--- Log opened Fri Nov 27 00:00:01 2009
--- Day changed Fri Nov 27 2009
20091127 00:00:01< BroodKiller> or it might be a codeblocks thing
20091127 00:00:11< BroodKiller> could you try scons?
20091127 00:04:37< crimson_penguin> oh, it uses scons too?
20091127 00:04:46< crimson_penguin> I guess I'd need to put wx in my include path
20091127 00:05:24< loonycyborg> It should work as long as wx-config is in PATH
20091127 00:07:32< BroodKiller> yep
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20091127 00:21:15-!- wesbot changed the topic of #wesnoth-dev to: released 1.7.9-1.8beta2, announcing "soon" | string/feature freeze active! | 70 bugs, 247 feature requests, 9 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20091127 00:26:03< crimson_penguin> wx-config, you say?
20091127 00:26:12< crimson_penguin> sounds like I need to maybe install the library
20091127 00:32:17< BroodKiller> it is merely a script
20091127 00:32:27< BroodKiller> located in the main direectory of the installation
20091127 00:32:40< BroodKiller> so if you have it in your PATH, it should work
20091127 00:34:33< crimson_penguin> ah, I only have wx-config.in
20091127 00:34:42< loonycyborg> Btw I've got a VMWare machine file with macos, but it didn't work. Some process segfaulted during boot :(
20091127 00:35:08< loonycyborg> Probably because my cpu is too new..
20091127 00:35:31< crimson_penguin> Slowness shouldn't cause a segfault...
20091127 00:36:37< BroodKiller> loonycyborg: you mean it segfaulted when you tried to run the tool?
20091127 00:37:02< loonycyborg> No. When booting the virtual machine.
20091127 00:37:06< BroodKiller> ah, ouch
20091127 00:40:04< BroodKiller> crimson_penguin: did you try building with scons?
20091127 00:40:24< crimson_penguin> Nope
20091127 00:40:46< loonycyborg> crimson_penguin: Probably you'll need to install with macports or something to get wx-config.
20091127 00:41:12< crimson_penguin> I don't actually have MacPorts, only fink...
20091127 00:44:35< BroodKiller> wxW 2-8-9 is on macports, just checked, but it doesn't seem to be on fink
20091127 00:45:15< loonycyborg> http://pdb.finkproject.org/pdb/package.php/wxmac28
20091127 00:46:19< BroodKiller> ah, right, I was searching for wxmsw...stupid me
20091127 00:48:23< crimson_penguin> thing is, I don't wanna use Fink, because it doesn't do fat binaries, or targetting older OSs
20091127 00:48:45< crimson_penguin> http://esolangs.org/wiki/IRP
20091127 00:58:31< BroodKiller> hmm..what machine are you on? 64bit?
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20091127 01:01:51< BroodKiller> and what flags did you compile wxW with?
20091127 01:03:08< loonycyborg> crimson_penguin: How did you compile wxwidgets? If with ./configure make then you'll probably only need make install.
20091127 01:03:55< crimson_penguin> with their XCode project
20091127 01:05:36< BroodKiller> it which build configuration did you use?
20091127 01:06:42< crimson_penguin> static release
20091127 01:06:58< crimson_penguin> I got my .a just fine, but I just don't have the includes working
20091127 01:08:27< BroodKiller> http://wiki.wxwidgets.org/Compiling_wxWidgets_with_Xcode <-- "Build the library" part, last point
20091127 01:09:07< BroodKiller> you said you set the #WX var to the installation dir, maybe it should point to that dir instead?
20091127 01:22:32< BroodKiller> I'll be going, but I found some command-line compilation hints, maybe it will help -> http://wiki.wxwidgets.org/Compiling_wxWidgets_using_the_command-line_%28Terminal%29
20091127 01:22:57< BroodKiller> thanks again, hopefully we'll get it to work soon
20091127 01:23:02< BroodKiller> nighty
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20091127 02:23:05< crimson_penguin> Ivanovic: binary is up
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20091127 02:59:41< shadowmaster> wesbot: seen Sapient
20091127 02:59:41< wesbot> shadowmaster: The person with the nick Sapient 2d ago person left:
20091127 03:00:04< shadowmaster> Sapient: shouldn't http://forums.wesnoth.org/viewtopic.php?f=21&t=27760 be lockckeed?
20091127 03:00:07< shadowmaster> locked
20091127 03:01:52< shadowmaster> I admit that A11s' advice there is useful (albeit lacking some formatting and revisions), but I guess that some guy will eventually post there asking something - no idea if the thread is intended as an Announcement (ahem) or a support thread.
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20091127 08:50:31< teaser> someone should probably correct the spelling in the iPhone news-item on the homepage (s/fro/from)
20091127 08:51:33< teaser> and I still can't believe that everyone is happy with the move from sfs to os in the upcoming 1.8 release
20091127 08:52:18< Soliton> what move is that?
20091127 08:55:01< zookeeper> teaser, you were intending on making a nomirrormatches era?
20091127 08:55:50< teaser> well, in the 1.6 announcement there was a link to Free in the 1.8 one esr changed it to open-source
20091127 08:56:16< teaser> zookeeper: I am not woring on it but it is on my list to do...
20091127 08:56:25< teaser> ms/woring/working
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20091127 08:56:52< teaser> if you want to do it please do ;)
20091127 08:57:04< zookeeper> well, in fact i already started writing one :P
20091127 08:57:09< teaser> or if you have any thoughts about it
20091127 08:57:16< zookeeper> i felt like doing some little wesnoth-related thing for a change
20091127 08:57:19< teaser> aha, nice, one less thing to do ;)
20091127 08:57:38< teaser> how are you implementing it?
20091127 08:57:52< zookeeper> well, i'm still a bit undecided on how the re-randomization should work exactly
20091127 08:58:31< fendrin> nonmirrormatches means that there are no two players with the same faction?
20091127 08:58:43< zookeeper> yeah
20091127 08:58:48< teaser> not really
20091127 08:58:52< zookeeper> oh?
20091127 08:59:11< teaser> you have to allow the same faction in the same team since there are not 9 different factions
20091127 08:59:19< zookeeper> well, sure
20091127 08:59:36< teaser> or have different behaviour for games with more than 6 players
20091127 09:00:27< fendrin> The idea sounds like it would require some gui changes to the mp lobby and should be coded in c++ rather than wml to make it work with every era.
20091127 09:00:45< teaser> that would be great
20091127 09:01:33< zookeeper> i was just going for a default era clone
20091127 09:01:35< teaser> I think there is a FR for it but so far no c++ coder has picked it up, and I seem to remember that it is also frowned upon for the official release
20091127 09:02:18< teaser> Soliton: did you see my response above?
20091127 09:03:57< teaser> zookeeper, since wml-arrays are still a bit of a mystery for me I don't know if it would work, but I was thinking of just making an array with all factions and then taking out the taken factions and randomize over the lenght of the array
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20091127 09:04:22< Rhonda> The Debian package will probably have to wait until monday, earliest.
20091127 09:04:48 * Rhonda is at the Linux-Hotel this weekend for an LPI meeting and busy.
20091127 09:06:55< fendrin> shadowmaster: Forum tells me that the extension ogg is not allowed. Can you change that?
20091127 09:08:41< Soliton> teaser: yeah, odd change.
20091127 09:09:08< Soliton> what version of GPL did we conclude we use?
20091127 09:11:56< zookeeper> teaser, yeah, something like that
20091127 09:12:07< zookeeper> i'll probably work on it more today
20091127 09:12:40< teaser> Soliton: afaik there wasn't really a conclusion, but basicly GPL2+ or GPL2 (search the forums there is a fairly long thread where someone greped the sources)
20091127 09:12:54< Rhonda> Soliton: 2+
20091127 09:13:44< teaser> zookeeper: the only problem I can see with nomirror is, how do you deal with picked factions?
20091127 09:14:09< zookeeper> teaser, i checked, and there's no way to know if the faction was picked or random
20091127 09:14:12< Rhonda> Or at least 2+ would be what's sensible.
20091127 09:14:14< zookeeper> so everyone gets the same treatment
20091127 09:14:47< zookeeper> (unless, of course, one makes a duplicate of every faction)
20091127 09:14:48< Soliton> i'm wondering since the homepage points to GPL 2. not sure if there is a good way to point to GPL 2+.
20091127 09:14:52< Rhonda> Hmm, yes, it's actually 2+
20091127 09:15:45< teaser> zookeeper, yeah I figured, unless you just rewrite the random-faction to insert some kind of hook that looks for not being mirrors of the other choices
20091127 09:15:47< Rhonda> There is no "point to GPL 2+". You can only point to GPL2, and that actually _does_ include the "or later" part anyway.
20091127 09:16:35< Soliton> alright.
20091127 09:16:45< zookeeper> teaser, i don't think there's any way to insert any kind of a hook there
20091127 09:16:47< Rhonda> Pointing to gpl2 is less wrong than pointing to gpl3 for gpl2+ because the later somehow implies that it might be gpl3+ already
20091127 09:18:33< Soliton> teaser, zookeeper: yes, once the game is started factions are chosen and you have no idea how anymore.
20091127 09:18:35< Rhonda> Actually, technically I would need to check all the dependencies of wesnoth to see if one of them switched to gpl3 already, which makes wesnoth practically gpl3. At least for the binary distribution part.
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20091127 09:21:54< teaser> zookeeper, well, that is technically true, but you could also add one fake-faction and only allow that for randoms and when you see that faction you know that only those should get a new faction
20091127 09:22:39< teaser> see: http://wiki.wesnoth.org/EraWML (multiplayer_side -> except, and choices)
20091127 09:23:07< zookeeper> sure, i was just looking at those
20091127 09:23:20< zookeeper> but that means an extra bogus entry in the faction menu
20091127 09:23:46< zookeeper> unless you actually replace the random faction with it
20091127 09:23:46< Soliton> you can just make the normal random entry that faction.
20091127 09:24:17< zookeeper> it won't appear exactly like the random faction though, but probably not a big deal
20091127 09:24:23< teaser> yup, but that option could be called no-mirror faction so that if yo pick random or that it results in the same thing
20091127 09:25:09< Soliton> no need to pretend there is a normal random choice if there isn't. :-)
20091127 09:25:27< teaser> true, I just got carried away ;)
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20091127 09:30:21< Soliton> Ivanovic: do you know if it's on purpose the "free" is not capitalised on the homepage like it is in all the stable release announcements?
20091127 09:30:31< Soliton> s/the/that/
20091127 09:31:49< Soliton> maybe we should also point to the philosophy page there rather than the license?
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20091127 09:47:51< Ivanovic> Soliton: no idea
20091127 09:48:06< Ivanovic> (regarding if it is on purpose)
20091127 09:48:35< Ivanovic> and yeah, it sounds reasonable to have it point to the philosophy page
20091127 09:50:41< Soliton> ok, i'll make it like in the announcements then.
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20091127 10:19:23< fendrin> Ivanovic: The now not "voided" map border in low3 is based on a change of the game engine.
20091127 10:20:03< Ivanovic> what about the labels showing in the void?
20091127 10:21:10< fendrin> Ivanovic: That maybe fixed in wml. Do you mind if I fix it after beta2?
20091127 10:21:53< Soliton> kinda hard to do it before at this point.
20091127 10:22:04< Ivanovic> jupp
20091127 10:23:46< Ivanovic> fendrin: for use cases like this scenario in LoW, is there already a feature request like "load map ABC and just use a map spanned by the rect specified by X1,Y1 and X2,Y2"?
20091127 10:24:26< Ivanovic> since that is what you really want there, right?
20091127 10:24:39< Ivanovic> you want to be able to just have *one* map that you got to update when something changes
20091127 10:28:48< fendrin> Ivanovic: Right, I filled that FR myself. https://gna.org/bugs/?13236 No idea how it can be done with lua like silene suggested.
20091127 10:29:43< Ivanovic> uhm, why not explicitly ask in the report how this can be done using lua?
20091127 10:29:58< Ivanovic> silene should get a message when you post something in that FR
20091127 10:30:28< fendrin> Ivanovic: I just discovered the comment by silene now. I should read my wesnoth related mails more frequently.
20091127 10:30:43< Ivanovic> jupp
20091127 10:30:44< Ivanovic> ;)
20091127 10:32:01< fendrin> Ivanovic: About the new dialogs, do they please you?
20091127 10:32:15< Ivanovic> yes, i think this is turning out well
20091127 10:34:07< fendrin> There is still need for finetuning the button layout and wesnoth can exit if a huge dialog is open and a reszie event to a smaller size is triggered. But this needs to be fixed in gui2 and is not only an issue for my new dialogs.
20091127 10:34:20< fendrin> I should fill a bug report and talk to mordante about it.
20091127 10:40:56< Ivanovic> jupp
20091127 10:43:00< fendrin> espreon: My branch is for implementing a new wml tag [unit_input]. At the moment it takes an SUF and let's the user choice between the units that match it. The new dialogs are only a side effect for that.
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20091127 10:44:50< fendrin> The idea behind that is that UMC authors can implement producing units in villages for example (Which would lead to a "Worlords" like gameplay.
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20091127 12:45:29< teaser> hi, trying to build the new 1.7.9 I noticed that I dont have the required dbus-1 files, what version is needed?
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20091127 12:50:29< Rhonda> teaser: I think it's documented somewhere, but what version do you have available?
20091127 12:52:02< teaser> Rhonda, I don't know, I just thought I'd ask before trying the ones available (and yes you can call me lazy)
20091127 12:52:06< Rhonda> Or rather, it doesn't require any specific version of dbus-1, everything from 1.0 up might be sufficient.
20091127 12:52:15< teaser> ok, thanks
20091127 12:52:41< Rhonda> But don't nail me if it isn't sufficient. Use the one that's available through your distribution.
20091127 12:52:55< loonycyborg> Be sure to use -dev one :P
20091127 12:53:38< teaser> hehe, well I am not that n00b :p just that like boost has several version in ubuntu (actually the other way around) and some work and some dont
20091127 12:54:14< loonycyborg> That shouldn't apply to dbus
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20091127 13:02:09< Rhonda> teaser: There is only one libdbus-1-dev in ubuntu.
20091127 13:03:01< Rhonda> And the different boost versions are a completely different topic. Using the unversioned -dev packages of boost should work unless you have special requirements.
20091127 13:03:40< Rhonda> teaser: Just apt-get build-dep wesnoth when you have deb-src for debian experimental in your sources.list should get you everything you need.
20091127 13:04:06< Rhonda> s/should/will/ - I'm confident on that, I'm the authority for that statement. :)
20091127 13:06:10< Rhonda> teaser: e.g.: echo deb-src http://ftp.at.debian.org/debian experimental main | sudo tee /etc/apt/sources.list; sudo apt-get update; sudo build-dep wesnoth
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20091127 14:19:19< boucman> hey all
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20091127 14:23:18 * boucman just discovered there is an iphone port...
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20091127 14:36:59< fendrin> wesbot: seen mordante?
20091127 14:36:59< fendrin> wesbot: seen anyone?
20091127 14:37:02< wesbot> fendrin: The person with the nick mordante last spoke 3d 17h ago. 3d 17h ago was here and on the channel #wesnoth-de with the message: "Leaving"
20091127 14:37:04< wesbot> fendrin: Sorry, I don't know of anyone.
20091127 14:37:23< boucman> fendrin: 'im here, no idea if I can help :)
20091127 14:39:44< fendrin> I have spotted a bug in the new gui2 code. Resizing wesnoth when a message is open leads to the exiting of the campaign of the open dialog doesn't fit in the new window. It should just add a scrollbar. I guess that is something that should be fixed before 1.8.
20091127 14:39:58< fendrin> s/of/if
20091127 14:40:33< boucman> fendrin: i can help, create a bug, give it to me and i'll assign to mordante
20091127 14:40:57< loonycyborg> fendrin: You can assign it yourself also.
20091127 14:41:17< fendrin> boucman, loonycyborg: right, I have full developer privileges.
20091127 14:41:29< boucman> oh, yes, sorry
20091127 14:41:36< boucman> in that case i can't help more...
20091127 14:42:08< loonycyborg> On boost's trac it's possible to assign a bug to anyone no matter whether you're a dev or not :P
20091127 14:43:03< loonycyborg> I wonder why gna's different in this regard..
20091127 14:45:23< esr> loonycyborg: gna doesn't use trac. It's a completely different design.
20091127 14:46:18< loonycyborg> Indeed. But why prevent submitters from assigning the bug?
20091127 14:49:09< esr> I don't know. I didn't do it :-)
20091127 14:53:05< boucman> loonycyborg: allowing anonymous assignment means you assume anonymous are knowledgeable... i could understand why that could turn out to be a bad idea
20091127 14:54:22< loonycyborg> Boost people don't seem to be suffering from it much :)
20091127 14:55:36< stikonas> mayny it is a bad idea to assume anonymous are knowledgeable, but at least registered users should be able to assign the bugs they submitted
20091127 14:55:48< stikonas> s/mayny/maybe/
20091127 14:56:49< boucman> loonycyborg: i would say it's very project dependant... wesnoth have lots of MIA devs, and fluctuent areas of expertise,so it wouldn't work well
20091127 14:57:23< boucman> project with only a couple devs but very proficiant probably could let anon triage bugs more easily
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20091127 15:00:59< loonycyborg> What's 'fluctuent'?
20091127 15:01:15< boucman> "changing"
20091127 15:01:19< teaser> Jetrel: is http://www.wesnoth.org/forum/viewtopic.php?p=303899#p303899 still true? (does he read the logs?)
20091127 15:01:42< loonycyborg> s/fluctuent/fluctuant :P
20091127 15:01:50< boucman> oh :)
20091127 15:01:55 * fendrin just found a directory with music from old amiga games and is bathing in childhood memories. The secret of monkey island ...
20091127 15:07:13-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev
20091127 15:09:59< fendrin> hi Espreon, I have left you some messages here in the chat.
20091127 15:10:24< Espreon> Hello fendrin. I shall look for said messages.
20091127 15:11:07< Espreon> Hmmmmm... I see...
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20091127 15:38:51< Espreon> ... and I shall be back...
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20091127 16:15:50< Ivanovic> hi
20091127 16:20:38< boucman> hey Ivanovic
20091127 16:20:54< boucman> Ivanovic: do you know what version of wesnoth was put on itudes ?
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20091127 16:50:32< Ivanovic> boucman: no idea, ask kyle in the forums
20091127 16:50:42< Ivanovic> i'd guess that it is some derivate of 1.6.x though
20091127 16:50:46< boucman> no emergency, just curious
20091127 16:51:00< Ivanovic> IIRC he wrote that he sent Sirp the sources to put them onto sf.net or the likes
20091127 16:51:11< boucman> i would be interested to see how successfull it is in the iphone store, though...
20091127 16:51:50< boucman> we might want to integrate some stuff at some point, dpending if we consider this a new port or distribution specific changes...
20091127 16:56:19< Ivanovic> i'd guess part port part distribution specific changes
20091127 16:56:35< Ivanovic> since at least the interface stuff and the likes (gesture support) is probably port
20091127 16:56:48< Ivanovic> where some optimizations are likely to be "good to backport"
20091127 16:57:57< boucman> did you ask kyle if he wanted to post a patch/join our happy band ?
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20091127 17:14:16< Ivanovic> nope
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20091127 18:07:56< boucman> hey alink
20091127 18:08:00< alink> hi boucman
20091127 18:08:25< boucman> did you see the improvement I did wrt recalculate_duration
20091127 18:08:26< boucman> ?
20091127 18:09:15< alink> yes, but just looking the commit msg, I didn't get the logic/use of frame_parsed_parameters
20091127 18:10:03< boucman> well, fram_builder keeps the original string
20091127 18:10:18< boucman> and frame_parsed parameters comes after conerting to progressive_*
20091127 18:10:45< boucman> this way rebuilding is cheaper, and we only calculate duration at conversion time
20091127 18:11:18< alink> ah ok
20091127 18:11:32< boucman> i had a question wrt your optimisation
20091127 18:11:58< alink> yes
20091127 18:12:15< alink> ?
20091127 18:12:15< boucman> you optimized the progressie_ template, but not the progressive_string specific implementation
20091127 18:12:21< boucman> is there a particular reason for that ?
20091127 18:13:28< alink> no except that it was mainly aiming at all the slow lecical_cast, which are not done in progressive_string
20091127 18:14:09< boucman> ok
20091127 18:14:10 * alink is looking progressive_string to see if something can be done there too
20091127 18:16:04< alink> it's already done in one pass there. So the same rewrite is not needed. I could unify the little details though
20091127 18:17:44< boucman> ok, no big deal
20091127 18:18:03< alink> boucman: btw i had something else in mind to skip the recalculate_duration thing
20091127 18:18:27< boucman> alink: i have almost completely reduced that problem
20091127 18:18:45< boucman> there is one calculation when converting from builder to parsed
20091127 18:18:52< boucman> and a second one when using override
20091127 18:19:14< boucman> i don't see any trivial way to simplify the remaining case, and i'm not sure it's worth it...
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20091127 18:20:59< alink> well, i still think that we can easily skip a lot more of them, but i check again how important it is now after your change
20091127 18:21:33< boucman> alink: there are only a max of two per animation, i don't see how you could avoid more of them
20091127 18:21:58< boucman> and I have reorganized constructor so that duration is always set first, so we actually calculate, never recalculate...
20091127 18:22:11< boucman> but if you find something, i'm all ears :)
20091127 18:23:50< alink> i had started a small patch for the previous version, but let me try to explain it
20091127 18:25:20< alink> first, note that a lot of anims don't need to recaculate duration. Those manually specificing frame duration in the string ignore the global duration (in progressive_)
20091127 18:25:42< alink> and this could ignore change of the global duration
20091127 18:26:30< boucman> alink: not sure what you mean
20091127 18:27:01< boucman> duration is used by progressive to calculate the chunks that are not completely specified, which we can't know prior to parsing the string itself...
20091127 18:27:52< alink> obviously you need at least one parsing, but after that you know id global duration is needed
20091127 18:27:59< alink> s/id/if
20091127 18:28:18< boucman> alink: the first parsing is in the frame_parsed_parameters
20091127 18:28:58< boucman> the (eventual) second one is in the frame_parsed_parameters::override routine, and afaict it correctly handles the case where duration doesn't change
20091127 18:29:23< alink> ok, i think i should study the new code, all my ideas/patch was about the old ones. Again not sure how relevant it is now
20091127 18:29:25< boucman> (i really changed the structure quite deeply, you might want to have a look before discussing that)
20091127 18:29:31< alink> :)
20091127 18:29:33< boucman> yes
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20091127 18:34:12< alink> in the mean time, my previous patch was http://wesnoth.pastebin.com/m5789a9c6 (should be simplified more) The idea was to avoid copying duration in several random places deep into the structure, since that value may change later.
20091127 18:34:27< alink> *global duration
20091127 18:34:33< boucman> looking...
20091127 18:35:47< boucman> ok, so basically you memorize the duration in the progressive_ and add a method to change the duration independently from the data...
20091127 18:35:59< alink> yes
20091127 18:36:10< boucman> yes, that would have made sense prior to my change, but not really now
20091127 18:36:14< alink> note that it could even be more simplified if we stopped supporting animation mixing specified duration and default duration (which seems silly)
20091127 18:36:45< boucman> alink: yes, but upgrading syntax would be hell
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20091127 18:39:44< alink> you mean wmllint UMC using such silliness ?
20091127 18:40:29< alink> if yes, then agreed
20091127 18:41:01< boucman> actually mixing syntax makes sense in multiple cases
20091127 18:41:18< alink> oh?
20091127 18:41:30< alink> it's true that i am animation noob :)
20091127 18:41:49< alink> boucman: one example ?
20091127 18:41:55< boucman> yes 0~1:1~0 for instance guarentees that you will take as much time back and forth
20091127 18:42:09< boucman> sorry, correct syntax is 0~1,1~0
20091127 18:42:42< boucman> now 0:10,0~1,1~0n will have the unit make a short 10ms pause and spend remaining time half/half
20091127 18:43:36< alink> you mean 33% and 33% of default duration
20091127 18:43:43< alink> but indeed, good example
20091127 18:44:13< boucman> no, say that the anim is 100ms long (because of other stuff, like explicitely seting it)
20091127 18:44:34< boucman> then we have 10ms at 0 then 45ms from 0 to 1 and 45ms from 1 to 0
20091127 18:44:54< boucman> of course it could always be done with calculations around, but mixing syntax makes it more readable
20091127 18:47:10< alink> i don't think that progressive_ parse like that it use (duration/nb_frames) when unspecified
20091127 18:47:28< alink> so in this case 10/33/33
20091127 18:47:37< boucman> alink: yes, you're right
20091127 18:47:52< boucman> i just checked, I hadn't touch that code for some time
20091127 18:48:37< alink> ok, just to be sure that i rewrote it right
20091127 18:49:15< alink> for record, before it was: const int time_chunk = std::max(duration / (first_pass.size()?first_pass.size():1),1);
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20091127 19:08:56< alink> btw, i have upgraded my old hardware. Now, wesnoth compiles much faster \o/
20091127 19:10:09< boucman> congratulation
20091127 19:10:17< alink> thanks
20091127 19:11:02< alink> unfortunately wesnoth is much faster too, which make any optimization so futile :-/
20091127 19:11:10< boucman> hehe
20091127 19:13:25< alink> i also need to adapt myself (and some apps) to this 64 bits dual core stuff
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20091127 19:24:18< grzywacz> You can always run a few endless loops in the background, don't give up.
20091127 19:25:04< alink> or better, start 10 wesnoth instances at the same time
20091127 19:26:12< alink> (using tiny-gui, good window placement and a big screen)
20091127 20:06:36-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev
20091127 20:06:48< mordante> servus
20091127 20:08:39< grzywacz> hey mordante
20091127 20:08:45< mordante> hi grzywacz
20091127 20:10:13< mordante> fendrin, you were looking for me?
20091127 20:24:12< shadowmaster> fendrin: .ogg files? Musicians usually use external file hosting providers
20091127 20:24:37< mordante> shadowmaster, I found a fix for the large dialogs, will commit it later
20091127 20:25:15< shadowmaster> k
20091127 20:30:09< shadowmaster> fendrin: even if I enable it you won't be able to attach files bigger than 2 MB.
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20091127 20:40:08< CIA-62> mordante * r39963 /trunk/ (changelog data/gui/default/window/message.cfg):
20091127 20:40:08< CIA-62> Don't reserve space for scrollbars in a message.
20091127 20:40:08< CIA-62> Shadow_master discovered the problem that message dialogs always reserve
20091127 20:40:08< CIA-62> space for a scrollbar, also when the bar isn't used.
20091127 20:41:33< shadowmaster> recompilig
20091127 20:41:36< boucman> mordante: I don't know if yousaw but fendrin reported a bug at 14:39:45
20091127 20:43:33< mordante> boucman, yes I just read it in the log
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20091127 21:03:20< shadowmaster> mordante: apparently works
20091127 21:04:01< shadowmaster> character messages are still taller than in previous versions though
20091127 21:04:59< mordante> which dialog do you exactly mean?
20091127 21:05:13< shadowmaster> character messages
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20091127 21:05:42< mordante> the dialogs in game with a unit portrait?
20091127 21:06:10< shadowmaster> I mean, the usual GUI2 popup dialogs such as "this save game is from a different version yadda yadda" work fine after 39963 but the dialogs in game with a unit portrait are still taller than in previous versions
20091127 21:06:22< shadowmaster> making screenshot
20091127 21:09:16< mordante> shadowmaster, nevermind I see what you mean
20091127 21:11:57< shadowmaster> http://shadowm.rewound.net/dlg-1.7.7.jpg, http://shadowm.rewound.net/dlg-HEAD.jpg
20091127 21:16:48< mordante> shadowmaster, ok, will work on i
20091127 21:16:49< CIA-62> mordante * r39964 /trunk/RELEASE_NOTES: Add a release notes message.
20091127 21:16:50< mordante> it*
20091127 21:26:53< boucman> mordante: you're the one that worked on the MP lobby, didn't you ?
20091127 21:27:08< mordante> boucman, ilor and I did
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20091127 21:27:34< boucman> i just compiled 1.8b2, and 'im currently in the lobby
20091127 21:28:11< boucman> when I select a game (no the top one) and wait a little, the top one will magically reselect itself after a couple of seconds...
20091127 21:28:23< boucman> it seems to go back to the top on eery refresh but i'm not quite sure
20091127 21:28:46< mordante> the entire listboxs gets cleared and then recreated
20091127 21:28:55< boucman> that must be it...
20091127 21:29:04< mordante> that bug is for ilor
20091127 21:29:12< boucman> k
20091127 21:29:38< boucman> that's a blocker (it would make the lobby unuseable once we reach a couple dozen games)
20091127 21:29:58< mordante> but ilor seems to be rather busy the last weeks :-(
20091127 21:30:05< boucman> :(
20091127 21:30:19< mordante> the lobby needs still needs a lot of polishing
20091127 21:30:33< shadowmaster> :(
20091127 21:30:49< mordante> seems nobody really used it until it was mandatory
20091127 21:31:21< boucman> classical problem...
20091127 21:31:53< mordante> jup :-(
20091127 21:32:14< shadowmaster> that was predictable ;)
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20091127 21:33:35< boucman> that's why we have betas :P
20091127 21:35:39< mordante> true but the lobby needs quite some polishing :-(
20091127 21:36:00< mordante> and I also had less time as usual the last few weeks
20091127 21:39:26< boucman> mordante: i'll try to catch ilor around, if you don't find the time to fix...
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20091127 21:41:26< CIA-62> mordante * r39965 /trunk/src/gui/auxiliary/window_builder/ (5 files):
20091127 21:41:26< CIA-62> More useless scrollbar fixes.
20091127 21:41:26< CIA-62> Shadow_Master discovered more problems, seems I tested with
20091127 21:41:26< CIA-62> --new-widgets before which changed the behaviour. Now made the
20091127 21:41:26< CIA-62> --new-widgets behaviour the normal behaviour.
20091127 21:41:31< CIA-62> mordante * r39966 /trunk/data/gui/default/window/ (message.cfg mp_server_list.cfg):
20091127 21:41:32< CIA-62> Remove the explicit setting of initial_auto.
20091127 21:41:34< CIA-62> Since the last commit it's the default so no need to set it explicitly.
20091127 21:42:29< mordante> boucman, ok, I have some other lobby problems to fix, which are gui2 engine problems
20091127 21:42:53< boucman> ok, don't worry, i'll keep the pb in mind (and probably create abug too)
20091127 21:43:02< mordante> boucman, so I want to focus on those bugs first and once they're all tackled I want to look at other items
20091127 21:43:03< mordante> thanks
20091127 21:45:34< mordante> crimson_penguin, the Mac scrolling problem is fixed after you updated to the newer library?
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20091127 21:55:56< fendrin> hi mordante
20091127 21:56:07< mordante> hi fendrin
20091127 21:56:09< shadowmaster> fendrin: did you read my messages?
20091127 21:57:19< fendrin> shadowmaster: Yes, enabling ogg is useless since there is a file size limit.
20091127 21:58:08< mordante> fendrin, a specific dialog where the problem occurs?
20091127 22:00:08< fendrin> mordante: You can use the new recall dialog in my branch. If you have 12+ units to recall the dialog is huge enough to cause the problem. I do believe that every wml_message has this problem. But most of them are just smaller because there is only some text in them.
20091127 22:02:26< fendrin> mordante: just resize wesnoth so that the dialog doesn't fit in vertically and wesnoth will return to the mainscreen.
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20091127 22:17:14< mordante> fendrin, I can reproduce the problrm here, but can you still file a bug report as reminder?
20091127 22:18:41 * shadowmaster notices that he tricked mordante into fixing a released bug without submitting a bug report
20091127 22:18:48< fendrin> mordante: yes, i can do that.
20091127 22:21:05-!- AI0867 [n=ai@wesnoth/developer/ai0867] has joined #wesnoth-dev
20091127 22:21:05< mordante> shadowmaster, I don't feel tricked :-P
20091127 22:34:09< Ivanovic> re
20091127 22:34:18< mordante> hi Ivanovic
20091127 22:34:22< Ivanovic> before you ask me about announcing 1.7.9: will most likely do so tomorrow
20091127 22:34:23< Ivanovic> ;)
20091127 22:35:10< mordante> then I'll just ask about the announcement of beta 2 ;-)
20091127 22:35:23< Ivanovic> mordante: for this one the same applies!
20091127 22:35:46< mordante> what a surprise
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20091127 22:48:17< CIA-62> mcshark * r39967 /trunk/projectfiles/ (CodeBlocks/wesnoth.cbp CodeBlocks-SCons/wesnoth.cbp): Update according to recent file changes
20091127 22:54:17< Ivanovic> okay, lets talk about the forum sticky cleanup stuff un here:
20091127 22:54:42< Ivanovic> Users forum:
20091127 22:54:57< Ivanovic> 1) "Wesnoth at Google Summer of Code Mentor Summit" should probably not be an announcement
20091127 22:55:13< Ivanovic> 2) unsticky "You've been playing Wesnoth too long when..."
20091127 22:55:24< Ivanovic> 3) unsticky "How did you find out about Wesnoth?"
20091127 22:55:33< Ivanovic> 4) unsticky "On what version did you first play Wesnoth?"
20091127 22:55:42< Ivanovic> 5) unsticky "Photos of Wesnoth players"
20091127 22:56:38< Ivanovic> 6) update the first post in "Wesnoth Chat" with some more info about what IRC is, how to join the chan and list some more chans
20091127 22:56:55< boucman> and recomand an iphone IRC client :P
20091127 22:57:00< Ivanovic> 7) unsticky "Save time - the DIY luck thread post"
20091127 22:57:24< Ivanovic> remaining stickies in the Users' Forum:
20091127 22:57:55< Ivanovic> "Luck in Wesnoth: Rationale", "Wesnoth Chat" (please extend/update!), "Support Wesnoth: Vote for and Rate at Websites!"
20091127 22:58:25< Ivanovic> Strategies & Tips subforum:
20091127 22:58:51< Ivanovic> 1) link "Era of Myths How to play" in the first post of "The "How to play..." Series" and unsticky it
20091127 22:58:57< Ivanovic> that's about it
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20091127 22:59:28< Ivanovic> Technical Support:
20091127 22:59:53< Ivanovic> 1) unsticky "READ FIRST - Legend of Wesmere (LoW) known issues - 1.7.6" (since hopefully all that stuff is fixed, fendrin and/or Crab_ should know...)
20091127 23:00:27 * shadowmaster believes a post in the hidden forum would be better.
20091127 23:00:41< shadowmaster> It's a bit difficult to read long lists on IRC for some reason.
20091127 23:00:51< Ivanovic> 2) adjust and update "Locating the Wesnoth logs and userdata dir in Windows Vista" so that it monitors the latest version and mentions windows7, too
20091127 23:00:58< noy> do we need "support wesnoth vote at websites?"
20091127 23:01:10< Ivanovic> maybe also mention stuff like where to find things on OSX and linux, too
20091127 23:01:13< noy> like seriously, I wonder how many people actually go and do that
20091127 23:01:23< noy> and what real effect it has, if any
20091127 23:02:00< Ivanovic> 3) unsticky "msvcr71.dll file missing" since it is already covered in "Wesnoth Download Does Not Run - READ ME FIRST"
20091127 23:02:33< Ivanovic> 4) merge "How to generate a backtrace" into "How to Report a Bug Properly"
20091127 23:02:38< noy> brb
20091127 23:02:58< Ivanovic> Release Announcements, Compiling, and Installation
20091127 23:03:37< Ivanovic> 1) make a "how to compile with XYZ" meta thread to list "How to compile Wesnoth on Windows with MSVC 2008 (aka VC9)", "How To Compile On A Mac" and "How to compile Wesnoth on Windows with Dev-Cpp, Code::Blocks"
20091127 23:05:32< CIA-62> mordante * r39968 /trunk/changelog: Use same style for betas.
20091127 23:05:38< CIA-62> mordante * r39969 /trunk/players_changelog: Changelog update.
20091127 23:08:54< crimson_penguin> mordante: it was actually a different problem, but I fixed it anyway
20091127 23:09:42< shadowmaster> Users #2 will be unstickified and locked.
20091127 23:09:48< mordante> crimson_penguin, ok good to know
20091127 23:10:06< crimson_penguin> mordante: it was actually a problem in the .nib file, I'm pretty sure
20091127 23:10:20< crimson_penguin> could've been partly SDL too actually, I'm not really sure; but I'm pretty sure it's fixed anyway
20091127 23:11:40< mordante> well we can ask the mac users with problems to test again whether their problems are solved
20091127 23:14:37< shadowmaster> wow, I actually had an user use all-caps with the excuse of getting a fast answer? :P
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20091127 23:18:28< Ivanovic> shadowmaster, noy, everyone else: made a topic about this in the moderators forum: http://forums.wesnoth.org/viewtopic.php?f=16&t=27920
20091127 23:18:44< Ivanovic> feel free to comment on the list and extend it with more items
20091127 23:19:28< shadowmaster> Ivanovic: do you mind if I edit that post striking out items that have been taken care of?
20091127 23:19:40< Ivanovic> shadowmaster: that is the sense of the list
20091127 23:19:53< Ivanovic> that is why i explicitly mention that the other devs should edit it
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20091127 23:22:21< crimson_penguin> mordante: yeah, that's what I said in the bug report; but I mean, I did reproduce it once, easily, and then I changed something and couldn't anymore, after scrolling around a lot
20091127 23:24:29< mordante> ok good
20091127 23:27:41< shadowmaster> Ivanovic: may I propose the Faction & Era contributions be renamed as well? The "contributions" part doesn't make much sense to me
20091127 23:27:52< shadowmaster> maybe "Faction & Era development"
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20091127 23:32:09< Espreon> mordante: Around?
20091127 23:32:57< mordante> Espreon, yes
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20091127 23:34:15< Espreon> Uh, when do you plan to implement Pango functionality in unit descriptions?
20091127 23:34:21< shadowmaster> Ivanovic: also, deleting the Restored Topics should be safe.
20091127 23:34:44< shadowmaster> Noone is using any of the threads that haven't been moved from there anymore
20091127 23:34:49< mordante> Espreon, I haven't planned that yet, I'll do it when I change that part to gui2
20091127 23:35:15< mordante> for 1.8 silene also converted some parts, so I'm not entirely sure what's done and what not
20091127 23:35:15< Espreon> Oh, OK then.
20091127 23:35:34< mordante> but IIRC he said that all WML parts were converted
20091127 23:36:04< Espreon> All I know is, when one tries to use Pango markup in unit descriptions, going to the Pango-using description terminates the help dialog.
20091127 23:36:13< shadowmaster> Ivanovic: maybe the Off-Topic section (which is the parent of Game Development and Off-Topic) should be renamed to Miscellaneous too to avoid confusion. Also, Game Development still updates post-counts, please tell me if it should use the same rule as Off-Topic (the forum)
20091127 23:37:08< Espreon> mordante: Should that recieve attention?
20091127 23:37:32< shadowmaster> Espreon: not now.
20091127 23:37:36< shadowmaster> we are in feature-freeze.
20091127 23:37:41< Espreon> Very well.
20091127 23:37:55< shadowmaster> it also helps to read the /topic
20091127 23:38:29< Espreon> Well, I would think that forceful termination would warrant something, but, whatever.
20091127 23:40:09< mordante> what does the description show when you use pango markup?
20091127 23:41:30< Espreon> Hold on...
20091127 23:46:16< Espreon> mordante: http://wesnoth.pastebin.com/m7b98fdfc
20091127 23:47:01< mordante> Espreon, and the string you used
20091127 23:47:20< Espreon> Their
20091127 23:47:41< Espreon> That was the Pango using part of the unit description...
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20091127 23:48:36< mordante> guess that means it won't work, does is how properly in the tooltip?
20091127 23:48:57< Espreon> Eh?
20091127 23:49:29< mordante> if you hover over the unit in the side panel you also get a description
20091127 23:52:07< Espreon> Hold on...
20091127 23:52:56< Espreon> mordante: It merely shows the raw input.
20091127 23:53:12< Espreon> So, instead of seeing an italicized "Their", you see "Their *
20091127 23:53:58-!- noy [n=Noy@wesnoth/developer/noy] has quit []
20091127 23:54:55< mordante> that means it's completely not implemented
20091127 23:55:47< Espreon> Ah, I see...
20091127 23:55:55< mordante> does Wesnoth terminate when you use that string ?
20091127 23:56:58< Espreon> Nope.
20091127 23:57:08< Espreon> It just kills the help dialog.
20091127 23:57:27< Espreon> mordante: Do you need any more info? I need to go soon.
20091127 23:58:03< mordante> not really clean but not something we must fix
20091127 23:58:35< Espreon> OK.
20091127 23:58:37< mordante> no I'm also about to go to bed, committing my queue and then I'll be off
20091127 23:58:46< Espreon> Very well...
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20091127 23:59:04< CIA-62> mordante * r39970 /trunk/src/ai/testing/ca.cpp: Initialize all members.
20091127 23:59:07< CIA-62> mordante * r39971 /trunk/src/widgets/menu.cpp:
20091127 23:59:07< CIA-62> Pre instead of post increment a variable.
20091127 23:59:07< CIA-62> Issue found by cppcheck.
20091127 23:59:10< CIA-62> mordante * r39972 /trunk/src/dialogs.cpp:
20091127 23:59:10< CIA-62> Pre instead of post increment a variable.
20091127 23:59:10< CIA-62> Issue found by cppcheck.
20091127 23:59:14< CIA-62> mordante * r39973 /trunk/src/formula_debugger.cpp:
20091127 23:59:14< CIA-62> Pre instead of post increment a variable.
20091127 23:59:17< CIA-62> Issue found by cppcheck.
20091127 23:59:19< CIA-62> mordante * r39974 /trunk/src/game_preferences.cpp:
20091127 23:59:21< CIA-62> Pre instead of post increment a variable.
20091127 23:59:23< CIA-62> Issue found by cppcheck.
20091127 23:59:25< CIA-62> mordante * r39975 /trunk/src/generate_report.cpp:
20091127 23:59:27< CIA-62> Pre instead of post increment a variable.
20091127 23:59:29< CIA-62> Issue found by cppcheck.
20091127 23:59:31< CIA-62> mordante * r39976 /trunk/src/help.cpp:
20091127 23:59:35< CIA-62> Pre instead of post increment a variable.
20091127 23:59:37< CIA-62> Issue found by cppcheck.
20091127 23:59:39< CIA-62> mordante * r39977 /trunk/src/pathfind.cpp:
20091127 23:59:41< CIA-62> Pre instead of post increment a variable.
20091127 23:59:43< CIA-62> Issue found by cppcheck.
20091127 23:59:47< CIA-62> mordante * r39978 /trunk/src/playmp_controller.cpp:
20091127 23:59:47< Ivanovic> shadowmaster: all of offtopic area should not increase the post counter
20091127 23:59:49< CIA-62> Pre instead of post increment a variable.
20091127 23:59:51< CIA-62> Issue found by cppcheck.
20091127 23:59:53< CIA-62> mordante * r39979 /trunk/src/playsingle_controller.cpp:
20091127 23:59:55< CIA-62> Pre instead of post increment a variable.
20091127 23:59:57< CIA-62> Issue found by cppcheck.
--- Log closed Sat Nov 28 00:00:01 2009