00:16:24 Unstable branch on cbro.berotato.org updated to: 0.30-a0-576-g89cddaab80 (34) 00:54:15 Monster database of master branch on crawl.develz.org updated to: 0.30-a0-576-g89cddaab80 01:31:53 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4850-gd9e8576752 01:39:57 shouldn't torpor snails become peaceful if you follow cheibrados 03:29:59 -!- halv1 is now known as halv 04:13:21 <08n​lavsky> Yep, there are a lot of things to ruin on my todo list 🙂. 04:13:52 <08n​lavsky> Although, most of the todos are bug fixes, about a hundred of them. Plus I have some notes about improving the UI and a few raw gameplay ideas. 04:16:32 <08n​lavsky> As it often happens, the reality will certainly be quite different from expectations, but that's what I currently plan to do. 04:22:34 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4850-gd9e8576752 05:07:35 Unstable branch on crawl.akrasiac.org updated to: 0.30-a0-576-g89cddaa (34) 07:45:26 -!- allbery_b is now known as geekosaur 08:16:55 <09g​ammafunk> my todo only has one item 08:17:11 <09g​ammafunk> one entry, one word: RUIN 09:34:07 <08n​lavsky> Because of such unspecific todos, the game hasn't been ruined yet! 09:35:05 <08n​lavsky> we need a detailed roadmap: things to ruin today, things to ruin tomorrow, things to ruin next month 09:35:53 <08n​lavsky> (rip release plans on GitHub) 09:36:32 <10P​leasingFungus> you could bring them back! 09:36:53 <10P​leasingFungus> very curious about your ui and gameplay ideas, btw 09:41:29 <08n​lavsky> Is it a tradition for new devs to regularly revive and do release planning? 09:42:29 <10P​leasingFungus> haha 09:43:00 <10P​leasingFungus> i guess my feeling about release planning is that it’s helpful when coordinating work across a team, avoiding duplication of effort, etc 09:43:07 <08n​lavsky> is it even possible to have plans in a volunteer project? 09:43:12 <10P​leasingFungus> i’m not sure the current active team is large enough for that to be a priority 09:43:42 <08n​lavsky> yeah 09:44:35 <10P​leasingFungus> plans always a lil silly regardless, yes - but i think they worked ok as declarations of intent from each dev 09:44:56 <10P​leasingFungus> here’s the big stuff i wanna shoot for this release 09:46:57 <08n​lavsky> on the other hand, "no plans" means you can't over-promice and under-deliver 🙂 09:48:28 <10P​leasingFungus> very good! think of the positive 09:48:48 <10P​leasingFungus> https://www.reddit.com/r/dcss/comments/zytd8r/ereshkigal/ unrelatedly, crossposting this 09:49:02 <10P​leasingFungus> probably gonna ask the artist if we can loadingscreenify it 10:01:23 <08n​lavsky> re: UI ideas. I'd like the game have a better explanation of skill levels. E.g., on the m screen -> help -> Fighting there should be something like "Increasing this skill to X will give you +2 max HP. Increasing this skill to Y will give you +1 to Damage Rating". For Armour/Dodging/Shields, the skill description should mention a level required for getting +1 AC/EV/SH with current gear, etc. 10:28:27 <10P​leasingFungus> reasonable. i think it might be good to prioritize making the existing descriptions more visible 10:28:44 <10P​leasingFungus> i think most folks don’t know there are in game skill descriptions at all 10:29:43 <08n​lavsky> !ac 8 10:29:44 <10P​leasingFungus> i’d kill for tooltip support in offline tiles 10:29:45 <04C​erebot> 2.75 armour skill per 1 AC for 8 base AC 10:29:49 <08n​lavsky> !hp mi 10 10 10:29:50 <04C​erebot> HP apt: 1, XL: 10, Fighting: 10 => MHP = 93 10:29:57 <08n​lavsky> ^ something like this 10:30:00 <10P​leasingFungus> sure 10:32:56 <06a​dvil> one of the fun things about the skill menu is that it is still implemented in its own special widget system 10:33:48 <08n​lavsky> making the existing descriptions more visible <--- the dream is to have skill description visible when you set a skill target 10:34:21 <06a​dvil> man discord's kerning of fixed width fonts is terrible these days 10:35:15 <08n​lavsky> (the only problem that the code for the m menu is scary and I currently have only a vague idea about how skills work 🙂 ) 10:40:17 <10P​leasingFungus> menu code is generally scary to me 10:40:39 <10P​leasingFungus> especially once you realize how hacky the webtiles side is 15:29:58 <08n​icolae> in the comments they seem pretty open to it, go for it 15:46:30 I have forgotten how to checkwhite 15:46:30 Monkooky: You have 1 message. Use !messages to read it. 15:46:34 !messages 15:46:34 (1/1) PleasingFungus said (2d 6h 39m 45s ago): fixing that for IMB sounds reasonable to me? if you're making a bunch of knockback changes, i'd really suggest making a few smaller PRs, rather than one very large one - smaller changes are easier to review 15:47:18 <10P​leasingFungus> run util/checkwhite 15:47:22 <10P​leasingFungus> from source/ 15:48:08 oh ofc in util 15:48:11 ty 15:48:17 <10P​leasingFungus> you also want unbrace 16:24:27 Unstable branch on underhound.eu updated to: 0.30-a0-576-g89cddaab80 (34) 16:39:35 03PleasingFungus02 07* 0.30-a0-577-g18c750863f: Nerf Demonic Crawler Will (Prakerore) 10(31 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/18c750863f2b 16:49:02 03PleasingFungus02 07* 0.30-a0-578-gdee14c521f: Remove fast regen from a grab-bag of monsters 10(61 seconds ago, 1 file, 7+ 7-) 13https://github.com/crawl/crawl/commit/dee14c521f27 16:49:19 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-577-g18c750863f (34) 17:04:33 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-578-gdee14c521f (34) 17:29:56 New branch created: pull/2906 (8 commits) 13https://github.com/crawl/crawl/pull/2906 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-532-g12838e032d: Decouple knockback from beam.cc 10(4 days ago, 3 files, 98+ 113-) 13https://github.com/crawl/crawl/commit/12838e032de2 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-533-g233c035d16: Reverting an error 10(4 days ago, 1 file, 1+ 8-) 13https://github.com/crawl/crawl/commit/233c035d16f1 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-534-g09e030bf46: Reverting a different error 10(4 days ago, 1 file, 51+ 2-) 13https://github.com/crawl/crawl/commit/09e030bf46f3 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-535-g8b28fed02b: remember strings exist 10(4 days ago, 3 files, 12+ 18-) 13https://github.com/crawl/crawl/commit/8b28fed02bfa 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-536-gb3d3e9956b: Use actor::knockback in Gust of Wind 10(3 days ago, 3 files, 27+ 100-) 13https://github.com/crawl/crawl/commit/b3d3e9956b58 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-537-g9dd9ff795a: Fix Gust 10(2 hours ago, 2 files, 22+ 17-) 13https://github.com/crawl/crawl/commit/9dd9ff795a98 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-538-g2df3997d62: Update actor.cc 10(2 hours ago, 1 file, 10+ 12-) 13https://github.com/crawl/crawl/commit/2df3997d62e6 17:29:57 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-539-g98fce4249c: Fix Gust functioning out of LOS 10(2 minutes ago, 2 files, 7+ 3-) 13https://github.com/crawl/crawl/commit/98fce4249cef 17:42:57 Aw jeez, I'll need to adjust my commit habits if it's going to flood the channel like this 17:44:04 <10P​leasingFungus> shrug 17:44:18 <10P​leasingFungus> channel shouldn’t have been standing there 17:46:45 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-540-gcf80c9c45d: Fix checkwhite 10(38 seconds ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/cf80c9c45d37 17:52:00 03Monkooky02 07https://github.com/crawl/crawl/pull/2906 * 0.30-a0-541-g7a07824a0b: Fix checkwhite two electric boogaloo 10(51 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/7a07824a0b13 17:52:24 compiling in msys2 while using vscode for editing was a mistake. 17:56:16 <10P​leasingFungus> lol 18:58:15 <09g​ammafunk> can't use WSL? 18:58:51 <09g​ammafunk> windows users generally report better results with it, at least in terms of compilation time 19:20:07 Yeah I set up WSL on my desktop 19:20:35 but it's not worth the bother on my laptop since I'm only going to be using this for a couple more days 20:29:24 I'm going to try to do ui changes to show which directions will rampage 20:30:50 plan is to put an overlay on the adjacent tiles that are in the direction of an enemy 20:31:01 <10P​leasingFungus> cool 20:31:25 Where should I start looking in the code ? 20:36:59 <10P​leasingFungus> overlays, hm 20:37:06 <10P​leasingFungus> could maybe look at ramparts 20:42:56 good think, ty 20:51:24 looks like that replaces the floor with icy tile, but I did manage to follow it to tilepick.cc 20:52:01 so how many tiles for an area is too many 20:56:35 <10P​leasingFungus> for a rare, mid-sized optional side area? 20:56:40 <10P​leasingFungus> go wild 20:57:20 i feel like that was somewhat sarcastic 20:59:01 <10P​leasingFungus> i mean, i don’t think it makes sense to add much more than currently exist, but use your judgement 20:59:46 ok just like 3 more then 21:00:00 i feel like putting hands in the walls will add to it 21:00:10 <09g​ammafunk> typically we would show UI info like rampage path via a transparent tile over the entire cell that doesn't use context information like icy/slimy walls do 21:00:13 <10P​leasingFungus> seems reasonable 21:00:57 <09g​ammafunk> those are special in that they need to do counts on features in adjacent cells to know what overlays to add 21:01:48 <09g​ammafunk> whereas for rampage you'd just add a single overlay or not purely based on whether a cell allowed rampage 21:02:40 <09g​ammafunk> maybe it would still end up using mostly the same codepath, just without any special counting logic 21:18:49 some of these tiles are kinda gross. which i guess is the point 21:19:03 i accidentally made a flesh tile seem like it has poop in it and it just kinda works 21:28:34 p 22:55:38 Do you know where exclusions are drawn? 22:58:14 <10P​leasingFungus> no idea, sorry. going to bed - ping me tomorrow if you haven’t found it?