00:22:56 does it mention in game anywhere that TSO halo reveals invisible units? it does, right? 00:23:15 ??tso[invis 00:23:16 I don't have a page labeled tso[invis in my learndb. 00:23:19 ??halo[invis 00:23:20 halo[1/1]: 1*+ TSO worshippers, users of the {eveningstar of brilliance}, or some holy creatures light up their surroundings like the Olympic Stadium, centered on themselves. Within the halo's radius, every creature (excluding the source) is easier to hit, invisible creatures are revealed, and the player's stealth is halved. 00:28:25 %??gnoll 00:28:25 gnoll (08g) | Spd: 10 | HD: 2 | HP: 10-15 | AC/EV: 2/9 | Dam: 9 | 10weapons, 10items, 10doors | Res: 06magic(10) | XP: 14 | Sz: Medium | Int: human. 00:34:06 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-607-g760965b (34) 01:32:09 -!- amalloy is now known as amalloy_ 01:44:11 You draw a card... You have drawn Exile. 01:44:13 The plant is devoured by a tear in reality. 01:44:15 bug or not? 01:51:03 i just spent a lot of time with only a couple of cards remaining hanging out for my next gift. And then it came and I was like half full of cards (or at least it felt like it). Maybe card gifts could be more frequent but smaller 02:29:50 Killmatronix (L21 NaBe) Crash caused by signal #15: Terminated (Elf:1) 03:32:11 Experimental (new-nemelex) branch on crawl.kelbi.org updated to: 0.23-a0-635-g1f57fc4031 05:24:15 alexjurkiewicz: someone said that Storm card should give you a friendly twister, it turns out that wild magic card already does that 06:12:43 wild magic card already does every effect in the game 06:12:51 you can probably get the blade status from it somehow 07:23:43 -!- amalloy_ is now known as amalloy 07:39:32 -!- amalloy is now known as amalloy_ 12:15:43 FR: infinite LOS while in gauntlet. It's really annoying walking around looking what path to choose. 12:30:59 Yermak: yeah, that's sort of an issue with that portal design, and aside from trying to make the map aggressively smaller, I'm not sure how to fix it 12:32:29 well one way to fix it would be to just prevent the player from seeing all the choices and just provide an exit or direct path to the minotaur if the choices at any one point are not viable for the player 12:32:46 but this would lose some of the fun making the decision 12:33:16 it's not really a show-stopping thing though 12:34:59 How about making a single transparent corridor that goes along all the treasures? 12:35:45 And make the entrance portal at the end of it. 12:36:18 portals 12:41:44 Yermak: not sure what you mean, but some of these maps put a stack of vaults like 3 wide then 6 wide 12:41:55 the existing map pretty much does give you a path running around the perimiter 12:42:08 *perimeter 12:43:03 this kind of arrangment is necessary so that transporters can provide entries with subsequent transporters for the next set 12:43:20 you can't really linearize them 12:44:20 the 9x9 vaults are also a bit larger than los, so you need to show more than one side of a vault for the player to see everything 12:44:57 making them maybe 7x7 could help this, but that's a fairly big limitation on what you can do in an arena and also makes them more dangerous 12:46:41 An unseen horror spawned on d:8. Is this a bug? 12:46:49 I thought they only spawned after d:9 12:47:31 just wanted to let you guys know this happened. 13:18:48 03ebering02 07* 0.23-a0-608-g7a20e13: Don't trigger alarms through glass 10(18 minutes ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/7a20e1320ad6 13:29:17 I get what you say about linearizing. Going back to my original proposal: are there reasons against implementing infinite los in this particular portal? 13:29:43 gammafunk^ 13:30:56 Yermak: well it doesn't seem too elegant to have this rather different display system for just one portal; I assume you mean that you could just pan around the map and see everything as it actually is? 13:31:09 yep 13:32:00 Something can be said about magical clear air at the arena as flavour. 13:32:10 yeah, that seems pretty extreme; I suppose you could do some cute things like pre-mapping the level with detect creatures 13:32:11 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-608-g7a20e1320a (34) 13:32:52 but players would be pretty confused initially about this 13:34:19 it feels like this is sort of borderline as an actual problem, since after you've explored the map, you can use X to see anything easilly, and if you want to go back and check an arena to confirm the monsters in it (since los changes can make the X map unreliable) 13:34:23 it's not hard to just travel and check 13:34:34 this is something you'd probably do for only one or two vaults at most I feel 13:35:21 loot and the set of monster types can certainly be seen right after autoexplore finishes 13:35:44 I remember in HoMM there was some kind of magical eye that revealed a part of the map for you. 13:36:14 you could do pre-map and give the player active detect creatures while in the vault 13:36:19 like the old nem card effect 13:36:27 it just feels sort of hacky and out of theme to me 13:36:41 I don't think you can get that continuous detect creatures any more 13:36:47 maybe xom's effect still works that way 13:36:53 maybe xom doesn't even have it any more though! 13:37:04 Xom has it, but it's not active 13:37:23 or continuous rather 13:59:45 -!- amalloy_ is now known as amalloy 14:01:14 would there be interest in a patch that allowed you to see some information about clouds' decay status (probably some adjective) by using x or x-v, in the case where their tiles vary according to expected remaining duration? that seems to be information available to tiles players that isn't (afaict) accessible to console players 14:01:27 i'd prefer to know if it's already been considered and rejected before trying it 14:01:39 huh, I didn't even know this was visible in tiles 14:01:44 I take it the sprite changes? 14:01:50 which tile is picked varies 14:01:51 yes 14:02:00 for some of the cloud types 14:02:26 Silly question, don't the colours of console freezing clouds do the same? 14:02:42 yes, kind of 14:03:10 they do? i sorta thought cloud colour was just aesthetic 14:03:12 the colors flicker according to decay. but it's randomly fuzzed instead of straightforwardly representing duration 14:04:12 amalloy: I did too until I looked at the code. I find it very hard to tell what the duration will be based on color 14:05:06 having color change more deterministically based on decay would prevent the need for using x to check the status, but I kind of like the aesthetic effect tbh 14:06:42 information should ideally be the same in both tiles and console, so from that perspective, yes, this patch sounds like a good idea. On the other hand adding more optimal xving for console is a bit unfortunate 14:07:36 probably the xving isn't a big deal 14:07:48 it would be less tedious if it were added as part of the |c view 14:07:53 mostly you'd just want to not miss the end of a flaming cloud 14:07:53 yeah I agree about all of that. If you have a better idea about how to expose the information.... I guess I figured that *usually* you don't care about duration, so it's not like you'd be doing this all the time 14:08:34 e.g., in |c replace the cloud glyph with a glyph that indicates its duration somehow, e.g. a number 14:08:47 but leave the colour so you still know what kind of cloud 14:09:01 hm. tbh I never use | so I didn't consider it 14:09:24 i think of | as the feature for "show me what tiles players can see automatically" 14:09:28 I literally had to run the game to remind myself what | is 14:09:31 since it shows weapons, what's behind what 14:11:54 man, | seems like it could use some ui work 14:13:37 what do you have in mind? 14:13:47 not sure, I just am not finding it very intuitive 14:13:58 my main gripe is that ESC doesn't reset the view layers 14:14:00 but maybe I'm just not used to it 14:18:55 The build has errored. (master - 7a20e13 #10735 : Edgar A. Bering IV): https://travis-ci.org/crawl/crawl/builds/470638371 14:19:55 amalloy: the tile information is quite granular: i think it usually (not sure if always) just distinguishes between 3 states. how precise are you imagining the numbers being? 14:20:42 glaas: i don't think it should be any more detailed than what tiles has. if there are 3 cloud states in tiles, then a number from 1 to 3 seems fine 14:21:32 ok. tiles players can use | too so i don't think more info would give an advantage cutting the other way. but 3 seems like enough to me too 14:23:36 ah, i see cloud_info has a duration from 0-3 14:24:20 so i imagine |c could just show that number 14:26:01 that'd probably be easier than enhancing x/xv, since those seem to only get cloud_type and not cloud_info at the moment 14:31:45 OK, I haven't looked at the | code, but I'll poke around and see if I can write something up over the next couple days. One more question: is it possible to place clouds of any type directly from wizmode? 14:37:45 glaas: there's no wizmode command for it but if you were really excited you could open a dlua console 14:38:10 place a fog machine, or call apply_area_cloud directly 14:41:45 eg i just tried dgn.apply_area_cloud(20, 23, 200, 200, 2, 10, "steam", "other", -1) 14:42:27 which put a big pile of steam clouds at (20, 23), after i checked where the player was standing by looking at X 14:43:27 also it turns out 200 is a laughably high power for clouds. wow. never do that in a real game 14:45:20 perfect, thanks 14:45:20 15:13:59 theMacoje (L20 KoCK) ASSERT(!invalid_monster(&mons)) in 'mon-death.cc' at line 1900 failed. (Vaults:1) 15:14:48 !crashlog 15:15:07 20510. theMacoje, XL20 KoCK, T:73260 (milestone): http://crawl.develz.org/morgues/trunk/theMacoje/crash-theMacoje-20181220-201359.txt 15:24:17 hm. an allied DEDM died while out of LOS of the player, and a lost soul volunteered to revive it, but destroying the lost soul failed because...somehow the lost soul had an invalid monster_type? 16:45:14 -!- aidanh_ is now known as aidanh 17:10:08 -!- glaas` is now known as glaas 17:38:30 !tell glaas an alternative approach that I would prefer (or you could add in addition) would be to add glyphs for the decay state 17:38:31 ebering: OK, I'll let glaas know. 17:39:05 !tell glaas even if you don't add a default glyph, giving the option to reglyph the decay state would be useful 17:39:06 ebering: OK, I'll let glaas know. 18:22:17 Unstable branch on underhound.eu updated to: 0.23-a0-608-g7a20e1320a (34) 19:41:42 its great to be here 19:49:23 03ebering02 07* 0.23-a0-609-g13ba85c: Simplify monster trap pathing and knowledge 10(29 minutes ago, 5 files, 74+ 147-) 13https://github.com/crawl/crawl/commit/13ba85c61767 19:49:23 03ebering02 07* 0.23-a0-610-g21ca0c9: Correct a conditional (Ge0ff) 10(28 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/21ca0c989518 19:49:23 03ebering02 07* 0.23-a0-611-gcf5c981: Exempt Ashenzari followers from explore traps 10(26 minutes ago, 3 files, 7+ 7-) 13https://github.com/crawl/crawl/commit/cf5c981ec53f 20:02:33 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-611-gcf5c981ec5 (34) 20:12:52 -!- amalloy is now known as amalloy_ 20:36:39 -!- amalloy_ is now known as amalloy 20:51:55 The build passed. (master - cf5c981 #10736 : Edgar A. Bering IV): https://travis-ci.org/crawl/crawl/builds/470783656 21:27:41 git log 21:27:52 ignore that 21:37:26 you can't make me 21:56:05 03ebering02 07* 0.23-a0-612-gcb482e9: Display deck counts upon receiving a Nemelex gift 10(3 minutes ago, 3 files, 21+ 0-) 13https://github.com/crawl/crawl/commit/cb482e965976 22:00:15 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-612-gcb482e9659 (34) 22:00:57 nice 22:01:33 showing the total number is definitely more useful than the delta 22:02:04 const string name = deck_data ? deck_data->name : "bugginess"; <-- why print something rather than die()ing? 22:02:33 was anyone ever interested in merging datafiles btw? 22:05:03 Experimental (new-nemelex) branch on crawl.kelbi.org updated to: 0.23-a0-607-g5991dae49d 22:21:11 Webtiles server stopped. 22:21:18 Webtiles server started. 22:28:53 -!- amalloy is now known as amalloy_ 22:29:56 floraline: not sure if anyone has asked you, but a few people over the years have mentioned to me they play on CPO because it uses https and runs on port 443, which gets it past a lot of web filters. Might be worth proxying cko to be on port 443 too 22:44:24 alexjurkiewicz: oh i see, nobody has asked for this but that sounds like a good idea 22:46:36 i think i was actually going to do that originally but i ended up getting ssl working through tornado and i just moved on 22:46:51 it might be a good time to play with nginx and figure out how to do that 23:02:42 proxy_pass http://127.0.0.1:8080 23:03:10 i'll pastebin my full config if you're interested. might be some other stuff you can make use of 23:04:03 that would be nice, thanks. you might be the only other one using nginx 23:04:53 mine is full of rewrites which is probably not great 23:06:12 alexjurkiewicz: I'm in principle interested in merging datafiles and I hope we can get it done for 0.23 but it's a long read for me to get familiar with it in order to be on hand if something breaks 23:06:13 ebering: You have 1 message. Use !messages to read it. 23:06:34 I know advil was thinking of doing it soon but then took a bit of a crawl hiatus 23:07:30 yeah... it's a bit of a monster 23:08:52 I feel like between gamma and adv there was decent confidence about the code. There was just a wait of a month or so to get pyyaml installed on all servers, and then wanting to merge it while developers were around to confirm the change worked on them 23:09:30 yeah, I didn't really look at the code much, that was more advil; I just contacted server admins to ask about installing the module, which they all have 23:30:44 woah, reaver assignments on mantis