00:33:50 Unstable branch on cbro.berotato.org updated to: 0.33-a0-754-g19588f4062 (34) 00:55:33 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-754-g19588f4062 02:35:12 atomjack (L7 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 02:40:10 atomjack (L3 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 02:42:33 atomjack (L5 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 03:49:46 atomjack (L4 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 03:50:00 atomjack (L2 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 03:50:05 atomjack (L2 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 04:34:15 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:04:31 atomjack (L5 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 05:19:59 atomjack (L27 OpHu) Crash caused by signal #6: Aborted (D (Sprint)) 05:32:05 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-754-g19588f4 (34) 06:36:05 <06w​ensley> The counterargument is that the same thing applies to e.g. resists, but we don't bother putting those on the main UI and instead stuff them in a menu 07:00:51 Perhaps you could try taking all of the statistics off the main screen, playing a game, and seeing what you actually check the % screen for. 07:02:33 Myself, I already have a list of resists open as I play. 07:21:34 <06w​ensley> Sure, the other argument is that we could be moving more stuff out of the stats menu and into the main UI. The only kinda weird position is the one where some of the tactically-irrelevant stats are tucked away and others aren't 07:22:28 TripLikeIDo (L25 VpEn) ERROR: range check error (1175 / 702) (Tomb:1) 07:23:12 <06w​ensley> And even in a world without flat stat drain we could still implement effects that reduce stats proportionally (e.g. the proposal for "temporarily reduce their highest stat by 75%"), which would once again make stats tactically relevant, but I don't know if that's a priority for anyone 08:52:26 <09g​ammafunk> I was going to mention something like that, but I believe DO is thinking of adding debuffs effects similar or analogous to what one could experience with lower stats, just without actually affecting them 08:52:43 <09g​ammafunk> Probably just have to see what she comes up with before discussing much further 08:53:42 <09g​ammafunk> One issue that happens with affecting stats, much like affecting skills, is that it can force a lot of checking things like e.g. spell fail rates to see subtle but still significant changes in casting success rates 08:54:06 <09g​ammafunk> which is kind of silly, and was a point against the old skill drain system (and the old int drain system, for that matter) 08:54:59 <09g​ammafunk> however if that's a more binary thing like what a debuff status does rather than a gradual thing (i.e. you lost 1/2/3/4 points of int/a skill level), the situation is better 08:55:49 <09g​ammafunk> I think DO was thinking of at least some things that are on a longer scale than a typical debuff though so really just have to see 11:08:44 <06w​ensley> Yeah, I'm not saying it's a high priority to remove str/dex/int from the main UI, but if anyone has any better idea of what to do with that space... 11:12:25 <12g​e0ff> > what to do with that space... ads! :kobold: 11:14:08 <12g​e0ff> although, the HUD does take a lot of space, which could be used by the future consumable inventory on local tiles/main inventory on webtiles 11:16:07 <12g​e0ff> OR the space could be used to have a bigger, webtiles-like, monster list on local tiles, which is an often requested feature 11:33:14 <04d​racoomega> The space taken up by stats really isn't enough (or the right shape) to do either of those things with on its own, imo 11:33:48 <[> there's plenty of free space on the console interface if you have a terminal wider than 80 columns 11:34:30 <09g​ammafunk> well we do think about console UI in terms of 80 columns primarily 11:34:52 <09g​ammafunk> I guess that's debatable; hugeterm presents issues with ttyrec playback though 11:35:46 <09g​ammafunk> but I think console isn't really the problematic case in terms of needing more space even for 80 columns 11:35:58 <[> 80x24 is the minimum, but that doesn't mean you can't use the rest of the space for less important/optional stuff (like showing your inventory) 11:37:16 <04d​racoomega> Really, I feel actually implementing this is a larger problem then just space, as there's a bunch of buttons on the sidebar already that I never use and would easily trade out for such a widget, personally, if one existed 11:37:45 <[> extra vertical space is already used for messages 11:40:55 <12g​e0ff> Yeah, rethinking the whole hud instead of only doing something with the stats can give a prettier and more space-efficient layout. Even replacing columns with rows here would look better immediately: AC: 13 EV:11 SH:7 Str: 9 Int: 25 Dex:13 11:40:55 <12g​e0ff> https://cdn.discordapp.com/attachments/747522859361894521/1329883166965502003/image.png?ex=678bf5b7&is=678aa437&hm=a0a67cf7a2e6126dd09a0fb45c5a2c18f9aebf258a1a25596801ce03914d0f70& 11:41:52 <12g​e0ff> also, yeah, a bunch of sidebars on local tiles are not that useful and having something like action panel's "X" button for minimizing them could be useful 11:47:30 <12g​e0ff> (re: the above screenshot: since there's no stat drain any more, and since temporarily modified ac/ev/sh are not displayed like AC: 13 (17), the giant empty space there will always be empty) 11:52:28 <04d​racoomega> I had been vaguely thinking of repurposing that for said stat-drain-pseudo-replacement I have alluded do in past, but if things were rearranged, that could go anywhere, really. (But I will say that I think 'familiarity' does actually have some non-negligible value here, and would hesitate on rearranging things without feeling like there was something meaningful gained in it and not just a general sense of 'uses space better', I 11:52:29 think) 11:54:41 <12g​e0ff> better space utilization -> prettier UI -> a meaningful change? 11:55:19 <12g​e0ff> what would be a meaningful ui change for you? 11:56:18 <12g​e0ff> that freed line could be used to show resists in some abbreviated form, for example 11:59:38 <04d​racoomega> I mean, I don't know exactly what counts as a meaningful change to me, a priori. Resists are certainly important, but I do wonder if if showing them all the time would feel slightly cluttered? There's a lot of them, after all. 12:00:19 <04d​racoomega> (Conversely, I have definitely died due to forgetting I had an elemental vulnerability before >.>) 12:37:50 <09g​ammafunk> !issue 4250 12:37:51 <04C​erebot> https://github.com/crawl/crawl/issues/4250 12:38:33 <09g​ammafunk> @dracoomega this bug report might interest you. Let me know if you want me to try to grab a copy of the save directly 12:38:41 <09g​ammafunk> !crashlog code2828 12:38:43 <04C​erebot> No milestones for code2828 (crash). 12:39:09 <09g​ammafunk> hmm, interesting 12:39:12 <09g​ammafunk> !lg code2828 12:39:13 <04C​erebot> 358. code2828 the Grappler (L10 GhMo of Okawaru), blasted by Blorkula the Orcula (zap) on D:7 on 2025-01-16 16:51:11, with 3749 points after 6454 turns and 0:14:20. 12:39:18 <09g​ammafunk> !lg code2828 x=src 12:39:19 <04C​erebot> 358. [src=cao] code2828 the Grappler (L10 GhMo of Okawaru), blasted by Blorkula the Orcula (zap) on D:7 on 2025-01-16 16:51:11, with 3749 points after 6454 turns and 0:14:20. 12:39:29 <09g​ammafunk> that is odd 12:39:51 <09g​ammafunk> Crash location is listed as /dgldir/ttyrec/code2828/crash-code2828-20250117-153407.txt which doesn't make a lot of sense, and apparently no actual crash milestone was generated 12:39:59 <09g​ammafunk> wonder if that file is really there 12:45:09 <09g​ammafunk> Well, there's not much, but it's here: https://crawl.akrasiac.org/rawdata/code2828/crash-code2828-20250117-153407.txt 12:57:04 <04d​racoomega> I think the cause may be pretty simple here, actually 12:57:44 <04d​racoomega> (I suspect they're trying to save upgrade someone that is wielding a non-weapon, and that a different change broke the handling of that since I first tested it 12:58:12 <04d​racoomega> And it is unhappily trying to figure out what equipment slot a scroll or potion is supposed to belong in (ie: none of them) 12:59:11 <04d​racoomega> I can reproduce the assert by doing this, at any rate 12:59:42 <04d​racoomega> And will get a fix for it shortly 13:30:46 03DracoOmega02 07* 0.33-a0-755-g574e4ebf17: Fix a crash with " (list jewellery) on octopode on a narrow window 10(4 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/574e4ebf1702 13:30:46 03DracoOmega02 07* 0.33-a0-756-g73d441481e: Don't use split columns for list jewellery if an item is too long 10(4 hours ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/73d441481e6c 13:30:46 03DracoOmega02 07* 0.33-a0-757-g3a106aa490: Fix a crash with mummy death curses hitting other monsters 10(4 hours ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/3a106aa49096 13:30:46 03DracoOmega02 07* 0.33-a0-758-g9d3b6016f6: Fix talisman artprops not applying if no gear was (un)melded (Bamboolord) 10(16 minutes ago, 1 file, 9+ 0-) 13https://github.com/crawl/crawl/commit/9d3b6016f64a 13:30:46 03DracoOmega02 07* 0.33-a0-759-g42a8017c8a: Fix talisman artprops being active in hostile polymorphed forms 10(15 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/42a8017c8af1 13:30:46 03DracoOmega02 07* 0.33-a0-760-g5d708c21f5: Hilight active talisman as 'equipped' in local tiles inventory 10(14 minutes ago, 1 file, 10+ 0-) 13https://github.com/crawl/crawl/commit/5d708c21f53c 13:30:46 03DracoOmega02 07* 0.33-a0-761-g40307037ee: Fix claws not working while *not* wearing gloves (Inkie) 10(6 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/40307037eea2 13:30:46 03DracoOmega02 07* 0.33-a0-762-gf0ed78e9a4: Fix a crash with upgrading an old save that was wielding a non-weapon 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/f0ed78e9a4c3 13:30:46 03DracoOmega02 07* 0.33-a0-763-g7bd0b9f747: Allowing wearing multiple gloves of infusion to stack (Lici) 10(2 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/7bd0b9f74717 16:41:25 Unstable branch on underhound.eu updated to: 0.33-a0-763-g7bd0b9f747 (34) 20:06:53 I'm late to the party as usual... but while talking 80 columns, is anyone really developing on screens so small that 80 col format limit makes sense? 20:07:01 Or could we think about allowing up to say 100? 20:08:00 I'm not all that opinionated on this, but 80 does feel a bit narrow these days, you have two long variable names and a method name and you're wrapping 20:11:00 this isn't about dev, it's about the console display 20:11:15 does windows console still default to 80x25? 20:12:01 <09g​ammafunk> by windows console, do you mean the command line or something like a typical console ssh implementation e.g. for playing crawl online 20:12:34 <09g​ammafunk> because on windows you don't really use the command console directly to initiate an ssh session for playing online 20:13:33 <09g​ammafunk> putty provides its own console and even if you use something like msys2 to run openssh directly, it has a completely different terminal implementation compared to windows native command line 20:13:37 the original question aiui was about the HUD panel in console mode 20:14:08 <09g​ammafunk> yeah, but I'm saying there's not really a single windows console in terms of crawl console mode 20:14:15 and if there happen to still be console players on windows, they presumably do not dig up weird foreign terminal emulators to play crawl, they use the normal cmd.exe or powershell console 20:14:21 <09g​ammafunk> well, I guess there is for local play, sorry 20:15:05 <04d​racoomega> If you're talking about how the Crawl coding conventions document mentions an 80 column limit (I think someone recently mentioned that it still might?), that definitely isn't something we 100% adhere to, and has always seemed more like a 'general guideline' to me? There's a bunch of places that are longer than that, if they're only mildly so (and would make the code harder to read if actually broken up) 20:15:19 I wouldn't know about online console on windows either but I expect iut requires configuration to get e.g. putty to give you something other than 80x25 20:16:23 <04d​racoomega> (For my part, I try to stay within 80 if things can be divided cleanly, but will definitely let a few characters spill over rather than split a comment into one line of, say, 80 characters and another of 8 or something >.>) 20:17:03 I dropped 80 for programming long ago 20:17:13 first crept it up to 96, then 120 20:17:22 <09g​ammafunk> I guess one thing I like about 80 columns is that split screen views of source code work a bit better, since 160 columns fits on typical screens with typical font sizes a lot more than 200 would, but yeah I believe 100 is a bit more standard these days 20:17:38 <09g​ammafunk> lots of prominent projects do seem to stick to 80, not that this matters to us 20:17:47 <04d​racoomega> I mostly try to stay closish (since a lot of Crawl code already does), but generally not bend over backwards to do so. 20:19:36 <09g​ammafunk> but cgettys might have just been confused about what 80 columns was relevant to, like geekosaur said; 80 columns as a default width for the game window isn't something we'd change 20:19:55 I knew you meant console geekosaur - but 80 making sense for console has the same history as 80 making sense for source files, in my (admittedly younger, but commandline-comfortable) opinion 20:20:01 <04d​racoomega> Yeah, that's altogether different 20:20:23 <04d​racoomega> I think the difference here is that console players still regularly overwhelmingly use that 20:20:42 hilfy «crawl:master» Z$ stty -a 20:20:42 speed 38400 baud; rows 74; columns 129; line = 0; 20:20:44 <04d​racoomega> (While it is very unlikely devs work in 80 column windows) 20:20:54 <09g​ammafunk> 80 making sense for console actually doesn't have the same history as 80 making sense for source files 20:20:59 <09g​ammafunk> there are quite different concerns 20:21:08 Sure. My point was if we're considering whether we should go with more than 80 in Console, devs are even less likely to be writing in a 80 column window 20:21:28 <04d​racoomega> I mean, if you go far enough back, they both have their origins in an IBM punchcard format, I believe 20:21:33 <04d​racoomega> But that's not really relevant today 20:21:38 yep 20:21:44 Maybe I misread this sentence: but I think console isn't really the problematic case in terms of needing more space even for 80 columns 20:21:53 80 and 96 were the available punch card widths 20:21:57 That was kinda my point RE: same origin 20:22:05 (which is why I first stepped up to 96 🙂 ) 20:22:11 Whether it was early consoles or you go all the way back to punchcards :D 20:22:23 <09g​ammafunk> I don't really see how changing the game default width means we should or shouldn't change to source code line length? 20:22:29 <09g​ammafunk> they are just very different things 20:22:32 Agreed 20:22:39 <04d​racoomega> I wonder if we have accidentally started talking past each other somewhat ^^; 20:23:02 It just was something that I meant to ask one of these days, and I was reminded of the topic due to discusison of 80 column width in console and whether that was a problem / something to thing about 20:23:32 And agreed, split screen is a good point 20:23:36 Which I hadn't quite thought of 20:23:53 as I am a very spoiled lucky duck who has 2 1440p monitors side by side 20:24:05 <09g​ammafunk> I mean, it is nice for me but I get the sense that most others just don't care about it. 20:24:36 I don't care greatly, but sometimes it results in ugly lines when you have to wrap a ton 20:24:49 Maybe I'm bad at naming things :D 20:25:24 <04d​racoomega> I mean, there is an unfortunate natural tension between 'concise variable name' and 'unambiguous variable name' sometimes 20:25:55 <04d​racoomega> And people have their own opinions what point in the spectrum makes the most sense 20:26:04 Of course 20:26:11 Not trying to start a flamewar 20:26:25 and greatly appreciate taht there is a standard in crawl's codebase instead of just "whatever" 20:26:47 I have had the misfortune of working in hue codebases where each component has its own formatting config / conventions 20:26:52 <09g​ammafunk> Yeah, and I like that 80 makes you more aggressive about not having more than, say 3 levels of indent, but I get annoyed with 80 and trying to be so concise to avoid lots of extra line wraps sometimes 20:26:53 <04d​racoomega> (I am suddenly reminded of something I recently read about some 80s-era programming language that allowed longer variable names, but considered only the first two letters to be significant) 20:26:54 And that is utter madness in my eyes 20:27:24 <04d​racoomega> So that a variable named 'mask' and one named 'main' would be aliases to the same thing. 20:27:24 MS-BASIC 20:27:28 (the multiple formattign standards in one codebase, I mean) 20:27:37 <04d​racoomega> Which sounds horrifying 20:28:01 <09g​ammafunk> we can try enabling that compilation mode for April 1st 20:28:08 Don't get me started on other things we've mostly forgotten 20:28:09 you didn't use the longer names anyway, the machines that ran that didn't have anywhere near enough RAM to be wasting it on long variable names 🙂 20:28:12 Hungarian, anyone? 20:29:06 <09g​ammafunk> It's true that I've mostly forgotten Hungarian, but it's also true that I never learned it 20:29:15 yeh, Hungarian notation is one of those little horros I never bothered with since I've never programmed for Windows 20:29:16 <04d​racoomega> bPleaseNo 20:29:38 <04d​racoomega> Wait, b isn't bool 20:29:43 that'd be f 20:29:44 probalby 20:29:47 to pay respects 20:30:10 <04d​racoomega> Actually, it seems b is sometimes bool and sometimes byte? 20:30:27 well, you know bool takes a byte, right? 20:30:31 unless you do bool : 1 20:30:32 <04d​racoomega> (I have only ever dealt with this in examples, and not actual code I've worked with) 20:30:46 <04d​racoomega> I mean, even if that is so, they're semantically very different 20:30:53 <04d​racoomega> If the point is trying to be unambiguous 20:31:03 Cries in BOOL == int 20:31:29 https://learn.microsoft.com/en-us/windows/win32/winprog/windows-data-types 20:31:42 <04d​racoomega> On a completely unrelated note, this is a good error message, imo: 20:31:42 <04d​racoomega> https://cdn.discordapp.com/attachments/747522859361894521/1330016735801245706/image.png?ex=678c721c&is=678b209c&hm=9a4ec73c226ea02c8fd913f98b4b431ae63cb411f12308cc49d3834a9eae5408& 20:31:44 <04d​racoomega> Sounds powerful 20:31:57 typedef BYTE BOOLEAN' 20:32:03 typedef int BOOL 20:32:07 <04d​racoomega> You can gain [UNDEFINED] AC 20:32:35 typedef suffering JOY 20:32:38 <04d​racoomega> (Apparently it's just you.xl() in lua) 20:33:42 The f bit wasn't funny, btw 20:33:50 f for flag :) 20:37:53 Anyway, sorry for the derailing onto the topic of formatting :D 20:37:53 RE: UI, I need to wrap my head around how the local tiles UI works better 20:37:53 Mipmapping doesn't look great at least on Ge0ff's machine and I'm not sure why 20:57:09 RE: april fools, I might have come up with an actually viable idea :D 20:58:07 hard-code the seed 20:58:15 put in some really silly or brutal vault 20:58:36 hard-code the seed to one tha tresults in said really silly or brutal entrance vault 20:58:43 ??? 20:58:45 profit 20:59:19 Also, while I'm provoking opinions... 20:59:19 Opinions on https://github.com/crawl/crawl/pull/4243 ? 21:01:15 what about those of us who aren't devs and just pull `naster` once a week? 21:02:06 (I mean, I triage server crashes and such, but I'm not a _dev_ per se) 21:03:17 It'll whine at you (but still work fine), but you can shut it up with SUPPRESS_BUILD_CHECKS= 21:03:28 yeh, just looked at the diff 21:03:37 like make debug-lite -jWHATEVER SUPPRESS_BUILD_CHECKS= 21:04:12 And it would probably help you at least a little bit, tho maybe not so much as someone developing, so wouldn't be a bad idea to shut it up by installing ccache 21:04:44 except that installs systemwide, no? or else I have to have a custom bindir for building crawl 21:04:52 what if I don't want it for other stuff? 21:05:00 then don't install it :D 21:05:03 ccache is just a bit intrusive 21:05:18 in what way? 21:05:29 did I not just say? 21:06:35 fair. ccache by itself just sits there. It only does somethign if you call it or symlink your compilers to it 21:06:47 But I'm not telling you to or not to 21:06:56 DO thought that ccache was installed, but it wasn't 21:07:33 and pikachu face, ccache makes builds faster :D 21:09:01 There's also https://github.com/mozilla/sccache, if you trust MOzilla more than whoever the heck maintains ccache :) 22:04:21 New branch created: pull/4252 (1 commit) 13https://github.com/crawl/crawl/pull/4252 22:04:22 03dolorous02 07https://github.com/crawl/crawl/pull/4252 * 0.33-a0-764-gb7ed6023a3: Improve reaping brand messaging. 10(18 minutes ago, 1 file, 23+ 18-) 13https://github.com/crawl/crawl/commit/b7ed6023a3fc 22:12:55 <06d​olorous_84348> Hello again. My situation's still a mess, but I'm still here, and I've had a little more time on my hands lately. 22:14:15 <06d​olorous_84348> Not entirely sure of my pull request, since the derived undead is rather tangled, but it seems to work in perfunctory testing. 22:14:33 <06d​olorous_84348> A lot of stuff in trunk is very interesting, by the way. 22:21:33 Looks sane to me, not that my opinion matters :) 22:23:06 <06d​olorous_84348> Good to know 🙂 22:25:53 <04d​racoomega> Seems reasonable to me on a quick read. 22:26:01 <06d​olorous_84348> Also good to know 🙂 22:26:29 <04d​racoomega> And the tidying up after my oversights is certainly appreciated ^^; 22:26:47 <06d​olorous_84348> No problem. 22:30:52 <06d​olorous_84348> Also, reading the reviews... freezing black mists would be cool if there were only the right circumstances for them to come up 🙂 22:33:10 03dolorous02 07* 0.33-a0-764-g13ce909368: Improve reaping brand messaging. 10(47 minutes ago, 1 file, 23+ 18-) 13https://github.com/crawl/crawl/commit/13ce9093685d 22:37:15 <06d​olorous_84348> And for the record, the concept of the Skull of Zonguldrok is definitely cool, especially its commentary on its hats. 22:37:57 <04d​racoomega> Hehe, thanks ^^ 22:38:40 <04d​racoomega> Some people asked if it should have reactions to specific unrands, which I didn't do, but wouldn't even be hard to add at all, if someone wanted to 22:39:09 <06d​olorous_84348> I'll see if I can get my muse working on that. 22:55:19 should be one for the sword and the skull together 22:58:45 does the sword nto even have a description? 23:02:29 <04d​racoomega> Well, I removed the sword at the same time 23:02:51 <04d​racoomega> (As reaping was made a general randart brand, and that was all the sword had) 23:18:05 Feel like it'd go well as a set 23:18:10 maybe with a bonus if you have both at the same time 23:18:20 I know, a third arm! 23:18:59 Zonguldrok's ethereal arm manifests and picks up the familiar weapon (+4 slay) 23:19:06 OP for sure 23:35:28 Unstable branch on crawl.develz.org updated to: 0.33-a0-764-g13ce909368 (34) 23:58:44 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-764-g13ce909368