00:02:37 03MarvinPA * rc97a72811d82 10/crawl-ref/source/dat/descript/monsters.txt: Make spiny frogs sound a bit less spiny in their description 00:08:20 03ben.striegel * rd25490bfe01f 10/crawl-ref/source/ (20 files in 2 dirs): Moth of Suppression, preliminary coding 00:08:21 03evilmike * rb6a697c5903a 10/crawl-ref/source/mon-data.h: Flag moths of suppression as unfinished. 00:08:21 03evilmike * r1900783a714e 10/crawl-ref/source/mon-data.h: Remove a useless block comment that got added in Wensley's patch. 00:08:30 03evilmike * r6ae4b79cb056 10/crawl-ref/source/dat/descript/monsters.txt: Description for basic moths. 00:08:30 03evilmike * r2424da037e19 10/crawl-ref/source/mon-data.h: Flag plain moths with M_NO_POLY_TO, since they are a dummy monster. 00:17:19 -!- monqy_ has joined ##crawl-dev 00:17:34 -!- monqy has quit [Disconnected by services] 00:17:39 -!- monqy_ is now known as monqy 00:21:27 -!- ainsophyao has quit [Remote host closed the connection] 00:30:11 03evilmike * rc85698cc9739 10/crawl-ref/source/ (rltiles/dc-corpse.txt rltiles/dc-mon.txt tilepick.cc): Moth of suppression tile. (cjo) 00:35:09 -!- qqryq has joined ##crawl-dev 00:39:25 -!- st_ has quit [Ping timeout: 244 seconds] 00:54:11 -!- qqryq has quit [Ping timeout: 245 seconds] 00:58:21 -!- ainsophyao has joined ##crawl-dev 01:00:23 -!- ainsophyao has quit [Remote host closed the connection] 01:03:48 -!- ainsophyao has joined ##crawl-dev 01:07:15 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 01:08:19 -!- ainsophyao has quit [Ping timeout: 260 seconds] 01:13:23 -!- MarvinPA_ has joined ##crawl-dev 01:16:40 -!- MarvinPA has quit [Ping timeout: 252 seconds] 01:16:40 -!- MarvinPA_ is now known as MarvinPA 01:18:52 Orb of destruction crashes the game (https://crawl.develz.org/mantis/view.php?id=5471) by evilmike 01:19:41 <|amethyst> evilmike: did you leave the tile png itself out of that last commit? 01:19:57 haha, oops 01:20:57 <|amethyst> evilmike: also, do you have a backtrace from 5471? 01:21:14 windows crash dumps are utterly useless 01:21:28 <|amethyst> I'll try to get the crash 01:21:58 as usual all I have is "Unable to get stack trace on this platform. 01:21:59 Unable to get stack trace on this platform." 01:22:02 <|amethyst> I suspect there's something that did blah == &you but blah was null 01:24:06 03evilmike * r574a0252d1af 10/crawl-ref/source/rltiles/dc-mon/animals/moth_of_suppression.png: Actually add the moth of supression tile. 01:24:37 <|amethyst> easy enough, got it on the first casting :) 01:24:58 <|amethyst> "Segmentation fault", which makes me think it is a null pointer dereference 01:33:32 <|amethyst> yup 01:33:37 <|amethyst> and there are a few more 01:34:02 addressing bugs wooo 01:34:17 well, this was a pretty recent regression 01:34:35 I don't know when the servers automatically update, hopefully not soon 01:45:35 do we know if it's b27132e, mike? 01:45:50 it's that or the one before it 01:45:59 does f88c6a7 work? 01:46:38 I'll try 01:48:07 <|amethyst> f88c6a7 should work 01:48:41 <|amethyst> the crash is in a line changed by b27132e, and f88c6a7 doesn't introduce any new pointer dereferences 01:49:12 oh you've found it? sounds like you've got this under control then 01:49:17 <|amethyst> yeah 01:49:22 okay, cool 01:49:23 <|amethyst> there are a few other bugs 01:50:12 <|amethyst> I'm going through the uses, figuring out which ones can be null, and guarding those 01:53:44 <|amethyst> also, there are a couple of places where b27 changed if (foe->is_player()) { ASSERT(foe == &you); to if (foe->is_player()) { ASSERT(foe->is_player()) 01:53:53 <|amethyst> I'm removing the asserts in those cases 02:01:40 -!- ainsophyao has joined ##crawl-dev 02:06:06 03evilmike * rb08f01babe81 10/crawl-ref/source/dat/des/ (4 files in 3 dirs): Vault updates. (HangedMan) 02:06:54 nfogravity: to get access to cao savefiles, you have to ask rax 02:07:15 thanks galehar, i already took care of that one though 02:07:58 good 02:08:26 -!- nfogravity has left ##crawl-dev 02:16:06 03evilmike * rf929824ae804 10/crawl-ref/source/dat/des/branches/snake.des: Venom bottle vault. (HangedMan) 02:16:06 03evilmike * rac7c8031638f 10/crawl-ref/source/dat/des/variable/mini_monsters.des: Aerie drop vault. (HangedMan) 02:24:57 -!- MarvinPA has quit [] 02:26:22 03|amethyst * r900e01d22f55 10/crawl-ref/source/ (7 files): Don't call foo->is_player() on a null pointer. 02:27:08 <|amethyst> hrm 02:27:52 <|amethyst> I guess the one in mons_place didn't need changing 02:55:52 -!- G-Flex has quit [Read error: Connection reset by peer] 02:57:18 -!- G-Flex has joined ##crawl-dev 03:12:39 -!- evilmike has quit [Quit: something happened] 03:13:29 -!- dtsund has left ##crawl-dev 03:13:33 -!- dtsund has joined ##crawl-dev 03:13:38 -!- dtsund has quit [Quit: dtsund] 03:33:49 -!- ainsophyao has quit [Remote host closed the connection] 03:38:50 evilmike: you mean, that trick with timing your commits so referencing a tile comes before the nightly build, and actually adding one after, was intentional, to prevent the bad pointer bug of hitting players who update? 03:38:55 brilliant! 03:43:48 Napkin: other builds (DGL, Windows, Mac) announce themselves via Gretell, IIRC it's done by dropping a line into a file somewhere. Do you remember where that file is? 03:47:31 of course I remember! 03:47:37 but not telling you ;-P 03:47:40 $-4s/ of / from/ 03:47:42 :p 03:48:01 in... ~source/announements.log, i think 03:51:56 great, lemme break something again, test it, then do a build to see if Gretell explodes 04:00:41 * due eats kilobyte, wipes face on Napkin. 04:10:06 due! 04:10:50 :) hi 04:11:03 moin moin :) 04:19:14 -!- FaMott has quit [Ping timeout: 250 seconds] 04:19:45 -!- heteroy has quit [Ping timeout: 260 seconds] 04:20:03 -!- heteroy has joined ##crawl-dev 04:20:20 -!- alefury has joined ##crawl-dev 04:51:00 -!- xnavy has quit [Ping timeout: 252 seconds] 04:56:08 -!- Pingas has joined ##crawl-dev 04:56:08 Hi, I'm having a problem with Webtiles. 04:56:08 I cannot load my game. 04:56:09 It's stuck on "Starting Dungeon Crawl Stone Soup fa280cc...". 05:03:07 -!- xnavy has joined ##crawl-dev 05:26:16 03kilobyte * raa1f5b7bf975 10/crawl-ref/source/actor.h: Don't declare actor->is_player() as virtual. 05:26:17 03kilobyte * r9bd7daac3abd 10/crawl-ref/source/actor.h: Add some asserts inside actor->this_player(). 05:26:17 03kilobyte * r1bc880922bb2 10/crawl-ref/source/player.h: Sort the fields of struct player a bit. 05:26:17 03kilobyte * rfdb81bb5d926 10/crawl-ref/source/beam.cc: Fix a couple of null pointer uses (revealed by the asserts + canned stress tests). 05:26:17 03kilobyte * rb5b93d8e298f 10/crawl-ref/source/test/stress/abyss.rc: Don't let wandering monsters stop the abyss stress-test bot from starting up. 05:26:27 03kilobyte * r5918fd6a8401 10/crawl-ref/source/ (enum.h l_debug.cc main.cc player.cc test/stress/abyss.rc): A really crude and wrong way to disable confirmations. 05:26:28 03kilobyte * r9622e9ed2371 10/crawl-ref/source/test/stress/abyss.rc: Allow the abyss test stress bot to work in non-debug builds as well. 05:34:09 03kilobyte * r638337078bab 10/crawl-ref/source/test/stress/abyss.rc: Disable death for the abyss stress test bot. 06:00:08 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-672-g900e01d 06:03:08 nasty memory leak in Lua (https://crawl.develz.org/mantis/view.php?id=5472) by KiloByte 06:10:17 -!- monqy has quit [Quit: hello] 06:10:54 -!- edlothiol has joined ##crawl-dev 06:16:45 Debian builds of master branch on crawl.develz.org updated to: 0.11-a0-679-g9622e9e 07:20:07 -!- Wensley has joined ##crawl-dev 07:21:14 !tell evilmike You seemed to imply possibly going through and adding the moth of suppression tiles code, well the suppression tile is here: https://crawl.develz.org/mantis/view.php?id=5385 07:21:15 Wensley: OK, I'll let evilmike know. 07:40:54 -!- ais523 has joined ##crawl-dev 08:02:14 -!- syllogism has joined ##crawl-dev 08:03:15 -!- valrus has joined ##crawl-dev 08:12:32 -!- MarvinPA has joined ##crawl-dev 08:21:26 it would be nice if someone cleaned up the aura code so it wasn't just the same code for halo repeated in 7 places 08:40:44 Eronarn: yeah adding a new aura requires touching 19 files which is sort of a pain 08:40:55 I am wholly in favor of this as long as I am not the one who has to do it 08:41:35 also are you sure that the halo code isn't just the silence code repasted 08:41:39 not sure which came first 08:44:12 but also it might not really be a big deal because I don't think we really want to be adding many more auras in the future 08:44:25 since each aura excludes a floor color for the branch in which that monster is expected to appear 08:44:43 and trying to manage the interactions between auras sanely will only get harder 08:45:00 Eronarn: I do like how silence gets darker when there's an umbra overlapping it, I never noticed that before 08:45:24 or at least I saw that it's supposed to in the code, maybe it's broken for all I know 08:48:38 remember that area types that can overlap should be as limited as possible 08:48:44 they're a hell to visualize 08:49:53 -!- valrus has quit [Remote host closed the connection] 08:51:48 it may be better to have suppression suppress some magical effects like silence 08:55:51 i think it would be a good idea to change glyph of aura'd squares 08:55:58 .,,,A,,,. or so 09:02:35 kilobyte: well it *would* sort of suppress silence from any source that has cast the spell, by causing it to expire very quickly. not a perfect solution, but then again you can't suppress the moth's aura with silence anyway so there's not much reason to be casting it in spider 09:02:54 -!- MarvinPA has quit [Read error: Connection reset by peer] 09:03:05 , and - are unused glyphs, that's a good idea 09:03:09 but suppression aura won't have any effect on silent spectres as far as I can tell 09:03:17 -!- MarvinPA has joined ##crawl-dev 09:03:29 yeah I do sort of like the idea of a different glyph for aura'd floor tiles 09:03:33 unicode time!! 09:03:56 ∘ 09:04:10 ∷ 09:04:20 ⋆ 09:04:22 , replacing . looks quite subtle, but still noticeable, quite nice I think 09:13:13 maybe we should just character-combine a ▯ over each square in the aura, to make it look more like tiles :P 09:15:24 we could also do * 09:15:41 .****A****. more noticeable, probably a bit uglier though 09:15:59 silent spectres surrounded by hundreds of orbs of electricity 09:16:28 orbs need to go on 0 :P 09:16:44 I think the comma would be fine for a first pass, would just be a one-character change once all the code is in place 09:17:17 -!- FaMott has joined ##crawl-dev 09:18:24 <|amethyst> I guess the conflict with magic-detected floors is irrelevant, since those won't occur in LOS 09:19:09 ,: 'unusual floor' 09:19:19 <|amethyst> There's also ` but that might mike fired missles hard to see 09:23:23 -!- ais523 has quit [Ping timeout: 245 seconds] 09:23:53 there's is nothing unusual there, TSOites see this all the time 09:24:06 and Yreddites since early Lair 09:25:16 -!- casmith_789 has quit [Ping timeout: 272 seconds] 09:41:29 I'm having a problem with Webtiles. 09:41:31 I cannot load my game. 09:41:35 It's stuck on "Starting Dungeon Crawl Stone Soup fa280cc..." 09:41:41 And just black. 09:42:48 -!- Ragdoll has joined ##crawl-dev 09:44:16 I was told to speak with Napkin. 09:44:21 Pingas: edlothiol is the only one who can help you here 09:44:31 I see. 09:44:44 sometimes removing the savegame help though 09:45:01 which is what I could do - but then the savegame is lost 09:45:07 choose your poison, Pingas ;) 09:45:07 I am able to start a game/continue one on a different login. 09:45:18 Hmm. 09:45:42 That sucks, because it was finally a game going somewhere. 09:45:46 Bleh. 09:45:47 |amethyst: Ah yeah, magic mapping does use , ... I forgot that. Good point though. 09:46:47 Napkin: How does one remove a webtiles savegame? 09:48:19 <|amethyst> hm... what about moving the save, so someone can at least try loading the save in ascii mode to see whether it freezes there too? 09:49:04 Move the save? 09:49:09 I don't think I have access to that. 09:49:18 <|amethyst> I mean, Napkin 09:49:31 Ah. 09:49:31 <|amethyst> he's the server admin, so he has access to the filesystem 09:49:36 Neat. 09:51:14 well, maybe it's an option in your config 09:51:36 i could move the save temporarily, so you could check if the config is the problem 09:52:18 but I can't find a savegame with the name "Pingas" 09:52:25 Anatidaephobia. 09:53:34 Didn't want IRC to highlight me every time I did something in DCSS. 09:53:58 But do you find one with the name Anatidaephobia? 09:55:28 <|amethyst> SOMEBODY GET THIS FREAKIN DUCK AWAY FROM ME! 09:57:14 ok, moved your save, Pingas - try if you can start a new char 09:57:22 Alright. 09:57:45 I successfully made a character. 09:58:05 Could also load it after saving and exiting. 09:58:59 -!- ToBeFree has joined ##crawl-dev 09:59:11 ok, you can use this link in your bug-report, Pingas: https://crawl.develz.org/saves/dumps/Anatidaephobia-fa280cc-120322-1458.cs 09:59:17 devs can access it 10:00:07 So I'll make a bug report on mantis and include that link? 10:00:08 probably doesn't make sense to move it back? 10:00:11 yes 10:00:34 *probably doesn't make sense to move it back to webtiles, as long as it doesn't load 10:00:35 We could try placing the old save back again, and see if I can access it now. 10:00:39 sure 10:00:47 Might be silly, but hey, rebooting works in mysterious ways. 10:01:02 done 10:01:10 No access. 10:01:12 Oh well. 10:01:18 <|amethyst> hm 10:01:23 <|amethyst> It loads fine for me 10:01:34 <|amethyst> both local ASCII and tiles 10:01:42 That's weird. 10:02:10 you didn't try webtiles locally, did you, |amethyst? 10:02:15 <|amethyst> no 10:02:20 so it's not so weird 10:02:49 i moved the save aside, Pingas 10:02:58 Alrighty. 10:03:01 do the bug report, maybe someone can help 10:03:06 I will, thanks. 10:03:08 just ping me then and i'll move it back 10:03:47 ??license 10:03:48 I don't have a page labeled license in my learndb. 10:03:50 ??licence 10:03:50 I don't have a page labeled licence in my learndb. 10:03:57 !learn add licence 11:02 <+|amethyst> no 10:03:57 licence[1/1]: 11:02 <+|amethyst> no 10:03:59 asdf 10:04:02 irssi 10:04:07 !learn del licence 10:04:07 Deleted licence[1/1]: 11:02 <+|amethyst> no 10:04:15 !learn add licence http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/licence.txt 10:04:15 licence[1/1]: http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/licence.txt 10:04:24 !learn add license see {licence} 10:04:25 license[1/1]: see {licence} 10:11:02 Bug report requires me to attach a file, but I don't have any files to upload. 10:11:14 I added the link to the savegame in the description, but I miss an actual file. 10:11:46 -!- ainsophyao has joined ##crawl-dev 10:13:52 Oh, ignore that. I was being silly. 10:17:12 Unable to load Webtiles savegame. (https://crawl.develz.org/mantis/view.php?id=5473) by Pingas 10:21:01 Pingas: the savegame loads fine, the problem is just that there's a --more-- immediately, and apparently the display doesn't get updated 10:21:21 so there's indeed a bug, but you can easily work around it by pressing escape 10:21:34 Ooh. 10:21:57 So that means if the savegame is placed back, I should be able to continue? 10:22:17 yes 10:22:22 Neato! 10:22:33 And Napkin is the man for that? 10:22:41 yes 10:23:01 Naaaaapkiiiiiin. 10:27:21 Player ghosts use inappropriate racial titles (https://crawl.develz.org/mantis/view.php?id=5474) by raskol 10:31:30 -!- st_ has joined ##crawl-dev 10:34:13 -!- Pacra has left ##crawl-dev 10:36:41 03|amethyst 07stone_soup-0.10 * r3f3a857b10c8 10/crawl-ref/source/skills2.cc: Use ghost's, not player's species for titles. 10:37:46 -!- xnavy has quit [Ping timeout: 244 seconds] 10:50:53 -!- xnavy has joined ##crawl-dev 10:55:06 -!- ais523 has joined ##crawl-dev 10:55:37 !learn add suppress see {suppression} 10:55:38 suppress[1/1]: see {suppression} 11:00:43 -!- ainsophyao has quit [Remote host closed the connection] 11:06:56 -!- ainsophyao has joined ##crawl-dev 11:13:33 -!- nfogravity has joined ##crawl-dev 11:13:53 Pingas: you can probably !tell him 11:17:10 chrisoelmueller: How does one go about doing that? 11:19:52 !tell Napkin If I did the tell thing correctly, can you please place the old Anatidaephobia savegame back? Apparently there's a way I can still continue the game. 11:19:53 Pingas: OK, I'll let Napkin know. 11:19:58 Ooh, fancy. 11:33:54 -!- mikee_ has joined ##crawl-dev 11:43:47 due (or anyone else): I still can't figure out how to run the script to calculate average XP for a level. Could you have a look? 12:01:47 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20111108220737]] 12:01:52 -!- MarvinPA has quit [Ping timeout: 246 seconds] 12:04:20 -!- MarvinPA has joined ##crawl-dev 12:06:25 -!- ZChris13 has joined ##crawl-dev 12:11:34 -!- capablanca has joined ##crawl-dev 12:13:54 -!- mikee_ has quit [Ping timeout: 245 seconds] 12:13:54 -!- capablanca is now known as mikee_ 12:15:16 -!- ainsophyao has quit [Remote host closed the connection] 12:24:38 -!- Ragdoll has quit [Quit: Ragdoll] 12:25:07 -!- alefury has joined ##crawl-dev 12:32:46 -!- dtsund has joined ##crawl-dev 12:33:08 -!- xnavy has quit [Read error: Connection reset by peer] 12:46:13 notele = scan_artefacts(ARTP_PREVENT_TELEPORTATION, calc_unid) || crawl_state.game_is_zotdef() && orb_haloed(you.pos()) 12:46:38 ^ maybe I'm just stupid but shouldn't that second operator be or rather than and 12:46:49 -!- edlothiol has quit [Ping timeout: 245 seconds] 12:47:24 maybe I'm confused about order of operations in c 12:47:57 the order of operations is C is just parentheses, left to right in that case isn't it? 12:48:00 okay, so && is higher than || 12:48:19 I don't know 12:48:19 so this seems to imply it only wants the orb to deny you teleportation if you're also playing zotdef 12:48:21 I don't think it is 12:48:27 http://en.cppreference.com/w/cpp/language/operator_precedence 12:49:22 that seems right? 12:49:24 kilobyte: you seem like you're the zotdef expert, is ^^ correct? 12:49:33 -!- ais523 has quit [Remote host closed the connection] 12:49:39 because I thought the orb aura was supposed to give -tele in the real game as well 12:49:51 it only gives -ctele in the real game 12:49:54 I think 12:49:57 has that changed? 12:50:05 I'm looking at the code right now 12:50:33 note that this may not be the code that governs whether you *can* tele with the orb, this is just output.cc which displays your % screen 12:50:50 yeah, the orb gives only -ctele in a normal game 12:50:55 -!- xnavy has joined ##crawl-dev 12:51:02 galehar: that line I pasted is wrong then, no? 12:51:44 it should be !crawl_state.game_is_zotdef() 12:51:44 that's about -tele, not -ctele isn't it? 12:51:44 MarvinPA: You have 4 messages. Use !messages to read them. 12:51:47 and then also test for sprint 12:51:50 I think you're missing a parentheses 12:52:51 Wensley: I think it's ok. In zotdef, you can't teleport with the orb. In a normal game, it just prevents ctele 12:52:53 look at it for yourself, output.cc line 1798 or thereabouts since I've been mucking around in here locally 12:52:59 it sounds probably intentional that you can't teleport with the orb in zotdef, yeah 12:53:09 okay 12:57:18 -!- edlothiol has joined ##crawl-dev 12:58:18 -!- rawrmage has quit [Quit: Disconnecting from stoned server.] 12:59:02 -!- rawrmage has joined ##crawl-dev 13:06:21 -!- rawrmage has quit [Quit: Disconnecting from stoned server.] 13:06:54 -!- rawrmage has joined ##crawl-dev 13:09:21 -!- rawrmage has quit [Client Quit] 13:16:57 -!- edlothiol has quit [Ping timeout: 265 seconds] 13:17:14 -!- rawrmage has joined ##crawl-dev 13:18:12 -!- rawrmage has quit [Client Quit] 13:20:38 -!- rawrmage has joined ##crawl-dev 13:20:39 -!- rawrmage has quit [Changing host] 13:20:39 -!- rawrmage has joined ##crawl-dev 13:27:19 Debian builds of 0.10 branch on crawl.develz.org updated to: 0.10.1-16-g3f3a857 13:42:28 -!- Ragdoll has joined ##crawl-dev 14:00:12 -!- monqy has joined ##crawl-dev 14:05:52 -!- ais523 has joined ##crawl-dev 14:07:34 -!- edlothiol has joined ##crawl-dev 14:36:07 -!- edlothiol has quit [Remote host closed the connection] 14:41:56 -!- ais523_ has joined ##crawl-dev 14:42:10 -!- Xiberia has quit [Ping timeout: 246 seconds] 14:45:10 -!- ais523 has quit [Ping timeout: 276 seconds] 14:49:00 moth of suppression question: so far I've been testing for suppression in the functions that determine whether a certain effect is active 14:49:11 so like putting a test for you.suppressed in player_res_poison 14:49:28 this is necessary for a lot of things like unrands and such 14:50:16 but I'm wondering if I should also be putting checks directly within the functions that test whether or not an item is equipped, assuming that all rings and amulets need to be suppressed 14:50:34 but I don't know if that's strictly the case, or if these functions are used for anything else 14:50:51 -!- MarvinPA_ has joined ##crawl-dev 14:50:59 like, you wouldn't want to see that your amulet slot is suddenly empty upon entering the field 14:51:12 so I sort of need to know how all of these functions are used forever 14:51:58 I just get the feeling that the first approach will require more effort to maintain from anyone who ever adds a magical effect, but the latter approach might be very wrong 14:52:49 god, player.h is 1000 lines long 14:54:16 -!- MarvinPA has quit [Ping timeout: 276 seconds] 14:54:16 -!- MarvinPA_ is now known as MarvinPA 14:54:34 yeah, the codebase is huge :| 14:54:49 -!- ais523_ is now known as ais523 14:55:27 bool wearing_amulet(jewellery_type amulet, bool calc_unid, bool ignore_extrinsic) 14:55:56 ^ can anyone confirm what that ignore_extrinsic variable does? 14:56:42 -!- ogsus has joined ##crawl-dev 14:58:10 the only reference to it is in that boolean. most calls to it ignore that variable 14:58:34 if true, it blocks checking extrinsic_amulet_effect 14:58:58 which "Returns whether the player has the effect of the amulet from a non-amulet source." 15:00:24 i see exactly 1 use where that variable is set to true 15:00:35 player.cc:1665: if (wearing_amulet(AMU_RESIST_CORROSION, calc_unid, true)) 15:00:53 line number might be a little off, i haven't synced too recently 15:01:06 wondering if it would be kosher to just stick `if you.suppressed() return false;` before the actual check 15:01:41 -!- ToBeFree has quit [Remote host closed the connection] 15:01:45 i think that function doesn't control whether your inventory shows you wearing an amulet 15:01:54 also Zannick: thanks! I am lazy and brain-stupid when it comes to parsing code 15:02:07 git grep is awesome 15:02:15 * Zannick uses plain grep :P 15:02:15 how is it better than normal grep? 15:02:21 it's about 10 times faster 15:02:28 ah 15:02:40 try "git grep wearing_amulet" 15:02:43 heh i remember saying that in here at some point 15:02:47 so less than a second to lesser than a second :P 15:02:53 i'm using a netbook 15:02:55 * Wensley uses ack 15:03:04 git grep > ack, really 15:03:22 of course ack is superior in everything that has no .git repo 15:03:26 ...okay. 15:03:27 but why would such a thing exist :P 15:03:33 git grep visibly took a second or two 15:03:40 yeah this is pretty cool 15:03:41 grep instantly spits back results. 15:03:53 * Zannick -> lunch 15:04:05 really? vanilla grep takes forever for me 15:04:24 does git grep search the whole repo or just the pwd? is it recursive by default 15:04:47 by default it's pwd 15:05:56 there are options to search the repo though 15:09:58 wait, pwd is current working dir? git grep is recursive by default, i think - there are options to search blobs as well (if my terminology is correct) 15:13:15 well good, because I mostly use ack so I don't have to type grep -r :P 15:14:46 oh, er, yes. what ogsus said. :c 15:15:24 -!- qqryq has joined ##crawl-dev 15:15:50 oh hm, wonder if there's any gotchas with suppression aura and vampiric weapons 15:16:16 leaving the on-wield effect intact should work, right? 15:17:07 not that it's really all that abusable... you'd waste as much food running back and forth from your stashed moth as you'd use from just wielding the damn thing normally 15:17:11 removing the effect would make more logical sense but yes, it would prevent a little bit of abuse 15:17:11 but still 15:17:32 if we're leaving the disto unwield effect I think this is okay 15:17:51 ??suppression[2] 15:17:51 suppression[2/4]: Excepting antimagic and holy wrath, weapons with permanent brands will have their brands immediately suppressed within the aura. On-hit effects from the distortion brand will not proc within the aura, but you will still receive the usual treatment for unwielding a disto weapon. 15:18:21 !learn edit suppression[2] s/$/ Same for wielding a vampiric weapon while suppressed. 15:18:21 suppression[2/4]: Excepting antimagic and holy wrath, weapons with permanent brands will have their brands immediately suppressed within the aura. On-hit effects from the distortion brand will not proc within the aura, but you will still receive the usual treatment for unwielding a disto weapon. Same for wielding a vampiric weapon while suppressed. 15:18:22 but i don't know, distortion is the only thing that is special-cased in many cases 15:18:35 well this is a requrest for comment 15:18:37 well, at least with stasis, that is 15:18:38 proc? 15:18:50 mikee_: proc. 15:20:11 do boolean operators in C++ short-circuit 15:20:47 what does that even mean 15:21:00 http://en.wikipedia.org/wiki/Short-circuit_evaluation 15:22:29 you may have noticed but I have this thing where I ask a question of someone and then immediately go look for the answer anyway 15:22:40 yes that is the one true way 15:22:45 does c++ use lazy evaluation? 15:22:54 <|amethyst> no 15:23:03 mikee_: what are you a programmer 15:23:16 i read the wikipedia article you linked to 15:23:31 c++ is in the chart of languages that support short circuit evaluation 15:23:33 <|amethyst> but && || ?: are lazy about evaluating their arguments 15:23:44 but why does that matter 15:23:56 <|amethyst> ogsus: if (a++ && b++) 15:24:02 <|amethyst> if a was zero, b won't be incremented 15:24:09 i guess it saves time if you don't want to use an if and else? 15:24:09 oh dayum 15:24:22 <|amethyst> more importantly, pointer && pointer->method() 15:24:23 that looks like not great programming otoh 15:24:33 ok, that makes more sense 15:24:34 <|amethyst> so that pointer->method() isn't evaluated if the pointer is null 15:24:39 <|amethyst> mikee_: yeah 15:25:15 <|amethyst> mikee_: and lets you write it as a single expression, which is important in places (like loop conditions) where you can't use a whole statement 15:25:29 assignment in the condition of an if statement is basically like being impaled on a spear to death 15:25:51 <|amethyst> nah, it's useful :) 15:26:25 |amethyst: it was also useful for vlad the impaler to halt the advance of the turkish army 15:26:30 but sucks to be the peasants! 15:26:49 he had them write if statements 15:27:05 their first assignment from vlad was to make an arithmetic calculator 15:28:01 hm, webs still refer to you as "caught in a net" pretty much everywhere it seems 15:28:28 is that on mantis? 15:28:51 <|amethyst> some of them were fixed 15:29:00 someone mentioned it at some point 15:29:07 kilobyte maybe 15:29:26 <|amethyst> galehar was the one who fixed it 15:29:35 <|amethyst> but missed a few it looks like 15:29:40 <|amethyst> working on it 15:30:24 hm ok, well the ones i spotted were @ for the player being caught, x over monsters that are caught, and trying to swap with allies that are caught 15:31:05 <|amethyst> yeah 15:31:29 also reaching attacks while in a web 15:32:25 i see you like twisted res 15:33:15 it's like beogh except it manages to be even worse! 15:33:30 beogh with orcs that have variable speed 15:33:42 would anyone mind if I made it so that non-durable summons were constantly abjured when in a suppression field 15:33:51 did you hear my proposal for ally management? 15:33:59 i think it's actually sane 15:34:02 i'm still not convinced this suppression thing is a good idea 15:34:06 it sounds incredibly complicated 15:34:15 mikee_: no, what is it? 15:34:28 MarvinPA: well the only important part is the part about suppressing buffs from items, everything else is free to be vetoed 15:34:36 permallies all enter a queue, and then you can choose a certain number of them to be your travel buddies, which always autotravel with you 15:34:47 so you might have like 30 beogh orcs and you can choose, say, 4 to be your companions 15:35:34 that sounds similar to the disciple idea, yeah 15:35:46 although with the problem that presumably you need some interface to pick those allies? 15:35:51 yes 15:36:07 just a simple menu, maybe 15:36:10 tf4 15:36:41 or whatever the command is to have dudes follow you is 15:36:50 tf, yeah 15:37:03 i know marvinpa knows it! 15:37:03 <|amethyst> MarvinPA: @ looks fine to me 15:37:17 oh, was this fixed recently? 15:37:41 <|amethyst> MarvinPA: swapping is easy to fix; x over caught monsters looks more tricky, because the thing that makes that string doesn't have access to the monster 15:37:52 <|amethyst> %git f1c13e2 15:37:53 galehar * rf1c13e2d8ad8: Fix messages when caught in a web. (20 hours ago, 7 files, 21+ 12-) 15:37:56 <|amethyst> yes 15:38:17 oh okay i was in a branch that didn't have that 15:38:18 who what 15:38:20 that'd explain it 15:38:22 %help 15:38:29 %cmdinfo 15:38:52 FR: cheibot answers all of your queries after a 24-hour lag 15:39:15 <|amethyst> I guess I can add another MB_ enum tag 15:41:31 what is the mnemonic for MB_ tags 15:42:57 <|amethyst> dunno 15:43:29 <|amethyst> they're monster_info flags (where monster_info has stuff about a monster that doesn't leak info the player) 15:47:53 ??demon axe 15:47:54 I don't have a page labeled demon_axe in my learndb. 15:48:30 what is the demon axe and why does it seem to have something to do with noise propogation 15:48:30 mikee_: i like that idea 15:48:41 thanks 15:48:46 -!- qqryq has quit [Ping timeout: 245 seconds] 15:48:53 Wensley, it's the obsidian axe 15:48:59 ??obsidian axe 15:48:59 it's kinda dumb to have 50 followers of which you can only sanely control 9 or so 15:49:00 obsidian axe[1/2]: A +12, +15 broad axe of chopping that mesmerises you whenever a monster is in sight. +3 Str, SInv, +Lev, always recurses, sometimes summons a friendly demon (2, 3 or 4) when you kill stuff. Also cures confusion when you're mesmerised. 15:49:18 mikee_: oh, i had this same idea before when i was playing with yred 15:49:40 it's something i have wanted for a while 15:49:48 also it could lead into dressing your allies up! 15:50:17 to have a menu like the skills menu listing all my allies and let me choose their status individually 15:50:39 yeah, so that orc doesn't get that cpm you were saving for your warlord 15:51:40 if an orc takes your cpm you order him to stand in front until his corpse is no longer wearing it 15:52:07 i like how creature's corpses are automatically not wearing their armour anymore ;) 15:52:52 I'd rather have allies make saner choice themselves rather than having to micro manage it myself 15:53:23 does clarity only prevent unintentional berserk? 15:53:42 Wensley, that's right 15:53:51 did not know that 15:54:03 galehar: but having the ability to micro manage is nice when macromanaging fails 15:54:04 mikee_: I'm not sure I like selecting them. I was thinking of limiting the number of followers to say 18, and the stronger ones come along 15:54:31 some limit would be a good start 15:54:38 personally i think 18 is too high 15:54:48 that doesn't make a lot of sense flavor-wise, especially for beogh 15:54:56 9 or 12 15:54:56 Sure, 12 might be enough 15:55:04 and another question would be, what determines the stronger ones? 15:55:06 if you have more than 18 followers they strong ones kill and eat the weak ones to gain their power 15:55:07 just HD? 15:55:21 XP value 15:55:30 there might be a case where you really want those sorcerers and high priests instead of the warlords 15:55:47 there's already a formula to sort them out when they are crowding around you 15:55:50 or you DON'T want the wizards to come along 15:56:05 yes. i happen to find the spellcasting orcs to be the most annoying 15:56:08 but unfortunately many times even regular orcs get priority over spellcasting ones 15:56:32 or when you want to take your wizards to go gain some xp and make them sorcs etc 15:56:34 especially right when they blink into the middle of a strong pack of hostiles, and you've been training them for a while 15:56:57 then maybe adjust the formula so the priority works better, instead of having to manually select them 15:57:03 it sounds like people have a lot of different styles for playing beogh 15:57:09 hit recall! 15:57:28 also, do you ever have >12 warlords that prevents you to take spellcasters??? 15:57:36 not at all 15:57:46 maybe knights could block them too, though 15:58:14 i definitely agree that adding loads of micromanagement options is a bad solution, yeah 15:58:22 no, as i said, sometimes regular orcs block spellcasters for me, even high priests and sorcs 15:58:31 as I see it, playing beogh should feel like you're the general of an army. You give orders, and they interpret them, and sometimes it works, but sometimes they are stuborn or stupid 15:58:34 i don't think mikee's idea qualifies as loads 15:58:35 -!- Pingas has quit [Read error: Connection reset by peer] 15:58:38 but it shouldn't feel like playing an rts 15:59:01 galehar: currently the orders are "attack that guy!" and "follow me!" 15:59:10 and wait here 15:59:11 well my idea itself is to put them all in a bank and to withdraw a certain number from that bank 15:59:17 mostly there is more micromanagement involved BECAUSE there is no interface 15:59:22 instead of like "attack that guy, ranged guys stay back!" 15:59:26 how good that would be maybe depends on the interface 15:59:42 although that may be a fault with the ai 15:59:49 so you have to do stupid things like wait on a square for certain orcs, do stupid things to give certain orcs certain equip 15:59:59 Zannick: you shouldn't have to tell the ranged guys to stay back. The AI could figure it out on its own. 16:00:16 my last beogh game mostly involved getting my orcs killed on purpose to sac their corpses for piety 16:00:17 The ranged AI doesn't work for allies, but it should be easy to make it so. 16:00:19 wheras if you could just choose some people, you mostly wouldn't find yourself in such situations 16:00:42 every time i ran into an orc band and some regular orcs joined me i kind of facepalmed 16:00:58 ogsus: I think the AI needs to be improved, not the interface 16:01:13 galehar: how about BOTH 16:01:17 the AI could stand to be better, but there definitely needs to be a real interface 16:01:17 !learn add beogh < mikee_> my last beogh game mostly involved getting my orcs killed on purpose to sac their corpses for piety 16:01:18 beogh[9/9]: < mikee_> my last beogh game mostly involved getting my orcs killed on purpose to sac their corpses for piety 16:01:30 galehar: no amount of ai improval can tell if you want to play with wizards or melee 16:02:03 or if you don't want regular orcs to follow you, or whether you want to play with followers > 3 16:02:11 you should automatically have a mixed band 16:02:23 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:god:beogh#apostles already covers lots of this 16:02:58 pick a number of followers, generate mixed band, have them follow you (more intelligently) 16:03:08 probably the picking a number bit isn't even necessary 16:03:40 yes, even something like that 16:03:49 -!- Wensley has quit [Quit: leaving] 16:03:54 everything up and through homeland looks good and simple 16:04:04 wtf is this leader aura shit 16:04:13 straight out of d:2 16:04:15 the rest is too complicated for me to comment on at the moment 16:04:22 MarvinPA: I agree. Set the max at 12, automatically have 1-2 priests and 1-2 wizards, have autoexplore and travel wait for your allies, and make interlevel travel works better. 16:04:36 yeah 16:05:03 improve ranged AI, inventory management. Get rid of recall. 16:05:13 there's a post on the tavern where XuaXua says he took all of Orc (ALL OF ORC) to his stash on Lair 16:05:29 yes, recall could go if there were improvement on AI 16:05:42 XuaXua says a lot of very interesting things on the tavern, doesn't he? 16:06:13 !seen Wensley 16:06:17 I last saw Wensley at Thu Mar 22 21:03:49 2012 UTC (2m 28s ago) quitting with message Quit: leaving. 16:06:54 damn. I have answers for most of the questions he asked earlier 16:07:22 he's probably not gone for a long time 16:07:46 |amethyst: are you fixing the net/web messages I missed? 16:08:06 <|amethyst> yes 16:08:15 good, thanks 16:08:27 we should think about yred at the same time fwiw 16:08:36 and there might be other ally-heavy situations in the future 16:09:11 Eronarn: most of the things I suggested above work for Yred too. Most important ones are travel/explore wait for allies and interlevel travel works too. 16:10:00 off topic but why doesn't the help menu for crawl work on windows? 16:10:02 probably recall could just be removed outright if those two things happen, yeah 16:10:20 but what about zombie armour 16:10:38 both beogh and yred get recall, right? 16:10:44 s/get/give 16:10:49 yes 16:11:18 MarvinPA: I agree so much. I hate recall. Once explore and travel work well with allies, it needs to go. 16:11:53 by interlevel travel, do you mean independent of player? 16:11:54 Replace it by telepathy to locate your allies on the level (and possibly other levels too). 16:12:41 ogsus: no, just that they follow through levels more easily. No need to dig around stairs to make room. 16:13:00 i like that 16:13:03 knowing where your allies are on other floors would be fantastic 16:13:36 If they are too far from the stairs to come (and if there is no hostiles around), they get put in a queue and they pop on the next level with a delay 16:13:42 i spent a lot of time on zot:5 with no allies when i apparently had two bone dragons on zot:4 near the staircase 16:14:14 would be even better when i need to travel from d to, say, shoals 16:14:37 Well, if anyone is volunteering to help implement all of this, poke me 16:15:43 <|amethyst> galehar: should I apply the web message fixes (f1c13e2 and f14bd85) to 0.10 16:15:45 <|amethyst> ? 16:15:48 poke 16:15:55 but wat is see plus plus 16:16:01 could be worth putting up as an implementable, maybe? 16:16:27 MarvinPA: good point. I'll do that. 16:16:38 should note it's multiple parts: telepathy, ai, explore/travel improvements 16:17:05 03|amethyst * rf14bd850e771 10/crawl-ref/source/ (6 files): Fix a few more net/web messages. 16:17:34 not sure how easy/hard the interlevel travel queue thing would be but if we have a reasonably thought-through plan then it's got to be worth seeing if anyone's interested in taking it on :) 16:17:39 is webbed a real word? 16:18:08 <|amethyst> yes, past participle of the verb "to web" 16:18:33 MarvinPA: yes, there's a lot of stuff, and I can do some of it. And I can use some help. We don't necessarily need to do all of it at once. 16:19:04 <|amethyst> though usually it's used of feet/hands to mean having a membrane between the digits, like a duck 16:19:09 i think interlevel travel queue is strange, since it's almost like the level isn't frozen enough 16:19:23 could i use it to pull a nearly dead ally away from a monster about to kill it? 16:19:57 |amethyst: yes, those 2 commits can be backported to 0.10. Thanks 16:20:45 Zannick: No, I think it should only work if monsters are safe. No enemy in LOS. 16:20:48 <|amethyst> oh, there's a bit of a conflict 16:20:51 -!- qqryq has joined ##crawl-dev 16:21:24 <|amethyst> in 0.10 nets don't prevent reaching 16:21:39 you can backport that too 16:27:17 -!- Xiberia has joined ##crawl-dev 16:33:07 -!- evilmike has joined ##crawl-dev 16:40:06 ??git 16:40:07 git[1/2]: Readonly: git clone git://gitorious.org/crawl/crawl.git Read/Write: git@gitorious.org:crawl/crawl.git Web interface: http://gitorious.org/crawl/crawl 16:40:29 galehar: Looking now if you still require it. 16:41:30 due: I do. Thanks! 16:42:01 -!- Ragdoll has quit [Quit: Ragdoll] 16:42:20 03galehar 07stone_soup-0.10 * r71e32dee3ebb 10/crawl-ref/source/evoke.cc: Being held in a net prevents the use of reaching weapons. 16:42:20 03galehar 07stone_soup-0.10 * r127a6a9cb0c3 10/crawl-ref/source/ (evoke.cc item_use.cc main.cc status.cc stuff.cc stuff.h): Fix messages when caught in a web. 16:42:21 03|amethyst 07stone_soup-0.10 * r08726a0a33aa 10/crawl-ref/source/ (6 files): Fix a few more net/web messages. 16:42:45 regarding allies, another idea I have is that the stronger they are, the less likely they are to change weapon type. This would give them more personality. 16:45:19 I guess they'll still be perfectly willing if it's an upgrade though, right? 16:45:20 evilmike: You have 1 message. Use !messages to read it. 16:45:28 Like, an orc warlord should never want to use a hand axe 16:45:32 <|amethyst> hm... the first commit of that sequence introduces a compile error fixed by the second (because I didn't backport the addition of MSG_HELD_IN_A_NET) 16:46:05 <|amethyst> hopefully that doesn't get hit too often when bisecting 16:46:09 fr net branding 16:47:04 evilmike: weapons of a different type would have a penalty to the choice (or weapon of the same type a bonus). So they would change type for a big upgrade, but not for a small one. 16:47:22 BlastHardcheese: i think you can actually make nets of returning in wizard mode 16:48:07 BlastHardcheese: and yes it's as amazingly useless as it sounds 16:48:40 so a lowly orc would change often to pick whatever is good, and as they level up, they find better weapons and are less likely to change type. A bit like the player. 16:49:25 that sounds rational. How much do you think the player will notice? 16:50:05 not as much as the coder who's responsible 16:50:54 Not sure. It's noticeable that they don't do it right now. 16:53:13 galehar: My clone is taking a while :) 16:55:43 -!- Wensley has joined ##crawl-dev 16:56:47 -!- MarvinPA has quit [Read error: Connection reset by peer] 16:57:11 -!- MarvinPA has joined ##crawl-dev 16:58:50 due: talking about clones: what about syncing Mara's player clones every turn? That'd avoid tricks with wielding a banana then swapping. 16:59:06 kilobyte: :> marry me? <3 17:00:01 haha 17:00:20 03kilobyte * r61f4cf3e7904 10/crawl-ref/source/mon-stuff.cc: Axe an unused variable. 17:00:20 03kilobyte * r3565ecf6be49 10/crawl-ref/source/ (kills.cc kills.h): Remove unused special-casing of pghosts and pan lords as -1 in the killtracker. 17:00:21 "suppose he's armed with a pointed stick?" 17:00:22 03kilobyte * r889c09605217 10/crawl-ref/source/ (43 files): Use monster_type nearly everywhere. 17:00:22 03kilobyte * rc9e50f07992f 10/crawl-ref/source/ (12 files): Axe a number of no longer needed typecasts. 17:00:32 03kilobyte * rb3339e87d069 10/crawl-ref/source/ (28 files): Replace "atype() == ACT_MONSTER" with "is_monster()" -- half the length. 17:00:37 s/armed with/got/ 17:00:53 What if it is a +15,+15 banana of crushing? 17:01:00 galehar: <3 17:01:55 the +10,+10 banana of Xom's Benevolence {speed, int-4} 17:02:08 also, clones (and ghosts) should use ranged weapons. If you're using one, you don't even have to swap to render the clone harmless. 17:02:44 an unrand pile of gold 17:03:20 you mean a unique mimic ;) 17:03:38 actually, wouldn't be a bad idea: a "pot of gold" with a different name and looks, for use in a leprechaun vault. With the shillelagh. 17:04:16 someone made a four-leaved clover tile that's rotting on Mantis, too 17:07:56 about allies (and monster item-use in general), isn't it weird that spellcasters use heavy armour? It's fine for some uniques, but an orc wizard in plate? 17:08:16 03kilobyte * r81e5391a96e7 10/crawl-ref/source/ (tilepick.cc tilereg-inv.cc): Unbreak tile builds. 17:09:40 good point 17:11:38 if that were to be fixed, maybe friendly spellcasters blinking into bad situations could also be looked at simulatneously, because right now i'm guessing the armour helps them not die instantly 17:12:19 _You can't use stairs while buggily held. 17:12:31 (trying to go downstairs while trapped in a web) 17:13:02 <|amethyst> hrmph 17:13:12 <|amethyst> MarvinPA: trunk or 0.10? 17:13:22 trunk 17:13:44 * due superglues MarvinPA wto the top of the stairs. 17:13:45 you can get trapped by a jumping spider, maybe that's a case that isn't covered? 17:13:56 <|amethyst> ohh 17:14:24 <|amethyst> yeah 17:14:29 <|amethyst> if (get_trap_type(act->pos()) == TRAP_WEB) 17:14:38 ogsus: they should use the special ranged AI to keep them safe. 17:14:44 <|amethyst> doesn't handle jumping spiders or arachne 17:14:57 ah yes 17:15:45 among non-uniques, the following can start with armour: deep elf knight (up to chain), vampire knight, hell knight (up to plate) 17:16:21 and paladin, but there M_ACTUAL_SPELLS is an error: they have no spells, and even if they had, they should be priestly 17:17:31 due: the "sacrifice" idea is gone, right? 17:18:16 <|amethyst> so, treat all cases of being caught without a trapping net as being webbed? 17:18:31 priest with heavy armour are ok, I'm more annoyed about wizards 17:19:05 |amethyst: I'm really thinking about separating the two 17:19:24 kilobyte: they don't start with heavy armour, but nothing is preventing them to pick a CPM off the floor 17:19:40 yeah 17:20:37 <|amethyst> kilobyte: that would work; but be a little more involved to backport to 0.10 17:21:09 <|amethyst> I'll let you take care of the problem then 17:22:00 |amethyst: I'm only thinking loud for now 17:22:30 kilobyte: Yeah, I didn't finish writing it. 17:23:14 ZChris13 (L19 DrTm) ASSERT(y >= 1 && y <= sz.y) in 'libutil.cc' at line 910 failed. (Crypt:5) 17:23:21 what 17:23:22 <|amethyst> hm 17:23:34 <|amethyst> I'll go ahead and fix it by changing held_status() 17:23:40 Crash 17:23:47 <|amethyst> no more "buggily held", though 17:23:57 just tabbing my way through Crypt:5 then suddenly crash 17:23:59 <|amethyst> that one can go into 0.10 easily 17:24:07 it would definitely be good to have npc casters actually care about spell failure :P 17:24:08 <|amethyst> then splitting the two can happen in trunk later 17:24:29 due: I mean, should I mark paladins as M_PRIESTLY_SPELLS (instead of M_ACTUAL_SPELLS), or as non-spellcasters for now? 17:29:33 Improve gameplay with allies (https://crawl.develz.org/mantis/view.php?id=5475) by galehar 17:32:35 -!- HangedMan has joined ##crawl-dev 17:33:23 wheee crawl built 17:33:31 kilobyte: Probably non-casters. 17:34:20 galehar: try... 17:34:29 due: are you compiling on a netbook? 17:34:38 galehar: no :) 17:34:40 wooo bug 17:34:43 <|amethyst> oh, I guess 0.10 doesn't need the fix; it has no ensnare 17:34:44 ./crawl -script place-population D:1 17:34:54 you can apport items through grates 17:35:07 ZChris13: grate! 17:35:37 -!- blabber has joined ##crawl-dev 17:36:55 due: thanks! So I was just using the wrong script... 17:37:04 <|amethyst> due: you should be barred from making such puns 17:37:17 I was trying to use genmap.lua which for some reason doesn't seem to work 17:38:09 yeah that bug was already reported 17:38:19 03|amethyst * ra94a29e85d87 10/crawl-ref/source/stuff.cc: Stop claiming Arachne is buggy. 17:38:20 that bug was already apported 17:38:43 |amethyst: haha, indeed, spiders aren't insects! 17:40:05 evilmike, any commentary on this pre-mantis edits to mantis vaults? http://pastebin.com/XghYjK0h 17:40:50 You read something buggy! 17:41:01 also I found another vault presuming that tarantellas didn't get buffed, sigh 17:42:18 <|amethyst> grep through all the vaults for each of the spiders 17:42:47 those look fine. the creepy crawlies one might have too good loot for the challenge, i'll have to check in game though 17:42:51 I think it's the only other one using them spiders 17:43:08 so, how about making branch depth independent of startdepth? ie L:3 has always the same absdepth0, regardless of Lair's startdepth. 17:43:24 <|amethyst> HangedMan: haunted forest has spiders 17:43:27 this would make certain depths of mon-pick then worthless 17:43:28 - 17:43:31 <|amethyst> it's a branch end, though 17:43:38 it's fine to use those buffed spiders there 17:43:38 |amethyst: ensnare can fail to place a web trap, for technical reasons (only floor allows that) 17:43:43 HangedMan: i can't see which vault you are talkng about. there's the magic_research vault (no problem, it's deep) and an abyss vault (no problem, it's the abyss) 17:43:45 <|amethyst> kilobyte: right 17:43:47 galehar: i think that would be good 17:43:49 and the crypt vault has no problems either 17:44:08 it was the abyss vault 17:44:08 it seems like a branch shouldn't be harder just because it spawned on a lower floor 17:44:11 galehar: sure, it's pretty much impossible in trunk though. 17:44:11 * HangedMan shrugs 17:44:32 especially not in such an abstract, spoily way 17:44:34 we add an absdepth member to the Branch struct and we initialize it with the average of mindepth and maxdepth. And eventually we can tweak it so branch depth and difficulty are independant. 17:44:34 the nature of the vault should use less lethal spam, though, I'd like the tarantellas to be replaced with, uh 17:44:59 you can edit portal_branches if you wish. I still haven't pushed the massive level stack commit that's in a rebase hell for ages, and there's a bunch of other bugs, but regular branches work ok. 17:45:03 galehar: i thought that was already the case, except for V? 17:45:12 galehar: that's mostly already there 17:45:17 yeah, I wasnt aware branches really got harder if they were deeper 17:45:31 except for D, V, and to some extent crypt (zombies/skeletons) 17:45:40 pretty sure it's just a common misconception 17:45:48 V is special cased? 17:45:52 some vaults do check for absdepth... that's the main thing I can think of 17:46:01 galehar: V is *exactly* the same as D w/r/t monster list 17:46:08 V uses D's monster list, so it doesn't have its own depths or anything 17:46:44 oh also, speaking of arachne being buggy 17:46:50 Things that are here: 17:46:50 _a staff of poison; the Arachne corpse of Arachne 17:47:33 <|amethyst> demons_altar 17:48:18 Arachne badly needs a tile, too 17:48:22 <|amethyst> minmay_lair_venomous_thicket 17:49:31 wolf spider (16s) | Speed: 15 | HD: 11 | Health: 53-89 | AC/EV: 3/10 | Damage: 2508(poison), 15 | Flags: web sense | Res: 06magic(44) | Vul: 09poison | Chunks: 09poison+07contam | XP: 693. 17:49:31 %?? wolf spider 17:49:34 ok, so the problem is more about making V a proper branch with its own monster set 17:49:44 heh, yeah 17:49:57 with Vs and vs 17:50:04 more humanoid bands, less ugly things / slime creatures / yaks / zombies / isolated zombies 17:50:07 although, I worry about that a bit - V:8 depends massively on ood monsters, which are really only available in the huge monster list for D 17:50:19 and I wouldn't want to chagnge v:8 much.. it's one of the best parts of the game 17:50:19 with vampires and vortices? 17:50:35 Of Vampyres and Vortices. 17:50:53 you could make V:8 pull from D's OOD list 17:50:58 you can still have the monster list from d that would be ood 17:50:59 and V:1 to V:7 have their own sets 17:51:08 -!- ainsophyao has joined ##crawl-dev 17:51:08 on the other hand, an early V:8 is easier than a deep V:8, which is kind of bad 17:51:23 it is 17:51:50 -!- ainsophyao has quit [Remote host closed the connection] 17:52:52 -!- blabber has quit [Quit: gn8] 17:53:47 <|amethyst> I think something like spider_temple_joshua (spider temple with some kind of intelligent cultists) would be an interesting alternative Spider:5 vault 17:53:53 <|amethyst> worshippers of the hellspider? 17:54:08 intelligent cultist spiders or humans? 17:54:16 or otherwise? 17:54:21 they clearly need 5 legs, to be somewhere in between 17:54:22 I'm not sure what's the best way to handle it. Maybe we can start by making it a proper branch and manually duplicate the monster set. Then we have static difficulty for V:8 and we can start differentiating D and V. 17:55:43 the spider temple might be neat but I don't think it'd work well without another few spider:5 vaults already in because it'd stand out as a not-entirely-based-solely-on-insects spider:5 vault 17:55:43 * kilobyte whispers something about reducing V to V:8 alone. 17:56:18 reduce all the branches to one floor 17:56:20 that is a silly assertion, revamping V has plenty of potential! 17:56:29 reduce everything to sprint 17:56:31 kilobyte: so a newbie wanders in the dungeon, and "oh a new branch! let's explore". Bam, V:8 welcome party. 17:56:35 like halfway between sprint and crawl 17:57:15 well you can leave immediately when you see them :P 17:57:19 Let's start by reducing it to 5 levels and try to differentiate monster sets 17:57:31 but yeah, i'd rather start with just reducing it 17:57:42 galehar: no, I mean, obviously not as a direct stair from D 17:57:44 then maybe later reduce it some more if need be 17:58:06 it does have a unique layout. And open space is good 17:59:05 HangedMan: maybe make it quite rare (say, 5% of the time) 17:59:07 is the whole "huge collection of rooms on a grid" thing the devwiki page illustrates as more interesting a layout for vaults something plausible to make? 17:59:10 with differentiating the monster sets, I and I think Keskitalo experimented a bit. I think we both agree, a bad approach is to emphasize ranged enemies 17:59:12 no need to have the first branch end variant -> 50/50 17:59:30 not that anyne has mentioned this today... just thought I'd bring it up. A good monster list for V would need a combination of ranged and melee 17:59:31 well naturally it would be quite low regardless, it's just a big difference between the vaults 17:59:43 ps: hellspider 18:00:20 galehar: also I wouldn't call Vault as a branch with a unique layout. City levels can appear in many branches, it's just that V has *only* city levels 18:00:22 a good monster list for v should be mostly bands to get said mix and nix out most of the boring standalone individuals 18:00:24 galehar: for armoured casters: Louise often wears plate _and_ a large shield, is relatively low level, and casts spells 18:00:28 evilmike: i like the idea of vaults being a bunch of... vaults. boxes you open, and which are quite hard, and can have their own themes 18:00:28 it's a little bit unique but not really that interesting 18:00:38 dis:1-6 is all cities as well! 18:00:39 yeah. that is interesting. 18:00:45 <|amethyst> what *should* arachne's species and genus be? 18:00:49 dis doesn't matter, you just dive it 18:00:50 <|amethyst> she's kind of sui generis 18:00:52 we could do some stuff with doors 18:01:20 like say, avg of 8 real boxes per vaults level, avg of 2 have locked doors, locked doors are highly skewed to rare vaults 18:01:21 galehar: the full list is: chain mail: deep elf knight, Erica/Josephine/Harold/Jozed/Psyche 18:01:39 revamp special rooms, make more of them spawn in vaults 18:01:55 plate: vampire knight, hell knight, Jory, Louise (+ large shield), Margery, Frederick 18:02:32 galehar: Erica/Josephine/Harold/Jozed/Psyche 18:02:36 |amethyst: could it just be "the corpse of Arachne", if we don't want to give her a specific named species? 18:02:56 fr make plate caster monsters worshippers of vehumet 18:02:57 <|amethyst> likewise "Arachne the zombie" 18:03:01 galehar: Erica/Josephine/Harold/Jozed/Psyche have only a small chance for chain, could reduce them to light armour only, possibly giving a tiny chance for troll leather/steam/mottled 18:03:15 kilobyte: those lists look fine to me. Especially uniques with armour and spells are ok. It's just that monster pickup should prevent spellcasters from picking up heavy armour. 18:03:42 MarvinPA: yeah, obviously, that was the idea that I somehow forget to finish 18:04:12 HangedMan: i think we should add tension rooms 18:04:21 tension rooms? 18:04:34 from adom 18:04:35 but if you want to tune the uniques starting equipment, go ahead. I don't have an opinion about it. 18:04:45 a room so packed full of monsters (all of the same kind) that when you open the door it explodes 18:04:58 leaving you standing surrounded by monsters 18:04:59 Eronarn: like zoos from NetHack? 18:05:00 shiren monster houses! 18:05:13 ais523: kind of, i think? i don't really play nethack 18:05:15 but this sounds boringly spammy in quite a few cases 18:05:39 in NetHack, typically the monsters are asleep and you can just kill them one at a time at your leisure 18:05:43 i think you'd have to pick the monsters well 18:05:46 "They always have doors that cause the walls around them to crumble" 18:05:48 pahahahahaha 18:05:49 but then when you're halfway through the room, some monster wakes them all up and then you're surrounding 18:05:52 *surrounded 18:05:54 don't want to have it be random or else it'll be full of sphinxes or something 18:06:02 HangedMan: well, doors are really freaking dangerous in ADOM 18:06:18 ais523: we should add all the adom door effects as traps in crawl :D 18:06:37 anyways, i just like the idea of you turn the knob to a a vaul door 18:06:41 and everything except the door falls apart 18:06:45 and it's full of monsters 18:06:53 for bonus marks, leave the door shut and locked 18:06:58 but let the walls collapse 18:07:01 the only version of this that'd I'd care about is finding some flavourful excuse and then finally using spirits somewhere 18:07:10 s|somewhere|in this| 18:08:22 whuh, does `make tiles=y -j2" not do what I expect 18:08:30 which is to say, make tiles 18:08:32 -j2 18:09:10 basically asking how you build tiles 18:09:41 I do "make TILES=y" and it works fine 18:09:50 |amethyst: Dude, I am like, master of horrific puns. 18:10:10 speaking of D and V monster sets, can yaktaur captains and stone giants be made to not make up 30-40% of a given d:26 population 18:10:47 adding some more monsters around that difficulty would really help 18:11:07 ais523: yes, that's what i meant :D (it'd be a free pillar for the player, to boot) 18:11:15 I think deep troll bands should be made more interesting 18:11:26 sigh, do you really have to capitalize it 18:11:30 my only ideas for them are vague ones. but what I am sure about is they're a good target (just deep yaks, right now) 18:11:37 "As you try to walk around the pillar, it starts dancing!" 18:11:38 evilmike: i think if deep trolls were intelligent classed enemies that would be way, way more interesting than the status quo 18:11:55 deep troll earth elementalists and deep troll healers 18:12:01 another option would be to have their 'weirdness' (since everything deep is weird) be antimagic 18:12:06 evilmike: what are your vague ideas? 18:12:29 we could have a whole new class of enemies for the deep dungeon 18:12:31 galehar: my only real one is that they should be led by healers, who have powerful (maybe smite targeted) "greater heal other" spell 18:12:32 put them on Q 18:12:49 galehar: I also have a more vague idea for something like a "deep troll shaman" that casts haste other and maybe some other buff 18:13:01 well, that's a good start 18:13:02 basically the idea is to have deep troll bands have support enemies 18:13:18 these support enemies would also still have heavy melee attacks (they're still trolls) 18:13:44 I really think the mid-game could be improved with better monster bands. And better AI for them. 18:14:59 deep yaktaurs... 18:15:22 for the antimagic thing: attacks of antimagic claw, antimagic claw, dispel magic bite 18:16:34 regarding AI, what if each monster had a randomised intelligence stat? A bit like how a monster type has a fixed HD, but each individual have a variable HP. 18:17:23 hmm 18:17:38 I would say if it's randomized, probably 80-90% of that monster should still have the default value 18:17:44 monsters in a band can have a bonus. Until the leader is killed. 18:17:55 I like that 18:18:11 killing the leader should make the band dumber (makes it a priority target) 18:18:17 should only apply to bands with a clear leader, though 18:19:21 orc bands with improved AI and a warlord leader would be great 18:19:46 aren't warlords too rare btw? 18:20:02 yes 18:20:12 I think I haven't seen a single one in my last game 18:20:19 oh shit ack is cool 18:20:23 they're quite uncommon, except for some vaults 18:20:26 does "improved ai" means that they will stay at ranged? because this will make the midgame more annoying 18:20:27 this sounds like an interesting band change except bands have placement problems so where would they be used 18:20:29 even then, they never appear in special rooms 18:21:37 st_: I hope not. I think AI improvements should always increase tactical choices... I've argued before why doing that for centaurs would have the opposite effect 18:21:44 st_: no, they won't walk away like orb spiders, this should be reserved for special enemies. 18:21:58 -!- ainsophyao has joined ##crawl-dev 18:22:29 st_: but the spellcasters should try to fire at you and the melee guys not block LOF if they can. 18:22:30 smart like not stepping into traps or clouds if possible? staying closer together? not switching weapons stupidly? 18:23:48 smiting every turn 18:23:59 currently, the "ranged AI" is only used when the player breaks LOS by retreating or using fog. I'd like to use it also to make monsters avoid plants and other monsters to fire at you. 18:24:01 hey lookie, this is how a plate-clad monster looks like: https://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/rltiles/dc-mon/unique/margery.png 18:24:10 mikee_: crawl is too easy now. just replace all orc priests with daevas 18:24:15 but also randomize it a little so it's not guaranteed they do. 18:24:23 the uniques tiles don't change for armour, soooo 18:25:34 HangedMan: my point is, is that a plate bra and small strip of fabric in the front? 18:25:53 behaviour regarding clouds is something else, I'm not sure what to do. I've considered using pathfinding with estimated damage, but it's a lot of work. 18:27:14 let's go the realistic / low fantasy route, make almost all females clothed in something more dignified then bikinis 18:27:35 impossible 18:27:54 actually I think I read several blogs on that sort of thing 18:27:56 but hey, fan service and so on! 18:28:02 margery is the only really bad one, that I can think of 18:28:05 -!- ainsophyao has quit [Remote host closed the connection] 18:28:12 fan service in crawl is srs bsns 18:28:18 is ilsuiw still a ho 18:28:23 we need more ascii porn 18:28:35 ogsus: here you go: @ 18:28:41 fap fap fap 18:28:42 mikee_: ilsuiw actually has a reason to dress like that 18:28:50 merfolk, swimming 18:28:56 melding legs all the time 18:29:05 to seduce sailors or something, according to in-game text 18:29:08 her desc mentions her seducing sailors 18:29:09 yeah 18:29:35 are you guys discussing how uniques look in tiles 18:29:38 I don't think that's canon 18:30:05 i thought tiles=canon was established 18:30:06 of course it's canon, except for when the primary colours differ 18:30:10 what if we described Margery's outfit as made of dragon scale (with an actual dragon armour in the game)? 18:30:28 cutting 3 levels of vaults is worth 45k XP (the first 3 levels, so assuming moving it deeper) 18:30:44 :) 18:30:59 is that a lot at that point in the game? 18:31:04 then she could get actual rF+ so she'd fireball in melee! 18:31:06 it's a modest amount 18:31:25 on the other hand there would be azrael overlap with rC- 18:31:45 yeah, she uses efreet spellbook already though 18:31:58 give her some clothes 18:32:05 my grandmother plays this game 18:32:13 no, because that would remove 1 of the few tiles_reasons 18:32:23 there's not much point in making scantily clad tiles if they're too small to make out any detail on them 18:32:35 with her groupies having rC(0) and rF(immune) 18:32:54 why does she come with hell knights anyways 18:32:57 unless they're necromancers 18:33:09 !tell Pingas done :) 18:33:10 Napkin: You have 10 messages. Use !messages to read them. 18:33:10 Napkin: OK, I'll let Pingas know. 18:33:12 haha 18:33:15 ??tiles_reasons 18:33:15 tiles reasons[1/6]: 18:33:16 i don't actually get what margery is supposed to be 18:33:18 well said 18:33:18 because there are not enough uniques based solely on fire and fire and fire 18:33:18 margery should just be a unique hell knight 18:33:20 a big hell knight? 18:33:25 hell queen 18:33:33 HangedMan: hrm, good point :( 18:33:34 her band is an interesting part of the fight so it should obviously be kept 18:33:52 and even though there are a lot of fire uniques, margery gets an abusrdly powerful fireball, so she stands out a bit 18:34:02 also she has great speech 18:34:10 if there's a fire unique that could be improved, it's Xtahua 18:34:12 (fr buff xtahua hd, give him red draconian breath) 18:34:30 red draconian (05d) | Speed: 10 | HD: 14 | Health: 83-115 | AC/EV: 9/10 | Damage: 20 | Flags: cold-blooded, !sil | Res: 06magic(37), 05fire | Chunks: 07contaminated | XP: 1601 | Sp: fire breath (3d18). 18:34:30 %?? red draconian 18:34:38 fr make xtahua a unique golden dragon 18:34:42 i think he has a lot of hd already 18:34:43 Xtahua (05D) | Speed: 10 | HD: 19 | Health: 133 | AC/EV: 15/7 | Damage: 35, 17, 20 | Flags: see invisible, fly, !sil | Res: 06magic(177), 05fire++, 03poison, 12drown | Vul: 12cold | Chunks: 07contaminated | XP: 5449 | Sp: flame blast (3d38); fire breath (3d38). 18:34:43 %?? xtahua spells:fire_breath 18:34:55 oh, the same amount 18:34:56 oh i think someone mentioned this but xtahua should break down doors, not open them 18:35:12 Xtahua -> chinese water dragon 18:35:13 perhaps Margery could get, say, 30% mottled, 10% swamp, 60% fire dragon armour? 18:35:27 st_: heh yeah. I've mentioned the exact same thing. Chinese dragons are cool 18:35:34 so you'd need to at least check her out to know the resistance 18:35:37 Xtahua could be turned into a chinese name by changing like 1 letter 18:35:54 the top results on google for xtahua are crawl-related 18:36:02 or a username 18:36:16 could call her xinhua and make her a red dragon 18:36:17 you know what else sounds chinese is minmay but i don't know why 18:36:18 ??rimshot 18:36:19 I don't have a page labeled rimshot in my learndb. 18:39:16 st_: only problem with a chinese dragon is it's hard to come up with good river/water themed attacks that are dangerous :P 18:39:24 primal wave, uh 18:39:44 tornado 18:40:10 yesterday, we talk about an interface change for armour. Replace the EV penalty by an adjective (-1:very light, -2:light, -3:medium, ...) and add an explicit strength requirement 18:40:28 evilmike: rain? a few turns of that would destroy most non-swimmers 18:40:32 either I am crazy or the spell name for fire crab breath is the same as dragon dragon breath 18:40:37 the str requirement could be tuned up for some of the better medium armours 18:40:40 galehar: seems to me like you'd need a lot of adjectives 18:40:42 HangedMan: it is, yes 18:40:45 EV penalties go up to what, like -12? 18:40:54 fire crabs are special-cased when casting it 18:40:55 what exactly qualifies as "Medium armour" 18:41:00 that sounds quite silly 18:41:03 I don't like the idea of having 10+ adjectives... better to use a "bar" display if you want to go that route 18:41:22 It's stupid to replace the EV penalty with an adjective IMHO 18:41:28 because you can explicitly see your AC and EV. 18:41:29 I always cringe when someone has to look up where "incredibly" fits on the MR scale, for example 18:41:41 evilmike: -9 18:41:44 So it's not like someone can not just math it out. 18:41:46 and there isn't any -7 18:41:49 FaMott: anything from hide to, umm, chain mail? 18:41:59 most of the other fire spells are already essentially covered, aside from bolt of magma 18:42:03 FaMott: ev penalties don't translate directly to reductions in ev 18:42:10 Because of armour skill yes? 18:42:12 so that's not really a problem 18:42:20 but the number doesn't mean anything. It doesn't decrease your EV by -n 18:42:21 and strength and all sorts of things 18:42:26 Right 18:42:28 getting rid of the misleading number seems fine 18:42:34 I agree 18:42:37 as long as it can be replaced with something sensible 18:42:38 So one could say: Encumberance: ##....... 18:42:44 or Encumberance ###### 18:42:49 I just don't see a gain in replacing a misleading number with a misleading adjective, that's all 18:42:50 like spells with spell power 18:42:53 make the bar length equal to the current range? 18:43:07 so you're still giving the same exact numbers, but not implying that they have a simple relationship with EV 18:43:14 Exactly. 18:43:21 I like that 18:43:31 well if it's going to be based on an explicit strength requirement, surely that's the only number needed? 18:44:00 you'd need to display that number, certainly 18:44:04 yeah 18:44:14 well maybe we can use just the strength requirement 18:44:15 displaying the base AC also seems fine to me, maybe someone will disagree though 18:44:16 right, i don't see that there'd be any need for adjectives or whatever alongside that 18:44:16 also a message for if you try to put it on 18:44:26 like "you fall over under it's weight!" 18:44:44 anyway I have to go for 1-2 hours 18:44:55 and a message for str drain? 18:45:14 It'd be nice if armour was split up into light/medium/heavy and it was more 'distinct', as it is right now it kinda all blends into eachother and augh 18:45:42 it used to be distinct 18:45:54 blending it together was a conscious decision i think? 18:46:16 well it only mattered for armour/dodging training, right? 18:46:38 in some way, it still is. EVP <= -2 is light, EVP == 3 is medium and EVP >= 4 is heavy. 18:46:41 they're distinct in that there is a usage gap between the -3 and the -6/8/9 area! 18:46:44 that's how it feels to me 18:46:49 Yeah, but if we're going to make armours have encumberance with ##..... or something 18:47:03 light/medium/heavy could define a strength requirement 18:47:28 I don't really consider robes armour in the same sense that say, leather is, by the way, mostly because it has no GDR 18:47:35 or it's "ultra light" 18:47:53 -!- ais523 has quit [Remote host closed the connection] 18:48:00 but I think we want a finer strength requirement. Currently, the 3*EVP doesn't work well. 18:48:16 yeah 18:48:20 03|amethyst * r9ded2db6302c 10/crawl-ref/source/ (itemname.cc mon-info.cc): Name Arachne's corpse and zombie properly. 18:48:22 yah, 27 str for the heavier armours is a bit much 18:48:29 but 27! 18:48:37 All the good dragon armour at -3 EVP could use different strength requirement 18:49:05 robe is cloth, not armour :) 18:49:15 If you boosted the numbers and tweaked the formulas, you could differentiate the armours a bit more 18:49:25 while keeping them at about the same effectiveness 18:50:47 but sda is called armour 18:50:52 ok, so let's forget about adjectives for now. Light/medium/heavy can go in description. Just replace EVP by a strength requirement. 18:51:10 should the strength requirement be reduced by armor skill? 18:51:11 multiply all numbers by 3, make not all of them multiples of 3 18:51:24 so that a relatively weak character can carry a relatively heavy armor? 18:51:26 I'll try to wikify something 18:51:26 to use GDA you need to prepare the whole game, and have a bit of luck with +str items. Not that good. 18:51:38 FaMott: no 18:51:42 kay. 18:51:47 It's already a thing, see 18:51:52 galehar: not a good idea, shields and bardings rely on EVP as well, yet they have no ties to strength 18:51:59 Bardings? 18:52:03 I think that the heaviest armours should take about 20 18:52:07 ZChris13, they have -2 EVP 18:52:11 oh how does that work 18:52:13 20 strength to wear 18:52:31 FaMott: That's 2 more than plate. There are much heavier armour than plate. 18:52:35 oh right 18:52:43 I'm thinking CPM and such 18:52:50 ??CPA 18:52:51 crystal plate armour[1/1]: 14AC, -8EV, 120 aum. The most massive heavy armour. Resists corrosion. It can be generated on D:1 very rarely. 18:53:02 that takes 24 str? 18:53:07 currently. 18:53:08 GDA 27 18:53:11 yeah 18:53:36 which is too much to be practical, especially when Intelligence tends to be pumped up either because you start with <8 int or you're trying to cast spells 18:53:39 kilobyte: good point. Although the barding EVP is as misleading as the armour one, and the shield penalty could use some improvement. 18:54:00 trolls, certain orcs, minotaurs, ogres 18:54:02 Do they display the shield numbers anywhere? 18:54:39 it's -1/-3/-5 iirc 18:54:42 kilobyte: but converting EVP to str requirement doesn't work for barding/shields 18:54:44 ie, starting strength 18 (better than fighters of most races get), plus every single level-up increment 18:55:10 FaMott: I know. but they aren't displayed. 18:55:38 galehar: a strange thing is that barding has EVP but grants no GDR 18:55:42 shields and bardings work differently already anyway, they could easily stay as-is or be changed seperately surely 18:56:01 The mechanics made to be made a little more transparent I think. 18:56:03 kilobyte: actually, what the idea spawned from another one. str requirement for weapons. Need at least base damage of str to use it efficiently. 18:56:05 need to be made 18:56:10 Yeah 18:56:27 one thing that bugs me is that I don't know what "YOU CRUSH THIS THING LIKE A GRAPE !!!!!ONE" means in terms of numerical damage 18:56:36 ??!!! 18:56:37 !!![1/1]: If you hit something and the message ends with !!!, that means you did 36 or more damage. Yikes! 18:56:38 "a lot" 18:56:38 I think some players like to know how accurate/strong they are in combat 18:56:41 Oh 18:56:42 okay 18:56:55 numbers are mostly obscured for a reason! 18:57:08 Because roguelikes? :P Obscuring information and such 18:57:19 I think information on the player should be discrete and easy to read 18:57:23 also, barding ev penalties really are just an ev penalty 18:57:28 because it makes it less predictable and reliable on whether you will kill a monster on a given hit 18:57:36 but that general adjectives for monsters works 18:57:48 so if armour penalties change and barding ones stay as-is (an actual simple ev penalty), that seems fine 18:57:51 also hit dice differences 18:58:00 @??elf zombie 18:58:00 elf zombie (07z) | Speed: 8 | HD: 8 | Health: 18-116 | AC/EV: 0/8 | Damage: 8 | Flags: 07undead, evil | Res: 06magic(10), 02cold++, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 181. 18:58:01 I downloaded GIT 18:58:42 So yes 18:58:55 -!- edlothiol has joined ##crawl-dev 18:59:00 kilobyte: barding has EVP, no GDR and no spellcasting penalty. 18:59:22 IIRC, Spellcasting ignores the first 0.8 EVP 18:59:24 is this true? 18:59:26 it's really inconsistent 18:59:37 FaMott: yes 18:59:51 well bardings and shields can just keep their actual "ev penalty" since that's actually what it is 18:59:55 that's why the leather penalty is really unoticeable 19:00:06 it's only armour that's inconsistent and confusing really 19:00:08 MarvinPA: The shields don't display their "ev penalty" 19:00:26 leather does have quite a bit of effect in very early game 19:00:37 MarvinPA: except that shields have a spellcasting penalty and bardings do not 19:00:40 mostly one adjective category 19:01:03 perhaps bardings should have a spellcasting penalty 19:01:06 MarvinPA: but I agree with you anyway. Trying to fix everything at once and we end up doing nothing 19:01:15 right 19:01:29 (especially since the real important idea behind the str requirement is for weapons) 19:01:30 shield spellcasting penalties could do with improving too but that's a separate issue really 19:01:30 galehar: only if we're afraid to try out large changes :P 19:01:36 there's also a question "is this broken"? 19:01:50 s/"\?/?"/ 19:02:04 wat is that regex i don't even 19:02:25 "? -> ?" 19:02:33 he is making his question american i think 19:03:38 does anyone hate the idea of making armor success penalty be totally removed from spellcasting-skill-based success 19:04:27 kilobyte: so let's go back to where it has started. What's broken? level up stat choice. str need to have a more important effect. 19:05:16 what if you need to have a strength of at least base_damage to use a weapon? 19:05:16 evilmike: you said you added the suppression aura tile? just built tilesmode and I'm not seeing it 19:05:25 galehar, a better way to ask that is "What's stopping a player from having 8 str over 28 str?" 19:05:52 galehar: we have hard reqs in very few places in crawl... the only similar one i can think of offhand is that you can't mem spells > your XL 19:06:18 memming spells doesn't appear to have a point to me 19:06:46 if the spell is too high a level, you won't be able to cast it anyway 19:06:48 it's not a hard requirement. It works like armour str requirement. If you're below, you take a penalty (probably diff^2/k) 19:07:11 well it stops DEFEs getting sticky flame on d:1, or whatever 19:07:13 interesting idea: What if a spellcaster needed to carry around the spellbooks which he wanted to cast spells from rather than memorizing it? 19:07:20 probably not relevant much past that though 19:07:22 eurgh 19:07:38 screw you, consumable-using casters 19:07:39 that would be fine... would this replace the stat weighting system? so a weapon has some min dex val, and some min str val, and the penalties are (sum of diffs)^2? 19:07:41 galehar: it would remove most hybrids, and shoehorn the rest into enhancer staves only 19:07:53 Eronarn: yes 19:08:02 or crappy weapons with good artefact resists 19:08:12 i think if we could use a very similar formula for weapons and armor, that would be good 19:08:33 the 'medium', 'heavy', etc. tier thing was described; perhaps something similar for weapons? 19:08:33 weapon stats might need to be adjusted. I'm trying to find a good formula. Numbers will come later. 19:08:39 'this is a light weapon', 'this is a huge weapon' 19:09:10 Right now, you use the best weapon of its category. Instead, you would use the best weapon for your char 19:09:14 there is (was?) already a casting penalty for wielding slow weapons, which i alway thought was silly 19:09:17 and it wouldn't be the same each game 19:09:22 unlike now 19:09:38 mikee_: it was so low it was removed 19:09:39 galehar: you'd remove all the point of upgrading 19:10:02 what's the best weapon for a character 19:10:19 kilobyte: no, it'd just make upgrades harder to come by 19:10:31 a good part of the game is looking for a better weapon. Without that, you stick with something of a weak base type you get on D:3 and enchant it, as a no-brainer. 19:10:38 is it a double sword or a demon blade or eudemon blade or perhaps a triple sword, is it an eveningstar or a demon whip or sacred scourge 19:10:44 +5 weapon A now needs a +5-or-higher weapon B, whereas before, it just needed any weapon B 19:10:46 i would like to make str more meaningful, but this seems to take away choices and the excitement of finding good weapons 19:10:48 etc. 19:10:51 (it is always an executioner's axe, though) 19:10:59 the best weapon for my character has always been the first good one i find 19:11:18 no one uses triple swords these days, you make people stick with 1-handers even more 19:11:19 i don't know if some people use trash for 90% of the game until they find a demon whip or something, but that is also silly to do 19:11:52 mikee_: spiked flails are 12 damage, not that bad 19:12:09 base 12, delay 16 i think 19:12:14 not terrible, yeah 19:12:20 kilobyte: wrt the hybrid thing... this would be a good opportunity to do some differentiation of weapons 19:12:22 again, weapon stats might need to be worked one. Or melee formulae (they need to). 19:12:24 via str/dex 19:12:24 let's call it semi-trashy 19:12:36 so hybrids perhaps can use any kind of whip well, but not other maces, because of their lower str 19:12:39 you know it could be like ranged weapons where you need a certain amount of str/dex to actually take full advantage of the weapon 19:12:52 at least I think that's how it works 19:12:53 FaMott, what? 19:12:55 also I suck with Git 19:13:03 kilobyte: you talked about hybrids. I want to give them a choice: increase int for better spells, or increase str for better weapons 19:13:05 ??crossbow 19:13:06 crossbow[1/2]: You know what it looks like, right? Good. It also has a basic damage rating of 5 and 150% attack speed delay. Fires crossbow bolts. 15 strength is required for lowest delay. 19:13:09 the ranged weapons have delay reduced by str and dex 19:13:10 like that 19:13:14 why? weapon stats seem to be reasonably ok to me, and don't shoehorn people into any particular type 19:13:15 oh 19:13:18 or for spears: tridents would be more dex-weighted than str-weighted 19:13:31 the thing is that it's quite a ways less intuitive then melee delay 19:13:37 yes 19:13:39 galehar: no, it'd be "use the best short blade or enhancer staff" 19:14:00 ^ 19:14:05 hybrids would definitely put in some str to use stuff like demon blades 19:14:15 they might not go for exe axes... but that's fine, isn't it? 19:14:19 I don't think players would be willing to put points into stats that would get them a "somewhat better weapon" 19:14:22 have you guys seen what most people use these days 19:14:29 but it's great to use an exec axe 19:14:35 kilobyte: you don't have to pump int so hard. You just do because everything else is worthless. 19:14:42 not that they are making good decisions, but it is hard enough to get people to not use short blades on hybrids 19:14:51 randart short blades 19:14:55 yes 19:15:02 randart short blades and maybe demon whips 19:15:08 fr: remove short blades 19:15:31 what, mix it with long blades? 19:15:34 what would judah do 19:15:37 got to compile weapon stats from the tourney again 19:15:40 judas that is 19:15:44 fr: quick halberds 19:15:49 when talking crawl design, we're always talking about interesting choices. Stats is an important one. It should be more significant. Or much more. 19:16:00 heteroy: we had them (halberds of speed) 19:16:09 mostly, i think people tend to be overly conservative about weapons on hybrids 19:16:14 HangedMan: sure, it'd probably work out fine 19:16:21 stats is important but so is weapon choice! 19:16:24 just have the short/big race differentiation be size/stat based rather than apt 19:16:36 mikee_: mostly a matter of skill investment 19:16:59 there is that and possibly a lack of understanding how good weapon damage can be 19:17:08 short blades are good at low skill, exec axes not so much 19:17:14 galehar: one thing that GURPS does that's cool is: your HP stat actually increases as you raise strength (more muscle!) 19:17:38 I still think certain weapon/spell schools fall off in effectiveness as you go on in the game 19:17:44 Well, I'm not removing weapon choice. There's a lot of weapon in the game, and you'll still have several different subtypes available with different brands that you'll have to choose from 19:17:51 mikee_: most games are 3-runers, you don't get to 26 skill unless on a pure meleer with a good apt 19:17:53 I don't know if said schools have lower base experience for leving or 19:17:55 or what 19:18:15 but instead of being the 2/3 best weapon type of a category, it would be the 2/3 best ones for your char 19:18:16 kilobyte, well, that's just one extreme 19:18:30 a battleaxe would be fine to hybridize with for many characters, too 19:18:37 or a glaive or whatever 19:18:45 and maybe you'd consider changing type more often, because it's easier to train a skill than to gain stat points 19:19:11 can we make crosstraining skills have a default? so if you need to swap you can start using it immediately 19:19:22 i already diversify weapon choice based on the first weapon i find that has a future 19:19:36 like: you have maces 10, decide you want to go to axes. you use axes as if you had axes 5, until it's better 19:19:37 you lose the shield, which mostly doubles damage intake (at least until smite/torment/hellfire becomes the bulk of real threat) 19:19:52 it's annoying to decide you want to swap, enable the skill, and have to wait a few dlvls before you can actually do something with your new weapon 19:20:31 well i don't want to argue the merits of 2h vs. 1h and shield; i have already spent too much time doing this on tavern 19:20:40 both are viable choices for hybrids and for different reasons 19:21:35 I increased the damage of most 2-handers recently, doesn't seem to have a big enough effect 19:21:35 but my original point is that despite its viability, very few people even use one handers that require medium skill investment on characters with spells 19:21:48 they seem to have some aversion to melee that makes no sense 19:21:49 i'd just like to make shield penalties more meaningful (ie not drop off to zero) to encourage 2h usage 19:22:05 How many weapons have 20 delay anyway? 19:22:12 unrelated to stats but probably worth doing anyway 19:22:12 exec axe and scythe 19:22:19 MarvinPA: do it! 19:22:20 mikee_: nerfing spells a bit might help there :P 19:22:22 scythe, hah 19:22:52 so, what are the stats of the last tournament regarding 2h vs 1h? 19:22:57 galehar: i'll add it to my list of things to take a look into, heh 19:23:11 galehar: or perhaps drop on a formula that's not two-part linear 19:23:11 * galehar used a 2 handed weapon for the whole tournament 19:23:15 a longbow 19:23:15 but yeah, that in particular is something i've wanted to do for a while but never really looked at the code for 19:23:27 I used a demon trident too :) 19:23:38 MarvinPA, galehar: what about looking at the stats first? I can prepare at least CDO ones for tomorrow. 19:23:46 mikee_: bardiche? 19:24:09 sure, worth a look 19:24:10 i forgot bardiche. is that still 20? 19:24:14 MarvinPA: also, let's not hurry but do it together with fixing mindelay 19:24:20 Yes bardiche is 20 19:24:31 i guess with reaching that's ok 19:24:45 kilobyte: sure, if you can pull some relevant stats, go ahead! I won't revamp melee fighting tonight anyway. 19:24:47 yeah, not something i was going to jump right into, will write it up on the wiki maybe 19:24:49 := 19:24:53 it makes no sense to reward learning a fixed skill level, both for shields and weapons, and have people stop training after that 19:25:51 the shield stuff is totally a tangent from making str/dex more important (which i do agree we should do) but i feel like there's something that can be improved more easily and with more agreement in this case, at least :P 19:25:52 there's a sharp drop-off of usefulness of the skill at that point 19:26:00 yeah, exactly 19:26:39 kilobyte: actually I'd like to change the weapon speed formula so there's no more stopping point. Linear incrase from 0 to 27. 19:26:51 Which would lead to a lot of rebalancing 19:27:13 how about using stats to compensate? 19:27:20 your proposed armour-like requirement of base_dam str would be terrible for several reasons I mentioned above -- it's copying a broken system, but making weighting matter more is nearly obviously good 19:28:08 and that's mostly a matter of fiddling with a single number 19:28:19 (and long balance testing, of course) 19:28:49 so you think we should keep the melee formula and tweak the numbers? 19:28:52 what about speed? 19:29:10 weapon delay 19:29:22 galehar: for weapon speed, we could make a less drastic change perhaps -- some curve instead of going linearly to mindelay and then staying put 19:30:20 well I think speed should be a linear increase from 0 to 27. And then work from that. 19:31:00 but right now, speed isn't even linear. Delay is linear. 19:31:22 Dungeon Run: New game type. (https://crawl.develz.org/mantis/view.php?id=5476) by naughty 19:31:31 which means raising UC from 26 to 27 has a much bigger impact on attack speed than raising it from 0 to 1 19:31:38 is that right? 19:33:13 I know, it's radical change. But I think it's worth it. 19:33:44 mmm, he changed the vaults depths but not vaults with CHANCE, which leaves things inaccurate 19:34:06 Define priorities: damage always increases linearly with skills (so speed does too). Stat are important. 19:36:11 also variable sizes doesn't really work with most portal vault concepts counting as additional floors anyway 19:36:34 HangedMan: I wasn't expecting dungeon run to be accurate right from the start. 19:36:45 Actually, I don't expect it to be accurate ever. 19:37:03 s|inaccurate|silly| 19:37:08 But I find it interesting :) 19:37:14 certainly 19:37:50 it's just that with things like pan, abyss, portal vaults, shafts... 19:39:09 that dungeon run thing sounds like a fun experiment, but it'd be a hell to deploy on the servers 19:39:42 what about some way to add subgames without having to mess with DGL that much? 19:40:34 hehe, that would be great, but I have no clue about it 19:41:00 an alternative would be to #ifdef it for local games 19:41:47 like, a "game type" field, and a menu on start 19:42:40 ie, instead of having separate entries for sprint/zotdef, there'd be a submenu that one day can scroll :p 19:44:05 also, sprint logs to ${LOGFILE}-sprint.1, zotdef to ${LOGFILE}-zotdef.1 19:44:18 03galehar * rd814b880003f 10/crawl-ref/source/mon-stuff.cc: Jellies don't eat item mimics. 19:44:44 this could be changed to a field instead; possibly with a separate file if we want to be sure variants stay separate from the main game 19:46:11 kilobyte: your main screen would look a lot like the one of local game. Perhaps just use it? 19:46:42 galehar: was that a patch to allow jellies to eat item mimics 19:46:54 or was it the opposite 19:47:03 to prevent them to 19:47:06 :((( 19:47:24 mimic shenanigans, some of the best shenanigans 19:47:25 can't easily copy code to DGL, but DGL could request a "variant game", leaving the details to the Crawl process 19:47:33 don't see why jellies can tell the difference if players can't :P SLURP 19:47:55 like placing 20 item mimics on one square so that when a player approaches the pile there is just a mimic explosion and the player is surrounded 19:48:06 or skeleton/corpse mimics 19:48:59 how about mimics that are actually shapeshifters 19:49:01 (this sort of experimentation is probably why hangedman[7] exists) 19:49:20 -!- MarvinPA_ has joined ##crawl-dev 19:49:25 I bet you wish you know who said that 19:49:30 fr: shapeshifters start with mimic equipment 19:49:31 quite 19:49:34 kilobyte: yeah. And if the game type choice is to be made within crawl, we can just use the existing menu. Crawl can tell DGL what's the current game type. 19:49:38 -!- MarvinPA has quit [Ping timeout: 240 seconds] 19:49:38 -!- MarvinPA_ is now known as MarvinPA 19:50:40 -!- alefury has quit [Remote host closed the connection] 19:52:00 why don't altar mimics exist yet? 19:52:39 HangedMan: good point, the temple and overflow vaults can explicitely forbid them 19:52:56 kilobyte: does that sound feasible to you? Moving the game type choice from DGL to crawl? 19:53:16 -!- ainsophyao has joined ##crawl-dev 19:53:34 actually, no. Few people ever look at altars other than D:1 random ones, temple and overflows. 19:53:41 No mimic in the temple, but altar mimics are no fun if they don't target overflow. 19:53:58 But mimics are too tough for overflow altar depth 19:54:01 galehar: for me, obviously. It's almost entirely in Napkin-land, though. 19:54:14 he's asleep, though 19:54:35 clearly I just want them for the sort of shenanigans I regularly slightly break crawl with 19:54:40 if we make mimics stats scale with depth, altar mimics could be fun 19:55:31 (but I have no idea how) 19:55:39 from a balance pov, not coding 19:55:57 Mimic Mimics. 19:56:13 you see here the mimic corpse of mimic 19:56:15 !tell Napkin there's talk about adding many more subgames, yet they'd be a bitch for DGL. What about instead of ${LOGFILE}-sprint.1 and ${LOGFILE}-zotdef.1, having a single logfile with a "variant" field, and starting Crawl with an option that it's a variant game, with a menu inside the game's process? 19:56:16 kilobyte: OK, I'll let Napkin know. 19:56:40 -!- xnavy has quit [Ping timeout: 265 seconds] 19:56:45 Jiyva and Lugonu are the only altars that would be relevant 19:57:07 kilobyte: well, then this dungeon run could be the occasion to move the game type logic from GDL to crawl. It might be some work for Napkin, but in the long run, he'll win. 19:57:20 or that's what we have to tell him anyway :) 19:57:24 :) 19:58:17 but trunk webtiles is priority 19:58:26 I need to bug him about that 19:59:24 trunk webtiles, so it can be exposed how tiles are made well after things are put in trunk 19:59:41 (see passages of golubria, umbra) 20:00:02 lol even gas traps were showing up wrong for a little while 20:00:30 are still 20:00:52 i didn't realize that, i should play tiles more 20:01:29 I use local tiles builds of trunk because most of my offline play is vaults testing, and square tiles help me visualize space better 20:01:35 HangedMan: go make suppression aura tiles work 20:01:53 wensley what do vaults have to do with auras 20:02:00 HangedMan: you are the reason that devs save tiles for last 20:02:07 because 20:02:12 think about it. 20:02:16 -!- syllogism has quit [] 20:02:25 pretty good timing for me to have to leave 20:02:33 ruminate on it while you're gone 20:02:38 -!- HangedMan has quit [] 20:02:59 yeah, tiles is always way behind because people keeps whining about it instead of drawing them (or committing all the great ones which are rotting on mantis) 20:03:59 * galehar sleeps 20:10:10 -!- xnavy has joined ##crawl-dev 20:12:05 -!- dtsund has quit [Quit: dtsund] 20:12:20 03kilobyte * r7d9874032fae 10/crawl-ref/source/mon-data.h: Since paladins don't cast spells, remove their spellcaster flag. 20:12:23 03kilobyte * r98c5c8b8fa0f 10/crawl-ref/source/dat/database/monspell.txt: Remove Mennas' custom cast messages. 20:12:27 03kilobyte * r35569644d439 10/crawl-ref/source/monster.cc: Forbid monsters with arcane spells from picking up armour with EVP > 1. 20:12:37 03kilobyte * r65dd86fc7b8b 10/crawl-ref/source/ (dat/descript/monsters.txt mon-gear.cc): Give Margery dragon armour, in an attempt to justify spellcasting and her striperrific tile. 20:12:37 03kilobyte * rfe1d058183c2 10/crawl-ref/source/mon-gear.cc: Use lighter armour for Erica, Harold, Josephine, Jozef, Psyche. 20:23:35 god, the number of negations in this if conditional is mind bending 20:23:41 would anyone like to help me refactor this 20:29:11 -!- dtsund has joined ##crawl-dev 20:32:34 or rather, would anyone like to help me confirm that this is now doing what I want it to be doing after refactoring 20:39:17 Sure 20:39:45 let's see how bad it is, eh? 20:50:35 -!- capablanca has joined ##crawl-dev 20:53:24 -!- mikee_ has quit [Ping timeout: 260 seconds] 20:53:24 -!- capablanca is now known as mikee_ 20:53:53 ugh, copying text out of vim is a huge pain 20:54:27 Wensley: +"y? 20:54:54 is that the one to put the copied text in the clipboard? 20:55:31 I have found several that purport to do that, but none of them work 20:55:37 oh 20:55:39 dur 20:55:47 I'm running vim on a remote server 20:58:20 !source travel_kill_monster 20:58:49 Lines pasted to http://paste.scsys.co.uk/188374 20:58:50 http://pastebin.com/29U7XnrW 21:00:29 ZChris13: ^^ 21:00:38 the pastebin one is my modified version 21:01:25 basically if you are ever in an aura of suppression then you shouldn't go berserk from *rage weapons, but if you have *rage from some other source then *stasis would not prevent it 21:01:40 just need to make sure the results are equivalent otherwise 21:04:25 the two checks for you.suppressed() are gross but I couldn't think of a better way to keep the code self-explanatory without any duplication 21:04:40 -!- heteroy has quit [Quit: ChatZilla 0.9.88.1 [Firefox 3.6.27/20120216013254]] 21:11:28 is the ARTP_PREVENT_SPELLCASTING flag for antimagic items? 21:11:53 at a guess, I'd say that is -Cast 21:11:54 evilmike: You have 1 message. Use !messages to read it. 21:12:00 antimagic does not prevent spellcasting 21:12:37 does -cast actually prevent all spellcasting? thought it was just a negative enhancer 21:13:03 I think it's no casting whatsoever 21:13:07 maxwell's has it, I think 21:13:24 ah, okay 21:19:49 what happens if you crusade a monster with the keep away ai 21:20:10 what happens if you put two of them in the arena 21:27:21 it it's friendly it will continue to keep away from you, and is pretty useless as an ally 21:27:37 my guess is if you did it in arena they'd dance around without fighting each other 21:29:30 -!- Wensley_ has joined ##crawl-dev 21:30:12 Wensley_: by the way, my message was misleading. I did not add the suppression area tile, only the monster tile 21:31:05 does changing `!wearing_amulet(AMU_RESIST_MUTATION)` to `!(!you.suppressed() && wearing_amulet(AMU_RESIST_MUTATION))` make logical sense 21:31:19 for some reason it makes me nervous 21:33:26 Wensley_: just look at the inside part of it: !you.suppressed() && ... is what you want 21:33:34 the ! stays the same because the outside is the same logic as before 21:33:52 man I am just bad at truth tables 21:33:55 venn diagrams 21:33:55 might also help to flip it 21:34:21 (wearing amulet && !suppressed) 21:34:36 are you saying that I am correct? 21:35:15 yes 21:35:19 excellent. 21:35:30 venn and bool conspire against me 21:35:36 -!- capablanca has joined ##crawl-dev 21:38:02 -!- mikee_ has quit [Ping timeout: 252 seconds] 21:38:03 -!- capablanca is now known as mikee_ 21:40:09 question: would it be good to suppress the "you feel [whatever]" messages you get for equipping items with suppressed properties while in the suppression aura 21:41:04 or perhaps insert "briefly" between "you" and "feel" if you are in a suppression aura 21:41:08 -!- nfogravity has left ##crawl-dev 21:42:31 "briefly" could make sense 21:43:06 have you decided how this will interact with Arachne? (she uses a staff of poison) 21:43:32 hm, what to do in the case where you are wearing a suppressed item and take it off within the aura? just drop the "you feel stupid or whatever" message entirely? 21:43:39 arachne is totally gonna be affected 21:43:44 it's really not a big deal anyway 21:43:58 if it's 100% necessary that she have rP+ then just give her rP+ 21:44:04 Arachne (11H) | Speed: 15 | HD: 17 | Health: 200 | AC/EV: 3/10 | Damage: 30 | Flags: spellcaster, sense invisible, web sense | Res: 06magic(68) | Chunks: 07contaminated | XP: 5427 | Sp: ensnare, poison arrow (3d24), blink, b.venom (3d21). 21:44:04 %??arachne 21:44:06 yeah 21:44:21 will it affect the melee ability too? 21:44:37 if monsters have slaying, then it should 21:44:46 but I didn't think they did 21:44:54 what sort of item that monsters wear affects melee ability? 21:44:57 it's not slaying, it's just enchancer staff damage 21:45:02 oh I see 21:45:24 well I thought we decided that item enchantments represent making the weapon "better" in a non-magical sense so they would not be suppressed 21:45:50 ??staff of olgreb 21:45:51 staff of olgreb[1/1]: Evokes for 4mp and 50 hunger, toxic radiance, *and* an evoc+1 in 10 chance of venom bolt. Succeeds evoc+1 in 6 times. Confers poison resistance and enhances poison magic, like a staff of poison. A quarterstaff (and Trog will gift it!); both to-hit and to-dam are your poison magic skill/3. Poisons in melee just like a weapon of venom. 21:46:24 how do monsters calc their poison magic skill for using that 21:46:34 because I'd be inclined to suppress it 21:54:00 hm, I hope it will not be possible to put on a -str item within the aura and then go outside the aura and take it off and repeat this process to gain infinite str 21:57:26 evilmike: because this is going to be an ongoing process would you prefer if I keep splitting this up into patches or would it be better to make a branch on gitorious 21:57:36 where I just commit continually 21:57:49 Wensley_: branching is so easy on git why not just do it 21:57:55 I want to! 21:58:02 but these people seem to prefer patches on the mantis :( 21:58:13 gay 21:58:36 -!- ogsus was kicked from ##crawl-dev by due [Please don't use gay to mean "bad".] 21:59:24 <|amethyst> If you do put patches on mantis, use git format-patch 21:59:50 <|amethyst> then if the committer uses git am, your commit messages etc will be preserved 22:00:14 that's generally what I do, but kilobyte et al seem to prefer single-commit patches 22:00:28 single-commit patches are good stuff 22:00:30 I tried to clone Crawl's GIT to my computer but it says that the directory I'm trying to copy it to already exists 6_9 22:00:44 FaMott: maybe you already cloned it 22:00:45 whereas if I just branched and did pull requests I could commit all the time 22:00:49 I don't think I did. 22:00:57 does gitorious have pull requests? 22:01:03 almost certainly 22:01:06 <|amethyst> evilmike: it calls them "merge requests" 22:01:11 oh ok 22:01:18 I've never worked with git is all 22:01:20 I don't really know how to do that stuff with gitorious, but I can learn. I doubt it's that hard 22:01:26 that's how SamB got commit access, he made about 100 merge requests and nobody knew how to handle them :P 22:01:29 Git GUI 22:01:31 so just work on this in whatever way is convenient for you 22:01:47 <|amethyst> evilmike: a merge requests ends up just being a commit to a special branch 22:01:47 I will make a branch so that people can check it out if they are interested in testing 22:01:53 because it will need quite a bit of testing 22:02:03 <|amethyst> (that anyone can make, even non-committers) 22:03:58 I want to be able to read through the source code before I come out with any ideas to change the code itself if anything, 22:04:42 but like I said I'm really dumb with GIT and it's not cooperating with me at all 22:05:33 Wensley_ you made Terrence into a pulsating lump? 22:05:51 FaMott: yes but it didn't take :( 22:05:55 :( 22:06:07 I'm being dumb and don't know how to use GIT 22:06:25 FaMott: you just need to know three commands 22:06:38 git pull 22:06:39 git push 22:06:45 git commit -a -m "sdfsdfsdf" 22:06:52 beyond those three, you can just ask for help 22:07:31 Pull is "get a thing" push is "apply a change to a thing" and "commit" is? 22:07:50 <|amethyst> commit is "save my changes to my local repository" 22:07:54 ah 22:08:02 FaMott: push is "put my local repo somewhere else" 22:08:12 pull is "update my local repo from somewhere else that has changes" 22:08:14 <|amethyst> push is "copy (committed) changes from my repository to the upstream" 22:08:19 So to use Gitorious I apparently need a local key 22:08:23 err 22:08:25 public key for it 22:08:38 <|amethyst> yes, ssh-keygen if you don't have one already 22:08:50 FaMott: are you following the gitorious tutorial? 22:08:55 <|amethyst> then it will be in ~/.ssh/id_dsa.pub or id_rsa.pub 22:09:04 It has a tutorial? :B 22:12:14 Wensley_: so, suppression just affects items, right? 22:12:42 evilmike: as of right now, yes. I was going to make a post to the mailing list discussing what else it could do if we wanted it to 22:13:00 I think limiting it to one thing (even if its a big thing) is good 22:13:05 that way you can describe it in like 6 works 22:13:07 words* 22:14:05 also if it doesn't affect spellcasting, it could be given to an enemy spellcaster (eg, put it in one of the lich spellbooks) 22:14:09 as a silence-like spell 22:15:52 Wensley_: eh? I really hate squashed single-commit patches. 22:16:07 they make changes hard to read 22:16:15 this is what I was told ages ago! :) 22:16:31 in any case, I'm going to make a gitorious branch 22:16:42 because I find branches to be generally more useful than patches 22:17:44 of course, "make this compile" commits are worse than a monolithic patch 22:17:49 is you.duration[DUR_GOURMAND] the time until gourmand kicks in after wearing it? 22:17:57 Wensley_: yes 22:17:57 due: You have 2 messages. Use !messages to read them. 22:17:59 ... 22:18:00 !messages 22:18:01 (1/2) kilobyte said (8w 1d 13h 12m 9s ago): your vault slime_altar_2 has an altar defined but not placed. It also tends to produce, say, a single ooze, and still places an exclusion. 22:18:02 -!- edlothiol has quit [Ping timeout: 246 seconds] 22:18:04 !messages 22:18:04 (1/1) ogsus said (15m 56s ago): i wasn't serious, but i realize that some people could have taken offense anyways - could i be muted instead of banned so i can at least see what people are saying? 22:18:09 gourmand kicks in immediately 22:18:26 Wensley_: it's the duration until it full kicks in -- you only get partial effect from immediate wearing 22:18:33 okay, thanks 22:18:40 that's not something that needs to be suppressed 22:18:40 yeah 22:18:54 gourmand? why not? 22:18:58 well gourmand is 22:18:59 Er, yes, it is. 22:19:00 but not the timer 22:19:03 Yes. 22:19:17 Why shouldn't it be suppressed? 22:20:17 eh, I suppose it could be 22:20:39 ??gourmand 22:20:39 gourmand[1/2]: The name of an amulet highly sought by mages for its ability to cure hunger issues by allowing the user to eat chunks whenever they want, instead of only when hungry. As a ghoul, allows all chunks to give you hp and cure rotting. 22:20:44 ??amulet of gourmand 22:20:44 I don't have a page labeled amulet_of_gourmand in my learndb. 22:20:47 Feh. 22:20:52 I thought it was slightly randomised, yeah? 22:20:55 it is 22:20:56 Or is it a flat delay? Brain broken. 22:21:00 ??gourmand[2] 22:21:01 gourmand[2/2]: The amount of nutrition you get from meat depends on how long youve been wearing the amulet and slowly increases from 0 to full, resetting if you take off the amulet for even one turn. You will receive "satisfaction" type messages indicating how much nutrition you got.The full protection from contaminated meat also takes time to activate. 22:21:04 there's a coinflip 22:21:18 every tick 22:22:00 Yeah. 22:22:19 So you could easily write a script to check to see whether gourmand is fully active based on DUR_GOURMAND? 22:22:21 // Animal skins don't get egos, so make them less likely. This line makes no sense, don't Animal skins get egos nowadays? 22:22:39 Or is that only special-cased for places like Volcano? 22:22:39 due: yes, it would be fully active once it's greater than GOURMAND_MAX 22:23:01 It's special-cased. 22:23:05 And of debatable parlance. 22:23:13 Blame Keskitalo, it started with ice caves. 22:23:40 Ah 22:23:52 Honestly, I see animal skins as kind of pointless. 22:24:04 That's nice. 22:24:39 * FaMott shrug* Just sayin, they seem to exist more for flavor reasons than serving any purpose, they're just a heavier, unbranded version of a robe 22:29:25 ??staff of summoning 22:29:25 staff of summoning[1/1]: Enhances Summoning spells. Also provides a level of warding and can abjure on-hit with evocation skill in 0.8. Same evocations check as other staves (death, fire, cold etc). Abjures with spellpower based on evoc+summoning skill. 22:29:51 it looks here like wielding the staff of summoning actually gives you a negative level of warding 22:30:11 Wait what? 22:30:16 if (defender->is_player() && player_equip(EQ_AMULET, AMU_WARDING, true) && !player_equip(EQ_STAFF, STAFF_SUMMONING, true)) 22:30:16 How does that work? 22:30:44 Er, no? 22:30:52 I think it just cancels out warding if you're wileding summoning. 22:31:13 Yeah, that's what it looks like 22:31:19 oh wait that's just the wear-id check 22:31:30 it just wants to make sure that your source of warding is not the staff 22:33:01 Doesn't warding give a free level of rN+ or is that just a property of the amulet? 22:33:29 not sure how it is defined 22:34:36 -!- valrus_ has joined ##crawl-dev 22:38:25 for (int i = SK_SHORT_BLADES; i <= SK_CROSSBOWS; i++) are these arbitrary skills being chosen for weighting? 22:39:59 that loop looks like it's made so that it looks at all of your skills , but it'll run an extra SK_CRossbows - SK_shortblades amount of times, and if you have a crossbow skill greater than a short sword skill it wont run that loop at all 22:42:11 Or is that looking through the address of your skills rather than the skill values? (Are they listed in order and defined in an array of yourskills[i]?) 22:42:14 look at enum skill_type in enum.h 22:42:18 <|amethyst> SK_SHORT_BLADES is the first, and SK_CROSSBOWS the last, weapon skill 22:42:18 which is what it looks like 22:42:28 Ah I see 22:42:43 <|amethyst> (ignoring throwing) 22:42:49 <|amethyst> and, yes 22:43:04 <|amethyst> you.skills[SK_SHORT_BLADES] is your short blades skill 22:44:20 I'm surprised it doesn't ignore UC 22:44:37 <|amethyst> it does 22:44:55 if (you.skills[SK_UNARMED_COMBAT] > best_sk) 22:44:55 best_sk = you.skills[SK_UNARMED_COMBAT]; 22:44:58 wait 22:45:03 that's outside the acquirement loop 22:45:05 I see 22:45:13 Sorry I'll probably have a lot of those 'moments' 22:51:38 -!- ZChris13 has quit [Ping timeout: 240 seconds] 22:55:03 -!- MarvinPA_ has joined ##crawl-dev 22:57:41 -!- MarvinPA has quit [Ping timeout: 248 seconds] 22:57:42 -!- MarvinPA_ is now known as MarvinPA 23:00:07 warning: ‘or’ of unmatched not-equal tests is always 1 [enabled by default] 23:00:15 ^ help diagnosing this c++ error? 23:00:43 ally names garbled during combat (https://crawl.develz.org/mantis/view.php?id=5477) by cellophane 23:00:50 <|amethyst> what's the line? 23:03:35 |amethyst: http://pastebin.com/RRW3yD7x on line 18 23:04:29 |amethyst: that function is adapted from this: http://paste.scsys.co.uk/188374 23:05:00 <|amethyst> Wensley: so you intended to negate the sense of the test? 23:05:36 |amethyst: the sense? 23:06:16 really that was the hairiest refactoring I've done so far, I asked for help and nobody stepped up to say I did anything wrong there 23:06:21 <|amethyst> I mean, you want this to be false when the old one was true and vice versa? 23:06:39 |amethyst: I just want it to be comprehensible. aside from the suppression stuff, it should all be the same 23:07:10 I couldn't wrap my head around the logic that was happening there so I made it a little simpler but it's possible I misinterpreted something 23:07:38 <|amethyst> what the error says is that you.is_undead != US_UNDEAD || you.is_undead != US_HUNGRY_DEAD is always true 23:07:52 well I don't know what those do 23:08:11 <|amethyst> "if you aren't a mummy or you aren't a ghoul" 23:08:24 <|amethyst> which is always true... if you're a mummy you're not a ghoul, and vice versa 23:08:33 well those are sillily named enums 23:09:13 <|amethyst> those are two of the undead types: hungry dead (ghouls), plain undead (mummies), and semi-undead (vampires) 23:09:16 okay so I just need to change the != to == and we're set 23:09:23 lichform also makes you US_UNDEAD 23:09:33 <|amethyst> oh, right 23:09:35 but yeah, mainly it's ghoul/mummy/vampire 23:13:40 <|amethyst> yeah, I think changing those !=s to ==s should be good 23:15:43 <|amethyst> btw, you can eliminate the inner if/else with return ((!you.suppressed() .... != US_HUNGRY_DEAD); 23:17:36 https://gitorious.org/~wensleydale/crawl/wensleydale-crawl if anyone would like to check out the branch so far and tell me what is broken 23:17:41 (a lot is probably broken) 23:17:54 but a lot of things should be working as well 23:18:08 <|amethyst> branch "supp"? 23:18:12 yep 23:18:47 just need to use wizmode to spawn a moth of suppression and then try out wearing various items both in and outside the aura 23:18:51 walking over the threshold 23:18:53 that sort of thing 23:19:24 -!- MarvinPA_ has joined ##crawl-dev 23:20:28 tomorrow I will probably create a wiki page so we can track the testing progress 23:20:42 because there are a lot of fiddly things and edge cases to test 23:21:06 not to mention that there are probably a million randart effects that need special-casing 23:21:28 but the current branch should suppress the majority of the common effects on artifacts and randarts and jewelry 23:21:47 and if anyone feels like helping out I'm happy to take merge requests :) 23:21:49 good night! 23:21:56 -!- Wensley_ has quit [Quit: Leaving] 23:22:01 -!- Wensley has quit [Quit: ChatZilla 0.9.88-rdmsoft [XULRunner 1.9.0.17/2009122204]] 23:22:34 -!- MarvinPA has quit [Ping timeout: 276 seconds] 23:22:34 -!- MarvinPA_ is now known as MarvinPA 23:26:11 <|amethyst> !tell Wensley I would consider either making wearing_amulet, scan_artefacts, player_equip, and so on take another argument to indicate whether you care about suppression; or adding new versions of those functions 23:26:11 |amethyst: OK, I'll let Wensley know. 23:29:10 <|amethyst> !tell Wensley rather than having to wrap all the calls in if (!you.suppressed()) 23:29:11 |amethyst: OK, I'll let Wensley know. 23:32:40 <|amethyst> !tell Wensley also, what about (a)bilities like +Blink? those are in abl-show.cc 23:32:41 |amethyst: OK, I'll let Wensley know. 23:35:00 <|amethyst> !tell Wensley and unrand effects like zonguldrok's zombification 23:35:01 |amethyst: OK, I'll let Wensley know. 23:37:30 -!- valrus_ has quit [Remote host closed the connection] 23:49:05 -!- ZChris13 has joined ##crawl-dev