00:18:21 -!- mngr_ is now known as daiy 00:24:38 -!- mngr_ is now known as daiy 00:35:54 -!- mngr__ is now known as daiy 02:52:51 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-125-gb006224 09:10:48 -!- tsujin_ is now known as tsujin 09:37:32 -!- mngr_ is now known as daiy 09:52:39 -!- mngr_ is now known as daiy 10:58:27 -!- mngr_ is now known as daiy 12:47:59 03Lasty02 07* 0.21-a0-126-g1d32bfb: Allow poisonous vapours to target spaces that might have monsters (Siegurt) 10(34 seconds ago, 1 file, 6+ 5-) 13https://github.com/crawl/crawl/commit/1d32bfb9b6cb 13:09:27 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-126-g1d32bfb (34) 15:03:27 New branch created: rc-control (1 commit) 13https://github.com/crawl/crawl/tree/rc-control 15:03:27 03advil02 07[rc-control] * 0.21-a0-126-g4b269b0: Add a command line option and build option to disallow ready() 10(46 seconds ago, 5 files, 27+ 2-) 13https://github.com/crawl/crawl/commit/4b269b0ae671 15:03:53 that's as much for discussion as anything, once I worked through how much it would break I'm not sure it's the right solution 15:05:31 but it would be nice to somehow have a system where server operators can either opt in or opt out of bots, on a per user or per server basis, as they prefer 15:08:41 Can't choose a class for the ancestor 13https://crawl.develz.org/mantis/view.php?id=11150 by Ge0ff 15:29:58 advil: are you saying we may not be ready() for this? 15:30:07 it's a nice idea, in all seriousness 15:30:14 nice 15:32:07 I think I'm most worried about breaking hugedmg.rc, I get the sense that a lot of people use it and it can be very helpful to weaker players 15:33:06 well, if that's truly the case, it could be something added as an option, I guess 15:33:15 but hugedmg.rc is a bit hacky 15:33:29 I think it prints those messages even if you change forms? 15:33:46 I've never used it myself (and I could be wrong about how popular it is) 15:33:58 I don't think it's incredibly popular 15:34:04 I'd imagine more people are using target_skill 15:34:11 which would also be broken by this 15:34:15 ah I don't know that one 15:34:21 ??target_skill 15:34:21 target skill[1/1]: Opens the skill screen automatically when a skill reaches a target level set by the player. Use {gammafunkrc} or instructions here: https://github.com/gammafunk/dcss-rc#target_skill 15:34:39 something else that should ideally already be in our UI 15:34:39 ah I do know that one, just didn't know it had an independent life 15:34:39 yes, I have plans to do that actually 15:34:46 one of my 0.21 goals 15:34:51 yeah not everyone is using that through my rc, some have elliptic's original code 15:34:54 oh, that's great 15:36:40 it'd be nice to find a way to at least allow the messaging stuff that people do in ready() 15:37:10 hopefully implementing a proper bread swinging UI is also part of your 0.21 plans 15:37:16 then I wouldn't need speedrun_rest.lua 15:37:24 heh 15:37:33 I had some of the most fun writing that one, honestly 15:37:53 filtering messages so that slow-walking wouldn't get interrupted 15:38:04 all sorts of other little issues 15:38:27 hrm, and rip my dynamic force-mores 15:38:30 end of an era 15:38:44 yeah I saw the force more stuff too, it would be a shame to break that 15:39:13 it's probably the sort of thing that would also be possible directly in RC 15:39:23 but it'd be tricky to implement well 15:39:34 by directly in RC, I mean without lua 15:40:02 HDA has an announce_damage thing that's better than huge_dmg 15:40:26 yeah, he has a bunch of different things, not all of which I'm familiar with it 15:40:43 araganzar has an RC taking certain things from his RCs and the rest from mine that I made for him 15:40:49 &rc araganzar 15:40:56 http://crawl.berotato.org/crawl/rcfiles/crawl-0.18/araganzar.rc 15:41:15 was there a plan to or discussion of moving away from turncount scoring at some point? 15:41:49 sure, that's come up a lot, there are just some major issues, all of which are solveable 15:41:57 but which would involve significant work 15:42:09 what to do with old scores 15:42:23 precisely how to adjust for species move speed 15:42:35 that's what looking at speedrun_rest kind of makes me think about :D 15:42:42 but yeah, I can see that those are non-trivial 15:43:05 if we did it relatively soon 15:43:11 we'd have the added benefit of people claiming we only did it to nerf chei 15:43:17 heh 15:43:19 since the current WR is a chei win 15:44:10 advil: I started to work on aut_scoring several months ago and had a plan and some commits in a local branch, but then got distracted by non-crawl things 15:44:25 oh nice 15:44:42 right, I forgot that that charly wr was chei 15:45:02 the main issue I had was figuring out what parts of current code care about turncount and deciding what to do about them 15:45:08 gammafunk: wasn't it also 0.17 or something disgusting like that? 15:45:16 yes 15:45:25 <|amethyst> elliptic: outside Crawl proper, footv cares 15:45:25 !hs * 15:45:27 yep 15:45:30 7541547. Charly the Wrestler (L27 VSMo of Cheibriados), escaped with the Orb and 15 runes on 2017-07-10 02:14:41, with 80214242 points after 17823 turns and 7:17:12. 15:45:34 although he commented in the tavern thread about it 15:45:43 !hs * -log 15:45:47 7541547. Charly, XL27 VSMo, T:17823: http://crawl.xtahua.com/crawl/morgue/Charly/morgue-Charly-20170710-021441.txt 15:45:54 that trunk is also viable for these scores 15:45:56 |amethyst: yeah, that was one thing I discovered (though I think that seemed straightforward enough to change) 15:46:02 it's just that 0.17 probably would require fewer attempts 15:46:12 and might actually be a bit faster on top of things 15:46:12 the main weirdness iirc was that our OOD timer depends on turncount 15:46:41 which it almost certainly shouldn't but it was a bit complicated to figure out what should be done to change it 15:46:50 The build passed. (rc-control - 4b269b0 #8526 : advil): https://travis-ci.org/crawl/crawl/builds/253982400 15:46:52 without making naga/chei run into OODs all the time 15:47:20 gammafunk: uh, I don't believe that... 0.17 had evocable ring of teleport 15:47:28 hmm, have that based on turncount still seems not entirely unreasonable? 15:47:30 *having 15:48:03 advil: it's sort of bad if nagas should rest by moving back and forth to get fewer OODs 15:48:22 or other people should rest by swinging bread or whatever 15:48:35 hmm 15:48:49 I think we should probably just rethink how monster spawning works in general 15:48:58 at least in regards to OODs 15:49:01 "Both versions have its cons and pros. 0.17 has unlimited tele spam, no -cTele status, stronger VS start... while trunk gives you interesting mutation gamble possibilites and faster abys. 15:49:05 Probably 0.17 gives you a better chance of doing a sub 20k run, which doesnt mean it is impossible on latest version. PurpleRed proved that post 0.17 speedrunning is still possible, if a Deep Elf, which is amongst the weakest species in game, can take it sub 20k then VS could make it much faster, even despite the lack of Zot 5 PoG trick and infinite PoG spam on certain levels." 15:50:14 I mean, obviously enough luck with finding branches and abyss/pan can make up for a lot of things 15:50:38 but yeah maybe 0.17 is just a bit faster overall; we're probably all that close to the true max possible score you could get either 15:51:04 but given that he played 0.17 specifically for those rather important differences it seems a bit disingenuous to say that it didn't help 15:51:09 <|amethyst> IMO include on D:1 a timed portal to Zot:5 15:51:10 er *probably not all that close... 15:51:28 <|amethyst> for the speedrunners 15:51:37 !hs purplered 15:51:38 2729. PurpleRed the Archmage (L27 DECj of Vehumet), escaped with the Orb and 15 runes on 2016-09-27 08:26:02, with 75249848 points after 19065 turns and 12:26:59. 15:51:46 !hs purplered -log 15:51:47 2729. PurpleRed, XL27 DECj, T:19065: https://crawl.project357.org/morgue/PurpleRed/morgue-PurpleRed-20160927-082602.txt 15:52:21 elliptic: yeah, I don't think Charly (and certainly not myself either) was saying that 0.17 didn't help, just that trunk can probably get a similar score to what he got 15:52:38 I mean, the theoretical possible is far faster 15:53:16 it would be nice if we did finally get updated scoreboards that allowed us to just have scores per version 15:53:19 like an order of magnitude at least presumably 15:55:37 sub 10k 15 runes? 15:56:01 qw's next challenge 15:56:02 I'm glad your musu is no where close to that 15:56:22 I need a goal that feels achievable 15:57:20 it's ok if we through endless OOD at Nagas btw 15:57:23 !streak dynast 15:57:28 dynast has 19 consecutive wins (NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn) and has won their last 11 games (NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn, NaWn). 15:57:38 it will hopefully put dynast out of his misery 15:57:49 s/through/throw/ 15:59:11 the OOD timer is pretty weird and spoily regardless 16:00:07 the whole OOD system isn't that great in that OOD lists are not very reasonable for most branches (in many places they're simply a bit more of things the player is already fighting) 16:00:13 I'm not really sure what the point is of occasionally dropping centaur warriors on D:1 against chars who spend a couple thousand turns there 16:00:52 <|amethyst> though nowadays when someone complains about highly OOD monsters it seems more often a minmay vault than the OOD timer 16:01:42 yeah, I guess that system was designed with the idea of pushing the player onwards, but it's a pretty clumsy way to do that 16:02:26 I think it was designed to keep people from scumming easy spawns forever, yeah 16:03:16 <|amethyst> no spawns would do that too 16:03:22 yes 16:04:47 |amethyst: tbh minmay is far from being the only vault author to use OOD monsters 16:06:17 and while not OOD, I've heard stories of some vaults that surround the player with speed 25 death cobs with slowing attacks and horrifying elec golems, all apparently as a reference to some seasonal festivities! 16:06:25 <|amethyst> I know, but I suspect that if you count vaults that can occur in early-ish D and have the possibility of multiple 9s, his name would come out on top 16:06:53 <|amethyst> mostly because he has made so many vaults 16:06:53 vault OODs are much tamer than what the OOD timer can produce though 16:06:53 hrm, part of the problem is that he is more prolific than any other vault author by far, I think 16:06:55 <|amethyst> and likes 9s 16:07:18 can't 8 match the super OOD timer pretty well? 16:07:23 I guess not on D:1 16:07:37 ??8[2 16:07:37 8[2/2]: Is also a marker for extremely out of depth (depth*2+4 depth!) monsters in vaults; both traditional and valued by most devs. Good results: d:4 wolf spiders, d:5 centaur warriors, d:6 fire crabs, d:9 sphinxes, d:10 fire giants, d:11 liches. 16:07:58 oh yeah, that won't be worse than 6 16:08:04 ??9 16:08:04 9[1/1]: Gargoyles! Very high AC, but low HP, low EV, creature. Decent conjurations, great melee early. LRD blows them up easily. See: {gargoyle} {war gargoyle} {molten gargoyle}. 16:08:07 ??9[2 16:08:08 I don't have a page labeled 9[2] in my learndb. 16:08:10 rip 16:09:30 I do think that removing respawns altogether is worth considering - I don't have a good sense of how much xp they account for in an average game, so maybe we could get stats on that 16:09:34 no spawns and OOD timer reform could be good things, certainl. I guess we could compensate by simply generating a small number of additional level monsters 16:10:02 right, would have to look in terms of average turns a player spends on a level, I guess; that will vary by level though 16:10:18 <|amethyst> it does mean safer luring though 16:10:21 I was thinking of just having the game track which monsters are respawns 16:10:38 and then track how much of the player's xp gain comes from them 16:11:11 a morgue field? 16:11:19 |amethyst: yeah, that's the main drawback... one thing that we could do is have some small proportion of monsters generate awake 16:12:31 gammafunk: that, or just put it somewhere in the morgue file 16:13:18 one complication is that I expect that the number of respawns the player fights varies a lot by location 16:13:35 yeah, zot:5 and vaults:5 would potentially have a lot 16:14:14 I'm pretty sure that people tend to spend less time on levels later in the game 16:14:24 <|amethyst> I suspect D:1 has a lot for some players 16:14:24 with a couple exceptions like V:5 16:14:45 <|amethyst> I know I spend 1000-2000 turns on D:1 regularly 16:14:58 <|amethyst> more if I accidentally press 5 one time too many 16:15:00 anyway it would just be nice to get a general sense for how many respawns there are 16:15:26 I really have no idea whether they account for 5% additional xp gain or 25% 16:19:36 elliptic: would you make this a per-level tablesomehow? 16:19:41 *table somehow 16:20:11 I guess it could be a list like how we show vault placements 16:21:04 don't we already have some optional dump thing breaking down by level (or branch?) various things like xp gain and turns spent 16:21:05 ? 16:21:23 maybe could add this to that 16:21:41 !log . won 16:21:43 74. gammafunk, XL27 MfAM, T:84750: http://crawl.berotato.org/crawl/morgue/gammafunk/morgue-gammafunk-20170611-121836.txt 16:22:09 <|amethyst> that doesn't help us very much unless we turn it on by default 16:22:27 not sure we have anything that's per-level aside from the vault dump, let me see 16:22:27 Clearly this is a good reason to switch over to the doooooom cloooooock . . . 16:22:30 ??options 16:22:30 rcfile[1/4]: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt 16:22:45 <|amethyst> yeah, those two are per-branch, not per-level 16:22:51 <|amethyst> turns_by_place and kills_by_place 16:23:02 No one likes your luring gimicks, Lasty! Give it up and quit the dev team!!!!! 16:23:08 |amethyst: that's true unless we just want to look at a few games, yeah 16:23:11 but yeah, checking xp-from-ood per game and per level seems like a good first step towards considering whether to make xpless OODs 16:23:16 gammafunk: !!! 16:23:30 gammafunk: this is just because you keep killing nagas of usk, isn't it?? 16:23:54 of only usk had a 5* ability as good as zin's sanctuary, I'd have won 16:24:20 If only 16:25:24 I see turns_by_place 16:25:35 and kills_by_place 16:32:38 looks like kills_by_place is only by branch, not by level 16:32:53 likewise for turns_by_place 16:33:16 those options probably should be called kills_by_branch and turns_by_branch 16:36:58 http://imgur.com/a/Ev4tV 16:37:01 tedronai made a nice album of his raiding my dig for victory vault 16:38:59 gammafunk: haha, nice 16:39:14 I don't appreciate people stealing my rings of Tuna like that 16:42:45 I can see why 17:08:50 Dev advice needed: when removing an invis cloak, it takes a turn for the invis to end. It looks like it's because the "unequip" action is interruptable, so time passes before the unequip event actually happens and not after it. 17:09:16 Anyone know if thre's a good solution? 17:09:43 If we move the unequip event earlier in the process, we'd need to reequip if the player aborts midway through the process, so that's no good 17:09:56 Just taking an extra AUT after the unequip effect is a possibility... 17:10:03 but it feels hacky 17:13:28 03Lasty02 07* 0.21-a0-127-g329daca: Increase contam from unequipping an item that's granting you invis (Siegurt) 10(43 seconds ago, 2 files, 11+ 1-) 13https://github.com/crawl/crawl/commit/329daca0a120 17:16:18 If you take off armour with the +Fly randart property the flight effect is immediately removed, would it be possible to copy that? 17:16:37 ah, interesting 17:16:39 let me check 17:17:36 ah, it looks like it calls land_player() directly when setting the duration 17:18:27 !source land_player 17:18:27 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.cc#L4843 17:19:09 well, something similar should be possible 17:22:32 -!- Amnes1ac is now known as Amnesiac 18:03:12 Unstable branch on underhound.eu updated to: 0.21-a0-127-g329daca (34) 18:09:16 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-127-g329daca (34) 18:09:49 minmay: actually, I didn't need to get fancy at all. player-reacts stuff is still happening, so I just need to change the duration from 1 to 0. Turns out it handles negatives just fine. 18:11:27 03Lasty02 07* 0.21-a0-128-gf2b353c: Make removing a cloak of invis instantly de-invis you (minmay) 10(42 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/f2b353c23db6 18:12:45 <|amethyst> oh by the way 18:13:31 <|amethyst> I propose we schedule the 0.21 release for 2 October 18:14:27 <|amethyst> because that is Crawl's 20th birthday 18:14:33 I have the impression that so far not much has changed in trunk. Are we sure there's going to be enough content for a release? 18:14:34 Oh, nice 18:14:55 <|amethyst> not much changed in 0.20 either 18:14:59 Lasty: more shrikes is about all we needed for the next release imo 18:15:15 |amethyst: there's a new species! 18:15:19 <|amethyst> removing monster spawns and food ought to do it 18:15:25 uh oh 18:15:28 we're removing food?! 18:15:31 |amethyst: sounds solid 18:15:45 finally players will like new releases again! and by players I of course mean regulars 18:15:50 A U T B A S E D S C O R I N G 18:15:51 <|amethyst> gammafunk: if we're having a hard time coming up with stuff for 0.21, why not? :) 18:16:00 <|amethyst> player-visible stuff 18:16:01 srsly tho, removing food is fine w/ me 18:16:19 <|amethyst> oh, and remove tiles too 18:16:23 sold 18:16:28 can we also just remove online play? 18:16:33 degenerate imo 18:16:35 I'd love to get a trial version of either ranged reform or doom clock going, but I don't know if I'll have the time anytime soon :-\ 18:16:44 New branch created: pull/572 (1 commit) 13https://github.com/crawl/crawl/pull/572 18:16:44 03Chloe Kudryavtsev02 07https://github.com/crawl/crawl/pull/572 * 0.21-a0-129-g8d0584b: Fix various typos in jewellery hints (fixes #571) 10(13 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/8d0584b32574 18:16:47 <|amethyst> gammafunk: kind of hard for the dev team to do that, though 18:17:07 |amethyst: we could sabotage webtiles 18:17:31 remove all the json output 18:23:51 <|amethyst> gammafunk: right, that part's easy, but getting rid of online terminal play while still allowing local terminal play is a bit difficult 18:24:06 <|amethyst> gammafunk: I guess we could put massive security holes in the game so no one would want to run a server 18:24:59 <|amethyst> say, press & to get a root shell 18:25:30 even an admin of my caliber would get the hint with that 18:25:55 <|amethyst> press + to kill -9 -1 :P 18:26:26 even better 18:32:58 makes me think that maybe we need a special hacking branch 18:33:02 or at least a hacking wizlab 18:33:35 <|amethyst> Linley's Dungeon Controlroom 18:34:15 you're reminding me of this vague idea I had of retheming crawl with dev oriented monsters (infinite loops, core dumps, beam.cc, ...) 18:34:47 cerebot, lomlobot 18:35:21 possibly past devs (due's silent tower :p ) 18:35:53 I think I've found a bug. I've got Eos and umbra (from the ring), they cancel each other out, but I still can't cast darkness or go invisible. 18:38:45 Cerekov: why not give gammafunk a greeting? 18:39:06 right thats what you meant the other Lasty on CBRO 18:39:18 ! 18:39:28 Cerekov: not me, gammafunk! 18:39:30 as did confuse / dchan / etc fireball probably won't do list ah hahaha thanks for looking that up on wizardry for spells i can max my sacrifices with Ru, then ditch him" a good weapon :) 18:39:44 Cerekov: do you do birthday parties? 18:39:45 ran into a harpy 18:39:56 that sounds like a yes... 18:40:08 i dunno, there's bound to be some clawing 18:40:22 Cerekov: what are the devs up to these days? 18:40:23 <3 18:40:30 that's right: devs are love. 18:40:43 Cerekov: should we remove food? 18:40:43 ok but not /that/ good 18:41:04 Lasty: what "corpus" does it use for learning? 18:41:29 <|amethyst> geekosaur: I would like to see that :) 18:41:34 Well, learning is vastly overstating what it does, but it's using a lengthy awbw chat log along with selected forum scrapings 18:41:59 ah, I see 18:42:06 Cerekov: do you have any dirt on gammafunk? 18:42:09 oh, i can vitalize for them 18:42:11 <|amethyst> re Linley's Control Room, things like a lever that lets you move any one branch entrance to any other place in the dungeon 18:42:45 why not just implement Xom Maker? 18:42:49 What's Xom Maker? 18:42:51 it would be really cool to have a mario maker style level builder 18:43:05 <|amethyst> isn't that wizmode? 18:43:07 isn't that what vaults are for? 18:43:09 something I just made up, but I basically mean mario maker for dcss 18:43:19 Lasty: interactive, like mario maker 18:43:22 ah 18:43:22 <|amethyst> I mean, the interface for doing it in wizmode sucks, but it is possible 18:43:47 <|amethyst> I would be all in favour of improving that part of the wizmode interface 18:43:50 yeah, having a real interface + online database of levels, maybe a way to assemble entire dungeons from said levels 18:44:25 in some ways it's an even greater challenge than mario maker 18:44:26 <|amethyst> gammafunk: generate .des files from existing levels 18:44:36 <|amethyst> (without randomisation of course) 18:44:40 since you'd want to have a way to specify things like SHUFFLE and SUBST 18:45:00 but I suppose that wouldn't be impossible to implement or anything 18:45:39 <|amethyst> I think it would be difficult to implement in a way that was actually usable for the complex cases 18:46:16 <|amethyst> but simple cases probably wouldn't be that bad 18:46:42 <|amethyst> of course, this is a major task to design, let alone implement 18:46:48 yeah 18:46:58 if I get a huge twitch donation, I'll do it 18:46:58 sacrifice love[3/3]: The butterfly can only win dd 18:47:19 nice, it has learndb 18:47:20 it is hilarious :( 18:47:44 <|amethyst> gammafunk: I could probably fund some of it, not at market programmer rates of course 18:47:56 <|amethyst> nothing one could live on 18:48:09 It's not like I really eat all that much ramen 18:48:11 I'll chip in a dollar at least 18:48:44 <|amethyst> need new dev blood 18:48:59 dev blood for the blood god 18:49:18 <|amethyst> skills for the skill throne 18:50:16 we need a new dev that's good at coding c++ but is easy to manipulate 18:50:22 so that I can make them do ranged reform for me 18:51:10 <|amethyst> Lasty: turn it into a crash bugfix and advil will do it :) 18:51:24 <|amethyst> might even be able to trick me into working on it that way 18:51:32 oh man, I hadn't thought of that 18:51:44 first I have to introduce a crash that's related to ranged combat existing at all 18:52:12 does anyone have experience with launching a process for purposes of debugging it with gdb in another window? 18:52:18 <|amethyst> but subtly enough that we don't just find and revert that commit 18:52:29 I can start it up manually and check the process number, but it's a pain to do that each time 18:52:29 <|amethyst> hiding it from git bisect is the really tricky part 18:52:37 |amethyst: aw man, I have to do this the hard way, huh? 18:53:08 <|amethyst> gammafunk: I just do gdb -p $(pidof crawl) :P 18:53:11 right, that's probably what I want! 18:53:22 <|amethyst> assuming you have only one crawl process anyway 18:53:25 hrm, except I need $(pidof crawl) to happen in another terminal window 18:53:27 the important thing is to subtly introduce a series of weirdly-named variables that hold references to other functions and methods and also mutate. 18:53:39 <|amethyst> gammafunk: no, that checks the whole system 18:53:49 After a few dozen commits doing that, eventually I'll link them up in a truly awful wa 18:53:50 y 18:53:50 <|amethyst> gammafunk: it in effect does ps ax and greps it 18:53:50 oh I see 18:53:57 it's not doing the launching 18:54:00 <|amethyst> gammafunk: so no good on a multiuser system 18:54:01 yeah that works as well 18:54:38 a follow-up question is whether I can made gdb not need to be run as root when using -p, but that's probably an ubuntu thing 18:54:49 <|amethyst> gammafunk: yes, let me find the setting 18:56:16 <|amethyst> gammafunk: https://askubuntu.com/a/41656 18:57:02 |amethyst: thanks a lot 19:09:17 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-128-gf2b353c (34) 19:29:59 !messages 19:30:00 No messages for TZer0_. 19:30:04 -!- TZer0_ is now known as TZer0 19:30:05 !messages 19:30:06 No messages for TZer0. 19:35:53 Cerekov: Could you give TZer0 a message? 19:35:54 cute vault that had a really good bruschetta 21:03:32 re "turn it into a crash bugfix and advil will do it", lol 21:03:34 but also 21:03:36 %git 7bf63f6c59ec0b09b03f62e0b917198a2f13f101 21:03:36 07advil02 * 0.21-a0-92-g7bf63f6: Convert a segfault into an ASSERT failure 10(2 weeks ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/7bf63f6c59ec 21:03:50 I was tempted 21:11:23 to get a c++ dev to do something for you, just make a few smug remarks about how easy it would be in java 21:20:29 gammafunk: nice Cerekov message up there 21:20:30 that crosstrains with maces! this is good but it didn't before 21:23:13 what is Cerekov? 21:23:14 =p 21:23:45 hey Lasty, did you go to porchfest? 21:23:57 advil: a markov bot 21:24:12 ah trained on crawl-dev logs or something? 21:24:14 bh:I walked by some porchfest, but didn't attend in any meaningful way 21:24:22 advil: trained on forum and awbw logs 21:24:41 bh: did you? 21:25:15 sat on my porch and listened. no one knew what crawl was, though 21:25:19 lol 21:25:23 makes sense 21:25:32 I still have yet to get anyone from work interested in crawl 21:26:04 some guy who sits near me plays while he waits on builds 21:26:09 Lasty: also good response there to 'what is Cerekov?' 21:26:09 AK 21:26:09 haha 21:26:17 it is really good for waiting on builds 21:26:23 Cerekov: I see you as more of a CK 21:26:23 haha 21:26:39 glad it has a sense of humor 21:26:45 I programmed that in first, obv 21:30:36 !hs cerekov 21:30:37 No games for cerekov (sc<1000000000). 21:30:40 lame 21:31:23 johnstein: this is your chance! 21:38:05 Lasty: this is the only novel thing I've programmed Cerebot to do https://cdn.discordapp.com/attachments/325651923514556417/335957554729451520/Peek_2017-07-15_20-35.gif 21:38:33 gammafunk: lol, nice 21:38:42 I have yet to implement !tornado and !shatter, but I'll get to those 21:39:00 maybe even exapnd it to other spells 21:39:19 have it make a little Lich (L) that hits you with iron shot, lcs, or w/e 22:27:33 give it the banishment animation! 22:32:25 oh, good idea 22:32:30 a !banish command as well 23:47:07 ??wizard's_castle 23:47:07 THE WIZARD'S CASTLE[1/5]: MANY CYCLES AGO, IN THE KINGDOM OF N'DIC, THE GNOMIC WIZARD ZOT FORGED HIS GREAT *ORB OF POWER*. HE SOON VANISHED, LEAVING BEHIND HIS VAST SUBTERRANEAN CASTLE FILLED WITH ESURIENT MONSTERS, FABULOUS TREASURES, AND THE INCREDIBLE *ORB OF ZOT*. 23:49:33 Cerekov: one for the road? 23:49:35 heh 23:49:41 Cerekov: you can do better 23:49:41 FeAE 23:49:48 Cerekov: fine, let's go 23:49:50 just need to figure out how to get into trouble if only I wasn't being sarcastic i think it's no fun either 23:52:03 Lasty: Cerekov saved the best for last 23:52:29 It always does. 23:59:40 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-128-gf2b353c (34)