01:34:24 Unstable branch on crawl.develz.org updated to: 0.28-a0-95-g65e1ffefe4 (34) 01:54:47 Windows builds of master branch on crawl.develz.org updated to: 0.28-a0-95-g65e1ffefe4 02:17:20 Unstable branch on cbro.berotato.org updated to: 0.28-a0-95-g65e1ffefe4 (34) 02:53:43 Monster database of master branch on crawl.develz.org updated to: 0.28-a0-95-g65e1ffefe4 03:30:52 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4217-g7c68dc2372 03:50:18 New branch created: pull/2054 (1 commit) 13https://github.com/crawl/crawl/pull/2054 03:50:18 03Crestwave02 07https://github.com/crawl/crawl/pull/2054 * 0.28-a0-95-g449e722e6a: fix: add support for Haiku 10(11 minutes ago, 5 files, 59+ 1-) 13https://github.com/crawl/crawl/commit/449e722e6a8f 04:17:31 -!- allbery_b is now known as geekosaur 05:49:08 -!- Raichvent_ is now known as Raichvent 06:24:10 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4217-g7c68dc2372 06:26:37 -!- allbery_b is now known as geekosaur 08:48:38 -!- allbery_b is now known as geekosaur 12:24:00 New branch created: pull/2055 (1 commit) 13https://github.com/crawl/crawl/pull/2055 12:24:00 03robertxgray02 07https://github.com/crawl/crawl/pull/2055 * 0.28-a0-96-g668463481a: Vampires are not (pure) lifeless undead 10(18 hours ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/668463481a7b 13:06:45 Unstable branch on crawl.akrasiac.org updated to: 0.28-a0-95-g65e1ffe (34) 13:30:23 03advil02 07* 0.28-a0-96-gf9c1391b64: fix: don't credit the player for wrath kills (Turukano) 10(8 minutes ago, 2 files, 6+ 1-) 13https://github.com/crawl/crawl/commit/f9c1391b642b 13:30:38 fairly decent bug imo 13:31:10 not least because it's already been fixed once the wrong way, I think -- 6 years ago 13:47:54 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-96-gf9c1391b64 (34) 14:11:33 03advil02 07* 0.28-a0-97-g102d6777a4: feat: indicate existence of /help in webtiles chat 10(4 minutes ago, 3 files, 5+ 3-) 13https://github.com/crawl/crawl/commit/102d6777a43c 14:12:46 considering adding a command that disables chat, not just hides it 14:12:53 anyone object? 14:14:26 I was hesitant to add this in the past but I don't think I had nearly as much experience with community management then, and I would like to make it easier for players to do something in the moment if they are having issues with harassment 14:14:49 beyond just /mute, which is fine, but it's not very hard to create alts in webtiles 14:17:46 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-97-g102d6777a4 (34) 14:27:04 <05k​ate> i'm not a webtiles player but if i were than that'd be a thing i'd appreciate, yeah 14:48:51 <09g​ammafunk> @advil is there a functional difference between hide and disabling? 14:50:45 <09g​ammafunk> one wishlist I had for chat bans was that it was IP-based, meaning that the server stored the banned persons IP in an sqlite table (and in a way that didn't reveal said IP to player/spectators even if inspecting websocket) and re-applied that ban for any new account under that same IP 14:51:14 <09g​ammafunk> I suppose you might need to expire an IP eventually, but it seems like something that could be done without too much added complexity 14:52:22 <09g​ammafunk> would make use of alts vastly less effective; presumably someone could just use Tor I guess but there's going to be more effort involved 14:58:28 <06a​dvil> if it's hidden other people can still use chat, the player just doesn't see it 14:59:16 <06a​dvil> IP bans seem like a good idea if we have a way of managing them 14:59:31 <06a​dvil> it would also be nice to just store more permanently the last IP a login came from 14:59:53 <06a​dvil> if it's in the current window for logging you can find that, but that window is only a few days at best on a busy server 15:00:32 <06a​dvil> I believe btw that most servers do use server-level IP bans to some degree 15:00:40 <06a​dvil> CAO does for sure 15:07:57 <09g​ammafunk> yeah 15:08:50 <09g​ammafunk> I guess another wishlist item would echo something I believed you asked for earlier: a way to trigger a ban for a user from webtiles itself that could just run a script that set up said server-level IP ban 15:09:07 <09g​ammafunk> but maybe it's sufficient to have an easy way to get a user's last IP like you said just now 15:09:21 <09g​ammafunk> and then run a local script yourself 15:09:41 <09g​ammafunk> just a bit of a hassle currently having to grep through webtiles logs 15:10:05 <09g​ammafunk> oh yeah and it might not even be there by the time you actually check 15:43:09 Tree form + Frozen Ramparts: info leak about invisible enemies. 13https://crawl.develz.org/mantis/view.php?id=12625 by Yermak 15:44:10 <10P​leasingFungus> at least two current treeform bugs 15:44:12 <10P​leasingFungus> classic 16:17:54 Guys, if there is no functional difference for player between hiding chat and disabling it, why bother? 16:19:07 Is it for those spleeny people who thinks "I can't see them but I'm sure they talk bad about me?" 16:21:14 If that then you can't prevent them from thinking "I disabled chat but I'm sure they're spectating me and talk in discord"? 16:21:35 Well, it also helps spectators who might like to know when there's at least some prospect of their chat being read 16:22:39 Err, doubtful advantage. 16:23:00 I believe the use case is when one or more people are harrassing people in chat with alts, so it prevents those individuals from doing it 16:23:20 but it certainly is the nuclear option in that regard 16:23:31 Ugh 16:24:58 It's not uncommon functionality for online play I think; you can stream on twitch and disable twitch chat, for example 16:25:27 I guess it would be more useful if you had a whitelist functionality to go along with it 16:46:17 <06a​dvil> yes, the use case is situations like harassment 16:48:26 <06a​dvil> if there's someone posting racist/sexist slurs in chat, muting isn't doing the trick, and there isn't a server admin around to help immediately, it'd be better to just disable chat rather than hide it 16:49:04 <06a​dvil> hiding wasn't really added as a moderation-type feature, more for players who don't want to be distracted 17:08:54 <09g​ammafunk> yeah I did use it in that regard, specifically to help prevent any stream trolling 17:09:33 <09g​ammafunk> and to avoid it from being a distraction; obviously you can keep the chat window just minimized and never open, but still 17:23:47 <12Z​ureaL> I'm done volunteering and am back home. Thanks for covering for me @advil and @gammafunk 17:24:17 <06a​dvil> heh I don't think anything really happened 17:24:29 <12Z​ureaL> sure, but you were there if it did 😛 17:30:28 <09g​ammafunk> I took the time to completely overhaul all aspects of cbr2 permissions, filesystem configuration, and security and hardware settings 17:30:34 <09g​ammafunk> forget what all I did but it's probably good 17:42:24 <06a​dvil> I've hopefully just made the sleep interval on cao scoring more configurable and set it to update once every 24 hrs 17:43:13 <06a​dvil> so ppl stop asking about it, maybe 18:24:55 Unstable branch on underhound.eu updated to: 0.28-a0-97-g102d6777a4 (34) 18:58:30 <09b​h> Does chat still get logged to morgues? 18:59:04 <09g​ammafunk> we turn that off by default 18:59:14 <09b​h> Good 19:32:04 <08n​icolae> hello. i was thinking about an arrival vault where the spirits of dead adventurers tell you to leave, turn around, it's not worth it, etc. would the best way to implement this be: 1) player ghosts behind stone, since player ghosts have speech 2) some sort of custom ghost-ular monster 3) lua scripts and a statue with a custom description and tile suggesting it contains the souls of the dead 19:34:28 <08n​icolae> i suppose the last option would make it easier to customize how often the player gets shouted at by the damned and also customize what gets said 20:31:12 <09g​ammafunk> player ghosts behind stone could be a good entry, the main issue is that we don't have ghosts for d:1 20:31:13 <09g​ammafunk> hrm 20:31:19 <09g​ammafunk> I wonder....let me try something 20:45:53 <09g​ammafunk> @nicolae so I just tested; player ghost place:D:4 gives you a random monster, and while removing that obviously works, if you try it on D:1, all the ghosts will be clone ghosts of the player 20:46:12 <08n​icolae> i figured that might be an issue 20:46:13 <09g​ammafunk> which does sort of work for an arrival but doesn't offer much in terms of variety 20:47:14 <09g​ammafunk> as far a ghosts of the player goes, you still need a plan for undead species 20:47:27 <09g​ammafunk> what does that one corpse vault do for that? 20:48:55 <08n​icolae> memento mori just places humans 20:49:01 <08n​icolae> for undead player species 21:00:11 <09g​ammafunk> probably the most straightforward thing to use are spectral monsters 21:01:27 <09g​ammafunk> there's no current facility for customizing ghosts via a monster def; it may be possible to use dlua to set one up though 21:01:47 <09g​ammafunk> not really sure what the lower-level dlua api exposes in that regard 21:02:08 <09g​ammafunk> wizard mode lets you customize ghost aspects if you create one, makes me wonder how that does it 21:02:18 <09g​ammafunk> but creating species spectrals would be pretty easy 21:02:32 <09g​ammafunk> e.g. spectral palentonga works just fine 21:02:46 <09g​ammafunk> you could also play with zombies, skeletons, simulacra, if you wanted some variety there 21:02:58 <09g​ammafunk> perhaps a mix of those based on player species, for example 21:06:09 <08n​icolae> well, memento mori kind of already plays in that space, although i suppose it couldn't hurt to have a second version that does a similar gimmick but with living monsters. mostly the intended gimmick for the vault i have in mind is "monster speech telling you to turn around, go back home, you will die in here", and i figured it would work be-- well, duh, i could just make the spectral monster talk at 21:06:09 you 🤔 21:08:30 <09g​ammafunk> yeah, I just checked out the dlua monster api, and it has robust support for accessing monster properties, but for changing them it only supports behaviour and target position 21:08:51 <09g​ammafunk> so it seems that route of customizing a ghost wouldn't really work 21:08:54 <08n​icolae> dang 21:09:19 <09g​ammafunk> I suppose you could use a spectral monster with a vault rename 21:09:26 <09g​ammafunk> and then custom mon speech 21:09:49 <09g​ammafunk> not sure if you can plug into the current ghost mons speech with that 21:10:17 <08n​icolae> i haven't tried but the documenation makes it sound like redefining a thing with dbname: lets you do custom speech too 21:10:24 <09g​ammafunk> yes 21:10:34 <09g​ammafunk> it does, but I'm not sure if you can pull from ghost monster speech 21:10:50 <09g​ammafunk> that file does have syntax for making references but I'm not sure what functionality it has 21:10:55 <08n​icolae> ah 21:10:56 <09g​ammafunk> you'd possibly need to look through it for some examples 21:11:02 <09g​ammafunk> obv you can just write all your own speech 21:11:16 <08n​icolae> oh yeah, that's the fun part 21:24:37 <06a​dvil> It might be simplest just to pull from D2 ghosts, if the goal is just to get some ghosts for an inaccessible flavor vault 21:40:08 <09g​ammafunk> @advil yeah, but there doesn't seem to be any facility for pulling ghosts from other levels in the first place 21:40:24 <09g​ammafunk> I tried place but it doesn't work when I use it in a vault 21:58:01 <08n​icolae> once again, Big Ghost stands in the way of the small mom-and-pop vault makers 22:40:36 <08n​icolae> FUN FACT: if you want to shuffle an array of things, for reasons, util.random_subset( {list}, size of that list ) appears to work just fine 22:42:58 <06a​dvil> there isn't, but you could easily tweak _make_ghost_filename to do it 22:56:07 <09g​ammafunk> I believe there's a util function to do that, buy maybe I'm misremembering 22:57:10 <09g​ammafunk> but yeah I guess that works too 22:57:27 <08n​icolae> it doesn't look like there is