00:32:25 Summoning earth elemental fails to reveal hidden wall. (https://crawl.develz.org/mantis/view.php?id=1349) by nubinia 01:11:03 -!- eith has quit [Ping timeout: 260 seconds] 01:55:44 -!- ogaz has quit [Remote host closed the connection] 02:11:44 -!- Spads has quit [Ping timeout: 276 seconds] 03:23:32 -!- ortoslon has joined ##crawl-dev 03:25:14 -!- Spads has joined ##crawl-dev 04:19:59 -!- Mu_ has joined ##crawl-dev 04:27:55 -!- ortoslon has quit [Read error: Connection reset by peer] 04:35:46 -!- by has joined ##crawl-dev 04:41:55 -!- ortoslon has joined ##crawl-dev 04:45:17 -!- ortoslon has quit [Client Quit] 04:45:27 -!- ortoslon has joined ##crawl-dev 04:58:30 -!- Keskitalo has quit [Ping timeout: 276 seconds] 04:58:34 -!- zenna has quit [Ping timeout: 252 seconds] 05:02:46 -!- dpeg has joined ##crawl-dev 05:03:00 cheers 05:03:10 hello 05:04:37 felirx: rockage! 05:04:51 Also, someone's reading the interface wiki =O 05:26:41 -!- syllogim has joined ##crawl-dev 05:34:51 -!- cbus_ is now known as cbus 05:38:27 regarding weapon effectiveness, is it better to try to convey speed, damage, to-hit separately, or the distribution of damage output per time? 05:38:47 the latter would also involve the opponent, obviously 05:39:18 "on average, it takes you 4 normal length turns to cut down a plant, and rarely more than 7" 06:00:01 if you do it separaty, it will be easier to tell how likely it is for monsters to get a double attack and such 06:00:16 separately too 06:23:40 I won that heavy HuNe last night. Put on storm for Zot and then allruned. From the standpoint of a heavy-EV and magic char it seems okay to me, not sure about pure fighters though, I just don't have the will to play them 06:26:52 Firestorming DEFE lich was fun 06:34:14 dpeg, hey, ca nyou answer a go question? :) 06:34:53 dpeg, is it possible to get life whe nyou 3-3 invade a hoshi, keima enclosure? only ko possible right (without supportive stones) 06:36:46 http://senseis.xmp.net/?364463Enclosure33Invasion 06:36:55 that's double wing though 06:37:04 yeah 06:37:54 http://senseis.xmp.net/?AllAbout33PointInvasion/Diagrams#diag4 06:37:55 there 06:38:01 4463 enclosure 06:38:36 hehe, those diagrams are empty :D 06:38:42 they just show the 3-3 invasion stone and thats ti 06:39:43 you should be able to get a ko at least 06:39:53 yeah, but only ko, thats what I want to know :) 06:39:59 most DDK just try and die :D 06:40:17 by making a sort of arrow shape 06:41:01 http://senseis.xmp.net/?4463Enclosure33Invasion 06:41:02 that page 06:41:33 felirx, what rank are you btw? 06:41:40 Finnish 8th kuy 06:41:52 nice :) 06:42:01 <- swedish 30kyu (unranked) or 10kyu kgs 06:42:32 what does that even mean.. 06:42:48 rank starts from 30kuy (beginner) and descends to 1kuy 06:42:50 salut 06:43:00 then goes to 1dan and rises up to 9dan amateur 06:43:15 felirx, well, usually to 7d and in some special cases 8d ;) 06:43:24 (AGA champion gets 8d as honorary title) 06:43:31 or something 07:41:46 back 07:42:15 cbus: only ko, but the situation is never as pure. 07:42:28 felirx: you're playing too? 07:42:34 yes 07:42:41 felirx: cool! What grade? 07:42:42 haven't had time though 07:42:52 14:41 < felirx> Finnish 8th kuy 07:43:02 ah, I see 07:43:30 Can learn a lot about good design from Go, lots of other stuff, too 07:44:03 I trined going for a 8 rune win as my first win :( 07:49:59 Btw, from statistics point of view, How likely are you to find a cure mutation potion? 07:50:30 felirx: expected value sould be something like 2 in a 3-runing win? 07:50:55 http://www.student.oulu.fi/~jannelah/crawl/morgue-Keyara-20100412-052530.txt I did all that and had 0 :( 07:52:17 what mutated you so much? 07:52:24 zot traps 07:52:34 one necro miscast and I think one firestorm miscast 07:53:25 Hm, new nasty vault idea. 07:53:36 Shining eye in a glass box, above a stack of cure mutation potions. 07:53:38 felirx: well, there's always Zin, Xom and Jiyva :) 07:53:46 but vehumet :D 07:53:53 And Nemelex. 07:53:55 dpeg: yes/yes? 07:53:59 only the teleportitis was an issue though 07:54:00 due: YES! 07:54:09 felirx: stasis? 07:54:10 mana was infinite with crystal ball of energy and staff of channel 07:54:15 I had a ring with -TELE 07:54:15 dpeg: permaglass or diggable? 07:54:21 infinite mana... sounds broken 07:54:27 i don't think the beam can penetrate glass, can it 07:54:34 hm 07:54:41 crystal ball of energy is very strong 07:54:43 dpeg: polymorph other for monsters, smite targeted, yes/yes? 07:54:50 13 mana->full at times, it has risks though 07:54:52 noooo D: 07:55:47 due: nexoqecs used to use smite targeting... I am not sure. It's a touchy subject. 07:55:56 especially if you're in lich form and can't quaff a healing potion to cure the confusion 07:55:58 felirx: the ball is broken, in my opinion. 07:56:08 it could do with a slight nerf 07:56:20 it needs to be stronger than staff of channel but not that strong 07:56:40 it does require some investment and the evo isn't good for much else unless you are a neme worshipper 07:56:49 it seems like it's more common than that staff of channeling 07:56:58 syllogim: but all of that does not invalidate it's broken once it works 07:57:14 I did end up with 19 evo 07:57:23 victory danced it to about 10 to get staff of channel to work 07:57:32 and eventually found the crystal ball 07:57:33 you can nerf it slightly, but it does already have small drawbacks; sif channelling isn't that far behind with high invo 07:57:50 If there's something that does nothing with skills <27, but it will give instant healing at skill 27 ==> broken 07:57:56 getting 30+ mana from single evocation is :D though 07:58:02 also with makhleb you can use fire storm for free in ziggurats :P 07:58:09 or vehu i suppose 07:58:13 vehu same 07:58:17 snake5 was :D 07:58:20 All forms of healing (HP and MP) are problematic. 07:58:28 ~4 firestorms, 18k exp in pool and full mana 07:58:36 The MP issue is more prominent with "GS now. 08:00:26 the cystal ball is mostly used with remaining mana over 50% though 08:05:27 Crash when using stairs (https://crawl.develz.org/mantis/view.php?id=1350) by nicooo 08:06:42 GS crystall ball evoking heavy fighter type might be an interesting experiment mm 08:07:31 Especially on a nemelexian. 08:07:37 Sounds like a nice route for an MDFi 08:12:27 due: the MDFi will have little MP? 08:29:42 dpeg: It's workable. 09:10:27 -!- Cryp71c has joined ##crawl-dev 09:10:31 Morning 09:11:31 dpeg, WB, been a while since I saw you :P 09:15:49 Misleading description for silver orcish darts (https://crawl.develz.org/mantis/view.php?id=1351) by fabian 09:30:54 rock worm messaging bugs (https://crawl.develz.org/mantis/view.php?id=1352) by rob 09:36:34 03dolorous * ra54540428dee 10/crawl-ref/source/spl-book.cc: Since Call Canine Familiar is now in the book of Callings, remove it 09:39:18 -!- eith has joined ##crawl-dev 09:45:30 03dolorous * r03a9d6fc45f7 10/crawl-ref/source/fight.cc: Fix Mantis 1352: erroneous rock worm messages. 10:16:22 In multiselect menus, what should be the menu ending key? 10:17:20 03dolorous * r1c551955097a 10/crawl-ref/source/mutation-data.h: Differentiate the mutation gain/loss messages for teleporting/blinking. 10:20:38 -!- by has quit [Quit: Lost terminal] 10:20:58 -!- Textmode has joined ##crawl-dev 10:21:55 morning all 10:52:43 morning. 11:18:24 ??git 11:18:25 git[1/2]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref 11:25:37 Cryp71c: Hiya! Been to a conference. 11:26:01 Cryp71c: thanks for looking into RangerC 11:26:04 's patch. 11:27:07 np, turns out it has a lot of extra stuff in it that is better address by rewriting some minor functions. 11:27:13 -!- ortoslon has quit [Read error: Connection reset by peer] 11:27:20 But his specific issue has already been patched in my github. 11:27:32 dpeg, did you have an opportunity to review the email idea I sent you? 11:30:11 Cryp71c: damn, no 11:30:21 I had 300 Crawl mails when I came back. 11:30:24 ROFL 11:30:25 fun 11:30:38 been deleting them like crazy, but yours is still there 11:30:43 will reply later today 11:41:03 take your time, was just an idea I had 11:50:20 -!- Keskitalo has joined ##crawl-dev 11:55:20 dpeg: how many description lines do you want? 11:56:43 felirx: for menus? 11:56:55 for the species/class/items 11:57:38 felirx: two will suffice. Someone told me that we have space for two lines in the backgrounds screen, when that's not the case :( 11:57:46 Need to remove two backgrounds now :) 11:59:48 well, that could be considered, even if not for making space for background descriptions... 12:00:17 Zaba: Thief is an obvious choice, but who's the other one to go? 12:00:34 hm.. 12:01:09 should ask henzell for the least played ones 12:01:43 Henzell, hey, what's the least played background? 12:01:57 damn. 12:02:40 !lg v>=0.6 s=job 12:02:41 Bad arg 's=job' - cannot summarise by job 12:02:44 ..boo! 12:02:50 !lg v>=0.6 s=race 12:02:52 1098 games for Cryp71c (v>=0.6): 755x Demonspawn, 150x Spriggan, 38x Mountain Dwarf, 36x Minotaur, 28x Deep Elf, 19x Vampire, 19x Kobold, 12x Troll, 10x Halfling, 7x Merfolk, 5x Sludge Elf, 5x Naga, 4x High Elf, 3x Hill Orc, 3x Centaur, 2x Ogre, 1x Demigod, 1x Human 12:03:06 !lg v>=0.6 s=class 12:03:19 1098 games for Cryp71c (v>=0.6): 327x Berserker, 143x Assassin, 134x Fighter, 116x Enchanter, 112x Gladiator, 97x Chaos Knight, 39x Monk, 28x Transmuter, 28x Crusader, 18x Wizard, 9x Conjurer, 8x Fire Elementalist, 6x Ice Elementalist, 5x Arcane Marksman, 5x Stalker, 5x Necromancer, 4x Priest, 3x Paladin, 3x Artificer, 2x Venom Mage, 2x Reaver, 1x Earth Elementalist, 1x Hunter, 1x Warper, 1x Thief 12:03:20 !lg v>=0.6 s=-class 12:03:26 CAO used tp have statistics for that. 12:03:28 52 games for doy (v>=0.6): 1x Berserker, 1x Assassin, 2x Artificer, 2x Gladiator, 2x Paladin, 2x Hunter, 2x Venom Mage, 3x Chaos Knight, 3x Reaver, 3x Transmuter, 5x Conjurer, 9x Crusader, 17x Monk 12:03:32 !lg * v>=0.6 s=class 12:03:35 !lg * v>=0.6 s=-class 12:03:39 55524 games for * (v>=0.6): 4353x Fighter, 4241x Arcane Marksman, 3451x Wanderer, 2843x Chaos Knight, 2825x Transmuter, 2795x Berserker, 2772x Wizard, 2553x Enchanter, 2360x Necromancer, 2318x Crusader, 2227x Artificer, 2176x Fire Elementalist, 1902x Ice Elementalist, 1884x Conjurer, 1767x Assassin, 1526x Priest, 1476x Warper, 1439x Monk, 1241x Paladin, 1181x Death Knight, 1158x Hunter, 1015x Glad... 12:03:39 55524 games for * (v>=0.6): 306x Healer, 501x Thief, 613x Reaver, 790x Summoner, 903x Earth Elementalist, 908x Venom Mage, 996x Air Elementalist, 1004x Stalker, 1015x Gladiator, 1158x Hunter, 1181x Death Knight, 1241x Paladin, 1439x Monk, 1476x Warper, 1526x Priest, 1767x Assassin, 1884x Conjurer, 1902x Ice Elementalist, 2176x Fire Elementalist, 2227x Artificer, 2318x Crusader, 2360x Necromancer, ... 12:03:42 doy, rofl, lets break henzell! 12:03:50 Healer stays =) 12:03:55 reaver stays 12:03:56 (: 12:03:58 would anyone miss DK and Re? 12:04:03 i'd miss re 12:04:04 from what? 12:04:06 i wouldn't miss de 12:04:08 dk rather 12:04:10 being gone from the game? 12:04:12 Re is Cj! 12:04:16 We should cut another background with god. 12:04:22 yeah, dk should go 12:04:24 dk and th 12:04:33 what's replacing these two? 12:04:37 nuffink 12:04:38 why replace? 12:04:50 it's not like they're at some magic number or something 12:04:53 I figured if they were being cut they needed to be gone. 12:05:02 otherwise its needlessly removing gameplay options 12:05:09 We want to reduce/restructure backgrounds anyway. 12:05:14 mm 12:05:15 hm 12:05:25 i think th and dk was the consensus last time this came up too 12:05:45 -!- Spads has quit [Ping timeout: 248 seconds] 12:05:48 Cryp71c: the list is too long right now. Not just for the starting screen, also in other contexts. It is overwhelming, and backgrounds are not diverse enough. 12:05:54 doy: should we just go ahead? 12:05:59 dpeg: i think so 12:06:07 doy: I cannot. Would you? :) 12:06:18 it's quite easy to start a VM and convert it to a Cj. I've done that a thousand times. With spriggans. 12:06:19 You can say "dpeg" in the commit line, they always like that. 12:06:30 and I can guess that the same applies to.. well.. quite a lot of other backgrounds. 12:06:31 Zaba: nobody wants to remove VM. 12:06:56 dpeg: hmmm, not sure if i'm familiar enough with the relevant parts of the code 12:07:03 Th is not working at the moment. And we have too many believers. 12:07:08 just by collecting items from D:1 and suffering a bit from lack of skill at first, one can go from one to another, so there's no need to provide a background for each player's whim, right? 12:07:11 doy: who else to ask? 12:07:12 can look into it tonight if nobody else gets to it 12:07:19 by maybe 12:07:23 !seen by 12:07:23 I last saw by at Mon Apr 12 15:20:38 2010 UTC (1h 46m 45s ago) quitting with message Quit: Lost terminal. 12:07:49 not really for any particular reason, but he seems to be a good default 12:07:50 (: 12:08:10 Don't want to overburden him. 12:08:13 yeah 12:09:20 03burnhamrobertp * rf16e4472c1a0 10/crawl-ref/source/mutation-data.h: Modify high mp rarity value 12:09:23 03burnhamrobertp * r9034b044a0df 10/crawl-ref/source/mutation.cc: Remove high mp as ds mutation 12:09:26 03burnhamrobertp * r29f2169ffc55 10/crawl-ref/source/item_use.cc: Fix antennae disallowing hard helmets 12:09:44 ah christ my user info is wrong on this system 12:09:45 doh! 12:11:11 Cryp71c: what's wrong? 12:11:43 dpeg, those 3 commits are mine, but I didn't have git configured on this box, so the commit user is wrong 12:11:54 not a huge deal, but its fixed now for my future commits. 12:12:13 ok 12:15:28 There's a lot of code that's special cased, like Kenku not being allowed to have certain helmets because of their beak, instead of a universal check to MUT_BEAK mutation level, I think I'll be refactoring all of that. 12:15:38 be back in a bit, grabbing lunch. 12:16:16 lunch... 12:16:33 ...that reminds me eating should be performed from time to time 12:17:51 Nobody is halting my crusade against the Interface FRs!!1!! 12:19:05 down to 495 open tickets 12:19:05 (: 12:19:28 doy: can you see how many have been closed over the last two days? 12:33:28 dpeg: looks like 30 or so 12:33:52 doy: felt like 300 to me :) 12:34:08 (: 12:40:53 -!- ortoslon has joined ##crawl-dev 12:44:26 doy: 40 :P 12:45:31 dpeg: well, a bunch of those were me closing things 12:45:32 (: 12:46:32 I noted :) 12:47:07 Next step will be to reorganise the interface wiki page. Not sure how, perhaps moving the Urgent! bits to a special page? 13:02:19 Rar 13:02:26 (I'm back) 13:05:23 Zip 13:05:28 (i never left) 13:25:47 -!- Smee has joined ##crawl-dev 13:29:42 dpeg: Would top of the page suffice? 13:32:08 Enchanting an item should make it glowing or runed. (https://crawl.develz.org/mantis/view.php?id=1353) by simonj 13:38:31 dpeg: Thanks for the good work cleaning the RC page! 13:38:38 (is that English..) 13:47:39 -!- Twinge has quit [Read error: Connection reset by peer] 13:47:44 -!- Twinge has joined ##crawl-dev 13:55:52 back 13:56:09 Keskitalo: Easily recognised as broken English :P 13:56:16 Keskitalo: and yes, top of the page will be good. 14:00:02 03dolorous * rce0c0723a0cd 10/crawl-ref/source/makeitem.cc: Remove redundant prototype. 14:05:56 -!- Smee has quit [Ping timeout: 245 seconds] 14:12:12 http://df.magmawiki.com/index.php/User:BaronW 14:14:05 Is there a way (when rebasing) to auto-drop commits that are already found in branch you're re-basing on top of? (eg when I have DS patches that get put into trunk, I have to delete the DS branch, and then recreate it, otherwise rebasing fails with conflicts (because the commits already happened on master) 14:14:57 it should happen automatically if the patches are the same 14:15:12 doy, so no special flags when I rebase? 14:15:19 (cause I know its not happening automatically) :( 14:15:27 but if commiting the patches to master caused conflicts that had to be fixed 14:15:31 then the patches won't be the same 14:15:39 and git won't be able to tell what it's supposed to do 14:15:45 perhaps that's happened then. 14:15:46 so you have to fix the conflicts yourself 14:17:06 -!- by has joined ##crawl-dev 14:17:31 hello 14:19:30 -!- Zaba has quit [Ping timeout: 240 seconds] 14:26:04 -!- Smee has joined ##crawl-dev 14:28:13 -!- Zaba has joined ##crawl-dev 14:33:01 Are kenku not allowed to wear any helms, or just hard helms? 14:33:52 by: Hi! 14:34:08 by: doy and I talked about scrapping two backgrounds, Th and DK. Do you agree? 14:34:33 (Th only temporarily until we can salvage it some day. Perhaps. Hopefully.) 14:35:19 th could come back once we overhaul t&d 14:35:28 but that's pretty far off 14:35:29 (: 14:36:55 Presently, I think they're special cased because they have beaks, I don't see why a Kenku couldn't wear a cap or wizard hat. 14:37:40 nevermind. 14:38:55 Cryp71c: it would be an option to only disallow visored helmets. 14:39:10 dpeg: If I turn the tiles highlight in to a non filled rectangle, do you think it would look better than filled one? 14:39:46 dpeg, so beaks should allow all helms except visored helmets? 14:39:57 felirx: I am partial to filled boxes, but I am willing to see both. Do you have pictures? 14:40:04 not yet 14:40:05 Cryp71c: just an idle thought. 14:40:13 the filled box has some issues with the font and its outline 14:40:20 dpeg, gotcha, visored helms aren't implemented yet, are they? 14:40:23 !tell greensnark http://www.bay12games.com/forum/index.php?topic=49641 14:40:23 syllogim: OK, I'll let greensnark know. 14:40:47 you can see the nonfilled box in tiles drop menu highlight 14:40:55 just imagine a different color to the rectangle 14:41:15 Cryp71c: visored helms exist, but they don't actually do anything 14:41:49 -!- Smee has quit [Ping timeout: 265 seconds] 14:42:29 doy, ah, ok. 14:43:04 Anyone have objections to my refactoring of all this special-cased code (with regard to mutations, like Kenku and Helm/boot checks) 14:43:18 and by *all* I mean, over the course of a week or so. 14:43:33 Cryp71c: as long as it doesn't make any actual functionality changes, sure 14:43:39 i think it's a great idea 14:43:47 Special cases fill my nightmares 14:44:02 sure signs of a "hey we didn't think of that during planning, we'll tack it on now!" :P 14:44:02 special cases are what make the game interesting, too 14:44:08 as dpeg points out regularly 14:44:09 (: 14:44:38 Well yeah, but I mean special cases when a more standard solution would've been better. 14:44:41 yeah 14:44:49 Special casing SP ev multiple is necessary, no way around that. 14:44:56 Casing these Kenku muts wasn't 14:45:11 my main point is that if troll claws are stronger than claw mutations, don't just give trolls claw mutations 14:45:14 (: 14:45:15 things like that 14:45:55 doy, yeah, that issue was presented with my original intention to refactor and ended up getting changed out of balance, trolls with triple-stacking claws seemed problematic, I think. 14:46:06 -!- Smee has joined ##crawl-dev 14:46:32 not really as the mutation is rare and it's even rarer to have more than one level 14:46:38 except with xom maybe 14:46:43 which is balanced by xojm 14:48:15 Yeah, but bonus damage is better explained in some other manner, or with a special mutation for trolls / ghouls 14:48:38 yeah, having a special "troll claws" mutation that isn't randomly given out would be fine 14:48:43 Special casing them, giving them text identical to having claws and giving them a damage bonus seemed a round-a-bout way of giving them extra UC dmg 14:48:59 doy, k, I'll rewrite that, presently they have Claws 3 14:49:27 just make sure it interacts properly with the actual claw mutations and such 14:49:44 Cryp71c: "visored" is one of the random descriptors of helmets. 14:49:46 doy, to be clear, you think the troll / ghoul UC bonus should be stackable with claws, if they get it. 14:49:51 dpeg, oh, ok. 14:49:54 Cryp71c: no 14:50:13 i think troll/ghoul claws should disallow normal claw mutations 14:50:13 doy, oh ok, I was confused there, then the present implementation is sufficient, I think. 14:50:19 if it's a mutation, it should stack with the lich form unarmed bonus/brand, which is long overdue 14:50:20 felirx: I have never properly looked at tiles. (Insane, I know, but I always play/work Crawl over ssh and console.) 14:51:09 syllogim: really, you think lich form needs to be stronger? 14:51:10 (: 14:51:23 I don't think troll liches will be a huge balance problem :P 14:51:29 (: 14:51:52 I still like the idea of SP liches should be l instead of L :P mini-liches 14:52:03 (not srsly) 14:52:14 !seen by 14:52:14 I last saw by at Mon Apr 12 19:17:31 2010 UTC (34m 43s ago) saying hello on ##crawl-dev. 14:52:34 Visored helmets block biting attacks. 14:52:44 (vampires) 14:52:50 actually i'm not sure the mutation stacks either 14:52:58 They don't anymore 14:52:59 they used to 14:53:05 probably doesn't, in fact 14:53:28 i'm not sure i'm in favor of making all kinds of special cases for armour appearances 14:53:58 -!- syllogim has quit [] 14:54:10 I don't get the several helmet appearances in any case. :) 14:54:24 I like the flavour, just wish they did different things. 14:54:31 yeah, i was confused by that at first too 14:54:39 Or gloves/gauntlets without a gameplay effect. (The soft/hard plan is fine) 14:54:50 especially since at first, helmets were the only things that had different descriptions 14:55:15 yes, i think the soft/hard distinction is fine 14:55:41 doy: I believe the effects should be small. But having Ke/Vp use helmets except visored ones, sounds like good attention to detail to me. 14:55:56 (I am not sold on the idea.) 14:56:38 Golden helmets shouldn't corrode. :P 14:57:04 if you want gloves and gauntlets have different effects, they should be different items instead of just appearances, but otherwise the idea is fine 14:58:45 speaking of which, currently "bracers" are guaranteed to be bracers of archery, and I don't like any cases of unique non-ided names (like, Tome of Destruction and the likes) 14:59:34 kilobyte: I agree with that. 15:00:21 My proposal for revamped misc items makes sure that every appearance has at least three cases (i.e. three stones, three lamps etc.) 15:00:32 so either bracers of archery should be just gloves/gauntlets when unidentified, we should generate ordinary bracers, or they should start pre-ided 15:01:02 yes 15:02:54 I have an idea for stones, but that would require changing them to missiles. "Magic boulder" (name), with two functions: 1. auto-evoke on throw, if Evocation roll is successful they expand to large rocks in flight and go back, 2. wield+evoke for a rolling boulder that shatters after use 15:03:10 s/(name)/(name?)/ 15:03:49 kilobyte: fits nicely with the idea of permanent vs one-off use. 15:03:54 Should I add it to the wiki? 15:04:03 "go back" as in "revert to the former size", not as "returning brand", I meant 15:04:15 it may be already there, not sure 15:05:09 I'm not sure if people would understand the concept of breaking the law of conservation of mass, though. 15:05:53 [Name]'s Boulder 15:05:53 P: Can be thrown; damage like a +3 large rock. Use Evoc+Throwing as skill. Can mulch. 15:05:56 1: Can be turned into a rolling boulder. 15:06:19 that's from the wiki 15:06:37 and has comments from you 15:12:43 about penalties for zero stats: I'll push a few of week-old commits that add milder of the options; staring at the wall with no int 50% of the time probably needs more discussion, and hitting yourself/greatly reduced melee damage can be postponed so all stats are roughly as bad 15:13:10 kilobyte: didn't you already push this? I recall a commit containing these words. (And I liked it.) 15:13:34 Nitpick: There are places without walls =) 15:13:46 I pushed a half-baked version to a separate branch 15:13:50 ah 15:13:54 03kilobyte * r6a9e37cac42b 10/crawl-ref/source/ (fight.cc player.cc player.h): No evasion, stealth or stabbing with dex=0 (including the recovery period). 15:13:55 03kilobyte * r6d44b0d46919 10/crawl-ref/source/player.cc: 1/4 regen, 1/2 carrying capacity with str=0 (including recovery). 15:13:55 03kilobyte * ree55c272c820 10/crawl-ref/source/ (item_use.cc spl-book.cc spl-cast.cc): No casting spells or reading scrolls with int=0 (inc. recovery) 15:14:00 kilobyte: I was away last week, so some details escaped me. 15:14:03 dpeg, seems like im regenerating after my degenarition period (go) ;) 15:14:13 cbus: nice 15:14:25 dpeg, I was stuck around 13kyu and lost and won (won large, lost because of misstakes) 15:14:28 dpeg, I'm 8-1 for the day 15:15:30 cbus: that's good. But: ##crawl-dev with actual devving! 15:15:38 I am developing! ;) 15:15:47 it 1. needs far more messages since they repeat a lot (so should include a larger database), and 2. paralyzation-like effects need to be in an early part of input() while time_taken is known only later, this would require storing it somewhere. The version on that branch penalizes you for 0-time actions which is wrong. 15:16:22 kilobyte: if you provide a file from which messages are read, I'd add some at once. 15:16:37 cbus: "You have to crawl before you can run." 15:17:45 for that, I'd need a list of conditions. Like, as you just mentioned, not every place has walls. 15:17:57 (Will 1.0 become Dungeon Run: Stone Soup?) 15:18:14 Keskitalo: no way 15:18:32 that line is _almost_ good since the only such place would be parts of the Swamp 15:18:50 kilobyte: sometimes there are very open levels... 15:19:10 kilobyte: I wouldn't worry about conditions. I'm sure there'd be a number of universally applicable messages. 15:19:14 Say "imaginary walls" in Swamp :) 15:19:30 "You desperately look for a wall to stare at." 15:20:28 "You blankly stare into space." 15:20:35 for example 15:23:24 -!- Spads has joined ##crawl-dev 15:24:38 -!- ortoslon has quit [Read error: Connection reset by peer] 15:25:53 doy, know off hand what you_tran_can_wear is for, vs say, you_can_wear ? 15:29:13 nope 15:29:14 dpeg: I like necro dk -- will Ne get some melee skill and a weapon in return? 15:29:31 i'd be okay with that 15:29:46 but the other pure casters don't get such gear either 15:29:54 Sigh, back to the drawing board, I guess :) 15:29:58 well, necro is less of a pure caster 15:30:07 i mean, tm starts with unarmed skill 15:30:18 could just scrap Th and DK(yred) for a start 15:31:54 it does make sense to start necromancy hybrids as Ne, so I don't really care too much 15:32:38 it's not obvious to new players that this is a good way to go, though; the necromancy DK hints at that 15:36:34 by: we want to scrap two backgrounds to make space for the descriptions :) 15:37:01 That's today's reason only. There are too many and not good enough backgrounds, in my opinion. 15:37:27 don't see any reason why we need more than 27 15:37:28 (: 15:38:23 doy: yes, we have too many backgrounds. 15:38:54 In particular, I am at odds with having so many religious backgrounds. That detracts from the temple and the altars. 15:39:21 yes 15:39:24 i agree very much 15:40:07 yes; removing CK, DK(Yred), Pr would be good 15:40:44 ck[xom] might be worth keeping 15:40:48 and do remove DK(necro), considering they don't even have a separate god 15:40:50 but lugonu ad makhleb yes 15:41:10 by: I agree with removing Z, B, M as god options, also TSO, btw (that's a god you want late, not early on.) Removing B should come with guaranteeing B altars by Orc:2, I think. 15:41:25 However, I feel that X and L do make good starting gods. 15:41:49 X yes, but how is L better than M? 15:42:04 dpeg really likes the idea of people starting in the abyss 15:42:05 (: 15:42:20 by: you get M at the temple, but no L. Also, I like that players can get a feeling for the Abyss.... this reduces the need to read up on the Abyss. 15:43:06 There is absolutely no reason to allow M. It is even bad to start with TSO. And Z (and even though that'll be changed, I hope, one good god suffices; E fits that bill). 15:43:45 why E, for that matter? we don't need to encourage pacifist conduct 15:44:39 Trog and Elyvilon provide very thematic, interesting-from-D:1 playing styles. This is why I like having backgrounds dedicated to them. 15:44:39 well, it seems like he/pr/pa were just added as "starting classes for the good gods" 15:45:21 get the feeling that there wasn't any more thought put into it than that 15:45:22 (: 15:45:26 Makhleb, for example, is much less useful on D:1 and 2 than T or E. 15:45:42 doy: I have no idea what they thought when adding all those starting gods. 15:46:06 -!- Smee has quit [Ping timeout: 265 seconds] 15:46:25 Pa are useful only for Long Blades; if we allowed fighters to choose a falchion the only reason for Pa would go away 15:46:26 The ability to pacify all early poisonous critters is a fun way to deal with them, in my opinion. 15:46:35 kilobyte: yes 15:46:37 since TSO is useless at the time 15:47:04 I never understood why gods would prefer particular weapon types. 15:47:34 kilobyte: combining short/long blades would also fix that 15:47:36 it may be that Pa works quite well in a role-playing way 15:47:40 and i think that's a much better option 15:47:44 similarly, I ever chosen Zin only for the staff 15:48:01 -!- Smee has joined ##crawl-dev 15:48:18 by: I like the idea of going into the dungeon as a Healer, only to see how messy it is and turning to TSO. 15:49:09 kilobyte: there is a discussion about reducing {long blades, short blades, stabbing} to two skills. Personally, I prefer kicking out Stabbing. 15:49:43 i prefer kicking out short blades 15:49:44 it would make Short Blades more unique, yeah 15:49:49 how about character choice being replaced by something like "choose two out of melee, magic, god", where each of the three has flavours 15:50:18 by: that's a radically different proposal. If you can flesh it out, please do so (ein Gerippe reicht). 15:50:26 Never seen this idea before. 15:50:43 a lot of the current roles fit this to some extent 15:51:08 obviously, ranged is missing 15:51:12 maybe evo 15:51:19 The bit about stabbing depends on if/how we add other moves/perks for weapons. So removing Stabbing would assume that you can stab with everything, but Short is distinguished by being best for stabbing purposes. 15:51:23 "up to two" 15:51:35 by: ranged is always the odd one out, I find. 15:51:47 well, I just forgot ranged there, really 15:52:16 Hu = melee + ranged, AM = magic(ench) + ranged 15:52:20 There is also the question of: stealth 15:52:23 stabbing with maces/unarmed/... is mostly a waste of skill unless you HEAVILY abuse mephitic 15:52:40 kilobyte: yes, that's a reason to remove stabbing, imo 15:52:55 you would still get some stabs in with a mace (say), especially at high Dex 15:53:12 but there won't be a skill guiding it anymore .... all of this is far in the future, of course 15:53:16 kilobyte: you mean "up to two" for the "choose two of"? I was thinking of allowing 2 x melee (Fi), 2 x magic (Wz), etc 15:53:32 by: I think Stealth should be part of the package 15:53:56 by: yeah, "focused melee" and "2 x melee" is the same 15:54:02 yes, it's not quite clear how it would work: magic characters should get some stealth and dodging somehow 15:54:10 but I never liked points-buy systems 15:54:27 I believe they make it more complicated to start characters. 15:54:32 if it's just two points? 15:54:53 by: then it might work, which is why I encouraged you to go at it :) 15:55:38 then again, we now have felirx cool starting screen 15:57:13 that wiki new page template is scary 16:00:14 Hmm. I haven't updated on git for a while, and now when I try to it fails to merge changes :P 16:02:02 Twinge: you need to resolve conflicts manually, then tell it to continue 16:02:58 03dolorous * r592b900248af 10/crawl-ref/source/mon-pick.cc: Allow white imps to show up in Cocytus. 16:04:09 -!- Smee has quit [Quit: Leaving] 16:05:04 Yeah I think I had one local change it might've been tripping on; I just hard reset and re-pulled, seemed to work 16:07:17 Anyone know off hand what the differences between you_can_wear and you_tran_can_wear is? 16:07:34 does you_tran_can_wear return slots you can wear, taking current transformations into account? 16:07:40 Cryp71c: you could read the source 16:07:43 d: 16:07:55 doy, I have, but I can't be certain on its complete action 16:10:00 I don't usually ask questions that I can otherwise answer myself :P 16:11:22 !tell due pacifying Kirke doesn't turn hogs back to humans; this doesn't feel correct 16:11:22 Keskitalo: OK, I'll let due know. 16:11:50 dpeg, why can't trolls wear helmets / boots ? Unusually large bodies? 16:11:55 (same for ogres) 16:11:57 yes 16:11:59 k 16:12:14 !tell due Heh, they revert when Kirke leaves the level.. perhaps this is fine. :) 16:12:14 Keskitalo: OK, I'll let due know. 16:12:17 I'ma take them off special case too and bring in a call to determine player size. 16:12:30 Cryp71c: Sounds excellent. :) 16:13:11 Keskitalo: yes, sounds like unplanned, but great behaviour for Kirke :) 16:13:30 Cryp71c: thanks for doing this. 16:13:58 Okay, now I have a pacified kraken with its tentacles attacking it(self). 16:14:03 WIN 16:14:23 dpeg: Kirke is like "whatever", starts leaving, leaves hogs as they are, then when she is far away enough, the spell breaks. 16:14:36 -!- Smee has joined ##crawl-dev 16:14:43 Keskitalo: yes, which is something players can and will rationalise. 16:15:53 any attitude change for kraken should include its tentacles... this includes enslavement 16:16:29 Keskitalo: perhaps should !tell greensnark 16:16:31 ...wierd...Player::body_size was never implemented? 16:16:32 and I'm not sure if we can cheat here without breaking theme :( 16:17:26 kilobyte: Yeah, the tentacles should get pacified too, but didn't. 16:17:52 Haha, new player, in #adom: who the fuck is this Sigmund dick? 16:17:58 Tentacles attack pacified kraken (https://crawl.develz.org/mantis/view.php?id=1354) by evktalo 16:18:35 Sigmund: "Now they're even sending fucking ADOM players. Where' 16:18:43 s my electric scythe?" 16:19:06 -!- Smee has quit [Client Quit] 16:22:18 ...I'm at a complete loss as to how Player::body_size() is actually working. I can't find a definition anywhere, not even in its parent class, actor.cc 16:22:56 you probably knew this, but actor.cc is not a class 16:23:05 -!- Smee has joined ##crawl-dev 16:23:25 grep '::body_size' *.cc 16:26:30 gah! player-act 16:26:33 dumb me. 16:31:19 -!- by has quit [Ping timeout: 260 seconds] 16:34:45 03dolorous * r929b54730c19 10/crawl-ref/source/mon-place.cc: Remove shadow imps from the list of common demons. 16:34:47 03dolorous * rdbb793c36260 10/crawl-ref/source/mon-place.cc: Tweak percentage comments for lesser demons to display numeric values. 16:34:50 03dolorous * r15ef1b9aad53 10/crawl-ref/source/mon-place.cc: Tweak percentage comments for greater demons for consistency. 16:34:51 03dolorous * rae61c71fa26c 10/crawl-ref/source/mon-place.cc: Fix percentage comments for common demons. 16:38:38 ? 16:38:46 why are shadow imps not common demons? 16:39:56 to keep them rare 16:40:01 why? 16:40:29 ah right, in the commit... I thought that was already the case, don't mind me. 16:42:36 doy: did dolorous get something wrong? 16:42:59 dpeg: "Remove shadow imps from the list of common demons" 16:43:19 doy: no idea. Just ask! 16:43:23 dpeg, I removed high_mp as ds mutation, its boring and almost entirely useless 16:43:31 its still there as a random mut, ofc. 16:43:55 Cryp71c: okay 16:44:00 it's not useless per se, just boring and easy to work around 16:44:08 oh, i see 16:44:15 "common" is actually the middle range 16:44:22 shadow imps are "lesser" 16:44:27 makes more sense now 16:44:28 (: 16:44:31 felirx: it is unthematic for DS anyway, since they pay with HP for their abilities. 16:44:36 doy: yay :) 16:45:48 dpeg, grrr, mark this as resolved for me? I don't have mantis permissions to do so apparently : https://crawl.develz.org/mantis/view.php?id=1340 16:46:26 done 16:46:56 i got to it first! 16:46:57 (: 16:47:44 kilobyte: thanks for the wiki page on the background system. Hopefully it will attract ideas. 16:48:43 dpeg, and this one! https://crawl.develz.org/mantis/view.php?id=1259 16:49:03 dpeg: I merely commented, it's by's 16:49:29 kilobyte: ah, then thanks to both of you 16:52:11 !seen minced 16:52:12 I last saw minced at Sat Apr 10 03:29:35 2010 UTC (2d 18h 22m 36s ago) quitting with message Quit: Leaving. 16:52:44 If someone sees minced enter the channels, please ask him (kindly!) if he would send his Ashenzari patch to the tracker. I always miss him :( 17:08:16 what's the files with keybinds in it? 17:09:38 see doc keybinds.txt 17:09:57 docs/keybind.txt even 17:13:48 03burnhamrobertp * r6ec122579ba4 10/crawl-ref/source/player.cc: Refactor you_can_wear to remove special cases 17:13:50 03dolorous * r80e49eac86a3 10/crawl-ref/source/player.cc: Add minor cosmetic fixes. 17:13:52 dpeg, should naga be able to get MUT_FAST ? 17:13:58 03burnhamrobertp * rb03fd4fbc0d8 10/crawl-ref/source/mutation-data.h: Make teleport at will a ds only mutation 17:14:08 Cryp71c: yes, that's okay 17:15:36 hmm, gonna have to rework some of this code then. 17:15:50 Cryp71c: wait 17:15:52 dpeg, similarly, should centaurs be able to get rid of their innate Deformed body? 17:15:58 Cryp71c: no 17:16:07 dpeg, I'm confused on where to draw the line then 17:16:16 just as Minotaurs will always keep their horns -- the horns may grow, though 17:16:27 Cryp71c: better to force Na speed then 17:16:34 k 17:17:30 yeah, probably inherent mutations shouldn't be able to be modified 17:18:06 doy: ^ -- they can be extended, but not removed 17:18:06 Mark this as resolved then? https://crawl.develz.org/mantis/view.php?id=1268 17:18:16 dpeg: yeah, that's reasonable 17:18:24 See you guys later 17:18:31 -!- Cryp71c has quit [Quit: Leaving] 17:20:24 dpeg: Got my HuGl/E killed by ogre mage paralyzation. 17:20:28 Should've brought stasis. :) 17:20:50 I mean, I'll be wearing statis against OM from now on. :P 17:21:05 Or maybe just use greater healing on them, bastardsss. 17:21:06 Keskitalo: sounds good to me :) 17:21:14 meh, ring of mr is sufficient 17:21:22 Keskitalo: could you have pacified him? 17:21:52 dpeg: Yeah, but was kind of running low on food.. except that I had the food in the hive, so that wasn't really true.. 17:21:58 ah 17:22:16 I was also running out of safe places to go, which was cool. 17:22:33 I know the feeling when you're noticing the dungeon is too small... 17:22:39 Deep elf knights were a problem, for instance. :) 17:23:03 Keskitalo: what was your Inv? Did you use "faith? 17:23:46 Inv was at least 16, didn't use Faith (was using "rage, good with Purification, although often had short duration) 17:24:42 Pacifying a lot might have hurt my XL at that point. 17:25:54 -!- Smee has quit [Read error: Connection reset by peer] 17:26:37 doy: I did have ring of mr, :| 17:27:54 Keskitalo: yes, probably not optimal to pacify everything 17:28:19 It's just so tempting, much fewer keypresses. :) 17:28:59 yes 17:29:34 hoo, crawl linked 17:29:39 time to see how badly broken everything is! 17:32:08 felirx: screenshots? :) 17:32:30 sigseg 17:32:46 a case of "And this, kids is why you should always initialize your parameters" 17:32:54 03kilobyte * re49daf5b5ff6 10/crawl-ref/source/ (defines.h it_use2.cc item_use.cc): Make staves of power store some of excess power; it dissipates quickly. 17:35:46 Master branch on CDO updated to: 0.7.0-a0-1166-g80e49ea (22.0) 17:35:58 Didn't catch the staff of power change I think. 17:44:17 the world will fall without it 17:47:07 Uhh.. why does my DSFi have a buckler and a robe? 17:48:39 Keskitalo: wasn't like this with the previous build on CDO... 17:50:45 03burnhamrobertp * r4522c744fa93 10/crawl-ref/source/ (mutation-data.h mutation.cc newgame.cc player.cc): Change naga movement speed out of special-case 17:53:40 HuFi start with robe+buckler too. :) 17:53:50 03dolorous * r8685212d0875 10/crawl-ref/source/mutation.cc: Remove one last reference to nagas and MUT_FAST. 18:02:48 03kilobyte * re8c07fb261c7 10/crawl-ref/settings/ (052_monster_glyphs.txt 060_monster_glyphs.txt init.txt): Compat files for glyph changes. 18:02:58 03kilobyte * r337f312dfecc 10/crawl-ref/source/ (mon-data.h viewchar.cc): Swap '~' and '{' (water and disturbance glyphs). 18:03:39 kilobyte: thank you 18:03:45 Yay! 18:03:51 kilobyte: Did you update the wiki? Otherwise I'll do it quickly. 18:04:37 dpeg: not yet 18:04:52 hmm, the new naga slowness doesn't work 18:05:27 it checks for MUT_SLOW but then slows you down by the level of MUT_FAST, which you're unlikely to have 18:05:43 (these are not mutually exclusive yet, though) 18:06:07 also, should really a single bad mutation slow you down all the way to naga level? 18:06:38 i thought nagas has slow 2 18:06:43 had 18:06:52 -!- Enne has joined ##crawl-dev 18:06:59 Enne!!! 18:07:09 Hey, dpeg. :) 18:07:54 doy: well, I believe that mutations should be felt... Teleportitis 1 qualifies. Slow 1 probably too (so it's not needed to go to Naga slowness with the first level). Slow healing 1 not so much. 18:08:13 you_can_wear is broken now.. 18:08:27 Enne: are you in favour of making items runed after enchanting them? 18:08:52 yeah, i think slow should just be -2 speed per level 18:08:57 should I make nagas = slow 2 or slow 3 (in addition to restoring the speed)? 18:09:33 ugh 18:09:40 ugh? 18:09:43 What are the 0.5 numbers? 18:09:48 for nagas and the slow mutations? 18:09:52 nagas are base speed 6 18:10:08 nagas were *1.4 -- should it be that? Or just +4 delay? 18:10:16 dpeg: I don't see that it'd hurt anything. 18:10:56 oh right, base delay 14 18:11:06 can't we unify the speed systems yet? 18:11:07 d: 18:11:33 i think +2/+4/+6 delay is fine for the mutations 18:11:33 I cannot make a qualified decision. 18:11:34 dpeg: spriggans: speed 6, normal: speed 10, nagas: speed 14 (with a multiplier, not an addition) 18:11:47 couldn't we leave the Naga speed as it was and adapt the slow mutations to that? 18:11:57 dpeg: yes, that's what i'm saying 18:12:13 kilobyte: how does the multiplier affect things? 18:12:21 isn't that base speed anyway? 18:13:38 Probably have a fix for you_can_wear.. 18:13:56 also, isn't someone reviewing cryptic's patches? 18:13:56 d: 18:14:08 the multiplier makes swiftness help more, and burden hurt you more 18:14:10 doy: dolorous is (and he does look at them). 18:15:08 kilobyte: are spriggans a multiplier or addition? 18:16:19 everything but naganess is addition 18:16:48 hmmm 18:17:21 kilobyte: is there a reason why Na is treated differently? 18:18:30 i think it would make more sense if more things were multiplicative rather than additive, especially in the speed system 18:18:51 but making nagas additive would be a much smaller change 18:18:55 I guess it's to make swiftness, speed mutation (now forbidden) and swift+fly stand out more 18:18:55 doy: yes, I think the same. But someone must have had some idea for why only Na got that treatment. Or could it really be random? 18:19:09 dpeg: it wouldn't surprise me if it was random 18:19:10 (: 18:19:40 slither/swift/swift+fly: multiplicative: 14/11/8, additive: 14/12/10 18:20:31 03dolorous * r9f8b8bf7ce41 10/crawl-ref/source/player.cc: Fix apparent typo. 18:20:36 03dolorous * r468a86e6773e 10/crawl-ref/source/player.cc: Simplify. 18:20:37 03dolorous * r4bc94f1366b8 10/crawl-ref/source/ghost.cc: Properly handle MUT_SLOW for player ghosts. 18:21:04 now how on earth do I upgrade gdb to 7.0 on msysgit... 18:21:32 Hm, I think it's good that Nagas cannot get faster than standard speed with swift+fly. 18:21:51 dpeg: well, they can now 18:22:18 btw, haste+swift+fly stacks 18:22:33 oh, haste is multiplicative too 18:22:53 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 18:23:14 haste affects all delays, not merely walking speed 18:23:14 got to sleep... 18:23:42 we won't fix Haste's brokeness right now 18:24:30 haste is a low-hanging fruit as we can simply adjust the factor 18:24:57 right 18:25:04 but yeah, i don't think that's relevant here 18:25:14 kilobyte: technically, that's easy. But it has so many implications (monsters, difficulty of the late game), that I am somewhat afraid. 18:25:36 dpeg: but you think that changing nagas so that swift+fly leaves them at speed 10 rather than 8 is good? 18:25:58 doy: I think so, yes. But that doesn't mean too much. 18:26:23 Personally, I never was fond of the Swift+Fly combo. 18:27:56 I kept that up mainly because flight was mandatory 18:28:06 didin't find a single decent +STR item so carry weight was horrible 18:29:05 I also never understood why you get a CC bonus when flying :) 18:29:10 Shouldn't it be the other way around? 18:29:26 well, you get a cc bonus when levitating 18:29:31 which makes sense 18:29:39 grah, gdb 7.0 can't print stl containers either without tricks :( 18:29:42 and crawl's flying is just lev + controlled flight 18:30:16 might make more sense to differentiate magical vs non-magical flight 18:30:19 but shrug 18:31:17 doy: Related: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:effect:levitation 18:31:33 03kilobyte * r737553961619 10/crawl-ref/source/ (newgame.cc player.cc): Make the slow mutation actually work. Make naganess work same as slow 2. 18:31:52 kilobyte: thank you 18:33:46 Keskitalo: that seems horribly complicated 18:33:47 (: 18:33:53 but interesting! 18:34:29 doy: is it by Eronarn? :) 18:34:37 dpeg: No, by me. :P 18:35:57 doy: Yeah, would require quite a bit of work. Thankfully, SpaceRL serves as a proof-of-concept :> 18:36:18 This is my main motivation for the idea: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:branch:floating_rocks 18:36:37 I should draw a nice mock-up map one day. 18:37:49 03Keskitalo * re712646fec79 10/crawl-ref/source/player.cc: Fix a bug in you_can_wear, so that e.g. Fighters start with proper gear again. 18:39:22 -!- dpeg has quit [Quit: sleeepy] 18:43:01 Master branch on CDO updated to: 0.7.0-a0-1176-ge712646 (22.0) 18:46:03 ... I'm thinking why doesnt this render anything 18:46:19 somehow my text colour on menu items went to BLACK 18:47:34 set_fg_colour() changed bg_colour and vice versa 18:48:11 hrm 18:48:28 TAG_MAJOR_VERSION looks to be just a byte at the moment 18:48:59 and we seem to like bumping it quite a bit lately 18:49:09 might want to do something about that 18:50:30 03dolorous * r29bed32b95be 10/crawl-ref/source/player.cc: Add minor cosmetic fixes. 19:14:03 <3 the { ~ glyph change 19:19:20 -!- pointless_ has joined ##crawl-dev 19:22:14 * felirx goes to bang his head to a wall 19:46:26 03dolorous * r0fd8317435d7 10/crawl-ref/source/output.cc: Properly display the rough black scales mutation in the "%" screen. 19:54:01 demonspawn mutation suggestions (https://crawl.develz.org/mantis/view.php?id=1355) by angrykoopa 19:59:09 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:09:17 felirx: the color stuff is insane, you're not alone 20:10:17 yo 20:10:17 due: You have 2 messages. Use !messages to read them. 20:10:21 !messages 20:10:22 (1/2) Keskitalo said (3h 59m ago): pacifying Kirke doesn't turn hogs back to humans; this doesn't feel correct 20:10:28 hum 20:10:34 !messages 20:10:34 (1/1) Keskitalo said (3h 58m 20s ago): Heh, they revert when Kirke leaves the level.. perhaps this is fine. :) 20:11:17 sorear: actually, I was wondering why the fsck it's not rendering 20:11:33 when I forgot to attach the menu to CRTRegion which calls render()... 20:11:33 And fixing the colour thing breaks other things. 20:12:40 setting text backgroud color by byteshifting it 4 times to left is... colo though 20:36:38 http://www.student.oulu.fi/~jannelah/crawl/rectangle_highlight.png 20:36:44 nonfilled highligth would look about like that 20:37:20 felirx: Someone commented that you can use the mouse to select everything in the character screen--but not starting choices like god, book, etc. 20:37:52 it's known 20:38:01 Ok :) 20:38:06 Was pretty sure it would be 20:38:20 no point converting them to use the "old" system 20:40:09 !tell Keskitalo Dealt with the Kirke thing, will push shortly. 20:40:09 due: OK, I'll let Keskitalo know. 20:40:40 which one do you think looks better? 20:40:44 filled or empty rect 20:41:40 I've only seen empty 20:42:36 http://www.student.oulu.fi/~jannelah/crawl/species_work_in_progress_tiles.png 20:42:39 roughly that in trunk 20:42:45 although the font is different I think 20:43:53 -!- Smee has joined ##crawl-dev 20:45:02 -!- Smee has quit [Client Quit] 20:47:58 -!- mr0t has joined ##crawl-dev 20:48:02 I still want Boris to have a chance of generating near the player (but out of sight) when you enter a level that he can generate on and you've killed him once before. 20:48:28 -!- |eith| has joined ##crawl-dev 20:50:47 -!- eith has quit [Ping timeout: 260 seconds] 20:53:24 argh, another bug caused by "kids, remember to initialize your variables" 20:53:51 due: I would love that 20:54:08 it would let me macro ; to <> and 099999; to get tons of xp 20:56:14 There'd be a cap on the number of times he could generate. 20:57:48 03due * r3fa653163694 10/crawl-ref/source/ (mon-stuff.cc mon-util.cc): Deal with Kirke pacification properly (Eino). 21:02:13 03dolorous * r4327b6cb1674 10/crawl-ref/source/ (mutation-data.h output.cc player.cc): For now, give EV -1 for more than one level of icy blue scales. 21:07:23 -!- Cryp71c has joined ##crawl-dev 21:16:34 kilobyte, there? 21:16:54 Cryp71c: do you know about level splitting 21:17:03 sorear, no 21:17:15 Did I break something? or cause a level split? 21:17:16 ok this will help a lot 21:17:29 no, you just need to split up the DG level 21:17:42 oh, k. 21:18:01 mutation.cc line 1455 21:18:10 change { 2, 2, 2 } to { 1, 2, 3 } 21:18:37 this will cause the first level of DG to be treated as an early mutation, the second as a middle mutation, and the third as a late mutation 21:19:41 ah, of course. 21:20:05 There isn't any present limit on the # of 1/2/3 tier mutations you get? (EG, 2 tier 1, 2 tier 2, and 1 tier 3)? 21:20:48 I don't follow 21:21:58 those numbers { 2, 2, 2 } are mutation tiers, correct? 21:22:16 yes 21:22:22 mutations, not facets, have tiers 21:22:27 correct 21:23:01 Do tiers factor into the selection of the mutations at all, or are they presently only there for scheduling when the mutations occur? 21:23:39 both 21:24:40 k 21:27:54 apparently I really fucked up that simplification..missed a couple of special cases 21:36:24 I just realised I can just set description messages to those mysterious "#- Viable character" entries too ;D 21:38:55 -!- |eith| has quit [Ping timeout: 265 seconds] 21:44:27 Enne: Have you seen #967? 21:49:45 due: Yeah, but I'm not sure what would cause that. 21:50:20 Cursors get set and unset on the tiles themselves (which is not a great way to do it), so it's very possible there's some weird corner case where it doesn't get unset properly. 21:50:24 Me neither, I don't understand the tiles interface enough. 21:55:27 03dolorous * rf79d2024e61b 10/crawl-ref/source/xom.cc: Fix crash in _xom_lose_stats(). 21:55:48 I noticed a hideous bug the other day that I meant to report. 21:55:53 And I can't for the live of me remember what it was now, argh. 21:56:02 It was something I noticed while playing the HaHu though... 22:06:10 you probably successfully killed something with a sling 22:09:03 I'm rather fond of slings 22:09:07 They're nice with some runed ammo 22:09:10 as stuff walks up on you 22:10:25 warning: Invalid parameter passed to C runtime function. <- how do you get a backtrace from that? 22:11:38 you find where it's happening, and you add something like "char a = *((char*)NULL);" near there 22:11:41 (: 22:11:58 (alternatively, you could probably dom something with gdb 22:11:59 ) 22:12:07 *do 22:12:28 I can debug it manually of course 22:12:42 but it could be 20 times easier to just get a backtrace out of gdb :) 22:13:34 well, you'll have to find where that warning is being generated 22:14:02 it crashes on that 22:14:07 anyway, located where it happens 22:20:24 hah 22:20:38 three iterators in one loop thingy 22:20:50 and incremented the wrong one in a for clause 22:59:53 finally the character choice menus are back to where I started :D 23:20:32 -!- MarvinPA has quit [Ping timeout: 276 seconds] 23:23:07 -!- Enne has quit [Quit: zzz] 23:33:42 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]]