pack 11:02:59 -!- ais523 has quit [Remote host closed the connection] 11:03:00 "TERMINAL is not fully functional" :/ 11:03:01 Keskitalo: True... 11:03:18 Keskitalo: But it shows that there IS one with a spear. 11:03:23 Fixing msysgit bugs? niice... 11:03:30 It would need to get its own line though. 11:03:33 So itd be: 11:03:36 3 gnolls 11:03:44 g / gnoll 11:03:49 on one line each. 11:03:52 Keskitalo: I remember having a look at the eating delay. It sets the delay to x, but then there's an additional turn used when finishing delay, so the total time taken is actually x+1 11:04:40 Is this just for eating? 11:05:50 I'm not sure, but I think the finish delay function inconsistently use one turn. I changed it for on delay type, can't remember which one. 11:06:01 One thing that comes to mind how to nerf player naga constriction, if necessary: I read from here that it is good at the beginning but gets less good over time - so nagas could gain constriction at some XL. 11:06:19 While octopodes, which I presume to be fragile in melee, could have it from XL1. 11:06:48 Keskitalo: I sort of like that idea 11:06:51 funny, I cant remember anyone suggesting nagas gaining it at certain xl. but that makes sense 11:07:00 many species abilities only kick in at a certain level 11:07:06 poison spit is plenty of early game goodness for nagas 11:07:07 that was multi drop 11:07:14 it instakills most early enemies, so its probably not fine as is for octopodes 11:07:42 Yeah, early nagas are fun, and making them easier - as much as I liked it when I had a real situation - is not so good. 11:07:46 octopodes do less damage with it, since they have bad str compared to nagas 11:07:52 well, the success formula for a constriction attempt needs major work 11:08:05 chance of success is really really high currently 11:08:06 Of course, the slow speed of nagas forces them into more fun situations.. but maybe that happens later on as well. 11:08:18 elliptic: i posted a suggestion for escaping from constriction on the wiki a while ago, could you have a look? 11:08:25 It thought I felt it happened often. 11:08:29 formula suggestion that is 11:08:43 what do you think a good level would be for nagas gaining contriction? 12 maybe? 11:08:55 evilmike: 13 IMO 11:09:17 13 and 14 seems to be when races get stuff 11:09:28 or 15 for tengu, hm 11:09:34 ah got it 11:09:34 that definitely sounds like a good idea for nagas, yeah 11:09:35 okay, maybe we already aren't consistent :P 11:09:38 There. It was in 1200feec 11:09:44 alefury: will look later 11:09:47 they definitely don't need constriction to help their early game 11:09:52 13 and 14 are at least "half way" to 27, not that xp works like that 11:09:55 the whitespace perl code sets TERM to dumb, it looks like 11:11:16 iirc player nagas only got constriction for consistency with monster nagas. so might as well pick an arbitrary level. it doesnt really feel overpowered in lair anymore. 11:11:24 I think halfway is 14 not 13. Since you start at L1 11:11:36 14 sounds good to me too. 11:12:20 that might be a bit high though, nagas level slowly 11:12:30 -!- blabber has joined ##crawl-dev 11:13:10 we already have stuff that races get at 7, 13, 14, 15, 26 11:13:11 I think 11:13:11 oh actually never mind, they are 120 11:13:16 thought they were higher for some reason 11:14:07 elliptic: formula suggestion is near the bottom of the constriction page 11:15:39 bye 11:15:47 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 11:18:36 -!- gnsh has joined ##crawl-dev 11:23:10 anyone here know about console output? 11:25:15 -!- Pacra has joined ##crawl-dev 11:58:12 -!- ais523 has joined ##crawl-dev 12:16:28 i think we could stand to make nagas have a waeker constriction rather than just making them get it later 12:16:58 seems like it should be much harder to grapple a bat with a tail than with several tentacles 12:21:30 -!- dtsund has joined ##crawl-dev 12:26:29 -!- st_ has joined ##crawl-dev 12:59:48 -!- monqy has joined ##crawl-dev 13:01:30 nonest (L7 DEWz) ERROR in 'tileweb.cc' at line 204: Socket write error: Bad file descriptor (D:6) 13:03:23 -!- blabber has quit [Quit: reboot] 13:10:32 ugh i can't fucking find this code 13:12:07 -!- blabber has joined ##crawl-dev 13:15:45 nfogravity: what are you looking for? 13:15:51 a few things 13:16:14 one, i'd like to know where the part of the code that displays enemy health on the HUD is 13:16:53 two, i'd like to know how to change an enemy's background colour 13:17:18 by enemy health on the hud, you mean in the console monster list? 13:17:22 yes 13:18:13 _print_next_monster_desc in output.cc 13:18:52 (line 1125 approx.) 13:18:56 oh wow that is super-useful thank you 13:19:48 what i'm trying to do is to map ^v to a toggle that shows enemy health colour as their background 13:21:47 about changing a monsters background color, I guess _get_mons_colour in showsymb.cc would be involved 13:22:08 although note that you can't really change bg/fg colours in console independently, as far as I know 13:23:09 you can set the glyph colour, and optionally invert it so that the background is coloured instead of the foreground 13:23:25 at least that's how I remember it 13:23:35 ah is that how it works? i'd like that 13:23:51 it's supposed to be an at-a-glance thing that tiles has and console doesn't 13:24:10 I believe you have to set COLFLAG_REVERSE 13:24:44 that only gets called in directn.cc, libunix, tileweb and view 13:24:52 i'll take a look at view 13:26:15 the occurence in view.cc isn't really interesting, it's just setting it to simulate a cursor 13:29:34 draw_ray_glyph in directn.cc seems relevant 13:30:14 not really, it's just for rays ;) 13:30:33 well what i'd like to find, as a model 13:30:37 is, say, sleeping monsters 13:30:40 -!- jeanjacques has quit [] 13:30:53 _get_mons_colour 13:32:46 so the blue background that sleeping monsters have is actually a single color value? 13:33:52 they get COLFLAG_MAYSTAB or something like that in _get_mons_colour, which then later gets translated (dependent on options) into a platform-dependent flag 13:34:48 which I think just reverses the colour (i.e. bg <-> fg)? I haven't really played console in a while 13:37:22 okay, i'll keep looking 13:37:49 man, you must have *really* not played console in a while :P 13:42:34 it's not *that* long, I just have a bad memory ;) 13:42:40 oh i see 13:42:46 all the color data is handled bitwise 13:42:54 which is why it's so fucking abstruse 13:43:28 the bg data is on the high bit 13:43:36 yeah 13:43:36 foreground on the low bit 13:43:48 right, that's what I had forgotten about 13:44:01 the whole CHAR_ATTRIBUTES 13:44:10 so bitwise or with COLFLAG_WILLSTAB sets the high bit to blue 13:44:37 only indirectly 13:44:46 hm? 13:45:03 see e.g. _colflag2brand in colour.cc 13:45:35 that's where the COLFLAG_ enums get translated to these bitwise colours 13:45:52 so you can't really set a background colour directly from the display code 13:46:21 you can only set a colour together with some of the COLFLAGs 13:46:45 i could if i coded it though, those are just constants in defines.h 13:47:20 well yeah, but there's no room for more flags as far as I can see 13:47:58 this would be part of the colour data of the monster 13:48:16 you hit ctrl-v once, it swaps the high bit with its hp pool 13:48:25 hit it again, it recalculates what it should have been 13:48:56 -!- valrus has joined ##crawl-dev 13:49:28 frankly putting those colflags as they are is sort of a hacky solution 13:49:43 the #defines should be things like BG_RED 13:49:57 but the colors are customizable 13:50:19 ahhh, that is a wrench 13:50:22 some people have COLFLAG_WILLSTAB monsters red, etc. 13:50:58 what rwbarton said -- the COLFLAGs don't directly encode colours, they get translated to colours later, depending on options 13:51:27 you can't encode a separate background colour in the monster colour 13:52:47 but those COLFLAGS don't store any information that can't be reobtained from monster data later, right? 13:57:17 as in, i could make some new brands in options for hplow_brand, hpmid_brand, etc etc 13:57:37 and that way i can set defaults to be hi:red, hi:yellow, etc 13:57:45 but if that doesn't work people can make them whatever 13:59:16 yes, except there's no room in the COLFLAGS, since colour values are unsigned shorts and all 16 bits seem to be in use already 14:00:10 -!- Pacra has quit [Ping timeout: 276 seconds] 14:00:22 OH i see 14:02:43 but i could set the color value of the monster to be its hp pool, consistent with the data in output.cc, and then reverse it 14:04:40 (on systems that support reverse) 14:04:41 yes... you couldn't see the actual monster colour anymore, but that would work 14:04:52 i'm okay with that 14:05:02 the idea is that you tap ctrl-v twice 14:05:51 i would make it something that goes away with keyboard release but i don't think there's any button like that in crawl and i don't want to buck a trend 14:06:15 as in, you hold down ctrl-v and it shows monster hp pools, then you let go and it reverts 14:06:45 though that might be more convenient actually 14:06:50 I'm not sure that is even possible in curses 14:09:12 ok, maybe it is in curses, but probably not in our input system 14:09:42 how does the input system treat keys that are held down? 14:11:04 it doesn't, it just reads key events 14:11:12 that makes sense 14:11:12 ok actually, it's probably not possible in curses 14:11:18 yeah probably not 14:11:36 if it was i think you guys would have implemented "holding down a button does nothing and tells the player he or she is an idiot" 14:13:09 hehe :D 14:13:21 Mistagged staircase mimic on ^X display (https://crawl.develz.org/mantis/view.php?id=5374) by nubinia 14:13:22 being able to hold down a button is important though, for tab 14:13:33 i never lean on tab, i always mash 14:13:48 i guess with the new code holding it down is okay 14:26:11 oh this is actually very easy to implement then 14:26:32 i just change get_mons_colour if the player has toggled ctrl-v 14:29:38 -!- blabber has quit [Quit: couching] 14:31:54 -!- MarvinPA_ has joined ##crawl-dev 14:32:12 eh, that's probably not very good coding practice though 14:32:21 maybe changing get_cell_glyph_with_class is better 14:33:23 or get_mons_glyph rather, herp 14:35:05 -!- MarvinPA has quit [Read error: Operation timed out] 14:35:05 -!- MarvinPA_ is now known as MarvinPA 14:43:58 -!- ivan`` has quit [Quit: ERC Version 5.3 (IRC client for Emacs)] 14:43:58 -!- djinni has quit [Quit: ERC Version 5.3 (IRC client for Emacs)] 14:45:52 -!- djinni has joined ##crawl-dev 14:50:12 -!- ivan`` has joined ##crawl-dev 14:52:22 question, quick up or down? 14:52:50 currently in the icon representing damage level for monsters on the hud, monsters with wounds that can't be displayed get a black glyph 14:52:56 i think light grey would be better 14:59:11 hm... I'd guess it's black because that's the general background colour (so no glyph is actually visible)? 15:00:21 yeah, but it's more information to know that you can't actually see the wounds they have 15:00:37 and there's the flavor coming from the fact that most of these are undead 15:01:14 seeing a zombie's health bar as grey could be very useful to a new player 15:02:49 also can you take a look at colour.h for a moment, edlothiol? 15:03:08 sure 15:03:14 am i crazy or are a lot of these function prototypes kind of fucked? 15:03:48 line 112 for example 15:04:35 is it just stylistic to c++ that you can but don't have to name the variables in the header file, or are the names actually meaningful 15:06:31 not sure what you mean 15:06:41 line 112 is bool get_orb_phase(const coord_def& loc); for me 15:06:44 right 15:06:48 so why is the "loc" there 15:06:50 it's a header file 15:07:03 oh, ok 15:08:03 am i crazy? 15:08:45 well, they may be kind of helpful when looking at the header 15:09:11 Still Collapse / Overloaded after transformation back to normal (https://crawl.develz.org/mantis/view.php?id=5375) by XuaXua 15:09:11 I don't know, they're probably not necessary, but I'd still feel they're part of the function signature 15:09:26 i'm surprised it's even allowed. i guess as long as it's okay it's okay 15:23:58 -!- kek has joined ##crawl-dev 15:50:32 coding question? 15:52:34 -!- valrus has quit [Read error: Connection timed out] 15:53:17 -!- valrus has joined ##crawl-dev 15:55:16 nfogravity: best to just ask the question 15:55:30 wait no i got it, didn't #include i think 15:59:15 yeah there we go, #include "mon-info.h" 16:05:31 -!- casmith_789 has quit [Read error: Connection reset by peer] 16:05:54 -!- casmith_789 has joined ##crawl-dev 16:21:59 -!- heteroy has joined ##crawl-dev 16:28:53 -!- Pacra has joined ##crawl-dev 16:30:11 ipbt doesn't play well with some of the special characters in crawl ttyrecs - would it be somehow possible to make it parse correctly? or should i just look for a tool that will convert these characters? 16:40:03 ogsus: ipbt should handle those just fine, it's probably a problem with your terminal 16:41:49 -!- Ragdoll has quit [Quit: Ragdoll] 16:42:01 kilobyte: really? can you try playing uh, !lg Zammy won mibe cv~~0.1. -ttyrec (the trees in the entry vault?) 16:42:42 it seems like the textbackground command is pretty buggy 16:43:01 console on windows doesn't like it at all 16:44:42 also, termplay can show the chars just fine, as well as 'head whatever.ttyrec' 16:50:46 -!- Wensley has joined ##crawl-dev 16:50:56 cao/cdo use the unix libraries, right? 17:01:30 -!- MarvinPA_ has joined ##crawl-dev 17:03:55 -!- MarvinPA has quit [Ping timeout: 252 seconds] 17:03:55 -!- MarvinPA_ is now known as MarvinPA 17:05:07 kilobyte: i just tried playing back that ttyrec within putty with ipbt, and i'm still getting bad output 17:16:02 -!- HangedMan has joined ##crawl-dev 17:17:18 i'm using latest urxvt, but i've also tried lilyterm, xfce-terminal, xterm, and now putty, i guess 17:20:01 -!- kek has quit [Quit: Leaving] 17:20:10 windows console is crap 17:21:36 yup 17:24:46 from what i can see, ipbt can't handle A_ALTCHARSET (referring to randart's patches to ipbt, otherwise i have no idea what i'm talking about) 17:25:36 ipbt's manual page says it doesn't support unicode output 17:27:57 rwbarton: so the default crawl charset uses unicode? 17:28:01 yes 17:28:58 ah ok - wonder how hard it would be to make ipbt support it, or whether i should just find a way to convert unicode to ascii 17:30:23 one line in ipbt.c can make it display unicode, but not nicely - don't think it's being recorded into the parray correctly, so going backwards will result in corrupted display 17:47:30 03dolorous * r764c798ef183 10/crawl-ref/source/food.cc: Typo fix. 18:12:41 -!- ais523 has quit [Remote host closed the connection] 18:22:38 -!- alefury has joined ##crawl-dev 18:36:53 -!- ctair has joined ##crawl-dev 18:39:16 -!- greatzebu has quit [Quit: greatzebu] 18:55:07 -!- syllogism has quit [] 19:00:18 -!- cosh has quit [Ping timeout: 260 seconds] 19:16:05 -!- greatzebu has joined ##crawl-dev 19:25:15 -!- kek has joined ##crawl-dev 19:28:14 -!- alefury has quit [Remote host closed the connection] 19:31:01 -!- Pacra has quit [Ping timeout: 276 seconds] 19:38:32 can i get some help? i'd like to test this on a box that isn't mine before i do any more 19:39:29 specifically i'd like someone on linux to see how this looks because the windows console has issues 19:40:00 nfogravity: what are you trying to test? 19:40:19 i'm changing how enemy hp colour is displayed 19:40:44 it was sort of hacked in in output.cc and the colour scheme was arbitrary and (i think) kind of ugly 19:41:21 so i spent a while figuring out how init.txt works and i think i've got something much better now 19:41:38 can you help? i'll make a patch for you 19:42:01 i'll try - might not be able to give feedback if it doesn't compile before i leave though :( 19:43:41 -!- valrus has quit [Remote host closed the connection] 19:44:00 great thanks 19:44:28 hmm, didn't work - could you try a pastebin? maybe pocoo or sprunge? 19:45:42 http://pastebin.com/4HCLfa9u 19:48:07 on its own it should look identical to before, but if you add the line "enemy_hp_colour = green green yellow brown lightred red lightgrey" to your init.txt you should get something different 19:48:12 nfogravity: are you on trunk? 19:48:16 yes 19:48:37 hmm, patch didn't apply properly with patch -p1 in root git dir 19:48:47 i commited two times 19:48:52 do i need to send both patches? 19:49:23 probably yes 19:49:26 oh okay 19:49:42 well 19:49:57 if you do git diff HEAD HEAD~2 19:50:01 i think that's right 19:50:25 or format-patch -2 19:50:35 which keeps your author info and stuff 19:50:38 _You see here the amulet of Fun {rMut Str+4 Int+3 Dam+4}. 19:50:40 format-patch -2 gives two patches 19:51:15 yeah, it does 19:51:25 that sounds fun 19:51:44 -!- HangedMan has quit [] 19:51:50 yeah, just do git diff HEAD HEAD~2 > colourfix.patch - otherwise i'll have to funk around with order 19:52:27 woops wrong cahnnel 19:52:30 sorry crawl-dev 19:52:33 :'( 19:52:58 nice amulet though, monqy 19:53:04 pastebin is making me wair 19:53:08 wait, rather 19:53:16 don't use pastebin - go with pocoo or sprunge.us 19:55:08 http://pastebin.com/VfdGi7yK 20:01:54 nfogravity: ok, patch seems to have worked (think i gave you the wrong command but all is well with -R flag) compiling now 20:02:20 hoorah! i guess it should have been HEAD~2 HEAD? 20:03:10 lol i think git diff HEAD~2 would have worked 20:03:34 i figured that the + and - seemed a little strange 20:05:10 -!- edlothiol has quit [Ping timeout: 248 seconds] 20:10:45 so what i'm supposed to be looking at is the enemy hp colour display on the side, right? as well as the text? 20:10:57 just the hp colour display on the side, right now 20:11:35 the way i tested it was by smacking a critter to almost dead, then holding . 20:11:41 Dansul2 (L14 DsAr) (Swamp:2) 20:12:35 if you don't have the line in your init, the defaults are green green brown brown magenta red 20:12:44 ah, ok - i had them both side by side, and they look very similar 20:12:45 oh, ok 20:12:48 lemme see this again 20:12:56 they should be different though 20:13:32 hmm - i'll actually switch it around completely to see more immediate effects 20:13:52 yeah i tested it by doing "cyan cyan cyan cyan cyan cyan cyan" 20:14:25 right now it has to be seven or i think it crashes, i'm gonna add some error-handling code once i know this is right 20:15:46 anyway this isn't quite the end of the project, the reason i did all this work was so that i could use the enemy hp colour data in other places 20:18:21 nfogravity: afaict it's working - i didn't look at your patch so i don't know how color generation is done but either red or lightgrey wasn't working for me - looked black 20:18:56 good to know 20:19:20 probably lightgrey 20:19:50 can you check it quickly with "lightgrey lightgrey lightgrey lightgrey lightgrey lightgrey lightgrey"? 20:20:36 i really want it to work on cao/cdo, since that's the console everyone uses anyway 20:20:49 yup, it's lightgrey 20:21:10 lightgrey displays as a black box? 20:21:37 nfogravity: yes 20:21:42 -!- kek has quit [Ping timeout: 248 seconds] 20:21:43 nfogravity: it might be my colour scheme 20:21:54 that's strange, lightgrey is one of curses' 8 basic colours 20:21:57 which is another thing you have to watch out for 20:22:08 well that's why i made this actually 20:22:10 yeah, i just looked through source, and saw a billion references to lightgrey 20:22:18 item stacks can already have lightgrey backgrounds 20:22:40 let me check with a different terminal (and thus a different colour scheme) 20:23:25 i'm not a huge fan of the block as it's implemented 20:23:29 bright colors don't work as backgrounds in some terminals because someone decided that before i was born, or something like that 20:23:30 nope, still black 20:23:48 lightgrey isn't a bright color though, it's just white 20:23:52 or something 20:24:01 it uses a command called textbackground that i don't trust 20:24:03 well, i just tried urxvt and a vte3 term, so no idea 20:24:33 nfogravity: there are a few ways of setting colors of things in crawl 20:24:40 so make sure you aren't using the wrong function 20:24:49 i didn't write the code 20:24:52 it's in .10.0 20:25:03 (for example, you can't use elemental colors the same way you use real colors... which is super irritating) 20:25:19 but the original code mades no references to lightgrey, it just uses RED GREEN MAGENTA 20:25:39 well lightgrey isn't a standard monster health level colour 20:26:32 well i guess that's... okay... then? it's still a confusing bug, i don't know why it wouldn't be okay with lightgrey 20:30:17 to clarify, it works fine with textcolor(RED) but not textcolor(LIGHTGREY)? 20:30:30 textbackground(LIGHTGREY) is the problem 20:32:34 lightgrey is the color you get when you cursor over the brown text in the charselect background, yes? 20:36:06 nfogravity: does it also fail on LIGHTGREEN and friends 20:36:19 i don't know, i'm on windows where all textbackground fails 20:36:36 oh :P 20:37:38 as far as i can tell it should work if you pass in the dark colors 20:39:25 do you know why? 20:39:34 Eronarn: lightred works 20:39:51 and lightgrey doesn't? that is weird 20:40:22 what's another light color? 20:40:32 i'll test all of them 20:41:32 lightcyan, lightgreen, lightblue... 20:42:05 actually i think i'm wrong, i guess it's lightgrey->white rather than darkgrey->lightgrey 20:42:09 (i hate terminal colors so much) 20:42:44 yup, everything but lightgrey 20:43:20 which is weird because it works for sure on item backgrounds (if i'm not wrong it's the background for when there's a stack) 20:43:41 welllll, sort of, ogsus 20:43:53 maybe stacks use reverse video white instead of lightgrey background 20:43:56 they do 20:44:20 it's LIGHTGREY | REVERSE 20:44:55 ah, ok 20:45:08 actually wait a second 20:45:20 if i reverse on a blank space 20:45:25 i should get a solid color, right? 20:48:03 hmm, i can only find one place in the code that even sets something to lightgrey background 20:48:07 i wonder if it even works 20:48:17 is it in output.cc? 20:48:24 menu.cc 20:48:53 though in newgame.cc there's newgame.cc: tmp->set_highlight_colour(LIGHTGRAY); 20:53:06 -!- valrus_ has joined ##crawl-dev 20:55:30 -!- Twinge has quit [] 21:00:45 03dolorous * r9b69d07270d0 10/crawl-ref/source/dat/descript/monsters.txt: Tweak wording. 21:18:10 ryw (L26 MiMo) ERROR in 'tileweb.cc' at line 204: Socket write error: No buffer space available (D:11) 21:18:12 buffalo66 (L10 HuWz) ERROR in 'tileweb.cc' at line 204: Socket write error: No buffer space available (Lair:1) 21:18:18 ryw (L26 MiMo) ERROR in 'tileweb.cc' at line 204: Socket write error: No buffer space available (D:11) 21:27:00 that's a curious error 21:51:45 -!- valrus_ has quit [Remote host closed the connection] 21:54:45 -!- medgno has joined ##crawl-dev 21:59:22 yay tiles 22:01:07 -!- valrus_ has joined ##crawl-dev 22:05:23 -!- Pacra has joined ##crawl-dev 22:08:33 -!- valrus_ has quit [Remote host closed the connection] 22:21:04 -!- medgno has quit [Quit: Quitting] 22:21:47 -!- greatzebu has quit [Read error: Connection reset by peer] 22:21:55 -!- greatzebu has joined ##crawl-dev 22:27:26 -!- valrus_ has joined ##crawl-dev 22:41:16 hey it workds :D 22:43:55 -!- greatzebu has quit [Read error: No route to host] 22:44:02 -!- Felyza has quit [Read error: Connection reset by peer] 22:45:19 -!- Felyza has joined ##crawl-dev 22:46:33 -!- greatzebu has joined ##crawl-dev 23:02:09 -!- Felyza has quit [Read error: Connection reset by peer] 23:03:42 -!- Felyza has joined ##crawl-dev 23:06:07 -!- greatzebu has quit [Read error: No route to host] 23:06:12 -!- greatzebu has joined ##crawl-dev 23:38:29 Palyth the Bringer of Light (L27 MiGl) (Pan) 23:38:54 go team NULL 23:42:07 Changes to enemy HP colour code, and a new toggle (https://crawl.develz.org/mantis/view.php?id=5376) by nfogravity