--- Log opened Tue Oct 06 00:00:31 2009 20091006 00:00:34 * alink wait to see which bugs were already in 1.4 (which is considered to have less AI bugs than 1.6) 20091006 00:04:35< shadowmaster> changing a unit's variation with an [object] doesn't seem to reset the unit's portrait's to the default for the new variation. 20091006 00:04:49 * shadowmaster ponders this. 20091006 00:06:48< shadowmaster> Crab_: the last 1.7.x release wasn't officially branded as beta, right? 20091006 00:07:08-!- DDR [n=chatzill@66.183.125.196] has joined #wesnoth-dev 20091006 00:07:12< shadowmaster> in such case we still need at least one beta and one RC bfore 1.8 unless Ivanovic went mad and decided to break with the tradition 20091006 00:07:27< Crab_> ok 20091006 00:07:28-!- kitty_ [n=kitty@e180197226.adsl.alicedsl.de] has quit [] 20091006 00:07:30< shadowmaster> (which isn't too unlikely I guess) 20091006 00:07:47< alink> you mean crazy_ivanovic ? 20091006 00:07:52< shadowmaster> yes, indeed 20091006 00:09:33< Crab_> as I look into http://www.wesnoth.org/wiki/Older_News, I see that there were many beta's till 1.6 ( 1.5.9-1.5.14, February 2 2009 -> March 16 2009 ) 20091006 00:09:52< Crab_> alink: so, judging from that, I'd say it's fine enough to fix those bugs. 20091006 00:10:50< shadowmaster> I mentioned 1 and 1 for the case of a very stable series ^_^ 20091006 00:11:08-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #weSNOTh-dev 20091006 00:11:25< shadowmaster> of course, the likeness of that happening is similar to finding dolphins driving public transportation buses 20091006 00:11:26 * alink is compiling 1.4, but looking the source, that bug was probably there too 20091006 00:26:06< alink> yeah it's also in 1.4 :( 20091006 00:26:30< Crab_> interesting 20091006 00:26:39< alink> probably very old, because linked to another bug that IIRC was also in 1.2 20091006 00:28:39< alink> Crab_: somehow related to the old error that we already discussed about an incorrect always matching (because checking the always present dummy move), setting move_cost to 0, etc... 20091006 00:29:06< Crab_> it ought to be rewritten from scratch... 20091006 00:30:26< alink> yes probably, make this maybe never-worked code work as initially wanted could possibly don't give good results 20091006 00:32:14-!- Bellerophon_true [n=chatzill@89.142.149.252] has joined #wesnoth-dev 20091006 00:38:21-!- giusef [n=giusef@unaffiliated/giusef] has joined #wesnoth-dev 20091006 00:42:38-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit ["brb"] 20091006 00:48:52< shadowmaster> I can't believe that a SVN commit that took me originally 3 minutes to send for one branch, is taking 30 minutes for the trunk of the same repository. 20091006 00:49:11-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20091006 00:53:24-!- Nayela [n=Nayela@cpc3-lich6-0-0-cust673.brhm.cable.ntl.com] has quit [Read error: 110 (Connection timed out)] 20091006 01:06:33-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz"] 20091006 01:07:05-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20091006 01:17:15-!- Bellerophon_true [n=chatzill@89.142.149.252] has quit ["ChatZilla 0.9.85 [Firefox 3.5.3/20090824101458]"] 20091006 01:22:50< shadowmaster> um. 20091006 01:23:12< shadowmaster> wesnoth got stuck on quit. Oh great. 20091006 01:35:02< shadowmaster> what the hell. wesnoth_addon_manager doesn't follow symbolic links or what? 20091006 01:36:53< shadowmaster> :/ 20091006 01:40:25-!- giusef [n=giusef@unaffiliated/giusef] has quit ["exit (-1);"] 20091006 01:49:21-!- mjs-de [n=mjs-de@wh.uni-dortmund.de] has quit [Read error: 148 (No route to host)] 20091006 01:51:28-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth-dev 20091006 01:58:00-!- meowreka [n=Administ@c-69-242-154-116.hsd1.mo.comcast.net] has joined #wesnoth-dev 20091006 01:58:12< meowreka> hello everyone in the universe 20091006 01:58:53-!- meowreka [n=Administ@c-69-242-154-116.hsd1.mo.comcast.net] has quit [Client Quit] 20091006 02:02:19-!- Zarel [n=Zarel@nat-portal-160-94-47-16.uofm.wireless.umn.edu] has joined #weSNOTh-dev 20091006 02:06:40-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has joined #wesnoth-dev 20091006 02:20:21-!- ardesh__ [n=ardesh@port-92-206-15-13.dynamic.qsc.de] has joined #wesnoth-dev 20091006 02:27:36-!- ardesh_ [n=ardesh@port-92-206-52-117.dynamic.qsc.de] has quit [Read error: 110 (Connection timed out)] 20091006 02:31:17-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20091006 02:52:05-!- ancestral [n=ancestra@97-116-105-75.mpls.qwest.net] has joined #wesnoth-dev 20091006 02:52:52-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 03:03:24-!- ancestral [n=ancestra@97-116-105-75.mpls.qwest.net] has quit ["And that’s the end of THAT chapter."] 20091006 03:10:22-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20091006 03:17:50-!- chains [n=Rylar@netblock-72-25-91-59.dslextreme.com] has joined #wesnoth-dev 20091006 03:20:36-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has quit [Read error: 104 (Connection reset by peer)] 20091006 03:21:23-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20091006 03:24:27-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20091006 03:32:39-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20091006 03:39:52-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has quit [Remote closed the connection] 20091006 03:45:01-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has quit ["On the road again"] 20091006 03:49:03-!- Blueblaze [n=nick@adsl-99-171-161-30.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20091006 03:58:55-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20091006 04:05:26< CIA-62> alink * r39120 /trunk/src/ai/default/move.cpp: use recent new rate_target function to reduce cope cloning 20091006 04:07:34< alink> bye 20091006 04:07:36-!- alink [n=alink@wesnoth/developer/alink] has quit [Remote closed the connection] 20091006 04:12:49< shadowmaster> is it just me, or wesnoth.org is lagging a lot? 20091006 04:13:11< shadowmaster> um. okay, it's just me. The ssh connection seems to be fine. 20091006 04:13:49< Crab_> shadowmaster: the website opened without big delay. 20091006 04:17:09-!- ardesh__ [n=ardesh@port-92-206-15-13.dynamic.qsc.de] has quit ["Quis custodiet ipsos custodes"] 20091006 04:18:20< shadowmaster> um, sure. 20091006 04:32:41-!- Crab_ [i=crab@wesnoth/developer/crab] has quit [Read error: 60 (Operation timed out)] 20091006 04:36:24-!- chains [n=Rylar@netblock-72-25-91-59.dslextreme.com] has quit [Remote closed the connection] 20091006 04:53:02-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 04:57:23-!- Ivanovic_ [n=ivanovic@dtmd-4db264fc.pool.mediaWays.net] has joined #wesnoth-dev 20091006 05:11:03-!- ilor_ [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20091006 05:13:23-!- Ivanovic [n=ivanovic@wesnoth/developer/ivanovic] has quit [Read error: 113 (No route to host)] 20091006 05:15:21-!- Ivanovic_ is now known as Ivanovic 20091006 05:25:24-!- ancestral [n=ancestra@97.116.105.75] has joined #wesnoth-dev 20091006 05:32:26-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #weSNOTh-dev 20091006 05:34:29-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit [Client Quit] 20091006 05:37:38-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #weSNOTh-dev 20091006 05:46:38-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit ["'night"] 20091006 05:53:48-!- chains [n=Rylar@netblock-72-25-91-59.dslextreme.com] has joined #wesnoth-dev 20091006 05:53:57< chains> Anyone else take the source forge survey besides me? :P 20091006 06:00:18-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20091006 06:01:57< Zarel> sf has a survey? 20091006 06:08:13-!- ancestral [n=ancestra@97.116.105.75] has quit ["And that’s the end of THAT chapter."] 20091006 06:22:27-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20091006 06:33:05-!- chains 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[n=George@c-98-223-235-36.hsd1.in.comcast.net] has quit [Read error: 105 (No buffer space available)] 20091006 09:12:13-!- Appleman1234 [n=Appleman@131.181.102.205] has quit [Read error: 110 (Connection timed out)] 20091006 09:47:33-!- Appleman1234 [n=Appleman@131.181.102.205] has joined #wesnoth-dev 20091006 10:02:15-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 10:05:59-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20091006 10:09:52-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 145 (Connection timed out)] 20091006 10:27:14-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 10:38:52-!- ilor_ [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20091006 10:39:55< Ivanovic> moin 20091006 10:40:44< Ivanovic> alink, crab_, shadowmaster: of course there are some beta and rc releases planned 20091006 10:45:37< stikonas> and 101 bugs is too much for doing stable release now... 20091006 10:45:42< stikonas> s/is/are/ 20091006 10:50:26< Ivanovic> :) 20091006 10:56:13-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20091006 11:10:16-!- stikonas [n=and@bcm-131-111-216-119.girton.cam.ac.uk] has joined #wesnoth-dev 20091006 11:11:50-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: shadowmaster, AnMaster, zookeeper, noy, CIA-62, erl_, Doppp, Amu, PK8, Appleman1234, (+12 more, use /NETSPLIT to show all of them) 20091006 11:12:22-!- Netsplit over, joins: noy, Soliton, ilor, Appleman1234, zookeeper, Ivanovic, isaac, shikadibot, Doppp, ettin (+12 more) 20091006 11:39:11-!- Appleman1234 [n=Appleman@131.181.102.205] has quit [Read error: 110 (Connection timed out)] 20091006 11:47:56-!- Crab_ [i=crab@wesnoth/developer/crab] has joined #wesnoth-dev 20091006 12:04:38-!- Nae [i=Nae@80.221.20.241] has joined #wesnoth-dev 20091006 12:16:47-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20091006 12:16:56-!- loonybot [n=loonybot@79.139.139.50] has joined #wesnoth-dev 20091006 12:17:42-!- loonycyborg [n=sergey@79.139.139.50] has joined #wesnoth-dev 20091006 12:21:40-!- Nae [i=Nae@80.221.20.241] has left #wesnoth-dev ["Leaving"] 20091006 12:34:51-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has joined #wesnoth-dev 20091006 13:06:12-!- ardesh [n=ardesh@port-92-206-15-13.dynamic.qsc.de] has joined #wesnoth-dev 20091006 13:18:54-!- SonIcco [n=SonIcco@pD951071C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20091006 13:46:36< CIA-62> ivanovic * r39121 /trunk/po/ (wesnoth-ei/de.po wesnoth-sof/de.po): updated German translation 20091006 14:01:58-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 14:02:00< Soliton> zookeeper: any reason to use ai turn events in campaigns? 20091006 14:03:51< Crab_> Soliton: as a shortcut for [if] [variable] name=side_number equals=SOME_AI_SIDE_NUMBERS [/variable] in turn events ? 20091006 14:04:52< Soliton> what if some side is or isn't played by an ai other than expected? 20091006 14:05:20< Soliton> like letting an ai beat a campaign or taking over your ai ally. 20091006 14:05:34< Crab_> if 'droided side' plays, the event will fire 20091006 14:05:45< Crab_> it's fired in ai::manager::play_turn 20091006 14:05:49< Soliton> ..at the wrong time. 20091006 14:06:19< Crab_> Soliton: well, depends on what you want to do 20091006 14:06:28< Crab_> Soliton: if you want to set ai parameters, it's a good time 20091006 14:06:31< Soliton> the point is that i doubt the intent ever really is to make sure the event is fired only if some side is an ai. 20091006 14:07:18< Crab_> originally it was fired from inside default ai 20091006 14:07:44< zookeeper> Soliton, well, i guess not, besides the event just not triggering except on AI turns, saving some milliseconds in performance... 20091006 14:07:46< Soliton> specifically i'm looking at the turn 5 event in low:14. 20091006 14:08:08< Soliton> which is even sillier a nested event for no reason afaict. 20091006 14:08:30< zookeeper> yeah, that should be side turn instead 20091006 14:08:40< Soliton> (and it seems nested events are not handled right in replays which is how i stumbled upon it.) 20091006 14:09:13< zookeeper> generally i'd never use AI turn unless it's really supposed to only happen if it's an AI, like messing with their behaviour or something 20091006 14:09:42< Crab_> yes, if you want to catch all droid-ed sides, too... 20091006 14:09:48< Soliton> right, that's what i think it should be used like but probably isn't in any mainline campaign? 20091006 14:09:55< Crab_> it can happen multiple times per turn, too 20091006 14:10:14< zookeeper> it can? 20091006 14:10:23< Crab_> ai fallbacks to human -> human droids the side -> ai plays again 20091006 14:10:26< Soliton> i guess it fires when you droid a side. 20091006 14:10:38< zookeeper> Soliton, there _might_ be some valid uses of that in mainline, not sure 20091006 14:10:43< Soliton> since the ai restarts its turn. 20091006 14:10:44< zookeeper> Crab_, ah, right 20091006 14:10:58< Soliton> ok, just wanted to point it out. 20091006 14:11:14< Soliton> there aren't many ai turn events. 20091006 14:12:24< Crab_> ai turn with [if] [variable] name=side_number equals=N [/variable] is usually silly. 20091006 14:13:07< Soliton> in this case it is a turn 5 event with a nested ai turn event inside. 20091006 14:13:24< Crab_> Soliton: that would only make sense with first_time_only=no 20091006 14:13:49< Crab_> i.e. "starting on turn 5, fire a event on start of each ai turn" 20091006 14:14:47< Soliton> it's just meant to fire once to make the map larger and spawn reinforcements. 20091006 14:15:01< Crab_> it should be a simple turn event 20091006 14:15:03< zookeeper> Crab_, why would that be usually silly? 20091006 14:16:07< Soliton> well, it should come after the player so the reinforcement can recruit before side 1 gets a turn. 20091006 14:16:16< zookeeper> and yeah, i'd rather have those LoW events trigger at round start since then the player can actually react to them on his turn 20091006 14:16:49< zookeeper> although maybe then they could be ambushed by the player and killed before they're a thread 20091006 14:16:49< Soliton> no, it's just leaders spawning with gold. 20091006 14:16:55< Soliton> they still have to recruit. 20091006 14:16:57< zookeeper> threat, even 20091006 14:16:58< zookeeper> right 20091006 14:17:08< Soliton> so they really should get a turn first. 20091006 14:17:18< zookeeper> sounds fine then 20091006 14:17:38< Soliton> ok, so there is no filter for that, yes? i have to use if? 20091006 14:17:52< Crab_> zookeeper: in mainline, ai turn events are used in a wrong way, as a "fire only if ai side plays, and do non-ai-related things" 20091006 14:18:09< zookeeper> well, couldn't you just change ai turn to side turn? 20091006 14:18:10< Crab_> zookeeper: then, if we add [if] [variable] name=side_number equals=N [/variable] condition, 20091006 14:18:49< zookeeper> and yes, there's no filter for that 20091006 14:18:58< Crab_> zookeeper: then, we're really checking if ("current side is ai side") and ("current side number is N") for non-ai-related purposes 20091006 14:19:13< Crab_> and this is the same as just ' if ("current side number is N")' 20091006 14:19:20< Soliton> zookeeper: i still have to filter for turn 5 and a side 2 or 3. 20091006 14:19:52< zookeeper> Soliton, the nested event takes care of turn 5 and does it really matter if they always spawn at side 2 turn start? 20091006 14:20:11< Soliton> i want to get rid of the nested event. 20091006 14:20:19< Crab_> zookeeper: note that that 'wrong' mainline usage of ai turn stems from the tutorial. 20091006 14:20:20-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20091006 14:20:30< zookeeper> oh. why? i find it a pretty nice way of "filtering" for the round number 20091006 14:20:55< Soliton> because it doesn't work in replays. 20091006 14:21:03< zookeeper> Crab_, sure, i just thought you were referring to the pattern in general, not how it's currently used 20091006 14:21:09< Soliton> not to say that shouldn't be fixed of course.. 20091006 14:21:18< Crab_> zookeeper: yes, I was referring to current use 20091006 14:21:18< Soliton> but i thought it's also a bit silly. 20091006 14:21:26< zookeeper> Soliton, huh? yeah, that should definitely be fixed 20091006 14:21:40< Crab_> and current use is wrong. e.g. it's broken by droid-ing sides. 20091006 14:21:56< Crab_> i.e. if someone wants the ai to play the campaign as human, something might break. 20091006 14:22:14< zookeeper> Soliton, if you prefer an [if] then go ahead, it's not a big deal which way is used. i just personally don't find the current way silly at all. 20091006 14:22:59< Soliton> is there an autovariable for $turn? 20091006 14:23:17< zookeeper> $turn_number 20091006 14:23:44< Crab_> maybe it's useful to add a new event for 'specific turn of specific side' ? 20091006 14:24:04< zookeeper> Crab_, yes, it would :| 20091006 14:24:12< Soliton> [filter_turn]? 20091006 14:24:20< Soliton> [filter_side]? 20091006 14:24:30< Crab_> [event] name=turn7side1 [/event] 20091006 14:24:57< Soliton> yeah, that's maybe better. 20091006 14:24:58< zookeeper> name=turn X side Y sounds nice enough to me 20091006 14:25:40< zookeeper> it'd also be nice to have name=side X turn so you could make something happen on each side 2 turn without an [if]... 20091006 14:25:45< Crab_> zookeeper: and "turn side Y" for matching 'any' turn of side Y 20091006 14:25:51< zookeeper> echo ;) 20091006 14:26:04< Crab_> :) 20091006 14:26:34< Crab_> zookeeper: then, "side X turn" and "side X turn Y" ;) 20091006 14:26:36< zookeeper> but it should rather be named "side X turn" since the general side turn is named "side turn" 20091006 14:26:43 * Soliton prefers the term side turn. 20091006 14:27:08< zookeeper> Crab_, yep 20091006 14:28:08< Crab_> looks like a simple patch to play_controller::do_init_side will do it.. 20091006 14:28:34< zookeeper> so it's "turn Y", "side turn", "side X turn" and "side X turn Y". nice. 20091006 14:28:37< Soliton> yep. too late for 1.8 though. 20091006 14:28:42< zookeeper> ssh. 20091006 14:28:46< Crab_> Soliton: why too late ? 20091006 14:29:01< Crab_> Soliton: we aren't breaking anything 20091006 14:29:03< Soliton> the f-word? 20091006 14:29:21< Crab_> Soliton: feature-completeness ? 20091006 14:29:28< Soliton> well, i personally won't stand in your way... ;-) 20091006 14:29:49< Crab_> I think that the change is simple enough to not cause multiple bugs :) 20091006 14:30:10< Soliton> zookeeper: is there also side_number? 20091006 14:31:02< Soliton> nevermind found the wiki page. 20091006 14:32:37< Soliton> http://nopaste.com/p/aQ9kUD98s looks ok? 20091006 14:33:11< Crab_> Soliton: no 20091006 14:33:23< Crab_> Soliton: it will fire on human turn 5, yes ? 20091006 14:33:32< Crab_> Soliton: and it's first_time_only, isn't it ? 20091006 14:34:00< Soliton> it should fire on side 3 turn 5 20091006 14:34:18< Soliton> and just once, yes. 20091006 14:34:54< Soliton> the event will fire on side one but nothing will be done. 20091006 14:35:06< Crab_> Soliton: but, will the event be fired again ? 20091006 14:35:14< Soliton> no idea. 20091006 14:35:27< Crab_> Soliton: it's first_time_only, isn't it ? 20091006 14:35:43< Soliton> probably needs first_time_only = no. 20091006 14:35:58< Crab_> Soliton: yes, this way it'll work. 20091006 14:37:57< Soliton> i'll gladly make it a turn 5 side 3 event though. 20091006 14:38:18< Crab_> what should be the order of the turn start events ? 20091006 14:39:26< Crab_> of those four events: "side 3 turn 5" "side 3 turn" "turn 5" "new turn" 20091006 14:39:27< zookeeper> hmm...i'd say "new turn", "turn X", "side turn", "side X turn", "side X turn Y" 20091006 14:39:42< Soliton> currently new turn is after turn X. 20091006 14:39:44< Crab_> zookeeper: note that atm, new turn is fired 'after' 'turn X' :) 20091006 14:39:53< Crab_> zookeeper: so, reverse ? 20091006 14:39:56< Soliton> but i would have said that as well. 20091006 14:40:15< zookeeper> oh, right...maybe just move "new turn" and "turn X" to be the last ones and switch their places 20091006 14:40:26< zookeeper> err, nevermind 20091006 14:40:35< zookeeper> just switch their places 20091006 14:41:07< Crab_> "turn X, new turn,side X turn, side X turn Y" ? 20091006 14:41:22< Soliton> there is no right order anyway. there can always be cases where you'd like a different order and are screwed.. 20091006 14:41:25< zookeeper> "turn X, new turn, side turn, side X turn, side X turn Y" 20091006 14:42:01< Crab_> 'side turn' is different from turn X and new turn 20091006 14:42:08< zookeeper> sure, but firing general ones first and then the specific ones sounds like a good idea 20091006 14:42:19< Crab_> 'side turn' is fired always 20091006 14:42:20< Soliton> then new turn should be first. 20091006 14:42:40< zookeeper> Crab_, of course 20091006 14:43:26< Crab_> and others are fired not always (they're guaranteed to fire only once per turn) 20091006 14:44:47< Soliton> IMO, general before specific and turn before side turn. 20091006 14:44:57< Crab_> so, "turn X (once per turn), new turn (once per turn), side turn (always), side X turn (always), side X turn Y (always)" ? 20091006 14:45:49< Crab_> e.g. add "side X turn (always), side X turn Y (always)" after existing events 20091006 14:47:28< Crab_> btw, is there a specific reason 'side turn' is fired always ? 20091006 14:47:58< Soliton> why wouldn't it? 20091006 14:49:03< Soliton> it is an event fired whenever a different side gets a new turn. 20091006 14:49:25< Soliton> a new side turn that is. 20091006 14:50:21< Crab_> ok 20091006 14:51:59< Crab_> something like http://nopaste.com/p/aE2TRbcsT 20091006 14:52:48< Crab_> oops, http://nopaste.com/p/aeEeUNuH7 20091006 14:56:36-!- stikonas [n=and@bcm-131-111-216-119.girton.cam.ac.uk] has quit [Remote closed the connection] 20091006 14:57:57< Soliton> looks good. 20091006 14:58:21< Crab_> I'll test and commit 20091006 15:16:33-!- ilor [n=user@avc145.neoplus.adsl.tpnet.pl] has joined #wesnoth-dev 20091006 15:27:33-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit [Remote closed the connection] 20091006 15:28:05-!- loonycyborg [n=sergey@79.139.139.50] has joined #wesnoth-dev 20091006 15:34:02-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20091006 15:44:28-!- ilor_ [n=user@wesnoth/developer/ilor] has quit [Read error: 105 (No buffer space available)] 20091006 15:58:38-!- SonIcco [n=SonIcco@pD951071C.dip0.t-ipconnect.de] has quit [Read error: 113 (No route to host)] 20091006 16:10:58-!- SonIcco [n=SonIcco@pD951071C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20091006 16:20:13-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 102 bugs, 237 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20091006 16:26:02< CIA-62> crab * r39122 /trunk/src/play_controller.cpp: added 'side X turn' and 'side X turn Y' events 20091006 16:26:04< CIA-62> crab * r39123 /trunk/changelog: changelog entry for the above commit 20091006 16:30:22-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: ettin, AnMaster, ilor 20091006 16:30:41-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20091006 16:31:24-!- Netsplit over, joins: ilor, AnMaster, ettin 20091006 16:31:58-!- AnMaster [n=AnMaster@unaffiliated/anmaster] has quit [SendQ exceeded] 20091006 16:41:38-!- AnMaster [n=AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20091006 16:46:45< Rhonda> Soliton: If you feel like it, please /upgrade your irssi. :) 20091006 16:55:50-!- alink [n=alink@wesnoth/developer/alink] has joined #wesnoth-dev 20091006 17:13:23-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: shadowmaster, Tigge 20091006 17:13:23-!- Tigge_ [n=tigge@c-5ba372d5.015-28-73746f34.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20091006 17:13:34-!- Netsplit over, joins: shadowmaster 20091006 17:14:00-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: Crab_, wesbot 20091006 17:14:00-!- wesbot_ [n=wesbot@asteria.debian.or.at] has joined #wesnoth-dev 20091006 17:14:12-!- wesbot_ is now known as wesbot 20091006 17:14:29-!- Netsplit over, joins: Crab_ 20091006 17:17:53-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: ettin, ilor 20091006 17:18:06-!- Netsplit over, joins: ilor, ettin 20091006 17:23:24-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: ettin, ilor 20091006 17:23:41-!- Netsplit over, joins: ilor, ettin 20091006 17:28:50-!- SonIcco_ [n=SonIcco@pD9513CDE.dip0.t-ipconnect.de] has joined #wesnoth-dev 20091006 17:30:58< CIA-62> alink * r39124 /trunk/src/actions.cpp: Fix a invalidation glitch with ambush reported in forum 20091006 17:32:38-!- Sirp [n=user@wesnoth/developer/dave] has joined #wesnoth-dev --- Log closed Tue Oct 06 17:33:33 2009 --- Log opened Tue Oct 06 17:33:33 2009 20091006 17:33:33-!- lobby [n=wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20091006 17:33:40-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20091006 17:34:03< Soliton> Rhonda: done. 20091006 17:34:49-!- Irssi: Join to #wesnoth-dev was synced in 76 secs 20091006 17:35:04< Rhonda> ... who holds an ssh session open since Sep 21 to the wesnoth user?! 20091006 17:35:24 * Soliton 20091006 17:36:15< Soliton> it's a local login from my screen session. 20091006 17:37:00< Rhonda> Just noticed. :) 20091006 17:41:21< zookeeper> alink, btw, the leader-not-ambushing-on-turn-1 thing is an old issue, i think the workaround is to give the leader [status] hidden=yes [/status] or something like that. 20091006 17:41:39< zookeeper> i'm not sure if there was some good reason for the current behaviour or not, might have been 20091006 17:42:09< alink> zookeeper: yes indeed, i was currently grepping something like that :-) 20091006 17:42:46< Soliton> a lot of things don't work first turn. i don't think there is a good reason for it but just not the same code is executed as each turn change. 20091006 17:42:48< alink> and IIRC i hated the twisted logic of this hidden status 20091006 17:43:18< Soliton> similar to the turn refresh not firing first turn. 20091006 17:44:07< Soliton> for some things like income it makes sense to keep the first turn special though. 20091006 17:45:30< Soliton> or maybe calculate the income at the end of a turn instead of the beginning. 20091006 17:45:34-!- SonIcco [n=SonIcco@pD951071C.dip0.t-ipconnect.de] has quit [Read error: 110 (Connection timed out)] 20091006 17:45:46< Crab_> Soliton: first turn is similar to loading a 'just after turn start' game 20091006 17:45:50< Soliton> i suppose that'd make more sense. 20091006 17:46:49< Soliton> loading is different altogether since all that stuff was already done before the save. 20091006 17:47:38< Crab_> 'all that stuff was already done before the save' is pretty similar concept to 'all that stuff was already done before the first player started to play his turn' 20091006 17:49:19-!- happygrue_ [n=George@c-98-223-235-36.hsd1.in.comcast.net] has joined #wesnoth-dev 20091006 17:49:29< Soliton> right, except it either wasn't done at all or it is done even on the first turn like the side turn event. 20091006 17:49:46< alink> ah, there, the "twisted logic" of hidden is that it's set on "true" for all unit (at each turn except the first), regardless of its hides ability 20091006 17:49:58< Crab_> alink: yes, it is 20091006 17:50:43< Crab_> Soliton: and the reasoning is similar too - in savegame, we have a 'snapshot', in scenario, we want to specify values like in a snapshot, too. e.g. if we want the side 1 to have 500 gold, we want to specify 500, not calculate the value of '500-income' 20091006 17:51:47< Soliton> yeah, it makes sense for income. 20091006 17:52:10< Crab_> and for units hp, as well 20091006 17:52:12< alink> I remember that i wanted to switch that to a "discovered" status or something, so the status would only be used when needed. Not sure what was the problem with that change, maybe just laziness or WML compatibility 20091006 17:52:27< Soliton> maybe. 20091006 17:52:53< Soliton> it might be odd to not lose health when you're poisoned at the start of the game. 20091006 17:53:00< Soliton> or not get healed. 20091006 17:53:57< Soliton> and units not being hidden on the first turn is just odd IMO. 20091006 17:54:01< Crab_> but we want to allow the scenario creator to specify the 'exact' situation, without having to calculate 20091006 17:54:41< Crab_> and, so, we want to allow the scenario creator to specify 'is the unit hidden', or not, with a sane default (=yes) 20091006 17:55:24< Soliton> it was just mentioned that that is not the default. 20091006 17:55:28< Crab_> so, I'd say that [status] hidden=yes [/status] must be a 1st-turn default, unless overridden by [status] hidden=no [/status] 20091006 17:55:44< Crab_> and, yes, I agree with ' and units not being hidden on the first turn is just odd ' 20091006 17:57:02< alink> yes that was why hidden is twisted. any other status as default = no, but for hidden, default should be yes. And since a missing status means = no, this cause these troubles 20091006 17:57:35< Crab_> STATE_NOT_MOVED ? 20091006 17:57:37< alink> thus, the idea to use "discovered" 20091006 17:57:59< Soliton> well, what's the issue with just changing the default? 20091006 17:58:06< Crab_> alink: it will also need fixing, by the same logic (because it defaults to "yes")) 20091006 17:58:11-!- happygrue__ [n=George@c-98-223-235-36.hsd1.in.comcast.net] has joined #wesnoth-dev 20091006 17:58:32-!- happygrue_ [n=George@c-98-223-235-36.hsd1.in.comcast.net] has quit [Read error: 104 (Connection reset by peer)] 20091006 17:58:33< Crab_> 'changing the default' sounds like an easier thing to do 20091006 17:59:14< alink> no we can change default of all status (missing poisoned=no) 20091006 17:59:35< alink> and the good thing to do is to avoid needing special stuff for hidden 20091006 18:00:43< alink> status are most of the time not defined 20091006 18:01:12-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20091006 18:01:40< alink> a "discovered" status, not defined most of the time, and only set to "yes" after an attack, seems more consistent with other status 20091006 18:01:51< alink> not defined, meaning = no 20091006 18:02:55< Soliton> btw, i think it'd also be more logical to keep hidden units discovered when they kill the ambushed unit in the attack. 20091006 18:03:09< Soliton> currently the unit gets hidden again. 20091006 18:03:37< Soliton> especially mean against the poor ai. 20091006 18:03:56< alink> yes indeed, and that can be done with the status hidden/discovered 20091006 18:04:06< Soliton> yeah. 20091006 18:04:21< alink> I fix the leader bug and then i check that 20091006 18:04:40< alink> my "discovered" idea is for 1.9 anyway 20091006 18:05:40-!- happygrue [n=George@wesnoth/developer/wintermute] has quit [Read error: 110 (Connection timed out)] 20091006 18:05:57< alink> aarg the status "not_moved" is also twisted 20091006 18:06:32< Crab_> alink: yes, that's why I've mentioned it 20091006 18:07:24< alink> Crab_: yes sorry didn't ticked 20091006 18:07:40< Crab_> it should be fixed as well, (making sure that unit::remove_movement_ai still works as intended) 20091006 18:07:41< alink> i propose to change it not_not_moved ;-p 20091006 18:08:02< Soliton> excellent. 20091006 18:08:08< Crab_> alink: and introduce an 'undiscover' method, as well ? 20091006 18:09:17 * alink avoid the word "undiscover" there is people who start war because of such new words 20091006 18:09:35< Crab_> alink: I remember :) 20091006 18:14:41< alink> mmh there is 3 unit constructors, and they all have subtle differences, I bet that some new initialization were only added in some of them 20091006 18:27:34-!- Nae [i=Nae@hoasnet-fe14dd00-241.dhcp.inet.fi] has joined #wesnoth-dev 20091006 18:38:57< Soliton> there are actually 4 unless you don't count the copy constructor. 20091006 18:39:26< alink> yeah I didn't count it, it's the simple one 20091006 18:39:43< alink> bug is fixed, btw 20091006 18:43:44-!- Nayela [n=Nayela@cpc3-lich6-0-0-cust673.brhm.cable.ntl.com] has joined #wesnoth-dev 20091006 18:46:22-!- Nae [i=Nae@hoasnet-fe14dd00-241.dhcp.inet.fi] has left #wesnoth-dev ["Leaving"] 20091006 18:46:49< CIA-62> alink * r39125 /trunk/src/unit.cpp: 20091006 18:46:49< CIA-62> Fix broken ambush/invisibility at first turn or at unit creation. 20091006 18:46:49< CIA-62> This set hidden=true as default, you can still overwrite it with [status]hidden=no[/status] 20091006 18:46:49< CIA-62> This means that all [status]hidden=yes[/status] hack previously needed can be removed. 20091006 18:46:50< CIA-62> But if you want to show a new invisible unit spawn, then hidden=no is now needed. 20091006 18:48:28< alink> there is a lot of these hidden=yes in mainline campaigns, I hesitate to just blindly remove all of them :-/ 20091006 18:48:51< alink> may i just ping campaign maintainers? :-) 20091006 18:49:36< Crab_> alink: i'd say, there should be a wiki page explaining 'how to port WML from 1.6 to 1.8' 20091006 18:49:50< Crab_> alink: and this is just the sort of info that should be put there 20091006 18:50:06< alink> ah indeed, we had such forum thread for 1.6 before 20091006 18:50:13< Soliton> if it can be done automatically it should be added to wmllint. 20091006 18:51:34< Soliton> sounds like there is no *need* to do anything though, is there? 20091006 18:51:57< alink> no, indeed, no *need* 20091006 18:52:31< Soliton> in mainline i doubt we want hidden=no anywhere and i don't see why we should leave any hidden=yes. 20091006 18:52:59< Crab_> in LoW, there's only one hidden="yes" which can/should be safely removed. 20091006 18:53:21< alink> there is unneeded hidden=yes in [status] [unit] and [side] 20091006 18:53:54< alink> but use wmllint is probably not a good idea, someone may have complex WML relying on it 20091006 18:54:15< Crab_> alink: it can 'warn 20091006 18:54:35 * alink is a wmllint noob 20091006 18:55:12< Crab_> i think that there's plenty of explicit default values in mainline... 20091006 18:55:48-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20091006 18:55:50< Soliton> you never know when someone changes defaults right before a stable release! :-P 20091006 18:55:51< Crab_> i.e. many explicit first_time_only=yes 20091006 18:56:20< Crab_> Soliton: yes :) 20091006 18:57:28< alink> i will start by removing some obvious hidden=yes by hand, in fact, there is not so many of them 20091006 19:00:18-!- giusef [n=giusef@unaffiliated/giusef] has joined #wesnoth-dev 20091006 19:00:35< CIA-62> alink * r39126 /trunk/data/ (3 files in 2 dirs): remove now useless hidden=yes from [side] 20091006 19:00:53-!- stikonas [n=and@bcm-131-111-216-119.girton.cam.ac.uk] has joined #wesnoth-dev 20091006 19:01:28-!- SonIcco_ is now known as SonIcco 20091006 19:04:07< CIA-62> alink * r39127 /trunk/data/campaigns/ (2 files in 2 dirs): remove some other simple cases of now useless hidden=yes 20091006 19:05:08< alink> ok, the remaining ones are embedded in more complex WML referring to ambush stuff. i prefer don't touch them 20091006 19:05:30< alink> the 4 remaining ones 20091006 19:06:09< Soliton> oh, i wonder if it wasn't the nested event but the ai turn event that doesn't work in replays... 20091006 19:06:25< Soliton> Crab_: do you know if ai turn events work in replays? 20091006 19:06:55< Soliton> i guess that's a bit of a problem... 20091006 19:07:27< Crab_> Soliton: no 20091006 19:08:58< Crab_> properly fixing that requires writing info such as human->ai->human fallbacks to replay. 20091006 19:09:47< Soliton> i guess one could convert ai turn events to explicit fire_event commands? 20091006 19:10:07< Crab_> yes, this, too 20091006 19:10:43< Crab_> ai::manager::play_turn could add this to replay 20091006 19:11:20< Soliton> i think that might be the easiest. 20091006 19:14:12< Crab_> a segfault during end-of-scenario autosave: http://pastebin.mozilla.org/674952 20091006 19:14:41-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 19:21:19-!- AI0867 [n=ai@wesnoth/developer/ai0867] has quit [Remote closed the connection] 20091006 19:21:59-!- shadowmaster [n=ignacio@wesnoth/developer/shadowmaster] has quit [Remote closed the connection] 20091006 19:22:27-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has quit [Remote closed the connection] 20091006 19:27:08-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth-dev 20091006 19:28:21-!- shikadibot [n=shikadi@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20091006 19:29:43< Soliton> Crab_: hmm, i made save_game_interactive() use resources::screen->video() instead of handing the reference around recently. 20091006 19:30:47< Soliton> i wonder why that was NULL. 20091006 19:32:13< Crab_> try to reproduce. 20091006 19:32:16-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 105 (No buffer space available)] 20091006 19:32:33< Crab_> wesbot: bug 14457 20091006 19:32:34< wesbot> Bug #14457 Assigned to: Jörg Hinrichs Status: None Priority: 6 20091006 19:32:37< wesbot> Summary: segfault after a :cl (savegame code involved) 20091006 19:32:40< wesbot> Original submission: how-to-reproduce: 20091006 19:32:43< wesbot> art LoW in normal mode 20091006 19:32:46< wesbot> URL: https://gna.org/bugs/?14457 20091006 19:33:39< Soliton> i also wonder what happens with --nogui. 20091006 19:35:01< Soliton> that works, i guess there are no saves made then. 20091006 19:35:10-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20091006 19:36:05< Crab_> Soliton: it is related to the fact that I :cl 20091006 19:36:18< Soliton> i see. 20091006 19:38:36< Soliton> i get a crash when trying to :cl. 20091006 19:39:24< Crab_> that's good 20091006 19:40:06< Soliton> right, same thing as you except i don't have a debug build. 20091006 19:44:42-!- DDR [n=chatzill@jabba.tru.ca] has joined #wesnoth-dev 20091006 20:00:20-!- silene [n=plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20091006 20:00:26< silene> hi 20091006 20:01:43-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20091006 20:02:57< Soliton> well, simple fix is probably to revert r38933. i would have thought the game_display is pretty much always valid though. 20091006 20:03:11-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20091006 20:03:26< mordante> servus 20091006 20:06:34-!- YogiHH [n=chatzill@d157180.adsl.hansenet.de] has joined #wesnoth-dev 20091006 20:06:44< mordante> long time since we had a three digit bug count :-( 20091006 20:07:27< silene> Soliton: the game display is only valid when a scenario is running 20091006 20:08:27< Soliton> yeah, i see now. 20091006 20:10:13< mordante> alink, all members in unit.cpp should be initialized, I check them on a regular basis 20091006 20:10:24< mordante> last time was last week 20091006 20:12:16-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["KVIrc 3.4.2 Shiny http://www.kvirc.net/"] 20091006 20:12:56-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20091006 20:14:41-!- loonybot [n=loonybot@79.139.139.50] has joined #wesnoth-dev 20091006 20:15:24-!- loonycyborg [n=sergey@79.139.139.50] has joined #wesnoth-dev 20091006 20:20:12-!- ilor_ [n=user@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20091006 20:22:12< alink> mordante: ok, good. That was just a feeling. But i see now that some variable are in the init list *and* in the ctor body. This is why it looked different 20091006 20:22:44< alink> ah there is already a todo about that 20091006 20:23:12< alink> so all is fine, it will be done one day ;-p 20091006 20:24:29-!- ardesh_ [n=ardesh@port-92-206-102-115.dynamic.qsc.de] has joined #wesnoth-dev 20091006 20:25:30< mordante> had too many bugs due to uninitialized variables so try to initialize all to avoid more problems with them 20091006 20:26:01< mordante> only leave the old gui as is, code is old and no odd bugs in it 20091006 20:27:45-!- ardesh [n=ardesh@port-92-206-15-13.dynamic.qsc.de] has quit [Connection timed out] 20091006 20:38:37-!- DDR [n=chatzill@jabba.tru.ca] has quit [Read error: 110 (Connection timed out)] 20091006 20:40:23-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: ettin, Nayela 20091006 20:41:04-!- Netsplit over, joins: Nayela, ettin 20091006 20:42:34-!- Netsplit farmer.freenode.net <-> irc.freenode.net quits: ettin, Nayela 20091006 20:43:49-!- Netsplit over, joins: ettin 20091006 20:44:03-!- Netsplit over, joins: Nayela 20091006 20:47:25< CIA-62> soliton * r39128 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/14_Human_Alliance.cfg: use a simple side turn event instead of a nested ai turn event 20091006 20:47:34< CIA-62> soliton * r39129 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/14_Human_Alliance.cfg: reindented 20091006 20:47:39< CIA-62> soliton * r39130 /trunk/src/ (7 files): 20091006 20:47:39< CIA-62> hand the CVideo reference around again since we do sometimes save games outside of a scenario where resources::screen is invalid 20091006 20:47:39< CIA-62> fixes bug #14457: segfault after a :cl 20091006 20:48:41-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20091006 20:49:12< Soliton> https://gna.org/bugs/?14446 do we care? 20091006 20:49:28< Ivanovic> no 20091006 20:49:52< Ivanovic> since adding this stuff would be a real mess 20091006 20:50:55< Soliton> can you compile a current kernel without atime support or whatever the issue is? 20091006 20:50:59< mordante> Ivanovic, it's only removing a flag 20091006 20:51:19< mordante> maybe the question is why do we set that flag in the first place 20091006 20:52:05< Ivanovic> Soliton: you know, i don't see kernel 2.4.x as "current" 20091006 20:52:07< Ivanovic> ;) 20091006 20:52:13-!- Crab_ [i=crab@wesnoth/developer/crab] has quit [Read error: 104 (Connection reset by peer)] 20091006 20:52:35< silene> mordante: do you want to ask suokko? ;-) 20091006 20:52:43-!- Crab_ [i=crab@wesnoth/developer/crab] has joined #wesnoth-dev 20091006 20:52:54< silene> (yes, he is the one who put it there...) 20091006 20:53:59< mordante> silene, you just ruined my joke ;-) wanted Ivanovic to guess who added it 20091006 20:54:26< Ivanovic> mordante: it was too obvious 20091006 20:55:24< mordante> but maybe somebody with more knowledge of the networking code can comment whether the flag is useful at all 20091006 20:55:29< Soliton> https://gna.org/bugs/index.php?13383 20091006 20:55:43-!- YogiHH [n=chatzill@d157180.adsl.hansenet.de] has left #wesnoth-dev [] 20091006 20:56:08-!- AI0867 [n=ai@wesnoth/developer/ai0867] has joined #wesnoth-dev 20091006 20:56:33< silene> let's just remove it; there is no reason to have this flag in the first place 20091006 20:56:39< Ivanovic> esr: in the waiting time for gna.org could you *please* have a look at pofix.py? 20091006 20:56:42< mordante> when did we release wesnoth 9.0 ? :-P 20091006 20:56:47< Ivanovic> yes, this is currently a release blocker for me 20091006 20:56:56< Soliton> yeah, i doubt it's particularly useful. 20091006 21:04:28-!- SonIcco [n=SonIcco@pD9513CDE.dip0.t-ipconnect.de] has quit [Read error: 104 (Connection reset by peer)] 20091006 21:06:16< CIA-62> soliton * r39131 /trunk/src/network_worker.cpp: 20091006 21:06:16< CIA-62> removed the NOATIME flag that is probably not useful and not available on some (older) systems 20091006 21:06:16< CIA-62> fixes bug #14446: Cannot compile on Linux 2.4 20091006 21:08:01< Soliton> https://gna.org/bugs/?14445 any mac user around that has any idea about that? 20091006 21:08:30< Soliton> i believe that works fine on linux. 20091006 21:15:15< loonycyborg> Probably it's an SDL issue.. 20091006 21:20:56-!- PK8 [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has quit ["Java user signed off"] 20091006 21:21:46< CIA-62> soliton * r39132 /trunk/data/campaigns/Heir_To_The_Throne/scenarios/23_Test_of_the_Clans.cfg: 20091006 21:21:46< CIA-62> don't show the last breath messages from the leaders when they're the last unit to be defeated since they don't make a lot of sense then 20091006 21:21:46< CIA-62> fixes bug #14431: Inappropriate messages at the end of Test of the Clans scenario 20091006 21:22:22< Soliton> wesbot: topic 20091006 21:22:25-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 97 bugs, 237 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20091006 21:22:45< mordante> nice double digits again :-) 20091006 21:28:58-!- SonIcco [n=SonIcco@pD9513CDE.dip0.t-ipconnect.de] has joined #wesnoth-dev 20091006 21:29:02< Ivanovic> :) 20091006 21:32:25 * Rhonda doesn't see double digits? 20091006 21:32:39< Rhonda> 99 would be double. 97 are two completely unrelated ones. :P 20091006 21:33:08< mordante> *grumble* let me file two more bugs 20091006 21:34:33< Rhonda> Rather fix 9 more 20091006 21:34:43< Rhonda> ... that would the right direction. 20091006 21:35:04< Ivanovic> jupp 20091006 21:35:17< mordante> filing new ones is easier however :-( 20091006 21:38:54< Ivanovic> tststs, you really should face the challenge and fix bugs instead 20091006 21:39:01< Ivanovic> i am sure there are enough left for you 20091006 21:39:18< mordante> oh yes and a lot of them require new features 20091006 21:39:21-!- shadowmaster [n=ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20091006 21:39:33< mordante> but I will try to triage some this weekend 20091006 21:39:58< mordante> I suspect some bugs on my plate not to belong to me 20091006 21:39:59< shadowmaster> mordante: hi 20091006 21:40:02< mordante> hi shadowmaster 20091006 21:40:19< shadowmaster> have you been working on a new event handling mechanism for GUI2 as of lately, right? 20091006 21:40:26< mordante> shadowmaster, yes 20091006 21:40:32< ilor> seems to be a popular question ;) 20091006 21:40:47< shadowmaster> are you aware that vertical scrolling doesn't work/ did you fix it already while I was netsplitted? 20091006 21:41:16< mordante> what vertical scrolling? 20091006 21:41:33< shadowmaster> mouse wheel, vertical scrolling 20091006 21:43:01< mordante> no not aware, maybe I should get a scrollmouse to test this stuff 20091006 21:43:06< CIA-62> shadowmaster * r39133 /trunk/src/addon_management.cpp: 20091006 21:43:06< CIA-62> Apply r38802 to the add-ons update list (misc/blank-hex.png for padding 20091006 21:43:06< CIA-62> entries with missing/empty icons), and avoid a redundant check in such 20091006 21:43:06< CIA-62> circumstances. 20091006 21:43:23< shadowmaster> at least it doesn't work on the campaign menu after those changes 20091006 21:43:25< CIA-62> shadowmaster * r39134 /trunk/src/addon_management.cpp: 20091006 21:43:25< CIA-62> Simplify code that checks the icons of remote add-ons in the update and 20091006 21:43:25< CIA-62> download dialogs. Also introduce more verbose sanity checking. (Is it 20091006 21:43:25< CIA-62> too verbose now?) 20091006 21:43:59< mordante> wesbot, rev 39086 20091006 21:44:10< mordante> wesbot: rev 39086 20091006 21:44:20< mordante> wesbot, log 39086 20091006 21:44:21< wesbot> mordante * r39086 : Enable wheel mouse actions. 20091006 21:44:24< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=39086 20091006 21:44:32< mordante> shadowmaster, ^ :-P 20091006 21:44:49< shadowmaster> mordante: that commit wasn't today, right? 20091006 21:45:29< mordante> shadowmaster, nope the part that wesbot didn't show is more interesting :-P 20091006 21:45:37< mordante> let me have a look at the code 20091006 21:45:52< shadowmaster> I noticed that in the log but it didn't seem t help 20091006 21:46:14< shadowmaster> yep, doesn't help. (using HEAD) 20091006 21:46:56< shadowmaster> also, the GUI1 and GUI2 event handling doesn't seem to cooperate 20091006 21:47:52< shadowmaster> e.g. HttT 1. Pressing escape in the first dialog message box gets me the GUI1 "Do you want to quit?" dialog instead of cancelling all remaining message boxes without asking anything. 20091006 21:48:35< shadowmaster> they are cancelled anyway if I ignore the "do you want to quit?" dialog. 20091006 21:48:58-!- DDR [n=chatzill@66.183.125.196] has joined #wesnoth-dev 20091006 21:49:32-!- SonIcco [n=SonIcco@pD9513CDE.dip0.t-ipconnect.de] has quit [Remote closed the connection] 20091006 21:53:18< shadowmaster> Soliton: is stderr getting too verbose when listing *.wesnoth.org? 20091006 21:55:59< mordante> shadowmaster, can you file a bug report for the escape issue, and test a fix for the wheel in a few minutes? 20091006 21:56:53< shadowmaster> ....... 20091006 21:57:09< Soliton> shadowmaster: the "TC/RC specification" thing should be a warning IMO. 20091006 21:57:23< shadowmaster> in revenge I'll assign it the highest priority I can think of, mordante :P 20091006 21:58:46< CIA-62> shadowmaster * r39135 /trunk/src/addon_management.cpp: Make the add-ons icons' missing TC/RC error a warning instead 20091006 21:59:54< CIA-62> mordante * r39136 /trunk/src/gui/auxiliary/event/handler.cpp: 20091006 21:59:54< CIA-62> Fix a typo in the SDL event names. 20091006 21:59:54< CIA-62> This probably fixes the mouse scrolling wheel. 20091006 22:00:03< mordante> shadowmaster, fine be my then please test^ 20091006 22:00:49< mordante> if it doesn't fix it please file a bug report about it as well 20091006 22:01:12< mordante> (in which case I probably will start to emulate the wheel...) 20091006 22:02:06< shadowmaster> are there any examples of horizontal scrolling in wesnoth btw? 20091006 22:02:17< shadowmaster> (you know, to test the horizontal "wheel") 20091006 22:02:38< shadowmaster> mordante: nope, vertical wheel still doesn't do anything 20091006 22:02:41< alink> shadowmaster: it should scroll the map horizontally 20091006 22:02:47< mordante> test scenario 800x600 manual button 20091006 22:02:58< shadowmaster> alink: I mean in GUI2 actually 20091006 22:02:59< mordante> s/button/field/ 20091006 22:03:26< mordante> shadowmaster, when you file your bug report can you attach output of --log-debug=gui/event 20091006 22:03:57< shadowmaster> for the wheel bug report only? 20091006 22:04:06< mordante> of course it didn't work, I should have known... 2 more bug reports to make Rhonda happy :-P 20091006 22:04:31< mordante> yes the esc I reproduces 20091006 22:04:36< mordante> reproduced* 20091006 22:04:51-!- giusef [n=giusef@unaffiliated/giusef] has quit ["exit (-1);"] 20091006 22:05:47< mordante> I'm off now, night 20091006 22:06:49-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"] 20091006 22:09:25< AI0867> http://www.wesnoth.org/forum/viewtopic.php?p=388404#p388404 <-- as stated here, if there are multiple [case]s with values that equal the [switch] variable, they are all executed. Is this the intended effect? 20091006 22:13:40< silene> since wml is designed as a reactive language, i would say yes 20091006 22:14:43< shadowmaster> grrr. I hate these gtk dialogs 20091006 22:15:59< shadowmaster> wesbot: topic 20091006 22:16:01-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 99 bugs, 237 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20091006 22:16:18< shadowmaster> okay, I can push another one into the tracker 20091006 22:17:40-!- silene [n=plouf@wesnoth/developer/silene] has quit ["Leaving."] 20091006 22:18:00< shadowmaster> I guess I scared silene away? I was going to submit one for Sapient :P 20091006 22:22:29< shadowmaster> wesbot: topic 20091006 22:22:32-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 100 bugs, 237 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20091006 22:23:12< shadowmaster> Sapient: should I assign https://gna.org/bugs/?14460 to you? do you need more information about it, or is it enough with the method to reproduce? 20091006 22:34:12< CIA-62> ai0867 * r39137 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/09_Bounty_hunters.cfg: Special-case a single unit level 3 list 20091006 22:51:38-!- PK9 [n=pk@r74-192-44-206.vctrcmta01.vctatx.tl.dh.suddenlink.net] has joined #wesnoth-dev 20091006 22:53:29-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote closed the connection] 20091006 22:53:38-!- mjs-de [n=mjs-de@vpw.wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20091006 23:09:53-!- DDR_ [n=chatzill@66.183.125.196] has joined #wesnoth-dev 20091006 23:13:33< zookeeper> fendrin, more DM notes: lionel doesn't have his portrait in "showdown in the northern swamp" and the shrouding of the map by iliah-malal didn't work either 20091006 23:14:35< zookeeper> also there were undead veterans but the checks for those didn't pass for some reason since delfador was told to make the final blow 20091006 23:17:29< zookeeper> i started playing weeks ago however so maybe something about the undead veteran checks has changed, i wouldn't know 20091006 23:18:32-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20091006 23:19:12< zookeeper> and looks like "undead_recall" is cleared instead of "dead_recall" 20091006 23:19:30< zookeeper> now i just have to remember to tell him to read the log... 20091006 23:27:41-!- DDR [n=chatzill@66.183.125.196] has quit [Read error: 110 (Connection timed out)] 20091006 23:33:56-!- DDR_ is now known as DDR 20091006 23:43:48-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20091006 23:54:59-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20091006 23:55:26-!- stikonas [n=and@bcm-131-111-216-119.girton.cam.ac.uk] has joined #wesnoth-dev --- Log closed Wed Oct 07 00:00:35 2009