00:08:37 -!- valrus has quit [Remote host closed the connection] 00:08:45 -!- valrus has joined ##crawl-dev 00:08:56 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :)] 00:09:26 -!- valrus_ has joined ##crawl-dev 00:09:32 friggin dammit 00:09:37 oops 00:09:42 sorry 00:10:29 -!- capablanca has joined ##crawl-dev 00:10:38 -!- capablanca is now known as mikee_ 00:14:07 -!- valrus_ has quit [Ping timeout: 252 seconds] 00:20:08 ooh, pile of gold mimic! 00:22:15 -!- valrus has quit [Remote host closed the connection] 00:27:46 -!- valrus has joined ##crawl-dev 00:30:03 slashem has crawling piles of coins 00:41:18 ??wand of cold 00:41:19 wand of cold[1/1]: Shoots a {bolt of cold}, which serves all of the same purposes, such as killing metroids. 00:41:30 yay metroids 00:41:32 ??metroids 00:41:32 I don't have a page labeled metroids in my learndb. 00:41:42 @??metroid 00:41:42 unknown monster: "metroid" 00:41:50 still need to sneak that in somehow... 00:42:30 -!- Guest32593 has quit [Read error: Connection reset by peer] 00:42:45 -!- Guest32593 has joined ##crawl-dev 00:43:00 * SamB wonders why Guest32593 doesn't have a name ... 00:43:58 !learndb add metroids Like jellyfish, but they fly through the air and have life draining attacks which also magically contaminate you. Really, more like vampire mosquitos only with tons of hit points. 00:44:15 !learn add metroids Like jellyfish, but they fly through the air and have life draining attacks which also magically contaminate you. Really, more like vampire mosquitos only with tons of hit points. 00:44:15 metroids[1/1]: Like jellyfish, but they fly through the air and have life draining attacks which also magically contaminate you. Really, more like vampire mosquitos only with tons of hit points. 00:45:06 .learn add metroids Vulnerable to Ice and Rockets. 00:45:17 !learn edit metroids s/$/ Endemic in the abyssal stair, otherwise found only in a few Lugonu themed vaults. 00:45:17 metroids[1/1]: Like jellyfish, but they fly through the air and have life draining attacks which also magically contaminate you. Really, more like vampire mosquitos only with tons of hit points. Endemic in the abyssal stair, otherwise found only in a few Lugonu themed vaults. 00:45:27 -!- Mu_ has joined ##crawl-dev 00:46:10 !learn add metroids Vulnerable to cold, and have a special vulnerability to explosions (missiles with the brand, LRD, and so forth.) 00:46:10 metroids[2/2]: Vulnerable to cold, and have a special vulnerability to explosions (missiles with the brand, LRD, and so forth.) 00:46:39 ... but ... do they even have any bones ? 00:46:54 You don't cast LRD *on them*, you cast LRD *next to* them. 00:46:59 ah 00:47:14 because they sure don't look like they have any bones 00:47:19 (do they have a tile?) 00:47:29 !learn edit metroids[2] s/LRD/being next to an LRD 00:47:29 metroids[2/2]: Vulnerable to cold, and have a special vulnerability to explosions (missiles with the brand, being next to an LRD, and so forth.) 00:47:44 Just turn the jellyfish tile pink. 00:47:59 we need flumphs 00:52:14 What letter would an octopoid monster *be*? A j, since it's a mollusc? 00:52:39 what letter is MONS_OCTOPODE? 00:58:47 !tell evilmike evilmike_abyss_exit_plants says "TODO: Tiles!" 00:58:47 SamB: OK, I'll let evilmike know. 01:00:38 -!- mikee_ has quit [Quit: Want to be different? Try HydraIRC -> http://www.hydrairc.com <-] 01:00:52 -!- capablanca has joined ##crawl-dev 01:01:14 -!- capablanca is now known as mikee_ 01:03:36 looks like we ought to have a better way to do this: 01:03:40 MARKER: + = lua:props_marker { \ 01:03:40 door_open_prompt="This door is covered in dire warnings. " .. \ 01:03:40 "Open it anyway?", \ 01:03:40 door_description_prefix="warning-scrawled " \ 01:03:40 } 01:18:14 -!- edlothiol has joined ##crawl-dev 01:56:24 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 01:56:40 -!- capablanca has joined ##crawl-dev 02:00:47 -!- DrPraetor has quit [Ping timeout: 276 seconds] 02:07:42 -!- capablanca is now known as mikee_ 02:28:12 hooray rsi 02:28:20 SamB: yes 02:28:58 SamB: create a new module called door and have a door.warning_scrawled function that reeturns that marker 02:29:12 what's so great about repetetive stress injuries? 02:29:20 Nothing. 02:29:29 I'm just trying to type with one hand onnly. 02:29:46 !tell SamB create a new module called door and have a door.warning_scrawled function that reeturns that marker 02:29:46 SamB: OK, I'll let SamB know. 02:29:52 Anyway, thatr means MRKER: lua:doors.warned() 02:29:56 or whatever 02:30:02 heck of a lot less space 02:30:15 You could even make it take arguments 02:30:49 so doors.warned({door_description_prefix="fancy warning-scrawled"}) and thenit uses that ot update its defaults, etc 02:31:37 -!- jeanjacques has quit [Read error: Connection reset by peer] 02:45:17 -!- xenene has quit [Quit: ChatZilla 0.9.87 [Firefox 8.0/20111104165243]] 02:48:14 -!- Pacra has quit [Ping timeout: 276 seconds] 02:58:49 -!- monqy has quit [Quit: hello] 02:59:45 -!- st_ has joined ##crawl-dev 03:05:31 -!- jeanjacques has joined ##crawl-dev 03:06:55 -!- valrus has quit [Ping timeout: 248 seconds] 03:20:14 -!- st__ has joined ##crawl-dev 03:21:19 -!- st_ has quit [Ping timeout: 248 seconds] 03:26:15 -!- Pacra has joined ##crawl-dev 03:26:16 -!- ortoslon has joined ##crawl-dev 03:26:35 http://blog.tametick.com/2011/11/prediction-for-new-year.html "next year Angband and Nethack will become obsolete - there will be no reason to not play ToME4 or DCSS instead" 03:29:05 -!- Textmode has quit [Ping timeout: 252 seconds] 03:32:09 -!- edlothiol has quit [Ping timeout: 256 seconds] 03:49:05 -!- ais523 has joined ##crawl-dev 03:54:19 -!- dtsund has quit [Quit: dtsund] 04:00:59 -!- Zaba has quit [Ping timeout: 252 seconds] 04:07:15 -!- Zaba has joined ##crawl-dev 04:37:04 -!- ainsophyao has joined ##crawl-dev 04:45:35 !tell dpeg it looks like we have all of 2.7 vaults except for one: http://sprunge.us/cNHc -- this one might take some beating to be reasonable, but still, let's be complete :p 04:45:35 kilobyte: OK, I'll let dpeg know. 04:46:59 there's a "Mollusc Lord" as well -- a fifth Pan lord Linley Henzell couldn't get to work right 04:47:01 -!- oberstein has quit [Ping timeout: 240 seconds] 04:47:26 both him and his map look fitting as an easy Lair:8 ending though 04:47:59 -!- oberstein has joined ##crawl-dev 05:05:36 ortoslon: has there ever been a reason not to play them? okay, i can think of 2 for tome4: no terminal version and angband ancestry (without ever playing it and thus not knowing if it's true at all, but who said something about sensible reasons?) 05:07:09 bhaak: can't comment really, i've played nethack and angband for maybe two hours total :) 05:07:25 considering the length of an angband game... 05:07:59 yeah, kilobyte is right. just take your experience with angband and multiply it with 300 05:09:28 also, save scumming. If a game takes months and some monsters can insta-kill you, no wonders people will resort to that. 05:11:29 -!- ainsophy_ has joined ##crawl-dev 05:11:33 -!- ainsophyao has quit [Read error: Connection reset by peer] 05:16:00 deformed body mutation on a draconian (https://crawl.develz.org/mantis/view.php?id=4901) by ortoslon 05:16:41 -!- Pingas has joined ##crawl-dev 05:18:29 hah, 2.70 sling titles: 05:18:29 {"Slings", "Slinger", "Bombardier", "Crazy Person", "Really Crazy Person"}, // slings - who would bother? 05:20:43 modern version - "Forgot to Turn Off Slings Training" 05:25:56 somehow, half of Ashenzarites would reskill to this just before ascending :p 05:26:13 no bonus for using a sling when fighting giants? oh, i forgot i'm not in #nethack ;-) 05:27:45 moin 05:27:45 Zaba: You have 1 message. Use !messages to read it. 05:27:45 !messages 05:27:45 (1/1) due said (6h 42m 15s ago): thank you for the spectral things minitomb, they are not rc++ 05:27:48 heh 05:28:11 no problem, I guess 05:28:43 beh, 2.72 (supposed to be ported to Linux) is a bitch to compile. When ran, there's terrible display corruption, this might be fixed. But then, no autoexplore. Sorry, can't play :( 05:29:47 kilobyte, 2.72 of what? 05:30:14 pre-DCSS Crawl 05:30:19 * Zaba is missing context 05:30:19 oh 05:30:40 the oldest extant versions are 1.1, 2.70 and 2.72 05:30:45 I see 05:30:56 a few others have DOS binaries only 05:33:42 case 253: // Okawaru 05:33:42 strcpy(descpr, "A violent and wrathful demon, Okawaru appears as a giant human covered in shining golden armour and wielding a huge twisted sword. "); 05:33:45 break; 05:34:18 (in Cerebov's Pan lev, with Cerebov's sword) 05:34:51 epic 05:35:18 heh... he is NAMED Cerebov, it's just the description and comments in the code 05:40:26 is there code somewhere that places a powerful ring of slaying on D:7 if the player picked a pure caster combo? because i have this in a second game in a row 05:40:42 Haha oka <3 05:41:05 kilobyte: is that thin you message to dpeg the Mollusc lord map? 05:41:57 no, that's just a random boring map 05:42:14 ahh 05:42:17 the oklob hedge and stream might be randomized and reused 05:42:20 can you sprunge the mollusc lord map? 05:42:34 Farm and country sounds fmailiar. 05:44:23 does the term "oklob" come from somewhere 05:45:31 I'm not sure actuall 05:48:28 hrm, Gitorious doesn't allow linking to commits which are not at the head of a branch (or I didn't find how) 05:48:31 http://sprunge.us/gedC 05:48:55 -!- valrus has joined ##crawl-dev 05:49:00 this is the 2.72 version, newer ones have some modifications -- mostly to the monster set, but it's never enabled 05:52:07 @??death yak 05:52:08 death yak (08Y) | Speed: 10 | HD: 14 | Health: 58-102 | AC/EV: 9/5 | Damage: 30 | Res: 06magic(93) | Chunks: 09poison+07contam | XP: 1057. 05:53:42 -!- MarvinPA has joined ##crawl-dev 05:53:54 the Mollusc Lord (U) | Speed: 10 | HD: 19 | Health: 100 | AC/EV: 10/10 | Damage: 30 | Res: magic(57),poison | Chunks: no corpse | XP: ? 05:54:45 -!- ortoslon has quit [Quit: bye] 05:56:23 Vul: holy 06:04:13 that's interesting 06:07:51 That's not very powerful. 06:07:59 when whas it supposed to place? 06:09:39 -!- syllogism has joined ##crawl-dev 06:10:54 -!- alefury has joined ##crawl-dev 06:10:57 -!- cosh has joined ##crawl-dev 06:11:50 hey 06:12:05 is there an "easy way" to setup a 0.10-webtiles on my own server? :) 06:14:21 -!- mikee_ has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Now with extra fish!] 06:16:46 try asking Napkin, he might know. 06:16:54 edlothiol might also know, but hes not here right now 06:17:04 hi cosh 06:17:18 -!- Cryp71c has quit [Quit: Leaving] 06:17:31 unfortunately it's not easy yet 06:18:26 you can run it without authentication (dgl_mode = false) 06:18:53 definitely, whatever you try, use the code from trunk 06:19:02 much more modern than the webtiles code in 0.9 06:20:46 due: a Pan level like the other four lords 06:21:09 cosh: you do need a patched version of python-tornado 06:21:20 yea 06:21:22 that's what i need 06:21:25 where do i get that? :D 06:28:26 @??cerebov 06:28:27 Cerebov (05&) | Speed: 10 | HD: 21 | Health: 650 | AC/EV: 30/8 | Damage: 60 | Flags: 05demonic, see invisible, !sil | Res: 06magic(168), 05hellfire, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 15000 | Sp: fire storm (8d16), iron shot (3d36), haste, greater demon. 06:30:13 cosh: can't seem to find edlothiol's repository 06:30:15 we'd have to wait for him to awaken, I guess 06:30:31 mpf ok :) 06:30:40 thank you 06:31:41 due: a weak pan lord with no spells would be boring, but with his entourage of snails and slugs, he could use Cheibriados-themed abilities 06:31:51 ah 06:31:54 * due nod 06:31:56 sleeep, night 06:32:07 and sit on a Lair ending with present strength, or elsewhere 06:32:09 bye! 06:43:56 -!- syllogism has quit [] 06:53:51 -!- syllogism has joined ##crawl-dev 07:04:40 -!- Ragdoll has joined ##crawl-dev 07:05:00 -!- MarvinPA has quit [Read error: Connection reset by peer] 07:05:23 -!- MarvinPA has joined ##crawl-dev 07:34:33 -!- edlothiol has joined ##crawl-dev 07:35:24 cosh: still here? 07:36:43 -!- Cryp71c has joined ##crawl-dev 07:40:10 -!- edlothiol has quit [Ping timeout: 265 seconds] 07:41:57 -!- edlothiol has joined ##crawl-dev 07:48:16 Prono the Eclecticist (L18 VpSu) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed on turn 88100. (Abyss) 07:48:25 Prono the Eclecticist (L18 VpSu) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed on turn 88100. (Abyss) 07:49:54 Prono the Eclecticist (L18 VpSu) ASSERT(feat < NUM_FEATURES) in 'feature.cc' at line 24 failed on turn 88100. (Abyss) 07:50:35 -!- ainsophy_ has quit [Remote host closed the connection] 07:51:27 -!- DrPraetor has joined ##crawl-dev 08:02:13 ok i found a patched tornado web server to use on my webserver 08:02:23 but starting crawl with -webtiles-socket gives me a segfault 08:02:25 is trunk currently broken? 08:02:57 (webtiles that is) 08:03:34 the server should take care of that 08:03:56 (you don't need to start crawl manually) 08:04:24 the patched tornado is at https://github.com/flodiebold/tornado, although the normal (newest) tornado should work too if you set http_connection_timeout = None 08:04:37 yea i did that 08:05:27 2011-11-15 14:55:25,942 WARN: User database didn't exist; creating it now. 08:05:28 2011-11-15 14:55:26,099 INFO: Webtiles server started! 08:05:28 2011-11-15 14:55:48,338 INFO: #0 Socket opened from ip 192.168.0.22 (fd16). 08:05:28 2011-11-15 14:55:48,361 INFO: #0 Starting crawl. 08:05:28 2011-11-15 14:55:58,400 INFO: #0 Killing crawl process after SIGHUP did nothing. 08:05:28 2011-11-15 14:55:58,402 INFO: #0 ERR: Writing crash info to morgue/crash--20111115-145558.txt 08:05:29 2011-11-15 14:55:58,475 INFO: #0 Crawl terminated. 08:05:29 2011-11-15 14:55:58,479 ERROR: #0 Error while handling lockfile ./game:2011-11-15.13:55:48.sock. 08:05:38 somehow the crawl process dies? 08:05:44 manually starting it gives me a segfault 08:06:12 that's interesting... can you upload the crash log? what platform are you doing this on? 08:06:36 where should i upload it? 08:06:45 a pastebin? 08:06:45 you could just report a bug on mantis 08:06:49 or that, yeah 08:07:23 i'm really not sure if i did everything right tho, so it might just be a noob error :) don't want to report a bug, but i'm gonna upload a pastebin for you guys to look at 08:08:38 there we go 08:08:38 http://pastebin.com/Sh33ynXD 08:10:54 is that from manually calling crawl? 08:11:41 -!- st__ is now known as st_ 08:12:00 ahhh shit 08:12:03 yes it is 08:12:03 :( 08:12:04 sorry 08:12:16 because normally, you'd need to pass a path to -webtiles-socket (which the server should do) 08:13:02 i see 08:13:35 on the other hand, it seems the dgl-less mode is currently broken (sorry, I normally just test the dgl mode) 08:14:36 hm ok 08:14:57 (fixing it right now) 08:15:43 sounds good :) 08:18:33 although the authenticated mode shouldn't be too hard to set up anyway, the user database is generated now if it doesn't exist, so you could just try setting dgl_mode = True 08:19:48 -!- Brannock has joined ##crawl-dev 08:20:12 only dgl_mode = true works for me 08:20:17 when i set it to false i get errors Oo 08:20:36 i can register 08:20:39 i can login 08:20:42 everything works fine 08:20:45 until i try to start a game 08:21:33 oh, ok... then that's not actually the bug I just fixed ;) could you upload the crash morgue file for when you try to start crawl (morgue/crash--20111115-145558.txt according to what you pasted above)? 08:23:11 03edlothiol * r48c01525f31a 10/crawl-ref/source/webserver/config.py: Webtiles: Change some defaults and add comments to the config file. 08:23:18 03edlothiol * rdf908ca69da6 10/crawl-ref/source/webserver/process_handler.py: Webtiles: Fix dgl-less mode. 08:42:17 oh 08:42:27 sorry can't it's deleted already :D 08:42:43 gonna pull the fix and then try some more :) 08:43:06 well you can create a new one ;) unless it has stopped crashing 08:43:17 anyway, I need to go now 08:43:28 ok thanks for your help :) 08:44:12 -!- cosh has quit [Quit: HydraIRC -> http://www.hydrairc.com <- *I* use it, so it must be good!] 08:44:24 just upload the crash log and paste the address here, I'll read the log... I'll be back in about 2,5 hours and take a look at it 08:44:44 bye 08:44:47 -!- edlothiol has quit [Quit: Page closed] 08:52:46 Apparently the octopode is an "x", which I think is wrong they should be js. 08:54:02 DrPraetor: apparently you think the octopode is a "j", which is wrong they should be xs 08:54:09 @??tentacled monstrosity 08:54:09 tentacled monstrosity (03X) | Speed: 9 | HD: 25 | Health: 111-164 | AC/EV: 5/5 | Damage: 22, 17, 13 | Flags: 05demonic, amphibious, see invisible | Res: 06magic(166), 05fire, 02cold, 10elec, 03poison, 12drown, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 2126. 08:54:10 @??kraken 08:54:11 kraken (12X) | Speed: 14 | HD: 16 | Health: 183-237 | AC/EV: 20/0 | Damage: 50 | Flags: cold-blooded, !sil | Res: 06magic(64), 12drown | Chunks: 09poison+07contam | XP: 3217 | Sp: spawn tentacles, ink cloud. 08:54:24 Yeah, yeah, yeah, it has tentacles. But it's also a *mollusc*. 08:54:37 @??small abomination 08:54:37 small abomination (15x) | Speed: 7-15 | HD: 7 | Health: 8-44 | AC/EV: 0/0 | Damage: 23 | Flags: 05demonic | Res: 06magic(40), 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 122. 08:54:47 so? humans are mammals 08:54:51 they aren't on r or h 08:55:14 Are small abominations molluscs, then? x isn't monophyletic! 08:55:53 But my real issue is that small abominations use up every *color* of x, while there are lots of colors of j left. 08:56:08 i don't think that's true post twisted res changes 08:56:18 molluscs are U 08:56:34 Molluscs are BEARS!? 08:56:36 well, the mollusc lord is, anyway 08:57:05 -!- ortoslon has joined ##crawl-dev 08:57:28 So we can use white js and grey js and so forth for octopode venom mages, octopode assassins, octopode engineers, and so forth. 08:57:39 The octopode king can be an X, that's fine I guess. 08:58:08 One of his side kicks is a "fire crab bard". 08:58:14 * DrPraetor runs away. 09:04:58 -!- cosh has joined ##crawl-dev 09:29:02 Morning 09:31:39 -!- ainsophyao has joined ##crawl-dev 09:33:11 anyone experienced with webtiles? trying to start a game now just gives me zero output (console and log)? what gives? :( i can register username+password just fine, edit rc works too. just not starting a game :D 09:41:52 huh ok works without dgl 09:42:18 but not with dgl on :( 09:48:27 -!- Soyweiser_ has joined ##crawl-dev 09:49:14 Question, what is the licensing on the tiles shipped with stone soup? 09:50:45 cosh: with dgl_mode on it needs much more 09:51:00 cosh: but if you manage to login etc you should already see something in the log file 09:51:08 are you missing the correct permissions? 09:51:53 Soyweiser_: something free - but i don't remember which license exactly 09:55:56 Yeah, there are different kinds of free ;). 09:56:05 free as in speech, and free as in beer ;) 09:56:15 I wanted to update: http://roguebasin.roguelikedevelopment.org/index.php/Finding_graphical_tiles 09:56:18 i read that as free as in bear 09:56:45 With a link towards stone soup. As there has clearly been some improvement over the old rltiles junk 09:57:04 -!- ais523 has quit [Read error: Operation timed out] 09:57:50 -!- alefury has quit [Quit: ChatZilla 0.9.85 [Iceape 2.0.11/20110929064733]] 10:00:22 Ow look I forgot to read. Apparantly there is already a link for the stone soup tiles on that page... 10:01:09 napkin thx fixed it already 10:01:21 had to manually mkdir a rcs/running & rcs/ttyrec 10:01:23 now it works Oo 10:01:50 yes 10:01:56 something like that 10:02:13 you can use the dgl_init or is it called player_init script to do that for you 10:02:54 Soyweiser_: yes, http://code.google.com/p/crawl-tiles/ looks good 10:03:29 the license is the same nowadays, updates are only in dcss' git though 10:04:19 03MarvinPA * rc9b6ecbc9aab 10/crawl-ref/source/player.cc: Cap Felid lives at 9 instead of stepping down their rate of life gain 10:04:19 03MarvinPA * rcb4f853c2be2 10/crawl-ref/source/l_you.cc: Let Lua print progress to next experience level instead of leaking information 10:04:19 03MarvinPA * r33db85f3765d 10/crawl-ref/source/ (9 files in 2 dirs): Re-implement Metabolic Englaciation as a mass slowing Hex 10:04:30 03MarvinPA * rdecbcea97450 10/crawl-ref/source/beam.cc: Boost the power of mass enchantments (Control Undead, Mass Confusion, Cause Fear) 10:04:30 03MarvinPA * r6620a2597b25 10/crawl-ref/source/ (godabil.cc spl-transloc.cc spl-transloc.h): Don't let stasis block Abyss shifts or Lugonu's bend space 10:05:28 -!- jeanjacques has quit [] 10:05:49 MarvinPA: add monster-style cause fear as a player spell :( 10:05:59 Soyweiser_: a tarball of current git: http://git.develz.org/?p=crawl.git;a=snapshot;h=6620a2597b2564b95d52059bc41d05312bc5fe41;sf=tgz 10:07:11 -!- dpeg has joined ##crawl-dev 10:07:14 cosh? where is your server located? or is it planned for internal use only? 10:07:18 moin dpeg 10:07:33 Hallo! 10:07:34 dpeg: You have 2 messages. Use !messages to read them. 10:10:17 Thanks for Metabolic Englaciation! 10:10:21 !seen kilobyte 10:10:22 I last saw kilobyte at Tue Nov 15 12:32:09 2011 UTC (3h 38m 13s ago) saying bye! on ##crawl-dev. 10:15:03 should we mention webtiles on roguebasin? 10:15:16 or rather... someone please do? :D 10:15:31 napkin germany 10:15:47 Napkin: do you get lots of traffic from roguebasin? 10:15:59 not sure... let's see :) 10:17:12 62 this month 10:17:44 not so bad 10:17:46 0.2%, but that's related to many, many coming from gall.dcgame.in at the moment 10:18:13 eek, Jeff asks me just now about an interview for Roguelike Radio :O 10:18:13 napkin server is temporarily up you wanna try? ^^ valor.kicks-ass.net:8080 10:19:05 dpeg: this is going to be the frost nixon interview except about mountain dwarves 10:19:22 gogogo, dpeg :) 10:19:32 look at this: http://gall.dcgame.in/list.php?id=game_classic&no=926127 10:19:52 they many tiles and use the knowledge bots to get them 10:19:57 *they list 10:20:14 i should block them 10:20:27 I'll just claim that I fought for the keeping of Dwarves until the end, but lost to group pressure in the team. 10:20:37 hehe 10:21:25 Napkin: "block" as in "not count" or "deny access"? 10:22:03 -!- evilmike has joined ##crawl-dev 10:22:12 crawl needs glacier dwarves + lava orcs in the next version 10:23:58 -!- greatzebu has joined ##crawl-dev 10:24:24 not sure yet 10:24:49 but.. as you can see.. one visiter on that website causes about 200 times the execution of the php script to render the tile :D 10:25:05 oh 10:25:22 their page should download the tiles, right? 10:25:43 of course 10:25:59 of even take them found the game directly 10:26:15 http://gall.dcgame.in/list.php?id=game_classic&no=912349 <- all uniques 10:26:30 I've been thinking about scrolls of silence lately. Right now they have a weight of 10, which means only 1/1000. The comment says "balanced by rarity" 10:26:30 evilmike: You have 1 message. Use !messages to read it. 10:26:54 -!- Pacra has quit [Quit: Leaving] 10:26:56 I'm wondering, who decided that making them so rare was balanced? I can't really think of a reason why they should be so uncommon 10:27:10 11:24 < Napkin> but.. as you can see.. one visiter on that website causes about 200 times the execution of the php script to render the tile :D 10:27:24 if you are doing a php script to generate images, you should be caching generated images server-side 10:27:59 evilmike: I've always thought they should show up more often 10:28:06 write it, i'll use it, Eronarn 10:28:34 Napkin: the simplest way is just to wrap the generate function inside a 'if file doesn't exist', and then as the last step in generating the image, save the file 10:28:40 i don't have time to write it - i am in class right now 10:29:14 oh, surprise @ have no time ;) 10:29:40 -!- evilmike_ has joined ##crawl-dev 10:29:48 surely i'm not the only person who knows php here :P 10:30:28 ugh sorry, interent has been spotty lately, if anyone replied to my question i missed it 10:30:53 evilmike_: Haran was very much concerned that ?silence would trivialise too many fights for meleeists... hence the rarity. 10:31:11 evilmike_: i think the idea is that silence is really powerful, except it's actually not for some of the more dangerous threats 10:31:20 ancient lich 10:31:36 evilmike_: I'd think at least double the frequency would be fine, probably higher... how does this compare with ?vuln ? 10:31:40 The way I see it, it's not really more powerful than a potion of speed or berserk rage... and strictly worse than the spell silence, which is much more reliable in terms of radius 10:31:49 i like the rarity of silence, but there should be like 2-3x as many ultrarare scrolls with cool effects 10:31:56 elliptic: vuln is more than an order of magnitutde more common than silence :P 10:32:01 I think we could safely make it 10x more common 10:32:17 okay, yeah 10:32:20 doubling is fine, but you know that a Be has many uses for the scroll 10:32:26 -!- evilmike has quit [Ping timeout: 252 seconds] 10:32:56 one of the things is, there is actually some risk to using it. you can get a terrible radius and wind up making your situation worse 10:33:13 as non-caster? 10:33:14 yeah, silence is a double-edged effect 10:33:14 right now you might only see one or two over the course of a game, and you lose the first to read-id 10:33:32 greatzebu: no reason to read-id 10:33:38 dpeg: it cuts off scroll use... pretty big deal usually, considering ?blinking is one of the most important escape items 10:33:40 it should come up late enough 10:33:41 if it would really still be less common than ?vuln, go ahead and make it 10x more common 10:33:51 dpeg: everyone except you read-IDs ;P 10:33:55 dpeg: does anyone not read-id scrolls? 10:34:00 well, and mummies 10:34:01 greatzebu: no! 10:34:07 erm, yes! 10:34:12 I can't easily compare it directly to vuln, since it uses a depth thing 10:34:16 haha, i had no idea :) 10:34:19 (depth_mod < 4 ? 0 : 140), SCR_VULNERABILITY, 10:34:23 10, SCR_SILENCE, 10:34:35 that's 10/10000 10:34:46 It gives me a lot of pleasure to id-id ?blinking. 10:35:00 blinking is 331 10:35:06 when we add sticky goo we should add a scroll that splashes it everywhere 10:35:20 or maybe a scroll of spiderwebs! 10:35:47 evilmike: okay, yeah, 10 is just silly in that function 10:36:08 what I'm thinking is just add 90 to it, subtract 90 from detect curse, and see how it goes 10:36:30 what does ?DC have? 10:36:33 evilmike_: hm, you should probably use the depth_mod thing 10:36:59 dpeg: detect curse is 511 but its also a fallback for a lot of high level scrolls 10:37:11 eg it replaces summoning for low levels 10:37:26 to replace silence with detect curse at low levels 10:37:35 I'll be more happy about ?silence inflation if ?DC disappears in return. 10:37:58 removing detect curse is a good idea imo, but a lot more work than boosting silence 10:38:14 because it would require changing all the weights, to keep them adding up to 10000 10:38:46 elliptic: how about making silence as rare as acquirement? 10:39:25 that sounds fine to me 10:40:34 also I think I should point out that the weights don't actually add up to exactly 10000, at least not all the time... because vuln's weight isn't getting replaced by anything currently 10:40:44 yeah, that's true. 10:40:59 it's only 140 though. I don't like that part much, it seems weird 10:41:21 really someone should clean up the entire list of weights and remove detect curse while they are doing so 10:41:51 It's something I want to do sometime. It came up on the tavern recently 10:42:04 but for now, just adding 140, (depth_mod < 4 ? SCR_DETECT_CURSE : SCR_SILENCE), 10:42:10 yeah that's what I've done 10:42:14 sounds good 10:42:25 and subtracted 130 from the normal detect curse weight 10:42:55 one thing about removing ?DC is that you'll wind up increasing all the other scrolls... unless the weight is shifted to random uslessness or something 10:43:09 It wouldn't be a huge effect but still a buff to scrolls, unless done in some weird way like that 10:43:14 evilmike_: yes, it's a buff 10:43:30 evilmike_: new low level scroll to replace it? :) 10:43:37 you'll also be buffing things like curse $foo, which, unless your'e with Ash, isn't that useful 10:43:42 what I'm thinking is instead of increasing them all evenly, be selective 10:44:00 eg keep blinking at 331, probably don't touch tele, but be willing to increase stuff like fog, fear, curse foo, etc 10:44:10 sounds reasonable 10:44:41 dpeg, UCC is more or less finished, I think..I've done some testing on some of the special races that get treated differently or have odd effects (like vampires) and whatnot...haven't run through demonspawn yet, or tested aux unarmed combat too much 10:44:44 but largely, its finished. 10:44:44 what about a scroll of sunshine that does fedhas sunlight centered on you? 10:44:55 Cryp71c: awesome! 10:45:09 that would let non-fedhasites get sunken items (albeit at the cost of scrolls) which would be very good imo 10:45:11 Everything htat's left will go into the symmetry efforts (whether its a separate branch or whatnot, who cares) which will be mostly changes to balance. 10:45:15 immolation could do that, incidentally 10:45:32 dpeg: but then you have to justify why fireballs don't 10:45:35 The one scroll idea I've heard that really seems interesting to me comes from crawl alternative... a scroll that disenchants stuff 10:45:45 crawl alternative apparently went as far as allowing you to use it to cancel the orb run 10:45:50 Eronarn: immolation does not burn scrolls anyway 10:45:57 evilmike_: "disenchants stuff"? 10:46:02 dpeg: s/immolation/sunray? :) 10:46:06 removes enchantment, curse, egos, etc 10:46:09 Eronarn: not so bad, yes 10:46:11 from a chosen item? 10:46:27 from your wielded item, I think. Basically makes it mundane. Probably didn't work on artifacts 10:46:34 the tavern proposals i've seen for a scroll like that usually have it work on your wielded item 10:46:45 which i'm not a huge fan of 10:47:00 since it means you have to start worrying about unequipping your good weapons when iding unknown scrolls 10:47:05 yeah 10:47:18 disenchant seems terrible as a scroll 10:47:22 that's a good point 10:47:35 but if you choose an item, then that is also bad because it messes up the choose-an-item ID minigame 10:47:36 cursing is frustratign enough, but effecitvely wiping out your weapon totally can be a game breaker 10:48:03 and it sounds like it has rather limited uses 10:48:03 why not call it "haha you lose scroll"? 10:48:12 i can see that the concept is supposed to be for it to let you strip the ego off a weapon or something (which could certainly be a good thing) 10:48:29 but i'm not sure that it'd work very well in practice, or be wanted very often 10:48:38 like, destroying cursed items, occasionally letting you make better use of an item of a good base type (sounds far-fetched to me really) 10:49:04 maybe if you got a terrible barding, I can see you'd set it to 0 and start over 10:49:17 but that's what enchant is for 10:49:19 it was probably meant to be a harmful scroll more than anything 10:49:29 but there's harmful and there's harmful 10:49:54 I've not seen many interesting scroll proposals. 10:50:13 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:scrolls 10:51:00 What about a scroll of translucification? 10:51:15 vitrification? 10:51:19 erm, yes 10:51:36 the thing is that transparent walls are already really problematic 10:51:39 dpeg: sticky goo, spiderwebs, acquire shop 10:51:56 it's a fun card effect and xom thing but monster pathfinding is really screwy once glass comes into play 10:51:57 elliptic: we need to improve AI anyway 10:52:01 since some spells and effects work beyond them and others don't 10:52:04 it isn't really about AI 10:52:12 03evilmike * r142a92499c08 10/crawl-ref/source/makeitem.cc: Make scrolls of silence more common. 10:52:24 just that crawl is really inconsistent in what can go past them 10:52:44 elliptic: that needs sorting out regardless of the scroll :) 10:53:11 sure 10:53:21 does vuln strip enchantments atm? 10:53:30 what about a scroll that immediately swaps your position with that of a monster in LoS? 10:53:36 The AI seems much smarter about not standing right across the water from you while you pepper the mob with arrows. 10:53:49 (oh, maybe I should be adding this to the brainstorming wiki) 10:53:54 phyphor: that's in as a card already 10:53:55 Although if you fly, you can still step out over the water, rinse and repeat. 10:53:56 it works ok 10:54:08 Eronarn: do you get to pick which monster? 10:54:13 no 10:54:14 So is AI stupidity vs. clear walls really a bigger issue than that? 10:54:28 I think allowing you to pick the target would be interesting 10:54:53 Eronarn: vuln dispels magic, yeah 10:55:01 also reduces glow a bit 10:55:03 -!- ais523 has joined ##crawl-dev 10:55:20 DrPraetor: I'm more worried about the way in which clear walls reward knowing exactly which effects work through them and which do not, and how it doesn't really make any sense which do and which don't 10:55:24 scroll of sprouting: makes random plants and stuff around you 10:55:39 steps on fedhas' toes a bit too much 10:55:40 elliptic: Anything with smite targeting goes through walls, y/n? 10:55:43 n 10:55:56 ... Fire Storm doesn't? 10:56:04 no, some do and some don't 10:56:11 What doesn't? 10:56:11 evilmike_: it's fine if it's rare (i would like to see a lot more rare scrolls you might not get more than a handful of in a game) 10:56:31 Eronarn: that makes sense. Rare scrolls do at least need to be common enough to generate more than once though 10:56:34 fire storm and airstrike do, LRD doesn't, clouds claim they don't but actually do, etc 10:56:37 eg silence was problematic in that you'd usually find 0 10:56:38 Because I'm pretty sure that Freezing Cloud, Poison Cloud, and Smite all went through clear walls; although this might have been changed. 10:56:40 refrigeration doesn't 10:56:58 evilmike_: silence is too rare. vuln is about what i am thinking of 10:57:38 and even with AI changes, transparent walls give you a lot of free turns to attack monsters without any risk 10:57:42 So the only thing with smite targeting that *doesn't* go through clear walls is LRD? 10:57:53 elliptic: i say that we look at what things should actually 100% work through walls, and then come up with clear rules that fence those things in while excluding as much else as possible 10:58:09 elliptic: This is a big problem for a spell or invocation, but for a scroll? 10:58:46 eronarn: IMO nothing other than smiting itself should go through walls 10:59:03 Can we adapt the AI code that causes monsters to not sit there and get bashed over water, and use it to have the monsters run away if you can see them and they can't hit you? 10:59:12 elliptic: agreed 10:59:13 elliptic: gaze 10:59:13 elliptic: that seems like a good rule 10:59:18 how about a scroll of darkness? 10:59:29 although for monsters I think you can extend that to smite-hellfire, also still let them summon through glass 10:59:35 greatzebu: sounds possible 10:59:35 dpeg: do you have a good mic? i want to hear you on rl radio even if i don't understand what others say 10:59:36 eronarn: okay, a couple other non-magic things that clearly just require sight 10:59:40 right, yeah 10:59:41 just no spells please 10:59:41 elliptic: That'd make a couple of the glass-wall vaults insanely lethal. 10:59:55 DrPraetor: people do them without spells already, so no 11:00:00 ortoslon: no. I am also not sure if they had non-native speakers yet. 11:00:04 also, OTR 11:00:11 and any other light-only spells 11:00:19 eronarn: not sure about that 11:00:25 So gazes, smites, and lasers only? 11:00:28 -!- ainsophyao has quit [Remote host closed the connection] 11:00:33 Wrong text displayed when enslaved Nergalle casts haste (https://crawl.develz.org/mantis/view.php?id=4902) by hayenne 11:00:47 but not turbolasers or blaster bolts 11:00:47 SamB: You have 3 messages. Use !messages to read them. 11:00:55 !messages 11:00:55 (1/3) elliptic said (2d 11h 53m 30s ago): this "Stash search prefixes" thing is annoying and makes some description pages not fit in 80x24... try Grand Grimoire, for instance. 11:00:59 elliptic: i think it'd be weird for magical light to stop working when normal light doesn't 11:01:19 !messages 11:01:19 (1/2) SamB said (8h 31m 32s ago): create a new module called door and have a door.warning_scrawled function that reeturns that marker 11:01:20 eronarn: the walls block the magical part of the light 11:01:24 !messages 11:01:24 (1/1) evilmike said (33m 39s ago): dpeg added that comment, I think. I guess it could use its own tiles for the plants 11:01:25 I also think it's weird for glass walls to stop Ozo and that poison glow. 11:01:28 elliptic: that's pretty arbitrary :P 11:01:35 DrPraetor: ozo's makes sense, it is lowering temperature 11:01:47 that doesn't go through walls as easily 11:01:48 Well, okay - but poison light? 11:02:18 eronarn: walls have rPois+++ :P 11:02:33 * SamB thinks he argued for ozo's not to go through walls 11:02:44 I just don't see the impetus for all this. We're making these changes just to ensure that people can't clever their way around the nasty glass wall vaults? Or are we doing this to make turning walls clear less exploitable? 11:02:57 elliptic: that fails actually rince rP+++ creatures don't block ozo's light for things behind them :P 11:03:06 eronarn: creatures don't block the whole square 11:03:15 i think allowing ozo's is fine because none of the tough vaults are doable with it afaik 11:03:23 and who cares if people kill stuff at low level with it 11:03:34 er, OTR 11:03:35 not ozo's 11:03:36 I just argued on the basis of flavour 11:04:25 blocking stuff like LRD is a lot more important than blocking OTR, almost nobody even uses OTR 11:05:04 sure, OTR isn't important, but I really think it would be simpler to make it so that no player-castable spells go through glass walls 11:05:17 hmm, any other spells where you should just need to look at something to have an effect? haunt, cause fear, ??? 11:05:41 elliptic: that sounds best to me, yeah 11:06:12 elliptic: beoghites new kings of wallscumming 11:06:13 hmm, cause fear seems reasonable flavour-wise 11:06:14 -!- monqy has joined ##crawl-dev 11:06:29 haunt going through walls is a bit bad from a power level even if I agree it makes some sense 11:06:45 I've cleared many vaults with no risk with haunt going through walls 11:06:48 yeah 11:07:13 how would you get them ghostees through the walls ? 11:07:19 oh, tloc: does portal projectile go through glass walls atm? 11:07:27 If/when that goes in I will look over vaults when use stone-glass, since I think a few of these (though not all) should have it downgraded to rock 11:07:37 I think there are a couple which assume the player can attack through it without needing to dig 11:08:29 evilmike_: that's silly anyway, since pretty much the only way that a non-caster can attack through walls is having a rod of cloud abuse 11:09:21 have we nerfed clouds to be not 9 flood fill tiles all the time yet 11:09:22 the simplest way to justify stuff like haunt and airstrike not going through walls is that walls block your magical "reach" to that square to affect it 11:09:33 eronarn: they are 8-10 tiles :P 11:09:44 dpeg, re UCC, what else to be done? Send out a CRD mailer requesting testing? 11:09:46 oh well that settles that 11:09:52 now that poisonous cloud is L6 rather than L5 it isn't so bad at least 11:10:23 and then stuff like smiting works because beogh or whoever doesn't have a problem affecting that square 11:10:41 elliptic: what about this as a rule: only effects based on seeing something take place through walls. this includes cause fear, but may or may not include magical light 11:10:53 oh wait we do need to include magical light for sure - haloes! 11:11:06 cause fear can always be justified by saying that it is affecting *you* 11:11:25 it is a communication-type spell 11:11:46 well, there are rods of smiting. i guess you could claim those rods are holy items though (I bet they aren't, currently) 11:11:47 haloes aren't precisely magical, are they? 11:12:02 I'm not thinking of any right now that aren't god-related, at least 11:12:02 remove rods of smiting, problem solved :P 11:12:15 rods of smiting are pretty lame anyway, yeah 11:12:48 elliptic: umbra is, and it will go through walls like halos do. as will any other halo-like effects we add in the future 11:13:13 evilmike_: the main vault I can think of that could use changes is that demonic rune vault with eyes in boxes... and that maybe could use changes anyway, since it is often impossible to get the rune 11:13:27 that vault fucking sucks 11:13:28 eronarn: umbra isn't god-related? 11:13:40 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 11:13:44 elliptic: yeah that one bugs me. There is in fact a chance of the rune box having a secret door (or several) but it can be completely sealed 11:13:46 elliptic: right now you only run into it on servitors but it could be used elsewhere (like on shadow demons) 11:14:13 I mean, it is produced by undead angels (or whatever they are) currently... not exactly normal magic :P 11:14:17 and i'm sure someone will do a servitor-in-a-ziggurat-box vault 11:14:21 evilmike_: yeah 11:14:46 evilmike_: at the very least, I think all the boxes should have a door 11:15:05 the other would be to make them all diggable 11:15:11 elliptic: other places it's been suggested as could be useful... DS shadow facet, lantern of shadows, darkness spell, shadows 11:15:23 i'd be surprised if it stays on just servitors 11:15:27 though who knows 11:15:37 why would it appear everywhere? regular halo doesn't... 11:15:59 I guess mace of brilliance gives a halo, but that's an unrand 11:16:20 elliptic: i think we just don't have any monsters with light theme that aren't holy 11:16:28 whereas we have a lot of non-yred monsters with a shadow/darkness theme 11:18:12 -!- ncampion has joined ##crawl-dev 11:18:49 sun demons could definitely have a halo though :P 11:19:21 * SamB loves the song that's on mixwave now 11:19:35 Sun demons should absolutely have a halo. 11:20:47 a corona 11:20:56 eronarn: well, arguably with a lot of these monsters the halo would be more natural than magical 11:21:32 like, a sun demon gives off light... nothing there saying the light is some special magical light :) 11:22:02 so I don't see a problem with those halos going through walls either 11:22:24 elliptic: yes but then you get into weirdness like 'natural' magical darkness, or darkness just stopping at walls 11:22:45 But how else would it contain the fusion reaction? A magnetic field + evil tentacles? 11:23:40 FR: Doc Oc unique :P 11:23:44 eronarn: anyway I think purely light-based magic should be fine going through walls, I just think that olgreb's being "light with poison in it" is enough of a reason to have it not go through walls 11:24:17 we don't want people trivializing that unseen-horrors-in-a-box vault with it, do we? ;) 11:24:25 elliptic: if you want to emphasize that, have it flash screen yellow instead of green on the post-wall side? that'd be cool :) 11:24:41 -!- DrPraetor has quit [Ping timeout: 252 seconds] 11:24:42 mm, could do that 11:25:02 it could get complicated to code but it would be very good feedback 11:25:09 and i guess you want that code anyways 11:25:10 for ozo's 11:25:19 'flash_only_affected' or something 11:26:03 note that this would make it possible to do a really cool snowflake vault 11:26:16 transparent walls with an ozo-casting statue in the center 11:28:08 I just made all the walls in lemuel_draining_boxes diggable. Don't like mixing rock and stone glass when they are both on the same glyph (and tile) 11:28:14 03evilmike * rbc5898757a03 10/crawl-ref/source/dat/des/branches/pan.des: Change to lemuel_draining_boxes to make it more possible to get the rune. 11:28:44 that works too 11:29:28 evilmike_: go make a variant on the ziggurant vault with a profane servitor and dark purple transparent rock :D 11:30:16 that's doable. The purple glass tile isn't all that dark though 11:30:21 -!- blabber has joined ##crawl-dev 11:30:29 mainly it'd just be to make it look different 11:30:37 i guess the umbra would be enough though 11:30:40 it would be an interesting variant 11:30:51 though there is the potential of people luring stuff into umbra to fight it 11:30:54 which could be bad 11:30:54 probably wouldn't need to even make a new vault, it would be easy enough to modify the existing one 11:31:08 I thought umbra has a negative effect on your accuracy as well as enemies? 11:31:19 I suppose you could fight along the edge of the umbra 11:31:20 is (hostile) umbra player-beneficial? 11:31:26 oh, hm 11:31:44 seems like a minor issue 11:31:56 not even close to silent spectre-level cheese 11:32:17 evilmike_: well, demons/undead - including players though i didn't actually test this come to think of it - are immune to umbra 11:32:38 but yeah it's not a huge deal 11:33:44 -!- valrus_ has joined ##crawl-dev 11:33:54 -!- valrus has quit [Read error: Connection reset by peer] 11:40:30 monsters are seriously slow near plants... 11:40:59 do you mean slow as in crawl slows down in cases like that? 11:41:07 yeah 11:41:23 there's been a problem for a while now where you get slowdown from stuff like that (caused by water, lava, glass, and I guess plants too) 11:41:25 -!- oberstein has quit [Ping timeout: 240 seconds] 11:41:36 I think its some path finding issue 11:41:42 * SamB breaks out the profiler 11:42:05 -!- oberstein has joined ##crawl-dev 11:42:07 lemuel_castle is a particularly good one for seeing this, I find 11:42:09 (callgrind, in this case) 11:42:16 just make a global annoucenment "the plant aura seems to slow down nearby monsters" 11:42:29 it slows down the entire game process :P 11:42:30 cosh: it's actually the game that slows down 11:42:34 i know 11:42:37 just for fun tho 11:42:38 :) 11:43:01 like the wing commander bug back then lol 11:44:44 -!- ainsophyao has joined ##crawl-dev 11:45:10 ah there it is: 11:45:10 Back on Wing Commander 1 we were getting an exception from our EMM386 memory manager when we exited the game. We'd clear the screen and a single line would print out, something like "EMM386 Memory manager error. Blah blah blah." We had to ship ASAP. So I hex edited the error in the memory manager itself to read "Thank you for playing Wing Commander." 11:47:22 hah 11:48:01 was that, like, leaking EMM data structures or memory? 11:48:31 I don't know :) That quote is from an article on dirty programming :) 11:49:13 oh, good, it loaded 11:49:22 and this time I'm actually using the right valgrind tool ;-) 11:51:05 * SamB wishes he could figure out why the description screens don't alyways display the "press ! to toggle" line at the bottom of the terminal... 11:51:50 * SamB has already found two or three places that aren't actually it 11:53:06 oh, who's in charge of finding quotations for monsters? 11:53:32 -!- edlothiol has joined ##crawl-dev 11:53:34 you mean description quotes? I don't think anyone is in charge of that :P 11:53:47 well, who's good at it 11:54:23 also, we should come up with a way to find out which monsters lack 'em ... 11:57:10 shouldn't be too hard to see what 11:57:15 's missing from quotes.txt 11:57:29 except for vault monsters, which aren't as important 11:57:53 don't those use the normal monster's quotes anyway unless otherwise directed? 11:58:00 yeah 11:58:06 it looks like there are only 3 vault monsters with quotes 12:00:54 heh, the quote for dispater is straight untranslated latin 12:03:29 there's https://crawl.develz.org/tavern/viewtopic.php?f=19&t=2100 , I don't know if their quotes are already in? 12:05:57 cosh: nice to see you got it working 12:06:13 I do know some stuff from that thread made it into crawl. I know this because it got reverted for being a bit too crazy :P 12:06:26 I dunno how much though, or how much is still in 12:07:24 actually never mind, what I'm thinking of is actually something else 12:07:48 -!- SamB has quit [Read error: Connection reset by peer] 12:10:57 -!- SamB has joined ##crawl-dev 12:12:14 -!- Pacra has joined ##crawl-dev 12:15:25 -!- MarvinPA_ has joined ##crawl-dev 12:17:38 -!- MarvinPA has quit [Ping timeout: 252 seconds] 12:24:17 * SamB tries again with --dump-instr=yes --trace-jump=yes ... 12:28:45 -!- elliptic has quit [Ping timeout: 260 seconds] 12:42:38 -!- Guest32593 has quit [Read error: Connection reset by peer] 12:43:46 !tell dpeg re UCC, what else to be done? Send out a CRD mailer requesting testing? Let me know what you wanna do, I'll keep working on small stuff ofc. 12:43:47 Cryp71c: OK, I'll let dpeg know. 12:44:57 -!- Guest32593 has joined ##crawl-dev 12:49:29 back 12:49:30 dpeg: You have 3 messages. Use !messages to read them. 12:49:40 Cryp71c: yes, mail would be good 12:50:14 dpeg: they already had non-natives on rl radio with _really_ bad accent. yours can't be that bad. 12:51:49 unlezz you have se fanny tschörman aksent ;-) 12:52:57 bhaak: I am afraid they secretly compile hit lists of bad accents. 12:53:08 "Let's have another German, they'll always go to the top." 12:54:22 ha :) 12:56:06 ortoslon: the link you posted earlier http://blog.tametick.com/2011/11/prediction-for-new-year.html has evolved into some interesting discussion 12:56:34 bhaak: I had to mentally pronounce "tschörman" before I got what you were getting at 12:56:44 bhaak: i have that tab pinned and popcorn ready at the table :) 12:57:01 do people really say tsch for g? it's rather incredibly soft compared to g, although there's a similarity 12:59:19 ais523: the same people that pronounce the th like a 's' do this, yes. probably not many do this anymore, though 12:59:51 erm, wait. tsch would be rather hard compared to the english g 13:00:32 g as in german, ofc. why can't you have a sensible spelling? 13:01:21 german g is very hard; english g-in-german (i.e. j) is rather softer; but I pronounce tsch as softer still 13:01:29 and sh is even softer than that 13:04:29 -!- Textmode has joined ##crawl-dev 13:05:22 i'm not sure we're talking about the same stuff anymore. compare those two pronunciations: http://en.wiktionary.org/wiki/German#Pronunciation and http://en.wiktionary.org/wiki/ciao#Pronunciation 13:05:24 just read the blog entry... more good roguelikes is good! :) 13:06:08 dpeg: although i'm not sure that you would categorize dcss as the top of line evolution of hacklikes :) 13:06:09 bhaak: for me, ciao is a ch 13:06:14 The thread does not answer where unhappy dwarf players go to, though. 13:06:25 it isn't on a continuous line from sh to g 13:06:28 bhaak: no, I would never say or think that, of course 13:06:41 Ido does, apparently :) 13:07:13 I wasn't even that the ancient band/hack dichotomy still exists. Erik liked to point out how many band influences Crawl has. 13:07:18 *aware 13:07:38 dpeg: for me it's neither, but it is on an extended line from sh to g and then beyond. 13:07:57 sorry, that should have been s/dpeg/ais523 13:08:02 -!- DrPraetor has joined ##crawl-dev 13:08:21 i'm not sure that the dichotomy not only existed in the mind of the people 13:08:24 bhaak: oh right, I can see ch being interpreted as a really hard g 13:08:39 it isn't in my accent, but it's similar enough that I can imagine it would be in some 13:09:15 there were 2 big roguelikes with rather different gameplays, but i think nethack was always much bigger than angband. 13:09:36 I approve of the existence of Angband, while not actually wanting to play it 13:10:24 i noticed that if you look at discussions of both groups, the angbandians often mentioned nethack. whereas the nethackers almost never mentioned angband 13:11:01 that's because there's not that much to mention about Angband 13:11:21 not necessarily 13:11:27 it's designed for people who find grinding fun, in an attempt to maximise their fun grinding 13:12:16 -!- evilmike_ has quit [Read error: Connection reset by peer] 13:12:38 i know that asymmetric perception from real life. the big canton 'Germany' has the exact same attitutde towards the smaller german speaking countries. 13:12:50 bhaak: what countries? 13:13:00 dpeg: was that a joke, or an honest question? 13:13:22 I'm a German -- no jokes! 13:13:36 in my experience, Germans are entirely capable of joking 13:13:42 hah, traitors! 13:13:52 most of the unfoogians are Germans, IIRC, and they're quite capable of joking around 13:13:54 -!- ais523 is now known as ais523\unfoog 13:14:01 it's an extrapolation of my observation that Germany at least recognizes Austria as a smaller entity but almost always "forgets" about Switzerland 13:14:25 bhaak: most people have Austria as their second guess for the nationality of an obviously German-speaking person 13:14:27 unless it has something to do with banking, ch(ocolate|ess) or ricola 13:14:52 bhaak: truth to be told, the Swiss are more complicated with their many languages. And they don't even have the ß, fatherland-less Gesellen, they! 13:15:18 no ß? seriously? 13:15:24 that's like, the most German letter in existence 13:15:33 we are completely ß-blind 13:15:40 even if the recent spelling reform got rid of most of its best uses, like muß 13:16:59 if a Swiss reads a text and ask him/her if that text did contain an ß, he/she will not be able to tell you 13:18:05 why don't we market crawl sans-automation to angbanders? 13:18:07 hmm, just like Japanese people can't tell the difference between l and r? 13:18:13 A Swiss cannot distinguish between Maße and Masse in writing -- do they even pronounce these words the same? 13:18:19 also, add selling to shops, etc. 13:18:23 SamB: they'd get upset at being forced to leave D:1 13:18:51 they could play sprint 13:19:01 dpeg: the pronunciation is different. 13:19:04 well, what they'd really want is infinitely respawning stuff on levels 13:20:39 -!- Pacra has quit [Read error: Connection reset by peer] 13:22:32 ais523\unfoog: the difference between ss and ß is only in writing. ß gained more consistency with the last spelling reform (no ß after short vowel) but there are also regions in Germany where the pronunciation of words varies (for example fun: "Spaß") 13:23:05 hmm, I thought it was always spelt Spaß 13:23:16 it's the spelling I was taught at school, anyway 13:23:32 (incidentally, the way German is taught in UK schools is really bad, and I didn't really learn that much from it) 13:23:41 it is, but if you'd only go by the pronunciation rule, some southern regions would spell it 'Spass' 13:24:00 * dpeg shakes head. 13:24:23 ofc, in Switzerland it is always 'Spass' but not because of the pronunciation, but because ß is not used here 13:25:04 what's that option to stop getting "more" prompts all the time in for debug spew? 13:26:02 oh, show_more 13:27:40 -!- DrPraetor has quit [Ping timeout: 260 seconds] 13:29:09 What's this unfoog bußineß 13:29:10 ? 13:30:23 -!- dtsund has joined ##crawl-dev 13:30:33 ghallberg: NetHack clan 13:30:41 I see 13:30:45 dpeg, there, mailer is out, thanks. 13:32:32 Cryp71c: many thanks! 13:36:51 -IPSecSSL Blume hugs you gently * 13:37:45 is there a way to log messages to a file? 13:38:19 -!- blueDave has quit [] 13:43:40 -!- ainsophyao has quit [Remote host closed the connection] 13:48:31 rofl :D 13:50:48 note to self: /amsg is not action-message but message-to-all! 14:24:19 will I get a copy of my own CRD message, and how long does it take for the mailing list to distribute messages? 14:24:39 Cryp71c: you can check gmane to see if it went through 14:24:47 gmane? 14:24:50 ??gmane 14:24:50 I don't have a page labeled gmane in my learndb. 14:25:17 un momento 14:25:47 ??crd 14:25:47 crd[1/2]: https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss 14:25:50 ??crd[2] 14:25:50 crd[2/2]: http://news.gmane.org/gmane.games.roguelike.crawl.devel 14:25:54 I got it already 14:26:09 !help learn add 14:26:09 !learn: Learndb. Syntax: !learn query item; !learn (add|del) item text; !learn edit item[num] s/replace-this/with-this/; !learn swap a b; !learn mv a b 14:26:37 !learn add gmane see crd[2] 14:26:37 gmane[1/1]: see crd[2] 14:26:49 ??gmane 14:26:49 gmane[1/1]: see crd[2] 14:26:58 that didn't work like I was hoping :-( 14:30:51 edlothiol, k thanks 14:31:23 !learn edit gmane s/crd\[2\]/{crd[2]}/ 14:31:23 gmane[1/1]: see {crd[2]} 14:31:28 ??gmane 14:31:29 crd[2/2]: http://news.gmane.org/gmane.games.roguelike.crawl.devel 14:50:51 Wingsama the Grave Robber (L2 GhNe) (D:1) 15:04:04 -!- syllogism has quit [] 15:15:44 -!- ainsophyao has joined ##crawl-dev 15:27:41 -!- MarvinPA has joined ##crawl-dev 15:31:34 Alrighty, heading home. 15:31:38 -!- MarvinPA_ has quit [Ping timeout: 258 seconds] 15:39:57 -!- Cryp71c has quit [Quit: Leaving] 15:43:22 -!- dtsund has quit [Ping timeout: 244 seconds] 15:51:01 -!- Soyweiser_ is now known as Soyweiser 15:59:35 -!- blabber has quit [Quit: gn8] 16:24:54 -!- Textmode has quit [Read error: Connection reset by peer] 16:26:07 -!- Textmode has joined ##crawl-dev 16:36:41 -!- blabber has joined ##crawl-dev 16:57:13 -!- blueDave has joined ##crawl-dev 17:00:48 -!- Wensley has joined ##crawl-dev 17:03:22 -!- dtsund has joined ##crawl-dev 17:04:46 -!- ainsophyao has quit [Remote host closed the connection] 17:13:14 -!- Wensley has quit [Read error: Connection reset by peer] 17:13:48 -!- evilmike has joined ##crawl-dev 17:15:59 -!- Ragdoll has quit [Quit: Ik ga weg] 17:17:05 -!- blabber has quit [Quit: ab ins bett] 17:25:23 -!- dpeg has quit [Quit: zzz] 17:26:57 03edlothiol * rc67eff9c5366 10/crawl-ref/source/webserver/game_data/static/ (display.js minimap.js): Webtiles: Two fixes to minimap farsight. 17:27:02 -!- ainsophyao has joined ##crawl-dev 17:27:07 03edlothiol * r4da733a9287c 10/crawl-ref/source/webserver/static/scripts/ (client.js comm.js): Webtiles: Don't delay ping responses. 17:30:55 -!- Sequell has quit [Ping timeout: 248 seconds] 17:31:31 -!- Sequell has joined ##crawl-dev 17:49:57 -!- ais523\unfoog has quit [Remote host closed the connection] 17:53:25 -!- greatzebu has quit [Quit: greatzebu] 17:59:41 -!- elliptic has joined ##crawl-dev 18:02:24 -!- DrPraetor has joined ##crawl-dev 18:03:02 So is there general agreement on what D,G,H,I,P,Q,R,U and W should be gods *of*? 18:03:28 what? 18:03:32 no 18:03:54 Because it occurs to me that we're going to run out of God slots in about 9 more iterations, assume we keep to the general pace of 1/god per version. 18:04:10 well, we can always remove gods also 18:04:11 we're not adding gods at 1 per version 18:04:16 this is not something that really is worth worrying about :P 18:04:20 no need to worry about running out of letters anytime soon, yes :) 18:04:29 I think G would be Gozag 18:04:42 Also, "2" should be "The Twins" (deity of Charm and Hex). 18:05:19 who is Gozag? the mythical gold god? 18:05:44 But from 0.5 to 0.9, we've added Ash, Chei, Fedhas and Jiyva, yeah? That's 1/version. 18:05:50 elliptic: yeah 18:05:50 Although I guess 0.10 isn't adding a God? 18:05:57 DrPraetor: no new gods in 0.10 18:06:20 DrPraetor: no, it's not really 18:06:39 chei and ash and fedhas and jiyva went in the same version 18:06:44 so it's really 2 gods every second version :) 18:07:11 We'll still run out by 0.18, is my point. So we should do some long term strategizing about what Gods we want to make sure go in eventually. 18:07:22 And I think at least 2 slots should probably be reserved for RandGods. 18:07:35 have gods been axed 18:07:57 gods have been pretty much rewritten from scratch 18:08:08 not sure they have actually been axed though 18:08:31 For randgods, I suggest "Unknowable One" (U) and "Inscrutable Being" (I). 18:09:22 I assumed randgods would have random names 18:09:52 Yeah, but not random letters methinks. 18:10:02 random letters would be cool 18:10:04 why limit yourself to the alphabet though, there isn't a menu for god selection anywhere 18:10:20 Twnomsnlkwem welcomes you! 18:10:21 ortoslon: actually there is 18:10:30 elliptic: wizmode? 18:10:41 zotdef altar creation, I believe 18:10:46 ad 18:10:48 *ah 18:11:04 though I forget if that was actually done 18:11:26 not yet, no 18:11:29 having distinct letters is nice though, since god names are pretty arbitrary anyway 18:11:32 I should clarify - my proposal is this. When you go Help/God (or altar creation), "Unknowable One" and "Inscrutable Being" show up on the help menu, and when you ask for help, it gives you soem schpeal about how there are ancient religions, lost to the surface world, being practiced among the dungeon swellers. 18:11:32 it's an implementable iirc 18:11:49 s/swellers/dwellers 18:12:22 Also, they show up as "Mysterious Altar to an Unknowable One" and "Eerie Altar to some Unscrutable Being" unless you decide to worship them. 18:12:40 really I'd prefer it if races and classes had distinct letters also, but that would come at some cost 18:13:06 (like renaming half of them and possibly using some pretty weird names) 18:13:07 ?/G has a menu, has it not? 18:13:20 SamB: Yes, Help->God, exactly. 18:13:34 but I couldn't figure out how to untangle it from the rest of ?/ 18:13:44 hence, the implementable 18:13:58 anyway, once it's implemented, both wizmode *and* zotdef will be using it 18:14:04 our races currently only have 12 distinct first letters, hm 18:14:38 since the altar creation code is shared 18:14:40 16 distinct letters for classes 18:15:02 Also, we should have a "Worm that Walks", it's an undead (white?) w that is a big-scary-powerful necromancer. 18:16:14 on another topic, it turns out that mon-pathfind.c is actually fairly straight-forward 18:16:19 one might even say textbook 18:16:27 er. 18:16:29 .cc 18:17:03 doing a one letter per race/class seems like a pretty big project to me. aside from all the renaming, you'd have to come up with new flavour too. And there are some hard letters. You could do "Xom Knight" but an X race isn't so easy 18:17:39 Xom Knight would be by far the most trivial 18:17:42 evilmike: yeah, I'm not really serious when I suggest it, though I do think it would be convenient 18:18:01 keep it in mind for future additions 18:18:08 and when giving the axe 18:18:36 someone should suggest to the forge dwarf people that it will be more likely to get in if it begins with X or Q 18:19:20 Qwarf 18:19:26 mm, yes! 18:19:33 Quarry Dwarf? 18:19:43 thats the best i can come up with 18:20:18 mon-pathfind did have one bug that did terrible things to performance, though: it didn't properly check that paths didn't go out of range 18:20:30 we could nerf octopodes into quintopodes 18:21:09 what, starfish? 18:21:28 yes, except starting with a q :P 18:23:45 petrification messag eis wrong for mummies 18:23:48 "you turn to flesh again" 18:23:51 er, I haveno flesh! 18:24:05 they have flesh. just really really dried out... 18:24:19 mumified, as it were 18:24:20 Well, their flesh is really already petrified. 18:24:31 "You return to dry bones and rags" would be a beetter message :D 18:25:25 -!- cosh has quit [] 18:26:23 <|amethyst> "you turn to jerky again" 18:26:25 So, anyway, this bug that I found in mon-pathfind because of slowdown? 18:27:25 It turns out that it results in monsters behaving more intelligently than originally intended... 18:32:27 Xenophillic Dwarves. 18:32:52 SamB: how? 18:34:36 evilmike: a monster's intelligence is supposed to translate to a limit on the length of the paths it can find 18:34:47 but the check was broken 18:34:55 ah 18:35:14 And fixing the check makes monsters dumber or smarter? 18:35:26 anything <= I_NORMAL should get dumber 18:35:27 now 18:35:46 Right. Will this also prevent confused orcs from bumbling into lava? 18:35:54 no 18:36:15 this has nothing to do with confused monsters 18:36:17 03SamB * r83a33ba1101d 10/crawl-ref/source/mon-pathfind.cc: Fix range check in monster_pathfind::calc_path_to_neighbours(). 18:36:18 not unless it prevents them from finding paths that allow them to accidentally do that 18:37:09 so, does that fix the huge slowdown problem? 18:37:37 Well, it was my understanding that there was supposed to be an int check to prevent monsters blundering into lava, and that this was broken as well? 18:37:51 only high int monsters do that 18:38:04 I_NORMAL (include orcs) will happily drown themselves 18:38:21 higher int monsters are usually spellcasters 18:39:29 evilmike: as long as the monsters have <= I_NORMAL, yes, it does fix the slowdown 18:40:34 getting a missing file lua/pickup.lua on cao 18:41:06 blueDave: is that new ? 18:41:16 I had that when using an old config once. Have you tried resetting it? 18:41:46 (it's in the advanced options menu) 18:42:23 I suggest using one that does "include = init.txt", rather than starting with a snapshot of init.txt 18:43:32 evilmike: it's possible that I'm misunderstanding the code, I suppose 18:44:24 SamB: I was just curious about the performance improvement, that's all. I've noticed the lag could be pretty extreme in some cases (once had a game grind to a halt because of it, during the last tournament) 18:44:37 so if it's fixed, that's pretty awesome 18:46:39 anyway, if I screwed up, it could either be reverted, mons_tracking_range could be adjusted, or a new limit could be introduced that *does* cap path length 18:48:30 -!- DrPraetor has quit [Quit: KVIrc 4.0.2 Insomnia http://www.kvirc.net/] 18:49:53 it's possible this was merely intended to keep the paths within a certain radius of the monster... 18:50:14 if so, I *did* screw up 18:51:21 that file could use a few more comments 18:56:29 -!- evilmike_ has joined ##crawl-dev 18:58:35 -!- evilmike has quit [Ping timeout: 252 seconds] 19:00:26 evilmike_: did you see what I just said? 19:04:20 @whereis 19:04:20 due the Eclecticist (L17 MuIE), a worshipper of Sif Muna, saved on Snake:5 on 2011-11-16 after 59312 turns. 19:04:29 !lg spbe 19:04:30 87. due the Politician (L27 SpBe), worshipper of Trog, escaped with the Orb and 4 runes on 2011-11-05, with 1612052 points after 157964 turns and 9:53:55. 19:04:44 * SamB thinks he might very well have, in fact, misunderstood the goal of the code 19:05:07 SamB: everything oculd use more comments :) 19:05:49 anyway, if monsters start acting too dumb, you know who to blame 19:14:46 wooooow 19:14:59 I never seen *this* much hammerspam before! 19:15:34 Yiuf? 19:15:38 yeah 19:15:51 in fact, the path was the only thing that wasn't hammers 19:21:32 -!- Pacra has joined ##crawl-dev 19:21:53 hah 19:21:56 yeah, that's one of the permutations 19:29:31 -!- ainsophyao has quit [Remote host closed the connection] 19:37:38 -!- Textmode has quit [Ping timeout: 252 seconds] 19:38:08 -!- ortoslon has quit [Quit: bye] 19:39:47 -!- Mu_ has joined ##crawl-dev 19:45:03 -!- DrPraetor has joined ##crawl-dev 19:45:33 So as an octopode, I'm so fragile, is learning to use a staff of earth even worth it? 19:45:37 mischan, sorry 19:57:20 -!- ortoslon has joined ##crawl-dev 19:57:26 -!- ortoslon has quit [Client Quit] 20:03:07 -!- edlothiol has quit [Quit: leaving] 20:05:47 ??sceptre of torment 20:05:47 sceptre of torment[1/1]: +7,+6 (jewelled golden) mace which invokes the Symbol of Torment on 50% of attacks and 1/200 on just being wielded for a given turn. Useful if you have {torment immunity}. Counts as necromancy for the good gods, but if you worship a good god, you are susceptible to torment, so this is going to cause you far worse problems than penance. 20:05:58 how come you can't look that up in /?I 20:08:22 -!- HangedMan has joined ##crawl-dev 20:08:32 due: what do you think about trying to make leda's liquefaction usable by AM? it might get some use then 20:09:26 it really does use both earth and tmut though, so I'm not sure about making it earth/hex or tmut/hex, and I'm not sure earth/tmut/hexes is that good an idea... 20:12:07 so, I'm guessing dwarven boots are good for walking through acid? 20:12:33 ...walking through acid? 20:12:42 * SamB is making another stupid doomrl joke 20:12:45 is this doomrl talk walking back and forth across itself again or are there 20:12:46 hah 20:14:11 -!- evilmike has joined ##crawl-dev 20:16:50 -!- evilmike_ has quit [Ping timeout: 258 seconds] 20:21:17 -!- ghallberg has quit [Ping timeout: 245 seconds] 20:22:44 elliptic: Hm, it would be nice 20:23:12 elliptic: To be honest, I'm partly inclined to dump Liquefactin as it currently is and change it to a targetted spell with a small radius of effect -- though wiht th esame limitations to the player. 20:23:25 that might be more interesting, yeah 20:27:35 And not using a circle. 20:27:43 I like freezing cloud's mechanism of flood-fill... 20:28:53 I'm liking the vial traps, nice addition 20:30:00 aren't the cloud traps mostly grates 20:33:39 -!- ghallberg has joined ##crawl-dev 20:33:55 colored vial drops from hatch in the ceiling -- in any case, they're great 20:34:47 meph, poison are vial, freezing, fire, chaos, and petrify seem to be grates 20:35:06 it'd be nice if they could be disarmed or even distinguished once detected like other traps 20:35:16 aha, have gotten exclusively the vials so far 20:39:51 -!- Pingas has quit [Read error: Connection reset by peer] 20:42:49 i like cloud traps myself 20:42:56 pressure plates are cool ":d 20:43:14 They basically do the Lua interface that I never managed to finish 20:43:31 infinite trove? at least 2x (https://crawl.develz.org/mantis/view.php?id=4903) by Cryxx 20:52:04 that's an amusing (and abusable) bug 20:57:05 -!- Textmode has joined ##crawl-dev 20:57:37 -!- valrus has joined ##crawl-dev 20:57:59 -!- st_ has quit [Ping timeout: 260 seconds] 21:01:36 elliptic: yeah, unexpected too 21:01:49 elliptic: I don't think they were really designed for that initially 21:02:58 I suppose kilobyte's branch/portal rewrite has a good chance of fixing this bug anyway? 21:05:54 the impetus for said rewrite was supposed to be a whole bunch of bugs with said portals and the abyss, I believe 21:15:33 -!- mikee_ has joined ##crawl-dev 21:22:01 -!- Cryp71c has joined ##crawl-dev 21:22:13 Evening 21:24:27 -!- MarvinPA has quit [Read error: Connection reset by peer] 21:35:11 You climb downwards. 21:35:12 Item buggily placed in feature at (36, 54). 21:35:12 Item buggily placed in feature at (37, 54). 21:35:12 Item buggily placed in feature at (38, 54). 21:35:12 Item buggily placed in feature at (36, 55). 21:35:12 _Item buggily placed in feature at (36, 56). 21:35:16 I thought that was fixed, hm 21:40:57 hih 21:41:02 I mean 21:41:14 huh. I didn't know ego items could be non-glowing ... 21:41:21 or -runed, etc. 21:41:51 they aren't supposed to be 21:41:56 was this in a vault? 21:42:03 it was a gift from trog 21:42:11 oh, antimagic? 21:42:15 yeah 21:42:30 yeah, the bug there is that antimagic is getting added in some special way 21:42:38 on top of a non-ego gift 21:55:28 did i mishear or were people considering making anything that's not a stock +0 item appear to be magical 21:56:57 when? 21:57:11 also I found a weird petrification bug 21:58:23 a catlobe shapeshifter breathed dust at me, then turned into a non-catlobe and walked into the dust and petrified, and then kept shapeshifting and now seems to be permanently petrified 21:58:47 i think i read people talking about it some time this month 21:59:03 in connection with the DC changes 21:59:37 also hmm 21:59:47 it strikes me that shifters probably shouldn't shift while petrified 22:00:25 this could be an issue with polymorphing something petrified too 22:00:52 i feel like that shouldn't work either, since it doesn't work on non-living creatures 22:01:06 hm 22:01:07 Is i_feel_safe exposed anywhere? 22:01:16 (I meant to ask thishere oops) 22:01:32 don't think so 22:03:24 -!- HangedMan has quit [Ping timeout: 265 seconds] 22:03:56 Item buggily placed in feature at (36, 54). (https://crawl.develz.org/mantis/view.php?id=4904) by elliptic 22:08:57 Petrified shapeshifter became permanently petrified. (https://crawl.develz.org/mantis/view.php?id=4905) by elliptic 22:11:40 -!- ainsophyao has joined ##crawl-dev 22:20:02 Can anyone see an issuewith exposing i_feel_safe to Lua? 22:28:29 Alighty, heading to bed. G'night 22:28:30 -!- Cryp71c has quit [Quit: Leaving] 22:28:40 due: looks fine to me 22:32:41 aawesome 22:33:41 iirc, kek also wanted to do that 22:34:07 I think we told him to call it you.feel_safe() 22:35:04 speaking of i_feel_safe, though, it is really annoying how you don't feel safe around your own friendly haunt summons if you lack see invisible (shadow wraiths) 22:35:33 what would people think of making friendly invisibles never create disturbances? 22:36:01 good idea 22:36:06 also butterflies 22:36:18 if you are right next to tem you can't rest 22:36:52 couldn't they create friendly disturbances? 22:37:07 due: butterflies are a recent reversion I think :( 22:37:11 and I think for butterflies it might make sense to distinguish between run/rest 22:37:29 since with run and a launcher, they caused a silly-looking prompt... 22:38:10 SamB: friendly disturbances could work too, if that includes applying the branding to the disturbance 22:38:15 @??butterfly 22:38:16 butterfly (12b) | Speed: 25 | HD: 1 | Health: 3-8 | AC/EV: 0/25 | Flags: fly | Res: 06magic(4) | Vul: 09poison | XP: 0. 22:38:25 No attacks. 22:38:38 They should nmever be not safe to do anythmg woth! 22:38:59 due: the silly prompt is that if running tries to go through it, crawl asks if you're sure you want to attack it with your launcher 22:39:07 ahh 22:39:20 well, hm 22:39:30 not exactly dangerous, but annoying! 22:39:57 due: I think runrest_ignore_monster = butterfly:-1 helped with the butterflies for me 22:40:14 I'm not sure what that actually does though 22:51:43 that ignores butterflies as long as your hp is more than -1 22:52:07 which, generally, it is 22:52:13 ;) 22:53:30 I find that hard to believe given that the default is runrest_ignore_monster = butterfly:1 22:53:51 and the behavior is different for the two lines 22:54:06 well, yeah 22:54:15 you're obviously running around with 1 HP ;-P 22:54:57 options_guide claims that that number is distance, not HP 22:55:44 ah, that would make more sense, yeah 22:55:50 oh, well didn't actually look at the code :blush: 22:56:19 but it runs right past butterflies one square away, unless that's a dist of >1? 22:57:13 however, it doesn't seem to be behaving as options_guide claims (and as it used to), since at 1 it interrupts when a butterfly is next to you 22:57:26 whereas options_guide says it should ignore things at distance >= 1 22:57:50 at -1, it seems to behave like it used to (always ignore the butterfly) 22:59:13 I probably it's actually >, not >= 22:59:59 maybe, but why did it change? 23:00:15 since really, this used to work well with the defaults :P 23:00:30 well, probably something to do with that bug I reported way back ... 23:04:46 looking at the lua, this probably has something to do with the nonmoving vs moving stuff there 23:05:26 I don't really understand what is going on though 23:05:53 Sif book gifts look saner 23:06:16 I'm not aware of sif book gifts changing at all 23:08:09 elliptic: they have, though 23:08:23 elliptic: when the gifts come is slightly different now, due to skill trianing changes 23:08:37 oh, I thought you meant what the gifts are 23:11:19 -!- Brannock has quit [Ping timeout: 244 seconds] 23:17:15 butterfly works with this 23:17:17 runrest_ignore_monster_moving = butterfly:1 23:18:23 so yup, looks like you're right 23:23:06 -!- ivan`` is now known as ivan`_ 23:23:07 I actually thought it checked for monsters specifically with no attacks. Hm. 23:23:32 But it just iterates over the list of nearby monsters. 23:30:17 Playtest result: octopodes are really squishy :) 23:35:45 -!- jeanjacques has joined ##crawl-dev 23:39:41 jvj24601 (L25 HEWz) ASSERT(feat_is_solid(feat)) in 'beam.cc' at line 1114 failed. (Geh:3) 23:50:44 -!- ainsophyao has quit [Remote host closed the connection]