00:45:47 anyone on win32 who could test the two builds here please https://github.com/alexjurkiewicz/crawl-ref/actions/runs/77681262 00:50:21 alexjurkiewicz: just tested tiles build in wine, which worked fine, but there's an issue with the zip 00:51:10 1) it's double zipped, contents are stone_soup-latest-tiles-win32.zip and 2) the resulting build has a bad version number of 1.0.0, which is both encoded in resulting directory when inner zip is unzipped and in the version shown when game starts 00:51:19 the tiles build does work fine in wine and seems normal 00:51:54 another issue is that the artifact files are not downloadable unlessed I'm logged into git 00:52:21 the file names are just unlinked 00:52:29 but are accessible when I'm logged in 00:53:53 alas wine doesn't seem to have the necessary console support for the console version to run (still) 01:01:28 haha. I knew about the v1.0.0 thing, but not the double zip 01:01:52 when you aren't logged into github ui, you mean? 01:02:09 oh yeah, I see that in incognito 01:02:42 I guess github artifacts are not the replacement for CDO trunk builds as-is then. The builds can be created in GA, but need to uploaded elsewhere 03:18:31 Unstable branch on crawl.beRotato.org updated to: 0.25-a0-780-g622e69b (34) 03:37:49 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.22.1-2580-ga97eeebe13 07:28:22 here's a proof of concept of trunk builds uploaded by github actions: http://dcss-trunk-builds.s3-website-us-west-2.amazonaws.com/index.html 07:37:13 green draconians sometimes breathe their poison breath at players out of range. Is this intended? It seems silly 07:39:00 I think other things do too, don't they? 09:09:08 ah, I didn't realize there was no auto-pruning of artifacts 09:14:11 it looks like they are, but it's based on time not space? 09:15:26 haha back in january they didn't even have a way to delete stuff, looking at this thread of paid customers who can't run actions any more 09:20:25 alexjurkiewicz: the thing labeled as a tiles build in the s3 demo appears to be a console build 09:20:51 the *mac thing 09:21:51 they are both console builds, and neither works on double click 09:22:17 oh, the console-labeled one does now 09:22:24 not sure why it didn't on the first try 10:08:21 one other obvious advantage to this is that deploying updates to webtiles servers could get a whole lot simpler 10:09:44 just a webtiles linux zip alone would obviate a huge source of complexity in the dgamelaunch setup 10:10:37 even better if we can add a build target that builds a chroot tarball with webtiles already installed 10:11:49 then updating a server is basically 1) download the game tarball and unzip it to the game binaries directory, 2) download the latest webtiles chroot and plonk it in a webtiles directory, then flip a symlink to point to the new chroot 10:12:42 the init script can refer to the current webtiles chroot via that symlink; this provides atomic updates 10:16:16 if you can convince github actions to use gzip --rsyncable, the downloads should be quite minimal 10:29:17 in honor of wormcan's new tile, some thoughts about tremorstones 10:29:17 PleasingFungus: You have 1 message. Use !messages to read it. 10:29:55 ^status 10:29:56 19 Crawlers. CBRO disk usage=90% (135GB) | RAM usage=30% (4GB)| uptime/CPU= 10:29:56 up 139 days, 8:01, 0 users, load average: 0.51, 0.30, 0.30 (4 Cores) http://status.berotato.org 10:30:44 btw has anyone checked that there aren't lots of old crawl binaries stacking up on cbro, as there were with cao? 10:31:29 tremorstones are currently in an awkward place. Like most evocables, they're pretty uncommon, so any particular character is unlikely to find them early. Unlike most evocables, they don't scale into the late game. Combined with their 'ac requirement', few characters will find tremorstones and be in a position to use them effectively. 10:31:42 aidanh yes I think johnstein has checked that 10:32:04 one possibility would be to adjust their spawn rate to be significantly more common early. i'm not sure how best one would go about that, but it seems possible. 10:32:17 ok then, not to worry 10:32:33 there's a fungus in ##crawl-dev! 10:32:37 another option is to make tremorstones scale into the late game. that's difficult right now because they do the same damage to monsters and to the player; increasing their damage means fewer players can use them. 10:32:38 hi advil! 10:33:00 that matched player-monster damage is built into the targeter, the 'fuzzed explosion' effect. 10:34:10 to keep the idea of 'an AC-checking consumable attack' while scaling the damage, then, one could change the effect to be a hollow explosion directly around the player (no targeting) with several separate small instances of BEAM_FRAG damage done directly to the player themselves. 10:34:56 theme: you take out the little elemental from the can of tremorstones, it squirms and blasts debris everywhere (small damage to the wielder), you smash it into the earth and the earth erupts all around you as the elemental makes its escape (big damage in an explosion) 10:35:22 you can then adjust the damage to monsters to be more relevant. it could still be fixed but a larger value, or it could scale with evo; I don't feel strongly either way. 10:36:08 i don't know that i have time to work on either of these proposals (increased early-game tremorstone frequency / de-link player/monster tremorstone damage), but hopefully they give other folks some ideas 10:38:16 PleasingFungus this is slightly orthogonal but I was wondering if you considered implementing tremorstones as a wand? (i.e. want of explosions or something, basically grenade launcher instead of grenade) 10:38:48 *wand of 10:38:53 it's less flavorful but fits in a bit more smoothly with the current evocable situation 10:39:03 what's the current evocable situation? 10:39:44 well they all got removed by kate :D 10:39:53 (I mean, "all" is not correct, but...) 10:39:54 :P 10:40:00 i think big explosions are fun 10:40:43 but i don't know that we specifically need more wands (there's no wand ID game anyway, ha) and I do still like the idea of a player-AC-checking item, something that's soft-limited to certain character types 10:41:12 no one with sense would blow themselves up with a wand of grenades; it'd just be another damage evocations-checking wand 10:41:12 I guess this wouldn't really change anything except theming, it's still the same # of inventory slots 10:41:16 yes 10:41:46 in fact I suppose one could go the other way and flavorfully retheme some wands as non-wand items 10:41:52 if we're concerned that evo skill is becoming too weak, we could improve that situation in a number of ways, of which making tremorstones scale with evo (in the hollow-explosion version) would certainly work 10:42:20 ooh, like a rod? 10:42:20 lol 10:43:05 I doubt evo has become too weak 11:17:18 it seems that sequell is missing some games lately, has anyone seen these reports who knows about sequell? 11:18:24 the missing ones are in the milestone file (and cao scoring), and from the reports (I haven't investigated this part carefully) it's not server-specific 11:18:39 !lg Muffindrake cko 11:18:40 29. Muffindrake the Warrior (L20 DrEE of Cheibriados), slain by Zodu's ghost on Elf:2 (gammafunk_ghost_berserking_beasts) on 2020-04-09 08:32:42, with 307151 points after 60726 turns and 7:05:46. 11:18:48 should be giving: https://crawl.kelbi.org/crawl/morgue/Muffindrake/morgue-Muffindrake-20200412-010617.txt 11:19:11 I checked the logfile for cko (as cached on CAO) and the entry for that game is present and looks fine at a cursory glance 11:19:49 here's another report: https://www.reddit.com/r/dcss/comments/g11xpe/is_beem_still_working/ 11:21:03 I guess gammafunk is the first one to ping here 12:35:50 gammafunk question ^ about sequell missing some games 12:36:25 yes, didn't see question as I just joined, but I'm aware that Sequell is having some issues seeing all games 12:36:25 will contact snark about the reports I've gotten 12:37:05 yeah, I saw you weren't online 13:07:53 Unstable branch on crawl.akrasiac.org updated to: 0.25-a0-780-g622e69b (34) 13:18:40 03gammafunk02 07* 0.25-a0-781-gc44aebf: Update Wu Jian's Whirlwind description (gressup) 10(8 minutes ago, 2 files, 3+ 3-) 13https://github.com/crawl/crawl/commit/c44aebf4fe54 13:33:12 Unstable branch on crawl.kelbi.org updated to: 0.25-a0-781-gc44aebf4fe (34) 15:44:23 -!- ohdhf is now known as Tux[Qyou] 16:03:57 Some monster tiles have their dominant colour matching console symbols, some don't. I suggest recolouring wrong tiles and (re-?)introduce the new rule for tile artists. It will ease the transition between modes in both directions and improve the experience for console players watching tiles and for tile players watching console and ttyrecs (I know about new tile ttyrec-player and still prefer console one). 16:08:45 Yermak: yeah, agree that would be nice; what would help is a github issue listing all such instances 16:08:55 if you feel motivated to make one, please do so 16:09:05 *or a mantis report 16:11:50 From what I see I'd conclude there are ~50% of them. 16:17:02 oh, is it really that bad? 16:17:09 yeah, I suppose it might be a bit of a tall order, then 16:17:20 just thinking about e.g. komodo dragon 16:17:40 how to make that dominant red when the actual animal is a greyish lizard 16:18:49 It looks like wiki conveniently has both tiles and symboles listed, you can look there: http://crawl.chaosforge.org/Category:Lists_of_monsters 17:34:56 Does ttyrec replay colouring take into account rc options? 17:35:54 yes it does 17:41:10 advil: yeah, the builds themselves are pretty messed up, and they still show v1.0.0 for example 17:42:01 Also, the approach I've taken here would need some extra work to support experimental branches, because the index page is a hardcoded list of files (and you can't list files in s3, so you can't build it dynamically) 17:42:54 i suppose you build a little something with lambda & dynamodb to register versions, and build the index page on changes 17:44:53 New branch created: pull/1354 (1 commit) 13https://github.com/crawl/crawl/pull/1354 17:44:53 03Nikolai Lavsky02 07https://github.com/crawl/crawl/pull/1354 * 0.25-a0-782-g71ef23a: Fix the x-mode description of walls covered in ice and blood 10(7 minutes ago, 1 file, 2+ 5-) 13https://github.com/crawl/crawl/commit/71ef23a82fd7 17:47:54 oopsie 17:49:15 given how few people play console, it would make more sense to have a rule to recolour all glyphs to match the tiles ;) 17:50:30 better option: remove a lot of monsters 17:55:56 alexjurkiewicz, imo, for console players colour plays much larger role in monster recognition than for tile players. Though I don't play console, I could be wrong. 17:56:50 disagree. i guess if you replaced tiles with a single block of the dominant colour, tiles players would still identify monsters as efficiently 17:58:20 yeah I think it's pretty clear the color is more important for console since that is one of the two pieces of information you get 17:58:31 monsters are identified in console by the combination of color and glyph 17:59:02 it is true that a big set of color changes would be annoying to either group of players, but it's a bigger deal for console 17:59:13 not that this really stops us from doing the change, of course 18:00:18 the main issue with conosle changes is carefully checking any new color mappings...actually the bigger issue is that any changes will likely lead to a conflict where two monsters have tiles that suggest the same color 18:00:26 so you'd end up having to change tiles as well 18:00:54 just not sure how many such conflicts there'd be, and someone would probably just have to go through them all and try to make a new mapping 18:01:38 there's also a sort of unofficial rule/trend where monsters on light colors tend to be the more dangerous counterparts to others monsters in the same genus on non-light colors 18:01:50 the reason being that light colors render as bold in most terminal setups 18:02:00 but this is not a universal convention 18:02:47 I think all the "high level" elf spellcasters are on light colors, for instance 18:03:08 deep elf knights/mages/archers on normal (darker) colors 18:03:19 but there are lots of exceptions to this 18:03:32 ??glyph 18:03:33 glyph ~ glyphs[1/3]: http://s-z.org/neil/tmp/crawl-glyphs-narrow.html — Generated with the script http://s-z.org/neil/tmp/crawl-glyphs 18:12:03 New branch created: pull/1355 (1 commit) 13https://github.com/crawl/crawl/pull/1355 18:12:03 03riverfiend02 {GitHub} 07https://github.com/crawl/crawl/pull/1355 * 0.25-a0-782-ga60cebe: Add the possibility of one more Xom demon 10(3 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/a60cebe2f094 18:13:32 -!- jfcaron_ is now known as jfcaron 18:15:02 is there an email address or something that people can use to sign up for a mantis/tavern account manually? someone PMed me asking about it, but i don't think i can do it myself through the tavern-side admin control panel 18:15:29 (related to the recent discussion of maybe changing to new forum software, i guess!) 18:15:54 hrm, there might be something like that 18:16:00 let me see if I can do as mantis admin 18:16:39 kate--: if you PM me some details, I can create a mantis account 18:17:11 which should allow tavern login? I can test that certainly. Then have them change PW after they login 18:18:10 it was just an IRC pm from a while ago while ago so they're offline now unfortunately, i can maybe sequell message them to PM you and hope they see it though 18:18:54 sounds good 18:19:00 let me go test account creation anyhow 18:21:17 kate--: yeah, was able to create a user on mantis and log in via tavern, account seems to work 18:21:25 so if they contact me I can set them up 18:22:27 Unstable branch on underhound.eu updated to: 0.25-a0-781-gc44aebf4fe (34) 18:22:37 nice, will let them know then 20:23:08 -!- Tux[Qyou] is now known as werecarpet 22:30:47 blorx1 (L18 HOWz) ERROR in 'traps.cc' at line 1288: placeholder trap type 100 used (Spider:4) 22:32:24 Passwall interruption causes should be revised. 13https://crawl.develz.org/mantis/view.php?id=12239 by Yermak 23:05:24 woah 23:05:24 trap crash 23:05:24 !crashlog 23:05:49 21877. WindshieldViper, XL24 FeWn, T:151210 (milestone): https://crawl.kelbi.org/crawl/morgue/WindshieldViper/crash-WindshieldViper-20200414-084338.txt 23:06:35 !crashlog blorx1 23:06:46 3. blorx1, XL27 KoWr, T:101409 (milestone): https://crawl.kelbi.org/crawl/morgue/blorx1/crash-blorx1-20191117-180550.txt 23:07:05 hm