00:13:58 Unstable branch on cbro.berotato.org updated to: 0.33-a0-1030-g170f05ed26 (34) 00:45:40 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-1024-g4ee2c7fec9 02:27:36 <06m​umra> Nope, never seen that 02:32:14 <06m​umra> For SDL_atomic ... it sort of seems like this is a problem inside emscripten's port of SDL? Like it doesn't support empscripten's own version of pthread 02:39:57 <12g​e0ff> Luckily, dcss doesn't require much resources itself. Also, going from the current 20 Mb game size to 80 or even 100 Mb when you bundle the game with Electron shouldn't be a problem. 02:49:13 <06m​umra> I'm more concerned about memory and CPU usage when the game is running 02:49:15 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1345694433735344139/image.png?ex=67c57b1a&is=67c4299a&hm=df13d02ce983791f622ff7ede9260598a1c87c60bf9833a7f76f42076faa541d& 02:49:35 <06m​umra> Discord and Visual Studio Code, these are both electron apps 02:50:04 <06m​umra> 600mb seems to be about the minimum RAM usage for any electron app I've observed 02:51:01 <06m​umra> And just idling at 1-2% CPU 02:54:21 <06m​umra> (I think the download size increase would be quite a bit more than 100mb too) 02:59:11 <12g​e0ff> > High RAM consumption: Electron apps tend to use a minimum of 80 MB of RAM, with lightweight apps in the 130-250 MB range and monsters like Slack sometimes reaching multi-GB values. > Large storage footprint: Shipping with a full Chromium runtime, you can expect most Electron apps to consume at least 150 MB of storage. that's from a 2021 article 02:59:27 <12g​e0ff> (https://federicoterzi.com/blog/why-electron-is-a-necessary-evil/) 03:00:34 <12g​e0ff> if i had to guess, i wouldn't expect dcss requiring more than 300 Mb RAM 03:01:46 <12g​e0ff> (so a less than 8x increase in required RAM) 03:05:30 <12g​e0ff> Also, seemingly unrelated, what was the last UI feature added to local tiles? I can't remember anything except for reworked starting screen, which was done by aidanh about 10 versions ago 03:07:25 <06m​umra> On the flip side, there are features in local tiles which have still never been added to webtiles 03:07:44 <06m​umra> Both have stagnated due to the division of effort imo 03:08:10 <06m​umra> And features that I might have thought "it'd be nice to add that", I'm put off trying to add to either UI because of the whole mess 03:08:11 <12g​e0ff> i'll trade any local tiles ui feature for tooltips, which are too hard to implement in sdl, apparently 03:09:14 <12g​e0ff> webtiles got the action panel relatively recently 03:09:22 <06m​umra> Is this not a tooltip in local tiles? 03:09:24 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1345699503616819263/image.png?ex=67c57fd3&is=67c42e53&hm=2f8472f38dc89d517757d3ddf8864e336cb6be4b6cef1e6cafd64511f4f52d1b& 03:09:36 <12g​e0ff> it 03:09:42 <12g​e0ff> 's only for the dungeon view 03:10:29 <12g​e0ff> webtiles have tooltips for statuses on the hud, so you can mouse over, say, !TELE! status and see its full description 03:12:30 <12g​e0ff> this thing: 03:12:30 <12g​e0ff> https://cdn.discordapp.com/attachments/747522859361894521/1345700285065986128/image.png?ex=67c5808d&is=67c42f0d&hm=461cea158e8c83556ed52266875495d20ad7ea94639d6a53e148b9c17a690283& 03:12:52 <12g​e0ff> it has been PF's dream for a long time to have this available on local tiles too 03:12:55 <06m​umra> See it's probably not that hard to do in SDL if someone was motivated, but anyone who might be motivated probably plays webtiles more than desktop (total guessing at statistics admittedly) 03:14:28 <12g​e0ff> yeah, to do it in SDL, you need a motivated dev, but it's trivial in html/js 03:20:06 <06m​umra> we have differing definitions of trivial perhaps, but yes it's the kind of ui that the web is good at 03:21:07 <06m​umra> however, the slightly hacky way that it's been done in webtiles, there have been a few bugs where the tooltips don't work properly for certain statuses, and it keeps needing special casing adding when statuses aren't a simple static string 03:24:24 <06m​umra> what we really need is some extra markup we can use when rendering strings, similar to the colour formatting syntax, but allows us to tag other information around a group of characters. stuff like "this text refers to this monster id", "this text refers to this item id", "this text refers to this status", etc. etc. Tooltips could then be controlled by this metadata and work universally everything. webtiles would just need some slightly 03:24:24 tighter integration with the game data for this to work (e.g. having full copies of monster infos, item knowledge, text databases available) 03:42:50 <06m​umra> @cgettys What I have noticed is that the SDL version in contrib already has a bunch of special casing for an emscripten build, it disables pthreads rather than trying to use the emulated version (it probably predates emscripten actually having support for pthreads) 04:32:58 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:42:10 <06m​umra> !tell cgettys After a bit more poking i'm coming to the conclusion that bringing the sdl fork up to a slightly newer version would probably be the much better fix and let BUILD_SDL2 work properly with the newer emscripten 05:42:12 <04C​erebot> docpaisley: OK, I'll let cgettys know. 16:40:33 Unstable branch on underhound.eu updated to: 0.33-a0-1030-g170f05ed26 (34) 18:25:30 New branch created: pull/4345 (1 commit) 13https://github.com/crawl/crawl/pull/4345 18:25:31 03croikle02 {GitHub} 07https://github.com/crawl/crawl/pull/4345 * 0.33-a0-1031-g9d8fd6b9d3: Fix imp _suck_up_adj2_ syntax 10(2 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/9d8fd6b9d37e 19:39:13 03croikle02 {dolorous} 07* 0.33-a0-1031-gdd1ef96ac7: Fix imp _suck_up_adj2_ syntax 10(3 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/dd1ef96ac7d5 20:01:31 @mumra - were we building the contrib version? I was trying to use the port version provided by emscripten 20:01:31 cgettys: You have 1 message. Use !messages to read it. 20:01:36 !messages 20:01:36 (1/1) docpaisley said (14h 19m 25s ago): After a bit more poking i'm coming to the conclusion that bringing the sdl fork up to a slightly newer version would probably be the much better fix and let BUILD_SDL2 work properly with the newer emscripten 20:06:41 I haven't really played webtiles significantly, always been a local player 20:06:49 I really should try it more 20:07:02 but the minor differnces in rendering are jarring to me 20:07:54 Also control +/- zoom the page, not the part ofthe page I want, and so on 20:08:46 Also, it's not nearly as "snappy" 20:08:50 I'm not saying it can be 20:08:53 network latency is a thing 20:09:11 So maybe chromium wouldn't be terrible, would have to boot up a local webtiles instance and see 20:09:19 But yeah, idk, I much prefer local 20:09:29 (but then again, achievements do sound fun :D) 20:10:10 Ah, found the scale I need :D 20:10:46 Nope, taht just zooms part of th eUX, never mind 20:14:54 Yeah, webtiles doesn't look great to me, even with rc file tweaked 20:15:05 It's almost certainly solvable 20:15:12 justwould be work 20:28:03 03DracoOmega02 07* 0.33-a0-1032-g21fd171549: Fix Paragon sometimes losing its link to the player (salticid) 10(8 minutes ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/21fd171549cb 20:28:03 03DracoOmega02 07* 0.33-a0-1033-g567c1b0550: Remove status effects from monsters when turned into vampiric thralls 10(69 seconds ago, 1 file, 6+ 4-) 13https://github.com/crawl/crawl/commit/567c1b055001 20:50:54 03mumra02 {DracoOmega} 07* 0.33-a0-1034-g7de7f153e6: Avoid crash when clockwork bee falls in deep water 10(2 days ago, 1 file, 22+ 3-) 13https://github.com/crawl/crawl/commit/7de7f153e635 23:37:56 03DracoOmega02 07* 0.33-a0-1035-g6494ea8a0c: Fix Enkindling applying its success bonus to all spells (monkooky) 10(74 seconds ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/6494ea8a0cd6 23:53:28 <06m​umra> I feel I got a little bit closer, but still no real breakthrough. I got emscripten to build the contribs version of SDL2, but then attempting to link it in produced different errors; I think maybe I just didn't configure that correctly. (I also verified that USE_SDL2 and USE_SDL2_IMAGE are using multithreading-compatible versions of those libs ... ones with -mt at the end ... so this error makes even less sense to begin with)