00:39:03 -!- dtsund has joined ##crawl-dev 00:57:56 -!- ZChris13 has joined ##crawl-dev 01:33:05 -!- monqy has quit [Quit: hello] 01:39:56 -!- MarvinPA has quit [Read error: Connection reset by peer] 01:41:54 -!- evilmike has quit [Quit: something happened] 02:00:11 -!- wtface has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Nine out of ten l33t h4x0rz prefer it] 02:06:38 -!- absolutego has joined ##crawl-dev 02:09:46 -!- absolutego has quit [Client Quit] 02:19:29 -!- ixtli has quit [Quit: Computer has gone to sleep.] 02:45:42 -!- edlothiol has joined ##crawl-dev 03:01:26 -!- dtsund has quit [Quit: dtsund] 03:02:43 -!- iasov has quit [Remote host closed the connection] 03:03:22 -!- iasov has joined ##crawl-dev 03:21:40 -!- ZChris13 has quit [Ping timeout: 245 seconds] 03:25:46 -!- jeanjacques has joined ##crawl-dev 03:45:52 -!- alefury has joined ##crawl-dev 04:04:49 -!- edlothiol has quit [Ping timeout: 252 seconds] 04:49:46 -!- MarvinPA has joined ##crawl-dev 05:14:00 -!- Wensley has quit [Quit: Page closed] 05:14:19 03kilobyte 07stone_soup-0.10 * r5d55c714081c 10/crawl-ref/source/ (player-stats.cc player-stats.h player.h): Pass stats as int, not int8_t. 05:14:20 03evilmike 07stone_soup-0.10 * rfce85275c0f9 10/crawl-ref/docs/changelog.txt: Mention new PoG in changelog. 05:14:20 03kilobyte 07stone_soup-0.10 * recda7439579d 10/crawl-ref/source/dat/database/quotes.txt: Don't force premature wrapping in a couple of quotes. 05:14:20 03kilobyte 07stone_soup-0.10 * r708cc81d68ab 10/crawl-ref/source/mutation.cc: Fix the message for gaining bone plates as seafood/kitteh. 05:14:21 03MarvinPA 07stone_soup-0.10 * r88778a2f88d7 10/crawl-ref/source/misc.cc: Don't scramble free from drowning when unable to move 05:14:21 03kilobyte 07stone_soup-0.10 * r1683f8429f4c 10/crawl-ref/source/mon-stuff.cc: Fix servant kills of dual demon/undead holiness under Kiku and Trog. 05:14:27 03kilobyte 07stone_soup-0.10 * rf4ae63ebda35 10/crawl-ref/source/dat/database/quotes.txt: Consistently align quote attributions. 05:14:28 03kilobyte 07stone_soup-0.10 * r0ff0ad942cc0 10/crawl-ref/source/ (mutation-data.h mutation.cc): Forbid thin bones to seafood. 05:35:13 -!- Lollipop has joined ##crawl-dev 05:41:09 crap, Mara 05:41:13 I hate Mara 05:41:39 @?mara 05:41:39 Mara (13R) | Speed: 10 | HD: 18 | Health: 140 | AC/EV: 10/14 | Damage: 30 | Flags: 05demonic, evil, see invisible, !sil | Res: 06magic(144), 05fire++, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy++ | XP: 7145 | Sp: blink; mislead, b.fire (3d27), mara summon, illusion, pain (d17), teleport self. 05:41:56 I <3 mara 05:42:19 how do I shot web? 05:42:23 s/shot web/kill Mara/ 05:47:18 forget airstrike, sticky flame and freezing cloud NOW. Get plenty of rF. Wield a banana and don't potion up until the clone spawns. Then just kill him (but remember to abandon+run earlier than usually). 05:47:38 Oh, wait, this is -dev 05:48:53 yeah, but this is even more relevant here: it'd be good to get rid of spoilers like this 06:08:29 the clone could adjust to current player state (within reason) 06:08:53 haste yourself ==> clone is hasted too 06:08:57 switch weapon ==> clone does too 06:09:19 that way its always a fair fight 06:09:55 although there would be some new abuses too, especially with weapon switching 06:10:08 clone dies, you die too 06:10:37 the clone simply being invincible (its just an illusion) would work too 06:10:42 If you are intentionally weak until clones then the Maras might kill you anyway 06:10:46 only way to get rid of it is to let it time out 06:11:14 that info leak about whos the real mara is nice. i didnt test it, but sounds like a nicely abusable bug. 06:11:27 info leak? 06:11:35 (I've just killed Mara so it doesn't help me now) 06:11:44 target mara. then when mara makes illusions of himself, targeting still defaults to the real one. 06:12:49 its on mantis, so not exactly a secret 06:13:42 oh, that's interesting 06:13:48 phyphor: Hence why I thought that was balanced and not necessarily a spoiler -- it might help improve your odds, but it doesn't ensure you victory. 06:14:33 something that might be worth fixing in general is ghosts/illusions with ranged weapons 06:14:55 they have no ammo, so they cant shoot, and they cant switch to a real weapon either 06:15:17 would be a pretty big buff to some ghosts, though 06:22:13 -!- edlothiol has joined ##crawl-dev 06:23:19 alefury: especially, any player with throwing. 06:25:09 it is tedious, but if you wanted to play optimally, against any non-ranged opponent, a turn spent doing something else than pelting it with throwables is a turn lost (assuming no choke point or similar tactical considerations) 06:32:43 -!- syllogism has joined ##crawl-dev 07:06:19 -!- Ragdoll has joined ##crawl-dev 07:34:47 -!- HangedMan has joined ##crawl-dev 07:40:50 -!- MarvinPA has quit [Ping timeout: 245 seconds] 07:47:00 [Zotdef] Unable to wield vampiric weapons (https://crawl.develz.org/mantis/view.php?id=5272) by Ragdoll 07:47:25 -!- st_ has quit [Ping timeout: 276 seconds] 08:09:14 -!- Lollipop__ has joined ##crawl-dev 08:09:19 -!- Lollipop___ has joined ##crawl-dev 08:10:40 -!- Lollipop has quit [Read error: Operation timed out] 08:13:25 -!- Lollipop_ has quit [Ping timeout: 276 seconds] 08:20:17 03dolorous * r31fb67cd0770 10/crawl-ref/source/item_use.cc: Fix tentacles reference for two-handed weapons with shields. 08:20:18 03dolorous * rc54081713378 10/crawl-ref/source/mutation.cc: Generalize the bony plates check; anyone with level-3 tentacles has no arms. 09:02:11 03kilobyte * r11ee62d43b01 10/crawl-ref/source/ (acquire.cc invent.cc item_use.cc): Fix vamp weapons being unwieldable in ZotDef. 09:07:39 heteroy the Thaumaturge (L12 DgFE) ASSERT(smc) in 'mon-util.cc' at line 1390 failed on turn 18334. (Lair:1) 09:37:06 -!- ZChris13 has joined ##crawl-dev 09:44:43 -!- ZorbaBeta has quit [Read error: Connection reset by peer] 09:44:57 -!- ZorbaBeta has joined ##crawl-dev 09:54:04 Monsters turned to Frenzy with needles show neutral but not berserk (https://crawl.develz.org/mantis/view.php?id=5273) by XuaXua 09:55:40 -!- ais523 has joined ##crawl-dev 10:01:35 -!- ais523 has quit [Remote host closed the connection] 10:40:01 -!- ZChris13 has quit [Ping timeout: 245 seconds] 11:00:03 -!- blabber has joined ##crawl-dev 11:05:18 -!- ais523 has joined ##crawl-dev 11:20:22 -!- Lollipop___ has quit [Remote host closed the connection] 11:20:23 -!- Lollipop__ has quit [Read error: Connection reset by peer] 11:23:25 -!- CIA-125 has joined ##crawl-dev 11:24:51 -!- CIA-46 has quit [Ping timeout: 244 seconds] 11:24:51 -!- BlastHardcheese has quit [Ping timeout: 240 seconds] 11:24:52 -!- bhaak has quit [Ping timeout: 240 seconds] 11:24:52 -!- HangedMan has quit [Ping timeout: 245 seconds] 11:25:49 -!- HangedMan has joined ##crawl-dev 11:25:57 -!- bhaak has joined ##crawl-dev 11:27:00 -!- Lollipop has joined ##crawl-dev 11:27:02 -!- Lollipop_ has joined ##crawl-dev 11:27:16 -!- BlastHardcheese has joined ##crawl-dev 12:02:09 -!- iasov has quit [Quit: Leaving] 12:07:41 -!- iasov has joined ##crawl-dev 12:10:58 -!- blabber has quit [Remote host closed the connection] 12:23:26 -!- blabber has joined ##crawl-dev 12:23:43 -!- heteroy has joined ##crawl-dev 12:24:12 As a Draconian something has gone amiss... 12:24:14 It has a very clean taste. 12:24:15 Your talons look more like feet. x2 12:24:17 Your talons dull and shrink into feet. 12:26:37 -!- squee121 has joined ##crawl-dev 12:27:55 -!- squee121 has left ##crawl-dev 12:45:42 -!- elliptic has joined ##crawl-dev 12:52:27 -!- alefury_ has joined ##crawl-dev 12:54:52 -!- petete has quit [Ping timeout: 276 seconds] 13:04:31 -!- heteroy has quit [Quit: ChatZilla 0.9.87 [Firefox 3.6.25/20111212142243]] 13:11:05 -!- monqy has joined ##crawl-dev 13:12:00 "Your giant spore resists." (https://crawl.develz.org/mantis/view.php?id=5274) by ortoslon 13:16:18 -!- metaentity has joined ##crawl-dev 13:19:05 last week I sent an email to crawl-ref-discuss, talking about a possible fox for the stepdown function. I've been adviced to come here and talk to a developer. Any dev here? 13:20:02 there are quite a few devs here, not sure if any are paying attention right now though 13:20:43 that suggests me you're not a developer, are you? 13:21:01 I'm not 13:21:12 I've written a couple of lines of code for DCSS altogether 13:21:14 not really a lot 13:21:40 let's say a "would-be developer" :D 13:22:01 ais523 is in the same seat as me pretty much :) 13:22:41 how many lines have you written? 3? 13:22:43 ;D 13:22:50 I thought it was 2, not sure exactly though 13:23:23 Ok, I'm more like 20 but yeah... 13:23:29 to allow Crawl to be backgrounded by a shell's job system without misinterpreting the codes telling it about that as a crash 13:24:09 well, it's great anyway, it doesn't really matter if it's 2, 20 or 200 lines of code 13:24:20 metaentity: If you wanna explain your idea to us I think we'd be happy to hear :) 13:24:31 Though you might have to say it again... 13:24:54 sure, no problem, as long as you are not getting bored 13:24:54 I remember reading your email but... my attention is otherwhere right now. 13:25:10 AS in... this time of year, right NOW I'm interested ;) 13:25:34 well, at least it seems somebody reads that mailing list 13:25:49 about the stepdown function 13:26:32 the stepdown function, as it is in the last version, is just an approximation of the function s*log_2(1+x/s) 13:26:57 but it's coded in a way it does not look like that 13:27:52 it's working, but even the guy who wrote it down was not fully satisfied with it, as he also commented: 13:27:52 // I hope this permits easier/more experimentation with value stepdowns 13:27:52 // in the code.  It really needs to be rewritten to accept arbitrary 13:27:52 // (unevenly spaced) steppings. 13:28:08 mm 13:28:51 then my point is: why not use directly the explicit form (the logaritmic one)? 13:29:37 I think it would be smoother to use real-valued functions for these purposes, and maybe use gaussian distributions (or some other real-valued distribution) for probability purposes. 13:30:44 david ploog, a former developer, replied to my email saying: 13:30:44 I think it would be useful. I don't believe performance matters here, and having the logarithm should make it easier to understand what's going on; remove spoilers (players remembering cutoff points); and make it easier to adapt the parameters for new uses. 13:30:57 IT sounds very reasonable. 13:33:01 I agree that smoother stepdowns would be better in principle 13:33:02 actually, my whole suggestion would be to rewrite the math part using real-valued functions and distributions, in order to maintain clarity and flexibility WITHOUT weird effects like sharp change of behaviour found in the stepdown function i have analysed 13:33:30 changing the current stepdowns would have a lot of balance effects though, unless we carefully looked at every place where they are used 13:34:21 probably best would be to write some generic smooth stepdown function that approximates the current one and then gradually try to shift to it 13:34:39 we already have such a smooth stepdown 13:35:08 stepdown_value(x, s, s, +infty, -1) is equal to the function f(x,s)=s*log_2(1+x/s) 13:35:39 plotting both function removes any doubt: they are very close together 13:36:11 obviously, they are not strictly equal 13:36:12 they aren't equal 13:37:00 in particular, if x < s then stepdown_value is just x 13:37:18 actually, the logarithmic one is always greater of equal the stepdown, as the stepdown is a piecewise linear interpolation of the logarithmic curve 13:38:52 what I was suggesting is that we could have a smooth_stepdown_value function that takes the same arguments but is a smooth approximation 13:38:52 I have both functions plotted down: how do I upload an image? 13:39:33 and then we could gradually try to change stepdown_value to smooth_stepdown_value in the code 13:39:35 metaentity: Throw it on imgur or somesuch I guess. 13:40:18 sounds nice 13:40:26 I guess stepdown_value isn't called as many times as I thought, though 13:41:14 so maybe this isn't such a big undertaking to shift things to a smooth system without messing up balance 13:42:18 I'll note though that a fair amount of the time stepdown_value is used with only a couple of steps 13:43:57 i don't think the smooth system can mess up balance, though it does require a careful look 13:44:04 I have the plot http://imgur.com/ntG6N 13:44:45 the step in that picture is 40 13:46:10 not in any huge way, but it looks like the logarithmic formula is over 10% higher than the PL formula at points 13:46:41 changing things by 10% at dozens of places in the code requires some care :) 13:48:47 calculations at hand, it is 1.06 higher at most, apart from the very low values 13:49:03 so it is like 6% 13:49:54 metaentity: You really have done your research :) 13:50:07 metaentity: uh, what do you mean by "very low values" 13:50:43 60 or less 13:51:03 sorry, 40 or less 13:51:07 those values are very important! we can't just forget about them 13:52:08 an example: spell power uses a step of size 50. the logarithmic formula changes 25 to 29.2, so more than 15% increase 13:52:20 It seems to me the function is often called with small values. 13:52:23 "small" 13:52:37 25 power is #####... a lot of early game you don't have that much 13:52:44 small values are values smaller than the step 13:54:10 as it is coded right now, from 0 until step the stepddown_value is perfectly linear with coefficient 1, but ANY smooth approximation which meets the same values at multiple of steps will be higher, as the stepdwon is convex 13:54:19 sure 13:55:02 the point is that increasing early game spell power by 5-10% is something that requires at least a little thought to be sure that it is okay 13:55:13 i got it, it's clear 13:55:21 and stepdown is used a couple dozen times 13:56:52 I think changing stuff to be smooth is definitely a good idea :) it just requires looking at each instance of stepdown_value in the code and making sure that this is a reasonable thing to do 13:57:13 when it turns out it's not, what would you do? 13:57:36 find another smooth alternative, or keep the existing one? 13:58:32 well, in some cases I think there clearly isn't any reason to worry about smoothness... for instance, pot_quantity = stepdown_value(pot_quantity, 2, 2, 6, 6); 13:59:39 like, we need to remember that these are all really functions on a discrete set of integers 14:00:45 in damage and such, are calculations done with integers or folating point numbers? 14:00:59 (with rounding at the end) 14:01:28 integers 14:02:46 I should say that the main motivation for smoothing out stepdowns for me is to remove invisible breakpoints 14:03:17 that is even for me the main motivations also 14:03:37 for instance, your dexterity gets stepped down starting at 24 for dodging purposes, so you might want to stop raising dex at exactly 24 14:03:51 and that's bad 14:03:57 or stop training dodging when your EV gets to exactly 30 14:04:37 with a smooth functions you can't exploit any exceptional value 14:05:17 so I'd probably just try to convert those to smooth functions and leave things that don't affect gameplay (like that pot_quantity) untouched 14:05:40 I don't know whether the result is worth the trouble, anyway 14:06:36 well, removing spoily breakpoints is worth the trouble... they exist in other parts of the code too, and we've been trying to eliminate them 14:07:07 ok, so if somebody has already tried to get rod of them, this looks like a nice solution 14:08:06 who is going to decide if this change is worth a try or not? 14:11:17 well, patches are always considered for inclusion ;) or one of the other devs might take an interest in it, or I might look at it in a couple months (I won't have the time until then) if nobody else has by then 14:12:17 unfortunately, I have little experience coding, otherwise I would be glad to help 14:12:43 mathematically, I could be useful though (I'm a mathematician) 14:17:06 well, probably it would be helpful if you wanted to put this issue on our bug/issue tracker (http://crawl.develz.org/mantis) so that we are less likely to forget about it... it isn't a bug per se, but the invisible breakpoints the non-smooth stepdowns introduce are definitely not desired 14:17:46 currently we are just a week or two away from releasing 0.10, which is probably part of why you haven't gotten much response 14:17:59 Animate Skeletons not arming themselves (https://crawl.develz.org/mantis/view.php?id=5275) by XuaXua 14:18:53 elliptic: which page is right to post about such a topic? 14:21:00 should I use the wiki or the bugtracker? 14:22:06 either using "Report Issue" on http://crawl.develz.org/mantis or somewhere in our wiki (http://crawl.develz.org/wiki/doku.php)... you'll need to register an account for either one 14:22:12 either will work... I'm not really that familiar with the wiki so I'm not sure what page to suggest there, but maybe someone else here can 14:27:08 elliptic: thank you for discussion and support 14:40:27 -!- syllogism has quit [] 15:06:40 -!- metaentity has left ##crawl-dev 15:08:45 Using smooth functions and smooth random distributions (https://crawl.develz.org/mantis/view.php?id=5276) by squee 15:31:39 -!- petete has joined ##crawl-dev 15:32:43 -!- Textmode has joined ##crawl-dev 15:46:00 hangedman: that is a most interesting situation 15:46:36 are you going to forget to breathe 15:49:59 ? 15:52:05 -!- evilmike has joined ##crawl-dev 15:53:49 -!- blabber has quit [Ping timeout: 240 seconds] 15:54:22 -!- dtsund has joined ##crawl-dev 16:01:49 -!- cbus has quit [Ping timeout: 245 seconds] 16:03:42 -!- cbus has joined ##crawl-dev 16:06:46 -!- iasov has quit [Remote host closed the connection] 16:07:20 Your Executioner suffers a backlash! 16:07:21 haha 16:09:39 -!- Ragdoll has quit [Quit: Up, up and away!] 16:50:48 Ctrl-E spoils the map. (https://crawl.develz.org/mantis/view.php?id=5277) by XuaXua 16:53:56 * due gives kilobyte some blankets. 17:02:51 -!- MarvinPA has joined ##crawl-dev 17:07:11 due: meow? (ECONTEXT on blankets) 17:08:05 kilobyte: cold snap in your part of the world! 17:09:43 ah, yeah. No snow though so it's almost not noticeable (unless you have to stay long outdoors). 17:11:40 * due nod. 17:19:49 -!- dtsund has quit [Read error: Operation timed out] 17:29:25 -!- upsy has joined ##crawl-dev 17:54:49 -!- jeanjacques has quit [Read error: Connection reset by peer] 17:58:48 -!- CIA-125 has quit [Ping timeout: 255 seconds] 18:13:15 -!- MarvinPA has quit [Read error: Connection reset by peer] 18:13:38 -!- CIA-52 has joined ##crawl-dev 18:13:39 -!- MarvinPA has joined ##crawl-dev 18:19:11 -!- ais523 has quit [Remote host closed the connection] 18:24:13 -!- ussdefiant has joined ##crawl-dev 18:27:35 -!- dtsund has joined ##crawl-dev 18:51:58 -!- st_ has joined ##crawl-dev 19:06:08 -!- alefury_ has quit [Remote host closed the connection] 19:08:38 -!- dtsund has quit [Quit: dtsund] 19:11:50 -!- Textmode has quit [Remote host closed the connection] 19:17:58 "Foo is repulsed!" does not ID wand (https://crawl.develz.org/mantis/view.php?id=5278) by minmay 19:22:07 -!- Xiberia has quit [Read error: Connection reset by peer] 19:22:57 -!- Xiberia has joined ##crawl-dev 19:38:48 -!- dtsund has joined ##crawl-dev 20:06:23 -!- bmh has joined ##crawl-dev 20:16:13 -!- Xiberia has quit [Remote host closed the connection] 20:21:58 -!- bmh has quit [Quit: Page closed] 20:38:19 -!- upsy has quit [Quit: Leaving] 20:56:54 -!- ixtli has joined ##crawl-dev 21:12:33 03kilobyte * r50fa62c58545 10/crawl-ref/source/dat/des/builder/uniques.des: Veto Ignacio's vault instead of placing it without him. 21:12:43 03kilobyte * rf211c3e44544 10/crawl-ref/source/beam.cc: Id wands of enslavement on auto-re-anger. 21:44:16 I'm thinking about changing dis_old and dis_mu a little to make them a bit more challenging and take more time to run through... considering metal gargoyles are a dis:7 only thing they should be buffed a lot I believe 21:45:53 make them quicksilver gargoyles 21:46:09 partly the old dis endings are just easy because nearly everything in them is slow 21:46:24 so even a very weak char can run past everything into the vault 21:46:58 Make htem levitate! 21:47:27 removing the stairs from the vaults so you start further away is something I was going to do 21:47:47 st_: currently stuff is bugged so that you often start away from the vault anyway and it doesn't help 21:47:59 this is partly because the rest of the level is boring, of course 21:48:12 and then changing the Dis throne rooms so you have to go behind him instead of skirt around the edges 21:49:30 yeah the rest of the level is boring, but I think Dis and Tar have a problem that the time from entering to getting next to the lord is very short 21:49:37 changing the throne rooms would help, but I think the part that needs the most help is the part of the vault between the entrance and the throne room 21:49:42 and as you said, changing gargoyles to be more of a threat might help 21:50:18 solution: pit fiends everywhere! 21:50:24 (just kidding) 21:51:11 what do you think about the cacodemons in my dis end by the way? 21:51:20 I kind of ran out of stuff to use so I used those 21:51:54 I think cacodemons are reasonable there, though maybe the flavour is a bit better if they are primarily pan monsters 21:52:43 this reminds me though that it is really strange how makhleb is supposedly the god of the hells and yet the greater servants he grants are primarily pandemonium monsters... 21:53:53 also I do think that the older dis:7 maps need a fiend or two before the throne room so that they aren't completely outclassed by yours :P 21:54:30 swamp_icy v original swamp vault 21:54:45 no, not a big enough disparity, hmm 21:57:08 elliptic: if we change metal gargoyles we could change molten ones too, perhaps another way to make rF more valuable in geh 21:57:40 considering how rare 9s are not unjust to make them similar in threat to 1/2s 21:58:01 maybe, yeah... gargoyles really have tons of room for improvement 21:58:10 Brimstone Fiend (041) | Speed: 10 | HD: 18 | Health: 77-123 | AC/EV: 15/6 | Damage: 25, 15, 15 | Flags: 05demonic, evil, see invisible, fly, !sil | Res: 06magic(288), 05hellfire, 03poison, 04rot, 13neg+++, 13torm | Vul: 12cold, 08holy++ | XP: 4720 | Sp: hellfire (3d20), torment symbol, melee. 21:58:10 %??brimstone fiend 21:58:10 uh 21:58:28 just make sure you don't nuke the gargoyles in the earl D map 21:58:38 what about making some of that fiend's attacks AF_FIRE? 21:59:20 fire bat (05b) | Speed: 30 | HD: 18 | Health: 49-76 | AC/EV: 1/14 | Damage: 304(fire:18-35) | Flags: sense invisible, fly | Res: 06magic(24), 05hellfire | Vul: 12cold | XP: 2826. 21:59:20 %??fire bat hd:18 21:59:25 I have no desire for ice fiend 2.0, so not all of them, but maybe one of them 21:59:35 Ice Fiend (161) | Speed: 10 | HD: 18 | Health: 77-123 | AC/EV: 15/6 | Damage: 2512(cold:18-53), 2512(cold:18-53) | Flags: 05demonic, evil, see invisible, fly, !sil | Res: 06magic(288), 12cold+++, 03poison, 04rot, 13neg+++, 13torm | Vul: 04fire, 08holy++ | XP: 3036 | Sp: b.cold (3d27), torment symbol. 21:59:35 %??ice fiend 21:59:42 ...huh. 21:59:47 though I guess AF_COLD is more damaging anyway 21:59:59 -!- HangedMan has quit [] 22:02:02 no harm in doing that, that I see 22:03:21 -!- HangedMan has joined ##crawl-dev 22:11:42 -!- edlothiol has quit [Ping timeout: 272 seconds] 22:13:59 so apparently if you have 0 evo you can have nothing happen with an experience card 22:14:05 it should do something even if minor 22:18:17 Hmm. It seems that we're not supposed to call raise() *OR* abort() from our (abort) signal handler. Instead, we should return from it. 22:19:03 (Of course, we also aren't supposed to use any C++-only features in our signal handler, so I guess that's kind of moot ...) 22:58:27 -!- dtsund has quit [Read error: Operation timed out] 23:10:26 -!- HangedMan has quit [Ping timeout: 245 seconds] 23:19:57 -!- dtsund has joined ##crawl-dev 23:26:19 -!- elliptic has quit [Quit: Leaving] 23:29:19 -!- elliptic has joined ##crawl-dev