00:11:18 -!- dtsund has joined ##crawl-dev 00:12:33 Anybody who might know what'd be going wrong with an 0.8 compilation? 00:13:06 My attempt doesn't want to compile libunix.cc, citing scope errors 00:13:47 (elliptic thinks it might be ncursesw-related, and suggested that I ask about it here) 00:17:16 dtsund: if so, could you make sure it is installed? It's named libncursesw5-dev or similar. 00:19:16 Huh. Guess that's different from the libncursesw I found sitting in /lib. 00:19:41 Seems like I don't have it... but apt-get's giving me a 404 when I try to get it. Sigh. 00:20:32 404? Is your apt configuration working? Could you "apt-get update" first to check? 00:20:34 03kilobyte * r86eedf0ae3e7 10/crawl-ref/source/item_use.cc: Assign affixation effects to two brands that would make sense as temp. 00:20:34 03kilobyte * re5f1859a9485 10/crawl-ref/source/ (main.cc spl-wpnench.cc): Fix missing messages on chaos and antimagic temp branding from the card. 00:20:34 03kilobyte * rb43e745efddf 10/crawl-ref/source/ (contrib/Makefile makefile rltiles/Makefile): Install built contribs to per-arch directories. 00:22:32 Already had just tried that... apt-get update returned several 404s, and suggested running apt-get update to fix these problems. 00:23:06 Perhaps I need to update my distro. 00:25:53 -!- valrus has quit [Remote host closed the connection] 00:40:09 -!- Rejuxst has quit [Quit: ChatZilla 0.9.87 [Firefox 4.0.1/20110413222027]] 00:48:59 -!- dtsund has left ##crawl-dev 01:08:20 -!- Wensley has quit [Ping timeout: 240 seconds] 01:28:31 -!- ophanim has quit [Read error: Connection reset by peer] 01:42:59 -!- jld has quit [Ping timeout: 260 seconds] 01:43:09 -!- Rejuxst has joined ##crawl-dev 01:49:48 -!- bmh has joined ##crawl-dev 01:53:49 -!- elliptic has quit [Ping timeout: 252 seconds] 02:12:45 -!- purge has quit [Quit: .] 02:27:13 -!- bmh has quit [Quit: bmh] 02:56:52 -!- evilmike has quit [] 03:02:13 -!- syllogism has joined ##crawl-dev 03:07:51 -!- Twinge has quit [Read error: Connection reset by peer] 03:08:14 -!- Twinge has joined ##crawl-dev 03:32:07 -!- Rejuxst has quit [Quit: ChatZilla 0.9.87 [Firefox 4.0.1/20110413222027]] 03:35:33 this game is pretty fun http://www.youtube.com/watch?v=yNHzcmWKQYc 03:40:38 -!- jld has joined ##crawl-dev 03:43:33 it has Mathemagic spell school http://i.imgur.com/rHMRb.jpg 04:16:39 unable to gain nemelex piety when targeting monster in a shell (https://crawl.develz.org/mantis/view.php?id=4090) by mikee 04:23:13 -!- monqy has quit [Quit: hello] 04:31:19 -!- ais523 has joined ##crawl-dev 04:39:28 -!- ais523 has quit [Read error: Connection reset by peer] 04:44:34 -!- ais523 has joined ##crawl-dev 04:47:25 -!- st_ has quit [Ping timeout: 250 seconds] 04:47:34 -!- st_ has joined ##crawl-dev 05:38:05 -!- Twilight13 has quit [Read error: Connection reset by peer] 05:40:38 -!- Twilight13 has joined ##crawl-dev 05:47:41 -!- edlothiol has joined ##crawl-dev 05:53:01 triple kill, mega kill, monster kill.... (https://crawl.develz.org/mantis/view.php?id=4091) by adzeitor 05:53:27 -!- Ashenzari has quit [Ping timeout: 248 seconds] 05:54:13 -!- Ashenzari has joined ##crawl-dev 05:54:13 -!- The topic of ##crawl-dev is: DCSS Development | 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 and Crazy Yiuf forever. 06:23:06 -!- Ashenzari has quit [Ping timeout: 240 seconds] 06:23:47 -!- Ashenzari has joined ##crawl-dev 06:23:47 -!- The topic of ##crawl-dev is: DCSS Development | 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 and Crazy Yiuf forever. 06:39:35 -!- Ashenzari has quit [Ping timeout: 248 seconds] 06:40:17 -!- Ashenzari has joined ##crawl-dev 06:40:17 -!- The topic of ##crawl-dev is: DCSS Development | 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 and Crazy Yiuf forever. 06:45:23 erisdiscordia (L22 DEFE) ASSERT(in_bounds(src_pos) || src_pos.origin()) in 'mon-behv.cc' at line 870 failed. (Crypt:5) 06:56:21 -!- cesium has quit [Remote host closed the connection] 07:39:40 -!- Cryp71c has joined ##crawl-dev 07:53:07 the Orb card, power 2: not sure what kind of damage it should do. A single mobile opponent is unlikely to be hit by more than two orbs, being good against some crowds is ok, an immobile opponent at the end of LOS in a 100% open area is utterly annihilated since all orbs manage to lock in. 07:54:13 against an adjacent opponent, returning orbs tend to hit you rather than him :p 07:55:01 and above all, fireworks are really exquisite 07:56:59 kilobyte, you're using OOD for the orbs, or ? 07:57:14 yeah 07:57:47 Does the code that generates them have a boolean to turn off wobbly-ness? If not, when you launch to orbs from the same location within a turn of each other, they colide and explode in your face :( 07:57:53 I can push if you wanted to take a look 07:58:18 kilobyte, I like the sound of it, just figured I'd remind - if you hadn't already considered it - the possibility of face-esploding orbs. 07:59:04 that's more because of monsters acting in order different than timing of orbs 07:59:49 these won't explode immediately: there's 3..8 orbs so no matter what angles they always get to spread out 08:00:21 cool, I like the sound of it! What happens if you use it in a corridor? 08:01:29 I disabled steering on the first move so they don't turn into each other, and after that, they are far enough to not collide immediately. Later on, there can be many collisions, but that's ok. 08:01:45 in a corridor, there'd be digging 08:06:59 -!- valrus has joined ##crawl-dev 08:24:31 -!- edlothiol has quit [Ping timeout: 250 seconds] 08:32:31 03kilobyte * r5b833ac5a18a 10/crawl-ref/source/ (6 files): A new card: the Orb. Not balanced yet! 08:33:02 should each spell school have a lvl 9 spell? 08:33:24 (not saying I have good ideas for all schools, but from a balance standpoint, are we looking to "equalize" all spell schools in that regard) 08:39:03 not sure about that... there's no need to force this, but without such spells, no one ever bothers to learn a spell past the point when mid-level spells work well 08:40:27 like, Hexes have no good spells above level 6. People don't bother with Darkness and Tukima's Ball was a disaster (insanely overpowered when lugging many spiked clubs, weak otherwise) 08:41:21 Tloc has CBlink which is not enough for people to invest more than that 08:47:43 right, I was merely asking because I knew hexes were a weak school and someone mentioned vulnerability (joklingly) as a FR for a level 9 hexes spell. 08:48:20 this one could actually work 08:52:26 -!- blabber has joined ##crawl-dev 08:52:32 -!- edlothiol has joined ##crawl-dev 09:00:23 -!- valrus has quit [Remote host closed the connection] 09:04:48 Cryp71c: working like the scroll? 09:04:51 that actually seems plausible 09:05:18 it's a little on the not-insanely-flashy side, though, and part of the charm of Crawl's high-level spells is that they're not just useful, but visually spectacular 09:08:00 ais523, yeah, -MR for both player and either a target monster or AOE 09:08:21 at level 9, players would expect it to at least be AOE 09:08:25 probably filling the entire screen 09:08:35 normally, vuln is only there to deal with one powerful monster anyway 09:08:36 I don't see any good hexes lvl9 spell being flashy, hexes are mostly internal-effects, I can't imagine one that is both flashy and fits inside the scheme of a "hex" 09:09:15 I see it quite powerful, perhaps with its addition we can tweak monster AI to be more heavily weighted towards spellcasting when the target is under -MR, if they have any spells that is. 09:09:21 s/see it/see it bieng 09:09:31 I can see it being pretty powerful too 09:09:53 not sure whether comboing it with EH or enslavement would work better 09:10:01 -!- edlothiol has quit [Ping timeout: 250 seconds] 09:11:24 probably both, though EH i see being problematic. 09:11:33 Oh hi Cerebov, vul eh eh eh stab. 09:12:06 well, it wouldn't be much different to how people normally deal with cerebov's level 09:12:17 and you could put some popcorn with hex spells around there 09:12:21 so that it'd be risky to try 09:53:26 -!- elliptic has joined ##crawl-dev 10:05:29 vuln is a bad idea for a hex, it would be like a conj spell that makes your conj spells deal more damage 10:09:21 -!- ophanim has joined ##crawl-dev 10:12:11 well, there's nothing obviously wrong with a charms spell that makes conj spells deal more damage 10:12:18 although there may be something subtly wrong with that 10:12:40 -!- ais523 has quit [Remote host closed the connection] 10:14:24 -!- Eurtek has joined ##crawl-dev 10:26:09 -!- gnsh has joined ##crawl-dev 10:33:09 -!- MattyDub has joined ##crawl-dev 10:33:29 I have a question about ssh on OS X, and ##crawl thought I should ask here 10:34:05 when I use the ssh that's default on Terminal.app, the squares I've visited but can't see now are black (as opposed to greyed out). 10:34:14 is there some configuration change I can make to fix that? 10:43:59 -!- Eurtek_ has joined ##crawl-dev 10:45:00 -!- Eurtek_ has quit [Read error: Connection reset by peer] 10:45:45 -!- Eurtek_ has joined ##crawl-dev 10:47:39 -!- Eurtek has quit [Ping timeout: 258 seconds] 10:47:42 -!- Eurtek_ is now known as Eurtek 10:48:42 MattyDub, sorry, not a mac user :( 10:49:21 thanks for answering at least :) 10:50:00 I'll see if I can find something on the Tavern - I have to believe I'm not the first person with this issue 10:50:13 the OS X binary works fine for me, if that's relevant 10:53:48 MattyDub: it's a known long-standing bug in Terminal.app. I think I heard somewhere there are fixed versions but I'm not sure about that. There are two solutions: 1. use a better terminal, 2. put "colour.darkgrey = blue" into your config file. 10:54:22 thanks! what do you recommend for a better terminal? 10:56:09 sorry, I have never even seen a real Mac my whole life :p (no one buys them here in Poland, so Apple doesn't even try selling them anymore) 10:56:25 ok, no prob 10:56:47 I've heard of another terminal program, but I can't remember its name. iTerm? I'll search, thanks! 10:56:47 kilobyte, you don't have mac users in poland? 10:59:40 -!- Eurtek has quit [Read error: Connection reset by peer] 10:59:59 -!- Textmode has joined ##crawl-dev 11:00:07 kilobyte, the colour.darkgrey issue fixed it on default Terminal.app. thanks a ton! 11:00:13 MattyDub: on a hackintosh in VirtualBox, it works for me 11:00:14 -!- Eurtek has joined ##crawl-dev 11:00:23 (Terminal.app) 11:00:45 out of the box, it didn't for me; but changing the colour.darkgrey got it there 11:00:47 appreciate it! 11:04:36 in preferences setting "Use bright colors for bold text" should also have done it 11:05:19 Zaba: perhaps, but not anywhere close to any place I've been, including any customer or nearby shop. Or people with laptops on the street. Or, (many years ago) universities. Or, anywhere else I've been to. 11:07:38 it's a self-propelling cycle: if people buy Macs, Apple can establish new shops. If there are no buyers, there's no point in having shops. 11:08:32 so I guess there might be some small Apple shop in a city five hours drive away :p But in general, people's urge to buy Macs is at just that level. 11:10:46 your people have had to endure worse than using windows 11:25:23 You mean they get the pleasure of using linux. 11:29:43 -!- ais523 has joined ##crawl-dev 11:33:57 erm.. seriously? centos 5 package of sdl-devel doesn't bring sdl.pc for pkg-config? 11:34:18 -!- Zaba has quit [Ping timeout: 248 seconds] 11:34:26 how do people compile it then? 11:34:58 *compile stone soup then? 11:37:09 is sdl-config used instead then? 11:41:00 -!- Zaba has joined ##crawl-dev 11:53:26 -!- MattyDub has quit [Ping timeout: 252 seconds] 12:06:29 -!- upsy has joined ##crawl-dev 12:08:43 -!- bmh has joined ##crawl-dev 12:17:28 -!- Eurtek has quit [Read error: Connection reset by peer] 12:18:02 -!- Eurtek has joined ##crawl-dev 12:19:04 telnet termcast.org; watch "Fireworks" 12:19:46 kilobyte: what am I watching...? 12:19:50 heh 12:20:43 kilobyte: how does the targetting work with orb card IOODs? (that is, how do the IOODs know to head for that statue?) 12:21:00 elliptic: pushed the bot which does that 12:21:55 the orb card asks for a target, not telling you which effect you got (like most cards in decks of destruction) 12:22:10 03kilobyte * r95b7bbcc75cb 10/crawl-ref/source/l_mons.cc: dlua functions mons.set_hp() and mons.set_max_hp() 12:22:12 bmh: no comments on trample/wyrms? :( 12:22:14 03kilobyte * r9d6779409155 10/crawl-ref/source/ (dat/clua/stress.lua test/eyecandy/fireworks.rc): A show of fireworks! 12:22:27 kilobyte: ...fireworks? 12:22:39 Eronarn: I haven't looked it it since I couldn't find your commits the other night 12:22:47 I have your fork checked out locally 12:22:51 which branch should I compile? 12:22:52 ...aha, i tuned in. that's neat 12:22:57 bmh: forest_wyrms 12:23:34 so you get either orb of energy, a single IOOD or the burst, all targetted at whatever you pointed at 12:23:36 kilobyte: have you considered having orbs repulse other orbs? it might give slightly more interesting results 12:24:17 also, i'd wanted to have a spell like that card for orbs of fire, to replace fireball - a cluster of weak, fire damage ioods 12:24:46 in most cases the burst doesn't have such mad results... even on open ground, if the monster moves towards you almost all orbs will miss and have to turn back, with various results (collisions, dissipating, hitting the monster, hitting you) 12:24:50 also also, maybe turn off friendly branding on orbs? i think they'd look better if they were an unbranded, bright color 12:25:10 they are white 12:25:16 friendly is green 12:25:18 how'd you distinguish enemies' orbs from your own then? 12:25:24 Zaba: why do you need to? 12:25:33 because your orbs aim for them 12:25:37 and his orbs aim for you 12:25:57 casmith789: you can still hit yourself with your own orbs, though 12:26:06 sure but it basically doesn't happen 12:26:16 casmith789: ha ha ha :p 12:26:18 unless you're trying 12:26:29 also, you can use enemy orbs to hit other enemies pretty easily 12:27:00 i don't see an orb as being 'friendly' just because it's aimed at not-you, any more than a cloud is 'friendly' if you cast it 12:27:25 if it actually avoided you, that would be one thing, but it doesn't - it's single minded and regards you the same way as it regards other non-targets 12:27:58 I've did this myself, definitely not trying. 12:28:07 03MarvinPA * r9f36181eff05 10/crawl-ref/source/spl-transloc.cc: Improve Apportation messages 12:28:09 (friendliness may well matter for determining kills, but i'm talking just about the display, here) 12:28:19 "The 'zlib' directory exists, but the Makefile is missing!" -- I have done 'git submodule update' am I forgetting something? 12:28:32 kilobyte: btw, ***0 for orbs :) 12:28:37 git submodule update --init 12:29:00 (or "git submodule init;git submodule update") 12:29:06 * looks good for clouds, so if we're going to unlock 0 as a glyph, it should be for orbs 12:29:06 MarvinPA: if you got rid of Yoink! I'll hate you forever 12:29:17 of course not! 12:29:27 good! :D 12:29:59 kilobyte: looks like two orbs hit each other immediately after you summoned them, at least once 12:30:39 having orbs repulse each other would help with this, of course ;) 12:31:17 (you could also fire an orb at an oncoming orb, and one would veer slightly left, the other slightly right) 12:31:55 Hi folks. I'm updating the freebsd port of dcss to 0.8. 12:32:04 tty interface works fine. 12:32:12 Eronarn: this never seems to happen during manual testing, I'd first check if the bot isn't buggy 12:32:16 blabber: cool! 12:32:21 building the sdl version i get this one: 12:32:21 tilepick.cc: In function 'tileidx_t tileidx_command(command_type)': 12:32:21 tilepick.cc:4547: error: 'CMD_AUTOFIGHT' was not declared in this scope 12:32:21 gmake: *** [tilepick.o] Fehler 1 12:32:29 any idea? 12:33:05 -!- monqy has joined ##crawl-dev 12:33:16 kilobyte: i've watched it for several minutes now and it only happened once; it's probably just very rare 12:33:18 blabber: looks like CLUA_BINDINGS isn't defined, I guess that code path is bitrotten 12:33:29 (why have I been watching this for several minutes? beats me) 12:33:37 oh, there it was again just now 12:34:02 ok... so i guess i should not offer it as a ports build option... 12:34:16 Eronarn: on termcast there's some corruption in the top right, the session I'm watching directly looks ok 12:34:38 Eronarn: building forest_wyrms 12:34:46 kilobyte: it's not corruption, it's the orbs actually exploding, since there's messages and it takes damage 12:34:46 blabber: yeah... we should either fix it or just rip away 12:34:49 so let's give it another try with CLUA_BINDINGS... 12:34:58 (I'd prefer the latter) 12:35:12 Eronarn: yeah, but the corruption makes things ugly 12:35:33 well, i'm more concerned about the gameplay here, people getting instasplatted by having 5 orbs explode around them is bad :P 12:35:37 even if it's super rare 12:36:07 bmh: thanks! the wyrms should work fine if you summon one in wizmode - i haven't fightclubbed them but they seem like they'd be harder than hydras 12:36:24 fightclub = arena? 12:36:26 yes 12:37:41 Eronarn: I see ready() is called twice per turn, it's a bug in the script 12:39:39 ah hah 12:41:35 -!- evilmike has joined ##crawl-dev 12:48:42 Eronarn: the wrym is neat. 12:49:03 Eronarn: it looks like it happens sometimes anyway... but then, my connection to my dev box is flaky (20 seconds of no link, 20 seconds of link...), so I'm not fixing this right now 12:49:19 Eronarn: It seems to consistently beat hydras <= 6 hears 12:49:21 heads 12:50:59 kilobyte: well, it's ok if it gets onto CDO this way, just good to file an issue about it at least 12:51:00 nice... now it works 12:51:02 loses to an orc knight 12:51:21 bmh: cool. it wasn't designed for any branch in particular, but could end up in lair or forest reasonably 12:51:29 there's a lot of room to adjust the stats 12:51:32 -!- degroves has joined ##crawl-dev 12:51:35 or it could come in packs 12:52:27 -!- degroves has left ##crawl-dev 12:52:49 -!- ophanim is now known as schoolanim 12:55:14 kilobyte: speaking of ready(), I just started experimenting with it and you get strange behavior if you set ready() to just call hit_closest() 12:55:58 sometimes ready() will kill a monster, but the screen doesn't refresh to show the monster dead 12:56:02 you just see the message 12:56:07 03dolorous * r7309e174aee6 10/crawl-ref/source/godabil.cc: Fix misplaced assert. 12:56:17 03dolorous * r88d3d50d7025 10/crawl-ref/source/godabil.cc: Add assert to hopefully help track down the cause of Mantis 3930. 13:02:17 did abjuration end up getting changed yet? 13:03:45 will monster summoners be toned down if abjuration is nerfed (as in, vampires no longer filling the entire screen with rats, and liches not summoning several fiends at a time) 13:03:55 sure hope so 13:04:17 decreasing numbers of summons is the idea, yes 13:05:10 seems like a great idea as long as both go in at the same time 13:05:47 i was going to start working on that in the demons branch at some point, yeah 13:07:44 -!- Zaba has quit [Read error: Operation timed out] 13:08:16 can I get some opinions on abyss morphing? 13:08:24 I dislike the effect that I have now and I could use suggestions 13:13:59 -!- Eurtek_ has joined ##crawl-dev 13:15:37 -!- Eurtek has quit [Ping timeout: 258 seconds] 13:15:42 -!- Eurtek_ is now known as Eurtek 13:16:26 -!- Zaba has joined ##crawl-dev 13:46:14 -!- ais523 has quit [Remote host closed the connection] 13:57:36 -!- elly has quit [Remote host closed the connection] 13:57:57 -!- elly has joined ##crawl-dev 13:58:31 -!- lorimer has quit [Quit: friggenrebewt] 14:07:42 Zaba: Can I get some input? 14:08:23 Fine, final test builds for FreeBSD succeeded. 14:09:27 -!- schoolanim has quit [Ping timeout: 250 seconds] 14:11:23 blabber: that's... quite slow. Did you remember to specify -j$number_of_cores when running make? 14:11:44 C++ is a bitch to compile, so having just one core do everything is not a good idea... 14:21:19 kilobyte: sure, but i run a couple of test builds on my desktop and also in a clean jail, test the packages etc. its a quite lengthy process. 14:21:28 it was not only compiling ;) 14:22:26 there's sadly no good test suite :( 14:23:04 ./crawl -test checks some stuff, but it's not really fit for automated tests during a build 14:24:05 i just tried the tutorials. well done, but when finishing a lesson i get: 14:24:09 terminate called after throwing an instance of 'game_ended_condition' what(): std::exception 14:24:23 the rest seems to work fine 14:25:33 -!- ophanim has joined ##crawl-dev 14:36:43 -!- blabber has quit [Quit: leaving] 14:37:36 I can't seem to reproduce this one on Debian... 14:54:56 -!- blabber has joined ##crawl-dev 14:55:32 -!- lorimer has joined ##crawl-dev 14:57:21 kilobyte: What version of debian are you trying on? I can have a shot on Debian5.0 64-bit 15:02:47 -!- blabber has quit [Quit: leaving] 15:03:45 bmh: "5.0"? What's that? 15:05:33 ah, lenny :p 15:08:02 kilobyte, wait wait, I can do make debug -j2 ? 15:10:24 Cryp71c: if you have two cores, sure 15:10:52 even without, but then you won't gain anything and there will be some minimal loss 15:11:41 even without? 15:16:15 as in, on a real one-core machine, like a phone or an 8 year old regular machine 15:16:52 -!- ortoslon has joined ##crawl-dev 15:17:06 this is blog-worthy http://www.youtube.com/watch?v=XU3wgqFz40Y 15:18:14 with C, there's actually some gain for using more tasks than cores since when a task accesses the disk another one can use its CPU slice, but compiling C++ is such a CPU and memory hog that any gains are overshadowed by losing the benefits of CPU cache 15:19:24 -!- blabber has joined ##crawl-dev 15:19:39 -!- Textmode has quit [Ping timeout: 250 seconds] 15:19:44 -!- blabber has quit [Client Quit] 15:19:50 ortoslon: this is great! 15:20:15 He mispronounces spriggan... I think 15:23:41 "i'll increase dexterist since i'm gonna be a roguish rogue, not a castery rogue" 15:23:46 *dexterity 15:25:02 I skipped to the middle of that to see how far he gets (its a really long video), he seems to mumble a lot 15:25:18 -!- Cryp71c has quit [Quit: Leaving] 15:25:40 he's assuming that the viewer hasn't played the game so he's explaining a lot of basic stuff 15:26:02 nothing wrong with that, I just cant tell what he's saying in a lot of it 15:32:20 dies to an orc priest around 23:00 15:32:43 -!- Textmode has joined ##crawl-dev 15:39:25 -!- bmh has quit [Quit: bmh] 15:43:21 Monsters sleepwalk a little. (https://crawl.develz.org/mantis/view.php?id=4092) by elliptic 15:44:28 -!- Eurtek has quit [Read error: Connection reset by peer] 15:44:59 -!- Eurtek has joined ##crawl-dev 15:45:48 hahah, that patch for multikill messages is awesome 15:55:51 -!- gnsh has quit [Quit: Lost terminal] 16:12:31 -!- elly has quit [Ping timeout: 250 seconds] 16:29:15 -!- Wensley has joined ##crawl-dev 16:40:01 -!- elly has joined ##crawl-dev 16:45:10 -!- herself has quit [Read error: Operation timed out] 16:47:26 -!- herself has joined ##crawl-dev 17:24:05 -!- upsy has quit [Quit: Leaving] 17:33:21 -!- ortoslon1 has joined ##crawl-dev 17:33:21 -!- ortoslon has quit [Disconnected by services] 17:33:21 -!- ortoslon1 is now known as ortoslon 17:34:07 -!- neunon has joined ##crawl-dev 17:38:06 -!- Twilight13 has quit [Read error: Connection reset by peer] 17:38:29 -!- Twilight13 has joined ##crawl-dev 17:40:12 03MarvinPA * rbbd5879056b3 10/crawl-ref/source/player-equip.cc: Adjust the necro skill breakpoint for messages when wielding a pain weapon 17:40:16 03MarvinPA * r6dd4135a0754 10/crawl-ref/source/ (main.cc player.cc): Reduce petrify duration slightly 17:40:16 03MarvinPA * r0ab5201e8331 10/crawl-ref/source/art-func.h: Give Wyrmbane an on-wield message 17:40:18 03MarvinPA * r01dddc9c2e24 10/crawl-ref/source/mon-spll.h: Replace paralyse with petrify in one of the wizard spellbooks 17:40:19 03MarvinPA * rb38382f3ef1d 10/crawl-ref/source/ (art-data.txt art-func.h): Give Undeadhunter it's own custom anti-undead effect instead of holy wrath 17:40:35 03MarvinPA * rbe8f336b9533 10/crawl-ref/source/ (16 files in 7 dirs): Replace gila monsters with basilisks 17:40:35 03MarvinPA * r47b3f6a0f2b4 10/crawl-ref/source/fearmonger.cc: Make monster cause fear a bit less restrictive 17:45:12 -!- syllogism has quit [] 17:47:12 basilisks! :O 17:47:19 are they just gilas that cast petrify? 17:47:35 pretty much 17:47:36 -!- ortoslon has quit [Read error: Connection reset by peer] 17:47:49 stats could be changed or something in future, just went with that for now though 17:47:53 might be kind of common 17:47:57 overly so, i mean 17:48:02 oh, i did reduce their rarity a bit 17:48:04 er, increase 17:48:18 made less common :P 17:50:02 mmm basilisks 17:50:29 they're probably not very dangerous on their own but hopefully a good threat if there's other stuff around 17:52:48 are our basilisks snake-like or lizard-like 17:53:08 i went with lizard-like 17:54:26 but they're just using the same glyph and tile (looks like a miscellaneous lizardy thing) as gila monsters, would be fine to change/improve their flavour 17:58:40 MarvinPA: petrify's duration was already too short. Remember that all damage is cut by 3, so for most purposes it's equivalent to paralysis that lasts one third of that time. 18:01:29 it depends whether we want petrify to be harsh or nice and fluffy, of course 18:01:46 hm.. well even 3 turns paralysis is often enough to kill you from full health 18:02:23 ok, on an early Lair monster this makes sense 18:02:57 right, maybe an alternative would be to let it vary depending on power 18:03:42 I wonder what with sphinxes then... they'd could use petrify thematically 18:04:44 actually, you're right. An effect that is not very deadly can be used more often. 18:04:53 kilobyte: another thing to keep in mind is that petrification is going to be a lot of message spam, keeping it not too long helps with that a bit 18:05:19 right, i think it should still be pretty dangerous as-is 18:05:25 nobody likes pressing space so many times without knowing whether they will be dead at the end of it, petrification is much worse than paralysis like that 18:05:39 another question: what with stasis? I stopped it from helping against petrification since it's a transmutation rather than an enchantment, but then, stasis blocks berserk which is not magic at all. 18:05:57 also you can't just say it's equivalent to 1/3 duration paralysis... because it's not 18:06:01 stuff can surround you, for example 18:06:05 so I have second thoughts, and it might be better to bring that back 18:06:14 I think it should block it... as you say, being a transmutation rather than an enchantment isn't really relevant 18:06:16 does stasis block berserk or just the haste part of berserk? 18:06:20 blocks it 18:06:55 Eronarn: yeah, that's why I said "mostly". Like, your bros are likely to get rid of the interlopers in that time. 18:07:21 how does it interact with stuff like torment anyways 18:07:27 is it 1/3 damage to that too? 18:07:32 Eronarn: yeah 18:07:42 that's pretty weird, then 18:07:51 we now have three totally different effects for you being partially made out of stone 18:08:03 even poison -- your blood is stone too 18:08:41 if you're totally made out of stone, why not set you to unliving (which includes making you torment immune among other things) 18:09:23 might make sense... together with immunity to poison 18:09:38 a stone can be chipped but poison wouldn't work 18:10:09 marvinpa: I just got the apportation bug again... again with a new corpse (this time rock troll) 18:11:05 it'd be nice to figure out some way to make petrification be identical to statue form in effects, without breaking either 18:11:06 this time I'll actually copy the save I guess 18:11:38 hm, yeah 18:11:51 could see what the debug messages are saying, if that would help 18:12:08 03MarvinPA * rb79df0f5374e 10/crawl-ref/source/mon-data.h: Increase basilisk exp a bit 18:12:20 http://crawl.develz.org/saves/dumps/hyperelliptic-ca43291-110602-2311.tar.bz2 if anyone wants to play with messed up apportation 18:12:22 there's no big fear about risk of making statue form overpowered, at least. It can go a helluva lot of way up. 18:12:50 currently this could include even good GDR with no compensation 18:12:56 statue form is already quite strong, kilobyte 18:13:12 it could be nerfed in other ways to compensate though, probably 18:14:56 what about something like: can use your gear in statue form; it loses the huge AC and is just stoneskin (and can't cast stoneskin to stack); it gets some extra GDR instead of a HP boost 18:16:18 that sounds like a completely different spell 18:16:38 (and a much worse one if it is still slowing you) 18:26:13 would you have something against Eronarn's idea (nonliving holiness with relevant traits)? 18:26:22 marvinpa: debug messages when apportation fails: 18:26:35 You feel a surge of power! 18:26:35 Noise 1 (orig: 1; ambient: 0) at pos(15,38) 18:26:35 Armour+Shield spell failure penalty: 0; Spell #5, power=57 18:26:35 missile tracer [] (15,38) to (17,39): gl=42 col=0 flav=5 hit=0 dam=0d0 range=8 18:26:35 Apport dist=4, max_dist=1; Apport: new spot is 19/40 18:26:36 Yoink! You pull the item towards yourself. 18:26:38 Exercised Translocations (deg: 0) by 20; Cost 495 experience points 18:27:11 I don't know what the "new spot is 19/40" part is 18:27:42 oh, dist=4 is strange though 18:27:55 since this was just a knight's move away 18:28:42 hmm 18:29:50 judging from instances where it works correctly, the dist value is what is going wrong 18:32:10 ow 18:33:04 dist seems to be often wrong... or rather, beam pathing which is where dist comes from 18:33:54 I tried to implement blocking apportation of items bigger than mass 10.0aum through grates, and the paths had some nonsense 18:33:54 elliptic: statue form removing your equipment and petrification not is kind of a big discrepancy 18:34:15 crash handler calls malloc()/free() (https://crawl.develz.org/mantis/view.php?id=4093) by KiloByte 18:34:26 but it'd obviously be completely broken if you could use your gear but also got mega AC 18:34:38 m-ew-lloc and fr-ew? 18:34:42 eronarn: well, currently statue form does more than just turn you to stone... it also changes your size 18:35:12 whether it should do that is another question but you can't just pretend that they are the same effect 18:35:27 elliptic: that seems wrong to me 18:35:37 that is wrong 18:36:13 the only forms that change ize are spider, bat, pig, ice beast, and dragon 18:36:28 why do you think i've been so against statue form preventing you from wearing stuff? :P 18:36:43 if you turned into a giant naked statue of yourself, that'd be fine, but that's not what the spell does 18:36:44 I'm not opposed to changing things to be more consistent, but eronarn's suggestion sounded quite weak to me... statue form's primary attraction right now is that it lets characters who don't have good natural defenses (felids, ogres, whoever) have really great defenses 18:37:09 oh, it doesn't change your size? right, sorry, was confused 18:37:29 elliptic: you could give it more resists (like statue monster has), or downgrade the speed reduction to ponderousness 18:37:31 @??statue 18:37:32 statue (158) | Speed: 10 | HD: 8 | Health: 70 | AC/EV: 12/1 | Damage: 20 | Flags: 11non-living | Res: 13magic(immune), 05fire++, 02cold++, 10elec++, 03poison++, 12drown, 04rot+++, 13neg+++, 13torm | XP: 561. 18:37:39 also, Yred doesn't excommunicate you, even though he hates artificial beings 18:37:55 it just seems less interesting to turn the spell into glorified stoneskin 18:38:22 i'm fine with it turning you into a giant, but that might have some overlap with dragonform 18:38:51 since the only current way to interestingly say that something is big is to give it trample 18:38:57 I don't care much about the size... there are other ways of justifying equipment not mattering (it was turned to stone also) 18:39:14 but then why isn't equipment turned to stone with petrification? 18:39:29 well, that could be changed :) 18:39:39 that'd make it absurdly deadly 18:40:04 why? it would obviously also be giving you statue form-esque AC and resists 18:40:05 also: we already have a bunch of forms that prevent you from using much/any gear 18:40:14 and you aren't doing anything in this form anyway 18:40:16 there's not actually anything wrong with having one that lets you use it 18:40:21 Eronarn: it might be, temporarily just like you :p 18:40:25 you aren't using it while you are petrified 18:40:45 you're using it passively, currently :P you aren't swinging your sword but your armor still helps 18:41:07 elliptic: you do use AC-granting armour (petrify not statue, since apparently statue forbids armour) 18:41:14 kilobyte: my thought was actually that while statueformed, your gear is petrified... it works, but you can't swap weapons. perhaps no accessing inventory, period (your backpack is made of stone) 18:41:23 kilobyte: yeah, and I was suggesting changing that rather than what eronarn wants to change 18:41:46 this is true to 99% of depictions of people being petrified, also 18:41:51 they typically don't turn into statues wearing clothes 18:42:50 elliptic: don't be so set on that specific proposal, i'm not attached to it - the main thing i want is for statue form and petrified form to be the same thing (except one lets you move/act) 18:42:59 eronarn: well, I think either no equipment or with equipment could work... but I'd like a better boost than stoneskin 18:42:59 the last time I checked, the guy on a horse in the city park was wearing stone armour :p 18:43:32 elliptic: with equipment has the bonus that it makes EEs wearing lots of metal more viable, which is flavorful, imo 18:44:34 Eronarn: statue form making you something else than petrification makes sense, if the statue is bigger or whatever 18:44:49 kilobyte: right, that would be one way to resolve it - though then they should still be similar, with the differences coming from size 18:44:51 eronarn: I'm just not sure why stone plate mail provides better protection than stone leather armour 18:45:12 elliptic: because it's thicker, or made of harder stone, or because magic 18:46:19 elliptic: good point... that sculpture would be just as resilient without armour 18:46:47 what about: you get the resists of a statue, which are *great*, and can use equipment too. but, no inventory use at all - this is an interesting restriction which no current effect has (barring stuff like paralysis) 18:47:02 does this seem like a good starting point? 18:47:15 spells that give resists aren't very interesting generally 18:47:36 elliptic: spells that give resists generally don't prevent you from using escape items :P 18:47:52 just don't try to base things around resists 18:48:12 it makes sense for statues to have good resists, but it shouldn't be a focal point 18:48:34 i don't think you should want to cast it for resists specifically, but for durability generally (some boost to resists, some boost to AC, some boost to one of GDR or HP) 18:48:42 also, innate resists + equipment resists = overkill 18:49:33 potentially, yeah 18:50:59 kilobyte: i think it makes sense to treat the equipment as identical even if it's made of stone, since then there's the question of how stuff like flails or bows work in statue form 18:51:40 Eronarn: good point, so we can assume statue form does not affect gear 18:51:54 also, i think it's rather intuitive that a big armored guy statue is tougher in melee than an unarmored one of a wizard 18:51:59 (except armour which stops fitting) 18:52:48 kilobyte: what armor do you think makes sense to have stop fitting for statues? 18:55:08 ok, so there is a disagreement about armour use. What with unliving traits? Statues are already unbreathing, the only big change would be torment resistance. 18:55:25 Eronarn: currently it's the body armour slot, right? (lemme check) 18:55:36 kilobyte: most everything stops. until recently, you couldn't even use a shield 18:55:49 torment resistance would make statue form extremely attractive in extended endgame... it already gets used there a decent amount, so that might be too much as is 18:55:53 i think the slots are cloak, hat, weapon, shield now 18:55:55 weapon, shield, cloak, helmet 18:56:09 when making zot entry vaults, what is the best way to place portals? Right now I'm using KFEAT: 0 = enter_zot, but this of course allows portals to show up outside the vault. I cant seem to do it by placing stairs though, because that lets the player go to D:28 18:56:24 the status quo makes *no* sense imo 18:56:26 should I just place them as enter_zot, and then assume that regular portals will get patched out if the vaults go in? 18:56:43 your gloves and shoes and armor fall off, but not your helmet 18:56:59 eronarn: agreed 18:57:17 "you are strangled by your helmet"! 18:57:49 elliptic: do you think no-inventory-items would be enough of a disadvantage to make the spell not an obvious choice in torment-ish areas? 18:58:07 elliptic: just checked, not a single winner had it memorized this tourney 18:58:25 no-inventory-items combined with slow action speeds sounds awful 18:58:41 solution: drop slow action speed :) 18:58:47 Eronarn: ... 18:58:58 Eronarn: That is the correct way to do it? 18:59:03 erm. 18:59:03 kilobyte: hm, maybe it would be fine then... I remember several statue former allruners a few months back who were making great use of it for killing the &s 18:59:09 evilmike: What is wrong with KFEAT: o = enter_zot? 18:59:16 due: it's a way! 18:59:38 elliptic: just because of the melee damage boost + staff of earth, or what? 18:59:44 staff of earth what 18:59:47 you use unarmed 18:59:52 due: nothing is wrong with it, but using that method means random portals will still show up on d:27 19:00:06 evilmike: you want to prevent random portals showing up on D:27 via a vault? 19:00:09 evilmike: that is not yet possible. 19:00:15 so in other words, having a vault that contains the entrance to zot doesnt make much sense 19:00:17 I've only ever heard of someone wielding a weapon with statue form once ever 19:00:21 and he died on V:8 19:00:26 evilmike: you'd have to code it up. 19:00:43 yeah I figured it wasn't possible yet. I'm just making some vaults anyway because there was a demand for it 19:00:46 some sort of boolean flag that prevents the portal placer from running if that vault has placed. 19:01:14 elliptic: you asked about collected data from the tournament... I prefer to finish grabbing everything first so I won't have to do things twice, but downloading CAO morgues is already at lowercase v so it's almost done. 19:01:47 oh, is the statue form damage boost unarmed-only? i thought it got a boost for armed melee too 19:01:50 (I sorted players so those listed on the tournament page were downloaded first, so I could run a few easy checks) 19:02:12 eronarn: unarmed only afaik, yes 19:02:42 ??statue form 19:02:43 statue form[1/1]: Grants great AC (17 + earth/2), a 50% HP boost, and +2 Str, but makes the base action cost of an action 15 instead of 10, similar to the slow spell. Available slots: weapon, cloak, helmet. Provides rPois, rElec, rN+. Huge unarmed damage: base = unarmed_skill + 12 + str. In statue form, {stoneskin} adds more AC than normal. 19:02:46 Hopefully I'll make enough vaults that the entrance to zot would always be contained in one, which I assumed was the idea behind zot entry vaults 19:02:56 -!- Cryp71c has joined ##crawl-dev 19:02:58 that would make things a bit simpler when it comes to random portals (there wouldn't be a need for any) 19:03:07 yeah, it is unarmed only 19:03:09 that's weird 19:03:10 kilobyte: yeah, I think data from this tourney will be very interesting, given the variety of combos people were playing 19:03:48 could nerf the unarmed damage, but give a slaying boost to armed damage, if right now nobody ever uses it with a weapon 19:03:51 eronarn: is it? should statue form be helping people poke monsters with a dagger? 19:04:06 elliptic: sure, you have to be much more powerful to move a body of stone 19:04:13 it's just that strength does absolutely nothing in crawl right now 19:04:21 it would work better if strength had a noticeable effect on melee, yes 19:04:22 elliptic: what about a multiplicative boost? 19:04:38 runaway slaying is the reason everyone uses short blades 19:04:45 multiplicative boost could work, yeah 19:05:13 hmm, I'll see if I can figure out how to make the portals stop generating. I dont know much about the crawl source though, so if I cant figure this out I'll just focus my attention on something other than zot entries 19:05:23 Evening! 19:05:38 I'm semi-afk playing CS:S, so if you need me, be patient pl0x 19:05:59 wow, people still play counterstrike? :P 19:06:43 a flat slaying boost is probably more consistent with the way stuff works in crawl, even if it's not ideal 19:08:58 I hope we're not trying to buff statue form 19:10:19 not a buff, exactly 19:10:26 making it not work completely differently from petrification 19:11:52 st_: giving it torment immunity was suggested, yes 19:13:43 -!- ophanim1 has joined ##crawl-dev 19:17:07 -!- ophanim has quit [Ping timeout: 250 seconds] 19:18:20 -!- ophanim1 is now known as ophanim 19:31:38 MarvinPA, fuck yeah. BTW, what time did I say that message? 19:31:41 I don't have timestamps on 19:32:00 [01:05:41] I'm semi-afk playing CS:S, so if you need me, be patient pl0x 19:32:18 presumably this isn't much help to you unless you know what timezone i'm in :P 19:34:06 (half an hour ago, for a more useful time) 19:36:09 03kilobyte * r158936c0dbc5 10/crawl-ref/source/ (player.cc religion.cc spl-cast.cc): Make players who are petrified or in statue form nonliving. 19:36:18 03kilobyte * r705ce3da545e 10/crawl-ref/source/ (mon-project.cc test/eyecandy/fireworks.rc): Limit power 2 Orb card to 7 orbs to work around immediate explosion. 19:38:31 MarvinPA: the numbers for the Orb card are likely off by a good deal. You have a clue about Nemelex balance, I don't. 19:39:31 ah ok, i'll have a play with it at some point 19:39:48 looks pretty awesome from the termcast demonstration at least :) 19:40:16 what's wrong: 1. the corner case of fighting a statue at the edge of LOS: totally annihilated as all orbs hit; this is not the case for a regular mobile monster. A sample try of the latter: 4 orbs: 1 hit, 1 dissipated, 2 hit me (would be easy to dodge). 19:40:50 problem 2: if it goes wrong, you can get hit by multiple orbs which is pretty bad for your health... 19:42:21 slashing the spell power is an easy answer, but it could make the card weak in real cases 19:45:37 this beam code is really messed up 19:45:48 I've been adding debug statements but I still have no clue what it is doing 19:47:14 except that it seems to be changing the value of target, which is messing everything up 19:48:17 -!- st_ has quit [] 20:05:47 -!- valrus has joined ##crawl-dev 20:14:38 okay, I found the problem I think 20:15:16 bolt::found_player() is returning true because of invis fuzziness 20:15:26 since I was invis without sInv 20:15:54 oh heh, nice 20:16:48 I haven't traced through the functions that are then called to see what is actually causing the target to get messed up, though 20:21:39 I wonder why !YOU_KILL(thrower) isn't stopping this 20:34:03 I think this bug is probably not apportation-specific... it might explain why people have occasionally mentioned spells or missiles not stopping at their targets but instead continuing a bit farther 20:39:47 though I can't seem to reproduce it for anything else, so maybe not 21:05:59 well, this is the simplest fix... I'm still worried that something else might have a similar bug though 21:06:10 03elliptic * r66b68b575e96 10/crawl-ref/source/spl-transloc.cc: Fix Apportation sometimes pushing objects away from you. 21:06:20 03elliptic * rfbec838c5c13 10/crawl-ref/source/mon-place.cc: Eliminate D:1 gnoll packs. 21:06:28 :o 21:06:58 controversial! :P 21:07:05 elliptic: <3 21:07:08 although actually i thought that was already supposed to be the case 21:07:10 I brought it up the other day and there were no objections 21:07:20 individual gnolls can still appear 21:07:26 right, that's how i thought it worked 21:08:15 03dolorous * rc5b3a5a6d504 10/crawl-ref/source/mon-data.h: Mark statues as artificial beings for Yred's purposes. 21:08:16 03dolorous * rbd4a1500b943 10/crawl-ref/source/mon-data.h: Set training dummies' species properly. 21:08:31 I might possibly have been reminded about the gnoll packs because there was one on d:1 in my current game... 21:08:46 heh 21:23:18 -!- st_ has joined ##crawl-dev 21:33:11 -!- Textmode has quit [Ping timeout: 250 seconds] 21:33:50 -!- petete has quit [Remote host closed the connection] 21:41:51 -!- Cryp71c has quit [Ping timeout: 250 seconds] 21:42:09 03dolorous * r6b3a0d8b7da2 10/crawl-ref/source/ (art-func.h mon-place.cc player.cc): Add whitespace fixes (checkwhite). 21:55:10 -!- Eurtek has quit [Max SendQ exceeded] 21:57:40 -!- Eurtek has joined ##crawl-dev 21:59:59 -!- ophanim1 has joined ##crawl-dev 22:02:09 03dolorous * r94a311f96275 10/crawl-ref/source/dat/descript/monsters.txt: Remove obsolete gila monster description. 22:02:16 03dolorous * r214949658eab 10/crawl-ref/source/dat/descript/monsters.txt: Add missing training dummy description. 22:02:41 -!- nonsensical has quit [Read error: Connection reset by peer] 22:02:50 -!- nonsensical has joined ##crawl-dev 22:03:05 -!- ophanim has quit [Ping timeout: 250 seconds] 22:07:29 -!- ortoslon has joined ##crawl-dev 22:10:49 -!- Eronarn has quit [Read error: Operation timed out] 22:10:55 -!- Eronarn has joined ##crawl-dev 22:31:43 putting "TAGS: zot_entry, no_monster_gen" in a vault crashes, but putting them on seperate lines works. Quite weird 22:48:46 -!- st_ has quit [] 23:03:09 evilmike: do not comma 23:03:29 oh, haha 23:03:35 weird I never made that mistake before 23:06:35 -!- Cryp71c has joined ##crawl-dev 23:20:20 -!- ophanim1 is now known as ophanim 23:23:03 -!- Cryp71c has quit [Quit: Leaving] 23:51:28 -!- ophanim has quit [Read error: Connection reset by peer]