00:01:01 Pre-release branch on crawl.develz.org updated to: 0.11-b1-92-gf308ed9 (33) 00:01:40 -!- Silurio has quit [Ping timeout: 245 seconds] 00:03:07 Stable (0.11) branch on crawl.s-z.org updated to: 0.11-b1-92-gf308ed9 00:04:09 -!- bonghitz has quit [Quit: bonghitz] 00:04:25 i have a suggestion for hardmode mnoleg 00:04:37 malign gateway has a SERIOUS limitation in that it only allows 1 portal at a time 00:04:45 the solution: spam portals 00:05:08 he could like, passively cause portals to erupt everywhere, not even as a spell 00:05:21 -!- remyroy has quit [Read error: Connection reset by peer] 00:05:28 evilmike: The reason I pulled him up was that the concern was raised that the summoner primordial liches are too similar to him. 00:05:43 though, light mnoleg might not even have that as a spell.... it was only added because i made a vault where he had enough room to cast it 00:06:57 Speed 12 | HD: 30 | AC/EV: 20/15 | Dam: 30 (drain), 25 (drain) | undead, etc. | Res: magic(immune), fire, elec, cold++, poison, rot, neg+++, torm | vul: holy+++ | XP: something | Sp: eyeballs, airstrike, horrible things, blink away, mass haste, greater demon 00:08:13 Unstable branch on crawl.s-z.org updated to: 0.12-a0-316-gc91d766 (34) 00:08:37 how much hp do they have 00:08:37 Also, does that look unmanageable to fight for a 3-rune game? (This is hardmode-exclusive.) 00:08:48 Lemme check 00:09:12 Average of around 165. 00:09:19 Nothing is unmanageable to fight, period, but that would be something most character would not want to deal with at all, I think 00:09:55 You said your eyes don't paralyze, but what do they do instead? 00:10:10 Oh, they currently paralyze, since I haven't killed paralysis just yet. 00:10:17 Oh, hmmm 00:10:25 But they'll have effects that lock off individual actions instead. 00:10:36 One to block potions, one to block melee attacks, etc. 00:11:43 The other possible spellbook for the primordials is Ice Storm, Symbol of Torment, Haste, Lehudib's Crystal Spear, Blink Away, and Greater Healing. 00:12:35 Though it may be that Torment *and* potent conjurations on one enemy is too much. 00:13:15 On something that hastes itself and is already faster than normal 00:13:28 Where do these show up, anyway? 00:13:58 Like, are they bosses of some place, or normal-ish spawns? 00:14:54 I raised this in #crawllight but since we're discussing it here I'll note that these are crazier-spells (but less hp, silencable, dispellable, &c) pan lords, and I disagree with the idea that hard mode games should be expected to do extended in preperation for zot 00:15:43 Yeah, I was about to say 'Even without the torment, that conjurer lich is considerably stronger than Lom' 00:16:26 same with the summoner lich vs mnoleg 00:16:28 11 extra HD on the ice storm, and potentially 2.4 times as fast, not to mention the crystal spear 00:16:44 Less hp, but who cares about that when you get double HD 30 ice stormed? 00:17:03 (Though I suppose dispel undead will work on them, but still) 00:17:22 expecting players to have dispel for primordial liches would be bad design 00:17:31 I agree 00:17:35 Hence the 'but still' 00:17:57 The general concept seems okay, but I think they're probably a bit much 00:18:50 I don't know whether they're actually a bit much or not in practice, but they're a bit much relative to panlords and that worries me 00:19:14 Windows builds of master branch on crawl.develz.org updated to: 0.12-a0-316-gc91d766 00:24:24 dtsund: imo the monster is not unmanagable but it carries two (major) risks 00:24:33 1. it's undead, thus, dispel undead becomes far more valuable 00:24:43 2. it spams the hell out of summons, thus mass abjuration becomes more valuable 00:24:57 if you go too far, you risk bringing both of those spells into "necessary to win" status, which is a bad thing 00:25:20 -!- valrus has quit [Remote host closed the connection] 00:27:06 also, this may or may not be useful (I think sprint's xp system is largely to blame). But I tried to have a "completely ridiculous" tier of monsters in arena sprint, and you know what happened? players just max all their skills and become even stronger 00:27:17 I may or may not have fixed that, we'll see... 00:28:53 evilmike: Also, silence works. 00:29:42 true... but ancient liches are already pretty beefy. if you go too far, it might be hard to kill one within a silence cast 00:30:01 crawl light still has nerfed silence, I assume (didn't see any commits changing that) 00:30:21 (old silence = full LOS until the spell ends) 00:30:32 It was changed before split, I thought 00:30:33 Oh yeah, almost forgot it was ever otherwise. 00:30:47 Wait, old silence was FULL LoS? 00:30:57 the fork was post silence-nerf, but i figrued old silence was so OP its probably not going back in crawl light 00:31:00 I knew it didn't shrink, but I didn't know it was ever full LoS 00:31:08 Yeah, I'm not bringing back old-silence. 00:31:14 I have imported the boost to scroll frequency. 00:31:31 I saw that one as more of a bug fix, to be honest 00:31:54 it was like... 10/10000 (roughly) 00:32:14 Yeah, I'm not sure I ever ended up using a scroll in the old system. You'd be lucky to find a single one to burn on read-IDing it 00:32:26 I know... I actually boosted it before I got to the import, but you boosted it more, so I cranked it up again. 00:32:35 the average number of scrolls of silence you'd find in a game was probably like... 0.2 00:32:54 (I'm just pulling numbers out of my ass here, but it's less than 1) 00:34:57 I think they'd still be fearsome enough for my purposes if I replaced eyes with no_spell and symbol of torment with cause fear. 00:35:26 what if you make paralysis giant eyes only? I agree that paralysis is a bullshit mechanic, but I feel like it's fair on eyeballs 00:35:38 because they are *extremely* slow, and you can negate them by just walking away 00:35:54 Remember, though, those will be hasted eyeballs. 00:35:58 this is very different from a gnome with a wand of paralysis 00:36:01 ohhh right 00:37:08 Suppose there are 5 Abyss levels -- what if each floor had a different dungeon generation theme? 00:37:13 @??giant eyeball 00:37:13 giant eyeball (16G) | Spd: 3 | HD: 3 | HP: 9-24 | AC/EV: 0/1 | lev | Res: 06magic(12), asphyx | XP: 3 | Sz: Medium | Int: plant. 00:37:27 so...spd 5 with light haste? 00:37:28 bh: nah... i'd rather you keep the theme consistent, but make the deeper levels more corrupted 00:37:38 bh: infinite number of abyss levels, with scaling formulae 00:37:45 wait no agh 00:37:48 Haste uses div_rand_round in both Light and SS, IIRC. 00:38:00 bh: this is a model which other branches use for example. deep swamp = more shallow water. deep spider = more webs. you get the idea 00:38:02 Abyss:∞ 00:38:08 the layout itself doesnt change in any of thsoe though 00:38:12 Wensley: no. No one wants to go to Abyss:324215215 00:38:23 are you sure? 00:38:25 bh: hahaha, you really underestimate crawl's playerbase 00:38:25 Abyss:SIL 00:38:34 some people like chaining zigs, farming demonic runes 00:38:36 1tell ragdoll challenge accepted 00:38:39 surely some people will like diving abyss 00:39:02 I actually think infinite scaling Abyss difficulty is amusing 00:39:15 that seems like it would have awful balance problems. 00:39:16 As long as getting the rune is simply and brief at a relatively shallow depth 00:40:04 balance problems? 00:40:06 As for balance, I'm not sure you need to worry about difficulty blanace for something clearly not intended 00:40:18 Any more than doing Tomb while holding the orb 00:40:36 i like infinite depth also 00:40:44 or 27 00:40:50 Could be a new sort of challenge game. How deep can you survive! :P 00:41:07 we have Zig 00:41:28 it seems like it would be different from a zig 00:41:34 there can be multiple challenges 00:41:40 bh: I guess I've never told you that I wish that zigs were infinite and scaled 00:41:41 Yeah, it's pretty different 00:41:59 Wensley: something about 41qys-pan 00:42:13 you really need a catchier name for that fork 00:42:22 yes :( 00:42:31 how about 4.2 00:42:36 haha 00:42:40 crawl 5 00:42:42 Life, the universe, and Crawl 00:42:52 Wensley: once I figure out how to go from Abyss:1 to Abyss:2, I'll consider making it have 27 levels 00:43:00 renaissance crawl 00:43:17 please just dont up the number of items or anything 00:43:25 we want to *discourage* players from going that deep 00:43:42 Items should go down, monsters should go up 00:43:54 bh: it's also flavourful for something called "abyss" to be dep and terrifying 00:44:22 well, it seems like there should be -some- reason to do it aside from bragging rights 00:44:26 evilmike: I think upping the items might be useful for 'normal' depths, though 00:44:28 zigs give you stuff 00:44:30 But clearly not for extra ones 00:44:34 evilmike: tempting people into danger with riches seems nice... probem is keeping the difficulty curve up 00:44:56 also having reasons other than speed to getthe rune lower is nice 00:45:03 -!- syraine has quit [Ping timeout: 276 seconds] 00:47:32 I think the "don't encourage scumming" principle overrides all of that, even though you have a point 00:47:57 pan + zigs are enough 00:48:10 Even moreso for just looking for escapes than getting the rune, I think. I mean, I would generally dive for a quicker escape in later game, but some people might prefer to play it safe and slow if the ONLY advantage was speed 00:48:31 I'm not convinced, but it is a point (it came up in ##crawl earlier tonight) 00:49:09 evilmike: well, the idea is that the only char that can scum it is one that can trivially win anyway, with an ideal design... but i agree that scumming is a very major risk 00:49:33 So how will the banishment rules work? 00:49:44 Each time you're banished, you get sent one level deeper than the deepest you've been? 00:50:06 its supposed to be a voluntary thing 00:50:13 find a portal deeper -> increase chance of getting a rune 00:50:25 get the rune, and the chance of an exit skyrockets (permanently) 00:50:34 -!- ophanim has quit [Read error: Connection reset by peer] 00:51:02 -!- SirVaulterScoff has quit [Remote host closed the connection] 00:51:02 i thijk banishment sendihng you deeper is good too 00:51:11 to determine the depth of the current branch, is there something less crude than peeking at branch-data? 00:51:28 involuntary deepening wouldn't really work with only 5 or so levels, and especially not with how you can get chain banished though that's a problem in its own right (escape abyss, immediately banished by what sent you there) 00:51:29 you.depth() 00:51:41 that's how you do it from lua anyway 00:52:21 monqy: that doesnt happen, you get bsanish immunity now 00:52:26 evilmike: max depth of the branch, rather than current 00:52:28 for a short time 00:52:29 elliott: oh good 00:52:36 but still!!! 00:52:41 bh: gimme a seck 00:52:44 How short a short time is it, anyway? 00:52:49 I can't remember the numbers 00:52:51 10 turns or so 00:52:56 Oh, quite a bit longer than I thought 00:53:01 I thought it was like... 2 at most or something 00:53:02 Wensley: I thought it was 100-200 turns? 00:53:07 maybe! 00:54:31 you.attribute[ATTR_BANISHMENT_IMMUNITY] = you.elapsed_time + 100 + random2(100) 00:54:41 is that 10-20? 00:55:35 monqy: well, at the very least stuff should banish you the deepest you've gone i.e.: abyss depth increases are permanent 00:55:35 Looks like it 00:55:47 making it go one further seems interesting to me; it gives even high-level players a reason to avoid banishment 00:55:57 Don't they already have reasons to avoid it? 00:56:11 tedium 00:56:19 well, they won't if they can handle abyss:1, except for it being boring 00:56:28 and for high scores, but I mean from a survival perspective here 00:57:04 hm, that could be an incentive 00:57:14 do a lumenstone-style thing in the abyss 00:57:30 Banishment knocking you down a depth on its own might actually be an incentive NOT to voluntarily descend, though 00:57:31 items that show up and are just for score/whatever 00:57:40 eh, I like Crawl's scoring system 00:57:52 ontoclasm: lumenstone? Is that a minecraft thing? 00:57:53 DracoOmega: mm, fair point 00:57:57 brogue thing 00:58:04 Because if you descend as far as you're comfortable with, then you risk the next banish putting you lower than you're comfortable with 00:58:11 if you go down past the amulet they show up 00:58:29 sweet -- I'm the first person to make it to Abyss:27 ;) 00:58:42 the only bad part of crawl scoring (which is actually pretty bad) is that you can do stupid things to minimize turncount 00:58:51 e.g. dancing back and forth with chei instead of resting normally 00:58:53 evilmike: like hit things with exec axes? 00:58:54 right 00:59:03 but otherwise its a pretty good system 00:59:06 good thing that's so tedious nobody bothers :) 00:59:16 its simple, and I think its quite fair to say that a higher score is a "better" win than a lower one 00:59:50 I think it might value runes a little too highly (over speed), and I don't like the basically completely different score used for non-winning games, but other than that I consider it a role model for roguelike scoring systems 01:01:20 well... I'd say runes and time are equally important dispite runes having a massive impact 01:01:30 you can only get 15 runes, and thus, time is the main factor for full wins 01:01:32 i consider crawl a role model for roguelikes in general :P 01:01:34 turns, rather 01:01:46 as for low-rune games, its not too weird for a 3-runer to beat a 4-runer 01:01:58 evilmike: right, but it's quite hard for a 14-runer to beat a 15-runer 01:02:02 unless the latter has a really bad time 01:02:05 The only situation the difference between them mostly comes up is that really fast low-run games to still lose decisively to average high-rune games, but that seems fine to me 01:02:05 true 01:02:12 14-rune highscores aren't all that uncommon 01:02:13 (having said that I think one of the top all-time games is a 14-runer, but iirc it's /really/ fats) 01:02:14 *fast 01:02:32 a few last I checked actually but some of them may have been obsoleted 01:02:39 !hs * 01:02:47 !hs * -2 01:02:53 1782411. hyperbolic the Petrodigitator (L20 DDEE), worshipper of Makhleb, escaped with the Orb and 15 runes on 2011-03-02, with 40764447 points after 35317 turns and 7:29:40. 01:02:53 1782410/1782411. hyperbolic the Executioner (L27 DDCK), worshipper of The Shining One, escaped with the Orb and 15 runes on 2009-11-21, with 36620901 points after 39740 turns and 7:53:59. 01:03:08 i want someone to beat 50 mil 01:03:24 shorter vaults + abyss diving = the secret fifty million score tech? 01:03:32 would that be... sub-30k 15 runes? 01:03:36 or just let wasp play enough and get lucky... 01:03:36 what kind of turncount would you need for a 50 mil game 01:04:35 -!- VideoGames is now known as Roka 01:04:42 -!- Roka is now known as VideoGames 01:04:50 dtsund: about those lich things of yours: why not just replace the panlords they're similar to with those in hard mode? 01:05:18 alternatively, make zot scale on the number of runes you put into it, and only have those liches when you have a bunch of runes, so you're ready to deal with uberpanlord liches (you'd have to make zot a one-chance thing for this) 01:05:23 !hs * urune=14 01:05:23 194. elliptic the Archmage (L27 DEAE), worshipper of Vehumet, escaped with the Orb and 14 runes on 2012-07-21, with 32355846 points after 39543 turns and 9:01:01. 01:05:32 -!- blackcus1ard has quit [Quit: Counted eleven steps when his brain said ten.] 01:06:21 wtf? How the hell did he run that so fast? 01:06:25 -!- morduin has quit [Remote host closed the connection] 01:06:42 by going fast 01:06:53 press the keys real quick 01:07:23 !lg * urune=15 min=turns 01:07:24 1782. hyperbolic the Petrodigitator (L20 DDEE), worshipper of Makhleb, escaped with the Orb and 15 runes on 2011-03-02, with 40764447 points after 35317 turns and 7:29:40. 01:07:35 that was the most ridiculous run 01:07:52 oh right that is just the all-around high score 01:08:06 shatter exploiting ftw... 01:08:22 elliott: the turn count I mean. 01:08:37 bh: download the ttyrec :) 01:08:54 https://gitorious.org/~bhickey/crawl/bhickeys-crawl/commits/inception -- if anyone wants to follow along at home 01:08:58 bh: you press the keys so fast you get multiple turns in one 01:09:07 -!- Turgor has quit [] 01:09:36 !lg * urune=15 min=dur 01:09:36 1782. Elynae the Conqueror (L27 MiFi), worshipper of Zin, escaped with the Orb and 15 runes on 2012-02-18, with 13686564 points after 115199 turns and 3:02:57. 01:10:04 oh man, so close to breaking the 3 hour mark 01:10:18 that's so elynae 01:10:56 I wonder if Elynae could break the three hour mark with the same speed-ups he's used for 3-rune games... I bet it wouldn't work too well, like trying to sprint a marathon 01:11:15 heavy macro use or what? 01:11:42 the only macros elynae uses are o and tab 01:11:52 he is just really, really fast 01:11:55 !lg * won min=dur -2 01:11:55 8876/8877. Elynae the Conqueror (L25 MiBe), worshipper of Trog, escaped with the Orb and 3 runes on 2012-06-23, with 1873843 points after 49257 turns and 1:08:43. 01:12:15 !lg * won min=dur -3 01:12:16 8875/8877. spenman the Ninja (L18 SpEn), worshipper of Ashenzari, escaped with the Orb and 3 runes on 2012-07-20, with 1994028 points after 37308 turns and 1:11:35. 01:12:24 wow, where is N7's 01:12:27 !lg * won min=dur -4 01:12:28 8874/8877. 78291 the Backstabber (L15 SpEn), escaped with the Orb and 3 runes on 2010-08-28, with 3765072 points after 16625 turns and 1:11:51. 01:12:42 !lg * won max=dur 01:12:42 8877. Cuckatoo the Farming Talismancer (L27 MuFi), worshipper of Trog, escaped with the Orb and 61 runes on 2007-08-01, with 2200969 points after 3190190 turns and 224:36:31. 01:12:52 !lg * won max=dur -100 01:12:53 8778/8877. qqryq the Petrodigitator (L27 HaEE), worshipper of Sif Muna, escaped with the Orb and 4 runes on 2012-04-04, with 1812084 points after 121412 turns and 51:10:48. 01:13:41 !lg * max=dur 01:13:45 1782420. Eronarn the Grave Robber (L1 GhNe), quit the game on D:1 on 2008-03-08, with 6 points after 0 turns and 327:09:44. 01:14:07 hahaha 01:14:12 learn add eronarn reasons 01:14:35 -!- Lightli has quit [Ping timeout: 245 seconds] 01:15:07 !lg * max=turns 01:15:11 1782421. apocalypserobin the Farming Insei (L3 VpMo), quit the game in the Temple (circular temple 6) on 2011-10-25, with 67 points after 199999999 turns and 36:40:50. 01:15:28 evilmike, you around? 01:16:51 Time to die, an Abyss.cc! 01:20:17 -!- Kalir has quit [Quit: leaving] 01:26:02 -!- Chozo has quit [Quit: ChatZilla 0.9.88.2 [Firefox 4.0b12pre/20110203165105]] 01:26:04 Blood and code for Makhleb! 01:26:19 lexackson: for a bit 01:27:13 i wanted to tell you that i'm really pumped for your new sprint 01:27:30 thanks 01:27:32 do you need help testing or are you looking for feedback? 01:27:46 -!- PsyMar has quit [Disconnected by services] 01:27:53 i have gotten tons of feedback, more is appreciated 01:28:04 i pushed some changes to it this weekend so keep that in mind 01:28:46 yeah i just started a game now, i'm gonna play a bit tonight, then think about it and take some notes 01:29:20 |amethyst: oh by the way 01:29:22 there is a lot of good design in there already :) 01:29:28 should also say, while i'm mostly happy with the balance (for the main 27 rounds anyway), the goal is more to just make it a fun/crazy distraction 01:29:39 |amethyst: shouldn't the abyss shaking message when you pick up the rune be in the same colour as messages like when you get pulled into another part of the abyss? 01:29:40 so if something seems a bit... imbalanced, I'm not super concerned unless it takes away from the fun 01:29:41 elliott: I don't want people visiting Zot:3 with three runes, then leaving, getting the other 12, and coming back. 01:29:42 they have a non-standard colour IIRC 01:29:54 dtsund: i already addresed that 01:30:05 okay, cool 01:30:07 Oh, sorry, missed that part. 01:30:41 (one-chance-only zot would also definitely be fitting for hard mode, I think) 01:31:08 While I kind of agree, I also don't want to do funny rules gotchas like that in hard. 01:31:12 have you thought about special terrain? for instance zig sprint has a chance for shoals levels 01:31:21 lexackson: oh here is one thing i would like... the way it works right now, there are several "tiers" of monster sets, and you generally go up one after boss rounds. problem is, the early game ones are a lot more limited than later ones 01:31:40 dtsund: you could make every branch single-try :p 01:31:44 and its hard to come up with early stuff thats also interesting. so suggestions are welcome 01:31:49 elliott: you're a picky one :) 01:31:53 okay, i'll keep that in mind 01:31:59 lexackson: i would prefer to keep the map static, with the only changes being from you/monsters fucking it up 01:32:04 bh: nits are my favourite friends 01:32:09 i just can't stop picking them 01:32:11 for example, aquamancers creating pools, or orb spiders blowing up the central pillars 01:32:13 -!- yogidabear has quit [Quit: Page closed] 01:32:14 elliott: get a lice comb 01:32:20 i am the lice comb! 01:32:22 /nick lice_comb 01:32:52 elliott: I'm thinking of implementing DoomRL-style challenge games for 0.3, and enforced ironman is one of the things I'm thinking of. 01:33:22 lexackson: note... it's fairly straightforward to altar the terrain in game (in fact the map does this after round 27 with the exit). it's just something i don't want to do, for the sake of keeping things simple 01:33:27 alter* 01:33:45 the really harsh part of ironman in crawl's layout is having to do lair rune branches shortly after you find lair 01:33:55 okay, i can understand that, just thought i'd throw it out there 01:34:02 Well, the way it'd work is it'd keep track of what you have access to. 01:34:10 (but that's a good thing) 01:34:27 So once you find a Lair entrance, every floor thereafter would have a staircase to D:next and Lair:1. 01:34:29 you could copy the rules from elliptic's elfrobin-esque tournament banner thing if you want something more lenient 01:35:33 And if you enter Lair:3, see the Snake entrance, and go to Lair 4, there'd be staircases to D:next, Lair:5, Snake:1, probably Slime:1, etc. 01:36:25 that doesn't really seem very ironman at all 01:36:35 you can delay doing a branch end for a very long time just by doing other things 01:37:25 No backtracking, no stashes; if you see something you can't handle, you have to abandon the level and never return. 01:37:34 evilmike: I want the bots to report what I round I was on when I die in thunderdome 01:37:46 It'd probably be one of the easier challenges, though. 01:37:52 Wensley: if you'd like i can add milestones to it 01:38:06 but... the various bots would need to be patched, or it would be too spamy :( 01:38:09 you could possibly just hack it up 01:38:16 so like 01:38:21 dtsund: I'd prefer just strict ironman rules (you can't go up until you reach the branch ending and then you can only go up and the >s collapse behind you) with the normal layout 01:38:23 if you die on round 6 01:38:28 it reports you as being on D:6 01:38:29 that would be less weird + more challenging 01:38:31 instead of the useless "D" 01:38:41 Round:6 01:38:49 -!- moxian has quit [Ping timeout: 244 seconds] 01:38:50 that wouldn't require any changes 01:38:51 Wensley: no thanks :P 01:38:53 elliott: You'd have to do Slime right after Lair:5 if you wanted to do it at all. 01:38:54 and we be awesome 01:38:57 :) 01:38:59 you can use rune count to get a rough measure of progress 01:38:59 dtsund: sure 01:39:05 dtsund: it is meant to be a challenge, right? 01:39:18 not like slime is required, anyway, so it would be a voluntary conduct on top of a voluntary conduct 01:39:41 (i would suggest removing shaft traps in such a mode) 01:39:42 Well, "voluntary"; if I'm doing this DoomRL-style, it's enforced. 01:40:00 it's a voluntary enforced conduct 01:40:02 i love words 01:40:18 it's a voluntary conduct because you decide to play it rather than regular crawl light 01:40:24 Wensley: in fact the runes being given the way they are is largely so we can do stuff like this: 01:40:32 !lg * sprint map=arena_sprint x=urune 01:40:33 2950. [urune=0] Wensley the Nimble (L8 DsWr), worshipper of Trog, blasted by Aizul (poison arrow) in Sprint (Sprint VI: "Thunderdome") on 2012-09-03, with 1383 points after 666 turns and 0:14:41. 01:40:36 so presumably you want to impose optional additional difficulty on yourself 01:40:44 so we know that guy didnt make it to round 5 :P 01:40:53 seems like the major obstacle to getting perfect early rounds is just finding all of the monsters 01:40:55 haha 01:40:58 make it past* 01:41:15 lexackson: demonspawn with nightstalker sucks 01:41:40 you need to be very aggressive to kill everything though, yes 01:42:17 i've been walking around shouting 01:42:41 "Who wants some more?!" 01:43:31 -!- elliptic has quit [Ping timeout: 246 seconds] 01:43:42 basically, when the 50 turn warning comes up, every monster has spawned (a bit before this) 01:43:58 this is enough time to go around the arena and check everywhere, unless you're slow 01:44:12 -!- smeea has quit [Read error: Connection reset by peer] 01:44:31 but it still can go down to the wire, unless you're lucky/reall fast. some people do manage to get extremely large streaks 01:44:53 -!- inde has quit [Ping timeout: 252 seconds] 01:45:04 maybe it should announce when each monster spawns and where? maybe too spammy 01:45:15 elliott: it does in debug mode. it's quite spammy 01:45:30 elliott: If it's too easy that way, I could also maybe import the Spelunky ghost. 01:45:36 one thing it does do, is 50% of rounds pick a direction and _only_ spawn from there 01:45:49 so in those ones, you can camp out and kill stuff without needing to search much 01:47:37 some people seem to find these ones more fun. may be worth increasing to 100%, but i don't know 01:48:03 could just have a single spawn point if you make it 100% 01:48:40 well, the way I set it up, it works so the monster can *only* spawn on spawn points. and i want it to be a valid strategy to deliberately block those points 01:48:50 a single point would mean you can just stand on it and wait out the timer :P 01:50:01 evilmike, elliott: Any suggestions on how to scale the abyss rune chance? I'm thinking: no chance of finding it at all until A:3 or A:4 01:50:14 but beyond that, should it be a flat chance or should there be a benefit in diving? 01:50:33 increase at higher depths 01:50:37 there should be a benefit to diving 01:50:39 a strong benefit 01:50:43 maybe diminishing returns? 01:50:50 could just make it a linear increase, it doesnt need to be complicated 01:50:55 mm 01:51:29 and lugonites should maybe get +(piety stars) extra levels to find it 01:51:48 I would just make the rune more frequent in general for Lugonites 01:51:50 lets say a low chance on A:3, same as current abyss on A:4, and a high chance on A:5 01:51:52 as it is now 01:52:37 3 could be half as common as 4, 5 twice as common as 4. something like that. maybe that's too crude? 01:52:45 evilmike: hm, shouldn't the base chance be the same as the current abyss? it's enough of a trawl as it is -- if there is ever going to be a situation where people decide to play paranoid and stay as shallow as they can, it shouldn't be even more tedious, should it? 01:52:45 evilmike: I was going to scrap the "time spent in abyss" mechanic and run it off only "depth in abyss" -- which leaves no way to translate the current system 01:53:19 elliott: I guess so 01:53:20 bh: just make lugonu increase the chance for a given tile to be the rune or whatever? but still forbid it for shallower than 3 01:53:26 -!- SkaryMonk has joined ##crawl-dev 01:53:50 Lugonu could make it so that you have the probability of one depth below where you actually are 01:54:22 well, I'm no good at coming up with formulas for stuff anyway 01:54:32 dtsund: shouldn't a [*....] worshipper have a worse chance than a [*****] worshipper? 01:54:44 when people ask me to, I always come up with something extremely simple, because I like stuff I can calculate in my head :P 01:55:13 I don't think piety matters all that much 01:55:34 if someone gets banished early they will still not want to deal with Abyss:3, even if they have a good chance of getting the rune if they survive 01:55:39 someone later on is going to have a good piety anyway 01:56:03 the current bump is at piety > 120 01:57:23 what are we going to call this thing anyway... 01:57:30 "new abyss" is already taken 01:57:41 "this time bh isn't going to fuck things up abyss"? 01:57:46 evilmike: newnewabyss 01:58:02 Ethiopia? 01:58:03 meetthenewabysssameastheoldabyss 01:58:09 bh: I've said before, I think your abyss was an improvement, it just wasn't enough of an improvement :P 01:58:14 abyssalstair 01:58:18 evilmike: agreed 01:58:38 (http://en.wikipedia.org/wiki/The_History_of_Rasselas,_Prince_of_Abissinia) 02:00:07 -!- GoblinBomb has quit [Ping timeout: 240 seconds] 02:07:56 -!- bonghitz has quit [Quit: bonghitz] 02:08:40 hmm, is it possible to buy just one from a stack in a shop? 02:09:15 afaik no 02:09:33 ^^ in the context of shopping in thunderdome's hilarious shops 02:11:29 ok -- done: at Abyss:3 you have a 7.5% of getting the rune per item, Abyss:4 -- 17% (like 8000 turns in the Abyss), Abyss:5+ -- 25%. +1 level bonus for non-penanced Lucys 02:13:51 Why can hell hounds spawn in the abyss...? grr 02:14:12 Is that a thematic complaint or a mechanical one? 02:14:17 thematic 02:14:25 bh: there should be increased chances past abyss:5 too -- say +2% for every level past abyss:5? 02:14:39 so there's a 70% chance of an item being the rune on abyss:27 02:14:48 things with "hell" in their name don't really contain themselves in hell, typically 02:14:49 all my items be runes 02:15:10 actually that'd cause a slight... weirdness 02:15:11 fr darkness sentinels, &c 02:15:13 you could get two runes in LOS at the same time 02:15:29 i don't have a good solution to this but i do believe the rune should be more common the further you go down, no matter how far that is 02:15:30 elliott: I won't write awful code. Promise. 02:15:39 but i love awful code 02:15:59 would ayone be sad if skeletal warriors did not appear in the abyss? 02:17:05 are you getting rid of the deep dwarves too 02:17:26 nah. Skeletal warriors are just.. bone shields 02:17:41 but the deep dwarves are really dumb 02:18:19 !learn add elliot_reasons but i love awful code 02:18:19 elliot reasons[1/1]: but i love awful code 02:18:21 i wish there was a cheaper way to get my large rocks enchanted in this 02:19:02 Wensley: is the single t deliberate 02:19:14 lexackson: uhh, isn't arenasprint 0.12 only 02:19:17 and hence no ammo enchantment 02:19:30 (not even 0.11 has ammo enchantment, does it?) 02:19:31 woah, what? 02:19:32 lame 02:19:39 !learn del elliot_reasons 02:19:39 Deleted elliot reasons[1/1]: but i love awful code 02:19:51 now i have no reason to go on 02:19:58 -!- elliott has quit [Quit: Leaving] 02:21:36 lexackson: its all or nothing :P 02:21:47 the stack sizes and prices were chosen somewhat carefully 02:21:49 -!- jato_ has joined ##crawl-dev 02:22:02 also note: in the whole map there are only *two* stacks of remove curse. 02:22:23 well, it's okay, apparently there is no enchanting ammo anymore anyway 02:22:31 so no +8 large rocks =/ 02:22:35 heh 02:23:15 -!- SkaryMonk has quit [Quit: Leaving.] 02:24:04 moth of suppression (09y) | 04UNFINISHED | Spd: 15 | HD: 9 | HP: 33-64 | AC/EV: 0/14 | fly | Res: 06magic(36) | Chunks: 07contam | XP: 144 | Sz: small | Int: insect. 02:24:04 %??moth of suppression 02:24:27 gonna triple its xp and give it a weak bite attack 02:24:28 -!- Wensley has quit [Ping timeout: 246 seconds] 02:25:10 -!- Jatoskep has quit [Ping timeout: 246 seconds] 02:25:41 evilmike, wensley says that there was a reason it did not have an attack, but he forgets what it was 02:25:54 he wants it to be passive 02:26:08 i'm giving it an attack because without one, it flies up to you and does nothing :P 02:26:32 and maintain_range is too annoying for a speed 15 monster 02:26:40 -!- lexackson is now known as notwensley 02:27:06 evilmike, what you can do is give it a 0 damage attack and then flavor its attack messages to "the moth of suppression hugs you!" 02:27:20 "the moth of suppression caresses you gently" 02:27:32 "the moth of suppression gracefully ululates" 02:27:37 and so on 02:27:40 -!- notwensley is now known as lexackson 02:27:47 lol 02:27:48 a convincing impression 02:28:21 hmm... i wonder if af_antimagic would be thematic 02:39:37 -!- tensorpudding has quit [Ping timeout: 240 seconds] 02:44:08 it should put you to sleep 02:45:59 -!- inde2 has quit [Ping timeout: 244 seconds] 02:51:25 -!- codrus has quit [Ping timeout: 246 seconds] 02:53:16 -!- bh has quit [Quit: Page closed] 02:54:57 -!- SkaryMonk has joined ##crawl-dev 03:08:41 -!- ussdefiant has quit [Ping timeout: 240 seconds] 03:18:00 -!- Pingas has joined ##crawl-dev 03:19:13 -!- Deathmic has quit [Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org] 03:21:59 -!- _159 has quit [Client Quit] 03:26:24 -!- _159 has quit [Client Quit] 03:30:17 -!- Sgun has quit [Ping timeout: 246 seconds] 03:30:40 -!- magistern has quit [Client Quit] 03:30:55 -!- |amethyst has quit [Ping timeout: 244 seconds] 03:31:40 -!- Sizzell has quit [Ping timeout: 246 seconds] 03:34:07 -!- syraine has quit [Ping timeout: 246 seconds] 03:34:26 is cszo down? 03:37:25 -!- evilmike has quit [] 03:54:52 -!- alefury has joined ##crawl-dev 03:55:14 -!- TehDruid has quit [Quit: Page closed] 03:56:37 -!- VideoGames has quit [Quit: Page closed] 03:56:43 -!- bonghitz has quit [Quit: bonghitz] 04:06:56 -!- |amethyst has joined ##crawl-dev 04:07:23 -!- Sizzell has joined ##crawl-dev 04:07:59 -!- lexackson has quit [Remote host closed the connection] 04:08:42 -!- Vizer_ has quit [Quit: nipaa~] 04:11:39 galehar: i hope i will still be able to pick stats with keys in tiles? 04:12:38 -!- dtsund has quit [Ping timeout: 245 seconds] 04:25:40 -!- _159 has quit [Client Quit] 04:36:11 -!- Roarke has quit [Quit: ThrashIRC v2.6 sic populo comunicated] 04:51:48 -!- ebarrett has quit [] 05:00:02 OSX builds of master branch on crawl.develz.org updated to: 0.12-a0-316-gc91d766 05:00:32 -!- wasd22 has quit [Read error: Connection reset by peer] 05:00:33 !seen galehar 05:00:34 dpeg: You have 1 message. Use !messages to read it. 05:00:34 I last saw galehar at Sun Sep 2 20:44:52 2012 UTC (13h 15m 41s ago) saying alefury: also, even if they dont generating all the vaults while not getting the rune seems quite far fetched on ##crawl-dev. 05:00:44 !messages 05:00:45 (1/1) |amethyst said (1d 2h 41m 42s ago): I pushed PoorYurik's title screen to 0.11 (after optimising/recompressing) 05:00:54 thank you! 05:09:09 <_dd> i just made some mummy tiles 05:09:17 Mummies (https://crawl.develz.org/mantis/view.php?id=6157) by dd 05:09:53 -!- absolutego has quit [Quit: leaving] 05:46:07 -!- MarvinPA has joined ##crawl-dev 05:50:52 _dd: the current tiles are doing a pretty good job portraying the threat level of the various mummies 05:51:15 they dont exactly look great, but that is something they are better at than your tiles imo 05:51:19 <_dd> i like to think my tiles do that as well 05:51:52 also the greater mummies and khufu would look very out of place if your tiles went in 05:52:00 <_dd> how so 05:52:07 <_dd> they are already different from the other mummy tiles 05:52:22 <_dd> but if that's an issue i could make tiles for them as well 05:52:40 <_dd> how exactly are my tiles worse at showing threat level though? 05:52:42 khufu looking different is fine imo, but the greater mummies are usually mixed with the other types 05:52:50 well, priests fucking kill you dead 05:53:25 they are the same as great mummies, just weaker in melee and easier to kill, iirc 05:53:29 greater mummy (16M) | Spd: 10 | HD: 15 | HP: 183-211 | AC/EV: 10/6 | Dam: 35 | 07undead, 10weapons, 10items, 10doors, evil, spellcaster, see invisible | Res: 13magic(immune), 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 9039 | Sp: demon, smiting (7-17), torment symbol, summon undead | Sz: Medium | Int: high. 05:53:29 %??greater mummy 05:53:31 mummy priest (05M) | Spd: 8 | HD: 10 | HP: 55-75 | AC/EV: 8/7 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, evil, see invisible | Res: 13magic(immune), 02cold, 10elec, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 1389 | Sp: demon, smiting (7-17), torment symbol, summon undead | Sz: Medium | Int: high. 05:53:31 %??mummy priest 05:53:54 <_dd> so what's the problem there? my mpriest tile has pretty much the same "clothing" as the old one 05:53:56 guardian mummies on the other hand are typical melee weaklings 05:53:59 <_dd> skull mask, loincloth etc 05:54:02 guardian mummy (08M) | Spd: 9 | HD: 7 | HP: 36-56 | AC/EV: 6/9 | Dam: 30 | 07undead, 10weapons, 10items, 10doors, evil, see invisible | Res: 06magic(46), 02cold, 09poison+++, 12drown, 04rot+++, 13neg+++, 13torm | Vul: 08holy++ | XP: 367 | Sz: Large | Int: normal. 05:54:02 %??guardian mummy 05:54:35 well, the current priests are much larger than the guardian mummies 05:54:49 it makes no sense at all, but at least makes them stand out as dangerous 05:55:10 dont get me wrong, i agree that the current tiles are pretty meh 05:55:11 <_dd> so it's a size issue 05:55:29 i think yours are better, but could make dangerous enemies stand out more 05:55:47 <_dd> question... can the mpriest and gmummy actually change weapons? 05:55:58 i have no idea :( 05:56:05 it says weapons on the %?? tin 05:56:22 so i would guess so, but i dont think they spawn with any 05:56:58 <_dd> hm 05:57:12 its definitely not very relevant, by that point i tend to not really care about monster weapons 05:57:21 other than distortion/pain reapers and stuff like that 05:58:25 <_dd> hmmm 05:59:04 differentiating the mummy priest by giving it a different stance might work 05:59:05 <_dd> well i guess i could draw a version of the mpriest with that fancy staff, maybe that would make it stand out more 05:59:12 but thats hard if you want to be weapon-friendly 05:59:49 <_dd> or i could draw the staff as a separate weapon tile so it could still be shown with different weapons... 06:00:40 <_dd> or make them like the current centaur tiles... one version with the staff, another with empty hands in case it needs to show weapons 06:01:01 probably not necessary 06:01:30 you could maybe just raise their nonweapon arm and make the hand glow or something? 06:01:43 <_dd> hm, that could work i guess 06:02:18 <_dd> brb 06:05:07 oh, feedback from kilobyte too :( 06:06:49 oh, also the legs of the normal mummy are bent in a weird way 06:07:03 same for the mummy priest, but less noticeable 06:07:13 the regular one looks like its going to fall over backwards any moment 06:08:06 <_dd> ok 06:12:15 <_dd> ok, updated 06:12:39 <_dd> what do you think 06:13:13 -!- kober has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 06:14:29 much better, but its mostly kilobyte you have to convince :/ 06:19:48 -!- thened has quit [Quit: thened] 06:21:07 -!- bmfx has quit [Ping timeout: 240 seconds] 06:28:24 -!- DracoOmega has quit [] 06:31:24 alefury: always a risky proposition 06:32:23 -!- edlothiol has joined ##crawl-dev 06:33:41 -!- HangedMan has joined ##crawl-dev 06:35:28 -!- clouded_ has joined ##crawl-dev 06:35:33 Orcish mines tileset. (https://crawl.develz.org/mantis/view.php?id=6158) by white_noise 06:42:01 -!- erisdiscordia_ has quit [Quit: Leaving] 06:43:46 -!- Xiberia has quit [Ping timeout: 245 seconds] 06:55:52 -!- freefall has quit [Remote host closed the connection] 06:57:38 -!- ark____ has joined ##crawl-dev 06:58:13 -!- djinni has quit [Quit: ERC Version 5.3 (IRC client for Emacs)] 06:58:13 -!- ivan`` has quit [Quit: ERC Version 5.3 (IRC client for Emacs)] 06:59:08 -!- yogaFLAME has quit [Quit: Page closed] 07:00:58 -!- djinni has joined ##crawl-dev 07:01:34 -!- ivan`` has joined ##crawl-dev 07:04:20 -!- freefall has joined ##crawl-dev 07:05:21 -!- Syrio has quit [Client Quit] 07:11:13 nht (L27 CeHu) ERROR: range check error (35 / 35) (D:13) 07:14:53 -!- Nerem has quit [Ping timeout: 252 seconds] 07:35:37 -!- Yen has quit [Ping timeout: 246 seconds] 07:41:11 -!- Sab0t has quit [Quit: Leaving] 07:43:39 -!- Sacred has quit [Ping timeout: 276 seconds] 07:45:43 -!- Gilihad has quit [Quit: Page closed] 07:50:42 dpeg: somehow, I'm not going to fight to the death over choosing one tile over another 07:51:06 :P 07:53:16 <_dd> argh. the next time someone says "the current tiles look good enough, why even bother trying to improve them" i'm going to bang by head against a wall until i pass out... 07:53:52 dpeg: any ideas how to unspoil lemuel_vampire_tower (the "?" area)? There's an unmarked rock wall, and a number of good items embedded somewhere behind it. 07:54:37 <_dd> kilobyte, do you have any more specific feedback on the new mummy tiles, what exactly do you dislike about them compared to the old ones? 07:56:18 -!- NeremWorld has joined ##crawl-dev 07:56:21 _dd: it can be hard to give specifics about something like that, sometimes you just prefer one style over the other. especially for people who dont spend a lot of time working with/on art. 07:56:42 at least that has been my experience 07:56:59 <_dd> well it never hurts to ask 07:57:18 -!- Sacred has quit [Ping timeout: 276 seconds] 07:57:27 <_dd> the more specific feedback i get the easier it is to make improvements... 07:58:12 alefury: of course (picking stats with key) 07:58:36 <_dd> if it's just a matter of personal preference, or just "not feeling it", i'm cool with that too 07:58:54 two things: 1. there's little that conveys they're mummies rather than dudes in wooly sweaters (or folds of fat [priest]), swimwear, and a gimp suit [priest] or wild hair [guardian] 07:59:21 the backlog is crazy long today, I give up 07:59:55 galehar: Is anyone thinking about requireing confirmation for stat-selection? 08:00:02 -!- magistern has quit [Quit: This computer has gone to sleep] 08:00:07 -!- syraine has quit [Ping timeout: 246 seconds] 08:00:08 It was requested a while ago, but never implemented. 08:00:16 ghallberg: someone has asked for it on the forum 08:00:19 <_dd> 2? 08:00:22 and 2. I get an impression of some multiple scaling artefacts (ie, these tiles look blurry) 08:00:28 I think it's a good idea. 08:00:36 I don't 08:00:44 mmk 08:00:48 there's a more prompt already on level up 08:00:55 <_dd> ok fair enough, i can work with that 08:01:19 I find white_noise's comment to be offensive in general, but this particular set isn't best 08:01:21 <_dd> it's a bit hard to get a good looking mummy-ish texture in that size, but i'll try 08:01:30 _dd: yes, "wild hair" was my first impression of the guardian mummy too 08:01:44 <_dd> yeah i need to work on that helmet 08:02:12 -!- kwel01 has quit [Quit: Page closed] 08:02:38 <_dd> hm 08:03:02 galehar: I hate picking the wrong one because I was going to drop something or whatever. 08:03:13 <_dd> i guess if i increase the contrast on the mummy body it might make it a bit clearer that it's a mummy 08:04:11 ghallberg: how can that happen? You still have to clear the level more prompt before anything. 08:05:46 dpeg: been looking for me? 08:06:13 I like the idea of changing all timed portals to announced 08:06:29 since the implementable I put is a hell to code 08:06:40 alefury: up for it? 08:08:45 -!- VengefulCarrot has quit [Ping timeout: 245 seconds] 08:12:08 -!- upsy has quit [Ping timeout: 264 seconds] 08:12:10 galehar: that implementable is basically removing the long timer 08:13:22 -!- ussdefiant has joined ##crawl-dev 08:15:24 what should happen if you choose to travel to a place on the other side of a runed door? 08:16:28 you can't reach the place? 08:16:36 should work like a travel exclusion 08:16:49 except it autoclear itself when you open the door 08:17:24 kilobyte: the implementable was to remove the long timer, but also change the short timer to trigger upon seeing the vault 08:17:51 otherwise, if you recognise the vault before seeing the portal, you can leave and postpone it for as long as you want 08:18:30 so what would need to be done is hooking the place where a vault is marked as seen 08:18:57 (and perhaps something about magic mapping/Ashenzari) 08:24:28 well, that was the point of the implementable 08:24:58 basically, changing the trigger from being on the portal to covering the whole vault 08:25:21 but it turns out to be trickier to implement than it seems 08:25:53 mapping any cell of the vault would trigger the long timer 08:27:01 but then, just turning all the timed portals into announce is a good solution too. Announced portals are fun, it's easier to implement and the end result is simple and consistent 08:28:51 -!- voker57 has quit [Read error: Connection reset by peer] 08:33:03 -!- syraine has quit [Ping timeout: 276 seconds] 08:35:36 -!- MarvinPA has quit [] 08:36:29 -!- MarvinPA has joined ##crawl-dev 08:36:52 -!- Nightbeer has quit [Ping timeout: 246 seconds] 08:40:02 03edlothiol * r0343327e19ba 10/crawl-ref/ (5 files in 3 dirs): An option for local tiles to scale the dungeon area tiles up (or even down). 08:41:24 galehar: yes 08:41:37 edlothiol: nice! :) 08:41:57 kilobyte: replace by glass? 08:42:11 or coloured walls 08:42:44 dpeg: took me some time to decide what I think about curses. I think your idea has potential. Worth exploring it more IMO. 08:43:48 galehar: it needed almost no code... not sure what to do about menus and tabs, though 08:43:57 concerns about having to keep track of expiration are valid though 08:44:15 webtiles has had a similar option for a while 08:44:27 (it's a bit hidden, though) 08:44:40 dpeg: glass would work, yeah 08:45:26 galehar: I had some hope we could get the mechanical traps off the state. My c-r-d reply to you was worded in a way that makes it easy to go for a compromise :) 08:45:53 edlothiol: I think they should respect the option too. Using the option instead of TILE_Y in MenuItem::set_tile_height would be a start I guess 08:45:53 |amethyst: scaling is in? 08:46:12 oh, Florian = edlothiol 08:46:21 yes 08:46:30 edlothiol: is this from the c-r-d posting? 08:46:56 kind of, yes 08:47:15 wow, John would be proud of you :) 08:47:17 I implemented it in Webtiles already after poor_yurik's blog post first came up 08:47:22 does it look good? 08:48:15 dpeg: well, I agree with removing randomly generated mechanical traps. Now, I'm not too happy about replacing the skill with dex, but that's probably the best thing to do 08:48:58 dpeg: well, you can see less ;) but you can see details on the details you never knew were there 08:49:01 edlothiol: can't we use opengl to do some filtering? 08:49:34 or maybe that wouldn't look better given the style 08:49:39 galehar: yes, it would be a one-line change to use linear instead of nearest-neighbour 08:49:42 console emulators tend to have a lot of filter options because they tend to use scaled low pixel graphics 08:49:46 most look like shit, though 08:49:47 galehar: what with Ashenzari and traps? 08:49:57 -!- Sacred has quit [Ping timeout: 276 seconds] 08:50:11 kilobyte: can still give a boost to detection 08:50:15 edlothiol: tiles were always too small for me. Since Crawl has a traditionally small visual area anyway, it could work out nicely. 08:50:40 Ash's boost to trap detection is a knowledge thing, not a skill thing 08:50:52 galehar: if you want to test how that looks, just change GL_NEAREST to GL_LINEAR in glwrapper-ogl.cc:217 08:51:01 well, Ashenzarites would still expect to find shafts, etc. 08:51:08 edlothiol: thanks, I'll give it a try 08:51:14 -!- valrus has joined ##crawl-dev 08:55:25 -!- Syrio has quit [Quit: Page closed] 09:03:11 -!- remyroy has quit [Read error: Connection reset by peer] 09:03:32 -!- CampinSam has quit [Read error: Connection reset by peer] 09:03:52 Grunt: finally managed to reproduce the failure: give the rogue_gallery's "CHANCE: 100% (Vaults:8), 1%", then "&~V8". 09:04:03 s/reproduce/narrow down the cause/ 09:04:09 -!- ttghbbgeww has quit [Ping timeout: 252 seconds] 09:04:44 that, and then somehow mapstat fails to clear errors 09:05:58 what happened to &P 09:08:55 HangedMan: it seems to be not enough to reproduce the problem 09:11:54 well, &P "serial_hangedman_research" quickly runs out of maps, so maybe it's a general serial vault problem with wizmode not clearing out the subvaults? 09:12:14 -!- upsy has quit [Quit: Leaving] 09:12:35 no, it happens in normal games too 09:13:08 "normal" as in "not using any wizmode features except for &~" 09:14:44 my current hunch is that when placing a vault from within a serial vault fails, its subvaults are not given back. 09:19:15 -!- Camicio1000 has quit [] 09:22:46 -!- magistern has quit [Ping timeout: 244 seconds] 09:26:24 -!- monqy has quit [Quit: hello] 09:41:53 -!- ussdefiant has quit [Ping timeout: 244 seconds] 09:46:17 03dolorous * rb31812711f5f 10/crawl-ref/source/dat/descript/monsters.txt: Fix wording. 09:46:52 -!- simmarine has joined ##crawl-dev 09:47:08 -!- ToastyP is now known as Guest81527 09:49:54 -!- Nightbeer has quit [Read error: Connection reset by peer] 09:50:57 -!- Guest81527 is now known as ToastyP_ 09:51:07 -!- ussdefiant has joined ##crawl-dev 09:57:37 -!- imantor has quit [Ping timeout: 260 seconds] 09:58:10 03galehar * rf3db35725b34 10/crawl-ref/source/ (items.cc travel.cc): Only list sacrificeable items before the prompt. 09:58:10 03galehar 07stone_soup-0.11 * re7d6b6f8586c 10/crawl-ref/source/ (items.cc travel.cc): Only list sacrificeable items before the prompt. 09:59:02 galehar: re making portals timed, im not sure im up for it. its probably just a lot of c&p, but it still might be easier for someone who actually knows lua (especially crawl-flavored lua). 09:59:25 also i still need to clean up my noise patch a bit 10:00:17 -!- vwzzz has quit [Read error: No route to host] 10:00:29 HangedMan: ^^? 10:00:59 I know almost no lua, don't look at me 10:01:26 also busy with my own vault patch work 10:02:52 galehar: as a intermediate solution (re portal vaults), could some vault types designate a spot (glyph) and a distance and you get a message/level sound when @ is within distance to spot? 10:07:36 dpeg: I guess it could work 10:07:45 -!- Wensley has joined ##crawl-dev 10:07:54 I'm not very knowledgeable about the lua neither 10:08:13 galehar == lua expert 10:08:30 currently, there's simply a trigger upon seeing the portal 10:09:11 * galehar suppress Wensley 10:10:32 galehar: My hope would be that the modification makes it easier for the game/coder, at the cost of more responsibility for entry vaults. 10:11:12 anyway, elliptic and evilmike were talking yesterday about making all the portal announced. Maybe we should bring it up again when they are around 10:11:36 ok 10:11:42 implementation might not be so hard as kb said, maybe it has been tried the wrong way 10:12:22 -!- yogaFLAME has quit [Quit: Page closed] 10:14:27 i don't know if it necessarily should be all portals, timed+announced is definitely underused currently though 10:15:04 i'd suggest adding it to, say, wizlabs and baileys 10:15:19 I think that's what elliptic said too 10:15:51 for the remaining ones, it would still be nice to remove the long timer and fix the trigger 10:16:02 yeah 10:16:40 edlothiol: it would be nice to be able to give a commit hash as an argument to optimize-pngs 10:18:09 -!- bh has joined ##crawl-dev 10:18:56 MarvinPA: is it better to announce later portal vaults, when players are more flexible? 10:20:23 i think it can be nice both early and late, early you might have less resources so rushing across a level is risky 10:22:07 late you're more likely to have access to mapping, which makes it a lot easier (although still pretty fun and somewhat dangerous, and you're forced to spend a quite valuable consumable) 10:26:00 ok 10:26:00 -!- Ragdoll has joined ##crawl-dev 10:26:32 MarvinPA: in a recent game, I had a bazaar on a level with 5 shops -- lots of fun, even with mapping 10:26:38 "darn, another shop" 10:26:39 dpeg: I should like to removal skeletal warriors from the Abyss. They do not please me there. 10:26:41 seems kind of silly to announce it for sewers and stuff, how often are you going to miss those? 10:26:50 bh: no problem 10:27:13 clouded_: not sure in which direction you mean this: these are missed 10:27:28 I believe I saw a proposal to have dungeon monsters spawn in the abyss by screaming and appearing in a puff of smoke in front of the player 10:27:48 -!- MPR| has quit [] 10:28:05 dpeg: I mean as in you don't find them 10:29:00 maybe you have to abandon some levels, but a timer isn't going help there. You're not going to miss them by going to a different branch or such 10:29:34 -!- Mandevil has quit [Quit: leaving] 10:29:36 -!- valrus has quit [Remote host closed the connection] 10:30:15 er, I mean an announcement isn't going to help if you need to abandon 10:34:37 -!- CIA-101 has quit [Ping timeout: 240 seconds] 10:34:57 -!- Aryth has quit [Ping timeout: 260 seconds] 10:35:05 -!- CIA-60 has quit [Ping timeout: 252 seconds] 10:35:26 bh: do you like it? 10:36:08 galehar: do you mean, to optimize pngs added/changed _in_ that commit, or _since_ that commit? 10:37:01 -!- sacredchao is now known as stenno 10:38:05 in that commit 10:39:20 -!- nooodl has joined ##crawl-dev 10:39:38 -!- Blade- has quit [Quit: Leaving] 10:40:11 _You hear the stately wizlabbing of a wizlab nearby. (whoever said coming up with messages for these would be the hardest bit was right) 10:40:41 any suggestions? :P 10:41:22 Don't use "wizlab" :) 10:41:54 You hear ominous sounds from a wizard's laboratory. 10:42:11 <|amethyst> what if you're silenced? 10:42:19 <|amethyst> should you not get announcements? 10:42:19 -!- magistern has quit [Quit: This computer has gone to sleep] 10:42:22 what about tolling then? 10:42:46 no idea, do bazaars/labs worry about that? 10:42:47 You smell mysterious odours from far away. 10:42:47 do you hear "a distant snort" if youre silenced 10:43:04 also presumably you should hear it regardless unless the entrance itself is silenced 10:43:05 <|amethyst> Yeah, this isn't an issue specifically for the wizlab one 10:43:37 <|amethyst> Other things assume that if you're silenced you can't hear 10:44:03 <|amethyst> player_can_hear includes !silenced(p) && !silenced(you.pos()) 10:44:15 You are struck by a strange presence of magic. The gate to a wizard's laboratory seems to be nearby. 10:44:26 isn't there a check for smelling just for mummies 10:44:48 hm, do rock worms no longer flee since theres no ranged attack for them? 10:45:10 oh ok, i thought can_hear was just for whether the location was silenced 10:45:19 also yeah, something vague about sensing magic seems easiest maybe 10:45:27 <|amethyst> We probably don't want to have audible and silenced versions for all announcements 10:45:42 <|amethyst> Though I guess it can't hurt 10:46:23 <|amethyst> the alternative is to just suppress the message and (for the non-repeating ones) play it when you come out of silence 10:46:39 <|amethyst> or to ignore it for now 10:47:05 Nethack wouldn't sloppily ignore such an important subcase. :) 10:47:23 <|amethyst> I was just about to say "We're not Nethack, after all" :) 10:47:52 I'm definitely fine with not special-casing silence. 10:48:30 <|amethyst> I do think we should be consistent, though, about whether announcements are sounds or not-sounds 10:48:35 -!- MPR has quit [Changing host] 10:48:44 <|amethyst> so we can fix it later if we decide to 10:48:59 hark, then provide announcements for the deaf, |amethyst 10:49:15 <|amethyst> I was thinking in the other direction, all sounds, but hm 10:50:02 or that... no announcement for the deaf (we might get protest calls^H^H^H^Hletters by the League of the Hearing Impaired, though -- I'll forward them you). 10:51:43 <|amethyst> The timed messages currently have to be audio messages (lm_tmsg includes "You hear the") 10:57:29 -!- valrus has joined ##crawl-dev 10:58:04 -!- CIA-60 has joined ##crawl-dev 11:02:55 wtf is CMD_MAP_FIND_F? 11:03:59 galehar: it does the same as E, I think 11:04:12 03edlothiol * r813631b71d69 10/crawl-ref/source/util/optimize-pngs: Clean up and improve the optimize-pngs script. 11:04:40 oh, no, as W 11:04:45 i.e. it finds waypoints 11:07:10 We will never know what the "F" means. 11:07:51 edlothiol: double thanks :) 11:08:22 I think F and W already did the same thing before the overmap used CMD_* enums, and when they got introduced the two keys got different enum values, for some reason 11:08:57 <|amethyst> and it's not even clear from looking at the code that they do the same thing 11:09:11 <|amethyst> you have to trace through at least a few functions before you discover that 11:09:24 should clean that up 11:09:32 have to go though 11:09:34 'laer! 11:09:38 * galehar leaves 11:10:52 me too, bye 11:14:16 dpeg: Yes -- I like the idea 11:16:07 03edlothiol * rafffd7f5fb29 10/crawl-ref/source/ (cmd-keys.h enum.h viewmap.cc): Remove CMD_MAP_FIND_F. 11:16:07 does anyone have any suggestions for the population of the new !beer command 11:16:29 think !coffee, but irish coffee 11:16:38 !coffee 11:16:38 * Wenzell hands bh a mug of latte macchiato, brewed by Cerebov. 11:16:43 <|amethyst> Irish coffee doesn't have beer in it :P 11:16:45 !coffee 11:16:45 * Wenzell hands bh a cup of caf mocha, brewed by Ijyb. 11:17:01 the coffee is chosen at random, you see 11:17:15 <|amethyst> And handing someone a beer is very different from handing them a shot 11:17:23 <|amethyst> The former is congratulations, the latter sympathy 11:17:42 <|amethyst> or "you need a drink" anyway 11:17:52 !beer celebratory 11:17:54 !beer consolatory 11:17:56 <|amethyst> clearly we need two new commands 11:18:00 <|amethyst> !beer and !booze 11:18:03 haha 11:18:10 !toast and !wasted 11:18:18 MarvinPA: not sure if this topic is still current, but lots of sound messages dont check for silence at either position. i added a few in my noise patch, but there are lots left that you can (and should) always hear and that probably shouldnt be flavored as sounds. 11:18:34 <|amethyst> that said, I rarely drink so I have no clue 11:18:42 darn, I pegged you for a drinker 11:18:55 <|amethyst> "Grog" 11:19:13 I'll add a !distill command so that people can add drinks whenever they want 11:20:17 do I need to do any special minding to keep my inception branch in sync with master? 11:21:00 keep in mind that when you're inside the inception branch, "git branch" reports you as being in the master branch 11:21:09 ... 11:21:12 you'll need the "git totem" command to actually differentiate the two 11:21:22 bh: it is easier to merge frequently, but unless someone decides to change the abyss in trunk it should be fairly painless either way 11:21:54 if its not public you can also rebase 11:23:09 |amethyst: give bh commit bits 11:23:15 perhaps even a whole commit byte, if necessary 11:23:22 alefury: it's public https://gitorious.org/~bhickey/crawl/bhickeys-crawl/commits/inception 11:23:41 bh: I wouldn't worry about keeping it in sync with master, unless you'll need months to complete it 11:23:55 edlothiol: I do type very slowly! 11:23:58 frequent merges will just clutter up the history 11:25:53 <|amethyst> I can handle the merge when it's time 11:26:21 <|amethyst> if you want to keep in close sync now, I don't mind; if history is too convoluted I can just rebase the commits onto master 11:26:53 I'm not too worried. 11:28:37 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120421074340]] 11:28:41 "git rerere" 11:29:19 how do I wizmode up a +n,+m ring of slaying? Every time I try it feeds me a random ring 11:29:28 &t 11:29:40 <|amethyst> bh: &%ring of slaying plus:n plus2:m 11:29:48 ah 11:30:11 03bh 07inception * reec3b89ef6b7 10/crawl-ref/source/ (abyss.cc branch-data.h dungeon.cc stairs.cc): The 27 levels of the abyss 11:30:11 03bh 07inception * r18dafee2aafc 10/crawl-ref/source/abyss.cc: Simplify Abyssal rune rolling. 11:30:12 03bh 07inception * r0268503d51c7 10/crawl-ref/source/abyss.cc: Slowly scale rune chance with depth 11:30:13 03bh 07inception * re0c5b35ccee3 10/crawl-ref/source/mon-pick.cc: Skeletal Warriors and the Abyss 11:30:35 &t lets you tweak the properties of an existing ring, or &% lets you use vault syntax to generate items 11:30:45 also, rebasing a not-so-public repository is fine as long as everyone involved knows how to rebase 11:30:52 -!- SkaryMonk has quit [Read error: Connection reset by peer] 11:31:23 &t is ancient, &% with plus: is so new I didn't know about it 11:31:24 <|amethyst> kilobyte: it's a public-ish branch, so I was planning on only rebasing once at the end, and only if it's really necessary 11:32:45 even something as intrusive as portal_branches was mostly fine with massive rerere, with only a few merges when conflicts became unbearably large 11:34:26 although it has problems that made me feel like submitting a different rerere algorithm to git guys (which I didn't, ENOTIME) 11:35:28 <|amethyst> I've never used git-rerere but it sounds useful 11:35:44 your branch is not as scattered through the codebase though, so rerere should work well 11:36:45 <|amethyst> so I merge in master; if there are conflicts, run rerere, fix them, then run rerere again; and finally reset to HEAD^ ? 11:37:34 <|amethyst> err, to HEAD if there were conflicts, to HEAD^ if there weren't I guess 11:40:40 -!- GreatOrbOfEyes has joined ##crawl-dev 11:40:44 you enable it once then do nothing 11:40:54 <|amethyst> oh, okay 11:41:19 -!- wheals has quit [Quit: Leaving] 11:41:27 you just need to "git commit && git reset --hard HEAD^" after each test merge 11:41:57 (to let rerere know it can record the resolution) 11:42:51 <|amethyst> bh: are you working on the save compat thing or should I do that? 11:43:08 |amethyst: I would have no objection to you doing it 11:43:29 I'm going to break abyss_state too 11:43:39 <|amethyst> break how? 11:43:50 -!- HangedMan has quit [Ping timeout: 244 seconds] 11:44:03 <|amethyst> I mean, will old games be able to convert? will abyss shift when they load? 11:44:06 currently it stores: coordinate, `depth`, and phase 11:44:29 the latter 11:45:13 <|amethyst> that's not a problem I think 11:45:21 <|amethyst> that one will need a tag bump 11:45:27 seems trivial to convert, even if just by throwing away the state and reinitializing it 11:45:52 there's no much reason to avoid even major bumps at this time, though 11:45:58 kilobyte: sure, but as you start walking around it will be very noticeable that the alg is changing :) 11:46:01 -!- elliptic has joined ##crawl-dev 11:46:14 still better to bump just the minor, of course 11:47:38 <|amethyst> kilobyte: well, if more stuff is being saved, won't that cause a completely bad unpacking? 11:47:47 -!- GreatOrbOfEyes is now known as HangedMan 11:47:54 <|amethyst> kilobyte: when loaded in an old version 11:48:30 <|amethyst> oh 11:48:32 <|amethyst> I misread 11:48:39 -!- Sacred has quit [Quit: Leaving.] 11:48:40 <|amethyst> never mind :/ 11:49:18 -!- magistern has quit [Ping timeout: 264 seconds] 11:53:17 <|amethyst> should the abyssal stair be down-only? 11:53:24 yes. 11:53:27 <|amethyst> Currently it's bidirectional so you can press any key 11:53:31 <|amethyst> s/any/either/ 11:53:34 I thought I fixed that 11:53:45 fr abyssal shafts 11:53:52 <|amethyst> feat_is_bidirectional_portal doesn't mention it 11:54:19 <|amethyst> I'll do that too 11:54:26 <|amethyst> since I'm working on a commmit right now 11:54:38 <|amethyst> just checking whether there are any >= <= etc I need to fix up 11:54:57 <|amethyst> but I think probably not since it's right next to stone arch :) 11:55:02 -!- ToastyP_ is now known as ToastyP 11:56:07 Orc Warlord on 9 (https://crawl.develz.org/mantis/view.php?id=6159) by enigmoo 11:56:40 -!- Mumcon has joined ##crawl-dev 11:57:20 -!- erisdiscordia_ has quit [Ping timeout: 246 seconds] 11:57:34 orc warlord on D:9 -- what's wrong with that? 11:58:16 -!- hej has quit [Read error: Connection reset by peer] 11:58:28 -!- Poncheis has quit [Ping timeout: 246 seconds] 11:58:45 it was even in lemuel_castle 12:00:23 given that orc sorcerers on d:6 are a thing 12:00:27 ... yeah. 12:08:33 <|amethyst> would anyone object to this in skill_title_by_rank(): case SK_TRANSMUTATIONS: if (skill_rank == 5 && you.skill(SK_UNARMED_COMBAT, 1, true) == MAX_SKILL_LEVEL) result = "Transmutilator"; 12:09:17 <|amethyst> I guess it would make sense to handle the other direction too so it doesn't matter which you max first 12:10:54 <|amethyst> oh never mind 12:10:58 <|amethyst> it wouldn't work for ghosts 12:11:04 <|amethyst> oh well 12:12:52 <|amethyst> oh 12:13:48 <|amethyst> looks like I will need a minor tag 12:13:55 <|amethyst> there's also the Abyss branch depth 12:17:22 -!- Escalator has quit [Ping timeout: 246 seconds] 12:17:35 -!- Escalator_ is now known as Escalator 12:18:21 -!- valrus has quit [Remote host closed the connection] 12:19:59 <|amethyst> oh, I guess I can do that with a tag 12:20:11 <|amethyst> just force the abyss's depth to 27 on load 12:21:06 <|amethyst> I think I'd prefer the tag anyway, though, to prevent going backwards 12:21:39 -!- User82_ has joined ##crawl-dev 12:22:53 -!- kek has joined ##crawl-dev 12:24:06 -!- djoor has quit [Quit: Page closed] 12:24:08 |amethyst: more composite titles +1 12:24:20 <|amethyst> Wensley: have to figure out how to do it for ghosts first 12:24:33 why skill 5 for tmut? or is skill_rank something different? 12:24:47 <|amethyst> skill_rank is (at that point) 5 for level 27 12:24:57 <|amethyst> it's the offset into the array of titles 12:25:04 |amethyst: on gitorious, do I need to do anything on my end to keep my branch up to date with the master inception branch? 12:25:05 aha 12:26:08 i approve, of course (but that also means we have to re-implement divinations so we can have killusionists) 12:26:09 -!- Kalir has quit [Changing host] 12:26:17 er 12:26:19 soothslayers 12:26:37 <|amethyst> bh: you'll need to locally do something like git pull git://gitorious.org/crawl/crawl.git inception then push that to your gitorious repo 12:26:48 <|amethyst> bh: maybe kilobyte can correct me if there is a better way 12:26:51 k 12:31:49 it's possible there's some gitorious command to merge between repositories, but git itself can mess with only one remote per command 12:32:04 -!- freefall has quit [Remote host closed the connection] 12:32:06 ie, remoteA -> local, local -> remoteB, like you said 12:37:57 -!- Wenzell has quit [Remote host closed the connection] 12:38:10 -!- Wenzell has joined ##crawl-dev 12:38:14 -!- freefall has joined ##crawl-dev 12:39:43 -!- Lightli has joined ##crawl-dev 12:42:45 -!- Cheibrodos has quit [Quit: Page closed] 12:43:13 <|amethyst> bh: okay, pushed commit 9e97a28, should show up momentarily 12:43:52 got it, thanks 12:44:21 03|amethyst 07inception * r9e97a28fdf5f 10/crawl-ref/source/ (enum.h tag-version.h tags.cc terrain.cc): Save compatibility for abyssal stairs. 12:44:29 <|amethyst> bh: your saves from inside the branch will break 12:44:59 |amethyst: unconcerned :) 12:45:19 <|amethyst> bh: but you should be able to load master saves into the branch now (you could before, but features would be shifted and you'd crash on taking an abyssal stair) 12:46:17 -!- User82_ has quit [Quit: User82_] 12:46:39 -!- Escalator has quit [Remote host closed the connection] 12:46:47 -!- Dixie has joined ##crawl-dev 12:48:03 -!- elliott has joined ##crawl-dev 12:51:00 -!- eb is now known as ebarrett 12:56:49 -!- Flun has quit [Quit: Page closed] 13:00:22 -!- Nilsyn has quit [Quit: Page closed] 13:01:10 there seems to be a rare lock-up during level generation, I got it three times after multi-hour runs of mapstat (with max optimization, on every core...), trying to reproduce with debug builds (especially LTO kills debugging dead). Do you remember any suspicious CPU hog problems recently? 13:02:08 <|amethyst> ISTR getting what looked like an infinite loop when Zot 5 used a subvault for the orb and I did &^r 13:02:23 <|amethyst> I didn't wait to see if it would eventually run out of retries or something 13:02:54 random places (Elf:3, Lair:6) 13:03:40 -!- blabber has joined ##crawl-dev 13:03:59 <|amethyst> not sure about lair:6, but that could happen with grunt's vault if you place it enough times, right? 13:04:24 <|amethyst> hm 13:04:32 attaching the debugger returns total garbage (a monster AI routine, claimed to be called from a small static helper function with no function calls inside at all) 13:04:34 <|amethyst> or was it only because the Zot:5 one was mandatory 13:04:50 <|amethyst> stack corruption? 13:05:54 a LTO build, they're notorious for utterly broken debug info 13:06:30 -!- Sequell has quit [Ping timeout: 246 seconds] 13:06:31 -!- djinni has quit [Ping timeout: 246 seconds] 13:06:31 -!- djinni has joined ##crawl-dev 13:06:32 -!- vwzzz has quit [Ping timeout: 246 seconds] 13:06:32 (in a stress-test looking for secret doors, I wanted the +25% speedup) 13:07:30 -!- djinni has quit [Excess Flood] 13:07:39 -!- djinni has joined ##crawl-dev 13:07:44 -!- dtsund has joined ##crawl-dev 13:08:16 +25% compared to optimized builds, rather than debug ones, of course 13:08:48 I'll waste some more electricity and bother you only if I find something 13:09:36 in other news, there was only one stray secret door found since the morning, so it looks like the removal is mostly complete 13:14:13 -!- kek has quit [Quit: Leaving] 13:18:54 -!- domi_ has quit [Quit: さようなら] 13:23:16 -!- domi has quit [Client Quit] 13:23:31 -!- Sequell has joined ##crawl-dev 13:24:40 -!- domi is now known as domi_ 13:25:17 -!- _159 has quit [Quit: Page closed] 13:28:06 Why do Hill Orcs have +3 to axe skill now? 13:28:48 Lightli: something about losing their +1 exp apt 13:29:13 I thought they gained EXP at the same rate as humans 13:29:21 %git :/HO 13:29:22 elliptic * 0.12-a0-234-g942efd9: HO apt changes: Exp +1 -> 0, Axes +2 -> +3. (7 days ago, 3 files, 3+ 3-) https://gitorious.org/crawl/crawl/commit/942efd937129 13:30:05 Lightli: they used to be Exp 80 13:30:13 Now it's EXP 100 13:30:30 no, +1 is exp 100, IIUC 13:30:32 !apt hu ex 13:30:33 Could not understand "ex" 13:30:34 !apt hu exp 13:30:34 Hu (SK_EXPERIENCE)=1! 13:30:39 Oh. 13:30:44 !apt dg exp 13:30:45 Dg (SK_EXPERIENCE)=-2* 13:30:46 !apt ho exp 13:30:47 HO (SK_EXPERIENCE)=0 13:30:56 it was done for hu and orc differentiation iirc 13:31:20 whoa -- humans are up to +1 EXP? damn. 13:31:41 -!- absolutego has quit [Quit: leaving] 13:31:42 I thought it was done because Hill Orcs were too good 13:32:25 -!- blabber_ has joined ##crawl-dev 13:32:36 bh: the scale was done from +1 to -2 isntead of 0 to -3 13:32:38 <|amethyst> Lightli: they got an axes boost to compensate, which is usually better anyway 13:33:27 Don't demigods still level up slower than trolls though? 13:33:28 bh: it's exactly the same as before, the scale just changed 13:33:34 shucks 13:34:23 there are infelicities up to 11% 13:35:21 right, I mean for humans it's the same 13:35:24 <_dd> just updated mummies 13:35:26 -!- blabber has quit [Ping timeout: 244 seconds] 13:35:35 <_dd> let me know if they're any better now 13:37:39 user-visible errors for serial vault placement failures (https://crawl.develz.org/mantis/view.php?id=6160) by KiloByte 13:39:32 ??jagerkin 13:42:04 -!- Dixbert has joined ##crawl-dev 13:43:41 * kilobyte pokes Wenzell. 13:43:42 -!- Wenzell has quit [Ping timeout: 246 seconds] 13:43:50 -!- vwzzz has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 13:44:02 WHAT HAVE YOU DONE 13:44:04 Little bit too hard there, kilobyte. 13:44:27 sorry :p 13:44:55 -!- Wenzell has joined ##crawl-dev 13:45:01 ??jagerkin 13:45:12 I don't have a page labeled jagerkin in my learndb. 13:45:33 it's listed in enums as a fake language 13:45:52 -!- Dixie has quit [Ping timeout: 252 seconds] 13:47:48 jgermonster speech from Phil and Kaja Foglio's works 13:48:07 -!- erisdiscordia has quit [Quit: Lost terminal] 13:53:19 -!- Kellhus has quit [Quit: Page closed] 13:53:52 haha, excellent 13:54:24 <_dd> so... mummies. 13:54:31 <_dd> every little boy loves his mummy 13:59:31 -!- voker57 has quit [Changing host] 14:00:20 using the jagerkin language will remind you occasionally to get a nice hat if you don't have one 14:00:50 -!- Dixbert is now known as Dixie 14:02:27 -!- CaptainPickles has quit [Quit: Page closed] 14:03:20 -!- Yen has quit [Ping timeout: 240 seconds] 14:05:23 -!- OneEyedJack has quit [Quit: Page closed] 14:05:48 -!- CampinSam has quit [Remote host closed the connection] 14:06:37 -!- ZChris13 has joined ##crawl-dev 14:07:37 -!- scummos has quit [Ping timeout: 240 seconds] 14:09:34 -!- Yermak has quit [Quit: Page closed] 14:09:57 -!- ivan`` is now known as ^ivan`` 14:13:16 Zannick: <3 14:13:43 that can't be done as a simple replacement, though 14:16:07 -!- dg_ has joined ##crawl-dev 14:19:43 dpeg: around? 14:22:31 -!- yxhuvud has quit [Ping timeout: 245 seconds] 14:25:29 -!- Hyoioyh has quit [Ping timeout: 260 seconds] 14:28:55 -!- blueDave has joined ##crawl-dev 14:31:13 -!- Ragdoll has quit [Read error: Connection reset by peer] 14:37:09 galehar: by the way, +1 from me too about having an "art director" 14:37:19 edlothiol: cool 14:37:48 too bad, such a director would need to know quite a bit about tile coding 14:37:56 -!- ZChris13 has quit [Ping timeout: 244 seconds] 14:38:11 -!- magistern has quit [Quit: This computer has gone to sleep] 14:38:29 well, he'll have to learn 14:38:44 yes, that's the main problem, but even if they can't code themselves, I think having them be an official part of the devteam would be good 14:39:04 03kilobyte 07glasnost * r9f5298a68a6a 10/crawl-ref/source/dat/des/ (branches/abyss.des entry/small.des entry/twisted.des): Moar desecretizationing. 14:39:04 03kilobyte 07glasnost * r82ca34341ad1 10/crawl-ref/source/travel.cc: Don't travel or autoexplore through runed doors. 14:39:05 03kilobyte 07glasnost * r4c799e7eff97 10/crawl-ref/ (4 files in 2 dirs): Announce runed doors as they come into view. 14:39:05 03kilobyte 07glasnost * rb55c9c419371 10/crawl-ref/source/dat/descript/features.txt: Link descs for oversized doors to regular ones. 14:39:11 03kilobyte 07glasnost * r56dd5ad55689 10/crawl-ref/source/dbg-maps.cc: Typo fix. 14:39:20 a lot of stuff isn't too involved about coding 14:40:02 yes 14:40:57 -!- lexackson has joined ##crawl-dev 14:41:13 -!- Dingo has quit [Quit: World in peril] 14:42:38 -!- dtsund has quit [Ping timeout: 245 seconds] 14:47:15 !seen ontoclasm 14:47:16 I last saw ontoclasm at Mon Sep 3 07:44:08 2012 UTC (12h 3m 8s ago) saying it should put you to sleep on ##crawl-dev. 14:47:25 i'm here 14:47:31 cool 14:47:56 ontoclasm: would you like to join the dev team as our official art director? 14:48:11 choosing and committing tiles would be your job 14:48:32 oh man, exciting 14:48:43 sure! 14:48:54 great :) 14:49:00 <|amethyst> how's your git and C++ knowledge, btw? 14:49:06 i mean, if you think i can manage it :D 14:49:27 i endorse ontoclasm for president 14:49:44 well, i used svn for something ages ago, but git doesn't seem too hard 14:49:56 well, for starter, I like your art, I think your style fits crawl perfectly 14:50:15 and i know enough c++ to figure out other people's code and presumably mess with minor things 14:50:31 also, you are good at explaining other contributers what's wrong with their work and how it can be improved 14:50:33 hah, thank you 14:50:54 and I think that's the most important things 14:50:58 <|amethyst> for the most part it's just copy-pasting enums and if/then cases 14:51:05 git and c++ can be learned 14:51:15 we'll explain what you need to know 14:51:21 yeah, i've seen how tilepick and so on work, they don't seem overly complex 14:51:49 you also need to use gimp's guillotine, but I'm sure you already do :) 14:51:59 hah, yeah 14:52:26 some stuff can get complicated, but in that case, you can just ask for help from the other devs 14:52:55 well... 14:52:56 <|amethyst> ontoclasm: there are a few instructions in docs/develop/tiles_creation.txt for integrators and commiters, but you've probably seen that 14:52:58 welcome to the team! 14:53:00 <_dd> great, now i'll know who to bother when i create tiles 14:53:04 * _dd runs 14:53:05 <|amethyst> :) 14:53:12 thanks :) 14:53:24 congrats ontoclasm 14:53:33 <_dd> congrarts 14:53:42 ontoclasm: welcome :) 14:53:44 grats ontoclasm 14:55:01 galehar: C++ cannot be learned. 14:55:03 <|amethyst> ontoclasm: what email address do you plan on using with your commits? 14:55:04 It can only be unlearned 14:55:12 hopefully i'll figure it out 14:55:21 yokomeshi@gmail.com 14:55:36 <|amethyst> I'll add that to the appropriate places 14:55:51 i endorse ontoclasm for president 14:55:56 elliott you backstabbing roustabout 14:56:01 <_dd> i tried learning c++ once but my head exploded 14:56:13 <|amethyst> ontoclasm: add yourself on the wiki https://crawl.develz.org/wiki/doku.php?id=dcss:admin:devteam 14:56:31 <_dd> now i have this watermelon taped on where it used to be 14:56:56 Wensley: : ) 14:57:08 |amethyst: I should have some perliminary abyss layouts by later today 14:57:40 i'm picking sarah palin as my running mate 14:58:12 ontoclasm: you also need to create an account on gitorious to get commit access 14:58:27 ontoclasm: as your campaign advisor I would recommend denzi instead 14:58:47 then, you can start going through the 135461324 mantis issues with tiles 14:59:02 I endorse Wensley for campaign advisor 14:59:07 then once all the tiles are out of the mantis we can just erase the mantis and start over 14:59:11 we expect all of them to be resolved by next week ;) 14:59:15 :U 14:59:33 have to go, be back later 14:59:40 ontoclasm: congrats by the way 15:00:08 03kilobyte 07glasnost * rf73ace0f23b1 10/crawl-ref/source/travel.cc: Fix runed large gates being announced multiple times. 15:00:27 actually, I hope you'll have no problems rejecting submissions 15:00:46 it's often hard to tell people their art sucks 15:03:06 yeah - hopefully i can help people improve 15:03:17 <_dd> i'd be happy to get more feedback for my stuff 15:03:48 ontoclasm: clearly your position is merely to serve as a scapegoat for the anger of spurned would-be artists 15:03:50 yours is probably better than mine in most cases xD 15:04:29 Wensley: so, just like all my romantic relationships then 15:04:46 I feel like that should be in the learndb somewhere 15:05:46 like, there was a case of crap talking between _dd and white_noise about mummy tiles today 15:05:50 <|amethyst> ha, another name collision 15:06:56 and, at least at the time, the tiles were indeed crap (although more wide opinions were really uncalled for) 15:07:32 >.< 15:07:48 -!- Serfuzz has quit [Remote host closed the connection] 15:08:04 <_dd> mmh 15:08:07 !nick devteam ontoclasm 15:08:07 Mapping devteam => kilobyte pointless dpeg enne evktalo keskitalo bookofjude haranp rax rob sorear zaba felirx doy itsmu greensnark MarvinPA evilmike grunt sgrunt neil edlothiol jpeg erisdiscordia galehar elliptic ontoclasm 15:08:28 !lg devteam ktyp!=quitting|leaving tiles=y s=name 15:08:30 142 games for devteam (ktyp!=quitting|leaving tiles=y): 120x ontoclasm, 10x jpeg, 3x SGrunt, 3x neil, 2x edlothiol, 2x KiloByte, evilmike, galehar 15:08:37 clearly the best man for the job 15:08:41 haha 15:08:53 (of course, if you want some extreme bad crap, look at tiles drawn by yours truly :p) 15:09:01 <_dd> sometimes the prettiest flowers grow from crap 15:09:22 * _dd getting all deep here 15:09:26 learn add guru wisdom 15:09:27 <|amethyst> I think the Principia Discordia phrased it as "bullshit makes the flowers grow and that's beautiful" 15:09:40 <_dd> hail eris 15:14:09 03|amethyst * r2e8e755db254 10/crawl-ref/ (CREDITS.txt git-hooks/crawl-ref-cia): Welcome our new art director, ontoclasm. 15:14:19 -!- Hyoioyh has quit [Quit: Leaving] 15:14:45 :D 15:15:12 <|amethyst> ontoclasm: would you prefer both 'ontoclasm' and 'pyroclasm' to have wizmode rights on CSZO, or only the former? 15:15:27 hrm, I can't decide between announcing parts of the door_vault just once (falsely claiming you found just "a runed door"), or a zillion times (spammy) 15:16:24 |amethyst: ontoclasm only is fine 15:16:30 <|amethyst> kilobyte: once but use a different message maybe? 15:17:02 <|amethyst> kilobyte: "You find a runed structure made entirely of doors." 15:17:14 |amethyst: often you see a corner first, when it indeed is only a single door at the time 15:17:27 "The door was actually part of a lame vault! Exclude the lame vault?" 15:18:19 BlastHardcheese: no automatic exclusions -- or rather, no prompted ones 15:20:03 -!- purge has joined ##crawl-dev 15:21:12 also, colour: is lightblue okay? I'm mostly concerned about cyan markings for unreachable places (especially if glass lets you see what's on the other side). 15:24:08 03elliptic * r67b4f5fa4053 10/crawl-ref/source/dat/des/portals/wizlab.des: Don't give quarterstaves out in wizlab_golubria. 15:24:51 -!- Deathmic has quit [Read error: Connection reset by peer] 15:25:22 ontoclasm: congrats 15:26:18 <|amethyst> North America is taking over 15:28:11 -!- alefury has joined ##crawl-dev 15:28:11 with Germans being quite inactive, I guess we'd have to incite some Finns 15:28:24 |amethyst: quiet do not give away our plans 15:28:39 hrm, I can't decide between announcing parts of the door_vault just once (falsely claiming you found just "a runed door"), or a zillion times (spammy) 15:28:42 just make the outer doors runed? 15:29:24 inner doors are not a problem, as you never see them for the first time during exploration 15:29:35 even just the outer doors would be sort of spammy i guess, yeah 15:30:32 <|amethyst> I don't think it's too much of a leak to have the vault announce itself with a different message even if you only see one corner 15:31:43 |amethyst: you mean, there should be support for customizing the messages? 15:31:47 wasnt the point of the door vault that monsters would leak out if you were too loud? 15:31:56 (also of course it was really funny) 15:31:59 <|amethyst> kilobyte: Oh, I thought that was possible already 15:32:09 03kilobyte 07glasnost * redcb9c74034b 10/crawl-ref/source/travel.cc: Don't claim autoexplore is done if it is blocked by runed doors. 15:32:44 <|amethyst> kilobyte: what if it's a runed fleshy orifice? :) 15:34:36 New branch created: glasnost-door-vault (29 commits) 15:36:05 |amethyst: that should work ok (I use the feature's description) 15:36:53 wtf, own branch for door vault? 15:37:32 what trickery is this? 15:40:03 why do nooodl_heptagram, inpenetrable_vault, minmay_expanding_circles, and lemuel_ice_spiral_2 need runed doors 15:42:20 HangedMan: a branch if someone wants to see how the spam works 15:42:52 -!- MarvinPA has quit [] 15:43:06 <+|amethyst> kilobyte: what if it's a runed fleshy orifice? :) 15:43:06 -!- Mandevil has quit [Quit: Ukončuji] 15:43:08 'heavily tattooed' 15:43:30 Eronarn: <3 15:44:09 03kilobyte 07glasnost * r22a1fa51f60c 10/crawl-ref/source/ (3 files in 3 dirs): A custom explore_stop message for the door vault (and its variants). 15:44:33 mucus-coated could work too 15:44:57 "strangely disturbing" 15:45:56 and how would a huge gate be named? 15:46:14 gaping orifice 15:47:14 contracted meatus / dilated meatus 15:47:18 <|amethyst> kilobyte: that works 15:47:27 do we have a meatvault now? 15:47:36 'now'? 15:47:37 <|amethyst> kilobyte: I was actually thinking to change the feature name, but that is more general 15:47:41 -!- PollyEsther has quit [Ping timeout: 244 seconds] 15:47:47 -!- ereinion has quit [] 15:48:05 <|amethyst> We've had a number of meat vaults since the removal of Hive 15:49:05 <|amethyst> and I'm sure there were some before that 15:49:12 -!- Namey has quit [Quit: Leaving] 15:49:36 Napkin: can you set ontoclasm as a ##crawl-dev committer? 15:49:44 please? 15:50:00 chanserv is telling me I'm not authorized to do such things 15:50:15 ontoclasm: you've got commit rights 15:50:44 oh god 15:50:55 ontoclasm: don't forget to subscribe to c-r-d if you haven't yet: /msg chanserv access ##crawl-dev add login committer 15:51:02 damn 15:51:55 https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss 15:52:54 -!- rkd2 has quit [] 15:53:58 oh hey something happened! congratulations ontoclasm 15:55:32 just in time for the new trick that I taught wenzell 15:55:38 !beer ontoclasm 15:55:39 * Wenzell slides a pint of cabernet sauvignon across the bar to ontoclasm, on the house. 15:55:49 mad with power. 15:55:51 neat 15:55:55 !beer elliott 15:55:56 * Wenzell slides a glass of beer across the bar to elliott, on the house. 15:56:05 but that's wine!! 15:56:07 !abyss !beer 15:56:08 haha 15:56:08 elliott casts a spell. beer is devoured by a tear in reality! 15:56:08 Wensley: cabernet sauvignon isn't a beer 15:56:12 i'm classier 15:56:12 <|amethyst> a pint of cabernet sauvignon 15:56:20 fr: !wine 15:56:26 !beer /dev/null 15:56:26 elliott: I was hoping you'd get a party ball of goldschlager 15:56:27 * Wenzell slides a glass of beer across the bar to devnull, on the house. 15:56:56 !beer dpeg 15:56:57 * Wenzell slides a shot glass of beer across the bar to dpeg, on the house. 15:57:38 I think the weights for the wacky things are too low 15:58:05 !beer Wensley 15:58:05 * Wenzell slides a pint of cabernet sauvignon across the bar to Wensley, on the house. 15:58:08 are you sure 15:58:34 perhaps I should remove weights entirely, for maximum chaos 15:59:18 !beer HangedMan 15:59:18 * Wenzell slides a party ball of beer across the bar to HangedMan, on the house. 15:59:25 add beer to crawl 16:00:04 Many zot vaults. (https://crawl.develz.org/mantis/view.php?id=6161) by st 16:02:06 Now i get why evilmike stopped doing the digests. There was *a lot* of talk yesterday before I went to bed, and there's about as much that came afterwards. Having to record it makes me a bit cynical towards people discussing crawl development. No worries though, I'm just venting. 16:05:25 good, you stopped talking :) 16:05:33 so, what just happened? ontoclasm for art director? 16:05:35 -!- nooodl has quit [Ping timeout: 246 seconds] 16:05:52 ontoclasm got elected to be whined at by everyone 16:05:59 a prestigious position 16:06:31 uh, not really whined at i think 16:06:40 on the other hand, maybe just nobody dared to whine at kilobyte :) 16:06:49 i'm immune to whining - i was bitten by a radioactive yuppie when i was a child 16:06:52 the door vault looks fugly in tiles; that's no regression though 16:06:56 or edlothiol i guess, he handled a lot of tile submissions too 16:06:58 alefury: yeah, I tried to read the backlog this morning and had to give up, it was crazy 16:07:13 there has to be a band called Radioactive Yuppie 16:07:14 galehar: ill give you the gist when im done working through it... 16:07:43 so, here is a crazy idea: how about we release 0.11? 16:08:06 whaaaat? :P 16:08:14 03kilobyte * rdd37a7539b00 10/crawl-ref/ (118 files in 23 dirs): Merge branch 'glasnost' 16:08:15 still buggy, because everyone is busy adding new shit 16:08:21 whaaaaat? 16:08:28 glasnost! 16:08:32 Is there a perestroika branch too? 16:08:33 greensnark: You have 4 messages. Use !messages to read them. 16:08:45 kilobyte: how does save compat work? 16:08:47 realpolitik's-crawl 16:08:58 sit in the Abyss for a longer bit, and it'll crash like Windows ME 16:09:23 alefury: you lose T&D and get it transferred into Traps :p 16:09:25 Was that a compliment to Windows ME there 16:09:38 i mean what happens to existing secret doors 16:09:52 because secret doors crash now, right? 16:09:58 so it would be bad if there were any? 16:10:15 kilobyte: you mean adding new shit to trunk right, not 0.11? 16:11:08 they get converted, either to runed or regular ones, depending on whether they're detected or not (I didn't bother adding a minor tag just to convert them consistently) 16:11:27 galehar: yeah 16:12:09 ok, so abyss crash. Anything else? 16:12:09 greensnark: "perestroika" would be way too vague, that word can be applied to any overhaul 16:12:42 on my plate, clearing lists 16:12:57 for example, MarvinPA complained he can't get rid of default settings 16:13:22 Ah yes, that's been an annoyance for ever 16:13:58 there's a number of other crashes, like some new miscast problems 16:15:26 how ready is 0.11 for release, btw? does rcfile stuff still need to be sorted out for that? 16:15:28 -!- GreatOrbOfEyes has joined ##crawl-dev 16:15:31 -!- HangedMan has quit [Read error: Connection reset by peer] 16:15:49 -!- HangedMan has joined ##crawl-dev 16:17:03 greensnark: I taught henzell something actually useful: 16:17:07 !beer greensnark 16:17:07 * Wenzell slides a party ball of mead across the bar to greensnark, on the house. 16:17:19 elliptic: i believe it was mentioned 3 lines above your question 16:17:20 yesss the party ball 16:17:31 !beer Wensley 16:17:31 * Wenzell slides a flagon of vermouth across the bar to Wensley, on the house. 16:17:37 pls remove all the boring ones 16:17:39 alefury: it wasn't clear to me whether that was a 0.11 thing given the context 16:18:04 me neither, but if that rc doesnt work a lot of people are going to be unhappy 16:18:05 -!- Aryth1 has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 16:18:07 yes 16:18:13 elliott: the only boring one is "beer". and the command is !beer 16:18:18 so 16:18:38 Wensley: make it !booze 16:18:48 that is just too uncouth 16:18:56 does it include american beer? 16:18:58 we have refined tastes here 16:19:04 we do??? 16:19:05 !intoxicatingbeverage 16:19:09 nobody informed me :( 16:19:09 !beer elliott 16:19:10 * Wenzell slides a briefcase full of tequila across the bar to elliott, on the house. 16:19:15 a briefcase full of tequila 16:19:19 very nice 16:19:28 not a beer though! 16:19:28 so is it like 16:19:29 just a pool 16:20:00 elliott: is the briefcase a pool or is the list of potential containers a pool 16:20:24 well I was wondering how exactly this briefcase's contents were laid out 16:20:27 !beer Wensley 16:20:28 * Wenzell slides a shot glass of absinthe across the bar to Wensley, on the house. 16:20:48 you are so generous, wenzell 16:21:04 the green fairy eh 16:21:27 first everyone gets drunk, then you wake up the next morning, mechanical traps are gone, and lava orcs are in trunk 16:21:34 don't do it, kids 16:21:35 -!- bonghitz has quit [Quit: bonghitz] 16:22:10 elliott: I was tempted to add a !party command that !beer'd everyone in the channel 16:22:28 good, do it 16:22:34 then i can run it in ##crawl 16:22:51 elliott: Ok, I'm drunk. Now what? 16:23:27 ghallberg: first we change the default language to dwarven 16:23:59 if (you.god = GOD_XOM) { 16:24:40 alright lair now has orbs of fire 16:25:01 misleading moth 16:25:14 -!- voker57 has quit [Remote host closed the connection] 16:25:20 HangedMan: how are months of typops coming along 16:25:28 Teleport wand in bazaar with more than max charges (https://crawl.develz.org/mantis/view.php?id=6162) by SouthernSpade 16:25:28 elliott: <3 16:26:46 17:21 < elliott> first everyone gets drunk, then you wake up the next morning, mechanical traps are gone, and lava orcs are in trunk 16:26:48 complaining about getting a 13-charge wand of tele, tch 16:26:49 i'm okay with this 16:29:32 ontoclasm: wooo. 16:31:28 I can't work under these conditions! I'm creating 'procedural-layouts.cc' 16:32:06 03kilobyte * r5978ae4f0253 10/crawl-ref/source/mon-stuff.cc: Paper over "friendly" summons crashing on the arena. 16:36:04 -!- domi_ has quit [Read error: Connection reset by peer] 16:38:16 -!- domi is now known as domi_ 16:38:58 -!- elliptic has quit [Quit: Leaving] 16:40:01 -!- domi_ has quit [Read error: Connection reset by peer] 16:41:29 -!- domi is now known as domi_ 16:43:31 -!- elliptic has joined ##crawl-dev 16:44:31 -!- GoblinBomb has quit [Quit: Lost terminal] 16:45:20 i'm going to have to reinstall ubuntu, sigh 16:45:30 turns out windows sucks for developing things 16:47:47 -!- dg_ has quit [Quit: Textual IRC Client: www.textualapp.com] 16:49:14 yep 16:49:52 ontoclasm: you can install it in virtualbox too 16:50:21 ontoclasm: at least windows isn't overtly anti-developer like OSX :\ 16:50:56 well, my laptop has ubuntu, i just haven't gotten around to putting on this new computer 16:51:01 because i am lazy 16:51:24 it's actually not that hard to code under windows, too bad you can't have optipng and advpng there 16:51:37 you can 16:51:43 they have windows binaries 16:51:49 oh cool 16:51:56 i think i've gotten everything working but it's still a headache 16:52:15 since it's patently linux pasted over the windows backdrop 16:54:18 ontoclasm: you could use a linux vm 16:54:23 galehar: http://pastebin.com/ApMERun1 16:54:23 yeah 16:54:25 -!- Pthing has quit [Read error: Connection reset by peer] 16:54:43 also mentions some minor stuff, doesnt mention some other minor stuff 16:55:28 elliott: or rather, put Windows into a vm 16:55:51 oh, i forgot about abyss portals in rune vaults 16:55:51 this way, you can have many different Windows versions for tests 16:56:17 alefury: fwiw, "increased exit frequency after picking up the rune" already happened 16:56:22 (they're now six times as likely in trunk) 16:56:28 i know, these are just my notes from yesterday 16:56:31 ah, ok 16:56:35 ill condense them and purge commited stuff later 16:56:37 you should get paid for this :) 16:56:39 have supmoths been enabled? 16:56:46 did |amethyst disable the 'teleport after snag'? I agree with galehar that it's a bad idea 16:56:54 elliott: im only doing it for a few days. maybe again some time later 16:56:59 should note that bh is coding #3 in that abyss heading 16:57:05 -!- blabber_ has quit [Quit: gn8] 16:57:08 bh: it regens the abyss after you grab the rune 16:57:23 elliott: yeah... I regard that as a mistake :) 16:57:30 well, the consensus was that none of the vaults were really all that ninjable 16:57:42 HangedMan: i think there was a crd mail about it anyway? 16:57:43 and making people wait for a shfit after they pick up the rune doesn't really help much 16:58:02 at least HangedMan's delayed teleport idea would be better than none at al 16:58:03 l 16:58:12 I'd push for adding exit portals to rune vaults 16:58:17 03kilobyte * r7084af487085 10/crawl-ref/source/dat/des/sprint/ (menkaure.des red_sonja.des sprint_mu.des): Remove secret doors from Sprint. 16:58:19 what's the problem with nothing at all happening? 16:58:32 kilobyte: it means the exits being 6x as common doesn't really help all that much 16:58:45 bh: that sounds good but it also sounds like it could wait for the new level generator and abyss depths and stuff -- this seems like a decent stopgap measure? 16:58:50 no other branch help you with stealing the rune 16:58:56 kilobyte: you need to find some newly generated abyss terrain to get more exits 16:59:06 alefury: pretty sure dd's proposal was to rename scimitar to sabre, not falchion 16:59:08 elliott: it will after you walk a bit 16:59:34 well, the walking was considered to be the problem that the 6x increase was solving in the first place :p 16:59:37 ugh. nobody cared anyway, i think im just going to not mention that, even though i think sabres as short blades are stupid 16:59:38 alefury: and what's the problem in that? 17:00:05 alefury: it'd be like picking the Orb spawned a portal to D:1 17:00:06 kilobyte: its a bit spoilery. a delayed effect is harder to notice than an immediate one 17:00:18 alefury: because a sabre is a slashing weapon? 17:00:29 alefury: well, it could give a message beforehand... but it's really a bit immaterial 17:00:33 bh: mostly because its kind of long 17:00:47 there's nothing spoily in "I want to find an exit, so I look for it... oh here it is" 17:00:49 I think abyss depth scaling will remove the need for it 17:00:52 but also not as suitable for stealthy one hit kills as a dagger or short sword or something 17:00:59 -!- SteampunkDuck has quit [Quit: Lost terminal] 17:01:08 since the exits will be more frequent in the plcaes people will want to go for the rune anyway 17:01:37 you already know there are not exits in places you visited 17:01:37 elliott: thats not clear 17:01:37 -!- jato_ has quit [Ping timeout: 246 seconds] 17:01:37 kilobyte: terrain is generated long before it comes into sight 17:01:53 bh mentioned it takes about half a map's distance to see fresh terrain. probably not really a problem. 17:02:02 i dont like the teleport either 17:02:04 bh: are abyss floors still infinite? 17:02:11 Wensley: they always will be. 17:02:17 goodgoogd 17:02:23 alefury: it's typically a matter of a couple of LOS diameters 17:02:39 The way the abyss works is as follows -- you walk until an edge square would be in sight. Then you get shifted to the center and everything gets rebuilt 17:02:53 On average you should walk half the distance of the map for new terrain to get generated 17:03:15 bh: minus a huge margin 17:03:29 kilobyte: minus the LOS radius. yeah. 17:03:42 -!- Kalir has quit [Ping timeout: 264 seconds] 17:03:55 how does one use the optimize-pngs script? what am i supposed to pass it? 17:04:38 ontoclasm: nothing at all, AFAICT 17:04:46 it runs automatically based on what's been "git add"ed 17:05:00 hm. it gives me an xarg error 17:05:05 so git add png1.png png2.png ... then optimize-pngs 17:05:12 yeah, i have things added 17:05:46 maybe I fucked it up in my last update 17:05:47 bh: you need to move 21 spaces from the center to get a shift 17:06:01 ontoclasm: what kind of xarg error? 17:06:10 kilobyte: that's vault devouringly little. 17:06:24 xargs: invalid option -- d 17:06:25 er, 21 spaces seems wrong 17:06:41 hrm 17:06:42 the LOS only reduces a constant maount 17:06:54 -!- absolutego has quit [Quit: leaving] 17:07:58 ontoclasm: what does xargs --version say? 17:08:01 elliott: the margin is size 13, you are 34 spaces from the map's edge 17:08:12 -!- Insomniak has quit [Quit: Lost terminal] 17:08:36 -!- _159 has quit [Quit: Page closed] 17:08:37 what if you have something that reduces your los radius? 17:08:51 4.1 17:09:09 it's probably just windows being dumb 17:09:57 apparently that option got added in 4.2.25 17:10:04 hm 17:10:08 ah well 17:10:28 I could remove it, it'll just get problems with spaces in filenames 17:10:40 which we don't need anyway 17:10:44 well, i can remove it myself 17:10:49 if it's not necessary 17:11:31 yes, try if it works if you remove it (and the following "\n") 17:12:26 -!- wasd22 has quit [Ping timeout: 244 seconds] 17:13:24 yep 17:13:25 neat 17:14:42 is there no newer version of xargs available for you? that update was released 7 years ago 17:14:43 ??banners todo 17:14:44 banners todo[1/2]: vow of courage -> dauntless 17:14:47 ??banners todo[2 17:14:47 banners todo[2/2]: Pious III shouldn't require all the gods, nobody got Lord of Darkness II, Nemelex banners should be displayed better on the banners page, and the Student was sort of boring/unpopular 17:14:54 elliptic: are these the comprehensive changes 17:15:11 edlothiol: hah, probably - it's just the xargs that came bundled with msys 17:15:16 don't worry about it 17:15:55 Wensley: no, that entry is old and I don't know if I wrote it at all 17:16:50 elliptic: I've got inkscape open, just let me know what needs to be done 17:18:02 -!- Pingas has quit [Read error: Connection reset by peer] 17:21:00 fr achivements 17:21:27 yes please 17:21:36 would work well with a unified account system also 17:22:18 also for offline of course, but cheating is possible :( 17:22:34 fr no achievements 17:22:55 there already are achievements, theyre just not mentioned ingame 17:23:02 ??greatplayers 17:23:02 greatplayers[1/3]: Players who have won every currently available to play race. Lifetime membership once you get in! 17:23:05 ??greatermummies 17:23:06 greatermummies[1/2]: Players who have won every currently available to play mummy. Lifetime membership once you get in! 17:23:07 etc... 17:23:10 ??milestones 17:23:10 also, tourney banners 17:23:10 I don't have a page labeled milestones in my learndb. 17:23:15 ??landmarks 17:23:15 I don't have a page labeled landmarks in my learndb. 17:24:26 it would be relatively easy to put various achievements on the CAO scoring pages (if CAO existed) 17:26:01 -!- Soundlust has quit [Ping timeout: 272 seconds] 17:26:06 i think it would be more interesting for offline players, online players can easily compare themselves to each other anyway (by cao scores, sequell, tourneys, and talking) 17:26:25 offline players just live in a vacuum, and might want some new ideas for what to try 17:28:12 -!- daftfad has quit [Quit: Leaving] 17:28:45 -!- Syrio has quit [Ping timeout: 245 seconds] 17:29:45 -!- valrus has joined ##crawl-dev 17:31:44 -!- MorganL has quit [Quit: ChatZilla 0.9.88.2 [Firefox 14.0.1/20120713134347]] 17:41:18 Wensley: !beer is cool, but I prefer blatant displays of abuse of power 17:41:53 -!- Kalir has quit [Quit: leaving] 17:42:26 Wensley: You have the keys to the learndb. All should worship you, and despair. 17:43:05 well, theres a backup. right? ... right? 17:43:21 ohgodpleaselettherebeabackup 17:44:12 there's a backup but it's before all the useful changes we've made 17:44:16 Wensley could destroy everything 17:44:34 Wensley: how about random insults when you query a non-existent learndb page 17:44:58 imp insults? 17:45:05 yes! 17:46:37 -!- GreatOrbOfEyes has quit [Ping timeout: 260 seconds] 17:48:21 -!- scummos has quit [Ping timeout: 245 seconds] 17:53:54 elliott: I don't think that exits should be more common in deeper abyss. Only rune. 17:54:28 that said 17:54:30 * galehar sleeps 17:54:41 galehar: the idea is to give people a choice for banishment, too 17:55:17 and if exits stay at the same frequency then there's less of a choice for getting the rune: you still have to run until you find an exit, so going deeper would save much less time 17:56:29 -!- wasd223 has quit [Read error: Connection reset by peer] 17:59:15 |amethyst: re transmutilator, arent battlemages allcaps? 18:02:33 -!- ark____ has quit [Quit: Leaving] 18:05:32 -!- Jatoskep has joined ##crawl-dev 18:12:34 -!- clouded_ is now known as st_ 18:13:51 -!- bh_ has joined ##crawl-dev 18:13:51 -!- bh_ has quit [Changing host] 18:13:51 -!- bh_ has joined ##crawl-dev 18:14:01 -!- bh has quit [Disconnected by services] 18:14:02 -!- bh_ is now known as bh 18:20:35 -!- valrus has quit [Remote host closed the connection] 18:20:54 so I've got a list of runed doors I think are arbitrary and detrimental to the vague purpose of warning and monster blocking: http://pastebin.com/XcG60SSJ 18:21:20 a lot of it is just that replacing most old secret doors with runed doors doesn't end up making much sense in review 18:22:02 <|amethyst> HangedMan: send that to the mailing list too 18:22:04 i think there should be some well-defined purpose for runed doors, and it should be mentioned somewhere in the docs, like the vault syntax guide (remember to keep wiki and .txt in sync) 18:22:15 <3 mailing list traffic 18:22:18 yeah... taking areas that are supposed to be hidden and then going "hey look here!!" 18:22:24 pinging: kilobyte, evilmike whenever he's around 18:22:46 okay, well, let's see if this actually does anything 18:22:55 brace yourselves for disaster 18:22:59 HangedMan: they can comment on your email you know :P 18:23:13 HangedMan: looks like good stuff! 18:23:16 bah, I haven't used the mailing list thing yet 18:23:31 ill have to look it up for my digest again too :/ 18:23:40 HangedMan: mailing lists aren't scary, don't worry 18:23:49 someone will have to approve your mail if its your first one i think 18:23:58 but shouldnt take too long 18:24:13 st_: well, the original idea was to have them just be warnings, I think -- for the cases where secret doors are being used to denote "hey, don't go in here if you don't know what you're doing -- that's why it's hidden" 18:24:53 warning, fort_yaktaur has loot 18:25:30 st_: but, that's quite different from turning most secret doors into runed doors, of course 18:25:39 loot vaults already stop autoexplore anyway, since items 18:26:27 -!- bonghitz has quit [Quit: bonghitz] 18:26:29 sweet! My first dungeon generator worked 18:27:08 HangedMan: often, they also replace lua:restrict_door() 18:27:37 I checked a few times for it and erred on respecting the stricted door 18:27:56 so, having commited something, i then do "git push git://gitorious/crawl/crawl.git" to push it, right? >.> 18:28:10 <|amethyst> there's a ssh URL you have to use 18:28:11 ontoclasm: gitorious.org, but most probably "git push" will just work 18:28:17 since it defaults to where you cloned from, if you cloned from the ssh thing 18:28:24 (but yes you can't push to git://, it's read-only) 18:28:29 <|amethyst> you can edit .git/config to change the URL too 18:28:31 http://i.imgur.com/xaKkf.png 18:28:41 <|amethyst> or use 'git config' 18:28:52 bh: cool 18:28:56 The generator is just a column blatter, set to make 2x2's with a 2x2 space 18:29:05 does it morph continuously yet? or is that all coming ltaer 18:29:06 *later 18:29:08 I'll create a 18:29:11 later. 18:29:19 (btw, wow, your font is tiny :) ) 18:29:21 First I'll make a bunch of generators then blend them together 18:29:36 elliott: I'm on a 13" laptop 18:29:49 me too! and I use a huge font :) 18:30:31 I *really* like how the dungeon generator just inserted the vault on top of what I'd done. No human intervention needed from me. 18:30:41 HangedMan: especially rand_demon_4, rand_demon_9 need runed doors to replicate the old behaviour: otherwise all 1s will instantly come out together 18:31:04 that sounds appropiate for pan 18:31:20 uhm, that many 1s? 18:31:29 that vault worked well before... 18:32:35 any_demon is pretty generous and a lot of vaults already spam notable amounts of it 18:32:53 err, for _4 18:33:01 shiori_entry_elements would make autoexplore just stroll into gas chambers... 18:33:19 more glass? 18:33:54 how exactly glass would stop autoexplore? 18:33:59 in wizmode how can I get an output of you.pos()? 18:34:22 by using the cloud autoexclusions? 18:34:27 anyway, some documentation of how runed vaults should be used is needed. please agree on something, then handle vault review accordingly :) 18:34:46 Can we have embroidered vaults too 18:35:18 greensnark: you would like the runed door tiles i think :P 18:35:20 that guardian mummy ossuary has it more for theme, and for the player deciding when to open the door (like before) 18:35:28 Where can I see the runed door tiles 18:35:34 Oh, I guess they're already checked in 18:35:38 in trunk? also on mantis 18:35:57 oh cool. I found a bug in the existing abyss-shift code. If you run in a straight line you'll get a continuous dungeon. 18:35:58 due_mausoleum or due_cavern? 18:36:15 If you take a step up and then run right, when you get brought back to the center it will introduce a discontinuity 18:36:37 greensnark: also 6105 18:36:47 ossuary_due_cavern is ALL about fighting those mummies one by one... even a single guardian mummy can smash a character of that level, and you want four at once? 18:36:48 alefury: Thanks 18:36:52 -!- vidiny has quit [Quit: In the time it takes for a woman to get ready, the weather is almost guaranteed to change.] 18:36:58 that has a few unused ones though i tink 18:37:31 embroidered enough for you? :) 18:37:56 ereshkigal is meant to be trapped (had restrict_door()) 18:38:00 Hmm, they do look embroidered 18:38:12 -!- PollyEsther has quit [Ping timeout: 276 seconds] 18:40:12 due_cavern doesn't and hasn't made sense for a while 18:41:01 not sure why ereshkigal needs to be trapped and there are rune-and-loot areas in the other hells that let monsters freely wander around 18:41:49 good night 18:41:52 not a big concern, though 18:41:57 -!- alefury has quit [] 18:45:35 -!- TGWi1 has quit [Client Quit] 18:48:22 -!- TGWi has quit [Ping timeout: 252 seconds] 18:53:11 -!- simmarine has quit [Ping timeout: 244 seconds] 18:55:28 -!- simmarine has joined ##crawl-dev 18:58:01 -!- Dixie has quit [Ping timeout: 260 seconds] 18:58:52 -!- Isvaffel has quit [Quit: ( www.nnscript.com :: NoNameScript 4.22 :: www.esnation.com )] 19:00:27 <|amethyst> ontoclasm: still need help with pushing? 19:01:23 -!- st_ has quit [Read error: Connection reset by peer] 19:01:42 -!- st_ has joined ##crawl-dev 19:02:20 we'll see 19:02:29 lemme give it a shot 19:02:47 <|amethyst> did you do the optimisations? 19:02:55 yeah 19:02:56 <|amethyst> (if these are new tiles) 19:02:57 <|amethyst> cool 19:04:22 -!- ZChris13 has joined ##crawl-dev 19:04:54 here goes nothin 19:06:13 03yokomeshi * rdd4d7357e197 10/crawl-ref/source/rltiles/ (7 files in 2 dirs): Snake tiles 19:06:34 OMG CRAWL IS DEAD! 19:06:37 ;) 19:06:46 shit guys 19:06:50 what happened 19:07:10 snakes happened apparently 19:07:13 nothing. Looks like your push worked 19:07:13 -!- Pacra has quit [Ping timeout: 246 seconds] 19:07:15 snakes are cool 19:08:54 somehow that worked i guess 19:09:07 <|amethyst> hrm 19:09:08 it doesn't seem to have mapped to your nick correctly 19:09:22 well, yokomeshi is my email 19:09:32 can I get some advice on my branch? particularly here: https://gitorious.org/~bhickey/crawl/bhickeys-crawl/blobs/bb63eb2994b8553caa3277fe313fa8614e74cfbf/crawl-ref/source/dgn-proclayouts.h 19:09:36 and on git is lists it as ontoclasm properly 19:09:40 I thought there was a thing that mapped them to nicks for CIA... maybe I'm wrong 19:09:47 <|amethyst> elliott: yeah, and I updated that 19:09:53 Should I be concerned with stack allocating a bunch of dungeon generators versus heap allocating them? 19:10:45 <|amethyst> elliott: maybe that repo on develz hasn't updated (I think it's develz that sends the email to CIA) 19:10:52 <|amethyst> wait 19:10:56 <|amethyst> that doesn't make sense 19:11:00 -!- Xiberia has joined ##crawl-dev 19:11:13 <|amethyst> well, I guess the git hook isn't run from the repo itself 19:11:29 <|amethyst> not sure exactly how that piece of infrastructure works 19:11:41 -!- wafflepants has quit [Ping timeout: 245 seconds] 19:12:15 <|amethyst> %git HEAD 19:12:38 ontoclasm * 0.12-a0-356-gdd4d735: Snake tiles (8 minutes ago, 7 files, 3+ 0-) https://gitorious.org/crawl/crawl/commit/dd4d7357e197 19:13:06 <|amethyst> yeah, Chei works 19:13:15 things you don't hear very often 19:14:23 <|amethyst> bh: unless you're going to be allocating a huge number in a recursive function, I wouldn't worry about stack allocation 19:14:42 <|amethyst> bh: stack allocation is in many ways better because you get cleanup for free 19:14:46 |amethyst: upper limit I think I'll be in the dozens. 19:15:02 <|amethyst> bh: and would most of those be caching the level? 19:15:27 |amethyst: what do you mean? 19:15:50 <|amethyst> I mean, are the generators going to be storing a copy of the grid? 19:16:00 <|amethyst> e.g. to speed up repeated queries 19:16:14 not unless I write a caching generator 19:16:24 <|amethyst> a few dozen objects with no data to speak of is irrelevant 19:16:37 The idea is to query a position and get a bit of terrain back rather than generate the whole floor in one pus 19:16:38 h 19:16:44 <|amethyst> less than a page of extra memory 19:17:32 <|amethyst> bh: BTW, some people might prefer to use operator() or operator[] over get() 19:17:44 <|amethyst> I think it's fine either way 19:17:50 -!- rossi has quit [Quit: WeeChat 0.3.7] 19:18:10 operator[] is the more sensible of those choices in my opinion 19:18:43 <|amethyst> well, you'd need operator() if you made a two-argument version that takes x and y coordinates separately 19:19:05 tetchnically arrays are just functions :) 19:19:51 <|amethyst> elliott: this is C++ not ML :P 19:19:59 -!- rossi has quit [Client Quit] 19:20:14 Crawl isn't *really* C++. It's some kind of C+ alphabet soup 19:20:38 <|amethyst> heh, C+ 19:20:40 <|amethyst> I like that 19:20:51 |amethyst: hey! I am a Haskell person :) 19:21:18 elliott: as a disenchanted Haskell hacker: my condolences 19:21:55 bh: says the guy working on Crawl code of all things 19:22:16 elliott: go make my haskell roguelike into a real game ;) 19:22:30 but work :( 19:26:15 welp, sent a somewhat long email about the recent runed door conversation and the list of questionable runed door vaults 19:26:53 HangedMan: to c-r-d? 19:27:01 yeah 19:27:14 don't see it yet. 19:27:41 it's waiting for approval! 19:27:48 !? 19:29:27 who approves c-r-d mails anyway? 19:29:36 Jiyva. 19:29:41 and Xom. 19:30:14 we are all but formless toys subject to unceasing cruelty and theft, yes 19:31:13 -!- Pacra has joined ##crawl-dev 19:33:28 HangedMan, the poet 19:33:58 ##Crawl-dev, the coffehouse 19:34:09 coffee house 19:34:21 <|amethyst> the Dutch kind? 19:34:57 learn add innuendo? 19:38:16 -!- evilmike has joined ##crawl-dev 19:40:06 -!- wasd22 has quit [Read error: Connection reset by peer] 19:41:38 are supmoths enabled yet? 19:41:57 Wensley: locally; I just want to mess with a couple of small things 19:41:57 evilmike: You have 1 message. Use !messages to read it. 19:42:29 oh god mummy drama 19:42:31 there was some recent runed door discussion since glasnost was merged 19:42:47 also some guy is now the tiles director or something 19:43:07 that is the least important news of the day 19:43:08 i heard that guy was a loser 19:43:12 today's backlog is large, I'll be caught up in a couple hours (I just got home) 19:43:13 !beer evilmike 19:43:13 * Wenzell slides a pint of gin across the bar to evilmike, on the house. 19:43:16 ^ most important news 19:43:24 http://imgur.com/PNtBb -- same map, but combined with a distortion layer 19:43:51 fix your bot, gin isn't beer 19:43:52 -!- Oddtwang has quit [Read error: Connection reset by peer] 19:44:09 <|amethyst> I told him, separate !beer from !booze 19:44:43 bh: does it shift or is it a one-time distortion 19:44:45 ontoclasm: welcome. can I make a feature request (so I can be lazy)?? The tile for the suppression moth's aura is horrible 19:44:56 it uses dithering instead of proper transparency, and makes it hard to see anything 19:44:56 haha 19:44:58 Wensley: nothing would stop it from shifting, I just haven't done it 19:45:06 yeah, i made it xD 19:45:09 I'll fix it myself tonight, if you don't. But I figure I'll bring it up 19:45:11 i'll make a better one 19:45:14 sure 19:45:23 evilmike: way to go, break his spirit on his first day 19:45:34 its like boot camp 19:46:01 more like prison 19:46:04 bh: nice falchion 19:46:21 elliott: abyss randarts are all crap :) 19:48:21 -!- MarvinPA has joined ##crawl-dev 19:50:36 someone suggest a new name for the new sif banner 19:50:46 it's the one where you can't leave a branch until you get its macguffin 19:51:03 Wensley: you've seen the stuff I've done in 3d. I think I can achieve the same sort of success here 19:51:33 I thought you'd already done that with the current abyss? 19:51:42 as in, 3d noise 19:52:03 sure, it's 3d noise -- I mean the mountain stuff. given enough time I can find good functions :) 19:52:36 I'm having a hard time imagining how your cool shaded mountain terrain applies to our 2d maps :P 19:52:41 now, if you had rivers, maybe... 19:53:16 Wensley: elfrobin 19:53:55 -!- HellTiger has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 19:57:23 -!- monqy has joined ##crawl-dev 19:58:23 -!- Kellhus has quit [Quit: Page closed] 19:58:39 evilmike: https://dl.dropbox.com/u/1000017/crawl/suppaura.png > 19:58:40 ? 19:58:52 much simpler-looking 19:59:08 yes, that is much better 19:59:35 the aura is green in console, FWIW (although I don't much like the green) 20:00:16 i think i got the shade of teal-green i'm using from the supmoth tile 20:02:04 ah 20:02:12 yes, it is more greenish than it looked now that I look again 20:03:34 -!- pelotron has quit [Ping timeout: 246 seconds] 20:03:52 happy birthday 20:04:09 03yokomeshi * r3006273fb8de 10/crawl-ref/source/rltiles/effect/suppressed.png: Moth of Suppression aura tile 20:04:24 -!- Whitewater has joined ##crawl-dev 20:06:42 -!- dtsund has joined ##crawl-dev 20:06:51 -!- DracoOmega has joined ##crawl-dev 20:08:48 Hey, ontoclasm. If you're now art director, does that mean you have the authority to go and make those new brand/ego tiles not so needlessly tiny? ^^; 20:09:00 didn't ontoclasm draw those 20:09:00 oh dang 20:09:01 -!- wafflepants has quit [Ping timeout: 246 seconds] 20:09:13 yes, but the brand/ego ones are smaller than the others 20:09:15 He did, yes. But I recall him waiting on someone else to say he could enlarge them 20:09:31 poor ontoclasm 20:09:39 And now you have (some sort of) power! :P 20:09:40 my life is suffering 20:10:23 oh god so much backlog 20:10:48 here is my crawl art criticism of the day: the new scroll tile looks kinda like a bone 20:10:52 MarvinPA: mountain dwarves and stalkers are back, also every door is now secret, additionally the console code was removed, it's tiles or nothing now, hope this helps 20:11:07 also the abyss is going to be 27 levels 20:11:13 i'm reading stuff that i typed hours ago now 20:11:20 but all the stuff before that is stuff i don't remember 20:11:22 help 20:11:33 you got maprotted 20:11:36 MarvinPA: you can rely on elliott to tell you what happened 20:11:48 I know I do! 20:12:19 elliott can be the dev in charge of writing up the weekly discussion summaries 20:12:24 ok well maybe this has since been addressed or is now completely different, BUT: bh: does the current abyss implementation mean that lugonu followers get abyss:5 rune chances on abyss:4, and then that's it? 20:12:43 HangedMan, you can be the dev in charge of being insufferable 20:12:57 in charge of hangedman criticism 20:12:59 MarvinPA: at the moment -- Lugo followers get (n+1) depth rune chance 20:13:02 you know it 20:13:03 or can they get theoretical abyss:6 rune chances on abyss:5 also, even though there is no abyss:6 20:13:09 (unless there is an abyss:6 now) 20:13:15 <|amethyst> there's abyss:27 now 20:13:24 aaah 20:13:28 Wensley: i am the best dev 20:13:43 abyss:((2^15)-1) 20:14:11 ontoclasm: Don't be ridiculous, nobody uses 16-bit computers anymore. 20:14:24 challenge: dive to abyss:27 in the starting abyss, and then get out alive 20:14:45 spak -> dive -> leave abyss 20:14:49 anyway, as long as lugonu worshippers get abyss:28 rune chances on abyss:27 then everything is fine (other than the fact that 27 abyss floors sounds slightly crazy but maybe it's fine if portals are common enough) 20:14:56 Wensley: there'd be too many monsters (you'd get surrounded quickly) 20:14:58 maybe if you go too deep in the abyss it should stop using numbers and just use "cang" 20:15:08 MarvinPA: the deeper you go, the more common portals become 20:15:09 cang comes after 27 20:15:11 evilmike: cang? 20:15:12 +1 for cang 20:15:12 "cang"? 20:15:13 ??cang 20:15:13 cang[1/3]: cang 20:15:17 cang (04Ω) | Spd: c | HD: i | HP: 666 | AC/EV: e/π | Dam: 999 | Res: sanity | XP: ∞ | Int: god | Sz: !!! 20:15:17 %??cang 20:15:17 cang (04Ω) | Spd: c | HD: i | HP: 666 | AC/EV: e/π | Dam: 999 | Res: sanity | XP: ∞ | Int: god | Sz: !!! 20:15:17 %?? cang 20:15:24 wat 20:15:26 !learn del cang[3] 20:15:27 Deleted cang[3/3]: cang 20:15:33 phew 20:15:33 ??cang[2] 20:15:34 cang[2/2]: cang 20:15:40 hmm, I guess if you used that in-game, it would be omega... 20:15:42 !coffee cang 20:15:43 * Wenzell hands cang a mug of caff breve, brewed by Gastronok. 20:15:47 !cang 20:15:52 elliott: not yet cang 20:16:20 Also, at least the cang doesn't have any spells 20:16:28 it has every spell 20:16:39 the spells are secret, that's why they're not listed 20:16:56 and by every spell, this includes removed spells, and spells that have yet to be invented 20:16:59 evilmike: Welp, guess it'll waste its turns casting Magic Dart and its ilk. 20:17:12 good thing cang has such poor ac and ev, and not very much hp 20:17:14 <|amethyst> Casts them all at the same time 20:17:14 who had the big idea of making DNGN_FLOOR be a higher value than DNGN_STONE_WALL? 20:17:14 surely it has perfect ai 20:17:20 it casts Draconig Horde 20:17:28 it casts mara summon 20:17:35 |amethyst: considering the speed of c, that is probably what happens 20:17:45 at least, to the player... 20:18:19 bh: doesn't it have to be because of dngn_max_solid or something 20:18:32 eventually it casts sacrifice though 20:18:40 bh: solid stuff appears first, what's the problem? 20:18:59 FR: new spell: spell storm, casts all spells in the game, including spellstorm. L9 air/charms/conj/div/earth/fire/hex/ice/nec/poison/summ/tloc/tmut 20:19:09 -!- bonghitz has quit [Quit: bonghitz] 20:19:12 elliptic: it reverses my intuitions with regards to performing min's and max's on terrain 20:19:17 i guess it makes adding solid features sort of messy, maybe 20:20:28 <|amethyst> but that's probably less common than adding walkable ones 20:20:35 fr: don't treat enums like numbers 20:20:53 * dtsund slaps a large trout around a bit with elliot 20:20:56 <|amethyst> why not, enums are explicitly ordered 20:21:00 -!- ajikeshi has quit [Ping timeout: 240 seconds] 20:21:06 <|amethyst> that said, don't do it in this way 20:21:09 elliott: https://github.com/bhickey/catamad/blob/master/src/Terrain.hs 20:21:16 it does cause issues in a lot of places the way crawl does it, at least :P 20:21:42 |amethyst: literally every time 41qys-crawl has removed caring about numeric values and ordering of enums has made the code clearer and less awful to change 20:21:44 but at least the code doesn't just refer to enums by number everywhere now 20:21:49 it's so eugh in general :P 20:22:11 admittedly 4.1 is probably worse about it but still 20:22:13 -!- Wenzell has quit [Remote host closed the connection] 20:22:24 -!- Wenzell has joined ##crawl-dev 20:22:25 <|amethyst> ring/amulet split 20:22:41 haven't gotten to that yet 20:22:53 !cheers |amethyst 20:22:53 * Wenzell slides a flagon of beer across the bar to amethyst, on the house. 20:22:58 I hope you are happy! 20:23:08 |amethyst: well, the plan is to generate those enums from yaml files, anyway :p 20:23:40 What I want to eventually get around to doing is cutting enum.h into pieces 20:24:06 fortunately 4.1 compiles quickly so touching enum.h isn't hell 20:24:12 So I can change stuff without recompiling every $%@# thing that happens to include enum.h 20:24:26 How much more quickly does 4.1 compile? 20:24:29 monqy: the generator stuff will be able to output to multiple files anyway 20:24:44 dtsund: you can compile 4.1 with no multitasking in like 3 minutes on a bad computer max 20:25:08 FR: Rewrite Crawl in C 20:26:37 41qys-crawl takes 1 minute 7 seconds to compile for me with -j3 apparently 20:27:06 try -jπ 20:27:19 it will make it irrationally faster 20:28:31 ooh it only takes 52 seconds if I use -j 20:28:46 Does Crawl compile faster with Clang than with GCC? 20:29:16 yes IIRC 20:29:24 (oh, those numbers are actually with clang, fwiw) 20:29:46 -!- Turgor has quit [] 20:30:08 -!- Nightbeer has quit [Read error: Connection reset by peer] 20:31:32 What's the make invocation to use clang? 20:33:00 make CXX=clang 20:33:05 also HOSTCXX=clang maybe? for dcss 20:37:56 -!- edlothiol has quit [Read error: Operation timed out] 20:38:18 I had no idea that crawl could compile under clang 20:38:22 was it a big deal to make it work? 20:38:27 oh it should be clang++ rather than clang 20:38:33 c++lang 20:38:34 Wensley: clang has pretty decent C++ support these days 20:38:49 elliott: right, but I hear it is more strict about shenanigans than gcc, or something 20:38:58 ??shenanigans 20:38:59 I don't have a page labeled shenanigans in my learndb. 20:39:00 so basically were there any shenans that needed excising 20:42:53 fortunately, 4.1 had enough shenans on top of the shenans it already had that negated the need for their excision. I also seem to recall someone doing something with dcss in clang 20:43:18 i don't understand this youth talk 20:49:29 -!- Whitewater has quit [Quit: Nettalk6 - www.ntalk.de] 20:50:21 -!- MarvinPA has quit [Ping timeout: 252 seconds] 20:52:11 -!- st_ has quit [] 20:56:30 -!- voker57 has quit [Changing host] 20:57:57 -!- lexackson has quit [Remote host closed the connection] 21:02:22 -!- minqmay has quit [Quit: Leaving] 21:07:46 -!- barbs has joined ##crawl-dev 21:12:03 -!- MarvinPA has joined ##crawl-dev 21:15:59 -!- dptr1988 has quit [Quit: leaving] 21:20:21 -!- pelotr0n has quit [Quit: ~Internet()] 21:23:03 I wonder if Nat Lanza still moderates c-d-r. "Crawl-ref-discuss list run by nlanza at users.sourceforge.net" 21:23:32 Sounds like I could reset the list admin password in sourceforge's admin panel though 21:23:35 is he the one that adds people to the list? (normally it's moderated) 21:23:55 He does add people to the list 21:23:55 well, he's doing so very silently if he's still doing that 21:24:03 Very silently 21:24:15 Well, someone is doing it. I can send messages to c-r-d, and I've never spoken to nat lanza :P 21:24:22 that's cool then 21:24:25 but someone added me, and never told me... very mysterious 21:24:28 hi greensnark! 21:24:33 Hello 21:24:42 evilmike: maybe you added yourself. this is just like memento 21:24:52 Maybe evilmike is Nat Lanza 21:24:57 And just doesn't remember it 21:25:09 Evil "Nat Lanza" Mike 21:25:13 (evilmike is called Evil Mike irl) 21:25:30 Keskitalo: How's your daughter? :) 21:25:40 !cheers keskitalo 21:25:40 * Wenzell slides a pony keg of whiskey across the bar to keskitalo, on the house. 21:25:49 yesss pony keg of whiskey 21:26:06 good choice 21:26:09 does it still give pints of wine 21:26:13 elliott: yes 21:26:26 but now it is not named !beer so people will have no recourse to complain 21:26:38 please rename it back to !beer 21:26:40 Wensley: You underestimate crawl players 21:26:43 !abyss elliott 21:26:43 Wensley casts a spell. elliott is devoured by a tear in reality! 21:26:48 !abyss !cheers 21:26:48 elliott casts a spell. cheers is devoured by a tear in reality! 21:27:03 I didn't know reality wept 21:28:14 Wensley: Does Wenzell also do firkins? 21:28:21 now I'm imagining encountering the cast of the sitcom "cheers" while traipsing through the abyss 21:28:53 Wensley the Hoplite (XL17 HoPr) killed Kelsey Grammar on turn 124009 21:29:01 lol grammar 21:29:09 greensnark: let me look up what firkins are 21:29:38 bh: fr ^ 21:30:11 fr: creepy vault where everybody knows your name 21:30:27 ??funny messages[14] 21:30:28 funny messages[14/21]: _Death has come for you... _The reaper shouts, "I have come for you, minmay!" 21:30:29 elliott: que? 21:30:39 now I'm imagining encountering the cast of the sitcom "cheers" while traipsing through the abyss 21:30:53 http://www.penny-arcade.com/comic/2010/4/16/ 21:30:54 you're more than welcome to write said vault. 21:31:57 -!- yogaFLAME has quit [Quit: Page closed] 21:32:02 greensnark: barrels of fun, she's great.. 20 months now. kind of strange that we have such an outgoing kid 21:32:07 a lot of work to look after but tons of fun too 21:32:29 Keskitalo: Awesome, how many words does she speak? 21:33:05 And does she speak Finnish or English or both 21:34:14 I think we've written most down but I haven't counted.. less than a hundred I think 21:35:06 Oh, still pretty good 21:35:09 Finnish? 21:35:54 We've watched Pocoyo from Youtube, I swear she says "treasure": http://www.youtube.com/watch?v=0GUSeHbUGlA 21:36:21 Finnish? I barely started! 21:36:35 otherwise it's pretty much a Finnish language environment 21:36:56 -!- Rewans has quit [] 21:39:46 Neat, I'd never heard of Pocoyo 21:40:59 it doesn't air in Finland either I don't think, I guess we just ran across it on Youtube.. it's got Stephen Fry as a narrator :) the "empty" 3D environment is also pretty cool, well used.. well animated in general 21:43:18 -!- RollieTG has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 21:43:51 Indeed, pretty cool 21:44:56 Wensley: What if the recipient doesn't drink? 21:48:48 -!- magistern has quit [Quit: This computer has gone to sleep] 21:56:18 should I prefer vardic functions or those that consume lists? 21:59:53 -!- HangedMan has quit [Read error: Connection reset by peer] 22:02:20 -!- nelq has quit [Ping timeout: 252 seconds] 22:03:26 -!- VideoGames has quit [Quit: Page closed] 22:05:48 -!- ussdefiant has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 22:06:35 -!- Daekdroom has quit [Quit: Saindo] 22:07:01 dtsund: as someone who doesn't generally drink, I'd say either drink or gtfo 22:08:49 -!- Fhqwhgads has quit [Remote host closed the connection] 22:11:58 -!- N78291 has quit [Quit: null] 22:13:12 -!- ussdefiant has joined ##crawl-dev 22:14:24 -!- ^ivan`` is now known as ivan`` 22:14:52 <|amethyst> bh: if the arguments are uniform, probably usually lists 22:14:54 -!- ZChris13 has quit [Ping timeout: 268 seconds] 22:14:57 <|amethyst> bh: (or iterators) 22:15:10 <|amethyst> s/iterators/pairs of &/ 22:15:46 |amethyst: what are all these silly types? Where are my STL containers? :) 22:16:20 <|amethyst> which types? 22:16:36 FixedVector gets used like mad 22:18:14 <|amethyst> FixedVector is a thin wrapper around an array 22:18:45 <|amethyst> you can use the STL types too, of course 22:19:13 <|amethyst> FixedVector is, unsurprisingly, for when the size is known at compile time :) 22:21:08 fwiw, there is std::array in that TR1 thing / C++11 that does the same thing 22:23:38 -!- Wensley has quit [Quit: Leaving] 22:33:28 god I hate STL errors :) 22:33:40 -!- MarvinPA has quit [Ping timeout: 248 seconds] 22:34:35 -!- sacredchao has quit [Changing host] 22:38:12 -!- ToastyP has quit [Quit: ChatZilla 0.9.88.2 [Firefox 15.0/20120824154833]] 22:38:27 -!- stenno has quit [Ping timeout: 244 seconds] 22:40:36 -!- Kalir has quit [Read error: Connection reset by peer] 22:40:49 -!- Kalir has quit [Changing host] 22:47:41 -!- lexackson has joined ##crawl-dev 22:52:06 -!- Sequell has quit [Ping timeout: 245 seconds] 22:52:18 -!- ebarrett is now known as ebeckett 22:52:25 -!- ebeckett is now known as ebarrett 23:00:06 -!- simmarine has quit [Quit: bye] 23:00:12 -!- buki has quit [Remote host closed the connection] 23:00:20 -!- Sequell has joined ##crawl-dev 23:03:18 -!- Dingo has quit [Quit: World in peril] 23:04:04 -!- Poncheis has quit [Client Quit] 23:12:08 -!- link_108 has joined ##crawl-dev 23:12:56 -!- blackcustard has quit [Quit: being stupid, sunstruck, and Dead, flew into the rocketing FIN.] 23:14:35 -!- Lightli has quit [Ping timeout: 245 seconds] 23:18:31 -!- bh has quit [Quit: bh] 23:21:06 -!- bh has joined ##crawl-dev 23:22:12 -!- bonghitz has quit [Quit: bonghitz] 23:33:49 -!- exu has quit [Quit: Leaving...] 23:46:49 -!- ussdefiant_ has joined ##crawl-dev 23:48:11 -!- ussdefiant has quit [Ping timeout: 252 seconds] 23:48:14 -!- ussdefiant_ is now known as ussdefiant 23:48:34 -!- Deathmic has quit [Read error: Connection reset by peer] 23:51:05 -!- wasd22 has quit [Ping timeout: 272 seconds] 23:51:30 -!- omnirizon has quit [Ping timeout: 276 seconds] 23:52:15 -!- ryak has quit [Quit: OUCH!!!] 23:54:51 -!- valrus has quit [Quit: Textual IRC Client: http://www.textualapp.com/]