--- Log opened Tue Nov 18 00:00:36 2008 --- Day changed Tue Nov 18 2008 20081118 00:00:36 that works. thanks. 20081118 00:01:36 -!- shikadib1t is now known as shikadibot 20081118 00:07:33 oh well, the 2nd scenario of Dark_Hordes dies with “Unknown unit type ''” 20081118 00:10:57 I'll take a look 20081118 00:11:57 the Silver_Lands dies with “^Missing closing tag for tag event at scenarios/01...:290...” 20081118 00:13:04 "scenarios/02_Brother_Against_Brother.cfg", line 57: Vampire Bat is not a known unit type 20081118 00:13:07 "scenarios/02_Brother_Against_Brother.cfg", line 72: Vampire Bat is not a known unit type 20081118 00:13:10 eh? 20081118 00:13:17 poor vampire bats... 20081118 00:13:46 Patterner: The trunk version is really outdated. 20081118 00:14:03 I am fixing that as I am no longer supporting the stable branch. 20081118 00:14:21 Patterner: which wesnoth and TDH versions are you using? 20081118 00:19:16 -!- Espreon [n=espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit [Remote closed the connection] 20081118 00:19:36 Patterner: indeed it fails here on too if I play on hard 20081118 00:20:16 -!- Sapien-X99 [n=sapien-x@c-71-59-35-203.hsd1.ga.comcast.net] has joined #wesnoth-dev 20081118 00:20:33 -!- Sapien-X99 is now known as Sapient 20081118 00:21:06 -!- loonycyborg [n=sergey@79.139.247.220] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzz"] 20081118 00:24:32 Patterner: fixed 20081118 00:25:17 -!- IRSeekBot3 [n=IRSeekLo@irseek/log-bot/IRSeekBot] has quit [K-lined] 20081118 00:28:32 -!- loonybot [n=loonybot@79.139.247.220] has quit [Remote closed the connection] 20081118 00:30:02 -!- Blueblaze [n=Blueblaz@c-98-196-208-51.hsd1.tx.comcast.net] has joined #wesnoth-dev 20081118 00:31:32 Strangely, I still get this, even though it basically works: (process:57329): Pango-WARNING **: couldn't load font "DejaVuSans.ttf,sazanami-gothic.ttf,wqy-zenhei-gb2312.ttf Bold Not-Rotated 18", falling back to "Sans Bold Not-Rotated 18", expect ugly output. 20081118 00:32:25 Sapient, you're making a campaign? 20081118 00:32:36 yo Blueblaze 20081118 00:32:51 well, I wouldn't say that I'm actively making a campaign 20081118 00:33:06 moreso I've been collecting things that I might use in it someday 20081118 00:33:17 AI0867: always the latest svn version :) 20081118 00:33:49 Sapient, oh, well just out of politeness, would you mind not using my main character of the campaign? 20081118 00:34:23 Blueblaze: Wesnoth is all about sharing art, code, music, etc. Your request is denied 20081118 00:34:45 But you don't have much to fear since it won't be released for a long time, if ever 20081118 00:35:54 heheheh. 20081118 00:36:14 * Sapient winks at Pk8 20081118 00:36:16 Sapient, indeed which is why I asked out of respect rather than out of a higher power 20081118 00:36:51 I would be honored if Sapient used something of mine =o although, most of my big stuff is half his work XD 20081118 00:37:17 Pk8: speaking of which, I'm working on that feeding code now 20081118 00:37:53 I will use it as an opportunity to introduce you to the mysterious and powerful ways of "debugging" ;) 20081118 00:39:40 * crimson_penguin smells yummy things coming from downstairs 20081118 00:44:08 Sapient: sounds painful, is it like a delicing bath? 20081118 00:44:21 cause I don't like my yearly de-lousing. 20081118 00:44:49 to some a dream; to others, a nightmare? 20081118 00:44:58 most indefinatly. 20081118 00:45:03 * Sapient evil laughter 20081118 00:45:24 having about 50 monkeys going through your hair while you soak in a tub is quite awkward. 20081118 00:45:51 try this: http://www.wesnoth.org/forum/viewtopic.php?p=321776#p321776 20081118 00:46:08 esr * r30806 /trunk/data/campaigns/Under_the_Burning_Suns/ (TODO units/Kaleh.cfg utils/kaleh-abilities.cfg): 20081118 00:46:08 Address bug #11745 and bug #12260 by removing the Charisma and Camouflage 20081118 00:46:08 special AMLAs. 20081118 00:48:23 hmm, what are those messages gonna do? 20081118 00:48:25 wesbot: topic 20081118 00:48:27 -!- wesbot changed the topic of #wesnoth-dev to: soft stringfreeze for most campaigns: http://www.wesnoth.org/wiki/TextdomainStatus | List 1.6 features here: http://www.wesnoth.org/wiki/Wesnoth1.6Features | 50 bugs, 210 feature requests, 9 patches | logs: http://wesnoth.org/irclogs | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com, or for images: http://imagebin.org/index.php?page=add 20081118 00:49:20 ah 20081118 00:49:34 you're gonna go through each step, and have it tell you what its reading to see what the problem is? 20081118 00:50:19 how did camouflage cause slowdowns? 20081118 00:50:28 it's just ambush on sand, right? 20081118 00:50:30 -!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has quit ["On the road again"] 20081118 00:50:41 -!- Pk8 [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has quit ["Java user signed off"] 20081118 00:51:50 -!- Pk [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has joined #wesnoth-dev 20081118 00:52:03 I do hate the backspace = back thing. 20081118 00:53:39 huh? 20081118 00:58:58 pressing backspace often causes me to go back to the previous page, evil. 20081118 00:59:33 -!- Shadow_Master [n=shadowm@unaffiliated/shadowmaster/x-275924] has joined #wesnoth-dev 20081118 01:01:50 -!- Shadow_Master [n=shadowm@unaffiliated/shadowmaster/x-275924] has quit [Client Quit] 20081118 01:02:06 -!- Shadow_Master [n=shadowm@unaffiliated/shadowmaster/x-275924] has joined #wesnoth-dev 20081118 01:02:35 -!- Shadow_Master [n=shadowm@unaffiliated/shadowmaster/x-275924] has quit [Client Quit] 20081118 01:03:25 -!- Shadow_Master [n=shadowm@unaffiliated/shadowmaster/x-275924] has joined #wesnoth-dev 20081118 01:06:21 -!- ilor [n=a@unaffiliated/ilor] has quit [Read error: 60 (Operation timed out)] 20081118 01:07:54 Pk: I like the backspace = back 20081118 01:08:14 In fact I configured it manually to be so in my file manager 20081118 01:13:08 meh. It always happens when I don't want it to. 20081118 01:13:17 Sorry for the wait Sapient: I had to eat dinner 20081118 01:14:08 welcome back 20081118 01:14:19 wesbot: bug 11745 20081118 01:14:20 okay 20081118 01:14:20 Bug #11745 Assigned to: Fabian Müller Status: Fixed Priority: 5 - Normal 20081118 01:14:23 Summary: UTBS Slowdown after unit moves 20081118 01:14:25 Original submission: I'm playing UTBS in my language, Italian, and starting fr 20081118 01:14:28 om Descending_into_Darkness scenario (4) i noticed a slowdown after every unit m 20081118 01:14:32 URL: https://gna.org/bugs/?11745 20081118 01:14:34 Attached file (1st): https://gna.org/bugs/download.php?file_id=4374 20081118 01:14:37 I surrounded the Sacrifice-Healer with 6 blight units 20081118 01:14:48 and it read that there were sacrificial units 20081118 01:15:03 wait 20081118 01:15:18 it finds 1 20081118 01:15:22 but doesn't do anything. 20081118 01:15:42 so it says "Found 1..." ? 20081118 01:15:49 sacrificial 20081118 01:15:51 0 feeding 20081118 01:15:51 are you sure the number 1 appears 20081118 01:16:00 1 sacrificial unit, 0 feeding 20081118 01:16:04 then it stops 20081118 01:16:15 ok, so it says Found 0 feeding untis 20081118 01:16:24 how does it define the "feeding" unit variable 20081118 01:16:40 simple.... race=blight 20081118 01:16:57 I think the problem is that you have no units which match the race=blight filter 20081118 01:16:58 hmm 20081118 01:17:32 I'll try changing the race=blight to race=Blight to see if it changes 20081118 01:17:41 nah, don't do that 20081118 01:17:54 does it say the coordinate correctly? 20081118 01:18:03 yes 20081118 01:18:26 I'm gonna try anyway, I think it MIGHT be the problem. 20081118 01:18:41 race=blight 20081118 01:18:42 [filter_adjacent] 20081118 01:18:42 x,y=$sacrificial_units[$I].x,$sacrificial_units[$I].y 20081118 01:18:42 [/filter_adjacent] 20081118 01:18:44 Sapient, Shadow_Master: Can you svn up? I'm now getting an error indicating the svn server is out of space. 20081118 01:19:15 that is the filter which is failing 20081118 01:19:46 Pk: you can try removing the race=blight part or the [filter_adjacent] part to see which one is failing 20081118 01:19:56 I remember seeing the ID for the race with caps, but in the definition I remembered it being smaller 20081118 01:20:04 in Unit its cap'd 20081118 01:20:10 doh 20081118 01:20:11 so its probly why >> 20081118 01:20:15 XD sorry 20081118 01:20:31 esr: I'll check 20081118 01:20:52 esr: Can't find a temporary directory: Internal error 20081118 01:20:58 that is the message I get 20081118 01:21:20 I have a more funny message: 20081118 01:21:22 svn: Can't find a temporary directory: Internal error 20081118 01:21:28 Sapy beat me to it 20081118 01:21:31 if it works now and the unit takes damage the rest I can fit to my specifications. 20081118 01:21:51 and I am perfectly sure my /tmp has *lots* of space ;P 20081118 01:21:53 also: will an enemy blight unit be able to feed on it? 20081118 01:21:55 Yup, that's it. Googling says this happens when the server can't write to /tmp or /var/tmp, usually due to disk full. 20081118 01:22:01 Pk: yes 20081118 01:22:19 the enemy can feed on it but not be healed by it with the current code 20081118 01:22:23 then we should make it so that it heals enemies too, I like the negativE (since everyone tells me heals +12 is too good) 20081118 01:22:46 it should either heal and sacrifice to both, or only heal and sacrifice to friendly 20081118 01:23:00 but to tell the truth, I think that both fits more since its a defenceless blob of flesh. 20081118 01:23:17 then try adding affect_enemies=yes to the heal section 20081118 01:23:26 alright, I'll do that if it works. 20081118 01:23:48 first I have to wait for my epically-slow wesnoth to start up 20081118 01:23:52 -!- stikonas [n=and@ctv-213-164-122-89.vinita.lt] has quit [Read error: 145 (Connection timed out)] 20081118 01:24:08 takes me 5-10 minutes to get wesnoth to playable status everytime I re-cache. 20081118 01:25:50 someone should ask Gna for a refund ;) (jk) 20081118 01:29:11 not quite sure what that is. But my internet works fine when my wesnoth isn't taking up 40000 kb of memory. 20081118 01:29:19 when I have 2 wesnoths open, my computer doesn't function at all. 20081118 01:30:10 Pk: I have the same problem 20081118 01:30:23 Its probly cause I have so many addons. 20081118 01:30:35 I got this laptop back in 2002 so mine is a bit dated 20081118 01:30:53 but, yeah... cutting down on add-ons can definitely help your load time 20081118 01:30:59 Pk: Wesnoth is quite memory-hungry 20081118 01:31:01 some of them are worse than others 20081118 01:31:02 although, I coudln't fit it on my friends flash-drive without addons. 20081118 01:31:25 Mines one of the badones, its nearly 4 gb. 20081118 01:31:36 * Sapient jaw drops 20081118 01:31:46 I think it shrunk recently though, cause I saw it being 5 gb earlier. 20081118 01:32:00 then again, having 16 factions with images for each unit does increase filesize. 20081118 01:32:19 oh wait, mb sorry XD 20081118 01:32:23 the load time is not related to image sizes, but rather the total line numbers of expanded WML 20081118 01:32:42 4 Mb is still fairly large for a wesnoth addon. 20081118 01:32:48 not huge, but large. 20081118 01:33:12 Sapient: It does make it annoying to have to download it everytime theres a minor change (like an added ability) its why I push getting them all done at the same time 20081118 01:33:37 Pk: a wise policy 20081118 01:33:39 so I only have to upload an update every-once in awhile. 20081118 01:33:53 but, when it gets to the point I oos out of the game when playing my era, I'll update. 20081118 01:34:57 People get rather annoyed when I upload a new ability-heavy faction. 20081118 01:35:06 like they were with the refugees, they'll probly be abit upset with the blight. 20081118 01:35:59 abilities are cool 20081118 01:36:59 okay, I changed it to find blight 20081118 01:37:01 and it found 6 20081118 01:37:09 0 ate 20081118 01:37:17 health before = 70 20081118 01:37:46 then it goes on reading 1,2,3,4,5,6 have eaten and all took off 2 20081118 01:37:49 so now it works fine. 20081118 01:37:57 hah... hah... hah... 20081118 01:38:09 lets see 20081118 01:38:13 when healing 6 units it loses 12 hp 20081118 01:38:21 but heals 8 with regen 20081118 01:38:25 so it loses 4 hp from 6. 20081118 01:38:54 if I raise it up to 4 hp per unit, it loses... 24 from 6, but the average healed units is 3, and therefore it will lose hp when only 3 eat it. 20081118 01:39:06 so I'm gonna raise it up to 4 damage per unit feeding. 20081118 01:39:10 +12 hp is huge, BTW 20081118 01:39:16 I know =P 20081118 01:39:32 the unit has 70 hp, but no attacks, and lowered movement, and it has to be leader/leveled 20081118 01:39:49 and I made it take damage because it heals +12 =P 20081118 01:40:14 so I add "affect_enemies=yes"? 20081118 01:40:18 if I want it to heal enemies too. 20081118 01:40:27 yes 20081118 01:41:21 anyway, sacrifice is done now. 20081118 01:41:23 * Mica takes a number for Sapient's WML consulting 20081118 01:41:29 :P 20081118 01:41:34 * Sapient hides :) 20081118 01:41:41 You should start a business 20081118 01:41:58 Charge people 5$ per 10 minutes. :D 20081118 01:42:00 I should change my title to WML Therapist ;) 20081118 01:42:06 haha 20081118 01:42:17 You probably should. 20081118 01:42:32 as long as its free for my wonderousness. 20081118 01:42:35 Now there's a therapist I should see everyday. xD 20081118 01:42:39 so... tell me about your child nodes 20081118 01:43:00 * Pk takes another number for WML consulting 20081118 01:43:05 * Sapient attempt at humor 20081118 01:43:06 Nah PK you go ahead 20081118 01:43:21 Pk: let me guess? graverobber? 20081118 01:44:18 yeah, I think I see a major flaw someone pointed out. 20081118 01:44:25 You're giving hp to the enemy 8D 20081118 01:44:33 "last breath" too 20081118 01:44:43 I changed that 20081118 01:44:45 the reference is your friend, my friend 20081118 01:44:47 it still did nothing. 20081118 01:45:11 so, what would I replace $enemy.hitpoints with? XD 20081118 01:45:42 wait 20081118 01:45:49 I thought increase=# was the amount it increased by? 20081118 01:46:03 cause thats how it works on bloodlust 20081118 01:46:22 ummm 20081118 01:46:28 $math_container ? 20081118 01:46:51 here's another problem: #define variable.heals 20081118 01:46:55 hmm in bloodlust "increase=8" 20081118 01:46:56 what the heck is that? 20081118 01:46:57 I removed that. 20081118 01:47:00 it still didn't work. 20081118 01:47:08 it was my failed attempt at trying to define a variable myself =P 20081118 01:47:41 hmm 20081118 01:47:43 lol, in WML variables aren't declared. you just will them into existence ;) 20081118 01:48:08 I don't think "apply_to=hitpoints" defines what to "increase=$enemy.hitpoints" into. 20081118 01:48:21 -!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has joined #wesnoth-dev 20081118 01:48:46 I dunno. 20081118 01:48:51 increase means add the amount to current hp 20081118 01:48:59 simple enough right? 20081118 01:49:04 my question, is who's hp is it being added to? 20081118 01:49:17 the unit at x,y=$x2,$y2 20081118 01:50:10 ok, in the die or last breath event, x1,y1 is the dying unit 20081118 01:50:19 thus x2,y2 is the killer 20081118 01:50:42 so you are storing the wrong units 20081118 01:50:49 o_O 20081118 01:50:51 que? 20081118 01:51:04 you have stored enemy 20081118 01:51:11 oh. 20081118 01:51:11 as the unit at what location? 20081118 01:51:30 ah. 20081118 01:51:31 right. 20081118 01:51:39 see, your problem is you can't tell your friends from your enemies, Pk ;) 20081118 01:51:56 I agree, these people need to be bolded or wear a sign. 20081118 01:52:25 so I switch the early store units of "enemy" and "graverobber" to x1,y1 and x2,y2 respectively? 20081118 01:52:40 here's another question... why are you storing them in the first place? 20081118 01:52:48 I dunno. 20081118 01:52:49 unit and second_unit are auto-stored 20081118 01:52:55 bah! 20081118 01:53:24 so I could just define enemy and graverobber as unit and second_unit? 20081118 01:53:42 or 20081118 01:53:49 not really, you just have to remember that unit is the dead one and second_unit is the graverobber 20081118 01:53:49 simplify it more by saying unit.hitpoints. 20081118 01:54:31 hmm 20081118 01:54:36 why didn't the text showup though? 20081118 01:54:48 cause "Graverobber!" is supposed to appear over second unit. 20081118 01:55:00 either 1) because of name=lastbreath 20081118 01:55:17 or 2) because you have acceleration on 20081118 01:55:31 only 2x 20081118 01:55:41 in which case I see things like "FURY!" and "FEED!" 20081118 01:55:49 there just wasn't any. and I did it multiple times. 20081118 01:55:58 I'll test it again anyway, I don't think the ability was showing up last time. 20081118 01:56:46 or 3) because of #define variable.heals 20081118 01:56:51 http://rafb.net/p/33UjlB11.html this look better? 20081118 01:56:57 or 4) because you called the macro wrong 20081118 01:57:15 PK_ABILITY_GRAVEROBBER is the same in both the dismembered and the graverobber macro code. 20081118 01:58:03 here's another really killer problem 20081118 01:58:10 whatsthat? 20081118 01:58:17 unit.hitpoints is going to be 0 or negative 20081118 01:58:34 how do you say "unit max hitpoints" 20081118 01:58:42 thats what its supposed to be defining. 20081118 01:59:00 I'd check the reference for store_unit or unstore_unit 20081118 01:59:15 probably max_hitpoints 20081118 01:59:27 I'll check 20081118 02:00:19 yeah 20081118 02:00:21 yup, max_hitpoints 20081118 02:00:23 max_hitpoints. 20081118 02:00:32 so unit.max_hitpoints? 20081118 02:00:51 right, but there's another problem 20081118 02:01:07 it should be increase=$math_container 20081118 02:01:11 I changed already 20081118 02:01:12 http://rafb.net/p/ehKpej11.html 20081118 02:01:20 I noticed that when I was looking at the names of both macros 20081118 02:01:53 http://rafb.net/p/QNnUCF91.html heres the unit with the ability, just to make sure I didn't screw that up =P 20081118 02:02:01 yes, that looks great. except there is another fundamental flaw 20081118 02:02:07 awh poop. 20081118 02:02:14 objects are re-applied whenever a unit levels up 20081118 02:02:22 I'm not sure that's what you intended 20081118 02:02:40 I already knew the unit would have his current hp set back to max at the time. 20081118 02:03:03 I might actually do something like a new AMLA type like I did with the useless disease unit that stops at level 1 and can only instant-poison adjacent units 20081118 02:03:12 oh? you might want to test leveling up a graverobber who has robbed some graves 20081118 02:03:29 see if the objects get applied again 20081118 02:03:31 Sapient: it would be similar to those hp potions in SX 20081118 02:03:46 since the unit has doubled hp over its max, the hp would be set back to normal when the unit levels. 20081118 02:04:02 it should be the same concept. 20081118 02:04:14 I will test it though (probly can't help it since I test on 30% xp 20081118 02:04:33 if it does do that, I'll raise xp cost to 200 to amla, and give it a nice Special AMLA 20081118 02:04:44 something like a boost to max hp and damage. 20081118 02:04:54 or you could just modify the hitpoints directly instead of using an object 20081118 02:05:08 oh? 20081118 02:05:40 explain, Oh WML sage 20081118 02:05:54 put {VARIABLE_OP second_unit.hitpoints add $math_container} before the [unstore_unit] part 20081118 02:06:35 so remove the entire object and add that? 20081118 02:06:52 * Sapient nods 20081118 02:07:31 will test now 20081118 02:08:02 btw: could you check out the completely untouched subject of "Weapon Special Weaken" 20081118 02:08:12 I don't want it to fade away into the abyss with no responces =P 20081118 02:09:54 not tonight, sorry 20081118 02:10:16 my computer time is pretty much over for tonight 20081118 02:10:50 right thanks anyway 20081118 02:11:04 if Graverobber doesn't work (which I hope not) you'll be iNFORMED :P 20081118 02:11:10 whoops caps XD 20081118 02:11:19 cya later, have fun. 20081118 02:11:20 -!- Sapient [n=sapien-x@c-71-59-35-203.hsd1.ga.comcast.net] has left #wesnoth-dev [] 20081118 02:16:59 -!- Elvish_Pillage2 [n=eli@24-177-36-147.dhcp.oxfr.ma.charter.com] has quit ["Hi! I'm a quit message virus vaccine. If you see a quit message virus, don't replace your quit message with it!"] 20081118 02:47:01 ssh: svn.gna.org: Name or service not known 20081118 02:47:52 Next time, I guess I'll see: "ssh: You don't exist. Go away." 20081118 03:20:40 so, Shadow_Master I know you're into code. Do you happen to know if its possible to start an event for the start of combat? 20081118 03:21:03 it would allow me to do one of the last 3 not-working abilities without sapients help, hopefully. 20081118 03:21:30 ah nvm 20081118 03:21:41 I found my answer in one of my previous works. 20081118 03:23:50 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20081118 03:25:50 is "max_attacks" relevant to the number of strikes a unit has, or the number of times it can start combat? 20081118 03:51:49 -!- Mica [n=Manic_Mi@d14-69-222-189.try.wideopenwest.com] has quit ["What did you say? I can't hear you, my connection's gone."] 20081118 04:11:08 -!- Espreon_ [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20081118 04:17:15 esr: Here? 20081118 04:23:10 Yes, what's up? 20081118 04:23:22 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit [Read error: 110 (Connection timed out)] 20081118 04:25:04 esr, I am sorry I could not help earlier. 20081118 04:25:33 I accidentally killed my ssh key when reinstalling Sabayon, thus I had to create a new one. 20081118 04:26:04 *I am sorry that 20081118 04:28:10 Well. I think I'm goiing t sleep now. I'll work on UtBS more tomorrow. 20081118 04:28:33 I shall help. 20081118 04:30:57 -!- Patterner1 [n=Psyche@e177230210.adsl.alicedsl.de] has joined #wesnoth-dev 20081118 04:31:57 Damn, Gna is down and whatnot. 20081118 04:33:01 I STILL don't know where Pango tries to load its fonts :-/ 20081118 04:35:59 -!- Pk [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has quit ["Java user signed off"] 20081118 04:43:01 -!- Patterner [n=Psyche@e177237092.adsl.alicedsl.de] has quit [Read error: 110 (Connection timed out)] 20081118 04:43:02 -!- Patterner1 is now known as Patterner 20081118 04:46:05 gna is back up. 20081118 04:46:26 YES! 20081118 04:47:59 Soliton: Not funny... 20081118 04:52:04 i'm not sure what you're trying to say. 20081118 04:52:17 It is not back up and whatnot... 20081118 04:53:19 it most certainly is. 20081118 04:53:47 Really? 20081118 04:53:50 backups have been used so if you're new key went missing or something then it's because of that. 20081118 04:53:53 Then you are lucky. 20081118 04:54:10 Anyway, I am not happy today. 20081118 04:58:38 -!- Ivanovic_ [n=ivanovic@dtmd-4db269f9.pool.einsundeins.de] has joined #wesnoth-dev 20081118 04:59:55 Ivanovic_: Welcome. 20081118 05:15:11 -!- Ivanovic [n=ivanovic@dtmd-4db26e28.pool.einsundeins.de] has quit [Read error: 110 (Connection timed out)] 20081118 05:16:36 -!- Ivanovic_ is now known as Ivanovic 20081118 05:23:20 * crimson_penguin made progress! 20081118 05:23:43 I get the impression it doesn't load the fonts directly at all (by reading the files), it actually uses OS X's font services 20081118 05:24:11 That would not be surprising. 20081118 05:25:22 And it uses this pango.aliases file, which wasn't installed when I built pango, for some reason... 20081118 05:26:08 -!- Espreon_ [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit ["ChatZilla 0.9.83 [Firefox 3.0.3/2008092417]"] 20081118 05:27:14 time for bed 20081118 05:28:40 -!- crimson_penguin [n=ben@64.201.60.217] has quit ["Leaving"] 20081118 05:28:55 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20081118 05:43:20 Patterner: Your dreams became true. 20081118 06:26:06 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit ["ChatZilla 0.9.84 [Firefox 3.0.3/2008092417]"] 20081118 06:59:30 -!- Blueblaze [n=Blueblaz@c-98-196-208-51.hsd1.tx.comcast.net] has quit [] 20081118 07:39:51 -!- [Relic] [n=[Relic]@76.229.220.201] has quit ["Leaving"] 20081118 07:53:55 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20081118 08:15:48 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit ["ChatZilla 0.9.84 [Firefox 3.0.3/2008092417]"] 20081118 08:43:46 -!- miq [n=miq@krlh-5d854513.pool.einsundeins.de] has joined #wesnoth-dev 20081118 08:48:04 -!- Sirp [n=user@c-76-102-104-121.hsd1.ca.comcast.net] has quit ["leaving"] 20081118 08:55:11 -!- miq [n=miq@krlh-5d854513.pool.einsundeins.de] has quit [Remote closed the connection] 20081118 09:12:54 -!- zookeeper [n=l@dsl-tkubrasgw1-fe11fa00-51.dhcp.inet.fi] has joined #wesnoth-dev 20081118 09:53:17 -!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has quit [] 20081118 09:59:01 -!- loonybot [n=loonybot@79.139.247.220] has joined #wesnoth-dev 20081118 09:59:13 -!- loonycyborg [n=sergey@79.139.247.220] has joined #wesnoth-dev 20081118 10:10:12 esr * r30807 /trunk/data/campaigns/Under_the_Burning_Suns/ (4 files in 3 dirs): Undo an ill-advised refactoring. 20081118 10:30:10 zookeeper: ping? 20081118 10:30:29 -!- EdB [n=EdB@86.117.88-79.rev.gaoland.net] has joined #wesnoth-dev 20081118 10:32:13 esr, yeah? 20081118 10:32:49 btw, i can do the dehydration fix/rewrite too, that's the kind of thing i've done a dozen times before...if it's actually described in detail how exactly it should work 20081118 10:34:35 zookeeper: dehydration is what I was wondering about. fendrin thought it was buggy but didn't specify how. Do you rememberr any of the "reports" he was referring to? 20081118 10:35:07 (BTW, I've already removed the Camouflage and Charisma AMLas successfully.) 20081118 10:37:35 not really 20081118 10:38:16 I remember that dehydration interacts badly with poison. 20081118 10:38:26 so what are you going to do about his other AMLAs? 20081118 10:38:39 IIRC it causes health go negative. 20081118 10:45:37 zookeeper: After staring at the macros long enough to more or less understand them, I left the other other AMLAs in. I think what made those two a problem was they planted events for which the filters were prone to spring leaks; the othees don't have that problem. 20081118 10:46:30 zookeeper: You might want to audit the dehydratrion code to exclude the effect loonycyborg is talking about. 20081118 10:53:16 all right, i'll start on that... 20081118 10:53:23 i'll try to clean it up a bit too ;) 20081118 10:54:12 urgh. 20081118 10:55:38 Nasty, isn't it? 20081118 10:55:55 esr * r30808 /trunk/data/campaigns/Under_the_Burning_Suns/ (3 files in 2 dirs): Music for UtBS 2, and quiet down wmllint. 20081118 10:56:14 yeah. i have a dislike for trying to make stuff like that too complicated. 20081118 10:56:56 Rightly so. 20081118 10:56:59 esr: how come camouflage slowed stuff down, it was just a [hides] wasn't it? 20081118 10:57:13 ok, the dehydration code is just a few hundred lines, but it still does some bizarre things AFAICT. 20081118 10:58:06 and i mean...wtf 20081118 10:58:26 the macro is passed an argument, which tells what kind of effect should be applied: rehydration, dehydration or silent rehydration 20081118 10:59:00 but instead of like, duh, the arguments being something like, duh, "rehydration", "dehydration" and "silent rehydration", they're... -1, 0 and 1 20081118 10:59:03 -.- 20081118 10:59:14 and no, they're not used in any calculations. 20081118 10:59:54 AI0867: I don'ty know and don't care much. The point was that (a) it's not an important efect, (b) it had been associated with a known bug by reviewers, and (c) most importantly, it had become a maintainnance nightmare. Sometime analysis isn't worth it, the right thing is just to put the feature out of your misery. 20081118 11:00:34 (well, ok, it is part of some calculations, but it's not in any way necessary) 20081118 11:03:14 My next job is to untangle the mess around the two sifferent versions of scenario 3. 20081118 11:12:10 esr * r30809 /trunk/data/campaigns/Under_the_Burning_Suns/ (TODO scenarios/01_The_Morning_After.cfg): Quiet wmllint and document a known problem. 20081118 11:40:25 ok, i've rewritten the dehydration...i'll test it a bit later today 20081118 11:53:47 I've undone cycholka's stunt of breaking scenario 3 into 19 nillion silly subfiles. Now I need to test the single-file version, then compare it with the old scenario 3. 20081118 11:57:34 zookeeper: Is there an environment variable in WML containing the current scenario ID? 20081118 12:02:28 esr * r30810 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg: Typo fix. 20081118 12:04:27 esr, no 20081118 12:09:42 -!- EdB [n=EdB@86.117.88-79.rev.gaoland.net] has quit ["Konversation terminated!"] 20081118 12:18:02 i think the dehydration was supposed to work so that healers couldn't heal dehydration damage. i removed that...way too complicated 20081118 12:18:24 zookeeper: Reasonable. 20081118 12:18:30 also resting in water doesn't magically now try to restore some of the dehydration damage 20081118 12:19:49 i'll up the dehydration damage from 2 to 4 to compensate for the healing 20081118 12:22:07 Huh? Seems to me resting in water *should* restore dehydrastion damage. Why remove that? 20081118 12:23:32 well, because it's rather ambiguous how much damage should be restored, because healers might have healed some of it already 20081118 12:24:08 compensating for that by trying to figure out how much healers have healed the unit would bring us back to about the same level of complexity as before 20081118 12:24:43 of course, i can make water just heal your units. 20081118 12:24:49 instead of trying to heal the _dehydration_ damage 20081118 12:25:20 That's confusing. 20081118 12:25:24 how? 20081118 12:25:43 Oh, wait. I get it. 20081118 12:25:47 good ;) 20081118 12:25:49 Hmmm... 20081118 12:27:00 -!- shikadibot [n=ai@van-gessel.demon.nl] has quit [Read error: 145 (Connection timed out)] 20081118 12:27:43 OK, maybe this is ow it already works, but why not give each unit a dehydration-damage member. Each dehydration event would increment that and decrement hitpoints. Resting in water would zro the dehydration variable and heal only that many hitpoints. 20081118 12:28:37 KISS :) 20081118 12:28:55 unit suffers 20 dehydration damage. healer heals 16. keeping book of how many HP healers have healed before the unit gets to that oasis would be very complicated 20081118 12:29:30 hmm 20081118 12:29:35 ok, correction: 20081118 12:30:04 unit suffers 20 dehydration damage. healer heals 16. unit takes 22 damage from a scorpion. unit gets to oasis. how many HP should be recovered? 20081118 12:30:14 i'm not gonna write that :) 20081118 12:30:38 and yes, i want to be as KISS as possible for the player's sake too 20081118 12:31:37 Let me think. 20081118 12:33:42 To keep it simple, healers also decrement the dehydration member. So in that scenario, unit arrives at oasis with 4 points of dehydration danage and 22 points of scirpion sting. 20081118 12:34:00 That doesn'yt seem complicated. 20081118 12:34:20 -!- AI0867 [n=ai@van-gessel.demon.nl] has quit [Read error: 110 (Connection timed out)] 20081118 12:35:13 -!- Shadow_Master [n=shadowm@unaffiliated/shadowmaster/x-275924] has quit [Read error: 110 (Connection timed out)] 20081118 12:41:29 any clever ideas on how exactly would healers decrement the dehydration member? 20081118 12:42:17 well, i know how it could be done, but.. 20081118 12:44:32 what's so special about dehydration damage that's worth all the complications? 20081118 12:44:35 oh, nevermind, actually i don't. poison would screw it up. 20081118 12:45:04 (ok, i could check for poison, but really at that point it's getting a bit ridiculous IMO) 20081118 12:45:40 and yes, the problem is that damage is damage is damage. splitting that into normal damage and dehydration damage is really icky on all levels if you ask me. 20081118 12:46:31 IMO the original idea of the scenario is that you continually take damage which you have to deal with. making that damage also special in complicated ways adds nothing. 20081118 12:47:59 Then either oasis pools should heal or we sghould call it heat damage so they aren't special. 20081118 12:48:24 shouldn't? 20081118 12:49:07 (they do heal now, no?) 20081118 12:51:06 ah, another complete redesign of UtBS dehydration ;) 20081118 13:07:51 See, this is why it needed to be cleaned up. We're gertting confused just talking about it. 20081118 13:08:35 So should we just make pools heal +4 and be done with it? 20081118 13:11:26 esr * r30811 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/ (3 files in 2 dirs): Undo an ill-advised factoring of scenario 3. 20081118 13:15:12 -!- Sapient [n=patrickp@agentek.com] has joined #wesnoth-dev 20081118 13:21:07 Sapient: Are you doing WML engine work? If so, I have a small request -- it would be nice to have the secenario ID available as a WML $-variable. 20081118 13:21:42 esr you mean the current scenario id? 20081118 13:22:12 Sapient: Yup. My immediate use is for case dispatch in death events in UtBS. 20081118 13:22:35 Rigbt now it's done with didgy #ifdefs. 20081118 13:22:48 s/didgy/dodgy/ 20081118 13:23:22 esr: Why not have a variable for plot state? 20081118 13:23:27 well, it seems far more useful to make more than that available 20081118 13:23:37 $scenario.turns 20081118 13:23:42 etc 20081118 13:23:47 ? plot state ? 20081118 13:24:19 Sapient: If you want to do that, I won't stop you :-) yes, the more general form would be useful. 20081118 13:24:28 Why do you want current scenario id? 20081118 13:24:59 there has been a plan to auto-store scenario and map variables but I haven't put any work into it yet. it's on wiki/FutureWML 20081118 13:25:25 Look at the death events for Nym and Zhul in UtBS and you'll see why. I want to get rid of the FINAL_FIGHT definition. 20081118 13:25:54 esr: ifdef can't be used for this 20081118 13:26:05 it's not only dodgy, it's wrong 20081118 13:27:05 when the final fight begins, you should just set {VARIABLE in_final_fight true} 20081118 13:27:34 then in the death event, check for [variable] boolean_equals=true 20081118 13:27:56 uninitialized variables are automatically boolean equal to false 20081118 13:28:10 Sapient: Yes. I had something like that in mind. 20081118 13:28:56 this seems like a better approach than tying it to the scenario ID, IMHO 20081118 13:29:49 Because it supports the change of scenario id or splitting it in multiple scenarios. 20081118 13:32:52 Sapient: OK, I'll do it that way. Right now, there's a #define FINAL_FUGHT in the last scenario before the inclusion of the deaths file. I think that actually should work, but it's too ugly to live. 20081118 13:34:51 scenario files are read all at once by the preprocessor, not when the scenario is played. still, it could work, you are right 20081118 13:36:47 since the death events are not global but included explicitly for each scenario 20081118 13:38:36 this means that any scenario files processed after FINAL FIGHT (regardless of play order) would be using its #define unless it also has #undef 20081118 13:43:20 -!- loonycyborg [n=sergey@79.139.247.220] has left #wesnoth-dev ["In Soviet Russia, channel /parts YOU!!"] 20081118 13:43:49 -!- loonybot [n=loonybot@79.139.247.220] has quit [Remote closed the connection] 20081118 13:54:01 Sapient: I have a related FR for you to consider. I think the conventions we've evolved for handling death events are very error-prone. I'd like to be able to declare an event in a unit's [modifications] and have it be instantiated into any scenario where the unit is created or recalled. How difficult would that be? 20081118 13:55:14 (I'd use this first to attach a death event to the unit.) 20081118 14:05:06 esr, it's already possible I think 20081118 14:05:13 nope 20081118 14:05:16 Really? 20081118 14:05:20 [event] in [unit_type] 20081118 14:05:39 he wants it for single units 20081118 14:06:17 No, I want [event[ in [unit]. That way individual PCs cab attach death evets to themselves without repeated inclusions of a deaths file. 20081118 14:06:47 (Which is grubby an error-prone, easy to omit accidentally.) 20081118 14:08:27 meh 20081118 14:08:59 i find it quite simple and convenient 20081118 14:10:16 besides, you'd still need the good old deaths.cfg, unless you'd fancy writing your leader death events into your first scenario's [side] 20081118 14:11:42 I think adding events to individual unit instances could be troublesome 20081118 14:12:00 I think what you really want are [global_event]s 20081118 14:12:07 Troublesome in what way? 20081118 14:12:27 in 3 ways: implementation, potential bugginess, and usage 20081118 14:12:39 Hm, and you may be right -- global events would be useful. 20081118 14:12:58 How difficult would tgat be? 20081118 14:13:18 potential;ly, very easy 20081118 14:13:44 but it would not surprise me to find a tangled mess at scenrio transition code 20081118 14:14:07 Do you have time to look into it? 20081118 14:14:28 sure, I think it's a good feature 20081118 14:14:43 it will probably be much easier to have [event] global=yes 20081118 14:15:09 but personally, I kinda like the [global_event] syntax 20081118 14:15:32 so I think I'll stick with the latter 20081118 14:16:03 or just have a [global_events] top-level tag, into which you can add stuff with [+global_events]? 20081118 14:16:19 that way we could actually have global events in the core of the game 20081118 14:16:32 which might be useful sometime 20081118 14:16:34 I think it should be allowed at the top level, but also at the scenario level 20081118 14:16:40 also at the event spawning level 20081118 14:16:43 all right, sounds fine 20081118 14:17:20 not sure about the unit_type level 20081118 14:17:45 yeah, I better keep this a separate tag so it can be used in different places than [event] 20081118 14:22:46 -!- crimson_penguin [n=ben@64.201.60.217] has joined #wesnoth-dev 20081118 14:23:37 I like zookeeper's suggestion. 20081118 14:24:42 Or will all [global_event] tags just accumolate? That would make sense. 20081118 14:25:21 Any of these variants would do what I want, so I guess I don't care about the details. 20081118 14:26:24 I like the accumulation ;) 20081118 14:26:43 Fine. 20081118 14:26:54 the only tricky part will probably be savefiles and MP Campaigns 20081118 14:27:11 hopefully they should not be too bad 20081118 14:27:42 Hmmm.... 20081118 14:28:41 Maybe the simplest and most general thing would be a [global] tag, contents to be instantiated in each scenario. 20081118 14:29:19 That way yo could do variable initializations as well as events. 20081118 14:30:29 So, the reason Pango wouldn't load fonts: it takes font NAMES, not file names 20081118 14:38:20 -!- isaac [n=isaac@14.Red-88-26-177.staticIP.rima-tde.net] has quit [Operation timed out] 20081118 14:41:48 -!- Sirp [n=user@c-76-102-104-121.hsd1.ca.comcast.net] has joined #wesnoth-dev 20081118 14:42:01 hello 20081118 14:43:02 yo Sirp 20081118 14:44:46 hi Sapient 20081118 14:46:56 -!- isaac [n=isaac@debian/developer/isaac] has joined #wesnoth-dev 20081118 14:51:02 -!- isaac [n=isaac@debian/developer/isaac] has quit [Read error: 54 (Connection reset by peer)] 20081118 14:51:56 -!- isaac [n=isaac@debian/developer/isaac] has joined #wesnoth-dev 20081118 14:54:40 so now I get )Hebrew( - which makes a lot more sense, because it's backwards ;) 20081118 15:16:23 -!- Sapien1 [n=patrickp@agentek.com] has joined #wesnoth-dev 20081118 15:18:30 -!- Sapient [n=patrickp@agentek.com] has quit [Read error: 104 (Connection reset by peer)] 20081118 15:22:56 -!- rski [n=ruskie@c83-250-205-209.bredband.comhem.se] has joined #wesnoth-dev 20081118 15:25:16 esr * r30812 /trunk/data/campaigns/Under_the_Burning_Suns/ (16 files in 3 dirs): Refactor UtBS death events. 20081118 15:35:02 -!- Sapien1 is now known as Sapient 20081118 15:45:49 zookeeper: Is your dehydration stuff in a committable state? I need to change the way the Black Hand ambush is handled, and we might end up with a conflict. 20081118 15:46:35 umm, yeah, but it's still untested and i haven't added the oasis healing yet 20081118 15:46:58 if you're just fiddling with the encounter events, that's safe 20081118 15:47:10 there might be one conflict spot but i can handle it on my end 20081118 15:47:20 OK. 20081118 15:49:23 The problem is, the Black Hand ambush is time-triggered but the ogres are location-triggered; if the Elves take too long to get to where the Ogres lurk, the Black Hand can trigger on the same or following turn and attack the ogres from behind. Probavly not the effect we want! 20081118 15:50:27 sounds awesome 20081118 15:55:13 Nah, the dialogue gets confusing. Also, I wound up in a situation where the last ogre died, the ddust devil's bottle shows up, Nym opens it -- and promptly gets scragged by the bandits idling nearby. 20081118 15:55:48 Both should be location-triggered, really. 20081118 16:00:11 or time/location triggered 20081118 16:01:17 in other words, check that it is past turn #Z and they are not in location #X, #Y 20081118 16:03:01 the count of ogres could be another indicator 20081118 16:08:27 -!- Rhuvaen [n=chatzill@p54BCDC5A.dip.t-dialin.net] has joined #wesnoth-dev 20081118 16:10:29 esr: I'm willing to help with fixing WML for UtBS - depending on your decisions what to keep for the campaign 20081118 16:10:54 I'm basically unconvinced that Kaleh's AMLA's present a problem, except for the charisma ability 20081118 16:11:17 the latter is known to cause sluggish moves, although I haven't noticed terrible performance on the systems I've tested on 20081118 16:11:26 however, that could be refactored completely 20081118 16:11:50 Rhuvaen: So far, I've jettisoned the Camouflage and Charisma AMLAs. The rest are still in place. 20081118 16:12:15 esr: perhaps the charisma could be reworked into a couple of free recalls or something 20081118 16:12:39 I'm not sure how camouflage could cause performance issues by itself 20081118 16:13:33 Maybe. Right now my concern is with getting it to a clean and playable state, and cleaning up the messes left by previous over-ambitious attempts to add features. 20081118 16:15:19 If you want to be helpful, tuning the trigger on the Black Hand ambush so it doesn't trigger until you've gone through the ogres would be helpful. At the moment those two events tend to collide. 20081118 16:16:07 what about the whole dehydration in scenario 2? wasn't there a bug report concerning that? 20081118 16:16:12 There's a list of other issues in a TODO. 20081118 16:16:35 zookeeper is wrking on that now. 20081118 16:16:44 ok, I will have to take a look at the laters UtBS code anyway 20081118 16:16:54 latest 20081118 16:17:40 and I'm fairly busy at the moment, so this will be mostly a weekend effort 20081118 16:22:28 camo is pretty useless since the AI can see invisible leaders anyway 20081118 16:23:08 this is a long-standing bug in the AI, AFAIK 20081118 16:23:37 you're not uptodate. 20081118 16:24:22 ok, I didn't know that was fixed 20081118 16:27:28 hi 20081118 16:27:37 zookeeper: what is the status of the tutorial? 20081118 16:27:43 can translators start working on it? 20081118 16:27:54 (as in "soft stringfreeze active") 20081118 16:32:51 yeah, i can't get a new one done anytime soon 20081118 16:53:32 argh. whenever i start to rewrite something like this, i find it simply impossible to restrain myself and not to start fixing all sorts of other related things. 20081118 16:54:10 like, i think it really needs to be so that dehydration simply works like poison does - healers can stop it, but not heal you on the same turn. 20081118 16:55:29 would be nice 20081118 16:55:40 okay, then i will set the tutorial to stringfreeze, too 20081118 16:55:59 Soliton: any invasive changes to unit planned that require changes to the unit descriptions? 20081118 16:56:46 like new abilities that should be mentioned, stuff like this 20081118 16:56:54 or can wesnoth-units be frozen, too? 20081118 16:57:12 i think so. 20081118 17:01:22 Ivanovic: I have no changes planned to units. 20081118 17:02:56 Soliton, esr: then i will put tutorial and units into soft stringfreeze 20081118 17:03:06 zookeeper: how is work on tsg and sotbe going? 20081118 17:03:14 Ivanovic: OK by me. 20081118 17:03:48 i think i'm done with TSG. i'll leave revising "vengeance" for later, i think 20081118 17:04:14 SotBE i'd like to keep on hold for a couple more days 20081118 17:06:01 * esr remembers that he needs to finish his music-adding pass on HttT. 20081118 17:07:25 esr: first get everthing done that requires string changes 20081118 17:07:33 add the music pass onto your todo for later 20081118 17:07:47 esr * r30813 /trunk/data/campaigns/Under_the_Burning_Suns/ (TODO scenarios/04_Descending_into_Darkness.cfg): Update UtBS todo, add some music to scenario 4. 20081118 17:07:58 zookeeper: please change the status (and teh changes done) on http://www.wesnoth.org/wiki/TextdomainStatus 20081118 17:08:33 Ivanovic: I don't think I have any string changes left to do in mainline, unless there's one that's forced by a bug fix. 20081118 17:16:35 Oops, I spoke too soon. UtBS will need a few. 20081118 17:16:54 well, this is getting a bit complicated (easy to understand and maintain though), so i'll just do what i must to get it working the way i want.. 20081118 17:16:57 -!- loonybot [n=loonybot@79.139.247.220] has joined #wesnoth-dev 20081118 17:17:12 -!- loonycyborg [n=sergey@79.139.247.220] has joined #wesnoth-dev 20081118 17:26:20 Soliton: what are plans regarding mp maps? 20081118 17:26:30 that is: what to do about the textdomain wesnoth-multiplayer 20081118 17:26:52 are any changes/additions/whatever planed for maps that will add/alter strings? 20081118 17:29:16 -!- Sirp [n=user@c-76-102-104-121.hsd1.ca.comcast.net] has quit [Read error: 60 (Operation timed out)] 20081118 17:33:05 -!- AI0867 [n=ai@van-gessel.demon.nl] has joined #wesnoth-dev 20081118 17:33:16 -!- Sapient [n=patrickp@agentek.com] has left #wesnoth-dev [] 20081118 17:33:30 -!- shikadibot [n=ai@van-gessel.demon.nl] has joined #wesnoth-dev 20081118 17:36:57 off to do some sports, cu 20081118 17:36:59 Ivanovic: no idea. ask doc paterson. 20081118 17:38:02 -!- Sirp [n=user@c-76-102-104-121.hsd1.ca.comcast.net] has joined #wesnoth-dev 20081118 17:39:16 loonycyborg * r30814 /trunk/packaging/windows/Wesnoth.nsi.in: Added provisions to NSIS script to install Python standard library (Lib and DLLs dirs). 20081118 17:39:20 loonycyborg * r30815 /trunk/src/font.cpp: Use fontconfig calls only with FreeType cairo backend since they have no effect otherwise. 20081118 17:39:31 -!- Sirp [n=user@c-76-102-104-121.hsd1.ca.comcast.net] has quit [Remote closed the connection] 20081118 17:51:49 esr * r30816 /trunk/data/campaigns/Under_the_Burning_Suns/ (5 files in 2 dirs): 20081118 17:51:49 OK, we'll keep the development version of A Stirring In The Dark because 20081118 17:51:49 it's got the duel of champions in it. This version is wmlscope- and wmllint 20081118 17:51:49 clean, but needs to be refactored to reduce dupkication of dialog strings. 20081118 17:53:20 loonycyborg: I found out how Pango loads fonts 20081118 17:53:25 * crimson_penguin is fairly certain, anyway 20081118 17:53:42 aaaagh. after a [tag1][tag2][/tag2][/tag1], i can't do a [+tag2] anymore. 20081118 17:53:45 loonycyborg: turns out the reason it didn't load them, is because the way it's loading them is based on name, not filename 20081118 17:53:49 nor does [+tag1][+tag2] work 20081118 17:54:30 loonycyborg: it doesn't actually read .ttf files at all - it relies on OS X's font services 20081118 17:56:15 someone showed me how to use gdb to print the path every time a file is opened by a program, which was awesome, besides being very useful for this :) (I found out first that it tries to load a pango.aliases file, which I didn't have, but which can be used to turn "DejaVuSans.ttf" into "DejaVu Sans", and second that it doesn't open any .ttf files) 20081118 17:56:19 crimson_penguin: I suspected as much. 20081118 17:57:10 loonycyborg: So I was on the right track putting the fonts in a system font directory (/Library/Fonts or ~/Library/Fonts), but it still didn't work because of the name thing 20081118 17:58:30 strace shows you what files a process opens as well. 20081118 17:58:47 (and more.) 20081118 17:59:00 However, I still have a bit of a problem - it is using DejaVuSans, but I think it's ONLY using DejaVuSans, because Korean doesn't work, and now I get )Hebrew( (which does make more sense than )), since it's just backwards) 20081118 17:59:04 It works on windows since it seems to be using DejaVu Sans by default after I add it using AddFontResource for some reason. 20081118 17:59:06 I do get some hebrew though 20081118 18:03:37 This is what makes DejaVu work: DejaVuSans.ttf = "dejavu sans" 20081118 18:04:02 So I've also got: sazanami-gothic.ttf = "sazanami gothic regular" and wqy-zenhei-gb2312.ttf = "wenquanyi zen hei" (I looked up what their names were in Font Book) 20081118 18:06:03 Here's what it used to look like: http://www.happyspork.com/pics/wes_lang_sans.png -> now looks like: http://www.happyspork.com/pics/wes_langs_2.png 20081118 18:09:37 esr * r30817 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg: Usage and comment fixes. 20081118 18:10:37 crimson_penguin: Why are arabic letters unconnected? 20081118 18:12:17 Unconnected? 20081118 18:13:04 Yes. They should be connected. That's why mordante wanted to switch to pango in the first place. 20081118 18:13:38 Ahh; I see in Ivanovic's screen shot 20081118 18:13:51 Well my theory is it isn't using the other fonts 20081118 18:14:04 As you can see, there's no Korean displayed 20081118 18:16:38 -!- Blueblaze [n=Blueblaz@c-98-196-208-51.hsd1.tx.comcast.net] has joined #wesnoth-dev 20081118 18:17:32 الْعَرَبيّة <- do you see arabic in your client? 20081118 18:17:48 Is it connected? 20081118 18:18:00 I... sort of see it 20081118 18:18:25 It's too small to see very well, but it looks like it's got a bunch of reverse ` on top 20081118 18:18:34 ´ that is 20081118 18:19:36 Looks like it's probably connected 20081118 18:20:33 loonycyborg: I identified the glyphs used for what's displayed for Arabic, in DejaVu Sans 20081118 18:26:48 -!- stikonas [n=and@ctv-213-164-122-89.vinita.lt] has joined #wesnoth-dev 20081118 18:26:54 crimson_penguin: If I run OpenOffice writer set font to DejaVu Sans and paste arabic text there, letters are connected. 20081118 18:28:33 Perhaps rendering of arabic characters is in one of .so files you had problems to make work? 20081118 18:29:45 I believe it loads them all, because I'm not getting any errors 20081118 18:31:20 loonycyborg: Yeah, it loads pango-basic-atsui.so and pango-arabic-lang.so 20081118 18:32:01 It doesn't load pango-arabic-fc.so though - I don't know what fc means... 20081118 18:32:37 Do you know what atsui means? 20081118 18:32:47 loonycyborg: Also, if I change the order, the Korean and Chinese are displayed, but not otherwise 20081118 18:32:49 Nope 20081118 18:32:56 -!- miq [n=miq@krlh-5d854513.pool.einsundeins.de] has joined #wesnoth-dev 20081118 18:33:16 "Apple Type Services for Unicode Imaging" 20081118 18:34:04 * loonycyborg gives a cookie to wikipedia 20081118 18:34:10 esr * r30818 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg: More comment fixes and maintainability tweaks. 20081118 18:34:23 Ah ha 20081118 18:34:39 * zookeeper kicks UtBS 20081118 18:35:09 ok, so now healers stop dehydration effects, but what's supposed to happen when a dehydrated unit steps on, say, an encampment next to a healer? -.- 20081118 18:35:44 maybe healers should just heal dehydration entirely, instead of just slowing it? 20081118 18:36:52 well, like usual the better healer takes precedence? 20081118 18:37:12 loonycyborg: Changing language to Chinese does work, changing to Korean yields squares 20081118 18:38:28 loonycyborg: So, wait a second... It looks then like maybe it's impossible to get Pango to display correctly, because there's only an -atsui for basic; basic also has an -fc, and everything else only has an -fc 20081118 18:39:09 -!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has joined #wesnoth-dev 20081118 18:39:18 I'm getting squares with korean too. 20081118 18:39:26 On linux that is. 20081118 18:39:44 Heh, great :-/ 20081118 18:40:25 So that's not your problem :) 20081118 18:41:37 Haha, well I guess that is a plus! 20081118 18:43:10 Another weirdness: tool tips in the language dialog aren't displayed anywhere near the mouse, they're up at the top, on the left 20081118 18:43:32 I'm getting that too. 20081118 18:43:38 Yay! :P 20081118 18:43:52 That's the thing about trying to compile an unstable version of something... 20081118 18:45:46 esr, did you happen to break UtBS with your latest commits? 20081118 18:46:17 zookeeper: It's possible, but I wmllinted before I checked in. What's up? 20081118 18:46:41 i just got some errors on startup 20081118 18:47:47 Crap. Investigating... 20081118 18:47:55 fixing already 20081118 18:48:40 loonycyborg: oh, I just realized, -fc probably = FontConfig... well, maybe 20081118 18:49:02 * loonycyborg thinks so too 20081118 18:50:50 zookeeper * r30819 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/04_Descending_into_Darkness.cfg: Fixed WML errors. 20081118 18:52:29 -!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has quit [] 20081118 18:55:32 loonycyborg: so, what would you conclude about the Arabic thing? my conclusion for now is that I can't fix it... 20081118 18:56:23 * loonycyborg doesn't have any ideas either.. 20081118 18:56:28 zookeeper: Guess I'd better write some more wmllint tests.. 20081118 18:57:58 loonycyborg: I also wonder if there are fonts already installed on OS X that are "as good as" these free fonts, since, really, the advantage of this system is that it can use system fonts, and I have to use aliases anyway to make the fonts work, so I could easily set them to system fonts instead 20081118 18:58:05 esr * r30820 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/04_Descending_into_Darkness.cfg: Correct a file extension. 20081118 18:58:38 jebus this dehydration thing is killing me. 20081118 18:59:19 * Soliton hands zookeeper a half-full glass of water. 20081118 18:59:22 crimson_penguin: Most likely there are. 20081118 18:59:41 Soliton, ...thanks. 20081118 18:59:59 The advantage of this is I wouldn't have to write Obj-C to install the fonts for the system, which the user doesn't even necessarily want anyway 20081118 19:00:01 maybe it'd help if i poured it on my computer 20081118 19:00:12 worth a try. 20081118 19:00:24 -!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has joined #wesnoth-dev 20081118 19:07:30 -!- happygrue [n=happygru@98.223.188.175] has joined #wesnoth-dev 20081118 19:08:37 -!- EdB [n=EdB@86.117.88-79.rev.gaoland.net] has joined #wesnoth-dev 20081118 19:19:23 -!- Blueblaze [n=Blueblaz@c-98-196-208-51.hsd1.tx.comcast.net] has quit [] 20081118 19:34:17 -!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has quit [] 20081118 19:42:17 esr * r30821 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/ (10 files): Music assignments for UtBS. 20081118 19:58:18 i'll have the dehydration stuff done tonight. 20081118 20:00:56 -!- stikonas [n=and@ctv-213-164-122-89.vinita.lt] has quit [Read error: 110 (Connection timed out)] 20081118 20:03:35 loonycyborg: by the way, does it work for you to switch languages twice? 20081118 20:07:57 -!- mordante [n=chatzill@roadie.xs4all.nl] has joined #wesnoth-dev 20081118 20:08:09 hi 20081118 20:08:09 crimson_penguin: On linux yes. 20081118 20:11:46 -!- happygrue [n=happygru@98.223.188.175] has left #wesnoth-dev [] 20081118 20:12:20 crimson_penguin would it help to add an extra value for the Mac names of the font? 20081118 20:12:38 mordante: it's not a problem because I can use pango.aliases 20081118 20:12:48 ok 20081118 20:15:58 I'm aware of the bugs in the tooltips in the language dialog 20081118 20:16:29 Weird. I keep getting an assertion in widgets/grid.cpp:670 if I run windows version under wine :/ 20081118 20:16:41 If I use any new dialog. 20081118 20:17:19 Like addons and languages 20081118 20:17:43 Though it works fine on windows natively :/ 20081118 20:18:03 odd, but I have a completer rewrite of the layout code ready 20081118 20:18:18 I only rather not commit that just before 1.5.6 20081118 20:18:24 -!- Rhuvaen [n=chatzill@p54BCDC5A.dip.t-dialin.net] has quit [Remote closed the connection] 20081118 20:35:58 -!- EdB [n=EdB@86.117.88-79.rev.gaoland.net] has quit ["Konversation terminated!"] 20081118 20:37:21 re 20081118 20:37:26 hi Ivanovic 20081118 20:41:31 hi Ivanovic 20081118 20:55:53 -!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has joined #wesnoth-dev 20081118 20:55:59 -!- Elvish_Pillager [n=eli@24-177-39-196.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20081118 20:57:10 -!- rski [n=ruskie@c83-250-205-209.bredband.comhem.se] has quit [Remote closed the connection] 20081118 21:09:08 zookeeper * r30822 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/02_Across_the_Harsh_Sands.cfg: Rewrote the dehydration system. 20081118 21:10:10 Does anyone know of non-free fonts that ship with OS X, that could replace the Wesnoth ones? 20081118 21:10:50 To use the Wesnoth ones I would have to install them on the system, but it would be really easy to just use system ones if there are suitable replacements 20081118 21:11:13 crimson_penguin: Perhaps anakayub does? :) 20081118 21:11:17 zookeeper * r30823 /trunk/data/campaigns/Under_the_Burning_Suns/ (5 files in 2 dirs): The new rehydration system unfortunately requires a bit of ugly but trivial ability hacks. 20081118 21:12:25 loonycyborg: Why would he? I mean, other than being a Mac user... I guess maybe he came to the same conclusion as me and came up with something... 20081118 21:14:24 I'm off bye 20081118 21:14:40 -!- mordante [n=chatzill@roadie.xs4all.nl] has quit ["ChatZilla 0.9.84 [Firefox 3.0.3/2008092417]"] 20081118 21:16:02 i'm rather unhappy that i needed to do that ability hack 20081118 21:16:21 -!- thespaceinvader [n=chatzill@91.108.186.80] has joined #wesnoth-dev 20081118 21:16:27 it's almost as ugly as the original code, but at least it's hopefully somewhat simpler ;) 20081118 21:19:36 -!- suokko_ [n=suokko@vipunen.hut.fi] has quit [Read error: 60 (Operation timed out)] 20081118 21:21:31 -!- suokko [n=suokko@vipunen.hut.fi] has joined #wesnoth-dev 20081118 21:33:42 -!- freim [n=hogne@feathers.os-tr.net] has quit [Read error: 113 (No route to host)] 20081118 21:40:56 -!- BenUrban [n=benurban@unaffiliated/benurban] has quit ["Power failu"] 20081118 21:43:28 -!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20081118 21:44:19 esr, the "No, $unit.name can't die now!" stuff is triggered in all scenarios 20081118 21:44:23 the final fight thing 20081118 21:44:57 id=$ally_name always matches when that variable is undefined 20081118 21:46:43 nym's animations use the regular hunter frames 20081118 21:49:17 -!- IRSeekBot3 [n=IRSeekLo@irseek/log-bot/IRSeekBot] has joined #wesnoth-dev 20081118 21:51:47 wtf, all the elves from the first scenario are loyal? D: 20081118 21:52:14 now i understand why the campaign has been said to be so easy nowadays 20081118 21:53:15 that's got to be a somewhat recent change? 20081118 21:53:24 20 loyal units sounds pretty nice 20081118 21:53:27 i have no idea 20081118 21:55:05 it doesn't seem to be mentioned in the commit messages. 20081118 21:56:39 * Soliton guesses what file to check... 20081118 21:59:24 Kaleh: "No, Scorpion can't die now!" :P "He was a brave warrior and a true ally. He will be missed." 20081118 21:59:34 lollerskates. 20081118 21:59:53 NOOOOO, not Scorpion! 20081118 22:00:33 :/ 20081118 22:00:33 wesbot: IIRWIIR 20081118 22:00:43 wesbot: IIRWIIR? 20081118 22:00:44 looks like an #ifdef EASY got lost re the loyal units. 20081118 22:00:44 crimson_penguin: It Is Ready When It Is Ready 20081118 22:01:08 for easy i suppose it'd be ok. 20081118 22:01:49 Soliton, maybe, considering that a newbie will probably lose quite a few units fighting the necro 20081118 22:02:07 yeah. 20081118 22:02:27 Skeletons *really* suck in that sand. 20081118 22:02:35 but doesn't look like a mistake to me, it's the LOYAL_UNIT macro that's used everywhere 20081118 22:02:47 yes, but it was a custom macro before. 20081118 22:03:18 well, something like that from a quick look... 20081118 22:03:32 Any toddler can defeat them in sands, especially if he has 60% defence there :) 20081118 22:03:52 i'm not sure what to make of line 1063 and co 20081118 22:04:09 i don't know how this elf pool works exactly 20081118 22:04:17 sounds like cycholka's code ;) 20081118 22:07:17 ah well, doesn't look too bad in fact 20081118 22:12:17 good lord the dark assassin placement code D: 20081118 22:12:31 my eyes bleed 20081118 22:14:10 D: is a silly hat smiley? :) 20081118 22:14:26 no 20081118 22:14:46 it's the best simulation of the :augh: forum smiley i can think of 20081118 22:26:03 http://www.wesnoth.org/forum/viewtopic.php?f=4&t=22985 20081118 22:26:27 I'm pretty sure that there's no readahead(2) in the code. 20081118 22:26:48 Did anyone else ever suggested it? 20081118 22:30:35 * loonycyborg suspects that Jeremy23 and wesnoth's load dialog would disagree on what cache is 20081118 22:33:02 anyways, it's not a particularly hard thing to write properly, so i should have that done tomorrow 20081118 22:43:45 -!- boucman [n=rosen@109.83.102-84.rev.gaoland.net] has joined #wesnoth-dev 20081118 22:59:47 zookeeper * r30824 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/ (2 files): A new, sane method for placing the dark assassin. Untested yet. 20081118 23:00:13 enjoy 20081118 23:00:20 i'll test it myself tomorrow 20081118 23:00:22 -!- zookeeper [n=l@dsl-tkubrasgw1-fe11fa00-51.dhcp.inet.fi] has quit [] 20081118 23:02:12 -!- boucman [n=rosen@109.83.102-84.rev.gaoland.net] has quit ["Leaving."] 20081118 23:02:31 -!- boucman [n=rosen@109.83.102-84.rev.gaoland.net] has joined #wesnoth-dev 20081118 23:09:52 loonycyborg: calling readahead(2) would be a possible optimization for us, that might make loading data faster, but there's no way we could use it to reduce memory usage. 20081118 23:10:11 ...and, does Wesnoth really uses 200MB of RAM, even when compiled with all the lite options? What's it using all that RAM on? 20081118 23:10:41 * loonycyborg would like to know that too 20081118 23:11:19 I thought that we got it more in the region of 20-40MB when it's using the lite option. 20081118 23:11:32 ...since the main user of RAM in general is all the surfaces. 20081118 23:15:28 Wesnoth easily beats firefox with 15 tabs open by memory usage :) 20081118 23:19:17 -!- Espreon [n=Espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20081118 23:28:44 loonycyborg: when I *start* firefox it doesn't show the window until after eating 200 MB 20081118 23:28:53 so no, wesnoth doesn't have firefox beat 20081118 23:30:08 It doesn't untill I load an IftU scenario :) 20081118 23:32:43 -!- Sapien-X99 [n=sapien-x@c-71-59-35-203.hsd1.ga.comcast.net] has joined #wesnoth-dev 20081118 23:32:49 -!- Sapien-X99 is now known as Sapient 20081118 23:33:13 -!- boucman [n=rosen@109.83.102-84.rev.gaoland.net] has quit [Read error: 110 (Connection timed out)] 20081118 23:33:15 Soliton: sorry to hear about your loss 20081118 23:33:28 -!- Elvish_Pillage2 [n=eli@24-177-39-196.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20081118 23:34:07 He was a brave warrior and a true ally. He will be missed. 20081118 23:34:45 ? 20081118 23:34:55 hehe, i was just being symphatetic actually. :-) 20081118 23:38:39 I cannot win the Swamps of Illuven: Delfador is on the signpost, but the scenario continues... 20081118 23:39:24 he mumbles something like "I must find the articfact..." 20081118 23:39:26 -!- PK3 [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has joined #wesnoth-dev 20081118 23:40:59 -!- Elvish_Pillager [n=eli@24-177-39-196.dhcp.oxfr.ma.charter.com] has quit [Read error: 110 (Connection timed out)] 20081118 23:42:10 Patterner: Which campaign is that? 20081118 23:42:37 Patterner: you need the staff of lightning 20081118 23:42:49 it's DM 20081118 23:43:16 to set the signpost on fire? 20081118 23:43:45 to stop iliah-malal from using it 20081118 23:43:53 and in order to not break canon 20081118 23:43:58 that's the real reason 20081118 23:44:20 Patterner: There's a very nice place to discuss DM: #wesnoth-umc-dev ;) 20081118 23:44:34 loonycyborg: we're already discussing TDH there =P 20081118 23:44:44 but you already know that 20081118 23:46:53 um... what links to fontconfig 20081118 23:47:10 Nothing :) 20081118 23:47:18 Wesnoth does need it though? 20081118 23:47:41 Only if freetype cairo backend is used. 20081118 23:48:08 Oh, hmm - but it isn't... 20081118 23:48:20 So how do I disable it then? 20081118 23:49:07 I've just committed a patch that no longer uses fontconfig unless ft backend is used. 20081118 23:50:28 ah ha! 20081118 23:50:34 ivanovic * r30825 /trunk/ (398 files in 14 dirs): 20081118 23:50:34 pot-update 20081118 23:50:34 regenerated doc files 20081118 23:50:55 Using wonders of conditional compilation it disables fontconfig part of code unless CAIRO_HAS_FT_FONT from is defined. Fantabulous! :D 20081118 23:51:06 * crimson_penguin does svn up, after a while of not using it 20081118 23:51:11 err, doing it 20081118 23:51:16 Wonderful! 20081118 23:51:35 * crimson_penguin hopes he really did disable FT fonts when he built cairo 20081118 23:51:43 loonycyborg++ 20081118 23:52:50 I don't remember where I got my fontconfig.dylib (I bet it was from anakayub's package, actually), but it's not built to work on 10.4 20081118 23:53:03 I tried hacking it into working, but it doesn't seem worth it, especially if it's not even being used :) 20081118 23:54:38 yay, only 12 files to recompile (really 6, but 2 archs) 20081118 23:55:11 * Ivanovic is off to bed now, 8n8 20081118 23:55:14 s/8n8/n8 20081118 23:55:41 goodnight Ivanovic 20081118 23:55:52 by the way, I'm testing on my mom's 10.4 PPC now 20081118 23:56:00 great 20081118 23:56:16 -!- miq [n=miq@krlh-5d854513.pool.einsundeins.de] has quit [Remote closed the connection] 20081118 23:56:32 it didn't work at first, but now that fontconfig is removed (which was the problem), we'll try again... --- Log closed Wed Nov 19 00:00:55 2008