00:00:14 Brannock: I feel like mantis gets used? maybe that's just because I use it. 00:00:22 it does 00:00:26 but I mean stuff like this 00:00:41 well 00:00:44 !source process.txt 00:00:46 https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/process.txt 00:00:49 Just skim through that 00:00:53 ^status 00:00:53 31 Crawlers. CBRO disk usage=77% (135GB) | RAM usage=20% (4GB)| uptime/CPU= 00:00:52 up 26 days, 4:39, 2 users, load average: 1.24, 1.48, 1.54 (4 Cores) http://status.berotato.org 00:01:00 much better 00:01:10 activity on mantis for like implementables and such? 00:01:13 Most of it pertains to the 2008-2012 days I think 00:01:17 at a guess 00:01:18 certainly for bug reports it gets used 00:01:41 I mean that Mantis doesn't get many patches these days, nor does the dev team frequently post implementables on Mantis for other coders to take up 00:01:43 yeah, that is pretty out of date 00:01:47 It's primarily bug reports these days 00:02:03 oh yeah, patch submissions 00:02:10 The mailing lists also aren't used nearly as much, see: https://sourceforge.net/p/crawl-ref/mailman/crawl-ref-discuss/ 00:02:14 I remember reading this when I was added 00:02:32 I'm trying to clean this up but the whole process has changed so significantlY I don't know whether it's better to just rewrite it 00:02:51 ah 00:02:57 take a gander at https://crawl.develz.org/mantis/view.php?id=7188 00:03:05 the good old days of mantis patch submissions! 00:03:09 nice 00:03:23 hats of jumping?! 00:03:28 there's a ton more but they went directly to a now-deleted branch 00:03:36 hats of jumping were the new hotness for a while 00:03:46 ahh, back in the days when gammafunk was fresh and young ;) 00:03:47 AND Dragoons were cool 00:04:11 was that before you were a dev gammafunk? 00:04:41 seems like it, yeah 00:05:05 hmm, scarf of jumping?!? 00:05:11 no. 00:05:16 scarf of wall jumping 00:05:29 it's amazing how many jumping-related antics we've had 00:06:04 jump attack, Ru jump, shadow step, wall jump 00:06:04 gammafunk: how do you feel about monster/item count in the_grid 00:06:26 gammafunk: don't forget when Crawl jumped the shark by removing mountain dwarves 00:06:32 are you trying to pre-empt my use of non-uniform distributions? 00:07:00 I haven't looked, but I imagine that vault modifies it in some way based on the vault choice? 00:07:03 !vault the_grid 00:07:13 Can't find the_grid. 00:08:27 hrm 00:08:31 gammafunk: not talking about distribution, just the overall amount 00:08:34 !source the_grid.des 00:08:34 was this vault inspired by V:5? 00:08:35 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/the_grid.des 00:08:47 gammafunk: no more than it was inspired by any other vault that uses subvaults 00:09:00 yeah I just saw the "prize" terminology 00:09:02 gammafunk: as in, do you think it has too many monsters/items 00:09:20 well tbh I'd really have to sit down and look at it 00:09:29 or I could make up some BS based on my one playthrough 00:09:40 it was certainly quite a thing on D:11 00:10:00 gammafunk: I was asking for the anecdotal evidence of one playthrough, yes, since you're the one person who I know has encountered the vault and happens to be here 00:10:33 are you asking purely in terms of numbers here? it doesn't have too many monsters numerically speaking 00:10:57 its going to continue having 8s and so is the sequel 00:14:13 I personally like to just do things like make the vault place and run objstat on that level, look at the results 00:14:22 but the one thing about it is that it's so large, the variant I got 00:14:53 the_grid sequel development statistics so far: 4 accidental swastikas, 1 accidental exact duplicate of existing subvault, 1 accidental pepsi logo 00:15:01 sort of sat awkwardly in the middle of the level, and felt like it should have just had reasonable encompass containing it 00:15:13 but I doubt that's a thing you care about either 00:16:17 "// debugging output -- oops, I probably block it above ... dang! {dlb}" 00:16:29 I guess the variant I got was just a grid of four squares, so there's not a lot to do with that 00:16:56 new encompass: slaughtergrids 00:16:59 the _grid_plus and _grid_plus_closed have even higher dimensions 00:17:36 what's that vim command to count chars/lines 00:18:36 who are our administrators? I'm guessing amethyst, MPA, and dpeg? 00:18:45 admins for what? 00:18:54 people who can grant commit access 00:18:59 all of us can 00:19:08 oh, right, the GitHub move probably affected that, didn't it? 00:19:11 yeah 00:19:15 man this thing is ancient 00:19:22 once you're an org member, you can add others 00:19:34 and various other things various other people have various levels of access 00:19:44 I know Lasty has a bunch of tavern access 00:19:47 it's highly centralized! 00:19:54 technically I think I can't but that's more because github was being confusing 00:19:54 well Lasty's a mod, like me 00:19:58 "Administrators will make final design decisions where necessary, or where there is confusion or debate." 00:20:00 I'm only a "Member" 00:20:02 but doesn't really have any other access 00:20:19 archaeo and njvack currently have more tavern control than either of us, since they're tavern admins 00:20:24 but I asked kin about making MPA one 00:22:08 There can be no formal rules for solving such problems, because we want 00:22:08 neither design stagnation (i.e. adding only with mutual agreement) nor 00:22:08 dictatorship (because other people do have good ideas sometimes, even if it's 00:22:08 hard to believe). 00:22:49 if you have any general design guru wisdom, probably just best to put it in the orientation I made 00:23:11 the new dev guideline? 00:23:13 yeah 00:23:22 Yeah I'm getting to that one after I eviscerate process.txt 00:23:29 Will submit my changes as a branch, by the way, so you can review them 00:23:30 I made sections specifically about that, some others suggested modifications 00:23:39 sure, or just commit them even 00:23:49 the new dev one was in much better shape than process.txt 00:23:57 it's not meant to be a doc that one person controls 00:24:20 I had totally forgotten that process.txt existed 00:24:45 one of the SA goons was talking about adding to it (over the WJC mess, "what to expect when your contribution is merged") and then I looked at it and whoa it's nearly five years old 00:24:50 the info in it, I mean 00:24:52 it's probably older! 00:24:58 hrm, it could be nice, though 00:25:09 I guess to have something about "the process" for non-devs 00:25:17 for PRs and such 00:25:19 possibly all the links in the new dev doc should go to github? right now they all go to the develz.org mirror 00:25:28 yes, that was a thing I wanted to fix 00:25:31 someone was talking about updating that a while ago 00:25:34 possibly even you/gammafunk! 00:25:52 I fixed the links, but I made them all go to the mirror 00:26:03 since some of them already did 00:26:51 it might be possible to split out the "design guidelines" portion of the new dev doc into its own thing 00:27:08 and refer to that in the new dev doc, and refer PR authors to it 00:27:34 maybe some bits are specifically for dev team members wrt design, but I sort of doubt there'd be anything like that 00:28:13 I mean the "design philosophy" stuff, but then again some of that talks about "when to merge" 00:29:37 who is edlothiol? 00:31:18 new_dev_checklist still mentions the CSZO server......... 00:48:33 edlothiol is a dev who did a ton of work on tiles/webtiles 00:48:39 maybe mostly webtiles, I forget 00:48:46 hasn't been active for some time though 01:10:12 this file is a pain in the ass, no wonder it's been neglected 01:14:07 process.txt? 01:14:10 yes 01:14:24 !source process.txt 01:14:24 https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/process.txt 01:14:33 I'm basically rewriting it entirely. I'm not sure what to do with the talk about the CDO tracker and the devteam structure sections 01:14:51 This seems like useful information but the rewrite I'm doing doesn't really have room for that 01:15:23 well, again some of that is covered in the orientation 01:15:25 https://pastebin.com/Sn01VW2h This is what I have so far 01:17:17 wip, obviously 01:17:30 I don't think anything after the section on CDO/wiki needs preserving 01:17:36 that's covered in the other doc 01:17:46 and the perspective for contributors you're already covering above 01:18:00 yeah 01:18:05 mentioning bug reports and mantis is good probably 01:18:09 yes 01:18:37 We could mention the doku wiki as a tool for brainstorming, I guess 01:18:50 I don't think granting commit rights is covered anywhere else 01:18:56 though I'm not sure that needs to be explicitly laid out in a file 01:19:05 no there's a new dev checklist 01:19:17 which certainly will mention granting commit access 01:19:21 oh, I mean, for the whole "should we add this guy?" email stuff 01:19:41 lines 193+ in the pastebin 01:20:02 though I guess that culture is pretty well established by now 01:20:05 uh, I'm not sure that it needs to go in a doc per se, but this doc wouldn't be the one imo 01:20:07 probably wasn't back when this file was originally written 01:20:08 yeah 01:20:09 Unstable branch on crawl.develz.org updated to: 0.20-a0-927-g1ae2c61 (34) 01:20:10 this is for outside contributors 01:46:39 -!- Marvin is now known as Guest36380 01:50:38 gammafunk: i just got an idea 01:51:09 gammafunk: custom crawl version that auto-generates vaults from twitch chat 01:57:59 Windows builds of master branch on crawl.develz.org updated to: 0.20-a0-927-g1ae2c61 02:02:58 03Brannock02 07* 0.20-a0-928-gaefa9c1: Totally rewrite and rename process.txt 10(9 minutes ago, 2 files, 123+ 152-) 13https://github.com/crawl/crawl/commit/aefa9c1719e4 02:02:58 03Brannock02 07* 0.20-a0-929-g5127991: Minor cleanups to new_dev_checklist.md 10(9 minutes ago, 1 file, 13+ 12-) 13https://github.com/crawl/crawl/commit/5127991fafd7 02:02:58 03Brannock02 07* 0.20-a0-930-gbddf555: Relocate migrants from process.txt to new_dev_guidelines.md 10(3 minutes ago, 1 file, 17+ 3-) 13https://github.com/crawl/crawl/commit/bddf5556d2b6 02:07:31 minmay: so what would trumptrain input result in, vault-wise 02:07:45 or mps input, for that matter 02:18:00 gammafunk: whenever a level is generated, run a level generator on a small area stored in memory, say 30x30, and make a tunnel leading out of it. 02:18:35 gammafunk: twitch chat lines are then parsed for monster and item names which are added in random places (with limits so we don't exceed crawl's monster limit etc) 02:19:21 gammafunk: the most frequent character out of 'b', 'c', 'v', 'x', 'g', and '8' determines what this vault's walls are made of 02:19:34 this sounds like an excellent april fool's joke 02:19:35 gammafunk: when you enter the next level, that vault is placed on it as a floating vault, and the process repeats 02:19:52 since it contains all the stairs, you're forced to play at least some of it 02:21:16 I guess you could also just use this method to generate an entire level, and then also parse twitch chat lines for vault names and try to place the first X mentioned vaults 02:21:46 actually nah it shouldn't be first X it should be a random selection of all the vaults mentioned (with duplicate checking so someone can't just spam the same vault over and over) 02:34:32 people are really bad at knowing vault names though 02:34:47 unless cheibrodos happens to be in my chat or a few other players who even know what they're called 02:36:35 I was thinking like, use each word as a regex and pick a random vault matching it if any 02:37:27 so for example you'll get evilmike_hourglass a lot because 'ass' is a substring of it 02:37:54 and you'll get a the_grid vault in every game because 'the' is a substring of it 02:38:22 also they can just spam "minmay" if they want a lot of minmay vaults for example 02:39:41 just choosing existing vaults would be a lot simpler to implement 02:40:03 compared to generating an entirely new vault, I mean 02:40:33 but I'm not sure choosing existing vaults would be super interesting 02:43:26 ok, better idea: twitch chat gets to mess with pop_entries 02:44:13 like you can type "black mamba+" to increase the weight of black mambas in all branches (but not change their depth) 02:45:06 so a coordinated effort could give you a lair that's almost exclusively oklob plants, for example 02:45:37 you'd want a limit on how often one user can do this of course 02:47:02 since they still couldn't place monsters out of depth it would be hard to make the game totally unplayable, although you'll probably want to do the first few dungeon levels as fast as you can before the orc priest weight gets too high 02:52:14 can't wait for exclusively OoF zot 02:52:28 finally, a good reason for FDA 02:53:58 Monster database of master branch on crawl.develz.org updated to: 0.20-a0-930-gbddf555 03:00:04 minmay: yeah I think you'd have the essential fun if you could just generate monsters from chat, probably giving them vault names based on twitch chat names 03:00:25 and maybe likewise do for items (and use twitch chat names for artefacts) 03:01:01 the vault names bit would make things kind of ugly, I guess, but you could limit the length 03:10:15 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-930-gbddf555 (34) 03:12:41 Unstable branch on crawl.beRotato.org updated to: 0.20-a0-930-gbddf555 (34) 03:52:40 -!- amalloy_ is now known as amalloy 05:49:21 -!- amalloy is now known as amalloy_ 05:53:52 -!- amalloy_ is now known as amalloy 07:04:02 -!- amalloy is now known as amalloy_ 07:27:48 -!- zkyp_ is now known as zkyp 08:20:10 New branch created: pull/503 (2 commits) 13https://github.com/crawl/crawl/pull/503 08:20:10 03sooheon02 07https://github.com/crawl/crawl/pull/503 * 0.20-a0-931-g1c201bd: Remove Monks' starting weapon choice 10(38 minutes ago, 1 file, 2+ 3-) 13https://github.com/crawl/crawl/commit/1c201bd77922 08:20:10 03sooheon02 07https://github.com/crawl/crawl/pull/503 * 0.20-a0-932-g400500b: Move Monks to Adventurer classification 10(7 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/400500b6a60f 08:45:36 Any devs around? 08:52:50 SteelNeuron: I am for 8 min, then I have to run out for a bit 08:52:54 sure 08:53:02 I think I have a possible implementation for wall jump 08:53:06 that could be good 08:53:42 let's leave accidental wall jumps aside for a second, since the solution for that is sort of unrelated. But here's what I'm proposing: 08:54:04 wall jump is free and usable everywhere again, but it takes 20 AUTs to do (for a 10 aut character) so it's essentially speed neutral with walking 08:54:22 However, enemies around the jumping and landing spot always get distracted for 10 AUTs (or half of whatever you took) 08:55:12 we may then roll the distract chance separately from that. End result however is that monsters in your vicinity react to your action in a similar way to old wall jump (if you wall jump away, even if you took 20 AUTs, they only get 10 AUTs, so they would only make it halfway to you) 08:55:29 but monsters that are a bit further catch up since they travel at your same speed 08:55:46 it also does not help you outrun ranged monsters 08:56:24 I think this is ideal, since it still allows you to pull off local positioning tricks, without harming other aspects of gameplay or requiring a limitation in how and when you use it, or a price 08:56:48 Ah, interesting. I think that resolves the objections I feel strongly (no use as travel, strong consistency) and also adds the interesting nuance of the difference of the effect on hit versus non-hit monsters. 08:57:06 It also lets wall jump be a decent engage power against a ranged monster, say 08:57:30 This seems like a good option to me. 08:57:41 I'd like to hear whether this resolves any of the issues MPA has with it 08:57:44 also gammafunk 08:57:49 sure 08:58:17 the (unrelated) solution for accidental wall jumps would be to require two bumps against the wall (the first is free, and just MPR's "You put your feet on the wall", and the second executes) 08:58:56 I think this has value over using the "a" menu, especially if we can get rid of the piety cost idea. One less keypress, no menu navigation. 08:59:30 I'd personally argue you get used to not miskeying near walls fast enough that this wouldn't be necessary, but I'm open 09:03:50 give d:1 slime walls, people will quickly learn not to miskey near walls :p 09:20:58 I wish I understood a bit better what all these description levels were used for 09:21:39 like is basename supposed to include missile brands? 09:21:56 like qualname it only includes them if they're prefixes (so poison, but not confusion) 09:22:34 but not in terse mode 09:23:01 I guess the better question is, what if any save compat issues could I run into by messing with this 09:23:21 hopefully none? 10:08:43 aha 10:08:43 %git dc39ea48bec184b30a6d3 10:08:43 07|amethyst02 * 0.11-a0-1818-gdc39ea4: Omit enchantment from missile base/qual/db name. 10(4 years, 10 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/dc39ea48bec1 10:08:56 but why isn't this just about DESC_DBNAME? 10:11:11 I think that fix shouldn't have changed for QUALNAME, at least relative to the current description code 10:24:11 03SteelNeuron02 07https://github.com/crawl/crawl/pull/502 * 0.20-a0-929-g04395ec: Rework Wall Jump 10(in the future, 3 files, 50+ 33-) 13https://github.com/crawl/crawl/commit/04395ecd0225 10:27:07 03elliptic02 07* 0.20-a0-931-gb4023b8: GSC base delay: 1.9 -> 1.8. 10(10 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b4023b899515 10:32:21 03SteelNeuron02 07https://github.com/crawl/crawl/pull/502 * 0.20-a0-929-ga730685: Rework Wall Jump 10(in the future, 3 files, 50+ 33-) 13https://github.com/crawl/crawl/commit/a730685b0bc7 10:34:21 03advil02 07* 0.20-a0-932-g5a89274: Regularize qualname and basename for missile brands 10(12 minutes ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/5a8927434310 10:34:21 03advil02 07* 0.20-a0-933-ga5223d7: Improve display for collapsed missile searches 10(3 minutes ago, 2 files, 13+ 5-) 13https://github.com/crawl/crawl/commit/a5223d7ca325 10:52:06 03advil02 07* 0.20-a0-934-geb9d9bd: Remove use of spam threshold to silently exclude other levels 10(3 minutes ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/eb9d9bd04685 11:09:27 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-934-geb9d9bd (34) 11:13:54 SteelNeuron, you've fixed a lot of what I found problematic with wall jump 11:14:54 Brannock: Good to hear! I'm finding this one more promising than piety costs tbh 11:15:06 Yes, same 11:15:09 I did not like piety costs on jumping 11:15:46 SteelNeuron, to be clear, wall jumping now means that distant enemies get the chance to double-attack the jumper? 11:15:48 since they are not distracted 11:15:57 ranged ones do 11:16:18 melee ones wouldn't, because they get that energy decrease whether they are adjacent to your origin or landing tile 11:16:31 I think that's acceptable. After all, a complex maneuver like that is going to be, notionally, easy to line up a shot against 11:16:57 SteelNeuron: wait, a melee monster 3 tiles away from the landing point of your wall jump would get its energy decreased? 11:17:03 It also encourages players to use the cloud ability 11:17:10 no Lasty_ , only adjacent ones 11:17:13 oh whew 11:17:18 good 11:17:28 That's what I'd expect :D 11:18:30 it doesn't cause any issues with melee damage I think 11:18:38 the number of attacks is calculated over 10 auts normally 11:18:45 so you don't get two turns of hitting enemies 11:19:23 and the retaliation you get when landing among enemies is also one turn worth of damage. 11:19:50 (whenever I say 10 auts, I mean player_move_speed() obviously, whatever that is) 11:20:58 SteelNeuron, have you tested what happens with Slow/Chei/Naga? 11:21:01 or all of the above combined 11:21:12 well, I guess chei doesn't apply here 11:21:17 I need my morning breakfast 11:21:36 haha 11:21:41 Breakfast of Cheimpions 11:24:34 -!- amalloy_ is now known as amalloy 11:25:24 Brannock: about Naga, yep, tested it, works sort of as you'd expect 11:25:38 wall jump away from an adjacent monster, it loses your move speed worth of energy 11:25:46 so it gets one... normal naga turn of time to get back to you 11:26:03 same as old walljump 11:26:20 distant enemies, they would catch up exactly as much as if you had just walked away the same number of tiles 11:26:29 good 11:26:31 consistency is important 11:26:31 Does it matter if you execute this move from or into shallow water? 11:28:09 hm 11:28:23 I wonder if that would need some special handling 11:28:29 it doesn't feel like it would 11:28:35 but I'd need to double check 11:35:42 anyway SteelNeuron you've been doing a really good job on this, you should feel encouraged 11:40:28 thanks :) I've come to realize it's going to be impossible to please everyone, so I'm learning to make more compromises 11:41:26 I still feel for the people who say that martial attacks should be stronger than tab, because that's what they found fun, because there's a part of me that agrees 11:41:32 but nah, this is healthier 11:47:29 -!- amalloy is now known as amalloy_ 12:01:03 -!- Marvin is now known as Guest84546 12:01:08 elliptic, I probably would have favored increasing GSC damage over reducing its base delay. The commit you referenced was trying to differentiate the two weapons. I suppose now with Trolls/Ogres both having bad/'bad' M&F getting to 22 skill is still a significantly higher investment than 18 for GC. 12:01:26 but I guess in general Crawl weapons are already poorly differentiated anyway 12:02:28 Brannock: I considered that but GSC damage is already so high 12:02:33 it is, yeah 12:03:56 I could also see an argument for merging the two weapons 12:04:57 this change seemed the smallest change to keep the two weapons somewhat competitive with each other (though I suspect most chars should still not get GSC) 12:26:19 oh cool, lliptic caught dcss up to yiufcrawl (: 12:39:58 -!- Mert is now known as Roach_Mortician 12:53:49 -!- amalloy_ is now known as amalloy 12:55:31 -!- MarvinPA_ is now known as MarvinPA 13:10:40 Unstable branch on crawl.akrasiac.org updated to: 0.20-a0-934-geb9d9bd (34) 15:01:09 heh, trying to figure out if find_home_near_place(c) will ever choose c 15:01:24 surprisingly not straightforward! 15:03:31 -!- Marvin is now known as Guest61745 15:08:08 gammafunk: it looks to me like it chooses c preferentially to any other place 15:08:40 oh, no 15:10:33 okay, i concur that it is surprisingly difficult 15:13:19 gammafunk: when you figure it out, extract the for loop and the if section to function with names that explain what the heck they are doing, for next time :P 15:13:46 welcome to every other block of code I've been reading lately 15:14:01 thank got the pathfinding code is well-documented 15:14:06 s/got/god/ 15:17:39 !source find_home_near_place 15:17:40 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/monster.cc#L4828 15:18:07 what is this used for? 15:18:41 wow, so I figured out how SquareArray<> works 15:18:42 oh, abyss generation? 15:18:53 it's used in a number of areas 15:18:57 just does what it says on the can 15:19:14 well, a bit more than that, since it actually moves the monster to the chosen location 15:19:58 Brannock: also, for example, beogh recall or maybe stair transit as i recall? 15:21:19 very handy method, just need to make sure I'm using it correctly 15:23:46 look like 15:35:44 looks like it will never choose the center 15:35:51 but it also looks like it's coded incorrectly 15:36:01 in the case for when the destination if e.g. full of monsters 15:36:06 I'm probably reading that wrong somehow 15:36:23 incorrectly how? 15:37:28 if c is surrounded by monsters (a monster on every tile that's adjacent to c and which is habitable grid-wise for the monster) 15:37:47 it *looks* like it's assuming place will be set to a valid location, which it looks like it wouldn't be 15:40:05 gammafunk: i think it just returns false in that case. move_to_pos is only called if nvalid is non-zero, which only happens if check_set_valid_home decides the target was legal 15:40:45 ah yeah, actually nvalid won't be increased in that case 15:40:53 and then the caller is supposed to place the monster in a place that is less desirable. eg, for beogh orcs following you through a staircase, if they can't find enough room near the destination stair, they get dropped randomly anywhere on the level 15:40:57 but it won't return false specifically in the case I described 15:41:01 it will actually continue on 15:41:15 checking the next set of tiles at dist > 1 15:41:21 or specifically at dist 2 15:41:43 so yeah, looks like it works properly 15:42:06 murtidash (L18 DsCK) ASSERT(rc == 0) in 'mutation.cc' at line 2107 failed. (Abyss:3) 15:42:21 and will never choose the center, as nvalid is 0, and when nvalid becomes non-zero, the min. acceptable distance will already have inreased to 1 15:42:26 phew! 15:44:05 I think the only thing I'm going to do is document the method and mention that at doesn't ever choose c 15:44:41 it's doing reservoir sampling on top of all this 15:44:50 through check_set_valid_home 15:46:44 sure. the trick is figuring out what it's sampling from 15:49:14 it looks to me like it's just choosing randomly an acceptable spot at radius 1, and then if it can't find one choosing an acceptable spot at radius 2...up to MAX 15:50:01 trying to do a breadth-first search basically 15:56:21 03sooheon02 {Brannock} 07* 0.20-a0-935-gb48d95f: Remove Monks' starting weapon choice 10(8 hours ago, 1 file, 2+ 3-) 13https://github.com/crawl/crawl/commit/b48d95fd49c1 15:56:21 03sooheon02 {Brannock} 07* 0.20-a0-936-gaf809b6: Move Monks to Adventurer classification 10(8 hours ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/af809b6da4c1 15:59:07 -!- Marvin is now known as Guest75592 16:02:04 4 stealth skill isn't "essentially saved up xp", it's wasted xp 16:02:12 thank you, minmay 16:02:28 (as is the dodging skill mostly) 16:02:48 I like the change but not seeing how it's a buff at all 16:02:57 I don't think it was a buff either 16:03:08 I like very much that now we have a background that starts with 'nothing' 16:03:12 very ascetic! 16:03:37 would it be more interesting if monks just started with like 6-7 fighting and nothing else 16:03:52 !apt fighting 16:03:53 Fighting: Og: 3!, Ba: 2, HO: 2, Mi: 2, Fo: 1, Dr: 1, Mf: 1, Gh: 1, Ko: 1, Gr: 1, Na: 0, Fe: 0, Hu: 0, Op: 0, Mu: 0, Ce: 0, Ds: 0, Te: 0, HE: N/A, Ha: -1, DD: -1, Dg: -1, VS: -1, Vp: -1, DE: -2*, Sp: -2*, Tr: -2* 16:04:20 my impression was that the aim of Mo back when it started with UC was to have the best skills but the worst equipment 16:04:47 and I think that is an interesting gimmick, so I'm glad to see its equipment going back to nothing 16:05:17 but...those skills are just plain worse than Fi or Gl's skills 16:05:36 so there's room for improvement there 16:05:41 technically fighting and dodging 3 -> 4 is 80 more xp, at the cost of 30 lost from weapon skill, you can spin that as a buff of sorts 16:05:55 do monks need to be as good as Fighter? 16:06:00 re starting loadout 16:06:01 I don't think they do 16:06:28 I don't think +1 dodging gives any additional EV for most races 16:06:35 rumflump: skill point cost increases depending on how many skill points you already have, so starting with more levels of a weak skill is actually bad because it makes it harder to get levels in a good skill 16:07:02 I would have to playtest to be sure, but I sincerely predict the background would be stronger with 0 stealth skill and no other changes 16:07:43 would that take in account less likelihood of attracting monster attention with 4 stealth? 16:07:47 yes 16:07:51 hmm 16:09:24 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-936-gaf809b6 (34) 16:10:15 Brannock: even if you're okay with backgrounds being unbalanced, surely each background should have *some* sort of advantage over others - like the commit message says, "worse Gl" is not a worthwhile background 16:11:27 part of the problem is that weapon and spell skills are overwhelmingly more important than other skills 16:11:36 extra health and piety bonus counts in my book, and I am aware that you consider the piety bonus to be meaningless 16:11:57 Wanderer doesn't have much of an advantage either: the random loadout is the attraction of the background 16:12:00 so you would rather have 4 weapon skill than like 10 dodging skill 16:12:44 wanderer's random loadout is usually pretty strong and basically always better than Mo's 16:14:15 if you think the piety bonus is enough of an attraction, fair enough; I won't argue against that 16:14:16 wanderers can start with items no other background has 16:14:53 they could start with some potions, maybe 16:14:56 agility? 16:15:12 misc evokes, potions, scrolls 16:15:30 I want to avoid miscs because of how strong they can be, unless it's something funny like fan of air (and probably not even then) 16:15:30 the first one is the notable one since misc evokes are pretty op 16:15:32 again, I think items is the wrong way to do it because the Mo gimmick is having almost no items 16:15:34 yes 16:15:58 but starting with scrolls of tele ID'd is also unique to it 16:15:59 5 scrolls of random uselessness, imo 16:16:16 Brannock: CanOfWorms is talking about wanderers, which currently can start with a box of beasts, fan of gales, lamp of fire, or phial of floods 16:16:20 starting with +2 armor on wn is also quite potent 16:16:22 oh 16:16:25 I misread, yeah 16:16:27 my bad 16:16:53 it uh...also tries to give the box of beasts 10 to 15 charges 16:17:07 i get the feeling nobody else has looked at this code in a while 16:18:13 does looking at it and throwing up your hands in defeat count 16:18:39 if you want a flavourful item for monks you can give them !degen, it makes sense that they would know what it looks liike (in order to avoid it) 16:19:28 a cask of ascetic ambrosia that they brewed on their ascetic mountain with their ascetic comrades 16:19:49 ascetic degeneration, surely 16:20:07 crawl has already established that it's either alcohol, or a byproduct of alcohol :v 16:20:11 monk backstory: you entered the dungeon because you're trying to smuggle this booze into vaults:5 16:20:33 dungeon crawl prohibition soup 16:20:45 forgot about the old booze and pizza vault 16:22:23 the other thing about monk is that unarmed attacks without claws or transforms are really, really bad 16:22:58 you need a couple skill levels just to beat a club 16:23:16 so if you were really playing old Mo to win you would very frequently use a weapon instead of unarmed 16:24:02 the unarmed skill was less a predefined weapon choice and more a crutch to let you kill hobgoblins 16:25:18 it is possible that the base unarmed damage for untransformed form should be increased; that would help new-new-new monk since finding the first weapon would be less urgent 16:25:30 what's the current value? 16:25:37 also it'd nerf spider form and i love nerfing spider form 16:25:38 3 16:25:58 but consult with Other Devs before doing something like that 16:26:26 yes 16:26:36 since that woudl affect mage starts 16:26:39 not heavily, of course 16:27:11 it makes sense theme-wise that any 0 skill weapon is better than 0 skill unarmed but if theres a background intended to start with 0 skill unarmed as its best attack... 16:27:51 (as cow says you could also fix the problem by giving them lots of fighting skill but idk if people would go for that) 16:28:26 I think fighting is too good to give a lot to a background 16:28:28 esp for high apt races 16:30:52 how much hp would an xl1 ogre with 6 fighting (fixed for apts) have 16:31:30 !hp 16:31:30 Usage: !hp [species] [XL] [Fighting] 16:31:32 looks like 32 16:31:39 !hp ogre 1 7 16:31:40 HP apt: 3!, XL: 1, Fighting: 7 => MHP = 31 16:32:00 32 yeah 16:32:16 !apt 16:32:18 You must provide at least a race or a skill 16:32:21 !apt fighting 16:32:22 Fighting: Og: 3!, HO: 2, Mi: 2, Ba: 2, Mf: 1, Ko: 1, Gh: 1, Dr: 1, Gr: 1, Fo: 1, HE: N/A, Te: 0, Ce: 0, Na: 0, Mu: 0, Fe: 0, Op: 0, Ds: 0, Hu: 0, DD: -1, Dg: -1, VS: -1, Vp: -1, Ha: -1, Tr: -2*, Sp: -2*, DE: -2* 16:32:36 !hp ho 1 7 16:32:36 HP apt: 1, XL: 1, Fighting: 7 => MHP = 26 16:32:50 !hp sp 1 5 16:32:51 HP apt: -3, XL: 1, Fighting: 5 => MHP = 14 16:33:11 !hp hu 1 6 16:33:12 HP apt: 0, XL: 1, Fighting: 6 => MHP = 22 16:33:22 !hp hu 1 3 16:33:23 HP apt: 0, XL: 1, Fighting: 3 => MHP = 18 16:33:30 !hp og 1 3 16:33:31 HP apt: 3!, XL: 1, Fighting: 3 => MHP = 23 16:33:32 er 16:33:44 yeah I guess that's the right skill number 16:34:04 oh wait they manage to eke 4 16:34:06 !hp og 1 4 16:34:07 HP apt: 3!, XL: 1, Fighting: 4 => MHP = 24 16:34:13 not much of a difference there though :v 16:50:07 amalloy: I was going to say what you said, but it's complicated by the fact of how it does its choosing 16:50:44 if distance 1 fails, when choosing distance 2, it will consider all distance 2 positions adjacent to the distance 1 position it chooses first 16:51:29 Brannock: a background that starts with no way to kill anything seems like a pretty bad idea to me 16:51:32 <|amethyst> advil: re your question, I didn't want to touch that code since I didn't want to go through the source to see everything that uses qualname 16:51:39 if any of those distance 2 spots are valid, one will be chosen, so it's not fair in the same way as it was for distance one 16:52:39 Brannock: there's a reason why artificer has a short sword, meleeing things unarmed with 0 skill is extremely bad and unfun 16:53:16 yeah, that's a good point, and I forgot to even consider that when reading that PR 16:53:21 er that commit, wasn't a PR 16:53:57 finding an early club or dagger usually hasn't been a problem for me. minmay suggested increasing UC damage slightly 16:54:19 well you can't find an early club or dagger in starting LOS, with groups of hostiles just out of LOS 16:54:22 see also old Tm - I forget how much unarmed skill it had, but not enough to make L1 remotely fun before it got appendage 16:54:32 <|amethyst> increasing UC damage slightly changes a lot more than just monk 16:54:39 that was the least popular thing about old Tm 16:54:56 <|amethyst> since that buffs all the "caster" backgrounds 16:54:57 what if it started with a club/dagger, but 0 skill in it? 16:55:31 -!- Shimatora_ is now known as Shimatora 16:56:37 that would help a bit but I still doubt this will be a very popular class 16:57:15 except for Tr and such maybe 17:00:16 start them with an ability to convert piety to smite damage from an ancient, lost god 17:02:26 start them with a random god 17:04:37 -!- Marvin is now known as Guest12639 17:05:22 what if we just go and give Mo some unarmed skill? 17:05:41 bring back dgmo 17:07:13 elliptic, how much would be needed to make the start not-painful? 17:07:17 I understand that Mo was given weapon choice because people didn't like Mo being unarmed-focused, but this sort of "doesn't start with any equipment" gimmick really pushes people towards choosing a race for UC anyway 17:07:46 so I don't really understand what the goal is 17:08:14 <|amethyst> To have monk not be weaker gladiator, and to buff them 17:08:22 <|amethyst> at least that's what the PR said 17:08:46 well it definitely isn't a buff 17:09:30 it's true that monk and Gl were pretty close before this... Gl was better before finding an altar but Mo might be better afterwards? 17:10:55 maybe monks need a nice walking stick ;) 17:11:02 anyway I'd say that old monk (with UC skill and no weapon choice) was more distinct from Gl 17:13:41 <|amethyst> whatever happens, someone might want to change dat/descript/backgrounds.txt and the manual 17:13:41 I guess my point is just that the explanation for 17:13:45 %git c8dcfc9 17:13:45 07PleasingFungus02 * 0.19-a0-679-gc8dcfc9: Rework Monk start (chequers) 10(10 months ago, 2 files, 4+ 4-) 13https://github.com/crawl/crawl/commit/c8dcfc9153d0 17:14:10 was more or less that monk should be made more similar to Gl 17:14:28 <|amethyst> "Since the bonus piety aspect is considerably more distinctive and evocative than 'shitty tm/gl/fi' 17:14:49 yeah, but the bonus piety aspect wasn't changed in that commit 17:18:01 I guess if we actually wanted to emphasize the bonus piety aspect then we could maybe make monks more likely to find early altars or something like that? 17:18:51 <|amethyst> but we're not even willing to change loot distribution for felids 17:19:06 i don't think that's a good idea. it'd be the first background that impacts anything that happens after char creation 17:19:14 amalloy: "lots of bonus piety the first time you join a god" 17:19:17 is already doing that 17:19:31 i.e. arguably monk already was the first such background :) 17:19:40 it's an interesting idea 17:19:48 elliptic: how do you feel about the UC/weapon thing 17:20:01 is it actually better than they can only use UC, assuming we change the piety/god finding aspect 17:20:10 give Mo a single-use portable altar 17:20:27 creates altars to three random altars 17:20:30 *gods 17:20:33 the commit claimed people were annoyed by being forced UC when they wanted to use the piety 17:20:54 which I guess I could see 17:20:56 gammafunk: I understand why people don't like being forced into UC, but at the same time the weapon choice really did make it a lot like Gl 17:20:58 yeah, this seems likely to just bring that back as elliptic mentioned 17:22:16 at the first altar you find, two additional altars spawn for competing gods that want your monklove 17:23:20 start Mo with scrolls of detect altar 17:23:33 starting with scrolls of mapping is actually sort of interesting 17:23:51 yeah, I suppose could be, but doesn't feel especially monk-like I guess 17:24:03 <|amethyst> that sounds more like a Wanderer thing 17:24:05 bonus ones don't have to be temple gods 17:24:05 <|amethyst> flavour-wise 17:24:35 monks are well-learned? or something 17:26:25 or we could merge Mo and Wn... 17:31:20 <|amethyst> only if that is done so in a way that makes Wn not shitty... 17:31:42 <|amethyst> s/ so// 17:31:44 it's a stealth plan to remove the strongest char in the game 17:31:49 DgWn 17:31:55 well I was just vaguely thinking of buffing Wn by giving it the extra piety thing 17:32:06 with no other changes, removing Mo 17:32:53 <|amethyst> but if you like Wn and you like bonus piety 17:32:59 <|amethyst> you'll just take an ecumenical altar 17:33:06 you....will? 17:33:15 probably a bad idea though to do anything to encourage Wn-scumming by buffing it 17:36:26 hrm, what's the main "safe for player to be here" method 17:36:36 <|amethyst> gammafunk: safe in what sense? 17:36:46 well, won't kill them 17:36:47 Wn is basically always stronger than Mo 17:37:11 I think traps are fine though; this shouldn't happen in practice, but I don't want to put them in e.g. lava/deep water 17:37:31 |amethyst: I'm removing the "transporter landing" feature 17:37:35 wn could stand to be flatter. always having a spellbook, and at least one weapon, but no +2 17:37:39 you're nearly guaranteed better equipment and skills and very likely to have better stats 17:37:45 and am just going to have it fail if the dest is dangerous 17:38:10 since it's not worth having a special feature just to deal with a case that won't really happen in practice 17:38:29 <|amethyst> minmay: just rolled one up: 1 fighting, 1 bows (no bow in inventory), 3 armour, 1 shield, 1 spellcasting, 1 conj (no conj spells), 1 tm (no tm spells), 1 stealth 17:38:50 what other equip 17:39:26 <|amethyst> good armour (+2 scale), dagger, necro randbook (both spells l2), charms randbook (both spells l2), bread 17:39:46 sounds a lot better than mo 17:39:49 <|amethyst> I guess that's better (equipment and skills) 17:40:00 <|amethyst> I interpreted it as (better equipment) and (better skills) 17:41:14 <|amethyst> gammafunk: hm, are you choosing a destination randomly? 17:41:23 no 17:41:33 <|amethyst> gammafunk: ah, checking whether the chosen one is safe 17:41:33 this is to an exact location (determined by the transporter) 17:41:40 right, more ensuring it 17:41:47 this is at time that player takes transporter 17:41:54 now there should probably also be a map validation for this I guess 17:41:57 but that can come later 17:42:13 <|amethyst> gammafunk: hmm... what about clouds? 17:42:16 +2 armor and dagger are a great start 17:42:18 clouds are fine 17:42:36 really just want to avoid "not inhabitable" 17:43:08 <|amethyst> gammafunk: hmm 17:43:28 <|amethyst> gammafunk: feat_has_solid_floor is kind of close but that doesn't take into account player state (flying, swimming, etc) 17:43:41 yeah, I assume there's already one (or a couple) nice methods for this? 17:43:57 I should look at blink 17:45:29 is_feat_dangerous() 17:45:43 <|amethyst> ah 17:45:48 together with is_habitable maybe? 17:45:48 <|amethyst> in player.cc of course 17:46:57 <|amethyst> player::is_habitable_feat calls is_feat_dangerous 17:47:05 <|amethyst> so I guess the former is what you want 17:47:23 ok, thanks 17:47:32 <|amethyst> is_habitable is the same for players I guess 17:47:37 <|amethyst> unless we re-add player clinging 17:53:53 -!- Shimatora_ is now known as Shimatora 17:54:37 that's what this commit does 17:54:43 re-add player clinging, gives it to monks 17:54:55 <|amethyst> need trample resistance too 17:54:58 the more they cling, the more piety they get 17:55:04 yeah that happens at 3* 17:55:16 %git :/entropy 17:55:16 07PleasingFungus02 * 0.19-a0-1242-gb28e600: Fix a glyph overlap (with entropy weavers) 10(7 months ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b28e60002142 17:55:39 <|amethyst> > the more they cling, the more piety they get <-- hopefully this time without the impregnation 17:55:47 <|amethyst> ??spidergod 17:55:47 I don't have a page labeled spidergod in my learndb. 17:55:49 <|amethyst> ??spider god 17:55:49 I don't have a page labeled spider_god in my learndb. 17:56:02 too hot for learndb.... 17:57:10 what's the rules on mentioning in the learnDB that an old/experimental species can be played in a fork? I added that to imp or plutonian at some point in the past, and it was removed, but I'm not sure by whom 17:57:37 I don't think it's a problem if you mention it 17:57:46 we certainly have other entries about forks in learndb 17:58:00 I guess what we'd not want is to have extensive fork information in the learndb though 17:58:16 at some point, fork would want to make its own learndb 17:58:36 <|amethyst> I think if there's a learndb entry about a removed species, there isn't a problem with mentioning that it's available in the fork 17:58:42 yes 17:58:47 <|amethyst> but I wouldn't add a learndb entry just for that reason 17:58:58 <|amethyst> and I would be wary of such things on extant species 17:59:00 yeah, that's probably a good rule 17:59:29 nor do we need e.g. "in this fork rF also gives you friendly orbs of fire!" info in the entry for rF 18:00:30 however the chaosforge wiki might like to have info like this 18:00:39 they have a better format for extensively documenting everything 18:00:54 cool. I'll just add entries for the major species, then, I don't want to replicate my readme on the learndb. I'll put them right after the "haha butt juice" types of irc quotes that learndb loves ;) 18:01:04 <|amethyst> OTOH, they'd probably want to keep it in a separate namespace or something 18:01:11 <|amethyst> the wiki that is 18:01:26 yeah, would be good to ask them before adding such content 18:01:27 <|amethyst> or possibly just have a separate section in each page 18:01:35 I know nethack wiki does document fork info on the same pages 18:01:37 <|amethyst> but that's up to that community 18:01:44 but yeah, using sections 18:01:50 <|amethyst> which the dev team has little intersection with 18:02:19 a lot of devs are wiki editors these days 18:02:20 <|amethyst> (probably not *just* me) 18:02:29 lasty, myself, neil, I think some others 18:02:31 <|amethyst> ah, that's nice 18:02:33 medar has done a bunch 18:07:18 Unstable branch on underhound.eu updated to: 0.20-a0-936-gaf809b6 (34) 18:10:57 !source nemelex_the_gamble.des 18:10:58 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/altar/nemelex_the_gamble.des 18:13:41 i did not know some of you guys were editing the chaosforge wiki 18:14:11 i always liked that vault 18:14:14 haven't seen it in a while 18:16:20 hm 18:16:32 are oklob plants supposed to actually spawn on top of stairs? 18:16:44 and if so, what would have happened if i tried to come up that stairway? 18:20:24 http://crawl.chaosforge.org/Corrosion I wanted to tell that redditor who gained wiki access, that corrosion resistance and acid resistance aren't separate, but I couldn't find the commit that changed it 18:25:33 ProzacElf: yes and the oklob would just get moved 18:31:44 |amethyst: ah ok, thanks...I did look through them and didn't spot anything that would be a problem 18:32:05 also nothing has exploded today while I wasn't here, always a good sign 18:37:17 minmay: OP way to destroy oklobs 18:45:39 03MarvinPA02 07* 0.20-a0-937-g9675bb3: Change Barachi enums to match the species name 10(3 minutes ago, 9 files, 47+ 48-) 13https://github.com/crawl/crawl/commit/9675bb366bd3 18:45:39 03MarvinPA02 07* 0.20-a0-938-g0d0074d: Don't try and set charges on Wn boxes of beasts (minmay) 10(2 minutes ago, 1 file, 1+ 4-) 13https://github.com/crawl/crawl/commit/0d0074d35d6f 19:02:45 -!- amalloy is now known as amalloy_ 19:09:24 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-938-g0d0074d (34) 19:10:27 is there a git way to grab all the commits I want from an experimental branch and turn them into a patch? currently I add the branch as a remote and cherrypick, but it seems silly to add a remote and only use it once 19:11:36 git format-patch? 19:12:05 yeah git format-patch 19:12:12 that ^ 19:12:43 this ^ 19:12:52 but the syntax is 19:12:53 or git diff if you don't like commit messages or information 19:13:09 git format-patch BRANCH 19:13:18 where BRANCH is what you want the patch relative to 19:13:22 so origin/master maybe 19:14:58 this is a fairly interesting case study https://www.reddit.com/r/dcss/comments/61zpfz/yasd_over_reliance_on_amulet_of_gourmet_ran_out/ 19:15:43 more proof 19:16:12 http://dpaste.com/1HZ32H3 19:16:16 some bash functions I like ot use 19:16:55 it's proof of something, but I'm not sure I have any idea what 19:19:27 it's proof that you shouldn't drop all your food and then forget you dropped all your food 19:19:46 well, yeah, it's easy to see a number of mistakes an experienced player would never make 19:20:13 but that's not so interesting in and of itself 19:20:28 thats literally the only thing that caused this death though 19:20:34 they had food in their stash and didn't get there in time 19:21:24 well, I guess what I'm interested in is that they didn't seem to appreciate at all spell hunger cast 19:21:32 *cost 19:21:56 it's something that players tend to overlook when learning about spells 19:22:00 I got the impression from their responses that they had recently been casting ######. hunger stuff (probably) without wielding energy 19:22:08 yes 19:22:10 but players overlook an awful lot of things 19:22:13 but it wouldnt have mattered if they had just carried food 19:22:22 so whats the point of hand-wringing over spell hunger 19:22:46 I'm more interested in what players who aren't very experienced do overlook 19:23:27 I mean, this player is clearly never going to make that set of mistakes again, so it's fine in that sense 19:23:46 not wielding energy isn't a mistake 19:24:19 it is if you're hungry, not carrying food, and casting shatter (which I kind of suspect is plausible scenario) 19:24:20 even with ######. hunger they didn't actually run out of food they just coincidentally made their food inaccessible 19:24:36 well the mistake was not carrying food 19:24:52 I mean, I don't think you're really the right person to get into the head of inexperienced players tbh :-P 19:26:34 so what do you think they should have done? 19:26:42 is minmay the 1%, or the 0.1%? 19:26:49 well, carried food, I do agree with that 19:27:06 it's not as if I drop much food either 19:27:52 but I'm not really interested in it as a question of what optimal play is. I'm not even suggesting that this should lead to any particular change. 19:27:57 well if they're not aware enough to say to themselves "I'm become hungry/starving every other turn, I should pick up food" 19:28:14 then I think they're probably just being lazy about it more than anything 19:28:51 that new command that lets you watch random players 19:29:00 clearly the problem is that they felt safe stashing stuff in lair 19:29:11 add jellies to lair, let them eat items again 19:29:25 really makes evident that most players are missing out on most of crawl 19:29:57 slime branch entrances on every lair level imo 19:30:29 politely suggested maybe they try resting before exploring and they said they didn't want to waste nutrition 19:30:41 I remember I once had a Lair:1 jelly (because I didn't have the optimal lair 2 stash or whatever it is) and then was sad 19:30:49 I still kept stashing on lair 1 tho 19:34:22 elliptic: what do you think about removing either GSC or GC? 19:35:40 merging them is certainly a possibility, I don't think there's a lot of value in both of them existing 19:35:53 but I don't have a problem with them both existing either 19:40:40 elliptic: I can't reproduce that on a random game I have on hand, do you have a save? 19:42:37 Can't interlevel travel to squares in V from outside V. 13https://crawl.develz.org/mantis/view.php?id=10984 by elliptic 19:42:54 sure, will attach a save 19:43:23 did the game already enter V a while ago? 19:43:31 yeah 19:43:40 I'm trying on a new game that originally comes from 0.2 19:43:57 (now that is, the first one was imported) 19:44:00 0.20 19:44:38 is there a way to make runes in wizmode? 19:45:16 &% slimy rune of Zot 19:45:58 I uploaded the save, but it isn't that interesting (it is something I wizmoded myself earlier) 19:46:16 ah, the "of zot" is crucial 19:47:24 ok, yeah, I _can_ reproduce on a new game 19:47:47 that offset on X] is weird 19:48:27 I believe X] puts the cursor in the center of the (explored) map on V:1 19:48:43 which is probably the default when it doesn't have a specific square 19:49:11 ah, that sounds plausible 19:49:11 e.g. I get the same offset by doing XGV1 19:51:04 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:51:07 I think it is probably a fairly recent bug, I didn't encounter it when I was running qw on a build from a few days ago 19:51:10 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:51:15 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:51:18 and it messes with qw fairly badly 19:51:28 yeah, it seems problematic 19:51:29 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:51:35 %git 548304e 19:51:35 07MarvinPA02 * 0.20-a0-923-g548304e: Rework Wu Jian wrath 10(4 days ago, 1 file, 36+ 75-) 13https://github.com/crawl/crawl/commit/548304e6556f 19:51:40 especially since I just made it a lot easier to search in vaults 19:51:48 !crashlog 19:51:50 16806. Mordusangel, XL7 MiBe, T:2624 (milestone): http://crawl.akrasiac.org/rawdata/Mordusangel/crash-Mordusangel-20170329-235128.txt 19:52:10 I haven't checked yet since I just found the bug, but I bet it didn't exist as of commit 923 ^ 19:52:30 I guess I can recompile and actually test that 19:54:26 most of what's happened since then is the stash stuff in fact 19:54:27 hm 19:55:10 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:56:48 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:57:33 that player's save is probably bugged :-/ 19:57:52 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:58:16 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 19:58:22 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 20:01:01 ah it's probably been bugged since earlier this month 20:01:08 some player, same error on 3/4 20:01:32 do we have a way of extracting saves in that case? 20:01:37 hm, actually I'm wrong and the V travel bug is at least a bit older, I had it in 911 too 20:01:48 so it isn't recent commits 20:02:11 elliptic: the save that didn't have it entered V in 0.18.1, so that provides a lower bound :-) 20:02:18 I can easily check 0.19.5 too 20:04:51 I see amalloy had some map knowledge commits a couple weeks ago, I'll try immediately before them 20:04:52 it's actually present in 0.19.5 20:04:56 oh 20:05:18 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 20:05:28 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 20:05:35 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 20:08:12 but not 0.19.1 20:08:27 so it's probably something cherry-picked 20:08:43 those being the two 0.19 versions I had already compiled 20:16:38 Mordusangel (L7 MiBe) ERROR in 'dbg-scan.cc' at line 724: Exit exit_sewer[152] didn't get generated. (Sewer) 20:19:42 %git aabb78baf 20:19:42 07Colin Morris02 {gammafunk} * 0.19.1-23-gaabb78b: Fix incorrect messages on branch transition 10(3 months ago, 3 files, 74+ 82-) 13https://github.com/crawl/crawl/commit/aabb78baf822 20:19:52 current theory is that it is that 20:19:55 this actually seems to be happening with a bunch of branches 20:20:15 I get it with lair also 20:20:44 hm, I like that theory because my alternate theory is that I broke it somehow when I fixed placeinfo right before I became a dev :-) 20:21:04 I like the theory where advil's commit broke it and not mine 20:21:06 yeah maybe it isn't V-specific, I should have checked... but I ran into it because qw was going shopping and lair doesn't have many shops 20:21:36 anyway the bug is gone in aabb78baf^ and it was present several commits later in 0.19 branch 20:21:45 and that was the only plausible commit to cause it 20:22:04 I can also try in aabb78baf itself though to settle gammafunk's guilt once and for all 20:22:35 I'm compiling 0.19.4 to test right now, which will settle my guilt 20:23:47 yeah confirmed that it is aabb78b 20:23:57 gammafunk: what did you do 20:24:22 I...tried to read that commit through...probably 20:24:58 ok, yeah, it is present in 0.19.4 20:24:58 + // TODO: This probably causes an obscure bug where confused players 20:24:58 + // going 'down' into the vestibule are twice as likely to fall, because 20:24:59 + // they have to pass a check here, and later in floor_transition 20:24:59 + // Right solution is probably to use the canonicalized direction everywhere 20:25:07 it's symmetric btw 20:25:10 so going out is broken too 20:25:21 gammafunk: you probably just couldn't resist a commit adding that bug ^ 20:25:58 only way to get my "death by falling" cheevo, I had to do it 20:25:58 %git 9217641b3915ec3d8ecd175b290c3765b6db9b66 20:25:58 07Colin Morris02 {PleasingFungus} * 0.20-a0-467-g9217641: Fix incorrect messages on branch transition 10(3 months ago, 3 files, 74+ 82-) 13https://github.com/crawl/crawl/commit/9217641b3915 20:26:39 oh, gammafunk is just guilty for cherry-picking it, not for merging it in the first place? 20:27:09 yeah, looks like 20:31:43 it's not very obvious, huh 20:33:58 ah 20:34:17 %git stairs.cc:772 20:34:17 Could not find commit stairs.cc:772 (git returned 128) 20:34:25 !source stairs.cc:772 20:34:26 https://github.com/crawl/crawl/blob/master/crawl-ref/source/stairs.cc#L772 20:34:30 do you run qw in wizmode elliptic? 20:35:02 I don't think that should be !you.wizard 20:35:05 sometimes I do for the deathcheating for testing, yeah, and I was this time 20:35:11 which means the travel cache never gets updated in wizmode 20:35:23 so it makes sense for it to be a wizmode-only bug 20:35:24 (which explains why no players have caught this!) 20:35:35 the old meaning used the wizard parameter which was only set on wizmode travel 20:35:39 that also explains why I didn't catch it in more extensive non-wizmode qw testing 20:35:44 heh 20:36:43 hm, but I guess just removing the you.wizard there might cause weird things to be linked when using wizmode travel? 20:36:53 yeah, it seems a bit tricky to recover the old semantics 20:37:46 without adding back a bool argument to everything 20:42:05 %git aabb78b 20:42:05 07Colin Morris02 {gammafunk} * 0.19.1-23-gaabb78b: Fix incorrect messages on branch transition 10(3 months ago, 3 files, 74+ 82-) 13https://github.com/crawl/crawl/commit/aabb78baf822 20:42:22 oops, I was scrolled up 20:43:04 maybe it's ok, I don't think &~ ever uses that code 20:44:42 it's just &u,&d 20:45:40 though I guess doing &u from pan might cause some weird linking 20:48:58 I didn't even know &u and &d existed 20:49:05 heh me neither 20:49:13 maybe they shouldn't work in pan anyway? 20:49:28 there's a comment that's excited about them working there 20:49:51 !source wizard_level_travel 20:49:52 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/wiz-dgn.cc#L89 20:50:02 they actually seem pretty handy now that I know about them 20:50:11 &{&d&{&d etc 20:56:32 it looks like &u,&d would cause weird linking in D though? 20:56:44 well, they use actual staircases I think 20:56:52 oh, they actually place staircases? 20:57:29 oh, no 20:57:33 nm 20:57:49 yeah the stairs are &. and &, 20:58:42 also it looks like &u &d wouldn't be a problem in Pan at least because it won't save anything for levels that are gone 20:58:53 (in _update_travel_cache) 21:00:05 03Floodkiller02 07https://github.com/crawl/crawl/pull/487 * 0.20-a0-946-ged8bd18: Merge remote-tracking branch 'upstream/master' into cynos 10(5 minutes ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/ed8bd18d38df 21:13:00 I think adding back in a bool is the only solution 21:13:31 I can do it if you want, or you can, it's your bug :-) 21:17:22 go ahead and do it if you want, you are the one who figured it out ;-) 21:28:54 do we have a des file for save compat stuff? 21:29:05 "// There's probably a reason for this. I don't know it." 21:29:39 oh actually I don't need it 21:41:28 You hear a splash. The swamp dragon scales are intact enough to wear. :( [And in deep water]. 21:41:44 seems like the order of the messages should be the other way around her 21:41:46 e 21:42:45 is this a reference to something? 21:42:49 ??bearkin[4 21:42:49 bearkin[4/6]: RISE FROM YOUR GRAVE 21:43:11 03advil02 07* 0.20-a0-939-g04f5055: Fix interbranch travel in wizmode (elliptic, 10984) 10(6 minutes ago, 3 files, 16+ 14-) 13https://github.com/crawl/crawl/commit/04f50552f885 21:43:52 I wonder if that was at any level transition 21:43:56 not sure I ever tested 21:44:00 but I don't see why it shouldn't be 21:44:02 rumflump: yes 21:44:28 https://bulk2.destructoid.com/ul/137231-/04-620x.jpg 21:44:30 from altered beast 21:44:43 bear was one of the forms you turned into (on the cave stage) 21:45:03 hey, I have that game. never really figured it out 21:45:15 it's not a very good reference, but that's the reference 21:45:29 seems like a waste of bytes 21:45:42 rumflump: some potential bearkin sprites: http://spritedatabase.net/files/genesis/99/Sprite/AB-Bear.png 21:45:56 !learn del bearkin[4] 21:45:57 Deleted bearkin[4/6]: RISE FROM YOUR GRAVE 21:46:11 Just don't claim that as your own, give proper credit to Jurae818 21:46:21 apparently 21:49:24 have ghosts always been able to regenerate? 21:49:58 afaik 21:50:30 i mean have the regen status 21:50:54 no 21:51:13 Tar'bluh's ghost turns its malevolent gaze towards ye. Tar'bluh's ghost gestures wildly while chantin'. _Tar'bluh's ghost's wounds begin ta heal 'fore yer eyes! 21:51:33 it was apparently in spider form when it died if that helps 21:51:47 oh regenerate in that sense 21:51:57 I was thinking 21:51:59 %b713c881870a514467d5 21:52:07 %git b713c881870a514467d5 21:52:07 07PleasingFungus02 * 0.17-a0-1183-gb713c88: Let deep dwarf player ghosts regenerate normally 10(1 year, 10 months ago, 2 files, 0+ 4-) 13https://github.com/crawl/crawl/commit/b713c881870a 21:52:10 dang, advil's thoughts are in hex 21:52:23 yeah, ghosts have regained hp forever 21:52:27 well, non-dd ghosts 21:52:37 but i didn't think they could cast regen 21:54:06 hmm, did any of the apr 1 things go forward? 21:54:14 oh 21:54:16 hah, guess not! 21:54:17 i mean, if that's supposed to happen, cool, but it doesn't really fit with gh and mu not being able to 21:54:17 I guess one was pf and he's retired right now 21:54:26 we had a nice talk about it and then did nothing 21:54:33 I've been busy with this crawlcode project 21:54:50 everyone is waiting to see whether their thing is going to be the one, and is worth working on? 21:55:03 no 21:55:08 more like no one is working on anything 21:55:18 I mean PF did have a thing but yeah he's busy with other stuff 21:55:24 making his own game already 21:56:05 yeah 21:56:23 the discussion was mostly about how we could roll it out 21:56:37 in such a way that people could really play it and be reasonably surprised by it 21:56:45 but it's now rather close to the date 21:57:15 just roll out that one joke species selection screen where all the species were variants of dwarves 21:57:21 30 days hath etc... I see 21:57:37 elf dwarf 21:57:56 reddit dwarf was my favorite 21:58:47 bring back high elves, but restrict them to CK 21:59:37 just have all the servers run gnollcrawl under trunk/0.19 for the day 22:01:04 I found the dwarf screenshots, Arrythmia made it: https://i.imgur.com/yxsaOcw.png 22:01:08 screenshot* 22:02:37 it's a nice touch that there's still no mountain dwarf 22:02:57 I think that was made during 0.14? 22:03:57 There is a meaningless warning to Fedhas'plant. 13https://crawl.develz.org/mantis/view.php?id=10985 by sdynet 22:04:14 do we need April 1 ideas? 22:06:08 ProzacElf: did you (or I guess someone else?) xv that ghost at all? 22:06:32 ah, no unfortunately 22:07:04 but when it came into view again it was like you see tarabluh's ghost (regenerating, umbra) 22:07:26 because i pulled it around a corner to try to confuse it away from everything else 22:09:22 Unstable branch on crawl.jorgrun.rocks updated to: 0.20-a0-939-g04f5055 (34) 22:11:23 looking through this code it doesn't seem like there are a lot of restrictions on what ghosts can get 22:11:29 as long as it is a valid monster spell 22:11:50 huh 22:11:56 oh nm 22:11:59 there's something I was missing 22:12:05 I don't know this code very well at all 22:13:09 but regen is allowed for ghosts currently 22:14:23 ah 22:14:24 ok 22:14:53 gh can regen btw 22:15:14 so it's not an absolute undead restriction 22:15:37 vp can if they're not bloodless 22:29:05 mu can't though 22:29:19 nor can necromutated players 22:29:24 it's true 22:29:27 these are the facts 22:30:26 I guess I don't have strong opinions about what should be 22:36:49 do characters that die while necromutated leave ghosts? if so, and they have regeneration memorized, can the ghost get it? 22:39:34 my strongish opinion is that ghosts should be *less* undead so that they don't happen to counter some players more than others 22:41:01 are ghosts more like a leftover from older days, or are they in line with current dcss goals? 22:45:28 rumflump: ghosts have a metagame aspect to them that's counter to some dcss goals, but that's of course also part of what makes them fun (to some) 22:46:01 don't think that there ever was a movement to remove ghosts 22:55:55 ive been moving to remove ghosts at 99.9% of the speed of light for years 22:56:12 but since i was moving at 99.9% of the speed of light the years passed by pretty fast from my perspective 23:06:34 !source dangerous_item 23:06:35 Can't find dangerous_item. 23:12:23 dangerous seems like the right category for mut pots. "Is an item dangerous but potentially worthwhile?" that makes it not get autopickup, though 23:20:51 well you don't want immolation and torment to be on autopickup by default 23:21:26 !source wizlab.des 23:21:26 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/wizlab.des 23:29:05 ??hanzell 23:29:06 hanzell ~ henzell[1/1]: Linley Henzell is the original creator of Crawl. "Henzell" is also the {CAO} announcement bot. Based on {Sizzell}, which is based on {Gretell}. Uses ! as its command prefix. Note: non-announce functions now in {Sequell}.