01:07:07 -!- ainsophyao has quit [Remote host closed the connection] 01:37:34 -!- jeanjacques has joined ##crawl-dev 01:55:27 -!- Textmode has quit [Ping timeout: 255 seconds] 01:57:32 -!- evilmike has quit [Read error: Connection reset by peer] 02:01:38 -!- XnMojo_ has joined ##crawl-dev 02:05:24 -!- SkaryMonk has quit [Read error: Connection reset by peer] 02:05:44 -!- SkaryMonk has joined ##crawl-dev 02:20:48 -!- Ganrao| has quit [] 02:23:05 -!- ToBeFree has joined ##crawl-dev 02:26:10 -!- Xiberia has joined ##crawl-dev 02:38:27 -!- Pingas has joined ##crawl-dev 03:01:09 -!- syllogism has joined ##crawl-dev 03:29:22 -!- XnMojo_ has quit [Quit: XnMojo_] 03:37:37 -!- dtsund has quit [Ping timeout: 240 seconds] 04:05:00 -!- blabber has joined ##crawl-dev 04:13:55 -!- blabber has quit [Quit: leaving] 04:14:11 -!- blabber has joined ##crawl-dev 04:34:47 -!- gnsh has joined ##crawl-dev 04:37:28 -!- Patashu has quit [Quit: MSN: Patashu@hotmail.com , Gmail: Patashu0@gmail.com , AIM: Patashu0 , YIM: patashu2 , Skype: patashu0 .] 04:37:36 -!- Patashu has joined ##crawl-dev 04:53:42 -!- ainsophyao has joined ##crawl-dev 05:00:07 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-1776-g7de84f1 05:12:20 -!- heteroy has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 05:24:16 -!- ainsophyao has quit [Remote host closed the connection] 05:42:26 -!- G-Flex has joined ##crawl-dev 05:42:41 "Immortal Warwalrus and Crazy Yiuf forever"? 06:04:01 -!- edlothiol has joined ##crawl-dev 06:33:10 -!- ToBeFree has quit [Read error: Connection reset by peer] 06:35:53 -!- alefury has joined ##crawl-dev 07:18:48 in http://crawl.develz.org/morgues/trunk/jeanjacques/jeanjacques.txt Wyrmbane actions show up counting towards Spear in action_count where i'd expected Lance. is this intentional? 07:19:40 nobody created a lance category for it i suppose 07:28:36 hahaha 07:28:43 i like how misc in that is 1 (presumably horn of geryon) 07:33:46 -!- Ragdoll has joined ##crawl-dev 07:58:19 -!- ark____ has joined ##crawl-dev 08:10:41 -!- G-Flex has quit [Quit: Time for us to bug out.] 08:11:15 -!- petete has quit [Remote host closed the connection] 08:29:05 -!- Patashu has quit [Ping timeout: 260 seconds] 08:40:04 -!- Vandal has joined ##crawl-dev 08:54:33 -!- blabber has quit [Quit: leaving] 08:55:50 -!- alefury has quit [] 09:00:51 -!- blackpenguin has quit [Read error: Operation timed out] 09:05:49 -!- HangedMan has joined ##crawl-dev 09:05:59 <|amethyst> ChrisOelmueller: and autumn katana would show up as a long sword 09:06:13 cutlass shows up as sabre 09:06:25 devastator as club? staff? 09:06:31 which is totally fine fyi 09:06:33 <|amethyst> club 09:06:36 no reason to be concerned over it 09:06:44 <|amethyst> it's not exactly intentional, but it's not worth adding base weapons just for that 09:07:00 i don't think any of the others even have overlap 09:07:05 like, there is only the one katana now, right 09:07:15 essentially 09:07:54 I wonder if altering base stats may eventually be done to things besides weapons 09:08:08 perhaps either: A) option to keep track of unique weapons on their own line B) have carried unrands list those stats directly in their desc 09:08:16 <|amethyst> could work on armour 09:08:34 <|amethyst> not sure what else you would change the base stats of 09:08:37 delicious gdr and aevp 09:08:41 <|amethyst> s/armour/body armour/ 09:09:33 missiles altering? 09:09:42 can we remove +0 missiles already 09:09:58 -!- capablanca has joined ##crawl-dev 09:10:19 <|amethyst> Sharnga could maybe use base stat changes 09:10:20 ranged overhaul would take balancing effort 09:10:31 <|amethyst> since it's now a "bow", it's a "bow of Krishna" 09:10:37 <|amethyst> s/now/not/ 09:10:55 making lehudib's crystal spear unrand actually useful shouldn't take that much 09:12:45 -!- mikee_ has quit [Ping timeout: 256 seconds] 09:12:45 -!- capablanca is now known as mikee_ 09:13:32 auto identified randarts dont get a note like other randarts anymore 09:13:59 oh that reminds me, gong didn't autoinscribe for me 09:18:52 -!- ussdefiant_ has joined ##crawl-dev 09:20:35 Eronarn: to the contrary, I really prefer elliptic's idea of making _all_ missiles +0 09:21:45 and changing the mulch rate to match? 09:21:57 I'm not even sure how big a change it would be if we removed ammo enchantment right now and set all ammo to be +3 or so 09:22:52 how about just doing it and testing for a few weeks? 09:23:02 can't be impossible to revert 09:23:06 Yeha, test and burn. 09:23:32 probably too strong early game, so I'd expect some formula tweaking would be necessary... but maybe not that much 09:23:51 only thing that really comes to mind besides the extra damage from darts and stones is needlestabbing nerf 09:24:16 <|amethyst> and makeing EWI less useful 09:24:19 <|amethyst> s/kei/ki/ 09:28:00 I wouldn't want to make the change without making some effort to adjust these formulas, but adjusting them a bit doesn't seem that unreasonable because ranged balance is so rough already 09:32:22 -!- ussdefiant_ has quit [Ping timeout: 255 seconds] 09:34:51 -!- blabber has joined ##crawl-dev 09:35:08 fixing ??launcher damage is the next step 09:35:30 kilobyte: have you tried tome's model? there, they have unlimited +0 ammo for all ranged weapons, and you can find enchanted ammo (which is greater damage, but also provides effects like slow) 09:35:31 enchanting missiles could also just be not a thing 09:35:36 it works *very* well imo 09:35:39 and have the mulch rate depend on the launcher or something 09:35:51 which for the player would be their throwing skill if it is throwing 09:36:00 that being said, elliptic's suggestion would be much better than the status quo 09:36:10 (and remove ammo enchanting) 09:36:28 -!- ussdefiant_ has joined ##crawl-dev 09:47:03 elliptic: instead of a fixed +3, what about altering the effect of launcher's enchantment and/or skill? 09:47:42 current missile formulas are a big ugly pile of special cases, could rip it out and replace outright, too 09:48:18 kilobyte: ripping out the current missile formulas and replacing with something more reasonable would be great, yes 09:48:35 I just suggested the fixed +3 as something easier 09:48:42 ??launcher damage 09:48:42 launcher damage[1/2]: Average damage = (B/2 + L/8 + A/16 + min((str - 10)*(2B+A)*C, (L+1)/4))*(1+skill/D)*(brand multiplier) + slaying/4 + A/2 + {L/2 if using xbow}. Here A is the ammo enchantment, L is the launcher enchantment, and B, C, and D are constants depending on what type of launcher you are using (see [2]). 09:49:02 and that doesn't even deal with throwing damage 09:49:25 -!- mikee_ has quit [Ping timeout: 252 seconds] 10:00:49 what about just using melee formulas as a starting point 10:03:50 look at the special casing for different types of missiles 10:04:02 basically, every missile has a whole formula on its own 10:05:51 -!- ussdefiant_ has quit [Ping timeout: 272 seconds] 10:18:39 Branch Help lists wrong depth (https://crawl.develz.org/mantis/view.php?id=5663) by jejorda2 10:23:35 hah, I feel an urge to mark this fixed as of 0.11-b1 10:24:29 it would be good to automatically generate some of those descriptions too, though 10:25:07 same for deck and card descriptions, really 10:26:33 yeah, cards and decks are badly overdue 10:31:09 -!- ainsophyao has joined ##crawl-dev 10:31:39 -!- jeanjacques has quit [] 10:46:37 -!- st_ has joined ##crawl-dev 10:54:37 -!- Textmode has joined ##crawl-dev 10:57:02 -!- Blade- has joined ##crawl-dev 11:18:59 -!- frogbotherer has joined ##crawl-dev 11:20:57 -!- evilmike has joined ##crawl-dev 11:25:03 HangedMan: you brought up that removing ammo enchantment would be a needlestabbing nerf. this isnt really true though, because needle enchantment has a pretty small effect 11:25:24 the most important things for a needlestabber are throwing skill and blowgun (not needle) enchantment 11:25:54 oh 11:26:04 k 11:28:08 elliptic: so what's the plan then? +3 to all ammo? Seems too good to me, especially in the early game. 11:29:19 kilobyte: yeah... +2 or +1 might be better. I think the mulch rate for +3 is reasonable, though 11:29:46 also we don't have to use the same thing for thrown weapons as for launched 11:29:51 if we don't want to buff darts/stones, that is 11:30:11 what if you just reduced the mulch rate without giving it a +3 enchantment? 11:30:26 +2 but with 03 mulch? 11:30:28 +3* 11:32:20 evilmike: I'd say it's more about inventory management than enchantment 11:34:13 elliptic: stones are worthless when thrown by the player, do any semi-meaningful damage only for monsters, and then only in the early game or if the monster's HD is high 11:34:53 still, if you're concerned about the early game, we can use skill/HD instead 11:35:55 kilobyte: I mean that +3 darts are actually really good early on 11:36:46 one possibility for launched weapons: use missile enchantment = launcher enchantment 11:36:51 er, launched missiles 11:37:07 and then leave non-launched missiles at +0 for damage calculation 11:37:24 mulch calculation can be completely separate from this, of course 11:38:01 elliptic: +3 stones are good early on, yeah, +0 are worthless (unless your maxhp is 9) 11:38:06 yes 11:38:15 except for jellies 11:38:33 it's a long kite without a sling 11:41:39 tempted to ask for speed 8 jellies to also help with the tedium of kiting jellies 11:42:21 how about speed 10 jellies to stop that 11:42:33 or speed 11 11:43:15 +1 for speed 10 jellies, though they should possibly be nerfed a bit along with that 11:43:19 maybe by reducing HP a bit 11:44:38 bit of a weird suggestion: what if they got slow attacks? 11:44:39 how about make rocks do 300% more damage to jellies 11:45:03 I think "slow melee monster" ideas would work better if they moved normally but attacked slowly, rather than do everything slowly 11:45:42 wouldn't that result in actually-threatening-but-still-tedious melee-kiting? 11:46:17 wouldn't that play like early giant worms 11:46:29 regular worms 11:47:03 you'd need swiftness to melee kite it 11:47:09 slow attacks would make it kind of like an ogrer 11:47:11 ogre* 11:47:21 oh, fair enough then 11:48:59 +1 on speed 10 jellies 11:58:22 about the "make everything speed 10" thingy: Hell Sentinels have no business being that fast (and are effectively but bone dragons kind of need to be sped up 11:59:01 do jellies get some kind of delay when they eat stuff? 11:59:43 03elliptic * rec6e988c33c2 10/crawl-ref/source/ (dat/lua/autofight.lua l_moninf.cc): Give lua access to monster names. 11:59:46 no ranged attack, heavy melee damage, occur in midgame where folks may not yet have boots of running/blink/etc 11:59:53 03elliptic * rd89cc349d604 10/crawl-ref/source/dat/lua/autofight.lua: Autofight: break ties in favor of orc priests/wizards. 12:00:51 if they don't, you could implement that and make them speed 10.. so it is an option to lure them to items (which heals or even splits them, but may give you a gap in return) if you want to escape 12:00:51 for autofight, I wonder whether autothrow should do nothing if you have high Stabbing and the monster is sleeping 12:00:51 for fighting them, speed 9 or 10 doesn't make a huge difference anyways 12:01:22 kilobyte: I can't imagine anyone using autothrow after very early game anyway; I guess it could be relevant for En or As though 12:01:44 if that's what you mean by high stabbing 12:03:02 Baileys with 598673389 axes of returning... 12:03:39 Shoals have far more javelins than you can mulch 12:04:06 kilobyte: you still have much better things to do with your moves generally 12:04:33 depends on the character; a pure melee one tends to have nothing to do usually 12:04:53 if the monster is dangerous, wands or god abilities or whatever 12:05:06 if the monster is dangerous, you don't autofight 12:05:06 if the monster isn't dangerous, who cares? 12:05:15 you can just hit it with your axe 12:05:30 it's still better to have autofight more efficient 12:05:47 my melee chars use javelins for fleeing monsters and regularly run out of them 12:06:09 and people tend to shift-autofight when in a corridor 12:06:13 elliptic: after Shoals? 12:06:22 throwing your five javelins before the monster even starts fleeing isn't great 12:06:42 pure melee chars have a hard enough time in shoals that I'll be XL 24 at that point 12:06:46 and doing V:8 and zot 12:06:49 not worrying about javelins 12:07:34 I don't really get the impression that people use shift-autofight 12:08:04 <3 it in a kobold room 12:08:32 or against your average pack of uglies in Vaults 12:09:47 I mean, shift-autofight clearly is nice in some ways... I should probably macro it to something more convenient than shift-tab and use it 12:09:48 oh shoals is guaranteed? wasn't aware of that 12:10:26 I think I need shift-autofight. 12:10:31 the other thing about javelins is that they weigh a ton 12:10:31 I learn stuff every day... 12:10:56 especially the steel ones (and the others mulch fast) 12:12:38 axes of returnings don't mulch, unless you're careless around jellies/water 12:12:43 anyway I'm not trying to say that autothrow can't possibly be useful, just that I wouldn't really worry about hypothetical javelin-stabbers :) 12:12:55 axes of returning are pretty awful 12:13:02 you get only a few of them, even the Bailey will give you ~10-15 at most. 12:13:10 you can't carry that many though 12:13:16 so many slots 12:14:00 yeah, but with a few points of Throwing, they'll last more than any stack of javelins would 12:14:38 5 axes with 10 Throwing give you 50 throws on the average 12:14:43 and do less damage 12:15:07 I don't see people using axes of returning, and for good reason 12:15:19 well, beats standing there pressing '.' 12:15:42 what else are you doing with that turn? 12:15:53 i use shift-autofight incidentally 12:16:05 zapping a wand, retreating to a better location, etc 12:16:11 it's pretty useful 12:16:43 there's few useful wands, and you already were in a corridor 12:16:48 also if you get chased away from that location and a skeletal warrior or some such picks up the axe, it can be pretty bad 12:17:46 unlike that steel javelin, that axe of returning won't stay there 12:17:51 MarvinPA: do you use it on shift-tab or macro it to something else? I just find shift-tab really awkward to hit 12:17:52 (usually) 12:18:06 i have it on shift+tab still 12:18:07 still think we should remove throwing spears/axes/daggers/clubs 12:18:17 Eronarn: +1 12:18:36 kilobyte: it will also do 0 damage usually 12:18:56 works totally different from other ranged, can easily be replaced by items for this (we already added javelins; could do throwing knives or throwing axes) 12:19:48 also if everything has limited mulching ammo it makes it much easier to balance 12:24:56 elliptic: I use shift-autofight obsessively when I have a chei character 12:25:04 other than that I usually don't use it that much 12:27:19 I guess the other reason why I don't use shift-autofight is that it is awful if even a single ranged monster is present 12:27:49 well it just aborts by default if there's nothing next to you, i think? 12:28:03 oh, it doesn't wait? somehow I thought it did 12:28:09 i know i had a different version at some point that waited 12:28:20 oh right 12:28:21 which was also sort of handy for being really lazy and spamming while monsters come to you 12:29:02 but yeah, that version isn't so great other than that :P 12:29:03 well, the axe-throwing version would be awful against ranged monsters 12:29:13 shackes (L26 MfHu) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed. (Abyss) 12:29:14 even if better than the wait-spamming one 12:29:22 yeah, you don't autothrow against a yaktaur captain 12:29:25 -!- blabber has quit [Quit: leaving] 12:29:36 -!- blabber has joined ##crawl-dev 12:29:41 !lm shackes type=crash -log 12:29:43 2. shackes, XL26 MfHu, T:72185 (milestone): http://crawl.develz.org/morgues/0.10/shackes/crash-shackes-20120512-172904.txt 12:30:04 bleh, webtiles and old bugs 12:32:50 there's also the thing that you could just swap to a launcher and probably do more damage 12:43:55 does anyone have any pending edits to throwing code? I'd start by moving it to a separate file. 12:46:23 I don't think anyone has touched throwing code in years :P 12:47:50 heh, right 12:50:03 -!- XnMojo has joined ##crawl-dev 13:30:44 -!- dtsund has joined ##crawl-dev 13:33:14 -!- ToBeFree has joined ##crawl-dev 13:33:20 -!- ToBeFree has quit [Changing host] 13:33:20 -!- ToBeFree has joined ##crawl-dev 13:42:25 A new serial vault with ruined pillars (https://crawl.develz.org/mantis/view.php?id=5664) by infiniplex 14:03:18 -!- G-Flex has joined ##crawl-dev 14:05:06 -!- dtsund has quit [Quit: dtsund] 14:26:09 -!- XnMojo has quit [Quit: XnMojo] 14:32:16 -!- alefury has joined ##crawl-dev 15:13:53 -!- Sequell has quit [Ping timeout: 245 seconds] 15:14:31 -!- Sequell has joined ##crawl-dev 15:14:58 -!- edlothiol has quit [Read error: Operation timed out] 15:19:22 -!- edlothiol has joined ##crawl-dev 15:23:47 Is it just my imagination or did super-early D get easier again? 15:24:44 -!- G-Flex has quit [Quit: Time for us to bug out.] 15:34:37 And then I get that fucking level. 15:34:41 Not funnny. 15:35:16 -!- galehar has joined ##crawl-dev 15:35:22 hey 15:35:32 hey 15:43:28 galehar: Did the difficulty of the first few levels change again? 15:43:42 Or as it just my imagination that it changed in the first place? 15:46:04 no, although the monster set there is in a dire need of a rebalance 15:46:29 Some stuff is just really annoying... 15:46:32 d:1 isn't bad 15:46:37 HangedMan: It's boring. 15:46:54 what more do you want from the monsters viable at that character strength range 15:47:29 Some kind of challenge. 15:47:34 Somethign to avoid 15:47:50 I'm not sure 15:48:01 kobold/hogoblin/goblin with glowing weapons/armour 15:48:06 jackal pack in open space 15:48:10 I guess 15:52:29 kilobyte: speaking of monster generation, do you have ideas of how to improve level differentiation of short branches? 15:55:21 -!- ainsophyao has quit [Remote host closed the connection] 16:01:14 right, i'm [---] this close to having some patches for mantis for the (working!) android tiles port 16:01:29 but i need to ask some awkward questions about where i can put build scripts 16:01:35 anyone up for it? :D 16:01:38 galehar: yeah, I'm thinking about rewriting the way mon-pick is written 16:01:51 frogbotherer: Is it regular tiles or webtiles? 16:01:59 regular tiles 16:02:04 frogbotherer: what's the diff size compared to regular builds? 16:02:16 frogbotherer: the last time I looked, there was a whole separate makefile 16:02:29 i merged them this evening 16:02:37 31 files changed, 814 insertions(+), 43 deletions(-) 16:03:01 -!- Pingas has quit [Read error: Connection reset by peer] 16:03:05 including 101 lines of documentation :D 16:03:35 galehar: my current idea is to have an array rather than code, listing both rarity and depth in one line 16:03:56 frogbotherer: maybe merge branchs would be easier 16:04:04 basically, because of the way the SDL library works, there's a config file and a shell script that wants to live in the root of the project 16:05:12 galehar: i cloned the repo and stuck everything in master (i'm totally new to git), so i dunno if i can do that 16:05:34 depth could be done in one of three ways: 1. as a percentage of the branch's size (OODs would add a percentage rather than a number of levels), 2. as depth (either number or percentage) plus "breadth" (instead of having rarity do both), 3. having a range written outright 16:06:01 the alternative is that i can put the config file and shell script in with the SDL library instead 16:06:16 -!- edlothiol has quit [Ping timeout: 274 seconds] 16:06:26 kilobyte: that sounds like making the algorithm easier to understand and balance. That sounds pretty good! 16:06:36 which is how the SCUMMVM port works 16:06:59 -!- HangedMan has quit [Ping timeout: 256 seconds] 16:07:16 -!- edlothiol has joined ##crawl-dev 16:07:36 galehar: which variant? :p 16:08:26 frogbotherer: the compilation works on an Android device like everywhere else, right? Or is it some mad cross-compile setup? 16:08:52 kilobyte: it's definitely the latter 16:09:17 you compile crawl as a shared library and then wrap it in a java app using JNI 16:09:19 beh, I thought only iJunk is not capable of running a compiler 16:09:33 it still uses gcc tho 16:09:55 just gcc wrapped in not-really-makefiles wrapped in horrid shell scripts 16:10:01 is the cross-build environment available in some reasonable way, to allow nightly builds and so on? 16:10:20 kilobyte: how about mixing it up? uniques use 3 for example, they could be placed by the monster generator instead of vaults 16:10:28 yeah, it's all proper OSS 16:11:25 galehar: current formula has a parabola for mon-pick and a rectangle for uniques 16:12:10 galehar: do we want a parabola scaled onto the (rarity)x(range) rectangle? 16:12:13 frogbotherer: have you pushed your git clone to gitorious? 16:12:18 yep 16:12:27 frogbotherer: any other reachable place is good, too 16:12:29 https://gitorious.org/~frogbotherer/crawl/android-crawl 16:13:00 you need the SDL library port too, which is here: https://github.com/frogbotherer/commandergenius 16:13:17 (which is 99.99% not mine, btw :)) 16:14:35 kilobyte: btw, the android port supports unicode :) 16:14:52 galehar: only sort of! 16:15:02 galehar, frogbotherer: er, wait, in the GLish local tiles? 16:15:20 all i did was make "smart-quotes" work 16:15:29 because i thought it was an android bug :( 16:15:37 frogbotherer: and what about other characters? 16:15:37 oh ok 16:16:23 kilobyte: it has everything in unicode right up until it hits fontwrapper-ft.cc 16:16:52 but there's a 256 entry array of glyphs and anything outside that gets translated to upside-down question marks 16:17:17 :( 16:17:18 (i just bodged in some win1251 character mappings) 16:17:44 not nice, I hoped for something that gets rid of that 256 entry array 16:18:14 i did look at the way Wesnoth does it, and their equivalent seems to make a couple of SDL calls instead of all that glyph nastiness 16:19:21 otherwise i might've made a better fist of it :D 16:20:11 anything related to SDL won't helt console anyway right? 16:20:31 that "couple of SDL calls" is probably right what we need 16:21:30 it was a bit daunting to me - you'd basically be taking out all of the font loading, caching and rendering code and replacing it with some SDL magic 16:21:47 i just wanted to get crawl working on my android tab :'( 16:22:23 kilobyte: How would that help us? 16:22:27 I'm a noob . 16:22:37 ripping out that font loading is a good thing 16:23:13 ghallberg: tiles desperately need Unicode support, or I'd have to disable most of translations work 16:23:35 and there's no one with skills to do this 16:24:40 i'll have a crack at it if you like 16:25:06 no promises tho, off on honeymoon on friday and a bit green when it comes to this stuff 16:25:22 frogbotherer: that would be great yeah :) 16:25:45 honeymoon? congrats! :) 16:26:07 ha! thanks - Japan for two weeks - it's going to be awesome 16:26:59 have fun! 16:27:39 you're taking your tab? 16:27:51 yeah of course :D 16:27:59 :) 16:32:49 too late to warn you, I guess. Had my sis yesterday, getting evicted from my own bed in my own place onto the couch because of the kid, and told to go to sleep at 22:00, makes me feel sorry for all married folks :p 16:34:00 haha thanks :D 16:39:56 -!- dtsund has joined ##crawl-dev 16:41:07 here we go: an example of OpenGL+SDL+TTF and unicode font rendering: https://github.com/frogbotherer/commandergenius/blob/sdl_android/project/jni/sdl_ttf/glfont.c 16:42:00 now to get the crowbar out and see if i can wedge it into fontwrapper-ft 17:03:17 -!- Patashu has joined ##crawl-dev 17:34:48 -!- ToBeFree has quit [Read error: Connection reset by peer] 17:45:28 03galehar * r83a1b3d123b9 10/crawl-ref/source/util/text-wrap.pl: Remove an obsolete script. 17:45:28 03galehar * rbef9f29b23aa 10/crawl-ref/source/ (l_debug.cc scripts/place-population.lua): Add mimics to place-population.lua stats 17:54:20 03kilobyte * r9a3f12d43ac1 10/crawl-ref/source/dat/descript/backgrounds.txt: Don't claim primary hunter weapons depend on species -- they get to choose. 17:54:20 03kilobyte * r1fe207f328be 10/crawl-ref/source/ (17 files): Move throwing code out of item_use.cc 18:02:47 -!- syllogism- has joined ##crawl-dev 18:06:27 -!- syllogism has quit [Ping timeout: 255 seconds] 18:22:27 -!- MarvinPA has quit [Read error: Connection reset by peer] 18:22:43 -!- Ragdoll has quit [Quit: Ragdoll] 18:51:30 -!- petete has joined ##crawl-dev 18:59:12 -!- MarvinPA has joined ##crawl-dev 18:59:57 -!- frogbotherer has quit [Remote host closed the connection] 19:01:30 -!- edlothiol has quit [Ping timeout: 252 seconds] 19:03:15 -!- rast has joined ##crawl-dev 19:07:43 -!- blabber has quit [Quit: leaving] 19:21:36 -!- G-Flex has joined ##crawl-dev 19:31:24 -!- rast has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 19:41:02 -!- syllogism- has quit [] 19:49:48 Why do I get lua errors when trying to use lua:restrict_door in a dungeon vault, but not in Sprint vaults? 19:58:02 -!- ark____ has quit [Quit: Leaving] 20:19:26 Oh, I see. 20:19:28 -!- mikee_ has joined ##crawl-dev 20:19:48 I just get lua errors when I try to use restrict_door on a door that's got a triggerable attached to opening it. 20:43:46 -!- SteampunkDuck has joined ##crawl-dev 20:44:27 Hi guys, I just updated my git repo, tried a make tiles=y, it looks to me like a recent change may have an error: 20:44:30 item_use.cc: In function ‘bool _prompt_eat_bad_food(item_def)’: 20:44:31 item_use.cc:3349:35: error: ‘colour_to_str’ was not declared in this scope 20:44:34 make: *** [item_use.o] Error 1 20:46:04 -!- G-Flex has quit [Quit: Time for us to bug out.] 21:00:46 -!- Blade- is now known as xom 21:00:49 -!- xom is now known as Blade- 21:04:02 <|amethyst> SteampunkDuck: what, people actually do local tiles builds? :P 21:04:15 Well I play ascii on cao 21:04:16 <|amethyst> looks like it just needs an #include 21:04:41 but sometimes its nice to play the tiles too 21:04:49 what file has to be included? 21:05:04 <|amethyst> colour.h 21:06:01 ill check it out 21:06:58 -!- Textmode has quit [Ping timeout: 255 seconds] 21:10:00 yep that fixed it 21:13:37 <|amethyst> SteampunkDuck: pushed to trunk, thanks 21:14:27 np 21:14:29 -!- SteampunkDuck has left ##crawl-dev 21:15:58 03|amethyst * r3fa52a44caa6 10/crawl-ref/source/item_use.cc: Fix local tiles builds. 21:20:28 -!- Dixie has quit [Read error: Connection reset by peer] 21:20:50 -!- Dixie has joined ##crawl-dev 21:26:20 -!- MarvinPA_ has joined ##crawl-dev 21:29:07 -!- MarvinPA has quit [Ping timeout: 240 seconds] 21:29:08 -!- MarvinPA_ is now known as MarvinPA 21:36:16 -!- MarvinPA_ has joined ##crawl-dev 21:39:16 -!- MarvinPA has quit [Ping timeout: 250 seconds] 21:39:16 -!- MarvinPA_ is now known as MarvinPA 21:46:20 -!- Blade- has quit [Quit: Page closed] 21:50:11 -!- alefury has quit [] 22:23:29 -!- Textmode has joined ##crawl-dev 22:32:28 -!- capablanca has joined ##crawl-dev 22:33:35 -!- ussdefiant has quit [Quit: ChatZilla 0.9.88.2 [Firefox 12.0/20120420145725]] 22:35:05 -!- mikee_ has quit [Ping timeout: 272 seconds] 22:35:23 -!- [1]capablanca has joined ##crawl-dev 22:35:45 -!- ussdefiant has joined ##crawl-dev 22:37:03 -!- [2]capablanca has joined ##crawl-dev 22:37:03 -!- [2]capablanca is now known as mikee_ 22:37:51 -!- capablanca has quit [Ping timeout: 244 seconds] 22:39:05 -!- XnMojo has joined ##crawl-dev 22:40:09 -!- Textmode has quit [Ping timeout: 255 seconds] 22:40:09 -!- [1]capablanca has quit [Ping timeout: 272 seconds] 22:40:09 -!- ainsophyao has joined ##crawl-dev 22:42:03 -!- mikee_ has quit [Ping timeout: 272 seconds] 22:50:48 -!- ussdefiant_ has joined ##crawl-dev 22:51:14 -!- ussdefiant has quit [Ping timeout: 260 seconds] 22:51:14 -!- ussdefiant_ is now known as ussdefiant 22:55:19 -!- Textmode has joined ##crawl-dev 23:09:25 -!- Textmode has quit [Ping timeout: 255 seconds] 23:27:46 -!- Textmode has joined ##crawl-dev 23:38:09 !tell kilobyte the banishment immunity you coded doesn't seem to work, see !lm ophanim trck type=abyss.exit 1 x=turn and !lm ophanim trck type=abyss.enter 2 x=turn 23:38:09 elliptic: OK, I'll let kilobyte know. 23:43:56 are you sure that was the latest version? iirc ophanim has a habit of not upgrading saves 23:46:07 yes, I checked the version 23:46:28 (7de84f1) 23:49:49 -!- ussdefiant has quit [Ping timeout: 272 seconds] 23:49:50 aha, I see why 23:50:23 -!- ussdefiant has joined ##crawl-dev 23:50:27 !tell kilobyte it looks like BEAM_BANISH sets you.banished directly rather than calling you.banish(), so I guess that's why 23:50:28 elliptic: OK, I'll let kilobyte know.