00:03:31 hm, yeah, looks like something was cached in my build 00:06:20 I think this is something that running configure would deal with 00:07:47 gammafunk: did you say you didn't regenerate the Makefile when you updated? what's the right way to do that? 00:13:21 when I just run configure the result doesn't work in the crawl build, and I'm assuming that's not what one would want to check in anyways 00:13:36 advil: yeah, I'm not super sure to be honest, since the makefile you get from autoconf is pretty weird 00:13:59 I'm not sure how grunt made his makefile, if he took the autoconf one and just removed sections or what 00:18:56 with that fix it does now build for me (assuming I'm not missing some other way in which something is cached, still not sure how this one slipped by) 00:20:20 cool 00:20:34 I can commit it later if you don't have the time, otherwise feel free 00:21:37 I just made the change, I think 00:24:21 gammafunk: also, did you see the discussion earlier about sdl2_image? 00:24:31 no I did not 00:24:48 is there a problem? 00:25:01 advil: if you updated the contrib, you need to make a commit to crawl trunk with the submodule update 00:26:14 the particular report was about android building but I'm a little surprised it doesn't have more impact; I guess there's some potential issues with using an older version of sdl2_image with the newer sdl2 00:26:18 as in something like `git add contribs/sdl2 ; git commit ...' 00:26:23 ah, I wondered about that 00:26:34 our androis sdl port is really in a nonworking state though 00:26:50 well, I didn't add grunt's high dpi commit and I'm not sure it will even compile without that? 00:26:57 we just don't have a way to test this 00:27:08 I was going to update each of the contribs but I was a little hesitant 00:27:32 since as this sdl2 update showed we don't actually know how to properly update the makefiles for these contribs 00:27:39 but I could look into trying to do that at some point 00:27:46 for sdl2_image and sdl2_mixer 00:28:08 just wish we had a plan for updating those makefiles 00:28:43 it's possible to have weirdness happen without any compilation errors due to things not getting build with the define values they should have, for instance 00:30:00 Monsters with reaching attack are extremely dumb around shallow water. 13https://crawl.develz.org/mantis/view.php?id=11312 by Yermak 00:30:33 03advil02 07* 0.21-a0-519-gb765982: Update sdl2 submodule with Makefile fix 10(57 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/b765982689f4 00:33:22 I guess grunt is fairly gone 00:33:47 rip 00:33:56 -!- amalloy_ is now known as amalloy 00:39:42 FR: print better message when mushroom dies by depleting its 'charges' instead of "Your wandering mushroom is destroyed!". 00:40:14 fr: wand of mushroom 00:45:03 'runs out of spores and its fruiting body collapses' 00:46:03 opssibly omit the first part if you;re willing to admit lots of user questions about mycelia >.> 00:46:23 fr: remove the insane, incomprehensible hd loss gimmick, reduce their hd, and swap the order of sunlight and evolution 00:49:13 yeah 00:49:39 sunlight can probably go it's weird 01:17:14 what if mushrooms couldn't use stairs 01:17:39 and/or didn't regenerate 01:19:28 Unstable branch on crawl.develz.org updated to: 0.21-a0-519-gb765982 (34) 01:26:48 make mushrooms freeze in sight of stairs 01:26:52 they're scared of them! 01:33:37 |amethyst: tried atc. not bad 01:38:18 landed 12 planes my first game and then suddenly there were like 6 new planes all at once and i was in over my head 01:58:10 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-519-gb765982 02:53:29 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-519-gb765982 03:11:41 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-519-gb765982 (34) 03:56:06 -!- amalloy is now known as amalloy_ 06:08:14 Hello 06:14:22 I found a bug in the trunk crawl_tiles-0.21-a0-519-gb765982.zip. I play a Gnoll and in the UI on the right side I set the skills to train (I know it's dirty). I accidentally maxed dodge while it was the only skill trained so it gave me the training page which is disabled to use for Gnolls. So the game crashed after that. I feel like this should go in the bug reports but I don't want to sign up there. 06:29:56 good find 12:05:19 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-519-gb765982 (34) 13:54:13 -!- amalloy_ is now known as amalloy 14:29:56 -!- amalloy is now known as amalloy_ 16:21:15 03advil02 07* 0.21-a0-520-g34ea15e: Add some ASSERTs in case gnolls somehow get skills disabled (aagocs) 10(8 minutes ago, 2 files, 5+ 0-) 13https://github.com/crawl/crawl/commit/34ea15e375ac 16:21:15 03advil02 07* 0.21-a0-521-g1cd18d1: Don't let Gn change their training settings in tiles (aagocs) 10(2 minutes ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/1cd18d1148fc 16:52:36 -!- KamiKatze_ is now known as KamiKatze 17:24:53 -!- jeefus is now known as jefus 18:12:08 that was a good bug 18:17:19 Unstable branch on underhound.eu updated to: 0.21-a0-521-g1cd18d1148 (34) 18:55:40 -!- amalloy_ is now known as amalloy 18:56:38 -!- Thorbinator_ is now known as Thorbinator 21:06:17 New branch created: door_items (2 commits) 13https://github.com/crawl/crawl/tree/door_items 21:06:17 03advil02 07[door_items] * 0.21-a0-520-gce7e4b9: Render items under closed doors better 10(9 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/ce7e4b9f1f8e 21:06:17 03advil02 07[door_items] * 0.21-a0-521-gcc6bc13: Allow closing doors on items (rumflump) 10(3 minutes ago, 1 file, 0+ 6-) 13https://github.com/crawl/crawl/commit/cc6bc1301a7c 21:10:28 offline tiles seems to get a lot of fun bugs like that 21:24:04 <|amethyst> they kind of do their own thing rather than interacting with the main input loop 21:24:24 03advil02 07[door_items] * 0.21-a0-522-gbe1389a: Don't count closed door tiles as visible for items 10(2 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/be1389addcf1 21:24:37 yeah, and that's a case where there's no functional API 21:24:46 everyone's just accessing the data structure directly 21:29:00 03advil02 07[door_items] * 0.21-a0-520-gfb5ded9: Render items under closed doors better 10(32 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/fb5ded954863 21:29:00 03advil02 07[door_items] * 0.21-a0-521-g7061063: Allow closing doors on items (rumflump) 10(25 minutes ago, 1 file, 0+ 6-) 13https://github.com/crawl/crawl/commit/7061063f9ebf 21:29:00 03advil02 07[door_items] * 0.21-a0-522-g3494cc5: Don't count closed door tiles as visible for items 10(6 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/3494cc5a5e0b 21:35:54 The build has errored. (door_items - cc6bc13 #8984 : advil): https://travis-ci.org/crawl/crawl/builds/311637413 21:43:13 oh cool 21:43:48 weren't we worried about various kinds of issues if we allowed that? 21:47:00 I looked back through -dev discussions that I could find and didn't spot anything major, but I might have missed something 21:48:02 yeah, I recall |amethyst commenting that code assumes that items don't lie in solid features 21:48:29 heyo 21:48:31 yeah, you'd think that, but it seems to work 21:48:31 <|amethyst> possibly it's just an assertion tht needs to be removed 21:48:42 I haven't yet found any asserts about that 21:48:45 will be cool if it works 21:48:51 i have a quick ttrtail/ttyrec question :] 21:48:55 go for it Pacra 21:49:06 (in fact you can easily put items in walls in wizmode and that seems to work too) 21:49:17 <|amethyst> cool 21:49:19 but this is a player buff, advil 21:49:24 now you must implement a player nerf 21:49:40 <|amethyst> allow dropping items *only* in doorways 21:49:41 compiled both just fine and can connect to termcast.shalott.org fine - 21:49:56 |amethyst gets it 21:49:56 items underneath closed doors are subject to item destruction rules 21:50:10 also closing a door can malmutate you 21:50:20 but ttrtail won't automatically place a new viewable session available on termcast, as I had remembered from about 5 yrs ago 21:51:15 oh 21:51:21 |amethyst: is this the repo we wanted? https://github.com/greensnark/dcss_termcast 21:51:29 I had to google 'ttrtail' 21:51:43 <|amethyst> I dunno, have never used it 21:51:51 http://noway.ratry.ru/jsn/ttrtail.c 21:52:06 hm, maybe elliptic will remember 21:52:23 its been quite a few years 21:52:27 yeah I don't even know what ttrtail does 21:52:42 cbus had a how-to a long time ago, that is no longer hosted 21:52:52 Pacra: https://github.com/greensnark/dcss_termcast/blob/master/provider/ttrtail.c 21:52:55 is what I found 21:53:05 from said google search 21:53:07 yep thats the same 21:53:10 oh ok 21:53:35 ttrtail will connect to a termcast server and scan for a newly created ttyrec file via ttyrec 21:53:54 once it finds one, it will stream the current ttyrec created to the termcast server 21:54:47 I didn't know that termcast.shalott.org had a streaming service 21:55:08 everything works so far except it is forgetting to actually make a new session called "pacra" 21:55:08 thought it was only hooked up to stream dcss ttyrecs from servers 21:55:33 you might want to email greensnark about it 21:55:46 or yeah, maybe elliptic or someone who's done it may remember 21:56:08 sorry, I've not don't a ttyrec stream before 21:57:38 np np it was a long shot 21:58:16 hm should ijyb generate with a wand she won't use? 21:58:16 I thought that ttrtail was implemented in termcast server source 21:58:22 ah it is 21:58:42 yeah, it's in the 'provider' directory 21:58:48 termcast source dive time 21:58:55 I assume that repo is the repo of footv, but I haven't looked at it at all 21:59:32 I'm pretty sure that footv is outside of the vanilla source 21:59:35 http://noway.ratry.ru/jsn/termcast/tv.txt 21:59:49 ah well i'll fuddle around till something happens! 22:02:38 aha! got it 22:03:04 New branch created: randeffects_malmutate (1 commit) 13https://github.com/crawl/crawl/tree/randeffects_malmutate 22:03:04 03advil02 07[randeffects_malmutate] * 0.21-a0-520-g1f5edcc: Add malmutate to random effects 10(3 minutes ago, 3 files, 21+ 1-) 13https://github.com/crawl/crawl/commit/1f5edcc27ac1 22:03:21 that might be a bad idea (hence the branch) 22:03:24 oh whoops 22:04:05 03advil02 07[randeffects_malmutate] * 0.21-a0-520-gb8ae793: Add malmutate to random effects (|amethyst) 10(4 minutes ago, 3 files, 21+ 1-) 13https://github.com/crawl/crawl/commit/b8ae79361bcb 22:04:15 gotta give proper credit ;-) 22:05:06 gammafunk: https://termcast.shalott.org/tv/ 22:06:44 -!- amalloy is now known as amalloy_ 22:08:08 |amethyst: btw do you remember there being a discussion about any specific asserts involving items in solid features? 22:08:13 Pacra: cool 22:08:16 uh 22:08:25 this doesn't look very good though 22:08:33 no, it assuredly does not 22:08:38 I guess it's sort of working 22:08:58 I'll need to play with some terminal settings or config file 22:09:02 quite ugly atm 22:09:21 it seems to flash...frequently 22:09:30 when you go into inventory or something 22:09:32 im going too fast 22:09:38 adom flashes 22:09:41 as a "feature" 22:09:47 excellent 22:10:47 advil: It's not going to have much effect, but I guess it doesn't cause much harm either 22:10:55 hrm, I guess the big deal is the wand vs players 22:10:59 that is sort of cute I suppose 22:11:05 I don't think anything uses it against players? 22:11:11 I was a little hazy though 22:11:15 oh, monsters don't use the wand vs players? 22:11:26 mainly I couldn't get ijyb to use it so I concluded it's impossible :) 22:11:27 I guess that would make sense 22:11:38 yeah in that case, it's not going to have too much relevance 22:11:46 just a cute flavor thing for the most part 22:11:49 yeah 22:13:42 hmm, in 2014 |amethyst made an aesthetic argument against items in doors 22:14:45 11:43:48 <|amethyst> also, if you can have a dragon corpse on the same tile as a door, why can't dragons walk through closed doors? 22:16:42 it is a little weird, isn't it 22:16:49 closing a door on a dragon corpse 22:23:01 well sometimes they just vanish into thin air when they die I guess 22:23:08 since they only leave a corpse 50% of the time 22:25:44 The build passed. (door_items - 3494cc5 #8986 : advil): https://travis-ci.org/crawl/crawl/builds/311643314 23:06:42 huh, merfolk can't apport from deep water 23:08:01 The build passed. (randeffects_malmutate - b8ae793 #8988 : advil): https://travis-ci.org/crawl/crawl/builds/311653165 23:15:19 !source message.cc:1823 23:15:19 https://github.com/crawl/crawl/blob/master/crawl-ref/source/message.cc#L1823 23:22:30 03advil02 07[door_items] * 0.21-a0-523-g534e874: Fix a fallthrough 10(6 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/534e874af8df 23:22:30 03advil02 07[door_items] * 0.21-a0-524-g70c0deb: Rework visibility under doors and handle apport 10(3 minutes ago, 4 files, 23+ 14-) 13https://github.com/crawl/crawl/commit/70c0debf8539 23:24:17 03advil02 07[door_items] * 0.21-a0-524-g1c2f3f6: Rework visibility under doors and handle apport 10(4 minutes ago, 4 files, 22+ 14-) 13https://github.com/crawl/crawl/commit/1c2f3f6a435a 23:26:48 from the old discussion it looks like there used to be some problem with corpse decay, but so far that doesn't seem to cause any problems now 23:29:39 I think corpse decay has gotten a couple reworks 23:30:55 oh it's corpse *rot* 23:32:18 * geekosaur wonders offhand if it involved toadstools 23:32:55 (now imagining a door with a toadstool randomly growing out of it) 23:38:48 03advil02 07[door_items] * 0.21-a0-525-gd7f52c4: Have corpse rot only use accessible corpses 10(46 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/d7f52c4ce1eb 23:43:24 |amethyst: you were actually pretty against this in 2014, do you still hate it? 23:53:36 <|amethyst> advil: not so much 23:53:52 <|amethyst> I'd rather see items being pushed away when you close the door 23:54:03 <|amethyst> but that's almost certainly more error-prone 23:55:08 well, the pushing code is all still there from wardens 23:55:17 this does seem simpler at the moment 23:59:59 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-521-g1cd18d1 (34)