--- Log opened Sat Jan 02 00:00:53 2010 20100102 00:04:55< shadowmaster> http://forums.wesnoth.org/viewtopic.php?p=401090#p401090 20100102 00:05:05< shadowmaster> anyone thinks that is really going to help? (I don't.) 20100102 00:15:12< Ivanovic> nope, it won't help 20100102 00:15:20< Ivanovic> though the title of the post could maybe be updated 20100102 00:15:44< Ivanovic> to reflect that it is by now more than just a "yeah, we got an iphone port" thread 20100102 00:19:49-!- esr [n=chatzill@wesnoth/developer/esr] has quit [Remote closed the connection] 20100102 00:20:46-!- esr [n=chatzill@static-71-162-243-5.phlapa.fios.verizon.net] has joined #wesnoth-dev 20100102 00:26:34-!- Skystriker [n=croseliu@pool-71-250-26-120.nwrknj.east.verizon.net] has joined #wesnoth-dev 20100102 00:26:55< shadowmaster> ... wild mass rambling already? 20100102 00:27:10 * shadowmaster 's talking of Zarel's post in the same thread. 20100102 00:27:59-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100102 00:30:29< shadowmaster> cute bunny pic 20100102 00:35:41< YogiHH> Ivanovic: What would you say is missing to have a first release 1.8? 20100102 00:36:29< ilor> YogiHH: a working new lobby 20100102 00:37:00< YogiHH> i see 20100102 00:37:32< Ivanovic> a lobby that is fast enough to handle the stable server load 20100102 00:37:55< ilor> YogiHH: and that's about the GUI being slow 20100102 00:38:59-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100102 00:40:45< shadowmaster> ilor: how do you measure this? 20100102 00:41:12< ilor> shadowmaster: by connecting to the 1.7 server and feeling the pain as the UI struggles 20100102 00:41:23< Ivanovic> shadowmaster: just start trunk and connect to the 1.6 server (with a not registered nick) 20100102 00:41:41< shadowmaster> right, and what's the correct port for the 1.6 server? 20100102 00:42:03< Ivanovic> try 14999 20100102 00:42:09< ilor> game version needs to be test (in wesconfig.h) 20100102 00:42:22< Ivanovic> (that is: it is something between 14997 and 15000) 20100102 00:42:42< Ivanovic> game version has to start with test, the rest does not matter anymore 20100102 00:42:44< Ivanovic> ;) 20100102 00:46:10< shadowmaster> uh. 20100102 00:46:24< shadowmaster> how many files will get recompiled if I change wesconfig.h? 20100102 00:46:39< Ivanovic> most 20100102 00:46:56< ilor> I don't thing most, just a few 20100102 00:46:58< Crab_> Ivanovic: why ? 20100102 00:47:09< Crab_> I think 10 20100102 00:47:20< Ivanovic> because chaning the version always results in the recompile taking a long while 20100102 00:47:24< shadowmaster> Ivanovic: anyway, how can the game version start with 'test'? 20100102 00:47:39< Ivanovic> huh? 20100102 00:47:49< shadowmaster> if I set VERSION to test1.7.11+svn, wesnoth will complain at some point 20100102 00:47:52< ilor> shadowmaster: it can if you edit wesconfig.h. it's for testing :P 20100102 00:48:07< Ivanovic> shadowmaster: just set the version to test 20100102 00:48:42< shadowmaster> okay, the version checking routines will probably interpret that as 0.0.0 IIRC 20100102 00:48:52< shadowmaster> as far as saved games' compatibility is concerned 20100102 00:49:21< Crab_> shadowmaster: a quick hack: launch wesnoth in the debugger, and change the value of version at runtime 20100102 00:49:33< Crab_> shadowmaster: this way, you will avoid recompilation 20100102 00:49:43< shadowmaster> my gdb fu is weak 20100102 00:49:47-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 60 (Operation timed out)] 20100102 00:49:50< Ivanovic> Crab_: bad idea since wesnoth is most likely a lot slower in the debugger 20100102 00:49:56< shadowmaster> I'm recmpiling everything anyway; too many days without updating my build 20100102 00:51:21< Crab_> Ivanovic: attach-change-detach 20100102 00:52:13< ilor> graaagh. I tried to use gui::listbox::set_item_shown, and I get weird generator asserts 20100102 00:52:20< ilor> mordante: ^ 20100102 00:52:46 * shadowmaster still wonders how it happens that the whole AI and GUI2 code needs to be recompiled every day 20100102 00:52:58< shadowmaster> *code trees nee 20100102 00:53:00< shadowmaster> d 20100102 00:53:29< Crab_> shadowmaster: I think that's because we use a lot of templates, and those are in header files... 20100102 00:58:22< shadowmaster> setting VERSION to test didn't help 20100102 00:58:57< shadowmaster> it still throws me to the SVN trunk instance 20100102 00:59:45< loonycyborg> shadowmaster: server.wesnoth.org:14999 20100102 01:01:02< shadowmaster> in other words, the port number was relevant. Ivanovic :< 20100102 01:01:51< shadowmaster> and yes, it is horribly slow ("horribly" as in "gets stuck for an unknown amount of minutes while trying to scroll the games list") 20100102 01:03:00< shadowmaster> um, wait, it didn't get stuck. It's just scroll wheel actions not getting caught when the game gets busy thinking about information received from the server) 20100102 01:03:13< loonycyborg> Clicking on a game makes cpu 100% busy for a noticable time. 20100102 01:03:46< shadowmaster> scrolling the users list in the right side is even more terrible. 20100102 01:04:26< shadowmaster> mordante: can't GUI2 dialogs be made border-less? I can see parts of the title screen beneath the bottom and right sides of the new lobby? 20100102 01:04:37< shadowmaster> the last interrogation film doesn't belong 20100102 01:04:41< shadowmaster> interrogation mark 20100102 01:05:24< shadowmaster> while consistent user interface design is always a good thing, it seems unwarranted to have those borders in fullscreen windows such as this one 20100102 01:05:25< loonycyborg> Also, using a forum login doesn't work when using VERSION="test" and connecting to 'wrong' server. 20100102 01:05:39< shadowmaster> (I've always wanted to turn the help system into a fullscreen window too!) :P 20100102 01:06:11< loonycyborg> That's why I didn't manage to connect to it the previous time I tried :P 20100102 01:07:34< ilor> loonycyborg: auth protocol changed in 1.7 20100102 01:07:54< shadowmaster> at least the client doesn't go boom instead.. 20100102 01:07:59< loonycyborg> I suspected as much. 20100102 01:08:08< ilor> shadowmaster: it did a while ago ;) 20100102 01:08:34< shadowmaster> ee20100101 21:08:24 warning filesystem: Trying to open file with relative path: 'sendfile.tmp'. 20100102 01:08:48< shadowmaster> I get lots of this in stderr. I guess this has something to do with the stats uploader? 20100102 01:08:57< Ivanovic> of course the port number is important, what the version does is *only* allow you on any server you want to 20100102 01:09:07< shadowmaster> ah wait, I was running the test suite, not wesnoth 20100102 01:09:19< shadowmaster> anyway, the test suite gives lots of warnings 20100102 01:10:02< shadowmaster> Ivanovic: meh, you said "the rest doesn't matter anymore"... 20100102 01:10:19< Ivanovic> the rest written behind the word "test" does not matter 20100102 01:19:39< Crab_> shadowmaster: btw, if you ever need it again: attach gdb, do " set var game_config::version=game_config::test_version ", detach. 20100102 01:20:19< shadowmaster> that requires me to run a debug build, doesn't it? 20100102 01:20:32< shadowmaster> or are variable name symbols also kept in release builds? 20100102 01:23:02< Crab_> yes, you need a symbol table 20100102 01:26:01< Crab_> so if you're not running a debug build, you'll have to recompile. it is strange that no command-line option is provided to override that version... 20100102 01:27:21< shadowmaster> no one has filed a FR :P 20100102 01:27:37< Crab_> shadowmaster: its easier to implement that one than to file a fr :) 20100102 01:27:56< Crab_> actually, documenting it is the hardest part :) 20100102 01:27:56< shadowmaster> it might be a nice thing to have in 1.9 (we can't do that right now because we'd need to add an entry in the manpage, and....) 20100102 01:28:12 * Crab_ loves undocumented hacks 20100102 01:28:46 * Blarumyrran loves unhacked documents 20100102 01:30:51 * shadowmaster loves hacking documentation 20100102 01:34:27-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20100102 01:40:39-!- PeterFA [n=quassel@c-98-203-132-209.hsd1.wa.comcast.net] has joined #wesnoth-dev 20100102 01:43:48-!- PeterFA [n=quassel@unaffiliated/peterfa] has quit [Remote closed the connection] 20100102 02:00:53-!- YogiHH [n=chatzill@d097117.adsl.hansenet.de] has left #wesnoth-dev [] 20100102 02:01:07< Crab_> shadowmaster: and, for completeness, another way to avoid recompilation, which is very easy only on non-debug build: edit the executable in any binary editor, and change the first 4 letters of the hardcoded version string to "test" 20100102 02:01:54< shadowmaster> hax! :P 20100102 02:02:16< shadowmaster> a real programmer will rewrite the thing in an assembler language 20100102 02:02:22< shadowmaster> *would 20100102 02:04:25< Crab_> will it make for good apr1 hoax ? "due to well-known speed issues with wesnoth MP lobby, the devs finally decided to rewrite it in the assember language. expect new, high-speed lobby to be available in 1.8.1" ) 20100102 02:06:05< Ivanovic> "a sad side effect is that we have to drop windows support because of this..." 20100102 02:06:08< Ivanovic> ;) 20100102 02:06:15< Crab_> hehe 20100102 02:06:39< Ivanovic> time for me to head off to bed, n8 20100102 02:07:16-!- Chusslove [n=Chusslov@brsg-d9befa8e.pool.mediaWays.net] has quit [Read error: 110 (Connection timed out)] 20100102 02:12:50-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has joined #wesnoth-dev 20100102 02:13:37-!- Chusslove [n=Chusslov@brsg-d9bee689.pool.mediaWays.net] has joined #wesnoth-dev 20100102 02:22:46-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has quit ["ChatZilla 0.9.86 [Firefox 3.5.6/20091201220228]"] 20100102 02:32:28-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has joined #wesnoth-dev 20100102 02:48:14-!- ilor [n=user@wesnoth/developer/ilor] has quit [] 20100102 02:49:03-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has quit [Remote closed the connection] 20100102 02:54:53-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has quit [Remote closed the connection] 20100102 03:02:08-!- ardesh [n=ardesh@port-92-195-162-228.dynamic.qsc.de] has quit [Read error: 60 (Operation timed out)] 20100102 03:02:31-!- ardesh [n=ardesh@port-92-195-241-189.dynamic.qsc.de] has joined #wesnoth-dev 20100102 03:16:39-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has joined #wesnoth-dev 20100102 03:25:16-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has quit [Remote closed the connection] 20100102 03:38:25-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz"] 20100102 03:38:57-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20100102 03:41:13-!- Skystriker [n=croseliu@pool-71-250-26-120.nwrknj.east.verizon.net] has quit [] 20100102 03:46:40-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has joined #wesnoth-dev 20100102 04:19:56-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100102 04:23:00-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20100102 04:25:28-!- Ivanovic_ [n=ivanovic@dtmd-4db2f5db.pool.mediaWays.net] has joined #wesnoth-dev 20100102 04:41:38-!- Ivanovic [n=ivanovic@wesnoth/developer/ivanovic] has quit [Read error: 110 (Connection timed out)] 20100102 04:43:30-!- Ivanovic_ is now known as Ivanovic 20100102 04:45:32-!- deekay [n=dk@wesnoth/developer/dragonking] has quit [] 20100102 04:52:28-!- PeterFA [n=quassel@c-98-203-132-209.hsd1.wa.comcast.net] has joined #wesnoth-dev 20100102 04:54:40-!- PeterFA [n=quassel@unaffiliated/peterfa] has quit [Remote closed the connection] 20100102 05:02:57-!- Kenpachi_ [n=chatzill@CPE-60-231-215-31.lns2.way.bigpond.net.au] has joined #wesnoth-dev 20100102 05:07:37-!- Kenpachi [n=chatzill@CPE-58-166-240-240.lns3.way.bigpond.net.au] has quit [Read error: 110 (Connection timed out)] 20100102 05:07:38-!- Kenpachi_ is now known as Kenpachi 20100102 05:12:31< AI0867> keyboard-arrow scrolling off the bottom of the gamestate inspector dialog just crashed wesnoth 20100102 05:12:41< AI0867> wesnoth: src/gui/widgets/grid.cpp:519: virtual void gui2::tgrid::set_size(const gui2::tpoint&, const gui2::tpoint&): Assertion `false' failed. 20100102 05:33:38-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100102 05:43:49-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20100102 05:51:16-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100102 06:16:58-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has quit [Read error: 110 (Connection timed out)] 20100102 06:17:38-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."] 20100102 06:21:16-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 55 bugs, 245 feature requests, 9 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100102 06:28:30-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20100102 07:50:33-!- Blueblaze [n=nick@76.202.22.180] has joined #wesnoth-dev 20100102 07:57:11-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20100102 08:55:04-!- dtiger [n=dtiger@dynamic-vpdn-93-125-16-152.telecom.by] has joined #wesnoth-dev 20100102 09:02:34-!- mordante [n=mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20100102 09:02:49< mordante> servus 20100102 09:06:46< mordante> ilor it would be nice to know which assertion and what you exactly did... I can't reproduce it 20100102 09:08:52< mordante> shadowmaster, of course the dialog can be made borderless, but I'm not sure what you mean with the "title screen" below it 20100102 09:09:24-!- PeterFA [n=quassel@c-98-203-132-209.hsd1.wa.comcast.net] has joined #wesnoth-dev 20100102 09:13:54< mordante> AI0867, works for me (tm) 20100102 09:14:47-!- boucman [n=rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100102 09:22:46-!- dtiger [n=dtiger@dynamic-vpdn-93-125-16-152.telecom.by] has quit [Remote closed the connection] 20100102 09:23:42-!- dtiger [n=dtiger@dynamic-vpdn-93-125-16-152.telecom.by] has joined #wesnoth-dev 20100102 09:30:19-!- PeterFA [n=quassel@unaffiliated/peterfa] has quit [Remote closed the connection] 20100102 09:39:20-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100102 09:48:02-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20100102 10:09:25-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100102 10:10:23-!- noy [n=Noy@wesnoth/developer/noy] has quit [Read error: 104 (Connection reset by peer)] 20100102 10:15:11-!- stikonas [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 10:24:16-!- zookeeper [n=l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100102 10:33:57-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20100102 10:55:19< Ivanovic> moin 20100102 10:55:26< mordante> hi Ivanovic 20100102 11:09:55-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100102 11:11:42< stikonas> zookeeper: hi, could https://gna.org/bugs/index.php?15037 be a duplicate of bug https://gna.org/bugs/index.php?14926 (this one is assigned to you) 20100102 11:13:44< zookeeper> stikonas, well, the part about the movement is.. 20100102 11:14:10< zookeeper> and i just de-assigned it since for some reason it was still assigned to me. 20100102 11:32:37-!- _teddy [n=fedor76@ppp-78-24-27-29-bras0.istra.ru] has quit ["ERC Version 5.3 (IRC client for Emacs)"] 20100102 11:32:54-!- fkhodkov [n=fedor76@ppp-78-24-27-29-bras0.istra.ru] has joined #wesnoth-dev 20100102 11:36:05-!- fkhodkov [n=fedor76@ppp-78-24-27-29-bras0.istra.ru] has quit [Client Quit] 20100102 11:36:31-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100102 11:36:46-!- _teddy [n=fedor76@ppp-78-24-27-29-bras0.istra.ru] has joined #wesnoth-dev 20100102 11:37:37-!- Noyga [n=noyga@wesnoth/developer/noyga] has joined #wesnoth-dev 20100102 11:37:52-!- _teddy is now known as fkhodkov 20100102 11:50:38< mordante> silene when loading a savegame I get a warning with __scenario_objectives_gc=yes and a bunch of config data, is that a problem or just for debugging? 20100102 11:53:53-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20100102 11:56:30-!- Kenpachi [n=chatzill@CPE-60-231-215-31.lns2.way.bigpond.net.au] has quit [Read error: 110 (Connection timed out)] 20100102 12:00:31-!- ilor [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100102 12:00:42< ilor> hi mordante 20100102 12:01:28-!- deekay [n=dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20100102 12:01:40-!- loonybot [n=loonybot@ppp79-139-137-151.pppoe.spdop.ru] has joined #wesnoth-dev 20100102 12:02:45< mordante> hi ilor 20100102 12:02:57-!- loonycyborg [n=sergey@ppp79-139-137-151.pppoe.spdop.ru] has joined #wesnoth-dev 20100102 12:04:28< ilor> mordante: are there any caveats re: using tlistbox::set_row_shown? 20100102 12:05:58-!- teaser [n=tsr@h-37-106.A254.priv.bahnhof.se] has joined #wesnoth-dev 20100102 12:06:54< mordante> ilor, only that the row index needs to be a valid index 20100102 12:08:51< ilor> mordante: I added code that always adds all games to the gamelist, and in one place sets some rows to be hidden, I then get a crash somewhere else 20100102 12:11:25< teaser> zookeeper, hi, I need some help with unit-modifications, traits, etc do you have time? 20100102 12:11:38< ilor> mordante 20100102 12:11:57< ilor> : I'll have more details when he debug build finished 20100102 12:11:59< ilor> *s 20100102 12:12:08-!- Kenpachi [n=chatzill@CPE-58-166-239-252.lns3.way.bigpond.net.au] has joined #wesnoth-dev 20100102 12:13:34< CIA-28> mordante * r40514 /trunk/ (changelog players_changelog src/multiplayer_connect.cpp): (log message trimmed) 20100102 12:13:34< CIA-28> Non-human null controllers are no longer set to ai. 20100102 12:13:34< CIA-28> This avoids dummy sides to get a turn, like the statues in 'Caves of the 20100102 12:13:34< CIA-28> Basilisk'. 20100102 12:13:34< CIA-28> Regarding compatibility: I did some minimal testing with a version with 20100102 12:13:35< CIA-28> and without this patch and it seemed to work properly. Since we're not 20100102 12:13:39< CIA-28> in compatibility freeze I didn't do more extensive testing. (This fix 20100102 12:14:01 * boucman has stoped doing non-debug builds a long time ago :) 20100102 12:14:16< mordante> ilor, ok 20100102 12:14:52< mordante> boucman, unfortunately linking takes forever with a debug build (gold hasn't hit Debian stable yet) 20100102 12:15:15< boucman> heh 20100102 12:15:36< mordante> I assume you use the gold linker 20100102 12:16:27< boucman> no idea :P 20100102 12:16:37< teaser> mordante: I don't know how you made that patch but I wonder if it will also disallow the discovery of hidden units (ambush and nightstalk come to mind) 20100102 12:17:04< Espreon> mordante: What is this gold linker of which you speak? 20100102 12:17:45-!- Kenpachi_ [n=chatzill@CPE-58-166-239-252.lns3.way.bigpond.net.au] has joined #wesnoth-dev 20100102 12:18:10< teaser> (I've had an idea for a long time for a FR to allow to show info in the right panel for items too, maybe that is a better way...?) 20100102 12:18:16< mordante> boucman, http://packages.debian.org/search?keywords=binutils-gold 20100102 12:18:21< mordante> Espreon, ^ 20100102 12:18:51< mordante> teaser, not entirely sure what you mean 20100102 12:19:57< teaser> well, the empty sides you just modified somehow also discover hidden units as they are from another side than the side controlling them, so a wose can't hide beside a stoned unit of a neutral side... 20100102 12:20:19< teaser> them = wose (or so) 20100102 12:21:55< Espreon> mordante: Ah, now I see... 20100102 12:22:50< mordante> teaser, I don't think it affects that, it only should no longer give these sides a turn like on Caves of the Basilisk, but if you can test it I would be grateful 20100102 12:23:14< loonycyborg> There's a 'gold' USE-flag in gentoo to use it though the description says that it *will* break things.. 20100102 12:24:37< teaser> mordante: upping trunk.... 20100102 12:24:52< Espreon> loonycyborg: And that is why I am not going to enable that flag... 20100102 12:25:13< mordante> loonycyborg, I used it for a while on Wesnoth and no problems but it claims to have problems with the kernel 20100102 12:25:22< mordante> only wonder whether that claim is still valid 20100102 12:25:26< boucman> mordante: as far as cave of B is concerned, I guess stoned units shouldn't reveal enemies anyway 20100102 12:25:50< mordante> and it also doesn't automatically link extra library dependencies 20100102 12:26:21< teaser> boucman, that would be great ;) 20100102 12:26:35< mordante> boucman, indeed but it's used in other scenarios 20100102 12:26:52< boucman> oh... 20100102 12:26:58< mordante> at the moment a controller can be human, ai, or null and null always got mapped to ai 20100102 12:27:19< mordante> which is annoying with the other bug I try to fix 20100102 12:27:38< teaser> well, maybe add a check to see if the revealing unit is stoned and thus not allow it to reveal units? 20100102 12:27:59< teaser> (ofc, I have no idea how the code is done, etc...) 20100102 12:29:18< mordante> me neither, but a stoned unit still has visibility 20100102 12:29:30< boucman> redo CoB with custom impassable terrains where the statues are, and add an overlay of the unit image over them 20100102 12:30:10< teaser> that is a fair idea, but then you loose all the cool extra info that is written into the statues (same for sullas, etc) 20100102 12:30:39< teaser> you don't even need a custom terrain, just use the impassable overlay... 20100102 12:33:10< mordante> unit max_moves == 0 or just check for petrified 20100102 12:36:21-!- Kenpachi [n=chatzill@CPE-58-166-239-252.lns3.way.bigpond.net.au] has quit [Read error: 110 (Connection timed out)] 20100102 12:43:33< mordante> does anybody see any merit in this idea http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=563309 ? 20100102 12:45:17< ilor> mordante: yes 20100102 12:45:31-!- Noyga [n=noyga@wesnoth/developer/noyga] has quit [Remote closed the connection] 20100102 12:50:58< ilor> mordante: generator.cpp line 382, failed assert of current_origin.y == origin.y + size.y, backtrace http://wesnoth.pastebin.com/m6f23ee93 20100102 12:52:12< ilor> mordante: as far as I can tell it happens after a listbox with all rows hidden gets cleared 20100102 12:52:15< mordante> ilor, ok that means the engine screwed up, do you have a recipe for reproduction 20100102 12:52:49< mordante> ok will test that after lunch 20100102 12:53:12< ilor> mordante: I'll send you a diff for what I have WIP here 20100102 12:53:42< mordante> ok cool 20100102 12:53:57< mordante> off for lunch now 20100102 12:56:35< ilor> mordante: http://wesnoth.pastebin.com/m5a8c9248 (diff) 20100102 12:59:04< teaser> sry to spam irc, but starting the just complied trunk gives: 20100102 12:59:06< teaser> Checking video mode: 1024x768x32... 20100102 12:59:07< teaser> setting mode to 1024x768x32 20100102 12:59:07< teaser> 20100102 12:57:06 error config: File not found 'OUTER_RECT' 20100102 12:59:07< teaser> 20100102 12:57:06 error config: File not found 'TEXT_DEFAULT_NORMAL' 20100102 12:59:07< teaser> 20100102 12:57:06 error config: File not found 'OUTER_RECT' 20100102 12:59:07< teaser> 20100102 12:57:06 error config: File not found 'TEXT_DEFAULT_NORMAL' 20100102 12:59:09< teaser> 20100102 12:57:06 error config: File not found 'OUTER_RECT' 20100102 12:59:11< teaser> 20100102 12:57:06 error config: File not found 'TEXT_DEFAULT_NORMAL' 20100102 12:59:13< teaser> wesnoth-trunk: src/gui/widgets/settings.cpp:403: void gui2::tgui_definition::load_definitions(const std::string&, const config&, const char*) [with T = gui2::tbutton_definition]: Afirmaci?n `control_definition[definition_type].find(def->id) == control_definition[definition_type].end()' fallida. 20100102 12:59:17< teaser> Cancelado 20100102 12:59:29< ilor> teaser: paste site 20100102 13:00:14< ilor> teaser: also make sure your data/ is the same revision as the compiled binary, gui barfing on startup usually means it's out of sync 20100102 13:00:25< ilor> mordante: to reproduce, join 1.7 server, click filter buttons randomly so all games are filtered out (it's not working properly atm so just find a configuration that hides all), wait for a refresh (or click the refresh button and wait) 20100102 13:00:37< ilor> mordante: with that diff above, obviously 20100102 13:01:12< teaser> ilor: well I uninstalled before compliling so should be no problem, how do I give it an explicit data-dir? 20100102 13:01:43< boucman> teaser: command line param 20100102 13:04:00< Espreon> mordante: Good job with the tiling backgrounds, BTW. 20100102 13:21:31-!- Jetrel [n=Jetrel@wesnoth/artist/jetrel] has quit ["Remember also the arabian proverb, which tells us that on the tree of silence, there hangs its fruit, which is peace."] 20100102 13:26:01< Ivanovic> mordante: is the mouse over tooltip that is shown at the buttom in the main menu already done via gui2? 20100102 13:26:22< Ivanovic> if it is: select the german translation and move your mouse cursor above the nick entry field in the mp dialog 20100102 13:27:23< Ivanovic> (as in "click multiplayer"->move mouse cursor to nick field and stay there for some secs 20100102 13:29:58< mordante> you're welcome Espreon 20100102 13:30:12< Espreon> Eh? 20100102 13:30:20< mordante> the tiling 20100102 13:32:00< mordante> Ivanovic, https://gna.org/bugs/index.php?14818 ;-) 20100102 13:42:34-!- stikonas_ [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 13:43:03-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100102 13:43:59-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20100102 13:46:38< Ivanovic> mordante: jupp, exactly 20100102 13:46:51< Ivanovic> mordante: in general lobby speed itself looks better with yesterdays changes 20100102 13:47:28< Ivanovic> *but* there is still some lagging with the messages that are logged every X seconds: 20100102 13:47:30< Ivanovic> 20100102 13:26:52 error filesystem: Could not open '/home/nils/.wesnoth-svn/editor/maps/multiplayer_SXSystem' for reading. 20100102 13:47:32< Ivanovic> 20100102 13:26:52 warning engine: User xdagon has unknown game_id: 8204 20100102 13:48:31< Ivanovic> and the scrollbar stuff still has the same problem (jumping back stuff) 20100102 13:48:42-!- teaser [n=tsr@h-37-106.A254.priv.bahnhof.se] has quit ["Ex-Chat"] 20100102 13:48:45< mordante> Ivanovic, I know there still is lagging, that change wasn't commit to fix it but just a visual fix 20100102 13:49:17< Ivanovic> in general cpu load is already getting a *lot* better, so it is a good start 20100102 13:49:19< mordante> ilor, I can reproduce it, having no MP friends makes filtering easy ;-) 20100102 13:51:16< mordante> Ivanovic, yes much better but still needs quite a bit of work 20100102 13:51:24< Ivanovic> jupp 20100102 13:51:42< CIA-28> mordante * r40515 /trunk/src/ (multiplayer_connect.cpp multiplayer_connect.hpp): Mark connect::sides_available() as const. 20100102 13:51:50< CIA-28> mordante * r40516 /trunk/ (3 files in 2 dirs): 20100102 13:51:50< CIA-28> Don't allow a 0-sides game to be started. 20100102 13:51:50< CIA-28> Fixes Debian bug #563310. 20100102 14:08:11< CIA-28> ivanovic * r40517 /trunk/po/wesnoth-utbs/ (51 files): 20100102 14:08:11< CIA-28> rollback po file updates by esr from r40491 and r40493 (the changes still resulted in three fuzzy strings...) 20100102 14:08:11< CIA-28> will atempt a fix "soon"... 20100102 14:08:41-!- stikonas_ is now known as stikonas 20100102 14:11:11< CIA-28> ivanovic * r40518 /trunk/ (51 files in 2 dirs): 20100102 14:11:11< CIA-28> one string was not fixed to use $intl_dwarf_name 20100102 14:11:11< CIA-28> fix the string and ran pofix.py on the files that included none of the changed strings... 20100102 14:11:18< Ivanovic> esr: please check the 7th utbs scenario 20100102 14:11:39< Ivanovic> there you use the (hopefully) translateable string as speaker= var 20100102 14:12:02< Ivanovic> you probably want to use the plain name there since it reflects the unit it and might create some problems if the names are translated 20100102 14:14:56< CIA-28> ivanovic * r40519 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/07a_Dealing_with_Dwarves.cfg: unification of "translateable value" (cf scenario 07b...) 20100102 14:18:15< Ivanovic> esr: have you already checked if the translateable name stuff really does work as expected? 20100102 14:18:23< fkhodkov> esr: Ivanovic: see my last comment at https://gna.org/bugs/?15027 20100102 14:18:27< Ivanovic> as in: translate the name eg in the en_GB translation and check if the correct one is used, too 20100102 14:18:55< CIA-28> ivanovic * r40520 /trunk/po/ (323 files in 23 dirs): 20100102 14:18:55< CIA-28> pot-update (no string changes or additions) 20100102 14:18:55< CIA-28> regenerated doc files (looks like nothing changed...) 20100102 14:42:24-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20100102 14:48:14< CIA-28> esr * r40521 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/07b_Talking_with_Trolls.cfg: Avoid having some dialog disabled by translation. 20100102 14:53:03< Ivanovic> esr: speaker=$intl_dwarf_name 20100102 14:53:10< Ivanovic> in scenario 7 in utbs 20100102 14:53:42< esr> 7a or 7b? I just fixed 7b. 20100102 14:53:50< Ivanovic> 7a 20100102 14:55:30< esr> Got it. 20100102 14:56:09< CIA-28> esr * r40522 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/07a_Dealing_with_Dwarves.cfg: Another missing-dialog fix. 20100102 14:56:52< Ivanovic> please also check https://gna.org/bugs/index.php?15038 20100102 14:57:01< Ivanovic> (some missing dialog parts in NR) 20100102 14:58:45< CIA-28> esr * r40523 /trunk/data/campaigns/Northern_Rebirth/scenarios/05a_The_Pursuit.cfg: Addresxs bug bug #15038: NR, scenario 05a: some units doen't speak their text. 20100102 15:00:45< esr> fkhodkov: You've been doing some excellent bug-catching. 20100102 15:24:26< Ivanovic> mordante: question regarding a string you added/changed in r38515 (thanks svn blame!): 20100102 15:24:42< Ivanovic> what does "Click dismiss needs a 'click_dismiss' or 'ok' button." mean and when is it possible to see it ingame 20100102 15:40:08< Ivanovic> Crab_, fendrin: do you understand this post? (as in "can you work with the error mentioned")? http://www.wesnoth.org/forum/viewtopic.php?f=4&t=28352&start=0 20100102 15:41:23< Crab_> Ivanovic: yes, I might be the one who is responsible. I'll check it out.. 20100102 15:49:51< Crab_> reproduced 20100102 15:49:58< Ivanovic> ok 20100102 15:51:47-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 54 (Connection reset by peer)] 20100102 15:53:41-!- stikonas_ [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100102 15:54:13-!- stikonas_ [n=and@wesnoth/translator/stikonas] has quit [Client Quit] 20100102 15:54:17-!- stikonas__ [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 15:55:05-!- stikonas__ [n=and@ctv-79-132-179-139.vinita.lt] has quit [Client Quit] 20100102 15:55:15-!- stikonas__ [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 15:58:45< fkhodkov> esr: thanks. And a question about scenario 2 (NR): if Camerin wasn't found, he is supposed to appear and have a dialog with one of Tallin's men. But only Thug or Bandit can be his dialog partner (role=Admirer), so if you don't have any, Camerin speaks without getting response. 20100102 15:58:47< fkhodkov> I found this when tried to get to scenario 5 by using debug :n command, so I have no Thugs, just Tallin and Zlex (who has role=Supporter), but it might be possible what you will have no Thugs after really playing this scenario. 20100102 15:59:13< Crab_> Ivanovic: ok, found out the reason - a previously irrelevant coding error in the TSG (it spawns multiple units with same id, but, according to wiki documentation, the id should be unique. so, it breaks out when my recently added code prevents units with duplicated id to appear when loading a save) 20100102 15:59:33< Ivanovic> mkay 20100102 15:59:40< Crab_> I'll fix 20100102 16:10:51< Crab_> Ivanovic: ok, the same error happens a few more times in mainline 20100102 16:12:14-!- stikonas__ [n=and@ctv-79-132-179-139.vinita.lt] has quit [Read error: 60 (Operation timed out)] 20100102 16:23:37-!- Blueblaze [n=nick@76.202.22.180] has quit [Remote closed the connection] 20100102 16:25:12< esr> fkhodkov: File a bug, please? I'll get to it later today, but I need a reminder. I co-wrote and maintain NR, so I'm the right person to prod about it. 20100102 16:28:13< fkhodkov> esr: OK 20100102 16:30:39< Crab_> zookeeper: around ? 20100102 16:31:18< zookeeper> Crab_, yeah 20100102 16:32:07< Crab_> I've got a problem with NAMED_UNIT NAMED_LOYAL_UNIT NAMED_GENERIC_UNIT NAMED_NOTRAIT_UNIT macros. 20100102 16:32:51< Crab_> they are sometimes used incorrectly in mainline 20100102 16:33:16< Crab_> example of incorrect usage: http://wesnoth.pastebin.com/m62077def 20100102 16:33:17< zookeeper> duplicate id's? ok, those are always easy to fix 20100102 16:33:34< Crab_> zookeeper: yes, but the problem is that those ids are used in speaker= in message 20100102 16:33:40< Crab_> so, to fix it, we need to change it to role= 20100102 16:33:54< zookeeper> ah, right. well, still easy ;) 20100102 16:34:16< Crab_> but, of those macros, only NAMED_UNIT allows appending custom WML to the generated unit 20100102 16:34:34< zookeeper> nah, you can always use [+unit] 20100102 16:34:43< Crab_> zookeeper: how ? 20100102 16:34:49< zookeeper> and of course one can always just create a new local macro 20100102 16:35:00< Crab_> I was thinking about creating a new global macro :) 20100102 16:35:13< zookeeper> {NAMED_LOYAL_UNIT ...} \n [+unit] role=foo [/unit] 20100102 16:35:48< Crab_> since the error happens quite often, in different campaigns 20100102 16:36:35< zookeeper> ok, back in a minute.. 20100102 16:38:10< Crab_> so, that's why I asked - is it ok to create variations of NAMED_LOYAL_UNIT, NAMED_GENERIC_UNIT, NAMED_NOTRAIT_UNIT macroses ? e.g. {NAMED_LOYAL_UNIT_WITH_ROLE ...}which will accept role instead of id and which can be implemented as something like "{NAMED_LOYAL_UNIT ...} \n [+unit] role=foo [/unit]" 20100102 16:40:37< Crab_> the new macroses name should somehow reflect the fact that this is not a *unique* unit 20100102 16:41:49-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20100102 16:43:06< zookeeper> well, as usual i don't think it's a good idea to just create a macro for everything 20100102 16:43:29< zookeeper> i mean a global macro 20100102 16:43:49< Crab_> zookeeper: yes, but the number of incorrect usages in high, esp with NAMED_GENERIC_UNIT 20100102 16:44:34< zookeeper> right 20100102 16:44:37< Crab_> UtBS and TSG are affected most, but there are a few cases in DiD and HttT, as well 20100102 16:44:39< zookeeper> do you have a list of them? 20100102 16:44:43-!- Noyga [n=noyga@wesnoth/developer/noyga] has joined #wesnoth-dev 20100102 16:45:02< Crab_> zookeeper: it's very easy to fgrep for a full list of usages, but they need to be reviewed by hand 20100102 16:45:14< Crab_> NAMED_LOYAL_UNIT is mostly used ok 20100102 16:45:21< Crab_> NAMED_GENERIC_UNIT is mostly used not ok 20100102 16:45:30< zookeeper> i'll check NAMED_GENERIC_UNIT.. 20100102 16:46:23< zookeeper> note that i don't think the high number of incorrect usage is really a reason for a new macro, since all of those are leftovers from the times when duplicate id's weren't a problem. 20100102 16:46:51< Crab_> zookeeper: you think that converting NAMED_GENERIC_UNIT to set role instead of id will be a better solution ? 20100102 16:47:11< Crab_> ( NAMED_LOYAL_UNIT is mostly used correctly ) 20100102 16:47:43< zookeeper> _instead_ of id? no, not really, since that'd break id-filtering of those units 20100102 16:48:12< zookeeper> fixing TSG is easy, i can do that right away 20100102 16:48:31< Crab_> zookeeper: I'm wondering about how you'll fix it ? 20100102 16:49:16< zookeeper> i'll either create a local macro or i'll just use () as the id, that ought to make it generate a unique one instead 20100102 16:49:36< Crab_> zookeeper: yes, but what about filtering in messages ? 20100102 16:49:47< Crab_> zookeeper: they need to be changed (e.g., to use role= ) 20100102 16:49:58< zookeeper> i'll just change the message filters 20100102 16:51:44< zookeeper> in most cases the id's aren't even filtered for anywhere, so i can just remove them 20100102 16:52:00< Crab_> zookeeper: for NAMED_LOYAL_UNIT, see http://wesnoth.pastebin.com/m4c90ec66 20100102 16:52:19< Crab_> looks like one place in DiD and one place in TSG 20100102 16:53:37< zookeeper> done with fixing NAMED_GENERIC_UNIT in TSG, testing.. 20100102 16:56:01< zookeeper> yeah, seems to work right 20100102 16:56:12< Crab_> for NAMED_UNIT, it's just UtBS http://wesnoth.pastebin.com/m375dfaf2 20100102 16:57:48< CIA-28> zookeeper * r40524 /trunk/data/campaigns/The_South_Guard/scenarios/ (5 files): Fixed duplicate unit id's in NAMED_GENERIC_UNIT calls in TSG. 20100102 16:59:12< Crab_> and for NAMED_NOTRAIT_UNIT, it's, as always, UtBS, and once in DiD, http://wesnoth.pastebin.com/mf97437d 20100102 17:02:20< CIA-28> zookeeper * r40525 /trunk/data/campaigns/ (2 files in 2 dirs): Fixed duplicate unit id's caused mostly by NAMED_LOYAL_UNIT in TSG and DiD. 20100102 17:04:53< boucman> Crab_: http://www.wesnoth.org/forum/viewtopic.php?p=401349#p401349 (pointing it out because i'm interested in your future reply 20100102 17:05:14< Crab_> ok 20100102 17:05:19< boucman> note that letting doofus investigate by himself might be a good way to get him to learn if it's similar enough 20100102 17:05:24-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100102 17:05:39-!- Espreon [n=espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100102 17:10:24-!- ^Noyga^ [n=noyga@AVelizy-151-1-37-161.w82-120.abo.wanadoo.fr] has joined #wesnoth-dev 20100102 17:10:41-!- elias [n=elias@allegro/developer/allefant] has joined #wesnoth-dev 20100102 17:11:15-!- Noyga [n=noyga@wesnoth/developer/noyga] has quit [Nick collision from services.] 20100102 17:11:19-!- ^Noyga^ is now known as Noyga 20100102 17:15:54-!- Espreon [n=espreon@wesnoth/developer/espreon] has quit ["WRYYYYYYYYYYYYYYYYYYYY!"] 20100102 17:19:23< CIA-28> zookeeper * r40526 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/ (3 files): Fixed duplicate unit id's caused by NAMED_UNIT in UtBS. And some tabs-to-spaces. 20100102 17:20:37< zookeeper> Crab_, did i miss any or were those all? 20100102 17:20:55< Crab_> " and for NAMED_NOTRAIT_UNIT, it's, as always, UtBS, and once in DiD, http://wesnoth.pastebin.com/mf97437d " 20100102 17:20:56< zookeeper> ah, right, NAMED_NOTRAIT_UNIT 20100102 17:21:00< zookeeper> got it 20100102 17:22:01< Crab_> note that some corner cases might be missed (e.g. 'placing new unit with id in a loop', which are hard to spot). but I expect those will be found by our users :) 20100102 17:22:44< zookeeper> yeah... 20100102 17:34:24-!- Noyga [n=noyga@wesnoth/developer/noyga] has quit [Remote closed the connection] 20100102 17:38:17< zookeeper> Crab_, looks like some NAMED_GENERIC_UNITs have the same problem too 20100102 17:38:27< zookeeper> i guess i'll get to those next.. 20100102 17:38:50< Crab_> thanks 20100102 17:40:03-!- Noyga [n=noyga@wesnoth/developer/noyga] has joined #wesnoth-dev 20100102 17:40:16< CIA-28> zookeeper * r40527 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/ (3 files): Fixed duplicate unit id's caused by NAMED_NOTRAIT_UNIT in UtBS. And some tabs-to-spaces. 20100102 17:41:01-!- Tallken [n=f2f93bf5@93.102.76.133.rev.optimus.pt] has joined #wesnoth-dev 20100102 17:41:02< CIA-28> zookeeper * r40528 /trunk/data/campaigns/Descent_Into_Darkness/scenarios/09_A_Small_Favor3.cfg: Fixed duplicate unit id's caused by NAMED_NOTRAIT_UNIT in DiD. 20100102 17:41:23< zookeeper> btw, i'm not really testing any of these, so maybe someone wants to check that those campaigns still start up ok ;) 20100102 17:42:06< boucman> zookeeper: how usefull/doable would it be to have an invisible overlay that would make a hex impassable 20100102 17:42:20< zookeeper> err, actually you already mentioned NAMED_GENERIC_UNIT and i fixed some of them, i guess i just skipped over the UtBS cases.. 20100102 17:42:36< zookeeper> boucman, quite. that's why we already have one :P 20100102 17:42:48< boucman> oh :) 20100102 17:43:17< boucman> maybe we could use some item type overlays instead of a neutral side on cave of basilik, it would be nice... 20100102 17:43:39< zookeeper> no, they wouldn't work because of the unit descriptions which someone already mentioned 20100102 17:43:49< boucman> ?? 20100102 17:44:34< zookeeper> redo CoB with custom impassable terrains where the statues are, and add an overlay of the unit image over them 20100102 17:44:42< zookeeper> that is a fair idea, but then you loose all the cool extra info that is written into the statues (same for sullas, etc) 20100102 17:44:58 * boucman didn't know about that info 20100102 17:45:20< zookeeper> oh, right. well, that's basically the only reason why they need to remain as statues 20100102 17:45:24< zookeeper> eh...as units 20100102 17:54:41< zookeeper> i wonder how i missed so many of those NAMED_GENERIC_UNIT calls on the first pass.. 20100102 18:01:42-!- Sirp [n=user@wesnoth/developer/dave] has joined #wesnoth-dev 20100102 18:07:03< CIA-28> zookeeper * r40529 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/ (6 files): Fixed more duplicate unit id's caused by NAMED_GENERIC_UNIT and RANDOM_TRAIT_UNIT. 20100102 18:07:05< zookeeper> i think that's all now. right, crab? 20100102 18:08:59< zookeeper> in any case, i think that's one error which should produce a very clear and obvious error message. there must be tons of those cases in UMC. 20100102 18:10:00< Crab_> zookeeper: ./Descent_Into_Darkness/scenarios/06_Return_to_Parthyn.cfg:177 ? 20100102 18:10:17< Crab_> ah, sorry 20100102 18:10:22< Crab_> those are fixed, too 20100102 18:11:09< Crab_> I'll think about the best way to add such an error message.. 20100102 18:11:45< mordante> Ivanovic, the message means that if you want to use click dismiss you need a button with one of those ids 20100102 18:12:19< zookeeper> Crab_, cool. i hope you can make the duplicate id be included in the error message, too 20100102 18:12:27< mordante> the message is only shown if you have a theme which doesn't have that, so most users never see it (unless we screw up ;-) ) 20100102 18:12:45< Crab_> zookeeper: thats np. the main problem is there are legitimate use cases where there are duplicate ids 20100102 18:13:12< Crab_> but they're, as I think, only when loading snapshot... 20100102 18:13:27< Crab_> s/snapshot/start-of-scenario save 20100102 18:14:25< Crab_> i.e. "side 1 leader, L1 unit, id =Konrad" - from current scenario ; and "side 1 leader, L3 unit, id= Konrad " from persistent side - from earlier scenarios" 20100102 18:14:46< Crab_> (in that case we get L3 Konrad and place him instead of L1 Konrad) 20100102 18:14:50< mordante> ilor, I can reproduce the problem at times but seems my machine's too slow to react on the click timely :-( 20100102 18:15:11< mordante> ilor, I've a kind of hack which prevents the crash but all items remain visible... 20100102 18:15:28< mordante> ilor, so I wonder do you set the visible state when you readd items? 20100102 18:16:01< ilor> mordante: atm no because I wanted to avoid changing it too often because I thought it might be the problem 20100102 18:16:23< ilor> the diff I sent you has a commented out call in update_gamelist that'd do that 20100102 18:16:46< mordante> there are more places that call invalidate layout ;-) 20100102 18:19:09< ilor> mordante: ugh. 20100102 18:19:46< ilor> mordante: not sure I understand... hiding items and invalidate layout don't work together well? 20100102 18:20:29< mordante> it might not work properly, but obviously it should be fixed needs more testing 20100102 18:21:18-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 56 bugs, 245 feature requests, 10 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100102 18:26:48< ilor> mordante: also, I've been looking at not clearing the game/playerlist on an update, and it's not looking easy 20100102 18:27:48< ilor> the gamelist diff mechanism uses a general config diff so it's not trivial to mark the games that were changed 20100102 18:28:15< mordante> :-( 20100102 18:28:56< Sirp> ilor: blame that design all on me. :( 20100102 18:29:04< mordante> what's the exact problem with the diff? 20100102 18:29:25< ilor> mordante: it's on the wml level 20100102 18:29:56< ilor> I have an idea though, add an optional parameter that will mark new and changed nodes 20100102 18:30:52< ilor> because right now the diff is treated as an opaque data bit by the lobby that transforms an old gamelist into the current one 20100102 18:31:11< mordante> what's exactly in the config all the game data or only the "header" data? 20100102 18:32:29< ilor> mordante: what do you mean by "header"? 20100102 18:32:58< ilor> mordante: it has all the data the client gets from the server, including map data if applicable 20100102 18:33:21< mordante> current turn/number of turns/gold settings/fog settings etc 20100102 18:33:30< ilor> yes, all that 20100102 18:38:49< mordante> ok 20100102 18:40:19< mordante> ilor, I think the problem is that the call to set_row_shown is done before the row has a layout cycle... 20100102 18:41:15< mordante> guess I can find a fix for it 20100102 18:51:17< ilor> I'm going to have a go at a "tracking" variant of config::apply_diff that will mark changes 20100102 18:51:59< mordante> ok cool 20100102 18:52:20< mordante> I'll be looking at the showing and hidign 20100102 18:52:23< mordante> hiding* 20100102 19:00:09< Crab_> boucman: http://www.wesnoth.org/forum/viewtopic.php?f=10&t=28321&p=401382#p401382 20100102 19:04:54-!- Blarumyrran [n=Blarumyr@81-20-159-197.levira.ee] has quit ["Lahkun"] 20100102 19:07:35< Crab_> boucman: two comments on the above ^: 1) writing fai is dawn hard - we need at least a library of support functions to make it worthwhile, or switch to lua-based candidate actions in 1.9 2) it integrates very nicely in with the ai turn sequence, so the ai tries to do its thing (get to location) while still behaving intelligently (attacking if blocked, and moving through the block if there's a hole in the wall) 20100102 19:07:51-!- teaser [n=tsr@h-37-106.A254.priv.bahnhof.se] has joined #wesnoth-dev 20100102 19:09:26< Crab_> fendrin: around ? 20100102 19:09:44< teaser> zookeeper, I'm trying to generalize adding and removing traits (it's for WCE) is there any good way to handle traits as self-contained entities and not as a set of variables? 20100102 19:14:13< mordante> ilor, seems your patch inverts showing and hiding items, the title is correct but the visual state is wrong 20100102 19:14:50< ilor> mordante: this is to be expected I dtopped halfway due to the crash 20100102 19:14:53< ilor> *stopped 20100102 19:15:25< ilor> mordante: I'll fix it as soon as you're done 20100102 19:17:58< mordante> ilor, this patch seems to fix the issue 20100102 19:18:01< mordante> http://paste.debian.net/55442/ 20100102 19:21:18< ilor> mordante: looking... 20100102 19:22:42-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100102 19:24:40< zookeeper> teaser, hmmh.. 20100102 19:24:50-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 54 (Connection reset by peer)] 20100102 19:24:56< zookeeper> can't say i know what you mean by "self-contained entities" 20100102 19:24:57-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100102 19:25:30< mordante> teaser, did you run into problems with my change? 20100102 19:27:36-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Client Quit] 20100102 19:27:42-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100102 19:29:29< teaser> mordante, I never got my trunk running 20100102 19:29:46< mordante> did you do svn up in the checkout root? 20100102 19:30:38< teaser> zookeeper, I would like to be able to add and remove traits by trait-id (also to be able to know what traits are available for each unit, etc) and not by modifying variables 20100102 19:30:48< teaser> mordante, yup 20100102 19:31:25< mordante> odd 20100102 19:34:40-!- silene [n=plouf@AMarseille-251-1-31-203.w81-251.abo.wanadoo.fr] has joined #wesnoth-dev 20100102 19:44:10< fendrin> hi Crab_ 20100102 19:45:36< Crab_> fendrin: hi. I've recently written a fai snippet, tested it and it looked interesting to play with. I was wondering if it's possible to insert it into some current/future scenario. 20100102 19:45:42-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 60 (Operation timed out)] 20100102 19:46:20< Crab_> fendrin: the snippet makes certain (possible to specify which) units of the ai to attempt to move to specific location (possible to specify which), and, if blocked, attack the units which block the move 20100102 19:46:53< Crab_> fendrin: it can be used to make a scenario where the player must stop the AI from reaching certain location 20100102 19:48:24< Crab_> fendrin: e.g. the AIs units will not wander away, distracted by enemy units - they will try to move directly to location, only attacking if the 'direct route' to there is blocked and it's not possible to find a hole in the blocking units ZoC 20100102 19:48:55< fendrin> Crab_: This can be added to DM. DM contains a scenario where riders try to flee to the edge of the map. 20100102 19:49:10< Crab_> yes, DM21, I was thinking about it 20100102 19:49:33< Crab_> is it ok to try to change it ? 20100102 19:50:09< fendrin> Crab_: I am fine with it, lets ask esr^ 20100102 19:52:22< esr> What's up? 20100102 19:52:45< esr> Ah, I see. 20100102 19:52:54< esr> Yes, seems reasonable. 20100102 19:54:07< Crab_> ok, thanks 20100102 19:54:30< teaser> mordante, I just upped to r40529 and ran ./wesnoth ./ 20100102 19:54:45< teaser> result: Dev message: Condition 'col == cols' failed at src/gui/auxiliary/window_builder.cpp:439 in function 'tbuilder_grid'. 20100102 19:56:18-!- stikonas_ [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 19:57:29< loonycyborg> teaser: When starting it prints the revision in output. Is it r40529? 20100102 19:57:52< teaser> yup 20100102 19:58:39-!- stikonas_ [n=and@wesnoth/translator/stikonas] has quit [Read error: 54 (Connection reset by peer)] 20100102 19:58:42-!- stikonas_ [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 19:59:04-!- stikonas_ is now known as stikonas 20100102 19:59:41< mordante> teaser, very odd and if you do ./wesnoth /absolute/path/to/data/directory ? 20100102 20:02:24< teaser> then: http://wesnoth.pastebin.com/d477cc4dd 20100102 20:02:26< fendrin> Crab_: Is it easy to write a formula ai that implements animals that flee from threads? 20100102 20:03:25< Crab_> fendrin: it is not easy, but it can be done and it'll work 20100102 20:03:31< teaser> threats? or are you actually making a forum-campaign? 20100102 20:03:49< teaser> (sry, couldn't resist) 20100102 20:04:13< fendrin> :-) 20100102 20:04:31< Crab_> fendrin: but, maybe this can be handled without fai ? 20100102 20:04:56< loonycyborg> teaser: Maybe you could move away /home/tsr/.wesnoth-trunk temporarily in case there's something evil in it. 20100102 20:05:15< Crab_> fendrin: e.g. if the animals are separate side, they can use a smaller ai, with, say, only retreat phase and random movement phase 20100102 20:05:31< Crab_> fendrin: with high caution, they should retreat. 20100102 20:06:17< Crab_> fendrin: e.g.1) 'aggression' -> very low OR 'skip combat phase' and 2) caution -> very high 20100102 20:06:28< Crab_> this way it should be easy 20100102 20:06:44< fendrin> Crab_: Thanks, I will try that. 20100102 20:06:48< Crab_> since retreat_phase is *supposed* to do just that... 20100102 20:07:07< teaser> loonycyborg same result as the first try 20100102 20:07:20< mordante> teaser you installed the version you compiled? 20100102 20:08:07< mordante> I normally compile it an run it from that directory with ./wesnoth .. 20100102 20:08:11< teaser> mordante, yes (I think so, I did #: scons install wesnoth in the freshly upped dir 20100102 20:08:25< mordante> where the executable is in the src dirctory 20100102 20:08:46< teaser> (after doing a scons uninstall) 20100102 20:08:58< loonycyborg> teaser: You don't actually need to install. 20100102 20:09:12< mordante> installation isn't really required (except maybe tiny-gui) 20100102 20:09:12< loonycyborg> I just run ./wesnoth from svn root. 20100102 20:09:39< loonycyborg> Anyway, try removing the ./build dir. 20100102 20:09:57< loonycyborg> And rebuilding. 20100102 20:10:02< teaser> ok, so how do I just build it (still having it read the sconscript file)? 20100102 20:10:06< teaser> ok, will do 20100102 20:10:47< zookeeper> teaser, uhm, well, i don't think you can. 20100102 20:11:12< loonycyborg> Just run scons. It'll build wesnoth, wesnothd and test by default. 20100102 20:11:16< Crab_> fendrin: try this http://wesnoth.pastebin.com/me698379 20100102 20:11:18< teaser> zookeeper, ok, that was what I thought, just checking ;) 20100102 20:11:44< teaser> zookeeper, I went with a freform kind of solution instead, ugly but worls ;) 20100102 20:11:53< teaser> s/freform/freeform 20100102 20:11:53< Crab_> fendrin: with this ai, animals which are already on the battlefield will retreat to the safest place possible if anything approaches near them. they won't fight or move otherwise. 20100102 20:13:09< zookeeper> teaser, well, you should be able to wrap it pretty nicely into a couple of macros or fireable events or whatever 20100102 20:13:20< Crab_> fendrin: note that it is buggy ( 20100102 20:13:39< Crab_> fendrin: but I'll look into the c++ code of retreat phase and make it behave as it's supposed to behave 20100102 20:14:20< teaser> zookeeper, true, as long as I only intend it to work with a known era (like default) and I don't really want that, I like encouraging other stuff too ;) 20100102 20:22:29-!- stikonas_ [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 20:22:57-!- stikonas_ [n=and@wesnoth/translator/stikonas] has quit [Client Quit] 20100102 20:23:02-!- stikonas_ [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100102 20:23:28-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20100102 20:26:31-!- stikonas_ [n=and@wesnoth/translator/stikonas] has quit [Read error: 104 (Connection reset by peer)] 20100102 20:26:44-!- stikonas_ [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100102 20:37:16< ilor> uh, what's the proper way of iterating through all of a config's children and changing them (so nonconst)? 20100102 20:40:45< zookeeper> teaser, why would it only work with a known era? 20100102 20:43:02< Crab_> ilor: foreach (config &cfg, big_cfg.child_range("foo") ) { ... } ? 20100102 20:44:00< loonycyborg> There also seems to be all_children_range() 20100102 20:47:48-!- PeterFA [n=quassel@c-98-203-132-209.hsd1.wa.comcast.net] has joined #wesnoth-dev 20100102 20:49:58< CIA-28> esr * r40530 /trunk/data/campaigns/ (3 files in 2 dirs): 20100102 20:49:58< CIA-28> Address bug #15040: NR, scenario 2: "extend list of units who can get Admirer 20100102 20:49:58< CIA-28> role"; also, so a minor wmllint cleanup. 20100102 20:54:25< Crab_> fendrin: ok, soon I'll commit a small fix to retreat phase which will make it a bit more 'working' 20100102 20:56:43< fendrin> Crab_: Shouldn't that fix the ai being more smart in normal scenarios as well? 20100102 20:57:26< Crab_> fendrin: not much. 20100102 20:58:09< Crab_> fendrin: since the bug is in retreat_phase, which is after combat, and aggressive ai mostly does all possible attacks in combat phase, so there's not much left to retreat with 20100102 20:59:32< fendrin> Oh, I thought that would influence the ai's ability to save wounded units or to retreat at a bod time of day. 20100102 20:59:44< fendrin> s/bod/bad 20100102 21:00:32< Crab_> yes, but the ai prefers to suicide them, and there's plently of bugs still left there. 20100102 21:00:51< Crab_> the main problem there is that caution only effects the 'should we retreat?' part 20100102 21:01:12< fendrin> Damn, I hate the ai suicide units for no good reason. 20100102 21:01:47< Crab_> and 'where should we retreat?' is not affected by caution 20100102 21:02:09< Crab_> so, there's no good way, with that code, to ask ai to fear your peasants with its armageddon drakes :) 20100102 21:02:56< Crab_> 'general tendency to suicide units' will be somewhat fixed in 1.9 20100102 21:03:11< fendrin> Cool 20100102 21:06:55< fendrin> Crab_: I saw you talking to yogihh about the persistent of the teleport points. Did he give you any answer? 20100102 21:07:21< Crab_> fendrin: no, I think he was afk by then 20100102 21:07:38< fendrin> :-( 20100102 21:08:48< ilor> Crab_, loonycyborg : actually that foreach doesn't work with all_children_range 20100102 21:09:18< loonycyborg> That's weird. It should return an iterator pair. 20100102 21:09:29< ilor> it's a different iterator pair 20100102 21:09:40-!- PeterFA [n=quassel@unaffiliated/peterfa] has quit [Read error: 110 (Connection timed out)] 20100102 21:09:54< ilor> and I found something akin to what I need in config.cpp:341... which uses a const_cast 20100102 21:13:16< ilor> yep, seems like there's no interface for actual nonconst iteration through all children. config::any_child uses a const config& and everything after it uses any_child 20100102 21:14:04< teaser> loonycyborg: hi, again, so I: uninstalled wesnoth-trunk, moved ~/.wesnoth-trunk, svn up'ed, scons adn finally ./wesnoth ./ 20100102 21:14:45< teaser> result: game window starts but I never get to see the loading bar, just a black (empty) window 20100102 21:15:34< loonycyborg> teaser: Maybe there's something in svn diff? 20100102 21:15:48< mordante> ilor, I made some more modifications and it seems to work now, if possible best use the set_row_shown with the vector since it tries to calculate the the area only once 20100102 21:16:21< ilor> mordante: okay I can just as well store that data in a vector 20100102 21:18:32< mordante> *nods* 20100102 21:19:14< teaser> loonycyborg, svn diff gives no output 20100102 21:19:51< Crab_> ilor: it's best to avoid vector 20100102 21:19:59-!- Blarumyrran [n=Blarumyr@81-20-159-197.levira.ee] has joined #wesnoth-dev 20100102 21:20:43< mordante> Crab_, why? 20100102 21:20:53< mordante> (I know it's a specialized template) 20100102 21:21:06-!- ilor_ [n=user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100102 21:21:14< loonycyborg> teaser: Is there anything on stdout with black window? 20100102 21:21:24< loonycyborg> mordante: Just google it. 20100102 21:21:25< mordante> is it that much slower as std::vector Basically it's sublty different in semantics to other vectors and memory use improvement isn't deemed enough to warrant that. 20100102 21:22:53< Crab_> mordante: vector is a specialized template that isn't compliant with the contract of the other std containers, for example, it doesn't return a bool& as references to its elements. 20100102 21:24:25< ilor_> deque is usually suggested as a replacement, or vector 20100102 21:24:26< mordante> I'm aware that it can't return a reference, but I wonder whether it's slower as std::vector 20100102 21:24:39< silene> mordante: usually, it's much faster 20100102 21:25:07< mordante> silene, that was what I hoped :-) 20100102 21:25:28< ilor_> silene: vector faster than a vector? 20100102 21:25:39< silene> ilor_: yes 20100102 21:26:09< silene> (the reason is quite simple: it uses 32x less L1 cache) 20100102 21:27:07< ilor_> silene: would that matter for small vectors that fit in anyway? 20100102 21:27:46< silene> ilor_: if the only thing your program manipulates, no obviously; but i don't know of many programs that don't use other objects at the same time 20100102 21:28:56< teaser> loonycyborg, iirc (somehow now it gives a WML exception about col==cols being false) it just got to the point of setting the video mode and then nothing 20100102 21:29:36< silene> ilor_: for instance, i made the whole AI +20% faster by just reducing the size of a small structure in the pathfinder (which was already fitting in the cache) 20100102 21:29:42< loonycyborg> teaser: And which video mode does it set? 20100102 21:30:10< ilor_> silene: but I'm guessing you did not impose an overhead of some instructions on every access 20100102 21:30:23< teaser> setting mode to 1024x768x32 20100102 21:33:18< loonycyborg> 1024x768 still works for me.. 20100102 21:35:34< silene> ilor_: i think you don't have the right scale in mind; you have to assume that a cache miss costs about 20 cycles (that is optimistic, usually it's more like 100 cycles); 20 cycles are about 40 instructions for an optimized program on a 3-way processor (e.g. pentium); the overhead of vector with respect to vector is about 5 instructions 20100102 21:36:48< shadowmaster> mordante: the right and bottom borders of GUI1/GUI2 dialogs are semi-transparent for a shadow effect 20100102 21:37:01< shadowmaster> mordante: I can clearly see the titlescreen background below the new lobby due to this 20100102 21:37:52< ilor_> silene: so basically if you iterate through ten vector elements you get the performance hit equivalent to a cache miss, am I reading you right? 20100102 21:38:58-!- stikonas_ is now known as stikonas 20100102 21:39:09-!- ilor [n=user@wesnoth/developer/ilor] has quit [Read error: 113 (No route to host)] 20100102 21:39:18-!- silene1 [n=plouf@AMarseille-251-1-31-25.w81-251.abo.wanadoo.fr] has joined #wesnoth-dev 20100102 21:40:09< mordante> shadowmaster, looks all black for me, can you post a screenshot? 20100102 21:40:40-!- silene [n=plouf@wesnoth/developer/silene] has quit [Nick collision from services.] 20100102 21:40:42-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100102 21:40:45-!- silene1 is now known as silene 20100102 21:41:40< silene> ilor_: it will depend on a lot of things; but as a rule of thumb, yes 20100102 21:42:02< shadowmaster> mordante: uh... alright *grrr* 20100102 21:43:03< shadowmaster> mordante: it's not necessary 20100102 21:43:31< shadowmaster> just enter the lobby for the second time in the same wesnoth session 20100102 21:44:32< shadowmaster> the first time, the last background before the GUI2 dialog is displayed is that of the loading screen; that's why you see a black background beneath the borders 20100102 21:44:44< mordante> I see it now 20100102 21:45:00< mordante> guess the proper fix is to force a black background ;-) 20100102 21:45:11< shadowmaster> no, the proper fix would be getting rid of those useless borders 20100102 21:46:09< ilor_> shadowmaster: black bg might be a better idea, I soemtimes get the loadig progress bar displayed in the lobby for no apparent reason 20100102 21:47:15< shadowmaster> that's because the game needs to rescan the cache after defining the MULTIPLAYER macro 20100102 21:47:42< ilor_> shadowmaster: no, I get it while *in* the lobby 20100102 21:48:02< ilor_> it's likely Windows-specific 20100102 21:48:15< shadowmaster> you mean the loadscreen progress bar? that's odd 20100102 21:49:04< shadowmaster> also, the Join and Observer buttons are enabled before the game processes the game list from the server 20100102 21:49:13-!- teaser [n=tsr@h-37-106.A254.priv.bahnhof.se] has left #wesnoth-dev ["Ex-Chat"] 20100102 21:50:42< ilor_> shadowmaster: before the first process? good catch will fix 20100102 21:51:41< shadowmaster> yes 20100102 21:52:07< shadowmaster> happens as well when returning to the lobby after quitting the Create Game screen 20100102 21:54:23< ilor_> shadowmaster: the lobby window is recreated then so yeah 20100102 21:58:47< CIA-28> mordante * r40531 /trunk/ (5 files in 2 dirs): 20100102 21:58:47< CIA-28> Fixes some listbox assertion failures. 20100102 21:58:47< CIA-28> Ilor discovered them when showing and hiding items in the MP dialog. 20100102 21:58:47< CIA-28> This change also moves the sizing burden to the listbox, this was 20100102 21:58:47< CIA-28> documented in the contract but not done yet. 20100102 21:58:48< CIA-28> This allows the multiple item version of set_row_shown() to update the 20100102 21:58:52< CIA-28> size once instead of for every call to generator function. 20100102 21:59:05 * ilor_ cheers 20100102 21:59:57< mordante> :-) 20100102 22:00:51< ilor_> damn I so need to get back on my desktop. I touched config.hpp and the rebuild is killing me 20100102 22:14:13-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Read error: 54 (Connection reset by peer)] 20100102 22:14:31-!- stikonas [n=and@ctv-79-132-179-139.vinita.lt] has joined #wesnoth-dev 20100102 22:16:00< fkhodkov> esr: I added some comments about r40530 at https://gna.org/bugs/index.php?15040 20100102 22:19:32< CIA-28> esr * r40532 /trunk/data/campaigns/Northern_Rebirth/scenarios/02_Infested_Caves.cfg: 20100102 22:19:32< CIA-28> Better fix for bug #15040: NR, scenario 2: extend list of units who 20100102 22:19:32< CIA-28> can get Admirer role. 20100102 22:19:33< esr> fkhodkov: Patch merged. 20100102 22:20:49-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100102 22:24:55-!- Rhonda [n=rhonda@wesnoth/developer/rhonda] has quit [Remote closed the connection] 20100102 22:27:10-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20100102 22:54:37< mordante> I'm off night 20100102 22:54:41< ilor_> night mordante 20100102 22:55:02-!- mordante [n=mordante@wesnoth/developer/mordante] has quit ["Leaving"] 20100102 22:55:56< Soliton> ilor_: i've seen the loadscreen in the lobby on linux as well. 20100102 22:56:30< ilor_> Soliton: oh, interesting 20100102 22:56:54< ilor_> must be a glitch with long-life (fullscreen?) gui2 dialogs 20100102 22:58:27-!- dtiger [n=dtiger@dynamic-vpdn-93-125-16-152.telecom.by] has quit [Remote closed the connection] 20100102 22:59:14< shadowmaster> fendrin: http://forums.wesnoth.org/viewtopic.php?f=6&t=28353 20100102 23:01:33-!- Blueblaze [n=nick@adsl-76-202-22-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100102 23:10:49< fendrin> shadowmaster: Thanks, that post falls in the category "Incredible specific". 20100102 23:13:04-!- elias [n=elias@allegro/developer/allefant] has quit ["Leaving"] 20100102 23:20:39-!- yann [n=dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote closed the connection] 20100102 23:43:34-!- silene [n=plouf@wesnoth/developer/silene] has quit ["Leaving."] 20100102 23:54:40< esr> ilor_: I've had loonycyborg looking at bug #14011: "Map Editor cannot browse to a different drive". He seems to think he'll be able to fix this once he recovers from New Year's, is that OK with you? 20100102 23:54:55< ilor_> esr: that'd be great 20100102 23:56:40< esr> ilor_: We'd like you to be free to concentrate on the lobby stuff. 20100102 23:56:53< ilor_> yeah 20100102 23:59:59< esr> fendrin: ping? --- Log closed Sun Jan 03 00:00:02 2010