00:36:05 Ebonnov the Farming Metallomancer (L27 DSEE) ASSERT(branch != NUM_BRANCHES && depth != -1) in 'travel.cc' at line 2933 failed on turn 211286. (D:22) 00:36:37 ... whoa 00:37:15 What? 00:37:25 !lm type=crash x=v 00:37:26 No milestones for due (type=crash). 00:37:30 !lm * type=crash x=v 00:37:31 513. [2011-01-26] [v=0.7.1] Ebonnov the Farming Metallomancer (L27 DSEE) ASSERT(branch != NUM BRANCHES && depth != -1) in 'travel.cc' at line 2933 failed on turn 211286. (D:22) 00:37:40 Bah. 00:39:11 -!- ZChris13 has quit [Quit: Page closed] 01:21:15 -!- Neovanglist has quit [Ping timeout: 260 seconds] 01:23:14 new stalker only gets 1 tmut 01:23:38 this is less than any other class, and at any rate not enough to cast anything 01:24:22 uh, what? they get skills other than tmut, no? 01:24:36 yeah, but you can't cast spells with stealth skill 01:25:00 so? berserkers start with less than 1 tmut if you just care about spell skills :P 01:25:06 en has a roughly comparable start in terms of other skills, just no stabbing; it has I think 3 ench 01:25:41 if just giving them enough skill to cast isn't an option, then something else needs to go down 01:26:07 En doesn't get stabbing skill 01:26:26 st doesn't need to start with stabbing either 01:26:35 it does need to cast spells 01:26:59 it does look like En has somewhat more starting skill in total, but it isn't a huge difference 01:27:17 yeah I don't care about total starting skill 01:27:22 stalker needs to cast, it's a casting class 01:27:28 HuSt starts with fulsome at good, what's wrong with that? 01:27:44 a casting class that starts with a +2 dagger? 01:27:46 "good" as in "barely 70%" 01:27:50 for a level 1 spell 01:27:51 it doesn't *need* to cast anything 01:28:01 and failure rate for fulsome is irrelevant 01:28:09 evap is at fair 01:28:13 passwall at bad 01:28:22 hint: train your skills 01:28:31 seriously, this isn't much different from how Tm starts 01:28:39 and you get a +2 dagger 01:28:49 the player should not have to dance their entire first three levels into a single skill to be able to cast at fair 01:29:02 tm has all the skills it needs 01:29:13 you should start out being able to cast L3 spells at fair? 01:29:23 you should start out being able to cast L1 spells 01:29:28 ##crawl is thataway 01:29:41 pretty sure we're talking about development 01:30:00 tgwi: transmuter starts out with spider form at poor 01:30:21 poor > vpoor > bad 01:31:45 elliptic: so what exactly is your opposition to raising the tmut and possibly stealing some stabbing 01:32:27 having evap lets you train stabbing; not having evap lets you play a bad assassin 01:32:29 I don't really care, but it seems to me like the current start is fine 01:32:42 s/bad/worse/ 01:32:52 raising tmut would make it feel even more like transmuter 2.0 01:33:09 they're pretty different 01:40:52 okay, so there's a variable called plojy. 01:40:53 autoiding staves is awesome 01:41:00 due: only one? 01:41:03 you guys are slacking 01:41:13 it means "the number of items this shop will have". 01:41:21 which is 5+random2avg(12,3).. 02:00:55 -!- Neovanglist has joined ##crawl-dev 02:14:26 -!- Ashenzari has quit [Ping timeout: 255 seconds] 02:15:01 -!- Ashenzari has joined ##crawl-dev 02:15:01 -!- The topic of ##crawl-dev is: Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Long stuff to pastebin.ca please | Immortal Warwalrus forever. 02:23:06 -!- eith has joined ##crawl-dev 02:32:30 elliptic: still awake? 02:32:38 yes 02:35:01 about our heated argument about paralysis yesterday night: I went through all morgues on CDO (save for last several months, I wgetted -r them in September), and there wasn't a single AC char (filtered those xl<10 away) who had the paralyse message in his message history 02:35:47 parsed data: http://sprunge.us/FDYT 02:36:13 the guy with 27 AC had it from mutations and Ozocubu's 02:38:22 interesting, thanks for doing the work to get the data 02:38:43 I mistakenly didn't unpack 0.3 and earlier data, but 0.4 and 0.5 should probably be enough 02:39:27 moin 02:39:27 sadly, no way to recover what the EV was since it drops if you're still paralyzed 02:39:37 Zaba: hi! 02:39:44 hi zaba 02:40:14 kilobyte: the vast majority of games on cdo were 0.6 or later, though 02:40:15 due: what about using your nifty new shop name code to just store the name in all cases? 02:40:23 !lg * cdo ktyp!=quitting ktyp!=leaving s=cv 02:40:23 110773 games for * (cdo ktyp!=quitting ktyp!=leaving): 29467x 0.6-a, 27899x 0.8-a, 22486x 0.7-a, 11222x 0.7, 5764x 0.5-a, 3832x 0.3, 3498x 0.4-a, 3181x 0.6, 2148x 0.5, 1276x 0.4 02:40:40 kilobyte: yes 02:40:43 kilobyte: if i can get it to work 02:41:23 so that's a relatively small sample set for 0.5/0.4, and people weren't using much heavy armour until 0.8 02:41:44 but still your data is persuasive 02:41:48 oh bah 02:41:52 silly me 02:42:02 I'm a little surprised that there weren't even any chain paralysis deaths on tomb:1, though 02:42:17 http://sprunge.us/FDYT at least says it has 0.7 and 0.7 morgues and even a 0.8 morgue 02:42:25 0.6 and 0.7 I mean 02:42:32 I may have misinterpreted something though 02:42:43 monqy: yeah, it has everything >= 0.4 I think 02:42:50 thing to do: "load character from morgue" :D 02:42:56 hurray 02:42:58 if I understand what kilobyte said correctly 02:42:58 elliptic: good point, I just realized I have CAO data as well 02:43:21 oh right nobody used heavy armour in 0.7 and 0.6 02:43:26 yes, the 0.5 CAO data would be more substantial 02:43:39 (though paralysis was buffed and MR weakened since then) 02:43:44 wasn't 0.5 heavy armour supposed to be crazy or something too 02:44:17 honestly I've never had too much trouble with paralysis, or at least I can't remember having too much trouble with it, even on EV chars 02:44:39 maybe I'm lucky though 02:44:57 I forget how good MD racial MR was in <=0.5 but it was pretty substantial 02:45:05 "test's Weapon Emporium"! hooray! 02:45:14 MD racial MR was massive in 0.4.5 02:45:28 too bad it takes ages to unpack (300MB .tar.bz2, several GB uncompressed) 02:46:57 kilobyte: ask greensnark for a cpoy of sequell's database? 02:46:58 hrmm 02:47:02 kilobyte: it might be easier parsed. 02:47:09 !lg * src=cao cv=0.4.5 x=ev 02:47:10 Unknown selector ev 02:47:18 !lg * src=cao cv=0.5 x=ev 02:47:18 Unknown selector ev 02:47:22 0.5-0.7 MR of xl*2 was fun: seven abyssings during one Elf:7 run 02:47:23 Or... noot. 02:47:23 is it just me, or should the feature_type constructors use initialization lists or whatever they're called? 02:47:40 (no Trog, so no hand) 02:47:42 on paralysis and ac chars, I'd probably be the most worried about chained elemental damage, hellfire, torment, and smiting, but I don't know how common that is apart from sphinxes and panlords with summon eyeballs and escorted by tormentors and hellions 02:47:42 Zaba: is this related to my feature_spec changes? 02:48:08 yes 02:48:26 Zaba: blame greensnark, he told me to do it that way 02:48:28 doesn't one of the lich spell sets have both paralysis and greater demon? 02:48:32 kilobyte: so I'm a little bit confused by what you were searching for in the morgue files to find paralysis deaths 02:48:37 kilobyte: thanks for the data. How did you determine paralysis? 02:48:55 you said you were looking in the message history, but the message history only goes several lines back 02:49:02 at least with default settings 02:49:23 which definitely isn't long enough 02:49:25 -!- galehar has joined ##crawl-dev 02:49:27 @: paralysis is in the dump, so you could use that 02:49:42 hi 02:49:48 yeah, you could find deaths where the player was still paralyzed at the moment of death 02:49:53 well, I don't got no time to clean it up anyway :P 02:49:56 but not so easy to find deaths caused by paralysis 02:50:03 Zaba: what is wrong with the way i am doing it, though? 02:50:38 I don't think there's anything functionally wrong with it, but initialization lists are generally employed with constructors... 02:51:11 Ah, I copied it from monster.cc. 02:51:19 my experience with paralysis has often been surviving the damage while paralyzed, but then being low HP and surrounded by monsters and needing to be accurate/lucky to survive 02:51:57 and deaths of that sort, or where you die the turn the paralysis ends (which has happened to me with EV chars) would not be so easy to search for 02:52:17 due, bah, copypasta 02:53:18 Zaba: due to my use of auto_ptr it required an operator= and copy initialisation functions, sayeth Darshan. 02:54:28 but that's not related to how the constructors set the int members of the struct through assignment and not an initialization list 02:54:51 and the auto_ptr members, too, but I have no clue about those, not at this time of day, anyway 02:55:04 kilobyte: an example of the sort of paralysis death I'm talking about (on CAO, so I don't know whether your script is already smart enough to get it): http://crawl.akrasiac.org/rawdata/elliptic/morgue-elliptic-20091228-015107.txt 02:55:05 * due shrug 02:55:07 well, feel free to fix it 02:55:19 i am off to make dinner 02:55:26 after that: items for shops! 02:55:39 03due * r8eeaac88ab1b 10/crawl-ref/source/ (dungeon.cc mapdef.cc mapdef.h): Allow vaults to specify shop: name, type name, suffix, greed, count. 02:57:10 -!- eith has quit [Ping timeout: 240 seconds] 02:58:47 kilobyte: another example, this one actually on CDO: http://crawl.develz.org/morgues/trunk/hyperbolic/morgue-hyperbolic-20100128-050442.txt 02:59:35 searching for "You can move again." would catch both of these, and I gather you aren't currently doing that... would be interesting to see the results 03:02:02 these were both light-armour chars and you may still be right that there are essentially no heavy-armour deaths to paralysis, of course 03:02:02 but as things are I think you are probably missing quite a large proportion of deaths caused by paralysis 03:08:12 I did grep for "You suddenly lose the ability to move!", so in versions that shown only 10 lines by default this is indeed likely to be lost 03:09:41 there's a lot of false positives, though... like, one of my deaths where I quaffed a number of unided potions before charging an oklob... para was one of them, but the death was in no way related to being paralysed 03:10:41 the default settings for v>=0.5 seem to be only 7 lines 03:11:27 yeah, I'm actually wondering how many of the deaths you listed were false positives if they all had to have paralysis starting within the last seven lines (or custom settings) 03:12:52 searching for "paralysed" or "You can move again" seem more likely to be actual paralysis deaths 03:19:13 grepping for 'You suddenly lose the ability to move!\|You can move again.\|paralysed' on CAO data, with luck it will finish by the new year 03:20:25 yay, default dump_message_count is indeed 7 03:27:39 -!- Zaba has quit [Ping timeout: 276 seconds] 03:35:14 -!- Zaba has joined ##crawl-dev 04:02:33 -!- monqy has quit [Quit: hello] 04:05:44 greensnark: i am led to believe you are celebrating a holiday today. hooray! 04:15:26 elliptic: 80 chars out of 1102 paralysed had >=30 AC (again, throwing away those below xl 10) 04:16:36 kilobyte: I recall heated bikeshedding about if skeletal warriors should be silenceable. :) 04:16:52 Keskitalo: hence why it is good that someone has gone ahead and made a change :D 04:17:08 Keskitalo: i aam implementing shop items in vault definitions! 04:17:11 how exciting!!! 04:17:15 kilobyte: how easy would it be to check what the ratio is of chars with >=30 AC among all chars with xl >= 10 in your sample? 04:17:15 due: Most excellent! 04:17:18 It is, actually. 04:17:33 due: Well, as long as curse skulls aren't silencable. 04:17:44 oh, i agree 04:17:54 skeletal warriors absolutely should not be silencable 04:18:00 simply because they use the standard spellcasting gestures 04:18:42 new adjective to use for a crawl monster somewhere: druzy 04:19:00 I like the sound of that! I have no idea what it means! 04:19:07 elliptic: I thought about that too, running a check (which will again take ages) 04:19:07 it means covered with a fine layer of crystals 04:19:15 Ooh, cool. 04:19:58 kilobyte: is this CAO data now? what version(s)? 04:20:07 due: Also yay less giant monsters! 04:20:19 Keskitalo: i am going to do more tonight >:) 04:20:25 \o/ 04:20:49 specifically bye bye giant blowflies and giant mosquitos, hello vampire mosquito! 04:20:55 elliptic: all of CAO until September 04:21:01 @??giant mosquito 04:21:02 giant mosquito (16y) | Speed: 12 | HD: 1 | Health: 3-8 | AC/EV: 0/13 | Damage: 1007(disease) | Flags: fly | Res: 06magic(4) | Vul: 09poison | Chunks: 07contaminated | XP: 8. 04:21:05 @??giant blowfly 04:21:05 giant blowfly (15y) | Speed: 19 | HD: 5 | Health: 17-39 | AC/EV: 2/15 | Damage: 13 | Flags: fly | Res: 06magic(20) | Vul: 09poison | Chunks: 07contaminated | XP: 179. 04:21:32 (that in and of itself is a bad dichotomy with the wihte/lightgray thingy) 04:21:46 vampire mosquito, I like it! 04:22:21 vampiric attack, undead and with blowfly stats, to replace giant blowfly and giant mosquitos. 04:22:26 eronarn came upwith it, of couse 04:22:36 kilobyte: independent of these questions about how dangerous paralysis is with heavy armour, it would be interesting to compare different versions to see whether paralysis has become more or less common 04:24:28 lol 04:24:35 good idea, I already extract version number 04:24:38 host google.com.s9a1.psmtp.com [74.125.148.10]: 550 5.2.1 ... Mailbox disabled for this recipient 04:24:51 Napkin: ? 04:25:54 just funny email used by someone trying to register 04:26:55 elliptic: I'll re-run it with unfiltered data: what fields would we want? Currently it's ac, xl, god, version. 04:27:07 due: Ah, replacing bores. Keep giant mosquite around though please, I use it in sewers. 04:27:34 hm 04:27:36 heck, it might be good to plot ac:xl for every major version 04:27:36 (I can then tweak their attack power down a bit and use it a bit more! \o/) 04:27:50 giant mosquitoes -> vampire mosquitoes 04:28:10 maybe 04:28:32 no, that is the change I am planning on making 04:28:50 oh sorry, I was just in middle of a senstence 04:28:50 i mean 04:28:52 i am making no sense! 04:28:55 sentence, change is fine! :D 04:29:00 argh, sorry, brain is on thingy 04:29:01 no, *I* am making no sense! 04:29:20 kilobyte: might grab EV too, though of course it isn't interesting for the games in which people are actually paralyzed at time of death 04:29:24 well, we can all make noo sense together 04:29:43 anyway, we can use downgraded (less HD/HP) vampire mosquitoes for sewer, right? 04:29:55 yes, exacctly 04:30:00 ..though attack power 13 is a bit much.. 04:30:03 hmm hmm hmm 04:30:07 they are currently attack power 10 04:30:19 yeah, i was looking at blowfly stats 04:30:22 !killsby giant mosquito 04:30:23 58 games for * (ckiller=giant mosquito): 2x splat, 1x SpeedRobin, 1x Rageo, 1x nmf, 1x Mokuren, 1x IanDavid, 1x Greeny, 1x Ilyak, 1x KHAAAAAAAN, 1x Xomrobin, 1x Aliza, 1x Ragdoll, 1x yogidabear, 1x terril, 1x aurelian, 1x tabasco, 1x ToastyP, 1x Supified, 1x impgrinder, 1x Soadreqm, 1x VonKrieger, 1x Elynae, 1x icefox, 1x m00se, 1x ihlosi, 1x Eronarn, 1x MrMrMonkey, 1x Solvent, 1x phyphor, 1x schw... 04:30:32 !killsby giant mosquito place=icecv 04:30:32 No games for * (ckiller=giant mosquito place=icecv) 04:30:38 !killsby giant mosquito place=ice cave 04:30:39 No games for * (ckiller=giant mosquito place=ice cave) 04:30:40 duh 04:30:45 !killsby giant mosquito place=sewer 04:30:44 20 games for * (ckiller=giant mosquito place=sewer): 1x KHAAAAAAAN, 1x Ragdoll, 1x m00se, 1x MrMrMonkey, 1x Bug, 1x Rageo, 1x Squagin, 1x hymie, 1x Supified, 1x pukewolf, 1x icefox, 1x nmf, 1x terril, 1x tehpwn, 1x Eronarn, 1x Elynae, 1x Icemage, 1x Zicher, 1x phyphor, 1x Fangorn 04:30:46 hahahaha 04:31:20 quite popular in sewer you see :) 04:37:12 yes 04:37:13 excellent 04:38:02 Hmm, they're also always placed randomly, e.g. it's stuff like MONS: giant bat / w:2 giant mosquito 04:38:21 We could just drop them too - that way no need to consider the high attack power. 04:48:41 -!- Mu_ has joined ##crawl-dev 04:48:59 Mu_: i still do not uunderstand why they do not speak 04:49:06 :(((( 04:49:06 !lm * br.enter=~cigotu 04:49:13 No milestones for * (br.enter=~cigotu). 04:51:13 -!- cw_ has quit [Remote host closed the connection] 04:52:51 that vault is my pride and joy, i feel bad it doesn't work right :P 04:53:09 <3 mu 05:03:51 wheee i am fucking up shops 05:08:03 it wooooooooooooooooorks 05:08:05 omfg, Keskitalo! 05:08:15 b - a book of Burglary 10350 gold 05:08:15 c - a +0 robe 165 gold 05:08:15 d - a book of Annihilations 15870 gold 05:08:21 e - a +0 orcish ring mail 510 05:09:09 hm weighting borked 05:23:48 nice prices 05:24:22 yeah 05:24:25 I put the greed at 183 05:24:33 isn't it awesome? 05:24:39 yup 05:25:22 So we can have a greed:1 name:Tutorial type:Test suffix:Shop ; 05:26:04 yay Orb shops 05:26:11 well 05:26:12 yes 05:26:17 let's see 05:26:42 a - the Orb of Zot 325000 gold 05:26:44 :DDDDDDDDDDDDDDDDDDDDDDD 05:26:58 nice! 05:27:09 setting greed to 1 gets you 25000gp. 05:27:10 well, that's one way of stopping apportation 05:27:17 elliptic: <3 05:27:27 but yes, it's possible to put ridiculous items in shops. 05:27:44 however it is better to enforce through not allowing vaults with such things than to specifically code around them. 05:28:10 need corpse shops 05:28:38 doable 05:35:53 -!- cw_ has joined ##crawl-dev 06:02:50 anyone have a moment to update cdo? 06:04:28 oops - how do I "adjust" spells now? 06:05:15 = still, but you don't get prompted for abils/spells unless you have them 06:05:20 or does it just not ask me anymore, since I have no spells? 06:05:24 which I don't like all that much 06:05:58 well, a bit confusing.. got really used to hitting =i and =s quickly 06:06:08 but makes sense, of course 06:08:43 I thought people here talking about vampiric mosquitos might appreciate trog's latest gift to me: D - the +9,+5 executioner's axe of the Mosquito {god gift, vamp, +Blink MR Int+4} 06:15:30 -!- dpeg has joined ##crawl-dev 06:16:32 elliptic: thanks for the gdr proposal (that galehar posted to the wiki), best numbers so far as far as I can tell 06:17:01 thanks :) 06:17:22 Hi 06:17:29 -!- Twilight-1 has quit [Read error: Connection reset by peer] 06:17:34 Napkin: yeah, that's an interesting usability thing/decision - the way it is now perhaps helps learning the interface or is simpler for slow/new players, but messes up keymashing muscle memory 06:17:52 (i said "usability" so i can grep this later from the irc logs :D) 06:17:54 hehe 06:18:00 same with "g" for me 06:18:19 menus should by consistant in my opinion 06:18:24 be 06:19:04 st_: in general yes, but there are always exceptions. What are you referring to? 06:19:07 nah, not necessarily 06:19:47 = not giving a ability/spell/item prompt when you don't have spells/abils 06:19:51 I had the same experience napkin did 06:20:55 There are more cases likes this: chopping (single item: c, more cc). 06:21:17 it is quite rare to have neither spells or abils (no god and no spells rules out most starting classes), so I don't think there should be special behavior the way there is 06:21:57 well, in the case of "=" i think it's a good change 06:21:59 I would never back down on the new change right away: _of course_ will veterans press keys from muscle memory (and sometimes complain), but (a) new players don't and (b) old players can adapt, but they need some time for this. 06:22:32 will need some adjustment to adapt, of course 06:22:44 speaking of interface, can I complain about the new very busy lines of options for doing things with stacks? 06:22:50 Pick up 27 runed arrows? ((y)es/(n)o/(a)ll/(m)enu/*?g,/q) 06:23:00 yes, Johanna added that without asking 06:23:12 but in the case of "g" i don't really like it - and i think that change went to in exactly the opposite direction 06:23:15 you can complain but perhaps c-r-d is the best channel 06:23:31 Napkin: I tried to change that, but galehar wouldn't listen :) 06:24:12 I told myself that I'll just wait and put forward my proposal in case the current state gets too many complaints. (Perhaps it doesn't.) 06:24:17 there are maybe like.. 2 times in a whole game, where I would pick up only x of y items.. but i have to press twice for every pack of ammunition i pick up 06:24:31 Napkin: I agree. 06:24:31 macro g to , 06:24:34 casmith789: no 06:24:41 that is only second best 06:24:48 macroing g to , is what I do... 06:25:04 adopt my playstyle and just use , like I do all the time ;) 06:25:12 i will first keep an eye on whether i am right about "2 times in a whole game".. so giving it a try first 06:25:23 if I ever want to pick up only x of y items in a single stack and it is really critical, I will remove the macro 06:25:25 we shouldn't use macros as band-aid to cover interface woes 06:25:27 this isn't very likely 06:25:40 ah, I should reply to johanna's mail on crd.. and test the tutorial, but we'll see if I have the time 06:25:46 i do know i've been wrong in complaining in the past about some changes (like "cc" which I like nowadays) 06:25:52 making interface easier for new players at the expense of general usability is bad 06:25:59 remember, new players learn and become veterans, too 06:26:17 what is this "cc"? 06:26:17 Zaba: this is about = but not g or c, right? 06:26:22 elliptic: chopping 06:26:32 dpeg, this is in general, I haven't played lately to pinpoint more specific things 06:26:41 There is modality: the interface only presents the prompt when there are more than one choppable items. 06:26:53 dpeg, the "((y)es/(n)o/(a)ll/(m)enu/*?g,/q)" in prompt is an example of that, though 06:26:53 This got complaints when proposed, because players were so used to cy 06:26:56 does cc chop everything in the stack or something? 06:27:02 I use cy 06:27:05 Zaba: as I said, that was never really discussed. 06:27:06 cy = cc 06:27:13 elliptic: there is also ca 06:27:39 but I haven't noticed any change to the keys I press for chopping... should I have? 06:27:42 elliptic: you will have noticed that you don't press y when there's just one item. That was new and contested at some time. 06:27:57 oh, how recent is this? 06:28:17 since at least 0.7, elliptic 06:28:38 ah, okay, I vaguely remember something like that 06:28:44 or you have set the option to disable easy_butcher 06:28:45 thought we were talking about something more recent :) 06:29:35 no no 06:29:57 elliptic: but that another example where we changed the interface a bit, and it wasn't clear whether that's good or not 06:30:40 * dpeg got preemptive complaints by half the dev-team, including his Snarking Highness! =) 06:30:49 WRT the new ranged ai - is that staying in? it seems easy to abuse 06:31:18 the biggest problem so far with the "Pick up how many" prompt is, that it actually accepts non-numeric input 06:31:51 so i end up writing into the prompt, need to either delete and press enter or escape and then gg 06:32:03 casmith789: how do you abuse it? it doesn't seem any more abusable than the old AI to me so far, but maybe I just haven't figured out how :) 06:32:21 pillar dancing at range with clouds / poison 06:32:39 I killed sigmund as an xl3 ogvm using just sting by abusing the ai 06:32:51 -!- Twilight13 has joined ##crawl-dev 06:33:03 !lm casmith789 ogvm uniq=sigmund -tv 06:33:04 2. casmith789, XL3 OgVM, T:1605 (milestone) requested for FooTV. 06:33:08 -!- jpeg_ has joined ##crawl-dev 06:33:12 heh - deleting the input on the g-prompt and pressing enter then actually cancels pickup and clears the message window 06:33:15 bug, bug, bug 06:33:28 I see I am being discussed... hi @lls! 06:33:35 has everybody remapped that immediately instead of trying? 06:33:38 moin jpeg :) 06:33:58 I've got to admit that I never actually use 'g', so it didn't occur to me that this might be a problem 06:34:08 I'm willing to back down on that, though not on the = change :) 06:34:13 i never use "," ;) 06:34:21 jpeg_: I use the vi keys more often than I realise and when doing so, I pickup with g. 06:34:28 I always use , 06:34:32 well, I move with the arrow keys, so , is easy to reach 06:34:39 and I use vikeys 06:34:39 For some reason, I was doing this during my Spring fit, and I hated the g prompt with a passion. 06:34:52 yeah, vikeys+g for me too 06:34:53 geez - you guys are holding on tightly to your coffee cups with the left hand? 06:34:58 This is when I realised that the current solution (where g Enter or gg exit the menu) might not be good enough. 06:35:02 I use vikeys, but , 06:35:10 But my insight came too late for galehar. 06:35:19 it seems to me that g and , should stay synonyms 06:35:28 vikeys with right, g with left hand.. like asdf too :) 06:35:48 jpeg_: you didn't like my last tutorial reply? 06:36:01 yeah, picking up only part of a stack is such a rare action that we can put it on some obscure key 06:36:11 \o/ 06:36:11 dpeg: which one? 06:36:13 +1 06:36:25 jpeg_: where I offered to set up the orc room :) 06:36:36 Oh, so the = behaviour is new? 06:36:36 greensnark: You have 2 messages. Use !messages to read them. 06:36:38 casmith789: I think one thing that would make sense and help with such abuses is to make monsters revert to the "less patient" AI if they are poisoned (or in a cloud or whatever) 06:36:47 It drove me batshit and I thought it was just the lag to CDO 06:37:04 Consistent prompts, please 06:37:08 I've got to update an article, so let me drop out of here by recalling my proposal: make the ; command (currently looks at your current square) trigger the "pick up a partial stack". Advantage: that way it's available in console, and reasonably obscure. Drawback: it is obscure. 06:37:12 (y)es/(n)o/(a)ll/(m)enu/*?g,/q/ is better than y/n/a/m/*?g,/q I must say :) 06:37:20 Hi jpeg_ ! 06:37:23 * Napkin whispers hinted-game mode :) 06:37:28 *for CDO 06:37:47 jpeg_: I intend to reply your question about what was learned in resarching the project 06:37:48 greensnark: /me got preemptive complaints by half the dev-team, including his Snarking Highness! =) 06:37:51 Keskitalo: I agree (which is why I changed it) 06:38:05 I mean I've got trouble understanding the latter and I probably set it up that way 06:38:12 dpeg: Yeah, you just nickpinged me which is why I checked backlog 06:38:23 jpeg_: Although so far there's really just "material", no actual research paper written yet 06:38:29 ah, didn't know you also react to "Snarking Highness" :P 06:38:34 I'll use the material for my graduation thesis 06:38:54 I think I've already acknowledged I was wrong about c, and I wrote a thesis on how prompts are ok to be inconsistent *if* the extra keystroke case is the *infrequent* case 06:39:09 Keskitalo: good enough, I'm simply curious 06:39:11 greensnark: I agree that modality is usually bad... but I think that for butchery, it worked out well enough. Recall that we used to have prayer prompts, too. *shudder* 06:39:13 Which, btw, is why the new 'z' is an unmitigated disaster :P 06:39:19 dpeg: See above 06:39:22 haha 06:39:25 jpeg_: I'll reply with some interesting (hopefully) insights :) 06:39:50 jpeg_: This project was called "UKKOSS5", in a series of UKKOSS-research, UKKOSS2 was had a game project as the case (Freedroid) too 06:39:55 well, I guess I could skip the item/spell/ability prompt just in the tutorial, but wouldn't that end up confusing new players even more? 06:40:13 greensnark: regarding z, I think there are different ways to use it. I employ z so taht I don't have to count ranges. 06:40:33 That's fine, 'z' is ok if you cast about 10 spells in the entire game 06:40:48 do you guys really use Z? 06:40:51 If you use spells often having to carefully check whether you're at the prompt or not before targeting = infuriating 06:40:53 wow... 06:40:53 * dpeg slaps greensnark with a divination rod. 06:41:05 That's what 'z' forces, really 06:41:10 I have to stop and see if the prompt is there or not 06:41:13 Every time 06:41:20 (ooh, freedroid has nice new homepage) 06:41:22 So I just macro it to 'Z' which behaves sanely :P 06:41:32 oh, guess I play too slowly for that to be a problem for me 06:41:36 z .. wait .. target 06:41:43 This is quite unlike 'c', where it is very rare that I get prompted to choose a corpse 06:41:50 but then I don't play often enough to bother with macroing 06:41:53 And accidentally feeding movement keys to 'c' is not damaging 06:42:05 Because I don't do 'c' when I'm say two squares away from an ogre 06:42:10 'z' now 06:42:11 jpeg_: Here's a link to their work: http://www.freedroid.org/pmwiki/pmwiki.php/ToDo/UsabilityStudy 06:42:34 greensnark: if there's enough impetus, I'd be willing to swap z and Z (which will create an outcry on its own) 06:42:38 The "infiltration" approach sucked (also) in that I couldn't post this stuff earlier :) 06:42:47 dpeg: No worries, everyone who cares has it macroed away to 'Z' :) 06:42:50 spellcasting feels much better to me having just macroed z to Z 06:42:53 yeah 06:42:56 greensnark: I should probably macro z to Z, thanks for the suggestion :) 06:43:39 the z behaviour is useful for individual spell macros though (zaf etc) 06:44:13 I actually use both z and Z, but I understand these commands, after all :P 06:44:34 marvinpa: uh, doesn't that just mean you start to fire a missile? (f) 06:44:50 Commands failing usually flush the macro buffer 06:44:51 nope 06:44:57 ah 06:44:58 So the extra keys get discarded safely 06:44:59 yeah, that 06:45:04 Keskitalo: so you "infiltrated" FreeDroid, too? 06:45:08 I don't use spell macros for actual combat ever 06:45:16 just for victory dancing 06:45:24 there's about 20 different keys for "fire spell" and i don't know which is which really 06:45:25 jpeg_: No, that was a difference this time 06:45:31 so i just use f because that does what i want it to 06:45:56 "fire projectile"? 06:46:23 jpeg_: Dunno what the effects were - I guess if we showed you earlier similar work by other students (i.e. UKKOSS2 results), it would've been more impressive 06:46:27 fire, don't stop at target, i think 06:46:41 jpeg_: but we were pretty welcoming to the UP team work anyway :) 06:46:57 you don't want f for meph though 06:47:04 jpeg_: Another difference was of course that I was on both the UP team and the devteam, which probably influences everything :() 06:47:06 ah, I see what you mean 06:47:07 :) i mean 06:47:08 Keskitalo: sorry, I don't understand what you're trying to say... 06:47:10 i don't macro meph, when i'm just casting normally i use enter 06:47:13 Mikko was very excited about that 06:47:25 jpeg_: Ah, sorry, I'll try to rephrase.. 06:47:25 but i don't know how to macro zaenter so i just do zaf 06:47:29 Keskitalo: oh yeah, the famous double agent role :) 06:47:43 Keskitalo: I meant about the references to FreeDroid 06:48:24 i wonder if anyone ever uses @ as a firing command 06:48:34 jpeg_: I mean, Mikko had another team of students do similar work for Freedroid earlier 06:48:37 the help for targetting doesn't actually make much sense to me 06:48:44 p : fire at Previous target (also f) 06:49:03 Keskitalo: so you had experience doing this, is that what you're trying to say? *still confused* 06:49:04 completely unclear what f does from that :P 06:49:10 (or p) 06:49:23 elliptic: sarcasm? Or should I improve it? 06:49:33 p is different to f 06:49:35 no, I seriously have no idea what they do 06:49:40 so i don't know why the targeting help claims they're the same 06:50:24 as far as i can tell, f is identical to space or enter 06:50:44 yeah, that's what I thought 06:50:44 p only works if you have a previous target 06:50:49 I guess we could get rid of p... 06:50:58 jpeg_: Well, kind of - the people (students) who did the actual work were different, but the model of offering usability work for OSS game projects was done before (succesfully) 06:51:00 the help claims del is also the same as space and enter too, but that seems to be untrue 06:51:05 jpeg_: I'm sorry I'm not making more sense :D 06:51:18 is there still the option to modify behavour when entering target mode, whether previous target is selected or not? 06:51:20 Keskitalo: i see 06:51:43 Keskitalo: from what I can see of the results, the project was a success 06:51:44 *automatically selected 06:53:06 Keskitalo: also, when do you think the player should be told about the save command? 06:53:17 jpeg_: yeah, it was awesome to get resources for Crawl this way! 06:53:25 new ranged AI is nice, even on the first kobold with darts 06:53:27 Keskitalo: totally! :D 06:53:46 Keskitalo: thank you for doing this, btw, it's really, really helpful 06:54:02 I asked if I could get a project for Crawl directly btw, but this wasn't possible - I'm really happy that Mikko was able to step in (and was very excited about it too) 06:54:13 jpeg_: Yeah, I'm absolutely pleased to be able to contribute this way 06:54:22 especially that we get a team this year too! 06:54:32 Keskitalo: you contribute a lot in other ways too :) 06:55:50 I really wish I coded more/better :) 06:55:54 omg, this = equals =i is really difficult to get used to :-O 06:56:12 i've been reassigning i for like 50 times already 06:56:40 Napkin: I thought you played 0.7... 06:57:00 wanted to play some heavy armour char :) 06:57:16 people who, say, play 50 spellcasters in a row and then play MDFi will have the same problem 06:57:37 having = equal =i was necessary for the tutorial 06:57:38 it isn't just old players who will dislike this = behavior 06:57:48 so maybe it should be restricted to the behaviour for that 06:58:10 the general change is good - just really hard to get used to it :D 06:58:17 option? ;> 06:58:34 no option 06:58:56 no option 06:59:08 might be nice to allow reassigning from the item description screen 06:59:32 We could allow = when examining an item. 06:59:35 definitely 06:59:44 having things work differently in the tutorial sort of defeats the point... 06:59:44 dpeg: <3 06:59:46 galehar would do this, I reckon. 07:00:16 same number of key presses, btw 07:00:29 iA=a vs i=Aa 07:00:33 =ab is 3 keypresses, ia=b is 4 07:00:57 I assume that if allow slot swapping from inventory then = will get back the ais prompt. 07:01:01 also more tricky to explain in the tutorial 07:01:21 jpeg_: but you already tell players to examine items! (With the venom sword.) 07:01:22 (as are all variants of "open the menu, then do x, followed by y") 07:02:28 yes, but "press =, select a, press b" is shorter than "examine a (with i or rightclick), press =, press b" 07:02:42 what is wrong with having the ais prompt in the tutorial, btw? 07:02:55 it's one further step to explain 07:03:01 it seems like not a bad thing to show people that they can swap other stuff with that command 07:03:08 "press =, choose i, select a, select b" felt really clunky 07:03:14 even if they don't actually have spells/abilities at that time 07:03:23 especially as at the point the player has heard of neither spells nor abilities 07:04:22 if you teach them the = command just for relabeling items, they won't have any clue that the command does other stuff too 07:04:36 -!- cw_ has quit [Remote host closed the connection] 07:05:10 jpeg_, why be so careful about preventing players from seeing things they haven't heard about yet? 07:05:52 Zaba: same reason I'm filtering the inscription prompt in the tutorial 07:06:02 Zaba: makes things easier to explain 07:06:45 hmm... if slot swapping from inventory/spell description goes in, I'll revert 07:07:02 but if tutorial is different from the real game, it explains wrong things, no matter how easily 07:08:03 Zaba: the first time the player looks at an item in a real game, they'll see the inscription prompt and yes, they'll have no idea what it does 07:08:11 hammering the game into a shape that's more suitable for new players is fine, as long as you keep in mind that new players don't stay new for long 07:08:20 but if I wasn't going to explain it anyway, what does it matter? 07:08:37 they have to experiment to find it out, and I'd rather they not distract themselves doing that in the tutorial 07:17:35 a gnoll corpse of gnoll shaman 07:18:47 <3 that "Found"-message show up when not doing auto-explore too :) 07:18:55 -!- cw_ has joined ##crawl-dev 07:19:11 jpeg_: The term "inscription" was a rather odd one to me when I started playing (this was my first roguelike). 07:19:34 Had it been something like "annotation" or "note", I'd grokked it more easily. 07:24:12 Zao: maybe it's inherited from Angband? 07:28:09 st_: How did you like the level? :) 07:29:49 -!- upsy has joined ##crawl-dev 07:34:04 -!- jpeg_ has quit [] 07:41:32 Game frozen during tutorial, even after uninstalling (https://crawl.develz.org/mantis/view.php?id=3299) by MajorDerp 07:51:35 Clouds of temporary effects drop too quickly off the level (https://crawl.develz.org/mantis/view.php?id=3300) by casmith789 07:56:34 MarvinPA: Thanks for looking at the Demonspawn stuff btw 07:57:12 no problem, they're one of my favourite races so i like contributing stuff for them :) 07:58:22 back 07:58:45 so, I've read the back log and added some stuff to my todo 07:58:52 galehar: hi 07:58:59 move partial stack pickup to ; 07:59:11 and reassign with = from examine 07:59:44 Parts of the documentation are dated or just wrong. 07:59:59 dpeg: using ";" for partial stack pick up is indeed a good idea. Too bad you came up with it just after I coded another solution. Makes one deaf ;) 08:00:38 -!- herself has quit [Ping timeout: 272 seconds] 08:01:06 galehar: yes, I was too late. Noted it right away :) 08:06:58 I guess I should just send what I have for the 0.8 plan. 08:08:17 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 08:28:20 \o/ 0.8 post 08:31:56 -!- eith has joined ##crawl-dev 08:32:48 Keskitalo: it is a stub, but best to move on 08:33:06 as always, I am completely oblivious to tiles 08:33:15 "Tiles, does Crawl already have tiles?" 08:36:42 I think tiles are pretty well in check between jpeg and galehar so no worries 08:36:54 as long as they get enough time to finish up what needs to be finished 08:37:18 I *really* should evaluate the new portal vault timers :P 08:37:42 usually you just find expired portals in some Orc bubble 08:38:51 Hmm, turning up CHANCE to 100, allowing duplicates and playing in debug is probably a good plan 08:45:06 -!- syllogism has joined ##crawl-dev 08:56:36 Made this page after kilobyte's reply to 0.8 plan: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:magic:new_hexes 08:56:57 Though I don't think we should rush with new Hex spells for 0.8.. 08:57:10 I think it's fine if the school has limited appeal for the first release. 08:59:52 What's 0.8 planned release date? 08:59:52 greensnark: You have 3 messages. Use !messages to read them. 09:00:01 I suggest sticking that on the page to hold people's feet to the fire :) 09:01:14 March has been kicked around 09:03:36 Aha, dpeg's email says March 09:04:30 What's the status of Eronarn's Zin patch 09:04:36 Did he complete it/ 09:04:58 Is the recite branch the entire Zin patch? 09:11:34 It's in a branch in git 09:11:56 kilobyte and dolorous already tweaked bits 09:12:56 Nice 09:13:06 So the patch is complete, just needs integration into master? 09:13:44 it still has some bugs too i think 09:14:07 i tried it locally a few times and it's pretty cool though 09:14:46 zin is good now? 09:16:26 It's not in master yet 09:18:14 one main case is that it can rot everything even when it doesn't make sense 09:19:22 rotting an angel or shadow demon which are merely resistant would be ok (Zin is a god after all), but rotting ghosts or elementals? Meh. 09:43:13 -!- eith has quit [Read error: Connection reset by peer] 09:43:41 -!- eith has joined ##crawl-dev 09:56:38 -!- Mu_ has joined ##crawl-dev 10:23:50 hmm.. previous i did d* to drop useless stuff - now i found it at d, - which isn't really shown in the help screen 10:24:06 -!- hashc has joined ##crawl-dev 10:24:12 "," is supposed to "select all" 10:25:52 it select all for pickup, but apply drop filter when dropping 10:26:02 pardon? 10:26:14 ah, ok 10:26:35 it needs different help info then? 10:27:06 the help says about the drop filter 10:27:41 erm... yeah 10:27:53 after reading the screen for the third time I see it :-O 10:28:20 -!- eith has quit [Ping timeout: 276 seconds] 10:31:18 if it needs rephrasing, tell dpeg :) 10:31:37 not sure 10:32:14 at least i don't read some continued text when i already found the key i just looked for 10:32:22 -!- MarvinPA has quit [] 10:32:35 but probably people look at it from the other way around 10:32:47 -!- MarvinPA has joined ##crawl-dev 10:32:50 - 10:42:31 Zot traps causing clouds have said clouds automatically excluded (https://crawl.develz.org/mantis/view.php?id=3301) by casmith789 10:43:36 -!- galehar has quit [Quit: Page closed] 11:09:38 back 11:10:45 dpeg: playing around with powered by pain a bit, i'm quite liking how the second formula you suggested works out so far :) 11:11:59 MarvinPA: that's the one with dishes out constant MP gains? 11:12:05 *which 11:12:07 yeah 11:12:20 i think it might scale better, both early on and later 11:12:49 I like that one a bit better, to be honest. Players see something substantial happen right away, rather than miniscule MP gains early on: "Yay, the hydra nearly killed me, and I got 2 MP!" 11:14:24 heh, yaeh 11:14:26 yeah* 11:17:18 MarvinPA: just so we're on the same page: the idea behind PbP is that players who skip casting lose potential? 11:17:35 I.e. the MP gains have to be good enough. 11:17:55 yeah, definitely 11:18:16 many DS mutations go in another direction 11:18:38 Simeon (L3 MDFi) ASSERT((int)Buffer.size() == expanded_keys_left) in 'macro.cc' at line 554 failed. (D:3) 11:18:43 DS do make pretty natural hybrids so i think it's quite reasonable 11:19:01 MarvinPA: yes, otherwise the DS concept wouldn't make much sense... they have to be flexible 11:19:01 but someone who focuses on casting as their main form of damage would hopefully get the most benefit from it 11:27:38 hi 11:32:58 dpeg: have you played a new stalker? 11:37:45 no! 11:38:15 I'm lobbying for an increase to their starting tmut (it's 1) 11:38:25 and decreasing stabbing if that bothers you 11:38:40 TGWi: what do others say? 11:38:58 elliptic says he likes miscasting spells, due says go back to ##crawl 11:39:28 it was pretty late, I don't think anyone else was on 11:55:18 You feel nervous for a moment... _Your potion of poison {!q} decays. 11:55:24 whoever added this is my best friend 11:55:30 ^^ 11:56:36 dpeg: even a berserker could use PbP with "oGS to gain back a bit of lost hp on an attack 11:57:28 dpeg: oh, and in regards to no-one ever using midarmours, I used swamp dragon armour on my ogvm just now :) 11:58:18 dragon armours are different to medium armours :P 11:58:29 dragon armours are heavy armours that pretend to be medium 11:58:44 or medium armours that pretend to be heavy; one of those 11:59:10 well, it's like ring mail, but better 12:11:57 I used swamp dragon on a HEWz in 0.6! 12:13:54 Yeah, dragon armours get better and better each change it seems 12:18:02 Should we come up with a drawback for them? :P 12:21:29 -!- monqy has joined ##crawl-dev 12:30:36 Keskitalo: Add a smell system and make them smell bad. 12:34:55 Keskitalo, isn't the drawback finding the things? 12:53:37 vampire mosquitos <3 12:56:15 imo implement that menstruation thing from the forums 13:04:17 -!- Twilight13 has quit [Read error: Connection reset by peer] 13:06:31 ...what 13:07:01 -!- Twilight-1 has joined ##crawl-dev 13:11:34 yes 13:11:35 seriously 13:13:18 https://crawl.develz.org/tavern/viewtopic.php?f=8&t=401 13:46:35 -!- CIA-57 has quit [Ping timeout: 276 seconds] 13:49:00 Pedjt: Kind of, but them being "great, with drawback" instead of just "great" would be more interesting. (Plain and ice dragon armours are good in this respect.) 13:49:17 * Keskitalo likes drawbacks 13:49:39 rarity is not a good drawback 13:51:37 dragons should be insulted that you wear the skin of one of them 13:52:11 should go for more monsters 13:52:26 trolls going in rage when you run around in troll leather 13:52:33 intelligent ones 13:52:39 not yaks, for example 13:52:45 yes 13:52:57 Keskitalo: what do you think? 13:54:09 -!- jpeg_ has joined ##crawl-dev 13:54:25 Hi 13:54:36 I can't push my changes :( 13:54:44 * jpeg_ sniffles 13:54:44 WHat's wrong? 13:54:57 no idea, I get scary git error messages 13:56:55 let me try to pull 13:56:59 "sendmail: Cannot open localhost:25" 13:57:10 "./hooks/crawl-ref-cia: sendmail exit status 1" 13:57:19 pull works, or at least doesn't complain 13:57:33 "error: hook declined to update refs/heads/master" 13:57:44 I've no idea what I might have changed 13:58:07 i doubt that's anything you've done 13:58:17 the sendmail thing is not a git or crawl error 13:58:46 it's more like the hook script that tells cia to announce stuff is broken, and is poorly written to refuse pushes if it fails 13:59:08 so it might not be me, but affect everybody? 13:59:21 no, the hook script is trying to mail cia but your port is blocked or wrong 13:59:32 could someone try a simple commit (fix the "heppen" typo in tutorial1 if you will)? 13:59:43 will do 13:59:54 Cwhat file? 13:59:57 Zannick: i think the hook scripts run on the server..? 14:00:16 i mean, on sourceforge 14:00:36 i don't think it can be a local error 14:00:44 got it 14:00:58 RjY: maybe? not entirely sure 14:01:37 I have the same 14:01:49 dpeg@dis:~/crawl-ref/crawl-ref/source/dat/des/tutorial$ git push 14:01:49 Counting objects: 15, done. 14:01:49 Delta compression using up to 4 threads. 14:01:49 Compressing objects: 100% (8/8), done. 14:01:49 Writing objects: 100% (8/8), 656 bytes, done. 14:01:51 Total 8 (delta 6), reused 0 (delta 0) 14:01:54 sendmail: Cannot open localhost:25 14:01:56 ./hooks/crawl-ref-cia: sendmail exit status 1 14:01:59 error: hook declined to update refs/heads/master 14:02:01 To ssh://dploog@crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref ! [remote rejected] master -> master (hook declined) ! [rejected] skill_menu -> skill_menu (non-fast-forward) 14:02:05 error: failed to push some refs to 'ssh://dploog@crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref' 14:02:08 To prevent you from losing history, non-fast-forward updates were rejected 14:02:11 Merge the remote changes (e.g. 'git pull') before pushing again. See the 14:02:13 'Note about fast-forwards' section of 'git push --help' for details. 14:02:26 dpeg: thanks 14:02:39 hmm... I didn't get the fast-forwards message 14:03:05 so your commit may be already in the system? 14:03:14 there might be remote heads now 14:03:28 Can we safely blame SF, as usual? 14:03:30 argh, that is confusing! 14:03:40 dpeg: yes :/ 14:04:34 i think you can blame sf. 14:05:17 according to SF, the last commit was by due, about 11 hours ago 14:05:47 8eeaac8 Allow vaults to specify shop: name, type name, suffix, greed, count. 14:06:42 I've tried to find out whether SF was down or any problems have been reported 14:06:49 but as usual it's impossible to find information 14:06:59 -!- CIA-51 has joined ##crawl-dev 14:07:13 * jpeg_ is happy it's not her 14:09:07 hahaha apparently cvs is down for all of sf 14:09:45 03dpeg * r60d62c084699 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson1.des: Spelling fix in tutorial lesson 1. 14:10:58 hmmm... 14:11:07 just pushed once more, got the same error, but then the CIA is reporting this... 14:11:44 yeah, that's gone through, i could fetch the commit 14:12:25 now i have due's from 11 hours ago followed by dpeg's from just now 14:13:42 yeah, shows on SF too 14:13:49 has definitely gone through 14:16:21 ha, and I finally found the relevant page on SF 14:16:27 http://sourceforge.net/apps/wordpress/sourceforge/ 14:16:40 only took me five hours or so *eyeroll* 14:17:28 :) 14:17:42 SF web page is not known for ease of access. 14:19:12 it only takes 2 clicks to get there, if you know which these are: happy hunting! :P 14:20:00 03j-p-e-g * r7d7f14421f1b 10/crawl-ref/source/dat/clua/tutorial.lua: Remove tutorial markers once they've been triggered. 14:20:03 03j-p-e-g * r82ff5eb8d7f1 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson3.des: Remove shortcuts in tutorial3. 14:20:05 03j-p-e-g * r877c75fd6651 10/crawl-ref/source/ (4 files in 2 dirs): Various tutorial tweaks. 14:20:06 03j-p-e-g * r77105c4ee4f6 10/crawl-ref/source/ (ouch.cc tutorial.cc tutorial.h): Give survival hints in tutorial death message. 14:20:10 03j-p-e-g * r8e2100892ea8 10/crawl-ref/source/ (command.cc dat/des/tutorial/tutorial_lesson3.des): Revert = equalling =i without spells or abilities. 14:20:13 haha! :D 14:20:28 * jpeg_ does the happy dance 14:20:56 thanks for the heads up, everyone! 14:21:19 03dolorous 07recite * r9e75351ca2d6 10/crawl-ref/source/godabil.cc: Tweak a few Recite messages dealing with monster effects. 14:25:41 -!- eith has joined ##crawl-dev 14:28:54 jpeg_: i think i found your two clicks: sf.net -> support -> site status 14:29:09 of course it's a lot easier when you know a) what you're looking for b) to look for two clicks ;) 14:30:08 RjY: yay, have a cookie! :) 14:31:10 heh thanks. i tried sf.net -> blog first, since wordpress was in your url, but it led nowhere... 14:33:04 I like how the r.g.r.m. thread about how no-one talks about Crawl anymore is turning into the longest thread rgrm has seen in months 14:33:39 RjY: no, that would have been too easy :P 14:34:09 i got one click :< 14:34:42 sf.net -> bottom of page under "Help" -> site outages 14:34:58 jpeg_: you have been not nice to bjoern, no wondering it's escalating into a flame war! ;-) 14:35:52 but bhaak, that's the best publicity! *wide-eyed innocent look* 14:36:23 I bet the facebook group will become more active now, too 14:36:26 not in a niche wanna-be-web-forum like rgrm :-D 14:36:32 astounding 14:37:05 bhaak: that's why we have to nonchalantly mention it elsewhere :P 14:37:08 you have to turn dcss into a facebook app 14:37:38 wasn't that on the schedule somewhere? 14:37:43 yeah make the april fool a reality 14:38:12 each embarassing death twittered to all your friends 14:38:23 btw, I have to announce on 12 places for unnethack and I would like to have more :) 14:38:57 jpeg_: i'm sure you know this already but NAO already does that (rodney is on twitter) 14:39:07 s/does/did 14:39:26 bhaak: not anymore? 14:39:33 twitter is just irc with a web interface anyway 14:39:55 jpeg_: no, but maybe he will do it again soon. there was a library missing when twitter changed their remote api 14:40:03 *missing in debian 14:40:39 but demogorgon is still active: http://twitter.com/#!/demogorgonbot 14:47:03 -!- Kauko- has left ##crawl-dev 14:47:22 "I'm a small little IRC bot and like to chatter about the accidents that happen to unnethack players." <3 14:49:31 @Zannick: okay, you win :) 14:49:57 :) 14:50:17 though there are so many links it's no wonder I didn't find it 14:50:22 yeah 14:55:20 -!- syllogism has quit [] 14:59:42 -!- galehar has joined ##crawl-dev 14:59:59 hi 15:01:57 מ _ glowing Angel 15:01:58 hooray 15:03:12 galehar: hi! 15:04:22 -!- hashc has quit [Quit: Ex-Chat] 15:10:03 _Grinder says, "FISH!" 15:10:06 really? :| 15:22:32 _Grinder says, ":>" 15:38:19 03j-p-e-g * r15f9564af6a3 10/crawl-ref/source/ (10 files in 2 dirs): Allow setting skills from the tutorial map. 15:38:25 03j-p-e-g * r24b1396e0085 10/crawl-ref/source/dat/des/tutorial/tutorial_lesson5.des: Start on tutorial lesson 5: Spellcasting. 15:38:46 anyone have an idea for a message when you gain powered by pain? 15:38:54 my current placeholder is "You feel a little masochistic." which is sort of silly :P 15:40:11 <3 <3 just got my first shop vault 15:40:25 MarvinPA: "You feel energized by your suffering" 15:41:57 MarvinPA: "You focus."? 15:42:12 The message has to fit well with "Ouch, this hurts!" 15:42:30 eronarn's is good 15:42:30 I like Eronarn's suggestion 15:42:42 i meant for gaining the mutation, i think dpeg means for when it kicks in? 15:42:46 yes 15:43:04 For the mutation, "You are powered by pain." seems good enough? 15:43:25 right now i just have "you feel your power returning" when it kicks in, the same message vehumet gives on mp regen 15:43:32 maybe a different message would be good 15:50:18 the masochistic one is like the "you feel ugly" or whatever for the repulsion field which is amusing and everyone likes 15:51:11 replacing G with theta: the best decision 15:51:25 You feel less repulsive. 15:51:27 this is mp for taking damage? 15:51:34 i think that used to be "You feel attractive" maybe? 15:51:44 Mu_: yes! An idea by rob. 15:52:00 is rob around again? 15:52:03 no 15:52:10 old idea of rob's :) 15:52:12 an old idea from the demonspawn wiki page 15:52:22 ah ok 15:56:10 having this mutation along with guardian spirit sounds interesting (on DSBe, say) 15:56:34 yes 15:56:48 I also hope it will make players use their spells more aggressively 16:01:35 how about "you feel sublime" 16:01:40 just testing it a little more then i'll put a patch on mantis with an initial version 16:02:00 then people can tell me everything i've overlooked and how useless/overpowered it is or whatever :P 16:02:39 i mean, since that's what it is, more or less 16:03:02 MarvinPA: with DS mutations, feedback is quick, because you cannot choose, unlike gods or spells etc. 16:03:19 yeah, and there are plenty of variables that can be tweaked 16:03:26 RjY: as mutation or during play? 16:04:10 03galehar * rfde910b2445b 10/crawl-ref/source/ (describe.cc food.cc invent.h item_use.cc items.cc l_item.cc): Add a #define SLOT_BARE_HANDS for weapon unwield. 16:04:12 no i mean getting mp for hp loss is basically sublimation of blood, hence the message "you feel sublime" 16:04:13 03galehar * r46225c2f2e48 10/crawl-ref/source/ (misc.cc misc.h mon-stuff.cc mon-stuff.h spl-other.cc): Remove decaying abuses. 16:04:16 03galehar * r008287e3fa36 10/crawl-ref/ (5 files in 2 dirs): Add a message for potions destroyed by mummy curse. 16:04:19 03galehar * r3c7a8ad5fa29 10/crawl-ref/ (7 files in 2 dirs): Move partial stack pickup to ; 16:05:00 galehar: yay :) 16:05:14 ; 16:05:51 nice timing, i just won a VpTm abusing potions of decay :) 16:06:08 galehar: <3 16:06:08 <3 16:06:20 although players will still behave exactly the same way to get around mummy curses if they destroy potions instead of decaying them 16:06:25 ...wtf is with this vault where you have to go up and it's full of quarterstaffs :( 16:06:45 it's a broom closet 16:07:13 iirc it's firewood 16:07:16 that's so dumb i just had a stroke 16:07:20 someone call 911 16:07:20 MarvinPA: yes, the next step is removing or replacing potion curses, but I felt the decaying abuse was more urgent 16:07:36 I'd rather just take away mummies interacting with potions at all, but this is fine 16:07:46 yeah, fair enough 16:07:49 !vault firewood_loft 16:07:52 galehar: didn't reply on the tracker, but I support removal. Once we have a good idea, we can add that afresh. 16:07:53 Lines pasted to http://paste.scsys.co.uk/84925 16:08:04 mummies cursing equipment is better yeah 16:08:30 the potions curse is thematic, and it can be made interesting, but that's not urgent 16:13:43 it's less thematic than the equipment curse, I think 16:14:22 more so, imo: they are cursing drinkers 16:14:32 since it uses "curse" as defined by crawl, and mummy curses are so iconic' 16:14:48 destroying potions doesn't feel as curse-y as, well, curses 16:15:09 TGWi: there are more mummy curses than just item curses 16:15:27 about 1/100 mummies you are forced to kill without dropping potions, 5/100 you kill with banishment and the remaining 96% it's easy to drop potions beforehand 16:15:32 64% 16:15:38 *94% :/ 16:16:04 shrug 16:16:09 casmith789: which is why I supported removing potion curses for now 16:16:23 decay being gone makes it far more palatable to me but potion curses are uninteresting unless changed 16:17:17 not sure about most people but destruction / decay of a healing / heal wounds stack is a worse affect than most of the greater mummy death curses which is odd 16:17:21 Chei wrath can curse your potions too 16:17:24 effect* 16:18:12 galehar: but you're not going to drop all your potions on the off-chance of that specific wrath effect happening any time soon 16:18:22 There are obvious alternatives: fixed chance to turn a potion you find into a bad potion. 16:18:59 dpeg: I agree, that seems like the best solution so far 16:19:16 jpeg_: yes of course, this isn't a problem. I just discovered it while looking at the code. Curse card can destroy potion with 1 chance in 6 too. 16:19:31 dpeg: also, does that exclude shops? 16:19:33 just need a message and a visual effect (potion changing from one colour to another), so that players make the link to the mummy 16:19:38 jpeg_: I'd say so 16:20:19 dpeg: potions turning into dark goo is flavourful, so finding a good message should be easy 16:20:28 I agree 16:20:51 dpeg: also, re: messages, what about flashing the screen if you gain some bad status? 16:21:02 according to the UP results, this is not always obvious 16:21:20 (granted, this is more of a problem for Tiles because there's so much other stuff on the screen already) 16:21:38 I am all for flashy effects. 16:22:05 the flash whenever slime creatures merge always make my heart stop for a sec, or at least it feels that way 16:22:12 UP was tiles only, yeah? 16:22:14 it does get my attention, though :/ 16:22:20 gotta <3 Amorphous 16:22:33 TGWi: yes, and all testers had no previous experience with roguelikes 16:22:46 it seemed like a bunch of people weren't reading messages at all 16:22:49 which is weird to me 16:23:17 like, missing level ups, missing --more-- prompts, etc 16:23:22 TGWi: messages become less important in Tiles 16:23:30 TGWi: lots going on the screen 16:23:30 TGWi: yeah, it _is_ weird 16:23:36 i thought it might be cool to give you a status effect that has a chance to have the next good potion you quaff do nothing with the message "only sand pours forth from the potion bottle", which would then also clear the curse. 16:23:40 helping the player to focus on important stuff is good 16:24:02 Mu_: yes, that's the alternative... curse when drinking (instead of curse when finding). 16:24:19 flash the message area when there's a --more-- 16:24:22 The potential problem is that players might try to drink "barely good" potions to clear the curse. 16:24:28 or when a player answers a prompt wrong 16:24:33 TGWi: I am talking about new ailments. 16:24:34 dpeg: yeah 16:24:52 oh good point. 16:24:56 dpeg: sorry, was derailing you a little 16:25:03 TGWi: you might be kidding, but they did suggest the game should beep for unrecognized key presses 16:25:07 Mu_: been thinking about the topic for some time :) 16:25:13 jpeg_: nah, not kidding 16:25:21 y vs Y prompts are confusing 16:25:27 I just answer Y all the time 16:25:40 true, but flashes might a bit over the top 16:25:55 This reminds me of the old-school approach: No to HP monitor (which would colour HP in red if low) because "it is the player's responsibility to check the status lines" -- pure gold 16:25:58 sound effect would work for tiles, granted 16:26:07 having pop up messages would solve a lot of problems here 16:26:14 jpeg_: absolutely 16:26:40 dpeg: as far as I remember, you were one of the players strictly against autoexplore (as was I) 16:26:42 :) 16:27:14 jpeg_: yes, I always give that as a prime example of how progress has to be pushed against the forces of stagnation 16:27:18 aw, darn 16:27:26 ignite poison patch isn't on cdo yet 16:27:45 right after telling everyone how half the devteam objected to distinguishing oklobs from ordinary plants :) 16:28:02 03galehar * rd5688840f7b4 10/crawl-ref/source/mon-stuff.cc: Remove potion destroying effect from mummy curses. 16:28:06 in Tiles, players are much more focussed on the main map, so if anything important happens in the message or status area we need to get their attention some other way 16:28:08 galehar: <3 16:28:33 for example, player and monster hp are shown as coloured bars right underneath the corresponding tile 16:28:46 the player never actually needs to look at the status area for that 16:28:54 are statuses indicated on the player tile? 16:29:00 that would help 16:29:06 so they end up starving because they don't realize the problem 16:29:27 TGWi: sticky flame and poison are, the rest not 16:29:39 jpeg_: Starving shouldn't be a 8 point word somewhere in a corner, it should colour the whole screen in some negative colour 16:30:11 there are different ways to go about that 16:30:13 there is a facebook group for crawl :D 16:30:58 you could flash the screen, make a noise (requires sound on, of course), encase the entire map in a red frame, add a matching icon, highlight the player character, ... 16:31:08 lots of options, really 16:31:25 dpeg: btw, the newest version of tome came out. It adds some VERY interesting changes. like being able to directly take control over a summon, while the AI controls your character 16:31:31 the tricky part is doing it in a way it isn't completely annoying 16:31:57 galehar: I saw, not much activity 16:32:09 galehar: though maybe that will change now you've been spreading the word :) 16:32:13 Eronarn: yes, I read the announcement 16:34:53 galehar: there's a facebook group on fetal pedophilia, and anything else. I'm not taking it off adblock to check, too. The sooner facebook is forgotten, the better. 16:35:06 Eronarn: you want to test new Ignite Poison? 16:35:45 rebuilding 16:36:25 kilobyte: too late, i just died :P 16:40:47 Unstable branch on CDO updated to: 0.8.0-a0-4825-gd568884 (32) 16:46:19 03j-p-e-g * r54ab349dfe9f 10/crawl-ref/source/ (4 files in 2 dirs): Add tutorial triggers for gaining spellcasting and fighting in water. 16:54:35 New DS mutation: Powered by Pain (https://crawl.develz.org/mantis/view.php?id=3302) by MarvintheParanoidAndroid 16:54:35 MarvinPA: around? (Thanks for patch, too.) 16:54:59 hey :) 16:55:49 MarvinPA: one thing we should be careful about it the trigger... Right now, you need more damage to trigger later on? 16:56:10 yeah 16:56:35 i think that's necessary to stop you getting mp constantly once you start fighting harder-hitting enemies 16:56:39 this means that gaining another level, (or also just more HP) weakens the mutation 16:56:42 it should never get worse as you gain more hp/mp/xl/mutation levels imo 16:57:00 well, it doesn't get worse as such since it restores more MP 16:57:25 yeah, but if it triggers less often you might not want it 16:57:32 is it a percent of HP that triggers it? 16:57:38 no! 16:58:17 it's random2(dam) > 5*mutlevel to trigger it 16:58:26 TGWi: while it seems good and useful to give MP for 6/20 damage, we don't want the MP gain for 6/200 damage, I guess. So MarvinPA probably did everything just right. 16:58:43 so it doesn't really punish you for gaining HP 16:58:58 MarvinPA: I recall that formula :) 16:59:06 exactly :P 16:59:24 i tweaked it back and forth a little but i think it works well 16:59:33 Those tilists are so active, need to put more proper implementables on the tracker. :) 16:59:43 MarvinPA: effect was noticeable? 17:00:11 yeah, i played a quick wizmode character up to lair 17:00:43 MarvinPA: can you get Powered by Death and Powered by Pain together? 17:00:44 it would kick in against sigmund, orc priests, ogres 17:00:50 yeah, at the moment 17:00:58 There should be a third one, collect them all! 17:01:10 well, you only get two tier 2 mutations :P 17:01:15 damn :) 17:01:33 make it a special case, like monstrous -- power DS :) 17:01:37 Powered By Love 17:01:42 :D 17:03:20 Wrong game! Wrong channel!! Wrong life!!! 17:03:37 giant spores just want a hug 17:10:18 So I just put most of ##crawl on ignore, yay! 17:10:21 morning folk. 17:12:22 hi due! 17:13:53 apparently i'm fucking stupid for picking megabats. 17:14:02 the abuse i am getting is starting to annoy me. 17:14:34 morning 17:14:43 due! 17:14:49 !coffee dua 17:14:49 * Henzell hands dua a pot of irish coffee, brewed by Trog. 17:14:53 !coffee due 17:14:54 * Henzell hands due a pot of cappuccino, brewed by Xtahua. 17:15:05 due: welcome to devland. 17:15:10 jpeg_: thanks :) 17:15:18 dpeg: yes, i am just putting anyone on ignore who complains about it now. 17:15:23 * due at linux.conf.au. 17:16:26 uh oh, so we shouldn't mention if we would prefer just a "bat", right? :p 17:16:38 due: is the conference part of your job, or are you on a holiday 17:16:52 jpeg_: did you have a chance to take a look at Denzi's "infernal flower" tiles? 17:16:57 kilobyte: actually, I'm kinda partial to fruit bat 17:17:14 kilobyte: er, no 17:17:29 should I check out the branch or something? 17:17:30 the point is that everyone is partial to something, that concensus cannot be achieved and that due stepped up and did something 17:17:50 I wasn't bothered by the giant monsters 17:17:51 since the matter is hardly worth discussing, we all take a break, don't talk about bats and reevaluate in six months 17:17:53 jpeg_: holiday :) 17:18:12 kilobyte: no, it's fine that people say they prefer just plain bat. i'm just sick of being told how wrong i was, how stupid i was, how insane i was, how dumb i was, etc. 17:18:23 dpeg: well spoken 17:18:34 "i do not like megabat and prefer bad" != "MEGABAT? lol what are you fuckingstupid or something? lol lol lol no". 17:18:39 erm, s/bad/bat/ 17:18:47 fwiw, while I do think "megabat" sounds odd, but it's not the end of the world 17:18:48 hey, what's wrong with being insane? We all knew this about you. Stupid, not so much. 17:18:48 due: calm down :) 17:18:53 dpeg: oh, i am quite calm :) 17:19:04 dpeg: just exaggerating my persecution complex ;) 17:19:18 the other day I was trying to discuss potential Ash curse effects, but couldn't get it started because your fucking bats were everywhere :) 17:19:34 hahaha 17:19:38 i can change it to plain bats if you prefer. 17:19:43 noooo 17:20:21 * dpeg hits anyone with a baseball bat who says "bat" in this channel 17:20:46 due: now that dpeg has miraculously learned to leave the flamethrower at home when visiting the forums, the players needed a new outlet :P 17:21:13 I suspect they target devs in alphabetical order ;) 17:21:21 -!- due is now known as xdue 17:21:32 O:) 17:21:34 due: go the other way, change rat to megarat 17:21:42 lol 17:22:05 we should just add an automatic "mega" prefix to all monsters :) 17:22:10 jpeg_: of course :D 17:22:13 megamegabat 17:22:14 megadeath yak 17:22:19 anyway, people will b efine with megabat in a few months. 17:22:23 Mega-Sigmund 17:22:24 of course 17:22:28 i don't care eneough any more. 17:22:38 then you can have megaslime creatures, gigaslime creatures, teraslime creatures (quite appropriate) etc. 17:22:39 anyway, keynote, back in a bit. 17:22:59 and in a year or two, megabat will be a treasured bit of crawl flavour :) 17:23:04 xdue: I have one question on the matter: were you aware of the term "megabat" before, or did you find on the 'net? 17:23:16 four years from now dpeg will tell horror stories about the backlash from megabats 17:23:18 elliptic: yes 17:23:19 elliptic: players will protest viciously at the idea of renaming them 17:23:27 jpeg_: they will threaten to fork 17:23:44 yes! 17:23:44 facebook group: "Crawl is so lame without megabats" 17:24:08 "f**cking devs, removing all fun from the game" 17:24:25 "no sense of humour at all" 17:24:34 jpeg_: branch with Tartarus tiles replaced with it: infernal_tiles; screenshot: http://angband.pl/tmp/tart-infernal.png 17:24:42 hey, we don't even need any feedback, we can write it ourselves :P 17:24:46 dpeg: always knew about megabat :) 17:24:51 -!- xdue is now known as due 17:25:17 them australians know everything about bats 17:25:25 RjY: <3 17:25:27 probably comes from hanging head downwards 17:25:33 jpeg_: :D 17:26:16 jpeg_: customisable shops! 17:26:20 jpeg_: KFEAT: s = any shop name:Test suffix:Parlour type:Armour_Shop count:14 greed:138 ; w:20 any armour | w:10 any book | w:5 any weapon 17:26:23 it WORKS. 17:26:26 kilobyte: what's with the green ground, is that grass? 17:26:40 dpeg: does "ashenzari curse effects" mean a replacement for the exp boost? 17:27:03 TGWi: yes 17:27:13 kilobyte: I like the archway walls, but the problem is they look like they signify something special (portal vaults, say) when actually they're just decoration 17:27:26 dpeg: how about adding a fourth tier of boundedness: full bounded? 17:27:38 but i need to add a new shop type 17:27:45 due: I saw it, great! 17:28:00 will make use of it in the spellcasting tutorial 17:28:01 due: awesome. It would've been okay either way, but it a bit better like this. (I recall that someone accused us (or me) for googling around, just because "Incunabulum" is one of the randart words for spellbooks.) We are that educated, what can I say? =) 17:28:09 Evaporate + a shop full of bad potions 17:28:18 dpeg: yes, :) 17:28:22 jpeg_: just about ot push the commit. 17:28:40 galehar: but piety gain is already too fast. 17:28:48 Otherwise, it'd make perfect sense. 17:28:59 isn't that already the third tier? 17:29:04 yeah, the problem is that boundedness doesn't do much 17:29:08 aside from the XP gain 17:29:13 elliptic: which will go 17:29:16 yeah 17:29:17 jpeg_: it doesn't look different from square stone to me, but that's a valid remark. We might want to respond to Denzi's mantis entry. 17:29:19 due: so I'll be able to specify 8 items and also say that 8 is the limit, so no random items get added? cool! 17:29:25 jpeg_: yes! 17:29:29 jpeg_: well, no. 17:29:37 due: custom shops, very nice 17:29:38 jpeg_: currently it just randomly picks from a list of items. 17:29:47 jpeg_: i can add a "use_all" flag that places *all* the specified items if you like? 17:29:53 the potential.... a shop in Yiuf 17:29:53 (not difficult at all) 17:29:57 s selling only hammers 17:30:03 dpeg: <3 17:30:24 a forest of hammer shops 17:30:26 KFEAT: s = general shop num_items:1 greed:100 name:Orb ; orb of zot <-- tthis works 17:30:40 due: can be very interesting for Sprints 17:30:46 due: so what happens if I specify 8 items? 17:30:52 is greed a percentage? 17:30:58 where you see the orb in the shop next to you, but gotta collect 1000 gold 17:31:02 due: are some of them picked twice, or is the rest filled with random items? 17:31:37 jpeg_: some of them are picked twice 17:31:47 kilobyte: in fact, when I first saw the dungeon sheet I thought it was an attempt at portal entrances 17:32:03 dpeg: i would like a gold-collecting sprint where you can buy the orb right form the start -- but only if you collcet enough gold. :D 17:32:36 due: that's okay for potions but would be odd if I also want to add spellbooks or specific armour types 17:32:55 jpeg_: Yes, going to do a "use_all" flag. 17:32:56 so that flag would be great 17:33:19 jpeg_: the 2nd dummy is holding a glowing elven whip 17:33:40 it's an elven dummy 17:33:40 jpeg_: I'm also going to add new signifiers. "any hide" will generate a list of animal hides, etc. 17:34:01 due: toss in boulders that roll south but would roll aside when placed atop another one, and monsters who always follow the left wall, and we're set 17:34:05 galehar: it's not supposed to :( 17:34:09 it is +2,+0 17:34:21 kilobyte: you've lost me :( 17:34:26 Boulder Dash! 17:34:39 due is too young, little puppy he is. 17:34:46 I don't care about the racials, they add flavour 17:34:50 sounds like repton 17:34:53 03due * r29ca1af4d22d 10/crawl-ref/source/ (dungeon.cc mapdef.cc mapdef.h): Allow specification of actual items in shops. 17:35:00 galehar: but the enchantment is supposed to be suppressed... 17:35:05 03due * r5077f482224f 10/crawl-ref/source/mapdef.cc: Doxygen: document keyed_mapspec::parse_shop, ::parse_trap. 17:35:05 due: \o/ 17:35:06 jpeg_: but the glowing might confuse players. 17:35:14 dpeg: yeah :( 17:36:02 due: how can I access the doxygen files? 17:37:14 jpeg_: "make doxy-simple" should generate a html/ folder in source/ 17:37:25 jpeg_: don't do make doxy-all or whatevert he other one is. it will take you about 6 hours. ): 17:37:45 due: okay, thanks for the warning :) 17:38:40 make doxy-simple takes me about two minutes? 17:39:56 though browsing it is a bit of a pain. i'm not sure where i went wrog... 17:40:41 doxy-all uses only a single thread :( 17:40:57 kilobyte: can you fix it? 17:41:37 due: no idea, I never even looked at it 17:42:04 ah 17:42:11 speaking of, how's the best way to document classes? 17:42:24 in the header file for member variables and initial structure, and functions in the .cc? 17:42:32 galehar: I don't know where that glowing whip comes from 17:42:40 sorear suggested no doxygen documentation in header files, but I'm not sure how that would wor. 17:43:22 galehar: at the end of the item generation routine, the "mundane" tag is supposed to override the enchantments, and then the appearance is set 17:43:25 -!- ZChris13 has joined ##crawl-dev 17:45:10 googling says you can set DOT_NUM_THREADS to the number of parallel jobs you want (0 to autodetect), but it applied only to producing the image files rather than the main processing 17:45:16 -!- purge has joined ##crawl-dev 17:53:25 kilobyte: "meh". 17:53:38 kilobyte: it's *pretty* but slow. 17:55:28 -!- Giomancer has joined ##crawl-dev 17:57:11 Question: Were undeads and a few other races removed in 7.1? 17:57:16 due: if you put documentation in .h, then you'll have more recompilation when you just add or update the doc 17:58:30 galehar: usually, you update the doc because you changed something, so you need to recompile anyway 17:58:58 galehar: yes, true. 17:59:03 Giomancer: no, Thieves got removed, and I think that's it 17:59:34 Hmm. 17:59:40 galehar: but how do you document the class that is define in the header file in the .cc file? 17:59:44 Then I have an issue. 17:59:44 Giomancer: why? what's missing? 17:59:49 yes, but if you might want to recompile only the .cc, not all the other files that include the .h 18:00:14 A huge bloc of critters; the races stop at "p" 18:00:24 right, you have to document the interface in the .h 18:00:51 Giomancer: oh 18:01:23 galehar: and if you're updating the documentation you've probably already changed the header file so it's not so bad. 18:01:24 But there were no Kenku, for example 18:01:44 Giomancer: if it's an official build, download it again; if not, get an official build 18:02:08 It's official. At least, I grabbed it from the downloads page 18:02:19 However, it was the console-only build 18:02:22 Not the unified 18:02:25 try again, maybe something got lost during the download 18:02:45 if the problem persists, put it on the tracker 18:02:52 I just got the unified one just now, however, hoping something like that was the case 18:03:05 * Giomancer nods 18:03:13 galehar: http://sprunge.us/JjXb is this correct then? I'm not entirely sure. 18:03:28 Will do. I just thought it was.. strange. >.< 18:03:32 Hi due! 18:03:53 galehar: (specifically documenting member variables) 18:03:54 due: except for the obvious typo in line 4, you mean? ;) 18:04:34 due: sorry, too late for me to figure that out 18:04:43 I'll look into it tomorrow 18:04:47 jpeg_: well, yes ;) 18:05:06 galehar: okay 18:05:37 -!- valrus has joined ##crawl-dev 18:05:40 due: no idea, sorry, been too long since I last used doxygen 18:05:46 okay 18:06:01 bedtime 18:06:06 bye 18:06:25 night 18:06:53 bye 18:07:08 Giomancer: I think I may know the problem 18:07:24 Giomancer: the minimum required termsize is too small to display all races, so the game will run, but the race list will stop at p 18:07:38 monqy: oh, that makes sense 18:07:48 ohh... 18:07:54 yeah, it does. 18:08:22 I'm in safemode atm 18:08:31 -!- Twinge has quit [] 18:08:32 so 80x24 isn't enough to fit all races? 18:08:41 that's not the minimum, 18:08:52 61x24 18:08:55 Terminal too small (79,13); need at least (79,24) 18:09:01 oh huh 18:09:05 maybe it changed recently 18:09:09 -!- galehar has quit [Quit: disconnect] 18:09:19 is this 0.7? 18:09:20 but it's 61x24 for me (0.8.0-a0-4716-gca3f6ff) 18:09:22 we're talking 0.7.1 here 18:09:30 monqy: might be OS-depdendnet. 18:09:46 well I'm linux 18:09:54 ... huh. 18:10:05 i shrink my terminal any less than 79,24 and i get that message 18:10:17 okay, fgotta run 18:10:23 back in a bit at the next session 18:10:23 I don't have a copy of 0.7 to test 18:10:26 it's checked again when going to 'm' 18:10:28 o/ 18:11:01 this is wrong IMO, it should either work everywhere or not -- but I don't fully get the complex minimum calculations 18:11:50 Okay. It appears to work now. 18:12:34 03j-p-e-g * rc229cc64a333 10/crawl-ref/source/ (22 files in 3 dirs): Add co's new lair floor tiles, appropriately weighted. 18:12:43 Giomancer: now == after something you changed, or with another version? 18:13:02 -!- eith has quit [Ping timeout: 265 seconds] 18:13:15 now == I d/l'ed the unified version vs the console-only version 18:13:36 odd... 18:13:37 I'm still running the console crawl, though 18:13:43 anyway, bed now 18:13:46 night! 18:13:54 g'night! 18:14:00 -!- jpeg_ has quit [] 18:19:57 -!- Giomancer has quit [Quit: Light travels faster then sound, which is why some people appear bright, until you hear them speak] 18:29:00 03kilobyte 07recite * rfb6d219f3a62 10/crawl-ref/source/contrib/sdl: Restore mangled SDL submodule. 18:29:04 03kilobyte 07recite * r600cd33e5510 10/crawl-ref/source/ (godabil.cc monster.cc player.cc): Convert res_rotting() to a 3-level resistance, use that for Zin. 18:29:56 Eronarn: many recites have mere corona as a high-level effect, making it better to have a lower power. Is that intentional? 18:33:43 03kilobyte 07recite * r92855985f098 10/crawl-ref/source/godabil.cc: Fix smiting message not being shown if it kills the monster. 18:39:03 kilobyte: it's not corona, it's zin-corona - which is sticky flame against stuff that gets hurt by silver 18:39:23 which is most stuff affected by some of the recites in question 18:39:45 though i might've made some mistakes somewhere, and it could use a check to make sure that thing is vulnerable to being burned 18:40:10 -!- paxed has quit [Ping timeout: 260 seconds] 18:41:57 -!- paxed has joined ##crawl-dev 18:41:57 -!- paxed has quit [Changing host] 18:41:57 -!- paxed has joined ##crawl-dev 18:43:06 -!- Twinge has joined ##crawl-dev 18:43:13 03kilobyte 07recite * r63a455d9abd6 10/crawl-ref/source/godabil.cc: Make it more obvious Zin's corona is different from the regular stuff. 19:00:15 Excluded staircase is still green on the 'X' map (https://crawl.develz.org/mantis/view.php?id=3303) by elliptic 19:14:51 -!- dpeg has quit [Quit: zzz] 19:15:38 -!- paxed has quit [Ping timeout: 240 seconds] 19:17:42 -!- paxed has joined ##crawl-dev 19:42:15 -!- MakMorn has quit [Ping timeout: 240 seconds] 19:49:51 -!- cw_ has quit [Ping timeout: 240 seconds] 19:52:24 -!- paxed has quit [Ping timeout: 276 seconds] 19:53:27 -!- paxed has joined ##crawl-dev 19:53:36 -!- paxed has quit [Changing host] 19:53:36 -!- paxed has joined ##crawl-dev 19:55:17 -!- MakMorn has joined ##crawl-dev 19:56:13 -!- cw_ has joined ##crawl-dev 20:03:29 -!- MakMorn has quit [Read error: Operation timed out] 20:12:50 -!- Twilight-1 has quit [Read error: Connection reset by peer] 20:13:04 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:16:28 -!- Twilight-1 has joined ##crawl-dev 20:19:21 -!- MakMorn has joined ##crawl-dev 20:28:09 -!- paxed has quit [Ping timeout: 276 seconds] 20:29:13 -!- paxed has joined ##crawl-dev 20:36:00 -!- cw_ has quit [Remote host closed the connection] 20:55:52 -!- valrus has quit [Remote host closed the connection] 21:03:14 -!- paxed has quit [Ping timeout: 240 seconds] 21:04:58 -!- paxed has joined ##crawl-dev 21:04:58 -!- paxed has quit [Changing host] 21:04:58 -!- paxed has joined ##crawl-dev 21:33:10 -!- upsy has quit [Quit: Leaving] 21:34:21 -!- valrus has joined ##crawl-dev 21:38:37 -!- Whales has joined ##crawl-dev 21:39:15 -!- paxed has quit [Ping timeout: 260 seconds] 21:40:43 -!- paxed has joined ##crawl-dev 21:40:43 -!- paxed has quit [Changing host] 21:40:43 -!- paxed has joined ##crawl-dev 21:52:08 -!- Whales has left ##crawl-dev 22:12:26 -!- paxed has quit [Ping timeout: 240 seconds] 22:14:26 -!- paxed has joined ##crawl-dev 22:14:26 -!- paxed has quit [Changing host] 22:14:26 -!- paxed has joined ##crawl-dev 22:31:23 Lesser servant summons the wrong demons (https://crawl.develz.org/mantis/view.php?id=3304) by MarvintheParanoidAndroid 22:41:04 03dolorous 07recite * r2300627e40e1 10/crawl-ref/source/monster.cc: Make sure that monster::res_rotting() returns 1 for the set flag. 22:55:17 -!- TGWi has quit [Read error: Connection reset by peer] 22:55:46 -!- ZChris13 has left ##crawl-dev 22:59:46 -!- TGWi has joined ##crawl-dev 23:01:32 A problem with the new ranged AI (https://crawl.develz.org/mantis/view.php?id=3305) by elliptic 23:16:08 http://www.flickr.com/photos/tags/hummingbirdclearwing/interesting/ 23:16:12 let's add these to crawl 23:16:35 giant versions of them 23:31:42 Kiku did not gift the Book of Unlife immediately upon reaching **** piety. (https://crawl.develz.org/mantis/view.php?id=3306) by elliptic 23:32:34 elliptic: Another explanation is that "gifts" (abilities, etc) are queued and for some reason only one is being popped off per event. Don't know if tihs is how it works or not, though. 23:34:35 due: yeah... I think they should go together or be separated more, though, since it is jarring to get two "gifts" on consecutive kills 23:35:55 I'm pretty sure they were always given on the same turn in the past 23:36:05 Hm, so a regression then. 23:38:21 Windows development builds on CDO updated to: 0.8.0-a0-4829-gc229cc6 23:45:48 -!- TGWi1 has joined ##crawl-dev 23:46:48 -!- TGWi1 is now known as TGWiglaf 23:47:40 -!- TGWi has quit [Read error: Connection reset by peer]