00:06:18 Napkin: CDO needs updating, again :3 00:06:24 To fix a portal bug 00:06:26 Quite a serious bug 00:06:45 I thank you in advance. 00:35:12 03doy * r7d8c74600477 10/crawl-ref/source/newgame.cc: fix extraneous capitalization 00:43:09 done, M-Kaibigan 00:43:14 Thanks 00:43:15 Unstable branch on CDO updated to: 0.8.0-a0-977-g7d8c746 (30.0) 00:50:03 doy: it's probably fine; trees appear to also be solid so the extra check should not be needed anymore 00:50:25 mmmunstable 00:50:30 for some reason monsters have been blinking past trees already 00:51:51 from the enum.h comments, the other thing to consider would be whether you can reach past 00:52:38 -!- MarvinPA_ has joined ##crawl-dev 00:53:27 yeah 00:54:15 i'm fairly sure we want granite statues to affect i_feel_safe like trees and transparent walls do, and i'm fairly sure we want them to block apportation 00:54:25 but i'm less sure about blinking and reaching 00:54:36 and i don't know what other things might be affected 00:54:41 it's probably fine though 00:55:05 if you can't apport through a statue you shouldn't be able to blink through one... 00:55:19 it would be nice to have ocs and ice statues work the same way that granite ones do 00:55:20 They are both short range teleportation 00:55:30 but that sounds like a lot more work 00:56:50 -!- MarvinPA has quit [Ping timeout: 276 seconds] 00:57:02 -!- MarvinPA_ is now known as MarvinPA 01:01:43 doy: it might also be a good idea to treat plants and fungi as solid when targeting, though you'd want to fall back for bolt spells... 01:02:56 or have the targeting code choose a ray that minimizes number of plants/fungi I guess 01:03:24 yeah, that sounds like a lot more work(: 01:03:42 anyway, treating monster statues specially isn't so far off: we already consider some monsters (bushes) 01:04:12 yeah 01:04:51 i wonder if it might simplify things to turn granite statues into zero-xp monsters with damage immunity or something 01:05:04 perhaps not though 01:05:27 then you'd be able to blink past again 01:05:57 unless you do the monster statue change above 01:06:00 well, i mean with the appropriate handling in the los code 01:06:03 ok 01:06:14 just as a way to make all statues behave the same 01:06:30 the other major difference is that you can shoot monster statues but not feature statues 01:06:55 would it be ridiculous to make a new statue type for Zot:5 that blocks apportation and give granite statues back their old behavior 01:07:52 put the orb in a stasis field or something, with no apportation or teleportation allowed in the squares around it :P 01:08:00 03doy * radc5ac179b4e 10/crawl-ref/source/ (macro.cc message.cc): fix some escaping issues in macro prompts 01:08:15 guardian statues could radiate stasis 01:08:44 wait 01:08:49 granite statues do what now? 01:09:30 granite statues block apportation, blinking, and reaching now 01:09:37 people already assumed they blocked apportation 01:09:40 oh, blinking through them? 01:09:40 Why 01:10:04 oh right 01:10:13 this also fixes monsters not being treated as safe when behind granite statues, like they do if they're behind glass walls 01:10:33 that breaks a few vaults though 01:10:38 how so? 01:10:46 there's an altar vault, possibly overflow 01:10:52 with a granite statue blocking acorridor 01:11:08 wands of disintegration are about as common as blinking sources 01:11:18 Warpers 01:11:22 Wizards 01:11:26 what about them 01:11:32 they can use wands too 01:11:38 :\ 01:11:47 I don't like this change 01:11:56 i mean, i don't really feel strongly about this at all 01:12:04 i just don't understand why other people do 01:12:16 well 01:12:21 that vault is the only thing i think is affected 01:12:26 and it can just be replaced by lava or something 01:12:39 yeah 01:12:48 Because it's behaviour we've had for a long time and the change doesn't seem like it was discussed 01:13:01 M-Kaibigan: where is this behavior even relevant 01:13:02 Unless there's a FR I missed 01:13:04 it is a minor change 01:13:06 that's what i don't get 01:13:17 this change doesn't even affect barely anything 01:13:21 other than one or two vaults 01:13:40 If it extends to plants I will be wery unhappy 01:13:54 extending it to plants would be a much bigger change 01:14:01 and wouldn't really make a lot of sense anyway 01:36:08 03doy * r1069ee130bde 10/crawl-ref/source/dat/database/help.txt: clarify and condense the pickup/drop help screen 01:41:08 -!- ivan has quit [Ping timeout: 258 seconds] 01:41:52 I honestly didn't know you could blink past statues like that, I guess everyone else apart from me realised you could 01:42:09 no, i think most people didn't 01:42:16 i didn't anyway 01:42:18 i knew 01:42:21 but only from the learndb 01:42:52 whoever it was that added the statues to the zot:5 vault clearly didn't know 01:43:01 -!- Pseudonut has quit [Remote host closed the connection] 01:44:43 -!- morik has quit [Ping timeout: 245 seconds] 01:45:02 hah 01:45:23 -!- evilmike has quit [Ping timeout: 265 seconds] 01:47:32 -!- ivan has joined ##crawl-dev 01:50:39 -!- eith has joined ##crawl-dev 01:53:45 huh 01:54:05 if you're wielding a blunt weapon but you have claws, you can butcher without switching to barehanded 01:54:08 is that a bug? 01:54:56 if you're wielding a sharp weapon but you have claws, the butcher message is the one from the claws 01:55:14 right, because it ignores your weapon altogether 01:55:28 if you have claws and aren't wearing gloves 02:04:59 03doy * r47caa64c5e4b 10/crawl-ref/source/ (food.cc item_use.cc item_use.h): condense butchering messages even more 02:05:00 03doy * rd922c5682ba4 10/crawl-ref/source/food.cc: suppress messages about no butchering weapon if we have gloved claws 02:15:29 -!- eith has quit [Ping timeout: 276 seconds] 02:38:13 03doy * raa1934c4b0a6 10/crawl-ref/source/mon-cast.cc: bail out earlier on some monster spells to avoid printing messages 02:49:14 -!- Zaba has quit [Ping timeout: 264 seconds] 02:52:31 -!- Zaba has joined ##crawl-dev 03:05:51 doy: I was sure statues do block apportation, but now I see that this would make no sense. 03:06:17 doy: since the same statue would behave inconsistently if it's not a feature but a monster 03:06:33 shrug 03:06:55 i think "make no sense" is a bit strong, we could always change the monsters 03:07:09 but i really have no real opinions here 03:07:17 then we'd need to change plants, and so on 03:07:21 not really 03:07:41 no reason that plants and statues have to act the same 03:07:53 if my Zot:5 change is the reason for your commit, I'd do that some other way 03:08:14 both are immobile monsters of similar size 03:08:16 the real reason for my commit was to make monsters behind statues not make i_feel_safe fail 03:08:39 but they might reach past :) 03:08:48 and really, immobile ones shouldn't behave differently from mobile ones 03:08:50 https://crawl.develz.org/mantis/view.php?id=832 03:09:02 by: yeah. Or blink. Or smite. 03:10:15 monsters can smite through glass too 03:11:31 and thus i_feel_safe should be made smarter, as opposed to making actual changes to the game, I'd say 03:13:10 shrug, go ahead and revert then 03:13:35 it seems to already be smart enough to not feel safe with a smiting monster behind glass 03:13:41 so the code is already there 03:14:04 yeah, let's use that. Lemme take a look. 03:14:07 and it would be nice to have those statues in zot:5 actually serve a purpose 03:14:30 they should spawn monsters 03:15:31 They could radiate silence 03:15:56 due: you mean, Mu_'s evilness? 03:16:05 kilobyte: precisely 03:16:49 that's a bit of a large change for Zot:5 IMO 03:18:19 yeah... the existing monsters there already fulfill our needs (and judging by the number of deaths, do it well) 03:18:36 but if we decide to use those alternate vaults, it may be a good idea 03:19:31 yeah, radiating silence is probably a bit much for zot:5 03:19:36 i_feel_safe stops for unseen fish, too 03:19:59 there's a bug report about that maybe (travel stopping silently) 03:20:09 oh yeah 03:20:14 i meant to report that 03:20:17 but forgot 03:20:31 should rewrite i_feel_safe to work off map_knowledge :) 03:26:43 i_feel_safe runs pathfinding _and_ requires at least one of: monster is aquatic, monster is lava-only (buggy for salamanders!), monster is stationary, monster is behind no_trans 03:30:48 i_feel_safe is pretty scary code as far as I remember 03:30:50 by: do you recall how slow monster_pathfind is? 03:31:28 no, I've never really dealt with it 03:31:38 ah 03:32:09 monster pathfinding is also scary 03:32:57 it used to have its own LOS implementation, even 03:37:29 Mmmm 03:37:33 I recall a bug 03:37:36 But I can't remember it 03:37:41 What aws it... 03:37:54 Hnghhhh 03:38:09 It was something pretty major too 03:38:38 Someone throw some random ideas at me, in hope it will come back :< 03:39:26 Oh I remember 03:39:33 It's not major though 03:39:36 * M-Kaibigan files a bug report 03:39:42 M-Kaibigan: could you try to express yourself a little more concisely, please? 03:39:49 Basically 03:39:53 thanks for filing the report, though 03:40:00 With show_player_species 03:40:41 If a draconian gets his scales his glyph won't be the correct colour until after restarting the game 03:40:56 I do recall a missile missing me making the scales appear though 03:41:05 But I don't know if going into the inventory will make the correct colours appear 03:41:20 In anycase, it can be solved by forcing the player glyph to update when a drac reaches XL7 03:41:39 Pretty trivial really 03:43:13 03kilobyte * rf5a38c70fdf7 10/crawl-ref/source/misc.cc: Make i_feel_safe smarter about stuff behind lava/statues/etc. 03:43:25 03kilobyte * r2631789ac96e 10/crawl-ref/source/losparam.cc: Revert "make statues block opacity_no_trans". It'd be inconsistent with other statues. 03:43:48 Yay :> 03:43:56 kilobyte++ 03:44:08 should probably do something about the zot:5 statues then 03:44:27 a nice ring of green crystal? 03:44:44 Draconian glyph doesn't update when the drac gets scales with show_player_species (https://crawl.develz.org/mantis/view.php?id=2506) by StudioMK 03:44:46 I fear about CPU use a bit, though, since I made it naively use pathfinding in every case. If that turns out to be too nasty, we can add a new LOS type, "can walk to". 03:44:50 we don't have transparent crystal, do we? 03:44:58 by: that's exactly my idea 03:45:12 kilobyte: there's opacity_monmove or so 03:45:12 Why don't you move the orb like, south, and make the chamber a bit deeper 03:45:15 heck, I have GIMP loaded and started drawing a "crystal pillar" tile :p 03:45:17 So it can't be apported at the doorway 03:46:17 But I think making the orb simply unapportable would be better 03:46:30 that's doable too, I just wanted a simple solution 03:46:49 for being unapportable, that would be quite hard to explain 03:46:54 Makes sense for it to be 'magic immune', since it's meant to be some all-powerful artefact 03:46:58 for crystal, is the intention to have people pick up lrd for the orb run? 03:47:55 Or put it in a portal? 03:48:16 "Orb chamber" portal :V 03:50:45 -!- monky has quit [Quit: GOODBYE] 04:05:34 03kilobyte * r876b6af08baf 10/crawl-ref/source/player.cc: Update a draconian's glyph when he matures. [Mantis 2506] 04:05:51 Good job! 04:09:28 -!- elliptic has quit [Read error: Operation timed out] 04:09:54 hrm, using a big beefy machine for devel that's physically an hour's drive away, and logging in to it from a truly ancient box (2.8Ghz P4-era celery) works well until you want to check something in tiles 04:10:13 all other programs work well over X forwarding, but Crawl is unusable 04:10:18 heh 04:21:10 -!- Textmode has quit [Quit: Over the ages, man has been certain of a great many things. some of these things were even true.] 04:24:43 Typo with the anti-magic weapon 04:25:04 the descrip says "It hinder all kind of magic users" 04:25:18 Instead of "It hinders all kinds of magic users" 04:26:05 Really it should read: It hinders all those whom use magic 04:28:48 -!- Mu_ has joined ##crawl-dev 04:35:01 Anti-magic weapon description typo (https://crawl.develz.org/mantis/view.php?id=2507) by StudioMK 04:35:23 uhm, it has "hinders" already...? 04:36:04 that's not even correct anyway 04:36:09 that's not how you use 'whom' 04:36:40 Kind 04:36:44 Should be, kinds 04:37:15 I think the descrip should be revamped anyway, to get rid of "kinds of magic users" 04:37:44 ie. "It has a detrimental effect on magic users 04:37:45 " 04:40:03 Gods should get miffed if you leave/dump their gifts (https://crawl.develz.org/mantis/view.php?id=2508) by StudioMK 04:40:15 :3c 04:44:04 all of those phrases make it sound like the person wielding it will be affected :P 04:45:10 how does antimagic actually work anyway? 04:45:11 the current description ends with "The wielder is affected as well" 04:45:13 so 04:45:15 i haven't quite been able to figure it out 04:45:24 it seems to need stacking up on an enemy a bit? 04:45:44 o does it actually have a harmful effect on the wielder? 04:45:48 like, you can't just hit them with it and then swap to another weapon (which is probably a good thing) 04:46:07 it reduces maxmp while you wield it 04:46:16 o 04:47:44 oh sweet it works on demons 04:48:16 The demon still sticky flamed you 04:48:31 yes but it got the "falters for a moment" message 04:48:49 Woah 04:48:52 Woahhhh 04:48:54 Use it on cerebov 04:48:57 All-rune 04:49:06 Waiti a second... 04:49:16 03doy * rcc136dd5fa46 10/crawl-ref/source/describe.cc: use a less awkward phrasing for the anti-magic description 04:49:27 I've had rupert falter on me too 04:49:31 doy: Cheers 04:49:45 He didn't paralyze me and let me blast him with ranged stuff... 04:49:55 Whilst he faltered around staring at me dumb-foundedly 04:50:08 No anti-magic weapon too :< 04:50:55 the description on the faerie dragon armour could use a rewrite too 04:51:09 ??faerie dragon armour 04:51:09 faerie dragon armour[1/1]: A randart with fixed appearance. Good AC for a light armour, sticky flame immunity, otherwise totally random. 04:52:59 it: 1. works on all creatures that use some form of magic (wizards, priests, demons, magical creatures that don't do it entirely physically) 04:53:17 Ans 04:53:48 and 2. doesn't have a guaranteed effect -- it hinders but not blocks casting. There's a chance that rises with how much damage you recently did to that monster and decreases with HD. 04:54:02 @??cerebov 04:54:02 Cerebov (05&) | Speed: 10 | HD: 21 | Health: 650 | AC/EV: 30/8 | Damage: 60 | Flags: 05demonic, see invisible, !sil | Res: 06magic(168), 04hellfire+++, 03poison | XP: 15000 | Sp: fire storm (8d16), iron shot (3d36), haste, greater demon. 04:54:04 :< 04:54:05 ah cool 04:54:07 What does it do to the player 04:54:12 Other than MP reduction 04:54:23 so i should definitely hope for a better base type than falchion :P 04:54:24 This is where rings of magical power come in handy :V 04:55:28 if you're on the handle side, it just reduces maxmp, so people don't have to swap it in and out just to evoke levitation or do an invocation 04:55:37 I see 04:55:49 Now Marvin, don't do what I did :V 04:56:22 on the business side, it drains MP. This is probably the closest equivalent for what happens to monsters, as the casting system is totally different. 04:56:45 There's gotta be some strange use for that 04:56:55 And I shall find it in the distant future 04:57:20 Hmmm 04:58:43 oh... and for Cerebov, it's probably brokenly good. After the first whack with your giant club it halves his chance to cast, and upon doing 210 damage in a round it blocks 90% attempts to cast 04:59:26 Wow 04:59:27 the effect goes away at the rate of 1 hp damage per one standard (10 aut) round 04:59:51 (the actual durations are random, these are averages) 05:00:36 Cerebov has a very low HD, though... for monsters without such a massive hp-to-hd ratio, it's not that insane 05:03:20 does a blocked attempt to cast cost energy, or will he hit you instead? 05:04:16 It currently uses up the turn, which is a bit inconsistent. 05:05:08 The last time it was discussed, people preferred this way, mostly dpeg. 05:05:25 They should falter the first time though, for flavour 05:05:46 sounds like an interesting idea 05:06:08 for cerebov not losing energy sounds better 05:07:00 Or just make it chance to try and cast again (and falter) or melee 05:07:34 though probably that would effectively raise the casting success chance unless special measures are taken, since the monster would just try casting again next iteration 05:08:56 disabling spell-casting _and_ partially slowing a monster does seem to be on the strong side, though (depending on numbers of course) 05:09:47 the numbers in general need a lot of adjustment 05:10:32 testing may be quite hampered by the brand showing only on randarts and Trog's gifts 05:11:11 while I'm partial to keeping it mostly as Trog's shtick, perhaps it may be good to enable it for normal generation in trunk for the time being? 05:11:32 Yeah :D 05:11:57 sounds good, just add it to the 0.8 wiki page as "parametrized for testing" or whatever we called it last time? 05:15:19 i do like the idea of keeping it mostly as a randart-only brand though 05:15:22 we need more of those 05:16:07 -!- M-Kaibigan has quit [] 05:17:03 it looks like antimagic works on things like fire giants 05:17:30 i thought fireballs and such were more like an innate ability for them, hence !sil 05:17:34 we really need to get the ability vs spellcaster thing sorted out 05:17:43 because it's really a mess 05:18:19 it might be simplest to just remove abilities altogether, since all of that can be done as spells 05:19:02 i wonder if this would stop, for example, caster dracs from using their breath weapons 05:19:10 but not non-caster ones 05:19:31 heh, certainly possible 05:19:38 not sure how the draconian stuff is implemented though 05:19:48 it's already special-cased 05:19:57 i think there was a related issue on mantis about spectral draconians - casters don't lose their breath weapons but noncasters do, or something 05:20:01 and to make it worse, some breaths are done as abilities, some as spells 05:20:07 right 05:20:31 dragons and ice dragons have breath abilities, but iron and quicksilver and shadow dragons have breath spells 05:20:34 which is also annoying 05:24:51 03kilobyte * r519429cf14ee 10/crawl-ref/source/makeitem.cc: [testing] Generate the antimagic brand on mundane items. 05:24:53 03kilobyte * r23ea761eed26 10/crawl-ref/source/art-data.txt: Give the Wrath of Trog a brand. Guess which one. 05:25:06 heh 05:26:26 hm, should antimagic affect priest smiting? that seems like it ought to be different, too 05:26:49 i guess this should all go on a feedback page somewhere 05:28:01 yay, down to 850 open issues 05:28:08 mantis is getting huge 05:32:11 right, time to file a new one (asking the tiles folks to decide how to fix something) 05:33:59 -!- eith has joined ##crawl-dev 05:36:23 -!- Zaba has quit [Ping timeout: 276 seconds] 05:37:07 looking at those issue graphs on the advanced summary page is depressing 05:37:35 I do hope the bug report situation is better... 05:38:45 -!- Zaba has joined ##crawl-dev 05:43:24 bug graph by status: http://tinyurl.com/38azcah 05:45:00 the cumulative by date (days) doesn't look that bad. https://crawl.develz.org/mantis/summary_jpgraph_page.php 05:45:07 I/ 05:45:19 I'm not sure the graph I posted is actually correct 05:45:40 open bugs shouldn't be rising that strongly towards the end 05:46:46 yeah, i think the one you posted is missing the last week or so 05:47:01 look at the cumulative by date one that bhaak posted 05:47:13 yes, I was hoping to get a bug report only variant of that 05:48:07 for FRs I don't care too much if the number of open issues keeps rising, but keeping the number of open bugs in check would be good 05:48:23 wow, one of my bug reports is the third most active :-) 05:48:45 issues should auto-close once they get 20 replies 05:50:26 spider form vs wolf spiders (https://crawl.develz.org/mantis/view.php?id=2509) by KiloByte 05:54:08 regarding player glyph and transforms, it would be good if the interface showed running out of transformations 05:54:22 the easy way to do it would be to add a status light 05:55:04 but maybe we could do something like the status lights with the player glyph? i.e., white 's' for spider form, light gray 's' when it's running out? 05:56:29 i don't know, it's not like you can typically see the glyph color of the player on most terminals (as far as i know anyway) 05:59:05 I'd rather add a mention on the HUD. We already have bad issues finding unused colors for monster symbols. 06:01:41 -!- syllogism has joined ##crawl-dev 06:06:01 what colour would be good? enchantment-like blue, special-enchantment-like magenta, or prayer-like white? 06:06:10 -!- valrus has joined ##crawl-dev 06:23:38 -!- dpeg has joined ##crawl-dev 06:23:45 !seen doy 06:23:45 I last saw doy at Wed Sep 8 10:56:29 2010 UTC (27m 16s ago) saying i dont know, its not like you can typically see the glyph color of the player on most terminals (as far as i know anyway) on ##crawl-dev. 06:24:04 -!- Iainuki has quit [Ping timeout: 252 seconds] 06:24:09 doy: Can we get the notes colouring back? I really miss it. And there was a notes: prefix already :( 06:24:40 -!- Iainuki has joined ##crawl-dev 06:30:42 dpeg: what colour would you like for a transformation status light? 06:33:34 by: do you already have a string? 06:34:04 03dpeg * r8ee1b2c47601 10/crawl-ref/source/dat/des/branches/crypt.des: Now there are Crypt entry vaults! (minmay) 06:35:15 by: so you want to indicate that the player is in a form, right? 06:35:34 I was wondering whether we couldn't show the glyph (8, L, I, b etc.) in the status light. 06:35:50 yes, "Blades", "Spider", "Dragon", ... 06:36:09 this is something different :) 06:36:21 Probably better to spell it out 06:36:21 that was to your first question :) 06:36:25 :) 06:36:41 What about printint the form on the top line: "rob the Spider"? 06:37:01 blade hands are the only transformation that doesn't put you into a monster form 06:37:13 yes 06:37:25 so 8, L, I, b sounds like a tempting option since it would take the least space 06:37:39 "Level 6 vampire-bat of Yredelemnul"? 06:37:43 kilobyte: but printing the full name on top is also good (could have both) 06:37:46 by: <3 06:38:10 because changes there always get attention (at least my one) 06:38:11 of course, people can redefine glyphs so they may be not unique... but even then, the color will probably be good enough -- and if not, it's just a case of "it hurts if I do this" 06:38:45 I think a status light would get enough attention 06:38:51 I was thinking of this: Form:b, with Form in some constant colour, and b in the monster colour 06:39:03 by: but I like the flavour of printing it on top :) 06:39:26 dpeg: at least in obituaries, it would be not a good idea, since it would label your character by a very short-term effect instead of saying you were a transmuter 06:39:44 kilobyte: can change that back after death 06:39:58 During play, the form is more relevant. After death, it is not, no question about that. 06:40:33 kilobyte: that would not be an issue if you put in the second line, right? 06:40:46 but knowing the form is not the issue, seeing that it's running out is 06:40:58 I'm not sure if doing that by colour at the top would work too well 06:41:26 by: I see 06:41:42 So it is absolutely okay to use "Spider" (etc.) and indicate running out by colour. 06:41:56 The other proposal would be to use "Form:b" (or similar) and use colour as well. 06:43:09 that would certainly be more straight-forward to implement 06:43:23 Spider, etc. has the advantage of working better with blade hands 06:43:42 yes 06:44:04 so I'll go with that for now, and will note the other ideas on the interface page 06:44:12 Printing the full name (Spider) rather than the glyph also has the advantage of working in tiles. 06:44:25 but what colour? 06:44:27 by: yes, whether we want to indicate form at the top is a completely separate topic. 06:44:42 by: we need two colours, right? 06:45:46 green/light green might be most fitting 06:46:21 it's currently used for satiation, slimify, uncancelable lev 06:46:33 light gray/white is prayer 06:46:46 blue/light blue and magenta/light magenta for enchantments 06:46:53 yellow/red/light red for bad stuff 06:47:41 by: I was going to suggest the greens as well. 06:48:00 we could also move uncancelable lev to blue, cancelable lev to magenta, if green is too full 06:48:19 currently cancelable lev is blue, flight is magenta 06:48:24 yes 06:51:25 uncancellable lev is light green only because someone made an unrelated joke on ##crawl-dev about something being neon green. That, and green being an unused choice among the four colours currently implemented for HUD messages. 06:52:22 it's good to have flight/canc lev/uncanc lev use different colours, but otherwise, there was no reasoning involved 06:53:38 having flight and uncanc lev just distinguished by text would be sufficient I think 06:54:30 the funny thing is that blue->magenta is supposed to be getting better, but then light flight is blue again 06:56:22 by: with any aspect of the game, thinking can improve it :) 06:56:24 03dpeg * rc132483549d0 10/crawl-ref/source/dat/des/variable/mini_features.des: Many, many more minivaults (minmay). 06:56:30 Also holds for status light colours. 06:56:50 -!- valrus has quit [Remote host closed the connection] 07:13:41 03by * r9b0085752a06 10/crawl-ref/source/ (output.cc status.cc): Status light for post-berserk fatigue. 07:13:44 03by * r83951f0c3539 10/crawl-ref/source/status.cc: Shift levitation status light colours. 07:13:45 03by * r452e7101f1c3 10/crawl-ref/source/ (output.cc player.cc status.cc transform.cc transform.h): Fold transformation description into status.cc. 07:13:45 03by * r6cf97fa24476 10/crawl-ref/source/ (output.cc status.cc): Status light for DUR_STEALTH. 07:13:46 03by * rec78d4c88230 10/crawl-ref/source/ (output.cc status.cc): Status light for See Invisible. 07:13:53 03by * r11930635a916 10/crawl-ref/source/ (output.cc player.cc status.cc): Status lights and @-message for temporary resistances. 07:21:36 hi dpeg 07:23:13 * kilobyte emits a cat sound at due. 07:24:45 I'm playing with different colour schemes for Elf (dark grey floor), Tar, Geh, gloorx... and it's so damn hard to decide. 07:24:52 yeah 07:24:55 colour schemes are shitty 07:25:14 there are two ways: either use the few ones that look the best, or try to differentiate branches 07:26:17 but then, I unconsciously really hate to change what I'm used to, even when I know it'd be a change for the better (not showing LOS and spell ranges is bad) 07:34:17 -!- MarvinPA has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.8/20100722155716]] 07:38:36 clearly we need more colours :) 07:39:16 by: strongly agree 07:39:24 kilobyte: What about magenta floors for Elf? 07:39:42 white and magenta, perhaps 07:39:48 more colours would rule 07:40:28 -!- MarvinPA has joined ##crawl-dev 07:42:54 -!- Vandal has quit [] 07:43:20 ooh, this sounds better than lightgrey or cyan 07:43:28 and we don't use this anywhere 07:44:16 I tried darkblue-on-darkblue color scheme for Tar (dgray/dgray), and I couldn't shake the feeling I'm watching N78291 07:45:10 lol 07:46:58 -!- Vandal has joined ##crawl-dev 07:51:16 -!- Vandal has quit [Client Quit] 07:54:01 -!- MarvinPA has quit [Ping timeout: 252 seconds] 07:57:48 -!- MarvinPA has joined ##crawl-dev 08:11:20 how widely are more than our 16 colours supported across terminals? 08:12:01 I don';t know. 08:12:02 if we define a few well-distinguished extra colours with fall-back to the basic sixteen, that should be ok 08:12:06 not really, it's xterm, gnome-terminal, putty and perhaps konsole 08:12:18 even staples like screen or tmux can't handle them 08:12:24 hm 08:12:27 I don't like the idea of giving vault-makers free access to 256 colours 08:12:29 screen handles irssi's pale blue 08:12:43 256 is a bad idea 08:13:17 but further variants which, if unavailable, default to other colours would be good 08:13:30 can ncurses even use 256? From what I recall, there were some experimental patches for ncurses6, but version 5 which everyone uses AFAIK can't do them. 08:13:43 you can output the codes yourself, but... 08:14:20 after start_colour(), ncurses' COLORS and COLOR_PAIRS say 256, 32767 here 08:14:39 (with TERM=xterm-256color) 08:16:15 "Items recognised" page shows item enchantment and charges instead of just base type (https://crawl.develz.org/mantis/view.php?id=2510) by MarvintheParanoidAndroid 08:16:21 which version of curses do you use? 08:16:41 5.7 from dpkg -l 08:16:45 -!- Cryp71c has joined ##crawl-dev 08:17:39 just back 08:18:18 re colours: we only have eight background colours, right? 08:19:34 kilobyte: tmux can't handle what? 256 colors? do you want a screenshot? :-) 08:19:51 of course, that's not the point for floor colours 08:20:01 it might be possible to do something with bichromatic floors 08:20:29 but we have many aura-type effects which are good and should be kept (halo, silence, sanctuary) 08:20:40 bhaak: it uses curses, so it can do that only on such versions of curses 08:22:00 oh, and indeed, curses uses terminfo instead of doing something sane, so it's broken unless you set TERM by hand 08:22:15 my tmux has libncurses.so.5 => /lib/libncurses.so.5 and I know that it works if you force it with tmux -2 attach 08:22:28 I haven't tried without 08:23:10 it would be easy to define geometric patterns simply based on the coordinates (e.g. most floor . are red, and very few of them are lightred); this would make a visual impression of being not just red and probably not look too colourful 08:23:21 -!- MarvinPA has quit [Ping timeout: 252 seconds] 08:23:47 found it, the support was merged into curses 5.7 08:25:27 kilobyte: ah, okay, I'm using 5.7. I just tried tmux. If the terminal you're starting it in has a correct set TERM, it works without the -2 08:26:09 bhaak: it's not really about TERM, it's about the terminfo entry that TERM points to 08:26:51 and well, the whole idea of terminfo is terminally broken, since it would be worth anything only if any terminal would be instantly added to all systems' database 08:27:03 kilobyte: what happens in the worst case? that you fall back to 16 colors even if the terminal supports more? 08:27:38 kilobyte: terminfo comes from a time when the terminal was a piece of hardware. don't be too harsh with 30 years old concepts :) 08:28:03 -!- Vandal has joined ##crawl-dev 08:28:35 and since, for example, Solaris still doesn't recognize LINUX, there's no wonder everyone falsely claims to be "XTERM", even though the codebases of xterm, libvte (gnome-terminal, roxterm, guake, osso-xterm, ...), konsole, putty and what not have a wildly different set of capabilities and bugs 08:29:32 bhaak: if you try to force 256 when there is no support, you end up with invisible characters since the code doesn't follow the syntax 08:31:09 kilobyte: I didn't say crawl should force (although an option [sorry dpeg :] for 256 color mode would probably be the easiest way). But you can force tmux to assume the terminal is capable of 256 colors. 08:31:38 looked it up. The code is: "\e[48;5;" X "m" -- with X being the color code. 08:32:14 -!- MarvinPA has joined ##crawl-dev 08:32:19 it gets really ugly if you try to find out if the terminal is able to change the color of a color code :D 08:32:28 this is wrong as the syntax of \e[m is clearly said to be a series of independent commands, and a terminal which does not understand something should ignore it 08:33:35 48 is ok, doesn't clash with anything (except appearing to be an attempt to set the background code to a non-existent values, so certain buggy terminals may be confused) 08:34:08 but then you have 5, which is "turn blinking on", and finally a code which could clash with anything else 08:36:07 AFAIK this isn't from a standard, this was introduced by the xterm developers? 08:36:45 yeah 08:38:32 OOS developer are bad with standards 08:38:55 althought close source developers aren't better. Look at POSIX 08:39:21 so can we maybe get more colours? :D 08:39:28 won't help with monsters, i guess 08:39:49 and it suffers from the same flaw as redefining colours (\e] colour RRGGBB), invented AFAIK in the Linux console and supported by anything but xterm 08:40:50 I checked further: rxvt does not support it, neither does wterm. Windows console doesn't even have API which would allow that. 08:40:59 putty IIRC does 08:41:48 btw, is the fix for inverted dark grey objects (which should show as black-on-black as there is no dark grey background in 16 colors) a fix in crawl or in ncurses? 08:42:32 so, my verdict: we can let the user redefine things to use 256 colors, but we shouldn't use that in anything default 08:42:39 according to emacs, rxvt-unicode has 87 colours here 08:43:54 bhaak: not sure, but do curses use 1;3X or the 256c way? 08:44:07 M-x list-colors ; does emacs use ncurses? 08:44:25 by: at least using the xterm256 codes, only the regular colors show up 08:44:49 kilobyte: in 256 colors you do have dark grey as background. I don't know if and how you can get dark grey in 16 color ncurses 08:45:10 rxvt 2.6.4, as shipped in Debian (package version 1:2.6.4-14) 08:45:11 with TERM=xterm-256color, only the first 87 colors are non-white, but they do seem to work 08:45:12 kilobyte: agree with verdict 08:45:21 Restrictions are often a good thing, btw. 08:45:49 by: could you tee it and look up the code? 08:46:40 ncurses produce \e[48;5;Xm which show everything but the basic ones as white 08:47:39 ESC[48;5;30mcolor-30 08:47:43 konsole finally finished downloading and installing (it depends on most of KDE): 256 colors work there 08:48:11 woa. emacs multitty gets confused if one terminal is 256 colors and the other not :) although I have an old version 08:48:26 rxvt-unicode (urxvt) v9.05 - released: 2008-06-15 08:48:26 by: what version of rxvt do you use? 08:50:11 yay KDE crap spamming the console and not shutting up after the program which used it closed 08:50:52 rxvt-xterm is the one you have and also doesn't do colours 08:51:32 the package is rxvt-unicode-ml 9.05-1+lenny1 08:53:33 dpeg: another option would be to define a few extra colours with default fall-back rules (medium gray -> light gray, etc.), with an option to force 16 colour mode 08:54:42 by: the one I tried is rxvt (no support for 256). I just tried urxvt (rxvt-unicode) and it does support a subset of 87 first colors -- but not the one from the 87 color docs, but the first 87 of xterm256 ones. That makes an odd selection, as they are blues and greens 08:54:58 by: yes, but I am not so happy about this one 08:55:06 03dpeg * r9b3ecb5ced0e 10/crawl-ref/source/dat/des/branches/zot.des: Subvaults for the orb chamber (monky). 08:55:15 It may lure developers into thinking that there is more available than most players ee. 08:55:36 dpeg: they could be enforced as vault-only colours 08:55:39 by: you can't fall back in any automatic or semi-automatic way, since there's no way to autodetect this and the codes were made with disregard for compatibility 08:56:18 just say "who wants more colors shall play tiles" EOD :) 08:56:27 due: vault-only doesn't help with things like elf floor 08:56:35 by: well, feature-ony 08:56:39 i'll rephrase 08:56:42 fortunately, I think that all modern terminals which identify themselves as XTERM do support 256 08:56:44 don't allow them to be used for monsters 08:57:06 256 is too much anyway :) 08:57:19 this may leave teraterm uses in the water, but hey, they can upgrade to something made this millenium 08:57:26 s/uses/users/ 08:57:29 dpeg is 8bit color blind? 08:57:37 bhaak: less is more 08:58:15 i'd like normal grey! 08:58:20 like #c0c0c0 08:58:29 I agree that a few more colours would be good :) 08:58:38 But squaring is overshooting it. 08:58:43 dpeg: you know, I already said this 20 years ago, when I had my Amiga: "more colors are better" 08:58:43 oh, i agree 08:58:50 Think of all the future bikesheds! 08:59:02 dpeg: "I don't like orcs being *that* shade of red." 08:59:04 Yes, I see your point. 08:59:08 16 colors should be enough for everybody 08:59:12 bhaak: it depends on what you want. We are talking console here. 08:59:17 * due stares atsorear. 08:59:18 felirx: <3 08:59:33 on the other hand, if I succeed with my Unicode support rewrite, we'd be able to use Unicode everywhere 08:59:35 sorear plays monochrome? 08:59:46 kilobyte: here, urxvt & emacs shows an even selection of colours -- maybe emacs redefines the colours? 08:59:51 dpeg, felirx: a REAL argument would be: "think of what this will do to ttyrec size" 08:59:55 dpeg: No, I remember a comment from him regarding disliking the recolouring of orcs a few versions ago. 08:59:59 by: possible 09:00:06 crawl is little fatty ttyrec wise ;) 09:00:08 bhaak: that was an obvious Bill Gates reference 09:00:27 Oh, I love the time when higher orcs will be shown as รถ with several dots 09:00:28 bhaak: it does scrolling, unlike nethack 09:00:37 due: sorear's not here 09:00:44 by: yes, hence the staring 09:00:56 felirx: do you think a bill gates reference works in your favor? :) 09:01:10 kilobyte: if you play in a really tiny terminal, nethack does scrolling, too! 09:01:41 I'd like to propose Unicode as default -- with # for walls, since that mesh looks ugly in all modern (ie, non-bitmap) fonts 09:01:57 bhaak: and in that case, its ttyrecs would be fat too 09:02:39 kilobyte: you might be surprised how many systems still aren't unicode ready 09:02:53 my guess is, support for 87/256 colors is WAY better than unicode 09:04:15 bhaak: systems may be not, but EVERYTHING made in the last 10 years supports \e%G 09:04:18 the urxvt colours in emacs are 4*4*4 + 8 09:04:46 72? 09:05:33 bhaak: also, unlike 256 colors, you can detect if the terminal is in Unicode mode or not 09:05:49 the basic 16 are within these it seems, except perhaps lighgray and darkgray 09:06:16 so 74 colours 09:08:26 dpeg: for that orb vault, in the normal vault you need to kill 12 orb guardians, in orb_monky_inset 20 (unless you ninja it) 09:08:46 kilobyte: then you must rephrase your suggestion: unicode as default for unicde capable terminals. sounds much less dangerous 09:08:53 8 extra orb guardians? 09:08:56 That is way too many 09:09:30 kilobyte: yes, I know 09:09:34 but it easier to corrupt 09:09:40 once it's more than a few, does it really make that much of a difference? 09:09:48 you're not going to fight them all at once anyway 09:09:53 corruption is so uncommon as to make not much of a difference 09:10:02 by: true 09:10:03 I contemplated changing it, but I left it for now. Hope we will get more subvaults. 09:10:07 i thought corruption basically didn't work at all on zot:5 09:10:14 to get through walls at least 09:10:15 MarvinPA: why not? 09:10:25 it just doesn't work on the permarock 09:10:33 which is all of it 09:10:33 oh, was it always like that? 09:10:41 bhaak: the thing is, all terminals I tested do support switching to UTF-8, save for teraterm which is abandonware 09:10:45 okay, so the subvault will need changing 09:10:54 MarvinPA: just around the orb chamber, no? 09:11:10 But I really like the idea of approaching Zot:5 like this. Much easier than trying to draw new maps for the whole level. 09:11:14 i tried breaking through from the bottom lung into the top lung a couple of times 09:11:16 and it doesn't work at all 09:11:18 bhaak: oh, wait... it appears there was a modern release of tera term, I'll check it 09:11:30 i understand that you can't break directly into the orb chamber though 09:11:33 Tweaks for the new berserk visuals (https://crawl.develz.org/mantis/view.php?id=2511) by OG17 09:12:28 kilobyte: http://www.ayera.com/teraterm/ this one? I've never seen that one before 09:13:51 I guess there could be an orb chamber with less resistance but no apportation 09:14:17 bhaak: wikipedia says there's a version 4.66 from this year, that 3.1.3 is ancient stuff which hardly supports XP 09:15:11 but then you'd be relying on getting one certain subvault in whatever game it is you choose to play lugonu, surely? seems a bit much to bet on 09:15:14 MarvinPA: the walls between the bottom and top chambers are 90% permarock, 10% stone if I read the des correctly 09:15:46 hm ok, when i tried corrupting recently, i was told that was the best place to try it be people who'd done it in the past 09:16:02 can I steal someone's makefile-fu? 09:16:17 neunon! 09:16:19 but it seems like it's very hard to break a hole between the bottom and top chambers 09:16:20 but the main chunk of wall right in the middle is all rock, so you could shatter/corrupt(?) your way right from the first room to the top chambers 09:16:25 well, by or kilobyte will hopefully know 09:16:47 basically, I can't remember how to check if a variable has been defined (X=y make) so I always overwrite it 09:16:48 MarvinPA: currently, apportation is something that is always desirable 09:16:52 oh huh, that'd probably require huge invoc skill and/or luck to get a big enough radius 09:16:57 i'll play around in wizmode a bit 09:17:03 kilobyte: ah, found it 09:17:16 corruption at 27 invo is funny monster-wise at least 09:18:24 strange, crawl just placed lemuel_elevator on zot:5 and is complaining about not finding an exit 09:18:45 it always does that 09:18:45 due: ?= 09:18:52 kilobyte: danke 09:19:13 due: or just use an if 09:19:21 perfect! I knew it was something like that but midnight=brain broke 09:20:06 corruption at 27 invoc removed a total of one stone wall in zot:5 09:20:11 yay! 09:20:55 oh okay, a couple more than just one but it only broke from the first chamber into the left one 09:21:59 my experiment was pretty disappointing, too 09:22:07 I have no idea how it's supposed to work, however 09:22:17 they all seem to be described as stone walls though, it's weird that some seem more vulnerable to it than others 09:23:38 for an ability that can only be used once per level, it affects a pretty small area 09:23:55 yeah, it's only a little bigger than LOS it seems 09:24:07 i vote for increasing rane of effect with invo 09:24:16 that's what i always thought happened :P 09:24:25 would certainly be cool 09:24:31 it would be good to know what's actually meant to happen, though -- it could well just be buggy 09:24:46 dpeg? 09:24:57 I know it does some things with corruption markers, which would mean things should happen after the initial invocation 09:25:20 yes` 09:25:50 how is corruption supposed to work, in your mind? 09:25:50 corruption has changed 09:26:01 don't really know, it is Darshan's brainchild :) 09:26:06 ! corruption in high places, clearly 09:26:08 greensnark! 09:26:22 * due kills a rat, begins Rite of AshkEnte 09:26:33 greensnark, greensnark, greensnark...! 09:27:05 the opening of the mouth... 09:27:20 * kilobyte makes a sacrifice of a turtle. 09:27:35 er, wait... you're using the wrong word 09:27:46 his main highlight is on "Shoals" 09:27:52 :) 09:28:13 He would always come by for a spectacular Shoals death, I assume. 09:28:27 I wouldn't worry too much about corruption now. 09:28:31 due: maybe if you splat in shoals? 09:28:49 hah 09:28:52 Really hope that Lugono Mk 2 will come to exist at some point and then we'll review the powers anyway. 09:29:00 !lg * place=shoals splat=y 09:29:01 28. Grimm the Backstabber (L15 SpEn), blown up by Boris on Shoals:4 on 2010-08-31, with 83796 points after 29186 turns and 1:12:26. 09:29:06 !lg * place=shoals splat=y -2 09:29:06 27. Mogwok the Blademaster (L22 HaBe), worshipper of Trog, drowned on Shoals:2 on 2010-08-24, with 269864 points after 102811 turns and 7:01:07. 09:29:14 drowning is a splat? 09:29:21 nno shoals splats post tourney 09:30:15 speaking of spriggans in water: what about making wading nuke your EV according to the size? Not badly for humans, very nastily for spriggans and little for ogres. 09:30:31 kilobyte: has been discussed, and am in favor of it 09:30:38 sounds good to me, too 09:30:42 +1 09:30:43 (and felids are a size cathegory smaller than spriggans, which fits) 09:30:57 CATegory :) 09:31:01 (does it currently affect EV at all, or just to-hit?) 09:31:12 we should keep track of what we want of the size system 09:31:23 dpeg: heh, thanks for correcting my typo 09:31:41 dpeg: and in this particular case... making an error in "cat"... 09:32:00 kilobyte: shocking 09:32:25 but well, it's time to go home. Meow! 09:32:26 dpeg: by the way, if lugonu gets redone, i'd kind of like to see corruption be directional and multi-usable rather than the current way of using it 09:32:30 bye! 09:32:43 Eronarn: this will be open to discussion 09:33:01 The basic idea is pretty simple, details how to flesh it out can be moved around 09:59:54 Does the double attack from standing in water still exist? 10:01:11 that's been gone for a while 10:01:38 cool 10:30:57 -!- stabwound has quit [Ping timeout: 240 seconds] 10:45:15 -!- stabwound has joined ##crawl-dev 10:45:15 -!- stabwound has quit [Changing host] 10:45:15 -!- stabwound has joined ##crawl-dev 10:46:30 doy: I like the second part about plants! 10:46:42 <-- strongly opinionated. 10:47:27 (: 10:48:33 -!- MarvinPA has quit [Ping timeout: 252 seconds] 10:51:06 11:50 < Eronarn> also, if you turn a summoning unique into a friendly slime via jiyva 10:51:09 11:50 < Eronarn> it'll summon friendly slime summons 10:51:12 was this ever changed? because if not, it should be 10:51:35 i don't mind uniques that get jiyvaized keeping abilities, but we should e.g. replace their summon demons with a summon-slimes spell 10:51:42 Napkin: you there? can you tell me how clean_map is supposed to work? 10:52:30 Eronarn: BR! 10:52:52 dpeg: i did BR it! a long time ago! :P 10:52:57 i don't know if it was fixed 10:53:06 Eronarn: Mantis, right? :) 10:53:14 oh, yes. not *THAT* long ago 10:53:18 not at... the other place... 10:53:30 by: the docs say "like pressing Ctrl-C all the time" 10:53:34 -!- elliptic has joined ##crawl-dev 10:53:45 but does it affect the normal view or just the X-map? 10:54:34 845 open items on Mantis :O 10:54:40 progress! 10:54:51 it was like 920 last week 10:55:02 of which there are 363 bugs 10:55:08 doy: I tried to help :) 10:55:12 (: 10:55:43 by: docs say "main screen and level map" 10:55:45 thanks everybody (doy and dpeg especially) 10:56:35 doy has been closing dubious FRs left and right. That's good! :) 11:02:31 03doy * rd29cc39791ab 10/crawl-ref/source/view.cc: only keep normal monster colors during berserk overlays, not others 11:02:41 cia is soooo slow 11:04:31 we're down to balance +64 for the last thirty days 11:05:53 -!- gamefreak264 has joined ##crawl-dev 11:06:26 -!- MadCoyote has joined ##crawl-dev 11:08:26 by: net loss of items? 11:08:42 net gain of items, i assume 11:08:49 yes 11:08:52 blammo 11:09:01 So many tiny FRs opened every day. 11:09:19 by: I fully support your idea of making Mantis exclusive for bugs and for code-worthy proposals. 11:09:26 Will mention that when we plan 0.8. 11:09:34 yes, me too 11:19:51 03by * r313e1f19cc20 10/crawl-ref/source/view.cc: Fix Options.clean_map not affecting normal view. (#2472) 11:24:37 By Beogh, the minivault files could also need some structure. They're so big. 11:26:31 doy: I am sure that jpeg wanted to display maximal numbers of wand charges in \, nothing else. 11:26:33 I was watching a game on CDO and I noticed that the player's (a monstrous demonspawn) unarmed strikes were causing a bleed effect. Did unarmed really need a buff? 11:26:44 The +0's are a bug, not a feature. 11:27:13 MadCoyote: we are trying to differentiate the various unarmed attacks. 11:27:19 ah 11:27:20 yes, i know, i'm just pointing out that that's what caused the bug, and that it's not as trivial to fix as i was hoping 11:27:23 (: 11:27:31 either way it's a neat little bonus 11:27:50 doy: couldn't we simply suppress that new feature everywhere except for wands? 11:28:01 MadCoyote: the nerfs will come, don't worry. 11:28:36 dpeg: it's a bit more complicated than that with the way the code is structured 11:28:40 that addition stood out to me because I'm a sucker for unarmed combat 11:29:46 doy: ah, I am blessed, for I wouldn't know :) 11:29:56 MadCoyote: so you like monstrous DS? 11:30:32 yeah, the new mutations are really interesting 11:30:49 :) 11:40:17 03doy * r01cb2eed6fec 10/crawl-ref/source/itemname.cc: hide pluses for rings and rods in the \ menu 11:44:12 Nabend 11:44:41 by, you already fixed it? 11:45:36 great, thank you :)) 11:47:58 doy: yay 11:49:40 -!- blackpenguin has quit [Quit: Yes, Virginia...] 11:57:33 03by * r44b23dbb5e23 10/crawl-ref/source/chardump.cc: Enable highlighting of notes. (#862) 11:57:53 doy: can you check if it highlights the wrong things for you? 12:06:07 03doy * r045c4d691ae4 10/crawl-ref/source/ (mon-util.cc mon-util.h view.cc): don't color "firewood" monsters during berserk 12:09:20 -!- blackpenguin has joined ##crawl-dev 12:10:26 by: looks good to me 12:12:44 good; I'm not sure why it would have behaved differently in the past 12:13:44 me either 12:14:48 so, thoughts on darkgrey walls/floors? 12:19:43 hmmm, i wonder 12:22:53 doy: whatever colours you came up with are good 12:23:08 It makes me sad to lose the Elf flavour, but gotta look ahead. 12:23:43 i don't really see the flavour being that interesting for elf 12:23:54 tar loses the most i think 12:24:03 i'm trying to figure out what i want elf to look like though 12:24:16 long term goal is to make elf more castle-like in general 12:24:40 my long term goal anyway(: 12:25:13 but lightblue/white looks too much like zot:2 12:25:39 doy: I am more often in Elf than in Tar :) 12:25:48 wait, different zot levels have different fixed colours? 12:25:54 how about letting elven halls go up instead of down? and have a castle at elf:1? 12:26:02 well, my point is that darkgrey in elf has no real meaning 12:26:35 unlike tar 12:26:59 but tar is mostly okay because we've been slowly moving shadow-type monsters to magenta anyway 12:27:07 by: yes 12:27:34 lightgrey/lightgrey, lightblue/lightgrey, lightblue/lightblue, lightmagenta/lightblue, lightmagenta/lightmagenta 12:27:34 heh, that was entirely lost on me 12:28:15 it could be lightmagenta/lightmagenta all the way for me 12:28:30 "who ever hangs around on zot:1-4 anyway" 12:28:45 tiamat, sometimes 12:28:49 :P 12:29:05 i'm going to see if i can get some kind of interesting brick-like coloring going on for elf, not sure if it's going to turn out reasonable-looking, but we'll see i guess 12:29:18 zot:5 is lightmagenta/magenta, zot:4 is magenta/blue though, right? 12:29:31 oh maybe my terminal is stupid 12:30:04 ah, looks like i got some of the lights mixed up there 12:30:14 they aren't incredibly distinguishable on my terminal anyway 12:30:53 making all of zot lightmagenta/magenta sounds like an improvement to me, really 12:30:58 dpeg: I would really like it if non-mutated unarmed differed depending on whether you have higher ST or DX. We already do the different titles, but an extension would be higher ST = karate, higher DX = judo. 12:31:02 lightgrey/lightgrey, lightgrey/blue, blue/lightblue, lightblue/magenta, magenta/lightmagenta 12:31:30 by: i think having zot:5 be unique is cool 12:31:39 but yeah, zot:1-4 being different is mostly meaningless 12:32:05 but the magenta theme is already there with the gates, maybe carry that through somehow? 12:32:32 doy: personally i would hold off on elf color changes as long as possible, in the hopes that we find something particularly pretty whenever we do an elf layout change :P 12:32:34 use zot:4 coloring for 1-4 would be good i think 12:32:51 Eronarn: we can always change it again(: 12:32:57 by: i kind of like the idea of zot being marbled 12:33:05 big magenta streaks running through it in a spiderweb-y pattern 12:33:23 or maybe sometimes it's a grid; sometimes it's diagonals; sometimes it's concentric circles 12:33:25 well, that's one of the things i'm working on allowing at the moment 12:33:33 color patterns rather than just randomized 12:33:34 (: 12:33:47 doy: cool! 12:33:54 'twould be neat... when are we gonna see 256 color support, though? ;) 12:34:00 we aren't d: 12:34:09 boo 12:34:39 on a slightly related note, I can't stand the varying colours (with time) that sometimes show up in the abyss or pan 12:35:12 by: ? 12:35:29 doy: is it just technically not possible at all, or not enough demand? 12:36:05 Eronarn: there's no way to properly fall back to something useful if the user doesn't have 256 color support 12:36:33 also, not a big fan of having to maintain multiple implementations of coloring stuff 12:36:51 doy: I think elemental colours can be chosen for abyss floor (ETC_FIRE or so) 12:36:53 and i don't think it would gain all that much anyway 12:37:05 by: hmmm, i don't think i've ever seen that, outside of vaults 12:37:24 i'd say it's probably a bug if they can 12:37:35 doy: it's not possible to just make specific_shade_of_blue fall back to darkblue, specific_shade_of_grey to lightgrey, etc? 12:37:42 Eronarn: no 12:37:59 that's too bad :( 12:38:27 terminals are pretty horrible, all around 12:39:45 basically designed by "take hardware protocols from various incompatible pieces of hardware from the 70s, and if you need any more features beyond that, just make something up off the top of your head" 12:39:48 oh, i meant handle the fallback in code, make it a compile option or something 12:39:54 mantis needs a "random open issue" button :) 12:40:12 russian mantis roulette? 12:40:14 i don't think you can do that sanely at the terminal level, no 12:40:44 hmmm, guess it could be done at the code level or something, but still not sure that it's worth it 12:41:55 by: the zot colours are defined at the very end of zot.des 12:42:20 it would be nice for making much prettier multi-toned layouts with subtler color changes 12:42:42 Eronarn: differing Dex and Str UC is okay with me, but I am not in a position to make proposals right now. 12:43:10 i don't know how disruptive it would be to the code to make every call to x_color_name make it figure out whether it can use that color or has to fall back to 'plain old red', though 12:43:19 by: it is disturbing, but also rare 12:43:32 First time I got it, I immediately complained to Darshan who just laughed :) 12:44:11 I think giving 256 colours to vault makers would not be a good idea; at most a few extra well-defined and differentiated colours in my opinion 12:44:11 dpeg: i have some ideas, but i'd like to see how we have plans for handling armed combat, first 12:44:27 by: yes 12:44:51 Eronarn: the only plan I know of (and one I support) is Cryp71c's movement to make the various UC attacks different. 12:45:06 by: that's true; we could take the option of, say, making colors like 'sand' that's like elemental colors but for several different shades of the same color (sand = yellow) 12:45:20 still would need 256 color support to do that at all though 12:45:26 Also, there is the issue with tiles. 12:46:47 dpeg: whatever happened to stuff like making axes and maces different from shortblades? did that die? 12:48:39 of course not 12:48:46 tiiiime 12:48:48 and cooooders 12:49:50 well, coders are one thing, but last i heard we still had not even settled on ideas :) 12:49:54 i really think we should get rid of short blades 12:49:57 as a skill 12:50:18 doy: by now, I support the opposite 12:50:23 why? 12:50:23 keep SBLades, remove Stab 12:50:33 oh, that's interesting 12:50:44 doy: because one of them is well-defined, not just the two together 12:50:58 I believe that stabbing should be an implicit function (of the weapon type and Dex, mostly). 12:51:12 if i did that though 12:51:22 i might move over only, say, 70% of stabbing functionality to shortblades 12:51:26 and move the rest to stealth 12:51:34 so that non-shortblade stabbers can still train something to improve their stabs 12:52:02 dpeg: but short blades aren't useful at all as actual weapons 12:52:17 so you're pretty much only going to be using them for stabbing anyway 12:52:33 and stabbing is useful for all kinds of weapons, not just short blades 12:53:02 combining short blades and long blades means you can naturally progress from sabres to long swords or whatever 12:53:05 doy: the distraction stabs should be improved upon, I agree (and _those_ should be a function of high Dex) 12:53:09 yes 12:53:12 For this there actually is a plan =) 12:53:57 Eronarn: I say that you can stab with any weapon but you get boni for low weight and edge 12:54:01 so short blades are best 12:54:27 and stabbing doesn't become short blades, but weapon skill? 12:55:19 -!- gamefreak264 has quit [Ping timeout: 240 seconds] 12:55:45 by: sort of 12:56:06 Currently, every stabber will train stab and Sblade in parallel, right? 12:56:07 dpeg: sure, and that's fine, but i'm talking about ability to specifically improve stabbing 12:56:14 So we can safely remove one skill. 12:56:24 being able to improve 'the thing your character does' is important 12:56:38 Eronarn: to improve stabbing, you take a lighter weapon in your preferred class and increase Dex 12:57:03 dpeg: currently stabbers don't train sblade and train stabbing only a little bit because you don't need much 12:57:34 elliptic: in any case, at least one skill is superflous 12:57:35 dpeg: oh, so it's not short blades specifically that will improve stabbing, but just shortblades will be best at stabbing? 12:58:33 yes 12:58:47 at least that was my vision 12:59:14 giving sblade users a reason to train sblade skill would certainly be good 12:59:31 it does reduce differentiation between a character that picks up a short blade for a bit of melee early and a stabber 12:59:36 In order to keep the Sblades skill, their bonus must be significant, of course. 13:00:23 by: I would like to make the additional stabs against non-sleeping monsters (distraction stabs) dependent of Dex alone. (This is part of the weapon moves programme.) 13:00:43 So if your guy is dedicated to Int, it should be a bit different. 13:01:01 03by * rca73e0862b80 10/crawl-ref/source/abl-show.cc: Don't waste a turn for not renouncing religion. (#1983) 13:01:16 dpeg: it does seem strange with your proposal that stabbing doesn't involves any specialization at all 13:01:48 elliptic: in skills? 13:01:51 yes 13:02:01 stealth + sblades would still be best 13:02:26 sblade skill doesn't really sound like a specialized stabbing skill to me 13:03:44 from your pov or from what I said? 13:04:05 as by said, lots of chars get sblade skill 13:04:20 elliptic: but how many train it really high? 13:04:23 and they aren't necessarily interested in stabbing, but now they become good at stabbing for free 13:04:34 i assume that you'd train polearms if you wanted to stab with a trident 13:04:51 (as in, weapon skill will have an effect on stabbing effectiveness) 13:04:52 dpeg: as one example of a popular build, HaBe 13:05:01 doy: yes, but it'd be always worse than stabbing with a knife (has other advantages, of course) 13:05:07 right 13:05:14 elliptic: I don't see the problem. 13:05:31 You mean that a SBlade melee fighter would now also get stabbing for free? 13:05:32 dpeg: it just seems strange that a character can become really good at stabbing without doing any stabbing at all 13:05:35 yes 13:06:14 elliptic: this is the learned notion of "there is a stabbing skill" :) 13:06:28 One of the basic assumptions (e.g. when doy proposes to remove SBlade skill) is that there are too few SBlade meleers to warrant a skill. 13:06:49 sblade meleeing really isn't bad 13:07:17 early on sblade is one of the best weapon types 13:08:27 03dpeg * re5865ddb3d9d 10/crawl-ref/source/dat/des/variable/ (mini_features.des mini_monsters.des): minivaults restructuring; many new minivaults (CoreXii). 13:08:51 so I'm a bit unsure what that assumption is based on 13:10:01 !lg * t won s=sk 13:10:01 321 games for * (t won): 42x Dodging, 32x Spellcasting, 31x Necromancy, 28x Polearms, 26x Unarmed Combat, 26x Stabbing, 24x Conjurations, 22x Short Blades, 14x Axes, 13x Ice Magic, 13x Long Blades, 10x Enchantments, 7x Fighting, 6x Maces & Flails, 4x Shields, 4x Poison Magic, 3x Throwing, 3x Summonings, 3x Invocations, 2x Fire Magic, 2x Crossbows, 1x Bows, 1x Stealth, 1x Evocations, 1x Slings, 1x ... 13:10:05 elliptic: are you familiar with https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:item:weapon_reform&s[]=move ? 13:10:19 more common as a title to end with than any other weapon type except polearms 13:10:34 elliptic: well, meleers were a bit unpopular this time :) 13:10:52 even so 13:11:12 !lg * t=8 won s=sk 13:11:13 Unknown selector: t 13:11:17 !lg * time=8 won s=sk 13:11:17 Unknown selector: time 13:11:19 grrr 13:11:30 what are you trying to search for? 13:11:44 the same list for 2008 13:11:50 when=t8 13:11:54 !lg * t8 won s=sk 13:11:55 169 games for * (t8 won): 40x Axes, 19x Long Blades, 17x Unarmed Combat, 12x Fighting, 11x Polearms, 9x Spellcasting, 9x Dodging, 7x Enchantments, 7x Maces & Flails, 5x Shields, 5x Conjurations, 3x Staves, 3x Ice Magic, 3x Earth Magic, 3x Summonings, 3x Stealth, 3x Necromancy, 2x Short Blades, 2x Transmigration, 1x Armour, 1x Invocations, 1x Evocations, 1x Stabbing, 1x Fire Magic, 1x Crossbows 13:12:00 !lg * t9 won s=sk 13:12:01 286 games for * (t9 won): 84x Axes, 33x Polearms, 28x Unarmed Combat, 22x Conjurations, 19x Fighting, 17x Long Blades, 13x Necromancy, 11x Dodging, 8x Maces & Flails, 8x Spellcasting, 8x Short Blades, 7x Stealth, 7x Ice Magic, 4x Shields, 4x Stabbing, 3x Invocations, 2x Air Magic, 2x Earth Magic, 2x Enchantments, 1x Staves, 1x Evocations, 1x Poison Magic, 1x Crossbows 13:12:03 it matters quite a bit 13:12:29 yeah, short blade fighters are only really popular now because dodging and spen are so overpowered in 0.7 13:12:34 exactly 13:12:40 doy: most of them aren't spen though! 13:12:55 !lg * t won sk=short blades s=char 13:12:55 22 games for * (t won sk=short blades): 6x HaBe, 5x HaTm, 2x DSAs, 2x SpEn, 1x HaAM, 1x SpFi, 1x DSSt, 1x MDEn, 1x KoBe, 1x NaPr, 1x KoCr 13:13:44 !lg * t won sk=Short Blades|Long Blades|Polearms|Axes|Maces & Flails s=sk 13:13:44 83 games for * (t won sk=Short Blades|Long Blades|Polearms|Axes|Maces & Flails): 28x Polearms, 22x Short Blades, 14x Axes, 13x Long Blades, 6x Maces & Flails 13:13:52 !lg * t9 won sk=Short Blades|Long Blades|Polearms|Axes|Maces & Flails s=sk 13:13:53 150 games for * (t9 won sk=Short Blades|Long Blades|Polearms|Axes|Maces & Flails): 84x Axes, 33x Polearms, 17x Long Blades, 8x Maces & Flails, 8x Short Blades 13:14:00 !lg * t8 won sk=Short Blades|Long Blades|Polearms|Axes|Maces & Flails s=sk 13:14:00 79 games for * (t8 won sk=Short Blades|Long Blades|Polearms|Axes|Maces & Flails): 40x Axes, 19x Long Blades, 11x Polearms, 7x Maces & Flails, 2x Short Blades 13:14:10 heh 13:14:41 all I'm saying is that sblade melee isn't exactly unpopular at the moment :) 13:15:06 elliptic: but I am thinking about the time when EV is back in check 13:15:18 it's always been playable 13:15:20 the current state only tells you what's more urgent to nerf 13:15:28 it's always been playable, but it was also nerfed in 0.6 13:15:47 vorpal brand was fairly important to it being playable previously 13:16:09 I don't think it has to do with EV unless you plan to disable halflings and kobolds entirely :P 13:16:15 unless you get lucky with slaying anyway 13:16:30 elliptic: well, just look at the 08 and 09 numbers 13:16:54 sure, sbl is more popular right now because halflings got buffed 13:17:01 well, armour was good there, and characters that like armour don't prefer short blades 13:17:07 -!- gamefreak264 has joined ##crawl-dev 13:17:11 I wasn't aware that the state of melee in 08 and 09 was desirable 13:17:20 with heavy armour dwarves everywhere 13:17:29 so using that as a base seems strange 13:17:52 yeah, it's just broken in a different way now 13:18:06 elliptic: oh, absolutely 13:18:11 not sure why you think it is broken, those search results are far more balanced now 13:18:29 I just don't agree with "SBlades melee is great now, no reason to change it" :) 13:18:49 dpeg: oh, I'm definitely in favour of greater weapon type differentiation 13:18:55 I am not sure we have to boost AC, but I am pretty sure we have to nerf EV. 13:18:58 I'm just pointing out that sblade melee isn't bad 13:19:19 elliptic: if you want to, you can comment on the implicit weapon moves. 13:19:21 and lots of people are choosing it instead of crosstraining to lblade 13:19:27 I like that idea a lot and stabbing would fit right in. 13:19:38 03dpeg * r6ad5a65997c7 10/crawl-ref/source/dat/des/variable/large.des: Add minmay's redone crystal_thing vault. 13:20:48 there's definitely some danger in merging skills: the fact that a rock-slinging troll should be carrying a blowgun now is not a good change in my opinion 13:21:23 by: I agree 13:21:35 it would be neat if sbl had some fencing-style stuff 13:21:37 overloaded enchantment skill is somewhat similar, where you have to choose a conduct to not pick up the same old spells 13:21:39 by: but there is also the problem of too many skills 13:21:53 by: this is something we will address 13:22:07 yeah, needle mechanics are strange 13:22:11 by: I believe that blowguns should operate on Dex and the skill 13:22:15 by: blowguns are actually much better if you have huge lungs :P 13:22:27 -!- morik has joined ##crawl-dev 13:22:33 elliptic: when we did something about RC, we burned out on discussion before reaching a needles concensus 13:22:48 oh, dex+throwing working entirely different than str+throwing sounds like a good way to go 13:23:01 DGHu for the win 13:23:12 There is always the option of scrapping needles/blowguns and adding their function to darts. 13:23:20 i think what i proposed last time was that range/ability of the needle to penetrate is based on ST 13:23:26 but effects were based on precision (DX + skill) 13:23:40 -!- M-Kaibigan has joined ##crawl-dev 13:23:45 it could be as easy as capping throwing skill to strength for damage missiles and dex for needles 13:24:00 by: that's not a bad idea at all 13:24:10 wouldn't affect early game much at all though 13:24:11 What about dagger throwers 13:24:25 by: good idea 13:24:29 the formulas for needle usage need to be changed also of course 13:24:31 Dunno what you're talkin' about though 13:24:33 you could take a weighted average of dex and str 13:24:44 elliptic: definitely, they need that anyway 13:24:49 yeah 13:24:58 the needles aren't all that useful without stabbing 13:25:00 Basically, everything in this game is broken .) 13:25:12 also I'm really not a fan of being able to do weird things like put electric golems to sleep with needles 13:25:14 I think it's just the players are good 13:25:15 and I don't particularly mind TrHu using them 13:25:36 that cap seems unnecessary and a bit strange 13:25:39 But dex should apply to daggers and darts; and needles. 13:25:44 TrHu probably just cares about needles of paralysis and curare, yeah 13:25:52 elliptic: that's obviously a bug 13:25:54 and throwing doesnt aid curare much 13:26:06 doy: I'm pretty sure it's intentional 13:26:07 Playing a game of darts requires dexterity, not strength :< 13:26:08 non-living things should be immune to needles 13:26:10 curare should be nerfed :P 13:26:15 yes, there's a fr :P 13:26:21 or maybe it's br 13:26:22 syllogism: right, so needles of paralysis are the only problem and they are very rare 13:26:25 doy: qualified yes - there should be some needles with poisons against non-living things 13:26:26 by: well, it's obviously wrong then d: 13:26:43 elliptic: and, thus, the cap would just add unnecessary complexity 13:26:56 M-Kaibigan: just so you know, crawl darts are not the darts you use in a game of darts 13:26:59 i would not have expected needles to work on golems, in any case 13:27:09 Eronarn: Then what are they 13:27:10 rusty needles 13:27:31 M-Kaibigan: http://farm4.static.flickr.com/3204/2743055843_a0955f12d4.jpg 13:27:52 darts, as historically used in combat, were lawn dart sized things 13:27:55 Dex should affect accuracy anyway 13:28:10 Does it? 13:28:24 why don't you read the code 13:28:31 I haven't grabbed the source 13:28:39 Meanwhile 13:28:40 https://crawl.develz.org/mantis/view.php?id=2504 13:29:22 (we should totally have pilums, by the way) 13:29:45 (and atlatls!!) 13:30:18 Let's throw in throwing elephants too 13:30:30 let's throw in elephants that throw elephants 13:30:45 Those thrown by hellephants rite? 13:30:55 -!- by has quit [Quit: leaving] 13:32:44 good job, folks 13:33:43 !tell by While I appreciate the power of the /quit, the proper tool is /kick, in order to maintain a good mood later. 13:33:43 dpeg: OK, I'll let by know. 13:34:56 -!- Eronarn was kicked from ##crawl-dev by dpeg [One] 13:35:03 -!- Eronarn has joined ##crawl-dev 13:35:03 -!- M-Kaibigan was kicked from ##crawl-dev by dpeg [Two] 13:35:04 -!- M-Kaibigan has joined ##crawl-dev 13:35:04 :P 13:35:11 -!- Zannick was kicked from ##crawl-dev by dpeg [Three] 13:35:16 -!- Zannick has joined ##crawl-dev 13:35:22 * doy hides 13:36:05 :< 13:38:18 :P 13:41:28 gogo gadget autojoin script 13:41:40 /knockout is a lot more effective! 13:49:20 felirx: First time is only a warning. 13:50:59 knockout is just a very short temp ban+kick 13:51:02 to prevent autojoin! 13:52:02 the autojoin script i have uses an adjustable delay 13:52:12 but anyway, off-topic 13:52:27 Is there a crawl chat? 13:52:44 ##crawl 14:04:18 03dpeg * r448a9fd35bfd 10/crawl-ref/source/dat/des/ (4 files in 3 dirs): Another set of minmay'S maps, including Snake and Elf endings and ossuaries! 14:05:28 Down to two items assigned to me. 14:05:30 Work now! 14:08:58 -!- dpeg has quit [Quit: leaving] 14:10:32 -!- gamefreak264 has quit [Ping timeout: 276 seconds] 14:10:47 -!- gamefreak264 has joined ##crawl-dev 14:12:13 -!- purge has quit [Ping timeout: 245 seconds] 14:33:04 -!- upsy has joined ##crawl-dev 14:34:59 -!- gamefreak264 has quit [Ping timeout: 240 seconds] 14:45:53 -!- gamefreak264 has joined ##crawl-dev 14:59:48 -!- Pseudonut has joined ##crawl-dev 15:08:30 Make +X meaning consistent between weapons and rods (https://crawl.develz.org/mantis/view.php?id=2512) by 256 15:49:18 -!- Textmode has joined ##crawl-dev 15:52:05 -!- monky has joined ##crawl-dev 15:53:02 -!- syllogism has quit [] 16:00:28 -!- Gretell has quit [Ping timeout: 276 seconds] 16:02:59 -!- Napkin has quit [Ping timeout: 276 seconds] 16:03:22 -!- Napkin_ has joined ##crawl-dev 16:03:22 -!- Napkin_ has quit [Changing host] 16:03:22 -!- Napkin_ has joined ##crawl-dev 16:04:59 -!- Cryp71c has quit [Quit: Leaving] 16:07:27 -!- Gretell has joined ##crawl-dev 16:42:50 -!- valrus_ has joined ##crawl-dev 17:13:41 -!- morik has quit [Quit: Adios] 17:17:37 hmmm, i think this has a lot of possibilities 17:18:35 wonder if i could use this to give the shoals waves 17:18:36 (: 17:22:14 -!- eith has quit [Ping timeout: 264 seconds] 17:27:16 -!- evilmike has joined ##crawl-dev 17:28:53 -!- valrus_ has quit [Remote host closed the connection] 17:36:40 03by * r67236b0e6878 10/crawl-ref/source/dungeon.cc: A spotty vault connector for the Mines. (#2349) 17:45:21 03by * r73021641df50 10/crawl-ref/source/ (9 files): Give invisibility the same treatment as levitation. 17:49:37 -!- M-Kaibigan has quit [] 17:55:07 nice 17:57:39 -!- Pseudonut has quit [Quit: Computer went to sleep] 18:03:03 shoals now has waves in my colour-patterns branch, i think it looks pretty cool 18:04:01 still needs some work to clean up the api and make it more flexible, right now there's a lot of repeated/hardcoded stuff 18:04:08 but i think this is pretty promising 18:04:08 (: 18:06:55 hope we can use it in lair, for growing plants/molds 18:06:56 i wonder if i could factor out the river dungeon layout to approximate Eronarn's marbled floors thing 18:07:06 hmmm? 18:12:28 -!- gamefreak264 has quit [Ping timeout: 252 seconds] 18:31:02 -!- MarvinPA has joined ##crawl-dev 18:36:40 -!- morik has joined ##crawl-dev 19:01:01 -!- valrus_ has joined ##crawl-dev 19:05:35 -!- Sequell has quit [Ping timeout: 276 seconds] 19:07:57 -!- upsy has quit [Quit: Leaving] 19:08:54 -!- enne has quit [Ping timeout: 265 seconds] 19:09:04 so what's happening with colour then? 19:10:27 -!- gamefreak264 has joined ##crawl-dev 19:11:05 -!- enne has joined ##crawl-dev 19:11:43 An enne! 19:13:00 -!- Sequell has joined ##crawl-dev 19:13:18 due: i'm adding the ability to use colours other than just "fixed" or "random every time the tile is redrawn" 19:13:46 doy: note the colouring of trees 19:14:01 doy: what are the other options? 19:14:21 kilobyte: good point, should probably make those use this system too 19:14:42 valrus_: being able to base the color on grid location, or on various time-based things 19:14:46 it's a hash (but not a fully "random" one!) of the coords 19:14:51 ah, nice 19:14:58 so checkerboard patterns are possible, as are "waves" 19:15:24 (where i just turn shallow water tiles at a certain moving depth lightcyan) 19:15:44 http://sprunge.us/XaVS shows a sample of that hash 19:15:53 and yes, "random but fixed" like trees would fit in with that too 19:16:19 yeah, they should probably use that system 19:17:34 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:19:15 the current implementation is very much proof-of-concept, i'm going to rewrite it to be less dumb hopefully tomorrow 19:19:30 awesome 19:19:50 kilobyte: did anything happen with the +more colours? 19:21:37 it should be pretty easy to hook this in with lua too, to allow encompass maps and portal vaults to define colour patterns 19:27:20 +more? I'm afraid I don't get what you're talking about (but then, at 2am I'm not thinking well) 19:39:52 kilobyte: additional colours 19:50:06 ah, xterm-256 color handling 19:50:20 I wrote a page on the wiki describing the issues 20:12:22 -!- gamefreak264 has quit [Ping timeout: 272 seconds] 20:12:32 -!- gamefreak264 has joined ##crawl-dev 20:17:23 -!- Cryp71c has joined ##crawl-dev 20:30:16 Autoexclusions don't get blocked by walls correctly (https://crawl.develz.org/mantis/view.php?id=2513) by MarvintheParanoidAndroid 20:36:23 -!- Cryp71c has quit [Ping timeout: 265 seconds] 20:39:50 -!- gamefreak264 has quit [Ping timeout: 276 seconds] 20:42:31 -!- gamefreak264 has joined ##crawl-dev 20:48:29 -!- valrus_ has quit [Remote host closed the connection] 20:50:22 Multiple portals to the same sewer (https://crawl.develz.org/mantis/view.php?id=2514) by nicooo 20:59:20 -!- gamefreak264 has quit [Ping timeout: 240 seconds] 21:05:15 -!- valrus_ has joined ##crawl-dev 22:12:57 -!- gamefreak264 has joined ##crawl-dev 22:15:33 -!- MarvinPA has quit [Read error: Connection reset by peer] 22:15:51 Some weapon brand icons are incorrect (https://crawl.develz.org/mantis/view.php?id=2516) by Nobody 22:15:51 Shift + direction ignores exclusions (https://crawl.develz.org/mantis/view.php?id=2515) by Nobody 22:45:49 -!- gamefreak264 has quit [Ping timeout: 252 seconds] 23:13:24 -!- valrus_ has quit [Remote host closed the connection] 23:18:28 -!- M-Kaibigan has joined ##crawl-dev 23:28:24 -!- OG17 has left ##crawl-dev 23:29:25 -!- OG17 has joined ##crawl-dev