00:02:34 I don't know about the DS, but the GBA has much *less* "disk" than "RAM" 00:02:51 so... paging won't help much 00:03:13 hmm, before I continue offering advice I should look up the specs on the DS 00:05:29 DS has 4MB of volatile storage and 256kb of non-volatile 00:06:36 :/ 00:06:43 roomy 00:07:32 64 MB ROM though in a standard cartridge, Crawl will fit handily in that 00:08:03 The game will load it's data from - and save itself to - a libfat compatible 00:08:03 memory card if available. This is the recommended way of playing. 00:08:16 and that's in the current, old-crawl one 00:09:14 yeah there's a lot of grey area because the DS has so little internal hardware 00:09:35 the DSi, OTOH, has 256 *M*B of internal nonvolatile storage 00:09:44 presumably shared between games, but still plenty 00:09:56 16MB core but we can work around that 00:10:08 there's /lots/ of low-hanging fruit in our dungeon representation 00:10:30 *runtime dungeon representation 00:11:43 1.x Crawls did not use persistent levels, they're probably your best bet for a *very* low storage environment 00:12:36 Textmode: hows your port thingy going? 00:13:03 sorear: Woah how did that work? 00:13:07 port thingy? 00:13:16 sorear: you know how DS memory cards work, right? 00:13:19 Were you not the one that wanted to port it to some crazy handheld? 00:13:28 Some chinese one with 32MB ram 00:13:29 oh, you mean my attempts at porting Crawl to the dingoo? 00:13:32 Yeah. 00:13:49 I haven't had much of a chance to work on much of anything least of all that. 00:13:50 Eronarn: not really, I mostly stopped paying attention to the platform after the GBC 00:14:00 sorear: lol 00:14:18 s/g l/g, l/ 00:14:25 sorear: you extend it with third party ones that can run roms and such 00:14:27 think multiple-GB 00:14:46 ram is a meaningful limitation, but storage space is not 00:15:12 -!- ortoslon has joined ##crawl-dev 00:15:13 also, good luck playing Crawl on a 4" LCD 00:15:14 Eronarn: slight upgrade :P 00:15:25 what's the resolution? 00:15:43 240x160 iirc 00:15:58 that's plenty, considering there's two screens 00:16:07 256x192 00:16:21 i mean, the map is 17x17 00:16:23 the screen size also won't be as much of an issue as you might expect 00:16:36 and the hud and everything else would go on the bottom screen 00:16:37 i was able to telnet into CAO and quite legibly play crawl on my phone 00:16:48 right. have fun drawing recognizable 12 pixel tiles 00:16:55 we could do an ascii version I guess 00:16:55 sorear: well, console 00:16:58 yeah 00:17:07 Ooh, 12x12 tiles <3 00:17:07 Keskitalo: You have 2 messages. Use !messages to read them. 00:17:13 6x10 characters are completely reasonable 00:19:45 aye 00:22:53 having sound would be a very nice thing for a DS version of crawl 00:23:01 that much extra info about what's going on 00:23:15 Freezing vapors should put out sticky flames (https://crawl.develz.org/mantis/view.php?id=1393) by MrMisterMonkey 00:24:44 crawl theoretically already has sound support 00:26:17 -!- Madtrixr has joined ##crawl-dev 00:35:59 by the way 00:36:11 im pretty sure my ipad branch is ready to be merged XP 00:36:23 too bad last time I checked i couldn't build master 00:36:23 :( 00:37:21 yeah, still cant LINK tool/tilegen.elf 00:46:55 related, how can I see what linker flags are being sent by the makefile 00:46:55 ? 00:47:02 make V=1 00:47:26 ixtli: how does our lua-scripting interact with the apple source language rules? or is that an iphone-only thing? 00:47:50 sorear: I was talking about this with a lawyer friend of mine who works at google. 00:48:45 He was saying that it wasn't the intent of 3.3.1 to remove the embedding of scripting languages from apps. 00:49:01 what? 00:49:13 Especially since they force you to use OpenGL shader language, which isn't mentioned in that clause either. 00:49:14 I did not know lawyers used that word 00:49:19 the embedding of scripting languages was banned quite a bit longer ago 00:49:56 Huh? 00:49:59 People use lua. 00:50:21 I'm pretty sure. 00:50:26 i'm pretty sure they don't 00:50:41 i definitely know that user-accessible scripting is banned 00:50:45 which ours is 00:51:16 We'll see what happens. 00:51:31 Oh, so. Exposing scripting to the user is another question. 00:51:39 doy: There are source code editors for the iPad. 00:51:40 So. 00:52:06 Do these source-code editors have EVAL functions? 00:52:33 Not sure, really. I don't wanna pay for them XD 00:53:05 Isn't crawl compilable without lua scripting exposed in game? 00:53:25 no 00:53:45 .crawlrc is just lightly massaged lua script 00:54:06 not really 00:55:54 Ok so. 00:55:58 It seems that tap tap revenge 00:56:05 the app that always gets demo'd on stage by apple. 00:56:10 Has always embeded lua. 00:59:07 It seems to be the opinion of large game development tools for iPhone OS that emit ObjC + Lua that they will still be fine. 00:59:56 "large" 01:00:03 we're not large, we can't bend rules 01:00:48 shrug, disabling the user-facing stuff might be enough 01:00:54 Yeah. 01:01:20 From what I've been reading, many, many production apps are distributed with big directories of uncompiled lua 01:01:43 and it's never been a problem before. 01:01:52 It's the defacto standard for writing large games. 01:02:02 If apps start getting rejected for Lua scripting. 01:02:26 nothing "start" about it. 01:02:35 ? 01:02:39 can, and have. 01:03:00 Apps have been rejected for embedding lua? 01:03:05 I've not heard of this. 01:04:07 have you heard about apps with lua that were accepted? 01:04:41 and what about the last change of the rules? that you only are allowed to use C/C++/Obj-C? 01:05:35 bhaak: please read scroll buffer 01:05:36 -!- alex404 has joined ##crawl-dev 01:05:45 http://blog.anscamobile.com/2010/04/lua-the-lingua-franca-of-iphone-games/comment-page-1/#comment-880 01:07:10 * Textmode shrugs 01:07:11 nice link 01:07:16 still "can, and have" 01:07:55 Textmode: Really I've never heard of that. 01:08:03 They get rejected for content and dumb shit. 01:08:30 But I've never heard of "Lua embedded" rejection. 01:08:34 And I follow Daring Fireball. 01:08:35 XP 01:08:41 if they're grading on content, does a cult roguelike stand a chance? 01:09:40 nethack is already in and doesn't use lua 01:10:03 nethack is the one roguelike that everybody has heard of 01:10:25 nathack has multiple ports 01:10:36 sorear: I really don't think the game would be rejected. 01:10:46 Based on something like embedding lua. 01:10:53 I mean, it could. But it would turn into a Thing. 01:11:02 And probably make Crawl more popular. 01:11:41 I think you overestimate our power 01:12:31 we can but try, though 01:13:08 sorear: I know people in that community. 01:13:15 I could at least make a Thing out of it. 01:13:20 If it got rejected for something dumb. 01:14:45 I mean, if there was friction I'd change things. 01:14:55 But for some reason it just doesn't feel like it'd be a problem. 01:14:56 because making a Thing about it has worked so well for those apps that got rejected for dumb things in the past 01:14:59 but shrug 01:15:07 not really worth mkaing a big deal baout it now 01:15:07 (: 01:15:09 Oh I know. 01:15:26 doy: sorear: The /problem/ is the 100 dollars USD i'm gonna have to pay for a dev account :( 01:15:38 Hey is there a fund or something for crawl dev? 01:15:46 We could change USD$.99 for it 01:17:30 What I'm really surprised about is that no one seems to have noticed that the language of the new 3.3.1 section sort of implies that you cant use OpenGL shaders. 01:17:34 Which you /have to use/ 01:18:32 well 01:18:42 it's not like the policy is really the important part 01:19:26 considering i doubt they're going to reject apps for using opengl shaders, it's kinda irrelevant 01:19:55 it was only a Thing because they pretty much explicitly said they weren't going to allow flash apps 01:19:55 Which is why I don't really worry about Lua. 01:22:06 Right, which was the killer feature of CS5. 01:22:09 So. 01:24:22 doy: I think people are making a bit of a big deal out of this. I understand based on Apple's rejection history. 01:24:37 But there haven't actually been any rejections for embedding scripting langauges. 01:24:41 langs* 01:24:51 doy: sorear: I wanted to make a shader editor for the iPad. 01:24:55 I wonder what would happen. 01:25:15 ixtli: Editors aren't interpreters 01:25:19 except for ones that exposed the scripting to the users 01:25:43 sorear: I want it to be an interp. To compile the shader as the user writes it. 01:26:11 Basically like the tool apple packages with xcode. 01:26:26 Shader compilation screams on the iPad. 01:26:37 A Crawl development fund would be awesome. :) 01:27:15 "screams"? 01:27:36 Can't really profile it. But it's very fast. 01:27:49 why can't you profile it? 01:28:07 I don't have a dev account so I cant run the profiling tools on apps running on the device 01:28:08 :( 01:28:26 A simple app i wrote in the simulator has no problem compiling as the user types. 01:31:24 sorear: Would you work on crawl all day if we paid you? 01:31:24 XD 01:31:37 Keskitalo: I think you would :P 01:35:57 -!- by has joined ##crawl-dev 01:36:16 good morning 01:37:08 rgrm: "Machine Gun Orbs of Destruction by Ancient Lich" <3 01:37:25 rgrm :( 01:37:28 I will miss you 01:40:20 Why will we miss rgrm? 01:40:31 What's happening to it? 01:40:48 because $LOCAL_MONOPOLY_ISP is dropping USENET effective June and Google Groups sucks 01:40:56 Ah. 01:53:02 -!- Spads has quit [Ping timeout: 260 seconds] 02:15:01 ixtli: Sounds good to me. :) 02:18:00 by: That was fantastic. The orbs are so much fun. 02:21:21 * Madtrixr is struck by a thought that occured to him while looking for PS3 mods of UT3. 02:21:41 An Unreal engine 3 roguelike... 02:22:23 too bad he survived, though 02:29:46 Madtrixr, why not quake engine? ;p 02:30:33 bug: killing the elyvilon overflow altar neutral rat doesn't make the good gods hostile 02:30:41 Well, then I can't play it on my PS3 then, can I? :P 02:31:12 Although, TBH, I figure that would stay a PC only thing. 02:32:02 * Madtrixr imagines it's near impossible to generate UE3 levels in a good amount of time unless using a computer and optomized for Random Generation. 02:32:06 well, at least you can hack around with the scary mess that the quake engine is for free. The older versions, anyway. 02:32:09 *optimized. 02:32:23 True dat. 02:33:36 its code is quite comparable to that of old roguelikes, with the exception that actual game data tends not to be hardcoded 02:34:19 I see. 02:35:49 and taking into account the first person fantasy game id did with the quake 1 engine (Can't remember, I think Heretic, probably Hexen or Hexen II though) 02:36:07 It could be done up to act as a roguelike. 02:36:23 hm. Heretic and Hexen use the doom engine. 02:36:25 so probably hexen II 02:36:29 YEah. 02:36:36 * Madtrixr can't keep them all in check 02:36:58 heretic II, too, but it's even more of an RPG than hexen II. 02:37:04 oh, that is probably quake 2's 02:37:55 * Madtrixr hopes to have all his facts in check about engines and the games that run them... 02:38:04 ...So I can be a snooty engine nerd. 02:38:21 hmm. 02:39:06 darkplaces is kind of interesting. 02:39:18 What's that? 02:39:33 (heavily) modified engine of quake 1, used by nexuiz 02:39:44 I see. 02:41:57 Ahmm. It would seem that in Pandemonium, Summon Ugly Thing is producing multiple things of ugly persuasion for me, unlike in everywhere else, where only one appears each time. 02:42:23 pan monster gen is weird 03:05:18 -!- Spads has joined ##crawl-dev 03:06:18 -!- jld has quit [Read error: Operation timed out] 03:26:09 sorear: you know about free usenet access like http://albasani.net/ and http://www.eternal-september.org/ ? (disclaimer: I don't use them as I pay 10 eur for my usenet access) 03:26:53 -!- ortoslon has quit [Quit: Leaving.] 03:30:01 -!- jld has joined ##crawl-dev 03:31:15 yes, but I also keep hearing disclaimers like that. 03:31:28 I imagine they suck more than Google? 03:33:05 -!- alex404 has quit [Ping timeout: 246 seconds] 03:33:13 not necessarily. they ahve spam-protection whereas google doesn't :) 03:33:32 I switched to my usenet provider before they existed 03:39:38 I just looked into de.comm.provider.usenet and its faq and the list on http://cord.de/proj/newsserverliste/ (although in german) shows some detail what they are using, how many newsgroups they have and how long the retention time is 03:48:13 So I'm trying to understand how texture loading works and I've encountered the following comment: 03:48:19 So, it cannot be loaded until after the item description table has been initialised. 03:48:27 Can someone point me at where this happens? 03:49:59 Item description tables? 03:50:21 yeah 03:52:16 this is stuff like scroll labeled XYZ -> identify? 03:53:00 I guess so. I'm looking at the comment at the beginning of bool ImageManager::load_item_texture() 03:53:06 in tilereg.cc 03:53:46 Basically I'm having this issue where it's trying to bind m_textures[TEX_DEFAULT] before it gets loaded, because it's suppose to be loaded after the rest of them. 03:54:06 (m_textures[TEX_DEFAULT] is main.png) 03:54:32 player::item_description 03:54:38 Thanks :D 03:55:00 ng-init.cc:initialise_item_descriptions 03:55:15 nice, yeah I just found that. 03:56:07 there's too much stuff in player... 04:00:38 night all 04:01:09 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 04:03:12 by: Yeah I'm not opening any of these files ... just grepping through them :/ 04:04:03 Actually, by the way is there any way to get gdb to trace all calls from local functions? 04:04:09 like, in order? 04:04:26 without having to break and then backtrace through the call stack 04:24:45 -!- Mu_ has joined ##crawl-dev 04:26:28 felirx: you there? 04:26:41 * due eats mu_. 04:26:47 is it ok to just add a space to the "Enter your name:" prompt? 04:28:10 why not 04:28:21 I aligned it like that so that it's aligned with the menu options but 04:28:33 I'm unsure what would happen in tiles 04:28:51 in the console, it's currently "Enter your name:rob" 04:28:59 there's a minor bug I noticed in tilereg.cc if you're looking at ym patches. In CRTRegion::handle_mouse, the || needs to be && 04:29:04 it's the same in tiles 04:29:20 couldn't they all be moved on space to the right? 04:29:29 they could 04:29:42 increale X_MARGIN by one 04:33:29 yeah, taht's better 04:34:11 can you fix the tilereg.cc bug if you're going to push it? 04:34:15 yes 04:34:40 I wonder, is it better to fix such things in separate commits, or to merge these into your patches? 04:35:00 dunno 04:35:19 there's one or two other bugs I'll fix a bit later while I make the text properly wrap 04:35:28 I have the tutorial 99% working locally right now 05:44:57 03felirx * r3ec286ef4ae4 10/crawl-ref/source/ (7 files): A more generic menu structure approach 05:44:59 03felirx * rc41c976544cd 10/crawl-ref/source/ (12 files): Startup menus. 05:45:02 03by * rbbd9709f0b84 10/crawl-ref/source/startup.cc: Formatting. 05:45:02 03by * r26b5a970260e 10/crawl-ref/source/startup.cc: Fix start-up menu spacing. 05:45:03 03by * r039a6073f498 10/crawl-ref/source/startup.cc: Call find_saved_characters() just once. 05:45:05 03by * rc601f9d75d23 10/crawl-ref/source/startup.cc: Clean up switch. 05:45:08 03by * r5e1186029b66 10/crawl-ref/source/ (menu.cc startup.cc): Improved name handling in startup menu. 05:46:13 -!- syllogism has joined ##crawl-dev 05:46:31 -!- by has quit [Quit: Lost terminal] 06:05:35 -!- purge has quit [Quit: .] 06:13:43 -!- Enne has joined ##crawl-dev 06:13:48 -!- Enne has quit [Client Quit] 06:17:38 -!- by has joined ##crawl-dev 06:28:21 03kilobyte * r3d58e5ba4a56 10/crawl-ref/source/itemname.cc: Mark robes of the archmagi as dangerous -- or, with Trog, strictly bad. 06:29:25 Menu sounds better and better every day 06:36:07 compilation errors for me now 06:36:10 http://pastebin.com/UVX7iQ88 06:36:31 hey cool 06:36:46 that's pretty awesome 06:38:57 -!- ortoslon has joined ##crawl-dev 06:40:46 by: ping 06:41:37 felirx: Or you! 06:41:38 also, a warning for no newline at the end of startup.h 06:50:01 ahpla: Builds fine fo rme. 06:50:13 What platform are you having issues on? 06:50:22 freebsd 8 06:50:44 i shall try distclean first 06:52:33 felirx: There's no way to go back to the main menu? 07:33:43 nop ;( 07:46:58 03dolorous * r0fc60b4ac8a6 10/crawl-ref/source/mutation-data.h: Really fix Mantis 1322: Make the demonic guardian mutation DS-only. 08:05:59 * due bed. 08:11:29 -!- Anym has joined ##crawl-dev 08:25:23 -!- eith has joined ##crawl-dev 08:32:25 -!- Xiberia has joined ##crawl-dev 08:33:50 -!- MarvinPA has quit [Ping timeout: 245 seconds] 08:35:51 ahpla: did distclean help? 08:36:05 nope 08:39:06 Is there a way to make several separate vaults appear on a specific level? When I use PLACE headers, only one of them seems to get placed. And when I use DEPTH, neither seems to get placed half the time, even when I also give them a high CHANCE and/or WEIGHT. 08:39:18 -!- Siber2 is now known as Siber 08:42:14 -!- by has quit [Disconnected by services] 08:42:15 -!- by_ has joined ##crawl-dev 08:44:28 by_: you missed one rename in startup.c:455 08:59:35 felirx: ok, thanks 09:00:01 menu.h:1035: warning: 'class PrecisionMenu' has virtual functions but non-virtual destructor 09:00:21 mmm 09:00:26 it should have a virtual des 09:00:58 someone stole the keyword! 09:02:21 should I just stick a "virtual" in front? 09:02:46 yap 09:03:16 why didn't I get a warning for that is the thing I'm wondering 09:03:30 I usually take warnings seriously and fix every one I get 09:06:13 I get totally different warnings depending on what computer I use 09:07:01 it's quite funny, since the warnings you get should only differ by the compiler and the compiler flags 09:09:57 or arch... 09:13:44 it seems the gcc 4.0.0 stl doesn't like const reference arguments with std::bind2nd 09:14:41 I guess it will work without the const? 09:14:56 having a look_up algorithm use nonconst is :( though 09:15:28 03by * rc29aad39c328 10/crawl-ref/source/startup.cc: Fix tiles compile (felirx). 09:15:38 03by * ra9f32f542cee 10/crawl-ref/source/menu.h: Make PrecisionMenu destructor virtual. 09:15:38 03by * rcc73b77d8a25 10/crawl-ref/source/menu.cc: Don't use references with std::bind2nd. 09:17:05 currently there's a bug with the first menu screen. Whereas you can move out of the game_modes menu even if you have no saves, then press enter and get a crash 09:17:07 -!- ortoslon has quit [Read error: Connection reset by peer] 09:17:08 fixing that now 09:19:22 -!- ortoslon has joined ##crawl-dev 09:19:37 -!- by_ is now known as by 09:24:56 saved games list also needs to show game type 09:26:04 and if you don't enter a name, crawl just takes your old name without ever showing it 09:26:32 to my knowledge, that's intented 09:26:32 ah, it does at the bottom... 09:27:01 that used to be next to the "Enter your name:" field? 09:27:23 it was on the bottom in the mockup dpeg made on the wiki 09:27:29 so it's on the bottom in the implementation also :) 09:29:15 http://www.student.oulu.fi/~jannelah/crawl/0001-Fixes-a-bug-that-allowed-empty-containers-to-become-.patch 09:29:20 massive 5 line bugfix 09:30:36 03felirx * r2952f344532f 10/crawl-ref/source/menu.cc: Fixes a bug that allowed empty containers to become focused 09:30:51 -!- Cryp71c has joined ##crawl-dev 09:31:59 03by * r79ed0108adb3 10/crawl-ref/source/menu.cc: Convert tabs to spaces. 09:32:18 ewww, I think Notepad++ inserted tabs 09:32:23 dunno why I even used that 09:36:31 felirx, I used that on windows, its probably my fav simple editor 09:36:54 msvc's intellisense is too good to not use 09:37:08 Notepad++ is great for any noncoding work though 09:37:23 felirx: it compiles for me after pulling by's commits 09:37:28 great 09:37:48 seeing some weird stuff in-game though 09:38:17 species selection screen is missing lots 09:38:30 take a screenshot 09:39:31 http://img188.imageshack.us/img188/3321/speciesselection.png 09:40:25 terminal is 80x24 09:40:43 ahhhh the resolution 09:40:46 its soo small 09:40:58 It burns! IT BURNS!!! 09:42:22 -!- eith has quit [Ping timeout: 246 seconds] 09:42:47 Hrmm, do you guys think it would be an improvement to change DG summons to multiple summons of weaker types that you actively summon, up to a maximum number? The summon might cost hp, food, mp, or some of all? 09:45:27 seems like the normal 80x24 does not indeed "fit" the last row mm 09:47:30 Cryp71c: I personally love the current DG.. it's different and got much more attached to them than normal summons. :) 09:49:06 Best bet would be, imo, to just have it scale with level or something 09:49:52 03by * r4b3d070012bd 10/crawl-ref/source/ (newgame.cc ng-input.cc ng-input.h): Cut a lot of the old name entry code. 09:50:32 by: did you remember the last screen choice if you go with an empty name? 09:50:37 yes 09:50:48 that's the reason I even preserved any of the code there in the first place ;) 09:52:30 http://www.student.oulu.fi/~jannelah/crawl/0001-Fixes-console-char-menu-missing-options.patch 09:56:36 I got a nice progression on my game with the DG, didn't upgrade too soon to make it too powerful. I think the 1 helps in the end, even though they tend to die quickly. 09:57:08 I'm not sure how quickly a disabled DG appears when you enable it, but it might be neat if it was like Delayed Fireball if you used it like that. 09:57:19 it should be great for making that one space at least 09:58:00 03felirx * r03682de5cbd5 10/crawl-ref/source/newgame.cc: Fixes console char menu missing options 09:59:28 Keskitalo, if the timeout is up, its 1 chance in mutation_level * 100 on any given turn. 10:00:54 the guardian could get a name, incrementing with deaths? Wujunuh the Fifth? 10:01:44 also, it might be interesting to have them gain experience 10:03:16 felirx: works. now though, if i go from one species with a wrapping desc to one which hasn't, 3 chars of the previous is left behind on the second row 10:04:36 the wrapping will be fixed a bit later 10:04:50 I need to clean my repository and formulate a patch for the tutorial first 10:04:59 personally, I dislike the enable/disable guardian abilities; if disabling is required, it'd be nicer to be able to tell it to "wait here", which would make it not follow to other levels 10:05:30 "enable" could be replaced by "call demonic guardian", which would make it show up again sooner or later 10:14:03 any ideas what could allow sometimes generating normal monsters even with no_monster_gen tag? 10:15:08 they might be coming up/down stairs 10:15:34 I fonud an entire orc pack one tutorial game 10:15:42 with 3-4 orcs and a priest 10:18:15 doesn't no_monster_gen only apply on generation? 10:18:24 (level generation) 10:20:12 where should I stick the tutorial.des btw? 10:20:20 right now it's in dat/des/variable 10:20:34 I would think same place as sprint maps? 10:21:26 sprint map is in dat/des/sprint/sprint.des 10:21:41 well, same or similar :) 10:21:46 dat/des/tutorial/tutorial.des 10:22:38 felirx: when did your orcs show up? 10:23:04 assuming they were randomly spawned after level generation, I'd suggest to enable that for the tutorial 10:26:19 ugh, player_save_info defines operator=(player) 10:27:47 mmm this should work 10:27:52 set default random monster generation rate 10:27:55 and jam a 0 there 10:36:20 argh, of course the tutorial.des is saved in windows line ending mode... 10:46:56 saved character list should display game type (https://crawl.develz.org/mantis/view.php?id=1394) by rob 10:49:52 addad tutorial patch 10:50:26 felirx: I think the previous character name choice should be filled into the "Enter your name" field 10:50:37 probably 10:50:52 it would at least be more visible than the last row entry 10:51:09 Tiles version could also benefit from a blinking cursor thingy there but :) 10:51:16 and sync it to the selected save game 10:51:58 New fixed tutorial game mode per wiki (https://crawl.develz.org/mantis/view.php?id=1395) by felirx 10:52:24 and if you go the game type section from the saved games, the name field should be reset 10:53:10 currently, if your old name is "XXX", and there's a save with that name, and you choose Sprint and hit enter, it'll load the old "XXX" game 10:58:51 cases like that are a bit problematic and do need a solution 11:10:40 is there a way to determine whether a save or a game type is active from outside PrecisionMenu? 11:10:48 and if so, which save? 11:12:12 ah, switch on menu.get_active_item().get_id() ? 11:13:10 the ID in the menu goes as such 11:13:16 first 0....NUM_GAME_MODES 11:13:26 and then save id + NUM_GAME_MODES 11:13:35 to make the save id's unique in the context 11:13:49 could be cleare but I guess but 11:13:55 *cleaner 11:16:27 and then '?'? 11:17:06 amulet incorrectly auto-inscribed with "stasis" (https://crawl.develz.org/mantis/view.php?id=1396) by xyblor 11:17:07 Help page was no game mode or a save :( 11:18:13 I think it will overlap at around 59 saved games mm 11:25:18 -!- ixtli has left ##crawl-dev 11:25:25 -!- ixtli has joined ##crawl-dev 11:25:26 -!- ixtli has left ##crawl-dev 11:25:39 -!- ixtli has joined ##crawl-dev 11:37:18 felirx, hrm...are you aware of the race / job selection screens being cut? Also, the hotkey instructions at the bottom are lacking "?", "%", and the options to select job/race first 11:37:33 Though I like the new menus 11:37:35 it was fixed 11:37:46 ohwait, just updated 11:37:48 let me repull 11:37:53 there we go 11:39:35 argh, new_game name handling is horrible 11:40:44 aaand that's why I left it intact :D 11:50:06 d 11:50:24 -!- dpeg has joined ##crawl-dev 11:50:48 felirx: that may have to be fixed now anyway 11:50:58 Hi everyone. 11:50:58 dpeg: You have 6 messages. Use !messages to read them. 11:51:05 it seems your changes don't allow bypassing the startup menu anymore? 11:51:15 mmm 11:51:27 so it's likely that dgamelaunch is broken at the moment 11:51:37 felirx: I'd suggest to not have a scroll bar in console, but rather print "..." for ongoing saves in the starting screen. 11:52:03 Sorry for interrupting so rudely. 11:52:18 dpeg: hi 11:52:20 right now it's not skippable, but it could be made so with a check or two there 11:52:38 03felirx * redaa0c2f8595 10/crawl-ref/source/ (6 files in 2 dirs): Adds new fixed game style tutorial mode 11:52:45 03by * r32eaa97c7223 10/crawl-ref/source/startup.cc: Change handling of name input field. 11:52:47 only thing that really happens there is the crawl_state.type gets set and name gets set if it's inputted 11:53:08 but if a console line already has set the type / name, it can be safely skipped 11:53:19 felirx: also, I'll comment on the tutorials, but only next week. 11:54:55 felirx: I would suggest to move the name handling from new_game to startup_step 11:55:14 the SysEnv.crawl_name, etc. 11:56:26 Is it possible to place a feature under a rune in a vault? 11:56:37 Anym: yes 11:56:44 KFEAT + KITEM ? 11:57:34 dpeg: And what would I put in KITEM? 11:58:23 would KITEM even be necessary? 11:58:31 doy: perhaps not 11:58:38 Anym: "the golden rune of Zot"? 11:59:03 KFEAT: O = whatever would probably be sufficient 11:59:04 E.g. http://pastebin.org/165998 gives me "Bad item name: 'serpentine rune of Zot'" 11:59:33 doy: But doesn't that override O's use as rune marker? 11:59:46 dpeg: Ah, OK, I'll try it with a "the". 11:59:53 Anym: does any des file use "rune"? Should grep for that. 12:00:16 Anym: not sure what you mean 12:00:31 dpeg: shoals.des has one, but it's commented out. 12:00:34 other rune vaults just use O as the rune 12:00:36 doy: Anym wants to put a feature under the rune (eg an altar) 12:00:44 i'm assuming that just sets the KITEM 12:00:51 and you should be able to override the KFEAT part 12:01:01 but i don't know an incredible amount about mapping, so 12:03:11 doy: If I try http://pastebin.org/166004 , only the feature is placed, but not the rune. 12:03:34 dpeg: "the sperentine rune of Zot" doesn't work either. 12:03:53 Anym: and using KITEM rather than KFEAT? 12:04:43 branches/shoals.des:### KITEM: O = liquid rune of Zot 12:05:25 Note it's commented out :) But someone (Darshan) thought it should work that way. Try it, please. 12:05:58 ...why in the world do tele spells (blink, cBlink, tele, etc.) cause condensation shield to melt? 12:06:14 dpeg: I haven't found anything to put in KITEM that would work. 12:06:23 dpeg: Nope, that's commented out for a reason. 12:07:20 * Cryp71c gives pause to raise legitimate objection before I remove this code regarding Condensation shield being melted by tele spells 12:07:49 Cryp71c: no objection from here. 12:08:10 Cryp71c: seems odd, we should have gotten complaints about that long ago. Perhaps a new bug? 12:08:20 Cryp71c: might want to use git blame to see who added that, and if the commit message gives a hint as to why 12:08:56 i always thought the idea was that when you teleported the shield gets left behind, because conceptually it's floating separately from you 12:09:10 RjY: good point 12:09:12 but that's just how i saw it in my head 12:10:07 !messages 12:10:07 (1/6) LordSloth said (3d 18h 18m 51s ago): wandering mushrooms and autoexplore do not work well together. 12:10:13 I think the majority of people think (and with reasonalbe reason) that the condensation shield is a physical shield of little weight, formed from condensation in the air and attached to your arm. 12:10:20 !messages 12:10:20 (1/5) LordSloth said (3d 18h 15m 2s ago): are ugly things supposed to be able to resist sunlight? 12:10:26 !messages 12:10:26 (1/4) LordSloth said (3d 17h 59m 8s ago): Addendum to my Fedhas runs... I'm done with F. I got bored after clearing lair 'cause I had to herd my wandering shrooms. 12:10:33 !messages 12:10:33 (1/3) LordSloth said (3d 17h 56m 49s ago): Do you think the randomised energy system might be the cause of same speed allies falling behind? 12:10:40 !messages 12:10:40 (1/2) LordSloth said (3d 14h 29m 6s ago): ignore my complaint about my pets getting left behind. I had the running mutation. Doh! 12:10:44 -!- Spads has quit [Ping timeout: 276 seconds] 12:10:44 !messages 12:10:44 (1/1) LordSloth said (3d 14h 28m 40s ago): ignore my complaint about my pets getting left behind. I had the running mutation. Doh! 12:11:53 hmmm, looks like that code dates from b26 12:13:25 "This spell causes a disc of dense vapour to condense out of the air surrounding the caster. [...] The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon" 12:13:43 that's why i thought it wasn't attached to you 12:14:00 yeah, i've never thought it was attached to you 12:14:02 for that reason 12:14:57 mmmm, thanks doy, was reading the man page on blame, wasn't quite familiar enough to immediately pull the info I wanted :P 12:16:00 So, with that in mind, should it melt when teleporting? Its not exactly uber-powerful 12:16:02 ??condensation shield 12:16:02 condensation shield[1/2]: Sucks. But since it's referred to by Divine Shield: It gives you the benefits of a (not very good) shield without having to use up a hand to hold a shield. Does nothing if you are wearing a shield. Interestingly, does 2-14 damage to you per round if you have negative cold resistance, so don't do that! 12:16:22 ??condensation shield[2] 12:16:22 condensation shield[2/2]: Gives a shield with SH 3 + ICE_MAGIC/4 (SH 2 + ICE_MAGIC/6 in 0.5-) stacks with the shield from the {helm card}. 12:16:32 !tell LordSloth I've been off for a few days (and will be for a few more). (1) Any suggestion to make shrooms and autoexplore work better is welcome. I'll try a shrooming Fedhasite later. (2) No, ugly things should respect sunlight, I think. Would you file? 12:16:33 dpeg: OK, I'll let LordSloth know. 12:17:10 -!- LordSloth has joined ##crawl-dev 12:17:16 LordSloth: Hi! 12:17:41 Cryp71c: given the feedback, I think we can leave it in. I like it to make the ubiquitious translocations less useful. 12:17:58 Hi! (Did you get the message about how stupid my shroom pathing comment yet?) (Its really stupid stupid) 12:18:38 -!- ortoslon has quit [Quit: Leaving.] 12:19:45 LordSloth: three minutes ago I !told you :) 12:20:04 While I may have something behind my random move energy comment, my problem was cause I was being an idiot. 12:20:17 OF course I was outrunning my shrooms when I had running(1) mutation 12:20:29 idiot ==> not perfectly observant :) 12:20:46 What are valid item names for KITEM? 12:21:02 I've been filing a bug report about my characters getting all potions marked as useless. Yes :) 12:21:03 idiot ==> Getting bored with fedhas and quitting (indirectly) because of my awesome mut set 12:23:01 Anyways... I think, though I've been afraid of going back to fedhas yet... that shroom pathing might be okay. I need to get a new basis for my opinion 12:23:40 And re-evaluate with another Fedhas-ite. 12:23:57 LordSloth: back when I tested F, there were no shrooms. Got to make me a new one. 12:24:04 Maybe something more likely to reach the temple than an ogre. But not a merfolk. Suggestions? 12:24:31 I'm thinking maybe a dwarven hunter, if they start with crossbows. 12:24:34 03by * r96a681e22f93 10/crawl-ref/source/ (newgame.cc startup.cc): Reenable command line / options name setting. 12:24:47 LordSloth: they do 12:25:00 conjurers work well, too 12:25:20 Yeah, so do ogres, sorta, surprisingly. 12:26:32 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 12:26:42 is there a map tag for an item that forces it to be uncursed? 12:28:15 -!- Mu_ has joined ##crawl-dev 12:29:00 felirx: not yet. Shouldn't be hard to add, I hope. 12:29:13 felirx: if you don't feel like it, just create a Mantis item, please. 12:30:20 it's kinda bad for tutorial to have the first mace you pick up cursed, and then be unable to wield the axe for butchering :) 12:30:53 -!- Cryp71c has quit [Remote host closed the connection] 12:31:57 -!- by has quit [Ping timeout: 276 seconds] 12:32:32 You know, speaking of tutorials, do you think there's any potential for hijacking Chapayev's sprint for a similar purpose? Although slightly less deadly? 12:32:38 felirx: sure 12:33:53 LordSloth: pretty sure that's what felirx is working on now 12:34:06 what do you mean hijacking sprint? 12:34:18 if you pull the current trunk, there's a 4 level minigame present now 12:34:30 Well, sprint is a fixed level, fast advancement.. .Oh, I'll check out trunk sometime 12:34:39 cool. 12:34:39 LordSloth: I think this is essentially being done. Keskitalo and I had this idea of "Crawl puzzles", which could be done later as well. 12:35:00 if it should be longer than it currently is, is another discussion 12:35:45 dpeg: by the way, Stone Soup has triumphed over Dwarf Fortress. I prefer 10 MB to 100 MB at the menu, 500 after embarking that DF has. 12:36:15 I have a new appreciation for the performance of Dungeon Crawl, especially regarding memory. 12:36:40 felirx: starting with what you do right now is excellent. Everything else is icing. 12:37:17 LordSloth: triumphed in what metric? (I am texing by the side, sorry.) 12:37:33 New Item modifier, "not_cursed" (https://crawl.develz.org/mantis/view.php?id=1397) by felirx 12:39:46 the tutorial does not seem to mention that , picks items up 12:39:49 as well as g 12:40:17 why do we have two keys for that, anyway 12:40:20 it was chosen at some point to only present one key on cases like that iirc 12:40:33 doy: Angband vs NH convention 12:40:47 the hardcoded keys should be changed no use the bound keys anyway 12:40:54 dpeg: sure, but not sure why we have to cater to both 12:40:57 I always use ',' for some reason 12:41:08 i always use , because i'm a nethack player 12:41:09 (: 12:41:21 (kkjuqqwäüoplldghkljtfohjtiohsdjnsjnrogihrjigsdnbsgklertohklerh dhfghjshrkthljtziutzihnbn) 12:41:47 are there other functions that have multiple identical key bindings? 12:41:52 s vs . i guess 12:42:06 vi vs numpad 12:42:12 yeah 12:42:30 well, obsoleting either of vi or numpad would cause a holy war 12:42:34 it'd be nice if we could simplify these down to a single key, and provide example macro files 12:42:42 Zaba: yeah, that one's a bit more crucial 12:43:33 I can't even consider using numpad 12:43:52 me either, but mostly because i'm on a laptop 12:43:53 (: 12:43:56 On locales that have a decimal comma by the numpad, does that pick up or look? 12:44:24 (not that i'd use numpad on a keyboard with a numpad, but it's not unthinkable) 12:44:25 On locales where the numpad has a decimal period, it seems to look. 12:44:50 I like having double keys for important actions. 12:44:58 It looks ... generous. :) 12:45:06 Zao: that's odd, look should be ; 12:45:10 of course, in a perfect world we would have an ingame keybindings editor 12:45:13 doy: Well, whatever . is normally. 12:45:16 unless you mean 'search' 12:45:26 felirx: we would have an ingame options editor, too :) 12:45:33 yes 12:45:44 and an ingame bug reporter! 12:45:46 (: 12:46:37 that would seriously cut down on the number of reports that are worthless because they don't include full version info, full save files, etc 12:48:08 felirx, that would be farther from perfection than it is now 12:48:12 dpeg: Efficency, Programming Quality. The new dwarf fortress requires more ram to run than a windows OS. 12:48:27 Zaba: ? 12:48:35 < felirx> of course, in a perfect world we would have an ingame keybindings editor 12:48:50 Zaba: i mean, why would that be farther from perfection? 12:49:26 LordSloth: I am confused why that's a sign of higher programming quality :) 12:49:28 because having a program do too many things is a bad thing 12:49:49 Zaba: normal players aren't going to edit text files to change options 12:50:00 they are, if that's the only way to do it 12:50:04 no 12:50:06 they're really not 12:50:11 they're going to live with the defaults 12:50:17 or stop playing if the defaults suck too much 12:50:19 they will play with the inbuilt ones, and live and cuss with them if so be it 12:51:08 a fully-featured game is quite different from a basic unix tool d: 13:07:42 Demonspawn mutation information misleading (https://crawl.develz.org/mantis/view.php?id=1398) by nicooo 13:11:31 dpeg: So, would you argue that a text based menu taking 100 MB of ram is a sign of efficent memory use? 13:11:53 Mind you, this is JUST the menu before starting a game. 13:12:02 Well, it could be preloading... 13:18:22 -!- LordSloth has left ##crawl-dev 13:33:12 dpeg, doy: OK, by now I'm quite sure it currently really isn't possible to place a rune and a feature in the same square, at least not without changing _find_suby 13:33:42 tpe_by_nme(). Thanks anyway. 13:34:09 Anym: sorry. Thanks for digging into this. Would you file a feature request about this, together with the data you've collected? 13:34:14 -!- shockwave_ has joined ##crawl-dev 13:34:51 Would be interesting to allow rune + feature. 13:35:23 dpeg: You're lucky that I created a tracker account earlier this week, otherwise I'd probably decline. ;-) 13:35:31 currently runes are generated using massive hacks 13:35:54 -!- Spads has joined ##crawl-dev 13:36:20 they even assume that the rune's number matches the branch's one 13:36:42 we could make them regular items 13:37:01 making them regular items would be good 13:37:25 Anym: yes, I saw that and was happy about it. 13:39:12 :-) 13:39:51 -!- shockwave_ has quit [Read error: Connection reset by peer] 13:41:16 -!- Cryp71c has joined ##crawl-dev 13:41:44 Cryp71c: hi! 13:43:01 dpeg, yo, sorry. trying to make my boss happy by viewing stuff in IE, which I can't presently do in linux, so I had to reboot. 13:43:02 woo. 13:43:29 -!- by has joined ##crawl-dev 13:52:56 Make it possible to place features under runes in vaults (https://crawl.develz.org/mantis/view.php?id=1399) by maiermrk 13:55:01 dpeg, btw, if you're still willing, I <3 commit permissions 13:55:14 Cryp71c: yes, will do 13:56:34 Cryp71c: you say, you dare to run Windows outside a virtual machine? Brave you! 13:58:18 kilobyte, I would prefer to run them in VMs, but I can't get the .vhd's workign.. 13:58:24 Any experience in that field? 14:00:28 I for one use VirtualBox, and it says it understands .vhd 14:01:00 I always use its native format, though, and I never tried importing images other than vmware's 14:01:29 -!- orangeape has joined ##crawl-dev 14:01:39 -!- orangeape is now known as Keithburgun 14:01:53 do modern virutal machines support hardware acceleration by GPU? 14:02:14 kilobyte, where can I snag the vhd's you're using, then? The ones I have I'm using and they bluescreen. 14:03:26 dpeg: Another thing. 14:03:28 Is there a way to make several separate vaults appear on a specific level? When I use PLACE headers, only one of them seems to get placed. And when I use DEPTH, neither seems to get placed half the time, even when I also give them a high CHANCE and/or WEIGHT. 14:03:47 You're still the expert on vaults, right? 14:04:19 ;-) 14:07:30 Anym: nah, no more the expert. 14:08:24 Anym: you could use SUBVAULTS and empty spaces, but that wouldn't be properly random placement. 14:08:55 Yeah, I considered that. 14:10:58 -!- stabwound has quit [Ping timeout: 276 seconds] 14:12:30 -!- Textmode has joined ##crawl-dev 14:13:36 Morning all 14:16:23 -!- jld has quit [Read error: error:1408F10B:SSL routines:SSL3_GET_RECORD:wrong version number] 14:17:31 -!- jld has joined ##crawl-dev 14:21:25 -!- Zaba has quit [Ping timeout: 252 seconds] 14:29:04 -!- stabwound- has joined ##crawl-dev 14:30:02 -!- Zaba has joined ##crawl-dev 14:30:09 by: you aroud? 14:41:00 -!- syllogism has quit [] 14:41:48 -!- Keithburgun has quit [] 15:06:01 dpeg: hey 15:06:10 Hi there! 15:06:47 it appears that you lit a fire under someone's ass while i was gone 15:06:54 multiple people, in fact 15:07:37 pineapple: lighting fire under asses -- is that good or bad? 15:07:50 And how did I manage to achieve that? 15:07:56 depends if they're farting or not 15:08:17 well... development seems to have picked up in pace 15:08:23 * dpeg carefully looks beneath his own bottom. 15:08:55 pineapple: development comes and goes. But yeah, with more people around, the expected output increases, and it shows. 15:10:09 where did the phrase "character background" come from? 15:10:16 -!- ais523 has joined ##crawl-dev 15:10:44 long long long discussions 15:10:49 over the course of many months 15:10:51 (: 15:10:56 i'll take the short version 15:10:59 years! 15:11:28 i get the point of it... it just appeared out of nowhere 15:12:49 -!- shockwave_ has joined ##crawl-dev 15:14:40 dpeg: so what's your current project? 15:15:07 pineapple: in Crawl? So little time :( 15:18:59 aah 15:19:16 i did come up with an idea for player jellies 15:19:34 dpeg, ok, back. 15:19:46 most of the suggestions for them have them spitting acid 15:20:07 but why would you have 2 races that spit acid (not counting the relevant draconian colour)? 15:20:43 pineapple: I never supported spitting acid. 15:21:16 i know... but, what if they spit stones instead? 15:21:32 that won't be interesting later on :) 15:21:43 re projects: I convinced jpeg to add the new pickup/drop mode. That's cool. For later (0.8), I hope there's god work. Lugonu, perhaps Thief god. 15:22:00 at the exclusion of all other thrown weapon access, they ahve stones 15:22:12 If I were to create a jelly race, it would only regen from slurping up items, switch stat points at will, wear no armor and have extremely limited carrying capacity, but have high natural EV, blunt/pierce weapon immunity, and poison/acid immunity. 15:22:17 because it's the only thin they can't digest 15:22:42 Cryp71c: seen he wiki page? 15:22:46 dpeg, yeah! theif god! 15:22:47 pineapple, nope 15:22:51 I'm allergic to wiki 15:22:53 :) 15:22:55 (not rly) 15:23:01 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:species:jelly 15:24:06 Who else is spitting acid? 15:24:43 yellow Dr 15:24:45 just draconians, but its kind of fundamentally bad, methinks. 15:24:55 fundamentally bad? 15:25:13 its adverse to a good combat scheme? 15:25:19 Ah, OK. 15:25:20 what do you mean? 15:25:27 I was just wondering because of: 15:25:29 but why would you have 2 races that spit acid (not counting the relevant draconian colour)? 15:25:40 Anym, yeah IDK what pine was referring to. 15:26:25 doy, if jellies spit acid, they should also cause weapon corrosion on-hit, though you could balance acid spit by it costing hp, perhaps.... 15:26:32 that'd be interesting. 15:27:06 but in general, free armour decay to an enemy as they approach you with a (relatively) high chance is problematic at best and broken at worst. 15:27:20 not really 15:27:24 most enemies don't even have armour 15:27:33 and acid isn't going to corrode natural ac 15:27:47 ok, so substitute armour decay with free acid burn damage, since nothing but oozes are acid resistant. 15:27:57 which (mind you) gets pretty high pretty fast. 15:28:36 do monsters even get extra acid burn damage? 15:28:55 i mean, i don't think yellow dracs are brokenly good 15:32:46 looks like yellow dracs do 3d(3+xl/3) acid damage per spit 15:32:51 with no bonus damage 15:32:58 which isn't really broken 15:33:23 armour corrosion on enemies is just a nice bonus, it's not really overpowered at all 15:46:51 !seen by 15:46:52 I last saw by at Wed Apr 21 18:43:29 2010 UTC (2h 3m 23s ago) joining the channel. 15:47:46 !seen minced 15:47:46 I last saw minced at Tue Apr 20 03:36:55 2010 UTC (1d 17h 10m 51s ago) quitting with message Quit: Leaving. 15:49:12 -!- shockwave_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.5.9/20100315083431]] 15:55:16 -!- by has quit [Ping timeout: 258 seconds] 16:02:00 -!- MarvinPA has joined ##crawl-dev 16:37:19 -!- dpeg has quit [Quit: sleeeeep] 16:39:36 doy, hrm, thought acid attacks (regardless of source) were coded to check acid resistance, then do appropriate burn/corrosion damage, which is why brown oozes (and other oozes) have acid resistance. 16:39:47 perhaps I'm mistaken 16:40:03 acid resistance just means they take no acid damage, i'm pretty sure 16:40:41 yeah 16:41:10 it's not the source that matters, it's the target 16:48:25 Anym: nagas spit acid as well iirc 16:48:43 Poison. 16:48:48 aaaaah 16:48:49 ok 16:49:37 in my mind, acid and poison are very similar (in gaming terms) 16:57:28 -!- Cryp71c has quit [Quit: Leaving] 17:13:45 not in mine; in most computer games in existence, they work rather differently 17:13:55 as well as in RL 17:14:08 (obvious comparison; you'd expect weapons to be damaged by acid, and made more deadly with poison) 17:26:12 -!- Anym has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 17:29:48 03dolorous * rc0e0b5cdb614 10/crawl-ref/source/output.cc: Fix Mantis 1398: Display the current mutation level properly in "%". 17:47:49 not that either works in a particularly realistic way 17:48:15 spraying things with acid is a laughably inefficient way to destroy them 17:49:47 compared to, say, hitting them with giant spiked clubs 18:14:22 Switch back from butchering tool? prompt takes "n" to mean "Y" (https://crawl.develz.org/mantis/view.php?id=1400) by MrMisterMonkey 18:19:40 -!- Vandal has quit [Ping timeout: 246 seconds] 18:20:08 typical fantasy-universe acid is a lot more powerful than typical real-world acid 18:58:20 -!- ais523 has quit [Remote host closed the connection] 18:58:42 yeah... i tend to not think about the effects on metal 18:58:48 which is why they feel very similar to me 19:04:38 usually, the acid is Magic. 19:04:41 so, you know. 19:04:56 it's granted extra speed and flesh destroying abilities. 19:18:35 fire, cold, electricity, acid 19:18:41 they all kill things equally well 19:18:43 go figure 19:19:11 exception: some things have resistances, and each causes different item damage 19:19:17 hellfrost is great btw 19:19:26 exactly like hellfire but with a different item damage 19:19:57 -!- eith has joined ##crawl-dev 19:29:42 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 20:45:06 -!- eith has quit [Ping timeout: 245 seconds] 22:22:17 -!- ogaz has joined ##crawl-dev 23:00:04 -!- elly|silent is now known as elly 23:02:11 Silent elly? 23:02:19 day of silence :) 23:02:25 ah 23:02:35 CMU's is today