00:01:10 Oh, I know - if there's more than 3 types it could simply change it to 'the dead awaken' (that OC mentioned) instead. 00:12:46 65 commits while I was out? ARgh. 00:13:38 Alternate statue tiles submission (http://crawl.develz.org/mantis/view.php?id=929) by LoginError 00:13:39 yeah, really 00:13:56 114 for me to look through since my last round of cherry-picking 00:14:02 Ah, a lot of bug closes. 00:17:50 We have tile people coming out of the woodwork. 00:19:26 sorear: I don't see Olgreb's transfering any results though. The dead are walking message is displayed in a different function than the one I'm checking the monster info in. (So I either need a way to check from animate_dead (it doesn't have the corpse type as a variable that I can see) or a way to transfer from _raise_remains) 00:20:02 Just make it "The dead have arisen!" 00:20:34 Twinge_: you know about passing pointers to local variables as arguments, right? 00:20:54 due: Very easy, but I won't learn anything from doing that and it'll be less fun ;) 00:21:09 i.e. LEA EAX, [ESP - 24] PUSH EAX ; you've seen this lots of times, right? 00:21:20 that's foo(..., ..., &local); in C 00:21:44 Yeah, I know the concept, just not the proper way to go about it easily 00:21:49 in the argument list, put a * after the type 00:21:58 and access it with *argument instead of argument 00:32:39 -!- Spads has quit [Ping timeout: 240 seconds] 00:33:11 Wooohooo I'm up-to-date. 00:33:33 As of... monday. 00:35:49 and it's nw... Thursday, yay. 00:36:32 * doy is now running into more and more merge conflicts 00:36:39 Oh dear :/ 00:36:48 Only 75 more commits to summarise. 00:37:05 due: how're you hitting conflicts? something I mucked with? 00:37:13 neunon: no, just random stuff 00:37:19 Ah, okay. 00:37:37 neunon: You need an extra letter in your auto-complete algorithm :) 00:37:48 i'm trying to avoid pulling meaningless code reorganization into 0.6, to avoid unintentional bugs 00:37:57 Hah, I misread the /me. 00:37:58 but then people continue making changes that are actually important 00:37:59 Sorry. 00:40:46 I lied. 130 changes. :( 00:43:46 You people and your three-letter d names. 00:48:56 I'd make mine four letters but then I'd clash with dpeg. 00:53:15 sorear: Yeah I'm still lost :/ I tried adding int *corps to the end of the animate_dead argument list and calling it with *corps. If I also add it to the spells3.h file it will compile (whatever else I tried errored in compile), but then it'll crash when you try to animate dead :P Also tried changing int to int* in _raise_remains (probably what you actually meant), but that won't compile... 00:54:20 What are you trying to do? 00:54:52 function (int &blah) *blah++; 00:55:12 a = 10; func(a); (a == 11) == true, no? 00:58:17 what language is that? 00:58:18 d: 00:58:47 C++? 00:59:00 you don't dereference a reference, though... 00:59:10 looks like some weird mix of c++ and lua 00:59:12 (: 00:59:36 due: Trying to either pass the results of a check from inside one function to another 2 levels up or to find a way to make the same check in the function directly without having to pass results around. Specifically, check if a corpse's monster type is water-based/etc. so I can generate messages depending on that. 00:59:52 shorthand 01:00:04 I don't have C++ in a nutshell with me 01:00:10 and I honestly don't know it that well 01:00:38 And my C experience is nearly non-exsistant, so I'm learning as I go :P (Seemed like an easy enough change that I could hopefully figure it out with some help at least, and learn in the process) 01:00:54 void foo(int *blah) { *blah++; } int a = 10; foo(&a); (a == 11) == true; 01:01:20 doy: in C++, wouldn't it be more idiomatic to do it with references (shudder)? 01:01:37 scarf: i can't stand that practice 01:01:48 scarf: references are discouraged by the Crawl CodingStyle 01:01:49 doy: I look at it with suspicion 01:02:01 yes, Crawl is big enough to have its own style manual 01:02:05 like Linux *shudder* 01:02:14 makes it impossible to tell whether a function might be magically changing its arguments in the caller scope 01:02:31 yep 01:02:34 we need the ##c++ "geordi" bot in here :P 01:02:36 I'm ok with const references 01:02:38 in C++, "i++" might do absolutely anything 01:02:49 not the same problem, but a similar one 01:02:49 sorear: sure, but they're also not worth it for int parameters 01:03:21 scarf: operator overloading is a good thing 01:03:27 we use it heavily 01:03:37 operator overloading is often used badly 01:03:42 see also: iostremas 01:03:46 iostreams 01:03:56 oh, it's fine, you just need everyone to know what's going on 01:04:18 operator overloading should not be used to invent new syntax 01:04:41 I think we use ++ overloading for iterators. 01:04:48 right, that's reasonable 01:04:57 due: we overload operator[] and operator() quite a bit too 01:05:11 grd(x,y) = DNGN_FLOOR; 01:05:27 that's reasonable too. 01:05:41 mgrd[-1] asserts instead of crashing 01:06:13 you can do the full set of affine operators on coord_def 01:08:16 -!- scarf has quit [Remote host closed the connection] 01:08:34 -!- purge has quit [Quit: .] 01:08:49 -!- scarf has joined ##crawl-dev 01:09:34 did you miss anything? 01:16:03 -!- DrPraetor has quit [Ping timeout: 276 seconds] 01:38:51 -!- Textmode has quit [Quit: Leaving] 01:59:01 Bleh. Sigh. Thought that one would be easy enough for me to figure out; maybe not... 02:00:47 -!- Spads has joined ##crawl-dev 02:02:04 03greensnark 07stone_soup-0.6 * r624f876e9ca3 10/crawl-ref/source/ (dungeon.cc mon-pick.cc): Skip _place_aquatic_monsters in Shoals; this brings Shoals xp in line with Snake (~56k as compared to ~55k for Snake and ~52k for Swamp). 02:02:07 03Keskitalo 07stone_soup-0.6 * ra670b5c14087 10/crawl-ref/source/dat/des/portals/ (8 files): Use epilogues for portal vault milestones and welcome messages. 02:02:09 03Keskitalo 07stone_soup-0.6 * r80fd73ff9330 10/crawl-ref/source/dat/des/portals/bazaar.des: Add milestones for bazaars. (due) 02:02:10 03j-p-e-g 07stone_soup-0.6 * rf84ea566e1bb 10/crawl-ref/source/ouch.cc: Fix #901: Death's door also preventing "death" by winning or leaving. 02:02:12 03j-p-e-g 07stone_soup-0.6 * r55dae7155ba9 10/crawl-ref/source/abyss.cc: Fix #904: preserve_feat being ignored when using Lugonu's corruption. 02:02:14 03dpeg 07stone_soup-0.6 * r02411f0a4405 10/crawl-ref/source/dat/database/monspeak.txt: Repair a line of speech (Mu). 02:02:17 03due 07stone_soup-0.6 * ra82eef6745c3 10/crawl-ref/source/makeitem.cc: Fix #903: Only make enchanted needles runed. 02:02:21 03j-p-e-g 07stone_soup-0.6 * rf569ca1926a7 10/crawl-ref/source/describe.cc: Show power, range and food cost when browsing spell descriptions. 02:02:22 03j-p-e-g 07stone_soup-0.6 * r1aa024c089d4 10/crawl-ref/source/ (command.cc describe.cc spl-book.cc spl-book.h): Fix SF 2938758: Wrong message for unmemorizable spells due to Lich form. 02:02:23 03j-p-e-g 07stone_soup-0.6 * r0b1fef82f498 10/crawl-ref/ (docs/crawl_manual.txt source/dat/descript/spells.txt): Update manual section on autoinscription abbreviations. 02:02:26 03neunon 07stone_soup-0.6 * rb3cdb182f54a 10/crawl-ref/source/makefile: makefile: add rltiles/dc-unrand.txt to GENERATED_FILES 02:02:29 03Enne 07stone_soup-0.6 * r3b8952139b6f 10/crawl-ref/source/makefile: Fix dependencies for files in subdirectories. 02:02:30 03neunon 07stone_soup-0.6 * r25768f550c8f 10/crawl-ref/source/rltiles/makefile.unix: rltiles/makefile.unix: use system libsdl/libpng where possible 02:02:31 03neunon 07stone_soup-0.6 * r2c642e4a0f7d 10/crawl-ref/source/ (makefile rltiles/Makefile rltiles/makefile.unix): rltiles/makefile.unix: rename to rltiles/Makefile 02:02:34 03neunon 07stone_soup-0.6 * r8bf00bdd323b 10/crawl-ref/source/rltiles/tool/tile_list_processor.cc: tile_list_processor.cc: fix segfault on fclose() of null FILE* 02:02:35 03doy 07stone_soup-0.6 * r833f770d023b 10/crawl-ref/source/rltiles/ (Makefile tool/tile_list_processor.cc): Revert "Revert "Only generate tiledef files if they have changed."" 02:02:36 03neunon 07stone_soup-0.6 * rd61b64565b8d 10/crawl-ref/source/rltiles/Makefile: rltiles/Makefile: fix dependency on 'tilegen' 02:02:37 03neunon 07stone_soup-0.6 * r524141121194 10/crawl-ref/source/rltiles/Makefile: rltiles/Makefile: fix tilegen targets 02:02:39 03neunon 07stone_soup-0.6 * r70d3baceb224 10/crawl-ref/source/rltiles/Makefile: rltiles/Makefile: make $(RLTILES) an order-only dependency 02:02:40 03neunon 07stone_soup-0.6 * r47938a965ec1 10/crawl-ref/source/rltiles/Makefile: rltiles/Makefile: fix dependency generation 02:02:43 03neunon 07stone_soup-0.6 * r4708eb7e25a5 10/crawl-ref/source/rltiles/Makefile: rltiles/Makefile: make 'all', 'clean', and 'distclean' phony targets 02:02:44 03neunon 07stone_soup-0.6 * r91b0949adc9a 10/crawl-ref/source/rltiles/tool/.gitignore: rltiles/tool: add .gitignore 02:02:45 03greensnark 07stone_soup-0.6 * rb38a78f33f09 10/crawl-ref/source/mon-place.cc: Don't pick uniques as candidates for random zombies; fixes Lernaean hydra zombies being randomly generated. 02:02:47 03neunon 07stone_soup-0.6 * r9a42fc0f1a9e 10/crawl-ref/source/Crawl.xcodeproj/project.pbxproj: Xcode project: fix build failures due to source references and contrib breakage 02:02:49 03Keskitalo 07stone_soup-0.6 * r3cd54ed944b7 10/crawl-ref/source/rltiles/dc-mon/animals/giant_newt.png: Adjust brightness and contrast of the giant newt tile. It is now a lighter shade of gray, to make it stand out better from the regular dungeon floor. 02:02:50 03Keskitalo 07stone_soup-0.6 * reb56dcd84fe1 10/crawl-ref/source/rltiles/dc-mon/animals/crocodile.png: Fix the crocodile shadow a little. 02:02:52 03Enne 07stone_soup-0.6 * rbb6941b0dc02 10/crawl-ref/source/rltiles/Makefile: Revert removal of PNG target dependencies. 02:02:54 03Enne 07stone_soup-0.6 * r4beb2f0caf99 10/crawl-ref/source/rltiles/Makefile: Use correct targets in rltiles/tool/*.d files. 02:02:59 03by 07stone_soup-0.6 * r494c71503ec2 10/crawl-ref/source/abl-show.cc: Fix mummy self-restoration being disabled when just rotted. 02:03:01 03j-p-e-g 07stone_soup-0.6 * r34802bc5485c 10/crawl-ref/source/ (6 files in 3 dirs): Add Porkchop's alligator tiles, slightly tweaked. 02:03:02 03j-p-e-g 07stone_soup-0.6 * r06c7979d470e 10/crawl-ref/source/rltiles/ (11 files in 3 dirs): Move special minivault dungeon features into subfolder dngn/vaults. 02:03:05 03j-p-e-g 07stone_soup-0.6 * r1ea78b202cc1 10/crawl-ref/source/ (11 files in 4 dirs): Add tile for the Tukima's wizlab's other "strange machine". 02:03:09 03j-p-e-g 07stone_soup-0.6 * r41f98669ffdf 10/crawl-ref/source/rltiles/ (11 files in 2 dirs): Add more variant tiles for Makhleb's blazing altar. 02:03:09 03j-p-e-g 07stone_soup-0.6 * r151a12871bf2 10/crawl-ref/source/tilepick.cc: Tiles: Extend plant stash brand to stationary monsters in general. 02:03:10 03greensnark 07stone_soup-0.6 * red4fac6a3f47 10/crawl-ref/source/fight.cc: Fix signed-unsigned comparison warning. 02:03:11 03Keskitalo 07stone_soup-0.6 * r4120052b3ece 10/crawl-ref/source/rltiles/Makefile: Fix rltiles Makefile not working on Windows. 02:03:12 03j-p-e-g 07stone_soup-0.6 * r4c444e492688 10/crawl-ref/ (docs/options_guide.txt settings/init.txt): Add another autoinscribe suggestion, though commented out. 02:03:13 03j-p-e-g 07stone_soup-0.6 * r16b53086f8ff 10/crawl-ref/docs/tiles_help.txt: Update tiles_help.txt to the Alt -> Ctrl-Shift change. 02:03:18 03j-p-e-g 07stone_soup-0.6 * r2d702b5a6789 10/crawl-ref/source/ (13 files in 3 dirs): Add inky wave overlays for the kraken's ink clouds. 02:03:20 03j-p-e-g 07stone_soup-0.6 * re20a2ec0cd85 10/crawl-ref/source/directn.cc: Fix double-bracketed terrain descriptions on examining surroundings. 02:03:21 03j-p-e-g 07stone_soup-0.6 * r1e4af5e7e223 10/crawl-ref/source/ (3 files in 3 dirs): Add Porkchop's tile (slightly tweaked) for Cigotuvi's Monster. 02:03:23 03j-p-e-g 07stone_soup-0.6 * r57e15488060f 10/crawl-ref/source/tutorial.cc: Fix #915: Corpse glyph and corresponding message wrong in tutorial. 02:03:25 03j-p-e-g 07stone_soup-0.6 * rd5355708ce35 10/crawl-ref/source/rltiles/ (17 files in 3 dirs): Make Jiyva's altar jiggle quite a bit. 02:03:27 03Enne 07stone_soup-0.6 * r883868d12b08 10/crawl-ref/source/tilepick.cc: [835] Don't display OOS blood/mold for tiles. 02:03:29 03Enne 07stone_soup-0.6 * r9373136826a0 10/crawl-ref/source/ (7 files): Make tiles use viewwindow for 'X' map display. 02:03:29 03Enne 07stone_soup-0.6 * rd164823c4815 10/crawl-ref/source/view.cc: [885] Fix draconian tile issues in the Abyss. 02:03:33 03j-p-e-g 07stone_soup-0.6 * rc353e8010fbc 10/crawl-ref/source/ (directn.cc directn.h mon-stuff.cc): Fix clouds not being described when examining surroundings. 02:03:35 03j-p-e-g 07stone_soup-0.6 * r47740d3bb714 10/crawl-ref/source/ (47 files in 3 dirs): Add LoginError's tiles for various runed/steel/silver ammunition. 02:03:36 03by 07stone_soup-0.6 * r2230f170c955 10/crawl-ref/source/wiz-dgn.cc: Fix wizard mode portal descriptions (&P). 02:03:40 03j-p-e-g 07stone_soup-0.6 * r90b3393b4ddc 10/crawl-ref/source/tilereg.cc: Fix the Tiles tooltip giving away the presence of invisible monsters. 02:03:41 03j-p-e-g 07stone_soup-0.6 * r64079b3b1192 10/crawl-ref/CREDITS.txt: Add LoginError to the credits. 02:03:42 03j-p-e-g 07stone_soup-0.6 * r644ff6a35a2f 10/crawl-ref/ (docs/options_guide.txt settings/init.txt source/initfile.cc): Default small_more to false. 02:03:43 03j-p-e-g 07stone_soup-0.6 * rb22e6f5431be 10/crawl-ref/source/dat/descript/ (items.txt spells.txt): Update silence descriptions to include the shrinking radius. 02:03:44 03by 07stone_soup-0.6 * rac3b96571b4c 10/crawl-ref/source/ (files.cc files.h): Restore more state when returning from level excursion. 02:03:45 03by 07stone_soup-0.6 * r9b8287013ce0 10/crawl-ref/source/it_use2.cc: Don't do distortion unwield effect for temporary brand. 02:03:46 03by 07stone_soup-0.6 * r21346a0d85ec 10/crawl-ref/source/dat/des/portals/ossuary.des: Make ossuary portals brown. 02:03:48 03j-p-e-g 07stone_soup-0.6 * rea018a420023 10/crawl-ref/source/ (food.cc food.h mon-stuff.cc): Implement #913: Mark bad type disintegrated monsters' chunks "dropped". 02:03:51 03henry 07stone_soup-0.6 * r8e19dd07ea1d 10/crawl-ref/source/dgn-overview.cc: Unseen altars are not displayed in morgue 02:03:53 03by 07stone_soup-0.6 * r48637a928145 10/crawl-ref/source/ (chardump.cc dgn-overview.cc dgn-overview.h): Pass a flag instead of checking global state in dgn-overview. 02:03:54 03dpeg 07stone_soup-0.6 * r0bd895897236 10/crawl-ref/ (3 files in 2 dirs): Update quickstart.txt and friends. 02:03:55 03Keskitalo 07stone_soup-0.6 * rb3042c92e3f4 10/crawl-ref/source/religion.cc: Fix Elyvilon's guaranteed protection from harm not being guaranteed. 02:03:57 03dpeg 07stone_soup-0.6 * rc6ce365fc821 10/crawl-ref/ (README.pdf README.txt source/util/docs/README.tex): Update README.txt and friends. 02:03:58 03dpeg 07stone_soup-0.6 * r9ba901584886 10/crawl-ref/docs/crawl_manual.txt: CDO rather than SF in the manual. 02:04:01 03dpeg 07stone_soup-0.6 * r957c7e3c0493 10/crawl-ref/ (docs/FAQ.html source/dat/database/FAQ.txt): Minor change to FAQ.txt and friend. 02:04:02 03j-p-e-g 07stone_soup-0.6 * r2ed8e795f8ad 10/crawl-ref/source/ (rltiles/player/transform/lich_form.png tilereg.cc): New Necromutation tile, based on Porkchop's idea. 02:04:03 03j-p-e-g 07stone_soup-0.6 * r6dd7efe47844 10/crawl-ref/source/misc.cc: Fix double-prompt when leaving the dungeon during the tutorial. 02:04:06 03j-p-e-g 07stone_soup-0.6 * rc6e9f653e0a7 10/crawl-ref/source/tutorial.cc: Various tutorial tweaks, making the introduction work with ASCII again. 02:04:06 03Keskitalo 07stone_soup-0.6 * rdcf6d2fe027d 10/crawl-ref/source/tilesdl.h: Add MOD_NONE to key_mod enums (ixtli) 02:04:09 03j-p-e-g 07stone_soup-0.6 * r12662270656c 10/crawl-ref/source/ (misc.cc tilereg.cc): Change the message upon entering a labyrinth. 02:04:10 03Keskitalo 07stone_soup-0.6 * rdbd0f83f0faa 10/crawl-ref/docs/keybind.txt: Fix incorrect listing of CMD_MAP_JUMP commands. Fixes Mantis [925]. 02:04:12 03Keskitalo 07stone_soup-0.6 * rdc01182855db 10/crawl-ref/docs/develop/process.txt: Update process.txt to reflect the move to CDO Mantis/Wiki. 02:04:13 03Keskitalo 07stone_soup-0.6 * r89e1ea29e800 10/crawl-ref/docs/develop/patch_guide.txt: Update patch_guide.txt to reflect the use of git. 02:04:15 03j-p-e-g 07stone_soup-0.6 * r38b22c62a6da 10/crawl-ref/source/ (describe.cc directn.cc): Fix #757: Duplicate punctuation in feature descriptions. 02:04:18 03j-p-e-g 07stone_soup-0.6 * rc63d9971efaf 10/crawl-ref/source/ (12 files in 4 dirs): Add new design for Cheibriados' altar, now complete with clock. 02:04:19 03neunon 07stone_soup-0.6 * r0ebc79ee5438 10/crawl-ref/source/AppHdr.h: AppHdr.h: use 'ifdef __MWERKS__' instead of 'if __MWERKS__' 02:04:21 03neunon 07stone_soup-0.6 * rf70842373c01 10/crawl-ref/source/losparam.h: losparam.h: add missing access specifiers for inherited structs 02:04:23 03neunon 07stone_soup-0.6 * r64ce4d0c4a37 10/crawl-ref/source/ (stash.cc stash.h): stash.{cc,h}: remove meaningless qualifier on return type 02:04:24 03neunon 07stone_soup-0.6 * r80b250bf0b88 10/crawl-ref/source/exclude.cc: exclude.cc: add missing access specifier for inherited struct 02:04:27 03neunon 07stone_soup-0.6 * r62a97e2d196a 10/crawl-ref/source/makefile: makefile: fix build on the Intel compiler 02:06:26 Maybe the other approach then? How do I add an out-parameter? If I try to add, say, int* motions to the list of function arguments it errors on compile. 02:07:20 Twinge_: you're doing something wrong, then; error details would make it easier to help you 02:08:43 error: too few arguments to function . I tried adding the same to where it's called from which also doesn't work. assumedly I'm still missing something fundamental about how these work in the first place. 02:09:08 paste relevant code? 02:09:32 adding it to where it's called from gives 'error: expected primary-expression before 'int'' . K, 1 sec 02:10:59 neunon: What counts as a compiler we care to support? 02:11:09 -!- by_ is now known as by 02:12:38 "gcc 4, msvc 7" i'd guess 02:12:55 maybe msvc 8 02:13:05 * sorear points at the icc kludges above 02:14:09 those aren't kludges though... those are actual bugfixes for things that gcc just happens to allow 02:14:49 #if __MWERKS___ // isn't C defined to treat undefined preprocessor constants as 0? 02:16:22 by: http://pastebin.com/Y346MgqZ (Added some comments to explain somewhat) 02:17:23 with -E gcc only preprocesses -> you see what it actually compiles 02:17:42 16.1 #4: 02:17:44 behavior is undefined. After all replacements due to macro expansion and the defined unary operator have 02:17:47 been performed, all remaining identifiers and keywords144 , except for true and false, are replaced with the 02:17:50 pp-number 0, and then each preprocessing token is converted into a token. The resulting tokens comprise 02:17:59 seems to support gcc over icc 02:18:45 so it does 02:19:03 Master branch on CDO updated to: 0.6.0-a2-364-g62a97e2 (16.5) 02:20:16 Twinge_: you need to actually pass the new argument to animate_remains 02:20:40 Yes. 02:20:56 Twinge_: define "int motions;" and pass "&motions" 02:20:56 by: You have 1 message. Use !messages to read it. 02:21:39 !messages 02:21:39 (1/1) greensnark said (15h 22m 36s ago): I don't see the Yred minion bug in latest version on CDO; either it's sporadic, or it's fixed 02:22:30 Twinge_: I posted a correction on the paste 02:22:35 also, this is C++, not C 02:23:54 sorear: Posting a correcton just creates a new paste page doesn't it? 02:25:00 no 02:25:04 it's a comment thing 02:25:05 er 02:25:07 I though 02:25:58 I guess you're right, sorry 02:26:00 http://pastebin.com/3Rf4YZHU 02:32:36 !tell greensnark Thanks for Yred feedback. 02:32:36 by: OK, I'll let greensnark know. 02:32:51 -!- Amonchakad has joined ##crawl-dev 02:32:59 Hmm. error: 'motions' was not declared in this scope (on line 124 of the paste) -- Do I need to define it somewhere in the .h file then, or? Tried defining it as 'int* motions = NULL' under animate_remains, but still get the same error. 02:33:42 alright, after 2.5 hours of merging, i can go to bed 02:33:54 doy: ouch 02:34:04 goodnight 02:34:29 doy: Better than 2 hours on in-game flavor text though ;) Night! 02:35:12 How does the new DS mutations system work? Does it still guarantee the same number of mutations once you get at max level? Or you can actually end up with DS with more/less mutations? 02:41:57 Which new system? 02:42:25 Uh...the one who was introduced in 0.6? I'm quite sure it wasn't in 0.5.2 02:42:31 But I haven't played that in ages 02:42:36 Twinge_: Line #114 is an unflagged correction, sorry 02:42:58 Amonchakad: There is no new DS system in 0.6. The 0.7 system is still in the prerelease, I need to get around to revering it 02:43:43 sorear: so you're planning to revert to the old system? the one with a guaranteed mutation in each level range? 02:44:18 hmm, wasn't the old one scummable? 02:44:28 as in, messing with your skills, etc, to try to get particular mutations? 02:44:46 scarf: I think the situation is that the old had issues, but the new isn't tested enough to make 0.6 02:44:53 yes 02:44:53 the 0.7 system guarantees 18 total mutation levels by xl27 02:44:56 hmm, yes, sounds about right 02:45:28 AFAIK, the "old" system was: 1 mutation guaranteed in xl 1-4, another guaranteed in 5-7, another guaranteed in 8-something, etc etc 02:45:56 and it didn't give you "redundant" mutations: as in, no firebreath if you had something like conjurations>5 02:46:10 scarf: the reversion is only going to happen in stone_soup-0.6, not master 02:46:28 and again, makes sense 02:46:36 that's what I thought you meant anyway 02:50:10 moin guys 02:51:41 sorear: Adding that simple definition gives an explosion of errors :/ First a warning on spells3 (warning: the address of 'motions' will always evaluate as 'true' - line 124) Then a mess of them on linking the exe - from all the files that call on animate_remains. Do I need to add a ", 0" to the argument list everywhere else it's called or such? 02:51:59 doy: \o/ 02:52:09 no problems compiling on CDO, I hope? 02:52:13 nope 02:52:22 I like that :D 02:54:36 Twinge_: you need to mentally line up the definition of animate_remains and the call, find out where a pointer is getting coerced to a boolean, and fix it 02:55:37 next, you need to set a default value for the argument - in the header file, change , int *motions); to , int *motions = 0); 02:56:28 or did you never change the header file in the first place? Because that would explain the link errors 03:01:10 I changed it, it errored and you poitned out you had an unflagged correction, and I changed it back :P Adding that does indeed fix the link errors (I set it = NULL; Assumedly NULL is the same as 0 here? int* mon_index used NULL and I just copied), leaving only the warning which I'll look at 03:01:51 your reply got cut off after "which I'll look at" 03:02:10 NULL and 0 are always the same in C++ 03:02:22 I usually write 0 because I'm lazy 03:02:30 some people think NULL is clearer 03:03:34 That was all I said, heh. Nothing cut off. If I understand correctly, there are 10 arguments where animate_remains is called, but 12 where it is defined - which would make it line up with bool force_beh 03:06:08 yeah 03:06:17 you need to make it line up with the argument you just added 03:06:26 by putting in default values 03:07:47 Yep, trying that now. 03:10:23 I'm assuming "become proficient in C++ coding" is one of your goals. 03:10:33 If it's not, say so, and I'll help a lot more. :D 03:11:51 I'm tempted to cave into laziness, but it'd be good for personal growth to get better at this and get back into some more complex programming in general, so I should definitely be trying to figure at least some of it out on my own. 03:12:07 Where should I put the #defines? 03:12:29 In the header file, since people who call animate_remains are potentially interested. 03:20:06 Morning-ish! 03:23:21 Moin Eino :) 03:24:26 Unclear why Blink is highlighted in spell list (http://crawl.develz.org/mantis/view.php?id=930) by Chigusa 03:25:03 !tell Textmode #930 03:25:03 sorear: OK, I'll let Textmode know. 03:25:20 yes, we really should disable all of those other colors for 0.6 03:28:14 Oh, hmm. I guess the undead don't actually fly do they, except for odd cases like Skeletal Dragons. 03:29:13 Twinge_: derived undead fly if the base types do 03:29:21 skeletal dragons really need to stop flying 03:29:34 but I hate to start a revert fight with dolorous 03:30:12 oh, okay. So they do; was jsut testing in-game Gretell just doesn't show the fly tag for them. 03:30:26 -!- EroN1 has joined ##crawl-dev 03:30:31 If Dragon Skeletons can fly, I guess Skeletal Dragons can fly; powered by magic or something :P 03:31:02 Skeletal dragons are HUGE. 03:31:15 I imagine them being too heavy to fly. 03:31:28 Anyways, it used to be a pretty unique feature of them. 03:33:49 -!- Twinge_ has left ##crawl-dev 03:33:55 -!- Twinge_ has joined ##crawl-dev 03:40:10 Sooo, pan lord milestones. 03:40:39 that could get rather spammy 03:40:53 who cares that I just killed another MONS_PANDEMONIUM_LORD 03:41:18 Ah, not those. Rather the 4 specific levels. 03:43:18 crawl.mark_milestone("br.enter", "entered the realm of Gloorx Vloq.") 03:44:32 epilogs! 03:45:23 Yes! 03:47:52 03Keskitalo * re647bcf596f8 10/crawl-ref/source/dat/des/branches/pan.des: Add milestones for the four big bad pan lord levels. 03:50:28 Ah ha. Using '=' in the defines is a no-no... 04:04:32 Reorganized a bit: http://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.7_features 04:24:40 [Tiles] Too many screen redraws when targeting (http://crawl.develz.org/mantis/view.php?id=931) by jpeg 04:28:38 I'm used to being able to look at code and understand it enough to mimic it, so this is kind of frustrating ;) Trying to copy the toxic/refridg code to generate a smart list (commas and ands as necessary) was unhelpful, but I think I found another function that might do the trick more easily... 04:37:03 03by * rab40a8776d72 10/crawl-ref/source/dat/clua/lm_trove.lua: lm_trove.lua: Break overly long lines. 04:37:04 03by * r62bad4a77e36 10/crawl-ref/source/dat/clua/lm_trove.lua: Trove: Display current portal state more prominently in xv. 04:37:06 03by * r7c9b7c0307f2 10/crawl-ref/source/dat/clua/lm_trove.lua: Trove: show full fee in lock portal prompt. 04:37:07 03by * r8c109e894dc8 10/crawl-ref/source/dat/clua/lm_trove.lua: Make trove locking message more explicit. 04:37:10 03by * rc79328482dd2 10/crawl-ref/source/dat/clua/lm_trove.lua: Trove: conditionally pluralise scrolls and potions. 04:37:34 by: Thanks, I'm still working on the bugs at the minute.. 04:38:03 !function mprf 04:38:07 Lines pasted to http://paste.scsys.co.uk/39807 04:38:46 due: oh, hope I didn't cause conflicts; thought you were away 04:39:17 I just went through the list of unassigned 0.6 bugs 04:39:51 also, if you disagree with something, please just revert 04:55:00 -!- scarf has quit [Remote host closed the connection] 04:55:26 by: It's fine, will check later. 04:55:35 by: No conflicts, I haven't started working on it 04:55:36 -!- dpeg has joined ##crawl-dev 04:55:55 Idea for a minor FR: a warning in Trog's long description that he might gift Distortion weapons? New players have no way of knowing this, and getting banished and killed due to one is very frustrating. 04:55:56 by: But the item picker is fucked because it's trying to call plus1 and plus2 of the item_def wrapper, whereas it should be assigning values off of item_def.pluses(). 04:57:20 Amonchakad: no, the warning won't be good, imo 04:57:23 Oh boo to that. I can't directly output an int as a string? Do I have to convert it first or something? 04:57:41 Twinge_: mprf? 04:57:45 mprf("%d", int) 04:57:49 dpeg: ok, I suppose it'll be just another thing people learn the hard way 04:58:18 Just mpr in this case (realized mprf was not what I wanted, at least as far as I can tell.) 04:59:05 but I'm just testing so f might work too I guess 05:00:12 Amonchakad: if it's too bad, we should disable those gifts or warn when the player gets them 05:00:12 Keskitalo: Would a shoortcut for epilogue work? like epi{{}}? 05:00:19 Yeah that works for now it lokos like, thanks 05:00:19 dpeg: Disable, in my opinion. 05:00:29 Amonchakad: what is a new Troggite to do with the abstract warning? Not use the gifts anymore? Read-id them? 05:00:39 due: I don't care either way. 05:00:46 dpeg: I read-ID every gift trog gives. 05:01:06 due: you have a lot of id scrolls :) 05:01:07 dpeg: Thinking about it, a warning won't be of much use anyway; nobody will read-id all gifts. Nevermind 05:01:38 dpeg: I don't wield non-randarts unless I've ID'd them first. 05:01:48 -!- Amonchakad has left ##crawl-dev 05:01:48 wow 05:01:56 -!- Amonchakad has joined ##crawl-dev 05:03:10 ...distortion isn't *that* bad ;O 05:03:15 I believe the phrase is "grindy". 05:04:00 Oh, it came to my mind after my troll berserk died in the Abyss due to a gifted distortion axe 05:04:26 Fun thing is I used unarmed combat, I equipped the axe just for curiosity 05:04:43 !lm type=abyss.enter 05:04:48 16. [2009-12-11] bookofjude the Ruffian (L1 MiMo) is cast into the Abyss! (goblin) (D:1) 05:04:52 !lm type=abyss.enter -2 05:04:53 15. [2009-08-24] bookofjude the Merfolkian Porcupine (L27 MfCK) is cast into the Abyss! (the effects of Hell) (Geh:4) 05:04:57 !lm type=abyss.enter -4 05:04:58 13. [2009-08-23] bookofjude the Merfolkian Porcupine (L21 MfCK) is cast into the Abyss! (distortion unwield) (Vault:8) 05:05:03 Hm. 05:05:03 Ehm,are you searching for my entry? I play offline 05:05:08 !lm type=abyss.enter -5 05:05:08 12. [2009-08-17] bookofjude the Orcish Porcupine (L27 HODK) is cast into the Abyss! (the effects of Hell) (Dis:6) 05:05:10 No, mine. 05:05:15 !lm type=abyss.enter -8 05:05:15 9. [2009-07-16] bookofjude the Executioner (L24 MDCK) is cast into the Abyss! (deep elf mage) (Elf:2) 05:05:19 Bah. 05:05:27 !lm type=abyss.enter char=SpBe 05:05:30 2. [2009-03-12] bookofjude the Nimble (L12 SpBe) is cast into the Abyss! (a Zot trap) (Lair:7) 05:05:34 !lm type=abyss.enter char=SpBe -1 05:05:35 2. [2009-03-12] bookofjude the Nimble (L12 SpBe) is cast into the Abyss! (a Zot trap) (Lair:7) 05:05:39 Hm. 05:05:46 !lm type=abyss.enter char=SpBe -2 05:05:46 1. [2009-02-19] bookofjude the Nimble (L10 SpBe) is cast into the Abyss! (distortion unwield) (Lair:5) 05:05:50 There we go! 05:06:04 That's the game that convinced me to read--ID distort every time. 05:06:17 due: "epilogue" is good imho 05:06:58 Keskitalo: I meant as an alternative, not instead of, but sure. 05:08:01 Clarity is better than the keypresses saved. :) I'm a person of overly long variable names, too. (: 05:09:46 :) 05:10:24 I made crappy tiles for the teleporter vaults! 05:10:41 very good 05:12:10 Awesome! 05:12:57 Do I get to see? 05:17:59 03by * ra66ecd5f6d28 10/crawl-ref/source/directn.cc: direction(): Also unset need_beam_redraw when not showing beam. 05:20:23 due: I'm building and testing, then I'll push.. 05:20:31 Also looking at 919 05:21:03 What's 919? 05:21:24 We need stuff in features.txt 05:21:31 So people can look them up in "/, no? 05:21:40 due: for the portal vaults? 05:21:54 Ah.. 05:22:26 Yeah 05:22:38 The stuff in the actual portal vaults is necessary for it to function properly. 05:22:47 As it won't use the custom name as a lookup string. 05:22:57 But you should be able to lookup the actual portal vault to get a description, no? 05:24:21 Nothing comes up with ?/ 05:25:25 Hm. 05:25:49 Perhaps a Portals or Portal vaults section needs to be added to ?/ 05:26:37 But only the labyrinth entrance seems to be used in features.txt 05:27:05 It would be nice if people could look them up. 05:27:50 Yeah, but that's an FR and it should get the info from the .des :) 05:28:55 Hm. 05:28:58 It can't/ 05:29:22 *. 05:29:36 I mean, it can't currnetly. The feature descriptions are currently set per-portal. 05:29:50 And they're linked to a specific marker and location; they only exist as long as the portal and the marker exists. 05:30:30 It would be better if all descriptions could come from the des files. 05:30:36 Also, that's nothing for 0.6 :) 05:30:44 dpeg: Nice, but not currently possible. 05:30:47 yes 05:30:53 It would require a rework of how things are done. 05:31:36 hm, we *could* also force portal vault designers to fill the relevant entries in features.txt 05:31:44 if that's actually less work, then we should do that 05:32:12 Exactly. 05:32:24 If labyrinths currnetly work, then that's an easier option. 05:32:34 ok 05:32:56 due: by "easier" I meant total difficulty, for coder *and* vault designers :) 05:33:11 I will loook in a minute 05:33:31 Got a few more commits to summarise then this play testing post is dooone 05:33:33 Late, but done. 05:35:03 so many fixes, eh? 05:35:03 I wouldn't go by labyrinths, they're quite a mess currently 05:35:55 DONE 05:35:55 DONE 05:35:55 DONE 05:35:55 186 or so commits. 05:36:06 as in, all normal labyrinths come with a lua marker, but there's still a lot of code around for un-lua'ed labyrinths 05:36:58 -!- Spads has quit [Ping timeout: 260 seconds] 05:37:00 Yeah. 05:38:20 Wow, that took me... 05:38:22 Almost five days? 05:40:50 due: Great! :) 05:41:02 Being DONE :) 05:41:16 dpeg: The lookup is not working currently anyway.. 05:41:29 Probably less work to fix that (not that I'd really know) :) 05:41:48 I mean, it doesn't find the glowing drain and flagged portal features. 05:42:23 Probably because they don't have entries, hm. 05:42:54 They very well do? 05:43:21 duplicating descriptions isounds like a bad idea to me 05:43:59 Sewers, bazaars, baileys and ossuaries (plus labs but they're special) have features.txt entry by their entrance name. 05:44:07 Hm. 05:44:44 by: We could have the .des pull them from features.txt .. 05:44:47 03Keskitalo * r11939950dc73 10/crawl-ref/source/ (5 files in 4 dirs): Preliminary tiles to mark the teleporter in the_teleporter vaults. 05:45:12 The next great big list is up! With 72 bugs fixed since the last update! (almost two weeks!) http://crawl.develz.org/wordpress/play-testing-a-great-big-list 05:46:30 due: Excellent! :) 05:46:40 due: Thank you! 05:47:26 due: "Features changeed" and broken
  • at 32. 05:47:35 Can we add the long_desc as some sort of a variable in the start des file, that the feature database knows to look up, and the des file uses later on when making the entry portal? 05:47:35 Thanks. 05:47:54 bhaak: I was just trying to fix i t when I hit the wrong button and ended up in my inbox. 05:48:29 bhaak: I think that's fixed it. 05:48:33 hehe :) 05:48:45 Keskitalo: Yeah, that's what I was thinking... 05:49:11 due: the
  • is still broken: ,li>Tiles: chunk brand tiles have been improved, new icon for rotten corpses, which will be displayed if the player is non-saprovorous. 05:51:31 Oh, I caught another broken li then 05:52:08 Updated again. 05:52:35 due: I've added a note to 919.. 05:52:39 03Keskitalo * r5dd1af1dd941 10/crawl-ref/docs/develop/levels/advanced.txt: Update the bit about milestones to use epilogues. 05:57:05 03by * rd2d2ddbcb9ef 10/crawl-ref/source/traps.cc: Destroy monster-used shafts. 05:57:11 03by * r926cce0fd91e 10/crawl-ref/source/dungeon.cc: Don't generate shaft trails on non-shaft levels. 05:57:12 03by * rc99b9bb762db 10/crawl-ref/source/mon-act.cc: Known shafts are safe for monsters. 05:57:41 Lunch! 05:57:48 dpeg: what do you think of #902? 06:02:15 -!- syllogism has joined ##crawl-dev 06:02:16 -!- syllogism has quit [Client Quit] 06:02:19 -!- syllogism has joined ##crawl-dev 06:10:57 -!- due has quit [*.net *.split] 06:10:58 -!- Gretell has quit [*.net *.split] 06:12:00 -!- due has joined ##crawl-dev 06:18:14 Huh 06:22:29 -!- Spads has joined ##crawl-dev 06:27:14 moin due 06:29:37 hi zaba 06:31:01 by: a tough one 06:31:08 by: I am not an EH user 06:32:19 03j-p-e-g * r54b671e204f0 10/crawl-ref/docs/changelog.txt: Update change log. 06:32:20 03j-p-e-g * r72f43e08fe47 10/crawl-ref/ (docs/options_guide.txt settings/init.txt): Document autofight.lua. 06:32:21 03j-p-e-g * r34a0ba64b826 10/crawl-ref/docs/changelog.txt: Reorder some change log entries. 06:32:51 I need to rebalance the WizLab loot tomorrow. 06:33:18 add placeholder tiles for the rest of the maps and the portals... 06:33:21 And fix troves, duh. 06:34:37 -!- DrPraetor has joined ##crawl-dev 06:37:23 due: no chance to disable good as trove loot? 06:38:28 gold? 06:38:33 Will hack it in. 06:39:16 erm, yes, gold 06:39:21 thanks 06:41:37 -!- scarf has joined ##crawl-dev 06:43:02 aren't the high amounts of gold for | (or whatever it is) a problem anywhere? 06:43:40 "any good_item" is, yes 06:43:43 | excludes gold 06:43:50 ah 06:44:05 option is "any good_item non_gold" or just replacing with | 06:44:09 good_item is better, though. 06:44:31 why is good_item better? 06:44:39 independent of depth? 06:46:41 I could also re-use the non_gold suffix in baileys =) 06:48:51 by: cannot make a decision on #902 ^^ 06:49:10 by: I feel the spell should work with the current implementation 06:49:24 but then it might need a better message or so, to not make it look like a bug 06:53:05 | is a depth-modifier 06:53:48 due: yes, and good_item is depth-independent, I think 06:54:00 not sure if that's mentioned in the vaults guide 06:54:04 yeah 06:54:14 I'll look it up. 06:55:29 03j-p-e-g * r7415071676fd 10/crawl-ref/source/rltiles/ (4 files in 4 dirs): Put the rusted sewer portal into the dngn tiles page, after all. 06:55:46 I don't see an easy way to fix #902 either way without disabling melee noise 06:56:13 is there an easy way to tell that a monster has just been hibernated? 06:56:23 by: yes 06:56:26 ENCH_SLEEP_WEARY 06:56:39 isn't that just awoken? 06:56:57 no 06:57:02 monsters::hibernate 06:57:06 behaviour = BEH_SLEEP; 06:57:06 add_ench(ENCH_SLEEPY); 06:57:06 add_ench(ENCH_SLEEP_WARY); 06:57:16 I'm not sure what the default duration of a new enchantment is 06:57:29 but you should be able to check the duration and if it's the default, then they've only just been put to sleepp 06:57:40 no, that's horrible :) 06:57:41 later 06:57:45 :D 06:57:52 03by * r0d48346b8d9f 10/crawl-ref/source/shopping.cc: Remove bad mesclr() from shopping list. 06:57:55 03by * r3704bf2d01f2 10/crawl-ref/source/shopping.cc: Fix shopping list toggle in shop (@). 06:57:55 but it's deliciously hacky 06:57:56 03by * rf7bf6dc0fb76 10/crawl-ref/source/shopping.cc: Shorten shop gold messages to fit 80 columns with thousands of gold. 06:58:02 don't you like hacky? 06:58:10 anyway, me and my valium are off to bed 06:58:19 YANI?: level feelings? 06:58:33 -!- Amonchakad has quit [Quit: Page closed] 06:58:40 bhaak: crawl has persistent levels, why would it need level feelings? 06:59:29 scarf: then I wouldn't need to have to explore the whole level 06:59:51 in Crawl, you'd do it anyway for the exp, surely?# 06:59:59 or for things like baileys? 07:00:13 what's a bailey? 07:00:44 timed portal vault that isn't announced on entering a level, like most of them are 07:01:58 ah, those that just disappear, without me knowing that they even existed? 07:02:14 they leave an empty arch behind 07:05:43 -!- Mu_ has joined ##crawl-dev 07:06:14 by: does #902 need a fix? 07:07:21 bhaak: they tease you if you missed them :) 07:07:33 03dpeg * rcd31b9048079 10/crawl-ref/docs/changelog.txt: A few tweaks to the changelog. 07:07:42 03dpeg * r1d240abf20f1 10/crawl-ref/docs/develop/levels/syntax.txt: Explain difference between | and good_item. 07:07:55 due: could you check if ^ is correctly stated? 07:07:59 just the diff 07:08:20 dpeg: ah, deliberately making your players angry. how nethackish :-) 07:08:45 bhaak: why angry? Just a helpful hint that more hurry = good. 07:09:01 bhaak: some features were untimed, but work much better timed. 07:12:00 -!- eith has joined ##crawl-dev 07:12:42 dpeg: it depends of course how good the timing is, but I'll bet I'm always late :) 07:14:00 bhaak: it's also about stairdipping. 07:14:25 bhaak: and some of the timed portals are announced (bazaar, labyrinths) 07:14:51 I don't think I've ever had a portal time out on me 07:15:28 btw, what reason would you have to do a labyrinth? it isn't really that obvious to me 07:15:31 but then I've never found one 07:15:46 scarf: "to do a labyrinth"? 07:16:00 dpeg: to step into the portal that leads to it 07:16:08 scarf: there's loot inside! 07:16:16 hmm, maybe 07:16:19 good loot, even 07:16:27 loot seems like a very generic reward for everywhere, though 07:16:37 scarf: it's the genre 07:16:42 dpeg: Do you know any good noise internet radios or something that can be listened online? :) 07:16:44 I suppose so 07:16:50 Keskitalo: no! 07:16:57 I get my noise via mailorder :) 07:17:01 hee :) 07:17:29 NetHack generally puts specific types of loot in specific locations, so you can aim for something in particular 07:17:41 it makes the game feel a lot less aimless than Crawl, at least early-game 07:17:41 scarf: that is something we want to avoid 07:17:49 dpeg: I noticed 07:17:56 scarf: AK and all 07:18:19 dpeg: Crawl does have an AK, though, it's just less well-defined 07:18:26 it's a bunch of decent randarts you came across at random 07:18:27 we hand out some stuff; chances are there's good things in there; the player has to make with what she gets 07:18:31 plus some other good items you came across at random 07:18:36 dpeg: I think it does, either a messaging fix (difficult) or making sure the monsters aren't woken immediately 07:18:43 scarf: there is no AK 07:18:56 by: I agree that one of these is necessary. 07:18:56 in Angband, it's got to the extent that people have written scripts to find the best equipment combination out of what's randomly generated 07:19:02 I don't see why the same thing isn't possible in Crawl 07:19:15 alright - finally know what's causing the bug with having to watch the whole game first when wanting to watch someone 07:19:21 because it all depends, scarf 07:19:31 Napkin: nice, where is it? 07:19:32 Napkin: yay! Can you fix it? 07:19:36 well 07:19:53 we have a start to figure out what causes it 07:20:08 dpeg: there's a strong sense on the IRC channel / in rgrm of whether a character is "Zot:5 ready" or not, for instance 07:20:37 scarf: sure, as there should be. But the winning characters look so diverse. 07:20:51 I'm worried that that's superficial 07:20:58 you can play another game, damnit 07:20:59 there have been display errors when watching players. this fixed it: http://git.develz.org/?p=dgamelaunch.git;a=commit;h=fd4c5afe 07:21:10 you see just the same thing in NetHack, in the early to midgame 07:21:24 but it's causing the other side-effect too, to sometimes play back the whole game. 07:21:28 it all goes to pot in the endgame, ofc, but the process of building the AK in NetHack is approximately equivalent to winning in Crawl 07:21:41 please stop explaining to me how my game works 07:21:42 thank you 07:21:48 dpeg: hmm, OK 07:21:56 I'm more trying to explain how NetHack works, or at least I think it should work 07:22:06 I know how Nethack works. 07:23:00 I think I'm going to have to stop auto-joining this channel; it's a nice place and everyone's friendly, but I think my opinions are so different from everyone else's it's effectively equivalent to trolling 07:23:09 i will install the version with the display errors instead now, dpeg, by 07:23:11 and you'd probably get along better without me 07:23:19 scarf: it is okay for you to be here 07:23:31 hmm, I know, I just feel like I'm hurting more than helping 07:23:40 but stop trying to tell us how *your* game would look like 07:24:16 when I'm less busy in RL, I should try to write my own thoughts on roguelike design, deliberately biased so as to avoid being accidentally biased 07:24:27 you wanted to do that for NH 07:24:41 yes, I mean the same article 07:25:06 (I was reading an Angband Let's Play, incidentally; the topic of Crawl came up and it was interesting to see people's reactions) 07:25:07 !tell greensnark identified the problem about watching whole games: either this mysterious patch and whole game - or display errors. Help :) 07:25:07 Napkin: OK, I'll let greensnark know. 07:25:11 well, I did write down what we consider essential for Crawl 07:25:45 yep, I've read it, and it's a thought-provoking article 07:26:43 it is completely okay to have different opinions -- this is what POWDER, Incursion, DoomRL makes good games: they have a philosophy that's far away from ours. 07:27:20 scarf: but you try to shove your philosophy down or throaths -- we already have one! We believe in randomness and variance. 07:27:38 ^^ grammar broken :( 07:27:56 dpeg: I think we're just interpreting it different ways 07:28:08 some time I'll watch, say, 5 Crawl wins with the same character by the same person 07:28:15 and see how different I think they are, compared to 5 NetHack wins 07:28:34 it's entirely possible we're using entirely different measures of randomness 07:29:07 lol, no 07:29:17 the problem happens when you are logged in :-O 07:29:26 it has nothing to do with that patch 07:29:37 hmm, definitely a dgl bug then? 07:29:46 if not, being logged in would seem to make no difference 07:29:48 watching as anonymous works fine, watching as logged in plays the whole game -> eifeltrampel 07:29:55 :-O 07:30:12 Napkin: progress, Kriminalede! 07:31:13 wow, that's weird 07:33:55 labs are fun and short 07:34:03 part of the fun is the loot though :P 07:34:06 syllogism: I died in my last one :) 07:34:21 lol - start watching eifel as anonymous.. you see him walk from Lair1 to Lair2.. then press "m" to message, login as requested, send the message.. when you return to the screen you will see him walk from D1 to Lair2 07:34:36 when auto-exploring stops because of a monster appearing, I have often problems finding the monster 07:34:47 what 07:34:54 bhaak: yes, I find the brown monsters are hard to see 07:35:01 but that makes auto-stopping all the better, of course 07:35:06 bhaak: press f to target 07:35:13 good idea 07:35:15 you'll see the targetting beam 07:35:53 any targeting (sorry!) beam will do.. like "x+" 07:36:16 dpeg - i love having ctrl+x on space 07:36:27 I use it all the time now, especially to check monster equipment 07:36:37 Napkin: I can imagine, but I don't think we should make it default 07:36:42 hmm 07:37:11 http://git.develz.org/?p=dgamelaunch.git;a=summary <- funny to revert a revert :-$ 07:37:29 keep reverting! 07:37:53 syllogism: would you say that IOOD is roughly ready for 0.6? 07:38:07 good (weak) enough for release? 07:41:03 -!- eith has quit [Ping timeout: 256 seconds] 07:41:34 03dolorous * r520f6ad74b83 10/crawl-ref/source/mon-data.h: Use CE_NOCORPSE for butterflies. 07:46:34 seemed to be 07:46:49 -!- MarvinPA has quit [Ping timeout: 265 seconds] 07:47:31 syllogism: okay, thanks 07:47:43 so I will remove it from the release-blockers list 07:47:50 can and will be changed later anyway 07:48:38 03by * r1bbf2285c097 10/crawl-ref/source/shopping.cc: Formatting. 08:02:32 03by * r7ebe7ebd164e 10/crawl-ref/source/ (mon-act.cc monster.cc shout.cc): Fix melee noise waking hibernated monsters on same turn. 08:04:24 thanks, by 08:12:25 -!- yobbo has quit [Ping timeout: 240 seconds] 08:19:22 Keskitalo: I still don't like a starting menu, but I would suggest "viable" as a replacement for "good random" 08:20:10 -!- DrPraetor has quit [Ping timeout: 264 seconds] 08:20:19 Keskitalo: I think for a new player, step 1 "enter name" and step 2, "choose species", with "T - tutorial" as the top choice is ideal. 08:23:36 !seen Keskitalo 08:23:36 I last saw Keskitalo at Thu Feb 25 13:17:01 2010 UTC (1h 6m 35s ago) saying hee :) on ##crawl-dev. 08:24:21 -!- eith has joined ##crawl-dev 08:32:10 -!- [1]GrimmSweeper has joined ##crawl-dev 08:32:10 -!- GrimmSweeper has quit [Disconnected by services] 08:32:12 -!- [1]GrimmSweeper is now known as GrimmSweeper 08:35:26 -!- GrimmSweeper has quit [Disconnected by services] 08:35:26 -!- [1]GrimmSweeper has joined ##crawl-dev 08:35:28 -!- [1]GrimmSweeper is now known as GrimmSweeper 08:38:15 03by * rbd5f6a138a22 10/crawl-ref/source/stash.cc: Show @'s in stash tracker shop menu. 08:38:21 03by * rabd726132e62 10/crawl-ref/source/stash.cc: Remove cyan colouring of shopping list items in stash tracker. 08:39:24 -!- ahyangyi has joined ##crawl-dev 08:39:45 may i have a question? 08:39:58 yes 08:40:23 is Shoal and Swamp now possible to both show in a single game? 08:40:26 or is it a bug? 08:40:37 they can be, yes 08:40:40 then snake will be missing 08:40:41 its possible, you get 2 out of snake, shoals and swamp 08:40:56 oh, i see! 08:41:48 merge _in_a_shop and stash tracker shop menu (http://crawl.develz.org/mantis/view.php?id=932) by rob 08:42:15 -!- ahyangyi has quit [Client Quit] 08:44:04 -!- MarvinPA has joined ##crawl-dev 08:44:30 !seen doy 08:44:30 I last saw doy at Thu Feb 25 09:25:21 2010 UTC (5h 19m 9s ago) saying yes, we really should disable all of those other colors for 0.6 on ##crawl-dev. 08:44:44 doy: still on that crusade? :) 08:45:17 !tell Keskitalo Did you see my 15:19, 15:20 (MET) comments? 08:45:17 dpeg: OK, I'll let Keskitalo know. 08:47:39 the yellow blink is really not helpful 08:49:39 it's confusing 08:49:59 is it highlighted because it's "useful"? 08:50:08 because that would be pretty sad :P 08:50:22 I think so 08:51:02 i guess yellow uses the same colours as inventory stuff? 08:51:08 so haste and blink are yellow 08:52:22 personally I'm not too sure about highlighting inventory stuff like that 08:52:32 but I suppose it makes sense 08:52:35 not fond of it though :P 08:53:02 yeah, as long as spells that'll get your got angry are red, anything else i could probably live without :P 08:53:20 it's basically "don't be stupid, remember to use these" 08:53:35 heh, true 08:53:59 kiku doesn't really "empower" necromancy, does he? 08:54:42 no, just protects you from miscasts i think? (so by the same logic every spell should be highlighted in green if you worship sif muna :P) 08:54:55 :P 08:56:14 oh heh: "You hear the metallic echo of a distant snort before it fades into the rock." i guess that's supposed to indicate the stone -> rock -> metal progression? 08:56:36 that's a bit awkward 08:56:44 yeah, a little 08:56:55 rock->stone->metal, rather 08:57:16 the labs are easy enough not to really have to make that immediately obvious 08:57:24 it's a pity you can't tell what the outside wall is at a glance anymore 08:58:06 -!- [1]GrimmSweeper has joined ##crawl-dev 08:58:06 -!- GrimmSweeper has quit [Disconnected by services] 08:58:08 -!- [1]GrimmSweeper is now known as GrimmSweeper 09:02:04 can anyone restart gretell? or is there a reason shes offline? 09:04:24 -!- greensnark has joined ##crawl-dev 09:04:37 sure 09:05:04 thanks 09:05:51 -!- Gretell has joined ##crawl-dev 09:06:05 03by * r62a10d237677 10/crawl-ref/source/spl-util.cc: Minor formatting. 09:06:06 03by * r10b257d1e02c 10/crawl-ref/source/spl-util.cc: Don't treat necromantic spells as empowered by Kiku. 09:06:43 hey greensnark :) 09:06:52 do you have a minute? 09:06:53 Napkin! 09:06:55 greensnark: You have 5 messages. Use !messages to read them. 09:07:00 !! 09:07:00 5?! 09:07:06 Yeah, what happened :P 09:07:08 I can finally reproduce the dgl bug :) 09:07:11 Did I mess up something :P 09:07:17 !tell doy http://sprunge.us/ZcfL cuts down on spell highlighting, aimed at 0.6 branch. 09:07:17 by: OK, I'll let doy know. 09:07:23 ignore my message - that was a wrong assumption 09:07:41 Oh, these are old messages 09:07:47 but I figured it out a minute later 09:07:54 I should really fix Henzell's !tell bugs 09:08:04 and I could really use your help 09:08:11 !tell doy Above patch builds on 10b257d1, 62a10d23 09:08:11 by: OK, I'll let doy know. 09:08:18 Sure 09:09:22 -!- Twinge has joined ##crawl-dev 09:12:22 -!- MarvinPA has quit [Ping timeout: 265 seconds] 09:13:00 -!- Twinge_ has quit [Ping timeout: 265 seconds] 09:13:36 -!- Twinge_ has joined ##crawl-dev 09:15:54 -!- Twinge has quit [Ping timeout: 265 seconds] 09:18:09 -!- Twinge has joined ##crawl-dev 09:20:19 -!- MarvinPA has joined ##crawl-dev 09:21:04 -!- Twinge_ has quit [Ping timeout: 265 seconds] 09:22:13 03by * r82b9fec39144 10/crawl-ref/source/mon-info.cc: Simplify _verbose_info. 09:22:21 03by * r60545397505a 10/crawl-ref/source/mon-info.cc: Describe wandering stationary monsters as "unaware" in monster list. 09:22:35 -!- Twinge_ has joined ##crawl-dev 09:25:57 -!- Twinge has quit [Ping timeout: 260 seconds] 09:26:54 -!- Twinge has joined ##crawl-dev 09:28:48 -!- Twinge_ has quit [Ping timeout: 265 seconds] 09:31:49 -!- Twinge has quit [Ping timeout: 276 seconds] 09:36:59 -!- Twinge has joined ##crawl-dev 09:39:22 -!- [1]GrimmSweeper has joined ##crawl-dev 09:39:22 -!- GrimmSweeper has quit [Disconnected by services] 09:39:24 -!- [1]GrimmSweeper is now known as GrimmSweeper 09:40:17 -!- Twinge_ has joined ##crawl-dev 09:42:42 03by * r0cdf9df3f2b5 10/crawl-ref/source/religion.cc: Call viewwindow() before delayed god gift more(). 09:43:31 -!- Twinge has quit [Ping timeout: 276 seconds] 09:57:22 player yellow draconians list Res.Corr in the % screen but i don't think they actually do have it 09:57:34 not sure if it's a bug or just a much lower resistance than the amulet grants 09:57:40 kind of confusing anyway 09:57:54 they resist corrosion to themselves not equipment, it is kinda confusing 09:58:06 its actually better than the amulet if iirc, and stacks with it 09:58:16 well there's a seperate thing for that in the A screen called acid resistance 09:58:34 Res.Corr shouldn't light up then if that's all they get 09:58:42 the yellow scales mutation does it too 09:59:37 guess i'll stick it on mantis 10:07:21 03by * r0a4710cf5329 10/crawl-ref/source/output.cc: Fix yellow draconians supposedly having rcorr. (Mu) 10:08:18 guess i don't have to :) 10:08:28 nice ;) 10:16:10 -!- by has quit [Quit: Lost terminal] 10:33:24 !coffee greensnark 10:33:24 * Henzell hands greensnark a barrel of black coffee, brewed by Nikola. 10:38:15 Napkin: do you want your full name or this nick in dgl svn commit log? ;) 10:39:22 whatever you guys use, paxed 10:39:34 if you use nicks, i'll too 10:40:06 oh, and who did the rlimit stuff? 10:40:46 i added it after greensnark helped me understand man setrlimit ;) 10:40:59 but - you shouldn't use that 10:41:04 why not? 10:41:18 well, depends on how big your ttyrec are 10:41:29 dcss' ones can be easily more than 100mb 10:41:47 and 100mb ulimit for mem is definitely not enough then 10:41:55 well, check the dgl svn... 10:42:17 can i browse it via http? 10:43:19 hmm. not sure... 10:44:46 anyway, the rlimit stuff is compile-time option 10:46:17 i'll check, thanks :) 10:48:57 -!- eith_ has joined ##crawl-dev 10:49:59 -!- eith has quit [Ping timeout: 276 seconds] 10:53:29 nice, option to configure is nice, paxed :) 11:05:18 Napkin: 4 commits done. i think that's all of the easy, non-crawl-specific changes from your dgl version 11:07:03 nice :) 11:07:20 I'd suggest the default of DGL_MAILMSGLEN to be less 11:07:43 about the "don't see the monster that interrupted autoexplore". Would it be possible to highlight the monster(s) in a not-yet used background color? 11:08:32 there are 4 digits in front of the prompt, paxed. having it at 80, will cause display errors if someone types more than 75 letters 11:09:19 well, to be precise - not the writing - but deleting will no longer work, because the cursor won't be moved to the previous line again 11:10:05 bhaak: yes 11:10:24 Napkin: blah. atm, i don't really care ;) 11:10:40 bhaak: could you file a ticket for it? seems pretty easy 11:11:07 but then greensnark will go havoc again because a competitor filed a bug :-) 11:12:14 that's why sorear asked, bhaak ;-) 11:14:16 Damn, our competitors are sabotaging us by filling our trackers with requests for fruit salad :P 11:14:37 dcss is long beyond fruit salad state :-) 11:14:47 Berserk fruit salad? 11:15:05 rabid fruit salad 11:15:12 Yeah, I remember you didn't want reverse video for item stacks in UnNH :P 11:15:44 should I file it under 0.6 or 0.7? 11:15:48 -!- tinyrodent has joined ##crawl-dev 11:16:01 what's the meaning of certain spells listed in yellow? 11:16:34 they are "useful" 11:17:50 I never really understood it.. 11:18:20 someone said before it was spells that please your god but it's not only that 11:18:22 -!- eith_ has quit [Ping timeout: 264 seconds] 11:18:33 I appreciate the work that has been put into highlighting, but that will likely get reverted 11:18:52 i think the meaning is not very clear 11:19:14 but it is spelled out in the monster list 11:19:37 irssi nickcolor script applied to Crawl spells 11:19:47 It's perfectly logical 11:20:04 It's merely a purity test to winnow out the fragile NetHackers in the audience 11:20:14 greensnark: yeah, but I implemented it anyway because it was so easy to do. Just one problem. there's no grey background with only 16 colors. 11:20:18 The ones who must use monochrome terms and wear sunglasses :P 11:20:45 you should go 24bit color to really make us blind :-) 11:20:48 bhaak: You actually use it? 11:20:53 I mean when you play 11:22:27 Monster interrupting autoexplore are often hard to detect (http://crawl.develz.org/mantis/view.php?id=933) by bhaak 11:22:50 bhaak's actually playing?! 11:23:04 Hey, I don't see you on CDO :P 11:23:06 dcss? yes. 11:23:07 oh god! 11:23:09 Who are you trying to fool here :P 11:23:25 Orwaitaminit, are you doing tiles? :) 11:23:38 so that's why they are hard to detect :P 11:23:40 no, I'm on CDO 11:24:02 Using an alias at this tender age, eh 11:24:10 ztfw == you? 11:24:23 Gretell wasn't on the channel today when I was playing, but my ghost was killed ... 11:24:29 !lg bhaak 11:24:30 104. bhaak the Chopper (L6 MiFi), shot by a centaur (runed arrow) on D:6 on 2010-02-25, with 289 points after 3209 turns and 0:15:58. 11:24:31 not with that term size, i hope :P 11:24:33 Zounds! 11:24:46 104 games too! 11:24:49 He's one of us! 11:24:59 ASSIMILATION COMPLETE. NEXT. 11:25:04 104? that sounds like way too many 11:25:11 was that centaur the hard to see brown thing 11:25:20 :P 11:25:44 well, I almost filed a bug that centaurs are c and not C 11:26:04 I trust you checked your gloves before wielding the corpse 11:26:14 there was no corpse, that thing killed me! 11:26:35 c's aren't meant to be range fighters, dammit 11:26:49 "You hear the centaur's hissing!" 11:26:53 *boggle* fragile nethackers, greensnark? in what sense? 11:27:04 paxed: I'm just ribbing bhaak :) 11:27:20 qed 11:27:22 My theory is that a Crawl terminal with enough different colours will cause bhaak's brain to shut down :P 11:27:28 hmm, 95 games in the tournament: http://crawl.akrasiac.org/tourney09/players/bhaak.html 11:27:37 I'm thinking about going 256 colors with unnethack :-) 11:27:39 greensnark: bhaak plays with green-on-black terminal. you should take a look at his UnNH screenshots. :P 11:28:50 http://bhaak.dyndns.org/nethack/images/unnethack.png 11:29:09 Eek, green on black! 11:29:34 my reaction exactly. 11:29:52 bhaak: So why is the entire status area green? 11:30:08 green-on-black. 11:30:33 bugs in status "Awaiting Confirmation of Resolution from Me", what do I have to do with them? 11:31:00 greensnark: what green? are you color-blind? there is yellow and red and black-on-red! 11:31:00 If you think they're sorted out, close them and say "Good work" 11:31:02 nothing 11:31:55 green is the default foreground color. that's what the status bar and the texts use. 11:31:57 bhaak: Is that supposed to be an alt Minetown? 11:32:15 * Madtrixr looks at the screenshots 11:32:21 what is that!?!? 11:32:25 Hehe 11:32:44 greensnark: no, that a is one of the vanilla mine towns 11:32:57 s/ a / / 11:33:05 Shouldn't you take a screenshot of a modified area 11:33:15 Like an alt Minetown or Medusa level or some such 11:33:26 there are more screenshots here: http://sourceforge.net/apps/trac/unnethack/wiki/Screenshots 11:33:57 Wait, you added the black market?! 11:34:13 Are there as many ways of stealing everything in the market as in Slash'EM? :) 11:34:34 That's a tasteful Gehennom level 11:34:47 Is that the Sanctum? 11:34:51 sorear: Almost there; http://pastebin.com/v8HfhSHk . Seems to be 2 issues though - my bitfield is first being set to a flat ~2289416 (which makes me think of negative overflow issues), and then always 0 when we get back to the animate_dead function. Everything else appears to be working if I test it specifically. 11:34:59 greensnark: it is different from vanilla. in vanilla nethack the grey dragon would be blue, the status bar would have no color and what's grey/white in the map would be green as vanilla uses the default color also for the map 11:35:31 I notice that the black market screenshot has green messages :P 11:36:08 The biggest challenge in Slash'EM's black market was not getting overloaded with all the stuff you wanted to keep :P 11:36:10 greensnark: there should be less ways of stealing by now :) but yes, every time I closed or hampered one way of stealing, the players used another one to rob him completely. Yes, that's the NEW sanctum (just slight redecorated) 11:36:39 I figured there should be more sensible ways of spending your money than in vanilla 11:37:48 So i'm having some build difficulties 11:38:03 can someone tell me how util/release_ver is supposed to be generated? 11:39:14 ixtli: Probably util/gen_ver.pl 11:39:20 sounds good :) 11:39:25 Oh wait 11:39:41 It's causing an error in the xcodeproj that only I seem to be getting for some reason :'( 11:40:02 -!- Spads has quit [Ping timeout: 246 seconds] 11:40:03 release_ver is created by the makefile 11:40:06 Using git describe 11:40:22 Oooooooh. 11:40:27 Well. 11:40:34 That make sense then. 11:40:37 Why do you need it? 11:40:58 It should only be needed if you're building in a non-git dir as far as I can make out 11:41:37 Well, the xcode proj calls `make art-data.h rltiles/dc-unrand.txt ` 11:42:06 which seems to result in the error cat: util/release_ver: No such file or directory 11:42:07 Twinge_: mprf("%d", motions); prints the memory address, not the value 11:42:11 It's not breaking anything. 11:42:18 Twinge_: you want mprf("%d", *motions); 11:42:21 But it's an error. 11:42:31 Demonspawn mutations can be ruined (http://crawl.develz.org/mantis/view.php?id=934) by tinyrodent 11:42:38 Twinge_: also, the &= lines should be |= 11:48:16 sorear: "Oh, Duh" on both accounts, thanks. Now it seems to be returning a flat 2 (swimming) on both sides, though :P I'll poke at it a bit more I guess. 11:49:11 Oh, most of that check is still commented out from testing; that explains most of it 11:51:50 -!- Twinge has joined ##crawl-dev 11:55:28 -!- Twinge_ has quit [Ping timeout: 276 seconds] 11:55:30 -!- Twinge_ has joined ##crawl-dev 11:58:43 -!- Twinge has quit [Ping timeout: 276 seconds] 12:02:29 -!- murphy_slaw has joined ##crawl-dev 12:02:45 'if (mons_class_primary_habitat(zombie_type) == HT_WATER || mons_class_primary_habitat(zombie_type) == HT_LAVA)' <-- Is there a way to shorthand checks like that, or does the same comparator have to be repeated for each check in the if statement? 12:04:10 make a variable -> $whatever_type hab = mons_class_primary_habitat(zombie_type) or maybe make it a switch statement. depends on the context 12:04:17 depends how HT_WATER, lava etc are defined 12:04:44 switching is the clearest, or if possible you could make an ugly or flag thingy 12:05:02 habitat_type hab = mons_class_primary_habitat(zombie_type); 12:06:02 if (habitat_is_liquid(mons_class_primary_habitat(zombie_type))) 12:06:02 doy: You have 2 messages. Use !messages to read them. 12:06:05 !messages 12:06:06 (1/2) by said (2h 58m 48s ago): http://sprunge.us/ZcfL cuts down on spell highlighting, aimed at 0.6 branch. 12:06:08 !messages 12:06:08 (1/1) by said (2h 57m 57s ago): Above patch builds on 10b257d1, 62a10d23 12:07:18 Switching won't really work in this case, since I'm comparing different types of data in a big if/else if block. And yes, I guess I could make my own shorthand like bhaak's suggestion, but that probably isn't any cleaner in the end for this case. Looks like my assumption was correct; thanks though. 12:08:05 you can shorten it then like bhaak stated 12:09:33 you might be able to use an reference to skip one assign if you care 12:14:56 -!- eith has joined ##crawl-dev 12:17:21 -!- Twinge has joined ##crawl-dev 12:18:11 felirx: If it's something easy and relevant for many different cases (that is, something that would be useful in the future) then I'm interested =) Otherwise it'll work fine like http://pastebin.com/fegYRyF3 12:20:10 -!- Twinge_ has quit [Ping timeout: 276 seconds] 12:23:00 that's fine 12:23:20 what you could have done also is to use a temp variable to save the return value 12:23:26 and check against that 12:25:00 -!- tinyrodent has quit [Ping timeout: 252 seconds] 12:25:02 -!- Twinge_ has joined ##crawl-dev 12:27:25 -!- Twinge has quit [Ping timeout: 264 seconds] 12:30:47 felirx: Ah, Yeah, that'd work too. If I do something even more convoluted that switches still don't work for I'll try to keep that in mind :) 12:31:12 it's sometimes a good idea and sometimes not 12:31:19 always case dependant 12:42:08 dpeg: "Viable" is great instead of "good random"! 12:42:09 Keskitalo: You have 1 message. Use !messages to read it. 12:42:43 Hmm. I guess the coding convetions say it should look like this instead: http://pastebin.com/w2YfVPan <-- Those unnecessary brackets seem to make it less clear though, not more clear :P 12:43:42 no brackets around the middle elsif? 12:45:20 -!- Twinge has joined ##crawl-dev 12:45:39 That one is fine to leave off since the check isn't multiple lines. Adding it doesn't help either; looks better without any of the brackets there IMO. 12:46:13 brackets go around everything, it's too easy to mess things up if you leave them off 12:48:15 *Adds them* Boo to that. If if blocks are supposed to look this ugly, no wonder you prefer switches so much ;) 12:48:42 well, i prefer putting the { on the same line as the condition 12:48:58 -!- Twinge_ has quit [Ping timeout: 264 seconds] 12:49:02 but i don't think that's typical in the crawl source 12:49:24 Yeah, the coding convention page says to not do that, and I mostly agree with that one :P 12:49:56 why? 12:50:41 Brace positioning is such a holy war :) 12:50:47 well, that's one of the biggest holy wars in C programming 12:50:56 probably best if the style guide says something and everyone just follows it 12:51:14 so hard to remember to follow it 12:51:26 It's clearer and harder to screw up in places where braces actually make sense, it seems to me. Though I suppose I've done it how you're saying you do in like mIRCScripting in the past... 12:51:28 adding braces is basically just muscle memory at this point 12:51:28 (: 12:52:00 I found an indentation style for C designed to annoy advocates of all indentation styles equally 12:52:03 sometimes I even use it 12:52:11 Haha 12:52:31 anyway, time to go home 12:52:32 -!- scarf has quit [Remote host closed the connection] 12:52:58 http://perl.4pro.net/pcs.html 12:53:38 Alright nuts to these braces in this case, it is more readable without them. 12:54:59 one of the things i think perl got right was making braces non-optional d: 12:56:15 optional braces are ;( 12:56:26 I put them even on single line ifs 12:56:55 me too 12:57:38 "let's make this part of the code look better by making it less maintainable" 12:57:45 not a very good tradeoff, i think 12:57:59 Come to think of it I think I just used them same-line when it was only a one-line statement. ...But it doesn't make it any easier or harder for me to screw up AFAICT and it is slightly less work and looks cleaner without them on the single-liners. Shrug. I've barely done enough coding to have anything resembling a prefered or set convention/style really :P 12:58:29 Hey so is the image for 'slice of pizza' still a whole pizza with a slice taken out? 12:58:30 :D 13:02:13 It's a pizza future 13:02:23 Shows you what the pizza will look like once you eat the slice of pizza 13:02:39 -!- murphy_slaw has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 13:07:03 Hmm, let's see... new message instead of 'You call on the dead to walk for you...' that doesn't use the word walk and is 8 characters shorter... 13:10:25 -!- Xardas-3 has joined ##crawl-dev 13:12:20 -!- greensnark has quit [Quit: Nights!] 13:16:23 cool, a holy war about braces. And I don't have to chime in as my opinion has already been represented :-D 13:17:17 Twinge: You call on the dead to walk, slither, fly and swim for you... ? :) 13:20:27 Hmm. motions_list is defined as a 'std::vector'. I'd like to do something if the number of list itemx exceeds a certain number, but 'if (motions_list.end() > 3)' errors on compile - no match for 'operator>'. 13:22:25 Keskitalo: Yep! Spent like 4 hours to make an extremely trivial flavor text change! (Took so long because I know so little about C++ coding - learning more was realistically the primary goal) 13:22:34 Twinge: motions_list.size() 13:23:03 .end is just an iterator to the end of the list, doesn't make sense to compare it like that 13:25:01 -!- Zaba has quit [Ping timeout: 256 seconds] 13:25:29 -!- Twinge_ has joined ##crawl-dev 13:26:58 doy: Ah. I figured it was essentially a number for the number of list items (or number + 1 or whatever). But that works, thanks =) 13:28:04 -!- Twinge has quit [Ping timeout: 240 seconds] 13:32:30 Twinge_: Sounds very familiar to me. :) 13:33:17 -!- Zaba has joined ##crawl-dev 13:33:21 Oh, joy, looks like I made animate skeleton crash somehow. Hum. 13:33:39 Animate Dead with skeletons still works... 13:35:45 -!- Twinge has joined ##crawl-dev 13:38:00 Staircases in map view (http://crawl.develz.org/mantis/view.php?id=935) by b0rsuk 13:38:51 -!- Twinge_ has quit [Ping timeout: 252 seconds] 13:38:59 -!- Twinge- has joined ##crawl-dev 13:40:13 Oh snap. (background: animate_dead calls animate_remains which calls _raise_remains) So I think it's crashing because int motions is defined for animate_dead, but Animate Skeleton never calls animate_dead and instead calls animate_remains directly, so when motions is assigned a value in _raise_remains it bugs up. Blarg. 13:41:10 -!- Twinge has quit [Ping timeout: 264 seconds] 13:41:55 -!- Twinge has joined ##crawl-dev 13:45:30 -!- Twinge- has quit [Ping timeout: 276 seconds] 13:50:16 -!- Twinge- has joined ##crawl-dev 13:54:08 -!- Twinge has quit [Ping timeout: 265 seconds] 14:06:49 back 14:07:14 When a fleeing slime creature meets another slime creature in the corridor, it should definitely merge with it and stop fleeing. 14:07:48 Agree 14:11:48 -!- TGW has joined ##crawl-dev 14:11:55 morning, -dev 14:12:03 Morning TGW 14:12:33 How about making Blade Hands meld rigns? 14:12:43 ew 14:12:49 ew 14:12:53 what are we trying to solve? 14:13:29 Excellent question. :) 14:14:37 Well, my idea was to make it more situational - if you happened to need your rings, some other transformation might be better for the specific situation. 14:14:49 i think that could be a good idea 14:15:01 Blade Hands seems to solve everything, while the other forms have downsides. 14:15:10 yeah 14:15:34 I do have to say, on this chei naga, the other forms are very useful because I can speed myself up with them. 14:15:58 spider form gets a nice ev bonus now too 14:16:03 not if you worship chei though :P 14:16:05 Keskitalo: I like the idea about blade hands 14:16:17 i wonder if that loophole is worth closing 14:16:19 syllogism: 16->28 or me still 14:16:20 chei doesn't mind spider form 14:16:22 doy: it's not 14:16:25 Keskitalo: well you are a naga 14:16:31 TGW: why not? 14:16:33 syllogism: oh you mean relative to having 50 dex 14:16:39 and you probably dont have +15 to stats yet 14:16:45 tgw: yes 14:16:48 Yeah, not. 14:17:08 what are the reasons for chei not caring about transformation speed? 14:17:22 doy: goodwill 14:17:22 we could force people into only tloc if that floats your boat 14:17:37 i mean, chei seems pretty overpowered as it stands 14:17:44 what problem is there with chei allowing spider form 14:17:45 spider form loses utility quick 14:18:00 when you worship chei 14:18:26 I suppose it's somewhat usable even later on if you aren't carrying the whole dungeon with you 14:19:06 Yeah, losing the ponde boni feels like a natural balance utility. 14:19:24 it just seems odd from a flavor standpoint 14:19:29 TGW: Logic, at least. If Chei dislikes temporary speed gained from e.g. Haste, he should also dislike temporary speed gained from changing forms. Dunno for sure if it's a gameplay problem. 14:19:30 he doesnt mind spriggans either 14:19:57 Yeah, spider form's speed is the normal speed for spider form :) 14:20:21 syllogism: In theory he could simply ban Sprigs and Centaurs from worshipping him, like the good gods ban undead 14:20:30 yes but why bother 14:20:38 don't think that's worth it 14:20:39 Twinge-: They have harder time getting piety already. 14:20:47 and spriggans have few slots 14:21:14 I mean, the balance mechanism is there (and this applies to forms too); might not be perfectly tuned, but all the tools are there. 14:21:18 I wanted to make a dex 72 spriggan assassin of chei :( 14:22:26 doy: I'd wait and see if Cheibriados is really overpowered. The conduct is a heavy burden. 14:22:33 dpeg: yeah, sure 14:22:37 it's fine for 0.6 14:22:40 yes 14:22:49 but is definitely something to keep an eye on 14:22:52 Kesk: I'm aware, just thinking of possibilities from a logic standpoint is all. Basically, is Chei inherently offended by fast creatures, or welcoming to them in hopes they might slow down, etc. 14:22:59 There will be tweaks for 0.7 anyway, but I'll hope there will be tons of player comments by then. 14:23:00 seems along the same lines as dd 14:23:08 yes 14:23:14 it sounds like a harsh conduct, until you actually try playing with it 14:23:19 Twinge-: Gameplay > flavour :) 14:23:20 doy: solution: small dwarves :) 14:23:24 (: 14:23:29 I am serious. 14:23:39 -!- Twinge- is now known as Twinge 14:23:41 cheiites should be made small 14:23:42 yeah, that could work 14:23:49 Small dwarves.. with walking speed 9! 14:23:58 would also give dwarven body armours a meaning 14:24:01 dpeg: I would be glad 14:24:10 dpeg: Yes, that's a nice thing. 14:24:11 would give hill orcs a meaning 14:24:13 and minotaurs 14:24:24 TGW: that too 14:24:34 Keskitalo: in my opinion, we need to remove text from the starting screens, not add more :) 14:24:35 TGW: Indeed! :) 14:25:01 it is a funny coincidence that both MD and DD are on the strongish side, so can take a nerf 14:25:11 and small size is so appropriate 14:25:18 dpeg: Sure. :) 14:25:25 Kesk: Generally agree, but it's not quite directly under that comparison here; I might be fine playing as a Ghoul of TSO for example, but that's inherently banned because of theme, which is fine. 14:25:28 now watch EV dwarves break 0.7 14:25:36 Twinge: That's true. 14:26:08 yeah, i'm also kinda concerned that uncapping the ev bonus from dex might be pretty unbalanced 14:26:20 something else to keep an eye on 14:26:20 doy: yes, I am willing to accept that. 14:26:25 I think ely should accept DS 14:26:40 Everyone will be happy to experience the power of EV, until we pull the plug with 0.7. 14:26:45 (: 14:26:52 doy: "EV stepdown" is already on the 0.7 list 14:26:53 meshes perfectly with the only inv race who is also good at UC 14:26:59 dpeg: yeah, i saw that 14:27:14 I don't really like the ideas of small dwarves myself; small creatures are basically 'here, you now have fewer options available to you', so I don't know that there needs to be a bunch of small races. Guess I'd have to hear a full proposal to say more accurately though. 14:27:32 twinge: step by step proposal: 14:27:35 1) make dwarves small 14:28:05 TGW: And end of list, yes. I thought of that joke too :P 14:28:51 2) dwarven armours are beneficial to small species, but worse for normal size 14:28:59 that too 14:29:16 03j-p-e-g * rad45864a7d00 10/crawl-ref/source/files.cc: Fix Trog appreciating kills of non-spellcasting ghosts. 14:29:17 03j-p-e-g * r93996157725d 10/crawl-ref/source/ghost.cc: Let Transmuter ghosts retain Evaporate -> Mephitic Cloud. 14:29:19 03j-p-e-g * ref029635cd50 10/crawl-ref/source/dat/database/monspeak.txt: A few tweaks to monster speech. 14:29:20 03j-p-e-g * r2cc101eca6f4 10/crawl-ref/source/ (dat/database/monspeak.txt mon-speak.cc): Fix Saint Roka not using his special messiah speech. 14:29:22 normal size could wear them, others could not 14:29:22 03j-p-e-g * r202f91d00ccf 10/crawl-ref/source/ (dat/database/monspeak.txt mon-speak.cc): Remove about 1000 lines worth of combination tags for Donald speech. 14:29:23 03j-p-e-g * rea461a30efa3 10/crawl-ref/source/dat/database/monspeak.txt: Re-add references to @_generic_Donald_@. 14:29:37 Johanna is fixing bugs by the minute. 14:30:44 still need to get the ds revert in... 14:30:55 she forgot to make evaporate turn into poison cloud 14:31:57 Keskitalo: what is your vision of the starting screen? 14:32:47 do we have a lot of extra horizontal space for character selection?? 14:32:51 s/??/?/ 14:33:06 ten lines or so 14:34:04 4 files changed, 152 insertions(+), 1156 deletions(-) 14:34:20 TGW: for what? 14:34:24 what for? 14:34:29 dpeg: Functionally the same, but displaying tutorial and help options, selectable by arrows (like saved games are), and laid out so you don't type your name and press enter the first time you see it 14:34:34 you could move the "enter - earth elementalist" etc next to the class itself 14:34:47 Enter / v - Earth Elementalist 14:34:48 space allowing 14:35:06 reduces the instruction and I'm pretty sure that would look better 14:36:05 dpeg: I haven't thought that much about species/background selection, apart from being mouse operated, with tooltips with short descriptions for the choices 14:36:22 that's tiles obviously 14:36:26 Keskitalo: I don't see what's wrong with letting new players enter their name? 14:36:29 oh sorry I was saying ascii 14:36:52 does it look roughly similar right now? 14:37:04 dpeg: When I say "functionally the same", I mean that you can still type in your name and press enter when the game starts to go to the next screen 14:37:29 Keskitalo: yes, I understand that 14:37:35 won't help on dgl though :) 14:37:47 yeah, but I'm not concerned about dgl :) 14:38:03 well, we should think of both 14:38:06 sure 14:38:30 having "T - tutorial" as the very first species/background choice (in a separate line) would help 14:38:32 we could put the choice of entering the tutorial on the dgl side? 14:38:50 dpeg: Yeah, but it's not as good, it's better to have less choices in the first screen. 14:39:13 is there a wiki spot for this stuff? 14:39:53 not yet 14:40:14 03j-p-e-g * r47cf31390714 10/crawl-ref/docs/changelog.txt: Remove duplicate entry in the change log. 14:40:21 dpeg: Hmm, a separate line sounds good (I still like the starting menu better though :)) 14:40:45 Keskitalo: the species/background selection *already* comes with the tutorial option 14:41:07 yes, and it's bad! 14:42:29 it's a completely different choice from the species/backgrond - this actually caused confusion too 14:42:43 T - play a tutorial instead 14:43:05 we told a tester about the tutorial, he saw the ctrl+t, but still thought he needed to select species/bg 14:43:13 but the T -line would solve that too 14:43:17 :) 14:43:23 I can solve everything :P 14:43:41 "%-7s (%d/%d): %-9s", 14:43:47 might still be suprising though 14:43:48 just start a tutorial for players with less than 10 games :) 14:43:48 what does the -7s and -9s mean? 14:44:01 bhaak: terrible idea 14:44:06 IF player.name=="bhaak" THEN tutorial 14:44:16 dpeg: left-justified and always takes up at least 7 spaces 14:44:28 sure, I'd love to play tutorial mode every time I get a new build 14:44:32 IF player.name=="bhaak" THEN win() 14:45:08 doy: I am trying a different alignment for the branches, I am not happy with how they look (this is unrelated to your commits) 14:45:16 hmm? player-settings aren't saved in the user-OS-specific directories? 14:45:31 bhaak: no 14:45:41 any of you have a moment to make a small commit, one of the vault:8 subvaults is slightly broken and needs fixing 14:45:43 not on windows at least 14:46:07 Mu_: yes, send it to me 14:46:25 I also just found a level with two Hive entries 14:47:19 doy: "%: % (%d/%d)" is what I use now... how can I add 20-(number of letters already used) spaces? 14:48:45 those first two % need to be %s 14:48:51 This just in from the DF devlog: "Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" 14:48:53 and it's complicated, because of the formatting stuff 14:49:45 0.6 release might get shadowed with a highly anticipated DF update. :) 14:50:42 Keskitalo: do you worry? 14:50:55 probably something like buff += std::string(58 - buff.length(), ' '); 14:50:57 I worry I'll lose a few weeks to DF! 14:51:05 dpeg: ^^ 14:51:05 Keskitalo: ah, you play it :) 14:51:17 doy: thanks, will try 14:51:42 I much more just follow the development, but I do play when a new version is released.. it's been a while. 14:52:14 doy: why 58? 14:52:29 dpeg: 20 + 38, since there are 38 characters of formatting codes 14:52:44 Kesk: Rarely, a band of humans and polar bears will also spawn as neutrals with the castle vault? :) 14:52:47 ah, good catch 14:53:11 what is the longest branch name we have? 14:53:12 03neunon * reac166240423 10/crawl-ref/source/ (49 files): code cleanup: fix #ifdef/#if usage inconsistencies 14:53:13 03neunon * r1c45d2939bb9 10/crawl-ref/source/makefile: makefile: fix levcomp.*.cc not being compiled with YACC_CFLAGS 14:53:15 03neunon * r54c7dcab7cb0 10/crawl-ref/source/los.cc: los.cc: add missing access specifier to inherited struct 14:53:17 03neunon * r16bdb6a8a1d5 10/crawl-ref/docs/develop/coding_conventions.txt: coding_conventions.txt: add Macro Usage section 14:53:19 "Dungeon" 14:53:19 03neunon * rcd92c87718b1 10/crawl-ref/source/ (directn.cc wiz-mon.h): directn.cc: fix linkage problem with FULLDEBUG but not WIZARD 14:53:20 03neunon * r875bf4f08cc7 10/crawl-ref/source/makefile: makefile: fix compliation with the Intel compiler when using IPO 14:53:26 doy: but that's special 14:53:36 Vaults and Temple perhaps 14:53:40 Temple then 14:53:41 yeah 14:53:58 Vaults: D:11 (8/8) is 18 letters 14:54:13 I think we could get four branches into each line 14:54:35 Slime: Lair:6 (6/6) 14:54:38 slightly longer 14:54:43 true! 14:54:57 Tomb: Crypt:4 (5/5) 14:55:00 Crypt: Vaults:5 (5/5) 14:55:10 okay, then not 14:55:29 yeah, i fiddled with this for a good while(: 14:55:40 I am unhappy with the block alignment 14:55:49 it looks odd, in my opinion 14:55:54 yeah 14:55:57 but we had this since ever 14:56:04 i don't know what would look better though 14:56:28 well, I am trying 14:57:34 i changed the "unfound branches" section to four per line 14:57:41 i'm not sure how i feel about that though 14:58:46 Maybe slouch shouldn't affect sleeping creatures? Not sure if that makes a difference though. 14:59:03 i thought it didn't 14:59:13 or is it just paralyzed at the moment 14:59:35 -!- jld has quit [Read error: Operation timed out] 15:00:03 what am I doing wrong? artefact.h:15:22: error: art-enum.h: No such file or directory 15:00:23 bhaak: art-enum.h is a generated file 15:00:30 the makefile should be regenerating it if it's missing 15:00:53 hmm, okay, I'll go and look why it doesn't 15:03:08 -!- jld has joined ##crawl-dev 15:03:22 03neunon * r122b524c0b2e 10/crawl-ref/docs/develop/coding_conventions.txt: coding_conventions: fix some unclear text in the macros section 15:03:53 hmm, art-enum.h was deleted, but not art-data.h and only art-data.h is listed in GENERATED_FILES 15:06:31 and the targets clean and distclean don't delete generated files. I'd say this is a bug 15:07:20 patches welcome! 15:07:23 (: 15:07:57 alternatively, ping neunon 15:08:22 hand-written makefiles of this size are just scary :-) 15:08:53 especially with lines like this: ifneq (,$(findstring CYGWIN,$(uname_S))) 15:18:12 03dpeg * r9fb5216ac2ed 10/crawl-ref/source/dat/des/branches/vaults.des: Repair one V:8 subvault (Mu). 15:18:13 03dpeg * ra4b21981793e 10/crawl-ref/source/dat/des/branches/hive.des: Repair one Hive entry vault. 15:20:29 Mu_: thank you! 15:21:05 :) 15:22:33 I need to get this game to V:8, so I can see the new end in action. :) 15:23:23 Can I ask the devs a question about the "new" aptitudes? 15:23:35 Xardas-3: SURE 15:23:38 sorry 15:25:38 Xardas-3: what is the question? 15:26:16 writing, it's going to have a few lines ;-) 15:27:54 I expect a fullblown condemnation! 15:28:57 Is it just the new way they are being shown to players and their "raw" values are the same as before, or were they also scaled according to the "new" values. I'm asking that because IIRC minotaur spellcasting was around 200, and it's -3 now, and, for example, draconian armor apt is -4, and IIRC draconian armour apt was lower than 200 15:30:04 the 30% penalty to spellcasting is (again) made implicit 15:30:59 human has 0 spellcasting in new system 15:31:06 was 130% in recent versions 15:31:17 and 100% in older versions, with the same cost of training 15:31:51 -!- DrPraetor has joined ##crawl-dev 15:32:13 Alright. Everything is now perfect, except for that whole 'game crashes when you cast Animate skeleton' thing. But that spell isn't important anyway right? 15:32:15 !apt mi spellcasting 15:32:16 Mi (SK_SPELLCASTING)=234 15:32:21 !apt dr armour 15:32:22 Dr (SK_ARMOUR)=200* 15:32:23 uh what 15:32:29 oh 15:32:37 I should read what jarpiain says 15:33:37 Same with Evo and Invo, it is just implicit that they are easier 15:34:19 Xardas-3: with fewer numbers available, there has been condensation, of course 15:34:19 it's not implicit at all 15:34:38 Twinge: :) 15:34:42 it's hidden 15:34:53 TGW: the manual states it 15:34:54 TGW: Depends on if it's mentioned anywehre else I guess; I assumed it was but maybe it isn't. 15:35:01 it is! 15:35:05 and it already was!! 15:35:08 always!!! 15:35:09 Then there you go 15:35:12 =) 15:35:38 Xardas-3: the main point is that it's easier to compare fewer (smaller) numbers 15:36:14 Xardas-3: and also that aptitude differences of 10 (in the old system) look more significant than they are ... in the new system, a change by +-1 means more 15:36:44 I've already made up most of my proposed apt tweaks based on the new log scale. 15:38:44 okay, thanks everybody :-) 15:38:54 you don't know what +1 translates to ingame though 15:39:03 syllogism: but is that important? 15:39:32 not necessarily, but it's harder to gauge the difference between 0 and say 2 15:39:43 than 100 and 140 15:39:48 once you know what 100 means 15:41:22 syllogism: psychologically it's easier in the new system 15:41:38 probably, I'm not a psychologist :P 15:41:53 dpeg: so you're saying it's still explicit :P 15:42:09 -!- nrook has joined ##crawl-dev 15:42:11 TGW: is, and always was 15:42:22 -!- Spads has joined ##crawl-dev 15:42:28 syllogism: neither am I, but I believe that it's easier to parse for the human brain in the new way 15:42:31 should be in the apt table I think 15:42:40 TGW: I debated that 15:42:42 it would also be useful to say "each level takes n more experience" 15:42:44 with myself 15:42:57 dpeg: who won? 15:43:06 no comment in aptitudes.txt 15:43:12 because I was afraid of confusing people 15:43:17 it's not easier for me, might be for others, who knows 15:43:21 I don't think it's really necessary information. 15:43:32 You figure this out on your own, and you can read it up. 15:43:42 it seems very important 15:44:16 if the manual says "+4 means double, -4 means half", i think that would be sufficent 15:44:24 doy: yes, I agree 15:44:27 the top of the aptitudes table should say this 15:44:28 I think 15:44:32 well, the apti... 15:44:34 but there does need to be some kind of reference point 15:44:39 yes 15:45:12 is +4 = 50%? 15:45:21 -!- EroN1 has quit [Ping timeout: 252 seconds] 15:45:23 i don't actually know 15:45:30 don't mummies have +2 15:45:38 that was 141 i think 15:45:58 +4 is 100% 15:46:09 So yes, double and half 15:46:17 42 50 59 71 84 100 119 141 168 200 238 15:46:18 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 15:46:23 Yep. 15:46:25 err -2 yeah 15:46:28 will add that 15:47:59 03neunon * ra61123005adc 10/crawl-ref/source/makefile: makefile: delete GENERATED_FILES on 'clean' 15:48:00 syllogism: It's not easier for you (or for me) most likely because we're already used to the old system. 15:48:30 It should be easier to follow for people who are not already familiar with the old system. 15:50:15 Anyone want to take a look at http://pastebin.com/44zatjAD ? Something with the way I'm referencing a variable across multiple functions is causing a crash when called one way and not another way. I'm not familiar enough with these crazy reference things to have a clue what to change. 15:53:02 03doy * r9011aaee8e0d 10/crawl-ref/source/dgn-overview.cc: fiddle with the overview display a bit more 16:03:29 -!- Ero has joined ##crawl-dev 16:03:48 http://crawl.develz.org/mantis/view.php?id=606 16:03:54 does anyone have an idea how this works? 16:04:24 somehow jpeg's compromise doesn't feel ideal 16:08:12 TGW: well, got to find someone else who'll look into that. jpeg did an insane amounts of bugs. 16:09:26 jpeg's cool, I'm just wondering if anyone is more familiar than her 16:10:37 doy: didn't you come up with the bicoloured species/background lists? 16:10:54 dpeg: nope 16:11:04 i don't think i was even around when that happened 16:11:09 i took a crawl break for most of 0.4 16:11:10 ah, perhaps sorear? 16:11:17 maybe 16:11:52 TGW: pretty sure everyone hates the input code with a passion 16:22:00 where is aptitudes.txt generated? 16:22:01 no_vi_keys is a 0.6 addition I believe 16:22:06 yes 16:22:12 -!- DrPraetor has quit [Ping timeout: 258 seconds] 16:22:28 Oh, you were respoding to the coloration thing, nevermind 16:22:34 dpeg: util/gen-apt.pl i believe 16:22:38 thanks 16:23:24 -!- purge has joined ##crawl-dev 16:24:37 sigh, where's the template file? 16:25:15 docs/template/apt-tmpl.txt 16:25:32 aha 16:29:38 03dpeg * r6df7536fc563 10/crawl-ref/docs/template/apt-tmpl.txt: Explain the new aptitudes. 16:33:04 Will all the changes being made now also be in the final release of 0.6? 16:33:20 Xardas-3: not all 16:34:48 Generally bugfixes will be, and minor tweaks that could possibly break something else by accident will not be 16:34:51 03j-p-e-g * rc6849bd3c8fe 10/crawl-ref/source/tutorial.cc: Be more consistent about spacing in the tutorial. 16:34:52 03j-p-e-g * rf5a94fc455b3 10/crawl-ref/source/ (describe.cc describe.h directn.cc tutorial.cc tutorial.h): Add a tutorial description if a monster does *not* have any resistances. 16:36:45 Xardas-3: generally not 16:39:36 Oh hey, potion and scroll mimics don't appear to be broken anymore; I was just thinking that I had forgotton to report that one, and it's already fixed anyway! 16:40:05 -!- permagreen has joined ##crawl-dev 16:40:57 Could someone write a Post in the category News to announce the official Switch to the wordpress/mantis/wiki, please? 16:44:06 in the process of trying to write a patch for crawl, I have learned that C++ has INT_MAX definitions of "const" 16:44:55 dpeg: I'm asking because I was wondering whether the "new" aptitudes will be in official 0.6 16:45:32 Xardas-3: no, that is 0.7 stuff 16:45:37 I'm thinking they're not. yeah. 16:46:30 Xardas-3: 0.6 is done, all that's left is bugfixes 16:46:40 doy: how many, do you know? 16:46:40 anything new will be for 0.7 at earliest 16:46:45 dpeg: not sure 16:46:53 aww, that means my vaults aren't making it into 0.7 16:47:06 dpeg, doy - Thanks, then that means that I'll stick with trunk for now :-) 16:47:20 main things are the ds revert and making a decision about iood 16:47:22 even the ones I submitted three months ago 16:47:22 nrook: but that doesn't matter... only a question of time. 16:47:32 doy: I think IOOD is okay for release. 16:47:32 er, 0.6, not 0.7, obviously 16:48:00 dpeg: indeed, but I was looking forward to a SA whine or two :) 16:48:55 doy: Can I get one more Xp tweak patch in for 0.6? It'll be a small one 16:49:03 Twinge: i'd rather not 16:49:26 Alright, not too pressing I guess. 16:50:03 Twinge: same as for nrook -- it is just fine in trunk. That's what the cool people play anyway. 16:50:24 Hehe 16:53:15 There's a lot of people that only play the stable versions. I mean, that's what I defaulted too as well and probably would've stuck to if sorear didn't end up directing me to the IRC channels. My default assumption is like 'the bleeding edge probably has bugs and is more likely to crash, better avoid that'. Which is technically true, but does't actually matter =) 16:55:07 -!- pointless_ has joined ##crawl-dev 16:57:24 -!- Xardas-3 has quit [Quit: ChatZilla 0.9.86 [Firefox 3.0.17/2010021501]] 17:00:25 -!- Ero has quit [Ping timeout: 264 seconds] 17:03:33 -!- pointless__ has joined ##crawl-dev 17:03:40 -!- pointless_ has quit [Disconnected by services] 17:03:46 -!- pointless__ is now known as pointless_ 17:08:53 -!- Textmode has joined ##crawl-dev 17:12:41 -!- EroN1 has joined ##crawl-dev 17:12:52 couldn't you do the same thing with exp? 17:12:56 !apt exp 17:12:57 Exp: Dr=140, Dr[black]=140, Ce=140, DD=130, DE=140, DG=160*, DS=140, Gh=120, Dr[green]=140, Dr[grey]=140, Ha=100!, HE=150, HO=100!, Hu=100!, Ke=130, Ko=100!, Mf=120, Mi=140, Dr[mottled]=140, MD=130, Mu=150, Na=120, Og=110, Dr[pale]=140, Dr[purple]=140, Dr[red]=140, SE=120, Sp=130, Tr=150, Vp=150, Dr[white]=140, Dr[yellow]=140 17:13:05 seems like that should work 17:13:44 TGW: don't want a logarithmic scale for Exp 17:13:55 why not? 17:16:44 at the least, I think you should use adjectives 17:17:00 the range for aptitudes is 40...250, the range for Exp is 100...160 17:17:04 morning all 17:17:04 Textmode: You have 1 message. Use !messages to read it. 17:17:07 maintaining an entirely seperate numerical scale is way crazy 17:17:18 morning, Textmode! 17:17:31 !messages 17:17:31 (1/1) sorear said (13h 52m 28s ago): #930 17:17:36 ...? 17:17:42 Textmode: mantis item 17:17:46 ah 17:17:52 http://crawl.develz.org/mantis/view.php?id=930 17:18:02 that's where we are crucifying you 17:19:34 Lol 17:19:35 TGW: it is for 0.7. 17:19:44 A crucifixtion? Can I watch? 17:19:48 I'm aware 17:20:13 TGW: so there is plenty of time to think about Exp. 17:21:53 gotta go 17:22:01 -!- dpeg has quit [Quit: nights] 17:22:02 g'night 17:22:30 would anyone be on board an adjective unification FR? 17:22:41 hmm, I don't understand bolts 17:23:02 "slightly favourered" <3 17:23:34 does every spell use a bolt? or just those that actually are line-of-fire targeted? 17:23:46 hm, let me make a draft 17:28:22 Bleh, still no idea on those references thingys 17:29:19 grr, I can't remember how to tell git to ditch my present changes, and revert to a branch-state :/ 17:29:43 Heh, I can tell you how to with a combination of the GUI and command line ;O 17:29:45 git reset --hard 17:29:58 also, git reset --hard 17:30:02 yeah, that's the one. 17:30:11 doy: strange, that isnt' working.. 17:31:02 if it keeps saying you have changes under contrib/, do git submodule update 17:31:26 apprently switching to a different branch, then back again did it... 17:31:54 weird, though. 17:32:04 morning 17:32:10 Hail. 17:32:19 hmm...I think I have stashed changes...where did those come from... 17:32:22 morning due 17:32:31 git stash show -p stash@{0} 17:32:41 Is there shorthand for that? 17:32:44 I use it a lot. 17:33:37 well, 'git show stash@{0}' works too 17:33:48 since stash@{0} is just a normal revision 17:34:27 03j-p-e-g * rdd68487ac791 10/crawl-ref/source/tilereg.cc: Fix out of sight mouseover giving away undetected traps. 17:34:32 due: if you're bored, take a look at http://pastebin.com/44zatjAD ? Something with the way I'm referencing a variable across multiple functions is causing a crash when called one way and not another way. I'm not familiar enough with these crazy reference things to have a clue what to change. 17:34:45 Twinge: My C++ is nasty, ask doy instead. 17:37:30 Ah. Just trying to resolve it since I finally got it working correctly except for stupid Animate Skeleton, hehe. I suppose there's no rush though, and doy or sorear or such can probably help me fix it when they have time. 17:40:32 doy: I like being able to see the diff of the commit though, just normal show only lists the files changed. 17:40:48 due: what? no it doesn't 17:41:10 Oh 17:41:20 I meant "git stash " 17:41:25 I didn't realise you'd said "git show " 17:41:26 duh, thanks. 17:41:28 (: 17:52:22 72 bugs fixed in trunk :D 17:53:10 bad is worse than poor in spell success, but better than poor in aptitudes 17:53:14 this seems wrong 17:55:34 03j-p-e-g * r7833db6708c3 10/crawl-ref/source/ (directn.cc directn.h tilereg.cc tutorial.cc): Don't show descriptions in the message area if pointing at floor/walls. 17:56:22 TGW: what are the adjectives, again? 17:56:31 ??spell success 17:56:31 spell success[1/1]: Memorisation adjectives and success-rates as follows: Very Challenging (useless 0%, terrible 0-5%); Quite Challenging (cruddy 5-10%, bad 10-20%); Rather Challenging (very poor 20-30%, poor 30-50%); Somewhat Challenging (fair 50-70%, good 70-80%, very good 80-90%); Not That Challenging (great 90-95%, excellent 95-99%, perfect 100%). 17:56:45 bad < v.poor < poor 17:57:01 thats a lot of adjectives... 17:57:04 http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=commitdiff;h=6df7536fc56377aeb0a0704b88b825652d76b468;hp=9011aaee8e0dd115b878338c6f0ad2c9115f978f 17:57:14 v.poor < poor < bad 17:57:35 yes, in places where we use the same words, they should mean the same thing 17:57:49 (i don't think we need to use the same words everywhere though) 17:57:57 also "slightly favourered" should be fixed 17:59:05 Hooray, Johanna fixed Donald. 17:59:54 I would suggest: Terrible but thats me 18:00:06 due: What was wrong with him? The brief commit message sounded more like 'deleted a bunch of his cool speech stuff', hehe 18:00:24 I read it as "doesn't take a thousand fucking lines anymore" 18:00:25 Are we just showing the descriptions or the number also? 18:00:33 *numbers 18:00:37 pointless_: it has the numbers in there 18:00:49 good 18:01:11 word descriptions are for the species descriptions page I think 18:01:27 also it's not clear that "bad" and "poor" are even different 18:01:39 but that's less overtly broken 18:01:58 they're different words 18:02:02 My favorite are the 'how far away is the labyrinth' messages 18:03:57 Twinge: Well, I'm just going to check it over, but I think she fixed what was wrong. 18:04:12 doy: which mean the same thing 18:04:27 but they're different words 18:05:24 i mean, "bad", "terrible", "cruddy", "poor", etc all mean the same thing, from that perspective 18:05:31 we only have so many words to work with here 18:06:01 terrible means "extremely bad" 18:06:07 that is what it says in dictionaries 18:06:13 that is what people already know 18:06:16 this is a pointless argument 18:06:18 03j-p-e-g * r78dc6631b38c 10/crawl-ref/source/tutorial.cc: Update the tutorial information on chunks making you sick. 18:06:53 pointless_: are you going to take that 18:07:10 he said 'pointless' no underscore 18:07:13 I take no responsibility 18:07:15 poor and bad (in the appropriate senses) both mean "of inferior quality" 18:07:26 Pointless argument, give up :) 18:07:56 doy: Are "good" spells coloured in 0.6? 18:08:08 due: i'm going to pull in a patch to turn that off 18:08:13 next time i get around to it 18:08:23 I think it's extremely confusing at the minute. 18:08:25 yeah 18:08:28 It's great, but... yeah. 18:08:30 I don't see the point 18:08:35 every spell you memorise is good 18:08:37 it needs to be user-modifiable to actually be useful 18:08:37 that's why you memorised it 18:08:56 an option would be kinda useful but it shouldn't default to anything 18:09:02 TGW: the original intention of the yellow inventory items was "emergency" 18:09:11 but that kinda got lost over time 18:09:20 no, I think that's still there 18:09:35 honeycombs aren't emergency items for vegetarians d: 18:09:39 I don't really like that either but not like it matters 18:09:48 a bit too much hand holding 18:09:54 well, again 18:09:59 this was something that i wrote for myself 18:10:10 and people decided it should be default 18:10:10 (: 18:10:13 -!- raydarken has joined ##crawl-dev 18:10:50 kept dying with scrolls of blinking in inventory?: P 18:10:53 I like it 18:10:58 Because it draws my eye straight to it. 18:11:06 yeah, i'm a fan of coloring things 18:11:14 as long as it's coloring things that i care about 18:11:15 I want an option that prompts me every turn if I have a scroll of blinking 18:11:26 finding a set of things that everyone should care about is harder 18:11:27 (: 18:13:09 TGW: that's something you could write yourself, in lua 18:13:10 (: 18:13:25 sign me up 18:14:13 fair < good < v.good < great < excellent < perfect is basically awesome 18:14:29 the other end might have adjectives too densely 18:16:56 very good needs to go 18:17:29 why 18:18:20 very foo is understood as being one tier more severe than foo, yeah? 18:18:21 why can't the game actually calculate and show the percentage chance? 18:18:31 purge: it can calculate the percentage chance 18:18:53 purge: because numbers are bad 18:18:59 I don't think devs want to show percentages 18:19:52 well, it shows HP and MP whereas you could simply show the bars :P 18:20:43 or do the same adjective system as the monsters 18:20:45 that's an interesting idea 18:20:46 (: 18:20:56 If you push this too far people will replace the MP/HP number with a series of adjectives 18:20:59 I think adjectives should be used for things with stupid units like hunger and MR 18:21:02 man many adjectives 18:21:07 *many many 18:21:32 I'm not sure what you're solving by not showing spell success, but anyway 18:22:15 it's also a matter of interface complexity 18:22:18 useless < abysmal (dpeg <3) < terrible < v.bad < bad < mediocre < fair < good < v.good < great < excellent < perfect? 18:22:26 the more exact numbers used, the more complicated it is 18:22:59 alternatively, abysmal could be abhorrent 18:23:06 abysmal is good 18:23:09 there are a lot of fun words meaning "it's pretty bad" 18:23:43 I think we should quantify HP in terms of how large of a piece of food can hit you in the head without you dying 18:23:55 one of my goals for 0.7 is to get rid of numerical xp in the interface 18:23:56 pointless_: too large 18:23:58 make it five pieces 18:24:38 how large of a piece of food can you survive being thrown at you 5 times 18:24:59 -!- neunon has quit [Ping timeout: 246 seconds] 18:25:09 we should standardize all the adjectives with relation to food 18:25:24 hunger -> how much food you can eat five times 18:25:44 Hahaha 18:25:52 doy: can you make it getting rid of victory dancing instead? 18:26:01 due: well, that's part of it 18:26:02 (: 18:26:07 good luck with that 18:26:22 i think the proposal on the wiki is quite workable 18:26:22 aum -> how much food you could replace it with five times 18:27:14 turns -> how much food you could eat one fifth of... I think you see where I'm going 18:37:28 rofl: 18:37:29 You stop butchering the corpse. 18:37:29 Your skeletal warrior throws its bony arms wide. 18:37:29 _The dead are walking! 18:37:29 -!- raydarken has quit [Read error: Connection reset by peer] 18:38:02 -!- syllogism has quit [] 18:38:19 I need to fix that. 18:38:40 What do we think of restricting friendlies from casting animate dead during DUR_BUTCHERY? 18:38:41 Napkin: The dead are walking, swimming and flying! 18:38:57 due: Xom does not find that change hillarious 18:38:57 sounds awesome, due :) 18:39:07 Twinge: I warned you about this a while ago 18:39:25 Twinge: The problem is that sometimes motions is a null pointer 18:39:31 so *motions doesn't always exist 18:39:46 motions being null means that the caller doesn't care to receive the value 18:39:59 how about... allowing such things dependent on ctrl+t settings, due? 18:40:00 so put all the motions update stuff inside an if (motions) { block 18:41:11 Napkin: Too much like hard work ;) 18:41:27 :D 18:42:21 how about disable it for corpses you stand on 18:42:34 Napkin: Seems excessive; I don't really see people putting that on on purpose except to sucm Xom piety :P 18:42:59 sorear: Okay, I'll try that. Guess I missed the earlier warning. 18:43:15 Or maybe I forgot to actually give it. 18:43:18 it would be "play with everything" or "play with what i drop" feature 18:48:23 -!- Iainuki_ has joined ##crawl-dev 18:50:37 Should I set a hunger limit, too? 18:50:50 -!- elly has quit [Quit: unicode time] 18:50:55 i was just thinking that too, due 18:51:06 Probably only for non-herbivores, though. 18:51:08 it always looked like there is such a thing already? 18:51:13 Nope. 18:51:14 *it almost 18:56:10 What is actually our preferrd method for iterating over vectors? 18:56:39 std::vector::iterator i, etc? 18:57:16 We use an .sizeof in a few places. 18:59:46 make it a fro loop and use vectors [] for extra obfuscate points 19:00:54 due: iterator is the preferred approach, yes 19:01:00 much harder to get wrong 19:06:05 -!- elly has joined ##crawl-dev 19:06:20 sorear: As I thought, though, that means animate skeleton does not generate any sort of 'The dead are walking' message because motions doesn't exsist. Hum. I suppose I could just let Animate skeleton have a mundane generic message, e.g. 'The skeleton rises!' 19:07:39 why can't you pass a non null pointer when calling from animate skeleton? 19:13:31 -!- elly has quit [Quit: leaving] 19:15:16 -!- elly has joined ##crawl-dev 19:16:55 pointless: Assumedly because I don't know what I'm doing, but the structure of the code doesn't help. animate_dead calls animate_remains which calls _raise_remains. Animate Skeleton calls animate_remains directly, and I need to be able to transfer from raise all the way back to animate. http://pastebin.com/44zatjAD is a trimmed overview. 19:17:09 -!- eith has quit [Ping timeout: 245 seconds] 19:17:39 Having another, generic message for skeleton is acceptable though it'd probably be best to have the new messages for both 19:18:17 When you are calling animate_remains directly from animate skeleton you just give animate_remains a pointer to an integer 19:22:33 Twinge: your overview doesn't show where the call to animate_remains used by animate skeleton orignates from, but for that call (calling animate_remains directly to do animate skeleton) you just have to pass a pointer to an integer, animate_dead has nothing to do with that code path as far as I know 19:22:54 I have a suggestion 19:23:01 'just use a reference'? 19:23:18 Can we remove racial distinction on ammo? 19:23:34 It wastes so many inventory slots on ammo that is practically the same 19:23:47 orc +0, elf+0, non-racial +0 19:23:49 etc.. 19:25:06 pointless: Hmm. Well, animate_remains does have a default for int* motions = NULL in the .h file. What woud I set it to or do differently in the call from Animate Skeleton? 19:25:32 Vandal: Did you have a chance to play Crawl before ammo of the same type automatically merged? ;O 19:25:37 when you do the call for animate skeleton you pass a pointer to an integer insteadof using the default value 19:25:41 yes 19:25:48 why does that matter? 19:26:03 Vandal: Just showing how much worse it could be, kind of an idle thought :) 19:26:11 I don't see what your point is 19:26:24 Save those kinds of idle thoughts 19:26:36 having 4 different stacks of ammo that does almost the exact same thing is retarded 19:27:36 pointless: I don't actually know what you mean by 'point to an integer'. I haven't coded recently much at all, and even when I did code more years ago it wasn't in C++ :) 19:27:53 int * motions is a pointer to an integer 19:28:00 argh. 19:28:03 how to explain 19:28:36 'int * motions' is a variable containing the location of another variable 19:28:56 to call a function that wants an int * you pass it the address of an integer, 19:29:24 so say you have 'int asdf;' you can get its address using '&' the 'address of' operator 19:29:44 so you can do animate_remains(blah blah blah, &asdf); 19:29:55 to pass the address of integer asdf 19:30:17 you are doing this in animate_dead 19:33:05 Vandal: No, racial stays. 19:33:10 why? 19:33:26 Vandal: Because they get bonuses for the relevant races and they are flavourful. 19:33:34 they're ignorable, entirely 19:33:52 the bonuses are ignorable, it is +1 to acc 19:34:05 and they don't add "flavour" past your starting kit 19:34:14 you can't make a strategy around finding ammo for your specific race 19:34:18 Then we utterly disagree :) 19:34:32 they're a mechanically disruptive "feature" that is bad for the players 19:34:41 in ammo 19:35:02 Leave it on whatever else, you don't need to carry 5 different scimitars around 19:35:14 but ammo stack management is unnecessarily overcomplicated by it 19:35:41 What is wrong with just the launchers being racially branded? 19:36:26 pointless: Thanks, I'll try that. I honestly should've realized that probably, since I kind of already did the same thing elsewhere already ;/ 19:36:50 Twinge: do you get what a pointer is conceptually? 19:37:39 what's the difference between favoured and empouwered? 19:38:55 -!- elly has quit [Quit: leaving] 19:39:13 pointless_: Twinge is an accomplished assembly programmer, if it helps 19:42:54 -!- permagreen has quit [Quit: Welcome to the real world] 19:44:01 -!- elly has joined ##crawl-dev 19:44:30 sorear: I wouldn't say accomplished, but yes, I understand the concept. Just takes a bit to go from the concept and merely being able to read and mostly understand it to actively implementing it myself though. 19:44:49 Twinge: I'm gonna conflict you,sorry, :) 19:46:38 due: Hmm? 19:59:05 I'm changing mon-cat.cc :) 19:59:07 *mon-cast.cc 19:59:50 due: Ah, that's actually fine - I didn't need to touch mon-cast, at least not yet. 20:00:01 Excellent. 20:00:29 Hmm. Apparently adding 'int motions = 0;' to the ANIMATE_SKELETON switch *completely and utterly* breaks spl-cast.cc though :P 20:01:12 How? 20:01:24 Is it pre-declared somewhere else? 20:01:25 tgw: spellbrands? Favored means your god likes the spell, empowered means the spell is actually being improved by something. the two key points is that a) gods often don't improve your spells right away, and b) empowered isn't neccesrily because of your god. 20:01:48 Twinge: you can't declare variables in the middle of a switch, sorry 20:02:09 sorear: Ah. Okay then. 20:02:11 Twinge: you could move it to the beginning of the function 20:02:29 you can also put { } in the case 20:02:35 How possible would it be to make a "quiver" item that extended your inventory by allowing you to carry as many stacks of ammo as you wanted for a flat cost in real inventory space? 20:02:37 a case statement isn't considered a local block? 20:02:39 not sure if that's bad form or not 20:02:43 TGW: tbh, its an ugly distinction, but a necessary one. 20:02:44 Like, 4 slots 20:03:00 pointless_: ah, {} would make it a local-scope block then? 20:03:02 and of course ammo would be limited by AUM 20:03:09 yes 20:03:22 there are no gods that 'like' spells in any sense other than empowerment 20:04:13 Twinge: yeah. 20:05:33 confusing logic bah 20:05:35 TGW: yes, but you usually need to meet some requirement (usually piety) before they actually empower the spell, but you want to know *which* spells before that. 20:05:43 you do? 20:05:55 due: a case statement is considered a kind of go to, and in C++ a goto cannot cross declarations 20:06:02 sorear: ahhh 20:06:36 (I was also vaguely thinking of drawing a distinction between having the spells effectiveness actually be improved, and mearly recieiving an fringe bonus (like miscast protection), but thats probably not a good idea) 20:06:57 You attempt to give life to the dead... The dead are slithering! 20:08:53 Twinge: delicious. 20:09:08 ooh 20:09:10 TGW: well, I do at least, and I coded it. regardless, you can't be expected to know the favored spells for ever god. even if you aren't a newbie, its easy to miss things, like until I started working on this patch, I didn't know that Vhehumet favored summoning spells, or three random others (sandblast, shatter, and LRD, iirc) 20:09:34 Racial ammo needs to go (http://crawl.develz.org/mantis/view.php?id=936) by Vandal 20:09:35 Textmode, play Summoners more often. =p 20:09:45 NEEDS TO GO 20:09:55 well I did offer the quiver alternative 20:10:02 I just wrote the subject before I thought of it! 20:10:23 incidentally, does vehu's description indicate that those three random spells are favored? 20:10:55 God of the destructive powers of magic. So yes. 20:11:02 Yes. 20:11:14 It doesn't mention them specifically, perhaps. 20:11:14 fight.cc -- what is it? Does it care if a message for animating skeletons is displayed? 20:11:41 well obviously I mean specifically. 20:12:02 For the god power itself? 20:12:59 I mean, is there any ingame way, other than trying the spell (or seeing the spellbrand) to know that vehu favors three spells that aren't conj or summoning? 20:13:26 * Twinge shrugs, adds it to fight.cc too 20:14:33 You call on the dead to rise... The dead are walking and swimming! 20:14:44 Textmode, beyond the god power describing it as enhancing destructive powers, not really. 20:15:35 Twinge: it's in fight.cc for chaos kills by the look of it 20:15:53 chaos kills? 20:16:38 ??chaos brand 20:16:38 chaos brand[1/3]: Imitates other brands, or can heal, polymorph, berserk, haste, invisify, petrify, paralyse, torment, and probably do a lot more to enemies. New in 0.5, only gifted by Xom, Xom's vault guards, found on Pan lords, or on the uniques Crazy Yiuf or Psyche. 20:17:01 Reaping effect. 20:17:03 ah, right. 20:17:55 fight.cc is the melee combat engine 20:18:00 Nod. 20:18:02 don't go there, it's a royal mess 20:18:10 Hah. 20:18:28 @??ynoxinul 20:18:28 ynoxinul (113) | Speed: 10 | HD: 6 | Health: 18-48 | AC/EV: 3/10 | Damage: 12 | Flags: 05demonic, sense invisible, fly | Res: 06magic(48), 02cold, 10elec++, 03poison | XP: 197 | Sp: iron shot, ufetubus. 20:18:39 Mm. What's the one with animate dead? 20:19:05 Well, one of them, anyway 20:19:10 @??blue devli 20:19:10 unknown monster: "blue devli" 20:19:16 @??neeqoxec 20:19:16 unknown monster: "neeqoxec" 20:19:18 @??neqoxec 20:19:18 neqoxec (133) | Speed: 10 | HD: 6 | Health: 18-48 | AC/EV: 4/12 | Damage: 15 | Flags: 05demonic, evil, lev | Res: 06magic(48), 03poison | XP: 182 | Sp: polymorph other, brain feed, call imp. 20:19:22 Oh, hm. 20:19:27 @??hellwing 20:19:27 hellwing (154) | Speed: 10 | HD: 7 | Health: 28-63 | AC/EV: 8/10 | Damage: 17, 10 | Flags: 05demonic, evil, fly | Res: 06magic(56), 03poison | XP: 388 | Sp: teleport other, animate dead, teleport self. 20:19:28 Can't remembe,r bran fart. 20:19:32 There we go 20:20:54 Okay. And Animate Skeleton? 20:20:56 @??vampire 20:20:56 vampire (05V) | Speed: 10 | HD: 6 | Health: 18-48 | AC/EV: 10/10 | Damage: 7, 1505(vampiric) | Flags: 07undead, evil, spellcaster, see invisible | Res: 06magic(48), 02cold, 03poison | XP: 212 | Sp: vampire summon, confuse, invisibility. 20:21:08 Don't think any monster does animate skellie. 20:21:44 There's a call for it in mon-stuff.cc. Don't know if it's actually used though 20:22:14 animate dead: lich i, iii, iv, vampire mage, orc sorc, necromancer i, ii, orc high priest, hellwing, deep elf priest, deep elf high priest, eep elf death mage, shadow imp 20:22:26 monsters don't cast spells in mon-stuff.cc 20:22:30 skele warrior, nessos, boris, frederick! 20:22:51 due: Hehe, thanks, but I don't think I need to test all of them; it's the same call :P 20:22:58 Nobody has animate skeleton. 20:23:17 k 20:23:23 the call in mon-stuff.cc is part of the implementation of reaping weapons 20:24:08 Ah. 20:24:27 -!- Enne has joined ##crawl-dev 20:25:37 morn Enne 20:25:43 Howdy, due! 20:25:55 Okay. Tested Animate Skeleton, Animate dead, their equivalent Yred abilities, and monsters animating dead. 20:26:48 Enne: Do you think I could use epilogue lua to hack in Jiyva altar sto the jelly roms properly, so they don't leave random jiyva altars behind when vetoed/failing validation? 20:27:17 can we kill validation and vetoing yet? please? 20:27:25 Er, why? 20:27:56 because it causes crawl to randomly crash once every few thousand games 20:28:20 due: No. The correct answer here is make it use a subvault and not write directly to dgn.grid. 20:28:31 Enne: Ooh, good idea. 20:28:43 Subvaults <333 20:29:19 long story short: the validation watchdog can't tell the difference between bad luck (25 bad maps in a row) and bugs (no good maps generated) 20:29:53 so once every blue moon Crawl bombs out with Unable to generate level for 'wherever'! 20:30:07 Nice! 20:30:44 that said, there are about six people who have played enough Crawl games to actually see this design flaw in action 20:34:41 Graphical glitch (http://crawl.develz.org/mantis/view.php?id=937) by Iskandar 20:45:11 due: I should probably that it's probably a large change to fix the Jiyva altar like that. You'd probably want to modify all special rooms to be subvaults rather than using special_room_info. 20:48:07 OK then. Finally should be all set and ready to patch: http://www.it-is-law.com/dump/DCSS/0011-Animate-Dead-message-tweak-The-dead-are-walking-swim.patch 20:50:27 -!- purge has quit [Ping timeout: 265 seconds] 20:52:50 sorear: How would you fix the validation/vetoing issue, out of curiosity? 20:54:22 Enne: Yeah, I'm planning on doing that eventually. 20:55:36 I guess I'll attach the patch to the Mantis FR 20:56:13 Twinge: I'll do it 20:56:20 Twinge: I'm just about to commit Napkin's request. 20:56:41 k. 20:58:50 -!- raydarken has joined ##crawl-dev 20:59:47 Player ghosts never use the default speech (http://crawl.develz.org/mantis/view.php?id=938) by 78291 21:00:07 Twinge: Problem with that patch, it fails. :( 21:02:32 It keeps saying corrupt patch. 21:02:37 Twinge: there's a lot of unneeded stuff there 21:04:09 -!- DrPraetor has joined ##crawl-dev 21:04:15 Er, wow, cia just spat the dummy at me when I tried to push. 21:04:17 Twinge: it looks like every place animate_remains is called, you pass in an int 21:04:25 due: Is it the 2-line subject at the top? I thought that was okay, but maybe not. 21:04:31 03due * rc5d0c19147cc 10/crawl-ref/source/ (delay.cc delay.h mon-cast.cc): Don't let friendlies animate corpses being butchered, or while hungry. 21:04:34 Twinge: no, line 188. 21:04:48 Skill dependant speech for player ghosts (http://crawl.develz.org/mantis/view.php?id=939) by 78291 21:04:51 Twinge: the entire reason I had you put in the if (motions){ check was so you could safely pass NULL *instead of* a pointer 21:04:52 sorear: Yes. That's what pointless suggested as far as I gathered; how else am I supposed to do it? 21:04:55 -!- N78291 has joined ##crawl-dev 21:05:18 That doesn't work, though - Animate Skeleton won't have any message that way 21:05:32 Well, then Animate Skeleton should keep the int 21:05:56 but the other callers - the ones that simply ignore the returned values - should not pass it 21:06:22 e.g. in fight.cc 21:06:28 due: Oh, i removed an errant space; I guess that screws up everything. Wish patches were more manually editable :P I'll re-add it I guess. 21:06:29 you're just throwing away motions 21:06:34 why did you declare and pass it? 21:06:58 Does the platform selection on mantis matter for FRs? 21:07:07 not really 21:07:17 N78291: if it's a platform specific FR, sure 21:07:17 sorear: So that the message will still appear in those cases too? 21:08:03 none of the choices indicate that it is not, though 21:08:25 Twinge: whatever function is generating the message shouldn't take the argument 21:09:41 sorear: It didn't make much sense to do it that way to me either, but nothing else worked. 21:11:02 "VISUAL ENCHANT:@The_monster@ is bathed in the radiant lights of Iskenderun." 21:11:35 ??iskenderun 21:11:35 I don't have a page labeled iskenderun in my learndb. 21:13:55 sorear: If you have another idea I can try it, but I tried a lot of stuff and nothing worked until I tried pointless's suggestion 21:17:59 Is invocations useless to ghosts? 21:18:35 Otherwise, it should be fine now due, as I re-added the extra space :P 21:28:00 Twinge: you can't edit patches :) 21:28:08 Twinge: scrabble time though, so will try again later 21:29:03 -!- purge has joined ##crawl-dev 21:29:34 git files are tamper-evident by design 21:30:20 Ah. Pros and Cons I guess. 21:33:35 Oh. I see why you were having problems 21:33:38 How so? 21:33:43 The code doesn't quite work like I thought it did 21:34:19 Iainuki_: objects are identified by SHA-1 hash code, not serial number, so you can't reasonably edit them 21:36:09 due: I'm looking over Twinge's patch 21:36:43 He's Scrabbling 21:37:23 yeah 21:37:48 but he might get back at any time 21:37:48 and I don't want him to duplicate what I'm doing 21:39:20 Nod 21:39:38 Can randart cloaks have cloak egos? In particular, can they have conservation? 21:40:14 I'd hope so, though I don't think I've ever seen it 21:40:24 sorear: Danke 21:40:32 DrPraetor: pretty sure not 21:40:48 i don't think any randart armour does 21:41:45 That sucks :( 21:41:55 -!- N78291 has quit [Quit: exit] 21:41:56 * DrPraetor wants a randart cloak of conservation, damnit. 21:46:54 03Enne * r14c4d3dcb613 10/crawl-ref/source/rltiles/item/weapon/ranged/needle2.png: [937] Make needle tile transparent instead of white. 21:47:08 -!- Iainuki_ has quit [Quit: Iainuki_] 21:48:32 nice, I just did a git pull --rebase across 400KB of new history 21:50:02 seriously, the code churn on this project is incredibly ridiculous 21:50:45 doy: no conflicts 21:50:55 I last pulled over a WEEK ago 21:51:22 Is my laser eyes mutation in trunk yet? 21:51:31 no, spec? 21:51:32 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 22:16:48 -!- TGW has quit [Read error: Connection reset by peer] 22:19:46 03Twinge * r667feac5d75b 10/crawl-ref/source/ (6 files): Animate Dead message tweak (nubinia) 22:19:47 03sorear * ra9169ba61f54 10/crawl-ref/source/ (abl-show.cc spells3.cc spl-cast.cc): Fix end-of-line whitespace 22:19:49 03sorear * r05e38b7b9c76 10/crawl-ref/source/ (abl-show.cc fight.cc mon-stuff.cc spells3.cc spl-cast.cc): Simplify handling of animation messages 22:20:01 Twinge: tell me if you can follor r05e38b7 22:20:36 03Enne * rcfd8d80726b9 10/crawl-ref/source/ (6 files in 3 dirs): Add in-flight tiles for new sling bullet types. 22:20:44 -!- Enne has quit [Quit: zzz] 22:28:25 Heh, it looks a lot like one of my earlier failed attempts to get Animate Skeleton working right :P I'll lok at it closer in a sec 22:50:52 03Keskitalo 07stone_soup-0.6 * r36088a3ed59e 10/crawl-ref/source/dat/des/branches/pan.des: Add milestones for the four big bad pan lord levels. 22:50:53 03by 07stone_soup-0.6 * r48312b4cea43 10/crawl-ref/source/dat/clua/lm_trove.lua: Trove: Display current portal state more prominently in xv. 22:50:54 03by 07stone_soup-0.6 * r7df972050343 10/crawl-ref/source/dat/clua/lm_trove.lua: Trove: show full fee in lock portal prompt. 22:50:56 03by 07stone_soup-0.6 * r005de82fd99c 10/crawl-ref/source/dat/clua/lm_trove.lua: Make trove locking message more explicit. 22:50:57 03by 07stone_soup-0.6 * r0697a830e42d 10/crawl-ref/source/dat/clua/lm_trove.lua: Trove: conditionally pluralise scrolls and potions. 22:50:58 03by 07stone_soup-0.6 * r80c8c7ae28b0 10/crawl-ref/source/directn.cc: direction(): Also unset need_beam_redraw when not showing beam. 22:51:00 03Keskitalo 07stone_soup-0.6 * r20ac900bd3ff 10/crawl-ref/source/ (5 files in 4 dirs): Preliminary tiles to mark the teleporter in the_teleporter vaults. 22:51:01 03Keskitalo 07stone_soup-0.6 * rca1f030bf64b 10/crawl-ref/docs/develop/levels/advanced.txt: Update the bit about milestones to use epilogues. 22:51:04 03by 07stone_soup-0.6 * rf708f44ce2d2 10/crawl-ref/source/traps.cc: Destroy monster-used shafts. 22:51:05 03by 07stone_soup-0.6 * ra37ad3ab3d41 10/crawl-ref/source/mon-act.cc: Known shafts are safe for monsters. 22:51:08 03j-p-e-g 07stone_soup-0.6 * r4eb7729ccadb 10/crawl-ref/docs/changelog.txt: Update change log. 22:51:10 03by 07stone_soup-0.6 * r073d59e543e8 10/crawl-ref/source/dungeon.cc: Don't generate shaft trails on non-shaft levels. 22:51:11 03j-p-e-g 07stone_soup-0.6 * rb4a78688dd6a 10/crawl-ref/ (docs/options_guide.txt settings/init.txt): Document autofight.lua. 22:51:13 03j-p-e-g 07stone_soup-0.6 * rdd0ec6e720be 10/crawl-ref/docs/changelog.txt: Reorder some change log entries. 22:51:14 03j-p-e-g 07stone_soup-0.6 * ra64ea9a1cd2a 10/crawl-ref/source/rltiles/ (4 files in 4 dirs): Put the rusted sewer portal into the dngn tiles page, after all. 22:51:21 03dpeg 07stone_soup-0.6 * r93006cdb1f72 10/crawl-ref/docs/changelog.txt: A few tweaks to the changelog. 22:51:22 03by 07stone_soup-0.6 * rd83db0f16d66 10/crawl-ref/source/shopping.cc: Remove bad mesclr() from shopping list. 22:51:23 03dpeg 07stone_soup-0.6 * r5b713573b7f3 10/crawl-ref/docs/develop/levels/syntax.txt: Explain difference between | and good_item. 22:51:24 03by 07stone_soup-0.6 * rd85bf0cf2efe 10/crawl-ref/source/shopping.cc: Fix shopping list toggle in shop (@). 22:51:26 03by 07stone_soup-0.6 * refb8c7e89100 10/crawl-ref/source/shopping.cc: Shorten shop gold messages to fit 80 columns with thousands of gold. 22:51:26 03by 07stone_soup-0.6 * r44fbd64fad75 10/crawl-ref/source/ (mon-act.cc monster.cc shout.cc): Fix melee noise waking hibernated monsters on same turn. 22:51:27 03by 07stone_soup-0.6 * r089a1120534c 10/crawl-ref/source/stash.cc: Show @'s in stash tracker shop menu. 22:51:30 03by 07stone_soup-0.6 * r38dd2fe0072c 10/crawl-ref/source/stash.cc: Remove cyan colouring of shopping list items in stash tracker. 22:51:31 03by 07stone_soup-0.6 * r833ad49c2e54 10/crawl-ref/source/spl-util.cc: Don't treat necromantic spells as empowered by Kiku. 22:51:32 03by 07stone_soup-0.6 * r6905be6a750a 10/crawl-ref/source/spl-util.cc: Minor formatting. 22:51:33 03by 07stone_soup-0.6 * r3d124b5ced56 10/crawl-ref/source/spl-util.cc: Reduce spell colouring. 22:51:35 03by 07stone_soup-0.6 * r310821d7b881 10/crawl-ref/source/mon-info.cc: Describe wandering stationary monsters as "unaware" in monster list. 22:51:36 03by 07stone_soup-0.6 * r896a78063ce5 10/crawl-ref/source/religion.cc: Call viewwindow() before delayed god gift more(). 22:51:38 03by 07stone_soup-0.6 * rfc2912209204 10/crawl-ref/source/output.cc: Fix yellow draconians supposedly having rcorr. (Mu) 22:51:41 03j-p-e-g 07stone_soup-0.6 * r624897277b29 10/crawl-ref/source/files.cc: Fix Trog appreciating kills of non-spellcasting ghosts. 22:51:42 03j-p-e-g 07stone_soup-0.6 * r0c8fdc2a93ff 10/crawl-ref/source/dat/database/monspeak.txt: A few tweaks to monster speech. 22:51:43 03j-p-e-g 07stone_soup-0.6 * r273106332020 10/crawl-ref/source/ (dat/database/monspeak.txt mon-speak.cc): Fix Saint Roka not using his special messiah speech. 22:51:44 03j-p-e-g 07stone_soup-0.6 * r58696d60ca05 10/crawl-ref/source/ (dat/database/monspeak.txt mon-speak.cc): Remove about 1000 lines worth of combination tags for Donald speech. 22:51:46 03j-p-e-g 07stone_soup-0.6 * r41c12ea54ed9 10/crawl-ref/source/dat/database/monspeak.txt: Re-add references to @_generic_Donald_@. 22:51:48 03j-p-e-g 07stone_soup-0.6 * r4a62d24da255 10/crawl-ref/docs/changelog.txt: Remove duplicate entry in the change log. 22:51:51 03neunon 07stone_soup-0.6 * r049284c673b2 10/crawl-ref/source/makefile: makefile: fix levcomp.*.cc not being compiled with YACC_CFLAGS 22:51:52 03neunon 07stone_soup-0.6 * r8fd408ca5327 10/crawl-ref/source/los.cc: los.cc: add missing access specifier to inherited struct 22:51:53 03neunon 07stone_soup-0.6 * r1d81c72938db 10/crawl-ref/source/makefile: makefile: fix compliation with the Intel compiler when using IPO 22:51:54 03dpeg 07stone_soup-0.6 * rcea7fe4b50ff 10/crawl-ref/source/dat/des/branches/vaults.des: Repair one V:8 subvault (Mu). 22:51:56 03dpeg 07stone_soup-0.6 * r789f1ef5ea27 10/crawl-ref/source/dat/des/branches/hive.des: Repair one Hive entry vault. 22:52:00 03neunon 07stone_soup-0.6 * re8159a7f9e7c 10/crawl-ref/source/makefile: makefile: delete GENERATED_FILES on 'clean' 22:52:01 03doy 07stone_soup-0.6 * r89df5d01def8 10/crawl-ref/source/dgn-overview.cc: fiddle with the overview display a bit more 22:52:02 03j-p-e-g 07stone_soup-0.6 * ree63592b178b 10/crawl-ref/source/tutorial.cc: Be more consistent about spacing in the tutorial. 22:52:03 03j-p-e-g 07stone_soup-0.6 * rc7f77e1a8acc 10/crawl-ref/source/ (describe.cc describe.h directn.cc tutorial.cc tutorial.h): Add a tutorial description if a monster does *not* have any resistances. 22:52:04 03j-p-e-g 07stone_soup-0.6 * re0edc81acce2 10/crawl-ref/source/tilereg.cc: Fix out of sight mouseover giving away undetected traps. 22:52:06 03j-p-e-g 07stone_soup-0.6 * r37ad137f4ca8 10/crawl-ref/source/ (directn.cc directn.h tilereg.cc tutorial.cc): Don't show descriptions in the message area if pointing at floor/walls. 22:52:08 03j-p-e-g 07stone_soup-0.6 * refe9ab8b0886 10/crawl-ref/source/tutorial.cc: Update the tutorial information on chunks making you sick. 22:52:09 03Enne 07stone_soup-0.6 * r95313a4be323 10/crawl-ref/source/rltiles/item/weapon/ranged/needle2.png: [937] Make needle tile transparent instead of white. 22:52:11 03Enne 07stone_soup-0.6 * r40d6df1af5eb 10/crawl-ref/source/ (6 files in 3 dirs): Add in-flight tiles for new sling bullet types. 22:54:35 doy++ 22:55:04 (everyone else)++ # getting the last bugs worked out 22:55:51 sorear: how's the demonspawn stuff coming? 22:56:01 Are we ready for 0.6? I'll look at troves in a minute. 22:56:16 thanks for the reminder, I actually have time to deal with that now 22:56:17 still a couple final things 22:56:23 but getting really close 22:56:30 ??git 22:56:31 git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 22:56:59 hmm, what's the best way to get a stone_soup-0.6 checkout? 22:57:12 "git checkout stone_soup-0.6" 22:57:32 (or "git checkout -b stone_soup-0.6 origin/stone_soup-0.6" if you have an old git) 22:57:49 yeah but that'll wipe all my hard-earned master object files 22:57:56 I suppose it's not too problematic 22:57:59 well, just do a local clone 22:58:20 it'll use hard links for the objects directory 22:58:25 sorear: Yeah, what you changed it to is almost exactly like something I tried earlier today ;O I didn't use Bitwise Or for working with the seperate motion variables though, which was probably the main area I went wrong I guess. Sadly I still don't truly follow it 100%; I'll look at it again a bit later, need to do something a little more productive for a while :) 22:58:25 as much as possible 22:58:37 do I need to do git submodule update now? 22:58:48 i haven't been pulling submodule changes in 23:00:05 Master branch on CDO updated to: 0.6.0-a2-413-g40d6df1 (16.5) 23:00:34 doy: Are you udating the windows builds as well/ 23:00:38 due: yes 23:00:44 excellent 23:00:49 I tried updating submodules and I still have a slew of ghost unstaged changes :P 23:02:15 Twinge: 'ur cursd'. 23:02:53 I think I'm missing a reference 23:03:47 Should've been curse'd. 23:03:51 Sorry. 23:04:33 'ur curse'd'. 23:04:33 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.5.8/20100202165920]] 23:04:34 :D 23:04:44 "lolcats" meets Shakespeare, go me! 23:16:44 -!- Twinge- has joined ##crawl-dev 23:20:07 -!- Twinge has quit [Ping timeout: 265 seconds] 23:20:17 -!- purge has quit [Ping timeout: 265 seconds] 23:21:53 -!- [1]GrimmSweeper has joined ##crawl-dev 23:21:53 -!- GrimmSweeper has quit [Disconnected by services] 23:21:55 -!- [1]GrimmSweeper is now known as GrimmSweeper 23:29:26 -!- purge has joined ##crawl-dev 23:30:30 * due nap. 23:34:37 Yes, I just got up from one. Polyphasic GO 23:38:06 -!- sorear has quit [Ping timeout: 245 seconds] 23:56:51 -!- nrook has quit [Quit: Lost terminal] 23:58:06 -!- sorear has joined ##crawl-dev