00:00:02 -!- omarax has quit [Remote host closed the connection] 00:03:42 -!- simmarine has quit [Read error: Connection reset by peer] 00:14:59 -!- amalloy_ is now known as amalloy 00:16:06 -!- Enthusiasm has quit [Quit: Going offline, see ya! (www.adiirc.com)] 00:19:05 !lg * kaux~~iceblast 00:19:06 581. yesno the Unseen (L15 VpEE of Vehumet), killed themself with a badly aimed iceblast on Spider:2 on 2016-12-27 05:18:45, with 75191 points after 22423 turns and 2:35:08. 00:19:12 !lg * kaux~~iceblast s=ckaux 00:19:12 581 games for * (kaux~~iceblast): 581x iceblast 00:19:15 hrm 00:19:19 !lg * kaux~~iceblast s=kmsg 00:19:20 Unknown field: kmsg 00:19:25 rip 00:19:31 that's a lotta iceblasts, in any case. 00:19:41 !lg * kaux~~iceblast killer= 00:19:49 578. yesno the Unseen (L15 VpEE of Vehumet), killed themself with a badly aimed iceblast on Spider:2 on 2016-12-27 05:18:45, with 75191 points after 22423 turns and 2:35:08. 00:19:58 !lg * kaux=iceblast killer!= 00:19:59 3. moogleknight the Swordmaster (L27 DsWn of Makhleb), blasted by an infernal blood saint (iceblast) in Pandemonium on 2016-11-01 08:42:59, with 1298896 points after 119344 turns and 6:50:13. 00:20:02 huh 00:20:07 i had no idea they could do that 00:20:34 Pleasingfungus: they got fireball/iceblast to replace the old major destruction stuff, i think 00:20:40 the return of hellfrost >.> 00:21:13 wow, cold 00:24:50 03amalloy02 07* 0.20-a0-370-gd6af2a4: Finish renaming itemprop to item-prop (|amethyst) 10(6 minutes ago, 112 files, 3469+ 3469-) 13https://github.com/crawl/crawl/commit/d6af2a48a8dc 00:27:28 interesting that git doesn't detect that as a rename. i wonder why 00:27:43 I'm iterating through a vector of coord_def via a (for foo : bar) loop. When I find one that matches a condition, how do I remove it? clear/erase just gives me errors. Do I need to find the index, instead, and clear it at that index? 00:28:41 Brannock: http://stackoverflow.com/q/1016307/625403 00:28:51 thank you, I couldn't find the right search term 00:29:03 (summary of best answer imo: use erase_if, instead of doing it by hand) 00:29:23 <|amethyst> Brannock: are you just removing them, or doing something with them first? 00:29:25 remove_if? 00:29:39 just getting rid of them 00:29:45 also, i'd personally be tempted to construct a new vector with only the good items :) 00:30:05 not saying that's better, depends on what exactly you're dolng 00:30:05 Brannock: fwiw my search was c++ iterator remove because i knew you should be using an iterator instead of using a simplified for loop 00:30:07 and how many things you expect to remove 00:30:29 well I'm checking all tiles adjacent to the attacker and adding them to the vector (max 8 tiles), if I found a water tile then I don't care about non-water tiles so I want to remove these, but if I dont' find a water tile I want to use the non-water tiles 00:30:56 actually, restructuring this to check first, *then* add would be better 00:31:06 so you want either all the adjacent water tiles; or if there are no adjacent water tiles then instead all tiles? 00:31:10 yes 00:31:24 someone should ask what on earth he's actually doing 00:31:26 i'm going to bed 00:31:28 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507]] 00:31:45 <|amethyst> sounds like a job for partition maybe? 00:31:49 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.20-a0-369-g71b9d6e (34) 00:31:54 <|amethyst> Brannock: is this a local data structure or global? 00:32:06 local 00:35:33 -!- Zeor has quit [Ping timeout: 258 seconds] 00:37:06 <|amethyst> Brannock: does order of processing matter? 00:37:42 not particularly. I ended up rewriting it to just check if there's water adjacency first before I start adding to vector, instead of doing both at the same time 00:37:50 I think I'm confusing myself though, heh 00:37:51 <|amethyst> this would be easier if adjacent_iterator et al had a way to get an end iterator 00:38:01 <|amethyst> Brannock: what are you ultimately doing with this vector? 00:38:15 <|amethyst> Brannock: it might be possible to skip the vector altogether? 00:38:17 using it as a random set of locations to pull the target into 00:39:02 er, set of locations to randomly pull the target into 00:39:09 choosing one from that set 00:39:16 maybe I should just post the code, hang on 00:39:31 <|amethyst> hm, seems like then you could either use reservoir sampling 00:39:44 http://pastebin.com/1nbLDYUF I want to emphasize I have no idea what I'm doing 00:41:00 <|amethyst> or possibly use a distance_iterator, which iterates in a spiral starting from a random position to be "fair" about direction 00:41:59 <|amethyst> hm, I guess that's harder with the water-or-not-water thing 00:44:08 <|amethyst> Brannock: at the very least you need something like *random_iterator(viable_tile); rather than that % 00:44:32 ah, thanks 00:44:48 <|amethyst> and never use rand() in crawl, use random2 00:44:56 I'm unfamiliar with the distinction 00:45:34 <|amethyst> (also, in general, don't use rand() % blah in any project: it has a slight bias, and with some RNGs is terrible in other ways 00:45:45 I see 00:46:08 <|amethyst> random2(viable_tile.size()) returns a number between 0 (inclusive) and viable_tile.size (exclusive) 00:47:32 -!- MaxFrost has quit [Quit: Going offline, see ya! (www.adiirc.com)] 00:47:56 <|amethyst> random_iterator returns an iterator to a random element of a data structure, if that structure has .begin() and .size() methods 00:48:09 <|amethyst> (TODO: make it work with plain arrays too) 00:49:30 <|amethyst> Brannock: oh, I guess more generally, what about things like walls, monsters, etc? 00:50:04 I hadn't gotten around to checking that yet 00:50:18 was just trying to get the actual selection working then excluding noninhabitable tiles 00:51:09 <|amethyst> Brannock: well, you have the move_to_pos so I suspect you get a crash if you try to stick something in a wall 00:51:14 right 00:55:28 ^status 00:55:28 30 Crawlers. CBRO disk usage=96% (135GB) | RAM usage=29% (4GB)| uptime/CPU= 00:55:27 up 4 days, 5:49, 0 users, load average: 0.88, 0.70, 0.65 (4 Cores) http://status.berotato.org 00:55:54 -!- ProzacElf has quit [Ping timeout: 245 seconds] 00:57:11 http://trixie.webcomic.ws/comics/51/ 00:57:22 this comic is filled with wonderful, wild monster concepts 00:57:31 excellent, got AF_THRASH working. time to code in sanity checks 01:00:02 -!- omarax has quit [Remote host closed the connection] 01:04:53 -!- valrus has quit [Ping timeout: 250 seconds] 01:09:55 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-370-gd6af2a4 (34) 01:15:54 -!- Rast has quit [Read error: Connection reset by peer] 01:18:05 -!- Rast has joined ##crawl-dev 01:20:04 -!- WalrusKing has quit [Ping timeout: 245 seconds] 01:23:05 http://pastebin.com/1nbLDYUF Getting a silent crash now when the defender is thrashed into deep water. Shouldn't that be caught by line 24? 01:23:58 what's being moved to deep water, the player or a monster? 01:24:02 the player 01:24:18 !source is_feat_dangerous 01:24:19 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.cc#L548 01:24:27 this is the relevant function that's (eventually) called 01:27:47 <|amethyst> Brannock: hm, it will crash if there was no viable tile 01:27:52 ohh I see 01:27:58 it finds a water tile, but the deep water tile isn't viable 01:28:18 yes 01:28:21 -!- Zxpr1jk has quit [Read error: Connection reset by peer] 01:28:25 it checks for water tiles, but not valid water tiles 01:29:01 fixed by adding a check in line 15 then 01:29:50 you might want to silently abort early if there's no viable tiles to thrash to? 01:29:59 -!- iFurril has quit [Ping timeout: 258 seconds] 01:30:38 <|amethyst> Brannock: btw, you can use adjacent_iterator ai(attacker->pos()) rather than the long thing 01:30:47 oh, nice 01:31:14 <|amethyst> it doesn't do LOS checks, but that's fine since you're doing the is_habitable_feat check 01:33:45 -!- waat has quit [Ping timeout: 246 seconds] 01:40:54 hallejuah, it works 01:41:01 thanks for all your help |amethyst 01:43:58 oh brannock, question about AF_THRASH 01:44:06 shoot 01:44:10 if you're say flying over a water tile, and all the other surrounding tiles are not water 01:44:13 does that mean thrash does nothing 01:44:41 probably yeah 01:44:46 because that would be a weird, and spoilery interaction 01:46:12 reading over the code carefully, no, they would get thrashed onto solid land 01:46:14 lemme test this though 01:47:06 yes, that's correct 01:47:34 ah,ok 01:48:16 non-flying players would get thrashed onto solid land, too, though, which I dont' think is desirable 01:48:28 the idea is that the gator is pulling them into the water where it can assert supremacy 01:48:39 well they'd get thrashed back into water soon after :v 01:51:28 looking up gator videos while I compile 01:51:34 these things are really powerful, wow 01:51:35 also are you going to give thrashing horrors AF_THRASH? :v 01:51:49 you know, that's not a bad idea 01:52:05 there's no water where those are 01:52:13 they have some weird combination of the batty movement and AF_TRAMPLE which shoves the player around every weird way 01:52:48 also with the thrashing thing, you want to think about what's going to be optimal play versus these if you don't have flight 01:52:53 there's plenty of water in the abyss... 01:52:59 ...no there isn't 01:53:05 there's the abyssal river 01:53:12 and a couple vaults iirc 01:53:21 I mean they have an af type that's going to be useless like 90% of the time 01:53:31 thrashing works on land 01:53:32 well, it thrashes the player around randomly if there isn't water 01:53:37 but it prefers water if available 01:53:44 maybe I should just add a flag for if the monster is amphibious 01:53:44 it just has a spoilery? interaction with water 01:53:53 what does thrashes around mean? 01:54:02 I thought it was specifically pulling player to water 01:54:04 functionally or conceptually? 01:54:14 the af type you've made 01:54:44 on successful attack, randomly reposition the player in an adjacent tile to the attacker, preferring water if possible 01:55:02 -!- ahahaha has quit [Quit: Page closed] 01:55:27 there's a chance for this? 01:55:30 50% 01:55:32 or is it 100% of the time 01:55:40 which only gets checked if the attack does damage 01:56:25 testing with a player with 15/15 defenses it goes off every fifth or sixth round or so? 01:56:44 yeah, for the water thing, that's what I'm talking about 01:56:54 oh 01:56:57 it's going to be optimal to move out of water, hit them 01:57:10 wait to be pulled in water, move out, hit them 01:57:26 in short it's going to be a pretty annoying experience 01:57:47 moving out of water means it gets a free attack against you, which can proc the AF again 01:57:56 which only goes off every fight round or so 01:58:04 and fighting in water is supremely bad 01:58:24 specifically talking about when you don't have any flight 01:58:39 right, this was borne out of our discussion the other day about Swamp danger levels and my observation that alligator doesn't have much going for it 01:58:57 sure, I'm not questioning that alligators aren't very dangerous 01:59:40 I'm talking about why specific way these fights will play out, and how they'll be frustrating in a way similar to the iron giant throwing thing 02:00:03 -!- omarax has quit [Remote host closed the connection] 02:00:16 it's a challenge to make a thing that can move you into water frequently, because you really have to move out of water to fight effectively 02:00:25 the 'gators keep you adjacent though, and I think moving out of the water will be very undesirable given it has a pretty good chance to just pull you back into the water on the same turn you moved (making it a wasted turn) 02:00:43 so the problem becomes "can I kill it before it gets to me" (sprint) or "do I have a way of fighting it in water that isn't subject to water penalties?" 02:00:57 And if the answer is "yes" to both questions, then a further consideration: "will this thrash me near other monsters?" 02:01:09 so now alligators are "Whoa, deal with this!" monsters 02:01:10 it's going to be optimal to move out of water unless you make the chance for it moving back in very high 02:01:34 *for it moving you back in 02:02:26 brannock: there's also "can I lure the gator to a position that has no water surrounding it" 02:02:46 few of these in Swamp 02:02:57 -!- Insomniak has quit [Ping timeout: 250 seconds] 02:03:13 well there's certainly positions like that in swamp 02:03:20 yes 02:05:06 the fumble chance in water feels really high for a lot of chars, although I'm not sure if that learndb quoted chance is accurate 02:05:52 I don't think the water penalties are *that* bad, but if they are, then I think it's neat to have a monster that melee characters want to have alternate ways of fighting them even when they're adjacent 02:06:10 I could make thrash happen 100% of the time on successful attacks? 02:06:15 might get a bit disorienting 02:06:59 !calc 3.0 / 8 02:06:59 0.38 02:07:06 it's 38% you'll miss 02:07:19 just a flat chance now, not based on dex 02:07:34 but it's the same for everyone (that has the penalty) 02:08:20 so it's a really big penalty since alligators do pretty good damage 02:08:32 they're not the most common monster ever, but they're fairly common 02:10:01 so yeah if it's a 1/6 chance or so overall of getting thrashed into water each turn, I'll certainly try to move out 02:10:35 maybe people won't be *that* annoyed, but there will deffo be significant annoyance 02:11:22 and I guess there's no way to not annoy people here, since you're putting them in water 02:11:36 if you succeed in keeping them there, they get to deal with a massive accuracy penalty 02:11:44 and then if you don't, you have this little dance to do 02:12:17 is a 1/3 chance sufficient to keep you in the water and try to fight the alligator, or to use ways of killing it that aren't subject to water penalties? 02:12:17 probably people will really look to get to those dry areas a lot with this, which will mean luring a lot more 02:13:13 yeah obviously the higher that chance goes, the less likely you'll leave, but as I think about it, once you've convinced the player to be in water 02:13:22 you still have all the annoyance that entails 02:13:32 so you really can't solve that problem if you want it to have this kind of water interaction 02:14:10 using other attacks is possible but only to a degree; it does depend on the frequency of the threat 02:14:26 if they were as common as swamp worms there's no way you could have enough alternate attacks for many builds 02:14:40 alligators are pretty common, but not as common as swamp worms 02:14:54 their frequency is adjustable, of course 02:15:00 I'm planning to reduce their frequency (if this goes through) since this is a major upgrade to their deadliness 02:15:05 I'm not even sure how common they are 02:15:07 ??objstat[2 02:15:08 objstat[2/2]: Spreadsheets for all releases: https://drive.google.com/folderview?id=0B7VXhHzhWWb7S282VWhLVWRXbG8&usp=sharing ; See the README for details: https://docs.google.com/document/d/1D5mFqVi8ghz_nzvVmDUc3unx8VanVBWfgvZ8xCHaiJo/edit?usp=sharing 02:15:18 as common as spiny frogs 02:15:33 Brannock: it's probably better if you don't really forcefully put players in water and give them the opportunity to dance out like I describe 02:15:49 since I find fighting in water to be the most annoying thing; you can't hit things 02:16:23 er, my sentence above wasn't very clear 02:16:49 -!- ontoclasm has joined ##crawl-dev 02:17:03 but I'm saying it's best if the player can at least attempt to dance out of water (i.e. the chance isn't too high compared to the water mallus chance) 02:17:03 -!- darkschneider has quit [Read error: Connection reset by peer] 02:17:39 -!- darkschneider has joined ##crawl-dev 02:17:43 I guess I'm saying at a high level "imagine fighting an entire branch of these things with some typical melee build" 02:17:47 -!- ProzacElf has joined ##crawl-dev 02:18:44 we sort of went through this with the op crusher / iron giant throw, the little dancing got to be pretty annoying. there are some differences between thrashing and throw, though 02:19:21 one is that the distance is less with thrashing, you'd only be moving one tile away out of water every so often 02:20:09 only about 7 on average 02:20:13 so it's nothing obscene 02:20:16 I'd thought it was more 02:20:25 between 0 and 20 02:20:31 @??alligator 02:20:31 alligator (12t) | Spd: 10 (act: 80%; swim: 60%) | HD: 12 | HP: 60-84 | AC/EV: 5/9 | Dam: 30, 15 | amphibious, cold-blooded | Res: 06magic(40), 12drown | XP: 896 | Sp: sprint [11!AM, 06!sil] | Sz: Large | Int: animal. 02:20:37 My primary excitement with this is the interaction it would have had with other Swamp monsters 02:21:31 oh yeah, each time you move out of water you have a ... 02:21:34 ??shallow water 02:21:34 shallow water[1/2]: Waist-deep pools of water. Moving through this stuff is gonna be really slow! All but Ogre, Troll, Centaur, Gray draconian, Naga, Merfolk, or Octopode players in shallow water will fumble their attack 4-out-of-DEX times, and 20% of the time regardless as well. Monsters will fumble their attack 1/4 of the time. 02:21:44 There's lots of water in Swamp -- and a monster that would pull you into them. Suddenly all these encounters are potentially much deadlier if an alligator shows up and sprints to you while you're fighting. 02:21:46 funny 02:21:48 ??shallow water[2 02:21:48 shallow water[2/2]: Moving through shallow water is randomly between 30% and 100% slower (both for the player and for monsters). 02:21:52 there we go 02:22:00 does that include moving out of shallow water? 02:22:16 so you move at 1.65 02:22:34 yeah that works in terms of "are you in water at the beginning of the move" 02:22:40 so it's slow getting out 02:22:41 I've won a *lot* of melee characters and I don't think I would attempt to move out of shallow water against alligators 02:23:08 you've probably played one to many cheibriados games then 02:23:11 If I fight and fumble, it's a lost turn. If I move and don't get thrashed, then it's a turn that I don't spend hitting the alligator. If I move and get thrashed, it's a turn I don't spend hitting the alligator (and I take damage). 02:23:53 this reasoning doesn't really work because you're not including chances at all 02:24:47 it will simply boil down to which gives you the best aveefdam 02:25:27 now there will be instances when hitting some specific thing this very turn is somehow relevant, but that would be when you're about to die, probably 02:25:46 the calculation for staying put becomes more favorable the more monsters there are, though 02:26:12 so I will move out of water to strike based simply on me being able to do the most damage on average 02:26:46 ... komodo dragons can spawn in Swamp? til 02:26:51 and if I'm going to miss 40% more that's a big penalty 02:26:54 !lg * ikiller~~komodo br=swamp recent 02:26:55 6. Jerry the Severer (L13 DDGl of Makhleb), slain by a komodo dragon on Swamp:1 on 2016-11-02 16:23:31, with 37918 points after 13254 turns and 1:30:19. 02:26:58 impressive 02:27:05 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 02:27:49 turns out fighting in water is just a most excellent way to die 02:30:33 -!- mong has quit [Quit: Leaving] 02:45:37 -!- Zeor1 has quit [Quit: Leaving.] 02:47:30 well I finished my implementation so I'm gonna put it up on a branch for people to poke at and change/merge if they like. going to bed 02:48:01 New branch created: thrash (3 commits) 13https://github.com/crawl/crawl/tree/thrash 02:48:01 03Brannock02 07[thrash] * 0.20-a0-371-g7600e6f: Implement AF_THRASH 10(8 minutes ago, 3 files, 61+ 0-) 13https://github.com/crawl/crawl/commit/7600e6fce39b 02:48:01 03Brannock02 07[thrash] * 0.20-a0-372-g99077a8: Give alligators AF_THRASH 10(3 minutes ago, 2 files, 3+ 2-) 13https://github.com/crawl/crawl/commit/99077a8d1482 02:48:01 03Brannock02 07[thrash] * 0.20-a0-373-gbc3c903: Adjust Swamp spawns 10(2 minutes ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/bc3c903f4b4d 02:48:59 -!- LordSloth has quit [Quit: Going offline, see ya! (www.adiirc.com)] 02:49:51 thrash metal 02:50:05 -!- tksquared has quit [Ping timeout: 258 seconds] 02:53:33 -!- crate has quit [Quit: Leaving] 02:53:53 BIOTECH........IS......GODZILLA 02:59:11 -!- Ququman has joined ##crawl-dev 03:00:03 -!- omarax has quit [Remote host closed the connection] 03:01:15 !tell Brannock i think thrash would make more sense and be much easier to implement if, instead of always choosing water when some is available, you just weighted water tiles more strongly when choosing a random viable tiles 03:01:15 amalloy: OK, I'll let brannock know. 03:01:43 !tell Brannock weighted reservoir sampling would do the job pretty easily 03:01:43 amalloy: OK, I'll let brannock know. 03:03:48 -!- SteelNeuron has joined ##crawl-dev 03:08:38 -!- Cryp71c has quit [Ping timeout: 268 seconds] 03:17:42 -!- SteelNeuron has quit [Ping timeout: 260 seconds] 03:25:30 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-370-gd6af2a4 (34) 03:26:18 -!- Rast has quit [Read error: Connection reset by peer] 03:27:42 hey, there are some chinese posts on gdd in tavern 03:28:02 i misidentified one as "korean" when i said it looked like an ad and reported it 03:28:17 but they all look like ads as far as i can tell 03:29:40 -!- Rast has joined ##crawl-dev 03:30:41 -!- Danei[notDanei] has quit [Read error: Connection reset by peer] 03:30:50 -!- travis-ci has joined ##crawl-dev 03:30:51 The build passed. (thrash - bc3c903 #7453 : Isaac Sloat): https://travis-ci.org/crawl/crawl/builds/186914365 03:30:51 -!- travis-ci has left ##crawl-dev 03:34:56 -!- Pacra has quit [Ping timeout: 258 seconds] 03:45:36 prozac: if the user is zxc, then it's a bot 03:48:38 I am only half robot 03:49:03 is the other half... also a bot??? 03:49:30 does that mean i should not have reported it? 03:49:38 no, you should have reported it 03:49:40 it's a bot 03:49:54 oh 03:49:56 heh 03:50:06 should i have reported the other 4 or so? 03:50:19 nah, once one is reported the others will probably be picked up 03:50:25 lol 03:50:27 good 03:50:49 because i reported one and thought "i've got way better things to do than report the others" 03:54:24 -!- LexAckson has joined ##crawl-dev 04:00:08 -!- omarax has quit [Remote host closed the connection] 04:08:56 zxc is a robot but with like 3 core integrity left 04:09:06 been running around with flight and no armour for too long 04:09:07 doesn't matter cos flight 04:09:24 just one more shot from a swarmer... 04:10:27 -!- CanOfWorms has quit [Quit: ChatZilla 0.9.92 [Firefox 3.6.28/20120306064154]] 04:22:52 -!- n1k has joined ##crawl-dev 04:27:31 -!- Taraiph has quit [Ping timeout: 268 seconds] 04:28:13 -!- GauHelldragon has quit [Ping timeout: 258 seconds] 04:31:32 -!- Brannock has quit [Read error: Connection reset by peer] 04:31:59 -!- Brannock has joined ##crawl-dev 04:33:19 -!- gammafunk has quit [Ping timeout: 246 seconds] 04:46:30 -!- Adum has quit [Ping timeout: 260 seconds] 04:48:04 -!- ProzacElf has quit [Ping timeout: 256 seconds] 04:53:30 -!- mzmz has quit [Quit: WeeChat 1.5] 04:59:17 -!- DubDrop has quit [Ping timeout: 258 seconds] 05:00:04 -!- omarax has quit [Remote host closed the connection] 05:07:10 -!- Wiggles has quit [Quit: Page closed] 05:16:31 -!- Shard1697 has quit [Ping timeout: 258 seconds] 05:29:19 -!- laj1 has quit [Ping timeout: 246 seconds] 05:35:22 -!- arcanemastermind has quit [Ping timeout: 260 seconds] 05:40:49 -!- ProzacElf 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has joined ##crawl-dev 10:32:27 -!- Pleasingfungus has joined ##crawl-dev 10:37:34 CAO is going to move physically sometime in the next week or two (at the discretion of the colo company, I'll give as much warning as I have). Once it's moved, I am going to give it a bunch more hard drive space. 10:37:34 rax: You have 45 messages. Use !messages to read them. 10:40:32 <|amethyst> rax: thanks for the heads up, and the extra disk 10:52:30 no problem, thank you for everything you are doing for crawl!! :) 10:53:11 -!- yuastnav has quit [Ping timeout: 265 seconds] 10:53:54 -!- MarvinPA has joined ##crawl-dev 10:55:48 -!- valrus has quit [Ping timeout: 248 seconds] 11:00:01 -!- omarax has quit [Remote host closed the connection] 11:07:00 -!- zxc has quit [Ping timeout: 248 seconds] 11:10:08 -!- mittak has quit [Quit: WeeChat 1.6] 11:23:55 thanks rax 11:27:07 -!- adelrune has joined ##crawl-dev 11:29:34 how do mummy heal from rot now? 11:29:43 !tell amalloy that's a good idea, thanks 11:29:43 Brannock: OK, I'll let amalloy know. 11:32:08 -!- zxc has joined ##crawl-dev 11:34:28 <|amethyst> Brannock: I wouldn't mind giving them the same ability DDs get, but maybe that makes them too good? 11:35:00 pretty sure nothing can rot them in the first place 11:35:06 oh, good 11:35:10 I haven't played mummy in a while 11:35:20 I saw a comment mentioning mummy rot last night 11:35:28 they haven't had their self-restoration ability for some time 11:35:31 Good for Mummies is Anti-Crawl 11:35:39 <|amethyst> oh, right, mutation rot is now stat drain 11:39:01 also re: backlog, i'd agree with gammafunk that thrash doesn't look like a very good mechanic 11:39:54 sirens/avatars do that in a much less bad way, thrash just looks like it'd be obnoxious to deal with (even more so outside water if you're just getting randomly displaced) 11:45:21 hmm, I'm not sure how to deal with alligators then. I'm convinced that alligators are the missing piece in the Swamp puzzle 11:45:40 And there's so much water everywhere in Swamp, it seems odd there isn't a monster that specifically takes active advantage of it 11:47:04 When I play Swamp I make very careful positioning decisions because of the open space and it makes fights much easier than they'd otherwise be. Alligator thrashing would have thrown a wrench into that and made me think about more varied tactical answers to each fight 11:48:27 Shoals has a crapload of "mechanics" and Swamp has comparatively few. I was considering, along with thrash, moving wind drakes into Swamp. That would have left Shoals with waterstrike, knockback (aquamancers), netting, reaching, barbs, mez, and fear 11:48:48 Swamp with thrash, trample, (someday reverse trample?), wind blast, and roots 11:48:58 missing a few, of course 11:49:52 the idea would have been that Swamp has beasts that shove you into the water then finish you off; Shoals has more intelligent enemies that lock down your positioning and strike you from afar 11:50:39 I didn't find thrash very annoying while testing it, but I have a higher tolerance for this stuff than most people I suppose 11:52:07 Swamp also has poison, confusion, constriction, might-on-death, brambles... 12:00:02 -!- omarax has quit [Remote host closed the connection] 12:06:24 spriggan rider mechanics! 12:10:45 So, anyway, as Swamp is famously the least dangerous branch, and alligators are oddly prominent in not really doing that much (though sprinting makes it so that anything they COULD do has to be respected if they show up), I thought I could solve both problems in one stroke by upgrading gators to help them enable other monsters' capabilities 12:10:57 least dangerous of the four S-branches, anyway 12:16:20 -!- Rast has quit [Read error: Connection reset by peer] 12:19:50 -!- Rast has joined ##crawl-dev 12:21:03 -!- amalloy_ is now known as amalloy 12:22:30 i dunno, is swamp easiest? i often go to snake first 12:22:30 amalloy: You have 1 message. Use !messages to read it. 12:22:48 <|amethyst> amalloy: swamp is visited earliest on average and has the lowest kill rate 12:23:30 <|amethyst> !lm * br.enter noun~~^s[pnw] x=avg(xl) s=noun 12:23:45 <|amethyst> !lm * br.enter noun~~^s[pnw] s=noun / lg:br=${br} 12:23:51 <|amethyst> err 12:23:55 <|amethyst> !lm * br.enter noun~~^s[pnwh] s=noun / lg:br=${br} 12:24:01 <|amethyst> !lm * br.enter noun~~^s[pnwh] x=avg(xl) s=noun 12:25:00 90s limit exceeded: killed !lm * br.enter noun~~^s[pnw] x=avg(xl) s=noun 12:25:06 <|amethyst> bah 12:25:13 <|amethyst> !lm * current br.enter noun~~^s[pnwh] x=avg(xl) s=noun 12:25:19 <|amethyst> !lm * current br.enter noun~~^s[pnwh] s=noun / lg:br=${br} 12:26:17 418730 milestones for * (br.enter noun~~^s[pnwh]): 114587x Snake [15.74], 113616x Swamp [15.9], 97988x Spider [15.56], 92510x Shoals [16.73], 29x Shrine [4.72] 12:26:32 61260/326192 milestones for * (br.enter noun~~^s[pnw]): 22623/114587x Snake [19.74%], 19776/113616x Swamp [17.41%], 18861/97989x Spider [19.25%] 12:26:40 5364/25083 milestones for * (current br.enter noun~~^s[pnwh]): 1399/6267x Spider [22.32%], 1354/6420x Snake [21.09%], 1308/6650x Swamp [19.67%], 1303/5746x Shoals [22.68%] 12:26:47 79822/418731 milestones for * (br.enter noun~~^s[pnwh]): 22623/114587x Snake [19.74%], 19776/113616x Swamp [17.41%], 18861/97989x Spider [19.25%], 18541/92510x Shoals [20.04%], 21/29x Shrine [72.41%] 12:26:50 25083 milestones for * (current br.enter noun~~^s[pnwh]): 6650x Swamp [15.66], 6420x Snake [15.68], 6267x Spider [15.73], 5746x Shoals [16.48] 12:27:14 <|amethyst> oh, I guess it's not the earliest by much anymore 12:28:23 <|amethyst> !lm * br.enter=shrine x=cv,xplbr 12:28:24 Unknown field: xplbr 12:28:25 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-370-gd6af2a4 (34) 12:28:26 <|amethyst> !lm * br.enter=shrine x=cv,explbr 12:28:27 29. [2009-11-14 16:34:07] [cv=0.6-a;explbr=] Zippy the Conjurer (L7 NaRe) entered a Shrine on turn 6404. (Shrine) 12:30:14 -!- Rast has quit [Quit: Leaving] 12:31:36 <|amethyst> !lg * place=shrine 12:31:42 -!- Shard1697 has quit [Ping timeout: 250 seconds] 12:31:47 6. Eifeltrampel the Covered (L2 MDFi of Trog), mangled by an orc warrior in Shrine on 2009-11-11 09:33:08, with 99 points after 921 turns and 0:03:37. 12:31:51 <|amethyst> !lg * place=shrine -log 12:31:56 6. Eifeltrampel, XL2 MDFi, T:921: http://crawl.develz.org/morgues/trunk/Eifeltrampel/morgue-Eifeltrampel-20091111-093308.txt 12:31:58 personally i have had a number of really awful experiences with thorn hunters, and i feel like i can handle basically an unlimited number of nagas with just /disint 12:32:39 but the kill%s don't lie, swamp does look a bit easier 12:33:11 03PleasingFungus02 07[frogs] * 0.20-a0-357-ga1e6a66: Make frogs' hop a 2-level mutation 10(2 minutes ago, 3 files, 12+ 8-) 13https://github.com/crawl/crawl/commit/a1e6a66bb5a7 12:33:18 what if the kill %s did lie... 12:33:51 Pleasingfungus: what if level 1 were just an uncontrolled blink instead of limited-range? 12:33:57 no 12:34:18 the race's gimmick is the semicontrolled blink. uncontrolled blink is something different, and less interesting. 12:34:20 brutally denied 12:34:26 rip... 12:34:40 honestly i don't even think this nerf is per se *necessary*, but i wanted to play with it 12:34:46 and playtesting makes it seem... reasonable 12:35:26 this is probably the most playtesting i've done for any of my crawl ideas 12:35:32 it's a fun race :) 12:37:32 Pleasingfungus is getting to explore his amphi-curious tendencies 12:38:29 i thought i had a breakthrough this morning in eliminating one of the theme ideas 12:38:56 when i realized "hey, rabbits are vegetarians! a vegetarian conduct would be dumb, so i can knock rabbits out of the running, and be down to two options!" 12:39:01 then i realized that carnivorous rabbits are cool... 12:39:31 almost nothing in nature is truly vegetarian 12:39:45 calories are calories 12:42:20 i think rabbits are pretty vegetarian. 12:43:13 http://derbyimages.woot.com/918157/3a957bbf-4d78-486d-8166-cebdc44d76ef.jpg 12:43:25 ^ undeniable evidence to the contrary 12:44:34 :) 12:44:44 -!- Rast has joined ##crawl-dev 12:45:07 -!- Rast has quit [Read error: Connection reset by peer] 12:45:08 also, i really want to implement some command-line flag for running crawl that toggles off debug messages by default 12:45:25 so that i can playtest in fulldebug builds without getting spammed continuously or recompiling 12:49:53 <|amethyst> Pleasingfungus: we have a thing that's configurable in-game for that, but it only affects a few things 12:50:31 <|amethyst> Pleasingfungus: on &^Q 12:50:32 yeah, i tried using that setting a while ago, |amethyst, and found there was enough stuff using bare mprf that toggling stuff off was not very useflu 12:51:54 <|amethyst> I'm saying that the way to implement it is to 1) make all debug messages use a category that can be toggled there, and 2) provide an initfile option to toggle those, so you can use e.g. -extra-opt-last diag_messages= 12:53:16 ah, initfile option would work too. i think there was some reason why i preferred a runtime flag, but i forget what 12:53:24 also, &^Q affects *most* things, and that's what i'm using now 12:53:31 just a pain to toggle every time i start/load a game 12:54:05 -!- Kalir has quit [Changing host] 12:54:32 <|amethyst> Pleasingfungus: it's even initialised in initfile.cc (because it's in game_options), but there's no rc option for it yet 12:55:22 -!- gammafunk has joined ##crawl-dev 12:56:03 <|amethyst> Pleasingfungus: you'd want to modify all dprf calls to pass a DIAG_* (diag_type) as the first argument, and maybe change some debug-only mprfs to dprfs 12:56:18 i think that'd be nice but not required 12:56:36 <|amethyst> I guess you could have a toggle in &^Q for "the rest" 12:56:48 <|amethyst> though I guess that's DIAG_NORMAL? 12:57:33 <|amethyst> ah, indeed 12:57:51 03PleasingFungus02 07* 0.20-a0-371-gbe7c41a: Remove a duplicate acq message 10(14 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/be7c41aee4fa 12:57:51 03PleasingFungus02 07* 0.20-a0-372-gb9ad934: Remove lava acquirement 10(55 seconds ago, 1 file, 14+ 0-) 13https://github.com/crawl/crawl/commit/b9ad934c9e22 12:57:59 <|amethyst> so I guess anything that can't be toggled there somehow is one of those debug-only mprfs that amalloy mentioned 12:58:28 rot timers seem to be an untoggleable category, i think 12:58:34 !source rot.cc 12:58:35 https://github.com/crawl/crawl/blob/master/crawl-ref/source/rot.cc 12:58:37 can I still acquire open sea? 12:58:48 critical for roleplaying/lore 12:58:49 oh, no, that's an mprf 12:58:52 you're right 12:58:58 gammafunk: if you believe in yourself... 12:59:22 <|amethyst> oh, one console UI problem with always_show_exclusions 13:00:00 <|amethyst> it makes water/deep water/lava all look the same 13:00:02 -!- omarax has quit [Remote host closed the connection] 13:00:07 <|amethyst> not really sure how to deal with that 13:00:26 <|amethyst> other than maybe using background colours for exclusions, but I'm sure that's ugly as sin 13:05:56 -!- Blazinghand has joined ##crawl-dev 13:09:29 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-372-gb9ad934 (34) 13:16:48 -!- Tiltorax has joined ##crawl-dev 13:18:42 -!- LexAckson has joined ##crawl-dev 13:20:55 -!- Tarara is now known as Taraiph 13:20:57 -!- bencryption has quit [Quit: WeeChat 1.0.1] 13:25:17 -!- lukano is now known as snapek 13:36:12 anyone have the dos version of linleys? 13:39:39 found it on dos archive 13:45:58 running it in dosbox, or? 13:47:29 -!- debo has quit [Ping timeout: 258 seconds] 14:00:02 -!- omarax has quit [Remote host closed the connection] 14:03:19 Yeah, just added hack and avanor and mag too.. going to play it on android.. YESTHATSRIGHTONANDROID 14:04:25 fr*gged *p 14:05:13 also it's important everyone sees this http://i.imgur.com/J9ytI7g.jpg 14:05:38 masterpiece voice of a generation 14:06:04 sadly, not a lot of chat vibes right now... 14:06:14 feel free to !add it to gammafunk's learndb, i'm sure he'll appreciate it. 14:07:42 the discord is where it's at, we all know this 14:07:50 Follow the next chat fad 14:07:54 For coolness 14:09:30 "For coolness" --Dracunos, coolness expert 14:12:02 -!- Kalir has quit [Ping timeout: 264 seconds] 14:13:17 uhh who is the other person in that image? 14:18:10 pf and gamma 14:18:24 combine to form gammafungus 14:18:33 But they can only hold that form for half a minute 14:19:49 It's the only way to defeat amalloy-bu's final form 14:19:55 -!- GiantOwl is now known as Kalir 14:19:56 -!- Kalir has quit [Changing host] 14:21:21 -!- xnavy_ has quit [Ping timeout: 268 seconds] 14:23:17 -!- xnavy has quit [Ping timeout: 248 seconds] 14:24:34 -!- rossi has quit [Client Quit] 14:32:22 -!- zxc has quit [Read error: Connection reset by peer] 14:33:54 -!- tsujin has quit [Ping timeout: 250 seconds] 14:40:56 -!- wheals_ has joined ##crawl-dev 14:40:56 -!- wheals has quit [Ping timeout: 248 seconds] 14:42:57 -!- Basil is now known as Guest79479 14:43:34 03amalloy02 07* 0.20-a0-373-g2e40481: Replace branching with boolean expression 10(6 days ago, 1 file, 1+ 4-) 13https://github.com/crawl/crawl/commit/2e4048123d77 14:45:23 -!- ontoclasm has joined ##crawl-dev 14:49:49 so I think I'm getting closer to how to do these teleporters in map_lines 14:50:00 I'll directly add a position marker 14:52:50 -!- LordSloth has joined ##crawl-dev 14:59:26 -!- MakMorn has quit [Ping timeout: 264 seconds] 15:00:03 -!- omarax has quit [Remote host closed the connection] 15:00:46 why does targetter_smite print "There is a wall there." when you're targeting (but have not yet selected) a wall, but eg the cblink targetter does not? 15:01:18 -!- MakMorn has joined ##crawl-dev 15:03:38 i think cblink just doesn't use an actual targeter 15:04:18 well, that's certainly true. it does its own thing that's i guess like a janky targetter 15:04:25 should that be changed? 15:04:42 it just uses direction(), which is what everything used before targeters existed 15:05:42 cblink isn't a case where it makes a big difference so i guess that's why it's not been changed since, although yeah it's probably good to move towards more consistency there 15:06:23 i've run into issues with aiming cblink in games, actually, which made me sad. like if you aimed it at a monster, what happened was awful 15:06:43 hrm 15:06:45 also the fact that "targetter" is still spelled wrong all over the code makes me v. sad 15:06:46 i fixed that one case, but it sounds like making it a targetter would be a better way to regularize 15:06:50 -!- adelrune has quit [Ping timeout: 250 seconds] 15:07:12 MarvinPA: aren't both valid? 15:07:25 hrm, perhaps not 15:07:27 outside french 15:07:35 i've never seen double ts used outside of crawl 15:07:44 google hasn't either 15:07:45 yeah i assumed it was a britishism like traveller, but evidently it is just wrong 15:07:57 and when it was done that way the argument was that double-t was a british/australianism, and i can definitely say it's not the former :P 15:08:30 i'm blaming galehar 15:09:23 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-373-g2e40481 (34) 15:09:24 it was a kb thing iirc 15:09:42 heh 15:10:06 i'll just rename it then 15:10:26 but yeah, using a targeter to straight-up prevent selecting walls/visible monsters/whatever sounds reasonable 15:12:21 03amalloy02 07* 0.20-a0-374-g910a2e5: Rename targetters to targeters (MarvinPA) 10(11 seconds ago, 25 files, 248+ 248-) 13https://github.com/crawl/crawl/commit/910a2e5333f1 15:12:40 gosh, amalloy is padding his + and - so well 15:12:44 I need to up my game 15:12:47 haha, i was just going to say, yeah 15:12:55 pales in comparison to the last one though! 15:13:06 "oh oops I deleted all the cc files that commit...here's a revert commit" 15:13:32 dang, i'll have to be more subtle to get by gammafunk 15:13:52 no one pulls the targetter out from under me 15:14:12 one fun thing i happily remembered to check while implementing frog hop (which shares cblink targeting code) was 15:14:17 "what happens if the player uses ! while targeting?" 15:14:24 yeah, i noticed that 15:14:31 since cblink has full LOS range, there was no check for that.... 15:14:39 power blink out of LOS 15:14:48 go hurtling at high speed 15:14:55 wizard blink has some good error messages 15:14:57 Please don't blink into the map border. 15:14:59 power blinking requires EXTREMELY strong eyebrow muscles 15:15:03 MarvinPA: oh yeah i love those 15:15:21 very different attitude from other wizmode error messages. "You smelly wizard...!" 15:16:38 good message if a Wz wears Zhor, potentially 15:17:40 -!- Pleasingfungus has quit [Quit: ChatZilla 0.9.93 [Firefox 50.1.0/20161208153507]] 15:20:37 Hopper the Slasher, Frog of Trog. belongs in ng-poetry.cc imo 15:22:44 -!- Patashu has joined ##crawl-dev 15:24:03 <|amethyst> re frogs, what if you only gave them amphibious at low levels? 15:24:33 <|amethyst> and at, say, level 5 or 7 or whatever, they gain a boot slot and lose the ability to use deep water 15:24:53 <|amethyst> or maybe that's when they gain jump 15:25:11 Why can't frogmen be amphbious? 15:25:46 <|amethyst> I think the concern was that it makes Op and grey drac (and to a lesser extent Mf) less special 15:27:06 hey still have their own quirks of 8 rings and more AC. 15:27:36 The AC part is pretty boring tho. 15:29:27 Tiltorax, do you think rF or rC for red/white dracos is boring? 15:29:40 the 5 AC is stronger 15:30:18 I know it's strong, but it's still kind of dull considering they don't get breath; I like it when I get it, but am kind of disappointed by how it works. 15:31:52 flavor frog amphibiousness not as swimming, but as wearing portable lilypads on their feet 15:34:40 -!- syllogism has quit [Quit: Leaving] 15:44:52 -!- ontoclasm has quit [Quit: Leaving.] 15:50:34 -!- coledot has joined ##crawl-dev 15:51:05 Clearly frogs need built in lesser beckoning 15:51:39 that was a possible feature to include, yes 15:51:41 tongue attack 15:51:51 HypnoToad with built in mesmerize 15:52:36 Useful for orb spiders, and... bats? 15:52:39 -!- Shard1697 has joined ##crawl-dev 15:55:51 I think PF didn't really want to mess with slot restrictions 15:56:29 since a lot of species do this already and it's less fun when you already have a big movement limitation 15:57:14 |amethyst: player doesn't see much water that's very notable before early xls like 5-7 15:57:58 they'll see some, of course, but with no combat bonus like for mf, it's going to mostly be some shallow water that they could use..well I guess there would still be a combat bonus 15:58:10 since they'd attack normally and the monsters mostly wouldn't 15:58:13 -!- Guest79479 has quit [Ping timeout: 258 seconds] 15:58:17 ??frogs 15:58:17 frogs[1/3]: Possible new species, see https://github.com/crawl/crawl/commit/e6dfa7886a9f and the frogs branch 15:58:24 ??frogs[3 15:58:25 frogs[3/3]: https://docs.google.com/document/d/1uQPpQzxqqwa3D0z4UIQ6FzQ_ooOsGpaR4a5pfMvRaG0/edit 15:58:30 the loredex 15:59:13 wow this has more lore 15:59:17 -!- ProzacElf has joined ##crawl-dev 15:59:31 soooooon 15:59:42 what?! 15:59:58 who awoke the johnstein-kraken 16:00:01 -!- Patashu has quit [Ping timeout: 268 seconds] 16:00:01 -!- omarax has quit [Read error: Connection reset by peer] 16:00:20 blind luck that I checked at this very moment 16:00:52 almost set up the branch last night but played Rocket League and messed around with nandeck instead 16:00:53 What about restricting boot slot for them permanently, the idea is to have strong bulky legs that slow you down, wouldn't that also mean boots don't fit? 16:00:54 I would actually suggest gnomes for this race 16:00:54 <|amethyst> gammafunk: I mostly just wanted tadpoles 16:00:59 priorities, you know 16:01:05 haha 16:01:13 |amethyst: I wanted tadpoles too 16:01:14 tadpoles are cool 16:01:26 but for gnomes, they'd have to be another small race I guess 16:01:47 and at some arbitrary level between like 8 and 12 you'd evolve to one of the frogs or salamanders and get their perk 16:01:54 <|amethyst> "Spawn" ability, usable in shallow water, that gives you weak water-bound allies 16:02:02 I'm assuming that's how the current proposed frog species will work 16:02:48 we were joking in MFC a couple years ago about this. was going to call them Amphibiors 16:04:11 -!- ddubois has quit [Ping timeout: 260 seconds] 16:04:24 oh, one thing about this terrible rabbit species idea 16:04:37 they could be called "Hare"....although I guess PF has a name for them 16:04:53 but I don't like "Oryctolans" 16:04:59 bad trend started by formicids 16:05:20 probably makes some great words, but not intuitive at all 16:05:27 !makewords Or 16:05:36 OrAE OrAK OrAM OrAr OrAs OrBe OrCK OrCj OrEE OrEn OrFE OrFi OrGl OrHu OrIE OrMo OrNe OrSk OrSu OrTm OrVM OrWn OrWr OrWz 16:05:44 -!- ahahaha_ has quit [Quit: Page closed] 16:05:56 tbh not even good word potential 16:06:02 gammafunk: sounds confusing with Orcs being a fantasy staple. 16:06:15 oh yeah, that too, for that particular prefix 16:06:25 could be Ot? 16:06:28 !makewords Ot 16:06:36 OtAE OtAK OtAM OtAr OtAs OtBe OtCK OtCj OtEE OtEn OtFE OtFi OtGl OtHu OtIE OtMo OtNe OtSk OtSu OtTm OtVM OtWn OtWr OtWz 16:07:18 -!- tonygr has joined ##crawl-dev 16:08:20 Now I don't know whether we're talking about Octopodes or Rabbit-Morphs. 16:08:31 But that's just me 16:09:20 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-374-g910a2e5 (34) 16:10:16 man, what if you made these Hares 16:10:25 and gave them the abbreviation He... 16:11:34 !tell PleasingFungus I hate rabbits, but for the species name, did you think about just 'Hare'? Sounds a bit more fantasy and less scientific than Oryctolans 16:11:35 gammafunk: OK, I'll let pleasingfungus know. 16:11:57 -!- Basil is now known as Guest39054 16:15:57 -!- Guest39054 has quit [Ping timeout: 260 seconds] 16:18:40 If they stay as strong legged species, roundhouse kicks are a MUST. 16:18:43 -!- transcended has quit [Read error: Connection reset by peer] 16:22:55 we're not going the Street Fighter route until *after* we get on steam 16:25:59 because the PvZ edition of crawl worked so well... 16:27:12 -!- SteelNeuron has joined ##crawl-dev 16:33:56 I was going to suggest a kick attack for frogs or hares, but I decided not to 16:39:01 other alternative is UC+1, because I just really want a melee Frogman kicking arse battletoads style. 16:51:26 -!- Sertorius has quit [Ping timeout: 260 seconds] 16:51:56 add a jump power where you move across the screen for a few turns and nothing can hit you during that time because you are still in the air 16:52:36 -!- SteelNeuron has quit [Ping timeout: 260 seconds] 16:53:23 Dracunos: like DF? 16:53:37 Except with more invulnerability? 16:54:06 I do hope that if you seriously add a frog race, you're prepared for someone registering Pepe as their login. 16:55:41 not sure if you're aware of what kinds of logins dcss already exist, LordSloth 16:55:52 I'm aware, sadly 16:56:05 *in dcss 17:00:02 -!- omarax has quit [Remote host closed the connection] 17:00:33 !lg pepe 17:00:33 8. pepe the Ruinous (L4 DECj), slain by findtopher's ghost on D:3 on 2014-01-02 22:59:33, with 181 points after 2657 turns and 0:12:28. 17:05:16 -!- Pleasingfungus has joined ##crawl-dev 17:05:28 -!- crate has quit [Ping timeout: 245 seconds] 17:09:53 !lg * name~~pepe s=name 17:09:54 181 games for * (name~~pepe): 93x Pepeogr, 50x pepeluiso, 16x Peperony, 8x PEPE, 5x RarestPepe, 4x CantillonLouPepe, 2x pepebe, Pepeka, pepelea, peperonyandchease 17:09:55 -!- HellTiger has quit [Ping timeout: 258 seconds] 17:10:18 good last one there 17:10:19 Pleasingfungus: You have 1 message. Use !messages to read it. 17:10:51 hadn't considered Hare! sounds even more watership down :) 17:12:00 I guess it does kind of sound more like it'd be in a children's story 17:12:03 for frogs, i'm weakly leaning toward either leaving the amphib and shrugging, or removing the amphib and giving some arbitrary justification in The Lore. "Initially water-dwelling, they become fully land-bound as adults, gaining in exchange a prodigous leap..." 17:12:24 or they could be abysstouched, i guess. i think hares probably aren't happening either 17:12:31 hrm 17:13:09 I wonder, fire frogs? slap +2 fire on there, throw in eventual rF, amphibious in lava 17:13:16 time to embrace the grunt meme? 17:13:20 heh 17:13:28 that would be different... seems like a lot of gimmicks, tho 17:13:48 dota crossover, icefrogs 17:13:49 -!- miek_ has quit [Ping timeout: 250 seconds] 17:13:50 one person's gimmick....is another person's design space 17:13:56 that's deep. 17:14:01 true! the ice race we need 17:14:06 -!- HellTiger_NB has quit [Ping timeout: 258 seconds] 17:15:46 could go with some kind of frogs that dwell in trees and don't touch water 17:15:46 kind of an earthy slow-movement theme 17:16:01 that's basically what you already said with "arbitrary justification" 17:16:12 -!- simmarine has joined ##crawl-dev 17:16:24 we need a dedicated loremaster who can come up with the perfect lore for any gameplay 17:16:42 hrm, tree frogs 17:17:05 i thought that was me. 17:17:07 we already have species with positive earth apts fwiw 17:17:12 !apt earth 17:17:12 Earth: DD: 3!, Gr: 2, Fo: 2, Dr[grey]: 2, Gh: 1, DE: 1, VS: 0, Hu: 0, Ha: 0, Ko: 0, Op: 0, Vp: 0, Dr: 0, HE: N/A, HO: 0, Na: 0, Tr: -1, Ce: -1, Og: -1, Ds: -1, Dg: -1, Fe: -1, Sp: -1, Mu: -2, Dr[black]: -2, Mi: -2, Mf: -2, Te: -3* 17:17:19 tree frogs... if elves were frogs, they'd definitely be tree frogs. 17:17:29 plausible 17:17:35 you could argue that tree frogs should have poor earth apts, since they're naturally far from the ground. you know. 17:17:49 so we add the Tree Magic school? 17:17:53 finally. 17:18:03 dpeg gets his level 1 lignification spell 17:18:26 dang, sounds OP 17:18:31 like, uberpode op! 17:18:34 yeah, not a big deal either way wrt earth apt 17:18:57 not sure what the species name would actually be if there's a 'tree' angle 17:19:01 throw tree 17:19:01 Tree Frog seems pretty bad 17:19:22 -!- Kranix has quit [Write error: Broken pipe] 17:19:24 oh you have that one name already 17:19:25 -!- Napkin has quit [Remote host closed the connection] 17:19:32 -!- Napkin has joined ##crawl-dev 17:19:40 ob druid 17:19:46 Druid Frogs 17:19:50 i don't think you'd need to rename them. 17:20:19 yeah, people would maybe say "frogs? so why not amphibious.." and we'd point them to the description 17:22:59 will contemplate 17:23:39 frog mechanics question: should they be able to target invalid targets for the hop, if valid landing spots are within radius 2 of that target? (e.g. a monster, or a wall?) 17:23:41 right now they can't 17:24:15 I think yes 17:25:02 Pleasingfungus: that is a thing i was going to suggest as feedback, but otoh it encourages doing weird silly things to minmax how many of your possible landing sites are desirable 17:25:08 plusses: it'd certainly be useful, and it can be kind of weird manuevering your targeting cursor around monsters, since you're pretty unlikely to land on the target anyway. minuses: arguably unituitve, and it's weird regardless 17:25:30 well you can already minmax it by targeting near walls or other impassable terrain 17:25:43 like, if i want to jump north as far as possible and there's a wall to the north, i should aim at the wall itself, or even inside the wall if that's allowed 17:26:03 i think that weird silly things are going to come regardless, but giving more flexibility certainly would allow for more silliness 17:27:55 03amalloy02 07* 0.20-a0-375-gc02d24d: Remove a vestigial line of code from smite targeter 10(30 seconds ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/c02d24d9b78c 17:29:08 03amalloy02 07[frogs] * 0.20-a0-382-ga2ac9a3: Merge branch 'master' into frogs 10(75 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/a2ac9a3b6666 17:30:05 would be funny if frog branch predated wand removal 17:30:09 think of how many playtesters i could get! 17:30:59 'salerian' (something like the latin for 'jumper') would be a decent frog race name, except mass effect already took it 17:31:35 https://en.wikipedia.org/wiki/Goliath_frog#/media/File:Goliath_Frog.jpg 17:32:08 That thing would definitely not have a boot slot. 17:32:11 not with those feet 17:32:24 just gotta kind of... squish em in. 17:32:37 very uncomfortable! (-2 dex while wearing boots) 17:33:15 also imo the whole hangup on amphibiousness is the actual bikeshedding, compared to coming up with the right name and flavor for a totally new species. If it makes sense for them to be amphibious, then make them so, otherwise don't make them amphib... this isn't really something worth changing its whole flavor over to avoid/pursue 17:33:27 too bad about salerian because that's a good name 17:34:30 "Wait they added salamanders" "No just frogs." 17:35:02 -!- coledot has quit [Quit: coledot] 17:35:28 Brannock: at this point they've stayed long enough as frogs that i've bonded with the theme. the problem with making vaguely plausible things placeholders... so yeah, the rest will probably end up changing around that as needed. 17:35:45 amphib isn't that big a deal regardless. not core :) 17:35:52 !learn del frogs[$ 17:35:52 Deleted frogs[3/3]: https://docs.google.com/document/d/1uQPpQzxqqwa3D0z4UIQ6FzQ_ooOsGpaR4a5pfMvRaG0/edit 17:36:00 rip loredex 17:36:55 gotta get more people playing these things. get someone who hates em and tells me why they're a bad idea! 17:36:57 get me... MarvinPA 17:40:26 -!- arcanemastermind has quit [Ping timeout: 260 seconds] 17:40:39 ??marvinpa 17:40:39 marvinpa[1/5]: Isn't marvin from NetHack. Also not from Pennsylvania. 17:40:43 ??marvinpa[2 17:40:43 marvinpa[2/5]: Dungeon (27/27) Temple (0/1) D:5 Orc (0/4) D:11 Lair (0/8) D:9 Hive (0/2) D:11 Vault (0/8) D:18 Zot (5/5) D:27 17:41:07 ??design philosophy 17:41:08 I don't have a page labeled design_philosophy in my learndb. 17:41:13 whoa whoa whoa 17:41:15 ??design 17:41:15 I don't have a page labeled design in my learndb. 17:41:28 -!- Menche has quit [Quit: Leaving] 17:43:16 uhh 17:43:26 http://crawl.develz.org/other/manual.html is broken... 17:45:33 oops 17:45:44 https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst for the meantime 17:46:34 do we have any examples of weighted reservoir sampling in the codebase? 17:46:43 -!- HarryHood has joined ##crawl-dev 17:47:14 Brannock: we have weighted choice random choosers, yeah 17:47:17 <|amethyst> Brannock: yes, but IMO just use random_choose_weighted 17:47:35 they use reservoir sampling, but that's not important 17:47:35 !source random_choose_weighted 17:47:36 1/4. https://github.com/crawl/crawl/blob/master/crawl-ref/source/random.h#L142 17:47:38 random_choose_weighted wants a fixed parameter list though, right? 17:47:43 we all just like to say 'reservoir sampling' 17:47:49 <|amethyst> several variants 17:48:01 right, but they all take args... rather than an iterator or something 17:48:13 whereas what Brannock has is a vector or an iterator or whatever, of tiles 17:48:21 <|amethyst> there's one that takes a vector or an array 17:48:29 <|amethyst> template 17:48:29 <|amethyst> auto random_choose_weighted(V &choices) -> decltype(&(begin(choices)->first)) 17:48:58 03MarvinPA02 {PleasingFungus} 07[stone_soup-0.19] * 0.19.1-1-g22dce08: Remove Cure Poison from some vault-defined books (#10842) 10(2 weeks ago, 1 file, 8+ 8-) 13https://github.com/crawl/crawl/commit/22dce085e39b 17:49:01 -!- Yermak has joined ##crawl-dev 17:49:07 i guess he could reify all the weights into one vector of pair 17:49:11 <|amethyst> a vector or array of pairs, or a map from choices to weights 17:49:41 <|amethyst> hm 17:49:46 that seems wasteful to me compared to doing it in one pass while iterating, but of course the waste isn't enough to impact performance at all 17:49:49 inelegant, perhaps 17:50:00 <|amethyst> if you make a dummy range object 17:50:05 <|amethyst> with a begin() and an end() 17:50:07 |amethyst: maybe add an overload that takes an iterator and a weight lambda 17:50:11 and then have Brannock use that instead 17:50:12 <|amethyst> you could use random_choose_weighted 17:50:22 <|amethyst> hm 17:50:54 -!- LordSloth has quit [Quit: Going offline, see ya! (www.adiirc.com)] 17:51:00 it'd certainly be nice to have somethign general so that the caller doesn't have to think about reservoir sampling algo 17:51:29 <|amethyst> yeah, a reasonable only random_choose_weighted as amalloy said might be 17:51:44 "reasonable only"? 17:51:52 <|amethyst> err 17:52:02 <|amethyst> s/only/iterator-based/ 17:52:07 <|amethyst> no idea how that hapened 17:52:11 <|amethyst> s/pe/ppe/ 17:52:16 pepe... 17:52:23 <|amethyst> no thanks 17:52:32 i'll try writing that. it'll be good practice for working with iterators 17:53:01 <|amethyst> and templates :) 17:53:06 -!- amalloy has left ##crawl-dev 17:53:12 -!- amalloy has joined ##crawl-dev 17:53:22 |amethyst: i wrote the vararg-template version already in there 17:53:28 amalloy got so excited about working with iterators, he accidentally quit 17:53:30 the template stuff needed for this should be much simpler 17:53:32 <|amethyst> ah, right 17:53:40 gammafunk: tbh i rebelled at being told to work with templates 17:53:48 ! 17:54:08 I guess I should hold off on rewriting AF_THRASH until amalloy is done, or should I use random_choose_weighted? 17:54:40 Brannock: leave it; i'll use AF_THRASH to test that my new function works 17:54:46 okay 17:54:47 -!- Kellhus has quit [Quit: Page closed] 17:54:55 -!- jefus- has joined ##crawl-dev 17:55:01 -!- Barfbag has quit [Ping timeout: 260 seconds] 17:55:20 ??lesser servant of makhleb 17:55:20 lesser servant[1/2]: Summons a temporary orange demon, ynoxinul, neqoxec, hellwing, or smoke demon. Hostility chance is reduced (but never to 0) by invocations skill. 17:55:22 ??lesser servant of makhleb[2 17:55:22 lesser servant[2/2]: The check for hostility looks like this: 1d(20+(your_invocations*3)) > 4. If this is false, the demon will be hostile. The same check applies to {greater servant}. 17:55:26 that is very wrong 17:55:36 writing up a fixed version 17:56:49 |amethyst: should this take a single iterator, as returned by adjacent_iterator? i sometimes see code using two separate begin() and end() iterators and i'm not sure what that's about 17:58:34 -!- jeefus has quit [Ping timeout: 258 seconds] 18:00:02 -!- omarax has quit [Remote host closed the connection] 18:01:57 <|amethyst> amalloy: I was thinking about that 18:02:39 <|amethyst> amalloy: my thought was to make all those iterators also double as ranges 18:02:40 there's already one at the end of the file like: template int choose_random_weighted(Iterator beg, const Iterator end) 18:02:45 <|amethyst> aha 18:03:00 but it's not clear to me how the weighting goes 18:03:33 <|amethyst> amalloy: add 'begin' and 'end' methods to each adjacent_iterator, diresction_iterator, etc., that return a new iterator with the same parameters but reset to the beginning or end 18:03:44 <|amethyst> s/esct/ect/ 18:03:55 <|amethyst> so then you could use it as it currently works, or you can do 18:04:40 <|amethyst> for (auto c : adjacent_iterator(a->pos())) 18:04:52 summon_ice_beast_etc( 20 + you.skills[SK_INVOCATIONS] * 3, MONS_EXECUTIONER + random2(5), true ); 18:04:59 ^ contemplating crawlcode for this classic line 18:05:00 <|amethyst> though maybe it would be better to have a separate class 18:05:13 specifically i really like MONS_EXECUTIONER + random2(5) 18:06:41 what could go wrong? 18:09:16 Stable (0.19) branch on crawl.jorgrun.rocks updated to: 0.19.1-1-g22dce08 18:12:56 %git d8a4825c 18:12:56 07alexjurkiewicz02 * 0.17-a0-1742-gd8a4825: Use success% for Makhleb demon friendliness. 10(1 year, 4 months ago, 4 files, 11+ 11-) 13https://github.com/crawl/crawl/commit/d8a4825c320d 18:14:06 !learn del lesser_servant[2 18:14:07 Deleted lesser servant[2/2]: The check for hostility looks like this: 1d(20+(your_invocations*3)) > 4. If this is false, the demon will be hostile. The same check applies to {greater servant}. 18:14:09 ??greater_servant 18:14:09 greater servant[1/1]: Summons a temporary executioner, green death, blizzard demon, balrug, or cacodemon. Hostility chance is reduced (but never to 0) by invocations skill. Hostile if 1d(20 + Invocations * 3) <= 4 (e.g. 1/5 at 0 skill, 1/11 at 8 skill, 1/17 at 16 skill). 18:14:16 -!- ahahaha_ has quit [Ping timeout: 260 seconds] 18:14:48 !learn s greater_servant[1 Summons a temporary executioner, green death, blizzard demon, balrug, or cacodemon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally. 18:14:49 greater servant[1/1]: Summons a temporary executioner, green death, blizzard demon, balrug, or cacodemon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally. 18:15:08 !learn s lesser_servant[1 Summons a temporary orange demon, ynoxinul, neqoxec, hellwing, or smoke demon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally. 18:15:09 lesser servant[1/1]: Summons a temporary orange demon, ynoxinul, neqoxec, hellwing, or smoke demon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally. 18:15:30 I'm looking at Ru sacrifice code and trying to figure out how much piety a particular sacrifice gives, and I've gone through .. I think four separate function calls and still haven't actually found where the piety values are defined. 18:15:48 haha 18:15:50 -!- dondy has quit [Quit: WeeChat 1.5] 18:15:55 !source godabil.cc 18:15:56 Can't find godabil.cc. 18:16:00 - 18:16:01 amalloy.... 18:16:04 !source god-abil.cc 18:16:04 https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-abil.cc 18:16:08 Unstable branch on underhound.eu updated to: 0.20-a0-375-gc02d24d (34) 18:16:52 _piety_for_skill_by_sacrifice is relevant 18:17:05 -!- darkschneider has quit [Read error: Connection reset by peer] 18:17:05 for some, sacrifices 18:17:37 !source get_sacrifice_piety 18:17:37 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-abil.cc#L5332 18:17:41 Brannock: ^ did you find this one yet? 18:17:43 yes 18:17:44 -!- darkschneider has joined ##crawl-dev 18:17:46 that's where I started 18:17:48 i mean, that's it 18:17:51 and I think I looped back to it 18:18:01 are you looking for a particular sacrifice? 18:18:26 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-375-gc02d24d (34) 18:18:44 so base_piety is defined in _get_sacrifice_def(sac), which lead sme to sacrifice_data_map[sac], which leads to sacrifice_data_map[static_cast(i)] = &sac_data[sac_index];... oh I found it 18:18:49 -!- laj1 has quit [Ping timeout: 265 seconds] 18:18:51 the pot of gold! 18:18:53 you're welcome 18:19:42 !learn e lesser_servant[1 s/$/ Guaranteed 0 hostility at 7.2 invocations, less with piety. 18:19:43 lesser servant[1/1]: Summons a temporary orange demon, ynoxinul, neqoxec, hellwing, or smoke demon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally. Guaranteed 0 hostility at 7.2 invocations, less with piety. 18:20:05 -!- Ququman has quit [Read error: Connection reset by peer] 18:20:34 wow, I didn't realize sacrifice artifice was valued that high 18:21:25 i've seen goodplayers say it's still a bad idea 18:23:07 I've made every single sacrifice in Ru wins except sacrifice artifice 18:23:24 !learn e greater_servant[1 s/$/0% hostility only at max or near-max piety & invocations. 18:23:24 greater servant[1/1]: Summons a temporary executioner, green death, blizzard demon, balrug, or cacodemon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally.0% hostility only at max or near-max piety & invocations. 18:23:26 Sacrifice Resistance is a pretty solid pick if compensation is handy 18:23:27 ugh 18:23:36 Haha, that one always gets me 18:23:40 !learn e greater_servant[1 s/[.]0/. 0/ 18:23:40 greater servant[1/1]: Summons a temporary executioner, green death, blizzard demon, balrug, or cacodemon. Hostility chance reduced by invocations skill and piety, in the same way as ability failure chance works normally. 0% hostility only at max or near-max piety & invocations. 18:23:53 -!- ahahaha has quit [Client Quit] 18:24:11 specifically, 25 invo and 200 piety, or 27 invo and 180 piety 18:24:21 so 'you aren't gonna get this outside a gimmick run' 18:24:50 so do any more devs want a comic about them 18:25:03 always 18:25:16 ...wait, who got a comic already? 18:29:01 -!- Tiltorax has quit [Quit: Page closed] 18:31:40 hrm 18:31:55 |amethyst: you have access to saves on cao, right? 18:32:25 <|amethyst> Pleasingfungus: yes, what do you need? 18:32:38 https://www.reddit.com/r/dcss/comments/5kecq7/returning_player_with_a_few_misc_questions/ this guy has a 0.11-a save 18:32:42 %git 35673f843b19d211fb492608a273e56671cdc18b 18:32:42 07kilobyte02 * 0.12-a0-1828-g35673f8: Restore save compatibility with 0.11 final. 10(4 years, 1 month ago, 9 files, 242+ 26-) 13https://github.com/crawl/crawl/commit/35673f843b19 18:33:23 if i understand this correctly, we could actually port the save, by going through 0.11 release & then from there to 0.20-a... unless i've forgotten another save compat break? 18:33:49 -!- ontoclasm has joined ##crawl-dev 18:34:25 i wouldn't bother you, except that i think it'd be really funny if it worked 18:34:32 the oldest game in the west! 18:35:19 <|amethyst> Pleasingfungus: could, but the save looks like it doesn't exist 18:35:47 nooooo :( 18:36:06 i guess mroovka deleted it 18:36:07 -!- bh has joined ##crawl-dev 18:36:11 <|amethyst> ls /chroot/crawl-master/*/[Mm][Rr][Oo][Oo][Vv][Kk][Aa].cs 18:36:13 <|amethyst> hm 18:36:41 <|amethyst> possibly it was lost when CAO had to be reinstalled, but I thought we preserved all of those 18:36:49 <|amethyst> !lm mroovka cao nagl 18:36:49 13. [2012-04-24 20:11:37] mroovka the Fencer (L13 NaGl of Trog) reached level 8 of the Lair of Beasts on turn 20858. (Lair:8) 18:37:02 03Brannock02 07* 0.20-a0-376-ga701ec3: 'Great waves' become 'torrents' 10(20 seconds ago, 3 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/a701ec315060 18:37:08 <|amethyst> !lm mroovka cao nagl x=vlong 18:37:08 13. [2012-04-24 20:11:37] [vlong=] mroovka the Fencer (L13 NaGl of Trog) reached level 8 of the Lair of Beasts on turn 20858. (Lair:8) 18:37:08 <|amethyst> !lm mroovka cao nagl -log 18:37:08 mroovka, XL13 NaGl, T:20858 (milestone) has no matching game 18:38:05 Brannock: isn't that illegal.... 18:38:10 haha 18:38:26 interestingly, "torrent" was already used in phial description 18:38:59 <|amethyst> oh wait 18:39:08 -!- Kranix has quit [Quit: Konversation terminated!] 18:39:16 I should have skipped ci 18:39:17 oh well 18:39:23 <|amethyst> I forgot the /saves/ 18:39:35 <|amethyst> still nothing, sorry :( 18:40:22 ah well 18:40:24 thank you! 18:40:26 i'll let him know 18:40:48 -!- ontoclasm1 has joined ##crawl-dev 18:41:41 -!- travis-ci has joined ##crawl-dev 18:41:42 The build was broken. (frogs - a2ac9a3 #7459 : Alan Malloy): https://travis-ci.org/crawl/crawl/builds/187084252 18:41:42 -!- travis-ci has left ##crawl-dev 18:41:59 -!- wheals__ has joined ##crawl-dev 18:42:28 hm, is the "train skills?" functionality in &l actually useful? 18:42:29 -!- ontoclasm has quit [Ping timeout: 248 seconds] 18:42:45 Pleasingfungus, does Cigotuvi's Embrace anger Beogh if it's used on orcish corpses? I have a note here to look into that, but it's months old 18:43:05 You might have gotten that one already? I think it came up in a conversation 18:43:44 Brannock: no, and i was going to implement that, but then i thought about the prompting issues... 18:44:16 you'd want to prompt before casting it if there were known orcish corpses nearby, and what if there were some under items? surprise penance? 18:44:23 a lot of nasty gameplay for a little flavour 18:44:24 ah yeah 18:44:28 I'll remove this note then 18:44:31 it's still on The List somewhere 18:44:49 -!- wheals_ has quit [Ping timeout: 250 seconds] 18:44:52 right, my thought was that you'd just make cigo ignore orc corpses under beogh 18:44:53 silently ignoring orc corpses would work 18:44:58 MarvinPA: hi 18:45:01 hi 18:45:05 Salutations. 18:45:10 i think i'd run out of energy by the time i thought of that, tho 18:45:13 hrm 18:45:56 i have notes here about a branch i supposedly made, but it doesn't seem to exist locally... annoying 18:46:16 Brannock: anyway, ignoring orc corpses sounds like the way to go 18:48:08 -!- LordSloth has joined ##crawl-dev 18:49:05 re: "Train skills?" functionality, it's not useful for debugging but it can be used to see what skills you can get if you reach the XL without quaffing any potions of experience 18:49:25 -!- ontoclasm1 has quit [Ping timeout: 248 seconds] 18:49:50 it would definitely be nice if there were a way for it to exist without being part of &l 18:49:53 which gives you a way to gauge skillrobins and stuff 18:50:06 since that is not the common use case of &l probably 18:50:14 yes 18:50:28 there was a wizmode command to give you 20000 skill exp at some point 18:50:42 one of those things like old &] where the additional annoying keypresses are just muscle memory that i'd never thought to complain about 18:51:01 -!- Uhlv has quit [Ping timeout: 260 seconds] 18:52:19 yeah, i've suffered with it for years 18:52:34 without really thinking about it 18:52:34 hrm 18:52:34 re: wizmode commands, I have a note in my todo to "Remove @, E, ", [, and $ commands" but it's been long enough ago that I don't remember what these did in wizmode or why I wanted to remove them 18:52:34 lemme see now 18:52:50 oh, @ isn't for wizmode 18:53:17 oh, these aren't for wizmode at all 18:53:25 just info commands that've gotten redundant over time 18:53:56 as discussed, $ is useful (shopping list with a weird vestigial feature when you don't have the shopping list), and wheals tried to remove [ and failed after backlash 18:54:02 i forget what E is 18:54:34 Your level, combo, XP progress, adn playtime 18:54:38 all duplicated on % 18:54:40 heh 18:54:49 is playtime on %? 18:54:51 hadn't realized 18:54:53 I forgot about $ being a shopping list 18:54:55 yeah, top right 18:54:58 could be moved to somewhere more visible 18:54:58 yeah, i made the same mistake 18:55:37 is E the one that has that little player insult? 18:55:41 v. important feature 18:55:44 at level 27! 18:56:00 actually, that feature only triggers for certain players... 18:56:14 correct, those with a splatratio above 20% 18:56:29 .splatratio Brannock 18:56:30 % of xl17 chars killed recentish: 8/31x Brannock [25.81%] 18:56:33 aw, too bad 18:56:45 it was lower a couple months ago! 18:57:23 I've become a lazy player 18:57:27 03PleasingFungus02 07* 0.20-a0-377-g192cef2: Fix Siren/Avatar Song resist display (JFunk-soup) 10(61 seconds ago, 1 file, 8+ 3-) 13https://github.com/crawl/crawl/commit/192cef2f7301 18:57:33 dang 18:57:39 oops, extra newline in there 18:58:14 !lg . splat 18:58:16 46. brannock the Fencer (L25 DgWn), blasted by Xydei the pandemonium lord (great blast of fire) on Depths:5 on 2016-11-03 23:33:54, with 689329 points after 93659 turns and 4:53:19. 18:58:21 !lg * splat 18:58:23 132161. elan the Spry (L21 MfGl of Ashenzari), slain by a rakshasa (illusionary) (a +1 trident of flaming) (summoned by a boggart) on Vaults:3 on 2016-12-27 23:51:34, with 302397 points after 41018 turns and 2:04:50. 18:58:23 oh yeah, that one. 18:58:23 aw 18:58:26 orb run death 18:58:27 -!- ontoclasm has joined ##crawl-dev 18:58:28 first one? 18:58:36 that's not an orb death, he followed me out of a zig 18:58:39 haha 18:58:39 oh 18:58:44 the zig cost 18:58:45 well... 18:59:05 that damages the lore of DgWn 18:59:17 only a drwn could've gotten that far! 18:59:21 er, dgwn 18:59:24 tru 18:59:42 I was mad because that was gonna be the first DgWn win of the tournament 18:59:48 @??siren 18:59:48 unknown monster: "siren" 18:59:51 @??merfolk siren 18:59:51 merfolk siren (10m) | Spd: 10 (swim: 60%) | HD: 9 | HP: 35-47 | AC/EV: 4/12 | Dam: 19 | 10weapons, 10items, 10doors, amphibious, spellcaster | Res: 06magic(60), 12drown | XP: 469 | Sp: siren song | Sz: Medium | Int: human. 18:59:55 @??merfolk avatar 18:59:55 merfolk avatar (11m) | Spd: 10 (swim: 60%) | HD: 13 | HP: 64-100 | AC/EV: 4/12 | amphibious, spellcaster | Res: 06magic(120), 12drown | XP: 934 | Sp: avatar song | Sz: Medium | Int: human. 19:00:01 zig splat is a thing I don't yet have 19:00:02 -!- omarax has quit [Remote host closed the connection] 19:00:06 !calc 22*9/3 + 15 19:00:07 81 19:00:10 !calc 22*13/3 + 15 19:00:11 110 19:00:42 -!- ontoclasm1 has joined ##crawl-dev 19:00:46 keep in mind the integer thing, although that happened to not matter much here 19:01:01 i mean, that also happens in the game 19:01:15 sure, but maybe with random rounding? 19:01:22 there's no random rounding? 19:02:16 yeah I don't know the particular calc you're doing, I just see people get burned by !calc that way a lot 19:02:42 !calc 22.0*9/3 + 15 19:02:42 81 19:02:42 hrm 19:02:42 -!- Pacra has joined ##crawl-dev 19:02:42 oh right, 9 19:02:44 yeah that one unaffected 19:02:45 !calc 22.0*13/3 + 15 19:02:46 110.33 19:02:50 ok 19:02:56 this is wrt 192cef2f7301 19:02:58 -!- ontoclasm has quit [Ping timeout: 258 seconds] 19:03:18 heh 19:03:42 that look suspiciously like someone forgot about integers 19:04:35 03PleasingFungus02 07* 0.20-a0-378-gf1fd183: Simplify siren/avatar song power 10(36 seconds ago, 1 file, 3+ 4-) 13https://github.com/crawl/crawl/commit/f1fd1836352a 19:04:40 hrm, guess not actually 19:04:40 22 is a big multiplier 19:04:59 problem solved! 19:05:12 i was gonna ask mpa to do that, then i realized i could do it myself 19:05:23 fr: add the "turns spent on this level" to non-wizmode E 19:05:24 #inspiring 19:05:34 minmay: ...and then remove E? 19:05:50 could add it to non-wizmode % too! 19:05:54 hrm 19:05:56 oh, didn't realize that E had that 19:06:02 I guess kind of handy 19:06:11 I wonder what the reasoning was behind all these fiddly power formulas 19:06:11 When lasty implements Doom Clock... 19:06:27 -!- Shard1697 has quit [Ping timeout: 258 seconds] 19:07:12 Brannock: did you ever see all the net escaping calculations that MPA removed? 19:07:23 Yeah 19:07:26 These were very good 19:07:53 years ago, i tried to simplify them... failed. 19:07:57 i was defeated 19:09:15 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-377-g192cef2 (34) 19:11:40 wow that was dumb 19:11:48 I fixed a bug, then tested it and it was still happening 19:11:50 I'd forgotten to recompile 19:12:00 "this SHOULD NOT be happening" 19:12:03 that has happened to every coder who has ever worked with a compiled language. 19:12:09 it will never stop 19:12:53 |amethyst: i've written https://gist.github.com/amalloy/3c238d87c6ce20ff27a457202ed1e8a6 which seems like a decent algorithm, and compiles, but i don't like it. it wants an iterator rather than an iterator, whereas iterator seems like the more natural thing. i used T* because i can't figure out how else to indicate failure to choose an item 19:13:57 -!- n1k has joined ##crawl-dev 19:13:58 i could ask the caller to pass in a default T to use in case of failure 19:13:59 which is why some modern dev environments use the likes of inotify to auto-kickoff recompiles 19:14:50 (or provide interpreters for "quick" testing, but for C++ that'd be absolutely miserable) 19:17:58 maybe i should make the caller pass in a T* as an out-param, to which i will write the result if one is found. that seems okay 19:18:49 -!- wheals_ has joined ##crawl-dev 19:19:30 -!- OCTOTROG has quit [Ping timeout: 265 seconds] 19:22:18 -!- wheals__ has quit [Ping timeout: 265 seconds] 19:23:32 -!- Tuxedo[Qyou] has quit [Read error: Connection reset by peer] 19:26:59 -!- coledot has joined ##crawl-dev 19:27:34 -!- Yermak has quit [Quit: Page closed] 19:35:04 -!- WalkerBoh has joined ##crawl-dev 19:35:44 -!- HarryHood has quit [Quit: Leaving] 19:35:46 -!- Shard1697 has joined ##crawl-dev 19:41:41 -!- ProzacElf has quit [Ping timeout: 248 seconds] 19:43:26 03PleasingFungus02 07* 0.20-a0-379-gc0b65bf: Split &l; add &K 10(26 seconds ago, 4 files, 5+ 4-) 13https://github.com/crawl/crawl/commit/c0b65bfebf25 19:43:47 plausibly &K and &k could be split 19:43:49 er, reversed 19:47:30 -!- Blazinghand has quit [Quit: Leaving] 19:49:28 -!- adelrune has joined ##crawl-dev 19:50:29 -!- MIC132 has joined ##crawl-dev 19:53:06 -!- laj1 has quit [Ping timeout: 246 seconds] 19:58:27 New branch created: randon-choose-weighted-lambda (1 commit) 13https://github.com/crawl/crawl/tree/randon-choose-weighted-lambda 19:58:27 03amalloy02 07[randon-choose-weighted-lambda] * 0.20-a0-380-g353e05b: Add a version of random_choose_weighted taking a weighting function 10(41 minutes ago, 1 file, 20+ 0-) 13https://github.com/crawl/crawl/commit/353e05b3007e 19:59:00 typo branch? :p 19:59:12 just for your amusement, geekosaur 20:00:03 -!- omarax has quit [Remote host closed the connection] 20:00:17 !tell |amethyst does https://github.com/crawl/crawl/commit/353e05b3007e look okay? it works as intended, but i'm not sure about the signature. notably (1) it takes a typename for the weight instead of a function which is what i think it should take but that makes the AF_THRASH code not work; (2) i'm not thrilled about passing a T* to write the result to 20:00:18 Maximum message length is 340 characters, but you had 354. Eschew verbosity, Gladys! 20:00:31 Sequell pls. i just want to ask good questions 20:01:09 !tell |amethyst does 353e05b3007e look okay? it works as intended, but i'm not sure about the signature. notably (1) it takes a typename for the weight instead of a function which is what i think it should take but that makes the AF_THRASH code not work; (2) i'm not thrilled about passing a T* to write the result to 20:01:10 amalloy: OK, I'll let |amethyst know. 20:01:24 think of it as twitter :p 20:01:40 you're gonna make me /part again, like i did from twitter 20:08:49 -!- MIC132 has quit [Quit: Leaving] 20:09:15 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-379-gc0b65bf (34) 20:14:18 -!- Basil is now known as Guest77608 20:14:24 -!- hellmonk has joined ##crawl-dev 20:16:59 -!- LexAckson has quit [Ping timeout: 258 seconds] 20:18:03 -!- Naeroon has quit [Quit: Page closed] 20:26:49 -!- amalloy is now known as amalloy_ 20:37:44 -!- WalkerBoh has quit [Remote host closed the connection] 20:46:10 -!- minmay has quit [Ping timeout: 260 seconds] 20:46:19 -!- minqmay has quit [Ping timeout: 245 seconds] 21:00:03 -!- omarax has quit [Remote host closed the connection] 21:20:02 -!- Pleasingfungus has quit [Remote host closed the connection] 21:21:21 -!- HarryHood has joined ##crawl-dev 21:23:05 -!- ProzacElf has joined ##crawl-dev 21:23:29 -!- amalloy_ is now known as amalloy 21:26:33 -!- Kalir has quit [Quit: I'M OUT SON. PEACE, LOVE, EXPLOSIONS.] 21:30:30 -!- kramin has quit [Ping timeout: 260 seconds] 21:31:00 -!- kramin has joined ##crawl-dev 21:50:04 -!- shmup_ has joined ##crawl-dev 21:50:19 -!- shmup_ has quit [Client Quit] 21:56:55 -!- HellTiger has quit [Ping timeout: 250 seconds] 22:00:02 -!- omarax has quit [Remote host closed the connection] 22:04:06 -!- adelrune has quit [Remote host closed the connection] 22:05:51 -!- ddubois has quit [Ping timeout: 260 seconds] 22:06:17 -!- HarryHood has quit [Quit: Leaving] 22:07:00 -!- adelrune has joined ##crawl-dev 22:07:34 -!- Lasty has joined ##crawl-dev 22:07:34 -!- Lasty has left ##crawl-dev 22:07:37 -!- Lasty has joined ##crawl-dev 22:12:22 -!- minmay has joined ##crawl-dev 22:17:36 -!- bannakaffalatta has quit [Quit: Textual IRC Client: www.textualapp.com] 22:18:23 -!- MaxFrost has quit [Read error: Connection reset by peer] 22:18:29 -!- MaxFrosty is now known as MaxFrost 22:21:08 -!- Pacra has quit [Ping timeout: 268 seconds] 22:21:40 -!- shmup has quit [Remote host closed the connection] 22:33:55 -!- johnstein has quit [Excess Flood] 22:34:08 -!- johnstein has joined ##crawl-dev 22:36:33 -!- travis-ci has joined ##crawl-dev 22:36:34 The build was broken. (master - c0b65bf #7464 : Nicholas Feinberg): https://travis-ci.org/crawl/crawl/builds/187107760 22:36:34 -!- travis-ci has left ##crawl-dev 22:38:06 -!- Wiggles has quit [Quit: Page closed] 22:38:06 looks like a legit crash 22:41:58 <|amethyst> hm, 15 is sigterm 22:41:58 |amethyst: You have 1 message. Use !messages to read it. 22:42:11 <|amethyst> it's in a Die? yesno 22:42:43 <|amethyst> yeah, it's in read 22:44:29 <|amethyst> amalloy: have it return a T* maybe, with null for not found 22:45:00 i tried that but...i wasn't sure where to get the memory for the return value 22:45:20 <|amethyst> oh, right 22:45:21 i could new it up of course, but that doesn't feel right 22:45:42 <|amethyst> because this is to be used with iterators that don't point into a data structure 22:45:49 right 22:47:11 <|amethyst> would be nice if we had optional already 22:47:25 -!- CanOfWorms has joined ##crawl-dev 22:47:28 hm, indeed 22:48:10 -!- Blazinghand has joined ##crawl-dev 22:48:26 <|amethyst> could have it return the iterator itself... 22:49:26 <|amethyst> also, this version only works with our weird cast-to-bool-to-detect-the-end iterators 22:49:49 <|amethyst> ideally there's be another version that takes two iterators instead of one, for use with things like vector 22:49:55 <|amethyst> s/there's/there'd/ 22:56:46 !tell pleasingfungus here's some real power blinking https://www.youtube.com/watch?v=fIilYI6P8u4 22:56:47 CanOfWorms: OK, I'll let pleasingfungus know. 22:57:27 -!- adelrune has quit [Quit: Leaving] 22:58:49 -!- Pacra has joined ##crawl-dev 23:00:00 |amethyst: can you see why function isn't the right type for the weight argument? when i use that type the template compiles, but my usage of it in https://github.com/amalloy/crawl/commit/1b53b61add9f165735cbaa9c6f2c21fb01ab081d doesn't compile 23:00:03 -!- omarax has quit [Remote host closed the connection] 23:00:48 <|amethyst> amalloy: does it work if you put -> int on your lambda? 23:01:02 <|amethyst> amalloy: that aid, I think i prefer the version with templated weight function anyway 23:01:05 <|amethyst> s/aid/said/ 23:01:15 why? 23:01:24 <|amethyst> amalloy: because with a function<> you always have slight runtime overhead 23:01:47 <|amethyst> because it's type-erased and decides whether to make a regular function call, an operator() call, etc at runtime 23:01:55 <|amethyst> whereas this version decides at compile-time 23:02:25 fair enough 23:02:42 <|amethyst> I have a version (two versions, actually) to try 23:03:25 ah, i just found http://stackoverflow.com/a/9620996/625403 which explains why you need the ->int 23:03:35 <|amethyst> in C++14 I think you don't 23:05:42 hm, adding ->int didn't help anyway 23:05:50 <|amethyst> what's the error? 23:06:14 ./random.h:255:6: note: candidate template ignored: could not match 'function' against '(lambda at melee-attack.cc:3003:41)' bool random_choose_weighted(T* result, Iterator xs, function weight) 23:06:39 and then more errors about not matching other overloads of r_c_w 23:07:25 <|amethyst> hrm 23:07:30 actually, what am i doing paraphrasing error messages; here's the full output: https://gist.github.com/amalloy/8454d9575abdc790f362852262a9c413 23:10:15 <|amethyst> hm 23:10:16 -!- Hiffwe has quit [Quit: Connection reset by cat] 23:14:35 <|amethyst> do you have clang installed? 23:14:42 <|amethyst> might see if it gives a better error message 23:16:24 i think i'm using clang; this is osx 23:16:38 Apple LLVM version 7.3.0 (clang-703.0.31) 23:18:12 -!- MakMorn has quit [Ping timeout: 246 seconds] 23:19:06 -!- MarvinPA has quit [Ping timeout: 268 seconds] 23:19:37 -!- MakMorn has joined ##crawl-dev 23:27:02 -!- purge has quit [Quit: Page closed] 23:27:12 -!- zxc has joined ##crawl-dev 23:28:48 clang?? 23:28:49 clang 23:29:24 -!- Lasty has quit [Quit: Leaving.] 23:32:32 -!- mizu_no_oto has quit [Quit: Computer has gone to sleep.] 23:33:16 -!- diazepan has quit [Quit: diazepan] 23:38:13 -!- MarvinPA has joined ##crawl-dev 23:39:23 -!- Rast has joined ##crawl-dev 23:40:48 <|amethyst> amalloy: okay, I think I have versions that work reasonably well, except they silently truncate floats down to int