00:01:51 -!- Enne has quit [Quit: Enne] 00:19:41 -!- Zaba has quit [Ping timeout: 245 seconds] 00:21:43 -!- xale has joined ##crawl-dev 00:24:23 -!- Zaba has joined ##crawl-dev 00:25:10 folks, where should be the 'settings' directory on a mac? 00:25:22 the one where it tries to save macros. 00:42:47 -!- pointless_ has quit [Ping timeout: 265 seconds] 00:59:32 -!- ixtli has joined ##crawl-dev 01:23:09 I had something totally silly like 7~15 potions of might for one trove 02:04:41 -!- daftfad has quit [Quit: Leaving] 02:09:34 -!- BlackrayJack has quit [] 02:42:16 -!- by has joined ##crawl-dev 02:51:47 -!- Zaba has quit [Ping timeout: 260 seconds] 02:52:19 felirx: how is 7-15 potions of might silly? 02:52:55 my last game requested a +3 robe of resistance which I didn't find, but looking for it was a fun challenge 02:58:22 It's an amount that you are very unlikely to find until maybe you're already in zot 03:00:12 -!- Zaba has joined ##crawl-dev 03:02:48 xale? 03:02:53 considering this: http://crawl.develz.org/wordpress/stone-soup-0-6-0-heizolruckstosabdampfung/comment-page-1#comment-220 03:03:15 I guess you macro file should be beside it 03:03:28 can't you save your macros in-game? 03:03:35 and have it created automatically? 03:04:54 felirx: !might is roughly three times as common as !cure mutation, for which finding three is not that unlikely 03:05:16 I've found three mights in my current game that has 2 runes now 03:05:35 15 may be a bit high, but I think 7 is ok 03:05:42 -!- Niccus has joined ##crawl-dev 03:05:48 6~7 is good enough yeah 03:05:58 but I remember it being closer to 15 which made me go :D 03:06:41 also I think it's fine if it's quite random -- if there's a game where you're tempted to go to pan to access some trove, that's good 03:07:00 of course one game I paid 3600 gold fora trove 03:07:05 that had nothing interesting at all :( 03:07:18 but such is rng! 03:09:28 Napkin: I edited init.txt to point to a specific directory, so it works now. 03:09:39 great :) 03:09:43 Napkin: but it didn't work out of the box 03:10:08 could you please search the mantis tracker, if it has been reported yet, xale? 03:10:32 okay 03:10:43 thanks! 03:11:48 Napkin: could you update the prebuilt binaries, they're 23 days old now 03:11:57 trunk? 03:12:01 sure 03:12:15 trunk cdo win console+tiles 03:13:12 yeah, I think it's #1132 03:13:35 bump it? :) 03:13:51 in case it's not resolved/closed yet 03:14:20 *shrug* it's there, someone will fix it when they want to :-) 03:14:42 mentioning your work-around would help others too in the meantime 03:14:45 ;) 03:20:13 non-tiles build done, felirx 03:20:27 cheers 03:25:15 -!- jedahan has quit [Ping timeout: 276 seconds] 03:27:36 tiles build done too, felirx 03:28:33 cheers 04:25:28 -!- ogaz has quit [Remote host closed the connection] 04:27:27 -!- Spads has quit [Ping timeout: 260 seconds] 04:38:05 Combine Elyvilon's self-healing with monster healing (https://crawl.develz.org/mantis/view.php?id=1612) by username 05:05:42 -!- Niccus has quit [Quit: out] 05:06:13 03by * r042f4c9c8cd4 10/crawl-ref/source/database.cc: Fix endless loop when rebuilding quote db. 05:07:07 come on, guys 05:07:11 cyclops in D6? 05:07:31 just because it took me a while longer to clean out that huge kobold vault? 05:07:52 especially since I always rested in the level above?! 05:07:57 walk away! 05:08:16 the worst I've seen is ogre on d:1, but again just walk away. 05:08:29 couldn't - there was still a kobold left 05:09:08 cyclops are slow 05:10:06 that justifies it? 05:10:33 no, it was meant as a helpful suggestion 05:10:39 i was just cleaning a level 05:11:11 slow but large rocks are murder (ask your lv1 TrHu about that) 05:11:26 that's not the point 05:11:53 do i really need to hurry through the level now in fear i spend too much time causing oods to spawn? 05:12:26 indeed, they're way overdone 05:12:28 at least prevent 8x5 square kobold vaults in d6 then? 05:12:50 *sigh* 05:12:53 big OODs shouldn't spawn until close to 20k turns on the level 05:13:11 as i said - i took care to always rest in the level above 05:13:17 endless loop when rebuilding text db for overly long lines (https://crawl.develz.org/mantis/view.php?id=1613) by rob 05:13:28 well.. 05:13:38 felirx> but such is rng! 05:13:41 rng sucks! 05:28:37 -!- Mu_ has joined ##crawl-dev 05:40:08 -!- dpeg has joined ##crawl-dev 05:41:23 -!- Spads has joined ##crawl-dev 05:46:13 cheers 05:46:30 Mahlzeit! 05:48:30 -!- syllogism has joined ##crawl-dev 05:49:36 a lot of armour complaints on SA today, no idea which version they're playing though 05:58:10 03by * rc8a6eac1ece4 10/crawl-ref/source/delay.cc: Attempt to fix extra turns wasted by running. 05:58:23 a "big OOD" i.e. a stone giant just spawned after 4000 turns on a level 05:58:30 while I was just playing normally 05:59:16 kinda had the same.. cyclops in d6 05:59:30 <- playing stable, though 06:00:15 this game is stable but I had a OOD stone giant in trunk a few days ago too 06:00:59 st_: 4000 turns on a level is a lot 06:01:28 Mu_: Hi! Sure, but SA is a complain amplifier. Who were they when armour was hopelessly overpowered? 06:02:06 s/Who/Where/ 06:02:40 probably playing 60AC dwarfs :) 06:02:40 then don't put 8x5 kobolds vaults in it - it takes a time to clean them.. though I doubt I took 4000 turns 06:03:02 considering i was always resting in the level above.. to make sure no ood get spawned :D 06:03:34 Wimps! OOD spawned == more xp :) 06:03:35 it doesn't feel like I'm even playing slowly 06:03:48 there was just a ton on the level 06:04:10 that's what I thought - and rng got me again, dpeg :-P 06:04:18 gnoll castle usually makes me legitimately hang around on a level for a while too 06:04:24 We can tweak the numbers, but I am not sure it's a grave problem. 06:04:35 Mu_: that's already good xp in itself. 06:04:41 it's just annoying to have to hurry 06:04:42 yeah 06:04:54 !seen greensnark 06:04:54 I last saw greensnark at Thu May 20 20:38:36 2010 UTC (3d 14h 26m 18s ago) saying You should go get the book from by already :) on ##crawl-dev. 06:05:28 greensnark would be up to tweaking, I think. 06:06:30 now that I think I do have curare, maybe I can take it 06:07:05 quite some complaints on r.g.r.m 06:07:09 Is Crawl breaking? 06:08:43 (rhetorical question, not that anyone of you would answer) 06:10:56 dpeg, complaints on that it is harder? :) 06:11:09 only rng is broken - as always ;> 06:11:09 (saw some post on CDO 0.6 release) 06:11:11 hehe 06:17:19 cbus: the complaints are for free. 06:17:21 As you know :P 06:18:03 dpeg, hehe 06:18:11 dpeg, I'm SDK now (for real) :) 06:19:15 All hail the cbus! 06:19:44 dpeg, almost won vs a 3kyu (giving me 5 stones) :) 06:20:15 (by almost I mean that I missed a stupid move that killed a big group of mine) 06:20:27 the 3k was playing seriously and had counted that I was +6-7 points before :) 06:21:25 Welcome to Plog's Weapon Shoppe! 06:21:28 hihi 06:21:42 napkin, :) 06:22:34 Napkin: we Ploogs make fine weapon since medieval times 06:22:47 so were are you hiding them?! 06:22:56 none in your shoppe ;-P 06:23:03 geizig! 06:23:07 Napkin: sold out! 06:23:12 You're a bit late :) 06:23:20 dooh - as always! :D 06:26:07 critical hit by Menkaure... wtf! 06:26:21 /quit 06:27:26 Napkin: pain? 06:27:42 Had this myself recently... thought, I could safely run away, but not so. 06:39:23 no, hit by bare hands, I believe 06:39:36 how are Sigmund and Menaure doing? 06:39:56 compared to each other in slaughtering low-level chars? 06:40:56 !lm * cv=0.6 uniq=menkaure 06:41:06 !lg * cv=0.6 ikiller=menkaure 06:41:11 1406. [2010-05-24] mafalda the Cleaver (L8 MiBe) killed Menkaure on turn 6069. (D:6) 06:41:11 169. Napkin the Stinger (L6 KoSt), worshipper of Yredelemnul, slain by Menkaure on D:4 on 2010-05-24, with 354 points after 6347 turns and 0:31:23. 06:41:15 !lm * cv=0.6 uniq=sigmund 06:41:20 !lg * cv=0.6 ikiller=sigmund 06:41:34 2503. [2010-05-24] mafalda the Chopper (L4 MiBe) killed Sigmund on turn 2769. (D:3) 06:41:34 1185. Maarek the Chopper (L3 DDCK), worshipper of Makhleb, mangled by Sigmund (a +0,+0 scythe) on D:2 on 2010-05-24, with 117 points after 1058 turns and 0:08:47. 06:41:54 sigmund is doing better 06:43:01 killed sigmund and terence in d3, killed by menkaure in d4 06:43:03 pity 06:43:23 !lg * cv=0.6 killer=menkaure s=place 06:43:23 169 games for * (cv=0.6 killer=menkaure): 98x D:4, 45x D:5, 17x D:6, 6x D:7, 2x D:3, 1x Ossuary 06:43:47 quite deadly on D:4, it seems 06:43:50 does menkaure have many kills? :0 06:43:54 cause that bugger is nasty 06:43:59 !lm * cv=0.6 uniq=menkaure place=d:4 06:44:00 just like Sigmund on D:2 06:44:07 428. [2010-05-24] colubroid the Sneak (L6 SpVM) killed Menkaure on turn 4633. (D:4) 06:44:09 sigmund is probably easier ;) 06:44:11 !lg * cv=0.6 killer=menkaure place=d:4 06:44:11 98. Napkin the Stinger (L6 KoSt), worshipper of Yredelemnul, slain by Menkaure on D:4 on 2010-05-24, with 354 points after 6347 turns and 0:31:23. 06:44:15 ?? menkaure 06:44:16 menkaure[1/1]: A unique, early mummy, also found in Ossuary. Knows pain, torment, and haste. Orc-wizard purple! 06:44:17 Napkin: just a matter of time to build sufficient respect for him. 06:44:38 but still only around 20% kill rate on D:4 06:44:49 !lm * cv=0.6 uniq=sigmund place=d:2 06:44:55 !lg * cv=0.6 killer=sigmund place=d:2 06:44:58 i imagine a lot of people run away from him 06:45:11 though same holds true for sigmund 06:45:21 621. [2010-05-24] Shane the Chiller (L7 MfIE) killed Sigmund on turn 5934. (D:2) 06:45:21 718. Maarek the Chopper (L3 DDCK), worshipper of Makhleb, mangled by Sigmund (a +0,+0 scythe) on D:2 on 2010-05-24, with 117 points after 1058 turns and 0:08:47. 06:45:22 but it's easier to run away from menkaure 06:45:24 syllogism: as it should be 06:45:29 yes 06:45:34 running away never works, since he speeds himself 06:45:36 milestones for noticing uniques would be useful here 06:46:07 Napkin: I did it :) 06:46:18 Napkin: run away the first turn you see them, not when the fight goes bad 06:46:27 i had teleportation thrown on when i saw him.. so.. fucking rng prolonged my teleportation and gave him critical hit - hooray 06:46:33 i've always ran away from menkaure, except as a necromancer 06:46:34 i did, by 06:46:53 a single zap of a wand of fire gets him 06:46:54 well, you said running away never works due to haste 06:47:05 that's not true if you run early 06:47:24 O_o 06:48:10 explain? 06:48:21 because I thought I turned around the second I saw him 06:48:57 running would work if you were lucky enough that menkaure doesn't cast haste on the first turn 06:49:14 not sure about the chance for that, but it's probably not that high 06:50:57 i saw him 3 times playing today, the second I saw him I moved away, three times he immediately hasted himself so I read teleportation 06:51:36 yeah, the last time I was luckily put into a room with one exit and no stairs 06:52:12 and he walked straight to that room, and this time teleportation kicked in too late 06:53:15 Napkin, the collector of bad luck. 06:54:17 anyways, I have died to Ijyb today already - who picked up the 5 darts from that trap I had to run over to get back to the stairs - and ouch, ouch, ouch, dead :D 06:54:31 !coffee 06:54:32 * Henzell hands cbus a pot of cappuccino, brewed by Nikola. 06:54:50 !beer napkin 06:55:12 :) 07:05:14 Napkin: if you're about to optimise survival rates, you'd better pick up all stones and darts :) 07:16:15 -!- Zaba has quit [*.net *.split] 07:16:15 -!- ixtli has quit [*.net *.split] 07:16:15 -!- joosa has quit [*.net *.split] 07:16:16 -!- Xiberia has quit [*.net *.split] 07:16:16 -!- jarpiain has quit [*.net *.split] 07:18:06 darts have become very strong 07:18:15 -!- Zaba has joined ##crawl-dev 07:18:15 -!- ixtli has joined ##crawl-dev 07:18:15 -!- joosa has joined ##crawl-dev 07:18:15 -!- Xiberia has joined ##crawl-dev 07:18:15 -!- jarpiain has joined ##crawl-dev 07:18:40 Napkin: both ways? 07:18:43 crossbow is very strong, bows feel completely weak, and large stones are the number one killers, right after javelins, it seems 07:18:46 yes 07:19:02 apart from bows.. they seem to be much stronger with centauers 07:19:41 maybe because they shoot twice? no clue 07:22:53 03by * rbbdee4a4904b 10/crawl-ref/source/ouch.cc: Inscribe unknown items with "unknown" on death (#1190). 07:26:05 Haha, rgrmisc: "Spots a 27 headed learnen hydra. No idea how dangerous it would be but presume no worse than a couple of 8 headers." 07:26:18 yes, that's a good laugh 07:27:13 lol, clever :) 07:27:19 Math education is going to the dogs :P 07:27:31 it's both more than five 07:27:45 rename it to "epic megadangerous pirate and ninja 27 headed learnen hydra" and they might get it 07:28:09 !lg * killer=~lernaean 07:28:10 4. Johan the Gelid (L15 DSIE), worshipper of Vehumet, slain by the 27-headed Lernaean hydra on Swamp:5 on 2010-05-24, with 77653 points after 35195 turns and 3:13:01. 07:28:19 Oh, 4 victims already 07:28:22 Last I checked it was victimless 07:28:28 Ie :) 07:28:31 "Say I want say, a high elf necromancer, but I don't want a high dex, but rather more str and int, I cannot have one because all high elf necros now come with a set 16 Dex. So, I have to resort to rolling up a wanderer over n over n over n over again." 07:28:35 @? lernaean hydra 07:28:35 the Lernaean hydra (08D) | Speed: 10 (swim: 60%) | HD: 30 | Health: 150 | AC/EV: 0/5 | Damage: 18 per head | Flags: amphibious, cold-blooded | Res: 06magic(120), 03poison | Chunks: 09poisonous | XP: 7599. 07:28:54 syllogism: rgrmisc is actually worse than SA :P 07:29:04 At least SA is complaining about the armour nerf, and they have a point :P 07:29:24 greensnark, nothing about the Tm nerf? :) 07:29:26 release 0.7 already! :> 07:29:36 I'm still staggered that someone can say 2*8 = 27 :P 07:30:03 well 16 ~= 27 ;) 07:30:13 "You didn't kill "scumming the start", you made it mandatory" 07:30:14 <3 07:30:14 @??hydra 07:30:15 hydra (09D) | Speed: 10 (swim: 60%) | HD: 13 | Health: 39-104 | AC/EV: 0/5 | Damage: 18 per head | Flags: amphibious | Res: 06magic(52), 03poison | Chunks: 09poisonous | XP: 1212. 07:30:26 and much higher HD, and thus more accurate 07:30:56 "What I am saying is that it looks like the hp/mana formula is beingignored here and the new wanderer is sometimes cheated of hps/mana heshould rightfully have. " 07:31:01 the whole post is a work of art 07:31:21 syllogism: He's a rank amateur :P 07:31:38 I suspect him of being the same guy who kept complaining about the Jiyva passive damage jelly spawning :P 07:31:48 At least he sounds the same :P 07:32:32 dpeg is being Mr Reasonable on rgrmisc :P 07:32:57 greensnark: yes! 07:33:13 I think that allows me to be direct :P 07:33:16 greensnark: there've been complaints about OOD generation for idling kicking in too fast. 07:33:41 greensnark: and by serious persons, like Napking :) 07:33:47 rofl 07:33:54 rng sucks! :> 07:33:54 lemuel_castle is probably the biggest culprit 07:34:14 Napkin isn't serious -- all sane people suck and he doesn't 07:34:28 pah! 07:34:52 dpeg: Someone died yet? :P 07:35:05 the castle is one of best vaults we have 07:35:07 I got a little yaktaur pack on D:7 once :P 07:35:12 someone on SA got a d6 lich 07:35:15 I killed them all :P 07:35:16 syllogism: <3 07:35:27 -!- eith has joined ##crawl-dev 07:35:38 I guess they did not manage to take out the lich? :P 07:35:40 d6 cyclops - spend too much time cleaning a 8x5 kobold vault? :-P 07:35:52 lemuel_castle is cool, it just takes ages to clear :) 07:35:57 !lg * ikiller=~lich s=place 07:36:22 355 games for * (ikiller=~lich): 126x Abyss, 58x Crypt:5, 46x Zot:5, 27x Vault:8, 12x Vault:7, 9x D:27, 7x D:26, 7x Vault:6, 5x Vault:5, 5x D:12, 4x D:25, 4x D:17, 4x Crypt:4, 3x D:18, 3x Tomb:1, 3x WizLab, 2x Vault:4, 2x D:21, 2x D:16, 2x Geh:7, 2x Crypt:2, 2x D:11, 2x D:19, 2x D:24, 1x Geh:4, 1x Zot:4, 1x D:14, 1x Zig:11, 1x Tomb:3, 1x Hell, 1x D:13, 1x Zig:9, 1x Zig:10, 1x Vault:1, 1x Crypt:1, ... 07:36:25 We can increase the ramp-up time, but once the game decides to roll a super OOD it doesn't care what depth you're on 07:36:41 And b26 allows super OODs at any time, just vanishingly rare 07:36:55 greensnark: http://logan-1.mirror.waffleimages.com/files/cc/cc3f39b9cf38d4d0919935dd688d41d5c7e364aa.jpg 07:36:59 So we can make the OOD ramp slower, but people are still going to get the rare super-OOD and whine 07:37:13 syllogism: What turncount? :) 07:37:18 11000 07:37:36 So what does the ##crawl-dev caucus propose :P 07:37:48 working as intended 07:37:59 more oods 07:38:07 that should teach them not to whine! 07:38:18 If someone wants changes, please thresh out the details on the wiki. I'm happy to slot in new numbers that are ##crawl-dev consensus 07:38:44 I'd say, smaller OODs early on, but more near 20k 07:38:47 greensnark: I am fine with any change you apply, including none. 07:40:17 about starting gods: is there any reason to keep disallowing falchions as starting weapons? That's the only reason most people choose Pa for. 07:40:45 long blades used to be powerful, but that's no longer the case. 07:40:48 Yes: not every weapon needs to be a starting weapon 07:41:05 And it's trivial to pick up a long blade after training short blades 07:41:17 Players should just quit whining and play the bloody game :P 07:41:24 weapon: sure, weapon class: I don't see why 07:41:54 We can go with b0rsuk's "swords be rare" explanation if we need to 07:42:20 It's really not a big deal 07:42:51 The kind of people who obsess about not starting with a long blade are the kind who obsess over the xp loss from draining and other such inanisms :P 07:42:58 So I don't mind disappointing them 07:43:07 But no strong opinion against :P 07:43:35 greensnark, the XP loss can be fixed by adding more oods that give nice xp 07:43:36 ;) 07:43:41 *hint hint hint* 07:44:56 -!- casmith789 has joined ##crawl-dev 07:44:59 !coffee cbus 07:44:59 * Henzell hands cbus a barrel of cappuccino, brewed by Ijyb. 07:45:02 KiloByte: personally, I'd prefer to remove Pa without any further change, but I wouldn't fight to death over preventing falchions at start. 07:45:38 Remove falchions from the game 07:45:41 Paladins are in general quite a distinct "class" though 07:45:48 That'll be a good reason not to start anyone with falchions :P 07:45:53 And we can give Pa scimitars :P 07:45:54 in common games that is 07:46:32 greensnark, ooh a barrell! 07:46:36 greensnark, just had a large coffee though :) 07:46:37 !lg * class=Pa xl>8 xl<23 s=god 07:46:38 1889 games for * (class=Pa xl>8 xl<23): 1647x The Shining One, 131x Okawaru, 59x Elyvilon, 13x Trog, 10x Zin, 7x Cheibriados, 5x , 3x Xom, 3x Nemelex Xobeh, 3x Makhleb, 2x Vehumet, 2x Jiyva, 1x Yredelemnul, 1x Kikubaaqudgha, 1x Beogh, 1x Sif Muna 07:46:40 cbus: Lucky you :P 07:46:57 got a work interview on wednesday 07:46:59 hmm :) 07:47:01 The problem of Pa ditching TSO is trivially solved by marking the starting long blade as divine and nuking it if TSO is abandoned :P 07:47:09 felirx: TSO is a god who's not useful early on. 07:47:13 I know that 07:47:20 beh, 7 in 8 kept TSO? I thought it will be a lot more dumpers. 07:47:23 just the "paladin" consept in general 07:47:37 felirx: there should be a good god available upon start, Ely would do nicely. 07:48:08 TSO could be made more useful in the early game 07:48:15 And less OP in the late game :P 07:48:41 The halo is strictly beneficial now, right? 07:48:48 yes 07:48:52 save for stealth, yes 07:49:00 And killing player invis, I guess 07:49:08 greensnark: as long as the very late game is infested by undead and demons, TSO's appeal will bias towards that. 07:49:12 That's a nice early bonus 07:49:17 dpeg: Yes, the demonfest is a problem 07:49:25 Too many demonic places 07:49:41 Hell + Pan is really quite a lot of demonage 07:50:06 we have no proposals for non-demonic non-undead late game branches 07:50:11 greensnark: we will change that, but until then, boosting TSO's early appeal just breaks the god. 07:50:19 There were some proposals to change Pan 07:50:29 KiloByte: holy monsters could make up some Pan levels. 07:50:30 all current ideas (Forest, Desert, Spider) go for midgame 07:50:39 KiloByte: Where do the new spriggan monsters appear? 07:50:52 @??-version 07:50:52 Monster stats Crawl version: 0.7.0-a0-1670-g4f79b14 07:51:21 dpeg: We need some Lair:$ vaults :P 07:51:25 Lair is still too boring :P 07:51:34 greensnark: currently nowhere, I'll add a couple of vaults for 0.7, but ultimately, they're supposed to go into Forest 07:51:40 And could we make vaults generated more often in Orc? 07:51:59 greensnark: sure 07:52:00 Is the Forest a Lair branch or portal vault? 07:52:13 greensnark: ultimately a branch 07:52:14 you could make half lair a forest 07:52:25 and make lair less boring by having 4 levels of lair and 4 levels of forest 07:52:26 or something 07:52:40 KiloByte: that's a good point... we could make a smooth transition (within Lair) between Lair (as now) and Forest. 07:52:49 greensnark: a branch (for multiple technical but not gameplay reasons) 07:53:47 that would require reducing the difficulty and skipping delivering quick blades of distortion between your ribs, but that's not a bad idea too 07:54:08 We should at least add some spriggan vaults for 0.7 07:54:11 I mean, transitioning Lair is, not avoiding distortion 07:54:15 * greensnark likes teh shiny new monsters. 07:54:42 Speaking of new monsters, D&D are fun 07:54:51 Also Maurice 07:55:10 Pikel doesn't seem quite as interesting as he could be because his slaves wander off 07:55:26 greensnark: we'd need to settle on a difficulty level, to balance them somehow. That's the only reason I didn't add some vaults yet. 07:56:02 with Pikel, you just need to reorder them so Pikel comes first 07:56:19 Yes, Pikel is too easy to isolate and kill 07:56:43 D&D are also trivial to isolate, but the power up when you kill one makes them interesting 07:56:57 Maurice is annoying rather than dangerous, he can't take your entire inventory like Nethack nymphs 07:57:07 Well, I'm very fond of NH nymphs <3 07:57:14 They produce such hilarious scenes 07:57:24 and teleporting away whenever he's at low health is as annoying as old submergers 07:57:32 I loved the game where I had the invisible Maurice the blowfly chasing me :P 07:57:38 not nearly as annoying 07:58:00 Maurice should be more stealing less teleports 07:59:09 @??-version 07:59:09 Monster stats Crawl version: 0.7.0-a0-1885-gbbdee4a 07:59:14 @??Maurice 07:59:14 Maurice (03@) | Speed: 11 | HD: 5 | Health: 60 | AC/EV: 1/13 | Damage: 9 | Flags: spellcaster | Res: 06magic(26) | Chunks: 07contaminated | XP: 463 | Sp: invisibility, blink, teleport self. 08:04:42 -!- Vandal has joined ##crawl-dev 08:08:02 when dpeg mentioned I should comment on the levitation wiki post, did he mean the one about zero gravity levitation? 08:08:07 uncontrolled 08:10:16 Vandal: what was your idea again? 08:10:23 I didn't have one 08:10:33 I was just saying it was too easy to circumvent the water in shoals 08:10:53 Rings, boots, potions, spells, of ignore deep water 08:10:57 It's too easy to circumvent the poison in Snake :P 08:11:09 using rings or potions to float be scary 08:11:23 If permaflight/swim is too common, that would be a problem 08:11:43 Two species do have it cushy, but others using temp lev seems fine to me 08:12:00 It is pretty much guaranteed you'll be able to fly over all the water in Shoals if you wait long enough to go there 08:12:08 That is how I handled it when I got the shoals rune 08:12:21 There are just so many available methods 08:12:23 If you wait long enough to go there you won't need to fly 08:13:04 waiting for shoals is /yawn! 08:13:05 there's too much island hopping to make waiting for tides viable 08:13:23 shoals also gets indirect kills by sending low-level characters elsewhere 08:13:35 Meh. I just think it would make Kenku and Merfolk swimming stand out more if it wasn't so easy for everyone else to do the same thing 08:14:04 It's not particularly necessary for them to stand out more, they already stand out a lot :P 08:14:24 Ke and Mf are among the most differentiated and powerful species :P 08:14:48 I believe you are the first person to ever tell me Ke are powerful, though I do like them personally 08:15:00 ke are powerful 08:15:00 kenku flying is useless in most places 08:15:01 Ke are very powerful 08:15:14 They get ridiculous aux unarmed attacks and great apts 08:15:23 super dying powers! 08:15:24 Completely apart from their permaflight and speed boost from flight 08:15:26 greensnark, don't forget their conj skil 08:15:29 merfolk swimming changed my game atleast 08:15:33 cbus: "great apts" 08:15:35 and ev boost 08:15:37 seeking for water to fight in instead of avoiding it 08:15:58 (or creating the water via fedhas) 08:16:14 wearing CPM: AC 19, EV -2 <3 08:17:09 dpeg: did you actually find CPM on a char that can use it well? 08:17:13 that... can't be 08:17:28 well, there *do* seem to be quite a lot of sources of levitation 08:19:23 KiloByte: I am a DSFi. Will be some time until I can use it, but I'll try. 08:19:37 trivializes water, all I'm sayin' 08:20:17 slime walls are still nasty no matter what you've got equipped, always a chance they'll mess you up 08:20:29 I have to go to class, see ya 08:20:33 if I were to remove one source of levitation out of potion, spell, boots and ring, I would remove the spell, because it's cheap and somewhat common and once you have it, there's little reason to use potions or rings, for example 08:20:44 what do you think of removing (or significantly reducing) the influence of spellcasting skill on spell success? 08:20:56 you can't re-evoke a ring for levitation unless that was changed 08:21:03 felirx, indeed you cannot 08:21:10 you just spam the spell 08:21:12 which means drown you go. 08:21:20 Vandal, yes, which is what I don't like about the spell. 08:21:28 because it does let you recast it, and you get mp back faster than it consumes it 08:21:30 It's quite a no-brainer when it comes to levitation. 08:21:47 levitation without cfly is very annoying 08:21:52 by: why? It's already pretty minor; it makes sense a master archmage can cast cantrips of schools he doesn't know well. 08:21:56 drowning is more annoying 08:22:01 ok really going 08:22:22 there are two distinct ways of levitating: spell/potion and rings/arts 08:22:45 the former are extendable but cannot be aborted, the latter can be stopped at any time 08:22:55 so you don't get any low-level spell for free 08:23:03 are boots of levitation evokable? 08:23:15 oh right, three ways 08:23:16 yes 08:23:19 Zaba: yes 08:24:21 by: it would lead just to victory dancing to get that cheap 1-3 levels in most schools 08:25:06 I've never had a problem with being unable to stop the levitation spell/potion effect; I just hit 5 and waste some turns. 08:27:28 and being extendable seems to outweigh being stoppable for most practical purposes. 08:34:11 !lg * killer=~Sigmund*sheep -tv 08:34:12 1. Temoid, XL5 DSCK, T:3477 requested for FooTV. 08:35:21 wait... someone SHEEPED Siggy? 08:35:30 Xom did 08:35:39 A sheep casting throw flame <3 <3 <3 08:35:40 we need to implement sheep fires. Badly. 08:36:05 Yes 08:36:24 They should burn for several turns, spreading the fire to nearby trees and sheep 08:36:33 And when they're done burning they should explode in little fireballs! 08:37:14 and have special roasted chunks 08:37:22 Mm, roast mutton 08:40:46 !lg * killer=deep elf master archer s=cv 08:40:46 124 games for * (killer=deep elf master archer): 82x 0.5, 19x 0.4, 7x 0.5-a, 6x 0.6-a, 5x 0.3, 3x 0.7-a, 2x 0.6 08:41:25 dpeg: Now that we've made the token concessional nerf for master archers, time to unnerf them? :P 08:41:39 We could also make blademasters a little more interesting :P 08:43:23 hmm... were they nerfed? The numbers look appaling. 0.6 may have been out for a shorter time than 0.5, but not 41 times shorter... 08:44:43 maybe it's because everyone's paranoid of elf:7 08:47:34 -!- Luca__ has quit [Remote host closed the connection] 08:47:41 Yeah, maybe not many players are getting to Elf 08:47:47 !lm * br.end=Elf s=cv 08:47:55 -!- Luca__ has joined ##crawl-dev 08:48:00 4785 milestones for * (br.end=Elf): 1567x 0.5, 1289x 0.4, 824x 0.3, 321x 0.2, 319x 0.6-a, 230x 0.6, 89x 0.5-a, 88x 0.7-a, 58x 0.4-a 08:48:24 So 5% -> 0.8% 08:49:21 why were they nerfed anyway 08:49:54 Loud whining noises constantly aimed at dpeg :) 08:50:12 There was a legitimate point: they were getting many more kills than annihilators 08:50:18 how is that legitimate :P 08:50:20 We should have just boosted annihilators and the rest :P 08:50:50 because annihilators have a scarier name? :P 08:50:58 Well, DE are the magic types 08:51:07 -!- Spads has quit [Ping timeout: 248 seconds] 08:51:09 So you'd expect the biggest DE magic users to be super-competent 08:51:15 annihilators are meh. Master archers are avoidable too (grab a pet or use a corner). It's only demonologists I fear a lot. 08:51:20 but they aren't master annihilators, are they :P 08:51:25 syllogism: :D 08:51:45 The other problem with the super master archer is that players just started avoiding Elf :P 08:51:49 That's the curse of the Crawl dungeon :P 08:51:53 So easy to avoid places :P 08:52:01 Like Shoals 08:52:07 if you stop nerfing they'll eventually have to make some choices :P 08:52:12 I fear all of Elf:7 if it's not confused 08:52:40 casmith789: So you're in the nerf-meph camp? Yay! 08:52:49 is that what I said? :P 08:52:55 The Silence guns have been spiked, big time :D 08:53:00 Only meph remains :P 08:53:04 lol 08:53:18 I'm a big advocator of meph, even on SpEn 08:53:30 casmith789: See, you keep endorsing the meph nerf! 08:53:42 yeah saying that comment does seem to indicate so 08:53:47 !learn add casmith789 Supports nerfing mephitic cloud! 08:53:47 casmith789[1/1]: Supports nerfing mephitic cloud! 08:53:51 :D 08:54:03 !learn add casmith789 Did I say that? :/ 08:54:03 casmith789[2/2]: Did I say that? :/ 08:54:21 Well, I can read between the lines 08:54:25 :) 08:54:51 wait, so you want to encourage people to go to Elf:7 by removing ways to make the elves nice and fluffy? 08:55:02 KiloByte: Not at all 08:55:05 Elf:7 is good cause of the loot 08:55:06 These are unrelated discussions :P 08:55:12 The DEMA nerf was to encourage people to go to Elf :P 08:55:18 DEMA? 08:55:22 oh right 08:55:58 We need some elven holiday packages 08:56:14 Including board, lodging, sightseeing and funeral expenses 08:56:18 DEMA are a problem because they're ridiculously hard for melee chars 08:56:30 it's like "meph, meph, meph, yawn, scratch ass, (a demonologist was unconfused for one turn), DYWYPI" 08:56:34 s/melee/heavy armour fighting/ 08:56:46 KiloByte: for that reason I don't do Elf:7 without haste or abjuration 08:57:10 Haste is the classic power spiral spell :( 08:57:21 nah I use haste to run away 08:57:23 It's quite distorted the late game to the point where everything assumes you have haste 08:57:50 And to make monsters competitive they have to have haste :P 08:58:04 Haste should never have been added to the game 08:58:09 It's been a disaster for balance 08:58:23 And now it's corrupted players and monsters both comprehensively 08:58:37 removing the spell and the wand would help 08:58:53 Well, you'd have to toss it from monsters too 08:58:57 not really :P 08:59:19 And in many places hasteless monsters are created in numbers assuming that the hero has haste or is such a ridiculous tank that nothing matters any more :P 08:59:19 that would boost oka even more 08:59:31 syllogism: Yeah, that would cut win rates a bit :) 08:59:52 they would still have potions 08:59:54 speed potions are rather scarce :) 09:00:11 I'd keep both the spell and the wand (possibly nerfing haste), but Oka's haste definitely has to go 09:00:26 KiloByte: why? because no-one uses it? 09:00:41 it wouldn't affect 3 runers much 09:00:44 -!- by has quit [Disconnected by services] 09:00:45 -!- by_ has joined ##crawl-dev 09:04:33 if you want to nerf haste, make it level 7 09:06:07 casmith789: That wouldn't be enough 09:06:37 The problem is that once you have it your character is effectively 2x as strong :P 09:06:49 make haste a miscast effect of bone shards 09:07:02 (then people would actually use it :P) 09:07:03 So you need to balance for 1x characters and 2x characters (+haste), which messes with game balance everywhere 09:07:18 Weakening the effects of haste would be a good first step 09:07:35 * greensnark back to meetings. 09:07:37 in other words, weakening berserkers even further? 09:07:59 berserkers arent weak 09:08:00 casmith789: Nothing says berserkers have to share the same hasting effect as users of the spell/wand 09:08:19 I thought they were done using haste + might + hp 09:08:27 casmith789: That's an implementation detail 09:10:18 -!- Cryp71c has joined ##crawl-dev 09:16:36 -!- aethra has quit [Quit: bye] 09:33:40 03dolorous * r3ebf08058295 10/crawl-ref/source/item_use.cc: Simplify. 09:34:25 -!- ogaz has joined ##crawl-dev 09:52:43 back 09:52:55 -!- by_ is now known as by 09:53:19 by: re Spc on success: I am in favour of full removal. The wiki page has ideas like that (by Eino and me). 09:53:34 didn't find a relevant wiki page 09:54:15 it would probably not help with enchantments, but e.g. digging would become less available 09:54:17 greensnark: re DEMA: yes, unnerfing is good. 09:54:57 DEMAs made me flee a ziggurat in my last game; they seem to do plenty of damage 09:57:22 by: should I dig up the wiki page? 09:57:33 (Sort of responsible for three kids right now, might be missing anytime soon.) 09:57:48 removing spc success does pose interesting questions 09:58:03 there's many other choices, too 09:58:05 right now it's pretty much standard to turn of most skills at certain point to get more SPC faster 09:58:45 by: https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:stats&s[]=spellcasting 09:58:48 Int section 09:58:52 and yes, that's hard to find 09:59:28 with 27 int you can cast level 2 spells reliably even with no spc 09:59:34 and no skills 10:00:07 37 for level 3 spells 10:00:30 so, remove both int and spc influence? 10:00:46 syllogism: as the wiki indicates, this can be changed in many directions 10:01:11 The basic point is that both success and power draw from all of Int, skill, Spc. Reduction is key. 10:01:22 one level in the relevant skill you'll need 31 int to cast level 3 spells reliably 10:01:22 with 10:05:05 -!- Spads has joined ##crawl-dev 10:08:12 is the ipad code already public somewhere? 10:08:35 I think ixtli has a github repository 10:09:51 thanks, http://github.com/ixtli/crawl/tree/ipad 10:09:58 -!- dpeg has quit [Quit: Lost terminal] 10:13:16 is it playable yet 10:13:38 guess not 10:14:39 There's not an ssh client available for the ipad? Or he's making a ipad-local version? 10:19:25 Luca__: What's up. 10:19:40 Cryp71c: ipad local for now. 10:19:56 wanted to look at an alternative implementation of the wrapper interfaces 10:19:56 In the future I'd really like to turn crawl client into a client/server app. 10:19:58 ixtli, tiles or console? 10:20:05 Cryp71c: tiles. 10:20:11 Gotcha. 10:20:22 Luca__: I've been meaning to write a wiki article about that ... 10:20:28 :D;; 10:21:57 Luca__: Let me know if you have any issues. 10:24:53 Cryp71c: Hopefully before that I might be able to implement the console version using the wrapper classes. 10:25:11 Cryp71c: it will be huge cleanup, but good for readability in the long run, i think/. 10:27:14 that would be great 10:38:06 we have #ifdefs in a crapload of places. Even for things that are simply a no-op in an UI, like the coloured flash (console-only). 10:49:55 -!- jedahan has joined ##crawl-dev 11:07:07 KiloByte: Zaba: One day :) 11:07:15 Perhaps during a break or when I graduate? 11:07:17 xD 11:26:04 -!- dpeg has joined ##crawl-dev 11:38:39 -!- jedahan has quit [Ping timeout: 260 seconds] 11:39:41 -!- Zaba has quit [Ping timeout: 240 seconds] 11:46:27 -!- Zaba has joined ##crawl-dev 11:53:26 -!- ogaz has quit [Ping timeout: 245 seconds] 12:39:23 -!- CIA-39 has quit [Ping timeout: 248 seconds] 12:53:18 -!- CIA-39 has joined ##crawl-dev 13:15:59 -!- neunon has joined ##crawl-dev 13:17:47 -!- Spads has quit [Ping timeout: 248 seconds] 13:28:30 -!- Enne has joined ##crawl-dev 13:30:42 ixtli: trying to do that right now (a console version with USE_TILE), but not sure if it will work decently or if I will finish it 13:46:13 Luca__: You're trying to remove all the hardcoded curses stuff? 13:46:18 Luca__: the #ifdefs? 13:46:30 the idea would be to make a curses version of the TILES code 13:46:40 then all the ifdefs can be removed with the processor 13:46:53 yeah 13:47:02 preprocessor* 13:47:24 but I have no idea whether it will work well or if I will actually manage to produce something working 13:47:29 but one of the main reasons for bothering is to clean the code 13:47:47 also creating a better console version 13:47:51 better that you go through and look at the display 13:47:53 code 13:47:55 right now 13:48:04 and copy it over using the wrappers 13:48:13 that way you don't do more work than is necessary 13:48:16 you learn about crawl 13:48:19 and you clean code 13:48:35 the idea would be to make TileBuffer lookup character/color data for tiles, and output that with ncurses 13:48:39 then improvements, if any, will be obvious. 13:48:44 hehe cool 13:48:44 :) 13:48:46 instead of outputting the graphical tile with opengl 13:49:19 some new ifdefs will likely be needed for things like the unique tags, the HP/MP bar under the player, etc. 13:49:21 I don't really know anything about the ncurses display logic, so I can't really tell you if that's a good idea or not ) 13:49:22 :) 13:49:42 I'm a little confused. What does this get you? 13:49:53 Enne: hi! :) 13:50:01 * Enne poofs into existence. 13:50:20 hopefully cleaner code and the ability to define a console mode that maps tiles 1:1 13:50:35 (or at least, less approximately) 13:50:38 Also, which part? I extolled the virtues of cleaning out ifdefs above :) 13:51:16 some things cannot be done in the console version 13:51:18 Cleaning out #ifdefs is certainly one thing. In particular the beam and viewwindow/X-map paths are pretty messy. 13:51:22 Such as? 13:51:25 like showing an hp/mp bar under the player tile 13:51:33 or adding tags over uniques 13:51:45 or having a detailed player doll with weapon icons 13:51:55 Right, I certainly follow that. 13:52:12 So, what do you mean by "a console mode that maps tiles 1:1"? 13:52:53 holy god its 4am 13:53:01 ill read the rest of this when i get up in ... 5 hours 13:53:02 sigh. 13:53:11 * ixtli poofs out of existence. 13:53:14 Get some sleep, ixtli. :) 13:53:21 something that uses special unicode characters, combining unicode characters (accents, dots above, etc.) and 256 color mode 13:53:46 so that ideally each tile is represented differently in the console too 13:54:46 It sounds interesting, but I'll admit that I'm a little doubtful that it would provide much extra information. 13:55:01 but that would be a successive step to replicating the current display 13:55:29 "Ok, is that é or è that means a weapon? And, which shade of red in particular means what?" 13:56:00 well, at least it would be perfectly parsable for a tiles client 13:56:37 I still don't like that particular route. 13:56:49 my idea would be e.g. to use the background to represent water/lava/etc. and use combining diacritics for sleeping/stabbable/etc. 13:57:01 Using characters as an intermediary is an extremely awkward packing mechanism. 13:57:20 "Why not just send the information that you want and let the viewer interpret that directly?" 13:57:39 If I were to give unsolicited advice, I would say rewrite the viewwindow routine. 13:57:45 that's surely a good goal 13:58:03 but console-over-tiles would be needed for the tiles client anyway 13:58:24 What do you mean by console-over-tiles? 13:58:27 so I suppose one can first write that and then split the code 13:58:38 something converting from tiles to a terminal view 13:58:53 assuming the information passed are tile numbers 13:59:04 See, also awkward to convert. 13:59:40 so you suggest passing the underlying structures on the wire instead? 13:59:55 Long-term, absolutely. 14:00:21 viewwindow can pack a per-cell data-structure that says what's there. Items, monsters, clouds, etc... 14:00:46 Then the client, whether that's tiles, console-on-tiles, just console, console-with-unicode, can interpret that in any way it sees fit. 14:01:08 well, (multiple stacked) tile numbers do almost exactly that 14:01:27 that would be mostly a generalised show_def, without the ugly colour member, and with information needed for tiles rendering 14:01:31 This is useful, regardless of whether it's client/server or just single player, just in terms of making the view of the Crawl world more generalized. 14:02:27 Packing and unpacking via tile numbers is just as awkward as doing it through unicode, in my opinion. 14:02:46 Tile numbers is even worse, because now we have to be backwards compatible when anybody bumps tile numbers around. 14:02:54 ...or client/server have to be in version lockstep. 14:03:07 well, never redefine existing tile numbers 14:03:20 (i.e. add at an end, leave gaps for removed tiles) 14:03:59 There's still potential for failure because there's a human in the loop. And, if you're going to send arbitrary data, why not just send the raw stuff, rather than doing the tile lookup on the server? 14:06:36 (Sorry if my tone is harsh here. I'm not intending it to be.) 14:07:49 (I think I'm just frustrated at where the tiles code is today and I'd like to move towards something more general and flexible that doesn't have tiles knowledged baked into it everywhere.) 14:09:04 what if there were _only_ tiles knowledge everywhere? 14:09:33 separating it at a lower level looks more sensible but also significantly harder 14:09:44 and shouldn't the console version be improved too anyway? 14:09:59 problems: 14:10:02 the console version is being improved constantly,w hat do you mean? 14:10:16 - altars use varying color, instead of a single unambiguous symbol/color per god 14:10:36 - traps are colored only by type (magical, mechanical, etc.): you can't tell a zot trap from a teleportation trap 14:11:00 you can map different features to different symbols already, that doesn't require tiles 14:11:00 - item colors are assigned in a bizarre way that makes unique equipment have the same color of normal equipment 14:11:27 etc. 14:11:56 Luca__: can I have an example of point iii)? 14:11:59 the issues you mention just seem to be problems for your approach to network tiles 14:12:10 e.g. boris robe is darkgrey like helmets 14:12:19 ah 14:12:34 by: yes it especially hurts there 14:12:38 that is certainly not a limitation of console mode, but a design choice, perhaps questionable 14:13:00 also you can't tell whether an object is over water or not 14:13:05 (or a monster) 14:13:28 but indeed I'm not sure whether it is best to use tiles as an intermediate representation or not 14:13:47 all of these things could be addressed within the console/general code 14:13:59 I think we can all agree that converting from Crawl internal structure to the console display loses information. Whether that's confusing to the user is ultimately just a console UI issue. 14:14:16 yes 14:14:18 I would argue that using tiles as an intermediate representation also loses information. 14:15:37 well, it is generally richer and I think rich enough to not cause lost information in a console view 14:17:40 but anyway, I'd say that creating a protocol at the "semantic" level is really a lot of work 14:17:59 More than sending a stack of tiles? 14:18:05 well yes 14:18:14 I strongly disagree. 14:18:15 I think 14:19:06 esp. if it is _really_ at the semantic level 14:19:20 i.e. where the client does stuff like targeting 14:19:41 no? 14:19:49 So, ignore the targeting bit. Assume that's just UI and we're talking about "what is the current view of the dungeon". 14:20:42 viewwindow (and its legion of helper functions) already does this baking step of figuring out what's visible in each cell. 14:20:53 I think passing a semantic dungeon view would be essentially equivalent to passing tiles 14:21:06 just with different numbers, i.e. TILEP_MONS_xxx instead of MONS_xxx 14:21:23 But skip the lookup. 14:21:32 Why turn MONS_xxx into TILEP_MONS_xxx? 14:21:59 but viewwindow produces tiles 14:22:16 ...and it shouldn't. 14:22:18 you could get it to produce another format 14:22:44 anyway, the real problem here is that it does not really produce tiles 14:22:52 it only produces an fg/bg tile pair 14:23:07 Consider that just a packing mechanism. 14:23:11 and code afterwards fixes that up (by looking at internal structures!) to produce the real tiles stack 14:23:23 That parenthetical is also gross, and not something I like. 14:23:29 yes 14:23:40 that should be definitely fixed 14:23:58 If you wanted to fix that up, I would happily commit any of that cleanup. 14:24:01 -!- ogaz has joined ##crawl-dev 14:24:02 it's also somewhat of an internal problem too 14:24:12 i.e. crawl can have special floors, but only if there are no upstairs 14:24:20 if there are upstairs, you can only have the default floor 14:24:40 unless perhaps you specify a custom tile 14:26:00 At any rate, you're going to have to write some new code, yeah? 14:26:02 I would rather rewrite viewwindow to bake out a "here's what's visible" intermediate structure that could be interpreted for console, tiles, or some other crazy new way to play Crawl than I would to rewrite (and maintain) a duplicate set of reverse tileidx functions. 14:26:23 you don't need reverse tileidx 14:26:36 you only need to specify console attributes in addition to an image per tile 14:27:20 So you're arguing that you'd merge the two viewwindow paths for console and tiles together. 14:27:23 that is, remove the console look from mon-data.h and put it in files like the tile definitions 14:27:36 well, I'm not really sure what is the best thing 14:27:46 the tentative idea is to remove the console path completely 14:27:55 and add another console path based on tiles 14:28:22 that would do e.g. TILEP_MONS_LICH -> 'L', LIGHTGREY 14:29:47 I'm not still not convinced that's a good dependency. 14:29:48 another thing, the current code doesn't mention the mouse in the help in the console version 14:29:56 but you can use the mouse in the terminal too 14:30:10 (not sure if crawl implements that, but it's possible) 14:30:20 I'm not totally convinced either 14:32:19 Right now, there's not a 1-1 mapping of tiles or items to monsters. It's quite possible to re-use the same tile for multiple things. 14:32:33 In the same way that the same character/color combination is used for the same thing in the console version. 14:34:21 -!- Spads has joined ##crawl-dev 14:34:30 The mouse seems like an orthogonal issue to me. You could certainly add better mouse support for the console version or attempt to unite the two, but I don't think that affects the display routine here. 14:35:12 What if the console version wants to use a different color for two branches, but the tiles version reuses the same wall tiles? 14:35:54 why would that be desirable? 14:36:04 as opposed to at least using recolored wall tiles? 14:36:10 (which already exist, btw) 14:36:18 Maybe it looks better? 14:36:32 but indeed there is a lot of difference in wall colors 14:36:47 e.g. the abyss and pan colors are generated _completely_ differently between console and tiles 14:36:53 Exactly. 14:37:01 I don't want to tie the variation of the console version to the amount of art in the tiles version. 14:37:13 -!- keithburgun has joined ##crawl-dev 14:37:34 hmm 14:37:46 but what if you want the same game to be viewable from both console and tiles? 14:37:55 then you do need a mapping, even if it is implicit 14:38:40 Yes, but that mapping should come from Crawl's internals. 14:38:43 I think one should generate the underlying object and find a representation for it, as opposed to directly choosing a random representation between those available 14:38:44 As it already does. 14:38:58 aka choosing a random color in console and a random tile type in tiles 14:39:43 ? 14:40:04 afaik the abyss is either generating by picking a random tile between 6 or picking a random color 14:40:09 there is no mapping between them at all 14:40:21 I'm talking in a general sense. 14:40:50 for pan, tiles chooses between two floor tiles, console chooses between any floor color 14:41:14 this does have some sense though 14:41:27 but breaks once you want to watch the same game in both console and tiles 14:41:50 what breaks? 14:41:53 So just let it pick a random seed, and let the tiles and console view sort it out. 14:42:05 Rather than picking a color or tile which may not have a coherent mapping between each other. 14:42:24 In the case of randomness, there's no need to have a 1-1 mapping from tiles to console. It's just there for variation. 14:42:33 yes this works 14:43:03 although it seems more realistic to generate a concrete definition, map 1:1 to tiles, and map as well as possible to console 14:44:10 but maybe the random seed works and looks better... 14:45:51 I think it's better for each view to add randomness if it wants to. 14:46:23 ...or in whatever way it can best handle it. 14:46:26 Such as tiles adding variations. 14:48:03 Or, I've seen some console roguelikes add slight color variations (when using 24-bit color). 14:48:26 -!- Niccus has joined ##crawl-dev 14:48:31 These visual-only touches aren't really part of the representation, and it just adds more work to translate post-hoc to another format. 14:53:36 well, I'd say an intermediate representation is a good idea 14:53:59 however, given that, does it make sense to keep the view code as is, or pretend the console is just another tiles backend? 14:54:27 that is, use regions and all the tiles gui system 14:56:13 (console is mostly equivalent to having a 32x32 monospace font, 32x32 pseudo-tiles mapped to chars, and no other graphical capability) 14:58:28 I think this would simplify the code, even though it is a somewhat unusual approach 14:58:42 I'm having a hard time picturing how this could work. 14:59:01 In general, I think it's orthogonal to any client/server issues. 14:59:06 yes 14:59:11 I could see the region code getting generalized to both console and tiles. 14:59:14 Maybe. 14:59:21 It'd need a lot of clean-up and it might not be worth it. 14:59:31 it makes sense if you think of the console version as a legacy back-end that will go once everybody can play tiles online 15:00:43 In my ideal world, console and tiles players can all play online together, and can watch each other's games happily using whatever viewer they'd like. 15:00:47 There will also be rainbows. 15:00:49 And ponies. 15:00:54 (in theory, there is also the option of not having a console version at all, and perhaps having the option of using ascii for the dungeon in the tiles version) 15:01:22 (after adding a semantic-level protocol for online play) 15:01:33 Good luck with that theory. 15:02:07 I know there exist console players who only play console because they want to play online. 15:02:23 I would guess they are dwarfed in number by the console players who play console because they like it. 15:02:42 ...and who would be quite happy to see tiles players join them online, but have no desire to use anything but their console version. 15:02:58 Just sayin'. :) 15:03:19 but do they really want to be able to run it in gnome-terminal/xterm, or would a tiles version using ascii be good enough/better? 15:03:32 e.g. you can have monster health bars below ascii characters, in that case 15:04:02 If you want to pursue it, you can ask that question. I'm pretty sure the answer is that they really want to run it in a terminal. 15:04:33 Enne: what's wrong with watching a tiles player on the console? Separating display logic from the model would do just that. 15:04:35 yes I suppose that's the case 15:05:05 yes, the issue is at what level to do that 15:05:06 KiloByte: No, no. That's exactly what I'm suggesting. :) 15:05:56 1. parse a rich console version to produce the tiles interface 15:06:11 2. convert a tiles-like view sent on the wire 15:06:21 3. display completely semantic information sent on the wire 15:06:55 some time ago, I thought about making a javascript version... and what I planned was using normal console builds that just let outside processes talk to them 15:07:20 the current console is not good enough to do that perfectly though 15:07:22 (see nettiles) 15:07:55 3. would be the best, by far. 15:08:03 e.g. you can't tell what items are precisely, can't tell whether a monster is over water or not, can't tell what altars are, etc. 15:08:05 I'd argue that 3 is not much harder than 2. 15:08:48 I'd say 3 done fully is way harder than the rest 15:08:52 clearly 3, and I agree that it's not that much work 15:09:04 e.g. I mean things like '%', 'A', etc. done completely on the client 15:09:20 you don't need to do it completely right away 15:09:47 yes, then it becomes essentially option (2) evolving later to option (3) 15:10:08 how is sending the % output as text essentially 2? 15:10:24 that's exactly like option 2 15:10:48 it's purely crt region output 15:11:02 so either you send it semantically or as text 15:11:05 there's nothing "tiles-like" about sending the % output as text 15:11:19 yes, but that's what option 2 would do 15:16:01 by: I don't think that console will be obsolete once tiles is available online. 15:16:09 neither do I 15:16:15 And I don't think you think that either :) 15:16:39 greensnark has promised to move on to tiles once they are available 15:17:23 -!- Enne has quit [Read error: Connection reset by peer] 15:17:36 -!- Enne has joined ##crawl-dev 15:20:14 syllogism: and you trust him? 15:30:31 FWIW, I would love to have "tiles features + console aesthetics". 15:31:08 Glyphs are much more appealing but console really does have too many historical limitations carried on to modern day 15:31:09 Eronarn: this is mostly a question of having an ASCII tiles set, which will undoubtedly appear, given some time. 15:31:31 Hmm. Maybe I should just do that. 15:31:39 "How hard could it be?" 15:32:06 Enne: bbbut you can code! You don't have to saddle yourself with simple stuff like that. 15:32:07 Enne: regexp it! 15:32:42 dpeg: Well, I want online play too :) 15:32:56 Eronarn: this is unrelated to the tileset :) 15:33:01 Also being able to copy+paste stuff without posting screenshots is nice 15:33:40 dpeg: well, in the long run, yes; but right now, tileset implies tiles implies better-tiles-features and online-play incompatible :P 15:35:11 Has it ever been discussed that the limitations of console yield some genuine advantages (e.g. kraken tentacles)? 15:35:24 what's advantageous about that, in particular 15:36:55 abstraction 15:37:15 you mean, say, not having to draw out a ton of kinds of kraken tentacles? 15:37:35 kraken tentacles used to not be restricted to water 15:37:41 that looked bad in tiles, so it was removed 15:39:57 As an example, the mechanics of pool are anachronistic (think Sun vs Rain of Fedhas). A 3d model would clearly exhibit this, in console it's much harder to spot. 15:40:58 well, that's a top-down view issue, not a console issue ;) 15:41:31 in what sense? because water only stays if the ground is lower? 15:41:38 funnily enough, had a RL conversation about crawl that discussed both the pool issue + the tiles netplay difficulties a few weeks ago 15:41:38 yes 15:42:00 person i was speaking to didn't understand why it was so difficult to get tiles online 15:42:14 well, the ability also lowers or raises the dungeon floor :) 15:42:26 it isn't so difficult 15:42:58 very laborous to do it properly 15:43:01 -!- syllogism has quit [] 15:43:02 not neccessarily hard 15:47:25 with all the talking it's been done, I'm sure a proper remote dungeon viewer could exist already 15:48:01 well, there is one 15:48:15 only problem, it does not rely on a modified server, and the current server is limited 15:48:50 proper in the sense discussed before 15:51:39 thinking of doing it in the perfect (semantic) way immediately might be contributing to that 15:52:11 -!- Poor_Yurik has joined ##crawl-dev 15:53:25 I'm working on tiles. Is there any key available to identify monster tiles on the player.png so I know what they are named and supposed to be? 15:53:37 Poor_Yurik: Are you building tiles yourself? 15:53:47 Er, building Crawl. 15:54:21 there are the tile definition files in rltiles/dc-*.txt 15:54:41 these are used together with the pngs in the rltiles directory to build the big tileset png files 15:54:42 Enne, I am drawing sprites to replace existing tiles. 15:54:59 this isn't thinking about "perfect", but "not wrong" 15:55:35 Poor_Yurik: Don't modify player.png directly. Instead, modify the smaller 32x32 pngs in the rltiles/ directory. 15:56:08 Poor_Yurik: If you're building Crawl yourself, after rltiles builds player.png, it'll generate a tile-player.html which has all the tiles together with their names. 15:56:45 brb phone call 15:57:21 imho a semantic protocol requires a significant refactoring of a lot of the crawl code, and significant modifications to dgamelaunch too 15:57:37 re: what thing to put over the wire to the client, if you go with the third option (some native representation), one thing you might want to think about is making sure that you're not exposing game information to the (untrusted) client that they shouldn't have access to 15:57:40 parsing a good console view is surely way less intrusive 15:57:52 or you'll have people running "wall hack" clients 15:57:59 yes, of course, that's part of what makes it complex 15:58:28 that said, i prefer it strongly out of the three options presented thus far (though i havne't written so much as a line for crawl) 15:58:29 (i.e. you can't use either the current internal representation, nor the currently display representation) 16:00:37 viewwindow already handles the "wall hack" problem. 16:01:16 an interesting criteria could be to make a protocol that allows to easily implement a bot 16:01:28 -!- Luca__ has quit [Remote host closed the connection] 16:01:49 -!- Luca__ has joined ##crawl-dev 16:02:23 And, any approach other than parsing ascii into tiles is going to require changing the way the Crawl server works. 16:02:48 So, if you're going to go do that work, why not send the real information. 16:02:49 also, something that makes a multiplayer game possible too 16:05:14 well, you can continue to parse "ascii" into tiles 16:05:24 just changing the console output so it actually works 16:10:41 also, what about requiring a custom unicode font? 16:10:48 (assuming someone draws it) 16:12:15 Luca__: instead of outputting some unicode symbol, why not output "goblin weapon:club; floor" explicitly? 16:13:03 if the server crawl were to write ascii to stdout and read from stdin, you could even keep it integrated with dgamelaunch 16:14:46 I think dgamelaunch will need to be modified 16:15:00 in particular, you need to be able to ask for either a console or a protocol view 16:15:29 and dgamelaunch must arrange starting the interface (both for the player, and for viewers) 16:15:54 also m 16:15:55 the dgamelaunch instance wouldn't need to be able to handle telnet users 16:16:13 but then you can no longer just play it with putty 16:21:33 -!- jedahan has joined ##crawl-dev 16:27:13 wtf... just exploring D:7 with teleportitis, and there already are hydras and deep trolls... 16:28:01 -!- jedahan has quit [Ping timeout: 245 seconds] 16:28:36 looking more at the tile picking code, I'm getting convinced that tiles are not as good a representation as I thought 16:28:57 Enne, I wasn't editing the player.png, just using it for reference to see what existing monsters look like 16:29:17 Poor_Yurik: Ah, ok. :) 16:29:19 I was just going to upload a singular png for each character I made 16:29:28 on the bug tracker forum 16:29:53 I don't see the rltiles directory, is it not in the main package? 16:29:55 maybe the minimal change is to modify the console version so it dumps a base64 version of the viewport 16:30:09 and make nettiles work both for console and tiles, and use that as the interface 16:30:16 Poor_Yurik: It should be in the source distribution. It won't be in any of the built versions. 16:30:44 also I didn't realize the monster tiles was generated, I was sticking with the size constraints of the existing monsters I was replacing, even if they were under 32x32 16:31:35 I've remade 2 characters so far btw: Eustachio and the shadow 16:31:38 dpeg, still here? 16:31:51 Poor_Yurik: Yeah, in general, anything can be up to 32x32. Technically they can be bigger, but you really shouldn't. 16:36:22 but it's quite a mess, really 16:36:49 e.g. the fedhas plant code directly modifies the screen (!) to add plant number indicators 16:38:16 So does the beam code. 16:38:26 These things can be cleaned up. 16:39:48 -!- BlackrayJack has joined ##crawl-dev 16:40:06 Hey whoever is an op or a hop or whatever in #nethack, someone sent an annoying bot there to harass people 16:43:01 -!- jedahan has joined ##crawl-dev 16:43:58 (that said, I looked at the Crawl 1.x code and the current code is immensely better) 16:46:40 -!- jedahan has quit [Client Quit] 16:47:07 Cryp71c: yes! 16:48:35 dpeg, I have a basic rewrite of DG done, am about to add tension onto it before I commit. Spawns a temporary guardian at a tension level which scales with mutation level (higher mutation level needs higher tension to spawn) and uses a one in 5-mutation level chance. 16:51:33 by, do you know off hand why get_tension asserts if god is GOD_NO_GOD ? It should just ignore the god-specific code if its GOD_NO_GOD 16:52:15 Luca__: If you wanted to try to refactor parts of the console code that drew directly to the screen or parts of the tiles code that looked up Crawl internals when it shouldn't, I'd certainly be happy to commit any of that work. :) 16:54:17 Cryp71c: no idea, probably it was only ever used with gods up to now 16:54:45 by, its in religion.cc, I'm going to change it to allow GOD_NO_GOD, you think I aught to move it? 16:55:22 Cryp71c: I wouldn't bother 16:55:29 -!- by has quit [Quit: good night] 17:01:14 Cryp71c: being in religion.cc is merely a remnant of its origin as a part of Xom's implementation 17:03:06 KiloByte, I figured as much. 17:03:27 I may move it into player class at some point, since its implementation pertains directly to the player 17:05:47 -!- Cryp71c has quit [Quit: Leaving] 17:08:45 !tell Cryp71c Sorry, work called again. I have no idea about the internals of tension. A private mail to Johanna might help. Your numbers look okay. Does the DG disappear at low tension again? 17:08:46 dpeg: OK, I'll let Cryp71c know. 17:13:15 a possible plan seems to be to overhaul show_type so that a tiles/console view can be constructed from it 17:16:59 -!- bhaak has quit [Ping timeout: 265 seconds] 17:18:01 or maybe make it the console version view data, and introduce something in betwee 17:22:34 -!- bhaak has joined ##crawl-dev 17:22:43 Eronarn: Re: "tiles features + console aesthetics". Would you want the inventory to be ascii as well? 17:24:19 Enne: you didn't ask me, but I'd say yes. 17:24:40 not sure if it's really worth it, though -- there is console, after all 17:25:18 03kilobyte * r5b446e0b9494 10/crawl-ref/source/dat/des/builder/uniques.des: Increase Polyphemus' weight, let's give him a chance to spawn. 17:25:24 03kilobyte * rb5c7c5efac0a 10/crawl-ref/source/item_use.cc: Fix dispersal ignoring stasis/-TELE. 17:25:56 It might not be. I'm (thankfully) between jobs at the moment, so I have a little bit of free time these days. 17:26:10 It seems like something that might only be 1-2 days of work? 17:26:24 I know it's been asked about before by a number of different folks. 17:27:52 Enne: yes, I guess that a starting tileset of letters will at the very least encourage folks to come up with derivatives (that happened in NH and DF circles). 17:28:03 Free time, hooray! 17:28:16 due: yay 17:28:16 I wasn't actually going to make a tileset. ;) 17:28:24 Enne: ah :) 17:28:27 I was just going to render the display with a monospace font. 17:28:32 *innocent* 17:28:39 I see. 17:28:47 Ennecent :) 17:28:52 :P 17:29:41 Enne: Personally, what I would want is more glyphs to be used. Possibly more colors. And then use glyphs for inventory. 17:29:55 I am not sure that exactly-as-console inventory using glyphs would be useful at all 17:30:39 I think I was picturing glyphs with brands and number of charges over top. 17:31:38 What do you mean by "more glyphs"? 17:31:55 Are you picturing the same thing dpeg mentioned, with stylized glyphs? 17:32:02 I don't have free time at the minute. 17:32:17 "There's always time for IRC." 17:33:08 Enne: ah, sure. The functionality of tiles should be kept, of course. 17:33:26 all the additional information 17:33:43 Yes--HP bars, status effects, etc... 17:34:03 yes, exactly 17:34:56 Enne: Of course. :) 17:35:03 Enne: I can multitask: read email while IRCing. 17:35:06 And delay breakfast. 17:40:19 Enne: I mean more glyphs than is default for console. Like how DF uses yen symbols for lobsters :) 17:41:10 Might not help inventory issues that much, though... 17:41:22 Hmm, so really a different tileset. 17:41:35 there's no single platform we do that has no Unicode support 17:41:45 Ooh, good point. 17:41:55 So, extend the console version to unicode, but then just draw a font natively for tiles. 17:42:08 and those who use CP437 because someone in the past told them to do so can be handled by \e%G 17:42:20 Although tiles fonts just handle 7-bit ascii, so that'd have to change too. 17:42:23 Enne: shouldn't there be (free monospace letter) fonts around, ready for use? 17:43:48 always! 17:43:58 We already use one. 17:44:41 Enne: I see. So this is not at all about drawing. 17:44:56 I don't know enough about the console version to know how it'd handle unicode characters. 17:46:36 (Maybe it already can?) 17:47:39 * 17:47:39 Many people instead prefer a second pretty character set, Unicode. To use Unicode characters: 17:47:42 * In your Crawl options on the server, add the following line: char_set = unicode * In PuTTY, set Window > Translation > Received data assumed to be in which character set to UTF-8 18:02:31 -!- dpeg has quit [Quit: Lost terminal] 18:03:48 -!- Eronarn has quit [Read error: Connection reset by peer] 18:06:17 -!- Eronarn has joined ##crawl-dev 18:11:33 -!- jedahan has joined ##crawl-dev 18:18:33 -!- Textmode has joined ##crawl-dev 18:18:58 morning all 18:29:58 \command Textmode: Setmode: olde english 18:31:09 Goode day to thee 18:37:52 Excellent! 18:37:53 hm. cam 18:37:59 ... 18:38:00 er, can't find the corpse tiles 18:38:01 Hail, sir Textmode. Wither thou goest this day? 18:38:07 * due shoots both BlackrayJack and Textmode. 18:38:15 That's not fucking Old English. 18:38:26 Verily, 'tis close enough! 18:38:29 And it's "Wither goest thou". 18:38:32 Dost thou not agree, sir Textmode? 18:38:46 What you're mimicking is a mutilated late Middle English dialect. 18:39:20 Young sir, verily thou doth not protesteth our flavoring of the room with our changed modicum? 18:39:51 "protesteth"? 18:39:58 Aye 18:40:09 Uh oh 18:40:10 -!- BlackrayJack was kicked from ##crawl-dev by due [Go mutilate it elsewhere :(] 18:40:12 lol 18:40:25 -!- BlackrayJack has joined ##crawl-dev 18:40:27 I'll stop now 18:40:34 -!- Eronarn has quit [Read error: Connection reset by peer] 18:40:36 \Textmode:Setmode:Normal english 18:40:39 A victory for englishmen everywhere...or something. 18:41:14 Anyway, proper Old english: Hwaet! We Gardena in geardagum, theocyninga, thrym gefrunon, hu dha aethelingas ellen fremedon. 18:41:36 Okay I think that's going a bit deep into old english 18:41:37 -!- Eronarn has joined ##crawl-dev 18:42:04 It's the first line of Beowulf. 18:43:05 Poor_Yurik: The corpse tiles are automatically generated. 18:44:30 -!- casmith789 has quit [Remote host closed the connection] 18:46:57 -!- keithburgun has quit [] 19:01:09 "whither", fwiw. "wither" means something else 19:16:07 Enne...woah didn't realize that. thanks. 19:16:37 Poor_Yurik: If you didn't realize it, then maybe the algorithm is doing a pretty good job. :) 19:17:33 -!- pointless_ has joined ##crawl-dev 19:18:01 haha, i'd say so 19:24:34 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:30:04 * Poor_Yurik waves a magic wand and makes all the tiles 64x64 :D 19:31:16 heh 1x1 -> 2x2 aaaand done 19:31:17 ;) 19:31:50 Can someone update cdo trunk please? 19:32:06 I'd love to see somebody add the option to apply hq2x to tiles at load-time to get the option of 64x64 tiles. 20:02:53 so if you just put numbers after a sprites name, say 1 through 4, it will automatically go to the next frame per turn? 20:03:32 looking at the guardian statue sprite and its 8 sprites, 4 for eyes closed, 4 for eyes open 20:04:27 All the animations are specially coded. 20:04:54 At this point, there's no way to specify from the tile definitions themselves how (or if) something should be animated. 20:08:24 Ah ok 20:09:17 -!- ixtli has quit [Ping timeout: 240 seconds] 20:10:10 Enne, do you have any tile in particular you'd like to see redone? 20:10:12 character tile 20:10:25 I'm trying to decide what I want to do for my 4th one 20:10:41 Offhand, no. I'd have to think about it. :) 20:10:46 You might want to ping jpeg. 20:11:38 eh? 20:14:01 jpeg might have some suggestions about what needs touching up. 20:14:14 Ah ok, is he the main tile artist? 20:15:38 she 20:15:40 No, she just works on tiles quite a bit. 20:16:32 I'm not sure there really is a "main tile artist" per se? There's Denzi, but Denzi kind of comes in and out, and is sometimes a little tough to communicate with across the language barrier. 20:16:57 Yeah just noticed a post by denzi on the forum, he's very good. 20:17:16 Denzi has probably drawn the majority of the tiles. 20:17:41 Impressive. 20:17:53 we don't have any tiles at all for: dwarf (non-poly in 0.6, polymorph allowed in 0.7), hyperactive ballistomycete, spriggan, spriggan druid, perhaps other planned spriggans too 20:18:29 -!- Niccus has quit [Read error: Connection reset by peer] 20:18:30 Any place I can read more about them? 20:18:39 the wiki 20:18:53 ok 20:19:06 https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:monster:spriggans 20:20:40 among spriggans, only the base, druid and possibly the Enchantress are planned for 0.7 20:21:30 if she gets in, she'll need a tile for her outfit too ("faerie dragon armour") 20:23:36 Awesome, thanks for the info. I'll put some time into a spriggan, see if I come up with anything cool. 20:23:37 dwarves currently may only be the result of a polymorph, but the current plan for changes to player MDs/DDs will most likely require them to appear as monsters too 20:24:08 So just to be sure, Spriggans: small, half person/half tree 20:25:16 i'd love to make some dwarves too, hm. 20:25:31 So the polymorph dwarf I'm guessing is just an unarmed one with no armor? 20:28:32 "tree"? 20:29:24 if dwarves spawn normally, they have armour 20:29:37 Haha, every spriggan i've seen in other games has been leafy 20:29:46 and tend to go overboard with the amount of it 20:30:09 Was Denzi the creator of the original tiles? 20:30:43 eh? All depictions of spriggans I've seen have them look like a kind of goblins/boggarts. 20:30:48 The original tiles came from here: http://rltiles.sourceforge.net/ 20:31:02 In conversations I've had with Mitsuhiro Itakura, I got the impression that Denzi had drawn most of them? 20:31:06 I'm not 100% on this. 20:31:07 * Iainuki nods. 20:31:12 (Just curious.) 20:31:38 It is hilarious to compare the rltiles monster page (http://rltiles.sourceforge.net/dc-mon.html) to the current monster page of Crawl. 20:31:43 Monster inflation, for sure. 20:32:01 :) 20:32:01 -!- ogaz has quit [Remote host closed the connection] 20:33:58 I just read the dev page about tile creation, and I still don't understand how to setup a monster to be able to wield a weapon 20:34:39 oh wait, I'm guessing they always generate at the same place on a tile. 20:34:54 i'll just drag a weapon onto an existing monster and see the coords of it 20:34:54 There's also an offset applied in the code itself. Per-monster. 20:35:03 oh, interesting. 20:35:09 Usually like +/- 4. 20:35:15 For each coord. 20:35:48 If you're using a paint program that lets you use layers, then just open the weapon in a separate layer over the monster. 20:38:12 yeah, using photoshop 20:39:17 You guys have been a huge help, hopefully my tiles will make it worth it :) 20:45:38 -!- Twinge has quit [Read error: Connection reset by peer] 20:53:23 -!- Enne has quit [Quit: zzz] 20:58:48 -!- Twinge has joined ##crawl-dev 21:05:36 -!- neunon has quit [Ping timeout: 265 seconds] 21:15:15 -!- eith has quit [Ping timeout: 240 seconds] 21:19:26 demonspawn mutations antenna and passive magic mapping should be mutually exclusive (https://crawl.develz.org/mantis/view.php?id=1614) by fineX 21:21:50 -!- Niccus has joined ##crawl-dev 21:24:01 -!- ixtli has joined ##crawl-dev 21:35:55 -!- st_ has quit [Ping timeout: 248 seconds] 21:41:08 -!- st_ has joined ##crawl-dev 22:08:08 -!- BlackrayJack has quit [] 23:02:42 -!- sorear has joined ##crawl-dev 23:05:29 -!- Niccus has quit [Remote host closed the connection] 23:08:06 -!- ogaz has joined ##crawl-dev 23:08:16 -!- Niccus has joined ##crawl-dev 23:19:55 -!- pointless_ has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 23:20:11 -!- neunon has joined ##crawl-dev