00:03:34 ... 00:03:36 -!- ortoslon has joined ##crawl-dev 00:04:03 Keskitalo: new build please! 00:04:35 Ability to turn off god gifts (https://crawl.develz.org/mantis/view.php?id=1649) by ledtim 00:04:50 the ... was for that 00:06:43 you can turn off demonic guardian? 00:17:55 -!- Zaba has quit [Ping timeout: 276 seconds] 00:25:22 -!- Zaba has joined ##crawl-dev 00:38:28 -!- Textmode is now known as THEREALDOG 00:43:13 -!- THEREALDOG is now known as deleteddog 00:49:15 -!- deleteddog is now known as Textmode 01:05:22 -!- ortoslon has quit [Quit: bye] 01:35:04 Feature listing is missing from X screen (https://crawl.develz.org/mantis/view.php?id=1650) by Kyrris 01:58:39 03by * rfcd48888311d 10/crawl-ref/source/rltiles/tool/tile_list_processor.h: Fix tiles mingw compile. 02:24:47 why are there so many indicators of 'no/invalid monster'? 02:26:51 because the code is a steaming mess of bugs 02:27:42 sorear: That sounds like an insult to steaming messes of bugs everywhere! 02:27:58 Textmode: it used to be, but it's not anymore 02:31:10 they have somewhat different meanings 02:31:35 but there is a lot of redundancy in the code as well. 02:32:20 hullo 02:42:06 -!- Zaba has quit [Ping timeout: 252 seconds] 02:50:28 crash going upstairs (reading lua marker) (https://crawl.develz.org/mantis/view.php?id=1651) by rob 02:53:28 -!- Zaba has joined ##crawl-dev 02:54:12 -!- Madtrixr has quit [Ping timeout: 252 seconds] 02:54:43 -!- Madtrixr has joined ##crawl-dev 02:57:30 -!- Madtrixr has quit [Read error: Connection reset by peer] 02:58:07 -!- Madtrixr has joined ##crawl-dev 03:28:39 -!- syllogism has joined ##crawl-dev 03:33:09 is there supposed to be a 1/10 chance at character creation for a DS to get a monstrous set? 03:34:28 oh there we go 03:44:17 -!- casmith789 has joined ##crawl-dev 03:46:10 is there discussion about them somewhere? Is the current implementation supposed to be final? 03:46:30 -!- ortoslon has joined ##crawl-dev 03:47:03 I beleive that Cryp71c took apart DS and used it as an excuse to learn programming 03:55:21 heh 04:05:45 well, most of my early crawl code was basically that. 04:05:47 I just ditched mosto f it. 04:06:46 I still would say that I don't truly know C++. 04:07:33 does anyone? 04:07:47 sorear? 04:07:53 doy? neunon? rob? 04:09:02 I truly know C++, fsvo truly 04:09:20 I understand the design principles of the system and can usually guess what things do 04:09:31 but... I keep a copy of the standard open while coding 04:23:16 -!- MaryPoppins is now known as Adeon 04:30:27 I doubt anyone knows all the little tidbits and has to at least occasionally consult the standard 04:31:49 it's a 1,300 page pdf with very little redundance 04:32:14 it'd be like being able to recite War and Peace from memory 04:32:17 I have Bjarnes book to consult in need 04:32:21 starting at any stated page number 04:40:13 -!- Mu_ has joined ##crawl-dev 04:48:29 -!- ais523 has quit [Remote host closed the connection] 04:51:01 -!- Zaba has quit [Ping timeout: 264 seconds] 05:01:36 -!- Baraton has left ##crawl-dev 05:01:49 -!- Zaba has joined ##crawl-dev 05:11:14 invisible rock tile (https://crawl.develz.org/mantis/view.php?id=1652) by ortoslon 05:30:17 -!- phyphor_ has joined ##crawl-dev 05:30:28 -!- Amonchakad has joined ##crawl-dev 05:30:38 -!- ortoslon has quit [Read error: Connection reset by peer] 05:32:10 ehm...did you limit the access to the ##crawl channel? 05:32:19 Nope. 05:32:20 -!- Zaba has quit [Ping timeout: 264 seconds] 05:32:25 -!- phyphor has quit [Ping timeout: 264 seconds] 05:32:29 [12:31] == Cannot send to channel: ##crawl 05:32:40 Ah, you're using a web gateway. 05:32:42 elly, ping? 05:32:57 Yeah...funny thing is, I wanted to ask help about setting up an IRC client 05:33:06 hah. 05:33:25 I read the motd, and elly's apparently sleeping 05:33:43 I doubt rax will be around... 05:33:48 And I'm not sure who else has ops, sorry. 05:34:02 -!- Zaba has joined ##crawl-dev 05:34:59 -!- Amonchakad has quit [Client Quit] 05:35:49 -!- Amonchakad has joined ##crawl-dev 05:38:53 -!- Amonchakad has quit [Client Quit] 05:59:59 -!- ortoslon has joined ##crawl-dev 06:01:01 powerful demonic guardian seems too powerful 06:01:22 i got it at D:5 and since then nothing can kill me (uniques die to executioners in one turn) 06:02:15 but you only get 50% xp, how can you live with this :P 06:03:01 i can't spend even those 50%, it just accumulates in the pool :P 06:03:32 besides, who needs muscles when you have badass friends 06:04:42 you should stop spending the xp and just attempt to win with the guardian alone 06:04:51 hmm 06:04:52 what's your highest skill at? 06:05:17 Fighting:8 at L:11 06:05:23 CL:11 06:12:55 executioners at that level is broken 06:15:51 monsters detected with antennae 1 shown as deep water (https://crawl.develz.org/mantis/view.php?id=1653) by ortoslon 06:17:33 due: should i file or add this somewhere? 06:19:31 are you running an older build without the tension based demonig guard? 06:19:40 no, today's build 06:20:13 I also get deep water 06:20:32 but tension threshold seemed very low, ice beast and a rat was enough threat to summon an executioner or a balrog 06:20:35 ortoslon: could do you try to run the tutorial and see if the mystical "blue squares" are visible? 06:20:56 where should i expect them to be? 06:21:00 I don't know 06:21:08 but presumably somewhere in the character's los 06:21:31 yeah i see one in the start 06:21:56 there really should be a special tile for the mystical blue squares but 06:22:12 I thought perhaps I built something wrong, because I have a lot of visual glitches in the master 06:22:24 deep water, no blue squares and inventory glitches as well 06:22:51 i haven't had the latter two 06:22:54 only deep water 06:23:06 ortoslon: I think it's a known issue. 06:23:28 -!- eith has joined ##crawl-dev 06:23:30 Blue squares/etc always show up for me. 06:23:36 felirx: Meant to ask Denzi to make one for us. 06:37:44 remove yellow wasps 06:38:00 non-ac chars stand too little of a chance 06:38:39 what? 06:38:52 PR/meph take care of them 06:39:07 lol 06:39:27 you born with that spell and that resistance? 06:39:37 if not, use a wand 06:39:53 yeah, wands are good 06:40:03 used the only f***ing wand i found (of confusion) 5 times without success 06:40:13 then you had 5 turns to get out 06:40:22 scroll of tele, etc 06:40:28 uhm... so where did you meet that wasp? On D:3? 06:40:29 no, 2 turns 06:40:35 d10 06:41:57 so.. again just bad luck, huh? 06:42:00 *sigh* 06:43:12 bad luck to not have found another wand, bad luck to not succeed in using the one wand i found, bad luck that first attack slowed me 06:43:23 yellow wasps are easier than a pack of killer bees, and start appearing later 06:43:33 red wasps, on the other hand... 06:43:37 of course, bad luck for not choosing class with poison damage or resistance 06:43:49 but that just means "tier 2 wand on sight" 06:44:08 tier 2 wand? 06:44:19 fire/cold/lightning/draining 06:44:25 !lg * killer=~wasp s=place 06:44:45 652 games for * (killer=~wasp): 100x D:5, 96x D:8, 72x D:9, 67x D:7, 58x D:6, 36x D:4, 36x D:10, 34x D:3, 29x D:2, 29x D:11, 10x D:12, 10x D:13, 6x Swamp:1, 5x D:18, 5x Swamp:2, 4x Vault:5, 4x Swamp:3, 4x D:15, 4x D:14, 4x D:19, 3x Vault:7, 3x Swamp:5, 3x Hive:2, 3x Swamp:4, 2x D:16, 2x Vault:3, 2x D:1, 2x Lair:6, 2x Vault:4, 2x Vault:8, 1x D:17, 1x Lair:5, 1x Temple, 1x Hive:4, 1x Snake:2, 1x Lai... 06:45:10 !lg * killer=~wasp place=D:3 06:45:20 34. henryci the Ruinous (L3 HECj), slain by a yellow wasp on D:3 on 2010-05-30, with 149 points after 2859 turns and 0:03:45. 06:45:51 not even farming a bit... 06:46:08 well, dying to that wasp in D3 is natural.. or at least very lucky to survive 06:46:38 but shouldn't I stand a chance with 50hp, 6ac, 17ev in d10? 06:47:21 on D:10 you had means of escape even if somehow you had no means of killing it outright... but that guy on D:3 most likely had none 06:47:41 !lg * killer=yellow wasp place=D:10 06:47:44 33. Napkin the Carver (L8 HEPa), worshipper of The Shining One, slain by a yellow wasp on D:10 on 2010-05-31, with 2217 points after 11136 turns and 1:24:14. 06:47:47 !lg * killer=yellow wasp place=D:10 -tv 06:47:47 33. Napkin, XL8 HEPa, T:11136 requested for FooTV. 06:49:54 well, for one, 23 hp 06:50:24 hepa is kinda hard in the beginning though 06:50:31 that's half of a single clubbing from an ogre 06:50:32 they don't have much hp and gain it slowly 06:51:34 but yeah, you already was injured, should've moved to a known territory. 06:52:00 i ran from that ogre and the centauer with fire arrows 06:52:09 in d9 06:52:48 being several times dead (and saved by TSO) 06:53:01 pardon? 06:53:11 he protected you from harm! 06:53:22 TSO saved me? when? 06:53:27 at the very end? 06:53:27 on d;9 06:53:42 during the ogre/centaur fight 06:53:45 it's probably noted 06:53:51 !log * killer=yellow wasp place=D:10 06:53:51 there was no fight ;) 06:53:57 33. Napkin, XL8 HEPa, T:11136: http://crawl.develz.org/morgues/0.6/Napkin/morgue-Napkin-20100531-113719.txt 06:54:22 ok, during the running away screaming :) 06:54:55 -!- Zaba has quit [Ping timeout: 260 seconds] 06:54:55 and you had war chants! 06:55:12 that's very lucky to find one that early. 06:55:22 yeah, didn't want to teleport away at first.. didn't want to land near the troll to the west 06:55:38 well, yeah, so lucky, that casting the repell missle spell (poor) 5 times didn't work once 06:56:16 just another sucky unlucky game.. getting used to it 06:57:09 I think if you're better off starting a HECr and becoming a worshipper of TSO at the first altar 06:57:26 at least you'll be able to berserk at xl 3 06:57:36 03kilobyte * r47711c4c018d 10/crawl-ref/source/main.cc: Greatly increase rot for starving ghouls (OG17). 06:57:42 I just have to laugh.. getting told things like - having a 32% chance of BLA is good - when I'm always at the 68% other side 06:57:50 and it probably would be easier to play this 0.7 06:58:03 no thanks, 0.7 is too unstable 06:58:43 i'm not playing often enough, to justify the play-testing deaths 06:59:45 anyways.. nothing to do about yellow wasp, huh? they are "fine" I guess? 07:00:09 well, most recent bugs were beneficial for players :p 07:00:34 suuuure, as soon as I decide playing stable for once ;-P 07:00:43 ;) 07:02:15 -!- Zaba has joined ##crawl-dev 07:02:57 but if you want to exploit something in stable, try VpEn with a vampiric weapon... full heal every freaking stab 07:03:02 xale: HECr starts with short sword.. that's not so nice 07:03:16 ouch 07:03:31 is there a fix in the 0.6 branch already? 07:04:27 no, doy said it's not nasty enough to be worth a fix a few days before release 07:04:43 Napkin: s. blades cross-train with long blades and elves have great aptitudes for both 07:05:01 well, release has been done - let's update 0.6 on CDO at least? 07:05:21 Napkin: the only problem (I think) is that if you train s. blades too much you might mess up acquirement weighting if in the end you only want to use long blades 07:05:24 xale: it is an issue if you want to ever use acquirement in any form 07:05:24 xale: I know - but a reasonable long sword is hard to find 07:05:51 you can get falchions of the early orcs 07:05:56 demon blades are decent 07:07:12 unless you get 3 glowing -2,-1 hand axes 07:08:06 nah.. i'm dying way too often 07:10:24 anyways, thanks for the hints 07:11:15 if you have ever seen me play any dice/random game, you'd know why I'm complaining ;) 07:11:21 *had seen 07:11:38 do you play backgammon? 07:12:55 i try not to ;) 07:14:08 henzell told us you won twice in 0.6! 07:14:38 yeah.. 07:14:59 after about 3.5 years of playing ;) 07:15:23 play broken 0.6 combos :) 07:17:56 -!- xale has quit [Quit: xale] 07:18:04 right... a yellow wasp on D:9, took two minor destructions and fell 07:18:29 -!- xale has joined ##crawl-dev 07:18:42 eg, anything of makhleb :P 07:20:24 you mean, D:5 greater servants are overpowered? :p 07:20:47 exactly ;) 07:32:31 -!- ortoslon has quit [Read error: Connection reset by peer] 07:36:03 I'm around now, what's up? 07:47:23 rax: Needed to adjust the +q on gateway/freenoed/web, etc. 07:47:28 But the person in question has left, so it's fine. 07:47:45 he also appeared on ##crawl through some IRC client later 07:48:09 Ah, excellent, problem solved then. 07:49:03 Oh good. I don't like that ban but apparently the spam was really bad before? 07:49:10 Yeah. 08:05:28 due: you pinged? 08:05:38 oh 08:05:44 Problem solved! 08:05:46 that person apparently got another IRC client working 08:05:47 woot 08:07:50 -!- Amonchakad has joined ##crawl-dev 08:13:03 03dolorous * r45d413fb1187 10/crawl-ref/source/abl-show.cc: Change the message when a Recite-affected monster can't be imprisoned. 08:27:52 is there a specific reason why "env.h" is not included in almost any headers? 08:28:28 and where would I put something that needs both 'monsters' and 'menv'. 08:30:29 -!- Amonchakad has quit [*.net *.split] 08:32:52 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 08:33:03 -!- Amonchakad has joined ##crawl-dev 09:02:22 -!- by has joined ##crawl-dev 09:03:36 -!- ortoslon has joined ##crawl-dev 09:06:21 shouldn't "powered by death" increase MP regeneration, too? 09:16:44 -!- MarvinPA has joined ##crawl-dev 09:23:29 !tell Cryp71c Some PbD feedback on dcss:feedback:demonspawn. 09:23:29 by: OK, I'll let Cryp71c know. 09:24:18 PbD always expands to Peanut butter Death in my head 09:24:24 * greensnark does not like peanut butter. 09:25:23 part of that feedback is that the "PbD" status light should go 09:28:55 Is 0.7 on target for July? 09:29:46 I don't think it will happen 09:30:03 Ow 09:30:35 Well, I guess if it doesn't we can hack up a 0.6.x with the armour fixes at least 09:32:10 is the trove entry I have on cdo supposed to be inaccessible like that? 09:32:27 enter_trove_2, and it's blocked by granite statues 09:34:23 playing with heavy armour is a bad idea even with the 0.7 fixes 09:34:48 Maybe we should throw out the 0.6 changes and start over 09:35:22 I think 0.5 heavy armour could be nerfed with just minor tweaks to high end AC and GDR 09:35:43 Some numbers to compare 0.5 and 0.6 would be handy 09:35:45 that's what i thought the intention was 09:36:01 syllogism: I think it went a lot further than that :) 09:36:05 yes 09:36:08 the new combat penalties especially 09:36:13 I don't think the weapon speed and other changes were necessary, yeah 09:36:28 The spellcasting penalties seemed ok 09:38:27 the spellcasting penalties seems to be fine yes 09:38:45 I could wear a one size larger shield at point without too much trouble for instance 09:38:55 I think light armour is more brokenly good than heavy armour being brokenly bad 09:39:09 Did it get better in 0.6? 09:39:26 not significantly, I think 09:42:51 poor denzi, still being bossed around by random mantis people 09:43:02 you should come to his rescue 09:52:58 -!- Zaba has quit [Ping timeout: 272 seconds] 09:55:26 -!- xale has quit [Quit: xale] 09:58:09 http://forums.somethingawful.com/showthread.php?threadid=3285755&pagenumber=62&perpage=40#post377557574 09:58:29 -!- Zaba has joined ##crawl-dev 10:16:09 nice 10:17:06 Compile failure on Fedora rawhide on x86_64 (https://crawl.develz.org/mantis/view.php?id=1654) by vonbrand 10:19:01 03by * r613cfce82ba4 10/crawl-ref/source/directn.cc: Adapt target cycling to circular range. 10:19:07 syllogism, greensnark: what do you think re circular range vs square LOS? 10:20:20 square LOS seems really ugly and I'm not convinced it's worth it 10:21:28 at least based on the arguments presented in the FR 10:23:54 the only bad inconsistency (in my opinion) was being able to shoot outside LOS along diagonals, which is why I went for the circular ranges 10:24:00 yes 10:24:13 Square LOS works ok in some games, it'd probably be easy to get used to 10:24:26 It'll also reduce zigzagging autoexplore :D 10:24:33 Autoexplore zigzags because LOS is not true-circular 10:24:42 (where square LOS is true-circular) 10:25:07 But yeah, square LOS looks pretty ugly at first :) 10:28:13 true-circular == every point on the circle boundary is the same number of steps away? 10:28:23 Yes 10:28:32 Circle being defines as locus of points at radius r from center 10:29:14 Well, currently LOS and movement measure distance differently, so they're both true circles from their distance measures 10:29:32 So I meant distance as in movement distance 10:29:35 right 10:30:19 It would fix the beams thing and autoexplore zigzagging at the cost of some ugliness 10:30:45 It doesn't really worry me either way though 10:33:01 The crawl wiki is pretty weird 10:33:12 80% of the content seems to be people writing about the characters they played 10:33:28 really 10:34:06 Well, maybe not 80% :P 10:36:13 can't find them :P 10:36:55 Ok, here's one: http://crawl.chaosforge.org/index.php?title=PsyMar_the_Generic_Whatever 10:36:58 :P 10:37:14 And a whole list: http://crawl.chaosforge.org/index.php?title=Category:Diary_of_a_Crawler 10:37:57 ... http://crawl.chaosforge.org/index.php?title=The_Sibylline_Spiel_of_Hogswald_Pfifflebottom_III_the_Malodorous 10:38:09 ... 10:40:39 'I found a wooden ring. On it, several words are scribed: "To my beloved Sarah, may we not be eaten by bloodthirsty geckos."' 10:40:57 Someone's put a lot of effort into this :) 10:43:17 what the hell 10:51:44 greensnark: you should write a diary of a crawler 10:52:04 not a diary of a developer? 10:52:46 "deary diary, today another stupid user feature requested a stupid thing" 10:52:52 naa, would be boring 10:58:36 -!- by has quit [Quit: Lost terminal] 11:11:52 -!- Luca__ has joined ##crawl-dev 11:37:15 Is it intended that nonliving things can be paralysed by needles? 11:37:25 Such as electric golems 11:38:06 out of curiousity, how easily can one paralyze them? 11:38:11 i paralysed orbs of fire 11:38:29 zaba: you need high throwing and enchanted blowgun 11:39:08 at least if you want to have decent odds; the needles are rare even with okawaru 11:52:16 -!- MarvinPA has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100401080539]] 11:55:33 -!- MarvinPA has joined ##crawl-dev 12:06:32 -!- ortoslon has quit [Quit: bye] 12:34:11 -!- by has joined ##crawl-dev 12:43:29 -!- daftfad has joined ##crawl-dev 12:52:55 Crash on entering Ecumenical Temple (https://crawl.develz.org/mantis/view.php?id=1655) by vonbrand 13:00:41 -!- Niccus has joined ##crawl-dev 13:05:31 That's the third temple crash. 13:05:43 The two in mantis and mine (which is the same). 13:06:26 Ooh, note about fixage. Nice. 13:16:13 it hasn't been fixed to my knowledge 13:40:37 I get a new assertion failure on trunk now. 13:40:49 crawl: rltiles/tiledef-feat.cc:1251: tile_info& tile_feat_info(tileidx_t): Assertion `idx >= TILE_WALL_MAX && idx < TILE_FEAT_MAX' failed. 13:41:14 -!- Enne has joined ##crawl-dev 13:41:59 Hrm, that's the same that vonbrand has. 13:42:08 It indeed doesn't seem to be completely solved. 13:52:23 the tiledef objects don't seem to get compiled with debug symbols 13:52:53 or at least gdb doesn't find them 13:55:37 but probably Enne can fix it easily; hi Enne! 13:56:05 Howdy. :) 13:56:11 What's the issue? 13:56:35 we have some tiledef assert crashes, and gdb hasn't helped me so far 13:57:06 e.g. https://crawl.develz.org/mantis/view.php?id=1644 13:57:36 I also got a crash here, and apparently some background tile index is wrongly greater than TILE_FEAT_MAX (1019 if I remember correctly) 14:02:08 could anyone take a look at https://crawl.develz.org/mantis/view.php?id=1362? 14:02:13 https://crawl.develz.org/mantis/view.php?id=1362 14:02:19 silly question mark 14:02:47 It's probably not a big issue for the majority of people, but I just can't play the current trunk, the font makes my eyes bleed 14:03:06 oh hey isn't that arial or something 14:03:16 Wasn't that a mermaid? 14:03:29 arial the font 14:03:40 Yeah, bad pun on my side.sorry. 14:03:53 I don't know 14:05:00 Is there an option somewhere in the files to switch font? 14:05:19 Amonchakad: I remember reading some discussion about a similar issue some time ago 14:05:41 sorry I can't currently be more specific, but was that ever solved? 14:05:53 that was some font rendering change between 0.5 and 0.6? 14:06:23 could you find tiles_options.txt and see if searching for font yieds anything? 14:06:25 I'm quite sure there was a font change between 0.5 and 0.6 14:06:40 Think I already looked there, but double checking now 14:07:00 font settings seem to be identical between 0.5 and 0.6 14:07:16 is that related? https://crawl.develz.org/mantis/view.php?id=1358 14:08:08 Uhm...yes, that's actually the very same thing 14:08:13 if you're on tiles, you can change the font vie options 14:08:23 targeting oddity with peaceful freed slave (https://crawl.develz.org/mantis/view.php?id=1656) by st 14:08:36 The font's the same, but Freetype changed underneath. 14:09:16 Crawl's not good about searching font paths for fonts, but if you put the .ttf file in the dat/tiles directory, you can use it. 14:09:38 Both 0.6 and 0.7 use the same font settings 14:09:42 So it must be Freetype 14:09:59 I recall it giving me similar font problems with Battle for Wesnoth too 14:10:00 ...by changing the tile_font_$foo_file and tile_font_$foo_size settings in tile_settings.txt. 14:11:57 Uhm. Not to be picky, but 0.6 still looks the same, so there was some kind of font change in 0.7? 14:12:21 I interpreted the Freetype explanation as "that got updated" 14:13:40 my 0.7 tiles still has monospace font but it's a somewhat old build 14:16:35 on April 7, ftoption.h was changed to define TT_CONFIG_OPTION_BYTECODE_INTERPRETER instead of TT_CONFIG_OPTION_UNPATENTED_HINTING 14:16:56 I remember people saying that should be an improvement, but maybe it wasn't everywhere 14:17:31 Hmm. That's unfortunate. 14:18:01 Amonchakad: can you compile yourself and compare? 14:18:28 Ehm... 14:18:44 To be honest, I don't have the concept of "compiling" very clear 14:20:14 Amonchakad: What OS are you running on? 14:20:35 Win 7 14:21:05 Well, we have the bug report. Let me bump the priority up to major so it can at least get looked at before 0.7 is done. 14:21:18 Oh...ok,great :D thanks. 14:22:00 by any chance do you not have the Vera Mono font? 14:22:03 In the meantime, changing the font to a different font via tiles options is probably your best bet. 14:23:11 Amonchakad: can I close 1362 as duplicate? 14:23:32 by: for me, sure. I didn't open it though. 14:24:18 Niccus: I don't have Vera Mono in my fonts folder 14:31:58 I guess both increasing the font size and automatically using Segoe UI or Tahoma on windows would improve things 14:31:58 Luca__: You have 1 message. Use !messages to read it. 14:32:03 !messages 14:32:03 (1/1) by said (4d 9h 32m 47s ago): Let me know when you think (parts of) clientserver are ready to merge. 14:33:35 Those 2 are other fonts? 14:34:05 they are the default UI fonts for windows vista/7 and xp respectively 14:34:23 Hmhm, ok. But I need to copy them in the crawl folder? 14:34:38 Beside changing the tiles_options, obviously 14:34:58 ah, and subpixel hinting 14:35:22 though maybe the real solution is to switch from freetype to GDI or DirectWrite 14:35:40 so that all the windows settings including cleartype just work 14:36:22 Hm. 14:37:21 Luca__: A patch to add fontwrapper-gdi or fontwrapper-dw would be nice. 14:37:26 I admit I know nothing about all this, though I'm looking this stuff on Wikipedia. 14:37:41 yes (but sorry, not from me :) ) 14:38:13 maybe even better, use cairo/pango 14:38:32 which will then use the native technology on both windows and non-windows 15:07:52 Luca__: Aren't those annoyingly dependant on glib and stuff? 15:07:57 -!- Luca__ has quit [Remote host closed the connection] 15:08:18 -!- Luca__ has joined ##crawl-dev 15:09:03 pango depends on glib 15:14:15 -!- stabwound has quit [Ping timeout: 245 seconds] 15:22:04 -!- stabwound has joined ##crawl-dev 15:32:08 Those are horribly horrible to build properly on Windows, in my world. 15:47:36 is glib so bad? 15:47:52 anyway, I guess it already comes with mingw or gnuwin32 15:48:20 Well, glib may be survivable. 15:48:27 Stuff like gtk and ilk, less so. 15:48:44 but, yes, I did try compiling crawl with visual c++ from scratch, and it's really tedious 15:49:16 I'm talking about mingw. I don't expect arbitrary projects to build well with VC++. 15:49:23 Crawl didn't seem to the last time I tried. 15:49:48 I managed to compile it, after some patches and adjustments (and a lot of package downloading) 15:50:19 In any way, no glib.h in my msysgit install. 15:50:40 I don't think there are any devs that use MSVC, so it doesn't stay up to date. 15:50:51 And, I'm a little reluctant to just edit the .vcproj by hand and hope it works. 15:50:52 I had to hackfix the gigantic set of ifs to build with 2010. 15:51:07 "else nested too deep, bailing out lol" 15:51:11 Haha, I saw that. 15:51:16 yes, I got a patch applied for that 15:51:24 "At least MSVC supports templates these days." 15:51:43 I got a crazy idea to add 3D meshes to the tiles version once, and tried getting into the code. 15:51:48 It's rather opaque to a newcomer :) 15:51:53 c++ in 2008fp and 2010 is quite good 15:52:51 wow 15:53:07 did you actually manage to do it? 15:53:13 Heck no. 15:53:22 I use msvc to code but not compile 15:53:26 Didn't get much past trying to get a feel for how the source hangs together. 15:54:44 I kind of doubt 3D would be an improvement though 15:55:01 the amount of effort 3d graphics take. I doubt crawl has the manpower 15:55:21 well perhaps some isometric 3d with prerendered tiles could be good 15:55:21 compare creating models and tiles 15:55:31 If I had a Max artist in the basement who could crank out models and animations as fast as the dev team seems to crank out new monsters, that might be remotely feasible. ;) 15:55:45 We have a hard enough time getting somebody to make a nice looking 32x32 image. 15:55:59 I'd be down to make 64x64 tiles 15:56:22 I think even making the art twice as big on the screen would make it much easier to add detail 15:56:24 For all those people running at > 1216 vertical resolution? 15:56:27 felirx: Yeah, it's rather unfeasible. It was mostly a "wouldn't it be cool if..." thought :) 15:56:29 maybe there are some free 3d mesh libraries that could be used? 15:56:38 Enne: does http://sprunge.us/gPWP look sensible? 15:56:49 btw, svg tiles seem like a good idea where possible 15:56:51 Luca__: assimp can import meshes easily. It's the asset creation that's the problem. 15:56:57 But at the size enemies are drawn, 3d wouldn't be worthwhile. Not to mention the man hours it would take. 15:57:02 Zao: Yes. 15:57:12 by: Ah, that would certainly do it. 15:57:13 no, I mean some free collection of 3d meshes than can be borrowed 15:57:17 by: Thank you. :) 15:57:26 Luca__: not really 15:57:31 Also, must 3d modellers aren't that good. Look at the models in the major graphic "update" mods to like Doom and Duke Nukem. The models are atrocious. I'd take awesome sprites over mediocre models any day. 15:57:32 e.g. once you have a dragon mesh, you can recolor it and make all dragons 15:57:37 haven't really found any at least that are usable 15:57:43 and not those 100000 poly meshes 15:57:50 perhaps other free 3d games? 15:58:02 well, high poly meshes can be automatically reduced, no? 15:58:13 also, if you prerender, it doesn't matter 15:58:25 -!- lorimer has joined ##crawl-dev 15:58:43 Asset creation is still the bottleneck to a 3D version. 15:58:45 I'd rather see animations and sounds added. 15:58:52 Sprite animations are fun as hell to make 15:59:06 "is that imp flicking me a pixelated finger?" 15:59:06 Enne: btw, is it intential that tile_apply_animations is not called for the player cell? 15:59:08 Even for something like Nethack, which has been static for years and has a *much* smaller creature set, you don't see any 3D versions. 15:59:15 (from viewwindow) 15:59:22 3d stuff would involve a whole pipeline of modelling, rigging, skinning, animating. 15:59:38 by: It's not intentional. 15:59:48 Enne: noegnud and vulture doesn't count? you mean REAL 3D? 16:00:13 by: The only side effect would be that water and altars wouldn't animate underneath the character. I'd consider it a minor bug. 16:00:23 ok 16:00:56 bhaak: Yeah, I'm looking at *just* the monsters and thinking it's infeasible. 16:01:23 of course isometric 3d view with sprite monsters like vandal hearts can be feasible 16:01:28 but that's more of an art style question 16:02:52 03by * r5f4410c1343c 10/crawl-ref/source/tileview.cc: Fix Cheibriados altar animation (#1644). 16:02:53 03by * r06dc467e30f0 10/crawl-ref/source/view.cc: Also apply tile animations to the player cell. 16:03:00 Thanks, by. :) 16:03:06 no problem 16:04:30 Practically all of the art would have to be completely redone to change perspectives. 16:05:02 http://rltiles.sourceforge.net/ has an isometric rendering of "dungeon crawl" 16:05:08 I removed that. ;) 16:05:24 was there any isometric crawl version, or is it a mockup? 16:05:54 http://rltiles.sourceforge.net/dc-3d.html 16:06:09 Theoretically http://crawlj.sourceforge.jp/down_e.html for 400b26 had ISO mode. 16:06:33 When I got the code applied to DCSS 1.x, ISO mode was horribly broken. 16:06:44 See also: doubling art requirements. 16:07:09 looks like they only have a very limited tileset, and fallback to 32x32 tiles, right? 16:07:16 Yes. 16:08:01 is making svg tiles much harder than 32x32 ones? 16:08:14 See that's what I'm saying, slowly shifting everything to 64x64 tiles and just 2x displaying the existing tiles would allow us to improve the graphics in a much less jarring way 16:08:28 i.e. are people manipulating 32x32 pixels directly, or already downsampling something huge? 16:08:43 I draw sprites from scratch, pixel by pixel. 16:08:53 DCSS 1.x !?!?! 16:08:59 Enne lives in THE FUTURE! 16:09:15 IT WAS SO AWESOME 16:11:14 Luca__: SVG tiles would kind of require a completely different toolchain. 16:11:28 Luca__: And it's hard to make decently scalable SVG for such small resolutions. 16:11:35 Hand-fapped pixels tend to have a particular charm. 16:14:12 I do have an issue with those svg tiles. The art is excellent, but that amount of room enables better scale to be displayed, yet he still made humans as big as Hydras. 16:15:44 the caveman looking guy and the knight are a good trade-off of scale though. 16:15:48 hand... fapped? 16:16:07 hmm which svg tiles? 16:16:55 I don't think the ones at http://rltiles.sourceforge.net/dc-3d.html are svg tiles 16:17:12 They're not. 16:17:14 (lines are not antialiased) 16:18:03 Luca, yes I meant those. 16:19:05 I guess most of the humanoids are giants/ettin/etc. by the way 16:38:49 Just posted my Goblin tile update: https://crawl.develz.org/mantis/view.php?id=1657 16:39:13 Goblin tile update (https://crawl.develz.org/mantis/view.php?id=1657) by Poor Yurik 16:43:24 ??penance 16:43:25 penance[1/3]: With every god (not just yours), you have a penance number, which can be increased for long-term punishment. Every 20 turns, you have a 1/100 chance of taking retribution from a random god for which you are in penance; you then lose 1d3 points of penance for that god. 16:47:20 what if instead of a penance counter, you had decaying chance of piety based on how long since you abandoned the god? 16:47:32 s/piety/punishment/ 16:48:47 so the 1/100 chance above instead starts at 1/20 and reaches 1/1000 after a few thousand turns 16:49:17 but you're never safe unless you return to the god 16:51:46 -!- Amonchakad has quit [Quit: When two people dream the same dream, it ceases to be an illusion. KVIrc 3.4.2 Shiny http://www.kvirc.net] 17:11:30 -!- phyphor_ is now known as phyphor 17:19:49 -!- Luca__ has quit [Remote host closed the connection] 17:20:06 -!- Luca__ has joined ##crawl-dev 17:21:47 -!- by has quit [Quit: Reconnecting] 17:21:50 -!- by has joined ##crawl-dev 17:22:43 would removing any god wrath be really unbalancing? 17:23:14 after all, early resetting piety to 0 is a serious drawback, and later you just wait 17:23:32 god gifts would probably need to be removed on renouncing the god though 17:24:21 (better, make the wrath trigger on abandonment, but not later) 17:27:52 I don't think it would be very unbalancing, but it would be a great loss of flavour 17:28:50 it's fitting for gods to be mad at you on abandonment, and it's good if a god isn't just something you choose for the moment 17:32:48 it does encourage waiting though (or worse, scumming for penance decrease events) 17:33:23 another option: make it inversely proportional on piety with the current god 17:33:39 (" mitigates/avoids/etc. AngryGod's wrath!") 17:34:06 then it still decreases, never goes to 0, and it does not decrease by sitting in the temple 17:35:33 my hope with the above suggestion was that with slow enough decay and knowing you couldn't entirely wait it out anyway, waiting it out would be unattractive enough 17:36:24 I mean, who'd wait 10k turns if it brings some chance from 1/2 to 1/3? 17:39:29 other idea: penance decreases only when you do something that would increase piety for the angry god 17:42:57 killing stuff does that for most gods though 17:44:52 you would still have to go forward to get new monsters generated 17:45:25 (assuming piety decreases faster than the spawn rate on old levels, which I supposed is a good idea, if not already so) 17:45:52 hmm wait, no, this doesn't work 17:46:09 sorry, I missed the issue being discussed, is the problem people waiting out god wrath? 17:46:33 unless you also make penance increase with time like piety decreases 17:46:57 or more sensibly, keep track of piety for all gods and use that inversely for penance 17:47:24 casmith789: I suggested to make god wrath never end 17:47:30 Ah 17:47:49 so basically the difference from the other idea is whether you use piety for the angry god ("AngryGod is angry but likes what you are doing") or the new god ("NewGod intercedes and prevents AngryGod's wrath") 17:47:58 this would address waiting out god wrath, but it wasn't particularly addressed at that 17:48:05 doesn't that make people even less likely to change gods 17:48:20 it depends how likely and harsh the wrath is 17:49:24 -!- syllogism has quit [] 18:08:57 -!- Luca__ has quit [Remote host closed the connection] 18:09:17 -!- Luca__ has joined ##crawl-dev 18:14:42 -!- MarvinPA has quit [Ping timeout: 252 seconds] 18:32:11 Poor_Yurik: Can you make sure you're in the right project when submitting new tickets to mantis? The new goblin tile just went into the mantis section of the tracker, rather than the DCSS section. 18:32:54 Ooh, I like the new goblin tile. 18:34:37 And that shadow tile is *excellent*. 18:45:36 The comparison for the shadow tile is hilarious. 18:45:44 "How did this old tile *ever* work?" 18:50:47 -!- Luca__ has quit [Remote host closed the connection] 18:51:03 -!- Luca__ has joined ##crawl-dev 18:52:48 Ok due, just switched to DCSS. 18:53:31 Glad you guys like em. I'm redoing a lot of the old art and I want to make sure it looks good enough to replace some of the stuff that people have grown so used to seeing a certain way. 18:54:13 Poor_Yurik: The spriggans make me ecstatic. 18:54:18 Enne: An enne! 18:54:33 Lies. :) 18:54:45 We really should make a list of tiles that aren't excellent and need re-doing. 18:54:50 Didn't Johanna start one? 18:55:38 The kobolds could probably all use some work, in my opinion. 18:56:01 Agree. 18:56:04 Though Pikel looks grat. 18:56:07 Already redoing the kobolds : D 18:56:38 Actually, pikel doesn't look that great. Huh. 18:57:06 Also, all the merfolk just got thrown together out of the doll tiles and slightly edited. 18:57:20 Yeah, they could do with tweaking. 18:57:26 yeah, the spriggan dolls need to be changed too 18:57:28 Also, who added the adorable training dummy? :P 18:57:43 and the kobold dolls 18:57:54 Enne: 18:57:59 Enne: er, I haven't seen it. 18:58:06 Ooh, that is awesome! 18:58:13 I was thinking about making the little buckler on the goblin an item the player can find 18:58:36 We could make goblins generate with bucklers. 18:58:41 Enne: Does the weapon/etc code support shields? 18:58:50 * due can't recall. 18:58:57 (For tile placement of weapons, tec.) 18:59:07 due: http://crawl-ref.git.sourceforge.net/git/gitweb.cgi?p=crawl-ref/crawl-ref;a=blob_plain;f=crawl-ref/source/rltiles/dc-mon/statues/training_dummy.png;hb=HEAD 18:59:18 No, it doesn't. 18:59:35 The only right hand weapon that's supported is for blademasters, and that's special-cased. 18:59:37 Hm. 18:59:43 That's not to say it couldn't. :) 18:59:51 Yeah, "doesn't" != "couldn't" :) 19:03:08 So is there any set time table for the releasing of stable versions? 19:03:23 and once something is commited, how often do the builds update on the download page for the non-stable versions? 19:03:41 the trunk builds on CDO? 19:03:52 Whip someone (me, Napkin, rob, doy, Keskitalo) to update those. 19:04:05 0.7 was supposed to have a shorter release cycle than 0.6 (almost a year?). 19:04:32 I've worked on games before, but a lot of the exact details of open-source dev, especially for this, are very new to me 19:05:12 Well, 0.6's late development was basically hectic and frantic. 19:05:19 0.7's has mellowed out a bit. 19:06:57 Is multiplayer tiles a challenge to get done because it isn't a priority, or because of technical issues? I'm guessing a mixture of both? 19:07:28 Define multiplayer tiles? 19:07:47 Multiplayer crawl is a combination of both. 19:08:07 I assume Poor_Yurik means online tiles, like we already have online console. 19:08:14 Yeah 19:08:20 "Multiplayer" with large air quotes. 19:08:27 Multiviewer, maybe. ;) 19:08:46 hahaha, yeah i know, it's basically mp like demon's souls, but any pvp or coop 19:08:46 Mostly it's a lot of work. 19:08:50 player ghosts and spectate 19:09:03 Ohhh. 19:09:06 We already have it? 19:09:09 Well, kinda. 19:09:12 Sorta. 19:10:23 To answer your question though, for the few devs that care about tiles, most of them don't have time to address something so large, so it's not really a priority. 19:10:36 I care about tiles as much as I care about console. 19:10:37 Luca__ sounds like ey's going down that path though. 19:10:52 Thoguh my main love is vaults and extending their customisability. 19:10:52 I know, due. You're included in that "few devs" category. ;) 19:10:59 I'm basically obsessed with vaults. :) 19:11:01 The splash screen for DCSS...did he really do that all pixel by pixel? Because it looks like it. 19:11:32 Denzi is amazing. :) 19:11:57 Part of the issue with me and tiles is that I find it impossible to play, I'm a terrible artist, and I barely understand the tiles code. I get by, though! 19:12:27 impossible to play? 19:12:45 well if you guys had any wishlists about graphical enhancements, maybe I can help make some of it easier to make happen 19:12:47 We're not *too* far from having a console-display-in-tiles version. 19:12:58 due: speaking of vaults, is the trove entry with the granite status meant to require disintegration, or should you be able to squeeze through? 19:13:05 s/status/statues/ 19:13:11 by: You should definitely be able to squeeze through. 19:13:15 If you can't, I've fucked uip. :0 19:13:32 Poor_Yurik: I can make you a list if you want, but there are a lot of branches that don't really have a unique tileset. 19:13:35 I had one where it was only connected through the statues 19:13:51 Poor_Yurik: A lot of floors and walls get reused. It'd be nice to give them all a more distinct theme, in my opinion. :) 19:14:08 Yeah, definitely 19:14:21 due: would you like me to file an issue? 19:14:54 What are the limitations though? Any hard limit on how many different floor tiles can be on a dungeon level? 19:15:42 Poor_Yurik: As many as you want? The normal dungeon floor has like 7 or 8 variations at this point. 19:16:04 Also, jpeg added a way in 0.6 to weight them differently, so you can have distinct tiles that are only used infrequently. 19:16:21 by: I'll look at it now 19:16:55 The only limits I suppose are the number of tiles, but that's just limited to the length of short. 19:17:27 My gut feeling for wall/floor variations is that 4 tiles is adequate, 10 would be awesome, and 20 is do-able but probably unnecessary? 19:17:40 ok, but there are like a gazillion vaults right now, right? 19:17:40 I think 20 would look strange. 19:17:45 ok, thanks; you can see it on cdo ("rob") if you're interested 19:18:07 wouldn't vaults need to be touched up to add new tiles? 19:18:11 Yeah, not supposed to d othat. 19:18:29 Poor_Yurik: That would be awesome, but better to focus on branches with non-unique tiles first. 19:18:39 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:20:25 by: Fixed 19:20:31 yay 19:20:45 bah 19:20:52 sendmail: Could not find password entry for UID 336305 19:20:52 ./hooks/crawl-ref-cia: sendmail exit status 1 19:20:52 error: hooks/update exited with error code 1 19:20:52 error: hook declined to update refs/heads/master 19:20:57 I'm assuming just run again? 19:21:09 usually helps 19:21:22 * due facestabs sourceforge. 19:21:25 Okay, now fixed 19:21:25 03due * rc615b86963c5 10/crawl-ref/source/dat/des/portals/trove.des: Provide entry points for enter_trove_2 (rob). 19:21:44 Would it be possible to animate some tiles independently of turns? 19:21:52 like lets say flickering torchlight, fires, etc 19:22:14 Enne is the person to ask! 19:22:17 i could probably do some pretty cool stuff with animations if it wasn't tied to turns 19:22:37 -!- by has quit [Quit: sleep] 19:22:54 I don't really understand how animations work these days. 19:22:54 We could, but it'd be more tricky than it should be. 19:23:28 due: grep for tile_apply_animations. 19:23:41 I think it would be a big improvement for level graphics 19:23:55 make the world seem more alive 19:24:25 hm. 19:24:33 So, basically, it's only called whenever player/LOS is uppdated? 19:24:36 You don't need to make the argument. I totally know where you're coming from. :) 19:25:03 CAO "refuses to load buggy ghost" (https://crawl.develz.org/mantis/view.php?id=1658) by Tenaya 19:25:08 due: Yeah. 19:25:10 Hm. 19:25:33 I'm assuming that just calling it with regularity instead would be more difficult? 19:25:45 Possibly involving slow-down as it would have to iterate over the screen repeatedly... 19:25:47 I'm sure it can be done. I'm not really very motivated to try it. 19:25:50 :) 19:25:54 Not because I don't think it's awesome! 19:25:58 ...because that would be super great. 19:26:00 But. 19:26:06 But, yeah. 19:26:09 -!- jooosa has joined ##crawl-dev 19:26:12 -!- joosa has quit [Read error: Operation timed out] 19:26:20 jooooooooosa! 19:26:24 Every time I've ever tried to redraw the screen more frequently, I get complaints from folks about Crawl being slow. 19:26:25 -!- jooosa is now known as joosa 19:26:32 ...possibly just because of being on old graphics cards or something. 19:26:34 Enne: Yeah, I remember that. 19:26:53 Sure, real-time animations could just be an option, and that might be something to try. 19:26:56 Hm. 19:27:12 The other option is to have real-time animations that just update their animation, rather than the entire screen? 19:27:41 I'm not sure I follow. 19:29:12 realtime animations for crawl has been one of the things I'm interested at 19:29:19 Instead of updating the entire screen more frequently, simply update the animated tile in question? 19:30:04 Cockroaches are in category 's' with arachnids but are insects (https://crawl.develz.org/mantis/view.php?id=1659) by Tenaya 19:30:04 best approach would probably be to have the actors have some sort of update_animation(time_delta) that gets called and it sets the correct tile/UV offset 19:30:11 but no clue if that works for crawl 19:30:36 Store the animated coord_def's somewhere, and then select the ones that are currently on-screen to update/animate. 19:31:34 Maybe, but that's kind of tricky too, as you need to start being careful about when you're clearing the screen and when you're not. 19:31:53 Yeah. 19:32:13 Also, re: 's' cockroaches, ARGH. 19:32:16 ARGH. 19:32:19 * due pretends it's not happeninng. 19:32:19 If I were doing it, I'd just add an option (defaulted off), change animated tiles to update on draw instead of on LOS calc, and then just redraw the screen on a more regular basis. 19:33:30 Oh, nice, openSUSE packages. 19:33:58 Yeah I meant just update the frames of the tiles themselves, not the entire screen 19:34:54 It's just not that easy. :) 19:35:11 Yeah. 19:38:25 Let me know if it's something you want to do 19:38:38 The first thing I'd do real-time anims for would be the spriggan files 19:38:50 er fires 19:38:51 -!- MarvinPA has joined ##crawl-dev 19:39:04 The little ickle spriggans make me so happy. <3 19:39:52 :D 19:40:09 * due spriggan fetischist. 19:40:31 Actually, we'll need spriggan berserkers. 19:40:39 hahaha spriggan berserkers 19:40:45 definitely 19:40:46 Yes, draw tiles for them! 19:40:52 blood-spattered ickle pixies! 19:53:40 -!- DrPraetor has joined ##crawl-dev 19:56:57 Okay, what needs work? 19:58:07 blood-spattered ickle pixies! 19:58:33 I'm a violent person, so what? 20:44:04 -!- Fangorn has joined ##crawl-dev 21:02:05 -!- Textmode has joined ##crawl-dev 21:02:57 morning all 21:03:03 Evening Textmode. 21:03:41 03enne.walker * r71e8388afe9e 10/crawl-ref/source/wiz-dgn.cc: [1327] Fix broken doors with &L vaults. 21:03:48 03enne.walker * re745786f8950 10/crawl-ref/source/ (tileview.cc tileview.h view.cc): Move tile_draw_floor function to tileview. 21:03:59 03enne.walker * rf0427858e390 10/crawl-ref/source/rltiles/dc-mon/undead/shadow.png: [1625] Add Poor_Yurik's improved shadow tile. 21:04:04 how are things? 21:04:33 Enne: It's broken :( 21:04:48 due: What's broken? 21:05:09 "enne.walker"! 21:05:21 Ah, yeah. it sometimes translates my name, but not always. 21:05:34 Did you redo the hook file? 21:05:37 I did! 21:06:01 Hm. 21:08:06 I could understand always working or never working, but it's the sometimes working thing that confuses me. 21:08:25 i just finished a new kobold 21:08:37 I haven't done the variants though, like the unique and the demonologist 21:08:37 Poor_Yurik: do want! 21:08:44 How rare is the demonologist? 21:08:48 Quite rare. 21:08:54 Rarer than Sonja and Pikel. 21:09:18 ok, cool, i was working on him just now but I figure I might as well see if you guys like the kobolds before i make all the variants 21:11:11 -!- MarvinPA has quit [Ping timeout: 258 seconds] 21:11:12 Show us show us! :D 21:11:31 Se necesita una prueba. 21:11:57 No hablo espanol :( 21:12:10 :DDD 21:12:24 https://crawl.develz.org/mantis/view.php?id=1660 Enjoy :) 21:12:33 ooooooh. 21:12:44 I like that a lot. 21:12:55 yay :D 21:13:16 That's a serious underbite. ;) 21:13:30 haha you should have seen it before, it was ridiculous 21:13:45 My onlycomment is the outline on the left side of its face is very thick. 21:15:13 It's only 1px 21:15:21 might be the outline of the weapon that is making it look bigger 21:15:34 oh wait 21:15:37 Invisible rock walls (https://crawl.develz.org/mantis/view.php?id=1661) by pixnaps 21:15:37 Updated Kobold tile (https://crawl.develz.org/mantis/view.php?id=1660) by Poor Yurik 21:15:45 are you sure you aren't seeing the black of the floor tile beneath him? 21:15:51 Yeah, I think that might be the case. 21:15:54 the crack is like aligned perfectly to the side of his cheek 21:16:25 Hm. 21:16:28 Let me zoom. 21:16:34 ENHANCE, ENHANCE 21:16:41 I do miss the "evil rodent" look from the original. The eyes were more slanted there and the jaw a little more pointed? 21:16:49 Ahhh. 21:16:50 -!- daftfad has quit [Quit: Leaving] 21:16:57 Yeah, but kobolds are supposed to be half dog/half man 21:17:02 The eyes on the new one just look a little more like the kobold is going "Durrr." 21:17:09 hahah 21:17:14 When zoomed out, it's difficult to see the difference between the dark colour of the mouth and the outline. 21:17:24 it looks so drab compared to old kobold; i'll miss that bright green 21:17:39 It looks aweosme compared to the old kobbold. 21:17:52 It looks infinitely more realistic. 21:18:06 it does 21:18:43 Wait, is there no black outline on the original kobold? 21:19:54 Original has no outline 21:20:03 Okay, ciao folk, I'm off to play Scrabble. 21:20:11 See you due 21:20:15 Bye, due! 21:20:17 One thing I'll say about the art is this 21:20:24 Ohhhh. Original has no outline in the PNG itself. 21:20:31 ...but does in-game. 21:20:44 %rim 1? 21:20:47 Yeah. 21:20:49 I know we're all used to seeing how certain monsters look, so initially it will be kind of jarring to see drastic changes to appearances 21:21:00 but I think for some monsters, they are better off getting a full revamp 21:21:06 Poor_Yurik: Agree. 21:21:11 the current kobold doesn't match its own description 21:21:35 Well, the dogbold thing is very D&D. 21:21:54 Tiles are for moral degenerates. The letter "k" has class, and timeless symmetry. 21:22:04 DrPraetor: Bees? 21:22:10 k != K. 21:22:12 :p 21:22:13 * due gone. 21:22:13 Yay, moral degenerates! 21:22:16 DrPraetor, guilty as charged :D 21:22:30 (Also, definitely moral degenerate here.) 21:22:38 It's true, lower case "k" is not symmetrical. 21:22:44 Niccus, did you see my goblin update? 21:22:47 * due morally degenerates DrPraetor. 21:22:46 yep 21:22:48 liked it 21:22:51 * DrPraetor failed to hit shift. 21:23:31 Are there going to be any further changes in the combat math in the near future or is it finalized? 21:25:29 If you guys want to see something i did that is non pixel art, here is something i did about a year ago 21:25:30 http://farm3.static.flickr.com/2523/4170621654_67b58364af_o.jpg 21:26:30 Oooooooh. :) 21:29:00 going to try and make the kobold eyes slanted 21:29:46 -!- MarvinPA has joined ##crawl-dev 21:45:18 -!- ogaz has joined ##crawl-dev 21:52:40 -!- Luca__ has quit [Remote host closed the connection] 21:53:00 -!- Luca__ has joined ##crawl-dev 22:28:12 -!- xale has joined ##crawl-dev 22:29:10 -!- Luca__ has quit [Remote host closed the connection] 22:29:31 -!- Luca__ has joined ##crawl-dev 22:29:44 Enne, Niccus, modifying the kobold based on your suggestions 22:29:52 going to take a break for a little while though, bbiab. 22:30:45 -!- bhaak has quit [Ping timeout: 276 seconds] 22:50:18 -!- Fangorn has quit [Quit: Fangorn] 23:23:14 -!- Enne has quit [Quit: zzz] 23:25:18 -!- CIA-44 has quit [Ping timeout: 260 seconds] 23:37:53 -!- Luca__ has quit [Remote host closed the connection] 23:38:11 -!- Luca__ has joined ##crawl-dev 23:44:43 -!- CIA-39 has joined ##crawl-dev