--- Log opened Sat May 29 00:00:04 2010 20100529 00:00:04< alink> and, in fact, display already render goto path(when mouse hovering) so it will be somehow close to your final goal 20100529 00:00:35-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100529 00:01:22< alink> I sometimes add few lines in mouse_events::left_click to drop something on the clicked hex 20100529 00:01:33< gabba> alink: true, that sounds like a good way to do it 20100529 00:02:34-!- elias [~elias@allegro/developer/allefant] has quit [Quit: Leaving] 20100529 00:03:01< gabba> alink: I'm trying to use image::locator instead of surface, but how do you get a surface from this guy? 20100529 00:03:23-!- Aizu` [~drusepth@dhcp-077-249-151-209.chello.nl] has quit [Ping timeout: 258 seconds] 20100529 00:03:48< gabba> alink: in the end I need to call render_image(int x, int y, const display::tdrawing_layer drawing_layer, 20100529 00:03:48< gabba> const map_location& loc, surface image, ...) 20100529 00:03:54< alink> gabba: get_image 20100529 00:04:14< gabba> uh? how could I miss that :P 20100529 00:04:23< CIA-86> upthorn * r42994 /trunk/src/persist_context.cpp: correctly handle persistent data config with regards to [variables] tag. 20100529 00:04:43< alink> gabba: it's not obvious, when you call get_image("bla string"), it's casted into a locator 20100529 00:05:43< boucman> image::get_image(image_loc,image::SCALED_TO_ZOOM) is the most common case 20100529 00:06:43-!- drusepth [~drusepth@dhcp-077-249-151-209.chello.nl] has joined #wesnoth-dev 20100529 00:06:54< gabba> alink: ok, I missed it since I expected the function to be a member variable of locator, it's directly in image instead 20100529 00:07:08< gabba> boucman: ok 20100529 00:07:34< alink> yeah SCALED_TO_HEX use ToD coloring which you probably don't want for arrows 20100529 00:08:44< alink> gabba: and you had a normal expectation ;-) 20100529 00:09:17< boucman> ok, I'll leave you all for tonight 20100529 00:09:28< boucman> gabba: will you be around this WE ? 20100529 00:09:55< gabba> boucman: not really, I might login for a short time 20100529 00:10:00< boucman> ok 20100529 00:10:03< CIA-86> shadowmaster * r42995 /trunk/data/core/terrain.cfg: Fix typo in translatable string 20100529 00:10:17< gabba> boucman: see you 20100529 00:10:36< boucman> well, if you reach something demonstratable, feel free to commit, i'll have a look 20100529 00:10:39< boucman> see you 20100529 00:10:42-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100529 00:10:53< alink> gabba: the main reason is probably that the image cache is not part of the locator 20100529 00:12:34-!- Blarumyrran [~Blarumyrr@84-50-143-71-dsl.rkv.estpak.ee] has quit [Quit: Lahkun] 20100529 00:15:20< CIA-86> shadowmaster * r42996 /trunk/ (changelog players_changelog): Restore order, format/style in changelogs 20100529 00:16:43-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 260 seconds] 20100529 00:16:48< CIA-86> gabba * r42997 /trunk/src/ (arrow.cpp arrow.hpp): Arrows: now uses image::locator 20100529 00:17:29 * shadowmaster stabs fendrin for placing "Music and sound effects" after "Miscellaneous and bugfixes" 20100529 00:19:25-!- Sapient [~patrickp@wesnoth/developer/sapient] has joined #wesnoth-dev 20100529 00:19:57< fendrin> shadowmaster: Ah yes. 20100529 00:20:07< fendrin> shadowmaster: It's like saying Jehova. 20100529 00:20:29< shadowmaster> I don't have a problem with saying Jehova. 20100529 00:20:52< fendrin> OMG, you said Jehova. 20100529 00:20:53< shadowmaster> but I don't like seeing Miscellaneous stuff anywhere but at the end :) 20100529 00:21:38< fendrin> Hmmm, maybe wmllint can format the changelog? 20100529 00:21:48< shadowmaster> anything but wmllint please! 20100529 00:22:02< fendrin> lol 20100529 00:22:12< fendrin> shadowmaster: Wmllint is your Jehova. 20100529 00:22:12< shadowmaster> although I've been thinking of making a tool/PHP page that could format the changelog more nicely 20100529 00:22:23< shadowmaster> for users, not developers 20100529 00:22:32< alink> also, the changelogs are not written in WML 20100529 00:22:47< shadowmaster> e.g. linkify bug numbers, allow to see separate version's changes instead of the whole thing... 20100529 00:23:11< shadowmaster> maybe make coffee 20100529 00:23:30 * zookeeper is getting a bit fed up with the changelog/players_changelog separation 20100529 00:23:52< shadowmaster> I know that feeling 20100529 00:24:36 * Sapient would prefer if changelog.wesnoth.org went to the "real" changelog 20100529 00:25:01< zookeeper> oh, hi sapient 20100529 00:25:07< Sapient> yo zooks 20100529 00:25:29< zookeeper> btw, have you happened to think any more about those modification issues we talked about? 20100529 00:25:56-!- mjs-de [~mjs-de@vpw.wh.uni-dortmund.de] has quit [Remote host closed the connection] 20100529 00:25:58< Sapient> no, I pretty much said everything that was in my brain about the matter 20100529 00:26:18< zookeeper> ok 20100529 00:26:31< Sapient> and my brain has ceased to think new things about it in the meantime 20100529 00:27:27< Sapient> how's that whole vegetarian thing going? 20100529 00:27:56< alink> Sapient: sometimes our opinions change without us being aware of the change ;) 20100529 00:27:58< zookeeper> poorly i guess, since i still haven't become one 20100529 00:28:25< alink> zookeeper: you try to become vegetarian ? 20100529 00:28:59< zookeeper> alink, well, i'd like to, but i'm not putting in enough effort 20100529 00:29:20< shadowmaster> you want to become a vegetarian so that people mock you for being one? 20100529 00:29:25< fendrin> hi Sapient 20100529 00:29:34< zookeeper> shadowmaster, of course, obviously 20100529 00:29:43< Sapient> o fendrin 20100529 00:29:55 * alink is vegetarian since almost 10 years :-) 20100529 00:30:01< zookeeper> besides, i've never heard anyone but idiots mock vegetarians for being vegetarians, so that doesn't really matter anyway :p 20100529 00:30:02< shadowmaster> I can't stand being pointed out all the time that there's nothing to eat at home but meat 20100529 00:30:08< Sapient> I was curious if vegetarianism is very common in finland 20100529 00:30:13< shadowmaster> and I don't eat meat :/ 20100529 00:30:37< zookeeper> Sapient, depends on what "common" is, i guess... 20100529 00:30:49< Sapient> well, obviously, not as common as in India 20100529 00:31:16< alink> there is also big difference between city and small towns 20100529 00:31:55< alink> maybe not "big" but there is one 20100529 00:32:08< billynux> Argentina has the largest per capita consumption of beef and I, for one, think meat is great. But I don't have anything against vegetarians... hey, more for me :) 20100529 00:32:20< Sapient> you mean city dwellers are more likely to eschew meat? 20100529 00:32:35< zookeeper> it's easier to do without meat in cities 20100529 00:32:42< alink> Sapient: no the opposite 20100529 00:33:09-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 276 seconds] 20100529 00:33:31< shadowmaster> "I'm hungry" 20100529 00:33:39< alink> Sapient: eating meat is a traditional thing, city is less about following old eating habits 20100529 00:33:48< shadowmaster> "your fault for not eating meat" 20100529 00:34:11< shadowmaster> every weekend since 2005 20100529 00:34:15< zookeeper> alink, not to mention that replacements are better available in cities 20100529 00:34:58< alink> zookeeper: yeah that too, otoh you may find better local fruits and vegetables in country 20100529 00:35:09< Sapient> alink: eschew = to do without ;) 20100529 00:35:24< billynux> but you can provide nutrients and stuff without eating meat (e.g. beans for protein) 20100529 00:35:54< shadowmaster> I love beans 20100529 00:36:01< Sapient> from Old French eschivir 20100529 00:36:09< alink> Sapient: ah yes sorry, I was not familiar with that word and misread it 20100529 00:36:33< shadowmaster> alink: when in doubt, grab an online dictionary :P 20100529 00:36:59< Sapient> the word does look very similar to "chew" which is especially ironic in this context ;) 20100529 00:37:15< alink> so my misread :) 20100529 00:37:34< Sapient> to chew or to eschew, that is the question 20100529 00:37:48< billynux> I remember when I was a kid I hated encyclopedias... but I can't get enough of the random button from wikipedia :) 20100529 00:38:01< zookeeper> Sapient, anyway, to me it seems to be relatively common in finland...of course the actual numbers are really small but it's not like bumping into a vegetarian is a horribly rare occurrence. 20100529 00:38:53< zookeeper> unsurprisingly they're mostly younger folks 20100529 00:38:59< alink> anyway, at least in belgium, there is an evolution in restaurant, you have more vegetarian choices these days, and now always at least one 20100529 00:39:54< Sapient> it seems like most vegetarians in the US are either women who dislike the thought of blood or older men with health reasons 20100529 00:41:12< Sapient> or I guess I should say women who like to think of animals as cute and fluffy friends 20100529 00:42:08< alink> Sapient: yeah, but the old false equality "meat=strength" doesn't help normal guys 20100529 00:42:27< zookeeper> i couldn't really say what the rationale distribution is like over here 20100529 00:42:28< alink> so there is more social pressure on them 20100529 00:42:37< Sapient> I hope that doesn't sound insulting, but their objections aren't typically based on morality but on squeamishness in my personal experience 20100529 00:43:03< zookeeper> going by gut feeling i'd guess one third fluffiness, one third health reasons and one third ethical reasons 20100529 00:43:09< alink> for the "women who dislike the thought" this is probably true 20100529 00:43:20< shadowmaster> meat=gout ? :P 20100529 00:43:27< CIA-86> torangan * r42998 /trunk/po/wesnoth/hu.po: hungarian translation update 20100529 00:43:45< Espreon> Fish + Espreon = happy. 20100529 00:43:51< alink> the "health reasons" are valid for everybody but you see the effect only when old 20100529 00:44:13< Sapient> my dad has been a vegetarian for almost a decade now because he's a real health and fitness fanatic 20100529 00:44:45< alink> good thing 20100529 00:45:13< alink> well, depend the level of fanatism i guess 20100529 00:45:30< zookeeper> ideally i'd like to be mostly vegan, but it's not such a goal since i'm almost solely interested in the ethical considerations 20100529 00:46:20< alink> zookeeper: vegan is hard, I can't even imagine stopping milk 20100529 00:47:02< alink> in fact i eat more milk and eggs since i am vegetarian 20100529 00:47:22< Espreon> No milk? That beeth madness! 20100529 00:47:29< zookeeper> eating the cows of the nice nearby farm i'm 99% sure treats their animals well isn't a problem for me, but i'd like to cut down on all the rest basically 20100529 00:48:06< alink> zookeeper: even young cows ? 20100529 00:48:24 * Espreon shall never consume veal. 20100529 00:48:46< Espreon> Tortured baby cow is... yeahz... 20100529 00:49:02< CIA-86> torangan * r42999 /branches/1.8/ (changelog po/wesnoth/hu.po): hungarian translation update 20100529 00:49:06< zookeeper> alink, well, i don't see why the age matters 20100529 00:49:22< billynux> Espreon, do you think that old tortured cow is good? :) 20100529 00:49:36< zookeeper> assuming it doesn't cause distress for the other animals or something like that 20100529 00:49:48< Espreon> billynux: Well, I've heard that with cows that are to be made into veal, they don't allow them to even move. 20100529 00:50:03< Espreon> ... to keep the muscles tender or something. 20100529 00:50:10< billynux> They don't allow that in *most* cases, its called feed lot 20100529 00:50:12< Sapient> there's actually an injunction against that in the Bible: don't cook a calf in its mother's milk 20100529 00:50:21< alink> well, if you are forced to kill someone between an old and a young, better kill the old I think 20100529 00:50:31< Sapient> although it may be more metaphorical than a statement on animal cruelty 20100529 00:50:36< alink> also there is more meat, so you kill less individuals 20100529 00:50:39< billynux> Here (largest producer of cow meat) we have a lot of country, so many cows grow up in open fields... 20100529 00:50:59< zookeeper> alink, agreed on the more-meat reason 20100529 00:51:46< billynux> Cruelty is relative... they are killed by a pneumatic hammer to the brain stem (with relaxing music) 20100529 00:52:01< zookeeper> anyways, it's way past my bedtime, so... 20100529 00:52:15< alink> zookeeper: on my point of view, i see killing as removing the right to live. You actually remove more from a young 20100529 00:52:22< alink> zookeeper: ok 20100529 00:52:23< Sapient> good night, z 20100529 00:52:43< billynux> alink, I agree 20100529 00:53:24< zookeeper> alink, i'll gladly continue on that later on, but let's just say i don't have any ethical objections against killing itself nor do i think anyone has such a thing as "a right to live" :p 20100529 00:53:33-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100529 00:53:36< billynux> now, is a plant more "alive" than cow... 20100529 00:54:09< alink> zookeeper: i see, I had the feeling that i was not talking to the typical meat-eater :-) 20100529 00:54:30< billynux> ... but a meat grinder :) 20100529 00:55:29< alink> it's funny i stopped advertising vegetarianism since few years (bored), i am a bit rusty :-/ 20100529 00:55:53< billynux> I did the same thing with GNU/Linux, some people don't want to listen 20100529 00:57:29-!- Greywhind [~Greywhind@vtelinet-66-220-255-139.vermontel.net] has quit [Quit: leaving] 20100529 00:57:31< alink> hehe, yes defending linux has similar aspects 20100529 01:00:54< Espreon> ... and the use of actually native words in the (inferior) Modern English language. 20100529 01:02:09< alink> hehe, yes 20100529 01:02:21-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100529 01:03:54< alink> however, the main problem with vegetarianism is that only one side consider that there is a third (silent) side. Which make it different from other "choice" debate 20100529 01:04:59< billynux> I don't get your point alink (about the 3rd side... the *dark* side?) 20100529 01:05:20< alink> no, i mean the animal side 20100529 01:06:25< billynux> ah, I see... that is true... do you feel that only some living organism may feel cruel treatment 20100529 01:06:26< alink> meat-eater often consider that everybody can choose what he eats 20100529 01:06:29< billynux> its a silly question really 20100529 01:06:38< billynux> I don't think that plants suffer 20100529 01:07:23< billynux> And I don't think that when a lion eats a deer (or whatever they feed on) they are commiting an unjust act 20100529 01:07:49< shadowmaster> plants don't have nervous systems in the first place 20100529 01:08:31< billynux> I do think, though, that such a violent act as killing a living entity should take under consideration nourishment etc... and not simple gluttony 20100529 01:09:45< alink> IMHO the "everybody can choose what he eats" is false because you can't eat humans. So killing to eat is a moral question and thus not a simple "I do what i want" 20100529 01:09:59< billynux> ... you can ;) 20100529 01:10:05< Espreon> Yes, you can. Many persons have done it before. 20100529 01:10:20< shadowmaster> :P 20100529 01:10:29< Espreon> ... perhaps even *peoples*. 20100529 01:10:36< alink> i mean you are not "allowed" by "humanity" 20100529 01:10:55< billynux> ah, yes... its a social consideration (under western society) 20100529 01:11:47< billynux> One thing is certain, killing for nourishment is immanent in nature 20100529 01:11:52< Espreon> Yes, Western society, the disease of humanity. 20100529 01:12:08< alink> well "the not killing people" is pretty standard, but agreed some people discuss the meaning of "people" 20100529 01:12:19< billynux> I'm reading Typee now, by Herman Melville 20100529 01:12:31< billynux> it is a great analysis on the natural man and natural paradise 20100529 01:13:04< billynux> basically, a guy goes on to live with aboriginals from the Marquesas (South Seas) 20100529 01:13:59< billynux> his treatment on how western civilization is a corroding influence is very interesting 20100529 01:14:49< Sapient> I wonder if eating the team-colored fruit from a Wose would anger it ;) 20100529 01:15:22< alink> indeed, my sister just moved to Sidney and told me the horrible effect on the aboriginal population (alcohol and drugs mainly) 20100529 01:15:42< alink> and poverty in city too 20100529 01:16:00< billynux> yes, I believe a lot of that happened in the US (although I don't live there) 20100529 01:16:10< alink> Sapient: plants usualy want that animals eat their fruits 20100529 01:16:58< billynux> in Argentina we were extremely cruel to aboriginals, most of them were slaughtered and now they are a very dismissed culture 20100529 01:17:05< Espreon> Well, I'm sure the Mohegans are doing well (finanicially). 20100529 01:17:27< Espreon> http://www.moheganlanguage.com/ ... I should take the time to learn this. 20100529 01:17:33-!- tyler__ [~tyler@m520e36d0.tmodns.net] has joined #wesnoth-dev 20100529 01:17:34< Espreon> After all, why not? 20100529 01:18:38< billynux> why not? ...mm... learn latin :P 20100529 01:18:41< Espreon> All of California has moar native languages than all of Europe (as far as we know)... yet... noöne cares about them. 20100529 01:18:46< shadowmaster> Sapient: the team-colored fruits' juice would make your tongue magenta, so I'd not do that anyway 20100529 01:18:50< Espreon> billynux: Ewwwwwww... 20100529 01:19:38< alink> I wonder what is the biological reasons of these team-colored fruits 20100529 01:19:49-!- toeholds [~8e68367f@gateway/web/freenode/x-teylgybtittmdkgm] has joined #wesnoth-dev 20100529 01:20:18< Sapient> the allegiance of woses is determined by the ripeness 20100529 01:20:31< alink> poor green team 20100529 01:21:04< Espreon> It beeth a rune... 20100529 01:21:13< shadowmaster> woses obviously came from the land of candy 20100529 01:22:41< billynux> I'm off... later folks 20100529 01:22:43 * Espreon wishes to swim in the Ice Cream Sea, but those waffle cone sharks are dreadful. 20100529 01:22:47< Espreon> Goodbye. 20100529 01:23:10< billynux> and... basically... I just wish everybody would adhere to the "don't do on to others what you don't want them to do to yourself" rule ... 20100529 01:23:13< shadowmaster> I want to go to the chocolate district 20100529 01:23:28-!- billynux [~billy@wesnoth/developer/billynux] has quit [Quit: Leaving] 20100529 01:23:44< shadowmaster> (to meet Willy Wonka, of course!) 20100529 01:24:01< Sapient> well, the green team can pick the fruit before the wose betrays them, so I guess black team has it worst ;) 20100529 01:24:46< alink> and not even sure what to think about white team 20100529 01:25:05< alink> albinos fruit ? 20100529 01:25:20< Espreon> ... but, what about the pink team? (Let's play IftU or TSL) 20100529 01:26:00< shadowmaster> or yellow 20100529 01:26:22< Espreon> ... or cyan. 20100529 01:26:26< alink> or woses in winter 20100529 01:27:15< Espreon> Hmmm... Wose WC that somehow retained its fruit. 20100529 01:34:45-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Quit: Leaving.] 20100529 01:42:45-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100529 01:43:01< Sapient> ew, yeah I didn't think about the white team. but after it turns black then it covers with mold 20100529 01:43:10< Sapient> so white is worst 20100529 01:43:26-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100529 01:44:57-!- Gallaecio [~Gallaecio@232.158.60.213.dynamic.mundo-r.com] has quit [Remote host closed the connection] 20100529 01:45:07< alink> and i thought that white team looked 'cleaner' :-/ 20100529 01:46:29< alink> in fact, with such various colors, using flowers would make more sense 20100529 01:46:59< shadowmaster> are they really fruits? 20100529 01:47:14< Sapient> http://en.wikipedia.org/wiki/File:Moldy_nectarines.jpg 20100529 01:47:23< Sapient> there is the "white" team ;) 20100529 01:47:35< shadowmaster> they could be "globular" flowers 20100529 01:47:41< shadowmaster> or fake fruits 20100529 01:48:13< shadowmaster> that picture isn't helping me with my stomachache :P 20100529 01:48:43< alink> and some people like to eat rotten foods 20100529 01:49:14< shadowmaster> well, wow. 20100529 01:49:26< Sapient> sounds dangerous :0 20100529 01:49:50< alink> a lot of taste though 20100529 01:50:20< Espreon> ... I once ate at least thirteen Japanese beetles for teh lulz... 20100529 01:51:32< Espreon> They're fine as long as you don't let them walk on your tunge (yes, I prefer the original, non-Frenchified spelling) or scratch your cheeks. 20100529 01:51:48< Espreon> If they walk on your tunge... ugh... 20100529 01:51:58< Espreon> (It hurts a bit for a while) 20100529 01:52:40< Sapient> I would have to be really hungry to describe a beetle as a "fine" meal ^_^ 20100529 01:53:28< Espreon> I was just curious. 20100529 01:53:51< Espreon> They are either tasteless or taste a bit like celery. 20100529 01:54:24< tyler__> That sounds horribly unpleasant. 20100529 01:54:25< Espreon> Biological pest control sounds fun... 20100529 01:54:29< Sapient> I may never eat celery again now, thanks :p 20100529 01:54:39< shadowmaster> Sapient: what is $null in WML? 20100529 01:54:51< Sapient> shadowmaster: that is the same as $empty 20100529 01:54:55< shadowmaster> k 20100529 01:54:58< tyler__> Are they as crunchy as celery? 20100529 01:55:03< Espreon> Oh what? Pretty much everything tastes like chicken. Haven't you ever thought about that? 20100529 01:55:05< Sapient> because sometimes ="" doesn't work 20100529 01:55:11< Espreon> tyler__: No. 20100529 01:55:28< shadowmaster> Sapient: indeed, that's what we are discussing in #wesnoth-umc-dev atm 20100529 01:56:19< Sapient> so to assign or test against an empty string, it is best to use $empty or $null 20100529 01:57:08< Espreon> ... and my excuse for eating the beetles: I was camping in Maine. 20100529 01:57:10< Sapient> there are some places in the code that explicitly check for has_attribute() and those are the places where ="" will work 20100529 01:57:41< Sapient> e.g. in SUF I tried to support it 20100529 01:59:06< alink> http://en.wikipedia.org/wiki/Hákarl 20100529 01:59:35< alink> that's some nice rotten food 20100529 01:59:55< Sapient> shadowmaster: then again, some people who were optimizing config behavior may have stripped empty attributes as part of the optimizations in the past 20100529 02:00:01< Espreon> alink: I'd consume it. 20100529 02:00:15< Sapient> in that case, checking has_Attribute wouldn't work 20100529 02:00:34< Espreon> Then again, I dared to consumed nattō. 20100529 02:00:34-!- Sapient [~patrickp@wesnoth/developer/sapient] has left #wesnoth-dev [] 20100529 02:01:00< alink> dig a hole, put the shark meat few months in it, etc.. I once saw a video of that, that looked bad 20100529 02:02:20< alink> Espreon: nattō seems ok, but i love beans 20100529 02:03:26< alink> and i always considered rotten vegetables less "dangerous" than rotten meat. Not sure if it's a reality. 20100529 02:03:29< Espreon> alink: There are foods that are far more disgusting... 20100529 02:03:54< alink> well, i was only looking in the rotten genre 20100529 02:04:10< Espreon> As byspel, there is balut. 20100529 02:04:27< alink> yes balut is a bit ugly 20100529 02:05:19< alink> i don't know what is byspel 20100529 02:05:49< Espreon> Real English for "example". 20100529 02:06:06< Espreon> Let us not forget about crap coffee: http://en.wikipedia.org/wiki/Kopi_luwak 20100529 02:06:35< Espreon> ... the creature that craps out the coffee beans is also natural host of SARS... 20100529 02:07:16< Espreon> No, wait, that info is outdated, I think. 20100529 02:07:21< Espreon> But still... crap coffee? 20100529 02:08:08< alink> we put a lot of craps on our fields 20100529 02:08:24< Espreon> No, the beans are consumed by the creature and they are crapped out. 20100529 02:08:55< Espreon> I don't want to consume coffee that some creature has shitten. 20100529 02:09:40< alink> do you eat honey ? 20100529 02:10:18< Espreon> Let's not forget about these: http://www.null-hypothesis.co.uk/science//item/weird_science_baby_mouse_wine ... http://worldmustbecrazy.blogspot.com/2008/12/weird-and-horrifying-zombie-bread.html ... 20100529 02:10:27< Espreon> Yes, but that is holy shit. 20100529 02:11:01< alink> or do you know where eggs come from 20100529 02:11:17< Espreon> That's different... 20100529 02:11:27 * Espreon glares at alink 20100529 02:11:36-!- King_Elendil [~King_Elen@75.143.233.138] has joined #wesnoth-dev 20100529 02:12:52< Espreon> IDK what to think of this: http://www.odditycentral.com/pics/bat-soup-delicious.html 20100529 02:14:38< alink> I am not disgusted, but these meals look poorly prepared. They could at least remove the fur 20100529 02:14:38-!- King_Elendil [~King_Elen@75.143.233.138] has quit [Read error: Connection reset by peer] 20100529 02:15:00-!- King_Elendil [~King_Elen@75.143.233.138] has joined #wesnoth-dev 20100529 02:15:22< King_Elendil> that is just disgusting :p 20100529 02:15:33< alink> and eating teeth seems a bad idea 20100529 02:15:51< Espreon> alink: Well, you have to consider the culture. :P 20100529 02:16:04< Espreon> Let's not forget about this either: http://en.wikipedia.org/wiki/Casu_marzu 20100529 02:16:25< alink> I always hesitate a little before cliking your links :-) 20100529 02:16:39< Espreon> It's only cheese with maggots. 20100529 02:16:57< King_Elendil> *only? 20100529 02:17:09< Espreon> ... silly Sardinians. 20100529 02:17:19< Espreon> King_Elendil: I've seen extremely disturbing things... OK? 20100529 02:17:51< Espreon> "Gyo" as byspel. 20100529 02:17:58-!- shadowm_solaris [~ignacio@128-172-22-190.adsl.terra.cl] has joined #wesnoth-dev 20100529 02:18:17< alink> "only cheese in which the maggots are still alive is eaten" As a vegetarian i really can't eat moving stuff :-/ 20100529 02:18:29< King_Elendil> lol 20100529 02:19:29< alink> "Because the larvae in the cheese can launch themselves for distances up to 15 centimetres" Is this wikipedia page accurate ? 20100529 02:19:43< alink> "aphrodisiac" ? 20100529 02:19:59< Espreon> For that one, who knows? 20100529 02:20:01< alink> common, it's a joke... 20100529 02:20:16< Espreon> But info on jumping is probably... yeahz. 20100529 02:20:51< alink> "The larvae have powerful mouthhooks which can lacerate stomach linings or intestinal walls as the maggots attempt to bore through internal organs" 20100529 02:21:52< alink> funny wikipedia page 20100529 02:22:06< Espreon> Who knows? 20100529 02:22:13-!- shadowm_solaris [~ignacio@128-172-22-190.adsl.terra.cl] has quit [Changing host] 20100529 02:22:13-!- shadowm_solaris [~ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100529 02:22:21< Espreon> We haven't seen it IRL. 20100529 02:22:40< alink> "An anon posted a link to this article on 4chan not to long ago which has resulted in some vandalism" 20100529 02:23:38< alink> Espreon: we know that it was you ;-p 20100529 02:23:42< Espreon> Nah. 20100529 02:24:10< Espreon> http://en.wikipedia.org/wiki/Cheese_fly 20100529 02:24:31< Espreon> http://fr.wikipedia.org/wiki/Mouche_du_fromage ... Frenchie Neo-Latin if you prefer. 20100529 02:25:29< Espreon> alink: Also, Frenchie Neo-Latin of the casu marzu article: http://fr.wikipedia.org/wiki/Casu_marzu 20100529 02:25:46< alink> Espreon: yes i was reading that 20100529 02:26:05< alink> similar infos 20100529 02:26:05< Espreon> Noöne cares about it, and I don't know much about French (nor do I want to), they're safe from me. ;) 20100529 02:26:33< Espreon> "Info", if you will. 20100529 02:27:14< alink> i used the french word ;-p 20100529 02:27:39< alink> http://www.google.fr/search?q="les infos" 20100529 02:28:09< Espreon> Can't read Frenchie Neo-Latin. 20100529 02:28:18< Espreon> I can read Neo-Latin touched by Arabs, though. 20100529 02:28:20< Espreon> (Spanish) 20100529 02:28:44< King_Elendil> can you read hebrew? 20100529 02:28:57< King_Elendil> I would like to eventually 20100529 02:29:02< shadowmaster> Espreon: Spanish is much more than that 20100529 02:30:10< Espreon> King_Elendil: LOL, no. 20100529 02:30:19< Espreon> shadowmaster: I know, I know. 20100529 02:30:54< King_Elendil> you seem to be very knowledgeable, so I thought I might as well ask :) 20100529 02:31:46< Espreon> alink: If the regular Neo-Latin page agrees with Frenchified Frankenstein's Monster of Languages that Lost Its Soul and the Frenchie Neo-Latin pages, then it must be legit: http://it.wikipedia.org/wiki/Casu_marzu 20100529 02:32:12< Espreon> *of Languages that Happens to be *the* Lingua Franca 20100529 02:32:50< shadowmaster> the what and the who? 20100529 02:33:11< Espreon> FFMoLtLIStHtBtLF = Modern English 20100529 02:33:15< Espreon> Regular Neo-Latin = Italian 20100529 02:33:21< Espreon> Frenchie Neo-Latin = French 20100529 02:33:49< alink> Espreon: using their common names could be easier 20100529 02:34:14< shadowmaster> yeah, please 20100529 02:35:17< Espreon> No, I'm just telling the truth. 20100529 02:36:24< shadowmaster> what is the tHtBtLF part of Modern English's...Espreonified name? 20100529 02:37:09< alink> oh that's nice, the italian wikipedia use pink highlight on affirmation needing sources, that's much stronger 20100529 02:37:10< Espreon> The acronym = Frenchified Frankenstein's Monster of Languages that Lost Its Soul that Happens to be *the* Lingua Franca. 20100529 02:38:47< Espreon> Englisc is better than all three of the mentioned languages. 20100529 02:38:53< Aethaeryn> Espreon: Speak the source language. 20100529 02:38:57< Aethaeryn> Indoeuropean please. 20100529 02:39:06< Aethaeryn> Everything else is just a bastardization and regionalization. 20100529 02:39:22< Aethaeryn> With simplified grammar and extra vocabulary. 20100529 02:39:44< Espreon> Nah, too many midgety characters. 20100529 02:43:46< Espreon> Aethaeryn: *wĺ̥kʷos ... yeahz. 20100529 02:44:03-!- cjhopman_ [~chris@wesnoth/developer/cjhopman] has quit [Ping timeout: 260 seconds] 20100529 02:45:42< Espreon> Aethaeryn: Besides, let's get rid of those asterisks first... by first going back in time and finding out what things really were. 20100529 02:47:47< Espreon> http://upload.wikimedia.org/wikipedia/en/4/4f/IndoEuropeanTree.svg ... 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I'm a quit message virus vaccine. If you see a quit message virus, don't replace your quit message with it!] 20100529 09:39:14-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100529 09:42:16-!- meric [~Eric@124.171.56.243] has quit [Read error: Connection reset by peer] 20100529 09:42:36-!- meric [~Eric@124-168-160-163.dyn.iinet.net.au] has joined #wesnoth-dev 20100529 09:43:52-!- meric [~Eric@124-168-160-163.dyn.iinet.net.au] has quit [Read error: Connection reset by peer] 20100529 09:44:38-!- meric [~Eric@124-168-130-243.dyn.iinet.net.au] has joined #wesnoth-dev 20100529 09:48:38-!- Ivanovic [~ivanovic@dtmd-4db2ca4e.pool.mediaWays.net] has quit [Changing host] 20100529 09:48:38-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100529 09:50:26< Ivanovic> moin 20100529 09:53:06< Espreon> Grüß Gott. 20100529 10:04:09< Espreon> boucman: The cavewall–encampment transitions are screwy now. 20100529 10:07:18< zookeeper> boucman, know anything about this? http://www.wesnoth.org/forum/viewtopic.php?p=430399#p430399 20100529 10:07:37 * boucman is back 20100529 10:08:05< boucman> Espreon: I am slowly working my way up the macros system... once I understand walls i'll look into it 20100529 10:08:30< Espreon> OK. 20100529 10:08:50< boucman> zookeeper: i don't know anything but it's probably my fault and related to esperon's answer and the great tree problem, 20100529 10:09:24< boucman> but layering of overlays is really tricky, and since we are early in 1.9 I'd rather learn the basics before atempting to fix 20100529 10:16:46-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100529 10:18:11 * Espreon wonders why everyone misspells his name as "Esperon". 20100529 10:21:40< boucman> I spell it ES :p 20100529 10:22:04 * Espreon rolls his eyes 20100529 10:26:11< Ivanovic> boucman: i tend to spell it ESP simple because other users starting with ES that conflict otherwise... 20100529 10:27:07< silene> boucman: you should change your key then... "(10:08:50) boucman: ... esperon ..." ;-) 20100529 10:27:24< Espreon> Thank you, silene. 20100529 10:27:35< boucman> heh 20100529 10:57:25-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100529 10:58:18-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100529 11:03:01-!- meric [~Eric@124-168-130-243.dyn.iinet.net.au] has quit [Quit: meric] 20100529 11:06:32-!- FAAB [~huajie@219.142.253.210] has quit [Quit: Leaving.] 20100529 11:10:53-!- Netsplit *.net <-> *.split quits: yann 20100529 11:16:19-!- Netsplit over, joins: yann 20100529 11:21:08< CIA-86> silene * r43010 /trunk/src/scripting/lua.cpp: Avoided costly roundtrip through strings. 20100529 11:21:36< CIA-86> silene * r43011 /trunk/src/campaign_server/campaign_server.cpp: Avoided costly roundtrip through strings. 20100529 11:21:41< CIA-86> silene * r43012 /trunk/src/gui/dialogs/lobby/lobby_data.cpp: Avoided costly roundtrip through strings. 20100529 11:21:43< CIA-86> silene * r43013 /trunk/src/multiplayer.cpp: Avoided costly roundtrip through strings. 20100529 11:21:44< CIA-86> silene * r43014 /trunk/src/multiplayer_wait.cpp: Avoided costly roundtrip through strings. 20100529 11:21:47< CIA-86> silene * r43015 /trunk/src/upload_log.cpp: Avoided costly roundtrip through strings. 20100529 11:21:54< CIA-86> silene * r43017 /trunk/src/hotkeys.cpp: Avoided costly roundtrip through strings. 20100529 11:21:54< CIA-86> silene * r43016 /trunk/src/preferences.cpp: Avoided costly roundtrip through strings. 20100529 11:21:56< CIA-86> silene * r43018 /trunk/src/server/server.cpp: Avoided costly roundtrip through strings. 20100529 11:22:51< zookeeper> silene, why is that split into 9 commits? 20100529 11:23:56< silene> zookeeper: because they are all independant and have all been tested separately; so if there ever is an issue, one will be able to bisect and get the precise point of failure; if all the changes at been once, a failure would be difficult to locate 20100529 11:24:13< zookeeper> makes sense 20100529 11:24:14< silene> had been at* 20100529 11:32:36-!- cjhopman_ [~chris@wesnoth/developer/cjhopman] has quit [Ping timeout: 245 seconds] 20100529 11:47:03-!- Gallaecio [~Gallaecio@232.158.60.213.dynamic.mundo-r.com] has joined #wesnoth-dev 20100529 12:17:40-!- krotop [~christoph@smj33-1-82-233-64-163.fbx.proxad.net] has joined #wesnoth-dev 20100529 12:30:24-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100529 12:30:59-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100529 12:35:29-!- Chrisisasleep is now known as Christheturtle 20100529 12:38:44-!- dtiger [~dtiger@dynamic-vpdn-213-184-233-79.telecom.by] has joined #wesnoth-dev 20100529 12:54:37< CIA-86> silene * r43019 /trunk/src/soundsource.cpp: Avoided costly roundtrip through strings. 20100529 12:54:38< CIA-86> silene * r43020 /trunk/src/editor/editor_preferences.cpp: Avoided costly roundtrip through strings. 20100529 12:54:39< CIA-86> silene * r43021 /trunk/src/preferences.cpp: Avoided costly roundtrip through strings. 20100529 12:54:43< CIA-86> silene * r43022 /trunk/src/game.cpp: Avoided costly roundtrip through strings. 20100529 12:58:04-!- Tesafilmchen [~quassel@p4FDE65D2.dip.t-dialin.net] has joined #wesnoth-dev 20100529 13:00:34< CIA-86> upthorn * r43023 /trunk/src/ (persist_context.cpp persist_context.hpp): Implementation might not be robust, but persist_context now correctly populates parent and child nodes based on persist config file contents. 20100529 13:04:41-!- Tesafilmchen [~quassel@p4FDE65D2.dip.t-dialin.net] has quit [Ping timeout: 245 seconds] 20100529 13:05:48< CIA-86> ivanovic * r43024 /trunk/ (7 files in 7 dirs): updated Chinese (simplified) and Japanese translation 20100529 13:05:50< CIA-86> ivanovic * r43025 /branches/1.8/ (8 files in 8 dirs): updated Chinese (simplified) and Japanese translation 20100529 13:10:28-!- Tesafilmchen [~quassel@p4FDE791B.dip.t-dialin.net] has joined #wesnoth-dev 20100529 13:22:54< Ivanovic> AI0867, boucman, Crab_, Espreon, fendrin, loonycyborg, shadowmaster, silene, Soliton, Upth, zookeeper, everyone else who cares: please keep in mind that i plan to release 1.8.2 on monday, if you got any fixes for branches/1.8 left please make sure to commit them (and don't forget the changelog) 20100529 13:43:44-!- meric [~Eric@124-168-130-243.dyn.iinet.net.au] has joined #wesnoth-dev 20100529 13:49:07-!- phlaem [~a@e178097120.adsl.alicedsl.de] has joined #wesnoth-dev 20100529 13:58:44-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20100529 14:02:33-!- Christheturtle is now known as Chrisisgettingah 20100529 14:02:43-!- Chrisisgettingah is now known as Chrisisnothere 20100529 14:13:24< AI0867> zookeeper: I think the idea was: "rand can do anything random can do, and maintaining copy pasted code is just extra work" It was also semi-deprecated since 1.4 20100529 14:13:52< boucman> Ivanovic: ok for me 20100529 14:21:41-!- krotop [~christoph@smj33-1-82-233-64-163.fbx.proxad.net] has quit [Ping timeout: 240 seconds] 20100529 14:24:02-!- elias [~elias@allegro/developer/allefant] has joined #wesnoth-dev 20100529 14:28:33-!- Crab_ [~Crab_@wesnoth/developer/crab] has left #wesnoth-dev [] 20100529 14:28:58-!- krotop [~christoph@82.233.64.163] has joined #wesnoth-dev 20100529 14:29:00-!- ancestral [~ancestral@97-116-112-18.mpls.qwest.net] has quit [Quit: And that’s the end of THAT chapter.] 20100529 14:31:00-!- Blueblaze [~nick@adsl-76-202-18-207.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 276 seconds] 20100529 14:31:45-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100529 15:11:53-!- Tesafilmchen_ [~quassel@p4FDE7183.dip.t-dialin.net] has joined #wesnoth-dev 20100529 15:13:51-!- Tesafilmchen [~quassel@p4FDE791B.dip.t-dialin.net] has quit [Ping timeout: 245 seconds] 20100529 15:33:01-!- Tesafilmchen_ [~quassel@p4FDE7183.dip.t-dialin.net] has quit [Ping timeout: 240 seconds] 20100529 15:43:26-!- Chrisisnothere is now known as Christheturtle 20100529 15:55:23-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100529 15:55:25< alink> hi 20100529 15:55:27< AI0867> YogiHH: in LoW:3, when loading the snapshot (from an MP autosave), the map labels are gone, though if I view the replay, they do exist (and still do when the replay ends) 20100529 16:08:17< alink> boucman: if you are working on terrain walls, maybe you can fix the "ellipse go trough walls" bug. A simple layer bump seems to work, but then north walls cut heads. So the macro should probably be different for north and south walls. 20100529 16:09:05< boucman> alink: please open a bug, i'm starting from base terrain and working my way up 20100529 16:09:36< boucman> I have done overlays too, but overlays are already a bit messy, I might have to lower them at some point... 20100529 16:13:03< alink> boucman: ok 20100529 16:21:32-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20100529 16:23:33< CIA-86> alink * r43026 /trunk/src/ (10 files): Use named parameter idiom for floating labels 20100529 16:25:34< AI0867> fendrin: there's some issues with the [move_label] tag if the labels are hidden by fog: the labels are duplicated until the original is uncovered or something... ./wesnoth -c1 LOW 03_Kalian . 20100529 16:30:20< alink> boucman: posted. And correction: bug is only for encampment walls (also in 1.8 btw) 20100529 16:36:21< boucman> oh, yes 20100529 16:36:29< boucman> I heard of that one, I need to study it 20100529 16:36:42< zookeeper> boucman, alink, also it'd be nice to fix the layering of the stone wall, since currently some tiles get drawn even above the hex grid 20100529 16:36:55< boucman> ??? 20100529 16:36:58< boucman> wow 20100529 16:37:13< alink> boucman: now I suppose that one easy fix could be to unify encampment wall with castle walls 20100529 16:37:45< boucman> well, there is a difference, castle walls can mix with ruins, that's what makes it complicated 20100529 16:37:56< boucman> but again, I want to learn and understnd before fixing 20100529 16:37:59< alink> zookeeper: indeed 20100529 16:38:49< alink> zookeeper: OTOH maybe impossible to fix, we want walls on top of units and grid under units 20100529 16:39:10< zookeeper> alink, well castles manage to do it... 20100529 16:39:53< alink> wait what is stone wall again 20100529 16:39:57-!- AnMaster [~AnMaster@unaffiliated/anmaster] has quit [Read error: Operation timed out] 20100529 16:40:36 * alink will boost the alpha of the grid to better see this bug 20100529 16:44:37< alink> zookeeper: all castle walls seems to be on top of grid (as it must be, because of my remark above about units) 20100529 16:45:07< alink> with one exception: south-east/west encampment walls 20100529 16:45:36< alink> in fact, some tree are also on top of grid 20100529 16:45:48< zookeeper> hmmh 20100529 16:45:50 * zookeeper checks 20100529 16:46:12< alink> using flashy color for grid.png make it very clear 20100529 16:46:18< zookeeper> alink, stone wall is the wall that's not cave wall 20100529 16:46:40< alink> (esp. if you use different ones for top and bottom of grid.png 20100529 16:47:18< alink> zookeeper: ah ok, checking 20100529 16:47:53-!- wesbot changed the topic of #wesnoth-dev to: 1.8.2 planned on 31st May, stringfreeze for branches/1.8! | 113 bugs, 281 feature requests, 17 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100529 16:47:55< zookeeper> no, grid is drawn on top of castles here. i'm using 1.8 since trunk might have regressions. 20100529 16:48:19< alink> ok i was using trunk 20100529 16:50:23< alink> i see grid under castles in 1.8 too, i'll post a screenshot 20100529 16:52:18< alink> zookeeper: btw, indeed grid mix badly with cave walls 20100529 16:52:38< alink> http://img85.imageshack.us/img85/4820/wallo.png 20100529 16:53:07< alink> ^you see how castle hide green areas 20100529 16:55:39< alink> http://img707.imageshack.us/img707/4046/wall2y.png 20100529 16:56:39< alink> one possible way to fix the walls > unit > order problem is to change how grid works 20100529 16:56:58< alink> option 1, split grid in two parts as we do for ellipse 20100529 16:57:29< alink> option 2, do something special with grid when a unit is on this hex 20100529 16:58:48< alink> mmmh option 1 seems to make sense and easy, I will quickly try it 20100529 17:00:35< CIA-86> silene * r43027 /trunk/src/gui/auxiliary/widget_definition.cpp: Avoided costly roundtrip through strings. 20100529 17:00:48< CIA-86> silene * r43028 /trunk/src/ (config.cpp config.hpp): Reduced compilation time and binary size by uninlining variants (-2% on amd64 at -O1). 20100529 17:07:37< alink> zookeeper: yeah option 1 is a one-liner and seems to fix your bug 20100529 17:21:32< alink> grrr, small problem with unit attacking south (sliding under the bottom part of the grid). Not sure if can really notice it, though 20100529 17:25:30-!- Gallaecio [~Gallaecio@232.158.60.213.dynamic.mundo-r.com] has quit [Read error: Connection reset by peer] 20100529 17:30:47-!- kevg [~kevg@91.194.253.47] has joined #wesnoth-dev 20100529 17:30:53< kevg> hello 20100529 17:31:03< alink> hi kevg 20100529 17:35:59-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100529 17:39:35< zookeeper> alink, this is how the grid layers for me in 1.8: http://imagebin.org/98909 (replaced grid.png with a 50% transparent red hex) 20100529 17:39:43< zookeeper> so yeah, the castles overlap it in some places 20100529 17:41:45< alink> zookeeper: ok 20100529 17:42:40< zookeeper> unfortunately the way i'd like the layering to work is impossible :P units always above the grid, terrain always under the grid, yet some terrain above units 20100529 17:42:47< alink> currently work on "option 1^ " which will probably fix most terrain cases, but i still need to check some detail with units 20100529 17:43:27< alink> zookeeper: with using only one image for grid, yes it's impossible 20100529 17:44:55< alink> the "grid as ellipse" will probably be not perfect, I am checking if it fixes more glitches compared to the new ones added 20100529 17:45:26< alink> but just found another old layering bug. I am even surprised that it was not submitted before 20100529 17:46:45< alink> well, it's tricky, need big units and linked to the parity of the x location 20100529 18:03:48-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100529 18:08:43< CIA-86> alink * r43029 /trunk/src/display.hpp: 20100529 18:08:43< CIA-86> Fix old layer order bug: 20100529 18:08:43< CIA-86> Big unit on hex with even x location was drawn on top of north-east unit 20100529 18:11:00< zookeeper> uh, shouldn't units always be drawn in front of units that are north-east of them? 20100529 18:11:06< alink> grbml yes 20100529 18:11:20< alink> the message should say "under" 20100529 18:11:25< zookeeper> right, ok :P 20100529 18:12:04< alink> i was focused on the parity stuff and direction, so of course i did a mistake on the easy part :-/ 20100529 18:19:54< alink> grrr, fixed my new grid with moving units but now i spotted a small glitch with "yeti's shoulder on big keep" 20100529 18:20:23-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20100529 18:20:35< alink> perhaps, it impossible to fix after all. I will try again later. afk 20100529 18:27:22-!- meric [~Eric@124-168-130-243.dyn.iinet.net.au] has quit [Quit: meric] 20100529 18:29:08-!- Tesafilmchen [~quassel@p4FDE7183.dip.t-dialin.net] has joined #wesnoth-dev 20100529 18:30:00-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100529 18:33:42-!- krotop [~christoph@82.233.64.163] has quit [] 20100529 18:36:53-!- allefant [~elias@allegro/developer/allefant] has joined #wesnoth-dev 20100529 18:37:06-!- elias [~elias@allegro/developer/allefant] has quit [Read error: Connection reset by peer] 20100529 19:01:24-!- tyler__ [~tyler@m520e36d0.tmodns.net] has quit [Ping timeout: 276 seconds] 20100529 19:09:42< kevg> boucman: about conditional_passed and its first argument unit_map *. There are 3 different callings of this function in wesnoth: with resourses::units, with units_ (member of play_controller class) and with NULL. 20100529 19:09:46< kevg> NULL is passed in controller::resolve_wml in storyscreen/controller.cpp. This function parse [story] tag to collect [part]'s and show them to user. And I think its probably mistake to pass here NULL instead resources::units. 20100529 19:09:50< kevg> units_ passed in play_controller.cpp. units_ and resources::units are the same thing as we can see in play_controller::play_controller "resources::unints = &units_;". So we definitely could replace it with resources::units 20100529 19:11:41< alink> zookeeper: south wose walking on the head of north wose (when attacking) is still a wanted feature or a bug? I always considered it as a bug, but IIRC some people want that 20100529 19:11:56< alink> grrr revert south and north here 20100529 19:12:14< alink> not my day it seems :-/ 20100529 19:12:24< zookeeper> alink, i'm not sure. i think there were some cases where it wouldn't work otherwise. 20100529 19:13:19< alink> zookeeper: I think i remember some cases with missiles, but these days missile have their own layer, so maybe new things are posssible 20100529 19:13:30< zookeeper> it sounds like a safe thing to change _if_ you're only changing how units get drawn relative to each other. that is, you have to consider how the terrain<->unit layering would work when the sliding happens north of great trees, castles, etc. 20100529 19:15:20< alink> zookeeper: mmh you are right, i see now that moving unit have their own layer and it's higher than standing unit. So, indeed that layer need to also work with other stuff 20100529 19:17:39< zookeeper> for example if you have a unit on a great tree, and then you melee-attack north, how should the layering work? 20100529 19:17:55< zookeeper> your unit needs to remain in front of the tree or else it'll look silly 20100529 19:18:40< zookeeper> yet the enemy unit should kinda remain behind the tree 20100529 19:19:10< zookeeper> but then again in that case it'll look like your unit is hitting the treetop instead of the enemy behind the tree 20100529 19:19:29< zookeeper> long ago i suggested we just get rid of melee sliding altogether to avoid all these cases, but it didn't really get much support, i think. 20100529 19:19:35< zookeeper> anyways, gotta go afk -> 20100529 19:19:46< alink> indeed, it's complex. but it's already currently weird with the keep and great tree cases 20100529 19:21:26< CIA-86> silene * r43030 /trunk/src/tstring.hpp: Fixed broken binary operators. 20100529 19:21:32< alink> plus there is no smooth transition when changing from the "standing" layer to "moving" layer", so the unit pop above and under terrain 20100529 19:21:41< CIA-86> silene * r43031 /trunk/src/ (multiplayer_wait.cpp team.cpp): Removed dumb usage of static class members. 20100529 19:21:44< CIA-86> silene * r43032 /trunk/src/ (config.cpp config.hpp tstring.cpp tstring.hpp): Reduced compilation time and binary size by uninlining heavy members (-13% on amd64 at -O1). 20100529 19:22:45-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100529 19:24:02< alink> silene wow 13% is big, do you also check running performance ? 20100529 19:26:37< silene> alink: no, i would have to run cachegrind to know how much instruction cache trashing we avoid, but my laptop is too slow for that 20100529 19:29:29< alink> silene: i see, and I suppose that the previous gain from inlining was negligible if it was heavy members 20100529 19:30:14< silene> alink: yes, i'm not even sure gcc was actually inlining them due to their size; it's just that, because of their inline definition, they were compiled again and again 20100529 19:30:53-!- Tesafilmchen [~quassel@p4FDE7183.dip.t-dialin.net] has quit [Ping timeout: 240 seconds] 20100529 19:30:54< alink> I never considered such problem, but it makes sense 20100529 19:33:21< shadowmaster> sounds nice nonetheless for -O0 builds 20100529 19:34:00< shadowmaster> more so now that I don't have to worry about the memory used by the compiler 20100529 19:37:50< Ivanovic> shadowmaster: so you got a mail for some memory enlargement and reacted? 20100529 19:37:51< Ivanovic> ;) 20100529 19:38:00< alink> zookeeper: just tried changing the great tree case and it really looks silly. If the north unit slide south behind the top of the tree, then it pass above the bottom of the tree, which make no sense and shows the weird hex division of the tree 20100529 19:38:13< shadowmaster> Ivanovic: nah 20100529 19:38:33< shadowmaster> I got some about some tobacco thing. Which is odd since I don't smoke 20100529 19:38:36< shadowmaster> :P 20100529 19:38:46< Ivanovic> hehe 20100529 19:38:49< alink> zookeeper: so indeed, the unit must slide above foreground terrain and thus above the south unit 20100529 19:40:20-!- fendrin [~fabi@88-134-103-91-dynip.superkabel.de] has joined #wesnoth-dev 20100529 19:40:20-!- fendrin [~fabi@88-134-103-91-dynip.superkabel.de] has quit [Changing host] 20100529 19:40:20-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100529 19:41:11< alink> mmmh but maybe the cause of the silliness is from the great tree itself. 20100529 19:53:00< zookeeper> alink, sounds unlikely to me 20100529 19:53:28< zookeeper> really i think making melee sliding make sense in all cases is simply impossible, assuming that we want to keep some terrain drawn over units 20100529 19:53:51< zookeeper> hence why i think that the only real solution is to get rid of melee sliding 20100529 19:54:12< zookeeper> but i think the current way is ok too (that is, making units drawn over all terrain when in combat) 20100529 19:57:23< shadowmaster> I personally prefer the current way and I'd greatly miss the sliding if it was removed. 20100529 19:58:44-!- Blarumyrran [~Blarumyrr@84-50-143-71-dsl.rkv.estpak.ee] has joined #wesnoth-dev 20100529 20:02:09 * Espreon would miss the sliding as well... 20100529 20:02:26-!- cjhopman_ [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20100529 20:03:21-!- AnMaster [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20100529 20:22:12-!- Daltx [~Daltx@CPE001e5840eaf6-CM00195ee19c52.cpe.net.cable.rogers.com] has joined #wesnoth-dev 20100529 20:29:12-!- ancestral [~ancestral@97-116-112-18.mpls.qwest.net] has joined #wesnoth-dev 20100529 21:42:15-!- allefant [~elias@allegro/developer/allefant] has quit [Read error: Connection reset by peer] 20100529 21:42:30-!- Blueblaze [~nick@adsl-76-202-18-207.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100529 21:43:41-!- elias [~elias@allegro/developer/allefant] has joined #wesnoth-dev 20100529 21:45:11-!- Gambit is now known as jeb1 20100529 21:46:03-!- jeb1 is now known as Gambit 20100529 21:47:39-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20100529 22:04:25< alink> zookeeper: yeah the current way is ok. There is little perspective errors but they are acceptable for a sprite-based game. 20100529 22:05:13< alink> The only thing annoying me is that each time we want to add something new, we can't just place it at its normal "3D position" 20100529 22:06:02< alink> instead we must check how it interact with all the little things and their arbitrary order 20100529 22:07:39< alink> and it's each time more complex because the number of objects is growing 20100529 22:08:37< alink> but I have no solution, that was just a free rant ;-p 20100529 22:09:55< alink> well, i plan to simplify the layer code. I spotted some c++ bug, and the code is a bit too messy for the moment 20100529 22:15:03< silene> alink: i think that switching to opengl would solve it; not necessarily opengl per se, but a z-buffer kind of rendering; units and trees would have fixed z, while terrains would have monotone z; it would considerably simplify the layering system 20100529 22:15:59< silene> in other words, instead of layers being per sprite, layers would be per sprite row 20100529 22:16:14< alink> silene: yes and no, you will still need to specify manually the layer to use. So it would simplify the code not the design problem 20100529 22:16:41< alink> unless you ask artist to specify the z-position of each pixels of their sprites. 20100529 22:17:25< silene> alink: not each pixels; i think a z for the top and a z for the bottom would cover most of the cases already 20100529 22:17:25< alink> which would look cool for various effects 20100529 22:17:38< silene> (and linear interpolation inbetween) 20100529 22:18:27< alink> silene: ah yes good idea. It will still bite with some rare case but that could be good enough 20100529 22:18:58< cjhopman_> could pretty easily allow more than 2 points... say something more complex you specify 5 points, then code does triangulation and interpolation 20100529 22:19:37< alink> cjhopman_: or N pixels point ;-p 20100529 22:20:28< alink> cjhopman_: basically a very simplified 3D mesh 20100529 22:21:28< silene> cjhopman_: sure; i just wanted to point out that two points only would already give something decent; if people feel like detailling it more, all the better 20100529 22:21:47-!- King_Elendil [~King_Elen@75.143.233.138] has joined #wesnoth-dev 20100529 22:22:23< alink> anyway that z interpolation thing is really a great KISS idea, it makes the z-buffer OpenGL feature really useful for a sprite game 20100529 22:33:46-!- King_Elendil [~King_Elen@75.143.233.138] has quit [Quit: I hope y'all have a nice day ;)] 20100529 22:35:56-!- dtiger [~dtiger@dynamic-vpdn-213-184-233-79.telecom.by] has quit [Remote host closed the connection] 20100529 22:38:22< alink> mmh terrain will also need z info. So, for example on a forrest tile, you should add little z triangles for each little trees to looks good 20100529 22:38:40< alink> * to look perfect 20100529 22:41:22< alink> but just reusing the current image splitting (foreground/background) is probably enough 20100529 22:43:48< alink> which is still weird sometimes. On the same tile (or forest patch) some trees are foreground, others not, and it doesn't seems to strictly depend of their position 20100529 22:48:31< cjhopman_> yeah, terrain may have some interesting cases... for example, if you have a flat terrain and then a hill above it, you probably don't actually want the hill's z at the bottom of the hex to match the flat terrain below at the top of it's hex 20100529 22:49:45< cjhopman_> because then as it interpolates up to the top of the hill, you will likely get clipping artifacts when units stand on it 20100529 22:50:18-!- knotwork [~markm@142.177.234.9] has quit [Remote host closed the connection] 20100529 22:51:45-!- cjhopman_ [~chris@wesnoth/developer/cjhopman] has quit [Remote host closed the connection] 20100529 22:56:14< CIA-86> alink * r43033 /trunk/src/ (display.hpp game_display.cpp): remove osbsolete invalidation ordering 20100529 22:56:16< CIA-86> alink * r43034 /trunk/src/game_display.cpp: small code simplification 20100529 22:56:20< CIA-86> alink * r43035 /trunk/src/ (game_display.cpp game_display.hpp): Simplify code path for units invalidation 20100529 22:56:36-!- knotwork [~markm@142.177.234.9] has joined #wesnoth-dev 20100529 22:56:53< alink> that git-svn thing is nice 20100529 22:57:37-!- billynux [~billy@wesnoth/developer/billynux] has joined #wesnoth-dev 20100529 22:59:01-!- King_Elendil [~King_Elen@75.143.233.138] has joined #wesnoth-dev 20100529 22:59:39-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100529 23:00:17-!- cjhopman_ [~chris@wesnoth/developer/cjhopman] has joined #wesnoth-dev 20100529 23:02:10-!- King_Elendil [~King_Elen@75.143.233.138] has quit [Client Quit] 20100529 23:03:02-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100529 23:04:43-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100529 23:07:51-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100529 23:14:17-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100529 23:17:32< CIA-86> alink * r43036 /trunk/src/playmp_controller.cpp: minor code cleaning after r43026 20100529 23:17:33< CIA-86> alink * r43037 /trunk/src/game_display.cpp: minor code cleaning after r43026 20100529 23:17:37< CIA-86> alink * r43038 /trunk/src/game_events.cpp: simplify a little code for print WML event 20100529 23:17:38< CIA-86> alink * r43039 /trunk/src/map_label.cpp: simplify a little map_label code 20100529 23:24:00-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100529 23:26:54-!- stikonas [~and@bcm-131-111-247-104.girton.cam.ac.uk] has joined #wesnoth-dev 20100529 23:26:54-!- stikonas [~and@bcm-131-111-247-104.girton.cam.ac.uk] has quit [Changing host] 20100529 23:26:54-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100529 23:39:56-!- kevg [~kevg@91.194.253.47] has quit [Quit: kevg] 20100529 23:55:32-!- krotop [~christoph@smj33-1-82-233-64-163.fbx.proxad.net] has joined #wesnoth-dev 20100529 23:58:58< alink> silene: I just realise that now, but IIRC basic openGL z-buffer don't mix well with transparent pixels (they always write on z-buffer). And we need them for sprite. 20100529 23:59:33< alink> the usual way is to do scene z-sorting, but that kill the interest of the z-buffer 20100529 23:59:34< silene> alink: then no basic opengl but a pixel shader ;-) --- Log closed Sun May 30 00:00:10 2010