00:37:15 dracoomega: Sounds about right, I got 1 challenger per each of the 4 'chambers' with a gate to their respective hell. So 4 on that 'floor'. Taking a break now then I'll do the hells; do challengers arrive in the hell branches themselves or only the vestibule? I need some upgrades to my apostles 00:45:15 <04d​racoomega> I think they can show up in Hell, actually (it's just 'unconnected' branches and Zot) 02:09:52 -!- Changesite1 is now known as Changesite 03:33:45 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5208-geafff8c3b6 05:06:59 Unstable branch on crawl.akrasiac.org updated to: 0.32-a0-1315-gb82444e (34) 11:39:17 03dolorous02 07* 0.32-a0-1316-gbd61dd866b: Add a few more colour names to the database. 10(2 minutes ago, 1 file, 10+ 0-) 13https://github.com/crawl/crawl/commit/bd61dd866be1 12:08:34 <04d​racoomega> @gammafunk So, Dith is ready for local playtesting now, which means that (barring finding that something really doesn't work in practical scenarios) it will probably be ready for an experimental branch in a couple days. I recall that the last time we did this, you said that it was a fair bit of manual effort to get an experimental branch set up on CDI and that it might help if I pushed a 'placeholder' branch so that you could hook 12:08:34 it up at your leisure before the real content was ready to be pushed to it. I am remembering that right? 12:16:05 <09g​ammafunk> Well, it's more that I needed notification ahead of time as to a specific timeframe for the experimental. I think you expected to have it go live on a given day, but since I wasn't made aware of this and it fell on a day where I didn't have much free time, it had to wait a bit. Thankfully you've just given me the notification for this one :gammafHeh: 12:16:44 <04d​racoomega> Yeah, my bad there. I wanted to make sure this one was smoother for you ^^; 12:17:08 <09g​ammafunk> A couple of days should be perfect in terms of my free time, so I don't think I need anything to exist ahead of time. (But feel free to push the branch ahead of time if you'd like, of course) 12:17:11 <04d​racoomega> (At the time back then, I'd honestly thought it was like a 1 minute process on your part) 12:17:23 <04d​racoomega> 'Press a button and type in a name' 12:17:28 <09g​ammafunk> I would love if it was, and if devs could trigger it themselves, tbh 12:17:35 <09g​ammafunk> But we're not really there 12:17:43 <04d​racoomega> Yeah, it makes sense in retrospect 12:18:28 <09g​ammafunk> Oh, and I guess if you haven't thought about this already, a writeup for posting in the roguelikes discord and tavern similar to the one you did for the beogh+yred branch 12:18:36 <04d​racoomega> Yeah, I haven't done that yet, but I will 12:18:55 <09g​ammafunk> Hopefully easier to fit the details in on this one; we probably should have just let you write two messages for that 12:20:47 <04d​racoomega> Not sure this will have singular giant commit message to cover all changes from the get-go, but if not I might do up a dev wiki page with the specifics that can be linked 12:56:08 03dolorous02 07https://github.com/crawl/crawl/pull/3834 * 0.32-a0-1317-g1f343a509e: Add a small Abyss vault with new decor. 10(26 hours ago, 7 files, 26+ 0-) 13https://github.com/crawl/crawl/commit/1f343a509ee8 14:34:39 <12g​e0ff> reposting from the other discord, download stats for the DCSS GitHub repo: https://githubstats0.firebaseapp.com/ 14:34:39 <12g​e0ff> https://cdn.discordapp.com/attachments/747522859361894521/1245490513512104017/image.png?ex=6658f0ee&is=66579f6e&hm=5fe25e015f3dbfeb9316fae259078f049bf47688e362f74030994c5a91b13893& 15:34:59 <06m​umra> I have a god proposal I'm working on. It's a bit long so I'm just going to post a file here. 15:35:10 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1245505745487925351/Petrafix_God_Of_Traps_And_Doors.txt?ex=6658ff1e&is=6657ad9e&hm=31cbab44909918d7ecdfbd5fba7a424962057982e851edd0161f39b45f734340& 15:36:36 Unstable branch on underhound.eu updated to: 0.32-a0-1316-gbd61dd866b (34) 15:38:47 <06m​umra> Turns out Discord doesn't wrap lines 😂 let me just fix that 15:46:38 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1245508631781310536/petrafix.md?ex=665901ce&is=6657b04e&hm=924e82e2136fbc332d0933a524d9e2a367972111cc29bd7510048385b88f4076& 15:46:55 <06m​umra> That's a bit better 17:01:44 <02M​onkooky> first thoughts- I'm immediately worried about doors showing up in partition walls. this sounds immensely likely to break vaults or otherwise let things out if door traps trigger on mons opening doors, this sounds like it requires massively obnoxious luring Trap door is neat the dorkhole curse sounds annoying and gamable- if I see scary monsters and super creeps, I'm going to open strange doors that we never close again until dorkhole's 17:01:45 curse triggers, and only then go back to the scary monster door. 17:09:26 <06m​umra> - Door placement would just outright not mess with vaults, permarock, anything like that. Generally full encompass vaults largely already contain plenty of doors. In the rare case you have an encompass vault with very few doors there are two options, a) place doors only in safe spots like the middle of a room, there's no tactical benefit for them but they're still there for the piety, or b) don't place any extra doors on this level, and 17:09:27 there is just less piety available on this one level. It's not really a problem to have a bit of variance, door placement is just there to smooth out what would otherwise be huge piety disparity 17:12:12 <06m​umra> * Possibly the curse would specifically not trigger when monsters are in view through a door, or we place the curse in advance on doors that have not yet been seen. Seems like that kind of gaming can be avoided, but yeah as I said this part I have least thought through. Another option is to just place additional curse monster bands in advance around certain doors 17:15:49 <06m​umra> * So yeah luring is a rather tricky problem and I tried to avoid this somewhat by making doors a resource that either: you want to open straight away for maximum piety, or if you see monsters on the other side then you want to use the trap ability right now and immediately lure those monsters (creating a trap would probably cause a bit of noise and make the monsters come straight away so you don't have to lure), or you're fighting some 17:15:49 monsters and there's a door nearby so you'll lure them now. Luring to a nearby door doesn't seme any worse than luring monsters into a corridor or other favourable terrain. The really bad thing would be wanting to place a trap somewhere on a level and then lure monsters all the way across the map to the trap 17:16:32 <06m​umra> So maybe traps have an expiry time or like summons just disappear outside LOS 17:18:15 <02M​onkooky> to be honest, even getting monsters to open a door can be a pain 17:18:26 <06m​umra> Obviously any kind of "setting traps" mechanic has to involve a basic lure, I guess I'm trying to find a way it can be fun and localised 17:19:01 <06m​umra> Have you experienced that in trunk in the last few days 17:19:07 <06m​umra> Because I fixed door pathfinding 17:19:11 <02M​onkooky> oh hm 17:19:41 <02M​onkooky> I have not, that might change things 17:20:13 <06m​umra> %git 5cf9a61 17:20:14 <04C​erebot> mumra {Peter Hurst} * 0.32-a0-1250-g5cf9a61fe5: Remind monsters how to open doors (13 days ago, 1 file, 0+ 5-) https://github.com/crawl/crawl/commit/5cf9a61fe565 17:21:02 <06m​umra> Which is maybe part of what got me thinking so much about doors 😂 17:21:06 <02M​onkooky> ok yeah shelve that a bit for now 17:36:34 <06m​umra> the whole curse part definitely needs something else to it, or a whole different kind of restriction instead, probably need to sleep on it 17:38:30 <02M​onkooky> the curse bein just additional monster bands around doors seems workable, if a bit dull 17:38:41 <06m​umra> yeah 17:39:02 <12a​sciiphilia> bash say-do crawl-do nice make CC="ccache gcc-6" CXX="ccache g++-6" -C source \ GAME=${GAME} \ GAME_MAIN=${GAME} MCHMOD=0755 MCHMOD_SAVEDIR=755 \ INSTALL_UGRP=$CRAWL_UGRP \ WEBTILES=YesPlease USE_DGAMELAUNCH=YesPlease WIZARD=YesPlease \ STRIP=true DESTDIR=${DESTDIR} prefix= bin_prefix=/bin \ SAVEDIR=$CHROOT_CRAWL_BASEDIR/${GAME}/saves \ DATADIR=$CHROOT_CRAWL_BASEDIR/${GAME}/data \ 17:39:03 WEBDIR=$CHROOT_CRAWL_BASEDIR/${GAME}/data/web \ USE_PCRE=y \ EXTERNAL_FLAGS_L="-g" # I am using a slightly modified version of the script from dgamelaunch-config/crawl-build/update-crawl-stable-build.sh. # https://github.com/refracta/dcss-webtiles-server/blob/d10d175c6d4ebfa953c32c6b3937a6edceb080c7/crawl-build/update-crawl-stable-build.sh 17:39:05 <12a​sciiphilia> I am trying to build DCSS versions 0.23 to 0.20 using GCC6, but the build fails with the following error messages: dcss_1 | In file included from macro.cc:85:0: dcss_1 | cmd-name.h:130:2: error: ‘CMD_ZOOM_IN’ was not declared in this scope dcss_1 | {CMD_ZOOM_IN, "CMD_ZOOM_IN"}, dcss_1 | ^ dcss_1 | cmd-name.h:131:2: error: ‘CMD_ZOOM_OUT’ was not declared in this scope dcss_1 | {CMD_ZOOM_OUT, "CMD_ZOOM_OUT"}, dcss_1 17:39:05 | ^ dcss_1 | cmd-name.h:187:2: error: ‘CMD_MAP_ZOOM_IN’ was not declared in this scope dcss_1 | {CMD_MAP_ZOOM_IN, "CMD_MAP_ZOOM_IN"}, dcss_1 | ^ dcss_1 | cmd-name.h:188:2: error: ‘CMD_MAP_ZOOM_OUT’ was not declared in this scope dcss_1 | {CMD_MAP_ZOOM_OUT, "CMD_MAP_ZOOM_OUT"}, dcss_1 | ^ dcss_1 | make: *** [Makefile:1574: macro.o] Error 1 I have looked at the relevant parts of the code, but I am not sure what needs to be 17:39:06 modified to compile successfully. Is there anyone who knows about this problem? Related files: https://github.com/crawl/crawl/blob/stone_soup-0.23/crawl-ref/source/macro.cc#L85 https://github.com/crawl/crawl/blob/stone_soup-0.23/crawl-ref/source/Makefile#L1610 https://github.com/crawl/crawl/blob/stone_soup-0.23/crawl-ref/source/util/cmd-name.pl#L9 https://github.com/crawl/crawl/blob/stone_soup-0.23/crawl-ref/source/command-type.h 17:39:26 <06m​umra> i think the idea of a god that has this actual adversary trying to frustrate you is quite interesting, but it's not that different from xom just being xom right now 17:39:55 <02M​onkooky> tbh it sounds like god wrath right now, with all the problems that entails 17:41:34 <06m​umra> it also veers a little too close to beogh if it's like "there's a challenge on the level you gotta deal with now, but there's a reward" 17:42:21 <02M​onkooky> on the luring- don't think any limits (e.g. expiry timers) on the traps help in the slightest 17:42:41 <02M​onkooky> the difference between luring to an untrapped door and luring to a pre-trapped door isn't that great 18:04:10 Hello! I just cloned the repository to build crawl locally. It built successfully, but when I try to run the executable the loading screen appears and then it crashes. Is there a log file or error dump etc that might tell me why this is occurring? I'm using windows with mysys2 18:14:59 <08n​icolae> nice bowie ref 20:39:56 <12a​sciiphilia> The issue was not caused by the legacy version, but rather by crawl-build/update-public-repository.sh not removing the build artifacts from the previously checked out and built version. I have resolved it. 21:45:58 <08n​icolae> @regret-⸸nde※ q: did a fix for the thing where you can only redefine a feature name once per vault ever go in or not 21:46:50 <06r​egret-⸸nde※> Not yet. 22:35:27 Unstable branch on crawl.develz.org updated to: 0.32-a0-1316-gbd61dd866b (34) 22:58:41 Windows builds of master branch on crawl.develz.org updated to: 0.32-a0-1316-gbd61dd866b 23:12:55 Unstable branch on cbro.berotato.org updated to: 0.32-a0-1316-gbd61dd866b (34) 23:55:20 Monster database of master branch on crawl.develz.org updated to: 0.32-a0-1316-gbd61dd866b