00:38:20 Unstable branch on cbro.berotato.org updated to: 0.29-a0-91-gdebf4667c2 (34) 00:54:11 Monster database of master branch on crawl.develz.org updated to: 0.29-a0-91-gdebf4667c2 01:35:26 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4567-gb362bb5a12 02:06:13 -!- indigaz4 is now known as indigaz 04:04:32 -!- chao is now known as stenno 04:23:04 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4567-gb362bb5a12 04:57:45 It's not possible to spectate games on CBRO2 via ssh 04:57:53 Pressing w closes the connection instead of showing the list of games. I can login and play normally, though. 07:06:51 <09g​ammafunk> @ZureaL yeah, I can confirm that on CBRO2 ssh, hitting w to watch just drops the connection. Appreciate if you could take a look 07:06:51 <12Z​ureaL> how the heck does that even happen? 07:06:51 <12Z​ureaL> oh, something weird in the menuing...I assume you mean for 0.28? 07:21:24 <06a​dvil> I did fix up some stuff in the menus the other day, but these symptoms sounds like the shared memory issue 07:22:13 <12Z​ureaL> if you want to pop in and take a look, I'm not sure where to even start. w goes to "watch_menu" and I'm not sure why that just drops 07:27:06 <03w​heals> thankfully neil wrote down how to fix this in the past 07:27:06 <06a​dvil> yeah it's in the logs here, but this is a missing directory looks like 07:27:06 <12Z​ureaL> from where I activated 0.28? 07:27:06 <03w​heals> ah, that makes sense too 07:27:06 <12Z​ureaL> take a look at /home/crawl-dev/create28dirs.sh, what did I miss? 07:27:06 <03w​heals> either way i just pinned the memory fix, at least it might be handy in the future 07:27:27 <06a​dvil> crawl-28-seeded was missing 07:27:56 <12Z​ureaL> oh, that's not in my list 07:28:08 <12Z​ureaL> I'll update the script, so I don't miss it next time 07:28:35 <06a​dvil> this is one of the few things that dgldebug.log in the chroot actually provides a clue for 07:29:19 <12Z​ureaL> so it's dgldir/inprogress/crawl-28-seeded, right? 07:29:27 <06a​dvil> yeah 07:29:52 <06a​dvil> each game type needs a corresponding directory there 07:30:13 <06a​dvil> it would cause issues for webtiles too I believe, but probably no one is playing 0.28 seeded right now 07:30:30 <12Z​ureaL> thanks man 08:40:28 <06a​dvil> @gammafunk can you remind me how to update the website on cdo, looks like you did it last? I pushed to the repo and pulled, now where do I copy it to? There's site, _site, site/site, are any of those even the right one? 08:40:40 <06a​dvil> maybe site/ is what's in the repo 08:40:53 <06a​dvil> and there's dcss-website-master/ 08:41:42 <06a​dvil> going by the modified dates I guess it's gotta be _site? 08:42:14 <09g​ammafunk> @advil the rep is ~/dcss-website and you get files from the site subdir of that, copying them to ~/website (the live web area) 08:42:24 <06a​dvil> lol none of the above 08:42:35 <06a​dvil> do you know what all these other directories are? 08:42:56 <09g​ammafunk> I don't actually 08:43:33 <09g​ammafunk> seem to be copies of the repo itself 08:44:05 <09g​ammafunk> well, the dcss-website-master one is, and _site seems to be a copy of site, but yeah site is the actual repo subdir that's relevant 08:44:19 <09g​ammafunk> we should probably document this somewhere 08:48:59 -!- Yermak_ is now known as Yermak 09:55:18 <06a​dvil> @Namanix could you trigger a rebuild for 0.28? Looks like it's still a bit behind 0.28.0. (Also, the rebuild script looks like it works now, which is great. But it's missing a bunch of stable versions, this does annoyingly need to be done manually by editing utils/trigger-rebuild.pl and publishing; somewhere towards the end there's a manual list of versions, and also a regex that could be worth double checking) 10:15:22 Unstable branch on crawl.akrasiac.org updated to: 0.29-a0-91-gdebf466 (34) 13:24:39 altcumming (L26 KoWr) Crash caused by signal #11: Segmentation fault (Abyss:1) 13:27:39 !lastcrash altcumming 13:27:44 !crashlog altcumming 13:27:44 1. altcumming, XL26 KoWr, T:86229 (milestone): https://underhound.eu/crawl/morgue/altcumming/crash-altcumming-20220207-202438.txt 13:29:33 That's a scary looking stack trace 13:31:51 Interesting, crashing within map::find? 13:40:41 -!- bdju_ is now known as bdju 14:14:48 !crashlog Ryzel 14:14:48 2. Ryzel, XL25 HOAK, T:65422 (milestone): https://crawl.kelbi.org/crawl/morgue/Ryzel/crash-Ryzel-20220205-065614.txt 14:14:59 I think that's the same crash, with a better stack trace 14:15:06 my comment at the time was "it sort of looks like that might be an invalid dancing weapon in the abyss?" 14:15:15 but I couldn't replicate it 14:15:21 oops that's totally not my fault (it might be my fault) 14:15:36 (my commit in that area was only for messaging, so probably not) 14:15:52 there's an ASSERT in trunk for it now as part of f8c823261fa8 14:16:22 ah, nice 14:28:50 <09h​ellmonk> fr: don't autotarget summons with duel since they aren't duelable 15:08:59 New branch created: pull/2407 (1 commit) 13https://github.com/crawl/crawl/pull/2407 15:08:59 03robertxgray02 07https://github.com/crawl/crawl/pull/2407 * 0.29-a0-89-gaf1927c: Implement CMD_REVEAL_OPTIONS on GNU/Linux 10(27 minutes ago, 2 files, 11+ 1-) 13https://github.com/crawl/crawl/commit/af1927c55012 18:07:56 Does anyone else have thoughts on the weird monster confusion behavior I mentioned the other day? (Confused monsters are only able to hit themselves when adjacent to other monsters) 18:08:27 I kinda feel like that behavior needs changing since it reads to me as rather unintuitive, unless there's a reason behind why that was added in the first place that I'm missing. 18:09:23 I hadn't noticed that behavior, although I admit I haven't had much of a chance to play the last few months :( 18:09:37 I guess my question is should one of the changes be made: monsters hitting themselves be removed entirely (sad because that's funny), monsters hit themselves if they're adjacent to another player or monster, or monsters can always hit themselves 18:09:41 (While confused, of course) 18:09:46 I still wonder if it's something about similar alignment (it shouldn't be since they're confused) 18:09:52 It might be 18:12:40 <06a​dvil> seems weird if true 18:14:26 <06a​dvil> are you sure it's true? 18:14:26 I think so 18:14:26 I tested it pretty thoroughly, and it lined up with the code that I was reading 18:14:26 Granted, the chain of monster attack code is hard to follow 18:14:26 <06a​dvil> I'm not seeing this in the code, can you say more? 18:14:26 Sure, let me find the relevant section 18:14:58 !source mon-act.cc:3124 18:14:58 https://github.com/crawl/crawl/blob/master/crawl-ref/source/mon-act.cc#L3124 18:15:38 !source fight.cc:225 18:15:38 https://github.com/crawl/crawl/blob/master/crawl-ref/source/fight.cc#L225 18:17:57 To me, (assuming the comment in mon-act is right), the roll to see if a monster hitting itself will only happen if the monster attempts to move in the direction of another monster 18:18:14 I think the idea is that if it attempts to attack that monster then it also has a chance to hit itself 18:18:36 <06a​dvil> what that comment is referring to is the case where delta is 0,0 18:18:56 ahhh 18:18:58 it should also have that chance when attempting to move into you or an ally though 18:21:18 <06a​dvil> there may be an issue in that there's an early return in a different function for 0,0 that seems to preempt the line that's supposed to pass 0,0 to _do_move_monster 18:21:18 Yeah, I am still pretty sure though that a monster can only hit itself while adjacent to another monster 18:21:33 (Just based on testing) 18:23:35 <12e​bering> this is something that one can test to a higher degree than pretty sure. Just put a perm enchant confused monster behind an iron grate and wait 18:24:29 * perryprog doesn't know how to wiz mode a perm confused monster 18:28:41 <12e​bering> &m orc perm_ench:confusion 18:28:50 <12e​bering> Might have the ench name wrong but 18:29:39 oh nice! 18:29:51 wizard mode is honestly really OP, it should be nerfed at some point 18:32:19 Huh! It can hit itself next to the grate but quite rarely 18:35:00 But I don't see it hitting itself if I stand adjacent to it, which I think is the main thing I was testing 18:36:50 and it looks like it takes around ten to 80 (and once 90) turns for it to even hitself when I'm not adjacent 20:02:16 <06a​dvil> this code is extremely perplexing 20:02:28 <06a​dvil> I doubt it is doing what is intended along any number of dimensions 20:04:30 <06a​dvil> for example, I think that if a monster hits itself with another monster adjacent, it also is guaranteed to hit the monster with the exact same energy use 20:04:30 <06a​dvil> there's a way that that could in principle apply to the player, but a player target is already handled before this function is called so it is unreachable at least by those means 20:05:13 <06a​dvil> and there's also a return that prevents an explicit random 0,0 from being handled via confusion, but this might actually be intended 20:05:20 <06a​dvil> hard to say 20:12:26 <06a​dvil> although maybe the double hit thing could be intended? It's pretty obvious in the code, and it has a nice slapstick flavor about it 20:24:57 Glad to know I was somewhat justified in being confused by it all 20:42:59 -!- Guest0 is now known as twelwe 20:45:29 just permanently lost a good helm from a horns mutation worshiping ash