--- Log opened Fri Sep 04 00:00:56 2009 20090904 00:02:12-!- sauron [i=sauron@ip-83-142-116-12.enterpol.pl] has quit [] 20090904 00:12:27-!- kitty_ [n=kitty@wesnoth/artist/kitty] has quit ["good night"] 20090904 00:13:00-!- happygrue__ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090904 00:14:14-!- cib_ [n=cib@p5DC439CA.dip.t-dialin.net] has joined #wesnoth-dev 20090904 00:16:16-!- YogiHH [n=chatzill@c186150.adsl.hansenet.de] has joined #wesnoth-dev 20090904 00:16:56-!- DDR [n=chatzill@66.183.125.196] has quit [Read error: 110 (Connection timed out)] 20090904 00:22:46-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Read error: 60 (Operation timed out)] 20090904 00:24:39< Espreon> Chusslove: http://imagebin.org/62388 20090904 00:25:42< Espreon> That should fix the alignment issue. 20090904 00:26:28< shadowmaster> Ivanovic: ah wait, I wasn't ready. I had hoped to have the tiem to connect to the net in order to convince you to release it as 1.7.4.1 instead 20090904 00:26:31< shadowmaster> :p 20090904 00:26:51< CIA-62> alink * r38374 /trunk/ (changelog src/actions.cpp src/unit_display.cpp): 20090904 00:26:51< CIA-62> Fix broken 'Skip AI move' option. 20090904 00:26:51< CIA-62> Also clean it a bit, possibly make this option handle better changes of location-based animations. 20090904 00:27:03 * Ivanovic slaps shadowmaster with two large trouts 20090904 00:27:17< Ivanovic> (esrs single trout is not enough for a case like this!) 20090904 00:27:28-!- cib0 [n=cib@p5DD35CBD.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 20090904 00:28:05< alink> I think that a trout.1 was enough ;-p 20090904 00:28:06< shadowmaster> ouch 20090904 00:28:09< Crab_> alink: ok, thanks about finishing this 20090904 00:28:21< alink> Crab_: np, it annoyed me :) 20090904 00:31:35< alink> I initially thought it was caused by that typo that i fixed in r38130, so i tried to reactivate it (hoping the easy fix) and then the glitches looked so wrong, that i was intrigued what messy stuff could cause it 20090904 00:31:49-!- Sapient [n=patrickp@wesnoth/developer/sapient] has joined #wesnoth-dev 20090904 00:31:54-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has quit [Remote closed the connection] 20090904 00:34:08< Crab_> alink: no, it was broken earlier. trying to fix it, I've done the 1st part (adding a flag and making ai set that flag in new movement routines), but was hit by the invalidation glitches, (and boucman was not around to ask how to fix them), so I left it disabled. 20090904 00:37:27< shadowmaster> *sighs* everyday, a new reason to rebuild the while AI framework 20090904 00:38:53-!- cib_ [n=cib@p5DC439CA.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 20090904 00:40:05< Crab_> shadowmaster: yeah 20090904 00:43:38< fendrin> esr: The rescue elven princess scenario also initialises the map first and puts units on it afterwards. Shall I move this to a prestart event? 20090904 00:44:07< esr> fendrin: If you think that's better practice, sure. 20090904 00:44:40< fendrin> esr: It's a matter of taste. But in this scenario my taste says that the orcs stood there before. 20090904 00:44:54< shadowmaster> esr: it probably is better practice since it hides the unit creation from the player 20090904 00:45:07< shadowmaster> and what fendrin said. 20090904 00:45:53< esr> shadowmaster: I trust fendrin's judgment in such matters. 20090904 00:47:38-!- DDR_away [n=chatzill@66.183.125.196] has joined #wesnoth-dev 20090904 00:47:42-!- DDR_away is now known as DDR 20090904 00:47:52< CIA-62> jhinrichs * r38375 /trunk/src/ (multiplayer_connect.cpp savegame.cpp savegame.hpp): Refactoring of some savegame code. 20090904 00:47:53< CIA-62> fendrin * r38376 /trunk/data/core/macros/carryover-utils.cfg: 20090904 00:47:53< CIA-62> core macros: Added macros for alternative objectives. 20090904 00:47:53< CIA-62> I love cluthering core with useless macros :-) 20090904 00:48:14< Espreon> Don't we all? 20090904 00:48:23< fendrin> :-) 20090904 00:48:26< shadowmaster> esr: yes, alright... 20090904 00:48:39 * esr likes cluttering core with *useful* macros 20090904 00:48:51 * shadowmaster dislikes cluttering the preprocessor_map with useless defines 20090904 00:48:58 * esr likes destroying the useless ones without mercy 20090904 00:49:08 * Espreon mainlined {REDRAW} 20090904 00:49:20< fendrin> I hope I have done these macros right. Tried to hide the black magic from the translaters. 20090904 00:49:20 * shadowmaster slaps Espreon with a memory profiler 20090904 00:49:31 * esr slaps Espreon with a fish 20090904 00:49:37< shadowmaster> eh, that's a call for me to check the macros are right? 20090904 00:49:52< fendrin> yes 20090904 00:50:10< shadowmaster> okay, esr trusts fendrin's judgement, who trusts my judgement, so.. 20090904 00:50:11< shadowmaster> :P 20090904 00:50:11 * Sapient looks forward to the day when a lot of the uglier macros can be replaced with actual WML tags 20090904 00:50:19 * Espreon too. 20090904 00:50:29 * fendrin trusts shadowmaster 20090904 00:50:47< esr> shadowmaster: I trust your judgment, too. On everything but *length of campaigns*.... 20090904 00:50:54< fendrin> lol 20090904 00:50:57< shadowmaster> fendrin: looks fine except for a " " , notice the extra whitespace. While harmless, it is just useless 20090904 00:51:16< fendrin> In the first macro? 20090904 00:51:18 * esr points at IftU and chokes 20090904 00:51:24< shadowmaster> fendrin: yeah 20090904 00:51:29< shadowmaster> esr: uh huh 20090904 00:51:32< fendrin> It's not useless in the second 20090904 00:51:39< fendrin> please remove it if you are in the file. 20090904 00:51:57< shadowmaster> I can't, I'm going to have breakfast now 20090904 00:52:00< fendrin> okay 20090904 00:52:05< shadowmaster> (yes, it's 6:51 on the afternoon, but still..) 20090904 00:53:15 * esr wonerss what breakfast in Chile is like - do they do the sully European thing with pastries, or is it eggs and meat and stuff like a *real* breakfast? 20090904 00:53:24< fendrin> Espreon: {REDRAW} is a nice macro. empty tags are just vaste of space. 20090904 00:53:32 * esr still can't type, obviously. 20090904 00:53:38< Espreon> fendrin: No, it's a horrible macro... 20090904 00:54:27 * Espreon should have never mainlined {REDRAW} 20090904 00:55:00< CIA-62> jhinrichs * r38377 /trunk/src/ (menu_events.cpp replay.cpp replay.hpp unit.cpp unit.hpp): Fixing bug #13268, part 1: Switching recording of recalls from index position to unit id. 20090904 00:55:04< CIA-62> fendrin * r38378 /trunk/data/campaigns/Northern_Rebirth/scenarios/08a_Elvish_Princess.cfg: NR 08: Tuned the objectives. 20090904 00:55:12< fendrin> esr: Please have a look if this fits your needs ^ 20090904 00:56:05< Espreon> esr: http://en.wikipedia.org/wiki/Breakfast#Chile 20090904 00:57:02< YogiHH> revision r38377 will break compatibility with each and every older replay that has recalls. And there will be one more such commit soon for dismissals. Sorry for that, but i regard it to be a necessary change to fix bug 13268. 20090904 00:58:25< Sapient> better now than when we're approaching stable release then 20090904 00:58:39< fendrin> YogiHH: go ahead. It's okay to break them before the betas. 20090904 00:59:12< YogiHH> fendrin: Yes, i just want you to know about. 20090904 01:01:24< fendrin> YogiHH: I had a thought about the broken replays for some time. 20090904 01:02:20< fendrin> Why are the replays broken but the savefiles work fine? What is the difference between that 2 sorts of files? 20090904 01:04:07< Crab_> fendrin: 'save = snapshot (current situation) + replay (how we got from turn 1 to that situation) + more thing I do not know about' 20090904 01:04:57< Ivanovic> corn, Crab_, deekay, eusch, ilor: if you look for where to commit the sample code, i updated the project summary adding a link 20090904 01:05:08< Crab_> Ivanovic: ok 20090904 01:05:23< Ivanovic> that is in one of the two places it has worked, in the other it *might* have worked, though i don't see the changes... 20090904 01:05:34< Ivanovic> just try accessing this page: http://code.google.com/p/google-summer-of-code-2009-wesnoth/downloads/list 20090904 01:06:32-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit ["night all"] 20090904 01:07:39< Crab_> Ivanovic: what's the naming convention for summary and labels ? 20090904 01:08:04< Ivanovic> was meant to be sent to the student ml, too 20090904 01:08:11< Ivanovic> just check this howto: http://groups.google.com/group/google-summer-of-code-announce/web/how-to-provide-google-with-sample-code 20090904 01:10:28< Crab_> thanks 20090904 01:13:52< ancestral> How does one make a redirect on the Wesnoth wiki? It seems like #REDIRECT [[page]] won't work? 20090904 01:15:34< ancestral> Ahhh never mind, it's just me getting cold feet :) 20090904 01:16:44-!- Chusslove [n=Chusslov@adsl-ppp-0181.yubc.net] has quit [Read error: 60 (Operation timed out)] 20090904 01:17:30< melinath> dear devs and other people who hang out here: There are officially drafts up for every remaining mainline drake description, with the exception of the Armageddon Drake. If there's enough time before the string freeze, I may do that one as well, but I don't think it's as critical as the others. 20090904 01:17:34< melinath> link: http://www.wesnoth.org/forum/viewtopic.php?p=381291#p381291 20090904 01:17:34 * ancestral confused "wikimedia" with "mediawiki". 20090904 01:18:08< melinath> That being said, I have to go. bye. 20090904 01:18:11-!- melinath [n=melinath@ip-215-166.north.oberlin.edu] has quit ["Ex-Chat"] 20090904 01:18:33-!- deekay [n=dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20090904 01:18:40< Crab_> hi, deekay 20090904 01:19:04< deekay> hi 20090904 01:19:27< deekay> Finally turned on my notebook with IRC client ;) 20090904 01:19:51 * deekay was sick for a few days earlier, and had no time till now 20090904 01:20:15< deekay> Sooo.. how is it going around here? :) 20090904 01:20:17< Crab_> deekay: if you look at irclog, just before, Ivanovic sent a few links for code submission to google... 20090904 01:20:36< Crab_> link: http://code.google.com/p/google-summer-of-code-2009-wesnoth/downloads/list howto: http://groups.google.com/group/google-summer-of-code-announce/web/how-to-provide-google-with-sample-code 20090904 01:21:12< Ivanovic> deekay: was looking for you regarding the short "enduser readable soc summary" 20090904 01:21:28< Ivanovic> already wanted to post it for some days and have basically been waiting for your (really short) text 20090904 01:21:37< deekay> Ivanovic: Yes, sorry, had no opportunity to do anything 20090904 01:21:48< Ivanovic> ain't no problem at all 20090904 01:22:07< deekay> Ivanovic: what do you need precisiely? 20090904 01:22:27< Ivanovic> deekay: some short summary that end users can easily read that i can put up in the forums 20090904 01:22:36< Ivanovic> best is if you just pm it to me 20090904 01:22:49< deekay> Crab_: Thanks 20090904 01:23:02< fendrin> esr: Does wmllint spellcheck strings passed to a macro? 20090904 01:23:11< Ivanovic> i plan to write some sentances about how SoC went and then put the texts that you as participants have written into quote boxes 20090904 01:23:11< deekay> Ivanovic: Can it be done tomorrow morning? 20090904 01:23:35< Ivanovic> deekay: sure 20090904 01:23:39< deekay> Cool :) 20090904 01:23:47< Ivanovic> deekay: so that you got an idea how it can look, the text Crab_ wrote: 20090904 01:23:49< Ivanovic> The project was to reorganize Wesnoth AI and to develop a toolset that will allow different people (C++ coders, scenario editors) collaborate more efficiently on improving AI. During the GSoC, AI codebase was reorganized and was made modular, new AI configuration syntax was developed. Numerous AI-related bugs were fixed (and, of course, some new bugs were added, but those will be fixed, too). 20090904 01:23:51< Ivanovic> Already, tools that were developed during the project are being used to make Legend Of Wesmere Campaign AI more interesting and more fun to play with. 20090904 01:23:51< esr> fendrin: Checking... 20090904 01:23:51< CIA-62> crab * r38379 /trunk/ (20 files in 10 dirs): reworked AI macroses, added support for moving leader to goal as a candidate action, fixed some bugs, changed modify_ai syntax to make it more resilient to bugs and to allow reuse of subtags 20090904 01:23:56< CIA-62> crab * r38380 /trunk/changelog: changelog entry for the above commit 20090904 01:24:07< Ivanovic> deekay: i'll be heading off to bed now, so won't do anything right now anyway 20090904 01:24:19< deekay> ok 20090904 01:24:30< Ivanovic> and tomorrow i first got to wake up (will take a long time), take a shower, bug something to be able to cook my daily food, .... 20090904 01:24:31< deekay> Ivanovic: I saw sometihng simillar for BZflag I think 20090904 01:24:44< deekay> It was quite entertaining to read 20090904 01:24:45< Ivanovic> so i won't be able to do anything before early afternoon 20090904 01:24:59< deekay> ok :) 20090904 01:25:13< Ivanovic> mine will not be anything like that, it will just be a short and very comprehansive summary so that our users got an idea what gsoc brought us 20090904 01:25:14< Crab_> fendrin: I've reworked syntax of [modify_ai] tag and various ai-related macroses, and I think that they're now stable enough to actually document them and write a small guide. 20090904 01:25:46< fendrin> Crab_: That would be very useful for me. 20090904 01:26:14< Crab_> fendrin: I changed LoW 2,3 to use the new ways/macroses, and tested a bit, looks ok 20090904 01:26:21< Ivanovic> okay, off to bed now, n8 20090904 01:26:28< Ivanovic> get really well again soon, deekay 20090904 01:26:30< alink> Crab_: btw, sry I didn't knew that "skip AI move" had a bug report assigned to you, (just knew that you were aware of it and had already tried to solve it) 20090904 01:27:01< deekay> Ivanovic: Thanks :) I'm well enough already :) 20090904 01:27:03< Crab_> alink: all ok. it was postponed anyway) 20090904 01:27:11< deekay> Ivanovic: Night 20090904 01:27:50< Crab_> alink: I solved the 1st part of that bug, but at that moment, I wasn't able to consult on display invalidation issues, so I postponed it. so, all ok. 20090904 01:28:29< Crab_> deekay: btw, can you (when you'll have time) fix your recruitment to work on NR: Showdown ? 20090904 01:29:37< deekay> Crab_: I think I can look at it 20090904 01:29:42< Crab_> fendrin: I've done 'move leader to goal' macros, too (two editions: 'get there and be free' and 'get there and stand still') 20090904 01:29:46< deekay> Tho I can't now give you estimate when 20090904 01:30:04< Crab_> deekay: thanks. I just want to make it possible to use your recruitment everywhere :)) 20090904 01:30:19< deekay> I'll put it on my todo list, it gets just under "improve recruitment" :) 20090904 01:30:46< shadowmaster> esr: I have no idea what a real chilean breakfast is either. If I ever had one it must've been when I was less than 11 years old. I can barely remember anything from that time. 20090904 01:31:13< fendrin> Crab_: Soon there will be a set of ai snippets that can master many situations if combined. 20090904 01:31:32< shadowmaster> afterwards I've only had the "whatever's left on the fridge" kind of breakfast 20090904 01:31:58< Crab_> fendrin: yes. the only 'really missing' part is ai 'strategic movement' phase for 2+ targets, and work is in progress... 20090904 01:32:43< shadowmaster> *in 20090904 01:33:06< Crab_> fendrin: also, I want to work on ai controller and ideas/suggestions are welcome. I intend the AI controller to be a brand new GUI2 dialog, with two sections. one will be oriented towards a player, and allow a conversation of sorts with the ally. second will be debug-only dev-oriented, and show current ai parameter values, targets, plans, etc. 20090904 01:33:47< fendrin> Crab_: you want to give it some c++ gui? 20090904 01:33:52< Crab_> fendrin: yes 20090904 01:34:12< Crab_> fendrin: I've tried mordante's new GUI with formula debugger, and it was nice to play with 20090904 01:34:41< fendrin> Crab_: The current ai controller was written by zookeeper. But my intension by writting the first version was as a testing suite for the ai. 20090904 01:35:26< Crab_> fendrin: what features are wanted ? 20090904 01:35:30< fendrin> Crab_: Can this also be used to write a gui for wml debugging? 20090904 01:36:07< Crab_> fendrin: for 'late' wml debugging, certanly 20090904 01:36:36< Crab_> by 'late' I mean in-game events/ variables/ etc, not initial parsing of configs 20090904 01:36:37< fendrin> Crab_: A ingame console like in quake games. to test out events. 20090904 01:36:43< Sapient> ha, the wikipedia article for US breakfast shows a plate with a giant pile of grits 20090904 01:37:21< Crab_> fendrin: sure. btw, can't you fire an event via lua console ? 20090904 01:37:57< fendrin> Crab_: Yes that should be possible. I never tried the lua console. Only coded lua in files. 20090904 01:38:11< fendrin> But you can fire events from the lui interface. 20090904 01:38:41< Crab_> fendrin: of course the gui would allow better 'inspection' of the situation... 20090904 01:38:56< Crab_> fendrin: but, basic console is already there, thanks to silene 20090904 01:40:11< fendrin> Crab_: with savegame variable inspector 20090904 01:40:43< Crab_> fendrin: yes, possible to do 20090904 01:40:59< fendrin> And it should indent tabcomplete and make coffee. All what eclipse can do. 20090904 01:41:09< Crab_> fendrin: why not 'emacs' ? :) 20090904 01:41:31< fendrin> Crab_: I am already using a wesnoth emacs mode. 20090904 01:41:46< Crab_> fendrin: where it can be obtained ? 20090904 01:42:23< Sapient> emacs is one of the many operating systems Wesnoth supports 20090904 01:42:24< fendrin> Crab_: It's in the source. data/utils or data/tools. It's cool. It tab completes. 20090904 01:42:39-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20090904 01:42:45< fendrin> Nowadays emacs is a fast booting operating system. 20090904 01:43:39 * shadowmaster adds emphasis on 'operating system' 20090904 01:44:49< loonycyborg> fendrin: Does it boot faster than Windows XP in VirtualBox? :P 20090904 01:45:10-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20090904 01:45:27< Crab_> shadowmaster: heh, I'm not using my emacs as an operating system yet :) I'm only doing wesnoth compile notifications from it (via notify-send) 20090904 01:45:44< fendrin> loonycyborg: no idea. my last contact to windows is more than 10 years late. 20090904 01:47:28< fendrin> Crab_: data/tools/emacs_mode 20090904 01:47:31< Crab_> fendrin: so, you want something more like a 'wml\ai state inspector, with capabilities to fire events, read/write variables, inspect ai state' ? 20090904 01:47:36< Crab_> fendrin: thanks 20090904 01:47:54< fendrin> Crab_: And I want to write working code into scenario files. 20090904 01:48:58< fendrin> Crab_: And it should allow me to fire events from a scenario file as well. To inspect their behaviour. 20090904 01:50:00< Crab_> fendrin: you mean 'write to separate scenario file / read from separate scenario file' ? 20090904 01:50:43-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20090904 01:50:46< Crab_> fendrin: to allow someone to turn it into a scenario editor in the next GSoC :) 20090904 01:53:17-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090904 01:53:40< fendrin> Crab_: no i am old fashioned. no need for a scenario editor for me. 20090904 01:53:58< Crab_> fendrin: then just 'save snippets to file'/'load snippets from file' stuff ? 20090904 01:54:57< Crab_> fendrin: or what is meant by 'write working code into scenario files/ fire events from a scenario file as well.' ? 20090904 01:55:15< Crab_> fendrin: or it is about code already loaded as part of scenario ? 20090904 01:55:49< fendrin> Crab_: writing wml code means leaving the scenario. writing code to a file. pressing f5. loading the scenario. do whatever it takes to trigger the event. it doesn't work, the engine doesn't give any output. make a savefile. load that savefile in emacs or less and search for variable or whatelse. do that again and again until it works. 20090904 01:56:20< fendrin> Crab_: That is just the worst programming envirenment on earth. 20090904 01:56:36< Crab_> fendrin: so, you want some ' hot-redeployment ' capabilities ? 20090904 01:56:46< fendrin> Crab_: Everything that makes one or all of this steps not neccessary is a improvement. 20090904 01:57:19< fendrin> Crab_: I want a wml interpreter that shows me ingame what happens and allows me to see variables or game state. 20090904 01:57:46< Crab_> fendrin: ok, I'll try to create a prototype for doing this 20090904 01:58:28< fendrin> Crab_: This is a huge task. You will need help or it will just take forever to even do a prototype. If you are not the best hacker around. 20090904 01:59:11< Crab_> fendrin: well, many pieces which are needed for this are already implemented (i.e. mordante's GUI2 framework) 20090904 01:59:34< fendrin> Crab_: And the lua console to execute the events. 20090904 01:59:56< Soliton> :show_var 20090904 02:04:29< Crab_> fendrin: ok. I'll try to create a GUI2 dialog to show this info 20090904 02:04:47< fendrin> Soliton: Didn't know this feature. It's great. Thank you. 20090904 02:05:14< fendrin> Crab_: It's not the gui that shows stuff that is missing. A commandline is good enough. 20090904 02:06:13< Crab_> fendrin: yes, I know. for AI, hot-redeployment was among the first things I've done :) 20090904 02:06:38-!- Sapient [n=patrickp@wesnoth/developer/sapient] has left #wesnoth-dev [] 20090904 02:06:55< fendrin> Crab_: A gui that shows all events an scenario contains. And gives the possibility to execute them. editor (emacs) changes it and saves it. The gui can access the file without having to restart the scenario. 20090904 02:06:59< Crab_> fendrin: but, seeing the 'overall state' is important, too. and gui is nicer for showing that 20090904 02:07:16< fendrin> Crab_: I agree. 20090904 02:07:23-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz"] 20090904 02:07:26-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has quit ["manual override"] 20090904 02:07:39-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20090904 02:07:58< Crab_> fendrin: 'events' are the most important content to have hot-redeployment of ? 20090904 02:08:54< YogiHH> holy cow, do we have an automatic replacement function for certain words in PM's?? 20090904 02:09:08< fendrin> Crab_: Yes. As far as my mind gets the situation. Maybe ask shadowmaster zookeeper and other wml gurus. 20090904 02:09:14< shadowmaster> same forum censor as with posts, YogiHH 20090904 02:09:33< shadowmaster> the censoring choices... not mine. 20090904 02:09:49< YogiHH> wow, i didn't know that. I always thought those were moderator actions... 20090904 02:10:08< Crab_> fendrin: also note the already working syntax: lua wesnoth.message( tostring(wesnoth.get_variable('variable_name'))) 20090904 02:10:20< Crab_> (from : console) 20090904 02:10:27< shadowmaster> fendrin: WML gurus ? :P 20090904 02:11:02< shadowmaster> I know a lot of WML but if you need a true guru you should look at zookeeper. He knows WML of every possible imaginable area, while my focus is single-player development. 20090904 02:12:03< fendrin> shadowmaster: What do you expect from a ingame wml editor/interpreter/development tools other than executing events. hot-redeployment is the new word I learned today. 20090904 02:12:29< fendrin> shadowmaster: just read the last lines in the chat. 20090904 02:13:23< shadowmaster> I guess that inserting new events and editing or removing existing events is pretty much all that's necessary. 20090904 02:14:21< shadowmaster> I don't know how powerful :set_var :show_var are compared against the current power of WML variable containers, otherwise I'd also say "a visual editor for WML containers would be nice" 20090904 02:15:32< fendrin> shadowmaster: That's more than true. 20090904 02:15:45< ancestral> Wow: http://www.wesnoth.org/forum/viewtopic.php?f=8&t=26932&start=0 20090904 02:15:55< fendrin> It should give you a tree view of the containers. 20090904 02:16:47-!- Tesafilmchen [n=micha@p5B27798B.dip.t-dialin.net] has joined #wesnoth-dev 20090904 02:17:21< shadowmaster> ancestral: look at his other posts: http://www.wesnoth.org/forum/search.php?author_id=116798&sr=posts 20090904 02:17:25< shadowmaster> there seems to be a connection :P 20090904 02:17:57 * ancestral can't wait for darklsn's next post! 20090904 02:18:25< ancestral> At least he is gracious 20090904 02:18:41-!- Appleman1234 [n=Appleman@131.181.103.161] has quit [Excess Flood] 20090904 02:19:04-!- Appleman1234 [n=Appleman@131.181.103.161] has joined #wesnoth-dev 20090904 02:19:11< ancestral> Hey I even responded to one of those threads, nice 20090904 02:19:48< Crab_> fendrin: ok. good night, then. I'll try to make a prototype over the weekend.. 20090904 02:19:49-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20090904 02:21:51< fendrin> Crab_: great 20090904 02:22:02< fendrin> Crab_: Have a nice sleep :-) 20090904 02:22:03-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."] 20090904 02:26:19< YogiHH> night everyone 20090904 02:26:50-!- YogiHH [n=chatzill@c186150.adsl.hansenet.de] has left #wesnoth-dev [] 20090904 02:26:55< esr> fendrin: spellcheck audits all string-valued attributes. So it could miss macro arguments that aren't part of an attribute value. 20090904 02:27:13< shadowmaster> rr,,/window 30, 20090904 02:28:09< fendrin> esr: That's bad. I just replaced some of the story part tags in Northern Rebirth with macros. They work fine. 20090904 02:28:30< fendrin> esr: I am going to commit to let you see. 20090904 02:28:46< esr> fendrin: Now that I've noticed that problem, I'll fix it. 20090904 02:30:38< CIA-62> fendrin * r38381 /trunk/data/core/macros/story.cfg: 20090904 02:30:38< CIA-62> New file that is supposed to hold macros that ease the story telling. 20090904 02:30:38< CIA-62> The first macro is supposed to use in story parts in which a persion is speaking. 20090904 02:30:38< CIA-62> Still lacks some documentation. 20090904 02:32:28< CIA-62> fendrin * r38382 /trunk/data/campaigns/Northern_Rebirth/utils/utils.cfg: NR: added story speech macros for some of the campaigns main characters. 20090904 02:32:56 * shadowmaster off till tomorrow 20090904 02:33:41< CIA-62> fendrin * r38383 /trunk/data/campaigns/Northern_Rebirth/scenarios/08a_Elvish_Princess.cfg: 20090904 02:33:41< CIA-62> NR 08a: Moved the map setup in a prestart event. 20090904 02:33:41< CIA-62> Converted some of the story parts to the new character speech macros. 20090904 02:34:10< esr> fendrin: It's good that you're plishing the NR code. It's been working, so I haven't poked at it much recently - a bity of a refresh is probably a good idea. 20090904 02:35:14< fendrin> esr: It's my favorite job to convert old wml syntax into new one. 20090904 02:35:43< esr> fendrin: But I have a tool for that... :-) 20090904 02:36:17-!- isaac_ [n=isaac@203.Red-83-63-238.staticIP.rima-tde.net] has quit [Remote closed the connection] 20090904 02:36:56< fendrin> esr: Sometimes there is also a little bit of coding involved ... :-) 20090904 02:37:55< CIA-62> fendrin * r38384 /trunk/data/campaigns/Northern_Rebirth/scenarios/ (8 files): NR: Added notes for the gold bonus situation to some of the scenarios. 20090904 02:38:19-!- Appleman1234 [n=Appleman@131.181.103.161] has quit [Connection timed out] 20090904 02:38:53< fendrin> esr: And I disagree about the evil storyline of NR is hard to finish. Evil story do open more possibilities for the characters to act so it shoudl be easier. 20090904 02:39:26< esr> fendrin: You can have a try at finishing it if you like. 20090904 02:39:51< fendrin> esr: I need to play that campaign soon. It looks promising when reading the code. 20090904 02:41:11< fendrin> I have only converted some of the speech to the new macros. Let me know if wmllint can spellcheck the new situation. If wmllint could do the transformation that would be very cool. It's annoying cut and paste work. 20090904 02:41:19< esr> fendrin: NR was what sucked me into Wesnoth development. I played t when it was UMC, liked itt, and thought it should be mainlined - had to join the dev team to do it. 20090904 02:41:46< fendrin> esr: Same with LoW. 20090904 02:46:17-!- DDR [n=chatzill@66.183.125.196] has quit [Remote closed the connection] 20090904 02:50:38< shadowmaster> aaaww 20090904 02:52:31-!- Appleman1234 [n=Appleman@131.181.103.161] has joined #wesnoth-dev 20090904 02:55:33< CIA-62> fendrin * r38385 /trunk/data/campaigns/Northern_Rebirth/utils/utils.cfg: NR utils: Macro for Stalrag speaking was missing. 20090904 02:55:55< fendrin> esr: There is a misspelled music file in NR. Shouldn't wmlscope find that? 20090904 02:57:58< esr> Yes. Where is it? 20090904 03:05:09< fendrin> esr: 03_To_The_Mines.cfg: {INTRO_AND_SCENARIO_MUSIC "traveling_minstrels" "wanderer.ogg"} 20090904 03:05:21< fendrin> I have not corrected it to give you a testcase. 20090904 03:05:33< esr> Thanks, I'll look into it. 20090904 03:06:06< esr> Ah! I know why it didn't find that! 20090904 03:07:06< esr> No extension. wmlscope only checks things it recognizes as resource filenames. It looks for .png, ,ogg, .wav, suffixes like that. 20090904 03:07:22-!- Zarel_ [i=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20090904 03:07:39< esr> There's no way for it to tell that's a truncate filename. 20090904 03:08:02< fendrin> esr: It could know that the macro expects filenames. 20090904 03:08:25< esr> That....is possible, in fact. 20090904 03:08:48< fendrin> esr: Maybe by introducing that macro parameters that are filenames always have a suffix like MUSIC_FILE 20090904 03:09:01< fendrin> BACKGROUND_IMAGE_FILE 20090904 03:09:13< esr> Could be. 20090904 03:09:14< fendrin> or _PATH 20090904 03:09:56< esr> But with some exceptions. An IMAGE argument must always expect a file extension. 20090904 03:10:14< esr> In fact, that check would catch this case/ 20090904 03:10:18< fendrin> Scenario 11 has two objectives, one for side 1 and one for side 7. Both look the same expect that side 7 doesn't lose when turns run out. This is a mistake? 20090904 03:10:22< esr> I think. 20090904 03:11:05< esr> Side 7 is the drajes under Krash, right? If so, yes, that's an error. 20090904 03:11:53< fendrin> okay 20090904 03:12:41< Soliton> it's not like you can continue with side 7 if side 1 lost though. 20090904 03:16:59< fendrin> Soliton: right 20090904 03:17:29< fendrin> esr: The victory event in 11a looks suspicious. Are you sure that it works? 20090904 03:18:09< fendrin> I don't believe that the next_scenario=showdown attribute works in a [else]. 20090904 03:18:50< esr> fendrin: I'll look. BTW I'm getting an undefined reference to STORY_PART_STALRAG from wmlscope. 20090904 03:19:12< fendrin> esr: r38385 fixed that. 20090904 03:19:29< fendrin> esr: look at line 458 20090904 03:19:52< esr> I'll rerun the test. 20090904 03:20:27< fendrin> The next_scenario will need to go in a endlevel tag and that needs to trigger the victory event. 20090904 03:22:04-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20090904 03:22:29< esr> You can go ahead and do that. Note, I'm still getting STORY_PART_STALRAG unresolved at 38385 .. are you sure you've committed everything? 20090904 03:24:42< CIA-62> fendrin * r38386 /trunk/data/campaigns/Northern_Rebirth/utils/utils.cfg: NR: Fixed the name of a story speech macro. 20090904 03:24:53< fendrin> esr: cut and paste error. fixed ^ 20090904 03:25:05-!- Appleman1234 [n=Appleman@131.181.103.161] has quit [Read error: 60 (Operation timed out)] 20090904 03:25:21< esr> fendrin: Meanwhile, I'm looking into modding wmllint to pick up that tuncated music filename. 20090904 03:25:31< esr> wmlscope, rather. 20090904 03:26:29< fendrin> esr: I would like to avoid the recoding of the next_scenario issue. It must have worked some days ago because there is feedback for the next scenario on the forum. Is there another way to reach the scenario showdown? 20090904 03:27:41-!- Girgistian [n=Girgisti@dsl-roibrasgw1-ff3ec100-114.dhcp.inet.fi] has joined #wesnoth-dev 20090904 03:28:11< esr> Yes, there are at least twoo different ways. 20090904 03:28:12< Soliton> that never worked. 20090904 03:28:29< fendrin> Soliton: Thanks, starting recoding. 20090904 03:28:29< Soliton> showdown is reached normally later in the campaign. 20090904 03:28:46< esr> Soliton is correct. 20090904 03:29:46-!- Zarel_ is now known as Zarel 20090904 03:30:20-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth-dev 20090904 03:33:57-!- Girgistian [n=Girgisti@dsl-roibrasgw1-ff3ec100-114.dhcp.inet.fi] has quit ["Lähdössä"] 20090904 03:36:46< CIA-62> fendrin * r38387 /trunk/data/campaigns/Northern_Rebirth/scenarios/ (09a_Introductions.cfg 10a_Stolen_Gold.cfg): 20090904 03:36:46< CIA-62> NR 9,10: Moved map setup in a prestart event. 20090904 03:36:46< CIA-62> Added notes for early finish bonus. 20090904 03:38:15< CIA-62> fendrin * r38388 /trunk/data/campaigns/Northern_Rebirth/scenarios/11a_Eastern_Flank.cfg: NR 11a: Fixed a not working next scenario switchblade. 20090904 03:41:56-!- Appleman1234 [n=Appleman@131.181.103.161] has joined #wesnoth-dev 20090904 03:43:21< fendrin> esr: The whole campaign is full of story parts that need some tweaking. Please modify wmllint to replaye all story parts that contain background=portraits/a_name with the macro {STORY_PART_$a_name ($story=)} 20090904 03:53:59< fendrin> Soliton: Do you think that NR 12a line 280 does anything useful? 20090904 03:55:59< Soliton> [variables]? 20090904 03:57:20< fendrin> Soliton: the whole role thing seems to be strange. What is it supposed to do? Assign the role supporter to a unit that already is the supporter? Or is the supporter variable not equal to the role thing? 20090904 03:58:08< Soliton> i guess the latter. 20090904 03:58:40< Soliton> maybe a workaround from when role wasn't saved. not sure if it is still needed. 20090904 04:01:27< fendrin> Soliton: Thanks. 20090904 04:07:41-!- Blueblaze [n=nick@adsl-76-202-22-1.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20090904 04:09:16-!- Tesafilmchen [n=micha@p5B27798B.dip.t-dialin.net] has quit [Remote closed the connection] 20090904 04:24:11< CIA-62> fendrin * r38389 /trunk/data/campaigns/Northern_Rebirth/scenarios/ (3 files): NR 7a,12a,13a: Cleaned up the scenario objectives. 20090904 04:33:41-!- Appleman1234 [n=Appleman@131.181.103.161] has quit [Read error: 110 (Connection timed out)] 20090904 04:55:55-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20090904 04:56:23-!- wesbot changed the topic of #wesnoth-dev to: 1.7.5 released, announcing "soon" | 1.6.5 planned for Sunday | 82 bugs, 242 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090904 05:24:10-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has joined #wesnoth-dev 20090904 05:31:45< CIA-62> esr * r38390 /trunk/data/ (3 files in 3 dirs): 20090904 05:31:45< CIA-62> Teach wmllint about some of the new scopes that id= can live inside 20090904 05:31:45< CIA-62> without being a reference problem. Refactor spellchker, we want to 20090904 05:31:45< CIA-62> apply it more widely. Add proper line terminations to two files. 20090904 05:41:20< CIA-62> fendrin * r38391 /trunk/data/campaigns/Legend_of_Wesmere/ (5 files in 2 dirs): LoW: Changed the team color of important characters to brown and that of loyal characters to orange. 20090904 05:41:29-!- alink [n=alink@wesnoth/developer/alink] has quit [Remote closed the connection] 20090904 05:53:04< Soliton> fendrin: team color is the color of a team not of special units. 20090904 05:57:43< Soliton> i.e. it's going to confuse the player in scenarios with orange and brown teams 20090904 06:00:49< ancestral> Who would be a good admin to contact in regards to the forum? 20090904 06:01:01< ancestral> I always went to Turuk, though he's been gone for a while 20090904 06:14:50-!- DDR [n=chatzill@S01060012171d4226.ok.shawcable.net] has joined #wesnoth-dev 20090904 06:18:31< nonsensical> hmm, I think I found a bug in the probability predictions when you click damage calculations 20090904 06:19:40< nonsensical> a unit (naga) with one hit left attacks a unit (troll) with two hits left, naga has 40% def, troll has 50% def 20090904 06:19:56< nonsensical> it's claiming the troll will die 15.2% of the time but my calculations say 17% 20090904 06:21:22< nonsensical> .4*.5^2 + .4^2*.5^2*.5*2 + .4^2*.5^2*.5^2*3 = .17 20090904 06:22:31< CIA-62> esr * r38392 /trunk/data/ (4 files in 3 dirs): Teach wmllint how to catch truncated sound-file names. 20090904 06:23:28< fendrin> Soliton: The leader in NR is also teamcoloured different. 20090904 06:24:06< fendrin> Soliton: I will take care about the teamcolors if enemy elves are around. 20090904 06:37:00-!- zookeeper [n=l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20090904 06:42:28-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has quit [] 20090904 06:47:57< corn> euschn: I saw a script you created on wesnoth.pastebin.com earlier for generating diffs from svn through the GSoC coding period. do you still have the script? 20090904 06:54:28-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Remote closed the connection] 20090904 07:00:49-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has quit [Read error: 110 (Connection timed out)] 20090904 07:03:33-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20090904 07:09:58-!- Sirp [n=user@wesnoth/developer/dave] has quit ["leaving"] 20090904 07:17:36-!- DDR [n=chatzill@S01060012171d4226.ok.shawcable.net] has quit [Remote closed the connection] 20090904 07:31:39< Aethaeryn> String freeze for 1.7? 20090904 07:31:50< Aethaeryn> Going for a *really* short cycle? 20090904 07:39:19-!- YogiHH [n=chatzill@c214085.adsl.hansenet.de] has joined #wesnoth-dev 20090904 07:43:28< Zarel> ...String freeze? 20090904 07:43:31< Zarel> Now? :O 20090904 07:44:06< Zarel> Are we aiming to get 1.8 out in time for Ubuntu 9.10? 20090904 07:44:30< Aethaeryn> Zarel: http://www.wesnoth.org/forum/viewtopic.php?f=32&t=26934 20090904 07:45:21< Zarel> Aethaeryn: I don't see a string freeze anywhere. 20090904 07:45:27< Aethaeryn> And I hope we're not aiming to synchronize with Ubuntu's development cycle. 20090904 07:45:31< Zarel> Also, thunderers rock and you're just afraid to admit it. 20090904 07:45:45< Aethaeryn> The FOSS world does not revolve around Ubuntu. 20090904 07:45:55< Aethaeryn> Just do what I do and compile. :P 20090904 07:46:15< Aethaeryn> Zarel: "So, it's probably very late with the approaching string freeze..." 20090904 07:46:22< Zarel> We can't really tell regular users to compile, though. 20090904 07:46:23< corn> there was a discussion on the dev ML after 1.6 release where most people agreed that we should develop on a 6 month release schedule rather than 12 months 20090904 07:46:25< Aethaeryn> Zarel: Similarly, you've overlooked that horsemen > thunderers for the same role. 20090904 07:47:05< Zarel> Aethaeryn: Similarly, you've overlooked that thunderers take no return damage on a lot more units than horsemen does. 20090904 07:47:26< corn> http://www.mail-archive.com/wesnoth-dev@gna.org/msg03240.html 20090904 07:47:32< Zarel> Also, that thunderers get 60% evasion on hills. 20090904 07:48:05< Zarel> Aethaeryn: And the non-hardcore Linux users are the ones most likely to be using Ubuntu. 20090904 07:48:57< Aethaeryn> No return damage on a lot more units? Save for firststrike it doesn't matter. At least in the role BOTH of them fill best. 20090904 07:49:02< corn> Zarel: that's a sweeping generalization... 20090904 07:49:06< Aethaeryn> Horsemen because of charging and thunderers because of one strike. 20090904 07:49:21< Aethaeryn> Also, damn. I've been using Fedora since... forever. 20090904 07:49:31< Aethaeryn> That includes back when I was a n00b at Linux. 20090904 07:49:52< Aethaeryn> More people use Ubuntu in the States, yes. But Linux isn't that big here, either. 20090904 07:50:31< Zarel> Aethaeryn: ...are you American? 20090904 07:50:56< Aethaeryn> Yes... 20090904 07:51:26< Zarel> You're the first American I know to use the term "the States". 20090904 07:51:34< Zarel> It's mostly just the Europeans and Canadians who do that. 20090904 07:51:51< Aethaeryn> Nah. Americans do that, just those outside of America. 20090904 07:52:08< Aethaeryn> Can you tell I spent a significant amount of years overseas growing up? :P 20090904 07:52:56< Zarel> That was one of my guesses, yes. 20090904 07:53:06< Zarel> You always struck me as simultaneously American and non-American. 20090904 07:53:11< Aethaeryn> Yes. 20090904 07:53:17< Aethaeryn> I am very non-regional. 20090904 07:53:28< Aethaeryn> *So* many influences. 20090904 07:53:47< Zarel> Me too! 20090904 07:53:51< Zarel> Actually, I'm very regional. 20090904 07:53:56< Zarel> But they're a lot of regions at once. 20090904 07:54:34< Zarel> Anyway, Thunderers are a lot better against Arbiters than Horsemen. ;) 20090904 07:54:38< Aethaeryn> < Zarel> You always struck me as simultaneously American and non-American. <- But this line is great, because I've noticed it too now that I'm older (19). 20090904 07:55:47< Aethaeryn> I've tried to standardize spelling to the American way (since I'll get better grades that way), but I sometimes over-compensate, such as saying "advertizement" once when it is an s... because I know Brits tend to do -ise and Americans -ize. 20090904 07:56:27< Aethaeryn> And writing prolog just plain looks wrong. And I'll *never* learn the "correct" spelling of grey/gray. 20090904 07:57:12< Zarel> ..."prolog" is American? I haven't met a single American who doesn't use "prologue" 20090904 07:57:23< Zarel> On the other hand, I see "dialog" all the time. 20090904 07:57:32< Aethaeryn> technically, it's wrong to say prologue, I think. 20090904 07:57:36< Aethaeryn> If you're American. 20090904 07:57:38< Aethaeryn> Could be mistaken. 20090904 07:57:52< Zarel> And I generally use "grey" when talking about color theory, and "gray" all other times. 20090904 07:58:30< Aethaeryn> Speaking of gray... 20090904 07:58:35< Aethaeryn> I probably drink tea (Earl Gray) as much as coffee, though I think tea tastes better. 20090904 08:00:28< Zarel> Aethaeryn: Hmm. My sources say that "prologue" is British English, but in US English it can be either "prologue" or "prolog" 20090904 08:00:59< Zarel> Ditto the other -logue/-log words. 20090904 08:01:08< Aethaeryn> There's probably more people (without a clear dominant country of influence) like me than you'd think in this age of globalization.... especialy with the Internet. 20090904 08:01:28< Zarel> In US English, -logue is more common, except "dialog" and "catalog", where -log is more common. 20090904 08:01:49< Zarel> Oh, and "analog" 20090904 08:01:59< Aethaeryn> Eh, I guess prologue is okay. 20090904 08:02:00< Zarel> "Analog" can be found in British technical journals, too. 20090904 08:02:20< Aethaeryn> I've always thought that armour looks better than armor. 20090904 08:02:52< Zarel> Aethaeryn: Um, in many contexts, either "grey" or "gray" can be correct, but tea is _always_ Earl GrEy. 20090904 08:03:21< Aethaeryn> Zarel: that's what you call the influence of 2:03 am 20090904 08:03:31< Aethaeryn> Nothing more, nothing less. 20090904 08:03:33 * Zarel is in CDT. 20090904 08:03:37< Aethaeryn> Ironic typo though. 20090904 08:03:41< Zarel> How is EDT? 20090904 08:03:48< Zarel> Oh, let me guess the state! 20090904 08:04:00< Aethaeryn> Hah, you can't use /whois 20090904 08:04:00< Zarel> Probably a bad idea, since EDT contains more states than any other timezone in the US. 20090904 08:04:10< Zarel> There's no fun in Whois. ;) 20090904 08:04:14< Zarel> Hmm, Massachussetts! 20090904 08:04:33< Zarel> Am I right? 20090904 08:04:52< Aethaeryn> No. 20090904 08:04:58< Aethaeryn> Not even close. 20090904 08:05:00< Zarel> Okay, I'm out of guesses. :( 20090904 08:05:07< corn> penn 20090904 08:05:08< Aethaeryn> Well, actually very close. 20090904 08:05:12< Zarel> :P 20090904 08:05:20< Aethaeryn> Massachussetts is very close alphabetically. 20090904 08:05:35< Zarel> Maryland or Maine? 20090904 08:05:45< Zarel> They're _reasonably_ close geographically, you know. 20090904 08:05:47< Aethaeryn> Maryland. 20090904 08:06:00< Zarel> Yeah, they're _reasonably_ close geographically. 20090904 08:06:47< CIA-62> cornmander * r38393 /trunk/src/upload_log.cpp: Fixed upload log URL. 20090904 08:07:31-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20090904 08:07:43< Zarel> The distance from Massachusetts to Maryland is about the _length_ of most of the states in the Midwest. 20090904 08:08:06< Aethaeryn> Yes. But the population in the midwest is awfully small. 20090904 08:08:15< Aethaeryn> Puny population density. 20090904 08:08:25< Aethaeryn> Live somewhere urban. ;P 20090904 08:08:41< Zarel> Hey! I live near Minneapolis! That's pretty urban. 20090904 08:09:04< Aethaeryn> The northern Virginia, D.C. central/eastern Maryland, Delware, eastern Pennsylvania area is probably much larger. 20090904 08:09:13< Aethaeryn> And probably fits within your state. 20090904 08:09:21< corn> I just want to point out that I live in one of the most densely populated areas in the united states, and even the world ;) 20090904 08:09:52< Zarel> My hometown would beg to differ. 20090904 08:10:34< Aethaeryn> Must be interesting being around the Twin Cities though. 20090904 08:10:47< Aethaeryn> Two really close cities and nothing around it. 20090904 08:11:12< Zarel> Lots of suburbia around it, actually. 20090904 08:11:15< Zarel> I rather like suburbia. 20090904 08:11:46< Aethaeryn> I live in suburbia too 20090904 08:11:49< Zarel> All the amenities of civilization, without the pollution and traffic issues. 20090904 08:11:56< Aethaeryn> Still, I mean nothing in that the suburbia runs together 20090904 08:12:24< Zarel> My city, Plymouth (a suburb of Minneapolis), was named the best place to live in the US by some famous magazine. 20090904 08:12:34< Aethaeryn> I bet there's a continual fairly-densely populated region from D.C. up to Philadelphia. 20090904 08:13:07< Aethaeryn> Eh, I'd rather not live forever in a monotonous surburbia. 20090904 08:13:11< Zarel> (My hometown = Guangzhou, btw) 20090904 08:13:31< Aethaeryn> I've been all over the world, and would prefer to continue to travel the world, at least on elaborate vacations. 20090904 08:13:34< Zarel> So unless you live in New York City, my hometown beats yours for population density. ;) 20090904 08:13:54< Zarel> Aethaeryn: 'Course not, but I rather loved growing up in it. 20090904 08:14:36< Aethaeryn> Eh, my best years were overseas. 20090904 08:14:44< Zarel> Now that I live near the U of M campus, I love that, too. 20090904 08:14:59< Zarel> In fact, other than San Diego, I've loved pretty much everywhere I've lived. 20090904 08:15:06< Aethaeryn> Zarel: Careful. 20090904 08:15:12< Aethaeryn> There's multiple U of Ms :P 20090904 08:15:21< Aethaeryn> Coming from an M state. :P 20090904 08:15:23< Zarel> Aethaeryn: Well, yes, but I assume the context made it obvious which one. ;) 20090904 08:15:31< Aethaeryn> There's several just in Maryland. 20090904 08:15:36< Zarel> UMN-TC, then? ;) 20090904 08:15:44< Aethaeryn> nono 20090904 08:15:45< Zarel> You should be glad I didn't call it "the U" like locals do. :P 20090904 08:15:54< Aethaeryn> I thought you meant University of Memphis 20090904 08:16:30< Zarel> Ah. Well, to be exact, I'm referring to UMN-TC. i.e. the east bank of the Minneapolis campus of the University of Minnesota - Twin Cities. 20090904 08:16:33< Zarel> It's a lovely place. 20090904 08:17:01< Zarel> So's Guangzhou, by the way, if you can get past the pollution (it's getting better!) and terrible weather in the summer. 20090904 08:17:47< Zarel> And the griminess, which many larger US cities have, too. 20090904 08:17:58< corn> I do live in NYC 20090904 08:18:03< Zarel> Fortunately, the UMN-TC campus is pretty clean. 20090904 08:18:57< Zarel> corn: Well, congratulations! You live in a city worse-polluted than most of China! :D 20090904 08:19:09< corn> that's patently false... 20090904 08:19:34< Zarel> No it's not. 20090904 08:20:08< Zarel> I mean, technically, most of China is very sparsely populated. ;) 20090904 08:20:13< Aethaeryn> NYC is a place I'd like to visit again, but I'm not sure I'd want to live there. 20090904 08:20:27< Aethaeryn> I'd like to live in the fake countryside, if I ever had any money. 20090904 08:20:39< corn> new yorkers use far less energy than the average person in the US, something like 75% less 20090904 08:20:58< Aethaeryn> One of those places where the houses have large yards and they're kinda out of the way in how you get to them, but are by no means in the middle of nowhere. 20090904 08:21:21< Zarel> corn: Well, yes, mass transit, etc tends to do that. 20090904 08:21:48< corn> crab (when you get back): first graphs for AI data are available, http://wesnoth.org/wesstats/aibreakdown 20090904 08:21:59-!- isaac [n=isaac@debian/developer/isaac] has joined #wesnoth-dev 20090904 08:22:23< Zarel> Aethaeryn: I dunno where I'd want to live. Probably suburbia. 20090904 08:22:38< corn> i need to create a modified ai table (a view) where you can select winner by faction, this involves the sql hackery that we talked about a long time ago 20090904 08:24:26< Zarel> corn: Hmm, there appears to be a lot of variance here. 20090904 08:24:54< corn> with regard to? 20090904 08:25:08< corn> also there is a bug since the victor for draws is faction1 20090904 08:25:10< Zarel> Undead v. Undead is pretty drastically in favor of faction2. 20090904 08:25:17< corn> well 20090904 08:25:30< corn> there is a bug in the AI that causes it to prefer moves to the northwest 20090904 08:25:32< corn> so it's map dependent 20090904 08:25:40< Zarel> Unfortunate. :( 20090904 08:25:46< Zarel> There should be some way to normalize that? 20090904 08:26:16< Zarel> Like, play through, switch sides, play again? 20090904 08:26:30-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit ["meh"] 20090904 08:26:33< Zarel> In fact, that's a pretty good way to normalize out _any_ bias. 20090904 08:26:45 * Zarel took a statistics class recently. ;) 20090904 08:26:48< corn> not sure how that would help for undead vs undead 20090904 08:26:59< Zarel> I'm pretty sure it would. 20090904 08:27:35< Zarel> I mean, the first time, the left side counts as faction1, and the second time, it counts as faction2. 20090904 08:27:56< Zarel> It would make the winner breakdown a lot more even. 20090904 08:28:00< corn> oh, I see 20090904 08:28:24< corn> well, games are independent of each other and there is no association between faction1 between games 20090904 08:28:30< corn> it's easier to just address the underlying problem 20090904 08:29:00< corn> if I remember correctly it's because the iterator returns targets from the top left corner of the map 20090904 08:29:11< corn> as the initial starting point 20090904 08:29:20< corn> so if you randomize that starting point, you can fix the problem 20090904 08:29:44< Zarel> Well, it's easier to see raw faction balance graphs if every game graphed is a pair of games, with the only difference between the two is that faction1 and faction2 are switched. 20090904 08:30:09< Zarel> That would guarantee that any trends you see are purely a result of faction balance, not AI tendency, starting time of day, etc. 20090904 08:30:17< Zarel> who goes first... 20090904 08:31:43< corn> working on something like that now 20090904 08:32:16< corn> the issue is that the winner is identified by faction1/faction2, I need to create a mysql view that allows you to look at winner by faction directly 20090904 08:35:28< Zarel> Can I take a look at your code? 20090904 08:39:11< corn> sure 20090904 08:39:14< corn> it's all under svn ;) 20090904 08:39:25< corn> find the stats.wesnoth.org directory under svn 20090904 08:41:22-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20090904 08:42:13< corn> http://svn.gna.org/viewcvs/wesnoth/website/stats.wesnoth.org/wesstats/controllers/ 20090904 08:42:21< corn> that's the logic of the code 20090904 08:47:28-!- euschn [n=chatzill@wesnoth/developer/euschn] has joined #wesnoth-dev 20090904 08:48:17< corn> euschn: do you still have the script you used to generate diffs from svn for gsoc? 20090904 08:48:47< euschn> corn: yes, give me a moment to retrieve it 20090904 08:48:51< corn> thanks 20090904 08:48:55-!- euschn [n=chatzill@wesnoth/developer/euschn] has quit [Client Quit] 20090904 08:54:11-!- euschn [n=chatzill@wesnoth/developer/euschn] has joined #wesnoth-dev 20090904 08:56:17< euschn> corn: http://wesnoth.pastebin.com/m6934ebcd this is what I used. its far from perfect though, you have to type your ssh rsa passphrase for every single revision - I dont know if you can supply it to svn via an argument 20090904 08:59:02< euschn> Ivanovic, YogiHH: just read the logs, what is the status of the "reload savegame crash" bug you mentioned? 20090904 08:59:17< corn> euschn: this is from 2 days ago? 20090904 08:59:23< corn> it was a bug I introduced and fixed 20090904 08:59:56< euschn> Ivanovic: on backwardscompatibility of saves: trunk should be compatible to all saves that worked before I started my work 20090904 09:00:02< euschn> corn: ah ok 20090904 09:00:18< YogiHH> euschn: You mean the one Soliton reported? As far as i know, it is not reproducable and i have never experienced it myself. 20090904 09:01:22< euschn> YogiHH: I meant the one mentioned on sept 2nd, 23:24 20090904 09:01:39< CIA-62> jhinrichs * r38394 /trunk/ (changelog src/menu_events.cpp src/replay.cpp src/replay.hpp): Fix bug #13268 (save corruption through undo/redo of recalls): Part 2. Bug should be completely fixed now. 20090904 09:04:30< corn> euschn: you can avoid the password prompt by using ssh-agent: 20090904 09:04:36< corn> http://stackoverflow.com/questions/112396/how-do-i-remove-the-passphrase-for-the-ssh-key-without-having-to-create-a-new-key 20090904 09:05:18< euschn> corn: ah great, thanks 20090904 09:18:45-!- YogiHH [n=chatzill@c214085.adsl.hansenet.de] has left #wesnoth-dev [] 20090904 09:23:59< CIA-62> cornmander * r38395 /trunk/changelog: Added info about upload log changes to changelog. 20090904 09:44:42-!- euschn [n=chatzill@wesnoth/developer/euschn] has quit ["ChatZilla 0.9.85 [Firefox 3.0.13/2009080315]"] 20090904 09:45:04-!- euschn [n=chatzill@wesnoth/developer/euschn] has joined #wesnoth-dev 20090904 10:01:04-!- Appleman1234 [n=Appleman@131.181.101.78] has joined #wesnoth-dev 20090904 10:02:36-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has joined #wesnoth-dev 20090904 10:03:50-!- euschn [n=chatzill@wesnoth/developer/euschn] has quit ["ChatZilla 0.9.85 [Firefox 3.0.13/2009080315]"] 20090904 10:04:12-!- euschn [n=chatzill@wesnoth/developer/euschn] has joined #wesnoth-dev 20090904 10:19:04-!- Blueblaze [n=nick@adsl-76-202-22-1.dsl.hstntx.sbcglobal.net] has quit [Read error: 110 (Connection timed out)] 20090904 10:27:03-!- noy [n=Noy@wesnoth/developer/noy] has quit ["GO, GET TO THE CHOPPAH!!!"] 20090904 10:29:07-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20090904 10:48:43-!- loonybot [n=loonybot@79.139.139.133] has joined #wesnoth-dev 20090904 10:49:28-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090904 10:50:06-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20090904 10:56:23-!- wesbot changed the topic of #wesnoth-dev to: 1.7.5 released, announcing "soon" | 1.6.5 planned for Sunday | 81 bugs, 242 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090904 10:56:30-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090904 10:58:22< Ivanovic> moin 20090904 10:58:25< corn> moin 20090904 10:59:17< corn> Ivanovic: I see you are looking at the wesstats pages 20090904 10:59:48< Ivanovic> ? 20090904 11:00:05< corn> nevermind 20090904 11:00:06< corn> it was soliton 20090904 11:00:19< corn> I was looking at logs and saw URL accesses :) 20090904 11:00:35< Ivanovic> yeah, i looked at it yesterday when there was zero data 20090904 11:00:45< corn> right now there is more than 0 20090904 11:00:57-!- Blueblaze [n=nick@adsl-76-202-22-1.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20090904 11:01:11< corn> but I forgot to change the URL for the uploader script so 1.7.5 isn't sending any data 20090904 11:02:18< Ivanovic> :( 20090904 11:03:19< Soliton> so the rewrite rule is still not enough? 20090904 11:03:58< corn> don't think so 20090904 11:04:03< corn> I am going to test things in the wesnoth client 20090904 11:05:03< Soliton> sounds like there is something else then the url wrong. 20090904 11:05:12< CIA-62> ivanovic * r38396 /trunk/ (changelog configure.ac players_changelog src/wesconfig.h): post release version bump to 1.7.5+svn 20090904 11:07:46< corn> Soliton: the issue is that the client uploader is very dumb and won't handle any kind of redirect request from the server 20090904 11:07:56< corn> I am looking at things in wireshark right now 20090904 11:08:36< corn> the current sequence is. GET /cgi-bin/upload from client, HTTP/1.1 302 Found response from server (redirect), GET /wesstats/upload 20090904 11:09:15< corn> for this to work, apache needs to translate /cgi-bin/upload to /wesstats/upload without telling the client anything 20090904 11:10:46< Soliton> oh, the rewrite rule is stilla redirect? :-/ 20090904 11:11:02< corn> yes, that's what I see in wireshark when I navigate to cgi-bin/upload via firefox 20090904 11:15:59-!- ilor [n=user@wesnoth/developer/ilor] has quit [] 20090904 11:16:30< corn> mod_rewrite is extremely complicated... 20090904 11:17:05< Ivanovic> corn: have you already added a robot.txt for stats.w.o? 20090904 11:17:20< corn> no, I haven't 20090904 11:17:30< Ivanovic> the last time stats got plentifull we also had a problem because of the crawlers going thtough the stats 20090904 11:17:39< corn> ah, ok 20090904 11:17:39< Ivanovic> might make sense to directly prohibit them 20090904 11:17:44< corn> will add it today then 20090904 11:17:57< Ivanovic> (since hey, what should they get from the stats beside that there are some ;) ) 20090904 11:18:37< Soliton> corn: i think it doesn't do the redirect now but it gives the file not found error again. 20090904 11:18:54< corn> Soliton: ok. I am going to ask about this on the #httpd channel (apache help) 20090904 11:19:21< Soliton> corn: ok, ask about the interaction with WSGIScriptAlias. 20090904 11:19:50< Soliton> i think the redirect is fine but the WSGIScriptAlias doesn't come into play afterwards anymore. 20090904 11:20:41< corn> Soliton: ok, I wrote up the message before you entered the channel 20090904 11:20:58< corn> 05:19 < corn> hi, I want to redirect blah.org/cgi-bin/foo to blah.org/foobar/bar, with the added complication that /foobar/bar doesn't correspond to any filesystem location but instead is generated with python scripts and mod_wsgi 20090904 11:26:42< corn> Soliton: yep, it's fixed 20090904 11:26:44< Soliton> corn: try now. 20090904 11:26:50< Soliton> \o/ 20090904 11:27:01< corn> now I need to figure out why the uploader is throwing up over all the log sent 20090904 11:27:43< corn> all the pre-1.7.5 logs are in the wrong format 20090904 11:27:47< corn> so I have to silently ignore thme 20090904 11:29:54< corn> Soliton: excellent work, you are a lifesaver 20090904 11:30:38< Soliton> no problem. :-) 20090904 11:30:44-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20090904 11:31:06< Soliton> would be nice to do that silent ignore soon since i can't see any other errors now.. ;-) 20090904 11:31:18< corn> working on it 20090904 11:34:01< corn> okay, I cut down the number of errors by a lot 20090904 11:35:10-!- YogiHH [i=c3f5f304@wesnoth/developer/yogihh] has joined #wesnoth-dev 20090904 11:36:50< corn> Soliton: do you remember the cpu usage with the old uploader? 20090904 11:37:27< corn> also, did you do some kind of error log redirection for wsgi errors, since I don't see any more 20090904 11:38:01-!- Blueblaze [n=nick@adsl-76-202-22-1.dsl.hstntx.sbcglobal.net] has quit [Read error: 104 (Connection reset by peer)] 20090904 11:39:13< Soliton> corn: nope, just playing with some rewrite rules. 20090904 11:40:33< Soliton> i'd like to know how to redirect some annoying log messages though. 20090904 11:42:51< corn> there is functionality in apache for it 20090904 11:42:55< corn> will look up in a second 20090904 11:43:11-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20090904 11:44:56< Soliton> thespaceinvader: the portrait list you mentioned sometime ago was that final? 20090904 11:45:10< thespaceinvader> yes Soliton 20090904 11:45:16< thespaceinvader> i'll find it from the logs, hold on 20090904 11:46:19< thespaceinvader> Soliton: mers: spearman, fighter, priestess. Outlaws: bandit, outlaw+female, ranger. Loys: Master at arms... and that's probably it, i don't think there's room for horses... Goblin pillager, dwarf explorer, deathblade 20090904 11:48:24< corn> Ivanovic: soliton and I have fixed things, 1.7.5 now generates upload logs 20090904 11:48:52< corn> sometime later today I'll have killmaps working again 20090904 11:49:04< corn> 10 maps have already been uploaded to the server 20090904 11:51:44< Soliton> shadowmaster: what options did you use to convert the portraits on the home page to jpgs? 20090904 11:54:20-!- Crab_ [i=crab@wesnoth/developer/crab] has joined #wesnoth-dev 20090904 11:58:41-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has quit ["leaving"] 20090904 12:02:22< Ivanovic> corn: cool 20090904 12:04:17< Ivanovic> corn, Crab_, deekay, ilor: don't forget to upload your code to http://code.google.com/p/google-summer-of-code-2009-wesnoth/downloads/list 20090904 12:04:32< Ivanovic> how to do so: http://groups.google.com/group/google-summer-of-code-announce/web/how-to-provide-google-with-sample-code?pli=1 20090904 12:04:48< Crab_> Ivanovic: will do so today, as soon as I'll return to a place with better inet. 20090904 12:04:51< corn> Crab_: please check out this: http://www.wesnoth.org/wesstats/aibreakdown2 20090904 12:05:00< Crab_> corn: ok 20090904 12:05:00< Ivanovic> Crab_: sure 20090904 12:06:11< corn> Crab_: also, please tell me what features you want 20090904 12:06:12< Crab_> corn: I want the numbers (%) :) 20090904 12:06:19< Crab_> ( % ) win percentages 20090904 12:06:22< corn> click on the slice 20090904 12:06:23< corn> in the pie 20090904 12:06:24< corn> :) 20090904 12:06:40< Crab_> corn: a table is nicer to have :) 20090904 12:06:49< corn> yeah, will create that functionality later today 20090904 12:07:08< Crab_> corn: also, the labels seem too small 20090904 12:07:22< corn> ok, will fix that right now 20090904 12:07:55< corn> reload the page 20090904 12:08:26< Crab_> corn: you're fаst :) 20090904 12:08:39< corn> :) 20090904 12:08:44< corn> no recompilation necessary 20090904 12:10:28< corn> that particular visualization still needs changes, I will replace the faction1/faction2 filters with a 'loser' filter 20090904 12:10:40< corn> so you can see which faction wins against a particular faction the most 20090904 12:11:45< Crab_> corn: the most wanted result set is something like ftp://ftp.terraninfo.net/wesnoth/dk1.html 20090904 12:12:37< Crab_> corn: i.e. 'compare all games matching criteria Z with label=A vs all games matching same criteria Z with label=B, and show this table' 20090904 12:13:27< corn> ok 20090904 12:13:28< corn> will do 20090904 12:13:37< corn> going to go for now, I'll be back in a few hours 20090904 12:14:15< Crab_> corn: note that 'side' is important (Drakes vs Undead is different from Undead vs Drakes) 20090904 12:25:34-!- Chusslove [n=Chusslov@212.124.172.201] has joined #wesnoth-dev 20090904 12:27:28< thespaceinvader> erm... is the forum down dor anyone else? 20090904 12:27:35< thespaceinvader> s/dor/for 20090904 12:29:49< thespaceinvader> ah, it came back 20090904 12:43:57-!- ABCD_ [n=ABCD@gentoo/contributor/abcd] has joined #wesnoth-dev 20090904 12:44:45-!- Netsplit anthony.freenode.net <-> irc.freenode.net quits: esr, AnMaster, isaac, ABCD, BenUrban, dfranke, thespaceinvader, deekay, Doppp 20090904 12:45:30-!- Netsplit over, joins: thespaceinvader, deekay, isaac, BenUrban, dfranke, AnMaster, Doppp, esr 20090904 12:46:53-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit [Read error: 104 (Connection reset by peer)] 20090904 12:46:53-!- thespaceinvader_ [n=chatzill@cpc2-whit1-0-0-cust986.cdif.cable.ntl.com] has joined #wesnoth-dev 20090904 12:46:59-!- thespaceinvader_ is now known as thespaceinvader 20090904 13:08:09-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has joined #wesnoth-dev 20090904 13:20:06-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20090904 13:20:27-!- Appleman1234 [n=Appleman@131.181.101.78] has quit [Read error: 145 (Connection timed out)] 20090904 13:52:17-!- lizard_r [n=Miranda@wesnoth/umc-dev/developer/lizard] has joined #wesnoth-dev 20090904 14:03:56-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090904 14:05:27-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20090904 14:20:43-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20090904 14:21:46-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090904 14:22:00-!- melinath [n=melinath@ip-215-166.north.oberlin.edu] has joined #wesnoth-dev 20090904 14:25:47< melinath> is there a way to look at what specifically was changed in a revision? 20090904 14:26:51< Crab_> melinath: something like http://kdiff3.sourceforge.net/doc/features.html ? 20090904 14:28:25< thespaceinvader> melinath: type wesbot log revision number, and click the link 20090904 14:28:41< melinath> thespaceinvader: thanks 20090904 14:29:07< melinath> wesbot log r38296 20090904 14:29:10< wesbot> esr * r38296 : wmllint fixes (including some enhancements to wmllint itself to coope 20090904 14:29:11< thespaceinvader> you can do it from within the svn, too, but i can never remember exactly how 20090904 14:29:13< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=38296 20090904 14:29:44-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20090904 14:30:37-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090904 14:32:23< melinath> yeah... my memory=short. wesbot=useful. :-) 20090904 14:32:59< thespaceinvader> esr: looking at that revision, for some reason you've 'corrected' the animations for the inferno drake to remove its south-specific fire animation 20090904 14:33:06< thespaceinvader> is there a particular reason for this? 20090904 14:33:51< esr> The south-specific animations didn't exist and were ausing broken references. I patched in the nearest thing that did exist. 20090904 14:34:21< esr> If you have a better fix (like rea l images) by all means apply it. 20090904 14:34:46< thespaceinvader> pardon? 20090904 14:34:54< thespaceinvader> i'm pretty sure i put them up 20090904 14:34:58< thespaceinvader> i'll check, but... 20090904 14:37:03< thespaceinvader> seems i didn't, how bizzarre 20090904 14:37:09< thespaceinvader> apologies 20090904 14:41:05-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 54 (Connection reset by peer)] 20090904 14:42:35-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20090904 14:49:00-!- boucman [n=rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20090904 14:49:13< boucman> hey all 20090904 14:49:22< Crab_> hi, boucman 20090904 14:52:25< thespaceinvader> hi boucman 20090904 14:52:55< boucman> thespaceinvader: did you try the anims yet ? 20090904 14:54:04< thespaceinvader> not yet 20090904 14:54:42< thespaceinvader> does the build in files/hidden/win include the appropriate changes? 20090904 14:56:49< boucman> never heard of that build 20090904 14:57:11< loonycyborg> thespaceinvader: Probably yes. 20090904 14:57:20< loonycyborg> It'll definitely will soon. 20090904 14:57:32< thespaceinvader> loonycyborg: i'll download it and see 20090904 14:58:36< thespaceinvader> brb 20090904 14:59:30< boucman> loonycyborg: you remember what rev it was built with ? 20090904 14:59:42< loonycyborg> I'm rebuilding it now. 20090904 15:03:15< YogiHH> boucman: can you tell for sure already if you are going to the mentor summit? 20090904 15:03:44< boucman> YogiHH: i'd say 90% chances... 20090904 15:04:05< YogiHH> ok 20090904 15:04:57< thespaceinvader> b 20090904 15:05:39< boucman> who else will come ? 20090904 15:08:57-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090904 15:09:32< loonycyborg> rebuilt 20090904 15:11:01< CIA-62> thespaceinvader * r38397 /trunk/ (5 files in 3 dirs): Add missing animation frames for the Inferno Drake. 20090904 15:17:53< boucman> thespaceinvader: i'll be semi-afk, so just ping if there is a problem 20090904 15:18:12< thespaceinvader> boucman: sure, i'm just testing now 20090904 15:25:25< thespaceinvader> boucman: the movement part seems to work perfectly, though on a couple of occasions i've noticed the animation not firing at all (not sure of exact circumstances yet) 20090904 15:25:54< boucman> could you pastebin the complete unit wml somewhere ? 20090904 15:26:06< thespaceinvader> boucman: but i've been testing the filtered standing anim over water, and the filter doesn't seem to work at all - can you, (or anyone else about) tell me what the problem is with this? 20090904 15:26:12< thespaceinvader> boucman: sure, give me a sec 20090904 15:26:39< thespaceinvader> http://wesnoth.pastebin.com/m12c3edfc 20090904 15:28:45< thespaceinvader> and on some occasions only the post movement animation plays 20090904 15:29:43< thespaceinvader> overall, though, this seems pretty perfect so far, thanks very much =) 20090904 15:32:00< boucman> thespaceinvader: according to http://www.wesnoth.org/wiki/StandardLocationFilter the keyword for filtering terrain seems to be terrain= and no terrain_type= 20090904 15:32:29< thespaceinvader> ah, ok - i did copy that across from the old macro, it may simply be out of date 20090904 15:32:41< thespaceinvader> does the filter look ok apart from that? 20090904 15:32:50 * thespaceinvader doesn't know terrain wml 20090904 15:32:58< boucman> thespaceinvader: zookeeper would know better than I do, I don't know terrain syntax 20090904 15:33:21< thespaceinvader> ok 20090904 15:33:29< thespaceinvader> well, i'll try with that change and see what happens 20090904 15:33:42< boucman> thespaceinvader: i would advise removing the filter from one of the two standing anims 20090904 15:33:52< boucman> this way it would catch "all other" cases 20090904 15:33:57< thespaceinvader> ah ok 20090904 15:34:08< thespaceinvader> so only filter on the ones you want it to happen on? makes sense 20090904 15:34:29< boucman> thespaceinvader: the logic is that we grade all animations, and play the one with the best score 20090904 15:34:44< thespaceinvader> yeah 20090904 15:34:52< YogiHH> Soliton: I have noticed, that allowing observers and objectives are set every time for a mp game. So it might be possible to change both, when reloading a mp save. Do you think it makes change to change the observer settings? 20090904 15:34:53< boucman> having a non-matching criteria will eliminate you entirely, having a matching criteria gives you one point 20090904 15:35:01< boucman> not having the criteria doesn't change anything 20090904 15:35:04< thespaceinvader> yep, ok 20090904 15:35:13< YogiHH> Soliton: Might be a little confusing, as all other parameters can't be changed and it doesn't show to the user 20090904 15:35:39< YogiHH> Soliton: first change = sense 20090904 15:35:52< boucman> thespaceinvader: let's just work on mvt+standing interaction, we'll see about fighting later 20090904 15:36:03< thespaceinvader> yep, sure 20090904 15:36:21< thespaceinvader> if we can get movement+satnding right, the fighting should fall into place, hopefully 20090904 15:37:00< zookeeper> boucman, what was wrong with the flying standing anims i wired in for the drakes before those new sprites? 20090904 15:37:15< boucman> zookeeper: there was something wrong ? 20090904 15:37:28< thespaceinvader> o...k, i tried those changes boucman and it crashed the game when i tried to create the unit from the debugger 20090904 15:37:39< thespaceinvader> no error report, just spotaneous stopping 20090904 15:37:47< zookeeper> well, i assumed something if there's problems with them now 20090904 15:38:02< Soliton> YogiHH: you mean when reloading a game whether you should be allowed to change the observer setting? 20090904 15:38:09< zookeeper> oh, right, nevermind that. 20090904 15:38:10< thespaceinvader> using this wml: http://wesnoth.pastebin.com/m56f166c0 20090904 15:38:14< YogiHH> Soliton: yes 20090904 15:38:29< YogiHH> Soliton: From what i read in the code, it should be possible 20090904 15:38:58< Soliton> YogiHH: sure, it isn't atm? 20090904 15:39:27< YogiHH> Soliton: Didn't try, was just wondering if that is intentional or not. 20090904 15:40:58< boucman> checking... 20090904 15:42:05< boucman> thespaceinvader: two tests.. try removing the filter part of the standing anim, and try removing the standing anim entirely 20090904 15:42:19< thespaceinvader> yep 20090904 15:43:39-!- fendrin [n=fabi@f051055083.adsl.alicedsl.de] has joined #wesnoth-dev 20090904 15:43:54-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20090904 15:44:28< thespaceinvader> boucman: i think it is the second standing animation filter 20090904 15:45:08< boucman> you mean removing the filter fixes it ? 20090904 15:45:15< thespaceinvader> removing the standing animation entirely works fin 20090904 15:45:36< YogiHH> zookeeper: can there be a scenario without objectives? 20090904 15:45:59< zookeeper> YogiHH, no :/ 20090904 15:46:12< YogiHH> not even the pure dialog scenarios? 20090904 15:46:16< zookeeper> i wish the bloody objectives box could be silenced 20090904 15:46:32< zookeeper> correct 20090904 15:46:47-!- BenUrban [n=benurban@unaffiliated/benurban] has quit ["Power failu"] 20090904 15:47:01< boucman> thespaceinvader: and removing just the filter ? 20090904 15:47:12< thespaceinvader> just checking, but i foresee no problems 20090904 15:47:24< Espreon> Chusslove: Around? 20090904 15:47:44< Soliton> zookeeper: in liberty:8 the event that happens when all supports are destroyed should add at least one turn so the turns can't be over until the fortress really collapses. 20090904 15:49:02< thespaceinvader> boucman: removing both filters works fine 20090904 15:49:17< Soliton> zookeeper: make that two. 20090904 15:49:23< thespaceinvader> i think it must be a problem with the filter on the second flying animation 20090904 15:49:54< thespaceinvader> i'm going to try to reconstruct the filter from first principle 20090904 15:49:56< thespaceinvader> s 20090904 15:50:59< boucman> ok, you should remove the mvt filter entirely, and just do the standing one until it works... 20090904 15:51:03< YogiHH> zookeeper: That shouldn't really be so difficult, can't we just make up a scenario WML attribut like "show_objectives = no"? 20090904 15:52:06< zookeeper> YogiHH, there already is a silent=yes|no for [objectives], the problem is the game nevertheless always displays them at your first turn start. 20090904 15:52:37< zookeeper> so just preventing that from happening would be enough. if someone wants no objectives to show, they'd have an empty [objectives] with silent=yes at their start event or something. 20090904 15:53:08< YogiHH> zookeeper: So it's a bug. That's even better, because i can still fix it without Ivanovic stepping in ;-) 20090904 15:53:16< boucman> thespaceinvader: on second thought, you should use a very simple simpler (all water tile) and do the anims with it while i'm around 20090904 15:53:28< boucman> you'll just replace with the complete filter afterward... 20090904 15:53:35< thespaceinvader> yeah, i'm just trying that out 20090904 15:53:51< thespaceinvader> that would just be terrain=W*, right? 20090904 15:54:14-!- melinath [n=melinath@ip-215-166.north.oberlin.edu] has quit [Remote closed the connection] 20090904 15:56:19< thespaceinvader> http://wesnoth.pastebin.com/m49b3e3c0 ok, i tried with this and it caused the crash 20090904 15:56:31< thespaceinvader> i'm not sure what I did wrong.... 20090904 15:56:54< boucman> zookeeper: any idea ? 20090904 15:56:59< Chusslove> Espreon: Here now. 20090904 15:57:25< Espreon> Chusslove: Did you see the updated Spanish BfW logo? If not: http://imagebin.org/62388 20090904 15:57:34< Espreon> That should fix the alignment issue. 20090904 15:57:53< Chusslove> Aha, that looks fixed. 20090904 15:58:05< Chusslove> Espreon: But I have a "policy" question :) 20090904 15:58:09< thespaceinvader> as did using terrain=Ww instaed of terrain=W* 20090904 15:58:10< zookeeper> boucman, looks ok to me? 20090904 15:58:34< Espreon> Chusslove: Very well... 20090904 15:58:41< Chusslove> Espreon: Did you mention yesterday that you are not spanish translator, or I misunderstood? 20090904 15:59:07< Espreon> I am not. I just wanted to localize the images, as the Spanish translation seems to be abandoned... 20090904 15:59:09< boucman> yeah, to me too... 20090904 15:59:16< Espreon> ... or at least shadowmaster abandoned it. 20090904 15:59:18< thespaceinvader> is r38395 current enough that all this stuff should work? 20090904 15:59:31< boucman> i can't look at the crash right away, will do later if I have time left 20090904 15:59:38< thespaceinvader> not to worry 20090904 15:59:42< Chusslove> Espreon: Yes, that part about being abandoned I saw too, and that puts me in a strange position. 20090904 15:59:46< thespaceinvader> i'll try to figure out the specifics of cause 20090904 16:00:07< Chusslove> Normally, I hoped translation maintainer, or an active translator, will provide images. 20090904 16:00:19< thespaceinvader> works fine with just an empty location filter 20090904 16:00:36< Chusslove> Normally, I wouldn't accept a translation (image included) from someone who is neither. 20090904 16:00:56< Chusslove> Espreon: But here, translation is abondoned, and you nevertheless provide a translated image :) 20090904 16:01:05 * Chusslove is confused. 20090904 16:01:09< Espreon> And shadowmaster didn't find any issues with it. 20090904 16:01:35< Chusslove> Espreon: Ah, you showed it to him too, and he said "OK"? 20090904 16:01:50< Espreon> Yeah, he didn't find any problems with the logo. 20090904 16:02:06< Chusslove> Ex maintainers' clearance is good enough for me. Committing. 20090904 16:02:38< Espreon> Thank you. 20090904 16:03:50< thespaceinvader> seems like any terrain code in that filter will crash out 20090904 16:05:56< boucman> thespaceinvader: ok, probably my bug, then... 20090904 16:06:09< boucman> could you check the wolf rider syntax? it's supposed to use such a filter 20090904 16:06:31< thespaceinvader> sure 20090904 16:06:56< thespaceinvader> i seem to recall that filter being slightly borked a couple of versions back - inverting the frames used 20090904 16:09:16< thespaceinvader> boucman: that one doesn't use the [filter] tag at all 20090904 16:09:32< thespaceinvader> it just uses terrain_type= in the standing anim tag 20090904 16:09:44< CIA-62> caslav_ilic * r38398 /trunk/ (8 files in 3 dirs): Updated localized images for Spanish. 20090904 16:10:05< boucman> hmm 20090904 16:10:36-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit [Read error: 60 (Operation timed out)] 20090904 16:10:53-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20090904 16:11:01< boucman> hmm 20090904 16:11:12< boucman> thespaceinvader: that explains why your thing is untested :) 20090904 16:11:22< boucman> well, use terrain_type= until I see what's wrong 20090904 16:12:07< thespaceinvader> sure sure 20090904 16:12:29< thespaceinvader> i'm just testing that to see if it works 20090904 16:12:54< thespaceinvader> no... that crashed 20090904 16:14:07< thespaceinvader> however, a wolf rider using the same syntax works fine 20090904 16:14:18< boucman> hmmm 20090904 16:14:22< boucman> taht's really odd 20090904 16:14:28< thespaceinvader> let me try something - i wonder if the problem is to do with trying to use a multiple frame standing anim 20090904 16:14:33< thespaceinvader> none of the working ones do 20090904 16:14:51< thespaceinvader> i'll remove all frames from the drake standing anim i'm testing and try it with just a single image 20090904 16:15:52< boucman> i'd be suprised 20090904 16:16:01< thespaceinvader> mm me too 20090904 16:16:13< thespaceinvader> otherwise, it might be that additional parameters in the drake standing anim 20090904 16:16:29< thespaceinvader> it has a sumberge= and layer= tag in there that the wolf rider doesn't 20090904 16:17:19< thespaceinvader> nope, still crashed with a single frame 20090904 16:17:30< boucman> testing... 20090904 16:17:51< boucman> you just create the unit ? 20090904 16:18:05< boucman> reproduced 20090904 16:19:32< boucman> crash is deep in the terrain filtering code... 20090904 16:20:19< boucman> thespaceinvader: unfortunately it's an area I don't know well and I don't have time to learn right now 20090904 16:20:35< thespaceinvader> no worries 20090904 16:20:46< thespaceinvader> it is the terrain filter? 20090904 16:21:09< thespaceinvader> bizzarre that the wolf rider works but not the drake, using exactly the same params 20090904 16:22:38< thespaceinvader> well, at least the pre/post movement animations seem to work 20090904 16:22:47< boucman> even with filters ?? 20090904 16:23:13< thespaceinvader> they don't need any filters =) 20090904 16:23:30< boucman> they do... 20090904 16:23:41< thespaceinvader> they're the same for all terrains - it's the standing anims that need filtering based on where they are 20090904 16:23:45< boucman> you don't want any take-off anims on terrain where you're supposed to fly 20090904 16:24:04< thespaceinvader> ah yeah 20090904 16:24:09< thespaceinvader> i should have thought of that 20090904 16:25:58< boucman> ok, I got a workaround 20090904 16:26:10< boucman> just add a "catch all" standing anim, one frame, default image 20090904 16:26:51< boucman> i have an idea why this happens... but it's complicated 20090904 16:27:04< thespaceinvader> ok 20090904 16:28:16< thespaceinvader> and then add the filtered one as before? 20090904 16:28:27< boucman> yes 20090904 16:28:40< boucman> standing is the only type of anim where you need all cases covered 20090904 16:29:00< boucman> because it's used as a base to create other animations when no animations are found 20090904 16:29:02< YogiHH> anyone: do you know if config::find_child works recursively? 20090904 16:29:30< YogiHH> that is, will i find a child further down in the WML hierarchy? 20090904 16:29:41< thespaceinvader> ah ok 20090904 16:29:50< Crab_> YogiHH: from src, seems 'no' 20090904 16:30:03-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has joined #wesnoth-dev 20090904 16:30:11< thespaceinvader> once we've sorted that out, i'll try to figure out what filters are needed on the pre/post move to make the transitions logical 20090904 16:31:26< boucman> ok 20090904 16:32:22< thespaceinvader> boucman: that works, although i need to mess about with the submerge setting to make him not dp into the water on every stroke... 20090904 16:32:33< thespaceinvader> i'll siort the pre and post movement filters now 20090904 16:33:15< YogiHH> Crab_: level["objectives"] is giving me the content of the objectives as a string, no matter where in the hierarchy it is. Do you know what would be the appropriate method to get that as config object? 20090904 16:33:34< boucman> thespaceinvader: well, the unit is not flying, so you have to set y= and submerge= yourself indeed 20090904 16:33:48< thespaceinvader> yep 20090904 16:33:52< thespaceinvader> that's no problem 20090904 16:33:57< boucman> btw, why do you set a layer ? it should be smart enough to do that for you... 20090904 16:34:09< thespaceinvader> i don't know, i got that from the old macro 20090904 16:34:22< thespaceinvader> it works fine without, so i won't be putting it back in 20090904 16:35:21< Crab_> YogiHH: maybe add another function, based on config::recursive_clear_value, to src/config.cpp ? 20090904 16:35:55< YogiHH> ugh :) 20090904 16:36:53-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has quit [Remote closed the connection] 20090904 16:37:09< Crab_> YogiHH: but this is a bit messy - opens the potential for false positives if someone adds a new wml tag with the same name existing tag but with a different meaning... 20090904 16:37:24< Crab_> s/existing/as existing 20090904 16:38:10< thespaceinvader> hmm, my filters don't seem to be working 20090904 16:40:37< thespaceinvader> i'll try a different solution... 20090904 16:50:09< thespaceinvader> boucman: i've sorted out the filtering, but, like the movement anims themselves, they seem not to fire sometimes, 20090904 16:50:21< boucman> hmm 20090904 16:50:28< boucman> pastebin plz ? 20090904 16:50:39< thespaceinvader> http://wesnoth.pastebin.com/m39443fd0 20090904 16:51:02< thespaceinvader> just moving the unit around on water, much of the time it fires correctly, sometimes it lands 20090904 16:51:10< thespaceinvader> so far, i;ve not seen it play the takeoff, thouhg 20090904 16:52:59< boucman> is it the standing anim that is wrong ? 20090904 16:53:15< boucman> or the landing that is played when it shouldn't 20090904 16:53:41< thespaceinvader> landing played when it shouldn't, the standing anim fires correcxtly 20090904 16:54:09< boucman> ok 20090904 16:54:26< thespaceinvader> on units moving on land, the movement, landing and takeoff sometimes don't fire too, i don't think there's a cause 20090904 16:54:31< thespaceinvader> well there is 20090904 16:54:37< thespaceinvader> i just can't work it out... 20090904 16:55:09 * thespaceinvader looks forward to getting these macros sorted 20090904 16:58:35< thespaceinvader> i hesitate to ask, boucman, but what about landing to attack/defend? it's not hugely important for most of them, since it will only take place over water, but the glider line needs to land for all its attacks and defences 20090904 16:59:15< boucman> thespaceinvader: there is a "victory animation" layed at the same time as dying anim that would fit the bill for take-off after fight 20090904 16:59:20< thespaceinvader> or could we do that using the current pre attack block thing? the one used to make the berzerker laugh maniacally 20090904 16:59:21< fendrin> zookeeper: How could I mark a unit that carries some treasure? 20090904 16:59:24< boucman> for landing before fight, I have to look at it a little more 20090904 16:59:42< thespaceinvader> boucman: that sounds good 20090904 16:59:49< boucman> thespaceinvader: that was my idea, but not 100% sure it will work, I need to look a little more 20090904 16:59:55< thespaceinvader> ok, no worries 20090904 17:00:01< Crab_> fendrin: see data/campaigns/Sceptre_of_Fire/scenarios/4_Gathering_Materials.cfg 20090904 17:00:03< thespaceinvader> we can think about these at a later date 20090904 17:00:13< Crab_> fendrin: miners there have a 'mark' if they carry gold 20090904 17:00:52< fendrin> Crab_: Thank you. Does the emacs mode work for you? 20090904 17:01:10< Crab_> fendrin: hasn't tried yet 20090904 17:01:21< thespaceinvader> boucman: the only problem with the victory one is that it only plays when the attack results in a kill 20090904 17:01:25< fendrin> Crab_: I can post my .emacs conf if you like. 20090904 17:01:34< thespaceinvader> or could that change? 20090904 17:01:38< boucman> no, it always play 20090904 17:02:15< boucman> thespaceinvader: i'll look at the details later, though 20090904 17:02:16< Crab_> fendrin: yes, it would be helpful (but later today, I leave soon and return in ~1h) 20090904 17:02:26< Soliton> fendrin: tallin's team color is about as far as you should go IMO. now that you introduced special colors for some units in one campaign what about the others? will players have to learn new conventions for every campaign? 20090904 17:02:30< thespaceinvader> ok - animationWML says only on enemy death 20090904 17:02:34< thespaceinvader> i'll try it, though 20090904 17:02:53< boucman> animwml is probably right, then, I'll check 20090904 17:03:26< YogiHH> zookeeper: do objectives have to be inside an event? Or can they be at the root level as well? 20090904 17:04:02< thespaceinvader> ok boucman, i'll leave those with you then for the moment 20090904 17:05:02< fendrin> Soliton: I am confident that the players of low will give me feedback about the new colors. If they don't want them I will switch it back before the stable release. 20090904 17:05:52< Soliton> and otherwise you will convert all other campaigns as well? 20090904 17:07:02< fendrin> Soliton: No problem. It's not much work. The individual campaign maintainer would have the last word I guess. 20090904 17:07:24-!- alink [n=alink@wesnoth/developer/alink] has joined #wesnoth-dev 20090904 17:08:03< fendrin> Soliton: An alternative would be to mark all loyal units with a overlay like the leader's and hero's crown. 20090904 17:09:38< fendrin> Soliton: Anyway, on most elvish units it's more or less egal, they have only a few pixels team color anyway. 20090904 17:10:10< fendrin> On the shyde it's that few that I can't notice it without zooming in. 20090904 17:10:32< Soliton> what's the point then? :-> 20090904 17:11:21< Soliton> at least you should use a color that is not also used for a side. 20090904 17:11:54< fendrin> I will assure that. 20090904 17:13:02< Soliton> no, i mean ever. 20090904 17:13:03< Ivanovic> deekay: the short summary sounds fine 20090904 17:13:10-!- Netsplit anthony.freenode.net <-> irc.freenode.net quits: corn, AI0867 20090904 17:13:40< Soliton> going through all scenarios and checking what colors are used currently is just asking for trouble later on. 20090904 17:13:43< fendrin> Soliton: Ah, I shall define new colors for just that purpose? 20090904 17:14:08< Ivanovic> thespaceinvader: 1.7.5 will most likely not bring *any* changes regarding the crashes lstwarrior experiences 20090904 17:14:38< Ivanovic> since those crashes are, IIRC, only windows specific 20090904 17:14:49< thespaceinvader> no? 20090904 17:14:58< thespaceinvader> i thought he was talking about the fire drake issues 20090904 17:15:00< thespaceinvader> my mistake 20090904 17:15:11-!- Netsplit over, joins: AI0867 20090904 17:15:18< Ivanovic> he seems to be not able to describe what exactly makes it crash for him 20090904 17:15:27-!- corn [n=cornmand@cornmander.com] has joined #wesnoth-dev 20090904 17:15:29-!- corn [n=cornmand@cornmander.com] has quit [Killed by douglas.freenode.net (Nick collision)] 20090904 17:15:30-!- corn [n=cornmand@wesnoth/developer/cornmander] has joined #wesnoth-dev 20090904 17:15:31< Ivanovic> so i assume that it is *not* something that was already described how to have it fixed 20090904 17:15:35< Soliton> the drake issues don't cause crashes. 20090904 17:15:49-!- corn_ [n=cornmand@cornmander.com] has joined #wesnoth-dev 20090904 17:16:33-!- corn [n=cornmand@wesnoth/developer/cornmander] has quit [Read error: 104 (Connection reset by peer)] 20090904 17:17:27-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth-dev 20090904 17:18:20-!- Crab_ [i=crab@wesnoth/developer/crab] has quit ["Leaving."] 20090904 17:19:40-!- isaac_ [n=isaac@158.Red-83-49-47.dynamicIP.rima-tde.net] has joined #wesnoth-dev 20090904 17:20:15-!- isaac [n=isaac@debian/developer/isaac] has quit [Read error: 104 (Connection reset by peer)] 20090904 17:22:15< boucman> alink: around ? 20090904 17:22:21< zookeeper> YogiHH, both should be fine IIRC, although it seems to be very customary to put it in a start event 20090904 17:22:25< alink> boucman: yep 20090904 17:22:37< boucman> about r38374 20090904 17:22:46< boucman> what's the point of the change in unit_display.cpp 20090904 17:23:01< thespaceinvader> Ivanovic: i've edited my post 20090904 17:23:13-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has joined #wesnoth-dev 20090904 17:24:10< YogiHH> hrmpf, fiddling with config.hpp lets build times explode :/ 20090904 17:24:39-!- lizard_r [n=Miranda@wesnoth/umc-dev/developer/lizard] has quit ["Saurian Augur - I'll heal you by 4 hp if you leave next to me"] 20090904 17:24:57< alink> boucman: make all work fine when we skip AI move. Unit_display was actually updating some of the unit stuff after the move, which was a bit unclean for an animation function and caused major glitches when we didn't call it 20090904 17:27:10< alink> also the invalidation cleaning was done there, but even when not showing the whole move along the path, we still needed to do some invalidations 20090904 17:27:27-!- Noyga [n=lame-z@wesnoth/developer/noyga] has joined #wesnoth-dev 20090904 17:27:39-!- Noyga [n=lame-z@wesnoth/developer/noyga] has quit [Read error: 104 (Connection reset by peer)] 20090904 17:28:41< alink> boucman: feel free to check my change, I am sure that i fixed some bad things but i may have forget something 20090904 17:29:46< boucman> alink: i tried to avoid calling animation routines out of unit_display... though I have to admit that moving the unit within unit_display was a bad thing... 20090904 17:29:56< boucman> i'll have a deeper look when I have some time 20090904 17:32:07< alink> boucman: if you are refereing to the new set_standing() in actions.cpp, it may possibly not be needed there, not sure what happen if "skip AI move" move a idling unit 20090904 17:32:38< alink> also, if you prefer you can send the show_move parameter to unit_display and do the "if" there 20090904 17:32:38< boucman> wesbot: log 38374 20090904 17:32:39< wesbot> alink * r38374 : Fix broken 'Skip AI move' option. 20090904 17:32:42< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=38374 20090904 17:35:14< boucman> alink: I would feel safer if you only removed the calls to set_location, but left the u.set_standing and the invalidate_after_move 20090904 17:36:59< alink> note that invalidate_unit_after_move is about sidebar info, no unit animation invalidation 20090904 17:37:47< alink> s/no/not 20090904 17:41:00< alink> I think that the skipped move also need a set_standing() (see my "skip-moving idling unit" remark). We may call it twice but i don't really see the point 20090904 17:41:50 * Espreon kicks CIA-62 20090904 17:41:51< alink> ah no you are right 20090904 17:41:51< CIA-62> ow 20090904 17:43:02< boucman> the set_standing is probably not needed at all, since u's animation has not been changed 20090904 17:43:03< alink> boucman: if we call this unit_display::move_unit elsewhere (and i think we do), we need to be more cautious about this 20090904 17:44:47< alink> "u's animation has not been changed" yeah but maybe u was doing an idling animation, better stop it if it move 20090904 17:45:25< boucman> idle is a bad example, it would finish by itself anyway 20090904 17:45:55< alink> does standing swimming animation directly stop when location is changed ? 20090904 17:45:56< boucman> the thing is i'm trying to think of a case where u could be in anything but standing in the first place (though I agree that playing it safe makes sense at that particular place 20090904 17:46:05< boucman> hmm 20090904 17:46:10< boucman> ok, that's it 20090904 17:46:30< boucman> we need that call because the standing after the unit was moved might not be the same as the one before the unit was moved 20090904 17:46:48< boucman> and that's true even when skipping mvt 20090904 17:47:21< Ivanovic> okay, i am off now for some hours 20090904 17:47:36< Ivanovic> when i come back i'll probably write the 1.7.5 announcement as well as the SoC wrap up 20090904 17:47:37< Ivanovic> cu 20090904 17:52:07< alink> mmh indeed there is few unit_display::move_unit call by WML events that i need to check too 20090904 17:53:05< alink> WML teleport without the "animate" key is in fact similar to "skip AI move", so the idea of adding a parameter "show_move" there may be useful 20090904 17:54:30< boucman> ok, got to go 20090904 17:54:39< alink> seems that we always call set_standing() after unit_display::move_unit anyway, but we also forget about set_location 20090904 17:54:44< boucman> alink: i'll let you check all that, 20090904 17:54:52< alink> boucman: ok, i'll check that 20090904 17:54:54< alink> :) 20090904 17:55:00-!- boucman [n=rosen@wesnoth/developer/boucman] has quit ["Leaving."] 20090904 17:58:20< alink> is there some reported bugs about the WML teleport event ? seems a bit messy there 20090904 18:00:37-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20090904 18:01:14< Espreon> Hello crimson_penguin. 20090904 18:01:25< crimson_penguin> hi Espreon 20090904 18:04:34-!- YogiHH [i=c3f5f304@wesnoth/developer/yogihh] has left #wesnoth-dev [] 20090904 18:04:38 * fendrin can't commit anymore. Is gna down again? 20090904 18:07:36-!- Chusslove [n=Chusslov@212.124.172.201] has quit [Read error: 145 (Connection timed out)] 20090904 18:09:04< Soliton> " warning Gna! people, we're about to do heavy maintenance on the main server" 20090904 18:10:44< fendrin> ohje 20090904 18:12:14-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20090904 18:13:29< Espreon> Hello grzywacz. 20090904 18:16:04< grzywacz> hi Espreon 20090904 18:19:53-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20090904 18:22:53-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20090904 18:26:14< alink> indeed my svn commit seems to be dead 20090904 18:27:25< alink> and even gna.org seems dead :( 20090904 18:27:41< Espreon> That's typical... 20090904 18:27:55< alink> Soliton: any time prevision for the gna's maintenance ? 20090904 18:30:46< shadowmaster> Soliton: no idea about the homepage portrait. I requested kitty to make them with any otions she considered a best compromise between size and quality 20090904 18:30:54< shadowmaster> no idea if I am speaking english. 20090904 18:31:23< Soliton> thespaceinvader: ^ so hand me some jpgs. :-P 20090904 18:31:35< alink> ok zerodeux from Gna said 1 or 2 hours (and more 2 than 1) 20090904 18:31:39< shadowmaster> if you need a backgroun template they are in SVN 20090904 18:31:47< shadowmaster> ohhh... but SVN is down I hear? 20090904 18:32:24-!- Baufo [n=thomas@wesnoth/developer/baufo] has joined #wesnoth-dev 20090904 18:45:03-!- alink [n=alink@wesnoth/developer/alink] has quit [Read error: 104 (Connection reset by peer)] 20090904 18:47:55-!- alink [n=alink@wesnoth/developer/alink] has joined #wesnoth-dev 20090904 18:55:46-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20090904 19:01:57-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has quit ["leaving"] 20090904 19:02:22-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Read error: 104 (Connection reset by peer)] 20090904 19:02:54-!- Chusslove [n=Chusslov@adsl-ppp-3170.yubc.net] has joined #wesnoth-dev 20090904 19:04:28-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth-dev 20090904 19:08:54< shadowmaster> fendrin: I believe you were going to handle a music piece from Tyler Johnson? 20090904 19:09:22< shadowmaster> fendrin: I'll do it for you. http://www.wesnoth.org/forum/viewtopic.php?p=382059#p382059 20090904 19:11:14-!- Chusslove [n=Chusslov@adsl-ppp-3170.yubc.net] has quit [Read error: 60 (Operation timed out)] 20090904 19:11:25< Baufo> am I the only one with trouble to tell drake units apart with the new sprites? 20090904 19:11:52< Baufo> I mean, they are far cooler looking than the old ones of course 20090904 19:12:15< Baufo> but they seem all so similar to me 20090904 19:12:23< shadowmaster> no, you are not the only one. I believe grzywacz mentioned it to TSI already. 20090904 19:12:39< shadowmaster> anyway, those cleanups can come after WSAS. Neorice was the artist who made the baseframes after all 20090904 19:13:56< Baufo> great, for now I'll just use the old sprites 20090904 19:16:30< fendrin> Baufo: I had difficulties with them as well. But you get used to them fast. 20090904 19:17:04< Baufo> hmm, it's my second game with them now, we shall see 20090904 19:17:13< shadowmaster> fendrin: did you read what I said above btw? 20090904 19:17:41< shadowmaster> I vaguely recall zookeeper highlighting me here asking me to handle that piece and you offering to do it instead. 20090904 19:18:09< fendrin> shadowmaster: yes. You are going to handle a music piece that I was supposed to handle. But I was on hold until someone told me. 20090904 19:19:43< shadowmaster> I wonder how we could improve the handling of music contributions :| 20090904 19:20:00< shadowmaster> the lack of a Music Director is annoying. 20090904 19:20:13< fendrin> shadowmaster: Right. 20090904 19:21:05< shadowmaster> maybe this is just Ivanovic's secret conspiracy to keep the XDeltas small. 20090904 19:22:11< fendrin> shadowmaster: Right now no music is going in because west isn't going to give his okay and everyone else is waiting for west. 20090904 19:22:43< fendrin> That's why I tend to svn import just stuff that I like when I discover it on the forum with a more or less finished note in the thread. 20090904 19:23:13< fendrin> Most times I get away with it. 20090904 19:23:16< shadowmaster> West is busy with RL as you know. 20090904 19:23:43< fendrin> Sure, it's not west's fault. We are a little to unorganized in relation to music. 20090904 19:26:18< fendrin> There is another piece of music that is useful. If I only could find the thread... 20090904 19:32:04-!- Chusslove [n=Chusslov@adsl-ppp-3254.yubc.net] has joined #wesnoth-dev 20090904 20:02:46-!- euschn [n=chatzill@wesnoth/developer/euschn] has quit ["ChatZilla 0.9.85 [Firefox 3.5.2/20090729225027]"] 20090904 20:17:38-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has joined #wesnoth-dev 20090904 20:21:17-!- [Relic] [n=[Relic]@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20090904 20:22:14 * shadowmaster stares at a wall. 20090904 20:22:30< [Relic]> Hello :) 20090904 20:28:07< shadowmaster> maybe that raptorus guy needs some ritalin 20090904 20:28:48 * shadowmaster wasted ~15 seconds filtering the Website forum for actual useful reports :| 20090904 20:33:16-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has quit [] 20090904 20:33:29< Aethaeryn> Eh, Wesnoth is not about climbing ladders. 20090904 20:33:41-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20090904 20:33:47< Aethaeryn> Kinda like that Death guy's rant. I play most games to the death because Wesnoth is more social than anything else. 20090904 20:35:18-!- EdB [n=edb@50.12.95-79.rev.gaoland.net] has joined #wesnoth-dev 20090904 20:39:47-!- EdB [n=edb@50.12.95-79.rev.gaoland.net] has quit [Remote closed the connection] 20090904 20:41:44-!- thespaceinvader_ [n=chatzill@cpc2-whit1-0-0-cust986.cdif.cable.ntl.com] has joined #wesnoth-dev 20090904 20:45:20-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has joined #wesnoth-dev 20090904 20:45:20-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has quit [Remote closed the connection] 20090904 20:45:32-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has joined #wesnoth-dev 20090904 20:46:29-!- tsi [n=chatzill@cpc2-whit1-0-0-cust986.cdif.cable.ntl.com] has joined #wesnoth-dev 20090904 20:46:46-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit [Nick collision from services.] 20090904 20:47:09-!- tsi is now known as thespaceinvader 20090904 20:51:53-!- fabi [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20090904 20:54:21-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Read error: 60 (Operation timed out)] 20090904 20:58:00-!- Smar [i=smar@freenet/translator/finnish/Smar] has quit [Read error: 113 (No route to host)] 20090904 21:00:19-!- thespaceinvader_ [n=chatzill@cpc2-whit1-0-0-cust986.cdif.cable.ntl.com] has quit [Read error: 110 (Connection timed out)] 20090904 21:02:47< fabi> esr: I am working through tHoT now. I want to give the fast trait to Aiglondur. 4 MP leader is just not fun. 20090904 21:03:20< esr> He's pretty heavily traited as is. 20090904 21:04:04< fabi> esr: Where? It's a normal Dwarvish Fighter. 20090904 21:04:14< esr> Sorry, I was thinking of Angarthing. 20090904 21:04:41< fabi> Angarthing is 6 MP fast. He is almost too fast for a dwarf. 20090904 21:05:03< esr> He gets random traits right now? 20090904 21:05:11< shadowmaster> Angarthing is too fast for a dwarf :P 20090904 21:05:26< shadowmaster> except maybe an Explorer 20090904 21:06:33< fabi> esr: No random traits for none of them at the moment. 20090904 21:08:14-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Read error: 110 (Connection timed out)] 20090904 21:08:35< fabi> shadowmaster: I see. 6MP for explorer is also too much. 20090904 21:09:05< shadowmaster> well, it was never intended as part of the mainline era :P so I have no idea what the MP devs think of it atm 20090904 21:09:40 * fabi thought the explorer would be a pure campaign unit. 20090904 21:10:34< alink> about Gna: they have 2 new HD (well, 4 in raid) Bart was finished ~30min ago and Lisa is now at 39%, but no idea what other steps there is after that 20090904 21:11:17< shadowmaster> fabi: I have no idea if it's used in MP atm either. Probably not. 20090904 21:11:18< alink> also new RAM, and it seems that the old disks were at 95% usage 20090904 21:11:47-!- ABCD_ is now known as ABCD 20090904 21:12:08< fabi> shadowmaster: Then let's drain the units movement. 20090904 21:12:13< shadowmaster> fabi: no. 20090904 21:12:21< shadowmaster> it's not my decision, it's not yours either. 20090904 21:13:24< shadowmaster> ask zookeeper . 20090904 21:13:30< fabi> shadowmaster: Right, it should be used in MP since it's a nice unit. 20090904 21:13:50< shadowmaster> er, I honestly see no need for such an unit in MP. We already have riders. 20090904 21:14:52-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit [Read error: 110 (Connection timed out)] 20090904 21:15:20< alink> ETA of GNA : 23h CEST 20090904 21:15:40< alink> that is in 1h45 20090904 21:16:17< esr> Don't slow down the Explorer line. I mainlined it from UtBS to give campaign designers an option when normal Dwarvish units are too slow. 20090904 21:16:50< esr> Cutting its movement would remove its purpose. 20090904 21:17:20< esr> I have no opinion whether it belomng in MP. 20090904 21:23:19< fabi> esr: Okay, what about Aiglondur. Can he be 5 MP fast instead of the current 4? 20090904 21:23:59< esr> Not sure I see the point. It's not like he has leadership. 20090904 21:26:09-!- YogiHH [n=chatzill@d009095.adsl.hansenet.de] has joined #wesnoth-dev 20090904 21:27:28< fabi> esr: What has leadership to do with the movement? 20090904 21:28:32< shadowmaster> um. 20090904 21:28:54< shadowmaster> did I just overload wesnoth.org or what? --- Log opened Fri Sep 04 22:47:16 2009 20090904 22:47:27-!- lobby [n=wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20090904 22:47:27-!- Topic for #wesnoth-dev: 1.7.5 released, announcing "soon" | 1.6.5 planned for Sunday | 81 bugs, 242 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090904 22:47:27-!- Topic set by wesbot [] [Fri Sep 4 10:56:23 2009] 20090904 22:47:27[Users #wesnoth-dev] 20090904 22:47:27[ [Relic] ] [ corn_ ] [ isaac_ ] [ shikadibot ] 20090904 22:47:27[ Aethaeryn ] [ Crab_ ] [ Ivanovic ] [ Smar ] 20090904 22:47:27[ AI0867 ] [ crimson_penguin] [ kimrhh ] [ Soliton_ ] 20090904 22:47:27[ Alesis-Novik] [ deekay ] [ knotwork_ ] [ stikonas ] 20090904 22:47:27[ alink ] [ dfranke ] [ lobby ] [ thespaceinvader] 20090904 22:47:27[ Amu_ ] [ Doppp ] [ loonybot ] [ Thrawn ] 20090904 22:47:27[ ancestral ] [ erl_ ] [ loonycyborg ] [ Tigge ] 20090904 22:47:27[ AnMaster ] [ Espreon ] [ melinath ] [ wesbot ] 20090904 22:47:27[ Baloo_dabear] [ esr ] [ mjs-de ] [ yann ] 20090904 22:47:27[ Baufo ] [ ettin ] [ nonsensical ] [ YogiHH ] 20090904 22:47:27[ Blueblaze ] [ fendrin ] [ Noyga ] [ Zarel ] 20090904 22:47:27[ Chusslove ] [ grzywacz ] [ Rhonda ] [ zookeeper ] 20090904 22:47:27[ CIA-62 ] [ ilor ] [ shadowmaster] 20090904 22:47:27-!- Irssi: #wesnoth-dev: Total of 51 nicks [0 ops, 0 halfops, 0 voices, 51 normal] 20090904 22:47:31-!- Soliton [n=Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20090904 22:47:54-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20090904 22:48:50-!- Irssi: Join to #wesnoth-dev was synced in 93 secs 20090904 22:48:59-!- Soliton_ [n=Soliton@wesnoth/developer/soliton] has quit ["Battle for Wesnoth: http://www.wesnoth.org/"] 20090904 22:50:08-!- ABCD [n=ABCD@gentoo/contributor/abcd] has joined #wesnoth-dev 20090904 22:50:35-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has quit [Read error: 110 (Connection timed out)] 20090904 22:57:22-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote closed the connection] 20090904 22:58:47< Ivanovic> re 20090904 22:59:42< Ivanovic> shadowmaster: of course the not available music director is one of my (about two hundred) evil plans 20090904 23:00:56< Thrawn> sorry to bother y'all, but what exactly is a runtime error? 20090904 23:01:34< [Relic]> a program crash while the program is running 20090904 23:01:40< loonycyborg> In what context? 20090904 23:02:48< zookeeper> YogiHH, not sure 20090904 23:03:52< Thrawn> For fun, I'm rewriting the first scenario to HttT. In the same place, all 3 times I've tried it, I get a message prompt titled MIcrosoft visual C++ Runtime Library, and a message Runtime Error! This application has requested the Runtime to terminate it in an unusual way 20090904 23:04:01< Thrawn> Microsoft* 20090904 23:04:54< YogiHH> Thrawn: That means wesnoth caused an exception that was not caught and therefore terminates the program. 20090904 23:05:25< YogiHH> Thrawn: Does it work with the original scenario? 20090904 23:05:50-!- wesbot changed the topic of #wesnoth-dev to: 1.7.5 released, announcing "soon" | 1.6.5 planned for Sunday | 0 bugs, 0 feature requests, 0 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090904 23:06:07< Thrawn> Back when I played the original, yeah 20090904 23:06:08< YogiHH> woot, no bugs :-D 20090904 23:06:24 * stikonas hugs wesbot, we have 0 bugs 20090904 23:06:48< YogiHH> Thrawn: Then chances are high that you messed something up ;-) 20090904 23:06:57< stikonas> quickly, release stable version 20090904 23:07:12< Ivanovic> stikonas: it would be too perfect 20090904 23:07:21< Thrawn> obviously--any clue what might cause that--most messups I created get caught when I try and load the scenario 20090904 23:07:22< Crab_> 0 lines of code, too :)) 20090904 23:07:23< Ivanovic> stikonas: no possible features left that could be added? 20090904 23:07:53< stikonas> yes, the perfect release that contains everything and has no bugs 20090904 23:07:59< YogiHH> Thrawn: checked stderr.txt already? And did you activate --log-info=all? 20090904 23:08:16< Ivanovic> the only possible bugs can probably come from my packaging 20090904 23:08:29< Ivanovic> so i would be the one who is responsible for all bugs that might come up 20090904 23:08:34< Ivanovic> no way i'd risk this!!! 20090904 23:08:36< Ivanovic> ;) 20090904 23:17:04-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20090904 23:17:26< Crab_> how's the GNA going ? 20090904 23:26:51-!- Thrawn [n=chatzill@pool-71-126-232-29.bstnma.east.verizon.net] has quit ["ChatZilla 0.9.85 [Firefox 3.0.13/2009073022]"] 20090904 23:31:37-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has joined #wesnoth-dev 20090904 23:31:43< esr> I won't be available much this weekend, everybody. Will be traveling, back Monday. 20090904 23:32:04-!- esr [n=chatzill@wesnoth/developer/esr] has left #wesnoth-dev [] 20090904 23:32:17< YogiHH> Soliton: did you restart the server? 20090904 23:32:28< Soliton> no, there is a bug. 20090904 23:32:45< Soliton> http://nopaste.com/p/a7Wx7DVWq 20090904 23:32:46-!- Sapient [n=patrickp@wesnoth/developer/sapient] has joined #wesnoth-dev 20090904 23:33:02-!- Noyga [n=lame-z@wesnoth/developer/noyga] has left #wesnoth-dev ["Quitte"] 20090904 23:33:08< Soliton> something wrong with the era_id string_span. 20090904 23:33:42< Soliton> bt: http://nopaste.com/p/a1UBBqKdnb 20090904 23:34:52< Soliton> no idea what's wrong though. 20090904 23:35:12< Soliton> it worked fine when i tested it. 20090904 23:36:56< Sapient> YogiHH: I have a question about your commit r38394 20090904 23:37:46< YogiHH> Sapient: uh, which one was that? 20090904 23:38:04< YogiHH> wesbot: r38394 20090904 23:38:09< Sapient> so the unit id is written to the replay now for dismissing troops 20090904 23:38:19< YogiHH> Sapient: yes, that is correct 20090904 23:38:36< Sapient> but I thought the unit id was based on the number of units created since wesnoth started running 20090904 23:38:46< Crab_> r38394: Fix bug #13268 (save corruption through undo/redo of recalls): Part 2. Bug should be completely fixed now.' 20090904 23:38:48< Sapient> so how would that be consistent across runs? 20090904 23:39:15< Soliton> unit id is the underlying id thingy? 20090904 23:39:38< YogiHH> it's the id of the unit WML, like "Elvish Fighter-12" 20090904 23:39:59< Sapient> right, that means it's the 12th unit created since Wesnoth started 20090904 23:40:00< Crab_> http://wesnoth.pastebin.com/m59d83a4b 20090904 23:40:04< Soliton> yeah, that's the underlying id. 20090904 23:40:32< YogiHH> Sapient: Within a game there can't be double unit id's, as the last id of the generator is stored as well 20090904 23:41:26< YogiHH> and the generator is initialized with that id when the game goes on 20090904 23:41:51< Sapient> right, so if I quit a campaign a nd start a new one, it's back to 1 again? 20090904 23:42:01< Sapient> ok I didn't remember that part 20090904 23:42:04< YogiHH> I very much think so, yes 20090904 23:43:32< YogiHH> Sapient: While you are here: Is there no predefined function to search recursively for a child? Like config::find_child, but with recursion? 20090904 23:43:50< YogiHH> Sapient: I wrote one, but i was wondering if it is already there and i missed it. 20090904 23:44:01< Sapient> YogiHH: not that I recall 20090904 23:44:59< YogiHH> good :). The config class has changed quite a bit. Surely for better, but you have to get used to it. 20090904 23:46:18< Sapient> ha, that was one of my favorite commits was rewriting the config::merge method to be more efficcient 20090904 23:46:36< Sapient> container classes are so much fun 20090904 23:49:09< CIA-62> espreon * r38399 /trunk/po/wesnoth-lib/es.po: Made it so that the Spanish BfW logo will load. 20090904 23:50:15-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has quit [Read error: 110 (Connection timed out)] 20090904 23:50:33< Espreon> Oh, now it shows! 20090904 23:50:59< Espreon> It's at least six hours late... 20090904 23:54:11< thespaceinvader> out of interest, are there any stats collected about the use of translations of Wesnoth? 20090904 23:54:23< thespaceinvader> i'd be interested to find out which translations get most use 20090904 23:55:28-!- Baufo [n=thomas@wesnoth/developer/baufo] has quit [Connection timed out] 20090904 23:55:38< YogiHH> Espreon: did you manage to access svn? 20090904 23:55:53< Espreon> YogiHH: That commit is at least six hours old. 20090904 23:56:07< YogiHH> i still can't connect :( 20090904 23:56:15-!- Baloo_dabear [i=52c03e32@gateway/web/freenode/x-dygfykzpokphukis] has quit [Ping timeout: 180 seconds] 20090904 23:56:16-!- Baufo [n=thomas@wesnoth/developer/baufo] has joined #wesnoth-dev 20090904 23:57:52< Ivanovic> posting the 1.7.5 announcement now 20090904 23:58:49< ancestral> Espreon: Some systems have been down today… 20090904 23:59:24< Espreon> Really now? --- Log closed Sat Sep 05 00:00:11 2009