00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-433-g1d411d6: Add CK_RESIZE to console input handling 10(2 weeks ago, 4 files, 57+ 15-) 13https://github.com/crawl/crawl/commit/1d411d6a8843 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-434-g65c38cf: Add tile_def_info() helper 10(9 days ago, 1 file, 8+ 0-) 13https://github.com/crawl/crawl/commit/65c38cf90aad 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-435-g31f79b3: Add prototype hierarchical UI system 10(9 days ago, 4 files, 904+ 1-) 13https://github.com/crawl/crawl/commit/31f79b3ac4c9 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-436-g94b15b0: Add debug drawing 10(9 days ago, 2 files, 12+ 0-) 13https://github.com/crawl/crawl/commit/94b15b08a83f 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-437-gfc37443: Add widget preferred size caching 10(9 days ago, 2 files, 16+ 1-) 13https://github.com/crawl/crawl/commit/fc37443b0bcb 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-438-gb6a28fc: Fix word-wrapping of text with embedded newlines 10(8 days ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/b6a28fc58b2c 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-439-g6902c0d: Add crt/sdl-specific widget margin helpers 10(7 days ago, 1 file, 13+ 0-) 13https://github.com/crawl/crawl/commit/6902c0d82c0e 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-440-ga1b3577: Account for newlines when finding text widget width 10(4 days ago, 1 file, 7+ 1-) 13https://github.com/crawl/crawl/commit/a1b357791c4b 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-441-gde3f881: Use shared pointers for UI widgets 10(4 days ago, 2 files, 14+ 14-) 13https://github.com/crawl/crawl/commit/de3f881126df 00:06:23 03Aidan Holm02 07https://github.com/crawl/crawl/pull/642 * 0.21-a0-442-g08f9ac8: Add rowspan, colspan, and flex_grow to grid 10(4 days ago, 2 files, 84+ 56-) 13https://github.com/crawl/crawl/commit/08f9ac8d8533 00:06:23 ... and 12 more commits 02:25:17 -!- amalloy is now known as amalloy_ 02:28:08 -!- amalloy_ is now known as amalloy 02:45:51 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-442-g848f44b 03:11:20 -!- amalloy is now known as amalloy_ 03:34:12 Hey 03:34:16 Question for people who know their way around the code base: 03:34:34 Is there any general purpose maintenance function that is called per-monster at the end of each turn? (after monster actions) 04:45:53 SteelNeuron: turns don't exactly work like that. but handle_monster_move in mon-act.cc is where individual monster actions are actually happened 04:46:15 I see 04:46:35 So if I were to do something to a monster after it has spent all its energy for the turn, and I know it won't do anything else until the next player action, would I go there? 04:46:43 Or will that function be called multiple times in a turn 04:54:01 it could be called more than once between player actions yeah 04:54:20 it doesn't sound great to subvert the energy system tho? what is you're trying to do exactly 04:56:46 I don't really want to mess around with energy per se, I'm just trying to figure out how to express an enchantment duration in a slightly different way 04:56:52 basically, it lasts until the player moves again 04:57:31 probably do that on the player turn then 04:59:38 when the player actually moves, loop through all monsters and cancel the enchantment 05:00:29 cool :) I'll try that 05:16:21 -!- amalloy_ is now known as amalloy 05:26:01 Now I'm just confused why the enchantment degree drops to 0 by itself :') 05:33:26 ah got it nvm 05:54:24 03SteelNeuron02 07https://github.com/crawl/crawl/pull/652 * 0.21-a0-447-g8aba818: Refactor and fix Whirlwind Pin 10(7 minutes ago, 5 files, 28+ 20-) 13https://github.com/crawl/crawl/commit/8aba81869137 06:15:13 03SteelNeuron02 07https://github.com/crawl/crawl/pull/652 * 0.21-a0-447-gc9b6dcd: Refactor and fix Whirlwind Pin 10(28 minutes ago, 5 files, 29+ 20-) 13https://github.com/crawl/crawl/commit/c9b6dcdf4b2b 07:14:42 There's a problem with the scoreboard: links to CUE morgue files still have ":81" (see jannitor's page that was updated on 2017-11-14) 08:05:45 03SteelNeuron02 07https://github.com/crawl/crawl/pull/652 * 0.21-a0-447-g95055b3: Refactor and fix Whirlwind Pin 10(2 hours ago, 5 files, 34+ 25-) 13https://github.com/crawl/crawl/commit/95055b3cceed 08:16:25 <|amethyst> hm 08:16:34 <|amethyst> thought I fixed that 08:16:55 <|amethyst> oh, doh, no I didn't 08:16:57 <|amethyst> sigh 08:20:08 <|amethyst> !tell Zibudo CJR's /meta/0.18 and /meta/0.17 seem to have disappeared 08:20:08 |amethyst: OK, I'll let zibudo know. 08:33:27 <|amethyst> Ge0ff: ok, those will be fixed as the player pages are regenerated, which will take a few hours to finish 08:33:50 |amethyst: Thanks! 08:33:58 <|amethyst> hmm 08:34:10 <|amethyst> I think I might have just duplicated *more* cjr games 08:34:22 <|amethyst> sigh 08:34:40 <|amethyst> I'll get around to doing a full rebuild at some point, it's just a pain and takes forever 09:17:11 %git 0db9e8bca03fa71f3a3e379 09:17:11 07MarvinPA02 * 0.20-a0-1041-g0db9e8b: Fix a Slime vault being able to place stairs next to acid walls (#11031) 10(7 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0db9e8bca03f 09:36:25 %git 56314776da11a9ae22ec072b7c 09:36:25 07|amethyst02 * 0.20-a0-397-g5631477: Actually prevent running/resting next to slime walls (doh) 10(11 months ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/56314776da11 09:40:00 somewhat puzzled by this report as described: https://crawl.develz.org/tavern/viewtopic.php?p=322933#p322933 09:40:09 but something is weird, because I see no _ in the morgue 09:41:19 it should be after 5631477 because it is 0.20.1 10:28:34 zero (L14 GrBe) (D:14) 14:06:00 !crashlog 14:06:13 18107. zero, XL14 GrBe, T:25863 (milestone): http://crawl.xtahua.com/crawl/morgue/zero/crash-zero-20171115-152833.txt 14:07:33 if I wanted to volunteer to write a trunk update, how would I get access to the blog? 14:07:39 (notice the careful phrasing) 14:07:58 it seems that people just don't believe anything is happening unless someone writes those 14:08:06 !blame PF for training them 14:08:07 I pronounce PF for training them... Guilty! 14:09:30 advil: yeah, I was going to write one; I have some wand stacking code I'm hopefully going to merge today or tomorrow 14:09:39 ah ok, if you want to do it by all means :) 14:09:54 ok, I'll try to really get that done as soon as possible, since yeah it's been a long time 14:10:03 advil: PF usually gave wordpress access during the new-dev welcoming party 14:10:12 also I guess we should come up with at least a plan for how to respond to questions about a tournament 14:10:23 or a plan for a tournament :) 14:10:39 i can log into wordpress but i don't know my way around so i don't know how to find out if you have an account 14:10:45 right....so I hadn't brought up tournament since obviously we've been making slow progress this version (although we are definitely making progress) 14:11:17 yeah, it would be nice to have a few more things for a release 14:11:20 WJC has some commits ready to go after we go over them; we should definitely get that merged sooner rather than later, and I can start on that after wand merging 14:11:39 right, it would be nice if we could get WJC in I feel, although it is also not required (and I'm not sure if there will be major issues) 14:11:40 but people keep asking, and historically dec is the latest we've done it on the 6 month cycle 14:11:55 yeah, but there's also a question of timing 14:12:09 would a late december tourney be a bad idea? 14:12:15 would early-mid january be better? 14:13:18 I wouldn't terribly like to try for early december; mid december feels ok but then we're so close to holidays (and maybe things like finals?) 14:13:25 so I'm not sure how people feel about that timing 14:13:49 also if we're to run the tourney, we need |amethyst to get dobrazupra.org back online, or we'd need to find another host 14:14:14 but that's probably not too big a deal 14:14:41 I looked through the WJC code before the last two commits and didn't spot any major issues aside from some bracket formatting, if anything it cleaned up some code issues (because the walljump behavior is a lot cleaner). but I didn't test it 14:14:42 I'm not sure which devs aside from myself are most invested in tournament timing 14:15:06 I think late dec vs early dec will impact some finals periods no matter what 14:15:17 advil: that's good; I haven't looked at his commits; SteelNeuron made that patch impressively fast, not sure if it has issues 14:15:40 yeah, the changes needed were simpler than I was expecting 14:15:44 however a main concern is that the design is reasonable, and hopefully that's the case. I just need to go over it and maybe consult once with elliptic and possibly MPA if he has time 14:16:16 and of course anyone else who had concerns 14:16:45 yes, any time in december is probably going to cause at least some people problems; have we done a tourney in december before? 14:16:48 I actually forget 14:16:52 would have to look at all those kw 14:16:58 !kw t0.15 14:16:58 Built-in: t0.15 => start>='2014-08-29 20:00:00' time<'2014-09-14 20:00:00' cv=0.15 explbr= 14:17:01 yeah, we have 14:17:05 !kw t0.17 14:17:06 Built-in: t0.17 => start>='2015-11-06 20:00:00' time<'2015-11-22 20:00:00' ((cv=0.17|0.17-a)) explbr= 14:17:12 !kw t0.19 14:17:12 Built-in: t0.19 => start>='2016-11-04 20:00:00' time<'2016-11-20 20:00:00' ((cv=0.19|0.19-a)) explbr= 14:17:17 !kw t0.13 14:17:18 Built-in: t0.13 => start>='2013-10-11 20:00:00' time<'2013-10-27 20:00:00' cv=0.13 explbr= 14:17:19 hm 14:17:22 maybe I lied 14:17:22 !kw t0.111 14:17:23 Unknown tourney version: 0.111 14:17:23 oops 14:17:25 !kw t0.11 14:17:26 Built-in: t0.11 => start>=20121020 time<20121105 cv=0.11 explbr= 14:17:29 ok 14:17:33 !kw t0.9 14:17:33 Built-in: t0.9 => start>=20110813 time<20110829 ((cv=0.9|0.9-a)) explbr= 14:17:55 maybe at some point in earlier history we did 14:17:57 !kw t0.7 14:17:57 Built-in: t0.7 => start>=20100801 time<20100901 cv=0.7 explbr= 14:18:09 seems we were going more september at one point 14:18:17 I checked it a while ago and I think I was wondering about oct vs nov then, and misremembered that as nov vs dec 14:18:18 we're slowly moving the date back... 14:18:22 heh 14:18:24 !kw t0.5 14:18:24 Built-in: t0.5 => start>=20090801 time<20090901 cv=0.5 explbr= 14:18:30 welp 14:18:53 I'd prefer to have one (as would players I think, I've even seen a request for one even if there is no release) 14:19:05 oh I definitely want to have one 14:19:16 I'm just concerned about what would be good timing for our release 14:19:28 like I think doing one very soon...well 14:19:35 I guess we *could* just do another one but 14:19:53 it'll be a bit lean 14:19:53 if we get in WJC we definitely have enough major features for a release 14:19:53 yeah true 14:20:09 I'm planning on prototyping a ghost vault thing over thanksgiving week (we have classes off) 14:20:13 nice 14:20:26 I never did my further writeup based on feedback from neil 14:20:30 but you were there for that convo I think 14:20:32 neil and lasty 14:20:40 I think my fixedp stuff should wait until a new version cycle, not that that impacts players at all 14:21:11 sorry but you're wrong; player will refuse to play a game without proper fixed point arithmetic 14:21:15 :) 14:21:42 just imagine the negative reviews pouring in from kotaku 14:21:45 the next thing I'm going to do in that branch is make spell training as continuous as precision allows, which some players probably will love 14:22:07 for fail rates? 14:22:11 yeah 14:22:21 this is all an outgrowth of that project really 14:22:24 I do recall various complaints about jump points 14:22:41 also aidanh just put a gargantuan number of commits in his branch 14:22:44 yeah, I tightened them some, but was hitting issues because of all the ad-hoc multiply by 100 stuff 14:22:45 for Tiles UI reform 14:22:51 yes, I saw that 14:23:07 I'm behind on merging aidanh commits :-/ 14:24:06 hrm, well I don't have an answer about release timing, but I'll get my commits pushed today and set about writing an update, which I can post a draft here 14:24:18 -!- ProzacElf_ is now known as ProzacElf 14:24:52 Players are asking about tournament, so I agree we should tell them something, but I'm not sure what the best move would be there 14:25:59 I have to set aside a bit of extra time for 16 days (really more than that, since there's pre-tourney setup), so I don't like the idea of squeezing it in; I sort of favor maybe an early january tourney 14:26:12 but I don't know if that messes people up or if it's otherwise a problem 14:28:22 so I'll say that 'operationally' we can aim for an early january tournament, but if that's going to be a major problem for some reason, people should let me know 14:35:29 if release has Gn / WJC / wand stacking / training targets / bugfixes that's probably enough, and wjc is the biggest wildcard there, so I guess that's what we need to figure out before deciding on exact timing 14:36:16 re the current stuff in PR, I'm not sure there's much of a downside to merging it as long as the code is ok 14:37:44 the thing I'm least sure if is when you'd actually use the new walljump, but the change gets rid of the UI nightmare with the old one, so it's a net positive even so imo 14:39:36 an early jan tournament wouldn't be super great for me personally but it's doable (I just won't play much) 14:39:49 it should at least overlap with breaks for a lot of students on semester systems 14:42:46 yeah, I'm more talking logistically; obviously some people (including some devs) will have trouble with any specific period 14:43:37 but january gives us time to make a good release and works well for me in terms of running the tournament 14:44:29 I'll only be semi-around from ~Dec 29 - Jan 8, and not at all around Jan 9-11 (I think I'll literally be in a government building with no wifi then) so personally something like Dec 15-24 would work a lot better for me if I'm contributing to any logistics 14:45:34 but iirc I didn't need to do anything much during the last tournament? 14:46:00 I basically ran last tournament, yeah, but I think you did some script changes? 14:46:14 I don't forsee there being anything major in terms of tournament scripts this time 14:46:25 i didn't realize you ran the last one, gammafunk. or maybe i knew but forgot. thanks! 14:46:32 oh np 14:46:45 !lg . t0.20 14:46:46 No games for amalloy (t0.20). 14:46:51 rip 14:47:00 this is only my 2nd tournament as a dev so I still have only a hazy idea of what's involved 14:47:05 it's a pretty low-key thing and generally doesn't require a ton of effort or anything, but there definitely needs to be someone responsible for setup + maintenance 14:47:38 and I usually do the major builds for the release as well, but we do need your help for the OS X build 14:47:55 let's see 14:48:36 say we aimed for Jan 05, would you be able to at least do an OS X build for 0.21 in that timeframe? 14:48:49 probably, yeah 14:48:52 jan 5 release? 14:48:55 yeah 14:49:01 that would be the friday of the tourney 14:49:14 so either that day of release, or day before (or day before that; just close to jan 5) 14:49:19 that's the first friday of Jan 14:50:40 and if we don't have an OS X build on jan 5, it's certainly not end of the world; nice if we do have it ready within a week of that 14:51:06 if you can't, I think we can get someone else to do the OS X build 14:57:34 I can do it then, it's not a problem 14:57:49 I just won't have a lot of time to sit down and do anything particularly intensive with crawl 14:58:01 sounds good 14:58:31 my plan to be the only dev with tournament wins is falling into place... 14:58:36 heh 14:58:54 I may need to have PF or someone release a new game to distract amalloy 14:59:12 I usually try to win a DDBe in tournaments where I have no time, but I haven't actually played a DD since the wand changes 14:59:35 oh it's quit good, funny you should mention DDBe during tournament 14:59:41 !lg :gammafunk ddbe 14:59:42 No games for :gammafunk (ddbe). 14:59:44 er 14:59:46 oh 14:59:50 !lg :gammafunk ddfi 14:59:51 2. gammafunk the Executioner (L24 DDFi of Makhleb), escaped with the Orb and 3 runes on 2017-05-29 04:34:39, with 2400116 points after 34678 turns and 2:03:58. 14:59:57 not ddbe, sorry 15:00:15 yeah i don't think the wand changes really hurt DD at all 15:00:22 ddbe puts a little more tax on that heal, but that was a "realtime" attempt 15:00:28 my fastest win at 2h 15:00:43 !lg . won min=dur x=dur 15:00:44 65. [dur=4:34:04] amalloy the Wrestler (L25 GrMo of Makhleb), escaped with the Orb and 3 runes on 2015-11-04 21:19:35, with 1815733 points after 54676 turns and 4:34:04. 15:00:50 my first win of 0.20 tourney iirc 15:00:54 makhleb OP 15:01:00 I have no fast realtime games 15:01:04 obv we need to nerf 15:01:09 !lg advil won min=dur x=dur 15:01:10 52. [dur=4:33:10] advil the Axe Maniac (L27 MiFi of Qazlal), escaped with the Orb and 3 runes on 2015-05-02 03:45:52, with 1792869 points after 65283 turns and 4:33:10. 15:01:27 advil: you are still faster than the one time i tried for realtime 15:01:27 ok I guess that's not terrible 15:01:55 !lg . dd won t|t0.19|t0.18|t0.17|t0.16 s=combo 15:01:56 Unknown field: combo 15:02:01 !lg . dd won t|t0.19|t0.18|t0.17|t0.16 s=class 15:02:02 advil: tall 15:02:02 One game for advil (dd won ((t || t0.19 || t0.18 || t0.17 || t0.16))): Berserker 15:02:11 !kw tall 15:02:12 Keyword: tall => t* 15:02:15 ah 15:02:16 char is the field for that btw 15:02:24 !lg . dd won tall s=class 15:02:25 2 games for advil (dd won tall): 2x Berserker 15:02:32 maybe not the most intuitive field name 15:02:41 my memories had exaggerated that 2x a bit 15:02:58 I can't actually play DDBe 15:03:02 !greatplayer . !gn 15:03:06 !lastgames . dd 15:03:06 !greaterplayer 15:03:06 Unwon species for gammafunk (!gn): Minotaur 15:03:09 Last 10 games for amalloy: L25 DDBe^Trog (winning), L27 DDEE^Makh (winning), L26 DDAs^Makh (winning), L23 DDAs^Makh (a reaper), L2 DDEE^ (a gnoll), L6 DDNe^ (Pikel), L6 DDEE^ (Duvessa), L1 DDTm^ (quitting), L5 DDWr^Makh (an orc wizard), L8 DDHe^Ely (a killer bee) 15:03:10 Unwon backgrounds for gammafunk: Berserker 15:03:15 so that I don't ruin that joke 15:03:25 heh 15:03:30 !lg . mibe 15:03:31 No games for advil (mibe). 15:03:34 Just caught up btw. I was also surprised that the WJC changes were relatively easy to implement. I've played three or four hours with them, no issues I could find but we all get tunnel vision when testing our own code so... 15:03:43 Take it for what it is :) 15:03:55 yeah, that's good; after I get wand merging + trunk update 15:04:04 looking that over will be my next project 15:04:10 cool 15:04:55 if advil feels strongly that it's ready to merge now he can, and I can just look over after, but I will definitely be doing so (this time) 15:05:48 well there were a few more commits since I looked, so I'd have to spend a bit more time with it 15:06:16 which I could do 15:07:20 heh, wand merging reminds me: at the roguelike celebration, adeon, who apparently holds both the longest streak and realtime record in nethack, asked me when we were going to get more than 52 items slots, as well as please bring back mountain dwarves 15:07:30 haha 15:07:37 if i'd known you were merging wands i could have told him that'll help 15:07:38 that's cool, I think I've heard the name 15:07:45 does he also do roguelike dev? 15:08:04 i don't think so. plenty of people there were "just" players 15:08:10 oh that's neat 15:08:17 right, he was doing nethack runs there at the conference 15:08:18 it was around 50% devs 15:08:22 yeah 15:08:26 I got that impression from the QA, it was sort of interesting that that was true 15:09:29 I'm not sure it would ever occur to me as a player to go to something like that 15:09:54 yeah, maybe if you were a big fan of a particular game and the dev of the game was showing up 15:10:02 or if you were just a huge roguelikes fan in general 15:10:50 "sprigganassassin is now following you on Twitch" 15:10:54 I guess this is the closest thing that there is to a roguelike con 15:11:00 their avatar is the cwz spriggan of ru art 15:11:20 but I'm pretty sure this is just elliptic's twitch account 15:11:27 i watched some of the videos from last year, and i laughed a few times at biskup's talk. notably, he has apparently put in his will that when he dies, the source code for ADOM will be released if and only if the death was of natural causes 15:11:36 lol 15:11:37 to avoid creating undesirable incentives for eager players 15:12:03 I'm not sure that "natural causes" condition is enough 15:12:16 players could be crafty enough to make it *look* like natural causes 15:13:09 and also he put a "just for fun" donation incentive in his crowdraising campaign: for $50,000 he would print out the entire ADOM codebase, bind it in 10 large tomes, and personally deliver them to you and hang out for a weekend 15:13:35 3 minutes after publishing that, he got an email from someone who tried to donate $50,000 but indiegogo wouldn't let him 15:13:45 (it was notch) 15:13:48 haha 15:13:53 hrm 15:14:19 apparently people were saying adom is going to get some huge revamp and there's some kind of angel investor? 15:14:23 yes 15:14:37 he announced that sunday morning; i can find you the vod if you like 15:15:11 I was only vaguely curious; I'm not an ADOM fan after all 15:15:19 too much like nethack for me 15:15:19 https://www.reddit.com/r/roguelikes/comments/7chf8p/thomas_biskup_announces_adom_300_external_funding/ 15:15:50 I played adom for like 20 minutes once 15:15:53 it didn't stick 15:16:11 too complicated 15:17:12 advil: biskup gave me a version that might be simple enough for you 15:17:48 oh? 15:18:05 he went searching for the oldest versions he could dig up (0.0.1 and 0.0.2) and put them onto fancy adom-branded USB sticks 15:18:09 heh 15:18:26 apparently one of the announcements was a simplified phone version of adom 15:18:40 0.0.1 "only works on unix, and there's a bug that crashes the game when you get to level 99 so it's impossible to win. but that's okay because it was before i knew how to implement saving" 15:21:02 if i were an ADOM player i would be skeptical that ultimate is too ambitious to actually happen, but as someone who doesn't play i wish him the best of luck 15:21:41 yeah, seems in the URR category of roguelikes 15:21:47 which could actually happen! 15:22:58 huh! i just went to look at adeon's nethack scoreboard (https://scoreboard.xd.cm/players/A/Adeon.all.html) and it is strikingly similar to CAO's. i didn't realize we'd copied that: does it come with dgamelaunch or something? 15:23:28 not part of dgamelaunch I don't thin, but forked from that codebase I believe? 15:28:27 btw I don't think I have a wordpress account 15:28:46 not that I especially need one 15:30:40 -!- Danei[notDanei] is now known as Danei[ 15:31:06 -!- Danei[ is now known as Danei[jazz] 15:31:08 Napkin: could you give advil a wordpress account when you have the chance? 15:32:52 -!- Danei[jazz] is now known as Danei[jazz_inten 15:33:49 -!- Danei[jazz_inten is now known as Danei[jazz_jazz] 15:37:35 -!- Danei[jazz_jazz] is now known as Danei[{jazz}] 15:58:17 could you ping me again tomorrow? 15:58:39 well.. advil, you in? 16:29:58 -!- Euph0ria is now known as OpenMind 16:30:39 -!- OpenMind is now known as Open_Mind 16:38:09 Napkin: sure, will do 16:39:11 thanks, i'm too deep in Feierabend already ;-) 16:40:53 amalloy: hey, I totally develop roguelikes 16:40:59 it's just that none of them are very finished 16:41:09 oh yeah, i forgot, you said you hang out in here 16:41:42 next year I might try to push a talk on my developments instead 16:41:57 the nethack run was pretty intense 16:42:00 won't do that again 16:42:02 haha 16:42:13 i should watch the vod of that. i couldn't stay to watch it live 16:42:25 it went about as perfectly as it could 16:42:38 I estimated my success at 30% and nailed it in front of live audience 16:42:51 and very competitive time overall as far nethack games go 16:44:42 shame that 78291 isn't around 16:44:46 he also had a lot of nethack wins 16:45:30 30% winrate for an expert nethack player? wow, that game really is harder than DCSS 16:46:47 I have maybe 8 nethack wins total over maybe 5 roles, and I don't have a very good sense of how reliably you can win that game 16:49:41 30% when your time limit is 2 hours 16:50:12 can pull >90% if there were no constraints 16:51:00 I don't think it's a particularly difficult game if you know all the mechanics unless you go out your way to make it difficult 16:51:44 first rule of winning nethack: spam Elbereth 16:52:05 if you think you are better than that, you are already dead 16:53:33 oh I see, you have a time limit as well 16:53:48 they nerfed Elbereth in the latest version though! 16:54:09 amalloy: that scoreboard looks oddly familiar because it was copied from yours :) 16:54:15 gammafunk: not hard enough 16:54:29 well that's a shame 16:54:35 nerf it to the ground 16:57:09 hmm, has anyone ever considered an elbereth-based april fools day thing (for dcss)? 17:01:48 advil: we could do an april 1st "steal from other roguelikes" thing 17:02:02 it's nice if there's a couple things to it and common theme connecting them 17:02:10 could take like 3 relatively simple things 17:02:19 something from doomrl? 17:02:27 elbereth from nethack 17:02:27 heh yeah that could be fun 17:02:45 doesn't have to be limited to three, but at least a few would be good 17:02:52 I could steal some things from infra arcana for sure 17:02:59 death fiends! 17:03:27 the town start from angband/moria 17:03:29 zombie dust would be cool 17:03:32 ooh, yeah 17:03:41 potentially a lot of work, depending on what you wanted to do 17:03:46 but good flavor 17:04:03 it does sound a bit ambitious, and the trick with any of these would also be not to mess up games too much 17:04:17 well, we've talked about this a few times 17:04:29 last successful april 1st we did nostalgia 17:04:44 which was a special hosted branch 17:04:49 ah I see 17:05:08 so I think that's probably what we'd want to do, is sort of ready a branch "in secret" (just don't make the commits public) 17:05:19 and then we could either just link to it or replace the trunk link with it 17:05:43 that requires some server coordination but if the branch is set up ahead of time, it's not too bad 17:05:50 and we don't really need it on every server necessarilly 17:06:27 also I realize another thing I need to do is prepare some kind of report on the survey we took 17:06:40 that would be a good thing to put together next month if possible 17:06:46 need to do some processing on that data 17:11:21 hey, you already got Grunt from nethack development. isn't that enough stealing from other roguelikes? 17:11:47 simple things to steal from another roguelike for april first: various kinds of clouds of gas from brogue 17:14:09 is there a berzerk mode in DCSS as in DoomRL? 17:14:57 bhaak: there is a berserk status effect that looks similar to doomrl's 17:15:11 ??berserk 17:15:11 berserk[1/10]: Grants {might}, {haste} and 50% extra HP. lasts 100-195 auts, as long as you're attacking monsters. This duration increases on kills if wearing the {necklace of bloodlust} or worshipping {Trog}. 17:16:16 bhaak: sadly Grunt retired 17:17:07 amalloy: probably some things we could steal from hyperrogue, but I have no idea what 17:17:23 easy. give the player 1HP 17:17:42 1hp for elbereth, seems fair 17:17:44 don't make any of the other changes that would make that useable 17:17:53 harsh 17:19:14 a robotfindskitten level would also be pretty easy to do (technically not a roguelike, though) 17:19:53 in a non-april-fools context, i think brogue has a lot of cool ideas. most of them it would be hard to retrofit into dcss, but i was thinking that we could add more interactable environment bits 17:20:26 pits 17:22:11 like, their traps are way cooler than ours. pressure plates that quickly fill a room with toxic gas. it's fun to like...plan to step on one and try to get away before you suffocate, while leaving the monsters trapped inside 17:23:12 and yes, pits. i had fun luring an ogre into a patch of grass, then levitating away over a nearby pit so i could torch the grass with my staff of firebolt 17:23:15 we had that at one point, no? 17:28:14 amalloy: well, more interesting features is in part why I made transporters, but features in DCSS are tough to get right 17:28:42 what do you mean, get right? 17:28:47 probably because it has such a strong combat focus and combat is frequent 17:29:08 that introducing more elaborate traps can feel like unecessary interruption of the game 17:29:32 in terms of how traps work currently; they just interrupt you with a quick negative effect for the most part 17:30:30 a trap in DCSS that filled a room with gas, for example, how would you make that work in DCSS? 17:31:32 and yeah, the flipside of having traps that you lure monsters to is that you'll want to do that for a bunch of monsters (this is the problem people have when worshiping Fedhas; it gets tiresome quickly) 17:32:50 Not saying there's any kind of 'veto' on new features by any means 17:33:40 yeah, reusable traps with effects that can help the player are not a good fit. i wonder if you could do something with use-once effects that would be fun but not overbearing 17:34:18 like a destructible bit of wall or something 17:35:08 sure, definitely possible 17:35:23 aside from getting the effect right, there's also the issue of getting them close to relevant monsters 17:35:47 I don't know how brogue maps allow monsters and trap to be in proximity 17:35:58 dcss maps are pretty big 17:36:17 i don't know either. i've only played a dozen or so games of brogue, none very long 17:36:51 I should win it some time 17:37:20 I've nearly won all of infra arcanas classes a couple times (only one to go) 17:37:20 will need a new roguelike eventually 17:38:08 the thing that got me to go back and try brogue again was the item-only character progression. no xp for killing monsters, so you actually aren't punished for playing an avoid-monsters kind of thing. and since you can't control the items you find you have to improvise, whereas all MiBe play about the same 17:38:17 of course we can't do anything like that for dcss 17:40:09 yeah, and btw, if you like alternate systems like that which grant progression not for killing monsters, infra arcana's is very nice 17:40:18 it gives XP for seeing each new type of item and monster 17:40:31 and a small amount for going deeper to the next level 17:40:57 and monster avoidance is important; you gain shock continuously, and at higher rates when monsters are in view 17:41:29 if that gets to 100% you increase your insanity a permanent (but fairly small) amount, and you die if you reach 100% insanity 17:41:43 you usually die from losing all HP first, since you don't have too much of that :) 17:41:55 but it's a pretty good game that's difficult and has nice progression 17:42:05 it also has some annoyances, but it's fun 17:42:58 hm, i'll listen to the roguelike radio about infra arcana. i know very little about it 17:43:01 progression in that game is tied to both items you find and to traits you choose as you level up 17:43:30 so you can make any game somewhat different, however some traits you will always want at some point and there's generally an "ideal" progression for most roles 17:43:38 but you can definitely choose some different paths 17:43:47 it's probably more like doomrl in that regard I guess 18:50:49 grr. I can't find my copy of the Book of the Dead source code and dpeg has vanished 19:24:11 I have no idea what that is but have you tried emailing him? 20:21:49 j 22:31:44 -!- mikee__ is now known as mikee_ 23:15:46 -!- aditya is now known as adibis 23:18:56 -!- amalloy is now known as amalloy_ 23:35:55 -!- amalloy_ is now known as amalloy