01:06:50 conversation has passed on but I agree about binary switches not being great 01:16:43 -!- Bammboobies is now known as Bammboo 03:11:42 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-396-ga924934 (34) 03:26:31 -!- amalloy is now known as amalloy_ 03:27:55 -!- amalloy_ is now known as amalloy 03:31:42 New branch created: pull/623 (1 commit) 13https://github.com/crawl/crawl/pull/623 03:31:42 03jmart02 07https://github.com/crawl/crawl/pull/623 * 0.21-a0-397-g015e241: Fix wizmode mutation resistance bug 10(20 minutes ago, 2 files, 15+ 1-) 13https://github.com/crawl/crawl/commit/015e241de713 04:22:33 -!- amalloy is now known as amalloy_ 05:52:54 03jmart02 07https://github.com/crawl/crawl/pull/623 * 0.21-a0-398-g4eb401e: Simpler bugfix 10(5 minutes ago, 2 files, 1+ 16-) 13https://github.com/crawl/crawl/commit/4eb401e1c1c4 09:01:07 New branch created: pull/624 (1 commit) 13https://github.com/crawl/crawl/pull/624 09:01:07 03Aidan Holm02 07https://github.com/crawl/crawl/pull/624 * 0.21-a0-397-gf8b9da8: Don't (auto)travel via stairs into exclusions 10(10 minutes ago, 3 files, 34+ 0-) 13https://github.com/crawl/crawl/commit/f8b9da851b9f 09:48:16 "Looking through the code, the "find_ray" area seems unnecessarily overcomplicated." 09:48:17 th 09:48:18 x 09:57:59 it is true that you can shoot fireballs around walls in a bunch of circumstances that you can't shoot them around monsters, though 10:02:57 even standing diagonally adjacent to a 1x1 wall, you can shoot around it 10:03:27 looking at the paths for bolt spells though, I'm not sure we'd want to change this in general 10:10:08 maybe someone who actually knows things about ray/beam should respond in that issue also 10:58:50 03Jean Martel02 {advil} 07* 0.21-a0-397-g4a2d380: Fix wizmode mutation resistance bug (#623) 10(7 seconds ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/4a2d38052308 11:21:29 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-397-g4a2d380 (34) 11:40:47 New branch created: pull/626 (1 commit) 13https://github.com/crawl/crawl/pull/626 11:40:47 03Aidan Holm02 07https://github.com/crawl/crawl/pull/626 * 0.21-a0-397-g2690a03: Fix tiles message region resize behaviour 10(7 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/2690a030ddfe 11:50:49 -!- starship is now known as duracrisis 13:04:31 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-397-g4a2d380 (34) 13:10:19 -!- amalloy_ is now known as amalloy 14:04:13 <|amethyst> Hm 14:04:58 <|amethyst> aidanh: now when I get an item selection menu and there are both floor and inventory items available, I don't see the menu 14:05:42 <|amethyst> aidanh: I can still select items, but the only thing that displays on the screen is the "{Read,Identify,...} which item?" line 14:06:04 <|amethyst> aidanh: this is a webtiles build, being run from console 14:06:50 <|amethyst> aidanh: not sure it's because of one of your changes, but "Stop drawing current menu page after a MEL_TITLE entry" seems like it might be relevant 14:06:59 |amethyst: I can reproduce this on tiles as well 14:07:14 ...that's probably it 14:07:45 <|amethyst> ah, yeah, the "Inventory Items" and "Floor Items" headers are MEL_TITLE 14:08:48 <|amethyst> and MEL_SUBTITLE is already being used for the object category headings, so it wouldn't work to change it to that 14:09:41 Yeah, reverting that commit fixes it 14:10:14 <|amethyst> could that be narrowed down to some more specific type of menu perhaps? 14:10:24 <|amethyst> is the help stuff a formatted_scroller maybe? 14:10:31 I could add a MEL_SCROLL_BLOCKER 14:10:40 I think it is a formatted_scroller, yeah 14:10:46 <|amethyst> hm, that sounds good 14:11:03 I'm not really sure of the intended semantics of using MEL_TITLE in this way 14:11:06 <|amethyst> MEL_END_OF_SECTION 14:11:09 seemed a bit magical 14:11:27 aka hacky 14:11:33 Ok, that'd do it 14:11:36 <|amethyst> yeah, I think the semantics of MEL_TITLE previously were just "make it bold white" 14:12:58 <|amethyst> maybe there was a bit more than that, but when floor item selection was added, the intent of using MEL_TITLE was just "mark it as a header in a more significant way than MEL_SUBTITLE" 14:13:31 I see 14:14:01 It's only formatted_scroller that has this special behaviour for sections, right? 14:15:58 <|amethyst> I dunno 14:16:34 <|amethyst> yeah 14:16:45 <|amethyst> !tag formatted_scroller::page_down 14:16:46 git tag formatted_scroller::page_down # you're it! 14:17:05 <|amethyst> hm 14:17:11 <|amethyst> what's the command 14:17:41 i dunno, the command you ran seemed to work pretty well depending on your intention 14:17:41 <|amethyst> well, I wanted a web link :) 14:17:47 !source formatted_scroller::page_down 14:17:48 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/menu.cc#L2020 14:17:52 <|amethyst> oh, right, source 14:25:51 |amethyst, fixed in pr 626 14:28:06 03Aidan Holm02 07https://github.com/crawl/crawl/pull/626 * 0.21-a0-398-gb73d497: Move MEL_TITLE sectioning to MEL_END_OF_SECTION 10(20 minutes ago, 3 files, 18+ 17-) 13https://github.com/crawl/crawl/commit/b73d49748b86 15:36:07 [r]ead scrolls menu nonexistent/unusable 13https://crawl.develz.org/mantis/view.php?id=11263 by Le_Nerd 15:36:25 guess maybe that's the same thing? 15:36:42 aidanh: what were the conditions to replicate that? I tried a bunch after you mentioned it and couldn't 15:37:42 advil: Yeah, probably the same; it's triggered by there being items on the ground that can be chosen 15:38:06 ahh, the ground items strike again 15:38:27 by this point I should know to always test with ground items 15:41:21 ground items are a relatively recent addition, right? 15:41:42 yeah, not too old 15:44:50 %git 1a704dc0d 15:44:50 07Naruni02 {wheals} * 0.19-a0-354-g1a704dc: Drink and read items on the floor. 10(1 year, 5 months ago, 4 files, 218+ 64-) 13https://github.com/crawl/crawl/commit/1a704dc0d850 15:46:31 New branch created: pull/627 (1 commit) 13https://github.com/crawl/crawl/pull/627 15:46:31 03Aidan Holm02 07https://github.com/crawl/crawl/pull/627 * 0.21-a0-397-ga69fae6: Fix issue orders prompt when not berserk 10(7 minutes ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/a69fae6586da 15:47:18 aidanh: re mailmap, when you said the same as now, would you rather mailmap list "Aidan Holm", "aidanholm", or "aidanh"? 15:47:37 advil: Aidan Holm, I guess 15:49:35 (tbh I'm not really sure why it would matter if you're not using a nick, but I thought I'd check) 15:55:32 03advil02 07* 0.21-a0-398-g2ec2765: Update mailmap and credits 10(6 minutes ago, 2 files, 2+ 0-) 13https://github.com/crawl/crawl/commit/2ec27657597d 16:01:08 :) thanks 16:22:00 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-398-g2ec2765 (34) 17:27:07 Oh noes, my high elf is gone!? 18:01:46 Unstable branch on underhound.eu updated to: 0.21-a0-398-g2ec2765 (34) 18:02:51 !isonline cjr console 18:03:01 3 days, 33 minutes, 50 seconds since last activity (cjr console) 18:51:52 -!- eb__ is now known as eb_ 18:56:59 re possible WJC changes, https://www.reddit.com/r/dcss/comments/77hj44/i_thought_i_had_made_a_mistake_getting_wu_jian/ showed up on reddit today. if we do change things it sounds like exploding bad guys by hand is fun enough to keep around in some other form 18:57:56 <|amethyst> I haven't been following the conversation, but I'd be happy including WJC as-is 18:59:41 03Aidan Holm02 {|amethyst} 07* 0.21-a0-399-gde6fda0: Fix tiles message region resize behaviour 10(7 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/de6fda0fe4e2 18:59:41 03Aidan Holm02 {|amethyst} 07* 0.21-a0-400-g417d9d2: Move MEL_TITLE sectioning to MEL_END_OF_SECTION 10(5 hours ago, 3 files, 18+ 17-) 13https://github.com/crawl/crawl/commit/417d9d2c4b6e 18:59:53 <|amethyst> aidanh: thanks for the fix! 19:06:39 which class(es) read the des files? 19:08:21 where does parsing occur? 19:11:26 it looks like it's mostly in maps.cc 19:15:00 <|amethyst> the parsing itself is in util/levcomp.ypp 19:15:38 <|amethyst> which turns it into a bunch of lua calls, which are implemented in l-dgn.cc 19:16:43 <|amethyst> which in turn call C++ code, mostly in mapdef.cc 19:17:26 <|amethyst> but probably also in maps.cc and dungeon.cc 19:18:35 <|amethyst> I guess some of those lua calls might be in other l-* files, but most of the .des ones are in l-dgn 19:21:45 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-400-g417d9d2 (34) 19:32:22 jeez 19:33:15 cpp -> bison -> lua -> cpp ? 19:35:08 I think the current plan is to remove Wu and move heaven on earth to Usk 19:35:24 And maybe look for something we could do with lunge, although what that would be is a bit less clear 19:36:27 as for exploding bad guys, check out usks grand finale, already in the game! 19:45:49 god with grand finale AND heaven on earth? 20:35:46 !source player::adjusted_shield_penalty 20:35:46 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.cc#L5688 20:36:02 does that return formula make any sense? 20:36:28 are the parenthesis right? 20:38:51 advil: it doesn't seem totally nonsensical, but to say if it's right we'd have to know what the intent is 20:39:58 it is strange that the * 10 and / 10 don't seem to cancel out 20:40:18 yeah, that's what's puzzling me (well among the general wtfness of ev calculation) 20:40:24 but so much of crawl's number-crunching is so arbitrary that i can't say for sure that it's wrong 20:40:58 i guess if they did cancel out it would make even less sense 20:41:08 since foo*10/10 is not doing anything clever 20:42:03 well, you might do something like that (though not that) to avoid precision loss 20:44:26 yes, you might write (foo + (bar * 10)) / 10 to achieve (foo/10 + bar) 20:44:48 which seems sorta like what it's doing here 20:46:05 hmm maybe 20:46:20 also I have no idea why that function has to be part of actor and monster 20:46:26 hellmonk: speedrun mode reveals timed portals 20:49:12 alexjurkiewicz: yes, I'm aware 20:49:12 hellmonk: You have 3 messages. Use !messages to read them. 20:56:20 really enjoying speedrun mode in general though, 20:56:27 (eom) 20:58:48 ug 20:58:58 why not just make formicids large 20:59:11 player_shield_racial_factor() seems a bad thing to have exist 20:59:28 rather the formicid-only adjustment does 21:01:39 because bugs are small, gammafunk 21:01:53 they're not! they're huge and gross!!! 21:02:31 don't remind me. i woke up this weekend with a huge-ass spider on my hand, but it turned out to be just a remnant of some dream 21:02:31 I don't think that would even put any weird restrictions on Fo if we did that 21:02:48 thank goodness, it could have been the trans-dimensional hellspider 21:09:36 MarvinPA: do you think the formicid exception for player_shield_racial_factor() is a problem? It seems to me that Fo could either not get a bonus or could just be made a large species. 21:09:54 !apt fo 21:09:54 Fo: Fighting: 1, Short: 0, Long: 0, Axes: 0, Maces: 0, Polearms: 0, Staves: 0, Slings: 1, Bows: -2, Xbows: 0, Throw: 0, Armour: 1, Dodge: -1, Stealth: 3, Shields: 2, UC: 0, Splcast: 0, Conj: -1, Hexes: 2, Charms: 0, Summ: 0, Nec: 0, Tloc: -1, Tmut: 1, Fire: 0, Ice: 0, Air: -2, Earth: 2, Poison: 3, Inv: 2, Evo: 1, Exp: 1!, HP: 0, MP: 0 21:10:39 they already have a very good shield apt and are incentivized to train shields for other reasons 21:11:02 if Fo gets made a large species, you bring back the issue from their introduction where most Fo just went with GSCs instead of bothering with shields 21:11:13 no 21:11:21 large species does not imply ability to use GC/GSC 21:11:26 naga and centaurs are large 21:12:12 oh, whoops 21:12:17 well, do they still take an EV hit?' 21:12:17 large is just a size factor use for evasion/shield penalties and melee in water 21:12:26 til that entropy weavers are formicids 21:12:28 they would take an EV hit if we made them large, yes 21:12:36 advil: no! they used to be though 21:12:40 that was reverted 21:12:47 oh heh 21:12:58 I was just scanning through old commit messages, guess I missed the revert 21:12:59 is there some reference in the source to that still? 21:13:01 ah, yeah 21:13:14 %git 9a20582491d1faf1c514505fb416b674ec8ee87f 21:13:14 07DracoOmega02 * 0.14-a0-3273-g9a20582: Remove Formicid giant club wielding, reduce shield penalties, apt tweaks 10(3 years, 7 months ago, 5 files, 19+ 22-) 13https://github.com/crawl/crawl/commit/9a20582491d1 21:13:25 %git 30c882ec26c6ee 21:13:25 07MarvinPA02 * 0.19-a0-1087-g30c882e: Don't flavour entropy weavers as being formicids 10(1 year, 2 months ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/30c882ec26c6 21:13:53 there must be some other stuff that making them large would do 21:14:00 ??large 21:14:01 I don't have a page labeled large in my learndb. 21:14:02 ??size 21:14:03 size factor[1/2]: For evasion purposes: spider form and bat form are tiny (factor 6), spriggans and felids are little (factor 4), halflings and kobolds are small (factor 2), trolls ogres centaurs and nagas are large (factor -2), hydraform is big (-4), and dragonform is huge (factor -8). 21:14:07 ??size[2 21:14:08 size[2/7]: The following weapons are 1-handed for all species: Club, whip, mace, flail, demon whip, holy scourge, dagger, quick blade, short sword, rapier, falchion 21:14:26 huh, I missed that one too. (weavers not being formicids any more) 21:14:36 the main effects are the hit to EV, the reduction in shield penalty, and the ability to melee in water without penalty 21:14:45 I'm not aware of any other gameplay effects 21:14:46 yeah, it does impact ev 21:15:21 so their losing some EV would be significant, but that tends to have the most effect early on 21:15:22 !source _player_evasion_size_factor 21:15:23 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player.cc#L2044 21:15:28 when they haven't trained dodge and possibly don't have a shield 21:15:28 also protection from constriction from some enemies I think? 21:15:33 right, that's true 21:15:48 but obviously that's a pretty minor effect 21:15:48 yes 21:17:09 less minor than the water-meleeing thing after we remove water though! (weren't you talking about removing water the other day?) 21:17:18 me?! 21:17:36 I would never remove interesting dungeon features for exciting vaults 21:17:48 yes, I'm pretty sure you agreed to remove water if I said the magic words 21:17:55 ah, that may be 21:17:57 but you wouldn't do that 21:18:29 no, removing water would only make the game about 1.6 times better, not the full 2x better 21:19:05 right, if it's not at least a full integer value of improvement, it would be a bad change 21:19:11 anyway I can't think of any serious issues with making Fo large but maybe there is something 21:19:34 I know this was discussed at some point in the past, possibly the flavor police just disliked it 21:19:55 I imagine the EV hit would be noticeable early on? but that's when Fo are pretty strong 21:19:57 I don't mind the current situation personally though 21:20:29 players don't know how any of this stuff works regardless 21:21:09 hrm, I suppose the player's actual size isn't really shown in-game is it 21:21:51 how are players even supposed to know about no melee penalties in water...or skill levels for shield penalties for that matter 21:22:11 ok, shield penalties are shown in the item desc 21:22:14 yes 21:22:56 the thing about size is that we have multiple different types of size 21:23:11 and it is sort of confusing and also not that exciting 21:23:18 you mean monster size vs. player size? 21:23:28 Those well-adapted to water can swim 21:23:28 through it; other creatures can wade through it slowly. Non-swimmers will 21:23:28 occasionally fail to attack in melee when wading through shallow water, 21:23:29 although large creatures are able to keep their balance and avoid fumbling. 21:23:41 no, I mean torso size vs body size or whatever it is 21:24:08 monster size is even worse since it affects very few things, I wish it didn't exist at all 21:24:13 oh, does torso size just dictate whether you have deformed body? 21:24:45 possibly? I get confused by which types of size affect which things 21:24:55 there's also whatever determines which weapons you can wield 21:25:15 and which ones are 2-handed 21:25:22 ah, torso size influences weapons, yes 21:25:42 oh, size discussion. Related bug: large monsters don't get movement penalty in water, while large player species do. 21:26:22 are you sure they are the same "large"? 21:26:39 @?naga 21:26:39 naga (03N) | Spd: 10 (move: 140%) | HD: 5 | HP: 23-32 | AC/EV: 6/10 | Dam: 17, 303(constrict) | 10weapons, 10items, 10doors, see invisible | Res: 06magic(40), 03poison | Chunks: 14noxious | XP: 161 | Sp: spit poison (d10) [11!AM, 06!sil, 08breath] | Sz: Large | Int: human. 21:26:49 Ogre monsters move throguh water with no delay. 21:26:53 @?ogre 21:26:53 ogre (07O) | Spd: 10 | HD: 5 | HP: 23-32 | AC/EV: 1/6 | Dam: 17 | 10items, 10doors | Res: 06magic(20) | XP: 119 | Sz: Large | Int: human. 21:26:57 @?stone giant 21:26:58 stone giant (15C) | Spd: 10 | HD: 16 | HP: 73-102 | AC/EV: 12/2 | Dam: 45 | 10items, 10doors | Res: 06magic(80), 12drown | XP: 1422 | Sz: Giant | Int: human. 21:27:10 -!- amalloy is now known as amalloy_ 21:27:11 right, large player species still get slow water movement 21:27:17 yeah 21:27:33 sounds inconsistent but monsters cheat in a bunch of ways anyway 21:27:48 I once tried to get rid of ogre on my back by luring it into shallow water. 21:28:32 ok, I see 21:28:58 I was thinking attacking with water caused added delay (like how it adds delay to movement) 21:29:05 but it doesn't do that, it causes fumbling 21:29:17 since that has a message, I guess that's how we communicate the effect to players 21:29:42 we do tell them that "large species" won't have the penalty but we don't tell them if their species is large 21:30:40 so I guess the formicid shield thing is not so terrible as long as these size issues are not all that well communicated or sane in the first place 22:30:55 are github PRs the best way to submit patches? i wrote one that adds an init.txt option for you to not auto-butcher if you have more than some number of chunks in your inventory 22:31:28 yep, and then hang out here in case people want to chat. most traffic is USTZ daylight/prime 22:31:55 sgtm 22:34:21 -!- amalloy_ is now known as amalloy 22:39:25 New branch created: pull/628 (1 commit) 13https://github.com/crawl/crawl/pull/628 22:39:25 03zuurr02 07https://github.com/crawl/crawl/pull/628 * 0.21-a0-401-g9cd03b9: Add auto_butcher_max_chunks option 10(14 minutes ago, 3 files, 13+ 1-) 13https://github.com/crawl/crawl/commit/9cd03b9ca609 22:56:32 -!- illusion is now known as Guest98778 23:23:22 amalloy: advil: I was thinking of deleting this https://www.reddit.com/r/dcss/comments/77j568/does_anyone_else_have_a_strong_sexual_attraction/ 23:23:58 I'm not sure how we've handled user moderation on the reddit historically (rules are looser than on tavern) 23:24:14 but at a minimum that post should probably be removed 23:25:41 I've removed the post, but if we wanted to warn the user or anything like that, wanted to check with others first 23:51:35 -!- WalkerBoh is now known as Walker 23:52:44 I'd only warn if he kept doing it 23:52:57 But yeah that definitely is a post that should be gone