--- Log opened Wed Jan 27 00:00:04 2010 --- Day changed Wed Jan 27 2010 20100127 00:00:04< CIA-58> esr * r40904 /trunk/po/ (22 files in 22 dirs): Update en_GB translation. 20100127 00:00:04< CIA-58> mordante * r40899 /trunk/src/display.hpp: 20100127 00:00:04< CIA-58> Make a member function a const member function. 20100127 00:00:04< CIA-58> Issue found by cppcheck. 20100127 00:00:04< CIA-58> mordante * r40900 /trunk/src/display.hpp: 20100127 00:00:04< CIA-58> Make a member function a const member function. 20100127 00:00:06< CIA-58> Issue found by cppcheck. 20100127 00:00:10< CIA-58> mordante * r40902 /trunk/src/clipboard.cpp: 20100127 00:00:12< CIA-58> Make a member function a const member function. 20100127 00:00:14< CIA-58> Issue found by cppcheck. 20100127 00:00:16< CIA-58> mordante * r40901 /trunk/src/game_events.hpp: 20100127 00:00:18< CIA-58> Make a member function a const member function. 20100127 00:00:20< CIA-58> Issue found by cppcheck. 20100127 00:00:22< CIA-58> mordante * r40903 /trunk/src/game.cpp: 20100127 00:00:28< CIA-58> Make a member function a const member function. 20100127 00:00:30< CIA-58> Issue found by cppcheck. 20100127 00:11:49-!- elias [n=elias@allegro/developer/allefant] has quit ["Leaving"] 20100127 00:15:43< CIA-58> esr * r40905 /trunk/po/wesnoth-manual/en_GB.po: Defuzzing, 20100127 00:17:11-!- Zarel| is now known as Zarel 20100127 00:18:33-!- boucman [n=rosen@wesnoth/developer/boucman] has quit ["Leaving."] 20100127 00:18:38-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20100127 00:20:55-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit ["night all"] 20100127 00:21:16-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 65 bugs, 243 feature requests, 7 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100127 00:23:02-!- Crab_ [n=Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20100127 00:27:09-!- esr [n=chatzill@wesnoth/developer/esr] has quit ["ChatZilla 0.9.86 [Firefox 3.5.5/20091109134913]"] 20100127 00:31:16-!- esr [n=chatzill@71.162.243.5] has joined #wesnoth-dev 20100127 00:48:47-!- velory [n=Syroth@217.131.206.13] has quit [Read error: 60 (Operation timed out)] 20100127 01:06:14-!- Crab_ [n=Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100127 01:19:44< shadowmaster> cinnection dropping every 2 minutes. *sigh* 20100127 01:19:52< AI0867> 22:33 * Ivanovic punished the person introducing the new string "Hidden Teleporter" in the test scenario! <-- did I accidentally mark that translatable? oops 20100127 01:28:12< shadowmaster> 444rrr 20100127 01:28:42< CIA-58> ai0867 * r40906 /trunk/data/core/macros/ (deprecated-utils.cfg utils.cfg): 20100127 01:28:42< CIA-58> Revert "Deprecate the NEURTRAL_SIDE macro", add a note about how the alternative for NEUTRAL_SIDE. 20100127 01:28:42< CIA-58> This reverts commit r40880. 20100127 01:29:17-!- Crab_ [n=Crab_@wesnoth/developer/crab] has quit ["Leaving."] 20100127 01:30:43-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20100127 01:31:15< AI0867> shadowmaster: even I just had some massive ssh-lag 20100127 01:39:42-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100127 01:43:52-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100127 01:55:16-!- shadowm_laptop [n=ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100127 02:18:51-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20100127 02:20:39-!- Sapient [n=patrickp@wesnoth/developer/sapient] has left #wesnoth-dev [] 20100127 02:27:13< CIA-58> loonycyborg * r40907 /trunk/po/SConscript: Made scons generate POTFILES.in 20100127 02:27:19< CIA-58> loonycyborg * r40908 /trunk/po/SConscript: Tweak extensions of intermediate .pot files 20100127 02:55:06-!- loonycyborg [n=sergey@wesnoth/developer/loonycyborg] has quit ["Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz"] 20100127 02:55:46-!- loonybot [n=loonybot@wesnoth/bot/loonybot] has quit [Remote closed the connection] 20100127 03:01:28-!- Chusslove [n=Chusslov@brsg-d9bef38f.pool.mediaWays.net] has quit [Read error: 110 (Connection timed out)] 20100127 03:07:30-!- shadowm_laptop [n=ignacio@wesnoth/developer/shadowmaster] has quit [Read error: 110 (Connection timed out)] 20100127 03:09:05-!- Chusslove [n=Chusslov@brsg-d9bee0dd.pool.mediaWays.net] has joined #wesnoth-dev 20100127 03:10:52-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100127 03:17:13< CIA-58> ai0867 * r40909 /trunk/data/scenario-test.cfg: Remove some preprocessor conditionals 20100127 03:21:39< CIA-58> ai0867 * r40910 /trunk/src/CMakeLists.txt: Probably fix cmake, someone who uses it should check 20100127 03:21:58< fendrin> mordante: You asked: fendrin, what's the plan with the teleport ability after the tunnels are enabled? The [tunnel] tag is recognized inside [abilities] [teleport]. The EXPERIMENTAL build does already use the tunnel tag to implement the teleport ability in wml. I hope that answers your question. 20100127 03:22:01-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20100127 03:25:37< Skystriker> Are there any draggable widgets currently implemented in the ingame wesnoth interface? 20100127 03:26:28< AI0867> I believe there's one that can be used to assign teams or something, but it moves back again as soon as you release it 20100127 03:26:40< AI0867> something in multiplayer game creation 20100127 03:27:23< Skystriker> Ah, thanks yes. 20100127 03:28:40< Skystriker> Any chance you might have an inkling as to its class or location in the source, or anything it inherits from more specific than widget :3? 20100127 03:30:50-!- shadowm_laptop [n=ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100127 03:30:56< Skystriker> I'm guessing somewhere off MP Ui, maybe off MP create <_< 20100127 03:31:17< Skystriker> Well there's nothing that inherits from that, but maybe the collobaration thingy will help 20100127 03:31:24< AI0867> let's see 20100127 03:32:02< CIA-58> ai0867 * r40911 /trunk/src/ (ai/formula/function_table.cpp game_events.cpp): More #ifndef EXPERIMENTAL removal 20100127 03:38:23< AI0867> Skystriker: I have no idea, ilor and mordante probably know 20100127 03:38:43-!- Blueblaze [n=nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100127 03:38:58 * esr approves of getting rid of as many oparallel code paths as possible and bows in AI0867's direction gratefully 20100127 03:40:44-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit ["This computer has gone to sleep"] 20100127 04:04:01-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100127 04:29:10-!- Blueblaze [n=nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has quit [Remote closed the connection] 20100127 04:29:45-!- shadowm_laptop [n=ignacio@wesnoth/developer/shadowmaster] has quit ["and then, everybody died"] 20100127 04:33:59< CIA-58> ai0867 * r40912 /trunk/src/ (10 files in 5 dirs): Clean up some includes 20100127 04:51:57-!- Skystriker [n=croseliu@ool-43551ca7.dyn.optonline.net] has quit [Read error: 110 (Connection timed out)] 20100127 04:52:55-!- Ivanovic_ [n=ivanovic@dtmd-4db23d09.pool.mediaWays.net] has joined #wesnoth-dev 20100127 05:10:11-!- Ivanovic [n=ivanovic@wesnoth/developer/ivanovic] has quit [Read error: 110 (Connection timed out)] 20100127 05:27:45-!- Blueblaze [n=nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100127 06:12:54-!- Blueblaze [n=nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has quit [Remote closed the connection] 20100127 06:21:16-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 66 bugs, 243 feature requests, 7 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100127 07:07:02-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100127 07:33:07-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [] 20100127 07:40:43-!- SonIcco [n=SonIcco@pD9511F9A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20100127 07:43:16-!- faryshta [n=faryshta@189.146.42.78] has joined #wesnoth-dev 20100127 08:29:44-!- zookeeper [n=l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100127 08:33:36-!- faryshta [n=faryshta@189.146.42.78] has quit ["Saliendo"] 20100127 08:48:38-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20100127 09:43:51-!- fendrin [n=fabi@88-134-75-97-dynip.superkabel.de] has quit [Remote closed the connection] 20100127 09:46:20-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100127 09:46:29-!- deekay [n=dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20100127 09:53:53-!- Netsplit niven.freenode.net <-> irc.freenode.net quits: erl 20100127 09:54:28-!- Netsplit over, joins: erl 20100127 10:13:37-!- Ivanovic_ is now known as Ivanovic 20100127 10:14:25< Ivanovic> moin 20100127 10:42:02-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has quit [Read error: 110 (Connection timed out)] 20100127 11:28:40-!- noy [n=Noy@wesnoth/developer/noy] has quit [] 20100127 11:38:56< GauHelldragon> oh 20100127 11:39:03< GauHelldragon> i just saw Ivanovic in the credits 20100127 11:39:22< Ivanovic> and? 20100127 11:39:22 * GauHelldragon thumbs up 20100127 11:39:33< Ivanovic> you will see many of the people in here in the credits 20100127 11:39:50< Ivanovic> and you can already see at their hostmask that they got something to do with the project 20100127 11:39:51< Ivanovic> ;) 20100127 11:40:01< GauHelldragon> te he 20100127 12:28:02< CIA-58> esr * r40913 /trunk/data/tools/wmllint: 20100127 12:28:02< CIA-58> A bit of refactoring and documentation related to bug #15214: wmllint 20100127 12:28:02< CIA-58> fails to update binary paths. Turns out it's a bad idea to wire this 20100127 12:28:02< CIA-58> in, as it's good for UMC only and clobbers mainline. 20100127 12:30:39-!- loonybot [n=loonybot@109.252.5.195] has joined #wesnoth-dev 20100127 12:31:27-!- loonycyborg [n=sergey@109.252.5.195] has joined #wesnoth-dev 20100127 12:42:24-!- k23z__ [n=k23z__@188.26.199.85] has joined #wesnoth-dev 20100127 13:12:32-!- Netsplit niven.freenode.net <-> irc.freenode.net quits: erl 20100127 13:13:04-!- Netsplit over, joins: erl 20100127 13:43:18-!- Ken_Oh [n=briang@static-71-178-174-220.washdc.fios.verizon.net] has joined #wesnoth-dev 20100127 13:43:28-!- meric [n=Eric@203-214-139-248.perm.iinet.net.au] has joined #wesnoth-dev 20100127 14:04:39< CIA-58> zookeeper * r40914 /trunk/data/multiplayer/scenarios/2p_Dark_Forecast.cfg: Changed custom unit variable unit.spawn_id to unit.variables.spawn_id. 20100127 14:06:51-!- tsr__ [n=tsr@h-37-106.A254.priv.bahnhof.se] has joined #wesnoth-dev 20100127 14:08:48-!- tsr_ [n=tsr@h-37-106.A254.priv.bahnhof.se] has quit [Read error: 110 (Connection timed out)] 20100127 14:10:20< zookeeper> dark forecast has old colouring markup. 20100127 14:11:59< CIA-58> ai0867 * r40915 /trunk/src/pathfind/pathfind.hpp: Clean up pathfind.hpp a bit 20100127 14:14:57< AI0867> zookeeper: do you want to fix it or should I? 20100127 14:15:26< zookeeper> AI0867, i don't want to touch it :p 20100127 14:15:36< zookeeper> besides i don't know how to do the pofixing 20100127 14:15:43< AI0867> you're not the only one who feels that way 20100127 14:16:00< AI0867> that's probably why it's been broken for several releases 20100127 14:17:12< zookeeper> ruins of terra-dwelve also have some `'s in it 20100127 14:17:36< AI0867> ugh, I'll probably have to play it and have wesnoth complain at me in order to find all the issues... 20100127 14:17:52< zookeeper> yeah well, i bet we won't be putting anything with crappy code in mainline again... 20100127 14:18:45< AI0867> this definitely needs pofixing =/ 20100127 14:22:14< zookeeper> eh, stderr spammed with "warning unit: Unknown attribute 'x' discarded." (and same for y) 20100127 14:22:37< AI0867> yeah, that's the effect of spawning units in a not-entirely-clean way 20100127 14:22:57< AI0867> the fact that there's barely any comments actually helps here 20100127 14:23:08< AI0867> makes it easier to find '#'s that are used for markup 20100127 14:24:46< zookeeper> i don't see why i should ever get such an error 20100127 14:26:11< zookeeper> anyway, my build is a couple days old, maybe it's been fixed already.. 20100127 14:32:10< AI0867> zookeeper: it's a new memory-saving feature from silene: anything that does not belong in [unit] is discarded before the unit is created and wesnoth complains about it to notify the author 20100127 14:35:07-!- Tallken [n=f2f93bf5@93.102.84.201.rev.optimus.pt] has joined #wesnoth-dev 20100127 14:35:30< AI0867> still, complaining about x,y doesn't make a whole lot of sense 20100127 14:38:39-!- Netsplit niven.freenode.net <-> irc.freenode.net quits: Smar, Tigge_ 20100127 14:38:39-!- Tigge [n=tigge@c-5ba372d5.015-28-73746f34.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100127 14:38:39-!- Amu [i=smar@smar.fi] has joined #wesnoth-dev 20100127 14:42:53-!- stikonas [n=and@bcm-131-111-247-5.girton.cam.ac.uk] has joined #wesnoth-dev 20100127 14:58:29< CIA-58> ai0867 * r40916 /trunk/ (3 files in 2 dirs): Fix markup in dark forecast, add to pofix 20100127 14:58:36-!- k23z__ [n=k23z__@188.26.199.85] has quit ["Leaving"] 20100127 14:59:55< CIA-58> ai0867 * r40917 /trunk/po/wesnoth-multiplayer/ (51 files): Run pofix on the pofiles, this fixes the msgids, but leaves some of the bad markup in the msgstrs 20100127 15:00:11< CIA-58> ai0867 * r40918 /trunk/po/wesnoth-multiplayer/ (26 files): Hand-fix the markup in dark forecast translations 20100127 15:00:15< CIA-58> ai0867 * r40919 /trunk/utils/.pofix.py.swp: Nuke a swapfile 20100127 15:07:31< zookeeper> AI0867, well exactly. i know of the feature. 20100127 15:08:11< Ivanovic> AI0867: REALLY bad commit! 20100127 15:08:21< AI0867> Ivanovic: ? 20100127 15:08:41< Ivanovic> AI0867: pofix.py is there so that things that ain't correct in the po files (that are send in which might be *really* old) gets fixed and the fuzzys don't appear 20100127 15:08:49< Ivanovic> if the pofix rule does not work, fix pofix 20100127 15:08:59< AI0867> Ivanovic: it *does* fix the msgids 20100127 15:09:00< Ivanovic> don't fix the pofiles by hand since those fixes can easily be lost 20100127 15:09:06< AI0867> I just hand-fixed the msgstrs too 20100127 15:09:25< AI0867> as it was just removing a character at the start of the line and wrapping the line in tags 20100127 15:10:09< Ivanovic> AI0867: yes, but those fixes might be lost anyway since translators tend to not update the files they have too often 20100127 15:10:22< Ivanovic> some work for "some months" on the files they downloaded and send them in in a bunch 20100127 15:10:24< AI0867> wouldn't the fact that the translation *should* be fuzzy be lost afterwards? 20100127 15:10:52< AI0867> pofix is mostly for stuff that's wrong in the original english but is translated correctly 20100127 15:10:59< Ivanovic> the problem with the fix is: what if some team since in an outdated file? 20100127 15:11:06< Ivanovic> s/since/sends 20100127 15:11:07< AI0867> then they'll re-break the markup 20100127 15:11:12< Ivanovic> exactly 20100127 15:11:12< AI0867> but at least now it's correct 20100127 15:11:22< Ivanovic> that is *WHY* this string should be fuzzied 20100127 15:11:32< Ivanovic> this one is NOT a string that should be changed via pofix 20100127 15:11:50< Ivanovic> since translators have no way to realize they have to fix something later on with the string not being fuzzied 20100127 15:12:07< Ivanovic> sure, the current version in svn is fine 20100127 15:12:15< Ivanovic> and pofix will make sure that no string gets fuzzy 20100127 15:12:17< AI0867> the alternative is broken markup in 1.8.0 =/ 20100127 15:12:19< Ivanovic> *not* fine in this case 20100127 15:12:26< AI0867> k, I'll revert them then 20100127 15:12:33< Ivanovic> no, the alternative is to fix the issue and introduce fuzzy strings 20100127 15:12:46< Ivanovic> as in: fix what is there *by hand* and do *not* introduce a pofix rule 20100127 15:12:54< Ivanovic> this way all currently translated strings are there, too 20100127 15:13:08< AI0867> so, just remove the pofix rule? 20100127 15:13:12< Ivanovic> it is just the pofix rule that would result in some breakage when files with bad markup are sent in 20100127 15:13:13< AI0867> and run update-po? 20100127 15:13:16< Ivanovic> yeah, best in this case 20100127 15:13:21< Ivanovic> no, better not do this yourself 20100127 15:13:35< Ivanovic> alter po/wesnoth/wesnoth-muliplayer/wesnoth-multiplayer.pot yourself 20100127 15:13:58< Ivanovic> that is all the po-update would/should do, but the files always look a little different depending on the system where the poupdate was run 20100127 15:14:26< Ivanovic> since you already updated the pot file, things should be fine after reverting the pofix change 20100127 15:14:48< Ivanovic> though it would be nice if you posted to the i18n list about your change so that translators should fetch a recent copy of the files if possible 20100127 15:18:23< AI0867> k 20100127 15:18:39< CIA-58> ai0867 * r40920 /trunk/utils/pofix.py: Remove Dark Forecast changes from pofix 20100127 15:19:04< Ivanovic> this way the (rather serious) issue with markup being borked is fixed and translators are informed 20100127 15:23:21-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20100127 15:24:05-!- stikonas [n=and@bcm-131-111-247-5.girton.cam.ac.uk] has joined #wesnoth-dev 20100127 15:28:18< Ivanovic> afk for a while 20100127 15:30:20-!- Skystriker [n=croseliu@ool-43551ca7.dyn.optonline.net] has joined #wesnoth-dev 20100127 15:43:13< CIA-58> ai0867 * r40921 /trunk/data/multiplayer/scenarios/2p_Dark_Forecast.cfg: I believe the players are supposed to share their vision on dark forecast 20100127 15:57:52-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20100127 16:00:48-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100127 16:08:03-!- Rhonda [n=rhonda@anguilla.debian.or.at] has joined #wesnoth-dev 20100127 16:25:52-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20100127 16:27:58-!- stikonas [n=and@bcm-131-111-247-5.girton.cam.ac.uk] has joined #wesnoth-dev 20100127 16:32:13-!- dtiger [n=dtiger@dynamic-vpdn-93-125-16-12.telecom.by] has joined #wesnoth-dev 20100127 16:40:48-!- stikonas [n=and@wesnoth/translator/stikonas] has quit ["Konversation terminated!"] 20100127 16:40:51-!- stikonas [n=and@bcm-131-111-247-5.girton.cam.ac.uk] has joined #wesnoth-dev 20100127 16:41:10-!- stikonas [n=and@wesnoth/translator/stikonas] has quit [Remote closed the connection] 20100127 16:41:37< AI0867> zookeeper: the x,y stuff is interesting: it *is* removed in the unit creator, so it's probably an artifact of abusing [unstore_unit] 20100127 16:42:26< zookeeper> abusing [unstore_unit] like...how? 20100127 16:43:10< AI0867> like unstoring a container that's not a stored unit 20100127 16:43:42< AI0867> just a bunch of variables that are sufficient to use in a [unit] 20100127 16:44:01< AI0867> this probably was the preferred way to dynamically create units before [insert_tag] existed 20100127 16:44:31< AI0867> I encountered it in IftU's hive spawn code as well 20100127 16:44:44< zookeeper> right...there's nothing like that in DF though 20100127 16:45:12< AI0867> I may not have read the WML correctly 20100127 16:45:20< zookeeper> at best it might accidentally be unstoring something that's not a unit 20100127 16:45:33< zookeeper> but then again that would have outright crashed before 20100127 16:46:58< AI0867> the code in iftu looks pretty old 20100127 16:47:03< AI0867> 1.4 at least, probably older 20100127 16:47:15< Skystriker> 1.3 I believe was its origination 20100127 16:47:33< CIA-58> ai0867 * r40922 /trunk/ (2 files in 2 dirs): Fix part of dark forecast's errors, remove mp_side attributes as well as side attributes before passing the cfg to unit_creator 20100127 16:51:36< Skystriker> Is CIA a bot that lists each svn update as it goes in? 20100127 16:53:05< loonycyborg> Skystriker: Yes. Isn't it obvious? :P 20100127 16:53:21< Skystriker> Was just checking :P 20100127 16:54:03< AI0867> Skystriker: http://wesnoth.pastebin.com/d61f4394d 20100127 16:54:42< Skystriker> lol 20100127 16:54:44< Skystriker> thanks :) 20100127 16:55:00< loonycyborg> Skystriker: http://cia.vc/ 20100127 16:56:36< Skystriker> If anyone has any help re: last post in http://forums.wesnoth.org/viewtopic.php?f=10&t=28670, that'd be appreciated. 20100127 17:03:53< GauHelldragon> ha he 20100127 17:10:32-!- mordante [n=mordante@87.215.201.26] has joined #wesnoth-dev 20100127 17:10:35< mordante> servus 20100127 17:10:53< mordante> Skystriker, twidget is the base widget for gui2 widgets 20100127 17:11:02-!- fendrin [n=fabi@88-134-75-97-dynip.superkabel.de] has joined #wesnoth-dev 20100127 17:11:31-!- k23z__ [n=k23z__@188.26.199.85] has joined #wesnoth-dev 20100127 17:11:50< mordante> Skystriker, and best ask me things on irc I'm not a big forum fan, so don't dwell there too often 20100127 17:12:21< mordante> Skystriker, this chan is logged so I can read back questions easily 20100127 17:12:49< mordante> Skystriker, the dragging is only implemented in gui1 and the MP chat is also gui1 20100127 17:12:50< fendrin> mordante: hi, you had questions about [tunnel]? 20100127 17:13:08< mordante> fendrin, yes, left them in the log 20100127 17:13:39< mordante> already fixed the mouse_something.hpp, was a bad merge 20100127 17:14:01< Skystriker> Back 20100127 17:14:08-!- deekay [n=dk@wesnoth/developer/dragonking] has quit [] 20100127 17:14:20< Skystriker> So what's the deal with gui1/gui2: are both being used in the future? 20100127 17:14:33< Skystriker> I was under the impression that we started with gui1, but everything was eventually being transitioned to gui2 20100127 17:15:12< mordante> correct, emphasis on being transitioned 20100127 17:15:37< fendrin> mordante: Right, there are certainly more issues in which the EXPERIMENTAL code path needs some more work. I didn't get what you wanted to know by the question about what would happen to [teleport] once [tunnel] has left the EXPERIMENTAL path. Can you be more specific about it? 20100127 17:15:38< Skystriker> Okay 20100127 17:16:30< Skystriker> So, would you recommend I try to put the new MP chatbox in gui1 or gui2, mordante? 20100127 17:16:39-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100127 17:17:05< fendrin> Skystriker: Use gui2 it's easy to use. 20100127 17:17:15< Skystriker> Alright 20100127 17:17:21< Skystriker> So it'll be somewhere off the twidget 20100127 17:17:48< Skystriker> Also, I'd assume inheritance between gui1/gui2 is bad, right? 20100127 17:18:28< Skystriker> Mordante said that the draggable implementation was so far only in gui1, so I'd have to port that over to gui2. 20100127 17:20:23< AI0867> this is odd, I've set breakpoints on every constructor of unit, and none of tthem are triggering on dark forecast 20100127 17:20:31< mordante> fendrin, well what you want to do with teleport, keep it or remove it 20100127 17:20:50-!- _jbx_ [n=jbailey@12.190.80.225] has joined #wesnoth-dev 20100127 17:21:02< mordante> AI0867, breakpoints on constructors are tricky, gcc seems to include two of them, but break on file/line 20100127 17:21:19< mordante> or add a line asm("int3"); in the source for gcc 20100127 17:21:29< AI0867> k 20100127 17:21:56< fendrin> mordante: I still don't get the question. 20100127 17:22:02< mordante> Skystriker, there's no code shared between gui1 and gui2 and you can't port features, you need to rewrite them 20100127 17:22:09< Skystriker> Ok 20100127 17:22:44< fendrin> mordante: Do you like to join #wesnoth-de? 20100127 17:22:47< mordante> fendrin, do you want to keep teleport as ability or not? 20100127 17:24:11< mordante> Skystriker, #wesnoth-de is a German chan 20100127 17:24:22< Skystriker> Aye, was just peeking :p 20100127 17:24:31< mordante> you're allowed to peek ;-) 20100127 17:24:35< Skystriker> ^^ 20100127 17:25:17< Skystriker> btw, what does the 't' prefix on all gui2 classes mean? 20100127 17:25:18< Skystriker> test? 20100127 17:26:34< mordante> old pascal habit, short for type 20100127 17:27:17< mordante> but it makes it easy to write twidget widget and don't need to invent something like widget my_widget 20100127 17:27:42< Skystriker> Gotcha 20100127 17:28:29< Skystriker> So from inheritance, i'm pretty sure I should go from twidget to tcontrol, but then I'm not sure whether tcontainer or ttext (and then ttextbox) would be better 20100127 17:34:50< mordante> you shouldn't need to derive from twidget, which of the others not sure, depends on what you exactly want to make 20100127 17:35:33< mordante> do you want to have a draggable window with the chatlog? 20100127 17:35:49< Skystriker> Yes 20100127 17:36:21< Skystriker> The idea is that the chatlog blocks the upper left corner of the map, which matters on some maps (and is the reason Dark Forecast has that empty space at the top) 20100127 17:36:36< mordante> since it only needs to display text I would say a label or scroll_label would be the widget to use 20100127 17:37:09< mordante> think a label would be the best 20100127 17:37:15< mordante> I think* 20100127 17:37:17< Skystriker> label is better than textbox? 20100127 17:37:56< mordante> yes in a textbox you can type things a label is display only 20100127 17:38:02< Skystriker> Ah, okay. 20100127 17:38:05< Skystriker> Thanks! 20100127 17:38:36< Skystriker> So the inheritance map goes from twidget to tcontrol right to tlabel, and I should just go right off that, correct? 20100127 17:40:16< Skystriker> Sorry if I'm being a pest, I just want to make sure I'm starting in the right place :p 20100127 17:41:00< mordante> no problem I prefer that people think before starting to hack code ;-) 20100127 17:41:51< mordante> not sure what's the best solution, the dragging could be build in the widget or have a container that's draggable and put the widget in that container 20100127 17:42:01< Skystriker> Aye; it'll be a bit before I start actually writing code :P. My project is more concerned with all the UML and design decisions than the implementation, but that should naturally follow from the above 20100127 17:42:14< mordante> and personally I think the latter makes more sense 20100127 17:42:17< Skystriker> Okay 20100127 17:42:31< Skystriker> Also, that would make it easier in the future for someone who wanted to make something else draggable 20100127 17:42:54< Skystriker> (it's irked me as a player many times that I can't drag the windows that pop up ingame, like description and such :P) 20100127 17:43:15< esr> fendrin: Have you verified that the WOV WML code inside #ifdef EXPERIMENTAL is being evaluated? There's something screwy going on with WML #ifdef, see bug #15204. 20100127 17:43:40< Skystriker> If I'm building a draggable container, it seems to me that then I should work off of twidget>tcontrol>tcontainer, and then create a new widget, like tdraggable or something. 20100127 17:43:52< Skystriker> And then just put the label in there? 20100127 17:44:33< fendrin> esr: I am not sure what you are talking about. Do you have introduced #ifdef statements in WoV? 20100127 17:45:08< esr> Oh, actually I didn't. Sorry, I meant in the test scenario. 20100127 17:45:54< mordante> Skystriker, yes a draggable panel or window would be the best 20100127 17:46:17< mordante> I think a window would probably be best since a window also dispatches events and handles drawing 20100127 17:46:22< Skystriker> Okay 20100127 17:47:17< Skystriker> So derive from to twidget/tcontrol/tpanel/twindow > create new tdraggablewindow? 20100127 17:48:43< mordante> yes class tdraggable_window : public twindow or maybe tdraggable_window : public twindow, [public] tdraggable 20100127 17:49:08< mordante> in the latter case the draggable code is in a seperate classs 20100127 17:49:11< mordante> class* 20100127 17:49:38< CIA-58> esr * r40923 /trunk/data/scenario-test.cfg: 20100127 17:49:38< CIA-58> Hmmm....this change seem to show that EXPERIMENTAL as well as 20100127 17:49:38< CIA-58> DEBUG_MODE is not defined in the test scenario, even though 20100127 17:49:38< CIA-58> the build has the experimental option. 20100127 17:50:27< fendrin> esr: Maybe that is only true if wesnoth is started with -t or --test ? 20100127 17:51:11< esr> I don't think so. Look at https://gna.org/bugs/index.php?15204 20100127 17:51:39< esr> Something seems very messed up near WML conditional symbols. 20100127 17:52:02< mordante> I don't know who added the DEBUG_MODE preprocessor tag, but I think it's tricky to use 20100127 17:52:22< mordante> if you start wesnoth -t -d or wesnoth -t and type :debug in game it behaves differently 20100127 17:52:32< mordante> (unless you want to reparse all WML) 20100127 17:52:49< mordante> and of course loading a savegame can also have special defects 20100127 17:54:15< Skystriker> I'm having difficulty parsing what you meant in your x:48 line, mordante :3 (sorry! ><). What does 'tdraggable_window : public twindow' mean? Do I create a new class (tdraggable_window), which inherits the public features of twindow? I'm just not sure what that structure means. 20100127 17:55:19< mordante> that's how you write inheritance in c++ 20100127 17:55:35< Skystriker> Ah, ok. 20100127 17:55:54< mordante> and inherites the features of twindow an makes the public part public for the users of tdraggable_window 20100127 17:56:25< mordante> you can also inherit privately and thus hiding the details of an inherited class 20100127 17:56:36< Skystriker> How would I write that, so I know how to parse it? 20100127 17:56:51< Skystriker> If X: public y is public, just X:private Y? 20100127 17:57:21< mordante> exactly or omit the public (default inheritance is private) 20100127 17:57:43< Skystriker> Okay 20100127 17:59:46< AI0867> mordante: that's what *should* happen, in practice they 20100127 17:59:50< AI0867> re identical 20100127 18:00:14< AI0867> as DEBUG_MODE isn't defined 20100127 18:00:46< fendrin> esr: I guess if the MULTIPLAYER define wouldn't work we already had much more bug reports incomming. 20100127 18:01:34< CIA-58> ai0867 * r40924 /trunk/src/game_events.cpp: Remove x and y attributes before unstoring a unit 20100127 18:01:39< Skystriker> mordante, how helpful would it be to have draggability in its own class? Are there widgets aside from windows that should have that functionality? 20100127 18:01:57-!- meric [n=Eric@203-214-139-248.perm.iinet.net.au] has quit [] 20100127 18:02:09< mordante> AI0867, ok 20100127 18:02:52< mordante> Skystriker, mainly code separation and might make things easier if you want to make other widgets draggable 20100127 18:03:00< mordante> no idea whether that will ever happen 20100127 18:03:09< Skystriker> So it'd be good practice to do the latter 20100127 18:03:28< Skystriker> okiez, ty 20100127 18:03:32< fendrin> esr: To me it looks like the whole multiplayer game would be broken then. 20100127 18:04:19< AI0867> zookeeper: dark forecast warnings should be fixed except for some out-of-bounds array indexing 20100127 18:04:36< AI0867> poke me if you still encounter any issues 20100127 18:05:00< zookeeper> all right 20100127 18:05:41< fendrin> Does 3rd level cache improve compiling speed much? 20100127 18:06:20< fendrin> Or a big incpu cache in general? 20100127 18:06:33< mordante> I'm off bye 20100127 18:06:38< Skystriker> thanks for your help mordante 20100127 18:07:02< mordante> you're welcome Skystriker and feel free to leave questions in the log here 20100127 18:07:08< Skystriker> Okay, thanks 20100127 18:07:16-!- mordante [n=mordante@87.215.201.26] has quit ["Leaving"] 20100127 18:08:38< loonycyborg> fendrin: Multiple cores help with compiling speed most :P 20100127 18:09:30< Skystriker> Ok, so if I am to put the code for draggability in its own class, would putting it off twidget -> tcontrol directly be a good place for it? 20100127 18:09:50< fendrin> loonycyborg: Yes I know. My machine is able to compile wesnoth in about 5 minutes from a clean source tree. 20100127 18:11:04< loonycyborg> I expect caches and stuff have diminishingly small impact compared to that. 20100127 18:15:40-!- Noyga [n=noyga@wesnoth/developer/noyga] has joined #wesnoth-dev 20100127 18:15:42< fendrin> loonycyborg: To bad. This amd quadcore has 6mb third level cache. I should have bought the cheaper version without that much than. 20100127 18:15:51< fendrin> s/To/Too 20100127 18:16:35< loonycyborg> You should have bought both and tested whether cache indeed has much impact :P 20100127 18:16:58< loonycyborg> Otherwise it's just a wild guess. 20100127 18:20:40 * fendrin is looking for a bios option that disables the 3rd level cache. 20100127 18:21:16-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 65 bugs, 243 feature requests, 7 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100127 18:22:22< fendrin> esr: Multiplayer games are still working with current trunk. So I would say that this define is working. 20100127 18:27:48-!- elias [n=elias@allegro/developer/allefant] has joined #wesnoth-dev 20100127 18:31:18-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has joined #wesnoth-dev 20100127 18:34:55< Skystriker> When the host in the MP game lobby drags a player's name around; does anyone know what (gui1) class that is using? 20100127 18:35:59< Skystriker> I'd just like to see how the current draggability is implemented. 20100127 18:48:16-!- stikonas [n=and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100127 18:58:22< k23z__> does Mix_PlayChannel(1, sounds[x], 0) somehow block the event loop of SDL ? 20100127 19:00:43< Skystriker> I should probably tag mordante so he sees the above question 20100127 19:01:29< k23z__> Skystriker, mine ? 20100127 19:01:40< Skystriker> Nay, mine, sorry xD 20100127 19:01:43< Skystriker> From like half an hour ago 20100127 19:02:02< Skystriker> He's been the one most patient to deal with my barrage of questions, so I figured I'd direct him to it xD 20100127 19:06:08-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Remote closed the connection] 20100127 19:11:12-!- fendrin [n=fabi@88-134-75-97-dynip.superkabel.de] has joined #wesnoth-dev 20100127 19:12:33-!- fabi [n=fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100127 19:13:10-!- Ken_Oh [n=briang@static-71-178-174-220.washdc.fios.verizon.net] has quit ["Leaving."] 20100127 19:15:14-!- boucman [n=rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100127 19:22:46-!- grzywacz [n=grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20100127 19:28:26-!- fendrin [n=fabi@wesnoth/developer/fendrin] has quit [Read error: 110 (Connection timed out)] 20100127 19:54:04-!- wesbot [n=wesbot@wesnoth/bot/wesbot] has quit [Remote closed the connection] 20100127 19:58:18-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20100127 20:01:40-!- fkhodkov [n=fedor76@ppp-78-24-26-246-bras0.istra.ru] has quit [Read error: 104 (Connection reset by peer)] 20100127 20:02:08-!- Crab__ [i=55df9546@gateway/web/freenode/x-cfgrqtiaolcylvex] has joined #wesnoth-dev 20100127 20:02:22< boucman> hey all 20100127 20:02:49< Skystriker> Hey boucman 20100127 20:02:56< Crab__> hi, boucman 20100127 20:05:17< thespaceinvader> evening 20100127 20:14:05 * boucman studies terrain WML 20100127 20:19:38< Skystriker> Why does gui2::tcontainer_ have an underscore at the end of its name? 20100127 20:20:10< boucman> the convention is that underscore at the end of a member denotes a private member 20100127 20:20:15< boucman> might be the case here 20100127 20:20:43< Skystriker> Here it is a class, though. 20100127 20:21:21< boucman> private class ? (defined in the private part of another class) 20100127 20:22:25< Skystriker> Sorry if my questions are pretty elementary btw 20100127 20:22:46< boucman> no prob 20100127 20:22:52< boucman> we all started that way :) 20100127 20:24:16< Skystriker> From http://devdocs.wesnoth.org/classgui2_1_1tcontainer__.html, I'm having difficulty finding this 20100127 20:24:27< Skystriker> (Where it would be a private member) 20100127 20:42:06-!- Blarumyrran [n=Blarumyr@81-20-159-197.levira.ee] has joined #wesnoth-dev 20100127 20:44:38-!- SonIcco_ [n=SonIcco@pD9510FB6.dip0.t-ipconnect.de] has joined #wesnoth-dev 20100127 20:45:02< Skystriker> Hello to you two 20100127 20:52:29-!- Zarel [n=Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100127 20:57:43-!- fkhodkov [n=fedor76@ppp-78-24-26-246-bras0.istra.ru] has joined #wesnoth-dev 20100127 21:01:51-!- SonIcco [n=SonIcco@pD9511F9A.dip0.t-ipconnect.de] has quit [Read error: 101 (Network is unreachable)] 20100127 21:04:13-!- SonIcco_ [n=SonIcco@pD9510FB6.dip0.t-ipconnect.de] has quit [Read error: 113 (No route to host)] 20100127 21:07:17-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100127 21:13:32 * boucman has completed terrain-WML 101 20100127 21:15:02< Skystriker> Rawr 20100127 21:27:53-!- velory [n=Syroth@217.131.198.234] has joined #wesnoth-dev 20100127 21:28:56-!- noy [n=Noy@wesnoth/developer/noy] has quit [Read error: 104 (Connection reset by peer)] 20100127 21:29:40-!- noy [n=Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100127 21:29:59-!- Blueblaze [n=nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100127 21:30:34-!- deekay [n=dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20100127 21:42:08 * boucman is impressed by the terrain system 20100127 21:43:04< Skystriker> If I wanted to create a new togglable option when creating a MP game, do you think it would require any new classes/modification of the current class structure, or just to edit several of the current ones? 20100127 21:52:39< boucman> Skystriker: no idea, but give me a sec to look at something 20100127 21:53:03< boucman> Skystriker: are you jozrael on the forum ? 20100127 21:53:29< Skystriker> Yes I am 20100127 21:53:33< Skystriker> Sorry xD 20100127 21:53:36< boucman> guessed so :) 20100127 21:53:40-!- Skystriker is now known as Jozrael 20100127 21:53:52< boucman> no problem, you can use whatever nick you want :P 20100127 21:54:12< Jozrael> I dun mind, wasn't thinking I suppose :P 20100127 21:54:25< boucman> Jozrael: have a look at https://gna.org/patch/?1381 I think his last iteration does add an option at mp game creation (havn't looked though) 20100127 21:55:07< boucman> thespaceinvader: ping 20100127 21:55:19< thespaceinvader> boucman: pong 20100127 21:55:25< Jozrael> Funnily enough 20100127 21:55:33< Jozrael> I have been looking at that one already, heh 20100127 21:55:42< Jozrael> Just wasn't sure if I'd need to do anything differently 20100127 21:55:44< Jozrael> Thanks :) 20100127 21:56:00< boucman> about the water animation, i'll try to get him to post his frames "as is" so I can start an inventory of what needs to be redone 20100127 21:56:36< boucman> he can still work on the basics, but the animations for waves etc will be a bit hard to nail so i'm trying to get an early start 20100127 21:57:12< boucman> Jozrael: i don't know if there needs to have things done differently, I havn't looked at the last version (postponed to 1.9) but i guarentee you'll have some clues in there 20100127 21:58:27-!- mjs-de [n=mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote closed the connection] 20100127 22:04:44-!- dtiger [n=dtiger@dynamic-vpdn-93-125-16-12.telecom.by] has quit [Remote closed the connection] 20100127 22:05:11< CIA-58> boucman * r40925 /trunk/data/core/terrain-graphics/restricted-transitions.cfg: correct a typo in terrain code that probably was unnoticed since the 1.3 era 20100127 22:12:17< thespaceinvader> boucman: that sounds like a good plan 20100127 22:12:38< thespaceinvader> as i posted in the thread, I'm happy with the base as last seen, but I suspect some colour fiddles will be necessary 20100127 22:12:45< boucman> yes, i'm not quite sure what we'll need as far as transitions are concerned, and I don't want to burn him 20100127 22:13:03< thespaceinvader> and it will do for shallow and deep water, but probably not for swamp since it would hav to interact with the plant life stuff for that 20100127 22:13:13< thespaceinvader> i wonder fi we can persuade him to animate the ford tiles too... 20100127 22:13:32< boucman> color fidling is probably something any artist can do if he leaves, whereas his skill in base frame and animations is to be monitored cautiously 20100127 22:16:19< boucman> thespaceinvader: btw any news of the snow mountains ? the WML is there an ready to be enabled... 20100127 22:16:28< boucman> i think it was fmunoz that worked on these 20100127 22:16:37< thespaceinvader> boucman: i had no idea they were being worked on 20100127 22:16:47< thespaceinvader> i was a little out of the loop for most of the past few months 20100127 22:16:50< boucman> that was quite some time ago... 20100127 22:17:22-!- Blueblaze [n=nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has quit [Remote closed the connection] 20100127 22:22:43-!- Crab__ [i=55df9546@gateway/web/freenode/x-cfgrqtiaolcylvex] has quit [Ping timeout: 180 seconds] 20100127 22:42:34-!- wesbot [n=wesbot@wesnoth/bot/wesbot] has joined #wesnoth-dev 20100127 22:52:40< Rhonda> wesbot: topic 20100127 22:52:42< wesbot> Rhonda: Don't be impatient, wait until something changes... *tsk* 20100127 22:52:48< Rhonda> … just in case. 20100127 22:54:22< boucman> ok, I have a base understainding of the terrain graphic WML now, i think i'll call it a night 20100127 22:57:57-!- Tallken [n=f2f93bf5@93.102.84.201.rev.optimus.pt] has left #wesnoth-dev ["Leaving"] 20100127 23:01:17< GauHelldragon> i like the terrain graphics 20100127 23:01:32< GauHelldragon> the people (person?) who made em did a great job 20100127 23:02:15< boucman> :) 20100127 23:02:17< loonycyborg> You mean the art part or the WML part? 20100127 23:02:23< boucman> yeah, they did a great job... 20100127 23:03:23< GauHelldragon> oh uh 20100127 23:03:26< GauHelldragon> well i meant the art part 20100127 23:03:30< GauHelldragon> what's WML 20100127 23:03:39< Blarumyrran> loonycyborg, I doubt many people appreciate the code behind arranging terrains in particular 20100127 23:03:56< GauHelldragon> is there some special way it's done? 20100127 23:05:06< Ivanovic> black vodoo! 20100127 23:05:15< GauHelldragon> what does WML stand for 20100127 23:05:37< boucman> Blarumyrran: i just looked, and I do admire it... 20100127 23:05:46< Ivanovic> Wesnoth Markup Language 20100127 23:05:53< Ivanovic> duh, what else could it be? 20100127 23:06:00< Blarumyrran> Yeah, but of people who aren't directly involved 20100127 23:06:03< GauHelldragon> OH 20100127 23:06:14< boucman> GauHelldragon: that's wesnoth's internal programming language, it's used to tell what to draw in what order for the transitions between terrains to look good 20100127 23:06:15< GauHelldragon> oh that ok 20100127 23:06:24< GauHelldragon> OH 20100127 23:06:25< GauHelldragon> ok 20100127 23:06:31< GauHelldragon> oh wow ok good job then 20100127 23:06:39< GauHelldragon> i was wondering how you guys did that the other day 20100127 23:07:28< boucman> data/core/terrain-graphics.cfg + lots of good pages in the wiki 20100127 23:09:14< Jozrael> boucman, because I'm not doing the village change (it being already implemented :P), I'm looking for a third feature to implement for my project. 20100127 23:09:24< boucman> hmm 20100127 23:09:28< GauHelldragon> oh cool! 20100127 23:09:29< Jozrael> There's a couple things on EasyCoding, but I was wondering if you knew of any that are actually wanted atm. 20100127 23:09:34< GauHelldragon> hey that's how i did it for my game :) 20100127 23:09:48< GauHelldragon> well something like that 20100127 23:10:28< boucman> Jozrael: was village naming one of your projects ? 20100127 23:11:09< GauHelldragon> woah 20100127 23:11:36< GauHelldragon> ah 20100127 23:11:41< GauHelldragon> mountains = magic 20100127 23:11:51< GauHelldragon> clearly 20100127 23:11:57< Jozrael> Not village naming; it was making it so that how many levels of upkeep each village supported was editable as a MP lobby option 20100127 23:12:06< Jozrael> But as you pointed out, that's already in 1.9 20100127 23:12:35< Jozrael> There was another feature request, however, that would let WML edit an individual village's gold/upkeep value... 20100127 23:12:37< boucman> ok, I could help you with http://wiki.wesnoth.org/EasyCoding#More_powerful_village_naming then 20100127 23:12:38< Jozrael> I suppose that's still open :o? 20100127 23:12:53< Jozrael> That works too; which one is more useful to the community? 20100127 23:13:11< boucman> if you looked at patches that have already been done, there has been some improvements to village naming, but most of the items there are not done 20100127 23:13:19< Jozrael> Alright then. 20100127 23:13:48< boucman> Jozrael: I never heard of the one you mentionned, but it would be probably more usefull than the one I mentionned 20100127 23:14:10< boucman> harder, though... you would need to add some visual feedback somehow... 20100127 23:14:53< Jozrael> Hmm 20100127 23:15:17< Jozrael> I'm imagining a little gold # or something on the village 20100127 23:15:38< Jozrael> But I imagine it should only be shown on villages edited by WML, and not the map default 20100127 23:15:53-!- zookeeper [n=l@wesnoth/developer/zookeeper] has quit [] 20100127 23:15:54-!- crimson_penguin [n=ben@wesnoth/developer/crimsonpenguin] has quit [Read error: 113 (No route to host)] 20100127 23:17:35< boucman> Jozrael: or somewher in the terrain description when the village is selected, or near the village flag. 20100127 23:17:55< boucman> that's open to discussion and you might have to try different ways of doing it for us to see what it looks like 20100127 23:17:59< Jozrael> By on the village, anywhere in the hex aye. 20100127 23:18:13< Jozrael> But once its implemented, the specific visual is pretty easy to do (plus could easily be done much better by an art person) 20100127 23:18:19< Jozrael> easy to change* 20100127 23:18:32< Jozrael> I'm not sure in the terrain description is very intuitive 20100127 23:18:40< Jozrael> + I don't like how I can't read enough of that as it is :P 20100127 23:18:51< Jozrael> (I don't run a very big resolution for wesnoth, for some weird reason :P) 20100127 23:19:42-!- noy [n=Noy@wesnoth/developer/noy] has quit [Read error: 110 (Connection timed out)] 20100127 23:19:48< boucman> Jozrael: my advice : do then engine change to support it, and add the info in the top left corner near the terrain description 20100127 23:20:08< boucman> it's the easiest way to do it, and adding the engine side is already a good project 20100127 23:20:26< Ivanovic> Jozrael: boucman means "the other left" 20100127 23:20:33< Jozrael> xD 20100127 23:20:34< Ivanovic> the one most people call "right" 20100127 23:20:35< Ivanovic> ;) 20100127 23:20:48< boucman> if it's deemed not visible enough, we can work to add it on the terrain later 20100127 23:20:48< boucman> Ivanovic, Jozrael :P 20100127 23:22:43< Jozrael> boucman, I'm looking at http://f.imagehost.org/download/0374/corner for reference 20100127 23:23:04< Jozrael> Do you mean to the left of the terrain description? 20100127 23:23:32< boucman> Jozrael: that doesn't matter... GUI elements are hard to decide without actually trying, and easy to change 20100127 23:23:50< boucman> so just put it "somewhere" and we'll adjust it with you once everything else is ready 20100127 23:24:07< boucman> the interesting part will probably be to have the support in the game engine 20100127 23:24:08< Jozrael> Alrighties :) 20100127 23:24:37< boucman> Jozrael: and "negative gold" would be an interesting feature too ;) 20100127 23:24:47< Jozrael> lol 20100127 23:24:54-!- wesbot [n=wesbot@wesnoth/bot/wesbot] has quit [Read error: 60 (Operation timed out)] 20100127 23:28:07< Jozrael> It seems game_events is a good spot to start with WML? 20100127 23:28:47-!- wesbot [n=wesbot@wesnoth/bot/wesbot] has joined #wesnoth-dev 20100127 23:41:35-!- thespaceinvader [n=chatzill@wesnoth/artist/thespaceinvader] has quit ["ChatZilla 0.9.86 [Firefox 3.5.7/20091221164558]"] 20100127 23:44:24< boucman> night all 20100127 23:44:26-!- boucman [n=rosen@wesnoth/developer/boucman] has quit ["Leaving."] --- Log closed Thu Jan 28 00:00:00 2010