00:04:50 -!- Siber has quit [Ping timeout: 264 seconds] 00:09:43 -!- Siber has joined ##crawl-dev 00:52:29 -!- Zaba has quit [Ping timeout: 276 seconds] 00:57:55 -!- Zaba has joined ##crawl-dev 01:19:04 -!- Kurper has joined ##crawl-dev 02:08:28 -!- elliptic has quit [Ping timeout: 245 seconds] 02:23:03 -!- galehar has joined ##crawl-dev 02:24:42 -!- Kurper has quit [Remote host closed the connection] 03:06:29 -!- syllogism has joined ##crawl-dev 03:32:14 -!- monky has quit [Quit: hello] 03:51:19 -!- Pseudonut has quit [Remote host closed the connection] 04:04:58 -!- ivan has quit [Read error: Connection reset by peer] 04:22:03 03kilobyte * r3ccf70b0431b 10/crawl-ref/source/decks.cc: Temporarily revert "Fix the Damnation card not working outside the main dungeon." 04:22:15 03kilobyte * r006614036a63 10/crawl-ref/source/player.cc: Remove a pointless assertion. 04:22:16 03kilobyte * rbb789f0c17a5 10/crawl-ref/source/stairs.cc: Fix problems with travelling to/from the Vestibule of Hell. 05:40:23 felirx: I'm rewriting the skill menu using PrecisionMenu. I made a derived class, but somehow, it doesn't work in tiles (nothing displaued). Also, I am not so sure a derived class makes any sense here. I should probably just instanciate it. Any opinion about that? 05:40:23 galehar: You have 1 message. Use !messages to read it. 05:40:29 !messages 05:40:30 (1/1) kilobyte said (9h 51m 59s ago): just destroyed two books trying to get rid of a spell -- the book is gone but the spell not 05:41:01 hmm... 05:41:24 -!- TGWi has joined ##crawl-dev 05:45:11 it later worked with Freezing Cloud 05:50:20 Sometimes Selective Amnesia the spell failed utterly to forget spells. 05:51:13 well, I could check the return value of del_spell_from_memory... 05:51:20 but it always return true :) 05:52:02 galehar: did you remember to attach it to tiles? 05:52:27 and not call clrscrsn() after that 05:52:34 yes, I did: tiles.get_crt()->attach_menu(this) 05:52:50 if you call clearscreen it deattaches it 05:52:58 that must be it 05:53:01 thanks 05:53:11 (I assume you're calling draw() :) 05:53:16 yes 05:53:38 but I'm still wondering, from a design point of vue if a derived class is really a good idea 05:54:05 the whole system is designed on the principle that you can derive for your needs 05:54:49 ok, well I'll try and we will see where that leads me :) 05:56:09 kilobyte: forget from book is one of my first patch and there are almost no safety checks. I'll look into it later to make it more reliable. 06:10:44 lol 06:10:56 it works, but the letters are about a quarter of my screen! 06:11:21 does it autosize somehow? 06:19:26 -!- Mu_ has joined ##crawl-dev 06:23:57 -!- valrus_ has joined ##crawl-dev 06:28:27 it uses crtfont 06:28:28 for tiles 06:28:56 you probably forgot something from draw() 06:29:04 if you inherited the whole PrecisionMenu baseclass 06:32:02 nevermind, set_transform() was called from CRTRegion::render() properly 06:34:09 -!- upsy has joined ##crawl-dev 06:54:40 -!- valrus_ has quit [Remote host closed the connection] 07:50:55 felirx: I put a break in set_transform() to try to see what's wrong 07:51:22 it's called by getch_ck() (after the call to draw_menu()) 07:51:42 sx, ox, sy and oy are always 0 07:52:26 the function is called several times. First time, dx=9, dy=20. Second time, dx=1, dy=1 07:52:59 then the huge letters are displayed 07:53:41 console is ok, it's just tiles which are bugged 07:55:20 -!- Pacra has joined ##crawl-dev 07:59:06 -!- eith has joined ##crawl-dev 08:09:15 -!- MarvinPA has quit [] 08:18:42 -!- eith has quit [Ping timeout: 245 seconds] 08:20:56 -!- elliptic has joined ##crawl-dev 08:22:38 -!- Cryp71c has joined ##crawl-dev 09:27:36 -!- ivan has joined ##crawl-dev 09:57:18 -!- st_ has quit [] 10:12:13 -!- elliptic has quit [Ping timeout: 245 seconds] 10:30:41 -!- ivan has quit [Quit: Coyote finally caught me] 10:31:08 -!- Noom has quit [Ping timeout: 255 seconds] 10:37:52 -!- ivan has joined ##crawl-dev 10:49:29 -!- galehar has quit [Quit: Page closed] 10:49:31 -!- ivan has quit [Ping timeout: 240 seconds] 10:51:30 -!- ivan has joined ##crawl-dev 10:54:51 -!- st_ has joined ##crawl-dev 11:13:53 -!- Cryp71c has quit [Read error: No route to host] 11:17:06 -!- casmith789 has quit [Remote host closed the connection] 11:19:16 -!- Cryp71c has joined ##crawl-dev 11:22:04 -!- upsy has quit [Quit: Leaving] 11:22:24 -!- upsy has joined ##crawl-dev 11:31:34 -!- upsy_ has joined ##crawl-dev 11:31:48 -!- upsy has quit [Ping timeout: 245 seconds] 12:06:30 -!- Pseudonut has joined ##crawl-dev 12:15:34 -!- monky has joined ##crawl-dev 12:36:08 -!- Kurper has joined ##crawl-dev 13:03:54 -!- Pseudonut has quit [Remote host closed the connection] 13:47:18 -!- elliptic has joined ##crawl-dev 14:16:54 maybe tornado should start at radius 1 and increment up to max over a few turns 14:17:35 -!- Twilight13 has quit [Read error: Connection reset by peer] 14:18:28 -!- Twilight has joined ##crawl-dev 14:18:55 -!- Twilight is now known as Guest25278 14:31:38 Mu_: that could potentially look really cool if it started with random scattered clouds that streamed in around you 14:32:39 -!- enne has quit [Read error: Connection reset by peer] 14:32:58 -!- enne has joined ##crawl-dev 14:34:14 -!- Zaba has quit [Ping timeout: 264 seconds] 14:37:50 aaa, fight.cc is so bad. 14:38:09 the turning monsters and items around part in Tornado is still unimplemented 14:39:12 since moving them radially either way would be abusable, I think the distance must be kept, changing just the angle. And this leads to problems if there's a wall involved. 14:41:46 tornado radius could stop at walls 14:41:55 it already makes no sense that it goes through them 14:43:54 going _through_ them is a bug, obviously 14:44:04 but stopping outright would make no sense 14:44:11 so many places have a single pillar or such 14:44:41 -!- Zaba has joined ##crawl-dev 14:45:00 my current idea is to restrict the effect to a 2-vertex-connected part 14:45:21 hi Zaba! Maybe you can suggest something 14:45:24 the turning monsters and items around part in Tornado is still unimplemented 14:45:29 since moving them radially either way would be abusable, I think the distance must be kept, changing just the angle. And this leads to problems if there's a wall involved. 14:46:07 what part of the wall is the problem? monsters getting moved behind a wall the tornado can't hit, or? 14:46:07 I didn't implement the solution I'm thinking about because it doesn't solve the turning victims around part. 14:46:45 imagine standing next to a 1-wall pillar. With stopping at walls, the tornado would have radius 0. 14:47:21 Both currently and with the 2-vertex-connected idea the tornado swirls around the pillar, just losing some power. 14:47:55 makes sense 14:48:17 I remember noticing that problem and coming up something like that (and neglecting to mention it then forgetting it) 14:48:28 yeah, that's what i figured, i'm just not sure what about this creates a problem with the rotating of monsters/items 14:49:13 if you don't have a background in graph theory: 2-vertex-connected means that there are always at least two distinct paths from your position to the square in question 14:49:31 doesn't cause a problem, but doesn't fix one 14:50:44 the problem I have is: imagine standing in a huge room 1 square away from a wall. A monster that is 5 squares from you in the direction opposite to the wall -- where should he go after being rotated 180 degrees? 14:52:36 probably behind the wall, if it's a single wall 14:52:47 if you mean you're 1 from a true wall, not just a tile of wall 14:52:52 he should slam into it 14:53:10 a true long wall 14:53:48 in any conceivable fair scheme, what is behind the wall should be irrelevant and unaffected 14:54:45 then yeah, i'd implement this as: if something is lifted, it gets 'thrown' every turn and can't itself move; if it would be 'thrown' into a wall, it takes damage but loses the 'lifted' effect 14:55:47 hmm, that would make tornado far more powerful with walls around 14:58:03 you could make it so if there's a true blocking wall you can't get good airflow there so there's no tornado there so there's no problem 14:58:42 the power is cut back severely if there are walls nearby, I think 14:58:53 a mostly open room shouldn't block it outright, beyond reducing power 14:59:15 I wonder about actual airflows... does anyone here have a clue about physics? 15:00:03 from what I know, if the energy source (usually an updraft IRL) is close to but not touching a wall, it results in an 8-shaped flow 15:01:00 there's a fast flow just next to the wall but it can't handle all the air that is moving, so the rest goes on the other side 15:01:44 kilobyte: even physics is confused when it comes to fluid flows... :P 15:02:41 (there was an interesting article I read once that highlighted the ability of urban environments to attract hurricanes towards them by several miles off the expected course, due to substantially altering the geography) 15:03:15 yeah, but it unless the flow is totally chaotic, physics has models that are quite accurate 15:03:25 on radial displacement of monsters, would slight random jostling be abusable or make no sense? 15:03:41 monky: that should be reserved for shatter 15:03:48 oh, relevant: http://www.geekologie.com/2007/10/18/mercedes-tornado.jpg 15:04:39 heh, cool 15:04:54 monky: do you mean purely random? 15:04:56 -!- hashc has quit [Quit: Ex-Chat] 15:07:42 there could be a slight weighting depending on other factors, but random enough to prevent whatever abuse would be possible from a deterministic approach 15:08:37 randomizing the distance they go would help 15:08:39 say, from 1-3 per turn 15:09:25 if you displace them closer/farther to the caster, without preventing multiple displacements of the same direction, weird things will happen 15:12:12 one possibility: displace them to a specific tile, but if multiple things would go in that tile, offset by a bit - but keep trying to move them as if they were in the tile you'd planned to put them in 15:18:28 -!- Guest25278 has quit [Ping timeout: 240 seconds] 15:21:45 Eronarn: and what if several tiles there are walls? 15:23:41 I'm reading on fluid dynamics, but I never had a clue there... what I'm looking for is some nice rule that can be used to make a cellular automaton. Every cell has a velocity vector (two dimensions) and a density (a single number), but I have no clue how to go further. 15:23:43 kilobyte: like, if you had say 5 creatures in the same 'point' traveling at a clump, and they hit a solid wall of which only there's room for 3 next to? 15:23:59 not sure if i'm misunderstanding your question 15:24:01 for example, yeah 15:24:49 first three slam into the wall, next two slam into other creaures and shove them out of the way - but check if they die first, so that dead creatures lose their slot 15:25:04 well, let's go back to a wall 0,2 from you and a monster 0,-5 from you who moves all the way until the other side 15:25:44 you'd have a 'pacman' shaped tornado in that case, right? 15:25:57 the air by itself doesn't really slam, it turns around, and has enough force to stop any items it can comfortably lift from going out 15:26:29 a straight cut rather than a sector 15:27:08 talking about this sucks without some means to draw stuff :p 15:28:14 there's stuff like pastebin but for sketching 15:29:09 http://www.scriblink.com/ 15:31:53 yay Java junk... 15:46:11 wow, that just crashed my browser 15:57:24 mmm, recite almost good to go 15:57:28 i think i will submit a patch today 16:00:26 -!- Pseudonut has joined ##crawl-dev 16:08:50 -!- Pacra has quit [Ping timeout: 245 seconds] 16:08:53 -!- galehar has joined ##crawl-dev 16:09:38 you mean, Zin who is actually useful for something else than join-donate-cure muts-abandon? 16:09:49 that goes again the very idea of Zin! 16:10:12 * kilobyte sniffs Galehar. 16:10:15 i am pretty sure the ability will be far too good at first :) 16:10:35 hey 16:12:05 zin should be broken for 0.8 16:12:15 that would be hilarious 16:15:08 another god that needs help badly is Zin's dearest friend, Xom 16:15:18 who is currently worse than no god at all 16:15:22 is xom supposed to be viable? 16:15:36 it seems like just weighting the actions toward good would help 16:15:46 or implementing some good stuff from the wiki 16:16:15 if he doesn't already do this, he should keep track of tension changes 16:16:18 they are already weighted... but you get some temporary goodies when you don't need them and permanent bad things 16:16:32 if he does something bad, and tension goes up as a result, he should be very likely to do something good soon 16:17:03 before, you got Xom armour and a slew of mostly good mutations 16:17:31 but then Xom armour was removed altogether and mutations capped 16:17:42 each time I've tried Xom, I've died in the Abyss :( 16:17:48 !log . race=mf urune=14 16:17:48 1. KiloByte, XL27 MfWr, T:464106: http://crawl.akrasiac.org/rawdata/KiloByte/morgue-KiloByte-20090218-102858.txt 16:18:00 look at the list of mutations... 16:18:52 Xom's wrath reduced my naked AC by a huge amount down from 86, so the final stats are much worse than what it was for most of the game 16:19:06 AC +65 16:19:16 lol 16:21:07 you quickly gained a good set even without scumming 16:21:30 so +15 AC and lots of other goodies was typical even in relatively short games 16:22:02 and now Xom hits you over and over without giving anything useful in return 16:22:33 especially exp and stat drain hurt a lot 16:22:57 03dolorous * r3b4da1363b9b 10/crawl-ref/source/ (colour.cc colour.h): Move checks for whether a color is low or high into their own functions. 16:22:58 03dolorous * rc2d40f48d358 10/crawl-ref/source/ghost.cc: Make functions check low/high colors in ugly_thing_colour_to_flavour(). 16:23:25 xom armour was so broken/dumb 16:23:43 03dolorous * rb80b829860c8 10/crawl-ref/source/ghost.cc: Add missing blank line. 16:23:43 getting a few demon allies during a fight sometimes is not a good thing as you can't count on them, and most of the time they just steal your xp 16:31:52 is the % screen supposed to show your true MR, or just what you know about? 16:32:29 ive got an unidentified amulet of the four winds and removing it changes me from extremely to somewhat resistant 16:33:04 yeah, that's a bug... unless you are told about this somehow 16:33:24 autoinscriptions are not reliable, this may be mentioned only in the description 16:33:45 it's just "a jade amulet (around neck) {tried}" 16:34:09 ??bug 16:34:10 bug[1/2]: To report bugs, go to: http://crawl.develz.org/mantis/main_page.php 16:36:52 MR shown on % screen is true MR, not known MR (https://crawl.develz.org/mantis/view.php?id=2849) by kurper 16:53:14 03dolorous * r23c98f6005b3 10/crawl-ref/source/ghost.cc: Add another missing blank line. 16:57:17 weird, when i identified that it autoinscribed to "clar rn+ mr" but the description when i examine it doesn't mention clarity 16:57:26 but i think it is actually giving me clarity 17:00:00 -!- casmith789 has joined ##crawl-dev 17:01:03 03kilobyte * r020d2add7960 10/crawl-ref/source/ (output.cc player.cc player.h): Fix a data leak about magic resistance from unindentified items. 17:01:25 -!- Noom has joined ##crawl-dev 17:08:21 Crazy Yiuf is smitten by the wrath of Zin. 17:08:21 Crazy Yiuf is moderately wounded. 17:08:22 Crazy Yiuf shouts! 17:08:23 yay :D 17:08:25 -!- Vandal has quit [Read error: Operation timed out] 17:18:28 -!- eith has joined ##crawl-dev 17:22:50 03kilobyte * r4f7357253721 10/crawl-ref/source/directn.cc: Ash smite abuse: autoselecting targets. 17:22:51 03kilobyte * r15f7f5000d7e 10/crawl-ref/source/directn.cc: Fix Scrying allowing smiting/aistriking/firestorming through walls. 17:28:21 I guess it seems hard to think of things for xom to do 17:28:38 since they have to be useful for them to be a buff, but they can't be reliable and throwing acquirements at you is boring 17:33:07 apport the orb to wherever you are 17:33:19 -!- casmith789 has quit [Ping timeout: 252 seconds] 17:38:33 TGWi: make enemies explode. into paint 17:38:55 they just start swelling and screaming 17:38:59 and then a few turns later 17:39:00 boom 17:40:14 giving random enchantments in tension more often would be interesting 17:41:17 TGWi: recite is basically ready for testing :D 17:41:22 Eronarn: cool :D 17:41:28 i just need to make sure the struck X effects work then it'll post a patch 17:41:48 protip: i am terrible at coding and it is a fucking monster of a patch, i'll need people to look at it 17:43:51 -!- galehar has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.12/20101026210630]] 17:54:07 -!- Pacra has joined ##crawl-dev 18:05:20 -!- Twilight has joined ##crawl-dev 18:05:46 -!- Twilight is now known as Guest76500 18:08:28 [fuckzin 061563e] v.1 of the new Zin recite ability. 18 files changed, 1293 insertions(+), 202 deletions(-) 18:13:47 -!- Guest76500 has quit [Ping timeout: 276 seconds] 18:15:09 note that for bigger patches it's usually better to have them logically split rather than being a single monolithic commit 18:16:41 "this commit changes half of zin's recite" 18:17:20 "this commit changes the other half" 18:32:26 yay 18:32:31 only two conflicts 18:32:36 which are fixed. patch time 18:38:59 pester the devs some, I want to try that this weekend 18:39:23 TGWi: download current trunk and compile it in yourself 18:39:36 local games don't count 18:49:58 -!- Twilight13 has joined ##crawl-dev 18:57:39 New Zin recite ability (https://crawl.develz.org/mantis/view.php?id=2850) by Eronarn 18:58:50 -!- Pseudonut has quit [Ping timeout: 264 seconds] 19:24:58 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:35:59 -!- syllogism has quit [] 19:41:00 -!- Twilight has joined ##crawl-dev 19:41:26 -!- Twilight is now known as Guest54750 19:44:21 -!- Twilight13 has quit [Ping timeout: 240 seconds] 19:55:14 -!- eith has quit [Ping timeout: 264 seconds] 20:06:02 can someone help me not be an idiot? is !x_chance_in_y(curr_stealth, 520) the same as x_chance_in_y(520 - curr_stealth, 520)? 20:06:14 (assuming curr_stealth < 520) 20:08:21 -!- Guest54750 has quit [Ping timeout: 240 seconds] 20:13:34 -!- Twilight-1 has joined ##crawl-dev 20:14:08 I think so 20:21:07 even for curr_stealth < 0 or > 520 20:24:18 -!- upsy_ has quit [Quit: Leaving] 20:24:38 -!- Twilight-1 has quit [Ping timeout: 264 seconds] 20:27:56 -!- Twilight has joined ##crawl-dev 20:28:22 -!- Twilight is now known as Guest39193 20:32:17 -!- Twilight13 has joined ##crawl-dev 20:33:43 -!- Guest39193 has quit [Ping timeout: 240 seconds] 20:36:43 -!- Twilight13 has quit [Ping timeout: 240 seconds] 20:37:02 -!- Twilight13 has joined ##crawl-dev 20:40:36 -!- Twilight13 has quit [Read error: Connection reset by peer] 20:40:54 -!- Twilight13 has joined ##crawl-dev 20:48:24 -!- hashc has joined ##crawl-dev 20:50:59 is glow level 3 yellow glow? 20:51:55 nm, I guess it's level 2? 20:57:03 There's grey, yellow, red, dark red. 21:05:08 and black 21:08:05 -!- Kurper has quit [Remote host closed the connection] 21:11:46 hmm im just recited scroll of torment and it doesnt damage me 21:11:53 its new in trunk or bug? 21:16:02 -!- Pseudonut has joined ##crawl-dev 21:55:13 -!- valrus_ has joined ##crawl-dev 22:40:49 -!- TGWi has quit [Quit: Leaving.] 23:09:06 New Time Step (https://crawl.develz.org/mantis/view.php?id=2851) by valrus 23:26:13 -!- valrus_ has quit [Remote host closed the connection] 23:28:20 -!- valrus has quit [Remote host closed the connection] 23:36:22 Windows development builds on CDO updated to: 0.8.0-a0-2550-g15f7f50 23:45:06 yay for ash giving scrolls of curse weapon on unarmed, still :|