00:00:06 -!- sorear has quit [Read error: Connection reset by peer] 00:00:29 -!- sorear has joined ##crawl-dev 00:02:24 My steel bolts are mysteriously absent on the list of items to quiver. (https://crawl.develz.org/mantis/view.php?id=1154) by elliptic 00:14:51 -!- Twinge_ has quit [Read error: Connection reset by peer] 00:15:27 -!- Twinge has joined ##crawl-dev 00:20:12 -!- stabwound has quit [Ping timeout: 258 seconds] 00:24:04 -!- stabwound has joined ##crawl-dev 00:27:32 Traps and Doors worthwhile? (https://crawl.develz.org/mantis/view.php?id=1155) by dtsund 00:45:30 -!- ixtli has quit [*.net *.split] 00:45:30 -!- ivan has quit [*.net *.split] 00:52:40 -!- ixtli has joined ##crawl-dev 00:52:40 -!- ivan has joined ##crawl-dev 01:21:49 I'm playing 0.7 on the new server, and sometimes the screen isn't redrawing itself. 01:23:18 "sometimes"? 01:23:53 I can't find any pattern for when it doesn't 01:25:29 But it happens fairly frequently 01:30:48 -!- ortoslon has joined ##crawl-dev 01:32:32 I think it only happens when I autoexplore, but not every time I autoexplore :/ 01:42:48 -!- Zaba has quit [Ping timeout: 240 seconds] 01:46:50 -!- Zaba has joined ##crawl-dev 01:52:24 -!- Madtrixr has joined ##crawl-dev 01:58:02 overcautious inaccessibility (https://crawl.develz.org/mantis/view.php?id=1156) by nubinia 02:19:23 -!- murphy_slaw has joined ##crawl-dev 02:22:33 ogaz: That might be caused by the server setup, but I have no idea how 02:23:04 joosa: does it happen to you? 02:23:06 I followed your game for a while and I saw no redraw problems 02:23:16 it never happened to me 02:23:25 weird 02:25:03 It's almost like if it was dropping packets 02:25:07 well 02:25:16 on the login for rl.heh.fi it says "Crawl 0.7 broken" 02:25:21 what's that about then 02:25:39 "_You start resting. Something unseen opens the door." - currently, the only door I have in LOS looks closed to me 02:25:48 but the dropping packets thing would make sense 02:25:51 Ah, that was old news from yesterday when I had that sqlite problem 02:27:21 -!- stabwound has quit [Ping timeout: 252 seconds] 02:27:22 -!- by has joined ##crawl-dev 02:27:35 hi 02:27:54 hey :D 02:28:12 ixtli: when is Enne merging your changes? 02:28:18 About that. 02:28:39 sorear and neunon and I have been discussing the thing i talked to you about 02:28:49 ah, you're talking, good 02:28:57 ogaz: I think I read about doors not being opened by monsters in the log 02:28:57 using ABC to wrap SDL  02:29:10 for values of "discussing" equal to "waiting in a private channel while lots of people dodge initiative" 02:29:10 joosa: yeah, I think that's something unrelated now 02:29:14 They don't approve of wrapping a wrapper, afaict. I understand this and think that' it's overkill. 02:29:21 sorear: ;-) 02:29:26 sorear: I'm traveling! :P 02:29:32 I'll be back in a few days though. 02:29:38 So what's Japan like? :) 02:29:49 sorear: I will link you to my pictures of Kyoto. 02:30:02 I made the wrong decision in living in Tokyo for a year. 02:30:11 Kyoto is /gorgeous/ around this time of year. 02:30:17 And in the fall. 02:30:41 I hear tokyo has lots of fabulous concrete 02:30:46 Haha it does. 02:30:56 I also hear it has lots of ... people 02:31:06 It's an amazing city, but not for traditional japan. 02:31:21 Like, it's not very 'japanese' in the way that foreign people think. 02:31:23 ixtli: in my opinion, if your approach is good enough, do that instead of something perfect; also, they get no say if they don't actually help :) 02:31:37 * doy agrees with by 02:31:40 The issue is that I agree with them. 02:31:50 Especially for wrapping SDL_image 02:31:53 -!- stabwound has joined ##crawl-dev 02:32:01 Though we've agreed on the glwrapper and fontwrapper classes. 02:32:02 i'd rather have something that already works than spend weeks fiddling with details 02:32:25 -!- lorimer has quit [Read error: Operation timed out] 02:32:37 So, if you guys want my changes sooner or later I could cut out the controversial parts. 02:32:39 -!- lorimer has joined ##crawl-dev 02:32:51 no, I was just worried you were being stalled 02:33:00 Not at all, everyone's been helpful. 02:33:05 great! 02:33:08 I've just been in Kansai. 02:33:09 :D 02:33:13 Nemelex should not accept gifts of gold (https://crawl.develz.org/mantis/view.php?id=1157) by MrMisterMonkey 02:37:03 Also, if you speak japanese, I've engineered a great way to stay in any major city for about 2000 yen / day as long as you're with two other people. 02:37:45 And they're nice hotels. 02:57:28 -!- ogaz has quit [Remote host closed the connection] 03:02:21 -!- murphy_slaw has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 03:03:20 -!- by has quit [Quit: Lost terminal] 03:09:57 Geez, that's cheap 03:11:29 -!- dpeg has joined ##crawl-dev 03:14:03 i know, right? 03:14:04 :) 03:14:47 define "stay in" 03:15:59 -!- ortoslon has quit [Quit: Leaving.] 03:24:44 -!- ortoslon has joined ##crawl-dev 03:28:24 日本語でスパッムできるよ! 03:33:02 if you ask me, that's not much of a spam though 03:41:32 felirx: can you read that? 03:51:21 * Spads can :) 03:51:58 it's claiming that someone can spam in japanese 03:55:53 -!- ais523 has joined ##crawl-dev 03:57:58 -!- twb has joined ##crawl-dev 03:58:21 Hi, it's your friendly neighbourhood Q/A pedant here! 03:58:23 I: crawl: spelling-error-in-binary ./usr/games/crawl-curses Unkown Unknown 04:11:52 twb: you're spell-checking binaries? 04:12:15 It's just one of the checks that Debian provides. 04:12:29 * ais523 greps the source 04:12:29 It only checks for a blacklist of typos, though. 04:12:49 "crawl-curses"? Whose packaging is that? 04:13:12 kilobyte: mine. 04:13:23 "Unkown temple tag" is the context in the binary 04:13:27 Because I build both SDL and curses versions, as separate .debs 04:13:37 privately? 04:13:40 Yes. 04:13:45 so it looks like an internal error message 04:13:50 in mapdef.cc 04:13:59 line 2310 04:14:10 kilobyte: Real Soon NowTM, I'll get around to providing a deb-src repo 04:14:25 then why didn't you use the official packaging? 04:14:49 kilobyte: er, because Debian only ships releases 04:15:01 I usually build from git about once a week 04:15:15 Isn't there also some story involving you hating the official Debian maintainer and wanting to usurp the role? 04:15:28 sorear: oh yeah, for reals 04:16:10 Actually I just found the old packaging cringeworthy, so I pushed to get it cleaned up a bit (which has happened) 04:16:14 twb: from git? so you did rename it to crawl-curses then 04:16:21 Sarcasm detector returned "ambiguous". 04:16:53 kilobyte: I just change the name of the binary; crawl becomes a symlink to either crawl-curses or crawl-sdl 04:17:42 yeah, but the current packages in Debian can't be used for 0.6 since 1. they use an own makefile, and 0.6 does some heavy code generation so you can't really write your own one without reinventing a whole set of wheels, 2. it's not split 04:18:09 twb: instead of existing crawl and crawl-tiles? 04:18:14 kilobyte: yes. 04:18:31 kilobyte: if upstream builds a binary called "crawl-tiles", that post-dates what I did 04:18:48 uhm, you just said you build it from git 04:19:05 Yes. But when I *started* doing that, in 0.4, your makefiles were fucking awful 04:19:14 And I haven't bothered to drop my one yet. 04:19:37 the Debian packaging in git produces three .debs, crawl, crawl-common, crawl-tiles. "crawl" and "crawl-tiles" provide binaries with the same name. 04:19:54 Then that's something the Debian maintainer has done. 04:20:07 Oh, "the debian packaging in git" 04:20:12 hmm, are you using the debian alternatives mechanism? 04:20:25 uhm, Guus Sliepen hasn't done anything in ages 04:20:44 $ file /usr/games/nethack 04:20:46 /usr/games/nethack: symbolic link to `/etc/alternatives/nethack' 04:20:54 and presumably exactly the same trick works with Crawl 04:20:57 ais523: yes. 04:21:34 alternatives work only if you want to make only one version invokable 04:21:59 kilobyte: IME that is not correct. 04:22:17 alternatives make one version invokable under the default name, say "crawl" 04:22:25 ais523: right. 04:22:41 e.g. with Debian nethack, I can type "nethack" to get the default version, but "nethack-qt" or "nethack-x11" or "nethack-console" to get a specific version 04:22:48 exactly 04:23:27 and the packaging has one package for each version, and one package for common files 04:23:35 so that they all share things like a save directory and level maps 04:23:51 and you can save in tiles then load in console 04:24:19 kilobyte: that's what I set up for my private packages, yes 04:24:37 can you save in tiles then load in console on Crawl, technically speaking? 04:24:50 Well, I only tested it briefly 04:24:55 It didn't have any obvious errors 04:25:05 I know that adding or deleting tiles screws up save data, which vaguely implies to me that it doesn't 04:25:12 ais523: only if the packaging supports that, or you copy the save manually 04:25:18 kilobyte: ah, ok 04:25:42 the only difference are doll files, which are not created by console builds 04:25:49 note: kilobyte maintains the debian branch in git 04:26:42 although some other people helped 04:28:26 twb: could I take a look at your packaging, so I can compare these two? 04:28:53 Sure. Lemme find somewhere to put it 04:30:08 twb: the 'debian' branch in git is at 0.6.0-a2 on purpose so it's not tied to either the 0.6 branch or trunk, but if you want to look at 0.6 packages: deb-src http://angband.pl/debian/ sid main 04:31:05 Righto. 04:32:56 dget http://angband.pl/debian/pool/main/c/crawl/crawl_0.6.0~rc3-1.dsc 04:34:13 -!- stabwound has quit [Ping timeout: 264 seconds] 04:35:52 kilobyte: dget http://code.haskell.org/~twb/tmp/crawl_0.7.0~alpha0+859-1.dsc 04:36:39 03kilobyte * r3594c072cc1f 10/crawl-ref/source/mapdef.cc: Typo fix: "Unkown". 04:38:19 kilobyte: that build has #TILES# stuck in front of some tile-y stuff, since I moved from a Core 2 Q9550 to an Atom n450 last Monday, and I was sick of waiting for g++ builds I wasn't going to use anyway. It should be obvious how to uncomment them. 04:39:55 -!- stabwound has joined ##crawl-dev 04:44:18 twb: xz is not a valid upload compressor, only gz, bzip2 and lzma are 04:44:36 I wonder what you build-depend on quilt for. 04:44:49 kilobyte: hysterical raisins 04:44:59 the patch "cheating-motherfucker" is nice :p 04:45:04 lzma isn't a valid upload compressor for the debian archive, but xz will be. 04:45:16 kilobyte: that's for when I get sick of losing all the time :-) 04:45:25 That is, losing before D:4 04:45:52 the official origs are .bz2, there's no reason to repack and some people shout at you if you do 04:46:05 Like I said, I'm building from git 04:46:10 !lg . s=place 04:46:12 5419 games for kilobyte: 1656x D:1, 1328x D:$, 711x D:2, 464x D:3, 308x D:4, 253x Abyss, 177x D:5, 118x D:6, 59x D:7, 50x D:8, 31x D:9, 19x Orc:3, 18x D:11, 15x Orc:2, 15x D:10, 11x Orc:1, 11x Lair:2, 10x D:13, 10x D:12, 9x Lair:5, 9x Orc:4, 7x Elf:7, 7x Elf:1, 7x Lair:8, 7x Lair:7, 7x Temple, 6x Snake:5, 6x Lair:4, 6x Elf:2, 5x Ossuary, 5x D:16, 4x D:15, 4x Slime:6, 4x Sewer, 3x Swamp:2, 3x Vault... 04:46:33 If I was rolling stable releases, I'd use the upstream tar.bz2 04:47:19 you can "make package-source", it creates a tarball the same way releases do 04:53:29 why do you build-depend on: libz-dev (used only transitively by libpng), libgl1-mesa-dev libglu1-mesa-dev libxext-dev (not used by Crawl directly in any way) 04:54:24 If it got in there, it was because it was needed at some time. 04:54:46 twb: are you using Crawl's versions of things like lua, or the Debian versions? 04:54:59 ais523: I'm not using convenience copies, because that is not the Debian Way 04:55:07 And to be honest I don't care if that upsets upstream. 04:55:11 if you're using the Crawl versions, I can see why something needed transitively by libpng would be needed in build-depend 04:55:25 but not really otherwise 04:55:31 CFLAGS += -march=atom -mtune=atom 04:55:40 kilobyte: that only got added a couple of hours ago 04:56:06 also, something looks wrong about specifying both march and mtune 04:56:13 ais523: yup 04:56:32 march means "build only for this platform", mtune means "build to be optimal on this platform whilst also working on similar platforms" 04:57:05 nowadays, mtuning for i686 is probably a sensible idea for x86 builds 04:57:55 ais523: I'm running x86-64 on my atom, not that it matters. 04:58:13 twb: x64 builds are separate builds from x86 builds, aren't they? 04:58:20 at least in Debian packagin? 04:58:23 *packaging 04:58:23 ais523: yes. 04:58:42 ais523: I'm only building for one architecture; these are private packages. 04:58:56 ok 04:59:16 I just build Crawl and run without installing 04:59:27 which is actually kind-of nice, as it means I have separate saves and morgues for separate purposes 04:59:32 kilobyte: I suspect that libxext-dev and libz-dev are needed for steps that you do during "make package-source" 05:00:48 twb: 1. "make package-source" is done only on the upstream side, 2. it uses bzip2 not zlib 05:00:51 ais523: until this week, I was building for x86 on an x86-64 build host, so it was easier to make a .deb than to scp across 30MB of stuff 05:01:03 and libxext-dev is some random x11 library 05:01:04 ais523: march=i386 = runs on i386, optimal for (unspecified, possibly defaults to `arch`) 05:01:15 ais523: march=i386 mtune=i386 = optimal for i386 05:01:20 kilobyte: by that description I *am* the upstream side. 05:01:22 doesn't seem at all redundant to me 05:01:40 sorear: I disagree, let me check the gcc docs 05:02:03 twb: yeah, but Build-Depends state what is needed for the actual package build, on buildds 05:02:14 It might if I was building official packages. I'm not. 05:02:35 When I roll an upstream snapshot, I am not including stuff that isn't in the git archive. 05:02:37 yeah, but you' 05:02:53 yeah, but you're listed as an uploader in the official archive 05:02:58 ais523: "specifying march=X implies mtune=X" 05:02:59 I don't know why that was done. 05:03:06 AFAIK I've never uploaded crawl to Debian. 05:03:09 ais523: but nothing is said about march=X mtune=Y being invalid 05:03:09 so I'm assuming you're preparing for the official upload 05:03:21 kilobyte: that would be a bad assumption. 05:03:54 What I did was send an email to Guus saying something like "here is what I have, take whatever you want, I don't really care". 05:05:00 "Here is Sigmund. He will kill you. Thanks for playing the tutorial!" 05:05:12 felirx: :p 05:06:05 sorear: hmm, it seems that march selects instruction set and ABI, mtune selects everything else 05:06:15 at least on x86 and x64 05:06:22 the options also exist on ARM, where they do something different 05:07:58 And mips 05:09:23 official Debian packages on i386 need to run on i486 (as the name implies :p) 05:11:57 Which is one reason I'm running my netbook in native x86-64 mode 05:13:41 for an official package, or even a Crawl-devteam-official Linux package, -mtune=generic would be sensible, it asks to optimize for commonly-used processors (while leaving the program still working on weirder x86 processors) 05:14:25 I would usually advocate leaving it unspecified 05:15:13 I'm not entirely sure if the mtune default then is generic or native 05:19:30 generic, native produces different binaries 05:20:12 yes, and native normally makes more sense unless you're compiling for someone else 05:21:26 I tested this on several machines, and it appears that -mtune=generic produces same code as -mtune=i686, or -mtune=native on a real Pentium 2 05:21:57 the oldest machine I have access to right now is: model name: Pentium II (Deschutes) 05:23:25 the description of -mtune=generic implies that it's going to always be an alias for one of the others, but which will change from gcc version to gcc version as different processors become popular and unpopular 05:24:41 The documentation for -mtune=generic claims that it means "processors that were most common when that version of GCC was released", yet you can find anything kilobyte: I know a couple of people that deliberately stick to PIII because it has low power draw and heat emissions 05:29:52 Occasionally they go around farming PSUs from the rest of the user group 05:30:05 modern stuff like i7 doesn't use all that much power 05:30:19 What can I say? They're nuts. 05:30:36 I have a 430wat psu running hd5870 and i7-930 without trouble 05:30:45 I'm on a U2700 atm, it's a netbook 05:30:45 calculated it uses iirc 320~350 wats 05:31:17 powertop rates my power draw at 11 Watts 05:34:03 kilobyte: FYI, you can't "make package-source" from a HEAD checkout, because util/release_ver doesn't exist 05:42:58 twb: uhm, works for me 05:43:51 In a fresh checkout? 05:44:59 twb: and it creates it on the fly; util/release_ver is never in git, it's always created by "make package-source" itself 05:45:17 I'll try again 05:47:18 yes, I just made a fresh clone, and it worked 05:47:20 http://paste.debian.net/65844/ 05:47:21 -!- Ashenzari has quit [Ping timeout: 240 seconds] 05:48:00 -!- Ashenzari has joined ##crawl-dev 05:48:00 -!- The topic of ##crawl-dev is: DCSS development channel! | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Ashenzari source: http://github.com/doy/crawlbot 05:48:25 Yeah, it is. 05:49:10 The "else" part of the ifndef NO_YACC could have something like prebuildyacc: \n\t @echo "this target requires yacc"; false 05:49:21 good idea 05:49:33 Make that \n\t false # This target requires yacc 05:49:41 (Since I don't like @ hiding :-) 05:49:43 Complaining about util/release_ver because of no yacc is utterly wrong. 05:50:01 kilobyte: no, that's separate 05:51:03 It's complaining about that BEFORE it does any work, due to the := in SRC_VERSION 05:51:51 You could silence the || cat util/release_ver part, though that might end up making things MORE confusing 05:52:03 I don't know why git describe --tags --long failed, though 05:52:03 Oh, because of --depth 1 05:52:03 Mea culpa 05:52:17 Pity git doesn't have a mode for just-in-time checkout of objects 05:56:29 -!- by has joined ##crawl-dev 06:02:03 Just showing off here: Power usage (ACPI estimate): 0.5W (95.6 hours) (long term: 8.3W,/6.2h) 06:06:27 -!- hotsun has joined ##crawl-dev 06:11:59 353 calculated PSU "size" needed :( 06:12:55 -!- hotsun has quit [Quit: HydraIRC -> http://www.hydrairc.com <-] 06:14:53 -!- Mu_ has joined ##crawl-dev 06:19:19 its looks like all remaining Debian bugs are either fixed or wishlist FRs 06:20:34 including that one with xterm-256 and bright colours 06:21:32 hellooo 06:21:46 meep? 06:22:18 due! 06:26:00 due: att:neutral monsters are a faction on their own, hostile both to you and to att:hostile monsters, yet they don't follow you aggressively. I'd want a second fully hostile faction. Do you think that's a good idea? 06:26:14 and how should we name it? :p 06:26:25 um 06:26:40 is a D:1 imp out-of-depth? 06:26:40 hang on, brain->fingers lag 06:26:56 by: I would say so, Twinge would know for sure. 06:27:18 kilobyte: I'm not sure exactly what you want. this is my problem, sedatives blah blah. 06:27:39 @whereis due 06:27:39 No where information for due. 06:27:44 @whereis duelium 06:27:44 duelium the Charm-Maker (L3 HaEn) saved on D:2 on 2010-03-22 after 1574 turns. 06:28:04 We're all in the duelirium! 06:28:31 no, duelium = due + valium 06:28:34 it is an interesting combination 06:29:50 due: I'd want a holy Pan level, with angels fighting both demons and you (unless you're a goody goody two shoes follower of TSO/Ely/Zin) 06:29:58 For us Germans, it's dü anyway :) 06:30:18 kilobyte: ah, ask dpeg about that 06:30:24 I'm not too sure whether I like the idea 06:30:25 kilobyte: I like a holy Pan level, but I don't think that the angels there need to fight demons... 06:30:48 isn't TSO all about destroying all that's unholy? 06:31:51 yes, but TSO wouldn't be tha Pan lord :) 06:33:08 something is weird with monster attitudes right now, though I can't quite put my finger on it 06:33:23 maybe it's the mix between player-relative and absolute? 06:34:04 There are three levels of neutral though 06:34:46 I find this in itself inherently impossible to understand intelligently. 06:36:05 dpeg: my idea is to have the player enter there in the middle of TSO's forces' raid on Pan. Burned features, traces of fighting, and so on. 06:36:33 so it would still be a demonic Pan lord, maybe, and possibly a few demons 06:36:36 but mostly angels? 06:36:58 exactly, with demons holed up in a small portion of the level that's mostly overrun by angels 06:37:03 ais523: see the 0.7 holy monsters overhaul 06:37:24 due: ah, I was using "angels" as a general term, rather than the monster "angel" in particular 06:37:26 angels are going, going, goooone. 06:38:11 actually, it would be good to have the run-of-the-mill angelic monster, but not necessarily named "angel" 06:38:29 s/angel/cherub/. 06:38:35 sling + bucklers. 06:38:48 ugh, the sling idea is awful 06:38:50 we don't have a "run of the mill demonic monster". 06:38:57 wat? why? 06:38:59 imp 06:39:13 by: ew. 06:39:21 "so what's this monster?" "basically the holy version of an imp". 06:39:28 dpeg would kill me :) 06:40:16 What crawl needs is thousands of unique monsters, so that when you get to level 50 you can just go between zot:5 and D:1 looking for them to kill! 06:40:23 Oh wait, that's zangband 06:40:36 the holy monsters proposal has both good and bad parts. The vast majority is good, but punk cherubs with slings are in the "very bad" section. 06:40:52 * due shrugs. 06:41:16 It was on the tracker and the email list etc for almost a month before it got moved to the wiki and nobody complained. 06:41:26 And it's been on-wiki for the past five months without complaint. 06:41:47 because everyone cared about 0.6? 06:42:05 and the wiki is crawling with bad ideas. Like that jelly race. 06:42:21 what I'm saying is that it got relative approval enoguh that I am going to implement it as-is. 06:42:21 Trees should be a playable race! 06:42:31 and most of holy monster ideas are simply kick ass 06:42:32 You sit there and monsters attack you, and you have to use your "drop acorn" ability 06:42:35 needs cherub that shoot heart branded arrows 06:42:50 felirx: what about arrows of enslavement? 06:43:02 (btw, what would enslaving the player actually do?) 06:43:19 mesmerisation? inability to attack the monster in question? 06:43:38 You spend every second turn composing a sonnet 06:44:24 -!- stabwound has quit [Ping timeout: 276 seconds] 06:44:39 Whenever you change level, a unique named Cyrano appears and offers you useless advice 06:44:47 :)) 06:47:37 what would be really neat would be swapping the ally/enemy status of every monster for a while, whilst also putting the player under AI control 06:47:46 but that would be rather hard to program 06:48:02 -!- stabwound has joined ##crawl-dev 06:49:10 another issue with holy monsters: if you follow Zin/Ely/TSO, a _part_ will convert to your side, beating on their brothers. 06:49:41 Not alll holy monsters are perfect. 06:49:45 Cf. orcs. 06:49:48 + beogh. 06:51:25 with beogh, isn't the flavour that some of the orcs believe you're the messiah, and some don't 06:51:38 and some see the error of their ways after being beaten to a pulp 06:51:43 some holy monsters beating up others is definitely a bug 06:52:02 Why? 06:52:14 Some daevas in the Abyss are worshippers of Xom. 06:52:22 isn't that just when a neutral one in LOS tries to walk into a not-as-yet neutral one outside of LOS ? 06:52:42 angels of Xom absolutely have to be added, now someone's mentioned them 06:53:32 ais523: They already exist. That's my point. 06:53:59 do they have particularly xommish stats, though? 06:54:24 due: but those holy monsters that kilobyte describes all worship TSO, and some convert to your "side", which is also TSO, to start beating up on the others 06:56:03 normal angels are att:hostile, if they recognize you as a friend, they go att:neutral-good 06:57:23 yet another interface enhancement: compare two items 06:57:55 by: hence why I'm not sure it would work. 06:58:15 What about a new attitude cathegory: hostile to the player (unless worshipping a good god, with 100% chance) and demons, not hostile to anything else? 06:58:29 s/demons/unholy/g 06:58:41 sorry, yeah. 06:58:58 -!- syllogism has joined ##crawl-dev 06:59:00 I would prefer to keep hostile/friendly separate from good/neutral/evil etc 06:59:46 is the centaur in hunters_booth_kilobyte supposed to be able to shoot past the bush? 07:00:09 by: so you'd want to rethink the current attitude system? Indeed it is a mess. 07:00:22 everyone can shoot past bushes, including centaurs. 07:00:57 this one can't 07:01:22 The centaur shoots an arrow of frost. The arrow of frost hits the bush. 07:01:25 should I file? 07:01:54 uh oh 07:03:36 "oops" 07:03:53 I think better to go "god conduct" route 07:03:56 give monsters gods 07:04:01 and a "god_attitude" 07:05:29 that might work 07:06:36 demons worship makhleb, angels worship one of the good gods, etc. 07:06:42 but anyway, sleep time 07:06:46 will take a look in the morning 07:06:52 03kilobyte * r06b78b9472d5 10/crawl-ref/source/makefile: Give a better fail message if yacc is not installed in targets that need it. 07:06:55 03kilobyte * r594a1edd234a 10/crawl-ref/docs/options_guide.txt: Describe various cset_ encodings. 07:08:00 ciao 07:08:35 good night 07:26:18 back 07:26:53 wb 07:27:36 dpeg, http://www.algorithmicartisan.com/gostones/pictures/cracked%20crystal.big.html 07:27:47 dpeg, gonna buy a new set of go stones? :) 07:29:49 cbus: no, I have my trusty Korean stones. 07:30:00 hehe 07:30:06 dpeg, does stones look like the moon :) 07:30:35 dpeg, http://www.algorithmicartisan.com/gostones/goStones.html 07:30:38 mwhaha, now I can pick my race with a mouse 07:30:40 cheap ;) 07:30:42 felirx: yes! 07:32:59 dpeg, nice stones? ;) 07:33:31 also clicking the "space for species only" entry works... 07:33:38 just random selection to go 07:33:44 felirx: commit? (y/y) 07:34:00 dpeg, shouldn't that be (Y/y) ;) 07:34:04 N! 07:34:14 it's only the species screen 07:34:20 needs background too! 07:35:17 felirx: Is your system flexible, for when we axe yet another species? 07:35:44 you just add it to the menu 07:35:54 you have total freedom where in (x,y) the entry is listed at 07:36:07 felirx: awesome 07:36:22 you might have to stab the formatting code but ;) 07:38:21 -!- bhaak has quit [Ping timeout: 276 seconds] 07:48:23 -!- bhaak has joined ##crawl-dev 07:54:26 by: you added to beam.cc line 3976 a condition: && (flavour == BEAM_MISSILE || flavour == BEAM_MMISSILE) 07:54:31 by: do you remember why? 07:54:35 no 07:54:51 arrows of frost will have flavour of BEAM_COLD, and so on 07:54:57 let me check the commit 07:57:30 d47e840a "Fix bushes not being affected by explosions. This also fixes Cerebov not fire-storming bushes in the arena." 07:57:31 d47e840a 07:57:41 this was reported as a bug 07:57:50 adding && !is_explosion looks ok 07:58:35 so maybe just remove the BEAM_xx line? 07:59:05 not sure about Cerebov and firestorm, 07:59:14 btw, is BEAM_COLD even accurate now that arrows of cold behave like missiles? 07:59:42 not sure 08:02:20 he hit it with his sword a few times then walked away 08:02:47 probably, wand of fire should hit the bush (and go through), right? 08:03:09 but he does the same with other plants 08:03:21 I think so. 08:03:48 that bug was a tracer bug 08:03:55 if I remeber correctly 08:04:08 of course, it's not important that cerebov firestorm bushes 08:04:23 it might be, if you lured him into a level with bushes on as a fedhasite 08:04:31 admittedly that's a little implausible 08:04:34 to clarify the options in the menu 08:04:49 # - Random species should pick a random (available) specie 08:05:02 # - Viable Charactor shoudl pick a recommended combo of anything 08:05:13 ! - random charactor should pick any allowed combo 08:05:17 am I correct? 08:07:08 -!- ortoslon has quit [Quit: Leaving.] 08:07:59 felirx: yes, but you use # twice 08:08:20 that vault is quite broken now, though, because the centaur tries to kill the bush to get to me when not shooting 08:08:43 whoops, * should be the first one 08:08:54 is there no entry to pick a random viable specie for current job? 08:09:07 wands of fire do not ignore bushes, though 08:10:01 03kilobyte * r0017779adcb1 10/crawl-ref/source/beam.cc: Fix bushes stopping branded arrows. 08:10:09 felirx: there is no "random viable species". 08:10:28 alright 08:10:34 (only if you already have a background) 08:10:43 than I'll have to add that one 08:10:57 currently there's no way to pick a random viable species if you have a background 08:11:22 felirx: that would be useful, indeed. Running out of special keys? :) 08:11:28 "recommended combos" pick good jobs for a specie, not good species for a job 08:11:43 nah, it's '+' 08:11:55 I wonder if cd397dc4 shouldn't be reverted 08:11:57 the jobs menu has a + entry listed in the wiki 08:13:46 by: indeed, it's quite strange that an arrow that was set on fire is suddenly in good shape again 08:14:52 dpeg: do you remember why arrows of flame/frost were changed to behave sort of like missiles? 08:15:02 I thought it was just the (metal) tip of the arrow, which you dip in something flammable and then set alight 08:15:06 rather than the whole arrow being on fire 08:15:29 by: not at all. 08:15:34 I am not aware of the change. 08:15:41 due might now, but he's sleeping down under now. 08:15:47 oh, it can be justified to treat them as missiles; they just used to be treated like wands of fire, and the change is incomplete 08:16:14 kilobyte: that bugfix should go into rc4? 08:16:18 erm, 0.6? 08:17:12 dpeg: it's not a big issue. Can go, but nothing serious will happen if it won't. 08:17:24 ok 08:17:30 and we're 25 days late already 08:18:30 yes 08:18:36 better than 5 years =) 08:20:37 so, shall we wait for Nethack 3.5 to release first? 08:21:40 ??bad_ideas[389] 08:21:40 bad ideas[389/1514]: synchronize Crawl and Nethack releases 08:23:25 kilobyte: 0.6'll be out in a few days, right? 08:24:25 on April 1? 08:24:34 Why not? 08:25:27 -!- ortoslon has joined ##crawl-dev 08:25:34 april 1 would be a great release date for crawl 0.6 08:26:58 -!- by has quit [Disconnected by services] 08:26:59 -!- by_ has joined ##crawl-dev 08:29:38 and why not, say, March 25? 08:31:13 april 1 is a both the mathematician's day and the fool's day in russia 08:31:47 april 1 is the fool's day across the world, but on the Internet in particular 08:33:06 on the Internet, you have 365.2475 fool's days 08:34:01 -!- hotsun has joined ##crawl-dev 08:36:16 err what, suddenly pressing space started picking a random species 08:36:23 and now, without any reason it fixed itself 08:37:13 kilobyte: but there are only 365.2422 days a year 08:37:27 kilobyte: doy does a good job with the release. He'll decide. 08:37:32 or around 365.424153 if you go by actual measured days rather than calendar days 08:37:40 *365.242153 08:50:05 -!- stabwound has quit [Ping timeout: 246 seconds] 08:54:12 !seen by 08:54:12 I last saw by at Thu Mar 25 13:26:58 2010 UTC (27m 14s ago) quitting with message Disconnected by services. 08:54:45 !coffee 08:54:45 * Henzell hands greensnark a pot of caf au lait, brewed by Sigmund. 08:56:30 -!- stabwound has joined ##crawl-dev 08:58:33 -!- Henzell has quit [Remote host closed the connection] 08:59:36 -!- Henzell has joined ##crawl-dev 09:08:39 -!- ortoslon has quit [Quit: Leaving.] 09:08:39 dpeg: ? 09:08:52 -!- by_ is now known as by 09:11:27 -!- DrPraetor has quit [Ping timeout: 260 seconds] 09:14:44 by: Hi! Could you try the DS patches with the 0001 I attacheD? 09:15:28 -!- eith has joined ##crawl-dev 09:17:28 I love the logic here 09:17:37 _choose_species returns true if a background should be picked 09:17:47 _choose_job returns false if a species should be picked 09:17:48 I'd rather wait for Cryptic to say that's the right one before trying this 09:19:18 alright, species menu works 09:19:24 by: okay! 09:19:32 now just backgrounds and conflict resolving and patch ahoy! 09:20:23 felirx: gogogo! 09:41:08 -!- Cryp71c has joined ##crawl-dev 09:41:26 Cryp71c: Hi! 09:42:01 dpeg, morning 09:42:30 Cryp71c: would you reply on the Mantis DS item? I've attached 0001... 09:55:25 dpeg, yeah I spent part of last night (what free time I had when not holding my daughter) trying to make sure I'm not missing any patchfiles necessary for that progression. 09:56:02 Cryp71c: a note that 0001 is the last missing piece would allow rob (and others) to go on with checking :) 09:56:07 Cryp71c: Is she doing better? 09:57:39 dpeg, seemingly, slept better last night, needing aspiration a lot less, but still unsure as to when discharge will happen 09:57:43 note added, btw 10:00:45 Big, fiery blades are also 10:00:46 staple armaments of hydra-hunters. 10:00:53 in a dire flail description? 10:01:36 That's wierd, isn't that a direct copy out of the hydra learndb entry too? 10:02:01 no, its not...I've seen that description before though 10:05:34 only bladed weapons should show that 10:05:39 but currently all do 10:07:09 I love the unified and well documented interface of newgame creation 10:07:21 like get_job_name() and species_name() 10:07:51 if you unify and document it, that would be much appreciated 10:08:05 ;( 10:08:07 (even just unify :) 10:09:04 The merfolk throws an elven long sword. You block the elven long sword. 10:10:18 merfolk throws long sword (https://crawl.develz.org/mantis/view.php?id=1158) by rob 10:10:42 lol 10:10:48 Deadly long sword throwing 10:15:20 hydras occur in blunt flaming weapon description (https://crawl.develz.org/mantis/view.php?id=1159) by rob 10:16:38 -!- Spads has quit [Ping timeout: 260 seconds] 10:23:47 ugh, quiver code is a mess 10:23:48 -!- hotsun has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Chicks dig it] 10:24:26 -!- eith_ has joined ##crawl-dev 10:25:21 -!- eith__ has joined ##crawl-dev 10:27:11 -!- eith__3 has joined ##crawl-dev 10:27:48 eith_, really wanting to be in here today, eh? lol 10:28:01 my router appears to be going crazy =p 10:28:36 -!- eith has quit [Ping timeout: 252 seconds] 10:28:39 -!- eith_ has quit [Ping timeout: 240 seconds] 10:28:40 -!- eith__3 is now known as eith 10:29:36 03by * rd73f41744079 10/crawl-ref/source/items.cc: Fix item_is_equipped check for quivered items. 10:29:39 -!- eith__ has quit [Ping timeout: 240 seconds] 10:34:12 by: thank you! 10:37:46 -!- Spads has joined ##crawl-dev 10:42:01 felirx: スパッムはどんな言語でも出来ることだよ! 10:43:22 Cryp71c: Everything ok with your daughter? :o 10:44:45 ixtli, she has RSV, a Bronchitis viral infection. and is only 5 weeks old. 10:45:50 :o Well, I'm sure she'll get better. And congratulations! Your first? 10:47:21 Cryp71c: RSV? 10:47:43 Respiratory syncytial virus 10:48:47 Cryp71c: she's out of hospital now? 10:48:55 dpeg, nope, still in. 10:49:18 What's her name? 10:53:21 Kennedy Ella Vi Burnham 10:54:02 Hey, vi keys <3 <3 <3 10:54:06 lol 10:54:28 :) 10:55:40 Not sure I can convince my wife to slip in Emax or so for our next one. 10:56:08 lol 10:56:28 lol, my great aunt was named Elvima, she died a few months before she was born and we wanted to name Kennedy after her, but we weren't going to do "Elvima" so we did "Ella Vi" 10:57:02 Elvima... which country? 10:57:43 dpeg: What about Heizölrückstoßabdämpfung 10:57:46 dpeg, Not sure, actually. She was born in the US but our family is from all over 10:58:16 greensnark: I'm jewish so I'd probably hide if someone called her that name out. 10:58:22 xD 10:58:36 ixtli, wha? 10:58:49 greensnark: You have to get your name accepted by someone official over here. They won't have the sense of style needed to appreciate the beauty of Heizölrückstoßabdämpfung. 10:59:08 compound first names are not unheard of in germany, though 10:59:14 True 10:59:17 Not german, then? Was a bit of a joke in poor taste xD 10:59:31 dpeg: just let the baby be born in a country with less restrictions :) 10:59:38 ixtli: it's the longest German word without repeated letters. 11:00:08 ixtli: I like it a lot because it has all the umlauts, the ß and the first part sounds hard (the Heizölrückstoß) and the second part sounds soft. 11:00:25 I just recently learned that in german capital letters mean that the word is a noun. 11:00:26 bhaak: but has to be a country with umlauts! 11:00:30 I find this very interesting. 11:00:37 dpeg: Switzerland? :P 11:00:45 What sorts of ambiguity does this alleviate? 11:00:46 -!- stabwound has quit [Ping timeout: 276 seconds] 11:00:53 ixtli: it's useful in a language with rather long sentences and the possibility to turn almost everything into a noun. 11:01:04 ixtli: It allows you to confuse a person's name with the meaning of the name 11:01:05 greensnark: they have no ß -- I couldn't live there. 11:01:10 greensnark: snake felt easier than shoals in my game 11:01:20 but we have Google and IBM! 11:01:29 ixtli: I translated a passage one day, which said that "the infuriated tigress broke loose and utterly ate up the unfortunate fir forest" (Tannenwald). When I was girding up my loins to doubt this, I found out that Tannenwald in this instance was a man's name. 11:01:35 Quote from Mark Twain :P 11:01:40 ixtli, we have german in our family, and russian, and scottish, and who knows what else, so idk? 11:01:58 by: Interesting 11:02:07 I had a fair bit of strife with greater naga 11:02:08 Cryp71c: Elvima is neither Scottish nor German, I'd say. 11:02:18 !lm rob rune=barnacled 11:02:21 10. [2010-03-25] rob the Severer (L14 MDGl) found a barnacled rune of Zot on turn 37902. (Shoals:5) 11:02:23 !lm rob rune=serpentine 11:02:37 Cryp71c: No no xD I meant if someone was named "Heizölrückstoßabdämpfung" 11:02:40 96. [2010-03-25] rob the Severer (L16 MDGl) found a serpentine rune of Zot on turn 46832. (Snake:5) 11:02:42 !lm * s=rune 11:02:44 27907 milestones for *: 6367x serpentine, 6087x decaying, 4114x silver, 2390x slimy, 1726x demonic, 1011x iron, 800x bone, 791x golden, 722x obsidian, 721x abyssal, 709x icy, 528x magical, 519x fiery, 516x glowing, 516x dark, 390x barnacled 11:02:48 ixtli, lol, gotcha I was confused. 11:02:55 Cryp71c: In fact, I think her full name is quite beautiful. 11:03:06 Thanks 11:03:13 by: Did the +2 XL or any additional items help in Snake? 11:03:21 I had a harder time in Snake despite having +2 XL from Shoals 11:03:39 Mostly because I didn't have a way to kill greater naga quickly 11:03:47 don't think so, really 11:03:50 Whereas everything in the Shoals can be disabled with mephitic cloud :P 11:03:53 hmm... Snake's the only rune-bearing branch I've been in (apart from the Abyss), but it felt rather easy for me 11:04:07 everything there could be outrun, split up, and beaten by stairhumping 11:04:12 apart from the anacondas, stupid anacondas 11:04:17 yeah, snake is pretty easy 11:04:22 I felt much safer there than in Lair 11:04:25 Anacondas are susceptible to meph cloud :P 11:04:31 Too many things are susceptible to meph :P 11:04:34 in other words, this is an argument for meph being broken? 11:04:36 greensnark: yes. 11:04:37 -!- stabwound has joined ##crawl-dev 11:04:45 MC is overpowered for sure. 11:04:52 ais523: There's no argument necessary, it is overpowered and everyone knows it :P 11:05:03 It's dirt cheap to pick up and cast, and it last a gametime. 11:05:08 it's already resistable by hd, right? 11:05:16 doy: yes 11:05:23 Insufficiently though 11:05:29 It's still quite useful in Zot for instance 11:05:31 should just bump up how much that affects things 11:05:32 greensnark: ah, thanks; I'd got the impression from asking people that the devteam were in denial about it being powerful 11:05:36 it's not reliable late-game 11:05:43 MC in zot is quite useful, still. 11:05:49 is /anything/ reliable late-game? 11:05:56 for draconians don't resist it 11:05:58 by: Not reliable, but if you spam it before you get into a fight, it makes the fight noticeably easier 11:06:12 sure 11:06:23 And yeah: drac packs are horribly vulnerable to it 11:06:38 I heard a story a couple of days ago about a player clearing out Hive by repeatedly casting Mephitic Cloud centred on himself, despite having neither poison resistance or clarity 11:06:42 and it feels wrong that that's ever a good idea 11:07:00 does not feel wrong that that's sometimes a good idea 11:07:13 And you can clear out Hive effortlessly without involving meph :P 11:07:22 apparently it was on a character that couldn't 11:07:26 ais523, you can clear out hive effortlessly using freeze + ozo 11:07:28 Using meph does allow you to go do it at XL 10 though 11:07:28 yeah, hive is enough of a joke that i wouldn't really worry about that 11:07:29 (: 11:07:39 it's a good thing that hive's now so short, but somehow I still feel bored immediately after entering 11:07:46 "somehow" 11:07:47 maybe the queen bee needs a buff 11:07:48 dpeg has Hive plans 11:07:52 i tend to just skip hive these days 11:07:55 We should totally do it for 0.7 11:07:56 The crucial difference is that there is a plan to repair Hive, but no plan to repair MC. 11:07:57 doy, me too 11:08:05 not like food is in short supply or anything 11:08:06 Yeah, I find the bee spam soo annoying 11:08:09 It's like Sokoban :P 11:08:13 also would be neat to have a more interesting insect hierarchy 11:08:18 greensnark: and we have suffered four levels for so long. 11:08:19 rather than a million zillion bees 11:08:29 dpeg, suffered? no :) 11:08:35 dpeg: i think just adjusting the resistance formula a bit would go a long way in helping 11:08:36 dpeg, I always just dived straight for hive4 11:08:42 dpeg: MC can probably be fixed by a minor tweak to HD resisting it 11:08:43 the major issue with Sokoban is that the maps are the same too much 11:08:43 I recall how I got death threats and letter bombs when announcing the Hive shrinkage without loot/xp compensation. 11:09:02 I think it's not grossly overpowered; a small tweak could well suffice 11:09:03 doy, greensnark: yes, I agree. I just don't have a plan :) 11:09:24 ais523: sokoban stands out like a sore thumb w/o randomised levels. 11:09:27 dpeg: maybe make the resistance based on hd^2/8 or so 11:09:36 dpeg: yep 11:09:41 doy: propose it -- I'll second any reasonable nerf. 11:10:03 ais523: imo, random is much more important than perfect, but last time I brought this up on rgrn everyone disagreed. 11:10:04 to me, the major issue with Mephitic Cloud is that confusing monsters (especially in packs) reduces their effectiveness far too much 11:10:43 it's like NetHack's conflict, but even better (on monsters that don't resist it much, so most early- and mid-game monsters) 11:11:19 MC is dreadfully common, very strong, and makes competing spells like Confuse look useless 11:11:32 greensnark, it is noisy 11:11:44 and like many other enchantments, it has the huge advantage that it doesn't actually cost turns during combat, as you can cast the cloud before the range between you and the monster is low enough to actually spend turns fighting 11:11:45 so it doesn't make it look completely useless :) 11:11:48 it could make more noise 11:11:56 mephitic explosion? 11:11:57 I'd suggest weakening it at the top HD end, and removing it from every bloody book :) 11:12:08 There's no need for it to be in so many books 11:12:20 indeed 11:12:25 actually, giant spore explosions confuse things; you could make a mephitic explosion that confused things in an area and destroyed food 11:12:35 unlike the cloud, it would only have one shot at effecting things 11:12:50 so it would be considerably weaker (meph hangs around and gets multiple chances to defeat the HD check) 11:13:19 While we're discussing overpowered spells, we also need to fix Haste :P 11:13:28 Although fixing Haste is quite nontrivial 11:13:28 greensnark: any idea how? 11:13:32 ah 11:13:35 bump it up to level 8/9 11:13:38 Because the endgame is balanced around the idea that every caster has Haste 11:13:44 myuzinn: that doesn't help 11:13:50 the real problem with Haste, and similar buffs, is that you can cast them before combat with no penalty but the food and MP 11:13:56 We did nerf Sticky Flame, at least. 11:14:04 dpeg: who did? 11:14:15 And the second problem with Haste is that it's been so ridiculous for so long that difficulty has powerspiraled around it 11:14:15 by: don't recall, but it requires touch now, I thought? 11:14:18 I suppose all bumping spell level does it delay when the player eventually becomes god, yes 11:14:20 haste is too strong even from potion, no? 11:14:24 dpeg: i don't think that ever went in 11:14:29 by: I think so , yes. 11:14:31 doy: :( 11:14:35 it did 11:14:38 sticky range got changed 11:14:43 cbus: to what? 11:14:48 not what it used to be 11:14:48 by: Potion haste is limited in quantity, so it's less of a problem than renewable spell Haste 11:15:00 well 11:15:02 cbus: dpeg was talking about the proposal to make it targeted like freeze 11:15:05 I thought sticky flame was going to become a melee contact spell? 11:15:11 Or what doy said 11:15:11 Thought the same. 11:15:12 dpeg, haste is only as strong as slow, since slow affects all actions, it can quite easily kill you in a turn or two, similar to haste, which affects all action speed 11:15:13 doy, range 1? 11:15:16 cbus: yes 11:15:20 how about a slow period after like berserk? but minus exhaustion period 11:15:21 ohh 11:15:54 so a player could keep hasting again after to neutralise their speed at cost of exhorbitant glow and eventual slow period 11:15:54 haste tries to be balanced by giving glow 11:16:05 but you rarely need haste for long enough for that to be an issue 11:16:06 Yes, we need to reintroduce b26 Glow 11:16:14 greensnark: Here are some options, but I am not sure.... (1) Decouple move and action speed gains. (2) Lower speed gain. (3) Randomise speed gain. 11:16:20 And the new Glow display makes it too easy to avoid yellow glow 11:16:34 well yeh I spose mandatory yellow level glow per casting would make it more of an emergency option 11:16:36 greensnark: the latter is interface, don't blame that :) 11:16:46 dpeg, 1 and 2 seem the most reasonable, 1 might be a better long-term solution? 11:16:51 dpeg: Those could work, but a bigger problem is that there are too many endgame monsters that are very fast just to keep up with Haste users :/ 11:16:55 you mean, Haste was formerly balanced by making it hard to tell whether it was going to give you stupid levels of glow or not? 11:17:11 greensnark: if we nerf Haste, we will surely nerf some monsters in subsequent versions. 11:17:20 greensnark: would the endgame become too easy for melee players if you just slowed all the endgame monsters down to compensate for the loss of haste? 11:17:21 ais523: probably not intentionally 11:17:26 greensnark: you cannot put thumbs on everything... monsters need changes, too. 11:17:29 but it did have an impact 11:17:30 ais523: Yes 11:17:38 hmm 11:17:47 If you just slow monsters across the board melee balance will go out of whack 11:17:57 Not that the mess can't be sorted out, but it'll take time :P 11:17:57 there are so many melee players who go Okawaru, or dip into enchantments, just to be able to haste themselves in the endgame 11:18:03 greensnark: of course we would nerf Haste first and then see what happens. 11:18:45 What about reducing Haste to 150% action speed gain (but no movement speed gain)? It could be renamed for that. 11:18:48 there's something so wrong with Okawaru being all players seem to want in a god 11:18:57 dpeg: Yes, best way to start is to nerf Haste and observe fallout 11:19:04 dpeg: ah, so a sort of opposite of swiftness? 11:19:08 ais523: we know that Okawaru is problematic. 11:19:10 ais523: yes. 11:19:14 -!- twb has quit [Ping timeout: 248 seconds] 11:19:17 ais523: yes, we're quite aware of okawaru issues 11:19:18 (: 11:19:27 ais523, is it? I like other gods for meele chars too :) 11:19:34 dpeg: I know you know; what interests me is not that okawaru has issues, but that players seem to like him so much 11:19:41 !lg * s=god 11:19:42 Makhleb >> Okawaru 11:19:47 ais523: he has no downsides 11:19:48 trog >> oka 11:19:49 Okawaru is so boring :/ 11:19:49 574555 games for *: 418330x , 30579x Trog, 17858x Makhleb, 16749x Okawaru, 15376x The Shining One, 15039x Xom, 12842x Sif Muna, 9956x Yredelemnul, 8143x Lugonu, 6362x Vehumet, 6204x Elyvilon, 5689x Beogh, 4120x Zin, 3471x Nemelex Xobeh, 2934x Kikubaaqudgha, 418x Cheibriados, 323x Fedhas, 90x Jiyva, 72x Feawn 11:19:54 and haste is really powerful 11:19:58 and he gives you nice things 11:20:01 !lg . s=god 11:20:02 462 games for greensnark: 245x , 40x Xom, 33x Sif Muna, 24x Zin, 23x The Shining One, 22x Yredelemnul, 21x Makhleb, 19x Vehumet, 13x Trog, 12x Elyvilon, 7x Okawaru, 2x Lugonu, 1x Beogh 11:20:02 what's not to like 11:20:10 !lg cbus s=god 11:20:11 1251 games for cbus: 850x , 76x Okawaru, 52x Sif Muna, 48x Vehumet, 46x Trog, 42x Makhleb, 34x Yredelemnul, 33x Xom, 19x Kikubaaqudgha, 14x The Shining One, 13x Nemelex Xobeh, 13x Elyvilon, 6x Beogh, 4x Zin, 1x Lugonu 11:20:14 !lg s=god 11:20:16 Bad cbus :P 11:20:17 ais523: that's not a wonder: O is very reliable, very strong and has gifts. That suffices to make him a darling of players. 11:20:21 773 games for doy: 527x , 56x Xom, 38x Trog, 30x Okawaru, 24x Elyvilon, 24x Sif Muna, 23x Makhleb, 20x The Shining One, 7x Beogh, 6x Nemelex Xobeh, 3x Lugonu, 3x Vehumet, 3x Yredelemnul, 3x Kikubaaqudgha, 3x Cheibriados, 2x Zin, 1x Fedhas 11:20:21 greensnark, :) 11:20:23 dpeg: yes 11:20:32 if you consider the game fun without a god, okawaru is not boring 11:20:36 Hey doy is also a Xom freak :) 11:20:44 More of a Xom freak than me, in fact :) 11:20:49 !lg s=god 11:20:51 by: that has almost Zen-like quality :) 11:20:53 1583 games for by: 822x , 158x Trog, 103x The Shining One, 99x Xom, 55x Vehumet, 55x Okawaru, 54x Elyvilon, 40x Sif Muna, 36x Makhleb, 31x Zin, 28x Yredelemnul, 19x Beogh, 18x Kikubaaqudgha, 18x Lugonu, 17x Nemelex Xobeh, 16x Cheibriados, 7x Fedhas, 4x Feawn, 3x Jiyva 11:20:59 greensnark: one of the characters i started out trying to learn the game with was drck[xom] 11:21:02 (: 11:21:03 !char 11:21:13 !lg * s=char 11:21:15 hmm, I'm surprised that chei is more popular than fedhas 11:21:16 my list is heavily skewed 11:21:18 oops 11:21:20 Oh, actually I have 8% Xom, so I edge you out by a bit :) 11:21:22 !lg s=char 11:21:25 was he introduced earlier? 11:21:33 ais523: don't think so 11:21:40 people seem to like chei a lot though 11:21:43 Chei is popular because of the megastatboost :P 11:21:45 ais523, whats good with fedhas? 11:21:46 yeah 11:21:46 chei feels as cheesey as oka and i expect it to be just as popular 11:21:47 574555 games for *: 25281xMDFi, 14346xDSCK, 11539xDECj, 10860xDETh, 10586xSpEn, 10285xDEWz, 9632xDEEn, 9541xHOFi, 9357xSETm, 8905xMuNe, 8539xMiBe, 8321xDEFE, 7662xDSFi, 7101xMfCr, 6742xSpAs, 6578xMuWz, 5856xHOPr, 5655xTrBe, 5485xHECr, 5165xSpSt, 5128xHEWz, 4432xMiFi, 4346xMuRe, 4284xDSDK, 4284xMDPa, 4064xDENe, 4040xMDBe, 3964xHEEn, 3919xDESt, 3757xMuSt, 3723xDSGl, 3490xDSCr, 3483xHEPa, 3378xGhFi, ... 11:21:47 773 games for doy: 87xDrMo, 53xDEFE, 36xNaAs, 36xDSCK, 30xSpAs, 21xGhFi, 20xMiBe, 19xSpEn, 16xCeCr, 13xGhWn, 13xDSCr, 12xSpTm, 11xDrCK, 10xMuNe, 10xDrPa, 9xMDPa, 9xHOTm, 9xDESu, 9xSEHu, 9xMuCr, 8xMiFi, 8xDrTm, 8xOMTm, 8xGhMo, 8xOMSu, 7xDrCr, 7xKeFi, 7xSpWr, 7xHOPr, 7xKoBe, 7xSEEn, 6xTrBe, 6xNaEn, 6xKeSu, 6xHuTm, 6xMDFi, 6xDrWn, 5xGhCr, 5xHENe, 5xDSMo, 5xKeCj, 5xKeRe, 5xHaNe, 4xHECr, 4xHOCj, 4xDSVM... 11:21:47 And Slouch :P 11:22:06 Mu_: but I believe that C is more interesting than O. 11:22:08 yes chei is a powergamey option like oka 11:22:11 SA has people queuing up for stat boost + Slouch 11:22:12 cbus: in theory, Fedhas is an excellent god for anyone who relies on any sort of ranged attack 11:22:12 the menus should work now. Now to formulate a patch... 11:22:17 !lg god=xom s=char 11:22:17 56 games for doy (god=xom): 35xDSCK, 11xDrCK, 2xNaAs, 2xKeFi, 2xDSMo, 1xHaAs, 1xDrWn, 1xCeCK, 1xTrCK 11:22:24 ais523: it works, I've used F. 11:22:28 !lg . xom s=char 11:22:28 40 games for greensnark (xom): 4xHaMo, 3xHaWn, 2xDrMo, 2xHaCr, 2xKeWn, 2xDSCK, 2xKeMo, 1xMfGl, 1xDSWn, 1xMuWn, 1xOgFi, 1xGnHu, 1xHONe, 1xDrWn, 1xHaTm, 1xSETh, 1xOgEE, 1xMuCr, 1xNaWn, 1xTrHu, 1xDrCr, 1xGESt, 1xDEMo, 1xSEWn, 1xMuMo, 1xKoAE, 1xHaCK, 1xSEDK, 1xTrFi, 1xTrEE 11:22:33 felirx: pro-gress! 11:22:59 I haven't ran git pull in a week or two, scared of the conflicts ;D 11:23:05 Some players hate F b/c fruits are finite, but that's pretty silly reason, if you ask me. 11:23:21 felirx: you have all my sympathy, I am just like that. 11:23:24 hmm, I should push my newgame.cc cleanup 11:23:36 dpeg: players tend to dislike finite resources compared to infinite resources 11:23:40 Username: prndmskhg 11:23:40 E-mail: prndmskhg@yahoo.com 11:23:41 Remote IP address: 74.170.129.99 11:23:48 Username: trivial 11:23:48 E-mail: prndmshkg@yahoo.com 11:23:48 Remote IP address: 74.170.129.99 11:23:51 problem? 11:23:53 in terms of what they think is powerful 11:24:02 dpeg: ? 11:24:15 two new accounts for Mantis 11:24:23 Have they been naughty? :) 11:24:25 Looks like a bot? 11:24:30 perhaps the average crawl player just wants to win at least once 11:24:38 and hence gravitate to what they perceive as an easy option 11:24:57 ais523: of course they dislike finite stuff. That doesn't say it's weaker, though. 11:25:22 finite resources makes you think 11:25:26 instead of just spam ahoy 11:25:27 yes 11:25:32 finite uses means you have less margin for error 11:25:46 myuzinn: I'm an advocate of designing games to be interesting to complete once, over interesting to complete hundreds of times 11:25:54 although the first often implies the second 11:25:55 piety is also somewhat finite 11:25:55 if you can use it infinately, then you can just keep using it till you get the hang of what its good for. 11:26:14 ais523: then you won't get to design Crawl. 11:26:15 ais523: That's kind of opposite to the general roguelike game design plan though :P 11:26:19 by: but much less so. 11:26:22 ais523: That's a commercial game design approach :P 11:26:27 if its finite, then you have to keep it in reserve, which also means that you tend not to use it very often, and thus have a poor grasp on when its useful. 11:26:27 dpeg: I know, allowing me to design Crawl would be a bad idea 11:26:31 all I'm saying is that players gravitate to the boring overpowered options due to the difficulty 11:26:40 but I think you knew that already 11:27:04 Textmode: this is only if the mechanics are intransparent... I believe that it's now quite clear what you get for your fruit. 11:27:19 Reminds me that the pineapple FR was approved 11:27:25 myuzinn: sure, and it's our task to make those options more interesting. 11:27:35 greensnark: but there was nothing in return yet! 11:27:44 Yes, I've been laazy :) 11:27:52 dpeg: the rules, yes. but it takes practice and thorugh to grasp the application and merit of those rules. 11:28:06 thought* 11:28:14 Textmode: we want to encourage that. 11:28:37 The fact that some gods encourage play-by-spamming should mean neither that they're sacrosanct nor that other gods should follow suit. 11:28:44 true, but with finate resources theres only so much practice you can get in before you are just shooting yourself in the foot. :) 11:28:51 actually, spamming is one of the thing that turns me off most as a player 11:28:57 Textmode: did you play F? 11:29:00 * greensnark docks Textmode 10 points for writing "finate" 11:29:12 and Crawl seems to be around 90% spamming at the moment, whether it's melee, ranged, or spells 11:29:13 It's not as if fruits are rare as demon blades. 11:29:18 dpeg: I never said that F was bad. 11:29:25 ais523: you go back into your Nethack cave, okay? 11:29:38 I think I've played F twice, which isn't a lot. 11:29:39 dpeg: sorry 11:29:53 Crawl forces you to spam keystrokes. You have to keep pressing keys to play. This is oppression. :( 11:29:55 it's a lot better (as in less spammy) with difficult combos than easy ones, I rather like KoTh 11:30:32 The whole genre has the "run over kobolds" staple... so no matter how you kill them, it will be easy. 11:30:46 says a player who has barely played the game 11:30:49 greensnark: this is especially oppressive for the fingerless! 11:31:06 syllogism: I've barely played it /because/ I keep either dying, or getting bored 11:31:33 maybe you should spam less then, I guess? 11:31:38 nowadays I mostly just startscum the abyss, which for some reason I actually enjoy; running away from demons takes quite a bit of thought, although it's annoying that you can't use X to see the map 11:31:38 dpeg: What about cephalopods 11:31:42 ais523: well, when you come into it with such fixed expectations, what do you expect? 11:32:11 doy: well, my expectations became fixed through playing it; to start with, my expectations about Crawl were rather positive 11:32:41 but when people say "tactics is important", they mostly seem to mean "strategy is important at the expense of tactics" 11:32:41 Some people just have unusual tastes :) 11:32:56 ais523: No, I think you misunderstand them :P 11:33:02 hmm, OK 11:33:04 They mean "tactics are important" :P 11:33:34 man the beam explosion code is ridiculous 11:33:59 i'm impressed this works at all 11:34:07 Does it work? :P 11:34:15 i haven't noticed any bugs(: 11:34:25 just reading through the code at the moment though 11:34:43 The beam code is getting better these days though 11:34:56 doy: marvel at all the special explosion logic, which brought us exploding darts of exploding 11:34:57 yeah, the beam code itself is decent 11:34:57 b26 was such a mess 11:35:11 the explosion code is still a pretty big mess 11:35:16 <3 the exploding dart explodes 11:35:31 Also "the poisoned arrow of poison" 11:35:50 We should do a Dr Seuss variant of Crawl 11:35:53 there's all kinds of duplicated logic, and duplicated code, and like 30 different codepaths that things can go through 11:36:01 it gets better, and then people add features, and it gets worse 11:36:14 all with random parameters that can affect certain parts of it 11:36:17 The eternal equilibrium. 11:36:31 We should have a new version where we only remove stuff. 11:36:50 The opposite end of too-many-cooks is Brent Ross sitting in a tower cleaning everything up to the point where the game can't be played :) 11:36:56 (: 11:37:41 spending a whole year cleaning up Crawl's code might be quite a positive thing to do 11:37:54 greensnark: Yes, I've been talking to Johanna some days ago, and we realised that Brent's closed-development approach was the biggest threat to the game, all his good ideas and work notwithstanding. 11:37:54 at least it would stop me feeling ill every time I sourcedive to try to tell my bot about things 11:37:55 ais523, not for the programmer 11:38:01 Brent spent three whole years cleaning up Crawl code, btw 11:38:06 Zaba: heh 11:38:20 ais523, a positive thing for crawl, indeed, but very unhealthy for the one doing the cleanup 11:38:21 And Brent was a pretty good programmer and had good judgement of Crawl balance 11:38:32 And observe the results of his cleanup 11:38:42 what happened? 11:38:47 greensnark: this idea of doing it all alone is ... faulty. 11:38:53 Yes 11:39:08 we need to spread the pain out thinly over many people 11:39:16 He put himself in a sealed room and worked alone and bad things resulted :) 11:39:20 myuzinn: we're doing exactly this. 11:39:35 a cleanup that only affected code, not gameplay, shouldn't be too amazingly harmful 11:39:49 I am still sad I couldn't contact him when I was as close as 100 kilometres. 11:39:49 ais523: Easier said than done 11:39:57 greensnark: I know 11:40:15 especially having seen the code 11:41:29 nubinia has been wandering around this labyrinth for hours :P 11:41:51 I tuned it to watch them do the Shoals and instead they're futzing around in a Lab forever 11:41:56 !lm nubinia 11:41:59 1175. [2010-03-25] nubinia the Transmogrifier (L13 VpTm) entered a Labyrinth on turn 51827. (Lab) 11:42:05 !lm nubinia x=time 11:42:06 1175. [2010-03-25] [time=2010-03-25] nubinia the Transmogrifier (L13 VpTm) entered a Labyrinth on turn 51827. (Lab) 11:42:14 greensnark: and no starving death at the end. 11:42:22 !lm nubinia x=turns 11:42:24 1175. [2010-03-25] [turn=51827] nubinia the Transmogrifier (L13 VpTm) entered a Labyrinth on turn 51827. (Lab) 11:42:50 why doesn't my git checkout -- do anything? 11:43:05 felirx: What do you want it to do? :) 11:43:33 it does nothing because you're checking out the current version of the file, but you already have it 11:43:43 you probably want to specify a different branch, or pull from a different repo 11:43:45 -!- ogaz has joined ##crawl-dev 11:43:45 revert my msvc proj files 11:43:56 try git reset on the files 11:44:20 git reset --hard sets them back to the last committed version, which may be what you want 11:44:41 I stashed my changes so that should work mm 11:44:56 somehow it didn't stash the proj files though 11:45:08 Are those project files checked in? :) 11:45:18 in theory ;) 11:45:22 I don't want to commit then though 11:45:34 but they are listed as changed in git status 11:45:48 If you're on Windows it could just be the CR-LF silliness 11:45:53 Have you really changed them? 11:46:05 core.autcrlf should be false on Windows, or damnation results :P 11:46:06 I've used msvc 2008 convert on them, so yes 11:46:08 they are rewritten 11:46:34 Huh, then checkout should definitely affect them 11:46:50 felirx: is msvc open? 11:47:03 it's not 11:47:05 I suspect you of terrible crimes, viz using core.autocrlf set to true 11:47:33 all my .cc / .h are on the remote version 11:47:53 So git status shows you changed project files, what about git diff 11:47:55 I haven't changed anything from default msysgit net install bar my username and email 11:47:59 Does it show you actual changes in the diff? 11:48:08 dif also lists them 11:48:15 I think msysgit defaults autocrlf to true 11:48:18 as format version 9.00 wihch should be 2008 11:48:24 felirx: does diff show you the actual changes? 11:48:38 If it's a crlf thing git diff produces empty diff output 11:49:01 diff has lots of junnk and the file format is listed as 9.00 11:49:43 What is the exact git checkout line you're using? 11:49:50 You should probably pastebin your git activity 11:49:56 err, git reset --hard HEAD or HEAD^ did nothing either 11:50:26 I think you can also termcast your session pretty easily from msys shell 11:50:30 if i remember correctly, textmode was having this same issue 11:50:40 with msvc project files 11:50:58 eh? me having trouble with msvc files? 11:51:12 felirx: Pls do a git config --global core.autocrlf false 11:51:17 i delete them to conserve space, no problem :P 11:51:40 Textmode: Nice :) 11:51:53 that fixed it 11:51:58 now only my contribs are modified 11:52:24 What fixed it? 11:52:30 I don't have Msvc, mostly because I use linux. therefor the only problem I have with msvc project files is that they are taking up space. 11:52:33 setting core.autocrlf false and then reset 11:52:39 Ah 11:54:07 I only use the msvc files for file handling. I have a... weird system in place right now 11:54:17 msvc for code writing and msysgit env for actual compiling 11:54:53 haha, a borsuk reply on the stats wiki page 11:55:03 angry and insulting as ever, but with lots of good ideas 11:56:25 sounds like b0rsuk 11:56:26 (: 11:56:53 Does he suggest that the author of any existing ideas DIAFPRN 11:57:28 I don't think he's really angry, but he always expresses himself with ridiculous hyperbole 11:57:33 diaper porn? 11:57:41 greensnark: I didn't expact *that* from you. 11:57:50 Diaper porn? 11:57:53 You crazy Germans 11:57:56 DIAFPRN 11:58:04 Die In A Fire Please Right Now 11:58:11 ah, that's much better 11:58:17 Crazy Germans :P 11:58:29 There is a song by the Righteous Pigs, "I hope you die in a hotel fire", too :) 11:58:53 What about the poor hotel 11:59:07 That has to be accepted. 11:59:09 Hey nubinia managed to get out of the Lab :P 11:59:19 SACRIFICES MUST BE MADE 11:59:37 Not for any particular, reason, mind. Just on principle. 11:59:39 * greensnark sacrifices Spads to Nemelex. 11:59:57 * dpeg burns a hotel in Trog's name. 12:00:08 hmm, has any thought been put towards allowing players to escape from a labyrinth without solving it (for no reward)? the reasoning for that would be similar to the reasoning for allowing easy exit from portal vaults 12:00:20 ais523: yes, that was proposed. 12:00:31 "Beware, for starvation does not await!" 12:00:53 "You may go looking for starvation, but you'll just be waiting for Godot." 12:00:57 yay, git status is now clean. Now to break it... 12:01:16 ais523: other portal vaults have monsters as threat. Labyrinths have hunger as threat. 12:01:24 dpeg: I know 12:01:40 Even cbus does Labs, they're not hard 12:01:52 but escaping from a lab would just leave you down a bunch of food and without anything to show for it 12:02:07 (escaping immediately would be pointless as you may as well just not enter it in the first place) 12:05:06 Random idea: what do you think of linking a distortion weapon's unwield banishment chance to how long you have wielded it? 12:05:31 positive, or negative? 12:05:40 The longer you wield it, the higher. 12:05:48 presumably, to stop people using it to escape Pan 12:05:55 and elsewhere, yes 12:06:18 dpeg: But that allows you to use distortion as a swap weapon, no? 12:06:23 it should probably start out lower than the current value (or maybe even at 0), and gradually increase up to the present value 12:06:34 greensnark: you still face taking massive damage from swapping it 12:06:40 greensnark: not if the chance is still there... I don't mean 0% for 1 turn wielding. 12:06:50 Sounds reasonable 12:07:07 My MuPr was forced to use an early sabre of distortion :P 12:07:08 this doesn't really achieve much besides make early game banishment rarer 12:07:18 of course, pan players could still swap it, but it wouldn't be a get-out-of-jail care anymore. 12:07:19 In fact, it was one of the reasons that game went so well 12:07:22 and I dont really consider this a good thing 12:07:24 distortion is strooong 12:07:35 what about becoming confused and hitting yourself with it? 12:07:48 Might be easier to disallow banishment in Pan. 12:07:55 and Zot 12:08:08 dpeg: Apart from Lugonu, right? 12:08:10 "The powers that be would very much like you to stay here." 12:08:12 Or including Lugonu? 12:08:13 greensnark: of course 12:08:18 Lugonu is a god 12:08:30 I thought lugonu self-banishment didn't work in Pan 12:08:37 ogaz: it should work 12:08:40 If it doesn't, it should 12:08:58 And we should add more Pan exits 12:09:01 yes 12:09:06 ??lugonu[3] 12:09:06 lugonu[3/3]: You cannot use the "Enter the Abyss" ability from within pan. Be sure to pick up that distortion weapon. 12:09:16 I don't know if that's still true anymore, though 12:09:18 ogaz: could you file a BR, please? 12:09:22 ah, should test it first 12:09:42 But pan needs an overhaul anyway... I happen to have some vague ideas, but it's not as urgent as other branches. 12:10:11 It doesn't work from Pan 12:10:17 thanks 12:10:19 and bug! 12:10:22 I don't know why, looks like there's a specific check against Pan 12:10:40 Also my wizmoded character is offered the opportunity to depart the Abyss although I'm in Pan 12:10:47 Let me try departing the abyss 12:11:09 Oh, just for display 12:12:47 I assumed that not being allowed to use it from Pan was a (mis)feature, not a bug 12:13:33 Well, the limitation was intentional on the part of whoever wrote the code 12:13:39 I think Haran? 12:13:55 maybe 12:13:58 But lots of things make sense at the time but are wrong :) 12:14:03 Like disallowing Corruption in Hell :) 12:14:10 That was my fault :P 12:14:19 The idea to stop abuse is good.... I also had to fight to get self-banishment out of the spell. 12:14:44 now I have 8 .cc/.h files in git status 12:14:48 yet git diff shows nothing :D 12:14:58 try 'git diff HEAD' 12:14:59 felirx: You applied a stash? 12:15:08 Probably line-ending changes 12:15:11 head works 12:15:19 You should tell VC++ not to screw with line endings 12:15:35 I applied stash and it compiled the changes still fine 12:15:44 Although I think modern VS default to preserving line endings 12:16:25 felirx: Use vim to save as Unix line endings :) 12:16:36 if 'git diff' shows nothing but 'git diff HEAD' does, maybe you just 'git add'ed some things? 12:16:37 And tell VC++ not to touch line endings :) 12:16:56 line endings show up fine in git diff HEAD 12:16:58 Oh right, it's probably just in index 12:17:05 does 'git status' list them as "changes to be committed"? 12:17:07 git status probably shows your changes as added? 12:17:14 yes 12:17:29 Ah, so they're in index 12:18:23 git diff shows you the diff between your working tree and index, so if you've added your changes already you must use git diff --cached or git diff HEAD if you really want a diff 12:19:50 * greensnark has finished replying to tiresome email for the day! 12:20:11 He-said she-said work email is the worst :P 12:20:23 Because I have to dig through email history to keep up my end of the blame chain :P 12:22:51 Zaba's splat is proof that mephitic cloud is not stupidly overpowered :) 12:23:02 indeed 12:23:10 by: Not really :P 12:23:13 @??Nikola 12:23:13 Nikola (11@) | Speed: 9 | HD: 18 | Health: 190 | AC/EV: 1/9 | Damage: 20 | Flags: spellcaster, see invisible | Res: 06magic(120) | Chunks: 07contaminated | XP: 3665 | Sp: shock, chain lightning, blink, b.lightning. 12:23:19 if it was *stupidly* overpowered, he's get confused 12:23:20 HD 18 monsters are not very common 12:23:46 I tried asking someone reasonably good at Crawl if they could think of any monster that was affected by meph yet not made trivial by it, and the only one they could think of was Nikola 12:24:06 Very high HD monsters do shrug it off quite often, Saint Roka is also a pain 12:24:08 @??Saint Roka 12:24:08 Saint Roka (12o) | Speed: 10 | HD: 18 | Health: 200 | AC/EV: 3/10 | Damage: 35 | Flags: evil | Res: 06magic(72) | Chunks: 07contaminated | XP: 8385 | Sp: smiting. 12:24:20 I wonder whether I would have killed him if it wasn't for the eye of draining to rid me of my MP 12:24:25 But on very high HD monsters you don't lean on mephitic cloud 12:24:27 antaeus too, probably 12:24:38 Zaba: Actually, you could have run away, he was on edge of LOS :P 12:24:45 After he hit you the first time you should have run away 12:24:52 probably 12:25:00 Note his speed 12:25:20 but for whatever reason, I decided that it would be heroic to stand and fight :P 12:25:30 And of course, once you mess with him a few times you learn not to jump into a fight at 54 maxhp in the first place :) 12:25:33 you died heroically 12:25:33 and, as always, it turned out that to stand and get hit again is not very heroic 12:25:40 -!- ais523 has quit [Remote host closed the connection] 12:26:01 He could have one-shotted you from max hp :) 12:26:12 greensnark, it's not like I could get myself a higher maxhp in a few minutes' time 12:26:27 Exactly, so since you're a spriggan and can move fast, you leave him alone :P 12:26:31 I faithfully tried training melee fighting throughout the game, but I only had short blades skill 12:26:53 and never got fighting itself 12:27:34 !lg ZAaba 12:27:34 No games for ZAaba. 12:27:36 !lg Zaba 12:27:37 97. Zaba the Conjurer (L14 SpCj), worshipper of Vehumet, blasted by Nikola (chain lightning) on D:14 on 2010-03-25, with 52283 points after 44605 turns and 2:09:14. 12:27:54 At XL 14 you should have had a couple of levels of fighting 12:27:57 At least 12:28:06 You're not training fighting enthusiastically enough :) 12:28:16 well, but where should I train it? 12:28:30 Admittedly I train fighting with so much enthusiasm that I become a reaver with pretty much any conjurer 12:28:33 I mostly trained on rats and bats and orcs and other stuff. 12:28:47 Zaba: You train it on everything that's normal speed and can't one-hit you :P 12:28:54 other stuff that wasn't very enthusiastic in killing me from melee range while I'm counting my skill levels on my fingers 12:28:56 Including yaks and stuff 12:29:02 borsuk does not seem to be a good player. 12:29:02 I killed yaks in melee, too 12:29:13 Essentially you melee everything you can 12:29:29 Spriggans are pretty good at melee with that ridiculous EV 12:29:37 well, that provided me with one level of short blades, which I have promptly greyed out on the m screen 12:29:45 And why did you grey it out? :P 12:29:52 It's not like the skill is useless :P 12:29:55 because I wanted fighting more! 12:30:05 All things will come young padawan :P 12:30:16 well, I just want one particular thing to come earlier ;p 12:30:27 !hs 12:30:27 97. Zaba the Sorcerer (L27 SpCj), worshipper of Vehumet, blasted by an ancient lich (iron bolt) on Zot:5 on 2009-10-01, with 528181 points after 181546 turns and 10:47:48. 12:30:35 !won Zaba 12:30:35 Zaba has not won in 97 games. 12:30:39 What, really? 12:30:45 !lg zaba win x=mhp 12:30:45 No games for zaba (win). 12:30:51 !lg zaba max=sc x=mhp 12:30:51 97. [mhp=82] Zaba the Sorcerer (L27 SpCj), worshipper of Vehumet, blasted by an ancient lich (iron bolt) on Zot:5 on 2009-10-01, with 528181 points after 181546 turns and 10:47:48. 12:31:08 in that game I had zero fighting skill, I think; that was absolutely stupid 12:31:11 after you win a SpCj, what will your second win be? 12:31:28 Hey, nubinia splatted to Snorg :P 12:31:36 by, after I win a SpCj, it will be about time I depart from this mortal world, I think. :P 12:31:51 !lg zaba s=char 12:31:51 97 games for zaba: 20xDECj, 18xSpCj, 14xSpVM, 7xDEFE, 5xSpSt, 4xMDFi, 3xHEWz, 3xGEAE, 3xDEAE, 2xHEFE, 2xHuWz, 1xMDEn, 1xElHu, 1xDGIE, 1xMiMo, 1xDSTm, 1xSpBe, 1xTrBe, 1xGEWz, 1xDGWr, 1xDEWz, 1xVpTm, 1xSEWz, 1xHEPa, 1xHEAE, 1xGhFi, 1xOMVM 12:31:54 Blasted uniques are stealing Shoals splats that are rightfully mine 12:32:08 nerf the uniques :P 12:32:16 I also had two SpCj Zot splats, but offline, and I later lost the dump files in a HD failure. 12:32:48 I know I'm all in favour of summoners fighting beside their summons, but... 12:32:57 that does not apply when you're fighting berserk Snorg :P 12:33:03 lol. 12:35:27 !lg * Tomb killer=program bug -2 12:35:28 1. soldroz the Eclecticist (L27 DSFE), worshipper of Vehumet, blown up themselves on Tomb:1 on 2010-02-17, with 529675 points after 110901 turns and 8:59:08. 12:35:31 Is this fixed yet? 12:35:50 no idea 12:38:22 warning: "SQLITE_HAS_CODEC" is not defined anyone getting this in a clean pull? 12:39:19 felirx: https://crawl.develz.org/mantis/view.php?id=1140 12:40:30 just looking through to make sure I didn't break anything :) 12:40:55 We should also enable sqlite locking for the embedded sqlite 12:41:32 Turning off all those options was for when sqlite was used only on Windows; it's not appropriate any more 12:41:54 greensnark: do it! 12:42:25 I'll pass :P 12:42:46 or file an FR and assign to neunon 12:45:19 Hm, locking seems enabled currently, should be ok 12:47:29 greensnark: if nothing else, I think it should be "blown themselves up" 12:49:59 That's not correct though :P 12:50:08 "blew themselves up" would be correct 12:50:19 But the message was issued even for a monster using OOD on the player 12:50:48 unfortunately, I survived Boris' OOD 12:50:53 we could check otherwise 12:55:18 -!- Spads has quit [Ping timeout: 260 seconds] 12:55:20 dpeg: do you want to hog the patch to a personal email or will I just jank it to mantis? 12:55:31 What quaint verbs 12:55:43 felirx: Mantis, please 13:07:29 -!- stabwound has quit [Ping timeout: 265 seconds] 13:11:14 Mouse operable CRTRegion menus. (https://crawl.develz.org/mantis/view.php?id=1160) by felirx 13:11:41 All hail the felirx! 13:12:14 -!- stabwound has joined ##crawl-dev 13:15:49 one thing that is missing is the function of left and right arrow keys :( 13:16:02 felirx: forgot that? 13:16:13 felirx: just mention it in the item message. 13:16:24 it's there in a TODO comment block 13:16:29 it's more of a math question 13:16:47 how to find _the_ item to the left/right of the current object and how to make it cleanly 13:27:51 mm, for some reason debug build memorize shows up as empty in tiles, but it works in release (wizard) build 13:30:33 You should pick up a book in your debug build :P 13:30:59 it was a DsWz 13:31:08 if you don't have any books it wont let you go to M screen! 13:36:31 So, any negative feedback about RC4? 13:36:40 no 13:37:25 I have 13:37:30 I constantly die! 13:37:32 bhaak: what is it? 13:37:49 Another NH player confusing bug and feature! 13:38:36 i'm sure there must be something in the source about making the game harder for nethack players. But I can't find it 13:38:52 it's obfuscated to mystical variables 13:39:01 bhaak: It just checks for name == 'bhaak' 13:39:28 bhaak: how far do you get? 13:39:28 Also I'm pretty sure you have tweaked UnNH to check for my games and generate unnecessarily large shops :P 13:39:29 actually, the source only checks for name == bones :( 13:40:12 The change to UnNH shops to report price for steppin on item is very welcome 13:40:16 But... 13:40:22 I still have to keep track of items in my head :P 13:40:39 bhaak: How about a stash tracker? :) 13:40:41 .high bhaak 13:40:50 greensnark: there could be a little menu of items! 13:40:56 -!- DrPraetor has joined ##crawl-dev 13:41:02 !won bhaak 13:41:02 bhaak has not won in 127 games. 13:41:07 !high bhaak 13:41:10 !hs bhaak 13:41:11 127. bhaak the Basher (L11 HuFi), hit from afar by a cyclops (large rock) on D:14 on 2009-08-23, with 8354 points after 16731 turns and 1:23:09. 13:41:40 hmm, I though I topped that this week. but doesn't look like :/ 13:41:54 !hs bhaak start>20100301 13:41:54 9. bhaak the Ruffian (L7 TrBe), worshipper of Trog, slain by an orc warrior (a -1,+0 orcish battleaxe) on D:6 on 2010-03-24, with 959 points after 3299 turns and 0:27:30. 13:41:56 Don't play humans! 13:42:03 Humans are good 13:42:06 What are you saying :P 13:42:17 Humans rock at everything <3 13:42:36 greensnark: large shops are considered splendid in nethack :) 13:42:56 bhaak: I know, but I haveto manually step on each item :/ 13:43:06 And then remember the items I want to buy :/ 13:43:10 Or price id 13:43:16 greensnark: to be fair, you also have to step on every item in a naga vault. 13:43:24 Actually whenever I think of price iding these days, I say: "Screw this, I'll dive the Mines instead" 13:43:45 greensnark: and what do you find there? 13:43:47 more shops! 13:43:57 dpeg: I don't have to remember the items in my head :P 13:44:02 doy: Death! 13:44:08 I kind of suck at NH now :P 13:44:11 (: 13:44:16 :) 13:44:19 in unnh there's another branch with even more shops!! 13:44:29 I blundered some four levels down before i remembered I started with a lamp 13:44:39 bhaak: trying to make gold meaningful? 13:45:07 I'm still not sure about the Black Market :) 13:45:16 It was a balance disaster in Slash'EM :) 13:45:26 And every time you fix one way of stealing items, players will come up with new ways 13:45:33 dpeg: no, for that the blackmarket was added. the new town is just an bad in-joke ATM but I want to add something like a tavern with rumors 13:45:37 Also the Black Market caused no end of brain damage to me 13:45:48 greensnark: that's half the fun of it! 13:45:52 Because I had to sort out everything I wanted to steal :P 13:46:04 You know the worst thing about Slash'EM? Too. Much. Loot. 13:46:17 You're constantly mucking with your inventory to stay unencumbered :P 13:46:17 greensnark: it seems as if your short-term memory is suffering from all the coffee Sigmund brews for you. 13:46:38 in the newest version the new town has some almost unique shops. but that version isn't yet on the server 13:46:55 bhaak: where is the new town located? 13:47:15 The most challenging thing about the Slash'EM level with disgruntled adventurers was gathering and stashing all the loot :P 13:47:16 greensnark: but slash'em has the super-duper-cool wallet of perseus!!!!111 13:47:33 Yeah, they had to add the wallet to manage the loot :P 13:47:57 Do you have any idea how many times you have to page down to reach the end of the contents in the wallet? 13:48:00 dpeg: stairs up one level after the level with the sokoban stairs 13:48:03 Keyboards were not built to take the strain 13:48:30 bhaak: isn't that where the Oracle is? 13:48:43 slash'em: you'll have carpal tunnel before you ascend! 13:49:06 dpeg: oracle is one level before the sokoban stairs 13:49:16 ah, I forget 13:49:45 but that branch is rather boring atm, but I'll want to use some of paxed's level compiler improvement to make it look cooler 13:50:07 Spork uses the latest level compiler tweaks, right? 13:50:16 you'd think so 13:50:28 yes 13:51:27 bhaak: You folks should change the level-compiler to compile .des files on the fly for single-user installs 13:51:35 You'll get a lot more contributions once you do :) 13:51:55 Bake the level compiler into the NH executable 13:52:01 Also the dungeon compiler 13:52:18 greensnark: this is something you did for Crawl, right? 13:52:55 Yes, having to run a manual compile step on .des files would make the process about 10x too painful for normal folks 13:53:11 I was pretty keen on on-the-fly .des editing 13:53:21 The idea for des files is so strong, for so many reasons. <3 13:53:23 greensnark: I don't touch that thing even if my live would depend on it. paxed made it much more sane, so I don't know if you would be easier to make it dynamically 13:53:58 s/you/it/ 13:54:43 i guess it would be possible. 13:54:52 Hey, paxed :) 13:55:12 paxed: Player-editable levels/vaults helps a lot, trust me. 13:55:15 oh. this is ##crawl-dev. oops. 13:55:38 paxed: no sweat 13:55:45 they should rename it to ##ex-nethack-now-crawl-dev 13:55:58 dpeg: well, it's more important for crawl, nethack doesn't have minivaults 13:56:15 doy: "yet" :) 13:56:18 indeed. 13:56:21 (: 13:56:24 Things like throne rooms are too boring currently 13:57:32 also, there are some vaults, the ant rooms etc. 13:57:39 This could and should be improved upon. 13:57:56 i've started but haven't finished yet: -rw------- 1 paxed paxed 4794 2010-01-05 22:28 spork-levcomp-vaults.diff 13:57:58 but those rooms are completely hard-coded atm 13:58:18 bhaak: Yes, but you have the source! :) 13:58:35 greensnark: to be fair, this is a change that should apply to all alive branches. 13:59:03 Oh, I'm sure Spork and UnNH pull code off each other 13:59:22 *can 13:59:49 I think Spork also has the shopkeeper-announces-price-when-walking-over-item patch now 13:59:58 yup 14:00:04 oh, that's good 14:00:17 that's 1 of 2 patches in spork from unnh :) 14:00:41 what's the other one? 14:00:45 hey, we don't want too much incest between the siblings... 14:01:31 fixing drawbridges because of the flipped levels patch 14:02:16 Personally, I think it's much better to team up.... if there is something like an overarching vision. 14:02:23 But you already know that :) 14:04:46 unnethack has around ~17 patches from sporkhack (that excludes the level compiler, which consists of several patches) 14:05:00 we don't have an overarching vision :-) 14:05:35 bhaak: would be worth to spend time discussing one. 14:05:52 I just can't get myself to believe that percentual resistances are fun to play 14:06:12 Play more Crawl :) 14:06:12 but I actually should play a real game of sporkhack to check :) 14:06:47 The "philosophy" has been very helpful over the years... 14:07:05 ...other games took their cue from that (by making their own, not by copying stuff). 14:07:08 but I probably will have problems because of missing autoopen, pickup_dropped, etc ... :) 14:07:21 bhaak: What, Spork doesn't have autoopen?! 14:07:32 pickup_dropped is essential 14:08:09 Of course, if neither party is interesting in being "the" Nethack, then there's no point in visions etc. 14:08:15 I thought Spork would have auto-open, that patch has been around forever 14:08:49 *interested 14:09:06 I mean, we don't have a COMMON overarching vision 14:09:09 No point in declaring yourself interested in being "the" NH 14:09:18 Just go ahead and make a good game :) 14:09:18 greensnark: no, not officially, just internally 14:09:27 UN-NetHack can't be THE NetHack :) 14:09:31 greensnark: yes, but that's easier with one team and three coders :) 14:09:41 Brent-syndrome :) 14:09:55 -!- humbaba has joined ##crawl-dev 14:09:58 greensnark: lorimer doesn't have "UI improvements" in his dev guidelines :) 14:10:03 The NH community is still too ossified to accept anything not blessed by the DevTeam as NH, but given time and a good alternative, you'll get there :) 14:10:18 bhaak: :( 14:10:25 oh, and no pickup_dropped either 14:10:49 Of course, separationism among the *hacks is good for Crawl. 14:11:18 separatism even, Jesus 14:11:24 dpeg: A one person team can do a lot of good work; I think Brent fell into the let's-cleanup-all-the-code trap with 4.1 14:11:44 And of course, you have to release often or you get cabin fever :P 14:11:49 qui m'a beepé? 14:11:58 It's lorimer in a tutu! 14:12:10 * lorimer pirouettes greensnark 14:12:13 We are scandalized to find that Spork still lacks auto_open! 14:12:19 Or whatever that door opening option is called 14:12:27 Oh. 14:12:39 -!- humbaba has left ##crawl-dev 14:12:42 afk dinner 14:12:42 * lorimer wonders why spork lacks auto-open 14:12:57 "never bothered to bolt it on" seems one of the better options 14:13:14 lorimer: interface is important, even for Nethack 14:13:49 yeah, but have you seen what's wrong with nethack's interface lately? :) 14:14:08 It's getting better :) 14:14:21 brb, must sign things 14:17:32 see lorimer pawn his pet cats. 14:20:11 -!- xardas-3 has joined ##crawl-dev 14:21:05 dpeg, sorry for afk earlier after I asked about RC4, was curious on how long you like to let RC's run before releasing them and such. 14:21:11 releasing the new version* 14:21:41 Cryp71c: doy makes those decisions, but it won't be long anymore 14:22:21 Ah, gotcha. lol I'm still getting used to who is "in charge" of what (yes yes, I know there's no one "officially" in charge) 14:23:30 doy is :) 14:25:33 so rex runs CAO, napkin runs CDO, you don't code but are referenced as the seeming visionary of the direction of crawl, doy manages releases and is the in-charge person of code? 14:25:46 am I on the right track 14:26:03 Cryp71c: sort of 14:26:07 (rax, not rex) 14:26:14 ah, yeah. typo there 14:26:21 doy has been chosen/elected/forced to be release czar for 0.6 14:26:37 -!- marcmagu1 has joined ##crawl-dev 14:26:38 i'm not in charge of code 14:26:49 And not sure about my visions either.... mostly, they draw complaints and hate :) 14:27:06 We still haven't codenamed 0.6 14:27:09 This is a release blocker 14:27:19 * Cryp71c wasn't aware releases were codenamed for crawl 14:27:21 What about "Heizölrückstoßabdämpfung" 14:27:24 lol 14:27:27 Now that's a good idea! 14:27:30 Cryp71c: There's always a place to start for everything 14:27:40 One of the best codenames I've ever seen. 14:28:08 0.6 - Nameless Code 14:29:10 We should do codenames from different languages for each major release until we run out of languages 14:29:35 HAran could come up with something in Hebrew! 14:29:46 To make sure those militant Islamists hate us too. 14:29:50 Is Hebrew one of those right-to-left languages? 14:29:54 I can never remember 14:30:01 greensnark, yea 14:30:03 -!- marcmagus has quit [Ping timeout: 252 seconds] 14:33:22 -!- TGWi has joined ##crawl-dev 14:36:13 "[20:13] yeah, but have you seen what's wrong with nethack's interface lately? :)" no, I've only seen what's wrong with nethack's interface for the last 7 years ;-P 14:36:29 you should pick one of those top-to-bottom languages 14:41:59 !seen doy 14:42:00 I last saw doy at Thu Mar 25 19:26:38 2010 UTC (15m 22s ago) saying im not in charge of code on ##crawl-dev. 14:47:49 -!- marcmagu1 has quit [Ping timeout: 246 seconds] 14:59:58 -!- marcmagus has joined ##crawl-dev 15:04:29 -!- TGWi has left ##crawl-dev 15:11:51 Rotten chunks are considered useless for saprovores (https://crawl.develz.org/mantis/view.php?id=1161) by OG17 15:13:22 -!- xardas-3_ has joined ##crawl-dev 15:14:19 <3 top misleading summary of the day ;) 15:15:12 -!- stabwound has quit [Ping timeout: 268 seconds] 15:15:28 -!- xardas-3 has quit [Ping timeout: 260 seconds] 15:15:32 -!- xardas-3_ is now known as xardas-3 15:16:10 -!- xardas-3 has quit [Client Quit] 15:20:37 -!- stabwound has joined ##crawl-dev 15:27:57 -!- dpeg has quit [Quit: leaving] 15:30:34 night all 15:31:39 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 15:50:09 -!- Xiberia has quit [Ping timeout: 240 seconds] 16:07:29 -!- Spads has joined ##crawl-dev 16:19:59 -!- Xiberia has joined ##crawl-dev 16:22:25 03kilobyte * r62292be47806 10/crawl-ref/source/describe.cc: Don't advertise blunt weapons as "big, fiery blades (for hydras)" [Mantis 1159] 16:32:16 Butchering not possible with unidentified sharp vampiric weapons. (https://crawl.develz.org/mantis/view.php?id=1162) by Butch 16:49:37 !lg * x=avg(int),avg(dex),avg(str) 16:49:47 574718 games for *: avg(int)=12;avg(dex)=12;avg(str)=12 16:49:50 yay! 16:49:58 Suspicious numbers :P 16:50:03 !lg * win x=avg(int),avg(dex),avg(str) 16:50:03 2373 games for * (win): avg(int)=17;avg(dex)=14;avg(str)=19 16:50:18 !lg * win god=Cheibriados x=avg(int),avg(dex),avg(str) 16:50:19 9 games for * (win god=Cheibriados): avg(int)=30;avg(dex)=32;avg(str)=24 16:50:33 !lg * race=troll avg(int) 16:50:37 !lg x=avg(int),avg(dex),avg(str) ktyp=winning 16:50:44 No games for * (race=troll avg(int)). 16:50:44 22 games for doy (ktyp=winning): avg(int)=15;avg(dex)=16;avg(str)=18 16:50:49 Aggregate functions hit the db pretty hard though :/ 16:50:57 err 16:51:00 !lg * race=troll x=avg(int) 16:51:01 13955 games for * (race=troll): avg(int)=6 16:51:12 !lg * ktyp=winning x=avg(turn) 16:51:12 2373 games for * (ktyp=winning): avg(turn)=193993 16:51:21 !lg * ktyp=winning x=avg(turn) urune=3 16:51:21 931 games for * (ktyp=winning urune=3): avg(turn)=112213 16:51:28 !lg * ktyp=winning x=avg(turn) urune>=15 16:51:29 240 games for * (ktyp=winning urune>=15): avg(turn)=329765 16:51:29 !lg * ktyp=winning race=mummy x=avg(turn) 16:51:29 58 games for * (ktyp=winning race=mummy): avg(turn)=2512634 16:51:33 :P 16:51:36 !lg * win s=god x=max(int),max(dex),max(str) 16:51:37 2373 games for * (win): 565x Okawaru [max(int)=70;max(dex)=35;max(str)=40], 314x Sif Muna [max(int)=37;max(dex)=30;max(str)=25], 269x Trog [max(int)=72;max(dex)=72;max(str)=72], 216x Makhleb [max(int)=67;max(dex)=65;max(str)=72], 191x The Shining One [max(int)=33;max(dex)=28;max(str)=37], 186x Vehumet [max(int)=42;max(dex)=31;max(str)=29], 117x Nemelex Xobeh [max(int)=71;max(dex)=65;max(str)=69], ... 16:51:52 2.5 seems high even for mummies :P 16:52:06 Stabwound's win really messed up averages :P 16:52:07 but i guess it's a few games 16:52:08 !lg * ktyp=winning race=mu max=turn 16:52:08 58. Stabwound the Farming Skullcrusher (L27 MuSu), worshipper of Nemelex Xobeh, escaped with the Orb and 111 runes on 2008-03-09, with 9425283 points after 92568259 turns and 128:15:16. 16:52:10 dragging it up 16:52:17 that kinda helps the average 16:52:18 (: 16:52:52 !lg * x=min(dex),max(dex),avg(dex),cdist(dex) 16:53:14 i mean, just stabwound's game alone puts the average at 1.5 mill, even if all the other games took 0 turns 16:53:18 (: 16:53:21 574723 games for *: min(dex)=0;max(dex)=72;avg(dex)=12;cdist(dex)=45 16:56:02 !lg meow xl>1 x=avg(int) 16:56:05 1235 games for meow (xl>1): avg(int)=12 16:56:11 !lg meow race=de xl>1 x=avg(int) 16:56:11 127 games for meow (race=de xl>1): avg(int)=20 16:56:22 !lg * race=de xl>1 x=avg(int) 16:56:25 26987 games for * (race=de xl>1): avg(int)=20 16:56:41 !lg meox race=de xl=2 x=avg(int) 16:56:41 No games for meox (race=de xl=2) 16:56:44 !lg meow race=de xl=2 x=avg(int) 16:56:47 !lg ktyp=winning x=avg(turn) 16:56:48 70 games for meow (race=de xl=2): avg(int)=18 16:56:48 22 games for doy (ktyp=winning): avg(turn)=144218 16:56:53 !lg ktyp=winning x=avg(time) 16:56:54 undefined local variable or method `f' for # 16:56:57 :P 16:56:57 heh 16:57:03 !lg ktyp=winning x=avg(dur) 16:57:04 22 games for doy (ktyp=winning): avg(dur)=81188 16:57:16 how unhelpful 16:57:30 !lg * ktyp=winning s=name x=avg(turn) 16:57:30 2373 games for * (ktyp=winning): 242x 78291 [128556], 122x Stabwound [849961], 78x mikee [119499], 63x MadDasher [169038], 63x hyperbolic [80118], 53x xyblor [128447], 46x cbus [118616], 43x Jeff [147078], 43x rob [127273], 40x Iaido [182931], 40x pointless [147078], 37x modargo [144013], 35x heteroy [126663], 31x Grimm [116887], 29x daftfad [129459], 26x elliptic [83501], 25x aurelian [147213], 2... 16:58:23 !lg stabwound ktyp=winning race!=mu x=avg(turn) 16:58:23 118 games for stabwound (ktyp=winning race!=mu): avg(turn)=90462 16:58:58 !lg * x=avg(time) 16:58:59 Unknown selector time in avg(time) 17:01:31 !lg * win race!=mu x=avg(dur) 17:01:31 2315 games for * (win race!=mu): avg(dur)=55272 17:01:45 dur and dates need pretty-printing 17:02:07 that looks like 15h 17:02:16 !lg * win race!=mu urune=15 x=avg(dur) 17:02:16 227 games for * (win race!=mu urune=15): avg(dur)=72594 17:02:27 !lg * win race!=mu s=urune x=avg(dur) 17:02:28 2315 games for * (win race!=mu): 920x 3 [42855], 594x 4 [53235], 227x 15 [72594], 194x 5 [58043], 67x 6 [59226], 50x 7 [64249], 49x 0 [66875], 48x 8 [83914], 47x 14 [107168], 34x 9 [82964], 27x 13 [90831], 21x 10 [66198], 18x 11 [88708], 14x 12 [82163], 4x 1 [54618], 1x 2 [15791] 17:03:07 !lg * killer=sigmund x=avg(xl) 17:03:08 15805 games for * (killer=sigmund): avg(xl)=3 17:03:23 !lm * uniq=Sigmund x=avg(xl) 17:03:23 !lm * uniq=sigmund x=avg(xl) 17:03:26 :P 17:03:45 34275. [2010-03-25] [avg(mst.xl) AS avg_xl1=] Cryptic the Ruinous (L6 DEWz) killed Sigmund on turn 4569. (D:4) 17:03:45 34275. [2010-03-25] [avg(mst.xl) AS avg_xl1=] Cryptic the Ruinous (L6 DEWz) killed Sigmund on turn 4569. (D:4) 17:03:49 !lg * s=name x=count(nrune) 17:03:50 Unknown aggregate function count in count(nrune) 17:03:51 Oh well :P 17:04:16 Milestone handling needs work :P 17:04:17 10 rune games are quite fast 17:04:31 !lg * s=name x=sum(nrune) 17:04:38 574729 games for *: 29957x Sebi [0], 21422x Meow [40], 10664x syban [74], 9983x TGW [4], 8973x adamzap [14], 8033x Ivo [150], 5756x Fieros [0], 5419x KiloByte [79], 5024x Eronarn [64], 4919x Donatan [0], 4889x uru [218], 4807x dirge23 [12], 4424x heteroy [283], 4033x 78291 [1471], 3866x DrPraetor [57], 3764x poop [100], 3736x Eir [0], 3520x chilliwack [36], 3310x DashNine [35], 3277x oxeimon [24],... 17:04:43 :P 17:05:06 !lg * s=sum(nrune) x=name 17:05:06 Bad arg 's=sum(nrune)' - cannot summarise by sum(nrune) 17:05:10 bah 17:05:30 !lg s=name x=sum(nrune) 17:05:30 773 games for doy: 733x doy [112], 40x doy2 [0] 17:05:42 !lg n78291 s=name x=sum(nrune) 17:05:43 6105 games for n78291: 4033x 78291 [1471], 1364x splat [118], 457x N78291 [31], 251x Zippy [1] 17:07:20 -!- Amonchakad has joined ##crawl-dev 17:10:03 -!- Cryp71c has quit [Read error: Connection reset by peer] 17:21:27 another "interesting" opinion about crawl by a nethacker: "Has anyone had much enjoyment with Crawl? The game seems to be very different yet have enough similarity of spirit compared to Nethack that it might be fun." 17:21:55 luckily, dpeg isn't here or I'd get kicked :D 17:22:24 we're hard at work trying to eradicate that similarity in spirit, don't worry 17:22:30 =p 17:23:47 -!- stabwound has quit [Ping timeout: 260 seconds] 17:24:32 by: Still around? 17:25:33 due: yes, just had my first wizlab! 17:25:40 great fun 17:25:59 awesome! which one? 17:26:08 doroklohe's tomb with golems 17:26:10 re: missile -> no longer bolt change 17:26:21 the electric golem was a nice challenge 17:26:26 due: yes? 17:26:30 I personally found the name change to be extremely confusing 17:26:43 You're shooting arrows and suddenly they become bolts? 17:26:49 Or likewise stones? 17:27:08 I guess you get used to it (at least I did) 17:27:13 I know at least a few other people around at the same time that I quizzed before the change also found it confusing. 17:27:28 it's fine, really, to treat them as missiles 17:27:40 it just seems like the change is kind of incomplete 17:27:43 ah 17:27:45 what did I miss? 17:27:52 I jjust changed the name, was all 17:28:09 the actual change was jwshelley's 17:28:12 !lm * uniq=Sigmund x=avg(xl) 17:28:28 34276 milestones for * (uniq=Sigmund): avg(xl)=5 17:28:42 they used to be actually bolts of flame like those fired by wands of fire 17:28:44 Hm, my local MySQL does floating point for these averages 17:28:50 ah 17:28:51 -!- stabwound has joined ##crawl-dev 17:28:51 !lg * killer=sigmund x=avg(xl) 17:28:51 15805 games for * (killer=sigmund): avg(xl)=3 17:28:53 e 17:28:53 I wonder if this is an option that can be frobbed 17:29:10 he partially changed them to be missile-like, presumably to be able to reduce mulching rate 17:29:39 then yeah, I'm not sure about that; I only did cosmetic changes. 17:29:55 I agree that "bolt" doesn't fit the missiles of flame we have now 17:29:58 greensnark: what quaint verbs 17:30:13 mm. for some weird reason, my patch breaks the drop and memorize menu rendering on tiles 17:30:15 !lm * br.enter~~Snake|Shoals|Swamp start>20100301 s=br.enter x=avg(xl) 17:30:21 I wonder if that'll work :P 17:30:23 637 milestones for * (br.enter~~Snake|Shoals|Swamp start>20100301): 291x Snake [14], 262x Swamp [14], 84x Shoals [15] 17:30:29 Aha 17:30:37 !lm * br.end~~Snake|Shoals|Swamp start>20100301 s=br.enter x=avg(xl) 17:30:38 No milestones for * (br.end~~Snake|Shoals|Swamp start>20100301) 17:30:51 the problem is that now, arrows of flame and bolt of flame both use BEAM_FIRE (I think), while a lot of beam.cc code distinguishes between physical and non-physical missiles by flavour (i.e., BEAM_FIRE v. BEAM_MISSILE, etc) 17:30:53 !lm * br.end~~Snake|Shoals|Swamp start>20100301 s=br.end x=avg(xl) 17:31:18 by: ah, icky. 17:31:29 425 milestones for * (br.end~~Snake|Shoals|Swamp start>20100301): 192x Snake [16], 182x Swamp [16], 51x Shoals [18] 17:31:39 greensnark: so, how long until we just get a !sql command? 17:31:39 d: 17:31:50 which is odd since I haven't actually touched anything related to those 17:31:54 doy: Sometime after NH 3.5 release :P 17:32:09 SQL is too dangerous to accept from anywhere :) 17:32:38 This exaggerated respect for Shoals makes me despair :P 17:32:41 avg XL 18! 17:32:47 Come on, people! 17:32:51 Go there earlier! 17:32:56 How else will I get my splats :'( 17:33:28 !lm * type=br.end start>20100301 s=br.end x=avg(xl) 17:33:32 !lm * cdo br.end~~Snake|Shoals|Swamp start>20100301 s=br.end x=avg(xl) 17:33:46 2120 milestones for * (type=br.end start>20100301): 510x Orc [12], 455x Lair [12], 192x Snake [16], 182x Swamp [16], 124x Vault [21], 113x Elf [20], 108x D [22], 103x Crypt [20], 87x Slime [20], 73x Zot [25], 51x Shoals [18], 27x Tomb [25], 26x Coc [26], 24x Dis [26], 23x Tar [25], 22x Geh [25] 17:33:46 199 milestones for * (cdo br.end~~Snake|Shoals|Swamp start>20100301): 74x Swamp [17], 74x Snake [18], 51x Shoals [18] 17:34:16 !lm * type=br.end start>20100301 s=-br.end x=avg(xl) 17:34:19 2120 milestones for * (type=br.end start>20100301): 22x Geh [25], 23x Tar [25], 24x Dis [26], 26x Coc [26], 27x Tomb [25], 51x Shoals [18], 73x Zot [25], 87x Slime [20], 103x Crypt [20], 108x D [22], 113x Elf [20], 124x Vault [21], 182x Swamp [16], 192x Snake [16], 455x Lair [12], 510x Orc [12] 17:34:21 Apparently CDO is home to cautious players :P 17:34:37 Yup. 17:34:38 Me! 17:35:43 sql is obsolete, nosql is the way to go! 17:35:48 !lm * type=br.enter start>20100301 s=br.enter x=avg(xl) 17:35:50 6930 milestones for * (type=br.enter start>20100301): 2185x Temple [6], 940x Lair [10], 792x Orc [10], 300x Hive [14], 291x Snake [14], 262x Swamp [14], 235x Sewer [5], 233x Vault [16], 203x Elf [16], 184x Lab [15], 135x Crypt [19], 133x Slime [17], 130x Bazaar [16], 120x Ossuary [6], 103x Minitom [6], 84x Shoals [15], 83x Zot [24], 77x Blade [20], 70x Bailey [11], 59x Hell [24], 57x Pan [25], 43x... 17:36:24 hmmm, hive doesn't get br.end milestones? 17:36:34 I think someone removed them 17:36:46 Crawl should always write the milestone; spam filtering should happen in the bots 17:36:58 yeah 17:42:41 Misled works on OoD (https://crawl.develz.org/mantis/view.php?id=1163) by qui 17:44:05 heh 17:44:31 Does that need to be fixed :P 17:45:13 mislead doesn't work on crystal spear, so yeah 17:45:42 yes 17:45:53 it's easily fixed 17:46:02 I love these little domino bugs that hit you from behind with a bat 17:46:05 or we could add hallucination effects for spells too :p 17:46:13 The ancient lich burninates you! 17:47:28 Mislead could work on other missiles too :( 17:47:37 Just the glyph needs to change :P 17:47:42 Although I suppose tiles will have issues 17:48:01 Doesn 17:48:08 't it pick the tile off the glyph? 17:48:17 No idea about tiles :) 17:48:36 It might not expect monster tile indexes in the beam code, dunno 17:48:59 It would be hilarious to see an anicent lich throw a stone giant at you <3 17:49:05 Truee. 17:49:26 Anyway, it's easily fixed, just add the IOOD monster to the list of unacceptable Mislead targets. 17:49:27 Messaging would be complicated though :/ 17:56:03 -!- ortoslon has joined ##crawl-dev 17:56:11 I kinda like the idea of misled OOD. 18:05:46 Fixed. 18:11:28 "the titan hits you" :) 18:12:10 That's hilarious 18:13:38 well, that's what titans usually do :p 18:18:55 what's the point of needles of frenzy? don't they just enhance the enemy's deadlyness? 18:21:01 well, monsters can use them on you 18:21:14 also, berserking a caster can be useful 18:26:23 deep elf annihilator melee < lightning bolts 18:27:13 Amonchakad: they make them neutral 18:27:24 due: thanks. cool feature 18:27:48 Amonchakad: So you hit them with a needle of frenzy in the middle of a pack--they kill half their buddies and theen come for you. 18:27:59 By which time you've hopefully run away. 18:29:28 -!- Amonchakad has quit [Quit: Page closed] 18:37:45 how do I make a patch that fixes a patch :D 18:37:49 03due * r11a79ecfb5bd 10/crawl-ref/source/mislead.cc: Orbs of Destruction shouldn't be viable mislead targets. [#1163]. 18:39:36 felirx: you remake the patch 18:40:24 felirx: fix it, git add whatever, git commit --amend, git format-patch 18:46:43 by: can you provide a screenshot of how it looks on mac 18:49:08 felirx: uploaded one 18:49:30 note that this is with some width/height settings -- maybe that's the problem? 18:50:13 url might help ;D 18:50:28 attached to the mantis issue 18:50:36 ah 18:50:56 interesting 18:50:57 btw 18:51:09 opinion, would you want the entry to be the full width of the column 18:51:16 or the width of the entry name 18:51:29 (the highlight) 18:52:22 I don't know 18:53:00 oh well, I joinked 3 pixels to the end of the highlight :D 18:53:37 width of the column 18:53:37 does it have to do with the font width? 18:53:50 it uses the fonts units for calculating 18:54:36 if you select something with the mouse, then use the arrow keys, it appears to move from the old arrow key selection 18:54:58 mmm 18:55:15 don't think I can fix that without weird trickery 18:55:46 currently tiles handles all the mouse related things and only passes click event to the nontiles menu class 18:56:06 or I can. 18:56:33 it's not a big issue, just feels a little weird 18:57:37 It's easy to fix now that I though about it for a second 18:58:11 also, it would probably look better if the highlighted text were black instead of white with black border 18:58:35 that I know too 18:58:39 ok 18:58:47 the CRTRegions currently take the font on constructor call 18:58:54 and there's no handy way to swap it on flight 18:59:19 I could simply get rid of all the outlines on the crtregions but dunno how that would look on the other texts 19:06:52 -!- syllogism has quit [] 19:16:48 added version 2 19:19:45 I think the full column highlight looks a lot better too 19:19:58 you can also click on the empty space that is highlighted to selcet the entry 19:21:58 expect git commit --amend did nothing :D 19:22:07 git commit -a --amend 19:22:35 -!- by has quit [Quit: sleep] 19:23:25 yep 19:23:37 felirx: that's why i said "git add whatever" first 19:23:39 someone forgot the -a flag :( 19:23:42 d: 19:27:59 is it possible to get rid of the 0002-... file on the item? 19:29:05 no 19:29:17 deleting attachments is a privledged operation 19:33:05 -!- stabwound has quit [Ping timeout: 258 seconds] 19:33:23 As is comments. 19:34:26 oh well, 0003 fixes everything but left/right arrow and drop etc menus not rendering 19:34:42 the second issue will take some severe debugging tomorrow 19:34:46 or poking of enne 19:35:02 does it look good on mac now? 19:36:57 -!- stabwound has joined ##crawl-dev 19:38:25 -!- ogaz has quit [Ping timeout: 240 seconds] 19:41:44 -!- ogaz has joined ##crawl-dev 20:08:06 -!- LordSloth has joined ##crawl-dev 20:08:56 Hey, I'm a bit rusty with my c++ but I wanted to ask a question about the function "div_rand_round(int num, int den) where den happens to be 100. 20:09:03 return (num / den + (random2(den) < num % den)); 20:09:48 Want to check my memory of operator precedence 20:10:11 http://www.cppreference.com/wiki/operator_precedence 20:11:10 doy: I've got a sheet I'm looking at, I just want to check my interpretation 20:11:36 Also, if two integers are divided by each other, the trailing part is only discarde at the very end, correct? 20:11:45 no 20:11:53 each operation is a separate calculation 20:12:20 So in this part, is num/ den always zero? 20:12:32 no 20:12:37 num can be greater than den 20:13:18 Ah, yes, I overlooked that possibility when looking at the calling function, thanks 20:13:47 It makes more sense now. 20:16:02 Basically, it's taking the hundreds place of num, and adding 1 a d100 is less then the tens/ones of num? 20:17:13 it's just integer division, except that instead of always rounding down, it rounds randomly based on the remainder 20:17:45 so 4/3 is 1 2/3 of the time, and 2 1/3 of the time 20:19:08 Okay. So, assuming it was fed a number of 525, it would return five 75% of the time, and 6 25% of the time, yes? 20:20:03 Thanks. 20:20:05 that equation looks scary though 20:20:12 < used to add one or zero :( 20:21:13 -!- murphy_slaw has joined ##crawl-dev 20:22:10 I was looking into rod recharging, and I refused to believe that the rate could go so high, that I assumed I'd misread and it would only get small values. Thus, I was misintrpeting the called function. 20:22:25 But if it scales it down by a factor of 100, it all makes a lot more sense 20:22:32 felirx: that's perfectly valid in c/c++ 20:22:38 I never said it's not valid 20:22:40 -!- murphy_slaw has quit [Read error: Connection reset by peer] 20:22:41 just looks funky 20:22:43 boolean coercion to int is explicitly defined 20:22:54 I love my explicit booleans. 20:22:58 They get me so hawt. 20:23:28 Is my explicit boolean hot or not? 1 or 0? 20:23:52 ...sorry. 20:24:16 That site was shallow enough it doesn't bear remembering. 20:24:32 this calls for a classig 20:24:35 http://www.hackles.org/cgi-bin/archives.pl?request=52 20:30:09 By the way, is aut likely to stand for an arbitrary unit of time? 20:30:20 yes 20:30:44 Why would something be multiplied by an aut? 20:30:50 What about an aunt? 20:30:57 another mystically named variable? 20:31:49 Basically, in rod recharging, the magic regen rat is multiplied by 'aut' and I'm trying to figure out why, without finding the calling function (maybe in main, arc?) 20:32:22 It's probably a good matter of context, I guess. 20:32:27 arc is gone 20:32:31 Or is aut possibly the length of a turn? 20:32:36 in absolute time? 20:32:57 rather than relative to @? 20:33:48 Thus guaranteeing that weapon swapping 12 times doesn't regen as much as resting for 12 times. 20:35:40 Hmmm.. .I think it's coming together in my head. 20:36:11 -!- Cryp71c has joined ##crawl-dev 20:36:26 quick, make a /s/aut/whatever it actually is before you forget! 20:36:27 I'm going to have to check it out later, but based on the comments and the speed system, it seems safe to assume "aut" is usually ten. 20:36:55 felirx: Hmm? You mean commit something to code, or just update my notes? 20:37:17 I believe aut is reduced when slowed, no? Or something like that. 20:37:18 ;{ 20:37:40 it was a reference to its mystical abbrevation 20:38:14 if it was called something like "relative_time_delta" you'd immedialitely know what it is 20:38:20 In context of recharging, lower values of aut result in a decreased rate of regen. That is, a hasted character finishes their turn in ten uints... 20:38:42 felirx: that's a pretty clear suggestion, damn clear 20:39:11 of course that still leaves open the question of relative to what 20:39:17 and is it wrong altogether :) 20:39:35 To bad I'm not doing any coding till 0.6 is released, at which point I will get off my ass and set up my system to compile and use git 20:39:57 I tend to use perhaps even too long variable names 20:40:08 felirx: given what I know of monster/player speeds... 20:40:11 hm 20:40:17 I just killed a friendly hound with stones from a sling. 20:40:33 it didn't ask yuo a confirm? 20:40:40 At point blank range. 20:40:44 Over five shots. 20:40:49 Under which it remained friendly. 20:40:53 felirx: for a variable that shows up only four times, it doesn't sound too long... 20:41:05 Actually, make that three times in this function 20:41:12 Once in the header. 20:41:21 or something like that. 20:41:48 Hooray! I've dusted off a portion of my skills in reading (and understanding) c++ code. 20:42:10 And come a bit closer to being the first to put up a complete rod spoiler in the learndb 20:43:56 now to figure out how to find the item right of an entry in a 2d-plane 20:44:14 should i jut bite the bullet and make a ray or something ;D 20:45:35 Just keep me away from matrix multiplication, and I'll be happy 20:46:11 <3 my 3d math primer book 20:46:38 -!- ahpla has quit [Ping timeout: 260 seconds] 20:46:55 The problem is not just understanding the code, but imagining a reason for three dimensional math. 20:47:01 the problem with the ray is that I would have to traverse the entries vector at worst something like 60 times without optimizations 20:47:15 -!- ortoslon has quit [Quit: Leaving.] 20:47:20 I mean, I practiced basic geometry, by calculating the best price per inch of pizza, but matrices? 20:49:56 -!- ahpla has joined ##crawl-dev 20:50:09 It hurts my imagination 20:52:20 start by taking a pile of coordinates, like V e {t}, t e R. Then construct a matrix that rotates the coordinate set by 45 degrees! 20:53:23 Would this in theory be a tornado spell that spins monsters around you? 20:53:58 nah, you'll just get a matrix that can be used to rotate any object by 45 degrees in 2d! 20:54:13 oh. 20:54:46 So it's more a functionality thing then arithmetic as a means of pure numbers? 20:55:10 I'm sure I murdered that sentence/thought just now. 20:55:29 In 3d math, matrixes are used for projections, translations and transformations pretty much 20:55:59 Ah, that starts to bring it together. Cool, I learned something more than I went in expecting too. 20:56:00 you can pass a model (set of vertexes) through a singlee matrix and it will transform all the vertexes in that model to whatever you set the matrix to do 20:56:00 Thanks 20:56:24 like rotate it by 45 degrees in some axel 20:56:59 because of fun matrix * vector math, you will get a vector out of the equation that holds the new transformed coordinate of the vertex 20:57:30 Would be very commonly used in graphics? 20:57:40 -!- ortoslon has joined ##crawl-dev 20:57:56 the basis of any 3d-game 20:58:25 -!- TGWi has joined ##crawl-dev 20:58:42 kilobyte: was there a first reason why implementing that as a monster rather than a new type of feature was a bad idea? 20:58:51 <3 ood 20:58:54 * Madtrixr is soo glad he logs this channel. 20:59:09 mm? 20:59:12 doy logs this channel 20:59:51 I'm learning cool things that may one day help me in ways I could never imagine.... 21:00:45 At least, It's cool stuff. 21:16:20 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 21:18:50 -!- TGWi has left ##crawl-dev 21:21:40 Thanks again, felirx, doy. Now I have to give up having fun thinking tonight, and switch to lame ass thinking (work stuff). I enjoyed the mental stimulation, and wrote a little rod entry[3] for the learndby 21:34:03 -!- LordSloth has left ##crawl-dev 21:34:52 -!- eith has quit [Ping timeout: 260 seconds] 21:40:47 -!- stabwound has quit [Ping timeout: 246 seconds] 21:45:24 -!- stabwound has joined ##crawl-dev 21:51:43 -!- murphy_slaw has joined ##crawl-dev 22:00:01 -!- ortoslon has quit [Quit: Leaving.] 22:02:17 -!- murphy_slaw has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 22:04:28 -!- murphy_slaw has joined ##crawl-dev 22:11:12 -!- murphy_slaw has quit [Ping timeout: 258 seconds] 22:15:00 -!- ortoslon has joined ##crawl-dev 22:45:09 -!- ogaz has quit [Ping timeout: 240 seconds] 23:00:07 -!- TGWi has joined ##crawl-dev 23:00:34 we need bear cubs 23:00:46 What about man cubs 23:00:52 kobold babies 23:00:55 in kobold nurseries 23:00:56 "You see here a papoose" 23:00:58 http://farm3.static.flickr.com/2415/2508848944_38c6ee5480.jpg 23:01:22 myuzinn: we're not even sure what adult kobolds look like 23:01:38 dog kobolds > lizard kobolds 23:01:52 Brent called kobolds "dogboys" 23:02:04 So it's settled, Crawl has dog kobolds 23:02:14 I don't disagree 23:02:32 is there some page with a history of crawl development 23:02:37 I don't know much about the pre stone soup era 23:02:39 Actually I don't know what most Crawl monsters look like] 23:02:50 Apart from their letters 23:02:57 greensnark: replace the ice beast tile with a big I 23:03:09 there are some 3d ascii roguelike renders out there 23:03:11 TGWi: The problem with bear cubs is that they have to be weaker than Crawl's bears 23:03:18 greensnark: well 23:03:18 Which is a tricky challenge :P 23:03:20 haha 23:03:42 early forest branch with bears 23:03:46 would be great 23:03:52 replace with dropbears 23:03:53 bears are really cool! 23:03:59 they drop from nearby trees 23:04:01 http://farm3.static.flickr.com/2415/2508848944_38c6ee5480.jpg for reference 23:04:20 sorear: You should write up a history of Crawl pre DCSS 23:04:46 !lg 1 23:04:47 1. sorear the Charm-Maker (L2 HaEn), slain by a kobold (a +0,+0 dagger) on D:1 on 2007-12-15, with 131 points after 923 turns and 1:03:55. 23:04:50 !lg 1 x=v 23:04:50 1. [v=0.3.3] sorear the Charm-Maker (L2 HaEn), slain by a kobold (a +0,+0 dagger) on D:1 on 2007-12-15, with 131 points after 923 turns and 1:03:55. 23:04:58 sorear: Yeah, but you did a lot of research :P 23:05:13 how old is the server? 23:05:15 I know nothing about Crawl dev pre 4.0 b24 23:05:21 !lg * 1 23:05:21 1. Testing the Shield-Bearer (L1 HuFi), got out of the dungeon alive on 2006-12-02, with 256 points after 45 turns and 0:00:16. 23:05:23 or, how old is henzell's knowledge of the server? 23:05:29 good point 23:05:40 !lg * 1 x=v 23:05:40 1. [v=0.1.7] Testing the Shield-Bearer (L1 HuFi), got out of the dungeon alive on 2006-12-02, with 256 points after 45 turns and 0:00:16. 23:05:40 Henzell knows every game ever played on cao 23:05:50 Early CDO history is sketchy 23:06:16 cao actually started pre-0.1.7, but the version info on the oldest games is incorrect 23:06:25 I think cao started with 0.1.5 or so 23:06:50 http://nrs.wsu.edu/Research/Bear-Center/images/mama_bear_with_cubsx.jpg 23:06:58 the one cub is even in a fighting pose 23:07:04 those pictures are innacurate! 23:07:08 "Early" CDO history 23:07:10 where are the mangled adventurer corpses? 23:07:15 the blood red glowing eyes? 23:07:24 also where are they keeping their gold? 23:07:29 !lg * cdo 1 23:07:41 myuzinn: they swallow the corpses whole 23:07:49 1. Eifeltrampel the Stinger (L2 HuVM), slain by a hobgoblin (a +0,+0 club) on D:1 on 2007-08-29, with 57 points after 566 turns and 0:02:31. 23:08:03 sorear: Well cdo predates your first game :) 23:08:12 !log * cdo 1 23:08:12 1. Eifeltrampel, XL2 HuVM, T:566: Can't locate remote morgues with v<0.4 23:08:17 !log * cdo 100 23:08:18 100. Napkin, XL13 MiBe, T:27405: Can't locate remote morgues with v<0.4 23:08:21 !log * cdo 10000 23:08:23 10000. Eronarn, XL1 SpAs, T:3: http://crawl.develz.org/morgues/trunk/Eronarn/morgue-Eronarn-20080516-233640.txt 23:08:25 !log * cdo 5000 23:08:27 5000. HorrorMuchShow, XL11 HuWn, T:17222: Can't locate remote morgues with v<0.4 23:08:31 !log * cdo 7000 23:08:33 7000. Eronarn, XL7 VpDK, T:7103: http://crawl.develz.org/morgues/trunk/Eronarn/morgue-Eronarn-20080405-090958.txt 23:08:37 !log * cdo 6000 23:08:37 cdo started with 0.4 trunk per Napkin 23:08:39 6000. sorear, XL2 DSCK, T:548: http://crawl.develz.org/morgues/trunk/sorear/morgue-sorear-20080317-234348.txt 23:09:11 greensnark: yes but Napkin has been systematically deleting history under some excuse of "finite disk space" 23:09:29 Not any more 23:09:53 But yeah, some of the old history is gone 23:10:01 Including some of my funniest splats 23:10:06 !hs * killer=imp 23:10:07 1077. greensnark the Necromancer (L15 MuNe), worshipper of Sif Muna, slain by an imp (a +0,+0 hand axe) on D:13 on 2007-10-04, with 106325 points after 51975 turns and 5:15:17. 23:10:11 That one for instance :P 23:10:15 http://l.yimg.com/a/i/us/sch/cn/v/v1/w898/655679_400_300.jpeg 23:10:19 I'm rather glad that ttyrec is no longer around 23:10:25 proof that polar bears lock photographers in cages 23:18:09 http://www.kodiakbearcamp.com/images/cub.jpg 23:18:12 add bears to swamp 23:19:03 http://www.kodiakbearcamp.com/images/kodiak_bear_running.jpg 23:19:05 make bears waterwalk 23:19:34 !hs * ktyp=trap 23:19:35 1952. casmith789 the Imperceptible (L25 VpSt), worshipper of Okawaru, killed by triggering a the power of Zot trap on Zot:5 on 2010-03-03, with 487593 points after 130102 turns and 9:34:50. 23:19:43 !!! 23:19:44 !hs * ktyp=trap -2 23:19:44 1951. sorear the Destroyer (L22 OMVM), worshipper of Vehumet, killed by triggering a blade trap on Vault:7 on 2008-10-29, with 374067 points after 103517 turns and 7:59:33. 23:20:03 MY RECORD STOOD FOR TWO YEARS 23:20:26 !hs * ktyp=trap x=dam 23:20:27 1952. [dam=13] casmith789 the Imperceptible (L25 VpSt), worshipper of Okawaru, killed by triggering a the power of Zot trap on Zot:5 on 2010-03-03, with 487593 points after 130102 turns and 9:34:50. 23:20:32 !hs * ktyp=trap x=dam -2 23:20:32 1951. [dam=65] sorear the Destroyer (L22 OMVM), worshipper of Vehumet, killed by triggering a blade trap on Vault:7 on 2008-10-29, with 374067 points after 103517 turns and 7:59:33. 23:20:52 !lg * ikiller=~Zot 23:21:00 3. Eifeltrampel the Grim Reaper (L13 HEPr), worshipper of Yredelemnul, slain by an Executioner (created by the power of Zot) on Hive:2 on 2010-02-26, with 31889 points after 34364 turns and 3:42:10. 23:21:14 !lg * ikiller=~Zot -2 23:21:18 2. Cryptic the Cleaver (L13 DSFi), worshipper of Jiyva, blasted by an Ice Fiend (bolt of cold) (created by a Zot trap) on Lair:5 on 2010-02-08, with 36271 points after 26272 turns and 2:26:20. 23:21:21 !lg * ikiller=~Zot -3 23:21:45 1. Cryptic the Cleaver (L13 DSFi), worshipper of Jiyva, blasted by an Ice Fiend (bolt of cold) (created by a Zot trap) on Lair:5 on 2010-02-08, with 36271 points after 26272 turns and 2:26:20. 23:21:58 what? 23:22:21 !lg * sc=36271 s=id 23:22:33 !lg * sc=36271 s=name 23:22:38 Bad arg 's=id' - cannot summarise by id 23:22:38 2 games for * (sc=36271): 2x Cryptic 23:24:02 !lg * sc=36271 x=id 23:24:02 2. [id=600235] Cryptic the Cleaver (L13 DSFi), worshipper of Jiyva, blasted by an Ice Fiend (bolt of cold) (created by a Zot trap) on Lair:5 on 2010-02-08, with 36271 points after 26272 turns and 2:26:20. 23:24:04 !lg * sc=36271 x=id -2 23:24:04 1. [id=600236] Cryptic the Cleaver (L13 DSFi), worshipper of Jiyva, blasted by an Ice Fiend (bolt of cold) (created by a Zot trap) on Lair:5 on 2010-02-08, with 36271 points after 26272 turns and 2:26:20. 23:24:04 Wow, that trap message has major fractured grammar 23:24:38 kill messages should be in verse 23:24:40 So we have dupes do we 23:24:44 600235, 600236... 23:24:52 How did that happen now 23:25:38 !lg * sc=36271 x=offset 23:25:39 Unknown selector offset in offset 23:25:42 Bleh 23:26:15 Looks like Henzell blip of some sort 23:27:25 !lg * sc<10 23:27:28 24299. Moose the Skirmisher (L1 DSCK), worshipper of Makhleb, quit the game on D:1 on 2010-03-26, with 6 points after 0 turns and 0:00:04. 23:27:33 !lg * sc>=10 sc<100 23:27:43 !lg * sc>=100 sc<1000 23:27:46 !lg * sc>=1000 sc<10000 23:27:51 !lg * sc>=10000 sc<100000 23:27:54 !lg * sc>=100000 sc<1000000 23:27:59 !lg * sc>=1000000 sc<10000000 23:28:03 !lg * sc>=10000000 sc<100000000 23:28:15 Mrrowl 23:28:29 stupid database not returning my range queries instantly 23:28:30 306389. henryci the Magician (L1 DEWz), slain by a hobgoblin on D:1 on 2010-03-26, with 48 points after 190 turns and 0:01:06. 23:28:30 178294. Moose the Skirmisher (L4 KoCK), worshipper of Makhleb, slain by a giant frog on D:3 on 2010-03-26, with 114 points after 1524 turns and 0:04:00. 23:28:30 42671. Disco the Twirler (L8 DSAs), slain by a wyvern zombie on D:7 on 2010-03-26, with 1409 points after 5793 turns and 0:24:52. 23:28:33 14364. Cryptic the Thaumaturge (L11 DEWz), worshipper of Cheibriados, mangled by a komodo dragon on Lair:3 on 2010-03-26, with 14640 points after 18253 turns and 1:01:24. 23:28:34 I just want a histogram 23:28:36 6845. valrus the Necromancer (L19 DSDK), worshipper of Kikubaaqudgha, blasted by an ice dragon (blast of cold) on Crypt:1 on 2010-03-26, with 216802 points after 63017 turns and 7:56:07. 23:28:40 1975. hyperbolic the Sniper (L22 DDAM), worshipper of Makhleb, escaped with the Orb and 3 runes on 2010-03-26, with 1453729 points after 68744 turns and 7:19:39. 23:28:43 86. Blyxx the Swordmaster (L27 HOAr), worshipper of The Shining One, escaped with the Orb and 15 runes on 2010-03-20, with 10913856 points after 150633 turns and 21:48:22. 23:28:57 !lg * sc>=100000000 sc<1000000000 23:28:57 No games for * (sc>=100000000 sc<1000000000). 23:30:09 so at 5+ digits, scores are sparse 23:32:25 -!- TGWi has left ##crawl-dev 23:44:35 Weapons and armour are sometimes colored green for no apparent reason (https://crawl.develz.org/mantis/view.php?id=1164) by elliptic 23:47:09 -!- stabwound has quit [Ping timeout: 240 seconds] 23:47:56 -!- Cryp71c has quit [Quit: Lost terminal] 23:53:28 -!- stabwound has joined ##crawl-dev 23:56:28 -!- ortoslon has quit [Quit: Leaving.] 23:58:21 -!- ogaz has joined ##crawl-dev