00:30:17 ebering: the wild magic card frmo nemelex is pretty bad now 00:30:32 gammafunk: that's from a change advil made 00:30:39 you can rebuild your database to fix 00:30:59 or if this is on CDO, you could patch live by ALTERing the column to be CHAR(10) rather than 3 00:32:01 gotcha 01:03:38 03gammafunk02 07* 0.26-a0-54-g15ccc7a: Use correct DES syntax for wand charges 10(19 minutes ago, 2 files, 2+ 3-) 13https://github.com/crawl/crawl/commit/15ccc7ae6019 01:04:18 03gammafunk02 07[stone_soup-0.25] * 0.25-b1-39-g0d900da: Use correct DES syntax for wand charges 10(19 minutes ago, 2 files, 2+ 3-) 13https://github.com/crawl/crawl/commit/0d900dab7117 01:16:24 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-54-g15ccc7ae60 (34) 01:39:24 Unstable branch on crawl.develz.org updated to: 0.26-a0-54-g15ccc7ae60 (34) 03:30:43 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3201-g66f924daf7 05:29:51 File "/home/services/crawl/dcss_tourney/templates/base.mako", line 60, in render_body 05:29:54 05:29:56 File "/home/services/crawl/dcss_tourney/templates/overview.mako", line 128, in render_main 05:30:00 ${html.table_text( 05:30:02 File "/home/services/crawl/dcss_tourney/html.py", line 409, in table_text 05:30:05 val = '{:,}'.format(val) 05:30:07 ValueError: Cannot specify ',' with 's'. 05:30:09 alexjurkiewicz: error on overview with latest code 05:50:54 gammafunk I think that's caused by numeric usernames 05:51:41 don't have a fix yet. I'm working on building a new html table system 07:30:26 -!- amalloy is now known as amalloy_ 08:55:34 The new tourney clan scoreboard sucks, so I created this supplement page for our clan: https://voyager.lupomesky.cz/crawl/teamstats/ 09:27:19 hm, it looks like the level map view scrolling functionality changed in the past month or so 09:28:01 it used to be that it would only scroll when your cursor hit an edge of what is currently viewed, but now it is trying to keep the cursor centered at all costs 09:28:49 I took a quick look through commits and wasn't sure which one had done this, but does anyone here know anything about this and whether it's possible to get the old behavior? 09:29:36 I might just be used to the old behavior but the new behavior feels substantially worse in console to me, especially when things are a bit laggy when playing online 09:32:20 huh I don't think it should be doing that in console (that is the local tiles behavior) 09:32:34 I fixed a bug quite recently where it wasn't 09:32:46 are you playing online? 09:33:00 yeah, this is 0.25 on CKO 09:33:53 I wonder if it is webtiles specific (maybe to keep things in sync between tiles and console), I don't think I was testing on a webtiles build 09:36:58 elliptic there's something weird going on where your cursor bounces back if it hits the edge of the map, is that what you mean? 09:37:03 that looks like a bug to me 09:37:23 no 09:37:26 that's not what I mean 09:38:16 maybe I need to test this on a bigger map 09:38:21 yeah 09:38:38 if the entire map fits in one screen then it will look like the old behavior 09:38:45 yeah, I see 09:39:02 though there also seems to be something weird where you can move your cursor beyond the edge of the map 09:39:16 right, that's what I was noticing, that one is buggy 09:39:17 and it just disappears until you move it back 09:39:28 hm 09:39:36 what version is your game at? 09:40:06 I suspect the centering part is a change so that console and webtiles have the exact same behavior, maybe aidanh knows if there's an option 09:40:27 or if this behavior could be tweaked 09:41:12 i.e. so that when viewing a map in console with `X` and spectating, it shows the cursor in the position where the player sees it 09:41:29 0.25-b1-23-ge2ad7d536c 09:42:18 can you make a save backup? 09:42:18 %git ca090100 09:42:18 07advil02 * 0.25-a0-992-gca09010: Fix map view console cursor clamping 10(4 weeks ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/ca090100c3a5 09:42:39 there was a bug that let you move beyond the map edge, but that plus a test that aidanh added were supposed to fix it 09:43:01 it was fairly map-specific to reproduce so maybe there is a case we missed 09:43:34 http://crawl.kelbi.org/saves/elliptic-crawl-0.25-200607-1343.tar.bz2 09:43:51 thx 09:44:29 just realized that my test game on cao has some version of this too, where if I move 3 squares too far it bounces back 09:44:38 Mandevil: Coming in and saying "the work you all have been doing for free the past two weeks sucks" isn't super friendly. Could you at the very least say what you feel is missing from the pages (which are still a work in progress), or, since you've clearly demonstrated the skills, send us a PR 09:45:33 I guess this 0.25 version on CKO is old? 09:45:47 ebering: I understand it's workin in progress, but I have a problem with the visual design. 09:46:03 ebering: Why was it changed from the old one... 09:46:19 Mandevil: is your entire point you prefered the old design? 09:46:25 ebering: No. 09:46:36 ebering: If the new design is good, then I'm fine with it. 09:46:54 Ok, but so far you haven't said anything specific about what your problem is 09:46:59 Other than asking why it was changed 09:48:07 elliptic I think it's current 09:48:13 %git 09:48:13 07gammafunk02 * 0.26-a0-54-g15ccc7a: Use correct DES syntax for wand charges 10(9 hours ago, 2 files, 2+ 3-) 13https://github.com/crawl/crawl/commit/15ccc7ae6019 09:48:20 ebering: For example the clan page... why is the list in box that scrolls (and has visible scrollbars) in both axes? 09:48:21 oh, it is a bit old 09:48:56 because it's a work in progress, and if you read the logs here you'd see we want to address that 09:49:01 Mandevil did you try loading your page on a phone? 09:49:07 because it sucks on a phone 09:49:10 fyi 09:49:14 advil: Yes, not made for phone. 09:49:20 just llke the old pages did 09:49:23 advil: It's quick and dirty page for clan. 09:49:32 advil: I started working on it two days before the friday. 09:49:32 it's like a week old I think, though certainly after the 4-week-old commit you mentioned above 09:49:46 advil: When didn't know about the postponement. 09:50:21 advil: BTW, I tried it on the phone and when you rotate to landscape orientation, it's fine. 09:50:31 I'm actually providing an answer to your question 09:50:41 the answer is that we are trying out having responsive design 09:50:47 advil: Old pages were bad on phone, yes. 09:51:06 but I'm providing the answer in the same style you seem to be engaging with us 09:52:05 elliptic maybe there's no autoupdate on cko for stable branches, some servers don't do that 09:54:10 advil: fwiw I just built 0.25 locally and tested there and got the same 2 undesired behaviors (auto-centered cursor in map view and cursor just disappearing when it hits the edge of the level map) 09:56:07 Mandevil I mean, I can actually infer constructive feedback from your comments (not enough info on clan pages), and I use an ultrawide monitor so I'm aware that the the new tourney pages have gone too far in the direction of targeting small screens, aren't responsive when sizing up. So your feedback has been noted, but it would have been productive to just say some of that (or even something like, "here's an example of what we would like 09:56:07 out of a clan page") 09:58:55 also, we *would* accept PRs that improve what is there by addressing these issues 09:59:06 advil: Personally, the state of the scoreboard web now, for me, is such that it would warrant starting from clean slate. 09:59:09 advil: No offense. 09:59:16 advil: oh, I see what you mean about the cursor bouncing back if you hit the edge of the map, I think that's actually happening when the cursor leaves the bounds of the level 09:59:40 elliptic yeah, on some map edges it happens if you move a few tiles beyond the edge rather than immediately 09:59:55 I never got that far earlier because I was just moving the cursor vertically in 80x24 screen and it left the screen first 10:00:03 when scrolling beyond the "known bounds" 10:00:16 is this behavior not a fairly serious info leak? 10:00:28 I think we've given up on not leaking the map edges 10:00:29 it used to be the case that the code was very careful not to leak how close you are to the map edges 10:00:32 why? 10:00:40 it was very careful but failed 10:00:59 you can find them by setting exclusions 10:01:14 with dig and passwall targeters (but before the targeters there were other ways) 10:01:22 and iirc a few other things 10:01:28 I see 10:01:33 the exclusion one is basically unsolvable as far as I could tell 10:01:55 well, a lot of effort to solve 10:01:57 why are exclusions an issue? iirc it used to be the case that for most targeters you just couldn't move the cursor beyond the known map bounds 10:02:31 if you set an exclusion outside the map bounds it has a different behavior 10:02:38 because it's not a valid coordinate 10:02:53 again, why not just limit them to within the known map bounds? 10:03:15 the problem is what to do with exclusions outside the map bounds where the player doesn't know the map bounds 10:03:18 I can't think of any legitimate reason to place an exclusion centered in a square further north than any square you've seen on the level 10:03:34 hm maybe 10:04:20 like this is how we used to try to avoid leaking this info everywhere, though I can imagine how it might potentially interact poorly with some targeter code 10:05:08 you literally couldn't move your cursor to a square further north than any square you'd seen on that level 10:06:51 anyway IMO if we are going to give up on not leaking this info, we should make it more easily accessible to the player, e.g. by displaying the actual solid level boundary on the level map at all times 10:07:04 yeah, that has been discussed 10:07:47 the targeter issue is that generally to not leak you have to draw out of bounds occasionally, which is surprisingly hard 10:08:24 yeah, it depends on how committed you are to drawing things outside of the player's map knowledge 10:09:08 and I can imagine that there are some spells/effects where it's nice to do that even if the player doesn't actually know what the terrain is there 10:09:51 yeah 10:09:51 %git cae90e3dcec 10:09:51 07advil02 * 0.22-a0-426-gcae90e3: Refactor passwall and add a targeter 10(2 years ago, 13 files, 356+ 112-) 13https://github.com/crawl/crawl/commit/cae90e3dcecc 10:10:07 well, dig is a better ex 10:11:04 yeah 10:13:02 anyway if we aren't currently worrying about that leak then the cursor bouncing back at level bounds is fine, though perhaps unexpected 10:13:44 well, I think that is a bug still, it is just supposed to be clamped (and that's what it was doing a few weeks ago) 10:13:52 right 10:16:07 in fact it kind of looks like it is using map bounds for the check, but clamping it to known bounds 10:16:10 the more problematic things for me though are (a) the cursor actually leaving the currently shown part of the level and being an invisible thing that is still accepting input and moving around (b) the auto-centered cursor being unfriendly to console 10:16:11 yeah 10:16:17 that is the behavior I'm seeing 10:17:51 in fact that's exactly what it's doing 10:17:59 behavior I'm seeing: if the view rectangle centered on the cursor fits inside the known map bounds, use that (this is the auto-centering) 10:18:32 otherwise, clamp the view rectangle on the known map bounds (so the cursor is no longer centered and can move towards the edge of the console) 10:19:25 and if the cursor moves outside the known map bounds, let it do that (invisibly if the known map bounds are larger than the view rectangle) but clamp it back in the known map bounds when it tries to go outside the level bounds 10:27:18 hm, as usualy `x` historically behaves completely different than `X` for all this 10:27:24 *as usual 10:28:02 yeah, x just doesn't scroll at all, not sure if there's a good reason for that 10:28:48 I think it's just history, would be nice to coalesce these two UIs some day 10:28:53 they're nearly the same on tiles 10:28:57 but very different on console 10:33:59 03advil02 07[stone_soup-0.25] * 0.25-b1-40-g1ad3727: Restore map view clamping behavior (elliptic) 10(6 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/1ad37275098a 10:34:30 03advil02 07* 0.26-a0-55-gb07082d: Restore map view clamping behavior (elliptic) 10(7 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/b07082dc69fb 10:37:02 really `X` and `x` should be something like different views of the same interface, where `X` starts in a zoomed out version (full screen on console) and `x` doesn't, but all the same key mappings etc 10:39:51 oops 10:40:55 03advil02 07* 0.26-a0-56-g5c1c449: semicolon 10(31 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/5c1c449dd35e 10:41:34 03advil02 07[stone_soup-0.25] * 0.25-b1-41-g1964123: semicolon 10(70 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/19641232cdb0 10:46:25 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-56-g5c1c449dd3 (34) 10:58:31 The build was broken. (stone_soup-0.25 - 1ad3727 #13573 : advil): https://travis-ci.org/crawl/crawl/builds/695689775 10:59:26 Build failed for master @ 5c1c449d https://github.com/crawl/crawl/actions/runs/127710462 (failed: Catch2/codecov) 11:06:01 Build failed for stone_soup-0.25 @ 19641232 https://github.com/crawl/crawl/actions/runs/127710535 (failed: Catch2/codecov) 11:33:51 The build was broken. (master - 5c1c449 #13575 : advil): https://travis-ci.org/crawl/crawl/builds/695691748 11:57:58 The build was broken. (stone_soup-0.25 - 1964123 #13576 : advil): https://travis-ci.org/crawl/crawl/builds/695691798 12:30:30 (still working out how to fix this test) 12:54:13 03advil02 07* 0.26-a0-57-geb7e787: Fix catch2 tests for map panning / clamping 10(2 minutes ago, 3 files, 34+ 1-) 13https://github.com/crawl/crawl/commit/eb7e7872c213 13:11:08 Build failed for master @ eb7e7872 https://github.com/crawl/crawl/actions/runs/127783372 (failed: Catch2/codecov) 13:13:52 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-57-geb7e7872c2 (34) 13:16:39 hm, that works locally 13:22:36 03advil02 07* 0.26-a0-58-g79b31b8: Fix viewmap catch2 even more 10(21 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/79b31b866221 13:31:26 Unstable branch on crawl.kelbi.org updated to: 0.26-a0-58-g79b31b8662 (34) 13:31:32 Unstable branch on crawl.akrasiac.org updated to: 0.26-a0-57-geb7e787 (34) 14:23:15 The build was fixed. (master - 79b31b8 #13578 : advil): https://travis-ci.org/crawl/crawl/builds/695729868 17:05:01 Mandevil: I like the light up buttons for runes, gods, and uniques. What do you think about contributing those to the official tournament website? 17:06:54 alexjurkiewicz: Contributing in what sense? Writing the HTML? 17:07:45 yeah. I'm assuming that page is "live" and using the old tourney code 17:08:01 alexjurkiewicz: No, it's written from scratch. 17:08:25 I just "borrowed" the table design 17:09:18 nice! Well, I would love to have that display for the official site 17:09:18 I know nothing about python and its ecosystem, so I am not in a position to contribute efficiently. 17:09:51 I think you are smart enough to figure it out 17:10:05 greensnark: welcome, and thanks for working on Sequell :) 17:10:13 Yeah, but I don't think I can do it in time for this tournament. 17:18:01 we are running to that deadline too. And not all bugs or design issues will get addressed before then. So far you have spent the last week telling everyone who will listen how bad you think the new design is. Please consider contributing to the tourney website yourself rather than throwing up your hands 17:23:43 I'd love to help but I am afraid I am not able to orient myself quickly enough to be of use before the deadline. 17:24:26 I was source diving a bit for some info and I was pretty much completely lost. 17:25:21 I have fair amount with writing scoreboards for NetHack (i've written.. three?) 17:25:32 Maybe four 17:26:02 Eh, word 'experience' got lost 17:26:21 Just, let's see. 17:26:43 If I can figure out something, I'll submit it. 17:29:47 even if you don't have the chops to contribute, a simple ordered list of issues you have with the design, ordered by priority, would be helpful 18:22:58 Unstable branch on underhound.eu updated to: 0.26-a0-58-g79b31b8662 (34) 18:34:58 -!- amalloy_ is now known as amalloy 18:52:31 Stable (0.25) branch on crawl.kelbi.org updated to: 0.25-b1-41-g19641232cd 18:52:37 sorry, i forgot to put 0.25 on auto update 18:52:56 should be nightly now 19:45:16 advil: did you run into any problems enabling datatables? 19:45:38 I'm messing with it now, and the column headers are not displaying correctly. In fact, when I enable datatables they vanish entirely except for the first 19:45:51 (vanish from the DOM, not just visually) 20:09:23 alexjurkiewicz a few issues but I mostly sorted them; does what's live on cdo work for you? 20:12:34 yes. I'm trying to write a new html.table function 20:14:37 alexjurkiewicz: I couldn't seem to trigger that error again when running it with smalls samples of games 20:14:49 don't think that got fixed, did it? 20:15:03 wish I could remember the exact date ranges I ran to trigger that 20:15:08 was going to take a stab at fixing it 20:16:11 i think the only fix for now is to hardcode some logic in html.games_table (or the other table function) to check the column name before deciding to treat numeric values as numbers 20:16:59 Currently if a player name like 78921 is rendered, it will right-align and monospace it, because the value can be interpreted as an int 20:17:37 advil: nice. In my new function I wrote ... and this was causing Bad Things 20:18:29 alexjurkiewicz: well there was a template exception that seemed to prevent the overview from even rendering properly; will that exception happen presently? 20:22:21 Stable (0.25) branch on underhound.eu updated to: 0.25-b1-41-g19641232cd 20:23:46 gammafunk: what error is that? 20:23:53 i'll have to look later today 20:52:31 -!- johnny0_ is now known as johnny0 20:57:08 alexjurkiewicz: the error I pasted yesterday, you responded at the time 20:57:27 dev logs should still have it, I can repaste in a bit 22:04:25 gammafunk I think that's the same error alexjurkiewicz was talking about above with all numeric player names 22:04:41 I have a local fix to run things but I think it is dropping those players from the table or something odd 22:05:33 if you change the line to `val = '{:,}'.format(isinstance(val, str) and int(val) or val)` it won't crash at least 22:06:00 would presumably also mess up any player names with leading 0s 22:06:08 right 22:06:27 man it would be nice if it were easier to test the scripts with like a line of logfile 22:06:51 guess I can do that by rigging the local file used and having it not fetch 22:07:30 I added an option `--no-load` that skips the fetch + db steps, if what you need to test is already in the db 22:07:52 also when testing scoring locally I often have just used hand-constructed or hand-modified logfiles 22:07:59 yeah that will be handy 22:08:20 right, if no one has a fix by the time I can work on this tomorrow, probably what I will do 22:08:31 I guess maybe the source setting that skips the loading step for local files isn't in dcss_tourney 22:09:45 well, setting the url to None isn't sufficient? that's what I was able to do with original ebering's test data 22:09:57 it just used already-downloaded files 23:56:08 ok, figured out a solution to properly "type" HTML columns, which will allow formatting their data properly. I should have it finished later today 23:56:57 This will remove issues around player names which are numeric and several display issues around complex column types, like duration (seconds, but should display as H:M:S) and banners (which should get pretty formatting)