--- Log opened Sun Sep 06 00:00:20 2009 20090906 00:02:19< Espreon> grzywacz: That made it so that [sound_source]s can't be heard at all if the locations are covered with fog or shroud. 20090906 00:02:56< shadowmaster> eh, isn't that the idea? 20090906 00:03:06< shadowmaster> or do you mean.. ah never mind. 20090906 00:03:20< grzywacz> Espreon, which sound sources? 20090906 00:03:29< grzywacz> Espreon, global ones should be unaffected. 20090906 00:04:28< grzywacz> Espreon, I tested the one you have with check_fogged and I couldn't hear anything until I debug-created a unit next to it 20090906 00:05:11< Espreon> Well, the problem is that the ones that don't have "check_fogged" can't be heard until their locations are unfogged/unshrouded. 20090906 00:05:28< grzywacz> Espreon, do they have check_fogged=false? 20090906 00:05:35< grzywacz> Espreon, I think true is the default value 20090906 00:06:09< Espreon> Hold on... 20090906 00:07:37< Crab_> deekay: yes, right now it has some 'ERROR: invalid index if set_var mark_important_locations calculate_map_ownership formula type error: invalid index' errors... 20090906 00:08:15-!- YogiHH [n=chatzill@d127038.adsl.hansenet.de] has left #wesnoth-dev [] 20090906 00:08:17< deekay> Crab_: I know about it 20090906 00:08:47< deekay> Crab_: Making it useful in all cases is on a top of my list 20090906 00:08:57< Espreon> grzywacz: Even if I add "check_fogged=false", I still can't hear them if their locations are fogged/shrouded. 20090906 00:10:13< Crab_> deekay: ok. meanwhile... 20090906 00:10:26< CIA-62> crab * r38430 /trunk/data/ (ai/dev/formula_ai.cfg core/macros/ai.cfg): added macroses to use new formula_ai recruitment (experimental!). The simplest way is to include {AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT} in [side][ai] 20090906 00:10:28< Crab_> deekay: ^ 20090906 00:10:43< deekay> ok 20090906 00:10:46< deekay> good idea 20090906 00:10:48< Crab_> fendrin: ^ it works on some maps 20090906 00:11:22< deekay> You can fill a bug when it doesn't work and assign it to me 20090906 00:11:42< deekay> With scenario attacher/listed so I can investigate 20090906 00:11:45 * Crab_ wonders if we need a 'debugdebug' mode for really experimental stuff... 20090906 00:12:20< Crab_> deekay: sure 20090906 00:12:21< fendrin> deekay, Crab_: That is nice but the named scenario is under zookeeper's control. I can't introduce experimental stuff there. 20090906 00:13:05< Crab_> fendrin: but we can try it in LoW 2. 20090906 00:13:25< Crab_> fendrin: we wanted the trolls to recruit in a more mixed way there 20090906 00:13:34< Crab_> will try atm 20090906 00:13:53< shadowmaster> grzywacz, Espreon don't forget to check whether the bug affects trunk 20090906 00:13:59< shadowmaster> have fun! 20090906 00:14:08< fendrin> Crab_: Right, It should recruit more whelps. 20090906 00:14:09< Crab_> fendrin: also note that you can just do !replace_ai SIDE_NUMBER ai/dev/formula_ai.cfg from fai console 20090906 00:15:04< deekay> fendrin: If you know what AI should recruit why not just try to specify it directly for the AI? 20090906 00:15:23< Crab_> deekay: provide an example. 20090906 00:15:49< Crab_> deekay: also note that in that scenario the troll recruit list is *very* limited :) 20090906 00:16:13< Crab_> big trolls, small trolls, trolls that throw rocks, really big trolls, etc.. 20090906 00:16:36< fendrin> Crab_: gamestate inspector is great. shadowmaster 20090906 00:16:58< deekay> Crab_: {ai/formula/lib/recruitment.fai} recruit_army( [ 'Troll Whelp' -> 70, 'Orcish Assassin' -> 30 ] ) 20090906 00:17:07< deekay> Will recruit 70% trolls and 30% assassins 20090906 00:17:16< Crab_> deekay: in a side_formulas stage ? 20090906 00:17:18< shadowmaster> fendrin: what? 20090906 00:17:49< Espreon> grzywacz: Want me to make a test scenario to see if this affects trunk? 20090906 00:17:52< deekay> Crab_: yes, move= should look exactly like that 20090906 00:18:16< fendrin> shadowmaster: You wished a inspector for wml variables/datastructures. Crab_ hacked it over night. Just activate debug and give the command "inspect". 20090906 00:18:26< grzywacz> Espreon, I'm testing in 1.6 and yes, it does affect trunk, but I'll commit once I know 1.6 is ok :) 20090906 00:18:34< deekay> Crab_: oops , surround recruit_army(..) with recruit( ) 20090906 00:18:38< Crab_> fendrin: note that each variable is truncated to 20000 symbols ( this is a workaround for GUI2-related segfault) 20090906 00:18:46< grzywacz> Espreon, so um... there's no check_shrouded, but setting check_fogged=false seems to work for me 20090906 00:18:46< Espreon> grzywacz: OK. 20090906 00:18:50< Crab_> deekay: {ai/formula/lib/recruitment.fai} recruit(recruit_army( [ 'Troll Whelp' -> 70, 'Orcish Assassin' -> 30 ] )) ? 20090906 00:18:56< grzywacz> (when there's no shroud of course) 20090906 00:19:06< shadowmaster> Crab_: what's the GUI2 issue, just out of curiosity? 20090906 00:19:07< deekay> Crab_: Should work fine 20090906 00:19:23< Espreon> grzywacz: Then why not implement check_shrouded in trunk? 20090906 00:19:36< grzywacz> Espreon, can be done, sure :) 20090906 00:19:47< Crab_> wesbot: bug 14145 20090906 00:19:48< wesbot> Bug #14145 Assigned to: Mark de Wever Status: Confirmed Priority: 4 20090906 00:19:51< wesbot> Summary: assigning a large std::string to [scrollable_label]'s contents, leads to segmentation fault 20090906 00:19:54< wesbot> Original submission: Code: 20090906 00:19:57< wesbot> _MARKUP); 20090906 00:20:00< wesbot> URL: https://gna.org/bugs/?14145 20090906 00:20:03< Crab_> shadowmaster: ^ 20090906 00:20:39< fendrin> Crab_: The display of arrays is bad. 20090906 00:20:51 * shadowmaster checks 20090906 00:21:07< shadowmaster> grzywacz: Espreon: you won't have that in stable 20090906 00:21:14< shadowmaster> remember, no new features! D:< 20090906 00:21:15< Crab_> fendrin: how they should be displayed ? 20090906 00:21:27< Espreon> shadowmaster: I am well aware of that. 20090906 00:21:27< grzywacz> shadowmaster, he said trunk 20090906 00:21:29-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit ["night all"] 20090906 00:21:36< shadowmaster> ah, okay 20090906 00:21:48< fendrin> Crab_: only once and with a slider to select the slot. 20090906 00:22:20< grzywacz> Espreon, can you confirm that other than missing check_shrouded= it works ok? 20090906 00:22:22< Crab_> fendrin: so, display only once and add a slider in the inspection window to select the exact position in the array ? 20090906 00:22:24< shadowmaster> :/ 20090906 00:22:35< shadowmaster> Firefox used to open .gz'd text files on its own window. 20090906 00:22:58< fendrin> Crab_: yes 20090906 00:23:03< Crab_> fendrin: ok, will do 20090906 00:23:13< Espreon> grzywacz: I shall do that. 20090906 00:23:15< mordante> crimson_penguin, what backend you need for cairo 20090906 00:23:35< mordante> Crab_, no idea about the X error 20090906 00:23:59< shadowmaster> mordante: do listboxes keep a SDL_Surface with all the listbox items? (just a random question) 20090906 00:24:00< Crab_> mordante: ok 20090906 00:24:04< mordante> good to hear shadowmaster 20090906 00:24:21< Espreon> grzywacz: Yeah, "check_fogged=false" works when there is no shroud. 20090906 00:24:26 * shadowmaster watches mordante replay his requests like a lagging CIA bot :P 20090906 00:25:09< grzywacz> Espreon, ok, I'll add a changelog entry then. Remind me tomorrow or create a FR assigned to me for the check_shrouded= option. It's already late here. :) 20090906 00:25:39< shadowmaster> maybe labels will want that too, Espreon 20090906 00:25:53< shadowmaster> at least [label] and [sound_source] share the check_fogged= option AFAIR 20090906 00:25:59< Espreon> OK. 20090906 00:26:07< Espreon> I shall request both. 20090906 00:27:37< CIA-62> grzywacz * r38431 /branches/1.6/changelog: Changelog entry for r38429. 20090906 00:29:09< Espreon> grzywacz: https://gna.org/bugs/index.php?14246 :) 20090906 00:29:10< mordante> shadowmaster, IIRC yes they keep a surface 20090906 00:29:32 * mordante kicks shadowmaster in slow motion :-P 20090906 00:29:47 * Espreon blasts mordante with diurnum. :) 20090906 00:29:51< crimson_penguin> Ivanovic: well I'm close to done I think; I got it compiled for i386, just gotta do it for ppc now... problem with that is, it insists on compiling pangoft2, even though I don't want it, and I don't have all the libraries that need in ppc (at least not readily available) 20090906 00:30:03 * Espreon couldn't resist. 20090906 00:30:04< grzywacz> Espreon, thank you :) 20090906 00:30:08< Espreon> You are welcome. 20090906 00:30:10 * mordante ducks 20090906 00:30:26< shadowmaster> mordante: um, "IIRC"? 20090906 00:30:39< shadowmaster> I thought you wrote most GUI2 widgets? :p 20090906 00:31:03< Espreon> mordante: The intense heat got you anyway. So... yeahz... 20090906 00:31:28< mordante> shadowmaster, true but I changed some parts of the internals a few times ;-) 20090906 00:31:32< CIA-62> grzywacz * r38432 /trunk/ (changelog src/soundsource.cpp): Fix bug #14239 - check for shrouded/fogged sound sources in calculate_volume - that's the single point where it actually matters. 20090906 00:31:41< shadowmaster> I was wondering what would happen if I had a list item that could cause overflow on a Sint16 value, which IIRC is used for the height of a surface 20090906 00:31:41< mordante> Espreon, it's called fever ;-) 20090906 00:31:49< shadowmaster> or at least for the height of a SDL_Rect. 20090906 00:31:55< Espreon> mordante: I see... 20090906 00:32:07< mordante> guess Crab_ already found that out ;-) 20090906 00:32:08< Crab_> deekay: here we go - https://gna.org/bugs/index.php?14247 20090906 00:32:08< shadowmaster> s/list item/list/ 20090906 00:32:30< deekay> thx:) 20090906 00:32:36< deekay> It's the best memo 20090906 00:32:40< Crab_> deekay: note that the error is different there:) 20090906 00:33:23< zookeeper> fendrin, huh, what named scenario? 20090906 00:33:27< shadowmaster> in a cold day with ~8°C, having a 80°C laptop on my knees is pricceless 20090906 00:33:31< zookeeper> i'm not maintaining AOI if that's what you meant 20090906 00:33:51< Crab_> shadowmaster: at first, the scroll bar starts behaving wierdly - bottom part of it stops working, but the top part still works.increase the size even more, and you'll get a segfault. 20090906 00:34:14< shadowmaster> aha. 20090906 00:34:34< Espreon> And now I shall leave... 20090906 00:34:44-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20090906 00:34:53< Crab_> deekay: note that it actually chosen target and has recruited :) 20090906 00:35:36< Crab_> deekay: so, it *works* there, but throws that error each turn :) 20090906 00:35:47< fendrin> zookeeper: who does? 20090906 00:36:00< deekay> Crab_: It *looks* like it is working, that's different thing. ;p 20090906 00:36:16< Crab_> deekay: it has chosen Olurf as a target, it recruited.. 20090906 00:36:37< deekay> But got div by zero while performing units effectives calcualtions 20090906 00:36:56< deekay> So it did not really choose well 20090906 00:37:53< Crab_> deekay: well, it was on easy 20090906 00:37:54< Crab_> deekay: recruit=Troll Whelp 20090906 00:38:01< Crab_> so, it has not got any choice :))) 20090906 00:38:16< Crab_> on hard, (where it has choice), it doesn't throw this error 20090906 00:38:25< deekay> lol 20090906 00:38:27< deekay> ok 20090906 00:38:34< deekay> Crab_: I'll take a look tomorrow 20090906 00:38:35< deekay> :) 20090906 00:38:46< Crab_> no hurry, take your time :) 20090906 00:39:35< zookeeper> fendrin, esr only AFAIK 20090906 00:40:07< corn> killmaps are now less broken than before: http://stats.wesnoth.org/killmaps_mp 20090906 00:40:25< Crab_> deekay: fendrin: ok, tried DKs recruitment on LoW 2. it works (throws annoying errors in EASY mode) 20090906 00:40:30< zookeeper> if you want to experiment with getting the AI to recruit a fitting ratio of units in the assassins scenario, go ahead...i'm sure you'll test it anyway 20090906 00:40:34-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20090906 00:40:35< Crab_> it even reacts correctly to player's recruit lists 20090906 00:40:37< grzywacz> corn, you mean 404? 20090906 00:40:46< corn> grzywacz: refresh 20090906 00:40:52< grzywacz> corn, better now :) 20090906 00:41:04< corn> it takes a while for all the apache child processes to sync up on the new code 20090906 00:41:12< Crab_> fendrin: but note (heh) that it ignores whelps :))) - it chooses either L2 trolls or L2 rocklobbers 20090906 00:41:29< Crab_> fendrin: what do you think about enabling it for MEDIUM and HARD ? 20090906 00:41:29< corn> however, the wesnoth client I am using has a bug with that terrain labeling 20090906 00:41:35< grzywacz> corn, can't zoom as far in as before. :( 20090906 00:41:53< corn> grzywacz: any more zooming and I would max out the HD :) 20090906 00:42:03< deekay> Crab_: I would use recruit_army ;p 20090906 00:42:03< corn> right now all the map tilesets use something like 150~ mb 20090906 00:42:23< corn> and every zoom level makes them use the current amount + 4x more 20090906 00:42:24< grzywacz> corn, at the current zoom level numbers are illegible here 20090906 00:42:32< Crab_> deekay: isn't it better when the AI chooses itself ? 20090906 00:42:44< Crab_> deekay: it even reacts correctly to fighter/archer ratio of the player's army... 20090906 00:42:48< corn> grzywacz: the numbers aren't supposed to be there, I think it's a bug in the editor that got fixed a few days ago 20090906 00:42:58< deekay> Crab_: hm, good 20090906 00:42:59< deekay> :) 20090906 00:43:02< grzywacz> corn, ah, ok then :) 20090906 00:43:14< deekay> Crab_: ok, so I'll look at it tomorrow and tryo to do sometihng about it 20090906 00:45:11< Crab_> it's interesting to see what the dwarf will recruit... 20090906 00:45:53< corn> ilor: around? 20090906 00:45:54< fendrin> Crab_: The dwarve has no enemies at beginning. He is neutral. 20090906 00:46:28< Crab_> fendrin: both elves and trolls are potential enemies, hehe ))) 20090906 00:46:46< ilor> corn: sort of 20090906 00:46:46< Crab_> fendrin: we can actually make him 'not recruit' until someone trespasses.. 20090906 00:47:12< Crab_> fendrin: if we want him to react better to the opponent 20090906 00:47:24< Crab_> fendrin: he'll lose a turn, but gain better counterrecruits 20090906 00:47:40< corn> ilor: was there a bug in a wesnoth revision that made showing map coordinates/terrain codes default-on 20090906 00:47:44< corn> or a change 20090906 00:47:52< corn> (in the editor) 20090906 00:47:55-!- 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"] 20090906 00:47:56< fendrin> Crab_: That is true. But the player shall have a look at the power of the dwarves to allow him better planning. 20090906 00:48:14< corn> ilor: notice the coordinates on http://stats.wesnoth.org/killmaps_mp 20090906 00:48:16< Crab_> fendrin: player has access to status window, and can see the gold of the dwarves. 20090906 00:48:22< Crab_> fendrin: isn't this enough ? 20090906 00:48:26< fendrin> Well, a clever player could see ecactly ^ 20090906 00:48:29< ilor> corn: yeah there was for a while 20090906 00:48:39< corn> ilor: fixed now? 20090906 00:48:40< Crab_> fendrin: we can make him post a guard or two on turn 1... 20090906 00:48:48< corn> I can't confirm right now since I am on a slow computer without wesnoth 20090906 00:48:55< ilor> corn: yeah, though th editor remembers the setting 20090906 00:49:17< ilor> you might want to tweak the screenshot code so it forces no coords 20090906 00:49:42< Crab_> fendrin: say, two guardsman which will try to 'defend' olurf. personal bodyguard, sort of.. 20090906 00:49:51< fendrin> Crab_: It's okay to have the dwarves around at scenario start. 20090906 00:50:12< fendrin> He should recruit more or less all sort of units. 20090906 00:50:15< Crab_> fendrin: this will also somewhat help with olurf getting killed by suicide run on the trolls... 20090906 00:50:15< corn> ilor: I get Could not open '/home/corn/.wesnoth/preferences' for reading. when I load up wesnoth on the server anyway, so no preferences are being saved 20090906 00:50:33< Crab_> fendrin: i'll see what he recruits now... 20090906 00:50:52< corn> ilor: I'll talk to soliton if he can recompile to a new version of trunk 20090906 00:51:26 * Crab_ thinks that scenarios where units are not present at start are boring, unless they're small duel-size maps 20090906 00:51:28< ilor> corn: too bad about the prefs, you could work around the issue by setting the relevant prefs to false 20090906 00:51:53< corn> ilor: hm, that's not so bad then 20090906 00:52:33< corn> can you do me a big favor and generate a completely default perfs file except wih the relevant perfs set to fale 20090906 00:52:33< Crab_> deekay: oh. sadly, the dwarves failed to recruit using the new ai.. 20090906 00:52:36< corn> fale* 20090906 00:52:39< corn> false* 20090906 00:52:49< deekay> Crab_: :) 20090906 00:52:52< corn> I will upload to the server 20090906 00:53:28< Crab_> deekay: I think that that because of their neutrality... 20090906 00:53:42< deekay> Quite possible 20090906 00:53:55< ilor> corn: uh, you can just stuff two lines there and the rest will be default 20090906 00:53:56< Crab_> deekay: ERROR: type error: expected a list or a map but found int (0) if if set_var find_enemies filter keys find_enemies_part tomap formula type error: type error: expected a list or a map but found int (0) 20090906 00:54:01< ilor> editor_draw_hex_coordinates="no" and editor_draw_terrain_codes="no" 20090906 00:54:14< deekay> Crab_: Yes. 20090906 00:54:15< Crab_> but this is easily fixable.. 20090906 00:54:44< Crab_> deekay: I will make the dwarves have idle recruitment aspect at start, and then modify_ai as soon as dwarves get enemies.. 20090906 00:55:01< deekay> Hm... should do the trick 20090906 00:55:16< ilor> mordante: aw, just remembered, we now keep a history of what the user typed in the new lobby chat input and store it in the preferences file. This is not good. 20090906 00:55:20-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has quit ["leaving"] 20090906 00:55:20< Crab_> deekay: note that even through the dwarves are neutral to trolls, trolls can target the dwarves in fai find_enemies phase (mark by skull) 20090906 00:56:52< corn> ilor: thanks, that did the trick 20090906 00:57:05< corn> regenerating tilesets now 20090906 00:57:14< deekay> Crab_: So for trolls dwarves appear in 'enemies' list 20090906 00:57:21< mordante> ilor, why not? 20090906 00:57:40< ilor> mordante: admin pasword will end up there, for one 20090906 00:58:30< mordante> we could put it in a separate file but I can't see how to avoid it 20090906 00:58:53< mordante> it's the same with .bash_history if you type a command with password 20090906 00:59:22< ilor> mordante: irc clients typically won't store input history on disk 20090906 00:59:57< corn> what is the justification for recording input history over multiple client launches? 20090906 01:00:22< corn> I can see how it's useful if you want to immediately repeat a message 20090906 01:00:24< mordante> we could make a separate class to filter the commands out 20090906 01:00:46< mordante> corn, that's how the history works in general and for which server to use it's handy 20090906 01:01:01< mordante> but maybe make persistent and non-persistent histories 20090906 01:01:20< ilor> I'd say that's a better option 20090906 01:04:48< mordante> that feature shouldn't be too hard to add 20090906 01:07:25< Soliton> (you don't really have to type admin passwords anymore these days.) 20090906 01:08:41< Crab_> deekay: attempt #1: modify_ai worked, but dwarves recruited a bit and then abandoned recruitment 20090906 01:08:58< Crab_> deekay: it happened because the scenario has 'limit of ulfs=2' 20090906 01:08:58-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz"] 20090906 01:09:01< Crab_> deekay: and it wanted 3 20090906 01:09:17< Crab_> deekay: that limit works via modifying of recruitment pattern after each recruit. 20090906 01:09:32-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20090906 01:10:12< Crab_> deekay: it's heavily used in mainline campaigns ( LIMIT_CONTEMPORANEOUS_RECRUITS macro ) 20090906 01:10:49< Crab_> deekay, fendrin: ok, to combat an army of melee trolls in LoW 2, the fai recruitment has chosen: 20090906 01:10:52< deekay> Crab_: ok, I have idea how to use safe_Call to try to rebuild wanted-units recruitment list once something fails 20090906 01:11:04< Crab_> 3 ulfs, 3 dwarven fighters, 1 guardsman 20090906 01:11:24< Crab_> and, on next turn, a scont 20090906 01:11:29< Crab_> s/scont/scout 20090906 01:12:40< Crab_> I'll drop ulf from recruit list and try again 20090906 01:12:59-!- Baufo [n=thomas@wesnoth/developer/baufo] has quit [Remote closed the connection] 20090906 01:14:32< Crab_> fendrin: so, formula_ai recruitment is already usable in LoW 2 (with 2 workarounds) 20090906 01:15:54< CIA-62> soliton * r38433 /branches/1.6/src/server/server.cpp: updated the help message 20090906 01:16:05< CIA-62> mordante * r38434 /trunk/ (3 files in 3 dirs): 20090906 01:16:05< CIA-62> Fixed the unit test 'hanging'. 20090906 01:16:05< CIA-62> The problem was introduced in r37945 added some comment to avoid it from 20090906 01:16:05< CIA-62> happening again. 20090906 01:16:15< CIA-62> soliton * r38435 /trunk/src/server/server.cpp: updated the help message 20090906 01:16:58< mordante> Soliton, guess you never expected that to happen ;-) ^^ 20090906 01:17:24< mordante> I at first also couldn't believe it when the bisect ended there 20090906 01:18:27< Crab_> fendrin: deekay: without ulf line, dwarves recruited (against L2 melee trolls): full castle of: 2 scouts, 1 guard, 8 fighters 20090906 01:19:11< deekay> What it could choose from? 20090906 01:19:22< Crab_> deekay: L1 dwarves without ulf 20090906 01:19:38< Crab_> deekay: fighter, scout, thunderer, guard 20090906 01:19:49< deekay> hm 20090906 01:19:55< deekay> I wonder why not thunderers 20090906 01:19:59< Soliton> mordante: heh, i see. 20090906 01:20:10< Crab_> deekay: too bad melee retaliation ? 20090906 01:20:19< Crab_> deekay: enemy went all melee 20090906 01:20:19< deekay> Possible 20090906 01:20:46< deekay> But still quite powerful ranged attack 20090906 01:20:58< Crab_> deekay: hehe, after seening the dwarves recruit, troll recruited a rocklobber :) 20090906 01:21:10< deekay> haha 20090906 01:21:12< deekay> :) 20090906 01:21:13< deekay> good 20090906 01:21:47< Crab_> droided side 2, given them 1000 gold 20090906 01:21:56< deekay> Do both use my recruitment? 20090906 01:22:00< Crab_> yes 20090906 01:22:19< Crab_> deekay: 7 fighters, 4 scouts 20090906 01:22:20< deekay> ok 20090906 01:22:32< Crab_> same with side 2.. 20090906 01:22:39-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20090906 01:22:41< Crab_> deekay: troll went with 'all rocklobbers' 20090906 01:22:54< deekay> reasonable 20090906 01:23:03< Crab_> fun to watch :) 20090906 01:23:06< deekay> :) 20090906 01:23:08< deekay> good 20090906 01:23:09< deekay> :) 20090906 01:23:27< Crab_> deekay: dwarf countered with 'all scouts' 20090906 01:23:42< Crab_> (9 scouts, 2 fighters) 20090906 01:24:56< Crab_> deekay: troll countered with heavy metal - L3 trolls :) 20090906 01:25:20< deekay> fun :) 20090906 01:25:32< deekay> It went all-out ;p 20090906 01:26:33< mordante> I'm off night 20090906 01:26:40< ilor> night mordante 20090906 01:26:47< deekay> night mordante 20090906 01:26:52-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"] 20090906 01:29:10< Crab_> deekay: 7 troll warriors (full castle) 20090906 01:29:45< Crab_> dwarf: 6 scouts, 5 fighters 20090906 01:30:07< Crab_> oh, and a lone thunderer 20090906 01:30:11< deekay> :) 20090906 01:31:29< Crab_> troll: 7 L2 trolls 20090906 01:32:01< Crab_> fendrin: the fireworks are definitely more fun to watch :) 20090906 01:32:34< Crab_> fendrin: can probably be simulated with lower gold and smaller castles 20090906 01:36:20< Crab_> and the dwarves are getting owned ... 20090906 01:36:24< Crab_> L2 vs L1.. 20090906 01:36:41< Crab_> and the tendency to fight in water ") 20090906 01:44:16< Crab_> deekay: ok, another run. this time I start with archers. 20090906 01:44:48< Crab_> deekay: troll recruits 1 L3 troll, 6 Rocklobbers 20090906 01:45:17< Crab_> hehe, even a whelp once (no money, I think) 20090906 01:45:56< Crab_> dwarf: 6 scouts, 3 fighters 20090906 01:46:42< Crab_> then mostly scouts and a lone thunderer 20090906 01:47:44< Crab_> troll responds with a mix of everything 20090906 01:48:12< Crab_> deekay: so, it's different depending on player's initial recruits and ai mood. that's godo :) 20090906 01:48:16< Crab_> s/godo/good 20090906 01:50:25< Crab_> for example, this time dwarf has decided to counter rocklobbers with somewhat more thunderers 20090906 01:50:54< deekay> Crab_: Good :) 20090906 01:51:40< Crab_> fendrin: I'm think that it's a good idea to enable DKs recruitment for both ai sides in LoW 2, reducing castle size to make it more interesting while still keeping gold/unit numbers low enough. 20090906 01:52:16< Crab_> fendrin: for trolls, it can be enabled from the start, for dwarves - once they're no longer neutral. 20090906 01:53:07< Crab_> fendrin: also, it's better to remove berserkers from Olurf's recruit list - ai cannot use them efficiently atm 20090906 01:53:40< Crab_> deekay: any ideas about candidate actions for berserker control ? 20090906 01:54:03< deekay> Difficult thing 20090906 01:54:41< deekay> AI should know how to screen this unit well, and put berserker on good terrain all the time when idling and waiting for a kill 20090906 01:55:50< Crab_> deekay: we can try a combination: 1) CA: attack with berserker when financially effective 2) NEW_THING:do not move berserkers using ai_default 3) CA:move berserkers last to positions where they're safe enough 20090906 01:56:30< Crab_> deekay: it's not screening (we have no position evaluation capabilities today, which is required for screening to reliably work), but it's better than today. 20090906 01:57:27< Crab_> but this is not high-priority issue for today. 20090906 01:57:52< deekay> yes 20090906 01:57:56< deekay> this may work 20090906 01:58:18< Crab_> still, I need to somehow code c++ support for (2) 20090906 01:58:28< Crab_> for 'unit reservations', that is 20090906 01:59:28< Crab_> since in this algorithm we need to move ulf in 'last' stage, but we need them to be not moved (in some stupid way) until we get to this 'last' stage. 20090906 01:59:59< CIA-62> soliton * r38436 /trunk/po/wesnoth/en_GB.po: typo fix 20090906 02:01:52< Crab_> deekay: of course, there can be ugly hacks... like 'if U has berserker weapons, and our ai contains X, skip moving this unit in ai_default' 20090906 02:04:49< Crab_> night 20090906 02:05:02-!- happygrue [n=George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20090906 02:05:53-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090906 02:05:59-!- Crab_ [n=Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20090906 02:07:37-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20090906 02:08:50< Crab_> deekay: ah, and an idea for recruitment evaluation: when evaluating our unit A vs unit B, also evaluate 'our unit A vs half-hp unit B', or '2x ur unit A vs unit B', etc 20090906 02:08:59< Crab_> deekay: this might help thunderers 20090906 02:09:00-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20090906 02:09:10< deekay> Crab_: hmm 20090906 02:09:30< deekay> Crab_: Idea worth consideration 20090906 02:09:40< deekay> Crab_: I'll definiately think about it :) 20090906 02:09:44< deekay> Crab_: Sleep well 20090906 02:09:53< Crab_> deekay: since thunderer / chargers are more effective against wounded units - they're score higher if this is considered 20090906 02:10:11< Crab_> and 'wounded units' happen in wesnoth :) 20090906 02:10:23< Crab_> thanks 20090906 02:10:27-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."] 20090906 02:11:44-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 02:12:27-!- happygrue [n=George@wesnoth/developer/wintermute] has quit [Read error: 104 (Connection reset by peer)] 20090906 02:15:06-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20090906 02:47:24-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 02:53:26-!- cib_ [n=cib@p5DC428F6.dip.t-dialin.net] has joined #wesnoth-dev 20090906 02:59:07-!- cib__ [n=cib@p5DC43E9F.dip.t-dialin.net] has joined #wesnoth-dev 20090906 02:59:42-!- happygrue [n=George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20090906 03:06:06-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has quit [Remote closed the connection] 20090906 03:09:41-!- cib0 [n=cib@p5DC423E2.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 20090906 03:13:50< ancestral> So I take it that pango markup doesn't work when passing parameters to macros 20090906 03:15:09-!- cib_ [n=cib@p5DC428F6.dip.t-dialin.net] has quit [Read error: 110 (Connection timed out)] 20090906 03:21:28< ancestral> Ahhhh not implemented yet. Stinky. 20090906 03:31:27< fendrin> ancestral: why shouldn't that work? 20090906 03:33:31< ancestral> I'm trying to use it in [message] but it's not supported yet 20090906 03:33:40< ancestral> http://www.wesnoth.org/wiki/InterfaceActionsWML#.5Bmessage.5D 20090906 03:33:57< ancestral> Or it's partially implemented 20090906 03:36:30< ancestral> I even tried splitting up the MENU_IMG_TXT macro but that still didn't work :) 20090906 03:42:41< fendrin> ancestral: What do you want to do? 20090906 03:42:51< ancestral> Use the old markup 20090906 03:43:11< fendrin> The old markup isn't supported anymore, is it? 20090906 03:43:54< ancestral> It's being phased out, right? 20090906 03:44:25< ancestral> The "correct" answer is "code the changes so you can use the new Pango markup!" :P 20090906 03:44:36< ancestral> (The answer to myself, of course) 20090906 03:44:58< Soliton> the wiki clearly states the pango is supported in [message]. 20090906 03:45:43< ancestral> "At the mement, Pango markup only works in message= attributes within [message] tags." 20090906 03:45:48< ancestral> Heh, "mement" 20090906 03:46:14 * ancestral is trying to use it with [option] 20090906 03:46:26< ancestral> Should that still work? 20090906 03:47:07< fendrin> hmmm, good question. I believe it's used in the ai_controller inside option. 20090906 03:48:43< ancestral> http://wesnoth.pastebin.com/d7f5629c3 20090906 03:49:14< ancestral> I've tried breaking up the MENU_IMG_TXT macro too and doesn't seem to work either 20090906 03:49:55< ancestral> message= _ "&portraits/humans/sergeant.png="++"Human"+ 20090906 03:50:11< ancestral> or would need to be in quotes? 20090906 03:53:15< ancestral> Hmm, maybe I wrote it wrong 20090906 03:57:33< Soliton> fendrin: what's the idea behind olurf appearing way too late and at a position where it's very unlikely that there is any enemy left in low:7? 20090906 04:00:43< fendrin> Soliton: The santis thought it would fit the story that olurf isn't realy in time for that battle. 20090906 04:01:05< fendrin> ancestral: right, the pango is part of the string. 20090906 04:01:31< ancestral> It's broken in [option] 20090906 04:02:03-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 04:03:27-!- happygrue [n=George@wesnoth/developer/wintermute] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:05:37-!- wajimba [n=Andrew_A@c-24-118-61-250.hsd1.mn.comcast.net] has joined #wesnoth-dev 20090906 04:05:41-!- happygrue [n=George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20090906 04:06:37-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:09:51< ancestral> Well I submitted a bug 20090906 04:17:39-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 04:18:37-!- happygrue__ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 04:19:47-!- happygrue___ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 04:21:22-!- happygrue____ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 04:21:43-!- happygrue__ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:21:54-!- Sirp [n=user@wesnoth/developer/dave] has quit [Read error: 113 (No route to host)] 20090906 04:22:00-!- happygrue [n=George@wesnoth/developer/wintermute] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:22:12-!- happygrue___ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:22:36-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:26:50-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:27:47-!- cib__ [n=cib@p5DC43E9F.dip.t-dialin.net] has quit [Remote closed the connection] 20090906 04:29:20-!- happygrue [n=George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20090906 04:29:49-!- happygrue____ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:30:48-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 04:30:53-!- PK [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has joined #wesnoth-dev 20090906 04:36:24< ancestral> Does text get wrapped in an [option] tag? 20090906 04:38:20< ancestral> Looks like the answer is no :( 20090906 04:40:23-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has joined #wesnoth-dev 20090906 04:40:43-!- happygrue_ [n=George@c-67-176-145-41.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:44:06-!- happygrue [n=George@wesnoth/developer/wintermute] has quit [Read error: 104 (Connection reset by peer)] 20090906 04:44:58-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Remote closed the connection] 20090906 04:54:53-!- Ivanovic_ [n=ivanovic@dtmd-4db220c2.pool.mediaWays.net] has joined #wesnoth-dev 20090906 04:56:17-!- alink__ is now known as alink 20090906 04:56:23-!- wesbot changed the topic of #wesnoth-dev to: 1.6.5 planned for Sunday | 87 bugs, 244 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090906 04:56:33< CIA-62> alink * r38437 /trunk/src/ (actions.cpp game_events.cpp menu_events.cpp): 20090906 04:56:33< CIA-62> Continue to clean and uniformize the code around the calls of unit_display::move_unit() 20090906 04:56:33< CIA-62> (including undo/redo and WML teleport event) 20090906 04:57:40< alink> boucman: I found out that unit_map::move already have an automatic set_location() call, which is a Good Thing 20090906 04:58:19< alink> the glitches comes from the fact that you must call set_standing() after the set_location() 20090906 05:01:00< alink> so, we always need a set_standing after each unit_map change, to update animation (not just for special ones, even normal stuff have drawing glitch if not done) 20090906 05:02:51< alink> this prevents to move all animation stuff in unit_display, as you wished (because we don't want that animation code do the unit_map operations) 20090906 05:03:53< Espreon> Soliton: Around? 20090906 05:04:09< alink> this also a bit easy to forget, maybe add a unit.update_anim() function that we can call when needed 20090906 05:04:44< alink> boucman: and possibly automatically call it after a set_location 20090906 05:05:52< alink> boucman: but OTOH I think we also need to call such unit.update_animation after other operations like updating MP left etc... Depends how powerfull these anim filter are 20090906 05:07:19< alink> btw, if you may have different standing anims on owned village, then I need to continue cleaning this move_unit area 20090906 05:08:17< alink> ah stupid me, most of the time you own the village where you are. 20090906 05:08:45< alink> and nobody will bother change such village anim for the rare leader-less case 20090906 05:10:38-!- Ivanovic [n=ivanovic@wesnoth/developer/ivanovic] has quit [Read error: 110 (Connection timed out)] 20090906 05:10:51-!- Ivanovic_ is now known as Ivanovic 20090906 05:11:04< Soliton> Espreon: maybe. 20090906 05:11:38< Espreon> Soliton: Is it possible to manipulate a unit's traits using debug mode? If so, how? 20090906 05:12:03< Soliton> i don't think so. 20090906 05:12:52< Espreon> I know that "unit traits=" will generate random traits, but, I can't get it to do anything else... 20090906 05:13:26< Espreon> Oh well... 20090906 05:15:21-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 113 (No route to host)] 20090906 05:25:12-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev --- Log opened Sun Sep 06 06:09:03 2009 20090906 06:09:12-!- lobby [n=wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20090906 06:09:12-!- Topic for #wesnoth-dev: 1.6.5 planned for Sunday | 87 bugs, 244 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090906 06:09:12-!- Topic set by wesbot [] [Sun Sep 6 04:56:23 2009] 20090906 06:09:12[Users #wesnoth-dev] 20090906 06:09:12[ Aethaeryn ] [ BenUrban ] [ erl_ ] [ lobby ] [ Tigge ] 20090906 06:09:12[ AI0867 ] [ Blueblaze] [ Espreon ] [ mjs-de ] [ wajimba] 20090906 06:09:12[ Alesis-Novik] [ CIA-62 ] [ ettin ] [ nonsensical ] [ wesbot ] 20090906 06:09:12[ alink ] [ corn ] [ ilor_ ] [ Rhonda ] [ Zarel ] 20090906 06:09:12[ Amu_ ] [ deekay ] [ Ivanovic ] [ shadowmaster] 20090906 06:09:12[ ancestral ] [ dfranke ] [ kimrhh ] [ shikadibot ] 20090906 06:09:12[ AnMaster ] [ Doppp ] [ knotwork_] [ Smar ] 20090906 06:09:12-!- Irssi: #wesnoth-dev: Total of 32 nicks [0 ops, 0 halfops, 0 voices, 32 normal] 20090906 06:09:22-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20090906 06:10:30-!- Irssi: Join to #wesnoth-dev was synced in 86 secs 20090906 06:12:27-!- Soliton [n=Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20090906 06:24:39-!- wajimba [n=Andrew_A@c-24-118-61-250.hsd1.mn.comcast.net] has quit [Remote closed the connection] 20090906 06:30:24-!- Sirp [n=user@wesnoth/developer/dave] has joined #wesnoth-dev 20090906 06:33:42-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit ["'night"] 20090906 06:42:35-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20090906 07:03:08-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20090906 07:03:37< CIA-62> alink * r38439 /trunk/src/menu_events.cpp: 20090906 07:03:37< CIA-62> Fix unwanted "skipping goto move". 20090906 07:03:37< CIA-62> (bug only visible now that the "skip move" parameter is fixed) 20090906 07:03:42< CIA-62> espreon * r38438 /trunk/ (4 files in 2 dirs): Added Spanish versions of 'recruit.png' and 'hpxp.png'. 20090906 07:33:09-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 07:33:50-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 07:58:17-!- BenUrban_ [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 08:07:13-!- BenUrban_ [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 08:08:28-!- BenUrban_ [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 08:12:46-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20090906 08:25:19-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 110 (Connection timed out)] 20090906 08:25:19-!- BenUrban_ is now known as BenUrban 20090906 08:49:21-!- Sirp [n=user@wesnoth/developer/dave] has quit [Read error: 113 (No route to host)] 20090906 08:55:26-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20090906 09:14:16-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 110 (Connection timed out)] 20090906 09:26:39-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 09:40:23-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20090906 09:40:38< mordante> servus 20090906 09:44:38-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 09:45:38< mordante> ancestral, pango isn't supposed to work in option yet 20090906 09:45:56< mordante> this due to the columns in the old markup 20090906 09:46:06< ancestral> Kinda what I was thinking 20090906 09:46:15-!- BenUrban_ [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 09:46:16< ancestral> Does ~ for bold work for you? 20090906 09:46:29< ancestral> in [option] of course 20090906 09:46:43< mordante> haven't tested yet, just catching up with the log ;-) 20090906 09:46:59< ancestral> Of course 20090906 09:47:16< mordante> and text doesn't wrap in an option tag, but you can force linebreaks 20090906 09:47:51-!- BenUrban_ is now known as BenUrban 20090906 09:51:54< ancestral> Yeah, which makes it a tad tricky. I have to guess what resolution most people are using. I'm taking a text window with sans-serif, hopefully the same font or similar to DejaVu in order to get the words that will need line breaks… 20090906 09:52:18< ancestral> Make the window the size the option window will be… fun times! 20090906 09:52:23-!- busfahrer [n=busfahre@unixboard/user/busfahrer] has joined #wesnoth-dev 20090906 09:53:00< ancestral> Oh I remember the question I had 20090906 09:53:12< ancestral> Pango markup allows you to specify other fonts (hehehe) 20090906 09:54:04< ancestral> In parts that have been implemented, or will be implemented, would this allow fonts somewhere in the Wesnoth data directories or the system to be used on a per-instance basis? 20090906 09:57:47< mordante> maybe I should add the option to allow wrapping for the listbox cells 20090906 09:58:13< mordante> but I want to rewrite the entire option part so it can also use pango markup 20090906 09:59:06< mordante> and I don't want to add support for different fonts, no idea how it will break on other languages groups Latin/Arabic/Chinese etc 20090906 09:59:43< mordante> and since Chinese already seems to be a problem on the Mac I don't want to increase the mess ;-) 20090906 09:59:56< mordante> and bold works for m 20090906 09:59:58< mordante> me* 20090906 10:05:51< ancestral> Hmm 20090906 10:06:03< ancestral> I'll keep playing with it 20090906 10:07:02< mordante> ancestral, I used this code http://paste.debian.net/45822/ 20090906 10:09:03< ancestral> mordante: which word should be bolded? The second "Elf"? 20090906 10:10:41< mordante> yes 20090906 10:10:52< ancestral> Not for me 20090906 10:11:37< mordante> I guess it's a mac problem then and probably in either the fonts loaded or in pango/cairo 20090906 10:11:56< ancestral> http://imagebin.org/62688 20090906 10:12:17< mordante> I thought I picked a mature library to work on :-( guess should have sticked with sdl ttf after all :-( 20090906 10:12:30< ancestral> I'm sure it'll improve 20090906 10:13:09< ancestral> I'm still confused, and my guess is that a lot of the dialogs are transforming to the new gui2 and such, 20090906 10:13:20< ancestral> so I should not let it bother me :) 20090906 10:13:40< ancestral> but even more windows than before load Arial instead of DejaVu 20090906 10:14:58< mordante> yes a lot are being converted but it would be great if it didn't cause regressions for some users :-( 20090906 10:15:02-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 10:16:04< ancestral> Perhaps I should offer to look into this 20090906 10:16:33< ancestral> as I probably have the best idea of the problem 20090906 10:17:21< mordante> if you want to do that I would be really grateful 20090906 10:17:32< ancestral> After all, a lot of people can't tell the difference between Arial and Helvetica :P 20090906 10:17:59< ancestral> I'll talk to Crimson_Penguin at some point too 20090906 10:18:09< mordante> thanks 20090906 10:18:13< ancestral> No thank you 20090906 10:18:36< mordante> :-) 20090906 10:18:56< ancestral> I'll get back to you at some point :) 20090906 10:19:01-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 10:22:16< mordante> ok 20090906 10:26:45-!- Girgistian [n=Girgisti@dsl-roibrasgw1-ff3ec100-114.dhcp.inet.fi] has joined #wesnoth-dev 20090906 10:27:57-!- Girgistian [n=Girgisti@dsl-roibrasgw1-ff3ec100-114.dhcp.inet.fi] has quit [Client Quit] 20090906 10:33:00< mordante> Ivanovic, I can't reproduce bug 13764 and asked grzywacz to test whether it's fixed for him as well 20090906 10:54:11-!- zookeeper [n=l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20090906 10:55:06-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 10:55:51-!- BenUrban [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 11:05:25-!- BenUrban [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 11:09:33-!- vigg [n=vigg-vig@jabber.hsdnetwork.net] has joined #wesnoth-dev 20090906 11:12:59< Ivanovic> moin 20090906 11:25:26-!- BenUrban__ [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 11:36:32-!- Blueblaze [n=nick@adsl-76-202-22-1.dsl.hstntx.sbcglobal.net] has quit [Remote closed the connection] 20090906 11:42:26-!- BenUrban__ [n=benurban@unaffiliated/benurban] has quit [Read error: 104 (Connection reset by peer)] 20090906 11:49:07-!- loonybot [n=loonybot@79.139.139.133] has joined #wesnoth-dev 20090906 11:49:55-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090906 11:51:30-!- yann [n=dwitch@81.57.214.146] has joined #wesnoth-dev 20090906 12:05:21< CIA-62> mordante * r38440 /trunk/src/ (12 files in 3 dirs): Strip trailing whitespace. 20090906 12:06:21-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has quit ["And that’s the end of THAT chapter."] 20090906 12:17:37-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 12:19:12-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"] 20090906 12:19:28-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20090906 12:23:06-!- alink [n=alink@host-85-27-114-223.brutele.be] has quit [Remote closed the connection] 20090906 12:36:01-!- mjs-de [n=mjs-de@vpw.wh.Uni-Dortmund.DE] has quit ["On the road again"] 20090906 12:47:19-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 12:48:56-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 12:53:17-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 12:53:52< Ivanovic> zookeeper: https://gna.org/bugs/index.php?14251 20090906 12:54:53-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 12:58:18-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 12:59:51-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 13:03:31-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 13:03:40-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20090906 13:05:57-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 13:10:20-!- blarumyrran [n=minaise@81-20-159-197.levira.ee] has joined #wesnoth-dev 20090906 13:11:28-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 13:13:02-!- stikonas [n=and@213.164.125.176] has joined #wesnoth-dev 20090906 13:17:12-!- ilor_ [n=user@wesnoth/developer/ilor] has quit [Read error: 60 (Operation timed out)] 20090906 13:18:14-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090906 13:24:16< corn> Ivanovic: killmaps are working now 20090906 13:25:06< corn> there is only one bug left regarding some upload logs being dropped for no reason, after I fix it s.w.o will be 'stable' 20090906 13:25:35< corn> then I can focus on adding new things and introducing new bugs :) 20090906 13:27:25-!- fendrin [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20090906 13:29:23-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 131 (Connection reset by peer)] 20090906 13:30:06-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 13:35:35< grzywacz> corn, have you tried capturing the map screenshots @ 16bpp? 20090906 13:35:55-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20090906 13:36:03-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 13:52:25< corn> grzywacz: no, it's at 8 bpp 20090906 13:52:45< corn> aka wesnoth is running at 1280x1024x32 if I remember correctly 20090906 13:53:35< corn> sorry, I am being dumb 20090906 13:53:52< corn> that's 32 bpp 20090906 13:55:23< corn> right now all the map tiles are using 94 mb for ~175 maps, so it's not so bad 20090906 13:59:25< CIA-62> ivanovic * r38441 /trunk/ (6 files in 5 dirs): updated Finnish translation 20090906 13:59:40< CIA-62> ivanovic * r38442 /branches/1.6/po/wesnoth/fi.po: updated Finnish translation 20090906 14:00:58< grzywacz> corn, I was just wondering if you would get a better compression ratio if you did it at 16bit. 20090906 14:05:57-!- EdB [n=edb@79.95.12.203] has joined #wesnoth-dev 20090906 14:09:51-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20090906 14:20:41< fendrin> Crab_: Are you around? 20090906 14:20:47< Crab_> yes 20090906 14:21:30< fendrin> Crab_: What is your native language? You are not able to speak german? 20090906 14:21:58< Crab_> fendrin: ukrainian and russian. I don't know german (through I intend to learn it in the next years) 20090906 14:22:19-!- lizard_r [n=Miranda@wesnoth/umc-dev/developer/lizard] has joined #wesnoth-dev 20090906 14:23:48-!- Tesafilmchen [n=micha@p5B274FC9.dip.t-dialin.net] has joined #wesnoth-dev 20090906 14:24:37< fendrin> Crab_: Okay. I am stuck in fixing the bug https://gna.org/bugs/?14172 for today's release of 1.6.5 . I wanted to remove the failing wml but it's very hard to test this because my assumption that every ending of the scenario before olurf appeared would cause it but this isn't the case. You told me yesterday that you have an idea what causes the bug, so can you give me a hint what wml I should tweak? 20090906 14:24:52-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 110 (Connection timed out)] 20090906 14:25:14< Crab_> fendrin: can you give me the save? 20090906 14:25:28< Crab_> fendrin: the error is connected with RNG 20090906 14:28:19-!- Tesafilmchen [n=micha@p5B274FC9.dip.t-dialin.net] has quit [Remote closed the connection] 20090906 14:28:55< Crab_> fendrin: the assertion fails because the c++ engine found that it needs to generate some randomness (e.g. traits) for unit which is recalled by wml/replay. but this will cause OOS, because in the 'original' game the traits might be different. so, there's an assert() statement to quit wesnoth if something like this happens 20090906 14:29:15< Crab_> fendrin: so, the save somehow got 'corrupted'. 20090906 14:29:57< fendrin> Crab_: There is a save attached. 20090906 14:30:07< Crab_> fendrin: I'm unable to download it. 20090906 14:30:07< Ivanovic> fendrin: the attached save in the bug report is broken 20090906 14:30:17< Ivanovic> looks like gna somehow lost it 20090906 14:31:02< fendrin> I have deleted the old one and attached a new one. Seems like the bug report isn't ready to hold attachments anymore. 20090906 14:31:39< Crab_> fendrin: maybe it doesn't like ' in the file name ? 20090906 14:31:48< fendrin> good point 20090906 14:32:57-!- euschn [n=chatzill@wesnoth/developer/euschn] has joined #wesnoth-dev 20090906 14:36:14< euschn> fendrin, Crab_: ai sides should have working recall lists now. as with human sides, they are identified with the save_id . E.g., if you have some ai side with save_id=foo in scenario 1 which has surviving units at the end of the scenario, you can add a side with save_id=foo to scenario 2 and it will have the recall list 20090906 14:36:44< Crab_> euschn: thanks, we have figured it out already. 20090906 14:37:44< fendrin> euschn: Can you update the wiki please? 20090906 14:37:56< Crab_> euschn: btw, do you know about any documentation / reference / idea page / etc about MP campaigns ? 20090906 14:39:43< fendrin> Crab_: It was the "'" . A new working save is attached which crashes. 20090906 14:39:51< Crab_> fendrin: thanks 20090906 14:39:58< euschn> fendrin: where would you like me to add this? to the wml reference? 20090906 14:40:03< euschn> Crab_: http://www.wesnoth.org/wiki/MultiplayerCampaigns 20090906 14:40:17< euschn> i updated that at the end of gsoc, too 20090906 14:40:47< fendrin> euschn: Right, the wml reference still points to an old page which describes some workaround hacks that should all be obsolete now. 20090906 14:41:46< Crab_> euschn: thanks. btw, (roughly) what steps should be done to make it possible to allow the same WML (possibly, with different wrappers) to be both a SP campaign and MP campaign at the same time ? 20090906 14:42:04< fendrin> Crab_: The scenario crashes when I try to restore olurfs units. Maybe just uncommenting that code may fix it. 20090906 14:43:13< Crab_> fendrin: I've left you a few messages in todays irclog, ~ 1:51 20090906 14:43:49< Crab_> fendrin: after testing DKs recruitment on LoW 2 20090906 14:45:08< fendrin> Crab_: right. I will read it after the fix for that bug. So that Ivanovic can do the release today. 20090906 14:45:15< Crab_> ok 20090906 14:45:51-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20090906 14:47:47< euschn> Crab_: the biggest problem as I see it is wml macros in MP campaigns, especially those related to difficulty. all macros are preprocessed/eliminated before the MP create dialog, which is the main reason why difficulty doesnt work in MP games 20090906 14:48:18< Crab_> euschn: we can stick to having one difficulty for MP variant 20090906 14:48:30< Crab_> euschn: i.e. 4 diff levels: 'easy, normal, hard, mp' 20090906 14:49:09< Crab_> euschn: since save/loading is harder and takes more time in MP, the balancing will need to be somewhat different to be fun. 20090906 14:50:18< CIA-62> crab * r38443 /trunk/src/ai/formula/candidates.cpp: fix some wrong assumptions in formula ai candidate actions which have allowed the ai to attack invisible units 20090906 14:50:24< euschn> Crab_: it just that many MP scenarios use some weird difficulty workarounds with custom events. so it would be nice to have difficulty settings for MP 20090906 14:50:33< euschn> but as i said, it would need quite drastic changes 20090906 14:50:55< euschn> Crab_: other than that, mp scenario files arent really different to sp scenarios 20090906 14:52:12< Crab_> euschn: and from a WML preamble perspective ? we'll need to wrap each scenario twice (once per sp, once per mp) ? 20090906 14:52:35< Crab_> euschn: i.e. sp has [campaign] tag 20090906 14:53:01< euschn> Crab_: as it currently works, I think so. the MP create dialog only shows scenarios in [multiplayer] tags 20090906 14:53:29< Crab_> euschn: after the game is created, the differences are erased ? 20090906 14:53:50< Crab_> euschn: i.e. are SP/MP saves 'convertible' ? 20090906 14:54:18< euschn> Crab_: no, even earlier. basically at the point where you leave the main menu, all macros are processed 20090906 14:55:52< CIA-62> ivanovic * r38444 /trunk/ (485 files in 26 dirs): 20090906 14:55:52< CIA-62> pot-update 20090906 14:55:52< CIA-62> regenerated doc files (only manpages, got probs with the manual...) 20090906 14:56:06< euschn> Crab_: yes I think mp and sp saves are pretty much the same now. they are independent from wml macros too, as they only contain the preprocessed scenario data 20090906 14:59:59< Crab_> euschn: theoretical question: what will be needed to implement a 'story fork' in MP campaign ? where, for example, 3 players play together for some time, then each of them goes one individual scenario independently of each other, and then they rejoin for the next scenarios ? 20090906 15:02:07< CIA-62> ivanovic * r38445 /trunk/data/campaigns/ (7 files in 3 dirs): unify spelling of the (displayed) name of the sceptre of fire, even in en_US it is sceptre, not scepter 20090906 15:02:43< euschn> Crab_: interesting idea, I havent thought of that before. so theres basically 2 tasks: setting the next scenario differently for each player, and having them rejoin somehow 20090906 15:02:57< euschn> i guess the first one should be doable with wml events, im not an expert tho 20090906 15:03:29< Crab_> euschn: if done properly, this will allow for very fancy stuff 20090906 15:04:03< euschn> Crab_: on the second one, that sounds tricky. how were you imagining it? e.g., should 2 players wait in linger mode until the 3rd has finished his own scenario? 20090906 15:04:19< Crab_> euschn: no, each will have to play independently. 20090906 15:04:31< Crab_> euschn: imagine a 'wesnoth online' sort of campaign, where many players command their individual sides and play some games which advance the grand story.. 20090906 15:04:52< Crab_> euschn: while keeping their recall lists for the campaign duration 20090906 15:06:29< euschn> Crab_: sound cool, but I am not sure how to implement this. how should a scenario that joins the former individual players be started? 20090906 15:06:34< Crab_> euschn: or imagine a simpler 2P campaign where, after some scenarios played collectively, the kind sends one player north (for a 3 scenario mini-campaign) and another south (for 5 scenario mini-campaign). Then, each player can play his part offline and then, after completing their individual quest, they rejoin again 20090906 15:07:39< euschn> Crab_: i see. the question is where to put the carryover information. at the moment, everything is stored in savegames and carried over when you start a new scenario 20090906 15:07:40< Crab_> euschn: I think that this thing needs a 'campaign coordinator' to get right. e.g. some code which can join individual saves of the same campaign run, advance the story, set next scenarios, etc 20090906 15:08:40< Ivanovic> ettin: around? 20090906 15:08:49< Crab_> euschn: e.g. a part of code which is tasked with supervising the 'game world', creating games to be played, and joining saves 20090906 15:08:51< euschn> Crab_: yes that sounds reasonable. i guess it would also require some "end of scenario" save 20090906 15:09:11< Ivanovic> ettin: i need some help with po4a, something seems to be really screwed over here, maybe you got an idea what it might be 20090906 15:09:28< Crab_> euschn: 'set next scenario to special scenario named 'rejoin', then start-of-scenario save is ok' 20090906 15:09:30< Ivanovic> this is what i get when running make update-po4a and the manual is created: http://pastebin.com/m22fa455c 20090906 15:09:46< Ivanovic> euschn: that is: i get exactly the same for basically every lang that has an xml file 20090906 15:10:11< Ivanovic> s/euschn/ettin 20090906 15:10:14< Ivanovic> sorry 20090906 15:11:17< Crab_> fendrin: ok, compiling 1.6.. 20090906 15:13:54< euschn> Crab_: yea I guess that should be doable without too much effort. I wonder how the campaign coordinator would work though, especially how to check wether the supplied start of scenario saves are valid for the rejoin scenario? 20090906 15:14:06< Crab_> euschn: well, see the example: 20090906 15:14:25< Crab_> euschn: some people are using unmodified wesnoth 1.7 20090906 15:14:44< Crab_> they join the official server, and see a game created for the by 'the gamemaster' 20090906 15:14:50< CIA-62> ivanovic * r38446 /trunk/po/ (214 files in 23 dirs): just another pot-update to finally sync pofix.py and pot-update output... (the sceptre of fire change) 20090906 15:15:22< Crab_> euschn: they play it, and, after then, join another game created by 'the gamemaster'. they find out that, in that another game, they still got their recall lists/xp/gold/etc 20090906 15:16:02< Crab_> euschn: and so they continue for some time. afterwards, the gamemaster creates an individual scenario for each of the players, and each of the players plays it individually. 20090906 15:16:32< Crab_> euschn: then, they rejoin again. and, each time, the gamemaster creates a new games for them, persisting their recall lists, gold, xp, etc 20090906 15:16:56< euschn> Crab_: ah, so you would store the carryover information server side? 20090906 15:17:39< Crab_> euschn: well, later, we can store it on client side, as well, for offline use (similar to the way anoone can launch his own wesnothd) 20090906 15:17:51< Crab_> e 20090906 15:18:06< Crab_> euschn: what I was trying to show is that current wesnoth 'client' is good enough 20090906 15:18:39< Crab_> euschn: it's good enough even for campaigns with many players. 20090906 15:18:43< euschn> Crab_: mhm, in that case the client is fine 20090906 15:19:17< euschn> it would take quite some changes to the server though 20090906 15:19:21< Crab_> euschn: no 20090906 15:19:34< Crab_> euschn: from the point of the view of official wesnoth server, that 'the gamemaster' is just a client, too. who creates games. 20090906 15:19:46< Crab_> euschn: wesnothd is "good enough", too. 20090906 15:19:49< euschn> i see 20090906 15:20:40< Crab_> euschn: imagine that the gamemaster is human 20090906 15:21:05< Crab_> euschn: he's knowledgeable, and he can edit saves by hand, and he can create scenarios 20090906 15:21:46< Crab_> euschn: then, given enough time, he can 'take the scenario, copy (by hand) [player] information to a new scenario, log in to wesnothd, create game' 20090906 15:22:21< Crab_> euschn: he can accept a save (say,by email) and get the [player] info from it, too (to handle the offline case) 20090906 15:22:49< Crab_> euschn: what is needed is just 'automating his work' of updating the state of the game world and present scenarios to players. 20090906 15:23:07< Crab_> note that the number of players 'in the campaign' is not limited. 20090906 15:25:42< euschn> Crab_: ok, I think I understand so far. so for this to work, the gamemaster would have to hold all scenariostart savegames with a special "rejoin" tag of all player on the server? 20090906 15:26:04< euschn> s/player(players 20090906 15:26:05< Crab_> and also note that that 'gamemaster' (if he's human) can present a http-based 'map' of the campaign world, with 'progress info' about players actions - to allow players to see the global state of things. 20090906 15:26:30< Crab_> euschn: yes, the gamemaster would need instructions about 'what to do' on certain events. 20090906 15:27:12< Crab_> euschn: i.e. "player with save_id delfador has sent me the completed save of 'return to weldyn' scenario. what games should I present him ?" 20090906 15:28:30< Crab_> euschn: the following could be written, for example, "rejoin delfador's side from his savegame into the start-of-scenario save of scenario N, and allow him access to that scenario" 20090906 15:30:05< Crab_> euschn: or, "show this story scenario to delfador, update the gameworld map (put delfador's icon in weldyn), and tell him to wait until player with save_id=Haldric2 sends me the end save of his 'return_to_weldyn', too." 20090906 15:30:12< euschn> Crab_: i see. so in that case, the gamemaster would not have to store saves at all. a client that logs on just tells the gamemaster about all his "rejoin" saves, and the gamemaster creates games for him accordingly? 20090906 15:30:53< Crab_> euschn: the gamemaster would need to store gameworld information, if there's any. 20090906 15:31:04< euschn> true 20090906 15:32:41< Crab_> euschn: i.e. if previously player "Haldric2" has sent a end-save where he was defeated by orcs (if the campaign allows such outcome), the gamemaster would need to say something about that to player "Delfador" :) 20090906 15:33:15< Crab_> euschn: or, if they join forces, the gamemaster would need both of their saves to reconstruct recall list of each side 20090906 15:33:41< fendrin> Crab_: I have discovered the code that fails. It's the {MODIFY_UNIT (id=Olurf) canrecrut no} macro. 20090906 15:34:30< fendrin> Crab_: But this is something I can't avoid. Olurf has the be ripped of his canrecruit status since more than one unit with canrecruit per side leads to problems. 20090906 15:34:49< Crab_> is it before recalling or after that ? 20090906 15:34:59< euschn> Crab_: should the gameworld keep track of all the players on the server. e.g., if a player id=delfador checks the gameworld, would he see that 123 players with id=haldric are at the same stage of the campaign and eligible for joining forces? 20090906 15:35:06< fendrin> It's after the recall. 20090906 15:35:08< Crab_> if it's after recall, can you try doing it 'before' recall ? 20090906 15:35:27< fendrin> I'll try. 20090906 15:35:43< Crab_> euschn: the GamemasterWML should have tags for that 20090906 15:36:03< Crab_> euschn: the actual logic of the gameworld and it's modification should be WML-based 20090906 15:36:08< CIA-62> ivanovic * r38447 /trunk/utils/pofix.py: arch is *not* a typo in that contect, it is old english! 20090906 15:36:14< Crab_> euschn: to allow as much freedom as possible for UMC creators. 20090906 15:38:03< fendrin> Crab_: Yes! That did it. Can you explain why the order is important? 20090906 15:38:34< Crab_> fendrin: well, before recall it's just a WML variable - you can mess with it in any way you like. 20090906 15:39:57< Crab_> fendrin: after recall, it's a unit, so it's modification triggers substantially bigger code paths 20090906 15:40:13< Crab_> fendrin: so, the *potential* for bugs is bigger. 20090906 15:40:23< fendrin> Crab_: I see. Thank you very much for the help. 20090906 15:42:10< Crab_> euschn: e.g, if some group of players wants to re-enact 'the heir to the throne' with some players (role)playing as Asheviere and her generals, and some as rebels\orcs\elves - they should have the ability to set the gameworld and its rules in any way they like. 20090906 15:43:08< euschn> i see 20090906 15:43:09< fendrin> Crab_, euschn: Looks like you are planning for World of Wesnoth. 20090906 15:43:19< euschn> haha 20090906 15:43:33< Crab_> fendrin: not yet. but I think that someone will actually do it, given the tools :) 20090906 15:43:38< euschn> the idea does get some resemblance to an mmo indeed 20090906 15:43:50< Crab_> euschn: M stands for Multiplayer :) 20090906 15:44:56< Crab_> fendrin: but, seriously - both wesnoth client and wesnothd server already support the things which are needed for it 20090906 15:45:20< Crab_> fendrin: so, only the 'gamemaster' part (a mode of wesnoth client ?) will need to be written 20090906 15:48:50-!- Chusslove [n=Chusslov@brsg-d9bee94f.pool.mediaWays.net] has joined #wesnoth-dev 20090906 15:48:54< fendrin> We would need a new subforum: World of Wesnoth addicted - How to get help 20090906 15:49:15< Crab_> fendrin: no, firstly, we need to announce this on 1st april :) 20090906 15:50:11< Crab_> fendrin: and then the forums, yes :) 20090906 15:50:21< fendrin> :-) 20090906 15:51:42< knotwork_> Crab_: nice thoughts. I had something like that in mind too, but was thinking to use Freeeciv to show strategic picture of the world and have scenarios/campaigns generated reflecting what happened 20090906 15:52:02< knotwork_> then see about allowing wesnoth actions to actually change what happens 20090906 15:52:41< knotwork_> since much of Wesnoth likes to assume history is already known and it is merely telling the story kind of interactively or filling in details that dont change the mainline history 20090906 15:53:14-!- euschn [n=chatzill@wesnoth/developer/euschn] has quit ["ChatZilla 0.9.85 [Firefox 3.5.2/20090729225027]"] 20090906 15:53:44< Crab_> knotwork_: as you see, most pieces, which are needed to implement this, are already in place. 20090906 15:54:13< knotwork_> yes. last time I looked at multiplyer it didnt seem ready, could not even go from one scenario to another 20090906 15:54:50< knotwork_> so that too confirmed idea of telling what did happen instead of allowing the wesnoth scale to actually change the future 20090906 15:55:42< knotwork_> I am using Freeciv (with galactic ruleset) for worlds and crossfire for individuals and figured wesnoth would be mostly for telling the tales after the fact 20090906 15:55:49-!- stikonas_ [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 15:55:54< knotwork_> it is all GNu though, all one GNUniverse 20090906 15:56:23< Crab_> knotwork_: yes, its good to have multiple things which can be combined 20090906 15:56:28< Crab_> knotwork_: and changed 20090906 15:56:30< knotwork_> but if Wesnoth is redy to actually have players steer the coure of history instead of authors predeterminign it for them, cool 20090906 15:57:05-!- euschn [n=chatzill@wesnoth/developer/euschn] has joined #wesnoth-dev 20090906 15:57:09-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 110 (Connection timed out)] 20090906 15:57:10< knotwork_> wesnoth had hitherto seemed to be authors writing what is going to happen regardless of players skills and resource management etc 20090906 15:57:20-!- BenUrban__ [n=benurban@unaffiliated/benurban] has joined #wesnoth-dev 20090906 15:57:41< knotwork_> whereas Freeciv at least if not crossfire aims to have players determine the course of history 20090906 15:58:11< knotwork_> but still in freeciv player is like author; he doesnt have usually to keep "himself" alive he is absract soul of a nation kind of thing 20090906 15:58:45< knotwork_> that is why I wanted ain individual characters scale too so the government types can be more interesting, hard for one player to control whole council of represnetiative of republic etc 20090906 16:00:07< knotwork_> regardless of whether mainline wesnoth wants to allow a possibility of averting the two suns -> three suns disasters timeline it would be interesting to do 20090906 16:01:14< knotwork_> I had figured most of wesnoth tales can plug in easily as history of western end of a continent on some world someplace that had echoes that part of wesnoth history and wonders whether it too is fated to that same line of fate 20090906 16:01:20-!- stikonas_ [n=and@ctv-213-164-125-176.vinita.lt] has quit [Read error: 54 (Connection reset by peer)] 20090906 16:01:30< knotwork_> so they could try to avert it in their world even if wesnoth's doom is inevitble 20090906 16:02:37< Crab_> knotwork_: yes, things and changes like these are possible in the future. but, to get to this point, we need to experiment first with smaller-scale things and campaigns. 20090906 16:03:30-!- Tesafilmchen [n=micha@p5B274FC9.dip.t-dialin.net] has joined #wesnoth-dev 20090906 16:03:46-!- 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"] 20090906 16:03:47< knotwork_> yes. I have made some starting threads in an add-on caleld Between the Worlds illustrting some of the threads I had in mind so far, and using same nations as are existing on freeciv planets already 20090906 16:04:03< knotwork_> with same choices of nation also now in the crossfire system too 20090906 16:04:21< fendrin> euschn: Can you fix that [side] no_leader=yes [unit] id=blah canrecruit=yes leads to blah being recalled instead of newly created? 20090906 16:04:27< knotwork_> so players can come at it from wesnoth or freeciv or crossfire and deal with same GNUniverse 20090906 16:05:14< knotwork_> (wesnoth the engine, not necessarily wesnoth the timeline/history/mainline) 20090906 16:06:58< euschn> fendrin: not sure I understand, can you explain that any further? 20090906 16:06:59< knotwork_> so far all I was going to do was upon seeing which threads actually had one or more players following them, work on those threads continuance and interweaving 20090906 16:07:37< knotwork_> in Between the Worlds you start by choosing a character. then some characters have more choices like wht planet are you from, what nationality are you 20090906 16:07:58< knotwork_> then in theory so far no need to bother proceeding with stories no-one is playing 20090906 16:07:58< Ivanovic> ettin: okay, got it somehow back to a working state, manual generation works again 20090906 16:08:10< Ivanovic> (though this system seems to be really flacky to me...) 20090906 16:08:29< knotwork_> and each player could brach so much you end up with each player being one character instead of 100 people all being konrad 2 kind of thing 20090906 16:09:21< knotwork_> if more than one player decides they are cornish from the planet M4, then expand choices so more than one chaoice of who on that planet does what 20090906 16:09:50< knotwork_> so heading toward roleplay rather than telling them a story of what already happened to someone the all play the part of 20090906 16:10:24< knotwork_> sure you might all be warriors of cornwall on M4, but not all the same warrior, basically 20090906 16:10:46< fendrin> euschn: Right. if I define a unit inside side it is recalled if there is a recall list and a matching unit. But I can only define one unit in side. If I want to define more inside side I need to use the [unit] tag there. But units inside that tag are always newly created and not recalled. 20090906 16:10:46< knotwork_> so like you said the gamemaster is where the automation is needed :) 20090906 16:11:30< Crab_> knotwork_: yes. to allow expression of the logic via WML, to allow it to be automatically processed 20090906 16:11:52< Crab_> knotwork_: and reused, and prepared beforehand (so the player won't have to wait for 'what's next?' 20090906 16:12:34< knotwork_> well not having to wait gets difficult if history is to be chnged by player actions, we have to wait for players to act-or-not before proceeding 20090906 16:12:56< Crab_> knotwork_: if the story demands waiting, that's another thing 20090906 16:13:18< knotwork_> but freeciv with savegame every turn can help with that as we can focus on temporal nexi, key moments in history that go one way or another 20090906 16:13:41< knotwork_> like right now not all the planets are at same point in time 20090906 16:14:05< knotwork_> we already know some stuff bout the late 1500s because we know the Martians on M4 get warp drive about 1865 20090906 16:14:15-!- AI0867 [n=ai@wesnoth/developer/ai0867] has quit [Read error: 60 (Operation timed out)] 20090906 16:14:18< knotwork_> sorry I mean about 1585 20090906 16:15:00< knotwork_> meanwhile we already know they didnt meet the British and Canadians, unless secretly area 51 or something, until after 1865 or so when British on B29 got warp 20090906 16:15:03< knotwork_> and so on 20090906 16:15:28-!- BenUrban__ is now known as BenUrban 20090906 16:15:33< knotwork_> so we can ahve players back in late 1500s trying to help the Cornish (said to be keepers of the grail) against Foo Manchu's evil manchu 20090906 16:15:46< knotwork_> while still proceeding with other times in history on other planets 20090906 16:16:07< knotwork_> but to fit it all together at some point when they all catch up to 1900 or so maybe 20090906 16:16:15-!- AI0867 [n=ai@wesnoth/developer/ai0867] has joined #wesnoth-dev 20090906 16:16:21< Crab_> knotwork_: yes, some 'key points' to sort it out 20090906 16:16:25< knotwork_> depending on which lines players actually turn out to want to play 20090906 16:18:30< knotwork_> basically every place where a player wanted to, or did, go back to save to try differently is a nexus 20090906 16:19:13< knotwork_> if they do that on freeciv scale instead of rolling the dice on thekey battle of two units one could blow it up to detail level with players who are in that unit at wesnoth or crossfire scale 20090906 16:19:39< knotwork_> make whole scenarios about individuals in the unit, and how the win or loss would effect each of them 20090906 16:20:45< knotwork_> or other way round, planet scale dont think it cares about a few units here and there but some individuals in those units do care so affect history by ending up ,aking that unit perform in rare uncommon manner like fluke roll of dice on larger scale 20090906 16:21:48< knotwork_> authors who like to sit back and dictate history we can look and see do the peoples they claim are going to take over a planet really have what it takes, and if so how do they go about it and what do others do about it 20090906 16:22:50< euschn> fendrin: sorry had to go afk. why do you want to declare a unit to be recalled (or put on the recall list?) in a [side] tag? the recall list is populated at the end of the previous scenario only 20090906 16:22:51< knotwork_> (thats where it likely starts to get distasteful to authors, of course... :) 20090906 16:23:11< Crab_> euschn: imagine a scenario #2 with [side] persistent=yes 20090906 16:23:54< Crab_> euschn: if we get to scenario #2 via playing #1 (with side with same side_id), we'll have a recruit list, so we can recall leader on start of scenario #2 20090906 16:24:18< Crab_> s/recruit/recall 20090906 16:24:20< Crab_> euschn: if we get to the scenario #2 via :cl (change level debug command), we'll not have a recall list 20090906 16:25:42< euschn> Crab_: exactly 20090906 16:26:01< fendrin> euschn: Well, that is the way how it is done. [recall] in a event only recalls the unit. But defining it in a side means it is created if it isn't on the recall list. Crab said it. 20090906 16:26:44< Crab_> euschn: so, it'll be nice to have [side] no_leader=yes [unit] id=blah canrecruit=yes to 'recall if unit exists in the recall list, create othervize' 20090906 16:27:40-!- EdB [n=edb@79.95.12.203] has quit [Remote closed the connection] 20090906 16:28:41< fendrin> All of that is already working for the single unit that is defined directly in [side]. And it should work with [side] ...[unit] ... [/unit] [/side] just the same way. Maybe even in events where a [unit] is used. 20090906 16:29:14< CIA-62> ivanovic * r38448 /trunk/ (19 files in 2 dirs): regenerated manual files (now that it finally works again...) 20090906 16:30:13< euschn> fendrin: ok I think I know what you mean now. Ill have to look into it later though as I have to go soon 20090906 16:31:16-!- euschn [n=chatzill@wesnoth/developer/euschn] has quit ["ChatZilla 0.9.85 [Firefox 3.5.2/20090729225027]"] 20090906 16:31:25< CIA-62> ivanovic * r38449 /trunk/ (changelog players_changelog po/wesnoth-trow/de.po): updated German translation 20090906 16:37:26-!- melinath [n=melinath@ip-215-166.north.oberlin.edu] has joined #wesnoth-dev 20090906 16:47:51< knotwork_> Crab_: gotta go sleep but a leaving comment: Freeciv has AI, doesnt have to have players at all do determine history, so default campaigns / scenario sequences can be generated reflecting what did happen / will happen if players do nothing to change it; as base line to start from 20090906 16:48:05< Crab_> ok 20090906 16:48:12< Crab_> thanks for sharing some thoughts 20090906 16:48:31< Soliton> ~[6~[6~[6~ [6~ [B 20090906 16:48:34< knotwork_> thanks to you too, good thoughts, useful into about progress of multiplayer abilities 20090906 16:49:05-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20090906 16:53:59-!- Sirp [n=user@pool-71-164-166-178.dllstx.fios.verizon.net] has joined #wesnoth-dev 20090906 16:56:23-!- wesbot changed the topic of #wesnoth-dev to: 1.6.5 planned for Sunday | 89 bugs, 244 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090906 17:00:12< CIA-62> fendrin * r38450 /branches/1.6/data/campaigns/Legend_of_Wesmere/scenarios/07_Elves_last_stand.cfg: LoW 07: Workaround to bug #14172 20090906 17:00:56< fendrin> Ivanovic: Fixed my blocker for 1.6.5 ^ 20090906 17:01:09< Ivanovic> great 20090906 17:02:11 * fendrin is going to delete the 1.6 branch now. 20090906 17:07:12-!- loktor [n=quassel@c83-254-63-195.bredband.comhem.se] has joined #wesnoth-dev 20090906 17:08:54-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Remote closed the connection] 20090906 17:10:48-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090906 17:14:31-!- loktor [n=quassel@c83-254-63-195.bredband.comhem.se] has quit [Remote closed the connection] 20090906 17:19:46-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20090906 17:25:08-!- lizard_r [n=Miranda@wesnoth/umc-dev/developer/lizard] has joined #wesnoth-dev 20090906 17:31:14-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090906 17:31:27-!- ilor [n=user@wesnoth/developer/ilor] has quit [Remote closed the connection] 20090906 17:31:40-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090906 17:36:24-!- fendrin [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20090906 17:41:21-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."] 20090906 17:43:18-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20090906 17:44:00-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20090906 17:44:06-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20090906 17:45:53-!- loonybot [n=loonybot@79.139.139.133] has joined #wesnoth-dev 20090906 17:47:44-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090906 17:51:58-!- cib0 [n=cib@p5DC428D8.dip.t-dialin.net] has joined #wesnoth-dev 20090906 18:09:23-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 60 (Operation timed out)] 20090906 18:10:23-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090906 18:11:43-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20090906 18:26:56< crimson_penguin> Ivanovic: I think I've successfully updated pango/cairo/pixman - building now to see 20090906 18:27:06< Ivanovic> crimson_penguin: ah, great 20090906 18:27:25< Ivanovic> i am going to try to release 1.6.5 now 20090906 18:27:38< crimson_penguin> cool 20090906 18:28:50< crimson_penguin> I'm gonna have to test if it actually works on 10.4 too, because I had to compile 1 file with 10.5 headers... theoretically it should work, because it used an API that was there in 10.4, but not public until 10.5... but we'll see 20090906 18:29:08< crimson_penguin> if it DOESN'T work, then Pango simply isn't compatible with 10.4 anymore 20090906 18:32:53< melinath> Ivanovic: is there a set time for the string freeze yet? 20090906 18:33:24< Ivanovic> melinath: no 20090906 18:33:31< melinath> thanks. 20090906 18:35:20-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20090906 18:37:32< melinath> Zarel: thanks for that wonderful critique! 20090906 18:37:57< CIA-62> ivanovic * r38451 /branches/1.6/ (131 files in 11 dirs): 20090906 18:37:57< CIA-62> preparing for 1.6.5: 20090906 18:37:57< CIA-62> pot-update (reference update only, no new/changed strings) 20090906 18:37:57< CIA-62> regenerated doc files 20090906 18:39:41-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090906 18:39:54< Zarel> melinath: You're welcome. :) 20090906 18:40:44< Ivanovic> fendrin: got some short changelog line for r38450 ? 20090906 18:43:33< Ivanovic> fendrin: okay, added some really simple version 20090906 18:43:34< CIA-62> ivanovic * r38452 /branches/1.6/ (changelog configure.ac players_changelog src/wesconfig.h): 20090906 18:43:34< CIA-62> bump version to 1.6.5 20090906 18:43:34< CIA-62> add changelog entry for r38450: LoW 07: Workaround to bug #14172 20090906 18:44:45< Ivanovic> AI0867, Chusslove, cib0, corn, crimson_penguin, deekay, dfranke, fendrin, grzywacz, ilor, loonycyborg, mordante, Rhonda, shadowmaster, Sirp, Soliton, zookeeper, everyone else who cares: ready for 1.6.5? 20090906 18:44:54< Ivanovic> (if not you got 5min to stop me...) 20090906 18:44:59 * Soliton nods. 20090906 18:45:58< Zarel> melinath: Although "the Burners' " is correct, "a Burners' " is not, and should be changed to "a Burner's" 20090906 18:46:26< melinath> Zarel: ugh, did I really? 20090906 18:46:38 * melinath goes off to fix. 20090906 18:46:49< Zarel> Yeah. You didn't even _mention_ changing "the" to "a". :| 20090906 18:47:09< Zarel> If I hadn't gone off to see how you rephrased a different part of the Burner desc, I wouldn't even have caught it. 20090906 18:47:23< fendrin> Ivanovic: oh you have been faster. 20090906 18:49:01< melinath> I've been tweaking the last sentence for a few drafts, vacillating between degrees of plurality, and it finally bit me. 20090906 18:50:28< crimson_penguin> Ivanovic: sure 20090906 18:50:45< mordante> Ivanovic, I'm ready 20090906 18:51:20< crimson_penguin> Ivanovic: heh, forgot about my little hex edit I needed to do on the pango dylib for the final touches :P ...and now I have to modify the dependencies of pango's modules to link to it properly too 20090906 18:52:20< Zarel> Ivanovic: I'm ready! 20090906 18:53:24< Ivanovic> crimson_penguin: outsch 20090906 18:59:34-!- Ivanovic changed the topic of #wesnoth-dev to: releasing 1.6.5, using r38452 | 89 bugs, 244 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090906 19:02:42< crimson_penguin> woohoo, my first time since I learned how to use for loops in bash, to actually find a good use for them! 20090906 19:02:54< crimson_penguin> previously, I would've used a perl script for this, and it would've taken much longer 20090906 19:05:00< Ivanovic> using for is mighty fun 20090906 19:08:30< crimson_penguin> so um... I got it to work... but it seems like it's not supporting unicode! 20090906 19:08:45< Ivanovic> (that is at university we have even used it to test how well the nokia n810 handles different encoding settings for videos 20090906 19:09:45< Ivanovic> as in: put ~100 video files in a folder on the sd card, login to the device via ssh, call mplayer within a for-loop over all the files, check how fast things are for a vid and skip to the next with ctrl+c 20090906 19:09:51< Ivanovic> crimson_penguin: uhm, really not good 20090906 19:10:03< Ivanovic> ain't unicode by now the default even on macs? 20090906 19:10:29< crimson_penguin> WOW, and that's how it was with Arial Unicode MS... when I enable DejaVu Sans (in my font library) it's COMPLETELY messed up 20090906 19:10:54< crimson_penguin> Ivanovic: well yes 20090906 19:11:35< CIA-62> ivanovic * r38453 /tags/1.6.5/: tagged 1.6.5, using r38452 20090906 19:12:08-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20090906 19:12:10< Ivanovic> okay, probably something has gone really wrong 20090906 19:12:32< crimson_penguin> seems that way 20090906 19:13:25-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20090906 19:13:32< crimson_penguin> check this out: http://www.happyspork.com/pics/broken_pango.png 20090906 19:13:49-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20090906 19:14:37< crimson_penguin> oh, oops 20090906 19:14:38< crimson_penguin> sorry 20090906 19:14:41< Ivanovic> wow, this looks *special* 20090906 19:15:00< crimson_penguin> it isn't quite that messed up, that's just my screen capturing being broken with SDL :P 20090906 19:15:08< Ivanovic> ahhh, okay 20090906 19:15:58-!- 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"] 20090906 19:17:32< crimson_penguin> reload 20090906 19:17:45< crimson_penguin> and http://www.happyspork.com/pics/broken_pango_dejavu.png 20090906 19:19:17< crimson_penguin> !RABIC :D 20090906 19:19:17 * shikadibot is offended 20090906 19:19:26< crimson_penguin> bahaha 20090906 19:20:25< Crab_> fendrin: ok, looked up about bug #14172. WML [recall] is buggy in 1.6, and cannot be safely used in the middle of the scenario, in the response to attack/die/etc events. 20090906 19:21:35< Crab_> fendrin: so, your workaround (recall -> unstore ) is correct. 20090906 19:25:42< fendrin> Crab_: Let's hope that it isn't used somewhere else. 20090906 19:26:27< Soliton> http://www.wesnoth.org/forum/viewtopic.php?p=382502#p382502 this sounds like a very simple way to implement the requested feature. 20090906 19:29:02< Crab_> fendrin: the sequence is something like that: 1. attack code calls set_random_results 2. so, random results != NULL 3. recruit code checks for the presence of random results 4. remember, random results != NULL because of earlier (1) 5. recall code think that this should not happen from wml recall. assertion failure. 20090906 19:29:04 * mordante imagines 10 legolasses running on a map ;-) 20090906 19:29:30< crimson_penguin> mordante: any idea about pango UTF support? 20090906 19:29:33< mordante> but should be possible but the text should remain short so it fits in a hex 20090906 19:29:41< Ivanovic> ah, "soon" the upload of the 1.6.5 tarball to w.o should be done... 20090906 19:30:47 * crimson_penguin is gonna rebuild from scratch, just in case that could be the problem 20090906 19:31:57< mordante> crimson_penguin, what about it, it expects to receive strings in utf-8 format 20090906 19:32:05< Soliton> mordante: the good thing is that the user is responsible for that. 20090906 19:32:11< crimson_penguin> mordante: well, look at this: http://www.happyspork.com/pics/broken_pango.png 20090906 19:32:22< crimson_penguin> and even more broken: http://www.happyspork.com/pics/broken_pango_dejavu.png 20090906 19:32:41< crimson_penguin> (the former is with Arial Unicode MS, the latter with DejaVu Sans) 20090906 19:32:49< Soliton> i suppose best would be to have a checkbox when renaming a unit to have the name show in the main map so you can only enable it for certain units. 20090906 19:33:58< mordante> Soliton, in theory, but I expect users to abuse it and then complain ;-) 20090906 19:34:17 * Soliton wouldn't care. 20090906 19:34:29< mordante> crimson_penguin, yeah I've seen them but no idea what causes it 20090906 19:35:02< mordante> but really surprising that the A of AFRIKAANS is broken as well 20090906 19:35:09< Ivanovic> uploading the tarball to sf.net 20090906 19:35:15< mordante> and why does the Mac SHOUT? 20090906 19:35:17< fendrin> Crab_: Is that hard to fix? Maybe Ivanovic wants to make another tarball... 20090906 19:35:43< mordante> fendrin, you sound funny ;-) 20090906 19:35:58< crimson_penguin> mordante: yeah, I don't know... !RABIC 20090906 19:36:14< fendrin> mordante: Well, seems like a major bug to me. 20090906 19:36:18< Ivanovic> fendrin: from what Crab_ wrote i understand that the issue in LoW is fixed 20090906 19:36:27< Ivanovic> fendrin: so why should i repackage? 20090906 19:36:39< mordante> fendrin, the wants sounds funny ;-) 20090906 19:36:44-!- Ivanovic changed the topic of #wesnoth-dev to: 1.6.5 released, announcing on Tuesday or Wednesday | 89 bugs, 244 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090906 19:36:55< fendrin> Ivanovic: this is true. But the recall tag is surely used in more places. 20090906 19:37:07< mordante> crimson_penguin, can it be it doesn't use the language string but some language code? 20090906 19:37:16< Crab_> fendrin: start-of-scenario recalls are ok 20090906 19:37:27< Ivanovic> fendrin: just make sure that those are fixed in 1.7.x and everything is fine 20090906 19:37:29< Ivanovic> ;) 20090906 19:37:30< mordante> nevermind all strings are wrong 20090906 19:37:57< crimson_penguin> mordante: well, in the less messed up one it seems more obvious that it's just not doing UTF right 20090906 19:38:16< Crab_> fendrin: this is tricky to fix without side effects. I can replace "assertion failure -> replay corruption ", through. 20090906 19:38:26< crimson_penguin> I guess I should try switching back to the old pango and compiling, to make sure it is an issue with the new one, and not with the newer Wesnoth 20090906 19:38:32< Ivanovic> and since i personally see 1.6 as "basically dead from now on" i won't even do a post release version bump 20090906 19:38:42< mordante> crimson_penguin, it's very odd only the first char seems wrong and spaces are ommitted 20090906 19:38:45< Crab_> Ivanovic: imo, no need to repackage 20090906 19:38:47< mordante> omitted * 20090906 19:38:52< Ivanovic> Crab_: leave it be for 1.6 20090906 19:39:00< Ivanovic> Crab_: no idea what should be done in trunk 20090906 19:39:06< Crab_> but checking if it's present in 1.7 is worthy... 20090906 19:39:27< crimson_penguin> mordante: well, look at portuguese 20090906 19:39:35< crimson_penguin> and romanian 20090906 19:39:50< mordante> Crab_, I get this error on the console "20090906 19:35:46 error config: File not found 'AI_ALWAYS_ASPECT'" 20090906 19:39:51< crimson_penguin> and Norsk 20090906 19:40:50-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 19:41:24< mordante> oh I was looking at the other screenshot 20090906 19:42:22< Crab_> mordante: will fix, that macro was renamed. 20090906 19:42:49-!- kitty_ [n=kitty@wesnoth/artist/kitty] has joined #wesnoth-dev 20090906 19:43:12< crimson_penguin> hey kitty_ 20090906 19:43:18< kitty_> hey! 20090906 19:43:42< crimson_penguin> kitty_: I've decided, Mac users will probably prefer their text like this: http://www.happyspork.com/pics/broken_pango_dejavu.png ... looks better, right? 20090906 19:44:03< kitty_> huh? 20090906 19:44:08< mordante> thanks Crab_ 20090906 19:44:14< mordante> hi kitty_ 20090906 19:44:37-!- Zarel [i=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20090906 19:44:42< crimson_penguin> kitty_: nevermind :P I just upgraded pango (the thing that draws the text) and that was the result... 20090906 19:45:08-!- lizard_r [n=Miranda@wesnoth/umc-dev/developer/lizard] has joined #wesnoth-dev 20090906 19:45:56-!- melinath [n=melinath@ip-215-166.north.oberlin.edu] has quit ["Ex-Chat"] 20090906 19:45:58< fendrin> Ivanovic, Crab_: I wasn't able to reproduce the recall bug in 1.7.trunk. 20090906 19:51:04-!- loonybot [n=loonybot@79.139.139.133] has joined #wesnoth-dev 20090906 19:51:15< Crab_> fendrin: ok, good. 20090906 19:51:37-!- ancestral [n=ancestra@97-116-126-99.mpls.qwest.net] has joined #wesnoth-dev 20090906 19:51:44-!- loonycyborg [n=sergey@79.139.139.133] has joined #wesnoth-dev 20090906 19:53:11< mordante> I'm off bye 20090906 19:53:43-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"] 20090906 19:58:24< Soliton> fendrin: in low:14 there are some starting villages captured but only the elvish type while others are much nearer to the keep. is that intended? 20090906 19:59:48< Soliton> similar thing for the humans. the starting villages bascially don't make a lot of sense. 20090906 20:00:46< fendrin> Soliton: Yes, that is intended. All elvish villages are under elf control. All huts under troll and human villages under human. But the filters are not update to the new village types. 20090906 20:01:31< loonycyborg> Ivanovic: 'rsync -avP -e ssh wesnoth-1.6.5-win32.exe username,wesnoth@frs.sourceforge.net:/home/frs/project/w/we/wesnoth/wesnoth-1.6/wesnoth-1.6.5/'? right? 20090906 20:02:57< Soliton> fendrin: the trolls don't own any villages and there are elven villages next to the human's keep. doesn't make sense. 20090906 20:04:49< fendrin> Soliton: The filters don't work for the new villages. That will fix the trolls not owning villages. The elven villages next to the human keep belong to the elves because elves live there and there is peace between human and elves at this time. What exactly doesn't make sense? 20090906 20:06:09-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090906 20:06:28< Soliton> ok, they're very quick then considering just this battle they made a pact again. 20090906 20:07:10< Soliton> and i don't see why the elvish villages are completely out of the forest. 20090906 20:08:20< fendrin> Soliton: I will have a look at this issue. 20090906 20:11:11-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has joined #wesnoth-dev 20090906 20:13:03< fendrin> Crab_, Soliton: Did the scenario 14 work for you? I have made many changes to that one. 20090906 20:13:13< Crab_> fendrin: yes, it worked ok 20090906 20:14:26< Soliton> fendrin: i've just started. 20090906 20:15:19< fendrin> Soliton: Have fun. 20090906 20:15:31< fendrin> Crab_: Was it easy? 20090906 20:15:41< crimson_penguin> Ivanovic: reverting to the old pango did fix the problems 20090906 20:16:37< Crab_> fendrin: yes - there's little to do in that scenario except to defend in forest.... 20090906 20:16:57< Crab_> fendrin: (and steal villages from the blue player, that is) 20090906 20:17:29< fendrin> Crab_: The reenforecemnts should bring you and the ally in trouble. I gave them much gold, didn't I? 20090906 20:17:46< Crab_> fendrin: no, no troubles. 20090906 20:18:00< fendrin> Crab_: But they did arrive? 20090906 20:18:05< Crab_> fendrin: yes 20090906 20:18:13< Crab_> fendrin: several times the map was a bit enlarged 20090906 20:18:36< Crab_> fendrin: i've even killed a troll leader - he sent all army south and so I killed him while he was alone 20090906 20:18:51< Crab_> fendrin: and the human lost all army in the process. he'd survived for 2-3 more turns 20090906 20:19:22< fendrin> Crab_: The scenario will need more fine tuning then. 20090906 20:19:41< Crab_> fendrin: yes. for example, the human AI should understand ToD to be effective 20090906 20:20:13< Crab_> fendrin: since the orcs are approaching over a long distance, it's possible for humans to meet them at the morning 20090906 20:20:51< Crab_> fendrin: and the end of the scenario should be more epic 20090906 20:21:28< Crab_> fendrin: what do you think about uncovering a part of the map to the east of the battlefield and showing a grand army of 100+ units there ? 20090906 20:21:35-!- vigg [n=vigg-vig@jabber.hsdnetwork.net] has left #wesnoth-dev [] 20090906 20:21:59< Ivanovic> loonybot: yes, the upload line is correct 20090906 20:22:10< fendrin> Crab_: maybe only 30? 20090906 20:22:21< Crab_> fendrin: 100+ is better, hehe :) 20090906 20:22:31< fendrin> Crab_: The idea is good. 20090906 20:22:39< Crab_> fendrin: and with a music change. 20090906 20:22:57< Crab_> fendrin: over Aldar's final phrase 20090906 20:23:39-!- ilor [n=user@wesnoth/developer/ilor] has quit [No route to host] 20090906 20:23:43< Crab_> fendrin: and cavalry only 20090906 20:24:16< loonybot> error: expected constructor, destructor, or type conversion before ',' token 20090906 20:24:29< Crab_> fendrin: (since otherwise the question may be raised: 'why the king has not sent the cavalry alone, to arrive a day or two earlier ?') 20090906 20:25:54< CIA-62> fendrin * r38454 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/02_Hostile_mountains.cfg: 20090906 20:25:54< CIA-62> LoW 2: Implemented different speech depending on who (elves or dwarves) killed the troll leader. 20090906 20:25:54< CIA-62> Check for trolls killed by the player and let Olurf react different. 20090906 20:26:07< fendrin> Soliton: Fixed the speech issue in scenario 2 ^ 20090906 20:26:44-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Read error: 104 (Connection reset by peer)] 20090906 20:27:20< CIA-62> fendrin * r38455 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/06_Acquaintance_in_Need.cfg: LoW 06: Made Olurf persistent again. 20090906 20:27:59< Crab_> fendrin: regarding '   #TODO CRAB why do we store this side? There is nothing done with the variable?' - it is not needed now. 20090906 20:29:35< CIA-62> fendrin * r38456 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/19_Costly_Revenge.cfg: LoW 19: Fixed bug #14242. 20090906 20:29:51< fendrin> Crab_: ^ 20090906 20:29:57< Crab_> fendrin: good 20090906 20:30:21< Crab_> fendrin: SLF uses [terrain] 20090906 20:31:03< Crab_> fendrin: oops, I meant 'terrain=' 20090906 20:32:03< fendrin> Crab_: The emacs mode tells me that there is at least one terrain_type= out there somewhere in data inside [filter_location] 20090906 20:32:23< Crab_> fendrin: now there's at least two :) 20090906 20:32:57< fendrin> Soliton: Be sure to update the campaign before you reach scenario 19. Which was broken before r38456 20090906 20:33:24< Crab_> fendrin: you'll also need to fix the last scenario :) 20090906 20:33:31< crimson_penguin> Ivanovic: this look good? rsync -avP -e ssh *1.6.5.* crimsonpenguin,wesnoth@frs.sourceforge.net:/home/frs/project/w/we/wesnoth/wesnoth1.6/wesnoth-1.6.5 20090906 20:33:40-!- Sciron [n=stefan@p54A94370.dip.t-dialin.net] has joined #wesnoth-dev 20090906 20:34:27< Crab_> fendrin: about LoW 19, the story seems strange... 20090906 20:34:39< Crab_> fendrin: it starts in the middle of conversation.. 20090906 20:35:57< crimson_penguin> ah, missed a - 20090906 20:36:58< fendrin> Crab_: ? 20090906 20:38:47< Crab_> fendrin: the start sentences of the LoW 19 dialogue seem not good to me. 20090906 20:39:05< Soliton> fendrin: affirmative. 20090906 20:40:04< fendrin> Crab_: The talk between Cleodil and Kalenz? 20090906 20:40:15< Crab_> fendrin: no, that talk is LoW 18 20090906 20:40:34< Crab_> fendrin: I'm about LoW 19. firstly, it makes a ref to the dialogue of the previous scenario ( 'But Kalenz failed to persuade the dwarves'), then says about the dwarves ('The dwarves left'), and then immediately jumps into entirely different matter 20090906 20:40:35< fendrin> Crab_: Not all parts of it. 20090906 20:40:56< Crab_> fendrin: and, it's at the point unclear why the shydes and druids are not happy with this. 20090906 20:41:02-!- Sciron [n=stefan@p54A94370.dip.t-dialin.net] has left #wesnoth-dev [] 20090906 20:43:25< Crab_> fendrin: since the player fought with saurians before, and knows they're enemies to elves. so, Cleodil's opinion seems strange at this point 20090906 20:43:55< Crab_> fendrin: maybe 1) change 1st part to 'But Kalenz failed to persuade the dwarves to remain, and so, they left' 2) then, add a quote from Landar himself about the plans for revenge 20090906 20:47:20< fendrin> Crab_: You miss the talk between Kalenz and Landar, right? 20090906 20:47:45< Crab_> fendrin: yes 20090906 20:48:21< fendrin> Crab_: As far as I remember esr denied to write that speech for some reason. 20090906 20:48:29< Crab_> fendrin: ok 20090906 20:48:44< fendrin> Crab_: Let's ask him on monday. 20090906 20:48:54< Crab_> fendrin: and 'But Kalenz failed to persuade the dwarves. ' refers to previous scenario, which might already be forgotten at this point (i.e. a human might leave for a few minutes or days, so he might forget what Kalenz was trying to do' 20090906 20:49:04< Crab_> fendrin: it can be told from narrator's PoV 20090906 20:49:37< Crab_> fendrin: i.e. 'and Landar insisted the elves must march on the empire of the Saurians, to wipe them of from the land of Wesnoth' 20090906 20:50:34< Crab_> fendrin: so the player will understand that this is not usual 'we come, kill your leaders, take your villages and gold, and leave' 20090906 20:52:29-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20090906 20:52:33-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20090906 20:53:11< Crab_> fendrin: so, something like 'ill-feelings between Landar and dwarves continued, and Kalenz has failed to persuade the dwarves to remain. The dwarves left, and, soon after, Landar insisted the elves must march on the empire of the Saurians to wipe them of from the land of Wesnoth' is better, imo. 20090906 20:53:24< Crab_> s/of the/off the 20090906 20:53:51< loonycyborg> Ivanovic: 1.6.5 installer is uploaded. 20090906 20:54:58< Crab_> this fixes two issues: 1) makes the phrase about dwarves self-contained, for those who don't remember "Some dwarves have been found dead in our camp. Landar is extremely unfriendly towards them, and ill-feeling is growing. I think the dwarves will leave us soon - I will try to mend matters between them..." part 2) explains that the raid on saurians is not the usual one. 20090906 20:55:20< fendrin> Crab_: Sounds good. I wouldn't mind another story part with the speech either. But I am not sure if it is clear at this point that they are going to kill everything that moves. This would change some speak during the scenario. 20090906 20:55:31-!- loonybot [n=loonybot@79.139.139.133] has joined #wesnoth-dev 20090906 20:56:13< Crab_> fendrin: it seems that for the Cleodil and shamans it's pretty clear. 20090906 20:57:26-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 20:58:17< Crab_> at start of scenario, it's repeated again, in a pretty clear way - "Now is our chance to finish them off... - I fear this will be a bloodbath... - Destroy them, root and branch. Burn out their homes. Let none remain alive!" 20090906 20:58:59-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 20:59:05< Crab_> and the player has his objectives 'Defeat all enemy units, and destroy all villages' from the start. 20090906 21:01:20-!- Appleman1234 [n=Appleman@131.181.102.169] has joined #wesnoth-dev 20090906 21:06:31-!- Baufo [n=thomas@wesnoth/developer/baufo] has joined #wesnoth-dev 20090906 21:09:41-!- stikonas_ [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 21:11:10-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20090906 21:11:15-!- wajimba [n=Andrew_A@c-24-118-61-250.hsd1.mn.comcast.net] has joined #wesnoth-dev 20090906 21:16:11-!- blarumyrran [n=minaise@81-20-159-197.levira.ee] has quit [] 20090906 21:17:07-!- wajimba1 [n=Andrew_A@c-24-118-61-250.hsd1.mn.comcast.net] has joined #wesnoth-dev 20090906 21:17:47-!- Tesafilmchen [n=micha@p5B274FC9.dip.t-dialin.net] has quit [Remote closed the connection] 20090906 21:18:09-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has quit [Read error: 110 (Connection timed out)] 20090906 21:28:00< Ivanovic> crimson_penguin: with the additional - the url is correct 20090906 21:32:33-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has joined #wesnoth-dev 20090906 21:35:12-!- wajimba [n=Andrew_A@c-24-118-61-250.hsd1.mn.comcast.net] has quit [Read error: 60 (Operation timed out)] 20090906 21:45:47-!- wajimba1 is now known as wajimba 20090906 21:48:18< wajimba> kitty_: did TSI talk to you about new portraits for the home page? 20090906 21:48:45< kitty_> yeah, we'll update them fter wsas is over - why? 20090906 21:49:27< wajimba> oh, because I talked to him about putting some of the new ones up, and I was just wondering if anything had been done about it yet :) 20090906 21:53:44< wajimba> kitty_: nice work btw ;) 20090906 21:55:27< crimson_penguin> well damnit, I forgot to build again after updating the version number and changelog 20090906 21:55:36< crimson_penguin> 41% done uploading, but I guess it's worth starting over 20090906 21:56:01< wajimba> dev version? 20090906 21:56:55< crimson_penguin> hmm? 20090906 21:57:29< wajimba> are you talking about 1.7.5? or what version? 20090906 21:57:43< crimson_penguin> 1.6.5 20090906 21:57:48< crimson_penguin> (for Mac) 20090906 21:57:52< wajimba> ahhh 20090906 22:01:53< grzywacz> zookeeper, around? 20090906 22:03:04-!- alink [n=alink@wesnoth/developer/alink] has joined #wesnoth-dev 20090906 22:11:11< Ivanovic> better update the version number 20090906 22:11:19< Ivanovic> too many will not understand it otherwise 20090906 22:12:31-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Remote closed the connection] 20090906 22:12:47< grzywacz> Anyway, is it just me, or is the 21st scenario of Delfador's Memoirs unbeatable? 20090906 22:13:34< CIA-62> alink * r38457 /trunk/src/ (menu_events.cpp menu_events.hpp playsingle_controller.cpp): 20090906 22:13:34< CIA-62> Resolve blocked gotos (bug #13876), and try to avoid slow queue. 20090906 22:13:34< CIA-62> Seems to work nicely, but complex cases will maybe need more testing/tweaking. 20090906 22:14:22< alink> aah, and now some traffic jam testing :) 20090906 22:15:36< alink> it's funny to see these units manoeuvring anyway 20090906 22:15:38-!- 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"] 20090906 22:16:24< CIA-62> alink * r38458 /trunk/src/unit.cpp: remove dead code 20090906 22:17:52-!- stikonas_ [n=and@ctv-213-164-125-176.vinita.lt] has quit [Remote closed the connection] 20090906 22:20:47< shadowmaster> grzywacz: I heard somewhere that there's a scenario where you mustn't recruit or recall HI or you are doomed 20090906 22:21:45< grzywacz> Well, doesn't seem to be this one. To win this one you have to move your units over 3 hexes of cave wall. Peculiar. :) 20090906 22:26:55-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 22:26:58< zookeeper> grzywacz, am now 20090906 22:30:46< alink> have we some sort of policy against uselessly indenting a whole big file? Because the 3500 lines of menu_events.cpp could use lose an indentation level 20090906 22:31:04< alink> (and 3.5ko) 20090906 22:31:24< grzywacz> zookeeper, cool, can you take a look at 21st scenario of DM and perhaps confirm that it's unbeatable? 20090906 22:31:32< alink> I almost did it, but i prefer to ask before touching so much lines 20090906 22:32:40< shadowmaster> game_events.cpp is also messed up 20090906 22:32:43< alink> Mordante (aka "useless-space killer"): opinion ^ ? 20090906 22:33:15< shadowmaster> as in : "completely inconsisteent identing in every single scope" 20090906 22:33:53< alink> shadowmaster: mmmh maybe, but that seems a less clear case 20090906 22:33:57< zookeeper> grzywacz, you mean play it? 20090906 22:34:04-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20090906 22:34:10< shadowmaster> alink: it's actually pretty clear: "it's messed up" :P 20090906 22:34:15-!- fendrin [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20090906 22:34:20< shadowmaster> silene did it by accident in one of his commits 20090906 22:34:34< grzywacz> zookeeper, no, compare the scenario and map files and confirm that there's no way to move the unit to the hex which triggers a victory event ;) 20090906 22:34:46< alink> shadowmaster: indeed, game_events.cpp has completly inconsistent indentation 20090906 22:34:49< shadowmaster> granted, the indenting was already wrong, but it's now simply bad. 20090906 22:34:59< shadowmaster> *worse 20090906 22:35:02< grzywacz> zookeeper, the way I read it, one has to move a unit to 33,11 to win, which is 3 hexes deep in the cave wall. 20090906 22:35:09< zookeeper> right 20090906 22:35:14< zookeeper> i'll take a look 20090906 22:35:28< zookeeper> in the meantime, {MODIFY_UNIT (x,y=$x1,$y1) (goto_x,goto_y) (1,19) } etc is definitely not going to work 20090906 22:35:48< alink> menu_events.cpp is just a huge indented namespace with a tiny easy-to-move anon namespace in the middle 20090906 22:36:04< Crab_> zookeeper: it should be rewritten using fai 20090906 22:36:44< CIA-62> fendrin * r38459 /trunk/data/campaigns/Legend_of_Wesmere/utils/characters.cfg: LoW Characters: Removed the side tag from Landar since he is appearing on several sides. 20090906 22:37:24< CIA-62> fendrin * r38460 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/22_Northern_Battle.cfg: LoW 22: Made Landar's side persistent. 20090906 22:38:29< zookeeper> grzywacz, well, yes, looks impossible 20090906 22:40:10< shadowmaster> zookeeper: where is that code? 20090906 22:40:47< CIA-62> fendrin * r38461 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/23_End_of_War.cfg: 20090906 22:40:47< CIA-62> LoW 23: Made Landar's side persistent. 20090906 22:40:47< CIA-62> This fixes bug #14243. 20090906 22:41:22< zookeeper> shadowmaster, in DM scen 21 20090906 22:41:34< shadowmaster> oh, who is the maintainer? 20090906 22:41:38< shadowmaster> :p 20090906 22:42:29< zookeeper> funnily enough i think that syntax could be made to work by just using [set_variables] in the macro def 20090906 22:43:33< shadowmaster> wesbot: seen zarel 20090906 22:43:33< wesbot> shadowmaster: The person with the nick Zarel last spoke 3h 51m ago. 2h 58m ago was here and on the channel #wesnoth with the message: Read error: 110 (Connection timed out) 20090906 22:44:17-!- melinath [n=melinath@ip-78-236.wireless.oberlin.edu] has quit [Read error: 110 (Connection timed out)] 20090906 22:48:47-!- Appleman1234 [n=Appleman@131.181.102.169] has quit [Read error: 60 (Operation timed out)] 20090906 22:52:36< fendrin> Is there anything to fix in DM? 20090906 22:53:35< shadowmaster> guess what. 20090906 22:54:42-!- boucman [n=rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20090906 22:55:26-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20090906 22:56:22< fendrin> zookeeper: Are you going to modify the MODIFY_UNIT macro to handle more than one variable or shall I fix that in the scenario? 20090906 22:56:23-!- wesbot changed the topic of #wesnoth-dev to: 1.6.5 released, announcing on Tuesday or Wednesday | 88 bugs, 243 feature requests, 12 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20090906 22:57:16< zookeeper> fendrin, please fix it in the scenario, i'm not sure if it's worth it to change the macro 20090906 22:57:47< zookeeper> besides, it would actually break some cases anyway, so i think i won't 20090906 22:58:26-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20090906 23:03:52-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 110 (Connection timed out)] 20090906 23:06:14< fendrin> But where to place that secret wall? I wonder that nobody reported that bug before. 20090906 23:06:53< Crab_> fendrin: it was definitely playable some time ago.. 20090906 23:07:33< shadowmaster> fendrin: uhm? 20090906 23:08:13< fendrin> shadowmaster: uhm? 20090906 23:08:23< shadowmaster> DM is probably not the most popular of all mainline campaigns (besides being very new), and most casual players are too lazy to report bugs. That should be the answer to your wondering. 20090906 23:08:52< shadowmaster> it also lacked some proper testing as UMC because of its various greater blocker bugs 20090906 23:08:55-!- kitty_ [n=kitty@wesnoth/artist/kitty] has quit [] 20090906 23:11:41< shadowmaster> um, let's see, Raptorus is from germany. 20090906 23:12:25< shadowmaster> ah, but the join date is too recent. 20090906 23:12:45< shadowmaster> ehh... this is not #wesnoth-umc-dev? :( 20090906 23:12:51< CIA-62> fendrin * r38462 /trunk/data/campaigns/Delfadors_Memoirs/scenarios/21_clash_at_the_manor.cfg: 20090906 23:12:51< CIA-62> DM 21: Moved a secret door trigger out of unpassable terrain. 20090906 23:12:51< CIA-62> Fixed a modify_unit macro that was supposed to handle two variables at once which it can't. 20090906 23:17:06< Crab_> wesbot: log 34657 20090906 23:17:09< wesbot> shadowmaster * r34657 : Run the Wesnoth-UMC-Dev maintenance toolchain a last time as the correct SVN properties were lost due to the unversioned middle-step. 20090906 23:17:13< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=34657 20090906 23:17:33< Crab_> oops, not the right one :) 20090906 23:17:37< Crab_> wesbot: log 34787 20090906 23:17:37< wesbot> esr * r34787 : DM map improvements along lines suggested by ShadowMaster. 20090906 23:17:40< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=34787 20090906 23:18:13< Crab_> fendrin: it seems that the map changed but the location was not updated 20090906 23:19:11-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20090906 23:19:39< fendrin> Crab_: I see. I moved it under the nord spawn point of the riders. I hope it fits there. 20090906 23:19:57< Crab_> fendrin: yes, seems logical enough 20090906 23:22:30< grzywacz> wesnoth: gui/widgets/window.cpp:631: void gui2::twindow::init_linked_size_group(const std::string&, bool, bool): Assertion `!has_linked_size_group(id)' failed. 20090906 23:22:30< grzywacz> ? 20090906 23:25:11< grzywacz> ah well 20090906 23:26:32< shadowmaster> wesbot: seen DDR 20090906 23:26:33< wesbot> shadowmaster: The person with the nick DDR last spoke 1d 18h ago. 1d 14h ago was here and on the channels #wesnoth and #wesnoth-umc-dev with the message: Read error: 60 (Operation timed out) 20090906 23:26:40-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev 20090906 23:35:02-!- Appleman1234 [n=Appleman@131.181.102.169] has joined #wesnoth-dev 20090906 23:35:38-!- Appleman1234 [n=Appleman@131.181.102.169] has quit [Remote closed the connection] 20090906 23:37:06-!- ilor_ [n=user@wesnoth/developer/ilor] has quit [No route to host] 20090906 23:39:21< boucman> night all 20090906 23:39:27-!- boucman [n=rosen@wesnoth/developer/boucman] has quit ["Leaving."] 20090906 23:41:01-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20090906 23:41:26-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20090906 23:43:15-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20090906 23:44:49-!- stikonas [n=and@ctv-213-164-125-176.vinita.lt] has joined #wesnoth-dev --- Log closed Mon Sep 07 00:00:02 2009