00:01:46 Unstable branch on crawl.s-z.org updated to: 0.12-a0-1326-g7690b65 (34) 00:07:55 Wow, THAT'S a long time to go without noticing such a change as this 00:07:58 -!- CKyle has quit [Ping timeout: 245 seconds] 00:08:11 I thought it must have been a recent regression, but apparently it was changed as far back as 0.8 >.>; 00:09:10 (The little flash that shows up when an enchantment affects a creature was changed to be drawn UNDER it, which makes it really hard to see if the creature itself is large) 00:09:39 But it happens quickly enough that I hadn't really noticed until I was just trying to use it with starcursed masses, whose tile is so big that it's essentially entirely invisible 00:10:31 -!- Stelpa has quit [Remote host closed the connection] 00:11:02 (Though I sort of suspect this is unintentional, given that the code still calls it an 'overlay') 00:27:10 -!- Rofaner has quit [Ping timeout: 244 seconds] 00:27:19 -!- Spavven has quit [Client Quit] 00:27:32 -!- tensorpudding has quit [Ping timeout: 248 seconds] 00:29:56 -!- Chozo has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 00:36:42 <|amethyst> nice... just ran into a centaur with rod of the swarm 00:36:54 <|amethyst> I was like "where are all these bugs coming from???" 00:37:48 -!- bonghitz has quit [Quit: bonghitz] 00:39:10 |amethyst: iirc there is no message when a monster uses that rod 00:39:16 or for a lot of monster spells 00:39:18 it is sort of bad 00:43:49 -!- Lightli has quit [Quit: also must hug Saber because she's cute and I love her] 00:46:53 -!- dagonfive1 has quit [Read error: Connection reset by peer] 00:51:38 -!- ussdefiant has quit [Ping timeout: 255 seconds] 00:57:11 -!- bh has joined ##crawl-dev 00:58:53 !messages 00:58:53 No messages for bh. 00:58:56 -!- jeremie has quit [Quit: Page closed] 01:02:08 I'm modifying the tilling worm to pop nearby tiles into (sometimes dangerous) clouds. I'm using the same code that forest wyrms use to trample trees, but I'm not quite sure how to make it time independent 01:05:56 -!- jacobian has quit [Ping timeout: 248 seconds] 01:11:07 hrm. I guess since it's tied to the worm moving it should already be independent'ish 01:16:54 -!- raskol has quit [Quit: auf wiedersehen] 01:19:43 -!- SurpriseTRex has quit [Ping timeout: 245 seconds] 01:23:24 -!- SamB_XP has quit [Read error: Connection reset by peer] 01:23:25 -!- SamB has quit [Read error: Connection reset by peer] 01:23:48 -!- SamB has joined ##crawl-dev 01:28:05 -!- archl has quit [Remote host closed the connection] 01:29:18 -!- rast has quit [Read error: Connection reset by peer] 01:29:28 -!- rast- is now known as rast 01:32:38 -!- dagonfive has quit [Ping timeout: 245 seconds] 01:44:23 -!- remyroy has quit [Read error: Connection reset by peer] 02:01:01 -!- wasd22 has quit [Read error: Connection reset by peer] 02:02:10 -!- simmarine has quit [Quit: Leaving] 02:03:35 -!- ddubois has quit [Quit: Page closed] 02:03:58 -!- SamB_ has joined ##crawl-dev 02:03:58 -!- SamB_XP has quit [Read error: Connection reset by peer] 02:05:24 -!- SamB has quit [Read error: Connection reset by peer] 02:11:02 -!- vogonpoet has quit [Quit: Page closed] 02:11:33 -!- bh has quit [Quit: Page closed] 02:16:43 03bh 07[inception] * 0.12-a0-1374-g30ec1ee: Abyss bestiary vault 10(2 minutes ago, 2 files, 23+ 4-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=30ec1eeab163 02:20:37 -!- tkappleton has quit [Read error: Connection reset by peer] 02:27:59 -!- rossi has quit [Ping timeout: 260 seconds] 02:30:37 -!- ontoclasm has quit [Read error: Connection reset by peer] 02:33:05 -!- edlothiol has joined ##crawl-dev 02:37:40 okay... making newvaults stairs never together was easy enough 02:37:49 one step towards success 02:40:25 -!- bonghitz has quit [Quit: bonghitz] 02:42:25 -!- DaneiTWO has quit [] 02:44:54 -!- G-Flex has quit [] 02:56:23 -!- thened has quit [Read error: Connection reset by peer] 02:56:24 -!- thened_ is now known as thened 02:57:22 -!- myp has quit [Ping timeout: 265 seconds] 02:58:41 -!- SkaryMonk has joined ##crawl-dev 03:14:05 -!- rast has quit [Read error: Connection reset by peer] 03:23:50 -!- Dixbert has quit [Read error: Connection reset by peer] 03:25:48 -!- bza has quit [Read error: Connection reset by peer] 03:32:13 -!- crate has quit [Quit: Leaving] 03:32:58 03kilobyte 07* 0.12-a0-1327-g2cb2864: Don't abort local tile games when a controlling terminal gets closed. 10(5 minutes ago, 1 file, 8+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=2cb2864c6084 03:40:48 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 03:51:16 -!- alefury has joined ##crawl-dev 03:54:08 -!- wasd22 has quit [Read error: Connection reset by peer] 03:58:53 -!- dtsund has quit [Ping timeout: 245 seconds] 04:12:58 -!- Silurio has quit [Ping timeout: 245 seconds] 04:17:22 -!- _D_ has quit [Quit: leaving] 04:18:08 -!- SamB_XP_ has quit [Read error: Connection reset by peer] 04:28:58 -!- Senjai has quit [Ping timeout: 244 seconds] 04:31:20 -!- Poncheis has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 04:33:43 -!- blabber has joined ##crawl-dev 04:33:48 -!- eurtek has quit [Ping timeout: 245 seconds] 05:00:04 OSX builds of master branch on crawl.develz.org updated to: 0.12-a0-1327-g2cb2864 05:03:23 -!- TacoSundae has quit [Ping timeout: 245 seconds] 05:13:02 -!- rast has quit [Quit: ChatZilla 0.9.89 [Firefox 16.0.2/20121024073032]] 05:20:06 -!- rast has quit [Read error: Connection reset by peer] 05:21:08 -!- Xiberia_ has joined ##crawl-dev 05:23:04 -!- _D_ has quit [Quit: leaving] 05:23:48 -!- Xiberia has quit [Ping timeout: 276 seconds] 05:23:49 -!- Xiberia_ is now known as Xiberia 05:41:00 CookiezEater (L1 SECK) ERROR: range check error (34 / 34) (D:1) 05:50:46 -!- Isvaffel has quit [Read error: Connection reset by peer] 05:52:09 -!- blabber has quit [Quit: leaving] 05:56:33 !lm CookieEater type=crash -log 05:56:33 No milestones for CookieEater (type=crash). 05:56:41 !lm CookiezEater type=crash -log 05:56:42 1. CookiezEater, XL1 SECK, T:1 (milestone): http://dobrazupa.org/morgue/CookiezEater/crash-CookiezEater-20121213-114100.txt 05:58:37 -!- Storm_ has quit [Quit: Page closed] 06:00:32 -!- Jayrays has quit [Ping timeout: 265 seconds] 06:00:47 -!- DainDwarf has quit [Changing host] 06:01:30 -!- nooodl_ has joined ##crawl-dev 06:02:36 -!- Kellhus has quit [Quit: Page closed] 06:10:33 -!- stanzill is now known as stanzillbrb 06:11:35 -!- DracoOmega has quit [Quit: Leaving] 06:18:57 -!- Sabaki has quit [Read error: Connection reset by peer] 06:35:11 -!- kek has joined ##crawl-dev 06:36:23 geez.. centaur and terrance in d2 and giant frog in d3? at 3100 turns only? 06:38:53 well, apparently you got past terrance and the centaur, so it cant be that bad :P 06:39:11 also past the frog, it seems 06:42:30 but unexplored levels suck 06:44:20 you need the stuff you find in the first few levels.. forcing one down in such a rush is not nice 06:54:11 -!- Fhqwhgads has quit [Remote host closed the connection] 06:54:43 -!- dagonfive has quit [Read error: Connection reset by peer] 07:07:06 -!- ussdefiant has joined ##crawl-dev 07:14:16 -!- mamga has quit [Quit: Page closed] 07:19:54 I just got "No rule to make target 'mon_resist_def.h', needed by 'l_spells.o' while trying to make crawl 07:20:05 that doesn't sound like something on my end, but is it? 07:20:27 st_: did you build an ancient version before from the same directory? 07:20:59 the makefile sucks, you might need to manually "make clean" 07:21:04 yes, I have just updated my submodules, pulled and then maked for the first time in like 6 months 07:21:10 ah okay 07:21:26 heck, I've seen it need a manual purge of *.d 07:21:57 a complete rewrite is overdue, but it's not like there are more pressing issues 07:35:37 -!- Pikkle has joined ##crawl-dev 07:36:10 built fine now, thanks 07:38:10 -!- kilobyte has quit [Quit: If violence wasn't your last resort, you failed to resort to enough of it.] 07:38:27 -!- Jayrays has quit [] 07:39:02 -!- kilobyte has joined ##crawl-dev 07:42:10 -!- magistern has quit [Quit: This computer has gone to sleep] 07:42:11 -!- Blazinghand has quit [Ping timeout: 260 seconds] 08:02:13 -!- SurpriseTRex has quit [Ping timeout: 245 seconds] 08:02:33 -!- stanzillbrb is now known as stanzillholz 08:14:31 -!- Cryp71c has joined ##crawl-dev 08:14:31 -!- Ragdoll has joined ##crawl-dev 08:15:42 -!- Nightbeer has quit [Read error: Connection reset by peer] 08:19:50 -!- ussdefiant has quit [Ping timeout: 255 seconds] 08:22:16 -!- _D_ has quit [Quit: leaving] 08:22:53 -!- Pikkle has quit [Ping timeout: 255 seconds] 08:23:24 -!- Pikkle has joined ##crawl-dev 08:29:41 -!- SkaryMonk has quit [Quit: Leaving.] 08:44:21 -!- raskol has quit [Client Quit] 08:45:50 -!- the_glow has quit [Read error: Connection reset by peer] 08:46:43 -!- Lightli has quit [Ping timeout: 245 seconds] 08:48:05 -!- fdel has quit [Ping timeout: 255 seconds] 08:50:19 -!- Sombrero_Mott has quit [Ping timeout: 260 seconds] 08:51:15 !seen marvinpa 08:51:16 I last saw MarvinPA at Thu Dec 13 05:14:43 2012 UTC (9h 36m 33s ago) quitting with message Read error: Connection reset by peer. 08:51:16 I last saw MarvinPA at Thu Dec 13 02:20:38 2012 UTC (12h 30m 38s ago) joining the channel. 08:51:58 looks like henzell has been sleeping on duty 08:52:26 !tell marvinpa proposal for Veh gift weighting formula: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=5690&p=86935#p86935 08:52:26 galehar: OK, I'll let marvinpa know. 09:00:15 -!- kwel01 has quit [Quit: Page closed] 09:03:43 -!- MaxFrost has quit [Ping timeout: 246 seconds] 09:09:12 -!- MalfermitaKodo has quit [Ping timeout: 264 seconds] 09:24:08 -!- kek has quit [Quit: f00d] 09:48:17 -!- Daekdroom has quit [Quit: Saindo] 09:48:55 -!- Namey has quit [Client Quit] 09:53:38 -!- pantaril has quit [Quit: leaving] 09:57:55 -!- kek has joined ##crawl-dev 10:02:35 -!- MarvinPA has joined ##crawl-dev 10:17:29 -!- Vizer has quit [Quit: bye] 10:22:51 -!- rast has quit [Read error: Connection reset by peer] 10:22:58 -!- rast- is now known as rast 10:30:46 <|amethyst> MarvinPA: you have a !tell from galehar regarding Veh gift weighting 10:31:40 -!- Sombrero_Mott has joined ##crawl-dev 10:38:03 -!- SurpriseTRex has quit [Ping timeout: 245 seconds] 10:44:26 -!- _D_ has quit [Quit: leaving] 10:46:59 -!- ToastyP has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 11:05:54 |amethystzell 11:05:58 -!- BlastHardcheese has quit [Quit: Talk is cheap because the supply exceeds the demand.] 11:06:26 -!- Ug has quit [Quit: Page closed] 11:09:56 -!- blabber has joined ##crawl-dev 11:14:28 -!- scummos has quit [Ping timeout: 248 seconds] 11:15:20 -!- ZooMan has quit [Client Quit] 11:15:52 -!- ussdefiant has joined ##crawl-dev 11:18:36 -!- yon2 has quit [Quit: Leaving.] 11:20:59 -!- Senjai has quit [Ping timeout: 265 seconds] 11:21:49 -!- Kalir has quit [Changing host] 11:22:11 -!- stanzillholz is now known as stanzill 11:25:49 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20120715100958]] 11:27:32 -!- simmarine has joined ##crawl-dev 11:42:27 -!- rossi has quit [Ping timeout: 244 seconds] 11:44:29 -!- dtsund has joined ##crawl-dev 11:45:38 -!- Pthingg has quit [Client Quit] 11:49:03 -!- Vizerr has quit [Ping timeout: 260 seconds] 12:00:50 -!- rkd has quit [] 12:01:31 -!- st_ has quit [Ping timeout: 246 seconds] 12:07:15 -!- blabber has quit [Ping timeout: 244 seconds] 12:07:41 -!- blabber has joined ##crawl-dev 12:07:59 -!- alefury has joined ##crawl-dev 12:11:54 -!- blabber has quit [Ping timeout: 244 seconds] 12:13:21 -!- blabber has joined ##crawl-dev 12:17:16 -!- Cryp71c has quit [Quit: Leaving] 12:17:49 -!- crate has quit [Read error: Connection reset by peer] 12:33:35 -!- MorganL has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 12:34:47 -!- maha has quit [Client Quit] 12:45:28 -!- y2s82 has quit [Remote host closed the connection] 12:51:00 -!- Rofaner has quit [Ping timeout: 276 seconds] 12:51:54 -!- ussdefiant has quit [Ping timeout: 252 seconds] 12:54:28 -!- monqy has quit [Quit: hello] 12:57:39 -!- bleak` has quit [Ping timeout: 260 seconds] 12:57:39 -!- bleak is now known as bleak` 13:00:11 -!- stanzill is now known as stanzillwech 13:09:02 Is there anything on the to-do list w/r/t web tiles lag? I'd like to read through the code. 13:09:17 err, all the code, but I'd like to see if I can help that 13:09:28 -!- rast has quit [Read error: Connection reset by peer] 13:13:43 -!- jlas9 has quit [Remote host closed the connection] 13:23:16 -!- johnstein has quit [Remote host closed the connection] 13:23:44 -!- Mandevil has quit [Quit: leaving] 13:36:26 the code is available via git 13:37:10 the lag is mostly a browser thing afaik 14:02:20 <|amethyst> Pikkle: edlothiol is the person you want to talk to 14:02:32 thank you 14:05:37 <|amethyst> Pikkle: http://b.snapfizzle.com/2009/09/windows-7-nagles-algorithm-and-gaming/ might help but might not 14:05:43 <|amethyst> if you're on Windows 14:06:44 <|amethyst> There was some other relevant discussion in https://crawl.develz.org/tavern/viewtopic.php?f=9&t=4136 14:07:16 03elliptic 07* 0.12-a0-1328-gfac81a7: Fix Jiyva stat action to use the new carrying capacity formula. 10(29 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=fac81a7b0fbf 14:07:16 03elliptic 07* 0.12-a0-1329-g93df097: Prevent digging from influencing teleportation. 10(10 minutes ago, 1 file, 13+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=93df097427e1 14:07:30 -!- kek has quit [Quit: switch] 14:07:33 -!- mcevers has quit [Ping timeout: 245 seconds] 14:07:33 <|amethyst> edlothiol has made some recent changes to improve performance (particularly, by compressing the message stream), but it doesn't work on all browsers 14:07:49 <|amethyst> and I don't know how much it helps latency, anyway 14:08:03 i thought the main problem was some built-in delay with websockets or something? 14:08:29 <|amethyst> that could be the Nagle thing 14:08:32 i even remember talk about some setting of some browser that helped, but would cause other problems 14:08:51 <|amethyst> yeah, sounds like disabling Nagle's algorithm 14:08:54 well, in the case of older browsers, the compression increases latency since their js engines are just too slow 14:09:22 -!- kek has joined ##crawl-dev 14:09:35 -!- hurdos1 has quit [Quit: Leaving.] 14:10:12 alefury: yeah, there's no built-in delay in websockets except nagle (which applies to all tcp) 14:10:34 hmkay... 14:10:52 there was such a thing in warcraft 3 online play 14:11:01 edlothiol amethyst thank you very much, I'm on OSX but I just needed a starting point 14:11:09 eventually people hacked their way around it, but it took ages 14:11:14 Pikkle: what browser are you using? 14:11:30 safari 6.0.2 os x 14:11:49 Lag is extremely inconsistent - sometimes feels like playing local, sometimes unplayably slow 14:12:08 which server are you playing on, and from where? 14:12:33 <|amethyst> alefury: yeah, see that link I sent you, and also http://support.microsoft.com/kb/328890 14:12:55 <|amethyst> s/sent you/posted (the snapfizzle one)/ 14:14:38 im actually on xp, and dont even play webtiles 14:14:54 the warcraft 3 thing was actually a warcraft 3 thing, in warcraft 3 14:15:07 it was stupid 14:15:37 <|amethyst> edlothiol: I don't suppose websockets has any way to set O_NDELAY ? 14:16:11 -!- Poncheis has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 14:16:35 no 14:16:56 thanks for the links though 14:17:09 1learn add guru_wisdom the warcraft 3 thing was actually a warcraft 3 thing, in warcraft 3 14:17:19 edlothiol: CSZO, from NYC 14:17:37 elliott: yes. 14:17:45 FWIW, right now play is blazing. 14:17:58 About half an hour ago I was taking about 7 seconds per action. 14:17:59 -!- _D_ has quit [Quit: Changing server] 14:18:11 <|amethyst> hm 14:18:12 that's ... a lot 14:18:14 that sounds like a very different problem 14:18:35 does it change suddenly? 14:19:15 well, CSZO has lag spikes in console also 14:19:34 I have had them a few times in the last day or two 14:19:47 so I sort of doubt this has anything to do with webtiles 14:20:10 edlothiol: Yes. 14:21:03 though I guess I could have had spectators in webtiles 14:21:48 -!- dtsund has quit [Ping timeout: 245 seconds] 14:23:02 <|amethyst> I'm not seeing any major difference in the badwidth plots between 30 minutes ago and now. It fluctuates in the 400 Kbps to 1.2 Mbps range 14:23:39 <|amethyst> the spikes are probably sequell et al polling 14:23:46 <|amethyst> doesn't explain the lag, though 14:28:53 cpu load has been a problem for cdo 14:30:26 -!- Ero has joined ##crawl-dev 14:30:31 -!- ZanniqlcKzxkq has joined ##crawl-dev 14:30:45 -!- dtsund has joined ##crawl-dev 14:32:31 03elliptic 07* 0.12-a0-1330-g90226f8: Don't let DD and bloodless Vp recover from sickness/nausea more quickly with regen items. 10(5 minutes ago, 1 file, 6+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=90226f87eeac 14:33:23 -!- TacoSundae has quit [Ping timeout: 245 seconds] 14:33:23 -!- BanMido has quit [Ping timeout: 245 seconds] 14:33:48 -!- Garhauk has quit [Ping timeout: 245 seconds] 14:33:48 -!- Datul has quit [Ping timeout: 245 seconds] 14:34:38 -!- oph_school has quit [Ping timeout: 245 seconds] 14:34:38 -!- Kellhus has quit [Ping timeout: 245 seconds] 14:34:43 -!- SurpriseTRex has quit [*.net *.split] 14:34:43 -!- Mandevil has quit [*.net *.split] 14:34:43 -!- bza has quit [*.net *.split] 14:34:43 -!- scummos has quit [*.net *.split] 14:34:43 -!- Nightbeer has quit [*.net *.split] 14:34:44 -!- crazedpsyc has quit [*.net *.split] 14:34:44 -!- Eronarn has quit [*.net *.split] 14:34:44 -!- Zannick has quit [*.net *.split] 14:35:20 -!- crazed- is now known as crazedpsyc 14:35:28 -!- eurtek has quit [Ping timeout: 245 seconds] 14:36:59 -!- Namey has quit [Quit: Leaving] 14:40:14 Pikkle: maybe ping me here the next time you have lag that bad 14:40:20 kk 14:42:13 -!- ColdPie_ has joined ##crawl-dev 14:45:41 -!- _D_ has quit [Quit: leaving] 14:47:17 -!- hyperbolic has joined ##crawl-dev 14:47:32 -!- blackcustard has quit [*.net *.split] 14:47:32 -!- elliptic has quit [*.net *.split] 14:47:32 -!- Sizzell has quit [*.net *.split] 14:47:32 -!- Azzkikr has quit [*.net *.split] 14:47:32 -!- odiv has quit [*.net *.split] 14:47:32 -!- iasov has quit [*.net *.split] 14:47:33 -!- ColdPie has quit [*.net *.split] 14:47:33 -!- scrubnub has quit [*.net *.split] 14:47:33 -!- Gretell has quit [*.net *.split] 14:49:22 -!- hyperbolic is now known as elliptic 14:50:54 -!- magistern has quit [Quit: This computer has gone to sleep] 14:52:07 -!- scrubnub has joined ##crawl-dev 14:53:04 -!- Gretell has joined ##crawl-dev 14:53:51 -!- Sizzell has joined ##crawl-dev 14:56:01 -!- blabber has quit [Quit: leaving] 15:00:12 -!- stanzillwech is now known as stanzill 15:00:28 -!- rast has quit [Quit: ChatZilla 0.9.89 [Firefox 16.0.2/20121024073032]] 15:14:48 -!- cybie04 has quit [Ping timeout: 250 seconds] 15:26:17 -!- Ragdoll has quit [Quit: Ik ben weg] 15:26:44 -!- Pikkle has quit [Ping timeout: 260 seconds] 15:28:50 -!- crate has quit [Quit: Leaving] 15:28:52 -!- Pikkle has joined ##crawl-dev 15:34:36 -!- yobbo has quit [Quit: Leaving] 15:38:21 -!- morgant has quit [Ping timeout: 256 seconds] 15:40:28 -!- BorekL has quit [Quit: UkonĨuji] 15:44:59 -!- Aryth has quit [Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/] 15:54:42 -!- Medra has quit [Ping timeout: 264 seconds] 15:56:49 -!- Insomniak` has joined ##crawl-dev 16:00:23 the recent stealth change is good, but there are still many quircks in how monsters look for the player 16:00:35 handle_behaviour is called twice per turn 16:01:19 mon->foe_memory is only reduced by 1. Should be reduced by you.time_taken, but then it needs to be initialized with a higher value 16:01:54 -!- ToastyP has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 16:03:01 also, if you fail the stealth check, monster knows your exact location, else, it goes back to wandering. 16:03:17 could be improved I think 16:04:17 like picking the target randomly in a circle which radius depends on stealth 16:04:32 so escaping in corridors would be much more efficient than in open space 16:04:50 anyone interested in this stuff? elliptic? Maybe i should put it on the wiki 16:05:30 I doubt I'll have the time to do anything very involved with it 16:05:42 so putting on the wiki might be good 16:06:23 -!- dtsund has quit [Ping timeout: 245 seconds] 16:06:39 -!- johnthebear has quit [Quit: Computer has gone to sleep.] 16:06:46 ok. and what do you think of the idea of randomizing the target location instead of the current binary check? 16:07:26 I'm not sure exactly how that would work 16:07:35 -!- Kaput has quit [Read error: Connection reset by peer] 16:08:05 do you mean doing that instead of wandering? is this supposed to completely replace the current clairvoyance? 16:08:56 yes. Instead of suddenly stopping, the monster keeps tracking until foe_memory is nil 16:09:08 which needs to have a more sane value 16:09:50 maybe foe_memory could be reduced when the check is done based on player distance. So if you flee fast, you're more likely to lose it 16:10:11 -!- lexackson has joined ##crawl-dev 16:10:12 and the new target would be not exactly the player's location, but something within some radius? 16:10:18 yes 16:11:09 it sounds potentially good, yeah 16:11:41 ok, cool 16:14:42 -!- somatism has quit [Client Quit] 16:16:26 -!- rast has quit [Read error: Connection reset by peer] 16:25:45 -!- Daekdroom has quit [Quit: Saindo] 16:27:52 ??lantern of shadows 16:27:52 lantern of shadows[1/1]: While wielded, periodically summons friendly shadows (which counts as necromancy to the good gods), reduces LOS by 25%, makes everything appear dark, and acts as negative two spell enhancers ("extremely numb sensation" if unenhanced). Possibly useful for abyss escape, and attacking from out of LOS. Sets stealth to 0. 16:28:04 hoooly fuck 16:28:10 $1450 16:28:49 wrong channel 16:28:58 actually probably right channel 16:29:05 because seriously fuck these misc prices 16:32:20 actually, it was the wrong channel, lol 16:32:29 i thought I still had ##crawl open 16:33:01 anyways, I joined becuase I wanted to ask about a monster description I had suggested a month or so back 16:33:45 03elliptic 07* 0.12-a0-1331-g5be6201: Nerf wizlab_cigotuvi loot. 10(5 minutes ago, 1 file, 2+ 2-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=5be6201682c0 16:34:03 someone had forwarded me to some sort of contribution site, but I couldn't figure it out 16:34:22 so I was wondering if someone could either help me, or do it themselves 16:34:59 there's a quote from Naked Lunch that I think would be quite fitting for the description of Giant Centepede 16:35:21 www.sics.se/~piak/poesi/PoetryClub/NakedLunch.html 16:35:30 ^ first paragraph 16:37:40 -!- Kaput has quit [Ping timeout: 248 seconds] 16:45:00 <|amethyst> https://www.transifex.com/projects/p/dcss/ submit it under English / quotes (not English (Australian), that's for stuff that's already been merged into trunk) 16:46:48 how exactly do I submit it? 16:47:11 i don't know how to use transifex 16:47:58 -!- TacoSundae has quit [Ping timeout: 245 seconds] 16:48:18 <|amethyst> oh, first you have to join the English team... create a transifex account message galehar with your account name/email so he can add you 16:48:38 :S 16:48:47 -!- dtsund has joined ##crawl-dev 16:48:50 -!- Roarke has quit [Quit: Page closed] 16:49:01 <|amethyst> then you click on English, quotes, and click on Translate now 16:49:10 this is just a one-time thing, I don't plan on being a constant submitter 16:50:33 <|amethyst> well then, I guess I can add it 16:51:07 would you? I'd appreciate it 16:51:07 <|amethyst> I'm not in the English team either... maybe I should take galehar up on his offer to be an administrator so I can do user management 16:51:16 do it up 16:52:20 yes, managing transifex is even more fun than using it 16:54:14 -!- edlothiol has quit [Ping timeout: 240 seconds] 16:54:43 thanks in advance, |amethyst 16:55:01 elliptic: rip ring of regeneration on my DDs :( 16:55:11 ChrisOelmueller: don't tell me you used that :P 16:55:18 i was the one reporting the bug 16:55:20 twice :p 16:55:24 oh it is reported? 16:55:28 I should go find the issue then 16:55:28 well i told you :P 16:55:36 oh 16:55:43 and yes i did on one DDHe who was in orc without gourmand 16:58:05 elliptic: report, n. ping some dev on irc about 16:58:09 oh I forgot to look into a related thing 16:58:13 absolves you of all mantis responsibility 16:58:21 which is that iirc regen increases hunger rate on DDs if they are not on full HP 16:58:26 even though it is doing nothing 16:58:41 ring of hungeregeneration 16:58:43 elliott: well i was also requesting the ring be marked un-useless 16:58:57 that was when people went all o.o on me 16:59:11 fr: unrand regeneration ring "nausea-b-gone", completely negates nausea 16:59:15 and sickness 16:59:23 and then make everybody start with that ring 16:59:34 and make it impossible to unequip or drop too 16:59:42 do you get another ring finger to wear it on 16:59:46 yes 16:59:53 do forms meld that ring finger 16:59:54 you-know-where 16:59:57 important realism issue 17:00:02 oh, it looks like currently DD + ring of regen is handled correctly 17:00:06 who knows because meld 17:00:15 but troll leather armour + DD is not 17:00:24 (weapon front legs) 17:01:44 did i even report that 17:02:08 -!- moohaus has quit [Ping timeout: 245 seconds] 17:04:04 03|amethyst 07* 0.12-a0-1332-ga14d036: A quote for giant centipedes (Insomniak`). 10(3 minutes ago, 1 file, 8+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=a14d0361554d 17:04:04 03elliptic 07* 0.12-a0-1333-g85fa42b: Fix troll leather armour increasing hunger rate for injured DDs. 10(3 minutes ago, 1 file, 2+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=85fa42b907f6 17:04:20 amethyst - you asked me to tell you when there was another crazy-town lag spike? right now. might be a crash though. 17:04:24 on cszo 17:04:28 -!- Ero is now known as Eronarn 17:04:40 aaaand it's over 17:04:52 wait nope 17:05:36 interesting that people started complaining about lag just as chei reported commits 17:05:51 Your shield front leg is not bound. 17:05:57 haha 17:06:01 I'm failing to ssh to cszo also btw 17:06:08 lmao at the Giant Frog quote beneath it 17:06:25 -!- Surr has quit [Read error: Operation timed out] 17:06:26 thanks again, |amethyst 17:07:02 -!- serge_ has quit [Quit: Page closed] 17:07:12 elliptic yeah i think it's a server crash 17:07:17 i got connection closed 17:08:12 -!- |amethyst has quit [Ping timeout: 252 seconds] 17:08:34 -!- |amethyst has joined ##crawl-dev 17:13:05 -!- Sizzell has quit [Ping timeout: 255 seconds] 17:14:12 Cursing melded weapons/shields talks about weapon/shield front legs (https://crawl.develz.org/mantis/view.php?id=6440) by chris 17:16:38 -!- G-Flex has quit [Ping timeout: 244 seconds] 17:22:08 -!- Arrhythmia has quit [Ping timeout: 245 seconds] 17:24:32 -!- jejorda2 has quit [Quit: Leaving] 17:27:03 -!- Nightbeer has quit [Read error: Connection reset by peer] 17:30:03 -!- Kellhus has quit [Ping timeout: 245 seconds] 17:30:59 -!- nooodl_ has quit [Ping timeout: 260 seconds] 17:36:05 -!- kek has quit [Quit: switching] 17:36:55 -!- hurdos has quit [Quit: Leaving.] 17:37:53 -!- stanzill has quit [Quit: schnarchischnarch] 17:41:13 -!- |amethyst has quit [Quit: leaving] 17:41:42 -!- |amethyst has joined ##crawl-dev 17:43:18 <|amethyst> !learn edit is_cszo_down s/.*/no?/ 17:43:18 is cszo down[1/1]: no? 17:43:48 -!- Sizzell has joined ##crawl-dev 17:45:30 -!- rast has quit [Quit: ChatZilla 0.9.89 [Firefox 16.0.2/20121024073032]] 17:45:57 -!- kek has joined ##crawl-dev 17:46:11 -!- Kromgart has quit [Quit: Leaving] 17:48:48 -!- Satan_Claus has quit [Quit: Lost terminal] 17:50:43 -!- bmfx has quit [Ping timeout: 260 seconds] 18:00:45 -!- Kalir has quit [Quit: CADENZA-CLASS CLOCKWORK KNIGHT--OPERATION TERMINATED] 18:04:40 03elliptic 07* 0.12-a0-1334-gc671ecd: Give wands of random effects disintegration instead of heal wounds (elliott). 10(9 minutes ago, 2 files, 9+ 10-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=c671ecd65468 18:11:47 -!- ZanniqlcKzxkq is now known as Zannick 18:15:15 there's plenty more effects we could add 18:16:45 yeah, not just copying the other wands is certainly possible 18:17:03 I'm not sure really what would be interesting 18:17:21 the wand is already pretty cool early game IMO 18:18:09 blink, petrify, duplicate, random enchantments, etc 18:19:06 not sure about duplicate, and it already has several enchantments... but blink and petrify certainly would fit in 18:20:51 -!- tensorpudding has quit [Quit: leaving] 18:21:28 hm, how about condensing some of the hexes wands into a wand of hexes? 18:21:47 also, why the code duplication with _chaos_beam_flavour()? 18:22:28 (and is it ever used?) 18:23:23 -!- SurpriseTRex has quit [Ping timeout: 244 seconds] 18:23:24 what code duplication? 18:23:35 _chaos_beam_flavour is for launchers of chaos I think 18:24:52 03dolorous 07* 0.12-a0-1335-g3f86f63: Add formatting fixes. 10(2 minutes ago, 1 file, 4+ 0-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=3f86f631e022 18:25:24 -!- lexackson has quit [Remote host closed the connection] 18:26:34 kilobyte: I just pushed the one-line change that I think makes the current explosion/cloud targetting work more reasonably, but feel free to try the monster tracer idea sometime 18:28:10 -!- rkd has quit [] 18:29:56 03elliptic 07* 0.12-a0-1336-g4c7a003: Fix the automatic explosion/cloud targetting treating AFF_YES and AFF_MAYBE the same. 10(13 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=4c7a0032d76a 18:31:39 bolt of inacc would be good for random effects 18:32:23 maybe too much damage 18:34:36 non-wand effects from it would be weird 18:34:56 -!- alefury has quit [] 18:35:22 only if there were only one or two of them 18:35:43 i think 'wand of random effects' is more interested than 'wand of random wand effects', personally 18:35:50 interesting, rather 18:36:01 -!- ontoclasm has joined ##crawl-dev 18:36:21 I don't think it should be as random as chaos though 18:37:00 -!- Stelpa has quit [Remote host closed the connection] 18:38:29 -!- dtsund has quit [Ping timeout: 245 seconds] 18:39:18 -!- Stelpa has quit [Changing host] 18:43:03 -!- DracoOmega has joined ##crawl-dev 18:43:12 -!- HangedMan has joined ##crawl-dev 18:46:10 -!- yon2 has quit [Quit: Leaving.] 18:48:15 what _is_ BEAM_CHAOS? 18:48:53 kilobyte: it's a damage flavor, like the other beams 18:50:26 seems to be used for non-existant missiles of chaos, chaos brand affixation (ie, power 1 Blade card + vorp scroll) and maybe chaos clouds 18:50:50 missiles of chaos can be xom gifted, can't they? 18:51:25 why do we let chaos affix anyways, don't we block that with every other god brand 18:53:14 because it wouldn't be chaotic if it'd be reliable 18:53:32 also xom can make enemy weapons chaotic and that includes launchers 18:55:34 there are no launchers of chaos, even with Xom 18:57:37 I'm not sure if I'm reading this right, but the code at least wants to be able to chaos-brand ammo carried by a monster 18:57:37 clearly a good spell for a chaos queen 1 19:00:16 -!- scummos^ has quit [Ping timeout: 260 seconds] 19:00:18 chaos brand ammo is a bad idea imo 19:00:20 for monsters 19:00:28 it's already irritating enough to fight dispersal monsters 19:00:55 on the other hand, we do need a monster that breathes chaos clouds 19:01:30 apocalypse crab does that, as an abyss monster in inception 19:01:44 elliptic: your explosion commit doesn't seem to work, it merely avoids aiming in the AFF_MAYBE range 19:01:47 excellent 19:02:02 elliptic: but it still keeps randomly aiming at you even with hostiles in range 19:02:09 personally i want chaos spawn to do it, with random line/blast/cone 19:02:17 often in the very next turn after a successful cast 19:02:23 that would be rather excessive for a 3 19:02:41 aren't hellions still 3s 19:02:43 @??hellion 19:02:43 hellion (052) | Spd: 12 | HD: 7 | HP: 27-54 | AC/EV: 5/10 | Dam: 10 | 05demonic, 10doors, !sil | Res: 06magic(65), 05hellfire, 03poison, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy++ | XP: 602 | Sp: hellfire burst (3d15) | Sz: Medium | Int: high. 19:02:46 oh, guess not 19:03:05 @??chaos spawn 19:03:05 chaos spawn (053) | Spd: 11 | HD: 6 | HP: 20-47 | AC/EV: 7/12 | Dam: 2109(chaos) | 05demonic, see invisible | Res: 06magic(56), 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 199 | Sz: Big | Int: animal. 19:03:07 so wimpy :( 19:03:18 Well, they can still sometimes paralyze you! 19:03:39 chaos melee is crazy dangerous in lots of ways anyway 19:03:51 paralyze, berserk, banish, teleport 19:03:54 And chaos cloud breath is that, but much worse 19:04:05 Since you can't dodge it and it's ranged 19:04:11 well, you can step out of it 19:04:16 c.f. catlobes 19:04:27 Well, maybe if it's just a thin line 19:04:34 doesn't it also not kick in every turn? or am i misremembering 19:04:40 oh, I was thinking swamp dragon breath 19:04:44 !seen bh 19:04:44 I last saw bh at Thu Dec 13 08:11:33 2012 UTC (16h 53m 11s ago) quitting with message Quit: Page closed. 19:04:44 I last saw bh at Thu Dec 13 07:11:07 2012 UTC (17h 53m 37s ago) saying hrm. I guess since its tied to the worm moving it should already be independentish on ##crawl-dev. 19:04:53 I think it kicks in every turn, but it just often doesn't do things that are that scary 19:05:06 Until it randomly does something extremely scary 19:05:19 kilobyte: it worked fine in my testing 19:05:22 HangedMan: swamp dragon breath some of the time, line some of the time 19:05:23 fun fact: put enemies stuck in it and they eventually die to an endless swarm of friendly spatial vortexes 19:05:24 to keep it interesting 19:05:29 kilobyte: what do you mean by "randomly aiming at you even with hostiles in range"? 19:05:49 -!- Kellhus has quit [Quit: Page closed] 19:05:49 well the swamp dragon breath style would be ridiculous and terrifying 19:05:51 kilobyte: it only aimed at me in situations where there was no way of casting the spell that would be guaranteed to do something 19:05:53 yes B) 19:05:56 kilobyte: what spell were you using? 19:06:06 maybe a new 1 instead of on a 3 19:06:14 need to add wire fiends first though 19:06:22 chaos spawn queens? 19:06:38 chaos spawner 19:06:54 it can even be X 19:07:03 Silly complicated tiles randering code.... 19:07:12 I'm still not sure why this is not drawing things in the right order 19:07:48 Firestorm 19:08:42 kilobyte: lava orcs? i managed to fit an entire vacation to california since the last time i got feedback about getting them merged from you... 19:08:51 seems to happen every time: the first cast aims at a random place next to _one_ of enemies, the second one at me 19:09:08 silver rune is bigger issue to fix already 19:09:35 Eronarn: pretty low on time :( But hey, I did do something to reduce the load! :p 19:10:31 kilobyte: i can go bug someone else (bh) if you want, but it would definitely help to have an email or something from a non-fake developer saying they're being considered 19:11:05 i'm currently between jobs but once i start a new one i will again not have time to poke people about getting them merged, which means bitrot 19:11:47 kilobyte: yeah, I can reproduce that with fire storm (but not with other spells)... since it is only the second cast, maybe it has something to do with the vortices? 19:11:54 elliptic: also, as the header in target.h says, it'd be better to compare AFF_* via >= rather than ==, to handle new enums. 19:12:39 true, though I'm not sure anything should be added after AFF_YES anyway? 19:12:49 clearly find somebody else dedicated to the lava orc cause that just merges master into lorcs over and over 19:12:56 HangedMan: i've been trying :( 19:13:21 Blargh, so many layers upon layers upon layers of classes at play here 19:13:24 nobody has wanted to adopt lorcs, forest wyrms, or swarms 19:14:50 wasn't somebody using forest wyrm code for something 19:15:06 oh, bh and tilling worms 19:15:25 that's news to me 19:15:33 i think they were just conceptually similar 19:15:41 "01:02:08 I'm modifying the tilling worm to pop nearby tiles into (sometimes dangerous) clouds. I'm using the same code that forest wyrms use to trample trees, but I'm not quite sure how to make it time independent" 19:15:48 "01:11:07 hrm. I guess since it's tied to the worm moving it should already be independent'ish" 19:15:49 ...weird 19:16:13 (note that this code is broken, anyways...) 19:16:33 maybe he's just confused, that code path was actually written for the lernaean hydra 19:16:36 forest wyrms just use it 19:16:53 (why does it trample trees? who knows) 19:17:38 for ??trivia 19:18:12 Eronarn: jpeg (IIRC) added it because some folks used to smite/cloud-kill the L hydra 19:18:23 kilobyte: yeah, it looks like this code that doy added doesn't handle multiple enemies very intelligently... to assess whether a target is good, it just iterates through affected squares and returns whether the first monster it finds is one it wants to kill 19:18:37 which presumably fails when there are vortices everywhere 19:18:45 (most of the time) 19:19:14 could just remove vortices 19:19:30 But fire vortices are cool.... 19:19:32 -!- Kaput has quit [Read error: Operation timed out] 19:19:49 kilobyte: so yeah, might be best just to revert it and do something better from scratch... it is unfortunate because the code does handle a lot of situations well 19:19:49 ie, looks like we need to pick the best target rather than the first 19:20:27 03elliptic 07* 0.12-a0-1337-g4494747: Use >= instead of == for AFF_* comparison. 10(7 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=4494747a5198 19:20:49 it does explosions only... it'd be good to auto-aim reflectable bolts too 19:22:33 -!- DainDwarf has quit [Quit: Dain's default quit message] 19:22:35 -!- Pthing has quit [Read error: Connection reset by peer] 19:22:42 obviously just make vortices non-targettable 19:22:55 how is one punching a spatial vortex to destroy it anyway 19:23:27 not sure if we should allow them to accumulate 19:24:41 could make vortices be swarms :> 19:24:58 not the best general term then 19:25:03 spatial swarm 19:25:22 HangedMan: swarms just describes the general idea: a monster that is also a cloud 19:25:32 we have many of those in crawl already 19:25:47 well yes 19:25:52 how is one punching a spatial vortex to destroy it anyway <- about as well as punching ghosts, I expect 19:26:12 Or air elementals 19:26:16 well in crawl ghosts are clearly not completely able to phase through everything 19:26:18 Or any number of other things 19:26:27 i like the idea of vortices just being clouds that move around and have stronger effects 19:26:41 it would probably be cooler than the status quo 19:26:54 But would this mean there was no way to destroy them? 19:27:26 DracoOmega: well, there are ways to destroy clouds: overwrite them with a stronger one, fire clouds are destroyed by ice spells, etc. 19:27:40 go to the next level 19:27:42 Lots of players won't have access to that, though 19:27:50 that's fine by me!! 19:28:06 how is a guy with a sword supposed to destroy a cloud, generally speaking 19:28:11 I'm not sure it's fine with me if you have something monster-like that cannot be injured at all by most players 19:28:24 And which isn't stationary 19:28:55 "How is a guy with a sword supposed to destroy " applies to a lot more things in Crawl than vortices 19:29:07 DracoOmega: clouds die on their own 19:29:26 Oh, so they would just expire after a little while? 19:29:37 or, again, just leave it alone 19:29:44 right, they are clouds... they just happen to be clouds that can have AI, or use melee attacks, etc. 19:30:21 'Clouds that use melee attacks' just sounds kinda wrong to me, incidentally :P 19:30:39 DracoOmega: 'The swarm of spiders bites you!' 19:30:53 or maybe it's 'The spiders bite you!', i forget how i phrased it 19:30:57 This is a cloud now? 19:31:14 DracoOmega: a swarm of normal sized spiders, not @??spider 19:31:41 the demo swarms i did were butterflies, bees, spiders, and sparks 19:32:07 I'm not actually familiar with this swarm stuff 19:32:43 for spark swarm, the idea is that you cast a spell that makes a bunch of them, and they move randomly, but are much more likely to go after metal wearing creatures 19:32:57 bees are for breathe bees, designed as a tmut evap replacement 19:33:24 ....breathe bees? 19:33:32 you, well, breathe bees 19:33:34 they're like a poison cloud, but weaker and depending on AC (because they have to sting to poison), and they will follow stuff around until they dissipate rather than staying put 19:33:40 but this includes you, since they aren't friendly 19:33:41 HangedMan: I gathered that. The .... remains 19:34:26 so you have to be careful with how you use it, even though it can be powerful: leftover bees will beeline to you, and you can't outrun them 19:34:37 Does sound mechanically interesting 19:34:37 beeline 19:34:48 and it's also a breath-requiring spell, so you can't cast it more than once or twice in a fight usually 19:34:49 And I've always been in favor of transmutation getting more non-form spells 19:35:08 beeline has to be in the spell description to preserve the bad puns to new stuff ratio 19:35:09 (Though the breathing bees bit still feels odd to me, flavor-wise) 19:35:22 it has been critically weak since the starstuff was added 19:35:37 HangedMan: i really hope that thing has a sagan quote 19:35:54 No quotes yet 19:35:56 DracoOmega: is it any weirder than turning your arms into swords 19:36:03 Yes, actually 19:36:13 well it'd work best for starcursed mass 19:36:21 considering the rough flavour due provided 19:36:32 DracoOmega: is it any weirder than turning people's brains into alcohol to confuse them 19:36:36 Yes 19:36:56 For one thing, bees are independently living things, unlike this other stuff 19:37:01 Also, what are you turning INTO the bees? 19:37:07 Air in lungs to bees? 19:37:10 yes! 19:37:20 oh heh, the target stuff conflicts with a not-yet-pushed commit (from Nov 26...) that fixes monster Refrig/OTR 19:37:33 (Honestly, I'd think it much more sensible if you were transmuting air into some sort of quasi-sentient poison mist) 19:37:43 that is not nearly as funny as breathe bees 19:37:47 No, it is not 19:37:53 also, keep in mind that this would permit monsters that breathe bees at you 19:37:57 But I have a hard time justifying air->bees as a transmutation 19:38:18 ie, making targetting work "like monster tracers" is kind of interrelated with, you know, monster tracers for non-beams actually working 19:38:23 clearly make it a summoning spell 19:38:36 HangedMan: i did consider making it tmut/sum but then people would wonder why it isn't tmut/sum/pois 19:38:40 and that would be silly 19:38:54 Why is it transmutation at all, though? With the flavor it has, it doesn't feel very transmute-like at all 19:38:58 Conjure Bees! 19:39:59 DracoOmega: you could cough up phlegm to turn into bees! 19:40:10 Ewww 19:40:17 i did consider making it require a potion to cast but that was far too irritating 19:40:20 Sneeze Bees 19:40:25 it's the bees' knees! 19:40:37 sneezing is clearly a horrific explosion from the center 19:40:42 considering black draconians 19:40:44 Yes, I don't think I have a problem with the general idea of the spell involving swarms of uncontrollable bees. I'm just bothered by where they're coming from :P 19:41:02 we should have a tmut/ice spell that uses your tears 19:41:04 not sure what for 19:41:28 alternately: sweat 19:41:43 tension->steam! 19:41:56 ozo's reflavouring 19:42:19 anyways: lava orcs 19:42:46 There isn't actually any current dev that really knows the tile rendering code that well, is there? 19:45:48 no one 19:49:22 Because this feels like it should be a simple question to answer, yet I've been searching for the answer for hours now 19:49:47 wouldn't edlothiol know a bit 19:50:01 I think webtiles uses fairly different rendering code in several ways 19:50:25 still important to cover over there as well 19:50:30 drop tiles support 19:50:37 Well, I think this bit actually WORKS on webtiles 19:50:46 but we have so many hilarious deaths because of tiles players 19:50:46 If I recall seeing it recently correctly 19:50:48 Eronarn: +1 19:50:50 how can we turn them out 19:51:01 also we have hellephants 19:51:09 <|amethyst> HangedMan: yeah, but offline tiles deaths don't even count 19:51:23 well yes but people will always play local 19:51:55 'people' 19:52:05 <- plays local tiles 19:52:08 -!- WalkerBoh has quit [Ping timeout: 245 seconds] 19:52:46 ugh 19:53:22 well I use local tiles for vaultesting because I get more information from &D and &{ 19:53:36 -!- johnstein has joined ##crawl-dev 19:53:50 clearly just make wizmode four times better and it wouldn't matter 19:54:39 I still find myself kind of amazed that I managed to not notice this bug in over a year of playing 19:54:47 -!- Kashida has quit [Ping timeout: 265 seconds] 19:54:51 -!- G-Flex has quit [] 19:55:54 what bug is it anyway 19:56:15 Tile overlays are drawn UNDER monsters instead of over them 19:56:19 ... 19:56:21 hahahaha 19:56:25 Like stuff that comes up when they're hit with enchantments 19:56:38 It's just that the flash is so brief that it can be kind of hard to notice what's going on 19:56:46 -!- odjn has quit [Quit: Page closed] 19:56:53 I just thought it was a little less clear than before, so maybe it was quicker. But no, it's just behind them 19:57:08 I noticed it clearly when I tried to do something to a starcursed mass, whose tile nearly fills the entire space, so I saw nearly NOTHING happen 19:57:27 I've been sitting on "&D and some card makes draconians, snails, and turtles all ?s for no reason" for what must have been over 14 months 19:57:27 When I went back to check old versions, it looks like this has been broken since 0.8 19:57:30 myself 19:57:51 But I THINK I have seen it show up correctly on webtiles more recently 19:58:07 Though I don't have easy wizmode access to spam it there, just to be sure :P 19:58:39 bug ontoclasm, he must earn his tilesdev title 19:59:21 I really feel like I must be missing something, though 19:59:45 Since the code does look right. And even when I changed the order that things are added to the render list, it doesn't seem to change the order it's rendered in 20:00:08 It draws underneath monsters whether it's added before the monster or after the monster 20:00:39 I'd be tempted to bisect, but I think some of the surrounding code has changed a bunch since then, so I'm not sure how helpful that would be 20:01:58 -!- Jayrays has quit [Ping timeout: 244 seconds] 20:02:22 -!- Motomari has quit [Quit: Leaving] 20:05:05 <|amethyst> DracoOmega: so for example the "slowed" icon? 20:05:14 No, not stuff like that 20:05:25 The actual little flash that shows up when an enchantment is CAST 20:05:32 (Or stuff like dispel undead or minor healing) 20:05:54 Crash or exiting on leaving race or background selection with "escape" (https://crawl.develz.org/mantis/view.php?id=6442) by Moredread 20:12:31 Now that I look at it, all tiles on the main layer are rendered using a single triangle strip that overlaps itself a bunch 20:12:45 I wonder if OpenGL even makes guarentees about what order that is rendered? 20:13:14 Since it's just different parts of the same texture being drawn at the same coordinates 20:14:35 If you want to ensure a particular draw order, they may need sending as seperate primatives (maybe). I admit I'm uncertain. 20:16:57 -!- bh has joined ##crawl-dev 20:17:01 !messages 20:17:01 No messages for bh. 20:19:30 Well, this is one of the more amusing ways to break Crawl 20:20:10 Wow, I made the cursor 3d 20:20:25 (For certain messed up definitions of the term) 20:21:36 DracoOmega: I made the tilling worm more interesting. It explodes nearby walls. I stuck it in a vault with the other new abyss monsters 20:22:02 Behold the ruin I have wrought 20:22:03 I must admit I like the idea of the exploding nearby walls twisting the usual zoo arrangements 20:22:05 http://i.imgur.com/LF1mf.png?1 20:24:16 -!- y2s82 has quit [Ping timeout: 265 seconds] 20:25:48 Frankly, I don't think GL_TRIANGLE_STRIP is supposed to be used to render more than a single visual object at once 20:27:09 -!- ontoclasm has quit [Ping timeout: 265 seconds] 20:34:03 as marvinpa has delightfully talked about in ##crawl, the tiles chosen for glyphs when using dowsing card are pretty horrible 20:34:31 halfling tiles for @, gnome tiles for g, and tentacles made of orbs of fire attached to a giant leech 20:34:50 !tell ontoclasm fix dowsing tile choices 20:34:50 HangedMan: OK, I'll let ontoclasm know. 20:35:01 It shows monster genus in console, right? 20:35:05 <|amethyst> this seems to work 20:35:15 it shows glyph in console 20:35:24 Well, that's what I mean. It shows their glyph 20:35:28 Which is actually a meaningful bit of info 20:35:32 &D is the one that will always bee better then console 20:35:58 You could always fix this by having dowsing just reveal the monster itself! 20:36:23 it'd be quite awkward to repeatedly checks the out-of-los glyph 20:36:30 for console 20:36:50 What do you mean? 20:38:16 out-of-los stuff in console is greyed out (well, set to out-of-los colour but whatever) so one doesn't potentially confuse it with actual monsters; without such colour detection for monsters out of los detected by dowsing 20:38:26 my brain is goo sorry I can't finish this snecnt 20:39:52 DracoOmega: are there any other monsters you want in inception? I'm feeling temporarily burned out on terrain mangling 20:40:02 Well, would it be possible to show them in their normal color, but set the bg color for them to something that makes it obvious they're not in los? I don't know how off-putting that would be to people who actually play that way, though 20:40:44 Because I actually don't see a reasonable way to accomplish 'show the equivalent of the monster glyph' in tiles in a way that makes sense 20:40:59 There's no reason for a tiles player to think an orb of fire or destruction has anything in common with a tentacle segment 20:41:10 hehehehe 20:41:19 maybe exceptions could just be made for * 20:41:21 I mean, some things like orcs probably work 20:41:25 But many, many others would not 20:41:50 bh: Well, I would be working on starcursed masses at this moment if I could fix this damn rendering bug 20:41:52 solution: move orbs to O 20:42:01 but where do ogres go 20:42:02 er, 0 rather 20:42:08 <|amethyst> DracoOmega: incoming 20:42:08 DracoOmega: pressing X should just let you examine stuff 20:42:10 what a silly mistake 20:42:11 hah 20:42:31 0 for all orbs there is no reason not to do this ok 20:42:36 Incoming? 20:42:36 elliott: the whole thing was that you'd end up checking everything new that comes into los if you use it 20:42:44 eronarn: are ball lightnings orbs 20:42:50 <|amethyst> DracoOmega: there's a commit winding its way through the tubes 20:42:53 eronarn: what are tentacle segments 20:43:23 <|amethyst> DracoOmega: make sure it doesn't make anything else look worse 20:43:38 HangedMan: ball lightnings are balls 20:43:46 and should therefore go on b 20:43:50 hahahaha 20:44:39 Okay, I'll take a look 20:45:07 <|amethyst> I think tiles.add_overlay is used for zaps, in-air bolts, indicators for fedhas ring abilities, and a few flashes (mislead and Zot portal) 20:45:15 <|amethyst> so only those should have changed 20:45:18 so I kind of took two hours and two pages to write feedback on a bunch of silly vaults 20:45:28 could do with vault design philosophy resource thing 20:45:44 I actually think this may affect other things too, but I'll have a look 20:45:54 HangedMan: <3! I would love vault philosophy 20:46:16 03|amethyst 07* 0.12-a0-1338-gb589162: Draw overlays on top of monsters. 10(11 minutes ago, 1 file, 1+ 1-) 13http://git.develz.org/?p=crawl.git;a=commitdiff;h=b589162a9afa 20:46:37 Thrashing horror -- something like a tentacled monstrosity but changes alignment at random? 20:47:12 <|amethyst> also m_buf_main_trans is used for some water effects 20:47:21 <|amethyst> but m_buf_main seems to be used only by add_overlay 20:47:52 Really? I thought more things used that 20:48:09 At the very least, stuff was being added to it each frame besides just stuff that I THINK of as overlays 20:48:16 I'm compiling now, though 20:48:18 <|amethyst> such as? 20:48:34 I hadn't yet figured out what it was. I was just tracking when it was called 20:49:03 I spent a lot of my time poking at other places that seem to be mostly unrelated, due to not knowing the code flow in there well enough 20:50:01 -!- Vizerr has quit [Ping timeout: 244 seconds] 20:50:05 But doesn't that buffer also control rendering of items on the ground and such? 20:50:32 |amethyst, HangedMan: any thoughts on a chaotic alignment shifty abyss monster? 20:50:34 <|amethyst> btw, it's not clear to me why this works in Webtiles.. my reading of the code makes it seem like the overlay should be drawn with the background there 20:50:56 But you did test to see that it DID show up in webtiles, yes? 20:51:01 bh: feel up to merging lorcs into trunk? :) 20:51:11 bh: I'd rather have something that has an inherently double-sided effect instead 20:51:34 -!- MaxFrost has quit [Ping timeout: 244 seconds] 20:51:35 like the speed thieves elliott is too lazy to code that I can't remember the name of 20:51:41 gnaborretni? 20:51:43 HangedMan: how about something that changes alignment every time it kills something? 20:51:44 Speed thieves? 20:52:37 slows down anything else that moves in los, naturally slower then normal, only returns speed on getting out of los or killing it 20:52:40 I think 20:52:42 Eronarn: how big is the branch? 20:52:59 bh: big, but i rebased it recently 20:53:00 <|amethyst> DracoOmega: yes, it does (and this commit doesn't affect webtiles) 20:53:12 -!- rast has quit [Read error: Connection reset by peer] 20:53:15 bh: when it decides to be hostile then short of not-really-that-common-summons it'd be still hostile anyway so pretty meh 20:53:27 it must be >50 commits 20:53:42 those could be squashed but commit spam in irc is funny 20:55:14 ah, 79 commits 20:55:21 most of them are smaller bugfix ones though 20:55:30 HangedMan: 'eh? Make it non-alignment swap on non-durable summons? 20:55:33 -!- zell65 has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 20:55:48 i also didn't rebase out my embarrassing mistakes 20:56:24 Hey, I have a commit in master now that reads "Undid this, since it didn't do what I thought it did" :P 20:57:03 bh: I mean when it's hostile to the player it'll stay hostile to the player and that's it 20:57:20 just not enough as a thing, I think 20:58:36 Nice. I recompiled master BEFORE pulling 20:58:58 <|amethyst> DracoOmega: you're right, it is used for items too; since items and monsters aren't shown at the same time, that *should* be okay 20:59:42 <|amethyst> oh... 20:59:47 <|amethyst> I didn't test clouds 20:59:52 Yeah, clouds was my next thought 20:59:58 Theoretically, overlays should probably be in their own layer 21:01:15 I mean, two TileBuffers can have a reference to the same texture without needing to load it in memory twice 21:02:45 |amethyst: oh god. I rebased inception. Is there some way I can push it without destroying the universe? 21:03:22 <|amethyst> first, make sure your local inception branch is what you want to commit 21:03:32 <|amethyst> then git push --force origin inception:inception 21:04:51 -!- browncustard is now known as blackcustard 21:05:11 <|amethyst> DracoOmega: clouds and everything look no different (they're not drawn on top of monsters anyway it seems?) 21:05:38 I think it was Marvin who suggested I not --force public branches 21:06:10 <|amethyst> I wasn't thinking of inception as a public branch 21:06:15 Yes, I don't think clouds are drawn when a creature is on that tile 21:06:19 <|amethyst> if it is, then you shouldn't be rebasing 21:06:19 But honest? I think they probably should be. 21:06:56 I mean, is there a good reason not to? 21:09:10 bh: the only real reason for that rule is so as to not make life miserable for people who have been working on that branch 21:09:21 if you're the only one who has been... 21:09:23 Eronarn: I can live with not rebasing 21:10:06 but rebasing is so fun~ 21:10:59 <|amethyst> Well, I guess MarvinPA has been committing to the branch occasionally 21:11:08 <|amethyst> and if he's the one who brought it up.. 21:11:09 ??ancient zyme 21:11:09 I don't have a page labeled ancient_zyme in my learndb. 21:11:18 los sickness 21:11:48 -!- dagonfive has quit [Ping timeout: 248 seconds] 21:12:23 <|amethyst> DracoOmega: I think because the cloud glyphs are mostly opaque 21:12:30 <|amethyst> DracoOmega: s/glyphs/tiles/ 21:12:33 Well, there was still room to show them UNDER the player 21:12:44 Since many are large enough and the player small enough that it makes the ground under you look clear 21:12:45 does anyone but me like my giant orange brain abyss monster idea 21:12:51 When it is not 21:13:22 (Though couldn't they technically be drawn as an overlay with some alpha?) 21:13:28 I mean, this requires a little new code, but theoretically 21:13:43 <|amethyst> Yeah, but that would require some tiles with alpha 21:13:50 HangedMan: I could make the Thrashing Horror batty 21:14:01 <|amethyst> I guess a flat 50% would work but wouldn't look as good 21:14:37 <|amethyst> DracoOmega: might want to bring it up with edlothiol and ontoclasm 21:15:12 Yeah, I think I might 21:15:17 <|amethyst> probably frogbotherer is the active dev with the most SDL tiles experience 21:15:27 <|amethyst> but I don't know how active he is 21:15:38 Though I've spent enough time staring at the relevant code today already that I think I have a decent idea of how to go about doing it 21:16:01 Also, I've tested the new commit a bit and I can't see any obvious cases where it doesn't work right 21:16:10 I still feel slightly nervous there's something I'm overlooking, but nothing I've yet found 21:16:37 But regarding clouds, I know there have been a number of times that I did not realize the presence of a cloud, since the floor looked too clear 21:17:21 Like, a cloud can take up, say, 90% of the floor space, while a small monster might take up only 60%, so you can easily see places where, if a cloud was there, you should be able to see some sign of it 21:17:29 -!- Daekdroom has quit [Quit: Saindo] 21:17:37 It was never a big deal, but it probably would be nice if there was some indicator 21:17:54 Given that simply drawing it beneath the monster would have been a noticable improvement and basically 'free' 21:18:07 (Though that no longer would work without more code changes, due to the layer reordering) 21:18:09 <|amethyst> honestly probably the biggest reason is "because you can only see one in console" 21:18:19 Yes, I do suspect so 21:18:29 But it's not like it's giving away hidden information 21:18:33 Just information that required 'x' 21:18:41 <|amethyst> but it's not a matter of leaking info because x tells you for free 21:18:43 <|amethyst> right 21:19:16 -!- wheals has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 21:19:23 -!- kek has quit [Quit: gonna suicide, brb] 21:19:23 So probably there should be two TileBuffers using main.png - one for underlays and one for overlays 21:19:50 That seems simple and straightforward enough and probably covers most current possible use cases 21:20:00 <|amethyst> Would there be anything in common? 21:20:37 That's.... actually a good point. Just because they're in the same image NOW doesn't mean they need to stay that way 21:20:53 -!- dagonfive1 has quit [Quit: Leaving.] 21:20:56 <|amethyst> Though I'm not sure what should be an underlay there 21:21:08 <|amethyst> honestly, clouds could be overlays if they had some alpha 21:21:20 Yeah, they might be better as overlays as well 21:21:44 do clouds as overlays and underlays 21:21:46 Also this way, clouds would not hide items 21:21:51 Which they currently do 21:22:06 translucent underlay, less translucent overlay swirling around where the feet would be 21:22:35 I don't think that would make a lot of visible difference 21:23:24 <|amethyst> so main would be split into items and overlays, with zaps clouds etc (basically the last three rows) being overlays? 21:23:30 I think so 21:24:23 At least, I can't see anything earlier in the file that has any business being on top of monsters 21:25:48 <|amethyst> oh, arrows and bolts in flight 21:26:32 Oh yeah 21:26:41 <|amethyst> I want to say there was some discussion related to this several months ago, but I can't find anything 21:26:56 Well, there was vague discussion about some tiles improvements 21:27:05 Like, more experimental stuff. I think light sources was discussed? 21:27:06 <|amethyst> I would say do a writeup on the wiki and bring it to the attention of the devs I mentioned 21:27:17 <|amethyst> I mean, specifically about transparent clouds 21:27:20 Oh, okay 21:27:26 I don't recall this, anyway 21:28:12 <|amethyst> light sources Yorick wanted to do but there were objections because of the info leak compared to console 21:28:19 -!- Fhqwhgads has quit [Remote host closed the connection] 21:28:22 Yeah, I agree 21:28:27 Well, for more than just those reasons 21:28:40 I suppose I don't really care too much about 'prettiness' in that regard, but this is more an issue of function 21:30:19 Huh. It seems the cloud tiles ALREADY have alpha in them 21:30:37 But they're clearly not drawn using it 21:31:17 Or maybe they are, and it's just too LITTLE.... 21:34:50 |amethyst: Thanks for the hand with that, by the way :) 21:35:07 <|amethyst> np 21:35:15 I feel slightly sheepish over how long I had been poking it, yet overlooking the real issue 21:35:42 (I didn't actually realize that 'main' meant 'main.png' and assumed it was the layer that monsters were also on) 21:35:42 -!- bzar is now known as bza 21:36:05 Which led to a whole lot more complicated theories as to why the order wasn't changing when it 'should' have 21:37:26 <|amethyst> I only noticed that m_buf_doll was the right one when I saw the reference to TILEP_MCACHE_START in tiledgnbuf.cc 21:37:44 -!- dtsund has joined ##crawl-dev 21:38:28 Probably should get back to starcursed masses now, but I may be spent for the evening :P 21:38:38 And that would require me teaching myself how to use final_effects >.> 21:39:04 <|amethyst> I wrote the current final effect code (though kilobyte doesn't like it), so maybe I can help 21:40:28 -!- minqmay has quit [Quit: Leaving] 21:40:39 Thanks, though I don't really have any specific questions at the moment. I haven't looked that closely at it yet. 21:41:01 It's just that starcursed masses can get removed when you hit them, so I assume it is needed 21:41:04 <|amethyst> !tell kilobyte If I make sure that att and def and posn always have the same value when they're not used, I could replace most of the *_fineff::mergeable() stuff with a template 21:41:04 |amethyst: OK, I'll let kilobyte know. 21:41:39 Though maybe I will ask what the mergeable stuff is about 21:42:52 What does it even mean to merge a final_effect? And why would this happen? I thought they were just independent events scheduled to take place after combat code was wrapped up. 21:43:38 <|amethyst> !tell kilobyte Likewise I think ::merge() can be reduced to two implementations with an intermediate class numerical_fineff (between e.g. blood_fineff and final_effect) 21:43:39 |amethyst: OK, I'll let kilobyte know. 21:45:32 <|amethyst> DracoOmega: final effects merge when you have two fineffs of the same type "at the same place", so that it only happens once 21:46:12 <|amethyst> e.g. if TRJ takes damage twice in one round, it will spawn just once, based on the total amount of damage 21:46:22 Oh, okay 21:46:36 <|amethyst> what "at the same place" means depends on the fineff (see *::mergeable() in fineff.cc) 21:46:45 And I guess, likewise, these starcursed masses wouldn't merge twice if you hit it with a normal attack and an aux in the same round 21:46:52 wouldn't fire* 21:47:02 <|amethyst> what would the fineff do? 21:47:16 Well, when you damage them, they merge with their neigbours, removing the thing that you just hit 21:47:46 <|amethyst> and if the damage kills them they don't? 21:47:59 I guess, yes 21:48:09 I suppose I hadn't really thought about that 21:48:37 <|amethyst> I imagine merging makes the neighbours bigger? 21:48:59 Yes, it's sort of like slime creatures (and uses some of their code), though it doesn't actually make them individually stronger or differently named 21:49:01 Though they have more hp 21:50:00 Their gimmick is that their psychic scream's power is based on how many of them are on the screen at once, so you want to try to keep them from splitting up too much by actually damaging them 21:51:28 please make their screams shatter volume 21:51:35 <|amethyst> But, yeah, a fineff sounds reasonable for that 21:52:10 Looking at this, they'd probably need a mergeable, but not a merge 21:52:22 Given that the only relevant parameter is the monster* that is merging 21:52:24 <|amethyst> always mergeable if they have the same defender, with the base merge function (that does nothing) 21:52:30 <|amethyst> right 21:52:52 HangedMan: Actually, I think they are silent, since it's only in your mind 21:53:58 Thanks. I think this is more straightforward than I thought at first glance 21:54:06 Now that I understand the WHY 21:54:31 <|amethyst> and remember that you have to check that they are still alive before merging them :) 21:54:46 I think I've already done this 21:54:51 <|amethyst> remembering that they (and their neighbors) may have been killed by earlier fineffs 21:54:58 dracoomega: better make night terrors moth to make up for it 21:55:21 I made a non-fineffect version of the code that just needs to be fired via a fineffect instead of elsewhere 21:55:30 <|amethyst> ah, yeah 21:55:45 <|amethyst> just making sure you have the check in the fineff and not just when you fire it 21:56:13 Wait, why would this matter if the merge itself makes sure both parties are alive? 21:56:26 (The masses merging I mean. Not the fineffects merging) 21:56:58 <|amethyst> "both parties" 21:57:06 <|amethyst> in order to find the second party, you need the original monster 21:57:15 Well, yes 21:57:17 <|amethyst> which must be alive or it will be at 0,0 21:57:22 Also yes 21:57:23 <|amethyst> so you have to do the check before then 21:57:37 <|amethyst> but yes 21:57:39 I sort of think we're slightly talking past each other here ^^; 21:58:10 <|amethyst> when I said "in the fineff" I was including "in a function called by fire()" 21:58:47 <|amethyst> btw, I should point out that the only safe way to *create* a fineff is (new blood_fineff(defender, defender->pos(), blood))->schedule(); 21:59:15 <|amethyst> because schedule() calls "delete this" they should only be allocated with new 21:59:24 -!- HangedMan has quit [Quit: leaving] 21:59:24 "when I said "in the fineff" I was including "in a function called by fire()" Oh, okay. Now I'm clear 22:00:10 <|amethyst> I guess really there should be a factory and the constructor should be private, but I think that would make the code even more verbose 22:00:48 How else would you create one? 22:01:22 <|amethyst> blood_fineff myeff(defender, defender->pos(), blood); myeff.schedule 22:01:25 <|amethyst> () 22:01:29 -!- monqy has joined ##crawl-dev 22:01:32 <|amethyst> don't do that 22:01:38 You can create object instances without new? 22:01:52 <|amethyst> yes, that's how you usually do it 22:01:55 I'm not sure I knew this 22:02:01 <|amethyst> you come from Java? 22:02:03 Yes ^^; 22:02:04 Well, sorta 22:02:15 <|amethyst> in C++ variables hold objects, not references to them 22:02:16 I used C++ BEFORE Java, but have spent more time since it using Java 22:02:45 <|amethyst> so a local variable of a class type is an object allocated on the stack 22:02:52 <|amethyst> new is used only for heap allocation 22:02:57 Ah. And this doesn't need allocation 22:02:59 thus* 22:03:02 <|amethyst> (well, there's also placement new, but I'm ignoring that) 22:03:11 <|amethyst> however, in this case, you cannot do that 22:03:27 Fair enough. It actually would not have even occured to me to do it the other way in the first place, but thanks for the warning anyway :P 22:03:31 <|amethyst> you have to use new, because the schedule() function can free the current object 22:03:41 <|amethyst> in general, you shouldn't use new if you don't have to 22:03:51 <|amethyst> because then you have to worry about calling delete at the right time 22:04:02 Yes, no handy GC taking care of that for you 22:04:12 <|amethyst> if it's a local variable, the ordinary scope rules take care of it for you 22:04:25 Yeah 22:04:55 -!- DainDwarf has quit [Quit: Dain's default quit message] 22:05:56 Things about C++ I do not miss: memory leaks :P 22:07:28 <|amethyst> It's actually not been an issue for me in crawl, because 'new' gets used so infrequently 22:08:24 Yeah, not really in Crawl so much 22:08:38 -!- Rofaner has quit [Ping timeout: 255 seconds] 22:08:41 But I recall the pain in some of the stuff I had been writing independently 22:09:01 <|amethyst> my Perl programs usually have worse memory leaks than my C++ ones :) 22:09:05 That involved unnecessarily crafty juggling of pointers to pointers to other stuff >.> 22:10:06 I mean, it was neat and tidy and quick once it was working, but man did a whole lot of things go wrong before it reached that point 22:10:39 DracoOmega: http://www.pointerpointer.com/ 22:11:53 Haha 22:11:59 What a concept 22:14:43 -!- dtsund has quit [Ping timeout: 245 seconds] 22:15:08 Also, I think I may have hit on a workable concept for the thrashing horror that is still kinda like a confused boulder beetle, except more likely to actually hit something at some point 22:16:01 Basically involving short-range trampling lunges at a random angle towards you that knock things away along (and adjacent to) the path it takes 22:17:18 <|amethyst> DracoOmega: Do you come up with your ideas by thinking "hey, I wonder what would be likely to cause a crash"? 22:17:22 hahahahaha 22:17:25 Hahahaha 22:17:55 Well, I probably FIXED some potential crashes involving kraken, so I may have banked up a few :P 22:17:58 <|amethyst> I mean, I guess that makes sense for the Abyss :) 22:18:25 <|amethyst> Kraken's one of those things we don't touch because it might let the voodoo out 22:18:43 <|amethyst> you're playing with forces mankind cannot comprehend 22:19:03 How thematically appropriate! 22:19:24 |amethyst: might let the botono out, you mean! 22:19:31 Heh 22:29:37 -!- WalkerBoh has quit [Quit: Page closed] 22:30:15 -!- mcevers has quit [Quit: Page closed] 22:31:42 -!- st_ has joined ##crawl-dev 22:32:50 -!- ToastyP has quit [Quit: ChatZilla 0.9.89 [Firefox 17.0.1/20121128204232]] 22:34:38 -!- mamga has quit [Ping timeout: 245 seconds] 22:41:50 -!- Krag has quit [Quit: Nettalk6 - www.ntalk.de] 22:45:28 -!- dtsund has joined ##crawl-dev 22:52:36 -!- Kalir has quit [Changing host] 22:55:06 -!- ussdefiant has joined ##crawl-dev 23:08:02 -!- kekekela has quit [Quit: Page closed] 23:11:25 -!- mamga has quit [Quit: Page closed] 23:13:23 -!- MarvinPA has quit [Ping timeout: 256 seconds] 23:14:24 <|amethyst> bh: Shouldn't Warwick have fixed HP like other uniques? 23:14:35 <|amethyst> bh: fixed maxhp that is 23:27:51 |amethyst: yes. 23:28:11 -!- Dedagen has quit [Quit: Leaving.] 23:29:13 <|amethyst> also, have you given any thought to a sane depth for the abyss? 23:29:20 <|amethyst> I think 27 is too much :) 23:29:22 5? 23:29:34 <|amethyst> sounds good 23:29:41 <|amethyst> rune on 4 + 5 or just 5 ? 23:30:09 4+5 23:30:26 <|amethyst> also, FR: some native banishers on abyss:1 23:30:34 hrmph. I guess it depends on how long it takes to get there 23:30:36 definitely. 23:31:16 <|amethyst> how deep did I manage to dive that SpAk 23:32:12 <|amethyst> xl 1 SpAK to Abyss:11 23:32:19 haha 23:34:02 <|amethyst> Maybe as you get deeper more and more of the abyssal stairs are replaced with abyss exits? 23:34:10 <|amethyst> until on abyss:$ they're all exits 23:34:27 <|amethyst> abyss:1 could have, say, 75% stairs 23:35:32 |amethyst: it would be really cool to have a spore-like thing in abyss that explodes for banishment of everything in the explosion to the next abyss level + disto damage + glow 23:36:30 more unusual banishments would be good because the MR resisted spell is boring as heck 23:36:56 unknown monster: "lurking horror" 23:36:56 %??lurking horror 23:37:10 ??lurking horror 23:37:11 I don't have a page labeled lurking_horror in my learndb. 23:37:13 rift spider: trapdoor spider that drags you to the next abyss level if you're webbed when it attacks you 23:37:20 tormentspore 23:38:48 black eye: a line gaze, like eyes of devastation, but banishment 23:38:57 (more silly puns!) 23:39:28 probably pretty fun with jiyva too 23:41:19 a constrictor could work too; maybe the return of subtractors? 23:42:41 -!- blackcustard has quit [Ping timeout: 244 seconds] 23:46:50 Are there any existing races on the chopping/fixing-up block? 23:47:30 bh: mino retaliation is not so popular, i hear 23:47:38 octos could use a bit of balance changes, i think 23:47:39 felids are awful 23:47:45 -!- remyroy has quit [Read error: Connection reset by peer] 23:47:57 <|amethyst> there are too many things named "elf" :P 23:48:02 !lg * s=crace cv=0.11 23:48:03 103424 games for * (s=crace cv=0.11): 11311x Minotaur, 10165x Demonspawn, 5979x Deep Elf, 5551x High Elf, 5518x Hill Orc, 5489x Octopode, 5059x Spriggan, 4658x Draconian, 4405x Demigod, 4317x Tengu, 4271x Vampire, 4270x Kobold, 4159x Mummy, 3892x Human, 3591x Naga, 3337x Merfolk, 2919x Troll, 2680x Ogre, 2487x Sludge Elf, 2423x Felid, 2100x Deep Dwarf, 1855x Centaur, 1541x Ghoul, 1447x Halfling 23:48:19 halflings are still awful 23:48:30 humans are still boring 23:48:33 !lg * won s=crace cv=0.11 23:48:33 719 games for * (won s=crace cv=0.11): 138x Minotaur, 41x Deep Elf, 41x Hill Orc, 38x High Elf, 36x Deep Dwarf, 36x Demonspawn, 35x Troll, 34x Spriggan, 34x Ogre, 32x Draconian, 31x Centaur, 29x Merfolk, 27x Kobold, 26x Human, 20x Halfling, 18x Sludge Elf, 17x Naga, 16x Tengu, 14x Octopode, 13x Demigod, 12x Ghoul, 11x Vampire, 11x Mummy, 9x Felid 23:48:47 lava orcs are still not added to the game for some reason 23:49:03 <|amethyst> humans are much more interesting now that they don't have flat zeros for all skills 23:49:30 <|amethyst> "Why are humans somewhat good at religion and somewhat bad at magic? Is that supposed to mean something?" 23:51:01 Unintentional social commentary! 23:52:43 <|amethyst> "Crawl is a metaphor for humanity's failure to master wizardry." 23:53:08 !apt hu 23:53:08 Hu: Fighting: 0, Short: 0, Long: 0, Axes: 0, Maces: 0, Polearms: 0, Staves: 0, Slings: 0, Bows: 0, Xbows: 0, Throw: 0, Armour: 0, Dodge: 0, Stealth: 1, Stab: 0, Shields: 0, Traps: 0, UC: 0, Splcast: -1, Conj: 0, Hexes: 0, Charms: 0, Summ: 0, Nec: 0, Tloc: 0, Tmut: 0, Fire: 0, Ice: 0, Air: 0, Earth: 0, Poison: 0, Inv: 1, Evo: 1, Exp: 1!, HP: 0, MP: 0 23:53:08 Couldn't open current/source/aptitudes.h for reading 23:53:22 whoa. when did humans get -1 spellcasting? 23:53:31 shouldn't they get a stabbing bonus, because we're scum or something? 23:53:41 <|amethyst> when skills were rescaled so they all have the same base cost 23:54:28 <|amethyst> everyone got -1 spc, +1 inv evo stealth (except Nagas kept +4 stealth) 23:54:59 <|amethyst> !apt troll 23:54:59 Tr: Fighting: -2*, Short: -2, Long: -2, Axes: -2, Maces: -1, Polearms: -2, Staves: -2, Slings: -4*, Bows: -4*, Xbows: -4*, Throw: -1, Armour: -2, Dodge: -2, Stealth: -4*, Stab: -2, Shields: -2, Traps: -4*, UC: 0, Splcast: -5*, Conj: -3*, Hexes: -4*, Charms: -4*, Summ: -3*, Nec: -2, Tloc: -3*, Tmut: -3, Fire: -3*, Ice: -3*, Air: -4*, Earth: -1, Poison: -3*, Inv: -1*, Evo: -2*, Exp: -1, HP: 3!, MP: ... 23:55:00 Couldn't open current/source/aptitudes.h for reading 23:55:12 <|amethyst> glorious -5 23:55:50 !apt na stealth 23:55:50 Na (SK_STEALTH)=5! 23:55:50 Couldn't open current/source/aptitudes.h for reading 23:55:52 kept +5, you mean 23:56:49 <|amethyst> oh, right 23:57:13 -!- Pikkle has quit [Quit: Computer has gone to sleep.] 23:58:59 -!- Dixbert has joined ##crawl-dev 23:59:54 -!- SwissStopwatch has quit [Read error: Connection reset by peer]