00:02:01 Unstable branch on crawl.develz.org updated to: 0.11-a0-2537-gab6943a (33) 00:13:15 Windows builds of master branch on crawl.develz.org updated to: 0.11-a0-2537-gab6943a 00:41:50 -!- phunktion has joined ##crawl-dev 00:42:46 hi all 00:47:20 -!- Patashu[Zzz] is now known as Patashu 01:04:36 -!- phunktion has quit [Ping timeout: 245 seconds] 01:24:15 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0/20120601175215]] 01:46:53 -!- ussdefiant has quit [Ping timeout: 246 seconds] 02:21:51 -!- alefury has joined ##crawl-dev 02:24:13 -!- phunktion has joined ##crawl-dev 02:45:07 -!- Nomi has quit [Ping timeout: 264 seconds] 02:54:54 crate suggested making oka heroism a passive and increasing piety decay, because with the current cost it makes sense to use it before any even remotely interesting fight 02:55:21 any opinions? 02:56:13 I'd rather increase the cost of heroism so you can't use it every fight 03:03:44 -!- dtsund has quit [Ping timeout: 244 seconds] 03:04:00 well yeah, thats another option 03:04:46 i think faster piety decay would be interesting, though, and this would be one way to introduce it for a single god 03:05:56 <|amethyst> IMO faster piety decay would make more sense for Trog than Okawaru 03:06:05 <|amethyst> WHY YOU NO KILL????!!! 03:06:14 imo it would make sense for lots of gods (see tavern) 03:06:24 trog already makes it fairly hard to get to ****** 03:06:37 I mean, you can do it, but it's normal to be at *****. most of the game 03:06:49 https://crawl.develz.org/tavern/viewtopic.php?p=65951#p65951 03:06:51 and the following 03:08:12 i think piety fluctuating pretty strongly both with time and ability use would be neat, because having a piety clock that actually hurts if you ignore it would help with a lot of crawl's problems 03:08:40 -!- ToBeFree has joined ##crawl-dev 03:09:21 -!- SoulOfTheInterne has joined ##crawl-dev 03:12:08 -!- ToBeFree has quit [Read error: Connection reset by peer] 03:12:24 -!- SoulOfTheInterne has quit [Read error: Connection reset by peer] 03:13:11 the game doesn't even have a piety clock 03:14:34 for some gods it does 03:14:59 trog piety decays fairly fast already, its especially noticeable after gifts 03:15:23 the ones that accept corpse sacrifices have higher piety decay. I don't know why, I assume it's because there are more ways to get piety for them 03:15:52 could also be for the same flavor reasons i mentioned on tavern 03:16:07 they want you to kill dudes all the time 03:16:34 <|amethyst> okawaru is about precision, though 03:17:11 well, he is now. and him wanting to precisely kill dudes all the time still works. 03:17:20 <|amethyst> heh 03:17:27 I think okawaru and trog are the same, with piety decay (both gift, as well) 03:17:31 trog has more expensive abilities though 03:18:26 heh, and you think they are still too cheap (im not really arguing there) 03:19:14 well, I think a lot of abilities are too cheap. Some are closer to where they should be 03:19:22 I wouldn't increase the cost of trog's hand, for example 03:19:28 heroism is too cheap though (1 piety) 03:20:19 -!- ainsophyao has quit [Remote host closed the connection] 03:20:49 <|amethyst> what about Berserk? 03:21:08 piety cost for berserk? =P 03:21:19 oh wait, it's not quite 1, there's a formula 03:21:28 comment says random2( (piety_cost + 1) / 2 + 1 ) 03:21:31 <|amethyst> I guess having to rest off the Slow is enough of a piety cost 03:21:58 <|amethyst> evilmike: so 0.5 03:22:13 -!- ainsophyao has joined ##crawl-dev 03:22:31 |amethyst: actually the comment was misquoted 03:22:34 i think 03:22:46 oh, yeah 03:22:47 i read it as 1d3 for heroism 03:22:52 there's a "+" before that 03:23:22 <|amethyst> so 1d2 03:23:23 oh wait, 1d2 03:23:40 i always forget random2 goes to argument-1 03:25:25 <|amethyst> you remembered the zero though 03:25:48 yeah, no problems on that end :) 03:27:20 <|amethyst> random2() has always struck me as a funny interface 03:29:22 <|amethyst> I mean, it's perfect for picking an item from an array 03:29:34 <|amethyst> but then it gets used in damage formulas and stuff 03:31:30 <|amethyst> at least we don't fudge the dice rolls based on the player's luck 03:34:47 that can actually be pretty cool (binding of isaac, again) 03:34:58 not for crawl though 03:36:01 luck influences which room layouts (and i think enemy sets) you get there, also some less interesting stuff 03:36:22 -!- ToBeFree has joined ##crawl-dev 03:36:31 in the expansion theres a challenge where you start with minimum luck, and its really noticeable. and fucking hard. 03:37:23 <|amethyst> I was referring to another well-known game 03:38:03 <|amethyst> where it is quite pervasive 03:39:32 <|amethyst> well, I guess 54 instances isn't "pervasive" 03:39:40 <|amethyst> still :P 04:02:27 Merfolk don't fully autoexplore shoals anymore (https://crawl.develz.org/mantis/view.php?id=5856) by absolutego 04:11:04 -!- syllogism has joined ##crawl-dev 04:11:35 -!- evilmike has quit [Read error: Connection reset by peer] 04:14:10 -!- absolutego has joined ##crawl-dev 04:37:13 -!- st_ has joined ##crawl-dev 04:55:04 -!- edlothiol has joined ##crawl-dev 05:00:02 OSX builds of master branch on crawl.develz.org updated to: 0.11-a0-2537-gab6943a 06:06:59 -!- blabber has joined ##crawl-dev 06:27:26 03edlothiol * rc009cb19910b 10/crawl-ref/source/webserver/static/scripts/client.js: Fix lobby idle time updating in webtiles. 06:27:36 03edlothiol * r6f2e67e1cc4e 10/crawl-ref/source/ (3 files in 2 dirs): Implement old_blood rendering in webtiles. 07:22:05 -!- blabber has quit [Quit: leaving] 07:34:36 -!- ToBeFree has quit [Remote host closed the connection] 08:15:49 -!- kilobyte has quit [Ping timeout: 265 seconds] 08:21:36 -!- kilobyte has joined ##crawl-dev 08:37:26 Grildrak (L12 DESu) ERROR in 'mon-movetarget.cc' at line 109: ZotDef: monster it failed to pathfind to (40,26) (the Orb) (D:1 (ZotDef)) 08:41:30 -!- absolutego has quit [Quit: leaving] 08:51:51 -!- Nomi has joined ##crawl-dev 09:06:28 can random jelly spawns please be disabled for 0.11? 09:07:00 -!- Patashu is now known as Patashu[Zzz] 09:07:29 -!- MarvinPA has joined ##crawl-dev 09:16:41 -!- phunktion has quit [Ping timeout: 245 seconds] 09:23:32 alefury: I don't really see the point 09:24:03 making people stash in lair is silly 09:24:15 jelly spawns have nothing to do with that 09:24:39 sure they do. please remember that not everyone is a good player :P 09:24:44 many monsters can use many items 09:25:12 and you can't be sure that you've killed all the jellies on a level even if you've "cleared" it anyway 09:25:50 how does this have anything to do with being a good player? orcs pick up and use up potions, wands, etc 09:26:15 just dropping stuff in a corner is generally totally fine, right? 09:26:34 but people dont realize that, because they are deathly afraid of losing items. 09:26:42 stuff being picked up is not permanent, stuff being eaten is. 09:27:09 "and use up" 09:27:43 are you planning to post a big sign saying "jellies don't respawn"? since most players will have no way of knowing this 09:29:53 people learned about "having" to stash on lair:2, people will unlearn it too 09:29:55 people can figure out on their own that lair doesn't have orcs, jellies, etc... you are talking about adding in something spoily 09:30:14 not to mention hacky 09:30:29 oh well 09:32:53 -!- Grunt has joined ##crawl-dev 09:34:10 -!- headzone has quit [Ping timeout: 276 seconds] 09:35:32 hm, i think heroism helps identify items. good? bad? 09:36:07 bad IMO, but kilobyte is the person who knows how it is supposed to work 09:42:21 -!- syllogism- has joined ##crawl-dev 09:42:46 -!- ussdefiant has joined ##crawl-dev 09:43:38 -!- syllogism has quit [Ping timeout: 240 seconds] 09:49:57 -!- headzone has joined ##crawl-dev 09:50:56 -!- ussdefiant_ has joined ##crawl-dev 09:51:38 -!- ussdefiant has quit [Ping timeout: 240 seconds] 09:51:39 -!- ussdefiant_ is now known as ussdefiant 10:01:22 -!- Wensley has joined ##crawl-dev 10:03:41 Unstable branch on crawl.akrasiac.org updated to: 0.11-a0-2539-gc009cb1 (33) 10:35:49 -!- ussdefiant has quit [Ping timeout: 248 seconds] 10:42:45 -!- Nomi has quit [Ping timeout: 265 seconds] 10:51:57 -!- SkaryMonk1 has joined ##crawl-dev 11:24:54 -!- G-Flex has joined ##crawl-dev 11:28:01 PrincessTileah (L27 VpAs) ASSERT(branch != NUM_BRANCHES && depth != -1) in 'travel.cc' at line 2983 failed. (D:32) 11:28:30 -!- blabber has joined ##crawl-dev 11:40:20 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :)] 11:48:50 -!- Xiberia has quit [Ping timeout: 260 seconds] 11:54:01 -!- lodestone has joined ##crawl-dev 11:59:44 -!- Dixie has joined ##crawl-dev 12:04:20 -!- lodestone has quit [Quit: lodestone] 12:27:55 -!- Keskitalo has quit [Ping timeout: 260 seconds] 12:28:22 -!- Keskitalo has joined ##crawl-dev 12:35:35 alefury, elliptic: there was no instant identify when Heroism was added, yeah. And the idea behind new autoid assumes skills don't generally cheaply increase. 12:35:59 kilobyte: the autoid should use the unboosted skill then 12:36:13 it can be argued both ways, as followers of a god of battle may have a passive clue about what weapons are good, but yeah 12:36:22 not sure what with Ashenzari 12:49:02 03kilobyte * rc1762c3f1e3a 10/crawl-ref/source/misc.cc: Don't count Heroism nor Ashenzari when identifying weapons by skill. 12:49:12 03kilobyte * r5de740afa3f7 10/crawl-ref/source/dat/database/ (rand_all.txt rand_arm.txt rand_wpn.txt): An imperial buttload of randart name parts, by jeffqyzt. 12:54:36 -!- kek has joined ##crawl-dev 13:12:58 -!- eeviac_ has joined ##crawl-dev 13:13:19 -!- aleksil has joined ##crawl-dev 13:14:42 ??silver 13:14:43 silver[1/1]: +5% damage per mutation (up to *1.75), 1.75x vs chaotic things (marked as such in their description). This means shapechangers, mutaters, ugly things, abominations, Tiamat, Killer Klowns, chaos spawns. 13:20:34 !learn edit silver s,changer,shifter 13:20:35 silver[1/1]: +5% damage per mutation (up to *1.75), 1.75x vs chaotic things (marked as such in their description). This means shapeshifters, mutaters, ugly things, abominations, Tiamat, Killer Klowns, chaos spawns. 13:22:27 -!- Textmode has joined ##crawl-dev 13:36:38 -!- dtsund has joined ##crawl-dev 13:59:58 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 14:06:16 -!- ToBeFree has joined ##crawl-dev 14:18:07 03MarvinPA * r41df555bbb78 10/crawl-ref/source/view.cc: Change lantern of shadows effect to allow distinguishing LOS boundary and monster colours 14:26:00 <|amethyst> galehar: sorry I'm being a little slow... still working on the constriction implementation change... I have save compat worked out, and just need to handle monster_info and do some testing 14:26:13 |amethyst, what's changing? 14:26:14 <|amethyst> galehar: then the gameplay changes should be straightforward 14:27:14 <|amethyst> galehar: I haven't really given a lot of thought to the 'held' stuff... I've added the enum and the actor member, but it's currently only used for constriction (and even then, not really "used") 14:27:51 <|amethyst> Grunt: implementation-wise, the constriction array (using mindexes) is turning into a map (using mids) 14:28:01 Aha. 14:28:05 Sounds sensible. 14:28:50 <|amethyst> Grunt: gameplay-wise, there will be damage formula changes, blink (but not teleport) prevention, and "holding" (constriction without damage) 14:29:09 people will be incredibly sad if this does not make it into 0.11, and they also will complain if it does 14:30:01 <|amethyst> blink won't be completely prevented--it will count as N escape attempts (probably N=2) 14:30:21 <|amethyst> then there are some mimic changes that depend on this 14:30:30 the blink change is still real dumb 14:30:31 What kind of mimic changes? 14:31:39 <|amethyst> Grunt: plain mimics will deal no damage with constriction, and ravenous will do damage but less 14:31:50 Aha. 14:32:03 "The door mimic grabs you!" 14:32:25 I'm curious - what's the rationale for the blink change? 14:32:43 <|amethyst> you'll have to ask galehar 14:32:58 <|amethyst> It was always intended that you can't simply blink away from constrictors 14:33:38 <|amethyst> that was removed because of bugs, but a simpler implementation (without the "along for the ride" stuff, etc) could fix that 14:33:50 the rationale is that there isn't one, it's just there because some people don't like blocking and some don't like not blocking 14:34:00 so it's just a stupid compromise that makes no sense at all 14:34:20 <|amethyst> I'm not sure about that making it into 0.11 14:34:58 i don't think you should release with the current mimics 14:35:29 not allowing blink would be something that needs more testing than there can happen now, probably 14:35:38 -!- Dixie has quit [Ping timeout: 240 seconds] 14:35:47 <|amethyst> ChrisOelmueller: that was my thought 14:36:25 Blocking blink altogether doesn't make very much sense, in my view. 14:36:37 What is blinking? You're suddenly disappearing and reappearing in another position. 14:37:18 there's some rationale for it with statues and stuff blocking blinking 14:37:31 but unless we make monsters start blocking blinking, it's not a strong one 14:37:44 <|amethyst> I believe kilobyte has a similar objection 14:38:30 what's really awful though is having it count as an escape attempt 14:40:25 -!- Twinge has quit [Ping timeout: 252 seconds] 14:42:34 <|amethyst> I'm not entirely convinced that "you can blink through non-constrictors, why not constrictors?" is all that good an objection---after all, blink takes your inventory with you, but blinking across a floor item doesn't move it 14:43:06 <|amethyst> really I think it should be evaluated in terms of gameplay, not magic realism 14:43:11 I'm not sure how that argument would even come up in the first place. 14:43:34 -!- Twinge has joined ##crawl-dev 14:43:44 You don't blink "through" anything; you disappear suddenly and reappear somewhere nearby. 14:43:49 well i am clearly biased because i found "coming along for a ride" absolutely disgusting and not fitting into crawl 14:43:53 ...perhaps by means of spatial distortion. 14:44:05 (Hence Bend Space.) 14:44:22 but what are advantages over the current implementation, game-play wise? 14:45:33 everything that tries to hurt spellcasters with easy access to blink also hurts melee even more, since blink scrolls (a valuable item) are currently often consumed to escape 14:45:59 <|amethyst> I could see the argument for making it apply only to the spell 14:46:09 and you're taking even that last "guaranteed" instant escape , making teleport your best bet in a hairy situation 14:46:19 i wouldn't special-case either 14:46:22 currently a L2 spell and relatively common randart ability is a guaranteed escape 14:46:26 this isn't very good 14:46:34 (not that blink at L2 is a great spell to have at all) 14:46:49 i would be very fine with only having scblink and cblink available 14:47:01 but yeah, that's not the topic. :) 14:47:52 <|amethyst> maybe that could be it... controlled and semicontrolled let you out, uncontrolled is just N escape attempts 14:48:00 -!- evilmike has joined ##crawl-dev 14:48:20 I don't buy the "N escape attempts". I don't think it makes any sense. 14:48:26 why not? 14:48:29 you are trying to pull away 14:48:32 you might succeed 14:48:48 So, blinking is "you're pulling away with N times as much force"? 14:50:48 The mechanics of casting a blink spell (or evoking it from an artefact) work rather differently than attempting to use brute force to pull away from something crushing you to death. 14:51:02 do they really 14:51:09 glad to know you are such an expert on crawl realism 14:52:37 I don't necessarily expect realism, but I do at least expect consistency. 14:52:52 ...and having a spell behave completely differently just because there's a monster next to you isn't very consistent. 14:53:18 this doesn't strike me as an inconsistency 14:53:26 if there's a problem, we just write it into the spell description 14:54:10 personally I have no experience with the physics of translocation spells and how they distinguish between the scrolls in your pocket and the tentacle wrapped around you 14:54:20 that might just be me though! 14:54:29 you're really missing out 14:55:43 Grunt: it isn't just because "there's a monster next to you" 14:56:06 <|amethyst> just forbid casting and equipment swaps while constricted, let those already wearing a +blink artefact get out... problem solved 14:56:30 I do think "no casting while constricted" makes sense. 14:56:40 It would be hard to wave your arms around while being crushed to death, after all. 14:56:44 <|amethyst> (I think that would be too harsh) 14:56:55 I think crawl's casting has no physical requirement, it's just words 14:56:57 Grunt: what makes you think that casting involves waving your arms around? 14:57:14 <|amethyst> also, you can swing your sword around 14:57:41 <|amethyst> (and if you remove that too, might as well just use melee paralysis) 14:59:13 It might not be the case for all spells, but are monsters casting spells not consistently described as "gesturing", "waving [their] arms", or what have you. 14:59:50 you probably could get away with making blink just count as 1 escape attempt 14:59:57 it's not *that* hard to escape by moving away, now 15:00:20 <|amethyst> a gesture could be like a mudra... and arm-waving only happens with airstrike 15:00:51 Sure it is, if you happen to be, say, a Sp or DE or something else with low strength. 15:01:21 it's good to have mechanics that hurt spellcasters more than melee 15:01:22 'let's block blink and teleport' is just an attempt to shoehorn that into constriction, because it happens to be a newer mechanic 15:02:02 Grunt: looking at monspeak.txt, most of the time gesturing isn't mentioned 15:02:16 That's because you want to be looking in monspell.txt, not monspeak.txt. 15:02:48 I still don't see many gestures 15:03:00 also does using a large weapon still reduce spellcasting success? see also shield and armor... it's pretty clear that crawl spells are intended to be like D&D ones, where you do need freedom of movement to some degree 15:03:04 Eronarn: no 15:03:34 "intended to be" 15:03:48 'are often directly copied from', is that better 15:04:06 I'd like to know who it was who intended this 15:04:10 and why we should care 15:04:23 crawl realism arguments, the most constructive arguments of all 15:04:27 obviously we could flavor things like that if we wanted 15:04:48 but we certainly aren't locked into doing so 15:04:58 MarvinPA: constrictive* 15:05:10 ho ho 15:05:32 constriction blocking spellcasting is wrong anyways, i think it should just be a penalty 15:06:03 a penalty to casting success? that does sound more plausible 15:06:18 That actually makes more sense than blocking it altogether. 15:07:15 a while ago what i had been thinking of for armor was a flat miscast rate, rather than adjusting your miscast chance, because that penalizes even very good spellcasters  15:07:18 i think that same rationale applies here 15:07:21 you shouldn't be able to cast magic dart or blink 100% of the time when constricted even if you are an archmage 15:07:42 ...in much the same sense that even an archmage could not cast those spells 100% of the time while wearing plate mail. 15:07:50 it makes any anti-caster drawback really be 'anti-weak-caster' 15:08:11 <|amethyst> I like that it's feasible to be an armoured caster 15:08:26 <|amethyst> having a (say) 20% fail rate on all your spells would kind of stop that 15:08:32 Eronarn: I'm not necessarily opposed to the flat miscast rate idea but I think a hypothetical constriction casting penalty should be the same type as penalty as all the other penalties we have 15:08:44 s/type as penalty/type of penalty/ 15:09:06 |amethyst: you could go with very small penalties, really; even single digits is harsh 15:09:21 also armor skill, etc. 15:09:35 <|amethyst> Eronarn: single digits isn't harsh for bad casters, though 15:10:14 elliptic: i think the current penalty is not wel designed, there is no easy way to communicate to players what affects it. also there is the possibility for having two different effects: like constriction based failures get a different message, no miscast effect, no lost MP 15:10:30 that would make them feel rather different 15:10:46 Eronarn: this sounds like just making the system more complicated 15:10:48 |amethyst: right, that was the point - you could have low level casters in plate, even with low skill, if they were willing to have (say) a 10% failure rate 15:11:19 but high level casters would have to actually think about whether they want dragon armor affecting their spellcasting rates 15:11:26 you have to think about it now 15:11:43 not to the same degree that you do at low spellcasting skill 15:11:44 <|amethyst> Eronarn: you're making it hurt the low-level spells more than the high ones, though 15:11:51 Eronarn: sure you do 15:12:36 unless "high level casters" means "all skills in the 20s", heavy armour penalties are noticeable 15:12:40 elliptic: putting on armor at low skill can bring you from okay to deadly miscast, instead of from great to less great 15:12:56 no, because you are casting different spells 15:12:57 <|amethyst> Eronarn: that's not a matter of just skill though 15:13:04 it takes different spells from great to less great 15:13:08 in both cases 15:13:34 <|amethyst> Eronarn: currently, at lower skill you have to decide "Is this armour worth making my L3 spells go from 1% to 11%"; and at higher skill, "Is it worth making my L7 spells go from 1% to 11%"? 15:13:39 <|amethyst> what elliptic said 15:14:04 or 5% to 20% or whatever 15:14:34 the issue being that you don't have many spell levels to fall back on at low level 15:14:35 <|amethyst> anyway, I've got to go now... have a fruitful discussion 15:15:24 the current system isn't great and I'm open to changing it, I just would rather make it simpler than just add constriction as an extra component that works different from everything else 15:16:59 possibly just make it work the same as nets 15:17:01 <|amethyst> !tell galehar I made a few comments to you about my constriction progress in the scrollback (around 14:26 in the online logs, 19:26 UTC). Also, should the escape forulae be tweaked along with the damage formulae? 15:17:15 until we actually overhaul spellcasting 15:17:23 |amethyst: OK, I'll let galehar know. 15:25:53 -!- elliptic has quit [Ping timeout: 246 seconds] 15:27:14 -!- elliptic has joined ##crawl-dev 15:35:53 -!- MarvinPA_ has joined ##crawl-dev 15:37:37 -!- MarvinPA__ has joined ##crawl-dev 15:39:05 -!- MarvinPA has quit [Ping timeout: 252 seconds] 15:39:05 -!- MarvinPA__ is now known as MarvinPA 15:41:08 -!- MarvinPA_ has quit [Ping timeout: 240 seconds] 15:41:34 -!- ainsophyao has quit [Remote host closed the connection] 15:42:38 -!- aleksil has quit [Ping timeout: 240 seconds] 15:42:53 -!- yazz has joined ##crawl-dev 15:43:20 -!- yazz has left ##crawl-dev 16:00:29 -!- frogbotherer has joined ##crawl-dev 16:15:17 -!- blabber_ has joined ##crawl-dev 16:15:43 -!- blabber has quit [Ping timeout: 264 seconds] 16:18:08 wow, the webtiles version is pretty impressive, i must say 16:18:16 it's come a long way since when it was first released 16:18:48 almost makes me wish you could play it with ascii instead :s 16:19:56 does it only work with CDO or is there a version for CAO? 16:20:37 stabwound: you can play it with ascii, but last I checked it was a little funky 16:20:43 cdo only 16:20:46 ah 16:21:00 there's a button somewhere to turn on ascii mode 16:21:53 aha! 16:21:56 stabwound: press f10 16:23:16 cool, that does work although the font is pretty funky looking 16:23:51 or maybe it's not actually a font 16:25:11 stabwound: the font is whatever is Monospace on your system 16:28:10 edlothiol: last I checked, glyph mode in webtiles didn't have the branding that console has (e.g. sleeping monsters are blue)... any chance of getting that? 16:36:56 |amethyst: if you have any problems with save compat, there is hardly any reason to waste time there 16:37:41 the only downside would be a trunk game or two not being able to transfer to a version with some bugfix 16:38:00 nothing else cares, as 0.11 is not compatible with 0.10 anyway 16:39:39 elliptic: hm, sure, I'll look into it 16:40:35 speaking of webtiles, there's a new (trunk) webtiles server 16:40:45 it's probably worth a blog post at least 16:41:00 I don't think the server is quite ready for that 16:41:43 we really need to think about an infrastructure to add new temporary servers for the tourney 16:42:35 at least, doing some planning 16:44:45 elliptic: do you have any plans when exactly the tourney would be? 16:45:25 I haven't really thought about the next tourney at all yet 16:47:11 I'm asking mostly because it'd be good to know when a feature freeze should be 16:49:29 I had the impression that the tourney is set for the second half of August, which means a feature freeze in the beginning of July, and a full freeze not long after 16:53:32 looking at the calendar, Aug 4-19 or Aug 11-26 would be the options in August with the two-week schedule starting on a saturday and finishing on a sunday 16:54:51 Aug 18 - Sep 2 would be reasonable also presumably 17:10:13 03galehar * rb8e867a99dd4 10/crawl-ref/source/ (godprayer.cc religion.cc stash.cc): Make god_likes_items return false for GOD_NO_GOD instead of error. 17:10:23 03galehar * r754e3deff954 10/crawl-ref/source/stash.cc: Only visit changed stashes if needed (#5849). 17:15:04 Hnygh, haven't had time for the tutorial, unlikely that I'll have any tomorrow either.. bnext week then! 17:15:29 I'm fixing the merfolk in Shoals not autoexploring bug, and I noticed that beogh_water_walk() doesn't allow autoexploring 17:16:19 you mean it only autoexplore islands, not the sea 17:16:19 galehar: You have 2 messages. Use !messages to read them. 17:16:29 !messages 17:16:30 (1/2) faze said (1d 5h 8m 37s ago): I saw you made show_gold_turns and game_turns default to true. How about show_inventory_weights = true while you're at it? :) 17:16:44 technically, it is correct (you can possibly run out of piety), but it seems bad in a vast majority of cases. Any ideas? Perhaps it should act as good enough if you're on the next piety step? 17:17:01 show_inventory_weights should be auto be default 17:17:03 !messages 17:17:15 (1/1) |amethyst said (1h 59m 53s ago): I made a few comments to you about my constriction progress in the scrollback (around 14:26 in the online logs, 19:26 UTC). Also, should the escape forulae be tweaked along with the damage formulae? 17:17:38 galehar: your commit 35eb27d2 stopped merfolk from autoexploring parts with too low sea floor, making them not notice islands 17:18:21 I'm not sure that's a bad thing 17:18:22 galehar: a fix seems trivial, I'd exclude everyone with permanent water walk from it 17:18:30 are items ever generated below sea level? 17:19:13 no, but the player receives no feedback why some of identically looking deep water gets explored and some does not 17:19:27 Seems good that autoexplore doesn't waste its time stupidily exploring the sea 17:19:39 yeah, that's true 17:20:33 yeah, it's probably better to let permanent flyers/swimmers to explore the sea then 17:21:21 the logic is in feat_is_traversable_now(), it looks good to me 17:21:36 except for the Beogh issue, which is not restricted to just Shoals 17:23:10 -!- blabber_ has quit [Quit: leaving] 17:23:26 (and +10 to show_inventory_weights, of course) 17:23:28 -!- blabber has joined ##crawl-dev 17:24:03 feat_is_traversable_now looks good to me too 17:31:47 |amethyst: can you push your thing to a branch? 17:32:03 03kilobyte * r12d28aa9d876 10/crawl-ref/source/travel.cc: Allow merfolk (and others with unlimited water traversal) to fully explore Shoals. 17:32:42 if you're doing to constriction what I am thinking about, keeping compat would be quite a bit of work 17:32:54 (not sure if you're doing that kind of cleanup) 17:32:58 |amethyst: I've read the backlog. I'm sorry, but your few comments have been drowned in a blink/constriction balance argument 17:33:13 I mean I've read some of the backlog... 17:34:06 kilobyte: well, I've talked with |amethyst of the same implementation we've talked before. And he said he's done save compat. 17:34:49 |amethyst: about escape attempts, no need to touch the formula. This one has already been adjusted and it's working fine now 17:35:57 about constriction blocking blink, I think it won't be a too harsh nerf, because you'll still be very likely to escape with 2 blinks. 3 at most. 17:37:37 which against tentacled monstrosities can take all of your maxhp 17:38:03 the damage formula: dam * (1 + stepdown(time, 5) / 5) 17:38:23 which means reduce base constriction damage of high HD monsters 17:38:37 like tentacled monstrosities 17:39:47 -!- ToBeFree has quit [Read error: Connection reset by peer] 17:44:16 if you're standing on a pile that contains poisonous, contaminated and clean chunks, confirm_butcher=never will happily go with useless or bad chunks even if there's another, just a single turn older, good corpse below 17:45:44 any reasons to not make it use the "best" corpse instead? ("Best" defined by the same formula as drop_spoiled_chunks().) 17:46:05 yeah, it should prioritize quality over freshness 18:04:37 kilobyte: any chance you could tell me what screen you were looking at to break the unicode stuff? 18:06:57 -!- blabber has quit [Quit: leaving] 18:08:45 frogbotherer: the manual viewer, with ../docs/crawl_manual.txt overwritten with https://www.cl.cam.ac.uk/~mgk25/ucs/examples/UTF-8-demo.txt 18:09:19 ah! so you deliberately set out to break it :) 18:09:21 (the manual is autogenerated, so the file needs to have a timestamp newer than the source or make will rebuild it) 18:10:00 the way i've written it, there's a tradeoff between the total number of unique characters that can be displayed in one go and the amount of memory it uses 18:10:13 -!- eeviac_ has joined ##crawl-dev 18:10:15 because it still stuffs each glyph into part of a texture 18:10:18 this file has nothing fancy: no combining characters, only five CJK ones 18:10:49 i'll have a look (i'd set the hard limit to 255 unique glyphs on the screen at once, tho) 18:10:57 bumping the number above 256 somewhat helps, but the "animation" is still there 18:11:23 lemme rebase away my wip parts and push complete fixes 18:12:38 yeah, it's cos it's trying to write two glyphs into the same part of the texture in the same draw of the screen 18:13:30 i'll repeat what you've done and see if there's a way to make it smarter 18:14:08 (also: nothing fancy? this has got ethiopian and braille in it!) :) 18:14:10 03evilmike * rc824640e261a 10/crawl-ref/source/dat/des/serial/ (6 files): Tag most serial vaults with luniq_serial. 18:14:13 03kilobyte 07unicode-tiles * r68da026a57dd 10/crawl-ref/source/fontwrapper-ft.cc: Don't let debugging printf spew invalid characters. 18:14:13 03kilobyte 07unicode-tiles * r71a6d884bb97 10/crawl-ref/source/fontwrapper-ft.cc: Formatting. 18:14:14 03kilobyte 07unicode-tiles * re8cd0829e3d5 10/crawl-ref/source/fontwrapper-ft.cc: A pixel = 1px, 4 bytes. 18:14:14 03kilobyte 07unicode-tiles * r47acb2b5b0c2 10/crawl-ref/source/fontwrapper-ft.cc: Fix a crash on drawing out of a character's bounds. 18:14:24 03kilobyte 07unicode-tiles * rb06106206de2 10/crawl-ref/source/fontwrapper-ft.cc: Fix a potential integer overflow. 18:14:29 I am almost sure the droppings come from cropping to bmp->width×bmp->height rather than max_width×max_height 18:15:17 "nothing fancy" as: all glyphs are plain wcwidth() == 1 stuff 18:15:24 i had so much trouble getting the blasted font metrics to work properly, so you're probably right 18:15:37 bear in mind i've got next to no experience in any of this stuff :D 18:15:54 tested with MONOSPACED_FONT="/usr/share/fonts/truetype/ttf-dejavu/DejaVuSansMono.ttf" 18:16:09 I have it neither :( 18:17:29 -!- _dd has quit [Ping timeout: 248 seconds] 18:17:29 also, no idea what to do with CJK. DejaVu has the benefit of being exactly Bitstream Vera, except with extra glyphs -- so no one can complain about looks. 18:18:42 I looked at fontconfig/pango before, but that's way too complex to handle anytime soon 18:19:00 i spent some time learning japanese in the past, so i can tell you how the language works 18:19:14 but not much about how to render it properly :D 18:19:32 two fonts, one regular, one with CJK? Having local tiles broken for CJK in 0.11 (no regression...)? 18:20:12 I know what to do in console, including writing my own terminal interpreter, but not the slightest clue about rendering it graphically. 18:20:28 font metrics are easy: all the glyphs are square 18:21:03 and the unicode stuff will Just Work 18:21:34 i think it's just a case of getting a font with the right set of characters in it 18:22:04 what did the guy who did the Korean port do? 18:22:13 can't ship it with Crawl (would triple the download size for even a too ugly to live font) 18:22:43 IIRC a hard-coded font that supports Korean but not much more 18:29:00 had a quick look at how Wesnoth does it - it looks like they use separate western and CJK fonts, with the latter being a stripped down character set borrowed from Android 18:31:27 http://forums.wesnoth.org/viewtopic.php?f=7&t=35745 has some of the details in it 18:40:08 03evilmike * r780937c527a4 10/crawl-ref/source/dat/des/branches/lair.des: Reduce the weight on wad's wood vaults. 18:40:19 perhaps something more radical: what about always using system fonts? 18:40:23 -!- kek has quit [Remote host closed the connection] 18:41:10 I think only WinXP and lower lack a decent one, and all have working ones for selected locales 18:42:29 so long as it's not me that has to test it :D 19:15:13 -!- syllogism- has quit [] 19:16:57 Using one good fonts which is monospace, have a good alphabet glyphs and CJK characters then we will be fine... not many set of fonts are needed. 19:24:26 -!- Patashu[Zzz] is now known as Patashu 19:30:25 03kilobyte 07unicode-tiles * rf79dc8e539c9 10/crawl-ref/source/fontwrapper-ft.cc: Fix droppings of old glyphs appearing on a new glyph's edges. 19:33:37 -!- Pacra has quit [Ping timeout: 240 seconds] 19:34:33 -!- edlothiol has quit [Read error: Connection reset by peer] 19:35:14 frogbotherer: do you have an idea what the memory usage when changing MAX_GLYPHS should be? 19:35:48 when i had it at 4096, it wanted 300Meg 19:35:59 at 256 it's more like 30 or 40 19:36:39 the trouble is it creates a byte array for the whole texture's RGBA values for each font size 19:36:47 when I try 4096 with korean characters, some old-fashioned PCs needed to reduce font size to play properly 19:37:43 (yes, tested with my hardcode...) 19:37:49 :) 19:38:19 all glyphs fit within 32x32, so 1024 of them should use 4MB. Yet I get VSZ/RSZ 487516/95648 with 256, and 471148/144856 with 1024 19:38:37 completely no idea why VSZ is going down... 19:39:42 and it's consistent between runs 19:40:02 4096 glyphs is 799136/342900, indeed not really acceptable 19:40:06 -!- edlothiol has joined ##crawl-dev 19:40:43 there might be a smart way to pull the texture data back from GLES, instead of keeping the array of pixels 19:40:51 that would halve the amount of memory needed 19:41:15 we could also use fewer fonts, when more characters are required 19:41:37 (currently i think there are five permutations of font size and outline, each of which gets its own texture) 19:42:28 if I check with my codes that would be helpful? which informations do you need? 19:42:35 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0.1/20120614114901]] 19:47:30 and one big character textures can't solve the problem at all... chinese have many characters 19:48:44 frogbotherer's way seems to work well 19:48:54 blmarket: i put a least-recently-used cache on top of the texture, so we're now only limited by the number of unique characters on the screen 19:49:14 oh cool. that would be nice. 19:49:27 I was wondering crawl needs SDL_ttf or SDL_pango 19:49:44 for 256 glyphs, we pay 12.5M 19:50:28 i looked at SDL_ttf, but it didn't seem to help very much 19:51:27 I guess, interrupting the draw if we get 256 replaces in a single text region, replacing what has already been written with blanks, and retrying, would remove any limits 19:52:16 mudo (L27 VpAE) ASSERT(zombie_class_size(cs) == Z_NOZOMBIE || zombie_class_size(cs) == mons_zombie_size(base)) in 'mon-place.cc' at line 2053 failed. (Zig:27) 19:52:18 cor, can you do that? :) 19:53:35 the trouble is, i bet all the really good technical literature for solving this sort of problem is in Chinese, Japanese or Korean :D 19:55:42 sry, what I tried was "all common-used korean characters" into one big wchar_t array 19:58:49 how many are there, altogether? also, do you need the latin characters as well for loan words? 20:00:11 sure, latin 256 + euc-kr characters... but I can't remember its count 20:00:16 but it's less than 4096 20:01:33 a more difficult question: how many different (unique) characters would you typically get in a page of text? :D 20:02:21 commonly used characters are less than 1024, but can be more than 256... this is statistical, so I can't sure 20:03:00 but you can believe it's less than 1024, but... wait... 20:03:25 is there so many screen space which can display more than 256 characters? 20:05:10 well kilobyte managed it by putting this UTF-8 test page (https://www.cl.cam.ac.uk/~mgk25/ucs/examples/UTF-8-demo.txt) through instead of the manual 20:05:31 i think that's a bit of an extreme case though 20:09:42 -!- edlothiol has quit [Ping timeout: 272 seconds] 20:15:19 wto the contrary, it's a mild test 20:16:06 -!- aleksil has joined ##crawl-dev 20:16:20 -!- headz0ne has joined ##crawl-dev 20:19:36 -!- headzone has quit [Ping timeout: 276 seconds] 20:28:16 -!- alefury has quit [] 20:28:32 ah ha! 20:28:50 kilobyte: i think i've cracked the memory problems 20:30:52 our fonts are stored as uncompressed RGBA8888, but only because that's what the code did before - we could store it in a compressed format (like RGBA4, i'll investigate), and get a load of memory back 20:31:44 also: i kept a whole copy of the pixel data in the font wrapper, because our GL wrapper wants to overwrite the whole texture each time you change it 20:32:59 it appears that there's a glTexSubImage2D in GLES1.0 that lets you redefine part of a texture 20:33:05 -!- eeviac_ has joined ##crawl-dev 20:33:30 which means we no longer need to keep the whole of the pixel data separately, if i extend the GL wrapper API a bit 20:34:37 i'll have a go at it tomorrow 20:38:46 -!- frogbotherer has quit [Remote host closed the connection] 20:48:28 -!- ainsophyao has joined ##crawl-dev 20:51:36 after using grep and it lists the references, how do you get back to the command prompt? 20:52:04 eeviac_: are you using grep or git grep? 20:52:09 git grep 20:52:14 eeviac_: q 20:52:23 I swear I pressed that button 20:54:00 eeviac_: when the results of a git grep are long enough, it automatically shoves you into the "less" utility. it's the same as if you did "grep whatever | less" 20:54:31 now I google what the less utility is 20:54:36 'man less' 20:56:30 wikipedia is full of useful information 21:02:56 tbh wikipedia is more useful than man pages 21:03:48 tbh I ha 21:04:02 woops wrong window 21:06:10 -!- st_ has quit [] 21:24:40 -!- phunktion has joined ##crawl-dev 21:27:16 -!- mikee_ has joined ##crawl-dev 22:02:31 -!- Dixie has joined ##crawl-dev 22:16:33 -!- ussdefiant has joined ##crawl-dev 22:22:25 -!- _dd has joined ##crawl-dev 22:33:15 -!- Pacra has joined ##crawl-dev 22:37:06 -!- MarvinPA has quit [Ping timeout: 265 seconds] 22:38:41 -!- Patashu has quit [Disconnected by services] 22:38:42 -!- Patashu[Zzz] has joined ##crawl-dev 23:12:31 -!- eeviac_ has quit [Quit: ChatZilla 0.9.88.2 [Firefox 13.0/20120601175215]] 23:16:42 -!- eeviac_ has joined ##crawl-dev 23:23:06 -!- dtsund has quit [Quit: reboot tiem] 23:23:13 -!- Nomi has joined ##crawl-dev 23:26:19 -!- dtsund has joined ##crawl-dev 23:37:16 -!- Wensley has quit [Ping timeout: 246 seconds] 23:59:11 -!- aleksil has quit [Ping timeout: 244 seconds] 23:59:42 -!- Grunt has quit [Quit: leaving]