--- Log opened Fri Aug 21 00:00:08 2009
20090821 00:00:14< Sapient> hmm... interesting proposal
20090821 00:00:31< Sapient> murderer=$unit.id
20090821 00:00:34< Sapient> lol
20090821 00:00:41< Crab_> Sapient: what about xp and advancement ?
20090821 00:00:42< Soliton> Elvish_Pillager: what filter matches on empty x,y?
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20090821 00:00:56< Elvish_Pillager> Soliton: standard location filter
20090821 00:01:10< boucman> Crab_: improving LoW is a great way to find out what's needed
20090821 00:01:18< Soliton> Elvish_Pillager: are you just saaying that again or did you actually test?
20090821 00:01:20< Elvish_Pillager> x="" y="" stores every location on the map
20090821 00:01:27< Elvish_Pillager> yes, this has repeatedly caused me problems
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20090821 00:02:00< Soliton> well, that's not how it works anymore.
20090821 00:02:10< Elvish_Pillager> in 1.7?
20090821 00:02:18< Soliton> at least.
20090821 00:02:29< Elvish_Pillager> well, it's how it works in 1.6
20090821 00:02:52< Soliton> ok, if you actually tested.
20090821 00:02:52< Sapient> check the changelog
20090821 00:02:57< Crab_> fendrin: if you're talking about 'that units which were on that screenshot I've showed you earlier' - then, I do not have access to that 'low 3 start setting' - it was just an illustration of the idea, and I do not have it stored. or, you meant something else ?
20090821 00:04:17< Crab_> fendrin: or, you meant 'post the orc ai which focused on killing Galtrid' ?
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20090821 00:05:03< Sapient> Elvish_Pillager / Soliton: http://www.wesnoth.org/forum/viewtopic.php?p=322702#p322702
20090821 00:05:16< Sapient> looks like I fixed it for SUF but maybe not in SLF
20090821 00:05:32< Soliton> well, i know that i fixed it.
20090821 00:05:43< Sapient> oh, ok
20090821 00:06:31< Soliton> when i was fixing a bug with some mepty variable in a kill tag for the second time.
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20090821 00:12:07< CIA-62> fendrin * r37981 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/ (3 files):
20090821 00:12:07< CIA-62> LoW 8,18,19: Fixed some issues with the story only scenarios.
20090821 00:12:07< CIA-62> Forced the images not to be scaled as requested by kitty.
20090821 00:12:07< CIA-62> Replaced the last occourences of the deprecated speaker= attribute.
20090821 00:12:07< CIA-62> Code cleanups.
20090821 00:12:22< fendrin> Crab_: I was talking about the screenshot.
20090821 00:13:49< Crab_> fendrin: ok. no, I don't have that data atm. if you're not in hurry, I can recreate tomorrow. the idea is to present 'night, fog around, orcs around, wolves snatching villages, a small orc leader (bonus target) nearby' atmosphere
20090821 00:13:59< shadowmaster> fendrin: I thought I had removed all instances of speaker= in istory parts
20090821 00:14:14< shadowmaster> sorry for that
20090821 00:14:27< fendrin> shadowmaster: No problem.
20090821 00:15:43< shadowmaster> ah wait, speaker=. I replaced caption=, which had supposedly replaced speaker=.
20090821 00:16:05< fendrin> right
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20090821 00:22:17< fendrin> Crab_: I am not in a hurry. Will create some placeholder speech for the new scenery in the meanwhile.
20090821 00:22:25< Crab_> fendrin: ok
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20090821 01:54:49< fendrin> Ivanovic: will there be a 1.6.5?
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20090821 02:08:59< shadowmaster> Ivanovic: Sgt. Groovy (the artist behind the new logo) last visited the forums on July 22nd
20090821 02:09:04< shadowmaster> just thought I'd tell you.
20090821 02:10:36< CIA-62> fendrin * r37982 /trunk/data/campaigns/Legend_of_Wesmere/utils/debug.cfg: Renamed the variable in which is checked for Olurf. This hopefully fixes bug #14142.
20090821 02:13:20< CIA-62> fendrin * r37983 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/08_Out_of_the_Frying_Pan.cfg: UtBS 08: Preliminary fix for bug #14047.
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20090821 02:38:57< Aethaeryn> Is there a reason Esperanto, Latin, and a few others are greyed out? And is it local (me only) or in all Wesnoths?
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20090821 02:47:04< Soliton> fendrin: there should be, yes.
20090821 02:47:34< Soliton> Aethaeryn: when you try to change language in wesnoth?
20090821 02:47:50< Aethaeryn> Soliton: yes
20090821 02:48:00< Aethaeryn> i.e. Latin is unavailable.
20090821 02:48:06< Soliton> you don't have the locale for them installed.
20090821 02:48:20< Soliton> there isn't one for them probably.
20090821 02:48:33< Soliton> you have to compile with dummy locales or something.
20090821 02:49:01< Aethaeryn> ah
20090821 02:49:17< Aethaeryn> That's unfortunate.
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--- Log opened Fri Aug 21 04:37:08 2009
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20090821 04:37:16-!- Topic for #wesnoth-dev: 79 bugs, 241 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
20090821 04:37:16-!- Topic set by wesbot [] [Thu Aug 20 22:56:23 2009]
20090821 04:37:16[Users #wesnoth-dev]
20090821 04:37:16[ ABCD ] [ corn ] [ isaac_ ] [ shadowmaster]
20090821 04:37:16[ Aethaeryn] [ crimson_penguin] [ Ivanovic ] [ shikadibot ]
20090821 04:37:16[ allefant ] [ dfranke ] [ Kenpachi_ ] [ Smar ]
20090821 04:37:16[ Amu_ ] [ Elvish_Pillage2] [ kimrhh ] [ Tigge ]
20090821 04:37:16[ AnMaster ] [ Elvish_Pillager] [ knotwork__] [ wesbot ]
20090821 04:37:16[ BenUrban ] [ esr ] [ lobby ] [ yann ]
20090821 04:37:16[ Blueblaze] [ fendrin ] [ Rhonda ]
20090821 04:37:16[ CIA-62 ] [ happygrue ] [ rtfb ]
20090821 04:37:16-!- Irssi: #wesnoth-dev: Total of 30 nicks [0 ops, 0 halfops, 0 voices, 30 normal]
20090821 04:37:51-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009
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20090821 07:55:58 * zookeeper notes that someone indented {NEXT}s silly in 08_Out_of_the_Frying_Pan.cfg
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20090821 10:00:57< YogiHH> hello
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20090821 10:29:51< Ivanovic> moin
20090821 10:34:11< Crab_> Ivanovic: submitted my eval to google (had some glitches, but succeeded on 2nd try - luckily, the back button worked)
20090821 10:35:05< Soliton> Crab_: http://www.wesnoth.org/forum/viewtopic.php?f=4&t=26751
20090821 10:35:24< Crab_> Soliton: yes, silene had showed this to me
20090821 10:35:48< Soliton> ahh, ok.
20090821 10:36:18< Crab_> Soliton: will be fixed soon. this is related to your bug on dark forecast
20090821 10:36:32< Crab_> Soliton: and this is related to bug #14161, as well.
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20090821 10:51:29< fendrin> hi
20090821 10:56:23-!- wesbot changed the topic of #wesnoth-dev to: 79 bugs, 242 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20090821 11:05:41< sauron> hi there
20090821 11:06:10< sauron> I have a question - is there a switch towards floating point HP in plans?
20090821 11:07:13< zookeeper> nope
20090821 11:07:25< sauron> hi zookeeper
20090821 11:07:27< sauron> sad
20090821 11:08:29< Crab_> sauron: you can just multiply hp/damage by some 'large enough' constant
20090821 11:08:49< Crab_> sauron: e.g., 4000 hp, and attacks like 374-4
20090821 11:08:53< sauron> I was thinking of rewriting mod (I cannot recently get a balanced game) - and thought of using fp
20090821 11:09:27< sauron> @Crab_: thanx, I already used the approach - this was first I did
20090821 11:09:52< Crab_> sauron: were there any problems ?
20090821 11:10:01< sauron> @Crab_: but I need solution, not workaround ...
20090821 11:10:19< sauron> bbl
20090821 11:11:44< Crab_> sauron: well, from an engine point-of-view, this is the solution. e.g., if interface displayed 40453 as 40.453 , player's wouldn't care for the internal representation of hitpoints..
20090821 11:11:51< YogiHH> sauron: are you aware that there is a group of people who is planning and working for a more fun (=less luck dependend + other ideas) wesnoth? There is a thread somewhere at the forum about that.
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20090821 11:14:52< zookeeper> sauron, also, i recently made a basic lessluck mod in WML. the problem it has is simply that the probability tweaks it uses are wrong, not technical problems. it's supposed to be a karma-based mod though, so the more you miss the more likely you are to hit, etc. maybe you want to check it out and see if you can come up with a proper karma formula.
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20090821 11:27:32< sauron> @zookeeper: I implemented it on C++ level long ago fo test purposes
20090821 11:28:10< sauron> with karma there's problem - what are the true defences then?
20090821 11:29:57< sauron> @YogiHH: is it WML or C++ patch?
20090821 11:30:15< zookeeper> sauron, i know you did, but engine forks don't get any players
20090821 11:30:19< YogiHH> sauron: they are working on a C++ mod
20090821 11:30:55< sauron> hmmm, nice to see my ideas back, I definitely must take a look at that
20090821 11:31:02< zookeeper> YogiHH, wait, you mean those kids who just flame each other in their thread? :x
20090821 11:32:20< zookeeper> sauron, i'm just saying that there's much better capabilities of doing a WML luck mod now than there were years ago, so maybe you want to rather do that considering how much easier it would be to play them then.
20090821 11:33:25< sauron> @zokeeper well, I abandoned WML approach because it did not make possible to stack fight mechanics on top of era
20090821 11:33:48< zookeeper> sure, if you want to make bigger changes
20090821 11:34:12< sauron> which implied every era required its subversion with damage patch
20090821 11:34:14< YogiHH> sauron: http://www.wesnoth.org/forum/viewtopic.php?f=15&t=22168
20090821 11:34:17< zookeeper> but it depends on what changes
20090821 11:35:07< zookeeper> YogiHH, ah, ok, that old fosprey's thing.
20090821 11:35:24< YogiHH> yes, not sure if they are still active, though
20090821 11:35:41< zookeeper> well, doesn't look like that.
20090821 11:37:31< sauron> they did less than I did in 2006
20090821 11:37:53< zookeeper> sauron, i don't know what kind of changes you mean, so it's hard to say whether those would be doable in WML or not. also we now have nice lua support, too, which might help with some things.
20090821 11:38:26< sauron> YogiHH: thank you for link - I was unable to find the thread you mentioned and was just going to ask for tips to find it
20090821 11:39:01< sauron> the thread indicates they just made deterministic damage
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20090821 11:41:25< sauron> @zookeeper: if you provide me with sample code that is responsible for 'karma' in your mod - I will be happy to discuss it with you
20090821 11:43:22< zookeeper> sauron, well, it's on the 1.6 add-on server and the thread is at http://www.wesnoth.org/forum/viewtopic.php?f=19&t=24869
20090821 11:43:25< sauron> I am trying to compile 1.7.3
20090821 11:44:21< sauron> is the multithreading MinGW-style safe on WinXP/Vista?
20090821 11:44:59< sauron> for now I used #define DISABLE_POOL_ALLOC
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20090821 11:45:55< zookeeper> i have no huge interest towards the era atm myself, but of course if someone comes up with a glitchless simple formula described in simple steps i'll try to implement it
20090821 11:46:33< sauron> reading the thread
20090821 11:51:26< CIA-62> fendrin * r37984 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg: LoW 3: New speech stubs for the scenario's intro.
20090821 11:52:17< CIA-62> fendrin * r37985 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/06_Acquaintance_in_Need.cfg: LoW 6: Fixed duplicate note attributes in the objectives.
20090821 11:53:11< CIA-62> fendrin * r37986 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/07_Elves_last_stand.cfg: LoW 7: Removed duplicate note attribute in the objectives.
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20090821 12:09:38< sauron> @zookeeper: After reading the thread I come up with the following opinion regarding the formula/ possible exploit: if I were under EV I would use thunderers/other Hi-damage&&low punches unit to use karma, this would provide me with local damage peaks right where needed (of course not guaranteed but more likely to happen) - in times of EV over 100% I would start with multi-hit&&low dmg units to accumulate karma
20090821 12:12:05< sauron> @zookeeper: the possible solution is reducing damage by some % instead of changing chance to hit ... other than tha - built-in expected fight stats no longer apply in your system (since they're based on base damage that is tweaked ... same problem with proposed solution)
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20090821 12:31:29< YogiHH> off for lunch
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20090821 12:32:38< mordante> servus
20090821 12:32:45< mordante> ilor_, you were looking for me?
20090821 12:36:18< Ivanovic> crab_: just read your eval
20090821 12:36:33< Ivanovic> and in the section "what to do better" i have to disagree with you
20090821 12:36:42< Ivanovic> the part about "pinging for paper work"
20090821 12:37:05< Ivanovic> i have pinged corn (in irc and via mail) he was just not reachable at all over the whole mid term submission period
20090821 12:37:30< Ivanovic> and yes, sorting this out was a *real* mess
20090821 12:38:01< Ivanovic> regarding 4): we don't have any fixed "middle term goals"
20090821 12:38:13< Ivanovic> in the release is what makes the game better and is done in time
20090821 12:38:15< Ivanovic> ;)
20090821 12:38:53< Ivanovic> have listed more than 5 points? (that is the google app has some slight bugs with resizing the text boxes over here so that often the buttom is cut off)
20090821 12:39:48< sauron> @zookeeper: long ago I tested something like (for each strike){ if(abs(EVdivergence)<=treshold){apply std WesFormula}else{if(hit){dmg=floor((2-EV)*dmgPerStrike);}}
20090821 12:41:16< Ivanovic> crab_ the other things sound really reasonable (that is i have not known that we do *have* a "new developer how-to list" ;) )
20090821 12:42:44< sauron> @zookeeper:EV==(totalDmgInflicted/expectedTotalDmgInflicted)
20090821 12:44:28< sauron> @zookeeper: problem - the formula provides decreasing amount of correction over game.
20090821 12:46:56< zookeeper> sauron, well, that's not something you can really start calculating in WML either.
20090821 12:47:53< sauron> : (
20090821 12:48:55< zookeeper> not to mention that i have no idea of half of what you're saying anyway.
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20090821 12:49:35< zookeeper> hence the "simple formula described in simple steps"
20090821 12:54:35< sauron> I will reply in the thread in a few hours - in a better organized way : )
20090821 12:55:12< zookeeper> all right
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20090821 13:21:32< YogiHH> Ivanovic: new developer how-to list? where is that?
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20090821 13:24:16< Ivanovic> YogiHH: i have no idea
20090821 13:24:39< Ivanovic> YogiHH: ask crab_ if we got something like this or if it was a "should be created"
20090821 13:25:04< YogiHH> Crab_: ^
20090821 13:27:32 * Crab_ is reading the irclog to see what's the question is about
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20090821 13:30:30< Crab_> YogiHH: well, there's some useful information scattered all over the wiki (if you look for it hard, that is), but no 'central place' with that 'guide for new devs'.
20090821 13:31:34< YogiHH> Crab_: That is something that bugged me for a long time, so i created a wiki site: http://www.wesnoth.org/wiki/DevelopersHome :)
20090821 13:32:00< Crab_> YogiHH: yes, I've seen it
20090821 13:32:22< Crab_> YogiHH: but this is not 'a guide', it's just a good collection of links.
20090821 13:32:35< YogiHH> that is true, yes
20090821 13:32:53< Crab_> Ivanovic: regarding 'pinging for paperwork' - the question is mainly about 'what can be done better next year', so a way to escalate (if pinging via irc/mail fails) is worth considering
20090821 13:33:51< Ivanovic> Crab_: it reads more like "there were no reminders, so things could have been missed"
20090821 13:36:31< Crab_> Ivanovic: also, it's worth to require students to fill out those forms as early as possible, since they're small anyway
20090821 13:36:51< Ivanovic> Crab_: ah, in those regards mid terms were really not optimal
20090821 13:37:08< Ivanovic> basically because i had no way at all to see who has filled out the stuff so far and who as not
20090821 13:37:15< Ivanovic> this has changed now for final evals
20090821 13:37:33< Crab_> Ivanovic: it's good that they're fixing stuff
20090821 13:37:37< Ivanovic> jupp
20090821 13:37:41< Ivanovic> okay, time for breakfast
20090821 13:37:43< Ivanovic> bbs
20090821 13:37:48< Crab_> Ivanovic: and yes, there were only 5 points
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20090821 13:41:01< fendrin> heyho
20090821 13:50:41< Ivanovic> re
20090821 13:50:46< Ivanovic> Crab_: good to know
20090821 14:07:19< CIA-62> fendrin * r37987 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/16_The_Chief_must_die.cfg: LoW 16: Replaced more deprecated speaker attributes in the story.
20090821 14:10:18< shadowmaster> Ivanovic: isn't 14:07 in germany?
20090821 14:10:49< shadowmaster> 13:37 at the time you went away for breakfast, apparently..
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20090821 14:16:10< fendrin> zookeeper: <0,0,0> is supposed to do what? It's some wrong pango markup in the ai controller I need to replace.
20090821 14:16:30< shadowmaster> fendrin: old markup, not pango
20090821 14:16:50< shadowmaster> fendrin: ... would be the pango ewquivalent
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20090821 14:29:36< shadowmaster> ilor_: pling
20090821 14:30:00< shadowmaster> s/pling/what happened to the editor palette bug with UMC/ ?
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20090821 14:46:26< Ivanovic> shadowmaster: basically the timestamps for our irc logs are in local time in germany
20090821 14:46:46< Ivanovic> shadowmaster: so just write a line in the (logged) chans and have a look at the time in them to get current local time in germany
20090821 14:46:47< Ivanovic> ;)
20090821 14:46:53< shadowmaster> Ivanovic: okay, they match the VPS I'm using
20090821 14:46:58< shadowmaster> but why breakfast after noon?
20090821 14:47:01< shadowmaster> :p
20090821 14:47:14< Ivanovic> breakfast is the first meal of the day
20090821 14:47:46< Ivanovic> and i had no meal before
20090821 14:48:07 * Rhonda often takes breakfast around that time. On weekends, that is.
20090821 14:48:07< shadowmaster> um. Here we call them according to the time of day.
20090821 14:48:21< shadowmaster> which means I have only lunch most of the time :p
20090821 14:48:22< Rhonda> We call them according to what they are.
20090821 14:48:37< Ivanovic> ah, many people would have called the meal lunch, too
20090821 14:48:46< Ivanovic> though i tend to just enumerate the number of the meal
20090821 14:48:58< Ivanovic> first meal: breakfast, 2nd: lunch, 3rd: dinner
20090821 14:49:37< Rhonda> For me it depends. I don't call the lunch breakfast when I just haven't eaten anything before. But if I just got up some hour or two before, it's definitely breakfast.
20090821 14:49:53< Rhonda> It's more the type of meal actually that gives it the name.
20090821 14:50:56< Rhonda> Is 1.6.5 scheduled for this sunday, or later?
20090821 14:51:06< Ivanovic> probably later
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20090821 16:16:30< Elvish_Pillage2> Quick poll: For writing a reasonably complicated scenario in WML, which would you think would be easier to debug: writing everything out (no macros except the default ones) or using the macro system in lots of diabolic ways to reduce the code size as much as possible?
20090821 16:19:29< zookeeper> you can guess my answer.
20090821 16:20:01< zookeeper> except that of course it'd be silly to not write and use macros if they really allowed you to easily remove lots of repetition.
20090821 16:20:26< Elvish_Pillage2> admittedly, both of the end cases are a bit more extreme than you'd probably want to go normally.
20090821 16:21:01< Crab_> fendrin: ok, I started to work on LoW 3 start sequence, using your latest LoW3 commit as base.
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20090821 16:56:23-!- wesbot changed the topic of #wesnoth-dev to: 80 bugs, 242 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20090821 17:18:47< fendrin> shadowmaster: thank you.
20090821 17:19:07< fendrin> Crab_: Cool
20090821 17:19:44< fendrin> Elvish_Pillage2: Some middle thing between the choices you gave.
20090821 17:20:00< boucman> hey all
20090821 17:20:03< Elvish_Pillage2> fendrin: obviously :)
20090821 17:20:07< Crab_> hi boucman
20090821 17:20:20< Elvish_Pillage2> fendrin: where in the middle though? what you said give me no information
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20090821 18:03:50< fendrin> shadowmaster: The line you gave me is rejected as panga as well.
20090821 18:04:14< fendrin> shadowmaster: Maybe our pango doesn't recognize strings and needs allways a number encoding?
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20090821 18:10:09< CIA-62> fendrin * r37988 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/16_The_Chief_must_die_utils.cfg:
20090821 18:10:09< CIA-62> LoW 16: First attempt to fix bug #13511.
20090821 18:10:09< CIA-62> I am going to figure out the right amount of Wolf Riders by binary search.
20090821 18:10:09< CIA-62> This means I halved the number of Riders for this test.
20090821 18:10:30< Crab_> fendrin: what is 'the right amount of wolf riders' ? :)
20090821 18:10:58< Crab_> to give the player 'just enough' headache in avoiding them ?
20090821 18:11:23< fendrin> Crab_: Right :-)
20090821 18:12:43< boucman> hehe
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20090821 18:27:12< Soliton> fendrin: you can hex encode the color if the name doesn't work. is probably more platform independent anyway.
20090821 18:27:51< fendrin> Soliton: which encoding is used? The same as html color?
20090821 18:28:00< Soliton> yes.
20090821 18:28:17< Soliton> #000 should be black.
20090821 18:31:20< fendrin> Soliton: No it's reported as invalid as well. Maybe the sourrounding context is wrong.
20090821 18:33:23< Soliton> who reports what where?
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20090821 18:39:02< CIA-62> crab * r37989 /trunk/data/ai/formula/poisoner_eval.fai: removed debug_label from poisoning formula
20090821 18:39:08< CIA-62> crab * r37990 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg: WIP on starting sequence of LoW 3
20090821 18:39:19< Crab_> fendrin, boucman: ^ it's a WIP, but you're welcome to try it out. For extra effect, do nothing on 1st turn.
20090821 18:39:25< boucman> Crab_: are we up to date on formula documentation ?
20090821 18:39:30< boucman> (just asking, no emergency)
20090821 18:39:44< boucman> i'll have a look
20090821 18:39:54< fendrin> Soliton: The game reports the line to be invalid.
20090821 18:40:00< fendrin> At stdout.
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20090821 18:40:19< Sirp> hi
20090821 18:41:30< Crab_> hi Sirp
20090821 18:42:05< Crab_> boucman: for fai formulas, see irclog for 2009-aug-18 12:23 - that was last time I checked fai formula documentation - mainly, DKs work is still not documented (he's aware, so np), plus some old things are not in order.
20090821 18:42:59< boucman> ok
20090821 18:43:24< Crab_> boucman: for fai itself, the documentation about actually using fai is not in good shape (nowadays we have four working ways to include fai snippets in ai config, and they are not well-documented)
20090821 18:44:52< fendrin> Crab_: looks good only the used units are to homogen.
20090821 18:45:34< shadowmaster> fendrin: "our pango2 :P
20090821 18:45:36< shadowmaster> *"
20090821 18:46:11< shadowmaster> fendrin: can I check exactly what you are trying to replace?
20090821 18:46:13< Crab_> fendrin: I intend to add a second wave, consticting of different slower units. they'll reach the Ka'lian 2-3 turns later, so, hopefully, the elves will be weakened by poison by then (unless the player plays smart)
20090821 18:46:51< fendrin> shadowmaster: data/core/macros/ai_controller.cfg search for <0,0,0>
20090821 18:47:13< shadowmaster> fendrin: and how do I reproduce the problem?
20090821 18:47:35< shadowmaster> (whatever it is)
20090821 18:47:57< Soliton> fendrin: the point is "The game reports the line to be invalid." doesn't mean anything except that you put some actual error message into your own words.
20090821 18:48:32< Crab_> fendrin: basically, '1st wave which is only poisoners' is part of the orcish plan - abusing the fact that the elves have no way to cure poison at this moment. For the 2nd wave, orcs will use a mixed-units army (a few - stealing villages, others - attacking the keep)
20090821 18:50:38< fendrin> shadowmaster: start LoW cl to scenario 08. Right click at galdrid in the middle at the kalian choose the first option and watch stdout.
20090821 18:50:55< fendrin> Soliton: True, but there is not much more reported than I said.
20090821 18:50:55< shadowmaster> for the record, wesnoth doesn't use stdout :)
20090821 18:51:02< shadowmaster> it uses stderr instead
20090821 18:51:44< Soliton> fendrin: so when i grep for "The game reports the line to be invalid." in the source i will find something?
20090821 18:52:45< fendrin> Soliton: error gui/draw: Text: Invalid markup in 'Galtrid (side 2) has not been given any instructions and is acting normally.
20090821 18:52:45< shadowmaster> fendrin: scenario 8 is a story only scenario
20090821 18:52:57< shadowmaster> so, I assume it was scenario 7 or what?
20090821 18:53:07< fendrin> shadowmaster: Sorry it's seven.
20090821 18:54:34< fendrin> Soliton: -' rendered as is.
20090821 18:54:40< shadowmaster> fendrin: okay, maybe you should be careful with what you replace (I'm not trying it myself atm). Pango markup is used with [message] text= but not for menu items
20090821 18:54:46< shadowmaster> or listbox items for this matter
20090821 18:55:01< fendrin> Soliton: I tried without the "#" and with the number you gave me.
20090821 18:55:26< shadowmaster> fendrin: '#black' is not a valid color btw.
20090821 18:55:39< shadowmaster> it should be 'black' or '#000000' or '#000''
20090821 18:58:40< fendrin> Crab_: Good point. But the elves should have less fighters and more bowmen or shamans. And the orcish leader unit is only used for the "leader of all orcs" the chief or king. It's a very rare unit and wouldn't be in the frontline.
20090821 18:59:28< Crab_> fendrin: ok, I'll change the orcish leader to another unit
20090821 18:59:45< Crab_> fendrin: ok, I'll change some fighters to bowmen
20090821 18:59:58< Crab_> fendrin: i'll leave it up to player to recruit shamans
20090821 19:00:54< fendrin> Crab_: Fine, do you want to release the fog when kalenz arrives or is the whole scenario played with fog?
20090821 19:03:16< Crab_> fendrin: we need to show the player the location of the orc leaders
20090821 19:03:29< Crab_> fendrin: so, we need to either scout them somehow, or release the fog
20090821 19:03:45< Crab_> fendrin: but, we need in-story reason to release the fog...
20090821 19:03:48-!- noy [n=noy@wesnoth/developer/noy] has joined #wesnoth-dev
20090821 19:05:23< Crab_> fendrin: what about messing with the time schedule ?
20090821 19:05:46< boucman> Crab_: nice wind causes a weather change ?
20090821 19:05:51< boucman> :P
20090821 19:06:29< Crab_> fendrin: e.g. "9 turns per day stage", so turns 1-9 will be night, 10-18 will be dawn, 19-27 will be morning, etc
20090821 19:06:41< Sirp> boucman: maybe in Wesnoth a strong wind can blow the sun and make it move faster? :)
20090821 19:06:42< Crab_> fendrin: and release the fog on sunlight
20090821 19:08:14-!- noy [n=noy@wesnoth/developer/noy] has quit [Client Quit]
20090821 19:08:32< fendrin> Crab_: I am not sure about that change. It would mean we must change the scedule for scenario 7 as well since it plays on the same map.
20090821 19:09:28< Crab_> fendrin: ok. then back to 'nice wind', then :)
20090821 19:10:02< fendrin> :-)
20090821 19:10:48 * shadowmaster grumbles something about pango
20090821 19:12:36< fendrin> Crab_: The fog could be lifted a turn before Kalenz arrives just to make it look more "random".
20090821 19:12:39< Soliton> fendrin: well, you need to use valid markup as was mentioned by shadowmaster: -
20090821 19:13:00< Soliton> err, not the #black thing of cours.
20090821 19:13:23< fendrin> Soliton: I tried "black" "#black" "#000" all with the same result.
20090821 19:13:42< shadowmaster> fendrin: did you read what I mentioned above about text= and list boxes and old markup vs. Pango markup?
20090821 19:14:01< Soliton> yes, now copy paste what i just said and use that with the right color definition.
20090821 19:14:55< fendrin> shadowmaster: yes, but I don't get what it means. Both doesn't work in that situation. It was old style not pango and didn't work now it is new pango and it does bring up the same error message.
20090821 19:15:17< Soliton> pango markup works.
20090821 19:15:23< Crab_> fendrin: well, actually the fog can lift on the turn of kalenz' arrival, and it'll look good
20090821 19:15:30< Soliton> you just need to use the correct syntax.
20090821 19:16:27< Crab_> fendrin: i.e. "all is foggy, then the wind blows, and the fog is over, and - hey - the defenders of Ka'lian see some elves at the distance"
20090821 19:16:43< fendrin> Crab_: Makes sense. :-)
20090821 19:17:43 * shadowmaster checks his own attempt at fixing it
20090821 19:18:14< shadowmaster> oh, man, it worked at the first attempt
20090821 19:18:29< shadowmaster> fendrin: why is the text supposed to be black btw? it is unreadable.
20090821 19:18:50 * Soliton wondered that, too.
20090821 19:19:58< CIA-62> shadowmaster * r37991 /trunk/data/core/macros/ai_controller.cfg:
20090821 19:19:58< CIA-62> Get rid of an invalid Pango markup error message.
20090821 19:19:58< CIA-62> Waiting for a better color choice from fendrin...
20090821 19:20:04< fendrin> Soliton: shadowmaster: no idea. This ai_controller.cfg was written by zookeeper.
20090821 19:20:52< shadowmaster> okay. so you didn't think it could be an obvious mistake?
20090821 19:22:08< shadowmaster> I'm also doubtful about what is the point of appending a markup bit on line 286.
20090821 19:22:30< shadowmaster> it is a menu entry; the <0,0,0>- markup bit is at the end and nothing else is appeneded to the variable...
20090821 19:22:38< Soliton> shadowmaster: only the '-' was black.
20090821 19:22:52< Crab_> fendrin: also note that we can switch to kalenz before lifting the fog.
20090821 19:22:56< Soliton> maybe it was just to have an invisible placeholder.
20090821 19:22:58< Crab_> fendrin: I.e. " for days, Kalenz traveled with a small host of loyal followers, moving closer and closer to Ka'lian.. Thanks to the dense fog, he was able to evade the orcs who were trying to hunt down his small company. Then, the north wind blew, and the fog finally lifted...." - "Oh no! The Ka'lian is under attack! We must help them!"
20090821 19:23:17< zookeeper> if there's a <0,0,0>- anywhere in my code, then it's there to force a linebreak
20090821 19:23:20< fendrin> shadowmaster: Soliton: 20090821 19:21:15 error gui/draw: Text: Invalid markup in 'blah' -' rendered as is.
20090821 19:23:46< Soliton> fendrin: update svn.
20090821 19:23:55< shadowmaster> um, not with my build (recompiles head)
20090821 19:23:59< Soliton> shadowmaster missed one spot though.
20090821 19:24:03< Blarumyrran> Crab_, insert fog-controlling magic reference about kalenz
20090821 19:24:12< Blarumyrran> isnt everything ultimately so simple
20090821 19:24:12< shadowmaster> Soliton: do you mean line 286?
20090821 19:24:34< Soliton> probably, whereever else there was a "<0,0,0>-".
20090821 19:25:06< Soliton> anyway see what zookeeper said.
20090821 19:25:23< Soliton> and revert making all of the text black.
20090821 19:25:26< shadowmaster> m I had assumed [option] still used old markup since it seems to be so in the test scenario
20090821 19:25:35< shadowmaster> yeah, and the should go too
20090821 19:25:52< Soliton> might be, i didn't have the whole error message.
20090821 19:26:17< boucman> Blarumyrran: we try to keep wesnoth a "low magic" universe, so we avoid deus ex machina spells as much as possible
20090821 19:27:17< CIA-62> shadowmaster * r37992 /trunk/data/core/macros/ai_controller.cfg:
20090821 19:27:17< CIA-62> Changed text back to normal color, use s only to force linebreaks
20090821 19:27:17< CIA-62> with a blackened dash
20090821 19:27:19< shadowmaster> fendrin: how do I reproduce the newest error message after r37992 ?
20090821 19:27:57< fendrin> shadowmaster: It's gone now. I still don't get what I did wrong.
20090821 19:28:16< Soliton> i wonder if you even still have to force the linebreaks? there certainly is a linebreak between objective and behaviour just fine.
20090821 19:28:41< Soliton> fendrin:
20090821 19:29:00< fendrin> ah
20090821 19:29:07< shadowmaster> if I click on ""set objective", and then on "focus on defeating", all I get is an empty message from Kalenz
20090821 19:29:28< fendrin> shadowmaster: yes discovered that as well.
20090821 19:29:30< shadowmaster> so I can't really check if the old markup I left there for the [option] text is used or not
20090821 19:30:50< shadowmaster> "Keep of Gubr" , "Keep of Urug-Pir" *shudders*
20090821 19:32:58< shadowmaster> btw, since I'm too lazy right now I'll leave the experiment of getting rid of the hidden text/linebreaks as homework for you.
20090821 19:33:36-!- melinath [n=melinath@pool-72-72-200-231.altnpa.east.verizon.net] has joined #wesnoth-dev
20090821 19:38:09< fendrin> shadowmaster, Soliton: Thanks for the help.
20090821 19:44:58< Soliton> no problem.
20090821 19:51:10< fendrin> Crab_: Sounds nice.
20090821 19:54:27< Crab_> fendrin: ok. I'll work on [modify_ai] for a few hours more, then, I'll add that second 'mixed' wave to orcs' initial attack on Ka'lian and I'll try to make them act intelligently enough (for orcs, that is :) )
20090821 19:54:40< fendrin> :-)
20090821 19:54:55< Crab_> fendrin: and I'll fix those points with archers/orc leader you've mentioned
20090821 19:57:01< Crab_> fendrin: also, I've remove most of orc starting gold. This will simulate the fact that the orcs do not trust that fog (Although they use it to cover their sneak attack on Ka'lian, they are not sure if that fog is some elvish trickery). After the fog lifts, they are finally able to evaluate the situation and commit additional resources to either attacking or defending.
20090821 20:00:54< Crab_> fendrin: as an alternative, I can make them do a 'full recruit' but do not attack with newly recruited troops unless provoked, until fog lifts.
20090821 20:05:37< Crab_> fendrin: 'full recruit' will cost them a lot, however (in 10 turns, assuming 20 L2 units recruited, 2gp x 10 x 20 = 400gp )
20090821 20:06:38< Crab_> fendrin: not that it'll matter if they go into negative gold since turn 2, but this rules out a possibility of reinforcing in prolonged fight.
20090821 20:07:33< boucman> Crab_: more fun, make them recruit and move units close to ennemy (out of sight) until fog lifts :P
20090821 20:07:54< Crab_> fendrin: so the better 'coward tactics' for them is, probably, 'send the sneak attack force and set up a watch of a few wolf riders, and do not recruit anything else'
20090821 20:08:55< Crab_> boucman: elven riders are pretty good scouts, so any good elven player will spot them fairly quickly
20090821 20:09:10< boucman> and hard mode is for good players...
20090821 20:09:16< boucman> ok, never mind that idea, then
20090821 20:09:31< Crab_> boucman: still, yes, we can win a turn or two for slow-moving orc units, by moving them somewhat 'nearer'
20090821 20:09:44< Crab_> boucman: this will achieve that 'single-time-of-arrival' for the mixed force
20090821 20:13:20< Crab_> for time-of-day, we have t1 - dawn, so, t4 - dusk, t10 - dusk, t16 - dusk, t22 - dusk
20090821 20:14:10< Crab_> and it takes 6 turns to reach the citadel from the orc camps
20090821 20:14:50< Crab_> 7-8 for slow units, from the left orc camp
20090821 20:15:41< Crab_> note that fog nowadays lifts on turn 10
20090821 20:16:20< Crab_> so, (although this is not planned by orcs beforehand), it is possible to stage a second attack on t16
20090821 20:16:36< Crab_> there'll be enough time for wolves to reach the citadel at dusk
20090821 20:17:00< Crab_> and the grunts shall be moved a bit, in advance, to reach the citadel at the same time
20090821 20:22:24< Crab_> so, the planned orc strategy will be the following: send a sneak attack force to a) grab the villages, c) send a sneak attack force to try to surprise the elves - first wave of assassins at t1 (with surviving assasins retreating), and then a 'mixed units' attack at dusk at t4
20090821 20:25:10< Crab_> 2) then, either (determine randomly ? determine by combat result evaluation? ) d) set up a watch to protect the leaders and recruit nothing, accumulating gold e) recruit a horde of units and stay at the forest edge (somewhat closer to citadel with slower units)
20090821 20:25:11< Crab_> f) commence an all-out attack on the citadel (the player will probably lose in this case, so this shall be only triggered if player plays very poorly in repelling the first wave of attackers)
20090821 20:27:13< Crab_> 3) after the fog lifts or, in case the orc leaders feel threatened - either g) do a full recruit and attack one of elven leaders h) retreat to hills and try to hold for 25 turns
20090821 20:27:16< Crab_> something like that
20090821 20:27:52-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev
20090821 20:28:09< mordante> servus
20090821 20:28:15< shadowmaster> )bye
20090821 20:36:26< mordante> bye shadowmaster
20090821 20:36:32< boucman> Crab_: sounds good
20090821 20:36:38< mordante> ilor_, you were looking for me?
20090821 20:38:08< Crab_> boucman: the best thing is that player has to *do something*. i.e., if he just presses 'end turn' without doing anything, he won't survive the first night - since during turns 2,3,4, all the elves will lose 24 hp from poison, and will be an easy target for the orc initial attack
20090821 20:38:29-!- xchat_sux [n=eli@71-10-231-36.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev
20090821 20:38:31< Crab_> boucman: also, if he doesn't push out of the citadel, he'll probably lose income soon
20090821 20:38:38< boucman> Crab_: does anybody actually do that ?
20090821 20:38:46-!- xchat_sux is now known as Elvish_Pillager
20090821 20:39:04< boucman> Crab_: do orcs have some sort of skirms available ?
20090821 20:39:42< Crab_> boucman: no
20090821 20:39:51< boucman> too bad...
20090821 20:39:57< Crab_> boucman: why ?
20090821 20:40:56< boucman> well, it keeps player on their toes, and it force to tighten the defense line
20090821 20:41:35< Crab_> boucman: sadly, no skirmishers
20090821 20:41:44< CIA-62> mordante * r37993 /trunk/src/gui/dialogs/mp_connect.cpp: Let the listbox have the keyboard focus.
20090821 20:42:24< CIA-62> mordante * r37994 /trunk/src/gui/widgets/listbox.cpp:
20090821 20:42:24< CIA-62> Prepare the listbox for horizontal scrolling.
20090821 20:42:24< CIA-62> The actual horizontal listbox will be worked on later, but fix some
20090821 20:42:24< CIA-62> issues for it now.
20090821 20:42:28< Crab_> boucman: although we can probably add in a saurian or two, but in this scenario it's too early for that (the saurians are not THAT annoyed at kalenz & elves yet)
20090821 20:42:28< CIA-62> mordante * r37995 /trunk/src/gui/widgets/ (generator.cpp generator_private.hpp): Implement the horizontal generator.
20090821 20:44:10-!- isaac_ [n=isaac@14.Red-88-26-177.staticIP.rima-tde.net] has quit [Remote closed the connection]
20090821 20:45:09< boucman> Crab_: ok, the point is not to kill all players from the first scenario :)
20090821 20:45:23< Crab_> boucman: this is 3rd scenario already :))
20090821 20:45:45< Crab_> boucman: and, if player is not smart (note: not 'lucky', but 'smart') on hard, he should die fast
20090821 20:46:41< boucman> he will
20090821 20:47:27< Crab_> boucman: and since I spawn & move all those poisoners 'at start' of players turn, he'll have a full turn to react to the situation. since it's clearly understood that if he does nothing, he gets 'all units poisoned'.
20090821 20:47:41< Crab_> boucman: so, he'll have to think out a way to handle that
20090821 20:48:22< Crab_> boucman: note that I've (finally) found a use for that poisoning formula :)
20090821 20:49:38< boucman> Crab_: is that formula part of the test AI ? the test formula AI ? does it still have its own configuration ?
20090821 20:50:21< Crab_> boucman: atm, I simply include ai/dev/formula_ai_poisoning.cfg in the [side] config
20090821 20:51:14< Crab_> boucman: and ai/dev/formula_ai_poisoning.cfg is 2-stage ai, where 1st stage is RCA loop with DKs poisoning formula as a candidate action, and 2nd stage is fallback to default ai.
20090821 20:51:45< boucman> ok
20090821 20:53:01< Crab_> boucman: when I'll finish [modify_ai] (working on it atm), I'll make it via 'macro library in data/ai/utils, plus [modify_ai] tags in scenario file.
20090821 20:53:42< Crab_> boucman: without [modify_ai], I can easily a) construct the ai by adding pieces b) alter some aspects via [modify_side] c) specifying aspects and facets in advance
20090821 20:54:05< Crab_> boucman: with [modify_ai], I'll be able to easily modify/delete parts of ai config on the fly, from WML events
20090821 20:54:14< Crab_> boucman: so, the overall structure will be simpler
20090821 20:54:17-!- Elvish_Pillage2 [n=eli@71-10-231-36.dhcp.oxfr.ma.charter.com] has quit [Read error: 110 (Connection timed out)]
20090821 20:54:19< ilor_> mordante: wasn't really looking for you, just wanted to check, I thought PMing a seen to wesbot won;t mage him msg you later
20090821 20:54:24< ilor_> *make
20090821 20:54:30-!- isaac_ [n=isaac@122.Red-83-38-18.dynamicIP.rima-tde.net] has joined #wesnoth-dev
20090821 20:54:44< ilor_> msg wesbot seen mordante is easier than checking the logs ;)
20090821 20:55:09< boucman> no, my question was more : since it's a generic strategy, and it seems to work well, why not integrate it into the default AI (or at least the test AI)
20090821 20:55:36< mordante> ilor_, ok, well didn't work wesbot still told me you were looking for me
20090821 20:56:20-!- Tigge [n=tigge@bacchus.olf.sgsnet.se] has quit [Read error: 60 (Operation timed out)]
20090821 20:57:34< Crab_> boucman: no,it isn't a generic strategy in this case (we are taking 'nowhere to run / no healers present / we will attack only after some turns' into consideration. and yes, it will be integrated to 'base ai', but via a different mechanism.
20090821 20:59:08< Crab_> boucman: note that we're basically suiciding that assassins - we're ignoring terrain/ enemy power projection / etc
20090821 20:59:24< Crab_> boucman: so, it will make the ai act poorer if it's simply added to ai_default
20090821 20:59:59< Crab_> boucman: better way is to make the 'bonus that poisoning brings to value of attack analysis' tunable.
20090821 21:00:10< Crab_> as a parameter of 'attacks' aspect, for example.
20090821 21:00:52< Crab_> (or by actually running a full RCA ai and presenting weighted alternatives)
20090821 21:01:02< fendrin> re
20090821 21:02:39-!- silene [n=plouf@wesnoth/developer/silene] has joined #wesnoth-dev
20090821 21:02:48< silene> hi
20090821 21:03:00< Crab_> hi, silene
20090821 21:03:37-!- Tigge [n=tigge@bacchus.olf.sgsnet.se] has joined #wesnoth-dev
20090821 21:03:39< mordante> hi silene
20090821 21:03:40< fendrin> mordante: 20090821 21:02:38 error display: Bug in the scrolling code? Looks like we would not need to scroll after all... ?
20090821 21:04:08< fendrin> does this sound familiar?
20090821 21:05:14< mordante> fendrin, which version of Wesnoth/
20090821 21:05:16< mordante> ?*
20090821 21:05:30< fendrin> mordante: latest trunk. compiled today
20090821 21:06:18< fendrin> mordante: the crude thing is that the scenario doesn't display the map anymore.
20090821 21:06:25 * ilor_ is moving to a new house with the family and all... free time suffers quite a lot
20090821 21:06:36-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."]
20090821 21:06:40< ilor_> I am grateful this came up *after* gsoc
20090821 21:06:44< mordante> Crab_, regarding r37971 I'm not fond of denying function names is_time_not_over
20090821 21:07:44< mordante> fendrin, not sure why it shows, it's in the display code, which I haven't touched for quite a while
20090821 21:08:04< mordante> hmm just missed Crab_ :-(
20090821 21:08:36< mordante> ilor_, I can understand you're happy about that
20090821 21:10:04< mordante> shadowmaster, regarding r37991, I assume it fixes bug 14104?
20090821 21:11:52< mordante> btw ilor_ I started to work on the horizontal listbox in my lunch break expect an initial version to be ready next week
20090821 21:12:34< ilor_> mordante: nice, next week things should be more sane around here, and maybe I'll choose a cpu for my new desktop ;)
20090821 21:13:32< mordante> cool, you're going to buy a new system as well?
20090821 21:13:55< ilor_> yeah, got the case, cooler and gpu so far ;)
20090821 21:14:05< fendrin> 20090821 21:02:54 error general: An error due to possibly invalid WML occurred
20090821 21:14:06< fendrin> The error message is :
20090821 21:14:08< fendrin> The maximum text width is less than 1.
20090821 21:14:22< fendrin> ?
20090821 21:14:50< mordante> ilor_, cool what did you buy and what do you plan to buy further?
20090821 21:15:03< ilor_> mordante: I'm running on a 2ghz-ish laptop c2d for quite a while and some stuff gets slow. like building wesnoth ;)
20090821 21:15:45< mordante> yeah Wesnoth needs more cycles to build lately
20090821 21:15:59< ilor_> and I really could use a desktop-speed hdd
20090821 21:16:10< ilor_> ssd's still too expensive imo
20090821 21:16:11< mordante> also has something to do with somebody, who thinks templates are cool :-P
20090821 21:16:21< ilor_> ;)
20090821 21:16:54< mordante> I agree with ssd too expensive, also like to have other beta testers for that technology
20090821 21:17:02< ilor_> I got a geforce 260, mostly since I plan to try some CUDA stuff during the next school semester
20090821 21:17:18-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev
20090821 21:17:36< fendrin> mordante: Crab_ returned.
20090821 21:17:38< mordante> Crab_, regarding r37971 I'm not fond of denying function names is_time_not_over
20090821 21:17:42-!- pff [n=pff@167.151-245-81.adsl-dyn.isp.belgacom.be] has joined #wesnoth-dev
20090821 21:17:57< mordante> thanks fendrin, already was scrolling back in my history ;-)
20090821 21:19:34< mordante> fendrin, also not sure where that error message comes from but it tries to wrap text in less than 1 pixel... which is quite impossible
20090821 21:20:33-!- ivan_i [n=chatzill@91.78.245.138] has joined #wesnoth-dev
20090821 21:20:55< ilor_> mordante: you got your rig already?
20090821 21:21:58< Crab_> mordante: yes, I originally coded it as is_time_over(), but then I noted that euschn's tod_manager::next_turn returns !is_time_over(), so I switched to is_time_not_over to make those functions return the same value. Two ways to change: a) is_time_not_over can be renamed to is_time_left() b) next_turn can be changed to return is_time_over(), too
20090821 21:22:35-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev
20090821 21:22:36< mordante> ilor_, no I bought it on Saturday and Monday was a local holiday so they ordered the parts on Tuesday, hope it's ready tomorrow
20090821 21:26:48< mordante> Crab_, next_turn in the ToD manager sounds fine to me, the return value description should rather be True upon success, false otherwise (so the implementation details are better hidden)
20090821 21:27:37< Crab_> mordante: so, rename to is_time_left or is_turns_left or or is_time_still_left or is_turns_remaining ?
20090821 21:27:38< mordante> and I prefer !is_time_over over is_not_time_over
20090821 21:27:56< mordante> so in that regard I prefer is_time_left()
20090821 21:28:01< Crab_> ok
20090821 21:28:19< mordante> maybe your other proposal with turns is even better
20090821 21:28:32< Crab_> I'll rename to is_turns_left, then
20090821 21:28:57< mordante> thanks
20090821 21:51:45< loonycyborg> mordante: ilor_: Some boost libs tend to murder compile speed :P
20090821 21:51:59< loonycyborg> multi_index is one of those AFAICT.
20090821 21:52:24< mordante> loonycyborg, I know, I was more hinting at gui/widgets/generator*, which is also a compilation nightmare ;-)
20090821 21:53:02< mordante> but the template works out rather nicely :-)
20090821 21:53:02< CIA-62> crab * r37996 /trunk/src/ (playsingle_controller.cpp tod_manager.cpp tod_manager.hpp): renamed tod_manager::is_time_not_over() to tod_manager::is_turns_left
20090821 21:56:33-!- ettin [n=jorda@wesnoth/developer/ettin] has joined #wesnoth-dev
20090821 21:59:26< CIA-62> mordante * r37997 /trunk/src/gui/dialogs/editor_generate_map.cpp: Update wiki documentation.
20090821 21:59:40< CIA-62> mordante * r37998 /trunk/src/gui/dialogs/editor_new_map.cpp: Update wiki documentation.
20090821 22:00:09< mordante> I'm of night
20090821 22:00:56-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"]
20090821 22:02:57< Soliton> Crab_: are_turns_left?
20090821 22:03:43-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit ["brb"]
20090821 22:03:57< Crab_> Soliton: "is_*" for boolean read-only accessor. Don't really care, through. Change if you wish.
20090821 22:04:23< boucman> Crab_: has_ is usually considered ok too
20090821 22:04:28< Crab_> boucman: ok
20090821 22:04:36< boucman> no big deal though
20090821 22:05:31< Soliton> well, it just sounds weird.
20090821 22:05:46< Crab_> Soliton: yes, a bit weird
20090821 22:06:11< Soliton> is_turn_left
20090821 22:06:45< Crab_> don't like that one - since it implies the question 'is [one] turn left ?'
20090821 22:06:59< Crab_> 'is_time_left' was proposed earlier
20090821 22:07:06< Soliton> at least one.
20090821 22:07:27< Soliton> it's not like you care how many.
20090821 22:07:39< Crab_> ok
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20090821 22:35:29< CIA-62> crab * r37999 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg: minor fixes to LoW 3: more archers for elves instead of fighters, replaced Orcish Leader with a slightly special Orcish Slayer
20090821 22:39:04< CIA-62> crab * r38000 /trunk/src/ (playsingle_controller.cpp tod_manager.cpp tod_manager.hpp): renamed tod_manager::is_turns_left to tod_manager::is_time_left
20090821 22:39:04< Crab_> Soliton: ^
20090821 22:39:40< Soliton> :-/
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20090821 22:40:08< Soliton> i didn't think i need to say that it's not a good idea to confuse time and turns.
20090821 22:40:42< Soliton> sorry for the confusion.
20090821 22:40:48< Crab_> Soliton: well, 'turns ended' event is named 'time over'
20090821 22:41:12< Soliton> doesn't mean that that is good either. ;-)
20090821 22:41:23< Soliton> but that was named before there were time limits.
20090821 22:42:50< Crab_> yes, probably so.
20090821 22:44:57< fendrin> Soliton, Crab_, corn, everyone else, do you want to join an ai test game?
20090821 22:45:25< Crab_> fendrin: ok
20090821 22:47:34< Soliton> fendrin: yes.
20090821 22:47:41< fendrin> cool
20090821 22:47:45< boucman> fendrin: on dev mp ?
20090821 22:47:51< fendrin> boucman: sure
20090821 22:48:03< boucman> i'll join as obs in a bit, don't wait for me
20090821 22:48:16 * fendrin is compiling
20090821 22:48:30< CIA-62> soliton * r38001 /trunk/data/campaigns/The_Rise_Of_Wesnoth/scenarios/17b_A_Beach.cfg: removed empty event
20090821 22:49:17 * boucman too
20090821 22:49:48< Ivanovic> corn: what is the status of stats going online on the main server?
20090821 22:49:56< Ivanovic> has there been any progress on it?
20090821 22:55:08 * fendrin is on.
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20090821 23:05:02 * Soliton is still compiling.
20090821 23:07:58< Soliton> (feel free to start without me depending on what kind of game you have in mind.)
20090821 23:11:31< fendrin> Crab_: just playtest low 3. Works like you expected. The asassins nearly poisenend every one of my units.
20090821 23:12:35< fendrin> Crab_: I managed to kill them and was forced to flee into the woods to get cured in the villages. Now the wulf riders are after Galdrid. It seems that kalenz will arrive just in time to save him. This is on medium.
20090821 23:12:36< Crab_> fendrin: yes, they're controlled by a formula (current edition of it is written by Dragonking ) which makes them seek unpoisoned targets
20090821 23:15:40< fendrin> Soliton: We wait till your compile run finished.
20090821 23:16:05< Crab_> fendrin: and note that everything after turn 2 is not done/tested yet
20090821 23:16:21< Soliton> fendrin: it finished, going online.
20090821 23:17:25< fendrin> Crab_: Do you setup the game?
20090821 23:17:34< Crab_> fendrin: no, it's better that you do so.
20090821 23:18:04< fendrin> Crab_: It's quite fun. Only the fog is not lifted with Kalenz arrival. I will implement that soon.
20090821 23:18:30< Crab_> fendrin: that's good that it's fun :)
20090821 23:19:04< Crab_> fendrin: have you noted the traits of the orcish slayer ? (if you played with the next wip step)
20090821 23:19:10< fendrin> Crab_: Sorry, I have no idea how to configure the ai. I talked about the mp game we start, not the low 3.
20090821 23:21:13< fendrin> Crab_: No, didn't notice the trait. What is with it?
20090821 23:21:37< Crab_> fendrin: intelligent / loyal . just to make player wonder a bit ;)
20090821 23:22:18< Crab_> fendrin: i intend that leader to be an 'optinal target'. i.e. he'll run away eventually.
20090821 23:22:24< Crab_> s/optinal/optional
20090821 23:24:40< fendrin> Crab_: that happenend. He was going for the villages not attacking.
20090821 23:24:52< Crab_> fendrin: it's an accident :)
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20090821 23:50:33< shadowmaster> wesbot: seen thespaceinvader
20090821 23:50:34< wesbot> shadowmaster: The person with the nick thespaceinvader last spoke 2d 6h ago. 1d 3h ago was here and on the channels #wesnoth and #wesnoth-umc-dev with the message: Read error: 110 (Connection timed out)
20090821 23:51:10< shadowmaster> shikadibot: log r37991
20090821 23:51:12< shikadibot> Revision 37991 (shadowmaster, 2009-08-21 17:19:44 +0000 (Fri, 21 Aug 2009)):
20090821 23:51:16< shikadibot> Get rid of an invalid Pango markup error message.
20090821 23:51:18< shikadibot> Waiting for a better color choice from fendrin...
20090821 23:51:21< shikadibot> Web interface URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=37991
20090821 23:53:49< shadowmaster> mordante: indeed.
20090821 23:54:09-!- Blueblaze2 [n=Blueblaz@166.189.192.233] has joined #wesnoth-dev
20090821 23:56:36< shadowmaster> so, marked as fixed and reassigned to me
--- Log closed Sat Aug 22 00:00:08 2009