01:25:21 Unstable branch on crawl.develz.org updated to: 0.22-a0-351-g29664b4 (34) 01:57:33 Windows builds of master branch on crawl.develz.org updated to: 0.22-a0-351-g29664b4 02:24:01 chequers: I had a brief look at it, didn't see any issues 02:24:28 In general it looks pretty great, although I'm personally not a huge fan of yaml 02:33:24 aidanh: Happy to change the format if you have something else in mind? 02:34:05 My requirement for the format was that it was relatively well known and human-writable 02:35:02 so I'm not super keen on JSON, but if you wanted to standardise the project on TOML (which webtiles config uses) that should be fine 02:35:29 no need, it's all preprocessed at build time, after all 02:35:54 for those requirements, yaml is a perfectly reasonable choice; JSON is definitely awful for hand-editing 02:36:36 one thought I had was that it would potentially be nice to have species data available from lua 02:37:17 get_player_species_data('hp') or something? 02:37:26 or even get_aptitude(player.species, 'fighting') 02:38:17 thinking about it now, probably a separate PR. This doesn't change the build process, so you could write these lua functions before or after the PR is merged 02:38:21 hm... crawl.species[you.species].aptitudes.fighting, perhaps 02:38:29 s/This/The current PR/ 02:39:55 right, the current PR is just a codegen step 02:40:22 the other reason I thought of lua was that it's possible to do reasonably clear DSLs in lua 02:40:56 doesn't that pr introduce python as a new dependency? 02:41:00 I *just* read an article about the perils of putting data into lua :P 02:41:10 https://engineering.riotgames.com/news/taxonomy-tech-debt 02:41:31 gammafunk: yes, or rather it shifts it from a webtiles only to a global build dependency 02:42:03 probably not too much of an issue so long as older python is properly supported 02:42:10 namely the same version of python we support for webtiles 02:42:50 since we have a bunch of existing servers, "just install new python" isn't an answer we much want to have to give out to server admins 02:43:33 yeah, the script should work with any Python 3, AFAIK 02:43:41 either that or we need to be formal about requiring a more recent python, and by more formal I mean communicating properly with every server admin 02:43:51 if that's the case, it should be fine, but it would need to be tested 02:43:58 before merging, of course 02:44:04 I almost picked a 3.5 dependency so I could use os.scandir instead of os.listdir 02:44:36 the PR also updates the INSTALL.txt instructions but I didn't test the new package names, just looked them up online. And some (Void Linux) aren't particularly clear 02:45:39 chequers_: good article, and yeah, definitely a bad idea to have lua data be the internal source of truth about species 02:46:25 ah yeah sorry, I skipped over the "DSL" part of your line :) 02:47:56 no worries :) 02:54:37 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-351-g29664b4 03:44:41 -!- aditya is now known as aditya|away 03:44:49 -!- amalloy is now known as amalloy_ 05:27:17 03NormalPerson702 {Aidan Holm} 07* 0.22-a0-352-gc608dd7: Make statue descriptions accurate about no-regen (#11448) 10(13 hours ago, 1 file, 5+ 5-) 13https://github.com/crawl/crawl/commit/c608dd7fdd4d 05:30:38 aidanh: hrm, is that actually the best way to change that? 05:30:55 I would imagine that there should not be a special case in the regen code that's essentially ignoring this flag 05:31:35 perhaps that special casing should be removed, but if we're sure we'd never ever want a stationary monster to regen, it should probably be done in another way 05:32:11 maybe just a general checking function for mons_can_regenerate() or something like that that the x-v code could also use instead of checking for the flag 05:32:16 I originally intended to make regen code and description use the same source of truth, but couldn't find the regen code 05:32:49 the commit mentions monster::heal 05:32:59 yeah, at the beginning of this is a check for statues 05:33:05 so probably that's a slight refactor needed there 05:33:24 ah, yep 05:34:01 and then x-v could use some newly made mons_type_can_regen() or something; it's a minor issue either way, and that commit will at least provide the right info for now 05:34:45 monster::heal seems to be for arbitrary healing, but I'm not sure about regeneration over time 05:35:02 ... never mind, /regen does the trick 05:36:35 oh there is a mons_can_regenerate() already I see 05:36:45 ah, and a function for the class 05:36:50 hah 05:37:00 but function for the class does not check that the monster is stationary, nice 05:37:07 or is a statue, I guess 05:39:00 monster::heal is the only place that calls mons_is_statue(), which I guess should really be mons_can_heal() 05:39:46 well, the only health-related callsite, that is 05:45:21 oh, there's a mons_can_heal() as well? 05:45:41 mons_can_regenerate() I guess you mean 05:45:56 whoops, yeah 05:46:01 and yeah there's a function for a monster an mons_type_can_regenerate() as well 05:46:11 I think the latter should probably just be modified for statues? 05:46:42 hrm, M_STATIONARY? 05:46:47 let me see what all has that 05:47:25 interesting, so can plants heal? 05:48:08 seems not 05:48:11 yet they don't have the flag 05:49:27 curiouser and curiouser 05:51:50 plants can heal 05:51:57 i have definitely seen oklobs healing 05:52:25 not talking about oklobs 05:52:29 talking about plants specifically 05:52:34 just garden variety plants 05:52:39 ok 05:52:51 i thought they used the same code, nvm 05:53:12 just your potted plant you would pick up at the local market 05:53:28 but yeah oklobs are stationary and do heal, so it's not as simplie as M_STATIONARY 05:53:40 so the difference is coming down to MF_ flags vs M_ flags 05:54:03 monclass_flag vs the per-monster flag 05:54:08 I'm guessing shenanigens come into play there 05:54:44 hrm, maybe not 05:57:09 in any case, I don't think mons_type_can_regenerate() should handle statues specifically 05:58:00 I think it's better to explicitly specify in mon-data.h that each monster is non-regenerating etc 05:58:05 geeeze 05:58:10 so I found that 05:58:14 plants don't regenerate on-level 05:58:24 but they do regenerate *off-level* :( 05:58:26 hahahah 05:58:32 classic crawl 05:59:23 right, my only thought was that maybe this flag could always be set for a class of monsters where we'd always want that 05:59:24 you could probably argue for oklobs behaving like statue do regen-wise, but fedhas is a factor there 05:59:35 obviously we need to rework fedhas not to give permanent oklobs... 05:59:45 but until that's done I guess there are stationary monsters that 'need' to regen 06:00:05 that's kinda how I thought things worked, with mons_can_regen() checking mons_class_can_regen(), but I mixed up genus/species 06:00:35 e.g. all statues have MONS_STATUE as their genus, but have their own enum as their species 06:00:46 tbh I'm not really sure what the deal with all that is 06:00:46 oh, right 06:01:07 well genus is not really directly tied to the monster in the same gameplay ways as fundamental monster type 06:01:33 what genus does is very secondary gameplay-wise, related to things like monster swapping 06:01:42 and certain spells to buff same-genus allies 06:02:32 I'm not sure if that answers your question of what genus is for, but what I'm saying is that it's not a primary consideration for a monster generally speaking; monster type is the most important thing we use to uniquely identify a class of monster 06:03:19 that does make sense; I think I was mostly confused by them using the same enum 06:03:33 yeah, that is perhaps not a great design 06:03:44 you have to arbitrarily choose one monster type value to be the 'genus' 06:04:13 and we have monster types defined specifically so that they can represent a genus 06:04:20 but where this kind of monster can generate 06:04:48 I suppose making those definitions is a reasonable way to address the issue, but in some cases it's an actual monster that generates (like MONS_ORC) and in other cases not 06:09:32 if the #genus/#monster ratio isn't too high, it might be worth simply copying the mondata entries that are used as genuses into a separate array, with a separate MON_GENUS_foo enum 06:10:01 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-352-gc608dd7fdd (34) 06:10:54 I'm not sure how much of monster_type is actually indexed based on a monster's genus, though 06:13:42 // 'dummy' a fairly accurate description 06:13:42 DUMMY(MONS_PLAYER, '@', LIGHTGREY, "player", TILEP_MONS_PLAYER_GHOST) 06:13:44 harsh 06:13:56 flags at least, I guess, given mons_class_can_regenerate() 06:14:11 or wait, actually, does monster.type correspond to genus? or species? 06:15:22 I think all those mons_class_... functions are written in terms of species 06:16:12 I do see the call that's looking at base_monster though 06:16:24 oh 06:16:27 base monster isn't genus 06:16:54 its for what a monster may be derived from, I guess 06:17:31 but yeah I think all those mons_class_ functions are written to work with monster type, not genus; genus is not checked by too many things in general 06:24:17 righty-o 06:24:53 why don't plants regenerate on-level, btw? 06:28:21 the offlevel regen uses a timed effect 06:28:30 that just checks for monster class offlevel regen rate 06:28:45 and this method has no special checks I guess 06:29:39 actually a better way to say it is that there's some special kind of bypass happening for monsters that don't give XP probably, and I don't actually know 06:30:01 but this bypass isn't happening for the on-level regen 06:30:20 plants return true for mons_can_regenerate() 06:32:14 if it were for monsters that don't give XP, that would mean summoned monsters wouldn't heal 06:33:28 yeah 06:33:37 I think I see why 06:33:44 the problem is handle_monster_move 06:33:52 this is what calls the function to regenerate hp on-level 06:33:58 off-level uses that timed effect I mention 06:34:18 probably plants are returning in this functon before that regeneration call 06:34:38 yeah, maybe they don't have action energy 06:35:30 _monster_regenerate is a static function that's called to do the regen in handle_monster_move() 06:35:39 so I think plants have just returned before this is reached 06:36:40 oh they have speed 0 06:36:53 yep 06:36:56 that explains it 06:37:24 plants have speed 0, hence they never get energy, hence they never regenerate through the usual codepath for on-level regen 06:38:26 I suppose giving them a no regen flag would make sense, but you could put this as a check in mons_class_can_regenerate() 06:38:33 so monsters can't regenerate without having energy.. that sounds vaguely buggy 06:39:13 yeah, it's true that monster regeneration doesn't otherwise look at monster speed 06:39:44 it's not using monsters energy at all really, it's just regening exactly 1 hp if a chance succeeds based on the class regen rate 06:40:17 conceptually I think of regen as a `for m in monsters: m.health++` loop that runs each aut 06:40:45 it seems the current behaviour is incidental? 06:41:16 which aspect of the current behaviour do you mean, for plants? 06:41:58 that 0 speed aspect seems pretty incidental, yeah, but at the same time any 0 speed monster is always going to be one where we don't want it to regenerate I think 06:42:02 I think you could make the case that even stationary monsters should regenerate, to be honest 06:42:23 I'm not sure why in terms of gameplay fighting statue monsters should encourage ducking into los for quick damage and then ducking out to rest 06:42:48 it might actually be better to simply let all stationary monsters regenerate 06:43:04 it's not like stationary monsters are "too hard" 06:43:29 maybe there's something about that I'm not considering, but I'm not sure why we even have some have no regeneration in the first place 06:43:42 I meant calling _monster_regenerate() from handle_monster_move(); the 0 speed / energy behavior is emergent and non-obvious 06:44:59 if 0-speed monsters shouldn't regenerate, that would be better specified with MF_NO_REGEN 06:47:43 yeah, the ducking in and out strategy is a pretty good case for either giving stationary monsters regen, or buffing them considerably to make it a riskier strategy 06:49:23 I suppose it would be ok to use M_NO_REGEN instead of putting some of these checks in mons_class_can_regenerate() 06:49:44 wrt how regen should be handled, I think _monster_regenerate() would be better called from inside handle_monsters() 06:50:01 well, I was mostly thinking about datification of monsters, chequers-style 06:50:39 but removing the emergent behavior is definitely a plus in my book 06:51:23 it may be better to have it explicited specified via the flag, but 06:51:28 looking at how M_NO_REGEN is used 06:52:06 it's zombies that have it for arguable reasons and the various aboms that have it for no particuarly good reason 06:52:36 spectral weapon, of all things 06:52:36 and that's it 06:52:44 that's all flavour rly, not actually necessary though 06:52:49 right 06:52:59 it may be flag that simply has no good gameplay justification 06:53:19 so, add regeneration for everything? 06:53:24 you can argue the zombies/skeletons thing 06:53:28 is relevant for animate dead 06:53:33 that might be a good idea, just thinking about the future 06:53:43 but yeah, so long as we have their exceptional cases, I guess if we want to try to move monster stuff to data as much as possible it's better to use the flag 06:54:26 and i guess the abominations for xxx but that's really tenuous 06:54:38 I think that was solely for when twisted res existed 06:54:52 and perhaps when xxx was permanent summons, in even more ancient times 06:55:10 but yeah you could argue that it's interesting for zombies, those are a huge and common class of monsters 06:55:20 that the player has to fight, I mean 06:55:39 these days zombie regen for player-made monsters is not important since zombies have a finite lifetime 06:55:43 was twisted resurrect removed recently and i didn't notice or something? i thought it still existed 06:55:53 I'm talking about the player spell 06:55:56 ok 06:56:06 I think zombies in general having no regen was to help "balance" their lasting forever 06:56:08 well i mean yred zombies have infinte lifetime... 06:56:11 which twisted res also did 06:56:21 yred zombie regen could be a big buff though 06:56:23 they lasted forever but they didn't regen, so they'd die eventually 06:56:43 yred zombie regen combined with them not lasting forever wouldn't be as much of a buff 06:57:13 yeah yred isn't really any kind of primary concern when addressing this; making yred zombies finite could be perfectly fine, for instance 06:57:23 we want to do a big derived undead reform 06:57:35 where we probably don't make one unique monster type of derived undead for every single monster 06:57:55 since those monsters are just not interesting 06:57:55 right 06:58:25 but yeah, it sounds like maybe being explicite about M_NO_REGEN for the relevant monsters and refactoring the static regen function to not have that hidden side effect are good for now 06:58:44 I will ask some others what they think about statues regenerating, maybe there's something I'm missing there 06:59:22 sounds good 06:59:54 while you're here, could you point me in the general direction of how I'd set up a local server for testing console access? 07:00:07 the dgl setup instructions? 07:00:13 ?/dgl 07:00:14 Matching terms (2): dgl, dgl_documentation; entries (7): crash[1] | dgamelaunch[1] | dgl[4] | flame_tongue[1] | great_orb_of_eyes[2] | nfm[2] | nfm[4] 07:00:18 ??dlg 07:00:19 I don't have a page labeled dlg in my learndb. Did you mean: !lg, dg, dgl, dig, lg. 07:00:22 ??dgl 07:00:22 dgl[1/5]: https://github.com/crawl/dgamelaunch 07:00:22 I need to test synchronized scrolling between console and webtiles 07:00:26 ??dgl[4 07:00:27 dgl[4/5]: driving to Kentucky to power cycle a router is easier than configuring the DGL 07:00:28 great, thanks 07:00:45 https://crawl.develz.org/wiki/doku.php?id=dcss:server:setting_up_dgamelaunch_and_webtiles 07:00:49 that's the doc you want 07:01:01 it's a lot of steps to follow though, and that covers a full-fledged server setup 07:01:16 you could make a simplified setup depending on what exactly you need 07:01:50 woah, you're not kidding 07:01:57 well, I should be able to figure it out 07:02:20 yeah it has you set up the dgl scripts we use to manage crawl and crawl users 07:02:33 with a chroot for that, webtiles, and dgl to handle ssh logins 07:04:52 ok, great 07:05:33 I think once I verify that the sync stuff is working, ui-overhaul will be basically ready for merge, modulo some fixes I haven't pushed 07:05:57 is there any general procedure for merges this big that I should be aware of? 07:06:24 e.g. rolling out to one server only to start with 07:07:14 I'm assuming here that you've done your homework and assiduously checked all 90-odd commits for bugs, of course 07:09:25 we don't really have any infrastructure for that 07:09:40 you could ask for an experimental, the only tricky part is maybe people don't want to test it 07:10:04 I'm sure some would still 07:10:29 if there turns out to be some pretty game-breaking problems that can't be fixed quickly, it could certainly be an issue 07:11:11 since admins start having to deal with hundreds of reports etc 07:12:13 it sort of depends on what kind of problems you envision 07:12:50 if you feel there's likely to be significant breakage and experiemental on e.g. cbro might be good, but johnstein would need time to set that up, and you'd probably want to try to recruite some people on e.g. tavern, reddit 07:13:16 and ask them to try some games on the experimental with the understanding that the changes are all UI-related and not gameplay 07:13:30 s/and experimental/an experimental/ 07:14:36 yeah, that makes sense 07:15:19 an experimental here means what? A new option in the trunk, 0.21, 0.20, ... list? 07:15:50 yes, it's an installation of crawl based on a branch, like how we do for the stable releases 07:16:22 and you can push updates to the branch and then update the experimental on cbro through the normal rebuild 07:16:38 we usually do this when testing big gameplay changes where it's not ready for trunk 07:16:49 that sounds feasible 07:17:50 I don't expect too many issues on webtiles; possibly some issues with older browsers, but everything is working smoothly on more modern browsers 07:18:09 if you're pretty confident that any issues will be minor, you can also just try it in trunk 07:19:34 if you can fix any major stuff quickly, we can do rebuilds 07:21:43 doing an experimental first might be a safer option 07:24:29 if bugs are just incorrect markup or whatever causing a borked popup window, that kind of thing is easy to fix 07:24:41 and easy to catch locally, so I'm not worried about those 07:25:29 I'm more worried about the potential for weird behavioural bugs that are harder to reproduce 07:29:48 yeah, then maybe an experimental is the way to go 07:30:48 you can ask johnstein about setting that up, he's often pretty busy but can probably get to that at some point 07:33:03 alright, I'll ask him when he's available; thanks for all the info 07:48:54 is the lack of https on most servers a known issue? 07:57:53 it's certainly known by the admins that choose not to run https 07:59:07 can't argue with that 08:03:13 I agree it'd be nice if they all ran https, but yeah, they run their own servers 08:14:26 aidanh: if you give me the branch name I can set up an experimental 08:15:11 might be a few days depending on stuff but it’s a straightforward process 08:15:37 and yea I’m aware of the lack of https. it’s one of several major issues with the server 08:19:11 thanks johnstein! 08:19:28 also I keep getting your snake end and it keeps having sooo many monsters!!! 08:19:47 it's like they're trying to kill me or something 08:40:37 gammafunk, or any other dev, how do you avoid having extra commits from your master branch involving merging crawl/crawl to np7/crawl show up in a pull request? 08:41:17 generally don't base a pull request on your master, but on a branch you create for that pull request 08:41:26 yes that's what i do 08:41:43 but the commits i add to master get put in the pr based on that branch anyway 08:42:00 then the PR was probably not created the way you think it was 08:42:41 I see that it is in fact based on a branch, so likely you are merging commits to your master into that branch somehow 08:42:49 a PR simply tracks commits in that branch and in that branch only 08:42:59 you should be rebasing the branch on top of crawl/master not np7/master 08:43:29 yeah, if you do a rebase improperly that could be the source 08:43:29 if your master has merge commits for whatever reason 08:43:47 you should generally just use `git merge' when merging master back into your branch 08:43:50 rather than a rebase, probably 08:44:14 03NormalPerson702 07https://github.com/crawl/crawl/pull/732 * 0.22-a0-359-g4052d1f: Add slashes to the end of set_random_mon_list lines 10(17 hours ago, 1 file, 13+ 13-) 13https://github.com/crawl/crawl/commit/4052d1f339fd 08:44:18 you can rebase and then force push though, but probably like wheals said you're just doing the rebase in the wrong way 08:44:18 it's easier if you simply use git merge 08:44:18 hmm ok 08:44:30 wow that took a while to go through 08:44:42 you had some strange commits where it looked like you were manually cherry-picking commits or something 08:44:57 maybe those were just merge commits with custom commit messages 08:45:06 ye the first one basically did that cos i wasn't sure what was going on 08:45:21 there's not really a need to make special commit messages for your merge commits tough, people know it's a merge commit 08:45:26 kk 08:46:38 so how do you avoid such merge commits showing up, is basically my question? or did i just mess something up and normally it works ok 08:50:08 yeah i was just saying how i do it generally, which is to rebase and force push every time rather than doing merges 08:50:20 which means i don't have all that much expertise on merges 08:50:40 yeah, you can do what wheals says there, which will not create a merge commit, but to be clear, creating a merge commit is not a probelm 08:50:44 *problem 08:51:11 if you do git merge upstream/master you'll get a merge commit most likely, and this is fine 08:52:12 If you would prefer to not have merge commits, then what wheals said is the way to do it 08:52:44 namely rebase off of e.g. upstream/master (assuming upstream is the remote through where you fetch crawl/crawl) 08:53:02 then force push your now-rebases branch to your repo (into the same branch as the PR) 08:53:32 if you do have merge commits instead, the person merging will probably rebase the branch themselves 08:54:08 s/now-rebases/now-rebased/ 08:54:56 ok 08:54:59 thx 09:00:11 New branch created: pull/735 (5 commits) 13https://github.com/crawl/crawl/pull/735 09:00:11 03NormalPerson702 07https://github.com/crawl/crawl/pull/735 * 0.22-a0-260-g98a31b2: All commits up to 9th April 10(4 days ago, 261 files, 1333+ 1142-) 13https://github.com/crawl/crawl/commit/98a31b2f0f5a 09:00:11 03NormalPerson702 07https://github.com/crawl/crawl/pull/735 * 0.22-a0-261-g1ff23eb: gammafunk's Hellbinder wizlab nerf 10(4 days ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/1ff23eb071b2 09:00:11 03NormalPerson702 07https://github.com/crawl/crawl/pull/735 * 0.22-a0-351-gc641d5d: Merge the two branches, to try to start again 10(3 days ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/c641d5d7817c 09:00:11 03NormalPerson702 07https://github.com/crawl/crawl/pull/735 * 0.22-a0-352-gb20c70e: Fix a double prompt on putting on rings with *Drain/*Contam/!P (#11309) 10(39 minutes ago, 3 files, 14+ 11-) 13https://github.com/crawl/crawl/commit/b20c70e3f0df 09:00:11 03NormalPerson702 07https://github.com/crawl/crawl/pull/735 * 0.22-a0-353-gb8fdb10: Add a comment 10(22 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/b8fdb10f5408 09:07:14 johnstein: thanks! the branch name is ui-overhaul, but it's not quite ready just yet 09:14:09 NormalPerson7_: if you're having difficulty keeping track of commits/branch points/etc, this command will show the commit tree: git log --graph --oneline --all 09:15:32 alternatively, there are graphical tools like gitk which can help with visualizing that stuff 09:17:34 thx, i mean it's not branch points so much as stopping merge commits from being displayed in PRs 09:18:07 you know the newline change i was asking about in my last PR? 09:18:17 i'm wondering if that broke something 09:19:25 cos that's in an earlier commit when i wasn't using git (GitHub Desktop is absolutely terrible for keeping track of things i found out) 09:21:39 your PRs are showing those commits because they are unmerged ancestors of your PR 09:22:09 well, let me pull and have a look 09:23:52 right; the "Hellbinder wizlab nerf" and the "9th April" commit both haven't been merged to master, so that's why they'll show up 09:24:25 right so can i just fix this by reverting those? 09:25:36 assuming you don't have any unpushed commits, or changes you haven't committed, you can rebase your commits onto master 09:27:01 so to do that, just checkout your fix-double-prompt-jewellery branch, and then run git rebase master 09:28:28 well i'd want to do it to both master and that branch, no? 09:28:36 actually, to get rid of those commits, you could run `git rebase -i master`, and delete the two lines of text corresponding to those two commits 09:29:07 which will rebase the commits, excluding the ones corresponding to the deleted lines 09:29:54 no; this operation is effectively taking the work you already have, and placing it on top of where master is, so you only need to do it once 09:30:00 and only for your branch 09:31:03 if you just git rebase without the -i, git will automatically delete the merge commits, so you don't really have to worry about that 09:31:10 well i only see two commits: the two commits after the successful merge, in the git rebase -i menu 09:32:54 which is the successful merge? "Merge the two branches"? 09:36:13 "and start again" ye 09:37:31 well, you may have a slightly different local state; I'm going by what you pushed 09:38:12 it's the same, i'm pretty sure at least 09:38:37 my local branch is up to date with the origin 09:39:41 if I switch to your branch and run git rebase -i master, I get four lines: 98a..., 1ff..., b20, and b8f 09:40:31 erm i thought :q exited without rebasing, nvm 09:40:37 if you only have b20 and b8f (the two new commits with the relevant work), that should be fine 09:40:40 ok 09:42:06 then in future, instead of doing `git merge master` to update, do `git rebase master` 09:42:49 will do, thx for the help, that didn't do anything though 09:43:09 no problem 09:43:24 well, if your current commits are already on top of master, there's no need to move them 09:43:33 ok 11:50:45 gammafunk: any chance you know where I could grab a copy of froggy's title images without the dcss logo? 11:51:09 the imgur links from january are mostly dead 12:37:34 -!- amalloy_ is now known as amalloy 12:39:05 aidanh: Here's the zip hong (cwz admin) sent to me: https://www.dropbox.com/s/g1unza3jcptmlu9/froggy%27s_cc0_loading_picture.zip?dl=0 12:39:19 I think the pictures have no logo and transparent backgrounds 12:40:09 great, thanks 12:40:24 and yeah I updated that album to have various CWZ splash images that we don't already have in crawl 12:40:37 I don't suppose the originals for the rest of the splash screens are floating around somewhere? 12:41:10 some have the logo overlaid over the artwork, so they're not seperable 13:04:16 hrm, you could make look through the git log 13:04:29 but I'd guess not 13:04:39 wonder if that art was in the rltiles project 13:05:00 that's another place you could check 13:05:22 Unstable branch on crawl.akrasiac.org updated to: 0.22-a0-352-gc608dd7 (34) 13:35:09 alright, thanks, will do 14:19:27 New branch created: pull/736 (4 commits) 13https://github.com/crawl/crawl/pull/736 14:19:28 03NormalPerson702 07https://github.com/crawl/crawl/pull/736 * 0.22-a0-260-g98a31b2: All commits up to 9th April 10(4 days ago, 261 files, 1333+ 1142-) 13https://github.com/crawl/crawl/commit/98a31b2f0f5a 14:19:28 03NormalPerson702 07https://github.com/crawl/crawl/pull/736 * 0.22-a0-261-g1ff23eb: gammafunk's Hellbinder wizlab nerf 10(4 days ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/1ff23eb071b2 14:19:28 03NormalPerson702 07https://github.com/crawl/crawl/pull/736 * 0.22-a0-351-gc641d5d: Merge the two branches, to try to start again 10(3 days ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/c641d5d7817c 14:19:28 03NormalPerson702 07https://github.com/crawl/crawl/pull/736 * 0.22-a0-352-g58af55e: Fix message order when unwielding randart weapons (damerell, #11427) 10(25 minutes ago, 1 file, 8+ 4-) 13https://github.com/crawl/crawl/commit/58af55e5e714 14:59:27 i assume you devs have no interest in making beogh available to all races? just asking for a friend 15:00:19 hmm who should i pick to ping? 15:02:05 The RNG chooses: aidanh. 15:22:19 no need to ping random people, you can just ask the question, and if someone is around and interested, they'll answer 15:22:58 ok then 15:23:23 asking you 15:26:29 also: is there any particular reason why gift timeouts are reduced instead of piety, rather than both being changed - because it means gifts cost the player piety effectively 15:26:43 i might be wrong 15:27:08 Isn't the intention that gifts de facto cost piety? 15:27:40 that's basically what i'm asking about 15:27:47 what's the point? that's my question 15:28:02 cos the player has no control over what gifts they get or when they get them 15:28:50 we shouldn't "charge" the player piety for stuff they can't control, or am i wrong? 15:29:27 by that reasoning all monsters should reward the same piety since that's also a thing they can't control 15:30:13 Gifting gods would be very good if the gifts didn't cost piety 15:30:30 you can always slow down piety gain 15:30:56 it just feels weird that felid should get bonus piety with trog/oka 15:31:09 That would seem like some work to end up back where you started on average - and why not, kitties get no gifts. 15:31:36 NormalPerson7: FTAOD I am not a dev just an interested observer 15:31:45 i know :> 15:33:02 so what's the specific reason for this being a good mechanic, gammafunk? you can't just answer "well x is this, so y should also be this" when they're pretty much totally different 15:34:05 my reasons why it *isn't* a good mechanic are (a) Fe get bonus piety for no reason and (b) we shouldn't charge the player for gifts which might be completely useless 15:34:24 and anyway i thought gifts were supposed to be an added extra, not the main reason to take trog/oka 15:35:08 similar to how zin blocks muts, that gifting was a passive thing 15:35:18 I really don't know why you're trying to put words in people's mouths 15:35:23 I said no such thing 15:36:08 fine, nvm then, but you never answered my question, that's my point 15:38:20 it was already pointed out how felid gifts are a non-issue and I don't think "you shouldn't charge" line of reasoning works, since players get charged for things they "can't control" in this game a lot 15:38:34 and I don't know why the reason to take trog/oka is really relevant to this 15:39:22 I rather doubt people are making god choice based on considerations of piety gain related to gifts 15:40:05 ok then 15:40:16 and about beogh? 15:51:33 the answer is clearly no, then 15:52:05 -!- MadCoyote is now known as FunkyBomb 17:20:22 New branch created: pull/737 (6 commits) 13https://github.com/crawl/crawl/pull/737 17:20:22 03NormalPerson702 07https://github.com/crawl/crawl/pull/737 * 0.22-a0-260-g98a31b2: All commits up to 9th April 10(4 days ago, 261 files, 1333+ 1142-) 13https://github.com/crawl/crawl/commit/98a31b2f0f5a 17:20:22 03NormalPerson702 07https://github.com/crawl/crawl/pull/737 * 0.22-a0-261-g1ff23eb: gammafunk's Hellbinder wizlab nerf 10(4 days ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/1ff23eb071b2 17:20:22 03NormalPerson702 07https://github.com/crawl/crawl/pull/737 * 0.22-a0-351-gc641d5d: Merge the two branches, to try to start again 10(3 days ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/c641d5d7817c 17:20:22 03NormalPerson702 07https://github.com/crawl/crawl/pull/737 * 0.22-a0-349-ga347eca: gammafunk's Hellbinder wizlab nerf 10(4 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a347ecad815f 17:20:22 03NormalPerson702 07https://github.com/crawl/crawl/pull/737 * 0.22-a0-353-g0caed0c: Merge branch 'master' of https://github.com/NormalPerson7/crawl 10(14 minutes ago, 0 files, 0+ 0-) 13https://github.com/crawl/crawl/commit/0caed0ccebf1 17:20:22 03NormalPerson702 07https://github.com/crawl/crawl/pull/737 * 0.22-a0-354-g549dc18: Fix an extra "the" in "It would be a sin to butcher..." (Reeces) 10(6 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/549dc18a6113 18:19:38 Unstable branch on underhound.eu updated to: 0.22-a0-352-gc608dd7fdd (34) 19:03:24 -!- amalloy is now known as amalloy_ 19:22:46 -!- amalloy_ is now known as amalloy 20:26:36 -!- aditya|away is now known as aditya 21:10:32 -!- amalloy is now known as amalloy_