00:06:16 Were scarves of poison resistance added recently? I can't find the commit. Or is this vault fault? 00:12:00 <10P​leasingFungus> don't think there were any recent changes 00:12:07 <10P​leasingFungus> does sound like the sort of thing a vault could do 00:29:02 Yep, hangedman_creepy_crawlies. 01:21:47 NinthSettler (L23 GhBe) ASSERT(defender->alive()) in 'fight.cc' at line 233 failed. (Slime:5) 02:12:35 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-502-g1c25307: grabbed a few more vaults I missed and fixed errors caused by assuming default weight was 1 when it is in fact 10 10(5 minutes ago, 12 files, 84+ 83-) 13https://github.com/crawl/crawl/commit/1c253070521b 02:12:35 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-503-g3fec4db: fix big kobold -> kobold brigand 10(4 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/3fec4dbba115 02:12:35 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-504-ge317fa5: found a couple more errors 10(60 seconds ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/e317fa544b13 02:16:23 Unstable branch on cbro.berotato.org updated to: 0.27-a0-498-g7ecbb0a48f (34) 02:34:25 -!- amalloy_ is now known as amalloy 03:30:50 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3944-gcf420f87c6 06:22:14 New branch created: pull/1794 (1 commit) 13https://github.com/crawl/crawl/pull/1794 06:22:14 03Nikolai Lavsky02 07https://github.com/crawl/crawl/pull/1794 * 0.27-a0-499-g27b4fa7: Add spell damage info to the `I!` menu and morgues 10(17 minutes ago, 2 files, 23+ 11-) 13https://github.com/crawl/crawl/commit/27b4fa7189db 07:05:00 -!- amalloy is now known as amalloy_ 07:41:23 03ebering02 07* 0.27-a0-499-gd4c8914: Changelog through 0.27-a0-498 10(23 seconds ago, 1 file, 25+ 1-) 13https://github.com/crawl/crawl/commit/d4c891490cd0 07:46:48 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-499-gd4c891490c (34) 09:10:42 %git 9b28f76f3da3 09:10:42 07advil02 * 0.27-a0-472-g9b28f76: Reduce explicit species checks: mummy 10(2 days ago, 27 files, 81+ 66-) 13https://github.com/crawl/crawl/commit/9b28f76f3da3 09:11:31 oops 09:15:58 03advil02 07* 0.27-a0-500-gfc1ad16: Reduce explicit species checks: felid part 1 10(18 hours ago, 5 files, 11+ 16-) 13https://github.com/crawl/crawl/commit/fc1ad161a1d2 09:15:58 03advil02 07* 0.27-a0-501-ge23dd17: Fix sac drink preconditions 10(54 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e23dd17498b5 09:32:14 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-501-ge23dd17498 (34) 10:20:16 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-505-g7d3ca16: typo 10(76 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/7d3ca169614e 10:31:51 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-506-g136cb84: fix more typo code 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/136cb845bc71 10:49:15 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-507-g0f3eb71: more fixing errors 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0f3eb718c27a 11:00:52 03kippig02 07https://github.com/crawl/crawl/pull/1791 * 0.27-a0-508-gaa583b6: sea serpent -> snake 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/aa583b6ca205 11:26:23 <06a​dvil> I have to say randspecies wasn't on my radar at all before @nicolae mentioned it (which is surprising given some of my other ongoing projects) but it could actually be a lot of fun to write, has there ever been discussion about whether such a concept could fit in dcss core? 11:37:24 What would randspecies be, exactly? 11:38:35 in this case probably something that chooses from random species mutations (and other properties) according to some scheme 11:40:00 frankenstein's monster -ish 11:54:40 <08n​icolae> the species version of a wanderer i guess 11:56:52 03advil02 07* 0.27-a0-502-g9f68143: Reduce explicit species checks: felid part 2 10(43 minutes ago, 39 files, 219+ 158-) 13https://github.com/crawl/crawl/commit/9f681435c2ee 11:56:52 03advil02 07* 0.27-a0-503-g39af0f7: Reduce explicit species checks: felid part 3 10(5 minutes ago, 7 files, 18+ 8-) 13https://github.com/crawl/crawl/commit/39af0f702559 11:59:32 ahahah oops 12:00:59 03advil02 07* 0.27-a0-504-g658772a: Actually add MUT_MULTILIVED to felid 10(46 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/658772aece57 12:01:38 <05k​ate> hmm, i loaded up my ash character with the skill boost nerf and it definitely still looks extremely strong at high piety. it seems very easy to get multiple overlapping boosts, so 2x being equivalent to the old fully bound level is probably still too much i think? i have 3x on the good general-purpose groups (cunning/fortitude/introspection), and 5x on my main skill getting me from 18->27 which feels 12:01:38 excessive 12:02:43 <05k​ate> and that's not even giving up anything as a consequence of being so focused, i still have incidental 1x and 2x boosts on melee and other magic skills 12:15:42 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-503-g39af0f7025 (34) 12:19:04 -!- G-Flex_ is now known as G-Flex 12:24:53 !cmd &dump 12:24:53 Command: &dump => !lm ${1:-.} fmt:"\$(=morgue_link ${2:-${src}} \$(if \$(match -a ${3:-${cv}}) trunk ${3:-${cv}}))/${name}/${name}.txt" stub:"No milestones for $(name_fixup ${1:-${user}})." 12:24:53 !cmd =morgue_link 12:24:53 Command: =morgue_link => .echo $(let (base (car (split | (nth 1 (split ${1}> (=morgue_link.list ${2:-trunk})))))) (if (bound? base) $base unknown)) 12:29:07 Unstable branch on crawl.akrasiac.org updated to: 0.27-a0-504-g658772a (34) 12:31:47 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-504-g658772aece (34) 12:31:50 https://crawl.dcss.io/crawl/morgue/gammafunk/gammafunk.txt 12:31:58 my current spen 12:37:59 what is a bulgogi item 12:39:37 <08n​icolae> i think that's beguiling, a couple magic skills are grouped as that 12:39:42 conj/hex/tloc boost (bglg = beguiling) 12:42:54 the ash randart name generator has some very good results incidentally 12:43:10 gave me an imitation moon troll leather armour: z - the cursed +4 troll leather armour of Ashenzari's Moon (worn) {Regen+, Snorg, Bglg, Comp} 12:45:30 I was sort of joking in that I have 0.0 knowledge of newash, but aesthetically I think those tags would be better slightly longer and not presented as inscriptions (maybe "(curse: beguile, cunning)"; also shown in some kind of full text form on the weapon description (or elsewhere in the morgue) 12:45:36 3-4 letters is a bit o n the cryptic side 12:46:31 <09g​ammafunk> yeah, on that note it's also difficult to understand the cumulative number of boots you have of a given type 12:46:37 <09g​ammafunk> wonder if that's summarized somewhere 12:47:06 <09g​ammafunk> I suppose just looking at the m screen is sufficient, but when deciding whether you want an additional boost, you kind of want to know the count of how many you have 12:47:17 <09g​ammafunk> in most cases this is pretty easy, but: 12:49:08 <09g​ammafunk> https://cdn.discordapp.com/attachments/747522859361894521/816366527653478410/unknown.png 12:49:17 <09g​ammafunk> in at least the case of octopodes, it can become a bit much 12:49:31 i was thinking it'd be good to display that breakdown on ^ maybe, yeah 12:50:09 currently that just lists your items again which is still helpful without the distraction of the rest of the inventory screen around it but could just also list out your full number of boosts per type, maybe 12:51:17 <09g​ammafunk> yeah 13:17:44 <09g​ammafunk> @nicolae A similar problem exists with nicolae_sif_muna_little_library in that we want to avoid these unobtainable items. Similar to your gozag vault, an encounter vault where you can enter a runed door to fight a powerful monster could work. Would want to limit the number of spells in the randbooks if you go that route. 13:18:03 <09g​ammafunk> Since eventually it'll be a lot of free spells, but if you put something incredibly dangerous, might be a while before someone could open it 13:19:36 <09g​ammafunk> @nicolae Another thing I'm doing is removing no_item_gen and no_monster_gen in these vaults unless it feels strongly necessary, to reduce spoilers. I don't have a problem with no_trap_gen since that's not spoilery with how traps work now 13:20:01 <08n​icolae> in the overflows? 13:20:12 <08n​icolae> fair enough, i'll also see what i can do for the little library 13:21:46 <09g​ammafunk> yeah, for the overflows 13:22:59 <08n​icolae> in what sense does it reduce spoilers? 13:23:02 <09g​ammafunk> You recognize a vault by the edge of it coming into los, you know it can't contain monsters nor loot items 13:23:46 <08n​icolae> makes sense i guess 13:23:56 <08n​icolae> i wasn't sure that that was such a huge spoiler, though 13:24:10 <08n​icolae> however i defer to your expertise 13:24:21 <09g​ammafunk> it's not huge at all, no 13:25:04 <08n​icolae> but i guess even that tiny edge can be exploited by the pudding-farming mentality 13:26:26 <09g​ammafunk> since it's a small difference, I would put it down more as a guideline. If you're making a vault that's supposed to feel pristine, untouched, isolated, then I think it's fine, but hopefully you have doors or some other aspect that prevent e.g random level monsters from wandering in 13:26:35 <08n​icolae> makes sense 13:26:44 <09g​ammafunk> and if you're fine with random level monsters wandering in, seems fine to just allow normal monster gen 13:26:50 <09g​ammafunk> also, one thing about no_item_gen you might not know 13:27:10 <09g​ammafunk> it doesn't actually influence the number of items generated, just the eligibility of squares where a level item can generate 13:27:34 <09g​ammafunk> so all you're doing by saying no_item_gen is saying "for any level item you'd place, don't place on on this square/in this vault" 13:27:45 <09g​ammafunk> some people use that tag because they place loot and think they need it for balance 13:27:58 <09g​ammafunk> this is actually the same for no_monster_gen as well 13:28:48 <09g​ammafunk> just eligibility 13:28:48 <08n​icolae> gotcha 13:28:48 <09g​ammafunk> but if you're placing a high density of monsters or a good balance, I can see using no_monster_gen to not mess that up 13:28:48 Is it intended that Vehumet does not increase the range of Sting? I thought it worked for all ranged spells 13:28:48 <09g​ammafunk> for loot, preventing level items seems less necessary 13:29:11 <08n​icolae> yeah, your average floor trash is probably not going to turn your loot vault into a big shiny payday 13:29:59 <09g​ammafunk> right 13:30:16 <09g​ammafunk> G-Flex: I want to say it's not intentional. Seems to me that Veh should extend sting 13:30:18 <08n​icolae> i'll take that into account, i'll go over some of my spider vaults that i'm working on and clean 'em up 13:30:25 <09g​ammafunk> thank u 13:30:53 <08n​icolae> fortunately i think i mostly got out of the habit of throwing no_monster/item_gen around willy nilly 13:31:22 gammafunk: that's what I thought, maybe an oversight from when Sting was changed to have shorter range? 13:31:33 <09g​ammafunk> quite likely, yes 13:31:36 <08n​icolae> for spider there are a few vaults that have no_trap_gen because they feature out-of-branch monsters that can end up in webs and i figured it'd be awkward for them to get caught but i guess that still happens if they wander out 13:31:46 <09g​ammafunk> right 13:32:25 <09g​ammafunk> oh, and sometimes good to use patrolling in said vaults 13:32:35 <09g​ammafunk> depends on what you're going for there, but it can help people recognize the theme 13:33:08 <08n​icolae> yeah, theme monster vaults usually get patrolling 13:33:08 <09g​ammafunk> in that your special monsters doesn't wander out and people just see some lone ophanim in spider and go "....huh" 13:33:18 <09g​ammafunk> (please don't place an ophanim in spider, just a joke) 13:33:22 <08n​icolae> (too late) 13:33:27 <09g​ammafunk> nooooo 13:37:22 re: sting, flavourwise it's like, a weird transmuted physical attack now right? so i can see why it's not enhanced by veh 13:38:02 checking the in-game description, I guess that is the flavor, but it's not very intuitive 13:38:24 gameplay-wise it's functionally identical to your standard ranged conjuration spell 13:43:34 <08n​icolae> @gammafunk : anything else in the overflows that needs redoing? 14:09:56 I suppose that's true, re: flavor 14:11:31 @nicolae Sorry, I've been glacially slow on getting those vaults edited, so I'll have to get back to you 14:11:42 <08n​icolae> no worries and/or hurries 14:11:47 let me see if I can just power through them in the next hour though 14:12:16 <08n​icolae> i've got work to do so i probably won't have a new little library vault anytime soon anyway 14:14:01 @nicolae Another thing that's good to do in general with vaults: only use a pre-defined glyph if you run out of glyphs to use. E.g. don't use X for a substitution glyph if permarock is not involved, I usually use DEFHJKLMNOPQRSZ then apqrsyz, also of course using -'"`_;~ when necessary/appropriate 14:15:15 <08n​icolae> i see! that's a new one, but i'll try to do that for my spider vaults 14:15:15 <08n​icolae> that's gonna be a lotta Xs to change... 14:15:15 yep, helpful for syntax highlighting and just finding feature usage in vaults 14:15:21 right, old vaults are very free about repurposing the existing glyphs 14:15:31 although that may be in part because not as many things were predefined in the past 14:15:44 but I do see X used a ton for arbitrary things, likewise A 14:16:09 honestly need to put these guidelines in a vault making guide in the repo 14:20:03 <08n​icolae> yeah tbf that would have been helpful to know before making all these vaults 😬 14:23:34 yeah, I go through and apply those changes before merging 14:25:12 <08n​icolae> i'll do that for the swamp vaults i've submitted, then 14:25:20 <08n​icolae> since you haven't started looking at those afaict 14:26:52 thanks, appreciate it 14:46:12 @nicolae For nicolae_uskayaw_en_pointe you have a nsubst that assumes there are at least D glyphs to place dancing weapons on, but you only have 6 on the map 14:46:31 <08n​icolae> what is D 14:46:36 <08n​icolae> i'll double check it 14:46:51 D is a glyph you use to randomize the dancing weapons onto 14:47:33 <08n​icolae> right, right 14:47:44 <08n​icolae> i'll put that on the list 14:49:05 since I have other moderate cleanups to that one, can you tell me how you'd like that fixed? 14:50:07 e.g. put more D glyphs 14:50:07 <08n​icolae> what other moderate cleanups were you going to do, i can incorporate those 14:53:43 <09g​ammafunk> NAME: nicolae_uskayaw_en_pointe TAGS: temple_overflow_uskayaw temple_overflow_1 TAGS: no_trap_gen generate_awake transparent decor DEPTH: D:2- KPROP: 'D = no_tele_into MONS: dancing weapon ; mundane short sword MONS: dancing weapon ; mundane falchion, dancing weapon ; mundane spear MONS: dancing weapon ; mundane dagger NSUBST: D = 2=1 / 2=2 / 2=3 / 2=4 KFEAT: _ = altar_uskayaw 14:53:43 KMASK: '1234n = opaque KMASK: '1234 = no_item_gen KMASK: '1234 = no_monster_gen TILE: n = dngn_transparent_stone_red TILE: c = dngn_stone_wall_lightred COLOUR: n = red COLOUR: c = lightred : interest_check(_G) MAP ............. ...nnnnncccc... ..nnD'Dnn..ccc. ..nDn'nDnn...c. @.n''n'''n._.+. ..nDn'nDnn...c. ..nnD'Dnn..ccc. ...nnnnncccc... ............. ENDMAP 14:53:55 nice, comes out just great in irc 14:54:01 at least it's only two lines! 14:54:35 fr: discord bridge just replaces really long messages with a discord message link 14:55:57 <08n​icolae> wait, there are eight D glyphs in my original, that's enough for the nsubst 14:57:21 hmm 14:57:24 how were some lost? 14:58:07 I count eightin what you pasted 14:58:11 oh no 14:58:14 the problem is that counting is hard 14:58:25 false alarm 14:58:43 <08n​icolae> :I 14:59:06 not my fault, I counted optimally 14:59:11 there was nothing I could do 14:59:26 <08n​icolae> understandable 15:04:15 <08n​icolae> ugh, so many of my usual mnemonics overlap with existing glyphs ;_; 15:09:31 yeah 15:09:35 the A/a stuff 15:10:00 I just use sequential D/E etc and it's fine 15:10:17 <08n​icolae> well, T = t., X = x., too 15:10:30 right 15:11:01 one system I like to do is use lower-case glyphs for solid terrain or just non-floor terrain 15:11:23 and use upper-case for floor placement 15:11:49 although I suppose I probably use lower-case for features that are floor 15:12:07 <08n​icolae> makes sense 15:12:07 by upper-case for floor placement, what I really mean is for glyphs placing monsters and loot items 15:12:30 but that part is up to you; using non-predifined glyphs whenever possible is the big thing 15:22:38 Well, an hour and one surreal Thom Yorke video later, I only have 6 overflows left to edit! 15:23:13 have to stop for now, but I'll get merged by thursday I think, if not wednesday 15:23:21 then we can work on the swamp vaults 15:23:48 will also nab any edits you do to the two vaults I mentioned 15:23:58 which one you've already uploaded 15:24:59 -!- cjm_ is now known as cjm 15:26:09 you talking to me? 15:26:37 I can't tell actually 15:28:32 <08n​icolae> me 15:32:11 03advil02 07* 0.27-a0-505-g84b802d: Reduce explicit species checks: demigod 10(14 minutes ago, 19 files, 50+ 33-) 13https://github.com/crawl/crawl/commit/84b802d940da 15:32:50 Yeah, Beargit also has some vault things that need editing 15:33:13 its just a weird coincidence you sent that message right after I joined the channel 15:34:33 <10P​leasingFungus> i have a question about thom yorke 15:35:59 <08n​icolae> yes? 15:37:13 <10P​leasingFungus> is he making vaults now? 15:38:39 <08n​icolae> not as far as i know 15:38:39 <08n​icolae> i did link to a song in a comment on one of my uskayaw vaults, for obscure reasons 15:47:39 <10P​leasingFungus> obscure reasons perhaps the best kind 16:01:53 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-505-g84b802d940 (34) 16:08:57 <08n​icolae> @gammafunk what do you use to reglyph vaults, just find-replace or do you have something more advanced 16:09:14 <08n​icolae> also should i not use existing glyph letters in substs even if they don't appear in the map 16:29:57 @nicolae, Ideally you wouldn't use them, yeah. There's an awful lot of glyphs available, so in typical cases there's always a reasonable alternative. Obviously if you run out of glyphs, you run out of glyphs and can use whatever else is available 16:31:28 <08n​icolae> i figured, but i thought i'd ask on the off chance it meant less work 😛 16:31:51 reglyphing is kind of a pain, but that depends on what's already in use. If there's a sequence of glyphs I need to "shift" to use non-predefined, e.g. A -> D, B -> C, etc, I'll start reassigning the "last" glyph so I can figure out what new last glyph I'll need 16:32:11 e.g. ABCDEF -> DEFHIJ, so I'll work on F -> J first 16:42:50 is there a list of pre-defined glyphs somewhere? 16:44:03 <08n​icolae> the syntax.txt file that's (i think) in develop/levels 16:44:09 thanks 16:44:30 <08n​icolae> https://github.com/crawl/crawl/blob/master/crawl-ref/docs/develop/levels/syntax.txt 16:55:21 03advil02 07* 0.27-a0-506-g2188dfa: Fully unremove forlorn 10(3 minutes ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/2188dfaaa0d9 16:56:15 oops, there's a narrow window for religious dg on cko there :D 16:58:58 so time for Dg of Chei for max stats? 17:01:48 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-506-g2188dfaaa0 (34) 18:05:27 New branch created: pull/1795 (1 commit) 13https://github.com/crawl/crawl/pull/1795 18:05:27 03Aliscans02 07https://github.com/crawl/crawl/pull/1795 * 0.27-a0-507-ge9e5bc5: Don't make a note when the player finds an altar for a god the character can't worship. 10(29 minutes ago, 8 files, 31+ 16-) 13https://github.com/crawl/crawl/commit/e9e5bc5abebc 18:23:51 Unstable branch on underhound.eu updated to: 0.27-a0-506-g2188dfaaa0 (34) 18:52:28 <10P​leasingFungus> !lm * dg god.worship 18:52:32 <04C​erebot> 1. [2021-03-02 22:41:51] Ge0ff the Slasher (L5 DgGl of Gozag) became a worshipper of Gozag on turn 3908. (Temple) 18:52:39 <10P​leasingFungus> !lm ge0ff 18:52:41 <04C​erebot> 52874. [2021-03-02 23:42:59] Ge0ff the Carver (L11 DgGl of Gozag) entered an Ice Cave on turn 15307. (D:11) 18:52:49 <10P​leasingFungus> rooting for em 19:03:49 <08n​icolae> @gammafunk little library 2 up on the mantis ticket 19:58:05 I've been looking at how crawl sends json to the webtiles client and it appears to send a map object with an array of cells objects. My question is, many of those cell objects have no x,y coordinates and some have only a single property set (typically "mf":26 ). What are those cells for? 20:02:05 Are these cells implicitly positioned somehow? Also, I believe 'mf' stands for mapping feature, can anyone point me to where those codes are mapped to what they are? 20:06:34 03advil02 07* 0.27-a0-507-g96d8617: Remove an extraneous function 10(8 minutes ago, 1 file, 0+ 5-) 13https://github.com/crawl/crawl/commit/96d86173bea9 20:06:34 03advil02 07* 0.27-a0-508-g3920f8e: Reduce explicit species checks: naga 10(8 minutes ago, 9 files, 68+ 63-) 13https://github.com/crawl/crawl/commit/3920f8e29377 20:06:34 03advil02 07* 0.27-a0-509-g818f26b: Fix behavior of `species_mutation_level` 10(67 seconds ago, 1 file, 9+ 2-) 13https://github.com/crawl/crawl/commit/818f26b0ed8a 20:07:32 I don't know a lot about the map per se works but you probably want `TilesFramework::_send_cell` 20:07:34 !source TilesFramework::_send_cell 20:07:35 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/tileweb.cc#L1346 20:07:59 !source map_feature.h 20:08:00 Can't find map_feature.h. 20:08:04 !source map-feature.h 20:08:05 https://github.com/crawl/crawl/blob/master/crawl-ref/source/map-feature.h 20:08:13 that is the enum that is being sent with mf 20:08:45 !source enum.js 20:08:46 Can't find enum.js. 20:09:00 maintained in parallel with webserver/game_data/static/enum.js 20:10:54 mail check 20:12:59 advil thank you for those pointers to the enums, will take a look. I looked through TilesFramework::_send_cell and I can't figure out why it sends empty cells. Either it's a bug or they are the javascript implicitly understands where they go... 20:13:21 that json is not very easy to understand so you are probably the first person to look at it in a while 20:13:35 at least, to look at it directly and try to figure out what is actually going on 20:14:40 unfortunately I'm not a javascript or C++ coder so that makes it extra tricky. And ya I noticed most of the javascript libraries e.g. javascript zlib, jquery etc. are at least 7-8 years old. 20:15:11 oh webtiles in general is maintained, we just don't update the contribs 20:15:21 but map code in particular, generally works and no one messes with it 20:16:04 Removed 'gate self to pandemonium' mutation (it's still in the code, you just can't get it.) . . . wow what a weird old demonspawn facet. Sorry I'll go back to my corner 20:17:42 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-509-g818f26b0ed (34) 20:17:56 advil: ya I see from git that the main code is maintained, didn't mean to imply that it wasn't, I meant the contribs. stuff. "it just works" is a valid reason not to mess with it. 20:23:48 is see that mf:26 is MF_EXPLORE_HORIZON, so not likely a bug. it is somehow mapping out the area the player has seen. I suspect if there are no x,y then it's always the next cell to the right or something along that line but it's confusing because the jason cell array doesn't seem to be in any order I can discern. 20:24:46 have a look at the loop in TilesFramework::_send_map 20:26:28 it is traversed in xy order, but it looks at a quick glance like it won't send coordinates if it's going across a row without skipping 20:27:15 there's some tracking of whether a coord is dirty, and non-dirty tiles are skipped; I imagine that any unseen tile will be mostly not dirty, so that may be one factor in it seeming arbitrary 20:28:05 That is what I suspected, and so the same logic obviously has to be used on the client side so it implicitly knows where it is. So dirty would mean what? no change since it last drew it? 20:29:17 hopefully? I'd have to follow the call chain back to see what does e.g. `mark_for_redraw` 20:33:03 I assume a good way to see what's going on would be to view a game in one window why I make the calls from my 'client' that shows the jason. But unfortunately the python zlib compress seems to be incompatible with C# decompress. Only way to get it to work was to set it to ZLIB_NO_COMPRESSION, but that breaks the browser client...  I may have to 20:33:03 circle back to that and see how to disable compression in the browser client so I can connect it to the same server. 20:34:03 but javascript makes me die inside... lol 20:34:45 it should be possible to disable compression, I've done that in the past for debugging 20:36:13 do you recall if it is a setting someplace? Or do I have to modify the code? 20:36:32 I already know it calls "contrib/inflate" in client.js, can probably hack it. 20:37:03 I'm not sure offhand, but it's only compressed between python and the javascript client 20:37:17 so no changes needed for the crawl binary iirc 20:37:25 yes, check, it is one-way (outbound) 20:39:09 ok, I think this looks promising; function inflate_works_on_ua() 20:39:46 that runs some tests and returns true if inflate works, I think I can just make it always return false. 20:42:59 eww looks promising:  Socket opened from ip 192.168.1.135 (fd10, compression: off, client request). 20:46:03 that totally worked. I can't believe I looked for that for days last week and never found it... sheesh.. 21:07:24 oh sweet! I see the cell object has a parameter "g" which appears to be the the console character! so mf=2 (wall) and g="#" that is going to make it a lot easier. 21:52:20 03PleasingFungus02 07* 0.27-a0-510-g0df57e7: Give Wyrmbane a glow up (Wensley) 10(49 minutes ago, 10 files, 70+ 41-) 13https://github.com/crawl/crawl/commit/0df57e7cfcad 22:18:10 Unstable branch on crawl.kelbi.org updated to: 0.27-a0-510-g0df57e7cfc (34) 23:37:34 advil: I know you aren't deeply concerned with the answer to this, but it draws tiles starting from y=0, x=0. if the tile is next to the last one it drew it omits the x & y. In other words if there is no x,y, then it's always x+1 from the last tile. 23:41:31 <08n​icolae> okay, 20 swamp vaults fixed up... 12 left to tweak...