00:59 -!- theRaisse has joined #hardfought 00:59 -!- mode/#hardfought [+v theRaisse] by ChanServ 01:32 -!- greqrg has quit [Quit: Disconnected] 01:32 [fh] MTF (mtf) (Kni Hum Mal Law), 78225 points, T:14476, killed by a minotaur 02:00 jonadab: is 6d6d6 (6d6)d6 or 6d(6d6)? 02:20 -!- theRaisse has quit [Ping timeout: 252 seconds] 02:36 -!- theRaisse has joined #hardfought 02:36 -!- mode/#hardfought [+v theRaisse] by ChanServ 02:40 Elronnd, it shouldn't matter 02:45 jonadab, are you there? 02:49 Grasshopper: yess it should 02:49 the upper bound will be the same, but the lower bound and the distribution will be different 03:09 -!- elenmirie has quit [Quit: Going offline, see ya! (www.adiirc.com)] 03:12 -!- nht has joined #hardfought 03:15 -!- elenmirie has joined #hardfought 03:15 -!- mode/#hardfought [+v elenmirie] by ChanServ 03:22 -!- noty has quit [Quit: WeeChat 1.9] 03:31 lower bound is 6 in both cases 03:31 I think the distribution differs, though? 03:37 -!- theRaisse has quit [Ping timeout: 246 seconds] 03:42 Elronnd, mathematical order of operations = no difference. It doesn't matter what numbers you roll on each die - the result will always be the same, however you carve it up 03:44 Grasshopper: but you have different dice 03:44 one way you have d6s, and the other way you could have d6s, d9s, d17s, d36s 03:47 -!- theRaisse has joined #hardfought 03:47 -!- mode/#hardfought [+v theRaisse] by ChanServ 03:59 you are still just multiplying numbers, and afaik (and can work out) order doesn't matter 04:00 the result for each die is independent of the other dice, so there should be no difference 04:05 Grasshopper: compare 6d1 to 1d6 04:06 in general, you get a flatter distribution when rolling fewer dice 04:09 ais523, I understood that elronnd was talking about rolling the same dice - obviously it will matter if you are changing the dice "sides" 04:09 Grasshopper: 6d(6d6) means you roll 6d6 to get the number of sides of a dice, then roll 6 of those 04:09 whereas (6d6)d6 means that you roll 6d6 to get a number of dice, then roll that many 6-sided dice 04:10 did you read the former as d6×(6d6) (and the latter accordingly)? that doesn't really work, the letters are in a different order 04:10 I understand 6d6d6 to be (1 to 6)*(1 to 6)*(1 to 6) 04:11 why? that's not consistent with the notation at all 04:11 that'd be d6×d6×d6 04:11 yes 04:11 and because I was already working out the calculation: (2d2)d2 has a 1 in 16 chance of rolling 2 (you need to roll two 1s on your first two d2s, meaning you roll two more d2s, those both have to be 1s too), whereas 2d(2d2) has a (¼×¼)+(⅑×½)+(1/16×¼) = 1/16+1/18+1/64 which is clearly higher 04:12 $ perl -Mbigrat -E 'say 1/16+1/18+1/64' 04:12 77/576 04:12 whereas 1/16 is 36/576 04:25 -!- theRaisse has quit [Ping timeout: 255 seconds] 04:35 that doesn't make any sense 04:44 (2d2)d2 = (2*(d2))*d2 which gives a 1/4 chance of rolling a 2 04:51 conventionally for RPGs, "d6" means a six sided die so 6d6d6 means 6*d6*d6 04:59 ie the number of sides for each die is already known 05:00 this notation convention has its origins in PnP RPGs where people are rolling real dice, so things like a "d17" just don't exist 05:08 Grasshopper: "2d2" does not mean "d2×2"; you roll two different 2-sided dice, you don't roll one dice and multiply the result by 2 05:08 !2d2 05:08 ais523: 2 + 1 = 3 05:08 So, my error was in assuming when Elronnd wrote "6d6d6" that he meant "d6d6d6" or "d6*d6*d6" 05:09 there's no "d" at the start 05:09 I really don't know how the jonadab's function works, I jusst assumed according to notational convention 05:09 incidentally, DCSS is infamous for using rolls like d(d(d6)) 05:10 ais523, yeah - but that would just simplify it (according to my original assumptions as above) 05:14 I think I'll pull my head back and start focussing on my next PnP game with real dice :P 05:25 !2d2d2 05:26 !2d2 05:26 Grasshopper: 1 + 2 = 3 05:26 -!- ais523 has quit [Ping timeout: 240 seconds] 05:26 !2d(2d2) 05:26 Beholder is stumped too 05:35 [nd] elenmirie (Mon Hum Fem Neu) completed Sokoban, on T:7037 06:10 [nd] elenmirie (Mon Hum Fem Neu) acquired the luckstone from Mines' End, on T:9621 06:43 -!- theRaisse has joined #hardfought 06:43 -!- mode/#hardfought [+v theRaisse] by ChanServ 06:49 Elronnd: Most things are left-associative, but who knows. 07:08 -!- theRaisse is now known as raisse\splat 07:08 -!- raisse\splat is now known as theRaisse 07:09 -!- theRaisse is now known as raisse 07:26 [nd] elenmirie (Mon Hum Fem Neu) killed Medusa, on T:15125 07:30 -!- raisse has quit [Ping timeout: 240 seconds] 07:35 [nd] elenmirie (Mon Hum Fem Neu), 78714 points, T:15647, killed by a minotaur 07:42 -!- raisse has joined #hardfought 07:42 -!- mode/#hardfought [+v raisse] by ChanServ 07:46 i think i might finally try to ascend an undead slayer 07:58 is that a slayer who is undead, or someone who slays undead, or both? 08:05 !tea 08:05 * Beholder delivers raisse a shot of oolong tea, decanted by the late Pinobot at 302 Kelvin. 08:05 only a shot? I need more tea than that 08:05 well seeing as you cant play a vampire undead slayer in vanilla id go with the second 08:05 !tea 08:05 * Beholder hands raisse a cup of oolong tea, fermented by TheresaMayBot at 87 degrees Celsius. 08:05 a cup! thanks Beholder! 08:07 oh nice i step onto a level 08:07 and the stair read elbereth about a million times 08:08 at least you're warned 08:10 nah it was the mall 08:10 and i didnt get a message on entry 08:10 which means it was bones 08:10 well technically the message i got was that their was writing at my feet 08:10 yes, I meant you were warned that it was bones by the writing on the floor 08:11 because the random level generator doesn't write a zillion Elbereths 08:11 no i was already warned actually due to a bug 08:11 where the mall message appears before the you went down the stairs message 08:11 but no mall message appeared 08:12 which meant it was a bones level 08:12 oh, you knew that before you saw all the elbereths 08:12 yes 08:12 even though the elbereths were on the stairs coming in 08:15 -!- nht has quit [Ping timeout: 264 seconds] 08:15 -!- nht_ has joined #hardfought 08:16 -!- nht_ is now known as nht 08:32 -!- ais523 has joined #hardfought 08:44 -!- ais523 has quit [Quit: It seems most convenient to apologise for my connection in the quit message, given how often it comes up… If I immediately reconnect, it's probably because I could send but not receive.] 08:44 -!- ais523 has joined #hardfought 08:46 break open box, stash spellbooks in box, notice that one of the spellbooks is knock. 08:49 that'd be right 08:49 does that mean you already knew knock? 08:49 yes, but forgot to cast it 08:50 lol, urgh 08:50 I can easily imagine a NetHack character who knows how to unlock boxes but finds that smashing them up is more fun 08:51 rugnu the cavewoman 08:51 probably not the gnomish wizards 08:54 oh wow you can use shopkeepers to enumerate through the items in cursed bohs 08:54 ais523, btw I did an analysis of 2d(2d2) vs (2d2)d2 and found that the probability curve for 2d(2d2) is significantly weighted towards the lower end than (2d2)d2 (although the minmax are still the same) 08:54 but i guess I'm not telling you anything you didn't already know 08:55 yes, that's what I'd expect 08:55 it's to do with the central limit theorem, adding together a lot of similar distributions nearly always tends towards a normal distribution 08:56 (xdx)dx is a sum of a large number of dx'es, so you'd expect it to converge to a normal 08:56 whereas xd(xdx) is a sum of a much smaller number of xdxes, so it could well be much more skewed 08:57 that said, I'd expect both of them to look more and more like a normal as x got higher 08:57 yes 09:01 man i hate chameleons 09:04 -!- raisse has quit [Ping timeout: 246 seconds] 09:04 interesting to note that 2d(2d2) gives a 2/19 chance of giving you a "2" (the minimum) but (2d2)d2 gives only 1/36 chance of a "2" 09:06 anyway, time to move on from that :P 09:22 Grasshopper: I like that you referred to him as "the jonadab" 09:22 oh lol that was an accident :D 09:22 congrats jonadab, you have officially reached definite-article status! 09:22 sometimes my fingers move faster than my brain 09:28 wow, 12x5 throneroom 09:31 neat 09:31 K2: Message from FIQ at 2017-09-23 18:08 EDT: fixed digging 09:31 K2: Message from FIQ at 2017-09-23 18:28 EDT: beholder is not reporting fiqhack deaths 09:32 FIQhack updated 09:37 [fh] K2 (k2) (Mon Hum Mal Neu), 5284 points, T:431, killed by a jackal 09:38 FIQ - I didnt change anything with or restart beholder 09:38 working 09:42 apparently there was a Luxidream death in fiqhack that didn't get reported yesterday 09:42 I think FIQ was watching it or something 09:52 hmm 09:53 -!- ais523 has quit [Quit: too tired to IRC] 10:01 i forgot how annoying slashem doppleganger was 10:02 [nd] munterplant (Val Hum Fem Law) had Mjollnir bestowed upon her by Tyr, on T:597 10:51 !tell K2 pushed a fix 10:51 Will do, FIQ! 10:51 aosdict: 2 games actually 10:52 see Mandevil's scoreboard 10:52 both of the Luxidream's deaths went unreported 10:52 but clearly xlog was populated since scoreboard picked them up 10:52 (fix is not related to these reports, I got a bug report in mail earlier) 10:54 K2: mtf died, his death wasn't reported either... 10:55 look at this https://scoreboard.xd.cm/recent.fh.html 10:55 actually I wonder 10:56 !mintc Luxidream 10:56 hmm 10:58 -!- raisse has joined #hardfought 10:58 -!- mode/#hardfought [+v raisse] by ChanServ 11:09 -!- Grasshopper has quit [Ping timeout: 240 seconds] 11:13 so after not playing vanilla slashem for a while and doing another game i think i might finally see why it is disliked 11:14 any particular reasons? 11:15 i like it for the power creep but i see ppl complain about the lack of balance 11:17 Demo: IMO dnethack is what slash'em should've been 11:17 yes 11:17 i love nh 11:17 dnh 11:17 way more powercreep 11:17 it also adds a lot of stuff but has actual thought put into it 11:18 and explosions 11:18 yeah 11:18 so much thought on some things 11:18 where as slashem is just adding a lot of things for what seems like the hell of it 11:18 slashem is more stable though 11:18 to be fair that's in its very name 11:18 yeah 11:18 super lots'a something extended magic 11:18 the goal isn't putting thought into it, the goal is super lotsa adding stuff 11:19 thats what slex is for 11:20 aosdict: btw 11:20 have you considered making bilious patches of your balance tests? 11:20 wish dnh had a slashem doppleganger like race 11:20 aka wish wtw was a thing 11:20 doppelgangers are so broken though :P 11:21 yeah exactly 11:21 which is why i said like 11:21 wtw seems like a pretty good balance on them 11:21 FIQ: I don't think anything I ever submitted to bilious has ever been published there 11:21 aosdict: hmm 11:21 why? 11:22 since there are only 3 3.6 patches listed on it I assumed it wasn't really drawing much attention anymore 11:22 mhm 11:22 I look at it every now and then 11:22 to see if there's some new fun stuff 11:22 but I'm always disappointed 11:22 also, my patches have been very small, and numerous 11:22 thus far 11:22 when did you add your first one? 11:22 note how inactive nhqdb has been 11:23 I think it's maintained by the same person 11:23 you mean submit to bilious? 11:23 yes 11:23 year, year and a half ago? not that it was a great patch, but I never heard anything back 11:23 ah 11:23 ok 11:23 I know that at least ilbelkyr maintains the qdb, but I thought only paxed maintained bilious 11:24 I thought bcode/ilbelkyr (same person) maintained both 11:25 I never heard either way whether ilbelkyr maintained other alt.org stuff 11:26 596bc643412465261ebffb6e726360e17ff14508 11:26 this 3.6 commit is good 11:26 I've considered doing something similar 11:27 aosdict: what was the patch(es) you made btw? 11:27 the one submitted to bilious, or my current work 11:27 ? 11:29 bilious 11:30 I think it was something along the lines of making G have a vulnerability to, and fear of, chicken eggs 11:30 based on Oz lore 11:34 -!- stenno has joined #hardfought 11:47 -!- raisse has quit [Ping timeout: 240 seconds] 11:50 -!- Grasshopper has joined #hardfought 11:50 -!- mode/#hardfought [+v Grasshopper] by ChanServ 12:05 !tell K2 fiqhack updated, made show_uncursed an interface option 12:05 Will do, FIQ! 12:27 [4k] Allydra (Cassumbra) (Val Hum Fem Neu), 3489 points, T:1376, quit 12:38 -!- greqrg has joined #hardfought 12:54 -!- raisse has joined #hardfought 12:54 -!- mode/#hardfought [+v raisse] by ChanServ 13:04 man undead slayer quest as dopple is a pain 13:05 from purple worm to basilisk to vorpal jabberwock 13:08 !lotraisse Demo 13:08 I knew I'd get no response but just wanted to try that 13:10 [4k] Warturg (Cassumbra) (Bar Gia Fem Cha), 306 points, T:237, killed by a water demon 13:34 -!- bug_sniper has quit [Ping timeout: 260 seconds] 13:39 so i forgot how to play slashem post quest 13:41 [4k] Wartug (Cassumbra) (Bar Gia Fem Cha), 3057 points, T:2453, killed by a water moccasin 13:49 -!- Elronnd is now known as WartHug 13:49 -!- WartHug is now known as Elronnd 13:59 -!- raisse has quit [Ping timeout: 246 seconds] 14:15 guess ill just take on vecna 14:30 -!- raisse has joined #hardfought 14:30 -!- mode/#hardfought [+v raisse] by ChanServ 14:35 -!- stenno has quit [Ping timeout: 260 seconds] 14:43 -!- stenno has joined #hardfought 14:44 -!- stenno is now known as Guest83764 14:44 -!- Guest83764 has quit [Changing host] 14:44 -!- Guest83764 has joined #hardfought 14:44 -!- Guest83764 is now known as stenno 14:52 !tell K2 pushed update 14:52 Will do, FIQ! 14:52 push the button 14:54 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) killed Medusa, on T:13689 14:58 FIQ: can i dip for exca normally as law hum valk in fiqhack? 14:58 yes 14:58 kk 14:58 also, wow 14:58 MTF played a knight using a dragon as mount 14:58 I didn't realize but apparently mounts actually use their breath in fiqhack 14:58 making it actually useful 14:59 nice 15:00 coupled with the speed boost 15:01 !setmintc FIQ 15:01 FIQ: Usage: !setmintc [turncount] 15:05 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) killed Sir Garland, on T:14088 15:06 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) destroyed Lich, the Fiend of Earth, on T:14154 15:06 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) killed Kary, the Fiend of Fire, on T:14158 15:10 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) killed Kraken, the Fiend of Water, on T:14300 15:10 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) killed Tiamat, the Fiend of Wind, on T:14332 15:13 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) killed Garland, on T:14396 15:14 [dnh] NeroOneTrueKing (Ana Dwa Fem Cha) destroyed Chaos, on T:14450 15:20 what's the difference between killing Sir Garland and killing Garland? 15:21 Sir garland is at the start of the quest 15:21 Garland is at the end and he spawns Chaos when killed 15:22 Neither Garland or Sir Garland are dangeous 15:22 *dangerous 15:22 *or -> nor 15:22 is there any relation between the two Garlands? 15:23 like, a reincarnation? 15:23 or a Ganondorf -> Ganon thing? 15:24 it's supposed to be the same monster 15:24 It's a Final Fantasy reference iirc 15:30 -!- raisse has quit [Ping timeout: 260 seconds] 15:37 ok 15:37 K2: Message from FIQ at 2017-09-24 10:51 EDT: pushed a fix 15:37 K2: Message from FIQ at 2017-09-24 12:05 EDT: fiqhack updated, made show_uncursed an interface option 15:37 K2: Message from FIQ at 2017-09-24 14:52 EDT: pushed update 15:38 three updates for the price of one! 15:38 sorry 15:38 K2: how can I check tc of others? 15:39 -!- NeroOneTrueKing has quit [Ping timeout: 255 seconds] 15:39 tc? 15:40 turncount 15:40 mintc 15:40 ah 15:40 been so long... one sec 15:41 FIQhack updated 15:56 ok i see 15:56 apparently myself and Tangles can set mintc for anyone 15:56 dont see anyway to actually check it 15:57 hmm 15:57 !setmintc K2 15:57 K2: Min reported turncount for k2 removed. 15:57 well there 15:58 !setmintc K2 200 15:58 K2: Min reported turncount for k2 set to 200 15:58 K2: well I was wondering if Luxidream/MTF had minturncounts 15:58 which would explain why their deaths aren't reportede 15:58 *reported 15:58 !who 15:58 K2: mtf [fh] 15:59 you should ask him 15:59 but he doesn't even lurk IRC :P 15:59 !setmintc mtf 15:59 K2: No min turncount for mtf 15:59 he never had one 16:00 is it case-sensitive? 16:00 ah nvm 16:00 K2: but then why aren't deaths reported? :( 16:01 https://scoreboard.xd.cm/recent.fh.html 16:01 one of your deaths went unreported 16:01 as was MTF's 16:01 and all of Luxidream's 16:01 one of my recent ones was because i had setmintc for 200 16:01 ah 16:02 -!- mode/Beholder [+Zi] by Beholder 16:02 -!- karatkievich.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 ¤ /dev/null/nethack tribute tournament hosted here starting midnight PST on Nov 1st - https://redd.it/7184xn 16:02 -!- mode/#hardfought [+v Beholder] by ChanServ 16:02 !booze nobody 16:02 * Beholder hands nobody a cup of green tea, replicated by FCCBot at -1 degrees Celsius. 16:02 restarted 16:02 aw, a second too late 16:03 cold tea 16:03 but not silly so 16:03 iced tea? 17:09 -!- nht has quit [Ping timeout: 240 seconds] 17:16 -!- noty has joined #hardfought 17:49 -!- Grassy has joined #hardfought 17:49 -!- mode/#hardfought [+v Grassy] by ChanServ 17:52 -!- Grasshopper has quit [Ping timeout: 248 seconds] 18:27 !tell K2 pushed updates that improves frame joining of inventory sidebar 18:27 Will do, FIQ! 18:29 jonadab: I messed with window handling 18:29 Which was last touched around 2014 18:29 I'm sure no bugs will arise from this 18:30 FIQ: fix the network protocol next. 18:31 What could possibly go wrong? 18:31 I fixed an ancient off-by-1 error in the sidebar 18:31 and made it so that if you have inventory + "things that are here" 18:31 the frame is actually connected properly 18:31 also fixed issues regarding frame joining with borders semi-disabled 18:31 Oh, hmm, I hadn't _noticed_ a bug in that. 18:32 Oh, I see. The border above "Things that are here" doesn't connect at the ends. 18:32 more than just that 18:32 but that is the most obvious one, yes 18:32 notice how it has 2 blank spaces 18:32 before the latter | 18:33 this applies to the entire sidebar 18:33 not just the border 18:33 Oh, hmm. 18:33 there is 2 off-by-1 issues 18:33 one that makes 1 character unused for border and headers 18:33 one that makes 1 *additional* one unused for the actual inventory 18:33 I see one blank space only, but yes, now that you mention it, I see it. 18:33 Oh, I see. 18:33 -!- NeroOneTrueKing has joined #hardfought 18:34 Huh, yeah, now that you mention it, really long-winded inventory items do cut off a space early. 18:34 http://home.fiq.se/fixes.png 18:35 I'm not 100% happy with these changes 18:35 I want to ask ais about it all 18:35 Mostly the way I handle frame joining after the refactor 18:36 I think I might've left _one_ blank space to the right of inventory items, for aesthetic reasons. 18:36 jonadab: I see no reason to 18:36 That's very arguable though. 18:36 But yes, currently there is 2 18:36 See my last 3 commits for what I did 18:37 The 2 first should be good, I'm not sure if I'm entirely happy with the last one (improving frame joining) 18:37 -!- ais523 has joined #hardfought 18:37 Well, that is convenient :-) 18:37 Heh. 18:37 FIQ │ I'm not 100% happy with these changes :: FIQ │ I want to ask ais about it all 18:38 ais523: I pushed some fixes that 1: addresses several off-by-1 errors in sidebar, and 2: improves frame joining of things 18:38 to which repo? 18:38 to fiqhack 18:38 this is how it looks post-fixes: http://home.fiq.se/fixes.png 18:38 right 18:38 ais523: however, I am not completely happy with the way I fixed frame joining with the sidebar window parts 18:39 I guess it's arguable whether the "things that are here" should be a window of its own or clearly part of the inventory 18:39 however I think it's minor enough that I don't care which way it's done, and it clearly shouldn't be an option 18:39 namely, to properly join frames, I need to update the frame windows each time draw_sidebar is called 18:39 For once, I agree that there's no reason for that to be an option. 18:39 I'm not sure if this is a good thing or not 18:40 040fd04 (nice commit hash) is the one I am unsure with 18:40 what do you mean by "update the frame windows"? 18:40 The 2 previous commits should be good though, I think, it fixes the off-by-1 errors in the sidebar 18:40 ais523: Basically, I want to join the "things that are here" and the inventory frames. To do this, I must refresh the entire frame whenever sidebar updates 18:41 I do this by adding draw_frame(); wnoutrefresh(basewin); as part of draw_sidebar 18:47 I'm a little worried that this may lead to z-order problems 18:47 e.g. having basewin drawn /on top/ of something that should be behind it 18:47 the window setup in nhcurses is probably more complex than it should be, I preserved that from daniel_t rather than rewriting it 18:47 I can see the problem, but I'm not sure if there's an easy fix 18:48 * ais523 makes a mental note to add one in libuncursed2 18:49 Well, I mean, tiling window managers can handle this sort of thing. 18:49 right 18:49 There are no oddball shapes here, just rectangles split in half along a straight line. 18:49 FIQ's current solution is probably the best one without making rather invasive code changes to nhcurses 18:50 (the fundamental problem is that the line between the top of the sidebar and bottom of the sidebar is part of the sidebar, but the ends of the line are part of basewin) 18:50 With no overlap, there's no logical reason (apart from perhaps implementation details) why the windows should _need_ a z-order. 18:50 you shouldn't worry much about efficiency at the terminal side of things, libuncursed's optimizer should be able to fix that 18:51 jonadab: messages in front of menu has been a common z-order issue in the past 18:51 Messages have to have a z-order, yes. 18:51 Well, I mean, dialog boxes. 18:51 anyway, I think that the sidebar is a derived window, isn't it? so writing to it effectively just writes through to basewin 18:52 I don't know the under-the-hood implementation details. 18:52 I came up with some terminology for all this in libuncursed2 that works the same way as curses terminology but is much easier to understand 18:52 Every time I try to look at the UI code, I spend an hour trying to trace control flow and give up. 18:52 the UI code is *not* straightforward 18:56 right, and many parts of it fundamentally didn't work and have been changed just enough to work but not really enough to make sense 18:58 I can believe that. 19:03 FIQ: should I update FIQhack or wait? 19:03 K2: Message from FIQ at 2017-09-24 18:27 EDT: pushed updates that improves frame joining of inventory sidebar 19:04 K2: update should be fine 19:04 was mostly concerned about the code quality 19:04 What is the worst that could happen? 19:04 ais523: another thing -- I made show_uncursed an interface option 19:05 but I need to send a dummy engine command to get a refresh of the inventory 19:05 how can I do this? 19:05 FIQ: is this something that changes only at neutral turnstate? or something that can change asynchronously? 19:06 in the former case, there's an explicit null command used for things like options changes, farmove ending, and the like 19:06 ok 19:06 in the latter case, very few API calls can safely be used async, farlook/mouselook is one of them (which would be a bit hacky), alternatively you could add a new one but that has its own problems 19:07 -!- yuring has joined #hardfought 19:21 ais523: any command, zero time or not, as long as it updates the inventory data to the client, will do 19:22 oh, "updates the inventory data" 19:22 even the act of *inputing* a farlook 19:22 (and not even finishing it) 19:22 will update it 19:22 I don't know how often that happens, vanilla has some rules for it but I don't know a) what they are, or b) if NitroHack follows the same rules 19:22 basically I need to flush inventory data 19:23 I think the best thing to use would be the existing intentional no-op command (which should be being sent on options changes as it is, although I've seen some evidence that it isn't being) 19:23 and simply program it to flush inventory if it doesn't currently 19:23 it should 19:23 (this is assuming that options are only changed via the O command or via non-midturn save load) 19:23 considering that if I perform a ; 19:23 and the game asks where I want to farlook 19:23 it will have updated the inventory 19:23 FIQ: does mouselook work? 19:24 one sec 19:24 that's more "direct" than semicolon-farlook 19:24 (my guess is no, given the way the API is organized, but it's worth checking) 19:24 mouse look doesn't work 19:25 right 19:25 IMO, you just send an "interrupt" command when the options are changed; you should be doing that anyway 19:25 and if that command doesn't send an inventory update, send it so that it does 19:25 s/you should be doing that anyway/the client should be doing that anyway/ 19:25 how do I do this 19:25 :D 19:26 oh I see 19:26 ais523: At least one option has a separate binding just for changing it. 19:26 you already attempt this 19:26 it seems 19:26 FIQ: right 19:27 there's some reason to believe it doesn't work, though 19:27 (Though I personally always bind @ to nothing, to avoid getting autopickup turned on by mistake all the time.) 19:27 e.g. if you change options, then open your inventory, I've heard rumours that the options change gets reverted 19:27 jonadab: right, I already have enough trouble with offending vanilla users 19:27 so wanted to keep @ doing the same thing 19:27 also it /is/ useful in practice when you have pickup_types set, especially in 3.4.3 19:28 ais523: Right, I'm not complaining about the default binding; I don't mind changing the setting. 19:28 which doesn't disable autopickup in shops 19:28 that said, @ was a huge pain to implement in NH4 19:28 ais523: it is sent at the wrong point 19:28 I threw in a curses_print_message 19:28 at that point 19:28 it prints a message on the first time you select an option to change 19:28 and then never again until next time you open options 19:28 oh, that would explain a lot 19:29 It would indeed. 19:29 that said, this doesn't actually seem to flush inventory :( 19:29 you'd need to change that in the engine 19:29 even when I manage options to trick it into sending an interrupt 19:30 I forget how "interrupt" is implemented, but it'd be easy enough to add an inventory update into that 19:30 well what confuses me is 19:30 I thought *anything* did 19:30 I mean, there is no reason for a farlook input request to flush the inventory 19:30 so I figured, if that did 19:30 everything did 19:30 I guess not? 19:33 just putting update_inventory() into dointerrupt() should probably work 19:34 So wait, is something _in the engine_ caching the inventory, separate from the official list? 19:35 I could understand if the client cached the last list it was sent. 19:35 THAT would make sense. 19:36 jonadab: right, inventory update is push, not pull 19:36 the engine tells the interface that there's a new inventory available, and what it is 19:37 ais523: doesn't seem to work.. 19:37 huh 19:37 it may be that things are broken in a different way from what I expected 19:38 which is weird 19:38 it should work 19:42 FIQhack updated 19:42 FIQ: this is the point at which tracing things in a debugger might be necessary 19:44 back 19:44 ais523: was going to doublecheck something first 19:45 just checking if I am redrawing it properly 19:45 oh, your theory is that the sidebar is actually updated, but the updated value isn't drawn on screen? 19:46 hm 19:46 also another thing 19:46 yeah I checked that 19:46 but it doesn't seem to be it 19:46 but another thing 19:46 I decided to change interrupt to welcome 19:46 which gives obvious feedback 19:46 nothing happens 19:47 oh, bleh 19:47 I wonder if the NitroHack engine thinks the command has been sent out of sequence 19:47 and the NitroHack client just drops the resulting error message? 19:47 that's the sort of thing that can be very hard to spot 19:48 but what I don't get 19:48 is why print msg still does stuff 19:48 ok so there is at least 2 errors going on here 19:48 1: the command logic isn't called at the right place 19:49 2: the commadn doesn't actually do anything 19:50 this conversation should probably be in #nethack4, anyway? it's quite heavily based on nitrohack internals 19:51 and I'm not sure other #hardfought users care about that 19:51 you'd be surprised 19:51 Sometimes I even learn things! 19:52 I like seeing these discussions here for what its worth 19:52 right now I'm even trying to figure out what source file implements all this 19:52 ah 19:53 ais523: if you want to move the discussion, I understand. but you're more than welcome to discuss these subjects here 19:53 long conversations between nethack 4 authors are either about interesting design or libnethack stuff, or rather boring nitrohack internal stuff. Fifty-fifty. 19:54 -!- Grasshopper has joined #hardfought 19:54 -!- mode/#hardfought [+v Grasshopper] by ChanServ 19:55 aosdict: right 19:55 aosdict: I didn't create nethack 4 though 19:55 -!- rikersan has joined #hardfought 19:55 the nitrohack stuff is more confusing to us because it seems even more arbitrary than NetHack's current design sometimes 19:55 FIQ: "nethack 4 and friends" 19:55 fair 19:56 on occasion, those subjects intertwine 19:56 -!- Grassy has quit [Ping timeout: 248 seconds] 20:07 [dnh] rikerw (Bin Dro Mal Non), 4 points, T:33, killed by a sewer rat 20:07 ignore that please 20:07 >.> 20:07 ais523: How well is that libuncursed2 going btw? 20:07 Not trying to pressure you, just curious 20:07 rikersan: seems about right for a binder. 20:07 rikersan: you can use !setmintc to make Beholder not announce early deaths 20:07 though you may have to change nick to rikerw 20:08 Medusa has 5 statues of me in her lair - I think she is a stalker! 20:08 nero: it wouldn't be that bad if _drow could see anything_ 20:08 aosdict: nah I'm good 20:08 * aosdict zaps a wand of polymorph at Medusa. Medusa turns into an invisible stalker! 20:09 FIQ: the library itself has come quite some way in terms of design but not very far in terms of code 20:09 ok 20:09 normally when I sit down to work on coding it, I get distracted and make no real progress; sometimes I can put that energy into termtest instead 20:09 ok 20:10 [nd] Grasshopper (Hea Gno Mal Neu) killed Medusa, on T:39132 20:10 ais523: btw, did the mail arrive? 20:10 ais523: long shot, but did you happen to get the few hours you needed to work on your dungeon proposal recently? 20:10 the DT mail 20:10 or did it get stuck 20:10 oh hey congrats grasshopper 20:11 FIQ: no, didn't arrive; I actually just emailed the devteam (less than a minute before you asked) to ask why it hadn't arrived 20:12 aosdict: I made progress, didn't finish though 20:12 it's actually open in an editor atm 20:12 I might well have been working on it if I wasn't talking on IRC 20:12 ais523: ah, nice timing 20:13 malicious idea: I start talking about jonadab's dungeon overhaul so ais can work on his proposal 20:13 > blessed scroll, disrobe and safely read 20:13 it's earth and I kill my pet and lock myself in permanently 20:14 aosdict: to be fair, the break helped 20:14 presumably my subconcious was thinking about it 20:14 and fixed a couple of issues I was having trouble with 20:15 actually I could do with an excuse to not try to figure out how this NitroHack code works (sorry FIQ) 20:15 I was kind-of putting it off anyway 20:15 it is ok :P 20:16 I've come to the conclusion that it might just be easier to redesign the whole client/engine API 20:17 but that would mean basically throwing out the nitrohack part entirely... 20:17 that isn't NH4 anymore 20:17 well, you can certainly question what NitroHack actually is, fundamentally 20:18 is it the interface? a specific detail of the internals? a general attitude? 20:18 to me, nitrohack is where the interface originated 20:18 there are probably easier ways to deal with the server code (and I already threw out half the NitroHack server code!) 20:18 the rest is less important because essentially the goal of NH4 has been to get rid of every single part of nitrohack that isn't the UI 20:19 there are plenty of good improvements, e.g. C11-isation, which originated with NitroHack 20:19 ANSI C 20:20 originated with nitrohack I think 20:20 (in the NH4 development history, that is) 20:20 right, NitroHack didn't aim at any specific version of C, I don't think 20:20 just to rip out all the old compat code 20:21 likewise, there are concepts like birth options which were probably good ideas, even if the underlying code for them wasn't great 20:21 perhaps the goal of NH4 is to rewrite NitroHack's ideas with code that actually works 20:21 nitrohack option UI in general is more well designed than NH3 (except for the removal of rcfile editing) 20:22 ais523: in general when I deal with nitrohack code 20:22 it mostly *work* 20:22 it's just a huge pain to maintain 20:22 sometimes, the code works but you can't find out why by reading it 20:23 hmm 20:23 often, logically, it shouldn't work but it somehow does anyway (most likely due to the way in which the compiler handles UB) 20:23 I need to merge 4.3.0 into master soonish 20:23 I am not looking forward to it 20:23 things like network-packet-delimited JSON are obviously ridiculous and were unlikely to have been designed intentionally 20:23 at least I figured out why that worked eventually 20:24 why? 20:24 but expecting a write() call on one system to match a read() call on the other is a complete misunderstanding of the API and it's only coincidence that it mostly worked in this acse 20:24 *case 20:24 FIQ: there isn't a 1-to-1 correspondence between system calls and network packets 20:25 (master has a bunch of refactors that is actually rather useful, but has unfinished stuff, it has stalled to a point where I use 4.3.0 mainly for development... so I need to merge 4.3.0 into master and collect all my refactors properly) 20:25 rikersan, thanks :D 20:26 ais523: ok 20:55 aosdict: Just be glad it's not a really long conversation about Pokemon. 20:55 pff 20:56 how the heck is all the resistance vs immunity stuff not on my YANI list already 20:56 there has been plenty of discussion about it before FIQ started talking about it on the 18th 20:57 I just kind-of assumed it was 20:58 -!- rikersan has quit [Ping timeout: 252 seconds] 20:58 in fact I thought there was a general assumption in the variant dev community that having intrinsic elemental immunity that works even against late-game attacks is a problem, and that allowing /extrinsic/ elemental immunity is likely a good thing 20:58 there is a possibility some of the ideas have been lost, due to my laptop possibly shutting down while I was in the middle of editing it 20:58 that would only have affected that batch though 20:59 well, no time like the present 20:59 FIQ: The real point of NitroHack was to separate the UI from the engine, hence the distinction between nethack/ and libnethack/, a distinction that doesn't exist in vanilla. (Yes, windowports, but that's not the same; a ton of the stuff that's in nethack/ in NH4 isn't in the windowports in 3.) 20:59 ais523: for this reason I want a seperate flag that means "extrinsic but as part of role" 20:59 Also, getting rid of the hillion jillion ifdefs. 20:59 FIQ: you want resistance, immunity, and extrinsic immunity 20:59 so that I can give master mind flayers and fire elementals innate "extrinsic" telepathy and fire resistance respectively 20:59 and similar 21:00 FIQ: that should be easy enough to add in the NH4 properties framework 21:00 you might need to add a new property reason, but those things are fairly cheap 21:00 FIQ: actually, what you describe fits the definition of "intrinsic" pretty well 21:00 it it is trivial to add in fh property rework 21:00 -it 21:00 just I haven't because I want to figure out how to deal with the existing innate flag 21:00 I think for telepathy specifically, perhaps rebrand the current "intrinsic telepathy" to something else? 21:00 right, your rework is basically just a continuation of mine 21:01 I feel like there is more than there needs to be 21:01 there is 4 innate flags atm 21:01 outside (corpses etc) 21:01 role race polyform 21:02 aosdict: I feel like having resistances be treated as resistance if intrinsic and immunity if extrinsic makes sense 21:02 FIQ: do birth option trinsics (e.g. permablind) count as innates in your system? 21:02 Just needs to give the ability to give something the extrinsic effect innately 21:02 ais523: I kept your beginning of property rework 21:03 So it works similar 21:03 os_birthopt 21:03 -!- rikersan has joined #hardfought 21:03 FIQ: right 21:03 Which is intrinsic I think 21:03 I'm just trying to clarify what "innate" means code-wise 21:03 let me see 21:03 oh huh 21:03 it would be treated as extrinsics 21:04 I guess that's more consistent with how, e.g., Zen works in vanilla 21:04 as in vanilla you use a blindfold for it 21:04 289# define INTRINSIC (FROMOUTSIDE|FROMRACE|FROMROLE|FROMPOLY) 21:04 290# define EXTRINSIC ~INTRINSIC 21:04 note that timeout is extrinsic 21:04 despite being innate 21:05 this means that potions of speed gives very fast 21:05 is there an existing proposal for this, or should I start making one? 21:05 s/this/reworking intrinsics/ 21:05 aosdict: codewise or designwise? 21:06 if latter, I don't think so 21:06 but several variants change mechanics 21:06 most notably sporkhack and dynahack 21:07 as a start, I'd recommend just "some (maybe all?) elemental attacks pierce resistance, these attacks do half damage against resistant targets (rather than zero damage) unless the resistance is actually an immunity" 21:07 and "resistances from extrinsic sources or from polyform are immunities" 21:07 this is how dynahac works 21:07 and what I agree with 21:08 *dynahack 21:08 ais523: well it depends if you wanted to do something more complex, like partial resistances from Spork. 21:08 aosdict: right; I don't really like how Spork does resistances 21:08 I feel like it makes flavour sense 21:08 but doesn't work well for gameplay 21:10 I don't think I like the specific approach, but my point was if you wanted something more complex than half damage vs resistance, you need storage more complex than flags 21:10 well 21:10 timeouts exist 21:11 ais523: one of my current projects is to catalog all the effects that the major resistances protect against 21:11 no reason you can't do a numeric storage on top of this 21:11 not all of them are really that consistent or logical 21:11 something I've considered 21:11 aosdict: I believe the biggest problem here is MR 21:11 which blocks so many late-game attacks that could otherwise be interesting 21:12 is to try to make a single function for elemental damage 21:12 regardless of source 21:12 to handle it more consistently 21:12 this is kind of a thing already with poison 21:12 FIQ and I were discussing the problem with death magic the other day 21:12 YANI: resistances are capped at 100% and decay by 1% each time they protect you. They reduce damage by the current %, so if your fire resistance is at 63%, fire-based attacks do 37% as much damage as usual, rounded down. 21:13 and jonadab and I brought up curse resistance at some point, which I am about to add to the list 21:13 aosdict: solution: remove death magic 21:13 dnethack has curse resistance 21:13 jonadab: that goes somewhat against what I see the general idea of NetHack's balance to be 21:13 but it isn't automatically a bad thing 21:13 that's your solution, I want to keep death magic if possible 21:13 fiqhack has it, not codewise (it's a special case) but as part of magicbane 21:13 FIQ: so does vanilla, sort-of (Magicbane provides it but as a special case, not a trinsic) 21:13 which in fiqhack is the only thing that partially guards curses 21:14 Maybe I should break these long multi-person YANIs out of this table into yet another page. 21:15 -!- rumflump has joined #hardfought 21:15 one thing I like in fiqhack is that MR doesnat protect against nearly as much 21:15 Hmm, how about mummy wrappings providing extrinsic curse resistance? 21:15 but it is still the only realible way vs death magic 21:15 besides being undead 21:15 something I dislike 21:16 and haven't found a good solution for 21:16 aosdict: make mummy wrappings confer death res :P 21:16 FIQ: I can see an argument for death protection being a trinsic in its own right 21:17 FIQ: I agree with you about removing _instadeath_ magic, and the associated death resistance. But I think death magic is still feasible even if it's not instadeath. 21:17 jonadab: hmm do you remember mummy stuff? 21:17 I never added that feature 21:17 -!- yuring has quit [Quit: Connection closed for inactivity] 21:17 incidentally, D&D seems to combine death protection and drain resistance, but that's probably bad in NetHack 21:17 yes, excal isn't good enough 21:17 because right now drain resistance is something that people often don't need but can consider as an MC substitute 21:17 but death protection is something that everyone wants due to avoiding random oneshots 21:18 ais523: fiqhack removes MC protection vs drli 21:18 so combining them just means that level drain attacks get less interesting 21:18 FIQ: I can totally see that 21:18 oh good, the resistance stuff isn't lost, it's on the balance issues page 21:18 incidentally, I've heard that drain resistance is considered a vital ascension kit item in Slash'EM 21:18 ais523: also I have considered making MC help vs item destruction 21:19 but not the elemental damage 21:19 FIQ: that makes flavour sense, at least 21:19 from fire, cold, shock 21:19 MC is normally viewed as "the portion of your body that's covered by armour" 21:19 in mele 21:19 *melee 21:19 right 21:19 ais523: nail on the head with my problems with death protection and instadeath magic 21:20 hmm 21:20 if instadeath magic is in the game and not blockable, then you get YAADs from bad RNG. If it is blockable, getting protection is the most important thing you can do 21:20 I can see having an item (maybe an artifact) that does both, just as an option that players can use, but not really linking them to each other in all cases 21:21 instadeath protection itself is basically just depth/resistance, and it's still consumably blocked by lifesaving 21:21 ais523: one thing I suggested a few days ago was to remove the random instadeath sources 21:21 but have one guranteed one (Orcus) 21:22 and also any form of death protection 21:22 my main issue with it was that it is mean to new players 21:22 aosdict had other issues with it 21:22 FIQ: wand overhaul fixes part of that, at least 21:23 yes, namely, optimal strategy demands you wear life saving, just in case something goes wrong 21:23 well you will not find a gwtwod and die to it 21:23 but basic still kills 21:23 maybe I should up to skilled? this hurts barbarians though 21:24 aosdict: I've seen the opposite argument; many players say that life saving is a waste of a slot that could be used for something better 21:24 (typically reflection) 21:25 however, the NH3.4.3 and probably NH3.6.0 ascension kits are not cramped enough to need anything else in that slot 21:25 ais523: well, this is assuming that orcus is the only death source and his death magic won't reflect from your amulet 21:25 -!- bug_sniper has joined #hardfought 21:25 (NH3.6.0 makes it a bit harder to get twoweapon, MR, reflection, and MC3 all at once, but there are still plenty of ways) 21:25 EPI: a teleportation gaze, not blocked by no-teleport levels, maybe uncontrollable 21:26 ais523: if/when you get a reply to DT I am happy to hear it 21:26 *from 21:26 rikersan: I think unnethack weeping angels do that, except melee 21:26 FIQ: about your mail not getting through? I've had one email from someone saying that they didn't get it either (i.e. it's not just my email) 21:27 however, the people who normally sort out technical problems with the DT's email haven't been online yet as far as I know 21:27 ok 21:27 also, my main issue with 3.6.0 MC changes is that it makes MC much more complex 21:27 aosdict: hm isn't that level tele? I know it is in dnethack 21:27 otherwise I don't mind the nerfs (but IMO displacement should be MC2, not MC1) 21:27 but a gaze attack would be so much eviler 21:28 FIQ: displacement is actually really good (especially in the NH4 engine, and especially if you aren't invisible) 21:28 I feel like with the 3.6.x MC changes, the player should be able to see his/her MC publically 21:28 just most people don't notice because they nearly always prefer MC3 (in 3.4.3), and often turn invisible even when they are displaced 21:28 ais523: basically nobody use displacement 21:28 due to MC decrease 21:28 right 21:28 I think this was an attempt to balance displacement 21:28 I changed it in fiqhack (swapped MR and displacement) 21:28 people still don't use it 21:28 ais523: invisibility baaaalance issueeees! 21:29 aosdict: it's way worse in NH4, which tries to have realistic monster → player sensing 21:29 I've noticed that it makes dragons rather cofused with their AI changes 21:29 * aosdict wants to kill intrinsic permainvis 21:29 but otherwise it doesn't do that much 21:29 although both NH4 and vanilla have an arbitrary dice roll which sometimes lets monsters see invisible players 21:29 *confused 21:29 re death magic: IF magic resistant then 4d4 damage, ELSE IF uhp>100 then 8d8 damage, ELSE instakill 21:30 what if death magic decimated the player's HP? 21:30 removed 90% of current HP 21:30 FIQ: that's exactly what I proposed 21:30 I can see something like what are currently death spells instead doing 40% maxHP damage 21:30 well, not the exact 90% part 21:30 90% currentHP depends a lot more on situation and can easily be an effective instakill if anything else is around 21:31 50%? 21:31 deal 40% of maxHP as damage, reduce maxHP by 10% ? 21:31 so half 21:33 ais523: in both NH4 and NH3, a monster in melee range will know your position regardless of displacement 21:34 [dnh] rikerw (Bin Hum Mal Non), 5087 points, T:6142, quit 21:34 FIQ: right 21:34 there are a ton of hacks you need to make for something like invis or displacement to not be completely broken 21:34 (I speedrun Neverwinter Nights, invisibility is pretty much completely broken there) 21:35 what if 21:36 if >5 tiles away, invis is in full force 21:36 if 2-5, you get an I marker fuzzed 0-1 space away 21:36 *1-5 21:36 and if discovered it basically stops working 21:37 until you flee >5 tiles again 21:37 something like that could well make sense 21:37 although 5 might be a bit high 21:38 perhaps: if you're invisible, invis is in full force unless a) the monster is adjacent, or b) you take an offensive action 21:38 at which point invis is dropped with respect to a monster until you break LoE from it 21:38 (or maybe LoS?) 21:39 did you add a nice function that determines whether you took an offensive action with that Elbereth change? 21:39 what if invis is dropped as soon as you do something that should make it possible to track it? 21:39 for example 21:39 whacing in melee 21:39 throwing something 21:39 casting a directed spell/zapping a directed wand 21:39 *whacking 21:39 FIQ: even far away, invis should maybe not be undetectable unless you have stealth. 21:40 and then everything <=5 tiles away can track you but has a chance to lose track if >5 21:40 this nerfs stalkers 21:40 possibly extrinsic invis is more powerful 21:41 and stalkers have that 21:41 (and you can also, with the cloak) 21:41 aosdict: basically the way it works is that there's a function for "if this monster isn't angry, anger them" 21:41 the Elbereth change uses that to detect offensive actions 21:42 FIQ: My first step would be to eliminate permainvis, and not bother changing the invisibility mechanics yet. 21:42 ais523: this would also work as I replacement 21:42 fwiw 21:42 I is still useful while blind 21:42 true 21:43 FIQ: implement all the things 21:43 rumflump: ! you are back 21:43 also hi 21:43 visited a commune on 8/4 and then kept getting really lucky catching rides to other communes from there and just haven't gone home yet 21:44 ahh 21:44 I'm not really back - that would require physical access to my laptop 21:44 ok 21:44 lost it at Twin Oaks. well, forgot it there, but I'm remoting in for now 21:44 how's stuff 21:44 I see 21:45 stuff is going well :P a bunch of stuff has happened since you disappeared 21:45 mostly design talk 21:45 some new features 21:45 also, devnull tribute tournament 21:45 on hdf in November 21:47 november! 21:47 aosdict: hmm 21:47 I'll be home by then 21:47 is there a public log of this channel yet 21:47 yes 21:47 [slex] rikerw (Cha Ang Mal Cha), 3019 points, T:3080, killed by a blast of fire 21:47 https://www.hardfought.org/logs/ 21:47 Reading the log would take a very very long time. 21:48 not if I search it for the things I'm interested in! 21:49 https://www.hardfought.org/irclog/ now with 100% less 404 21:49 mostly fiqhack and fourk and dnh and the sex lives of my junethack teammates 21:49 wait, not dnh. the mega one 21:49 hah 21:49 mega one? 21:49 slex? 21:49 lol 21:50 calling it now - the spiritual successor to slex will be called Mega Slash'EM Extended. 21:50 oh it is dnh 21:50 nvm 21:50 aosdict: haha 21:50 i assumed it would have a more grandiose name because it's got jedis 21:50 -!- rikersan has quit [Quit: Lost terminal] 21:50 rumflump: you made people play fh! I'm happy to see people enjoy what I make 21:52 ha, cool 21:52 I was sort of around when ou did the arti wish thing 21:52 s 21:53 someone referenced fh in r/roguelikes, and people wanted to see a proper release so they didn't have to play online... 21:53 need to fix the missing tiles and make a proper windows release for stuff 21:54 "have to play online" 21:54 the benefits are so much 21:54 you tell them :P 21:55 ayyyy ' Change spellbook mechanics to reduce tedium ' finally :D 21:55 But the downside is that you need an internet connection 21:55 :) 21:55 online helps me too, lets me see if there is stuff people have issues with... but if people want to play offline I don't want to stop them 21:56 and you can cheat playing offline :P 22:08 [dnh] rikerw (Brd Hlf Mal Cha), 51 points, T:144, fell into a pit 22:11 -!- rumflump has quit [Quit: rumflump] 22:11 [dnh] rikerw (Brd Hlf Mal Cha), 205 points, T:973, killed by a water moccasin 22:20 -!- greqrg has quit [Quit: Disconnected] 22:52 -!- Grasshopper has quit [Ping timeout: 260 seconds] 23:17 -!- rikersan has joined #hardfought 23:17 Demo: dnethack has some code in it for wtw, not all though 23:17 I'm not sure where it came from but they're partially implemented 23:19 -!- stenno has quit [Ping timeout: 246 seconds] 23:22 looks like a role though, not a race (?) 23:25 rikersan: I PMed you some irc logs of Chris_ANG talking about worm that walks 23:26 yep found those 23:26 confused the heck out of me 23:27 mostly due to my theme not likign the orange color 23:40 jonadab: I'm getting a kick out of fourk's caveman quest.txt 23:41 though they do use bisyllabic words sometimes, apparently? 23:42 and apparently Tiamat is well-spoken 23:47 -!- rikersan has quit [Quit: Lost terminal] 23:53 -!- ais523 has quit [Quit: quit]