00:02:41 I seem to remember something like that. I wasn't exactly sure the actual current status. 00:02:50 ?/cyno 00:02:51 No matches. 00:02:57 I think thats the case for gnolls as well 00:03:05 I'm trying to remember who was doing cynos 00:03:07 just disabled for tourney 00:03:19 Floodkiller? 00:03:26 that sounds right 00:03:39 no idea about dpegs_dynamic_monsters, I haven't heard anything about it in a while 00:03:44 and I can't remember which dev was focaling that one 00:03:49 but I think it's on crd 00:03:55 neat idea in theory 00:04:34 johnstein: cyno became bultungin which became gnolls, so they are merged 00:04:47 oooh 00:04:50 didn't know that 00:04:53 neat 00:05:16 council-god became ieoh jian council became wu jian which is also merged 00:05:46 johnstein: you could bring back dynamic monsters, but not the others 00:05:55 wu is in trunk, gnolls are in trunk, frogs are completed 00:05:59 should it get rebased first? 00:06:09 or updated or whatever the best way 00:06:17 oh, well 00:06:31 Lasty isn't working on it right now 00:06:41 I guess someone could do a merge really quick 00:06:43 maybe I should 00:06:49 currently all experimentals use trunk rc files. not sure if that causes any adverse issues with old versions 00:07:53 03gammafunk02 07[dpegs_dynamic_monsters] * 0.21-a0-124-gab9bf4c: Merge remote-tracking branch 'origin/master' into dpegs_dynamic_monsters 10(31 seconds ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/ab9bf4c84b99 00:08:02 johnstein: there, I just merged (no conflicts) and pushed 00:08:16 neat 00:38:56 so I'm adding some additional submenus for console 00:39:12 anyone think that will annoy people too much? 00:39:26 kinda of annoying when new versions come out and I have to shuffle things around. or if we get experimental-heavy again 00:39:34 but it adds more menus 00:39:55 I don't play console, so I don't really have a feel for the typical pain threshold 00:46:10 I suppose for older versions, it's just one more menu 00:48:13 where are the submenus 00:48:45 the main problem is if i can't press tp after logging in 00:49:04 (though i guess this is on cbro?) 00:49:35 trunk and the latest stable won't be affected 00:49:44 and in the intra-tourney period, p defaults to trunk 00:49:47 so just PPPPPPPP 00:49:52 but yea, cbro 00:50:30 I see you're moving 'x'perimental to the main menu? 00:50:49 Right now it's in both the main menu and the trunk submenu. 00:51:00 yep 00:51:04 that's the next change 00:51:42 That's a good idea, I remember when I first came to play experimentals on cbro I found it unintuitive that they were under trunk (though it technically makes sense) 00:52:02 used to make more sense 00:52:15 but these days we get a lot of community submitted experimentals 00:52:30 so there will be an Official Experimentals page, and an Unofficial one 00:53:05 that's a somewhat bizarre distinction imo 00:54:46 it seemed like the easiest distinction to make to categorize them into different menus 00:54:52 hm 00:55:19 hmmmmmm 00:56:21 Well it's not like you have much space with that fuckhuge warning I guess. 01:00:40 yea. it could use some revision 01:00:43 i was about to say, do you need two groups 01:01:06 I just about did before last tourney 01:01:15 one more version and I was out of room 01:01:50 also, seems like I'd want to indicate that some of the versions aren't as official as others. or is that distinction completely unnecessary? 01:02:34 completely unnecessary 01:05:18 "Let's check out these experimental branches, oh I better stick to the ones which are more official instead of whatever sounds most interesting to me." 01:14:14 OK 01:14:29 easy enough to find other ways to differentiate if the need arises 01:14:34 ??rebuilt 01:14:34 rebuilt ~ rebuild[1/2]: http://crawl.akrasiac.org/rebuild/ http://underhound.eu:81/rebuild/ http://crawl.berotato.org/crawl/rebuild/ http://crawl.xtahua.com/rebuild/ https://crawl.jorgrun.rocks/rebuild/ Bug |amethyst or Nap.Kin for CDO. Use your powers wisely. 01:15:37 nice fudging of the name there 01:16:23 which name? 01:16:36 n*pk*n 01:16:58 n@pk|n 01:27:37 Experimental (hellcrawl-cbro) branch on crawl.beRotato.org updated to: v1.0-329-g61495e2 01:30:07 !tell hellmonk got console hellcrawl up tonight. looks like version: v3.33-hellcrawl-38-g61495e2 let me know if anything is amiss. webtiles to follow later this week. 01:30:07 johnstein: OK, I'll let hellmonk know. 02:01:33 -!- n1k is now known as n1 02:25:08 -!- amalloy_ is now known as amalloy 02:33:02 !tell lasty https://crawl.develz.org/tavern/viewtopic.php?f=8&t=23960 02:33:03 Rast-: OK, I'll let lasty know. 03:01:05 Rast-: is that proposal serious? 03:01:11 yes 03:01:19 otherwise I would have posted in cyc 03:01:29 I know book starts are the strongest if played properly 03:01:35 they are still unfun because of mana issues 03:01:43 (and general spellcaster issues) 03:02:20 increasing starting MP by 1 is a pretty huge buff 03:02:23 If you want to apply some other nerf later, not related to squeezing MMP, feel free 03:04:12 this was inspired by the "give books starts a weapon" thread, obviously 03:04:35 well, you could make level 1 and 2 spells harder to cast to compensate, making you get a similar number of successful casts per MP bar as before 03:04:39 but I don't think that would be an improvement over the status quo 03:04:48 ugh, thats unfun. a slight dmg decrease would be OK. maybe 03:05:16 notice that after a very few levels you're back at the same amount of MMP 03:05:32 right 03:05:45 and in midgame you're actually a point or two behind, if you would have trained spellcasting to 6 or 8 03:05:55 but you're suggesting giving e.g. Hu elementalists 25% more casts before they run out of MP at XL1 03:06:05 which is auotmatic on deep elf or whatever, maybe less so on spellcasting -1 apt races 03:06:12 yeah 03:06:19 and by 25% more I mean 33.33% more 03:06:24 4 MMP instead of 3 for a huge chunk of races 03:06:26 right 03:06:33 so that's a really big buff unless you decrease shock damage by 25% to compensate 03:07:11 this awsome 33% advantage lasts until XL2 03:07:19 then they are right back to par 03:08:01 there will be another slight boost if you train spellcasting to 4.0 before XL4 03:08:38 after that you are back at status quo. and after that you are worse than status quo until xl 25. 03:10:09 yes, your suggestion basically just buffs XL1 mage starts, I'm aware of that, my point is, why is that desirable? mage backgrounds already do great at XL1 03:11:21 I do like the idea of getting rid of the min(4, min(XL, skill) / 2) since it's gross, but there's no need to bundle an XL1 buff with it 03:12:24 imo they are worse at XL:1 03:12:36 worse than what at XL1? 03:12:40 fighter 03:13:00 unlimited swings of the sword vs 3 casts of sting and then fists 03:13:07 How attached you are to D:1-3 being super dangerous? 03:13:31 nikheizen: extremely attached 03:13:42 depressing 03:13:47 this isn't even d:2 03:13:50 or all of d:1 03:16:07 Rast-: most non-mage backgrounds are worse than fighter, especially at XL1, since it starts with a potion of auto-win fights for the next 30 turns 03:16:30 i was going to say gladiator next 03:16:32 but nets 03:17:11 im ok with most backgrounds being able to do things at xl:1 03:17:12 I guess I should ask: what's the goal of this change? is it just to buff mage backgrounds at XL1, or is it to simplify the max MP formula? 03:17:46 its to reduce the unfun variance of starting with 3 MMP and no way to kill things besides MP and fists 03:17:59 simplifying the MMP forumla is just a nice bonus 03:18:30 if it turned out to make XL:1 mages unstoppable killing machines, feel free to slightly reduce spell damage to compensate 03:18:34 buffing a strong start might be a secondary result. There's no a priori reason for all backgrounds to be balanced if mage XL1's are unfun 03:18:34 I doubt you'll find broad agreement that it's unfun to run out of MP, since if running out of MP were considered unfun and bad for the game, MP would have been removed by now 03:18:53 its fine to run out, but not when you only have 3 casts 03:19:06 and early on so many chances to fail or to miss or to roll 0 dmg 03:19:23 so how is having 4 casts more fun than having 3, in any way other than being stronger 03:19:31 running out of mp can be fine and it can also be good to decrease the amount of regening around a pillar on D:1 03:19:35 less variance 03:20:21 again, no matter how insane this might make caster starts, at XL:2 they are right back where they are right now 03:20:31 which, memes aside, isn't an autowin for any background 03:20:32 ok, I think I understand now; you'd be happy with +33% max MP but -25% damage, right? 03:20:55 mm monster AC and miss chance makes that tricky 03:21:08 my suggestion is to do the mana increase only to start with 03:21:16 and then the damage nerf later if needed 03:22:00 See, my first impression upon hearing I get 33% more max MP isn't "wow I have less variance now", it's "wow I have more damage now" 03:22:18 that's fair, but 03:22:23 I didn't even think of variance until you mentioned it 60 seconds ago 03:22:27 any damage decrease is going to hurt at XL:2 03:22:40 where you have the same amount of mana as always, but now your damage got nerfed 03:22:57 Suppose for the sake of argument that this 25% damage decrease only applies during the time that you have the +33% max MP 03:23:28 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-111-g52d2817 (34) 03:23:29 Rast- tbh better to remove miscasting spells and accuracy/evasion 03:23:34 it's a hypothetical either way since crawl damage doesn't work in a way where you can actually apply a % damage bonus/penalty 03:24:07 ... of course you can make slight changes to damage formulas to various spells 03:25:03 nikheizen: that's not better, since Rast-'s complaint is only about XL1, and it's much easier to change XL1 and only (or mostly) XL1 with max MP than it is to only change XL1 by removing miscasting and missing 03:25:21 ??sting 03:25:21 sting[1/1]: Level 1 spell in {Young Poisoner's Handbook}. Deals up to 1d8 poison damage and has a 66% chance of inflicting {poison} on non-resistant targets. VM starts with this spell memorized. To-hit: 8+power/5. 03:25:52 The closest you could get would be to decrease the difficulty of level 1 spells, but that has undesirable side effects, namely making level 1 spells easier to learn after XL1 (they don't need to be even more free) 03:26:11 I do agree that sting specifically is bad 03:26:38 ok minmay, take Pain for example. according to the spell guide for cool people, it does 1d(4+power/5) with a power cap of 25. 03:26:58 that could just as easily be 1d(4+power/7) with a cap of 35 03:27:24 (it could also stay where it is) 03:28:11 what im saying is boost xl:1 MMP first and then if it turns out to be just too awesome, you can nerf spell damage later 03:28:56 beta has to be for something more than adding gods which people hate 03:29:01 Rast-, it might be helpful if in that post you flesh out why you think XL1 is so painful 03:29:05 and races which are busted 03:29:15 (I think we understand, but tavern readers might be helped) 03:29:30 n1, you're right, i kind assumed people were familiar with the 3MP caster complaints 03:30:45 speaking of Ba, are you ready to admit yet that they are busted, minmay ? 03:33:10 mmm 03:33:14 3 mp caster 03:33:16 best caster 03:35:09 ...busted in what way? 03:35:44 if you mean more powerful than median then excuse me while i laugh myself into the next dimension 03:35:47 they surely are 03:35:55 because of the hop and the great apts 03:36:23 ok but have you considered 03:36:24 1. slow 03:36:26 2. slow 03:36:27 3. 8los 03:36:27 the hop means that if you are anywhere near stairs, you just hop to stairs and excape for free 03:36:28 4. slow 03:36:36 Rast-: imo don't bother. 03:36:45 yeah which you could already do on any race that isn't slow 03:36:47 the slow is like one monster hit every ten moves. its almost normal speed 03:37:18 you can also mix walking with hopping 03:37:35 you cant quite hop every 10 moves, it feels more like every 20. havent checked source 03:37:41 its really good regardless 03:38:34 its like, you screw up and get surrounded or are adjacent to a nasty 03:38:43 you hop. then you walk for a while. then you hop again 03:38:45 -Hop is (11+1d13)*10 aut and does not decrement if you are moving 03:38:47 then you go up stairs 03:38:53 huh. OK 03:39:12 i could swear i had long chases where i got to hop twice 03:39:40 um, one thing for sure, if theres popcorn around, you can hop from being chased by nasties to being chased by popcorn 03:39:41 well, you could, but you'd be wrong 03:39:51 none of the things you are talking about require hop 03:39:52 that might be what confused me 03:40:38 going from being surrounded by monsters to hopping and running to a corridor being chased by the popcorn 03:40:59 where you can fight for a bit to let hop recharge. 03:41:16 how long has -Hop not decremented while walking? 03:41:26 since it was added to the game 03:41:31 OK. 03:41:57 even the one hop is pretty sweet 03:42:34 !lg * t ba /won 03:42:35 50/1888 games for * (t ba): N=50/1888 (2.65%) 03:42:38 !lg * t /won 03:42:40 1710/80365 games for * (t): N=1710/80365 (2.13%) 03:42:51 !lg * t na /won 03:42:53 31/1661 games for * (t na): N=31/1661 (1.87%) 03:43:46 !lg * t mu / won 03:43:47 30/1829 games for * (t mu): N=30/1829 (1.64%) 03:44:00 !lg * t s=crace / won o=-% 03:44:03 1710/80365 games for * (t): 0/1x Gnoll [0.00%], 27/4153x Octopode [0.65%], 40/4529x Draconian [0.88%], 92/9345x Demonspawn [0.98%], 46/4430x Deep Elf [1.04%], 30/2032x Vampire [1.48%], 39/2615x Spriggan [1.49%], 34/2105x Tengu [1.62%], 26/1591x Kobold [1.63%], 30/1829x Mummy [1.64%], 35/1892x Human [1.85%], 31/1661x Naga [1.87%], 36/1881x Ogre [1.91%], 59/2823x Formicid [2.09%], 70/3065x Merfolk [... 03:44:28 spriggan: worse than mummy 03:45:02 terrible hp, missing aux slots, cant wear normal body armour 03:46:15 and they dont even have hop! 03:46:21 heh 04:05:46 ooh, proving species strength with sequell queries 04:05:56 this is where things get good 04:08:41 !lg * t s=cls o=-% / won 04:08:43 1710/80365 games for * (t): 41/5431x Abyssal Knight [0.75%], 45/4259x Transmuter [1.06%], 38/2569x Wizard [1.48%], 44/2948x Fire Elementalist [1.49%], 50/3144x Enchanter [1.59%], 102/6080x Monk [1.68%], 45/2528x Conjurer [1.78%], 56/3023x Wanderer [1.85%], 50/2593x Earth Elementalist [1.93%], 39/2010x Necromancer [1.94%], 40/2051x Ice Elementalist [1.95%], 45/2035x Skald [2.21%], 346/15368x Fighte... 04:09:06 minmay: so now you see that FE is garbage tier compared to Su 04:09:14 I demand a retraction 04:09:36 also compared to Monk, which is obviously secretly stronger than enchanter 04:20:22 ddvm was the strongest combo until devs ruined it (coincidentally same version when it was an nchoice) 04:31:48 MuSk 04:40:55 Elon? 04:54:54 -!- amalloy is now known as amalloy_ 04:57:16 in layout_geoelf_castle there's a bunch of print statements that should print if DEBUG_CASTLE_DESIGN = true. I set it to true but I don't see anything printing. do I need to compile it or run it a certain way to get the print statements? 05:27:39 -!- Mythres_ is now known as Mythres 06:37:53 -!- bh is now known as Guest73451 07:15:31 -!- bh is now known as Guest71353 07:59:31 I just cloned the crawl repo for the first time in a while, did the submodule thing & make & am getting segfaults on running the result, not always but often. sample log: http://sprunge.us/fbVY 08:11:45 -!- Guest71353 is now known as bh 08:32:21 -!- bh_ is now known as Guest16709 08:56:18 hmm that looks familiar 08:57:55 iirc there's a subtle bug in the multithreaded db init stuff, that no one has found, and that only shows up on some platforms 08:58:07 %git 2e1702711870b93c623b37ec4aed4bad5d307116 08:58:07 07Grunt02 * 0.15-a0-78-g2e17027: Disable multithreaded loading on Windows (#5354). 10(3 years, 3 months ago, 1 file, 5+ 2-) 13https://github.com/crawl/crawl/commit/2e1702711870 08:59:22 <|amethyst> is the startup speed for database rebuilds really worth it? 09:01:08 seems unlikely 09:01:20 ah elliptic noticed this back in march, probably linux also, and disabled multithreading on his build to fix it, that's what I'm remembering 09:02:21 how do I do that? make with some kind of options probably? 09:02:22 https://bpaste.net/raw/f323cd3bbb0d 09:02:41 yeah, very similar crash 09:03:02 it's not too hard, but let me see if he pasted a patch in channel or anything like that 09:05:35 also, while I'm here: iirc I'm supposed to email the cdo admin if I forget my password (rather than !telling him or whatever) 09:06:03 and it's been long enough that I've forgotten it, but it's not clear to me how to reach him 09:06:10 er, s/him/them there 09:06:58 there doesn't seem to be contact info anywhere obvious 09:09:54 hmm not sure offhand, but someone here should know 09:10:54 I'd see a !tell; it's no rush at all. 09:16:39 03advil02 07* 0.21-a0-112-gd00fd6f: Disable multithreaded db init for linux (5354, elliptic, nofelis) 10(3 minutes ago, 1 file, 4+ 3-) 13https://github.com/crawl/crawl/commit/d00fd6f4884f 09:16:47 oops I spelled your name wrong, sorry 09:17:31 ugh 09:18:26 it's quite ok! thank you for fixing it 09:18:44 anyways, you can either use that patch to see what to do, or just pull if you're in a cloned repo 09:18:48 I fixed it locally about a minute before your commit by adding && 0 to those lines. well, "fixed" anyway 09:20:46 <|amethyst> advil: Do we know that it works for Mac OS and Solaris and BSD? :) 09:21:26 I know it works for some mac configs b/c I tried to replicate it a bunch when talking to elliptic 09:22:00 though it's really unclear what the trigger is 09:22:03 <|amethyst> advil: it also works for some Linux configs, since I have never encountered the problem 09:22:07 yeah 09:22:23 I think my commit msg may acknowledge your concerns :D 09:22:58 neofelis: you are using the submodule sql, right? 09:25:34 I assume so. I did git submodule update --init before compiling, and since that's a submodule you use it should be there? 09:25:45 * neofelis understands nothing about submodules at all 09:26:03 sqlite, anyway 09:26:04 yeah 09:26:23 <|amethyst> unless you have the sqlite3 library and headers installed on your system already 09:28:36 I do, actually 09:30:38 <|amethyst> you could try (with the version before advil's commit) make BUILD_SQLITE=yes 09:33:28 we apparently aren't explicit when opening the db about what mode to use 09:33:35 so it will default to compile time settings 09:36:12 tried it; it does crash 09:37:05 <|amethyst> oh 09:37:33 all the time? 09:37:45 <|amethyst> so we don't actually use -pthread in our cflags 09:37:52 yeah I've always wondered about that 09:37:53 <|amethyst> I suspect that is bad 09:37:58 well 09:38:41 how do you force a db rebuild? 09:38:54 <|amethyst> rm -rf saves/db/ 09:38:59 thanks 09:39:16 advil, it never crashes all the time: elliptic in that log said ~20% of the time, and with me it's similar 09:39:27 ok thanks 09:39:40 ...I should probably not have pinged ell.iptic there, sorry 09:40:24 I think he's ok with pings? could be wrong about that 09:40:33 if I'm wrong I just pinged him a lot 09:40:38 xD 09:40:45 <|amethyst> I guess we're getting -lpthread because of linking against a threaded sqlite3 09:40:52 <|amethyst> but -pthread does more than that 09:41:19 <|amethyst> some library functions have to be replaced with thread-safe versions 09:45:33 also it appears that clang has a non-standard behavior wrt absence if -pthread, which could explain why this bug doesn't seem to show on os x 09:45:41 *absence of 09:46:56 weridly, we are using it on windows? 09:47:00 *weirdly 09:52:10 huh, I may have replicated it on os x by forcing sql into single thread mode? 10:05:52 two more observations: (i) crawl will create multiple threads for db init regardless of how sqlite is configured, and (ii) I cannot for the life of me provoke *any* meaningful difference in db regen time by disabling or enabling any configuration of multiple threads and sqlite config 10:06:29 `sqlite3_threadsafe` I think just returns true if the version is in principle compatible with multithreading 10:08:02 I'm pretty sure this bug is(/can be) caused by (somehow) linking against a version of sqlite that has single threading as the default (as crawl won't notice this), so that could be fixed, but I don't see any downside to just serializing the whole thing 10:09:40 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-112-gd00fd6f (34) 10:11:09 it's less than .1s difference for me (granted, this is a new computer) 10:11:36 the thing that takes a long time is des regeneration, not db regen 10:19:49 %git 0e9f143427c81ed407f51b85597ccb6f84319a18 10:19:49 07kilobyte02 * 0.10-a0-2933-g0e9f143: Threading support. 10(6 years ago, 7 files, 135+ 4-) 13https://github.com/crawl/crawl/commit/0e9f143427c8 10:20:03 weird change to -pthread in ^ 10:20:14 not sure why it would be windows-specific 10:21:15 oh, I misread 10:21:42 we should have -pthread on everything but android 10:22:07 |amethyst: I might just remove mulithreaded db init, any objections? 12:41:11 -!- Chthon is now known as ChthonicOne 12:54:32 -!- amalloy_ is now known as amalloy 13:45:28 03advil02 07* 0.21-a0-113-g6841d05: Single-threaded db init (5354) 10(17 minutes ago, 1 file, 1+ 29-) 13https://github.com/crawl/crawl/commit/6841d05e474c 14:09:30 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-113-g6841d05 (34) 14:51:20 I was trying to get some print statements in a lua layout file to display when running, but I can't see anything printed 14:51:55 setting DEBUG_CASTLE_DESIGN = true in layout_geoelf_castle 14:52:14 I expect you need a FULLDEBUG build 14:53:13 but FULLDEBUG is pretty overwhelming. is there an intermediate level? 14:54:10 you should be able to print with mpr in lua 14:54:37 crawl.mpr 14:54:39 the point here is there's a lot (I mean a LOT) of existing debug output in that des file, using lua's print 14:55:02 ah 14:56:40 wonder where those even go to 14:56:42 stdout? 14:56:52 so lua print only works under FULLDEBUG. and otherwise basically gets printed to the void? 14:56:55 that's what johnstein is trying to figure out 14:57:13 I tried launching tiles build from command line but didn't see anything pop up 14:57:15 I doubt that even in a FULLDEBUG build lua print gets displayed with crawl messages 14:57:23 hm 14:57:35 !seen infiniplex 14:57:35 I last saw infiniplex at Tue Dec 16 23:28:34 2014 UTC (about 2y 29w 6d 19h 29m 1s ago) quitting, saying 'Quit: Page closed'. 14:57:51 maybe he will log in today 15:00:24 well if you don't get an answer, you can just convert whatever print statements you want to see to crawl.mpr 15:01:11 yea. I thought about something like that. is it just a direct replacement? 15:01:33 thought crawl.mpr was what you did in the cpp files 15:02:15 crawl.mpr calls crawl's mpr, it will print to the in-game console 15:04:35 it actually does appear that lua print may go to stdout, but stdout is not really usable for something like crawl 15:05:15 hm. wonder if infiniplex was using a tiles build 15:05:24 or webtiles 15:05:35 I haven't checked what's happening with tiles yet, that was just on crawl 15:05:37 er 15:05:39 console 15:05:49 (tiles more likely, you could easily capture stdout; webtiles would need editing the server foo) 15:06:45 I'm using tiles 15:06:59 windows? 15:07:13 I didn't see anything in stdout when running ./crawl.exe from msys2 15:07:14 to actually see the print messages I had to redirect stdout, and they're mixed in with what I guess is a bunch of control codes 15:07:15 yes 15:07:24 (there's an unresolved issue where switching to gui mode kills console output, because windows.) 15:07:32 oh 15:07:43 hav been several attempted fixes, each of which breaks something else 15:08:06 all I want to do is make that corridor double wide 15:08:23 the corridor that surrounds the rooms that surround the primary vault 15:08:42 the lines suggested yesterday weren't the right ones 15:09:15 I just need to step through the code but I don't think I can debug that layout des file in debug mode, can I? 15:10:21 yeah, when I run a test with some print output from the command line with a tiles build, I get that output directly 15:11:27 I'm guessing it's the same for dungeon stuff 15:12:44 if you want to see it on a windows build I think changing it all to crawl.mpr is your best bet 15:14:00 there's also crawl.stderr (which gets used tests and would be easier to redirect, but maybe also doesn't work on windows) 15:16:05 thanks 15:19:05 windows has a concept of stderr too, so it might well work 15:21:13 but it still gets disabled when going into gui mode 15:21:29 I was hoping since I was using msys2 that I'd avoid some of the Windows problems 15:22:27 I'm not even sure there's an active dev right now who directly builds on windows, so you're probably more likely to discover them than avoid them :D 15:22:32 I can deal with debugging in console mode if I need to. I just need some way of debugging. it's pretty annoying trying to figure this out 15:22:43 heh 15:26:10 I think your best bet is a linux in a VM 15:49:58 wonder if I could develop on a raspberry pi 15:50:15 pi-crawl 15:57:43 -!- hyperbolic is now known as elliptic 18:02:22 Unstable branch on underhound.eu updated to: 0.21-a0-113-g6841d05 (34) 18:07:58 Nov 07 18:14:34 about that CLAN rebuild yesterday: an -O2 WEBTILES=y build on a raspi took 184 minutes, same as CLAN, so it looks like my suspicions are true :/ 18:08:16 unfortunately I didn't have years in the log entries back then 18:10:50 sadly I couldn't find the one I really wanted, where 1kb compared his rpi build speed to cbro :p 18:15:16 -!- Fixer_ is now known as Fixer 18:21:28 03advil02 07[header_simplification] * 0.21-a0-114-g8b85549: Pull a tiles dependency out of player.h 10(4 days ago, 10 files, 52+ 57-) 13https://github.com/crawl/crawl/commit/8b8554994a74 18:21:28 03advil02 07[header_simplification] * 0.21-a0-115-g8779768: Factor tile-related #ifdefs out of AppHdr.h 10(4 days ago, 45 files, 102+ 81-) 13https://github.com/crawl/crawl/commit/8779768f0243 18:21:28 03advil02 07[header_simplification] * 0.21-a0-116-gd2ad500: Remove some tiles-related ifdefs from state.h 10(3 days ago, 2 files, 3+ 6-) 13https://github.com/crawl/crawl/commit/d2ad50005d9b 18:21:28 03advil02 07[header_simplification] * 0.21-a0-117-g9766c24: Remove an ifdef in message.h 10(3 days ago, 2 files, 5+ 4-) 13https://github.com/crawl/crawl/commit/9766c24e7203 18:21:28 03advil02 07[header_simplification] * 0.21-a0-118-g66b5d33: Relocate an ifdef'd function from view.h to tiles-build-specific.h 10(3 days ago, 8 files, 14+ 6-) 13https://github.com/crawl/crawl/commit/66b5d3384292 18:21:28 03advil02 07[header_simplification] * 0.21-a0-119-g868a11d: Remove an old function definition 10(3 days ago, 1 file, 0+ 4-) 13https://github.com/crawl/crawl/commit/868a11d9fde6 18:21:28 03advil02 07[header_simplification] * 0.21-a0-120-g7f6a83f: Another batch of removing/relocating ifdefs from .h files 10(3 days ago, 14 files, 41+ 31-) 13https://github.com/crawl/crawl/commit/7f6a83f035ce 18:21:28 03advil02 07[header_simplification] * 0.21-a0-121-g4dad355: Use a different strategy for `flash_monster_colour` 10(3 days ago, 6 files, 9+ 13-) 13https://github.com/crawl/crawl/commit/4dad3554f68c 18:21:28 03advil02 07[header_simplification] * 0.21-a0-122-g43b3ea6: An attempt to update the MSVC project 10(3 days ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/43b3ea631c2e 18:21:53 sorry, rebase spam 19:29:13 -!- Tux[Qyou] is now known as ohno 19:29:18 -!- ohno is now known as Tux[Qyou] 19:58:56 -!- steven_ is now known as stebl 20:45:29 advil: is the db init stuff you just disabled possibly related to the weird bugs CPO experiences? 21:40:49 -!- amalloy is now known as amalloy_ 21:55:35 -!- Guest16709 is now known as bh 22:52:44 checkers: I don't think so, unless you are building without dgl? 22:52:55 the game lock files are something else 23:59:12 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-113-g6841d05 (34)