00:21:32 -!- valrus has joined ##crawl-dev 00:34:58 -!- valrus has quit [Remote host closed the connection] 00:47:42 -!- valrus has joined ##crawl-dev 00:48:19 -!- Pialein has joined ##crawl-dev 00:51:35 -!- dpeg has joined ##crawl-dev 00:55:13 -!- valrus has quit [Remote host closed the connection] 01:08:19 -!- Siber has quit [Read error: Connection reset by peer] 01:14:16 -!- Siber has joined ##crawl-dev 01:30:52 A character can't memorize temporarily useless spells, vampire spells aren't marked as unusable (https://crawl.develz.org/mantis/view.php?id=3016) by OG17 01:31:43 -!- cw is now known as Guest64598 01:34:36 why can bloodless vamps and ghouls cast passwall but mummies can't by the way 01:34:52 wait wait, I think I can guess the answer 01:35:11 st_: yes? 01:35:11 dpeg: You have 2 messages. Use !messages to read them. 01:35:30 "the devs hate mummies" 01:35:38 -!- st_ was kicked from ##crawl-dev by dpeg [stop trolling] 01:35:38 -!- st_ has joined ##crawl-dev 01:36:16 !messages 01:36:16 (1/2) Keskitalo said (20h 41m 27s ago): I did link it on the top of the page, I like keeping it separate because it's a long page already, interlinking is probably the best. 01:36:23 !messages 01:36:23 (1/1) greensnark said (3h 10m 42s ago): extra works for floating vaults as well. 01:52:53 Keskitalo, layout_rooms has a 7/12 chance of being used for a pan level 01:54:08 st_: all signs point to Passwall having been a body transform at one point in the distant past 02:02:08 moin sorear 02:05:54 03dpeg * re8b7b7324ffb 10/crawl-ref/source/dat/des/ (branches/pan.des variable/float.des): New Lom Lobon map by st. 02:06:15 Keskitalo: hi, your input is required on the onslaught of the trampling mails :) 02:09:17 Keskitalo, you can test specific layouts with &Playout, then entering the portal and supplying the name of the layout in interest. Works only for ones defined in .des files, of course. 02:10:20 Do we know that Keskitalo is around? :) 02:13:39 he's marked as away 02:13:51 I guess we just hope he reads the scrollback when returns :P 02:15:18 I would !tell him then :) 02:15:40 Zaba: by how much did the dungeon builder source file shrink so far? 02:18:34 03dpeg * rd800146e6b4a 10/crawl-ref/source/dat/des/branches/snake.des: Minmay's improve coiled Snake end. 02:25:13 hmm.. 02:26:49 I don't know, but it started out with OVER 9000 lines, and now it's just 8034 02:34:13 cool 02:54:54 03zaba * r93b9f7eddba7 10/crawl-ref/source/ (coordit.h dungeon.cc): Add orth_adjacent_iterator, and use it instead of using radius_iterator directly. 02:54:55 03zaba * r99cc443b3ee0 10/crawl-ref/source/dungeon.cc: Use orth_adjacent_iterator in some more cases. 02:55:00 03zaba * r77af395cf00d 10/crawl-ref/source/dungeon.cc: Use orth_adjacent_iterator in _connect_spotty. 02:55:03 03zaba * r946e3aa5f3a9 10/crawl-ref/source/dungeon.cc: Remove OrthCompass, as it is not used. 02:55:06 03zaba * rc78b397f5581 10/crawl-ref/source/dat/des/ (4 files in 2 dirs): Fix whitespace errors in .des files. 02:57:02 Zaba: thank you for fixing my whitespaces. 03:04:09 Zaba: I see you did that by hand (since there are three more cases). All this can be done by invoking util/checkwhite automatically. 03:04:40 it probably should be a commit hook... I was just not sure if it won't break something 03:07:58 sorry I messed this up :( 03:09:55 uhm no... what's wrong with not caring about technical details that should be done out of your view? 03:10:27 I had a hunch that simply replacing x by space in the temple maps was not going to cut it. 03:10:47 Keskitalo: yes, having the whitespace trimmer run automatically would be great. 03:13:12 Keskitalo <--> kilobyte 03:19:35 I'm not entirely sure it won't malfunction on Windows. 03:24:55 I see. Could be made conditional? 03:33:39 kilobyte, I used checkwhite, but I don't care about tiles stuff enough to commit it ;P 03:33:44 -!- syllogism has joined ##crawl-dev 03:34:00 "git commit --no-verify" will skip the pre-commit hook 03:47:07 -!- Textmode has quit [Ping timeout: 260 seconds] 03:47:19 humm... 03:47:34 are labs supposed to get a lot of glass walls? 03:49:07 not a lot lot, but some 03:51:16 (sorry for slowness, quite busy with other stuff): It appears to be impossible (or perhaps just tricky) to modify anything from a pre-commit hook, you can at most do things unrelated to git or abort the commit. 03:53:49 git has a similar but far more primitive default hook (not enabled) 03:54:14 it has an upside of checking only the stuff you actually change in your commit 03:55:27 I wonder if it's better to try to educate checkwhite about git, or just abort the commit telling people to either run checkwhite or try committing again with --no-verify 03:56:39 I'd prefer educating people about checkwhite, that is, the latter option 03:57:04 but such a commit hook should indeed only check the files that are changed in the commit 04:04:17 kilobyte: the abort seems good 04:04:25 Zaba: what's wrong with glass in labs? 04:05:28 nothing 04:05:36 just wondering whether it's normal :P 04:06:43 kilobyte, layout_misc/_plan_5 sometimes produces quite interesting results after my tweaking 04:07:06 kilobyte, mostly with aid of boxy spotty_map 04:08:43 Zaba: we (jpeg and I) tried to make labs a little more interesting and less monotonous, hence the glass and the blood. These are also supposed to sometimes make you realise that the layout has changed. 04:08:57 yeah, that's great 04:10:31 kilobyte, I daresay I even like it.. 04:11:24 by the way, there's an informal rule that _plan_* layouts should never generate levels that have disconnected regions 04:11:52 because they're used for pan levels, where such such regions are unfitting and unhelpful 04:12:42 other than that, the selection of layouts that go to _plan_* and those that don't is highly arbitrary 04:13:16 Zaba: you're the master of the plans. You have free reign to enforce or modify rules. 04:13:57 dpeg, what do you think of _bigger_room levels? The ones that are just a big room with pools, and sometimes a river 04:14:26 They're interesting, sometimes at least. 04:14:35 People die on them :) 04:14:48 indeed. 04:14:56 Zaba: what do you think? 04:15:04 If you have ideas on how to improve them, fire away. 04:15:44 not at the moment 04:16:03 I guess they could get some vegetations, sometimes. 04:16:38 they sometimes get patches of forest instead of pools of water 04:16:47 One bit that always annoyed me slightly is that the maps are so rectangular. The new Lair maps are not, and I love that. Sometimes Swamp maps used to (still do) generate extra stuff in the boundary, I like that too. 04:16:52 Zaba: ah, good 04:17:10 There could also be plants ashore of the lakes. 04:17:23 to be honest, I don't like the current pool building code 04:17:36 it sometimes produces results so ugly that you can't even call them puddles 04:17:37 the lakes aren't good enough? 04:18:03 some better algorithm is needed, I think 04:18:56 but well.. it's not the biggest concern, I guess.. 04:19:15 since I can't think of a better algorithm off the top of my head, and such 04:21:48 Another orb chamber (orb_monky_twist) (https://crawl.develz.org/mantis/view.php?id=3017) by MrMisterMonkey 04:23:37 hi 04:23:42 what. 04:24:15 I'm not sure how I can cope with hall_of_zot not being the last fixed vault 04:24:24 sorear: too late, it's already gone. 04:24:30 (probably by never reaching it...) 04:25:44 I once posted here pictures of very, very beautiful islands. Did you see them? 04:26:24 sorear: we may step back on that one. I am fine with modified orb chambers, but some of them are over the top. 04:26:33 sorry about that 04:26:34 :( 04:26:41 monky: no no 04:26:43 or do you mean the current ones 04:27:02 I didn't mean your map by "that one", but "variable orb vaults". 04:27:40 It is completely natural that vault makers are pushing the envelope. I've been doing that a lot, too. 04:28:26 We just need to evaluate maps (old and new) calmly, so that not every perversion makes it into the game. 04:34:15 for something like Zot:5, I'd apply some extra conservatism 04:36:11 dpeg: those islands rely heavily on a Z coordinate... various depths of water (we got two), vegetation, hills, mountains 04:36:47 kilobyte, crawl has heightmaps, too 04:36:49 kilobyte: when you complain about an unnecessary discussion, do you mean about sorting saves or talking about the starting screen in general? 04:36:50 as used by swamp and shoals 04:37:08 yes, couldn't we use one for open, wet levels? 04:37:08 sorting saves 04:37:13 kilobyte: ok 04:37:27 the height map is just for water 04:37:49 kilobyte, look at how the swamp level builder uses it 04:38:31 I tried that algorithm with our sharply reduced number of height classes, and it doesn't seem to give good results 04:40:28 -!- Mu_ has joined ##crawl-dev 04:40:34 moin Mu_ 04:40:39 hello 04:41:31 Hi 04:53:29 kilobyte: I don't understand this... the maps from r.g.r.dev had no visible heights in the end results either. 04:54:23 hmm, what islands are you talking about then? I may be confused (as usually...). 04:54:43 If I only knew where I parked them... 04:54:47 ??layouts 04:54:47 I don't have a page labeled layouts in my learndb. 04:54:49 ??layout 04:54:49 layout[1/1]: For some beautiful islands, see http://www.nolithius.com/images/dod-worldgen.png 04:55:15 these have 7 different heights 04:55:25 true 04:55:35 but I am only concerned about the pool/island shape 04:56:34 Zaba: would you classify those lakes (just invert the pictures) as good enough? 04:57:04 maybe, but they're too large 05:11:14 some comments about ashenzari on SA, they seem to think his xp boost is very powerful. 05:12:43 pretty much everyone thinks that :P 05:16:38 only I forgot it when playing Ash :) 05:24:11 sadly, that's currently a vast majority of the god's actual power 05:24:52 for reskilling, you could just as well dump your regular god at some point and dip Ash before going for whatever god you want to end up with 05:25:41 monster detection, id and portal detection are perks but they won't actually get the monsters killed 05:25:46 kilobyte: are you trying to be objective about that? 05:26:02 my won Ash game used only one level of boundedness, so the xp gain was not big 05:26:32 you can win the game with no god at all -- or even worse, with current Xom 05:26:47 portal detection makes scumming pan for ziggurats and exits less painful, though I'm not sure if this is as much of a good thing as it is a lack of a bad thing 05:27:09 not missing portal vaults in the dungeon is worth somewhat 05:27:24 but, it is true, the question is how much the god helps with the base activity: killing 05:27:38 and I'd say that knowledge is power -- shouldn't it be worth something to know where the monsters are? 05:27:45 -!- elliptic has quit [Ping timeout: 245 seconds] 05:28:13 the detection radius is so low it hardly helps, and we can't increase it currently due to 80x24 terminals 05:28:33 speaking of monster detection, &D does not work 05:28:48 how does the dowsing card work, and how did the detect creatures spell work? 05:29:04 monky: the spell would show ~ glyphs all over the map 05:29:08 (the level map) 05:30:16 Zaba: I just tried it, and it worked for me 05:30:17 Does anyone here agree with the following statement: if the god granted permanent scyring (ie you see full LOS, through obstacles), then that'd be overpowered? 05:30:58 kilobyte, strange 05:31:52 Zaba: I messed with that code recently without ever checking &D, so it's likely there are new bugs 05:31:54 it just worked for me when I did a simple test 05:32:01 it does not work for me for a long while, somehow 05:32:14 even though it's pretty straightforward in the code 05:36:01 "recently" as in "during coding Ash's features" 05:36:01 I did this: &Rs100 &D 05:36:01 and there's a crapload of detected glyphs around 05:36:01 it seems to detect plants here, but nothing else 05:36:01 "black sheep"? :D 05:36:01 Napkin: You have 1 message. Use !messages to read it. 05:36:01 -!- Ashenzari has quit [Ping timeout: 240 seconds] 05:36:42 -!- Ashenzari has joined ##crawl-dev 05:36:42 -!- The topic of ##crawl-dev is: Home of the Vi-Kings! | Logs: http://tozt.net/crawl | People with +v have commit access. | Please keep general crawl-related chit-chat to ##crawl. | Dev wiki: http://crawl.develz.org/wiki | Ashenzari source: http://github.com/doy/crawlbot | Long stuff to pastebin.ca please. 05:37:15 Napkin: :) 05:37:15 Napkin: too bad custom monsters currently always show their name in tiles 05:37:24 ahh, this enemy title setting? 05:38:19 i remember setting it to show all names at the beginning - very convenient option 05:40:09 -!- galehar has joined ##crawl-dev 05:40:22 hi 05:40:25 Hi 05:40:27 moin galehar 06:07:23 -!- Zaba has quit [Ping timeout: 272 seconds] 06:09:26 -!- monky has quit [Quit: hello] 06:12:50 -!- Zaba has joined ##crawl-dev 06:47:45 highscore display screen (https://crawl.develz.org/mantis/view.php?id=3018) by 1 07:04:46 i like your yak ideas dpeg 07:06:50 -!- MarvinPA has joined ##crawl-dev 07:26:34 -!- monky has joined ##crawl-dev 07:26:56 -!- MarvinPA has quit [Quit: Page closed] 07:36:06 -!- valrus has joined ##crawl-dev 08:02:03 dpeg has always been hot and heavy on yaks 08:02:20 I believe he wears yak fur flannels 08:07:53 -!- Pialein has quit [Remote host closed the connection] 08:08:12 I don't think so, I would have noticed 08:08:23 -!- Pialein has joined ##crawl-dev 08:08:29 although I don't know what he does in the privacy of his home :) 08:14:22 Mu_: thank you 08:18:23 -!- valrus has quit [Remote host closed the connection] 08:26:39 back later 08:54:40 -!- Cryp71c has joined ##crawl-dev 08:58:14 -!- eith has joined ##crawl-dev 09:08:49 -!- galehar has quit [Quit: disconnect] 09:16:30 -!- paxed has quit [Read error: Operation timed out] 09:20:12 -!- paxed has joined ##crawl-dev 09:20:52 -!- Zaba has quit [Ping timeout: 276 seconds] 09:28:24 -!- Zaba has joined ##crawl-dev 09:34:52 Why does trunk ask me how many pieces of gold I want to pick up when I manually pick it up with a monster in sight? 09:35:20 it's because you used g instead of , 09:35:34 though asking how many pieces of gold to pick up is silly, regardless 09:40:12 -!- paxed has quit [Read error: Operation timed out] 09:44:50 -!- paxed has joined ##crawl-dev 09:50:22 Orcish mines is 3 levels deep? 09:50:28 I feel like the world is ending. 09:55:37 it looks like 4 to me (from ^O in a fresh by a few hours wizmode build) 10:01:30 eh, my trunk is 3 levels deep 10:02:10 nvm 10:02:16 Got into a bubble that has downstairs 10:04:04 -!- paxed has quit [Read error: Operation timed out] 10:08:30 -!- paxed has joined ##crawl-dev 10:15:20 Cryp71c: I would expect a little more from world end :P 10:15:34 hurH? 10:17:01 03zaba * r4418d4444f91 10/crawl-ref/source/l_crawl.cc: Add x_chance_in_y to the Lua API. 10:17:03 03zaba * r043dd0551908 10/crawl-ref/source/dat/des/builder/layout.des: Use x_chance_in_y instead of temp_rand in layout_city. 10:17:06 03zaba * rb2e1bb126b62 10/crawl-ref/source/dat/des/builder/layout.des: Use x_chance_in_y in layout_roguey like it used to be in the original code. 10:17:08 03zaba * re314beca87df 10/crawl-ref/source/l_dgn.cc: Use rectangle_iterator in dgn_fixup_stairs. 10:17:09 03zaba * r546753cc946d 10/crawl-ref/source/l_dgn.cc: Use rectangle_iterator and adjacent_iterator in dgn_floor_halo. 10:23:25 Zaba: does the use of the iterators save lines of code, or is "just" for cleanliness? 10:24:09 it saves lines of code and indentation levels 10:24:19 And reduces the chances of mistakes 10:24:23 yeah 10:30:26 -!- paxed has quit [Ping timeout: 255 seconds] 10:32:18 -!- paxed has joined ##crawl-dev 10:36:27 All hail Haran :) 10:39:46 -!- valrus has joined ##crawl-dev 10:39:48 Does anyone here agree with the following statement: if the god granted permanent scyring (ie you see full LOS, through obstacles), then that'd be overpowered? 10:40:00 yeah 10:40:09 the god in question being Ashenzari :) -- when I asked some hours ago, there were no replies 10:40:47 I would like to get rid of the xp bonus in favour of explorational stuff that's tactically useful, and I hope it can be done 10:42:30 dpeg: i actually don't think that full scrying would be overpowered, if ash lost the XP boost but remained as he is otherwise 10:42:44 however, i think it would not result in a good god 10:43:13 greensnark, what's the deal with the 'cur' variable for in _dgn_fill_zone? 10:43:32 why does it keep two vectors of points, and such.. 10:43:34 the XP boost definitely needs to go, but IMO ash needs active decisions 10:43:43 even if the effect is largely a passive one 10:44:11 -!- Guest64598 has quit [Remote host closed the connection] 10:44:23 this was what I was going for with my ash proposal, with the piety-scaling skill boost that applies to up to two skills at the same time 10:44:48 you can just leave it on without thinking about it, but it is a choice as to what you will have it boosting at any given time 10:45:46 I am sure that if a god did nothing but gave full scrying all the time, it would be very much overpowered. 10:46:29 Think how deaths occur, and how many you prevent that way. 10:47:08 i don't think so, if the scrying bugs were fixed - you prevent deaths that way, but in that scenario ash would have virtually no abilities that actually make fights easier 10:47:34 you can be more selective about your fights, but unlike most other gods, he doesn't help you during them 10:47:38 Eronarn: it is about choosing fights 10:47:44 you always see who's where 10:47:54 Reconnaissance wins wars 10:48:40 intelligence isn't helping you if it doesn't change your behavior - ash scrying will not do that, the majority of the time 10:48:48 except for stuff like speedruns 10:48:52 Eronarn: well, the player can sure adapt? 10:49:13 There are some tactical tools to play with: (1) better recognition (e.g. indicate rough threat level); (2) divination-themed battle stuff ("You saw that [spell/action] coming and evade."); (3) battle bonuses for cursed gear. 10:49:51 I dislike 2 and 3, for what it's worth 10:49:55 Eronarn: it expects the player's ability to judge positions carefully, but the information is very powerful in any case 10:50:01 monky: no matter how it's done? 10:50:05 dpeg: there's not that much to actually adapt to though: you generally will see a monster and want to go kill it (with the status quo being you explore into a monster and want to kill it); the difference ends up being that you can avoid really tough monsters, or bad situations with too much on screen, more easily (but still not flawlessly, because noise, and wandering into things that aren't behind walls) 10:50:31 crawl doesn't have much in the way of 'preparing for battle' 10:50:47 dpeg: well how broad are their scopes? 10:51:05 its buffs are generally useful - you usually want every buff you have, since few are 'specific' to some type of enemy - and equipment swapping is minimal compared to other games 10:51:23 monky: that's open to discussion. Which is why I wondered how broadly is your affection. 10:51:33 hm 10:51:42 -ly 10:51:43 -!- paxed has quit [Read error: Operation timed out] 10:52:13 monky: i dislike 3 directly. indirectly (like my skill boost proposal) is fine, but the HP/MP regen buff, i hate. i think 2 is fine if we find a good way to pull it off 10:52:20 I can't really think of anything great, but I guess it's not entirely out of the question, for me 10:52:42 and yeah, I prefer 2 over 3 10:53:13 (3) is hard to get right, yes. Stuff like hits bouncing off harmlessly if you're armour (melee) or jewellery (magic) items are cursed. 10:53:26 -!- valrus has quit [Remote host closed the connection] 10:53:40 (2) is more divination-like. Everyone agreed that it'd be okay if you know in advance egos and items (wands!) of opponents. 10:53:44 making 2 just a miss chance would be very boring - i would rather see something like prescient lifesaving ("You have a vision of your death!") 10:53:59 Eronarn: sure, but that's flavour :) 10:54:00 depending on implementation, 2 could be a subset of 3 (the good subset) 10:54:05 dpeg: no... i mean mechanically 10:54:18 monky: indeed 10:54:57 if you take a step, roll out how much damage you could take if you did do that step, then display it on the lifebar in ash-color 10:55:00 or something like that 10:55:24 not all the time, because that would be annoying, but if it's say above 50% of your current HP, at some random chance, maybe a timeout or piety cost 10:55:36 My idea that Ash announces monster spells (eg IOOD) was dismissed, probably for good reasons. 10:55:38 (and obviously, prevent that step) 10:55:38 I remember suggesting additional monster inventory knowledge (e.g. imp wielding an orcish dagger, wearing an orcish ring mail, and carrying a wand of paralysis), but that might get too spammy if not restricted to important cases or made an active ability 10:56:01 monky: it will suffice to point out the crucials: wands, ego weapons 10:56:01 -!- paxed has joined ##crawl-dev 10:56:03 monky: i think that's a pretty boring ability tbh 10:56:15 and it should be passive, of course 10:56:19 Eronarn: how interesting can you get with a passive god 10:56:27 monky: quite, I'd say 10:56:28 well aside from crazy things 10:56:41 The curse minigame is not trivial. 10:56:46 oh good 10:56:47 monky: as i said earlier - making decisions about which passive boost you get is interesting if there's a non-trivial cost to swap 10:57:52 -!- MakMorn has quit [Ping timeout: 276 seconds] 10:58:11 monky: the decision when/what to reskill is rare, but nontrivial, too (and of course it is not passive) 10:58:52 I actually find it rather trivial in popular usage cases, though perhaps there are more 10:58:59 -!- cw has joined ##crawl-dev 10:59:01 for example, what if ash had a suite of 5 abilities and you could only have 1 on: passive boost to your 'active' defenses (shield/EV); passive boost to your accuracy; knowledge of what enemies will cast; knowledge of when enemies are about to step into your LOS; ability to see through walls 10:59:10 monky: it is rarely trivial to decide what skill to reduce, I found 10:59:32 i don't love that set of abilities, but something *like* that, and say, 5 piety (hefty cost!) every time you swap 10:59:32 Eronarn: but then players could be switching the boost all the time 10:59:36 ah 10:59:38 I'm not usually too unhappy with my skill distributions, and when I am, it's to the point that reskilling (both sides) would be quite a trivial choice 10:59:46 5 is on the order of makhleb greater demon iirc 10:59:50 yes 11:00:33 monky: if everything goes according to plan, yes. This is why it's rare. But the good stuff is when you re-shape your magic set according to the books you've found. (Or likewise from one weapon to another.) 11:00:49 with such an arrangement, there will usually be more than one active ability you want on in any given situation; you will usually have one you want on 'all the time', what's best for your character, but if you have to swap it for a fight - well, you actually have to swap it twice, to swap and then swap back 11:03:46 Eronarn: that's similar to swapping cursed items, btw 11:04:12 hmm. 11:05:53 dpeg: not really... cursed items require an item cost, which is much steeper than a piety one for ash right now; they also require you to have an item you even want to swap to 11:09:14 Eronarn: you have sufficient scrolls at some point... it is just that swapping becomes a finite resource (or you decide to leave that spot uncursed). 11:09:29 -!- cw is now known as Guest72819 11:09:58 dpeg: making ash's ability use scrolls of paper would be a good step, btw 11:10:13 converting RC is annoying because you then also need RC to uncurse if you want to swap 11:10:24 it fits the flavor way better, as well 11:10:41 'Ashenzari teaches you how to inscribe his curse on blank scrolls.' 11:11:40 but really, the main point of what i said is the second half - you often will not have many items you want to swap 11:11:44 and ash does permit some swapping 11:12:07 like, if i get a robe of resistance - what would I even want to swap that to? 11:12:47 the cursed item swapping is not an inconsequential factor, but it doesn't come up nearly as often as a suite of designed-around-swapping god abilities would 11:12:50 I doubt you'd swap body armour anyway 11:12:58 much, anyway 11:13:06 with armour items, the question is mostly when to swap: you may ignore one or two smaller improvements 11:13:21 monky: yeah the way cursed slots prevent other slots is kinda iffy imo 11:13:38 i'm also not a fan of cursed weapons or shields 11:14:57 -!- paxed has quit [Read error: Operation timed out] 11:15:47 i actually kind of wonder if cursed weapons should instead work like this: you can unwield them, but any time you wield a weapon, it's that weapon - and you can't drop it 11:16:56 i don't think we need to stick to 'it's stuck to you!!1' just because other roguelikes do that 11:17:52 I find curses currently pretty irrelevant outside of early game and ashenzari 11:17:57 yes 11:18:19 RC only removing one curse, for everyone, would help 11:18:49 -!- paxed has joined ##crawl-dev 11:19:05 but i think that fundamentally, it needs to be bad to be using a cursed item, to make curses feel interesting 11:23:31 monky: that could easily change: fewer RC scrolls (already in trunk), more monsters that possibly curse stuff 11:23:45 anyway, baking cookies 11:28:10 -!- Guest72819 has quit [Ping timeout: 245 seconds] 11:36:51 -!- MarvinPA has joined ##crawl-dev 11:42:07 -!- cw_ has joined ##crawl-dev 11:42:15 -!- cw_ has quit [Remote host closed the connection] 11:42:56 -!- cw_ has joined ##crawl-dev 11:43:13 ugh. 11:45:32 -!- casmith789 has joined ##crawl-dev 11:54:48 -!- psyshvl has joined ##crawl-dev 12:03:00 -!- paxed has quit [Write error: Broken pipe] 12:05:51 -!- eith has quit [Ping timeout: 255 seconds] 12:06:57 -!- paxed has joined ##crawl-dev 12:14:57 I think there's a problem in _set_tornado_durations..should I describe it here or submit to mantis? 12:18:03 Pialein: probably best to submit to Mantis, unless kilobyte is active 12:18:48 Okay though I have the feeling that nobody's reading mantis..but I'll try 12:20:37 hmm.. 12:21:08 Pialein: hey, that's unfair 12:21:41 Pialein, people read mantis 12:22:03 well it's only a feeling..lot's of *new* issues 12:22:16 people often fail to change that to something meaningful, yes :P 12:24:49 I commented a crash + the solution on 12-10..no response..though I can live with 'git stash apply' 12:26:01 what issue? 12:26:54 crash in tiles version 12:27:47 issue #2884 12:29:31 -!- paxed has quit [Ping timeout: 276 seconds] 12:30:41 -!- paxed has joined ##crawl-dev 12:41:16 03zaba * re38cdb0b3e48 10/crawl-ref/source/dungeon.cc: Use adjacent_iterator in _has_no_floor_neighbours. 12:41:17 03zaba * rdea84245cc7c 10/crawl-ref/source/dungeon.cc: Use adjacent_iterator in _dgn_fill_zone. 12:41:18 03zaba * r9fba662f5428 10/crawl-ref/source/dungeon.cc: Remove _random_portal_vault. 12:41:19 03zaba * rfefb172c2bd3 10/crawl-ref/source/dungeon.cc: Rename _place_portal_vault to _place_vault_by_tag. 12:41:20 03zaba * r39a85a24140d 10/crawl-ref/source/ (dat/des/branches/hells.des dungeon.cc): Replace hardcoded placement of a hell entrance on D:21-27 with a vault. 12:41:22 03zaba * rdd47daa7ee31 10/crawl-ref/source/ (dat/des/branches/pan.des dungeon.cc): Use vaults to place Pandemonium entrances in D. 12:41:24 03zaba * r8ce788680dba 10/crawl-ref/source/ (dat/des/branches/abyss.des dungeon.cc): Use vaults to place Abyss entrances in D. 12:41:26 03zaba * r2d27ad75efda 10/crawl-ref/source/dungeon.cc: Simplify code that replaces downstairs with Zot entrances. 12:50:06 -!- paxed has quit [Read error: Operation timed out] 12:50:19 Zaba: awesome 12:52:06 I like the concept, but it could be done better if you could individually specify different chances for different depths of a single vault 12:52:37 I guess I should just pester greensnark until at some good morning I find out that such a feature has been implemented :P 12:54:15 -!- paxed has joined ##crawl-dev 12:56:23 03zaba * rc8e1d5cb246c 10/crawl-ref/source/dungeon.cc: Replace downstairs with Zot entrances in _fixup_branch_stairs. 12:57:35 -!- valrus has joined ##crawl-dev 13:13:38 -!- paxed has quit [Read error: Operation timed out] 13:17:50 -!- paxed has joined ##crawl-dev 13:21:03 -!- valrus has quit [Remote host closed the connection] 13:26:03 heh.. I set up a forum and it's called "official"? ;> 13:28:05 -!- elliptic has joined ##crawl-dev 13:34:44 the official napkin forum 13:34:59 heh :D 13:38:20 -!- paxed has quit [Read error: Operation timed out] 13:42:26 -!- paxed has joined ##crawl-dev 13:50:11 -!- psyshvl has quit [Quit: stuff] 14:10:15 problem in spl_damage.cc:: _set_tornado_durations, cancels kenku perma flight (https://crawl.develz.org/mantis/view.php?id=3019) by Lollipop 14:15:17 Grey draconians get poisoned in poison clouds (https://crawl.develz.org/mantis/view.php?id=3020) by Svankensen 14:21:34 -!- Fangorn_ has quit [Quit: Fangorn_] 14:24:46 -!- MarvinPA has quit [Ping timeout: 265 seconds] 14:26:44 -!- paxed has quit [Read error: Operation timed out] 14:31:27 -!- paxed has joined ##crawl-dev 14:33:52 -!- galehar has joined ##crawl-dev 14:34:13 evening 14:41:36 Hi 14:42:26 Zaba: I am not sure if specifying a distribution (rather than a flat chance) for vaults would be visible. 14:45:27 Zaba: <3 all your dungeon cleanup. :) 14:45:59 -!- Cryp71c has quit [Remote host closed the connection] 14:47:18 -!- MarvinPA has joined ##crawl-dev 14:47:20 enne: yes, I keep saying that too 14:50:07 -!- paxed has quit [Read error: Operation timed out] 14:54:01 -!- paxed has joined ##crawl-dev 14:54:31 03galehar * r76ac7706691a 10/crawl-ref/source/ (tilereg-spl.h tilesdl.cc tilesdl.h): Detach spell tab. 14:54:32 03galehar * r1002d3413621 10/crawl-ref/source/ (tilereg-tab.cc tilereg-tab.h): Add a TabbedRegion::invalid_index method. 14:54:34 03galehar * r6b358a346df4 10/crawl-ref/source/ (tilereg-tab.cc tilereg-tab.h): Add methods to disable tabs in TabbedRegion. 14:54:35 03galehar * r2037e21d1101 10/crawl-ref/source/tilesdl.cc: Fix detach spell tab. 14:54:36 03galehar * r39a90de88ae4 10/crawl-ref/source/tilesdl.cc: Don't detach spell tab if no spell known. 14:54:37 03galehar * rd88345cc07e8 10/crawl-ref/source/tilereg-tab.cc: Move enabled check in TabbedRegion::on_resize() 14:54:42 03galehar * rd55896be76d3 10/crawl-ref/source/ (tilereg-grid.cc tilereg-tab.cc tilesdl.cc): Fix GridRegion::on_resize. 14:54:44 03galehar * rafbca1e19601 10/crawl-ref/source/spl-util.cc: Tiles: update the stats region when learning or forgetting the first spell. 14:54:45 03galehar * rf9cbe282823c 10/crawl-ref/source/tilereg-tab.cc: Disabling active tab switches to next one. 14:54:49 03galehar * rd853c1fc54d9 10/crawl-ref/source/ (tilereg-tab.cc tilereg-tab.h): Fix tab icons position when one is disabled. 14:54:50 03galehar * r0160d4220a86 10/crawl-ref/source/ (tilereg-spl.h tilesdl.cc): Limit spell tab size to known spells. 14:54:51 03galehar * ra7cba1f543f2 10/crawl-ref/source/ (tilesdl.cc tilesdl.h): Rename m_region_tsp to m_region_tab_spl 14:55:01 03galehar * rad1dc564d1cb 10/crawl-ref/source/ (spl-util.cc tilesdl.cc tilesdl.h): Fix spell tab not properly updated when learning or forgetting a spell. 14:55:02 03galehar * reba9144faa53 10/crawl-ref/source/tilesdl.cc: Adjust the tab margin. 14:57:57 galehar! 14:58:08 :) 14:58:23 Actually, it's a single feature 14:59:52 and a tiles one 15:00:28 * dpeg mutters something about neglected console players. 15:02:36 -!- Cryp71c has joined ##crawl-dev 15:03:46 * enne coughs. 15:04:17 * bhaak has a ps3 and doesn't feel neglected 15:04:32 when do we get wiimote support?! 15:04:33 * dpeg slaps bhaak in monochrome ASCII. 15:04:43 Adeon: When are you adding Wiimote support? 15:04:50 haha 15:05:09 wiimote support would only really work once we have first-player crawl working 15:05:21 I bet crawl would be more playable with a NES controller than a wiimote... 15:05:25 Zannick: this "we" may not be our "we" 15:05:46 dpeg: i never said "once" meant "ever" 15:05:51 * dpeg has seen good games getting ruined by first-player nonsense. 15:06:01 one of the nethack window ports is playable via joystick... 15:06:18 there actually is some sort of crawl port for wii 15:06:24 paxed: how do you ride a horse with the joystick? 15:06:48 #ride couldn't be it 15:06:52 ascii fps! 15:06:59 Adeon: really? crawl? or some other roguelike? 15:07:07 http://wiibrew.org/wiki/DungeonCrawlStoneSoup 15:07:08 Zannick: there are ascii action games 15:07:12 looks like it's for 0.4.5 version though 15:07:13 dpeg: menus are navigable.... 15:07:16 !add bad_ideas first player crawl. in ascii 15:07:16 dpeg: good games like this one? http://www.sbrain.org/nethack3d/ 15:07:23 !learn add bad_ideas first player crawl. in ascii 15:07:23 bad ideas[2639/2639]: first player crawl. in ascii 15:07:37 * Zannick -> 15:07:48 bhaak: you are preaching to the converted!!! 15:10:16 bhaak: funny. I'd love to see another screenshot with the door opened :) 15:11:01 galehar: last time I tried to run it, it crashed :/ 15:14:38 -!- ais523 has joined ##crawl-dev 15:14:52 hmm, a while ago I changed my Mantis settings to not show resolved bugs 15:14:58 and now I'm finding it impossible to change it back 15:14:58 -!- paxed has quit [Read error: Operation timed out] 15:15:20 I'm trying to go via advanced filters and then set the hide status to [none], but nothing seems to happen when I apply the filter 15:16:00 Reset? 15:16:04 brb 15:16:17 -!- Cryp71c has quit [Read error: Connection reset by peer] 15:16:18 that doesn't work either 15:16:41 hmm, it seems that neither does login in 15:17:08 trying with JavaScript both off and on 15:17:33 ah, I know what's happened, I must have cookies blocked from there somehow 15:18:03 -!- upsy has quit [Quit: Leaving] 15:18:11 yep, indeed 15:18:26 no idea how I ended up with cookies blocked on develz.org, must have selected that option by mistake 15:18:35 -!- paxed has joined ##crawl-dev 15:18:37 but it's working now 15:20:00 -!- Cryp71c has joined ##crawl-dev 15:31:42 Zaba: dat/des/builder/layout.des:490: attempt to call field 'x_chance_in_y' (a nil value) 15:31:46 woah!! 15:31:47 ais523! 15:32:03 yes, sorear? 15:32:05 haven't seen *you* on IRC in ages. How are ya/ 15:32:16 I'm fine; and I've been on IRC for ages, and was wondering why I'd never seen /you/ for ages 15:32:28 I think we must just have ended up idling a disjoint set of channels 15:33:21 I stopped idling ##crawl-dev because I was finding it almost impossible to be constructive, for whatever reason 15:33:26 and hard enough to simply keep quiet 15:33:44 ais523: the curse of the Nethack player! 15:34:16 -!- Textmode has joined ##crawl-dev 15:34:53 nethack infected players can't be quiet? 15:35:13 I should get around to writing an essay on roguelike design sometime to have something to quote against dpeg 15:35:37 sorear: thanks for your termcast script, btw, I've been quoting it to all sorts of people 15:36:30 -!- casmith789 has quit [Ping timeout: 245 seconds] 15:37:00 ais523: I use doy's App::Termcast myself now :p 15:37:25 -!- casmith789 has joined ##crawl-dev 15:37:25 heh, most of the communities I'm in don't take kindly to messing about with Perl scripts 15:37:39 incidentally, I installed ack recently mostly based on #interhack's past collective urging 15:37:48 has planar won yet? 15:37:49 but found it doesn't actually substitute for most of what I used grep for, surprisingly 15:37:55 ais523: I have written now, it is your turn. 15:38:04 and no, I haven't worked on TAEB for a while, although I set it running on devnull this year 15:39:29 my current NetHack-related projects are AceHack (interface fork), and a NetHack TAS (which might shock the devteam out of pseudoretirement; who knows?) 15:40:36 ais523: haha :) 15:41:12 Nethack: The Animated Series? 15:41:17 tool-assisted speedrun 15:41:27 Oh, ok. :) 15:41:36 where you use RNG manipulation and savescumming to produce something ridiculous to watch, and faster than could be managed without cheating 15:42:05 more rediculous than that time Adeon started a game and quaffed 42 wishes out of a fountain? 15:42:16 I'm not entirely sure what a Crawl TAS would look like; probably shafting down through levels, picking up three runes on the way, and just teleporting or teleportitising the Orb 15:42:21 sorear: oh, indeed 15:42:22 Those nethackers are a funny bunch. 15:42:31 we have thousands of hitpoints and haven't even hit turn 2000 yet 15:42:46 and have just gone off to clear Gehennom with no inventory but some cursed scrolls of teleport 15:42:54 haha 15:43:07 some people in #adom are talking TAS stuff too now 15:43:23 hmm, interesting 15:43:28 Am I the only one who thinks that lack of development leads to tainted souls and perversion? 15:43:35 dpeg: no 15:43:36 i saw a chrono trigger tas which used save corruption to great advantage 15:43:46 someone planned out a TAS route for Angband on the planning thread for the NetHack run; it was rather boring 15:43:49 was that a comment on the state of the catholic church? 15:43:59 and just about optimising damage/turn against the endgame bosses 15:44:09 bhaak: about nothing and no-one in particular :) 15:44:22 dpeg: the game has to change. if there are no devs to officially change the game, we do it ourselves with ad-hoc patches, house rules (conducts), etc 15:45:06 sorear: Call me old-fashioned, but I prefer the approach of lorimer, paxed and bhaak. 15:45:37 To me, your manifesto is anti-design. 15:45:53 * ais523 checks the interface implementables list to see how many NetHack has already 15:46:23 ais523: and the other way around? 15:46:35 NetHack doesn't have an interface implementables list 15:46:51 I suppose you could check how many of AceHack's improvements are in Crawl already 15:47:21 but given that many of them are inspired by Crawl and conciously trying to do better, it wouldn't be a very fair test 15:47:53 (e.g. I tried to make sure my health bars were more useful than the existing Crawl ones) 15:48:13 -!- kilobyte has quit [Read error: Operation timed out] 15:48:44 -!- kilobyte has joined ##crawl-dev 15:49:20 You know what I mean. I hope. 15:49:20 This is not a pissing contest but Nethack is anachronistic in more than one aspect. 15:50:02 dpeg: on the contrary, lorimer bhaak and paxed are all points in support of my view 15:50:28 also consider the jam Crawl was in before ... 15:50:34 dpeg: every one of them is doing unofficial changes to the game, to fill the void that the DevTeam has left by not providing a steady stream of new versions 15:50:38 but a fork is more than a bunch of ad-hoc patches 15:50:55 sorear: what is your point of view? 15:50:59 -!- Vandal has quit [Ping timeout: 240 seconds] 15:51:21 I believe that bhaak believes the ivory tower approach to be a mess. bhaak? 15:51:25 s/my/this/ 15:51:27 15:43 <@dpeg> Am I the only one who thinks that lack of development leads to tainted souls and perversion? 15:52:20 I think dpeg was referring to such perversions as doing 12 conducts ascensions for having fun with the game 15:53:00 bhaak: well, what ais523 just reported puts 12 conduct ascensions in the shadows. 15:53:41 dpeg: it can be done just as easily with Crawl (except that Crawl for DOS is mostly unmaintained nowadays and so it would be hard to find a workable rerecording emulator) 15:53:56 dpeg: "mess" is the wrong word. it's not really a modern approach and it's certainly not working if you don't release at a constant rate (which the DevTeam hasn't really done since 1999( 15:54:15 probably more easily, given perfect luck most roguelikes are pretty trivial, but Crawl wouldn't even have many sticking points 15:54:33 inability to withstand attacks on the RNG don't necessarily make a game bad, though 15:54:42 bhaak: yes, I agree with that. In my writeup on the topic, I had more space for the finer points. A small and up-coming project is better advised to stay closed (development, perhaps also source). 15:54:59 dpeg: TAS games? they are much more sane than 12 conducts ascensions IMO. I'd put them on the same level as programming nethack bots 15:55:25 TjrWiz is seriously aiming for a 12-conduct at the moment 15:55:34 but I don't see it as a deficiency in the game that that's possible 15:56:49 bhaak: ah, so I misjudged. 15:57:01 hiii 15:57:04 due: Hi! 15:57:21 dpeg: I have an idea for implementing yak herd knowledge, though not clustering (at least, not yet). 15:57:39 ais523: fun can be generated in many ways, and they're all fine. From the perspective of the original game (design) however, the current state looks slightly borked. 15:57:50 due: tell us! On topic even :) 15:58:10 this is the sort of thing TPM was created for, i think 15:59:25 dpeg: Well, designate a yak "leader" when creating yak bands (can be a death yak), store that in mons->number or props; when a yak sees you, herd_iterator sets the relevant behaviour and target (you, or whomever they pick as foe); when the band leader dies, it defers to the nextmost yak in the herd, until there are none left. 15:59:53 dpeg: I'm not entirely sure about wandering, I can't remember if you can set monster's targets as other aligned monsters and have them clump together. 16:00:17 greensnark often warns about the mess that lies in this code area :) 16:00:27 Yes, I've seen it first hand. 16:00:31 I still bear the scars. 16:00:48 We need to get Zaba drunk and promise he tackles monster movement after the dungeon builder. 16:01:40 :D 16:01:43 * due -> to work. 16:02:55 -!- Cryp71c has quit [Read error: Connection reset by peer] 16:11:40 -!- Siber has left ##crawl-dev 16:11:54 -!- ortoslon has joined ##crawl-dev 16:13:12 galehar: Dodging skill description says that you dodge melee, ranged and magical but Shields only mentions melee and ranged. don't shields block bolts? 16:17:12 shields do not block bolts 16:17:22 they do block single-target conjurations though 16:18:34 There is the unfortunate terminology around 'bolt'. We tried once to resolve it but didn't manage to do so. 16:19:14 this reminds me, I believe currently shields can block bolts of penetration... should they actually be able to do so? 16:19:24 it seems like penetration would just go through the shield 16:19:45 (like a magical bolt does) 16:20:40 elliptic: yes, they should. 16:20:48 why? 16:21:50 they should go through :) 16:21:56 oh, okay :) 16:22:06 don't shields also block some spells, like sticky flame? 16:22:16 galehar: single-target, like sorear said 16:22:45 ortoslon: I commited the detached spell tab tonight 16:23:47 nights 16:25:07 -!- paxed has quit [Read error: Operation timed out] 16:25:15 -!- dpeg has quit [Quit: Lost terminal] 16:25:33 galehar: into master? 16:25:50 yes 16:26:35 i'll wait till the next windows build update and will try a hybrid :) 16:27:25 -!- Textmode has quit [Ping timeout: 272 seconds] 16:28:57 -!- paxed has joined ##crawl-dev 16:42:22 03kilobyte * r39c929f09a2c 10/crawl-ref/source/ (rltiles/dc-main.txt rltiles/dc-misc.txt tilepick.cc): Automated whitespace fixes. 16:42:23 03kilobyte * r0c96ff4fe93a 10/crawl-ref/source/util/checkwhite: Adjust the list of file types exempted by checkwhite. 16:42:25 03kilobyte * rf86c1a62d858 10/crawl-ref/docs/develop/git/quickstart.txt: Axe irrelevant headers from docs that originated as mails. 16:42:28 03kilobyte * rca0cbe81cf7b 10/crawl-ref/settings/init.txt: Manually de-tabify init.txt, checkwhite is too simplicistic here. 16:42:31 03kilobyte * rcc93780971c5 10/crawl-ref/source/misc/build_dcss_release.rb: Axe an obsolete script for packaging builds from SVN. 16:42:33 03kilobyte * r8aaf6c97a930 10/crawl-ref/ (docs/FAQ.html source/makefile source/util/FAQ2html.pl): Generate the HTMLized FAQ on the fly. 16:42:34 03kilobyte * re157f0700d5d 10/crawl-ref/ (21 files in 9 dirs): Run checkwhite on the text files. 16:42:36 03kilobyte * r0089ed75cb52 10/crawl-ref/.gitignore: Add the generated FAQ.html to git ignores. 16:42:55 is there a constant or #define that tells the maximum number of cells in LOS? 16:45:59 -!- ortoslon has quit [Quit: bye] 16:52:37 -!- paxed has quit [Ping timeout: 276 seconds] 16:53:33 -!- paxed has joined ##crawl-dev 16:56:23 I have changed the documentation link on wordpress so that it leads to http://crawl.develz.org/other/manual.html instead of the doc directory on sourceforge 16:56:42 seems it would be much more convenient to players 16:57:09 great, we all forget little details like that 17:03:59 03galehar * r3c78c003edf9 10/crawl-ref/source/ (tilesdl.cc tilesdl.h): Detach monster tab. 17:06:21 Ooh, detach monster tab? 17:08:34 yes, just like the detach spell tab I commited earlier 17:09:18 if there's room in the stat_col between minimap and inventory, fill it with spell and monster tabs 17:09:31 Excellent. :) 17:35:55 -!- elliptic has quit [Quit: Leaving] 17:36:22 -!- valrus has joined ##crawl-dev 17:37:08 -!- paxed has quit [Read error: Operation timed out] 17:40:18 -!- ortoslon has joined ##crawl-dev 17:41:30 -!- paxed has joined ##crawl-dev 17:42:19 -!- Textmode has joined ##crawl-dev 17:43:11 I have published a screenshot to show how the game looks with the detached tabs with a high res (WUXGA) 17:43:30 http://crawl.develz.org/wordpress/wp-content/uploads/2010/12/High-res-layout.png 17:44:23 -!- ortoslon has quit [Quit: bye] 17:48:04 nice 17:48:13 -!- eith has joined ##crawl-dev 17:49:25 -!- valrus_ has joined ##crawl-dev 17:51:06 -!- galehar has quit [Quit: disconnect] 17:51:43 -!- elliptic has joined ##crawl-dev 17:56:50 -!- eith has quit [Ping timeout: 255 seconds] 17:57:16 galehar: <3 17:58:22 -!- eith has joined ##crawl-dev 18:01:34 -!- valrus has quit [Remote host closed the connection] 18:04:26 -!- valrus_ has quit [Remote host closed the connection] 18:05:21 -!- eith_ has joined ##crawl-dev 18:06:41 -!- eith has quit [Ping timeout: 265 seconds] 18:07:35 -!- elliptic has quit [Quit: Leaving] 18:08:36 -!- Moriasc has joined ##crawl-dev 18:11:18 -!- valrus has joined ##crawl-dev 18:18:48 -!- eith has joined ##crawl-dev 18:20:42 -!- eith_ has quit [Ping timeout: 265 seconds] 18:23:54 -!- Pialein has quit [Remote host closed the connection] 18:24:08 -!- Lollipop has joined ##crawl-dev 18:48:44 -!- eith has quit [Ping timeout: 265 seconds] 18:54:27 -!- valrus_ has joined ##crawl-dev 18:54:31 -!- syllogism has quit [] 18:55:00 -!- valrus_ has quit [Remote host closed the connection] 18:57:39 -!- Pialein has joined ##crawl-dev 18:59:22 -!- Pialein has quit [Remote host closed the connection] 19:01:53 -!- Lollipop has quit [Ping timeout: 264 seconds] 19:17:11 -!- valrus has quit [Remote host closed the connection] 19:21:52 -!- ais523 has quit [Remote host closed the connection] 19:36:20 -!- Mu_ has quit [Quit: Defecator, may everything turn out okay so that you can leave this place.] 19:36:35 -!- paxed has quit [Ping timeout: 240 seconds] 19:38:39 -!- paxed has joined ##crawl-dev 19:58:06 -!- paxed has quit [Read error: Operation timed out] 19:59:50 -!- casmith789 has quit [Ping timeout: 245 seconds] 20:02:12 -!- paxed has joined ##crawl-dev 20:22:22 -!- paxed has quit [Read error: Operation timed out] 20:26:48 -!- paxed has joined ##crawl-dev 20:28:34 -!- eith has joined ##crawl-dev 20:49:23 -!- paxed has quit [Ping timeout: 240 seconds] 20:49:31 -!- Moriasc has quit [Ping timeout: 240 seconds] 20:50:39 -!- Moriasc has joined ##crawl-dev 20:51:24 -!- paxed has joined ##crawl-dev 21:06:00 -!- Moriasc has quit [Ping timeout: 265 seconds] 21:11:29 -!- paxed has quit [Read error: Operation timed out] 21:14:10 -!- MarvinPA has quit [Quit: Page closed] 21:14:59 -!- paxed has joined ##crawl-dev 21:37:48 -!- paxed has quit [Ping timeout: 240 seconds] 21:38:25 -!- elliptic has joined ##crawl-dev 21:39:35 -!- paxed has joined ##crawl-dev 21:55:05 -!- monky has quit [Quit: hello] 22:14:04 -!- eith_ has joined ##crawl-dev 22:15:50 -!- eith_ has quit [Read error: Connection reset by peer] 22:16:23 -!- eith_ has joined ##crawl-dev 22:17:13 -!- eith has quit [Ping timeout: 260 seconds] 22:23:30 -!- MarvinPA has joined ##crawl-dev 22:24:49 -!- paxed has quit [Read error: Operation timed out] 22:28:34 -!- paxed has joined ##crawl-dev 22:49:13 -!- paxed has quit [Read error: Operation timed out] 22:53:10 -!- paxed has joined ##crawl-dev 23:13:09 -!- paxed has quit [Read error: Operation timed out] 23:17:45 -!- paxed has joined ##crawl-dev 23:21:45 -!- valrus has joined ##crawl-dev 23:23:16 -!- valrus has quit [Remote host closed the connection] 23:34:22 Windows development builds on CDO updated to: 0.8.0-a0-4018-g3c78c00 23:37:39 -!- paxed has quit [Read error: Operation timed out] 23:41:20 -!- paxed has joined ##crawl-dev