00:00:58 Unstable branch on crawl.develz.org updated to: 0.11-a0-1142-ge65fe5e (32) 00:08:09 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-1142-ge65fe5e 00:28:41 -!- Textmode has joined ##crawl-dev 00:44:25 -!- G-Flex has quit [Read error: Connection reset by peer] 00:46:04 -!- G-Flex has joined ##crawl-dev 00:54:16 -!- Daze has joined ##crawl-dev 01:23:21 -!- vadatajs has quit [Ping timeout: 265 seconds] 01:30:41 -!- Xiberia has joined ##crawl-dev 02:00:23 -!- evilmike has quit [Read error: Connection reset by peer] 02:03:37 -!- Daze has quit [Quit: Page closed] 02:07:48 -!- shirish has quit [Ping timeout: 252 seconds] 02:19:22 -!- shirish has joined ##crawl-dev 03:08:57 -!- nrook has quit [Remote host closed the connection] 03:18:23 -!- monqy has quit [Quit: hello] 03:19:05 -!- syllogism has joined ##crawl-dev 03:26:07 -!- dtsund has quit [Ping timeout: 244 seconds] 04:06:14 -!- alefury has joined ##crawl-dev 04:08:53 -!- alefury has quit [Client Quit] 04:09:20 -!- alefury has joined ##crawl-dev 04:20:49 Silaor (L11 DsFi) ASSERT(num_visits == levels_seen) in 'place-info.cc' at line 46 failed. (Lab) 04:21:43 Silaor (L11 DsFi) ASSERT(num_visits == levels_seen) in 'place-info.cc' at line 46 failed. (Lab) 04:21:59 eh, I did remove that assert 04:22:08 !lm Silaor type=crash -log 04:22:10 2. Silaor, XL11 DsFi, T:13753 (milestone): http://crawl.develz.org/morgues/0.10/Silaor/crash-Silaor-20120415-092138.txt 04:22:33 yay webtiles not being updated since the Bronze Age 04:27:15 -!- ToBeFree has joined ##crawl-dev 04:44:18 Crash when leaving abyss back to labyrinth (https://crawl.develz.org/mantis/view.php?id=5563) by Silaor 04:52:15 -!- Pacra has left ##crawl-dev 05:16:21 -!- blabber has joined ##crawl-dev 05:34:30 kilobyte, now i got three stackframes in the chardump on FreeBSD using libexecinfo. looks better, do you agree? http://p.nnev.de/2480 05:36:22 the trick is libexecinfo requires not only "-lexecinfo" but "-lexecinfo -Wl,--export-dynamic" 05:49:35 blabber: ooh, nice. The stack trace seems quite short though, might be due to optimization. 05:49:45 what about checking some more convoluted case? 05:50:31 since you're on 0.10.2, perhaps the latest bug that was fixed: start a game, view the map (X), resize the terminal vertically, view the map again 06:27:44 -!- greatorbofeyes has joined ##crawl-dev 06:28:10 -!- greatorbofeyes is now known as HangedMan 06:32:58 (intelligent, and the orb of eyes has a *mouth* for crying out loud - totally not slimy) 06:33:15 http://crawl.develz.org/info/tile.php?q=eye%20of%20draining 06:33:43 also I thought orbs of eyes "bite" with ridiculously strong eyelids 06:36:24 I have a question. in tasonir's latest splat, casting statue form over deep water seems to plunge him into the deep water with no warning 06:36:26 Napkin, edlothiol: is there any reason 0.10 webtiles can't be upgraded? Correct me if I'm wrong, but it seems to be a matter of a simple recompiling and copying the file. There's another well-advanced game stuck to a long fixed bug. 06:36:29 flight wasn't about to fall when he casted it 06:36:37 if it's an action guaranteed to kill him, why was he allowed to do it? 06:36:54 tengu? 06:37:01 no, naga of chei like he always is :) 06:37:05 !lg * splat -5 -tv 06:37:05 12366. Tasonir, XL27 NaFi, T:82868 requested for FooTV. 06:37:14 !log tasonir -3 06:37:14 190. Tasonir, XL27 NaFi, T:82868: http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120415-065027.txt 06:37:19 *copying the files - and the show stopper is motivation ;) 06:37:33 melded +Lev armour 06:37:37 is what did it 06:37:47 I thought we used to have code to warn in such situations? 06:38:36 -!- elliptic has quit [Quit: Leaving] 06:39:17 no, he is actually casting flight 06:39:26 if melding lev armour makes your casted flight end, I'd think that is a bug too 06:39:42 -!- elliptic has joined ##crawl-dev 06:39:48 no, he is actually casting flight 06:39:49 if melding lev armour makes your casted flight end, I'd think that is a bug too 06:40:11 was that armour barding? 06:40:27 e - Flight Air/Chrm #######... 1% 3 None 06:40:28 ie, perma-lev vs timed lev 06:40:56 kilobyte: no, randart PDA with +Lev 06:41:01 +lev was on his pearl dragon armour, but he didn't seem to be using it 06:41:05 vulnerability's delay making levitation last 11 aut combined with slow/statue form sounds bad, too 06:41:27 especially on a slowed naga of Chei 06:45:26 so, is the error that he wasn't warned about melding lev, the error that melding lev cancelled his casted flight spell, or both? 06:46:52 !lg * splat -5 -tv 06:46:53 12366. Tasonir, XL27 NaFi, T:82868 requested for FooTV. 06:48:56 it looks like the call to _transformation_is_safe which then goes to feat_dangerous_for_form thinks it's safe, since you're levitating 06:49:01 and then it does the transformation... still reading 06:50:02 he should be warned about melding lev if it would kill him and also melding lev shouldn't cancel flight spell, yes 06:51:57 looking into it atm 07:01:19 -!- shirish has quit [Ping timeout: 246 seconds] 07:02:10 ok, it looks like casting fly calls cast_fly in spl-selfench, and all cast_fly does is increase the durations of DUR_LEVITATION and DUR_CONTROLLED_FLIGHT 07:02:24 there is no distinction made between levitation caused by the spell and levitation caused by evoking the equipment 07:02:40 hmm 07:03:12 this property: ATTR_LEV_UNCANCELLABLE 07:03:18 maybe casting flight needs to give you that somehow 07:03:28 it's an attribute, though, not something with a duration 07:04:50 and when you take off an item, it calls this 07:04:51 if (proprt[ARTP_LEVITATE] != 0 07:04:52 && you.duration[DUR_LEVITATION] 07:04:52 && !you.attribute[ATTR_LEV_UNCANCELLABLE] 07:04:52 && !you.permanent_levitation() 07:04:52 && !player_evokable_levitation()) 07:04:52 { 07:04:52 you.duration[DUR_LEVITATION] = 0; 07:04:53 land_player(); 07:04:53 } 07:05:14 so if you take off an item, said item gives you lev, you were levving, it wasn't uncancellable, you're not a permanent levitator and you have no other levving eq, it makes you land 07:05:21 (and land will make you land if you don't have permanent lev/flight) 07:05:25 could just use a git link to specific lines instead of posting the whole code 07:05:32 sure, how do I do that? 07:05:36 the flight spell marks it uncancellable 07:05:54 does it? 07:05:55 because 07:05:56 it doesn't 07:06:03 http://www.gitorious.org/crawl/crawl/blobs/stone_soup-0.10/crawl-ref/source/spl-selfench.cc line 209 07:06:13 er, what? I coded that flag specifically for the spell. 07:06:23 take a look 07:06:23 (and potion and miscasts) 07:06:32 all it does is increase the durations of DUR_LEVITATIOn and DUR_CONTROLLED_FLIGHT 07:06:43 well, it also calls float_player 07:06:45 let's look in there 07:07:38 void float_player doesn't mark it uncancellable, either 07:09:11 ok, so maybe the solution to problem A is that casting flight doesn't set ATTR_LEV_UNCANCELLABLE 07:09:28 quick fix, don't you think? one liner. 07:10:15 looks like it has been lost during the Levitate/Fly merge 07:10:16 the other one will have to look into all the ways melding could cause the terrain under you to be hazardous when calling _transformatoin_is_safe -> feat_dangerous_for_form, since currently it makes no attempt 07:10:22 ah, lousy :) 07:10:35 let me think of a fox for that 07:10:41 (what I just wrote, I mean) 07:12:01 -!- Ragdoll has joined ##crawl-dev 07:15:27 03kilobyte * r6159aaa6f272 10/crawl-ref/source/spl-selfench.cc: Disallow cancelling the Fly spell, like it was the case with Levitation. 07:15:46 \o/ 07:19:27 -!- shirish has joined ##crawl-dev 07:22:17 ah, the other place where taking off something might unlevitate you is http://www.gitorious.org/crawl/crawl/blobs/stone_soup-0.10/crawl-ref/source/player-equip.cc line 1272 07:22:41 oh, nvm 07:22:44 that's just where you learn about lev 07:23:05 http://www.gitorious.org/crawl/crawl/blobs/stone_soup-0.10/crawl-ref/source/player-equip.cc line 1496 07:25:54 I'm writing a method, levitating_in_new_form() 07:33:49 where is item_def defined? 07:39:51 kilobyte, how does this look: http://pastebin.com/6N7JfWUG 07:41:35 oh, maybe I should be checking for SPARM_LEVITATION too... looking 07:43:06 oh, there's useful code in safe_to_remove from item_use.cc 07:43:08 I might reuse that 07:48:19 ok, what about this: http://pastebin.com/KdGyQ38G 07:48:52 it counts how many sources of lev you have, then looks at how many you'll meld/unequip by transforming. if you tun out of sources and your levitation can be cancelled then it says no, otherwise it says ok 07:52:24 oh, I need to fix my indentation ^^; 07:53:36 http://pastebin.com/tYkUFEZc that's better 07:55:44 is that good enough to use? 08:00:19 looks pretty good 08:00:27 eq is redundant with e 08:02:02 oh, I forgot to change something 08:02:04 one second~ 08:02:08 where is item defined? 08:02:18 also, 08:02:48 permanent_levitation returns true for boots of lev which might be meged 08:03:05 ok, fixed that bit 08:03:11 looking at that now 08:04:25 ok, good catch 08:04:41 looking at what sets ATTR_PERM_LEVITATIOn 08:04:51 besides tenguness 08:05:32 -!- Twinge_ has joined ##crawl-dev 08:05:52 oh, speaking of tenguness... 08:05:57 which transformations, if any, turn off tengu permaflight? 08:06:14 wait, I think that's covered in something else 08:06:25 should be handled here if (form_can_fly(which_trans) || levitating_in_new_form()) 08:06:30 I think none 08:06:41 hmm 08:06:44 I'll just test in wizmode, onesec 08:08:11 -!- Twinge has quit [*.net *.split] 08:08:33 aah, tengu statues can fly indeed 08:10:01 this was changed recently 08:10:07 I see this 08:10:12 form_can_fly checks specifically your tenguness 08:10:19 that's neat 08:11:21 http://pastebin.com/swRgi6Xf 08:12:33 oh whoops, I see a silly mistake 08:13:26 http://pastebin.com/8Cy0Wwdr 08:15:36 think I'm done with this now :D can anyone recompile with it and test if you can still statue form suicide above water? 08:16:06 ok, I'm testing it 08:17:28 I see one error, but I'll fix it myself (the null test for equip needs to be done before calling get_item_info) 08:17:50 XD 08:20:08 http://pastebin.com/MnE5wKUR also re-fixed the indentation (just noticed notepad++ re-ruined it) 08:23:12 if an item has both a levitation brand and lev as an artefact property, then it would break the check. I'm pretty sure it's not possible though 08:23:36 the function player_evokable_levitation() would have counted it twice 08:23:38 if it managed to do that 08:23:44 I'm deliberately compensating for that fact 08:24:07 return player_equip(EQ_RINGS, RING_LEVITATION) 08:24:07 + player_equip_ego_type(EQ_ALL_ARMOUR, SPARM_LEVITATION) 08:24:07 + scan_artefacts(ARTP_LEVITATE); 08:24:26 is player_evokable_levitation. if you did somehow get an item that levitated in two different ways, it would add 2 to the count there 08:24:31 so I should as well subtract 2 08:25:35 yeah right 08:25:39 shouldn't be possible anyway 08:26:03 if it's possible, the code doesn't break because of it. if it's never possible, the code won't break because of it either 08:31:06 the check works, but melding boots still drown you if you are also wearing a ring of levitation :( 08:32:35 ooo, it needs to be more complex~ 08:32:36 looking into it 08:33:16 http://www.gitorious.org/crawl/crawl/blobs/stone_soup-0.10/crawl-ref/source/player-equip.cc line 1043 is what happens when you remove a SPARM-LEVITATION piece of eq (which I hadn't thought to look at previously) 08:35:19 is this the case: cast flight, wear boots of levitation, remove boots of levitation, flight stops? 08:35:22 wiz mode testing time 08:36:39 oh, wait 08:36:45 what's the kind of eq that permanently levitates you? 08:36:52 how do I make it in wizmode, rather 08:37:06 boots of levitation 08:37:18 I tried that, but it made boots of evokable lev, not perma lev 08:37:30 -!- blabber has quit [Quit: leaving] 08:37:35 or, wait 08:37:47 is there such a thing as equipment that makes you levitate permanently while it's on? 08:37:48 maybe I'm confused 08:38:37 boots of levitation gives an evocable levitation but it doesn't expire 08:38:42 oh, I see 08:38:50 it's permanent, but unlike in NH, you can turn it off 08:39:30 right 08:40:53 I think we need to add a check to player_evokable_levitation() like it's done for ring of levitation 08:41:20 what would said check be? 08:41:45 no, I mean a call to player_evokable_levitation(). When removing boots 08:42:35 you think removing the boots should not stop your permanent levitation if you have another source of evokable levitation? 08:43:07 it should set ATTR_PERM_LEVITATION to 0, but it shouldn't call land_player() 08:44:00 if I am wearing both a ring of levitation and boots of levitation and evoke levitation I can't choose, it picks the permanent form for me 08:44:09 so it is, undeniably, the boots that's the source of that levitation 08:45:31 I can have temp evoked levitation with boots of levitation on if I put the ring on first 08:45:58 and then taking off the boots of levitation doesn't ground me; since it's not the boots of levitation levitating me to begin with 08:46:32 but what I CAN do is put on the ring of levitation, temp lev, put on the boots, take off the ring 08:46:37 and then I have boots of perma lev but only temp lev active 08:47:04 THEN, when I remove my boots as well 08:47:13 I have temp evokable lev despite having no sources of evokable lev 08:47:13 :D :D 08:47:24 I think when the boot melds, it could fall back to the temp lev of the ring 08:47:50 so, that's a separate bug 08:47:50 it's really an edge case and would just prevent death without warning 08:48:30 since your _levitating_in_new_form function kinda assumes it works like that 08:49:14 well, it's easy to fix levitating_in_new_form 08:49:17 (and I can post the fix) 08:50:39 -!- kek has joined ##crawl-dev 08:51:16 http://pastebin.com/yemcYvMF 08:52:15 this version should stop you from dying due to melding permalev boots whilst permalevving 08:52:22 hmm 08:52:25 hold on 08:52:40 it also needs to count as a single source if you're just normal levving with those boots on 08:53:08 I really think it's better to keep levitating as long as you have one source of levitation 08:53:47 since you can't select the source when you have several, it's logical to assume you'll keep levitating as long as you have one source 08:54:17 well, let's say you're wearing a ring of levitation and boots of levitation. you're permalevitating. you remove the boots. what happens? 08:54:25 it becomes as though you evoked the ring of levitation? 08:54:46 I could do that, onesec 08:55:10 yes, I think that's what should happen 09:00:55 ok, I need to make one more change 09:01:00 which is to fix that other bug I found 09:01:02 then I'll pastebin 09:03:29 I think I've got it 09:03:35 what other bug? 09:03:58 that you can do this: wear ring of lev, evoke lev, wear boots of lev, remove ring of lev, remove boots of lev, you are still temp-evo-levving with no evo-lev items equipped 09:04:07 the fix is simple: make boots of lev, if it's the last lev item, stop templev too 09:04:19 http://pastebin.com/ca8c56Be 09:04:37 see if you can kill yourself now :D 09:09:34 -!- blabber has joined ##crawl-dev 09:10:27 03galehar * r36348d18dc81 10/crawl-ref/source/dungeon.cc: Reduce the number of stairs and door mimics. 09:10:28 03galehar * r19466ba4bacb 10/crawl-ref/source/transform.cc: Check if transform would meld the last source of levitation. 09:10:28 03galehar * re441a40d1032 10/crawl-ref/source/ (player-equip.cc player.cc player.h): Don't land when merging of removing boots of lev if wearing another lev item. 09:10:52 yay \o/ 09:13:07 sorry, I forgot to credit you in the commit message 09:13:11 np 09:14:09 what branch was this commited on? 09:14:21 oh, master 09:17:07 I don't know, I don't think it should be silent 09:17:16 the fact that you're levving, but not permanently seems like it ought to be announced 09:17:40 if you have ring and boot, evoc lev, remove boot (switch to temp), put boots back on, remove ring and then remove boots, you keep levitating without anything 09:17:45 but this is crazy :) 09:18:30 it is, but it's also easy to fix 09:20:13 careful not to land a player who has quaffed the potion and is removing the boots 09:20:48 it's in this pastebin http://pastebin.com/ca8c56Be at the bottom 09:20:59 all you have to do is do the same end-temp-lev-if-this-was-the-last-lev-item check as in the other sources of it 09:22:15 03edlothiol * r8e1773eb3c99 10/crawl-ref/source/webserver/ws_handler.py: Fix an exception in the webtiles server when a websocket is closed. 09:22:16 03edlothiol 07resize * r37f4fdd54a08 10/crawl-ref/source/tilesdl.cc: Repaint the dungeon view after resizing. 09:24:14 03edlothiol 07stone_soup-0.10 * r1404357c417f 10/crawl-ref/source/webserver/ws_handler.py: Fix an exception in the webtiles server when a websocket is closed. 09:25:23 -!- elliptic_ has joined ##crawl-dev 09:25:33 -!- elliptic_ has quit [Remote host closed the connection] 09:28:08 do those two changes 1) announcing that your kind of lev has changed 2) ending temp lev with removal of boots of lev too sound ok? 09:30:16 I don't think announcing the change is worth it. The status light change colour. 09:30:33 the code is getting ugly, I'm cleaning it. 09:34:54 also, spurred by a discussion in ##crawl 09:34:59 if (!you.can_pass_through_feat(grd(pass))) mpr("...yet there is something new on the other side. " "You quickly turn back."); <-- I think this needs to be changed to use is_habitable_feat, not can_pass_through_feat 09:35:01 (from delay.cc) 09:36:47 or maybe not is_habitable_feat... where's the method that says 'in your current state, you can stand here and not die horribly' 09:37:04 <|amethyst> well 09:37:23 <|amethyst> merfork can't passwall into known deep water, right? 09:37:27 <|amethyst> looking at cast_passwall 09:37:31 the idea is 09:37:36 you can't passwall into terrain you'll die in 09:37:36 but 09:37:41 if the terrain changes during the delay of casting it 09:37:44 <|amethyst> the delay should probably use the same checks as casting does 09:37:57 you'll pop up in it, since all it checks is that it isn't solid (and that it can find a monster space for you) 09:38:01 yeah, probably 09:38:02 let's see 09:38:50 have to go for a while 09:38:55 cya 09:40:16 ok, it looks like passwall uses check_moveto when it starts up 09:40:36 and http://www.gitorious.org/crawl/crawl/blobs/stone_soup-0.10/crawl-ref/source/delay.cc at line 1113 uses you.can_pass_through_feat instead 09:40:36 <|amethyst> oh, I misread 09:42:24 <|amethyst> check_moveto prompts, though, so it might not make sense in the delay 09:42:30 right 09:42:55 edlothiol: <3 any progress on the resize branch 09:43:20 ok 09:43:51 what if in delay.cc it just used _check_moveto_terrain or _check_moveto_dangerous 09:44:11 (former if you want the y/n prompt, latter if you don't) 09:44:36 I'd go for _check_moveto_dangerous 09:44:45 <|amethyst> it still prints a message that may be inappropriate 09:45:19 <|amethyst> "You cannot swim in your current form" or "Why would you want to do that?" 09:45:50 no, it doesn't 09:45:55 if you provide it a msg to use instead 09:46:23 if (msg != "") 09:46:23 mpr(msg.c_str()); 09:46:40 <|amethyst> aha 09:46:52 so just take the stuff currently in mpr("") 09:48:11 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-1147-g8e1773e (32) 09:50:17 <|amethyst> sounds reasonable then 09:50:34 one thing I'm not sure about though 09:50:35 looking at it 09:55:32 do you want to pass it cling == true or cling == false? 09:56:30 and 09:56:39 it doesn't check if you can pass through it or not 09:56:43 so it's not appropriate to -just- use tha 09:57:30 <|amethyst> Yeah, you'd need can_pass_through_feat too 09:57:34 wait... 09:57:36 <|amethyst> cling should be false 09:57:42 where DOES it check, in check_moveto, can_pass_through_feat 09:58:41 weird. you'd think it would check somewhere 09:58:56 <|amethyst> it doesn't... cast_passwall checks feat_is_solid(grd(dest)) 09:59:34 <|amethyst> that should probably be changed to you.can_pass_through(dest) 09:59:49 <|amethyst> because of malign gateway 10:00:06 ok, so 10:00:26 1) cast_passwall needs to check you.can_pass_through(grd(dest)) 10:00:44 <|amethyst> can_pass_through(dest) or can_pass_through_feat(grd(dest)) 10:00:59 2) its ending in delay.cc needs to check you.can_pass_through(grd(dest)), then _check_moveto_dangerous(pass, "You sense blah", false) 10:01:00 right? 10:01:44 <|amethyst> that sounds right... will need some testing, of course 10:01:59 <|amethyst> (and testing the latter part is a bit difficult) 10:02:31 <|amethyst> probably to test the latter part you'd want to temporarily remove the checks from casting 10:02:47 or go to the abyss and use it over and over 10:02:52 since you get lava and deep water there 10:03:12 <|amethyst> or use a debugger to change the feature :) 10:03:25 haha 10:03:40 there's also an aquamancer spell that makes the tides deeper 10:03:42 <|amethyst> abyss testing won't cover the malign gateway case, or open sea/lava sea 10:03:48 and maybe fedhas rain or something 10:04:00 <|amethyst> fedhas rain isn't an issue since you can't use it while delayed 10:04:05 oh right 10:04:06 <|amethyst> but the robe of clouds could be 10:04:12 isn't the idea that passwall could kill you in abyss by deep water/lava moving in the wayo fg your exit while delayed? 10:04:38 <|amethyst> that's the usual case, yes 10:04:46 "usual" :P 10:05:04 <|amethyst> well, it's a lot more common than a malign gateway suddenly appearing out of LOS :) 10:05:07 heh 10:05:25 could any of you test it? I'm about to go to bed. 1 am here 10:06:08 not long before i started playing crawl you could cast passwall and then you'd just die because the rock wall you aimed at was too deep :P 10:06:39 hahaha 10:06:56 <|amethyst> hm 10:07:13 <|amethyst> Patashu: btw, issue 4770 is the relevant bug in mantis 10:07:26 <|amethyst> Patashu: it's closed because kilobyte fixed the case of a wall appearing 10:07:44 <|amethyst> but it looks like he may have missed the lava/deep water case 10:08:55 right, I see 10:09:25 <|amethyst> and that commit (4cc0881) mentions another problem 10:09:34 <|amethyst> what if the wall you're passing through becomes not-a-wall 10:09:47 <|amethyst> currently you'll still pass through it 10:09:54 huh, i have no idea what i just did but somehow i managed to get autoexplore into a loop with auto_drop_chunks 10:10:11 oh right, I remember doing that too 10:10:19 sounds like delay.cc's passwall end logic needs to have a lot of copy-pasting from spl_misc.cc's passwall starting logic :) 10:10:24 something about an edge case of freshness and weight 10:10:43 is it on mantis? i can back up my save and post it if not, i guess 10:12:50 it isn't on mantis 10:13:19 <|amethyst> Patashu: I re-opened that bug and added a not 10:13:23 <|amethyst> Patashu: a note 10:13:30 <|amethyst> Patashu: when you have a patch, post it there 10:13:30 alright 10:14:13 <|amethyst> Also, if you're looking at passwall, see 5107 (Passwall into confined space causes monster to vanish) 10:15:07 <|amethyst> but I don't think we ever decided what should happen in that case 10:15:49 put the monster inside the wall 10:16:19 <|amethyst> moving the monster to your original spot could work... but it might not be habitable for the monster 10:16:46 it looks like it tries to shift the monster 10:16:56 i think it should fail if the monster is immobile or can't be shifted aside 10:17:01 possibly lots of squares 10:17:08 but i don't know how easy that'd be to do... 10:17:10 it also wakes it when it moves it LOL 10:17:13 <|amethyst> yeah, I think MarvinPA's suggestion is the best 10:17:25 put the monster on your original spot and if that is not possible, place greater rock worm warriors in all walls on the level 10:17:32 would have to check at the end of the passwall delay i guess 10:17:41 -!- Pacra has joined ##crawl-dev 10:17:46 shadow rock worms 10:18:10 unseen wandering rock worms 10:18:19 current behaviour of shifting it aside one square and waking it seems fine, for monsters that can be shifted 10:18:22 <|amethyst> death metal worms 10:18:40 it just needs to be made less overzealous, yes 10:18:40 anyway 10:18:41 BED 10:18:44 -!- Patashu has quit [Quit: MSN: Patashu@hotmail.com , Gmail: Patashu0@gmail.com , AIM: Patashu0 , YIM: patashu2 , Skype: patashu0 .] 10:19:47 Autoexplore loop with auto_drop_chunks (https://crawl.develz.org/mantis/view.php?id=5564) by MarvinPA 10:24:09 -!- HangedMan is now known as GreatOrbOfEyes 10:35:28 -!- Dixbert has quit [Read error: Connection reset by peer] 10:45:43 -!- GreatOrbOfEyes has quit [Ping timeout: 264 seconds] 10:52:57 -!- edlothiol has joined ##crawl-dev 10:54:26 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Like it? Visit #hydrairc on EFNet] 10:56:27 kilobyte, i am not too happy with this libexecinfo junk. it only seems to give me these three stacktrace frames and only when compiled with clang. i think i will submit 0.10.2 without libexecinfo into the freebsd portstree for the time being. 10:57:00 way too hacky 11:00:23 -!- Pacra has quit [Read error: Connection reset by peer] 11:36:33 -!- Pacra has joined ##crawl-dev 11:37:29 -!- jeanjacques has joined ##crawl-dev 11:59:55 -!- Dixie_ has joined ##crawl-dev 12:00:00 -!- Dixie_ is now known as Dixbert 12:00:30 -!- dpeg has quit [Quit: Lost terminal] 12:02:48 -!- edlothiol has quit [Quit: Page closed] 12:04:56 -!- ChrisOelmueller has left ##crawl-dev 12:11:03 -!- dpeg has joined ##crawl-dev 12:17:09 -!- Wensley has joined ##crawl-dev 12:20:56 03MarvinPA * rcad825f6dcaf 10/crawl-ref/settings/init.txt: Show the correct options for auto_drop_chunks in init.txt 12:21:06 03MarvinPA * r5efc83ed56d3 10/crawl-ref/source/dat/database/godspeak.txt: Reword an Elyvilon speech line 12:29:22 you know what'd be awesome 12:29:30 for me, and no one else probably 12:29:37 tell us! 12:29:39 -!- shirish has quit [Read error: Connection reset by peer] 12:29:40 a version of crawl that is a shmup 12:29:41 http://crawl.develz.org/info/ a [Random] button 12:29:45 BAM that 12:30:03 it's not that awesome now is it :P 12:30:30 no, we expected more explosives 12:32:33 -!- jivan28 has joined ##crawl-dev 12:32:41 -!- jivan28 has quit [Client Quit] 12:32:54 -!- jivan28 has joined ##crawl-dev 12:35:19 -!- jivan28 has quit [Remote host closed the connection] 12:35:29 -!- shirish has joined ##crawl-dev 12:44:24 -!- G-Flex has quit [Read error: Connection reset by peer] 12:45:09 -!- G-Flex has joined ##crawl-dev 12:59:25 -!- elliptic has quit [Read error: Operation timed out] 13:00:35 -!- elliptic has joined ##crawl-dev 13:12:03 -!- ixtli has joined ##crawl-dev 13:12:32 -!- dtsund has joined ##crawl-dev 13:17:04 -!- monqy has joined ##crawl-dev 13:20:23 03kilobyte 07portal_branches * r51a1277c4efa 10/crawl-ref/source/ (mon-pick.cc mon-place.cc): Use 999 rather than 99 for "N/A" monster depth. 13:20:24 03kilobyte 07portal_branches * rc70a97e3bcb3 10/crawl-ref/source/mon-place.cc: Threat tier 4 monsters are always interesting. 13:20:24 03kilobyte 07portal_branches * r7025e3d42967 10/crawl-ref/source/mon-pick.cc: Remove an invalid use of absolute depths. 13:20:24 03kilobyte 07portal_branches * radc56ef5ce4e 10/crawl-ref/source/dat/des/portals/wizlab.des: Fix the tag on Golubria's wizlab. 13:20:25 03kilobyte 07portal_branches * r5c3c20e62fb1 10/crawl-ref/source/dat/dlua/ziggurat.lua: Ziggurats: fix wall colours in tiles. 13:20:35 03kilobyte 07portal_branches * r450853d728c5 10/crawl-ref/source/dat/dlua/ziggurat.lua: Ziggurats: fix an info leak with floor colours in console. 13:26:10 -!- evilmike has joined ##crawl-dev 13:38:51 awesome to see the resize stuff still alive :) 13:54:54 -!- ToBeFree has quit [Read error: Connection reset by peer] 14:02:20 well, it's not like local tiles are even maintained anymore, except for a random fly-by fix once a month 14:03:56 -!- Dixbert has quit [Read error: Connection reset by peer] 14:04:39 -!- Dixbert has joined ##crawl-dev 14:11:59 Indeed, need to switch to offering standalone webtiles for local play. 14:16:47 one would have to first code them 14:17:37 and with Python's dependencies, it'd require either a big intrusive install, or quite a bit of effort 14:21:20 what version of python does webtiles require 14:22:42 oh, and webtiles assume non-Windows in a crapload of places 14:22:57 Windows doesn't have any semi-decent methods of interprocess communication 14:24:48 could switch to network sockets rather than unix sockets :P 14:25:06 Wensley: no idea about version of Python, recent webtornado is needed 14:25:31 never than what's in a stable version of any popular distribution 14:26:13 Wensley: not just that, the server has to start/stop Crawl processes, hold them somehow, etc 14:29:30 some guy named RandomBK offered to look into bringing back non-openGL webtiles (needed for a port to some blackberry tablet), that'd take care of most problems we currently have with local tiles 14:29:38 -!- syllogism has quit [] 14:39:06 is there any point to the pizza= setting in init.txt? It seems wrong to me: your preferences can't affect what you find lying on the floor in the dungeon. 14:40:10 local tiles isn't maintained? that's really unfortunate 14:41:10 it would be really bad to have to install a whole bunch of web support junk to play a local game 14:43:25 it would be maintained if community people step up to maintain it :) 14:44:55 -!- shirish has quit [Read error: Connection reset by peer] 14:44:55 kilobyte: imo, neither the option nor the item itself have any point but I lost it 14:45:07 -!- shirish has joined ##crawl-dev 14:45:28 if tiles is in danger maybe that deserves an announcement/call-for-volunteers 14:45:30 dpeg: pizza isn't that anachronistic, even if the toppings choice is 14:45:43 it doesn't allow arbitrary user-specified toppings? 14:46:12 ais523: it does, and if you set that, 2/3 of pizzas you find will have that 14:47:11 and like in Nethack, you can set it to "a pile of crap. Cerebov hits. Executioner hits. You die..." 14:48:19 headzone, Wensley: for example, console and webtiles support Unicode since 0.8, including CJK, combining characters and anything. Local tiles still don't. 14:48:37 er, I mean, characters above 8 bits 14:49:15 headzone has a point, localtiles could use an official announcement via the blog 14:49:35 if even then volunteers do not approach, I think it is fair to let it languish 14:52:52 afair the survey results so far show an overwhelming preference for local tiles play 14:53:40 yeah 14:55:19 but clearly the developers do not show an overwhelming preference for local tiles development. an impasse 14:56:59 the biggest issues I can think of: 1. Unicode support for characters >U+FF (breaks translations), 2. resizing (breaks maximizing, multi-monitor setups, weirder Windows setups), 3. non-GL drawing (breaks setups without one of few popular graphics drivers) 15:02:12 also, is the reason that local tiles play is so popular only because webtiles is slow? in that case, another server could help 15:03:35 Wensley: well, part of the reason I often play local is that I'm often not online 15:03:39 webtiles wouldn't help with that at all 15:03:58 likewise, I've been asked for executables of NetHack 4 on the basis that people can't make network connections for gaming from work 15:04:07 whereas they can easily run a single executable 15:06:22 right. often you just can't or don't want to connect to some remote server just to play a single-player game 15:06:44 local tiles isn't maintain much, but it's not in a terrible state either. Mostly, it works fine. 15:07:24 let's fund a kickstarter 15:08:46 galehar: only on a few selected drivers (well, they are on a majority of machines out here, but still...) 15:08:56 and what are we going to do with the money? 15:09:17 galehar: run away to a secret destination 15:09:26 Wensley: I like that plan! 15:09:31 abscond with the funds and live like kings in thailand 15:09:33 Wensley: me too :) 15:09:38 kilobyte: it's not about anachronism, I think many food items are pointless, pizza among them. 15:10:11 isn't Crawl Light planning to remove food altogether? 15:10:16 yes 15:10:51 already has done i think 15:10:55 mmmm....pizza... 15:11:24 are you sure the characters can be motivated if they don't have access to variety of food stuff 15:11:30 must be pretty hard to win the game without any food. oh wait... 15:11:57 galehar: food costs are replaced by glow costs 15:12:06 Adeon: well, the survival of the universe depends on the Orb of Zot, or something 15:12:13 I think Crawl uses randomized motivations 15:13:00 the fate of the culinary industry depends on the retrieval of the orb of zot 15:14:48 -!- blabber has quit [Quit: leaving] 15:17:07 "Pepperoni" pizza is marked as carnivorous 15:17:41 is that because it's a code work for a particular topping that has something besides pepperoni? 15:18:03 pepperoni is made of meat, isn't it? 15:18:27 http://en.wikipedia.org/wiki/Pepperoni 15:18:32 Pepperoni is a spicy Italian-American variety of salami (a dry sausage) usually made from cured pork and beef,[1][2] but poultry may be added, if labeled correctly, for less expensive versions 15:18:39 elliptic: heh, we both looked up the same page 15:18:56 uhm, pepperoni is a kind of paprika... 15:19:01 not in the US 15:19:02 hold on, is pepperoni not a thing outside of america?! 15:19:16 Wensley: it exists in the UK, with much the same meaning as in that Wikipedia article 15:19:20 and thus, made of meat 15:19:40 never heard of pepperoni being anything other than the italian sausage... 15:19:44 pepperoni is like the national meat. even hamburger does not compare 15:20:01 pepperoni is not actually the sausage?! 15:20:13 we need to look up aussie's peperonni 15:20:14 the italian word it comes from means something different 15:20:24 but en english its definitely a type of meat 15:20:32 in* 15:20:52 english know shit about food 15:21:19 the english culinary vocabulary is abyssimal 15:21:54 galehar: oh yeah, and what do the FRENCH know about food?!? :) 15:22:35 yeah, they for example call spoiled moldy cheese food rather than toxic waste 15:23:10 -!- dpeg has quit [Quit: Lost terminal] 15:23:52 when I go in a french restaurant and there is a bilingual menu, it's funny. There detailled and elaborate descriptions in french and the english translation is usually not much more than "this is a piece of beef. This one is lamb." 15:24:34 that says more about the french attitude to english than english 15:25:32 well, it's the same in english speaking countries 15:26:05 i've noticed that in montreal. although the rest of quebec tends to not have anything bilingual 15:27:05 back on topic, pepperoni comes from the italian word peperoni which means bell peppers. 15:27:06 galehar: in america, we believe that all food is created equal :) 15:27:51 from Wikipedia: "Throughout continental Europe, peperone is a common word for various types of capsicum, including bell peppers and a small, spicy and often pickled pepper known as peperoncino or peperone piccante in Italy and peperoncini or banana peppers in the U.S." 15:28:32 not sure about the UK, but it looks like the word means sausage mostly only in the US 15:28:43 kilobyte: that's not the same word 15:29:00 elliptic: "pepperoni" with that exact spelling 15:29:10 not sure why Wikipedia has "peperone" there 15:29:20 kilobyte: "pepperoni" spelt like that means the sausage-like meat in the UK 15:29:50 kilobyte: peperone is the singular of peperoni in italian 15:30:03 including "pepperoni pizza" which at least in Poland has actual pepperoni peppers 15:30:13 kilobyte: are you sure you aren't thinking of "peperoni"? that's what I've seen in Europe... 15:30:29 ie, in different languages the spelling is different, makes sense 15:30:57 kilobyte: we need a US translation :) 15:30:57 -!- Ragdoll has quit [Quit: Ragdoll] 15:31:30 or maybe, just remove pepperoni pizza so there's no ambiguity 15:31:37 or maybe just remove pizza 15:31:44 looks like the veg/carni stuff needs to be in the database as well 15:31:44 no, change the topping 15:32:13 so in .pl pepperoni is vegetarian and in .en meaty 15:32:23 elliptic: that sounds like the best idea, really 15:32:41 but it's the only decent food down there! 15:32:56 * galehar doesn't really care 15:33:41 first constriction blocks blink again, now we remove pizza. Are we trying to lure someone back? ;) 15:34:07 galehar: who specifically? 15:34:11 I vaguely remember this having been raised ~2 (3) years ago, there was some loud outcry about plans to remove pizza 15:34:34 -!- Xiberia has quit [Ping timeout: 250 seconds] 15:34:36 there is a large outcry over doing anything 15:34:40 even giving extra candles to gnomes 15:34:45 we removed katanas, we can remove pizza 15:35:16 NetHack 4 still has katanas! 15:35:18 maybe leave in an unrand pizza... 15:35:37 yeah, how are the slice cut? Everyone know that katanas are the only decent pizza cuttig tool. 15:36:28 elliptic: with pepperoni AND ball peppers? 15:37:07 alternatively we can turn pizza into a pandemonium-only food 15:39:09 i like the idea of an unrand pizza 15:39:13 galehar: ball peppers, with constriction 15:40:24 03galehar * r85387cbe9e8e 10/crawl-ref/source/ (player-equip.cc player.cc player.h): Clean up the code for removing boots of levitation. 15:40:32 03galehar * r6a750febeb15 10/crawl-ref/source/makeitem.cc: Don't generate wands with more charges than the maximum. 15:40:32 03galehar * rbb22d256ed41 10/crawl-ref/source/ (6 files): Recharging a wand already full identifies its charge count. 15:41:30 Druvid (L20 MiFi) ASSERT(smc) in 'mon-util.cc' at line 435 failed. (Shoals:2) 15:41:50 -!- edlothiol has joined ##crawl-dev 15:44:58 -!- ChrisOelmueller has joined ##crawl-dev 15:47:24 -!- dpeg has joined ##crawl-dev 15:47:31 -!- dtsund has quit [Quit: dtsund] 15:47:40 galehar: good stuff on the wands; that's the best solution imo. 15:50:22 if you remove pizza, I'm going back to nethack 15:59:54 -!- blabber has joined ##crawl-dev 16:03:12 Adeon: does that include the pizza= option (ie, having 2/3 of pizzas have that message)? 16:03:25 Adeon: vanilla, un, or NH4? 16:03:31 all of them! 16:03:31 or grunt, I guess 16:03:37 well, you can name fruit to pizza 16:03:48 which would be a vegan pizza 16:03:54 yep 16:04:02 healthier than crawl pizza 16:04:45 naming the fruit in mid-game will let you have different kind of pizzas in a single game 16:05:09 just tape a fridge to it 16:05:16 -!- HangedMan has joined ##crawl-dev 16:05:19 shut it 16:05:36 Adeon: it takes multiple inventory slots, though 16:05:52 a small price to pay for variety! 16:06:36 any way to get tiles support here ? :D 16:06:45 or hmm, ignore m, web tiles seem to work now 16:06:50 had issues with it loading forever earlier 16:08:31 -!- kek has quit [Quit: Leaving] 16:09:03 obvious solution to giant amounts of food around: make them all have effects like royal jellies and ambrosia, except not as good 16:09:30 like, anchovies pizzas causing sickness+nausea 16:10:23 03kilobyte * r3044970fa13e 10/crawl-ref/source/xom.cc: Add missing notes for two of Xom's effects. 16:10:23 03kilobyte * r1da746427f82 10/crawl-ref/source/ (dat/database/miscname.txt food.cc): Evict cheese kinds to the database. 16:10:23 03kilobyte * rdd61c1645c4e 10/crawl-ref/source/ (dat/database/miscname.txt database.cc food.cc): Evict pizza toppings to the database. 16:10:34 03kilobyte * r731edd76e059 10/crawl-ref/ (5 files in 3 dirs): Remove the pizza= initfile setting. 16:17:50 why remove wands spawning with more charges then maximum? 16:18:36 because you know... *maximum*... 16:19:06 more charges then *standard* maximum 16:19:18 then rechargably maximum 16:19:40 it was neat and I didn't think it hurt but whatever 16:20:24 it was more confusing than neat imo 16:21:15 also, it added an uncertainty with a wand that failed to charge. You wouldn't know for sure if it was at the maximum or above. 16:21:47 changing it allows us to identify the wand charges when you waste a scroll of recharging on an already fully charged wand. 16:22:18 well yes that's an improvement 16:23:31 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:interface:interface_implementables&s[]=recharging#recharging_full_wands_gives_away_charges 16:26:57 er, I just removed the section after posting the link... 16:27:04 anyway 16:27:20 -!- st_ has quit [Ping timeout: 252 seconds] 16:29:54 what's a good name for the early game mimic with no resists and a single attack? wimpy mimic? 16:30:26 engorged mimic 16:30:36 so full that it's lethargic 16:40:20 03kilobyte * racaed590b1e6 10/crawl-ref/source/dat/database/pl/miscname.txt: Polish translation/rewrite of cheeses and pizzas. 16:40:22 somehow mimics are MH_UNLIVING, otherwise it could be "juvenile" 16:40:39 -!- dtsund has joined ##crawl-dev 16:40:43 -!- Wensley has quit [Ping timeout: 276 seconds] 16:41:14 but all mimics are juvenile 16:41:25 hatchling 16:41:32 inexperienced 16:42:00 developmentally challenged 16:42:30 headzone: <3 that retarded idea :) 16:42:37 galehar: do you want adjective or noun? Playful mimic? 16:44:15 03kilobyte * rbfc3e5c4e9e1 10/crawl-ref/source/dat/database/pl/miscname.txt: Proper .pl spelling for "yak". 16:51:30 -!- blabber has quit [Quit: gn8] 16:54:14 -!- Wensley has joined ##crawl-dev 16:57:42 dpeg: an adjective. I'd rather keep the mimic noun, because of the relationship with real tough mimics. 17:00:33 "shoddily-built mimic" 17:00:45 ok, so here we go: playful, good-humoured, inept, heavy-handed, bumbling 17:01:43 NetHack has "small mimic", "large mimic", "giant mimic" 17:01:43 "inept mimic" seems quite appropriate, though 17:01:43 I wanted to avoid allusions to size/weight 17:01:44 since the mimic-target itself is variable 17:01:51 giant sultana mimic 17:05:06 yes, mimic size depends on what they are mimicing, so no good 17:05:46 it has to be short and simple because there's still the item/feature name to be added to form the full name 17:06:17 03dolorous * r51ed0b1eaa0d 10/crawl-ref/source/dat/database/miscname.txt: Restore hell effect message lost in the initial database move. 17:06:18 a "good-humoured shimmering scale mail mimic" is a mouthful 17:06:40 but funny too 17:08:18 -!- Dixbert has quit [Ping timeout: 252 seconds] 17:08:18 not sure if you're native speakers, but good-humoured has entirely the wrong meaning 17:08:18 and playful seems a bit weird 17:08:18 the others are good 17:08:18 I like inept and wimpy 17:08:18 a good-humoured mimic wouldn't mind if you played practical jokes on it 17:08:18 I am an absolutely non-native speaker, 17:08:18 ais523: yes 17:08:18 ais523: I disagree, I think these adjectives are wonderful for mimics 17:08:18 that is a bizarre way to indicate the difficulty of a monster 17:08:18 mimics are entirely silly 17:08:18 similar to the reverse door vault, there needs to be a reverse mimic 17:08:18 reverse door? 17:08:38 ADOM does mimic -> greater mimic -> master mimic -> mimic hivemind, for the record 17:08:39 !vault reverse_mini 17:08:41 Lines pasted to http://paste.scsys.co.uk/193790 17:08:43 why would you call something trying to trap and kill you "good-humoured" 17:08:55 that doesn't sound very good-humoured to me 17:09:03 also this vault needs improvement 17:09:27 the concept is beautiful but there's no reason to stay in it or kill things in it 17:09:28 Wensley: they are quite silly, but I'm trying to make them also relevant as monsters 17:10:04 i think trying to make mimics relevant is the wrong goal, but that's just me 17:10:32 mimics are fun 17:10:34 G-Flex: you'll understand when you meet the serious ones 17:10:43 wait 17:10:50 scowling mimic 17:10:51 "good-humoured" and "serious" aren't remotely antonymous 17:10:54 Wensley: absolutely agree, especially since we have stair mimics chasing you 17:11:10 It is as large as a portal. 17:11:14 "good-humoured" doesn't actually have to do with humour, if that's what you're thinking 17:11:20 not sure who wrote the text or what they had in mind 17:11:24 place-population doesn't include mimic xp 17:11:55 right, it hasn't been updated since i changed the implementation 17:12:21 03kilobyte * rbea99466aec2 10/crawl-ref/source/dat/database/pl/miscname.txt: Apply 51ed0b1e to the .pl translation as well. 17:12:25 it does though include inaccessible monsters, and inaccessible unless with digging and a death wish (like D:1 orb of fires) 17:12:45 accursed vault jokes 17:13:25 perhaps those could be marked somehow? 17:14:02 mons: orb of fire hd:1 perm_ench:shapeshifter 17:14:21 (yes I know this wouldn't work in the slightest but non-natural shapeshifters are fun) 17:14:38 kilobyte: I dug that one out once so I could have a hilarious morgue. 17:15:55 fun in the same way that spectral plants are fun 17:16:29 the marking could also deal with "Noticed a XXX" in notes 17:16:52 no one cares about that trapped orb, it's spam 17:16:59 HangedMan: there is loot in the reverse door vault now 17:17:06 stop reyling on !vault, it's more than a year out of date by now 17:17:10 same for rare but irrelevant monsters 17:17:18 I thought it was updated a little bit 17:17:26 !vault evil_forest 17:17:31 Lines pasted to http://paste.scsys.co.uk/193791 17:17:52 alright, it's several weeks out of date :P 17:18:19 better-ish 17:20:42 ...ew, a vault with custom colours but not custom tiles 17:21:19 dpeg: you looked into useless options some time ago; I don't recall ood_interesting or rare_interesting being on that list. Perhaps having threat tier 4 monsters there is enough? 17:21:41 threat tiers are rather finnicky 17:22:11 doesn't it rely on xl and thus produce completely different results for a while inbetween human and demigod 17:22:17 kilobyte: my futile attempts at option purgings were before those two came into being 17:22:54 dpeg: these are ancient, but there was no decent replacement 17:24:25 HangedMan: hmm right... probably still better than looking at the monster's native depth, though -- especially that any vault-spawned monster, or a monster that wandered from another branch, won't be shown 17:25:30 -!- Wensley_ has joined ##crawl-dev 17:25:56 could have some kind of hidden "what xl you would have if you were an X" value that's derived from xp and use that for the threat evaluator 17:26:05 HangedMan: er, no. XP _is_ counted. 17:26:15 ?? 17:26:23 its something like their xp/your xp 17:26:24 total xp 17:26:26 the best scale to measure the character's strength is you.total_experience 17:26:43 or is it? 17:26:54 galehar: not sure about "best" but better than XL in any case 17:26:56 please telle me the threat scale doesnt use xl? 17:27:10 it's currently a function of exp_needed(you.experience_level) 17:27:26 ew 17:27:42 well, i guess thats actually pretty okay 17:28:03 just as good/bad as using exp, actually 17:28:10 -!- Wensley has quit [Ping timeout: 276 seconds] 17:28:10 * HangedMan shrugs 17:28:18 -!- Wensley_ is now known as Wensley 17:28:42 said evaluator does stuff like at xl 27 mark ice fiends as dangerous rather then extremely dangerous 17:29:01 that sounds about right 17:29:10 I think using total XP instead of XL is much more accurate. isn't affected by xp apt and draining. 17:29:13 and I can't remember what xl it was, but I had a moment where a deep elf knight was dangerous, a deep elf demonologist as dangerous, and frances as extremely dangerous 17:29:20 depends a lot on the xl 27 guy in question, of course 17:29:30 but the formula needs to be redone... 17:29:38 did I say 27 17:30:12 you did about ice fiends 17:30:13 it's earlier then 27 but I don't have a copy of crawl available to check, just the most obvious number that came to mind 17:30:19 sometimes, it's not the threat_level function which is bogus, but the XP value of the monster. 17:30:31 if xp value doesn't match the actual threat level, something is wrong 17:30:47 rakshasa (08R) | Speed: 10 | HD: 10 | Health: 39-73 | AC/EV: 10/14 | Damage: 20 | Flags: 05demonic, see invisible, !sil | Res: 06magic(133), 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 1073 | Sp: rakshasa summon, blink, invisibility, teleport self. 17:30:47 %?? rakshasa 17:30:55 galehar: except it's exp_needed(XL), not XL -- which is mostly similar to you.total_experience 17:31:00 are these as dangerous as hydras 17:31:19 hydra (09D) | Speed: 10 (swim: 60%) | HD: 13 | Health: 54-91 | AC/EV: 0/5 | Damage: 18 per head | Flags: amphibious, regen | Res: 06magic(52), 03poison, 12drown | Chunks: 09poison+07contam | XP: 1215. 17:31:19 %??hydra 17:31:21 galehar: +1 for xp values often being wrong 17:31:27 wow. i didnt know hydras give that much exp 17:31:51 death yak (08Y) | Speed: 10 | HD: 14 | Health: 57-95 | AC/EV: 9/5 | Damage: 30 | Res: 06magic(93) | Chunks: 09poison+07contam | XP: 1059. 17:31:51 %??death yak 17:32:22 rakshasa sound about right actually 17:32:25 death yaks not so much 17:32:33 @??giant gecko 17:32:33 giant gecko (08l) | Speed: 12 | HD: 1 | Health: 3-8 | AC/EV: 1/14 | Damage: 5 | Flags: cold-blooded | Res: 06magic(4) | XP: 2. 17:32:35 the threat levels is actually a great tool to fix the xp value of monsters. But people prefer to whine about threat level being bad rather than figure out what's wrong with xp value of monsters 17:32:36 @??hobgoblin 17:32:37 hobgoblin (07g) | Speed: 10 | HD: 1 | Health: 4-7 | AC/EV: 2/10 | Damage: 5 | Res: 06magic(1) | Chunks: 07contaminated | XP: 2. 17:33:31 galehar: good observation 17:33:36 !lg * killer=hobgoblin 17:33:38 100143. jherber the Sneak (L1 KoSt), slain by a hobgoblin on D:1 on 2012-04-15, with 33 points after 89 turns and 0:00:41. 17:33:44 !lg * killer=giant gecko 17:33:44 27197. LautriVenoM the Twirler (L1 DgGl), slain by a giant gecko on D:1 on 2012-04-15, with 34 points after 349 turns and 0:02:27. 17:33:47 heh 17:34:24 galehar: yeah, I tried to fix my Okawaru piety formula and realized just that: 1. xp values are often wrong (mostly in the early game), and 2. around XL2-8 you find almost only popcorn, with very few actual threats -- yet those few threats are deadly 17:35:03 on the other hand, giant upheaval of balance 17:35:21 like I mentioned a few days ago, geckos and jackals are native to D:6 17:35:46 delicious mon-pick.cc 17:35:58 HangedMan: really? crawl balance is not really fragile. mostly you can make it a little harder and its still "very hard", or you can make it a little easier, and it's still "very hard" 17:36:13 heh 17:36:56 for example early game skills are more expensive than they used to be 17:36:59 still very hard 17:37:15 made up for by skill system changes 17:37:41 not really imo 17:37:54 i never had trouble with useless skills being trained 17:38:17 the instantly part 17:38:26 03dolorous * r43f3de661a9e 10/crawl-ref/source/xom.cc: Fix Xom acquirement chance: the maximum power value is 200, not 255. 17:38:40 but its fine either way, balance is not a big deal in crawl imo. as long as stuff doesnt break people can just work with it. 17:39:07 kilobyte: i was wondering if that property (popcorn + extremely dangerous) was intentional 17:39:21 alefury: only magic skills are more expensive. Or more accurately, they are no more cheaper. 17:39:28 since it's always seemed that in early game threats don't scale up very gracefully 17:39:46 galehar: i think im referring to a different change 17:39:56 i feel like the whole game is like that. most monsters are nonthreatening, with a few dangerous ones here and there 17:40:01 has to be like that... Brogue has OOD monsters since 1.6.2 (few weeks ago) -- it's marvellous 17:40:11 less popcorn is always good IMO 17:40:16 screw d:3 vampire bats 17:40:16 galehar: yes, of course 17:40:19 a couple of places are different (branch endings, tomb, late D) 17:40:30 HangedMan: never had issues with them 17:40:40 5d81417 17:40:46 otherwise, the whole game just has lots of "dangerous if you aren't paying attention" monsters 17:40:52 they require me to stop playing essentially autopilot until the d:3 treasure room 17:40:56 im pretty sure im actually noticing a difference 17:41:04 I've heard of a d:4 bog monster near the stairs though 17:41:27 HangedMan: ogre on D:2, dar blademaster on D:6... and it works, at least often enough 17:41:29 branch endings are the biggest part of crawl 17:41:47 or seem so 17:42:07 maybe I still suck too much at it 17:42:30 HangedMan: I'm no expert either 17:42:33 i definitely still suck at brogue :( 17:42:42 i dont play much though, so i guess its to be expected 17:43:03 amateur mistakes like applying firebolts in bogs, killing me at depth 20 17:43:24 can we please have explosive marsh gas for swamp, by the way 17:43:35 hm, good idea 17:43:55 haha 17:44:03 HangedMan: need to make sure it is two-edged... not that some lazy-ass players nuke the whole level with one match 17:44:24 HangedMan: that can be triggered with ignite poison 17:44:26 explosion spreads across to the source of the firebolt? 17:44:39 erm, fire attack 17:46:43 -!- rax_ is now known as rax 17:47:16 no, better, make some monster breathe swamp gas and then have another monster ready to ignite it 17:47:27 HangedMan: yes, situational is better 17:47:29 why not the same monster? 17:47:31 -!- dpeg has quit [Quit: sleep] 17:47:33 swamp dragon and fire dragon teams 17:48:04 it's more interesting to have monsters work together. and it's easy to make them spawn together 17:48:27 prioritization of which of the two to kill first could be fun 17:49:15 erfworld dwagon types 17:49:43 making a monster that specifically breaths poison and ignites it sounds too specific, too niche 17:50:10 marsh crabs! 17:50:17 hah 17:50:22 you could make swamp dragons breathe explosive swamp gas, and have a chance of them spawning with fire drakes 17:50:38 this avoids needing to add a new monster, and the swamp gas could still act like poison 17:50:40 swamp dragons are currently pretty wimpy for a branch-end threat 17:50:57 so this would help 17:51:16 it'd also be double-edged, since you could use that feature to fireball them 17:51:58 they'd probably need rF 17:52:22 03galehar * r18b1451ce7f5 10/crawl-ref/source/ (enum.h mon-data.h mon-info.cc mon-util.cc): Inept mimics for the early game. 17:52:45 ooo 17:54:59 make swamp dragon armour more attractive after the mda buff, give it a single pip of rF+ to compensate 17:56:39 no, that shouldn't be changed 17:56:57 SDA has a needed resistance, MDA has one useful against only two enemies 17:57:26 dragon armours don't need to totally copy the resistance of the dragon it comes from, anyway. 17:57:39 mottled dragons have rf+ and rPois+, their armour gives neither 17:57:58 fair enough 18:04:28 -!- Patashu has joined ##crawl-dev 18:16:35 -!- nrook has joined ##crawl-dev 18:19:43 log2 isn't standard in C++? 18:20:06 can't you make log2 by doing log(foo)/log(2)? 18:20:11 or log10(foo)/log10(2)... 18:20:27 i certainly can, i was just wondering 18:21:10 I think it's not standard because of that trick 18:22:51 well, no actually it's in the header, but it fails to find the function when linking 18:23:28 lol 18:23:33 and it doesn't work for log either, so I'm just doing something wrong 18:23:54 ln? log10? 18:24:27 I'm not testing this in crawl, I've just a single source which include math.h and I'm compiling it with cc 18:24:35 log 18:25:01 looks like i need to -lsomething 18:26:30 like -lm 18:29:43 -!- HangedMan has quit [Quit: Page closed] 18:30:48 * galehar sleeps 18:34:47 -!- alefury has quit [Quit: KVIrc 4.1.3 Equilibrium http://www.kvirc.net/] 19:09:16 -!- ixtli has quit [Quit: Textual IRC Client: http://www.textualapp.com/] 19:10:21 -!- edlothiol has quit [Quit: Page closed] 19:25:38 -!- HangedMan has joined ##crawl-dev 19:32:20 -!- ais523 has quit [Read error: Connection reset by peer] 20:11:40 -!- Fa has joined ##crawl-dev 20:29:38 -!- tholmes has joined ##crawl-dev 20:57:54 -!- jeanjacques has quit [] 21:07:22 -!- due is now known as Jude 21:07:23 -!- Jude is now known as due 21:36:07 -!- MarvinPA_ has joined ##crawl-dev 21:39:07 -!- MarvinPA has quit [Ping timeout: 264 seconds] 21:39:07 -!- MarvinPA_ is now known as MarvinPA 21:45:29 Does PLACE: [branch]:$ mean the same as PLACE: [branch]:[branch depth]? 22:23:16 -!- Wensley has quit [Ping timeout: 276 seconds] 22:40:37 -!- qqryq has quit [Quit: Page closed] 22:42:48 -!- qqryq has joined ##crawl-dev 22:44:27 -!- HangedMan has quit [] 23:06:53 Debian builds of master branch on crawl.develz.org updated to: 0.11-a0-1162-g18b1451 23:51:56 -!- Xiberia has joined ##crawl-dev 23:55:51 -!- tholmes_ has joined ##crawl-dev 23:59:28 -!- tholmes has quit [Ping timeout: 276 seconds]