00:05:49 !lg * cjr -log 00:05:50 222901. wingeater17, XL7 HOFi, T:4726: https://s3-us-west-2.amazonaws.com/crawl.jorgrun.rocks/morgue/wingeater17/morgue-wingeater17-20181127-230655.txt 00:06:00 alexjurkiewicz: the morgues seem to work, at least 00:31:30 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-480-g1869896 (34) 00:36:09 nice. do you think a prettier URL is worth it? 00:37:24 that's probably about as clear as you can get actually 01:02:34 alexjurkiewicz: you are using nginx, right? are you using the cgi trigger-rebuild script? 01:10:28 floraline: no I don't provide a rebuild trigger, CPO rebuilds trunk every 15mins and all other builds are initiated manually by me 01:11:00 theory is that if trunk is broken people can wait 15mins, and all other versions get built so rarely I haven't bothered even adding them to cron 01:11:52 between forks and experimental branches and stable releases I have to hop and create a build maybe once a month on average 01:19:53 ok, i'm having a problem with it and i was wondering if you had solved it 01:20:50 the script output is being buffered and the response is terminating early, so the end user doesn't see the results of the script. i've contacted the package maintainer with a fix but who knows if they will get around to it 01:28:16 Unstable branch on crawl.develz.org updated to: 0.23-a0-480-g1869896 (34) 01:59:09 Windows builds of master branch on crawl.develz.org updated to: 0.23-a0-480-g1869896 02:45:45 alexjurkiewicz: do you happen to have copies of the cjr 0.17 and 0.18 logfiles and milestone files from your scoring pages work 02:46:00 after wondering why those were missing from the backup I realize they must have gotten deleted from cjr at some point 02:46:08 but sequell does have the record for these games 02:46:17 !lg . cjr 0.18 x=file,vlong 02:46:18 52. [file=cjr/meta/0.18/logfile;vlong=0.18.1-8-gdd0e5ea] gammafunk the Elven Blade (L27 HECK of Fedhas), escaped with the Orb and 5 runes on 2016-05-21 01:54:08, with 2696775 points after 92007 turns and 8:47:26. 02:46:35 snark probably has copies of these on sequell if you don't 02:59:50 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-480-g1869896 03:22:59 !messages 03:23:00 No messages for TZer0. 04:09:21 -!- Tiobot is now known as Guest92129 05:25:14 gammafunk: they must have been deleted, they weren't on the filesystem 05:25:29 I did a `find . -name logfile/milestone` to collect them all 05:36:47 minmay: my biggest problem with the boomerang idea is that hunting boomerangs didn't return 06:13:28 alexjurkiewicz: yes, they got deleted from cjr, but I was asking if you perhaps had backups of those files from when you did the scoring pages stuff 06:14:07 if not I can ask greensnark if he has a backup of those files, since I think sequell has copies of the files it fetches saved 06:14:11 -!- amalloy is now known as amalloy_ 09:42:48 03Nikolai Lavsky02 07https://github.com/crawl/crawl/pull/911 * 0.23-a0-475-gd097506: Simplify some monster equip code (Stenella) 10(6 minutes ago, 2 files, 28+ 34-) 13https://github.com/crawl/crawl/commit/d0975060bff1 10:36:06 Hello, I'm an audio guy running a small studio, we would be interested in making a music pack for dungeon crawl, would the devs be interested in cooperating? Thanks 11:40:30 in case you don't get a response here, feel free to leave an issue on the github 11:42:20 Okay, I'll post a small portofolio that would be similar to what we want to to do and then if no responce ill post on github 11:43:07 https://soundcloud.com/audioinsurgency/sets/sample-music/s-m4VcO 11:43:17 Basically this is a small sample we are doing for another rogue-like 12:25:35 Unstable branch on crawl.akrasiac.org updated to: 0.23-a0-480-g1869896 (34) 13:01:29 TheTerrible: there is some sound support in the codebase (more for sound effects) than music 13:02:59 TheTerrible: I'm at work at present so can't give your stuff a listen. 13:07:07 Okay, I'm really interested in doing this, so if there is a way to make it work im all ears, I'll be here on the IRC channel for a while but you can reach me at audioinsurgency@gmail.com if needed 13:08:34 TheTerrible: I am not a dev; but I'm not quite clear on whether you want to contribute out of the kindness of your heart or for money. I mention this because AFAIK DCSS's music budget is equal to its budget for every other aspect of development, viz, zero. 13:13:51 Absolutely free, although our ulterior motive is portfolio, but I used to play this game a lot so a lot of it comes out of passion of bringing more life to the world. 13:42:22 -!- amalloy_ is now known as amalloy 13:53:08 https://crawl.project357.org/morgue/enarc13/morgue-enarc13-20181128-003058.txt 13:53:11 a run with the new finisher 13:58:42 !lg enarc13 DgWn -tv:T100170:channel=finisher:x1.5 13:58:44 9. enarc13, XL25 DgWn, T:113275 requested for finisher: telnet://termcast.develz.org or http://termcast.develz.org. 14:01:18 !lg enarc13 DgWn -tv:T100100:>$:channel=finisher:x1.5 14:01:19 9. enarc13, XL25 DgWn, T:113275 requested for finisher: telnet://termcast.develz.org or http://termcast.develz.org. 14:02:00 !lg enarc13 DgWn -tv: 9. enarc13, XL25 DgWn, T:113275 requested for finisher: telnet://termcast.develz.org or http://termcast.develz.org. 14:08:26 -!- amalloy is now known as amalloy_ 14:13:44 -!- amalloy_ is now known as amalloy 15:06:49 -!- aidanh_ is now known as aidanh 17:36:36 gammafunk: ask Kramin, he stores the logs/milestones 17:36:59 oh, will do; need to ask snark first 17:38:24 TheTerrible: I think the big issue with music is it would make release packages significantly larger. Download sizes are ~17mb now 17:39:11 TheTerrible: the idea is cool though. dcss would need to add support to loop a background music track per-branch (or whatever) to do this 17:39:57 if that was added, you could add least have a standalone music pack 17:42:32 i don't think it would have to be significantly larger 17:53:35 util/gen_ver.pl generates build.h using `git describe --tags`, dgl build script compares this value with the result of `git describe` to determine if the installed binary is out of date 17:54:06 if there are lightweight tags in the repository since the last annotated tag, the binary will never be considered up to date and the script will rebuild and reinstall the same version over and over again 17:55:32 this looks like a mistake and these two scripts should be using the same command, either with --tags or without 17:57:47 i think it makes sense that util/gen_ver.pl should be changed to only consider annotated tags, which is the default without --tags 17:58:23 switch__: well 1mb per minute of music for 128kbps will increase it by a lot %age-wise 18:00:02 i'm not extremely familiar but i'm sure there's some compression magic you can do 18:00:53 or package it seperately, worst case scenario 18:01:11 you could offer two versions of the game, one with music and one without 18:01:29 just what dcss needs. more download options :P 18:08:16 A way to turn it off would be a good idea at least imo 18:13:25 nevermind to my wall of text, someone named greensnark solved this problem 8 years ago. my branch was just missing that fix 18:14:57 floraline: the snark is in fact still in this channel, though mostly retired from dcss work 18:15:06 we try to avoid pinging him :) 18:16:44 oh, whoops.. sorry 18:17:04 it's okay. everyone makes that mistake once. and then they probably make a similar mistake several more times 18:18:47 i can think of 3 people we try to avoid pinging unless we need something: r.ax, green.snark, and nap.kin. am i missing anyone? 18:21:58 Unstable branch on underhound.eu updated to: 0.23-a0-480-g1869896531 (34) 18:48:11 the following sequell command will list them for you (as long as they have a milestone) but run it in PM for obvious reasons: `!lm @devteam !@devteamnp s=name` 18:48:34 it is just those three 18:51:42 re music, it seems to me like the biggest challenge is just that games are so damn long 18:51:55 there's been occasional discussion about generative solutions, but nothing's ever materialized 18:52:24 an actual composed solution seems like it couldn't possibly be long enough to keep from driving most players insane 18:52:41 !lg * won x=avg(dur) 18:52:42 81130 games for * (won): avg(dur)=8:57:33 18:53:43 previous discussion of music: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=7629 18:57:02 I think there may be one or two more old discussions around somewhere that I'm not finding 19:01:20 -!- amalloy is now known as amalloy_ 19:05:23 it's fine if there is music people listen to for their first few games and then never again, imo 19:05:52 like dwarf fortress has a single 7 minute song. minecraft has about four tunes that play in the overworld. rimworld has about 10mins of music 19:11:05 I mean we can experiment with different option 19:11:15 the music doesn't have to be super active, plus we are really good at making looping music that goes for a while and loops 19:11:34 we can experiment with lets say very ambient tracks that go for 10 minutes and loop seemlessly without grating on the brains 19:13:55 Have lets say 10 minute loop of darkish ambient for the dungeon\10 minute loop for the jungle area that comprises of of more natural sounds and so on 19:14:09 But yeah the problem with long loops is that the longer the track is the more its going to weight 19:16:05 It also depends on how much work devs want to do: Midi music solution will sound slightly poorer but won't take up much space, dedicated looping engine with layers might cut down the size of the package since all you will have to do is activate certain loops at certain times 19:16:24 it will depend on the brans in question, too. btu I expect I can figure out how to turn it off if needed. (confirmed loop detection for 21.5 minute loop, probably longer.) 19:16:34 (but I'm something fo an unusual case; don't design around me) 19:18:55 So I think I'm going to move this discussion to the GitHub tommorow, since its obviously depends on whoever decides to support music in game and how they are going to do. We are flexible, but we are musicians not coders, so we will have to see what the devs have to say first. 19:21:15 In addition about games being long: music doesnt have to play all the time. It can be a 5-10 minute loop, followed by silence/very very ambient noises for 5-15 minutes/5-10 minute loop again 19:22:18 or branch entry for a short period, then drop to low volume until significant events like level change or entering a rune chamber. think like a musical instead of like background 19:25:06 Yeah that can work, another way to do would also be making 10-30 seconds loop that play once in a while (water dripping down/slight chello melody) etc depending on the branch 19:25:21 Basically It will really depend on if devs what to implement it and how 19:31:09 Anyhow, thanks everyone for different suggestions, I'll move the discussion to GitHub, I see there is at least partial interest so I'll try my best to figure it out with the devs. 19:45:09 That's definitely the best place to get more concrete answers; this channel has all the active developers in it, but as you've been able to gather from your experience today, they're not always here 19:46:00 (and the ones that are here may not have anything meaningful to contribute to this particular area of development) 20:10:16 advil, for 810, do you have a list of things that need to be done? 21:19:05 -!- amalloy_ is now known as amalloy 22:26:06 TheTerrible: if you can make a midi you can make an IT and compress it with mo3, which will let you use like no space while still sounding much better than midi, and easily do channel fading and fairly complex looping behaviour 22:27:46 mo3 doesn't look like it's supported by SDL 22:28:00 TheTerrible: for example, the entire soundtrack to bookworm adventures (https://www.youtube.com/watch?v=UbseKgJYXNM&index=3&list=PLEdhomj1r338CNSV-jED39jm9-zygGPaI) fits in 1 MB 22:28:32 > As of SDL_mixer 1.2.7, FLAC, MikMod, Ogg Vorbis and MP3 loading libraries are dynamically loaded, so if you don't need to load those formats, you don't need to include those shared libraries 22:28:36 mikmod might be similar? 22:29:07 Mikmod is a module player and library supporting many formats, including mod, s3m, it, and xm 22:29:48 Minmay: I am haven't done it before, but we can certainly do midi. I moved the discussion to github, feel free to contribute there with details: 22:29:53 https://github.com/crawl/crawl/issues/913 22:29:57 mo3 is just a wrapped mod/s3m/it/xm/[handful of other mod formats] with vorbis or mp3 compressed samples, they're not a problem to play with mikmod 22:31:52 I'm moving out of the chat, need to go to sleep, I'll try to be here in general, but probably will miss a few messages. If you have good ideas/suggestions please contribute them to the github linked above so that I won't miss them. And yeah, I heard of xm, if IT is similar we can do it after a bit of research for sure. 22:39:13 hmm, although the source code for unmo3 doesn't seem to be available 22:59:21 -!- amalloy is now known as amalloy_ 23:16:26 03ebering02 07* 0.23-a0-481-g60b89c1: Link the contribution guide from README 10(12 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/60b89c194b2b 23:59:51 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-481-g60b89c1 (34)