00:12:41 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-3-g4fa69d9 (34) 00:42:31 -!- mikee___ is now known as mikee_ 01:19:50 Unstable branch on crawl.develz.org updated to: 0.22-a0-3-g4fa69d9 (34) 01:22:40 New branch created: pull/690 (1 commit) 13https://github.com/crawl/crawl/pull/690 01:22:40 03Floodkiller02 07https://github.com/crawl/crawl/pull/690 * 0.22-a0-4-g271ad45: Add random food flavours to rations. 10(12 minutes ago, 2 files, 208+ 2-) 13https://github.com/crawl/crawl/commit/271ad456f2ab 01:23:40 and next we can rename them manna 01:25:47 I am very excited about the return of the fabled Pandemonium Pizza 01:37:14 -!- mikee___ is now known as mikee_ 01:51:01 -!- mikee___ is now known as mikee_ 01:59:51 Windows builds of master branch on crawl.develz.org updated to: 0.22-a0-3-g4fa69d9 02:53:37 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-3-g4fa69d9 02:59:44 -!- amalloy_ is now known as amalloy 03:16:11 Unstable branch on crawl.beRotato.org updated to: 0.22-a0-3-g4fa69d9 (34) 03:37:14 -!- SketchFile_ is now known as SketchFile 04:38:56 -!- amalloy is now known as amalloy_ 04:45:31 -!- amalloy_ is now known as amalloy 05:19:39 03Aidan Holm02 07* 0.22-a0-4-g4e99ca0: Add formatted_string::chop_bytes() 10(12 days ago, 2 files, 23+ 0-) 13https://github.com/crawl/crawl/commit/4e99ca046f58 05:19:39 03Aidan Holm02 07* 0.22-a0-5-g1fac53a: Fix word-wrapping of text with embedded newlines 10(8 weeks ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/1fac53a2cfc4 05:19:39 03Aidan Holm02 07* 0.22-a0-6-g122557b: Fix word-wrapping pt 2: short strings 10(12 days ago, 1 file, 23+ 10-) 13https://github.com/crawl/crawl/commit/122557b6f670 05:19:39 03Aidan Holm02 07* 0.22-a0-7-g887ef9c: Correctly ellipsize multibyte strings 10(12 days ago, 1 file, 8+ 1-) 13https://github.com/crawl/crawl/commit/887ef9c48e8b 05:21:12 -!- amalloy is now known as amalloy_ 06:06:23 !tell Medar The stone_soup-0.21 branch is in the repo. Please add 0.21 to CXC before the tournament this Friday 8pm UTC: http://dobrazupa.org/tournament/0.21/ 06:06:23 gammafunk: OK, I'll let medar know. 06:06:35 !tell TZer0 The stone_soup-0.21 branch is in the repo. Please add 0.21 to CUE before the tournament this Friday 8pm UTC: http://dobrazupa.org/tournament/0.21/ 06:06:35 gammafunk: OK, I'll let tzer0 know. 06:06:53 !tell johnstein The stone_soup-0.21 branch is in the repo. Please add 0.21 to CBRO (and CAO?) before the tournament this Friday 8pm UTC: http://dobrazupa.org/tournament/0.21/ 06:06:54 gammafunk: OK, I'll let johnstein know. 06:08:18 Excellent. I'll try to get it done in the next couple of days. 06:09:33 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-7-g887ef9c48e (34) 06:10:19 gammafunk: ok, thanks; I'll cherry-pick a few of the smaller bug fixes then 06:10:31 thanks Medar 06:18:57 03dplusplus02 {Aidan Holm} 07* 0.22-a0-8-gdc0ec3b: fix explore_discoveries::cleaned_feature_description() 10(2 weeks ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/dc0ec3ba9d06 06:48:04 03Aidan Holm02 07* 0.22-a0-9-g01001fb: Fix alignment of spellsets with hex-chances 10(2 minutes ago, 1 file, 4+ 3-) 13https://github.com/crawl/crawl/commit/01001fb1075f 06:51:11 03Aidan Holm02 07* 0.22-a0-10-g8a0fcf7: Fix renderer.draw_from_texture() ignoring y_max 10(3 weeks ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/8a0fcf7ccfe9 06:51:11 03Aidan Holm02 07* 0.22-a0-11-g3182a47: Add centre parameter to renderer.draw_from_texture() 10(3 weeks ago, 1 file, 6+ 5-) 13https://github.com/crawl/crawl/commit/3182a47cecf8 06:51:11 03Aidan Holm02 07* 0.22-a0-12-g6182cf9: Improve rendering of menu entries with tall tiles 10(3 weeks ago, 2 files, 2+ 3-) 13https://github.com/crawl/crawl/commit/6182cf9dee4b 07:09:34 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-12-g6182cf9dee (34) 07:40:28 The build passed. (master - 887ef9c #9125 : Aidan Holm): https://travis-ci.org/crawl/crawl/builds/323747723 09:35:10 The build has errored. (master - 6182cf9 #9128 : Aidan Holm): https://travis-ci.org/crawl/crawl/builds/323758145 11:47:25 03Aidan Holm02 07* 0.22-a0-13-g35895e1: Fix spell list column heading alignments 10(2 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/35895e124b84 11:47:25 03Aidan Holm02 07* 0.22-a0-14-ge27d229: Postpone timed portal messages bofore level load (Yermak, #11279) 10(32 minutes ago, 2 files, 7+ 0-) 13https://github.com/crawl/crawl/commit/e27d229730f9 12:09:38 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-14-ge27d229730 (34) 12:12:27 Unstable branch on crawl.akrasiac.org updated to: 0.22-a0-14-ge27d229 (34) 12:48:35 The build passed. (master - e27d229 #9129 : Aidan Holm): https://travis-ci.org/crawl/crawl/builds/323812710 13:47:14 johnstein: sent you a tell about cbro and 0.21, not sure if you can set up cao as well? 13:47:25 ^status 13:47:25 38 Crawlers. CBRO disk usage=94% (135GB) | RAM usage=42% (4GB)| uptime/CPU= 13:47:25 up 304 days, 19:25, 2 users, load average: 0.60, 0.62, 0.61 (4 Cores) http://status.berotato.org 13:47:48 hope it can survive the tournament... 14:20:34 lol 14:21:41 it just needs to survive the first 2-3 days 14:21:41 johnstein: You have 1 message. Use !messages to read it. 14:22:40 gammafunk: I will get cbro and cao ready 14:22:52 johnstein: thanks a lot 14:48:03 03advil02 07* 0.22-a0-15-g4f60a59: Update wall jump info in changelog, options guide, and help 10(3 minutes ago, 4 files, 23+ 6-) 13https://github.com/crawl/crawl/commit/4f60a598d5c2 14:49:11 03advil02 07[stone_soup-0.21] * 0.21-b1-1-gaad9a8f: Update wall jump info in changelog, options guide, and help 10(4 minutes ago, 4 files, 23+ 6-) 13https://github.com/crawl/crawl/commit/aad9a8f981fb 15:00:53 wow, did that title sneak in at 72 chars? 15:00:58 *commit title 15:01:25 btw if anyone thinks the release highlights needs updating, that's not set in stone 15:01:43 I thought about maybe some things like wand stacking, skill target, even spawns 15:01:56 and food simplification 15:01:58 skill targeting was big imo 15:02:29 yeah all of those are pretty big though, spawns is certainly the least important 15:02:35 but no OOD spawns has a big effect 15:02:46 yes 15:02:46 sort of debatable about what feels like a "highlight" 15:02:59 only 'new content'? 15:03:02 what do you have so far? gnolls, wjc finally making it? 15:03:13 gnolls, wjc, bvc 15:03:15 I think that's it 15:03:17 ah 15:03:24 skill targets is new content 15:03:24 again more the "new content" angle 15:03:31 it's not new gameplay 15:03:57 it's a pretty good addition to the interface though 15:04:21 definitely, I just like that if we're going to have highlights, that we sort of have a consistent way of thinking about them 15:04:29 I'll leave it up to other devs who maybe have opinions 15:06:40 amalloy probably wants his talk to be a release highlight, for instance 15:06:53 and since he used screenshots of my sif muna game, I support this 15:09:38 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-15-g4f60a598d5 (34) 15:12:05 how do we build the windows releases? is it cross-compiled on linux? 15:12:51 that's how I do the windows release, yeah 15:12:58 why do you ask? 15:13:18 I'm trying to figure out how to diagnose the windows numlock bug 15:13:26 yeah, the release guide gives an example command 15:13:33 but don't use LTO=Y in that 15:13:43 I find it doesn't work (although maybe it does for your compiler) 15:13:53 and if you install mingw on e.g. OS X, that might work fine 15:14:08 with the same cross-compilation command, I mean 15:14:20 I believe those may be available in macports or fink or something? 15:14:22 ah, found it 15:14:29 the release guide instructions that is 15:14:35 is that command gcc-specific? 15:15:38 advil: well, that command is using mingw, which is a gcc-based compiler 15:15:38 ah 15:15:38 that targets windows 15:15:56 I think it would work for other cross-compilers if you substitude them, but I don't know that clang has one 15:16:06 -!- amalloy_ is now known as amalloy 15:17:17 it might be easier to just try to do it in boot camp, sigh 15:17:42 I have no dev environment whatsoever on my one windows (xp) install 15:20:12 windows XP?! 15:20:18 heh yeah 15:20:19 wheals_: did you do this?! 15:20:55 i'm not fully convinced that wheals ever did upgrade from windows XP 15:21:10 yeah you can use msys2, but not on windows XP 15:21:26 and if you have win10, you can also try that linux mode thing 15:21:29 I forget what it's called 15:21:41 oh, but that might bot be accurate for diagnosing said numlock bug 15:21:45 it's probably too late to get that free win 10 upgrade thing they were doing 15:21:59 I'm pretty sure I know what the problem is, just not why it's happening 15:22:17 would a machine that's been running windows XP actually have the hardware for win10? 15:22:26 I think the hack we are using to suppress textinput evens when there's a non-textinput key even isn't working on new SDL on windows 15:22:33 no idea 15:22:42 *events 15:22:47 *event 15:23:03 hrm, so this is a problem introduced with the contrib upgrade? 15:23:06 yes 15:23:11 I bisected with a mantis reporter 15:23:23 hopefully it's not because we didn't have a good sdl2 makefile... 15:23:35 I'm worried that we have no way to properly make those 15:23:48 I didn't try to upgrade sdl-image and sdl-mixer because I wasn't sure about the makefile 15:23:57 well it seems to all be working aside from that issue 15:24:01 i'm on windows 10 now!! 15:24:09 yeah...sure.... 15:24:35 I suspect something subtle changed in the details of how numpad keys are treated. I've found other complaints that numlock is basically a mess on sdl 2 + windows, but no info on fixes 15:24:35 unfortunately the linux mode thing wouldn't help with testing the bug because the sdl2 version doesn't work with that method 15:24:44 oh, doh 15:25:31 interesting, well, I can test Tiles linux and I can test a windows build in win10 VM or wine 15:25:40 it could even be as simple as the message ordering changed for some inexplicable reason 15:26:13 I wasn't able to replicate it on wine, but a win10 VM might work 15:26:26 actually, if you have a chance even being able to know that it replicates in a VM would be a step forward 15:26:58 I believe we talked about this before, and I tested, and numlock seemed fine 15:27:03 was I testing only in linux? 15:27:07 that might have been the case 15:27:09 I think you tested only on linux 15:27:14 right, ok 15:28:01 it might take starting the program with numlock in some particular state to trigger it 15:28:21 any recent dev build from https://crawl.develz.org/trunk/ should exhibit it 15:35:22 I'm working on some new tiles commits from roctavian, but I can try that later today or possibly tomorrow 15:35:39 sadly it takes a long time to do a build in the first place 15:35:42 oh, I remember making some changes to the SDL loop in my UI overhaul branch 15:36:47 there's a distinction between keypress and keydown events: one of which corresponds to sdl's textinput events 15:36:57 but I remember having cases where one keypress would cause one event of each type 15:37:56 aidanh: textinput is supposed to be suppressed if there is a corresponding keydown event, and that had worked up until the sdl update 15:38:14 still does work on other OSs (I think?) 15:40:10 right, but shouldn't the if-statement that does that have an `else return 0; on it? 15:40:20 !source windowmanager-sdl.cc:688 15:40:20 https://github.com/crawl/crawl/blob/master/crawl-ref/source/windowmanager-sdl.cc#L688 15:41:28 it returns 1 via a break, which I think is correct 15:42:00 New branch created: pull/691 (1 commit) 13https://github.com/crawl/crawl/pull/691 15:42:00 03Matthew Boeh02 07https://github.com/crawl/crawl/pull/691 * 0.21-a0-642-gf070944: Mark partially identified holy weapons as useless for demonspawn/undead 10(2 days ago, 1 file, 6+ 3-) 13https://github.com/crawl/crawl/commit/f070944cf365 15:42:04 oh, in some cases the weird if right above returns 0 15:45:29 my issue was caused by sym == 0 for some keys; it may be unrelated (I need to work out precisely what happened) but it's one obvious suspect for duplication 15:47:21 and _translate_keysym() does a bunch of modifier key checking, which is also suspicious 15:47:42 it doesn't seem like changing that will be a problem, but because the SDL update is what caused this to start happening, I'm not sure why that would lead to duplicated keys 15:48:11 what I suspect is happening is that on windows, with numlock on(?), hitting a numpad key sends both a keydown and a textinput even with the same content, in some order 15:48:31 and something in the SDL internals changed about how that happens 15:49:45 for example, this hack to suppress textinput won't work unless the regular keydown comes first 15:54:18 also I really don't understand the if on line 683 15:55:06 hm, and keydown events are converted to a crawl key event based on key.keysym.sym, so if that were zero, you shouldn't get double movement 15:56:27 btw I should mention it's not entirely clear if it's really doubled 15:56:47 it's been described as somewhat random multipliers that can be like 4 15:57:24 oh, alright, then this is probably something of a red herring 15:57:57 the if() is a bit hacky; it'd be better to cache the previous keydown event and discard textinput events if they compare equal to it 16:21:52 I guess the trick with that would be knowing whether the events were truly simultaneous 16:22:38 I think that the way the current method works, it implicitly clears the current event queue of any textinput events before proceeding 16:25:03 seems that way; using SDL_FilterEvents() would probably be clearer 16:25:59 well, unless the text input suppression hack flushes some internal SDL event queue (if it has one) 16:26:10 I think it might 16:27:05 it'd be nice if there was a debug option that recorded all SDL events and dumped them to a file 16:28:55 along with a wait_event() implementation that reads the dumped file instead of SDL's event queue 16:29:40 ...I might actually work on that at some point; should be pretty straight-forward 16:44:44 btw https://crawl.develz.org/mantis/file_download.php?file_id=7619&type=bug 16:44:56 I'm merging most of these tiles, but the shining one altar 16:45:12 if any tiles players feel strongly that the "1" altar there shouldn't be a thing 16:45:30 speak now or forever hold your peace 16:58:43 not "shpu;dn't be a thing" but I feel like the sparkles on it need to be different or just absent on the light-background version. (currently there and make it look e.g. like a corner of the base is chipped) 16:59:02 gold with thin dark relief around it, maybe 17:04:26 does lucy corrupt your irc sometimes, geekosaur? 17:04:58 my fingers are already corrupted >.> 17:05:16 I wouldn't call anyone out for typos, but those substitutions look like they are from another world! 17:05:22 *shouldn't be 17:05:46 I'll pass on that suggestion in the bug report 17:05:53 sadly, entirely from this world. forst signs of essential tremor 17:05:56 *first 17:35:06 advil: aidanh: https://www.reddit.com/r/dcss/comments/7nhp1g/repeated_commands_randomly_stopping_for_no/ maybe related? 17:35:49 yeah, it seems likely 17:36:12 since extra keys would interrupt 5 or shift+movement 17:36:47 right 18:17:51 Unstable branch on underhound.eu updated to: 0.22-a0-15-g4f60a598d5 (34) 18:30:33 03gammafunk02 07* 0.22-a0-16-g20fe0ec: New and updated zombie and skeleton monster tiles (roctavian, #11340) 10(4 hours ago, 17 files, 7+ 1-) 13https://github.com/crawl/crawl/commit/20fe0ecb122f 18:30:33 03gammafunk02 07* 0.22-a0-17-g898fae9: Some tweaks to plant tiles (roctavian, #11340) 10(4 hours ago, 12 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/898fae9ad6ed 18:30:33 03gammafunk02 07* 0.22-a0-18-g9b14fc1: A batch of updated elven monster tiles (roctavian, #11340) 10(2 hours ago, 22 files, 4+ 3-) 13https://github.com/crawl/crawl/commit/9b14fc1fdf4c 18:30:33 03gammafunk02 07* 0.22-a0-19-g1cd5daa: A batch of updated artefact weapon tiles (roctavian, #11340) 10(2 hours ago, 31 files, 3+ 1-) 13https://github.com/crawl/crawl/commit/1cd5daa341d5 18:30:33 03gammafunk02 07* 0.22-a0-20-g90586b7: A new Shining One altar tile (roctavian, #11340) 10(2 hours ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/90586b74beef 18:30:33 03gammafunk02 07* 0.22-a0-21-g9421e3f: A batch of updated monster tiles (roctavian, #11340) 10(79 minutes ago, 42 files, 15+ 0-) 13https://github.com/crawl/crawl/commit/9421e3f383c7 18:34:20 advil: any reason why you didn't cherry-pick that WJC desc update commit to trunk? 18:34:41 or maybe you did and I didn't see that 18:44:53 looks like the cacodemon really lost weight 19:08:04 03gammafunk02 07[stone_soup-0.21] * 0.21-b1-2-gc143208: New and updated zombie and skeleton monster tiles (roctavian, #11340) 10(4 hours ago, 17 files, 7+ 1-) 13https://github.com/crawl/crawl/commit/c143208b475a 19:08:04 03gammafunk02 07[stone_soup-0.21] * 0.21-b1-3-gea546f9: Some tweaks to plant tiles (roctavian, #11340) 10(4 hours ago, 12 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/ea546f9397cf 19:08:04 03gammafunk02 07[stone_soup-0.21] * 0.21-b1-4-g16654a8: A batch of updated elven monster tiles (roctavian, #11340) 10(3 hours ago, 22 files, 4+ 3-) 13https://github.com/crawl/crawl/commit/16654a88af18 19:08:04 03gammafunk02 07[stone_soup-0.21] * 0.21-b1-5-g0048ff4: A batch of updated artefact weapon tiles (roctavian, #11340) 10(3 hours ago, 31 files, 3+ 1-) 13https://github.com/crawl/crawl/commit/0048ff4e5ff9 19:08:04 03gammafunk02 07[stone_soup-0.21] * 0.21-b1-6-g2b19ae8: A new Shining One altar tile (roctavian, #11340) 10(2 hours ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/2b19ae80be2e 19:08:04 03gammafunk02 07[stone_soup-0.21] * 0.21-b1-7-gf0aab74: A batch of updated monster tiles (roctavian, #11340) 10(2 hours ago, 42 files, 15+ 0-) 13https://github.com/crawl/crawl/commit/f0aab748055c 19:08:27 wheals_: that's the cacodemon in its normal state, yes 19:08:40 but if you threaten it, it inflates, like a blowfish 19:09:37 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-21-g9421e3f383 (34) 19:23:58 I'm surprised queen ant is still around 19:29:29 also duvessa's eyes turning red instead of cyan is a crime 19:31:03 she's berserking 19:33:18 hm 19:35:42 I guess it's actually magenta it just looks red due to surrounding colour cues 19:36:31 I like that there's a different pose when berserking though. also, uh, https://i.imgur.com/d62wCW3.png 19:38:14 gammafunk: I commited it to trunk and cherry-picked it to the branch, but I forgot to do the thing that includes the "cherry-picked from" messaghe 19:38:35 oh ok 19:38:50 I must have looked in the wrong direction 19:39:17 yeah I see it, thanks 19:42:19 gammafunk: thanks for putting those in! 19:51:03 so i think the ancient non-monster tiles still in use are: ecumenical/ely/kiku/oka/trog/unknown/veh/makhleb? altars, stairs, mechanical traps, shaft, stone/undead walls, clouds, the generic bolts, cloaks, boots, bardings, food except bread ration and strawberry, box of beasts, horn of geryon, staves, giant club, blowgun, needles 19:51:04 plus some unrands 19:51:54 a lot of the ancient tiles are good ones 19:52:19 i'm due to change some of those though 19:52:20 yeah, just interesting to see how little is left 19:52:38 well I assume mechanical traps are on the way out anyway 19:53:05 cloaks, boots, food, box of beasts are definitely on the to-do list 19:53:27 box of beasts literally just being a generic box is funny 19:53:38 horn of geryon is still okay. most of the altars, though i was thinking of updating makhleb 19:53:39 (holdover from when you had to identify it) 19:53:53 it's cute to be that simple but hard to see 19:54:39 yeah I agree it should be changed 19:54:51 sorry about duvessa's eye color 19:55:17 heh 19:55:23 the old glow just matched her hair and belt so well! 19:55:41 but it's ok 19:55:45 more than replacing all the ancient tiles, i feel funny about replacing bloax tiles 19:56:12 i disagreed with almost every design decision he made, but i still liked his tiles 19:56:49 roctavian: oh, I was going to update the bug report about some issues, but since you're here 19:56:52 i hope he comes back and makes a frilled lizard tile 19:57:09 the first is entropy weavers don't have a special "channel" spell for their entropic weave any more 19:57:12 it's a normal spell 19:57:22 ah i see 19:57:25 I used the first tile like you recommended, but some in chat actually preferred the second one 19:57:34 go for the second one 19:57:43 ok, and the other issue was the tormentor 19:57:47 the purple is a bit garish 19:57:53 I assume you were trying to match console? 19:57:56 @?tormentor 19:57:56 tormentor (132) | Spd: 13 | HD: 7 | HP: 30-45 | AC/EV: 12/12 | Dam: 805(pain), 805(pain) | 05demonic, 10doors, evil | Res: 06magic(60), 05fire, 03poison, 04rot, 13neg+++, 13torm | Vul: 08holy | XP: 349 | Sp: pain (d14) [06!sil], s.torment [06!sil] | Sz: Medium | Int: human. 19:57:57 i was 19:58:18 yeah, that makes sense, but I and a few others I talked to didn't like that color palette it had going 19:58:34 i also put the cyan/turqoise shading on the spikes to match "necromancy" color 19:58:35 if you feel strongly it's the best version, I can merge that one 19:58:55 i don't have a strong feeling, and i'll probably just make a new tormenter 19:59:00 *or 19:59:14 yeah, the turquoise probably works a bit better on more amorphous shapes, maybe more as a highlight? 19:59:31 I dunno much about your fancy colors and such 19:59:43 this one might be a better tile to use for now, because of the current tormenter's similarity to the new cacodemon 19:59:54 ok, I can put that one in for now 20:00:04 other than the coding issues I mentioned, I think that's it 20:00:11 for monsters it looks like the remaining ones are small abomination, (glowing) shapeshifter, bullfrog, death yak, hippogriff, hound, iguana, manticore, moth of wrath, polar bear, spiny frog, wolf, yak, electric eel, sphinx, centaur (warrior), yaktaur (captain), balrug, demonic crawler, green death, rakshasa... 20:00:15 i'll probably have another batch of new tiles in before the next release 20:00:16 need code for wyrmbane and de elementalists 20:00:20 oh, great 20:00:28 you mean before 0.22 release? 20:00:31 yeah 20:00:35 cool 20:00:58 minmay: centaur is bloaxs i think? and the hippogriff is mine 20:00:59 (0.21 is this upcoming release, if that's not clear) 20:01:07 i made small edits to the old hippogriff 20:01:10 if you had them for 0.21, we'd need to get them pretty soon 20:01:22 no, these are the tiles for 0.21 20:01:36 ok, well release is this friday and I might try for thurs 20:01:58 so you'd have to have those ready pretty fast, but it could be made certainly 20:02:16 nah, i wouldn't bother rushing 20:02:20 we can actually backport tiles to 0.21 if you miss the deadline 20:02:30 for our post-tourney 0.21.1 release 20:02:59 tiles take a long time to finalize, not because of doing anything to them 20:03:20 oh, I see what you meant there "these are the tiles for 0.21" 20:03:22 but because you have to look at them for a long time 20:03:27 as in "that's it for 0.21" 20:03:33 yup 20:03:40 yeah that's great, a new bug report whenever you have the next ones if fine 20:03:45 s/if/is/ 20:03:52 ...hydra, ice dragon, shadow dragon, storm dragon, swamp dragon, floating eye, great orb of eyes, oklob plant, plant_01, wandering mushroom, gnoll, (two-headed) ogre, blue klown, ball lightning, electric golem, iron golem, insubstantial wisp, toenail golem, hungry ghost... 20:04:14 are there any tiles you think should have higher priority for the near future? 20:04:41 oh, I was going to ask you for a new moon troll 20:05:07 a new hellbinder would be cool too, since it's sort of derpy, but that's not a high priority 20:05:19 but moon troll is still based on old troll tiles 20:05:27 i've been doing a pass on most humans/humanoids 20:05:28 canofworms whipped that up for me fast 20:05:47 I'm trying to think if there are any big priorities 20:05:50 oh, dream sheep 20:05:55 so hellbinder will probably be done when i do wizard/necromancer/master elementalist 20:06:15 yeah that's cool 20:06:15 dream sheep just have a weird inversion tile 20:06:17 i put off anubis guards long enough that they're not in crawl anymore 20:06:23 well done 20:06:37 ...death cob, ghost, lich, azrael, blork, prince ribbit, tiamat 20:06:40 I think that's everything 20:07:04 probably a few are in that list that shouldn't be 20:07:13 also I didn't go through player doll tiles because screw that 20:07:21 ugh, player doll tiles 20:07:28 any of those would certainly be good, but I'm trying to think if there are any really bad ones 20:07:42 murray is pretty bad...poor murray, the unique no one seems to ever see 20:07:50 wasn't ontoclasm re-doing those? he just swept up by caves of qud? 20:07:58 oh I'm not listing these as things that need to change, just thought it'd be interesting to list the "original" tiles that are still in use 20:07:59 oh i have a new murray actually, from years ago 20:08:13 The build has errored. (stone_soup-0.21 - f0aab74 #9134 : gammafunk): https://travis-ci.org/crawl/crawl/builds/323971923 20:08:17 he hasn't been around at all for many months, so I think he's working on other things, yeah 20:08:26 could indeed but just Qud 20:08:59 ball lightning being the Descent icon is still hilarious 20:08:59 minmay: yes, of course. but there's a correlation between "old tiles" and "tiles that aren't visible or otherwise matching crawl style" 20:09:03 yes 20:09:19 oh yeah, i've always liked that 20:10:42 I don't know how you feel about altar tile remakes 20:10:46 sif is one I'd love to see remade 20:11:03 i like the sif altar, though i could see re-doing it 20:11:05 http://crawl.develz.org/info/tile.php?q=ball%20lightning http://upload.wikimedia.org/wikipedia/en/5/5f/Descent_cover.png 20:11:32 once upon a time, the sif altar appeared just matte blue, and it turned out the current texture appearance was there, just indistinct 20:13:10 i want to redo the makhleb altar since it doesn't have weird demonic shapes dancing in the fire but the description says there are (something along those lines at least) 20:13:27 some have said it sort of looks like a blue turd 20:13:35 i still think the vehumet altar looks really out of place 20:13:38 gozag i'm thinking of turning into some kind of piggy bank pig, or a slot machine 20:13:46 that would be neat, re mak altar 20:13:55 yeah vehument is weird but i'm not sure what i want to do with it 20:14:13 surely a slot machine is more of a nemelex thing 20:14:44 i agree with that, but maybe nem could be more like a blackjack table 20:15:10 someday i want to do a start screen based on this painting: 20:15:11 https://upload.wikimedia.org/wikipedia/commons/thumb/d/df/Nicolas_Poussin_-_Et_in_Arcadia_ego_%28deuxi%C3%A8me_version%29.jpg/1200px-Nicolas_Poussin_-_Et_in_Arcadia_ego_%28deuxi%C3%A8me_version%29.jpg 20:15:20 i think the concept of the vehumet altar being a glowing runed slate is fine, but the current one has 2 colours and no sense of depth 20:15:36 yeah I agree 20:15:50 instead of a grave in the image it'll be an altar to vehumet with "let it end in hellfire" written on the front 20:16:04 and replace the people with margery/hell knights 20:16:49 that's not canon, but ok 20:17:06 i'm glad margery has clothes now 20:17:19 i'm glad that erica's dress doesn't look so stupid now 20:17:24 that too 20:17:41 remember when duvessa generated with no clothes 40% of the time, that was awful 20:17:47 I have a tile ontoclasm made me where she has less clothes again 20:18:02 you keep that in your private tile repository 20:18:26 https://imgur.com/a/a3Zg8 20:18:36 hm all the non unique deep elves still do that 20:18:58 xom girl is based on a painting a cwz player/artist did 20:19:09 so do orc ((high) priests) but those actually match the tiles, since the tiles don't show them wearing armour 20:19:16 of a rendition like that holding a giant trout to slap the player with 20:19:40 gammafunk: which in turn is based on softcore porn we found on deviantart 20:19:56 no! 20:20:02 youd don't know what it was based on 20:20:30 i've also been planning to re-do swamp tiles (water/floor/trees) and the walls in snake 20:20:36 nice try with your elven propoganda 20:20:47 *propaganda 20:21:20 that sounds good, there are some pretty bad wall/floor tiles, but I'd have to look at them to see which are the worst 20:21:22 i like to imagine "softcore porn" is the elven term for "business casual" 20:21:37 pretty much 20:21:43 "we have a big meeting to decide the fate of the realm. how should we dress?" 20:22:06 gammafunk: this is the future liberals want http://www.goldcoasttransit.org/images/NEWS/elf-on-go-logo.jpg 20:22:47 I've been trying to advance sensibly dressed elves for nearly a decade now 20:23:00 probably fairies too 20:23:07 that's an even more difficult struggle I'm sure 20:24:11 roctavian: worms said he was "25% done with" a new transporter + landing site tile 20:24:16 but he was just teasing me probably 20:24:21 like he did about the sif altar tile 20:24:27 ever since my mom bought me the basic edition of d&d 3.5 and I saw Mialee's ridiculous outfit I've been mad 20:24:42 the current one is an orange palette swap of the golubria passage tile, which itself is not a great tile 20:24:46 maybe worms is on the same tile schedule i am 20:24:53 and the landing site is just a grey version 20:24:57 yes 20:24:58 yeah those look like garbo but they work 20:25:17 so if you find time to work on those 20:25:24 I'll rig the RNG favorably in your games 20:25:26 oh man I'm glad I scrolled to a random spot in this wikipedia article 20:25:36 "Dungeons & Dragons has received negative publicity, in particular from some Christian groups, for alleged promotion of such practices as devil worship, witchcraft, suicide, and murder, and for the presence of naked breasts in drawings of female humanoids in the original AD&D manuals" 20:26:08 minmay finally agrees with the Christian groups 20:26:13 that's some "arson, murder, and jaywalking" right there 20:26:33 gammafunk: https://imgur.com/a/gbNiG 20:26:45 haha, that's good 20:26:57 it's simple, but it's an improvement for sure 20:27:23 any reason why I couldn't just put that in now? 20:27:23 he looks tired 20:27:29 yeah he looks sort of like "ug, this again" 20:27:29 i made a murray tile back when i was also making flying skull tiles, but then ontoclasm made the current floating skull tile and i forgot about the other tiles i was doing 20:27:33 but then again that's kind of funny 20:27:41 yeah i say go for it 20:27:45 will do 20:28:06 I have the curse skull as a twitch emote in my channel 20:28:21 along with the kraken head (for $10 tier subscribers) 20:28:48 both are good emotes in a variety of situations 20:28:57 kraken head is my go to "angry" emote 20:32:59 curse skull is still the funny upward-looking fellow isn't it 20:34:53 hmm, who or what generates the windows dev builds? 20:35:10 they're automatically built using mingw 20:35:14 on cdo 20:35:30 it's just a mingw build run via a script through cron 20:35:32 gammafunk: can you add this as an emote http://i.imgur.com/3bFx9l8.png 20:35:43 roctavian: it's not upward-looking 20:35:46 !tile curse skull 20:35:47 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/mon/undead/curse_skull.png 20:36:32 gammafunk: do you know if there's a way for me to use that to generate a custom windows build? that might be more practical than trying to get cross-compiling to work on os x 20:36:34 minmay: no, that might even violate twitch policies even if I wanted to (which of course I don't) 20:36:42 I guess I could try to get mingw working in a vm or something 20:36:54 advil: yeah, mingw in a linux VM should do the trick fine 20:36:55 gammafunk: You have 1 message. Use !messages to read it. 20:37:13 gammafunk: okay what about the old orb guardian tile 20:39:04 that's upward looking to me 20:41:28 oh, just looks like it's looking to the left 20:41:46 but I love the tile's expression and the detail in it 20:42:01 the smile is really good 20:42:05 it might be the only tile that attempts to depict an object from below 20:42:25 oh that's what you mean by upward-looking 20:42:31 it's a good smile 20:42:51 might be the tile that led to turqouise=necromancy 20:43:13 oh, i also plan to do more new effects tiles 20:43:16 roctavian: I think the idea of that perspective is to convey that it's flying, since you can't just put wings on a skulll 20:43:23 yeah if you ever plan to redo that tile, please keep the great smile 20:43:43 i think we should keep the old one, it's not too bad. i might just brighten it some time though 20:45:23 i was thinking of making a 3x3 explosion tile for fireball and some other explosions, but i'm not sure if it is possible to display 20:45:55 sure, it should be possible 20:46:18 what does the current rendition do, just draw a one-tile explosion repeatedly? 20:46:22 yeah 20:46:37 hello canofworms 20:46:48 I'm not sure if large tiles like that cause some problem with the tilesheet, but regardless it probably can be made to work 20:47:03 okay i'll keep that on my backburner 20:47:38 <|amethyst> hm, I'd probably go with nine different tiles and some code to select among them 20:47:45 <|amethyst> kind of like tentacles 20:48:01 oh, yeah 20:48:30 yeah 20:48:30 it just detects the relative location of the explosion and selects the appropriate tile 20:48:35 hey roctavian 20:48:37 not like a 3x3 file 20:48:41 <|amethyst> one big tile would cause problems with walls 20:48:55 right 20:51:06 but consider this: nine different tiles is what nethack does. do you want to be nethack 20:52:00 nethack will have to start waking up much earlier in the morning if it ever wants to look as good as crawl 20:52:59 the main problem is how the explosion will look if it doesn't have the full 3x3 area to place 20:53:14 it would/should just omit the tiles in the blocked locations 20:53:23 or for fire storm, since that's a 5x5 or 7x7 area 20:53:47 yes but it will look cut off if you try to make it a single blob 20:53:50 it would be cut off by flat-edged walls, and i think that would be fine 20:53:55 which I think is worse than the current setup 20:54:03 yeah but a right corner will look really weird 20:54:11 *right angle 20:54:15 <|amethyst> hm, you could still draw the explosion tile, but under the wall 20:54:31 i'll concede that i think the current method looks decently good 20:55:52 most tiles i make start from "i wonder if this will look better" 20:55:57 I think having this kind of metatiling information needs to be implemented fully to look nice 20:56:08 like it would be much better if say 20:56:10 X.X 20:56:11 .X. 20:56:15 X.X 20:56:19 actually looked correct 20:56:32 instead of 5 weirdly cutoff tiles 20:56:44 bh had some stuff he coded for tessalating tiles 20:57:06 yeah but that code is implemented under the assumption of flat terrain 20:57:29 originally when we talked about it, it had to do with larger chunks of floor/wall that match up, but i never got around to making tiles for it 20:58:30 yeah the logistics behind it are simpler because it's the ground so a cutoff actually looks natural 21:01:05 i'll inevitably experiment with something, but there are other things i'll get to first 21:03:13 of if either of you wanted to make a constricted icon for BVC that's a bit less silly than the current one 21:03:28 for the status when the monster is constricted by the zombie hands 21:03:34 that'd be appreciated as well 21:04:21 less pixels...that means it's like three times as easy, right? 21:04:21 pretty sure my programmer logic works here 21:04:41 it's like an inverted bell curve 21:05:02 there's a sweet spot where it's easy but if you increase or decrease the dimensions from there it just gets harder 21:05:33 so your saying a one pixel tile would be an ultimate challenge 21:06:12 it would be pure art the first time you made one 21:06:43 hard to distinguish it from other following one-pixel tiles 21:07:40 canofworms, you should replace my salamander tiles, they're bad but i have no ideas 21:08:21 I should replace a lot of tiles 21:08:34 I need to get back on working on those to be hones 21:08:36 t 21:08:59 one thing that would be nice is adding something to amulet tiles so that randart-ness is visually noticeable 21:09:13 ha, i have those on my to-do 21:09:38 they don't need much 21:09:50 mostly, normal items are grey/brown, ego items have two colors, and randarts have three-or-more-or-something-weird 21:10:16 a lot of the amulet tiles can just be color/value tweaked and given another color or two 21:11:08 i kind of want to redo almost every armour tile in the game 21:13:00 in my to-do are also: most insubstantial monsters, psyche, pan/hell lords, centaurs, louise 21:13:38 yeah I was going to mention how the ordinary centaur isn't so great 21:13:47 I guess yaktaurs aren't that great either 21:14:16 at least the plain ones, maybe they'd not be so bad if I looked at them 21:14:19 !tile yaktaur 21:14:20 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/mon/demihumanoids/taurs/yaktaur.png 21:14:55 I guess that's pretty functional 21:14:59 I'm sure it could be improved though 21:15:57 we still don't have a WJC banner btw 21:16:23 I spoke with steelneuron, who had a lot of ideas that wouldn't really work, but one he did have that could 21:16:34 was basically the max AC+EV thing as a banner 21:16:57 it's pretty boring as a banner though 21:17:19 so I guess my default plan is to not have a WJC banner unless an idea comes to me or is suggested to me very soon 21:17:36 I want to fix some BVC bugs tomorrow so I'm not sure I'll have much time to implement banners 21:18:23 -!- roctavian_ is now known as roctavian 21:20:13 advil: btw, since you were looking for a place to do builds, I make the release on an aws 4-cpu instance 21:20:20 I run it only when doing builds so there's not much cost involved 21:20:40 also use this instance for objstat runs 21:20:49 if running a VM on your machine is a hassle 21:21:49 we could probably give you the cdo login and you could build on cdo, although you may have to nice it 21:22:23 nap.kin has never given us any guidelines for using that server, but we've only ever used it for updating the website 21:22:45 it also runs tavern and wordpress so we can't go crazy 21:50:09 gammafunk: how about a banner that encourages the opposite of max AC+EV through skill level checks? 21:50:32 cannot train defensive skills+fighting above some small threshold (5 or less?) for x amount of the game/rune/win? 21:50:57 well that's not currently supported by milestones 21:51:03 they only have a fifteenskills field 21:51:25 ah 21:51:55 possibly we could add some lower thresholds but 21:51:55 5 is pretty low 21:51:56 win a game without training armour, win a game without training armour and dodging, win a game without training armour, dodging and fighting 21:52:08 we actually can't detect that either 21:52:20 we cant?! dang 21:52:21 background skills are an issue with that 21:52:22 all we have are fifteenskills and max skill 21:52:31 how does lorekeeper work then 21:52:37 oh, max skill 21:52:38 I guess lorekeeper checks at end of game 21:52:53 no, lorekeeper has midgame checks 21:53:06 like reach lair:$ without training past a certain point 21:53:32 I think it looks at title 21:53:39 since that's a condition on all skills 21:53:52 it would look at the title and get the equivalent level 21:53:52 well you have max skill which is good enough right 21:54:05 no that's which skill is the highest skill 21:54:11 although maybe there's another field for the level 21:54:27 yeah, sklev 21:54:35 character's best skill level 21:54:39 so that's how that one works 21:54:42 yeah 21:55:18 well for game wins can you read off the morgue file? could just have don't train armour/dodging/fighting past 5 21:55:48 no reading off the morgue file 21:56:04 that'd involve some kind of hack to both fetch it and grab the info we want 21:56:26 and I'm definitely not going to introduce stuff like that for one banner 21:56:36 yeah, that sounds like a mess without a milestone to check against 21:56:55 if someone wanted to make something more robust to fetch and parse morgues, that'd be ok, but that's a big project to do right, and not enough time for it 21:57:12 for tourney 21:57:24 one thing that could be done is to add a milestone/logfile field 21:57:47 but it'd be nice if it wasn't something that has no use outside of a very specific challenge 21:59:54 I think for the no skill past N, lorekeeper is already kind of covering this 22:00:10 should be for maxing every skill tbh 22:00:27 sorry? 22:00:33 gotta discipline yourself to do kung fu 22:00:48 or is there a technical reason that doesn't work 22:00:57 that's not detectable either, no 22:01:02 dang, rip 22:01:13 but it's also sort of just Descent into Madness Tier III 22:01:23 how about number of ru sacrifices made in a game, and moving ascetic to wu jian? 22:02:29 could work, although it sounds like tiers I and II are going to be just "win a game with Ru" 22:04:21 ??mooon 22:04:22 mooon[1/3]: "Ultimate Sacrifice" challenge: Play Felid of Ru, get at least one of each kind of sacrifice except Arcana, ascend with 15 runes. 22:04:44 ??mooon[3 22:04:44 mooon[3/3]: mooon: i`m not weird man 22:05:16 you find find hellmonk saying a quote like since, cuz he knows he`s weird man 22:05:32 *like this 22:05:43 yeah i'm weird af who cares 22:05:45 bitch 22:05:53 get a rune with x sacrifices/win a game with y sacrifices/win15 rune game with z sacrifices? 22:06:42 yeah 22:06:43 although that still might come back to the problem of people just using zigs/abyss to grind the sacrifices out after getting all runes 22:07:07 does it really matter if people want to grind for a 0 points banner though 22:07:09 get a rune with x sacrifices before xl y 22:07:27 like I'm all for not allowing grinding in optimalplay 22:07:46 win a game with y sacrifces obtained before xl z 22:07:46 but come on 22:07:47 I guess not, but most other runes don't really encourage grinding other than maybe "beat a zig" for someone who doesn't have the right skillset on a good char 22:08:05 well you could condition on the xl of the sac 22:08:13 saying that all had to be before a certain xl 22:08:39 is there enough piety to make all sacs before 27? 22:08:57 well it doesn't have to be all, does it? 22:09:00 err, not piety, but gift timeout 22:09:05 not sure what you mean by all here 22:09:41 I guess what I mean is, how many sacs can you reasonably get before xl27 (assuming you are going for more than normal Ru worship at higher tiers) 22:09:41 if you mean one of each type of sacrifice, I'm not really sure, but we don't have to require that much 22:10:22 I'm not quite sure 22:10:37 but obv you can get to max peity in not all that many xl 22:10:51 I would guess you can get to max piety, abandon, and get max piety again 22:10:59 well before xl 27 22:11:12 probably well before xl20 or even lower 22:11:32 I suppose champion,abandon,champion again is probably enough of a challenge with that many sacrifices 22:11:34 sort of a milder version of mooon's conduct could work 22:11:41 yeah, it's a lot 22:13:11 although, thinking about it now, this kind of eats into Lugonu's banner 22:13:27 oh yes it does 22:14:16 and it would be pretty weird to have lucy spiting ru by having you abandon ru 22:14:22 then having ru challenge you by abandoning ru 22:14:42 maybe ru is just really zen about all of this 22:15:16 well, to be fair, ru's also the only god without any real wrath 22:16:22 yeah, but i don't especially like having two whole banners about ru piety 22:16:54 what other milestones are supported? 22:17:32 https://github.com/crawl/sequell/blob/master/docs/listgame.md#milestone-fields 22:17:35 those are the files 22:17:42 for the types you want to look at the verbs 22:17:48 !lm * current s=verb 22:18:20 but there's not anything too crazy 22:18:25 5757898 milestones for * (current): 1956840x uniq, 939728x begin, 793928x br.enter, 619432x br.exit, 329255x br.end, 318635x ghost, 260980x god.worship, 115387x rune, 112436x shaft, 78846x zig, 60011x god.maxpiety, 44433x abyss.enter, 37321x abyss.exit, 14643x sacrifice, 11684x god.renounce, 10099x god.ecumenical, 9992x death, 9233x monstrous, 9018x orb, 4931x zig.enter, 4437x god.mollify, 4336x u... 22:18:29 there's ancestor upgrading, felid deaths, ru sacrifices 22:18:38 the stuff you'd expect for gods and branches 22:18:45 killing uniques and ghosts 22:18:55 !lm * current s=verb o=-N 22:19:04 5757898 milestones for * (current): 2x ghost.pac, 98x uniq.pac, 319x uniq.slime, 721x uniq.ens, 1249x crash, 1645x ghost.ban, 3972x zig.exit, 4287x ancestor.class, 4336x uniq.ban, 4437x god.mollify, 4931x zig.enter, 9018x orb, 9233x monstrous, 9992x death, 10099x god.ecumenical, 11684x god.renounce, 14643x sacrifice, 37321x abyss.exit, 44433x abyss.enter, 60011x god.maxpiety, 78846x zig, 112436x s... 22:19:31 maybe something about ghosts? 22:19:51 there are clan points already for killing ghosts and killing players with your ghosts 22:20:33 doesn't exactly preclude a ghost-related banner, but I kind of doubt there's a good idea for one with those clan points covering the basics 22:20:55 you have little control of when/where you get ghosts, after all 22:21:17 yeah, it'd be even more luck based than the unique killing banner 22:21:36 I have to go, but yeah, thanks for potential ideas, and you can send more my way if you think of some 22:21:46 in the end, we can simply not add a banner for this tourney 22:22:26 could theme the wu jian council as the judges as well, instead of giving them a banner 22:23:18 sif muna is judging the tournament 22:23:37 she's the only person I'd trust 22:35:36 felid banner: die 3/6/9 times over the course of a game 22:37:00 worm banner: die to a worm/ die to a monster with a can of worms tile / kill canofworms with your player ghost 22:37:14 making people play felid for a banner is a war crime 22:37:15 no one's going to get that last banner 22:38:59 hellmonk: tournament points already encourage people to do that 22:39:28 sadly you're correct