00:49:17 !lm ProzacElf x=ac,ev,sh,hp 00:49:18 32449. [2018-09-05 04:48:20] [ac=16;ev=36;sh=15;hp=181] prozacelf the Slayer (L23 OpFi of Gozag) reached level 5 of the Depths on turn 67932. (Depths:5) 00:56:19 !hs ProzacElf op 00:56:20 214. ProzacElf the Cleaver (L16 OpWz of Ru), slain by a dire elephant on D:15 (hangedman_depths_entry_try_elsewhere_first) on 2017-04-15 06:34:52, with 92163 points after 41663 turns and 1:55:54. 02:36:10 -!- amalloy is now known as amalloy_ 02:40:25 !vault lemuel_ice_statue 02:40:25 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/variable/float.des#L4801 02:40:58 this can strand you across the water 02:47:09 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-143-g1adec7b 02:56:11 Rhok (L27 GrGl) ASSERT(!invalid_monster(&mons)) in 'mon-death.cc' at line 1907 failed. (Zig:24) 03:00:13 !crash Rhok 03:00:14 1. Rhok, XL27 GrGl, T:130979 (milestone): https://crawl.xtahua.com/crawl/morgue/Rhok/crash-Rhok-20180905-065547.txt 03:01:27 funny. It seems like the curse skull wasn't summoned, but I'm guessing the error is related to the sphinx zombie summon unsummoning 09:03:28 Can you guys update the tracker? Current development branch is listed as 0.22 in there, rather than 0.23 09:04:38 that needs someone with the right permissions 09:04:55 Aimed spells consume MP when not cast 13https://crawl.develz.org/mantis/view.php?id=11666 by hayenne 09:15:27 Aimed harmful spells suggest to cast on the player by default when no enemy is in LOS 13https://crawl.develz.org/mantis/view.php?id=11667 by hayenne 09:16:18 ^ might be better as a discussion instead on the wiki 09:19:57 hayenne: "You can't see any susceptible monsters within range! (Use Z to cast anyway)" 09:21:02 there are two scenarios inside the ticket. While this phrase kind of makes sense, the second one does not 09:21:52 I really don't see why a spell cost should be spent even with Z if it was not cast after all though 09:22:10 the mana cost is a bug 09:25:05 Also, you can freely aim damaging spells with no enemy in LOS. It's cool because you may want to try and kill an invisible enemy. I just don't understand why damaging spell aiming has to start centered on the PC 09:27:00 there's no way, in general, to know where the player might wish to aim it, so the centre is a good neutral position 09:27:20 the game also asks for confirmation if you do try to hit yourself 09:28:57 sure sure. I just wondered whether there could be an alternative. I frequently bump into this behaviour when spamming spells at something. It dies then and I target myself with a new cast (which wastes MP due to another issue) 09:29:33 I mapped F1..F4 keys to za, zb, zc, zd and thus it's easy to "overspam" 09:37:32 hayenne: there are targeter lua hooks if you'd like to specify a programmatic alternative 09:37:48 also the "wasted mp" is a bug in the u.i. 09:38:15 When I press a 'za' macro it doesn't overspam because there's nothing in sight and it's not a Za macro 09:39:04 http://lua.dcss.xyz/modules/Hooks.html#ch_target_monster 09:39:21 the name is deceptive, the description of the behavior tells you what it's doing 11:10:08 Hmm, usually amulet of acrobat displayes extra EV after you moved. But this time I'm with Chei, and it doesn't. Could it be that the buff lasts only 1 turn even with Chei? Or amulet works as intended, but extra EV isn't displayed because more than one turn elapsed? 11:10:42 s /1 turn/10 auts 11:41:31 thanks for your insight, Yermak, it was an interesting read 12:46:50 -!- amalloy_ is now known as amalloy 13:44:59 Yermak probably the second of those? it's a bug regardless 13:45:45 re the Z targeter, I'm with the view that it needs to start in a consistent place, and by far the best option for that is the center of the targeting space 13:48:03 many damaging spells (I checked firebolt, bolt of fire, magic dart) also ask for an extra confirmation if you aim at yourself 13:48:13 if there are some that don't, that's probably a bug too 13:50:32 and yeah there seems to be a ui bug at least in local tiles, where the MP cost is deducted before that confirmation is shown (it's fake though, if you look at your inventory or something it goes back to the correct value) 13:50:47 I'm not seeing any MP deduction for the spells I've tested when you cancel out of the targeter 14:07:01 cool, good to know 14:07:49 -!- ebering_ is now known as ebering 14:19:01 advil, I've confirmed it with Fireball in offline tiles 14:22:31 anyone have opinions about linking /r/dcsscirclejerk in the /r/dcss sidebar? demise sent me a PM about it over the weekend. it could serve as a good place to divert meme posts from the main sub, but i feel some vague reluctance about linking it that i can't really place 14:22:50 The name is in such excellent taste 14:23:08 yes, the name is tacky. otoh it's kinda a reddit tradition 14:59:01 amalloy: please don't 15:00:40 re linking that reddit; things have calmed down a bit recently, but linking it is sort of encouraging some of the same types of posting we were hoping to prevent 15:00:44 an from some of the same people 15:00:47 *and 15:31:50 https://github.com/crawl/crawl/issues/846 might need to be tested by someone who has the relevant locale available (I don't), but I think the problem is simple, and annoyiong: tolower is locale-sensitive. So we shouldn't be using it to generate filenames from tile names. 15:31:56 *annoying 15:33:14 I guess another version of the problem is that our tile names are already locale-specific and so we shouldn't let arbitrary user-defined locales override this? 15:35:08 maybe that is a better description, it looks like there are some workarounds 15:35:44 in c++ 15:40:15 advil: your changes to startup des errors helping there 15:40:28 yep, it's nice to see that 15:47:19 -!- ebering_ is now known as ebering 15:51:36 oh, hm, I do have that locale but can't get it to produce that effect 17:25:30 <|amethyst> advil: do we have any tile names with non-ascii letters? 17:25:55 <|amethyst> advil: if not we can use toalower() from libutil.h, which only changes ASCII letters 17:27:12 <|amethyst> advil: (and changes them to their ASCII lowercase counterparts, so does the "right" thing here with a Turkish locale) 18:43:04 -!- Floodkiller_ is now known as Floodkiller 19:03:53 -!- amalloy is now known as amalloy_ 20:13:34 I doubt there are non-ascii letters 20:13:38 that might be a good solution 20:18:32 certainly simpler than the other things I was contemplating 20:36:20 |amethyst: any chance you'll get to adding 0.22 to CAO in the next week or so? 20:36:51 I also noticed that footv is down, and I suspect it may be due to nonworking dobrazupa confusing it, but I'd have to ask snark about that one 20:52:25 I think footv started before that, from chatter n ##crawl. Suspect it's related to +R / spam mitigation 21:09:44 geekosaur: I was definitely using footv a couple of days ago, well after that came into effect 21:10:02 I don't think ##crawl would have any particular affect on this anyhow 21:10:32 it would in terms of getting the command to sequell, but sequell is seeing the request and spitting out its usual answers 21:10:32 I mean footv requests in ##crawl had been failing + chatter there 21:10:54 yeah, it's failing the same way in PM and via relay 21:10:55 althogh sequell has been mia there, so 21:11:10 -!- Guest77121 is now known as bh 21:11:10 sequell's been working there for about a week now 21:11:22 maybe longer, not sure when snark fixed that 21:11:31 but he patched sequell to not join before auth completes 22:16:17 if there's no non-ascii there should probably be an assertion to that effect 22:20:00 FWIW, I think you guys are doing a fantastic job here 22:21:09 Naruni, thank you! :) 22:21:42 no prob, I've been supporting (in the little way I can) for years 22:22:13 I've learned a bunch from the folks in here and just wanted to say thanks. I made the mistake of going on reddit the other day and saw some fools blasting the dev team 22:24:46 Which by the way, led me to a conversation about changing up poison magic, mixing it up to maybe an alchemy school. Is that still on the table? 22:26:45 very much a work in progress, but i was having fun playing with after effects 22:26:46 https://gfycat.com/CheeryFittingAnteater 22:27:04 made me wonder if the crawl client supported gifs at all 22:27:25 Dude that's fucking cool 22:27:54 I'd love to add to the code that allows gifs in the loading screen 22:28:11 Might not be too hard, although I'm not exactly sure how webtiles would translate it 22:28:41 what's the size of that gif file 22:29:16 it's a gifv so quite small -- 147kb 22:31:35 love the new nikola splash so i had to electrify it ;) 22:31:53 well since webtiles renders to html i can't imagine loading a gif would be that hard... 22:34:48 what's it's resolution? 22:34:56 512 or 32? 22:35:06 whatever the source was...i'd have to pop it open to check 22:39:23 I think it's really cool, but you are aware the loading screen usually isn't up for that long 22:43:58 true 22:44:08 there's no meat to the gif though so it doesn't have to be up long ;) 22:45:29 Just thought I'd make you aware of the idea, so maybe you don't waste a bazillion hours making a 12 second loop gif :) 22:46:58 oh yea, it's a good point 22:47:48 Honestly I love the idea, you could take all the existing gfx and add a simple effect to it and that would be huge valueadd IMO 22:48:50 yea 22:49:08 i might dink around with it a bit and see what happens. i have a private webtiles server setup so i might try to see if i can get it to load in there 22:49:28 then we'll see if the local version supports it at all...i've got to imagine there is some kind of library that could render a gif 22:50:29 yeah I'm looking at that now, it appears those loading screens are provided by SDL, which can easily render gifs 22:50:39 well there we go 22:50:46 easy peasy 22:51:07 I'm gonna try to hack together something that can read your gif file, make it the only available option, then try to load the game 22:51:18 if you could make that gif available to me somehow I'd appreciate it 22:54:45 sure i can render out a gif instead of a gifv....give me a few and i'll get it on imgur 22:55:04 even the gifv is ok... I'll check to see if SDL supports it 22:56:34 let's try this: https://itexpires.com/ymkPJvNX 22:57:03 oh hang on, sdl probably doesn't support webm 22:59:33 here we go: https://i.imgur.com/vMNRCwF.gif 22:59:51 groovy, thank you sir 23:00:24 anytime :) 23:00:32 now you make me want to finalize the gif a bit more 23:00:39 umm I need to make a note to whoever maintains /crawl/crawl-ref/INSTALL.txt as the fedora section needs a bit of an update. 23:00:59 i think i had a similar issue with my super-limited use case 23:01:15 ubuntu on windows rendering via VcXsrv 23:01:39 eww, that just sounds awful 23:01:47 ubuntu host or windows host? 23:03:14 !source dat/tiles 23:03:14 https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/tiles 23:04:25 !source tilessdl.cc 23:04:26 Can't find tilessdl.cc. 23:04:27 running windows because dual-booting/wine for my games collection is just too much of a pain 23:04:40 so the linux on windows crossover has been quite lovely for my terminal needs 23:04:56 ah. you tried umm VM with PCI passthrough of GPU? It's pretty easy these days 23:06:03 install libvirt, enable IOMMU, blacklist your GPU driver, make about 3 tweaks to the virsh VM xml and boom you're up 23:06:39 !source tilesdl.cc 23:06:39 https://github.com/crawl/crawl/blob/master/crawl-ref/source/tilesdl.cc 23:10:38 bummer dude, I just readon some stuff that SDL doesn't play with GIFs 23:11:00 however, there are alternatives. maybe your software can spit out into a format SDL can read 23:16:02 It looks like they want animated sprites aka multiple images to flipbook together 23:26:13 that should be possible 23:26:17 i mean i build the gif from a png sequence 23:27:36 My only concern is the loading time, someone with more experience could vouch for the difficulties. It wouldn't be too hard to point the image loader to a folder and load the pngs then play them at sequence 23:28:33 how big are the png files? 23:28:37 yea, i'll look into it a bit when i get a few. have to run to bed though 23:28:45 ok cya 23:28:49 hmm 23:29:11 88kb per png and there are 33 currently 23:29:21 anyway, cya 23:34:07 Naruni: the ui framework is currently very limited wrt support for animation and anything beyond the basics 23:35:57 loading gif frames would not be too problematic; they'd essentially just be unpacked onto a larger texture 23:37:32 integrating the necessary timing code into the ui framework would be the tricky bit 23:39:04 what is the better idea: use the workarounds from SDL to load an image and have it animate, or add a library to enable gif inside SDL (such as this: https://github.com/pockethook/player)? 23:40:24 adding the ability to animate inside SDL could improve all aspects of gameplay (animated altars and mobs, water and so on). 23:41:30 err sorry dont look at that link it's not what i meant 23:45:00 how the image is loaded isn't important; sdl doesn't really do much here 23:48:29 I agree that it'd be a good addition 23:54:02 the bigger issue with this is that all the gameplay code is running on the ui thread 23:54:20 well, crawl only has the one thread, to be specific 23:55:10 this can be seen if you resize the loading screen while crawl is loading: it won't be redrawn until the status text is updated 23:57:07 that makes seemingly simple things like e.g. an autotravel waiting animation virtually impossible 23:57:45 deprecate local tiles and use webtiles for everything. Then you get gif support for free :) 23:58:33 I believe that's actually been seriously considered in the past, i.e. embedding electron 23:58:39 Yes, that's a very good point. The animations wouldn't play without keystrokes.