00:28:26 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-538-gd16b88a (34) 00:30:39 -!- mikee__ is now known as mikee_ 00:57:06 -!- mikee__ is now known as mikee_ 01:12:27 -!- mikee__ is now known as mikee_ 01:20:58 Unstable branch on crawl.develz.org updated to: 0.21-a0-538-gd16b88a (34) 01:22:51 -!- mikee__ is now known as mikee_ 02:00:20 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-538-gd16b88a 02:16:20 -!- mikee__ is now known as mikee_ 02:32:28 NullDivider (L11 SpAr) (Lair:1) 02:32:29 Webtiles server stopped. 02:32:29 Webtiles server started. 02:37:07 -!- mikee__ is now known as mikee_ 02:53:29 -!- mikee__ is now known as mikee_ 02:55:17 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-538-gd16b88a 03:04:08 !messages 03:04:09 (1/3) advil said (15h 29m 51s ago): new proposal for walljump UI: (i) have two modes, one walljumps via movement with no delay (i.e. your initial version), and one walljumps using an ability + targeter, and (ii) have a pseudo-ability that toggles between the two modes in game (could still keep the rc option to set the default) 03:04:19 !messages 03:04:20 (1/2) advil said (15h 28m 18s ago): I think the current version could work if crawl had more things you could do in a similar way, and I have found that it reduced my accidental walljumps, but it's too far off typical crawl abilities and maybe a bit too much in-between the other two versions & isn't quite careful enough for careful players 03:04:23 !messages 03:04:23 (1/1) advil said (15h 27m 57s ago): Another specific concern is that it's not cancellable, which would be straightforwardly fixed in an ability version 03:05:08 !tell advil I like your proposal. For me personally, the ideal would be defaulting to the initial version, and having a RC file option for the ability version; the toggle seems a bit too fiddly 03:05:09 SteelNeuron: OK, I'll let advil know. 03:06:39 !tell advil I generally push to keep it movement-triggered because I know it's important to a few of the players that enjoy the god, it's that difference that makes it unique I think; but it's very valuable to have another option. 03:06:39 SteelNeuron: OK, I'll let advil know. 03:07:35 !tell advil Not sure if I got your response on this... I may have but I forgot. What do you think of a single [Y/n] when walking into a wall? Too wordy/annoying? It would 100% stop accidental wall jumps even when double tapped at least 03:07:35 SteelNeuron: OK, I'll let advil know. 03:21:27 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-538-gd16b88a (34) 04:21:15 -!- Evablue_ is now known as Evablue 04:58:03 -!- amalloy is now known as amalloy_ 04:59:11 -!- amalloy_ is now known as amalloy 05:47:39 -!- amalloy is now known as amalloy_ 05:57:52 -!- Amnesiac_ is now known as Amnesiac 09:41:28 <|amethyst> hm, I might try cross-grading my home i386 Debian install to amd64 this weekend 09:41:55 <|amethyst> that ought to be fun 09:44:44 <|amethyst> (especially since this is a Debian unstable install that has been periodically upgraded over the course of 15 years) 09:50:30 is your cpu actually 64-bit? 09:50:35 <|amethyst> yeah 09:50:42 <|amethyst> I was running an amd64 kernel for a long time 09:50:55 <|amethyst> but Debian no longer provides amd64 kernels in the i386 repo 09:51:00 hah 09:51:39 It never occured to me to try to have a 64-bit kernel with 32-bit userspace 09:51:57 <|amethyst> and now I'm running into the problem that I/O in an 32-bit-with-PAE kernel gets very very slow I/O when you have more than about 8GB of RAM 09:52:33 <|amethyst> (because the kernel spends most of its time shuffling around memory to put the things it needs in the low 4 GB) 09:53:28 <|amethyst> (actually, just its 1GB slice of the low 4GB) 09:53:38 I guess that's a delay for merging food-unification? 09:53:56 You mentioned you were going to do that soon(ish) 09:54:06 <|amethyst> eh, I can click the purple button from a laptop :) 09:54:12 <|amethyst> actually, you want to do that? 09:54:24 hrm, it would be a good idea for me to fully over that commit list anyhow 09:54:49 <|amethyst> yeah, several of those bug fixes could be squashed down 09:54:49 I'd like to finish this spell I'm working on, but if I don't finish that today, I'll set about looking that over/merging 09:55:02 if it's going to get merged it deffo needs to be pretty soon 09:55:30 a new spell going in a couple weeks before release is one thing, a new food system is a bit more impactful 09:55:52 longer we can have that tested before release the better 09:56:09 <|amethyst> I never did get around to implementing auto_eat_rations 09:56:20 <|amethyst> oh, something strage I noted 09:56:33 <|amethyst> !lg * / starvation s=cv o=. 09:56:37 9674/8174504 games for *: 159/503108x 0.21-a [0.03%], 131/357160x 0.20 [0.04%], 156/558103x 0.20-a [0.03%], 184/372120x 0.19 [0.05%], 229/493909x 0.19-a [0.05%], 201/312683x 0.18 [0.06%], 553/418096x 0.18-a [0.13%], 890/323782x 0.17 [0.27%], 817/499777x 0.17-a [0.16%], 494/275038x 0.16 [0.18%], 329/323663x 0.16-a [0.10%], 351/223863x 0.15 [0.16%], 245/264211x 0.15-a [0.09%], 231/143404x 0.14 [0.16... 09:56:41 <|amethyst> !lg * / starvation s=cv o=. -graph 09:56:44 9674/8174504 games for *: https://shalott.org/graphs/fb2bfac51683a828d48fc1cb5aae2d0adf7a2191.html 09:57:25 <|amethyst> I guess 0.17-a was when hungry ghosts were first changed 09:57:46 !kw hungrycobs 09:57:46 Keyword: hungrycobs => vlong>=0.17-a0-1659-gf62aa6c vlong<0.18-a0-1264-g90af9db 09:57:49 yeah 09:57:50 <|amethyst> but why has starvation been so low since 0.18? 09:58:04 <|amethyst> it's much lower now than it was before hungry cobs 09:58:12 <|amethyst> s/has starvation/have starvation deaths/ 09:58:33 what was the big food change in 0.18-a? 09:58:37 ??changelog 09:58:37 changelog[1/3]: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/changelog.txt - often incomplete and/or out of date, see {changelog[3]} for an exhaustive list of changes. 10:00:03 I could guess something like af_hunger being changed 10:00:15 and it spiked with death cobs but then we removed af_hunger on those 10:00:20 but hungry ghosts still had new af_hunger 10:00:34 so essentially we nerfed hungry ghosts 10:00:52 <|amethyst> hm, I would have expected more starvation deaths to bad play than to hungry ghosts 10:01:15 sadly it's difficult to track 10:01:21 <|amethyst> especially with the way it's often higher for releases than trunk (see 0.13-0.16) 10:01:23 due to hungry ghosts not being the killer 10:01:37 was't that death cobs? 10:01:37 advil: You have 6 messages. Use !messages to read them. 10:01:51 oh nm 10:01:58 it's in scrollback 10:02:04 <|amethyst> I wouldn't expect death cobs to have much of an effect at all 10:02:18 <|amethyst> because of how few games get that far 10:02:27 <|amethyst> otoh, these are all tiny numbers 10:02:45 yes, and death cobs spiked zot kills real good as I recall 10:02:50 .cobbed 10:02:54 135. jazmu the Slayer (L26 GrWn of The Shining One), starved to death on Zot:2 on 2016-09-30 04:12:15, with 557974 points after 70343 turns and 4:41:46. 10:03:00 .cobbed s=cv 10:03:01 135 games for * (hungrycobs place=zot|crypt ((ktype=starvation || ikiller=death_cob))): 62x 0.17, 45x 0.17-a, 28x 0.18-a 10:03:20 yeah for numbers like ~200, 45 more is a lot 10:03:33 well 10:03:36 that's not 45 more 10:03:46 .cobbed starve 10:04:00 man did I hate those things :) 10:04:01 91. jazmu the Slayer (L26 GrWn of The Shining One), starved to death on Zot:2 on 2016-09-30 04:12:15, with 557974 points after 70343 turns and 4:41:46. 10:04:05 .cobbed starve s=cv 10:04:18 91 games for * (hungrycobs place=zot|crypt ((ktype=starvation || ikiller=death_cob)) starve): 50x 0.17, 29x 0.17-a, 12x 0.18-a 10:04:30 auto eat chunks got turned on by default in 0.18, maybe the people who were dying to starvation weren't eating their chunks before they rotted 10:04:31 yeah, just 29 more for that numerator 10:04:43 Yeah I was wondering about that too 10:04:47 I didn't see it mentioned in the changelog 10:05:08 <|amethyst> wheals_: hm 10:05:11 <|amethyst> wheals_: I bet that is it 10:05:18 oh huh 10:05:25 i misread 10:05:27 oh you said before they rotted 10:05:30 ghouls can't starve 10:05:35 that was 0.17 10:05:47 oh you mean before the chunks rotted 10:06:07 yeah 10:06:11 but yeah I was wondering if auto eat might have lead to less starvation deaths somehow 10:06:19 but yeah didn't see that changed in 0.18 changelog 10:06:42 yeah i was looking at the 0.17 section by accident 10:06:42 <|amethyst> hm, 0.17 would have been mixed in with the cob/ghost thing 10:06:55 <|amethyst> so once those were resolved in 0.18 10:08:35 there were a bunch of small things that could have had some impact, i.e. the more detailed starvation levels, autoeat when starving 10:10:20 tweaks to when you could use high hunger abilities 10:10:50 <|amethyst> berserk hunger change 10:12:34 <|amethyst> gammafunk: one more thing that I'd kind of like to do for food unification, though it's not necessary before a release 10:12:52 <|amethyst> gammafunk: I'd like to eliminate about half the chunks in the game, and approximately double their food value 10:13:21 <|amethyst> gammafunk: because, to balance total amount of food, chunks in food-unification are worth significantly less nutrition than before 10:13:42 <|amethyst> err 10:13:43 !lg * starvation / trog s=cv o=. 10:13:43 2370/9674 games for * (starvation): 32/159x 0.21-a [20.13%], 36/131x 0.20 [27.48%], 35/156x 0.20-a [22.44%], 50/184x 0.19 [27.17%], 97/229x 0.19-a [42.36%], 75/201x 0.18 [37.31%], 151/553x 0.18-a [27.31%], 274/890x 0.17 [30.79%], 185/817x 0.17-a [22.64%], 99/494x 0.16 [20.04%], 65/329x 0.16-a [19.76%], 129/351x 0.15 [36.75%], 50/245x 0.15-a [20.41%], 72/231x 0.14 [31.17%], 100/379x 0.14-a [26.39%]... 10:13:44 <|amethyst> not chunks 10:13:49 <|amethyst> s/chunks/rations/g 10:14:25 that substitution in both those sentences? 10:14:36 <|amethyst> yeah 10:14:39 ok 10:14:59 <|amethyst> chunks are unchanged 10:15:31 ration are placed through food vaults and through normal item gen, the latter is easy to change in the sense of reducing rations 10:15:35 <|amethyst> but rations went from 4400-6500 down to 1900-3400 10:15:45 however lowering this does increase the numbers of other types of items 10:15:55 <|amethyst> gammafunk: yeah, I already did a few passes through food vaults 10:16:10 <|amethyst> gammafunk: to merge everything down to one permafood 10:16:13 so I guess we'd have to either be careful about what their weight goes to or reduce the number of generated items or both 10:16:47 yeah, I supose food vaults are actually the easier change since you can just e.g. half the number of rations in the vault or half the rate of placement of said vaults 10:17:09 for fewer ration items you want to be a bit careful though 10:18:00 objstat can tell us if we've changed the dist of other types of items, although I don't think I have a summary overall by item class...oh wait maybe we do 10:18:01 <|amethyst> also, doubling ration nutrition and halving ration numbers means Fedhas can require one ration rather than two 10:19:11 <|amethyst> OBJ_FOOD currently has weight 140 10:19:19 <|amethyst> (food_unification doesn't change that, so far) 10:19:52 <|amethyst> 140/1960 10:20:20 sounds like spreading 70 weight out wouldn't be that bad 10:20:35 <|amethyst> or you'd have to reduce item generation by about 3.5% to compensate 10:21:34 <|amethyst> could assign the extra weight to gold, then change the amount of gold per pile to compensate 10:21:55 <|amethyst> since gold is even more fungible than unified food 10:22:15 a lower total number might be more susceptible to variance from item gen on the low end 10:22:23 maybe not a real concern 10:22:36 you mean like on a per-level basis? 10:23:38 but yeah with a 3.5% decrease I don't think it could ever be a problem 10:24:06 I really mean overall, item gen has fairly high variance 10:24:25 well it does, but the low-end value overall is a very large number 10:24:57 it'd be a 3.5% decrease of the average, and although I don't know what the decrease on the min would be 10:27:20 <|amethyst> FR: players eat bugs off the ground, so they gain nutrition by stepping onto previously unstepped squares 10:27:26 <|amethyst> I have a branch that may be useful 10:27:27 I'd imagine that from a player standpoint there wouldn't be a way to percieve this 10:27:30 <|amethyst> %git city-connection 10:27:30 07|amethyst02 * 0.16-a0-3624-gd71b18a: Paint stepped-on squares. 10(2 years, 11 months ago, 5 files, 13+ 1-) 13https://github.com/crawl/crawl/commit/d71b18abbf94 10:27:42 hmm, can nutrition be deterministically converted into a number of turns (ignoring abilities/spells)? 10:28:36 I want to say that movement/resting are the same 10:28:45 but I forget if e.g. melee has an additional cost 10:28:52 heh yeah i don't know either 10:29:02 maybe this says something about the nutrition system 10:30:21 right now the objstat tables for one of the 3 rune games has 92 as the min # of comestibles, I'm just curious what 46 newrations translates to in turns (probably a lot) 10:31:18 could get this in practice by parsing recent morgue files that count eating 10:31:34 oh you were talking about rations specifically 10:31:41 I thought you meant overal item gen 10:32:20 yeah 10:33:55 <|amethyst> melee does have an extra hunger cost 10:39:23 <|amethyst> fortunately, the total amount of food in the game is wack 10:40:57 <|amethyst> if there's too little food on the first few levels (which is where I'd expect problems from increased variance), first_bread could be adjusted 10:41:10 <|amethyst> (first_ration 10:41:13 <|amethyst> in the branch) 10:41:26 wow 10:41:30 "first ration" 10:41:37 way to ruin flavor again, devs 10:41:47 <|amethyst> anyway, I must be going 10:42:04 <|amethyst> things that need playtesting are spriggans and kobolds/felids 10:42:16 <|amethyst> since they get much less food per ration now 10:42:28 <|amethyst> since they have twice as many as before 12:24:35 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-538-gd16b88a (34) 12:45:47 hm, having format strings for door closing in .des is a bit annoying 13:02:23 advil: items being under doors are not apportable, I assume? 13:02:32 no 13:02:38 I'm actually working on the push version right now 13:03:36 -!- amalloy_ is now known as amalloy 13:03:54 (no = they are not apportable) 13:04:23 man this warden code is messy 13:11:04 my current version will still leave an item under a door if there's nowhere for it to go, because that seems to simplify many things (though it has the obvious downside of leading to rare special cases) 13:12:37 oh, haha, that's what you meant by "push version" 13:12:45 I thought that was push like "about to git push" 13:13:18 heh 13:13:23 hrm, yeah, ideally items would not ever exist under doors if we're pushing them 13:13:47 it's too complicated to just destroy the item (after trying to push to all possible adjacent locations) 13:13:48 well, there are really three possibilities: destroy items, refuse to close doors sometimes, or leave them under doors 13:13:56 I'm anti-destruction 13:14:22 well, to be clear here, this is only the case where existing desctruction would apply 13:14:25 right? 13:14:36 since we're talking about tiles surrounded by deep water or lava 13:14:55 well, nothing is destroyed now 13:15:04 it can come up in a few other cases, where there are only walls 13:15:07 yes, but you're introducing items under doors just for that corner case 13:15:19 yeah 13:15:23 <|amethyst> except in the branch you'd be able to do it yourself even without a warden 13:15:58 for wardens, the door wiil currently refuse to close in those cases 13:15:58 <|amethyst> aha 13:16:08 <|amethyst> could just prevent manually closing the door in that case then 13:16:27 <|amethyst> "There's nowhere for the to go!" 13:16:39 it's true, that didn't seem much less fiddly to me 13:17:11 from the player's perspective 13:17:20 from ours, yeah, it might be less fiddly 13:17:54 I'm vaguely worried about what problems might arise from no longer being able to assume items aren't in solid features 13:18:23 well, there may still be problems but as far as I'm aware most are fixed on that branch already 13:18:25 But I guess I don't have any specific examples of problems 13:20:44 I think I'm going to push my current version (in a bit, still working) and you all can see what you think then, it would be easy to undo the changes that let items exist under doors in the branch 13:21:18 or really to cherry-pick one version or the other from this branch 13:34:38 03advil02 07[door_items] * 0.21-a0-538-g9da711b: Render items under closed doors better 10(11 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/9da711be2172 13:34:38 03advil02 07[door_items] * 0.21-a0-539-gc5192a1: Allow closing doors on items (rumflump) 10(11 days ago, 1 file, 0+ 6-) 13https://github.com/crawl/crawl/commit/c5192a118583 13:34:38 03advil02 07[door_items] * 0.21-a0-540-g04b8d97: Don't count closed door tiles as visible for items 10(11 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/04b8d97e730e 13:34:38 03advil02 07[door_items] * 0.21-a0-541-gac043e4: Fix a fallthrough 10(11 days ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/ac043e4c880a 13:34:38 03advil02 07[door_items] * 0.21-a0-542-gc5b1387: Rework visibility under doors and handle apport 10(11 days ago, 4 files, 22+ 14-) 13https://github.com/crawl/crawl/commit/c5b1387f6302 13:34:38 03advil02 07[door_items] * 0.21-a0-543-g05b5e5c: Have corpse rot only use accessible corpses 10(11 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/05b5e5c9e7e0 13:34:38 03advil02 07[door_items] * 0.21-a0-544-gbfdc9c9: Have fungal bloom use only accessible corpses 10(11 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/bfdc9c974ec1 13:34:38 03advil02 07[door_items] * 0.21-a0-545-g5c92a09: Push items out of the way when a door is closed 10(36 minutes ago, 3 files, 133+ 12-) 13https://github.com/crawl/crawl/commit/5c92a0908d8f 13:34:38 03advil02 07[door_items] * 0.21-a0-546-g71a73fb: Have vault wardens use simpler item pushing logic 10(4 minutes ago, 1 file, 9+ 18-) 13https://github.com/crawl/crawl/commit/71a73fb0ac2f 13:36:03 wouldn't be too hard to add a fail case if there are unmoveable items (and not merge 539,546) 13:36:41 (the rest of the logic still better handles a few special cases that don't involve doors iirc) 13:48:02 hm maybe they don't 15:56:08 weird that deep water death code is still in the game somewhere 16:02:40 New branch created: door_items_solidity (1 commit) 13https://github.com/crawl/crawl/tree/door_items_solidity 16:02:40 03advil02 07[door_items_solidity] * 0.21-a0-538-g822b319: Push items out of the way when a door is closed, if possible 10(11 days ago, 3 files, 140+ 14-) 13https://github.com/crawl/crawl/commit/822b3192b421 16:03:03 I gave in 16:14:26 ??tomb of doro 16:14:26 I don't have a page labeled tomb_of_doro in my learndb. 16:14:29 ??tomb of dorokhle 16:14:30 tomb of dorokhle ~ tomb of doroklohe[1/2]: Creates rock walls in one or more adjacent squares, destroying traps and displacing items (but not monsters) in the process; now only seen as the effect of the Tomb card and may be cast by {Khufu}. 16:14:39 I guess that does still exist 16:56:19 The build passed. (door_items_solidity - 822b319 #9028 : advil): https://travis-ci.org/crawl/crawl/builds/317116008 17:01:25 03advil02 07[door_items_solidity] * 0.21-a0-539-g191ebc4: Refactor imprison to use new push code 10(18 minutes ago, 3 files, 38+ 26-) 13https://github.com/crawl/crawl/commit/191ebc496c33 17:01:25 03advil02 07[door_items_solidity] * 0.21-a0-540-g608e3f8: Use new push code for abyss generation 10(56 seconds ago, 1 file, 3+ 9-) 13https://github.com/crawl/crawl/commit/608e3f8a10ed 17:03:27 the door sealing code is such a delicately balanced piece of work I'm afraid of trying to clean it up 17:51:56 The build has errored. (door_items_solidity - 608e3f8 #9029 : advil): https://travis-ci.org/crawl/crawl/builds/317138173 18:17:48 Unstable branch on underhound.eu updated to: 0.21-a0-538-gd16b88afdd (34) 18:17:57 03advil02 07[door_items_solidity] * 0.21-a0-541-ga2a8c5a: Use refactored push code for door sealing 10(46 seconds ago, 2 files, 71+ 165-) 13https://github.com/crawl/crawl/commit/a2a8c5ad5113 19:17:52 The build has errored. (door_items_solidity - a2a8c5a #9030 : advil): https://travis-ci.org/crawl/crawl/builds/317165432 21:30:29 -!- mikee__ is now known as mikee_ 22:11:49 -!- Evablue_ is now known as Evablue 22:27:51 -!- Evablue__ is now known as Evablue