--- Log opened Thu May 27 00:00:51 2010 20100527 00:05:43-!- Gambit|Laptop [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-umc-dev 20100527 00:31:03-!- Gambit|Laptop [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Remote host closed the connection] 20100527 00:44:28-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-umc-dev 20100527 00:45:49-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-umc-dev 20100527 00:46:29< Aethaeryn> Temp solution to the Internet month-long outage... 3G-to-Wifi hotspot. 20100527 00:48:47-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Quit: Leaving] 20100527 00:49:46<+CIA-34> wesnoth-umc-dev: aethaeryn * r7191 /branches/1.8/Underlands_RPG/ (3 files in 2 dirs): Some tweaks based on local playtesting... 20100527 00:58:20-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20100527 01:08:34-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100527 01:39:57-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Ping timeout: 276 seconds] 20100527 01:49:49-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-umc-dev 20100527 01:56:21-!- Aethaery1 [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-umc-dev 20100527 01:56:25-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Disconnected by services] 20100527 01:56:33-!- Aethaery1 is now known as Aethaeryn 20100527 01:56:59< Aethaeryn> Elvish_Pillager: Is it possible to attach a variable to a unit? 20100527 01:57:06< Aethaeryn> Like "this unit has a key" 20100527 02:00:48<+CIA-34> wesnoth-umc-dev: aethaeryn * r7192 /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg: If a side is missing a secondary unit, a replacement will spawn when the village is discovered. 20100527 02:03:44< Elvish_Pillager> Aethaeryn: yes 20100527 02:04:03< Elvish_Pillager> set (stored unit).variables.(anything) and unstore it 20100527 02:12:30< Elvish_Pillager> Hmm. WML can't change a unit's alignment? 20100527 02:20:12-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100527 02:36:04< Gambit> Elvish_Pillager: Yes it can. 20100527 02:36:30< Elvish_Pillager> I tried changing a stored unit's alignment variable. It didn't do anything when unstored. 20100527 02:37:30< Gambit> stored_unit.alignment? 20100527 02:37:37< Elvish_Pillager> yes 20100527 02:37:49< Gambit> Worked in my one add-on. 20100527 02:37:56< Gambit> *+that I've not played since 1.6 though 20100527 02:39:39< Elvish_Pillager> Hmm. 20100527 02:39:46< Elvish_Pillager> I wonder what I'm doing wrong here. 20100527 02:40:55< Gambit> Maybe someone broke it 20100527 02:41:09< Gambit> what're you setting it to? 20100527 02:41:47< Elvish_Pillager> "chaotic", when it was lawful 20100527 02:41:55< Elvish_Pillager> {VARIABLE reantouch_victim.alignment chaotic} 20100527 02:42:56< Gambit> "chaotic" maybe? 20100527 02:42:59< Gambit> That shouldn't matter. 20100527 02:43:16< Gambit> But maybe. 20100527 02:43:32< Elvish_Pillager> hmm. 20100527 02:45:00< Gambit> XD wrong channel 20100527 02:45:04< Gambit> Elvish_Pillager: (8:43:41 PM) Gambit: Nevermind. Mine doesn't have it in quotes. 20100527 02:45:04< Gambit> (8:43:49 PM) Gambit: I'm going to go see if mine still works. 20100527 02:45:16< Elvish_Pillager> thanks, tell me the result 20100527 02:46:52< Gambit> Works perfectly. 20100527 02:47:14< Gambit> [set_variable] 20100527 02:47:14< Gambit> name=worker.alignment 20100527 02:47:14< Gambit> value={ALIGN} 20100527 02:47:14< Gambit> [/set_variable] 20100527 02:47:24< Gambit> and to that I passed "chaotic" 20100527 02:47:39< Gambit> minus quotes 20100527 02:48:09< Gambit> You sure you have a unit stored there? Try changing it's hitpoints or something. 20100527 02:50:51 * Espreon wonders if Elvish_Pillager knows of the magic that is the inspection dialog. 20100527 02:51:27 * Elvish_Pillager does 20100527 02:51:48< Espreon> Isn't it just awesome? 20100527 02:51:52< Gambit> Yes! 20100527 02:52:06< Elvish_Pillager> yeah, pretty awesome 20100527 02:52:12< Gambit> Except for one glaring limitation 20100527 02:52:28< Espreon> Oh? 20100527 02:52:35< Gambit> It can only be 32k pixels tall 20100527 02:52:44< Espreon> Ah, that. 20100527 02:52:44< Gambit> So if you have a really long array it will be cut off. 20100527 02:53:10< Gambit> It also does give you the index number in an array 20100527 02:53:20< Gambit> *doesn't 20100527 02:53:56< Gambit> But yeah it's an awesome feature. 20100527 02:54:17< Gambit> Unless you have to store 5 maps inside 5 different units and all of those inside another unit that also has a map in it. 20100527 02:57:57< Aethaeryn> Elvish_Pillager or Gambit: Is it possible to specify the kind of WC or soulless I'm spawning to be the dwarf kind? 20100527 02:58:05< Elvish_Pillager> yes 20100527 02:58:16< Elvish_Pillager> I don't remember how though 20100527 02:58:30< Elvish_Pillager> variation= in the unit tag maybe 20100527 02:59:55< Gambit> Aethaeryn: checl the wildlands 20100527 03:00:00< Gambit> see how the spawn the WC saurians 20100527 03:00:21< Aethaeryn> ah, right 20100527 03:09:53-!- StandYourGround [~Adium@230.121.55.224.guam.net] has joined #wesnoth-umc-dev 20100527 03:10:19-!- StandYourGround [~Adium@230.121.55.224.guam.net] has quit [Client Quit] 20100527 03:16:11< Elvish_Pillager> yay, casting lightning bolt one one of your own units now does what it's supposed to 20100527 03:18:49< Elvish_Pillager> oooh, should I use "fanfare-short.wav" for the Gate sound effect? :D 20100527 03:23:18< Elvish_Pillager> oh gosh 20100527 03:23:28< Elvish_Pillager> I wasn't even reaching that line of code, forgot to write the macro in 20100527 03:23:38< Elvish_Pillager> testing now 20100527 03:24:08-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20100527 03:24:57< Elvish_Pillager> Okay, works fine 20100527 03:32:13-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20100527 03:36:43-!- Blueblaze [~nick@adsl-99-182-52-97.dsl.hstntx.sbcglobal.net] has joined #wesnoth-umc-dev 20100527 03:36:53< Aethaeryn> Gambit: Wilderlands is just what I was looking for, thanks. 20100527 03:36:56<+CIA-34> wesnoth-umc-dev: aethaeryn * r7193 /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg: Dialog, plot advancing, and Undead spawning for final battle; only key missing. 20100527 03:37:01< Aethaeryn> Elvish_Pillager: And variation= is what Wilderlands uses, so also thanks. 20100527 03:37:28< Elvish_Pillager> heh 20100527 03:38:29< Aethaeryn> I just need to do the key bit and then I'm ready for the test... 20100527 03:38:33-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20100527 03:38:38< Aethaeryn> Since I haven't balanced it I'm not going to code the victory bit yet. 20100527 03:39:02< Aethaeryn> Since there's a very good chance that victory is impossible or too easy, and since I don't have the next scenario drawn yet. 20100527 03:54:54< Elvish_Pillager> hmm. I guess fanfare-short isn't a good sound for Gate because Gate is used just as often to run away as to attack 20100527 03:55:38< Elvish_Pillager> I could use the evil-laugh sound - it often applies - but it would get old if people cast Gate a lot, which often happens 20100527 04:01:08< Aethaeryn> ah, sounds. 20100527 04:01:12< Aethaeryn> I usually play with sound off. 20100527 04:01:22< Aethaeryn> I'll have to go through my conent with sound all, playing through it all, one week 20100527 04:01:26< Aethaeryn> so I can add sounds and special music XD 20100527 04:03:34< Elvish_Pillager> Huh, there's just no good sound effect for Gate. 20100527 04:03:49< Elvish_Pillager> Maybe I WILL set it to fanfare-short.wav so that it will annoy people who use it too much :p 20100527 04:04:03< Elvish_Pillager> and add an ironic overtone to cowardice 20100527 04:04:33< Elvish_Pillager> I mean, it certainly should get some sort of dramatic announcement. 20100527 04:13:30< Elvish_Pillager> Hmm. There's a minor bug with the display here, but I'm not going to work at fixing it just yet. Time to release! 20100527 04:28:07< Aethaeryn> Elvish_Pillager: okay, you said earlier about how I can give an individual unit a variable. 20100527 04:28:10< Aethaeryn> such as "I have a key" 20100527 04:28:23< Aethaeryn> I kinda skipped around that and coded the rest of the scenario (except for the ending) 20100527 04:28:27< Gambit> Aethaeryn: stored_unit.variables.has_key 20100527 04:28:29< Aethaeryn> but now I want to code the key part 20100527 04:28:46< Aethaeryn> so store a unit when he movesto, give it the variable has_key, and remove the image of the key. 20100527 04:28:53< Gambit> Then you can [filter][filter_wml][variables]has_key=1[/variable][/filter_wml][/filter] 20100527 04:29:19< Aethaeryn> well, I already have a [filter] x=17 y=38 race=dwarf [/filter] 20100527 04:29:30< Aethaeryn> I would add the [filter_wml] to the [filter]? 20100527 04:29:41< Gambit> Aethaeryn: Later on when you want to filter to see if a unit has the key. 20100527 04:29:45< Gambit> Yes. 20100527 04:30:28< Aethaeryn> why [filter_wml]? 20100527 04:30:42< Gambit> Aethaeryn: [filter_wml] literally filters values out of the unit's definition. 20100527 04:30:53-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20100527 04:31:12< Gambit> Yuo could do [filter_wml][attack]damage=5 or something. 20100527 04:31:15< Gambit> It's that awesomesauce. 20100527 04:31:27< Gambit> It's the only tag that will filter variables. 20100527 04:32:37< Aethaeryn> I do [if] [variable] all the time :P 20100527 04:32:42< Aethaeryn> idk what you're talking about :P 20100527 04:33:01< Gambit> Aethaeryn: Okay but then the event triggers 20100527 04:33:04< Gambit> and can't be undone 20100527 04:33:10< Gambit> and you have to have first_time_only=no 20100527 04:33:18< Gambit> [filter_wml] is... more elegant. 20100527 04:33:20< Gambit> And shorter. 20100527 04:33:25< Aethaeryn> well, none of these can be undone anyway 20100527 04:33:31< Aethaeryn> they're key plot movers 20100527 04:33:43< Aethaeryn> finding the village, opening the area with the key 20100527 04:33:46< Gambit> Aethaeryn: If a dwarf moved to 17,38 that didn't have the key 20100527 04:33:49< Gambit> it wouldn't be able to undo 20100527 04:34:09< Aethaeryn> If a dwarf moved to 17,38 and didn't have the key I'd have him speak "hey, I need a key" 20100527 04:34:14< Aethaeryn> 17,38 is at the end of a path. 20100527 04:34:20< Aethaeryn> It opens up more if you have a key. 20100527 04:34:57< Aethaeryn> Gambit: you just need to see my scenario to understand how it works :P 20100527 04:35:04< Gambit> True. 20100527 04:35:08< Gambit> You know your situation best. 20100527 04:35:59< Aethaeryn> Anyway, it's rather freeform exploration scenarios... 20100527 04:36:06< Aethaeryn> But, there are areas you cannot cross until you trigger an event. 20100527 04:36:14< Aethaeryn> Three events are ncessary triggers. 20100527 04:36:29< Aethaeryn> (1) discovering the village; if you lost any units you will find survivors to replenish your number 20100527 04:37:13< Aethaeryn> (2) taking the key (which you have to find in the village) to 17,38, where you find a bunch of dwarves, one of whom lowers the river... 20100527 04:37:22< Aethaeryn> and when the river is lowered a bunch of undead spawn 20100527 04:37:30< Aethaeryn> (3) killing every single undead unit will end the scenario. 20100527 04:37:48< Aethaeryn> you can completely bypass the trolls at the beginning if you don't want to fight. 20100527 04:38:06< Aethaeryn> you just miss out on a little more than 200g each (you each get 200g at end, too, so it's significant) and two items 20100527 04:38:11< Gambit> alright well good night and good luck 20100527 04:38:17-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Quit: Leaving.] 20100527 04:53:01< Aethaeryn> damn it... I did it wrong. 20100527 04:53:10< Aethaeryn> Elvish_Pillager: Can you tell me what I did wrong? 20100527 04:53:36< Elvish_Pillager> hi? 20100527 04:54:02< Elvish_Pillager> yeah, you coded buggy WML 20100527 04:54:29<+CIA-34> wesnoth-umc-dev: aethaeryn * r7194 /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg: Incorrectly added the key. 20100527 04:57:34< Aethaeryn> wesbot: /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg 20100527 04:57:37< Aethaeryn> wesbot: dir /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg 20100527 04:57:42< Aethaeryn> wesbot: show /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg 20100527 04:57:45< Aethaeryn> wesbot: help 20100527 04:57:45<+wesbot> Aethaeryn: I could tell you about bug(s), feature(s), task(s), patch(es), a log revision, update the topic, last seen of people... you name it. 20100527 04:58:14< Aethaeryn> wesbot: help log revision 20100527 04:58:23< Aethaeryn> wesbot: log revision 20100527 04:58:27< Aethaeryn> meh 20100527 04:58:58< Aethaeryn> Elvish_Pillager: http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg?revision=7194&view=markup 20100527 04:59:45< Aethaeryn> 1225-1284 20100527 04:59:58< Aethaeryn> are the relevant lines 20100527 05:00:23< Elvish_Pillager> okay, 20100527 05:00:37< Elvish_Pillager> you can't put a not inside [filter_wml] IIRC 20100527 05:00:49< Elvish_Pillager> put [not] [filter_wml] instead 20100527 05:00:51< Aethaeryn> yes, I can. 20100527 05:00:56< Aethaeryn> that part works fine. 20100527 05:01:01< Aethaeryn> the "This wall looks like it's sealed" 20100527 05:01:07< Aethaeryn> the problem is that it doesn't detect that he has_key 20100527 05:01:09< Elvish_Pillager> and the inner tag is not what you have at all 20100527 05:01:13< Elvish_Pillager> the syntax is exactly this 20100527 05:01:34< Elvish_Pillager> [filter_wml] [variables] has_key=1 [/variables] [/filter_wml] 20100527 05:02:03< Aethaeryn> what's the point of having [variables] and [variable], one letter off, with very different syntax? :P 20100527 05:02:32< Elvish_Pillager> What ELSE would you call unit.variables? 20100527 05:02:59< Elvish_Pillager> and you know, inside that tag you can have tags with arbitrary names. 20100527 05:03:01< Aethaeryn> well, when Gambit said [variables] foo [/variable] I assumed he meant the [variable] tag I know :P 20100527 05:03:18< Elvish_Pillager> No, it was just a typo.. 20100527 05:03:31< Elvish_Pillager> Remember that stored units are a tag structure just like every other part of WML. 20100527 05:06:03< Aethaeryn> Elvish_Pillager: okay, fixed it up now 20100527 05:07:53< Aethaeryn> Elvish_Pillager: if you want to see if I'll be hosting a game of it now 20100527 05:07:59<+CIA-34> wesnoth-umc-dev: aethaeryn * r7195 /branches/1.8/Underlands_RPG/scenarios/02_Unknown_Chambers.cfg: It works now, thanks Elvish Pillager. 20100527 05:08:08< Elvish_Pillager> mmh. 20100527 05:08:12< Elvish_Pillager> You have internet? 20100527 05:08:20< Aethaeryn> 3G-to-Wifi 20100527 05:08:26< Aethaeryn> shitty speed, 5 GB cap 20100527 05:08:29< Aethaeryn> but we're talking Wesnoth, here. 20100527 05:08:34< Elvish_Pillager> okay 20100527 05:08:53< Aethaeryn> What's the worst that can happen? :) 20100527 05:09:02< Elvish_Pillager> oh by the way, I released a new EoHS version today 20100527 05:09:18< Elvish_Pillager> with fanfare-short for Gate :p 20100527 05:09:50< Elvish_Pillager> okay, I'm on the server as Pillage2 20100527 05:11:52< Aethaeryn> got sidetracked by riddles 20100527 05:11:54< Aethaeryn> on IRC 20100527 05:11:56< Aethaeryn> hosting now 20100527 05:36:06-!- Aethaery1 [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-umc-dev 20100527 05:36:20< Aethaery1> Elvish_Pillager: did my connection on Wesnoth drop? 20100527 05:36:28< Aethaery1> what was the last thing I said and di dyou say anything since then? 20100527 05:36:33< Elvish_Pillager> looks like it 20100527 05:36:35-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Disconnected by services] 20100527 05:36:40-!- Aethaery1 is now known as Aethaeryn 20100527 05:36:48< Elvish_Pillager> last "anyway, in the 8 or so..." 20100527 05:36:54< Elvish_Pillager> I've said stuff since 20100527 05:37:00< Aethaeryn> omg 20100527 05:37:05< Aethaeryn> I had a bit rant 20100527 05:37:20< Aethaeryn> "just trolls and undead for now, but later on there'll be orcs and humans, rival dwarves, drakes (Volcano which will be a pain)" 20100527 05:37:26< Aethaeryn> and the battles are usually bigger than in most RPGs 20100527 05:37:29< Aethaeryn> since you can tolerate it when you have 9 units 20100527 05:37:33< Aethaeryn> oooh, the drakes will be really annoying 20100527 05:37:48< Aethaeryn> because it'll be village -> explore -> next scenario explore -> big battle -> village 20100527 05:38:01< Aethaeryn> so it's a very long time from the village you get to buy supplies and henchmen at to the next village and there's 20100527 05:38:15< Aethaeryn> a big drake battle right before the village 20100527 05:38:18< Aethaeryn> you saw none of that? 20100527 05:38:43< Elvish_Pillager> indeed 20100527 06:14:33-!- FAAB [~huajie@219.142.252.71] has joined #wesnoth-umc-dev 20100527 06:37:24< Espreon> Mabe I shouldn't have eaten that entire thing of queso ibérico... 20100527 06:37:28< Espreon> *Maybe 20100527 06:38:16< Espreon> The scary part is when I melted down the last quarter of it, soaked the separated oil in a paper towel and set it ablaze, it burned for at least three minutes. 20100527 08:18:48-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has quit [Quit: Hi! I'm a quit message virus vaccine. If you see a quit message virus, don't replace your quit message with it!] 20100527 08:20:57-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20100527 08:27:09<+CIA-34> wesnoth-umc-dev: aethaeryn * r7196 /branches/1.8/Underlands_RPG/scenarios/ (01_The_Entrance.cfg 02_Unknown_Chambers.cfg): Playing with fog off is probably better for the kind of maps and game style... 20100527 08:28:07< zookeeper> someone gave EP bad advice regarding changing alignments 20100527 08:28:35< Espreon> Oh? Tell us moar, learnèd one. 20100527 08:28:41< Aethaeryn> woah 20100527 08:28:57< Aethaeryn> all these experts on Wesnoth IRC channels really do seem omnipresent. 20100527 08:29:12< Espreon> Well, yeahz... 20100527 08:29:24< zookeeper> if you want to change a unit's alignment, use an [object], otherwise the effect will disappear on levelup 20100527 08:30:24< Aethaeryn> oh, [object] is so useful. 20100527 08:30:50< Aethaeryn> I use [object] to give a unit with hammer attacks magical. 20100527 08:31:18< Aethaeryn> I wish more WML had the flexibility and working-as-intended-ability as [object] 20100527 08:41:14-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100527 08:53:33-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Ping timeout: 252 seconds] 20100527 08:54:16-!- Espreon [~espreon@83.149.110.34] has joined #wesnoth-umc-dev 20100527 08:54:44-!- Espreon is now known as Guest12707 20100527 08:56:30-!- Guest12707 is now known as Espreon 20100527 08:56:39-!- Espreon [~espreon@83.149.110.34] has quit [Changing host] 20100527 08:56:39-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-umc-dev 20100527 09:20:46-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20100527 09:53:23-!- FAAB [~huajie@219.142.252.71] has quit [Quit: Leaving.] 20100527 10:50:03-!- Blueblaze [~nick@adsl-99-182-52-97.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 265 seconds] 20100527 11:09:22-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100527 11:38:35-!- loonybot [~loonybot@ppp79-139-137-245.pppoe.spdop.ru] has joined #wesnoth-umc-dev 20100527 11:38:35-!- loonybot [~loonybot@ppp79-139-137-245.pppoe.spdop.ru] has quit [Changing host] 20100527 11:38:35-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-umc-dev 20100527 11:38:38-!- mode/#wesnoth-umc-dev [+v loonybot] by ChanServ 20100527 11:39:23-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-umc-dev 20100527 11:45:59-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20100527 11:54:21-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100527 12:01:57-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100527 14:10:41-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-umc-dev 20100527 16:08:20-!- timotei [~timo@wesnoth/developer/timotei] has joined #wesnoth-umc-dev 20100527 16:10:41-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-umc-dev 20100527 16:31:10-!- timotei [~timo@wesnoth/developer/timotei] has quit [Remote host closed the connection] 20100527 16:49:31-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 260 seconds] 20100527 17:11:23-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20100527 17:36:43-!- FAAB [~huajie@219.142.228.49] has joined #wesnoth-umc-dev 20100527 18:30:21< AI0867> loonybot { std::string a(" "); char* end;int i = strtol(a.c_str(), &end, 0); cout << i << " " << (*end == '\0' ? "end" : "not end"); } 20100527 18:30:27<+loonybot> 0 not end 20100527 18:30:53< AI0867> loonybot { std::string a(" "); char* end;int i = strtol(a.c_str(), &end, 0); cout << i << " " << (*end == a.c_str() ? "start" : "not start"); } 20100527 18:30:53<+loonybot> error: ISO C++ forbids comparison between pointer and integer 20100527 18:31:00< AI0867> loonybot { std::string a(" "); char* end;int i = strtol(a.c_str(), &end, 0); cout << i << " " << (*end == *a.c_str() ? "start" : "not start"); } 20100527 18:31:01<+loonybot> 0 start 20100527 18:31:19< AI0867> loonybot { std::string a(" 0"); char* end;int i = strtol(a.c_str(), &end, 0); cout << i << " " << (*end == '\0' ? "end" : "not end"); } 20100527 18:31:20<+loonybot> 0 end 20100527 18:34:44-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20100527 18:34:49-!- FAAB [~huajie@219.142.228.49] has quit [Quit: Leaving.] 20100527 18:35:14-!- timotei [~timo@wesnoth/developer/timotei] has joined #wesnoth-umc-dev 20100527 18:45:21-!- fendrin [~fabi@88-134-103-91-dynip.superkabel.de] has joined #wesnoth-umc-dev 20100527 18:45:21-!- fendrin [~fabi@88-134-103-91-dynip.superkabel.de] has quit [Changing host] 20100527 18:45:21-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-umc-dev 20100527 18:51:58-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-umc-dev 20100527 19:08:02-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-umc-dev 20100527 19:31:18-!- timotei [~timo@wesnoth/developer/timotei] has quit [Remote host closed the connection] 20100527 19:34:25-!- timotei [~timo@wesnoth/developer/timotei] has joined #wesnoth-umc-dev 20100527 20:34:03<+CIA-34> wesnoth-umc-dev: AI0867 * r7197 /branches/maintenance-toolchain/umcpropfix: Added jar, html, xml, xsl and css to umcpropfix. Added FIXMEs about ambiguous executability 20100527 20:50:53-!- Blueblaze [~nick@adsl-76-202-18-207.dsl.hstntx.sbcglobal.net] has joined #wesnoth-umc-dev 20100527 21:04:06-!- Blueblaze [~nick@adsl-76-202-18-207.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 276 seconds] 20100527 21:10:43< timotei> hey Espreon 20100527 21:10:43< timotei> how are you doing? 20100527 21:12:01< Espreon> I'm fine. 20100527 21:12:05< Espreon> How 'bout you? 20100527 21:12:23< timotei> me 2 :D 20100527 21:12:35< Espreon> Excellent. 20100527 21:12:36< timotei> have you started the exams period? 20100527 21:12:51< Espreon> Nope, no finals for at least a week. 20100527 21:13:22< timotei> nice. mine start tomorrow/over 2 days. but I have to finish first some milestones:D 20100527 21:13:43-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-umc-dev 20100527 21:32:24-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has quit [Remote host closed the connection] 20100527 21:47:55-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has joined #wesnoth-umc-dev 20100527 22:00:43< Elvish_Pillager> Aethaeryn: you here? 20100527 22:00:54< Aethaeryn> Elvish_Pillager: Yes. 20100527 22:01:00< Elvish_Pillager> Let's talk about THS. 20100527 22:01:15< Elvish_Pillager> You say you want me to make it into an era. Does that quite make sense? 20100527 22:01:30< Elvish_Pillager> I mean, the way it is, the map-maker has to specify the shops, for instance, anyway 20100527 22:01:30< Aethaeryn> Well, yes. 20100527 22:01:40< Aethaeryn> By era, I mean, "able to make maps for it" 20100527 22:01:51< Aethaeryn> Though perhaps you could script it to turn villages into shops 20100527 22:02:04< Aethaeryn> I have a village remover to make EoT (a building era where you build villages) playable on mainline maps. 20100527 22:02:09< Elvish_Pillager> You know, it would be pretty cool if you could make it not require anything, just the map 20100527 22:02:12< Elvish_Pillager> so 20100527 22:02:16< Aethaeryn> You *could* do a village switcher 20100527 22:02:20< Elvish_Pillager> different village types for different shops or something? 20100527 22:02:32< Elvish_Pillager> What terrains were the shops in THS? Just grass with an image? 20100527 22:02:33< Aethaeryn> which would switch unknown village types into an acceptable shop type 20100527 22:02:40< Aethaeryn> Oh, it was villages 20100527 22:02:43< Aethaeryn> Most were villages. 20100527 22:02:45< Aethaeryn> Some were images. 20100527 22:02:49< Elvish_Pillager> Hmm. 20100527 22:02:51< Aethaeryn> temple, for instance, was an image. 20100527 22:02:53< Aethaeryn> Maybe 50/50 20100527 22:03:01< Aethaeryn> Random scattering could do the trick. 20100527 22:03:03< Elvish_Pillager> that seems like it should be made consistent 20100527 22:03:09< Aethaeryn> Or if you are a control freak, you could go through each mainline map 20100527 22:03:13< Aethaeryn> and give coordinates. 20100527 22:03:19< Elvish_Pillager> Hmph. 20100527 22:03:20< Aethaeryn> Probably wouldn't be that much work 20100527 22:03:24< Aethaeryn> Just 4-5 coordinates per map 20100527 22:03:27< Aethaeryn> maybe an hour tops 20100527 22:03:34< Elvish_Pillager> Why would you play it on a mainline map? They hardly have any water 20100527 22:03:35< Aethaeryn> Probably as long to test and get the random thing working 20100527 22:03:42< Aethaeryn> Could do a flooding script too 20100527 22:03:49< Elvish_Pillager> he heh 20100527 22:03:54< Aethaeryn> But a few mainline maps might make sense 20100527 22:04:01< Aethaeryn> Weldyn channel 20100527 22:04:08< Aethaeryn> Maybe Fallenstar Lake 20100527 22:04:19< Elvish_Pillager> I'd rather let people modify mainline maps into THS maps; if it makes sense for the map, it shouldn't be too hard 20100527 22:04:22< Aethaeryn> just ideas though 20100527 22:04:25< Aethaeryn> yeah 20100527 22:04:33< Aethaeryn> Ideally, there should just be a "high seas" mappack. 20100527 22:04:37< Elvish_Pillager> Yeah. 20100527 22:04:39< Aethaeryn> One would be the original THS map updated 20100527 22:04:42< Aethaeryn> one would be my map 20100527 22:04:50< Aethaeryn> and then other people could contribute maps with unique styles 20100527 22:04:58< Elvish_Pillager> yeah 20100527 22:04:59< Aethaeryn> and the mappack could set a dependency for your era 20100527 22:05:03< Elvish_Pillager> yeah 20100527 22:05:06< Aethaeryn> so if people download the mappack and not an era, they'll get the era too 20100527 22:05:23< Elvish_Pillager> What I plan to do is this: 20100527 22:05:52< Elvish_Pillager> I'll start coding the era essentially from scratch, but with borrowing huge amounts of code from my old work and the original THS. 20100527 22:06:18< Aethaeryn> Basically, the main recycling point should be the macros for shop placement, et cetera. 20100527 22:06:23< Elvish_Pillager> I'll make my own decisions as to the game mechanics, not blindly following what THS had, but generally trying to stay the same. 20100527 22:06:29< Aethaeryn> Even if the macros themselves are different, I mean the macro-calls should be similar if not identical. 20100527 22:07:03< Elvish_Pillager> I'll probably ask you for input on some things, but including you too much would bog the process down. 20100527 22:07:15< Aethaeryn> Yeah 20100527 22:07:21< Aethaeryn> Honestly, my hands are full... 20100527 22:07:23< Elvish_Pillager> heh 20100527 22:07:33< Aethaeryn> I just kinda want to hand off my map to this inclusive mappack 20100527 22:07:38< Elvish_Pillager> When I've got something workable, I'll show you it. 20100527 22:07:40< Aethaeryn> Since I put a lot of work into that. 20100527 22:07:44< Aethaeryn> I don't like abandonning add-ons 20100527 22:07:50< Elvish_Pillager> okay 20100527 22:07:53< Aethaeryn> Some people don't mind 20100527 22:07:58< Elvish_Pillager> yeah, I get it 20100527 22:08:07< Elvish_Pillager> I'm one of the ones who don't mind, but I understand the feeling 20100527 22:08:15< Aethaeryn> Right, if I put a lot of effort into something I want it at least on the server. 20100527 22:08:24< Aethaeryn> Even if I might not really touch it besides wmllint or something 20100527 22:08:32< Elvish_Pillager> brb, going to use the bathroom and then start work. 20100527 22:09:20< Aethaeryn> It really is an ego boost to see some ageless-era no-observer non-English-speaking random game on the server using one of my maps 20100527 22:09:30< Aethaeryn> makes me feel accomplished since I know they couldn't be playing it from word-of-mouth ;) 20100527 22:10:23< Elvish_Pillager> uh, sure they could 20100527 22:10:28< Elvish_Pillager> only takes one bilingual person 20100527 22:11:37< Aethaeryn> No one has the patience to host Master of Dungeons right except me though 20100527 22:11:41< Aethaeryn> based on the few games I saw on the server 20100527 22:11:48< Aethaeryn> I really need a way to let you change more than one hex at once. 20100527 22:11:57< Elvish_Pillager> what's that? 20100527 22:11:59< Aethaeryn> So at least you can set it up quickly. 20100527 22:12:26< Aethaeryn> Elvish_Pillager: think an RPG, except where the host has debug mode and the map editor. 20100527 22:12:34< Elvish_Pillager> oh yeah, that 20100527 22:12:38< Aethaeryn> So basically, the host via right-click spawns monsters/NPCs and changes terrain... 20100527 22:12:39< Elvish_Pillager> I played it with one guy. It sucked. 20100527 22:12:41< Aethaeryn> mid-game. 20100527 22:12:46< Aethaeryn> You really need to play it with me as host. 20100527 22:12:49< Elvish_Pillager> Ha ha. 20100527 22:12:50< Aethaeryn> No one else does it right. 20100527 22:12:59< Elvish_Pillager> Does the host also control the units? 20100527 22:13:00< Aethaeryn> I actually change individual hexes, lower walls, decastleify the lowered walls 20100527 22:13:03< Aethaeryn> and basically do mini-maps 20100527 22:13:09< Aethaeryn> Yeah, host controls units. 20100527 22:13:12< Elvish_Pillager> yeah... 20100527 22:13:23< Elvish_Pillager> But you need a good DM for that 20100527 22:13:25< Aethaeryn> Which means that, based on Sturgeon's Law, 90% of them will just spawn yetis turn 1 and be assholes 20100527 22:13:28< Elvish_Pillager> otherwise it's just stupid 20100527 22:13:31< Aethaeryn> yeah 20100527 22:13:38< Aethaeryn> I basically made it for me, and published it by popular demand. 20100527 22:13:53< Aethaeryn> And I haven't seen anyone else be a good DM for that yet... 20100527 22:13:56< Elvish_Pillager> I played with someone who always gave me challenges that were just in my difficulty range 20100527 22:13:58< Aethaeryn> I will have to add some more flexibility to it 20100527 22:14:11< Aethaeryn> such as having a "Fill terrain" option 20100527 22:14:13< Elvish_Pillager> And when I deliberately played badly, they deliberately played the enemy units badly to compensate 20100527 22:14:20< Elvish_Pillager> Not good DMing 20100527 22:14:36< Aethaeryn> so people will actually be able to quickly set up rooms 20100527 22:14:51< Aethaeryn> I, being a mapper first and everything else second, probably set up the best dungeons 20100527 22:14:58< Aethaeryn> grab a replay of a game I hosted sometime. 20100527 22:15:08< Aethaeryn> one of the later ones, when I made the DM more powerful 20100527 22:26:24< Elvish_Pillager> Hmm. Should I make Elvish Lady a possible ship captain? =) (I wouldn't make it a random option) 20100527 22:37:47-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has quit [Remote host closed the connection] 20100527 22:39:29< Elvish_Pillager> Ooooooh 20100527 22:39:40< Elvish_Pillager> I wonder if there are any random settings that could be used to generate a random THS map 20100527 22:39:49< Elvish_Pillager> with shroud that would be pretty neat 20100527 22:43:20-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has joined #wesnoth-umc-dev 20100527 22:43:41-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has quit [Changing host] 20100527 22:43:41-!- esr [~chatzilla@wesnoth/developer/esr] has joined #wesnoth-umc-dev 20100527 22:58:53< Aethaeryn> Elvish_Pillager: Yeah, wesband-style... 20100527 22:58:56< Aethaeryn> I would like that. 20100527 22:59:02 * Elvish_Pillager doesn't know wesband 20100527 22:59:06< Aethaeryn> If wesband maps can be random, I don't see why THS can't. 20100527 22:59:09< Aethaeryn> Wesband is a roguelike 20100527 22:59:11< Elvish_Pillager> wesnoth+angband? 20100527 22:59:30< Aethaeryn> So it's an RPG (1-3 players) that's a progression of randomly generated fights as you move down dungeons... 20100527 22:59:36< Aethaeryn> with a stop at the store between every level. 20100527 22:59:46< Elvish_Pillager> oh, sure we could write our own random generator, but I was wondering if the existing one can do something reasonable for us too 20100527 22:59:49< Aethaeryn> think nethack, but with better graphics and wesnoth's engines. 20100527 23:00:01< Elvish_Pillager> and not as many commands I assume :p 20100527 23:00:04< Aethaeryn> Yeah, what I'm saying is tweak wesband's generator to spawn villages and water ;) 20100527 23:00:42< Elvish_Pillager> Also, do you have any objections to making Elvish Lady a possible captain? :p 20100527 23:02:05< Aethaeryn> you can non-random it 20100527 23:02:20< Elvish_Pillager> yes 20100527 23:02:30< Aethaeryn> as in, exclude it from the random list. 20100527 23:02:34< Elvish_Pillager> yes 20100527 23:02:42< Aethaeryn> I don't care if you make peasants leaders 20100527 23:02:45< Aethaeryn> as long as you can't luck into them. 20100527 23:03:00< Elvish_Pillager> I care; peasants would be absurd. 20100527 23:03:00-!- timotei [~timo@wesnoth/developer/timotei] has quit [Remote host closed the connection] 20100527 23:03:06< Aethaeryn> I make water units leaders in EoT 20100527 23:03:10< Aethaeryn> and you can random into them. 20100527 23:03:16< Aethaeryn> But the swamp/water leaders give you free flooding. 20100527 23:03:24< Aethaeryn> So theoretically, it should lead to a really intersting fight. 20100527 23:03:41< Aethaeryn> Since in 8 turns you could have half of a small map in water. :P 20100527 23:03:52< Aethaeryn> and imagine water leaders on lagoon 20100527 23:15:43< Aethaeryn> Elvish_Pillager: Item idea! 20100527 23:15:47< Aethaeryn> For my RPG 20100527 23:15:53< Aethaeryn> Ale... 20100527 23:16:55< Aethaeryn> +2 max HP, +4 heal; effects last for 3 turns... there's a chance it turns your melee attacks into berserk, which increases the more ale you have affecting you at a ceratain point. 20100527 23:17:10< Elvish_Pillager> lol 20100527 23:17:13< Aethaeryn> so, take 5 ale in a turn and you get +10 max HP and beserk melee for 3 turns. 20100527 23:17:27< Aethaeryn> basically a twist on the potions, but only for a dwarf-only RPG :P 20100527 23:17:38< Aethaeryn> if later in the campaign you get to have non-dwarf henchmen... 20100527 23:17:44< Aethaeryn> their tolerance for ale will be 1/4 the dwarf tolerance :P 20100527 23:17:57< Elvish_Pillager> heh 20100527 23:18:06< Elvish_Pillager> that reminds me of an item idea I had, not for anything in particular though 20100527 23:18:25< Elvish_Pillager> I read Watchmen recently (have you?) and I totally want to include sugar cubes as a usable item in something 20100527 23:18:25< Aethaeryn> actually, for its price, it'll be more efficient than either the healing potion or the health-boosting potion. 20100527 23:18:32< Elvish_Pillager> It would probably restore 1 HP 20100527 23:18:46< Aethaeryn> But it's only temporary, and berserk-for-3-turns is a double-edged sword 20100527 23:19:15< Aethaeryn> Sometimes units can be too good for their own good, and wind up getting killed by taking out 4-5 suicidal AI in a turn, thus exposing themselves to more AI than they would have if their attack was weaker. 20100527 23:19:30< Aethaeryn> that's probably the main threat WCs pose. 20100527 23:27:43-!- esr [~chatzilla@wesnoth/developer/esr] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.3/20100423141150]] 20100527 23:31:22-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has quit [Read error: Connection reset by peer] 20100527 23:31:35-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has joined #wesnoth-umc-dev 20100527 23:32:08-!- esr [~chatzilla@static-71-162-243-5.phlapa.fios.verizon.net] has quit [Changing host] 20100527 23:32:08-!- esr [~chatzilla@wesnoth/developer/esr] has joined #wesnoth-umc-dev 20100527 23:32:28-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-umc-dev --- Log closed Fri May 28 00:00:58 2010