01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-152-g26c1345: Fix invalid read during program shutdown 10(4 weeks ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/26c13457b848 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-153-g8722937: Add UIGrid stretch_h, stretch_v 10(3 months ago, 2 files, 19+ 4-) 13https://github.com/crawl/crawl/commit/8722937fda99 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-154-gd118d25: Remove black background from high scores tile 10(10 weeks ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/d118d2533185 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-155-g52dc1ac: Add text widget background colour (console-only) 10(10 weeks ago, 2 files, 19+ 4-) 13https://github.com/crawl/crawl/commit/52dc1acf212f 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-156-g80a4e52: Add UI widget input focus 10(3 months ago, 8 files, 138+ 82-) 13https://github.com/crawl/crawl/commit/80a4e527156f 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-157-g29ece20: Add debug drawing 10(3 months ago, 1 file, 33+ 0-) 13https://github.com/crawl/crawl/commit/29ece204a737 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-158-g7df2e18: Add add_event_filter() 10(3 weeks ago, 2 files, 41+ 6-) 13https://github.com/crawl/crawl/commit/7df2e18d5f56 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-159-gefa1fca: Add OuterMenu, MenuButton widgets 10(10 weeks ago, 4 files, 377+ 0-) 13https://github.com/crawl/crawl/commit/efa1fca72b04 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-160-g7a73e04: Add descriptions to outer menu buttons 10(3 weeks ago, 2 files, 14+ 0-) 13https://github.com/crawl/crawl/commit/7a73e046eb6d 01:58:32 03Aidan Holm02 07[newgame-menus] * 0.23-a0-161-g9eb5bd9: Add PlayerDoll widget 10(13 days ago, 2 files, 140+ 0-) 13https://github.com/crawl/crawl/commit/9eb5bd984db7 01:58:32 ... and 18 more commits 02:02:29 screenshots for the curious: https://ptpb.pw/Tohu.png https://ptpb.pw/YRY_.png https://ptpb.pw/1neh.png https://ptpb.pw/IYnt.png 02:03:30 the AM and Hu tiles might need rethinking, and maybe the Be tile too, but I think CK came out pretty well 02:04:19 yeah I'd like some kind of different approach for the species tiles too 02:04:39 most species dolls are now clothed in an animal skin, but there are a few I wasn't sure about (ce, na, mf) 02:04:47 what sort of different approach? 02:04:55 right, it's ok for a first implementation 02:05:09 well, I think the basic problem is how these doll tiles weren't terribly designed for this purpose 02:05:14 they mostly look like weird cave people 02:05:39 it would almost be better to use the monster tiles 02:05:44 even though that's weird in other ways 02:05:55 but it would give a better overall sense of what these species are 02:06:13 in many cases, some don't have proper monster tiles at all, of course 02:06:45 but yeah I think in just communicating what the species are, the doll tiles + simple garment aren't amazing I guess 02:07:18 I like the icon approach for the classes 02:07:37 but that's also a concept you can communicate better with an abstract icon like that 02:08:13 aidanh: I don't have a great answer for that, I guess 02:08:56 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/mon/humanoids/demigod.png 02:09:15 it's sort of funny how this communicates demigod better than showing that doll tile 02:09:45 https://raw.githubusercontent.com/crawl/crawl/master/crawl-ref/source/rltiles/mon/humanoids/deep_dwarf.png 02:22:45 aidanh: that looks wonderful 02:24:39 gammafunk: yeah, I think the animal skin approach isn't ideal 02:25:04 a few nits: fighter icon is a helmet, but Gl gets a helmet, maybe use a shield? the transmuter icon is weird, maybe yin-yang? 02:25:54 maybe the animal skin/robe tile for Ce/Na should only cover the above-tail part. Then you could use that on the species select screen without hiding their back half 02:26:19 non-gendered versions of the doll tiles might work better 02:27:06 i really love the background tiles overall 02:27:52 one reason animal skin is good is because animal skins are almost unused in game, so it's quite a unique appearance for most species 02:28:07 alexjurkiewicz: thanks! the fi and gl tiles could be changed, sure; tm is just using the transmutations skill tile 02:30:21 sk (charms) also strikes me as a little weird 02:30:51 -!- Rast-- is now known as rast 02:32:49 man I almost forgot about the local tiles icons 02:33:45 local tiles icons? 02:34:47 urgh, the other irritating thing is how the species and job selection menu uis are different sizes 02:49:00 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-151-gf6d1ed2 03:00:32 The build was broken. (newgame-menus - a988f66 #10241 : Aidan Holm): https://travis-ci.org/crawl/crawl/builds/426017243 03:02:10 -!- muffindrake1 is now known as muffindrake 03:23:01 the game don't open and the console print: ASSERT(_parent) in 'database.cc' at line 268 failed. 13https://crawl.develz.org/mantis/view.php?id=11670 by aidenr 03:47:35 looks kinda the same as that flatpak crash from april, https://crawl.develz.org/mantis/view.php?id=11461 - i wonder if they're using flatpak 04:30:42 aidanh: ya know if you're doing this work on the new game menu, consider my PR to reorganise the backgrounds! 04:31:54 I've looked at it; I'm far from an expert player though so I have little to no expert opinion on species difficulty 04:32:31 so from my point of view the most important thing is that there's an equal number of items in each column ;) 04:32:48 or that they can otherwise be organized in a visually pleasing way 04:32:50 haha, you read my thoughts about column balance 04:34:16 i'm not attached to the specific ordering at all. I am keen on the idea (difficulty columns) and putting Berserker in te top left more than anything else 04:37:49 yeah, I'd be in favor of difficulty columns 04:39:00 the difficulty (heh) is finding an arrangement that everyone can agree on 04:43:22 and I'm not sure if background difficulty is more dependent on one's species or if they can be independently assessed; whereas species difficulty is definitely independent of background 04:44:38 -!- amalloy is now known as amalloy_ 05:19:58 backgrounds can be independently assessed for difficulty just like how species could be, but the question is what notion of difficulty do we care about 05:20:14 I'd not wan't to use one notion fo backgrounds and a different notion for species 05:23:35 and I'm not sure there's actual interest for listing either classes or species just in terms of difficulty 05:24:14 what we did for species is not even "how easy is this to learn", exactly 05:25:17 !tell naruni i got the animation working on webtiles 05:25:18 espais: OK, I'll let naruni know. 05:25:20 it's definitely not in terms of how easy a given species is to win 05:25:45 !tell naruni 141.210.25.156:8000 -- only the animated loader is enabled but it was super easy to incorporate 05:25:46 espais: OK, I'll let naruni know. 05:25:48 I'd prefer using something like "suggested player experience" over difficulty or simplicity alone 05:26:23 what do you mean by that in more concrete terms? 05:31:59 well, wrt things like gnoll skilling, I'd say that how that affects the type of player that should choose the character is more important than whether it's one more or one fewer mutation, for example 05:35:42 I guess I don't know what your category of players are; are you going for something different than just groupings by how difficult species are to learn? 05:35:51 s/category/categories/ 05:37:21 silly question, but i'm trying to dig into the loading screen code for the local client and was having issues figuring out which file it was in 05:38:53 espais, loading-screen.cc 05:39:00 I think the current species is just going for "how much stuff the player has to think about", but it's maybe not always consistent about this 05:40:35 durr, i was looking at tilesdl, thanks! 05:40:43 it seems to regard stronger species as simpler provided that something extreme like DD or fast move speed isn't involved 05:40:46 it'd be basically something like beginner..advanced, rather than easy..advanced 05:41:16 yeah, I'm not sure that this is as natural for classes though 05:41:18 so yeah, effectively some assessment of how much stuff the player needs to juggle would be part of it 05:41:34 there is really no baseline class, like there is humans for species 05:41:42 that's true, it's not as natural a fit 05:42:35 espais, np! if you're trying to animate the loading image on local tiles, be warned that it'll be an uphill battle 05:43:16 in terms of code effort or user/dev acceptance :) 05:43:46 i'm just going to demonstrate proof of concept. it looks lovely on webtiles at the moment 05:43:50 code; acceptance is not an issue, assuming that the animations are tasteful 05:43:57 (hence, i miss programming in c) 05:44:45 but good to know. thanks 05:46:01 animate splash screen idea: https://i.imgur.com/TxeMVX1.gif 05:46:53 hah, nice 05:47:33 another one CWZ uses: https://i.imgur.com/NPD5LyW.gif 05:47:52 album of them I've collected: https://imgur.com/a/JNOiv 05:48:56 purty 06:09:29 here's a fun question 06:10:56 oog, this is obfuscation via object-oriented programming 06:11:08 so if i understand correctly, each object has its own render function? 06:11:37 each widget? yes 06:11:40 right, so a loading screen is being pushed into the ui queue as a widget 06:11:46 would that be classified as an Image? 06:12:03 so if I overload Image::_render would i have access to dinking with the loading screen, is basically the question 06:12:14 the loading screen has its own shrinkable image widget, defined in loading-screen.cc 06:12:47 ahhh 06:12:59 i was going down the rabbit hole of following references and missed the local render 06:14:51 iirc Image can only render tiles, and the loading screen aren't on the tile sheets 06:15:18 ah, ok 06:17:47 the ui framework will only rerender widgets when necessary, so to get animations working you need to integrate timing handling into the ui framework 06:18:48 your bigger problem for animated loading screens is that the loading code and the ui run on the same thread 06:19:05 I mentioned some of this stuff the other day 06:23:31 i must've missed that part then, sorry 06:23:36 i'll look at the logs 06:25:27 no worries 06:26:30 ha, i love the solution: "embed electron" 06:26:38 seems to be the solution for everything these days 06:26:48 also known as "RAM: it's free real estate" 06:26:56 I think it'd be pretty easy to move the loading stuff onto another thread; there shouldn't be any data races 06:27:53 just join the thread when loading is complete or something like that? 06:29:26 something like that, with a message queue for the status updates 06:31:07 iirc c++11 has support for forking a lambda into a background thread or something like that 06:31:36 hmm 06:31:54 and you don't think there'd be any race with the drawing functions? 06:32:42 i can play around with it and see i suppose 06:42:22 unlikely, but you could run it through asan 06:44:20 true 06:44:23 alright, thanks! 08:04:31 !tell gammafunk I'm not opposed to it being its own program, but that's a bit of work; those commands also share code with --edit-save so that whole thing ought to be split off together if anything is 08:04:31 advil: OK, I'll let gammafunk know. 08:29:03 !lg t * place=hell 08:29:04 No games for t (* place=hell). 08:29:09 !lg * t place=hell 08:29:10 12. Tovarisch the Axe Maniac (L27 HOMo of Beogh), blasted by a smoke demon (divine providence) in Hell (vestibule_of_hell_subvaulted; vestibule_geryon_nicolae_six_columns) on 2018-08-26 07:30:49, with 715487 points after 73755 turns and 3:18:31. 08:29:39 people just don't die in hell 08:30:34 everything else I have full permastores for cao and cbro, hells I have 7 ghosts total 08:33:29 oh, heh, or there's a bug 09:01:08 |amethyst: sorry to keep bugging you, but any chance you can add 0.22 to CAO scoring? we're getting a bit swamped with questions about this 09:01:38 is there anyone else who can do it? is it just r.a.x otherwise? 09:07:23 03advil02 07[ghost_fixes] * 0.23-a0-135-g61ce69e: Clarify semantics of player_in_hell 10(15 minutes ago, 3 files, 5+ 4-) 13https://github.com/crawl/crawl/commit/61ce69e08ece 09:07:23 03advil02 07[ghost_fixes] * 0.23-a0-136-g23453b5: Further output tweaking for bones commands 10(50 seconds ago, 2 files, 4+ 3-) 13https://github.com/crawl/crawl/commit/23453b5584e7 09:28:40 test 13:56:35 03advil02 07[ghost_fixes] * 0.23-a0-135-g5de7526: Clarify semantics of player_in_hell 10(5 hours ago, 4 files, 6+ 5-) 13https://github.com/crawl/crawl/commit/5de7526827e1 13:56:35 03advil02 07[ghost_fixes] * 0.23-a0-136-g16bd855: Further tweaks to --bones commands 10(5 hours ago, 2 files, 13+ 9-) 13https://github.com/crawl/crawl/commit/16bd855dc1f0 13:56:35 03advil02 07[ghost_fixes] * 0.23-a0-137-g89051dd: Tweak permastore sizes 10(65 minutes ago, 1 file, 23+ 9-) 13https://github.com/crawl/crawl/commit/89051dd6b6c3 13:56:35 03advil02 07[ghost_fixes] * 0.23-a0-138-g2cd9bce: Add a basic deduplication command for bones files 10(64 minutes ago, 1 file, 22+ 6-) 13https://github.com/crawl/crawl/commit/2cd9bce47b87 14:50:26 meph cloud seems to be leaking information as to whether a monster is wearing an rPois item 14:50:45 it says there are no susceptible monsters around when crazy yiuf is around and in range, wearing a runed cloak 14:54:45 -!- amalloy_ is now known as amalloy 14:56:53 03advil02 07[ghost_fixes] * 0.23-a0-139-gda6708b: Add a build target for installing bones distributions 10(3 minutes ago, 1 file, 22+ 1-) 13https://github.com/crawl/crawl/commit/da6708b5314a 15:16:14 03advil02 07* 0.23-a0-152-gadd243b: Improve handling of upgrading bones files for online games 10(13 days ago, 5 files, 301+ 103-) 13https://github.com/crawl/crawl/commit/add243beea67 15:16:14 03advil02 07* 0.23-a0-153-g2e7624f: Remove a debugging change 10(13 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/2e7624f90044 15:16:14 03advil02 07* 0.23-a0-154-gee7bbb8: Improve the new save version api a bit and use it more 10(13 days ago, 2 files, 44+ 31-) 13https://github.com/crawl/crawl/commit/ee7bbb803370 15:16:14 03advil02 07* 0.23-a0-155-g2c6674c: Support for distributing bones permastore files in dat/ 10(13 days ago, 1 file, 54+ 1-) 13https://github.com/crawl/crawl/commit/2c6674ca8ff9 15:16:14 03advil02 07* 0.23-a0-156-g28ba102: Don't use the full minor tag versioning for bones files 10(9 days ago, 3 files, 48+ 8-) 13https://github.com/crawl/crawl/commit/28ba10279834 15:16:14 03advil02 07* 0.23-a0-157-gee4e6b7: Increase MAX_GHOSTS 10(22 hours ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/ee4e6b723830 15:16:14 03advil02 07* 0.23-a0-158-g3cb3a19: Command line tools for manipulating bones files 10(22 hours ago, 4 files, 271+ 16-) 13https://github.com/crawl/crawl/commit/3cb3a195959c 15:16:14 03advil02 07* 0.23-a0-159-gb54bf1b: Clarify semantics of player_in_hell 10(6 hours ago, 4 files, 6+ 5-) 13https://github.com/crawl/crawl/commit/b54bf1b0daa6 15:16:14 03advil02 07* 0.23-a0-160-gdaa33e9: Further tweaks to --bones commands 10(6 hours ago, 2 files, 13+ 9-) 13https://github.com/crawl/crawl/commit/daa33e903197 15:16:14 03advil02 07* 0.23-a0-161-g70f5b00: Tweak permastore sizes 10(2 hours ago, 1 file, 23+ 9-) 13https://github.com/crawl/crawl/commit/70f5b0061bbd 15:16:14 ... and 2 more commits 15:17:47 now, to see if I just broke 15:17:49 ghosts 15:18:25 not that I think it's likely but this whole bit of infrastructure is just a mess still 16:10:45 Unstable branch on crawl.jorgrun.rocks updated to: 0.23-a0-163-g800ba1ec23 (34) 16:23:17 ok seems like this just happens in general, i now know that this deep elf elementalist's randart long sword is like rF+++ because the game doesn't want me to cast fireball at it 16:31:04 yeah there is some info leaking going on there 16:31:18 I've seen that a few times as well, unided rpois gear on orc warrior 16:31:29 and the targeting won't let you cast meph on it 16:37:05 maybe just fully identify monster equipment? 16:42:46 well monsters do pick up things out of los 16:43:01 so you could use a monster as a portable identification machine if you were clever about it I guess 16:43:19 but we could just not have the info leak 16:59:53 Anon1729 (L27 NaGl) ASSERT(!invalid_monster(&mons)) in 'mon-death.cc' at line 1907 failed. (Geh:3) 17:47:08 Something eye-gouges your fire vortex!! 17:47:25 gammafunk, you can already do that though 17:47:42 anyway I think that fire vortices do not have eyes 17:50:55 it was gouging the fire vortex with its eyes 18:21:14 Unstable branch on underhound.eu updated to: 0.23-a0-163-g800ba1ec23 (34) 18:44:53 !crashlog Anon1729 18:44:54 1. Anon1729, XL27 NaGl, T:84627 (milestone): https://crawl.xtahua.com/crawl/morgue/Anon1729/crash-Anon1729-20180908-205931.txt 19:08:30 "select your species" has no cursor highlight on species names 13https://crawl.develz.org/mantis/view.php?id=11671 by josh 20:33:02 03advil02 07* 0.23-a0-164-g7711e57: Attempt to fix newgame colors on remote console (11671) 10(8 minutes ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/7711e572f37e 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-50-g714b4ee: Notify player before forgetting a non-library spell (RoGGa) 10(2 weeks ago, 1 file, 4+ 2-) 13https://github.com/crawl/crawl/commit/714b4ee3d877 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-51-g7154901: checkwhite 10(13 days ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/715490159836 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-52-gd907509: Fix a grammar issue with flying corrosive monster bits 10(12 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/d907509e4fe2 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-53-g0c90fc1: Tweak newgame highlighting further for console/webtiles 10(12 days ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/0c90fc1d7cc8 20:33:38 03AndSDev02 {advil} 07[stone_soup-0.22] * 0.22.0-54-ga3da70c: Highlighting exploring horizon behind the doors 10(11 days ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/a3da70c87459 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-55-gacb3edb: Tone down some blue/purple fog machines (hayenne) 10(10 days ago, 2 files, 5+ 4-) 13https://github.com/crawl/crawl/commit/acb3edbdf720 20:33:38 03amalloy02 {advil} 07[stone_soup-0.22] * 0.22.0-56-gc3a9752: Fix announcements for collecting runes in Sprints (hayenne, #11655) 10(10 days ago, 5 files, 10+ 2-) 13https://github.com/crawl/crawl/commit/c3a975270212 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-57-g4d6382f: Fix ?/ at the main menu 10(9 days ago, 2 files, 59+ 16-) 13https://github.com/crawl/crawl/commit/4d6382f3716d 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-58-gacd7caa: Fix incorrect .. in some text popups on hidpi displays 10(9 days ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/acd7caac9f20 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-59-g5da33ac: Add cross-compiling to travis 10(2 days ago, 4 files, 16+ 1-) 13https://github.com/crawl/crawl/commit/5da33ac90b4f 20:33:38 03advil02 07[stone_soup-0.22] * 0.22.0-60-ga52c2fc: Attempt to fix newgame colors on remote console (11671) 10(8 minutes ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/a52c2fcf6e48 20:35:05 I still haven't cherry-picked the new ghost changes because I want to give them a day in case they crash and burn 21:10:32 Stable (0.22) branch on crawl.jorgrun.rocks updated to: 0.22.0-60-ga52c2fcf6e 21:21:05 Unstable branch on crawl.jorgrun.rocks updated to: 0.23-a0-164-g7711e572f3 (34)