--- Log opened Mon Feb 08 00:00:58 2010 20100208 00:02:25< fendrin> YogiHH: Velon is commanding his troops under the player's command after he realizes that the orcs don't negotiate. Didn't that happen? There is also speech with it. 20100208 00:02:50< YogiHH> fendrin: It did happen, i just wasn't aware of it 20100208 00:03:36< fendrin> YogiHH: I will give another explaining speech from the narrator after the string frezze to the scenario. 20100208 00:03:45< YogiHH> ok 20100208 00:04:53< fendrin> AI0867: Andulias is filtered away to protect the Ka'lian after scenario7. He returns (or should return, hope it is working) in scenario 14. 20100208 00:04:54-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100208 00:06:31-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100208 00:08:47< AI0867> fendrin: according to my svn head, he's explicitly kept OUT of the level3 store 20100208 00:09:35< fendrin> AI0867: May have been broken in the past and the thread originator played an older version. 20100208 00:10:08< AI0867> yes 20100208 00:10:21< AI0867> most loyal units are filtered out in 1.6.5 20100208 00:10:24< AI0867> but not anduilas 20100208 00:10:33< AI0867> this is fixed svn head 20100208 00:11:47< Crab_> AI0867: there was once a bug where Andulias was stolen from player :) 20100208 00:12:23< Crab_> AI0867: it appeared in 1.7.x due to a small wml error, and was fixed quite soon. 20100208 00:21:43< fendrin> Crab_: There are bad news for the multiple leaders feature. It broke the persistence in multiplayer campaigns and may need to be removed before 1.8. 20100208 00:22:03< Crab_> fendrin: I have a fix 20100208 00:22:23< Crab_> fendrin: at least I've tested in MP sandbox that it works 20100208 00:23:11< fendrin> Crab_: You are just incredible. 20100208 00:23:37 * esr has discovered Pandora Radio and is very happy 20100208 00:24:22< fendrin> esr: I hope it is a left winged political propaganda channel? 20100208 00:24:38< esr> fendrin: *snort* No. 20100208 00:24:52< fendrin> Oh, a pitty. 20100208 00:25:18< esr> fendrin: I just blogged about it: http://esr.ibiblio.org/?p=1670 20100208 00:25:38 * esr gets severe hives from left-wing propaganda 20100208 00:26:39< YogiHH> fendrin: I got a fix, too (the one we talked about at the end of Fosdem) :) 20100208 00:27:06< YogiHH> fendrin: It will need some more testing, but it looks quite promising 20100208 00:27:09< fendrin> esr: Amarok (a kde music player/database/something) is able to do similar things based on fingerprints done over music mood (via a community website that supports that feature I think). 20100208 00:27:16< Crab_> YogiHH: which one ? (just to be sure that we're fixing the same or different issues) :) 20100208 00:27:47< esr> fendrin: I used to use Amarok. It stopped working after an Ubuntu upgrade. 20100208 00:28:08< YogiHH> Crab_: it basically fixes the issue, that side id's are overwritten by player names, so side matching in subsequent scenarios doesn't work right. 20100208 00:28:42< Crab_> YogiHH: nice! (that is one of the issues, but not the one I've fixed :) ) 20100208 00:28:43< YogiHH> Crab_: Or, to be more precise, leader matching doesn't work 20100208 00:29:22< Crab_> YogiHH: when do you intend to commit it ? 20100208 00:29:51< fendrin> esr: The ubuntu side offers the newest amarok in a seperate apt repository. The version from this is working almost most of the time. 20100208 00:29:58< YogiHH> Crab_: I want to do some more testing, but i can post a diff if you are interested 20100208 00:30:05< Crab_> YogiHH: yes, interested 20100208 00:31:08< YogiHH> Crab_: You are not on windows by any chance? 20100208 00:31:23< Crab_> YogiHH: no, but I have a windows vbox at hand 20100208 00:32:50< mordante> I'm off night 20100208 00:33:07< YogiHH> Crab_: If you could use latest svn, start wesnoth and select a campaign, that would be great (wesnoth crashes for me on selecting, but it seems to be restricted to windows). 20100208 00:33:11< YogiHH> mordante: night 20100208 00:33:15-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20100208 00:33:31< fendrin> esr: There are 2 ways to offer such a feature. A technical solution and a social network based. The first uses some research from the psychology faculty. The later searches for users that have rated the same music as liked and makes suggestions from there favourites you don't own. 20100208 00:33:45< Crab_> YogiHH: no, sorry. I haven't set up dev environment on it. 20100208 00:33:51< esr> fendrin: Understood. 20100208 00:34:07< YogiHH> oh ok, np, its not that important 20100208 00:34:11< Crab_> YogiHH: btw, you use MSVC or msys/mingw to work on windows ? 20100208 00:34:22< YogiHH> vc++ 2008 Express 20100208 00:34:46< Crab_> are there any setup instructions ? (not asking for myself, but for a friend) 20100208 00:35:27< Crab_> is it basically 'get libs from where, e.g. from devcpp distribution, get msvc, open project, compile' ? or something else ? 20100208 00:35:31< Crab_> s/where/somewhere 20100208 00:36:51< YogiHH> Crab_: project files are fairly up to date, libs is a little tricky sometimes :-P. To be honest, i couldn't tell you where i got certain libs from, some i downloaded, some i got sent from other devs. 20100208 00:37:06< Crab_> ok :) 20100208 00:37:08-!- Skystriker [~croselius@ool-43551ca7.dyn.optonline.net] has joined #wesnoth-dev 20100208 00:37:10< YogiHH> Crab_: http://wesnoth.pastebin.com/m456556e 20100208 00:37:13< Crab_> thanks 20100208 00:39:06< fendrin> esr: "We are deeply, deeply sorry to say that due to licensing constraints, we can no longer allow access to Pandora for listeners located outside of the U.S." 20100208 00:41:57< Crab_> YogiHH: your changes to gamestatus.cpp are a bit tricky... basically, if (side_cfg_.find_child("unit", "id", side_cfg_["id"])) part should be not necessary if it's done right 20100208 00:43:06< YogiHH> Crab_: It's solely for loading savegames. How would you fix getting the right values for leader experience otherwise? 20100208 00:43:21< Crab_> YogiHH: it works for SP now, isn't it ? 20100208 00:43:36< fendrin> Crab_: looks like 20100208 00:43:58< fendrin> Crab_: At least LoW is working well. 20100208 00:44:19< YogiHH> Crab_: Yes, but the only reason it works is that somehow savegames have always "no_leader = yes" set, which seems strange 20100208 00:44:58< fendrin> YogiHH: Did you implement the move of the side's unit into a [unit] tag? 20100208 00:45:06< Crab_> YogiHH: why it's strange ? 20100208 00:45:22< YogiHH> fendrin: no, i didn't. I don't see the need for that atm 20100208 00:45:40< YogiHH> Crab_: because it is used for sides that clearly have a leader as well 20100208 00:46:11< fendrin> YogiHH: Yes, right. It's also a big break of wml compatibility (and savegame as well). 20100208 00:46:37< YogiHH> fendrin: Exactly, i consider that as a last option if everything else fails 20100208 00:46:39< Crab_> YogiHH: it's just a bad name, as no_leader="yes" -> the leader of this side is not described in the [side] tag 20100208 00:47:42< fendrin> Crab_: Can't that be done automatically to avoid mistakes? Just look for "type=". 20100208 00:47:49< YogiHH> Crab_: As far as i know, it is also used for sides who don't have a leader (like monster sides in survival scenarios) 20100208 00:48:22< Crab_> YogiHH: yes, if the leader of this side is not described in the [side] tag, then either A) there's no leader B) there's some leaders in [unit] 20100208 00:48:28< fendrin> Let's get rid of the no_leader thing. It's realy ugly and causes wml errors the coder can't understand easily. 20100208 00:48:36< AI0867> esr: pandora only works in the US =( 20100208 00:48:51< Crab_> fendrin: how do you want to get rid of it ? default it to "yes" ? 20100208 00:49:04< YogiHH> fendrin: I suggest to do that for 1.9, though 20100208 00:49:09< Crab_> fendrin: and push the leader definitions out of [side].. 20100208 00:49:44< esr> AI0867: That is annoying. 20100208 00:49:53< fendrin> Crab_: No default. Look if there is there is the type wml attribute in the [side] tag. And remove it completely. 20100208 00:50:18< Crab_> fendrin: ah, yes, this'll work, too. 20100208 00:50:19< AI0867> I've tried it before 20100208 00:50:33-!- Appleman1234 [~Appleman1@CPE-124-191-177-16.oxqn1.cha.bigpond.net.au] has joined #wesnoth-dev 20100208 00:51:12< fendrin> Crab_: But YogiHH is right, there may be several side effects we don't know of. 20100208 00:51:31< Crab_> fendrin: well, there's no need to do so, no_leader works fine, as well 20100208 00:51:44< YogiHH> fendrin: actually, i don't think it's such a bad thing. I always disliked variables with double meanings (and type will get a double meaning, then) 20100208 00:52:28< fendrin> YogiHH: It is a bad thing. Trust me. From a wml coder point of view it's a worst case thing. 20100208 00:52:55< Crab_> YogiHH: note how 'replace unit by more experienced units with same id' works now: 20100208 00:54:12< Crab_> 1) all unit configs, regardless of source, are passed to team_builder::handle_unit 20100208 00:55:09< Crab_> 2) it separates them into two groups: 'units with unique ids' and 'extra units (e.g. old versions of those units from previous scenarios)' 20100208 00:55:21< fendrin> YogiHH: And I don't know what happens in multiplayer if there is no type tag. I guess then there is no way to overwrite the leader specified in the mp lobby any more. 20100208 00:55:23< Crab_> 3) then, all 'extra units (e.g. old versions of those units from previous scenarios)' are pushed to recall list 20100208 00:56:17< Crab_> 4) then, all 'units with unique ids' are placed on map. the unit_placer correctly replaces the unit being placed with 'old experienced version', if such is available on recall list 20100208 00:57:09< YogiHH> I see, 4) is what didn't happen with mp campaigns 20100208 00:57:34-!- esr [~chatzilla@wesnoth/developer/esr] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.5.7/20100106054634]] 20100208 00:57:58< YogiHH> and i think it didn't happen because the unit id got overwritten 20100208 00:58:06< Crab_> for the case I tested, on MP sandbox, everything in 'loading game...' happened correctly. but, the end-of-scenario code messed up the 'store old data' part. 20100208 00:58:21< Crab_> YogiHH: yes, there were two bugs. one with unit ids that you're fixed 20100208 00:58:40< Crab_> and, another one, in end-of-scenario code (I once showed you a patch for that) 20100208 00:58:57< Crab_> the start-of-scenario save was incorrect in mp campaigns 20100208 00:59:09< Crab_> so, the loading code was not responsible for not loading it correctly. 20100208 00:59:26< Crab_> because, it 'correctly loaded an incorrect save', at least in my mp sandbox case 20100208 01:00:24< Crab_> I would like to try applying your patch to multiplayer_connect, and applying my old fix to 'saving state' code, to see if MP sandbox works 'out-of-the-box' 20100208 01:00:42< YogiHH> Crab_: Yes, that is a good idea. 20100208 01:01:30-!- esr [~chatzilla@71.162.243.5] has joined #wesnoth-dev 20100208 01:02:10< Crab_> YogiHH: to remind about that issue, src/savegame.cpp: 928 contains ' if there is no scenario information in the starting pos, add the (persistent) sides from the snapshot else do nothing, as persistence information was already added at the end of the previous scenario' 20100208 01:02:17< Crab_> and that logic is correct. 20100208 01:02:55< YogiHH> Crab_: that's right 20100208 01:03:17< Crab_> but, 'persistence information was already added at the end of the previous scenario' part was a bit screwed up 20100208 01:03:36< Crab_> in playcampaign.cpp 20100208 01:04:17< Crab_> at :589 20100208 01:05:21< Crab_> my fix was adding 1-line 'else' clause to that 'if', to save the persistence info correctly 20100208 01:05:52< Crab_> I'll try to test MP_Sandbox with both our fixes tomorrow 20100208 01:06:02< YogiHH> ok 20100208 01:10:07< YogiHH> night everyone 20100208 01:10:12< Crab_> night 20100208 01:10:23-!- YogiHH [~chatzilla@wesnoth/developer/yogihh] has left #wesnoth-dev [] 20100208 01:15:22-!- Crab_ [~Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20100208 01:19:27-!- ilor [~user@wesnoth/developer/ilor] has quit [Ping timeout: 265 seconds] 20100208 01:20:23-!- Zarel [~Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100208 01:37:49< shadowmaster> Blarumyrran: re http://forums.wesnoth.org/viewtopic.php?p=408354#p408354, "almost" is the key word 20100208 01:38:15< shadowmaster> we were targetted by a certain kind of spambots at one point last year but cycholka and I took care of that just in time 20100208 01:38:45< Blarumyrran> a certain kind that used images? 20100208 01:39:38< shadowmaster> yes. 20100208 01:39:49< Blarumyrran> But I haven't seen spambots that use images on other forums either 20100208 01:40:03< shadowmaster> in particular spambots using pr0n pics, these were 20100208 01:45:53-!- Jozrael [~croselius@ool-43551ca7.dyn.optonline.net] has joined #wesnoth-dev 20100208 01:46:25-!- Soliton [~Soliton@wesnoth/developer/soliton] has quit [Read error: Operation timed out] 20100208 01:48:38-!- Skystriker [~croselius@ool-43551ca7.dyn.optonline.net] has quit [Ping timeout: 258 seconds] 20100208 01:49:24-!- knotwork [~markm@142.177.233.146] has quit [Ping timeout: 258 seconds] 20100208 01:49:50-!- knotwork [~markm@142.177.233.146] has joined #wesnoth-dev 20100208 01:50:21-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20100208 02:12:07< fendrin> Did I lie in this thread http://www.wesnoth.org/forum/viewtopic.php?p=408361#p408361 ? 20100208 02:13:47< shadowmaster> I'd have said "Wesnoth is not *just* a freeware program" instead but it's otherwise ocorrect 20100208 02:14:22< shadowmaster> the official distribution is open-source software that also happens to be available as a gratis software distribution like freeware 20100208 02:18:01< shadowmaster> but yeah, it turns into commercial software as soon as the iPhone ports and commercial Operating System distributions get into the game 20100208 02:18:38-!- noy_ [~Noy@d99-199-3-111.bchsia.telus.net] has joined #wesnoth-dev 20100208 02:18:38-!- noy_ [~Noy@d99-199-3-111.bchsia.telus.net] has quit [Changing host] 20100208 02:18:38-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100208 02:18:54-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 265 seconds] 20100208 02:18:54-!- noy_ is now known as noy 20100208 02:22:52-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100208 02:40:58-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Remote host closed the connection] 20100208 02:44:05< CIA-62> esr * r41068 /trunk/data/ (14 files in 11 dirs): More tweaks for macro type checking. No behavior changes. 20100208 02:47:50-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100208 02:48:20-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100208 03:09:18-!- Appleman1234 [~Appleman1@CPE-124-191-177-16.oxqn1.cha.bigpond.net.au] has quit [Quit: Leaving] 20100208 03:25:18-!- Zarel_ [~Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100208 03:27:11-!- mjs-de [~mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote host closed the connection] 20100208 03:37:03< fendrin> Can the little overlay icons that indicate loyal units, heroes and leaders be stacked? 20100208 03:52:04-!- meric [~Eric@124-168-154-243.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 04:02:26-!- k23z__ [~k23z__@86.121.72.119] has quit [Ping timeout: 258 seconds] 20100208 04:12:09-!- Jozrael [~croselius@ool-43551ca7.dyn.optonline.net] has quit [] 20100208 04:20:05-!- k23z__ [~k23z__@86.121.72.119] has joined #wesnoth-dev 20100208 04:33:02-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Ping timeout: 246 seconds] 20100208 04:33:13-!- fendrin [~fabi@88-134-75-97-dynip.superkabel.de] has joined #wesnoth-dev 20100208 04:33:13-!- fendrin [~fabi@88-134-75-97-dynip.superkabel.de] has quit [Changing host] 20100208 04:33:13-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100208 04:42:33-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 63 bugs, 244 feature requests, 8 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100208 04:57:03-!- meric [~Eric@124-168-154-243.dyn.iinet.net.au] has quit [Read error: Connection reset by peer] 20100208 04:57:23-!- meric [~Eric@124-171-43-184.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 05:04:39-!- meric_ [~Eric@203-206-5-122.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 05:04:45-!- Appleman1234 [~Appleman1@131.181.103.203] has joined #wesnoth-dev 20100208 05:07:45-!- meric [~Eric@124-171-43-184.dyn.iinet.net.au] has quit [Ping timeout: 252 seconds] 20100208 05:07:45-!- meric_ is now known as meric 20100208 05:36:51-!- Appleman1234 [~Appleman1@131.181.103.203] has quit [Ping timeout: 245 seconds] 20100208 05:39:21-!- meric_ [~Eric@203-206-5-122.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 05:43:01-!- meric [~Eric@203-206-5-122.dyn.iinet.net.au] has quit [Ping timeout: 264 seconds] 20100208 05:43:01-!- meric_ is now known as meric 20100208 05:53:39-!- meric [~Eric@203-206-5-122.dyn.iinet.net.au] has quit [Read error: Connection reset by peer] 20100208 05:53:58-!- meric [~Eric@124-170-237-129.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 06:23:46< CIA-62> fendrin * r41069 /trunk/data/campaigns/Legend_of_Wesmere/ (3 files in 2 dirs): 20100208 06:23:46< CIA-62> Made LoW a multiplayer campaign to create a testcase of the persistence system. 20100208 06:23:46< CIA-62> Scenarios are meant to be only available in DEBUG_MODE but this is still not working. 20100208 06:23:46< CIA-62> So this commit does nothing but introduce unused code. 20100208 06:31:36< CIA-62> fendrin * r41070 /trunk/data/campaigns/Legend_of_Wesmere/_main.cfg: LoW: Fixed failing binary pathes in multiplayer mode. 20100208 06:49:23-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100208 06:53:26-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Read error: Connection reset by peer] 20100208 06:54:30-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100208 06:55:15-!- Blueblaze [~nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100208 07:21:46-!- meric_ [~Eric@203-214-159-66.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 07:24:34-!- meric [~Eric@124-170-237-129.dyn.iinet.net.au] has quit [Ping timeout: 248 seconds] 20100208 07:24:52-!- meric_ [~Eric@203-214-159-66.dyn.iinet.net.au] has quit [Read error: Network is unreachable] 20100208 07:25:38-!- meric [~Eric@124-168-147-189.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 07:26:56-!- meric [~Eric@124-168-147-189.dyn.iinet.net.au] has quit [Client Quit] 20100208 07:37:28-!- meric [~Eric@124-168-147-189.dyn.iinet.net.au] has joined #wesnoth-dev --- Log opened Mon Feb 08 07:54:03 2010 20100208 07:54:12-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20100208 07:54:12-!- Topic for #wesnoth-dev: string/feature freeze active! | 63 bugs, 244 feature requests, 8 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100208 07:54:12-!- Topic set by wesbot [~wesbot@wesnoth/bot/wesbot] [Mon Feb 8 04:42:33 2010] 20100208 07:54:12[Users #wesnoth-dev] 20100208 07:54:12[ AI0867 ] [ Espreon ] [ Ingmar ] [ noy ] [ wesbot] 20100208 07:54:12[ AnMaster ] [ esr ] [ isaac ] [ Rhonda ] [ yann ] 20100208 07:54:12[ apoi ] [ ettin ] [ Ivanovic] [ rosso ] [ Zarel ] 20100208 07:54:12[ Blarumyrran] [ fendrin ] [ k23z__ ] [ shadowmaster] [ Zarel_] 20100208 07:54:12[ Blueblaze ] [ fkhodkov ] [ knotwork] [ shikadibot ] 20100208 07:54:12[ Chusslove ] [ freim ] [ lobby ] [ Smar ] 20100208 07:54:12[ CIA-62 ] [ happygrue_] [ meric ] [ Tigge ] 20100208 07:54:12-!- Irssi: #wesnoth-dev: Total of 32 nicks [0 ops, 0 halfops, 0 voices, 32 normal] 20100208 07:54:19-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20100208 07:54:21-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20100208 07:55:28-!- Irssi: Join to #wesnoth-dev was synced in 84 secs 20100208 07:57:13-!- Blueblaze [~nick@adsl-99-158-47-180.dsl.hstntx.sbcglobal.net] has quit [Remote host closed the connection] 20100208 08:21:06-!- k23z__ [~k23z__@86.121.72.119] has quit [Ping timeout: 248 seconds] 20100208 08:28:27-!- Blarumyrran [~Blarumyrr@81-20-159-197.levira.ee] has quit [Read error: Connection reset by peer] 20100208 08:46:42-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20100208 08:47:08< mordante> servus 20100208 08:48:16-!- meric [~Eric@124-168-147-189.dyn.iinet.net.au] has quit [Read error: Network is unreachable] 20100208 08:48:38-!- meric [~Eric@203-214-142-52.perm.iinet.net.au] has joined #wesnoth-dev 20100208 08:48:54< Espreon> Hello mordante. 20100208 08:49:13< mordante> hi Espreon 20100208 08:59:30-!- ilor [~user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100208 09:00:16-!- k23z__ [~k23z__@86.121.72.119] has joined #wesnoth-dev 20100208 09:02:22-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Remote host closed the connection] 20100208 09:03:34-!- Appleman1234 [~Appleman1@CPE-124-191-177-16.oxqn1.cha.bigpond.net.au] has joined #wesnoth-dev 20100208 09:05:54-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100208 09:06:38-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100208 09:15:06-!- rosso_ [~rosso@dslb-088-070-233-077.pools.arcor-ip.net] has joined #wesnoth-dev 20100208 09:16:37-!- rosso [~rosso@dslb-088-070-073-046.pools.arcor-ip.net] has quit [Ping timeout: 264 seconds] 20100208 09:41:54-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20100208 09:43:04-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100208 09:57:55< AI0867> fendrin: --multiplayer reverts everything --debug does 20100208 10:02:29< Ivanovic> moin 20100208 10:02:42< mordante> hi Ivanovic 20100208 10:03:12< AI0867> surround it with EXPERIMENTAL instead and it should work (if compiled with experimental on) 20100208 10:05:19< AI0867> I could also define DEBUG_MODE if game_config::mp_debug is set, but I'm not sure what the purpose of that flag is 20100208 10:07:39< Ivanovic> i think the reason for not allowing debug in multiplayer is that "create unit" stuff ain't possible as cheat which will make the game go OOS within seconds 20100208 10:12:21-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Remote host closed the connection] 20100208 10:17:07< AI0867> Ivanovic: :debug has been disabled for a long time if the network is used 20100208 10:17:14< AI0867> but --debug worked until recently 20100208 10:17:25< Ivanovic> ah, okay 20100208 10:18:34< AI0867> Author: jhinrichs 20100208 10:18:34< AI0867> Date: Sat Jan 16 19:50:20 2010 +0000 20100208 10:18:34< AI0867> Applying patch #1392 (Debug mode deactivation in multiplayer mode) 20100208 10:18:34< AI0867> git-svn-id: svn+ssh://svn.gna.org/svn/wesnoth/trunk@40715 75b3775d-3801-0410-9e12-e2e43121521d 20100208 10:20:25< AI0867> fendrin: just prefix the name with Wesbench, we have several of those in the list anyway 20100208 10:24:07-!- Appleman1234 [~Appleman1@CPE-124-191-177-16.oxqn1.cha.bigpond.net.au] has quit [Read error: Operation timed out] 20100208 10:29:00< CIA-62> ai0867 * r41071 /trunk/data/campaigns/Legend_of_Wesmere/ (_main.cfg scenarios/01_The_Uprooting.cfg): Turn multiplayer-LoW into a wesbench 20100208 10:29:29< AI0867> fendrin: when starting with: ./wesnoth --multiplayer --scenario=wesbench_Legend_of_Wesmere 20100208 10:29:46< AI0867> you get random factions as well as overridden ids 20100208 10:42:33-!- wesbot changed the topic of #wesnoth-dev to: string/feature freeze active! | 63 bugs, 245 feature requests, 8 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100208 10:43:23-!- Appleman1234 [~Appleman1@CPE-124-191-177-16.oxqn1.cha.bigpond.net.au] has joined #wesnoth-dev 20100208 10:46:15-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100208 10:50:27-!- meric [~Eric@203-214-142-52.perm.iinet.net.au] has quit [Read error: Connection reset by peer] 20100208 10:50:50-!- meric [~Eric@124-168-167-41.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 10:51:02< Ivanovic> mordante: have you already had a look at the speed issues of the treeview in the lobby? 20100208 10:56:33< mordante> Ivanovic, no just caught up with my email and stuff and about to finish the translation of a server error message and then I'll start with testing the tree view 20100208 10:58:16-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20100208 10:59:41-!- YogiHH [~c3f5f304@wesnoth/developer/yogihh] has joined #wesnoth-dev 20100208 10:59:49< YogiHH> hello 20100208 10:59:58< mordante> hi YogiHH 20100208 11:07:47< CIA-62> mordante * r41072 /trunk/src/ (game.cpp network.cpp): (log message trimmed) 20100208 11:07:47< CIA-62> Proof of concept to translate network errors. 20100208 11:07:47< CIA-62> This way network errors can be shown localized, after the string freeze 20100208 11:07:47< CIA-62> is lifted it should be possible to translate more strings. Strings with 20100208 11:07:47< CIA-62> variables can't be translated this way. 20100208 11:07:48< CIA-62> Changed the string in network.cpp to one which is already in the 20100208 11:07:49< CIA-62> translation database (so this commit shouldn't break the string freeze). 20100208 11:07:50< CIA-62> mordante * r41073 /trunk/src/gui/widgets/ (tree_view.cpp tree_view.hpp): Fix another hardcoded indention. 20100208 11:12:15< Ivanovic> mordante: okay 20100208 11:12:42-!- k23z__ [~k23z__@86.121.72.119] has quit [Ping timeout: 240 seconds] 20100208 11:12:48< Ivanovic> mordante: but make sure that the string is in the same domain 20100208 11:13:33< mordante> Ivanovic, it should be, since the I get errors in German (in the trimmed part of the log) 20100208 11:14:37< Ivanovic> okay 20100208 11:15:17< Ivanovic> running a pot-update now which will at least add one string to utbs (the "Dark Flat" terrain thingie) 20100208 11:18:49< mordante> ah this looks well, the lobby runs over two minutes and I only executed invalidate layout twice, also selecting different games no longer seems to trigger it 20100208 11:19:11< mordante> still needs a lot of polishing, but I think we're on the right track 20100208 11:19:29< Ivanovic> cool! 20100208 11:22:11< Ivanovic> ARGH 20100208 11:22:20< mordante> ? 20100208 11:22:25< Ivanovic> fendrin: you used a bad name in your commit r41069 20100208 11:22:49< Ivanovic> fendrin: the name "Beduilas" is new or was at least not available as string before! 20100208 11:24:05-!- ilor [~user@wesnoth/developer/ilor] has quit [Ping timeout: 260 seconds] 20100208 11:24:46-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Remote host closed the connection] 20100208 11:26:58< Ivanovic> fendrin: for the moment i will replace the translateable name by "Crintil", some unit name used a lot later in the campaign 20100208 11:27:13< Ivanovic> i *WON'T* replace the id used 20100208 11:29:37-!- ilor [~user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100208 11:31:10< CIA-62> ivanovic * r41074 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg: make sure that the stringfreeze is not broken, shame on you fendrin ;) 20100208 11:34:36< mordante> ah nice the game in background has still 2 invalidates :-) kill the score to test further 20100208 11:37:40< Ivanovic> logged in on the stable mp server? 20100208 11:40:18< Zarel_> Ivanovic: Were we ever, by any chance, planning on releasing 1.8 in time for Ubuntu Lucid? 20100208 11:40:23< mordante> yes testing other servers makes no sense 20100208 11:40:56< Ivanovic> Zarel_: we plan to release 1.8 "when it is ready" 20100208 11:40:57< mordante> I'll test a local server later to test whether joining properly updates chat, gamelist and player list 20100208 11:41:10< Ivanovic> personally i don't care a little bit about ubuntu and their time table 20100208 11:41:11< Zarel_> Bit vague, that. ;) 20100208 11:41:15< Ivanovic> and i got no idea about that 20100208 11:41:24< Ivanovic> in theory we wanted to have 1.8 out before christmas 20100208 11:41:32< Ivanovic> but this was not possible due to the mp lobby 20100208 11:41:59< Zarel_> Yeah, same plans for Warzone 2.3 20100208 11:42:03< Ivanovic> and we can only release once we think that the lobby will work with the load of a stable release (that is >100 users and >20 games at a time) 20100208 11:42:42< Ivanovic> at warzone you are relying on opengl, right? 20100208 11:42:57< mordante> Zarel_, we release when we think it's ready and don't care too much about release schedules of distros 20100208 11:43:02< Zarel_> Yep, but that's unrelated to the release schedule. ;) 20100208 11:43:13< Ivanovic> of course, but it is related to our plans for post 1.8 20100208 11:43:15< Ivanovic> ;) 20100208 11:43:32< Ivanovic> the question is: what is the current situation for warzone with distribution support and drivers? 20100208 11:43:54< Ivanovic> that is: do you know if it works nicely on a wide range of distributions and if it works well with an open source graphics stack, too 20100208 11:43:55< Zarel_> mordante: Well, depending on whether or not Lucid is LTS, you could have Ubuntu users playing 1.6.5 three years from now. :( 20100208 11:44:02< CIA-62> ivanovic * r41075 /trunk/po/ (473 files in 23 dirs): 20100208 11:44:02< CIA-62> pot-update (one new string in wesnoth-utbs! ("Dark Tiles")) 20100208 11:44:02< CIA-62> regenerated doc files (no changes) 20100208 11:44:28< Zarel_> Ivanovic: We've honestly had no graphics problems on Linux - they're mostly concentrated on Windows + Intel GMA. 20100208 11:44:38< Ivanovic> okay, good to know 20100208 11:44:38< mordante> Zarel_, I rather have them playing a stable 1.6.5 instead of a buggy 1.8 because we released it before it was ready 20100208 11:44:48< Zarel_> On the other hand, tons of Ubuntu users report sound problems (PulseAudio, etc) 20100208 11:45:00< Zarel_> While Windows/Mac users have no sound problems at all. 20100208 11:45:14< Zarel_> (We use OpenGL and OpenAL, respectively) 20100208 11:45:15-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100208 11:45:18< Ivanovic> that is their screwed up system of not installing the correct libs... 20100208 11:45:25< mordante> that's a Ubuntu problem specific problem, which they aren't able to fix :-( 20100208 11:46:09-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100208 11:46:11< Ivanovic> mordante: Rhonda mentioned some days ago that they seem to be working on fixing at least the sdl audio related thing where the wrong sdl binary is picked 20100208 11:47:46< mordante> I recall reading something like that but not sure whether they manage to do that before Lucid ;-) 20100208 11:47:52< Zarel_> Meh, SDL. :/ 20100208 11:48:04< Zarel_> Warzone's in the middle of switching from SDL + other libs to Qt. 20100208 11:48:12< mordante> s/SDL/Ubuntu/ ;-) 20100208 11:48:13< Ivanovic> regarding ubuntu i am not really sure what they manage *at all* 20100208 11:48:15< Ivanovic> ;) 20100208 11:48:20< Rhonda> mordante: https://bugs.launchpad.net/ubuntu/+source/libsdl1.2/+bug/203158/comments/35 20100208 11:48:50< Zarel_> "This release is intended to clean up the bug list for SDL 1.2 and let us focus on new development for SDL 1.3!" 20100208 11:49:04< Zarel_> They've let themselves focus on new development for SDL 1.3 for _ages_, and they still have nothing. :( 20100208 11:49:15< mordante> ah cool Rhonda 20100208 11:49:16 * Zarel_ is still waiting for cursors with colors other than black and white. 20100208 11:49:46< mordante> we coded those ourselves 20100208 11:50:24< Zarel_> mordante: Really? I thought Wesnoth used black/white cursors... 20100208 11:50:39< Zarel_> Or were you talkinga bout something else? 20100208 11:50:43< Ivanovic> Zarel_: in the preferences you can activate colored cursors 20100208 11:50:49< Ivanovic> though by default they are not active IIRC 20100208 11:51:16< Zarel_> Why not? 20100208 11:51:21< Ivanovic> no idea 20100208 11:51:22< mordante> in the preferences graphics menu you can select the coloured cursor, and B&W is indeed the default 20100208 11:51:37< Zarel_> rofl. 20100208 11:51:41< Zarel_> I know why. 20100208 11:51:46< Zarel_> Because they're done in software. 20100208 11:51:49< Zarel_> Warzone does that, too. ;) 20100208 11:51:57< Ivanovic> of course they are done in software 20100208 11:51:58< loonycyborg> Zarel_: Are you serious about switching to Qt? Does it support fullscreen? 20100208 11:52:01< Zarel_> And we leave B&W the default for the same reason. 20100208 11:52:02< Ivanovic> atm all of wesnoth is done in software 20100208 11:52:03< mordante> yup in software 20100208 11:52:09< Ivanovic> ;) 20100208 11:52:11< Zarel_> loonycyborg: Yes, but I hear quite badly. 20100208 11:52:32< mordante> Zarel_, how much advanced OGL does Warzone use? 20100208 11:52:34< Zarel_> No, I mean, Wesnoth's B&W cursors are normal hardware cursors, while its colored cursors are software cursors. 20100208 11:52:43< mordante> indeed 20100208 11:52:48< Zarel_> mordante: Not very. I believe 2.3 only uses OpenGL 1.5. 20100208 11:53:20< Zarel_> We had to hack around a bunch of features not available in OpenGL 2.0, since Windows+Intel GMA video cards have poor support for it. :( 20100208 11:54:04< mordante> I was just curious since it runs fast enough on my system which uses Debian Stable and ancient Radeon HD drivers 20100208 11:54:34< Zarel_> ...hrm, Wesnoth just abort()ed on me. 20100208 11:54:41< Zarel_> While I was trying to resize its window. 20100208 11:56:27< mordante> any output on the console? 20100208 11:57:18-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100208 11:58:29< Zarel_> Nope. 20100208 11:58:39< mordante> that's bad :-( 20100208 11:58:47< Zarel_> Meh, should probably have checked stderr before restarting Wesnoth. :( 20100208 12:00:10< loonycyborg> mordante: Why are you considering using GL anyway, considering that there are specialized 2D libs, such as cairo? 20100208 12:00:45< loonycyborg> AFAIK cairo even has a GL using rendrering backend.. 20100208 12:00:48< Ivanovic> loonycyborg: to explicitly make use of graphics chips like eg available in embedded hardware, too 20100208 12:01:05< mordante> loonycyborg, did you read the dev-ml? 20100208 12:02:49< loonycyborg> Yes. "We (those here at FOSDEM) think that the migration will eventually be needed". Did I miss any other argument for it? :P 20100208 12:03:07< mordante> nobody asked :-P 20100208 12:03:31< mordante> but SDL also supports OGL surfaces 20100208 12:04:25< mordante> and I think it's not wrong to evaluate it and see whether it's feasible or not and now shortly before a new development cycle is the best time to discuss it 20100208 12:09:36< mordante> off to lunch 20100208 12:09:38< Zarel_> lol, that word-wrapped at "cycle" 20100208 12:09:58< Zarel_> So I thought it was someone with the nick "cycle" writing "/me is the best time to discuss it" 20100208 12:10:05< mordante> :-) 20100208 12:13:01-!- ilor [~user@wesnoth/developer/ilor] has quit [Ping timeout: 264 seconds] 20100208 12:14:08< loonycyborg> mordante: cairo can use this library as a rendering backend: http://www.freedesktop.org/wiki/Software/glitz 20100208 12:14:42< loonycyborg> Unfortunately both cairo's glitz backend and glitz itself seem to be rather unmaintained lately :( 20100208 12:15:42< Zarel_> Cairo sounds decent, y'know. 20100208 12:16:36< Ivanovic> unmaintained does not sound good... 20100208 13:06:28-!- meric [~Eric@124-168-167-41.dyn.iinet.net.au] has quit [Read error: Connection reset by peer] 20100208 13:06:52-!- meric [~Eric@124-171-46-113.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 13:35:11-!- Vetinari [~lukjad007@unaffiliated/lukjad007] has joined #wesnoth-dev 20100208 13:40:42-!- Vetinari [~lukjad007@unaffiliated/lukjad007] has quit [Quit: leaving] 20100208 13:41:29-!- Vetinari [~lukjad007@unaffiliated/lukjad007] has joined #wesnoth-dev 20100208 13:41:41-!- lukjad007 [~lukjadOO7@unaffiliated/lukjad007] has joined #wesnoth-dev --- Log opened Mon Feb 08 14:00:34 2010 20100208 14:00:42-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20100208 14:00:42-!- Topic for #wesnoth-dev: string/feature freeze active! | 63 bugs, 245 feature requests, 8 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100208 14:00:42-!- Topic set by wesbot [~wesbot@wesnoth/bot/wesbot] [Mon Feb 8 10:42:33 2010] 20100208 14:00:42[Users #wesnoth-dev] 20100208 14:00:42[ AI0867 ] [ fkhodkov ] [ loonycyborg ] [ Smar ] 20100208 14:00:42[ AnMaster ] [ freim ] [ lukjad007 ] [ Tigge ] 20100208 14:00:42[ apoi ] [ happygrue_] [ meric ] [ Vetinari ] 20100208 14:00:42[ Appleman1234] [ Ingmar ] [ mjs-de ] [ wesbot ] 20100208 14:00:42[ Chusslove ] [ isaac ] [ mordante ] [ yann ] 20100208 14:00:42[ CIA-62 ] [ Ivanovic ] [ Rhonda ] [ YogiHH ] 20100208 14:00:42[ esr ] [ knotwork ] [ rosso_ ] [ Zarel ] 20100208 14:00:42[ ettin ] [ lobby ] [ shadowmaster] [ Zarel_ ] 20100208 14:00:42[ fendrin ] [ loonybot ] [ shikadibot ] [ zookeeper] 20100208 14:00:42-!- Irssi: #wesnoth-dev: Total of 36 nicks [0 ops, 0 halfops, 0 voices, 36 normal] 20100208 14:00:49-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20100208 14:00:51-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20100208 14:01:55-!- Irssi: Join to #wesnoth-dev was synced in 81 secs 20100208 14:03:28< fendrin> AI0867: If you start a "local game" multiplayer the debug from the ingame commandline works. 20100208 14:08:42< AI0867> fendrin: true, but DEBUG_MODE is only set with the commandline switch --debug switch, which is undone by the --multiplayer switch 20100208 14:09:11< AI0867> more specific: both --debug and :debug set game_config::debug 20100208 14:09:47< AI0867> --multiplayer and starting a multiplayer game through the gui both UNset game_config::debug 20100208 14:10:10< AI0867> DEBUG_MODE is defined if game_config::debug is set at the moment the WML is parsed 20100208 14:10:50< fendrin> AI0867: And that is before the player chooses "local game"? 20100208 14:10:51< AI0867> and --multiplayer --debug doesn't work as --multiplayer stops the processing of normal options and passes them to a special multiplayer options parser instead 20100208 14:11:14< AI0867> I could see what happens if I move DEBUG_MODE to the exact same place as EXPERIMENTAL 20100208 14:11:43< AI0867> but the very act of clicking 'multiplayer' in the main menu unsets game_config::debug 20100208 14:12:02< AI0867> I don't see a way to activate debug mode again before the game is loaded 20100208 14:16:16-!- meric [~Eric@124-171-46-113.dyn.iinet.net.au] has quit [Read error: Connection reset by peer] 20100208 14:16:35-!- meric [~Eric@124-168-143-99.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 14:28:47< fendrin> AI0867: EXPERIMENTEAL is a bad define to use. You don't know if the bug is in multiplayer persistence or in the EXPERIMENTAL stuff. 20100208 14:29:25< AI0867> ? 20100208 14:29:37< AI0867> ah, right 20100208 14:29:43< AI0867> but I'm not using it 20100208 14:30:21< AI0867> loonycyborg, Appleman1234, esr: gna is back up 20100208 14:30:39< esr> Ah, good. 20100208 14:30:41< mordante> loonycyborg, it's very unmaintained http://cgit.freedesktop.org/glitz/ almost abandoned I would say 20100208 14:31:38< mordante> sirp uses Glew for frogatto 20100208 14:32:40< fendrin> AI0867: No, you are not using it, but you suggested me to use it about ~4 hours ago. 20100208 14:32:44< mordante> fendrin, how did things go with the test scenario on the fosdem? 20100208 14:32:52< loonycyborg> mordante: What does this have to do with GLEW? 20100208 14:32:58< AI0867> fendrin: yes, for similar reasons 20100208 14:33:14< mordante> loonycyborg, that it's another OGL library 20100208 14:33:46< loonycyborg> It's totally different thing than glitz though :P 20100208 14:33:50< fendrin> mordante: I have some halve finished c++ code that adds more action wml tags that are needed to do the testing easy. 20100208 14:33:51< Ivanovic> fendrin: you saw me highlighting you? 20100208 14:33:57< Ivanovic> probably you want to change the name 20100208 14:34:22< mordante> loonycyborg, ok 20100208 14:34:23< Appleman1234> AI0867, thanks 20100208 14:34:44< loonycyborg> mordante: The only thing GLEW does is to abstract management of GL extensions. 20100208 14:34:59< mordante> fendrin, ok cool, do you also have a test scenario itself? 20100208 14:35:32< AI0867> my university's wifi has recently gotten flakier than fosdem's 20100208 14:35:39< fendrin> mordante: yes. I have tuned LoW to be a multiplayer campaign. It's duing it's job quite well, producing lot's of bugs. 20100208 14:35:56< fendrin> mordante: But it 20100208 14:35:56-!- meric [~Eric@124-168-143-99.dyn.iinet.net.au] has quit [Quit: meric] 20100208 14:36:03< fendrin> mordante: is not automated yet. 20100208 14:36:28-!- meric [~Eric@124-168-143-99.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 14:37:01< mordante> fendrin, would it be easy to move that code to a separate test campaign? 20100208 14:37:36< Ivanovic> mordante: since you are interested in this, too: http://forum.gp2x.de/viewtopic.php?f=24&t=8926 20100208 14:39:44< fendrin> mordante: No not a good idea. It is more ment to get player feedback. The develeper multiplayer test campaign must be much simplier and full automated. I hope to have an easy non gui prototype working this weekend. 20100208 14:41:00< fendrin> mordante: But YogiHH and Crab can start to fix the pleanty of bugs multiplayer LoW shows already. 20100208 14:41:06-!- meric [~Eric@124-168-143-99.dyn.iinet.net.au] has quit [Ping timeout: 258 seconds] 20100208 14:43:27< fendrin> AI0867: Do you see the chance to easy code a --multiplayer-debug that does set a define but allows only "local game" ? 20100208 14:43:42< mordante> Ivanovic, ah cool so it's really going to happen 20100208 14:43:50< Ivanovic> looks like 20100208 14:44:20< mordante> fendrin, I personally think a developer test is more important ;-) 20100208 14:44:41< mordante> fendrin, btw will it also be possible to run the tests manually? 20100208 14:45:09< mordante> and preferably in an easy way, so it's easy to test while debugging 20100208 14:45:31< mordante> then after fixing the bug you can run the entire test to see whether or not you broke something ;-) 20100208 14:46:35< fendrin> mordante: Very true, but making LoW a multiplayer campaign was quite simple. Not my idea it was Crab who suggested it. I did like the idea more and more over the time since LoW does even have a good plot to support multiplayer. 20100208 14:47:51< fendrin> mordante: Yes, I would like to see it working as you described it. But I am not sure if all that goals can be reached easily. It is all an hard task because you must load savegames during the testing procedure to cover that code path. 20100208 14:49:12< AI0867> fendrin: possible 20100208 14:49:22< AI0867> there's an mp_debug flag, but I'm not sure what it does 20100208 14:49:40< mordante> indeed most of LoW can be played with two teams, what happens when Landar turns evil? 20100208 14:50:09< AI0867> one of them dies at the end of the campaign? 20100208 14:50:17< mordante> best first get the easy things working, guess that will already give enough bugs to work on :-/ 20100208 14:50:19< AI0867> there can only be ONE 20100208 14:50:42< fendrin> Exactly the same as it happenening now. Except that Landar is able to win LoW. 20100208 14:51:12< mordante> uhm, that's kind of bad, if Landar wins Kalenz won't be around during httt 20100208 14:51:15< fendrin> Well not quite everything the same. There have to be some changes for the MP version. 20100208 14:51:16< AI0867> if mp_debug doesn't do what I'm looking for, adding a commandline option that only sets DEBUG_MODE for mp is easy 20100208 14:51:31< AI0867> though we might as well get ourselves a better define 20100208 14:52:57< fendrin> AI0867: Well, my plan was to ship 1.8 with multiplayer LoW only available in --debug mode. But that isn't good, I also want the testers to use the multiplayer server. 20100208 14:53:51< fendrin> Ivanovic: The new string is in testing code. I will just mark it untranslateable. 20100208 14:54:08< Ivanovic> fendrin: just use a different name (like the one i used) and be done 20100208 14:54:26< AI0867> we could have it available only with a different commandline switch 20100208 14:54:42< AI0867> but isn't having the name prefixed with "wesbench" enough? 20100208 14:56:42< fendrin> AI0867: Would cause an violation of the string freeze? 20100208 14:58:11< AI0867> It's not translatable atm 20100208 14:58:44< Ivanovic> but uservisible when started without param? 20100208 14:58:46< Ivanovic> bad one! 20100208 14:58:52< AI0867> true =/ 20100208 14:58:53< Ivanovic> everything uservisible should be translateable 20100208 14:58:57< Ivanovic> ;) 20100208 14:59:29< AI0867> I'm running the git pickaxe on my netbook to figure out what the purpose of mp_debug is 20100208 14:59:36< AI0867> but this is going to take forever 20100208 15:00:09< fendrin> Ivanovic: If I use two concatenated strings like "_ wesbench" and "_ Legend of Wesmere" that are both already translted, Would this introduce a new string? 20100208 15:00:39< AI0867> fendrin: the problems is that it looks like this: _ "Wesnoth Benchmark: foo" 20100208 15:00:46< AI0867> and _ "Wesnoth Benchmark: bar" 20100208 15:01:01< AI0867> so, "Wesnoth Benchmark: " is not independently translated 20100208 15:01:08< fendrin> Ivanovic: Seperated by the wml concatenation operatior even? 20100208 15:01:54< Ivanovic> fendrin: the strings need to be in the correct textdomain 20100208 15:02:13< AI0867> that can be done with textdomain trickery 20100208 15:02:22< Ivanovic> fendrin: and i don't think that "wesbench" is part of the low textdomain, so some really bad trickery is needed 20100208 15:02:38< AI0867> #textdomain foo \n _ "foo" + \n #textdomain bar \n _ "bar" 20100208 15:02:53< Ivanovic> not sure if this will work nicely inside a concatinated string 20100208 15:03:59< AI0867> the main issue is that "Wesnoth Benchmark" is always part of a larger string 20100208 15:04:27< fendrin> Ivanovic: Do you allow a single string freeze violation for the issue? 20100208 15:04:55< Ivanovic> uhm, i just mailed the i18n list for the utbs problem, i don't want to have to mail them a 2nd time in a day! 20100208 15:05:25< Ivanovic> so try the string trickery part and add a huge and fat "TODO: remove hackis aproach past 1.8" 20100208 15:06:08< fendrin> Ivanovic: I can just name it "Legend of Wesmere" that string is translated. 20100208 15:06:16< Ivanovic> sure 20100208 15:06:55< AI0867> I finally found the commit introducting mp_debug 20100208 15:07:18< AI0867> I think it's not unreasonable to use it to activate DEBUG_MODE 20100208 15:08:21< fendrin> AI0867: The commandline switch that enables the unstable multiplayer campaign branch should still allow visiting the multiplayer server. 20100208 15:08:21< AI0867> r11819 20100208 15:08:31< AI0867> it does 20100208 15:08:43< AI0867> it currently just adds more checksums to units 20100208 15:09:28-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100208 15:10:49< AI0867> mp_debug is also triggered by --debug 20100208 15:11:34< fendrin> AI0867: So there is only the define of "DEBUG_MODE" for the wml preprocessor missing? 20100208 15:11:53< AI0867> yes 20100208 15:13:25-!- meric [~Eric@124-168-143-99.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 15:22:35< AI0867> the commit will be pushed after my netbook is finished compiling 20100208 15:22:37< AI0867> so 20100208 15:22:39< AI0867> probably this day 20100208 15:22:58< fendrin> :-) 20100208 15:23:09< mordante> optimistic ;-P 20100208 15:24:37< fendrin> LoW througs a nice exception: "Floating point exception". That is new to me. 20100208 15:25:08< mordante> indeed sweet 20100208 15:27:22< YogiHH> fendrin: I don't think it makes much sense to run LoW mp until Crab_ committed our fixes, right? 20100208 15:29:43< fendrin> YogiHH: The "Floating point exception" maybe unrelated to the persistence problem. But I expect your fixes to reduce the 3 or 4 Kalenz standing around or being recallable. 20100208 15:30:14< AI0867> 'reduce', so only 2 or 3? 20100208 15:31:10< YogiHH> AI0867: no, reduce to zero :P 20100208 15:31:11< fendrin> AI0867: Let's be carefull and target 2 for 1.10 and only one in 1.12. 20100208 15:31:56< AI0867> YogiHH: but then who should the rest of the elves follow around? 20100208 15:32:15< AI0867> that's your floating point exception right there: div0 20100208 15:32:32< YogiHH> darn... 20100208 15:32:37-!- deekay [~dk@wesnoth/developer/dragonking] has joined #wesnoth-dev 20100208 15:36:53< mordante> Crab_ fendrin http://forum.wesnoth.org/viewtopic.php?f=4&t=28816 20100208 15:38:10< fendrin> mordante: thanks 20100208 15:38:17< mordante> no problem 20100208 15:54:22-!- meric [~Eric@124-168-143-99.dyn.iinet.net.au] has quit [Quit: meric] 20100208 15:57:54< CIA-62> fendrin * r41076 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg: Removed all new strings introduced by the LoW mp test. 20100208 16:01:14-!- Zarel [~Zarel@warzone2100/developer/Zarel] has quit [Quit: This computer has gone to sleep] 20100208 16:04:29< CIA-62> ai0867 * r41077 /trunk/src/game.cpp: Keep DEBUG_MODE defined when playing multiplayer, to allow the filtering of experimental/debug-purposed multiplayer content 20100208 16:04:55< AI0867> only took 42 minutes 20100208 16:05:09< AI0867> that's with ccache's help 20100208 16:05:27< mordante> autsch 20100208 16:06:47< fendrin> Is there a chance to set EASY HARD or NORMAL defines in mp? The best point would be the lobby. 20100208 16:08:04< fendrin> Or a commandline option: wesnoth --set_custom_wml_define="HARD" 20100208 16:10:00< AI0867> wesnoth -DHARD ? 20100208 16:10:34< CIA-62> fendrin * r41078 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg: Forgot to solve a svn conflict. 20100208 16:11:28< mordante> fendrin, s/lobby/game create screen/ ;-) 20100208 16:12:08< fendrin> AI0867: Is that already working? 20100208 16:12:17< AI0867> no 20100208 16:12:21< AI0867> just suggested syntax 20100208 16:12:24< AI0867> gcc style 20100208 16:12:42< fendrin> AI0867: not wesnoth --DHARD? 20100208 16:13:18< AI0867> gcc-style is gcc -DDEFINE_NAME_HERE 20100208 16:13:38< AI0867> as we use our own option parser though, that might not be ideal 20100208 16:14:01< AI0867> but couldn't you just say #ifdef MULTIPLAYER #define HARD #enddef #endif for now? 20100208 16:14:05< AI0867> or NORMAL 20100208 16:14:33< fendrin> AI0867: Yepp, that will do it. Thank you very much :-) 20100208 16:15:37-!- ilor [~user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100208 16:16:20< CIA-62> ai0867 * r41079 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg: Remove excess whitespace 20100208 16:21:54< YogiHH> fendrin: euschn tried to implement difficulties in the game creation dialog. It turned out to be somewhat difficult and we skipped that due to time restrictions 20100208 16:22:59< fendrin> YogiHH: I see. It's okay like it is for now. The solution ai suggested is working fine. 20100208 16:23:13< mordante> ilor, Ivanovic the string in the lobby "Whisper session with $name started. " gui/dialogs/lobby_main.cpp around 1036 is translated but is shown in English for me 20100208 16:25:01< AI0867> frogatto is a bit slow on my netbook, but as long as you stay away from water, it's quite playable 20100208 16:25:29< AI0867> 900 MHz celeron M processor, i915 graphics 20100208 16:25:38< AI0867> debian stable 20100208 16:26:06< CIA-62> mordante * r41080 /trunk/src/gui/widgets/tree_view.hpp: 20100208 16:26:06< CIA-62> Implement tree_view::tnode::find(). 20100208 16:26:06< CIA-62> Without this function the contents of the grid aren't found by id. 20100208 16:26:09< CIA-62> mordante * r41081 /trunk/src/gui/widgets/tree_view.hpp: Add ttree_view::tnode::size(). 20100208 16:26:11< CIA-62> mordante * r41082 /trunk/ (3 files in 2 dirs): Make the lobby tree view look like the listbox. 20100208 16:26:16< CIA-62> mordante * r41083 /trunk/data/gui/default/window/lobby_main.cfg: Improve the size of the player tree view. 20100208 16:26:20< CIA-62> mordante * r41084 /trunk/ (2 files in 2 dirs): 20100208 16:26:20< CIA-62> Hide the lobby player list when using new widgts. 20100208 16:26:20< CIA-62> Before only the lists where hidden now the entire widget. 20100208 16:26:23< CIA-62> mordante * r41085 /trunk/src/gui/dialogs/lobby_main.cpp: 20100208 16:26:23< CIA-62> Resize the lobby player tree when needed. 20100208 16:26:23< CIA-62> Don't block updates when using the player tree since it only calls it 20100208 16:26:23< CIA-62> when needed. 20100208 16:26:28< CIA-62> mordante * r41086 /trunk/src/gui/dialogs/lobby_main.cpp: 20100208 16:26:28< CIA-62> Show player dialog when using the lobby tree. 20100208 16:26:28< CIA-62> The dialog is shown, but there are several crashes, but I guess they're 20100208 16:26:28< CIA-62> related to the known crashes in this area. 20100208 16:26:44< mordante> ilor, is that assumption still true^ 20100208 16:27:21< ilor> mordante: there could be some crashes left due to the player list being rebuild while a player info dialog is open 20100208 16:27:38< mordante> ok 20100208 16:28:03< ilor> but it shouldn't happen very often now, esp. a gamelist update shouldn't mess things up 20100208 16:28:31< mordante> you already switched to the larger diffs? 20100208 16:29:04< ilor> no, but delaying the diffs while a dialog is open prevents the crash 20100208 16:29:44< ilor> joining the diffs together requires some cleanup here and there that I couldn't manage before the exam, will work on it today 20100208 16:30:02< mordante> ok great 20100208 16:30:08< mordante> how did your exam go? 20100208 16:30:34< ilor> I should pass, results due in around tewo days 20100208 16:30:36< ilor> *two 20100208 16:30:40< AI0867> that fast? 20100208 16:31:04< ilor> the second try at the exam is on friday, so yeah, results should be fast ;) 20100208 16:31:05< AI0867> over here, results are officially required to be known within 20 workdays 20100208 16:31:43< ilor> AI0867 this is generally true about exms during the term, but finals need to be checked faster 20100208 16:31:46< AI0867> and the second try is in the next semester 20100208 16:32:19< ilor> and my uni has a rule about a second try during the same exam session, which forces the results early ;) 20100208 16:33:33< mordante> ah cool 20100208 16:33:38< mordante> and indeed fast 20100208 16:34:12< mordante> does anybody know how long you're blacklisted when you spam the lobby? 20100208 16:34:56-!- esr [~chatzilla@71.162.243.5] has quit [Remote host closed the connection] 20100208 16:35:15< ilor> mordante: not sure, I think it's configurable ie not immediatelly obvious from the source ;) 20100208 16:36:44-!- esr [~chatzilla@71.162.243.5] has joined #wesnoth-dev 20100208 16:36:57< mordante> :-( well my other two selfs can still talk 20100208 16:42:05< YogiHH> fendrin: what would i have to do to reproduce any LoW mp bugs? 20100208 16:42:48< fendrin> YogiHH: give me a minute to commit. 20100208 16:43:48< YogiHH> fendrin: no haste, i am at work ;-) 20100208 16:44:43-!- dtiger [~dtiger@dynamic-vpdn-93-125-14-168.telecom.by] has joined #wesnoth-dev 20100208 16:45:17< fendrin> YogiHH: You need to svn up, compile normaly (experimental is not stable atm) and start wesnoth with the --debug commandline argument. Then go to multiplayer and play "Legend of Wesmere" there, offline or online. There are plenty of bugs you can spot more or less easily. 20100208 16:45:41< YogiHH> ok 20100208 16:46:46< CIA-62> fendrin * r41087 /trunk/data/campaigns/Legend_of_Wesmere/ (3 files in 3 dirs): Code cleanups. 20100208 16:47:02 * fendrin needs a second tester on mp trunk server. 20100208 16:47:08< AI0867> fendrin: on it 20100208 16:47:33< fendrin> AI0867: Can't spot you in the lobby 20100208 16:47:38< fendrin> it's empty. 20100208 16:47:40< AI0867> almost 20100208 16:47:55< AI0867> "on it" referred to the problem, not the server ;) 20100208 16:48:31< AI0867> I got a faction-select screen 20100208 16:48:46< AI0867> even though that's overridden later on 20100208 16:53:44< mordante> ilor, for me in the lobby the sorting no longer works (using the listbox) and seems to end with an assertion failure every now and then is this known and something recent? 20100208 16:54:13< ilor> sorting the playerlist? must be new 20100208 16:54:44< mordante> yes I tried to test it with the tree view and that failed so tried with the listbox and I get the same results 20100208 16:56:58< mordante> only not sure whether or not I accidentally broke it, might be the case 20100208 17:04:54< AI0867> more tons of random number mismatches 20100208 17:07:53< fendrin> AI0867: There is something wrong here as well, I can see your nick in a newly created game config screen but you are not shown in the lobby. 20100208 17:08:05< AI0867> I'm not on the server 20100208 17:17:28< CIA-62> fendrin * r41088 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/02_Hostile_mountains.cfg: Removed one of the 5 Landars. 20100208 17:20:15< CIA-62> fendrin * r41089 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg: Velon's forces no longer join Kalenz's side in multiplayer. 20100208 17:20:53< ilor> mordante: seems it was introduced earlier, bisecting for the cause 20100208 17:21:15< mordante> ilor, ok 20100208 17:23:40< Ivanovic> shadowmaster: since you observed the same problem, could you check https://bugs.freedesktop.org/show_bug.cgi?id=26471 and maybe add that you have the same prob on your card? 20100208 17:23:48< Ivanovic> plus any additional info you might have 20100208 17:24:40< YogiHH> fendrin: aww, i don't get all those shamans? What a pity :) 20100208 17:25:51< fendrin> YogiHH: Don't worry, it's a little harder to divide the forces into two halves so that will be reenabled later. 20100208 17:26:25< mordante> Ivanovic, the tree view seems rather stable at the moment albeit a bit slow 20100208 17:26:43< mordante> I'm not too surprised about that, since I wanted to get it working first 20100208 17:27:05< Ivanovic> building myself a test binary 20100208 17:27:19< YogiHH> mordante: yes, then you can break it again to make it faster ;-) 20100208 17:27:29< mordante> but I don't think I'll manage to get it up to speed today so no need to wait for tagging on that part 20100208 17:27:36< mordante> YogiHH, indeed :-) 20100208 17:28:29< Ivanovic> AI0867, Chusslove, deekay, esr, fendrin, ilor, loonycyborg, mordante, shadowmaster, Soliton, YogiHH, zookeeper, everyone else who cares: anything more in the pipe for 1.7.13? 20100208 17:28:44-!- elias [~elias@allegro/developer/allefant] has joined #wesnoth-dev 20100208 17:28:53< Ivanovic> that is: how stable are the areas you are working on and do you think i can release in eg one hour? 20100208 17:29:18< Ivanovic> or are you currently working on something that you do want to have in 1.7.13 so that it gets (some) testing? 20100208 17:29:18< mordante> not really I'll keep working on the tree view, but I'll keep it under --new-widgets for now 20100208 17:29:25< fendrin> Ivanovic, YogiHH: Please wait for the multiplayer fixing patches that crab and YogiHH are working on. 20100208 17:29:38< YogiHH> Ivanovic: Yes, i'd say the same 20100208 17:29:38< Ivanovic> fendrin: mkay 20100208 17:29:45< mordante> only need to commit some changelog updates but that shouldn't take ages 20100208 17:29:53< YogiHH> Crab_ wanted to commit something tonight 20100208 17:30:00< ilor> Ivanovic: I'd like to fix the sorting bug mordante pointed out and plug some more lobby crashes 20100208 17:30:09< Ivanovic> ilor: good idea 20100208 17:30:17< mordante> but I'll do that once I know whether or not there will be a release today 20100208 17:30:32< Ivanovic> ilor: when testing things this weekend i had a crash several times when trying to join the (svn) mp server with a registered nick 20100208 17:30:44< Ivanovic> though once i had a real debug build the crash was not reproducible anymore... 20100208 17:30:54< ilor> ugh 20100208 17:31:01< Ivanovic> exactly 20100208 17:31:36< ilor> what type of crash? segfault or an assert? 20100208 17:31:46< mordante> Ivanovic, next time disable the heisenberg compiler switch ;-) 20100208 17:32:37< CIA-62> mordante * r41090 /trunk/src/gui/dialogs/lobby_main.cpp: Move some code under the new widgets switch. 20100208 17:33:16< Ivanovic> ilor: segfault 20100208 17:33:31< Ivanovic> mordante: yes, the lobby looks a lot better now 20100208 17:34:02< mordante> Ivanovic, yes do you also get less jumping around of the screen? 20100208 17:34:05< Ivanovic> still a little slow when an update for the player list occurs (that is the bar moving the game section halts for a short moment then), but it is a *lot* more usable 20100208 17:34:13< Ivanovic> jumping around is done for the game list 20100208 17:34:19< Ivanovic> still jumping in the player list 20100208 17:34:34< mordante> good the gamelist was the most important part 20100208 17:34:39< Ivanovic> exactly 20100208 17:34:56< Ivanovic> and speed improved significantly when the player lists are minimized 20100208 17:35:06< Ivanovic> so that is what i personally would vote for 20100208 17:35:32< Ivanovic> to only have the player list of the current game shown and the other list "minimized" so that you have to push on the arrow to have the player names displayed 20100208 17:36:18< mordante> yes player list gets a full content resize for every change including moving between the sub trees 20100208 17:36:33< mordante> so I'm no surprised about the slowness in that area 20100208 17:37:45< mordante> and the moving between subtrees should not invalidate the contents of the node unless the level of the node changes 20100208 17:38:37< mordante> Ivanovic, is the speed of the lobby still usable for you? 20100208 17:38:48< Ivanovic> on my desktop it clearly is 20100208 17:38:58< mordante> and CPU load? 20100208 17:39:13< Ivanovic> it gets a lot better when the player list is minimized (only current game shown) 20100208 17:39:40< mordante> obviously then a lot less needs to be drawn 20100208 17:40:29< Ivanovic> exactly 20100208 17:40:48< Ivanovic> without the list everything is perfectly smoots (so hide them when starting, i'd say) 20100208 17:40:48< mordante> do you think it's fast enough to enable by default? 20100208 17:41:50< mordante> now you assume the code can fold items by itself :-P 20100208 17:42:22< Ivanovic> uhm, i do so 20100208 17:42:29< Ivanovic> http://pastebin.com/m3f0d672b 20100208 17:42:35-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100208 17:42:57< Ivanovic> that one is really annoying, probably a way to speed things up would be by checking why there are those >30 times the same message 20100208 17:43:20< Ivanovic> when joining the 1.6 server at wesnoth.org:14999 i get those messages right after the gameslist is built 20100208 17:43:51< mordante> you need a lot of debug output to significantly slow down the game ;-) 20100208 17:43:54< Ivanovic> yes, seeing the message once when joining and after every rebuild of the gamelist would not suprise me 20100208 17:44:12< Ivanovic> but something seems to be done really often to generate this message about probably only one game this often 20100208 17:44:15< mordante> but ilor already reported that message seems to occur to often 20100208 17:44:56< ilor> yeah same thing. I too am worried that it might indicate e.g. string parsing takes place 30 times too often 20100208 17:45:05< Ivanovic> exactly 20100208 17:45:14< Ivanovic> the plain error messages don't cost much, sure 20100208 17:45:26< Ivanovic> but parsing stuff 30 times instead of once *does* add some overhead 20100208 17:46:07< mordante> true, but haven't investigated the cause of it 20100208 17:47:04< mordante> which player lists do you want to fold when you enter the lobby 20100208 17:47:49< Ivanovic> all beside the currently active game 20100208 17:47:59< Ivanovic> the numbers of players are still updated nicely 20100208 17:48:14< Ivanovic> this way even with really many players the game is 100% responsive with a really low cpu usage 20100208 17:48:27< Ivanovic> (that is below 3% when just idling in the lobby!) 20100208 17:48:45< Ivanovic> when moving the game list it does not to high here either and is 100% responsive 20100208 17:52:59-!- edb [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has joined #wesnoth-dev 20100208 17:56:45< Ivanovic> mordante: since i assume that the stuff from crab_ and YogiHH will be commited and tested rather late today, i don't think that i will manage to get 1.7.13 out today 20100208 17:57:43-!- Mythological [Mythologic@77.28.124.34] has joined #wesnoth-dev 20100208 17:57:59-!- edb is now known as EdB 20100208 18:03:00< mordante> Ivanovic, ok, when do you then want to release, this week or in the weekend? 20100208 18:03:11< Ivanovic> as soon as possible 20100208 18:03:21< Ivanovic> so tomorrow or wednesday if possible 20100208 18:03:41< mordante> ok 20100208 18:03:50< YogiHH> off for a while, be back later 20100208 18:04:02< ilor> mordante: seems switching to gamelist filtering via hiding rows (r40575) broke playerlist sorting 20100208 18:04:28-!- YogiHH [~c3f5f304@wesnoth/developer/yogihh] has left #wesnoth-dev [] 20100208 18:05:42-!- Mythological [Mythologic@77.28.124.34] has quit [] 20100208 18:06:31< mordante> ilor, ok what do you propose to fix it, revert that commit or are you able to fix it? 20100208 18:06:53< zookeeper> Ivanovic, releasing? ehm, well, i at least need to update changelogs then... 20100208 18:07:13< Ivanovic> yes, please update them 20100208 18:07:28< zookeeper> nothing important in the pipe though, there's one UtBS fix i was gonna do sometime soon but it's not important AFAICT, just a little improvement 20100208 18:07:39< Ivanovic> (that is in general it is probably best to directly update the logs when commiting changes/fixes) 20100208 18:07:44< ilor> mordante: reverting doesn't seem feasible... must investigate further 20100208 18:07:49< mordante> ok 20100208 18:08:31< ilor> mordante: you sure you want lobby aux files in gui/auxiliary/lobby/... ? 20100208 18:08:58< ilor> because I'd rather sit down for an hour, clean up stuff, and then fix the bug 20100208 18:09:04< CIA-62> mordante * r41091 /trunk/src/gui/dialogs/lobby_main.cpp: 20100208 18:09:04< CIA-62> Fix the display of number of players in the lobby. 20100208 18:09:04< CIA-62> Revert my last commit which broke this feature. 20100208 18:09:17< Ivanovic> fendrin: http://forums.wesnoth.org/viewtopic.php?f=4&t=28816&start=0 20100208 18:09:21< ilor> hopefully stuff will get fixed on its own after I unretard some stuff 20100208 18:10:04< fendrin> Ivanovic: Thanks. 20100208 18:10:59< mordante> ilor, either there or a subdirectory in gui/dialogs/lobby_main 20100208 18:11:09< mordante> ilor, do you want to refactor the lobby now? 20100208 18:11:23< mordante> btw I prefer the subdir in gui/dialogs 20100208 18:11:40< ilor> mordante: mostly the "data" bit, stuff is not always consistent there 20100208 18:11:56< ilor> so src/lobby_data.?pp, and a subdir of dialogs/ seems a lot better 20100208 18:12:34< ilor> mordante: there's far too much stuff done using list indices that should use game ids, for one 20100208 18:12:57< mordante> you mean to move src/lobby_data.?pp into gui/dialogs/lobby_main/ ? 20100208 18:15:11< ilor> mordante: and split it, and clean it up. 20100208 18:15:21< ilor> this will involve some changes in lobby_main.cpp 20100208 18:16:06< mordante> ilor, ok I'm in favour of that move 20100208 18:16:06< CIA-62> mordante * r41092 /trunk/src/gui/dialogs/lobby_main.cpp: 20100208 18:16:06< CIA-62> Fold some player lists by default. 20100208 18:16:06< CIA-62> Added this hack upon request of Ivanovic, once the tree view can 20100208 18:16:06< CIA-62> properly fold, we should use that. This hack works due to the fact that 20100208 18:16:06< CIA-62> the tree view is empty when set to the "folded" state. 20100208 18:16:11< mordante> Ivanovic, ^ 20100208 18:16:25< ilor> mordante: if you have stuff to do I can work on this later today, my "workday" is just starting ;) 20100208 18:17:10< mordante> ilor no that was my last commit in the lobby_main code I want to clean up the tree view code and start to work on improving speed there 20100208 18:17:36< ilor> ok so I'll start working now 20100208 18:17:41< mordante> I just wanted to have it in before you started to work on it ;-) 20100208 18:17:55-!- Sapient [~patrickp@wesnoth/developer/sapient] has joined #wesnoth-dev 20100208 18:18:15< mordante> Ivanovic, do you think we should use the new tree by default? 20100208 18:18:17< mordante> hi Sapient 20100208 18:18:24< Ivanovic> mordante: give me a sec to test 20100208 18:18:30< Ivanovic> but in general i think: yes! 20100208 18:18:34< Sapient> yo mordante 20100208 18:18:40< Sapient> how was the FOSDEM? 20100208 18:19:13< mordante> interesting and fun again 20100208 18:19:36< mordante> we had some nice discussions (some of it has already been posted to the dev-ml 20100208 18:19:38< mordante> ) 20100208 18:19:51< fendrin> boring 20100208 18:20:30< Ivanovic> fendrin: no pumping! 20100208 18:20:36< Sapient> yeah, I saw that. good stuff. I'm sure the artists will panic when they read the Kalifa part 20100208 18:20:42< mordante> fendrin, you're just quoting the wrong stuff here :-P 20100208 18:21:56< mordante> Ivanovic, to enable it by default I need to invert some if statements, I can do that once ilor is done 20100208 18:21:57< Sapient> I agree with the WML expert assessment 20100208 18:22:21< Sapient> some of the recent changes I think have been small setbacks in the user friendliness department 20100208 18:22:25< Ivanovic> mordante: i'd say "yeah, do so" 20100208 18:22:35< Ivanovic> looks rather okay now with the player list on the 1.6 server 20100208 18:22:46< mordante> Ivanovic, I prefer to keep both methods in for two reasons 1. I want to compare the speeds 2. r41091 proves I still depend on some of the old code 20100208 18:22:49< Ivanovic> that is: in 1.7.13 we won't have this many players, so it will get some testing 20100208 18:23:12< mordante> and I prefer to remove that post 1.7.13 so I have more time to test that properly 20100208 18:23:39< mordante> I'll work on it after ilor is done with those files 20100208 18:23:41< Ivanovic> mordante: i saw one issues when scrolling through the list 20100208 18:23:52< mordante> ? 20100208 18:23:53< Ivanovic> a map seems to be reparsed with every tiny little move 20100208 18:24:06< Ivanovic> (saw this due to an error message about an illegal char) 20100208 18:24:19< mordante> that's a feature... 20100208 18:24:25< Ivanovic> 20100208 18:21:35 error config: Illegal character in map: (Ryc) 'Ryc' 20100208 18:24:27< Ivanovic> 20100208 18:21:35 error config: Error while loading the map: Illegal character in map: (Ryc) 'Ryc' 20100208 18:24:28< Ivanovic> The map cannot be loaded. 20100208 18:24:28< Sapient> I think that the scenario coding language should be first and foremost as accessible as possible for people with no coding experience 20100208 18:24:53< Sapient> all other design considerations should be secondary to that 20100208 18:25:26< mordante> Ivanovic, that's the problem with using set_size to move stuff around, I want to fix it properly for the tree view and then I can reuse that method for the listbox 20100208 18:25:41< Ivanovic> okay 20100208 18:26:04< mordante> Sapient, which changes are a setback in user friendlyness? 20100208 18:26:28< mordante> friendliness* 20100208 18:26:55< Sapient> have you heard the expression "death by a thousand cuts"? I think esr is fond of using that 20100208 18:27:20< Sapient> each change or loss I'm referring to is just a small thing 20100208 18:27:20< esr> It describes C++ rather exactly :-) 20100208 18:27:50< mordante> I know the term, but do you have some examples of those cuts 20100208 18:27:54-!- Noyga [~noyga@wesnoth/developer/noyga] has joined #wesnoth-dev 20100208 18:28:12 * mordante doesn't enter the C++ flamewar ;-) 20100208 18:28:23< Sapient> take for example the new requirement in 1.7.10 that you cannot spawn a [unit] if it has an id= already in use 20100208 18:29:03< Sapient> now, the target coder for WML should generally not have to think about uniqueness requirements of the id= attribute in my vision 20100208 18:29:20< Sapient> so the engine should do the smartest thing for them 20100208 18:29:38< Sapient> which is, generate a new id 20100208 18:30:37< mordante> ah ok I missed that change, what was the reason for it? 20100208 18:30:53< mordante> (I don't follow WML changes too closely) 20100208 18:30:57< Sapient> if our target coder was someone more experienced, then they may appreciate exact requirements and rigid adherence to input specifications 20100208 18:31:28< Sapient> because this helps them to detect bugs in advance 20100208 18:31:55< mordante> is that also the cause of various id bug reports surfacing recently 20100208 18:32:11< Sapient> I don't know about that 20100208 18:32:22< Sapient> but it seems likely 20100208 18:33:27< Sapient> I'm not trying to denigrate the extensive work that has been done on adding new features, mainly Lua-related, to WML 20100208 18:33:50< Sapient> I just think that we need to keep in mind the core value of ease-of-use 20100208 18:34:05< Sapient> for the target coder 20100208 18:34:58< Sapient> the young gamers who have lots of creative ideas and too much time on their hands 20100208 18:35:10< mordante> *nods* 20100208 18:39:27< Sapient> I think Ken_Oh might be a good ambassador for the "WML Pioneer" group 20100208 18:39:29< mordante> ease-of-use is indeed important to get new people interested 20100208 18:40:19< mordante> Sapient, we agree he's also listed in the dev email 20100208 18:40:39< mordante> together with teaser and bob the mighty 20100208 18:40:49< zookeeper> uh, i got distracted, updating the changelogs now... 20100208 18:41:15< Sapient> is Bob still around? 20100208 18:41:32< mordante> not sure, but he would fit the bill 20100208 18:41:45-!- k23z__ [~k23z__@86.121.72.119] has joined #wesnoth-dev 20100208 18:42:10-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has quit [Remote host closed the connection] 20100208 18:43:05< Sapient> he's not active enough lately, but otherwise I would agree 20100208 18:43:46< Sapient> I guess zookeeper has already been filling this role to an extent 20100208 18:43:55< mordante> well I still like to offer it to him 20100208 18:44:05< mordante> yes he does 20100208 18:44:21< mordante> but we like to have some more people around especially for the MP area 20100208 18:44:41< mordante> most exciting stuff seems to happen there 20100208 18:44:50< mordante> but I'm off to dinner 20100208 18:45:20< CIA-62> zookeeper * r41093 /trunk/ (changelog players_changelog): Updated changelogs. 20100208 18:46:07< AI0867> Sapient: the reason is that if you spawn a [unit] with an id that is also on the recall list, that unit is recalled instead 20100208 18:46:11< AI0867> this is a new feature 20100208 18:48:32< zookeeper> AI0867, why wasn't that implemented with an optional new key in [unit]? 20100208 18:48:44< zookeeper> that sounds potentially awfully confusing 20100208 18:48:48< AI0867> not sure 20100208 18:49:30< AI0867> but id was already officially required to be unique 20100208 18:49:33< AI0867> it just wasn't enforced 20100208 18:49:45< AI0867> which necessitated the creation of underlying_id 20100208 18:52:59< zookeeper> so do duplicate-id units still disappear when loading a save? 20100208 18:53:26< AI0867> I believe the same unit is attempted to be recalled several times 20100208 18:53:59< AI0867> and the following attempts find that the recall list has been cleared of all units with that id 20100208 19:04:41-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Ping timeout: 260 seconds] 20100208 19:07:12< zookeeper> AI0867, well, it's just that there were quite enough cases of duplicate id's in mainline, and i bet there's a lot more in UMC 20100208 19:07:45-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100208 19:08:52< zookeeper> so breaking those without first going through a phase during which they just spew out visible errors this far into the release cycle was a bit...erm, unfortunate, if you ask me ;) 20100208 19:11:11-!- crimson_penguin [~ben@64.201.60.211] has joined #wesnoth-dev 20100208 19:11:11-!- crimson_penguin [~ben@64.201.60.211] has quit [Changing host] 20100208 19:11:11-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100208 19:11:47< esr> zookeeper: I could teach wmllint to detect those, if it would help. 20100208 19:13:23< Sapient> esr, you can also create duplicate id's by mistake when copying a unit variable and unstoring it to multiple locations 20100208 19:14:07< Sapient> this is one of those things that I think should just silently "work" 20100208 19:14:08< esr> Can't detect that. But should I write logic to catch static duplicates? 20100208 19:14:14< CIA-62> fendrin * r41094 /trunk/data/campaigns/Legend_of_Wesmere/ (4 files in 3 dirs): More LoW multiplayer port work. 20100208 19:14:52< Sapient> I don't think static analysis will buy us much, since it could be in an if-then-else 20100208 19:15:25< Sapient> but I'm not trying to pick on this change necessarily, I was just using it as an example 20100208 19:15:37< Sapient> cya later 20100208 19:15:43-!- Sapient [~patrickp@wesnoth/developer/sapient] has left #wesnoth-dev [] 20100208 19:18:09< fendrin> Hello Crab_ 20100208 19:18:14< Crab_> hi, fendrin 20100208 19:18:33< fendrin> Crab_: I have ported LoW to multiplayer with Landar as a player's side like you suggested. 20100208 19:18:53< fendrin> It's more or less working until scenario3. It's commited into trunk. 20100208 19:19:37< fendrin> Crab_: It's a good testcase already. 20100208 19:19:53< Crab_> fendrin: cool. any bugs :) ? 20100208 19:21:18< fendrin> Crab_: Countless. 20100208 19:21:33< fendrin> Überabzählbar 20100208 19:23:03-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100208 19:23:22-!- fkhodkov [~fedor76@ppp-78-24-26-118-bras0.istra.ru] has quit [Read error: Connection reset by peer] 20100208 19:23:50< zookeeper> esr, you can't really teach wmllint that 20100208 19:23:52< Crab_> fendrin: atm, I'm compiling to test a combination of YogiHH patch and my patch, to see if it'll help with recall list/ persistence issues. 20100208 19:24:16< zookeeper> all of the duplicate-id cases are cases of the units being created by several calls to a macro or in a loop or something 20100208 19:24:38< fendrin> Crab_: Right, if you want a second testcase beside the sandbox start wesnoth with --debug and low multiplayer is available. 20100208 19:24:52< esr> zookeeper: Hm. You sure it's "all"? 20100208 19:24:54< zookeeper> all the ones i've fixed (maybe about 5-6?) so far were in macros or loops 20100208 19:25:46< zookeeper> besides you can't teach wmllint to understand that having an identical [unit] block both in [then] and [else] isn't a duplicate... 20100208 19:26:04-!- Blarumyrran [~Blarumyrr@81-20-159-197.levira.ee] has joined #wesnoth-dev 20100208 19:26:19< CIA-62> esr * r41095 /trunk/data/tools/wmlscope: Flag specific macro arguments that have no typechecking with suffix ? 20100208 19:26:20-!- fkhodkov [~fedor76@ppp-78-24-26-118-bras0.istra.ru] has joined #wesnoth-dev 20100208 19:28:37-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100208 19:35:19< CIA-62> esr * r41096 /trunk/po/wesnoth-utbs/en_GB.po: Update British English translation. 20100208 19:41:11< CIA-62> fendrin * r41097 /trunk/ (changelog players_changelog): Updated the changelogs to tell about LoW Multiplayer. 20100208 19:43:50-!- k23z__ [~k23z__@86.121.72.119] has quit [Read error: Connection reset by peer] 20100208 19:44:16-!- k23z__ [~k23z__@86.121.72.119] has joined #wesnoth-dev 20100208 19:44:35< CIA-62> fendrin * r41098 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg: LoW: Splitted the unit setup for multiplayer. 20100208 19:48:45-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20100208 19:51:03-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has quit [Ping timeout: 252 seconds] 20100208 19:51:27< CIA-62> mordante * r41099 /trunk/src/gui/dialogs/campaign_selection.cpp: Polish the campaign selection code. 20100208 19:51:37< CIA-62> mordante * r41100 /trunk/changelog: Update changelog. 20100208 19:59:05< Crab_> fendrin: ok, it seems that in MP:LoW2, recall lists are ok 20100208 19:59:39< fendrin> Crab_: Cool, do the speak events trigger as well? 20100208 19:59:48< fendrin> There was an id issue with them. 20100208 20:00:16< Crab_> yes, characters speak. e.g. Landar says his quote correctly after killing his first orc 20100208 20:00:36< fendrin> Crab_: Please commit so I can help testing. 20100208 20:01:30< CIA-62> crab * r41101 /trunk/src/ (multiplayer_connect.cpp multiplayer_connect.hpp): do not override leader's id with player's name in MP. Patch by YogiHH 20100208 20:01:38< CIA-62> crab * r41102 /trunk/src/playcampaign.cpp: fix persistence in MP campaigns 20100208 20:01:39< Crab_> fendrin: ^ 20100208 20:01:46< esr> fendrin: I think something may be badly wrong with yout lastr couple of LoW commits. wmllint output follows: 20100208 20:02:04< esr> ./data/campaigns/* 20100208 20:02:06< esr> "../../data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg", line 577: unbalanced [scenario] closed with [/multiplayer]. 20100208 20:02:08< esr> "../../data/campaigns/Legend_of_Wesmere/scenarios/01_The_Uprooting.cfg", line 581: tag stack nonempty ([('multiplayer', {'name': '_ "Legend of Wesmere"'})]) at end of file. 20100208 20:02:09< esr> "../../data/campaigns/Legend_of_Wesmere/scenarios/02_Hostile_mountains.cfg", line 638: unbalanced [scenario] closed with [/multiplayer]. 20100208 20:02:11< esr> "../../data/campaigns/Legend_of_Wesmere/scenarios/02_Hostile_mountains.cfg", line 641: tag stack nonempty ([('multiplayer', {})]) at end of file. 20100208 20:02:12< esr> "../../data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg", line 1005: unbalanced [scenario] closed with [/multiplayer]. 20100208 20:02:14< esr> "../../data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg", line 1007: tag stack nonempty ([('multiplayer', {})]) at end of file. 20100208 20:02:15< esr> wmllint: converting ../../data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg 20100208 20:02:17< esr> "../../data/campaigns/Legend_of_Wesmere/utils/characters.cfg", line 29: attempt to close empty scope at #enddef line 29 20100208 20:02:19< esr> "../../data/campaigns/Legend_of_Wesmere/utils/characters.cfg", line 29: attempt to close empty scope at #enddef line 29 20100208 20:02:20< esr> "../../data/campaigns/Legend_of_Wesmere/utils/characters.cfg", line 29: attempt to close empty scope at #enddef line 29 20100208 20:02:22< esr> "../../data/campaigns/Legend_of_Wesmere/utils/characters.cfg", line 29: attempt to close empty scope at #enddef line 29 20100208 20:02:25< mordante> esr, please use a pastebin 20100208 20:03:26< fendrin> esr: No the wml code is fine. Another place where I need to quiet wmllint about I guess. 20100208 20:04:07< fendrin> esr: All the [scenario] and [multiplayer] tags are in macros... 20100208 20:04:18< esr> Ouch. 20100208 20:04:54< fendrin> esr: Maybe that means that whole LoW will be inside a single wmllint ignore statement. 20100208 20:05:37< Crab_> fendrin: how we will fix all those 'countless bugs' ? we should maintain a list of known issues somewhere.. maybe on a wiki 20100208 20:05:54< mordante> Crab_, best in the bug tracker 20100208 20:06:07< Crab_> mordante: as a single bug ? or as tens of bugs :) ? 20100208 20:06:13< fendrin> Crab_: No we fill bug reports and assign them. 20100208 20:06:28< mordante> Crab_, one report per bug 20100208 20:06:30< fendrin> Crab_: Every issue a single report. 20100208 20:06:33< Crab_> ok 20100208 20:07:17< mordante> that way it's easier to track them 20100208 20:09:38< esr> fendrin: Don't do that! It would leaave you stuck next time WML changes and wmllint does the automatic up-translation. 20100208 20:11:02< fendrin> esr: Yes, I will have a look in the issue after the multiplayer thing is working. It's still to much in development now. 20100208 20:13:17-!- mjs-de [~mjs-de@wh.uni-dortmund.de] has joined #wesnoth-dev 20100208 20:14:27< fendrin> Crab_, YogiHH: The patch looks fine. Works here. 20100208 20:14:46< AI0867> fendrin: make it ignore the [multiplayer] tags 20100208 20:15:16< AI0867> or switch the closing scenario/multiplayer tags around at the end of the file 20100208 20:15:41< AI0867> so it looks like 'well-formed' [scenario][multiplayer][/multiplayer][/scenario] 20100208 20:16:28< fendrin> AI0867: Good idea. I will do that. 20100208 20:17:19< AI0867> Crab_: one major bug is that when started like ./wesnoth --debug --multiplayer --scenario=wesbench_Legend_of_Wesmere , the side definitions for player sides are almost completely ignored 20100208 20:17:29< AI0867> they're assigned random factions and random leaders 20100208 20:17:41< AI0867> another case of parallel code paths 20100208 20:18:03< AI0867> and it's one that would make automated testing very difficult, though players are unlikely to notice 20100208 20:18:55< Crab_> yes, automated testing needs major rework... to use almost the same code path as 'normal' startup 20100208 20:19:20< fendrin> Crab_: Do you think Ivanovic can do the release now? 20100208 20:19:46< Crab_> fendrin: have you playtested SP low after your changes ? 20100208 20:20:01< fendrin> Crab_: not much 20100208 20:20:16< Crab_> it's better to do so, first 3-4 scenarios only.. 20100208 20:20:20< Crab_> just in case 20100208 20:20:34< fendrin> Crab_: Right, that is important. 20100208 20:21:44< Crab_> r41101- r41102 are ok, since 41101 only changes the leader's id (and they change before depending on player's name) and 41102 only touches "we are in multiplayer"+"we need persistence" codepath, which was broken before. 20100208 20:24:23-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100208 20:25:56< Crab_> hmm...I'm not able to join my own game on trunk mp server with 2nd wesnoth instance :( 20100208 20:26:24< CIA-62> mordante * r41103 /trunk/ (8 files in 3 dirs): Move ttree_view::tnode to its own file. 20100208 20:26:24-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100208 20:28:13< Crab_> fendrin: I'm unable to join MP:LoW1 from my 2nd wesnoth instance. i'm kicked out immediately after joining. 20100208 20:28:29< Crab_> (it works with 'normal' mp scenario) 20100208 20:29:01-!- thespaceinvader_ [~chatzilla@cpc3-whit4-2-0-cust871.know.cable.virginmedia.com] has joined #wesnoth-dev 20100208 20:29:11-!- happygrue_ [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20100208 20:29:26-!- happygrue [~George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20100208 20:30:36-!- YogiHH [~chatzilla@d152225.adsl.hansenet.de] has joined #wesnoth-dev 20100208 20:30:44-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has quit [Disconnected by services] 20100208 20:30:45-!- thespaceinvader_ is now known as thespaceinvader 20100208 20:30:47< AI0867> Crab_: I'll join the server when I finish compiling 20100208 20:30:51-!- YogiHH [~chatzilla@d152225.adsl.hansenet.de] has quit [Changing host] 20100208 20:30:51-!- YogiHH [~chatzilla@wesnoth/developer/yogihh] has joined #wesnoth-dev 20100208 20:30:56< YogiHH> hello 20100208 20:30:56< Crab_> thanks 20100208 20:30:59< Crab_> hi YogiHH 20100208 20:31:00< Ivanovic> hi YogiHH 20100208 20:31:56< fendrin> Crab_: same here 20100208 20:32:11< Crab_> fendrin: so, wtf is going on :) ? 20100208 20:32:22-!- thespaceinvader [~chatzilla@cpc3-whit4-2-0-cust871.know.cable.virginmedia.com] has quit [Changing host] 20100208 20:32:22-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20100208 20:32:38< fendrin> Crab_: Hmmm, that had worked before the patch. I was with AI0867 in a multiplayer low game on the server not long ago. 20100208 20:34:00< Crab_> fendrin: if so, can you recompile&test at r41100 and r41101 ? 20100208 20:34:20< fendrin> Crab_: Let's see what happens if we join another MP game first. 20100208 20:34:55< fendrin> Crab_: Can you join me? 20100208 20:35:11< AI0867> there's 2 games on the server 20100208 20:35:18< AI0867> both containing only fabi 20100208 20:35:38< AI0867> while crab is in some game I can't see 20100208 20:36:59< Crab_> "AI0867 has joined the game - > AI0867 has left the game" 20100208 20:37:04< Crab_> is there anything in the logs ? 20100208 20:37:12< fendrin> Crab_: Can you give me the commandline to switch to r4100? 20100208 20:37:26< Crab_> svn or git ? 20100208 20:37:33< AI0867> svn up -r 4100 20100208 20:37:43< AI0867> git-svn find-rev r4100 20100208 20:37:53< Crab_> ( 41100 ) 20100208 20:37:59< AI0867> git-svn checkout whatever-the-previous-command-gave-you 20100208 20:38:11< AI0867> er, s/git-svn/git on the last line 20100208 20:40:28-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has quit [Ping timeout: 272 seconds] 20100208 20:40:48< AI0867> Crab_: if I start with myself in both slots, the scenario (mostly) works. 20100208 20:40:54-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20100208 20:40:58< AI0867> velon still doesn't have the right id or traits though 20100208 20:41:04< Crab_> AI0867: via two wesnoth instances ? 20100208 20:41:10< AI0867> no, the same one 20100208 20:41:36< Crab_> AI0867: that's somewhat different case.. and it works :) 20100208 20:41:48< AI0867> not entirely 20100208 20:42:04< Crab_> yes, many things are not good. but at least it loads :) 20100208 20:42:11< AI0867> but yes, the id bug for the players is fixed 20100208 20:42:47< Crab_> that's in r41101 20100208 20:42:53< Crab_> by YogiHH 20100208 20:43:10< YogiHH> ok, i'd like to tackle some evil, anything you want me to look at right away? 20100208 20:44:09< AI0867> YogiHH: same issue, but for non-player controlled sides 20100208 20:44:34< YogiHH> AI0867: ? 20100208 20:44:51< YogiHH> id mess up for AI sides? 20100208 20:44:53< Crab_> YogiHH: e.g. Velon (side 2) in MP:LoW:1 doesn't get the right id 20100208 20:44:53< AI0867> with your patch, all player-controlled sides now have the right ids assigned to their leaders 20100208 20:44:57< AI0867> but not the ai-controlled sides 20100208 20:45:03< YogiHH> ok 20100208 20:45:10< YogiHH> i will look at that 20100208 20:47:35< YogiHH> AI0867: My patch was adressing scenario carry-over, actually. So Velon doesn't get the right id if you load from a savegame, i suppose? 20100208 20:48:00< AI0867> I haven't tried any savegames yet 20100208 20:48:01< YogiHH> as he doesn't appear in the second scenario 20100208 20:48:28< YogiHH> what did you do, then? 20100208 20:48:38< AI0867> just plain start LoW in MP mode 20100208 20:48:55< YogiHH> oh, so the messages don't appear? 20100208 20:49:03< AI0867> those from kalenz and landar appear 20100208 20:49:08< AI0867> the ones from velon don't 20100208 20:49:09< Crab_> YogiHH: I only committed the "fix id's" part of your patch 20100208 20:49:12< YogiHH> i see 20100208 20:49:41< AI0867> Crab_: could the rest of the patch fix the issues we currently have with multiplayer_connect ? 20100208 20:49:44< fendrin> It is working with r41100. 20100208 20:49:46< YogiHH> Crab_: that's ok, if you had another working solution for the rest 20100208 20:49:49< Crab_> YogiHH: and I added my own fix for persistence issues in r41102 20100208 20:50:00< YogiHH> AI0867: unlikely 20100208 20:51:30< YogiHH> fendrin: yes, but i think the fix is a step on the right way, so we should go forward on that path 20100208 20:51:50< Crab_> fendrin: test r41101, then :) 20100208 20:52:23< Crab_> luckily, i've done our patches in two separate commits, so it's easy to find out which part causes this issue 20100208 20:52:27< fendrin> okay 20100208 20:53:29< YogiHH> anyone complained about long compile times already or am i the first? ;-) 20100208 20:53:59< AI0867> did your compile take 42 minutes? 20100208 20:54:13< YogiHH> lol, no 20100208 20:54:20< AI0867> then you don't get to complain =P 20100208 20:54:36< mordante> YogiHH, why, takes long for you? 20100208 20:54:47< YogiHH> yes, about 5 minutes ;) 20100208 20:55:10< AI0867> now you know why I brought a full-sized laptop to fosdem 20100208 20:55:13< YogiHH> but you know how time stretches if you eagerly wait for something to finish :) 20100208 20:55:16< mordante> I remember that at some point only the linking stage took that long ;-) 20100208 20:55:54< Crab_> mordante: but then the number of templates increased... :) 20100208 20:57:29< mordante> yup templates are so cool 20100208 20:57:34< Crab_> yes :) 20100208 20:58:46< fendrin> Crab_: it is not working anymore with 41100 20100208 20:58:51< mordante> AI0867, this is the book I was talking about yesterday http://www.amazon.com/Modern-Design-Generic-Programming-Patterns/dp/0201704315/ref=sr_1_1/184-9133853-4190904?ie=UTF8&s=books&qid=1265659107&sr=8-1 20100208 20:58:53< Crab_> ok, thanks 20100208 20:59:03< AI0867> fendrin: 41101? 20100208 20:59:30< fendrin> Crab_: 41101 is not working anymore. 20100208 20:59:34< Crab_> wesbot: log 41101 20100208 20:59:34< wesbot> crab * r41101 : do not override leader's id with player's name in MP. Patch by YogiHH 20100208 20:59:35< fendrin> AI0867: Thanks 20100208 20:59:36< mordante> AI0867, and have a look at gui/widgets/grid_private.hpp there you can see how you can (ab)use templates to write a const and non-const version for a function 20100208 20:59:37< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=41101 20100208 20:59:51-!- BroodKiller [~Jakobs@chello087207048099.chello.pl] has joined #wesnoth-dev 20100208 21:00:07< BroodKiller> boucman: pong 20100208 21:02:13< Crab_> YogiHH: what do you think about 'Line 683' ? 20100208 21:02:34< YogiHH> Crab_: more specifications, please? 20100208 21:02:38< Crab_> " res["player_id"] = id_ + res["side"];" line 20100208 21:03:13< Crab_> id_ is not changed to player_id_ there. is this intended ? 20100208 21:03:44< YogiHH> checking... 20100208 21:04:44< YogiHH> Crab_: Yes, that is ok. Normally it should be player_id_, but this applies if player_id_ is empty 20100208 21:05:24< Crab_> why not 'if player_id_ is is not empty' ? 20100208 21:05:48-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100208 21:07:38< Crab_> there's "if (player_id_.empty())" at Line 635, and there's "else" at Line 685, and in that 'else' block, player_id_ is not empty 20100208 21:08:10-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20100208 21:08:32< YogiHH> Crab_: oops, you are right. In that case it is supposed to be id_ then 20100208 21:09:59< Crab_> btw, 'something not good with id_ taken into account' can explain wy it works with normal mp scenarios, where id= is not set, but breaks with MP:LoW, where id= are set. 20100208 21:10:04< Crab_> s/wy/why 20100208 21:11:20-!- fendrin [~fabi@88-134-75-97-dynip.superkabel.de] has joined #wesnoth-dev 20100208 21:11:20-!- fendrin [~fabi@88-134-75-97-dynip.superkabel.de] has quit [Changing host] 20100208 21:11:20-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100208 21:15:05< YogiHH> Crab: I doubt that, as this considers the player_id_, which is set, not the side id. But i will investigate into that. 20100208 21:16:01< Crab_> YogiHH: yes, you're right, it doesn't fix that (just tried). 20100208 21:16:33< Crab_> YogiHH: leaving it to you, then 20100208 21:20:24< YogiHH> hmm, i found it. This id stuff code really is a mine field :P 20100208 21:20:56< Crab_> you're fast :) 20100208 21:21:04< YogiHH> lucky rather :) 20100208 21:22:05< YogiHH> AI0867: do we have a bug number for that ai id problem already? 20100208 21:22:37< Crab_> YogiHH: seems 'no' 20100208 21:22:59< YogiHH> ok, then i don't need to look it up for the comment :) 20100208 21:23:44< fendrin> Crab_: There is a lua error message in scenario 3 low now. No idea if it is multiplayer port related. 20100208 21:23:50-!- BroodKiller [~Jakobs@chello087207048099.chello.pl] has quit [Quit: Leaving.] 20100208 21:24:05< CIA-62> jhinrichs * r41104 /trunk/src/multiplayer_connect.cpp: Fix AI sides not keeping their side id for mp scenarios. 20100208 21:24:10< Crab_> fendrin: how to reproduce ? 20100208 21:24:18< YogiHH> fendrin: Ok, what's next? 20100208 21:24:32< fendrin> Crab_: Just skip in singleplayer debug mode to scenario 3. 20100208 21:24:37< Crab_> YogiHH: 41104 fixed the 'cannot join game' issue as well ? 20100208 21:24:45< Crab_> fendrin: ok 20100208 21:25:05< YogiHH> Crab_: no, i think your id_ to player_id_ thingie might have the potential to do that 20100208 21:25:31< fendrin> YogiHH: Let me test if the login on the multiplayer is fixed. 20100208 21:25:49< YogiHH> fendrin: You don't need to test, it is not ;-) 20100208 21:27:30< Crab_> YogiHH: I've tried that id_to player_id_ replace, hasn't helped ( 20100208 21:27:41< Crab_> YogiHH: maybe there's something else that should be done 20100208 21:27:49< YogiHH> ok, i'll see about that next, then 20100208 21:35:02< AI0867> YogiHH: 41104 fixes the id, but not the unit's traits 20100208 21:35:21< AI0867> velon should have the aged trait, but he gets quick and intelligent every time I start the game 20100208 21:35:30< YogiHH> hehe, ok :) 20100208 21:35:44< fendrin> Crab_: I have found the lua issue. 20100208 21:35:55< AI0867> why does everyone disallow observers? 20100208 21:37:02< Crab_> just a default value :) ? 20100208 21:37:43< Crab_> fendrin: so, that lua issue is fixable ? 20100208 21:38:00< CIA-62> mcshark * r41105 /trunk/projectfiles/ (CodeBlocks/wesnoth.cbp CodeBlocks-SCons/wesnoth.cbp): Update according to recent file changes: added src/gui/widgets/tree_view_node.cpp+hpp 20100208 21:38:07< fendrin> Crab_: It was only a missing #ifdef MULTIPLAYER 20100208 21:38:14< Crab_> good :) 20100208 21:39:04< AI0867> mordante: wesnoth: src/gui/dialogs/lobby_main.cpp:785: void gui2::tlobby_main::update_gamelist_filter(): Assertion `lobby_info_.games().size() == gamelistbox_->get_item_count()' failed. 20100208 21:39:14< AI0867> on a 1024x600 lobby 20100208 21:39:27< AI0867> closing a user details dialog 20100208 21:39:32< fendrin> my irc programm is eating my cpu 20100208 21:39:36-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20100208 21:40:08-!- fendrin [~fabi@88-134-75-97-dynip.superkabel.de] has joined #wesnoth-dev 20100208 21:40:08-!- fendrin [~fabi@88-134-75-97-dynip.superkabel.de] has quit [Changing host] 20100208 21:40:08-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100208 21:40:17< mordante> AI0867, s/mordante/ilor/ ;-) 20100208 21:40:53< mordante> but afaik ilor is currently refactoring that part of the code 20100208 21:40:59< Crab_> AI0867: add to bug https://gna.org/bugs/index.php?15163 :) 20100208 21:41:33-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20100208 21:42:18-!- meric [~Eric@124-168-169-131.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 21:43:49-!- elias [~elias@allegro/developer/allefant] has quit [Quit: Leaving] 20100208 21:43:55-!- fabi [~fabi@88-134-75-97-dynip.superkabel.de] has joined #wesnoth-dev 20100208 21:45:14< CIA-62> ivanovic * r41106 /trunk/ (12 files in 11 dirs): updated Lithuanian translation 20100208 21:45:47< Ivanovic> fabi: since you are maintaining UtbS (at least the english original), what do you think is a good translation for the "Dark Tiles"? 20100208 21:46:15< Ivanovic> (german translation of them, that is) 20100208 21:46:17< CIA-62> fendrin * r41107 /trunk/data/campaigns/Legend_of_Wesmere/scenarios/03_Kalian.cfg: Fixed a lua warning caused by an missing #ifdef MULTIPLAYER in LoW. 20100208 21:47:10< fabi> Ivanovic, : Dunkle Ebene 20100208 21:47:23< Ivanovic> yes, sounds reasonable 20100208 21:47:37< fabi> Ebene der Dunkelheit 20100208 21:48:15< CIA-62> ivanovic * r41108 /trunk/po/wesnoth-utbs/de.po: updated German translation 20100208 21:48:16< CIA-62> jhinrichs * r41109 /trunk/src/multiplayer_wait.cpp: Fix not being able to join a multiplayer game for a client. 20100208 21:48:29< YogiHH> fendrin, AI0867, Crab_: ^ 20100208 21:48:52< Crab_> cool! thanks 20100208 21:49:42< CIA-62> ivanovic * r41110 /trunk/src/wesconfig.h: fix accidential commit of src/wesconfig.h with the version set to 'test' (happened to me in r41106...) 20100208 21:49:45< CIA-62> jhinrichs * r41111 /trunk/src/multiplayer_connect.cpp: Fix generating a wrong player_id for the side config (thanks to Crab_ for spotting this). 20100208 21:50:16< YogiHH> i will look at Velon's traits next 20100208 21:52:08-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100208 21:53:51< AI0867> anyone: I'm hosting a LoW game 20100208 21:53:58< AI0867> usingg r41111 20100208 21:55:21-!- meric_ [~Eric@124-168-169-131.dyn.iinet.net.au] has joined #wesnoth-dev 20100208 21:58:31-!- meric [~Eric@124-168-169-131.dyn.iinet.net.au] has quit [Ping timeout: 245 seconds] 20100208 21:58:31-!- meric_ is now known as meric 20100208 22:08:26< YogiHH> Crab_: I have a question about the unit_creator 20100208 22:08:43< Crab_> yes 20100208 22:09:47< YogiHH> Crab_: Velon's modified traits don't show because the unit_creator doesn't call apply_modifications after creating him. But if i do so, the info-area on the right side displays every trait two times. Is that due to the unit creator or another known bug? 20100208 22:10:52< YogiHH> or is apply_modifications supposed to be called later and for some reason it is not done for Velon? 20100208 22:11:37< Crab_> the main purpose of unit_creator is to be a unified backend code for WML_HANDLER_FUNCTION(unit) and team construction. 20100208 22:13:46< Crab_> let me check the old code... 20100208 22:14:25-!- meric [~Eric@124-168-169-131.dyn.iinet.net.au] has quit [Quit: meric] 20100208 22:15:03< YogiHH> Crab_: I just tried without apply_modifications and traits are displayed ok. However, Velon does not get the aged trait, so it seems apply_modification is not called for him. 20100208 22:15:31< Ivanovic> stikonas: regarind the texture issue i submitted a bugreport to the freedesktop tracker, feel free to add any info you got: https://bugs.freedesktop.org/show_bug.cgi?id=26471 20100208 22:15:55< Ivanovic> (texture issue with r6xx in frogatto that is) 20100208 22:16:51< Crab_> YogiHH: the usual question: why does it work in sp ? 20100208 22:17:24< Crab_> YogiHH: and, are 'aged' and 'quick' compatible ? 20100208 22:17:34< Crab_> YogiHH: he gets 'quick' from the era, I suppose 20100208 22:17:48< Crab_> (but I might be wrong) 20100208 22:17:52< YogiHH> trying to find out, seems to have to do with unit::advance_to, which is called in the unit constructor and supposed to apply the modifications. About quick: it is discarded by aged 20100208 22:18:04< Crab_> and vice versa ? 20100208 22:18:17< Crab_> is aged discarded by quick ? 20100208 22:18:40< Crab_> he's aged, he's got 4 mp, 4mp leaders get quick, quick is applied... 20100208 22:18:52< Crab_> boom - he's quick with 6 mp 20100208 22:27:11< Crab_> fabi: what do you think about somehow messing up with unit costs or unkeep costs for player's ? e.g. make it more advantageous for Kalenz to recruit fighters, and for Landar to recruit archers 20100208 22:27:17< CIA-62> fendrin * r41112 /trunk/data/campaigns/Legend_of_Wesmere/utils/characters.cfg: LoW 4+: Fixed the ai playing instead of the player. 20100208 22:29:01< fabi> Crab_, I don't know if this is a good idea. The campaign isn't exactly balanced regarding the need of fighters/archers. Later when both sides have to fight each other that can be unbalanced. 20100208 22:29:09< Crab_> ok 20100208 22:29:42< fabi> Crab_, Can you have a look if scenario3's special ai coding is multiplayer save? 20100208 22:29:50< Crab_> fabi: ok 20100208 22:30:32< Crab_> final battle will be imbalanced anyway, except if we find a reason for Landar to retain shamans :) 20100208 22:30:52< Crab_> and, there'll be two final battles - as the end of LoW is 'double elimination' :) 20100208 22:32:22< Crab_> fabi: it should be safe, as long as the numbers of sides are unchanged 20100208 22:32:40< fabi> Crab_, well, that is not true. 20100208 22:32:50< fabi> the numbers of sides have changed 20100208 22:33:09< Crab_> fabi: 'add a new side with a new number' is safe 20100208 22:33:17< Crab_> fabi: or you changed orc side numbers, too ? 20100208 22:33:38< Crab_> ah no, 'add a new side with a new number' is not safe, too. 20100208 22:33:53< Crab_> some changes are required in ORC_BATTLEFIELD_EVALUATION 20100208 22:34:50< Crab_> also, things like 'MODIFY_AI_ADD_GOAL' reference a side number 20100208 22:35:39-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100208 22:37:06< YogiHH> zookeeper: are traits era dependent? 20100208 22:41:00< Soliton> no. 20100208 22:41:02< zookeeper> YogiHH, no, but the mainline eras give 4mp leaders the quick trait 20100208 22:41:37< YogiHH> zookeeper: and does Age Of Heroes apply the aged trait correct? 20100208 22:42:51< zookeeper> YogiHH, sure 20100208 22:42:54< zookeeper> why wouldn't it? 20100208 22:43:57< YogiHH> because Velon doesn't get it in multiplayer Legend of Wesmere 20100208 22:44:00< zookeeper> btw, wth does TURNS_OVER_ADVANTAGE do exactly? display a message at time over telling which player "has the advantage" at that point? 20100208 22:44:26< zookeeper> YogiHH, ah, hmm...i guess the quick trait might overwrite it 20100208 22:44:35< Soliton> zookeeper: yes. 20100208 22:44:55< YogiHH> yeah, that does explain it 20100208 22:45:46< YogiHH> zookeeper: can you remove traits via WML? 20100208 22:46:19< Crab_> YogiHH: just apply 'aged', it should discard quick again :)) 20100208 22:46:38< YogiHH> Crab_: how? 20100208 22:47:30< zookeeper> i could try to change the quick thing so that it appends, not overwrites... 20100208 22:47:45< zookeeper> but i originally wrote it that way because appending was much trickier 20100208 22:48:50< Crab_> zookeeper: a better question would be 'how we can avoid the effect of default era on those MP campaigns where it's not wanted'? write another 'MP campaign era' which doesn't have this 'give quick' effect ? 20100208 22:49:13< YogiHH> Crab_: Yes, that's probably the way to go 20100208 22:49:30< YogiHH> Crab_: If you have custom units, i think there is no way around that anyway 20100208 22:50:08< zookeeper> Crab_, i could add some kind of a check so the scenario could specify that it doesn't want it 20100208 22:50:24< Crab_> zookeeper: that would be nice 20100208 22:50:44 * YogiHH likes the new era idea much better 20100208 22:50:54< fabi> The existence of the recruit= attribute in side indicates that the side does not belong to a faction. 20100208 22:50:58< YogiHH> It is somewhat more work, but it is much cleaner 20100208 22:51:21< zookeeper> YogiHH, huh? a new era which is identical to default but doesn't have quick traits for 4mp leaders? 20100208 22:51:50< YogiHH> zookeeper: Every campaign has its own era, why shouldn't mo campaigns do the same? 20100208 22:51:57< YogiHH> s/mo/mp 20100208 22:52:00< zookeeper> YogiHH, err, campaigns don't have eras ;) 20100208 22:52:21< YogiHH> they don't? 20100208 22:52:31< fabi> YogiHH, campaigns use the recruit= attribute system 20100208 22:52:36< zookeeper> and MP campaigns shouldn't do it until we can make the era selector interact with the scenario menu. 20100208 22:53:36< YogiHH> zookeeper: so campaigns rely on core units and add what they need in addition without having to deal with era's? 20100208 22:54:03< zookeeper> YogiHH, yes...i'm a bit surprised you didn't know 20100208 22:54:38< Crab_> zookeeper: yes, QUICK_4MP_LEADERS should have an opt-out, for those scenarios which do not want it 20100208 22:54:42-!- dtiger [~dtiger@dynamic-vpdn-93-125-14-168.telecom.by] has quit [Remote host closed the connection] 20100208 22:55:03< YogiHH> i mainly deal with mp stuff, so i guess i just transferred that to campaigns 20100208 22:55:46< Crab_> zookeeper: I'd even say that this should be a per-unit opt-out, if possible 20100208 22:56:17< Crab_> zookeeper: since we might want it for player-controlled leaders which the players have selected, but keep the ai the same. 20100208 22:56:31< zookeeper> Crab_, right, how about i make the quick trait only be given to units which don't have, say, unit.variables.dont_make_quick ? 20100208 22:57:19< Crab_> zookeeper: good enough. 20100208 22:58:04< Crab_> Velon in MP:LoW1 is the example leader which needs this 20100208 22:59:17< zookeeper> working on it.. 20100208 23:01:32< YogiHH> something for the C++ guru's: http://wesnoth.pastebin.com/d2889844c 20100208 23:02:39< YogiHH> interestingly, it does not seem to have any effect on applying the traits or displaying them. Nevertheless, it looks like it should not happen. 20100208 23:03:13< YogiHH> fabi: Anything more i should have a look at? 20100208 23:07:54< fabi> YogiHH, is it possible to keep the same colour for a side, the one that the player has chosen in the multiplayer game setup dialog? 20100208 23:08:23< zookeeper> hmh, looks like my change is working, doing a final test and committing then.. 20100208 23:08:36< YogiHH> fabi: I don't know, but i think i remember people having said that it is not 20100208 23:08:44< fabi> I should better say the same color for a save_id, independently from the side. 20100208 23:17:11-!- deekay [~dk@wesnoth/developer/dragonking] has quit [Quit: deekay] 20100208 23:17:21-!- Noyga [~noyga@wesnoth/developer/noyga] has left #wesnoth-dev ["Quitte"] 20100208 23:17:29< CIA-62> zookeeper * r41113 /trunk/data/multiplayer/eras.cfg: 20100208 23:17:29< CIA-62> Made QUICK_4MP_LEADERS append the quick trait correctly if the unit has other 20100208 23:17:29< CIA-62> traits, and also provided an override so individual leaders can be excluded from 20100208 23:17:29< CIA-62> getting the quick trait by giving them unit.variables.dont_make_me_quick=yes. 20100208 23:17:32< zookeeper> ok, there you go, that should do it 20100208 23:17:34-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100208 23:17:35< YogiHH> fabi: savegames store the color of a side, but the code does not care for persistence across scenarios, i guess. I will see if i can change that with some reasonable effort 20100208 23:17:53< Crab_> zookeeper: thanks 20100208 23:18:08< zookeeper> i didn't think too long about how to elegantly get rid of the negative variable name, so feel free to change it if you come up with one :p 20100208 23:19:50-!- mode/#wesnoth-dev [+o Ivanovic] by ChanServ 20100208 23:19:53-!- mode/#wesnoth-dev [+C] by Ivanovic 20100208 23:19:56-!- mode/#wesnoth-dev [-o Ivanovic] by ChanServ 20100208 23:21:49< Ivanovic> mordante, Crab_, YogiHH, fabi, everyone else with something release critical left: are you fine with 1.7.13 in some 13h? 20100208 23:22:02< YogiHH> Ivanovic: i am 20100208 23:22:48< Crab_> Ivanovic: will tell in ~10 minutes - will skim through start of SP LoW to see if anything is broken 20100208 23:22:54< YogiHH> fabi: does Kalenz change side color in the second scenario or how can i test if that works? 20100208 23:27:16< Crab_> Ivanovic: ok, looks like it works. 1.7.13 fine with me, then. 20100208 23:27:28< fabi> YogiHH, Not kalenz but landar chooses the color. 20100208 23:27:36< fabi> s/chooses/changes. 20100208 23:28:09< Ivanovic> Crab_, YogiHH: okay 20100208 23:28:17< Ivanovic> now to hear from fabi and mordante... 20100208 23:29:07< fabi> Ivanovic, Tested low roughly to the point where nothing has changed since the last release. I hope that it works well... 20100208 23:37:27-!- noy_ [~Noy@70.70.128.133] has joined #wesnoth-dev 20100208 23:37:27-!- noy_ [~Noy@70.70.128.133] has quit [Changing host] 20100208 23:37:27-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100208 23:37:28< mordante> Ivanovic, ilor is busy with a file I need to modify to enable the tree view in the lobby 20100208 23:37:30-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20100208 23:37:31-!- noy_ is now known as noy 20100208 23:37:37< Ivanovic> oaky 20100208 23:37:57< mordante> but we can also leave it off for now and do it with the next release 20100208 23:38:02< Ivanovic> adding ilor at the front of the queue asking for "ready for 1.7.13?" 20100208 23:38:11< Ivanovic> mordante: i would like to see it active so that it gets some testing 20100208 23:39:07< mordante> my current testing version starts to look promising, faster as the old listbox implementation :-) but buggy still somewhat buggy 20100208 23:42:12-!- lukjad007 is now known as lukjad86 20100208 23:43:05< mordante> Ivanovic, I'm about to go off to bed, do you want to release tomorrow afternoon? 20100208 23:43:24< Ivanovic> if this stuff ain't working too well i can wait a little longer 20100208 23:43:25< Ivanovic> ;) 20100208 23:43:38< Ivanovic> but i really want to see the treeview get some test by the users of the next beta 20100208 23:44:14< mordante> then let's hope I can finish the bugs in this part tomorrow evening 20100208 23:44:25< Ivanovic> would be great 20100208 23:44:33< mordante> if that's done I think the tree view starts to look pretty nice 20100208 23:47:53< thespaceinvader> quick question: unit levels are theoretically more or less infinite, correct? any integer value? 20100208 23:48:43-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100208 23:49:28< mordante> thespaceinvader, yes it's an int value 20100208 23:49:44< thespaceinvader> cool cool, thanks mordante 20100208 23:50:03< mordante> you're welcome 20100208 23:52:05< mordante> I'm off night 20100208 23:52:29-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20100208 23:53:57< YogiHH> fabi: I can't seem to do a clean carry over to scenario 2, Landar is always missing. Did you manage to achieve that? 20100208 23:55:00-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 260 seconds] 20100208 23:55:44< Crab_> YogiHH: by 'missing' you mean 'he's 1st level with 0 xp'. or is he completely missing ? 20100208 23:56:01< YogiHH> Crab_: completely missing 20100208 23:56:30< Crab_> it is very strange. 20100208 23:56:41< YogiHH> Crab_: oops, well, maybe i should svn update to get your fix 20100208 23:57:32< Crab_> try that. and, if, the problem persists, try --log-debug="engine/team_construction,engine" to see wtf is going on --- Log closed Tue Feb 09 00:00:27 2010