00:11:09 -!- greensnark has joined ##crawl-dev 00:11:18 Can I disable 0.5 Crawl on cao 00:11:35 Every few days I find a 0.5 Crawl hogging CPU and RAM on cao 00:12:48 -!- Henzell has joined ##crawl-dev 00:13:28 -!- Cryp71c has quit [Quit: Leaving] 00:18:01 greensnark: is that what killed Henzell? 00:18:16 Yes 00:18:19 Henzell died on OOM 00:18:33 !tell dpeg I have windows (vista or xp) when i need to, but am not easily able to compile crawl 00:18:33 pineapple: OK, I'll let dpeg know. 00:18:42 ??oom 00:18:42 I don't have a page labeled oom in my learndb. 00:18:54 out of memory 00:19:00 aah 00:19:05 zombie whoring? 00:26:22 !tell rax 0.5 crawls are causing lots of out-of-memory problems on cao, I'll remove 0.5 and update frontpage. Let me know if we want to keep 0.5 around for some reason. 00:26:22 greensnark: OK, I'll let rax know. 00:46:29 ??ball of energy[5] 00:46:30 ball of energy[5/5]: Note that clarity will not protect you against the confusion that can be caused by failure. 00:57:46 -!- eith has joined ##crawl-dev 01:20:19 greensnark <3 01:20:58 Hey due :) 01:21:07 I have a nice backlog of Shoals splats to watch <3 01:21:10 :D 01:21:12 Where have you been! 01:21:14 Iceland? 01:21:21 No, just busy :) 01:22:47 :) 01:23:13 Ooh, Sanka's splat is awesome 01:27:09 Oh, there's a Shoals vault with a stone giant in it :P 01:30:48 hahaha invisible turtle kill 01:31:16 Wand testing can produce such funny deaths :P 01:35:27 Hm, there was "The weapon returns whence it came from" spam in Shovelmint's splat 01:35:45 Without any visible weapon of returning action 01:44:08 -!- eith has quit [Ping timeout: 276 seconds] 01:44:42 -!- by has joined ##crawl-dev 01:45:03 hi 01:45:48 hey rob 01:49:27 -!- Abused has joined ##crawl-dev 01:49:55 -!- syllogism has joined ##crawl-dev 01:50:30 Nikola's chain lightning seems to produce no message when it hits the player 01:51:00 It does produce messages for hitting Nikola and other monsters 01:51:09 At least from the Shoals splats I see :P 01:51:31 hi greensnark 01:51:52 there were some recent chain lightning messaging changes, but they should just have affected noise 01:51:55 Hello 01:52:01 was this 0.6 or 0.7? 01:52:05 0.6 games 01:52:17 Pepperoni is an honourary vegetable. (https://crawl.develz.org/mantis/view.php?id=1453) by Abuse 01:52:22 I'm catching up on Shoals splats 01:52:38 Some 0.7 games too, but the Nikola splats were cao 0.6 01:53:18 :) 01:53:37 did i spell that right? 01:53:40 honourary 01:53:43 "honorary" 01:54:01 "honour" is correct commonwealth spelling, but you lose the "o" in "honorary" 01:54:01 i can never figure out where teh britts stick those extra 'u's 01:54:02 :/ 01:54:12 Er, lose the "u" 01:54:19 weirdos 01:54:24 Honourary is acceptable, I think. 01:54:46 Or not.. 01:54:51 honourary sounds like something you put on bread for some reason 01:54:53 no idea 01:54:58 pizza 01:55:02 Honourary is incorrect 01:55:19 did you read my bug report ay? 01:55:27 I thought it might've been playable in scrbble, but no. 01:55:30 I used to have trouble with "pronounce" vs "pronunciation" in school :P 01:56:12 But nothing compared to the thrice-damned first 'r' in "surprise" 01:56:13 cast_chain_lightning has no messages for arcing with (see_source && see_targ) 01:56:27 heh 01:56:49 but maybe beam.fire() is also supposed to issue messages? 01:56:52 souprice 01:57:15 deliciouso 01:57:31 I would expect the beam code to announce the initial hit, but it definitely does not 01:57:45 Is the beam code actually used for the initial hit though/ 01:58:15 The sequence is "Nikola mumbles" (You take damage without message) "The chain lightning hits Nikola" 02:03:22 Why does searching for elephant statues give me statues of Ganesha? 02:04:00 * Madtrixr wonders where heard the name Ganesha before... 02:04:07 *he's 02:04:20 Lord Ganesha? 02:04:29 No... 02:04:35 I think it was from Persona 4.... 02:04:39 Lord of Light, by Roger Zelazny? 02:04:58 IIRC, Ganesha is a demon you can get... 02:05:08 In context, that's amusnig. 02:05:19 I bet. 02:06:06 I've attached the broken bones file to https://crawl.develz.org/mantis/view.php?id=1376 02:06:12 If someone is looking at that bug :P 02:06:38 due: Ganesha is a Hindu elephant god 02:06:45 Well, elephant-headed god 02:06:48 Yes, I knoow. 02:07:04 Ah, elephant-headed is what's doing it. 02:07:13 They're not even *nice* statues of Ganesha. 02:07:16 Ah hah. 02:07:40 <+greensnark> due: Ganesha is a Hindu elephant god <-- So, yeah. Ganesha IS in Persona 4. 02:08:20 Lots of amusing myth around Ganesha 02:08:25 I bet. 02:08:25 Including his incredible fondness for food 02:08:36 greensnark: I'm up to 8 elephant statues. 02:08:43 Why do you need elephant statues? 02:08:51 I... have no idea. It's becoming an addiction. 02:09:03 Are you doing some elephant statue monster for a wizlab and looking for inspiration for a tile 02:09:11 But it's weird, ... oh. 02:09:16 Elephant WizLab, that would be cool. 02:09:19 lol 02:09:26 But srsly due. 02:09:27 No, I mean, I bought two more yesterday. 02:09:37 So I now have eight elephant-related ornaments. 02:09:37 Why so into Elephant statues? 02:09:45 Because they're cool. 02:09:53 uhhh...Ok. 02:10:05 :P 02:10:07 But only abstract. 02:10:31 I should eat, back in a bit. 02:10:49 !lg * 0.6 shoals s=ckiller 02:10:49 48 games for * (0.6 shoals): 9x a merfolk impaler, 7x a snapping turtle, 7x a harpy, 6x a merfolk aquamancer, 3x Nikola, 2x water, 1x trap, 1x Frederick, 1x a merfolk, 1x Maud, 1x pois, 1x a pandemonium lord, 1x Aizul, 1x a merfolk javelineer, 1x a manticore, 1x Ilsuiw, 1x an alligator snapping turtle, 1x Snorg, 1x a sea snake, 1x a stone giant 02:11:10 Poor javelineers 02:11:56 !lg * 0.6 shoals ckiller=pandemonium lord 02:11:57 1. bmoore the Severer (L18 DDWn), worshipper of Trog, slain by bmoore's illusion (woven by Mara) on Shoals:4 on 2010-04-06, with 191270 points after 50111 turns and 5:05:54. 02:12:01 Oh 02:12:03 argh, beam hit messages are issued from bolt::misses_player 02:12:41 by: why that "argh" worthy? 02:13:52 something occasionally breaks autoexplore in trunk 02:13:52 syllogism: You have 2 messages. Use !messages to read them. 02:14:29 syllogism: Are there any new super-broken DS mutations? :P 02:14:36 isn't ganesha the son of sita and rama? 02:14:40 There must be, because you're playing DS :P 02:14:55 syllogism: antennae? 02:15:02 by: that was my guess 02:15:03 it's been a long time since my orriental cutures class in high school 02:15:14 -!- felirx has quit [Ping timeout: 240 seconds] 02:15:25 I've filed a bug report a while ago on some antennae problem; might be causing this also 02:15:29 greensnark: spines and demonic guardian are, but I had to choose between a boring HE and a DS and went with DS this time :P 02:16:20 Abused: Allegedly the son of Shiva and Parvathi, but there are all kinds of myths, which is unsuprising for an imaginary elephant-god :P 02:16:29 Also India is not the orient :) 02:16:49 ??nikola 02:16:49 nikola[1/2]: If you don't have rElec, go away. Even with rElec, he can be nasty. 02:16:53 @??nikola 02:16:53 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. 02:17:33 Ganesha predates Rama, no? 02:17:39 I haven't read Ramayana in a loong time. 02:18:23 Okay ,see you all in an hour or so. 02:20:18 sorear has a knack for introducing bugs that are hard to track down... 02:22:27 no messages for non-blockable non-beams (https://crawl.develz.org/mantis/view.php?id=1454) by rob 02:22:59 +by> sorear has a knack for introducing bugs that are hard to track down... <-- Yeah, he seems to be really good at that. 02:25:20 by: what is the problem? 02:25:39 no particular problem, filed #1454 02:27:45 -!- felirx has joined ##crawl-dev 02:29:01 Should spines be doing so much damage? :P 02:29:17 syllogism states 2d6 damage for two levels, which are probably easily achievable for DS 02:29:19 greensnark: you can oneshot the lernaean hydra with them :P 02:29:40 or 27-shot :P 02:29:51 lol 02:35:14 Are all the new DS mutations so strong? :P 02:35:29 I remember there was some icy armour mutation that did passive cold damage on being attacked 02:35:40 demonic guardian is a permanent 5,3,1 rank demon :P 02:35:42 Which looked ridiculously overpowered in the games I spectated :P 02:35:58 What kind of 1 can you get :P 02:36:01 any :P 02:36:07 Hm :P 02:36:25 it comes back after it dies 02:37:44 Are DS being weakened in any way to compensate for the new mutations 02:37:56 Because they were really good even in 0.1 :P 02:38:09 It's just that players used to scream "NOOO Horns!" 02:38:10 the apts are slightly worse, but that wasn't an intentional nerf 02:38:21 greensnark, yo! 02:38:28 cbus! 02:38:36 How's your Go going :P 02:38:42 and I suppose their lower attributes matter slightly more than they used to 02:38:47 since dex/str do a bit more 02:39:07 greensnark: also the new scale mutations are all strictly better :P 02:39:08 greensnark, ok, not that good, stuck at a rank :) 02:39:11 So overall they're as good as they were + super muts? :P 02:39:17 greensnark, but school is going better! soon finished with master thesis 02:39:21 pretty much :P 02:39:57 thatll make them more popular which is nice :) 02:40:07 since what I could see they weren't that popular before 02:40:19 they were pretty popular 02:40:21 Yeah, nobody played DS :) 02:40:43 @?? duane 02:40:43 Duane (08@) | Speed: 10 | HD: 18 | Health: 136 | AC/EV: 0/10 | Damage: 22 | Flags: spellcaster, see invisible | Res: 06magic(120) | Chunks: 07contaminated | XP: 2912 | Sp: magic dart, slow, haste, blink. 02:41:36 I like the idea of better DS mutations, but it seems like each new mutation is over the top 02:41:46 mmm 02:41:51 Should be brought into line before 0.7 02:41:59 Is 0.7 going to happen before tourney? 02:42:11 there should be a ghost race 02:42:14 Or perhaps a 0.6 with the armour fixes 02:42:18 cant use items 02:42:20 :D 02:42:51 there's no way 0.7 is going to happen before the tourney, in my opinion 02:42:54 btw, how did the armour changes affect playing style? do anyone play heavy armour anymore? or is it just ultra hard? 02:43:03 DS seems to be the big issue from the 0.7 plan 02:43:51 Then perhaps a 0.6.x with the armour fixes? 02:43:55 And any other major bugfixes 02:43:59 or 0.7 without DS 02:44:05 ??nighstalker 02:44:05 I don't have a page labeled nighstalker in my learndb. 02:44:07 Or that 02:45:12 oh didn't realize 0.7 is more like 0.6.5 02:45:17 Any hypothetical re-tourney release would have to arrive by beginning of July 02:45:23 *pre-tourney 02:45:38 Which is about two months away 02:45:44 Not much time :) 02:49:05 Also if there are Sprint plants for the tournament, that should be discussed with rax up front 02:49:10 Ideally not on July 31st :P 02:49:37 personally, I don't expect 0.7 for tournament either 02:50:07 Crucial items on the 0.7 list seem done 02:50:12 Apart from kraken constriction 02:50:38 Depends on how stable it is, of course, I haven't been following it 02:50:53 would require someone to a) handle the release and b) make some more people code :) 02:51:01 I'd like at least the heavy armour fixes for the tournament 02:51:06 And the Che rebalancing 02:51:27 Yes, need a release manager to drive it, or it won't happen 02:51:55 If it doesn't happen we'll just cherry-pick those fixes and roll up an official or unofficial 0.6.1 02:59:43 -!- Gernony has joined ##crawl-dev 03:17:15 You finish eating, Mmm... Yeuchh - Anchovies! 03:17:29 i didn't think spriggans could eat meat, even on a pizza. 03:39:24 They can eat meat rations, can't they 03:39:41 Processed meat == ok was the deal afair 03:39:50 Just as cows can eat processed meat just fine :P 03:39:55 no they can't :P 03:40:06 Oh, was that changed? 03:40:06 they could in b26/4.1 03:40:14 maybe in early SS releases 03:40:24 They could soon after they went veggie, yes 03:40:39 Haven't tried recently 03:40:53 "recently" :P 03:41:29 !lg . Sp 03:41:29 11. greensnark the Spellbinder (L25 SpEn), worshipper of Sif Muna, escaped with the Orb and 3 runes on 2007-05-17, with 945784 points after 79992 turns and 13:59:14. 03:41:35 Been a while :) 03:43:05 "Made Spriggans herbivorous [3] and slow-metabolism. For playtesting of 1620744." 3 years 4 months ago 03:44:08 I think that spriggan game was with non-veggie Sp 03:44:24 probably, looks like they could still eat meat 03:45:22 oh wait 03:45:27 misread the commit message 03:48:45 !log greensnark race=sp 03:48:45 11. greensnark, XL25 SpEn, T:79992: http://crawl.akrasiac.org/rawdata/greensnark/morgue-greensnark-20070517-174526.txt 03:51:47 -!- ortoslon has joined ##crawl-dev 03:56:36 sup 04:19:29 -!- Abused has quit [] 04:20:00 Did Vault:8 loot increase? :P 04:20:06 I don't have enough slots to pick up the interesting stuff :P 04:25:34 @whereis greensnark 04:25:34 greensnark the Black Belt (L21 HaMo), a worshipper of Xom, saved on D:27 on 2010-03-28 after 81177 turns. 04:26:13 !whereis 04:26:13 greensnark the Shatterer (L22 HuFi), a worshipper of Makhleb, is currently on Vault:8 after 86706 turns. 04:26:20 ah 04:26:42 Two loot heavy quadrants, but I suppose it was possible with the old layout as well 04:26:47 Given a bit of luck with the non-| items 04:28:13 Hm, apparently randart amulets of Faith don't autoinscribe correctly 04:28:30 In other news I'm going to lose 1/3*1/3 of my piety :P 04:28:50 lolwhat? 04:28:59 1/9? 04:29:02 1/3...#1/3? 04:29:04 Er, not 1/3*1/3, but 1/3 twice :P 04:29:11 so... 04:29:17 2/3? LP 04:29:20 *:P 04:29:28 I just took off my "oFaith and ided a randart "oFaith :P 04:29:29 I know what you mean...maybe. 04:29:35 And I have all these other amulets to id :'( 04:30:00 Great, now all I can use is minor destruction :P 04:30:04 1/3 + 1/3*(1-1/3) 04:30:07 Good thing I waited until I cleared Vault:8 04:30:29 makhleb piety is easy enough to come by 04:30:30 Yeah... 04:30:37 Kill things. 04:30:42 Am I wrong? 04:30:53 Hm, guardian spirit also doesn't autoinscribe correctly 04:32:50 Inaccuracy with EV+6 :P 04:32:52 Tempting :P 04:34:48 03by * r21d205b0f19c 10/crawl-ref/source/ (arena.cc initfile.cc ng-setup.cc startup.cc): Reenable arena. 04:34:57 that ev won't do much : 04:34:59 P 04:35:28 Yeah, and since I've cleared the rest of the dungeon, I have no place to rebuild Makhleb piety other than Zot :P 04:35:40 tomb 04:35:40 Had to lean on Makhleb pretty hard to clear Vault:8 :P 04:35:48 Right, that's going to happen 04:35:52 Well, good luck GS. 04:35:57 abyss 04:36:03 Pan. 04:36:08 :P 04:36:17 To Hell with it :P 04:36:34 haha. 04:36:50 Ok, ciao, back later 04:36:52 -!- greensnark has quit [Quit: leaving] 04:37:09 !tell greensnark do slime 04:37:09 by: OK, I'll let greensnark know. 04:47:03 did greensnark say where he had been; just busy? 05:06:03 -!- felirx has quit [Ping timeout: 248 seconds] 05:18:15 -!- felirx has joined ##crawl-dev 05:25:57 -!- Blitz82 has joined ##crawl-dev 05:29:02 -!- Madtrixr has quit [Ping timeout: 276 seconds] 05:29:02 -!- Blitz82 is now known as Madtrixr 05:31:10 Hio. 05:31:20 hi ixtli 05:31:26 Hows it going? 05:32:06 sc2 is distracting from crawl dev 05:37:31 ??arena 05:37:32 I don't have a page labeled arena in my learndb. 05:37:36 ??fightclub 05:37:37 fight[1/7]: the best(/spammiest) invention since ever. telnet termcast.org (FightClub channel) to watch. "!fight cancel" to end a fight that's stalled, or repeat the same command line with "cancel" at the end, e.g. !fight butterfly v butterfly cancel. 05:37:41 ??fightclub[2] 05:37:41 I don't have a page labeled fightclub[2] in my learndb. 05:37:46 ??fight[2] 05:37:46 fight[2/7]: Examples: "!fight 20-headed hydra v 10 kobold ; scimitar ego:flaming", "!fight 99 orc v the royal jelly", "!fight electrical eel v 10 rat". Note the syntax for some monsters -- make sure you aren't pluralizing, and spell monster names correctly. 05:38:59 -!- bhaak has quit [Ping timeout: 258 seconds] 05:45:38 -!- bhaak has joined ##crawl-dev 05:51:55 I return. 05:52:14 pluralising is spelt wrong. 05:52:29 03by * rfba03ac69d08 10/crawl-ref/source/ (initfile.cc initfile.h): Remove obsolete SysEnv.board_with_nail. 05:52:30 03by * r3ca5ad332ae2 10/crawl-ref/source/ (6 files): Allow starting the arena from the startup menu. 05:55:06 So we now have bugs in haiku and iambic pentameter. 05:55:29 board_with_nail? 05:56:00 Zaba: apparently at some point you could rename giant spiked clubs to board with nail via environment variable 05:56:12 wtf 05:56:17 that was removed some time over the course of stone soup 05:56:29 I see 05:56:40 <3 05:57:04 Why was this removed? :( 05:58:00 security reasons? 05:59:42 because customizing item names through environment variables or options is stupid? 05:59:55 Well, yeah. 06:01:10 that reminds me of pizza 06:03:58 wow, there is actually code to account for herbivores in the pizza messages, it's just broken? 06:04:30 -!- Spads has quit [Ping timeout: 276 seconds] 06:04:55 by: Yeah. 06:04:58 -!- MarvinPA has joined ##crawl-dev 06:05:10 I looked at it and went "wah" earlier. 06:06:26 03thewparker * r76a5c0c7ff55 10/crawl-ref/source/food.cc: Fixed pizza messages 06:09:34 -!- MarvinPA has quit [Ping timeout: 265 seconds] 06:14:34 -!- Spads has joined ##crawl-dev 06:28:42 -!- lorimer_ has joined ##crawl-dev 06:29:36 -!- lorimer has quit [Ping timeout: 276 seconds] 06:29:47 -!- lorimer_ is now known as lorimer 06:30:15 !tell Cryp71c Assigned some DS bugs to you -- if you don't want them, feel free to unassign, just thought you might have missed them. 06:30:28 by: OK, I'll let Cryp71c know. 06:30:30 Henzell gone again? 06:30:33 Ah, laggy. 06:37:45 -!- Horst has joined ##crawl-dev 06:38:53 hi 06:45:01 fr 998 should be resolved now 06:48:02 -!- ortoslon has quit [Quit: Leaving.] 06:48:41 1218 needs to consider the species/background order 06:53:21 felirx: currently it works using the orders in jobs.cc/species.cc, right? 06:53:34 it starts from 0 06:53:42 and uses get_species_by_index 06:53:50 or whatever the function was 06:54:58 in essence, it uses the species_order[] table if you follow down the backtrace 06:54:59 I think that just looks up species.cc:species_order, and you can change that 07:01:14 -!- ahpla has quit [Ping timeout: 240 seconds] 07:01:27 -!- ahpla has joined ##crawl-dev 07:07:14 -!- ahpla has quit [Ping timeout: 240 seconds] 07:10:26 -!- Spads has quit [Ping timeout: 240 seconds] 07:13:31 -!- ortoslon has joined ##crawl-dev 07:13:42 elly: Ping, can you add felirx to the autovioice list? Thanks ,3 07:46:37 -!- Spads has joined ##crawl-dev 07:49:38 what on earth gois on with the _prompt_book 07:50:46 ah nevermind, it uses the book item_def to get the book text 08:12:31 pickup/drop polish (https://crawl.develz.org/mantis/view.php?id=1455) by dpeg 08:14:13 -!- ahpla has joined ##crawl-dev 08:47:12 -!- by has quit [Disconnected by services] 08:47:13 -!- by_ has joined ##crawl-dev 08:47:25 -!- by_ is now known as by 08:49:27 03by * r7401b9634798 10/crawl-ref/source/ (16 files): Slimy walls. 08:58:38 which help page shoud % list for god choice or should I just drop that option? 08:59:17 maybe just the Religions page? 09:14:38 -!- Cryp71c has joined ##crawl-dev 09:14:58 <3 bugged out files that msysgit sometimes produces 09:15:08 religion.d 0kb, write access denied 09:15:19 you need admin permission to delete this file 09:16:06 felirx, yeah I get those sometimes too 09:16:06 Cryp71c: You have 2 messages. Use !messages to read them. 09:16:10 !messages 09:16:10 (1/2) dpeg said (15h 16m 57s ago): I guess you died? I had a lava death very recently. was quite annoying. But I am not sure we should prevent it. 09:16:14 !messages 09:16:15 (1/1) by said (2h 45m 47s ago): Assigned some DS bugs to you -- if you don't want them, feel free to unassign, just thought you might have missed them. 09:16:20 now how on earth did I delete those last time 09:16:35 by, thanks, you (or anyone) can feel free to assign those types of things to me freely 09:16:46 though I'll try and catch them myself 09:24:40 due: done 09:25:23 -!- Moriasc has joined ##crawl-dev 09:26:02 -!- badp has joined ##crawl-dev 09:26:11 -!- Cholfo has joined ##crawl-dev 09:28:18 Is there some kind of inobvious problem that is getting in the way of an online-capable tiles client, or is it just something that would require more time and effort than anyone's been willing to put in yet? 09:29:07 well, the interface code and game code would have to be separated 09:29:32 in essence, you would have to turn crawl to proper MVC 09:29:38 The current tiles code goes deeper than just wrapping the data that is otherwise presented in ascii? 09:29:40 after that, it would be trivial to add network layer 09:31:07 I honestly haven't read much of the source related to the tiles interface, I assumed it worked more as a GUI wrapper than a standalone crawl environment. 09:31:14 Cholfo, yes, I believe that is how it is implemented, tiles is not just a presentation layer, when you compile a tiles-version, its embedded inside the code. 09:31:38 Cryp71c, it does not 09:32:17 Wait, is tiles just a presentation layer, or is it tied in with the game code in a deeper way? 09:32:35 It's as tied to the game code as the ascii interface. That is, deeply. 09:33:08 Zaba, what was "it does not" directed at? 09:33:20 Gotcha. So if a tiles client was created that worked more as a presentation layer than as a client-version, it would just be a matter of adding a network layer to it? 09:33:40 Cryp71c, it was directed at Cholfo :P 09:33:49 Zaba, ah, tabfail :) 09:34:29 Is Xom listed as unviable for chaos knights? 09:34:48 felirx, isn't Xom one of the starting god-choices? 09:34:57 I'm converting the starting menus 09:35:03 Cholfo, the first step would be to separate the interface from the game logic internally. And that is not limited to the tiles interface. 09:35:05 weapon is done, book is done, god is now on test step 09:35:36 felirx, ah, yes. Xom is one of the starting choices for CKs 09:35:47 What would be inherently wrong with simply creating a GUI interpreter for the display information already being transferred over SSH? 09:36:38 Rather than essentially re-designing the game. 09:36:53 the game begs for redesign, not yet another layer of ugly hacking... 09:37:00 Crawl-Putty as opposed to Crawl-Internet-Edition 09:37:16 you would also miss information 09:37:22 Yes, but that is beside the point, we're talking viability. 09:37:24 eg hobgoblin that is wielding a club and a buckler 09:37:30 Well yes, but it's more an issue of how much information. 09:37:30 Cholfo, yeah, what Zaba said, that would cause endless lists of bugs and performance issues 09:37:44 It would be a hell to maintain. Output formats change at a whim. 09:38:06 That's a good point. 09:38:13 and limiting the flexibility of improving the *human oriented* interface because there's a program that uses it in a strange way... 09:38:16 well.. kinda silly. 09:38:26 hmm, what about using private unicode codepoints as representatives for graphics tiles? 09:39:08 you still need a special program to interpret it, of course 09:39:17 best approach would be to have the game logic run on server, input gets sent to server and whatever happens comes back as results 09:39:28 the client would display the current status of the world from server model 09:39:29 map glyphs are just a half of it 09:39:38 but that calls for extensive refactoring of codebase 09:39:45 felirx, indeed. 09:39:52 felirx, yep, indeed that would be the best approach, and yes...it would cause for major rewrites. 09:39:57 That would make sense, and it would be a simpler refactoring than divorcing the interface from the rest of the code 09:40:46 Cholfo, what felirx describes - I think - implies divorcing presentation logic from gameplay logic 09:40:56 It would not be a simple refactoring. 09:40:58 indeed it does. 09:41:07 what I proposed is the basis of MVC 09:41:12 it implies said separation, *and* a lot of things afterwards 09:41:12 It would be a major-version rewrite that would take months 09:41:16 -!- Moriasc has quit [Ping timeout: 265 seconds] 09:41:19 Cryp71c, years. ;P 09:41:34 well, if you had multiple developers who knew what they were doing..months. 09:41:42 The result would be, I guess, somewhat like Crossfire, but less graphics-oriented, and single-player. 09:41:47 but since that doesnt exist with crawl, and we typically have one developer per area of expertise, years indeed. 09:41:54 I think I need to dig around in the source more to get a better understanding of what exactly is being handled how currently. 09:42:03 Cholfo, yes, that's a good start :> 09:42:06 I came in here to ask the question more as a waters-test than anything else. 09:42:30 Cholfo, get familiar with the code, inasmuch as the code lets you. :P 09:42:45 I'd guess the best starting point would be TileFramework::getch_ck() 09:42:53 Honestly, I love Crawl to death, and I know plenty more about C than I probably should after 3 years of the UTD CS program, so I'd like to give back. 09:43:01 It's C++, though. 09:43:06 C++ as well 09:43:09 Cholfo, its possible, but we don't have a developer willing / capable of doing that rewrite. 09:43:22 (who has the time to do it, stick with it, and then maintain it) 09:43:40 Cryp71c, it would be impossible for a single person, I think. Not without the rest of people stopping doing things, anyway. Otherwise, too many things to merge. 09:44:05 Yeah. You could probably make changes to core-mechanics, but that's about it. 09:44:56 Anyway, thanks for the information and advice. I'll probably be back later this week with more questions and suggestions. 09:45:09 Cholfo, another reason it hasn't been undertaken is that a lot of the long-time players of crawl actually don't like Tiles. I know I - for one - won't even play it on a local build. 09:45:34 Though in any case that diversion of code might be nice for maintainability. 09:45:39 On that same point, I know at least a dozen players that won't play in CAO because tiles are just "so pretty." 09:45:45 So it's a moot point. 09:46:08 when you enter the wu wizlab, you go :D on tiles 09:46:44 felirx, and then a monk appears and kills you, while you're so busy going ':D' :p 09:46:44 Not to mention the tileset is one of Crawl's more unique aspects among roguelikes. It's comparably high quality. 09:47:01 It's an absolute hellhole for casters with no channel effects 09:47:12 luckily I had boots of running or swiftness to run around regening mana :D 09:47:25 I never reached a wizlab outside wizard mode ;P 09:47:40 Anyway, thanks again. I'll dig around in the source for a while and come back when I hit something I don't understand. 09:48:05 -!- Cholfo has quit [] 09:49:27 http://groups.google.co.uk/group/rec.games.roguelike.misc/msg/56812e0ffecbd5a1 09:49:34 oh, he left 09:53:51 err, I think the angle of moon just shifted 09:53:51 * badp reads 'untrusted client' and gets a glimpse of a world of pain and hurt Cholfo might not have considered. 09:53:59 -!- ortoslon has quit [Quit: Leaving.] 09:54:11 first compile all my god choices ended up as unrestricted and presented in lightgray 09:54:20 second compile with no changes, it works now properly 09:54:37 felirx: make clean? 09:54:58 I had some issues with magical .d files with no write access so logged out and logged back in 09:55:50 .d are dependency files, if they're not valid, not all things might get rebuilt and such 09:57:08 It actually didn't allow building at all with those 09:58:28 for last resorts, git clean -fdx will delete everything not under version control 09:58:56 won't work 09:58:57 change the f to an n if you want to see what it's going to delete without actually doing it 09:59:03 it's one of those windows weird files 09:59:13 0kb, no one has rigths to delete 09:59:17 only disapears after logout 10:01:20 there are no wands that are flagged as "restricted" for artificer startup right? 10:03:43 -!- MaryPoppins is now known as Adeon 10:12:30 MDCK has Xom and lugonu as unrestricted 10:13:31 that was my moon alignment problem :( 10:17:40 -!- ais523 has joined ##crawl-dev 10:19:56 03Cryp71c * r667e075d9b0b 10/crawl-ref/source/mutation.cc: Fix DS infinite loop issue 10:24:51 Noooo! pastie.org is down. 10:25:13 there's a ton other pastebins 10:25:56 yeah, but pastie is my fav 10:26:12 it doesn't have oodles of spam adds everywhere, and it has a nice color scheme for high-contrast readability. 10:26:42 by, final version of my new uc combat: http://pastebin.com/2PWxY58Q 10:27:12 not quite as abstracted as your suggestions, but I think this is a nice organization of the code for readability 10:27:36 I prefer sprunge.us 10:27:42 for a pastebin 10:27:47 ix.io if I must 10:28:40 I like sprunge, but no syntax highlighting can be problematic :( 10:28:52 it supports it 10:29:11 http://sprunge.us/$id?$language 10:34:27 03felirx * r4ecf94ce6f16 10/crawl-ref/source/newgame.cc: Converts book choice to new menu 10:34:29 03felirx * re385237f8399 10/crawl-ref/source/newgame.cc: Converts tool menu to new Menu 10:34:33 03felirx * rd465b26586c9 10/crawl-ref/source/newgame.cc: Convert god choice to new Menu 10:34:35 ah, ofcourse. cool 10:34:46 poke me If I missed something on those 10:35:46 Mantis item 1321 is resolved now 10:37:49 closed 10:37:51 well...resolved 10:42:58 -!- eith has joined ##crawl-dev 10:43:20 small abomination enraged by holy aura while player has no aura due to transgression against TSO (https://crawl.develz.org/mantis/view.php?id=1456) by Ocelot du Lac 10:43:49 felirx, it seems like those chunks of code that follow 'tmp = new TextItem();' could be in a function... 10:44:55 mm 10:45:00 -!- ortoslon has joined ##crawl-dev 10:45:33 has the menu black-on-black issue been resolved yet? 10:45:38 yes 10:45:40 kay 10:46:11 -!- greensnark has joined ##crawl-dev 10:46:35 oh god 10:46:54 felirx, and white on green is not very readable, which seems to be the color for selected menu items now :P 10:47:07 well, grey on green 10:47:14 Snow on the grass 10:47:14 greensnark: You have 3 messages. Use !messages to read them. 10:48:22 Branded items sometimes show as unbranded (https://crawl.develz.org/mantis/view.php?id=1457) by OG17 10:48:44 Mmm, Atomjack in Shoals 10:48:53 not sure if it's beneficial to make a wrapper to a block of code that initialises a class 10:48:56 * greensnark hopes for a happy ending. 10:48:59 greensnark, I have shoals generated in my current game 10:49:07 Zaba: Congrats 10:49:16 Hey, Atomjack left Shoals :/ 10:49:24 felirx, it's always good to make a wrapper for a block of code that's duplicated a lot of times 10:49:44 mainly I'm thinking if it should be a local call, or belong to the class 10:51:37 rax: I pulled the plug on 0.5 because I saw a 0.5 process eating CPU some 10 hours ago and checking syslog showed a lot of kernel oom kills on 0.5 crawl. If this fixed in some way now, I can reinstate 0.5 10:52:05 03dolorous * rc25eda664923 10/crawl-ref/source/art-data.txt: Add spelling fix. 10:52:36 glay on green looks readable on ubuntu and win at least mm 10:52:44 I think the CPU pegging is unrelated to the memory leak, but the combination of both pushed me to kill 0.5 10:52:46 lightgray* 10:53:09 I think both the CPU pegging and memleak are fixed in 0.6, or at least they're hiding really well 10:53:21 felirx, what font size? :P 10:55:50 Green as background colour for text sounds like fail unless it's very pale green and a dark foreground 10:56:20 Or white on very dark green :P 10:56:42 Given the variability of term colours I wouldn't try grey on green 10:56:43 well, most background colors look awful for me 10:57:09 even when foreground is radically different from background, there still tends to be much more of background 10:57:21 that is, most *light* background colors 10:58:46 http://www.student.oulu.fi/~jannelah/crawl/gray_on_green.png 10:58:54 -!- Zaba_ has joined ##crawl-dev 10:58:58 -!- Zaba_ has quit [Changing host] 10:58:58 -!- Zaba_ has joined ##crawl-dev 10:59:00 It was Eino's idea to have traffic lights there! 10:59:04 hm 10:59:15 did you miss the link? 10:59:20 I think so 10:59:23 http://www.student.oulu.fi/~jannelah/crawl/gray_on_green.png 10:59:40 very well, that's slightly better than what i get here. 11:01:46 -!- Zaba has quit [Ping timeout: 245 seconds] 11:02:20 wouldn't green for selected, yellow for selected bad work? 11:03:11 The idea was to preserve the current font foreground colours 11:03:16 or maybe cyan/green 11:03:23 lightgray = viable, darkgray = banned / restricted 11:03:27 hm 11:03:34 dark blue is probably the only background colour, other than black, that's viable without making it unreadable 11:03:57 it does look good when green is the foreground for selected viable and brown for non-viable 11:04:15 and when the background is left alone 11:06:49 I'd say we need dpegs opinion on this and then change it. 11:06:55 besides, the style used here should be the same as the style used in other places like the inventory screen 11:07:23 where I guess there's some kind of cycle-toggle action I could not yet find the keys for 11:07:29 greensnark: Eh, was anyone really playing it? 11:08:42 Hmm. Looking at saves, maybe a couple of people. 11:09:41 felirx, it looks like http://thorium.homeunix.org/~zaba/crawl.png here 11:11:05 that's definetely a step or two brighter green on your terminal 11:13:17 mmm to add a static local function or to add a initialize() to the menu items 11:13:38 i get http://img219.imageshack.us/img219/3010/greyongreen.png 11:16:34 ahpla, that's not very readable, either 11:16:41 yeah, looks similar to yours 11:16:54 even though i have a relatively large font 11:44:37 -!- dpeg has joined ##crawl-dev 11:44:47 Full here. 11:44:47 dpeg: You have 1 message. Use !messages to read it. 11:44:50 !messages 11:44:50 (1/1) pineapple said (11h 26m 17s ago): I have windows (vista or xp) when i need to, but am not easily able to compile crawl 11:45:17 dpeg: let me bastebin the conversation 40min ago 11:45:27 or look through log 11:47:12 rax: Yes, someone was playing 0.5, but I didn't check who 11:47:16 !lg * cao 0.5 11:47:29 Hopefully they finished their game :) 11:47:29 194752. BrockL the Fighter (L9 HOFi), slain by an orc warrior (a +0,+0 orcish trident) on D:9 on 2010-04-30, with 2535 points after 13829 turns and 0:54:42. 11:47:35 felirx: pastebin, please. 11:47:48 greensnark: Hi! What a rare sight :) 11:47:48 The dpeg from angband 11:47:54 Hello :) 11:48:06 Napkin's only playing Nethack, I only do Steamband these days. 11:48:08 !lm * chao 0.5 11:48:08 Malformed argument: chao 11:48:11 !lm * cao 0.5 11:48:25 Nethack, eek 11:48:51 http://pastebin.com/DKC3pdSW 11:49:01 I wonder if the NH team is trying to get into the Guinness book of records for longest time between releases 11:49:04 277103. [2010-04-30] BrockL the Fighter (L9 HOFi) killed Prince Ribbit on turn 12203. (D:8) 11:49:30 Napkin said that NH has a much better storyline, reasonable balance, 11:49:38 and most importantly, a decent interface. 11:49:41 a good book > nethack > a lot of things > angband 11:49:45 Heh 11:49:55 greensnark, they have all the chances! Unless somebody forgets about the release by the time it beats existing records, though.. 11:49:57 bhaak: where is sex in that line? :) 11:49:59 dpeg: not sure I believe you there 11:50:09 Napkin must be playing unnethack then 11:50:27 I suspected Slash'EM, actually 11:50:30 Will reply later. Dinner! 11:50:35 also, I'm convinced that any attempt to compare Crawl's storyline to NetHack's is futile 11:50:40 -!- dpeg is now known as dpegfood 11:50:45 given the pretty-much complete absence of story in either 11:50:54 crawl's story line, in most cases, is "you die" 11:51:02 NH drags Marduk into its nonexistent storyline 11:51:04 Poor Marduk 11:51:07 How he has fallen 11:51:11 dpegfood: I didn't say that it is an exhaustive list :) 11:51:33 or "you found an orb of zot, hah, whatever it is, and suddenly the hell wanted you more dead than usual, but you lived through" 11:51:35 slashem's interface is only epsilon better than vanilla's 11:51:48 crawl is like HL, you've to piece the story together 11:51:59 bhaak: Who's comparing Slash'EM to vanilla? We were comparing Slash'EM to Crawl 11:53:07 greensnark: I thought you said that you suspected napkin to play slashem 11:53:19 bhaak: Yes, because of dpeg's description! 11:53:35 viz. better storyline, reasonable balance, etc. 11:53:36 because of the "reasonable balance and better interface" 11:53:40 what's this outbreak of insanity caused by?! 11:53:45 Exactly, ergo Slash'EM 11:53:57 Napkin: You! 11:54:02 Hello :) 11:54:03 nooooooo! 11:54:04 Napkin, it's not insanity, it's gossip 11:54:10 Hey greensnarking :) 11:54:15 but slashem actually has pickup_thrown built in 11:54:26 I'm gonna slash my pizza now :-P 11:54:29 o/ 11:54:35 Bon appetit 11:54:42 merci! 11:55:06 OTOH, slashem has the brain damaged interface worsening of having to do r. to read engravings 11:56:20 iirc floor engravings were annoying in vanilla nethack due to their interrupting autotravel 11:56:22 playing powder recently ;> 11:56:32 Napkin: iPhone? 11:56:36 slashem's interface is hundreds of times more /consistent/ than vanilla's, though 11:56:37 too 11:56:39 which is nice for some people 11:56:50 only for robots :) 11:56:57 -!- jld has quit [Read error: Operation timed out] 11:56:59 i can feel the motivation to check out dcss tiles again :D 11:57:02 things like e, to eat from the floor, it pretty much completely gets rid of death through miscontexted keystroke 11:57:18 which happens frequently in both vanilla NetHack, and Crawl 11:57:40 (cast a spell while out of MP, and you get a stray keystroke; theoretically, you can die that turn depending on what that keystroke was) 11:57:54 but in return annoying boring players to death by pressing more keystrokes than necessary 11:58:08 *and 11:58:13 Annoying boring players to death sounds like a good thing 11:58:18 I don't find /more/ keystrokes boring, as long as I can muscle-memorise it without thinking 11:58:31 e,y isn't that much harder to press than just ey, so long as it's the /same every time/ 11:58:37 (you could even macro it, were you in Crawl...) 11:59:13 -!- jld has joined ##crawl-dev 12:00:20 compare what ey does in Crawl: it eats the best chunk if you have chunks, the item in slot y if you have no chunks, and moves you north-west if you have no food at all 12:00:44 this means you have to play /much/ slower, or die; I normally choose dying because having to think about every single keystroke for even routine behaviour is incredibly boring 12:01:09 i just do ee instead of ey and hope for the best 12:01:34 exactly, "hope for the best" 12:01:57 hmm, that sounds a lot like arguments in moded vs modeless editor flame wars 12:02:02 this isn't just hard on bots, it's hard for humans too 12:02:17 !tell dpeg prevent it? no. But the numbers are really terrible at the moment. Scramble death is (max_carry / 2) + random2(max_carry / 2) <= you.burden. So death-by-scrambling chance is (Current_load_percent) - 50 * 2 (so at 75% carrying capacity, you're at 50% death chance). 12:02:17 Cryp71c: OK, I'll let dpeg know. 12:02:32 bhaak: not so much; it's worse than a moded editor, because the mode isn't something you set yourself but rather something that's forced onto you at random by the game 12:02:43 you can't expect people to constantly remember what sort of food they have in inventory 12:03:14 i have this idea the game tries to avoid putting food into your 'e' slot, similarly no potions on 'q' etc. i don't know if i just imagined that though because i don't know where i saw it written 12:03:25 no, I've been told it is in fact the case 12:03:32 ais523: crawl with default settings shows you what you have. to remember if you have any food at all is not a problem 12:03:37 it still doesn't help in the case of being completely out of food 12:03:54 bhaak: yes, but only after you've pressed the keystroke 12:04:06 so it's e, then think, then press e or q or s or y or maybe some other letter 12:04:38 wait, I meant n not s 12:04:50 !tell dpeg this sounds good in theory, but the average non pure-str player cannot realistically sit at <=85% especially as they pick up items from the ground, which means even a lightly loaded (average) character is at 70% death chance from drowning, not to mention if they've picked up a bit more load but havn't quite made it back to stash. 12:04:51 Maximum message length is 300 characters. Eschew verbosity, Gladys! 12:04:51 the situations where the player isn't carrying any food and could possibly make a mistake like that are nonexistant and eating isn't something you would want to macro anyway 12:05:26 !tell dpeg the average non pure-str player cannot realistically sit at <=85% especially as they pick up items from the ground, which means even a lightly loaded (average) character is at 70% death chance from drowning, not to mention if they've picked up a bit more load but havn't quite made it back to stash. 12:05:27 Cryp71c: OK, I'll let dpeg know. 12:05:39 Cryp71c: Is there some greatly increased chance of drowning suddenly somewhere? :) 12:05:47 syllogism: it's effectively finger-macroed as it is 12:05:54 greensnark, lol, yes. Its hardcoded to check for Char_name == 'Cryptic' 12:06:06 I admit it doesn't come up very often, but this happens with pretty much every command in Crawl 12:06:11 and it /does/ happen a lot with casting 12:06:15 it's pretty common for you to be out of MP 12:06:24 and waste a turn pressing . when you're trying to target the spell 12:06:30 I was very surprised to find out that pressing page down wastes a turn 12:06:30 I do that all the time. 12:06:52 greensnark, after a recent (absurd) drown-death, Its become really apparent that drowning mechanics are more of a game-flaw than statdeath was, and statdeath got changed...which makes me think at the very least, drowning mechanics should get some tweaking. 12:06:55 Pg Dn won't waste a turn if it's a simple key sequence, will it 12:06:59 I don't macro za. 12:07:10 If it's curses and your terminal sends an escape sequence, yeah, it might 12:07:11 neither do I, I type it by hand 12:07:14 and /still/ end up losing turns 12:07:15 I was next to an executioner, opened message log 12:07:18 yeah, I don't macro it either 12:07:23 I lose turns casting spells all the time 12:07:24 page downed once or twice past the end and wasted a turn 12:07:30 pagedown sends ^[ [ 6 apparently 12:07:33 Mainly for out of range spells using 'z' :P 12:07:41 I'm pretty careful about running out of mana :P 12:08:03 greensnark: hmm, you must play slower than me, IIRC the game locks up for half a second or so when you press z and I'd already have typed the a and . in that time 12:08:15 I do waste turns all the time, but not when it matters 12:08:16 wait, after you've pressed the za, and I'd press the . while the game locked up 12:08:20 ais523: That happens to me for out of range spells 12:08:24 at least if I care about the game :P 12:08:25 the half second pause has been reduced a lot 12:08:27 yep, I know what you mean 12:08:34 syllogism: Yeah, I'm usually more careful in emergencies 12:08:41 anyway, it is simply impossible, with the current interface, to play Crawl quickly 12:08:50 lol 12:08:52 78291 manages it :P 12:08:55 whereas in NetHack you have a decent chance of getting away with it 12:08:57 !lg * ktyp=winning min=dur 12:08:58 2474. hyperbolic the Spry (L15 SpEn), worshipper of Jiyva, escaped with the Orb and 3 runes on 2010-03-23, with 3144664 points after 20429 turns and 1:19:26. 12:09:00 <3 absolutes :D 12:09:04 because missing turns, etc, isn't as fatal 12:09:17 There we go, if anyone wants to take a look at my rewrite for player_aux_unarmed, I'd welcome some perspective. 12:09:20 ais523: Missing turns is usually harmless in Crawl as well 12:09:21 Let me know and I'll pastebin it. 12:09:29 You just need to know when to pay attention :) 12:09:37 I agree that many aspects of the Crawl interface can be improved 12:10:01 I /did/ once lose a NetHack game to eating the same cockatrice corpse twice, though 12:10:23 NH cockatrice corpse handling is so inconsistent :P 12:10:32 You get multiturn stoning delay, monsters don't :P 12:10:41 How is that fair to the poor monsters :'( 12:10:48 not really, the rule is "quick stoning if it was the player's fault, slow stoning otherwise" 12:10:49 greensnark, in crawl, same happens for petrification 12:10:54 They could kill you and steal your lizard corpses, given time 12:11:04 Zaba_: There's a petrify delay for monsters, no? 12:11:05 or.. wait, no, that's not so, right? 12:11:06 zaba: no 12:11:16 there's no monster petrify spell is there 12:11:28 Don't think there is 12:11:31 though sleep/hibernation handling isn't consistent 12:11:33 greensnark: anyway, monsters are slow-stoned too, just the game makes them take 5 turns in a row in which they can't attack once they start to be stoned 12:11:36 ah, I am confusing that with the fact there's petrified and petrifying states for monsters, but no 'petrifying' for player, or something. 12:11:40 if they have a stoning cure on them, they have time to use it 12:11:48 Because petrify is strictly weaker than paralyse 12:12:02 ais523: They could kill the player to steal their cockatrice corpse, so they should be able to attack :P 12:12:20 Er, to steal their lizard corpse 12:12:53 But the thing about NH that really annoyed me is how dumb pets are :P 12:13:02 yep, there are patches to improve their AI 12:13:03 NH pets are soo bloody weird :P 12:13:14 The whole not-attacked-unless-they-attack-first thing :P 12:13:23 Losing ranged attacks 12:13:26 personally I think the NetHack monster AI could do with being a bunch better, I'm not so sure about the Crawl monster AI though 12:13:37 Crawl monster AI isn't great 12:13:45 crawl's monster caster AI could be better 12:13:46 But NH pet AI is horrible 12:13:49 yep, but I've seen decent arguments that it's deliberately stupid 12:13:51 for Crawl's AI 12:13:52 they should really use spells more often... 12:13:56 crawl caster ai isn't better on purpose :P 12:14:00 Yeah, Crawl is balanced for the existing AI 12:14:08 Improving the AI would involve lots of tweaking 12:14:10 one thing it /does/ do is make spoiler moments 12:14:19 when Crawl casters do nothing for 30 turns then one-shot you 12:14:21 I mean, I often killed liches and stuff before they managed to do *anything* except for taking four steps towards me 12:14:25 how is the player meant to know they were dangerous? 12:14:34 ais523: Next game they'll know :P 12:14:35 that kind of spoilers are intended 12:14:50 Instead of doing nothing for 30 turns, they could one-shot you first turn 12:15:02 greensnark: then you get "die to everything in the game once" syndrome 12:15:11 no you don't 12:15:13 ais523: Not everything, and we've had this argument before :P 12:15:18 ok 12:15:29 I'm not sure that much can be done about it anyway, really 12:20:20 Cryp71c: I can live with that rewrite, though I still think the long expressions (conditions, bite attack family) inside the data help readability 12:20:43 however I'm not confident the logic is actually equivalent -- it'd be nice if someone else who can read code would take a look 12:20:44 anyone tried nlarn yet? 12:21:04 also, lack of { } around multi-line expressions 12:22:43 Napkin, nlarn? 12:22:50 shouldn't it be data.uattack != baseattack? 12:22:57 I've only died a hundred and a bit times in larn(6) from netbsd 12:23:10 and why are you checking SK_UNARMED_COMBAT instead of can_do_unarmed? 12:23:27 nlarn project on sourceforge 12:27:14 -!- Spads has quit [Ping timeout: 240 seconds] 12:38:18 by, wait, what version of the rewrite are you looking at? 12:38:26 -!- by has quit [Ping timeout: 240 seconds] 12:49:21 -!- Spads has joined ##crawl-dev 12:57:37 -!- by has joined ##crawl-dev 12:59:55 Napkin: jpeg is nlarn dev :) 13:00:01 -!- dpegfood is now known as dpegnews 13:00:09 i know - that's how I found it :) 13:00:40 A traitor in our midst? 13:00:57 Is nlarn good? :P 13:01:33 uuuh, using svn! 13:02:11 Germans so often write "exited" instead of "excited". Is whoever wrote the 0.5.4 announcement a German? :) 13:02:26 Probably jpeg wrote it :) 13:02:35 hihi 13:03:10 Oh, it says "jaydg" 13:03:18 * greensnark hopes jaydg is German 13:04:55 dutch 13:05:01 : 13:05:04 :'( 13:05:10 Well, close enough :)P 13:05:18 I'll accept that :P 13:05:21 :) 13:06:22 Cryp71c: this one http://pastebin.com/2PWxY58Q 13:19:51 by, this is the newest one: http://pastie.org/940651 13:19:51 -!- Fangorn has quit [Quit: Page closed] 13:20:05 -!- Fangorn has joined ##crawl-dev 13:20:39 as I said, it would be better if someone besides me had a look 13:27:09 -!- MarvinPA has joined ##crawl-dev 13:28:03 -!- Luca has joined ##crawl-dev 13:34:00 by, well, thanks for your advice, I'll see if anyone here wants to take a look. 13:34:07 greensnark, *wink wink* 13:34:40 I'm only in here for the free beer 13:34:49 I think it would be time to get a new tiles build to cdo runk prebinaries 13:35:01 last one is 17 days old 13:36:17 * Cryp71c pokes various crawl-dev'ers with a stick which has http://pastie.org/940651 branded on it. 13:42:35 -!- dpegnews is now known as dpeg 13:43:25 -!- MarvinPA has quit [Ping timeout: 265 seconds] 13:46:50 -!- Twinge has quit [] 13:47:47 dpeg, ah, sup dpeg 13:48:32 Cryp71c: ? 13:48:32 dpeg: You have 2 messages. Use !messages to read them. 13:48:37 !messages 13:48:38 (1/2) Cryp71c said (1h 46m 20s ago): prevent it? no. But the numbers are really terrible at the moment. Scramble death is (max_carry / 2) + random2(max_carry / 2) <= you.burden. So death-by-scrambling chance is (Current_load_percent) - 50 * 2 (so at 75% carrying capacity, you're at 50% death chance). 13:48:39 !messages 13:48:39 (1/1) Cryp71c said (1h 43m 12s ago): the average non pure-str player cannot realistically sit at <=85% especially as they pick up items from the ground, which means even a lightly loaded (average) character is at 70% death chance from drowning, not to mention if they've picked up a bit more load but havn't quite made it back to stash. 13:48:52 drowning is fine 13:49:10 Cryp71c: as I see it, most drowning deaths are from levitation running out over water (no nearby land). 13:52:43 !killsby drowning 13:52:43 No games for * (ckiller=drowning) 13:59:25 dpeg: do you have thoughts on slimy walls? 14:00:03 perhaps we should up the virtual number of equipment slots, so even fully equipped players get damaged when splashed by acid? 14:00:58 or have equipment in a slot only cut damage by some factor instead of blocking entirely 14:01:40 it seems right for me to have slimy wall acid damage use the same mechanism as monster acid splashing 14:02:03 what's wrong with having the walls just mess up the player's equipment? 14:02:30 by: I had the idea of slimy walls. :) Thanks for coding them. 14:03:06 Slimy walls are in? Yay 14:03:20 by: let me try to understand... currently, a player fully decked in randart gear will not suffer from the slime walls? 14:03:28 yes 14:03:52 actually, there's no armour corrosion at all in current implementation because the wiki said something along those lines 14:04:00 so just fully decked is enough 14:04:26 If anybody wants to see an oklob fort, I just made one in Snake:5 14:04:54 "it's robe" 14:04:56 by: hm. I think it wouldn't feel acidic if it won't ever hurt armour. 14:05:39 yeah, but if the character is fully clad in corrosion-proof gear, it should still cause acid damage or something 14:06:07 Cryp71c: and that, yes 14:06:20 but then, shouldn't a jelly's acid splash do so to? 14:06:28 by: do you need a formula? I can come up with one, as soon as my lovely oklobs are finished. 14:06:45 Acid splash should certainly damage the player's hp even if they're covered in randart armour 14:08:13 but at reduced damage, I think. And acid wall damage should be significantly higher than regular acid damage, to discourage royal jelly corridor fighting 14:12:13 dpeg: will wait for your formula 14:13:02 !source splash_with_acid 14:13:08 for crd mailing, all I have to do is send the email to crawl-ref-discuss@sourceforge.net, yeah? I sent an email a while back and never got any response on the matter. 14:13:36 Lines pasted to http://paste.scsys.co.uk/42957 14:14:27 Cryp71c: please do again. You may not be on some list or something. 14:14:48 there's six slots (includes shields) 14:15:01 monster acid splash appears to have acid_strength == 3 14:16:33 -!- stabwound has quit [Ping timeout: 240 seconds] 14:16:46 by: could you tell me roughly (no numbers) how acidification works? What's the difference between oklob and jelly, for example? 14:16:47 acid beams (I assume this is acid spit) have acid_strength == 5 14:17:07 -!- stabwound has joined ##crawl-dev 14:19:10 apparently it's (num open slots)d3 or (num open slots)d5 for melee vs ranged acid attacks 14:19:15 but I may be missing something 14:19:47 (cloak additionally helps against open slot damage) 14:20:16 and covered slots have a chance to get acid damage? 14:21:10 by: would it be okay if acid damage depends on HD? 14:21:38 no chance for covered slots 14:23:30 dpeg: re HD, probably 14:23:32 I know that a single acid attack can corrode several pieces of armour. 14:23:40 could do !x_chance_in_y(player_xl, HD) to take acid damage for covered slots 14:23:57 which would scale nicely for early-jellies and whatnot. 14:24:09 Cryp71c: never xl 14:24:24 It's the wrong unit for this task. 14:24:49 It should scale nicely on its own, because jellies have low HD. 14:25:49 dpeg: acid splash is separate from acid beam damage 14:26:15 dpeg, there, new email sent out. 14:26:32 Soon, there shalt be monsterous DS running around. 14:26:33 Cryp71c: thanks 14:26:39 monstrous* 14:26:39 yay :) 14:26:58 dpeg, I already put in a learndb entry to hype ##crawl :) 14:28:49 @??jelly 14:28:49 jelly (04J) | Speed: 9 | HD: 3 | Health: 15-30 | AC/EV: 0/2 | Damage: 808(acid) | Flags: amphibious, see invisible | Res: 06magic(12), 03poison, 08acid+++, asphyx | XP: 21. 14:29:57 by: currently, you can *not* get armour corroding and acid damage, right? 14:29:58 for melee, the only acid damage is the acid splash; if you're fully covered, acid resistance doesn't help at all 14:30:22 dpeg: you can get one slot corroded, and damage through another 14:30:26 ah 14:30:38 dpeg: and for ranged acid attacks, you get acid damage regardless 14:30:57 @?? the royal jelly 14:30:57 the royal jelly (08J) | Speed: 16 | HD: 21 | Health: 230 | AC/EV: 8/4 | Damage: 5008(acid), 3008(acid) | Flags: sense invisible | Res: 06magic(196), 03poison, 08acid+++, asphyx | XP: 15000. 14:31:24 the melee (acid) for jellies and the royal jelly is identical 14:31:27 by: so the maximal acid damage would by 6 (slots) * 5 ? 14:31:43 maximal acid splash damage 14:31:45 yes 14:31:56 oklobs and spitting acid blobs do a lot more 14:32:19 that's okay, and we don't need to touch that 14:33:01 the 6*5 is for ranged, 6*3 for melee 14:33:08 alright 14:33:17 it's 0 if fully covered 14:33:40 A fully covered troll cannot take damage from an oklob? 14:34:04 sure he can 14:34:18 1. the non-splash acid damage 2. the uncovered slots 14:34:36 ok ok 14:36:21 with a robe and a cloak, a character will take on average 2*1d3 damage from a melee acid attack 14:39:16 I suggest the following: (1) Add two empty slots for acid splash purposes. (So that a fully covered human still has a 2/8 chance of getting splashed.) (2) Acid splash damage per slot is 1d[(HD+1)/2]. (3) Slime walls get a HD of 2*(depth+1). 14:39:25 Too harsh? 14:39:58 dpeg, if its all slime walls, is there anything we can do to prevent staircases from being placed next to walls? 14:40:21 so the royal jelly does at least 4d21 damage per turn if the player doesn't resist acid? 14:40:22 Cryp71c: why should we? Players can dig etc. 14:40:25 dpeg, otherwise, escape may result in death if you move upwards with low enough hp and you're next to a wall. 14:40:33 (on the staircase) 14:41:09 by: 4d((21+1)/2)=4d11 14:41:16 Cryp71c: I don't see a problem with this. 14:41:31 ah, /2 14:42:07 dpeg, that's a lot of damage being toss around just for going up/down stairs that are next to slime-walls. 14:42:17 just seems a bit absurd, I guess its just me. 14:42:27 by: so it's d3 instead of d2 for jellies, but the two additional slots should compensate for that (I thought). 14:42:44 @?? jelly 14:42:44 Cryp71c: you can disintegrate/dig your stairs free 14:42:44 jelly (04J) | Speed: 9 | HD: 3 | Health: 15-30 | AC/EV: 0/2 | Damage: 808(acid) | Flags: amphibious, see invisible | Res: 06magic(12), 03poison, 08acid+++, asphyx | XP: 21. 14:43:18 Cryp71c: currently, Slime has lost all of its fearsome reputation. Players treat Slime like a safari or a picknick (sp?). 14:43:30 It's time to put the slime back into Slime! 14:44:07 dpeg, I'm all for beefing up slime, but having to prep slime:4 by digging out every staircase from around all walls in the off-chance that I need to escape up them seems more tedius, less difficult. 14:45:20 dpeg: I think the change might buff oklobs/royal jelly/acid blobs/... too strongly 14:45:27 but we can try it 14:45:43 also, with these changes I foresee entire species avoiding slime (those who have resricted or unavailable slots) since they'll be taking unmitigable damage from the slots they can't wear. 14:45:45 did you mean absolute depth, or depth within the branch? 14:45:52 Cryp71c: we can also make sure that stairs are placed in the open, I don't care. 14:46:04 by: depth within the branch of course :) 14:46:08 1-6 14:46:17 dpeg, its not a big deal, if its depth within the branch, thats not bad. 14:46:56 I was just thinking d(10) worth of damage per empty slot wouldn't be condusive to escaping chars. 14:47:09 but d(6) per slot is more managable. 14:48:50 it's negligible in Slime:1, as it should be 14:50:32 by: yes, it may be necessary to reduce acid blob etc. damage in return 14:50:35 dpeg: also, corrosion chance is acid_strength+1 in 20 14:50:56 so currently 4/20 or 6/20 per attack 14:51:02 oh, we should also look at yellow dracs, right? 14:51:29 yes 14:51:33 ??draconian 14:51:33 draconian[1/3]: As a player draconian, you are given a random colour you didn't want upon reaching level 7, usually granting a breath attack and a resistance (sometimes later), and revealing your aptitudes. See "?? draconian" for details -- red, white, green, yellow, grey, black, purple, mottled, pale. Enemy draconians are bad news and found mostly in Zot. 14:51:46 @??draconian 14:51:46 draconian (07d) | Speed: 10 | HD: 7 | Health: 42-70 | AC/EV: 9/10 | Damage: 15 | Flags: cold-blooded | Res: 06magic(9) | Chunks: 07contaminated | XP: 521. 14:51:49 need Lemuel's input :) 14:51:53 HD 7, taht's okay 14:51:55 -!- Gernony has quit [] 14:52:03 @?? draconian knight 14:52:04 green draconian knight (10d) | Speed: 10 | HD: 16 | Health: 96-160 | AC/EV: 12/12 | Damage: 15 | Flags: evil, spellcaster, cold-blooded | Res: 06magic(85), 03poison | Chunks: 07contaminated | XP: 2518 | Sp: b.cold, b.draining, animate dead, teleport self / b.fire, b.cold, cantrip, b.lightning, b.draining, teleport self / b.fire, pain, invisibility, animate dead, blink / pain, b.fire, blink / pain, throw flame, 14:52:10 -!- Gernony has joined ##crawl-dev 14:52:12 16 14:52:52 What about corrosion chance of (HD+1)/40? 14:53:08 so 1/10 for jellies, 9/20 for drac knights? 14:53:47 I'm not sure we want jellies to be less corrosive than drac knights 14:53:58 true 14:54:09 let's leave corrosion chances constant 14:55:26 1/4 should be close enough to current behaviour 14:56:31 if the cloak may prevent acid damage it should also have a chance to prevent corrosion, really 14:57:12 well, only corrosion of the body armour, if we look from realism 14:58:05 also, shield slot shouldn't really be included 14:58:15 (for damage purposes) 14:59:44 yes 14:59:58 that would get us to 5 / 7 15:00:30 yes 15:00:41 by: all my numbers are open for debate 15:01:11 can also use 1 or 3 additional slots or something completely different (I wondered about a 50% acid splash vs 50% corrosion attempt model) 15:12:42 Did you have a chance to read the backlog? 15:16:34 yes 15:16:48 What should I answer to? The colour of the bar etc.? 15:17:04 that was the issue 15:17:19 I forgot to cut nonrelevant bits from the paste :) 15:18:12 The problem is that we cannot have darkgrey letters on a white background? 15:18:33 there was three links 15:19:30 http://www.student.oulu.fi/~jannelah/crawl/gray_on_green.png on win and ubuntu vw, looks pretty fine 15:19:53 http://thorium.homeunix.org/~zaba/crawl.png clearly not good 15:20:09 http://img219.imageshack.us/img219/3010/greyongreen.png barely passable 15:21:05 what about white bars? 15:21:09 -!- ortoslon has quit [Quit: Leaving.] 15:21:30 then the lightgray entries will be barely visible 15:23:20 what about a brown bar? 15:23:25 -!- Smee has joined ##crawl-dev 15:24:06 let me compile and see 15:25:18 brown is sorta dirty yellowish in my msystemrm 15:25:23 how about a bright white foreground? 15:25:36 Luca: console does not have this 15:25:46 console can have bright white foreground 15:25:48 hmm WHITE? 15:25:52 but it won't help with crazy green like that 15:26:04 like in the middle link 15:26:33 I think it should, but maybe not significantly; perhaps a darker background too 15:26:58 the red should look good on all consoles and yellow is probably passable 15:27:00 OT: Why are translocational clouds shown as { but summons going poof as # ? 15:27:17 if we want to keep the traffic light approach for viable, restricted, banned 15:27:28 Luca: Hi. New here? 15:27:40 yes 15:28:14 have a cool addition to announce, once I make it work for Windows too 15:28:33 btw, do crawl developers generally use linux or windows? (or mixed?) 15:29:08 There's quite a good spread of mac, linux and win users 15:29:23 http://www.student.oulu.fi/~jannelah/crawl/blue_on_gray.png 15:29:42 that feels windows-y 15:29:51 of course we could also drop the whole background aspect, and change the foreground color instead 15:30:06 yeah, why did you not want to change the foreground instead? 15:30:32 original idea was to preserve the good / unviable color distinction of lightgray and darkgray 15:30:51 Luca: for quite some time, we had trouble to find devs using windows and mac, but it's gotten better. 15:31:23 felirx: yes, I like the light/darkgrey use, it is very intuitive. 15:32:23 oh cool 15:32:29 Gnome term supports changing the color scheme 15:32:35 I can see how it looks on the common choices 15:35:06 http://www.student.oulu.fi/~jannelah/crawl/blue_ubuntu.png 15:36:32 felirx: I thikn that's okay? 15:36:46 is it intuitive to associate blue as "good" 15:36:47 How does it look like when the bar is over an unviable choice? 15:37:09 has the idea of just using a single-character prefix (e.g. - + * for viable / restricted / banned) along with darkgrey-ing the banned ones been floated ? 15:38:02 to be honest this is the only place in Crawl where you actually have 'selection' as a status and not as an action 15:38:10 can't you, like, bold or underline it? 15:38:18 badp: console 15:38:19 you're trying to convey a lot of information using text colors when it might make more sense just to use a character.. though, color is used pervasively in other parts of crawl to signify various things (not all of which are apparent to me because there are no legends) 15:38:31 do we even support weird stuff like bold or underline in console 15:38:39 dpeg: you mean the Windows Dumb Terminalâ„¢? 15:38:50 ncurses, win terminal, you name it 15:38:58 aka non-tiles build 15:39:01 ncurses does support underlining or bolding 15:39:02 for 'selection', just '> ' before the selection ? 15:39:17 maybe the Windows dumb terminal doesn't 15:39:20 http://www.student.oulu.fi/~jannelah/crawl/red_ubuntu.png 15:39:29 that's how red ond dark gray looks in one color scheme right now 15:40:09 felirx: looks good to me 15:40:29 philsnow: the colours are *very* intuitive, they'll stay. 15:40:48 How about 15:41:06 In old console, there was no need for a bar, b/c players would just press a letter (and they still can do so). But new console will have a bar b/c of the starting screens, and of tiles. 15:41:22 when you enter the screen nothing is selected, but one of the brown lines at the bottom prompts you to use arrows to show details 15:41:43 NO 15:41:46 whoops caps 15:41:59 when you enter screen, your old selection is selected, or the first entry if you don't have old selection 15:42:45 felirx: if the last choice was "random foo", then will the bar be on that choice again? 15:42:50 *nod* 15:43:07 for species, job it will be at the random choice you got I think 15:43:15 felirx: not ideal :) 15:43:20 (but to big deal, of course) 15:43:32 in weapon, book etc 15:43:39 tab will pick random if you last picked random 15:43:57 but cursor will be on first entry if you picked random though 15:45:35 I wish console had an entry like dark green ;( 15:46:28 yes, utter lack of colours 15:46:31 Zaba suggested something along the lines of having the highlighted font color go green if good choice, and brown if restricted/banned 15:46:36 with no background color 15:47:06 03by * rd9a68d444687 10/crawl-ref/source/effects.cc: Armour corrosion for slimy walls. 15:47:08 03by * rc5428e69c3a7 10/crawl-ref/source/ouch.cc: Two extra virtual slots for acid splash damage. 15:47:09 03by * r07931f97e010 10/crawl-ref/source/ouch.cc: Further acid splash modifications. 15:47:10 03by * rde26a0d29f51 10/crawl-ref/source/effects.cc: Scale slime wall damage with depth. 15:47:19 -!- Smee has quit [Quit: Leaving] 15:47:55 dpeg: didn't touch melee and ranged acid splash damage for the moment 15:48:16 it just scales from 1d1 per wall to 1d6 per wall 15:48:18 by: okay! 15:48:26 by: we'll see how it works out 15:48:48 the acid HD thing should probably be done independently, but it touches quite a lot of things 15:49:11 felirx: the old highlighting looked like this, but I feel that preserving the colour (dark/lightgrey) is better. 15:49:17 by: absolutely ok 15:49:28 should go with rebalancing acid monster melee and ranged damage numbers, and probably redoing player yellow drac breath 15:53:23 by: yes. This calls for a wiki page... could you quickly set one up? Crude is enough. 15:53:32 sorry, no time 15:54:23 felirx: how about this? 15:54:24 Species: + - Random good * - Random Enter - Deep Elf 15:54:24 Character: # - Random good ! - Random Tab - Deep Elf Conjurer (ice) 15:54:25 Show: Arrows - Description % - Aptitudes Space - Choose job first 15:54:41 the longest line should be in the whereabouts of 72 chars 15:54:45 (let me doublecheck) 15:54:49 why would you want to explicitly list Enter? 15:55:06 by: I'll try to do it next week. 15:55:32 maybe I will tomorrow if I don't forget 15:56:07 What "Enter" actually means is "use the choice I gave last time" 15:56:18 so you might have "Enter - Random good" 15:56:20 no. Enter means use the choice my curser is at right now 15:56:23 (see retort above) 15:56:26 that's the whole point of the restructure 15:56:34 to allow selection with arrows and mouse 15:57:40 I don't see why arrow selection and Enter recall are incompatible... 15:58:45 do you need to have an item hilighted to begin with before you discover you can use the arrows? 15:59:11 get trunk, compile it and see how it works right now 16:00:02 why bother when the change will go live tomorrow? :P 16:00:32 (if anything actually got changed functionality-wise) 16:00:54 if you connect to cdo, you can also see how it works righn now, bar buggy highlight 16:01:02 yeah, that's what I've done 16:03:46 what is the problem? 16:04:17 jus the color scheme in some console color configurations is not good 16:06:07 umpf, I've made a new username to not mess with my current account and now I get 16:06:10 Starting Dungeon Crawl Stone Soup 4261ca1... 16:06:13 No player name specified. 16:06:15 Hit Enter to continue... 16:06:27 -!- by has quit [Quit: Lost terminal] 16:08:25 -!- badp has quit [Quit: Good night!] 16:22:50 sorear, there, by chance? 16:22:53 yes 16:23:07 if you have a second, can you take a look at this: http://pastie.org/940895 16:23:28 what do you want me to see in it? 16:24:08 It selects multiple body_slot facets that have the same EQ type, even though I'm explicitly inserting the equipment_type into eq_used and checking it on that do while loop. 16:27:19 no 16:27:27 you're not 16:27:41 you're inserting a pointer to a variable of type equipment_type into eq_used 16:27:53 get rid of the *s and &s and it will work 16:29:17 -!- ogaz has joined ##crawl-dev 16:32:27 sorear, from the entire function, or the area where I'm inserting into eq_used and whatnot? 16:35:56 the eq_used manipulation 17:07:53 got it, thanks. 17:07:55 -!- Cryp71c has quit [Quit: Leaving] 17:42:42 -!- dpeg has quit [Quit: leaving] 17:51:22 morning 17:59:45 -!- CAP9160 has joined ##crawl-dev 18:03:01 -!- Gernony has quit [Ping timeout: 276 seconds] 18:30:44 -!- Twinge has joined ##crawl-dev 18:51:20 -!- CAP9160 has quit [] 19:26:05 -!- jld has quit [Read error: Operation timed out] 19:45:27 -!- jld has joined ##crawl-dev 20:10:56 03sorear * re56bd9709e9f 10/crawl-ref/source/beam.cc: Chain lightning is AUTOMATIC_HIT, it need not be fudged 20:14:21 -!- Eronarn has quit [Quit: leaving] 20:18:56 -!- ogaz has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 20:29:39 -!- syllogism has quit [] 21:31:13 -!- Enne has joined ##crawl-dev 22:11:50 -!- pineapple has quit [Ping timeout: 246 seconds] 22:15:14 -!- stabwound has quit [Ping timeout: 240 seconds] 22:16:03 -!- stabwound has joined ##crawl-dev 22:28:03 -!- ogaz has joined ##crawl-dev 22:31:07 ... 22:31:35 oh, it hasn't hit anasazi yet 22:32:09 Mummy Race and Scumming (https://crawl.develz.org/mantis/view.php?id=1458) by Meanfred 22:38:34 ... 22:55:52 -!- Enne has quit [Quit: zzz] 23:12:44 -!- philsnow has quit [Ping timeout: 246 seconds] 23:13:40 -!- philsnow has joined ##crawl-dev