00:01:06 about two weeks, depends on the exact placement 00:03:27 floraline: usuall less than two weeks; we typically only have a week freeze with some extra days 00:03:32 *usually 00:07:36 ok, thanks 00:07:52 %git 0.22-b1 00:07:52 07gammafunk02 * 0.22-b1: Update the changelog through 0.22-a0-900-g8945bfbd8a 10(6 months ago, 1 file, 14+ 1-) 13https://github.com/crawl/crawl/commit/b94f922fbb0d 00:08:23 %git 0.22.0 00:08:23 07gammafunk02 * 0.22.0: Remove old hints code about Sif Muna refusing worship (RoGGa, 11578) 10(5 months ago, 1 file, 1+ 15-) 13https://github.com/crawl/crawl/commit/1bde85e82f1c 00:08:51 July 30th -> August 9th 01:09:36 Attempt to describe branches with ?/b appears to lock up the game 13https://crawl.develz.org/mantis/view.php?id=11826 by kitchen_ace 01:27:22 Unstable branch on crawl.develz.org updated to: 0.23-a0-704-g7fdf9c5 (34) 01:59:13 Windows builds of master branch on crawl.develz.org updated to: 0.23-a0-704-g7fdf9c5 02:02:51 that bug is a dupe of 11820 02:03:15 poking it: looks like it was the addition of gauntlets that introduced it, at leaast the webtiles version 02:03:19 !blame gammafunk 02:03:20 I pronounce gammafunk... Guilty! 02:06:07 oops 02:10:09 I think I've found the issue 02:14:48 yep 02:25:31 03ebering02 07* 0.23-a0-705-g0e654d2: Really remove Labyrinths (11820) 10(2 minutes ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/0e654d264d61 02:30:10 gammafunk: time's quickly running out you're going to break my trunk updates every 2 weeks streak :) 02:30:43 oh, yeah, sorry, I'm about to push this set of commits, and then I'll start that; the final update will go out officially on Monday 02:31:01 rip 02:32:00 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-705-g0e654d264d (34) 02:59:04 Monster database of master branch on crawl.develz.org updated to: 0.23-a0-705-g0e654d2 03:45:04 -!- amalloy is now known as amalloy_ 04:26:50 Loki (L27 DDEE) (Zig:23) 04:27:12 03gammafunk02 07* 0.23-a0-706-gc92f3ec: Decouple chances for Gauntlet loot upgrades 10(4 days ago, 1 file, 7+ 9-) 13https://github.com/crawl/crawl/commit/c92f3ec5856c 04:27:12 03gammafunk02 07* 0.23-a0-707-g4e6f924: Four 9x9 arena vaults for Gauntlets 10(4 days ago, 1 file, 76+ 4-) 13https://github.com/crawl/crawl/commit/4e6f924471f9 04:27:12 03gammafunk02 07* 0.23-a0-708-gb957dac: Use runed clear doors in Gauntlets 10(21 hours ago, 2 files, 2+ 1-) 13https://github.com/crawl/crawl/commit/b957daca86a2 04:27:12 03gammafunk02 07* 0.23-a0-709-gaefc81b: Update loot in a Gauntlet exit vault 10(21 hours ago, 1 file, 150+ 71-) 13https://github.com/crawl/crawl/commit/aefc81b7b916 06:02:07 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-709-gaefc81b7b9 (34) 07:28:42 -!- amalloy_ is now known as amalloy 07:44:31 -!- amalloy is now known as amalloy_ 08:54:12 Anyone got any hints for debugging lua? It's kind of inobvious to me how to, well, even get gdb to let me inspect what's going on in lua-space. 09:10:16 (I'm looking at bug 11674, which I've just hit) 09:37:34 Pinkbeast: don't have good advice for how to debug 09:37:35 but 09:37:40 %git 0cf42614 09:37:40 07ebering02 * 0.23-a0-275-g0cf4261: Revert "Check bounds for player_can_hear (#689)" 10(3 months ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/0cf42614084f 09:37:51 and the reverted commit might have some clues 09:58:22 the first thing to check would be that the portal in question is timed, there are rare untimed bazaars 10:15:47 advil: I hit it with an ossuary 10:16:52 The reporter seems to have hit it with a labyrinth. (I thought also there were timed-but-silent bazaars, although that's not important here.) 10:17:33 I've added to the bug an easy reproduction process in wizmode, albeit that that may just be down to funny code paths in wizmode 10:19:56 ebering: Thanks, but oddly the initial message is the one that does appear (and your revert is in the vanilla tree I've been reproducing it in, although I agree there might be some clues there) 10:51:05 Pinkbeast: thanks for the repro. And yeah, I didn't mean that the revert was the cause, just that the commit reverted touched a possibly relevant code path 10:52:02 ebering: Don't thank me, I am shamelessly employing a strategy that goes "find problem in variant. Reproduce in vanilla. Fob off problem on vanilla devteam." :-) 10:52:24 well don't worry, we'll fob off fixing the bug to the community :) 10:52:29 can't wait for your patch 10:53:26 I fear unless I have a pressing need of my own to work out how to peek into luaspace with gdb... 10:55:06 when compiled debug in wizmode in the lua console I think you can dump the whole lua table to the message log; but that doesn't help with breakpoints 10:56:13 Let me assume my stupid question face and say... there's a lua console? 11:19:12 bindkey = [~] CMD_LUA_CONSOLE 11:19:28 then you can interact with clua and dlua in a repl 11:19:34 dlua is of course wizmode only 11:20:13 Thanks 12:07:06 Unstable branch on crawl.akrasiac.org updated to: 0.23-a0-709-gaefc81b (34) 16:00:37 New branch created: pull/941 (1 commit) 13https://github.com/crawl/crawl/pull/941 16:00:37 031Hyena02 07https://github.com/crawl/crawl/pull/941 * 0.23-a0-704-g166ff5d: Fix holy word scroll (11821) 10(12 minutes ago, 1 file, 36+ 0-) 13https://github.com/crawl/crawl/commit/166ff5d751b7 16:02:05 nice automation you have here :P 16:05:17 -!- isha_ is now known as isha 16:11:46 -!- mroth_ is now known as mroth 16:11:52 -!- tcsc_ is now known as tcsc 16:55:35 03gammafunk02 07* 0.23-a0-710-gaad00d0: Changelog through 0.23-a0-709-gaefc81b7b9 10(10 hours ago, 1 file, 37+ 27-) 13https://github.com/crawl/crawl/commit/aad00d04af5b 17:02:06 Pinkbeast, you can access the dlua console via the wizmode menu, i forget the exact command. i've been screwing with the lua for a few days now, but haven't figured out a good way to view the lua stack while paging through the c++ code. i'll let you know if i figure it out. presently i've been manually dumping the stack, which, dear god, there has to be a better way 17:02:12 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-710-gaad00d04af (34) 17:02:30 the docs unfortunately don't seem to have a solution 17:05:54 though the solution is almost certianly using ZBE 17:06:23 err, ZBS? zerobrane 17:11:10 -!- uprime is now known as thurin 17:19:26 -!- amalloy_ is now known as amalloy 17:38:29 switch__: So I gather from ebering. With any luck I'll never want to fix a lua-ish bug badly enough. :-/ 17:38:45 i'm trying to get it to work rn 17:38:56 i don't understand why this is so hard tbh 17:39:03 surely i'm not the first one 17:58:02 Pinkbeast, if you give getting ZBE a try let me know if it works for you 18:22:48 Unstable branch on underhound.eu updated to: 0.23-a0-710-gaad00d04af (34) 18:28:06 03ebering02 07* 0.23-a0-711-gc89a89d: A Klonw Kar trap for Zot 10(3 days ago, 2 files, 71+ 51-) 13https://github.com/crawl/crawl/commit/c89a89d96d82 18:31:23 amazing 18:31:59 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-711-gc89a89d96d (34) 18:34:05 please re-add shadow traps 🙏 18:34:15 03ebering02 07* 0.23-a0-712-g3a644c0: Remove grate traps 10(3 minutes ago, 2 files, 5+ 155-) 13https://github.com/crawl/crawl/commit/3a644c02d40f 18:35:23 alexjurkiewicz: I'll consider it once I get that reworked storm card ;) 18:46:59 Unstable branch on crawl.kelbi.org updated to: 0.23-a0-712-g3a644c02d4 (34) 18:47:23 http://crawl.develz.org/wordpress/trunk-updates-14-january-2019 18:47:37 ebering: Klonw Kar, huh 18:48:14 too bad it missed the update, but I got klowned, nothing I could do 18:51:10 gotta have some surprises 18:52:46 Now that the game doesn't have any grate traps it only has mediocre ones 18:59:11 recolor something so they're mediochre 19:03:15 your humour grates 19:05:41 ebering: I will open a PR to consolidate feedback, the rework is disc of storms-ey but I couldn't get the damage working properly with beam code 19:06:10 New branch created: pull/942 (1 commit) 13https://github.com/crawl/crawl/pull/942 19:06:10 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/942 * 0.23-a0-705-gcdab0ac: Rework storm card (minmay, ebering) 10(5 weeks ago, 2 files, 31+ 20-) 13https://github.com/crawl/crawl/commit/cdab0ac7347a 19:11:28 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/942 * 0.23-a0-706-ga66f941: fixup! Rework storm card (minmay, ebering) 10(4 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/a66f94160c28 19:11:28 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/942 * 0.23-a0-707-g3c80290: fixup! fixup! Rework storm card (minmay, ebering) 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/3c80290dd465 19:16:47 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/942 * 0.23-a0-708-g9460423: fixup! Rework storm card (minmay, ebering) 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/9460423eb725 19:52:38 Pinkbeast, i got it to work 20:05:14 switch__: Oh good, then 11674 is your oyster. :-/ 20:05:44 hell no, i just spent 2 hours chasing dependencies, i'm done for the week 20:09:55 anyway if you ever want it to work you can put the loader code in something like dungeon.lua as an entry point (which would look like require('..\\dat\\dlua\\mobdebug').start()) but you'll have to compile luasocket yourself for 64 bit (works with https://github.com/diegonehab/luasocket/releases v3.0-rc1), i used a luabinaries download as the dependency (lua-5.1.5_Win64_dll15_lib.zip) for compiling luasocket. then after 20:09:55 including the luasocket libraries and adding that line, ZBS works out of the box (adding the 64 bit luasocket libraries to ZBS breaks it, so i referenced them seperately) 20:12:26 (32bit just straight up didn't work) 20:17:55 switch__: Thanks for the info, which I've squirrelled away just in case. 20:45:25 -!- amalloy is now known as amalloy_ 21:24:52 gammafunk: for pie effects I was thinking a nice effect could be blinding the player, which in crawl probably means 1 radius LOS. Which is good for the player, but it might be fun/interesting as a very rare pie effect 21:25:36 well, I implemented player blinding way back in the day a bit differently, originally for op crushers (retired crawl monster you may recall) 21:25:47 what that did was make monsters invis for the duration 21:26:07 it worked fine mechanically, but MPA was against 21:26:18 due to just general issues of monster invis 21:26:55 I don't think 1-los would make much sense as "blindness" but you could theme it differently; I think the problem is mainly that this would generally be a big benefit for the player 21:27:02 in other words, it'd not be a negative effect 21:27:21 unless you mean give the player 1-los but monsters normal los, which again we definitely shouldn't do 21:28:18 but yeah, my "blindness" approach was effectively grant monsters invisibility and that does work and it is indeed pretty scary, but it encourages you to memorize previous monster locations 21:28:26 and composition of monsters in los, etc 21:28:31 that isn't so it 21:29:08 and I'm not sure if a more sweeping los-based mechanism would work to hot, but it would have a better UI in some ways 21:29:08 what about blurry vision, where you can see monsters, but they're all the same, or just show their size 21:29:18 ??mislead 21:29:19 mislead[1/9]: While affected by this status, monsters will appear to be other monsters in glyph, name and tile. It is temporary and purely cosmetic. It is blocked by clarity. Removed in 0.14. 21:29:28 anything with the problems of that is not a good idea to pursue 21:29:41 the los suggestion is nice in that monster info is all recorded in the map knowledge 21:30:20 it's just that reduced los is largely a player benefit, and breaking los symmetry is a no-go I think; I can't see how that would add good gameplay 21:31:38 I do view the pie effects as something that could be iterated on, generally speaking, maybe to be a bit less special-casey; the key principles are not to be massively annoying or overpowered, favoring things where often you can "fight through" them, and things not already done by other monsters 21:31:55 *can "fight through" them much of the time 21:32:41 polymorph is the exception to that, hence it's less common; that's another problem if we add more "you must escape" effects: it could turn every fight with a klown into that 21:33:11 maybe after 0.23 tournament it'll be clearer how often players screw up when fighting klowns and what might be good changes to make effect-wise 21:33:21 from what I've seen, they're nothing too horrible right now 21:33:52 yeah, a lot of debuffs just "force" you to fight the monster 1v1, I'm not sure there are many solutions to that though 21:35:47 I was thinking that 1 radius sight would be generally a buff but it does hide a LOT of information from the player. So even if you are retreating, another monster might walk into your normal LoS and you won't see it immediately 21:36:21 and I think that's a good balance. The effect makes the player much less certain but not as equally more dangerous 21:48:27 -!- amalloy_ is now known as amalloy 21:58:52 it's just a huge buff for the player to have any ranged monster be unable to hit them; they'll even lose track of them more quickly, since they can't see them 21:59:41 if player uncertainty is the aim, there are probably better ways to go about that that don't involve a big power increase 22:00:03 the effects really aren't supposed to be about tradeoffs, just debuffs 22:04:46 1-los is possibly something that could work as an uncommonly available ability or effect; wu jian's heavenly storm is a similar example of this 22:05:20 worst case scenario make it a 5-turn xom quirk 22:05:26 that sounds like it'd be fun 22:47:48 good idea 23:59:52 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.23-a0-712-g3a644c0 (34)