--- Log opened Mon Apr 05 00:00:22 2010 --- Day changed Mon Apr 05 2010 20100405 00:00:22< Crab_> gabba: yes. think of it as 'describing the project on your resume' :) 20100405 00:00:30< gabba> ok 20100405 00:01:09< Crab_> and pick a good name for your proposal, e.g. mention your irc name and your project name 20100405 00:01:35< Crab_> as it's hard to work with N * "Battle for Wesnoth - Google Summer of Code Application" :) 20100405 00:01:49< crimson_penguin> ctrlfreak: btw, I uploaded a compiling package for Mac for 1.8 20100405 00:02:21< gabba> heh 20100405 00:05:45< crimson_penguin> ctrlfreak: http://www.wesnoth.org/forum/viewtopic.php?f=5&t=287&sid=b1f3c7b491a93ffb2bd41309247f7d15&start=135 20100405 00:05:55< crimson_penguin> err... totally shouldn't have pasted that link 20100405 00:06:18 * crimson_penguin re-logs in 20100405 00:10:13-!- Darkas [~quassel@ppp-93-104-133-221.dynamic.mnet-online.de] has quit [Read error: Connection reset by peer] 20100405 00:10:28-!- Darkas [~quassel@ppp-93-104-133-221.dynamic.mnet-online.de] has joined #wesnoth-dev 20100405 00:11:05< Crab_> pokhbocee: so, have you found the issue ? 20100405 00:11:42< pokhbocee> no 20100405 00:12:17< pokhbocee> actually right now i was trying to find a way to build the project outside the source 20100405 00:12:24< pokhbocee> so i can use svn diff easily 20100405 00:12:40< pokhbocee> i used cmake but i couldnt find the executable 20100405 00:13:15< Crab_> pokhbocee: cmake only gives you the 'build files' for another buildsystem, e.g., 'unix makefiles' 20100405 00:13:38< Crab_> pokhbocee: do a svn diff on a single file 20100405 00:14:12< Crab_> pokhbocee: or on several files (you'll need 3 - src/scripting/lua.cpp, data/core/about.cfg, changelog ) 20100405 00:14:26< Crab_> (yes, you should add a changelog entry for your patch, too) 20100405 00:15:00< pokhbocee> hmm or ill run make clean in the main dir 20100405 00:15:16< Crab_> pokhbocee: no, don't do so - you'll waste time when you'll need to recompile 20100405 00:15:37< pokhbocee> i recompile after everychange anyway 20100405 00:15:49< pokhbocee> so i should go to subdirectory and then do the svn diff? 20100405 00:16:02< Crab_> pokhbocee: you can pass a file name as an argument to svn diff 20100405 00:17:16< pokhbocee> but svn will add build files too 20100405 00:17:28< Crab_> pokhbocee: "svn diff src/scripting/lua.cpp" 20100405 00:17:37< Crab_> pokhbocee: how the build files will hurt it ? 20100405 00:17:45< Crab_> pokhbocee: it only includes one file. 20100405 00:17:49< pokhbocee> ohh like thatt :D 20100405 00:17:50< pokhbocee> ok 20100405 00:18:06< pokhbocee> sorry i thought you meant to specifying output files name 20100405 00:18:16< Crab_> pokhbocee: you can specify multiple file names, as well. then redirect output to file and post it as a patch 20100405 00:18:26< pokhbocee> awesome 20100405 00:18:27< pokhbocee> :D 20100405 00:18:43< pokhbocee> the thing is i think repository is down :D 20100405 00:18:55< Crab_> something like "svn diff src/scripting/lua.cpp changelog data/core/about.cfg > is_enemy.patch" 20100405 00:19:07< Crab_> svn diff is local, so you can make this diff now. 20100405 00:19:18< Crab_> I can see it and commit it only when it's back online,yes 20100405 00:20:07< Crab_> pokhbocee: it's not a problem since you can show it to me via pastebin, so I'd know that it's done, and that it's good. 20100405 00:20:20< pokhbocee> oh ok 20100405 00:20:41< Crab_> pokhbocee: and after gna gets back online, you can submit it there (in the same patch you've made)., and then I'll be able to commit it 20100405 00:22:06-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100405 00:26:02< ctrlfreak> crimson_penguin: so should i just use http://wesnoth.happyspork.com/files/wesnoth_build_mac_1.8.zip ? 20100405 00:26:12< ctrlfreak> i was just compiling at the command line 20100405 00:26:41< pokhbocee> Crab_: ok but first i have to make it work in here :D 20100405 00:26:49< Crab_> pokhbocee: ok! 20100405 00:27:05< Crab_> pokhbocee: do any of the other lua commands work for you ? 20100405 00:27:15< pokhbocee> yes perfectly 20100405 00:27:21< pokhbocee> but those new ones doesnt. 20100405 00:27:47< Crab_> pokhbocee: doublecheck that you're running a binary with your latest changes. 20100405 00:27:56< pokhbocee> maybe i made a wrong change somewhere or my compiler wasnt working properly 20100405 00:28:12< pokhbocee> ok 20100405 00:28:18< crimson_penguin> ctrlfreak: that's what I would recommend 20100405 00:28:29< crimson_penguin> ctrlfreak: did you get it to work on the command line? 20100405 00:29:06< ctrlfreak> crimson_penguin: i'm still compiling the sdl libraries 20100405 00:29:29< ancestral> There are binaries for SDL… 20100405 00:29:33< crimson_penguin> ctrlfreak: well, that package includes all necessary libraries 20100405 00:29:52< ctrlfreak> okay, yeah fink was just pulling them all in so i just let it do its thing 20100405 00:30:30< crimson_penguin> you SHOULD be able to just stick the unzipped folder in the root svn directory, open the project, and click build 20100405 00:30:36-!- gabba [~gabba@72.0.215.59] has left #wesnoth-dev [] 20100405 00:30:51< crimson_penguin> I'd actually like feedback on whether that works; I didn't actually test on any other computer, but I'm pretty sure it should work 20100405 00:30:58-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20100405 00:31:04< ctrlfreak> crimson_penguin: i will let you know 20100405 00:31:49< crimson_penguin> note, it'll compile the server, then the game, and all in ppc and i386 - if you don't want it to, you can go to the target settings and check the "compile only active architecture" option 20100405 00:32:16< ctrlfreak> yeah 20100405 00:32:24< crimson_penguin> for debugging that cuts down your compiling and linking time by half, but it's necessary for me of course, making it work for everyone 20100405 00:32:39< ctrlfreak> okay, i'll do a universal binary then 20100405 00:32:55< ctrlfreak> do you care about x64 at all? 20100405 00:33:03< crimson_penguin> well, what are you compiling for? 20100405 00:33:08< [Relic]> Hello :) 20100405 00:33:13< ctrlfreak> i'm on i386 20100405 00:33:16< crimson_penguin> if it's just for yourself then don't bother with a universal binary 20100405 00:33:24< crimson_penguin> I don't do 64 bit 20100405 00:34:14< ctrlfreak> well for writing patches, should it be tested on multiple archs? 20100405 00:34:31< crimson_penguin> in theory, but no one else does 20100405 00:34:41< crimson_penguin> unless you're doing bitshifting it doesn't matter 20100405 00:34:54< ctrlfreak> yeah okay, that makes sense 20100405 00:35:20-!- elias [~elias@allegro/developer/allefant] has quit [Quit: Leaving] 20100405 00:35:34< crimson_penguin> also, it should basically never have a compiling error, you'd have to actually set it to run in emulated ppc mode 20100405 00:36:26< ctrlfreak> ah 20100405 00:36:59< crimson_penguin> (and test that something isn't broken) 20100405 00:37:33< crimson_penguin> there's actually a graphics bug right now, that doesn't happen on PPC, but does on i386 (and not just on Mac... I think) 20100405 00:38:09-!- schumi [~a1184b1b@gateway/web/freenode/x-bvsbbmrtneduohsy] has joined #wesnoth-dev 20100405 00:38:13< ctrlfreak> k 20100405 00:41:02< ancestral> Quick question: Didn't the editor used to render the tiles being placed on click? 20100405 00:41:08< ancestral> For example, when placing a castle 20100405 00:41:25< ancestral> Now it doesn't draw the castle as it appears until mouseUp 20100405 00:42:33 * crimson_penguin doesn't know 20100405 00:42:36< Gambit> ancestral: Yes it did. 20100405 00:42:44< Gambit> But that change isn't recent... 20100405 00:42:47< ancestral> It's a regression, then :( 20100405 00:42:50< Gambit> It's been there for all of 1.6 I believe. 20100405 00:45:48< Gambit> If you work on large maps when zoomed out, you will appreciate the "regression". 20100405 00:46:03< Gambit> The old map editor would freeze a lot. 20100405 00:46:25< ancestral> Well, I submitted a bug report 20100405 00:46:40< ancestral> Gambit: Oddly I never had issues, though I didn't paint zoomed out 20100405 00:47:20< Gambit> Can you ask to make it toggleable? 20100405 00:47:32< ancestral> There's a thought, I guess 20100405 00:50:16-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20100405 00:50:33< pokhbocee> Crab_: i checked again but im still gettin errors http://wesnoth.pastebin.com/JL9NFb4g 20100405 00:51:25< ctrlfreak> crimson_penguin: the server build failed, says LOCALDIR was undeclared in filesystem.cpp (line 302) 20100405 00:51:35< ctrlfreak> LOCALEDIR* 20100405 00:51:44< crimson_penguin> oh, that's odd 20100405 00:51:49< crimson_penguin> that should be set 20100405 00:52:16< crimson_penguin> get info on filesystem.cpp, go to build, and add ... just a second 20100405 00:52:36< crimson_penguin> -DPREFERENCES_DIR='"Library/Application Support/Wesnoth_1.8"' -DHAS_RELATIVE_LOCALEDIR 20100405 00:53:50< ctrlfreak> hmm, it already has that set 20100405 00:53:55< crimson_penguin> hmm 20100405 00:54:03< crimson_penguin> oh wait, that's not it 20100405 00:54:15< crimson_penguin> you are compiling in release mode? 20100405 00:54:17< crimson_penguin> only release works 20100405 00:54:19< ctrlfreak> debug 20100405 00:54:21< ctrlfreak> okay 20100405 00:54:49< crimson_penguin> you can try making debug work if you want 20100405 00:55:22< crimson_penguin> that particular thing would be fixed by going to Project Settings, find Proprocessor Macros under Build, and adding LOCALEDIR=\"translations\" 20100405 00:55:28-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 246 seconds] 20100405 00:55:36< ctrlfreak> ah, okay 20100405 00:55:41< crimson_penguin> (or perhaps adding it just for filesystem.cpp - I'm not sure why I did it differently) 20100405 00:55:42< ctrlfreak> i'll try it in release for now 20100405 00:58:41< crimson_penguin> interesting, LOCALEDIR is used in wesconfig.h and filesystem.cpp, but those are the only 2 places, and filesystem.cpp doesn't seem to include wesconfig.h... 20100405 00:58:52-!- fakedrake [~fakedrake@adsl-177.79.107.75.tellas.gr] has joined #wesnoth-dev 20100405 00:58:56< ancestral> Interesting 20100405 00:59:00< ancestral> Desert is flat, yes? 20100405 00:59:11< ancestral> … 20100405 00:59:31< ctrlfreak> hmm 20100405 00:59:36< fakedrake> hello 20100405 00:59:41< crimson_penguin> isn't it its own type? 20100405 00:59:42< ancestral> Or maybe desert ≠ flat caregory 20100405 00:59:45< ancestral> yeah 20100405 00:59:53< ancestral> Okay :) 20100405 00:59:57< crimson_penguin> hi fakedrake 20100405 01:02:46-!- General_Fou_Fou [~Sarah@bb-205-209-93-141.gwi.net] has quit [Quit: General_Fou_Fou] 20100405 01:06:57< ctrlfreak> okay, the server built fine in debug 20100405 01:07:09< fakedrake> Ivanovic: are you there? 20100405 01:15:14-!- phlaem [~a@p3EE04A05.dip.t-dialin.net] has quit [Quit: Leaving] 20100405 01:15:44-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100405 01:18:34-!- fakedrake [~fakedrake@adsl-177.79.107.75.tellas.gr] has quit [Ping timeout: 246 seconds] 20100405 01:24:07-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100405 01:27:06-!- General_Fou_Fou [~Sarah@bb-205-209-93-141.gwi.net] has joined #wesnoth-dev 20100405 01:27:56-!- General_Fou_Fou [~Sarah@bb-205-209-93-141.gwi.net] has quit [Client Quit] 20100405 01:28:05-!- Darkas [~quassel@ppp-93-104-133-221.dynamic.mnet-online.de] has quit [Ping timeout: 276 seconds] 20100405 01:28:45-!- schumi [~a1184b1b@gateway/web/freenode/x-bvsbbmrtneduohsy] has quit [Quit: Page closed] 20100405 01:30:33< pokhbocee> Crab_: im still unable to make it work. im gonna try it last revision of repo. i hope that ll work 20100405 01:35:30-!- fakedrake [~quassel@adsl-177.79.107.75.tellas.gr] has joined #wesnoth-dev 20100405 01:39:28-!- chains [~Rylar@adsl-75-37-45-184.dsl.pltn13.sbcglobal.net] has joined #wesnoth-dev 20100405 01:40:22< pokhbocee> Crab_: i mean is_enemy and get_side_count seem to be nill idk the reason 20100405 01:40:31-!- pokhbocee [~pokhbocee@ws40.cs.drexel.edu] has quit [Quit: Ex-Chat] 20100405 01:45:43< fakedrake> test 20100405 01:46:25-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 01:48:17-!- fakedrake [~quassel@adsl-177.79.107.75.tellas.gr] has quit [Remote host closed the connection] 20100405 01:50:58-!- wesbot changed the topic of #wesnoth-dev to: GSoC: proposals are to be submitted to Google before 9th April 19:00 UTC. Also, when your wiki page is ready, ask us to review it. | 83 bugs, 260 feature requests, 11 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100405 01:56:01-!- General_Fou_Fou [~Sarah@bb-205-209-93-141.gwi.net] has joined #wesnoth-dev 20100405 01:56:20-!- General_Fou_Fou [~Sarah@bb-205-209-93-141.gwi.net] has quit [Client Quit] 20100405 02:05:34-!- Mythological [Mythologic@77.29.4.255] has quit [] 20100405 02:21:56-!- schumi [~a1184b1b@gateway/web/freenode/x-tcicjzxzzahqngip] has joined #wesnoth-dev 20100405 02:22:00-!- schumi [~a1184b1b@gateway/web/freenode/x-tcicjzxzzahqngip] has quit [Client Quit] 20100405 02:22:18-!- k23z__ [~k23z__@unaffiliated/k23z--/x-2536701] has quit [Quit: Leaving] 20100405 02:23:26-!- Mythological [Mythologic@77.29.5.0] has joined #wesnoth-dev 20100405 02:26:42-!- icelus [~ed@cpc9-sgyl11-0-0-cust29.sgyl.cable.virginmedia.com] has joined #wesnoth-dev 20100405 02:26:45< icelus> hi 20100405 02:26:50-!- PeterPorty [~Pete@pc-150-253-120-200.cm.vtr.net] has joined #wesnoth-dev 20100405 02:26:56< noy> PeterPorty: um 20100405 02:27:01< PeterPorty> yay! 20100405 02:27:05< PeterPorty> what? 20100405 02:27:12< PeterPorty> hey, I'm a dev! 20100405 02:27:20< noy> No, you're not. 20100405 02:27:23< PeterPorty> ...not? 20100405 02:27:25< PeterPorty> : ( 20100405 02:27:33< PeterPorty> well, I'm trying to... 20100405 02:27:35< noy> This isn't the place for idle chat. 20100405 02:27:44< PeterPorty> k... 20100405 02:27:45< PeterPorty> bye 20100405 02:27:48-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100405 02:27:57< PeterPorty> but you need to hug me first... ok? 20100405 02:28:04< noy> Just leave. 20100405 02:28:10< PeterPorty> ok... 20100405 02:28:12-!- PeterPorty [~Pete@pc-150-253-120-200.cm.vtr.net] has left #wesnoth-dev ["Saliendo"] 20100405 02:29:31< Espreon> Was that guy even real? 20100405 02:30:49< Gambit> Yes. -_- 20100405 02:31:07 * Espreon cries 20100405 02:33:07-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: GO, GET TO THE CHOPPAH!!!] 20100405 02:34:36-!- noy [~noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 02:36:44-!- Mythological [Mythologic@77.29.5.0] has quit [Read error: Connection reset by peer] 20100405 02:37:01< Espreon> wesbot: seen Crab_ ? 20100405 02:37:02< wesbot> Espreon: The person with the nick Crab_ last spoke 2h 9m ago. 1h 46m ago they left with the message: Quit: Leaving. 20100405 02:37:40-!- Gambit is now known as Gambot 20100405 02:38:11-!- Mythological [Mythologic@77.29.5.0] has joined #wesnoth-dev 20100405 02:38:17-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 276 seconds] 20100405 02:44:10-!- gabba [~gabba@72.0.215.59] has joined #wesnoth-dev 20100405 02:48:00-!- Droqen [~Droqen@CPE0019d1816405-CM0011aea50d56.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20100405 02:48:04-!- noy [~noy@wesnoth/developer/noy] has quit [Remote host closed the connection] 20100405 02:48:10< Droqen> I hear you are smart people here 20100405 02:49:20< Droqen> and know some things about GSoC which I am rather late to the party for 20100405 02:50:10-!- icelus [~ed@cpc9-sgyl11-0-0-cust29.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20100405 02:51:28< ancestral> Drogen: http://wiki.wesnoth.org/SummerOfCodeIdeas 20100405 02:51:38< Espreon> Droqen: You may want to wait for people such as Ivanovic to return. 20100405 02:52:18-!- icelus [~ed@cpc9-sgyl11-0-0-cust29.sgyl.cable.virginmedia.com] has joined #wesnoth-dev 20100405 02:52:35< Droqen> 1/2 people spelled my name right! :D not bad. Thanks. I've looked there. I'm just kind of intimidated by that page. IRC people are more squishy than proposals 20100405 02:53:02< Espreon> Oh, it is easy, just type "Dr" and hit tab. 20100405 02:53:25< ancestral> My failing I guess 20100405 02:53:36< icelus> does anyone else see a dependency on boost serialization 20100405 02:53:48< icelus> i tweaked the boost dependency down to 1.34 20100405 02:53:56< icelus> because i couldn't see any reason for the version hike 20100405 02:53:59< ancestral> Yeah, Crab_ and Ivanovic are very involved with GSoC so they are good people to talk to 20100405 02:54:03< icelus> i posted this in the forums but i guess deves dont read 20100405 02:54:25< icelus> anyway the only problem i had i fixed by installing boost serialization 20100405 02:54:38< icelus> i can fix your configure.ac but what i can't figure out is why that worked 20100405 02:54:41< Espreon> IMO, "q" is evil; "qu" should just die and be replaced with "cw"... which was used before the Normans came... 20100405 02:54:47< icelus> obviously some reason i tried it 20100405 02:55:27< Droqen> Okay. Thanks Espreon, ancestral (and don't worry most people spell it wrong so I hold nothing against you) 20100405 02:55:37< Espreon> Heh... 20100405 02:55:38< Espreon> All right. 20100405 02:55:52< ancestral> Espreon: but cw is "coo" 20100405 02:56:12< ancestral> Like gwcw is "cuckoo" in Welsh 20100405 02:56:41< Espreon> We are talking about English. 20100405 02:57:10< Espreon> http://en.wiktionary.org/wiki/cwen#Old_English 20100405 02:57:20< Droqen> I love my Q without QU 20100405 02:57:51< ancestral> In Scrabble it's important to learn the Q without U word list 20100405 03:00:38-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Quit: WRYYYYYYYYYYYYYYYYYYYY!] 20100405 03:03:05-!- Espreon [~espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100405 03:03:12< Espreon> ancestral: Thanks to Pinyin, we can use "qi" 20100405 03:03:25-!- Espreon [~espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit [Changing host] 20100405 03:03:25-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100405 03:05:07< Espreon> Also, ve at Espreon's Vorld do not care about Celtic languages. 20100405 03:06:51-!- General_Fou_Fou [~Sarah@dhip-116.wl.rs.rrw.colby.edu] has joined #wesnoth-dev 20100405 03:08:02< Droqen> you have your own vorld? 20100405 03:08:05< Droqen> what's it like? 20100405 03:08:11< Droqen> *vhat 20100405 03:08:22< ancestral> But Celtic languages are cwl 20100405 03:12:53-!- Espreon_ [~espreon@c-76-117-239-33.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100405 03:13:15< Espreon_> Droqen: 'Tis a place of magic and vonder; ze Normans didn't vin, runes are still used, everyvone is entitled to a free Unterseeboot, and cvality candy is everyvhere! 20100405 03:13:19< Droqen> Espreon, does the internet hate you? 20100405 03:13:27< Droqen> Unterseeboot? D: 20100405 03:13:28< Espreon_> Nah, my battery died. 20100405 03:13:33< Droqen> ah okay 20100405 03:13:35< Droqen> ... three times? ;_; 20100405 03:14:09< Espreon_> Thrice... I guess... 20100405 03:14:17-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Ping timeout: 248 seconds] 20100405 03:14:19-!- Espreon_ [~espreon@c-76-117-239-33.hsd1.pa.comcast.net] has quit [Changing host] 20100405 03:14:20-!- Espreon_ [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100405 03:14:21-!- Espreon_ is now known as Espreon 20100405 03:14:33< Espreon> No... 20100405 03:14:48< Espreon> Once... then my idiot brothers exited the IRC client... then... yeahz... 20100405 03:16:00-!- gabba [~gabba@72.0.215.59] has left #wesnoth-dev [] 20100405 03:18:08< Espreon> Droqen: Ze native name of Espreon's Vorld is "Za Warudo". 20100405 03:18:12< Droqen> Assuming some people here are semi-familiar with gsoc; I know not c++, nor lua, which is apparently a lot of what is used here? but I know several other languages and am fast at learning do you think I will find myself refused and murdered by assassins in the night? (this is going to be way too long) 20100405 03:18:26< Droqen> also you still have to tell me what unterseeboot is 20100405 03:19:09< Espreon> Unterseeboot = underseaboat = submarine 20100405 03:19:24< Espreon> "Unterseeboot" is German, BTW. 20100405 03:19:38< Droqen> oh, okay. I thought that might have been it, but I was thinking you were sticking with that pattern 20100405 03:20:14 * Espreon would call a submarine an "underseaboat" or an "Unterseeboot"... 20100405 03:20:26< Espreon> ... IRL... 20100405 03:21:06< Espreon> Also, C++ is the language of the engine, Lua and WML are the languages of content, and Python is the language of most of our maintenance scripts. 20100405 03:21:49< Droqen> Python! 20100405 03:21:49< Droqen> <3 20100405 03:21:55< Droqen> What's wml? 20100405 03:21:55 * Espreon rolls his eyes 20100405 03:22:00< Espreon> Wesnoth Markup Language. 20100405 03:22:05< Droqen> oh, okay. 20100405 03:22:19< Droqen> is it modified xml? 20100405 03:22:41< Espreon> Uh... I guess that it resembles XML... but... IDK... 20100405 03:22:56< Espreon> I don't know much about the engine and such... 20100405 03:22:59< Droqen> [also I mostly love python because it's what I managed to make my one and only best game in it] 20100405 03:23:22< Espreon> Meh, I couldn't program in a real language for my life. 20100405 03:23:30< Droqen> [not because I dislike other languages... or something... don't roll your eyes at me ;_;] 20100405 03:23:37< Droqen> What do you program in? 20100405 03:23:46< Espreon> I "program" in WML. 20100405 03:24:04< Droqen> haha 20100405 03:24:22-!- Gambot [~Gambit@pa-67-234-116-244.dhcp.embarqhsd.net] has quit [Quit: ashamed quit :o] 20100405 03:24:34< Droqen> is that for... content stuff? unit stats, campaign info and the like...? 20100405 03:24:44< Espreon> Yes. 20100405 03:25:15< Espreon> Campaigns, æras, et cætera are crafted in WML. 20100405 03:25:55< Droqen> æras 20100405 03:26:05< Droqen> what happened to your letters? 20100405 03:26:11< Droqen> Also, I see! Learning something. Yay. 20100405 03:26:18< Espreon> BTW, Lua is witchcraft compared to WML, as it can be used to craft WML tags, and some of our tags are crafted in Lua. 20100405 03:26:30< Espreon> Meh, your IRC client must hate UTF-8 characters. 20100405 03:26:44< ctrlfreak> will not knowing Lua hurt my chances for gsoc? 20100405 03:26:46< Espreon> So, you can't see the English letters... so... burn your IRC client. 20100405 03:26:51< Espreon> No. 20100405 03:26:58< Espreon> ... not really... 20100405 03:27:09< ctrlfreak> i mean i'm pretty good with C++ 20100405 03:27:33< Espreon> Well, that is the language of the engine... so... you should be fine... 20100405 03:27:44< ctrlfreak> alright, thanks 20100405 03:27:54-!- Gambit1 [~Gambit@pa-67-234-116-244.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100405 03:27:57< Espreon> Droqen: In "æras", ash was used... so... yeahz... 20100405 03:28:15< Espreon> To laymen: ash = "the ae thing" 20100405 03:28:21< icelus> haha ash wth 20100405 03:28:25< CIA-64> gabba * r41947 /trunk/src/preferences_display.cpp: (log message trimmed) 20100405 03:28:25< CIA-64> In the recently applied patch #1568 the widescreen treshold was set at 5:3, which left out the very common 16:10 aspect ratio. For instance my 1680x1050 resolution wasn't listed as widescreen. 20100405 03:28:25< CIA-64> What this *doesn't fix* is the fact that my monitor supports other 16:10 resolutions such as 1440x900, but Wesnoth doesn't offer me that choice. However "wesnoth -r 1440x900 -f" works perfect. 20100405 03:28:25< CIA-64> Related: bug #15623 20100405 03:28:26< CIA-64> --------------------------------------------- 20100405 03:28:26< CIA-64> List of 4:3 Monitor Resolutions 20100405 03:28:27< CIA-64> Resolution Name Aspect ratio 20100405 03:28:27< Droqen> xD thank you. I suppose I am a layman :p 20100405 03:28:28< Espreon> Sigh... people not knowing the traditional names... 20100405 03:28:44< icelus> yeayea eth thorn ash 20100405 03:28:56< Espreon> Ethel, wynn... yogh... 20100405 03:28:57< icelus> now is the time for the lecture on runic wynn and its application to ancient typography 20100405 03:29:00< Espreon> Good times... good times... 20100405 03:29:05< icelus> but this seems weird for a developer channel no? =p 20100405 03:29:35< Espreon> Yeah... but... yeah... 20100405 03:29:58-!- Gambit1 is now known as Gambit 20100405 03:31:05< Espreon> icelus: So, what is your reason for knowing about cool things such as ash, wynn, thorn, and eth? 20100405 03:31:18< icelus> i studied old and middle english for fun too 20100405 03:31:50< Espreon> Cool. 20100405 03:32:10< Espreon> Are you familiar with the fuþorc? 20100405 03:32:30 * Espreon is also familiar with Elder Fuþark. 20100405 03:32:53-!- Chusslove [~Chusslove@brsg-d9bef553.pool.mediaWays.net] has quit [Ping timeout: 276 seconds] 20100405 03:33:16< icelus> no i didn't go that far back 20100405 03:33:26< icelus> besides there doesn't even seem to be agreement on how it pans out 20100405 03:33:32< icelus> there's like a handful of extant examples 20100405 03:33:40< icelus> futhorc is the fresian verison right 20100405 03:33:44< icelus> futhark is norse 20100405 03:33:51< icelus> something like that 20100405 03:34:02< Espreon> Elder Fuþark is the ancestor of the runic alphabets. 20100405 03:34:03< ancestral> Uh oh Espreon has a brand new friend… 20100405 03:34:09 * Espreon smiles 20100405 03:34:10< icelus> there's basically nothing to read written in the futhorc tho so its kinda pointless 20100405 03:34:19 * Espreon rolls his eyes 20100405 03:34:31< icelus> i was interested in languages not alphabets =p 20100405 03:34:36< Espreon> But... it was around before the evil people came! 20100405 03:34:45-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100405 03:34:51< icelus> try reading hieroglyphics and it'll cure you of any love of alphabets 20100405 03:35:05< icelus> so many letters so little text 20100405 03:35:11< icelus> and what there is so dull =p 20100405 03:35:31-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100405 03:35:38-!- Shakey [HydraIRC@c-71-201-89-187.hsd1.il.comcast.net] has quit [Ping timeout: 265 seconds] 20100405 03:36:28< Espreon> Meh... I have no reason to go back that far, as we still have Coptic. 20100405 03:36:40-!- Gambit is now known as Gambot 20100405 03:36:45< icelus> demotic is in the mix too =p 20100405 03:36:59< Espreon> Well, Coptic is still alive. 20100405 03:37:17< Espreon> Luckily, it is doing better than Manchu... 20100405 03:37:28< icelus> and aramaic =( 20100405 03:37:29-!- Gambot is now known as Spambit 20100405 03:37:34< icelus> and the basques 20100405 03:37:36< Espreon> Poor Manchu... it only has about seventy native speakers left. 20100405 03:37:39< icelus> have a lot to answer for 20100405 03:38:01< Espreon> Coptic has around three hundred speakers left. 20100405 03:39:38< Spambit> Sorry bout the channel spam, I was just the victim of [brief] impersonation, am registering all my nicks, and forgot I was logged in here still. 20100405 03:40:36-!- Spambit is now known as Gambit 20100405 03:40:48-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20100405 03:41:17< Espreon> Droqen: Anyway, I guess that you should try to learn C++ and learn how the engine works. 20100405 03:42:02< Droqen> Yeah. I suppose so! I look forward to looking through the source of a project that is actually interesting 20100405 03:42:09< Espreon> Heh... 20100405 03:42:33 * Espreon just remembered something... 20100405 03:43:07< Aethaeryn> Latin isn't a dead language, btw. 20100405 03:43:13< Espreon> Noöne cares. 20100405 03:43:19< Aethaeryn> It's living among the approx. 800 people in the Vatican ;) 20100405 03:43:43< Aethaeryn> Just horribly mispronounced to the point where it might as well be Italian :P 20100405 03:43:59< Espreon> LOL. 20100405 03:44:03< ancestral> Actually, just as there are many religious services in Copitic there are way more in Latin 20100405 03:44:04< Espreon> Then what is French? 20100405 03:44:09< ancestral> *coptic 20100405 03:44:31< Espreon> Coptic is cooler. 20100405 03:45:17< Aethaeryn> Coptic is our last bit of Ancient Egyptian we have left. 20100405 03:45:21< Aethaeryn> We should cherish it. 20100405 03:45:30< Aethaeryn> Also... 20100405 03:45:32< Espreon> No, we should help the revival efforts. 20100405 03:45:43< Blarumyrran> Aethaeryn, wut 20100405 03:45:45< Aethaeryn> icelus: The good stuff is what the Ancient Egyptians did *not* write down. 20100405 03:45:58< Espreon> Heh... 20100405 03:46:05< Espreon> Indeed. 20100405 03:46:19< Espreon> Ægyptian creation myths are... ugh... 20100405 03:46:24< Aethaeryn> Or wrote down in dark temple basements guarding the cursed, mummified remains of really evil men. 20100405 03:46:38< Aethaeryn> Those stuff must be interesting to read, but then you die. 20100405 03:47:05< Aethaeryn> Espreon: I'm not a big fan of myths. 20100405 03:47:18< Aethaeryn> Well, some got turned into really interesting stories... 20100405 03:47:46< Espreon> Even to those who are interested in myths, the Ægyptian ones... ugh... 20100405 03:47:47< Aethaeryn> But I do kinda have to side with the Greek philosophers here. Myths were basically invented so that bad people can just say "I'm acting like the gods... If they can't be perfect, than I can't." 20100405 03:48:07< Aethaeryn> So yeah, people like Jon Edwards in a polytheistic age would say, "Hey, look at Zeus. *One* woman isn't a big deal." 20100405 03:48:33< Aethaeryn> "At least I didn't turn her into a goat... or a waterway... or something." 20100405 03:48:57-!- pokhbocee [~pokhbocee@ws40.cs.drexel.edu] has joined #wesnoth-dev 20100405 03:49:43< Blarumyrran> Aethaeryn, dude you are a damn philosopher. 20100405 03:49:54< Aethaeryn> Greco-Roman religion was so damn political, anyway. 20100405 03:50:06< Aethaeryn> If Marx called Christianity a means of control, be glad he wasn't around in Greek times. 20100405 03:50:55< Aethaeryn> "If I win this battle, I will build a temple for X." "Sorry, Y, you can't do this move that coincidentally I failed to successfully oppose politically because God Z forbids it. (and if you do it anyway and lose, I win)" 20100405 03:51:49-!- Chusslove [~Chusslove@brsg-d9beeeb2.pool.mediaWays.net] has joined #wesnoth-dev 20100405 03:56:07< icelus> well i sent my patches to the mailing list 20100405 03:56:23< icelus> i would hang around but ugh compiling wesnoth takes too long =p 20100405 03:56:26< icelus> i meant to be asleep hours ago 20100405 03:56:54< Espreon> Heh, have fun compiling... 20100405 03:57:24< icelus> takes literally hours on this machine 20100405 03:57:49< icelus> i should never have touched config.hpp =p 20100405 03:57:59< icelus> anyway 20100405 03:58:03-!- icelus [~ed@cpc9-sgyl11-0-0-cust29.sgyl.cable.virginmedia.com] has quit [Quit: Leaving] 20100405 04:02:49-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100405 04:03:15-!- Ivanovic_ [~ivanovic@dtmd-4db2c3e6.pool.mediaWays.net] has joined #wesnoth-dev 20100405 04:03:15-!- Ivanovic_ [~ivanovic@dtmd-4db2c3e6.pool.mediaWays.net] has quit [Changing host] 20100405 04:03:15-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100405 04:04:44-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 240 seconds] 20100405 04:06:19-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100405 04:06:41-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Client Quit] 20100405 04:06:52-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 258 seconds] 20100405 04:07:22-!- Ivanovic_ is now known as Ivanovic 20100405 04:31:46< ctrlfreak> for internal_conditional_passed(), do all units (including recalled units) get passed into units? 20100405 04:32:14< ctrlfreak> i'm thinking about tackling http://wiki.wesnoth.org/EasyCoding#Make_.5Bhave_unit.5D_optionaly_use_full_SUF 20100405 04:32:42< ctrlfreak> but i'm not sure where the recalled units list should come from 20100405 04:34:11-!- Gambit [~Gambit@pa-67-234-116-244.dhcp.embarqhsd.net] has quit [Quit: Leaving.] 20100405 04:43:38-!- Droqen [~Droqen@CPE0019d1816405-CM0011aea50d56.cpe.net.cable.rogers.com] has quit [Ping timeout: 246 seconds] 20100405 04:49:13< shadowmaster> "Wesnoth 1.8.0 is out!" 20100405 04:49:30< shadowmaster> "Thanks for your patience and now enjoy the brand new release." - Ivanovic just forgot to say "Thanks for the bug reports" 20100405 04:50:28< shadowmaster> I think that the "is 1.X content/savegame/banana compatible with 1.Y?" (where Y = 2+X) question should be addressed in the first post of those threads in the future. 20100405 05:04:46-!- ancestral [~ancestral@97-116-115-135.mpls.qwest.net] has quit [Quit: ancestral] 20100405 05:08:09< pokhbocee> guys any of you know how to use svn diff by giving exact location of files 20100405 05:24:11-!- ancestral [~ancestral@97-116-115-135.mpls.qwest.net] has joined #wesnoth-dev 20100405 05:27:05-!- dtiger [~dtiger@dynamic-vpdn-93-125-66-166.telecom.by] has joined #wesnoth-dev 20100405 05:35:03-!- RandomDragon [~RandomDra@c-24-5-148-220.hsd1.ca.comcast.net] has joined #wesnoth-dev 20100405 05:37:01< ctrlfreak> is http://pastebin.com/HFnULPT4 way off base for http://wiki.wesnoth.org/EasyCoding#Make_.5Bhave_unit.5D_optionaly_use_full_SUF ? 20100405 05:37:58< ctrlfreak> it seemed pretty simple, but i wasn't sure where to get all units, including recalled, from 20100405 05:38:30< ctrlfreak> so i just used resources::units 20100405 05:39:34< shadowmaster> pokhbocee: svn diff path/to/file 20100405 05:52:47-!- Droqen [~Droqen@CPE0019d1816405-CM0011aea50d56.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20100405 06:06:10-!- dtiger [~dtiger@dynamic-vpdn-93-125-66-166.telecom.by] has quit [Remote host closed the connection] 20100405 06:15:28< pokhbocee> shadowmaster: what about multiple files?? 20100405 06:16:20< shadowmaster> svn diff path1/to/file1 path2/to/file2 ... 20100405 06:16:27< pokhbocee> no commas? 20100405 06:16:58< pokhbocee> ok i got it 20100405 06:17:02< pokhbocee> thank you so much 20100405 06:17:20< shadowmaster> yeah, no commas, only whitespace 20100405 06:20:55< ctrlfreak> is it a bad sign that i feel lost and confused when trying to implement features/fix bugs on wesnoth's code base? 20100405 06:21:03< ctrlfreak> i've never really worked on a team project before 20100405 06:23:01< pokhbocee> the only way is to read more documents and analyze more codes 20100405 06:23:12< pokhbocee> i was feeling lost at the first 20100405 06:23:22< pokhbocee> learning is the hardest part (at least for me) 20100405 06:24:05< ctrlfreak> yeah 20100405 06:24:31< ctrlfreak> how much time did you have to spend figuring out how things worked? 20100405 06:24:57< pokhbocee> its been a week and a half and there are still tons of things i need to learn 20100405 06:25:23< pokhbocee> but barely in last few days im feeling almost complete control over my part 20100405 06:25:37< ctrlfreak> okay 20100405 06:27:09< ctrlfreak> i don't think i have enough time to figure out how everything works by the gsoc application deadline 20100405 06:27:54< pokhbocee> you should try and do your best 20100405 06:28:05< ctrlfreak> have you tried implementing anything from NotSoEasyCoding? 20100405 06:28:17< pokhbocee> if i were you i would give up everything else and focus on this 20100405 06:28:27< pokhbocee> yes 20100405 06:28:50< ctrlfreak> hmm 20100405 06:29:18< pokhbocee> actually right now im on thinking stage hopefully i will finish it before deadline 20100405 06:29:39< ctrlfreak> awesome 20100405 06:30:31< pokhbocee> i hope 20100405 06:30:37-!- Smar [smar@freenet/translator/finnish/Smar] has quit [Ping timeout: 264 seconds] 20100405 06:33:36< ctrlfreak> right now is probably the busiest possible time for me to be attempting to apply to gsoc 20100405 06:34:29-!- Smar [smar@smar.fi] has joined #wesnoth-dev 20100405 06:34:29-!- Smar [smar@smar.fi] has quit [Changing host] 20100405 06:34:29-!- Smar [smar@freenet/translator/finnish/Smar] has joined #wesnoth-dev 20100405 06:46:22-!- ancestral [~ancestral@97-116-115-135.mpls.qwest.net] has quit [Quit: And that’s the end of THAT chapter.] 20100405 06:46:34-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 06:53:54-!- General_Fou_Fou [~Sarah@dhip-116.wl.rs.rrw.colby.edu] has left #wesnoth-dev [] 20100405 07:01:53< pokhbocee> who know something about filtering? 20100405 07:15:06-!- chains [~Rylar@adsl-75-37-45-184.dsl.pltn13.sbcglobal.net] has quit [Quit: Leaving] 20100405 07:25:16-!- silene [~plouf@ASte-Genev-Bois-152-1-43-31.w83-114.abo.wanadoo.fr] has joined #wesnoth-dev 20100405 07:25:33-!- silene [~plouf@ASte-Genev-Bois-152-1-43-31.w83-114.abo.wanadoo.fr] has quit [Changing host] 20100405 07:25:34-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100405 07:25:56-!- Droqen [~Droqen@CPE0019d1816405-CM0011aea50d56.cpe.net.cable.rogers.com] has quit [Quit: Leaving] 20100405 07:39:14-!- silene [~plouf@wesnoth/developer/silene] has quit [Ping timeout: 240 seconds] 20100405 07:41:41< pokhbocee> Crab_: i solved the problem and finished both patches, there are slight issues (i explained in my comments) 20100405 07:42:13-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20100405 07:42:42< pokhbocee> Crab_: i couldnt manage to filter both side and the radius at the same time output was always wrong 20100405 07:43:32< pokhbocee> Crab_: and i havent start implemantation for attack but the algorithm is almost complete when are you going to be online tomorrow? 20100405 07:44:16-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100405 07:50:58-!- wesbot changed the topic of #wesnoth-dev to: GSoC: proposals are to be submitted to Google before 9th April 19:00 UTC. Also, when your wiki page is ready, ask us to review it. | 85 bugs, 260 feature requests, 11 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100405 07:51:47-!- timotei21 [~timotei21@193.34.191.4] has joined #wesnoth-dev 20100405 07:54:36< timotei21> morning everyone 20100405 07:55:37-!- diofeher [~chatzilla@187.64.43.94] has joined #wesnoth-dev 20100405 07:56:00< diofeher> hey guys, i'm student and want to apply to gsoc! 20100405 07:56:13< diofeher> i was looking at your ideas page, and seems very nice 20100405 07:56:15< pokhbocee> hey 20100405 07:56:24< pokhbocee> morning timotei21 20100405 07:57:54-!- Smar [smar@freenet/translator/finnish/Smar] has quit [Ping timeout: 260 seconds] 20100405 07:57:55< timotei21> diofeher, indeed, the ideas are cool 20100405 07:58:02< timotei21> brb xchat is stupid 20100405 07:58:07-!- timotei21 [~timotei21@193.34.191.4] has quit [Quit: Leaving] 20100405 07:58:24-!- timotei21 [~timotei21@193.34.191.4] has joined #wesnoth-dev 20100405 07:59:45< CIA-64> silene * r41948 /trunk/src/unit.cpp: Removed usage of config::get_children_deprecated. 20100405 07:59:50< CIA-64> silene * r41949 /trunk/src/ (replay.cpp replay.hpp): Fixed broken constness. Removed some usage of config::get_children_deprecated. 20100405 07:59:55< CIA-64> silene * r41950 /trunk/src/replay.cpp: Fixed out-of-bounds removal. Removed usage of config::get_children_deprecated. 20100405 07:59:57< CIA-64> silene * r41951 /trunk/src/ (config.cpp config.hpp): Removed function config::get_children_deprecated. 20100405 08:00:01< CIA-64> silene * r41952 /trunk/src/ (game_events.cpp gamestatus.cpp gamestatus.hpp): Removed useless function game_state::get_variable_cfgs. 20100405 08:00:07< CIA-64> silene * r41953 /trunk/src/ (game_events.cpp terrain_filter.cpp variable.cpp variable.hpp): 20100405 08:00:07< CIA-64> Switched variable_info::array_range to config::child_itors. 20100405 08:00:07< CIA-64> Fixed [set_variable/join] when separator and remove_empty attributes are combined. 20100405 08:00:09< CIA-64> silene * r41954 /trunk/src/ (config.cpp config.hpp): Removed function config::child_range_deprecated. 20100405 08:00:12< CIA-64> silene * r41955 /trunk/src/ (config.cpp config.hpp variable.cpp variable.hpp): Removed functions [v]config::all_children_iterator::get_index. 20100405 08:00:19< CIA-64> silene * r41956 /trunk/src/pathfind/pathfind.cpp: 20100405 08:00:19< CIA-64> Fixed find_vacant_tile looking for tiles outside the map. (Fix for bug #15774.) 20100405 08:00:19< CIA-64> Sped up the code along the way. 20100405 08:00:21< CIA-64> silene * r41957 /trunk/ (data/lua/wml-tags.lua src/game_events.cpp): Moved [fire_event] to Lua. 20100405 08:00:28< CIA-64> silene * r41958 /trunk/ (data/lua/wml-tags.lua src/game_events.cpp): Moved [disallow_recruit] and [set_recruit] to Lua. 20100405 08:00:31< CIA-64> silene * r41959 /trunk/src/ (team.cpp team.hpp): Removed unused function team::remove_recruit. 20100405 08:00:34< CIA-64> silene * r41960 /trunk/src/ (multiplayer_connect.cpp multiplayer_connect.hpp): Removed unused function mp::connect::get_save_id. 20100405 08:00:37< CIA-64> silene * r41961 /trunk/ (data/lua/wml-tags.lua src/game_events.cpp): Moved [store_map_dimensions] to Lua. 20100405 08:00:41< CIA-64> silene * r41962 /trunk/ (data/lua/wml-tags.lua src/game_events.cpp): Moved [unit_worth] to Lua. 20100405 08:00:46< CIA-64> silene * r41963 /trunk/src/ (6 files in 3 dirs): Removed unused class ai::stage_rca_formulas. 20100405 08:00:51< CIA-64> silene * r41964 /trunk/src/ (preferences.cpp preferences.hpp): Added helper for querying a boolean preference. 20100405 08:00:54< CIA-64> silene * r41965 /trunk/src/preferences.cpp: Merged calls to utils::string_bool and preferences::get for basic preferences. 20100405 08:00:59< CIA-64> silene * r41966 /trunk/src/game_preferences.cpp: Merged calls to utils::string_bool and preferences::get for game preferences. 20100405 08:01:02< CIA-64> silene * r41967 /trunk/src/preferences_display.cpp: Merged calls to utils::string_bool and preferences::get for display preferences. 20100405 08:01:06< CIA-64> silene * r41968 /trunk/src/lobby_preferences.cpp: Merged calls to utils::string_bool and preferences::get for lobby preferences. 20100405 08:01:10< CIA-64> silene * r41969 /trunk/src/lobby_preferences.cpp: Fixed nonstandard output (true/false) of lobby preferences. 20100405 08:01:14< CIA-64> silene * r41970 /trunk/src/soundsource.cpp: Reduced amount of attribute lookup. 20100405 08:01:18< CIA-64> silene * r41971 /trunk/src/ (campaign_server/campaign_server.cpp config.hpp): Removed functions config::proxy_string::operator+=. 20100405 08:01:21< CIA-64> silene * r41972 /trunk/src/ (config.hpp multiplayer_connect.cpp): Removed function config::proxy_string::to_serialized. 20100405 08:01:25< CIA-64> silene * r41973 /trunk/src/ (config.cpp config.hpp): Added proxy for writing integer values into config attributes. 20100405 08:01:29< CIA-64> silene * r41974 /trunk/src/map_location.cpp: Simplified code by removing string casts. 20100405 08:01:33< CIA-64> silene * r41975 /trunk/src/soundsource.cpp: Fixed off-by-one location of positional sound sources. 20100405 08:01:37< CIA-64> silene * r41976 /trunk/src/ (soundsource.cpp soundsource.hpp): Simplified code by removing string casts. 20100405 08:01:41< CIA-64> silene * r41977 /trunk/src/unit.cpp: Simplified code by removing string casts. 20100405 08:01:47< CIA-64> silene * r41978 /trunk/src/team.cpp: Simplified code by removing string casts. 20100405 08:01:50< CIA-64> silene * r41979 /trunk/src/game_events.cpp: Simplified code by removing string casts. 20100405 08:01:54< CIA-64> silene * r41980 /trunk/src/ai/testing.cpp: Simplified code by removing string casts. 20100405 08:01:56< timotei21> omg, that sure is a log :)) 20100405 08:01:58< CIA-64> silene * r41981 /trunk/src/replay.cpp: Simplified code by removing string casts. 20100405 08:02:01< Espreon> Damn... 20100405 08:02:02< CIA-64> silene * r41982 /trunk/src/scripting/lua.cpp: Simplified code by removing string casts. 20100405 08:02:04< CIA-64> silene * r41983 /trunk/src/actions.cpp: Simplified code by removing string casts. 20100405 08:02:08< CIA-64> silene * r41984 /trunk/src/multiplayer_connect.cpp: Simplified code by removing string casts. 20100405 08:02:13< CIA-64> silene * r41985 /trunk/src/ (18 files in 3 dirs): Added conversions from config::proxy_string to int. 20100405 08:02:17< timotei21> why not commit all changes in one? 20100405 08:02:21< Espreon> Uh... 20100405 08:02:35< timotei21> is a convetion here to commit only one file at a time?:-S 20100405 08:02:41< diofeher> timotei21: but i haven't any experience with the wesnoth code... you know if it's possible to enter this way? 20100405 08:02:44< pokhbocee> timotei21: im using xchat and quite satisfied with it 20100405 08:02:48< Espreon> Well, if something goes wrong... 20100405 08:02:51< Espreon> ... yeahz... 20100405 08:03:07< timotei21> diofeher, hey, you have ... 5 days 20100405 08:03:27< diofeher> timotei21: ok, i will take a look 20100405 08:03:30< timotei21> if you can submit a good proposal, and provide some code feedback, you have chances 20100405 08:03:35< Espreon> Besides, he could have been working on all of that at different points of time and just made local commits... 20100405 08:03:49< Espreon> Obviously, only git svn dcommit could pull of something that awesome. 20100405 08:03:54< Espreon> ... here of course. 20100405 08:04:13< timotei21> :D 20100405 08:04:16< silene> yes, these are the commits of the last two days 20100405 08:04:29< timotei21> oh, I thought you did them right now;P 20100405 08:04:34< Espreon> Well, you certainly did a lot. 20100405 08:04:43-!- RandomDragon [~RandomDra@c-24-5-148-220.hsd1.ca.comcast.net] has left #wesnoth-dev [] 20100405 08:04:45-!- Smar [smar@smar.fi] has joined #wesnoth-dev 20100405 08:04:45-!- Smar [smar@smar.fi] has quit [Changing host] 20100405 08:04:45-!- Smar [smar@freenet/translator/finnish/Smar] has joined #wesnoth-dev 20100405 08:04:55< timotei21> at least the svn is working, isn't it? 20100405 08:05:08< Espreon> Yeah... 20100405 08:05:52< Espreon> silene: Out of curiosity, why are you moving certain functions to Lua? 20100405 08:05:56-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20100405 08:06:05< mordante> servus 20100405 08:06:15< Espreon> Ic grete þe. 20100405 08:06:23< mordante> hi Espreon 20100405 08:06:23< timotei21> hello mordante 20100405 08:06:26< mordante> hi timotei21 20100405 08:06:43< pokhbocee> hey mordante 20100405 08:06:50< mordante> hi pokhbocee 20100405 08:08:57< silene> Espreon: various reasons; game_events.cpp is way too big for its sake; code is more readable in lua and provides better error message when misused; some tags are just not worth a c++ implementation, e.g. [unit_worth] 20100405 08:09:10< Espreon> Ah, I see. 20100405 08:11:12< silene> Espreon: and it's a good way to notice which features are provided by the C++ engine only 20100405 08:11:19-!- diofeher [~chatzilla@187.64.43.94] has left #wesnoth-dev [] 20100405 08:11:59-!- Smar [smar@freenet/translator/finnish/Smar] has quit [Ping timeout: 260 seconds] 20100405 08:12:08< Espreon> Well, that's good. 20100405 08:12:26< silene> e.g. [add_recruit] was not ported to Lua, due to its modifying the help system 20100405 08:12:33-!- Smar [smar@smar.fi] has joined #wesnoth-dev 20100405 08:12:33-!- Smar [smar@smar.fi] has quit [Changing host] 20100405 08:12:33-!- Smar [smar@freenet/translator/finnish/Smar] has joined #wesnoth-dev 20100405 08:14:14< CIA-64> mordante * r41986 /trunk/ (changelog data/gui/default/window/title_screen.cfg): Added tooltips to the --new-widgets title screen. 20100405 08:14:21< CIA-64> mordante * r41987 /trunk/ (3 files in 3 dirs): 20100405 08:14:21< CIA-64> Added the beg button in the title screen. 20100405 08:14:21< CIA-64> Added it the the --new-widgets version. 20100405 08:14:21< CIA-64> The button is a placeholder, since I can't add a new button with svn 20100405 08:14:21< CIA-64> since gna is down. The reason to do it with svn is to get the properties 20100405 08:14:22< CIA-64> right. 20100405 08:14:26< CIA-64> mordante * r41988 /trunk/src/gui/dialogs/title_screen.cpp: (log message trimmed) 20100405 08:14:26< CIA-64> Fix a drawing glitch in the title screen. 20100405 08:14:26< CIA-64> The --new-widgets version using 800x480 with the German translation had 20100405 08:14:26< CIA-64> a drawing glitch*, where the background image wiped out a part of the 20100405 08:14:26< CIA-64> buttons on the right. This glitch is fixed. Another one remains the logo 20100405 08:14:26< CIA-64> is drawn over the area instead of below it, which will be fixed later. 20100405 08:14:27< CIA-64> *) other resolutions and translations might have the same problem, but 20100405 08:14:29< CIA-64> mordante * r41989 /trunk/ (4 files in 3 dirs): 20100405 08:14:30< CIA-64> Now the top item in the stacked widget is selected. 20100405 08:14:30< CIA-64> Also change the order of the layers in the new title screen to make sure 20100405 08:14:30< CIA-64> the proper layer is still selected. The wanted side effect is that the 20100405 08:14:30< CIA-64> logo is now drawn at the bottom. 20100405 08:15:58< Espreon> mordante: Did that new info help you at all? 20100405 08:16:58< mordante> Espreon, ? 20100405 08:17:58< Espreon> http://gna.org/bugs/?15615 20100405 08:18:53< mordante> Espreon, not really I need to find access to a Windows box to look into it 20100405 08:19:03< Espreon> :( 20100405 08:19:35< mordante> I expect it's a pango bug on Windows, so unless you find a way to reproduce it on Linux I need a Windows box 20100405 08:19:35< Espreon> Oh well... 20100405 08:27:20< silene> mordante: so this bug is caused by (best_size < size) not being true; it isn't obvious for me by looking at the code; why do you expect it to be true? 20100405 08:28:18< mordante> silene, which bug are you talking about? 20100405 08:28:27< silene> the one reported by Espreon 20100405 08:28:46-!- pokhbocee [~pokhbocee@ws40.cs.drexel.edu] has quit [Quit: Ex-Chat] 20100405 08:30:36< mordante> brb 20100405 08:39:46-!- gabba [~gabba@72.0.215.59] has joined #wesnoth-dev 20100405 08:42:37< mordante> silene, it tests for best_size <= size which should always be true since the first phase in the layout engine makes sure everything should fit 20100405 08:42:56< mordante> silene, if that phase fails it shows the user an error message about the failure 20100405 08:46:25< silene> mordante: but it doesn't even display a message if size.y < best_size.y; that's quite confusing 20100405 08:47:47< mordante> silene, this happens in the placement phase and the phase before should have made sure the contents fit 20100405 08:48:17< mordante> so actually I added the assert as a defensive coding part and thusfar it only triggered upon engine bugs 20100405 08:48:21< silene> mordante: that's not my point; why do you display an error when size.x < best_size.x, but when size.y < best_size.y 20100405 08:48:27< silene> +not 20100405 08:48:53< gabba> hi 20100405 08:49:40< mordante> hi gabba 20100405 08:49:47< gabba> hello mordante 20100405 08:51:05< mordante> silene, which part of the code are you looking at? 20100405 08:51:18< silene> mordante: grid.cpp:468 20100405 08:57:58< mordante> sorry but I don't really follow you the code for size.x > best_size.x shows the same warnings as size.y > best_size.y 20100405 09:01:03< silene> mordante: best_size < size is a lexicographic order 20100405 09:02:01< silene> it isn't symmetric with respect to the two dimensions 20100405 09:04:37< mordante> ah now I see, that seems like a bug in the tpoint code 20100405 09:08:55< silene> it depends; if you need the order in tpoint to be total, you don't have much of a choice 20100405 09:10:24< mordante> no that shouldn't be needed 20100405 09:13:02< aranair> Hey guys. i'm a student who was interested in the gsoc for wesnoth. 20100405 09:13:36< aranair> unfortunately due to some events, probably unable to finish looking at code and stuff before the deadline(but i still would like to work with the code if possible) 20100405 09:13:42< mordante> hi aranair nice to hear 20100405 09:14:04< aranair> mm where is a good place i should start looking at? 20100405 09:14:30< mordante> best file an application and make sure you do as much as possible also during the evaluation 20100405 09:14:33< aranair> i've downloaded the wesnoth code, to try the easy codings but it takes quite to understand where everything is at, any advice?:P 20100405 09:14:37< aranair> quiteabit* 20100405 09:14:56< mordante> you already picked a project you want to work on? 20100405 09:15:31< aranair> yeah i have actually, but i doubt im going to submit a gsoc application for this year, i'll just try to understand the code more. and try next year maybe ;) 20100405 09:17:23< mordante> ok, well if you want to work on things outside gsoc you're also welcome 20100405 09:17:34< mordante> which area of the code are you interested in? 20100405 09:17:53-!- JustasJ [~4e3d8a6c@gateway/web/freenode/x-gkldubpvqseqjpyx] has joined #wesnoth-dev 20100405 09:18:02< mordante> Espreon, can you also compile for Windows? 20100405 09:18:02< JustasJ> Anybody out there? 20100405 09:18:10< Espreon> mordante: Sadly, no. 20100405 09:18:16< mordante> JustasJ, no we're all gone :-P 20100405 09:18:23< aranair> my proposal on the page was for the new alliance system 20100405 09:18:26< Espreon> We'll have to wait for loonycyborg... 20100405 09:18:28< JustasJ> I have a new idea for a GSOC! 20100405 09:18:35< timotei21> that's good JustasJ 20100405 09:19:00< JustasJ> Will have to rewrite my wiki and proposal completely, but... 20100405 09:19:11< JustasJ> I want to improve the map editor. 20100405 09:19:16< mordante> JustasJ, ok nice, what kind of idea? 20100405 09:19:23< Espreon> JustasJ: Oh? 20100405 09:19:48< JustasJ> To let you put units on the map and make events happen without writing any code. 20100405 09:20:24< mordante> Espreon, ok I'll commit a temp fix for you to test, maybe silene did discover the problem 20100405 09:20:29< gabba> mordante: I'd appreciate if you could review my proposal at http://wiki.wesnoth.org/GSoC-WesnothWhiteboard_Gabba, as well as my personal page at http://wiki.wesnoth.org/User:Gabba . IMO they are complete, but at this point I need fresh eyes to tell me if it's good overall, and what needs to be improved :) 20100405 09:20:40< Espreon> JustasJ: Uh, fabi/fendrin already did the former and he is probably working on the latter. 20100405 09:20:53< Espreon> His branch just hasn't been merged. 20100405 09:20:54< JustasJ> Then it's not a good idea :( 20100405 09:21:02< gabba> mordante: I'd especially like to have your advice on the interface part 20100405 09:21:02< JustasJ> I'll keep thinking then. 20100405 09:21:09< Espreon> Well... 20100405 09:21:17< JustasJ> I also have an idea of a new type of attack. 20100405 09:21:24< JustasJ> And special powers. 20100405 09:21:27< Espreon> ... you could check out his branch. 20100405 09:21:32< Espreon> Oh? 20100405 09:21:47< mordante> gabba, yes I read your request before, but I want to read it when the student is only, that makes discussing it easier 20100405 09:22:09< mordante> JustasJ, depends what's your idea improvements can be in a lot of areas 20100405 09:22:11< gabba> mordante: yes, I understand 20100405 09:22:13< JustasJ> Attack would convert the unit into the attackers side if successful. 20100405 09:22:29< mordante> gabba, how long do you estimate you'll be online? 20100405 09:22:43< Espreon> JustasJ: That could probably be done with WML. 20100405 09:22:51< JustasJ> And powers would allow to heal your unit completely or poison an enemy unit, etc. for a sum of gold. 20100405 09:23:15< gabba> mordante: for 30 to 50 minutes, after that I have to leave 20100405 09:23:40< JustasJ> So WML-doable = bad for GSOC? 20100405 09:23:45< Espreon> Yeah... 20100405 09:23:56< Espreon> ... probably... 20100405 09:24:05< mordante> gabba, when will you be around again? 20100405 09:24:23< Espreon> JustasJ: If you want, you could take a look at fendrin's editor branch and improve things/fix things. 20100405 09:24:43< Espreon> ... see what is not implemented... et cætera. 20100405 09:24:45< gabba> mordante: hmm, let me see that and convert to UTC time :P 20100405 09:24:46< mordante> Espreon, I first like to hear the idea 20100405 09:25:54< Espreon> Wait, hwæt? 20100405 09:27:28< JustasJ> gotta go now. Bye. 20100405 09:27:35-!- JustasJ [~4e3d8a6c@gateway/web/freenode/x-gkldubpvqseqjpyx] has quit [Quit: Page closed] 20100405 09:27:46< gabba> mordante: I think I'll be back around UTC 19:00 at the earliest. Usually you're not around at that time. 20100405 09:28:12-!- Appleman1234 [~Appleman1@CPE-124-191-176-143.oxqn1.cha.bigpond.net.au] has joined #wesnoth-dev 20100405 09:28:22< mordante> usually I am, just just had bad luck the last times ;-) 20100405 09:28:48< mordante> I'll read over your proposal now 20100405 09:29:07< gabba> mordante: thanks, I appreciate it 20100405 09:29:17< aranair> actually mordante, if you're not too busy, any chance catching a glimpse at mine too?;P 20100405 09:29:40< gabba> heh, poor mentors :P 20100405 09:29:46< aranair> hehe 20100405 09:30:37< timotei21> don't laugh... cause if you will be a mentor in future, will have the same fate :)) 20100405 09:30:39< mordante> yeah google fools use every time to pick up the job ;-) 20100405 09:32:34< aranair> do you guys use command prompt to svn? 20100405 09:32:41< gabba> yup 20100405 09:32:58< Espreon> Indeed. 20100405 09:32:59< gabba> and tortoisesvn too when I'm under windows 20100405 09:33:00< aranair> mm im using tortoise on windows and i thought it was pretty good (albeit slow) 20100405 09:33:24 * Espreon prefers commandline svn no matter what. 20100405 09:33:30< aranair> heh whys that 20100405 09:33:55< Espreon> Well, it is fun and efficient. 20100405 09:34:49< gabba> sometimes tortoise means wading slowly through a lot of dialog boxes, compared to just typing one command with a few arguments 20100405 09:34:57< mordante> command line under Linux tortoise under Windows 20100405 09:34:57< Espreon> Yeah. 20100405 09:35:24< aranair> perhaps i'll try it out lol. 20100405 09:35:45< timotei21> but how do you compile it ok windows? 20100405 09:35:48< gabba> on the other hand shift-right-click-and-drag a bunch of versioned files to export them just rocks with tortoise 20100405 09:35:50< timotei21> visual studio is driving me nuts 20100405 09:36:38< gabba> selecting 10 specific files is slow on the command line, fast with the mouse 20100405 09:37:14< mordante> gabba, no comment to your introduction page, looks nice and has enough info for us 20100405 09:37:40< gabba> mordante: good, thanks 20100405 09:38:07< mordante> btw what about the sprite sheets don't they need review? 20100405 09:38:37< gabba> mordante: I was focusing on this proposal in the last days 20100405 09:38:44< mordante> ok 20100405 09:38:55< mordante> well in the end we need to read all of them ;-) 20100405 09:38:59< gabba> mordante: the sprite sheets one hasn't been updated much since you last looked at it 20100405 09:39:08< mordante> ok 20100405 09:39:26< gabba> yeah ;) 20100405 09:40:46< gabba> aranair: do you use the command line at all under linux? 20100405 09:42:10< aranair> i've been using svn on windows primarily ;P 20100405 09:42:33< timotei21> aranair, how you compile wesnoth on win? 20100405 09:42:35< timotei21> vs? 20100405 09:43:25< aranair> timotei21: i haven't yet. heh. i think there is a 3 hour long procedure for compiling on windows isn't there?;P 20100405 09:43:47< gabba> aranair: you're missing on some cool stuff, such as just typing "wget -O - http://wesnoth.debian.net/%23wesnoth-dev-2010-04-05.log |grep -v '!'" to see all the lines from the irc log from today, excluding the "get in", "get out" messages 20100405 09:43:47< aranair> all the dependencies and what not* 20100405 09:44:05< mordante> gabba, regarding the gotos if you think they are annoying don't use them ;-) 20100405 09:44:05< aranair> heh 20100405 09:45:25< gabba> mordante: well, if they can be improved they'll be more useful and used by more people 20100405 09:45:29< mordante> gabba, these units could be marked cleared, but if you don't want them don't use them 20100405 09:46:00< mordante> I also wonder how much of the better players use gotos at all 20100405 09:46:11< mordante> best discuss it with some of the mp-devs 20100405 09:46:19< gabba> mordante: hmm, I don't understand your last comment "these units could be marked cleared, but if you don't want them don't use them" 20100405 09:46:51< mordante> sorry the latter part refers to goto's 20100405 09:47:18< mordante> so if you don't want to use gotos don't use them 20100405 09:48:16< gabba> mordante: honestly I don't see what's the big deal, since they'll just be improved as a side benefit... the proposal doesn't revolve around them 20100405 09:48:58< mordante> the problem I have with your proposal is that if somebody wants an automatic goto he apparently wants a fire and forget action and now s/he stills needs to take care of them each turn 20100405 09:49:18< mordante> I know the proposal doesn't revolve about them ;-) 20100405 09:51:01< gabba> mordante: I'd be surprised if people were annoyed at having to hover over each unit and hit "c", but ok, I'll consult the MP lords. Alternatively I can leave them in, it wouldn't conflict with what I want to do. 20100405 09:52:48< mordante> it's just that a fire and forget action turns into a fire and nag me every turn action 20100405 09:53:41-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100405 09:53:51< mordante> still around for a while I now get at the meat of the proposal? 20100405 09:54:35< gabba> mordante: yup, I'll stay around until you finish reading it 20100405 09:55:39< gabba> mordante: ^ you've got a point, but on the other hand the situation can change a lot during a turn, and you can't unset your goto when it's not your turn. Which could spell disaster. With my proposed modification, gotos would act rather as a reminder you wanted to move a certain unit in some direction, or on a village, etc. 20100405 09:56:00-!- phlaem [~a@p3EE03E99.dip.t-dialin.net] has joined #wesnoth-dev 20100405 09:56:10< mordante> ok then I read the rest 20100405 09:57:09< mordante> but that's exactly why I think players don't use goto's at all on the MP server (at least I expect the good players not to use them) 20100405 09:57:39< mordante> the have some merit in SP games where you want to rush ahead with a scout 20100405 09:58:33< aranair> mordante: is it hard to provide one extra option for them to turn that on and off? i mean it gives the best of both worlds heh. 20100405 09:59:29< mordante> aranair, options are bad, we prefer not to add too many opions since options have maintenance cost 20100405 10:00:02< aranair> ah right. 20100405 10:00:43< mordante> gabba, just a quesion, might have been answered later on, how does your proposal affect SP and non-coop MP? 20100405 10:01:30< gabba> mordante: it completely replaces undo (and maybe gotos, well... :) ) 20100405 10:01:40< mordante> ok 20100405 10:01:43-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100405 10:02:21< gabba> mordante: and makes WML sighted events work in scenarios with shroud 20100405 10:03:23< gabba> mordante: and makes delay shroud updates obsolete, too 20100405 10:04:31< mordante> in that case when do you want to do the shroud update, after every move I assume? 20100405 10:04:43< mordante> s/move/single commit action/ 20100405 10:04:57< gabba> mordante: Crab_ also said it would be a good base for a future development of suggesting moves to an allied AI 20100405 10:05:13< zookeeper> during every move, just like currently when moving without DSU on? 20100405 10:05:17< gabba> mordante: yes, after every commited move or other action 20100405 10:05:20< mordante> not sure whether your proposal has that option, but I think adding commit single steps would be a good idea 20100405 10:06:01< mordante> especially after the shroud updated on an unknown map, your position might not be as good as you wanted/expected 20100405 10:06:04< gabba> mordante: the difference with undo being you can define 10 moves and then commit the third one 20100405 10:06:05< zookeeper> you can't update shroud _after_ the whole move, you have to do it on every step so the unit can stop if sighting an enemy mid-move 20100405 10:06:16< mordante> gabba, ok 20100405 10:06:39< mordante> zookeeper, true 20100405 10:06:42< mordante> good point 20100405 10:07:04< gabba> mordante: yes, I plan to have "commit first numbered move" *and* "commit move of unit under the cursor" 20100405 10:07:21< mordante> ok 20100405 10:07:47< gabba> zookeeper: right 20100405 10:08:16< mordante> gabba, I think you need two digit numbered units, having 10 units isn't that uncommon 20100405 10:08:28< mordante> 100 is 20100405 10:08:43< gabba> mordante: see a bit lower ;) 20100405 10:08:46< mordante> but even that should just work, but might not look that great 20100405 10:15:13< mordante> gabba, maybe rename commit to execute and give it the e shortcut so cancel can get the c 20100405 10:15:24< mordante> gabba, I think for normal users that sounds more natural 20100405 10:15:47< mordante> and I think most users don't understand the term commit 20100405 10:16:02< gabba> mordante: noted -- commit sounds nice for a programmer, but... yeah 20100405 10:16:28< mordante> exactly and it avoids the duplicate C name 20100405 10:17:25< gabba> I didn't like L for cancel 20100405 10:18:40< mordante> me neither 20100405 10:20:49< mordante> I just read the tripple digit part, but I think we just need to find a good solution for it 20100405 10:21:23< mordante> at least 2 digits should look good 20100405 10:21:54< mordante> not too important for the proposal, but I just dislike artificial limits 20100405 10:22:00< Upthorn> you might also consider "perform" "do" or "finish" 20100405 10:22:41< Upthorn> execute is probably simple enough for most users, though. 20100405 10:22:43< gabba> mordante: After doing all those mockups, I think the one with the yellow numbers next to the unit looks ok. But the neatest was in the status ball, of course 20100405 10:23:16< gabba> Upthorn: I'll stick to execute for now, but this stuff is easy to change, fortunately 20100405 10:23:40< Upthorn> Yeah, I think I accidentally started painting the bikeshed. 20100405 10:23:42< mordante> also the small ball as in the first mockup conflicts with with the crown 20100405 10:23:44< gabba> I'm sure I'll gather a lot of feedback on which controls are best once there's a working prototype 20100405 10:23:53< mordante> exactly 20100405 10:24:16< Upthorn> Is there a publicly available link to these mockups? 20100405 10:24:17< mordante> I just finished the description part and it looks good and nicely verbose 20100405 10:24:27< mordante> Upthorn, http://wiki.wesnoth.org/GSoC-WesnothWhiteboard_Gabba 20100405 10:24:36< gabba> lol, I didn't know the expression "painting the bikeshed", it's pretty... colorful :P 20100405 10:24:36< Upthorn> ah, thanks. 20100405 10:25:14< mordante> only not sure what to do about the gold for recruit/recall, also wonder whether these really need to be optional 20100405 10:25:27< mordante> but it might be nice to teach other players 20100405 10:25:41< Upthorn> oh man 20100405 10:25:44< mordante> you also want to recruit and propose attacks for your partner? 20100405 10:25:46< Upthorn> you wrote your own idea 20100405 10:25:49< Upthorn> and it is great. 20100405 10:26:01< mordante> yes looks really interesting 20100405 10:26:05< gabba> mordante: yeah, this one is a bit more tricky, but I think it would be useful as proposed 20100405 10:26:14< mordante> ok --- Log opened Mon Apr 05 10:39:45 2010 20100405 10:39:53-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20100405 10:39:53-!- Topic for #wesnoth-dev: GSoC: proposals are to be submitted to Google before 9th April 19:00 UTC. Also, when your wiki page is ready, ask us to review it. | 85 bugs, 260 feature requests, 11 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100405 10:39:53-!- Topic set by wesbot [~wesbot@wesnoth/bot/wesbot] [Mon Apr 5 07:50:58 2010] 20100405 10:39:53[Users #wesnoth-dev] 20100405 10:39:53[ AI0867 ] [ erl ] [ knotwork ] [ silene ] 20100405 10:39:53[ AnMaster ] [ Espreon ] [ lobby ] [ Sirp ] 20100405 10:39:53[ apoi ] [ esr ] [ lukjad86 ] [ Smar ] 20100405 10:39:53[ Appleman1234] [ fkhodkov ] [ mordante ] [ stikonas ] 20100405 10:39:53[ aranair ] [ freim ] [ Mythological] [ teaser ] 20100405 10:39:53[ Blarumyrran ] [ gabba ] [ nagbot ] [ Tigge ] 20100405 10:39:53[ Blueblaze ] [ Greywhind] [ noy ] [ timotei21] 20100405 10:39:53[ Chusslove ] [ grzybacz ] [ phlaem ] [ Upthorn ] 20100405 10:39:53[ CIA-64 ] [ Ingmar ] [ Rhonda ] [ Vetinari ] 20100405 10:39:53[ ctrlfreak ] [ isaac ] [ ryaether ] [ wesbot ] 20100405 10:39:53[ Deiz ] [ Ivanovic ] [ shadowmaster] [ wting ] 20100405 10:39:53[ Dwight ] [ iwaim ] [ shikadibot ] [ zookeeper] 20100405 10:39:53-!- Irssi: #wesnoth-dev: Total of 48 nicks [0 ops, 0 halfops, 0 voices, 48 normal] 20100405 10:39:58-!- Soliton [~Soliton@wesnoth/developer/soliton] has joined #wesnoth-dev 20100405 10:40:13-!- Channel #wesnoth-dev created Tue Jan 27 06:28:41 2009 20100405 10:40:18< Upthorn> and now back up, but quite slow. 20100405 10:40:20< Upthorn> mordante: http://wiki.wesnoth.org/SummerOfCodeProposal_JodyNorthup 20100405 10:40:42< Upthorn> it is the persistent gameworld idea. 20100405 10:40:58-!- Irssi: Join to #wesnoth-dev was synced in 72 secs 20100405 10:41:32< mordante> yup up again 20100405 10:41:55< mordante> gabba, just finised now 20100405 10:42:09< mordante> I think it looks like a good well-thought proposal 20100405 10:42:11< gabba> mordante: congrats, it was long :P 20100405 10:42:17< mordante> yes 20100405 10:43:00< gabba> mordante: thanks -- I hope you'll consider mentoring it when The Great Decision Time comes 20100405 10:43:04< mordante> I only think/fear it might be a lot of work for a gsoc project 20100405 10:43:24< gabba> mordante: is the calendar realistic in your opinion? 20100405 10:43:59< mordante> maybe change the timeline a bit so you first do the moves and then look at the attack and then recruit 20100405 10:44:55< mordante> I think moves is most important, you can tell your partner you will attack after your move 20100405 10:45:47< gabba> mordante: it's funny you suggest that, since at first I wanted to do moves only... it's a prototyping approach 20100405 10:46:19< Upthorn> yeah, I agree, display of planned moves is the most important aspect of the thing, and if it is the only thing you get done during the period you will have accomplished a major UI improvement 20100405 10:46:25< gabba> mordante: but on second thoughts, I had the impression that recruits attack won't add much extra effort 20100405 10:46:36< mordante> well if all works for moves only we have something useful 20100405 10:46:46< mordante> if we have all but half we have nothing useful 20100405 10:46:51< gabba> s/recruits attack/recruits and attacks/ 20100405 10:47:05< Upthorn> whereas if it takes longer than you expect, and you get just the recruits in, say 20100405 10:47:12< gabba> mordante: I think moves and attacks are essential, recruits optional 20100405 10:47:42< gabba> mordante: we plan at least as many attack+move as moves, if not more 20100405 10:47:49-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Quit: WRYYYYYYYYYYYYYYYYYYYY!] 20100405 10:47:51< Upthorn> in general, your schedule should start with the most important aspect. 20100405 10:48:00< gabba> Upthorn: agreed 20100405 10:48:03< mordante> gabba, I think attacks an be communicated, not optimal but possible 20100405 10:48:17< Upthorn> and, displaying attack+move isn't possible unless you can first display moves 20100405 10:48:21< CIA-64> silene * r41991 /trunk/src/unit.cpp: Prevented an infinite recursion with missing animations. (Fix for bug #15787.) 20100405 10:49:16< mordante> gabba, I assume it will also possible to still do normal moves without adding to the execution list 20100405 10:49:29< gabba> mordante: ok, so I'll mark down attacks and recruits as only medium priority 20100405 10:49:36< gabba> mordante: yes, shift+click 20100405 10:49:39< Upthorn> and even if you don't have display of planned attack+moves working, it will still show the unit moving into range 20100405 10:50:24< mordante> gabba, I prefer the current way still the default, since your idea makes little to no sense in SP 20100405 10:50:31< Upthorn> which is enough information for a player to understand "he is probably planning to attack with that unit" 20100405 10:50:46< mordante> (which of course still needs undo to be working) 20100405 10:50:58< noy> gabba: I think your option to change goto behavior is probably not a good idea 20100405 10:51:03< Upthorn> mordante: I disagree, I think the display of gotos and the queueing system makes a great deal of sense in SP. 20100405 10:51:27 * Upthorn has never played wesnoth multiplayer, and thinks this would be a great UI improvement. 20100405 10:51:33< mordante> gabba, yes I would plan the attacks and recruits later 20100405 10:51:36< noy> the current behavior is not an issue as you make it out to be. The whole idea behind it is to speed up multi turn movements 20100405 10:52:07< mordante> Upthorn, in some cases it might, but in most cases I don't need to plan 20100405 10:52:20< timotei21> mordante, I have a question about selecting the projects in GSOC: it can happen to choose two students at the same project? for example, you could choose 2 out of the 3 students to work on the "rewriting network stack" project? 20100405 10:52:22< gabba> mordante: at least for the undo part, I think my proposal would be a huge improvement 20100405 10:52:22< noy> adding a reconfirmation just adds more time. 20100405 10:52:23< mordante> and maybe this is a thing to make an option 20100405 10:52:40< noy> So my suggestion is to scrap this idea altogether gabba or make it an option you can turn off. To be honest I'd leave goto as is. 20100405 10:52:57< mordante> timotei21, we did that in the past with some projects which could be shared 20100405 10:53:07< timotei21> ok 20100405 10:53:11< gabba> noy: ok, advice taken 20100405 10:53:11< mordante> timotei21, but the network stack isn't one of them 20100405 10:53:27< noy> mordante: I think its actually frowned upon now by gsoc 20100405 10:53:36< gabba> noy: however did you read my proposal in its latest (and pretty much final) incarnation? 20100405 10:53:45< mordante> timotei21, since we want students to work directly in trunk 20100405 10:53:46< noy> I just did gabba 20100405 10:53:46< Upthorn> noy: I imagine that depends on the size of the project 20100405 10:53:50< gabba> noy: ok 20100405 10:54:02< mordante> noy, yes I wanted to point that out as well ;-) 20100405 10:54:10< Upthorn> oh man, working directly in trunk sounds dangerous. 20100405 10:54:27< noy> Upthorn: yes but the issue that google has is with how to assess two students? 20100405 10:54:32< Ivanovic> moin 20100405 10:54:35< mordante> timotei21, like noy said it's frowned upon since we had bad experience with it 20100405 10:54:36< mordante> hi Ivanovic 20100405 10:54:40< gabba> morning Ivanovic 20100405 10:55:03< noy> if one did all the work and another didn't, or one accomplished alot of simple stuff and another did one thing that was technical... 20100405 10:55:03< Upthorn> noy: well, the students still own individual commits, and have to communicate with you 20100405 10:55:07< mordante> Upthorn, we in general give developers rather soon commit access, we can always revert :-P 20100405 10:55:18< noy> Upthorn: look its not that simple 20100405 10:55:28< timotei21> ok thanks 20100405 10:55:29< CIA-64> ivanovic * r41993 /branches/1.8/po/ (6 files in 6 dirs): updated German translation 20100405 10:55:35< CIA-64> ivanovic * r41992 /trunk/po/ (6 files in 6 dirs): updated German translation 20100405 10:55:40< Upthorn> it really depends on the criteria you're assessing students on 20100405 10:55:47< mordante> Upthorn, the gsoc students that have commit access now, have met the same requirements as normal developers to get it 20100405 10:56:06< noy> making assessments on a collaborative project, especially if its gone awry is extremely difficult. 20100405 10:56:31< gabba> mordante: what do you mean by "I prefer the current way still the default" and "since your idea makes little to no sense in SP"? Do you refer to the whole proposal? 20100405 10:57:04< Upthorn> noy: yeah, I understand that it makes it more complicated, but it is still possible to determine how much each participant contributed 20100405 10:57:12< Upthorn> it is just more difficult 20100405 10:57:17< noy> Yeah if everything goes right then it isn't a problem. But what if a collaborative fails because of bad communication, or bad timing on one part vs another 20100405 10:57:24< mordante> gabba, no to using shift-click to do actions directly, but as I said afterwards maybe this is a good think to make an option 20100405 10:57:27< noy> Its not as simple as you suggest 20100405 10:57:33< mordante> gabba, no I like the idea in general 20100405 10:57:47< gabba> mordante: ok 20100405 10:58:03< Upthorn> I think you have misunderstood 20100405 10:58:09< gabba> mordante: I already planned for a shift-click toggle 20100405 10:58:15< Upthorn> I was not saying that it was all you have to do 20100405 10:58:20< mordante> gabba, the main angle is coop MP but it can be useful in SP to plan some things, but probably I won't use that a lot 20100405 10:58:27< noy> mordante: whats the issue? 20100405 10:59:03< mordante> noy, whether directly executing actions should be the default or adding them to a execution queue 20100405 10:59:20< noy> hm 20100405 10:59:53< noy> gabba: I assume you're thinking it should be the former? 20100405 10:59:54< gabba> mordante: sure, the only complelling this is SP are making "sighted" events work, as well as ambush 20100405 10:59:58< noy> rather than the latter? 20100405 11:00:26< gabba> noy: what's the context of your question? 20100405 11:00:39< gabba> noy: hard to know among all the chatter 20100405 11:00:45< mordante> the question abouth the shift-click you just answered ;-) 20100405 11:00:50< noy> what mordante just stated 20100405 11:01:16< mordante> gabba, maybe add that info to the proposal as well, to make it clear 20100405 11:01:55< gabba> noy, mordante: ok, I'll recap for a sec :) 20100405 11:02:33< gabba> noy: so, I think planned moves should be on by default, and normal moves on the shift-click 20100405 11:02:46-!- timotei [~timotei21@193.34.191.4] has joined #wesnoth-dev 20100405 11:03:01< gabba> noy: because otherwise when the new system will get into mainline, people will get all confused that undo is gone by default 20100405 11:03:25< gabba> noy: and I will definitely not have my system coexist with the current undo system, that would be hell 20100405 11:03:39< zookeeper> without very in-depth thinking, i'd lean towards having normal moves be the default...planned moves would still mostly be the minority of all the moves you make 20100405 11:03:46< noy> hmm 20100405 11:03:56< noy> zookeeper: I agree 20100405 11:04:18 * mordante too 20100405 11:04:21< zookeeper> and especially in SP you'd just be shift-clicking all the time since most maps have no shroud/fog anyway and there's a lot of mass movements of units from one place to another 20100405 11:04:23< gabba> also, you'll be able to plan moves when it's not your turn, and it would get confusing if the default behavior changes when your turn starts 20100405 11:04:24< noy> I guess I'll have to read how the new undo system will work though 20100405 11:04:34< zookeeper> ...in which contexts the whiteboarding doesn't make any sense 20100405 11:05:08-!- timotei21 [~timotei21@193.34.191.4] has quit [Ping timeout: 246 seconds] 20100405 11:05:23< gabba> zookeeper: that's why I want to provide a toggle either in preferences or in-game, for SP in particular 20100405 11:05:41< noy> so... wait, will there be planned moves and then you execute? 20100405 11:05:49< gabba> noy: yes 20100405 11:05:52< mordante> gabba, a preference with a hotkey to toggle it, like for example the grid 20100405 11:05:52< noy> ... this is a serious change in gameplay behavior 20100405 11:06:04< noy> I'm actually not very comfortable with this at all 20100405 11:06:24< zookeeper> sure, an in-game toggle sounds good. you could display some kind of a visual indicator in some corner of the screen showing the state of the toggle, too, and that'd help a bit with default behaviour changing when it's not your turn. 20100405 11:06:30< gabba> noy: the difference with current undo being that you can plan 10 moves and then decide "ok, I execute the 3rd one" 20100405 11:06:54< gabba> noy: and you don't lose your whole undo stack because of an ambush or wml event 20100405 11:07:07< noy> yeah but its such a rare occurrance gabba 20100405 11:07:13< gabba> noy: and this: http://wiki.wesnoth.org/GSoC-WesnothWhiteboard_Gabba#Clean_up 20100405 11:07:23< noy> I've read it gabba 20100405 11:07:27< gabba> mordante: ok, a hotkey sounds reasonable 20100405 11:07:37< gabba> noy: yeah, I'm linking to a specific section 20100405 11:08:46< gabba> noy: wml "sighted" events are a nice feature, and are pretty much impossible to reconcile with how undo/delay shroud updates currently work 20100405 11:10:51< mordante> zookeeper, yes a visual indicator would be a good idea 20100405 11:11:11-!- Zarel [~Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100405 11:11:39< noy> it is gabba, but is it a critical one? 20100405 11:12:18< noy> Thinking about it more I think its a bit of a change... 20100405 11:12:35< noy> it might not be that bad, but the change can be smoothed over a bit 20100405 11:12:36< gabba> noy: I'm not in such a good position to judge that, but I know Crab_ among others was very keen to see it fixed 20100405 11:12:44< zookeeper> noy, the benefit of not having to do meta-gaming to workaround the undo limitations makes the change worth it for me 20100405 11:12:46< zookeeper> afk -> 20100405 11:13:36< noy> zookeeper: oh I'm not disagreeing its a good change.... I'm more considering is making a major change on game execution is worth the change. 20100405 11:13:55< noy> *worth the disruption. 20100405 11:14:00< gabba> noy: in any case, would having permanent actions as the default, and then planning actions on shift-click for when you want undo capability because you're in a tight spot be acceptable for you? 20100405 11:14:46< noy> I'm not entirely sure gabba. 20100405 11:14:53< gabba> noy: I don't know if you're particularly attached to the current way undo works, with the stack and all 20100405 11:15:46< mordante> Upthorn, I just had a quick glance over your application and in order to improve it you need to update the technical details part, but I guess you already know that 20100405 11:15:58< gabba> noy: in any case, this has to be seen in the light of all the benefits to multiplayer, and also the aspect of finally having something to do when it's not your turn 20100405 11:16:25< gabba> noy: I agree it's a big change, but at the end I'm aiming for a unified system, not a proliferation of options 20100405 11:16:34< noy> gabba: I approach this from the view of long term users... I agree the current undo has issues, but its a question for me whether its worth the disruption of a change (which is a minor consideration) and how does it actually effect gameplay (a major consideration) 20100405 11:16:52< Upthorn> mordante: yeah. I just don't know enough about what the best solution is to go into more technical detail. 20100405 11:17:10< noy> Because if your system prevents some beneficial aspects of the current system, then I've got an issue with it. 20100405 11:17:29< noy> What you're proposing is a major change to gameplay behavior. 20100405 11:17:31< Upthorn> also 20100405 11:17:37< Upthorn> much belatedly 20100405 11:17:39< gabba> noy: can't deny that 20100405 11:17:48< noy> and I'm trying to grasp what are the positive AND negative effects. 20100405 11:18:24< noy> I appreciate you're trying to get your proposal included, I'm more concerned with its overall effects. 20100405 11:18:25< mordante> Upthorn, but even if you don't know everything yet, try to at least provide more information about one part and ask questions to use 20100405 11:18:26< Upthorn> gabba: regarding those mockups. I do like the "status-ball" one the best. If you can find a way to make it work with double or triple digits, that'd be the way to go. 20100405 11:18:46< Upthorn> failing that, the side display is vastly preferable to the overlay. 20100405 11:18:55< mordante> Upthorn, having a well thought application like gabba's makes it easier to discuss things 20100405 11:19:13< gabba> Upthorn: yeah, why do we have to always like the hardest idea :P (I have the same preferences you just explained) 20100405 11:19:20< Ivanovic> mordante: is this fix already commited to trunk? http://forums.wesnoth.org/viewtopic.php?p=419612#p419612 20100405 11:19:31< Ivanovic> (that is: please commit it to 1.8, too ;) ) 20100405 11:20:07< mordante> Upthorn, for example you can go more indepth the GM idea how you think the UI should look 20100405 11:20:14< gabba> noy: don't forget that I'm not only trying to get accepted into GSoC, I'm a player and I've been looking for a solution to improve allied gameplay for several years 20100405 11:20:46< noy> No offense, I haven't seen you play that much gabba 20100405 11:20:50< Upthorn> mordante: ah. That is a good suggestion. Thank you. 20100405 11:20:55< noy> and I don't share some of your views 20100405 11:21:01< Upthorn> I have been taking too narrow a meaning of "technical detail" 20100405 11:21:05< mordante> Ivanovic, no it had a merge conflict and since then those pesky students prevent me from fixing it :-P (and yes back-porting is already planned) 20100405 11:21:19< gabba> noy: Haven't played much on the official server to be honest, more lan games 20100405 11:22:09< Ivanovic> silene: since you replied in one the "WML: Mandatory WML child missing yet untested for." threads, do you think you can improve the error message so that we can eventually find the cause for this issues? 20100405 11:22:11< gabba> noy: not sharing some of my views is ok as long as we're able to discuss them rationally ;) 20100405 11:22:48< silene> Ivanovic: what we need is a backtrace; i have no idea how to cause one to appear 20100405 11:23:13< Upthorn> possibly belatedly, regarding the proposed removal of the concept of undoable actions 20100405 11:23:24< Upthorn> I don't think this is necessary 20100405 11:23:47< Upthorn> so long as the planned_action happens before hand 20100405 11:23:56< Upthorn> there is no reason to remove undo functionality. 20100405 11:24:01< mordante> that's my gut feeling as well 20100405 11:24:19< noy> I'd like gabba if there was a icon that informs players that its an overlay 20100405 11:24:29< mordante> once the action is committed it will use the current movement system so should be able to use the undo system 20100405 11:24:36< noy> yeah showing the moves tells you that 20100405 11:24:36< Ivanovic> gabba: IIRC the game does offer what libsdl finds resolution wise 20100405 11:24:53< Upthorn> that is, "planned_action or undoable action" is a false dichotomy, I don't see any reason that you can't plan an action, execute it, then realize you made a mistake and undo it. 20100405 11:24:55< Ivanovic> gabba: that is: only on windows it seems to rely on the list we provide it 20100405 11:24:55< mordante> Ivanovic, I think so too 20100405 11:25:11< noy> but what if its a large map and its not clear whats going on across the entire map? 20100405 11:25:20< mordante> and gabba there are an infinite number of resolutions possible ;-) 20100405 11:26:05< gabba> about undo: well, I'll have to think about the implications of leaving it in 20100405 11:26:07< Ivanovic> gabba: have a look at src/preferences_display.cpp 20100405 11:26:19< Ivanovic> gabba: there you will see that 1440x900 is listed, too 20100405 11:26:28< Ivanovic> ask xrandr if that does list your mode 20100405 11:27:05< gabba> Ivanovic: resolutions: I thought 1440x900 was pretty standard, that's why I'm surprised wesnoth doesn't offer it -- but meh 20100405 11:27:26< Ivanovic> gabba: like i said, the reason for it not showing is probably your system 20100405 11:27:36< Ivanovic> check which resolutions xrandr does offer for your screen 20100405 11:28:09< Ivanovic> eg this is the result on my box: http://pastebin.com/qtMk3eK8 20100405 11:28:10< gabba> Ivanovic: you're right, xrandr doesn't list it 20100405 11:28:12< noy> gabba: Okay I think it might be a good proposal but I have a few concerns 20100405 11:28:16< Ivanovic> and only those resolutions are shown ingame 20100405 11:28:33< gabba> noy: I'm all ears 20100405 11:28:36< Ivanovic> (if the resolutions are >800x600 ! ) 20100405 11:28:37< noy> #1 its a massive change, and I can't see any issues right now there might be some 20100405 11:29:08< noy> #2 its such a massive change to the interface that it needs to be consider as a mostly up or down issue. 20100405 11:29:16< noy> either we take it all or we reject it all 20100405 11:29:56< noy> One of my concerns is based on the experience we just had with the mp lobby... 20100405 11:29:58< gabba> noy: it kind of works together or falls together, yes 20100405 11:30:06-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100405 11:30:13< noy> where it wasn't fully ready and we shipped it 20100405 11:30:15< Ivanovic> silene: Unheulu in #wesnoth seems to be able to reproduce the issue at the end of the first scenario of two brothers 20100405 11:30:23< Unnheulu> And SoF... 20100405 11:30:23< Ivanovic> okay, here he is 20100405 11:30:32< noy> however what you're proposing is even more extensive 20100405 11:31:21< gabba> noy: because of that I think it's good that it comes at the beginning of a new development cycle 20100405 11:31:27< noy> and so if it's buggy or has a serious issue then I don't want to see it included. 20100405 11:31:40< silene> Unnheulu: could you post savegames on the bug tracker and tell how to reproduce the errors? thanks 20100405 11:31:41< gabba> noy: i.e. it's gonna be a long while before 1.10 comes out 20100405 11:31:53< Upthorn> oh hey, I just had a thought 20100405 11:31:59< noy> Actually I think it might have to wait even longer. 20100405 11:32:04< Unnheulu> silene: Savegames? But, you'll see me cheating to reproduce ;P 20100405 11:32:09< Upthorn> about my proposal 20100405 11:32:20< noy> 1.10 will have to deal primarly with the mp lobby issue 20100405 11:32:29< Ivanovic> silene: http://forums.wesnoth.org/viewtopic.php?f=4&t=29447&start=0 20100405 11:32:36< mordante> gabba, you also wanted to discuss some gui things 20100405 11:32:45< gabba> noy: I suppose it depends how well I do this summer, at least for the bugs part 20100405 11:32:45< Ivanovic> Unnheulu: does not matter, as long as the issues can be reproduced and we eventually find the problem 20100405 11:32:50< Unnheulu> Ok 20100405 11:32:52< mordante> noy, I think the MP lobby isn't connected with this idea 20100405 11:32:55< Upthorn> Do scenarios and campaigns currently have any form of unique identifier? 20100405 11:32:59< Unnheulu> So far I've only seen it on those two out of 4 tried 20100405 11:33:09< gabba> mordante: I won't have time to go into detail about that now 20100405 11:33:11< noy> mordante: I know but I'm not sure if its prudent we introduce two massive changes in one version. 20100405 11:33:25< Ivanovic> Unnheulu: since i have not seen such an issues before, some questions: 20100405 11:33:30< Ivanovic> do you have any addons installed? 20100405 11:33:33< noy> because the lobby will have major changes, and then we're including a major gameplay behavior change too. 20100405 11:34:03< Unnheulu> Ivanovic: nope 20100405 11:34:14< Unnheulu> Dunno how to get them in svn :/ 20100405 11:34:15< mordante> noy, they're not connected at all 20100405 11:34:17< Ivanovic> noy: the lobby changes for 1.10 will just be the bugfixed the 1.8 lobby gets, too 20100405 11:34:37< Ivanovic> noy: the lobby will not be completely rewritten or anything like this 20100405 11:34:46< Ivanovic> we are talking about fixes, now that we finally get some reports 20100405 11:34:52< noy> Ivanovic: not sure about that, we're going to have a discussionon this. 20100405 11:35:05< silene> Ivanovic: just so that there is no misunderstanding: there is only one place that catches the issue, but that doesn't mean there is only one bug; so don't be too surprised, if other reports keep coming (in particular, the mp ones are quite bad since they seem pretty random) 20100405 11:35:07< mordante> Ivanovic, some changes appear to be unwanted 20100405 11:35:08< noy> There are issues with it that require more than just "bug fixes" 20100405 11:35:30< Ivanovic> the main problem with lobby changes is that we don't get testers unless we release it in a new stable version 20100405 11:35:43< Ivanovic> as we saw in the dev tree, almost noone used it and we had close to zero feedback 20100405 11:35:44< mordante> Ivanovic, some design issues not reported during the betas, came in the day after the release :-( 20100405 11:35:45< noy> Ivanovic: I know 20100405 11:35:45< Unnheulu> Same bug on first scenario in HttT as well 20100405 11:35:54< noy> Ivanovic: I'm working to address that 20100405 11:36:06< mordante> Ivanovic, just look at jbx's FRs 20100405 11:36:06< noy> but it doesn't mean that the current system needs to be changed 20100405 11:37:17< Ivanovic> the requests submitted by jbx do sound like cases of bug fixes 20100405 11:37:35< Ivanovic> at least those i see from friday, 2nd april 20100405 11:37:37< gabba> noy: did you want to discuss my proposal further, or you'd rather come back on the subject later? 20100405 11:37:44-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has quit [Remote host closed the connection] 20100405 11:38:13-!- loonybot [~loonybot@ppp79-139-136-187.pppoe.spdop.ru] has joined #wesnoth-dev 20100405 11:38:13-!- loonybot [~loonybot@ppp79-139-136-187.pppoe.spdop.ru] has quit [Changing host] 20100405 11:38:13-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100405 11:39:11-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100405 11:39:13< noy> gabba: right now I think its a very ambitious proposal and it maybe good 20100405 11:39:34< noy> I just can't tell how these issues will play out 20100405 11:40:09< noy> that doesn't really affect what you can do or say, but its a lingering concern. 20100405 11:40:18< gabba> noy: well, that's encouraging, but do take the needed time to consider the various issues 20100405 11:40:41< mordante> gabba, ok maybe we can do so when you get back around 19:00 20100405 11:40:42< gabba> noy: I'm not a proponent of change for change's sake 20100405 11:41:18< noy> Its just that its such a drastic proposal 20100405 11:41:24< mordante> aranair, you also wanted your proposal reviewed? 20100405 11:41:29< gabba> mordante: I stayed much more than I intended, so I don't think you'll see me on irc tomorrow - got final exams coming, you know 20100405 11:41:36< noy> and I can't envision all of its implications immediately 20100405 11:41:43< Unnheulu> Bug happens in multiplayer to 20100405 11:42:02< gabba> mordante: so, I'll try to show up on wednesday in the most busy irc time 20100405 11:42:23< gabba> mordante: or tuesday, if I manage it 20100405 11:42:48< aranair> mordante: not if you do not have the time its fine ;) 20100405 11:43:09< Unnheulu> Bug is also in tRoW 20100405 11:43:20< noy> gabba: it may well be possible you create this change, but it on balance isn't worth it, so we don't include it 20100405 11:43:22< mordante> gabba, wednesday I probably won't be around 20100405 11:43:26 * Unnheulu goes an uninstalls 20100405 11:43:28< noy> we'd still pass you. 20100405 11:43:46< noy> or not... if it was bad. 20100405 11:44:02< gabba> mordante: I'll try tuesday then, can't promise 20100405 11:44:06< noy> I think if it works as planned and no issues emerge, it will be great 20100405 11:44:20< Unnheulu> uninstalled 20100405 11:44:22< mordante> gabba, you don't have time tonight? 20100405 11:44:32< noy> mordante: its 6am there 20100405 11:44:33< gabba> noy: you mean I could be accepted for GSoC, but then my work could serve as a nice mantlepiece decoration :P 20100405 11:44:35< noy> he's been up all night 20100405 11:44:39< noy> gabba: yes 20100405 11:44:49< gabba> mordante: yeah, I'm a bit sleep deprived 20100405 11:44:54< mordante> noy, talking UTC time ;-) 20100405 11:45:49< noy> gabba: I think we need to discuss this further 20100405 11:45:56< gabba> mordante: and at some point I've got to shut off IRC and anything Wesnoth-related and get some studies in, if you want me to still be a student this summer ;) 20100405 11:46:18< gabba> noy: I agree 20100405 11:46:18< noy> gabba: I now see a possible issue 20100405 11:46:33< mordante> gabba, yes of course just asking 20100405 11:46:34< Ivanovic> being a student in 21 days is enough regarding the formal requirements 20100405 11:46:36< Ivanovic> ;) 20100405 11:46:43< noy> see I and most other good players make some moves then make an attack. 20100405 11:46:55< noy> On the basis of that attack, we make our next moves 20100405 11:47:07< gabba> Ivanovic: good for you, but I'd probably be a bit depressed ;) 20100405 11:47:23< noy> I'm unsure as to how this behavior would translate into your system 20100405 11:47:31< mordante> aranair, I have now, just want to be sure you won't leave before I've time to finish ;-) 20100405 11:47:33< Ivanovic> hmm, undesired side effects? 20100405 11:47:36< Ivanovic> ;) 20100405 11:47:37< gabba> noy: hmm, I need to picture that for a minute 20100405 11:48:06< Ivanovic> anyway, have a good night sleep 20100405 11:48:16< aranair> mmm probaly in an hour or so I have to go 20100405 11:48:36< mordante> gabba, if you can't be around on Tuesday feel free to leave some questions in the log 20100405 11:48:38-!- ryaether [~ryan@173-26-127-85.client.mchsi.com] has quit [Remote host closed the connection] 20100405 11:48:46< noy> now your system actually is more onerous 20100405 11:48:48< gabba> mordante: ok 20100405 11:48:52< CIA-64> silene * r41994 /branches/1.8/src/unit.cpp: 20100405 11:48:52< CIA-64> Prevented an infinite recursion with missing animations. (Fix for bug #15787.) 20100405 11:48:52< CIA-64> Backported from trunk r41191. 20100405 11:48:59< gabba> noy: yes, I see what you're getting at 20100405 11:49:01< noy> I think we need to discuss this. 20100405 11:49:04< mordante> aranair, that should be enough, you have a like for me? 20100405 11:49:10< CIA-64> silene * r41995 /branches/1.8/src/pathfind/pathfind.cpp: 20100405 11:49:10< CIA-64> Fixed find_vacant_tile looking for tiles outside the map. (Fix for bug #15774.) 20100405 11:49:10< CIA-64> Sped up the code along the way. 20100405 11:49:10< CIA-64> Backported from trunk r41956. 20100405 11:49:12< noy> but for another time 20100405 11:49:20< noy> I'm off to bed 20100405 11:49:23< noy> night people 20100405 11:49:26-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: GO, GET TO THE CHOPPAH!!!] 20100405 11:49:59< aranair> mordante: sorry? i might not understand some slangs as im not from anywhere near you ;P 20100405 11:50:03< gabba> well, it's night for me too 20100405 11:50:08< gabba> see you all 20100405 11:50:27< mordante> night gabba 20100405 11:50:35< mordante> aranair, a link to your proposal 20100405 11:50:38-!- gabba [~gabba@72.0.215.59] has left #wesnoth-dev [] 20100405 11:50:56< aranair> ah right 20100405 11:50:58< aranair> http://wiki.wesnoth.org/SummerofCode_Aranair 20100405 11:51:01< CIA-64> mordante * r41996 /trunk/src/gui/auxiliary/window_builder/progress_bar.cpp: Fix a comment typo. 20100405 11:51:15< CIA-64> mordante * r41997 /trunk/doc/design/ (9 files in 2 dirs): Update design document. 20100405 11:51:26-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100405 11:51:31< CIA-64> mordante * r41998 /trunk/ (changelog players_changelog src/gui/widgets/listbox.cpp): 20100405 11:51:31< CIA-64> Fixed a MP lobby crash. 20100405 11:51:31< CIA-64> The crash occurs when refreshing with filtered out games (bug #15716). 20100405 11:51:36< timotei> hello Crab_ 20100405 11:51:37< CIA-64> mordante * r41999 /trunk/src/language.cpp: Add some comment. 20100405 11:51:38< timotei> :D 20100405 11:51:40< CIA-64> mordante * r42000 /trunk/src/gui/ (3 files in 2 dirs): Remove a 1.8 work-around hack. 20100405 11:51:41-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Ping timeout: 240 seconds] 20100405 11:51:46< CIA-64> mordante * r42001 /trunk/src/gui/widgets/grid.cpp: 20100405 11:51:46< CIA-64> Work around an issue with tpoint::operator<(). 20100405 11:51:46< CIA-64> It might fix a bug for Espreon on Windows, the operator< issue was 20100405 11:51:46< CIA-64> spotted by silene. 20100405 11:52:08< Crab_> hi, timotei 20100405 11:53:46< timotei> I just made a prototype for reading from a dummy external tool, parse the information and add the markers to the files 20100405 11:53:47< timotei> :D 20100405 11:53:58< Crab_> timotei: cool:) 20100405 11:54:05< timotei> but have a question. say it, we have a warning regarding all file 20100405 11:54:17< timotei> the entire file. The marker should be put on line 1 or not at all? 20100405 11:54:28< Crab_> timotei: i'd say 'at line 1' 20100405 11:54:30< timotei> ok 20100405 11:54:52< Crab_> timotei: and note that there are warning and errors - different types of things. and there should be a way to clean those warnings. 20100405 11:55:01< timotei> yes :) 20100405 11:55:56< CIA-64> mordante * r42002 /branches/1.8/ (changelog players_changelog src/gui/widgets/listbox.cpp): 20100405 11:55:56< CIA-64> Fixed a MP lobby crash. 20100405 11:55:56< CIA-64> The crash occurs when refreshing with filtered out games (bug #15716). 20100405 11:55:56< CIA-64> Backport of r41998. 20100405 11:56:59< mordante> aranair, no forum account yet? 20100405 11:57:08< aranair> mm the current alliance system is fully defined in team.hpp/cpp? 20100405 11:57:22< mordante> nm 20100405 11:57:52-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100405 11:59:19< mordante> aranair, regarding your experiences also add the time you worked with it so we have an idea how well you know that stuff 20100405 11:59:32< Crab_> hi, aranair 20100405 11:59:44< aranair> heya crab_ 20100405 12:00:15< aranair> mordante: ok i'll go about adding them. heh. After listening all the discussion between you guys and gabba its abit offputting ;P 20100405 12:00:37< Crab_> no, even if current alliance system is not only in src/team./pp , any extended alliance system would need to touch a large number of files, such as victory condition checking, ai, etc 20100405 12:00:55< CIA-64> mordante * r42003 /trunk/data/gui/default/widget/progress_bar_default.cfg: Fix some errors in the progress bar. 20100405 12:01:28< aranair> mmm. ok 20100405 12:01:52< timotei> Crab_, the markers... should have only line or should we go till char start/end precision? 20100405 12:01:53< Crab_> aranair: even now some things are implicitly using the alliance system - e.g. pathfinding (ZoC) 20100405 12:01:59< timotei> that will depend on the tool 20100405 12:02:01< CIA-64> mordante * r42004 /branches/1.8/src/language.cpp: 20100405 12:02:01< CIA-64> Fixed picking the proper locale. 20100405 12:02:01< CIA-64> Patch provided by stikonas. 20100405 12:02:01< CIA-64> Backport of r41874 and r41999. 20100405 12:02:13< Crab_> timotei: marker is on line, but each marker can have a description 20100405 12:02:28< Crab_> timotei: you can mark a part of the string ? 20100405 12:02:37< Crab_> timotei: if you can (for some tools), that's cool 20100405 12:02:40< timotei> well, I show the line+description 20100405 12:02:46< timotei> but I can also select the only part of the line 20100405 12:02:49< timotei> that has the error 20100405 12:02:56< timotei> but that need to be provided by the tool:-? 20100405 12:03:31< Crab_> timotei: well, having support for this would be cool. 20100405 12:03:36< timotei> ok 20100405 12:03:37< Crab_> timotei: even if most tools don't do that 20100405 12:03:44< timotei> ok, I'll do it then 20100405 12:04:13< aranair> crab_: noted.. I guess I should do a preliminary glimpse on the extent a new alliance system will affect first i guess. 20100405 12:05:07< Crab_> aranair: yes, that'll be a good idea. but, I think that it's more important is to think out how you'll present the alliance info to code, and how you'll allow to change it 20100405 12:06:05< aranair> crab_: im not too sure what you mean by, how to allow to change it. you mean porting it to the new system or? 20100405 12:06:28< Crab_> aranair: I mean, 'how the new system would look like in the code?' 20100405 12:06:52< aranair> nodies 20100405 12:08:11< Crab_> silene: I've got a question about r41958 and r41959 20100405 12:08:31< Crab_> silene: previously, the 'remove recruit' code in team.cpp notified the ai that the recruit list has changed 20100405 12:09:07< Crab_> silene: this was added to avoid errors with the 'limit recruiting' macro removing recruits in the middle of the turn 20100405 12:11:04< Crab_> silene: so, the question: was the removal of 'ai::manager::raise_recruit_list_changed();' intended (i.e., because the c++ recruitment ought to be reworked anyway) ? 20100405 12:13:16< mordante> aranair, how do you see 40% shared view? 20100405 12:14:33< aranair> mordante: percentages do not have to be applied to all the parameters yet. mm h 20100405 12:14:56< aranair> for views perhaps, regions could be marked out. 20100405 12:15:18< mordante> aranair, I agree but you added fog and shroud to that list 20100405 12:15:52< mordante> aranair, you don't use the standard containers of C++? 20100405 12:17:03< aranair> mmm that list could be modified intime. it could be just percentages for some of the fields. 20100405 12:17:32< aranair> no i am not too certain of all the containers just yet actually :/ 20100405 12:17:46< mordante> ok 20100405 12:18:14< mordante> you know what the STL is? 20100405 12:18:33< aranair> nope. 20100405 12:19:23< mordante> it's the Standard Template Library, which for the larger part is included in the C++ standard 20100405 12:19:29< aranair> mm i was reading up about the usage of standard librarys in wesnoth code. and if STL are just libraries, it would be too difficult to use them right 20100405 12:19:52< mordante> (and actually we don't use STL, but the part which is include in the C++ standard) 20100405 12:19:55< Ivanovic> STL is the "standard template library" 20100405 12:20:05< aranair> yea it is just went to find it ;P 20100405 12:20:07< mordante> included* 20100405 12:21:04< Ivanovic> silene: some user in #wesnoth has the same "Missing child" prob 20100405 12:21:07< aranair> right. mm 20100405 12:21:13< Ivanovic> [12:11:14] http://img266.imageshack.us/img266/624/wmlerror.jpg 20100405 12:21:15< Ivanovic> [12:11:22] what does this mean? 20100405 12:21:21< Ivanovic> [12:19:33] it occours for me several times when I play Coloseum (3p version) when an enemy attacs 20100405 12:21:23< Ivanovic> [12:19:49] not all the time, but sometimes 20100405 12:21:24< Ivanovic> [12:20:38] PS.: I'm the host (and thous the client that calculates the actions of the ai) 20100405 12:21:47< mordante> aranair, secion 4.5 only contains the general overview of your idea, it needs more technical details 20100405 12:21:49< Ivanovic> (yes, sometimes it would be great if all devs just at least idled in #wesnoth, too, so that you can just leave a highlight and be done) 20100405 12:22:07< Johannes13> :) 20100405 12:22:15< mordante> aranair, like how to give/take privileges etc 20100405 12:22:39< mordante> Ivanovic, why you're our #wesnoth filter ;-) 20100405 12:22:44< aranair> mm nods, I will be going through the current alliance system and seeing the extent of this change for now. Hopefully before the deadline heh. 20100405 12:23:00< aranair> noted- 20100405 12:25:09< silene> Crab_: i didn't remove it; if you look at the patch, it wasn't even there in the first place 20100405 12:25:22< Crab_> silene: http://svn.gna.org/viewcvs/wesnoth/trunk/src/team.cpp?rev=41959&view=diff&r1=41959&r2=41958&p1=trunk/src/team.cpp&p2=/trunk/src/team.cpp ? 20100405 12:25:33< mordante> to all gsoc students: Make sure you commit your proposal at google soon, don't wait until the latest moment just to discover your internet connection is down 20100405 12:25:56< Ivanovic> you can still finetune and talk to us about your application 20100405 12:26:04< mordante> you can still improve afterwards, but how wonderful your proposal is, if not in google's database we can't accept it 20100405 12:26:05< Ivanovic> this is just to make sure that you *can* be selected at the end! 20100405 12:26:07< silene> Crab_: you are not looking at the correct place, look a few lines below 20100405 12:27:51< Crab_> silene: ok 20100405 12:28:12< Crab_> silene: sorry, was looking at the diffs, which don't show enough lines of context 20100405 12:29:02< aranair> mordante: mm actually i thought views/shrouds might be able to be awarded with percentages as well: either random distribution or specific regions that one must have the correct alliance_level to view. 20100405 12:29:23< aranair> although random distribution sounds pretty unrealistic in rl~_~ 20100405 12:30:35< mordante> exactly and doing this random sounds horrible 20100405 12:31:28< aranair> i thought the 2nd option sounds fine though ;P just need to figure out how to do it exactly heh. how detailed should the portion 4.5 be ? 20100405 12:32:03< mordante> option 2 is possible but probably requires too much micromanagement 20100405 12:32:43< mordante> I see 5 new hexes, which hexes should I show to my opponent? click , click here you are 20100405 12:32:45< aranair> mm so as far as this new alliance system is concerned, features should be kept to a minimum still? 20100405 12:32:58< aranair> oh. no. thats not what i meant. 20100405 12:33:00< mordante> I don't understand your question 20100405 12:33:26< aranair> mm you have 5 hexes. 1 hex is currently your start/stronghold. that requires status_friend perhaps. 20100405 12:33:33< aranair> then as it progresses on further away 20100405 12:34:14< aranair> the level of requirement is then evaluated automatically from a possible list of parameters, distance for instance 20100405 12:34:17< mordante> 4.5 should be as detailed as possible, the more details the better we can discuss things 20100405 12:34:34< aranair> ok. 20100405 12:35:25< aranair> oh and regarding the features. i mean like. if this change would bring about more details/more steps required by the gamer, it should be opted out? 20100405 12:36:40< mordante> not per se, but if gamers need too much time "configuring" the game they won't configure it 20100405 12:36:58< mordante> so there needs to be a balance between them 20100405 12:37:08< aranair> mmm. ok 20100405 12:37:15< mordante> but it should also possible to configure and lock the settings in WML 20100405 12:37:58-!- nagbot [~root@wesnoth/bot/nagbot] has left #wesnoth-dev [] 20100405 12:38:09< mordante> this way certain new types of campaigns would be possible (no idea what kind, but I assume our UMC authors will invite something ;-) ) 20100405 12:38:37< Crab_> and it also should be possible to query the settings from wml 20100405 12:38:42< Crab_> e.g., a 'standard side filter' 20100405 12:38:47< mordante> yup 20100405 12:39:19< aranair> im sorry whats the standard side filter again? 20100405 12:39:37< Crab_> aranair: look at SUF (standard unit filter) and SLF (standard location filter) 20100405 12:39:45< aranair> ok 20100405 12:39:51< Crab_> aranair: they return a array of units/locations which match the filter 20100405 12:39:56< Crab_> aranair: we want a similar thing for sides 20100405 12:40:06< Crab_> e.g., "give me all sides I share fog with" 20100405 12:40:15< aranair> ah 20100405 12:40:17< Crab_> or "give me all sides which share ZoC with side 4" 20100405 12:40:25< Crab_> this would be usable from wml and lua 20100405 12:40:36< Crab_> and from c++ 20100405 12:40:42< aranair> nods 20100405 12:44:09< aranair> have to afk for abit. brb. 20100405 12:48:36< Upthorn> oh hey, Crab_ is here and I'm awake. 20100405 12:48:53< Crab_> hi, Upthorn 20100405 12:48:56< Crab_> welcome :) 20100405 12:49:20< Upthorn> I just thought of a question that will probably be important for world persistence 20100405 12:49:39< Crab_> good ) let's talk about it 20100405 12:49:48< Upthorn> Do scenarios and campaigns currently have some sort of unique identification already? 20100405 12:50:21< Crab_> Upthorn: open data/campaigns/Liberty/_main.cfg 20100405 12:50:33< Crab_> you'll see [campaign] id=Liberty 20100405 12:50:56< Upthorn> Okay. And it is guaranteed that no other campaign will have that id? 20100405 12:51:18< Crab_> then, open data/campaigns/Liberty/scenarios/01_The_Raid.cfg - it'll have [scenario] id=the_raid 20100405 12:52:21< Upthorn> Yes, I see that. 20100405 12:52:34< Crab_> let me check... 20100405 12:54:55-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100405 12:55:06< Upthorn> If it is possible for more than one campaign to have the same [campaign] id, world persistence may require the addition of some more unique form of identifier. Though if persistence data is stored in the directory of the relevant campaign, a path + id may be sufficient to distinguish 20100405 12:58:52< Crab_> I was thinking of requiring addons to identify themselves via a unique id \ directory name, if they want to store persistence info about the content in them 20100405 13:00:28< Upthorn> yeah, I came to the same conclusion. This will allow them to be sure that they are loading data from the correct source, and it will also allow one addon to access the data of a different addon, so long as it has the correct uid 20100405 13:00:45< Crab_> because it's generally better to split on 'political boundaries' 20100405 13:01:44< Crab_> e.g., if an addon includes several campaigns, that they're generally 'maintained' by the same author, so he\she can make it sure that he uses the stored info correctly 20100405 13:02:05< Crab_> so, treat the 'addon' as 'namespace' of sorts 20100405 13:02:17< Crab_> where 'mainline' will be one of the namespaces 20100405 13:02:43< Upthorn> yeah, directory name would probably be technically sufficient, but it means that a user reorganizing his filesystem could break it 20100405 13:02:54< Upthorn> which would obviously be bad. 20100405 13:02:58< Crab_> yes, it's better to use id 20100405 13:03:44< silene> introduce another id if you need it, but don't use the campaign id 20100405 13:04:01< Crab_> silene: no, we were thinking about introducing 'addon id' 20100405 13:04:36< Upthorn> I was going to suggest 'persist_id' 20100405 13:04:48< CIA-64> silene * r42005 /trunk/src/unit.cpp: Fixed typo that caused out-of-bound access (missing WML child). 20100405 13:05:54< Crab_> Upthorn: yes, this can work, too, but we need to make sure that they won't clash, so we need to at least suggest a suitable naming scheme 20100405 13:06:18< Crab_> Upthorn: e.g. like it's done with java packages - it's suggested (not enforced) that a reverse domain name is used for them 20100405 13:06:41< Upthorn> yeah. 20100405 13:06:46< Crab_> Upthorn: we can, for example, suggest (not enforce) that a 'addon_name' should be used for persist_id 20100405 13:07:31< Upthorn> The other possibility is to make it a number, and provide a method for autogenerating it based on, for instance, systime 20100405 13:07:54< Crab_> Upthorn: no, it's better to keep things readable. why use UUIDs when we can use a human-readable name ? 20100405 13:07:58< Upthorn> but it seems like that would be a clash of paradigms with all the other IDs 20100405 13:08:15< Ivanovic> silene: cool 20100405 13:08:27< Crab_> Upthorn: esp. if an addon will want to use variables from several other addons 20100405 13:08:37< silene> Ivanovic: not quite; that means it doesn't help at all for 1.8 20100405 13:08:44< Ivanovic> outsch 20100405 13:08:45< Crab_> Upthorn: then having several uuids will make debugging unpleasant 20100405 13:08:49< Upthorn> yeah, you're right. UUIDs would be a real hassle for devs 20100405 13:08:55< Ivanovic> so it is a completely different cause for 1.8? 20100405 13:09:32< Crab_> Upthorn: how you want to give addon authors access to those persistence info ? 20100405 13:10:08< silene> Ivanovic: yes, the error is raised whenever a part of the engine tries to read inside wml nothingness; there may well be several places that trigger the bug 20100405 13:10:28< silene> s/trigger the bug/are buggy/ 20100405 13:10:55< Upthorn> I haven't quite figured out how it is all going to work yet, but I imagine that persistent variables could have an additional persist_id element 20100405 13:11:33< Crab_> Upthorn: I was thinking of a WML tag which will load the specified info from 'global' storage into a local wml variable. http://wesnoth.pastebin.com/4fWfSdyK 20100405 13:11:35< Upthorn> which, when not specified, would use the current addon's persist_id, but when specified would look for that variable in the persistence data of the addon with that id. 20100405 13:12:23< Crab_> or, to be more clear, http://wesnoth.pastebin.com/Lqac6itY 20100405 13:12:44< Crab_> if persist_id is omitted, current is used, if side is omitted, current is used 20100405 13:13:06< Upthorn> Crab_: that looks very much like what I was imagining :) 20100405 13:13:13< silene> Crab_: why the side? 20100405 13:13:26< Crab_> silene: in MP, each player can have his own persistence data 20100405 13:14:25< silene> Crab_: sure, but i don't see why the mechanism has to be in [load_]; it should be in the variable names or in the containers or in... 20100405 13:14:57< Crab_> silene: well, each player can have a variable with the same name, for example 'my_earned_starting_gold' 20100405 13:14:58< silene> or do you intend to have persistent data on the server too? 20100405 13:15:08< Crab_> silene: no, server will stay as is. 20100405 13:15:38< Crab_> silene: and then, the host might want to ask each player for his value of 'my_earned_starting_gold', and set the starting gold value of each player according to that. 20100405 13:15:55< Upthorn> actually, I think silene has a good point 20100405 13:16:16< Upthorn> since one of the suggested uses of persistence is achievements or unlockables 20100405 13:16:33< Upthorn> the variables that are used for that probably are going to be side-agnostic 20100405 13:16:33< silene> Crab_: no, i meant that the variable should be called "my_something_$player" 20100405 13:16:42-!- Darkas [~quassel@ppp-88-217-110-64.dynamic.mnet-online.de] has joined #wesnoth-dev 20100405 13:16:51< Crab_> silene: and what is $player ? 20100405 13:17:04< Crab_> silene: side number ? or a player 'profile name' ? 20100405 13:17:20< Upthorn> I think he meant side number. 20100405 13:17:20< silene> Crab_: a way to identify players, the same thing that side= would do in your proposal 20100405 13:17:43-!- Blarumyrran [~Blarumyrr@81-20-159-197.levira.ee] has quit [Quit: Lahkun] 20100405 13:17:46< Ivanovic> silene: are you sure that in branches/1.8 the issue does not exist? 20100405 13:17:56< Ivanovic> cf line 1068 in src/unit.cpp 20100405 13:18:05< Ivanovic> ain't this the same part that was problematic in trunk? 20100405 13:18:29< Ivanovic> argh, sorry,no 20100405 13:18:34< Crab_> silene: ok, but then we'll need to add a support for 'profiles' for SP, to allow different players on the same machine to have different persistence info. basically, each player's SP achievements will be connected to his MP nickname 20100405 13:18:36< Ivanovic> completely changed code in this part 20100405 13:19:24< Crab_> silene: but even then, the WML coder can't know the names of players beforehand, so he'll need to refer them by side number.. 20100405 13:19:59< Crab_> silene: do you think that 'var=my_variable_name_1' is better than 'side=1 var=my_variable_name' ? 20100405 13:20:49< Upthorn> Crab_: I think that 'var=my_variable_name_side1' is better, because it allows for variables to be specified that are not associated with a side 20100405 13:21:09< Ivanovic> Johannes13: which version are you using regarding the missing child prob you see? 20100405 13:21:14< Crab_> Upthorn: how can a persistent variable be not associated with a side ? 20100405 13:21:23< Ivanovic> Johannes13: that is: any information is welcome! 20100405 13:21:25< Ivanovic> ;) 20100405 13:21:26< Crab_> Upthorn: I mean, it has to be stored somewhere, isn't it ? 20100405 13:21:38< Crab_> Upthorn: so, there needs to be a side (or a list of sides) which will store it. 20100405 13:21:50< Upthorn> Crab_: well, yes, but suppose you want a variable that keeps track of how many times the addon has been played 20100405 13:22:46< Upthorn> it can't be associated with a side, or it will only keep track of times the addon has been played as that particular side 20100405 13:23:19< Crab_> Upthorn: where do you want to store that info ? 20100405 13:23:59< Upthorn> I guess I would make a [global][/global] for things like that 20100405 13:25:03< Crab_> Upthorn: where (i.e. on which host in the internet) it would be stored ? 20100405 13:26:02< Upthorn> In multiplayer games, is one player the server, or is it completely peer-to-peer? 20100405 13:26:14< timotei> hey Crab_ you have errors compiling the game on windows, after gui2 commits?:-S 20100405 13:26:18< Crab_> timotei: yes 20100405 13:26:35< silene> Crab_: okay, you are right, it may make more sense to systematically associate data to players 20100405 13:26:42< Upthorn> If one player is the server, I would suggest that the global information be taken from the server 20100405 13:26:53< Crab_> Upthorn: all players are 'clients', and there's a server to forward info between them and to do some WML work like random number generation 20100405 13:27:09< timotei> if you don't have then I'll try building with SCons 20100405 13:27:25< Crab_> timotei: one of mordante's commits confused MSVC :) 20100405 13:27:41< Upthorn> Crab_: so players cannot connect directly with each other? 20100405 13:27:43-!- loonybot_ [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100405 13:27:45< silene> Crab_: that being said, it's probably a bad idea for the host to ask the clients, the data should strictly stay on the host 20100405 13:27:58< Upthorn> I have not tried wesnoth multiplayer, so I don't know how it works 20100405 13:28:27-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Read error: Connection reset by peer] 20100405 13:28:33-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Read error: No route to host] 20100405 13:28:34-!- loonybot_ is now known as loonybot 20100405 13:28:42< Crab_> silene: well, imagine that in SP, each players earns achievements, and then we want to use them in MP game. we'll need to somehow transmit this information from other player's to host. 20100405 13:28:44< Upthorn> but I was also thinking about single player 20100405 13:28:45-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100405 13:28:47< mordante> Crab_, I did? 20100405 13:29:22< Crab_> mordante: yes, MSVC complains about some linking errors, after your commit related with autoregistration of widgets 20100405 13:29:31< Crab_> mordante: probably MSVC's fault. 20100405 13:29:45< silene> Crab_: it was a bad idea for the host to ask the result of attacks to clients, i'm sure it will be a bad idea for the host to ask new things to the clients 20100405 13:29:47< mordante> Crab_, interesting can you paste the output? 20100405 13:29:59< Crab_> mordante: ok, will do so in a few minutes 20100405 13:32:02< Crab_> Upthorn: well, in c++, each side can be traced to player's name, both in SP and in MP. so, the same method will work both for SP and MP. 20100405 13:32:17< Crab_> Upthorn: thing about co-op MP campaign played on a single host by 2+ people. 20100405 13:32:39< Crab_> *think 20100405 13:33:10< silene> is it possible in mp to droid a side from a client? (i'm trying to reproduce the missing wml bug, but i need to automate mp games) 20100405 13:34:54< Upthorn> I think many of my questions would be answered if I open up wesnoth and start a MP game 20100405 13:35:02< Crab_> Upthorn: then do so :)) 20100405 13:36:02< Crab_> silene: ":droid SIDE_NUMBER" is not what you want ? 20100405 13:37:16< silene> Crab_: i have only ever used from the host; that's why i'm asking 20100405 13:37:40< Johannes13> Ivanovic: 1.8.0 20100405 13:37:43< silene> i don't want the mp game to turn into a local game 20100405 13:38:14< Crab_> silene: what if you droid a host from itself ? 20100405 13:38:45< Crab_> then, the game will be half-automated 20100405 13:39:01< Johannes13> Ivanovic: the version is also in the window title 20100405 13:39:12< silene> i know how to do half-automated, i need full automation 20100405 13:39:16-!- timotei [~timotei21@193.34.191.4] has quit [Read error: Connection timed out] 20100405 13:39:35< silene> i need lots of a game to be player, since the issue seems pretty random 20100405 13:39:44< silene> games* played* 20100405 13:41:43< Crab_> silene: looks like you can 20100405 13:42:06< Crab_> silene: just tried, it allowed me to droid client's local side from client 20100405 13:44:32< Crab_> silene: yes, checked the ai logs, each side is played by ai in its own wesnoth's instance, locally. 20100405 13:44:43< silene> great 20100405 13:46:03< Crab_> mordante: http://wesnoth.pastebin.com/vZpBW9Xv 20100405 13:50:41-!- timotei21 [~timotei21@188.24.5.66] has joined #wesnoth-dev 20100405 13:52:00-!- Ken_Oh [~briang@static-71-178-174-220.washdc.fios.verizon.net] has joined #wesnoth-dev 20100405 13:52:40< timotei21> well, it's done Crab_ 20100405 13:52:46< Crab_> timotei21: good 20100405 13:52:47< timotei21> the part with marking 20100405 13:52:53< timotei21> should I send you the 2 patches? 20100405 13:52:58< timotei21> over patches.gna.org? 20100405 13:53:20< Crab_> timotei21: yes, I guess that I can look at it, ~ this evening 20100405 13:53:31< timotei21> I'm going to finish my proposal now, maybe I'll have some more questions 20100405 13:53:38< timotei21> ok 20100405 13:53:40< Crab_> timotei21: ok, ask them :) 20100405 13:57:19< timotei21> ok, here it is: https://gna.org/patch/index.php?1585 20100405 13:57:46< Crab_> thanks 20100405 13:57:55< timotei21> you're welcome 20100405 13:58:17< timotei21> how much you'll be online ? 20100405 13:58:35< timotei21> you usually leave after 16, isn't it 20100405 13:59:07< timotei21> ok, so let's see 20100405 13:59:15< Crab_> I expect that I'll be online for +11 to +12 hours day 20100405 13:59:28< timotei21> ok 20100405 14:00:28< timotei21> on the wizards 20100405 14:00:32< timotei21> there are some: # 20100405 14:00:32< timotei21> # Multiplayer Campaigns/Scenarios 20100405 14:00:38< timotei21> what wants this to be meant? 20100405 14:00:47< timotei21> MP Campaign isn't a era? 20100405 14:00:59< Crab_> MP campaign is a group of related MP scenarios 20100405 14:01:52< timotei21> so era can contain mp campaigns? 20100405 14:02:27< Crab_> era is an 'aspect', a way to modify the rules of the scenario(s) being played 20100405 14:05:23< mordante> Crab_, ok will look at it later, off for dinner now 20100405 14:05:29< Crab_> mordante: thanks! 20100405 14:11:46-!- Gambit [~Gambit@pa-67-234-116-244.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100405 14:16:17-!- Upthorn [~ogmar@adsl-75-26-201-54.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 276 seconds] 20100405 14:18:49-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100405 14:21:51< timotei21> Crab_, there are overloaded macros? 20100405 14:22:12< Crab_> timotei21: the same macro can mean different things depending on context 20100405 14:22:15< timotei21> {DO_SMTH my_unit action} and {DO_SMTH target my_unit action} 20100405 14:22:26< Crab_> timotei21: e.g., we can undef the previous one and define a new one 20100405 14:22:53< Crab_> timotei21: but, afair, no overloading. check with zookeeper to be sure. 20100405 14:22:56-!- Mythological_ [Mythologic@77.29.1.145] has joined #wesnoth-dev 20100405 14:22:58< timotei21> ok 20100405 14:23:04< timotei21> zookeeper, ping 20100405 14:25:47-!- Mythological [Mythologic@77.29.5.0] has quit [Ping timeout: 260 seconds] 20100405 14:35:23-!- Upth [ogmar@adsl-75-26-201-54.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100405 14:35:23-!- Upth is now known as Upthorn 20100405 14:39:56< zookeeper> timotei21, pong 20100405 14:40:04< timotei21> good 20100405 14:40:06< zookeeper> reading... 20100405 14:40:53< zookeeper> no, no overloading 20100405 14:41:00< timotei21> good 20100405 14:41:18< timotei21> and second: the macros are available whenever you include them? 20100405 14:41:20< timotei21> or are global? 20100405 14:41:37< timotei21> if you declare you own, for example 20100405 14:42:31< zookeeper> a macro is available after the point at which you define it 20100405 14:43:45< zookeeper> for example, a common newbie mistake is to include the files with the macro definitions after including the scenario files using those macros 20100405 14:43:47-!- elias [~elias@allegro/developer/allefant] has joined #wesnoth-dev 20100405 14:44:14< timotei21> I understand 20100405 14:44:16< timotei21> okey 20100405 14:50:56-!- phlaem [~a@p3EE03E99.dip.t-dialin.net] has quit [Quit: Leaving] 20100405 14:54:20< mordante> Crab_, which target fails exactly cmake has no wesnoth.lib target 20100405 14:55:43< Crab_> mordante: linking 'wesnoth' fails. 20100405 14:56:47< mordante> gui/widgets/setting.cpp is compiled? 20100405 15:00:19< Crab_> mordante: yes, looks like it is. hit recompile on it, no issues. but still same error on linking. 20100405 15:00:51< mordante> not a msvc mistake between settings.cpp and the gui/widgets version? 20100405 15:01:03< Crab_> mordante: might be, will double-check 20100405 15:01:32-!- Wikke [~Wikke@ip-62-235-160-252.dsl.scarlet.be] has joined #wesnoth-dev 20100405 15:03:16< Crab_> mordante: yes, there was in issue with that (msvc understood regexps somewhat differently than I expected), will fix that and do a clear recompile. 20100405 15:03:25< Crab_> mordante: thanks. I'll ping you if a problem remains. 20100405 15:05:21< mordante> ok good to hear 20100405 15:06:38< CIA-64> mordante * r42006 /trunk/data/gui/default/window/title_screen.cfg: Add a border to the title screen. 20100405 15:06:48-!- Appleman1234 [~Appleman1@CPE-124-191-176-143.oxqn1.cha.bigpond.net.au] has quit [Ping timeout: 276 seconds] 20100405 15:08:36< timotei21> Crab_, you've managed to compile the latest svn? 20100405 15:08:41< timotei21> I still get undefined external 20100405 15:08:48< timotei21> for gui2 thingys 20100405 15:09:00< timotei21> like this: tree_view.cpp.obj : error LNK2001: unresolved external symbol "void __cdecl gui2::load_widget_definitions( 20100405 15:09:31< Crab_> timotei21: the expected way to fix that by hand atm is to delete everything in 'src widgets' source group and re-create "src widgets" and "src gui widgets" source groups by hand, then do a full recompile 20100405 15:09:49< timotei21> oh 20100405 15:09:50< timotei21> ok 20100405 15:14:14-!- Darkas [~quassel@ppp-88-217-110-64.dynamic.mnet-online.de] has quit [Ping timeout: 276 seconds] 20100405 15:31:26-!- Zarel [~Zarel@warzone2100/developer/Zarel] has quit [Quit: This computer has gone to sleep] 20100405 15:36:18< CIA-64> mordante * r42007 /trunk/ (3 files in 3 dirs): Add a revision label the the new title screen. 20100405 15:36:29< shadowmaster> \o/ 20100405 15:36:37< shadowmaster> nice to see the SVN repository back 20100405 15:36:40< Johannes13> n1 :) 20100405 15:37:00< mordante> shadowmaster, you missed silene's commit flood 20100405 15:37:28< shadowmaster> I don't think so 20100405 15:37:50< shadowmaster> I mean, I'm using git-svn. I end up seeing every single commit being downloaded. 20100405 15:38:09< mordante> yeah I know that feeling ;- 20100405 15:38:11< mordante> ) 20100405 15:38:24< timotei21> yes, but on IRC 20100405 15:38:26< timotei21> ? 20100405 15:38:26< timotei21> :)) 20100405 15:38:29-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100405 15:38:35< timotei21> there was flood today's morning:D 20100405 15:38:43< timotei21> we were wondering when it will stop 20100405 15:38:44< mordante> timotei21, yes it was also there 20100405 15:39:02< timotei21> so... I can have a git svn on my computer, commit on that 20100405 15:39:07< timotei21> and then commit on grand server? 20100405 15:39:11< timotei21> that sounds very cool 20100405 15:39:24< shadowmaster> it sounds better than it is. 20100405 15:39:35< timotei21> can it be used with eclipse? 20100405 15:39:46< shadowmaster> I mean, it's not as good as it sounds. Especially if you have a flaky internet connection. 20100405 15:39:46< timotei21> or it doesn't matter? 20100405 15:39:57< timotei21> I have a good internet connection 20100405 15:40:10< shadowmaster> no idea if Eclipse has some kind of add-on for git or git-svn. I only use command line tools for version control. 20100405 15:40:11< mordante> shadowmaster, I never had problems with it, but have a good connection 20100405 15:40:27< timotei21> well, shadowmaster, it's ok from cmd also 20100405 15:42:07< shadowmaster> mordante: http://shadowm.rewound.net/blog/archives/48-Subversion-blows.html third-to-last paragraph covers one of the weaknesses of git-svn 20100405 15:43:23< shadowmaster> well, two weaknesses, actually 20100405 15:43:48-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has quit [Read error: error:1408F10B:SSL routines:SSL3_GET_RECORD:wrong version number] 20100405 15:44:39-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100405 15:49:31< mordante> shadowmaster, never ran into those problems, but are the missing commits not still left in the reflog? 20100405 15:49:56< shadowmaster> yes, they are, but I've not figured (or bothered to) a nice way to rescue them 20100405 15:50:33< shadowmaster> however, the case of the unintentionally squashed SVN commits had no cure AFAICT except using git svn reset to redownload revisions 20100405 15:50:35< silene> shadowm_laptop: about git svn when the connection is interrupted, it happened several times to me, but i never lost anything; whenever it happened, git put me on a different branch and i just had to go back to the original branch to restart the operation 20100405 15:50:59< shadowmaster> hm, it never switches me. 20100405 15:51:03< mordante> I did it once and didn't have too much trouble with it after git brach -D foo 20100405 15:51:37< shadowmaster> now I'm wondering how many squshed commits are hiding in my wesnoth git-svn tree and I never noticed 20100405 15:52:13-!- Ken_Oh [~briang@static-71-178-174-220.washdc.fios.verizon.net] has quit [Ping timeout: 265 seconds] 20100405 15:55:37< timotei21> I'm so happy to learn some new unix-habbits :D 20100405 15:55:42< timotei21> from you guys 20100405 15:59:10-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 246 seconds] 20100405 16:00:27< timotei21> is any way that I can say to grep to search ONLY in text files? 20100405 16:00:45< Crab_> timotei21: use find command in combination with grep 20100405 16:01:09< timotei21> ok 20100405 16:01:53< silene> alias rgrep='grep -r --color=always --exclude="*~" --exclude="*.o" --exclude="*.annot" --exclude="*.glob" --exclude-dir=".svn" --exclude-dir=".git" --exclude-dir=".deps"' 20100405 16:02:13< timotei21> lol:D 20100405 16:02:14< timotei21> ok 20100405 16:02:51< Crab_> timotei21: or something like ' find /wesnoth/src -name "*.cpp" | xargs -0 -e grep -nH -e "keywords" ' 20100405 16:03:11< timotei21> well Crab_, i split those manually (src gui widgets and src widgets) but still no compile:-? 20100405 16:04:05< Crab_> timotei21: can you paste your project file to pastebin ? 20100405 16:04:14< Crab_> .vcproj, that is 20100405 16:04:19-!- Shakey [~jbailey@12.190.80.225] has joined #wesnoth-dev 20100405 16:04:25< timotei21> ok 20100405 16:06:05-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 16:06:05< nagbot> Hello from your friendly bot! 20100405 16:06:06< nagbot> GSoC 2010 candidates: 20100405 16:06:07< nagbot> Make sure you commit your proposal at google soon, don't wait until the latest moment just to discover your internet connection is down 20100405 16:06:08< nagbot> http://socghop.appspot.com/gsoc/student/apply/google/gsoc2010 20100405 16:06:09< nagbot> You need to do this until Apr 9th, 19:00 UTC (12:00 PST) 20100405 16:06:10< nagbot> you can still finetune and talk to us about your application after submitting it to google. But, this is just to make sure that you *can* be selected at the end! 20100405 16:06:11< nagbot> Only people listed there can be selected! 20100405 16:06:12< nagbot> The more good patches you submit, the better 20100405 16:06:13< nagbot> Discuss your ideas here - get important feedback from developers 20100405 16:06:42< CIA-64> mordante * r42008 /trunk/data/gui/default/ (widget/button_default.cfg window/title_screen.cfg): Add the proper button for upload statistics. 20100405 16:07:08< mordante> Ivanovic, can you run wesnoth --new-widgets -r 800x480 and tell me what you think? 20100405 16:07:09< nagbot> sorry, I'm unable to find the wiki page 20100405 16:09:19< Ivanovic> mordante: please remind me to do so tomorrow, won't find the time to do this today 20100405 16:09:45< silene> Ivanovic: i have been letting the game play automatically mp games for quite some time now and the error didn't occur even once; so i'm a bit at a loss; so i will commit a hard crash in 1.8 and hopefully it will cause someone to post a backtrace 20100405 16:10:06< mordante> Ivanovic, ok 20100405 16:11:07< timotei21> Crab_, http://wesnoth.pastebin.com/JTt7QWyD 20100405 16:11:39< Crab_> timotei21: see those yes 20100405 16:11:46< nagbot> timotei : http://wiki.wesnoth.org//SummerofCode_Timotei21 20100405 16:11:47< Ivanovic> silene: hmm, okay 20100405 16:11:57< timotei21> what nagbot? 20100405 16:11:59< nagbot> sorry, I'm unable to find the wiki page 20100405 16:12:01-!- nagbot [~nagbot@wesnoth/bot/nagbot] has quit [Remote host closed the connection] 20100405 16:12:20< Crab_> timotei21: it listened to our conversation too closely :) 20100405 16:12:34< timotei21> oh 20100405 16:13:45< Crab_> timotei21: so, you need to add those file configuration parts for all files in src/gui/widgets 20100405 16:14:57< timotei21> but I did added them through the interface? Is MSVC so stupid?:D 20100405 16:15:23< Crab_> timotei21: yes, it's so stupid. 20100405 16:16:04< timotei21> well, Microsoft is starting to drop before my eyes... 20100405 16:16:05< Crab_> timotei21: we need to ask it to store the object files for src/gui/widgets in different directory from object files for src/widgets 20100405 16:16:31< CIA-64> silene * r42009 /branches/1.8/src/config.cpp: 20100405 16:16:31< CIA-64> Forced a segfault when the code tries to access an invalid WML child. 20100405 16:16:31< CIA-64> Hopefully a user somewhere will provide us with a backtrace. 20100405 16:16:32< mordante> Crab_, can't cmake generate a sane project file without manually tweaking? 20100405 16:16:57< Crab_> mordante: this is a workaround for now, I'm searching for a fix. 20100405 16:17:42< timotei21> well, this file is weird, some files have "configurations" some don't 20100405 16:18:17< mordante> Crab_, in another project I also use files with the same name and never had a problem there and I use cmake the generate the MSVC project file 20100405 16:18:18< Crab_> mordante: cmake errors on source_groups,; in short, I need to match widgets but not gui/widgets via a cmake regexp, but it doesn't support ^. 20100405 16:18:47< Crab_> mordante: otherwise it doesn't add all files to correct locations. 20100405 16:19:01< Crab_> if we rename src/widgets, the error will disappear, too 20100405 16:19:38< mordante> if we stop using MSVC too ;-P 20100405 16:19:42< Crab_> :) 20100405 16:19:43< timotei21> :)) 20100405 16:19:53< timotei21> but I wonder why I can't build from command line the project? 20100405 16:20:00< timotei21> I don't need MSVC 20100405 16:20:18< mordante> really surprised that MSVC doesn't support this, I would think we use such weird things 20100405 16:20:26< mordante> don't 20100405 16:20:38< Crab_> mordante: it's cmake thing, I think 20100405 16:20:59< mordante> no ilor also had this kind of problem when using MSVC 20100405 16:23:25-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has quit [Ping timeout: 264 seconds] 20100405 16:24:35-!- Ken_Oh [~briang@static-71-178-174-220.washdc.fios.verizon.net] has joined #wesnoth-dev 20100405 16:25:48-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 16:26:37-!- YogiHH [YogiHH@d097202.adsl.hansenet.de] has joined #wesnoth-dev 20100405 16:26:48-!- YogiHH [YogiHH@d097202.adsl.hansenet.de] has quit [Changing host] 20100405 16:26:48-!- YogiHH [YogiHH@wesnoth/developer/yogihh] has joined #wesnoth-dev 20100405 16:27:11< YogiHH> hello 20100405 16:27:47< Crab_> hi, YogiHH 20100405 16:28:16< mordante> hi YogiHH 20100405 16:32:38-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100405 16:33:01-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100405 16:38:18-!- awilkins [~andrw2208@suf129-129-63-129-153.dhcp.uml.edu] has joined #wesnoth-dev 20100405 16:38:19< Crab_> mordante: ok, worked around my msvc issue by reordering the source groups, the project file generated looks correct wrt settings.cpp 20100405 16:38:31-!- fakedrake [~fakedrake@athedsl-378844.home.otenet.gr] has joined #wesnoth-dev 20100405 16:38:41-!- Wikke [~Wikke@ip-62-235-160-252.dsl.scarlet.be] has quit [Remote host closed the connection] 20100405 16:38:51-!- dtiger [~dtiger@dynamic-vpdn-93-125-69-7.telecom.by] has joined #wesnoth-dev 20100405 16:38:57< mordante> great Crab_ 20100405 16:39:08-!- Zarel [~Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100405 16:39:37< Crab_> mordante: e.g, src/gui/widgets/*.cpp match both source groups, but end up in correct one because it matches src/gui/widgets group 'last' 20100405 16:40:57< mordante> ok 20100405 16:41:48-!- nagbot [~nagbot@wesnoth/bot/nagbot] has quit [Remote host closed the connection] 20100405 16:42:04-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 16:43:14< fakedrake> Crab_: hello 20100405 16:43:20< Crab_> hi, fakedrake 20100405 16:43:30< fakedrake> sorry i left in a rush the other day 20100405 16:43:35< Crab_> happens :) 20100405 16:43:41< fakedrake> :) 20100405 16:44:59< timotei21> Crab_, you post wesnoth.vcproj on pastebin? if it works? 20100405 16:45:29< Crab_> timotei21: I'm trying to fix cmake-generation, so, if it works, I'll commit changes to CMake files. 20100405 16:45:38< timotei21> oh, that's cool 20100405 16:45:39< timotei21> ok 20100405 16:45:44< Crab_> compiling atm... 20100405 16:47:52< timotei21> well, I updated my proposal. Crab_ could you take a look, while compiling?:D 20100405 16:47:55< timotei21> http://wiki.wesnoth.org/SummerofCode_Timotei21 20100405 16:48:05< Crab_> ok 20100405 16:48:21< timotei21> maybe I left some implementation details out... 20100405 16:49:21< mordante> afk for a while 20100405 16:49:27< timotei21> sorry about that stupid indentation:)) 20100405 16:49:50< Crab_> timotei21: np, I'm reading the 'history' view first anyway :) 20100405 16:49:56< Crab_> which shows the markup 20100405 16:50:06< timotei21> :P 20100405 16:50:15< timotei21> ok 20100405 17:01:24< Crab_> timotei21: ok, read 20100405 17:01:33< Crab_> timotei21: MSVC - no luck, still link errors. 20100405 17:02:18< timotei21> ok, np. I'm reading from the wiki and try to make it work:D 20100405 17:07:20-!- Zarel [~Zarel@warzone2100/developer/Zarel] has quit [Ping timeout: 276 seconds] 20100405 17:07:49-!- Zarel [~Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100405 17:08:15< Crab_> mordante: so, still the same problem, see http://wesnoth.pastebin.com/Ccy7VUeA - everything seems to be ok with settings.cpp 20100405 17:08:20< Johannes13> a suggestion: show the defenses of a unit in the description for the current defense :) 20100405 17:23:37< timotei21> so, Crab_ any feedback on my proposal? 20100405 17:23:46< Crab_> timotei21: in a few minutes... 20100405 17:23:51< timotei21> What shall I do further, cause I really want to be accepted:D 20100405 17:24:05< Crab_> that's good ;) 20100405 17:24:46< timotei21> so, when I get accepted, the next year I could start jumping intro game's engine, or even be mentor:D 20100405 17:32:19-!- Guest64780 [~luiz@201-42-209-100.dsl.telesp.net.br] has joined #wesnoth-dev 20100405 17:32:28-!- Guest64780 is now known as lfernando 20100405 17:32:43-!- lfernando [~luiz@201-42-209-100.dsl.telesp.net.br] has quit [Remote host closed the connection] 20100405 17:33:42< Crab_> timotei21: so, what I think: your proposal had improved, but we need to better structure all the various things that we want to do 20100405 17:34:44-!- lfernando [~luiz@201-42-209-100.dsl.telesp.net.br] has joined #wesnoth-dev 20100405 17:35:04< Crab_> timotei21: and, you depend on various things being done that might not be done by the time you'll need them 20100405 17:35:05-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100405 17:36:00< timotei21> like? 20100405 17:36:05< lfernando> hi everyone 20100405 17:36:08< Crab_> hi, lfernando 20100405 17:36:09< timotei21> the wml structure? 20100405 17:36:25< timotei21> hello lfernando 20100405 17:36:25< Crab_> timotei21: yes, all that 'parse wml' stuff 20100405 17:36:40< lfernando> Crab_: I've done that sketch 20100405 17:37:01< Crab_> lfernando: where I can look at it ? 20100405 17:37:16< lfernando> I can send it as a patch 20100405 17:37:33< fakedrake> Crab_: you were right about the preprocessor 20100405 17:37:34< lfernando> all the changes are on the first tutorial 20100405 17:37:43< fakedrake> it is a bit messy but it works pretty fine 20100405 17:37:53< fakedrake> (except some easily corrfectable bugs) 20100405 17:37:55< Crab_> lfernando: ok, you can pastebin it 20100405 17:38:14< timotei21> well, could we "push it", on the forums too? so we can see how/what want also the one's that develop the wml code? or is just an inside decision? Maybe a vote system? 20100405 17:38:17< Crab_> fakedrake: ok, so you've reworked your proposal ? 20100405 17:38:31< fakedrake> havent edited it yet 20100405 17:38:46< Crab_> timotei21: firstly, we need to have a vision of the end result, and make sure that we've concentrated our work on the right things 20100405 17:39:25< Crab_> timotei21: for example, macros\f3 jumps depend on knowing the WML structure and parse order 20100405 17:39:37< fakedrake> i will think of some paln about corrections and update it then 20100405 17:40:02< Crab_> timotei21: and, all that 'wml debugging' part is a separate thing, with its own set of problems and issues 20100405 17:40:35< timotei21> well, yes and no. I memorize anyway the location where is declared the macro, i jump right there, in the specified file+line 20100405 17:40:43< timotei21> isn't it ok? 20100405 17:41:06< fakedrake> Crab_: also i havent really understood the "schema system" related part of the idea, when u have a bit of time, if u would be so kind to explain it a bit 20100405 17:41:16< Crab_> timotei21: buggy. it'll work for macroses which are always in scope, but won't work for macroses which are not in scope or conditionally in scope 20100405 17:41:27< Crab_> timotei21: so, I think that it's better to focus on integration with wesnoth and tools 20100405 17:41:45< timotei21> so we will need that WML tree right?:)) 20100405 17:41:52< timotei21> for the things to work good 20100405 17:42:01< timotei21> ok 20100405 17:42:02< Crab_> timotei21: e.g., I suggest that we concentrate on all the 'new FOO' wizards, all that wmllint/wmlindent/upload integration 20100405 17:42:38< Crab_> and keep the editor simple, just with basic features which we can get from Xtext 20100405 17:42:46< timotei21> yes 20100405 17:43:24-!- Wikke [~Wikke@ip-62-235-160-252.dsl.scarlet.be] has joined #wesnoth-dev 20100405 17:43:41< Crab_> timotei21: then, I suggest devoting more time to 'Start the game using the temporary created content' part 20100405 17:43:53< Crab_> timotei21: you know c++, right ? 20100405 17:43:57< timotei21> yes, of course 20100405 17:45:04< Crab_> timotei21: this will require reworking the way wesnoth is launched, in the engine, to allow it to start your scenario 'in context of campaign', the same way as if user would had started it 20100405 17:45:08-!- Darkas [~quassel@ppp-88-217-110-64.dynamic.mnet-online.de] has joined #wesnoth-dev 20100405 17:45:40< Crab_> timotei21: also, you can think of a ways to allow hot-redeployment of parts of wml code - to allow 'change code in the editor - make wesnoth re-read it' things 20100405 17:46:10< timotei21> without restarting the game right? 20100405 17:46:13< Crab_> timotei21: yes 20100405 17:46:16< timotei21> just like Just-in-time 20100405 17:46:22< timotei21> ok, that sounds ... interesting 20100405 17:46:36< timotei21> well then, I shoud reorganize the timeline, ok? 20100405 17:46:45< timotei21> so put at the end the wml thingys 20100405 17:47:17< Crab_> timotei21: yes. even a limited way to hot-redeploy (e.g. only specific events inside a scenario, specificly marked as hot-redeployable, and obeying certain conventions), will be good. 20100405 17:47:24< Crab_> timotei21: and this is quite self-contained 20100405 17:47:47< timotei21> well, I'll have to study the way the game uses the parsed/cached wml 20100405 17:49:29< Crab_> timotei21: I suggest something like this: 'save a STATE of the preprocessor at the start of HOTREDEPLOYED marker, deploy a list of NAMED events till end of HOTREDEPLOYED marker, and add a wml tag to REREAD a certain file with that STATE of the preprocessor, and replace each of the NAMED events with a new edition' 20100405 17:51:05-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100405 17:51:10< Crab_> hi, Espreon 20100405 17:51:19< Espreon> Hello Crab_. 20100405 17:51:31-!- apoi [~andi@85-126-180-242.volume.xdsl-line.inode.at] has joined #wesnoth-dev 20100405 17:52:46< Crab_> timotei21: or, you can do it this way: on reading a WML [event] with nonempty hot_deploy_id, store the state of the preprocessor and the origin (file, hot_id) in the context of the event, and then, before calling this event, check if a newer version is available in the original location, and, if available, reread using saved preprocessor state. 20100405 17:53:30-!- Wikke [~Wikke@ip-62-235-160-252.dsl.scarlet.be] has left #wesnoth-dev [] 20100405 17:54:19-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100405 17:55:11< timotei21> so the marker of redeployment... 20100405 17:55:19< timotei21> should be in the wml?:-? 20100405 17:55:40< Crab_> timotei21: well, we want to redeploy a c++ object 20100405 17:56:24< Crab_> timotei21: to do that, we need to know 'from where?', and to know 'what is the context? (e.g., defined macroses,etc)' 20100405 17:56:37< timotei21> wouldn't it be there available a keyboard shortcut, that re-reads the current wml ? 20100405 17:56:41< timotei21> oh, I understand 20100405 17:57:12< Crab_> timotei21: we read that c++ object from WML, so it's easiest to get that 'from where' info from WML or from preprocessor, too 20100405 17:57:25< Crab_> timotei21: the 'context' is the state of the preprocessor, which we can save . 20100405 17:58:04< timotei21> oh, ok 20100405 17:58:55< Espreon> mordante: Wesnoth just segfaults upon startup... http://wesnoth.pastebin.com/Gz5W2HNL 20100405 17:59:24-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100405 17:59:39< timotei21> esp, you build wesnoth on windows? 20100405 18:00:09< Espreon> No. 20100405 18:00:18< timotei21> ok 20100405 18:00:20< Espreon> Well, an assertion failure occurs... whatever. 20100405 18:00:43< timotei21> ok Crab_, changed a little the timeline of the proposal 20100405 18:00:44< Espreon> In the end, lots of pain is present. 20100405 18:00:48< timotei21> then, I'll look into it 20100405 18:01:04< timotei21> as soon as I build wesnoth on windows... 20100405 18:01:16< timotei21> in the meantime I hop I'll find some autocomplete on linux... 20100405 18:01:18< Crab_> timotei21: ok, ping me when it's ready. 20100405 18:01:24 * Espreon just uses loonycyborg's builds. 20100405 18:01:38< timotei21> :D 20100405 18:02:38-!- Zarel [~Zarel@warzone2100/developer/Zarel] has quit [Quit: This computer has gone to sleep] 20100405 18:03:05< timotei21> lol, vs is driving me nuts... now it doesn't find the _SDL_Freesurface external symbol 20100405 18:03:34< Espreon> Trying to compile on Windows brings lots of pain and suffering... yeahz... 20100405 18:03:35< loonycyborg> Espreon: Probably svn and binary are out-of-sync. 20100405 18:03:42< Espreon> Nah, I ran svn up 20100405 18:04:03< timotei21> loonycyborg, what you use to build on windows? 20100405 18:04:15< loonycyborg> mingw+scons 20100405 18:04:41< timotei21> mingw command line? 20100405 18:04:48< loonycyborg> Yes. 20100405 18:04:49< timotei21> and scons is run by python? 20100405 18:05:06< loonycyborg> It's a python program. 20100405 18:05:10< timotei21> yes 20100405 18:05:39< Johannes13> where are the userdata stored under win32? 20100405 18:05:48< timotei21> game's folder/userdata 20100405 18:05:51< timotei21> or my documents/wesnoth 20100405 18:06:02< timotei21> depends on install type 20100405 18:06:18< timotei21> uou, one thing VS is good: class diagrams :)) 20100405 18:06:19< loonycyborg> documents/My Games/Wesnoth$VERSION 20100405 18:07:07-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Read error: Connection reset by peer] 20100405 18:07:37-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100405 18:07:43< loonycyborg> Espreon: Maybe try redownloading the binary. There were lots of changes lately. 20100405 18:07:57 * loonycyborg just rebuilt it 20100405 18:08:08< awilkins> Crab_: does wmllint use any of the preprocessor code or does it have its own code? 20100405 18:08:47< Crab_> awilkins: wmllint is written in python, it has it's own parse routines. 20100405 18:08:55< timotei21> loonycyborg, how do you launch scons on windows? can't get it by: python scons 20100405 18:09:06-!- Zarel [~Zarel@warzone2100/developer/Zarel] has joined #wesnoth-dev 20100405 18:09:15-!- Zarel [~Zarel@warzone2100/developer/Zarel] has quit [Remote host closed the connection] 20100405 18:09:29< Espreon> loonycyborg: Didn't work. 20100405 18:09:39< loonycyborg> timotei21: It install scons.bat which should be added to %PATH% 20100405 18:11:36< loonycyborg> Espreon: Are you sure that you don't have anything in svn diff? I'll try it myself in virtualbox now. 20100405 18:12:03< awilkins> Crab_: If I were to create a libWML to bring the current preprocessor to other tools would wmllint take advantage of this? or do the developers want to keep the two seperate? 20100405 18:12:46< Johannes13> mhh, a pastebin is not exactly the best thing to share saves... 20100405 18:12:48< Espreon> loonycyborg: I'm sure. 20100405 18:12:53< Crab_> awilkins: yes, it would 20100405 18:13:39< Crab_> awilkins: especially if it's 1) fast 2) works the same as wesnoth's preprocessor 3) allows to omit debug info. I expect that c++ code which is used by wesnoth will be able to satisfy all this 20100405 18:14:00< Johannes13> http://wesnoth.pastebin.com/VL6JZAFv Warning: contains a safefile. 20100405 18:14:23< fakedrake> Crab_: i think i corrected the traceback problem with the debugger 20100405 18:14:24< Johannes13> The last autosafe until I get an WML error 20100405 18:14:41< fakedrake> havent tested it very much though 20100405 18:14:48< fakedrake> should i post a patch anyway 20100405 18:14:50< fakedrake> ? 20100405 18:14:59< Johannes13> http://img266.imageshack.us/img266/624/wmlerror.jpg 20100405 18:15:08< Johannes13> like that one 20100405 18:15:13< Crab_> Johannes13: it's better to post download links, in this case. e.g. http://wesnoth.pastebin.com/download.php?i=VL6JZAFv 20100405 18:15:24< Johannes13> ok, Crab_ 20100405 18:15:31< Johannes13> didn't know that... 20100405 18:15:36< Crab_> :) 20100405 18:15:55< awilkins> fakedrake: the traceback problem to which line it's at? or which file it's at? 20100405 18:16:11< Johannes13> The error occurs at reds turn after he killed the leader of side 4. 20100405 18:16:13< fakedrake> in the preprocessor.cpp 20100405 18:16:28< Johannes13> good luck 20100405 18:16:59< fakedrake> awilkins: i dont really remember 20100405 18:17:15< loonycyborg> Espreon: Do you also have any addons installed? I just tried to run it on linux and got an error from Fiery Menace addon. 20100405 18:17:18< fakedrake> but u said the other day that the files the debugger posts are ok? 20100405 18:18:30< awilkins> fakedrake: right 20100405 18:18:39< fakedrake> hmm 20100405 18:18:42< awilkins> fakedrake: line numbers are off though 20100405 18:19:06< fakedrake> w8 20100405 18:19:09< Espreon> loonycyborg: Were they preprocessor errors? 20100405 18:19:42< fakedrake> do u remember what u tried 20100405 18:19:46< loonycyborg> macro/file '@campaigns/Fiery_Menace/themes/bunch_theme.cfg' is missing at ~add-ons/Fiery_Menace.cfg:39 and the like 20100405 18:19:50< fakedrake> (so i can check the patch) 20100405 18:20:05< fakedrake> i mean the cases whare the lines weere off 20100405 18:20:19< Espreon> loonycyborg: I fixed all of my campaign's processor problems... so... yeahz... 20100405 18:20:54< awilkins> fakedrake: an exmaple of the lines being off: http://wiki.wesnoth.org/SummerOfCodeProposal_Awilkins 20100405 18:21:14< awilkins> and yes I know my proposal is dated, still working on it : p 20100405 18:21:40< Johannes13> Ivanovic? 20100405 18:21:46< Ivanovic> huh? 20100405 18:22:11< Johannes13> http://wesnoth.pastebin.com/download.php?i=VL6JZAFv << last autosafe before the error occurs 20100405 18:22:31< Ivanovic> Johannes13: is it reproducible? 20100405 18:22:43< Ivanovic> that is: are you on linux and can you build yourself? 20100405 18:22:57< Ivanovic> Johannes13: if that is the case, get a checkout of branches/1.8 and try it with that one 20100405 18:23:04< Ivanovic> you should get a segfault now 20100405 18:23:06< fakedrake> awilkins: me 2 20100405 18:23:13< Ivanovic> (instead of the error) 20100405 18:23:20< Johannes13> I'm on win32, but I can try to build it myself 20100405 18:23:27< Johannes13> I have VS2008 20100405 18:23:32< Ivanovic> this segfault does give you a backtrace, which will making tracking the error possible 20100405 18:23:42< Ivanovic> uhm, no idea how to build on windows, maybe talk to Crab_ 20100405 18:24:34< Ivanovic> Crab_: can you talk Johannes13 through building branches/1.8 on windows so that he can (in the end) generate a backtrace of the missing child problem? 20100405 18:24:41< Crab_> Johannes13: no need to build, just try to connect to wesnoth viaa debugger and get us a stack trace 20100405 18:24:51< loonycyborg> Espreon: I'm able to reproduce it in virtualbox. 20100405 18:25:46< Ivanovic> Crab_: ehm, 1.8 does just give an error message without crashing 20100405 18:26:17< Crab_> Ivanovic: it throws a c++ exception before that, we can set a catchpoint, and get a stack trace from that 20100405 18:26:33< Ivanovic> Crab_: then, uhm, talk Johannes13 through this 20100405 18:26:49 * Ivanovic would like to see (at least one of) the issue fixed for 1.8.1 20100405 18:27:33-!- lukjad86 [~lukjadOO7@unaffiliated/lukjad007] has quit [Quit: Backups are usually a good thing unless it's a sewer.] 20100405 18:27:50< Espreon> loonycyborg: Excellent. 20100405 18:27:53< timotei21> loonycyborg, how can I set the "gettextdir" variable in the scons? 20100405 18:28:51-!- lukjad007 [~lukjadOO7@unaffiliated/lukjad007] has joined #wesnoth-dev 20100405 18:29:09< loonycyborg> timotei21: scons gettextdir=foo 20100405 18:29:13< timotei21> ok 20100405 18:29:59< Johannes13> loonycyborg: how to reproduce that in your virtual box? 20100405 18:30:10< fakedrake> nop didnt work 20100405 18:30:21< fakedrake> ill try again 20100405 18:30:42< loonycyborg> Johannes13: ? 20100405 18:33:06< Johannes13> no idea how to reproduce that with this file... 20100405 18:35:08< Johannes13> Crab_? 20100405 18:35:34< Johannes13> damm rng... 20100405 18:35:37< Crab_> Johannes13: ok, you've said that you've got MSVC. then, you'll be able to give us more information... is the message reproducible from taht save ? 20100405 18:35:59< Johannes13> I watch the replay. I hope that it is 20100405 18:36:13< Johannes13> simple loading does not work 20100405 18:37:23< Johannes13> but it occurs sometimes. If it is not reproducable on this safe, I'll complile wesnoth and play with this. 20100405 18:37:40< Crab_> Johannes13: basically, the way to debug this is to start wesnoth, get as close as possible to the problematic place, then, start MSVC and attach to wesnoth's process. then, add a breakpoint on all c++ exceptions (debug/exceptions... ) 20100405 18:37:47< Johannes13> it will occour. But then I don't know when. 20100405 18:38:10< Johannes13> mhh... 20100405 18:38:13< Johannes13> ok. 20100405 18:38:37< Crab_> Johannes13: then, when it'll occur, you will be able to copy/screenshot the 'state' of wesnoth's execution, 'call stack' 20100405 18:38:54< Crab_> Johannes13: this will be of great help to us to find out the place where it happens. 20100405 18:38:59< Johannes13> ok.. 20100405 18:39:06-!- pokhbocee [~pokhbocee@ws40.cs.drexel.edu] has joined #wesnoth-dev 20100405 18:39:11< timotei21> well, scons, doesn't want my gettextlib:)) 20100405 18:39:31< Johannes13> so no rebuild is nessencary? 20100405 18:39:35< loonycyborg> timotei21: Paste build/config.log 20100405 18:39:41< Crab_> Johannes13: no, not necessary 20100405 18:39:42< pokhbocee> hey everybod 20100405 18:39:44< pokhbocee> hey everybody 20100405 18:39:48< fakedrake> hi 20100405 18:39:52< awilkins> hello 20100405 18:40:18< Crab_> loonycyborg: am I right to suppose that 1.8 windows binary is built as 'release with debug info' , so there'll be readable stack traces ? 20100405 18:40:37< timotei21> uou, it works now:0 20100405 18:40:49< timotei21> thanks loonycyborg , didn't know where to look for the log:D 20100405 18:41:12< loonycyborg> Crab_: It's built with -O2 without -g 20100405 18:42:00< Crab_> loonycyborg: is there a prebuilt 1.8 '-g' binary somewhere ? 20100405 18:42:33< loonycyborg> I could make it but it would be huge. 20100405 18:43:17< Crab_> Johannes13: so, it seems that a rebuild is necessary ( 20100405 18:43:23< Ivanovic> huge as in "how many MB"? 20100405 18:44:07< loonycyborg> 300-400 :P 20100405 18:44:38< loonycyborg> At least that's how large my linux binaries are. 20100405 18:45:16< Johannes13> mhh. Ok... 20100405 18:46:08-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100405 18:46:51< loonycyborg> Crab_: Anyway, can windows debuggers such as WinDbg use mingw's debug info? 20100405 18:47:32< Johannes13> mingw... mhh.. might be possible that I have also mingw. 20100405 18:49:24< Crab_> I'll try to svn switch to branches/1.8 to see how it does, it should build with msvc with a small patch... 20100405 18:49:37< Johannes13> how can I store a unit with lua? 20100405 18:50:50< timotei21> loonycyborg, do I need to build boost for ... normal use?:-S 20100405 18:50:51< Crab_> Johannes13: see how helper.modify_unit in /wesnoth/data/lua/helper.lua does that 20100405 18:51:00< timotei21> I have them for visual studio and doesn't recognize them 20100405 18:51:21< Johannes13> thx Crab_ 20100405 18:51:28< loonycyborg> timotei21: It's in SDK in files.wesnoth.org\hiddem\win . 20100405 18:51:33< timotei21> ok 20100405 18:51:58< loonycyborg> Though it may not work depending on which build of mingw you're using :P 20100405 18:52:04< timotei21> well... 20100405 18:52:05< timotei21> ok 20100405 18:52:51< loonycyborg> I'm using this one: http://nuwen.net/mingw.html 20100405 18:53:23< timotei21> ok thanks loonybot 20100405 18:53:26< loonycyborg> And msvc boost isn't definitely usable with mingw since it's C++ 20100405 18:53:31< timotei21> loonycyborg, 20100405 18:53:39< timotei21> sorry for misspelling:D 20100405 18:54:24< loonycyborg> np 20100405 18:54:49< timotei21> can I set all library dirs to a single location? 20100405 18:55:00< timotei21> i.e. no particular locations for sdl,boost,gzip,etc 20100405 18:58:31-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20100405 18:59:03< pokhbocee> Crab_: are u available right now? 20100405 18:59:10< Crab_> pokhbocee: partially :) 20100405 18:59:22< Crab_> feel free to ask, if you're got questions 20100405 18:59:29< pokhbocee> ok :D i dont mind if u respond late 20100405 18:59:55< pokhbocee> about the attack algorithm 20100405 19:00:22< pokhbocee> i decided to create list of moves for each unit ( but limit it with a number) 20100405 19:00:55< timotei21> loonycyborg, 20100405 19:00:56< timotei21> http://wesnoth.pastebin.com/F5DdVCc2 20100405 19:01:07< pokhbocee> and than create a tree that goes over every combination of these attacks. 20100405 19:01:12< pokhbocee> problem its going to be huge 20100405 19:01:35< timotei21> where do I need to set pango? 20100405 19:01:56< pokhbocee> solution: i dont know how well it can work but to create each branch in order of h value of each move 20100405 19:02:13< loonycyborg> timotei21: gtkdir= 20100405 19:02:16< pokhbocee> and search it depth first 20100405 19:02:38< pokhbocee> handicap of this solution: not all probabilities will be covered 20100405 19:03:02< loonycyborg> timotei21: I have prefix= gtkdir= and luadir= set to full path to SDK and it works for me. 20100405 19:03:39< timotei21> ok trying 20100405 19:04:09-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100405 19:04:27-!- YogiHH [YogiHH@wesnoth/developer/yogihh] has left #wesnoth-dev [] 20100405 19:06:02< timotei21> the same thing:( 20100405 19:06:08< timotei21> got the sdk 20100405 19:06:19< Crab_> Johannes13: ok, trying to compile branches/1.8 with MSVC, if it'll be ok I'll say, how to do it. 20100405 19:06:22< timotei21> pointed to the parent dir that contains lib/bin/include 20100405 19:06:37< timotei21> still something related to pkg-config 20100405 19:06:45< Johannes13> ok 20100405 19:06:51< Johannes13> away 20100405 19:06:53< timotei21> brb download it 20100405 19:07:06< Johannes13> svn? 20100405 19:07:34< Crab_> Johannes13: yes, I've checked out branches/1.8 from svn, but the source for 1.8 will work, too. 20100405 19:08:34< loonycyborg> timotei21: Could you paste build/config.log again? 20100405 19:08:38< timotei21> yes 20100405 19:09:05< timotei21> http://wesnoth.pastebin.com/hL9mWW3J 20100405 19:09:49< Crab_> Johannes13: it'll be less work if you get it from svn, through. 20100405 19:10:35< pokhbocee> Crab_: what do u think? and can you give me a link related to this interface 20100405 19:12:20< loonycyborg> timotei21: Is there pkg-config.exe in the SDK? 20100405 19:12:31< timotei21> unfortunately now 20100405 19:12:36< timotei21> I downloaded it right now, so I can test 20100405 19:13:02-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 19:14:39< timotei21> good 20100405 19:14:42< timotei21> building targets:X 20100405 19:14:50< timotei21> I can't belive it works, it make me wanna cry 20100405 19:15:02< timotei21> oh cool 20100405 19:15:12< timotei21> i'm using older g++ 20100405 19:15:14< timotei21> stupidish 20100405 19:15:14< timotei21> :)) 20100405 19:15:17< timotei21> brb uprade 20100405 19:16:25< Crab_> pokhbocee: link related to what interface 20100405 19:16:26< Crab_> ? 20100405 19:17:05< loonycyborg> mordante: I'm getting Espreon's startup crash with three ways of (cross)compiling wesnoth :P 20100405 19:17:06< Crab_> pokhbocee: well, 'depth first' looks good enough, if you drop bad attacks aggressively. 20100405 19:17:55< mordante> Crab_, odd, will have another look 20100405 19:18:02< pokhbocee> Crab_: related to obtaining possible attacks or actions 20100405 19:18:41< Crab_> pokhbocee: get_attacks() and get_srcdst() 20100405 19:18:57< Crab_> available from ai context 20100405 19:19:23< pokhbocee> are there anymethods that doesnt take the action but pretend to take it so i can observe the situation after the attack 20100405 19:19:38< Crab_> that is, if you're writing a candidate action, you cross-inherit them, 20100405 19:19:48< mordante> Espreon, interesting crash, which compiler? 20100405 19:19:49< pokhbocee> ? 20100405 19:20:10< Crab_> pokhbocee: no, there are no such methods atm. 20100405 19:20:25< loonycyborg> mordante: He was using one of the ways, the binary that is cross-compiled on the wesnoth.org server. 20100405 19:20:27< Crab_> pokhbocee: you can try making a stack based on src/ai/game_info.cpp 20100405 19:20:59< Crab_> pokhbocee: that is, store old value, pretend doing the action, modify the game_info.hpp, and then reevaluate things 20100405 19:22:42-!- shadowm_laptop [~ignacio@wesnoth/developer/shadowmaster] has quit [Quit: I'm not here] 20100405 19:22:54-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 276 seconds] 20100405 19:24:18< mordante> loonycyborg, ok well I know how to fix it, only not why it occurs :-/ 20100405 19:24:38< Crab_> mordante: the fun fact: 1.8 compiles ok on MSVC. 20100405 19:24:47< timotei21> loonycyborg, scons asks me about libmpfre-1.dll :)) 20100405 19:25:12< CIA-64> crab * r42010 /branches/1.8/src/ (race.cpp unit_types.cpp): backport r41888 to 1.8: fix some segfaults in MSVC9 caused by static init depending on link order 20100405 19:25:17< loonycyborg> How exactly? It's probably pkg-config. 20100405 19:25:18< CIA-64> crab * r42011 /branches/1.8/ (CMakeLists.txt src/CMakeLists.txt): backport r41887 to 1.8: trick CMake into generating MSVC9 project files 20100405 19:25:28< timotei21> it's the newest gnu mingw:)) 20100405 19:25:36< mordante> loonycyborg, no some over active linker 20100405 19:25:49< Crab_> Johannes13: try http://wiki.wesnoth.org/CompilingWesnothOnWindows#Compiling_Wesnoth_on_Windows 20100405 19:26:12< loonycyborg> timotei21: Anyway, what is exact output? 20100405 19:26:27< Crab_> Johannes13: be sure to (easier way) use the latest branches/1.8 or apply r42010 and r42011 by hand. 20100405 19:26:33< mordante> loonycyborg, gui/auxiliary/window_builder.cpp:79 but guess need to add all registered types :-/ 20100405 19:26:33< timotei21> no, just when compiling, it asks for various dlls:P 20100405 19:27:13< mordante> I first thought Crab_ had the same problem but it seems different 20100405 19:27:35< timotei21> well, loonycyborg , it started compiling :D 20100405 19:27:38< timotei21> I love you >:D< 20100405 19:27:48< loonycyborg> :) 20100405 19:28:00< timotei21> but if Crab_ will make it run MSVC I'll love him more :P 20100405 19:28:08 * mordante fears timotei21 still ends with a broken binary 20100405 19:28:14< timotei21> ops:-S 20100405 19:28:23< timotei21> ok, then I'll wait till runnning time 20100405 19:28:29< loonycyborg> mordante: What should be done with that line? 20100405 19:29:00< mordante> nothing but it explains the problem in more detail 20100405 19:32:45-!- Noyga [~noyga@wesnoth/developer/noyga] has joined #wesnoth-dev 20100405 19:33:05-!- Noyga [~noyga@wesnoth/developer/noyga] has left #wesnoth-dev [] 20100405 19:36:05-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20100405 19:36:11-!- stikonas_ [~and@2002:4f84:b38b:b:226:9eff:fe0a:3e55] has joined #wesnoth-dev 20100405 19:36:11-!- stikonas_ [~and@2002:4f84:b38b:b:226:9eff:fe0a:3e55] has quit [Changing host] 20100405 19:36:11-!- stikonas_ [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100405 19:37:33-!- happygrue [~George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20100405 19:37:36-!- Mythological_ [Mythologic@77.29.1.145] has quit [] 20100405 19:40:47-!- Dagon [~chatzilla@host107-234-dynamic.48-82-r.retail.telecomitalia.it] has joined #wesnoth-dev 20100405 19:41:12-!- Dagon [~chatzilla@host107-234-dynamic.48-82-r.retail.telecomitalia.it] has quit [Client Quit] 20100405 19:41:30< CIA-64> mcshark * r42012 /trunk/projectfiles/ (4 files in 2 dirs): Update according to recent file changes 20100405 19:41:59< CIA-64> mcshark * r42013 /trunk/projectfiles/VC9/wesnoth.vcproj: Update according to recent file changes - files not existing anymore were removed 20100405 19:44:16< CIA-64> mcshark * r42014 /trunk/projectfiles/ (CodeBlocks/ CodeBlocks-SCons/): update of svn.ignore: build logs 20100405 19:44:41< mordante> Crab_, can you test which commit introduced the compilation problem? I expect before gna was up again 20100405 19:45:11< Crab_> mordante: will do. right now I'm checking a stupid how-to-fix idea, compiling. 20100405 19:50:02-!- stikonas_ [~and@wesnoth/translator/stikonas] has quit [Ping timeout: 260 seconds] 20100405 19:50:22-!- stikonas_ [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100405 19:50:58-!- wesbot changed the topic of #wesnoth-dev to: GSoC: proposals are to be submitted to Google before 9th April 19:00 UTC. Also, when your wiki page is ready, ask us to review it. | 84 bugs, 260 feature requests, 14 patches | logs: http://irclogs.wesnoth.org/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100405 19:51:22-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100405 19:52:37-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Read error: Connection reset by peer] 20100405 19:53:06-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100405 19:53:51-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100405 19:56:39-!- phlaem [~a@p3EE03E99.dip.t-dialin.net] has joined #wesnoth-dev 20100405 19:56:46-!- stikonas_ [~and@wesnoth/translator/stikonas] has quit [Ping timeout: 265 seconds] 20100405 19:57:54< Ivanovic> mordante: any news regarding this bug? https://gna.org/bugs/index.php?15727 20100405 19:58:42< Ivanovic> mordante: okay, what exactly did you want me to test? 20100405 19:58:48< Ivanovic> got some 10mins right now 20100405 19:58:58-!- Blueblaze [~nick@adsl-99-4-145-40.dsl.hstntx.sbcglobal.net] has quit [Remote host closed the connection] 20100405 19:59:44< mordante> Ivanovic, wesnoth --new-widgets r 800x480 20100405 20:00:10< mordante> Ivanovic, no that bug is on my todo list, looking into another bug at the moment 20100405 20:00:48< Ivanovic> looks nice, though the "submit your data" icon could maybe be moved around somehow, at the current location it does suck 20100405 20:01:04-!- JustasJ [~4e3d8a6c@gateway/web/freenode/x-gttoppevrraidrvf] has joined #wesnoth-dev 20100405 20:01:04< Ivanovic> in general i feel a lot like removing the "upload stats" feature since we don't use it at all anymore 20100405 20:01:12< JustasJ> I seem to have an idea! 20100405 20:01:26< Crab_> JustasJ: which one :) ? 20100405 20:01:59< JustasJ> A Wesnoth plug-in which allowed to play scenarios from older versions of wesnoth 20100405 20:02:01< mordante> Ivanovic, that's also possible 20100405 20:02:39< Ivanovic> that is: the stats uploader as well as all text/buttons for it could probably be removed 20100405 20:02:50< Crab_> JustasJ: yes, this is a good thing. but, how you're going to achieve it ? the syntax of the WML changes over time 20100405 20:03:13< JustasJ> So you make it read different syntax. 20100405 20:03:37< JustasJ> That is, the older one. 20100405 20:04:09< mordante> Ivanovic, yes maybe we should 20100405 20:04:21< mordante> how do you think the logo looks on this resolution 20100405 20:04:41< JustasJ> Like, making the game support various versions of wml. 20100405 20:04:43< Ivanovic> i think it looks really fine 20100405 20:04:53< Ivanovic> that is: why have you changed the string used in the main menu? 20100405 20:05:28< Crab_> JustasJ: yes, we already try to support old scenarios. there is a tool, wmllint, which can automatically translate some of the things from old syntax from new syntax. but sometimes it can't do so automatically. 20100405 20:05:28< Ivanovic> there is the german translation "Spracheinstellungen" now instead of "Sprache", so the underlying string was changed, which feels strange to me... 20100405 20:06:05< mordante> Ivanovic, those strings are in the wesnoth-lib text domain 20100405 20:06:36< Crab_> JustasJ: maybe, you can ask the author of the tool (esr), if there are things with it which can be improved. note: it's coded in python. 20100405 20:07:07< Crab_> JustasJ: e.g., it's harder to change the c++ code to expect different versions of WML, it's better to change the WML itself , converting it to new syntax 20100405 20:07:17< JustasJ> Ah, the snakes... Never got too deep in it. 20100405 20:07:39< Ivanovic> mordante: with the old widgets i get "Sprache" with the new ones i get "Spracheinstellungen" 20100405 20:07:54< Ivanovic> the main question is: why don't you use the string used in the main menu, which is "TitleScreen button^Language" 20100405 20:08:06< mordante> Ivanovic, yes different text domains, we wanted all gui stuff in wesnoth-lib 20100405 20:08:19< mordante> so I added all new strings gui strings there 20100405 20:08:22< esr> JustasJ: Wahat is it that you want wmllint to do? 20100405 20:08:31< Ivanovic> yeah, and for the main menu buttons the stuff should still be used like it was used before 20100405 20:08:49< Ivanovic> with the "TitleScreen button ^" prefix to allow short versions in there 20100405 20:08:52< JustasJ> To autoread any version of wml 20100405 20:08:55-!- stikonas [~and@2002:4f84:b38b:b:226:9eff:fe0a:3e55] has joined #wesnoth-dev 20100405 20:08:57< Ivanovic> (since long text on the buttons would really suck!) 20100405 20:08:58-!- stikonas [~and@2002:4f84:b38b:b:226:9eff:fe0a:3e55] has quit [Changing host] 20100405 20:08:58-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100405 20:09:41< mordante> but should the text remain in the wesnoth-lib text domain? 20100405 20:10:09< Ivanovic> yes, IMO it should 20100405 20:10:19< esr> "To autoread any version of wml" - I'm not sure what you mean by that. It already recognizes and lifts most old versions. What is it not doing that you want it to do? 20100405 20:10:32< mordante> ok I can add the prefixes, no real problem 20100405 20:10:40< JustasJ> Oh. Hwen such a tool already exists. 20100405 20:10:51< JustasJ> Back to blackboard. 20100405 20:10:54< mordante> but how do you think the logo looks, especially with the long string? 20100405 20:11:06< JustasJ> Lithuanian one is weird. 20100405 20:11:21< JustasJ> Never liked it translated. 20100405 20:11:21< mordante> ? 20100405 20:11:26< Ivanovic> mordante: in general it is not this nice to have part of the logo covered 20100405 20:11:54< Ivanovic> though i guess there is no neat way for autoplacement to define "try to not have it hidden behind the right menu with the buttons" 20100405 20:12:04< Ivanovic> as in: use two rules: 20100405 20:12:21< Ivanovic> 1) try to center the (translated, no hardcoded size!) logo on the screen 20100405 20:12:50< Ivanovic> 2) if possible move it as far left that a) nothing drops off on the left and b) nothing on the right part of the logo is behind the box around the buttons 20100405 20:13:13< mordante> we can translated "Battle for Wesnoth" in the logo? 20100405 20:13:28< mordante> translate* 20100405 20:13:28< Ivanovic> yes 20100405 20:13:32< mordante> yuck 20100405 20:13:33< Ivanovic> some languages do so 20100405 20:13:52< mordante> which ones? 20100405 20:13:56< Espreon> Español. 20100405 20:13:58< JustasJ> Here's the Lithuanian logo: http://yfrog.com/42logoltp 20100405 20:14:19< Espreon> Also, Latin, and the Shavian transliteration. 20100405 20:14:27-!- YogiHH [YogiHH@d128109.adsl.hansenet.de] has joined #wesnoth-dev 20100405 20:14:31< Espreon> Those three are my creations. 20100405 20:14:37-!- YogiHH [YogiHH@d128109.adsl.hansenet.de] has quit [Changing host] 20100405 20:14:37-!- YogiHH [YogiHH@wesnoth/developer/yogihh] has joined #wesnoth-dev 20100405 20:14:40< mordante> ok thanks 20100405 20:15:18< JustasJ> Does Lithuanian look ok? 20100405 20:15:53< mordante> JustasJ, no idea haven't tested and probably won't since I can't make head or tails from it 20100405 20:16:59< JustasJ> It is well translated, but how about the centerness of the word? 20100405 20:17:08< Ivanovic> mordante: plain lang switching is not enough, you have to restart the game to see the new logo 20100405 20:17:23< mordante> Ivanovic, for 2 move or scale down ? 20100405 20:17:34< Ivanovic> move 20100405 20:17:55< Ivanovic> btw for espanol part of the logo is cut off at 800x480 20100405 20:18:24< mordante> just I just saw that too 20100405 20:18:41< mordante> s/just// 20100405 20:18:55< Espreon> Ivanovic: Oh no! 20100405 20:19:19< Ivanovic> Espreon: only with new widgets 20100405 20:19:19< mordante> Espreon, it's new experimental stuff 20100405 20:19:25< Espreon> Oh, OK. 20100405 20:19:32< Ivanovic> though the new stuff is already looking promising 20100405 20:19:43< mordante> Espreon, if you start wesnoth with --new-widgets you can see it 20100405 20:20:14< mordante> indeed I hope to have this part done before 1.9.0 20100405 20:20:34< Ivanovic> would be cool 20100405 20:20:50< mordante> yup one of the longest WIP dialogs ;-) 20100405 20:21:15< Ivanovic> though 1.9.0 is still some time off, 1.8.1. is a lot closer (and there are still some left there...) 20100405 20:21:31< mordante> yup but I won't backport this ;-) 20100405 20:21:34< Ivanovic> one real issue atm is the preferences which do not scale well at all (and are a mess at 800x480) 20100405 20:22:10< Ivanovic> (and no, i don't ask for backporting of those changes either) 20100405 20:22:17< mordante> yup that screen can also use a gui2 conversion 20100405 20:22:25< JustasJ> What about a random map generator? 20100405 20:22:31< JustasJ> In Wesnoth? 20100405 20:22:39< Ivanovic> does already exist 20100405 20:22:46< JustasJ> Oh. 20100405 20:23:03-!- jekintrivedi [~root@116.73.167.204] has joined #wesnoth-dev 20100405 20:23:05< Ivanovic> just try to start a new local game and scroll to the buttom of the map selection 20100405 20:23:30< JustasJ> Ah. I thought it picked a random map instead of making a new one. 20100405 20:23:55< loonycyborg> mordante: I'm trying to add TRY() macro calls for widgets asserts are about. It seems to be moving forward for now. 20100405 20:24:52< mordante> loonycyborg, yes that should work, trying something else at the moment 20100405 20:25:08< mordante> but my compiler is somewhat slow atm 20100405 20:25:43< mordante> or I should reduce the number of background processes ;-) 20100405 20:26:14-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20100405 20:27:06< Ivanovic> mordante: so you are suprised that your box is slow if you encode 8 videos on your quadcore system while compiling several projects? 20100405 20:27:09< Ivanovic> ;) 20100405 20:27:31< loonycyborg> I added label, image, toggle_button, slider, scroll_label, minimap and it works. 20100405 20:27:39-!- Blarumyrran [~Blarumyrr@81-20-159-197.levira.ee] has joined #wesnoth-dev 20100405 20:27:53< Crab_> mordante: ouch, I compiled it. 20100405 20:28:23< Crab_> mordante: will recompile again with one of the hacks removed, to see if I've found the cause correctly. 20100405 20:29:54-!- Sannya [~chatzilla@nusnet-210-144.dynip.nus.edu.sg] has joined #wesnoth-dev 20100405 20:29:55< mordante> Ivanovic, of course I am, chuck norris can, so should I 20100405 20:30:25< mordante> Crab_, ok 20100405 20:30:37< mordante> loonycyborg, only these? 20100405 20:30:41< Ivanovic> mordante: chuck norris does not need to encode videos, the videos encode themselves for him! 20100405 20:31:18< mordante> ah I knew I forgot something 20100405 20:32:54< fakedrake> Crab_: would you take a quick look at my updated proposal? 20100405 20:33:03< fakedrake> http://wiki.wesnoth.org/GSoC-WMLDebugingSupport_fakedrake 20100405 20:33:03< nagbot> Hello from your friendly bot! 20100405 20:33:04< nagbot> Attention all potential GSoC students: 20100405 20:33:05< nagbot> Make sure you commit your proposal at google soon, don't wait until the latest moment just to discover your internet connection is down 20100405 20:33:06< nagbot> http://socghop.appspot.com/gsoc/student/apply/google/gsoc2010 20100405 20:33:07< nagbot> You NEED to submit your application till 9th april 2010, 19:00 UTC (12:00 PST) 20100405 20:33:08< nagbot> you can still improve afterwards, but how wonderful your proposal is, if not in google's database we can't accept it 20100405 20:33:09< nagbot> Only people listed there can be selected! 20100405 20:33:10< nagbot> Submit patches and prototypes for review, so we'll see how you work. 20100405 20:33:11< nagbot> Join the IRC discussions. 20100405 20:33:21< Crab_> fakedrake: ok 20100405 20:33:42< loonycyborg> mordante: Yes. 20100405 20:33:49< timotei21> well, loonycyborg , I've got errors when making the final .exe 20100405 20:34:02< timotei21> posting pastebin 20100405 20:34:23< mordante> loonycyborg, ok that surprised me I would expect a log more 20100405 20:34:25< mordante> lot* 20100405 20:34:26< timotei21> http://wesnoth.pastebin.com/pDFTeeGg 20100405 20:34:40< timotei21> it gives something with the boost_regex 20100405 20:34:59< Crab_> timotei21: I made MSVC9 to compile, btw, will commit a fix in a few minutes. 20100405 20:35:06< timotei21> ah, :D 20100405 20:35:09< timotei21> ok, waiting 20100405 20:35:20< timotei21> but in the meantine would be cool if I could compile with scons 20100405 20:35:26< Crab_> yes 20100405 20:36:14< loonycyborg> timotei21: There doesn't seem to be any error messages. What if you run this command manually? 20100405 20:36:47< timotei21> damn, it didn't output the errors (I used: scons > log.txt) 20100405 20:36:55< timotei21> this is with the errors: http://wesnoth.pastebin.com/mYCx43s4 20100405 20:37:48< timotei21> should I compile boost with my current gcc? 20100405 20:37:51< timotei21> g++ * 20100405 20:37:52< loonycyborg> It looks like you're using wrong boost for that gcc. 20100405 20:38:25-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 20:39:10< loonycyborg> There are two varieties of mingw gcc: with sjlj exception handling and dw2 exception handling. Boost should be compiled with same variety or you'll get those errors. 20100405 20:39:38< timotei21> oh 20100405 20:40:46< loonycyborg> Is external\lib/libboost_regex.a from the SDK from files.wesnoth.org? 20100405 20:41:17< timotei21> yes 20100405 20:41:47< CIA-64> crab * r42015 /trunk/src/CMakeLists.txt: fix source_groups for MSVC9 compilation via CMake 20100405 20:42:07< mordante> Crab_, that means MSVC compiles and works again? 20100405 20:42:17< Crab_> mordante: yes. r42016 might interest you. 20100405 20:42:25< CIA-64> crab * r42016 /trunk/src/gui/widgets/settings.hpp: fix MSVC9 linker errors, now wesnoth can be, again, compiled using msvc9 20100405 20:43:02< Crab_> (42015 fixes only a presentation problem, little to do with he compilation) 20100405 20:43:13< Crab_> but 42016, on the other hand, does the trick.. 20100405 20:43:37< timotei21> lol 20100405 20:43:40< timotei21> nice fix Crab_ 20100405 20:43:41< timotei21> :)) 20100405 20:43:42< loonycyborg> timotei21: Then your compiler probably uses sjlj. 20100405 20:43:44< mordante> ok will look in a sec 20100405 20:43:53< Crab_> mordante: it's an one-liner. 20100405 20:44:10< timotei21> I use the same 20100405 20:44:13< CIA-64> mordante * r42017 /trunk/ (changelog src/multiplayer.cpp): 20100405 20:44:13< CIA-64> Avoid parts of the previous game show in the lobby. 20100405 20:44:13< CIA-64> Fixes bug #15768. 20100405 20:44:14< timotei21> mingw which you pointed me 20100405 20:45:25< mordante> Crab_, ah that stupid thing again, normally MSVC complains during compilation 20100405 20:45:30< loonycyborg> timotei21: nuwen.net? 20100405 20:45:32< timotei21> yes 20100405 20:46:04< loonycyborg> Ah. Then I've must have added boost that I used for cross-compilation. 20100405 20:46:12< Crab_> mordante: it's a warning during compilation. 20100405 20:46:18< timotei21> hehe, still doesn't work on my machine 20100405 20:46:24< timotei21> should I clean up the release, Crab_? 20100405 20:46:30< Crab_> timotei21: no 20100405 20:46:41< Crab_> timotei21: it should just work if you update svn 20100405 20:46:44< timotei21> the same stupid gui2 problem:P 20100405 20:46:53< timotei21> I've updated, regeneretaed 20100405 20:46:57< Crab_> timotei21: ah, yes, clean might be needed 20100405 20:47:13< Crab_> timotei21: or recompile just the offending file 20100405 20:47:26< CIA-64> mordante * r42018 /branches/1.8/ (changelog src/multiplayer.cpp): 20100405 20:47:26< CIA-64> Avoid parts of the previous game show in the lobby. 20100405 20:47:26< CIA-64> Fixes bug #15768. Backported from r42017. 20100405 20:48:26< mordante> shadowmaster, I got reminded about your issue again^ 20100405 20:50:19< mordante> loonycyborg, and if you run wesnoth --new-widgets 20100405 20:50:55< loonycyborg> timotei21: I can upload other set of boost libs if you don't want to compile boost with your gcc. 20100405 20:51:09< timotei21> yes, please:) 20100405 20:51:37< loonycyborg> mordante: It still works. 20100405 20:51:38-!- JustasJ [~4e3d8a6c@gateway/web/freenode/x-gttoppevrraidrvf] has quit [Quit: Page closed] 20100405 20:52:29< mordante> loonycyborg, ok I'm somewhat surprised 20100405 20:53:27< mordante> so some classes need to be mentioned explicitly others work implicitly 20100405 20:53:46-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100405 20:54:16< mordante> hi boucman 20100405 20:54:21< boucman> hey mordante 20100405 20:55:03< timotei21> hello boucman :) 20100405 20:56:08< mordante> loonycyborg, feel free to commit your fix then, my work-around ended with another static initialization fiasco 20100405 20:57:13< CIA-64> loonycyborg * r42019 /trunk/src/gui/auxiliary/window_builder.cpp: Fixed startup crash with mingw32. 20100405 20:58:29< Crab_> fakedrake: ok, read your changes to the proposal 20100405 20:59:18< Crab_> fakedrake: WML_HANDLER_FUNCTION is not the right place to do changes, since some WML tags are handled by lua, bypassing the action handlers, and some are processed during team\ai construction, too. 20100405 20:59:25< Espreon> loonycyborg: Would you please regenerate the build on the server? 20100405 20:59:46< Crab_> fakedrake: WML_HANDLER_FUNCTION is used to associate c++ handlers with wml tags 20100405 21:01:04< loonycyborg> timotei21: http://files.wesnoth.org/hidden/win/ , libboost_*.a 20100405 21:01:22< timotei21> thanks 20100405 21:01:30< Crab_> fakedrake: also, there are use cases for define substitutions and strings which take multiple lines, as a multi-line config can be an argument to a macro. 20100405 21:01:34< CIA-64> mordante * r42020 /trunk/ (changelog src/gui/dialogs/wml_message.cpp): 20100405 21:01:34< CIA-64> Allow wml message titles to wrap. 20100405 21:01:34< CIA-64> Fixes bug #15727. 20100405 21:01:51-!- jekintrivedi [~root@116.73.167.204] has quit [Quit: Leaving.] 20100405 21:02:16< Crab_> fakedrake: also, preprocessor understands "<< long string which spans multiple lines >>" multi-line strings, which are often used to embed lua code 20100405 21:03:42< timotei21> well, loonycyborg , it passed that compiling line, now still compiling: 20100405 21:03:51< Crab_> fakedrake: if you think that the way to go is improving line numbers in error messages, then I suggest that you find an example of 'not good' current wesnoth error output, and state 'how do you want to improve it' 20100405 21:03:58< timotei21> lol built the exe 20100405 21:04:01< timotei21> let's see if it works 20100405 21:04:29< Crab_> fakedrake: or, show the error messages which need improvement most, and say how they can be improved and what changes to the underlying engine must be done 20100405 21:05:16-!- Mythological [Mythologic@77.29.93.28] has joined #wesnoth-dev 20100405 21:05:21< timotei21> The procedure entry point g_array_ref could not be located in the dynamic link library libglib-2.0-0.dll 20100405 21:05:23< timotei21> yes:)) 20100405 21:05:32< timotei21> well, at least it makes the exe 20100405 21:05:44< loonycyborg> timotei21: Probably you're using wrong dlls. 20100405 21:05:49< timotei21> hope so 20100405 21:06:10< boucman> nagbot: gabba ? 20100405 21:07:17< loonycyborg> Espreon: Updated. 20100405 21:07:24< Espreon> Thanks. 20100405 21:07:46-!- nagbot [~nagbot@wesnoth/bot/nagbot] has quit [Remote host closed the connection] 20100405 21:08:03< mordante> Espreon, I added a thing the might fix the placement assertion can you test whether it does? 20100405 21:08:07-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 21:08:15< Espreon> Sure. 20100405 21:08:18< boucman> nagbot: gabba ? 20100405 21:08:26< boucman> hmm 20100405 21:09:02< timotei21> nagbot: gabba 20100405 21:09:18< timotei21> today, earlier spoke of himself 20100405 21:09:20< Crab_> timotei21: no, the syntax is not correct,and nagbot seems sleepy now :) 20100405 21:10:12< mordante> even bots need their rest ;-) 20100405 21:10:37< timotei21> :D yes 20100405 21:11:12< timotei21> mordante, you were right:)) 20100405 21:11:15< timotei21> the .exe doesn't work:( 20100405 21:11:32< mordante> which exe are you using? 20100405 21:11:36< timotei21> compiled 20100405 21:11:40-!- chains [~Rylar@adsl-75-37-45-184.dsl.pltn13.sbcglobal.net] has joined #wesnoth-dev 20100405 21:11:41< timotei21> btw, I have an ideea:D 20100405 21:12:13< Crab_> timotei21: which one ? 20100405 21:12:19< Espreon> mordante: Now the old behavior is back... 20100405 21:12:20< timotei21> the one which I compiled 20100405 21:12:31< mordante> Espreon, the assertion? 20100405 21:12:40< Espreon> Yeah, from grid.cpp 20100405 21:12:54< mordante> that's the "same" error 20100405 21:13:10< Espreon> Yes, it is the "same". 20100405 21:13:27< chains> Are there any directions for installing 1.8 on Karmic? 20100405 21:13:32< mordante> I added some work-around code for 1.8 which I removed 20100405 21:13:58< loonycyborg> chains: What is your exact issue? 20100405 21:14:08< chains> I need to know how to install 1.8 on Karmic. 20100405 21:14:46< chains> The wiki just points to the Italian Wesnoth blogger who makes April fools jokes =) 20100405 21:14:59< chains> Can this section be expanded to include what I should type into bash? 20100405 21:15:05< loonycyborg> The same as with earlier versions :P 20100405 21:15:19< chains> no 1.6 was installed with apt-get install wesnoth =) 20100405 21:15:40< chains> I know 1.8 will be more commands, but it would be helpful if there was a place I could cut and paste those commands from :) 20100405 21:15:45-!- nagbot [~nagbot@wesnoth/bot/nagbot] has quit [Remote host closed the connection] 20100405 21:16:21< mordante> Espreon, I didn't really expect the bug was gone, I just need to find a Windows box to test 20100405 21:16:22-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 21:16:29< chains> following the directions from the IT guy's blog produces this: The following packages have unmet dependencies: wesnoth: Depends: wesnoth-core (>= 1:1.8-1~newdep) but it is not going to be installed 20100405 21:17:29< shadowmaster> mordante: I don't even remember what my issue was anymore 20100405 21:18:32< loonycyborg> chains: You're referring to some third party debian packages? 20100405 21:18:50< loonycyborg> *ubuntu 20100405 21:19:00< chains> I'm reffering to the directions posted on the wesnoth wiki :) 20100405 21:19:15< chains> which I suppose are directing users to a debian repo which currently isn't working :) 20100405 21:19:26< timotei21> I know 20100405 21:19:30< timotei21> I just built it 20100405 21:19:35< loonycyborg> Link? 20100405 21:19:38< timotei21> two days ago 20100405 21:19:43-!- Mythological [Mythologic@77.29.93.28] has quit [] 20100405 21:20:05< chains> http://itwesnoth.valdan.net/en/wesnoth-1-8-non-ancora-stabile-ma-quasi/#comments 20100405 21:20:13< mordante> shadowmaster, the background in the lobby not always being black 20100405 21:20:22< timotei21> you need to install dependencies first 20100405 21:20:23< shadowmaster> ahhh...I never reported or found out that. 20100405 21:20:29< shadowmaster> you must be confusing me with someone else 20100405 21:20:42-!- nagbot [~nagbot@wesnoth/bot/nagbot] has quit [Remote host closed the connection] 20100405 21:20:43< timotei21> mkdir build | cd build | cmake .. | make 20100405 21:20:44< shadowmaster> ah wait, you mean the background beneath the lobby window, yeah I remember that now 20100405 21:20:47< mordante> loonycyborg, some Ubuntu packages our Debian packager hates 20100405 21:20:56< shadowmaster> and I'd still prefer to see the borders removed 20100405 21:21:05< chains> That sounds good what are the commands to install the dependencies and can we get them posted please? :) 20100405 21:21:12-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 21:21:14< mordante> chains, Debian had a problem with their main ftp upload server 20100405 21:21:15< timotei21> chains, I wrote them 20100405 21:21:38< timotei21> you need to apt-get build dependencies wesnoth 20100405 21:21:52< timotei21> and then: mkdir build | cd build | cmake .. | make 20100405 21:22:16-!- nagbot [~nagbot@wesnoth/bot/nagbot] has quit [Remote host closed the connection] 20100405 21:22:23< mordante> chains, so our Debian packager couldn't upload, not sure whether she did now that the server is up and running again 20100405 21:22:36< chains> timotei21 E: Invalid operation build 20100405 21:22:39< loonycyborg> timotei21: More like just 'scons' :P 20100405 21:22:56< timotei21> well, some variations on build dependencies. let me check 20100405 21:23:32< chains> I can compile from source if I have to, but last time I did that, I ended up with a wierd setup that made installing 1.6 hard =p 20100405 21:23:35< timotei21> chains, have you checked out the svn? 20100405 21:23:41< chains> SVN? 20100405 21:23:45< chains> I don't SVN. 20100405 21:23:55< chains> I know what it is atleast? 20100405 21:24:03< timotei21> :D 20100405 21:24:08< timotei21> one sec 20100405 21:24:11< shadowmaster> and it's not a verb even 20100405 21:24:23< chains> Isn't it though? 20100405 21:24:27< shadowmaster> Subversion. 20100405 21:24:30< timotei21> chains, you just want to play the game? 20100405 21:24:38< timotei21> I know the way, BUILDING it from source :> 20100405 21:24:38< chains> Right =) 20100405 21:25:18< shadowmaster> if you have anything less powerful than a dual core 2 GHz, you'd better go make some coffee if you build from source, though. 20100405 21:25:30-!- Tallken [~f2f93bf57@93.102.77.7.rev.optimus.pt] has joined #wesnoth-dev 20100405 21:25:36< chains> If the Linux install isn't ready that's cool, but someone should note that on the website or something. 20100405 21:25:55< chains> Yeah last time I built from source it took ages. My machine barely plays wesnoth. 20100405 21:26:02< shadowmaster> people are not supposed to ask when binaries are ready, you know 20100405 21:26:21< loonycyborg> Packages are better for people who just want to play it :P 20100405 21:26:29< chains> People aren't supposed to post that they are up, when they aren't then no one would ask about them. 20100405 21:26:43< chains> You can't offer me Ice cream and then be surprised when I ask for my ice cream. 20100405 21:26:59< shadowmaster> there are no promises from wesnoth.org regarding the binaries :| 20100405 21:27:13< chains> that's simply not true 20100405 21:27:35< chains> Download Wesnoth 1.8.0 (stable): 20100405 21:27:36< chains> * Source (274.6MB) 20100405 21:27:36< chains> * Linux 20100405 21:27:42< chains> big giant letters at the top of the page =) 20100405 21:27:51< shadowmaster> alright...where does it state "yeah, we have binaries for ALL Linux distributions"? 20100405 21:27:56< chains> it says I can get source from one link and Linux installs from the other 20100405 21:28:25< chains> as all other linux versions than Ubuntu/debian are Minor user bases at this point It's logical to assume Linux means Debian/Ubuntu. 20100405 21:28:27< shadowmaster> the big giant letters point to http://wiki.wesnoth.org/WesnothBinariesLinux 20100405 21:28:39< shadowmaster> guess what the first paragraph says 20100405 21:28:45< mordante> chains, and did you follow that link ? ;-) 20100405 21:29:03-!- nagbot [~nagbot@wesnoth/bot/nagbot] has joined #wesnoth-dev 20100405 21:29:04< chains> No of course not :) 20100405 21:29:31< shadowmaster> this is a contract between you, and the Battle for Wesnoth Project. We won't read the small letters aloud for you. 20100405 21:29:33< mordante> it's really interesting especially the Ubuntu Karmic part :-P 20100405 21:29:51< shadowmaster> (fair business IMO) 20100405 21:31:00< boucman> nagbot: gabba ? 20100405 21:31:01< nagbot> gabba : http://wiki.wesnoth.org//GSoC-SpriteSheets_Gabba 20100405 21:31:02< nagbot> gabba : http://wiki.wesnoth.org//GSoC-WesnothWhiteboard_Gabba 20100405 21:31:13< chains> Plain and simple you don't offer a Linux install, and you shouldn't claim to on the front of your website in huge letters. 20100405 21:31:33< timotei21> nagbot: timotei21 ? 20100405 21:31:35< nagbot> timotei : http://wiki.wesnoth.org//SummerofCode_Timotei21 20100405 21:31:36< mordante> chains, we leave that to other packagers, just like the Mac and Windows version 20100405 21:31:37< shadowmaster> again, there's no claim :( nor there's a reason to assume it's valid without reading the link 20100405 21:31:44< shadowmaster> *the linked page's contents 20100405 21:31:52< chains> Your packagers always seem to package both those versions just fine =) 20100405 21:32:06< shadowmaster> because the Mac OS X and Windows packagers are mainline developers 20100405 21:32:19< mordante> chains, like I said the Debian version is packaged but the Debian ftp upload died 20100405 21:32:27< shadowmaster> the Debian packager is relatively quick depending of how much free space she has AFAIK 20100405 21:32:28< mordante> not something we can fix 20100405 21:32:39< chains> If I click the windows download it takes me straight to source forge where I can install a binary for windows. 20100405 21:32:45< chains> the Linux button should do the same thing. 20100405 21:32:46< shadowmaster> and yeah, the accident with the Debian machines. I was kind of sad for these days without updates to Squeeze ;) 20100405 21:33:05< shadowmaster> chains: well, it does. It points you to a page...there cannot be an "Universal Linux binary" 20100405 21:33:05< fakedrake> Crab_: are you still there? 20100405 21:33:20< mordante> chains, and then, normally I prefer to install from my package manager on Linux 20100405 21:33:24< Crab_> fakedrake: yes 20100405 21:33:26< Soliton> chains: if linux would work the same way as windows. 20100405 21:33:33< chains> You don't need a universal binary if you just support the most popular version. 20100405 21:33:33< shadowmaster> at least not one that isn't statically linked and might not be guaranteed to work on all systems due to libc/kernel differences, etc. etc. 20100405 21:33:41< Soliton> chains: why not use windows if that's what you want? 20100405 21:33:49< shadowmaster> chains: there's no such a thing like a "popular Linux version" 20100405 21:33:52< shadowmaster> except 2.6 20100405 21:33:57< chains> Because the windows way is HARDER. Soliton 20100405 21:34:02-!- schumi [~a1184b1b@gateway/web/freenode/x-tbovxxixgizxcfnp] has joined #wesnoth-dev 20100405 21:34:29< Soliton> oh, i thought you just said the opposite. 20100405 21:34:42< Soliton> so you want it equally hard for linux? 20100405 21:34:42< chains> You guys are making Linux look bad and hard by supporting it so poorly and asking your users to compile their own binaries. 20100405 21:35:02< loonycyborg> Just download windows version and use wine :P 20100405 21:35:04 * Espreon rolls his eyes 20100405 21:35:06< shadowmaster> we are...supporting it nicely by coding and compiling on Linux :) 20100405 21:35:22< chains> If you actually believe that shadow I feel sorry for you. 20100405 21:35:34< Espreon> It isn't hard to compile Wesnoth on Linux... 20100405 21:35:41< loonycyborg> I develop windows-specific code on linux too. 20100405 21:35:51< loonycyborg> (using mingw cross-compiler + wine) 20100405 21:35:54< Soliton> chains: i suggest you stop the trolling and make an actual suggestion or leave it. 20100405 21:36:19< chains> I did make my actual suggestion. You should add a note to your news postings letting linux people there isn't an option for them yet. 20100405 21:36:34< chains> You're offering us Ice cream then getting mad at us when we expect to find it :) 20100405 21:36:35< fakedrake> sorry i was having dinner,tnx for reading the proposal, about your comments on it: about the WML is it possible to simply have a database that loads all the information we need for the debugging? 20100405 21:36:42< Soliton> ok, suggestion heard and noted. 20100405 21:37:20< chains> Thanks Soliton, sorry to cause a stir. 20100405 21:37:32< fakedrake> Crab_: about the lines, i didnt quite understand what u said 20100405 21:38:01< fakedrake> (in tha sense that it doesnt occur to me how what i propose conflicts what u said 20100405 21:38:02< fakedrake> ) 20100405 21:38:17< timotei21> well, loonycyborg , the game launches, but after loading, it crashes 20100405 21:38:45< loonycyborg> timotei21: btw your scons compiled .exe should work after svn up. The issue mordante was referring to is fixed. 20100405 21:38:51< timotei21> ah 20100405 21:38:51< timotei21> ok 20100405 21:39:12< fakedrake> Crab_:and about the error messages, i had in mind the errors in awilkins proposal 20100405 21:39:40< fakedrake> (or corresponding ones that i found) 20100405 21:40:19< Crab_> fakedrake: well, errors in awilking proposal already look better in trunk, they're somewhat obsolete. 20100405 21:41:05< timotei21> one question I have in general, to the devs... why there are so many warnings?:) 20100405 21:41:22< timotei21> is that because is compiled with different compilers? 20100405 21:41:39< Crab_> timotei21: yes, the most pedantic devs leave no warnings... for their chosen compiler :) 20100405 21:41:46< fakedrake> Crab_: i thoght the ones regarding line numbers are not 20100405 21:41:59< Crab_> fakedrake: have you seen the discussions about them ? 20100405 21:42:07< Crab_> a few days ago 20100405 21:42:20< fakedrake> nope 20100405 21:43:52< fakedrake> do you remember roughly when they were? 20100405 21:44:40< Crab_> fakedrake: end of http://wesnoth.debian.net/%23wesnoth-dev-2010-04-03.log 20100405 21:45:22< timotei21> yes it works now 20100405 21:45:35< timotei21> Thanks everyone for helping me compiling the game:) 20100405 21:45:37< Crab_> fakedrake: ah no, not the end, ~ 18:50 20100405 21:45:43< fakedrake> thanx ill take a look at it 20100405 21:46:06< Crab_> fakedrake: more precisely, 18:00 - 18:50 20100405 21:46:14< timotei21> thanks loonycyborg for helping me with scons, thanks Crab_ for his perseverance with MSCV, thanks mordante for fixing the starting game issue :) 20100405 21:46:28< timotei21> I'm so happy that I need to sleep:D 20100405 21:46:38< loonycyborg> np 20100405 21:46:43-!- Sannya [~chatzilla@nusnet-210-144.dynip.nus.edu.sg] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.2/20100316074819]] 20100405 21:46:50< Crab_> timotei21: heh. so, you've compiled both with scons and MSVC ? 20100405 21:46:57< timotei21> only scons... 20100405 21:47:01< timotei21> with msvc not yet 20100405 21:47:03< Crab_> ok 20100405 21:47:06< timotei21> those stupid gui2 things 20100405 21:47:08< timotei21> but it's ok 20100405 21:47:10< Crab_> ok 20100405 21:47:19< Crab_> it's not gui2 but MSVC which is stupid :) 20100405 21:47:30< timotei21> stupid gui2 "external problems" :P 20100405 21:47:34< timotei21> not the classes/code :D 20100405 21:47:42< timotei21> sorry for not be more specific 20100405 21:47:49< Crab_> timotei21: np :) 20100405 21:48:11< timotei21> well, Crab_ I'll look more into the wml-jit thingy the next days, but tomorrow, I'll have to learn for some exams, and all that stuff 20100405 21:48:12< awilkins> Crab_: but the quote matching was never said to be fixed right? I was under that impression as well. 20100405 21:48:16< timotei21> good night everyone 20100405 21:48:18< mordante> yeah I think MSVC is the only compiler to complain about it 20100405 21:48:21< mordante> night timotei21 20100405 21:48:35< Crab_> awilkins: well, have you tried to reproduce ? 20100405 21:49:13-!- timotei21 [~timotei21@188.24.5.66] has quit [Quit: Leaving] 20100405 21:49:19< awilkins> Crab_: no not recently : / I didn't hear silene say he fixed it though. 20100405 21:49:39< Crab_> awilkins: try, it should be simple to check 20100405 21:50:09< awilkins> Crab_: not at home : (, at work currently 20100405 21:50:13< Crab_> ok 20100405 21:53:53< silene> awilkins: i didn't change anything to the preprocessor behavior, i just made errors fatal; what do you mean by "quote matching"? 20100405 21:54:51< awilkins> silene: such as it reports the error being at the end of the file as opposed to the line where the closing quote should've been. 20100405 21:55:40< awilkins> silene: that is what it still does right? 20100405 21:55:42< silene> awilkins: hmm... how do you know which line it should have been? multiline strings are possible (and in fact they are heavily used in the game) 20100405 21:56:34< awilkins> silene: like in my example on my proposal, it says there's no closing quote at line 220 when it should've been at line 60 20100405 21:56:55< awilkins> silene: but right how do I know which line it should've been, that's the hard part : p 20100405 21:57:52< Soliton> you could make some heuristics but wouldn't it be good enough to mention where the string starts? 20100405 21:58:37-!- fakedrake [~fakedrake@athedsl-378844.home.otenet.gr] has quit [Ping timeout: 246 seconds] 20100405 21:58:56< silene> and just in case you are thinking of using "=" to detect things that are not strings, i should note that "=" is a markup symbol that you will encounter in lots of strings in wesnoth 20100405 21:59:31< awilkins> silene: what about Soliton's idea? is there a reason why you can't report the start of strings? 20100405 21:59:55-!- lfernando [~luiz@201-42-209-100.dsl.telesp.net.br] has quit [Remote host closed the connection] 20100405 22:00:07< silene> awilkins: in your example, the start of string is at line 219; that doesn't quite work ;-) 20100405 22:01:23< silene> (after looking at the file, 216 actually, but anyway) 20100405 22:01:24-!- mpavel [~Pavel@cpc1-dund3-0-0-cust363.sgyl.cable.virginmedia.com] has joined #wesnoth-dev 20100405 22:02:16< silene> awilkins: that being said, reporting the start of string is easy, it's a one-liner change to the wesnoth code, since the information is already there 20100405 22:03:48< silene> (line 616 of preprocessor.cpp, change "linenum_" with "token.linenum") 20100405 22:04:04< schumi> Crab_: hello. Have you read the mp I sent you? 20100405 22:05:07< Crab_> schumi: no, I haven't read the new one yet. will do so now. 20100405 22:05:21-!- mpavel [~Pavel@cpc1-dund3-0-0-cust363.sgyl.cable.virginmedia.com] has left #wesnoth-dev [] 20100405 22:05:30< Crab_> schumi: yes, I'll try to reproduce it now 20100405 22:06:18< awilkins> silene: that's about the change being easy, but the start of the string in my example is line 219? 20100405 22:06:24< awilkins> that's good* 20100405 22:06:40< silene> awilkins: 216 20100405 22:10:14-!- dtiger [~dtiger@dynamic-vpdn-93-125-69-7.telecom.by] has quit [Remote host closed the connection] 20100405 22:10:20< awilkins> silene: is that what the program reported or that's the line in your shaman.cfg? 20100405 22:11:55-!- lukjad007 is now known as lukjad86 20100405 22:12:08< silene> awilkins: line 216 contains the last quote of the file, so it is necessarily where the unterminated string starts, if any (and yes, wesnoth agrees with me) 20100405 22:14:36< awilkins> silene: ohhh right, I understand. So reporting where the string starts is still not very useful. Because the true error at line 60 is still hidden. 20100405 22:17:11-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100405 22:17:18-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Quit: Ex-Chat] 20100405 22:18:00< silene> right 20100405 22:18:52-!- Tesafilmchen [~quassel@p5B27728B.dip.t-dialin.net] has joined #wesnoth-dev 20100405 22:20:34< shadowmaster> shikadibot: dir /branches/1.8 20100405 22:20:34< shikadibot> Web interface URL to directory /branches/1.8: http://svn.gna.org/viewcvs/wesnoth/branches/1.8 20100405 22:24:45-!- Ken_Oh [~briang@static-71-178-174-220.washdc.fios.verizon.net] has quit [Read error: Connection reset by peer] 20100405 22:33:54< pokhbocee> Crab_: sorry to ask you but i couldnt find the description of get_attacks() and get_srcdst(), what do they return? 20100405 22:35:17< Crab_> pokhbocee: they return the references to the vector of current attacks and to the movement map of src->dst of all currently possible moves. 20100405 22:36:41-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100405 22:37:58-!- noy_ [~noy@24.114.236.32] has joined #wesnoth-dev 20100405 22:37:58-!- noy_ [~noy@24.114.236.32] has quit [Changing host] 20100405 22:37:58-!- noy_ [~noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 22:38:03-!- allefant [~elias@allegro/developer/allefant] has joined #wesnoth-dev 20100405 22:38:56< mordante> night 20100405 22:39:13-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20100405 22:39:46-!- noy_ [~noy@wesnoth/developer/noy] has quit [Client Quit] 20100405 22:40:09-!- noy_ [~noy@24.114.236.32] has joined #wesnoth-dev 20100405 22:40:09-!- noy_ [~noy@24.114.236.32] has quit [Changing host] 20100405 22:40:09-!- noy_ [~noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100405 22:40:50-!- elias [~elias@allegro/developer/allefant] has quit [Ping timeout: 258 seconds] 20100405 22:41:23< pokhbocee> i think they r nor exposed to lua 20100405 22:41:25-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 264 seconds] 20100405 22:41:26-!- noy_ is now known as noy 20100405 22:41:36< Crab_> pokhbocee: yes, you are correct 20100405 22:41:51< Crab_> pokhbocee: they are one of the 'central' things that should be exposed to lua ai. 20100405 22:41:51< pokhbocee> do we use different file for ai interface or should i expose it to wesnoth 20100405 22:41:54< pokhbocee> as i did before 20100405 22:42:01< Crab_> pokhbocee: there is a number of issues there 20100405 22:43:05< Crab_> pokhbocee: firstly, they are ai-related, e.g., you cannot write wesnoth.srcdst() and expect it to work, because srcdst only matters in context of the specific side. 20100405 22:43:22< Crab_> pokhbocee: and we don't want the ai writer to write wesnoth.srcdst(side) 20100405 22:43:42< Crab_> so, we must add it as functions to ai table 20100405 22:43:53< Crab_> see how aggression is exposed 20100405 22:44:17< pokhbocee> but ai need to consider counter attacks and in that case srcdst(side) could be useful 20100405 22:44:42< Crab_> pokhbocee: no, srcdst(side) is not known to c++ 20100405 22:44:52< Crab_> pokhbocee: there is enemy_srcdst and enemy_dstsrc 20100405 22:45:38< Crab_> pokhbocee: see cfun_ai_execute_attack for the example of accessing aggression from c-function used by lua. 20100405 22:46:05< Crab_> pokhbocee: also, what structure for srcdst we want, in lua ? 20100405 22:46:10< pokhbocee> hmm if its hard to expose i can write the method 20100405 22:46:26< pokhbocee> actually im not sure i understand these methods 20100405 22:46:38< pokhbocee> but the thing in my mind is 20100405 22:46:46< pokhbocee> to give an unit as a parameter 20100405 22:46:48< silene> Crab_: is it really worth to expose it? the equivalent can already be written with current lua; and it would probably be just as efficient 20100405 22:47:04< pokhbocee> and get the positions around it that an enemy unit can attack to that unit 20100405 22:47:22< Crab_> silene: I think 'yes', since c++ ai caches the value. we want to reuse this cache for speeding up composite c++/lua ai 20100405 22:47:25< Upthorn> silene: it seems wasteful to have the same functionality implemented twice in different locations 20100405 22:47:32< Crab_> silene: also, the ai needs to respect 'avoided locations' 20100405 22:47:53< Crab_> Upthorn: it all reuses the pathfinding code, np with that. 20100405 22:48:05< Upthorn> oh, ok. 20100405 22:48:24< silene> Upthorn: it depends; you have to put into balance the cost of converting c++ data to lua data with respect to directly computing things in lua 20100405 22:48:28< Upthorn> I should probably not comment on things that I do not know much about. 20100405 22:48:54< silene> Crab_: that just means that "avoided locations" should be known from the lua scripts, there is no reason to hide them 20100405 22:48:56-!- Mythological [Mythologic@77.29.4.27] has joined #wesnoth-dev 20100405 22:49:18< Crab_> silene: yes, 'avoid' aspect it's one of the things that should be exposed to lua 20100405 22:49:45< silene> also the lua code can cache just as well as the c++ code; contrarily to formula ai, lua is stateful language 20100405 22:50:08< Crab_> silene: for formula ai, it's done this way: the srcdst map is converted from c++ representation to variant representation on first access, and it's invalidated if c++ value is invalidated 20100405 22:51:57< silene> Crab_: i'm not sure this works for lua, unless you explicitly document the returned structure as read-only 20100405 22:52:27< Crab_> silene: I think that, after the c++ srcdst map is calculated, it seems that it's cheaper to convert it to lua (lazily or fully), than recompute it from lua. 20100405 22:52:55< Crab_> silene: and in composite AIs with both c++ and lua parts, c++ srcdst map will be recalculated after each move anyway. 20100405 22:53:49< Upthorn> Also, I had some more thoughts about world-persistence, which I would like to discuss when it won't be interrupting someone else's proposal 20100405 22:54:35< silene> Crab_: i consider the fact that it is systematically recomputed, even when not used, a flaw of the current system, not something that should be built upon 20100405 22:55:03< Crab_> silene: no, recomputation is only on first access. 20100405 22:55:21< silene> so it isn't recomputed after each move, is it? 20100405 22:55:29< Crab_> silene: "c++ srcdst map will be recalculated after each move anyway." because most c++ candidate actions use it 20100405 22:56:47< silene> so i stand by my point; i doubt it is faster to compute the srcdst maps on the c++ side (especially since no c++ code will need it) and then to convert it to lua, than to directly compute it in lua 20100405 22:57:29< Crab_> silene: I doubt 'especially since no c++ code will need it' part. for pure lua ai, you're right. 20100405 22:57:31< Upthorn> err, what Crab_ is saying is that c++ will need it, and it will be cached the first time it is used, so any further calls will not need to compute it 20100405 22:58:06< silene> Upthorn: it is invalidated as soon as lua performs a move 20100405 22:58:13< silene> (lua or anything else) 20100405 22:58:24-!- Ivanovic changed the topic of #wesnoth-dev to: GSoC: proposals are to be submitted to Google before 9th April 19:00 UTC. Also, when your wiki page is ready, ask us to review it. | 84 bugs, 260 feature requests, 14 patches | logs: http://wesnoth.org/irclogs/ | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100405 22:58:36< Crab_> silene: yes, as soon as a move is done, we have to invalidate (wml moveto events can change anything...) 20100405 22:59:09< Upthorn> but c++ will then likely need it again anyway... (if Crab_ is correct) 20100405 22:59:53< shadowmaster> hey, why is lobby in #wesnoth-umc-dev? 20100405 23:00:03< silene> Upthorn: sure, but it will have to compute it anew, if a move was performed, so the old value is useless 20100405 23:00:07< shadowmaster> not that I've a problem with it, but it looks like a mistake 20100405 23:00:39-!- awilkins [~andrw2208@suf129-129-63-129-153.dhcp.uml.edu] has quit [] 20100405 23:00:56< Upthorn> silene: but since c++ will need it, if lua recomputes it internally, it has to be recomputed twice 20100405 23:01:17< silene> Upthorn: c++ will need a different one 20100405 23:01:41< silene> it can't use the one that was computed before lua performed its moves 20100405 23:01:45< Upthorn> lua will move twice before c++ is used again? 20100405 23:01:59-!- Ivanovic changed the topic of #wesnoth-dev to: GSoC: proposals are to be submitted to Google before 9th April 19:00 UTC. Also, when your wiki page is ready, ask us to review it. | 84 bugs, 260 feature requests, 14 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100405 23:02:24< Crab_> silene: so, the question is, is it faster to 'convert c++ representation to lua' or to 'compute on lua side' ? (don't count computation cost on c++ side, it's the same in both cases) 20100405 23:03:04< Upthorn> okay, yes, I see how lua might want to move twice before c++ is used again 20100405 23:03:16< silene> Crab_: it's about the same cost in my opinion 20100405 23:03:53< silene> since the c++ will just emulate the lua machine to perform the computations 20100405 23:04:31< Upthorn> so the question is "is it easier to expose existing function to lua or is it easier to copy the function in lua?" 20100405 23:04:35< Crab_> silene: well, the conversion only needs to do a foreach on a multimap, adding values to lua table - no pathfinding code 20100405 23:04:37-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Quit: WRYYYYYYYYYYYYYYYYYYYY!] 20100405 23:05:26< Crab_> silene: I will check 'about the same cost', if it's so, then there's no problem with computing it on lua side for lua code. 20100405 23:05:30< silene> Crab_: why would the lua code do more pathfinding computations than the c++ code? 20100405 23:05:55< Crab_> silene: because "c++ conversion to lua" needs 0 pathfinding operations. 20100405 23:06:32< silene> Crab_: don't give me that crap, there wasn't an oracle that just got the srcdst out of nowhere; the c++ code had to compute it with pathfinding operations 20100405 23:07:00< Crab_> silene: maybe my point will be clearer if I compare "compute on c++ side for c++ code and convert c++ representation to lua' vs 'compute on c++ side for c++ code and compute on lua side for lua code'" 20100405 23:07:18< Upthorn> silene: is it likely that srcdst will need to be called multiple times per move? 20100405 23:07:42-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Quit: Caught sigterm, terminating...] 20100405 23:07:47< silene> Upthorn: sure, fortunately lua has things called variables that can store values 20100405 23:08:05< silene> Crab_: ? 20100405 23:08:05-!- Ivanovic [~ivanovic@dtmd-4db2c3e6.pool.mediaWays.net] has joined #wesnoth-dev 20100405 23:08:17< Upthorn> so you would suggest caching the lua version in a multimap like is done in the c++ one. 20100405 23:08:20-!- Ivanovic [~ivanovic@dtmd-4db2c3e6.pool.mediaWays.net] has quit [Changing host] 20100405 23:08:20-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100405 23:08:41< Crab_> silene: well, my point is, that at each iteration, the c++ code will need c++ srcdst map anyway. 20100405 23:09:11< silene> which c++ code? 20100405 23:09:26< Crab_> silene: c++-based candidate actions in candidate action evaluation loop. 20100405 23:09:45< Crab_> silene: as I've said, you're right for a pure lua-based ai, where all of the components are in lua. 20100405 23:10:37< Crab_> silene: but if our ai is, say, 50% lua and 50% c++, we'll have c++ pieces and lua pieces in there (and there might be formula_ai pieces, as well) 20100405 23:11:26-!- YogiHH [YogiHH@wesnoth/developer/yogihh] has left #wesnoth-dev [] 20100405 23:11:41< silene> okay, that's good enough for me 20100405 23:11:54< silene> that being said, why do you want to actually convert the srcdst to lua? 20100405 23:12:59< silene> i mean, it just has to be accessed, it doesn't have to be converted 20100405 23:13:07< Crab_> silene: yes, you're right 20100405 23:13:11-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100405 23:13:32-!- fakedrake [~fakedrake@athedsl-378844.home.otenet.gr] has joined #wesnoth-dev 20100405 23:14:11< fakedrake> hi 20100405 23:14:54< silene> anyway, time for me to go off, my train leaves at 6:30am tomorrow 20100405 23:15:02-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100405 23:15:07< Crab_> hi, fakedrake 20100405 23:15:26< Crab_> pokhbocee: have the things became clearer a bit ? 20100405 23:15:29< Crab_> Upthorn: yes ? 20100405 23:15:58< Upthorn> In a multiplayer match, does C++ know who the game creator is? 20100405 23:16:04< Crab_> Upthorn: yes 20100405 23:16:32< Crab_> Upthorn: the 'host' can change during the game, but the initial host is well-known. 20100405 23:16:50< Upthorn> It seems to me that the best way to deal with [global] type persistent variables would be for the game to use the initial host's version 20100405 23:17:32< Upthorn> and then side-specific persistent variables can be read from the relevant player's client 20100405 23:17:44< Crab_> Upthorn: we need to access those variables from all the players, too 20100405 23:18:01< Crab_> Upthorn: it is ok if we read 'globals' from the host. 20100405 23:18:11< Crab_> Upthorn: so, yes, your solution is ok. 20100405 23:18:12-!- allefant [~elias@allegro/developer/allefant] has quit [Quit: Leaving] 20100405 23:19:26< Crab_> Upthorn: note that after we get 'the gamemaster' dedicated player, he'll be the "host" for the global variables, so this solution will be good then, too. 20100405 23:19:59-!- noy [~noy@wesnoth/developer/noy] has quit [Quit: noy] 20100405 23:20:18< Crab_> pokhbocee: about 'to give an unit as a parameter and get the positions around it that an enemy unit can attack to that unit' - this can be taken from enemy_dstsrc 20100405 23:20:26< Upthorn> Great. I can go into more depth of technical detail in my proposal. 20100405 23:20:47< Crab_> pokhbocee: e.g., take unit, take 6 adjacent_locations, for each of them, get info from enemy_srcdst 20100405 23:21:14< pokhbocee> Crab_: i think that i see how to expose to lua 20100405 23:21:20< Crab_> pokhbocee: then, you'll have all the positions of enemy units which can attack your unit. 20100405 23:21:25< pokhbocee> but im still unsure what these things return 20100405 23:21:41< Crab_> Upthorn: ok. any more questions ? 20100405 23:21:55< pokhbocee> did you see the method i need 20100405 23:22:46< Crab_> pokhbocee: see, for example, srcdst map - you can expose it as an object which you can pass a unit or a pair of coordinates, and get a table of destinations for this unit. 20100405 23:22:54-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote host closed the connection] 20100405 23:22:59< pokhbocee> Crab_: i need that to attack. so ill now all available positions to attack any unit in our range 20100405 23:23:31< Crab_> pokhbocee: for that, you can use dstsrc map - get all destinations to which your units can move 20100405 23:24:00< Crab_> pokhbocee: 'aspects' is one of the hardest things to correctly expose to lua code. 20100405 23:24:14-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 240 seconds] 20100405 23:24:19-!- RandomDragon [~RandomDra@c-24-5-148-220.hsd1.ca.comcast.net] has joined #wesnoth-dev 20100405 23:24:21< Crab_> pokhbocee: srcdst maps, dstsrc maps, enemy_srcdst and enemy_dstsrc, aggresison, caution, avoid, etc 20100405 23:25:14< Crab_> Upthorn: please also see http://wesnoth.pastebin.com/8ipWcmVm 20100405 23:25:39< Crab_> Upthorn: I remember us discussing this before, too. that's what the syntax for 'grabbing' persistent variables might look like 20100405 23:26:10< Crab_> (btw, we can extent the syntax with 'side=host' ) 20100405 23:26:14< Crab_> *extend 20100405 23:26:41-!- RandomDragon [~RandomDra@c-24-5-148-220.hsd1.ca.comcast.net] has left #wesnoth-dev [] 20100405 23:27:41< Crab_> schumi: it seems that I'm unable to reproduce this bug 20100405 23:28:12< Crab_> schumi: so, I'd say that I'll close it as 'invalid' and credit you for investigating it. 20100405 23:28:47-!- Darkas_ [~quassel@ppp-88-217-108-163.dynamic.mnet-online.de] has joined #wesnoth-dev 20100405 23:29:06< pokhbocee> Crab_: the thing i was trying to explain is. ill give the enemy unit and will get positions that i can attack to him, then ill calculate from which position to attack it 20100405 23:29:28< Upthorn> Crab_: yeah, you showed that to me last night (although really it was this morning for you) 20100405 23:29:32-!- Darkas [~quassel@ppp-88-217-110-64.dynamic.mnet-online.de] has quit [Ping timeout: 276 seconds] 20100405 23:29:50< Upthorn> or maybe afternoon. I'm not quite sure what time zone you are in. 20100405 23:30:03< Crab_> Upthorn: no, mustn't be morning, I'm usually not awake in the morning (morning is the time to sleep). GMT+3 in Summer 20100405 23:30:28< Upthorn> Oh! You are in the same time zone as my mentor from last year. 20100405 23:30:53< Crab_> pokhbocee: take the position of enemy unit, get adjacent positions, for each of 'free' adjacent positions, get values from dstsrc map -> you'll get the coordinates of friendly units which can reach one of adjacent positions to enemy 20100405 23:31:10< Upthorn> it would have been about 2 PM for you. 20100405 23:33:49< pokhbocee> Crab_: oh btw i remmeber some method needs to be done to get list of adjacent positions. does it need to be exposed or created? 20100405 23:34:01-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20100405 23:34:05< Crab_> Upthorn: yes, might be ;) 20100405 23:34:35< pokhbocee> Crab_: can u give an example about dstsrc 20100405 23:35:14< [Relic]> Hello :) 20100405 23:35:20< Crab_> hi, [Relic] 20100405 23:35:29< [Relic]> :) 20100405 23:35:40< Crab_> pokhbocee: about adjacent_locations - you can create it as pure lua method 20100405 23:36:59< Crab_> pokhbocee: or you can use get_adjacent_tiles from src/map_location.cpp 20100405 23:37:09< Crab_> pokhbocee: it's a generic non-ai-related function 20100405 23:37:57< Crab_> pokhbocee: using get_adjacent_tiles from c++ might be a better idea, because we might want to change get_adjacent_tiles later to allow different topologies of the battlefield to be used. 20100405 23:38:17< schumi> Crab_: ok.thanks! 20100405 23:38:31< Crab_> schumi: btw, any questions about the project ? 20100405 23:40:20-!- Tesafilmchen [~quassel@p5B27728B.dip.t-dialin.net] has quit [Remote host closed the connection] 20100405 23:40:34< pokhbocee> i will expose this as wesnoth.get_adjacent_tiles 20100405 23:40:40< Crab_> ok 20100405 23:41:07< Crab_> pokhbocee: be sure to see the discussions about hexes which are offmap 20100405 23:41:17< pokhbocee> offmap? 20100405 23:41:32< Crab_> pokhbocee: yes, get_adjacent_tiles can return off-map hexes,too 20100405 23:41:46< Crab_> pokhbocee: this is ok, sometimes it's needed to change the terrain on them. 20100405 23:43:44< pokhbocee> Crab_: do you think if i cannot finish attack by friday, it will be problem for me? If it is so, i can work on the attack part, and assume these functions r exposed, and later on finish exposing these methods? 20100405 23:44:47< Upthorn> oh I do have another question: When I make changes to my proposal, should I update the proposal on socghop as well, or is updating the wiki page sufficient? 20100405 23:45:05< Crab_> pokhbocee: I suggest that you, by friday, (1) submit your proposal to google, if you haven't done so already (2) show your best wrt coding (3) present a vision of changes that you want to do, on your wiki page, and continue improving them. 20100405 23:46:02< Crab_> Upthorn: I'd say that if your google proposal links to your wiki, and if the 'topic' hasn't changed, you shouldn't worry about updating it at google. 20100405 23:46:29< Crab_> Upthorn: just make sure that your proposal says 'see my wiki page at ...' 20100405 23:47:23< schumi> Crab_: what should be possible to do with the persistent gameworld? and it should be done (by the game developers) by wml, right? 20100405 23:47:33 * Upthorn changes the "additional info" link to point to http://wiki.wesnoth.org/SummerOfCodeProposal_JodyNorthup instead of http://wiki.wesnoth.org/SoC_Ideas_Persistent_Gameworld 20100405 23:48:19< Crab_> Upthorn: a good thing to do would be to add 'Upthorn' to the topic of your proposal. 20100405 23:48:50< pokhbocee> Crab_: i submit my proposal but it needs to be modified. how can i show my best by implementing real ai stuff or exposing these methods(i think implementing some real ai stuff would be more effective but exposing methods will prevent change needs on the code i wrote) 20100405 23:49:14< pokhbocee> Crab_: on my wiki page? you mean the propsal wikipage? 20100405 23:49:25< Upthorn> Crab_: on the wiki, on socghop.appaspot.com, or both? 20100405 23:49:31< Crab_> pokhbocee: implementing real ai stuff is harder, you might not finish it on time.. see for yourself, how you think it'll be better. 20100405 23:49:48< Crab_> Upthorn: on socghop. here we know your wiki page :) 20100405 23:49:52< Crab_> nagbot: Upthorn ? 20100405 23:49:53< nagbot> upthorn : http://wiki.wesnoth.org//SummerOfCodeProposal_JodyNorthup 20100405 23:50:09< Upthorn> Ok. 20100405 23:50:24< Crab_> schumi: basically: 20100405 23:50:48< Crab_> Persistent Gameworld Part 1: implement [save_global_variable] and [load_global_variable] for SP http://wesnoth.pastebin.com/8ipWcmVm 20100405 23:51:09< Upthorn> schumi: to answer your question: achievements, unlockables, metanarrative threads (so that something done in one scenario can affect the state of the scenario the next time it is played, or a related scenario later in the campaign, or in a different campaign) 20100405 23:51:32< Crab_> Persistent Gameworld Part 2: make them work in MP 20100405 23:51:36< pokhbocee> Crab_: if i lua intergace were complete, i think it would take few days to finish it( i doubt how efficient would it be though) 20100405 23:51:52< Crab_> schumi, Upthorn: this is the first part of the project 20100405 23:51:52< Upthorn> and with some work a massively multiplayer meta-campaign where players can take sides and fight for territory 20100405 23:52:01< pokhbocee> Crab_: but i will go exposing methods because i dont want to think about what the output gonna be or etc. 20100405 23:52:16< Crab_> Persistent Gameworld Part 3: allow Wesnoth to be launched in dedicated gamemaster mode, where it connects to mp server and hosts games if asked via mp lobby. 20100405 23:52:35< Crab_> 4. (bonus) For fun, host a test massive multiplayer campaign using 1-2-3 and a few hacks. 20100405 23:53:08< Crab_> and yes, achievements, unlockables, metanarrative threads will be possible in WML thanks to 1-2. 20100405 23:53:37< Crab_> pokhbocee: ok, good. 20100405 23:54:17< Crab_> pokhbocee: note the words silene said about actually making srcdst accessible in lua, not outright converting to lua tables. 20100405 23:54:40< Crab_> Upthorn, schumi: any questions about the 1-2-3 parts ? 20100405 23:55:41< Upthorn> and yeah, it should be possible just in wml 20100405 23:55:46< Crab_> yes. 20100405 23:55:49< schumi> Crab_: i'm not sure about part 2 20100405 23:55:55< Crab_> (note that in (1), the syntax is just the example, you're welcome to propose your own) 20100405 23:56:24< Crab_> schumi: ok, imagine that there's a SP campaign named 'collect gold'. you do some dirty work in the mines, and your gold counter increases. 20100405 23:57:09< Crab_> schumi: the 'gold collected' is stored in the global variable, and is remembered across different plays of 'collect gold' 20100405 23:57:12< Crab_> then, there's a MP scenario, 'the tavern', where you can spend your gold 20100405 23:57:33< Crab_> one of the players hosts 'the tavern' scenario, and another 7 players join 20100405 23:58:11< Crab_> everyone needs to know the gold of everyone players, to set up the game correctly. 20100405 23:58:40< Crab_> so, the hosts needs a way to ask each player for hist 'gold collected' global variable from 'collect gold' campaign. 20100405 23:59:11< Crab_> so, [load_global_variable] tag needs a attribute with the 'number' of player we're asking for the value of the variable 20100405 23:59:42< Crab_> so, the host will be able to ask each of the players in a loop, and each player would transmit his answer to all other players (via replay) 20100405 23:59:57< schumi> Crab_: so the 7 players can change with time? --- Log closed Tue Apr 06 00:00:27 2010