00:45:04 simcity (L27 OpCj) Crash caused by signal #6: Aborted (D:15) 02:58:17 Unstable branch on cbro.berotato.org updated to: 0.28-a0-258-g8de209e91f (34) 03:31:45 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4305-g797f4774c3 03:54:37 -!- mhcerri0 is now known as mhcerri 04:17:42 -!- allbery_b is now known as geekosaur 06:23:31 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4305-g797f4774c3 10:28:02 <10P​leasingFungus> amcnicky: i was looking at mlio, and i have some questions. 10:30:25 <10P​leasingFungus> (1) it seems unlikely that any unique can be a 'fair fight' in Swamp:1 and still be a reasonable threat by Depths:5, since the player will be so much stronger by the latter point. is there a reason that you chose swamp, vaults, depths as mlio's spawn range? I know there are other uniques which have a similar spread, which I'm still skeptical of, but most of them are limited in some way. Bai 10:30:26 Suzhen, for example, only places in the bottom part of lair S branches and the upper part of Depths. 10:32:37 <10P​leasingFungus> (2) how do you expect mlio to work in abyss? it's generally quite easy to permanently escape from uniques in abyss, since a teleport will effectively unmake them. furthermore, players aren't going to (can't!) fully explore the abyss... it seems like this effectively just decreases his spawn chances elsewhere by 'using him up' somewhere that players will probably never even see. in general, I 10:32:38 don't really get how his gimmick works there. it's already the abyss. isn't he more interesting bringing the abyss elsewhere, rather than abyssifying a place that's already abyssal? 10:32:56 <10P​leasingFungus> (3) ...why swamp specifically, and not also, say, spider or other s branches? 10:44:05 <06a​dvil> I've always wondered if acid splash would be better implemented as a separate feature on the squares that trigger damage (e.g. an acid cloud, or a shallow acid pool, or something) 10:44:42 <06a​dvil> that perhaps then gets automatically placed next to walls 10:50:43 <09g​ammafunk> yeah, the only problem with that is that it doesn't work with shallow water, and I guess you'd have to dynamically place it after solid terrain like statues were dug or just after an acid wall was dug 10:51:00 <09g​ammafunk> otherwise does seem like it'd be a lot simpler 10:51:46 <10P​leasingFungus> there's not a huge amount of shallow water in slime (some, but not a ton), and it would be ok if you didn't place it after statues or w/e were dug, i think 10:51:53 <10P​leasingFungus> (not that there's a lot of those in or near slime either) 10:52:00 <10P​leasingFungus> would still want to place it when slime walls were dug 10:53:15 <09g​ammafunk> I suppose we'd still need complicated tile handling to get the visuals right 10:53:58 <09g​ammafunk> the other thing to consider is that you'd want to adapt icy walls in the same way 10:54:13 <09g​ammafunk> which I don't think really creates any major additional problems 10:54:33 <09g​ammafunk> but that definitely is an effect that can happen on any level in the dungeon 10:55:48 03PleasingFungus02 07* 0.28-a0-259-gf6564f113a: Remove riposte from long blades 10(10 months ago, 4 files, 17+ 25-) 13https://github.com/crawl/crawl/commit/f6564f113a20 10:56:18 <10P​leasingFungus> hm, why would icy walls need to work in the same way? 10:56:24 <09g​ammafunk> for anyone not familiar, slimy/icy walls get a special overlay that works by calculating which sides of the wall are adjacent to a non-wall and putting it on top of the usual tile 10:57:16 <09g​ammafunk> they are structured codewise in basically exactly the same way, so I don't know why you wouldn't use the same approach 10:58:01 <09g​ammafunk> in fact you could unify some of the code further than has been already, there's a lot of duplicated aspects 10:58:42 <09g​ammafunk> and the gameplay effects even work in the same way in terms of general codepath 10:59:20 <09g​ammafunk> ice walls were implemented as "take slimy wall code, copy it, make it use a new damage type and tile" 10:59:24 <10P​leasingFungus> sure, but the proposal here is to change slime walls to work differently than they do at present 10:59:36 <10P​leasingFungus> and i'm not sure that the same justifications apply for frozen ramps 11:00:07 <09g​ammafunk> oh, I had assumed that the gameplay result would essentially be the same 11:01:04 <09g​ammafunk> there is another wrinkle with icy walls actually, they use some kind of prop attached to the wall, man I forget how I implemented it now 11:02:14 <09g​ammafunk> re: slimy walls, may assumption was that it'd be a new terrain type of "acidic floor" that would just apply the same damage in the same way as the wall-adjacency currently does 11:02:51 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-259-gf6564f113a (34) 11:03:08 <09g​ammafunk> but I see advil mentioned a few possibilities; one other consideration is that slimy walls consider how many walls are adjacent to the player and scale damage based of this, which does not happen to monsters (presumably so monsters don't get destroyed by slimy walls so easilly) 11:04:37 <09g​ammafunk> if we changed that aspect it would indeed be a gameplay difference; I don't do this for icy walls at all because I didn't want ramparts damage to scale in that way 11:08:30 <10P​leasingFungus> presumably, if you had an 'acid pool' type, it wouldn't care about wall count at all 11:08:40 <10P​leasingFungus> it would just be flat damage to both players and monsters 11:08:53 <10P​leasingFungus> you could even place it somewhere where there were no walls at all 11:09:14 <08n​icolae> that was my first thought 😈 11:09:39 when I am working on some code, is it ok to refactor it? E.g. move some functionality from big function into new smaller functions? 11:10:07 <08n​icolae> whenever a new terrain feature is implemented, you should ask yourself "what if nicolae finds out about this" 11:12:48 <10P​leasingFungus> sefie97: absolutely. i'd even say it's encouraged! 11:15:06 kay, thx 11:16:47 PleasingFungus, Shapermc's comment on Ignis's PR got me thinking—what if the wrath was somehow lessened if you abandoned him when you've used significantly more petity? 11:17:16 <10P​leasingFungus> why? 11:17:21 Just a thought, although it doesn't address all of the problems they brought up 11:18:04 They said that the wrath was a bit harsh—multiple fire elementals at like D:7 or getting double shafted seems too strong a punishment for someone you pretty much /have/ to abandon. 11:18:29 <10P​leasingFungus> certainly possible wrath is too strong, or that piety gives out too early 11:19:00 <10P​leasingFungus> i suspect the latter is true, and that piety costs should go down somewhat so ignis lasts a few floors longer than at present 11:19:02 It feels weird to me that you're basically punished if you decide to leave him too early when you're all out of use for him, mechanically speaking 11:19:15 <10P​leasingFungus> why? 11:19:51 <10P​leasingFungus> the design concept is, at present, "you get X amount of god power, and you have to decide how you'll stretch it out over the Y floors until you're strong enough to switch to another god." 11:19:53 Well, it doesn't make sense to /not/ use the panic buttons he gives—but using them too much encourages leaving him for someone else since you're all out of use, but if you leave for someone else then you're punished by strong wrath 11:19:58 Hrm 11:20:05 <10P​leasingFungus> if you burn all of that god power on d:3, you've played badly 11:20:10 yeah true 11:22:20 Suppose it could just be a balancing thing at this point to get a good ratio of "dungeon level you get to by the time you're out of piety" and "relative wrath difficulty compared to target dungeon level when leaving Ignis". 11:22:31 <10P​leasingFungus> yes, i think that's right 11:27:37 Whose idea was it to have so few open bugs. Practically every ticket open is stuff that's out of my scope to fix or add :P 11:28:05 <09g​ammafunk> oh, there's also mantis, have you seen that? 11:28:07 <09g​ammafunk> ??mantis 11:28:08 <04C​erebot> issues[1/1]: To report bugs, you can use the github issue tracker: https://github.com/crawl/crawl/issues/new?assignees=&labels=&template=bug-report-for-dcss.md&title= 11:28:11 <09g​ammafunk> er 11:28:14 <09g​ammafunk> wow 11:28:41 Oh, I should look at that. I forgot it existed. 11:28:45 <09g​ammafunk> I guess we're not referring people to that, but probably useful to at least keep the link in there since you can still read bugs without a login 11:29:03 https://crawl.develz.org/mantis/view_all_bug_page.php 11:29:11 <09g​ammafunk> yeah plenty of open ones there 11:29:43 <09g​ammafunk> since you probably can't interact with the bugs there..well I could make a login for you I guess, I suppose if you are going to fix one you could open a new github bug and then work from that 11:29:50 <09g​ammafunk> I wonder if that's a preferred thing to do 11:30:11 Probably better since it can hook into github's magic close-ticket-issue-reference.... stuff 11:30:12 <09g​ammafunk> I could actually create a mantis login for you, which would certainly be easier 11:30:23 <09g​ammafunk> yeah, definitely nicer to work from github 11:30:38 <09g​ammafunk> so if you don't mind that, you can always "transfer" a bug from mantis if you want to fix it 11:30:55 That doesn't sound like too much trouble. Let's see if I can find something. 11:31:04 <09g​ammafunk> only bad part is original reporter loses mantis bug credit, but you can always credit them in the commit title 11:31:08 <09g​ammafunk> or commit body, for that matter 11:31:39 Yeah I would be directly referencing it in the mirrored issue, I assume 11:31:56 I wonder if there's a bot or something that gives mantis intergration 11:34:00 <10P​leasingFungus> perryprog: i'm happy to give you more work, if you want! 11:34:44 If you got anything small or stuff that needs investigating, I'm down for it. I gotta procrastinate my schoolwork somehow! 11:35:39 <10P​leasingFungus> some ideas: - make 'blink allies encircling' reduce the blinked creatures' energy below their action threshold, so they can't be blunked and hit you before you get a turn to react - fix death message for enemy summoned dancing weapons (I broke this a few months ago) - fix ratskin cloak not giving good god wrath when hell rats appear - make eleios fuzz your location when treeporting toward you 11:35:39 if you're invisible & they can't see you - don't autotarget foxfire with e.g. airstrike 11:35:48 <10P​leasingFungus> can give pointers on those as desired 11:36:25 >treeporting 11:36:25 wat 11:36:27 <06a​dvil> re acid walls (sorry for the drive-by ideasmithing), yeah I did have in mind an (arguable) simplification, where the effect could be determined fully from the square with the feature; it would also allow simplifying a bunch of messy pathing/levelgen code for slime. I did not consider icy walls, but I don't think they should necessarily change 11:36:45 advil, drive-by ideasmithing is what made me literally join this channel :P 11:37:28 <10P​leasingFungus> ??eleionoma 11:37:29 <04C​erebot> eleionoma[1/2]: Swamp nymphs that can travel through {tree}s. Cast {splinterspray} for 3d24 triple-AC-checking damage and {woodweal} to heal if adjacent to a tree. 11:37:35 <06a​dvil> if # of walls were to have an effect on this scheme, I could imagine doing it as something like 2 levels of acid pool 11:37:56 PleasingFungus, that death message one sounds interesting. Is it reported somewhere? 11:38:08 <06a​dvil> also, yeah, if this existed then it would presumably be possible for vaults to place acid pools away from walls 11:38:09 <10P​leasingFungus> don't think there's a report but it's pretty trivial to reproduce 11:38:18 <10P​leasingFungus> create a summoned dancing weapon and kill it 11:38:21 <10P​leasingFungus> it'll claim to turn into gold 11:38:26 <10P​leasingFungus> this is the result of, uh 11:38:43 <10P​leasingFungus> %git d1902e2d21d99b5337b1fb373961c4c11783fc95 11:38:43 <04C​erebot> PleasingFungus * 0.27-a0-1209-gd1902e2d21: Fix missing dancing weapon / gozag death message (split) (3 months ago, 1 file, 4+ 0-) https://github.com/crawl/crawl/commit/d1902e2d21d9 11:38:47 <10P​leasingFungus> ^ this fix is wrong 11:38:49 Can't trust dang dancing weapon scams. They claim anything will turn you into gold. 11:39:00 Ahh 11:39:10 <10P​leasingFungus> does anyone remember how ability ordering works? 11:39:25 <06a​dvil> in the menu you mean? 11:39:44 <06a​dvil> (it works by janky code) 11:40:18 <10P​leasingFungus> nvm i found it 11:40:20 <10P​leasingFungus> it was in religion.cc 11:41:10 <06a​dvil> more specifically, when an ability first becomes available it is assigned a letter by side effect, and there are also various heuristics for mapping certain abilities to certain letters (abandon religion to X and so on 11:42:07 <10P​leasingFungus> yeah i vaguely remembered that 11:42:11 <06a​dvil> I'm still not sure what you mean but maybe also look at get_god_abilities in ability.cc 11:42:23 <06a​dvil> which appears to include some god abilities not handled in religion.cc 11:42:25 <10P​leasingFungus> the key was that get_god_powers was based on the ordering in the big struct in religion.cc 11:42:35 <10P​leasingFungus> which i'd forgotten; i'd assumed it was based on ability enum order 11:42:44 <06a​dvil> ah no 11:43:05 <06a​dvil> I believe I have also hard-coded the order for non-god abilities in an attempt to get away from enum order 11:43:52 <06a​dvil> yeah ash, hep, nem, wjc for some reason are handled in the ability.cc fn before the call to get_god_powers 11:44:33 <06a​dvil> your_talents determines the overall order 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-260-gb5732556f8: Skeleton Ignis 10(3 weeks ago, 16 files, 98+ 7-) 13https://github.com/crawl/crawl/commit/b5732556f8be 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-261-g19de6a2a80: Ignis: Add rF passive 10(3 weeks ago, 4 files, 14+ 1-) 13https://github.com/crawl/crawl/commit/19de6a2a80e4 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-262-g6a46bbf857: Ignis: Foxfire Swarm ability 10(3 weeks ago, 7 files, 85+ 26-) 13https://github.com/crawl/crawl/commit/6a46bbf857e6 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-263-ge9511a82d7: Ignis: Sea of Fire ability 10(3 weeks ago, 8 files, 63+ 9-) 13https://github.com/crawl/crawl/commit/e9511a82d702 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-264-g4a453674ac: Ignis: Rising Flame ability 10(3 weeks ago, 13 files, 113+ 10-) 13https://github.com/crawl/crawl/commit/4a453674ac70 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-265-g25138d0965: Murder Ignis 10(3 weeks ago, 4 files, 36+ 8-) 13https://github.com/crawl/crawl/commit/25138d0965d2 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-266-g76db0a1d4e: Ignis: ignore amulets of faith 10(3 weeks ago, 4 files, 62+ 35-) 13https://github.com/crawl/crawl/commit/76db0a1d4e1b 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-267-gb8e4166576: Ignis: wrath description 10(3 weeks ago, 1 file, 8+ 0-) 13https://github.com/crawl/crawl/commit/b8e416657683 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-268-gf6b6d75c5b: Ignis: add rF=0 to god wrath 10(3 weeks ago, 2 files, 8+ 2-) 13https://github.com/crawl/crawl/commit/f6b6d75c5b75 11:44:46 03PleasingFungus02 07[dying_flame] * 0.28-a0-269-g02ebc8694a: Ignis wrath: fire elementals 10(3 weeks ago, 1 file, 42+ 2-) 13https://github.com/crawl/crawl/commit/02ebc8694a71 11:44:46 ... and 34 more commits 11:44:49 Branch pull/2069 updated to be equal with dying_flame: 13https://github.com/crawl/crawl/pull/2069 11:44:57 <10P​leasingFungus> force push, sorry ^ 11:49:26 PleasingFungus, only non-summoned dancing weapons should be Minos'd under Gozag, yeah? 11:51:33 <10P​leasingFungus> ya 11:51:38 <10P​leasingFungus> curses... 11:53:54 If you don't have CI you can't have broken builds! 11:54:42 <10P​leasingFungus> wise 12:04:44 04Build failed for 08dying_flame @ 3a432f9d 06https://github.com/crawl/crawl/actions/runs/1171079889 12:09:03 03PleasingFungus02 07[dying_flame] * 0.28-a0-304-g59b5f8ae23: Ignis monster dialogue 10(13 seconds ago, 1 file, 33+ 0-) 13https://github.com/crawl/crawl/commit/59b5f8ae2321 12:09:06 Branch pull/2069 updated to be equal with dying_flame: 13https://github.com/crawl/crawl/pull/2069 12:13:12 Maybe dumb question, but what's ENCH_ABJ, and what's it have to do with goldifying? 12:14:47 <10P​leasingFungus> not dumb at all 12:15:06 <10P​leasingFungus> ench abj means that a monster is abjurable, that is, that it was summoned 12:15:31 And how's that relate to the ISFLAG_SUMMONED flag? 12:15:42 <10P​leasingFungus> monsters w ench abj shouldn’t claim to goldify, since they won’t leave corpses 12:16:03 <10P​leasingFungus> there is probably very high overlap with the summoned flag but i have no idea how much 12:16:09 Cool 12:17:17 There's no clang format file or something that I'm missing, right? 12:18:11 <10P​leasingFungus> not sure what you mean 12:18:30 <09g​ammafunk> oh, for C++ formatting? 12:18:41 <09g​ammafunk> we have a style guide 12:18:52 But no codified version? 12:19:03 PleasingFungus, like a .editorconfig or whatnot: https://clang.llvm.org/docs/ClangFormat.html 12:19:18 <09g​ammafunk> no codified one that I'm aware of, no 12:19:34 <09g​ammafunk> we have special shell scripts call unbrace and checkwhite though 12:19:45 <09g​ammafunk> developers have these run as part of git commit hooks 12:19:52 <09g​ammafunk> and we likewise have a special CI task that runs them 12:20:14 Huh 12:21:01 <09g​ammafunk> see docs/develop/git for said hooks, and the two scripts live in source/util 12:21:09 <09g​ammafunk> pre-commit specifically is the hook 12:21:23 <09g​ammafunk> well it's an example anyway, just the one I use 12:22:16 <09g​ammafunk> guess I should update that example, I don't even use that one any more 12:23:24 <09g​ammafunk> perryprog: Another thing to keep in mind is that we don't require clang, many of us use GCC, so we need tools that work for both 12:23:40 <09g​ammafunk> not that a clang format file wouldn't be potentially useful for the clang users 12:23:57 Oh, I was just using clang format as an example since most libformat based tools can read it, as can any editor 12:24:30 Makes it super easy to onboard people too since they don't have to spend twenty minutes getting their editor to respect the house style that the codebase already uses 12:24:32 <09g​ammafunk> yeah, I'm not familiar those tools enough to comment on how well they'd work with the rest of infrastructure 12:25:01 04Build failed for 08dying_flame @ 59b5f8ae 06https://github.com/crawl/crawl/actions/runs/1171159894 12:25:03 <09g​ammafunk> I'm not sure if those tools could replace most of the scripts, maybe unbrace? 12:25:28 They would be able to replace any formatting-based scripts 12:26:03 Also pretty sure clang-format can be used independent of clang/llvm's tooling as well, but I'm not sure on that. 12:26:06 It's very nice. 12:26:36 <09g​ammafunk> can those tools be run in a "check" mode that fails if there are any required changes? 12:26:51 <09g​ammafunk> you might want to check out what utils/checkwhite and utils/unbrace are doing to compare 12:27:04 Yes 12:27:05 <09g​ammafunk> specifically checkwhite also looks at thinks like "French spacing" 12:28:20 <09g​ammafunk> and various other whitespace issues 12:29:09 The hard part with getting any of these tools set up is just converting the nuances of the house style into whatever format the tooling understands 12:30:43 <06a​dvil> I’m not sure there’s a technical solution to people needing to spend 20 minutes or whatever on house style 12:31:33 clang-format can actually brew you coffee 12:31:35 Did I mention that 12:31:50 And world peace or something 12:33:43 <10P​leasingFungus> or something 12:34:15 <09g​ammafunk> I guess it's potentially cool to replace our perl scripts with a formatting tool that maybe has better functionality, although it might introduce another dependency for compilation, which possibly is a problem 12:34:23 <09g​ammafunk> ...is neil around? 12:34:27 <09g​ammafunk> ....down with Perl! 12:39:00 <10P​leasingFungus> lol 12:49:35 I need a maintainer to poke CI awake: https://github.com/crawl/crawl/pull/2092 12:49:49 New branch created: pull/2092 (1 commit) 13https://github.com/crawl/crawl/pull/2092 12:49:49 03Perry Fraser02 07https://github.com/crawl/crawl/pull/2092 * 0.28-a0-260-g8279100e97: Re-do logic to decide death message for summoned dancing weapons under Gozag 10(8 minutes ago, 1 file, 10+ 11-) 13https://github.com/crawl/crawl/commit/8279100e978f 12:50:18 That's me! 12:53:41 Odds (L1 MiFi) Crash caused by signal #6: Aborted (D:1) 12:59:59 New branch created: pull/2093 (1 commit) 13https://github.com/crawl/crawl/pull/2093 12:59:59 03Aliscans02 07https://github.com/crawl/crawl/pull/2093 * 0.28-a0-240-gf94619cd9c: Change the spelling of some words to Australian English. 10(3 days ago, 9 files, 17+ 17-) 13https://github.com/crawl/crawl/commit/f94619cd9c73 13:12:43 <09h​ellmonk> Add new ally dialogue where they call you mate 13:31:16 Unstable branch on crawl.akrasiac.org updated to: 0.28-a0-259-gf6564f1 (34) 13:46:41 -!- ProzacElf is now known as DealsElf 13:54:11 gorlok231 (L3 DDFE) Crash caused by signal #11: Segmentation fault (D:2) 13:55:05 <10P​leasingFungus> new "shrimp on the barbie" vault 14:43:40 03wheals02 07* 0.28-a0-260-ga0e16d178b: Fix explore being interrupted by autopickupable items 10(10 minutes ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/a0e16d178bf2 14:43:40 03wheals02 07* 0.28-a0-261-gc0b50483a2: Interrupt explore by default when a shopping target is reached (perryprog) 10(3 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/c0b50483a282 14:44:12 <03w​heals> has 0.27.1 been tagged yet? the former of those commits should be cherry-picked if not 14:47:30 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-261-gc0b50483a2 (34) 14:59:08 <10P​leasingFungus> a week or two or so i guess 15:20:11 <05k​ate> it's been tagged yeah, could maybe start cherry-picking things for 0.27.2 though? since f40de9518743 should go in too, that crash popped up recently 15:21:57 <09g​ammafunk> it's a bit easier to do releases than it was in the past 15:22:08 <09g​ammafunk> now that tagging produces most of the builds automatically 15:22:24 <09g​ammafunk> still have to make the debs, which is kind of a pain, but those are probably lowest priority at least 15:44:46 New branch created: pull/2094 (1 commit) 13https://github.com/crawl/crawl/pull/2094 15:44:46 03RojjaCebolla02 {GitHub} 07https://github.com/crawl/crawl/pull/2094 * 0.28-a0-262-gbc7d624a71: Update package name for DejaVu font on Ubuntu 10(4 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/bc7d624a7103 16:59:17 Webtiles server stopped. 17:10:17 <09g​ammafunk> cko down? 17:44:36 cko back online 17:49:46 finally upgraded to buster 17:50:27 i think my nginx now has the fix for that issue causing the cgi build script on cko to mess up all the time 17:50:35 i just have to figure out how to enable it 17:50:54 floraline: ooh, do share that fix if you have 17:51:14 I assume you mean how it doesn't properly avoid buffering 17:51:29 i knew it before, but i forgot. it's just one line you have to put in the site config 17:51:40 that's right, it's to properly disable caching 17:52:03 I have something in my config that seems to be about that, but it's probably just copied from your config 17:52:23 sounds about right, i have a few lines related to it which are all still correct 17:52:32 but there is a bug in fcgi_wrap or some module that's preventing all caching 17:52:58 i'll post here when i find out what the answer is 18:09:58 <06a​dvil> !crashlog gorlok231 18:10:00 <04C​erebot> 1. gorlok231, XL3 DDFE, T:1339 (milestone): https://cbro.berotato.org/morgue/gorlok231/crash-gorlok231-20210826-175410.txt 18:13:24 <06a​dvil> !crashlog 18:13:26 <04C​erebot> 23981. gorlok231, XL3 DDFE, T:1339 (milestone): https://cbro.berotato.org/morgue/gorlok231/crash-gorlok231-20210826-175410.txt 18:14:34 <06a​dvil> well, that crash replicates, not sure why henzell isn't reporting it 18:15:08 <06a​dvil> !crashlog adviltest 18:15:10 <04C​erebot> 22. adviltest, XL1 TrMo, T:8 (milestone): http://crawl.akrasiac.org/rawdata/adviltest/crash-adviltest-20210501-190600.txt 18:15:12 <06a​dvil> oh duh it's seeded 18:15:41 gorlok231 (L4 DDFE) Crash caused by signal #11: Segmentation fault (D:2) 18:16:48 <06a​dvil> seems to be on xving any unid'd staff 18:23:36 Unstable branch on underhound.eu updated to: 0.28-a0-261-gc0b50483a2 (34) 18:43:01 New branch created: succulent (7 commits) 13https://github.com/crawl/crawl/tree/succulent 18:43:01 03kate-02 07[succulent] * 0.28-a0-245-g99a7f3afcc: Reduce most summon spell caps to 1 10(4 days ago, 1 file, 7+ 7-) 13https://github.com/crawl/crawl/commit/99a7f3afcc04 18:43:01 03kate-02 07[succulent] * 0.28-a0-246-gf62fbff441: Give monsters separate summon caps to players 10(3 days ago, 4 files, 75+ 56-) 13https://github.com/crawl/crawl/commit/f62fbff4418d 18:43:01 03kate-02 07[succulent] * 0.28-a0-247-g6b4d3048e1: Remove the XP penalty from summon kills 10(3 days ago, 1 file, 7+ 8-) 13https://github.com/crawl/crawl/commit/6b4d3048e122 18:43:01 03kate-02 07[succulent] * 0.28-a0-248-g114eb8ded5: Make Shadow Creatures a monster-only spell 10(3 days ago, 5 files, 7+ 10-) 13https://github.com/crawl/crawl/commit/114eb8ded52e 18:43:01 03PleasingFungus02 07[succulent] * 0.28-a0-249-gb92fc9166e: WIP: Summon Cactus Giant 10(36 minutes ago, 7 files, 38+ 0-) 13https://github.com/crawl/crawl/commit/b92fc9166e8f 18:43:01 03PleasingFungus02 07[succulent] * 0.28-a0-250-gc24aca1f4a: Shuffle books to allow cacti 10(25 minutes ago, 4 files, 21+ 7-) 13https://github.com/crawl/crawl/commit/c24aca1f4ae1 18:43:01 03PleasingFungus02 07[succulent] * 0.28-a0-251-g13d4684558: Cactus giants 10(49 seconds ago, 6 files, 40+ 4-) 13https://github.com/crawl/crawl/commit/13d4684558b0 19:02:48 04Build failed for 08succulent @ 13d46845 06https://github.com/crawl/crawl/actions/runs/1172262554 19:48:03 <08n​icolae> cactus giants? :thinkball: 19:48:39 No, succulents. New minigame. 19:48:55 If you take care of a small garden of 'em you get uh.... stuff 19:51:08 <08n​icolae> Dungeon Crossing 19:51:14 <09g​ammafunk> > M_SPINY | M_NO_POLY_TO, // summon only read em and weep 19:51:32 <08n​icolae> "summon only" we'll see about THAT 20:01:01 <08n​icolae> pf you need to tell gammafunk that it's okay if i put cactus giants in a vault 20:01:12 <08n​icolae> and that it's also okay if that vault is on d:1 20:01:23 <10P​leasingFungus> hm 20:01:32 <10P​leasingFungus> gonna have to think about that one 20:01:44 <08n​icolae> what if i promise to put a book containing "summon cactus giants" in the vault also 20:01:49 <10P​leasingFungus> lol 20:01:54 <08n​icolae> "do you want some of these bad boys for your own?" 20:01:58 <08n​icolae> like a free demo 20:02:06 <10P​leasingFungus> honestly they’re not an awful monster, they’re just not uh. good 20:02:27 <10P​leasingFungus> maybe they’re a little awful. 20:02:45 <08n​icolae> every "summons only" monster that i'm not allowed to put in a vault is basically like a knife right into my heart 20:02:57 <10P​leasingFungus> condolences 20:03:07 <08n​icolae> my heart has so many knifes 😢 20:03:16 <10P​leasingFungus> tricky at airports 20:04:34 <08n​icolae> i can never fly 20:10:09 <09g​ammafunk> that's why I take transporters instead 20:16:34 Off topic, but just want to say I just got my first win. :) 20:16:37 This game rocks. 20:20:33 <10P​leasingFungus> big grats! 20:20:53 <09h​ellmonk> just make a desert themed transporter vault with this book, cactus giants, and a little oasis with a wellspring 20:21:16 <08n​icolae> i love it 20:32:38 03advil02 07* 0.28-a0-262-g6aaddb815b: feat: script options for checking vault opacity 10(2 hours ago, 1 file, 53+ 29-) 13https://github.com/crawl/crawl/commit/6aaddb815b6f 20:32:38 03advil02 07* 0.28-a0-263-g17d1ee0984: fix: transparent tags for some vaults 10(2 hours ago, 7 files, 174+ 162-) 13https://github.com/crawl/crawl/commit/17d1ee0984c5 20:32:38 03advil02 07* 0.28-a0-264-g1e3a1f7914: fix: prevent bad array access for describing unid'd staves 10(3 minutes ago, 2 files, 7+ 0-) 13https://github.com/crawl/crawl/commit/1e3a1f79142f 20:36:37 <10P​leasingFungus> ooh 21:16:35 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-264-g1e3a1f7914 (34) 21:17:25 03kate-02 07* 0.28-a0-265-g048bc9fd10: Remove unused handling for self-casting Tukima's Dance 10(31 minutes ago, 1 file, 37+ 67-) 13https://github.com/crawl/crawl/commit/048bc9fd109c 21:33:21 Unstable branch on crawl.kelbi.org updated to: 0.28-a0-265-g048bc9fd10 (34) 22:38:45 floraline: getting reports that trunk games on cko not starting properly. When I started an ongoing one I had, it gave me transfer prompt but took me back to lobby when I clicked 'Y' 22:51:04 <06a​dvil> hm, I hope there's not something wrong with trunk 22:57:42 Unstable branch on crawl.akrasiac.org updated to: 0.28-a0-265-g048bc9f (34) 22:58:37 <06a​dvil> well, I manually rebuilt cao and games seem to load fine, so I guess whatever is going on is cko-specific 23:02:21 i've also just got a report that the forgot password is broken 23:02:37 i guess i didn't get away scott free with that upgrade 23:08:27 it seems to be only trunk that won't start 23:12:51 gcc --version 23:14:02 i guess i went to a new compiler, and trunk is the only one that's been built with it so far 23:14:21 maybe something wrong with the executable 23:55:03 03kate-02 07[summon_caps] * 0.28-a0-249-g00d8db04cc: Give Haunt a summon cap of 8 10(3 hours ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/00d8db04ccd7