00:25:56 Unstable branch on cbro.berotato.org updated to: 0.33-a0-617-g7ba718c05c (34) 00:55:21 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-617-g7ba718c05c 04:33:24 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5249-g4a8afe7061 05:15:19 <12g​e0ff> ^--- hmm, that's strange, the PR looks totally fine. 05:19:16 you mean the mac build failure? I thought I'd submitted a PR about that, there's an unnecessary brew install that causes a conflict 05:20:46 <12g​e0ff> nah, it was re: a bot message about a closed PR (https://github.com/crawl/crawl/pull/4112), which wasn't relayed to irc 05:22:40 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-617-g7ba718c (34) 05:23:22 (and oh, the reason the PR I was looking at had a build fail is hellmonk never rebased to get the Mac fix) 11:39:28 <04d​racoomega> It's more that the PR doesn't actually do anything (spacing fixes aside). This probably could have born commenting there, but the only thing the MON_SPELL_NOISY flag does it make spells that are also natural abilities have the standard casting noise. In Doom Howl's case, since it is level 3, that would be making it create 3 noise upon casting. But Doom Howl already uses an effect noise of 15, which that flag doesn't affect at all. So 11:39:29 making it cause 3 noise immediately before it causes the 15 noise it already does does nothing. (Arguably the flag is confusingly named, since it doesn't actually mean that the spell is loud) 11:44:18 <12g​e0ff> thanks, i didn't know about the flag (its name is definitely mega-confusing) 11:45:54 <12g​e0ff> something like _NONSILENT / _REGULAR_NOISE could be more appropriate 11:45:58 <04d​racoomega> (I am not exactly sure what it should be named. NOT_SILENT is going to make people think it affects how it interacts with silence ^^; ) 11:46:13 <04d​racoomega> I mean, maybe _REGULAR_NOISE is okay 11:48:33 <04d​racoomega> Though honestly, when I think of it, this behavior is maybe a bit weird in general. Linwurm fire breath doesn't generate casting noise, but fire dragon fire breath does? 11:48:34 <12g​e0ff> there are MIN_REGULAR_SIZE and TRAP_MAX_REGULAR in the code 11:49:39 <12g​e0ff> yeah, it's not obvious when this matters at all 11:50:28 <04d​racoomega> It seems to mostly be used for dragons and... skulls? 11:50:53 <04d​racoomega> (Curse skull torment generates noise that every other torment does not??) 11:51:13 <04d​racoomega> Oh, maybe this also affects cast message in some cases? 11:52:21 <04d​racoomega> Hmm... no, probably not? 11:53:56 <04d​racoomega> Apparently spflag::noisy being set for the spell itself also implies this (so that either one is fine and they don't stack)? ...and fire breath and co already have spflag::noisy 11:54:22 <04d​racoomega> Does this have any other effects? 11:54:52 <04d​racoomega> Seemingly not 11:55:28 <04d​racoomega> So lindwurms and fire dragons have their own version of fire breath flagged differently, but that doesn't matter since the spell itself is already flagged for this behavior 11:56:42 <12g​e0ff> %git ab46bbd8a 11:56:43 <04C​erebot> wheals * 0.16-a0-1043-gab46bbd8ae: Replace M_NOISY_SPELLS with a slot flag. (10 years ago, 5 files, 62+ 51-) https://github.com/crawl/crawl/commit/ab46bbd8ae24 11:56:47 <04d​racoomega> Spells with that flag include blinkbolt, Vhi's, Warning Cry (where it's presumably also completely redundant anyway), and a bunch of breath spells, but I am pretty sure not all of them 11:56:54 <04d​racoomega> Throw barbs?? 11:56:58 <12g​e0ff> the flag was added in 0.16 to replace M_NOISY_SPELLS 11:57:17 <12g​e0ff> (but there's nothing about why the flag is needed in the first place) 11:58:13 <04d​racoomega> Wait, I think MON_SPELL_NOISY is doing nothing for curse skulls also, because their spells are 'magical', not 'innate' in the first place 11:58:24 <04d​racoomega> And thus always use normal cast noise 11:59:16 <04d​racoomega> Okay, this definitely could use cleanup (probably MON_SPELL_NOISY could stand being removed altogether, and the other flag renamed for clarity; this seems like it should probably happen at the spell level, not the individual monster level) 11:59:32 <12g​e0ff> cpp // Doesn't make noise when cast (unless flagged with MON_SPELL_NOISY). constexpr mon_spell_slot_flags MON_SPELL_INNATE_MASK = MON_SPELL_NATURAL | MON_SPELL_MAGICAL; 11:59:34 <04d​racoomega> And use a name that doesn't imply the spell is additionally loud (even if it's mostly used for things that are loud) 11:59:40 <04d​racoomega> Oh 11:59:42 <04d​racoomega> Okay, my mistake 11:59:50 <04d​racoomega> Hrmm 12:05:09 <04d​racoomega> I can't help but feel like something here could use tidying/simplifying, though. It's probably not at all obvious that demon bolt spells are much quieter than the same spell being cast by a living monster, in most cases. (But even if the effects are subtle, it's probably surprisingly impactful to make demon spells all make a bunch of noise now) 12:25:00 <12g​e0ff> that's an interesting use of the flag that predated M_NOISY_SPELLS: cpp // can cast spells when silenced; but casting makes noise when not // silenced const uint64_t M_NOISY_SPELLS = 1<<29; <--- from 0.6 code 12:25:41 <12g​e0ff> s/M_NOISY_SPELLS/MON_SPELL_NOISY/ 12:29:32 <04d​racoomega> That does seem basically like the current behavior of MON_SPELL_INNATE_MASK and MON_SPELL_NOISY 13:43:09 <04d​racoomega> Ordering of this stuff continues to be a pain: As you dive into the water, you turn into an enormous serpent. Your +0 pair of boots of flying melds into your body. You fall into the water! You can't survive in this terrain! You fly above the water, but the process is draining. (This isn't even a new bug, as it turns out) 13:53:06 <12g​e0ff> re: this and a similar discussion a few days back about getting stat zero when melding equipment in the middle of a transformation. Is it really necessary to do all the relevant checks for intermediate steps? Like, the state when your +Str armour is melded, your -Str rings not, but you don't have a Str bonus from Dragon form yet, so your low Str char collapses. But it's not a real state, you can't be half transformed even if something 13:53:06 interrupts that, so why not to defer/skip all the checks until you've finished the transformation? 13:55:16 <04d​racoomega> I mean, that is a perfectly sensible idea; just a little technically awkward, I think. (I am, in fact, trying to do this with flight right now) 13:56:39 <12g​e0ff> is "enourmous serpent" a new form? 13:56:54 <04d​racoomega> No, that's just serpent talisman ^^; 13:56:59 <12g​e0ff> :thonk: 13:57:14 <04d​racoomega> Which can swim, of course! 13:57:22 <12g​e0ff> nice 13:57:45 <04d​racoomega> (Emergency flight does seem to wear off the next turn without actually draining you, but that's incredibly bad messaging) 13:59:04 <04d​racoomega> Okay, this isn't altogether better yet: As you dive into the water, you turn into an enormous serpent. Your +0 pair of boots of flying melds into your body. You float gracefully downwards. Floosh! You fall into the deep water. Floosh! You fall into the deep water. 14:00:21 <12g​e0ff> yeah, it's too many flooshing! 14:01:19 <12g​e0ff> Also, the first message is confusing: it's more like "As you turn into an enormous serpent, you dive into the water." 14:01:40 <12g​e0ff> i thought that entering water triggered the form initially 14:02:11 <04d​racoomega> (Honestly, even the 'float gracefully downwards' kind of bugs me with the 'dive into the water' immediately above it, but that's less of a problem than the second part) 14:02:18 <04d​racoomega> No, that's just the message for using serpent talisman above water 14:02:46 <04d​racoomega> Maybe it could just lose the first part of the message, honestly? >.> 14:08:29 <04d​racoomega> Oh god, this is even more gibberish: You begin transforming. You continue transforming. x3 As you dive into the water, you turn into a fearsome dragon! Your +0 pair of boots of flying melds into your body. You float gracefully downwards. Your legs become a tail as you dive into the water. Floosh! Merfolk wearing boots of flying, using dragon talisman above water. 14:08:58 <04d​racoomega> You, of course, do not actually have a mertail and are not in the water (though no further message claims otherwise) 14:10:05 <12g​e0ff> fr: merfolk in dragon form keep their fishtail (to make the things even more complex) 14:23:19 <09h​ellmonk> merfolk dragon form tile that looks like gyarados 15:54:26 <04d​racoomega> I (think I) fixed the message issue a while ago, but it's surprisingly hard to get all the checks for whether you will still have flying afterward correct (there are a bunch of places they are incorrect in live also) 15:57:23 <04d​racoomega> I'm not sure there's a reasonably non-brittle way to get it all right without 'simulating' the process of melding all appropriate gear and this maybe changing slots, but it bugs me that this is seemingly called like 4 times per talisman in your inventory whenever you bring up the evoke menu, despite the process basically needing to unwind your entire equipment slot structure 21:25:26 <04d​racoomega> Somehow that this consumed most of my working day >.>; 21:30:47 <04d​racoomega> I think I am going to concede to making the transformation flight safety check not actually be part of item_is_useless() since it feels way too involved a process for a function that is normally lightweight. We don't mark armour as useless even when you cannot wear it because doing so would swap off your only source of flight, after all. 21:31:38 <04d​racoomega> Not 100% satisfied with this, but I feel that it's the less unsatisfying of the only two reasonable alternatives I can see 23:24:09 <06p​leasingfungus> merfolk tails are a crime on the same level as lear's 23:24:17 <06p​leasingfungus> my personal experience 23:29:21 <09g​ammafunk> need a species where every appendage melds in a different kind of terrain 23:30:07 <08w​ormsofcan> species where feet meld into hands so you can equip gloves while your boots are melded... 23:30:21 <09g​ammafunk> sounds promising 23:31:28 <09g​ammafunk> unrand necklace that's has the severed foot of a merfolk 23:32:08 <09g​ammafunk> I guess two of them; you can wear boots on those feet via your amulet slot, but they meld into a fishtail when exposed to water 23:39:20 03dolorous02 07* 0.33-a0-618-g85d2812e02: Fix typo. 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/85d2812e02a3 23:39:20 03dolorous02 07* 0.33-a0-619-gcdb383b4eb: Add a few more Forgecraft miscast messages. 10(4 minutes ago, 1 file, 22+ 0-) 13https://github.com/crawl/crawl/commit/cdb383b4ebf8 23:47:47 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-619-gcdb383b4eb 23:54:59 <06r​egret-⸸nde※> ...Quite a bit of metallic debris managing to do no damage but instead corroding the player. (Not that metal splinters succeed against most characters anyway.) Maybe they should try to regularly mention rust? 23:57:09 <04d​racoomega> I am kind of amused by a bunch of these, but do worry slightly that 'caught in an explosion' will read like it's supposed to do damage when it cannot actually do any damage, yeah 23:57:33 <04d​racoomega> Very amusing mental image of like... a pile of tiny nuts and bolts raining down on you, though