00:18 -!- remirol has joined #hardfought 00:19 -!- elenmirie_ has joined #hardfought 00:20 -!- lorimer has quit [Read error: Connection reset by peer] 00:21 -!- elenmirie has quit [Ping timeout: 248 seconds] 00:21 -!- elenmirie_ is now known as elenmirie 00:27 -!- Tangles has quit [Ping timeout: 260 seconds] 00:29 -!- Tangles has joined #hardfought 00:29 -!- mode/#hardfought [+o Tangles] by ChanServ 00:37 bhaak: can un be considered actively maintained? 00:38 I guess last update was just a few months ago 00:38 so yes 00:38 ais523: I actually reported an issue with the stacking of the vomiting timer to DT a while backl 00:38 *back 00:39 alongside other issues where timers was overwritten or stacked incorrectly 00:39 IIRC it was considered not a bug 00:39 let me see if I can find the reply 00:42 holy crap I accidentally bought a pair of gauntlets of power 00:44 [gh] k2 (Mon Elf Mal Neu), 12540 points, T:6644, frozen by a blue jelly 00:44 that was dumb 00:45 At least you didn't do that on turn 52 during the Junethack tournament 00:47 that would have been preferrable 00:47 i thought i had a charge in my wand of striking 00:47 didnt, went that direction anyways 00:47 hit cold dead 01:02 use msgtype 01:02 for cases like that 01:02 need to 01:02 its really rare though 01:02 !lastgame 01:02 K2: https://www.hardfought.org/userdata/k/k2/gh/dumplog/1504755664.gh.txt 01:03 need a stop event for 'nothing happens' 01:03 use my config :P 01:05 new hurricane apparently 01:05 2 01:06 jose and katia 01:06 and irma (cat5) is wiping the caribbean off the map just about 01:06 wow another one? 01:06 yeah 01:06 didn't know about katia lol 01:07 fairly new development 01:07 My landlady assures me that it's a manmade storm part of the government's plan to kill everyone. 01:07 rush limbaugh said the other day he believes irma is a hoax/fake news story created by liberals to control people 01:08 he needs to stop forgetting to take his meds 01:09 or stop self-medicating, maybe 01:10 heh 01:10 i wonder if/when he'll recant 01:13 That's interesting, this stone golem turned into a statue instead of a pile of rocks 01:14 eh, if you admit you're wrong your pundit license gets revoked 01:14 don't they usually turn into statues? clay golems turn into rock piles 01:15 at crap Katia formed in the gulf of mexico 01:15 I could have sworn stone golems were piles of rocks 01:15 yikes category 5 01:15 watch it head north... geez 01:15 no katia is just cat1 at the moment 01:15 irma is cat5 01:16 but even a tropical storm would be *bad* for the texas coast right now 01:17 ugh 01:17 Barbuda reports nearly 100% of all homes there destroyed by irma 01:18 [nh4] Philip (Crawldragon) (Arc Hum Fem Law), 41428 points, T:3969, killed by a flesh golem 01:18 a cat5 hurricane is like having a tornado come and just sit in the same spot for hours. but miles and miles wide 01:23 zapping a stone golem with striking or force bolt should instakill it 01:25 -!- raisse has joined #hardfought 01:25 -!- mode/#hardfought [+v raisse] by ChanServ 01:28 K2, but with a storm surge and a lot of rain 01:36 -!- LarienTelrunya has joined #hardfought 01:52 [slex] Yuring (Pok Dro Fem Neu), 310 points, T:799, killed by a shotgun shell 01:52 [dnh] Danthrax (Pri Elf Mal Cha), 1426 points, T:1800, killed by a dwarf 01:54 * bug_sniper shoots a dwarf at K2 01:55 hm 01:55 I can't find the reply to that mail D: 01:58 01:03 need a stop event for 'nothing happens' <------ that :P it's one of the first things slex did, add a --More-- prompt to that message, and same for "You fail to cast the spell correctly." How many times did I move because muscle memory made me hit a direction after using z or Z? TOO MANY TIMES!!! 02:01 git gud skrub 02:10 ais523: do you know what this issue is about? https://github.com/FredrIQ/fiqhack/issues/20 02:10 it concerns the save system 02:19 [dyn] Philip (Crawldragon) (Arc Hum Mal Law), 951 points, T:1885, killed by a homunculus, while sleeping 02:19 FIQ: that could very well be the bug I fixed in NH4 recently with integer overflow 02:20 I'd recommend confirming it's not that (e.g. via rewinding and continuing the save on a version with that patch pulled) before continuing 02:20 note that the fix won't make it possible to load broken save files (unless you rewind them to before the issue), it'll just avoid producing them 02:22 ais523: considering there is not enough info to reproduce it properly in the issue, I think I'll close it for now 02:23 unless LarienTelrunya can provide more info on exactly when it happened 02:24 It happened once on the samurai quest while I was fiddling with my bag of holding, and then again much later also while fiddling with my bag of holding. 02:24 hm 02:24 I must have fumbled some key, don't know which one, and that made the error message show up. 02:24 yeah that isn't enough info 02:24 going to close the issue then 02:24 f 02:24 eel free to reopen it if it happens again 02:25 On the first time it happened, I couldn't even react quickly enough because I didn't expect it, so whatever key I then hit must have caused it to go into "you have to bug kerio to recover it and he'll take his sweet time instead of doing it immediately" mode. :/ 02:25 LarienTelrunya: the old bug in question could be triggered by almost anything, although mostly ineffective actions (i.e. ones making small gamestate changes only) are the most likely to cause it 02:25 ais523: so you've seen that error message too?# 02:25 whoops 02:26 it was a fatfingered key like this one (probably it wasn't the # key though) that triggered it :P 02:26 LarienTelrunya: not that /precise/ error message but it looks a lot like random save corruption, which was the actual symptom 02:26 of the bug in question 02:26 FIQ: ok, though it'll be about 9 months until I play it again 02:26 (I should say, random diff corruption, the rest of the save wasn't hurt) 02:26 ok 02:27 LarienTelrunya: see this is why I encourage you to play here :P 02:27 more realible server admins 02:27 ais523: ah, I see; IIRC I had a similar error in nh4 as well, when I tried to pick a lit magic lamp I got from a bones file, but then loading and doing random other actions for a few turns allowed me to circumvent it 02:28 ais523: I tried the divide by 10 thing as I asked you about earlier 02:28 It... well 02:28 Didn't really work out as intended 02:28 FIQ: would really be the better idea if my hdf ping from Germany wasn't so much worse than my esm/ascrun ping ;) 02:28 [ ] 02:28 1504013235_hothraxxa.nhgame 02:28 2017-09-06 15:31 378M 02:28 this is what happened 02:29 it would create a binary checkpoint for every single turn for a while 02:29 here in my office, I have a ping of 7 ms to esm and 139 ms to hdf 02:29 and in the end it was still doing it every 40 turns-ish 02:29 FIQ: right, that doesn't seem ideal 02:29 I think you probably tweaked the numbers too high :-) 02:29 ais523: well at least it fixed the performance issues :D 02:29 at home I have about 70 ms to esm and 300 ms (with spikes of 700 ms and more) to hdf :( 02:29 hothraxxa mentioned that loading fiqhack saves after that change was blazing fast 02:29 which isn't that surprising :P 02:30 that's not surprising at all, given the context 02:30 idea: closing the game with the S command writes a save backup if there hasn't been one recently 02:30 this is what I changed 02:30 if ((program_state.binary_save.pos / 2) < 02:30 (program_state.gamestate_location - program_state.save_backup_location) 02:30 || !program_state.ok_to_diff) 02:30 the / 2 there was a / 10 02:30 (previously there was no divison at all) 02:30 ais523: oh, there's also something I wanted to ask... why does nh4 make it so that impossible() crashes the game? Is there a reason for that? 02:31 we might need a different formula entirely 02:31 ais523: what I wanted to do was to create a save backup every n moves 02:31 the issue is, neutral turnstate doesn't neccessarily happen on an even turncount 02:31 LarienTelrunya: it doesn't, it puts up a dialog box that gives you the choice of rewinding the turn or playing on (or leaving the save file for manual inspection) 02:31 and what if you are fast 02:31 basically you'd need to track the movecount of the last save checkpoint 02:31 you could do it on turn boundary, I guess? 02:32 FIQ: well, if 3.4.3 during the dark ages was considered maintained, I'd say, un still is :) 02:32 ok I guess that solves the "being fast" issue 02:32 ais523: ah, I see, but the wording of the message is weird, it should IMHO not say "the save game is corrupted" because it really isn't ;) 02:32 but not the other one 02:32 FIQ: just low maintenance at the moment 02:32 of non-even turn ends 02:32 LarienTelrunya: something that shouldn't have happened did 02:32 currently it's very hard in nh4-based variants to tell if an error is just an impossible() or an actual panic() 02:33 we have no way to know if the file is correct or not 02:33 LarienTelrunya: it is very easy 02:33 if you know to recognize it 02:33 impossible allows you to dismiss the error with P 02:33 and the difference between impossible and panic is intentionally blurry in NH4, the only difference is that impossible gives a "repair" option in addition to "recover", panic doesn't 02:33 panic or desyncs does not 02:33 FIQ: not nearly as easy as in vanilla, where hte error messages are different! 02:33 a user shouldn't need to care about the difference between impossible and panic 02:33 ais523: intentionally??? WHAT 02:33 both indicate something's badly wrong, both are usually best fixed by continuing from a backup 02:34 well sorry, but the user designs a nethack variant herself, so she *does* care about it 02:34 ais523: not neccessarily badly wrong 02:34 in the case of an impossible, you can also attempt to play on if rewinding doesn't help (rather than needing a dev to fix the bug) 02:34 but that's the only real difference 02:34 impossibles can be for clearly error'd cases, but not *critically* badly so 02:34 impossible means that something has gone wrong but not so wrong as to render the game unplayable :P 02:35 that is why you can press P... 02:35 LarienTelrunya: the difference between impossible and panic in practice is whether there's a way to recover, not how bad the problem is 02:35 some problems can be really major and yet have an obvious way to recover them 02:35 that is why in nh3 impossible just prints a message and lets you continue :D 02:35 nh3 impossibles are horribly worded 02:35 it implies you should quit your game 02:35 no, NH3 does that because the alternative is deleting the save 02:35 FIQ: yeah, that message really is stupid 02:36 even then, the file may or may not be playable 02:36 sometimes data's corrupted that's needed for the game to function 02:37 ais523: is it theoretically possible to impossible-scum, by deliberately triggering an impossible (if the player finds a way of doing so) to cancel negative outcomes like e.g. a +3 wish only giving a +0 item? because that would be very bad for game balance 02:38 in NH3 only, panic scums allows this 02:38 not impossibles 02:38 NH4 doesn't allow either 02:38 due to how its save system works 02:38 LarienTelrunya: it'd only rewind to the start of the previous command 02:38 that'd be very hard to do with something like wishing 02:38 and get a benefit from it 02:38 ah 02:38 as you'd need the impossible to happen on the monster turn after the wish 02:39 and somehow not happen if you get the good outcome 02:39 well nh3 allows segfault scumming due to the way checkpointing works :( 02:39 you might be able to fix something up with some ice and a hole trap and a red dragon and a broken migrating timer 02:39 but if you can pull that off, you deserve your +3 :-P 02:40 ais523: dnethack has had 100% reproducible panics/segfaults 02:40 at least one user abused it into oblivion 02:40 heh, with your TAS tools you can apparently pull off a T:1 (or similar) ascension by destroying a wielded cream pie? is it really possible to manipulate the memory corruption to do exactly what you want? 02:40 LarienTelrunya: there are limits but they aren't very constraining 02:40 FIQ: so has vanilla 02:40 acid? 02:41 d4294967296$d4294967296$ will consistently crash 3.4.3 if a) you have any gold in inventory and b) you're not standing on gold 02:41 wow 02:41 nice 02:41 I thought that was fairly well known at this point 02:41 (bonus marks if you can figure out why without trying it) 02:41 well 02:42 I started playing nethack in late 2014 02:43 LarienTelrunya: considering you are on a slash'em base and not nao, you should try it :P 02:43 in slex 02:44 FIQ: somehow doesn't work for me, neither in slex nor in nh343 on hdf 02:44 was nh343 patched here? 02:44 it obviously doesn't work in nh343 on hdf 02:44 since it is nao 02:45 well shit, locally it does crash slex 02:45 it was patched on NAO, yes 02:45 gg 02:45 ais523: do you happen to have the commit that fixes it? 02:45 7c860335c16bfb8382eab4b75ebd01dbd1a69120 02:46 ugh, vanilla nethack devteam commits are always so complicated 02:48 ais523: did I ever mention to you some clarification about that ff/ff+/ff-/travel/whatever comment btw? 02:48 but yeah, gotta fix that for slex, since if word spreads then players might start to abuse it 02:48 this one 02:48 /* 0: h (etc), 1: H (etc), 2: fh (etc) */ 02:48 /* 3: FH, 4: ff+, 5: ff-, 6: FF+, 7: FF- */ 02:48 /* 8: travel */ 02:48 FIQ: no, I don't think you did? I know the comment, of course 02:49 and have some ideas about it myself 02:49 ais523: thanks for telling me about that bug :) 02:49 ais523: they were related to the other game that was (likely) published as part of hack 02:49 huh, that's not what I expected at all 02:49 what other game? 02:50 as you may or may not know, ancient hack files were named hack.c, hack.apply.c, etc 02:51 alongside an ifdef for HACK 02:51 there seems to have been another game by the save developers, possibly distributed alongside Hack 02:51 at first 02:51 and they reuse some code 02:51 4 of the above travel commands (iirc 4-7) was never used in hack itself 02:51 and concerned this other thing 02:52 the other 4 concern variations of go/run/run while turning on corridor edges/travel 02:52 er, travel didn't exist back then 02:52 but yeah 02:58 [4k] Philip (Crawldragon) (Arc Hum Mal Law), 2487 points, T:1034, killed by a giant rat 02:58 that bug exists in grunthack also 02:58 ais523: oh yeah 02:59 Quest 02:59 was the other thing 02:59 and sporkhack 03:00 ais523: this place has info about the other game https://nethackwiki.com/wiki/Talk:NetHack_1.3d 03:00 K2: pushed a fix for slex :) 03:00 and dnethack 03:00 LarienTelrunya ok 03:01 can probably copy that for the other nh3-based variants that have the error 03:01 K2: huh? dnethack having that bug surprises me 03:01 since it's based off NAO 03:01 not the most up to date NAO, but NAO regardless 03:02 dnethack on hdf does not seem to have the bug 03:03 but grunthack doesn't either 03:03 nor slex 03:03 so yeah 03:04 maybe it's 64-bit and MAXINT is higher? 03:04 probably simply doesn't reproduce with 32bit there 03:04 try the 64bit maxint 03:04 18446744073709551616? 03:05 "You decide not to part with your hard-earned cash." 03:05 maxint effects are different between 64-bit and 32-bit 03:06 often, a maxint effect in 32-bit won't have anything analogous in 64-bit 03:06 because sometimes a value is stored in an int in some places and a long in other places 03:07 Slash'EM Extended updated 03:07 thanks! 03:08 hmm, the weird thing is, if I try to drop 64-bit MAXINT gold pieces in spork, nothing happens at all; it's as if the game doesn't even acknowledge I tried to drop anything 03:08 you are supposed to do it twice 03:08 for the crash 03:08 and if I try to drop a little less than that amount I get the standard LRS message 03:09 yeah but when I got the crash locally, the first attempt said "You drop 0 gold pieces." 03:09 ah 03:12 what, it crashes because it averages out the ages??? what are they set to anyway? does the MAXINT thing cause the amount value to spill over into the age field and set it to zero? 03:19 [gh] k2 (Mon Elf Mal Neu), 118 points, T:447, killed by Mr. Annootok, the shopkeeper's magic missile 03:22 -!- Crawldragon360 has joined #hardfought 03:23 -!- Crawldragon has quit [Disconnected by services] 03:23 -!- Crawldragon360 is now known as Crawldragon 03:23 -!- elenmirie has quit [Read error: Connection reset by peer] 03:23 -!- elenmirie_ has joined #hardfought 03:24 -!- elenmirie_ is now known as elenmirie 03:24 LarienTelrunya: turn the gold was generated 03:25 it doesn't do anything but the game averages out timestamps for everything 03:25 and it's a weighted average based on the stack sizes 03:25 if you have 0 gold generated on turn 10, and 0 gold generated on turn 10, what's the average generation turn of a gold piece? 03:26 ohh it uses the stack size too, I see 03:28 -!- Crawldragon has quit [Quit: If beer is liquid bread, what is liquid peanut butter?] 03:34 -!- captain42 has joined #hardfought 03:36 -!- noty has quit [Quit: WeeChat 1.9] 03:55 -!- K2 has quit [Quit: Rico, smoke! *poof*] 03:57 -!- mode/Beholder_ [+Zi] by Beholder_ 03:57 -!- card.freenode.net changed the topic on #hardfought to: Welcome to Hardfought - https://www.hardfought.org/ - public irc logs available on website ¤ Public NetHack server - ssh nethack@hardfought.org ¤ GruntHack 0.2.2 and Slash'EM Extended 2.0.5 are now live - NetHack 3.6.1-dev has been updated 03:57 -!- K2 has joined #hardfought 03:57 -!- mode/#hardfought [+o K2] by ChanServ 04:00 -!- Beholder has quit [Ping timeout: 240 seconds] 04:00 -!- mode/#hardfought [+v Beholder] by ChanServ 04:24 Evil Patch idea: hypercharge trap. Causes monsters to randomly not act on a given turn, "storing" their movement energy (maybe with a 50% chance?). Once the RNG decides that they do act, they will get extra actions depending on how many times they did not act. 05:05 it wouldn't be that noticeable at 50% 05:05 maybe you'd get double-hit sometimes 05:06 but it's much less evil than the Crypt of the Necrodancer equivalent 05:08 ais523: 02c05ed and 6acd9c0 might interest you 05:08 it makes dipping consistent to quaffing in that they require , rather than NH3-style "dip into the fountain/water?" 05:08 oh, that's worth memorizing 05:08 I need some notes on this somewhere 05:08 are you still using the fiq4 repo? 05:09 This was pushed to fiqhack 05:10 what is safe_qbuf? 05:10 don't think I've ever seen it until now, somehow 05:11 apparently it's almost unused 05:11 it's a vanilla thing to avoid overflowing buffers in pline(0 05:11 *pline() 05:11 is it still useful 05:12 or the qbuf equivalent 05:12 I'm not 100% sure it's not useless right now 05:12 it rather depends on how the client implements prompts, which I can't remember 05:12 I was trying to get rid of that code, though 05:12 well I am now wondering on whether I have made cases where safe_qbuf is potentially relevant 05:12 which is likely, if it actually does something 05:15 I think the vanilla devs missed some even in 3.4.3 05:15 which is a good reason to remove it! 05:15 H - a blessed greased +6 elven leather helm of carrying (being worn) 05:15 Wut? of carrying? 05:15 ais523: in vanilla if you lack infravision, mitre will allow you to see monsters in the dark within its radius 05:15 this is not the case in NH4 05:16 it was more exarbated in fiqhack when I buffed xray to a range of 8, but the bug should still be there in nethack4 vanilla 05:16 Mandevil: +10% carrycap 05:16 Stacks with other items of carrying 05:16 FIQ: that doesn't surprise me, I probably broke something in the extrinsic rewrite 05:16 How do you get oilsking bag of holding? 05:16 I wasn't even aware that was a mechanic 05:16 Mandevil: By being lucky 05:16 Or dip it into wonder 05:17 How to get wonder? Good luck without wishes 05:17 Haha. 05:17 It's arguably rarer than wands of wishing 05:17 I knew it's nothing for me. 05:17 Maybe make it more common? 05:17 Since it rarely would be as game changing as wow. 05:17 The effect of the potion is rather powerful 05:18 It gives an object property... 05:18 ...and a random one. 05:18 You can get exotic intrinsics with it, or can dip objects *of your choice* into it to make it attain an object property 05:18 That's way weaker than a WoW. 05:18 Oh I'm not arguing it being stronger than WoW 05:18 Far from it 05:18 I just don't want to make it common 05:18 It is 3/1000 of all pots at the moment 05:18 Alright. 05:18 But rarer than WoW is that most of the game you won't get one. 05:19 That's like it isn't there at all. 05:19 Possibly 05:19 But it's wishable 05:19 Sounds like terrible wish. 05:19 Mandevil: Maybe I made it a bit *too* rare? 05:19 FIQ: That's what I am saying. 05:19 Maybe it should be on par with the other "rarest" potions atm 05:19 FIQ: Alternatively, make one or two guaranteed somewhere? 05:20 full healing, polymorph and acid 05:20 are all 10/1000 in vanilla (9/1000 in fiqhack since that's where I took the wonder odds from) 05:20 Mandevil: the obvious place for that is GKWC 05:21 FIQ: GKWC? 05:21 Oh! 05:21 The cellar Mine's End. 05:22 Also, mark the use of the potion in the game log. 05:22 I changed the odds for it to spawn 05:22 to 10/1000 05:22 Nice. 05:22 nerfed some of the 42/1000 ones to 40 05:22 also changed the 9/1000 ones back to 10/1000 05:24 FIQ: !oFH is more common in vanilla due to monster starting inventory 05:24 ais523: Of course 05:24 Likewise with acid 05:25 Evil Patch idea: monsters that have potions and are standing next to you can decide to dip a random item in your inventory into the potion. 05:25 ooh suppose it's polymorph 05:26 yeah :D "Your gray dragon scale mail turns into a leather armor!" 05:26 "Generation: 10/1000 of all potions. Some of the 42/1000 potions was changed to 40/1000 to compensate (confusion, gain ability, booze, sickness, fruit juice)" 05:30 Mandevil: I think the most powerful use of wonder atm is to dip jewelry into it 05:30 FIQ: can it backfire (giving a negative extrinsic)? I assume it's unlikely to because most extrinsics are positive 05:30 When you dip BoH into it, is it guaranteed to get oilskin? 05:30 Mandevil: Since oilskin is the only possible property, yes 05:31 How about bag of holding of carrying :) 05:31 ais523: Yes, both for objects (bad object properties like hunger or fumbling) or yourself (have fun being permanently slow) 05:31 FIQ: bag of holding of digestion, randomly deletes objects when opened :P 05:31 LarienTelrunya: I considered adding a "greed" property 05:31 LarienTelrunya: that's just being cursed 05:31 which would make the bag refuse to be opened 80% of the time 05:31 wasting the turn 05:32 FIQ: ah, that would probably make more sense gameplay-wise 05:32 ais523: yeah but it would happen even while it's not cursed :) I guess the properties are removed by cancelling an item, though 05:32 to balance out the fact that atm there's only one property for containers 05:32 and it is a good one 05:33 Mandevil: You can actually get oilskin blindfolds/etc this way since oilskin is *allowed* on anything made of cloth, it just doesn't generate 05:33 is the granted property automatically identified? 05:33 ais523: No 05:33 You don't get knowledge of weapon enchantment just because you read enchant weapon 05:33 Similar logic 05:34 ais523: Also, trying to add properties on an item that already has one can backfire 05:34 "magic" propety for BoH. 05:34 how does that work technically? a pknown flag? 05:34 Makes it linked to all magic BoHs in the game :) 05:35 To balance out excess potions 05:35 ais523: oprops_known int 05:35 if it doesn't match oprops, you see "magical" as a prefix 05:35 meaning it has unknown properties 05:35 oh, so it can have multiple properties that are IDed separaely 05:35 yes 05:35 exactly 05:35 and the "magical" will remain until you have identified all of them 05:36 magical silver long sword of draining and fire 05:36 (it is also vorpal, but you have no idea!0 05:36 No object material randomness in fiqhack atm, sorry 05:36 ) 05:36 Allthough I have considered it 05:37 Mandevil: that's an interesting way of implementing magic chests 05:37 having a container property for it 05:38 I can see one problem with it. 05:38 being? 05:38 What happens when you remove the property? 05:39 I don't see the problem with that 05:39 the weird thing is *adding* the property to it 05:39 Imagine you have three magic chests. 05:39 mhm 05:39 And you remove the property from one. 05:39 What will be its contents? 05:39 Will it disappear? 05:39 well, it will be empty 05:39 But why? 05:39 What if it is the last magic chest in the game? 05:39 Will it still disappear? 05:40 then you lose access to the content 05:40 until you either make a new one, or find a new one 05:40 So magic chest is just access portal to some off-plane storage? 05:40 yes 05:40 as I said 05:40 the weird part isn't removing the property 05:40 but adding it 05:40 what happens to the existing content 05:40 Then yes. 05:41 It gets added to that shared storage space. 05:41 the most straightforward solution here is "it gets merged within that space" 05:41 yeah 05:41 Otherwise it would lead to players losing their stuff. 05:41 well 05:41 they committed to dipping in first place 05:41 but yeah 05:43 Mandevil: that said 05:43 if I were to add this 05:43 I would probably not call the property "magic" 05:43 since it's somewhat redundant with "magical" 05:43 Understood. 05:44 no idea what I'd call it though 05:44 chest of sharing :) 05:44 chest of off-site backup 05:45 ais523: if I made this 05:45 what would be the sanest way to handle the content 05:45 Also, this sounds really bad if monsters can loot the magic chest. 05:45 Since your stash could be looted from elsewhere. 05:45 link obj->contained to the magic chest list 05:45 or make a contained() function that grabs it if applicable? 05:45 the former seems a bit error-prone 05:46 FIQ: I'd say go indirectly 05:46 Mandevil: that is true 05:46 not sure on the best solution here 05:46 the most obvious issue is what happens if you empty out the magic chest stash entirely using a magic BoH 05:46 one obvious fix is "gurantee such a chest to be locked" 05:47 but that will not work for bags 05:47 ais523: you mean using a bohsplosion? 05:47 no 05:47 I mean taking all the items out 05:47 I don't see what the issue with this would be? 05:47 obj->contained would then become null, wouldn't it? 05:48 obj->contained would be null either way if I went with a contained() function 05:48 which I think would lead to the least issues 05:49 no weird issues where contained is killed off by the object being destroyed 05:49 or similar 05:51 Mandevil: I think the solution to the monster looting risk is 05:51 don't generate (but allow, via wonder) sharing on bags 05:51 only boxes or chests 05:51 and gurantee it to be locked 05:51 it will not ward everything 05:51 but should be good enough for all intents and purposes 05:53 one issue remains then because technically monsters has no reason not to dip bags into wonder, hoping for sharing 05:53 and then loot that content 05:53 Nasty of them :) 05:53 maybe I'll just do a cop-out, like monster wishing 05:53 and make monsters simply not do that 05:54 unless it's Rodney or something 05:54 hm 05:54 but that said, wonder is *rare* 05:54 and monsters don't generate with it 05:54 and they'd need to pick up *both* a potion of wonder *and* an applicable bag 05:55 maybe it's fair game then 05:55 I would say. 05:57 Mandevil: a cursed boh of sharing would be nasty bones find :) 05:57 Heh! 05:58 in case a monster decides "hey let's loot this" 06:01 K2: This is why NH4 prompts you for a direction first, before telling you if the zap is successful or not. 06:06 -!- raisse has quit [Ping timeout: 260 seconds] 06:09 -!- ais523 has quit [] 06:27 jonadab: you have travis enabled for nethack4 but not set up correcctly 06:27 *correctly 06:27 FIQ: name suggestions for magic chests/bags: "chest of hyperspace" or "chest of 4D pocket" :D 06:27 LarienTelrunya: sharing is ok 06:31 LarienTelrunya: what is A'En? 06:31 I recognize the other deities 06:32 also Nikola Tesla makes more sense as chaotic 06:32 for electric mage 06:34 MEINAJI SAYS:US HOW I DIG A HOLE TO GO INTO I AM FRIGHTENED!\ IN THE FRONT THERE AREA STRONG STRENGTH SUDDENLY,\ A'EN APPEARS, I HAVE FOUND HIM TEN YEARS ANE FOUND IN THE END,IT'S EXITED.THANKS TO {name}, THANK YOU!\ THE LEGENDARY MONSTER ACCEPTED THE WORLD, TRIED TO APPROACH THE WORLD,\ THESE WERE HEARD..\ I WILL TRACK DOWN A'EN THEN {name},BYE!\ 06:34 (A'En is what the translation made of "Suicune", for whatever reason) 06:35 and also slex has lots of "bonus" pantheons in u_init.c :) 06:35 which can randomly be used for e.g. the priest role 06:44 ahh 06:44 shouldn't whatever lance became be the lawful one 06:44 allthough to be fair, he's a cheater 06:46 Lance was named "DU" in viet crystal :P "THE CHAMPION OF THE LEAGUE, DU, COMES NOW, PREPARE TO STRUGGLE." 06:47 and is the level 30 title for the otaku role :) 06:48 heh 06:54 FIQ: I was not aware I had travis enabled for nethack4, and I see no .travis.yml file there. Of what dost thou speak? 06:54 your merge commits has red x marks besides them 06:54 complaining about travis builds failing 06:54 for example 06:54 https://travis-ci.org/tsadok/nethack4/builds/261361033?utm_source=github_status&utm_medium=notification 06:56 -!- raisse has joined #hardfought 06:56 -!- mode/#hardfought [+v raisse] by ChanServ 06:56 LarienTelrunya: also the english there is surprisingly coherent 06:56 the lance one 06:57 I don't seem to have a web browser capable of loading that page on this old system. Perhaps I will make a note of it and look later when I am on a more up to date system. 06:57 so in 2021? 06:57 I meant later today. 06:58 FIQ: yeah, but once he is defeated, his ending speech is incomprehensible again ;) and it ends with "THE RESULT IS THE FRUIT", whatever he means by this. 06:58 I mean, I _could_ do it on this computer if I log in as a different user to run a copy of Seamonkey with js enabled. But that's a hassle. 06:59 LarienTelrunya: The words "result" and "fruit" are the same word in some languages. 07:00 oh, really? 07:01 Yep. 07:01 Or, at least, there are words that can be rendered as either word when translated into English. 07:02 καρπός for example 07:03 The gloss for this word is usually "fruit", but it frequently means result. 07:03 It can also mean "harvest" or "crop". 07:03 oh, did you by any chance also have Ancient Greek classes in school? because I did :) 07:04 Common Greek, yes. 07:04 speaking of bad translations 07:04 https://bilious.alt.org/rgrn/?135071-135074,135081 07:04 this looks machine translated 07:04 I dont recall, I remember wandering levels and levels deciding who to stone and who to eat. Its the mechanic, wield/unwield strategically, hide to prepare the next stoning or just rush ahead, see if a statue remained, decide what to do with the statue... That s FUN. I barely had time to stone a bat (a bat!), and the cockatrice rot whole eating a hobglobin! While the dragon ate a harassing gnome wizard... 07:04 (no real names implied, eh?). Wasnt it called the rubber chicken cause it did not rot just like lizard corpses, check, do not age? I know where s a chicatrice, but you cannot transport live hostile monster even in boxes. (nor leash a pet to a sink either, for that matter, ahem). I would ask to reconsider but it is coded! I would turn it into an option, - rotting rubber corpses [FALSE]. Is it version 07:04 dependent? I do seem to remember cockatrices would show up in couples, but not the rotting. Problem is once used to the vustomixable android version falling back to pure keyboard is crazy. Maybe an arduino based capacitive screen controller would win, but not just a keyboard. How do I get a patch? Truly, just time to get two hobgoblins and a bat and dispose of a brown pudding and an ochre jelly and my 07:04 weapon rot away. Sure no anti-fun fans around in versioning? 07:05 uh-oh, didn't realize how long it was since it was just 1 line 07:05 sorry about that 07:05 "vustomixable" hahaha :D 07:06 there are actual non-rotting petrification-inducing corpses in slex, but I made it so that hitting with them has 1% chance of them being removed :P 07:07 Eh, it should be a 1% chance of petrifying yourself by mistake. 07:07 jonadab: wow, that's great! my roommate absolutely loves Greece and the Greek language, culture and music, too bad she's not here right now or she'd probably want to talk to you about Greece ;) 07:07 LarienTelrunya: I don't know anything about _Modern_ Greece. 07:07 Well, I mean, I know they have had controversial economic issues in the last ten years. 07:08 And are in roughly the same geographical location as in classical times. 07:08 ah, I see 07:09 Common Greek is the version that was spoken outside of Greece as a lingua franca after Alexander spread it all around. 07:09 It doesn't have some of the more difficult-for-non-native-speakers features of the older Classical Greek dialects, such as the tonality, optative mood, etc. 07:09 Well, it kind of still has the optative mood, but you don't see it much. 07:10 but it's not the same as the current Greek language? 07:10 Not remotely, no. 07:10 no 07:10 It's a dead language. 07:10 not even close 07:10 It's probably about as close to modern Greek as German is to English, give or take. 07:10 I mean, I'm guessing. 07:10 I don't know anything really about medieval or modern Greek. 07:11 I do know that the pronunciations of many place names have changed significantly. 07:11 Especially the vowels appear to have been half randomized. 07:12 I've read that you should be able to read classics if you had a little bit of higher education 07:12 (I'm sure it isn't actually random; I'm sure there are rules. I just don't know them.) 07:12 when guiding the modern Greek standardization, they apparently often took input from ancient Greek 07:12 Oh? Hmm. 07:12 Might be closer than English and German, then. 07:12 yes, I would guess so 07:13 there was a phonetic mutation, where the eta, which used to be pronounced like a German "ä", is now pronounced like a German "i" or English "e" in modern greek 07:13 Perhaps more like Latin and Italian. 07:13 I learned eta as pronounced like English long A as in "bake" or "made". 07:13 or even closer, like modern Italian speakers can somewhat read Dante 07:14 Dante, that's medieval, isn't it? 07:14 yes 07:14 So like about halfway between Classical and now? 07:14 yes, about that 07:16 Hmm. I wonder how much influence the existence of widely-used religious texts (the LXX and particularly the NT) influenced the development of the Greek language; having been continuously available since antiquity, one wonders if they might have had a stronger influence than the AV had on English. 07:16 (Which would be, from a linguistics standpoint, worth taking note of.) 07:17 I bet somebody has written a paper on that. More than one somebody, even. 07:17 Then there's stuff like Plato, which is _almost_ religious for some folks. 07:18 Actually, it's arguable that Aristotle had a larger influence on Medieval European thinking than the acknowledged-as-religious texts. (And not for the better. Aristotle was wrong about _almost_ everything he ever said, usually in unfortunate ways.) 07:20 he did remarkably on biology afaik 07:21 Either that, or our understanding of biology is still pretty much poop, which I think is likely given that we have poured trillions of dollars into researching things like Alzheimer's Disease and have learned basically nothing as a result. 07:41 I've been wondering, why does jumping or being pulled by an iron ball reduce luck in Sokoban? Because it cannot be used to bypass boulders or holes anyway, and thus shouldn't give a penalty, but yet it does! 07:41 So is there a way to really cheat the puzzles with them or could the penalties for those actions just as well be removed? 07:51 -!- raisse has quit [Ping timeout: 246 seconds] 08:00 EPI: if you fall into a pit, you can't just _climb_ out, that would be too easy; the only ways to get out are 1. teleport, levelport, or branchport out; 2. jump out; 3. dig down and fall through; 4. levitate or fly; 5. phase out (you'll be embedded in the floor); 6. die 08:01 EPI: the wands and rings in Sokoban are _always_ generated on the pits/holes, and frequently on the first one. 08:03 And made of glass? :P 08:04 But, seriously, can jumping be used to cheat in soko or not? Because if not, I might as well remove the penalty for doing it and just let players jump if they so desire. 08:07 I don't know. 08:08 Never tried. 08:08 I usually forget I can jump even when playing knight. 08:09 that happens to me every single time :D 08:22 i see mandevil was reading the dumplog from my fh arc ascension 08:22 i found four boh in that game. two were magical (oilskin) 08:22 i also found a magical bag of tricks 08:23 and a magical sack 08:23 so perhaps that property spawns too much 08:23 finding sacks is actually uncommon 08:23 in general 08:25 hothraxxa: spawns as often as magical weapons 08:26 ok 08:26 it's to the player's advantage 08:26 it is not that strong of a property 08:26 but maybe I should tone ti down 08:27 Oilskin boh is pretty nifty IMO. 08:27 say mandevil, do you have a guesstimate of the size of the active nethack player pool? 08:28 No idea. 08:28 jonadab: the issue with aristotle is that he didn't really employ empirical testing 08:28 he was clearly knowledgeable 08:29 hothraxxa: Also, all nethack player or online players... 08:29 online i guess, since i have no idea how you could account for local 08:30 empirical testing seems like such an obvious thing to do to me that i can't believe aristotle never engaged in it 08:30 Now define "active" 08:30 hothraxxa: that's one thing I don't get 08:30 it seems so obvious 08:31 i don't know, played in the last year? i was just interested in a ballpark 08:31 but from what I know, basically nobody used it 08:31 until the 17th century 08:31 hothraxxa: Let me see. 08:33 btw fiq, if anyone suggests fh is easy all you have to do is point them to the ttyrecs of my astral plane experiences 08:37 hothraxxa: NHS has 4736 players with games ended in this year. 08:37 thanks 08:40 less than I expected 08:40 10467 players with games since 2016-01-01 08:41 hothraxxa: well the main reason I have been feeling this way is that people who play it consistently ascend 08:41 FIQ: the real issue with Aristotle is that his ideas made so much intuitive _sense_ to people that they assumed he was right about everything and persecuted anyone who disagreed with him, for a thousand years after he died. 08:41 but that might be more a matter of only people that is already rather experienced at nethack playing 08:42 fiq: i suggest to you that the people playing are all pretty good 08:42 lead helmet 08:42 sorry I am not trying to dismiss your skill :P 08:42 just... most people who play ascends 08:42 I think fh plays has like a 20% asc rate? 08:43 hard to say, scoreboard doesn't list recent games including non-ascensions 08:43 FIQ: Make properties possible to specify on a .des file and turn holding into a property containers can have. 08:43 And get rid of the stock "bag of holding" and "oilskin sack" items, they're just sacks with properties. 08:43 jonadab: mhm 08:43 perhaps 08:43 Then even though there's not a _negative_ container property, you can't be guaranteed to get the _specific_ one you want with wonder. 08:44 Also get rid of speed boots. 08:44 And make them leather boots of speed. 08:44 Or jackboots of speed. 08:44 Iron shoes of speed etc. 08:44 getting rid of speed boots... that's an interesting idea 08:44 but that means no wishing for it 08:44 Oh. 08:44 Forgot. 08:45 mandevil: is there somewhere you record the ascension rate per varaint? 08:45 I can probably compile this. 08:45 It's all just making an SQL query. 08:45 when is slex addition to scoreboard :P 08:45 ah. i thought maybe you already did 08:46 N.E.V.E.R 08:46 even hdf hosts slex nowdays 08:47 FIQ: There are technical problems with including SLEX. 08:47 FIQ: Oh, BoH is a common wish too. Hmm. 08:47 jonadab: but bohs are significantly easier to make 08:47 allthough it'd be harder 08:47 -!- LarienTelrunya has quit [Quit: Page closed] 08:47 than atm 08:47 You might get oilskin, though. 08:47 yep 08:48 only 50% 08:48 and if I add greed 08:48 And that's assuming you have a sack to work from. 08:48 33% 08:48 I think I made sack guranteed at medusa 08:49 those statues are historic 08:49 Ah, so did Fourk. 09:21 [gh] Tangles (Val Dwa Fem Law) wished for "blessed rustproof ring of levitation and telepathy", on T:19007 09:24 -!- zombifier has quit [Ping timeout: 260 seconds] 09:28 Wait, this works in Grunt? 09:30 what does? 09:31 FIQ │ I think I made sack guranteed at medusa 09:32 aosdict: Wishing for ring of levitation and telepathy 09:32 yeah, you get one property guaranteed 09:32 the levitation isn't a property since it's just the base type of the ring 09:33 I get it. 09:33 So why I haven't been using this...? 09:33 I thought you only get props on armor/weapons. 09:34 Arguably, a happy medium between Grunt's prop wishing and FIQhack's (where it completely doesn't work) would be you can wish for one property on an object, but only if the base object isn't inherently magical. 09:34 yani: ^ 09:38 aosdict: At least one variant does that, I think? 09:38 Might be Dyna, not sure. 09:39 Yeah, that's DynaHack. 09:40 aosdict: dynahack works like that 09:42 -!- zombifier has joined #hardfought 09:48 -!- raisse has joined #hardfought 09:48 -!- mode/#hardfought [+v raisse] by ChanServ 09:49 [slex] dolores (Kur Ang Fem Cha), 143 points, T:173, killed by a monster (invisible training kobold), while dressing up 10:17 oops 10:17 K - the blessed Amulet of Yendor and searching {20} 10:18 it can't generate with that 10:18 but you can give it that with wonder 10:19 [slex] dolores (Kur Ang Fem Cha), 12939 points, T:1017, killed by a monster (Mordor orc), while being clawed 10:20 yasi: potion of wonder should be able to give the Yendor property to any amulet 10:23 !tell K2 pushed a fix to fiqhack 10:23 Will do, FIQ! 10:27 fiq: did you nail down the revival bug? 10:40 aosdict: "a - a cheap plastic immitation copy of the Amulet of Yendor of Yendor" 10:41 haven't looked of it yet 10:43 it happens a lot on the astral plane 10:44 EPI: any hostile monster that dies adjacent to one of the Riders on the Astral Plane has a high percentage chance to revive immediately, and a lower chance to revive a few turns later. 10:45 Naturally, since "You are War", dying adjacent to the player counts. 10:48 EPI: the Riders' displacement attacks, when they do it on a pet, give their touch attack effect 10:48 *displacement moves 11:16 why can Riders displace pets? 11:16 pets are tame 11:16 you can't displace hostile monstes 11:16 only pets 11:17 I don't know, but they can, so... 11:20 epi, probably already suggested: walking over a c corpse without boots causes stoning 11:24 I think it already does while blinded 11:24 bug_sniper: Only if you don't use the m prefix to suppress autogrope. 11:25 EPI: if a cockatrice corpse is thrown into the water, it turns to stone and you do too if you're swimming in it at the same time 11:25 Not that I recommend messing around with cockatrice corpses while blind, or in general when it can be avoided. 11:26 slex is an exception, you can even eat them if you have a lizard corpse 11:26 I think water is immune to petrification. Water elementals are, I believe. 11:27 Actually, YASI: throwing a trice corpse into water turns it to ice. 11:28 nice patch idea: throwing a cockatrice corpse into water makes a hard floor 11:28 EPI: falling into water while carrying a trice corpse turns the water to ice while you're in it, preventing you from crawling back out. This does cold damage and suffocates you if you don't have magical breathing and can't teleport out. 11:29 That one makes so much sense, it's painful. 11:30 by the way, I don't know why acid cures stoning 11:31 does that propery come from drug culture? 11:36 Not that I'm aware of? 11:36 Acidic monsters are immune to petrification, so that's probably related. 11:36 It probably comes from D&D. 11:45 was it ais523 who said he wanted to eliminate most start scumming by eliminating randomness in starting inventory? 11:45 or was that from dtsund's class overhaul? 11:45 Yes. 11:45 That too. 11:45 Both of them think so. 11:45 Actually, ais wants to do it with a point buy system. 11:46 Did they ever elaborate on how they'd like to unrandomize inventory? 11:46 dtsund just wants to make a flat "either this role _does_ get a magic marker, always, or else they _don't_" decision. 11:46 The Class Overhaul lists revised starting inventories for all the roles. 11:46 Point buy makes sense for stats. Perhaps not so much for inventories. 11:47 Point buy for stats makes for really tedious character creation screens, IMO. 11:48 Just start everybody with low stats, rebalance the early game around that, and make everybody find ways to increase their stats :-) 11:49 Blessed potion of gain ability lets you choose which stat to increase! 11:49 (And, since that would be a nerf otherwise, _maxes_ that one stat.) 11:50 -!- raisse has quit [Ping timeout: 240 seconds] 12:07 nice patch idea: boots of fumbling should cause you to toss and turn in your sleep, waking you up sooner 12:07 jonadab, also did you see my ring of hunger nice patch idea? 12:09 I think I missed that. 12:09 nice patch idea: invoke a ring of hunger to decrease your satiation so you can eat more dragon and giant corpses 12:11 FIQhack updated 12:11 K2: Message from FIQ at 2017-09-07 10:23 EDT: pushed a fix to fiqhack 12:14 nice patch idea: ring of aggravate monster lets you attack guards without a murder penalty because it was self-defense and they got aggravated and hit first 12:14 I can't think of any more cursed things with good nice patch ideas 12:21 nice patch idea: carrying a loadstone makes you too heavy to be moved by knockback effects, including the action/reaction from throwing things, allowing you to multifire projectiles while levitating. 12:22 ^^ 12:26 YASI: Loadstones weight you down too much to levitate in the first place 12:26 EPI: fire resistance prevents fire from curing your sliming condition. 12:41 jonadab: I was considering point buy independent of the interface annoyances, but I imagine you would have the option of randomizing it according to the game's current algorithm 12:42 aosdict: Yes, but if there's a thing that's horribly tedious but might give you a slightly higher chance of winning, players sometimes feel like they "have to" do it, and it contributes to the game being tedious and boring. 12:43 Point buy also has the issue that players would go after dump stats like Int and Wis for non-spellcasters and Cha. 12:43 At minimum, give the point-buy system good defaults, and let the user specify changes in their options, so they only have to tweak it once. 12:44 aosdict: Well, you'd have a minimum for each stat based on role and race. The only part you'd be able to tweak would be what's currently random. But yes, I think the ranges for some of them might currently be too large. 12:44 And point buy for attributes would expose that. 12:45 I think I disagree with Rogues having a very high chance of starting with 18 Dex 12:45 Dwarf Fortress has point buy for skills and equipment. But Dwarf Fortress gets away with it because you don't start a new game every few hours. You start a new game and play until you get bored with Dwarf Fortress, and then you don't play it for a year or two, and then you get a new version and start a new game. 12:48 On the inventory side, I thought a role that gets certain randomized equipment (e.g. Monks' spellbook) should maybe have the choice of picking which one 12:48 -!- zombifier has quit [Ping timeout: 255 seconds] 12:48 since otherwise, you might as well scum until you get the one you want 12:48 Point buy would work nicely for that, yes. 12:49 But again, let the player specify it in the options and not have to re-do it every time they play the role. 12:49 And don't invent entirely new options syntax for it like every other patch that adds an option.' 12:50 Use one of the existing syntaxes, preferably the majority one. 12:50 Should it perhaps be options-only? As in, if it's not in your rc file, you get a random one? 12:50 That would work 12:51 That seems reasonable to me, actually. 12:52 Default to random-among-the-recommended-choices. 13:01 what are recommended choices? 13:02 Depends on the role? 13:02 I mean, some things make more sense to pick than others, but yet some players might want a certain thing for a certain reason and be willing to invest extra points for it. 13:02 So this doesn't work for stuff like magic markers and oil lamps, where you may get 1 or 0 of them, but it works when you do get a random object from a set of objects. 13:03 An oil lamp could be included in point buy as an option, because it wouldn't need to be that many points. 13:03 Oh wait, you're still talking about point buy. 13:03 A magic marker, if you can get it, would likely be quite a few points. 13:04 Then the default would be to pick stuff you can get randomly and spend points until it can't buy anything else. 13:05 Something like a ring of polymorph control might be _available_ for certain roles that can start with a ring; but because it's a powerful item, it'd cost more points than other options so probably not be recommended. 13:05 Though this would probably shaft players who do that, since it's likely to leave some amount of points unspent. 13:05 I don't think anyone has put together a specific list of what the available items would be for each role, how many points they'd be, and how many points you'd have. 13:05 Maybe unspent points can convert into gold or something. 13:05 That would be a significant undertaking, writing up a proposal for that. 13:06 Some items might just be one point. 13:06 * aosdict crashes through the wall 13:06 did someone say a proposal with a significant undertaking? 13:06 I can imagine an apple being one point, for instance. 13:06 -!- raisse has joined #hardfought 13:06 -!- mode/#hardfought [+v raisse] by ChanServ 13:07 Whereas, a eucalyptus leaf would probably be more than one point. 13:07 -!- LarienTelrunya has joined #hardfought 13:07 Point buy sounds like it would slow down the rapid-fire splatting I know and love 13:07 Maybe blessing an item would cost one or two points? 13:07 Tarmunora__: but we're talking about rcfile-only point buy 13:07 Tarmunora__: Yes, we discussed that there should be good defaults and you could put any changes you want in your options so not have to redo them every time. 13:07 * Tarmunora__ scrolls back up 13:07 Which would have to be per-role, obviously. 13:08 Oh, right 13:08 -!- Tarmunora__ is now known as Tarmunoraway 13:08 The defaults would probably have a defined priority, so you can specify items to prepend to the list, and when you run out of points, you don't get the lowest-priority defaults. 13:09 There might also be items you can't trade in, like a knight's lance. 13:09 Those wouldn't have to be involved in the point-buy at all, you just get them. 13:19 -!- raisse has quit [Ping timeout: 240 seconds] 13:32 -!- zombifier has joined #hardfought 13:38 -!- zombifier has quit [Ping timeout: 248 seconds] 13:55 aosdict: something I was going to add to fiqhack, but have held off on for now because it entails an u_init refactor 13:56 was to allow you to specify an object of your choice to start with 13:56 and the game would re-roll the starting inventory until you got said item 13:56 (for 1000 attempts or so) 14:01 -!- zombifier has joined #hardfought 14:01 -!- zombifier has quit [Client Quit] 14:05 !whois 14:05 !whereis 14:05 LarienTelrunya: phollenback [nh4] 14:06 FIQ: seems kind of like just tool-assisted and quit-free startscumming 14:10 since there's no weight to it, you can specify and get a magic marker, probably the best prize, as easily as some other role could get something else 14:13 and, more importantly, your other starting inventory doesn't take a hit from you getting a good item 14:22 aosdict: that was kind of the point 14:22 note that I would log it as part of conducts 14:30 jonadab: my rationale behind credit cards not opening certain containers was that the lock type is simply incompatible with a credit card, so Tourists shouldn't really get a bonus there. 14:30 -!- noty has joined #hardfought 14:30 aosdict: besides 14:30 A latch, for example. Can't jimmy that one open. 14:30 you can't start with a marker in fiqhack unless you play tourist 14:30 which starts with one 100% of the time 14:34 a tourist starts with an expensive camera, credit card, leash, marker, a tin opener and a towel, all 100% of the time 14:34 tool-wise 14:34 aosdict: In real life, I don't know if _ANY_ lock is compatible with a credit card. But it's a joke. NetHack has a lot of jokes in it that impact gameplay. 14:35 -!- elenmirie has quit [Quit: Going offline, see ya! (www.adiirc.com)] 14:37 !tell ais523 What does it mean when Produced object bpath:tilesets/dat/merged/rltiles-32.nh4ct has no hash_on_disk: dependency at ../aimake line 7327. at ../aimake line 6617. ? 14:37 Will do, jonadab! 14:37 !tell ais523 And why does a failure to build RL-tiles, which I admittedly may have messed up with a merge conflict, stop me from getting a working build at all? 14:37 Will do, jonadab! 14:41 you can definitely open some doors at least with a credit card, I've done that a few times 14:42 if the latch mechanism's sloped part is exposed to the person 14:42 I know how to open certain kinds of doors with a _coat hanger_. 14:42 yasi: make doors easily openable from one side and must be kicked down or unlocked from the other side 14:43 yasi: hidden doors have no way of being unlocked and must be kicked down 14:44 YASI: copy ADOM's ridiculous system where there are half a dozen different key shapes and all locks are openable by exactly one of them, _and you can tell when you try to unlock a door which kind of key it needs_. 14:45 Didn't early NetHack versions have shaped keys too? And the skeleton key, which is the only key that exists now, would open all of them? 14:45 I'm not clear on the details, but yes, very early versions of Hack had multiple types of keys. 14:45 * jonadab still thinks skeleton keys should be made of bone. 14:45 I was trying to ask that a few days ago, but never got an answer as to why they were removed 14:45 jonadab: duly noted 14:46 https://nethackwiki.com/wiki/Unlocking_tool In time, the shaped keys were felt to add nothing of value to the game, and in NetHack 3.1.0 they were removed. 14:46 !tell ais523 Well, --without=gui works, at least. 14:46 Will do, jonadab! 14:47 LarienTelrunya: Is that why keys are so common? Did skeleton keys inherit the frequency sum of all the different kinds of keys? 14:47 but of course that introduced the current problem that the first key you find is your forever key 14:47 seems plausible, since the probabilities had to go somewhere 14:47 aosdict: SLASH'EM made keys breakable, but somehow I've never met anyone who likes that change 14:48 I don't think that's a good solution either. 14:49 I think breakable keys should be more common, especially early, but unbreakable ones should exist. 14:49 is that how dnethack does it? 14:49 For example, skeleton keys, made of bone, can break, perhaps, but sturdy keys, made of mithril, cannot. 14:50 in SLASH'EM, artifact keys cannot break 14:50 And by "more common" I mean more common than unbreakable ones; the total frequency of keys does NOT need to increase. 14:50 LarienTelrunya: Don't artifact keys fit specific doors? 14:51 jonadab: Yes, but in regular SLASH'EM they can also fit any generic door or container lock. In slex they're specific, because I want it to matter how many keys you find for the entirety of the game and not only you beat the way-too-easy neutral quest on dlvl15 :P 14:51 *only until 14:52 jonadab: Hmm, mithril would actually work if skeleton keys were bone, since that would make them both CLR_LIGHT_GRAY 14:52 unless bone is CLR_WHITE. Can't remember. 14:52 Bone is white, yes. 14:52 Also, isn't mithril armor bright cyan? 14:53 no, it's light gray in vanilla 14:53 Ah. 14:53 Ok. 14:53 at least on the ground 14:53 I guess I just never payed close enough attention. 14:53 I mean, the color doesn't matter if you don't want to add keys to the identification game. 14:54 I assume you'd be able to tell a bone key from a mithril key? 14:54 By color, yes. 14:54 [slex] AmyBSOD (Fai Tum Mal Neu), 44071 points, T:5510, killed by a monster (Undead Kchief), while paralyzed by a monster attack 14:54 jonadab: ADOM's system was taken from NetHack 14:54 ironically 14:54 NetHack eventually discontinued it 14:54 ADOM never did 14:56 uh 14:56 elven mithril coats are cyan 14:57 Wait, is there a color difference in mithril depending on who made the thing? 14:59 [dyn] groovejumper (Arc Gno Fem Neu), 1057 points, T:3048, killed by a giant mimic 14:59 no 14:59 dwarvish mithril is also cyan 15:01 [dyn] groovejumper (Arc Gno Fem Neu), 315 points, T:265, killed by a jackal 15:40 !whereis 15:40 LarienTelrunya: phollenback [nh4] AmyBSOD [slex] k2 [gh] groovejumper [dyn] 16:13 [dyn] hothraxxa (Hea Gno Fem Neu), 101 points, T:189, killed by a fox 16:17 [dyn] hothraxxa (Hea Gno Fem Neu), 54 points, T:165, killed by a bolt of cold 16:17 !whereis 16:17 LarienTelrunya: phollenback [nh4] AmyBSOD [slex] groovejumper [dyn] hothraxxa [dyn] 16:21 [slex] AmyBSOD (Kur Trp Fem Law) killed the Great High Shaman of Kurtulmak, on T:1388 16:29 -!- Manaflare has joined #hardfought 17:07 -!- jared55 has joined #hardfought 17:11 -!- raisse has joined #hardfought 17:11 -!- mode/#hardfought [+v raisse] by ChanServ 17:21 [fh] Jared (Jared55) (Wiz Hum Mal Neu), 27783 points, T:1205, killed by a giant ant 17:22 -!- LarienTelrunya has quit [Quit: You see here a cockatrice egg. You are confused! You stagger... You're dimmed! You curse at your gloves that cause status effects whenever you walk over a c egg/corpse!] 17:24 -!- jared55 has quit [Quit: *poof*] 17:40 -!- ais523 has joined #hardfought 17:43 -!- ais523 has quit [Client Quit] 17:43 -!- ais523 has joined #hardfought 17:56 -!- ais523 has quit [Remote host closed the connection] 17:56 -!- ais523 has joined #hardfought 18:17 -!- noty has quit [Quit: WeeChat 1.9] 18:26 -!- raisse has quit [Ping timeout: 240 seconds] 18:52 -!- noty has joined #hardfought 19:06 -!- NeroOneTrueKing_ has quit [Quit: Leaving] 21:17 anyone know what the original form of object materials was? Did it start as a patch, or part of Grunt? 21:18 Also, which variants (besides Grunt and dnethack) have it? 21:20 dnethack has its own object material thingy 21:20 not really similar to grunthack at all 21:21 and original code I think 21:21 aosdict: NetHack brass is where object materials originated I think 21:21 Leon Arnott split it off into its own patch: http://l.j-factor.com/nethack/material.diff 21:22 I'm sick of it not being documented anywhere so I'm creating a wiki page for it 21:23 and need to say exactly what object materials *is* 21:24 nethack brass has a bunch of cool stuff 21:24 I want to try it out at some point 21:24 it beat me to adding monster riding :P 21:24 its skill system also works more similar to ADOM 21:25 so fiqhack doesn't have materials? thought it did? 21:27 it does not 21:27 it is something I have considered adding 21:27 but haven't so far 21:33 jonadab: what if, at master and grand master, martial arts got an additional +1d4 kick stun attack? 21:36 An unpreventable kick attack would make martial arts doubly dangerous versus petrifiers 21:36 so... don't use it vs petrifiers 21:36 w/o boots 21:38 aosdict: should silver dragons do passive silver damage? 21:38 realistically no, they aren't made of silver 21:38 silver haters can wear silver dragon scales without a problem 21:39 they can also wield silver weapons without a problem :P 21:39 but yeah, fair 21:39 yani: silver golem 21:39 wait, they can wield silver weapons without a problem? 21:39 yes 21:39 at least in 3.4.3 21:40 and I assume likewise in 3.6.0 21:40 I just polyselfed into a vampire in 3.6 and "can't handle my silver dagger!" 21:40 that's a 3.6.0 change then 21:40 or possibly 3.6.x 21:41 aosdict: what happens if you wear gloves 21:41 wield silver dagger 21:41 then unwear gloves? 21:41 pretty sure I can't handle my silver dagger anymore 21:42 actually, I can't wield the silver dagger at all 21:42 hm 21:42 that is odd 21:42 it should be allowed as long as you wear gloves 21:42 I can pick it up... 21:42 implying I'm really good at soccer or I can touch it with gloved hands 21:43 and I can pick it up ungloved 21:43 sounds like a bug 21:43 well, rather, just an incomplete feature 21:44 care to mail the devteam about it? ;) 21:45 actually let me test in 3.6.1 21:45 nope, same stuff happens 21:46 please 21:46 I just sent them a mail 21:46 lol 22:10 :) 22:24 -!- zombifier has joined #hardfought 22:24 FIQ: I haven't received it 22:24 ais523: Message from jonadab at 2017-09-07 14:37 EDT: What does it mean when Produced object bpath:tilesets/dat/merged/rltiles-32.nh4ct has no hash_on_disk: dependency at ../aimake line 7327. at ../aimake line 6617. ? 22:24 ais523: Message from jonadab at 2017-09-07 14:37 EDT: And why does a failure to build RL-tiles, which I admittedly may have messed up with a merge conflict, stop me from getting a working build at all? 22:24 ais523: Message from jonadab at 2017-09-07 14:46 EDT: Well, --without=gui works, at least. 22:24 I was hoping to just read it from the mail, now I'll have to read scrollback 22:25 !tell jonadab that's an inconsistency in the internal state, it means that a) aimake believes that it's produced an output file with that name, but b) it's unexpectedly missing information about it that it'd expect to have recorded (in this case, the hash of the file contents) 22:25 Will do, ais523! 22:25 -!- zombifier has quit [Client Quit] 22:27 !tell jonadab you may be able to fix it by deleting the corresponding file on the disk and seeing if aimake's automatic recovery routines work; otherwise, I'd recommend doing a clean build 22:27 Will do, ais523! 22:30 aosdict: please be very specific about the version of 3.6 related to that bug 22:30 a bug in "can't handle" was fixed very recently by devteam standards 22:30 I can't follow the code myself, and there's some evidence that other devteam members find it hard to follow too, so it may well be broken 22:31 let me pull latest code and rebuild and try again 22:32 -!- zombifier has joined #hardfought 22:38 [gh] k2 (Mon Elf Mal Neu), 11474 points, T:8332, killed by a little dog 22:38 ais523: I don't see any difference after rebuilding. Can't wield a silver weapon even after wearing gloves. 22:38 OK, so it's probably a problem even post-bugfix 22:38 this is like the third distinct problem reported in that code :-( 22:39 Is it intended that a bare-handed silver-hater can pick up a silver item? 22:39 I don't know 22:39 Do you do a cool kickflip or something and flip the item into your pack without touching it? 22:39 the devteam, unfortunately, don't keep a list of things that are intended 22:40 I get the impression, though, that the restriction is specifically on wielding not manipulating 22:41 yani/epi: instead of simply "You can't handle your X!" it sears you and does silver damage every time you try to wield/pick up the item 22:42 every time you attack with it, maybe? 22:42 at least one variant (Spork?) has hated weapons halt HP regeneration while wielded 22:42 which is probably much easier to code, as it's level-triggered rather than edge-triggered 22:42 dunno about spork. dnethack has something similar with elves and iron 22:44 that's what I was thinking of 22:44 so maybe it's a dnh original, or maybe it's in multiple variants 22:55 what the heck? grunthack can generate cloth/leather armor as "flesh"? 22:55 K2: ever had this happen? 22:55 yup 23:11 [nh4] Lara (phollenback) (Mon Hum Fem Neu), 40528 points, T:6964, killed by a mumak 23:15 K2: do you know why eamaterialprobs in grunthack is used for both helms and armor, and ehmaterialprobs is unused? 23:15 no idea 23:15 seems like ehmaterialprobs was intended as helm probabilities 23:15 * K2 isnt a programmer 23:15 since it includes leather 23:16 out of everyone here, FIQ seems (to me) to have the best grasp of object properties code 23:16 this is object materials, not object properties 23:16 i do know obj prop as a whole has issues 23:16 ah 23:16 i tend to lump both together 23:17 what does the ea and eh stand for? 23:18 presumably elven armor and elven helm 23:18 oh 23:18 got it 23:18 just dawned on me 23:18 * aosdict git blames 23:18 its prob a safe bet that there are issues with obj materials as well 23:18 they just dont express themselves as often or as readily as obj prop would 23:19 FIQ found one recently and fixed it in FIQhack 23:19 prob applies to gh and dyna as well 23:19 hum. the relevant commit is simply "GruntHack 0.1.0" 23:21 I'm not debugging. just writing up a page on object materials since the wiki doesn't have one 23:21 i see 23:22 i do know that armor is never generated with dragonhide property. only time i have ever seen it out of prob over a 1000 gh games is if you 1) wish for it or 2) find it in a bones file from someone else who wished for it 23:23 and you will find slight mention of dragonhide on the wiki 23:23 s/property/material 23:23 see 23:23 i lump the 2 ;) 23:24 right. It's definitely not randomly generated. 23:24 wanna see FIQ get worked up? 23:24 FIQ! obj properties and materials are the same thing!