00:00:10 <|amethyst> elsewhere when we show 'extra' digits like that (I'm thinking HP and MP regen) there really is a hidden accumulator 00:00:31 <|amethyst> jfcaron: the problem is that everything starts with base delay at an exact number of turns 00:00:38 <|amethyst> jfcaron: and the maximum XL, 27, is odd 00:01:09 <|amethyst> so if something doesn't hit the 'statutory' mindelay of 0.7 before level 27, it's not going to hit an exact integer AUT delay 00:01:38 <|amethyst> err, maximum skill, not XL 00:02:07 Does anyone really think displaying the weapon delay at 28 skill is a reasonable solution this dillema? 00:02:45 <|amethyst> I do admit it's kind of weird 00:03:21 As a player it looks like a bug. 00:03:30 <|amethyst> and is slightly misleading in its own way because a player might think it means skill 28 is somehow reachable, with Ashenzari or something 00:03:36 mhmm 00:04:15 Would a solution be to make Sniper reach mindelay at 26 skill instead of 27? 00:05:20 <|amethyst> making level 27 not give a delay reduction would be an annoying special case, as would hardcoding its mindelay 00:05:31 <|amethyst> OTOH, we already have a special case for rapiers 00:06:31 <|amethyst> OT3H, rapiers are an entire weapon class and not two artefacts 00:06:37 <|amethyst> (this also affects Dark Maul) 00:07:09 <|amethyst> I would rather special-case the display logic than the actual delay calculation logic 00:07:20 Srsly, showing 28 skill is ridiculous. 00:07:30 <|amethyst> maybe "This weapon's minimum attack delay (1.3 to 1.4) is reached at skill level 27 00:07:33 <|amethyst> " 00:07:48 Yeah that'd be fine. 00:08:53 Sorry for being so offended by the 28 skill thing. 00:08:53 <|amethyst> hm 00:08:53 It looks like several systems got coded into a corner here. 00:09:19 But it should be possible to modify the Sniper and Dark Maul to end up at a round number? 00:09:40 <|amethyst> jfcaron: not without making their progression different from every other weapon 00:09:44 Like not a special case at 27 but just adjust their base delay or the skill minimum. 00:10:03 I mean how do regular triple crossbows avoid having this problem? 00:10:21 <|amethyst> jfcaron: then the base delay would be not a round number of AUTs, which is even worse I think 00:10:54 <|amethyst> regular weapons reach mindelay at 26 or earlier 00:11:08 Ok, so why not make them also reach mindelay at 26? 00:11:50 <|amethyst> because that would require making it quite a bit faster 00:12:28 <|amethyst> hmm 00:12:40 I don't think I understand the constraints here. 00:12:57 <|amethyst> you could add a "mindelay" field to unrands, but there isn't one right now 00:13:24 <|amethyst> hm 00:14:25 I need to go to bed. 00:14:25 Sorry for ranting. 00:16:11 <|amethyst> I guess if we made the division by two in weapon_min_delay "... and unless it would take more than skill 27" round down instead of up, that would make those two weapons stop getting faster at XL 26 00:16:15 <|amethyst> err, skill 26 00:49:43 couldn't the discord bridge take those pipes and convert them into line breaks, maybe wrap the whole thing in ``` 00:50:02 whoops, i was stuck scrolled up 01:22:12 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-3545-g7c84a495e7 01:49:18 !tell gammafunk is beem still open source? and/or is the old gpl release still posted anywhere? 01:49:18 floraline: OK, I'll let gammafunk know. 03:12:00 Unstable branch on crawl.beRotato.org updated to: 0.26-a0-598-g61e6210 (34) 03:30:55 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-3545-g7c84a495e7 05:18:10 -!- amalloy is now known as amalloy_ 07:01:07 when I introduced that description line, I felt like dark maul saying it reached min delay at skill level 38 (or whatever) was very funny and good 07:01:30 but it's been complained about at least twice in here since 07:02:21 Sniper ditto; I certainly find it confusing. 09:27:06 "This weapon's minimum attack delay (1.6) is impossible to reach." 09:27:52 Suggest "impossible to reach; it would require XX skill. At 27 skill, the attack delay is n.m." 09:28:22 rationale; distinguish Sniper (you can nearly get there) from Dark Maul; the user who is replete with XP actually cares what n.m is. 09:28:43 dark maul appears to be identical to sniper? 09:29:21 I think |amethyst's point is that the skill level 27 attack delay for both is a distribution over two aut values though 09:35:05 Dark Maul> oh, is it? I think I believed "skill level 38" above. 09:35:16 I last got it in 2017 or so. 09:35:53 Even "n.m - n.m+1" would be better than not knowing 09:42:17 I take it you're in the pro-numbers contingent 09:42:48 pro numbers guy here. preference for even numbers 09:42:56 <08w​ormsofcan> "your attack delay will still be greater than 1" 09:54:39 advil: Not as an ironclad rule, but you can find out mindelay for every other weapon. 09:55:28 well, right now you can find out mindelay for this one too! 09:55:28 you just can't get there 09:55:31 (I actually don't really see why people are annoyed by the status quo) 09:55:52 OK; you can find out the minimum achievable attack delay for any other weapon. 09:56:54 maybe it's because I spend a lot of time dealing with modal logic 09:57:05 who cares what the actual world is like 09:57:12 I dunno I can say much to that besides reiterating what I don't like about the status quo, which doesn't seem helpful because I already iterated it :-/ 09:59:49 another way to put it is that I think it's pleasantly flavorful if there are a couple weapons that are so big that you can't know their exact achievable mindelay 09:59:50 <03w​heals> The perils of too many mathematicians on the devteam 10:00:24 Ah, see, I'm a failed mathematician, that's why I don't agree. 10:01:00 if it were a common issue I'd basically agree that not showing it is bad 10:01:00 it might even be better if it were just one (dark maul, probably) 10:02:56 How about "This weapon's minimum attack delay cannot be reached; it would require skill level 28." 10:03:14 I think I remove my desire for "n.m at 27" now I know it's 28 for mindelay not 38. 10:03:47 Er, "This weapon's minimum attack delay (1.6) cannot be reached; it would require skill level 28." 10:49:25 <09b​h> At least cross training is no longer incoherent 11:22:06 FR: noise level on evocables 11:46:11 twelwe: in the description of how loud they are or actually give them noise? 11:53:32 they have noise, so I'm guessing something comparable to the info you get about spell noise 12:08:07 New branch created: pull/1538 (1 commit) 13https://github.com/crawl/crawl/pull/1538 12:08:07 03amcnicky02 07https://github.com/crawl/crawl/pull/1538 * 0.26-a0-599-gaada003: Add 3 new altar vaults for second round review 10(27 minutes ago, 1 file, 100+ 0-) 13https://github.com/crawl/crawl/commit/aada0030587e 12:19:23 <06a​dvil> I wonder why the discord github linking is adding in so many linebreaks 12:22:05 <06a​dvil> oh, maybe it's just that there are linebreaks in the PR comment which breaks text flowing 12:24:56 !source ability_menu 12:24:56 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/options.h#L407 12:24:56 no, not ability, umm evo menu 12:25:32 !source prompt_invent_item 12:25:32 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/invent.cc#L1868 12:26:42 > Those under Zin's wrath will find [...] their bellies emptied 12:57:12 Weren't food vaults removed? I just found infamous hornet autoexplore trap. 13:01:43 some of them I converted to non-food vaults, most bee-related things got food more or less swapped to ambrosia 13:02:30 not sure to what degree Real Vault Devs followed up on any of those changes 13:06:28 Unstable branch on crawl.akrasiac.org updated to: 0.26-a0-598-g61e6210 (34) 13:31:36 Pillars of salt got dying plants animation, this is probably not intended. 13:32:50 <10P​leasingFungus> yep, bug! 13:32:52 <10P​leasingFungus> oops 13:33:17 <10P​leasingFungus> i wonder if ball lightning does too 13:37:26 <12e​bering> Probably, maybe also foxfire and ice blocks 14:00:39 <10P​leasingFungus> i was thinking about those when i wrote the code, but i guess i messed up...? 14:08:52 <12e​bering> i'm not able to test atm 14:14:27 <10P​leasingFungus> samesies. maybe tonight 14:14:41 You can't wield non-weapons now. Is this a change I missed or some bug> 14:14:42 ? 14:40:44 <06a​dvil> afaik that's not something that's happened on purpose 14:43:16 <06a​dvil> I was just able to successfully wield a potion on cao trunk 14:44:09 <06a​dvil> there's a restriction against wielding armour/jewellery that I don't think is very new 14:45:01 !source player::could_wield 14:45:02 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player-act.cc#L372 14:46:30 advil, at some point in the game I couldn't wield anything, when I pressed * to choose a non-weapon, showed inventory had no letters. 14:47:21 Now I can't reproduce it. 14:49:45 were there forms involved? 14:55:16 no, I'm with Zin, most form-like action was trying to drink unknown !ligni which Zin protected me from. 15:46:01 !source memorize 15:46:02 Can't find memorize. 15:46:11 !source learn 15:46:11 Can't find learn. 15:55:46 has anyone done the upgrade from tornado 2.4 on a standard dgl setup yet? 15:55:46 floraline: You have 1 message. Use !messages to read it. 15:56:05 !messages 15:56:05 (1/1) gammafunk said (7h 8m 51s ago): beem and my other bots are closed source for now. You can search github for forks of beem from some point in the relatively recent past, and you'll also need to do the same for my 'webtiles' package. 15:57:09 gammafunk: ok, i found some forks on github but that copy doesn't seem to run out of the box with python 3.8 15:57:25 <09g​ammafunk> oh, it definitely wouldn't yeah 15:57:40 <09g​ammafunk> you will need an older python, maybe 3.6, maybe a bit earlier 15:59:54 <09g​ammafunk> however I recall that the fixes to get that old source working with later are not too bad, maybe use of the (now in 3.6+) keyword async conflicting with a function having that name 16:03:54 i resolved that one, but it seems to be misbehaving in other ways during runtime. it connects to the websocket but won't join any games 16:04:33 <09g​ammafunk> maybe you don't have autowatch enabled? 16:04:46 <09g​ammafunk> not sure if you have a pre-existing user db 16:05:09 i've been tinkering with the config, i hope it's not something silly like that 16:05:13 <09g​ammafunk> sounds like you should verify that it has your user db or that it's actually both got autowatch working and has a reason to autowatch 16:05:34 it does have my user in the db with subscribe flag on 16:06:17 it's really weird though, the config loading happens first and verifies whether the db is correct. but it hasn't actually created the db yet so it always fails 16:06:17 i had to disable some checks to get it to work 16:06:23 <09g​ammafunk> yeah, that's now how it was ever programmed to behave; it created db on fly if didn't exist 16:07:16 i'm assuming there are some types with the watch_player vs watch_username? 16:07:51 typos*, i think i fixed that but single user mode doesn't seem to work, and autowatch won't join my game 16:09:50 i'll keep messing with it, it looks like it's running fine except that it just doesn't decide to join any games 16:10:03 <09g​ammafunk> yeah, I assume you actually have the proper number of spectators 16:10:43 yeah i put in 3 spectators 16:10:52 <09g​ammafunk> and could be, re: watch user typos, as that feature hasn't been used much in recent years, since my setup doesn't require that so much for testing anymore 16:13:04 webtiles is running on tornado 6.0.4, could that be a problem? 16:14:03 if i have the subscribe flag in the db enabled, it should join my games without any spectators right? 16:18:57 floraline I wouldn't call cao standard but it's not really too far off, I moved it over to Tornado 4 before the 0.25 release (it can't go any higher without upgrading python) 16:20:21 gammafunk: well, i reverted all my local changes and now it works fine right out of the box. i guess i'm just dumb 16:21:01 advil: thanks, i'm trying to stay ahead of this looming deprecation of 2.4 so maybe i'll do the same 16:21:30 :-) 16:22:54 in principle it should be painless (easy to say I know) 16:23:07 since I used cao to work out a lot of the weirdnesses 16:25:40 one thing I would definitely suggest is using the --live-debug option on a different port to test things out beforehand, which will be easiest if you have a manual install of whatever tornado version you move to 16:26:16 if you are sticking with python 2 your options are either tornado 4 or 5, you could go to python 3 + tornado 6 if you are feeling brave 16:27:24 I would say that I suspect that tornado 5 is actually the slowest option, at that point most of their attention was on moving everything to asyncio rather than optimization 16:27:34 but they all should be more robust than hacked 2.4 16:29:06 hm, I guess I should incorporate some of these notes in this issue into the webserver docs 16:29:14 definitely before closing the issue 16:40:41 i wonder if i should get to buster before dealing with that 17:03:15 advil: I've been trying to get beem into my spectators on CAO and haven't succeeded 17:04:25 @gammafunk will probably be able to help more than me 17:04:30 what's your cao username? 17:04:49 Naruni 17:05:42 also I've been reading menus trying to decide how to put noise in evocables menu and ugh it's a mess 17:06:13 I would consider putting in the item description to start with 17:07:10 @gammafunk also someone pointed out in one place or another (can't remember where or who) that the beem command guide is 404 -- I'm guessing maybe it linked directly to a github md? 17:07:10 maybe worth putting that up somewhere else 17:07:29 Naruni you're not currently playing on cao now, right? 17:07:42 <09g​ammafunk> yeah, I'm not fully sure what I want to do with that guide, but I may put a general bot guide on wordpress or something 17:07:52 advil: I have a game in progress but I am not logged into it. I can do so if that would help 17:08:03 <09g​ammafunk> you'd need to log in for me to see a problem, yeah 17:08:21 gammafunk: ok I'm logged into a .25 game 17:08:24 if you've unsubscribed at some point in the past, I think you'll just need to run !subscribe somewhere that you can find beem while logged in 17:08:45 there it is 17:08:46 beem is in your chat 17:09:16 ah, nice 17:09:21 found a but in the subscribe command 17:09:23 I'll fix that 17:09:32 groovy, thanks 17:11:37 @gammafunk for a quick fix you could probably just put it up for a while as a gist, that supports md 17:15:16 advil: re: putting noise in description of evokables, going down that path I'm assuming eventually we get to a place where evocables will have noise and power similar to the spell menus? 17:15:46 *displayed to the player 17:17:25 deenic (L2 FeAE) Crash caused by signal #6: Aborted (D:1) 17:17:25 Naruni: can you try !subscribe again? 17:17:35 dukeofspoot (L9 MiGl) Crash caused by signal #6: Aborted (Temple) 17:17:36 KShinobi (L14 MiBe) Crash caused by signal #6: Aborted (Orc:1) 17:18:15 luke0000015 (L3 FeEn) Crash caused by signal #6: Aborted (D:2) 17:18:15 adibis (L5 MfVM) Crash caused by signal #6: Aborted (D:2) 17:18:15 corvin (L8 DsBe) Crash caused by signal #6: Aborted (D:6) 17:18:15 hrm 17:18:15 he left 17:18:15 cao seems to be having issues 17:18:15 bipbip (L18 OgCj) Crash caused by signal #6: Aborted (Swamp:2) 17:18:15 adibis (L5 MfVM) Crash caused by signal #6: Aborted (D:2) 17:18:19 luke0000015 (L2 FeEn) Crash caused by signal #6: Aborted (D:2) 17:18:20 ir0nHorse (L12 FoMo) Crash caused by signal #6: Aborted (Lair:1) 17:18:21 advil: anything wrong with cao that you can see? 17:18:31 maybe a restart is happening? 17:18:33 looks like a buncha games just shit the bed too :) 17:18:33 Mulky (L5 VpBr) Crash caused by signal #6: Aborted (Sewer) 17:18:55 adibis (L5 MfVM) Crash caused by signal #6: Aborted (D:2) 17:19:05 bipbip (L18 OgCj) Crash caused by signal #6: Aborted (Swamp:2) 17:19:14 deenic (L2 FeAE) Crash caused by signal #6: Aborted (D:1) 17:19:30 looks like scoring is freaking out 17:19:32 luke0000015 (L2 FeEn) Crash caused by signal #6: Aborted (D:2) 17:19:35 ryryur (L7 SpAr) Crash caused by signal #6: Aborted (D:4) 17:20:12 Mulky (L5 VpBr) Crash caused by signal #6: Aborted (Sewer) 17:20:18 bipbip (L18 OgCj) Crash caused by signal #6: Aborted (Swamp:2) 17:20:18 tess (L11 GrEE) Crash caused by signal #6: Aborted (D:10) 17:20:21 deenic (L2 FeAE) Crash caused by signal #6: Aborted (D:1) 17:20:47 Euph0ria (L9 DrCj) Crash caused by signal #6: Aborted (Temple) 17:20:48 Naruni: well if you can run that command when you see beem actually spectating, it might work 17:21:00 adibis (L5 MfVM) Crash caused by signal #6: Aborted (D:2) 17:21:01 it keeps popping back into your chat 17:21:11 nmf (L15 DsVM) Crash caused by signal #15: Terminated (Lair:1) 17:21:17 jboogie (L13 TrMo) Crash caused by signal #6: Aborted (Lair:3) 17:21:18 TomBombadil (L10 MuNe) Crash caused by signal #6: Aborted (D:9) 17:21:21 hm, I don't think it's disk space but the chroot is at 99% 17:21:29 SecAgentSteve (L9 GrFi) Crash caused by signal #6: Aborted (D:8) 17:21:32 DekuNut (L27 DsMo) Crash caused by signal #6: Aborted (Geh:7) 17:21:39 I may need to restart the server here 17:21:41 TheOldMan (L12 PaFi) Crash caused by signal #6: Aborted (D:10) 17:21:48 9to (L17 KoEE) Crash caused by signal #6: Aborted (Shoals:1) 17:21:54 there's zombie processes everywhere 17:22:27 Webtiles server stopped. 17:23:46 Webtiles server started. 17:24:46 Naruni: not sure if cao is fully back, but you can try that again wrt beem 17:25:00 <06a​dvil> it should be back 17:25:06 <06a​dvil> I don't know exactly what happened though 17:26:31 gammafunk: ok it worked, he is watching now. thank you 17:26:49 cool 17:28:15 <06a​dvil> I guess even at 99% there's still 19G free because this disk is gigantic 17:29:18 <06a​dvil> but that's up from 96% last time I worked on it a few months ago, so it's getting not entirely ignorable 17:43:33 i'm assuming we are all done with kobold-nightstalker experimental? 17:44:23 <06a​dvil> yeah probably 17:44:38 <06a​dvil> ok back to 97% (14G) from a round of binary stripping 17:44:57 <06a​dvil> probably crashlogs from cao will be messed up until a rebuild happens, I just did every crawl binary that was there 17:45:55 <06a​dvil> 14G = just stripping binaries cleared up 14G 18:25:22 Unstable branch on underhound.eu updated to: 0.26-a0-598-g61e6210cf4 (34) 18:36:46 wow 18:36:57 consider upxing old binaries if there are that many 18:37:30 you get about 20% compression, not as much as the order of magnitude from stripping 18:37:38 that is, 1/5th size 18:46:49 that sounds like a fancy thing that won't work on cao 18:47:23 possibly at some point I just need to figure out how to force-update saves in dgl 18:48:10 like, we don't *actually* need to be keeping 241 different trunk versions around 18:49:14 there are scripts to do that in dgl-config 18:49:25 i have a cron job run it hourly 18:49:45 how do you decide what versions to force update? 18:50:34 it keeps the 40 newest versions 18:50:42 anyone else gets their save transferred and that version deleted 18:50:55 huh, that's actually pretty aggressive given cao's rebuild schedule 18:50:57 er 18:50:59 cko's 18:51:15 you could actually go through 40 versions in a couple of days 18:51:20 I guess that's why you need to do it though 18:52:25 yeah i guess it is. i'm assuming i was okay with that at the time i did it 18:53:05 well, it's not unreasonable if that's a known policy, but some players don't necessarily want to upgrade at all once they start playing, if they are playing actively 18:53:26 for games that haven't been touched since Jan 2019 I will have fewer qualms 18:53:31 yeah that's a good point 18:53:38 i'm pretty sure 40 versions goes at least a few months 18:53:52 keep in mind it's not the last 40 builds but only the ones where players have actually started playing 18:53:57 ah that's probably plenty for someone playing normally 18:53:58 yeah 18:54:12 makes sense, I guess you are running clean-trunks on a cron job also? 18:58:18 advil: upx will definitely work. It's been around for decades 18:59:16 `upx path/to/binary` will repack in-place. Don't need any other flags, except maybe `-3` or similar to be quicker 19:00:41 i've uploaded my cron scripts here https://github.com/floraline/dgl-cron-scripts 19:02:34 i use remove-trunks yes 19:05:40 it looks like my most recent 40 builds only goes back to august 12 ... not that long actually 19:05:44 maybe i should change that 19:06:45 alexjurkiewicz: does it make sense to use this upx in conjunction with strip? 19:07:00 or do they do the same thing? 19:07:23 nmf (L16 DsVM) Crash caused by signal #15: Terminated (Elf:2) 19:10:52 !crashlog 19:10:54 22556. nmf, XL16 DsVM, T:38187 (milestone): http://crawl.akrasiac.org/rawdata/nmf/crash-nmf-20200827-230721.txt 19:11:28 wonder why that's term and not abort 19:14:28 alexjurkiewicz: `-bash: upx: command not found` 19:14:45 ok i've changed cko policy to keep the 80 most recent trunk games, which should be at least a month 19:14:53 i will also not strip symbols from the most recent 20 trunk builds instead of 10 19:15:05 sorry, didn't mean to make you worry, if no one's complained it might be totally fine 19:15:11 nah it was a good point 19:15:24 i don't know if i thought about it enough before, two weeks before forcing players to upgrade really sounds too soon 19:15:42 was it ~ two weeks in practice? 19:15:54 not sure about historically, but right now 40 versions is two weeks ago 19:16:05 a lot less than i thought 19:17:16 makes sense, on cao 40 is Jul 18 19:17:31 with daily upgrades (plus rebuilds) 19:18:47 241 goes back to Jan 1, 2019 :D 19:19:24 lol wow, i think it's safe to say that's long enough 19:19:28 you must have an awful lot of disk space over there 19:20:01 is cao on bare metal? 19:28:29 I am really not sure what the story is with cao but it's a 1TB disk 19:38:53 twelwe: when you use a wand do you usually use the 'V' menu for evoke? 19:59:54 floraline: i think so. It might make crash logs even less useful though. It might make the speed and ram size of dcss a little larger, but for the old essentially-never-used binaries that seems fine. I wouldn't upx binaries before you are ready to strip them though 20:00:14 advil: `sudo apt install upx` -- but I think you knew that? So not sure what the message means 20:00:56 I didn't mean to imply upx is part of gnu coreutils and pre-installed on every linux box, sorry if that's what you understood 21:02:27 are morgue text files ever updated once created? 21:16:29 no 21:17:12 some of the other files in that directory are though. Like the .lst and .map files are updated every time the game is saved 22:00:32 naruni yes, but mostly through a macro. why do you ask? 22:21:14 alexjurkiewicz: only the files that are username.lst though right? the ones beginning with morgue- and the timestamp in the filename are a one time thing, yes? 22:25:03 i am planning on having cko compress all morgue files with gzip now; does anyone see any problems with this plan? 22:28:44 looking for feedback before i kick off this script to process everyone's very important files 22:30:14 <12e​bering> Will your webserver still serve them in a way that they appear plaintext when I click a morgue link 22:30:58 <12e​bering> All the old tournament and csdc score links will break otherwise, which would be a bit of a pain 22:31:27 <12e​bering> Oh, and sequel will break 22:31:52 <12e​bering> (If the gzipping isn’t link transparent) 22:35:53 if you click in a modern browser, yes you should see the contents 22:36:01 i have no idea if bots will see it correctly 22:38:15 they will be accessible both by their current url and also with .gz extension 22:38:45 either way you'll get a gzipped file with headers for browsers to see correctly 22:50:47 -!- amalloy_ is now known as amalloy 23:02:36 alexjurkiewicz I'm impressed you think it is possible to install things on cao 23:02:48 twelwe: because I found something in source where there is a prompt of "Zap which item?" which I don't ever recall seeing in game. I've always used 'V' to evoke a wand which asks something akin to "Evoke which item?" 23:03:25 floraline I set up precompression on cao using gz, that might be the way to go if you can do it 23:04:05 using mod_deflate in apache IIRC 23:04:25 twelwe: if there is to be a feature of seeing noise associated with evocables there will be a lot of things to do. I was just trying to do some homework 23:04:32 so it will serve .txt.gz files as .txt 23:04:41 I have to say that it didn't really lead to the gains I hoped for 23:04:46 though I didn't really do it in bulk 23:05:19 there were some noticeable savings for a few really high-use accounts, but for everything else it was the wrong order of magnitude at least relative to the cao disk 23:05:25 i wasn't envisioning a noise prompt through V, but through inspection - like inspecting a spell 23:05:26 maybe it'll help more on a smaller disk? 23:06:12 or rather, be proportionately more noticeable 23:11:14 twelwe: putting it in inspection I might be able to pull that off quicker than an entire new menu of evoke 23:12:29 you can do it, this thing 23:20:18 !source describe_item_popup 23:20:18 Can't find describe_item_popup. 23:25:43 advil: my files get moved off disk to s3 storage, so i can't rely on nginx alone 23:26:17 i have a cgi script that lists the files from s3 and adds the necessary gzip headers 23:26:48 from what little i tested it looks like gzip is compressing to smaller than 50% compared to what i have now which is zero compression 23:28:13 right now i have the txt morgue files on disk, taking up about 10GB of my 60GB disk 23:29:06 if i can compress and move them offsite that should save a lot of space and stop the problem from growing 23:30:00 after this, the only looming threat is the log files which grow forever and can't be moved 23:30:16 ok I think I found it. In describe.cc, around line 2189 I can add to the descriptor of wands. Might need a case statement for which spell the wand casts but hopefully I can just plugin spell_noise_string(spell) 23:42:54 advil: rip 23:45:06 floraline: well the log files can be moved easily once they are no longer being added to. It also actually shouldn't be a problem to break logfiles/milestones into chunks either as far as I can tell, as long as it's done cleanly 23:45:52 for whatever reason not too many server owners have done it intentionally, but it's happened as a repair mechanism in some cases and it works fine 23:46:05 cjr data for example 23:46:19 i'm really just thinking of trunk which never really changes 23:46:27 that would be nice to split it off and move offsite 23:46:46 well, I guess it would take some thinking about how exactly to do it without rereading a lot of data 23:47:00 since in the cjr case it definitely did need rereading 23:47:27 hmm yeah 23:50:41 does cao store all ttyrecs and morgues on disk? i don't understand how it's not out of space yet 23:51:15 remember, 1TB 23:51:22 i'm seeing a rate of maybe 75gb/yr, i'm already over halfway full with a little over 300GB total space 23:51:45 and cao has at least twice as many players 23:52:07 there's also a separate disk for the chroot, everything else is on a different 200G disk 23:53:01 how long has that system been in service? it's gotta be getting close to the limit 23:53:16 1000 / 75 is 13.3 which is not too far off 23:53:29 earliest file dates I see are 2009 23:54:11 it's gotta be on bare metal with that kind of storage 23:54:17 probably 23:55:06 well anyway. cko will keep chugging along for the time being, i have enough space for about 2 more years before i have to start making decisions 23:55:25 I do kinda wonder what the lifespan on this cao 1TB disk is going to be 23:55:26 next on my plate is buster upgrade and figure out what to do about tornado 23:55:35 ah yeah that's a good point 23:55:43 I need a bit of reference / pointer help here. the function I'm working with is called with const item_def &item. in that function, there is another function called with _append_weapon_stats(item). _append_weapon_stats requires const item_def &item. the function I want to call requires (wand_type wand). 23:56:06 can I assume item_def is != wand_type 23:56:13 definitely 23:56:47 item_def is a pretty heavy struct, wand_type is probably an enum 23:56:47 thank you 23:57:58 yes, wand_type is an enum, if you know you have a wand (which seems a bit unlikely relative to the other function names tbh) the item's sub_type is an int which should work if cast to wand_type 23:58:19 well, it's a uint8_t 23:59:18 so I tried calling with (wand_type item->wand_type) and (wand_type item.wand_type) but errors. 23:59:34 that is, if `item.base_type == OBJ_WANDS`, then `item.sub_type` will be interpretable as a wand_type