00:27:26 -!- wafflepants has quit [Quit: Leaving] 00:53:33 -!- valrus has quit [Remote host closed the connection] 00:56:40 -!- Siber2 is now known as Siber 01:03:13 -!- valrus_ has quit [Remote host closed the connection] 01:45:49 -!- Zaba has quit [Ping timeout: 265 seconds] 01:51:35 -!- Zaba has joined ##crawl-dev 03:19:49 -!- syllogism has joined ##crawl-dev 03:22:34 -!- Textmode has quit [Ping timeout: 260 seconds] 03:35:39 -!- Pialein has joined ##crawl-dev 04:41:57 -!- Mu_ has joined ##crawl-dev 05:32:39 -!- ortoslon has joined ##crawl-dev 05:32:42 -!- ortoslon has quit [Quit: bye] 05:40:17 -!- MarvinPA has quit [] 05:48:37 -!- monky has quit [Quit: hello] 05:54:44 -!- Zannick has quit [Ping timeout: 265 seconds] 06:02:49 -!- Zannick has joined ##crawl-dev 06:10:41 Deep Dwarves, Unborn! (https://crawl.develz.org/mantis/view.php?id=3009) by OG17 06:23:19 hrm 06:34:58 I agree with that 'deep dwarf unborn' sounds awkward 06:35:19 I also have no idea what it's supposed to mean, so I can't suggest a better replacement 06:37:24 I don't think anyone knows what it's supposed to mean 06:37:36 so it should be changed 06:37:38 I asked blue anna what the heck it was and he basically said "wait and see, tee hee" 06:37:47 I'd think so 06:37:49 wait for what? 06:38:13 him to submit a completed dwarf branch, I guess 06:38:29 so "unborn" is something of a dead end 06:38:32 that's exactly the correct pluralization 06:38:47 what is 06:38:52 deep dwarfs unborn 06:39:05 I don't really care about pluralization, the whole concept seems awkward and unfitting 06:39:11 that's not right 06:39:14 also yes 06:39:19 Mu_, is 'unborn' an adjective? 06:39:23 yeah 06:39:29 then surely it should be unborn deep dwarf 06:39:32 "deep dwarf" is the adjective, unborn is used as a noun 06:39:40 er, no 06:39:42 this reasoning would have "deep dwarves scions" 06:39:49 "deep dwarves scion" rather 06:39:51 deep dwarf unborn 06:39:59 deep dwarf is the noun, unborn is the adjective. 06:40:03 deep dwarf a scion 06:40:09 yup 06:40:19 due, looks like some screwed up word order 06:40:20 deep dwarf fighter 06:40:27 the 'a' makes a large difference 06:40:28 Zaba: It's not common, but it's not unacceptable. 06:40:35 scion is a noun 06:40:40 so scions is ok 06:40:48 due, add the fact nobody seems to have a clue what the heck they're supposed to be, and you're bordering with unacceptable 06:40:51 yet every other dwarf, elf, orc, drac, merfolk is a race and a job 06:41:08 due, wtf is wrong with 'unborn deep dwarf' 06:41:15 also it'd be "deep dwarves' unborn" if anything 06:41:15 Zaba: Oh, nothing. 06:41:17 it's consistent with every single damned thing in the game 06:41:25 OG17: ... deep dwarves' unborn? 06:41:25 that's what'd be _right_ about it 06:41:32 it's like how the plural of surgeon general is surgeons general 06:41:35 OG17: How the hell does a possessive plural apply in this case? 06:41:45 it's the unborn of deep dwarves 06:41:51 Ahhh. 06:41:56 under that reasoning, at least 06:42:00 I just think "unborn" is a fucking awesome word. 06:42:08 :3 06:42:42 that may be, but it makes no sense 06:42:47 http://en.wiktionary.org/wiki/unborn 06:42:50 due, if something being 'fucking awesome' was enough of a reason to add it to the game... oh wait, these days it is, that's why we get all those half-done new 'features' added into the game.. 06:42:53 and zombie fetuses come closest and that's icky 06:43:08 "existing without birth or beginning" -> they are type of construct, perhaps/ 06:43:35 anyway, I suggest at the very least making them 'unborn deep dwarf' 06:43:50 that's a pretty generous definition 06:44:08 OG17: Biblically, Adam was "unborn". 06:44:11 also unborn deep dwarf would be much neater, yes 06:44:21 I'm cool with unborn deep dwarf. 06:44:26 adam wasn't a construct, though, or undead 06:44:38 construct in crawl terms at least I dunno 06:44:39 so you say. the record is sketchy at best. 06:45:03 Mu_: ? 06:45:17 I just mean that in Biblical terms, Adam was described as being "unborn". 06:45:36 the joke was that maybe he really was undead 06:45:58 that makes eve a fractional abomination 06:46:18 i don't actually know what unborn deep dwarfs actually do btw 06:46:25 We could use the jelly baby tile for unborn deep dwarves. :D 06:46:28 @??deep dwarf unborn 06:46:28 deep dwarf unborn (16q) | Speed: 10 | HD: 11 | Health: 63-91 | AC/EV: 2/10 | Damage: 8 | Flags: 07undead, evil, spellcaster | Res: 06magic(117), 02cold, 03poison | XP: 1422 | Sp: agony, dispel undead (3d19), mirror damage, animate dead, haunt. 06:46:54 haunt wow 06:47:14 I think they heal too? Unless that's just a message 06:47:26 Not sure. 06:47:30 or maybe not, they do pray or something 06:47:35 maybe that's pain mirror 06:47:50 Probably pain mirror? 06:48:12 Anyway, we should have a unique unbown deep dwarf named Macduff. 06:48:21 it's not healed, it's "bathed in unholy energy" 06:48:33 macdiglaf 06:49:06 due, does 'Duvessa band' also place dowan? 06:49:10 Zaba: Yes. 06:49:23 hmm, ok. 06:49:25 Anyway, we can add something to the FAQ: "Q: What the hell are unborn deep warves? A: Nobody knows. That's why they're so terrifying!" 06:49:47 why doesn't dowan get a band 06:49:52 dowan is so much cooler 06:50:06 maybe they've existed since time before time, like intrinsic features of creation itself 06:50:07 Because Duvessa was born first. 06:50:50 could place them using a serial vault :P 06:50:55 No. 06:51:09 The current system works. There's no need to complicate it further. 06:59:07 argh! 06:59:14 who put maps with ORIENT lines in mini_monsters.des 06:59:26 it says so clearly in the header that they don't belong there. 07:00:25 okay, it was dpeg 07:00:56 spare the rod, ruin the designer? 07:01:20 or well.. 07:01:38 it looks like it's been messed up when all the files were being split up 07:03:16 * Zaba ponders 07:09:35 it appears like many people misunderstand mini_float 07:18:17 in particular, the fact that if a vault specifies an explicit exit, it affects nothing at all 07:18:34 where explicit exit is either a @ anywhere on the map, or a + or = on its border 07:19:57 Zaba: I'll move the floating vaults (unless you've done already) 07:20:14 I haven't 07:20:52 Keskitalo, let me first remove mini_float from vaults that I'm pretty sure don't need it 07:21:02 or well.. it might as well be non-conflicting 07:21:15 since there don't seem to be ORIENT maps with mini_float, luckily :P 07:21:20 Hehee :)' 07:24:35 argh. 07:24:38 03zaba * r6e3a338eca56 10/crawl-ref/source/dungeon.cc: Remove parameters from place_minivaults, as they are never used. 07:24:42 03zaba * rb61f770d3dd4 10/crawl-ref/source/dungeon.cc: Get rid of can_create_vault. 07:24:43 03zaba * re23cdd317f94 10/crawl-ref/source/dat/des/ (5 files in 2 dirs): Remove mini_float from vaults that I'm pretty sure don't need it. 07:24:51 damn 07:28:43 okay.. 07:29:03 I wonder, how many vaults that have neither explicit exits nor mini_float would be broken if mini_float behaviour would be applied to them 07:37:20 -!- MakMorn has quit [*.net *.split] 07:44:13 -!- MakMorn has joined ##crawl-dev 07:58:51 -!- Giomancer has joined ##crawl-dev 08:04:16 -!- valrus has joined ##crawl-dev 08:09:13 -!- valrus has quit [Ping timeout: 276 seconds] 08:21:16 -!- valrus has joined ##crawl-dev 08:38:30 On the unborn theme, I have no idea what unborn is supposed to mean, but what I see in my head is deep dwarf fetuses prancing around the dungeon. 08:38:55 yeah, it's a bad name 08:38:59 Presumably pursued by anxious Republicans 08:40:25 greensnark, hmm.. do I understand correctly that _place_extra_vaults might place non-minivaults as seconday vaults? 08:40:38 Zaba: Yes 08:40:49 greensnark, what the goddamn hell? 08:41:22 Is this surprising? :P 08:41:47 Minivaults cannot be primary vaults but not all secondary vaults are minivaults 08:41:50 not surprising as such, but, just... why? 08:42:11 and why only outside main dungeon? 08:42:21 Because floating vaults would otherwise warp the entire level into a specific, unsuitable layout 08:42:38 Actually there's no reason for it to be only outside the main dungeon, the main dungeon can also use that treatment 08:42:50 why can't all normal vaults get that treatment? 08:42:58 Encompass vaults can't, obviously 08:43:06 well, aside from encompass ones 08:43:13 -!- valrus has quit [Remote host closed the connection] 08:43:16 Very large vaults would also have problems; all other cases are better treated as secondaries 08:44:30 well, at least minivaults and normal vaults are now connected using the same code 08:44:42 or rather.. primary and seconday vaults 08:45:36 There was a time when minivaults and other vaults had a whole plethora of exotic minor differences that nobody would notice until they broke the level :) 08:45:45 hmm. 08:45:47 b26 actually had entirely different paths for minivaults and regular vaults 08:45:53 how awful 08:46:16 the status quo is not exactly satisfying, either, though. Something should be done, but what? 08:46:27 What are you worried about, exactly? 08:48:32 the differences between mini- and normal vaults 08:48:53 in case where a ORIENT: float vault is placed as secondary.. should there really be any? 08:49:14 I think the difference between minivaults and normal vaults is actually useful 08:49:41 The different placement system is useful for different kinds of vaults 08:50:12 what placement system is employed for seconday non-mini vaults? 08:50:25 secondary, even 08:50:34 A non-minivault can be buried in rock; a minivault always overlaps at least one floor space 08:51:14 hmm. 08:51:30 greensnark, what if I want to make a minivault that can be buried in rock (and connected afterwards)? 08:54:47 greensnark, something bothers me about how all that placement difference is bound to presence or absence of 'ORIENT: float', and whether the branch is the main dungeon. 08:54:53 it seems like there should be some better way to control it... 08:56:55 Yeah, placement mode should be based on just encompass-ness and vault size 08:57:06 Er, I mean primary placement mode 08:58:42 greensnark, this also reminds me of the idea of letting vaults define lua functions that pick a place 09:01:35 greensnark, also, _connect_spotty is awesome. 09:02:04 I suspect Enne wrote _connect_spotty, because I don't remember it from b26 09:03:26 but I kinda like how the new flood_find-using connection code works out, too 09:04:03 speaking of flood_find, I'm still not really sure how I'd make an iterator out of it :P 09:04:24 divine enlightenment did not come unto me :P 09:05:40 The iterator would just supply points on the perimeter of the flood to the actual pathfinding/whatever logic 09:06:36 It won't look strictly like a standard iterator, because in addition to ++i you'd also have to tell the iterator which points are valid so it can continue the flood 09:07:19 yes, but how'd it keep track of visited points so it doesn't visit them several times? Would it still employ templates for the feature grid type/etc.? 09:07:38 and would existing flood_find become a wrapper around it? 09:07:40 The same way flood_find tracks visited points 09:07:53 It keeps a grid of visited points 09:10:34 hmm. 09:15:18 greensnark, would it use a template like flood_find? 09:17:15 No 09:17:28 how'd one use it for map_feature_finder, then? 09:17:43 or rather, map_flood_finder in l_dgn.cc 09:18:01 Oh right, flood_find also handles non-level finds 09:18:09 yeah.. 09:18:09 You may have to use a template in that case 09:18:48 hm.. but how can I store the visited points grid so it works regardless of the types? 09:19:19 do I just safely assume that it can't go beyond (GXM; GYM) and use a FixedVector of bools? 09:25:06 -!- valrus has joined ##crawl-dev 09:25:10 Note that travel also wants actual distance information from the start point for interlevel travel cache 09:25:20 So a bool matrix is not really useful 09:25:31 damn 09:26:24 greensnark, but wait, am I not trying to decouple flood_find from travel code? 09:27:28 Distance grid is also a useful output of flood_find in its own right 09:27:37 hrm 09:27:56 Client code could maintain its own distance grid outside, but since flood_find keeps a grid anyway 09:32:08 greensnark, does flood_find itself use it? It seems like only travel code does. 09:35:53 I mean, is the travel distance grid needed for the purposes flood_find is used for? 09:43:12 Zaba: No 09:48:12 greensnark, does any of flood_find's users use the distance grid info? 10:26:22 -!- MakMorn has quit [Ping timeout: 265 seconds] 10:26:50 -!- MakMorn has joined ##crawl-dev 10:39:50 -!- Giomancer has quit [Quit: Do fish get thirsty?] 10:46:09 -!- ahpla has quit [Ping timeout: 240 seconds] 10:51:10 -!- ahpla has joined ##crawl-dev 11:20:10 -!- ortoslon has joined ##crawl-dev 11:21:06 -!- ortoslon has quit [Client Quit] 11:30:58 -!- MarvinPA has joined ##crawl-dev 12:19:17 greensnark, it doesn't seem to me that any of flood_find's users make use of the travel distance grid 12:27:35 greensnark, or can it be somehow used indirectly? 12:42:54 AC helps prevent damage from clouds of fire/freezing only if you don't resist the element. (https://crawl.develz.org/mantis/view.php?id=3010) by elliptic 12:48:52 -!- MarvinPA has quit [Quit: Page closed] 12:53:46 -!- Cryp71c has joined ##crawl-dev 12:53:54 HRm, somehow my crawldev window got closed. 12:53:56 moin Cryp71c 12:56:20 Mornin. 13:10:45 -!- Twilight has joined ##crawl-dev 13:11:06 -!- Guest91064 has quit [Read error: Connection reset by peer] 13:11:11 -!- Twilight is now known as Guest21182 13:12:54 03Keskitalo * r2583e1529bf1 10/crawl-ref/source/dat/des/variable/ (float.des mini_monsters.des): Move some floating vaults to the right file. 13:12:55 03Keskitalo * rab04b9fa1f22 10/crawl-ref/source/dat/des/variable/gnoll_camp.des: Don't generate the gnoll camp in city levels (looks bad). Also, layout_spotty looks incorrect as a layout_foo tag. 13:12:57 03Keskitalo * r19b6ccc0db85 10/crawl-ref/source/dat/des/variable/large.des: Ten classical large vaults from minmay. (#2545) 13:16:14 -!- ortoslon has joined ##crawl-dev 13:22:20 03j-p-e-g * r4231e17bdfe2 10/crawl-ref/ (3 files in 3 dirs): Update FAQ.html. (Also on the website.) 13:31:16 !seen jpeg 13:31:16 I last saw jpeg at Sun Dec 19 23:29:52 2010 UTC (20h 1m 24s ago) quitting with message Quit: Page closed. 13:43:24 -!- Twinge has joined ##crawl-dev 14:08:27 03j-p-e-g * rbddabb357b8c 10/crawl-ref/source/ (rltiles/dc-corpse.txt tilepick.cc): Add the sky beast corpse tile. 14:08:39 03j-p-e-g * rceccc9b0d007 10/crawl-ref/ (docs/FAQ.html source/dat/database/FAQ.txt): Fix a miniscule typo in the FAQ. 14:24:21 -!- monky has joined ##crawl-dev 14:25:31 Monster idea: some monster that retreats to its shell to regenerate should also make loud noises while doing so. 14:26:07 I'm testing minmay's shoals entry vaults, and it has a single snapping turtle. While it's in the shell, other monsters just happen to walk in. 14:26:49 Noises would fit the thunder snail idea. 14:29:45 I just love these vaults for creating an OOD challenges for the levels they are generated in. 14:35:22 Especially the Snake entries. Having to face naga without the opportunity to search the whole dungeon for rPois? Poison spit that actually is a threat?!? 14:49:20 thunder snail!!! 14:51:28 03Keskitalo * rbaaceb34bc5e 10/crawl-ref/source/dat/des/branches/lair.des: Enchanted forest ending for Lair from minmay. (#2585) 14:51:30 03Keskitalo * r2de2d4008dc4 10/crawl-ref/source/dat/des/branches/ (shoals.des slime.des snake.des swamp.des): minmay's entries for the Lair sub-branches. (#2976) 15:17:18 -!- elliptic has quit [Quit: Leaving] 15:24:36 -!- dpeg has joined ##crawl-dev 15:24:59 evenings 15:25:29 !seen Keskitalo 15:25:29 I last saw Keskitalo at Mon Dec 20 20:35:22 2010 UTC (50m 7s ago) saying Especially the Snake entries. Having to face naga without the opportunity to search the whole dungeon for rPois? Poison spit that actually is a threat?!? on ##crawl-dev. 15:25:45 Keskitalo: still awake? 15:26:43 !seen anyone 15:26:43 Sorry dpeg, I haven't seen anyone. 15:28:49 all devs gone? you haven't been treating them right? 15:29:20 * dpeg wonders if the whips were underenchanted. 15:30:18 congratulation on your second place in the ascii dreams roguelike of the year. I don't think that'll change till the end :-) 15:30:30 Who's first? 15:30:43 !tell Keskitalo There is a whole page about the orb of zot. People will think of that when discussing "zot". Should the orb page become part of the zot one? 15:30:44 dpeg: OK, I'll let Keskitalo know. 15:30:50 tome 4.0.0 15:30:53 aha 15:31:20 -!- Unrodney has joined ##crawl-dev 15:31:29 !asciidreams_vote 15:31:30 bhaak: ToME 4.0.0, 116, Dungeon Crawl Stone Soup, 73, Dwarf Fortress, 58, DoomRL, 36, Rogue Survivor, 29, Angband, 22, UnNetHack, 18, POWDER, 16, Goblin Camp, 15, Brogue, 13 15:31:37 -!- Unrodney has left ##crawl-dev 15:31:58 cool 15:32:10 Never heard of this tome thing :) 15:32:33 you're not really an rogulike expert :) 15:32:58 earlier versions were a heavy customizable angband variant. 15:33:02 -!- Textmode has joined ##crawl-dev 15:33:16 NLarn has no votes, jpeg will not be happy :( 15:33:35 bhaak: I know almost nothing about the *bandy half. 15:33:47 the 4.0.0 version has kicked all the tolkien stuff and put in original content and made it even more customizable 15:34:18 Cannot go wrong with removing tolkien content. 15:34:48 I don't really know a lot about it. just some bits you get by rare visits to angband forums 15:35:16 and of course reading up a bit because it is currently on number 1 :) 15:37:03 I don't know if any of the Crawl channels rallied for that vote. 15:37:15 Didn't DF win at some point? 15:37:28 yes, 2007 15:37:48 the first time 15:38:03 erm, the first time the vote was done 15:38:26 doomrl and dcss are the other winners 15:38:42 sounds good to me 15:38:56 you need to get the NH crowd into voting for Un :) 15:39:14 I already tried :) 15:40:21 moderate success so far, but it will get better 15:40:23 I can't put the begging for votes in more places without being persecuted as spammer :) 15:40:41 Nethackers are a hardheaded bunch 15:40:57 I'm aiming for winning the vote in 2015 15:41:18 +1 15:58:52 -!- Cryp71c has quit [Quit: Leaving] 16:16:00 -!- ortoslon has quit [Ping timeout: 240 seconds] 16:16:32 -!- ortoslon has joined ##crawl-dev 16:21:09 -!- ortoslon has quit [Client Quit] 16:35:06 wait, wait... a game with literally "Middle Earth" in name "kicked all the tolkien stuff"? 16:36:01 it changed its name too 16:36:31 Maj'Eyal instead of middle earth 16:38:17 tome has been trying to restyle itself as a general-purpose game engine for some time 16:39:31 sorear: I noted this much from following the rgr postings. 17:04:38 I can't get TOME to run. 17:08:02 due: but you tried! 17:09:19 well, I didn't try very hard. 17:11:51 -!- valrus_ has joined ##crawl-dev 17:14:28 -!- Artifex has joined ##crawl-dev 17:26:41 Hi all! It seem to be possible to do a php daemon but it's not optimized to do that. 17:26:41 So I must do a daemon to make treats but i just know php. 17:26:41 Do you think the more simple way is to push php limits and problems that cause or i must to learn another widespread webserver language and which? 17:26:41 Sorry for my english...if it is not digestible :) 17:27:20 Artifex: I think you're in the wrong channel, this is development for the DCSS roguelike. 17:28:07 Ok i thank it was good place because "crawl" and "dev" 17:30:20 thx for your response and good luck evebody in your quest 8-) 17:30:23 -!- Artifex has left ##crawl-dev 17:30:34 . . . 17:30:41 What the hell? 17:31:16 no idea 17:49:40 Fire vortexes from your fire storm dying should not anger Gods (https://crawl.develz.org/mantis/view.php?id=3011) by ledtim 17:51:14 -!- eith has joined ##crawl-dev 17:58:11 is there any way to make it so we can see monster rN status in their info 17:59:00 kind of weird to see their acid resistance, but not neg 18:04:53 rN is a computed stat, rAcid is a stored stat 18:12:22 oh, well, i didn't mean weird from the code side cause i don't understand it, just weird from the point of view of what would be useful :) 18:13:26 with about three exceptions rN = (undead or unlife or demon) ? 3 : 0 18:14:57 well it'll be all those holy creatures too i assume, and plenty of people ask in ##crawl if they can use torment on mennas when they meet him because it isn't obvious he'd be immune. i bring it up mainly because someone just mentioned on SA that "Shadow Dragons defy all normal monster classification" which is confusion that would also be eliminated if the player could see they resist neg 18:15:26 actually, it's possible to torment holies 18:15:39 it is?? i could agony mennas when i tried 18:15:42 couldnt 18:15:47 agony isn't torment 18:16:02 oh, well, imagine i said agony where i said torment up there 18:22:09 @?? mennas 18:22:09 Mennas (15A) | Speed: 15 | HD: 19 | Health: 150 | AC/EV: 15/28 | Damage: 30, 20 | Flags: 08holy, spellcaster, see invisible, fly | Res: 06magic(202), 10elec++, 03poison | XP: 6578 | Sp: confuse, silence, minor healing. 18:22:17 uh 18:22:22 res magic(202) 18:23:00 that right there puts the chance of a successful agony at <1% 18:23:40 agony does not produce the resisted message versus rneg, it produces x is unaffected 18:24:40 i assumed rneg would grant immunity to all necromancy which is why i'm surprised torment works 18:25:10 it grants immunity to stuff that isn't torment 18:25:16 tormentable holies surprised me too 18:25:40 maybe torment working is a bug 18:27:12 vampiric draining/agony/bolt of draining all simply fail vs shadow dragons for instance 18:47:50 -!- dpeg has quit [Quit: Lost terminal] 18:57:42 -!- Lollipop has joined ##crawl-dev 18:59:51 tormenting holies makes sense to me... they might have a resistance (TSO and stuff), but being capable of feeling pain, and being mostly alive suggests they shouldn't be immune 19:00:25 but then, it's not like holy beings exist in RL, so both ways can be argued 19:01:20 -!- Pialein has quit [Ping timeout: 250 seconds] 19:04:17 -!- eith_ has joined ##crawl-dev 19:05:47 -!- eith has quit [Ping timeout: 255 seconds] 19:10:52 -!- eith has joined ##crawl-dev 19:10:53 -!- eith_ has quit [Ping timeout: 264 seconds] 19:12:48 it's just odd that it's the only spell that rneg monsters aren't immune to 19:12:56 anyway, 19:12:57 quit 19:12:59 whoops 19:13:01 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:14:57 -!- syllogism has quit [] 19:31:36 -!- valrus_ has quit [Remote host closed the connection] 19:36:32 -!- Lollipop has quit [Remote host closed the connection] 20:36:19 -!- scwizard has joined ##crawl-dev 20:37:15 Does crawl use ncurses? 20:38:50 Also for mixing ncurses and C++, does anyone have a wrapper that they'd recommend? 20:39:04 or is it better to just wrap stuff yourself? 20:39:48 crawl natively uses conio.h 20:40:02 we have a conio.h emulation layer, which is built on ncurses 20:40:19 Crawl is a DOS game at heart 20:40:24 but crawl itself does not use ncurses APIs 20:40:42 that's a strange fact 20:41:04 well anyways you people know about ncurses, do you know a good C++ wrapper? 20:41:13 curses is so hilariously overengineered anyway 20:41:37 extern "C" {} // A good C++ wrapper for anything 20:41:46 lol 20:42:04 alrightthanks 20:42:48 03greensnark * r94acdcbae379 10/crawl-ref/source/maps.cc: Use MAPGEN_BORDER instead of magic number 2 for minivault border clearance, use is_minivault() instead of checking for the tag. 20:42:52 03greensnark * re63b6e716249 10/crawl-ref/source/maps.cc: Don't duplicate no-items-here check for abyss vaults. 20:42:53 03greensnark * r44694af91e4c 10/crawl-ref/source/ (11 files in 3 dirs): [3010] Unify cloud damage routines for player and monsters. 20:53:32 -!- elliptic has joined ##crawl-dev 20:54:39 03greensnark * rcbc649f05ebe 10/crawl-ref/source/cloud.cc: Fix monsters not being disturbed by clouds unless damaged by the cloud (oops). 21:03:39 -!- scwizard has quit [Quit: Page closed] 21:05:00 -!- eith has quit [Ping timeout: 261 seconds] 21:17:54 Why are the good gods okay with distortion? They seem to hate the banishment spell, at least. 21:28:51 yeah, sending people to the abyss is pretty evil