00:27:26 I think we all want the same behaviour here too, I was agreeing - I dunno _why_ someone would do that, but if they do, I think that's what it means 00:59:58 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.24-a0-203-gf0bc1e9 (34) 01:09:54 New branch created: pull/1019 (1 commit) 13https://github.com/crawl/crawl/pull/1019 01:09:54 03Joshua Gelbard02 07https://github.com/crawl/crawl/pull/1019 * 0.24-a0-204-g14f0205: Don't ignore autopickup settings after autobutcher 10(25 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/14f020539d9f 01:10:30 possibly my finest work 01:32:15 Orphidia (L23 MiGl) ERROR in 'dbg-scan.cc' at line 680: Portal enter_abyss[54] didn't get generated. (Depths:4) 01:32:18 🙌 02:13:49 Crash with message "Portal enter_abyss[54] didn't get generated" 13https://crawl.develz.org/mantis/view.php?id=11936 by Orphidia 02:56:36 03Joshua Gelbard02 07https://github.com/crawl/crawl/pull/1019 * 0.24-a0-204-g510b9ec: Don't ignore autopickup settings after autobutcher 10(2 hours ago, 1 file, 1+ 3-) 13https://github.com/crawl/crawl/commit/510b9ecb2ff3 03:34:56 -!- amalloy is now known as amalloy_ 10:25:01 interesting (and slightly annoying) consequence of more repeatable rng: for things like that Orphidia crash, in the past we could just tell them to walk around a bit, and then the crash wouldn't happen. I still came up with a way of tweaking the rng to do it in their game, but if I get pregen working, that wouldn't work 10:25:05 that specific weay 10:25:12 of course if that crash weren't repeatable we wouldn't necessarily have even gotten a report + save 12:40:05 -!- amalloy_ is now known as amalloy 13:05:47 Unstable branch on crawl.akrasiac.org updated to: 0.24-a0-203-gf0bc1e9 (34) 17:00:32 !messages 17:00:33 No messages for floraline. 17:41:32 been a while since I checked in on crawl dev, are there any ridiculous and disruptive projects in the pipe that I can take glee at? playable tornadoes? cloverlos? 17:43:50 -!- Wensley_ is now known as Wensley 17:45:50 Wensley: I've got a level 9 tloc spell in the works called "Bend Space" that changes crawl's distance function from grid distance to grid distance but only using the cardinal directions 17:46:15 so diagonals become impassible 17:46:23 *diagonal hallways* 17:46:29 "from grid distance to grid distance"? 17:46:42 grid distance but only using the cardinal directions 17:46:48 aha, wrong parens 17:46:51 ya 17:47:16 is there a version that only makes cardinals impassible? 17:47:33 can we give this spell to a new holy enemy called a Cardinal? 17:48:07 or maybe a Bishop... 17:49:35 now I'm curious how one would implement some sort of distortion like a fisheye lens on a grid map 17:55:52 what happens to the impassable tiles? 18:48:36 ebering: surely it should be called Singularity 18:50:19 gammafunk: it doesn't actually modify the environment, just changes the metric from the chebychev metric (the normal crawl one) to the taxicab metric 18:52:11 I don't think you need to talk about metric spaces to describe what a spell does; I'm just asking what happens in-game 18:52:21 as in, are los calculations made this way as a result, etc 18:52:38 if you talk about how this game uses a given metric, well a lot of aspects of it use that 18:59:37 yes, los calculations are made this way, everything that calculates a distance uses the new distance 19:52:52 seems like it's roughly going for a more effective Darkness spell, just with a twist 19:53:08 but that's going to make it pretty tough for anyone who's not a spriggan or felid to justify learning 19:55:15 there is extended, of course, but there it also has to compete with controlled blink 19:56:16 its more something I'm interested in prototyping just to sort out the distaance calculatinos in the codebase 19:56:23 since every so often we get los radius bugs and whatever 19:57:16 though, the effect of making a diagonal corridor impassible makes it competitive with cblink I think 20:05:26 hrm, so I guess if you move along a diagonal, that takes twice as long? 20:05:39 is that what you mean by impassible 20:05:44 yes 20:05:56 yeah, I hadn't quite considered that aspect 20:06:01 u.i. wise I might not even permit diagonal movement 20:06:18 if you want to go y you must go hk or kh 20:06:51 yeah that would start to put the spell on another level certainly 20:14:59 please add a spell which quits crawl and runs /usr/local/bin/hyperrogue 20:20:35 you and your /usr/local/bin 20:20:58 it's /usr/games/bin you APPLE PERSON 20:21:13 actually I guess it's just /usr/games 20:31:06 -!- Tiobot is now known as Guest72928 20:31:50 ITYM /usr/games/robotfindskitten 20:35:32 freebsd thank u 20:37:55 !lg TheMadToker -log 20:37:57 411. TheMadToker, XL5 DsIE, T:4302: http://crawl.berotato.org/crawl/morgue/TheMadToker/morgue-TheMadToker-20190204-015645.txt 20:39:56 !lg TheMadToker -log -2 20:39:57 410/411. TheMadToker, XL4 DsIE, T:2587: http://crawl.berotato.org/crawl/morgue/TheMadToker/morgue-TheMadToker-20181111-214912.txt 20:40:01 !lg TheMadToker -log -10 20:40:02 402/411. TheMadToker, XL1 DsIE, T:248: http://crawl.berotato.org/crawl/morgue/TheMadToker/morgue-TheMadToker-20181107-024122.txt 20:40:06 !lg TheMadToker -log -100 20:40:08 312/411. TheMadToker, XL1 DsEE, T:1: http://crawl.akrasiac.org/rawdata/TheMadToker/morgue-TheMadToker-20170705-004448.txt 20:40:18 Pinkbeast: ? 20:40:31 Oh, sorry 20:40:47 I thought I was in the tab where I was PMing Sequell. Really sorry about that. 20:40:58 it happens 21:07:55 -!- amalloy is now known as amalloy_ 21:26:54 -!- amalloy_ is now known as amalloy 21:36:29 btw, interesting fact: if instead of banning all diagonals, we ban only, say, NE-SW diagonals, we effectively get Hex grid. 21:37:46 This is the solution to ineffective using of space in console in hexcrawl 22:09:35 my brain intuitively refuses to believe that but i cant think of a counterexample 22:47:48 minqmay: a hex grid is isomorphic to 3 perpendicular axes, which is what you get if you imagine that the remaining NW/SE diagonal is a third dimension 22:53:02 I dunno about minqmay but when Yermak said that I thought yes obviously and when you said that I thought either it's wrong or I'm too stupid to understand it 22:55:23 Particularly you cannot, by moving along two perpendicular axes, produce a movement on the third axis alone. 22:56:35 minqmay, https://imgur.com/a/S8juIN6 23:02:28 Pinkbeast: https://www.redblobgames.com/grids/hexagons/ is a famous writeup on the topic 23:03:29 amalloy: But those aren't three perpendicular axes. 23:03:56 what aren't? 23:04:07 "Another way to look at hexagonal grids is to see that there are three primary axes" 23:04:29 A hexagonal grid is not isomorphic to three perpendicular axes. 23:05:20 you've quoted a sentence and then summarised it by saying the opposite thing 23:06:37 I mean; you said "a hex grid is isomorphic to 3 perpendicular axes". I have thought about that. It isn't true. Additionally, the document you link doesn't seem to say that. 23:07:54 there is a 1:1 mapping between cube coordinates and hex coordinates which preserves adjacency and all other interesting properties. that's what an isomorphism is 23:08:31 (provided you follow the constraint, listed on that page, that x+y+z=0) 23:09:55 my earlier statement of an isomorphism without that constraint is probably wrong 23:10:15 And I suspect that wrong-ness is equivalent to my objection? 23:10:30 yes, i think so 23:10:55 i had forgotten the importance of that constraint until i looked up that article to share it 23:23:04 Damn, this is an awesome article. 23:45:13 ??patches 23:45:14 patches ~ patch[1/2]: Too get details about how to discuss and submit a patch or pull request, see: https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/contribution-process.md