00:37:41 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.24-a0-475-g5b41c6f198 (34) 00:39:13 Stable (0.23) branch on CRAWL.XTAHUA.COM updated to: 0.23.1-82-g5129a83184 01:38:20 Unstable branch on crawl.develz.org updated to: 0.24-a0-475-g5b41c6f (34) 02:10:02 Windows builds of master branch on crawl.develz.org updated to: 0.24-a0-475-g5b41c6f 03:00:10 Monster database of master branch on crawl.develz.org updated to: 0.24-a0-443-g80245de 03:23:34 Unstable branch on crawl.beRotato.org updated to: 0.24-a0-475-g5b41c6f (34) 03:31:10 Fork (stoatsoup) on crawl.kelbi.org updated to: 0.21.2-1000-g309407b20a 04:21:47 Buggy skill target window 13https://crawl.develz.org/mantis/view.php?id=12020 by Yermak 05:04:24 New branch created: pull/1096 (1 commit) 13https://github.com/crawl/crawl/pull/1096 05:04:24 03alexjurkiewicz02 {GitHub} 07https://github.com/crawl/crawl/pull/1096 * 0.24-a0-476-g7a0ec67: Old Vampire cleanup 10(5 minutes ago, 1 file, 2+ 4-) 13https://github.com/crawl/crawl/commit/7a0ec6741597 05:20:20 New branch created: pull/1097 (1 commit) 13https://github.com/crawl/crawl/pull/1097 05:20:20 03alexjurkiewicz02 {GitHub} 07https://github.com/crawl/crawl/pull/1097 * 0.24-a0-476-g4381e30: Simplify logic 10(5 minutes ago, 1 file, 1+ 8-) 13https://github.com/crawl/crawl/commit/4381e30d74d5 07:39:29 -!- amalloy_ is now known as amalloy 09:44:49 03alexjurkiewicz02 {advil} 07* 0.24-a0-476-gf6c7d2a: Old Vampire cleanup (#1096) 10(13 seconds ago, 1 file, 2+ 4-) 13https://github.com/crawl/crawl/commit/f6c7d2a2e8a8 09:47:24 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-476-gf6c7d2a2e8 (34) 09:48:33 03Stephen02 {advil} 07* 0.24-a0-477-g132cf69: Fedora build deps rename SDL* to SDL2* (#1076) 10(6 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/132cf697da2f 09:49:40 I did only some basic googling to verify that one, but it looks correct 09:51:21 I guess I'll merge the travis patch, no one has commented on it. Probably the most controversial thing is pruning of clang builds, but that is easy enough to tweak further 09:52:18 well, I guess one could also prefer perl to travis yaml, but I do think it's better to do as much dependency-type stuff as possible via travis' own syntax (and it allows a lot more now than it did when these scripts were originally written) 09:54:37 incidentally it would be possible to remove deps.pl entirely and move the remaining calls there (git stuff) into the yaml, but that one seemed like it could go either way. Travis's git-specific syntax does not handle our needs there. 10:02:21 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-477-g132cf697da (34) 10:15:11 03advil02 07https://github.com/crawl/crawl/pull/1095 * 0.24-a0-476-ge51d7be: Some (hopefully) cosmetic changes to .travis.yml 10(5 minutes ago, 1 file, 16+ 13-) 13https://github.com/crawl/crawl/commit/e51d7befda63 10:20:54 there's sometimes still ccache failures with no source changes, and I have no idea why 10:21:12 I wonder if it's not always copying the right cache to the container 10:21:38 when it works the job is 2-3 minutes though! 10:31:29 03advil02 07* 0.24-a0-478-ge3eab05: Fix join_strings args (amalloy) 10(2 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e3eab0557c78 10:32:07 oh nice, thanks 10:32:32 i was going to flick over a pr for that 10:32:57 I wrote that function so I figured I could fix it 10:42:10 03alexjurkiewicz02 07https://github.com/crawl/crawl/pull/1097 * 0.24-a0-476-g79b8db9: Simplify logic 10(5 hours ago, 1 file, 1+ 5-) 13https://github.com/crawl/crawl/commit/79b8db98d3db 11:03:37 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-478-ge3eab0557c (34) 11:09:24 The build was broken. (master - f6c7d2a #11667 : Alex Jurkiewicz): https://travis-ci.org/crawl/crawl/builds/554699440 11:16:53 odd 11:18:22 looks like some kind of travis issue more than anything we did 11:18:26 "/bin/sh: 1: gcc-4.7: not found" 11:19:58 and "/bin/sh: 3: makensis: not found" 11:21:50 Stable (0.23) branch on underhound.eu updated to: 0.23.1-82-g5129a83184 12:22:27 03advil02 {GitHub} 07* 0.24-a0-479-g9a978d2: Travis modernization (#1095) 10(9 seconds ago, 4 files, 104+ 103-) 13https://github.com/crawl/crawl/commit/9a978d289483 12:32:19 Unstable branch on crawl.kelbi.org updated to: 0.24-a0-479-g9a978d2894 (34) 12:33:19 welcome to the Future, Travis 12:48:57 -Cast doesn't apply to monsters 13https://crawl.develz.org/mantis/view.php?id=12021 by Apathanos 12:56:00 -!- amalloy is now known as amalloy_ 13:28:36 Unstable branch on crawl.akrasiac.org updated to: 0.24-a0-479-g9a978d2 (34) 15:03:21 The build passed. (master - 9a978d2 #11672 : Kyle Rawlins): https://travis-ci.org/crawl/crawl/builds/554765051 16:41:53 -!- Krakhan|2 is now known as Krakhan 18:23:22 Unstable branch on underhound.eu updated to: 0.24-a0-479-g9a978d2894 (34) 18:29:37 yeah, https://github.com/crawl/crawl/pull/1097 should build correct on my laptop 19:02:52 -!- amalloy_ is now known as amalloy 20:49:38 howdy 20:49:49 can anyone help me with compiling? 20:50:00 following these instructions 20:50:01 https://crawl.develz.org/tavern/viewtopic.php?f=9&t=8462&p=114701#p114701 20:50:17 raceback (most recent call last): File "util/species-gen.py", line 12, in import yaml # pip install pyyamlImportError: No module named yamlmake: *** [species-data.h] Error 1 20:50:25 *Traceback 21:01:18 chk: Well, you need whatever the python YAML module is called on a MAc 21:13:32 sorry i got booted 21:13:50 did anyone see that? 21:14:28 I did, and made a probably-unhelpful comment to the effect that you need whatever the python YAML module is called on a Mac 21:14:48 You might just be able to do "pip install yaml" 21:16:06 "Could not find a version that satisfies the requirement yaml (from versions: )No matching distribution found for yaml" 21:16:29 i plugged in "pip install yaml" in a new terminal window 21:16:34 Er, "pip install pyyaml" 21:18:34 well tat worked 21:18:37 *that 21:18:59 and i think i'm off to the races 21:20:22 thanks folks! 21:37:12 Hello, all. I have created a modification to offline tiles which draws color-coded borders (grey, green, yellow, and red) around icons in the Monsters tab based on their approximated threat level (trivial, easy, tough, and nasty, respectively). I have a few questions: 1) I created the borders as appropriate for the typical 32x32 monster representation icons. I'm not sure off the top of my head how Pan Lords (and any other 21:37:12 larger-graphic monsters) are represented in the Monsters tab, so I'm not sure whether these borders are going to look good in that scenario. Can anyone offer feedback on that? 2) I'm looking at the monster attitudes and am uncertain about the three "neutral" attitudes and whether the threat level indicator would make sense on monsters with these attitudes. Can anyone offer clarification on those? 21:38:18 Psymania: Not to be Capt Obvious but why not try it on some panlords? 21:40:30 Well, I wasn't sure how easy it was going to be to figure out how to make a panlord spawn on dungeon level 1 (I don't want to have to go find a normally-generated panlord to test it out). I will look into that :P any pointers would be appreciated! 21:40:40 wizmode? 21:41:31 Er, since I infer this is all news, press & for wizard mode, which is a very extensive facility. 21:41:31 Oh, I didn't know about that. Cool. Thanks. 21:43:38 Yeah, okay, that looks pretty hideous. 21:46:21 I didn't even know offline tiles had tabs there, perhaps I should check if we fucked it up somehow, sigh 21:47:54 It's just that since the panlord has a bigger graphic than 32x32, the top part of it goes up above the space normally allocated for a monster icon. And then when you put my border on it, well, the top line of the border cuts through the middle of the monster. 21:49:08 Maybe I should just make a little "block" in the lower-right area of the icon, a couple of pixels above where the health indicator bar shows up. That way it's not size-dependent. 21:49:45 Might even look less gaudy. Speaking of gaudy, I notice that the "face" graphics which I found had been suggested on a thread or two are actually already created and in the tree, they just aren't being used. 21:49:53 But in my personal opinion they are a little gaudy. 21:50:00 Otherwise I would probably just use them. 21:50:07 ...and maybe that's what I ought to be doing instead, anyway. 21:54:05 Surely the monster could appear on top of the border, thus overwriting it 21:57:30 I'm not sure what you mean? 21:58:24 If the monster was printed on top of the border, the border would not then bisect it. 22:00:05 Oh. It would still look hideous. Basically it would not be a border but instead just half of a border. A border around the lower half of the monster only. :P 22:00:48 I think this block thing I'm doing looks a lot nicer than the borders did anyway, to be honest. I'm not 100% sure how well it fits styling guidelines but IMO it works reasonably well. 22:21:37 Is there a way to make a monster friendly using wizmode? 22:23:30 Ah, I found it. 22:26:47 It doesn't look bad or obtrusive at all on monsters with friendly/neutral halos (IMO). 22:27:45 https://i.ibb.co/37M9zR9/2019-07-05-192029-1366x768-scrot.png 22:27:50 Does anyone have any thoughts about how good or bad it looks? 22:41:06 Psymania: nice 22:42:14 it might be worth showing icons only for the red (and maybe yellow) case to cut down on visual noise 22:42:57 personally, I'd like if the icon showed on the monster tile as well. Demons used to get an icon showing their tier (I II III IV V), you might be able to repurpose that code to display it on the monster tile 22:45:08 also, the monster list only appears like that in local tiles. Webtiles has a different style monster list: https://cdn.discordapp.com/attachments/178440102454886400/596894287191605248/Screen_Shot_2019-07-06_at_12.44.02_pm.png 22:53:57 I think some monster indicators might appear at that bottom-right spot 22:54:00 not sure though 23:11:18 alexjurkiewicz, The webtiles (and console, same) monster list is what I was originally wanting in offline tiles -- but that seemed like that would be a way bigger hack-job than to just make a small addition to what's already in place 23:16:51 gammafunk, Hm, if so, any suggestions what to do instead? I know I'm not the only person who really appreciates the "summary of threats" there -- it's been asked for by others on various web postings. 23:17:17 (asked for in offline tiles, I mean -- obviously it's already present in console and webtiles) 23:34:16 Psymania: I'd need to verify just what we display in that section of the monster listing 23:34:23 I think we show some status icons there? 23:34:53 you could possibly do better with some sort of colored border surrounding the monster 23:35:07 or perhaps a thing vertical bar on one side? 23:36:06 gammafunk, I actually started with a colored border but that was an issue because of panlords and other bigger-than-single-tile monsters 23:36:31 I could try a vertical bar on the left side instead? 23:36:38 Maybe even make it longer or shorter depending on the threat level 23:36:49 that would reduce the amount of space being taken up for the less dangerous monsters, without removing it completely? 23:37:19 It's still only going to be half-height for supersized-graphic monsters though 23:37:24 yeah, I don't have a lot of great UI suggestions, but I think not trying to use the same space we use for some icons would be good 23:37:52 I need to verify what icons we do show in bottom-right though 23:37:52 the colored box looks nice how you have it, but yeah I think that space is more or less taken 23:37:52 I thought all the status icons showed in the upper right 23:38:03 well monsters can have arbitrary numbers of statuses 23:38:05 I could also just put the colored box somewhere else too 23:38:08 so we can't keep piling all of them up there 23:38:14 but let me go check that 23:38:44 or if I learn my shit more gooder (this is my first foray into Crawl code ever) then maybe I could make it like one of the status icons instead of just in a fixed position 23:39:36 berserk is lower-right 23:39:46 oh yeah it is isn't it 23:39:55 also hep ally idealization