--- Log opened Sun Mar 15 00:00:08 2009
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20090315 00:31:13< thespaceinvader> what mainline campaigns are the runesmith line used in?
20090315 00:31:24< thespaceinvader> i wanna wire the runemaster portrait into them
20090315 00:31:44< Soliton> sof at least.
20090315 00:32:40< Soliton> yep sof only.
20090315 00:37:50< CIA-70> thespaceinvader * r33659 /trunk/ (6 files in 5 dirs): Add and wire LordBob's Master Bowman portrait, update changelogs, portrait credits.
20090315 00:41:00< CIA-70> thespaceinvader * r33660 /trunk/ (6 files in 5 dirs): Add and wire my Dwarf Runemaster portrait, update changelogs, portrait credits.
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20090315 00:42:44< thespaceinvader> who maintains SoF at the moment?
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20090315 01:46:28< Shadow_Master> Ivanovic: http://www.wesnoth.org/forum/viewtopic.php?f=17&t=24468 . wikigrabber.py?
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20090315 02:29:45< sk-> hi
20090315 02:30:20< sk-> so, every map of mine i've tried has worked (minus the AI bug) except a very simple survival called X: http://rafb.net/p/Gl97fV78.html
20090315 02:30:43< sk-> any glaring error with that. The problem is, no spawns appear.
20090315 02:30:45< sk-> I get no errors.
20090315 02:34:39< sk-> so apparently all of you have actual lives outside wesnoth on a saturday night
20090315 02:35:12< sk-> if anyone can solve this for me, shoot me an e-mail at LSLwesnoth@gmail.com and I'd be quite appreciative :))
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20090315 05:22:36< Blueblaze> esr or anyone who knows, would a file that has been licensed under the GNU Free Documentation License compatible with the GPL we use?
20090315 05:25:17< esr> Blueblaze: They were designed by FSF to be compatible.
20090315 05:26:19< Blueblaze> Thanks
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20090315 06:11:52< cjhopman> ah... the website has no forgot your password link?
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20090315 07:57:40< Sirp> esr: (or anyone) -- do you happen to know if the IDLE editor supports wrapping of lines? I can't seem to find any option to do so....
20090315 08:01:14-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev
20090315 08:01:35< mordante> morning
20090315 08:01:41< Sirp> hi mordante
20090315 08:04:05< mordante> hi Sirp
20090315 08:11:00< Sirp> ...and of course, asking a question on #python was useless....
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20090315 08:22:56< mordante> you would expect people over there to know the answer :-/
20090315 08:23:27< mordante> Shadow_Master I'm somewhat confused about that forum post and wikigrabber
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20090315 10:17:47< CIA-70> zookeeper * r33661 /trunk/data/campaigns/Sceptre_of_Fire/scenarios/3_Searching_for_the_Runecrafter.cfg: Fixed bug #13201.
20090315 10:22:52< CIA-70> boucman * r33662 /trunk/src/unit_display.cpp: tweak the way scrolling during move is handled to fix a bug with move_unit_fake fix bug 13181
20090315 10:26:01< zookeeper> ok, so are we gonna tag 1.6 tonight or will it be RC3?
20090315 10:28:24< Rhonda> I've heard rc3 because of AI instability.
20090315 10:28:58< Rhonda> And I just finished building 1.5.13
20090315 10:31:14< mordante> nice Rhonda :-)
20090315 10:34:03< CIA-70> dfranke * r33663 /trunk/data/core/about.cfg: Move myself from misc. contributors to developers in about.cfg
20090315 10:37:48< CIA-70> zookeeper * r33664 /trunk/data/campaigns/Sceptre_of_Fire/units/ (3 files): Wired the runemaster portrait to SoF's runesmith line.
20090315 10:38:22< dfranke> Oh, somebody asked me about #13037 the other day. I'll test it tomorrow, but I already looked at the patch and it looks fine.
20090315 10:39:32< boucman> Ivanovic: when you're around, have a look at patch 1131
20090315 10:46:00< mordante> that patch looks nice
20090315 10:48:22< dfranke> Ivanovic: note above re: #13037
20090315 10:54:56< boucman> so how are we doing for 1.6 ?
20090315 10:54:59< boucman> AI still a mess ?
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20090315 11:08:46< mordante> afaik know yes Ivanovic hopes Sirp will have some time to look at it next week
20090315 11:09:25< mordante> talking about messes I have a fix for https://gna.org/bugs/index.php?13180 which is a mess and needs some polishing before committing
20090315 11:09:49< mordante> Ivanovic, would be nice to have that^ fix in rc3 as well
20090315 11:10:45< Rhonda> mordante: "as far as I know know"? :)
20090315 11:11:27< mordante> just to indicate how little I know ;-)
20090315 11:11:33< Rhonda> heh
20090315 11:11:59< mordante> btw Rhonda any news on the Wesnoth email addresses?
20090315 11:12:28< Rhonda> What news?
20090315 11:12:33< Rhonda> They are working.
20090315 11:12:51< Rhonda> I mean, I received a mail from secunia to rhonda@w.o
20090315 11:13:11< mordante> why did nobody tell me :-(
20090315 11:14:47< ettin> Ivanovic: just restored 1.0 and 1.2 release notes
20090315 11:15:37< ettin> Ivanovic: I couldn't find backups of the images we used for 1.2 and 1.4
20090315 11:15:46< mordante> Rhonda, mordante@w.o doesn't work
20090315 11:16:26< loonycyborg> Rhonda: Does every w.o. account have associated mail address?
20090315 11:17:37-!- alink [n=alink@wesnoth/developer/alink] has joined #wesnoth-dev
20090315 11:17:39< alink> hi
20090315 11:17:40< ettin> Ivanovic: oh, and note that not all languages work (1.0 and 1.2)... wesnoth.org only has english and german locales (see locale -a)
20090315 11:17:47< mordante> hi alink
20090315 11:17:59< alink> good morning mordante
20090315 11:18:03< Rhonda> loonycyborg: Yes
20090315 11:18:12< Rhonda> mordante: finger: mordante: no such user.
20090315 11:18:21< ettin> Ivanovic: but I'll try to convert them to static html pages
20090315 11:18:28< Rhonda> ... and you haven't told me where to forward to.
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20090315 11:23:12< alink> boucman: about move_unit_fake, I understand now why I was confused. I thought that the bug was around move_unit_between like normal move, but in fact move_unit_fake call several big move_unit for only one path
20090315 11:23:15< Soliton> ettin: generating all locales now...
20090315 11:23:35< boucman> alink: yeah, I was suprised too,
20090315 11:23:43< boucman> I had to put printfs around to figure it out
20090315 11:23:48< alink> we should probably group all these little parts in one big move
20090315 11:24:09< boucman> yeah, the scrolling would be better
20090315 11:24:21< boucman> don't know how hard it would be, I havn't looked at it
20090315 11:24:50< alink> boucman: i can do it, i like pathfinding stuff
20090315 11:24:58< boucman> ok, be my guest :)
20090315 11:25:30< alink> boucman: could also help that : I also mentionned an animation bug about move_unit_fake, gryphon don't animate his wings
20090315 11:25:32-!- Dragonking [n=dk@wesnoth/developer/dragonking] has joined #wesnoth-dev
20090315 11:25:42< alink> and your commit make it more visible :-(
20090315 11:25:51< boucman> hmm
20090315 11:25:59< alink> he now land for the scrolling :-D
20090315 11:26:11< alink> like i stop here to wait that view scroll
20090315 11:26:12< boucman> the landing is normal
20090315 11:26:25< ettin> Soliton: great, thanks
20090315 11:26:27< boucman> since you call multiple time the move_unit between
20090315 11:26:38< boucman> and each call makes the unit get back to standing
20090315 11:26:48< boucman> so regrouping path should help a lot with that
20090315 11:26:48< alink> yeah normal for the code, but not wanted
20090315 11:26:50< Dragonking> hello everyone
20090315 11:26:56< boucman> morning Dragonking
20090315 11:27:03< alink> hi Dragonking
20090315 11:27:20< boucman> alink: as for the no flapping at all, it might also be because of that, so if you do the regrouping, the bug might disapear
20090315 11:27:26< Ivanovic> moin
20090315 11:27:42< Ivanovic> alink: i'd say "screw the 1.0 and 1.2 announcements
20090315 11:27:44< mordante> hi Dragonking
20090315 11:27:50< mordante> hi Ivanovic
20090315 11:27:51< alink> boucman: ok then i do it today
20090315 11:27:59< boucman> keep me posted
20090315 11:28:07< boucman> Ivanovic: did you see my ping earlier ?
20090315 11:28:12< Ivanovic> mordante: as i said, your assertion is a "must have fixed" in 1.6
20090315 11:28:34< Ivanovic> yogihh has a fix for the ai on his drive that should improve some stuff about leader aggressivness
20090315 11:28:34< mordante> yes but you wanted to do an rc3 today
20090315 11:28:40< alink> Ivanovic: hum, what ?
20090315 11:28:47 * Soliton asserts(mordante)
20090315 11:28:52 * Soliton terminates.
20090315 11:28:54< loonycyborg> Rhonda: Does redirecting w.o. mail require admin privs? I.e. can I setup my redirect myself? :P
20090315 11:28:56< Ivanovic> alink: sorry, this was directed to ettin
20090315 11:29:05< Ivanovic> ettin: i'd say "screw the 1.0 and 1.2 announcements"
20090315 11:29:37 * mordante is reduced to zero :-(
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20090315 11:30:11< Ivanovic> boucman: of course i have seen it
20090315 11:30:19< Ivanovic> and will have a look at it once i am awake
20090315 11:30:25< Soliton> hmm, indeed meant the other way around. :-P
20090315 11:30:30< boucman> Ivanovic: :)
20090315 11:31:36< mordante> :-)
20090315 11:32:23< ettin> Ivanovic: well, it works fine now
20090315 11:32:30< ettin> Ivanovic: I think it is nice to have previous announcements
20090315 11:34:44< Ivanovic> that is right
20090315 11:44:05< CIA-70> ivanovic * r33665 /trunk/po/wesnoth-tb/de.po: updated German translation
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20090315 11:44:37< ettin> Ivanovic: not sure about adding 1.0 and 1.2 to the "More Info" section in 1.6... any thoughts?
20090315 11:45:37< Ivanovic> i'd say "don't"
20090315 11:45:43< CIA-70> ivanovic * r33666 /trunk/po/ (5 files in 5 dirs): updated Chinese translation
20090315 11:45:46< Ivanovic> they are linked from 1.4 and that should be it
20090315 11:47:49< CIA-70> jorda * r33667 /website/start/ (53 files in 7 dirs): Add sources and translations for 1.0 and 1.2 announcements
20090315 11:58:47< CIA-70> thespaceinvader * r33668 /trunk/ (6 files in 5 dirs): Add and wire Kitty's male Assassin portrait, update changelogs, portrait credits.
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20090315 12:15:48< alink> boucman: combining the path'parts of move_unit_fake is a one line change (thanks to STL), but i see another bug with the scrolling in move_unit_between, the unit move animation from a to b cycle during the scrolling, my guess is that pause_animation don't fully work, at least for the offset part.
20090315 12:16:29< alink> you can already reproduc it with normal move if the unit has a lot of MP
20090315 12:16:35< boucman> hmm
20090315 12:16:47< alink> using debug command :unit moves=50
20090315 12:18:04< alink> it's rare with normal play, because most unit can't travel more than one screen, but with move_unit_fake it may happen more often
20090315 12:21:22< alink> btw, I tested RC2 with that old Pentium 400 Geforce2 RAM 768Mo, and it looked playable, few things are a bit slow, but the core of gameplay (move, fight, AI with normal size AI) was ok
20090315 12:21:51< alink> * normal size army
20090315 12:22:10 * alink is looking at NR campaign ;p
20090315 12:23:24< alink> boucman: and as I feared, the jumpy start with backward teleport was much more frequent on that slow system, but I couldn't test my fix there (it was a windows box)
20090315 12:24:03< alink> mmmh IIRC there is trunk build for windows somewhere, maybe someone can point me an url ?
20090315 12:24:22< Rhonda> loonycyborg: .forward file in your homedirectory
20090315 12:24:53< Rhonda> loonycyborg: ... or .procmailrc should work, too (if you are familiar with procmail)
20090315 12:25:07< boucman> alink: wrt this bug, you are sure that offset is wrong, but the unit is not animated ?
20090315 12:25:18< boucman> (i.e only offset is wrong)
20090315 12:25:21< Soliton> alink: files/hidden/win/
20090315 12:25:29< alink> Soliton: thanks
20090315 12:25:55 * loonycyborg isn't very familiar with Unix mail at all..
20090315 12:26:03< alink> boucman: well, i only tested with unit using standing anim for move
20090315 12:26:19< boucman> gryphon don't
20090315 12:26:47< loonycyborg> Though .forward sounds familiar to me.
20090315 12:26:51< Rhonda> loonycyborg: Then just insert an address into ~/.forward :)
20090315 12:26:56< alink> boucman: testing that, but others do quick a->b,a->b,...
20090315 12:28:08< alink> boucman: same with gryphon, and doesn't move his wings during the scroll / a->b glitch
20090315 12:28:35< boucman> k
20090315 12:32:14< boucman> alink: could you give me your one line path fix so I can easily debug the rest ?
20090315 12:33:21< alink> yes i can even commit it, but I think it's easier to test with :unit moves=50 than with move_unit_fake
20090315 12:33:38< boucman> k, will try
20090315 12:34:55< alink> boucman: my fix currently : http://rafb.net/p/X4V9MC21.html
20090315 12:35:25< alink> for move_unit_fake, but i am looking to add more error check
20090315 12:35:44< boucman> hmm
20090315 12:35:56< boucman> ok, I can reproduce
20090315 12:36:05< alink> (I noticed that display move_unit didn't liked path with repeated hexes)
20090315 12:42:33< boucman> twice the same hex in a row might be a problem, yes
20090315 12:43:46< alink> yeah, it makes the unit teleport on the same hex
20090315 12:44:37< alink> a kind of useless super-power: I can teleport to my current location, youpee :)
20090315 12:45:43< alink> mmh in fact, since she brievly vaniches, it's more a time travel to 1-second in future
20090315 12:46:07< alink> not much more useful
20090315 12:46:10< Elvish_Pillager> Faster than a speeding snail! More powerful than a "feather fall" spell! Able to leap to the exact same location in a single bound!
20090315 12:46:12< boucman> alink: it does exactly as expected :P
20090315 12:46:19< ettin> Ivanovic: images are back: http://wesnoth.org/start/1.2/ and http://wesnoth.org/start/1.4/ :)
20090315 12:49:06< CIA-70> jorda * r33669 /website/start/ (8 files in 2 dirs): Add missing images (1.2 and 1.4 announcements)
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20090315 13:06:15< Soliton> ettin: cool, thanks for restoring those!
20090315 13:07:04< CIA-70> mordante * r33670 /trunk/src/gui/widgets/ (11 files):
20090315 13:07:04< CIA-70> Add a new init routine.
20090315 13:07:04< CIA-70> This is the start of a new and better layout algorithm.
20090315 13:07:04< CIA-70> These changes are rather late in the 1.6 cycle and will only be used if
20090315 13:07:04< CIA-70> the previous routines find no solution. This way the changes can cause
20090315 13:07:05< CIA-70> no regressions. In 1.7 these routines will become the default layout
20090315 13:07:09< CIA-70> algorithm.
20090315 13:11:55< boucman> alink: ok I think I got it
20090315 13:12:22< boucman> unit_display line 155
20090315 13:12:41< boucman> there is a scroll_to_tile where the unit animation isn't paused => jumpyness
20090315 13:13:32< alink> ah yes, make sense
20090315 13:14:03< CIA-70> boucman * r33671 /trunk/src/unit_display.cpp: fix some jumping aroung problems when scrolling
20090315 13:14:13< boucman> alink: I commited a fix, please test how it goes with the fix on your side
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20090315 13:14:48< alink> but then the scroll in move_unit_between and its start/pause anim are useless ?
20090315 13:14:51< alink> boucman: ok
20090315 13:15:03< boucman> hmm
20090315 13:15:27< boucman> alink: I won't remove them so close to 1.6 :P
20090315 13:15:45< alink> yeah plus, i see now a disp->scroll_to_tiles(remaining_path,...
20090315 13:15:58< boucman> where ?
20090315 13:16:19< boucman> oh, the one I added the pause
20090315 13:16:20< alink> right where you added your lines
20090315 13:16:46< alink> and move_unit_between use disp->scroll_to_tiles(a,b,
20090315 13:18:12< boucman> yeah, but we can assume that a and b are both visible, since the scroll to tiles try to keep as much of the path visible as possible, choosing the beginning of the path when it can't fit everything
20090315 13:18:31< boucman> and a and b are the two first tiles of the path, and they are guaranteed to be next to each other
20090315 13:18:43< alink> if scroll_to_tiles(remaining_path) works like that, then yes
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20090315 13:19:26 * alink alink wonders if all works like that too with teleport too
20090315 13:20:34< boucman> I have to admit that teleport is much less tested
20090315 13:20:44< alink> ok at least the code seems to be aware of the scrolling needed when teleporting
20090315 13:20:56< alink> boucman: last time i checked it worked fine
20090315 13:21:18< alink> plus the silver mage teleport animation looks great
20090315 13:21:46< boucman> indeed
20090315 13:22:05 * boucman wonders if we could have a "ball of silver" moving very fast during teleport
20090315 13:22:53 * mordante thinks that's a cool idea
20090315 13:23:18< boucman> post 1.6, it might introduce some tricky problems
20090315 13:23:47 * alink also thinks it's a good idea, but will need special scrolling to follow the ball
20090315 13:24:12< boucman> alink: indeed
20090315 13:25:05< mordante> boucman, of course, but I really like the idea
20090315 13:27:09< CIA-70> alink * r33672 /trunk/src/unit_display.cpp: skip teleport to the same location when animating a unit's move
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20090315 13:40:31< Dragonking> Ok, time to break some things again.
20090315 13:40:59< boucman> Dragonking: what are you fixing, this time ?
20090315 13:41:40< Dragonking> I'm adding [ai] tag to sungle unit wml to keep all formulas there.
20090315 13:41:56< boucman> sounds good
20090315 13:41:59< Dragonking> And I think I spotted some bug with saving/loading unit variables
20090315 13:42:51< boucman> Ivanovic: accepted org are announced on the 18th
20090315 13:43:09< boucman> I think we should open the 1.7 branch before that, even if 1.6 isn't released...
20090315 13:44:13-!- stikonas [n=stikonas@wesnoth/translator/stikonas] has joined #wesnoth-dev
20090315 13:44:31< Dragonking> Plus I'm adding some keywords and replacing faifile 'something' just with fai 'something' to make it more like namespaces than just file headers.
20090315 13:45:50< Dragonking> boucman: Yes, [ai] tag is now quite needed, at the beginning we had onlt formula= for a unit and ai_vars, now we have formula= loop_formula=, recently added priority= and I'l like ot have working on_fail= too efore 1.6. :)
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20090315 13:46:51< boucman> Dragonking: what would on_fail= be ? I understand it would be catch-up code when the main formula fails, but I can't really undestand what it means for the main formula to fail...
20090315 13:50:54< alink> boucman: with my fix to move_unit_fake, the gryphon is now correctly animated. I was chasing a glitch at its start, until i noticed that the WML in the campaign was incorrect (as often when you don't understand why the c++ seems to not work like it should)
20090315 13:51:08< boucman> :)
20090315 13:51:10< boucman> good
20090315 13:51:34< Dragonking> recruit('dark adept') may fail when 1) there is no space in castle 2) there is no dark adept to be recruited.
20090315 13:51:34< Dragonking> move( loc1, loc2 ) may fail if loc2 is out of range
20090315 13:51:34< Dragonking> Simmilar with move_partial and attack
20090315 13:51:50< Dragonking> Hm, actually move?9loc1,loc2) would work
20090315 13:51:52< Dragonking> But I think you get the idea. :)
20090315 13:51:56< Dragonking> This is to not stop executing formula loop, but also be able ot avoid infinite loops.
20090315 13:52:30< CIA-70> mordante * r33673 /trunk/src/gui/widgets/ (control.cpp control.hpp label.hpp widget.hpp): Add the initial code for shrinking widgets.
20090315 13:52:32< boucman> ok
20090315 13:55:26< mordante> boucman, not sure whether we need to fork 1.6 before the 18th, rather wait for patches
20090315 13:57:32< CIA-70> alink * r33674 /trunk/data/campaigns/Northern_Rebirth/scenarios/11a_Eastern_Flank.cfg:
20090315 13:57:32< CIA-70> Fix a bad move_unit_fake.
20090315 13:57:32< CIA-70> (must include the location where you killed the unit to have correct animation)
20090315 14:03:51< Dragonking> boucman: Did you recently have a look at formula test scenario? Just curious if you have any opinions if you did.
20090315 14:04:09< boucman> nope I didn't sorry
20090315 14:06:36< mordante> Dragonking, it seems that one of the unit tests fails with the formulas
20090315 14:07:42< Dragonking> ok, I'll check that
20090315 14:09:41< CIA-70> alink * r33675 /trunk/src/game_events.cpp:
20090315 14:09:41< CIA-70> Improve animation and scrolling during move_unit_fake
20090315 14:09:41< CIA-70> (by combining each path sections into one full path)
20090315 14:09:49< alink> hehe, so finaly it was a 2-lines change
20090315 14:10:35< alink> but i cheated, I used a unused variable which was at the right place with the right type and name :)
20090315 14:11:17< alink> someone saw the future and placed it there just for me
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20090315 14:28:50< Dragonking> mordante: That's because unit test is outdated now.
20090315 14:28:54< Dragonking> It should be removed for now.
20090315 14:30:38< mordante> ah ok, do you remove it?
20090315 14:34:02< Dragonking> fabi: Around?
20090315 14:35:05< Dragonking> I will.
20090315 14:35:30< Ivanovic> boucman: i think we are fine with releasing 1.6 on wednesday
20090315 14:35:49< Ivanovic> that is: there were too many changes in the last week to really get it out today
20090315 14:37:52< boucman> cool
20090315 14:39:06< Ivanovic> yogihh has another ai fix for commiting today
20090315 14:39:22< Ivanovic> my unification of "default params" seems to have at least solved some of the lockups
20090315 14:39:54< Ivanovic> okay, the ai is far from perfect, but it should at least be "basically usable"
20090315 14:40:04< Dragonking> boucman: Could I ask you for help with the wiki? If you have time of course. :)
20090315 14:40:10< Dragonking> Next week will be busy for me plus I'm off during the whole weekend.
20090315 14:40:28< Ivanovic> boucman: and branching off 1.6 on wednesday should be soon enough
20090315 14:40:32< boucman> Dragonking: sure, what do you want me to document
20090315 14:40:36< boucman> yup
20090315 14:40:42< Ivanovic> since patches again trunk and 1.6 should be "reasonable close" for the first days
20090315 14:41:01< boucman> Ivanovic: yup, I just ant a place to commit themp :P
20090315 14:41:22< Ivanovic> :)
20090315 14:41:23< Dragonking> boucman: Candidate moves.
20090315 14:41:39< boucman> ok
20090315 14:41:49< Dragonking> Grat, thanks.
20090315 14:41:53< Dragonking> Great even.
20090315 14:42:03< Ivanovic> and on wednesday we will also see if we are in or not
20090315 14:42:05< Ivanovic> ;)
20090315 14:42:34< Ivanovic> since if we don't get in i don't expect a large flood of patches that have to be commited
20090315 14:42:37< Ivanovic> ;)
20090315 14:42:43< boucman> :)
20090315 14:42:56< Soliton> mordante: is there some default location that is always on the map?
20090315 14:43:23< Ivanovic> but yes, i think our chances to get in are quite good
20090315 14:43:55< mordante> if we get in I still expect it to take a few days before we get patches
20090315 14:44:12< mordante> Soliton, not really 0,0 might be a safe bet
20090315 14:44:44< Soliton> ok, i think it actually doesn't matter here.
20090315 14:46:34< Dragonking> boucman: Plus would be great if you could just borowse through the whole wiki page and see if you spot some things to correct.
20090315 14:46:43< Dragonking> I have myself whole list of things that still need to be documnted and I have completely no idea when to do that.
20090315 14:46:48< Dragonking> And would be good to have wiki 99% complete before eventual SoC candidates come.
20090315 14:46:52< CIA-70> mordante * r33676 /trunk/src/gui/widgets/ (10 files):
20090315 14:46:52< CIA-70> Add another way to try to fit the widgets.
20090315 14:46:52< CIA-70> This way a widget will be tried with wrapping and horizontal scrollbars in one
20090315 14:46:52< CIA-70> run. If that fails a second run will try to shrink them. The code calling this
20090315 14:46:52< CIA-70> way will be added later.
20090315 14:47:13< mordante> afk now, will commit the last bit after some more testing early this evening
20090315 14:47:27< boucman> Dragonking: I am writing a new "how formulas are called" section that will document the [side] formulas, the [unit] formulas, and the candidate moves too
20090315 14:47:46< boucman> will proofread after that depending on time (I must leave in ~45'
20090315 14:47:59< Dragonking> ok :)
20090315 14:48:19< boucman> though I will probably ask you to proofread to make sure it's up to date with your recent changes
20090315 14:53:23< Dragonking> Sure, just ping me when you finish.
20090315 14:53:23< Dragonking> I'm cleaning my code before commiting something that will again break most of formulas. :)
20090315 14:53:42< Elvish_Pillager> what is it now? :)
20090315 14:54:14< Ivanovic> zookeeper: have you already pinged jetryl about the eloh portrait in utbs?
20090315 14:54:21< Ivanovic> the black background stuff
20090315 14:54:23< Dragonking> Elvish_Pillager: You requested priorities for unit formulas so I implemented them.
20090315 14:54:29< Elvish_Pillager> :)
20090315 14:54:47< boucman> Dragonking: correct me if i'm wrong
20090315 14:54:50< Dragonking> Elvish_Pillager: And then with formula= loop_formula= and priority= I decided to add [ai] tag to single unit WML
20090315 14:54:53< boucman> 1) all unit formulas are called
20090315 14:55:06< Elvish_Pillager> sounds like a good idea
20090315 14:55:14< boucman> 2) side formulas are called until they don't return a valid move (or end of turn is returned)
20090315 14:55:21< boucman> 3) candidate moves are evaluated
20090315 14:55:29< Dragonking> boucman: Swap 2 and 3
20090315 14:55:42< boucman> ok
20090315 14:59:14< boucman> Dragonking: after side formulas, (assuming end_turn is never returned) will it switch to C++ or implicitely return an end_turn ?
20090315 15:00:24< Dragonking> IRC is so laggy for me today. :/
20090315 15:01:06< Dragonking> boucman: End turn.
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20090315 15:01:19< boucman> ok
20090315 15:01:49< Dragonking> Switching to C++ only takes place after calling fallback()
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20090315 15:03:35< Dragonking> Um sec...
20090315 15:06:22< zookeeper> Ivanovic, yes i have.
20090315 15:08:54-!- dk_ [n=dk@chello084010009007.chello.pl] has joined #wesnoth-dev
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20090315 15:11:18< Dragonking> Damn lags :/
20090315 15:11:47< Dragonking> boucman: 2 cases when we fallback to C++AI: 1) we use fallback() 2) we don't specify side formula
20090315 15:12:18< boucman> hmmm ok
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20090315 15:25:03< boucman> Dragonking: do we have a sort of "scale" for candidate evaluation yet, or is this still blurry ?
20090315 15:25:26< Dragonking> Blurry.
20090315 15:25:42< boucman> ok
20090315 15:26:41< Dragonking> Only that evaluation has to return number >0 to be considered. (so is eval returns 0 move is not considered)
20090315 15:27:00< boucman> Dragonking: we will have to decide of a scale at some point...
20090315 15:27:22< Dragonking> Yup, I agree. But we have still time for that. :)
20090315 15:27:59< boucman> not if people start to do the FAI easy coding stuff :)
20090315 15:28:40< Dragonking> It's easy to tweak return values. :)
20090315 15:30:44< boucman> I didn't know we already had a levelèup attack formula...
20090315 15:31:29< boucman> Dragonking: ok, I have reworded FormulaAI heavily, but when looking at the example scenario, it doesn't match
20090315 15:31:32< Dragonking> I mentioned to you yesterday that I have no clue if it works properly.
20090315 15:31:47< Dragonking> boucman: How so?
20090315 15:31:51< boucman> you have [team_formula] blocks that wen't in the old doc
20090315 15:31:59< boucman> and the move= that is documented isn't used
20090315 15:32:05< boucman> has the syntax changed ?
20090315 15:32:24< boucman> please reread http://wesnoth.org/wiki/FormulaAI#How_formulas_get_called
20090315 15:32:29< boucman> I'm leaving in 5'
20090315 15:33:03< Dragonking> Ah yes... this
20090315 15:33:46< Dragonking> Yes, team formula (as i call it - side formula) is inside [team_formula] [/]
20090315 15:34:14< boucman> and move= is deprecated ?
20090315 15:34:17< Dragonking> Prolly I should just kick out [team_formula] rulebase= [/] and replave it with side_formula=
20090315 15:34:53< boucman> well unless we want multiple [team_formula] or add other xxx= within the block
20090315 15:35:14< boucman> Dragonking: should I rewrite the page, or do you intend to change stuff before 1.6
20090315 15:35:26< Dragonking> boucman: Keep it for now.
20090315 15:35:33< boucman> ok
20090315 15:35:34< Dragonking> Apparently move= is still used in the code.
20090315 15:36:08< boucman> i've also added a new easy coding
20090315 15:36:26< boucman> adding a new type of candidates moves "global" that would be called only once with no implicite variable
20090315 15:36:33< boucman> (for stuff like recruiting)
20090315 15:36:48< Dragonking> Recruting should be part of leader formula.
20090315 15:36:49< Dragonking> :)
20090315 15:37:13< boucman> the we could have a "leader" type that would be called once for the leader :P
20090315 15:37:18< boucman> ok, leaving now
20090315 15:37:24< Dragonking> Byes, thanks
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20090315 16:02:10< fabi> Dragonking: hi
20090315 16:04:41< CIA-70> dragonking * r33677 /trunk/src/ (7 files in 2 dirs):
20090315 16:04:41< CIA-70> Added [ai] tag to single unit WML, renamed [ai_vars] to [vars], renamed
20090315 16:04:41< CIA-70> 'faifile' keyword to 'fai' <- these changes break current unit formulas and
20090315 16:04:41< CIA-70> faifiles! Added new keyword: end. Fixed bug that caused some unit variables to
20090315 16:04:41< CIA-70> be saved to file incorrectly. Removed obsolete formula test case.
20090315 16:05:02< Dragonking> fabi: Just in time to fix unit formulas in campaign. ;p
20090315 16:06:35< CIA-70> ivanovic * r33678 /trunk/po/ (7 files in 7 dirs): updated Russian translation
20090315 16:06:35< CIA-70> dragonking * r33679 /trunk/data/scenario-formula.cfg: Scenario update
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20090315 16:07:30< CIA-70> dragonking * r33680 /trunk/data/ai/formula/ (6 files): Faifiles update
20090315 16:08:13< zookeeper> Dragonking, does "Added [ai] tag to single unit WML" have any relevance to anything other than formula stuff?
20090315 16:08:24< Dragonking> fabi: Do you plan to include this partol thing befor today's release?
20090315 16:08:40< Dragonking> zookeeper: Formula stuff and unit variables go there.
20090315 16:08:57< fabi> Is today's release the another RC?
20090315 16:09:02< Dragonking> Yes.
20090315 16:10:40< fabi> I am not sure. Visitors are arriving soon. I won't have time for Wesnoth until late evening.
20090315 16:11:12< Dragonking> fabi: OK, then just remind me - how was this scenario called and which campaign?
20090315 16:11:24< Dragonking> So I can make it work after my recent changes.
20090315 16:11:32< fabi> Dragonking: but if you want to commit the ai to scenario 16 of legend of wesmere that's fine for me.
20090315 16:12:24< Dragonking> I'd gladly see partol thing to work there, but I myself have no clue what patrol coordinates set for units.
20090315 16:13:31< fabi> Can you commit the logic? I will do the finetuning.
20090315 16:13:46< Dragonking> Sure, I'll commit it now.
20090315 16:13:52< Dragonking> Give me 5 min
20090315 16:13:58< fabi> Dragonking: thank you
20090315 16:15:57< Dragonking> fabi: Where I should add file with formula?
20090315 16:16:08< Dragonking> Cause I need to put it somewhere around this scenario.
20090315 16:18:08< CIA-70> fendrin * r33681 /trunk/data/campaigns/Legend_of_Wesmere/ai/: Added an directory for ai scripts to LoW.
20090315 16:18:17< Dragonking> k
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20090315 16:32:11< crimson_penguin> "20090315 11:31:34 error filesystem: Trying to open file with empty name." - I get that every once in a while sitting in the MP lobby
20090315 16:32:37< Ivanovic> short guess: some screwed up addon
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20090315 16:33:58< crimson_penguin> hmm
20090315 16:34:09< crimson_penguin> that reminds me, I should change the data dir to 1.6 for this release
20090315 16:37:11< Ivanovic> will "only" be rc3
20090315 16:38:28< Dragonking> fabi: Hm, if I put file with formula into ai/ how can I include it from scenario cfg tat is under scenarios/ ? ../ seem to not be allowed.
20090315 16:39:10< Dragonking> fabi: Maybe it should be scenarios/ai/ ? :)
20090315 16:39:52< Soliton> campaigns/Legend_of_Wesmere/ai/?
20090315 16:40:57< Dragonking> Soliton: Thanks
20090315 16:41:17< crimson_penguin> Ivanovic: right, but compatible with 1.6, no?
20090315 16:41:38< happygrue_> what is the best way to find what revision a particular change from the changelog was made in?
20090315 16:41:39< Ivanovic> yeah, it should be
20090315 16:42:43< crimson_penguin> well, what do you think, change it now or only with the final 1.6?
20090315 16:43:08< Baufo> hmm, from a map designer's point of view I am really unhappy with the new dirt road
20090315 16:43:23< Baufo> it looks far better than the old one of course
20090315 16:43:36< Soliton> happygrue_: svn blame changelog
20090315 16:43:45< Baufo> but the problem is that the color is too similar to the desert road
20090315 16:44:01< happygrue_> svn blame changelog
20090315 16:44:17< happygrue_> eh?
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20090315 16:45:02< Soliton> if you don't know what that means then the answer is "there is none".
20090315 16:45:17< Soliton> ask someone to find out for you.
20090315 16:45:30< happygrue_> ah, thanks
20090315 16:45:46< fabi> Dragonking: syntax like in unix filesystem ../../ worked for me with including files into wml.
20090315 16:46:15< Dragonking> It did not work for me, but I managed to inclue it thanks ot Soliton
20090315 16:46:30< Dragonking> fabi: I'll commit now and explain to you what to do with that
20090315 16:46:38< Soliton> .. is disallowed everywhere now.
20090315 16:47:13< CIA-70> ivanovic * r33682 /website/start/1.6/ (7 files in 2 dirs): updated Lithuanian announcement
20090315 16:48:08< Baufo> could we maybe add either the old dirt road (under a different string) or a darker version of the current dirt road?
20090315 16:48:51< Baufo> or whom should I talk to about that?
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20090315 16:50:00< CIA-70> dragonking * r33683 /trunk/data/campaigns/Legend_of_Wesmere/ (ai/patrol.fai scenarios/16_The_Chief_must_die_utils.cfg): Partol formula and syntax update for scenario 16
20090315 16:50:02< Dragonking> fabi: Commited.
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20090315 16:58:26< Baufo> zookeeper, I see you have a couple of commits in the terrain area, do you know whom I should ask if I want to add a darker version of the dirt road?
20090315 16:58:56< Baufo> Jetryl I suppose for the images?
20090315 17:08:14-!- Alesis-Novik [n=alesis@78.60.188.59] has joined #wesnoth-dev
20090315 17:17:20< fabi> ilor: ping
20090315 17:19:14-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)]
20090315 17:26:44< mordante> AI0867, is this one fixed? https://gna.org/bugs/?13197
20090315 17:31:38< mordante> fabi, did you see this bug report https://gna.org/bugs/?13190 ?
20090315 17:32:35-!- Sirp [n=me@wesnoth/developer/dave] has joined #wesnoth-dev
20090315 17:33:41< mordante> hi Sirp
20090315 17:34:54< crimson_penguin> playing ANL we got an OOS :-/ so far it's only been one though, and everyone other than me got it
20090315 17:35:08< fabi> mordante: no didn't saw it. Could be an issue for my disabled friend.
20090315 17:35:21< mordante> hence the question ;-)
20090315 17:37:35-!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has joined #wesnoth-dev
20090315 17:38:11< Ivanovic> hi Sirp
20090315 17:38:41< Ivanovic> Sirp: you saw that yogihh will tackle https://gna.org/bugs/?13165 ?
20090315 17:39:32< Ivanovic> Sirp: that is, this is the "only" one that would be *lovely* to have fixed before 1.6 is "truly" ready: https://gna.org/bugs/?13166
20090315 17:39:51< Ivanovic> (though i will probably release it on wednesday, even if you don't manage to fix the ai until then)
20090315 17:42:07< Sirp> Ivanovic: no I didn't not see that Yogi will fix it, though I am glad he is working on it.
20090315 17:42:14< CIA-70> mordante * r33684 /trunk/src/unit_display.cpp: Whitespace cleanup.
20090315 17:42:19< CIA-70> mordante * r33685 /trunk/src/formula_tokenizer.cpp: Whitespace cleanup.
20090315 17:42:19< zookeeper> Baufo, yep
20090315 17:42:32< CIA-70> mordante * r33686 /trunk/ (3 files in 2 dirs):
20090315 17:42:32< CIA-70> Activated the new layout algorithm.
20090315 17:42:32< CIA-70> This algorithm will now only be used if the normal layout algorithm
20090315 17:42:32< CIA-70> fails, this to avoid possible regressions in the new algorithm.
20090315 17:42:33< CIA-70> After 1.6 this algorithm will be polished and replace the current
20090315 17:42:33< Ivanovic> but the "ai shuffling units around" is really one of the bugs that makes the ai look "dumb as hell"
20090315 17:42:35< CIA-70> algorithm. (Fixes bug #13180).
20090315 17:42:51< Baufo> zookeeper, ok thanks
20090315 17:43:04-!- Turuk_ [n=Turuk@FUSE-WS1-208-102-202-188.fuse.net] has joined #wesnoth-dev
20090315 17:43:16< zookeeper> Baufo, but rather the desert road should be updated..
20090315 17:43:45< zookeeper> Baufo, but no, the old dirt won't be added back and i doubt there's much point in having two kinds of dirt.
20090315 17:44:25< Baufo> zookeeper, well, my problem is that I now lack darker colored tiles
20090315 17:44:47< Baufo> zookeeper, so it's harder to keep a map look interesting
20090315 17:45:24< zookeeper> can't say that i see how the lightness of one terrain could have such a huge effect.
20090315 17:46:00< mordante> Ivanovic, my blocker is ready for now
20090315 17:46:01< zookeeper> whenever i see the new dirt anywhere i'm extremely happy that it doesn't look so completely retarded as the old one, so.. ;)
20090315 17:46:10< alink> fabi, mordante: default zoom level toogle between last zoom used and default zoom. If we want to continue to reset the zoom when reloading, maybe just preserve last zoom used and so allow the user to get the level he want by just pressing a key ?
20090315 17:47:51< alink> (currently last zoom used is also reste to default zoom/2 after each reloading, but that seems not needed)
20090315 17:47:51< mordante> alink, I want to know whether he plays zoomed in all the time, a friend of fabi does, which might justify adding an option for it
20090315 17:48:17< Baufo> zookeeper, well sure it does look much better but since it is more or less the same brown as the desert road I was basically taken away a color I could use
20090315 17:48:37< alink> mordante: ah ok, zoomed all the time, then yes make more sense to have a preference
20090315 17:48:45< Baufo> (I also think that the redish brown looked good with most of wesnoth's terrain)
20090315 17:49:30< Baufo> oh well, it seems that I am out of luck here
20090315 17:50:46-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has quit [Read error: 110 (Connection timed out)]
20090315 17:51:05< CIA-70> mordante * r33687 /trunk/src/ (41 files in 3 dirs): Strip trailing whitespace.
20090315 17:52:19< alink> mordante: note that if we *save* the last zoom used we directly have a way to set this preference (using + and -) and it will also be useful for people using another second zoom level (instead of the 0.5x which I arbitrary fixed)
20090315 17:52:21-!- silene [n=plouf@AMarseille-251-1-72-138.w83-205.abo.wanadoo.fr] has joined #wesnoth-dev
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20090315 17:53:08< mordante> alink, sounds like a nice idea, please add it to the report
20090315 17:53:37< mordante> it shouldn't be too hard to add and the preference can just work automatically without changes in the gui
20090315 17:54:02< alink> mordante: ok, and yes, seems easy to do
20090315 17:55:32< mordante> thanks
20090315 17:57:26-!- dk_ [n=dk@chello084010009007.chello.pl] has joined #wesnoth-dev
20090315 17:57:32< crimson_penguin> I got a crash: /Users/ben/projects/wesnoth/MacOSX/../src/gui/widgets/widget.cpp:39: failed assertion `size.y >= 0'
20090315 17:58:07< alink> mordante: and do you think that we need to reset the zoom only when starting the game or also after each reload ?
20090315 17:58:20-!- Dragonking [n=dk@wesnoth/developer/dragonking] has quit [Nick collision from services.]
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20090315 17:58:28< mordante> also after reload
20090315 17:59:19< alink> mmh, i am not sure but that's easier to code so let's say that i agree ;)
20090315 17:59:43-!- Shadow_Master [n=imorelle@wesnoth/developer/shadowmaster] has joined #wesnoth-dev
20090315 18:00:09< Shadow_Master> alink: can I convince you to use my multimegabyte campaign as test case?
20090315 18:00:19< mordante> reset to the value last used seems sane behaviour to me
20090315 18:00:31< Dragonking> Shadow_Master: You need to tweak your unit formulas to make then compatibile with latest trunk. :)
20090315 18:01:15< alink> mordante: ah I thought that you spoke about reset to default
20090315 18:01:25< alink> but i understand now
20090315 18:01:28-!- YogiHH [i=YogiHH@d084008.adsl.hansenet.de] has joined #wesnoth-dev
20090315 18:01:45< mordante> no that's why I thought to type it more specific again ;-)
20090315 18:01:49< mordante> hi YogiHH
20090315 18:01:52< alink> Shadow_Master: for your shroud bug ? no, find a simpler test case
20090315 18:01:55< YogiHH> hello everyone
20090315 18:03:27< Shadow_Master> alink: can it be a < 100 KB campaign then?
20090315 18:03:29< alink> Shadow_Master: specially because I think your bug is invalid, or at least part of it
20090315 18:03:45< Shadow_Master> I'm writing a test case in wesnoth-umc-dev now
20090315 18:04:07< alink> Shadow_Master: but are you aware now that vision was never blocked by enemy ?
20090315 18:04:24< Shadow_Master> yes, but the shroud map doesn't seem to reflect that
20090315 18:04:36< CIA-70> soliton * r33688 /trunk/src/unit.cpp:
20090315 18:04:36< CIA-70> clear AMLA options on advancing
20090315 18:04:36< CIA-70> apply [effect]s with "apply_to=variation|type" last to avoid double applying effects when advancing
20090315 18:04:36< CIA-70> allow SUF in [effect]
20090315 18:04:41< CIA-70> soliton * r33689 /trunk/ (5 files in 4 dirs): * Simplified Kaleh's AMLAs to have consistent requirements and effects.
20090315 18:05:22< Soliton> fabi: ^
20090315 18:05:30< zookeeper> yippee.
20090315 18:05:37< fabi> Soliton: great.
20090315 18:05:43< Shadow_Master> alink: um... sorry, I have realized what the actual problem is.
20090315 18:06:08< Shadow_Master> alink: the enemy unit is standing on an impassable terrain. A death event replaces that impassable terrain with a flat one when that unit dies.
20090315 18:06:09< alink> Shadow_Master: I knew that some *tilt* would happen at some point :)
20090315 18:06:18< Shadow_Master> ^ however, the shroud isn't updated even with [redraw]
20090315 18:06:28< Soliton> fabi: kaleh has all the special notes of his possible AMLAs which is odd IMO. i suggest just removing them. the leadership description could be added easily but not the rest.
20090315 18:06:59< Shadow_Master> alink: do you have any ideas, or should I go ahead with the test case?
20090315 18:07:20< crimson_penguin> is ANL a standard map?
20090315 18:07:31< Shadow_Master> it is part of mainline, yes
20090315 18:07:53< CIA-70> baufo * r33690 /trunk/src/server/server.cpp: updating the list of query commands
20090315 18:07:55< alink> Shadow_Master: I am checking "redraw" code, but check that the unit has enough MP to see there
20090315 18:07:55< Soliton> fabi: also the stun attack slows the attacker which does nothing unless there are more sides between the attacker and defender i suggest removing that as well.
20090315 18:08:32< crimson_penguin> ok, I got a save before crashing the game
20090315 18:08:48< YogiHH> anyone around here that can help me with std::for_each?
20090315 18:09:02 * Shadow_Master possibly.
20090315 18:09:03< alink> Shadow_Master: your WML about that terrain must be wrong
20090315 18:09:04< Soliton> fabi: the stun attack is pretty weak and i don't think particularly useful. maybe rather make his main attack stun.
20090315 18:09:05< mordante> YogiHH, yes but why do you want to use it
20090315 18:09:13< Shadow_Master> alink: even if it worked before?
20090315 18:09:20< YogiHH> mordante: i don't, someone else did ;-)
20090315 18:09:46< mordante> what's the question/
20090315 18:09:49< mordante> ?
20090315 18:09:57< YogiHH> mordante: can you have a look at team::average_recruit_price(), please?
20090315 18:10:17< alink> Shadow_Master: yes, it is bad WML which exploited a bug, we just have fixed that bug, now correct that WML ;-p
20090315 18:10:24< Shadow_Master> alink: what bad WML?
20090315 18:10:33< Shadow_Master> what bug? what fix? :-|
20090315 18:10:37< YogiHH> mordante: i know that this is not working correct and i have a fix, too. I just wonder if it is possible to solve with for_each
20090315 18:10:38< Soliton> fabi: also the camouflage AMLA was removed without much of a reason and i suggest adding it back in 1.7. (needs strings i guess)
20090315 18:11:11< alink> Shadow_Master: was just kidding, but the c++ code seems simple, i don't see why it's different that a normal case
20090315 18:11:16< YogiHH> mordante: the main problem is, that the object is constructed and destroyed with every loop turn, so there won't be any accumulation
20090315 18:11:36< YogiHH> mordante: the second problem is, that the overloaded operator which is supposed to do the real work, is not called
20090315 18:11:51< alink> Shadow_Master: so I assume some WML problem, like your event abou death unit on impassable terrain
20090315 18:12:02< alink> Shadow_Master: (if you do a redraw)
20090315 18:13:10< YogiHH> mordante: my fix looks like this, but i have the feeling there is a more elegant solution to it: http://wesnoth.pastebin.com/m5b823ab8
20090315 18:13:27< Shadow_Master> alink: http://wesnoth.pastebin.com/d47c396fe
20090315 18:14:23< Shadow_Master> ^Z/ and ^Z\ are overlays that change the base terrain type to Xt.
20090315 18:14:43< alink> you must add side=1 in [redraw]
20090315 18:14:43< Shadow_Master> the event works. The shroud update is what doesn't occur.
20090315 18:14:55< Shadow_Master> why?
20090315 18:15:10< Shadow_Master> it has always been the default if I don't specify side= AFAICT
20090315 18:15:12< alink> to tell which side must update his shroud
20090315 18:15:39< mordante> why not remove the entire functor and use the foreach macro instead
20090315 18:15:52< mordante> but I see no problem in the code, what goes wrong?
20090315 18:16:08< alink> Shadow_Master: lookinfg the code "redraw" always redraw the screen, but update fog only if side is specified
20090315 18:16:20< alink> which make sense, perfomance wise
20090315 18:16:24< Shadow_Master> alink: fog ?
20090315 18:16:34< YogiHH> mordante: the () operator is overloaded, but not called (in the std::for_each, not within my fix)
20090315 18:16:35< alink> fog/shroud same function involved
20090315 18:17:01< Shadow_Master> alink: is this in the changelog and wiki already?
20090315 18:17:02< YogiHH> mordante: also, the destructor is supposed to be called once after the loop is done, not in every loop turn
20090315 18:17:20< alink> Shadow_Master: no idea, i am trying a svn blame
20090315 18:17:24< YogiHH> mordante: the destructor of count_average, that is
20090315 18:17:55< Shadow_Master> I'll have to change a thousand [redraw]s in my campaign :-(
20090315 18:19:19< YogiHH> mordante: and yes, boost foreach is probably a better idea
20090315 18:20:14< Ivanovic> okay, added some screenshots for 1.6: http://www.wesnoth.org/wiki/Screenshots
20090315 18:20:56< alink> mmh svn blame lie to me :/
20090315 18:22:57< Shadow_Master> http://www.wesnoth.org/wiki/InterfaceActionsWML
20090315 18:23:27< Shadow_Master> okay, [redraw] is documented to update shroud and fog only when specifiying side= . I wonder what it was reall doing in the past, when side wasn't specified.
20090315 18:24:05< alink> so, here you go :)
20090315 18:24:19< alink> but wait i am checking a recent change
20090315 18:25:41< mordante> hmm now I start to doubt whether the object should indeed be destroyed every iteration :-/
20090315 18:27:38-!- Shadow_Master [n=imorelle@wesnoth/developer/shadowmaster] has quit [Read error: 60 (Operation timed out)]
20090315 18:28:03< alink> Shadow_Master: no fog in your game ?
20090315 18:34:07< YogiHH> mordante: no, it should not, otherwise the calculation won't be correct (count_ and sum_ won't have the accumulated values)
20090315 18:35:44< crimson_penguin> https://gna.org/bugs/index.php?13203 - someone wanna try reproducing? :)
20090315 18:35:52< mordante> more should as in what the C++ standard says ;-)
20090315 18:37:34< YogiHH> mordante: so the standard is supposed not to destroy the object and msvc++ plays its own game again?
20090315 18:38:03< mordante> I would think so, but not 100% sure
20090315 18:38:30< crimson_penguin> hmm, I guess it's probably not a UI bug, probably a bug in the WML
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20090315 18:40:34< CIA-70> soliton * r33691 /trunk/RELEASE_NOTES: added a note about the Kaleh changes
20090315 18:40:39< Ivanovic> ettin: okay, i got some images in the announcement
20090315 18:40:57< Ivanovic> would be great if you could improve the placement of them, currently it looks a little strange
20090315 18:42:56< CIA-70> ivanovic * r33692 /website/start/1.6/ (59 files in 3 dirs):
20090315 18:42:56< CIA-70> add some images
20090315 18:42:56< CIA-70> regenerate html files
20090315 18:42:56< CIA-70> regenerate translation files (new images = a string for them)
20090315 18:43:44-!- Smar [n=smar@freenet/translator/finnish/Smar] has quit ["Lost terminal"]
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20090315 18:44:11< Ivanovic> everyone: the announcement website now with some images: http://www.wesnoth.org/start/1.6/
20090315 18:46:28< CIA-70> jhinrichs * r33693 /trunk/ (changelog src/team.cpp): Fixes bug #13165 (AI leader behaving too aggressive)
20090315 18:48:53< Ivanovic> YogiHH: so it does work now as expected?
20090315 18:49:04< YogiHH> Ivanovic: yes
20090315 18:49:25< YogiHH> leader is recruiting again if he is out of the keep and has enough money
20090315 18:49:33< Dragonking> Um.. why there is ai_algorithm for [side] and ai_algorithm for [side] [ai] ? :/
20090315 18:49:38< Ivanovic> mordante: the one crimson_penguin just repored sounds like "this one is for you!": https://gna.org/bugs/index.php?13203
20090315 18:49:53 * Dragonking gets lost between multiplayer_connect.cpp and team.cpp..
20090315 18:49:58< mordante> Ivanovic, crimson_penguin just tested in and works for me (tm)
20090315 18:50:34< Ivanovic> okay, this *might* be either due to your last fix
20090315 18:50:41< Ivanovic> or because of something mac specific
20090315 18:50:49< crimson_penguin> hmm
20090315 18:50:59< mordante> might be
20090315 18:51:07< zookeeper> Dragonking, ai_algorithm for [side] isn't valid AFAIK.
20090315 18:51:07< Soliton> Dragonking: svn blame..? :-)
20090315 18:51:25< zookeeper> except if you meant that it actually is.
20090315 18:51:28< Ivanovic> YogiHH: sounds great to me
20090315 18:51:40 * crimson_penguin just tried in French mode, to see if that was it, since the guy he was playing with was French
20090315 18:51:49< Dragonking> zookeeper: Well... it works.
20090315 18:51:52< Ivanovic> YogiHH: you don't want to have a look at https://gna.org/bugs/index.php?13166 , too?
20090315 18:51:54< crimson_penguin> But nope, that wasn't it
20090315 18:52:19< crimson_penguin> err, that's odd; after crashing, it went back to English when I started again
20090315 18:52:26< YogiHH> Ivanovic: there is another bug assigned to me which i will look at first
20090315 18:52:39< mordante> announcement looks nice :-)
20090315 18:52:48< Soliton> crimson_penguin: if wesnoth crashes preferences are not saved.
20090315 18:52:54< crimson_penguin> oh, ok
20090315 18:52:55< Ivanovic> YogiHH: you mean the replay in hotseat mode thingie?
20090315 18:53:04< Ivanovic> YogiHH: the AI one is more important
20090315 18:53:07< YogiHH> Ivanovic, yes
20090315 18:53:08< crimson_penguin> anyone else with a Mac who could test?
20090315 18:53:20< zookeeper> Ivanovic, maybe the screenies should be bigger? they're rather small atm and it'd be nice if for example the sergeant dialogue screenie actually included some of the text..
20090315 18:53:22< Ivanovic> crimson_penguin: i think Turuk_ has a mac, too
20090315 18:53:36< YogiHH> Ivanovic: ok, will try that one first, then
20090315 18:53:38< happygrue_> Ivanovic: under multiplayer changes add: Decreased the melee attack of the Bowman from 6-2 to 4-2.
20090315 18:53:38< Ivanovic> zookeeper: if they get too big it gets upgly, too
20090315 18:53:41< mordante> YogiHH, can we close this one? https://gna.org/bugs/?11105
20090315 18:54:00< Ivanovic> happygrue_: i have no idea about the contents regarding balancing
20090315 18:54:05< Ivanovic> i think zookeeper added this line
20090315 18:54:23< YogiHH> mordante: i am very sure we can, but nobody has tested it yet
20090315 18:54:27< happygrue_> that line is missing, can I add it
20090315 18:54:41< happygrue_> ?
20090315 18:54:50< YogiHH> mordante: but the description of the problem perfectly matches a bug i fixed
20090315 18:55:07< mordante> well if nobody tests I tend to close it, don't want to wait forever for somebody to test
20090315 18:55:14< zookeeper> Ivanovic, well, could clicking on the screenshot lead to the full image?
20090315 18:55:23< YogiHH> mordante: fine with me
20090315 18:55:32< Ivanovic> zookeeper: should be possible
20090315 18:55:35< mordante> we can always reopen it when needed
20090315 18:55:53< zookeeper> Ivanovic, it's not really very necessary, but might be nice since those images are indeed pretty small
20090315 18:56:58< crimson_penguin> it seems that size is -7 when it crashes
20090315 18:57:26< happygrue_> zookeeper: can you add under multiplayer changes: "Decreased the melee attack of the Bowman from 6-2 to 4-2."
20090315 18:57:32< crimson_penguin> err, size.y
20090315 18:57:41-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has joined #wesnoth-dev
20090315 18:57:56< zookeeper> Ivanovic, could you add that?
20090315 18:58:07< Ivanovic> zookeeper: already working on it
20090315 18:58:08< zookeeper> if he really wants to
20090315 18:58:11-!- Blueblaze [n=Blueblaz@c-98-199-143-139.hsd1.tx.comcast.net] has joined #wesnoth-dev
20090315 18:58:12< zookeeper> ok
20090315 18:58:22< zookeeper> i'll go make some blueberry pie instead
20090315 18:58:52< zookeeper> ok, when are you planning on tagging exactly?
20090315 18:58:56< zookeeper> s/ok/oh
20090315 18:59:07< crimson_penguin> http://codepad.org/oPDUgvDE - stack before it crashes
20090315 19:01:09< crimson_penguin> wow, at #2 there, size.x is 6319992 and size.y is 117245580
20090315 19:01:55< Ivanovic> zookeeper: i want to work on it in one or two hours
20090315 19:01:58 * crimson_penguin wonders what would happen if he just changed the size
20090315 19:02:02< Ivanovic> (that is tagging 1.5.14-rc4)
20090315 19:04:39< Soliton> skipping rc3, huh? ;-)
20090315 19:05:30< crimson_penguin> why were the two fonts other than DejaVu deleted?
20090315 19:05:46< alink> let's confuse more people about release number, we will now only use power of 2 :-)
20090315 19:06:02-!- noy [n=Noy@wesnoth/developer/noy] has quit []
20090315 19:06:48< Soliton> let's write them in binary then!
20090315 19:06:49-!- thespaceinvader_ [n=chatzill@91.108.165.108] has joined #wesnoth-dev
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20090315 19:07:40< Soliton> crimson_penguin: a new font that replaces those has been added afaik.
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20090315 19:07:51< YogiHH> fabi, you there?
20090315 19:08:54< Shadow_Master> alink: no fog.
20090315 19:09:11< crimson_penguin> 1.101.1110-rc100
20090315 19:09:40< alink> Shadow_Master: yeah that was not caused by the commit I thought
20090315 19:09:53-!- noy [n=Noy@d75-157-52-251.bchsia.telus.net] has joined #wesnoth-dev
20090315 19:10:07< CIA-70> ivanovic * r33694 /website/start/1.6/ (55 files in 3 dirs):
20090315 19:10:07< CIA-70> add links to the full images (and the images)
20090315 19:10:07< CIA-70> regenerate po files (the links each generate a string :( )
20090315 19:10:07< CIA-70> updated German version (not enough to be shown yet...)
20090315 19:10:13< crimson_penguin> ohh, wqy-zenhei.ttc
20090315 19:10:20< Shadow_Master> alink: so?
20090315 19:10:22< crimson_penguin> err, is that supposed to be ttc?
20090315 19:10:25< alink> Shadow_Master: but i posted a possoble explanation in the bugreport
20090315 19:10:30< Ivanovic> crimson_penguin: yes, it is
20090315 19:10:35< alink> *possible
20090315 19:10:38< crimson_penguin> ok
20090315 19:10:42< Ivanovic> that is: it was this in the dowloaded fontfile and don't ask me why
20090315 19:10:53< Ivanovic> though it is most likly a normal ttf
20090315 19:11:14< Ivanovic> zookeeper: now clickable: http://www.wesnoth.org/start/1.6/
20090315 19:11:45< Shadow_Master> thanks, alink
20090315 19:12:01< Shadow_Master> Ivanovic: how much time do I have to submit the translation?
20090315 19:12:14< Shadow_Master> I have it ready, but I sent it to another translator for review
20090315 19:12:17< alink> Shadow_Master: np and sorry for the inconveniance
20090315 19:13:14< happygrue_> Ivanovic: can you please also add, as a separate paragraph in multiplayer changes: "Two new multiplayer maps: Howling Ghost Badlands and Underworld."
20090315 19:13:57< crimson_penguin> wee, 390 files to compile
20090315 19:14:12 * crimson_penguin is figuring he should be testing his bug with latest svn
20090315 19:15:05< Dragonking> Ivanovic: I'm done for today. There are thing that should be still fexed but I don't have strenght left to look at them. And I doubt I should dig into unknown for me code 3 days before 1.6...
20090315 19:15:58< Soliton> Dragonking: what about activating recruitment.fai?
20090315 19:16:33< Dragonking> This is something releated to ai_algorithm and setting it, and it being defined loaded/saved from/to two places..
20090315 19:16:59< CIA-70> alink * r33695 /trunk/changelog: Update changelog
20090315 19:17:00< Dragonking> We for sure *need* to be able to choose form different AIs but prolly not teak that 3 days before release.
20090315 19:17:15< Soliton> no, i mean by default.
20090315 19:17:26< CIA-70> shadowmaster * r33696 /website/start/1.6/template.html: Fix invalid XML entity caused by a stray ampersand.
20090315 19:17:30< Soliton> the issue there was only the not always working fallback.
20090315 19:18:19< Dragonking> And what about recruits made? Your opinion?
20090315 19:19:19< Soliton> i haven't tested it much since it didn't work right but it is very likely better than default. :-)
20090315 19:19:51< Soliton> is the fallback on fail fixed already?
20090315 19:19:53< Dragonking> I'll look into it. If I manage to find time to fix it before 1.6, we can ship 1.6 with my recruitment. If I don't find time, just use default one.
20090315 19:20:23< Dragonking> Soliton: No, I reorganized some things and fixed bugs, didn't manage to implement this one.
20090315 19:20:31< Soliton> for a quick fix you could just take free castle hexes into account as you suggested. (not sure how quick that is of course..)
20090315 19:20:42< Dragonking> And it would be quite a big change.
20090315 19:20:45< Dragonking> Soliton: hmm
20090315 19:20:49< Dragonking> I'll think about it. :)
20090315 19:21:53-!- stikonas [n=stikonas@ctv-79-132-187-171.vinita.lt] has joined #wesnoth-dev
20090315 19:21:59< CIA-70> shadowmaster * r33697 /website/start/1.6/template.html:
20090315 19:21:59< CIA-70> Fix an invalid construct for XHTML 1.1:
20090315 19:21:59< CIA-70> Now this document should be valid XHTML 1.1 as long as the language list is generated.
20090315 19:22:55< YogiHH> Soliton: any idea where i can get the addon that contains the scenario described in bug #13166?
20090315 19:22:56< Shadow_Master> ettin, Ivanovic: blah (33697 and 33696)
20090315 19:23:23< Soliton> wesbot: bug #13166
20090315 19:23:24< wesbot> Bug #13166 Assigned to: David White Status: None Priority: 7 - High
20090315 19:23:27< wesbot> Summary: AI is shuffling instead of finishing off a lonely enemy leader
20090315 19:23:30< wesbot> Original submission: See the ai of side2 misbehaving by loading the attachment
20090315 19:23:33< wesbot> .
20090315 19:23:35< wesbot> URL: https://gna.org/bugs/?13166
20090315 19:23:38< wesbot> Attached file (1st): https://gna.org/bugs/download.php?file_id=5427
20090315 19:24:57< Soliton> YogiHH: well, temple of the nagas is on the addon server not sure about the other one.
20090315 19:25:10< crimson_penguin> btw, you guys know your XHTML is most likely gonna be treated as HTML by all browser, right? :)
20090315 19:25:18< Shadow_Master> crimson_penguin: yes.
20090315 19:25:20< happygrue_> YogiHH: it is that attackement
20090315 19:25:24< crimson_penguin> good
20090315 19:25:24< happygrue_> *attachment
20090315 19:25:37< boucman> back
20090315 19:25:37< crimson_penguin> I still get the crash with current svn
20090315 19:25:39< Shadow_Master> crimson_penguin: I hope all browsers can handle though
20090315 19:25:44< Shadow_Master> W3C recommends using instead
20090315 19:25:55< Shadow_Master>
20090315 19:26:13 * Shadow_Master installs IE 6
20090315 19:26:16-!- noy [n=Noy@wesnoth/developer/noy] has quit ["GO, GET TO THE CHOPPAH!!!"]
20090315 19:26:27< crimson_penguin> well, no browsers actually support that, when in HTML mode - it just happens to work because you don't need an end tag in HTML in most places where you would use />
20090315 19:26:45< YogiHH> happygrue: that's why i am asking, if i try to load that savegame, i crash, probably due to an unknown unit type
20090315 19:27:13< Shadow_Master> it looks nice in IE 6 anyway.
20090315 19:27:15< crimson_penguin> but, say " some stuff that shouldn't be in that div" - that stuff would still be in the div, and the div would have no end tag
20090315 19:27:29< crimson_penguin> that was a quick installation!
20090315 19:27:47< Shadow_Master> Ivanovic, ettin however I'm slightly bothered by the JPEG Wesnoth logo. It looks very low quality compared to the PNG one.
20090315 19:27:57< Ivanovic> Shadow_Master: you got at least three days after tagging to get the announcement translated
20090315 19:28:06< Shadow_Master> Ivanovic: tagging of 1.6.0, or RC3?
20090315 19:28:07< crimson_penguin> yes, that is rather low quality
20090315 19:28:28< Soliton> YogiHH: i don't think the other one is on the addon server.
20090315 19:28:36< happygrue_> YogiHH: one sec...
20090315 19:28:42< Ivanovic> 1.6 of course
20090315 19:28:42< Soliton> can't find it anyway.
20090315 19:32:01-!- alink_ [n=alink@78.129.18.215] has joined #wesnoth-dev
20090315 19:32:02< happygrue_> YogiHH: I posted the map in the same bugreport
20090315 19:32:21< Shadow_Master> /mw/skins/glamdrol/title.jpg is of higher quality apparenly, except that is an old version of the same logo
20090315 19:32:35< Ivanovic> happygrue_: i don't plan to add "just another string" because of the addition of those two maps
20090315 19:32:38< Shadow_Master> Ivanovic: whom should I talk to about title12.jpg?
20090315 19:32:44< happygrue_> Ivanovic: sure thing.
20090315 19:32:54< Ivanovic> in the 1.4 announcement we also listed "all the map changes", this is not the case this time
20090315 19:33:00< YogiHH> happygrue_: i got the map already, the problem is somewhere else, though
20090315 19:33:14< Ivanovic> Shadow_Master: good question, i'd say ettin
20090315 19:33:34 * Shadow_Master pokes ettin for the fourth time.
20090315 19:33:41< happygrue_> Ivanovic: that is fine, I just had known it had been done before - I agree that it is not really important, but it is perhaps as interesting as listing the new music for some players...
20090315 19:33:59< Shadow_Master> Ivanovic: also, note that r33696 should mark a string as fuzzy in the next pot update
20090315 19:34:01< happygrue_> YogiHH: sorry, I misunderstood what you were asking.
20090315 19:34:25< CIA-70> ivanovic * r33698 /website/start/1.6/ (53 files in 2 dirs): update after the latest round of changes and fixes...
20090315 19:34:39< Shadow_Master> :)
20090315 19:35:18-!- Zen_Clark [n=user@99-136-80-191.lightspeed.rcsntx.sbcglobal.net] has joined #wesnoth-dev
20090315 19:36:07< YogiHH> hmm, "Elvish scout" has a lower case which is probably responsible for it...
20090315 19:36:36< crimson_penguin> AH HA! another thing is required to reproduce this crash: screen size of 1137x728
20090315 19:36:55 * mordante tries again
20090315 19:37:11< Soliton> YogiHH: would be great to have those errors not crash wesnoth and give a useful error, btw.
20090315 19:37:36< YogiHH> Soliton: message understood ;-)
20090315 19:42:28 * crimson_penguin goes to eat and stuff
20090315 19:42:29-!- Turuk_ [n=Turuk@FUSE-WS1-208-102-202-188.fuse.net] has joined #wesnoth-dev
20090315 19:44:29-!- crimson_p [n=irchon@64.201.60.222] has joined #wesnoth-dev
20090315 19:44:57< crimson_p> (iPod)
20090315 19:48:02< mordante> Soliton, I also just found a "press enter" savegame
20090315 19:48:19< crimson_p> mordante: work?
20090315 19:48:24< Soliton> got a secret message in it?
20090315 19:48:27< Shadow_Master> mordante: it is generated by the test suite AFAICT
20090315 19:49:03< mordante> yes
20090315 19:49:10< Shadow_Master> it is probably suokko trying to scare the **** out of us.
20090315 19:49:19< mordante> maybe it should have a more sane name :-/
20090315 19:49:21< Dragonking> Ivanovic: Hmm... how much time till tagging?
20090315 19:49:58< Soliton> indeed what a stupid name.
20090315 19:50:10< Soliton> really it should remove it when it's done though.
20090315 19:50:38< Shadow_Master> unless the intention is to start wesnoth manually, select that saved game and "press enter"?
20090315 19:50:42< mordante> crimson_p, I can reproduce it now, won't have time to look at it now, I'm about to leave
20090315 19:50:54< Soliton> the save is invalid.
20090315 19:50:59< crimson_p> ok
20090315 19:51:16< crimson_p> mine?
20090315 19:51:17< Shadow_Master> thought it was for testing how wesnoth handles that situation
20090315 19:52:00< crimson_p> oh, "press enter"
20090315 19:52:01< Shadow_Master> > error general: The file you have tried to load is corrupt: ''
20090315 19:52:06-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has quit [Success]
20090315 19:52:29< Shadow_Master> the reason is missing.
20090315 19:54:32-!- alink [n=alink@wesnoth/developer/alink] has quit [Read error: 110 (Connection timed out)]
20090315 19:54:44< crimson_p> mordante: btw, I tried just setting size.y to 400 with gdb, and it worked, but it was... buggy
20090315 19:55:11-!- elad01 [n=they@void-29.cs.huji.ac.il] has joined #wesnoth-dev
20090315 19:55:15< mordante> yes well I've no idea how the size can be < 0 that's a real bug somewhere
20090315 19:55:28< crimson_p> yeah
20090315 19:55:38< mordante> I want to look at making some errors a bit more user friendly but this isn't one of them
20090315 19:55:55-!- Baufo [n=thomas@wesnoth/developer/baufo] has quit [Remote closed the connection]
20090315 19:56:26< mordante> I'm off now, bye
20090315 19:56:35< crimson_p> bye
20090315 19:56:38-!- elias [n=elias@allegro/developer/allefant] has quit ["Leaving"]
20090315 19:56:42-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"]
20090315 19:57:26-!- stikonas [n=stikonas@wesnoth/translator/stikonas] has quit [Remote closed the connection]
20090315 19:57:37< ettin> Ivanovic: looks good
20090315 19:58:10< ettin> Shadow_Master: blah?
20090315 19:58:49< Shadow_Master> ettin: yeah, I fixed some XHTML issues.
20090315 19:59:03< Shadow_Master> ettin: I am also complaining about the JPEG logo's low quality
20090315 19:59:28< ettin> Shadow_Master: I see, thanks
20090315 19:59:43< ettin> Shadow_Master: do we have an higher quality version?
20090315 20:00:18< Shadow_Master> ettin: no idea. It can be generated from the PNG. I thought the Glamdrol layout was all yours?
20090315 20:00:37-!- shikadibot [n=1001@wesnoth/bot/shikadibot] has joined #wesnoth-dev
20090315 20:00:52-!- crimson_p [n=irchon@64.201.60.222] has quit [Remote closed the connection]
20090315 20:01:15-!- stikonas [n=stikonas@wesnoth/translator/stikonas] has joined #wesnoth-dev
20090315 20:01:33< Shadow_Master> shikadibot: file /trunk/images/misc/logo.png
20090315 20:01:34< shikadibot> Web interface URL to file /trunk/images/misc/logo.png: http://svn.gna.org/viewcvs/wesnoth/trunk/images/misc/logo.png?view=log
20090315 20:01:48< Shadow_Master> ettin: ^ I assume the JPEG version was generated from that, and the nav bar background
20090315 20:02:33< ettin> Shadow_Master: yes... I think jetryl generated it for 1.2
20090315 20:03:06-!- Turuk [n=Turuk@wesnoth/forumsith/turuk] has joined #wesnoth-dev
20090315 20:03:12< Shadow_Master> ettin: if I talk with him about it, can it get replaced with a higher-quality JPEG, or a PNG file?
20090315 20:03:52< Shadow_Master> I guess a higher-quality JPEG would still be way smaller (in bytes) than a PNG
20090315 20:05:17< ettin> Shadow_Master: the website logo is slightly smaller
20090315 20:07:15< Shadow_Master> 379x170 and the in-game one is 440x201. right
20090315 20:08:36< YogiHH> Soliton: is "defensive grouping" a default value for the AI?
20090315 20:08:58< CIA-70> shadowmaster * r33699 /trunk/src/game.cpp:
20090315 20:08:58< CIA-70> Don't display "The file you have tried to load is corrupt: ''" if the
20090315 20:08:58< CIA-70> reason for failing to load a saved game is unknown. Just use "The file
20090315 20:08:58< CIA-70> you have tried to load is corrupt".
20090315 20:08:58< CIA-70> This does not break the string freeze as the replacement is already
20090315 20:09:01< CIA-70> i18n'ed.
20090315 20:09:35< Ivanovic> Dragonking: how much do you need?
20090315 20:10:06< Dragonking> Good question.
20090315 20:10:10< YogiHH> afk for a while
20090315 20:10:29-!- Turuk_ [n=Turuk@FUSE-WS1-208-102-202-188.fuse.net] has quit [Read error: 110 (Connection timed out)]
20090315 20:10:31< boucman> Dragonking: thx for fixing the page...
20090315 20:10:31< Dragonking> Ivanovic: An hour?
20090315 20:10:38< Ivanovic> Dragonking: no problem
20090315 20:10:41< Soliton> YogiHH: no idea.
20090315 20:10:50< Dragonking> Ivanovic: Then I'll try to implement something
20090315 20:10:51< Dragonking> :)
20090315 20:11:00< Dragonking> boucman: No problem
20090315 20:11:43< Dragonking> boucman: Do you have time for some more formula documenting or you a) don't have time b) don't want to look at it anymore c) want to keep away from it? ;)
20090315 20:12:04< boucman> nah, I have some time :)
20090315 20:12:18-!- kitty_ [n=kitty@wesnoth/artist/kitty] has joined #wesnoth-dev
20090315 20:12:20< Dragonking> We need to list objects and member fields.
20090315 20:12:23 * Shadow_Master goes to test the FAI again.
20090315 20:12:28< Shadow_Master> hi kitty_ !
20090315 20:12:31< boucman> Dragonking: hmm
20090315 20:12:32< kitty_> hi
20090315 20:12:39< Dragonking> Like ai - has attacks, turn, my_leader, ....
20090315 20:12:43< boucman> I'd rather tell people to use the formula command line to get the list
20090315 20:12:45< boucman> hey kitty_
20090315 20:12:47< Dragonking> Unit - has max_hitpoints etc..
20090315 20:13:00< Dragonking> All that is returned by dir(