00:24:44 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-565-g3e74e4c (34) 01:01:54 03gammafunk02 07* 0.23-a0-566-gf2ea3f3: A new Gauntlet entry portal tile (CanOfWorms) 10(25 hours ago, 1 file, 0+ 0-) 13https://github.com/crawl/crawl/commit/f2ea3f3a381f 01:01:54 03gammafunk02 07* 0.23-a0-567-gd6d2466: Rename some setup functions and a variable 10(4 days ago, 2 files, 30+ 29-) 13https://github.com/crawl/crawl/commit/d6d246668540 01:01:54 03gammafunk02 07* 0.23-a0-568-g13ad8d5: Remove low weighting on a Gauntlet exit vault 10(25 hours ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/13ad8d5483a7 01:01:54 03gammafunk02 07* 0.23-a0-569-gfcd52a4: Gauntlet monster set additions and updates 10(3 days ago, 1 file, 17+ 16-) 13https://github.com/crawl/crawl/commit/fcd52a4e4c78 01:01:54 03gammafunk02 07* 0.23-a0-570-g53ffe6b: Add support for custom Gauntlet arena terrain 10(8 hours ago, 2 files, 262+ 117-) 13https://github.com/crawl/crawl/commit/53ffe6b15346 01:01:54 03gammafunk02 07* 0.23-a0-571-g1612a95: Sometimes place traps in Gauntlet arenas 10(8 hours ago, 2 files, 158+ 126-) 13https://github.com/crawl/crawl/commit/1612a958924a 01:01:54 03gammafunk02 07* 0.23-a0-572-g6ca8497: Allow Gauntlet maps to customize extra loot 10(8 hours ago, 1 file, 90+ 16-) 13https://github.com/crawl/crawl/commit/6ca8497937ee 01:01:54 03gammafunk02 07* 0.23-a0-573-g25f4479: Rework gammafunk_gauntlet_shortcut 10(4 hours ago, 1 file, 43+ 44-) 13https://github.com/crawl/crawl/commit/25f447933f2c 01:16:56 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-573-g25f447933f (34) 01:54:54 The build is still failing. (master - 25f4479 #10714 : gammafunk): https://travis-ci.org/crawl/crawl/builds/467355270 07:15:43 -!- THE_GIAGGOSTUONO is now known as eb 09:38:16 I guess I broke cross-compile 09:38:52 oh, hm 09:39:33 so yeah, trying to use a cross-compiled libpng for the tilegen tool seems tricky 09:56:52 03advil02 07* 0.23-a0-574-ga53296f: Fix cross-compiling + libpng 10(2 minutes ago, 1 file, 6+ 1-) 13https://github.com/crawl/crawl/commit/a53296f35165 10:02:19 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-574-ga53296f351 (34) 10:14:57 03gammafunk02 07* 0.23-a0-575-g442c57a: Correctly handle LOS for dispersal traps 10(32 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/442c57a089ce 10:16:59 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-575-g442c57a089 (34) 11:02:45 The build was fixed. (master - a53296f #10715 : advil): https://travis-ci.org/crawl/crawl/builds/467546114 11:19:27 this is probably a bug. I'm playing on ubuntu 0.22 and I've encountered ghosts in vaults (the handmade predesigned things). These ghosts have player names like MolotovCocktail etc. I'm playing _offline_. 11:20:42 not a bug. some ghost naems are taken from the servers, some modified from that, to provide more variety than (say) an offline player who stcks to GrFI 11:21:10 likewise ghost attributes 11:21:50 devs are still working on wasy other than build-from-source that interested players can get periodic updates to the ghost "seed" data 11:28:09 yes, ghosts data taken from online servers is used to seed the ghost data for offline games, since otherwise offline players just get clone ghosts made from their current character 11:29:31 gammafunk: that's how it used to work before and in theory that's how it should right? My previous characters have died in the dungeons, not these random ghosts of online players. 11:29:36 *in the offline dungeon 11:29:58 how it worked ebfore is "bones" files from player deaths. 11:30:16 with ghost vaults came a ghost data file which is used to produce more variet in generated ghosts 11:30:28 every so often someoen regenerates the data file from the servers 11:30:46 youget a copy of that file when you install/update the game 11:30:48 yeah, it's not how it should work because we changed how it worked; your own deaths do still go into bones files and will return in your offline games as ghosts 11:31:10 but in addition to ghosts made from your deceased characters, you'll see ghosts made from the deceased characters of online players 11:31:46 the online player ghosts are just the seed of your ghost data, and your own deaths will be the only new addition to the ghost data used for your offline games 11:32:02 hence as you die, you will be more likely to encounter your own ghosts 11:33:01 and theoretically, if you visit and die in all the branches enough times, eventually you would only encounter your own ghosts in all places 11:33:24 gammafunk: yeah I don't feel so comfortable about having the remnants of strangers in my dungeon 11:33:48 well that's something that advil might have a solution for at some point 11:34:15 you can zero out the ghost data shipped with the game 11:34:34 then you'll just get a lot of your clone ghosts for a while until you die enough times to see ghosts of your dead characters 11:34:52 but we could also have some kind of way for offline players to turn off use of online ghosts 11:35:09 for now I think you'd have to zero out those files to disable use of the online ghosts 11:35:30 I'm not sure if just deleting them from the dat dir where the seeds live would be sufficient, or if that would cause weird errors 11:35:33 let me see 11:46:11 conquersex: what you can do is delete the files in dat/dist_bones in your crawl distrubution (where this is depends on how you installed) 11:46:53 since you've already initialized the ghost data, you also have to delete the bones files in your user's account data (where this is likewise depends on how you installed) 11:47:21 yes, if you delete the files in dat/des/dist_bones in your crawl installation, you can keep other people's ghosts out of your dungeon. ghost vaults don't work as well without this (because the placement rate is almost certainly higher than the rate that a single player will generate ghosts), so I don't think we'd add any option for this 11:47:30 er 11:47:32 dat/dist_bones 11:47:56 yeah, and if you've played any games and don't want to reinstall your crawl 11:48:17 you'll need to remove the bones data for your account; that resides in a different directory 11:48:37 the dist_bones data gets copied over to your user account bones data to initialize it 11:49:32 on windows for the installer, this is in e.g. Application Data\crawl from your home directory 11:49:39 but that location probably depends on the windows OS 11:50:03 in that crawl folder there is a saves folder, and in that folder is a bones folder 11:50:14 Will try it out, thanks! 11:52:16 The build was fixed. (master - 442c57a #10716 : gammafunk): https://travis-ci.org/crawl/crawl/builds/467555106 11:52:24 I fixed it, I saved the world 11:52:35 hey *I* fixed it 11:52:53 well true, but I provided invaluable moral support 11:53:20 advil: I was meaning to ask you, do you have a writeup of what needs to be done for ghost data assembly that would be appropriate to put into or put a link into for the release guide 11:53:39 since I think you're probably the only person who knows exactly what was done the last time 11:54:02 I do not have one but I can have one 11:54:03 which it's no problem if you continue doing that, but it's good to have that stuff documented 11:54:37 not a priority or anything, but if you feel like writing that at some point, would be appreciated 11:54:54 I am planning on still doing that for the next release, too 11:55:25 yeah, no problem there of course 11:55:57 I guess we're probably not sure how to do the mac build release either but then again most of us can't do the mac build 11:56:11 there are some docs on that 11:56:36 in INSTALL.txt? maybe I should add a blurb about that to the release guide 11:56:55 I think so? I may have some custom notes that are more specific, I can check at some point 11:57:40 https://github.com/crawl/crawl/tree/master/crawl-ref/docs/develop/release 11:57:52 the stuff I'm referring to, the main file being guide.txt 11:58:03 I made a writeup of what I do for the debs, should someone need to do that 11:58:30 which looking at that, I need to update sections of it 12:00:12 yeah, looks like there's not much there; I have some build notes that I got from the last person who was doing os x builds, which I think was geekosaur 12:00:38 there was someone else in between. pf? 12:00:48 yeah, pf did at least one 12:00:57 hrm, maybe amalloy? 12:01:39 but right, you could certainly just put some notes in a macOS.txt file in that dir and the guide can refer to that file and mention that advil's beeing doing these recently 12:01:48 I'm not sure how much he uses it for development but ebering let slip the other day he has a macbook pro, so unless he's completely wiped the os, there's now two of us around 12:02:07 I always knew there was something wrong with ebering 12:02:32 yeah I think amalloy also has one but is reluctant to compile releases 12:06:43 speaking of ghosts, I was thinking of enabling ghost generation in Gauntlets so I can make a player ghost arena 12:07:39 I guess you could even have the same overall chance of placing a ghost in the portal 12:07:44 I'd have to check but I bet it's already "enabled" in the sense that ghosts are getting saved and will be generated if a vault places some 12:07:54 ah, that's good to know 12:08:18 right, since I had noticed that various branches have files in dist_bones despite those branches not placing ghosts 12:08:28 another idea is a ghost zig level, but that needs a bit of figuring out 12:08:45 since 100% ghosts would be silly, what monsters would fill in the ghost placement 12:09:00 esp. since we already have both Tar and Crypt sets with lots of undead 12:09:56 hm maybe portal vaults are off? 12:10:03 I don't see any in my bones archives 12:10:18 ah, yeah 12:10:31 zig is enabled, despite being a portal 12:10:39 so I guess it's the branches that have historically had ghosts 12:10:51 well, portals had ghosts until I disabled them b/c of griefing 12:11:10 oh, guess I already forgot about that 12:11:16 advil: When was that, OOI? 12:11:41 I wonder if it could be problem to just enable those portals for ghost data collection 12:11:50 hrm, well it is a problem in that its more files to process 12:11:53 it shouldn't be 12:11:55 %git 87fa41b98fa80d1 12:11:55 07advil02 * 0.21-a0-627-g87fa41b: Don't generate ghosts in portal branches 10(12 months ago, 3 files, 20+ 13-) 13https://github.com/crawl/crawl/commit/87fa41b98fa8 12:12:02 was the commit, but I don't know what OOI means :) 12:12:13 out of interest 12:12:18 ah 12:12:34 there were a bunch of specific cases of people generating awful ghosts in sewers for lulz 12:12:53 right 12:13:00 yeah, I guess I'm thinking that we could have ghost vaults for portals eventually 12:13:15 for guantlet it works easilly, others would require special vaults 12:13:19 advil: Thanks. We're vaguely thinking of having friendly ghosts, where that wouldn't be an issue 12:13:35 yeah, friendly ghosts was one of the solutions we brainstormed about 12:13:58 heh well gauntlet should probably be storing ghosts because I implemented this via a blacklist 12:14:31 one concern I have with enabling collection now is that it's just a bunch of extra files for the person assembling ghost data to process 12:14:37 this code is a bit vestigial in that I don't think it would prevent a vault designer from placing a ghost, which would then just get you a clone ghost 12:14:51 oh, I guess they could not include those files in the dist 12:15:03 yeah, easy enough to just drop some files 12:15:18 I kept the zig files and a few others just in case someone wanted to do something with them 12:15:39 well I'll defer to you on any general approach, but gauntlets we can enable now I think 12:16:06 I recall that blacklist you're talking about, so I can remove it from that 12:16:26 unless you added it to that list when you wrote them, it's already enabled 12:16:34 I did add it, yeah 12:16:39 replacing the labyrinth entry 12:16:42 ah right you probably did a search and replace 12:17:14 more of a manual approach to make sure I knew what I was changing, but yeah I did replace that one 12:17:53 apparently I added save compat even 12:18:05 or tag major, at least 12:19:32 do you anticipate doing anything with ghosts in abyss? 12:19:46 seems like a bad fit 12:20:56 Unstable branch on crawl.akrasiac.org updated to: 0.23-a0-575-g442c57a (34) 12:20:59 right, hard to make that an actual choice 12:21:57 I'm going to enable saving bones files for a bunch of the portals, just in case, but I'm not sure it would still be a great idea to do e.g. a sewer ghost map 12:28:04 03advil02 07* 0.23-a0-576-gc793968: Clean up some oldghosts code 10(4 minutes ago, 3 files, 5+ 14-) 13https://github.com/crawl/crawl/commit/c7939685508c 12:33:15 advil: well, I was thinking a set of subvaults used in existing sewers 12:33:32 so these would be behind runed doors as usual 12:34:38 or I should say, we'd adapt existing sewer maps to have subvault areas 12:34:51 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-576-gc793968550 (34) 12:40:08 putting ghosts subvaults in portals it does present some challenges, since the ghost vaults would need to be appropriate for sewers, which wouldn't be so hard if each map wasn't potentially quite different even within the same portal 12:40:27 s/sewers/the portal/ 12:47:48 for early portals there's still a potential griefing issue, though it's much less severe; maybe not a practical concern 12:49:01 well, I'm not sure if can be called griefing if the ghost is behind a runed door 12:49:28 you're saying that having high level ghosts sealed away is still griefing to worry about? this is also a problem with just normal dungeon levels 12:49:36 yeah, it wouldn't be possible to trap players in the same way 12:49:53 I'm not sure it's actually any different now between portals and just dungeon itself 12:50:17 if the loot in the portal map rested on opening the ghost vault, it would be possible to make the portals useless to players 12:50:25 oh, no 12:50:39 I wasn't talking about that, more just having a completely optional side area 12:50:46 ah ok, that seems reasonable 12:51:02 same concept as we do for ghost vaults now, but as I think about it, it's a good point to consider for guantlets 12:51:09 would anyone bother to do that? it seems unlikely but I've definitely been surprised before 12:51:39 it's probably been done but not something I've heard reported much 12:52:06 What I was imagining with gauntlets would be more directly integrated with the main map 12:52:10 there's much less immediate tv lulz payoff so maybe it's nothing to worry about 12:52:38 since it'd be in an arena, which would still be a choice, but a powerful ghost could pose a problem 12:52:49 a ghost gauntlet does seem thematically fun 12:53:20 yeah, it wouldn't be too bad if the chance were reasonable and only one arena max ever got a ghost, etc 12:53:31 but it's somewhat violating the rules we laid down for ghost vaults 12:54:13 I was thinking of only using them in tier 2 arenas so that it would never be required to choose a ghost arena to have a path to the minotaur 12:54:49 but ghosts are pretty crazy monsters all the same, harder than a minotaur sometimes 12:54:54 I'll have to mull that over a little 13:05:10 heh [not a good idea] maybe it should place a mi ghost instead of a mi 13:05:16 haha 13:05:55 I've kind of wished for some way to select ghosts by category, but that has a problem where you can bias the way ghosts are available due to vault selection 13:06:44 felid ghosts in my vault about the player dying because they chopped off hydra heads 13:10:27 Maybe they brainslugged a monster with a chopping weapon to fight the hydra? 13:57:55 -!- amalloy_ is now known as amalloy 14:58:55 heh maybe exploration-based shafting in tomb is a bit much 15:01:21 well, 2->3 should already be prevented by BFLAG_DANGEROUS_END, but even 1->2 seems pretty rough 15:01:25 -!- THE_GIAGGOSTUONO is now known as eb 15:02:53 hm 15:03:00 actually it should be prevented altogether 15:03:08 maybe this report is a mistake 15:03:56 hm 15:04:10 "if (env.turns_on_level == -1 && branch.branch_flags & BFLAG_NO_SHAFTS)" 15:05:02 if I'm reading this right, that means that BFLAG_NO_SHAFTS doesn't apply to explore traps? maybe unintended (since that's not new code)? 15:11:46 it's not obvious what the intent of that first conjunct was, it's from a while ago 15:14:51 03advil02 07* 0.23-a0-577-g2b1de94: Respect BFLAG_NO_SHAFTS for explore-triggered shafts (u/Hamsteri) 10(3 minutes ago, 1 file, 1+ 4-) 13https://github.com/crawl/crawl/commit/2b1de944cdae 15:17:01 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-577-g2b1de944cd (34) 15:45:01 <|amethyst> advil: IIRC it was intended to prevent randomly generated shafts but allow the Shaft card to work (and, later, the Shaft Self ability) 15:45:33 ah 15:45:47 well I noticed the formicid one 15:46:15 <|amethyst> %git 326445fe389 15:46:16 07MarvinPA02 * 0.17-a0-1357-g326445f: Remove the control teleport duration and -cTele level flag 10(3 years, 7 months ago, 44 files, 77+ 484-) 13https://github.com/crawl/crawl/commit/326445fe3892 15:46:42 I think the only change then should be that self-shaft and Shaft card (if it lives on) don't work on tomb 1=>2 15:47:10 oh, I guess those probably did work tomb 2=>3 15:47:56 well, I don't have strong opinions as to whether they ought to work in tomb, but if so that should be implemented in a different way in any case 18:21:12 Unstable branch on underhound.eu updated to: 0.23-a0-577-g2b1de944cd (34) 20:19:49 -!- amalloy is now known as amalloy_ 20:46:47 I want to report a bug. On ubuntu 0.22 on the select species page the highlighter over the species is not visible on moving the cursor. It is visible on the select background and select starting weapon page. 20:47:36 The highlight you get when your cursor is on a species - that highlight is not visible. However the description at the bottom changes, indicating that the species in focus is actually changing. So selection works, but the highlighting is not displayed. 20:55:53 i see this same issue on debian, i thought it was just a problem with my terminal colors 20:58:43 if it's console, very probably. 21:00:04 fwiw it works fine here, but I'm using xfce4-terminal precisely because of background color issues 21:00:09 Yes I'm playing on console 21:00:17 Forgot to mention that. 21:00:32 Is it something other than bold_brightens_foreground? 21:05:41 i changed my colors to one of the system default themes but the highlight is still not visible, my system is in a very default out-of-the-box state right now so i'd expect to see it 21:06:10 floraline: What about on the weapon selection screen for non-viable weapons? 21:06:15 floraline: same, fresh install of ubuntu without any changes to the defaults but I still don't see it 21:06:45 Pinkbeast: the highlight is visible 21:06:57 conquersex: I didn't know you were floraline. 21:07:54 Pinkbeast: I'm having the same issue. 21:08:10 this is the down side of terminals. crawl ahs no idea what bugs the terminal has, and lots of terminals have lots of annoying bugs. and introduce new ones over time 21:08:16 conquersex: I wonder if you might try proceeding under the assumption that I have in fact read scrollback? 21:09:29 Pinkbeast: muted 21:28:39 Pinkbeast: non-viable weapons have a different hilight but it does appear 21:36:48 floraline: I'm just waiting approximately forever for a local build on Debian 21:42:47 oh, interesting. if i press space to choose my background first, the same issue appears there. if i then select a background, the species menu actually appears normally 21:43:03 so it seems the first menu has the problem, second and third do not 21:43:46 i guess because it uses different colors once you've already selected a background or race, right? to hint towards good choices 21:44:40 floraline: JOOI what terminal client? 21:44:44 on 2nd menu good choices are white for me, others are dark blue. but on first menu with no recommendations everything is a dim hard to read grey color 21:45:22 Pinkbeast: it's gnome terminal. xterm-256color 21:45:23 dark blue> uh, is this bold_brightens_foreground again? 21:45:47 i don't know what you're referring to there 21:45:51 By which I mean, do you have it in your crawl rc? 21:47:16 i didn't define any rc, if there is one then it's some default file 21:47:43 Right. Could you try making a minimal one that does set bold_brightens_foreground=true and seeing what happens then? 21:51:31 i don't see any change 21:52:37 Not even to the dark blue on the 2nd menu (which isn't the problem but I'd certainly expect it to change)? 21:54:36 oh sorry, you're right. the dark blue text on bad choices changed to dark grey. hilight on those stayed grey 21:55:14 no change on the first menu though, dim grey text and no hilight 21:55:53 Vexingly - it finally built - it doesn't do it to me, I get the blue highlight. Ordinary xterm 21:56:04 i get nice bold white text on good choices for 2nd menu, but all items on first menu are dim grey with no bold 21:56:18 floraline: What about the highlight on the 2nd menu? 21:56:27 I mean, on the selected item? 21:56:48 hilight on good items is green, bad items is grey 21:56:55 totally legible 21:57:13 Here it's green on good, blue on bad (and blue on first menu) 21:57:41 the specific colors are probably going to be different i would guess 21:58:13 Not with no configuration, subject to terminal whim (hence mentioning, ordinary xterm) 21:59:16 But I just got done burning my dinner. Otherwise I'd try in a gnome-terminal (and ask you to try in an xterm) 22:00:36 oh it works great in xterm 22:01:51 not surprised. Id be curious what happens in xfce4-terminal 22:02:25 background colors always had issues for me in gnome-terminal and mate-terminal 22:14:52 and bg color handling is part of the VTE widget all of them use, but can't be set dynamically, it has to be configured when creating the widget and no VTE terminal Ive found so far allows it to be configured 22:22:03 come to think of it, for all I know recent VTE has had that removed and forces the bad behavior on all users now. not the first time for the gnome outfit by any means. 22:51:42 -!- muffindrake1 is now known as muffindrake