00:22:32 -!- CaptainFruitcake is now known as CanOfWorms 00:38:05 -!- amalloy is now known as amalloy_ 00:42:44 -!- amalloy_ is now known as amalloy 01:05:42 -!- amalloy is now known as amalloy_ 04:29:23 -!- Evablue_ is now known as Evablue 09:33:26 THUG4L1F3 (L2 MiCK) (D:1) 10:38:18 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-406-g03e89c5: Add prototype hierarchical UI system 10(2 days ago, 4 files, 425+ 1-) 13https://github.com/crawl/crawl/commit/03e89c5cfaf7 10:38:18 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-407-gcbf034f: Add hierarchical UI demo 10(2 days ago, 1 file, 45+ 0-) 13https://github.com/crawl/crawl/commit/cbf034f81f59 10:38:18 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-408-gad4e194: Add support for widget margins 10(18 hours ago, 2 files, 25+ 0-) 13https://github.com/crawl/crawl/commit/ad4e1947d4c8 11:28:55 Hi guys, I found stone soup through looking for CC0 art on opengameart.org for a game I'm currently making. TLDR: I'd like to find out how to contribute code for sounds to stone soup at some point. Found the stone soup art pack, which is obviously amazing. Anyhow, the game is easily my favorite roguelike. The depth! The thing that really drags down the experience for me though, is the lack of SFX/music. I'm guessing t 11:29:37 What's the story on why sound/music hasn't been added if there is one? 11:30:41 Is it still possible to drown? 11:35:24 balthatrix: afaik, there was some work done with sound, it's possible to add your own sound effects in local crawl. 11:44:20 Is there a command for choosing Dr colour is wizmode? 12:03:22 Yermak: &r yellow draconian 12:03:25 I think that would work 12:19:57 -!- amalloy_ is now known as amalloy 12:20:05 it does work, yes 12:20:41 but you can't use that to witness your draconian growing into scales naturally, like "make me a brown drac who will turn into a yellow drac at xl7" 12:21:01 which is a thing i wanted to do a few times when i was fixing messaging for that 12:44:49 I found an interesting bug: dithmenos_shadow_step() uses you.move_to_pos() instead of move_player_to_grid(). Consequences: merfolk can end up in water wearing boots, items on the ground don't get identified. 12:46:38 The only problem I have with fixing it so far is that you.move_to_pos() returns bool which helps to prevent shadow-stepping onto invisible monster. 12:58:51 <|amethyst> Yermak: or you could call moveto_location_effects yourself 12:59:46 Well, everything that moves player calls move_player_to_grid(). It would be right to continue using this. 12:59:59 blink, teleport, even Xom swap 13:01:11 <|amethyst> player::move_to_pos is used at least one place where it should not trigger that stuff 13:01:23 where? 13:01:25 <|amethyst> in _should_force_door_shut 13:01:39 <|amethyst> it's used to temporarily move the player, to test tension on both sides of the door 13:03:11 <|amethyst> tornado also uses move_to_pos on an actor that might be a player 13:03:23 <|amethyst> but in that case maybe it should fire location effects 13:03:53 <|amethyst> golubria and teleporters also 13:04:04 yeah, I recall having to do this with transporters 13:04:08 I think? 13:04:25 unless you meant teleport traps 13:04:27 <|amethyst> and fsim uses move_to_pos temporarily 13:04:31 <|amethyst> transporters, sorry 13:06:15 Btw, golubria passaging also doesn't identify items on spot. 13:06:35 <|amethyst> yeah, and transporters wouldn't either, if there is an item at the landing 13:07:05 So I guess it should be fixed, too? 13:07:37 <|amethyst> probably, again by calling moveto_location_effects 13:09:24 <|amethyst> making move_player_to_grid check for bad destinations and return false (instead of asserting as it currently does) would probably have knock-on effects on all its callers 13:09:31 Actually, all moveto_location_effects() does is checks for water and apply water-entering effects and identify items. Maybe in case of transportes and golubria it's right to call id_floor_items() right away? 13:09:43 s/apply/applies 13:10:17 <|amethyst> it does have at least one more effect now 13:10:29 <|amethyst> which is that it ends temporary waterwalking 13:10:35 <|amethyst> if you land on not-water 13:10:37 Oh 13:10:44 <|amethyst> again not an issue here, since the source can't be water 13:10:58 well, if you enter golubria or transporter, you're already not above water. 13:11:11 <|amethyst> hmm 13:11:15 <|amethyst> I think it's better to call moveto_location_effects, because there might be other stuff added to that function in the future 13:11:18 <|amethyst> *except* 13:11:23 <|amethyst> golubria might be a problem 13:11:26 ok 13:11:32 <|amethyst> because m_l_e also triggers traps at the destination 13:11:52 Golubria can't land onto trap square afaik 13:12:02 <|amethyst> oh, I thought it landed you on another passage 13:12:14 <|amethyst> or is it just nearby? 13:12:17 yes, exactly, |amethyst 13:12:26 and those are traps, which Yermak may not have realised 13:12:34 oh, hah 13:13:05 yeah, right, Orb guardians were aware of them and didn't step onto passages in Zot 13:13:08 <|amethyst> yeah, don't want to turn chained passages into Mr Toad^W^WXom's wild ride 13:15:40 Btw, is there a way to start a discussion on github/crawl without requesting a pull or anything? 13:15:59 <|amethyst> you could comment on an existing commit 13:16:05 <|amethyst> but who will see it? 13:16:12 Like I have a suggestion, which I wrote on tavern. 13:16:34 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=24454 13:17:13 Yermak: github provides an Issues feature for this sort of thing. but we turn it off because we are married to mantis 13:17:14 <|amethyst> Tavern is I think the appropriate place for a suggestion that doesn't come with code to back it up 13:17:42 Well, I'd like to have an approvement before I start to code it. 13:17:45 <|amethyst> Mantis isn't really appropriate here either, since we don't tend to like feature requests on Mantis unless they're "blessed" 13:17:46 oh no, we don't. i see issues 13:18:04 <|amethyst> amalloy: I was sure we had disabled that originally 13:18:17 i thought so too 13:18:22 <|amethyst> but I guess PRs and issues are not that distinguishable 13:18:28 <|amethyst> they even share numbers 13:19:11 i think you can have one without the other 13:19:14 see for example https://github.com/clojure/clojure 13:19:21 that is, you can disable issues, but you can't disable PRs 13:19:34 (even though clojure/clojure wishes you could) 13:19:49 <|amethyst> hm 13:20:54 <|amethyst> yeah, in settings it looks like everything is enabled now 13:21:26 has been for about a year, is my guess 13:21:33 since the oldest issue is from nov 2016 13:23:08 <|amethyst> Yermak: it looks like the biggest thing there is a change to the manual 13:24:28 How about size scale to '%' screen and/or size string to 'A' screen? 13:24:30 <|amethyst> Yermak: I think making large species not move slow in shallow water is a separate issue, and shouldn't be conflated with this one 13:24:51 <|amethyst> Yermak: what do you mean a scale in % screen? Like a meter |-------*--| ? 13:24:56 yep 13:25:22 there are 7 size types so far 13:25:47 <|amethyst> only four or five for players 13:25:52 without form player takes 4 of them, with forms - all seven 13:25:56 <|amethyst> aha, forms 13:26:39 <|amethyst> I'm not sure how I feel about a meter (as opposed to "You are huge." "You are tiny.") 13:26:53 <|amethyst> I guess you could do both 13:27:01 <|amethyst> You are huge. |------*-| 13:27:03 Could you say what's bigger - large or big? 13:27:04 <|amethyst> hm 13:27:21 <|amethyst> probably shouldn't use the size words exactly 13:27:58 <|amethyst> "You are larger than a human" "You are very large" "You are huge" "You are very huge" etc 13:28:11 <|amethyst> but, yeah, maybe a meter alongside the words isn't terrible 13:28:20 <|amethyst> However, I do see a problem in your narrative description 13:28:25 Actually, 'huge' isn't used. It's 'giant'. 13:28:29 <|amethyst> ah, that's right 13:28:54 <|amethyst> the problem is that nagas and centaurs aren't just "large" 13:29:00 <|amethyst> they are a mix of large and medium 13:29:12 If size scale is to be implemented, this string "Spriggans and Felids ale little, 13:29:12 Halflings and Kobolds are small, Nagas, Centaurs, Ogres and Trolls are large, 13:29:12 all other species are medium-sized" can be pruged. 13:29:12 <|amethyst> "You have a human-sized torso on a large body." 13:29:24 yes, should be worded carefully 13:29:40 <|amethyst> Yermak: I don't think an in-game meter should keep that out of the manual 13:29:49 <|amethyst> someone reading the manual might not be in-game to look at the meter 13:30:02 <|amethyst> and probably doesn't want to start up several games to check every species' size 13:31:20 Well, if a player wants to see all species mutations, he have to start up several games anyway. 13:31:59 There is a lot of stuff that is omitted. 13:32:31 s/have/has/ 13:32:36 <|amethyst> true, but I think if you're going to mention size in the manual at all, it isn't terrible to mention who is what size there 13:33:00 <|amethyst> I would go with "many" transmutations rather than "most" though, even if "most" happens to be true right now 13:34:07 Well, if there is going to be size section it should go into C. Attributes and stats, I think. 13:34:24 And the first place where we mention each species right now is only Appendix. 13:35:27 Contents without Appendices don't go into details vey much. 13:35:58 <|amethyst> well, e.g. "K. Mutations" mentions several species 13:36:30 <|amethyst> maybe the what species is what size should go into the manual (as you point out, it's there for several species, but not all) 13:36:39 <|amethyst> s/not all/not all non-medium/ 13:36:55 and Deep Dwarf description could be misleading 13:37:30 <|amethyst> the name could also be misleading 13:38:23 Also there was some well-thanked request on tavern for adding starting stats in manual. Should it be done too? 13:38:44 <|amethyst> in the manual? probably not 13:38:52 <|amethyst> it would be a real pain to keep in sync 13:38:58 heh, yeah 13:39:07 <|amethyst> in-game, yeah 13:39:12 <|amethyst> but that's a separate issue 13:39:41 <|amethyst> OTOH, will it fit in-game? 13:40:01 Hmm? 13:40:14 <|amethyst> the suggestion was to show it in the species selection screen 13:40:25 <|amethyst> but the mummy block is way to big to fit beneath the list of species 13:41:38 <|amethyst> there's only room for maybe four lines there 13:41:55 <|amethyst> six if you're willing to run up against the species list and the keybindings list 13:42:43 <|amethyst> if it were "press a key to see the details for this particular species", e.g. full-screen, that would work 13:42:58 When you put cursor against species, there is description popping out. Why wouldn't put stats there? 13:43:16 <|amethyst> Yermak: because there's only room for four to six lines there 13:43:19 <|amethyst> console 13:43:29 oh, console 13:44:32 <|amethyst> even in webtiles it doesn't rescale to fit the screen 13:45:49 % - List aptitudes - could stats be added there? 13:45:51 <|amethyst> Also, shtopit's suggestion of "!" doesn't work, unless you assign a new key to do what ! currently does 13:46:12 <|amethyst> Yermak: stats, yes, but not all the other stuff 13:46:19 <|amethyst> since % is a big table 13:47:31 <|amethyst> but stats could go alongside HP, MP, Exp, and MR 13:47:38 What other stuff? 13:48:02 <|amethyst> Minotaur 13:48:02 <|amethyst> Base attributes: STR 12, INT 5, DEX 5 13:48:02 <|amethyst> Base stats: +10% HP, -1 to MP 13:48:02 <|amethyst> Levelling: gain 1 point in an attribute of your choice every 3rd level, and one point in STR or DEX every 4th level, as well as +3 MR every level. 13:48:05 <|amethyst> Innate mutations: Medium Horns, Reflexive Headbutt Counterattack 13:48:07 <|amethyst> Size: Medium: can use all weapons and armour, except helmets, giant clubs and giant spiked clubs 13:48:10 <|amethyst> Slowed and hindered by water. 13:48:10 <|amethyst> copy-pasted from Shtopit's post 13:48:55 <|amethyst> I guess innate mutations are the big thing that wouldn't fit in the aptitude table 13:49:05 <|amethyst> probably you could manage to fit size 13:49:14 oh, right. I couldn't find this post and didn't remember there was extra info requested. 13:49:16 <|amethyst> MR is already there 13:49:28 <|amethyst> Yermak: it's right below yours! 13:49:32 <|amethyst> you gave me the link! 13:49:34 <|amethyst> :) 13:50:03 oh, hahah, I thought it were a separate thread 13:50:23 <|amethyst> I guess starting SID, and SID gain, could be added while keeping the tabular form 13:50:36 <|amethyst> but it will bloat it a bit 13:50:58 <|amethyst> I do think having a key to get all that information would be good 13:51:18 <|amethyst> from the charsel screen 13:51:35 But if SID is added for species, I guess it should be added for jobs, an we'll have to create table for jobs specifically for this reason. 13:51:39 <|amethyst> but, again, that's separate from the issue of describing size better, and should be a different PR/Mantis issue 13:52:09 <|amethyst> yeah, that is another concern 13:59:57 I guess the fact that only giant monsters can't be netted is too small for manual? 14:00:41 What about constriction? 14:02:37 "medium-sized (and smaller) species have penalties" - is this better without parentheses? 14:03:47 <|amethyst> constriction is pretty significant for at least two species, and in some parts of the game for more species, so something like "Players and monsters can only constrict foes of the same size or smaller" is probably worth stating 14:04:26 <|amethyst> no preference on the parentheses, but I would probably reverse it 14:04:32 <|amethyst> so that it calls out the unusual case 14:06:16 <|amethyst> "Players of larger than medium size do not suffer the usual attack penalties when standing in shallow water" 14:06:19 <|amethyst> or such 14:06:19 <|amethyst> hm 14:06:56 <|amethyst> looking at player::extra_balanced, it's kind of weird that nagas are specifically called out 14:07:06 <|amethyst> since they already have body_size(PSIZE_BODY) >= SIZE_LARGE 14:09:18 Btw, do you think the fact that large monsters move freely in shallow water (unlike player) move freely in shallow water was a bug or not? 14:09:30 <|amethyst> no, it's not a bug 14:09:37 What's is the goal? 14:09:39 <|amethyst> it seems to me to be a deliberate player-monster asymmetry 14:09:45 hmm 14:10:36 In one of my games I tried to get rid of ogre next to my low-hp DD by luring him into shallow water and was very surprised it didn't work. 14:20:57 https://pastebin.com/WWBnfRnp 14:21:39 Good enough to commit? 14:22:54 <|amethyst> s/ale/are/ 14:23:19 <|amethyst> also, I would use semicolons instead of commas in that first sentence 14:23:33 <|amethyst> because "Nagas, Centaurs, Ogres, and Trolls" already has a comma. 14:23:51 <|amethyst> Though, as I mentioned earlier, probably nagas and centaurs should be called out separately 14:24:10 <|amethyst> since they are large-with-a-medium-torso, which affects things like what armour and weapons they can use 14:24:42 <|amethyst> in which case you don't need a semicolons, because there won't be internal commas anymore 14:24:53 <|amethyst> s/a semi/semi/ 14:26:37 I thought large-with-a-medium-torso thing was going into 'A' screen. 14:26:55 <|amethyst> Hm 14:27:27 But I guess it can't hurt in manual too. 14:27:28 <|amethyst> I guess since you don't mention armour and weapons here, maybe the naga and centaur thing doesn't need to be there after all 14:27:51 <|amethyst> (or maybe armour and weapons could be briefly mentioned?) 14:29:14 Hmm, armour and weapons are only remaining "size-related quirks". I guess it can go into manual too 14:30:37 <|amethyst> anyway, with or without those tweaks it's fine to submit as a PR 14:31:13 Also, when PR needs minor tweaks, how do they happen usually? 14:31:14 <|amethyst> whoever commits it (or looks at committing it) might have their own suggestions, but that can happen in the PR 14:31:25 <|amethyst> someone replies to the PR, then you update the PR 14:31:36 <|amethyst> or they make the tweaks themselves when merging the PR 14:31:48 I see 14:38:58 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-406-g9f6f802: Add prototype hierarchical UI system 10(2 days ago, 4 files, 415+ 1-) 13https://github.com/crawl/crawl/commit/9f6f802ae514 14:38:58 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-407-g278423c: Add hierarchical UI demo 10(2 days ago, 1 file, 50+ 0-) 13https://github.com/crawl/crawl/commit/278423c6cd2c 14:38:58 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-408-ga7fd906: Add support for widget margins 10(22 hours ago, 2 files, 23+ 1-) 13https://github.com/crawl/crawl/commit/a7fd906613c1 14:38:58 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-409-gff86ba4: Add basic image widget 10(4 hours ago, 2 files, 41+ 0-) 13https://github.com/crawl/crawl/commit/ff86ba4eb161 14:41:53 |amethyst: dcss usually doesn't use the oxford comma, right? i remember because i love the oxford comma and it makes me sad to write stuff without it 14:42:31 i mention this because seeing "Nagas, Centaurs, Ogres, and Trolls" surprised me 14:43:13 looking at Yermak's paste now, i see he did it right and the extra comma was an error you introduced 14:43:27 semicolons would be fine, but wouldn't it be much easier to read as a bulleted list? 14:43:40 I did that right because I didn't know Oxford comma existed. 14:44:15 also "the smaller the more" should read "the smaller you are the more" 14:44:15 <|amethyst> yeah, bulleted list sounds good 14:44:24 <|amethyst> I don't think we're very consistent about serial comma 14:44:38 the smaller you are the more evasive you are? 14:44:41 yes 14:44:56 <|amethyst> even in the manual we aren't consistent: 14:44:58 aren't there too much "you are"? 14:45:33 Yermak: no, my suggestion is the usual way to say it in english 14:45:40 <|amethyst> "Weapons, armour, jewellery and spellbooks can be artefacts." vs "It is affected by your species, dexterity, Stealth skill, and the encumbrance of your body armour." 14:46:36 you could optionally put in a comma as well: "the smaller you are, the more evasive you are" 14:47:02 <|amethyst> "Smaller players are more evasive" :P 14:47:22 <|amethyst> the version with two "you are"s is fine, though 14:47:31 smaller characters probably, right 14:47:39 but i guess it talks about players already 14:47:59 (which imo is a mistake. it should talk about characters, as the previous paragraph does) 14:48:15 <|amethyst> yeah, I guess "character" is better 14:48:40 <|amethyst> amalloy: "- battle ghosts of other players" should probably be changed too then :) 14:48:51 yeah, i'm sure we're not at all consistent 14:49:11 although interestingly, in that context i don't mind "player" 14:49:49 since like, they are ghosts created by other players. we're stepping outside the in-game universe for a moment to talk about cross-game concepts like other players 14:50:08 <|amethyst> "of other players' characters" :) 14:50:19 indeed 14:57:36 unfortunately being short irl does not (yet) increase your EV 15:00:48 New version: https://pastebin.com/kCDBgttC 15:01:43 <|amethyst> looks reasonable 15:03:48 <|amethyst> I'm sure people will have their own tweaks (amalloy's bulleted list), but they can make those themselves 15:04:14 <|amethyst> and honestly I'd be happy if the already-written sections of the manual got even a quarter as much attention... 15:26:03 New branch created: pull/643 (1 commit) 13https://github.com/crawl/crawl/pull/643 15:26:03 03Yermak02 07https://github.com/crawl/crawl/pull/643 * 0.21-a0-405-ge07f50b: Add 'Size' section to game manual 10(23 minutes ago, 1 file, 13+ 0-) 13https://github.com/crawl/crawl/commit/e07f50ba2075 15:26:06 Pressing alt-tab sends commands to the game. 13https://crawl.develz.org/mantis/view.php?id=11270 by Yermak 15:28:49 Yermak: is that alt tab bug with console or tiles? 15:29:16 tiles 15:36:55 <|amethyst> Yermak: hm, might need more information than just "Linux". It doesn't happen to me, but I have an old-school window manager 15:37:30 I added a not below that it's Ubuntu 16.04. What else could be needed? 15:37:38 s/not/note/ 15:37:48 |amethyst: I can't reproduce it directly either, but if I hold tab down and then move focus to the tiles window, it starts trying to move 15:37:53 <|amethyst> ah, that's probably enough assuming you're using the default session 15:38:20 You could probably fix it by disabling key repeat 15:39:19 Well, I'm not really bothered by this bug, I use local tiles only for testing, not playing. 15:39:56 might be worth going into macro mode and pressing alt-tab to see what the game is receiving 15:40:46 that said, I switched my mod-key to super/win some time back, alt is available to apps instead of relying on sometimes idiosyncratic passive key grab behavior vs. apps that read low level key events 16:02:56 "characters of larger than medium size do not suffer the usual attack penalties when standing in shallow water" is news to me. good thing this is going into the manual 16:03:48 Do ASSERTions get removed on release builds? 16:04:05 no 16:04:58 ok, thanks 16:07:54 03amalloy02 {GitHub} 07https://github.com/crawl/crawl/pull/643 * 0.21-a0-406-g348fa8d: Replace comma with and 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/348fa8d01ca0 16:45:18 Heh, taking stairs also don't identify items. 16:45:27 doesn'y 16:47:06 -!- KamiKatze_ is now known as KamiKatze 16:48:23 Is it possible for item to generate on stairs? If no, then the only case I see when it matters it's when monster dies on stairs and drops an unknown wand there. 17:00:09 03Mindcrafter02 {amalloy} 07* 0.21-a0-405-gf2af9a1: Add 'Size' section to game manual (#643) 10(6 seconds ago, 1 file, 13+ 0-) 13https://github.com/crawl/crawl/commit/f2af9a17fc85 17:06:45 When all eligible places for Golubria portal are stuffed with invisible monsters, you get this information for free. 17:07:00 Very-very edgy case, should it be fixed? 17:14:03 lots of things will leak existence of an invisible monster at a location 17:14:26 But usually this things will waste a turn 17:14:31 these 17:42:02 geekosaur: we try to fix things that give out information the player's not supposed to have without costing the player anything 18:13:23 The build was broken. (master - f2af9a1 #8878 : Mindcrafter): https://travis-ci.org/crawl/crawl/builds/295487674 19:04:01 so I'm 99% sure the halloween message breaks the build on travis 19:04:07 feels fuckin good 19:12:01 breaks the tests, I bet 19:21:52 yes 19:42:28 spoooooky fragile test practices 19:44:37 nothing spookier than a build failure 20:19:25 alexjurkiewicz: please update hellcrawl 20:19:58 if johnstein or anyone else is around, please update hellcrawl on cbro as well 20:37:35 heh 20:41:28 -!- amalloy is now known as amalloy_ 21:06:32 THUG4L1F3 (L2 MiCK) (D:1) 21:28:11 -!- amalloy_ is now known as amalloy 22:10:17 -!- Tarara is now known as Taraiph 22:48:45 @??jessica 22:48:45 Jessica (15@) | Spd: 10 | HD: 1 | HP: 8-11 | AC/EV: 2/10 | Dam: 5 | natural, 10weapons, 10items, 10doors, evil, spellcaster | Res: 06magic(10) | XP: 37 | Sp: pain (d14), slow, haste, blink | Sz: Medium | Int: human. 23:47:11 !seen lasty 23:47:11 I last saw Lasty at Wed Nov 1 02:46:08 2017 UTC (1h 1m 2s ago) quitting, saying 'Quit: Leaving.'. 23:48:52 !tell lasty I like how the thread is called "Is Ru poorly designed?" instead of "Very minor suggestions for improving Ru from people who aren't sure how Ru works" 23:48:53 Rast: OK, I'll let lasty know.