00:00:47 <sorear> WHY ME.
00:01:34 <due> greensnark: Do I misunderstand how item identification flags work?
00:01:57 <due> item_ident(blah, ISFLAG_KNOW_TYPE|ISFLAG_KNOW_PLUSES|ISFLAG_KNOW_PROPERTIES) should work, yeah?
00:02:58 <greensnark> If you want to check if an item type is known for an item, you must use item_type_known
00:03:22 <due> Hm.
00:03:29 <greensnark> Can't check for ISFLAG_KNOW_TYPE because that won't be set on individual items that were not explicitly identified
00:03:38 <due> Gah.
00:03:47 <greensnark> If you identify a ring of wizardry, that ring will have ISFLAG_KNOW_TYPE, but other rings of wizardry won't
00:03:47 <due> Okay.
00:03:54 <greensnark> item_type_known will do the right thing
00:03:55 <due> Ah.
00:04:00 <Cryp71c> sorear, beause you're the leading DS guy :P
00:04:20 <due> Whereas pluses and properties and cursed is ISFLAG_ etc, as those can never beimplicitly known, always explicitly?
00:05:03 <greensnark> Yes
00:05:15 <greensnark> KNOW_TYPE is valid for artefacts
00:05:18 <sorear> See also ADOM, where items *are* individually marked as well as globally so for type knowledge
00:05:49 <sorear> And this fundamental violation of normality rules is the root cause of BOTH of the most famous crash bugs
00:06:08 <due> Awesome.
00:06:10 <greensnark> What crash bugs?
00:06:22 <sorear> greensnark: dropping stacks of ingots and saving khelly
00:06:43 <greensnark> Ok, not crashes I met then :)
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00:09:10 <due> Great, I get to rewrite stuff :)
00:09:14 <due> Laters, nap time.
00:13:05 <Cryp71c> ??git
00:13:05 <Henzell> git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref
00:18:04 <Textmode> night all
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00:29:02 <Napkin> Moin guys
00:29:36 <Napkin> greensnark! I hacked Gretell \o/
00:30:02 <Napkin> okok, Enne helped me ;)
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00:46:15 <ixtli> Mornin.  Even thought it's 3,45p here <_<
01:12:49 <greensnark> Napkin: Nice :)
01:16:03 <Ashenzari> "Items here" list for books badly formatted (http://crawl.develz.org/mantis/view.php?id=985) by Chigusa
01:21:09 <ixtli> Yay I've encountered my first big problem with iPad port!
01:21:16 <ixtli> OpenGL ES can only draw triangles!
01:21:21 * ixtli kills self
01:23:54 <sorear> ES?
01:24:11 <greensnark> OpenGL for Embedded Systems
01:24:20 <sorear> I thought most OpenGL could only do triangles
01:24:31 <sorear> and GLU existed in large part to handle polygod
01:24:37 <greensnark> polygod <3
01:24:49 <greensnark> We need Polygod in Crawl
01:24:53 <greensnark> God of polygons
01:25:14 <greensnark> Reshapes dungeon geometry
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01:28:10 <ixtli> oh man
01:28:13 <ixtli> that would be amazing
01:28:28 <ixtli> sorear: Nah, GL_QUADS GL_QUAD_STRIP is common in desktop ogl
01:28:30 <ixtli> :(
01:28:53 <ixtli> sorear: Enne's code is awesome enough such that tiles should be easily persuaded to render only triangles.
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01:29:06 <ixtli> It doesn't really change much, but you have to keep track of the TRIANGLE_STRIP winding.
01:29:25 <ixtli> Also, someone linked me to this: http://www-cs-students.stanford.edu/~amitp/gameprog.html
01:29:32 <ixtli> Which might prove interesting to about everyone in here.
01:30:35 <Napkin> greensnark?
01:30:42 <greensnark> Miaow?
01:31:07 <Napkin> was this what you meant? http://git.develz.org/?p=crawl-ref.git;a=commit;h=8334fcc
01:31:25 <greensnark> Napkin: Yes
01:32:06 <Napkin> good
01:32:11 <Napkin> I was a bit at a loss
01:32:14 <Napkin> :)
01:32:27 <Napkin> anyways, 2 orbs rescued so far :D
01:32:32 <greensnark> Ooh!
01:33:16 * Napkin 's off to to work *
01:44:48 <Keskitalo> Morning!
01:46:08 <CIA-40> 03Keskitalo * ra689aa1c41b0 10/crawl-ref/source/directn.cc: Mention chaoticness when looking at monsters, like mindless.
01:46:11 <CIA-40> 03Keskitalo * r28dc3dd5a08f 10/crawl-ref/source/monster.cc: Fix Killer Klown chaoticness check.
01:50:01 <Keskitalo> I see there's some D&D reading into the concept of "chaotic" here, tsk tsk.
01:54:36 * greensnark is chaotic.
01:55:00 <greensnark> Keskitalo: You can edit cdo front page, right?
01:55:05 * Keskitalo shoots greensnark with silver bullets
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01:55:23 <greensnark> Keskitalo: You should add a thank you note to napkin for hosting cdo and trackers
01:55:31 <Keskitalo> greensnark: Yeah. Yeah!
01:56:25 <Deirz> hi
01:56:41 <Deirz> is there a way to compile 0.6 under linux?
01:57:40 <by> Deirz: hi, and yes
01:57:42 <ixtli> msg Enne
01:57:47 <ixtli> damn T_T
01:57:51 <by> what problem are you having?
01:58:03 <sorear> linux is the most supported compilation platform
01:58:08 <sorear> for a long time it was the only one
01:58:35 <sorear> 0.6 is the first version of Crawl that can actually be built on Windows without an emulation layer
01:58:58 <ixtli> sorear: What was being used before?
01:59:03 * ixtli knows nothing about windows dev
01:59:10 <sorear> ixtli: mingw32 cross compiler running on develz
01:59:24 <ixtli> sorear: Oh, cool :)
01:59:27 <sorear> for the official builds
01:59:29 <greensnark> sorear: 0.5 built fine on Windows  :P
01:59:47 <greensnark> Windows builds have been supported since 0.1
02:00:01 <greensnark> And before Stone Soup as well, although that was a messier scene
02:00:09 <sorear> Oh, they were just supported in secret then
02:00:10 <ixtli> Deirz: Are you using git to get the source?
02:00:16 <Keskitalo> greensnark: Is good?
02:00:19 <Deirz> by: i'm using archlinux and pacbuild from 0.5 doesnt work for 0.6 snapshot
02:00:36 <greensnark> sorear: There was an official MinGW makefile and INSTALL.txt described the process, so I don't know what you mean :P
02:00:37 <by> it should be just "make"
02:00:38 <sorear> why would pacbuild from 0.5 work on 0.6
02:00:57 <Keskitalo> greensnark: I built with that earlier, it was certainly possible. But now it's painless.
02:01:05 <sorear> the build system has been completely rewritten about twice
02:01:07 <greensnark> Keskitalo: Looks good
02:01:09 <Deirz> sources retreived from http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=summary
02:01:23 <sorear> if you're using undocumented interfaces, you deserve to suffer, just use make; make install
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02:01:40 <ixtli> er
02:01:41 <sorear> or does arch not ship 'make' and you have to use pacbuild instead
02:01:43 * sorear confused
02:01:54 <greensnark> Arch does ship make
02:01:55 <ixtli> put another way you could just do git clone
02:01:58 <ixtli> then update submodules
02:02:00 <ixtli> then make
02:02:08 <ixtli> no reason it should fail unless you're on a really weird platform.
02:02:57 <Deirz> where is the normal git link?
02:03:03 <ixtli> ??git
02:03:04 <Henzell> git[1/1]: git clone git://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref
02:03:14 <Deirz> ok, thanx
02:03:18 <ixtli> you'll have to be sure to check out .6 though
02:03:26 <ixtli> then git submodules update --init
02:03:29 <ixtli> to get the deps
02:03:47 <ixtli> then make <target> from the source dir
02:03:52 <ixtli> there's a readme, though.
02:04:49 <ixtli> Deirz: Are you, by any chance, very experienced with OpenGL ES?
02:05:10 <Deirz> no :(
02:05:14 <ixtli> No problem :D
02:05:21 * ixtli is trying to avoid hard work.
02:06:55 <sorear> Does Crawl actually use quad strip much?
02:08:28 <ixtli> No, GL_QUADS
02:08:32 <ixtli> So it should be easy.
02:08:40 <ixtli> It only seems to use GL_QUADS and GL_LINES
02:08:51 <sorear> right
02:08:56 <sorear> that's what it should be using
02:08:59 <ixtli> Apparently there was a place where it could have used GL_POINTS, but Enne's gl drivers had a bug or something.
02:09:16 <sorear> you could just convert it to use triangles unconditionally
02:09:21 <ixtli> sorear: Changing GL_QUADS to GL_TRIANGLE_STRIP will either increase performance very very slightly or do nothing at all.
02:09:21 <ixtli> Yeah.
02:09:35 <ixtli> That's what I'm going to do.  I just ... have a bad relationship with linear algebra.
02:09:57 <ixtli> I have the following TODO: in my glwrapper
02:09:57 <sorear> Well, not quite, it's possible the drivers optimize axis-aligned quads
02:10:09 <sorear> ixtli: There are only two possibilities, TIAS
02:10:15 <ixtli> / TODO: Ixtli - Remove QUADS entirely.
02:10:41 <sorear> you don't need to know anything about antisymmetric contravariant tensors to try all sign combinations
02:11:08 <ixtli> See?  /This/ is why I dislike linear algebra and multivariable calc.
02:11:18 <ixtli> And advanced trig, really.
02:11:33 <sorear> Even if you knew the math, it would be quite a bit faster to just brute-force the answer
02:11:50 <ixtli> sorear: I hope this is always the case, because it's always what I do ;-)
02:12:22 <ixtli> I can understand most OpenGL drawing code I encounter after a little thinking, but I'm not sure I could ever generate it elegantly.
02:15:12 <ixtli> sorear: Yet Another Thing I Want To Do: Get all the references to every tiles header file out of the crawl files.  I'm sick of having to rebuild every single source file every time I change tilebuf.h :(
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02:30:31 <ixtli> Grr.  I seem to have broken the little box in the minimap that shows you what you're looking at.
02:30:38 <ixtli> Does anyone know where the code to generate that is?
02:32:12 <ixtli> !tell Enne I accidentally broke line drawing in my branch and it draws filled quads now, but you might wanna check out what the inventory looks like if the mouse-over box is a darkly coloured, filled quad :D
02:32:12 <Henzell> ixtli: OK, I'll let Enne know.
02:49:12 <ixtli> What does "unlinked item held by dead monster" mean?
02:51:43 <ixtli> it's in dbg-scan.cc line 131
02:52:13 <ixtli> (they were darts, held by a kobold on dlevel:1
02:52:15 <ixtli> )
02:52:44 <by> syllogism had this before, bug with trap items maybe
02:54:29 <ixtli> ah
02:54:37 <ixtli> I haven't debugged the actual game much, so.
02:54:41 <ixtli> I figured i should mention it
02:55:01 <ixtli> by: I'm at commit SHA 71131cef35549b4c808e9b7fb730886083eae855
02:55:11 <ixtli> just about to pull again
02:55:18 <ixtli> to merge with my ipad branch
02:56:34 <by> the bug is quite old I think
03:05:40 <CIA-40> 03Keskitalo * r8b594a021d48 10/crawl-ref/source/rltiles/dc-misc/ (4 files): Experimentally tweak the demon pentagram colouring.
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03:19:31 <Deirz> ixtli: for tiles command would be "make TILES=1 && make install" or "make TILES=1 && make TILES=1 install" ?
03:20:01 <ixtli> i think you only need to set TILES to non-zero in make
03:20:04 <ixtli> i think.
03:20:15 <ixtli> i've never actually run make install on linux, so I'm not 100% sure.
03:20:25 <Deirz> hmm
03:20:42 <ixtli> No harm in setting it on make install really, but it would have to come after the target, no?
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03:20:48 <ixtli> make install TILES=1
03:21:18 <ixtli> if the readme doesn't say to do it, you probably dont have to :)
03:23:47 <Deirz> after "make TILES=1" in source dir only one executable - crawl
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03:38:19 <CIA-40> 03j-p-e-g * read0a8fd406d 10/crawl-ref/source/dat/database/FAQ.txt: Fix overly long FAQ entry, improve FAQ entry on labyrinths.
03:38:20 <CIA-40> 03j-p-e-g * rbbc0c16335de 10/crawl-ref/ (3 files in 3 dirs): Handle the FAQ's labyrinth entry's numbered list correctly in the html.
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03:50:30 <greensnark> Napkin: I hacked in the patch to dgl to make it accept commands during the ttyrec playback catchup phase
03:50:37 <Napkin> \o/
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03:50:47 <Napkin> coool :))
03:50:53 <greensnark> Now all we need is to rig up libtty for messaging :)
03:52:26 <Napkin> did you push to the dgl repository?
03:52:42 <greensnark> I can push to the dgl repository? :)
03:53:44 <Napkin> yes sir :)
03:53:56 <Napkin> you have access to the git account :)
03:54:30 <greensnark> Hm, I have to check the path on the server then
03:54:35 <greensnark> I cloned it from git:// :)
03:54:53 <Napkin> oh
03:55:11 <Napkin> ssh://git@crawl.develz.org/var/cache/dgamelaunch.git
03:55:19 <greensnark> Ah, /var/cache, thanks
03:55:23 <Napkin> hold
03:55:26 <Napkin> +git
03:55:30 <Napkin> ssh://git@crawl.develz.org/var/cache/git/dgamelaunch.git
03:55:36 <Napkin> that's the right one, greensnark
03:56:25 <greensnark> Trying it now
03:56:31 <greensnark> Seems to work :)
03:56:39 <neunon> sheesh, lots of people connected as crawl@crawl.develz.org :P
03:57:26 <greensnark> Napkin: Pushed
03:57:46 <greensnark> Napkin: If possible, use test dgl. It seems to work fine here, but you never know :)
03:57:55 <Napkin> will do :)
03:57:58 <Napkin> hey neunon :)
03:58:04 <neunon> hey there Napkin :)
03:58:10 <Napkin> Just need to fight down the mailbox first :D
03:58:31 <Napkin> I knew these holidays would last! Always the same sh*t!
03:58:33 <Napkin> ;>
03:58:41 <Napkin> *wouldn't last
03:58:45 <greensnark> !tell Chapayev The muesli of shining eyes, giant eyeballs and Lorocyprocas in Sprint was hilarious
03:58:45 <Henzell> greensnark: OK, I'll let Chapayev know.
04:01:28 <greensnark> Napkin: Hang on, don't use it yet :)
04:02:14 <greensnark> Let me vet the dgl change more here, it could have unfortunate keyloss issues
04:02:25 <Napkin> roger :)
04:06:16 <greensnark> Ok, that's fixed.
04:06:28 <greensnark> Let me try to put in the libtty changes before we do the dgl test install though
04:06:36 <greensnark> "Famous last words"
04:16:56 <Ashenzari> [Tiles] Annoying delay during mouseclick travel (http://crawl.develz.org/mantis/view.php?id=986) by jpeg
04:21:08 <Napkin> hehe, greensnark :)
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04:37:51 <ixtli> uh oh
04:38:05 <ixtli> her mouse click event handling caused a problem?
04:42:03 <Ashenzari> [Tiles] Spell tab Fulsome Distillation allows creating infinite amounts of water (http://crawl.develz.org/mantis/view.php?id=987) by jpeg
04:49:45 <neunon> I might be insane. I'm getting my Mac to quad boot *_*
04:51:52 <greensnark> Napkin: Are the sprint logfiles and milestones available on http?
04:52:03 <Keskitalo> Hmm. Looks like when you're flying (at least as a kenku), a throwing net will hit you for damage, but you'll still dart out from under the net.
04:52:20 <Keskitalo> (just gave the nets to a stone giant, so the damage is quite nice)
04:52:56 <Keskitalo> Kenku's can't stop flying once they start?
04:53:34 <greensnark> At the time they had permafly, it had zero disadvantages
04:53:50 <greensnark> *they got permafly
04:53:57 <Napkin> yes, greensnark
04:54:02 <Napkin> -spr
04:54:06 <greensnark> Ahh
04:54:21 <Keskitalo> I don't have a disadvantage in mind, just testing nets..
04:54:28 <Napkin> milestones-spr.txt & allgames-spr.txt
04:54:31 <Napkin> usual location
04:54:36 <greensnark> Got it
04:54:38 <Keskitalo> Although, now they are permanently vulnerable against Airstrike.
04:54:42 <Keskitalo> I'll file..
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04:55:47 <Keskitalo> Are there other downsides to flying?
04:56:00 <greensnark> Not that I know of
04:56:16 <greensnark> Airstrike bonus damage is a Soupism, yep
04:57:08 <Ashenzari> Give Kenkus the ability to stop flying (http://crawl.develz.org/mantis/view.php?id=988) by evktalo
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04:58:50 <Keskitalo> Casting flight while under the net "lifts you up in the air", but keeps you under the net.
05:00:15 <Keskitalo> Same for levitation. Let's see what happens for monsters..
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05:05:31 <Keskitalo> Imps (which fly), dodge the nets, while levitating beings are caught.
05:06:17 <Keskitalo> Okay, this is bugged: netting a giant eyeball above lava produces: a sizzling splash + an entangled giant eyeball.
05:06:46 <by> try throwing nets at monster over shafts :)
05:07:11 <Ashenzari> [Tiles] Targeting to adjacent tile, then back on top of yourself keeps the other square highlighted (http://crawl.develz.org/mantis/view.php?id=989) by evktalo
05:08:19 <Keskitalo> by: ooh, okay!
05:09:17 <Keskitalo> by: Haha, the net falls through the shaft and the giant eyeball breaks free.
05:12:19 <Keskitalo> The game treats the nets that trap actors to be on the floor, right?
05:13:01 <Keskitalo> I wonder how hard it would be to implement an inventory of sorts for actors for things like nets.
05:14:07 <greensnark> Easy enough
05:14:14 <Keskitalo> Could use the same for stuck arrows and what not.
05:14:18 <greensnark> But I think the net code is scattered so you'd have to dig it up
05:14:31 <Keskitalo> I happen to be working on something related to nets. :)
05:16:50 <Keskitalo> Maybe even use it to track if actors are covered in blood? :) Could make some effect on vampires and sharks and what not.
05:17:14 <Ashenzari> Throwing nets and levitating monsters over lava/shafts (http://crawl.develz.org/mantis/view.php?id=990) by evktalo
05:17:15 <Keskitalo> A bit DF-y perhaps though.
05:17:30 <greensnark> As long as you don't add beards
05:21:59 <Keskitalo> Heh, looks like confused fliers have a 1/3 chance of getting caught and falling, while levitators can get caught but don't fall.
05:22:16 <Ashenzari> [Tiles] Screen not redrawn when entering targeting mode (http://crawl.develz.org/mantis/view.php?id=991) by jpeg
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05:51:58 <Keskitalo> Hehehee, you can attack while in a net with reaching. :)
05:55:21 <Keskitalo> Hell, we could also do sticky flame with the "inventory" ;) Not sure if that would be an improvement, though.
05:58:52 <Keskitalo> Awesome, if the player is caught in a net and saves, the doll in the save game loading is shown with the net
05:59:25 <Keskitalo> Looks like there's no EV penalty for being netted..
05:59:29 <Keskitalo> I think there's one for monsters.
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06:15:57 <Deirz> hi again
06:16:09 <greensnark> Guten Tag
06:16:26 <Deirz> why 0.6 tiles slowly render test under linux?
06:16:41 <Deirz> up to half a second
06:17:36 <Keskitalo> We have performance issues with old/software drivers or so, hold a sec..
06:18:34 <Keskitalo> Deirz: The top of docs/tiles-help.txt talks a bit of the slowdown issues
06:18:59 <Deirz> ok
06:34:49 <Deirz> Keskitalo: sometimes crawl waits for keyboard input - for examle, when firing, beam and message dont appear until some key is pressed
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07:13:07 <Keskitalo> Deirz: Ah, that's bug #991 jpeg just reported.
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07:14:57 <dpeg> Keskitalo: Hallo!
07:15:15 <Keskitalo> Hi dpeg!
07:17:26 <by> we could add a start menu and ship sprint with 0.6 :)
07:17:40 <CIA-40> 03j-p-e-g * re7b617125adb 10/crawl-ref/source/rltiles/ (2 files in 2 dirs): Use Nobody's hexagonal wax wall tile.
07:17:50 <Keskitalo> by: Ooh! <3
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07:20:21 <dpeg> by: nice idea!
07:20:34 <dpeg> by: but I think that Sprint has some bugs from 0.6.
07:21:31 <Keskitalo> It could probably use a ton of polish in any case.
07:21:40 <by> sure, not quite a serious suggestion
07:21:54 <by> I'm also not sure how well it integrates code-wise
07:21:57 <Napkin> a few bugs got fixed already
07:22:10 <Keskitalo> (Starting in) Abyss is pretty ridiculous, for instance. :)
07:23:13 <Keskitalo> But shipping it with the main game would be awesome eventually.
07:24:17 <dpeg> if it was part of the actual release, we'd also get a lot of new maps
07:24:34 <Mu_> it'd be great broken into subvaults
07:24:34 <Henzell> Mu_: You have 2 messages. Use !messages to read them.
07:24:34 <scarf> hmm, what is Sprint?
07:25:27 <Napkin> easy_exit_menu prevents you from pressing space to exit the game when you die
07:25:30 <scarf> ?? sprint
07:25:30 <Henzell> dungeon sprint[1/2]: New fast Crawl variant, coded by Chapayev, source code at http://sites.google.com/site/crawlvariations/dungeon-sprint
07:25:35 <Napkin> could something be done about that?
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07:31:36 <Mu_> !tell due is anybody going to try splitting it (vest) into subvaults?
07:31:36 <Henzell> Mu_: OK, I'll let due know.
07:31:51 <Mu_> subvaults seem to be a thing with me
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07:36:44 <paxed> greensnark: nice dgl hackery :)
07:38:56 <dpeg> Mu_: I am not aware of anybody doing this. And yes, it'd be really useful.
07:39:56 <Mu_> it's an awkward shape :)
07:40:35 <dpeg> yes, I know :)
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07:54:13 <aldaor> Is it possible to compile DCSS with msvc? I see that the source has an MSVCC solution but it requires a stdint.h which as far as I know MSVC doesn't have
07:54:44 <Adeon> oops
07:56:24 <Adeon> I think it might've been me who introduced stdint.h dependency few months ago. but it's a file with just some integer definitions and you probably can easily find it on the net
07:56:40 <Adeon> http://msinttypes.googlecode.com/svn/trunk/stdint.h maybe this
07:57:21 <aldaor> anyway, the reason I am trying to compile is because I was told the debug build let's you see the behined the scenes dice rolls...
07:57:38 <aldaor> I'll try to use that stdint.h and let you know if it worked.
07:59:28 <bhaak> wait, you don't recommend installing cygwin and installing mingw in cygwin to do a cross-compilation in cygwin with mingw for native Win32 like I do?
07:59:34 <bhaak> crazy
07:59:40 <Adeon> silence bhaak
08:00:18 <Adeon> I've already had enough problems with cross-compiling programs with mingw on linux
08:01:48 <bhaak> write once, compile everywhere :-)
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08:21:09 <Xardas-3> Sorry to bother you here, but are there any plans for meph nerf in 0.7?
08:21:28 <dpeg> Xardas-3: there are some plans, not sure if it's a 0.7 topic.
08:21:50 <scarf> I still think confusion's an overpowered effect compared to everything else in Crawl
08:21:51 <Keskitalo> I'm interested in thoughts, though.
08:22:59 <Keskitalo> I'd like to adjust it's efficiency so the confusion wouldn't last so ridiculously long against early enemies, at least when the spell power is low.
08:23:16 <Keskitalo> I really like how it works later on against stronger enemies, giving a shorter duration.
08:23:17 <aldaor> I am getting a ton of errors compiling with msvc, don't know if it's the stdint.h fault or not. I am too tired to look into it so I am taking the mingw route
08:23:50 <dpeg> Keskitalo: yes, I agree with that goal
08:24:01 <scarf> you can still instakill pretty much any non-swimmer that's not immune to poison and happens to be standing next to water or lava
08:24:03 <Keskitalo> aldaor: msysgit is a nice and contained package
08:25:04 <by> it seems to be a lot less effective against high-HD monsters
08:27:40 <Keskitalo> by: Yeah, that exactly. I don't know if it uses spell power to overcome HD right now. I'd like that to be added/adjusted.
08:28:17 <Keskitalo> http://crawl.develz.org/wiki/doku.php?id=dcss:feedback:magic:spell:mephitic_cloud
08:56:46 <Napkin> !coffee greensnark
08:56:47 * Henzell hands greensnark a pot of caf茅 au lait, brewed by Snorg.
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09:16:17 <Keskitalo> Oooh, we have spam in the wiki!
09:18:07 <bhaak> that's a sign of popularity!
09:22:47 <by> did you know you're safe from shining eyes when standing in clouds?
09:25:44 <by> personally, I think polymorphing clouds is a bit nethackish
09:27:01 <scarf> no, nethackish would be if you could zap a wand of poly at a cloud and it became a different sort of cloud
09:27:11 <scarf> there's no equivalent to a cloud of polymorphiness in nethack
09:27:18 <by> that's what I meant
09:27:29 <scarf> ah
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09:34:25 <by> hmm, can't reproduce this in wizard mode
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10:16:27 <dpeg> by: agree re clouds
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10:52:28 <Napkin> !coffee greensnark
10:52:28 * Henzell hands greensnark a pot of cappuccino, brewed by Crazy Yiuf.
10:56:17 <Keskitalo> We need Naga Warpers in Snake, that blink the player next to them and then constrict. :>
10:56:53 <dpeg> Keskitalo: yes!
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10:59:27 <Vandal> Yo
10:59:35 <Vandal> Does a curse count as 1 of the "properties" of a randart?
10:59:38 <Vandal> Or
10:59:43 <Vandal> Does a double resist count each resist?
10:59:59 <Vandal> U - the +4 leather armour of Amelioration (worn) {rF++ Curse}
11:00:03 <dpeg> I do not know.
11:00:13 <Vandal> I was just wondering if this was that old bug
11:00:18 <eith> curse is a property if its written like that yea, it will recurse itself
11:00:24 <Vandal> ah
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12:03:11 <Cryp71c> Mooo
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12:13:47 <Chapayev> rax: you there?
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12:35:40 <rax> Chapayev: Sorry, I'm very actively thesing, Crawl will get none of my attention until April 5th. I've picked up that you have a variant and I'm sure it's awesome, and I'd be glad to install it once I'm done with my thesis.
12:35:40 <Henzell> rax: You have 3 messages. Use !messages to read them.
12:35:44 <rax> Henzell: No.
12:36:12 <rax> (If there's anything seriously urgent, please email me.)
12:37:25 <syllogism> the variant is on cdo
12:37:52 <rax> Oh awesome.
12:53:25 <Chapayev> rax: that's fine! just didn't know if you knew yet
12:53:50 <Chapayev> rax: good luck on your thesis! mine was a nightmare :(
13:05:39 <dpeg> Chapayev: why nightmare?
13:05:53 <dpeg> More than every dissertation being a small nightmare?
13:08:23 <by> greensnark: re Sif piety, do you remember what problem exer_norm is meant to solve?
13:09:26 <by> greensnark: from reading the exercise code, I'm tempted to just remove the normalization
13:09:38 <Chapayev> Chapayev: i wound up writing 200 pages of stuff without ever getting to even begin to say what i wanted to say :P
13:09:59 <greensnark> by: I think it can be removed, yes
13:10:57 <scarf> Chapayev: you just nickpinged yourself
13:11:23 <Chapayev> scarf: what?
13:11:33 <Chapayev> oh i see :P
13:11:37 <Chapayev> that was supposed to be to dpeg
13:12:33 <dpeg> Chapayev: I see. So much to say? My PhD had 80 pages, but then again, I refused to add sections/appendices for stuff everybody should know :)
13:13:20 <scarf> hmm, I see this channel is full of PhD students
13:13:26 <scarf> (I'm only on my first year, though)
13:14:21 <Chapayev> Chapayev: yeah, i had a lot to say--as a grad student i worked out this method for computing stack cohomology via the group cohomology of the automorphism group schemes of the geometric points of the stack, and i used it to computer a bunch of the stable homotopy groups of spheres, but it wound up involved a huge amount of stuff
13:14:28 <Chapayev> that was supposed to be to dpeg again :P
13:14:39 <Chapayev> dpeg: i'm still writing all that stuff up, 2 years later
13:14:57 <Chapayev> scarf: what are you studying?
13:15:18 <scarf> Chapayev: theoretical computer science
13:15:31 <Chapayev> scarf: oh nice, where?
13:15:39 <scarf> Birmingham University
13:15:41 <scarf> in the UK, that is
13:15:44 <CIA-40> 03by * ra52e83e3f467 10/crawl-ref/source/spl-cast.cc: Remove "normalization" of exercise amount for Sif piety.
13:15:56 <scarf> (I don't know if Birmingham, AL even has a University)
13:16:05 <Chapayev> scarf: not one that i've ever heard of!
13:16:13 <scarf> Chapayev: it's top 5 in the UK
13:16:20 <Chapayev> scarf: awesome
13:16:25 <scarf> but most people only know the top 2 (Cambridge, Oxford)
13:16:32 <scarf> which are both crazy and weird, in their own ways
13:16:36 <scarf> and I happen to live in Birmingham, so
13:16:44 <Chapayev> scarf: i mean i've never heard of a university in birmingham, al--of course i have heard of birmingham university
13:16:51 <scarf> ah
13:17:12 <Chapayev> scarf: what are the other big ones in the uk? manchester, imperial college, sheffield?
13:17:28 <scarf> let me look it up
13:17:30 <Chapayev> not sure is leicester and glasgow are highly regarded too
13:17:32 <dpeg> Chapayev: do you have some support by your advisor?
13:17:48 <Chapayev> dpeg: you mean the advisor i had a grad student?
13:18:12 <dpeg> no, now for the phd
13:18:20 <dpeg> erm, back then for the phd :)
13:18:51 <scarf> birmingham, bristol, cambridge, cardiff, edinburgh, glasgow, imperial college london, king's college london, university college london, leeds, liverpool, london school of economics, manchester, newcastle, nottingham, queen's university belfast, oxford, sheffield, southampton, warwick
13:18:54 <Chapayev> dpeg: not financial support, except for one semester when he went on sabbatical and took me with him to harvard for the semester
13:19:03 <Chapayev> dpeg: but in terms of guidance, yeah, plenty
13:19:30 <scarf> hmm, Wikipedia also says that the people who said Birmingham was top 5 were either lying or using dubious statistics, but I can believe that too
13:19:57 <Chapayev> dpeg: where were you again for your phd? bonn?
13:20:02 <dpeg> scarf: warwick would be in the top three for mathematics
13:20:26 <dpeg> Chapayev: I was in Berlin, my advisor was in Paris. Yes, that's not ideal. Probably made it half a year or so longer.
13:20:43 <Chapayev> dpeg: who was your advisor?
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13:23:58 <paxed> whoa. greensnark, nice work with dgl, really.
13:24:19 <greensnark> paxed: Thanks :)
13:25:08 <doy> greensnark is working on dgl now?
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13:25:32 <greensnark> Just moonlighting; Napkin suggested some changes.
13:26:10 <dpeg> Chapayev: Daniel Huybrechts
13:26:31 <Chapayev> dpeg: the name sounds familiar but the algebraic geometers whose work i really know are really arithmetic geometers :P
13:28:18 <dpeg> Chapayev: yes, I can imagine. Huybrecht's areas are moduli spaces of vector bundles, then leading to hyperk盲hler manifolds (aka "irreducible holomorphic symplectic"), plus derived categories.
13:29:25 <Chapayev> in some sense moduli spaces of vector bundles are what the langlands correspondences are even about--that was laumon's approach to it, anyway
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13:35:08 <Textmode> morning all
13:56:58 <dpeg> back, bedtime duty fulfilled
13:58:07 <CIA-40> 03by * r5f28e48fb253 10/crawl-ref/source/spl-cast.cc: Remove now-unused ref_skill (forgot in last commit).
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13:58:57 <dpeg> William is often proposing so odd stuff.
13:59:47 <doy> (:
14:00:22 <doy> it's an interesting idea
14:00:26 <doy> but not really workable at all
14:01:14 <doy> basically "portal vault, except as a new character instead of your current character"
14:02:16 <mspang> and if you die?
14:04:12 <dpeg> doy: yes, you can plan a roguelike around this idea
14:04:22 <dpeg> but you cannot press a monster like Crawl into this
14:04:25 <doy> right
14:04:32 <doy> getting the code to handle that would be a mess
14:04:33 <Chapayev> oh i thought he meant you play the sprint portal vault with your current character
14:05:28 <doy> well, it's not entirely clear
14:05:39 <doy> but the point was to make it not affect your actual character in any case
14:05:47 <Chapayev> he mentioned getting to do a trial run of the endgame this way, and it would be pretty amusing for people to have portal vaults like labyrinths or minitombs or sewers but instead, it's zot:5
14:06:06 <doy> whether it starts at xl1 or starts from your current character
14:06:21 <Chapayev> doy: yeah, once the portal vault is done, your character is restored to its state before entering the portal vault
14:06:24 <doy> right
14:06:31 <doy> that would be pretty difficult
14:07:05 <scarf> you could make a backup save, and restore it, then apply rewards
14:07:22 <Chapayev> you might be able to just backup the variable "you"
14:07:54 <doy> Chapayev: what about your equipment?
14:08:10 <Ashenzari> White rim for item tiles in shallow water with tile_better_transparency (http://crawl.develz.org/mantis/view.php?id=992) by jpeg
14:08:10 <Chapayev> doy: i don't remember how it's stored in memory :P
14:08:20 <doy> or really, any other objects that are just stored as pointers or indexes
14:08:24 <Chapayev> doy: the whole thing would certainly be a bigger project than i would want to take on
14:08:27 <doy> (:
14:10:45 <syllogism> dpeg playing an okawarian, shameful :P
14:12:06 <dpeg> syllogism: only for testing purposes!
14:12:15 <dpeg> I distance myself from that SpAs, of course.
14:12:53 <Chapayev> dpeg: doing pretty good, you made it to the main shop room
14:13:02 <Chapayev> dpeg: do you recognize it as the rune vault from tar:7?
14:13:33 <dpeg> Chapayev: yes :)
14:13:36 <Chapayev> :)
14:15:16 <dpeg> hm, guardian spirit on a noncasting Sp (25 MP), or Faith & rF & rN & Int+3
14:15:32 <TGW> you have an amulet of faith rF rN int+3?
14:15:33 <purge> faith for moar gifts
14:15:43 <TGW> oh man
14:15:46 <TGW> what's it called?
14:16:09 <Chapayev> i think i would go guardian spirit since spriggans have so little hp
14:16:37 <Chapayev> until you get to the places where you need rN--there's one shadow dragon and some fire giants but that's pretty far ahead, i think
14:16:44 <Chapayev> rN and rF i mean
14:17:42 <syllogism> does EE starting book have Lee's
14:17:50 <TGW> yes
14:17:58 <syllogism> I guess I could just kill the first few monsters and then dig into the rune vault :P
14:18:02 <syllogism> err orb
14:18:11 <TGW> is it on an edge?
14:18:24 <TGW> hm, does it disallow ctele?
14:18:30 <Chapayev> syllogism: yeah, try it--i definitely designed the level thinking of earth elementalists and how they would move through the level, among other things
14:18:31 <syllogism> yes, though it would take too long even if it's possible to go around the perimeter
14:18:43 <Chapayev> TGW: no, ctele is allowed!
14:19:20 <syllogism> so you just let a shining eye mutate you until you get teleportitis
14:19:22 <Chapayev> TGW: but scrolls of teleportation don't teleport you
14:19:23 <syllogism> and then ctele
14:19:27 <TGW> Chapayev: so get a hostile tele
14:19:31 <TGW> that's rather broken
14:19:59 <scarf> there are levels in NetHack which work like that, which is possibly enough reason to avoid it in Crawl
14:20:12 <syllogism> it's a variant
14:20:16 <Chapayev> TGW: try it, then--since controlled teleports aren't perfect you are likely to land in tiamat's or lom lobon's lap :P
14:20:42 <Chapayev> TGW: if you try it and find that it's not real difficult then i will change it
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14:34:47 <by> is there a good reason mutagenic chunks don't give nutrition?
14:35:49 <doy> because chunks only either give nutrition or have some effect
14:35:50 <doy> not both
14:36:12 <doy> (in other words, if you want to change it for mutagenic, you should change it for poisonous, etc)
14:36:52 <doy> i think it would be a decent change, but probably worth looking into for balance reasons
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14:37:30 <doy> not being able to get nutrition from poisonous chunks is relevant in some places
14:38:23 <by> it would be no problem to justify nutrition for mutagenic chunks but none for poisonous (throw up the poisonous chunks)
14:39:03 <Chapayev> dpeg: congratulations! that was excellent to watch
14:39:04 <doy> well, i don't see why it would need to be made inconsistent just for mutagenic chunks, considering how rare they are
14:39:31 <dpeg> Chapayev: sorry for the breaks, my son won't sleep so easily
14:39:53 <Chapayev> no, it was awesome!
14:40:12 <dpeg> Chapayev: the puzzle idea works really well, it's excellent
14:40:25 <dpeg> I hope we will get many more maps... or the cascade of levels.
14:40:29 <Chapayev> dpeg: i'm glad you like it! i like it a lot too
14:40:51 <dpeg> doy: we should attack food in a consistent manner. For example, poisonous with rP is strictly better than contaminated etc.
14:40:54 <Chapayev> dpeg: not sure when sprint 2 should happen--i could probably do it tomorrow or i could wait a few days and let people digest sprint 1 more
14:41:03 <doy> dpeg: yes, that's my point
14:41:36 <scarf> Chapayev: I like the name, at least
14:41:43 <scarf> haven't tried the game itself yet
14:41:45 <dpeg> Chapayev: it's important that players start makign maps on their own :) After that, it will take off.
14:42:45 <Chapayev> dpeg: yeah, i agree--i like making levels for sprint, and i would love to do a few more, but ideally it would be something a lot of people would do
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14:55:03 <TGW> "(edit: I'm probably misinterpreting 鈥済reat boots鈥� as a jab at being a dev? hehe)"
14:55:09 <TGW> is there a dev with nice boots I'm missing?
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14:58:05 <Cryp71c> Is there already an implementation for selecting which map to play after you're in the DSprint menu?
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14:58:37 <Chapayev> Cryp71c: not that i know of--i was wondering too about that
15:00:03 <dpeg> Chapayev: that shouldn't be hard
15:00:14 <dpeg> Napkin and greensnark have dgl experience.
15:00:25 <Chapayev> dpeg: good, i don't know anything about dgl, i was hoping someone would be able to do that :)
15:01:00 <dpeg> not to mention that paxed is *always* around
15:01:13 <dpeg> I presume he (she? it?) is a bot :)
15:08:07 <syllogism> passwall is kind of useful in Sprint
15:08:27 <dpeg> syllogism: oh, I can imagine
15:08:43 <dpeg> so many options in this game
15:13:18 <doy> is it intentional that all god piety increases with time?
15:13:55 <scarf> it would be rather unlike typical piety if it didn't
15:14:06 <scarf> that said, I have had some thoughts along the lines of a god of atheism
15:14:08 <syllogism> doy: it's like there's a pool
15:14:26 <doy> syllogism: ah, is that what's happening?
15:14:29 <syllogism> it doesn't seem to be increasing immediately
15:14:31 <doy> makes more sense then
15:14:47 <doy> scarf: most god piety decreases with time
15:15:00 <syllogism> a mummy of sif doesn't seem to be getting gifts just by resting for a million turns
15:15:02 <scarf> doy: no, it starts out close to 0, and increases on average
15:15:14 <scarf> it decreases over time, but you do things to raise it
15:15:16 <doy> scarf: no, i mean without doing anything
15:15:21 <scarf> ok
15:15:42 <scarf> "Richard welcomes you! Richard did not appreciate that!"
15:16:21 <doy> "Please stop believing in me, I don't want to exist!"
15:16:35 <Chapayev> there's a piety pool in trunk
15:16:39 <scarf> you could gain piety for abandoning him, somehow
15:16:49 <dpeg> doy: :)
15:17:09 <Chapayev> not sure when it got added, it wasn't in 0.5.2 and then it was in the 0.7.0 trunk and that pool was the reason there was a too-much-trog-piety bug in sprint at first (but that bug is now fixed)
15:17:09 <scarf> more seriously, you could do a god of trying out all the gods within one game
15:17:09 <Napkin> more maps? :D
15:17:14 <scarf> and you went to him between other gods
15:17:18 <Napkin> and yes, greensnark did awesome changes to dgl :))
15:17:21 <dpeg> There are some cool ideas for odd gods out there, but I don't think you can make a religion out of agnosticism.
15:17:32 <scarf> no, neither do I
15:17:36 <scarf> hasn't stopped me trying, though
15:17:38 <sorear> ... argh.  Argh, argh, argh.  #979
15:17:42 <dpeg> Napkin: what did he do?
15:18:09 <Chapayev> anyway yeah some kinds of piety gain get smoothed out over time, so you don't gain ten million oka piety immediately from killing every bee in the hive--that's to balance how the delay system for divine gifts was done away with in trunk
15:18:27 <dpeg> sorear: immediate action necessary? You can highlight it in the tracker...
15:18:28 <Chapayev> so as a result you can kill a bunch of stuff, wait a few turns, and then see your piety level increase
15:19:20 <syllogism> Chapayev: you should guarantee all altars
15:20:07 <dpeg> syllogism: Chapayev coded for 0.5.2
15:20:14 <syllogism> oh
15:20:15 <sorear> dpeg: no, it's not a fixable thing.  I screwed up and broke stone_soup-0.6 save compatility... at least it's not released
15:20:15 <Chapayev> syllogism: the reason i didn't do that in sprint is that i'd use a lot of letters to do that, and i ran out of letters to use as glyphs in the .des file
15:20:27 <doy> sorear: not fixable?
15:21:02 <sorear> doy: it's not possible to recognize a corrupted save file
15:21:04 <Chapayev> syllogism: but i'll look into the sub-vaults system in trunk, and if i can use it for sprint then i should be able to guarantee all altars for future sprints
15:21:11 <scarf> presumably, the bug isn't with any particular version of the code, but with the transition from one version to another
15:21:12 <doy> sorear: oh, the corruption was on save?
15:21:23 <scarf> so both versions are correct, but can't coexist in one game
15:21:34 <sorear> doy: I forgot that renumbering ATTR_ broke saves
15:21:46 <sorear> doy: so.. some save files have the wrong attr values
15:21:50 <Napkin> dpeg: he added idle-timeout to dgl and allowed pressing r,m,s,? while you are waiting for the scrolling to show the current picture of the game.
15:22:02 <doy> sorear: well, you can fix it so that doesn't continue to happen, presumably?
15:22:17 <sorear> doy: yes, I can switch enums to being stored by name
15:22:21 <sorear> that will fix it
15:22:37 <sorear> or rather
15:22:43 <sorear> that will prevent it from happening again
15:22:45 <scarf> prevent it happening in future
15:22:46 <doy> can't you just un-renumber ATTR_ stuff?
15:22:50 <doy> for now?
15:22:59 <sorear> no, because that will break all saves started after the DS rever
15:23:02 <sorear> no-win
15:23:06 <doy> true enough
15:24:21 <sorear> I suppose it would be possible to modify the ATTR_BUTCHER_INTERRUPTED code to not crash even if the internal data is hopelessly corrupted
15:25:16 <doy> meh, a crash is preferable to continuing with a corrupted state
15:26:27 <TGW> on the subject of the "you walk through plants" message
15:26:48 <TGW> it would probably be prudent to just give the message every turn, at least with clear_messages true
15:27:12 <doy> why?
15:28:08 <TGW> so I can tell I'm on a plant?
15:28:31 <doy> you could press ;
15:29:08 <TGW> ; doesn't say I'm on a plant
15:29:12 <TGW> and it's a keystroke
15:29:19 <doy> well, it probably should
15:29:29 <doy> the alternative is message spam
15:29:48 <scarf> I thought ; just did autopickup, or am I confusing the controls again?
15:30:28 <doy> ; also does autopickup
15:30:32 <doy> but it also looks at the ground
15:30:36 <doy> like : in nethack
15:31:24 <TGW> it's not really spammy
15:31:37 <TGW> plants are relevant and it's one line per turn
15:32:09 <dpeg> would be better to modify the @, imo
15:32:12 <doy> from another perspective, it's 1/6 of your message area per turn
15:32:16 <dpeg> yes
15:32:21 <dpeg> doy: 1/7?
15:32:26 <doy> not anymore
15:32:31 <dpeg> :/
15:32:32 <TGW> on what fraction of turns again
15:32:34 <doy> small_more defaults to false
15:32:36 <doy> noo
15:32:37 <doy> now
15:32:48 <dpeg> doy: but I can disable that?
15:32:52 <doy> dpeg: yes
15:32:58 <doy> but 1/6 by default was my point
15:33:02 <dpeg> doy: that's probably the best solution.
15:33:26 <dpeg> We should have much smoother butchering for 0.7.
15:33:28 <doy> anyway, modifying the @ isn't great, since that's not always visible
15:33:39 <TGW> ?
15:33:55 <dpeg> doy: I don't think we *need* to do something, so the option to brand the @ would be okay, I think.
15:33:57 <doy> considering that terminals do different things for the space that the cursor is on
15:34:54 <doy> for instance, my terminal always displays the cursor location as black on green
15:34:58 <doy> no matter what the color is normally
15:35:05 <doy> (when the terminal has focus anyway)
15:35:06 <dpeg> doy: that's why option :)
15:35:26 <doy> for shallow water i guess we already do print a line every turn
15:35:36 <doy> (as well as changing the @ color if you're a merfolk)
15:35:49 <dpeg> Chapayev: I'd really love to see Sprint alive (i.e. keep up with the DCSS sourcebase). For example, it'd make an awesome ingredient for the tournaments.
15:35:52 <doy> (i had no idea that the @ color changed for the longest time
15:36:08 <Chapayev> dpeg: yeah, i agree!
15:36:39 <Chapayev> dpeg: not sure how to do that, though--aren't changes committed to master every day?
15:36:46 <dpeg> Chapayev: another idea for polish: ? should bring up a special (and short) help menu.
15:36:59 <dpeg> Chapayev: yes, but many of them won't affect Sprint.
15:37:10 <dpeg> The basic idea is very robust.
15:37:30 <doy> Chapayev: just do "git merge master" every once in a while
15:38:14 <Chapayev> doy: i understand very little about git, napkin has to baby me through it every time i use git :P does "git merge master" apply all changes made to master to the active git branch?
15:38:14 <doy> that'll update the branch with all of the changes that have been committed
15:38:16 <dpeg> doy: well, there might be commits which affect Sprint directly. So if we want Sprint to be included, then devs should just bear it in mind.
15:38:44 <doy> well, yeah, the other option is to integrate it directly, like the arena was
15:39:04 <Napkin> yes, Chapayev
15:39:12 <Napkin> I do that here before I install it on CDO
15:39:32 <Chapayev> it would be pretty easy to just port sprint to the current master version every time someone does a new edition of sprint
15:39:47 <Chapayev> would that be enough, or do we want to keep updating sprint 1 after there's a sprint 2?
15:40:29 <dpeg> Chapayev: I think there should be something like a sprint.cc which collects all the code changes (or there may be a better way) and then the data is a bunch of des levels stored in dat/des/sprint
15:41:51 <Napkin> cool, dat/des/sprint would be very nice
15:41:57 <Chapayev> dpeg: okay, incorporating sprint into the main crawl branch, then?
15:42:12 <dpeg> Chapayev: yes, that'd be best.
15:42:21 <dpeg> But we should ask the developers, which I already did.
15:43:26 <Chapayev> yeah that stuff wouldn't be too hard--at the beginning the player would need to indicate that they're going to play sprint, and then that would be stored in a variable that would have to be saved with savegames--i'd have to learn something about how games are saved
15:43:27 <dpeg> I would ask greensnark first.
15:43:30 <Chapayev> but should be possible
15:43:32 <dpeg> !seen greensnark
15:43:32 <Henzell> I last saw greensnark at Mon Mar  1 19:25:32 2010 UTC (2h 18m ago) saying Just moonlighting; Napkin suggested some changes. on ##crawl-dev.
15:44:16 <TGW> universal.darts.champion@gmail.com
15:44:19 <TGW> that's incredibly cool
15:44:35 <Chapayev> what, the email address?
15:44:42 <TGW> yeah
15:44:44 <Chapayev> thanks :)
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16:52:45 <Eifeltrampel> Hi!
16:54:46 <due> morn
16:54:46 <Henzell> due: You have 1 message. Use !messages to read it.
16:54:50 <due> !messages
16:54:51 <Henzell> (1/1) Mu_ said (9h 23m 14s ago): is anybody going to try splitting it (vest) into subvaults?
16:55:12 <due> !tell Mu_ Probably after 0.6 is released, we're really focusing most of our efforts onto that at the minute.
16:55:12 <Henzell> due: OK, I'll let Mu_ know.
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17:07:54 <CIA-40> 03due * ra0e82e6a33de 10/crawl-ref/CREDITS.txt: Update credits to better reflect Napkin and rax's roles within DCSS.
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17:13:29 <TGW> was napkin not credited?
17:13:38 <due> Yes, but in le big list.
17:14:00 <due> Napkin's role in crawl is considerably more massive now than it was six months ago, but even then, considerably more than what some people got into the credits for.
17:14:19 <TGW> hey :(
17:15:31 <due> :)
17:15:39 <due> I'm not saynig being in the credits is nothing
17:15:54 <Textmode> i'm in the credits...
17:18:34 <doy> if you're moving people around, erik and darshan probably deserve a more prominent mention too(:
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17:22:39 <TGW> lol, greensnark is in the long list
17:23:10 <doy> he's insistent that he's not really a dev
17:23:11 <doy> (:
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17:29:14 <due> doy: I was thinking this.
17:29:48 <due> We thank the 4.0 team by name, why not the 0.1 team? :)
17:29:51 <TGW> tides should get him put at the top on their own
17:29:53 <doy> (:
17:31:03 <due> "Dev team emeritus"?
17:32:19 <due> doy: I think troves are mostly fixed apart from the curse/uncursed thing.
17:32:54 <doy> due: sweet
17:35:57 <TGW> detected altars have their colours displayed in ^X
17:36:00 <TGW> is that a problem?
17:36:18 <TGW> I mean in the top line, but not the overmap
17:37:12 <doy> detected portals do too
17:37:15 <doy> they probably shouldn't
17:48:24 <due> Time for me to skedaddle, later folk.
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19:34:16 <Mu_> i'm surprised that switching to "stasis doesn't kill haste immediately
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19:35:48 <MarvinPA> it should prevent haste from ending!
19:35:59 <MarvinPA> until you explode from glow
19:41:06 <Mu_> well i thought blocking haste was supposed to be a drawback to the amulet
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21:03:01 <st_> just had some sort of crash while in tomb:1. wasn't doing anything special and didn't see any messages... http://crawl.develz.org/morgues/trunk/clouded/crash-clouded-20100302-030032.txt
21:08:49 <doy> what a useless stack trace
21:09:10 <doy> looks like one of your pets just died from a mummy death curse?
21:09:52 <st_> yeah
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21:22:55 <bmh> I'm becoming a Dungeon Sprint addict.
21:26:06 <Textmode> bmh: is there a support group yet?
21:26:16 <bmh> yeah, it's called Lorocyproca
21:26:46 <doy> argghhhhh
21:26:47 <doy> #define smc get_monster_data(mc)
21:26:50 <doy> who *does* this
21:27:13 <bmh> Henzell?
21:29:00 <pointless_> oh is this another mysterious out of bounds monster ID in mons_genus?
21:29:39 <bmh> If you ever find yourself thinking: "I pity the guy who inherits my code." You shouldn't be writing it.
21:29:53 <pointless_> That really depends on your goals in life
21:30:08 <bmh> fair... at work my bus number is zero.
21:30:35 <Textmode> has crawl been ported to nay portable devices?
21:30:39 <bmh> DS
21:30:52 <bmh> I almost bought a DS for that reason
21:31:07 <Textmode> heh
21:32:36 <Enne> I think the correct approach to writing code is to assume that the person who inherits it is a ruthless serial killer who will hunt you down.
21:32:36 <Henzell> Enne: You have 1 message. Use !messages to read it.
21:32:41 <Enne> !message
21:32:45 <Enne> !messages
21:32:46 <Henzell> (1/1) ixtli said (19h 34s ago): I accidentally broke line drawing in my branch and it draws filled quads now, but you might wanna check out what the inventory looks like if the mouse-over box is a darkly coloured, filled quad :D
21:32:54 <GrimmSweeper> IN most cases, that would be correct!
21:33:58 <bmh> I have to admit that I recently wrote some really god forsaken code in the name of speed.
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21:34:55 <pointless_> sorear: I think the demonspawn revert broke save compatibility, see http://crawl.develz.org/mantis/view.php?id=979
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22:11:07 <Vandal> yo
22:11:18 <Vandal> armour auto-id's all properties when you wear it, right?
22:11:20 <Vandal> N - the +0 pair of gloves "Smiugico" (worn) {god gift, Dam+4}
22:11:30 <GrimmSweeper> Yes
22:11:42 <Vandal> this is weird
22:11:53 <doy> what?
22:12:06 <Vandal> I thought the single property randarts bug was fixed
22:12:14 <Vandal> I found this on CDO just now
22:12:20 <GrimmSweeper> It's a bug?
22:12:22 <Vandal> Yes
22:12:26 <doy> pretty sure 'single property randarts' isn't a bug
22:12:34 <doy> it's "randart weapons that only have a brand" that's a bug
22:12:39 <Vandal> oh?
22:12:44 <Vandal> huh
22:12:46 <doy> as far as i understand it anyway
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23:05:43 <Ashenzari> Killing Pikel brought down the house. (http://crawl.develz.org/mantis/view.php?id=993) by Kyrris
23:06:17 <sorear> pointless_: I saw.  I've already finished my wallbanging, I don't think there's anything else we can uselessly do... "fixing" it would break all saves created between now and then
23:06:29 <sorear> s/useless/useful/
23:07:35 <sorear> doy: care to elaborate on why that define is so evil?  ctags can find it fine
23:08:22 <pointless_> well does it make sense to just bump the major save version
23:09:42 <doy> sorear: macros that look like variables but are actually function calls make code hard to read
23:10:14 <doy> "wait, i don't see a variable called smc defined in this function, what's going on"
23:13:12 <sorear> pointless_: that wouldn't be any better - either way you fix old saves but cut off medium new ones, which are currently more common AFAIK
23:14:18 <doy> also, what in the world is going on with that bug?
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23:35:52 <Ashenzari> flying over undetected trap gives "There is floor here" message (http://crawl.develz.org/mantis/view.php?id=994) by Chigusa
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