--- Log opened Mon Jul 05 00:00:50 2010
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20100705 00:03:05< silene> boucman: there are two such lines: the one at the entry of a macro, and the one at the exit; while the one at the entry is slightly static, the one at the exit is not, since it has to restore the position information of the caller
20100705 00:03:39< silene> (alink's patch removes the one at the exit)
20100705 00:04:08< gabba> hey boucman
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20100705 00:06:07< boucman> hey gabba
20100705 00:06:36< boucman> gabba: I saw your mail but havn't had time to think about it much, so we'll probably have to wait for tomorow to discuss it in depth
20100705 00:07:09< gabba> boucman: ok. I've stuck to minor changes in the meanwhile...
20100705 00:07:24< boucman> I was very suprised that noy prefered the "present" view to the "future" view... I'll probably discuss that with him though... It seems so Ergonomically logicall to use the future view that I need some convincing
20100705 00:07:33< boucman> gabba: yes, I saw, good thing
20100705 00:07:52< boucman> gabba: did you start looking at the attack action (the recruit action should be trivial
20100705 00:08:36< gabba> Not yet, but it's pretty close on the list. I wanna do numbers first, once I solve a bug or two
20100705 00:08:39< gabba> afk for a minute
20100705 00:09:38< boucman> gabba: ok, I was less suprised that noy wanted the numbers, though I'm pretty convinced they are not that usefull with the "execute selected" model
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20100705 00:10:14< boucman> the point of WB is not to "program a turn" it's to help the player think out his strategy, but going the programming way is tempting...
20100705 00:11:26< boucman> ok, bed time for me, we'll discuss that tomorow...
20100705 00:11:32< boucman> night all
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20100705 00:14:21< shadowmaster> billynux: what is --v?
20100705 00:14:41< shadowmaster> ah, the commit below
20100705 00:15:02< shadowmaster> you know, CIA occasionally fails to notify in time.
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20100705 00:44:45< billynux> shadowmaster, Its supposed to be a downward pointing arrow :)
20100705 00:49:31< shadowmaster> the automake change looks good
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20100705 00:56:30< billynux> good
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20100705 01:03:31< Ivanovic> crimson_penguin: any news regarding the OSX binary of 1.8.3?
20100705 01:04:12< crimson_penguin> 2 hours 40 minutes left
20100705 01:04:17< Ivanovic> cool
20100705 01:04:25< Ivanovic> then i can announce tomorrow
20100705 01:05:23< billynux> Ivanovic, does 1.8.3 have upload_stats ?
20100705 01:05:34< Ivanovic> billynux: no
20100705 01:05:50< Ivanovic> IIRC this was removed in the 1.8.2 release
20100705 01:05:58< billynux> ok
20100705 01:06:03< Ivanovic> (that is: in trunk it is still there since crab_ considered looking into it)
20100705 01:07:15< billynux> is the compilation to iPhone binaries difficult?
20100705 01:07:26< Ivanovic> no idea
20100705 01:09:10< loonycyborg> billynux: The scons change is fine.
20100705 01:09:19< billynux> great, thanks!
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20100705 02:10:24< CIA-87> billynux * r43918 /trunk/src/ (network_manager_ana.cpp network_manager_ana.hpp): Added comments to the network_manager_ana files.
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20100705 03:26:27< GNUtoo|laptop> hi, thanks a lot!!!! wesnoth 1.8 is soo fast
20100705 03:27:09< shadowmaster> and Windows 1.9.0-svn is soo slow
20100705 03:27:13< shadowmaster> er, I mean Wesnoth.
20100705 03:27:29< shadowmaster> that was a rather odd freudian slip.
20100705 03:27:48< GNUtoo|laptop> ok
20100705 03:27:59< GNUtoo|laptop> I just cross-compiles wesnoth 1.8
20100705 03:28:06< GNUtoo|laptop> and it's so playable on my htcdream
20100705 03:28:14< GNUtoo|laptop> which is a kind of low end phone now
20100705 03:30:29< GNUtoo|laptop> *cross-compiled
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20100705 06:33:41< norbert_> hi, since not everyone ('in charge') will read all posts in the "Website" forum board, I hereby link to this post about a plan I have: http://www.wesnoth.org/forum/viewtopic.php?f=17&t=30645
20100705 06:34:26< shadowmaster> are you crazy?
20100705 06:34:35< shadowmaster> I get emailed whenever you people post or reply in that forum
20100705 06:34:35< norbert_> it ends with me asking if anyone likes the plan and whether people object to it
20100705 06:34:57< shadowmaster> ooh, there it is , the notification email
20100705 06:35:22< norbert_> I'm not crazy :)
20100705 06:35:43< norbert_> not everyone who might have something to say about it might get those e-mails
20100705 06:36:30< norbert_> anyways, I'm off to bed
20100705 06:36:35< norbert_> cu around
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20100705 08:39:21< Rhonda> Ivanovic: Erm, switching isn't that easy because of all the switches that I would need to transfer. Mind you, wesnoth isn't hello world.
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20100705 08:42:46< shadowmaster> I feel like I'm missing an interesting story ("switching")
20100705 08:43:19< shadowmaster> ah, build system.
20100705 08:44:27< shadowmaster> there are a lot of other people who use autotools. Also, if something's broken, I can look into it.
20100705 08:45:01< shadowmaster> the only thing I'm not willing to research right now is how to libtoolify libana, but I don't see that becoming a problem before another month
20100705 08:49:15< Rhonda> libana?
20100705 08:50:17< shadowmaster> a new networking framework built upon Boost.asio, part of GSoC 2010. It's work in progress and may eventually become more independent of Wesnoth.
20100705 08:50:45< shadowmaster> it's currently disabled by default in all build systems and exists only in trunk.
20100705 08:50:58< timotei> "libana" sounds.... like a banana :))
20100705 08:51:08< shadowmaster> well, the proper name is ANA.
20100705 08:51:16< shadowmaster> but I like to prepend the "lib" prefix to everything.
20100705 08:51:24< timotei> oh yeah, "lib" + "ana"
20100705 08:51:24< timotei> right
20100705 08:51:41< timotei> the one billynux uses
20100705 08:52:27< Rhonda> shadowmaster: That means in future I'll have to package a library??! *yuck*
20100705 08:52:44< shadowmaster> timotei: develops, right
20100705 08:52:45 * Rhonda . o O ( wesnoth debian packaging up for auction. apply now! )
20100705 08:53:05< shadowmaster> you can always get a different person to package the library ;)
20100705 08:53:18< timotei> :D
20100705 08:53:43< shadowmaster> timotei: what's that smiley? er, no, I'm not volunteering myself for that.
20100705 08:54:21< shadowmaster> at least, not yet.
20100705 08:54:32< Ivanovic> moin
20100705 08:54:36< timotei> hi Ivanovic
20100705 08:54:47< timotei> well... that's a "big mouth" smiley
20100705 08:54:50< timotei> smile*
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20100705 10:24:16-!- wesbot changed the topic of #wesnoth-dev to: released 1.8.3, announcing "soon" | 137 bugs, 282 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20100705 11:21:50< Soliton> -datadir ... really?
20100705 11:23:28< Soliton> timotei: please fix the -datadir option name. just look some lines up in the source...
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20100705 12:26:30< Rhonda> sigwtf
20100705 12:26:37< Rhonda> configure: error: unrecognized option: `-O2'
20100705 12:26:53< Rhonda> I think there's something fishy going on here.
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20100705 12:35:05< Rhonda> Potential the autogen would need quotes around $* at the end, I'm not sure.
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20100705 13:42:20< CIA-87> ivanovic * r43919 /trunk/data/core/about.cfg: updated my own credits entries (adding "openpandora packager")
20100705 13:42:25< CIA-87> ivanovic * r43920 /branches/1.8/data/core/about.cfg: updated my own credits entries (adding "openpandora packager")
20100705 13:49:13< CIA-87> ivanovic * r43921 /trunk/po/ (wesnoth-dm/vi.po wesnoth-l/vi.po): updated Vietnamese translation
20100705 13:49:18< CIA-87> ivanovic * r43922 /branches/1.8/ (4 files in 3 dirs): updated Vietnamese translation
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20100705 14:05:24< fendrin> timotei: hello
20100705 14:05:31< timotei> hey fendrin :-)
20100705 14:07:41-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev
20100705 14:09:55< timotei> fendrin: how are you doing?
20100705 14:10:18< fendrin> timotei: I am fine. Thank you. And you?
20100705 14:10:59< timotei> well, I'm tired of my parents sending me to do every home-related stuff: pay the bills, go do something else, etc...
20100705 14:11:11< timotei> but in the end, ok, I'm working on the era Wizard
20100705 14:11:38< fendrin> My flat is in the center of a city. In the near of a marketplace. The soccer thing made the noise quite distracting during the last few weeks.
20100705 14:11:40< timotei> zookeeper: era id is mandatory?
20100705 14:11:55-!- euschn [~euschn@wesnoth/developer/euschn] has joined #wesnoth-dev
20100705 14:11:59< timotei> oh,
20100705 14:12:06< timotei> those "vuvuzela" tingys?
20100705 14:12:08< timotei> thingys*
20100705 14:12:20< fendrin> That also. But it's all kind of noises.
20100705 14:12:41< fendrin> The vuvuzela's are from hell.
20100705 14:12:52< timotei> I don't get it why youtube put a "vuvuzela" sound on the video player:|
20100705 14:13:11< fendrin> :-)
20100705 14:13:15< timotei> maybe just to list some "new features" on their changelog
20100705 14:14:07< timotei> hmm... what about the "help" given for different wizard values?
20100705 14:14:11< timotei> should I put them in tooltips?
20100705 14:14:20< zookeeper> timotei, maybe not mandatory, but i suggest you make the wizard require it anyway
20100705 14:14:35< timotei> like, when hovering over the label: "Require Era:" to show up a tooltip with description
20100705 14:14:38< timotei> zookeeper: ok
20100705 14:15:59< fendrin> timotei: Do you have another idea beside the tooltips?
20100705 14:16:50< timotei> well, reading the "manual"
20100705 14:17:25< timotei> since in eclipse there is the extension for a Table of Contents
20100705 14:17:31< timotei> with links and all that stuff
20100705 14:17:49< timotei> The think with tooltips, is I don't want/like to hardcode things like that
20100705 14:18:04< timotei> even if I could make a "system" that reads those things from somewhere
20100705 14:18:13< timotei> but in a manual, anyone can edit some HTML
20100705 14:18:24< timotei> we could even link the manual to the website
20100705 14:18:55< fendrin> tooltips are fine for smaller unconnected information.
20100705 14:19:11< timotei> ok
20100705 14:19:36< fendrin> but linking to the homepage is a good idea
20100705 14:20:58< fendrin> would be nice to have eclipse opening the webbrowser with the specific tag/attribute opened in the wml reference wiki.
20100705 14:25:13-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...]
20100705 14:27:10< timotei> from within the wizard, right?
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20100705 14:28:24< timotei> that is achieavable, and relatively easy (copy paste) but I can only to link the page in wiki, and no specific tag in the page :( - unsupported by wiki
20100705 14:28:46< timotei> or maybe it can be achieved, but that way the wiki has to be "enhanced"
20100705 14:29:06< timotei> wasn't somebody saying the wiki will be generated based on C++ comments?
20100705 14:29:06< timotei> whe WML part?
20100705 14:29:08< fendrin> timotei: You are talking about html anchors, right?
20100705 14:29:09< timotei> s/whe/the
20100705 14:29:11< timotei> yes
20100705 14:29:27< timotei> I mean, there are anchors for "sub-sections"
20100705 14:30:28< fendrin> I have talked about that but the code is not ready, that is all only in idea state.
20100705 14:30:40< timotei> oh
20100705 14:31:10< timotei> http://meta.wikimedia.org/wiki/Help:Anchors#Setting_anchors
20100705 14:31:15< timotei> so only header are anchors
20100705 14:31:33< timotei> trying with the
thingy
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20100705 14:34:51< Soliton> timotei: please fix the -datadir option name. just look some lines up in the source for the proper format...
20100705 14:35:11< timotei21> http://wiki.wesnoth.org/EraWML#require_era
20100705 14:35:35< timotei21> so, it works, but it needs "rewriting" using for each attribute...
20100705 14:35:44< timotei21> Soliton: ok
20100705 14:35:52< timotei21> Soliton: let me see
20100705 14:37:46< timotei21> hmm... I don't really get
20100705 14:37:52-!- timotei [~Timotei@wesnoth/developer/timotei] has quit [Ping timeout: 276 seconds]
20100705 14:37:53< timotei21> the name "datadir" is wrong?
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20100705 14:39:35< timotei> cause in the "some lines up in the source" at the "help" section, it doesn't write anything, just to write the info about the command in wesnoth.6 too
20100705 14:41:03< Soliton> two lines above for example there is "--config-path". you don't see a difference to "-datadir"?
20100705 14:41:34< fendrin> timotei: I think I have explained that before. A single "-" is only for single letter arguments.
20100705 14:41:41< timotei> oh well, you're right
20100705 14:42:05< timotei> fendrin: I don't remember someone telling me that... but I remember someone told me that "short" commands are in -
20100705 14:42:18< timotei> ok, thanks for pointing it ouy
20100705 14:42:21< timotei> s/ouy/out
20100705 14:42:36< fendrin> "--data-dir" or just "--datadir" ?
20100705 14:43:12< timotei> well, I think datadir is enough, isn't it?
20100705 14:43:34< timotei> but yeah, it can be data-dir too, cause there are actually 2 word
20100705 14:43:37< timotei> words*
20100705 14:43:42< fendrin> no problem in german. Here you can concatenate words at random.
20100705 14:43:50< timotei> so, should I put it "--data-dir"?
20100705 14:44:24< fendrin> I would say yes. It matches the --config-path example.
20100705 14:44:52< timotei> ok
20100705 14:46:47< timotei> ok, done, it's in my local commit stash, I'll commit them later
20100705 14:55:21< Soliton> thanks.
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20100705 14:59:31< timotei> np
20100705 15:01:55< timotei> hm, in the changelog
20100705 15:02:04< timotei> * Added command line "datadir" to explicitly override the data directory
20100705 15:02:12< timotei> should I change that into: --data-dir
20100705 15:02:24< timotei> or add another line: changed command "datadir" in "--data-dir"?
20100705 15:02:29< timotei> Soliton, fendrin: ^
20100705 15:02:46< Soliton> depends whether there was a release inbetween.
20100705 15:03:31< timotei> it's in '1.9.0-svn' changelog
20100705 15:07:00< timotei> so, I can change it,
20100705 15:07:05< fendrin> right
20100705 15:07:07< timotei> ok
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20100705 15:12:45< timotei> Soliton: when reverting a git commit, does that show up in the svn?:-/
20100705 15:13:05< timotei> I've written the wrong commit message, and reverted that commit, and it created an "uncommit" commit
20100705 15:15:27< Soliton> if you haven't pushed it yet you can rewrite commits however you want.
20100705 15:16:00< Soliton> git commit --amend for the simplest case when it's the last commit.
20100705 15:16:38< Soliton> otherwise git rebase -i HEAD~10 for example.
20100705 15:17:48< timotei> the number ~10 is how many commits to "rebase"?
20100705 15:18:43< Soliton> HEAD~10 means the commit from 10 revisions ago more or less.
20100705 15:19:01< timotei> ok
20100705 15:28:35< Soliton> "man git-rev-parse" for the gazillion ways to specify revisions.
20100705 15:30:59< timotei> ok:D
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20100705 15:36:18< timotei> good, taken rid of that, noe let's commit properly
20100705 15:56:27< Elvish_Pillager> On http://wiki.wesnoth.org/ImagePathFunctionWML , it says that all functions except RC() and TC() are applied in left-to-right order. After working with the functions a bunch, I've discovered that FL() applies before CROP() regardless of the order, which contradicts this. Is the code wrong, or is the wiki wrong?
20100705 15:57:41< timotei> Elvish_Pillager: I think the code is the "right" way
20100705 15:57:52< Elvish_Pillager> bleh
20100705 15:58:03< timotei> Elvish_Pillager: I mean, the code has priority, and "being maintained", but better ask sil
20100705 15:58:06< timotei> Elvish_Pillager: I mean, the code has priority, and "being maintained", but better ask silene
20100705 16:00:00< Soliton> if that quirk isn't actually used somewhere i'd change the code.
20100705 16:01:00< Soliton> i don't think CROP is used much if at all so far.
20100705 16:02:23< Elvish_Pillager> Just grepped the data files: it doesn't appear to be used in mainline except in the test scenario...
20100705 16:03:05< Soliton> yeah, looks like it.
20100705 16:03:33< Soliton> and not together with FL there.
20100705 16:04:02-!- Gallaecio [~Gallaecio@232.158.60.213.dynamic.mundo-r.com] has joined #wesnoth-dev
20100705 16:05:53< Soliton> looks like FL uses a different logic than the other functions.
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20100705 16:07:03< Soliton> // The FL functor is delayed until the end of the sequence.
20100705 16:07:06< Soliton> // This allows us to ignore things like ~FL(horiz)~FL(horiz)
20100705 16:07:24< Gallaecio> Any wesnoth-nr developer around? I've just found two undisplayed strings. I'll see if I find the reason in the meanwhile.
20100705 16:08:13< timotei> what's "wesnoth-nr"?
20100705 16:08:22< Soliton> northern rebirth
20100705 16:08:27< Gallaecio> Yes
20100705 16:08:28< timotei> the campaign?
20100705 16:08:31< Gallaecio> Yes
20100705 16:08:51< timotei> ok
20100705 16:09:53< Soliton> Elvish_Pillager: so it's intended behaviour. RC and FL are done before anything else.
20100705 16:10:14< Elvish_Pillager> Soliton: what a bother
20100705 16:10:26< Elvish_Pillager> I think it's buggy intent
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20100705 16:12:10< Soliton> it's certainly a weird special case.
20100705 16:13:24< Elvish_Pillager> It's counterintuitive that adding "~FL(horiz)" to the end of an image path name should ever do anything but flip the resultant image horizontally.
20100705 16:13:52< Gallaecio> OK, I already know the error. I'll file a bug.
20100705 16:14:43< Elvish_Pillager> I'm trying to draw a unit's image by taking its image name - including any image mods added by [effect]s - and then applying some additional mods to it afterwards. With FL(), this doesn't do what it's supposed to, so I'd have to use a really complicated workaround.
20100705 16:14:58< Elvish_Pillager> (What it seems like it should be supposed to do, that is.)
20100705 16:15:40< Soliton> ask shadowmaster why that special behaviour is there or file a bug.
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20100705 16:17:47< Elvish_Pillager> shadowmaster: why is that special behavior there?
20100705 16:18:14< Soliton> from a quick grep it does not seem like it's needed but who knows...
20100705 16:18:59< Elvish_Pillager> well, the comment did give a reason, albeit one that isn't actually related to the behavior...
20100705 16:19:49< Elvish_Pillager> it seems likely to me that the writer of the code simply didn't think of situations where it would be desirable to have them in left-to-right order
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20100705 16:20:45< Soliton> well, when do you do the flip if you have 3 flips and 2 of them cancel each other out?
20100705 16:21:11< Soliton> and the 3rd flip is the same as one of the two.
20100705 16:21:31< Elvish_Pillager> Other than for speed-optimization, why not do them in order?
20100705 16:22:11< Soliton> well, i was going by the comment which wants to cancel them.
20100705 16:22:45< Elvish_Pillager> Well, that's functionally the same: It's just an optimization
20100705 16:22:46< Soliton> combined in order with other functions you couldn't really cancel them at all.
20100705 16:23:38< Soliton> maybe i don't know which functions there are but two horizontal flips can be canceled and the result is always correct?
20100705 16:23:58< Soliton> i doubt that with functions like CROP.
20100705 16:24:21< Elvish_Pillager> I mean, it's functionally the same IF the flips are actually cancelable...
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20100705 16:24:51< Elvish_Pillager> It doesn't seem like it would really conflict with any other function except CROP
20100705 16:25:12< Elvish_Pillager> unless SCALE or BL are asymmetric
20100705 16:27:54< Soliton> so let's kill CROP so we can reorder/combine the functions for performance. :-)
20100705 16:28:03< Elvish_Pillager> lol
20100705 16:28:30< Elvish_Pillager> that reminds me: wesnoth would be better without graphics, because then we wouldn't need so many data files!
20100705 16:28:41< Elvish_Pillager> I think u should implement that feature
20100705 16:29:20< Soliton> no u
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20100705 17:14:37< eleazar> In the editor, "Refresh Image Cache" has become buggy.
20100705 17:15:22< eleazar> It often will cause totally unrelated images in the GUI or units, or terrain to be replaced with random images
20100705 17:15:45< eleazar> this will persist even when exiting the editor and playing a scenario
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20100705 17:50:32< timotei> bah... no wiki info about multiplayer tag
20100705 17:50:42< timotei> zookeeper: [multiplayer] is a [scenario] with name changed?
20100705 17:51:20< zookeeper> timotei, yes, pretty much. i'm not sure if there actually are any real differences...
20100705 17:51:29< timotei> the following key is additionally recognized in [multiplayer] scenarios:
20100705 17:51:29< timotei> * allow_new_game: (default=yes) allow/prevent the scenario to be listed in the game creation interface. This is intended for extra scenarios in multiplayer campaigns
20100705 17:51:39< timotei> fendrin: ^
20100705 17:51:57< zookeeper> well, that's one difference then
20100705 17:51:58-!- Blarumyrran [~Blarumyrr@unaffiliated/blarumyrran] has joined #wesnoth-dev
20100705 17:52:07< timotei> :-)
20100705 17:53:09< CIA-87> timotei * r43923 /trunk/utils/java/eclipse_plugin/ (17 files in 4 dirs): eclipse plugin: structuring the files in packages
20100705 17:54:02< CIA-87> timotei * r43924 /trunk/utils/java/eclipse_plugin/plugin.xml: eclipse plugin: wizard description typo fix
20100705 17:54:24< CIA-87> timotei * r43925 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/wizards/ (3 files in 3 dirs): eclipse plugin: use a commong template for wizards
20100705 17:54:33< CIA-87> timotei * r43926 /trunk/ (doc/man/wesnoth.6 src/game.cpp): "-datadir" will be now "--data-dir" according to naming rules
20100705 17:54:50< CIA-87> timotei * r43927 /trunk/changelog: update the changelog for the latest commit
20100705 17:55:44< timotei> DAMN IT!
20100705 17:56:02< timotei> I got again error on the internet intrerupting my commit chain :-<
20100705 18:00:55-!- elvish_sovereign [~Zoltan@pool-108-2-88-55.phlapa.east.verizon.net] has joined #wesnoth-dev
20100705 18:00:58< CIA-87> timotei * r43928 /trunk/utils/java/eclipse_plugin/ (6 files in 3 dirs): eclipse plugin: add new era creation wizard
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20100705 18:07:57< timotei> zookeeper: a "faction" is in fact a [multiplayer_side] based on what I see in the data dir, right?
20100705 18:08:53< zookeeper> timotei, correct
20100705 18:09:07< timotei> good
20100705 18:09:22 * zookeeper hates those kind of discrepancies
20100705 18:09:23< timotei> lol, so interesting watching my monitor from left while typing
20100705 18:09:39< timotei> zookeeper: discrepancies between what and what?
20100705 18:10:01< zookeeper> timotei, having factions defined by a [multiplayer_side] instead of a [faction]
20100705 18:10:33< timotei> oh, right
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20100705 18:16:23< timotei> The wiki really need some "cleanup":))
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20100705 18:20:28< timotei> lol
20100705 18:20:31< timotei> this is weird
20100705 18:20:41< timotei> as in wiki it says: # random_leader: if this list of types is present, it would use this list to instead to choose a random leader. If not it would use leader
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20100705 18:20:59< timotei> so far so good. but in some game/data/ file there are both available
20100705 18:21:08< timotei> both leader and random_leader
20100705 18:21:14< timotei> where
20100705 18:21:20< timotei> is the ... quirk?
20100705 18:22:09< timotei> or the problem
20100705 18:22:28< timotei> in: data\multiplayer\factions\drakes-aoh.cfg
20100705 18:22:30< timotei> zookeeper: ^
20100705 18:26:50< zookeeper> why would that be a problem?
20100705 18:27:02< timotei> well... aren't they colliding?
20100705 18:27:09< zookeeper> leader= is presumably the list of leaders the player can pick, whereas random_leader= is the list of leaders from which random leaders are chosen
20100705 18:27:10< timotei> if it's both random and unrandom...
20100705 18:27:27< timotei> ohh
20100705 18:27:44< zookeeper> saurians can be lousy leaders, so they're not available as random leaders but can be picked manually
20100705 18:27:46< timotei> so, categorising normal leaders, and then categorising the random leaders pool
20100705 18:28:16< timotei> ok
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20100705 18:30:22< timotei> oops, undocumented wiki tag: "recruit"
20100705 18:30:32< timotei> what's that?
20100705 18:30:59< zookeeper> the recruit list, unsurprisingly
20100705 18:31:16< zookeeper> i'll add it
20100705 18:31:27< timotei> well, ok
20100705 18:33:01< timotei> for what's the recruit list? the possible recruit units?
20100705 18:33:09< timotei> Isn't that mandatory?
20100705 18:35:29< zookeeper> well, someone could have a special era where no one can recruit, so not necessarily mandatory
20100705 18:36:05< timotei> right:D
20100705 18:37:04< zookeeper> it's not a wacky idea really: RPG eras or building-based eras could easily have factions without a recruit list.
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20100705 19:07:41-!- billynux [~billy@wesnoth/developer/billynux] has joined #wesnoth-dev
20100705 19:07:54< billynux> hi everybody
20100705 19:08:21< timotei> hi billynux D:
20100705 19:08:23< timotei> :-)
20100705 19:08:31< billynux> hi timotei
20100705 19:09:09< billynux> anybody know what's the endianness of wesnoth's main server?
20100705 19:10:44-!- GNUtoo|laptop [~gnutoo@host23-160-dynamic.244-95-r.retail.telecomitalia.it] has joined #wesnoth-dev
20100705 19:11:17< GNUtoo|laptop> how soon is 1.8.3 ? should it already be relased?
20100705 19:11:44< timotei> GNUtoo|laptop: Ivanovic needs to announce it
20100705 19:11:59< GNUtoo|laptop> ok
20100705 19:12:01< timotei> GNUtoo|laptop: see the chat message
20100705 19:12:11< timotei> GNUtoo|laptop: released 1.8.3, announcing "soon" |
20100705 19:12:16< GNUtoo|laptop> I saw that
20100705 19:12:27< GNUtoo|laptop> but last time I talked to him he said in a couple of hours
20100705 19:12:44< GNUtoo|laptop> it's for packaging it
20100705 19:13:08< GNUtoo|laptop> I'll git commit supertux first then
20100705 19:13:10< GNUtoo|laptop> and wait a bit
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20100705 19:16:22< [Relic]> Hello :)
20100705 19:16:48< timotei> hi [Relic]
20100705 19:16:58< [Relic]> :)
20100705 19:19:33< Ivanovic> GNUtoo|laptop: you can normally upload it directly
20100705 19:19:44< Ivanovic> there is no need to wait for the "official" announcement
20100705 19:19:59< Ivanovic> (eg gentoo often has the binary in before i announce, too)
20100705 19:21:24< billynux> Ivanovic, do you know anything about the endianness of wesnoth's main server?
20100705 19:21:33< GNUtoo|laptop> ah ok
20100705 19:21:34< GNUtoo|laptop> thanks
20100705 19:22:05< timotei> billynux: I think Sirp could know that better
20100705 19:22:07< Ivanovic> billynux: it is a normal x86 compatible machine
20100705 19:22:23< billynux> that's what puzzles me
20100705 19:22:36< timotei> endianness in the way: big/little endian?
20100705 19:22:37< billynux> I get the C array {0x00, 0x00, 0x00, 0x21} when expecting the number 33
20100705 19:22:43< billynux> yep
20100705 19:23:16< billynux> which looks fine except in my machine ( ubuntu 32 ) it translates to a ludacris number
20100705 19:23:36< billynux> but {0x21, 0x00, 0x00, 0x00} translates to 33
20100705 19:23:54< billynux> Dave / Sirp: help ^ :)
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20100705 19:24:28< timotei> ludacris... isn't a melody name?:)
20100705 19:24:40< billynux> a rap singer a believe
20100705 19:24:47< timotei> maybe
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20100705 19:25:15< timotei> billynux: maybe grep for "endian" in the source-code?
20100705 19:25:16< billynux> I thought it meant crazy too :S
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20100705 19:27:30< billynux> so... "ludacris" doesn't mean crazy?
20100705 19:27:48< timotei> I don't know from what language comes the "ludacris" word:-?
20100705 19:28:11< billynux> aha! it's ludicrous
20100705 19:29:21< timotei> oh :D
20100705 19:29:22< timotei> right
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20100705 19:41:50< CIA-87> billynux * r43929 /trunk/src/network_manager_ana.hpp: Added include guard to file.
20100705 19:47:03-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev
20100705 19:47:18< boucman> hey all
20100705 19:48:12< timotei> hi boucman :-)
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20100705 20:08:01< CIA-87> eleazar * r43930 /trunk/data/campaigns/Heir_To_The_Throne/maps/18_A_Choice_Must_Be_Made.map: delfador decribes the area of this map as part of the 'arid northlands' so i made it more arid.
20100705 20:12:25-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev
20100705 20:13:50< CIA-87> timotei * r43931 /trunk/utils/java/eclipse_plugin/ (7 files in 3 dirs): eclipse plugin: add wizard for faction creation
20100705 20:15:55< Ivanovic> 1.8.3 announcement: http://forums.wesnoth.org/viewtopic.php?f=5&t=30652
20100705 20:16:11< Ivanovic> now the only thing left is the frontpage...
20100705 20:16:15< CIA-87> timotei * r43932 /trunk/utils/java/eclipse_plugin/ (13 files in 4 dirs): eclipse plugin: move the wizards to their own packages
20100705 20:20:07< Ivanovic> done
20100705 20:20:12-!- Ivanovic changed the topic of #wesnoth-dev to: 137 bugs, 282 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org
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20100705 20:27:13< CIA-87> espreon * r43933 /website/gettext.wesnoth.org/ (index.extra.php index.lang.php index.php): Fixed WesCamp URLs.
20100705 20:28:45< Espreon> Rhonda, Soliton; whomever: Please update gettext.wesnoth.org.
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20100705 20:29:56< mordante> servus
20100705 20:30:26< Elvish_Pillager> shadowmaster: Soliton says you'd know if there was any particular reason, in the image-path-function WML, why FL() takes place separately from the other operations (as opposed to in left-to-right order)?
20100705 20:31:31< shadowmaster> I wonder if you are still ignoring me.
20100705 20:31:38< Elvish_Pillager> I am not currently ignoring you
20100705 20:31:48< shadowmaster> I'm going to try a small test and remove that special case if it fails.
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20100705 20:33:57< Ivanovic> Espreon: no need to, this is automatically updated!
20100705 20:34:07< mordante> billynux, network byte order maybe
20100705 20:34:10< Ivanovic> that is: it should already be in effect
20100705 20:34:35< billynux> hi mordante
20100705 20:34:50< Espreon> Ivanovic: I see...
20100705 20:35:26< mordante> hi billynux
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20100705 20:38:10< billynux> mordante, I'm looking at it right now
20100705 20:38:40< mordante> ok
20100705 20:39:38< timotei> omg, my git is going crazy
20100705 20:39:43< timotei> the 3rd time when crashed:|
20100705 20:41:02< timotei> mordante: FATAL ERROR: Network error: Software caused connection abort
20100705 20:41:10< timotei> mordante: on my git-svn on windows. have any clue?
20100705 20:41:37< timotei> I'm searching on google too, but maybe you encountered this before
20100705 20:41:57< mordante> timotei, not really never used git on Windows
20100705 20:42:09< billynux> mordante, for today I'm expecting to 1- create an asio_sender and unify sending procedures between client/server, 2- Start to work on raw-mode / header-mode, 3- Look at this byte order issue
20100705 20:43:34< zookeeper> mordante, when would be a good time to start bugging you again about vertically centered images in messages? :p
20100705 20:44:17< timotei> well it seems is from putty something
20100705 20:45:36-!- gabba [~gabba@wesnoth/developer/gabba] has joined #wesnoth-dev
20100705 20:45:45< gabba> bonjour
20100705 20:46:41< Espreon> Ic grete þe.
20100705 20:46:46< gabba> hi Espreon
20100705 20:46:54< mordante> hi gabba
20100705 20:47:03< gabba> hey mordante
20100705 20:47:06< boucman> hey gabba
20100705 20:47:07< mordante> zookeeper, once I've more time, quite busy at the moment
20100705 20:47:17< gabba> hey boucman
20100705 20:47:31< gabba> boucman: did you manage to discuss the interface with noy?
20100705 20:47:35< boucman> noy: around ?
20100705 20:47:38< boucman> not yet
20100705 20:48:05< billynux> hi gabba
20100705 20:48:11< mordante> billynux, nice I really expect the byte order to be a network `problem'
20100705 20:48:11< gabba> hi billynux
20100705 20:48:49< noy> I am
20100705 20:49:35< boucman> noy: gabba posted the result of your playtesting session, and there was a couple of things that suprised me, so I wanted to discuss with you, so I can understand "why"
20100705 20:49:59< noy> sure... It wasn't a plenary session or anything official
20100705 20:50:06< noy> I saw it and gave my view
20100705 20:50:37< boucman> the first one is the focus you seem to put on the "present" rather than "future" view... I would have thought that making the future view most visible would help the player more by helping him focus on what is planned rather than what is current
20100705 20:53:12< noy> Actually it doesn't
20100705 20:53:23< noy> because for me there are several "future" views
20100705 20:53:32< noy> there is my general objective for the turn
20100705 20:53:44< noy> however that more often than not changes
20100705 20:54:20< noy> So really having a way to plan an entire "turn" isn't really that useful for me at all
20100705 20:56:36< boucman> noy: and what about the proposal of "dropping" the idea of movement order in WB? (i'll explain)
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20100705 20:57:38< boucman> the idea is that you could only execute a move by double-clicking on a unit... in which case the idea of "next unit in the play stack" becomes more or less irrelevant... which in turn means that the little numbers on the planned actions wouldn't be usfull
20100705 20:57:56< noy> yes, he came up with that during our chat
20100705 20:59:22< gabba> I had something slightly different in mind for the double-click: that is, selecting a unit and then double-clicking somewhere would execute a regular move, instead of planning a move.
20100705 21:01:37< boucman> gabba: that could work too, I'm more interested on noy's general thought on only executing the "selected move" instead of having a "move stack" and trying to handl/memorize the order
20100705 21:02:02< gabba> ^but yeah boucman's idea IIRC is that since you can just hover over a unit or select it to indicate you want to execute it's next move, why have numbers at all
20100705 21:02:15< noy> I thought what we discussed, which was double click plus an single button execute would work.
20100705 21:02:32< eleazar> how do mulit-turn move fit with that?
20100705 21:03:55< boucman> noy: i'm not interested on the exact mouse action to do the execution at this point, just the idea of dropping numbers (which I fear would make a confusing UI)
20100705 21:04:09< gabba> eleazar: well you have the current gotos, and multi-turn planned moves, which confuse the issue. Can you make your question more precise?
20100705 21:05:19< eleazar> sure. weather by double-click or whatever when you talk about executing a planned move, does that execute one turns worth, or as many turns as it may have?
20100705 21:05:48< boucman> eleazar: it moves one unit
20100705 21:06:30< eleazar> so if it's a mulit-turn move you have to execute it to make it continue moving?
20100705 21:06:43< boucman> eleazar: i'm working on the bridge and rails images right now... could you not commit for the next 1/2 hour to avoid colliding with my renamings ? thx
20100705 21:07:05< eleazar> boucman: OK, i'll commit images only
20100705 21:07:24< noy> boucman: I don;t think numbers would be that confusing
20100705 21:07:29< boucman> eleazar: just don't work on bridges for the moment :P
20100705 21:08:07< boucman> noy: my gut feeling is that they would be... but it's hard to tell without trying they are "intelectual" not "symbolic" if you see what I mean
20100705 21:08:33< boucman> unlike arows it's not instinctively obvious what they are and you need to think to mentally reconstituate the turn order they describe
20100705 21:08:56< noy> Eh, I and others often talk about moving units in that way
20100705 21:09:16< noy> First move 1, Then move 2 to here, Attack with 2...
20100705 21:10:06< boucman> hmm, it could help for MP communication, but the commands to reorder it would be hell
20100705 21:10:15< noy> undo?
20100705 21:10:31< gabba> eleazar: if a move can't complete this turn, the remaining path stays as a planned action for next turn (and gets bumped to the end of the queue). Next turn, yes you have to manually execute it for it to continue. I definitely don't want it to work like gotos, that execute at the beginning of the turn without asking your permission.
20100705 21:10:48< boucman> if you have 10 planned moves and want to switch 2 and 3, it could quickly get complicated...
20100705 21:10:59< eleazar> gabba: that sounds reasonable
20100705 21:11:19< noy> The thing is, I'd probably never make 10 planned moves
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20100705 21:12:09< noy> so maybe there needs to be a cap
20100705 21:12:10< gabba> boucman: "if you have 10 planned moves and want to switch 2 and 3, it could quickly get complicated..." : I honestly don't see why: just hover over move 3, hit pgUp (for example) to bump it up the queue, and it's done.
20100705 21:12:50< gabba> noy: I don't like artificial caps. If players really want to plan a whole turn and get confused, let them have it.
20100705 21:13:00< boucman> gabba: well, people shouldn't need to know shortcuts to play... (that's not a strong statement, but it's a good rule of thumb)
20100705 21:13:00< noy> neither do I actually
20100705 21:13:00< eleazar> "complicated" is of course relative.
20100705 21:13:33< eleazar> but for a game that was previously controllable with a single mouse button that is a much heavier type of UI
20100705 21:14:07< gabba> boucman: it's an example. For new players, they can right-click unit #3 and select "bump up" from the menu, which will help them discover the shortcut.
20100705 21:14:11 * boucman don't like having all sorts of symbols around the unit... it's ugly
20100705 21:14:36 * eleazar agrees with that too
20100705 21:14:56< noy> I don't think the numbers is that onerous
20100705 21:15:04< boucman> gabba: i'm still not convinced the whole numbering would actually improve stuff, I'm afraid it will make the game more frightening with little gain for advanced players
20100705 21:16:16< boucman> eleazar: terrains unlocked :)
20100705 21:16:20< CIA-87> boucman * r43934 /trunk/data/core/ (111 files in 5 dirs): file renaming+corresponding track macro changes. Also add some more debugging terrains. The stonebridge is temporarly broken
20100705 21:16:28< eleazar> boucman: k
20100705 21:16:30< gabba> if worse comes to worse, we could make a little "move track" to visually represent the move queue, and you can drag units around it to change the order. But I'm not sure I want to code that.
20100705 21:16:58< noy> I think the numbering thing is useful up to a point.
20100705 21:17:14< noy> Basically movement ordering actually is a bit of an art in the game
20100705 21:17:27< boucman> gabba: on a mobile phone ? :P
20100705 21:17:29< noy> how best to position units in an attack ect.
20100705 21:18:10< gabba> boucman: mobile phone? I sense a joke, but I don't get it.
20100705 21:18:27< boucman> noy: couldn't agree more, but my feeling that you would first decide of the overall list of units involved, and the order didn't need to be "planned" that much, just decided at execution time....
20100705 21:18:45< noy> It somewhat is though...
20100705 21:18:51< boucman> gabba: not at all, think iphone port or pandora (both pplatforms are supported)
20100705 21:19:01< noy> you see it more in big team games
20100705 21:19:25< boucman> noy: please explain, remember that neither gabba nor I are good MP players so it's hard to get "in your head"
20100705 21:19:34< gabba> boucman: drag units with your fingers on separate iPhone app? great idea :P
20100705 21:19:48< noy> well lets say you're playing a 3v3 and attacking on waterloo...
20100705 21:20:05< noy> basically its one big wave attack, and how you plan it actually matters a bit
20100705 21:20:14< noy> I mean placement of units
20100705 21:20:15< noy> ect
20100705 21:20:29< noy> Unit order kinda matters
20100705 21:21:09< noy> so there is benefit to this
20100705 21:21:15< boucman> ok, let me word my concern differently. it's all about the "processing power" of player's brain
20100705 21:21:25< noy> this assists it
20100705 21:21:44< noy> The way I saw it operate actually can be intuitive.
20100705 21:21:56< noy> especially with some of the UI recommendations I made
20100705 21:22:04< boucman> unit placement is spatial and spatial information is easy to draw and understand. With a couple of arrows and shadowing, we reduce the brain-power needed to imagine the spatial situation to almost zero
20100705 21:22:46< boucman> however the movement order is not that easy to represent... if we add the numbers, we would help the player "remember" what he thought, but it doesn't really help to "view" the situation
20100705 21:22:52< noy> yes but its already taking quite a bit of brainpower to plan using the current UI
20100705 21:22:58< gabba> boucman, noy: for me, a big pro of numbering moves is a faster feeling for the interface. If the player has to first define the moves, then hover over individual units, it's almost asking him to do the job twice. On the contrary with ordering, you can get your plan right once, and then spam-execute until something warranting a change in plans happens.
20100705 21:23:41< timotei> good night guys ;)
20100705 21:23:46< gabba> night timotei
20100705 21:23:57< noy> adding numbers actually reduces the burden
20100705 21:24:06< noy> in my mind
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20100705 21:25:27< boucman> The more I think of it the more I think it's a bad idea à la Word type UI vs Apple UI, but I don't know how to explain it...
20100705 21:25:46< boucman> and I'd like to avoid gabba working on it if we drop it eventually (assuming i'm right)
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20100705 21:27:48< noy> ?
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20100705 21:27:56< noy> I don't get your last point
20100705 21:28:15< CIA-87> espreon * r43935 /trunk/data/core/images/terrain/test/ (64 files): Ran umcpropfix.
20100705 21:28:22< boucman> about gabba doing useless job or about Word vs Apple ?
20100705 21:28:38< noy> I'm not sure how it pertains to the word UI
20100705 21:29:05< eleazar> word UI = excesivly confusing way to get the job done
20100705 21:29:36< shadowmaster> word 2003 or 2007?
20100705 21:29:37< shadowmaster> :p
20100705 21:29:49< gabba> I didn't think my interface mockups were excessively confusing...
20100705 21:29:50< boucman> well, the difference between an Apple UI and MS UI is not what can be done... on first thought everything seems easier to do on MS since all the buttons you could need are asily available...
20100705 21:29:58< noy> I get you now
20100705 21:30:24< boucman> however you quickly realize there are all sort of stuff that you might need, but are usless space-waste most of the time...
20100705 21:30:30< noy> I don't think its that confusing. The alternative is stripping the white board completely out from being an actual execution tool
20100705 21:30:34< boucman> it's not so much "a point" than a feeling I have...
20100705 21:30:56< eleazar> minimum UI junk paradoxically can provide maximum utility for normal use
20100705 21:31:13< boucman> noy: except for the fact that you can plan "post undoable moves"
20100705 21:31:25< boucman> and less missclicks
20100705 21:31:28< boucman> :P
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20100705 21:34:44< gabba> honestly I don't think numbers are gonna be hard to implement... so let's not spend to much effort saving me effort, if you see what I mean
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20100705 21:35:07< boucman> gabba: ok, in that case let's go for numbers and see if they are that usefull...
20100705 21:35:41< gabba> I'm more interested in the present vs future view; the future view has many, many complicated technical issues so I really need to know whether I keep spending effort there
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20100705 21:36:22< eleazar> i'm replying to the mail thread, but sneak preview: i think showing the present position as solid is best.
20100705 21:36:23< gabba> boucman: ^ok
20100705 21:36:42< boucman> apparently i'm the only one thinking that future view is better :P
20100705 21:36:57< boucman> so let's go for present if it's that costy to implement
20100705 21:37:17< gabba> boucman: no, actually I'm halfway between the two opinions :P
20100705 21:38:11< gabba> but yeah, the votes seem to accumulate heavily toward the present view, and with the technical issues on top, I might as well go with that
20100705 21:38:55< boucman> hmm, ok, let's go for it...
20100705 21:39:44< noy> gabba: Future view as being ghosted, versus current position as being solid?
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20100705 21:40:46< gabba> Future view = you see the not-ghosted unit at its future position; Present view = you see the not-ghosted unit at its real, present, normal position
20100705 21:41:33< gabba> noy: in other words, future is the one you didn't like :P
20100705 21:42:06< noy> Okay.
20100705 21:43:05< CIA-87> boucman * r43936 /trunk/data/core/images/terrain/test/test-n-ne-se-s-sw-nw.xcf: remove accidentally commited xcf file
20100705 21:43:33< mordante> I'm off night
20100705 21:44:00< gabba> So, I guess I'm off for another session of code-butchering.... sob :(
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20100705 21:44:48< boucman> eleazar: have you changed the code for stonebridge from Bsb to Bs ??
20100705 21:44:59< billynux> gabba, I'm at it myself... not fun :(
20100705 21:45:12< eleazar> boucman i don't think so
20100705 21:45:14< boucman> gabba: doing and undoing is still working :P
20100705 21:45:18< boucman> (french saying)
20100705 21:45:27< boucman> hmm
20100705 21:45:42< boucman> eleazar: then it's brobably me... which one should it be ?
20100705 21:45:49< gabba> boucman: what is it in french? I'm not sure I knew that 'proverbe'
20100705 21:46:10< eleazar> i think i decided on bsb =
20100705 21:46:11< boucman> knowing that we seem to use Bs for the cave stone bridge, but could use the same terrain code for both if needed
20100705 21:46:16< eleazar> bridge stone, basic
20100705 21:46:23< boucman> gabba: "faire et défaire, c'est toujours travailler"
20100705 21:46:40< boucman> eleazar: ok, correcting in that direction, then
20100705 21:50:14< CIA-87> boucman * r43937 /trunk/data/core/terrain.cfg: small error in the way stone bridge was defined in terrain.cfg
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20100705 21:55:44< eleazar> boucman: that cave bridge has different properites (aliased to cave), etc. It might be a good idea to change the appearance of a bridge based on where it is (i.e.) use the same terrain code, but combining those two particular bridges wouldn't be good.
20100705 21:55:58< boucman> noted...
20100705 21:56:25< boucman> I asked mainly because it seemed to be done on purpose and I wanted to be sure, but i'm perfectly fine with not aliasing
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20100705 22:01:19< eleazar> i might have done that-- if so, it's something i changed my mind about and didn't intend to commit
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20100705 22:06:46< gabba> eleazar: thanks for your input on the mailing list. good points all. The last idea of displaying both units side-by-side in the hex is something I thought of, but it sounds like something very hard to code and get right unfortunately.
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20100705 22:07:52< gabba> The good thing is, I don't allow more than two units overlapping (one ghost and one real), so I may just go for hiding the ghost for now when that happens... the arrow will still show that a unit is headed for that hex.
20100705 22:11:57< noy> could the ghost be "stacked" above the solid unit?
20100705 22:12:07< noy> ala units in stalingrad?
20100705 22:14:28< gabba> noy: it currently is, but units don't have a definite outline (unlike the counters in stalingrad), so depending on the units the visuals can merge and get confusing.
20100705 22:15:04< gabba> noy: superpose a thief over a priest, and it looks like a thief with a priest staff... pretty funny
20100705 22:15:37< gabba> priest = white mage
20100705 22:17:09< gabba> I'll see if it's feasible to give one of the superposed unit an offset from the normal position, that'd help
20100705 22:17:24< gabba> s/unit/units
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20100705 22:19:38< boucman> gabba: probably doable with the anim engine...
20100705 22:19:56< gabba> boucman: ok, we'll have to look into it
20100705 22:20:11< boucman> right now our ghosts are very transparent because we wanted them to be almost invisible but since this doesn't stand anymore, you might want to tweak the transparency value
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20100705 22:31:04< noy> thats what I'm talking about gabba
20100705 22:31:12< noy> look how they are tabbed above each other in stalingrad
20100705 22:31:15< noy> so its a stack
20100705 22:31:59< gabba> noy: ok, so you were specifically refering to the offset. It's worth a try.
20100705 22:32:07< noy> yes
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20100705 22:38:15< zookeeper> gabba, btw, i've started to write a new tutorial, so when the WB is a bit more developed i need to add it to it...but i think i won't do that quite yet since it seems there might still be major changes to how it'll work.
20100705 22:38:51< gabba> zookeeper: yes, if I was you I'd wait until the wb has stabilized a bit
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20100705 22:44:17< zookeeper> i just hope it'll be easily explainable in a tutorial context
20100705 22:48:53< gabba> zookeeper: it might not be that easy, but maybe if it's saved for the first real battle in the tutorial it might make more sense.
20100705 22:49:54< knotwork> 1.8 add-ons server down again?
20100705 22:51:50< gabba> Ok, the interface is almost back to the original prototype: http://www.mediafire.com/?hwm3chi51lt . Would screencasts like this one be useful for future demonstrations of the interface (maybe if they're a bit more zoomed in)? noy you might be particularly interested...
20100705 22:55:05< gabba> It's an ogg theora video, it should be playable with vlc (http://www.videolan.org/) if all else fails
20100705 22:55:55< Crab_> gabba: if, for you, doing screencasts are easier to do than changing the source, do the screencasts to show various ideas :)))
20100705 22:56:43< Crab_> gabba: since the most important thing is that various screens/mockups are good at showing things *fast* :)
20100705 22:56:57< gabba> Crab_: ?? They're rather to show people what happens after I change the source, without them having to compile
20100705 22:57:33< gabba> I have no video editing talents to speak of, this was done with recordmydesktop
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20100705 22:57:51< Crab_> gabba: well, your screens at the beginning, in the wiki page , were good :)
20100705 22:57:53< zookeeper> gabba, minor detail: i think the arrows of a planned move should go all the way to the center of the destination hex, instead of stopping at the border. i don't know if that's just a matter of editing the existing images or not.
20100705 22:58:07< Crab_> gabba: and yes, there's people out there who can't easily compile :)
20100705 22:58:17< gabba> Crab_: yes, for static stuff in the gimp, I can manage
20100705 22:58:21< zookeeper> other than that it looks nice, although it seems like you can select the ghost which sits at the destination hex?
20100705 22:58:30< zookeeper> (or at least highlight)
20100705 22:59:09< gabba> zookeeper: noy thought the same about the arrows, and yes I'm gonna change that soon. I agree it'll be in improvement
20100705 22:59:14< gabba> s/in/an
20100705 22:59:48< zookeeper> ok
20100705 22:59:53< gabba> yes, you can select the ghost at the destination, that's how you define a second move for the same unit
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20100705 23:02:57< CIA-87> gabba * r43938 /trunk/src/ (8 files in 2 dirs): Whiteboard: butchered out the future view
20100705 23:03:27< boucman> gabba: don't make the arrows reach the center of the dest, they should go into it but not to the centered... or it might get confusing once you have multiple units targetting the same hex (fights)
20100705 23:04:14< gabba> boucman: actually I misread zookeeper's suggestion, the plan is to do what you just said
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20100705 23:04:29< boucman> ok
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20100705 23:06:01< CIA-87> boucman * r43939 /trunk/data/core/terrain-graphics/ (internal-complex-tracks.cfg internal-tracks.cfg tracks.cfg): WIP in bridge macros. Random variations arn't supported, and the stonebridge still points to test images, but this should be enough to get lurker in a working state...
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20100705 23:28:38< gabba> New screencast that pretty much shows all the current features of the whiteboard: http://www.mediafire.com/file/t2umtgwmqky/out-2.ogv .
20100705 23:31:01< shadowmaster> nasty wget-unfriendly file sharing services :D
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20100705 23:34:14< shadowmaster> hm. looks complicated *scratches head*
20100705 23:34:39< gabba> shadowmaster: If you have an alternative upload site to suggest, I'll be more than happy to oblige
20100705 23:36:03< gabba> what you can't really see in the screencast is when I'm pressing hotkeys to delete or execute actions, that probably makes it harder to understand
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20100705 23:36:21< gabba> I should do one with voiceover at some point...
20100705 23:36:53< boucman> gabba: try dl.free.fr
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20100705 23:37:03< boucman> it's in french, so you should be doing fine :P
20100705 23:37:20< shadowmaster> don't worry, I'm just being pedantic
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20100705 23:39:24< gabba> boucman: nice, they even allow upload through ftp... but the server being in france, I'm a bit worried about upload speeds
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20100705 23:45:21< boucman> gabba: just test and see how fast it gets :)
20100705 23:45:29< gabba> I will
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20100705 23:46:59< boucman> night all
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--- Log closed Tue Jul 06 00:00:27 2010