00:44 -!- raisse has joined #hardfought 00:44 -!- mode/#hardfought [+v raisse] by ChanServ 01:21 -!- elenmirie has quit [Ping timeout: 240 seconds] 01:27 -!- elenmirie has joined #hardfought 01:27 -!- mode/#hardfought [+v elenmirie] by ChanServ 01:38 -!- LarienTelrunya has joined #hardfought 01:41 -!- LarienTelrunya_ has joined #hardfought 01:45 -!- LarienTelrunya has quit [Ping timeout: 260 seconds] 01:45 -!- LarienTelrunya_ is now known as LarienTelrunya 01:51 !tell K2 another bugfix for slex, now complete with changelog :) can you update? thanks! 01:51 Will do, LarienTelrunya! 01:54 -!- jonadab has quit [Ping timeout: 240 seconds] 01:56 -!- Crawldragon has joined #hardfought 02:01 -!- jonadab has joined #hardfought 02:01 -!- mode/#hardfought [+v jonadab] by ChanServ 02:05 [dnh] starboy (Ana Dwa Mal Cha), 27832 points, T:6893, killed by an owlbear 02:45 -!- NeroOneTrueKing_ has joined #hardfought 02:49 -!- NeroOneTrueKing has quit [Ping timeout: 248 seconds] 03:20 -!- morgoth__ has joined #hardfought 03:23 -!- elenmirie_ has joined #hardfought 03:23 -!- elenmirie has quit [Read error: Connection reset by peer] 03:23 -!- elenmirie_ is now known as elenmirie 03:58 -!- noty has quit [Quit: WeeChat 1.9] 04:02 -!- Crawldragon has quit [Ping timeout: 246 seconds] 04:58 -!- morgoth__ has left #hardfought 05:25 -!- mode/#hardfought [+v elenmirie] by ChanServ 06:24 YANI/YASI: overhaul the algorithm used for determining which message will be on a t-shirt. I'd want to make it so that it's randomized for every t-shirt, instead of depending on the o_id which would give predictable messages to two t-shirts generated shortly after each other. But how? 06:56 Slash'EM Extended updated 06:56 K2: Message from FIQ at 2017-09-05 23:13 EDT: pushed an update that fades overprotection rapidly 06:56 K2: Message from LarienTelrunya at 2017-09-06 01:51 EDT: another bugfix for slex, now complete with changelog :) can you update? thanks! 06:57 FIQhack updated 06:57 K2: yay, many thanks! :) 07:05 o/ 07:11 LarienTelrunya: Use the MD5 hash of the o_id 07:12 Or maybe just game_id / o_id 07:12 Or game_id + o_id for that matter 07:13 isn't game_id constant for a given character? 07:13 No, wait, game_id + o_id solves a different problem. Not the one you were asking about. So not that. 07:13 Yes, it's constant within a given game. 07:13 or maybe not constant upon saving and loading 07:13 Eh, not sure about non-NH4 07:13 In NH4 it's constant. 07:14 maybe I should just add a new int field to obj.h, which every item gets, and which is a rnd(1000000) upon generation of an item, which is then used for determining the shirt message 07:14 Seems unnecessary. 07:14 game_id / o_id should be fine. 07:15 It should be constant for a given object, but will not be adjacent numbers for sequentially generated objects, necessarily. 07:15 Technically it's predictable, but only if you know the game_id and the o_id, so actually not really predictable for normal players. 07:16 Not that anyone who plays slex could really be called a "normal" player, but you know what I mean. 07:18 K2: uh-oh... the hardfought server kind of "went out" for me :O am I the only one? can you still access it? 07:19 I've got a FIQHack game loaded on hdf now. 07:19 jonadab: hmmmmmm... maybe using something else than game_id might be the better choice 07:19 ah now the server is working for me again too 07:19 K2: false alarm, sorry :) 07:22 hah 07:23 gotta learn how to do a traceroute 07:23 quick/fast way to see if there's a network issue between you and whatever it is you're trying to access 07:24 I think windows calls it tracert 07:24 wow, didn't know such a thing existed :) it works! I'll use it from now on if I can't connect 07:27 ping and traceroute are the two most fundamental network diagnostic tools. 07:30 ping I already used to check how much lag I have 07:30 didn't know about tracert though 08:09 !lastgame dolores 08:09 LarienTelrunya: https://www.hardfought.org/userdata/d/dolores/slex/dumplog/1504643041.slex.txt 08:16 [nd] APic (Wiz Elf Mal Cha) polymorphed his first object, on T:41477 08:22 fiq: Error: vision calculations during level creation: an invisible archeologist->an aligned priest Location: libnethack/src/prop.c:2361 08:22 P does not repair this 08:23 R does removes the error but the next move causes it again 08:25 i had to use Q. game must be recovered manually 08:25 k2: please note 08:27 i have to leave. hope this isn't too hard to fix 08:27 -!- LarienTelrunya has quit [Quit: Page closed] 08:42 ok 08:42 FIQ ^^ 08:46 😸 08:54 hothraxxa: "game must be recovered manually" may actually just mean "wait for FIQ to fix the bug". 09:39 [gh] Tangles (Val Dwa Fem Law) wished for "uncursed magic marker", on T:18014 09:40 !whereis Tangles 09:40 K2: Tangles [gh]: (Val Dwa Fem Law) T:17931 The Dungeons of Doom level: 20 09:58 EPI: any randomly generated object can randomly ungenerate (just cease to exist) at any time. 09:58 The RNG giveth and the RNG taketh away. 10:00 addendum: this is guaranteed to happen within a certain number of turns after generation 10:03 Eh, I think guarantees are less evil than probabilities. 10:17 EPI: whenever a player gains a point of Luck, another random player on the server loses a point of Luck without being notified. If no other players are on the server, the player who gained the point immediately loses it. 10:18 [gh] Tangles (Val Dwa Fem Law) wished for "blessed greased fireproof +5 dragonhide t-shirt of displacement named Gnomish Mines Drowning Survivor", on T:18072 10:19 You can't read the shirt while wearing it. 10:19 That's dumb 10:20 It reads: "Furinkan High School Athletic Dept." 10:20 Hmm... Shoulda called it Gnomish Mines Swim Team or someting. 10:22 Heh. 10:24 [gh] Tangles (Val Dwa Fem Law) wished for "blessed fireproof +5 oilskin dragonhide fedora named Indy <3", on T:18096 10:26 That's 0 from 4 on the +5, but my AC is below -50 anyway. 10:37 [gh] Tangles (Val Dwa Fem Law) wished for "blessed fireproof +5 dragonhide gauntlets of dexterity and power named Like... a GLOVE!", on T:18103 10:53 [gh] Tangles (Val Dwa Fem Law) had Excalibur thrown at her by some watery tart, on T:18691 10:56 [gh] Tangles (Val Dwa Fem Law) killed Medusa, on T:18820 11:03 hrm. i guess this means my game is still borked 11:03 hi 11:03 Hello FIQ, Welcome to #hardfought 11:03 oh look a fiq 11:03 i have a busted game 11:03 yes 11:04 i think it can't generate the sanctum properly 11:04 are you getting a "this game needs manual recovery" error? 11:04 no. it's the standard three choices, but only Q works 11:04 ah 11:04 then K2 doesn't need to help 11:04 but yeah I'll need to fix it either way 11:04 P does nothing. R removes the error but trying to go down causes it to happen again 11:04 what happens if you press P? 11:05 uh 11:05 P probably does something but the error happens again 11:05 What happens if you press P repeatedly? 11:05 right 11:05 and will probably work eventually 11:05 but there's a bug either way 11:05 want me to try repeated P? 11:05 I think what happens is that the priest has some property that causes a vision calculation 11:06 agggravate monster, invisibility, or whatever 11:06 Wasn't the Arc invisible, and don't aligned priests have see invisible? 11:06 I tried to remove all cases of sense checks during vision recalc from this but must have missed one 11:06 jonadab: invisible arc is presumably hothraxxa 11:06 it is me 11:06 the game is checking if hothraxxa can see an aligned priest 11:07 during level gen 11:07 Ah. 11:07 Can a priest be generated with an item that grants displacement or something, due to properties? 11:07 yes 11:07 this is likely t o be what is going on 11:07 i have see invisible! i can cast astral sight! i can see anything! 11:07 I have encountered similar issues before 11:07 I tried to fix all cases of this happening 11:07 but I probably forgot one case 11:10 i should get a fiqhack badge for bug detecting 11:13 Fixed the bug 11:14 yay 11:14 hothraxxa: However 11:14 You should be able to press P repeatedly to dismiss it 11:14 Before waiting for K2 11:14 K2: ^ 11:14 ok 11:14 ? 11:14 let's see what happens 11:14 K2: I fixed the bug 11:14 to push the fix 11:14 ok 11:14 You can update fh 11:14 ok 11:15 i'll wait for that then 11:15 hothraxxa: yeah I wasn't aware that K2 was on 11:15 that's why I said you could just spam P to get past it :P 11:15 Sorry 11:15 why are you apologizing? 11:15 you're secretly canadian aren't you 11:16 lol 11:16 FIQhack updated 11:16 tyhanks guys 11:16 ok 11:16 there's an amulet calling me 11:16 also, fh loads games amazingly fast now 11:17 hothraxxa: There may or may not be a drawback 11:17 Saves will also likely be bigger now 11:17 THe question is "how much bigger" 11:17 *The 11:17 I made it do binary checkpoints 10 times more often 11:18 To cut down on loading times and replaymode/etc 11:18 running errand be back in an hour or so 11:18 k2 might care. doesn't impact me 11:18 well it does. it makes game-loading nice 11:18 but i have no space issues ;) 11:19 heh 11:19 will have to see 11:19 yeah Iwas going to check once your game is done 11:19 how much impact will it have on cpu use also 11:19 (saves are made public when ready) 11:19 K2: uh, CPU time will benefit greatly 11:19 the major drawback is space 11:19 how much space does it take 11:19 oh i see 11:19 gotcha 11:20 saves are no big deal, those go away once you die/asc/quit 11:20 please don't delete saves if you don 11:20 't have to 11:20 is this going to increase ttyrec file size? 11:20 not at all 11:21 it will technically decrease it 11:21 since there's no loading screen if saves load faster 11:21 neat 11:21 but the difference is marginal 11:21 and yeah there's no reason for me server side to delete saves 11:21 K2: well what I am wondering is 11:21 unless requested due to a bug or issue etc 11:21 if saves are taking up like 200MB instead of 7 11:22 thats fine 11:22 then I should see if I can change up the chechkpointing a bit 11:22 i have GB of free space on the server SSD still 11:22 but if it's 20MB instead of 7 11:22 GB's 11:22 then it is *probably* worth it 11:23 either way this is probably a stopgap fix 11:23 so starting a brand new fh game 11:23 and saving on turn 1 11:23 until I can fix perf by making it try the nitrohack approach to save loading 11:23 15k 11:23 K2: that should be unchanged 11:23 basically 11:24 every n turns or so 11:24 :) 11:24 the game does a full save instead of a diff 11:24 ah 11:24 how many turns would be a good test 11:24 the "n" here 11:24 was changed 11:24 to be 10 times more often 11:24 so that number is... ? 11:24 there is no specific turncount, it uses size calculation to figure out when to make a diff 11:24 and this is why I'm not sure on the actual effect 11:24 on save size 11:24 i see 11:25 so we need a game that has a fair amount of progression 11:25 fiq: i still get displacement removal errors 11:25 ok i *have* to step out now, i will be back soon 11:25 this time it was a zombie reviving 11:26 hm 11:26 so any case of revival does weird things to displacement 11:26 got it 11:29 yes, it just happened with a vampire as well 11:36 The invisible renegade priestess of Moloch reads a scroll of genocide! 11:36 The invisible renegade priestess of Moloch has found a scroll of genocide! 11:36 wrong order 11:38 =] 11:47 -!- LarienTelrunya has joined #hardfought 12:11 -!- raisse has quit [Ping timeout: 246 seconds] 12:13 hrm. spell maintenance and the amulet don't mix well 12:18 the amulet doubles maint c ost 12:18 *maint cost 12:30 -!- noty has joined #hardfought 13:02 [fh] hothraxxa (Arc Hum Fem Neu) wished for "uncursed historic greased magic marker named damon runyon", on T:49688 13:33 -!- raisse has joined #hardfought 13:33 -!- mode/#hardfought [+v raisse] by ChanServ 13:40 -!- Crawldragon has joined #hardfought 14:26 [fh] hothraxxa (Arc Hum Fem Neu) entered the Planes, on T:50172 14:27 silly bugger cast double trouble immediately 14:28 how the bouncing death ray missed tangles i'll never know 14:32 Bugbears pwn. 14:33 you hit the silly bugger. The silly bugger hits. You die. 14:33 go hothraxxa! 14:42 i had to abandon sirius fudd 14:48 [fh] hothraxxa (Arc Hum Fem Neu) reached the Astral Plane, on T:50349 14:57 curse you fiq 14:59 ? 14:59 ! 14:59 wand rebalance 15:00 ! 15:00 ^^ 15:00 9😸 15:05 l - a blessed +50 ring of protection (reflect,search,hunger,stealth,telepathy,warn,aggravates,dex,brill) (on left hand). 15:06 lol 15:07 lol 15:18 hothraxxa: wand rebalance is awesome on astral. If you have expert, you can light the whole plane with a single zap of blessed wand of light. 15:18 i don't have expert 15:18 i have to bless the wands 15:19 Ah. 15:19 Right, Arc can only get Skilled. 15:19 Ok. 15:31 [fh] hothraxxa (Arc Hum Fem Neu), 267242 points, T:50496, ascended https://www.hardfought.org/userdata/h/hothraxxa/fiqhack/dumplog/2017-09-06%2019%3A31%3A26%2C%20hothraxxa-Arc-Hum-Fem-Neu%2C%20ascended.txt 15:31 fh astral is just plain brutal 15:31 anyway i have to go out 15:43 !tell K2 fiqhack updated: fiqhack/4.3.0 8d12e38 Fredrik Ljungdahl: Allow you to dip objects into wonder for properties (but stacking them is dangerous) 15:43 Will do, FIQ! 15:44 k 15:44 K2: Message from FIQ at 2017-09-06 15:43 EDT: fiqhack updated: fiqhack/4.3.0 8d12e38 Fredrik Ljungdahl: Allow you to dip objects into wonder for properties (but stacking them is dangerous) 15:44 FIQhack updated 15:45 here's how it works: 15:46 You can dip objects into them to grant one (more) property. Cursed will remove a property, uncursed will potentially add a redundant one and blessed will ensure that the new one isn't redundant. However, for noncursed potions, there is a 1 - 1 / (existing properties + 1) chance of all properties being lost, and a 1 / (existing properties + 1) chance of any to be added in first place. 15:46 so you can safely add one property, but adding more than one can do nothing or make you lose them instead 15:48 or add a second 15:50 K2: no 15:51 50% of losing properties 15:51 then 50% of nothing happening 15:51 so only 25% of getting a 2nd property 15:51 if it has 2 already, it's 66% and 33% so only 11% 15:51 of adding a 3rd 15:51 ok so, you can add a 2nd or a 3rd 15:51 yes, you can add arbitrarily many 15:51 just the odds are low 15:51 yeah 15:51 just like you can enchant weapons to +50 15:52 GruntHack updated 15:52 just the odds are low 15:52 what changed? 15:52 did you see what we were discussing in the dev channel earlier today? 15:52 no 15:52 fail 15:52 meh 15:53 its a minor cosmetic tweak 15:57 Acid blast -> yellow now 15:58 (In Grunt) 15:59 ahh 15:59 why? it should be green 15:59 like the breath 15:59 ^^ 16:04 FIQ: green was already taken for poison. 16:04 Also, poison breath should be green, acid yellow. 16:04 Like the dragons. 16:05 indeed 16:05 but currently yellow is poison breath 16:05 and green is acid breath 16:05 it's reversed 16:06 but the explosions should stay the same as breath/ray 16:07 -!- LarienTelrunya has quit [Quit: Page closed] 16:08 Well, the poison explosion was already green. That didn't get changed. 16:09 jonadab: so this was the price to pay for more frequent binary checkpoints 16:09 16:09 1504013235_hothraxxa.nhgame 16:09 2017-09-06 15:31 378M 16:09 it's happening way too much 16:10 Yeah, probably need to find a happy medium there. 16:10 Instead of dividing by ten, maybe divide by three? 16:10 [nd] munterplant (Val Hum Fem Law), 1847 points, T:2152, killed by Yeenoghu, while being terrified of a demon 16:10 yeah I'll have to look into it 16:10 and yeah was going to try it 16:10 but why did dividing by ten increase the save size by 50x? 16:11 Apples and oranges. It's comparing ratios. 16:11 Not absolute sizes. 16:11 not really a fan of how it works now 16:11 You could try different logic altogether. 16:11 I think it would be more reasonable to save based on something actually predictable 16:11 but maybe there was a reason 16:11 so I'm just going to change the ratio for now 16:11 jonadab: and thing is 16:12 this was far into a game 16:12 I'd be tempted to say every n turns, but I don't know what n should be. 16:12 it wasn't from turn 1 16:12 Ah. 16:12 so it is going to be even worse 16:12 Not necessarily. 16:12 Because the ratio... oh, wait. 16:12 Hmm. 16:12 It compares the... 16:12 Argh, the logic escapes me right now. 16:13 size of uncompressed save vs size of all the compressed diffs since last checkpoint 16:13 iirc 16:15 Ah. 16:15 Maybe we should compare the size of the _compressed_ save vs the size of the compressed diffs? 16:16 uh 16:16 playing forwars in this replay is *slower* than replaying backwards 16:16 But actually, I tend to think "every n turns" would be a better rule. 16:16 that is not a good sign 16:16 is it checkpointing every single turn? 16:16 That would explain a large filesize. 16:22 there is a checkpoint on line 201425, 201510 and 201600 16:22 that amounts to roughly every 40 turns 16:22 if it kept the same process over the course of the game 16:23 That's probably too often. Especially if it's making the file size asplode. 16:23 Wasn't it previously going for _thousands_ of turns? 16:23 and for quite some time it saved every 1 turn 16:23 Yeah, that's insane. 16:24 If we were going to do that, we wouldn't need the diff engine. 16:24 no wonder playing forwards was slow 16:24 it had to read a full binary save 50 times a time for some time 16:24 when I messed with it 16:25 jonadab: well at least it fixed replaymode being slow :P 16:25 -!- Crawldragon360 has joined #hardfought 16:26 FIQ: Yes, but there's gotta be an in-between setting. 16:26 40 turns too short, 40 _thousand_ turns too long. 16:27 I'd be tempted to try an every 5000 turns rule and see what happens. 16:27 the save rate is weird 16:27 -!- Crawldragon has quit [Disconnected by services] 16:27 -!- Crawldragon360 is now known as Crawldragon 16:28 jonadab: it used to stabilize on around every 10k turns 16:28 I'd try every (turncount/50) turns 16:28 Hmm. 16:29 Maybe. 16:34 !tell K2 pushed a fix that should create checkpoints more rarely 16:34 Will do, FIQ! 16:34 jonadab: now I divide by 2 16:34 checking movecount doesn't neccessarily do the right thing since you don't know when thet last checkpoint was made 16:34 and neutral turnstate doesn't happen every turn 16:35 Oh, you don't know what turn the last checkpoint was, only where it is in the save file? 16:35 yes 16:36 That's... well, I suppose it was designed around the way things currently work. 16:36 let me put it this way 16:36 I don't really understand how the current save system works in detail 16:36 I'm trying to make sense of it as I go 16:36 but it's not easy to understand ais code 16:36 given the way he does things 16:37 He tends to be sufficiently clever to make his code hard for a normal person to maintain, yes. 16:37 I didn't understand his shop auto-ID code either 16:38 and it seems like such a trivial issue 16:39 jonadab: I mean to the point where I have an easier time understanding the nitrohack save code 16:39 which is known to be broken 16:39 I can't _begin_ to understand most of the UI code, but I think that's _at least partly_ due to it being written around the libuncursed (version 1) API, which was designed around the curses API, which is infamous. 16:39 this is probably the biggest reason as to why I am interested in reading the nitrohack save code 16:40 it's fundamentally broken on a theoretical level 16:40 but I have a way bigger chance at making sense of it and fixing its issue than the 4.3 save code 16:40 which I can't hope to understand 16:40 lol 16:40 K2: Message from FIQ at 2017-09-06 16:34 EDT: pushed a fix that should create checkpoints more rarely 16:40 that save is huge 16:40 K2: yeah, sorry 16:40 FWIW I did ask ais before applying the change if it was a good idea :P 16:40 ;) 16:41 FIQhack updated 16:41 It didn't quite have the effect anticipated 16:41 FIQ: Oh, it did. Just... moreso. 16:41 A little too MUCH of the anticipated effect, I would say. 16:41 lol 16:43 jonadab: I'm sometimes tempted to rewrite the 4.3 save system from scratch to something I can understand. The main reason I don't is that it works well enough already and it would be a major task to do 16:43 It works remarkably well, actually. 16:43 jonadab: the thing is, it isn't just replaymode 16:43 I mean, yes, there's some room for adjustments. replaymode, optimization, etc. 16:43 while replaymode is easily the most shafted feature with the 4.3 save system 16:44 there is other issues too that arise from how slow the save system is atm 16:44 like, for example 16:44 when I was debugging hothraxxa's save earlier 16:44 it took 16:44 more than 3 minutes 16:44 to load the save 16:44 in valgrind (around 30s outside) 16:44 it was ridiculous 16:44 to the point where I was tempted to rewind one turn, force it to make a binary save 16:45 and then debug 16:45 Ok, but imagine debugging with the 3.x save system. 16:45 oh 16:46 that's easy 16:46 you can't 16:46 Indeed. 16:46 You have to tell the player, "If you can find a set of steps that consistently reproduces the bug, then I can try to find it." 16:47 Not sure how the NitroHack save system would be for debugging. Better than 3.x, clearly, as long as the save loads. 16:47 it has a completely different issue 16:48 while the save loading is *fast* 16:48 like, *FAST* 16:48 sub-1s to load a full ascension game from turn 1 to asc 16:48 (outside valgrind) 16:48 it has the issue of "hope your save actually loads!" 16:49 jonadab: it also has an issue in that it makes *no* binary checkpoints whatsoever unless you save it cleanly 16:49 Yes, and isn't basically any non-cosmetic code change you make an automatic savebreak? 16:49 which a segfault tends to not do 16:49 which would probably slow down in valgrind 16:49 I should actually check 16:49 how slow it is 16:49 jonadab: yep 16:50 jonadab: but I think the system has potential if you had the 4.3 diff system as well 16:50 this is why my approach to looking into fixing replaymode in 4.3 16:50 is to make it *try* to do a nitrohack-style load 16:50 Ah. 16:50 And if that fails, fall back to the current system? 16:50 and whenever an inconsistency is an encountered 16:50 load *the desynced turn* using diffs 16:50 basically, build a table of turns that desync 16:51 and use the current system for those 16:51 I see. 16:51 in all other cases, do a nitrohack-style load 16:52 jonadab: there was one save I had on hand which loaded remarkably well using commands only, due to being recent (it took until turn 10.4k until it desyncs) 16:52 it takes 33s to load up to this turn using commands only 16:52 it takes around 10s using the current system 16:52 however, using callgrind I noticed that the desync detector runs if you load with commands 16:53 and it's by far the slowest part of it (more than 1 order of magnitude) 16:53 as well as libuncursed logic 16:53 nitrohack solves the latter by having a dummy windowport during the playback 16:54 so if I can bypass the desync detector logic 16:54 and make libuncursed ignore stuff 16:54 during quick-playback 16:54 I should be able to get it to around 3s 16:54 and then I can look into optimizations in the game engine 16:54 3s is around 3 times faster than using diffs 16:55 and it will only get faster over time since the gamestate becomes progressively larger, which doesn't affect playback, but *does* affect diff speed 16:55 Ah. 16:55 Can you get it to suppress the desync detector when loading an existing save? 16:55 it doesn't use the desync detector in that case 16:55 basically what happens is 16:55 when a turn is executed using commands in replaymode 16:56 I don't mean a binary save, sorry. 16:56 which in fact happens already in the case where you go forwards 1 turn 16:56 (but never otherwise) 16:56 I mean a save file that's already been played past the turn being loaded. 16:56 then it uses the desync detector 16:56 uselessy (I think this is a debug, but it's redundant either way) 16:57 *this is a bug 16:57 because the desync detector will not provide any useful info because it doesn't actually reference the file at all 16:57 The desync detector is a very useful thing, for catching bugs early, when it runs each turn _while you are actively playing_. But it doesn't need to run when using commands to load already-played turns. 16:57 so I was going to kill this entirely 16:58 in replaymode 16:58 it doesn't need to run in replaymode 16:58 the issue is 16:58 Yeah, it shouldn't run in replay mode. 16:58 something in the desync detector is advancing the file reader 16:58 (despite not actually referencing it???) 16:59 so simply returning and ignoring the detector 16:59 will make the save load thingy confused 16:59 this is why I asked ais earlier "how do I ignore a line in the save" 17:00 the reply didn't help (either I didn't understad it, it was wrong, or he just forgot) 17:01 what I was going to do was to basically every 50-100 turns or so, reference the save to figure out if we desynced 17:02 if so, figure out the exact turn it happened (by going back to the last time we checked and reloading using diffs to figure out when it happens) 17:02 and log each action it happens 17:03 and then we have a table of "bad" turns where we need to replay using diffs 17:03 in all other cases we can use the commands 17:03 which should be fast 17:04 jonadab: another advantage that I didn't really anticipate until I started testing things 17:04 you get a sane message log 17:04 in replay 17:06 K2: you added colored floors and walls to gh? ;o 17:06 it's a great feature 17:06 yup 17:07 i'm actually updating the wiki with this info right now 17:07 ears must be itching 17:08 K2: uppercase of "play this variant" should lead to the config editor 17:10 -!- captain42 has quit [Quit: drank too much rum and fell overboard] 17:10 ? 17:13 fml 17:13 K2: look at my game 17:13 anyway, I mean that if you press G 17:13 you should get the grunthack config editor 17:13 [nd] munterplant (Val Hum Fem Law) had Excalibur thrown at her by some watery tart, on T:1459 17:13 D for dnh config editor 17:13 etc 17:14 no 17:14 why? 17:14 i like it the way it is 17:14 but... 17:14 that way you don't need to learn the numbers 17:14 1 (nano) or ! (virus) 17:14 etc etc 17:15 pop quiz: what is 5 17:15 you dont have to 'learn' anything 17:15 answer fast 17:15 its clearly labelled 17:15 time's up! 17:15 i dont know and i dont care 17:15 K2: I know that g is play grunthack 17:15 It is easy to remember 17:15 because g is (g)runt 17:15 so making uppercase G edit with nano 17:15 and, say, ctrl+g, edit with vim 17:16 you only need to learn one set of letters 17:16 that is silly talk 17:16 it is entirely reasonable IMO 17:16 duly noted 17:16 that way I don't need to skim the list 17:16 for the variant you are looking for 17:16 to edit 17:16 I can press g right away to play grunt, I don't need to look at the menu 17:16 to figure out how to play it 17:16 that is why I want uppercase to lead to the config 17:17 [nd] munterplant (Val Hum Fem Law), 2732 points, T:1659, killed by a watch captain, while praying 17:17 so it is similarly easy to access 17:17 without having to consult the menu 17:17 K2: it is not that important 17:17 just I find this an accessibility improvement 17:18 if you refuse, that's up to you 17:18 you're the server admin ;) 17:18 i've already moved on 17:18 notice how i let you type there uninterupted for 2-3 min 17:19 ;) 17:28 are you mocking me 17:29 That would be redundant :-) 17:50 -!- zombifier has quit [Ping timeout: 248 seconds] 17:51 lol 17:53 aosdict: note that in fiqhack, extrinsic resistances protects vs item destruction 17:53 @ "Shock damage is not very common, but it can be particularly frustrating when an errant electric eel or energy vortex destroys the player's only source of levitation or free action. (Exacerbated in variants like FIQhack where lightning blasts may cause lightning explosions which are not protected by reflection.)" 18:05 [gh] k2 (Mon Hum Mal Neu), 23 points, T:308, killed by kicking a wall 18:10 -!- raisse has quit [Ping timeout: 246 seconds] 18:19 [gh] k2 (Mon Hum Mal Neu), 229 points, T:521, killed by a kobold werejackal 18:20 FIQ: I didn't know that, but I'd heard enough complaints in that area to make a note of it. 18:21 -!- zombifier has joined #hardfought 18:21 ok 18:23 [gh] phollenback (Mon Elf Fem Cha), 1899 points, T:1998, frozen by a brown mold 18:31 [dyn] The Tourist (TheTourist) (Tou Hum Fem Neu), 2340 points, T:2213, killed by a gnome lord 18:58 lol K2 nice nymph-wrangling. 18:58 ;) 18:58 got a 2 for 1 19:02 fuuuuck 19:02 i hit with a wielded weapon 19:03 [gh] k2 (Mon Elf Mal Neu), 2442 points, T:2378, killed by a red naga hatchling 19:06 i wore some leather gloves of shock resistance for most of my game thanks to fiqhack lightning 19:12 -!- zombifier has quit [Ping timeout: 248 seconds] 19:34 FIQ 19:34 you need to add your variant to this page - https://nethackwiki.com/wiki/Variant 19:44 [gh] k2 (Mon Elf Mal Neu), 568 points, T:344, killed by a fox, while misunderstanding a book 19:44 heh 19:49 "you are responsible, forever, for what you have tamed" said the fox 19:50 i think i took tangles to demi-god valhalla or wherever it is we go 19:50 (tangles is my red dragon pet name) 19:59 [gh] k2 (Mon Elf Mal Neu) had long sword named Vorpal Blade bestowed upon him by Chih Sung-tzu, on T:1735 19:59 el oh el 19:59 Tangles the red dragon 19:59 rawr 20:01 red dragons can make it past the plane of fire, so i try to take them with me 20:17 [gh] k2 (Mon Elf Mal Neu), 1632 points, T:2284, killed by a dwarvish lord 20:59 -!- zombifier has joined #hardfought 21:10 artifact yani: a magic marker with 3 or so charges, but instead of using the charges normally, it will instead write any scroll or spellbook with a single charge, without fail. 21:10 Cannot be recharged. 21:35 yani: spell of baleful polymorph. Is a beefed-up version of the spell of polymorph that allows you to change the monster it hits into a monster of your choice. 22:44 yani: a credit card has a 20% chance to be able to open a given locked container (determined by oid). Otherwise, the lock is unable to be opened by a credit card. 22:47 It should be a higher percentage chance if you are a tourist. 22:48 But my preferred credit card chance is a chance of breaking when used in this manner. 22:48 *nerf 22:50 EPI: of course, _artifact_ credit cards should be exempt from breaking when used for unlocking... unless some developer "accidentally" gets the test backwards so that they always break instead of never. 22:51 -!- bug_sniper has quit [Read error: Connection reset by peer] 22:52 -!- bug_sniper has joined #hardfought 23:09 [gh] k2 (Mon Elf Mal Neu), 153 points, T:262, fell onto a sink 23:25 -!- ais523 has joined #hardfought 23:35 This might be a slightly dumb question 23:36 If you eat two corpses and both of them happen to be "Blech! Rotten" is it more likely that you'll get confused than it would be if you had just eaten one? 23:37 if you're already confused by the 1st, i dont think you can become more confused by eating the 2nd right after 23:38 Well what I was thinking was that it might be increasing a timeout or something, even though the first time I didn't appear to become confused at all 23:39 the timeout you're thinking of is the nausea timeout, which IIRC isn't caused by regular rotten food, but by rotten eggs 23:39 and I have no idea if it stacks, but if it does it's probably broken 23:39 anyway, timeout stacking in NetHack doesn't affect probabilities, just time 23:39 mmkay 23:41 [slex] Yuring (Pok Gno Mal Neu), 282 points, T:558, killed by an icy touch