00:33:21 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5014-gf9597c7f93 03:22:38 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5014-gf9597c7f93 03:29:34 bzbzbz (L10 DjEE) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:7) 05:03:06 <03s​emi_tonal> !crashlog 05:03:13 <04C​erebot> 25648. Enfaeutchie, XL24 DrSh, T:76885 (milestone): https://crawl.xtahua.com/crawl/morgue/Enfaeutchie/crash-Enfaeutchie-20230825-115948.txt 05:16:32 <03s​emi_tonal> hmm, looks like any reflection kill crashes now, can't spot anything that changed recently that would've caused it though 05:21:06 Unstable branch on crawl.akrasiac.org updated to: 0.31-a0-631-g285b096 (34) 05:21:43 <03s​emi_tonal> oh nevermind, i see it 05:28:24 03kate-02 07* 0.31-a0-632-g766dd24fdf: Fix a crash on reflected missile kills 10(2 minutes ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/766dd24fdfe5 05:34:21 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-632-g766dd24fdf (34) 05:37:57 04Build failed for 08master @ 766dd24f 06https://github.com/crawl/crawl/actions/runs/5975869071 06:10:42 robertstho (L14 DjFE) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:11) 06:12:53 robertstho (L14 DjFE) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:11) 06:20:06 SlowGraham (L15 MiHu) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:12) 06:29:58 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:12) 06:32:11 <06p​leasingfungus> hm 06:32:19 <06p​leasingfungus> maybe need a rebuild? 06:32:38 <06p​leasingfungus> ??rebuild 06:32:39 <04C​erebot> rebuild[1/2]: http://crawl.akrasiac.org/rebuild/ http://underhound.eu:81/rebuild/ https://cbro.berotato.org/rebuild/ http://crawl.xtahua.com/rebuild/ https://crawl.kelbi.org/rebuild/ Bug gammafunk, advil, |amethyst, or Nap.Kin for CDO. Use your powers wisely. 06:35:42 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:21) 06:38:16 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:22) 06:38:23 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:22) 06:38:43 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:22) 06:40:00 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:23) 06:40:36 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:23) 06:40:58 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:23) 06:41:05 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:23) 06:44:35 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:44:46 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:45:39 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:46:08 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:46:44 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:46:50 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:47:04 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:47:16 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:47:21 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:27) 06:58:07 Unstable branch on crawl.akrasiac.org updated to: 0.31-a0-632-g766dd24fdf (34) 07:01:14 <06p​leasingfungus> !crashlog sigtrap 07:01:15 <04C​erebot> 18. sigtrap, XL27 FoFi, T:108031 (milestone): https://cbro.berotato.org/morgue/sigtrap/crash-sigtrap-20230825-134720.txt 07:01:20 <06p​leasingfungus> oops 07:03:14 <05i​coson> apropos username 07:08:11 <06p​leasingfungus> indeed 07:08:25 <06p​leasingfungus> i’m having trouble triggering rebuild on cbro from mobile 07:11:22 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:5) 07:13:57 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:11) 07:18:31 <05i​coson> CBR2 usually just requires a bunch of tries from web, because the script through the reverse proxy (or whatever is going on) times out 07:18:52 <05i​coson> but each time it makes a bit more progress 07:19:11 <06p​leasingfungus> well, hopefully someday 07:19:48 <05i​coson> I can run it from the command line if it ends up being necessary, but I just started it again 07:19:55 <06p​leasingfungus> thanks! 07:21:42 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:21) 07:22:09 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:21) 07:23:24 jejorda2 (L11 GnBe) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:8) 07:24:00 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:22) 07:24:12 sigtrap (L27 FoFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (Zig:22) 07:30:49 <05i​coson> although it's going very slow, iirc last time it was this slow something was not working right 07:34:48 jejorda2 (L11 GnBe) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:8) 07:37:24 <06p​leasingfungus> !crashlog jejorda2 07:37:25 <06p​leasingfungus> &versions 07:37:26 <04C​erebot> 16. jejorda2, XL11 GnBe, T:9185 (milestone): https://cbro.berotato.org/morgue/jejorda2/crash-jejorda2-20230825-143446.txt 07:37:47 <04C​erebot> CAO: 0.31-a0-632-g766dd24fdf, CBR2: 0.31-a0-631-g285b096dc4, CDO: 0.31-a0-620-gd1cbd99268, CKO: 0.31-a0-632-g766dd24fdf, CPO: 0.31-a0-632-g766dd24, CUE: 0.31-a0-627-gd65175cf8b, CWZ: none, CXC: 0.31-a0-631-g285b096dc4, LLD: none 07:37:59 <06p​leasingfungus> none... 07:40:47 Dittersdorf (L11 GrFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:9) 07:45:41 Dittersdorf (L11 GrFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:10) 07:46:33 Unstable branch on cbro.berotato.org updated to: 0.31-a0-632-g766dd24fdf (34) 07:53:05 <06p​leasingfungus> phew 07:54:41 03elliptic02 07* 0.31-a0-633-g82435fa1af: Give shapeshifter a little more int at start (acrobat). 10(5 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/82435fa1af87 08:03:53 04Build failed for 08master @ 82435fa1 06https://github.com/crawl/crawl/actions/runs/5977338102 08:04:48 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-633-g82435fa1af (34) 08:06:41 Dittersdorf (L14 GrFi) ERROR in 'mon-util.cc' at line 2021: bogus mc (no monster data): invalid monster_type 1000 (1000) (D:12) 08:29:47 <06p​leasingfungus> !crashlog dittersdorf 08:29:50 <04C​erebot> 3. Dittersdorf, XL14 GrFi, T:22045 (milestone): https://cbro.berotato.org/morgue/Dittersdorf/crash-Dittersdorf-20230825-150640.txt 08:30:04 <06p​leasingfungus> old version 13:58:05 <04d​racoomega> So, you remember how I said a few days back that I had a few balance changes I wanted to make before pushing the hexslinger branch? 13:58:08 <04d​racoomega> Well, apparently that meant 'completely overhaul a spell, design, implement, playtest, and discard several more entire spells, and then squash away all evidence of them existing' before settling on something I felt somewhat better about. 13:59:56 <04d​racoomega> But hopefully this is sufficiently tidied and I haven't overlooked anything (...at least one bugfix that could have gone straight to master ended up in here, but hey) 14:00:12 (it turns out low-level hexes innately struggle a lot to compare to ensorcelled hibernation's "try to instant kill" or freeze, poisonous vapours, scorch, and searing ray all getting to just Directly kill things) 14:01:07 New branch created: hexslinger_changes (9 commits) 13https://github.com/crawl/crawl/tree/hexslinger_changes 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-634-g4217a34733: Remove a seemingly unused function declaration 10(5 days ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/4217a34733da 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-635-gc7bc3f8e71: Add Sigil of Binding: new level 3 Hexes spell 10(5 days ago, 24 files, 234+ 4-) 13https://github.com/crawl/crawl/commit/c7bc3f8e711e 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-636-g995803c16b: Replace (player) Portal Projectile with Dimensional Bullseye 10(5 days ago, 30 files, 183+ 134-) 13https://github.com/crawl/crawl/commit/995803c16b10 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-637-gd84d02f0ad: Refactor foxfire behavior code to be more slightly more general 10(4 days ago, 8 files, 54+ 35-) 13https://github.com/crawl/crawl/commit/d84d02f0ada4 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-638-g32f206a396: Experimental spell: Jinxbite (level 2 Hexes) 10(3 days ago, 27 files, 354+ 31-) 13https://github.com/crawl/crawl/commit/32f206a39681 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-639-ge8ea8f358e: Fix a crash if a monster pursues you and dies to barbs in the same move 10(22 hours ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/e8ea8f358e2a 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-640-g0358b7d263: Constify check_willpower 10(5 hours ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/0358b7d2637e 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-641-g924dbc43e2: Make Inner Flame irresistable, downscale damage and clouds based on power 10(4 hours ago, 7 files, 33+ 7-) 13https://github.com/crawl/crawl/commit/924dbc43e23e 14:01:08 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-642-g2e079c7c09: Change Hexslinger starting spells 10(5 days ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/2e079c7c0934 14:03:37 (what I can say from testing is that jinxbite can actually kill adders, which sure is a better standard than casting L1 slow ever was) 14:06:56 <06p​leasingfungus> excited to take a look at all this after work 🙂 14:06:59 <06p​leasingfungus> looks big! 14:07:22 <06p​leasingfungus> ...https://github.com/crawl/crawl/commit/4217a34733da4798e3a52340353f1bb17bc54940 could just be in trunk... 14:08:04 <06p​leasingfungus> re https://github.com/crawl/crawl/commit/0358b7d2637e7bbd7d6cea169a6deeb4c5bfb566, the compiler will tell you if you're wrong about it being constifiable. if you mark it as const and the game compiles, you're good 14:10:03 <04d​racoomega> That seems fair. (Honestly, the impetus was that some other function had const arguments and didn't seem to like calling that on them even though it seemed it should be fine?) 14:10:29 <06p​leasingfungus> hm? 14:10:47 <06p​leasingfungus> oh, yes, i see 14:10:58 <06p​leasingfungus> yeah, in general it's nice to mark functions const by default 14:11:01 <06p​leasingfungus> unless you have a reason not to 14:11:26 <06p​leasingfungus> we're not great about it, but it's just nice to know that a function won't have side effects on the object (without saucy trickery, at least) 14:12:02 <06p​leasingfungus> anyway don't leave stuff on a branch without a reason 😛 14:12:13 <04d​racoomega> My C++ is very rusty and languages I use more don't even have a concept of it, really 14:12:40 03DracoOmega02 {PleasingFungus} 07* 0.31-a0-634-g0682a58b2d: Fix a crash if a monster pursues you and dies to barbs in the same move 10(22 hours ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/0682a58b2d42 14:12:40 03DracoOmega02 {PleasingFungus} 07* 0.31-a0-635-g80654f93e6: Remove a seemingly unused function declaration 10(5 days ago, 1 file, 0+ 2-) 13https://github.com/crawl/crawl/commit/80654f93e62a 14:12:40 03DracoOmega02 {PleasingFungus} 07* 0.31-a0-636-ge1c0e020e0: Constify check_willpower 10(6 hours ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/e1c0e020e0ff 14:12:58 <04d​racoomega> Would it sound bad if I'd never actually cherry-picked something out of a branch before and hadn't yet looked up how to?? >.> 14:13:06 <06p​leasingfungus> no, that's totally fine 14:13:24 <06p​leasingfungus> (git checkout master && git cherry-pick ) 14:13:26 <04d​racoomega> And just switching between branches when I'm in the middle of something is completely unreasonably slow on my computer for some reason >.> 14:13:30 <06p​leasingfungus> hrm 14:13:35 <06p​leasingfungus> are you on windows? 14:13:38 <04d​racoomega> Yes 14:15:18 <06p​leasingfungus> right, i saw someone else with the same issue quite recently - if you're using the WSL? 14:15:34 <04d​racoomega> Frankly, compilation has gotten so much slower for me since I last worked on Crawl that it's kind of weird. I mean, I know there's more in the game now, but also this computer is a lot faster than I had back then too, so... 14:15:58 <04d​racoomega> There's like... 90 seconds from hitting build to it even appearing to start trying to compile anything 14:16:01 <06p​leasingfungus> i linked the other person to https://stackoverflow.com/questions/68972448/why-is-wsl-extremely-slow-when-compared-with-native-windows-npm-yarn-processing/68974497#68974497) 14:17:05 <04d​racoomega> I'm using msys2 14:18:46 already getting to see devs in non-official channels concerned about spells helping kiting melee threats when blink and swiftness already exist, huh 14:19:48 (...also in a start where cause fear is one of the next steps up...) 14:20:34 <03s​emi_tonal> i mean, blink and swiftness aren't exactly paragons of great spell design, i wouldn't say those comments are wrong necessarily 14:21:34 <06p​leasingfungus> i think msys2 is maybe considered not recommended these days? but not sure 14:22:00 <06p​leasingfungus> @gammafunk might have more experience debugging windows compilation perf issues? 14:22:30 <03s​emi_tonal> i swapped over from msys to WSL a few years back and found it a lot better fwiw, it feels comparable in speed to my ubuntu setup (but i don't have any insight on debugging unfortunately) 14:22:51 <04d​racoomega> It may be worth looking into, anyway 14:23:05 <04d​racoomega> I've mostly been toughing it out and trying to find something else to do while waiting on things ^^; 14:23:19 <09g​ammafunk> unfortunately I don't have lots of experience in actually getting good windows compilation speed since I've mostly used msys2 and through a VM and on an older system, so triply bad 14:23:27 honestly, I don't know why the answer to all the randomized energy replacement stuff hasn't been just "make races slow 1 by default" for all the raw difficulty has intended to be 14:23:28 <04d​racoomega> That sounds miserable 14:23:33 <09g​ammafunk> and yeah would second giving WSL a try based on reports I've heard 14:24:19 04Build failed for 08hexslinger_changes @ 2e079c7c 06https://github.com/crawl/crawl/actions/runs/5980379716 14:24:43 <09g​ammafunk> to be clear, my system is linux and compiles just fine, and I've only used the windows approach in order to test the setup and assist windows users getting it set up 14:24:53 <06p​leasingfungus> r-i: i don't see anyone talking about kiting? 14:25:24 <04d​racoomega> ...build failed? 14:25:27 <06p​leasingfungus> r-i: you may enjoy https://github.com/crawl/crawl/commit/f25195842f6a522d11f1e9f429882b05a5def4d6 (2021) 14:25:44 <06p​leasingfungus> (player feedback to this branch was Not Positive :P) 14:25:52 <06p​leasingfungus> (and neither was dev feedback, ha) 14:26:01 <03s​emi_tonal> i think something is up with mac builds, trunk has been failing too 14:26:04 it's much more honest 14:26:04 <06p​leasingfungus> no 14:26:09 <03s​emi_tonal> oh also you do have actual build failures 14:26:10 <06p​leasingfungus> this is an actual failure 14:26:22 <04d​racoomega> I tested it before pushing, I swear >.> 14:26:25 <06p​leasingfungus> https://github.com/crawl/crawl/actions/runs/5980379716/job/16226419659#step:11:85 beam.cc: In function ‘bool always_shoot_through_monster(const actor*, const monster&)’: beam.cc:6903:27: error: ‘MONS_JINXSPRITE’ was not declared in this scope 6903 | || victim.type == MONS_JINXSPRITE; | ^~~~~~~~~~~~~~~ make: *** [Makefile:1806: beam.o] Error 1 make: *** Waiting for unfinished 14:26:26 jobs.... 14:26:28 <06p​leasingfungus> it's a tag upgrade failure 14:26:33 <06p​leasingfungus> TAG_MAJOR_VERSION == 35 14:26:36 <03s​emi_tonal> both of the most common ones! whitespace and tag upgrades! 14:26:43 <06p​leasingfungus> for the mythical day in which we'll break save compat 14:26:49 <09g​ammafunk> at least thos are realtively trivial build issues to fix 14:26:57 <04d​racoomega> Tag upgrade failure? 14:27:08 <09g​ammafunk> if we bump tag major version to 35 14:27:15 <09g​ammafunk> not sure if you recall our save compat tech or not 14:27:27 <04d​racoomega> More or less. But I mean mostly: if it's building for me, what is the problem here? 14:27:28 <09g​ammafunk> it's a build test that bumps the version and tries to compile 14:27:30 <03s​emi_tonal> (common in that everyone overlooks them all the time, that is - basically no reason anyone would ever test tag upgrades) 14:27:36 <09g​ammafunk> you wouldn't have tested this yourself 14:28:00 <09g​ammafunk> but we use it to keep that theoretical future save compat change working 14:28:03 <06p​leasingfungus> https://github.com/crawl/crawl/compare/4217a34733da%5E...2e079c7c0934#diff-f373a39edd54afefd49a3811839d9417cea7d6b9ffa64775631fa481e68e9be5R1196 the problem is here, d-o 14:28:22 <06p​leasingfungus> you declared MONS_JINXPSRITE within an #if TAG_MAJOR_VERSION == 34 block 14:28:28 <04d​racoomega> .....I did??? 14:28:31 <06p​leasingfungus> you did 14:28:34 <06p​leasingfungus> see that #endif there? 14:28:38 <06p​leasingfungus> if you scroll wayyyyy up... 14:28:57 <06p​leasingfungus> (~240 lines up...) 14:29:03 <06p​leasingfungus> then you'll find the corresponding #if 14:29:04 <04d​racoomega> Oh, right. I just... I just added it after the newest stuff 14:29:08 <06p​leasingfungus> yes, that's correct! 14:29:09 <04d​racoomega> But that's their 'current' place 14:29:14 <04d​racoomega> Not their 'next version' place 14:29:17 <06p​leasingfungus> exactly 14:29:21 <04d​racoomega> Oops 14:29:26 <03s​emi_tonal> for some reason we have decided that every time we add a new monster, it goes in that big tag_major_version = =34 block, and then you also put it in a tag_major_version == 35 block somewhere else 14:29:27 <06p​leasingfungus> every monster needs two declarations. this is very silly 😛 14:29:28 <06p​leasingfungus> yes 14:29:30 <04d​racoomega> Yes, I do remember the generalities of this 14:29:34 <03s​emi_tonal> why this is, nobody could say 14:29:44 <06p​leasingfungus> well, obviously, it's so that in the world of tag major version 35, all monsters are organized in logical groups 14:29:56 <04d​racoomega> Actually, what major version was it on when I was active last, I wonder? 14:29:58 <06p​leasingfungus> and lunatic programmers can iterate over enum ranges when they want to check all frogs or w/e 14:30:02 <06p​leasingfungus> it was also 34 then 14:30:07 <04d​racoomega> Hahahaha, really? 14:30:07 <06p​leasingfungus> we have not bumped save compat in a very long time 14:30:08 <09g​ammafunk> look, the codebase must be pristine, otherwise why are we even making any of this stuff? 14:30:13 <04d​racoomega> It hasn't changed in almost a decade? 14:30:14 <06p​leasingfungus> (since shortly before you left, i think) 14:30:15 <06p​leasingfungus> yes 14:30:19 <06p​leasingfungus> now you may ask 14:30:28 <06p​leasingfungus> "can you actually import a save game from 2013 and have it run?" 14:30:35 <04d​racoomega> I guess I had just assumed that, y'know, since I think it even happened once in my day that it had happened a few times since hen 14:30:36 <06p​leasingfungus> and the answer is, "in a sense" 14:30:48 <04d​racoomega> Haha 14:30:56 <06p​leasingfungus> but the nice thing about not breaking save compat is that we also aren't breaking compat for save games from yesterday 14:30:59 whole vaults full of non-player ghosts 14:31:04 <09g​ammafunk> you'll love having an entrance to depths on d:15 in addition to having dungeon go to d:27, trust me 14:31:16 <06p​leasingfungus> is the eternal naga still going? 14:31:18 <03s​emi_tonal> maybe i'll check back in on my ubernaga in a few years 14:31:23 <03s​emi_tonal> hah 14:31:26 <09g​ammafunk> kate has sadly retired it 14:31:30 <09g​ammafunk> in the sense of not playing it 14:31:41 <09g​ammafunk> yeah please do and report 14:31:50 <09g​ammafunk> !lm * eternalnaga 14:31:51 <03s​emi_tonal> the save still exists i think yeah! sadly it hasn't followed me along with the name change so it is even deader than previously 14:31:52 <04C​erebot> 1893. [2016-12-31 17:12:19] MarvinPA the Farming Plane Slider (L27 NaEE of Makhleb) escaped from the Abyss! (Abyss:1) 14:31:55 <09g​ammafunk> I even made a kw for you 14:31:58 <03s​emi_tonal> hah 14:32:15 <09g​ammafunk> !lm * eternalnaga s=vlong 14:32:16 <04C​erebot> 1893 milestones for * (eternalnaga): 1686x, 36x 0.17-a0-1534-gf98da79, 32x 0.17-a0-1545-gc1bb672, 31x 0.15-a0-1573-g47cdaed, 20x 0.16-a0-3194-g9356553, 16x 0.17-a0-1382-gc46a074, 16x 0.16-a0-1049-g0a3dd61, 15x 0.16-a0-3160-g1f26642, 14x 0.16-a0-3940-gf8a207b, 4x 0.16-a0-3039-gce6702b, 3x 0.16-a0-3499-gfbbdc41, 3x 0.15-a0-881-g6f76ed4, 3x 0.16-a0-3338-g714714c, 2x 0.20-a0-421-gf6b327c, 2x 0.15-a0-... 14:32:33 <09g​ammafunk> !lm * eternalnaga byversion 14:32:33 <04C​erebot> 1893 milestones for * (eternalnaga byversion): 584x 0.12, 575x 0.14, 527x 0.13, 88x 0.17, 77x 0.16, 38x 0.15, 2x 0.20, 2x 0.19 14:32:33 (this is reminding me uberzigs weren't adjusted after later branch changes) 14:33:07 <09g​ammafunk> sadly it seems we never made it past 0.20 14:33:17 <06p​leasingfungus> oh, r-i, did you see my ping about that one uberzig pr? 14:33:24 nope 14:33:36 <06p​leasingfungus> https://github.com/crawl/crawl/pull/3118 this one 14:33:47 <06p​leasingfungus> wanted someone with zigpinions to look at that; i couldn't possibly opine 14:33:50 <09g​ammafunk> yeah I did add a player ghost level to mixed success, but I don't think we've really touched zigs very much at all recently 14:34:03 <06p​leasingfungus> sun moths and holy swine seem kind of like jokes in zigs, but maybe there's something i'm missing 14:34:11 <09g​ammafunk> yes, I remember that PR; I recall thinking maybe I'd look at it in detail but then never did 14:34:18 <06p​leasingfungus> (and maybe it's fine to have some weaker monsters in zigs at lower zig counts anyway) 14:34:56 my opinion is sun moths are borrrrringggg and seraphs can barely actually do their thing at higher zig density so they barely accomplish anything besides having a bulkier daeva to stare at gold piles for 14:37:05 (but also my opinion is that preventing e.g. gehenna floors from replacing actual gehenna spawns with hell knights isn't great because at the current Desired Position of hells being excessively dangerous it's better for people to dip their toes into the free zig for more power, so I suppose consistency would say having the other halo things is... 14:37:06 begrudgingly fine) 14:38:19 04Build failed for 08master @ e1c0e020 06https://github.com/crawl/crawl/actions/runs/5980477082 14:39:24 (...how many devs have even been doing 15-runes and more than one zig since haste and channeling items were removed and hells were megabuffed?) 14:40:01 <06p​leasingfungus> 15 runes? some! multizigs? unclear 14:40:07 <06p​leasingfungus> (not me, to be clear) 14:40:22 <06p​leasingfungus> !lm . urune>=6 14:40:23 <04C​erebot> 503. [2020-11-25 18:16:05] PleasingFungus the Slayer (L27 PaWr of Makhleb) left the Realm of Zot on turn 64345. (Zot:1) 14:42:51 !lg devteam cv>=0.28 urune>=10 s=name 14:42:52 11 games for devteam (cv>=0.28 urune>=10): 10x Implojin, elliptic 14:43:19 >_> 14:44:20 <06p​leasingfungus> some! 14:45:06 <09g​ammafunk> that's missing a few people who love to use alts 14:45:10 <09g​ammafunk> like hellmonk and ebering 14:45:15 <09g​ammafunk> maybe just those two 14:45:37 <09g​ammafunk> don't like to try to track down everyones alts and add them to devteam 14:45:56 * regret-index shrugs 14:46:01 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-636-ge1c0e020e0 (34) 14:46:08 <09g​ammafunk> that said, definitely not that many extended game wins for the dev team as a whole, and we rely a lot on feedback from experienced players certainly 14:46:24 which has never gone wrong. 14:46:27 <09g​ammafunk> hell reform involved getting a lot of feedback, at least 14:46:51 <09g​ammafunk> well it's definitely never gone wrong with devs playing a lot either :p 14:47:18 <06p​leasingfungus> nothing of any kind has ever gone 14:47:19 <06p​leasingfungus> wrong 14:47:25 <09g​ammafunk> not on my watch! 14:47:32 <09g​ammafunk> ...it's broken... 14:47:35 the richest irony 14:49:50 <06p​leasingfungus> we don't have time for this! 14:52:45 evidently what we have time for is for concerns in non-dev channels about kiting that somehow doesn't apply to any other background 14:52:58 <06p​leasingfungus> well, i assume elliptic's watch isn't broken 14:54:37 tbh if this doesn't go through while nobody's actually playtesting it I suspect it'd be better to just cut hs because all the success is "drop your ranged weapon" or "never cast any spells besides emergency slow" 14:59:45 <06p​leasingfungus> i'm not sure why we're jumping to 'cut hs'... 14:59:56 <06p​leasingfungus> that feels like quite a leap from 'here's a bunch of new spells that folks are excited to try out' 15:00:01 excited? 15:03:42 <06p​leasingfungus> yes? 15:03:55 <09h​ellmonk> Is there an experimental for it already 15:04:28 <09h​ellmonk> Or is it happening in future 15:05:28 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1144754443859013672/image.png 15:05:29 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1144754444177776690/image.png 15:05:29 <06p​leasingfungus> https://cdn.discordapp.com/attachments/747522859361894521/1144754444676890825/image.png 15:05:34 <06p​leasingfungus> re excitement 15:05:50 <06p​leasingfungus> last one is less overtly excited but that's elliptic - cool as a cucumber 😛 15:06:06 <06p​leasingfungus> hellmonk: good q 15:06:21 <06p​leasingfungus> unclear to me whether we need an experimental with this or if we're ok with testing in trunk (after responding to initial feedback) 15:08:07 <09g​ammafunk> yeah, that's probably up to DracoOmega primarily and how he'd prefer things to work 15:08:19 <09g​ammafunk> I know elliptic is a fan of testing in trunk 15:10:11 <09g​ammafunk> but it's not hard to set up an experimental and if branch is ready for some form of testing today or tomorrow, I can have it set up in like 15 minutes 15:13:06 ovv⸸fk-gz⸸ck⸸※ tm tu⸸l, bshbb⸸q uu⸸zjz⸸bl tm tuvyq, tsl v⸸r⸸tmfq. ⸸'a tusd o※※mf ⸸q'bb ⸸rmf obzy tz⸸※u ⸸zy ftzya tm bbm u⸸ft cvyq jm⸸tuz⸸ hy ⸸ft ⸸c⸸b ※⸸u ftzya'u ftvyq hy zm ⸸v⸸tz⸸ zy⸸uv⸸r'u hy tz⸸tzyk tusd ol ⸸ft yqt hy us, obbm⸸v. 15:13:25 <04d​racoomega> I mean, I had been reluctant to just push something to trunk without other people looking over it first, given how incredibly long it's been since I've done that. Didn't want to give the impression of just barelling in, y'know? But I also think it is probably 'fine' to do so? 15:13:33 <04d​racoomega> Depends on other people's thoughts here 15:14:13 <04d​racoomega> I mean, an experimental branch is also fine 15:14:24 <04d​racoomega> I don't really know the policy on all this these days 15:17:06 <06p​leasingfungus> i guess i'd say maybe take a look at the #dcss feedback that it sounds like r-i is probably funneling to you, see if you want to address any of that 15:17:58 <06p​leasingfungus> then ask gamma for an experimental or push it to trunk. either way's probably fine, trunk just requires more cleanup if we remove/change things - so it'd probably be easier for you to have an experimental? 15:18:34 <03s​emi_tonal> feels like it would be fine either way to me too, yeah 15:19:39 <09g​ammafunk> the one thing you should know about experimental is that this is only on the test server CDI and games aren't tracked in an easy way. Morgues are generated and there's a logfile you could examine if you want. Using an experimental means it's less easy to look at game stats. You'd want to rely a lot of user self-reporting for feedback anyhow, of course 15:20:03 <06p​leasingfungus> it does seem reasonably well suited to an experimental in that it's a change to a background, so very easy to test in a new game 15:20:16 <06p​leasingfungus> also a bunch of enum changes flying around 15:20:59 ovytu⸸f utm⸸※⸸v, fsf. bmk⸸ayk. 15:22:00 <09g​ammafunk> you know for someone who complained about feedback in a non-dev channel, posting feedback from the non-dev wingdings channel is just as bad! 15:23:31 <09g​ammafunk> just realized that r-i left after posting the first heiroglyphics and rejoined to post the second, then also left 15:23:34 <03s​emi_tonal> i'm not sure what the aim is here but it doesn't seem like a productive way to engage yeah 15:25:16 Unstable branch on underhound.eu updated to: 0.31-a0-636-ge1c0e020e0 (34) 15:25:52 <04d​racoomega> Yes, reverting enum changes is kind of annoying, and this is an easily packaged thing. Full game stats is nice, but I don't mind waiting on that until like... something more directly about the player experience of using this, I suppose? 15:26:45 <09g​ammafunk> ok, let me know when you'd like to have the experimental set up (when you feel the branch is in a good state) and I can start doing so 15:26:47 <09g​ammafunk> ??cdi 15:26:48 <04C​erebot> CDI[1/1]: A development server hosted in Ohio, US: https://crawl.dcss.io/ ; ssh port 22, username crawl (no password), must use CAO key. Hosts experimental wizmode-enabled branches upon request. Games not scored in CAO/Sequell. Owned and operated by gammafunk. 15:27:41 <09g​ammafunk> oh, and if you don't mind, let me give you a template you can edit and give back to me. It's a discord message that we'll put in the (non-dev) roguelikes channel and pin giving players information on how to test and what they should be testing 15:28:21 <04d​racoomega> Is there any specific reason it isn't ready for that now? (I mean, I assume fixing save version stuff isn't very important in such a test ^^: ) 15:28:52 <09g​ammafunk> If you can think of no reasons, then it's ready for testing, yeah 15:29:11 <09g​ammafunk> Just mention it in case you don't want the floodgates opened quite yet 15:29:35 <04d​racoomega> I've done multiple partial runs with different versions of this and tried to bugtest reasonably carefully 15:29:43 <04d​racoomega> (There were a lot of commits squashed together there ^^; ) 15:30:05 <04d​racoomega> I mean, the numbers on a bunch of things are provisional, but that's something for testing 15:30:19 <04d​racoomega> (Also: no art, but y'know) 15:30:22 <09g​ammafunk> Here's a previous post from PleasingFungus you can edit with details as you see fit. I can call this branch "Hexslinger Changes": 15:30:47 <09g​ammafunk> > A new twist on polearm reaching is available for playtesting on CDI. > > To make polearms more fun to use, this experimental build makes players attack whenever they move toward an enemy within reaching range, rather than needing to (or being able to) target specific enemies by e(v)oking their weapon. This also makes reaching work with rampage - nice! A 'walk without reaching' ability is also provided, gratis. > > Since this is a 15:30:48 small nerf, a compensatory buff is provided - the 50% "failure to reach" effect when attacking over another creature's head has been removed. > > Try out some different polearm-users, and see how they feel! Does which enemies get hit feel intuitive? Do you find yourself often having to use the 'walk without reaching' ability? Please send in your playtesting feedback - the most helpful comments are based on actual experience, not pure theorycrafting. > 15:30:48 > To play, register and log in at https://crawl.dcss.io/#lobby and click Reach Rework under experimentals. You can also play on console via SSH on port 22 with user crawl and using the CAO key. The RC file used is that of your trunk RC, so use the trunk edit rc link to change your settings. All games played on CDI are not scored on CAO or Sequell. 15:31:17 <09g​ammafunk> basically anything you'd like said to people in a couple paragraphs, mention any specific aspects you'd like feedback on 15:31:32 <04d​racoomega> And this is... posted where, exactly? 15:31:42 <09g​ammafunk> in the roguelikes discord in the #dcss channel 15:31:53 <09g​ammafunk> tons of players in there, lots of experienced ones 15:32:12 <09g​ammafunk> it can also be posted elsewhere if you like, say on the reddit, but we often don't bother 15:33:07 <09g​ammafunk> (ignore the fact that the branch in this example was a failed experiment that never got merged...) 15:34:05 <03s​emi_tonal> i still have that one checked out locally! imo it's neat other than the fact that activated-ability-to-walk is a nightmare thing to need to exist 15:36:19 <09g​ammafunk> we should collect all of PleasingFungus' failed experiments in to one mega experimental so people can re-live them whenever they want. riposte? shadow traps? new reach, there's a lot of content there 15:41:03 <04d​racoomega> Okay, assuming the bottom part of that post is still true, does this read as reasonable? (Or is it too long?? ^^; ) A new set of starting spells for Hexslinger is available for playtesting on CDI. This aims to address some of the awkwardness of Hexslinger earlygame, by providing a smoother curve of castable spells that offer immediate earlygame utility to make actually training hexes along with your weapons a better choice than it 15:41:03 currently is, and attempt to support some of the traditional combos in the book (ie: actually making use of Inner Flame) more effectively. Jinxbite: Level 2 Hexes. Self-buff that makes your attacks create will-checking sprites that inflict minor damage on enemies and can slow/weak. Sigil of Binding: Level 3 Hexes. Places 2 'traps' on random nearby locations that will lock enemy movement briefly when they step on them (but take care not to step on them 15:41:04 yourself!). Inner Flame: Now irresistable, but damage and cloud creation is based on spellpower (dealing meaningfully less at practical power) Dimensional Bullseye: Level 4 Hexes/Translocations, replacing Portal Projectile. Smite-target an enemy and for a while, all ranged attacks you perform against anything else will also hit that enemy at the end of their normal arc (still costs 1 mp per shot). (Cause Fear is still around, don't worry) To play, 15:41:04 register and log in at https://crawl.dcss.io/#lobby and click Hexslinger Changes under experimentals. You can also play on console via SSH on port 22 with user crawl and using the CAO key. The RC file used is that of your trunk RC, so use the trunk edit rc link to change your settings. All games played on CDI are not scored on CAO or Sequell. 15:46:01 <09g​ammafunk> looks great. You have enough room for many another paragraph of 3-5 sentences. Anything specific you'd like feedback on? Would mention it before the final "To play, ..." paragraph. It can be simple an non-specific "Try the new spells and let me know which you enjoy, which need changes, or which don't work." Also, do you mind if I mention your discord name in the post, so people can ping you with their feedback? It probably won't be 15:46:01 tons, but you may get a few text dump messages with feedback. 15:48:03 <06p​leasingfungus> yeah 'activate to walk' is definitely one for the annals of... something... 15:48:04 <04d​racoomega> Probably nonspecific is best? Like... I mostly want to know both how effective it is and how it gels together to play as? 15:48:16 <06p​leasingfungus> i fought it so hard because i knew in my heart it was a death knell for the idea 15:49:42 <04d​racoomega> Discord name is scary, though. I like being a private shadow. >.> (Or more like: I don't mind reading feedback, but I have some very unpleasant memories of directly engaging with some people over it, let's say >.>) 15:49:45 <04d​racoomega> But I dunno what's better 15:51:26 <09g​ammafunk> I will say that people tend to be polite and reasonable when pinging with feedback regarding these branches, especially since the roguelikes discords have active mods and don't tolerate awful behaviour, but if you prefer I can leave your username off the post. People might end up pinging other devs with the feedback and we can forward that to this channel if you like 15:51:46 <03s​emi_tonal> i mostly just lurk in the roguelikes discord and read stuff rather than joining in, perfectly good approach imo! 15:52:41 <09g​ammafunk> Players never complain about kate's commits, so there's never any negative feedback! 15:52:46 <04d​racoomega> Heh 15:53:39 <04d​racoomega> But perhaps I'd rather that, at least a present 15:53:39 <06p​leasingfungus> hmmmm 15:53:43 <06p​leasingfungus> anyway yes i think lurking is 100% a ok 15:53:51 <06p​leasingfungus> don't quote me on that later in another context!!!!!!! 15:54:19 <09g​ammafunk> I have two modes: lurk and berserk 16:01:05 <09g​ammafunk> ok it's building, will post further confirmation when it's fully set up and message posted 16:02:37 <03s​emi_tonal> huh, why on earth is ACQUIRE_ITEMS_KEY defined in religion-enum.h 16:03:13 <06p​leasingfungus> %git 148af02efdf 16:03:14 <04C​erebot> gammafunk * 0.25-a0-385-g148af02efd: Rework the scroll of acquirement (3 years, 8 months ago, 6 files, 253+ 97-) https://github.com/crawl/crawl/commit/148af02efdf0 16:03:19 <06p​leasingfungus> great question for this mystery dev ^ 16:04:53 <09g​ammafunk> hmmm 16:05:13 <03s​emi_tonal> aha! was also wondering why ACQUIRE_KEY is there but that one does have an excuse it turns out 16:05:31 <03s​emi_tonal> for the all-important mechanic of making sure zin doesn't give you too much piety for tithing acquired gold 16:05:48 <09g​ammafunk> I have been vindicated at last 16:07:29 <03s​emi_tonal> heh, that one was already there before your commit! perhaps you did the exact thing i am definitely not currently doing of grepping for a vaguely related thing and then just sticking your #define in the same header file... 16:08:46 <09g​ammafunk> no, yeah, I totally just added it because of the existing key 16:08:55 <09g​ammafunk> added it there, I mean 16:10:19 <09g​ammafunk> very highly doubt I even spent even a moment at the time researching as to why it was there in the first place and just moved on to failing to fully understand the menu code for what I was trying to implement 16:11:59 <09g​ammafunk> to be fair, am really glad that I undertook that after aidanh did all of that work redesigning menu code 16:12:12 <09g​ammafunk> probably would have been a lot harder without said work 16:16:17 <12e​bering> re hells: I'll be honest I'm not a 15 rune player because I get bored around 10 and want to be done 16:16:38 <09g​ammafunk> but you did do a few ascensions even then, right? 16:16:41 <12e​bering> ya 16:17:06 <12e​bering> !lg . s=urune 16:17:08 <04C​erebot> 527 games for ebering: 345x 0, 82x 3, 30x 5, 29x 4, 18x 2, 12x 1, 6x 6, 2x 14, 2x 10, 7 16:17:14 <12e​bering> and a fair number of splats 16:18:26 <09g​ammafunk> ...oh 16:18:55 <09g​ammafunk> @dracoomega looks like we may have a webtiles-specific issue: > CXX spl-summoning.o > spl-summoning.cc: In function ‘bool maybe_make_jinxsprite(const actor&, const actor&, std::string)’: > spl-summoning.cc:2788:49: error: ‘tileidx_zap’ was not declared in this scope; did you mean ‘tileidx_t’? > 2788 | view_add_tile_overlay(victim.pos(), tileidx_zap(ETC_MAGIC)); > | 16:18:56 ^~~~~~~~~~~ > | tileidx_t 16:19:24 <09g​ammafunk> is there some part of this that isn't implemented in webtiles? 16:19:51 <04d​racoomega> I mostly copied that code from scorch, I think? 16:19:54 <09g​ammafunk> since DO is using msys2 and I assume that's still using gcc, probably not a gcc-specific issue 16:20:30 <03s​emi_tonal> probably just a missing include of tilepick.cc? 16:20:37 <04d​racoomega> I mean, I've never tried to compile webtiles. Back in ancient times, it wasn't even reasonably possible for a lot of people to do so because of... some reason I cannot remember and maybe isn't relevant at all 16:20:38 <03s​emi_tonal> .h* 16:21:11 <04d​racoomega> Maybe it was wrong or me to forget that maybe it wouldn't work for some reason? >.> 16:22:12 <03s​emi_tonal> imo you're all good and webtiles is the other third thing that nobody tests and just waits for build failures to tell them about (at least that's my approach) 16:22:33 <04d​racoomega> Is #ifdef USE_TILE not for local tiles and is actually for webtiles? 16:23:27 <06p​leasingfungus> it's used for both local and web tiles 16:24:42 <04d​racoomega> Well, I am building tiles locally and that did work for me, so I wonder what the issue is here? 16:26:14 <04d​racoomega> Like, it's true that spel-summoning.cc doesn't include tilepick.h, but then why does tiles compile that and webtiles not, I wonder? 16:26:30 <06p​leasingfungus> assume that something gets conditionally included in one of the other .h files that spl-summoning includes 16:26:44 <04d​racoomega> I hate header files so much 16:27:01 <06p​leasingfungus> they're very bad 16:27:04 <04d​racoomega> It feels like trying to start a car with a hand crank 16:27:07 <06p​leasingfungus> we should port crawl to Go 16:27:29 <06p​leasingfungus> (j/k... unless..?) 16:28:41 <09g​ammafunk> hrm, not really easy for me to test a fix with a local change on cdi 16:29:11 <09g​ammafunk> guess I'll have to test locally 16:34:54 <04d​racoomega> I would have tried to push that minor fix myself, except that git seems to have become convinced that the entire contents of dozens of source files has been changed to be shaped more like itself 16:35:08 <04d​racoomega> And I don't know why 16:35:24 <04d​racoomega> (I assume it's a line-end character thing, but I have no idea why it's abruptly borked) 16:39:30 <09g​ammafunk> including tilepick.h in spl-summoning.cc seemed to fix, so I'll let this test compile finish and push the change to the branch if all else goes well 16:47:50 <09g​ammafunk> hmm 16:47:57 <09g​ammafunk> it compiles, but it doesn't start in webtiles 16:48:08 <09g​ammafunk> webtiles says this: > 2023-08-25 18:47:38,696 INFO: #0 P1 ERR: Spellbook 'book of Party Tricks' has spells out of level order ('Alistair's Intoxication' is before 'Jinxbite') 16:48:40 <03s​emi_tonal> ah, spells in books have to be in increasing level order 16:49:43 <04d​racoomega> ...why is this a thing that webtiles alone specifically cares about?? 16:50:21 <03s​emi_tonal> i think it's just a debug mode-only check 16:52:54 <06p​leasingfungus> yeah it's not a webtiles only thing 16:53:01 <09g​ammafunk> oh 16:53:05 <03s​emi_tonal> also is basically just for aesthetics i think, and i guess is much less important in that respect now that books get added straight to memory on pickup (but still a good thing to keep to imo!) i guess for whatever reason that just happened to get a specific validation check at some point 16:53:06 <06p​leasingfungus> also i don't know why we enforce that honestly 16:53:16 <06p​leasingfungus> should just resort spells in books internally 16:53:19 <06p​leasingfungus> rather than making devs do it 16:53:23 <06p​leasingfungus> computers v good at sorting things 16:53:44 <09g​ammafunk> I can just reorder the enums in the book data to fix this then? 16:53:59 <03s​emi_tonal> should work, yep! 16:54:11 <04d​racoomega> Sorry about these issues 16:54:26 <09g​ammafunk> no worries 17:02:11 <04d​racoomega> Trying to locally build webtiles so I could theoretically test for some of these build problems myself in future, and I am not altogether sure what to do about tileweb.h:14:10: fatal error: fatal error: sys/un.h: No such file or directory 14 | #include sys/un.h: No such file or directory 14 | #include (And the build instructions bundled with Crawl are not being very helpful) 17:03:22 if you're on windows you can't build webtiles, it's unix-only 17:03:36 unless possibly WSL will work 17:04:30 <04d​racoomega> Hrmm 17:05:08 (I think these days WSL is basically Ubuntu in Hyper-V?) 17:08:16 03gammafunk02 07[hexslinger_changes] * 0.31-a0-643-g8e92345f50: fix: WebTiles and debug builds 10(2 minutes ago, 2 files, 6+ 5-) 13https://github.com/crawl/crawl/commit/8e92345f50e3 17:08:32 <09g​ammafunk> I should really try WSL at some point in the VM just to compare compilation time 17:15:54 I don't think nested VMs work well 17:18:06 If you're lucky it'll degrade to software virtualization; if not it'll wedge the CPU 17:20:11 04Build failed for 08hexslinger_changes @ 8e92345f 06https://github.com/crawl/crawl/actions/runs/5981515044 17:25:28 <03s​emi_tonal> poking at the idea elliptic(?) proposed of removing oka gifts and giving an acquirement-style capstone gift instead and it's definitely a good reminder of oka's high quality bar 17:25:28 <03s​emi_tonal> https://cdn.discordapp.com/attachments/747522859361894521/1144789676763398205/image.png 17:25:36 <09g​ammafunk> haha 17:25:42 <03s​emi_tonal> (probably these can just be scroll quality) 17:25:51 <09g​ammafunk> hey, hand crossbow of freezing is nice at least 17:26:09 <09g​ammafunk> I'm not really sure how to structure those gifts, exactly 17:26:29 <09g​ammafunk> whether there should be multiple gifts at different piety or how you break them up by equipment type, etc 17:26:43 <09g​ammafunk> but excited to see work on that front regardless 17:27:11 <03s​emi_tonal> i liked the proposal of just one weapon capstone and one armour capstone (probably both at max piety?) 17:28:27 <03s​emi_tonal> will be fun to figure out how to restructure you.one_time_ability_used for two capstones on the same god, i'm sure that will be nice and fiddly 17:28:29 <09h​ellmonk> would you give both or make the player pick one liek for kiku capstone 17:28:48 <03s​emi_tonal> i was thinking both, but one or the other would be easier to implement! 17:30:45 <08w​ormsofcan> can you pair them up, so each option is one weapon and one armour 17:32:46 <03s​emi_tonal> i think that would unfortunately be literally impossible (ie i don't know how to do it, the acquirement menu code is structured very specifically around one item per selection) 17:33:01 <08w​ormsofcan> hmm 17:33:10 <08w​ormsofcan> what about letting the player pick two items from a list 17:33:13 <08w​ormsofcan> of eight 17:33:17 <09h​ellmonk> thats kind of an intriguing idea though 17:33:46 <09h​ellmonk> I think I tried to make acq code do that once for something completely different and concluded it was too hard 17:34:38 <03s​emi_tonal> it's an interesting concept yeah, might well be doable but possibly beyond my abilities! 17:35:39 <08w​ormsofcan> activated ability oka's armoury, you enter a gauntlet style setup to pick your items :PlogChamp: 17:35:51 <09h​ellmonk> sick 17:37:51 <09g​ammafunk> @dracoomega ok, branch installed on cdi and message posted in the discord. You may be able to randomly spectate people on CDI via webtiles or even ssh if you prefer. Also, it's set to pull changes every 15 minutes from the branch, and you can force push changes if you need to without breaking anything. Would be good to avoid any changes that completely break saves of ongoing games, of course. 17:41:43 <04d​racoomega> Of course. Thanks a bunch for this 17:52:47 <06p​leasingfungus> picking a pair does sound very cool 17:52:55 <06p​leasingfungus> i respect not doing things because they're too hard, though 17:53:14 <06p​leasingfungus> do think there's a bunch of ui stuff you'd have to settle - like examining stuff becomes more difficult 17:53:38 <06p​leasingfungus> i think what you'd do is have one item per menu element and hack up the menu so that, when you pick something, it also picks the corresponding buddy item 17:53:56 <06p​leasingfungus> (and indicate that clearly somehow, maybe have an extra newline between each set 17:54:12 <06p​leasingfungus> a - weapon 1 b - armour 1 c - weapon 2 d - armour 2 ... 17:54:48 <09h​ellmonk> that's some Technology for sure 17:54:49 <06p​leasingfungus> (q) is that better than just giving out separate gifts (a) beaaaats me 17:58:04 <03s​emi_tonal> @gammafunk i think the hexslinger branch doesn't work in console, pressing h/H just has no effect 17:58:27 <03s​emi_tonal> i feel like this happened once before and there was some specific thing that needed to also be done for it to work (but i don't remember what that was, sorry!) 17:59:29 <03s​emi_tonal> oh hah nevermind, i see you fixed it already 18:01:51 <04d​racoomega> r-i just asked me "What's the console appearance for sigil anyway?" and apparently the expression I made was so dire that she broke out laughing 18:01:56 <04d​racoomega> "I have no idea" 18:02:01 <04d​racoomega> "I forgot to think about it" 18:02:08 <04d​racoomega> "Hopefully it is actually visible" 18:03:23 <06p​leasingfungus> it apparently uses DCHAR_TRAP? 18:03:40 <09g​ammafunk> yep, I just remembered to check the activation keys moments before you tried. If you had managed to guess that T or t would work because of the last (T)ransmutations Rework experimental, you could have had early access! 18:03:47 <04d​racoomega> Phew. Thanks past me for making reasonable choices that present me has forgotten 18:04:14 <06p​leasingfungus> past ourselves are sometimes our greatest allies... or, our greatest Enemies, 18:04:33 <09g​ammafunk> if only we could get future ourselves to always do what we say 18:06:13 <03s​emi_tonal> heh, nice. it does also look like i can't edit my options in console? (i assume experimental uses the trunk options, but o/O there don't do anything either). will just go edit them on webtiles, but just in case it's an easy fix! 18:06:30 <09g​ammafunk> hrm 18:06:39 <09g​ammafunk> maybe those menus have always been broken, let me see 18:09:59 <03s​emi_tonal> hmm, i crashed on jinxbiting a quokka 18:10:31 <03s​emi_tonal> also i should stop and go to bed, but that is my initial feedback (will try and take a proper look tomorrow!) 18:11:06 <04d​racoomega> That is concerning 18:11:21 <04d​racoomega> I am not sure if I am hoping / worried this is also a webtiles thing 18:11:37 <04d​racoomega> (Like, I really did play through a significant amount of stuff with these spells) 18:13:20 <03s​emi_tonal> i'm on console, so shouldn't be a webtiles thing. wild guess without looking into it at all: ranged attack kills the quokka and then jinxbite attempts to do something to an already-dead monster? 18:13:37 <04d​racoomega> That does actually work, though 18:13:41 <04d​racoomega> Or at least it did work 18:14:08 <04d​racoomega> (It can stll spawn one and if there is anything else nearby, it will go off and bother them) 18:14:26 <04d​racoomega> I mean, code being what it is, it's always possible that something seemingly harmless broke something >.> 18:15:56 <04d​racoomega> ASSERT(col < NUM_TERM_COLOURS) in 'options.h' at line 969 failed. (invalid color 39) Hrmm 18:15:56 <03s​emi_tonal> https://crawl.dcss.io/crawl/morgue/semitonal/crash-semitonal-20230826-010940.txt looks like something to do with the animation so maybe it's actually console-specific 18:17:03 <03s​emi_tonal> probably can't do ETC_ colours for screen flashes? 18:17:10 <04d​racoomega> The screen is flashing?? 18:17:21 <04d​racoomega> I thought it was supposed to just flash on the one tile 18:17:42 <04d​racoomega> (I really did just copy scorch's code, and change the color, and assumed that would be fine since it looked fine) 18:18:58 <04d​racoomega> But I'll try just changing it to a normal color for now 18:23:48 <04d​racoomega> Really really need to try to get WSL working in future so that even a simple git stash doesn't take like several minutes >.> 18:27:42 03DracoOmega02 07[hexslinger_changes] * 0.31-a0-644-ge2c6fd1c43: (Hopefully) fix a crash with jinxbite console animation 10(8 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e2c6fd1c4354 18:34:48 <09g​ammafunk> @dracoomega not sure if it's important, but apparently a webtiles player got the same crash, or at least it was a crash after using jinxbite on a lizard 18:35:02 <09g​ammafunk> but that fix should be in place soon regardless 18:35:14 <04d​racoomega> Yeah, I am not sure why it matters to webtiles, but this is all arcane mysteries, apparently 18:35:30 <04d​racoomega> Hopefully this fixes it?? 18:35:35 04Build failed for 08hexslinger_changes @ e2c6fd1c 06https://github.com/crawl/crawl/actions/runs/5981998396 18:35:37 <04d​racoomega> Always hard to test fixes to problems you don't have 18:40:20 <09g​ammafunk> I seem to recall a lot of headaches back in the day from deterministic poison 18:40:24 <09g​ammafunk> specifically with webtiles 18:40:46 <09g​ammafunk> but probably also with regular tiles and console, to be fair 18:46:52 <04d​racoomega> Okay, I will admit that I genuinely was so convinced that 'vexate' was a perfectly normal and unremarkable word that I didn't even think to check that it wasn't 18:47:15 <04d​racoomega> In fact, somewhat absurdly, I went with that after being surprised that 'bevex' was not 18:47:27 <04d​racoomega> Like I somehow emerged directly from the 1600s 18:48:19 <04d​racoomega> (Though I will admit that on several passes on the spell's descriptions and the description of the sprites themselves, my brain kept wanting to write in 'torment' there. Except, y'know, for that fact that torment means something very specifically not that in Crawl) 18:48:30 <04d​racoomega> Like, it would totally just say torment in any other game 18:48:51 <04d​racoomega> I suspect that a level 2 spell that repeatedly tormented enemies would be A Bit Good, though 19:14:08 <06p​leasingfungus> do: in various respects, webtiles is more like console than tiles 19:19:18 so ive got this weird thing rn where i wanna turn on more console "UI things", like zot, and tbh i wish $$ as if gozag flag was true heh. but also.. this is my question 19:19:42 is the noise/equipment slot swappable because there _is_ reserved space, and not ideal to add another row? 19:19:46 re: https://i.imgur.com/QOCtrnR.png 19:22:12 in my spirit of "more is more", would y'all be opposed to a PR making gozag $$$ display configurable? 19:22:32 er, that one might be webtiles only actually 20:13:00 <06p​leasingfungus> ok, looking at hexslinger branch real fast - dimensional bullseye: seems potentially cool, want to play with it. in my heart i want this to also work with melee attacks because it seems like it'd play reasonably well there, and i like giving hybrid characters more options. in principle you could tow around a rat to get a ranged swing at someone distant but that seems dumb. the theme is weird, though. 20:16:47 <06p​leasingfungus> jinxbite: wow, lots of moving parts here. very interesting. i appreciate the effort to avoid buffing out of combat - again in principle you could tow around a rat but hopefully that's not a real issue. to resummarize, you: - buff yourself - then you shoot/hit someone - then a sprite spawns - then the sprite wanders over and hits the enemy - then a status and some damage is applied vaguely wonder if the sprite adds anything to 20:16:47 this. why not just make attacks give enemies a Jinxed status that applies damage and a status on a delay? will have to be careful with power vs will scaling to not make this useful all game, as others have mentioned. 20:18:47 <06p​leasingfungus> {{sigil of ring binders}} i pitched some version of this so i'm required to love it. think other people are skeptical but i don't care, it's gonna be great. gonna go dancing. 20:19:42 <06p​leasingfungus> <[inner flame]>: wow this just keeps getting buffed, huh? making its damage scale with spellpower seems reasonable. 20:19:53 <06p​leasingfungus> ok that's all my thoughts 20:22:40 03hellmonk02 07[great-magnetic-field] * 0.31-a0-662-gd61249cb79: DEBT 10(5 minutes ago, 5 files, 74+ 11-) 13https://github.com/crawl/crawl/commit/d61249cb798b 20:22:48 <06p​leasingfungus> oh no this code is illegal 20:22:55 <06p​leasingfungus> for purely stylistic reasons 20:23:43 03PleasingFungus02 07[great-magnetic-field] * 0.31-a0-675-gb6fe5fa56c: Merge branch 'master' into great-magnetic-field 10(33 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/b6fe5fa56c78 20:24:55 <04d​racoomega> Jinxbite and Sigil went through a few iterations to get to where they currently are, by the way (as well as several spells that didn't make the cut at this point >.>) Original version of Jinxbite specifically spawned a sprite whenever you failed to damage the enemy with your normal attack (and then had the MR check on applying slow afterward specifically). The 'only when failed to do damage' felt like it would naturally fall off 20:24:56 over the game, since you tend to be less likely to wiff, while shoring up the weak earlygame specifically. Though someone I talked to felt that was additional complexity, so I ended up trimming it and putting the MR check on first spawning instead of applying debuff. As for the fairies being unnecessary, I mean... maybe sorta? I felt it was cute, and it does actually affect positional play somewhat, as it can be awkward or impossible to use 20:24:56 effectively in crowded spaces. (They don't always affect the thing you're shooting at, by the way) The spell may sound complex on paper, but in play it's mostly something you toss on early in potentially scary encounters and then don't pay too much attention to what specific fairies are doing. Some of the kiting concerns I saw voiced I think don't matter so much since it's actually reasonable at just helping seal kills early (and that part falls 20:24:57 off pretty strongly since there's very limited scaling on that). I have considered making it a coinflip on the debuff even. 20:25:54 <04d​racoomega> I toyed with various other downsides on original jinxbite, including paying 1 mp per sprite summoned (but you have so little mp early that this didn't feel good), and temporarily blocking potion usage (except this mattered so rarely that you'd forget it even existed until you were abruptly screwed by it, and this felt very bad) 20:28:15 <09h​ellmonk> I had a much more elegant version but it crashed when debt buying multiple items from the same shop 20:28:17 <09h​ellmonk> sadge 20:28:57 <04d​racoomega> Sigil of Binding was originally level 2 and made just 1 sigil, but in practice it was remarkably common for it to do nothing at all. Back then, you didn't get bound for stepping on your own sigil - it just disappeared - but it very, very frequently didn't put it in a place you could make use of. So I moved it up to level 3, made it create 2 at once, and this does help a lot. (But also: since I try to make the 2 sigils non-adjacent, 20:28:58 this meant that in corridors you'd be essentially certain to get one of them in front of you, I made it bind you when you step on it, so that this isn't an easy out) 20:31:26 <06p​leasingfungus> ok lmk if this does 20:31:31 <06p​leasingfungus> i g2g brush a toddler's teeth 20:31:42 <09h​ellmonk> going to sleep soon but i will test next time 20:32:05 03PleasingFungus02 07[great-magnetic-field] * 0.31-a0-676-gb31b0bb5be: Refactor debt (untested) 10(2 minutes ago, 2 files, 14+ 20-) 13https://github.com/crawl/crawl/commit/b31b0bb5be10 20:33:03 <04d​racoomega> When sigil was at 2, the level 3 spell was Misdirection, which let you create a decoy of yourself that did an MR check on enemies in sight to force them to target it instead. You could place this manually with some fuzzing (and an inability to place near walls, to avoid using it to outright block things). I planned to move sigil to 3 after first playtest and rebalance Misdirection for 2, but in practice I couldn't get the effect to 20:33:04 feel like a level 2 spell and also useful. Making it too unreliable felt bad and various additional restrictions on it also felt bad. It's a cool idea, but I don't think this is the place for it. 20:34:02 <04d​racoomega> (Frankly, I still have no idea what gammafunk's Dith plans were, but it occured to me that you could make an actual strong and less fiddly version of this as a god power and Dith feels like a natural fit for that. Probably cooler in many ways than what shadow mimic currently does or is trying to do) 20:35:45 <04d​racoomega> Send your own shadow out to distract things or even swap places with your shadow while 'it' walks away or whatever 20:36:37 <09g​ammafunk> I should look more into what sigil does then 20:41:26 <06p​leasingfungus> failed to do damage: i’ve been thinking about similar effects for a bit. can imagine them maybe working as part of something like an alternative ely-themed holy brand. agree with not using it here, though - seems very hard for both devs and players to evaluate 20:41:38 <04d​racoomega> Er, I meant Misdirection as a maybe-Dith-idea 20:41:54 <04d​racoomega> Since it didn't find a home here and probably would work better when freed of the constraints of needing to be a low level spell 20:41:55 <09g​ammafunk> oh 20:42:14 <04d​racoomega> But again, I have no idea what your ideas for Dith were. You said you had some ambitious ones, but never elaborated ^^; 20:42:54 <06p​leasingfungus> fairies: i get that the fairies are cute but i suspect they’re not nearly cute enough for the huge complexity increase :p just my 2 pence 20:43:59 <09g​ammafunk> Yes, I promised kate I would write up a somewhat more complete version of what I already have on the wiki, and I really need to do that this weekend. Will ping you with the link when I send it to kate. 20:44:21 <06p​leasingfungus> a decoy is definitely a classic effect; agree it could work somewhere. it’s pretty powerful, so a god ability or consumable seems probably a better fit than a spell 20:45:03 <09g​ammafunk> Yeah, sort of connected to this I was thinking about elliptic's complaint of how stealth's tendancy to break predictions of monster AI is annoying 20:45:41 <09h​ellmonk> I think bcrawl or bcadrencrawl has a spell that does some decoy effect, no idea how it works 20:45:54 <09g​ammafunk> and a hypothetical perk for dith I was thinking of (my design needs a bunch of perks to dole out to players as they choose branches to enter) was something that systematically changed the behaviour of wandering monsters in los 20:46:37 <09g​ammafunk> so that they moved towards e.g. the player, but making it be a non-player decoy could be good; this is a tricky type of effect to get to work, of course 20:48:29 <09g​ammafunk> targeting does seem one potentially probelmatic aspect, as DO's description of Misdirection indicates. You could have some biased but still randomized non-targeted system as well for a decoy 20:48:55 <09g​ammafunk> also that shop debt thing is funny, I didn't really even think of this as a problem for a no-backtracking situation 20:50:09 <04d​racoomega> Well, stuff costing meaningful piety does get to be a lot better than many spells, of course 20:50:22 <09g​ammafunk> was thinking of having a "Treasure Hunter" perk that increased quality and possibly quantity of random loot generation, just have to tweak the knobs on that very carefully 20:50:38 <04d​racoomega> (I don't know that it needs 'specific tile targeting', but I do think that the idea wants at least a general direction) 20:51:03 <04d​racoomega> For the level 2 version, I tried various sorts of 'do something reasonably automated and not aim', but I think that loses a fair bit 20:57:44 04Build failed for 08great-magnetic-field @ d61249cb 06https://github.com/crawl/crawl/actions/runs/5982550287 20:57:51 04Build failed for 08great-magnetic-field @ b6fe5fa5 06https://github.com/crawl/crawl/actions/runs/5982554695 21:05:36 04Build failed for 08great-magnetic-field @ b31b0bb5 06https://github.com/crawl/crawl/actions/runs/5982582971 22:23:27 <04d​racoomega> @gammafunk Supposedly Hexslinger is still crashing on Jinxbite? Did the build properly update with the supposed fix? Is there a way for me to check? 22:26:20 <06p​leasingfungus> can go in game on the experimental and hit ?v or ?? or something like that 22:26:32 <06p​leasingfungus> and check the version listed at top 22:28:54 <04d​racoomega> Hmmm 22:29:22 <04d​racoomega> (I am currently waiting the umpteen years to build console and check if that does still have a similar problem or not, even though frankly I should just be asleep right now >.>) 22:34:41 <04d​racoomega> Okay, nope, it looks like CDI just didn't update? 22:34:57 <04d​racoomega> And is still stuck before the fix commit 22:35:11 Unstable branch on crawl.develz.org updated to: 0.31-a0-636-ge1c0e020e0 (34) 22:39:06 <06p​leasingfungus> i forget if you have to bug gamma to rebuild manually 22:39:10 <06p​leasingfungus> ??cdi 22:39:11 <04C​erebot> CDI[1/1]: A development server hosted in Ohio, US: https://crawl.dcss.io/ ; ssh port 22, username crawl (no password), must use CAO key. Hosts experimental wizmode-enabled branches upon request. Games not scored in CAO/Sequell. Owned and operated by gammafunk. 22:40:36 <04d​racoomega> He seemed to say it would automatically rebuild in 15 minutes or something, back then, but it... seems not to have or something? 22:57:49 Windows builds of master branch on crawl.develz.org updated to: 0.31-a0-636-ge1c0e020e0 23:48:18 Unstable branch on cbro.berotato.org updated to: 0.31-a0-636-ge1c0e020e0 (34) 23:54:50 Monster database of master branch on crawl.develz.org updated to: 0.31-a0-636-ge1c0e020e0