--- Log opened Thu Dec 17 00:00:25 2009 20091217 00:00:33-!- boucman [n=rosen@wesnoth/developer/boucman] has quit ["Leaving."] 20091217 00:02:40< CIA-28> ivanovic * r40274 /trunk/po/ (9 files in 9 dirs): updated Russian translation 20091217 00:05:01< Aethaeryn> Crab_: some advice to save me some time... what do you think the quickest way to count the number of villages in the existing village remover code is? 20091217 00:05:10< Aethaeryn> (I'll give a link in a sec) 20091217 00:05:36< Aethaeryn> http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/Dynamic_Era/village_remover.cfg?revision=5884&view=markup 20091217 00:06:21< Crab_> length of villages_store ? 20091217 00:07:02< Aethaeryn> would it give length in characters or in number of entries? 20091217 00:07:56< Crab_> well, villages_store is an array, isn't it ? 20091217 00:08:22< Crab_> so, imo, it should be number of entries 20091217 00:09:32< Crab_> Aethaeryn:btw, why "terrain=$village_tile_info[0].value " ? 20091217 00:09:54< Crab_> sorry, drop it, seen. 20091217 00:10:27< CIA-28> espreon * r40275 /trunk/data/core/images/help/l10n/ru/ (hpxp.png recruit.png tooltip.png): Ran wesnoth-optipng on the Russian localized help images; saved 3 KiB; 4%. 20091217 00:10:49< Aethaeryn> Crab_: Why? Because my original code was so bad Shadow Master rewrote it rather than telling me how to fix it. :P 20091217 00:12:52< Aethaeryn> Crab_: village_tile_info.length? 20091217 00:13:12< Crab_> Aethaeryn: no, villages_store.length 20091217 00:13:35< Aethaeryn> ah, whoops 20091217 00:13:45< Aethaeryn> wouldn't have made the mistake if I wrote the code ;) 20091217 00:14:07-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster, Rhonda, Jetrel, Vetinari 20091217 00:14:28-!- YogiHH [n=chatzill@c203119.adsl.hansenet.de] has left #wesnoth-dev [] 20091217 00:15:55< Ivanovic> Chusslove: talked to someone helpfull in #po4a on oftc today 20091217 00:16:02< Ivanovic> the result is this bug report: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=561416 20091217 00:17:03< Chusslove> Ivanovic: Great. That's more detailed than the bug report I tried to submit :) 20091217 00:18:07-!- Netsplit over, joins: Rhonda, AnMaster, Jetrel, Vetinari 20091217 00:20:57-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster, Rhonda, Jetrel, Vetinari 20091217 00:21:04-!- Netsplit over, joins: Rhonda, AnMaster, Jetrel, Vetinari 20091217 00:21:16-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 69 bugs, 246 feature requests, 8 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20091217 00:24:15< Aethaeryn> Crab_: Okay, I have a variable that is the village count (it works as you said it would)... Now how do I divide with variables? I want to basically do "$village_count/$leader_count" where $leader_count is the number of units with canrecruit=1 20091217 00:24:28< CIA-28> crab * r40276 /trunk/src/ai/ (5 files in 3 dirs): AI refactoring: reworked search for target markers to allow goals to select their own strategy of target marker selection. 20091217 00:25:14< Crab_> fendrin: ^ ok, done the thing we've talked about a few weeks earlier - now it is possible to code different types of goals. 20091217 00:26:01< fendrin> Crab_: Do Aethaeryn: see scenario-test.cfg at line 1133 20091217 00:26:45< fendrin> Crab_: Wouldn't that be a good testcase for the goal types? 20091217 00:27:08< Crab_> fendrin: yes, I think that it can 20091217 00:27:47< Crab_> fendrin: yes, if the rules are sufficiently simple, we can try to make the ai play good via formula_ai or generic goals. 20091217 00:27:59< Crab_> fendrin: is there a 'ready' scenario for such a gamestyle ? 20091217 00:29:11< fendrin> Crab_: I am working on it. It's halfly done. 20091217 00:29:16< Crab_> fendrin: ok 20091217 00:29:47< fendrin> Crab_: I am not sure what the ai can handle so I have avoided all ai specific coding for know. 20091217 00:30:06< Crab_> ok 20091217 00:30:12< Aethaeryn> Crab_: so "[set_variable] name=village_count divide=$leader_count [/set_variable] 20091217 00:30:13< Crab_> it would be interesting to take a look at it 20091217 00:30:22< Aethaeryn> that will modify village_count? 20091217 00:30:29< Crab_> Aethaeryn: yes, it is in-place division 20091217 00:30:53< Aethaeryn> Okay, WML variables aren't as scary as I thought. 20091217 00:31:12-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster, Rhonda, Jetrel, Vetinari 20091217 00:31:14-!- Rhonda [n=rhonda@86.59.21.37] has joined #wesnoth-dev 20091217 00:31:20-!- Vetinari [n=lukjad00@216.239.87.187] has joined #wesnoth-dev 20091217 00:31:48-!- Netsplit over, joins: AnMaster 20091217 00:32:43-!- Netsplit over, joins: Jetrel 20091217 00:36:47< Aethaeryn> Crab_: it automatically rounds to the nearest whole intiger? 20091217 00:37:49< CIA-28> espreon * r40277 /trunk/data/tools/ (5 files in 2 dirs): Assigned properties to some files in the tools directory. 20091217 00:37:58< Crab_> Aethaeryn: don't know 20091217 00:38:16< Aethaeryn> well, it said 13 when my own calculator said the result would be 13.2 20091217 00:38:23< Aethaeryn> But regardless, the point is that it rounds somehow so it's workable as a cap. 20091217 00:38:25< Crab_> ok, good 20091217 00:38:37< Aethaeryn> I just wasn't sure if it rounds to nearest or always rounds down 20091217 00:39:08< CIA-28> espreon * r40278 /trunk/data/scenario-leaders.cfg: Ran set-properties on scenario-leaders.cfg. 20091217 00:43:00-!- kitty_ [n=kitty@e180201149.adsl.alicedsl.de] has quit ["bye"] 20091217 00:43:06< fendrin> Crab_: Do you have any needs that I have to respect when coding the wml? 20091217 00:43:34< Crab_> fendrin: no. I need the rules of the game explained :) 20091217 00:43:43< Crab_> this can be done in plain english 20091217 00:44:51< fendrin> Crab_: Okay, this the contend, a ritualic wargame held by the drakes of morogor to find the new dominant that will lead the generation of swarmlings to the flight for the great continent. 20091217 00:45:53-!- Noyga [n=lame-z@wesnoth/developer/noyga] has quit ["Quitte"] 20091217 00:46:02< fendrin> Crab_: We have 4 players, each have a spawn point. every death unit respawns at the next respawn turn. 20091217 00:46:31< Aethaeryn> Crab_: http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/trunk/Dynamic_Era/village_remover.cfg?revision=5909&view=markup 20091217 00:46:43< fendrin> The game startes with 3 eggs in the homes of each of the 4 players. 20091217 00:47:01< Aethaeryn> ^ This now has a variable that keeps track of the village cap, perhaps we should take this to #Wesnoth-umc-dev so this doesn't overlap with your mainline talk with fendrin 20091217 00:47:43< fendrin> Eggs can be stolen from the homes of the other players and brought back in the own home. The player with the most eggs in his home at turn end wins. 20091217 00:47:59< fendrin> I would say, that is basically it. 20091217 00:49:05< Aethaeryn> Crab_: Is the count of villages owned by the player stored? I can't find it on the wiki if it is. 20091217 01:01:54< Crab_> Aethaeryn: well, it is possible to store player-owned villages and then use .length 20091217 01:13:01-!- deekay [n=dk@wesnoth/developer/dragonking] has quit [] 20091217 01:15:48-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20091217 01:42:49-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 01:43:12-!- Netsplit over, joins: AnMaster 20091217 01:52:07-!- Zarel [n=Zarel@x-160-94-88-151.uofm-secure.wireless.umn.edu] has joined #wesnoth-dev 20091217 01:52:42< Aethaeryn> Crab_: okay, *just* finished debugging the village cap. 20091217 01:52:48< Crab_> ok. 20091217 01:52:54< Crab_> it works ? 20091217 01:53:00< Aethaeryn> Yes. 20091217 01:53:13< Crab_> good ) 20091217 01:53:40-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 110 (Connection timed out)] 20091217 01:54:02< Aethaeryn> Villages don't show up on the menu if you have (total original villages / number of starting leaders) or more, as determined by start of turn or when you build a village. 20091217 01:54:26< Aethaeryn> The second part is what held me up: if I don't refresh the variable when you build a village, you can build more than the cap provided you do it in one turn. 20091217 01:56:34< Aethaeryn> Crab_: if you want, we can do a playtest right now... if not, I'll probably do upgrading/demolishing villages next, followed by the faction variables. 20091217 01:56:51< Crab_> Aethaeryn: no, probably not this time 20091217 01:57:01< Aethaeryn> ok 20091217 01:57:40< CIA-28> espreon * r40279 /trunk/data/ (4 files in 4 dirs): Updated most of the Spanish BfW maps. 20091217 02:02:55< CIA-28> espreon * r40280 /branches/resources/image-localization/es/wesnoth.xcf: Updated the xcf for the Spanish maps. 20091217 02:03:30-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 02:05:57< Aethaeryn> fendrin: how's the recruit dialog going? 20091217 02:08:33-!- Netsplit over, joins: AnMaster 20091217 02:10:26-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 02:10:50-!- Netsplit over, joins: AnMaster 20091217 02:12:44-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 02:13:01-!- Netsplit over, joins: AnMaster 20091217 02:16:16-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20091217 02:17:15-!- Ken_Oh [n=dick@c-69-137-152-22.hsd1.va.comcast.net] has joined #wesnoth-dev 20091217 02:23:35-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz"] 20091217 02:26:00-!- ardesh [n=ardesh@port-92-195-166-154.dynamic.qsc.de] has quit [Read error: 110 (Connection timed out)] 20091217 02:26:29-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has joined #wesnoth-dev 20091217 02:31:41< fendrin> Aethaeryn: finished 20091217 02:33:48< Aethaeryn> cool 20091217 02:41:03-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."] 20091217 02:44:30-!- Ken_Oh1 [n=dick@c-69-137-152-22.hsd1.md.comcast.net] has joined #wesnoth-dev 20091217 02:50:44< Aethaeryn> any chance of fog of war not showing terrain changes? 20091217 02:50:55-!- mjs-de [n=mjs-de@vpw.wh.Uni-Dortmund.DE] has quit [Remote closed the connection] 20091217 02:50:57< Aethaeryn> It would add more element of surprise if the map changes after the player leaves the area by some kind of WML event. 20091217 03:01:18-!- ilor_ [n=ilor@wesnoth/developer/ilor] has quit [Read error: 110 (Connection timed out)] 20091217 03:03:16-!- Ken_Oh [n=dick@c-69-137-152-22.hsd1.va.comcast.net] has quit [Read error: 110 (Connection timed out)] 20091217 03:24:33-!- Jetrel [n=Jetrel@wesnoth/artist/jetrel] has quit [Remote closed the connection] 20091217 03:24:49-!- Jetrel [n=Jetrel@wesnoth/artist/jetrel] has joined #wesnoth-dev 20091217 03:44:23-!- Rh0nda [n=rhonda@anguilla.debian.or.at] has joined #wesnoth-dev 20091217 03:56:11-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Read error: 110 (Connection timed out)] 20091217 03:56:30-!- Rhonda [n=rhonda@86.59.21.37] has quit [Read error: 110 (Connection timed out)] 20091217 03:56:50-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20091217 03:59:10-!- Ken_Oh1 [n=dick@c-69-137-152-22.hsd1.md.comcast.net] has quit ["Leaving."] 20091217 04:06:24-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 04:06:45-!- Netsplit over, joins: AnMaster 20091217 04:08:01-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 04:09:25-!- Netsplit over, joins: AnMaster 20091217 04:10:57-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 04:11:20-!- Netsplit over, joins: AnMaster 20091217 04:14:51-!- Netsplit kubrick.freenode.net <-> irc.freenode.net quits: AnMaster 20091217 04:15:09-!- Netsplit over, joins: AnMaster 20091217 04:32:53-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20091217 04:44:22-!- Ivanovic_ [n=ivanovic@dtmd-4db2cf22.pool.mediaWays.net] has joined #wesnoth-dev 20091217 05:00:21-!- Ivanovic [n=ivanovic@wesnoth/developer/ivanovic] has quit [Read error: 110 (Connection timed out)] 20091217 05:02:07-!- Ivanovic_ is now known as Ivanovic 20091217 05:03:22< Zarel> i went to the irc mailing list but it said i need javascript downloaded 20091217 05:03:22< Zarel> how do i download javsacript? 20091217 05:03:37< Aethaeryn> O.o 20091217 05:03:37< Zarel> ^- I am not kidding. I just saw someone write that. ON WARZONE'S BUG TRACKER 20091217 05:19:10< Aethaeryn> well, then. 20091217 05:21:47< Aethaeryn> Zarel: link him to http://www.javascript.com/ 20091217 05:21:53< Aethaeryn> and have him spend all day looking for the "Downloads" page 20091217 05:24:30< Zarel> http://developer.wz2100.net/ticket/1240 20091217 05:24:31< Zarel> I give up. 20091217 05:24:35< Zarel> Can you go talk to him? :| 20091217 05:24:46< Aethaeryn> I could post as guest 20091217 05:24:51< Aethaeryn> *If I could post as guest 20091217 05:24:57< Zarel> You can. 20091217 05:25:01< Zarel> You can even enter a name. 20091217 05:26:19< Aethaeryn> Zarel: link to the javascript one? 20091217 05:26:37< Aethaeryn> I am seriously going to link to the javascript website and see how long it takes him to figure out that it's not a plugin you download 20091217 05:26:57< Zarel> ...no. 20091217 05:27:07< Zarel> Be serious. 20091217 05:27:48< Aethaeryn> D: 20091217 05:40:45-!- Chusslove [n=Chusslov@brsg-d9beed21.pool.mediaWays.net] has quit [Read error: 110 (Connection timed out)] 20091217 05:45:26-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit [] 20091217 05:46:06-!- Chusslove [n=Chusslov@brsg-d9befe61.pool.mediaWays.net] has joined #wesnoth-dev 20091217 05:48:44< Aethaeryn> *MAJOR* lobby bug. 20091217 05:48:50< Aethaeryn> "/me" doesn't do an action 20091217 05:48:59< Aethaeryn> Most chats do that, and I think in game chat does that. 20091217 05:49:57-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has quit [Read error: 110 (Connection timed out)] 20091217 05:50:27< Aethaeryn> but the real bug is that the bug Elvish Pillager and I found when playing Era of High Sorcery on a survival map holds true with my new era on 6p team survival in 1.7.10 20091217 05:50:33-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20091217 05:51:02< Aethaeryn> For some reason, whenever you combine a user-made-era that uses random (for spells in EoHS's case, or for traits in this case), the random results are out-of-sync between the host player and the other players/observers. 20091217 05:51:30< Aethaeryn> And it only happens in a user-made-era that uses random and a scenario that heavily uses WML, such as a survival. Using such an era on mainline maps yields no problems. 20091217 06:12:20-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has quit [Read error: 60 (Operation timed out)] 20091217 06:14:36-!- Blueblaze [n=nick@76.202.22.180] has joined #wesnoth-dev 20091217 06:18:46< Aethaeryn> http://www.wesnoth.org/forum/viewtopic.php?f=4&t=28160&start=0 20091217 06:32:40-!- Aethaeryn is now known as MikeJB 20091217 06:49:46-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20091217 06:59:14-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20091217 07:06:23-!- MikeJB [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has quit ["Sleep"] 20091217 08:31:31< Rh0nda> Chusslove: I would think so - didn't you receive any reply to your mail? Also, check your mail locks wether the mail really went out? 20091217 08:31:44< Rh0nda> Soliton: The page says itwesnoth. 'nuff said. 20091217 08:31:49-!- Rh0nda is now known as Rhonda 20091217 08:45:23< Rhonda> Soliton: What though is a bit more annoying are the links he did put on this page: https://launchpad.net/itwesnoth 20091217 08:45:37< Rhonda> Putting wesnoth.org as homepage and not his itwesnoth one 20091217 08:49:11-!- zookeeper [n=l@88-148-251-223.bb.dnainternet.fi] has joined #wesnoth-dev 20091217 09:08:32-!- stikonas [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20091217 09:22:33-!- Appleman1234 [n=Appleman@124.191.178.150] has joined #wesnoth-dev 20091217 09:23:59-!- Appleman1234 [n=Appleman@124.191.178.150] has quit [Remote closed the connection] 20091217 09:24:11-!- Appleman1234 [n=Appleman@CPE-124-191-178-150.oxqn1.cha.bigpond.net.au] has joined #wesnoth-dev 20091217 09:52:54-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20091217 10:02:14-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Read error: 60 (Operation timed out)] 20091217 10:16:07-!- Netsplit 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11:57:10< Ivanovic> hi boucman 20091217 11:57:11< Ivanovic> moin 20091217 12:13:30-!- loonybot [n=loonybot@ppp79-139-139-192.pppoe.spdop.ru] has joined #wesnoth-dev 20091217 12:14:24-!- loonycyborg [n=sergey@ppp79-139-139-192.pppoe.spdop.ru] has joined #wesnoth-dev 20091217 12:47:39-!- Ken_Oh [n=dick@c-68-48-6-159.hsd1.md.comcast.net] has joined #wesnoth-dev 20091217 12:50:23-!- Ken_Oh [n=dick@c-68-48-6-159.hsd1.md.comcast.net] has quit [Client Quit] 20091217 12:59:38-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20091217 13:22:00-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20091217 13:31:50-!- fabi [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20091217 13:45:34-!- Ken_Oh [n=briang@static-71-178-174-220.washdc.fios.verizon.net] has joined #wesnoth-dev 20091217 13:48:55-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Read error: 110 (Connection timed out)] 20091217 14:04:32-!- Ken_Oh1 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has joined #wesnoth-dev 20091217 17:30:16-!- AnMaster [n=AnMaster@unaffiliated/anmaster] has quit [Read error: 104 (Connection reset by peer)] 20091217 17:37:13< Ivanovic> zookeeper: have you already had a look at https://gna.org/bugs/index.php?14954 ? 20091217 17:39:51-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20091217 17:43:46-!- AnMaster [n=AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20091217 17:50:42< zookeeper> Ivanovic, nope, and probably won't.. 20091217 18:02:29-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20091217 18:09:41-!- alink [n=alink@wesnoth/developer/alink] has joined #wesnoth-dev 20091217 18:09:49< alink> hi 20091217 18:11:34< alink> boucman: agreed, the leveling floating label was not very nice (I was not sure about it when i added it), so not worth to keep it if it causes troubles 20091217 18:11:57< boucman> alink: thx for confirming, I already removed it 20091217 18:12:15-!- allefant [n=elias@allegro/developer/allefant] has joined #wesnoth-dev 20091217 18:12:33< alink> it was mainly for consistency with the other unit's change (which in fact are also not very nice) 20091217 18:13:34< alink> but i still think we should add more highlight on leveling-up. maybe some sparkles or a "leveling" sound ? 20091217 18:13:43< alink> (for 1.9 of course) 20091217 18:13:51< boucman> alink: what "other changes" ? you don't like our default leveling animations ? 20091217 18:14:08< boucman> alink: it's easy and not dangerous to change, if you have a better idea 20091217 18:14:49< alink> no, i meant the other floating labels for poisoned and slowed (which change unit stats as leveling) 20091217 18:15:53< alink> but yes a leveling sound seems a simple thing to add 20091217 18:16:30< zookeeper> leveling sounds have been discussed who knows how many times but nothing ever really came of it before 20091217 18:16:48< alink> oh, ok 20091217 18:17:20< boucman> yes, most of the "default animations" are still placeholders and would be easy to change if anybody has better ideas 20091217 18:18:16< alink> or maybe a simple halo around the leveling animation? 20091217 18:19:01< boucman> alink: remember that the base frame has to change somewhere in the middle and has to look good 20091217 18:19:25< boucman> currently we use the fade to white to hide the frame change but we need a way to hid it 20091217 18:20:23< zookeeper> hmh? 20091217 18:20:37< zookeeper> what's wrong with the fade to white in any situation? 20091217 18:21:17-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 69 bugs, 247 feature requests, 8 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20091217 18:21:18< alink> yes, just played the anim at slow speed. it seems to hide enough the frame transition 20091217 18:21:46< zookeeper> if you really wanted to hide the sudden transition from white old base frame to white new base frame, you could just make them crossfade... 20091217 18:22:15< alink> zookeeper: mmh seems to be a good idea 20091217 18:23:16< alink> boucman: can we render 2 unit frames at the same time with current anim WML ? 20091217 18:23:20< boucman> hmm 20091217 18:23:44< boucman> alink: yes, just use the new frame as a second particule 20091217 18:23:53< boucman> it's a bit ugly and tricky but possible 20091217 18:24:18< boucman> it would work for similar units, but would probably look ugly for units that totally change pose 20091217 18:24:50< alink> well, for these cases the frames switch is already a bit ugly 20091217 18:25:10< boucman> true... 20091217 18:26:01< zookeeper> (assuming the length of the animation is 1000) for original base frame: alpha=1.0:500,1.0~0.0:500 and for new base frame: alpha=0.0:500,0.0~1.0:500 20091217 18:26:08< zookeeper> simple enough and probably looks ok 20091217 18:27:12< zookeeper> (or maybe you don't even need to start the fade from 500, maybe it could be going on the whole time) 20091217 18:27:12< alink> this cross fade normal colored frames, but maybe cross-fading white versions will look better 20091217 18:27:27< boucman> zookeeper, alink if you want to playtest with a unit, please do so and then post the wml you agreed on somewher, i'll change the default anims accordingly 20091217 18:27:59< zookeeper> alink, but then it'll need to pause at the "fully white phase" just to do the fade 20091217 18:28:44< zookeeper> and i doubt it matters anyway if the alpha fade only starts when it's already half white or so 20091217 18:30:59< alink> indeed, but some white could still be useful to indicate it's leveling, not just a "normal" animation 20091217 18:31:27< zookeeper> boucman, can i just give the test unit a levelin and levelout animation, that is do they replace the default white fades? 20091217 18:31:31< zookeeper> sure 20091217 18:31:37< alink> or maybe i just try to keep old habits :) 20091217 18:32:10< boucman> zookeeper: yes 20091217 18:32:31< boucman> as much as possible, the engine provides default animations, not overridden parameters 20091217 18:32:48< boucman> the only exception I can think of are the green/grey for poisoned/stoned 20091217 18:32:55< boucman> everything else can be overridden 20091217 18:33:01< zookeeper> boucman, ok, so i'll test by giving the elvish fighter a levelout anim and the captain a levelin anim... 20091217 18:33:20< boucman> taht should work, yes 20091217 18:35:50< zookeeper> ok, working on it.. 20091217 18:36:55< boucman> zookeeper: hmm 20091217 18:37:14< boucman> afaict you can't filter on the new unit in case of multiple advance path 20091217 18:37:39< boucman> moreover IIRC the choice popup appears between the levelout and levelin animations 20091217 18:38:20< zookeeper> ah, right. i'll make the test on a choiceless unit then. 20091217 18:38:57< zookeeper> err, except that of course you can't play the crossfade before the choice has been made... 20091217 18:39:27< boucman> :P 20091217 18:40:02< zookeeper> so...is anyone actually bothered by the current animation? :P 20091217 18:40:26 * boucman does not raise his hand 20091217 18:40:29< zookeeper> (personally i've always thought it looks more or less ok even if not perfect) 20091217 18:40:53< alink> i am not bothered, just said that it was a bit "shy". 20091217 18:40:54< zookeeper> but i can see how making a fancy fade would be tricky 20091217 18:41:37< zookeeper> since you have to either start playing the new unit's fadein during the levelout anim or play the old unit's fadein during the levelin anim... 20091217 18:41:45< alink> but perhaps it's because i am used to see leveling more highlighted in RPG games 20091217 18:41:46< zookeeper> (afk for a bit ->) 20091217 18:46:01< alink> add a white half-transparent halo to both smooth the (white) frames transition and add some highlight ? 20091217 18:53:33< alink> boucman: i just noticed that when a poisoned unit is hit (by normal weapons), it flashes in bright green instead of normal red. I suppose that it's not wanted 20091217 18:53:51< boucman> that's arguable 20091217 18:54:08< boucman> but would be tricky to change 20091217 18:54:29< alink> ah ok, then it can wait 1.9 20091217 18:54:39< boucman> open a bug, assign to me ... 20091217 18:54:57< boucman> afk 20091217 18:55:03< alink> ok 20091217 18:55:05-!- EdB [n=edb@32.101.196-77.rev.gaoland.net] has joined #wesnoth-dev 20091217 18:57:27< zookeeper> alink, frankly i don't see how adding a halo would really help it...you'd still see it's just an overlay and you'd still see the abrupt frame change underneath 20091217 18:59:10< alink> i mean an white halo using progressive alpha to smooth the shape of the whites frames 20091217 18:59:25< alink> as ninja do with their smoke bomb ;p 20091217 19:00:33< alink> assuming that it can be made so you can differentiate white parts of the frame and the halo 20091217 19:02:32 * alink will try the hard task to find some youtube video illustrating what he has in mind 20091217 19:02:57< zookeeper> ok, you mean that the halo would actually become fully opaque and the units would "switch frames" invisibly underneath it? 20091217 19:04:18< alink> not fully opaque, but opaque enough so the whites part mix up, but the edges of the halo will still use some alpha to look smooth with the background 20091217 19:04:33< alink> so opaque in the middle area ues 20091217 19:04:38< alink> s/ues/yes 20091217 19:05:01-!- EdB [n=edb@32.101.196-77.rev.gaoland.net] has quit [Remote closed the connection] 20091217 19:05:17< zookeeper> right 20091217 19:05:25< zookeeper> well, yeah, that would hide the transition of course 20091217 19:05:44< zookeeper> however i'd a bit worried that it'd look like a rather cheap blob effect 20091217 19:06:20< zookeeper> should be pretty easy to do if you want to try it 20091217 19:06:21< alink> yes maybe, but a more subtile version of it could be enough and still helps 20091217 19:07:38< alink> i may try to do a prototype 20091217 19:08:32< alink> however, as always with my noob skills of Gimp and WML, it will takes ages :( but i always learn 1 or 2 things on the way :) 20091217 19:09:04< zookeeper> eh, just make a circular gradient, i'm sure GIMP has a tool for that 20091217 19:09:27< zookeeper> or just a single spot with a suitably sized airbrush 20091217 19:10:06< alink> usually, my problem is that Gimp has too many tools, but yeah i should be able to do this one 20091217 19:10:57< zookeeper> great 20091217 19:25:22-!- allefant [n=elias@allegro/developer/allefant] has quit ["Leaving"] 20091217 19:25:37< alink> ok, i think have figured the wml part, now need to draw something which can make this work 20091217 19:28:23< alink> mmh better eat first, this gimp always steal my energy, bbl 20091217 19:32:27-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has quit [Read error: 110 (Connection timed out)] 20091217 20:14:20-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20091217 20:20:42-!- Aethaeryn [n=Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #Wesnoth-dev 20091217 20:31:02-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has quit ["Quis custodiet ipsos custodes"] 20091217 20:33:31-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has joined #wesnoth-dev 20091217 20:37:29-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has quit [Client Quit] 20091217 20:41:17-!- giusef [n=giusef@unaffiliated/giusef] has joined #wesnoth-dev 20091217 20:45:16-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has joined #wesnoth-dev 20091217 20:50:58-!- giusef [n=giusef@unaffiliated/giusef] has quit ["exit (-1);"] 20091217 20:53:12< alink> mmh, no, without making this halo based on the unit's frame, it's hard to make something nice 20091217 20:54:03< alink> too big, and it's an ugly useless blob. Too small and it's not visible enough 20091217 20:54:37< alink> and i didn't even trued with unit having non-standard shape like dwarf or bat 20091217 20:54:47< alink> s/trued/tried 20091217 20:55:39< alink> at one point, i did have a nice "ninja smoke bomb" effect :) 20091217 20:55:57< alink> but that's not wanted for leveling 20091217 20:57:30-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has quit ["Quis custodiet ipsos custodes"] 20091217 20:58:35< alink> perhaps, when these simple peasants transform into a fully armored knights, use the superman phone booth trick <:o) 20091217 21:00:56-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has joined #wesnoth-dev 20091217 21:04:23-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has quit [Client Quit] 20091217 21:05:02-!- ardesh [n=ardesh@port-92-195-189-214.dynamic.qsc.de] has joined #wesnoth-dev 20091217 21:05:20-!- Noyga [n=lame-z@wesnoth/developer/noyga] has joined #wesnoth-dev 20091217 21:09:20-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20091217 21:09:40-!- stikonas [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20091217 21:13:04< alink> boucman: poison bugreport submitted. Also look very buggy when leveling (use some weird pink) 20091217 21:15:20< CIA-28> caslav_ilic * r40281 /trunk/ (2 files in 2 dirs): Updated localized images for Russian. 20091217 21:19:01< alink> boucman: maybe caused by the use of += in unit_frame.cpp:664 20091217 21:20:36-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20091217 21:23:24< alink> yeah a blend_ratio not on 0..1 probably break our sdl color-blending function 20091217 21:24:35< alink> that explains the bright green when wounded, not sure yet about the pink leveling 20091217 21:35:46-!- Ken_Oh1 [n=briang@static-71-178-174-220.washdc.fios.verizon.net] has quit ["Leaving."] 20091217 21:42:37-!- noy [n=Noy@wesnoth/developer/noy] has quit ["GO, GET TO THE CHOPPAH!!!"] 20091217 21:52:04-!- noy [n=noy@74.198.148.69] has joined #wesnoth-dev 20091217 21:57:33-!- kitty_ [n=kitty@e180199164.adsl.alicedsl.de] has joined #wesnoth-dev 20091217 21:57:42< Ivanovic> no, i will *not* mention the addon-manager in this thread... http://forums.wesnoth.org/viewtopic.php?p=398618#p398618 20091217 21:59:56< Aethaeryn> I'm aware of it. 20091217 21:59:58< Aethaeryn> :P 20091217 22:00:27< Aethaeryn> He could also just know the port # of the new add-on server and access it manually via 1.7.6, iirc 20091217 22:04:48-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20091217 22:05:37-!- stikonas [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20091217 22:07:23< Ivanovic> jupp, that would work, too 20091217 22:10:08-!- noy [n=noy@74.198.148.69] has quit [] 20091217 22:12:08< zookeeper> ah, hmm, someone told me to check out some forest transitions a while back on some map. i didn't see anything but now i noticed i have some local changes to forests.cfg... 20091217 22:13:29-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20091217 22:17:03-!- noy [n=Noy@wesnoth/developer/noy] has quit [Client Quit] 20091217 22:23:01-!- noy [n=noy@74.198.148.79] has joined #wesnoth-dev 20091217 22:35:04-!- dtiger [n=dtiger@dynamic-vpdn-213-184-233-21.telecom.by] has quit [Remote closed the connection] 20091217 22:37:26-!- noy [n=noy@wesnoth/developer/noy] has quit [] 20091217 22:37:42-!- noy [n=noy@wesnoth/developer/noy] has joined #wesnoth-dev 20091217 22:54:36-!- deekay [n=dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20091217 23:00:39-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20091217 23:02:34-!- Sebastian__ [i=beea49ad@gateway/web/freenode/x-uwluemjhisbngudv] has joined #wesnoth-dev 20091217 23:12:20-!- noy [n=noy@wesnoth/developer/noy] has quit [Read error: 110 (Connection timed out)] 20091217 23:14:27-!- zookeeper [n=l@88-148-251-223.bb.dnainternet.fi] has quit [] 20091217 23:15:20-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20091217 23:18:55-!- alink [n=alink@wesnoth/developer/alink] has quit [Remote closed the connection] 20091217 23:20:21< Sebastian__> hello I am new, any new bug to fix? 20091217 23:21:13< Espreon> Sebastian__: Maybe, check the bug tracker. 20091217 23:23:34< Sebastian__> :), I did not know there was one, I will, 20091217 23:23:55< Crab_> Sebastian__: http://bugs.wesnoth.org/ 20091217 23:25:07< Sebastian__> I downloaded the files by svn, so if I only want to download the fixed files, will svn take care of that ? or do I need some command? 20091217 23:26:24< Soliton> what fixed files? 20091217 23:26:47< Crab_> Sebastian__: to work on wesnoth, you need an svn checkout of 'trunk' of wesnoth svn repository, see http://wiki.wesnoth.org/WesnothSVN#Download 20091217 23:27:32< Crab_> Sebastian__: if you have already done so earlier, you can pick only the latest changes by using 'svn update' command 20091217 23:28:05< Sebastian__> thanks crab 20091217 23:37:25< Sebastian__> I was checking the bugs, but since I am new, and there are so many files, it is hard to see where is it 20091217 23:38:21< Crab_> Sebastian__: feel free to ask questions about any particular bug 20091217 23:39:03< Crab_> Sebastian__: for example, https://gna.org/bugs/index.php?14927 seems easy to fix (it's even WML only) 20091217 23:40:59< Sebastian__> looking it 20091217 23:43:25-!- Appleman1234 [n=Appleman@131.181.100.25] has joined #wesnoth-dev 20091217 23:43:32< fendrin> Crab_: Hi Crab_, a question, the ai can handle the teleport feature of the silver mage, right? 20091217 23:44:32-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 110 (Connection timed out)] 20091217 23:45:21< Crab_> fendrin: in a limited way. it can use teleport (that code is a part of pathfinding nowadays, so ai gets correct srcdst maps). but, of course, AI doesn't *know* about 'how teleport works' 20091217 23:45:55< fendrin> Crab_: I want to have 2 layers in a map. At some points the units can switch to the other layer. Can the ai be tuned to be aware of that wormholes? It should only be a matter of letting some of the a*-search nodes to have more childs than usual. 20091217 23:46:08< Crab_> fendrin: AI will use those wormholes. 20091217 23:46:23< Crab_> fendrin: for units which have get_ability_bool("teleport"); 20091217 23:46:34< Crab_> fendrin: and for which pathfinding says that they can teleport 20091217 23:47:05< Crab_> fendrin: so, you can try to solve this at pathfinding level 20091217 23:47:32< Crab_> fendrin: if you don't want to, we can trick it into using those wormholes on case-by-case basis 20091217 23:47:44-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has quit [Connection timed out] 20091217 23:47:50< fendrin> Crab_: That is very complicated. I want to try to solve it at pathfinding level. But teleport will connect all the "villages" in a grid. I need only "tunnels". 20091217 23:48:24< fendrin> [tunnel] x1 y1 x2 y2 20091217 23:48:42< Crab_> fendrin: if you want to solve it at pathfinding level, see https://gna.org/bugs/index.php?11532 :) 20091217 23:49:13< Crab_> fendrin: alink would be the best person to ask about this, I suppose. 20091217 23:50:07< Sebastian__> i c, I have only played a few campaigns, so what it need to be done in the shaman bug is to eliminate the trait right? and Crab, you are telling me that I only need to look for the wml right? 20091217 23:50:16< fendrin> Crab_: Okay, thank you. I will ask alink about it. 20091217 23:51:47< Crab_> Sebastian__: the first step is to see the bug with your own eyes. e.g. go to tutorial-2 and try to reproduce it. and, if it is as described in the bug, eliminating the quick trait from recruited shamans will do the trick. so, only data/campaigns/tutorial/scenarios/2_Tutorial.cfg is to be modified. 20091217 23:52:36< Sebastian__> nice 20091217 23:53:48< Crab_> fendrin: and, as a workaround, if you can name a simple enough condition in 'if CONDITION, move towards wormhole', it can be done via formula_ai 20091217 23:54:12< Crab_> fendrin: (then the actual teleport will be done via WML) --- Log closed Fri Dec 18 00:00:34 2009