--- Log opened Fri Jul 09 00:00:18 2010 20100709 00:02:13< timotei> ua... I think it's time to commit 20100709 00:02:47-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100709 00:03:24< shadowmaster> that gives me an idea 20100709 00:03:38< timotei> wait, don't leave please (yet) 20100709 00:03:45< shadowmaster> alink: thanks! 20100709 00:04:49< alink> shadowmaster you are welcome 20100709 00:05:33< timotei> btw, has anyone teste mercurial? 20100709 00:06:33< timotei> s/teste/tested 20100709 00:07:01< boucman> night all 20100709 00:07:05-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100709 00:07:07< timotei> night 20100709 00:07:42< shadowmaster> timotei: I use mercurial 20100709 00:07:52< timotei> and how's it? 20100709 00:07:56< timotei> compared to git/svn? 20100709 00:08:00< timotei> ok, without svn :)) 20100709 00:08:05< shadowmaster> it's like git 20100709 00:08:30< shadowmaster> except that it has some useful stuff included in the form of add-ons rather than built-in commands 20100709 00:08:32< timotei> I've found this: ListUtils.concatenateList(tag.getValue(), "\n\t"); 20100709 00:08:34< timotei> ops 20100709 00:08:37< timotei> this: http://importantshock.wordpress.com/2008/08/07/git-vs-mercurial/ 20100709 00:08:41< timotei> oh 20100709 00:08:55< timotei> ha! 20100709 00:09:03< timotei> commited without any intrrerupt:D 20100709 00:09:58< timotei> fendrin: ok, I finished the big picture of schema-based wizards 20100709 00:10:16< timotei> fendrin: it's commited everything, there are some samples, so you can test them 20100709 00:10:32< timotei> fendrin: today I'll implement other things like checking for values typed 20100709 00:10:54< timotei> fendrin: see you later (on about 8-9 in your time) 20100709 00:10:57< timotei> good bye guys :D 20100709 00:11:14-!- timotei [~Timotei@wesnoth/developer/timotei] has quit [Quit: Leaving] 20100709 00:11:47< shadowmaster> yeah, I prefer git for my own projects 20100709 00:12:25< shadowmaster> including the Wesnoth forums, which I'm currently preparing for the next upgrade 20100709 00:13:05< shadowmaster> git cherry-pick ftw 20100709 00:18:17-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100709 00:19:15< shadowmaster> alink: please don't forgwt the changelog entry for r44011 and documenting it in the wiki 20100709 00:19:24-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20100709 00:20:26< alink> shadowmaster: ah yes, I didn't forget the changelog (even if not done yet), but I would probably forget the wiki, thanks 20100709 00:21:18< shadowmaster> I've just implemented a debug-mode command for changing the turn limit 20100709 00:21:48< shadowmaster> the simplest use case is people who want to play a scenario without a turn limit. The most useful use case is campaign designers who are testing their scenario and decide to change the turn limit in middle of playtesting. 20100709 00:22:08< alink> ah yes that could be usefull, indeed 20100709 00:22:16< shadowmaster> (I've often needed to do the latter by editing saved games by hand) 20100709 00:22:35< alink> also less hacky than mine if you didn't have enough turns 20100709 00:23:37< eleazar_> shadowmaster: isn't it hacky to use shroud and fog for making terrain masks? Is there a reason we don't define something just for that purpose? 20100709 00:24:20< CIA-87> timotei * r44012 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/wizards/NewWizardTemplate.java: eclipse plugin: use a StructuredSelection instead a Selection 20100709 00:24:29< shadowmaster> eleazar_: no idea, that's been used since around Wesnoth 1.0 AFAIK 20100709 00:24:53< shadowmaster> back when terrain types were single characters 20100709 00:25:13< alink> at least I imagine using this to change shroud map 20100709 00:25:16< CIA-87> timotei * r44013 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/utils/StringUtils.java: eclipse plugin: fix the regex for "startsWith" and add a way to replace with indent 20100709 00:25:20< shadowmaster> (I just had to fix the TerrainMaskWML introduction to account for the current multiletter terrain system) 20100709 00:25:20 * eleazar_ remembers those bad old days 20100709 00:25:54 * eleazar_ of single character terrain codes 20100709 00:26:26< CIA-87> timotei * r44014 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/ (utils/StringUtils.java wizards/TemplateProvider.java): eclipse plugin: remove empty lines in the resulting file 20100709 00:26:26< CIA-87> timotei * r44015 /trunk/utils/java/eclipse_plugin/ (24 files in 5 dirs): eclipse plugin: Units wizard (part1) 20100709 00:26:26< CIA-87> timotei * r44016 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/wizards/generator/ (. SchemaParser.java Tag.java TagKey.java): eclipse plugin: schema-based wizards: step 1 - schema parser 20100709 00:26:41< alink> don't complain, shroud map are still in binary ;-p 20100709 00:26:46< CIA-87> timotei * r44017 /trunk/data/schema.cfg: eclipse plugin: temporary fix for schema parser 20100709 00:26:56< alink> worse, some compressed binary 20100709 00:27:17< shadowmaster> alink: are "shroud" and "fog" actually used to represent fog and shroud maps nowadays? 20100709 00:27:35< CIA-87> timotei * r44018 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/Activator.java: eclipse plugin: schema-based wizards - load schema at startup 20100709 00:27:35< CIA-87> timotei * r44019 /trunk/utils/java/eclipse_plugin/ (12 files in 5 dirs): eclipse plugin: schema-based wizards - step 3 basic wizard launcher 20100709 00:27:58< alink> shadowmaster: you mean terrains ? no it's hard-coded 20100709 00:28:18< alink> maybe with a bit of some game_config stuff 20100709 00:28:28< eleazar_> So is there a reason the editor allows you to place shroud hexes? 20100709 00:28:50< eleazar_> i mean a good reason to do so? 20100709 00:29:00< CIA-87> timotei * r44020 /trunk/utils/java/eclipse_plugin/src/ (8 files in 5 dirs): eclipse plugin: cleanup and add missing @override 20100709 00:29:00< CIA-87> timotei * r44021 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/wizards/ (12 files in 2 dirs): eclipse plugin: schema-based wizards - step 4 actual implementation for multiple tags 20100709 00:29:30< CIA-87> timotei * r44022 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/globalactions/EditorActions.java: eclipse plugin: update command-line for "data-dir" 20100709 00:29:45< shadowmaster> eleazar_: only for building terrain masks as I said. I agree that they should be clearly marked as options that shouldn't be used in regular maps, maybe by having a special category for them 20100709 00:30:02< shadowmaster> except that we already have too many categories and the editor palette looks awkward at 800x600 20100709 00:30:04< CIA-87> timotei * r44023 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/wizards/generator/ (SchemaParser.java WizardGeneratorPage404.java): 20100709 00:30:04< CIA-87> eclipse plugin: 20100709 00:30:04< CIA-87> - use system font for showing messages 20100709 00:30:04< CIA-87> - schema parser should use the schema.cfg from user's setted location 20100709 00:30:34< CIA-87> timotei * r44024 /trunk/utils/java/eclipse_plugin/ (3 files in 3 dirs): eclipse plugin: added menu entry for reloading cached files 20100709 00:30:36< CIA-87> timotei * r44025 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/ (7 files in 2 dirs): 20100709 00:30:37< CIA-87> eclipse plugin: schema-based wizards - step 5 20100709 00:30:47< shadowmaster> something should also warn if they appear in normal maps IMHO 20100709 00:31:02< eleazar_> shadowmaster: i haven't ever made a terrain mask. The editor is used for this? 20100709 00:31:20< shadowmaster> since ilor rewrote it, yes 20100709 00:31:27< alink> ah correction the code did read some WML to get the fog/shroud image name 20100709 00:31:30< CIA-87> - generating the wml code 20100709 00:31:30< CIA-87> - inserting the wml in a new file or in edited file in the editor 20100709 00:31:39< shadowmaster> terrain masks are just like regular maps except that their usage= line is different, and they have no border hexes 20100709 00:31:58< shadowmaster> and undergo different validation rules at runtime IIRC 20100709 00:32:00< eleazar_> ok 20100709 00:32:24< eleazar_> i begin to understand 20100709 00:32:46< shadowmaster> back in the old days you'd make a small map with the editor andreplace transparent hexes with a text editor by hand 20100709 00:33:25< alink> seems that fog/shroud image are defined in terrain.cfg reading symbol_image keys. One declared there, I suppose they automatically show up in editor 20100709 00:33:58< alink> except that recent new fog random suffix probably break/ignore this 20100709 00:33:59< shadowmaster> unless they are hidden?yes (like the archetype tiles), yes, they appear in the editor palettes 20100709 00:34:11< shadowmaster> * hidden=yes 20100709 00:36:48< alink> but it's a bit silly place, it should be in game_config 20100709 00:37:14< alink> unless we want to start allowing scenario using different fog/shroud color or images 20100709 00:38:06< shadowmaster> symbol_image is only used for the minimap 20100709 00:38:24< alink> shroud_image_("terrain/" + get_map().get_terrain_info(t_translation::VOID_TERRAIN).minimap_image() + ".png") 20100709 00:38:43< eleazar_> shadowmaster: no i think it's used in the editor pallete too 20100709 00:38:45< shadowmaster> oh. hm...awkward 20100709 00:39:02< shadowmaster> eleazar_: true, unless editor_image (or something similarly named) is specified 20100709 00:39:36< eleazar_> hmmm 20100709 00:39:46< shadowmaster> alink: in any case you mean campaign :p 20100709 00:39:54< alink> yeah 20100709 00:40:12< shadowmaster> although I don't know if UMC [terrain]s are appended to existing terrains or not 20100709 00:40:31< shadowmaster> I only know about the terrain graphics definitions (prepended) because I worked on it 20100709 00:41:16< alink> Yes probably don't work, I was thinking about move it (or not) in game_config, which will not allow that 20100709 00:42:19< alink> mmh weird I see symbol_image=fog1, but then we append other suffixes. It shouldn't work. 20100709 00:45:29< shadowmaster> oooooh. No wonder compiling is slow. 20100709 00:45:32< eleazar_> it used to be "symbol_image=fog" but i changed it because it caused the editor to crash 20100709 00:45:55< shadowmaster> My CPU cores are stuck at 1 GHz 20100709 00:46:29< alink> eleazar_: ah ok but that breaks fog in game 20100709 00:46:47 * eleazar_ blush 20100709 00:47:08< alink> eleazar_: no worry, it was not documented 20100709 00:47:14< alink> and should have been 20100709 00:47:20< eleazar_> Then we should hide that terrain from the editor 20100709 00:48:08< alink> eleazar_: we could also add a fog.png file 20100709 00:48:30< alink> I also need to "de-hardcode" these fog suffixes 20100709 00:48:59< shadowmaster> yeah, the current implementation looks ugly 20100709 00:49:03< shadowmaster> Gambit: you mentioned something about enlistment some nights ago in your quit message? 20100709 00:49:05< alink> if I put just list "fog1.png, fog2.png..." somewhere that will fix that too 20100709 00:49:10< shadowmaster> argh. 20100709 00:49:28< shadowmaster> Gambit: answer in #wesnoth-umc-dev, not here. I only slipped my finger on the touchpad. 20100709 00:49:28 * billynux thinks it's best to focus while doing concurrent programming... 20100709 00:50:41< alink> eleazar_: I will fix this and remove the link between fog/shroud rendering and terrain.cfg, that will give the freedom to do what you want in editor 20100709 00:51:23< eleazar_> what do i now have the freedom to do? 20100709 00:52:13< shadowmaster> LOL 20100709 00:52:32< shadowmaster> fog looks funny in debug mode in trunk 20100709 00:52:45< alink> I mean changing thing like in your next commit for editor reasons will not break in-game fog 20100709 00:53:05< alink> also current implementation of random fog is ugly 20100709 00:53:20< eleazar_> code ugly or art ugly? 20100709 00:53:28< alink> code ugly 20100709 00:53:41< alink> art is fine, I like how fog looks 20100709 00:54:19< alink> In few years we could even animate it a little :-D 20100709 00:54:45< alink> does any game has animated fog of war ? 20100709 00:54:54< eleazar_> probably 20100709 00:55:11< alink> that seems so gratuitous 20100709 00:55:15< eleazar_> heh 20100709 00:55:35< alink> and good fog is hard in 3D 20100709 00:56:03< eleazar_> goes to make pixels 20100709 00:57:34< billynux> Is it too lame to commit -m "Attempts to fix concurrency bug." ? -> My mind forbids me to be sure unless I prove it (owicki-gries + feijen-VanGasteren FTW) 20100709 00:57:55< shadowmaster> how do I mark trunk features in the wiki? 20100709 00:58:12< shadowmaster> {{DevFeature}} adds 1.7 nonsense at the moment. 20100709 00:58:55< alink> IIRC there is a 1.9 tag in illuminates 20100709 01:00:03< alink> {{DevFeature1.9}} 20100709 01:00:06< shadowmaster> thanks 20100709 01:00:12< shadowmaster> found it via SpecialPages 20100709 01:02:46< shadowmaster> alink: do you mind if I document :tuurn too? 20100709 01:02:50< shadowmaster> :{{DevFeature1.9}} change the current turn to the specified number. If no number is provided, the turn number is increased by one. 20100709 01:03:19< alink> shadowmaster: please go ahead 20100709 01:03:44< alink> feel free to even improve the in-game help text 20100709 01:04:55< shadowmaster> I think the help text is fine 20100709 01:05:05< shadowmaster> ah well, it doesn't explain the optional parameter 20100709 01:05:11< billynux> Is CIA-87 down? My last commit didn't show 20100709 01:05:39< shadowmaster> billynux: same here 20100709 01:05:56< alink> that's because I wrote it before knowing that it will work, so I didn't put too much thought in it :-) 20100709 01:05:58< shadowmaster> the bots aren't responding. 20100709 01:05:59< billynux> hm... maybe the russians did it :) 20100709 01:06:26< billynux> red spider counter-offensive? (xkcd ref.) 20100709 01:07:19< alink> billynux: CIA is sometimes sleeping, but commit-ml are often more responsive 20100709 01:07:29< alink> s/are/is 20100709 01:07:31< billynux> yes, I caught the email 20100709 01:07:50< alink> and there is #commits too 20100709 01:08:03< alink> which never sleeps :-) 20100709 01:08:09< billynux> :) 20100709 01:09:01< shadowmaster> alink: well, the bots are lagging on IRC too 20100709 01:09:18< shadowmaster> 19:05:44 * shadowmaster kicks CIA-79 20100709 01:09:19< shadowmaster> 19:06:25 ow 20100709 01:09:41< alink> shadowmaster: true it's probably the same one 20100709 01:09:57< shadowmaster> they all run from the same host ;) 20100709 01:10:55< alink> I think that you once mentioned a bot reading commits-ml, a long time ago 20100709 01:10:59< alink> shikadibot ? 20100709 01:11:00< shikadibot> alink: *I* am shikadibot! 20100709 01:11:27< shadowmaster> nope. 20100709 01:11:41< shadowmaster> but shikadibot can do svn look ups too. 20100709 01:11:46< shadowmaster> shikadibot: log HEAD 20100709 01:11:51< shikadibot> Revision 44027 (billynux, 2010-07-08 22:59:20 +0000 (Thu, 08 Jul 2010)): 20100709 01:11:54< shikadibot> Concurrency bug fix in ana_receive_handler -> please check diff if you have time. 20100709 01:11:58< shikadibot> Web interface URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=44027 20100709 01:12:04< alink> wesbot: log r44027 20100709 01:12:07< wesbot> billynux * r44027 : Concurrency bug fix in ana_receive_handler -> please check diff if you have time. 20100709 01:12:10< wesbot> URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=44027 20100709 01:12:25< shadowmaster> shikadibot: log 44026 20100709 01:12:25< shikadibot> Revision 44026 (shadowmaster, 2010-07-08 22:55:00 +0000 (Thu, 08 Jul 2010)): 20100709 01:12:29< shikadibot> Implement :turn_limit command (debug only) to change the turn limit in 20100709 01:12:31< shikadibot> middle of a scenario. 20100709 01:12:34< shikadibot> Web interface URL: http://svn.gna.org/viewcvs/wesnoth?view=rev&rev=44026 20100709 01:12:35< alink> shikadibot: nice to give time stamp too 20100709 01:13:04< alink> shikadibot: log commits missed by CIA 20100709 01:13:04< shikadibot> alink: log/revision command requires a revision number as parameter; alternatively, HEAD stands for the latest revision in the repository. 20100709 01:13:21< shadowmaster> :P 20100709 01:19:23-!- Upthorn [ogmar@adsl-75-26-196-123.dsl.scrm01.sbcglobal.net] has quit [Quit: this quit message is 100% guaranteed not to contain obscenity.] 20100709 01:31:38-!- Blueblaze [~Blueblaze@adsl-76-202-17-109.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100709 01:34:51-!- norbert_ [~norbert@82-171-70-54.ip.telfort.nl] has joined #wesnoth-dev 20100709 01:35:02< norbert_> I'm currently in a game where the Shaman didn't slow a unit 20100709 01:35:24< norbert_> the slow sound played and the animation was shown 20100709 01:35:29< norbert_> enemy turn 11, Shaman at 8,1 against Cavalryman at 7,1 20100709 01:35:50< norbert_> Team Random Survival (players: Japan, rafahell, Taja, norbert) 20100709 01:36:09< alink> norbert_: keep savegame and replay 20100709 01:36:10< norbert_> I've seen this happen three times before now (in different games and 3 different scenarios) 20100709 01:36:25< norbert_> replay linked here: http://forum.wesnoth.org/viewtopic.php?f=4&t=30698 20100709 01:36:31< norbert_> but it's corrupted 20100709 01:36:46< norbert_> so, I'm posting this information here now because if anyone wants proof... join and slow the game down before turn 11 20100709 01:36:51< norbert_> then check enemy turn 11, Shaman at 8,1 against Cavalryman at 7,1 20100709 01:36:54< alink> bugreport are better 20100709 01:37:31< norbert_> shadowmaster suggested a post on the forum on the Technical Support board 20100709 01:38:44< alink> looks like a engine bug, and less a need of support. Unless it's specific to scenario/UMC 20100709 01:39:43-!- SpinachMaster is now known as shadowm_tty 20100709 01:39:54< norbert_> the main forum page says "Having trouble with the game? Report bugs and problems here." 20100709 01:40:08< CIA-87> shadowmaster * r44026 /trunk/ (changelog src/menu_events.cpp): 20100709 01:40:08< CIA-87> Implement :turn_limit command (debug only) to change the turn limit in 20100709 01:40:09< CIA-87> middle of a scenario. 20100709 01:40:10< CIA-87> billynux * r44027 /trunk/src/ (network_manager_ana.cpp network_manager_ana.hpp): Concurrency bug fix in ana_receive_handler -> please check diff if you have time. 20100709 01:40:36< norbert_> so I guess shadowmaster has a point, although I tend to agree with you 20100709 01:41:01< norbert_> either way, since no one is joining, don't tell me replays are corrupt and there is no proof :) 20100709 01:41:02< alink> norbert_: my main point is that it has better chances to be remembered and fixed when posted on gna 20100709 01:42:13< shadowmaster> nice to know I have a point despite I wasn't trying to make one 20100709 01:42:44< norbert_> :) 20100709 01:43:45-!- shadowm_tty is now known as shadowm_laptop 20100709 01:49:16< billynux> I'm off folks 20100709 01:49:57-!- billynux [~billy@wesnoth/developer/billynux] has quit [Quit: Leaving] 20100709 01:51:49-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100709 01:52:51-!- Sapient [~patrickp@wesnoth/developer/sapient] has joined #wesnoth-dev 20100709 01:52:57< Sapient> hi 20100709 01:54:15< Sapient> who is this "ana" that billynux keeps talking about in his commit messages? 20100709 01:55:03< shadowmaster> GSoC project 20100709 01:55:14< CIA-87> shadowmaster * r44028 /trunk/src/menu_events.cpp: Clarify :turn and :turn_limit's help message a bit. 20100709 01:55:24< Sapient> I assumed as much, cut what does it stand for? 20100709 01:55:33< shadowmaster> I guess you never saw the posts in the developers' ML 20100709 01:55:51< CIA-87> shadowmaster * r44029 /trunk/changelog: Changelog entry for :turn 20100709 01:55:55< eleazar_> Proposal for improved hex-highlighting: 20100709 01:55:57< eleazar_> http://www.wesnoth.org/forum/viewtopic.php?p=441417#p441417 20100709 01:56:08< shadowmaster> "I propose ANA (for Asynchronous Network API) as the API/lib name" 20100709 01:56:10< Sapient> well, I read them let's just say I'm very forgetful 20100709 01:56:57< Sapient> so what is the purpose of Async Net API? 20100709 01:57:22< shadowmaster> eleazar_: looks nice 20100709 01:57:28< eleazar_> :) 20100709 01:59:10< Sapient> shadowmaster: actually, I just checked all my emails back to february and I don't see anything from billy about GSoC 20100709 02:00:08< alink> eleazar_: look nice and your technical details are accurate enough :) 20100709 02:00:18< shadowmaster> I suppose kmail brought the email message I'm reading right now out of the void then :) 20100709 02:01:12< alink> eleazar_: one tiny detail, we store an highlighted version only from hexes where the mouse pass, so it's only 99% of the entire map ;-p 20100709 02:01:18< shadowmaster> Sapient: https://mail.gna.org/public/wesnoth-dev/2010-04/msg00052.html 20100709 02:01:35< eleazar_> alink: heh 20100709 02:02:01< eleazar_> i'm not sure if file location matters for this, but that thing should probably be theme-able 20100709 02:02:12< shadowmaster> Sapient: also, http://wiki.wesnoth.org/SoC_Ideas_Network_Stack_Rewrite#Additional_Information 20100709 02:02:31< alink> eleazar_: more seriously, I think you forget something (at least in your mockup). The hex under the selected unit is currently also highlighted 20100709 02:02:53< eleazar_> yeah, actually i ignored that 20100709 02:03:01< alink> eleazar_: could be changed, though 20100709 02:03:11< eleazar_> currently the selected unit get's hex highlighting 20100709 02:03:38< alink> the unit and the hex. And its ellispe is modified too 20100709 02:04:15< eleazar_> yeah, highlighting the unit *AND* the hex it is on is sorta redundant 20100709 02:04:30< Sapient> shadowmaster: interesting... I am curious what kinds of apps other than Wesnoth's client itself would use ANA, though 20100709 02:05:02< shadowmaster> maybe frogatto could have a MP mode at some point 20100709 02:05:09< alink> eleazar_: maybe, but the unit highlighting is not very strong. As you mentioned someone may find a case where it's not very visible 20100709 02:05:29< alink> eleazar_: also user can disable ellipse (and its selection clue) 20100709 02:06:10< Sapient> so if I understand correctly, billy's changes will all be "under the hood" with little visibility to end users 20100709 02:06:25< shadowmaster> yes 20100709 02:06:40< Sapient> ok, thanks 20100709 02:06:48< CIA-87> eleazar * r44030 /trunk/images/misc/hover-hex.png: New hex highlighter for the hex-under-the-mouse highlighting i'm about to propose. 20100709 02:06:55< alink> eleazar_: OtOH the double hex highlighting was also sometimes confusing 20100709 02:07:15< alink> eleazar_: you could add that^ to your list ;) 20100709 02:07:34-!- Sapient [~patrickp@wesnoth/developer/sapient] has left #wesnoth-dev [] 20100709 02:07:54< alink> I once suggested animated ellipses for the selected unit 20100709 02:08:20< shadowmaster> as in freeciv? 20100709 02:08:25< eleazar_> when i did the elispse the original idea is that even when turned off, one would be used for the selected unit 20100709 02:08:47< eleazar_> alink: but you are right, i should have mentioned it 20100709 02:09:00< alink> shadowmaster: no idea, not really played it 20100709 02:09:12< shadowmaster> right 20100709 02:09:27< alink> shadowmaster: it's not blinking as the original ? 20100709 02:09:43< shadowmaster> I see a rotating dashed white ellipse 20100709 02:10:01< alink> but they all these theme changing the look IIRC 20100709 02:10:08< alink> +have 20100709 02:10:21 * eleazar_ made that for freeciv 20100709 02:10:38 * alink reinstall freeciv 20100709 02:17:37< eleazar_> alink: added explanation about highlighted units in post 20100709 02:19:39< alink> eleazar_: yes I saw it 20100709 02:20:30< alink> eleazar_: oh sometimes we highlight 3 hexes :-/ 20100709 02:20:37< alink> when move+attack 20100709 02:20:50< eleazar_> what madness is this??? 20100709 02:20:55< eleazar_> ;P 20100709 02:21:05< alink> btw also need to check with the Attack Direction Indicator 20100709 02:21:39< alink> the point is to always highlight destination hex and under the mouse hex 20100709 02:21:45< eleazar_> you are right 20100709 02:22:05-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Quit: Leaving] 20100709 02:22:13< alink> but we could let your gold thingy on destination hex 20100709 02:22:41< alink> depends what it represent (destination or cursor) 20100709 02:23:04< eleazar_> I'm thinking it's for cursor 20100709 02:23:36< eleazar_> i don't think we need a unique one for destination, since the attack driection thingy makes it clear 20100709 02:24:53 * eleazar_ things that direction indicator is pretty ugly. 20100709 02:25:08< eleazar_> it must have been a prototype that never got cleaned up 20100709 02:25:14< alink> eleazar_: you draw it ;) 20100709 02:25:34< eleazar_> yep i did 20100709 02:25:36< alink> by I added a bit to make it like an arrow instead of just a triangle 20100709 02:25:54< alink> also for layer reasons IIRC it was under unit in the past 20100709 02:26:05< eleazar_> oh, so it wasn't' all my fault ;) 20100709 02:26:21-!- norbert_ [~norbert@82-171-70-54.ip.telfort.nl] has left #wesnoth-dev ["Leaving"] 20100709 02:26:26< eleazar_> over is better 20100709 02:26:52< alink> well, the copy paste of your colors scheme was a challenge for my Gimp skills 20100709 02:27:25< alink> btw my extra bit means that we can already add a destination overlay, just edit that image 20100709 02:27:43< alink> (the arrow is split into 2 images, one by hex) 20100709 02:27:58< alink> it was even more challenging for my Gimp skills 20100709 02:28:21-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 02:28:31-!- Upth [ogmar@adsl-75-26-196-123.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100709 02:28:31-!- Upth is now known as Upthorn 20100709 02:29:01< eleazar_> not a bad hack of my ugly source material 20100709 02:30:08< alink> yes you were very focused on visibility at that time (and still are), I suppose it's why there is these colors 20100709 02:30:49< alink> eleazar_: but we never had complains :) 20100709 02:42:16-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has quit [Remote host closed the connection] 20100709 02:46:54-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Quit: Colloquy for iOS - client quit] 20100709 02:47:06-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 02:50:55-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Remote host closed the connection] 20100709 02:52:56-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 02:53:30-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Remote host closed the connection] 20100709 02:54:27< alink> shadowmaster: I was not fully wrong, one freeciv tileset (isophex) use blinking unit instead of rotating white 20100709 02:54:42-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100709 02:55:31-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100709 03:15:16-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100709 03:20:23-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100709 03:23:19< eleazar_> night all 20100709 03:23:26< alink> gn eleazar_ 20100709 03:28:53< CIA-87> alink * r44031 /trunk/ (5 files in 2 dirs): 20100709 03:28:53< CIA-87> Move fog/shroud image definition into game_config 20100709 03:28:53< CIA-87> Put there image variants for fog, and now shroud too (but not used and still WIP) 20100709 03:28:53< CIA-87> Few minor optimizations and fix broken fog in trunk 20100709 03:29:24< alink> bye 20100709 03:29:28-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100709 04:17:08-!- ancestral [~ancestral@mobile-166-137-142-151.mycingular.net] has joined #wesnoth-dev 20100709 04:23:18-!- Blueblaze [~Blueblaze@adsl-76-202-17-109.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100709 04:24:15-!- wesbot changed the topic of #wesnoth-dev to: 143 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 20100709 04:32:45-!- fendrin [~fabi@wesnoth/developer/fendrin] has quit [Remote host closed the connection] 20100709 04:46:37-!- Ivanovic_ [~ivanovic@dtmd-4db22844.pool.mediaWays.net] has joined #wesnoth-dev 20100709 04:50:22-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 276 seconds] 20100709 04:50:35-!- Ivanovic_ is now known as Ivanovic 20100709 05:14:57-!- ancestral [~ancestral@mobile-166-137-142-151.mycingular.net] has quit [Quit: Colloquy for iPhone - http://colloquy.mobi] 20100709 05:15:58-!- ancestral [~ancestral@97-116-113-101.mpls.qwest.net] has joined #wesnoth-dev 20100709 05:21:16-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Quit: Almost cut my hair. Happened just the other day. It was getting kinda long.] 20100709 05:44:10-!- elvish_sovereign [~elvish_so@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Quit: sleeeeeeeep kthxbai] 20100709 05:45:03-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Ping timeout: 265 seconds] 20100709 05:45:34-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100709 05:53:59-!- ancestral [~ancestral@97-116-113-101.mpls.qwest.net] has quit [Ping timeout: 252 seconds] 20100709 05:55:34-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Ping timeout: 276 seconds] 20100709 05:59:07-!- ancestral [~ancestral@97-116-106-243.mpls.qwest.net] has joined #wesnoth-dev 20100709 06:00:20-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100709 06:20:32< CIA-87> alink * r44032 /trunk/ (5 files in 2 dirs): 20100709 06:20:32< CIA-87> Make previous commit about fog/shroud variants less config heavy. 20100709 06:20:32< CIA-87> Simply scan which images exist as we already do for transitions. 20100709 06:28:48-!- ancestral [~ancestral@97-116-106-243.mpls.qwest.net] has quit [Quit: And that’s the end of THAT chapter.] 20100709 07:27:59-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [] 20100709 07:39:41-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20100709 07:40:53< CIA-87> billynux * r44033 /trunk/src/ (3 files): Implemented send_all_excpect in ana and played a local game with another computer hosting an SDL server 20100709 07:42:46-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100709 07:50:29-!- ancestral [~ancestral@97-116-114-152.mpls.qwest.net] has joined #wesnoth-dev 20100709 07:58:21-!- dtiger [~dtiger@dynamic-vpdn-93-125-17-149.telecom.by] has joined #wesnoth-dev 20100709 08:10:50-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100709 08:23:05-!- timotei [~Timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20100709 08:28:49< timotei> morning :) 20100709 08:31:53-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20100709 08:36:36-!- Ardonik [~ardonik@adsl-75-28-143-176.dsl.irvnca.sbcglobal.net] has joined #wesnoth-dev 20100709 09:00:44-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100709 09:19:05-!- Ardonik [~ardonik@adsl-75-28-143-176.dsl.irvnca.sbcglobal.net] has quit [Ping timeout: 260 seconds] 20100709 09:20:24-!- Crab_ [~Crab@wesnoth/developer/crab] has joined #wesnoth-dev 20100709 09:28:55-!- euschn [~eugen@wesnoth/developer/euschn] has joined #wesnoth-dev 20100709 09:33:30-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Quit: night] 20100709 09:41:37-!- Ivanovic [~ivanovic@dtmd-4db22844.pool.mediaWays.net] has quit [Changing host] 20100709 09:41:37-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100709 09:42:51< Ivanovic> moin 20100709 09:47:44< timotei> hi Ivanovic 20100709 09:47:48< timotei> zookeeper: morning 20100709 09:48:02< timotei> zookeeper: it looks like eclipse with plugin running takes up to just 80MB :) 20100709 10:22:21-!- eleazar [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100709 10:22:21-!- eleazar_ [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100709 10:24:25-!- eleazar_ [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100709 10:24:25-!- eleazar [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100709 10:24:26-!- eleazar_ is now known as eleazar 20100709 10:39:34-!- fendrin [~fabi@88-134-103-91-dynip.superkabel.de] has joined #wesnoth-dev 20100709 10:39:34-!- fendrin [~fabi@88-134-103-91-dynip.superkabel.de] has quit [Changing host] 20100709 10:39:34-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100709 10:51:42< Ivanovic> Crab_: got some problems trying to compile 1.8.3 with some special arm specific magic 20100709 10:52:20< Ivanovic> http://pastebin.com/UVBq5210 20100709 10:53:31< Crab_> quick fix: static_cast one of the args to that min to double; will take a look now 20100709 10:53:33< Ivanovic> it seems to be specific to the cxxflags used, as in precision stuff that is meant to speed up floats (since there is no "real" fpu on those arm 20100709 10:54:13< Ivanovic> verbose paste: http://pastebin.com/vibDp7Hb 20100709 10:56:18< Ivanovic> casting the 100.0 in there to double does make it compile 20100709 10:56:25< Crab_> the compiler thinks that the '100.0' in there is a float, and is not able to interpret it to a double at compile time 20100709 10:56:56-!- Appleman1234 [~Appleman1@CPE-60-226-178-176.qld.bigpond.net.au] has joined #wesnoth-dev 20100709 10:57:17< Ivanovic> Crab_: since the result is meant to be a double anyway, shall i add this case in the repo? 20100709 10:57:29< Crab_> yes. note: it's not present in trunk 20100709 10:58:03< Ivanovic> as well as some other cases of this... 20100709 10:58:33< Ivanovic> so far i have not tried to build trunk for the pandora 20100709 10:58:34< Crab_> yes, some other cases might be present in testing/ca_*_move_to_targets.cpp 20100709 10:58:35< Ivanovic> ;) 20100709 10:59:01< Ivanovic> there was one in ca_default_move_to_targets.cpp 20100709 10:59:19< Crab_> any sane compiler will optimize the static cast away, anyway ) 20100709 11:06:02< CIA-87> ivanovic * r44034 /branches/1.8/src/ (4 files in 3 dirs): add some casts to allow compilation for arm when some "float optimization" is used (otherwise compilation breaks!) 20100709 11:07:17< CIA-87> ivanovic * r44035 /trunk/src/ (ai/testing/ca_testing_move_to_targets.cpp unit_frame.cpp): add some casts to allow compilation for arm when some "float optimization" is used (otherwise compilation breaks!) 20100709 11:15:03< timotei> AI0867: ping 20100709 11:15:26< timotei> Crab_: hey :-) 20100709 11:15:47< Crab_> hi, timotei 20100709 11:16:52< timotei> Crab_: how are you doing? 20100709 11:17:17< Crab_> great, summer time ) 20100709 11:17:22< timotei> :D 20100709 11:17:31< timotei> you know, the schema.cfg 20100709 11:17:37< timotei> there are different types 20100709 11:17:39< timotei> like this:about_preference_type="enum boolean,int" 20100709 11:18:01< timotei> should I generate a regex from it? or just check if current value is in that enum? 20100709 11:18:03-!- euschn [~eugen@wesnoth/developer/euschn] has quit [Quit: Leaving.] 20100709 11:19:11< Crab_> ah, the schema cfg ) well, you can do it via a regex, too. like 'a|b|c|d' 20100709 11:19:26< Crab_> and, when generating gui, it's a dropdown menu 20100709 11:19:51< timotei> Crab_: oh you're right! 20100709 11:19:56< timotei> that should be comboboxes :D 20100709 11:20:00< timotei> thanks 20100709 11:20:14< timotei> I knew there was something missing 20100709 11:20:29< Crab_> strictly speaking, not a combobox - because combobox allows the user to enter his own value, too ) 20100709 11:20:41< timotei> Crab_: combobox with "readonly=true" :P 20100709 11:20:56< Crab_> then you'll not be able to change it's value at all :) 20100709 11:21:20< Crab_> that's why it's called a 'combo-' box - because it's a text field combined with a dropdown list ) 20100709 11:21:42< timotei> Crab_: well in swt.widgets, when putting read-only on a combobox, no other values than those inserted can be put 20100709 11:21:47< timotei> enabled is for "no-chaning" 20100709 11:21:52< timotei> s/chaning/changing 20100709 11:22:01< timotei> I know it should be like you said 20100709 11:22:04< Crab_> yes, you're right, too ) 20100709 11:29:02-!- stikonas [~and@ctv-79-132-162-160.vinita.lt] has joined #wesnoth-dev 20100709 11:29:02-!- stikonas [~and@ctv-79-132-162-160.vinita.lt] has quit [Changing host] 20100709 11:29:02-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100709 11:34:32-!- mordocai [~mordocai@66.119.9.243] has joined #wesnoth-dev 20100709 11:49:45-!- Blueblaze [~Blueblaze@adsl-76-202-17-109.dsl.hstntx.sbcglobal.net] has quit [Ping timeout: 240 seconds] 20100709 11:57:37-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100709 12:03:36-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100709 12:04:29-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100709 12:08:28< timotei> hmm 20100709 12:08:40< timotei> in wml, float can be: .93 too? 20100709 12:08:59< timotei> ^\d+.\d+$ or this: ^\d*.\d+$ 20100709 12:13:17< fendrin> hello 20100709 12:14:32< timotei> hi fendrin :) 20100709 12:17:38< AI0867> timotei: pong 20100709 12:17:46< timotei> AI0867: hi:D 20100709 12:18:54< timotei> AI0867: I'll have some questions about schema 20100709 12:19:04< timotei> AI0867: tell me when you're free to asnwer 20100709 12:34:44< CIA-87> timotei * r44036 /trunk/utils/java/eclipse_plugin/ (6 files in 4 dirs): eclipse plugin: schema-based wizards - step 6 read the available wizards from file 20100709 12:34:56< CIA-87> timotei * r44037 /trunk/ (5 files in 2 dirs): 20100709 12:34:56< CIA-87> eclipse plugin: schema-based wizards - step 7 implement constratints checkers 20100709 12:34:56< CIA-87> and added comboboxes for "enum" value types 20100709 12:34:58< Crab_> timotei: the best way to test this is to use the test scenario to input a .93 and see if it's used correctly ) 20100709 12:35:15< timotei> oh yeah, the test-scenario :D 20100709 12:35:40< freim> timotei: what's the features of this eclipse plugin? 20100709 12:36:02< timotei> freim: http://wiki.wesnoth.org/SoC_Ideas_Eclipse_Plugin 20100709 12:36:08< timotei> freim: this should be in the end :) 20100709 12:37:50< freim> looks nice 20100709 12:37:59< timotei> :) 20100709 12:38:07< timotei> Upthorn: hey 20100709 12:38:36< timotei> Crab_: hmm, tried to talk with Upthorn but since yesterday didn't manage to talk with him 20100709 12:38:48< timotei> Crab_: I want to modify the output path for VC9 proj files to be in the main directory 20100709 12:38:55< Crab_> timotei: why ? 20100709 12:39:03< timotei> Crab_: so: game/wesnoth.exe not in game/projectfiles/Release/wesnoth.exe 20100709 12:39:21< timotei> Crab_: well, so it can look-up automatically for the data, and that's the way in linux/cmake works too 20100709 12:40:09< timotei> Crab_: isn't that right?:D 20100709 12:41:22< Crab_> you're launching wesnoth from a tool ? 20100709 12:41:40< timotei> Crab_: nooo, I mean, when compiling it with visual studio 20100709 12:41:56< timotei> Crab_: if I want to launch it (for me) I have to specify the --data-dir thing 20100709 12:42:08< timotei> but if it would compile in the main-game directory it won't need anything 20100709 12:42:15< timotei> if you get what I want to tell 20100709 12:43:53< timotei> ok, it seems it works .93 for float 20100709 12:44:04< Crab_> well, I don't care which was it is, as long as msvc9 native and msvc9 cmake work, and work the same 20100709 12:45:19< timotei> ok 20100709 12:48:01< timotei> fendrin: ok, so I think the wizards are ok for now. (beautifing/polishing is for the next milestone) 20100709 12:48:12< timotei> fendrin: I'm going to created the frontend for the wmltools 20100709 12:48:24< timotei> fendrin: should I use the same aproach I used for wmllint ? 20100709 12:48:39< timotei> fendrin: that is, menu on right clicking on the selecting file-> process with wml* tool 20100709 12:53:59< AI0867> timotei: I'm here now 20100709 12:54:09< AI0867> what are the questions? 20100709 12:54:11< timotei> AI0867: ok 20100709 12:54:40< timotei> well, first of all, the basic primitives "boolean", integer were not written in the schema 20100709 12:54:48< timotei> so I wrote them. should that be done in another way? 20100709 12:55:13< timotei> (I've made a simple schema parser, so I can dynamically generate the wizards based on that) 20100709 12:55:17< AI0867> those primitives are hardcoded in wmlgrammar.py, but maybe they should be moved 20100709 12:55:38< AI0867> self.datatypes = { 20100709 12:55:38< AI0867> "boolean" : re.compile("^(yes|no|true|false|on|off)$"), 20100709 12:55:38< AI0867> #"character" : re.compile("^.$"), 20100709 12:55:38< AI0867> "float" : re.compile("^(\\+|-)?[0-9]+(\.[0-9]*)?$"), 20100709 12:55:38< AI0867> "integer" : re.compile("^(\\+|-)?[0-9]+$"), 20100709 12:55:41< AI0867> "string" : re.compile(".*"), 20100709 12:55:43< AI0867> "tstring" : re.compile(".*"), 20100709 12:55:45< timotei> oh, didn't know 20100709 12:55:46< AI0867> } 20100709 12:55:52< timotei> ok, thanks, I'll copy them from there 20100709 12:55:56< Upthorn> hi timotei 20100709 12:56:05< Upthorn> I am here now 20100709 12:56:07< AI0867> I think they should be moved though 20100709 12:56:21-!- eleazar [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has quit [Disconnected by services] 20100709 12:56:34< AI0867> though... 20100709 12:56:39< timotei> AI0867: well.. I'll copy them in the schema, if you want to delete them from there... (they are used maybe) 20100709 12:56:45< timotei> hi Upthorn 20100709 12:56:51< AI0867> I'm not sure any more 20100709 12:56:59< Upthorn> I have not been very responsive because I scraped both my hands open yesterday when I fell while running to catch the bus 20100709 12:56:59< AI0867> there are currently two schemata 20100709 12:57:10< AI0867> and these are things they share 20100709 12:57:12< timotei> Upthorn: oh :( I'm sorry for you 20100709 12:57:22< Upthorn> but I am beginning to be able to type without pain again 20100709 12:57:23< timotei> oh ok 20100709 12:57:48< timotei> ok another thing was: in [unit_type] 20100709 12:58:08< timotei> there was some code that didn't "apply" general schema rules, so I comment it so my parser will work good 20100709 12:58:20< timotei> is that incomplete? or it is the way it should be? 20100709 12:58:23< timotei> schema.cfg:307 20100709 12:59:23< AI0867> the syntax used isn't implemented yet 20100709 12:59:35< timotei> AI0867: so no problem I commented it, right? 20100709 12:59:39< AI0867> yeah 20100709 12:59:44< timotei> Upthorn: I was wanting to ask if I could modify the path where the wesnoth.exe spawns 20100709 13:00:04< timotei> Upthorn: so instead: maingamedir/projectfiles/vc9/release/wesnoth.exe to create it in maingamedir/wesnoth.exe 20100709 13:00:23< timotei> AI0867: based on what I see, "string" : re.compile(".*"), 20100709 13:00:39< timotei> AI0867: that means, the quotes don't need to exist? 20100709 13:00:54< timotei> my string regex is: string="re ^"[\d\w\s]*"$" 20100709 13:01:48< timotei> Upthorn: but I'll check where msvc9 cmake spawns the exe, as indicated by Crab_, they (msvc9 native and msvc9 cmake) should work the same way 20100709 13:02:28< Crab_> hi, Upthorn 20100709 13:03:33< Crab_> Upthorn: take a look at http://forum.wesnoth.org/viewtopic.php?f=10&t=30679 20100709 13:03:40-!- Upthorn [ogmar@adsl-75-26-196-123.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 260 seconds] 20100709 13:04:13< fendrin> timotei: Let's see. wmlident works well on files. 20100709 13:04:27-!- ancestral [~ancestral@97-116-114-152.mpls.qwest.net] has quit [Ping timeout: 245 seconds] 20100709 13:04:31< timotei> fendrin: oops, I don't have python installed:| 20100709 13:04:43< fendrin> timotei: That fits good in a context menu that is triggered on a per file basis. 20100709 13:04:55< timotei> fendrin: moreover on *.cfg files 20100709 13:05:36< fendrin> right 20100709 13:06:08< timotei> fendrin: I need to thank you for "pushing" me to try that schema-based wizards thingy, that helped my life 20100709 13:06:09< fendrin> but wmlident can also be used to ident a whole campaign at once. 20100709 13:06:15< fendrin> :-) 20100709 13:06:17< timotei> good point 20100709 13:06:34< timotei> AI0867: so, what's your opinion about this? 20100709 13:06:41< timotei> AI0867: what regex should I use? 20100709 13:07:16< timotei> fendrin: I have a question (minor to say) related to the generated wml code by the wizards 20100709 13:07:23< timotei> right now I generate things like: 20100709 13:07:36< timotei> [tag]... mykey=value mykey="stringvalue" [/tag] 20100709 13:07:45< timotei> should I enclose every value in " "? 20100709 13:07:59< timotei> or just strings and tstrings 20100709 13:09:05< zookeeper> in WML, every key value is a string 20100709 13:09:18-!- ancestral [~ancestral@97-116-113-4.mpls.qwest.net] has joined #wesnoth-dev 20100709 13:09:32< zookeeper> no one really encloses all values in quotes when writing stuff by hand, but it doesn't hurt if a wizard does it 20100709 13:09:33< timotei> so it very indicated to wrap any value inside " " right? 20100709 13:09:39< timotei> ok;) 20100709 13:10:34< fendrin> timotei: I agree with zookeeper very much. This will just make your life easier. You won't need to distinguish between strings that need quotation and the ones that don't. 20100709 13:10:47< zookeeper> but then again, it doesn't hurt if the wizard only does it for translatable strings. probably safer to use the quotes though. 20100709 13:14:35< AI0867> timotei: quotes aren't needed unless you have a multi-line value 20100709 13:14:40< AI0867> or a translatable one 20100709 13:14:50< timotei> well... if mult-line is available 20100709 13:14:57< AI0867> or if you have quotes inside the value (which you shouldn't) 20100709 13:14:58< timotei> shouldn't the string's regex contain a \s ? 20100709 13:15:28< timotei> because . won't match line breaks 20100709 13:15:35< AI0867> it's a good idea to wrap everything in quotes though 20100709 13:15:53< timotei> the regex from wmlgrammar.py is: .* 20100709 13:16:09< AI0867> right 20100709 13:16:11< timotei> but that could be betteR: [\d\w\s]* 20100709 13:16:14< timotei> isn't it? 20100709 13:16:16< AI0867> I guess I haven't ran into that yet 20100709 13:16:24< AI0867> though... 20100709 13:16:29< timotei> \s: \t \r \n 20100709 13:16:32< AI0867> I should have validated [race] by now 20100709 13:16:45< fendrin> It may be difficult if you have a single line string that is unquoted but gets split by the format source into multiple lines. 20100709 13:18:31< AI0867> if it's not quoted, the parser considers the newline the end of the value 20100709 13:18:40< AI0867> so you'll probably get a syntax error on the second line 20100709 13:18:55-!- Upth [~ogmar@adsl-75-26-196-123.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100709 13:18:55-!- Upth is now known as Upthorn 20100709 13:19:55< Upthorn> sorry about that, I set my laptop down with the vents blocked and it overheated while I went to the bathroom and got something to drink 20100709 13:20:19< Upthorn> and changed bandages etc 20100709 13:20:29< Ivanovic> changed bandages? 20100709 13:20:32< Ivanovic> what have you done?!? 20100709 13:20:34< Ivanovic> ;) 20100709 13:20:59< Upthorn> [2010-07-09 03:56:55] I have not been very responsive because I scraped both my hands open yesterday when I fell while running to catch the bus 20100709 13:21:07< Ivanovic> oh 20100709 13:21:32< Ivanovic> remind me not to run 20100709 13:21:32< Upthorn> right at the part where the base of the thumb meets the palm 20100709 13:21:33< Ivanovic> ;) 20100709 13:21:58< Upthorn> it's now to the point where I can type without too much pain again 20100709 13:22:05< Ivanovic> ugh, not nice at all, since you tend to move the thumb a lot during "normal usage" which makes this take ages to heal nicely 20100709 13:22:25< Upthorn> yeah, 20100709 13:23:10< Upthorn> but it should at least not be hurting too much by the end of another day 20100709 13:23:33< CIA-87> timotei * r44038 /trunk/ (5 files in 2 dirs): 20100709 13:23:33< CIA-87> eclipse plugin: add missing regex to schema.cfg and 20100709 13:23:33< CIA-87> automatically add quotes in generated wml code by the wizard 20100709 13:24:05< timotei> there is something bad with wmlindent 20100709 13:24:09< Upthorn> so timotei, did you still need help with VC9 project ouptut directories? 20100709 13:24:18< timotei> it tells me: D:\timo\gw\userdata/data/add-ons/g.cfg changed even though it's in dry-run 20100709 13:24:34< timotei> Upthorn: well... didn't checked yet the mcv9 cmake method 20100709 13:24:39< timotei> Upthorn: maybe later 20100709 13:25:04< timotei> but one sec to check the .proj file 20100709 13:25:29< timotei> hmm fendrin 20100709 13:25:44< timotei> fendrin: what's the best way I should dry-run/normal run wmllindent on a file? 20100709 13:25:51< Upthorn> it's a really simple change 20100709 13:25:54< timotei> I mean, how to get the dry-run flag from the user? 20100709 13:26:14< timotei> should there be a branch from the "Run wmllindent" into: "dryrun"/"with changes"? 20100709 13:27:40-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has joined #wesnoth-dev 20100709 13:27:44< fendrin> timotei: You don't use dryrun but output into a tmp directory or directly into eclipse somehow. That will mark the file changed and the user can save it like normal if wanted. 20100709 13:27:52< Upthorn> just open up the sln, and right-click on wesnoth in the solution explorer, then select "properties" 20100709 13:27:58< timotei> Upthorn: yeah I know 20100709 13:28:07< timotei> Upthorn: I wanted to ask you if it's ok to modify that :D 20100709 13:28:25< timotei> fendrin: right 20100709 13:28:32< fendrin> timotei: That will automatically open access to eclipse's redo/undo system for the issue. 20100709 13:28:55< Upthorn> oh there's no problem, I generally don't build in the release configuration anyway 20100709 13:29:14< Upthorn> and when I do, I usually want to run it normally, from the wesnoth base dir 20100709 13:29:21< timotei> Upthorn: well yeah 20100709 13:29:39< timotei> Upthorn: but I got used with linux method of launching stuff from command line :)) 20100709 13:30:29< Upthorn> what I mean is, when I compile in release, usually the first thing I do is move the exe to where you want to change output to put it automatically. 20100709 13:30:43< timotei> Upthorn: that's not so "godd" 20100709 13:30:51< timotei> I mean, is too much to do 20100709 13:30:59< timotei> better set in visual studio's project settings 20100709 13:31:07< timotei> the "target" of the basedir 20100709 13:31:13< timotei> actually the working dir 20100709 13:31:21< Upthorn> well, I don't use release often enough to make much of a difference 20100709 13:31:32< timotei> but what about in debug? 20100709 13:31:38< timotei> don't you use the same thing? 20100709 13:31:55< Upthorn> no, debug I launch using vc9's debugger 20100709 13:32:01< Upthorn> which sets the working directory to that anyway 20100709 13:32:04< timotei> well, yeah 20100709 13:32:14-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100709 13:32:15< timotei> but... does it set the correct directory? 20100709 13:32:15-!- ancestral [~ancestral@97-116-113-4.mpls.qwest.net] has quit [Ping timeout: 260 seconds] 20100709 13:32:18< timotei> ok 20100709 13:32:19< Upthorn> yeah 20100709 13:32:31< Upthorn> I almost never "manually" launch debug builds, so it is not a problem 20100709 13:33:24< Crab_> [14:02] Crab_: hi, Upthorn. take a look at http://forum.wesnoth.org/viewtopic.php?f=10&t=30679 20100709 13:36:32< Upthorn> Crab_: I am reading this now 20100709 13:36:34< fendrin> timotei: Maybe it's a good idea to not quote arguments to attributes that are enumerations. 20100709 13:37:01< timotei> fendrin: ok 20100709 13:37:07< fendrin> timotei: The quotes do lead to the assumption that a string is accepted. 20100709 13:37:57-!- ancestral [~ancestral@97-116-113-244.mpls.qwest.net] has joined #wesnoth-dev 20100709 13:38:39< Crab_> Upthorn: thanks 20100709 13:38:48< timotei> fendrin: ok done :-) 20100709 13:39:01< Crab_> Upthorn: the author of the post might be a good person to ask about the persistence needs for MP 20100709 13:39:09< Upthorn> yeah 20100709 13:40:02< Crab_> Upthorn: do you, at the moment, have test scenarios for SP and MP persistence? 20100709 13:40:24< timotei> fendrin: so, I will do that replacing in current file the content of wmlindent 20100709 13:40:25< Upthorn> I have been using a modified version of the first tutorial level for SP persistence testing 20100709 13:40:33< timotei> fendrin: I should do that for all tools right? 20100709 13:40:56< fendrin> timotei: Yes, maybe there are exceptions but in general I would go that way. 20100709 13:41:10< timotei> fendrin: that exception could be: indent the whole campaign 20100709 13:41:29< timotei> fendrin: I then provide a dialog box prompting for dry-run or normal 20100709 13:41:32< timotei> fendrin: is ok that way? 20100709 13:42:07< Crab_> Upthorn: ok. there's a test 2-scenario MP campaign which was made last year by one of GSoC participants, it can serve as a good base for testing MP persistence. I'll find it in a day, and PM it to you. 20100709 13:42:17< Upthorn> thanks 20100709 13:42:28< fendrin> timotei: Maybe. If that looks to the user like "do the changes but don't save" or "do the changes and save every file. 20100709 13:43:09< timotei> fendrin: well, for the first one that should open each "processed" file in a tab file. it that ok? 20100709 13:43:34< Crab_> also, about the persistence management dialog - I think that I'll try to work on it a bit, to allow you to concentrate more fully on MP persistence, which is more important. 20100709 13:44:03< fendrin> timotei: yes. And remember, reading from disk will lead to data loss. You can either feed the tools with input from eclipse's buffer or force a save before using the tools. 20100709 13:45:26< Crab_> Upthorn: btw, if you run into any blockers with MP persistence implementation, be sure to talk about them. 20100709 13:46:52< Crab_> Upthorn: also, billynux project is reaching a point where I can try to do that 'connect to mp server multiple times' thing, so, in a few weeks (when his code will be cleaned up), I'll try to make a prototype of 'gamemaster' binary. 20100709 13:47:12< Upthorn> ok 20100709 13:47:59< Upthorn> Great, the gamemaster was an issue that I really didn't think I understood well enough to make it work myself 20100709 13:51:52< Crab_> well, the gamemaster is not in 'mandatory things to do' list 20100709 13:52:27< Crab_> and, from that list, the multiplayer implementation of WML persistence events is the most important thing left ) 20100709 13:53:11< timotei> fendrin: btw... since that sb(schema based) wizards are in-place, should I delete the others? except the campaign one. 20100709 13:53:13< Crab_> but, if all goes well, we'll be able to test it all out, including the gamemaster. 20100709 13:53:24< timotei> fendrin: there will be still in svn history if needed 20100709 13:54:01-!- ancestral [~ancestral@97-116-113-244.mpls.qwest.net] has quit [Ping timeout: 240 seconds] 20100709 13:54:23< timotei> Crab_: it seems, the msvc cmake generates the binarys in: game/src// 20100709 13:54:32< timotei> Crab_: so even now, it doesn't match the native ones 20100709 13:55:06< Crab_> timotei: ok, then there's no reason to fix them if you don't want to use the cmake route) 20100709 13:55:33< Crab_> timotei: but, you're welcome to do so, if you have time. 20100709 13:56:01< timotei> Crab_: well, there is nothing fancy in that. just put some ../../ in the project's settings :D 20100709 13:56:12< timotei> Crab_: I'm taking about the native projectfiles 20100709 13:56:41< Crab_> yes, but after that, it's still time to compile, test, run, commit, don't forget the commit comment and all other such little things :) 20100709 13:56:42< timotei> but anyways, now I'll work on the eclipse plugin still 20100709 13:57:15< timotei> Crab_: in cmake: ${CMAKE_BINARY_DIR} this is a user-set value, right? 20100709 13:58:48-!- ancestral [~ancestral@97-116-116-60.mpls.qwest.net] has joined #wesnoth-dev 20100709 13:59:17< Crab_> timotei: the docs say 'This variable is set by cmake and corresponds to the toplevel of your build/ directory.' 20100709 13:59:53< timotei> Crab_: wow, what docs? 20100709 14:00:02< timotei> cmake documentation? 20100709 14:00:58< Crab_> see http://www.cmake.org/cmake/help/cmake-2-8-docs.html#variable:CMAKE_BINARY_DIR 20100709 14:01:06< timotei> thanks 20100709 14:01:14< Crab_> those are marked as 'variables defined by cmake' 20100709 14:08:49-!- timotei21 [~Timotei@193.34.191.4] has joined #wesnoth-dev 20100709 14:11:37-!- timotei [~Timotei@wesnoth/developer/timotei] has quit [Ping timeout: 240 seconds] 20100709 14:19:15-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20100709 14:19:42-!- timotei21 is now known as timotei 20100709 14:19:49-!- timotei [~Timotei@193.34.191.4] has quit [Changing host] 20100709 14:19:49-!- timotei [~Timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20100709 14:23:21-!- mjs-de [~mjs-de@vpw.wh.Uni-Dortmund.DE] has quit [Remote host closed the connection] 20100709 14:31:59-!- mordocai [~mordocai@66.119.9.243] has quit [Quit: Leaving] 20100709 14:33:36-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100709 14:35:15-!- ancestral [~ancestral@97-116-116-60.mpls.qwest.net] has quit [Ping timeout: 240 seconds] 20100709 14:40:39-!- ancestral [~ancestral@97-116-118-252.mpls.qwest.net] has joined #wesnoth-dev 20100709 14:44:00-!- dtiger [~dtiger@dynamic-vpdn-93-125-17-149.telecom.by] has quit [Remote host closed the connection] 20100709 15:03:34-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100709 15:13:43-!- ancestral [~ancestral@97-116-118-252.mpls.qwest.net] has quit [Ping timeout: 276 seconds] 20100709 15:18:32-!- ancestral [~ancestral@97-116-104-7.mpls.qwest.net] has joined #wesnoth-dev 20100709 15:20:03< timotei> esr: hi! 20100709 15:20:32< timotei> esr: I'm the guy working on the eclipse plugin, and I'm gonna use your tools (wml* tools) 20100709 15:20:53< timotei> esr: currently, wmlindent can use stdin/stdout as methods of communication 20100709 15:21:09< timotei> esr: can wmllint and others made to be able to use that too? 20100709 15:41:25-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 15:42:09-!- ancestral [~ancestral@97-116-104-7.mpls.qwest.net] has quit [Quit: i go sleeps kthxbai] 20100709 15:52:48-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Quit: Colloquy for iOS - client quit] 20100709 15:53:41-!- Appleman1234 [~Appleman1@CPE-60-226-178-176.qld.bigpond.net.au] has quit [Quit: Leaving] 20100709 16:15:49< esr> timotei: I'm not sure I understand. Almost all wmllint or other do is write to stdout. 20100709 16:16:29< timotei> esr: they write the status, not the "processed" content 20100709 16:17:23< timotei> Call with no arguments to filter WML on stdin to reindented WML on 20100709 16:17:24< timotei> stdout. If arguments are specified, they are taken to be files to be 20100709 16:17:24< timotei> re-indented in place; a directory name causes reindenting on all WML 20100709 16:17:24< timotei> beneath it. 20100709 16:17:33< timotei> ^this is what wmlindent says 20100709 16:17:40-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100709 16:17:43< fendrin> esr, timotei: I would like to suggest a commandline argument that brings them to output the content to stdout and the status to sterr. 20100709 16:18:37< fendrin> eclipse can use the stdout to update the current file cache and stderr can be printed in eclipse's console. 20100709 16:18:45< timotei> yeah 20100709 16:18:48< timotei> that would be handy 20100709 16:18:51< esr> What would you want if they're called on multiple files, which is the normal case? 20100709 16:19:46< fendrin> esr: That feature will only have to work and be available with single files. 20100709 16:20:21< timotei> esr, fendrin: and with stdin, if possible 20100709 16:20:51< timotei> so I can "edit" the current file with the resulted output, and as fendrin said, the user can choose whether to keep it or not 20100709 16:21:17< fendrin> in case of wmlscope for example one would specify several files acting as input put only one file being processed to stdout. 20100709 16:21:27< fendrin> s/put/but 20100709 16:21:39< esr> For wmlscope and wmllint, calling with single files doesn't actually make a lot of sense. wmlscope is a *cross-referencer*, and wmllint needs rthe core data in order to know what unit types exist in order to cherk things like recruitment patterns. 20100709 16:21:41< fendrin> or streams in case of usage with stdin. 20100709 16:24:16-!- wesbot changed the topic of #wesnoth-dev to: 144 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 20100709 16:25:08< fendrin> esr: Did you read my suggestion for multiple input files? 20100709 16:25:53< esr> fendrin: Sorry, I've lost track of it. 20100709 16:26:08< fendrin> esr: It's just one line above your last answer. 20100709 16:26:47< esr> Looking... 20100709 16:29:04< esr> No, it doesn't make any sense. The tool is a cross-referencer; that means it operates on groups of files symmetrically. Telling it to emit messages to stderr about only one file would, for example, suppress all messages about unused macros. 20100709 16:29:39< fendrin> hmmm, let's look at the tools in detail. 20100709 16:30:11< fendrin> wmlident can be used on a single file without problems. There the new behavior does make sense. 20100709 16:30:51< esr> Agreed. 20100709 16:31:05< fendrin> in case of wmlscope, does it manipulate the files at all? Or does it just report errors? 20100709 16:31:20< esr> It just reports errors. 20100709 16:32:04< fendrin> Okay, so that is solved as well. We can use that errors from stderr, or stdout shouldn't make a difference. Is it able to read from stdin or files only? 20100709 16:33:27< esr> wmlscope reads from files only. Trying to make it read from stdin would be perverse. 20100709 16:34:53< fendrin> Damn, I hoped that perverse doesn't has the same meaning in german as in english... 20100709 16:35:23< timotei> fendrin: but we don't need wmlscope to get input from stdin, do we? 20100709 16:35:36< timotei> fendrin: we specify data/core and the other files 20100709 16:36:37< fendrin> timotei: Right, it's not necessary. But we need to force a save before running wmlscope. Otherwise the output from the old version may confuse the user. 20100709 16:36:40< esr> perverse = backwards, wrong, twisted, "why would you do such a thing?". Has connotations of sexual depravity. 20100709 16:36:49< timotei> fendrin: yes, I can assure that 20100709 16:37:17< fendrin> Okay, that means we are through with wmlscope as well. 20100709 16:37:19< timotei> I'll ensure the files get saved before 20100709 16:37:45< esr> Is that the same meaning as the German word :-) 20100709 16:37:48< fendrin> wmllint maybe another issue. 20100709 16:38:42< fendrin> esr: Right, I guess it's roughly the same. Older people only use it in sexual context and very rarely. Younger people are more free with the usage. 20100709 16:38:52-!- Blarumyrran [~Blarumyrr@unaffiliated/blarumyrran] has joined #wesnoth-dev 20100709 16:40:07< esr> fendrin: In English we have two words "perverse" and "perverted". The second has very string connotations of sexual depravity, the first only tweak and tenuous ones. 20100709 16:40:57< esr> s/tweak/weak/ 20100709 16:41:32< fendrin> esr: Switched here. "Pervertiert" is used without sexual context, "pervers" has it. 20100709 16:41:49< esr> fendrin: Interesting. 20100709 16:43:28-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100709 16:45:24-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100709 16:45:53-!- ancestral [~ancestral@12.145.225.25] has joined #wesnoth-dev 20100709 16:49:01-!- eleazar_ [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100709 16:57:30< timotei> hmm 20100709 16:58:12< timotei> esr: is everything what comes out of wmllint/wmlscope considered as output? or it has distinctions between error and normal output? 20100709 16:59:10< esr> timotei: I'd have to check. I think it all goes to stdout in both cases. 20100709 16:59:35< timotei> esr: can you make it differentiate them and output to stderr/stdout based on their status, please? 20100709 16:59:52< timotei> esr: if not, tell me and I'll try to do that 20100709 17:00:11< esr> I don't understant what you want. What differentiation are you after? 20100709 17:00:52< timotei> well, if it's a "wml" error to be on stderr. if it's wmtool related or other stuff to be on stdout 20100709 17:01:28< esr> What does it mean to be "wmtool related"? 20100709 17:02:52< timotei> well, for example if I'm invoking the wmlindent (for example) with --verbose, the messages regarding what file is parsed right now, it shouldn't be error, but wmlindent related, isn't it? 20100709 17:03:15< esr> Hm. 20100709 17:03:39-!- gabba [~gabba@wesnoth/developer/gabba] has joined #wesnoth-dev 20100709 17:03:44< gabba> bonjour 20100709 17:03:49< timotei> hi gabba :) 20100709 17:03:55< gabba> hi timotei 20100709 17:04:55< esr> OK, that's possible. But the verbose option is mainly fort debugging the tools themselves, you wouldn't use it in normal operation. What are you actually trying to accomplish? what would the stdout/stderr distinction mean to *you*? 20100709 17:05:37< timotei> hmm 20100709 17:06:07< timotei> well, on wmlindent, I pass a file in stdin, and get the: result in stdout and "verbose -related things" on stderr, for example 20100709 17:06:29< timotei> stderr would go in user's console, and stdout in his file 20100709 17:07:09< esr> wmlindent is the only one of the tools that makes any sense as a filter. 20100709 17:09:26< timotei> well, wmllint won't need that too? Since it outputs the new processed file 20100709 17:10:54< esr> timotei: No. Like wmlscope, wmllint always implicitly operates on *groups* of files, and always needs needs to include the core data in order to do proper sanity checking. 20100709 17:11:34< timotei> hmm, ok 20100709 17:13:10-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100709 17:17:23< esr> zookeeper: Your r43753 is giving wmlscope fits. Was it necessary to add all those ../ prefixes on line 173? 20100709 17:26:07-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100709 17:26:40< shadowmaster> wesbot: seen Espreon 20100709 17:26:40< wesbot> shadowmaster: The person with the nick Espreon last spoke 2d 7h ago. 2d 7h ago was here and on the channels #wesnoth and #wesnoth-umc-dev with the message: Ping timeout: 265 seconds 20100709 17:29:41< zookeeper> esr, what file? 20100709 17:30:20< esr> macros/image-utils.cfg 20100709 17:30:55< zookeeper> yeah, it's necessary 20100709 17:30:56< Unnheulu> oooh...its esr 20100709 17:31:15< zookeeper> i take it that wmlscope didn't see those before because they lacked the .png extension 20100709 17:31:40< esr> zookeeper: What are those accomplishing? Because wmlscope thinks they're pointing at nonexistent directories. 20100709 17:32:20< zookeeper> esr, isn't it obvious? it's backing away from the implicit images/terrain/ dir and taking the images from images/scenery/ instead 20100709 17:33:08-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has left #wesnoth-dev ["Ex-Chat"] 20100709 17:33:20< zookeeper> i consider that a pretty valid way of doing it (there's no alternative besides duplicating the images in terrain/ as well, which would be pretty silly) unless it actually doesn't work on some system 20100709 17:33:26< esr> zookeeper: Oh, fuck. Implicit lookup rules. That wmlscope doesn't know about. 20100709 17:33:48< zookeeper> i'm not sure if there are more of those anymore besides terrain/ 20100709 17:35:09< esr> I think it would be cleaner to eliminate that implicit path, actually. But until we do that I'm going to have to put some ignore pragmas around that line. 20100709 17:35:54< zookeeper> sure, go ahead 20100709 17:45:31< boucman> hey all 20100709 17:45:46< boucman> gabba: around ? 20100709 17:46:14< gabba> boucman: yup, hi 20100709 17:46:32< boucman> gabba: do you have time right now ? because I have, so we could look at your graphic problems 20100709 17:46:54< gabba> yes, loads of time today 20100709 17:47:02< esr> boucman: Some recent changes to the terrain macrios may be buggy, wmlscope is giving me messages. One is a complaint about TRACK_SWITCH_PLF being undefined. 20100709 17:47:06< boucman> good, so what do you need ? 20100709 17:47:28< boucman> esr: ok, i'll have a look 20100709 17:47:38< gabba> boucman: well, let me check again for the graphic problems, since some of them went away and new ones likely appeared... with the change of UI and all that 20100709 17:48:23< boucman> k, we can also have a look at tweaking the ghosted visual (esp if eleazar_ wants to give us a help) and the ghost-in ghost-out anims 20100709 17:49:22< gabba> perfect 20100709 17:51:45< gabba> boucman: you know what, I just looked and graphics problems are gone. All that remains is tweaking the visuals, but I'm not sure how urgent it is 20100709 17:52:03< gabba> maybe getting attacks in is more important 20100709 17:52:12-!- happygrue [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20100709 17:52:18< gabba> Did you test since I introduced the numbers? 20100709 17:53:03< boucman> I had a quick look, but no real testing, it looks better than I expected 20100709 17:53:51< boucman> gabba: we need to do the visual tweaks before we do a general call for tester (which we should try to sync with 1.9.0) so no real emergency except that I'm available right now :P 20100709 17:54:13< gabba> ^regarding the visuals, the only things I'm not happy about are 1- Labels hiding my numbers (not sure if it's a good thing or not); 2- I'm not 100% satisfied with my experiments with highlight and the select animation 20100709 17:54:18< CIA-87> esr * r44039 /trunk/data/ (2 files in 2 dirs): Clean up after wmlscope/wmllint messages. 20100709 17:55:04< gabba> #2 is more about tweaking, so that leaves #1 20100709 17:55:05< boucman> esr: I don't get the message, do I need to pass a specific param to wmlscope, or just launching it with no args is enough ? 20100709 17:55:51< esr> Look in data/tools/makefile. Best to just call make lint 20100709 17:56:15< boucman> I have no idea about #1... labels are used as a communication mechanisim within teams, so they are rathier important... but once we have networked WB, they might not be anymore... tricky 20100709 17:57:20< boucman> gabba: ok, I have a test scenarion started with WB in front of me... what particular aspect are you not happy with ? 20100709 17:58:27< gabba> boucman: well first, labels are displayed on top of the yellow numbers 20100709 17:58:50< boucman> gabba: I just crashed wesnoth, trying to reproduced... 20100709 17:59:16< gabba> wow a crash already :P ? 20100709 17:59:21-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20100709 17:59:54-!- ancestral [~ancestral@12.145.225.25] has quit [Quit: i go sleeps kthxbai] 20100709 18:00:17-!- phlaem [~a@e178082210.adsl.alicedsl.de] has joined #wesnoth-dev 20100709 18:00:37< gabba> boucman: also, try defining two moves for a unit, and then hovering over the unit itself, and the two destinations: you'll see the highlight behavior, it's pretty good but I'm not fully satisfied. 20100709 18:00:42< boucman> wesnoth-debug: src/unit_map.cpp:154: void unit_map::insert(unit*): Assertion `res.second' failed. 20100709 18:01:40< boucman> can't reproduce... 20100709 18:02:02< boucman> it was about units sharing hexes, the crash happened whice executing, not sure exactly how 20100709 18:02:46< boucman> esr: make lint doesn't report anything for me... 20100709 18:03:19< gabba> wow, it's acting up on me too..., with a stack I've never seen before. Weird since I stress-tested it a lot after the last changes. 20100709 18:03:41< boucman> do you know how to reproduce ? 20100709 18:04:56< gabba> I'm updating to svn HEAD, I realized I wasn't 20100709 18:07:36< boucman> gabba: about selections, I don't like the "white" arrow, it's a bit too much... i'd just play with TC saturation only with mutiple leverls, maybe making the main arrows even more transparent 20100709 18:07:56< boucman> though at that point i'd like to have some input from eleazar_... he's good at ergonomics 20100709 18:08:25< gabba> boucman: so you're saying, same color, 3 levels of transparency? 20100709 18:08:54< boucman> maybe... I'm not good enough to say if it will be better, but I don't like the white color... 20100709 18:09:43< gabba> boucman: ok, as you say eleazar_ could help us out. But on this specific case, maybe transparent white would work. Right now it's blinding I know :P 20100709 18:10:18< gabba> whew, finished building wesnoth 20100709 18:11:34< boucman> trial and error :P 20100709 18:13:39< gabba> boucman: ok, I see what happens on execute. Try spamming the execute key while a move is already executing, and prepare for wesnoth to crash and burn (after some weird visuals :P) 20100709 18:14:09< boucman> ok, so no linked to the units crossing 20100709 18:14:20< gabba> boucman: looks like it's gonna be the return of the mutexes, or at least a protective boolean at the start of the execute method 20100709 18:14:56< boucman> gabba: can't you disable move execution in the same way menu/actions are partially disabled during actions ? 20100709 18:15:52< gabba> yes, pretty much, but from within the whiteboard 20100709 18:16:44< gabba> I removed all checks when I reverted to the old UI concept, but forgot I had pseudo-multithreaded problems during the movement animation as well 20100709 18:16:58< boucman> no, i mean can't you reuse the existing mechanism instead of building your own ? disabling both execution and planning while a move is in progress 20100709 18:17:07< boucman> oh, ok 20100709 18:17:49< gabba> can't really reuse the existing mechanism, it uses private member variables in the mouse handler 20100709 18:18:11< boucman> k 20100709 18:18:15< gabba> ok I'll fix that now so we can keep testing in peace 20100709 18:23:01-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100709 18:29:57-!- Shakey [HydraIRC@c-71-201-89-187.hsd1.il.comcast.net] has joined #wesnoth-dev 20100709 18:34:26-!- Shakey [HydraIRC@c-71-201-89-187.hsd1.il.comcast.net] has quit [Read error: Connection reset by peer] 20100709 18:35:14< CIA-87> boucman * r44040 /trunk/ (changelog src/game_display.cpp): use eleazar's new mouseover image... it's not 72x72 so there are redraw commits. I don't have enough gimp talent to fix that, so i'll wait for an artist to fix it :P 20100709 18:42:10-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100709 18:44:43< alink> boucman: oh I also already coded something for that^ :-( 20100709 18:44:54< alink> damn git stack 20100709 18:45:56< CIA-87> gabba * r44041 /trunk/src/whiteboard/ (manager.cpp manager.hpp): Whiteboard: prevent simultaneous modifications of the actions vector 20100709 18:46:26< alink> I think I will commit it anyway, it has other uses and is a bit more flexible for testing (use game_config keys) 20100709 18:47:04< CIA-87> alink * r44042 /trunk/ (4 files in 2 dirs): 20100709 18:47:04< CIA-87> Add 2 new game_config keys "hex_brightening" and "hex_semi_brightening" 20100709 18:47:04< CIA-87> allowing easier experiment with these values, including disable the effect 20100709 18:47:09< CIA-87> alink * r44043 /trunk/ (4 files in 2 dirs): 20100709 18:47:09< CIA-87> Add a mouseover_image image key in game_config to render an overlay under the mouse 20100709 18:47:09< CIA-87> Working but not used yet. 20100709 18:47:11< gabba> boucman: ^ there, this should help 20100709 18:47:47< boucman> gabba: k 20100709 18:47:55< boucman> alink: did you revert my change ? 20100709 18:48:15< eleazar_> boucman: just read your post, and the log. Are you saying the image needs to be chopped up into multiple hex-sized pieces? 20100709 18:48:27< alink> boucman: nope but i can 20100709 18:48:43< alink> eleazar_: fitting in one hex would be much better 20100709 18:49:03< eleazar_> yeah, but i don't want to cover up the hex i'm "highlighting" 20100709 18:49:14< eleazar_> that's why it's mostly outside the hex 20100709 18:49:18< eleazar_> surrounding it 20100709 18:49:43< alink> eleazar_: maybe a less bold image, like dashed a bit, or just using hex corners ? 20100709 18:49:43< boucman> eleazar_: well I thinkg it's needed, going out of hex is costy... its fine for static stuff, but mouseovers move a lot and the perf cost would be important... 20100709 18:49:50< boucman> you can use transparency, though 20100709 18:50:46< eleazar_> more costly than the old way? 20100709 18:50:57< alink> eleazar_: yeah old way only use memory 20100709 18:51:20< alink> no redraw cost 20100709 18:52:26< eleazar_> i don't neccesarily know what i'm talking about here, but can't it be drawn like a cursor? 20100709 18:52:41< eleazar_> it is more expensive to draw the arrow pointer when it spans 2 hexes? 20100709 18:53:02< eleazar_> i mean these things don't need to interact with teh terrain or units or anything 20100709 18:53:05< alink> eleazar_: the arrow pointer is more rare and is not 6 or 7 hexes 20100709 18:53:07< eleazar_> it just goes on top 20100709 18:53:30< alink> but yeah we could use a sort of halo, but that's not cheap either 20100709 18:54:48< boucman> eleazar_: cursors are handled in avery special way by the graphic drivers, they are directly handled by the graphic card IIUC, and we can't make the stick to the hex and things like that... 20100709 18:55:05< eleazar_> 72x72 square or hex? 20100709 18:55:16< alink> hex 20100709 18:56:15< eleazar_> Ug... it's not going to be nearly as nice 20100709 18:56:21< eleazar_> i'll see what i can do 20100709 18:56:29< alink> boucman: not color cursors, and we really could use halo. But both are supposed to be optionnal things 20100709 18:56:55< eleazar_> if it was B&W would that be different? 20100709 18:57:02< alink> eleazar_: no 20100709 18:57:25< eleazar_> OK, i'll bite the bullet... 20100709 18:58:20< eleazar_> americanism. means to do something painful 20100709 19:00:48-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 19:01:05< eleazar_> actually i'll just resize this one real quick so you guys have something to use 20100709 19:01:08-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has joined #wesnoth-dev 20100709 19:02:39< alink> boucman: so , do you mind if i revert your change? mouseover_hex_overlay has many bugs and should be killed (if it was not needed by editor) 20100709 19:03:22< alink> also it doesn't work with :refresh, which could be usefull for eleazar_ 20100709 19:03:51< boucman> alink: sure, I thought it was better to use it and kill the old highlighting... but you know that area way better than I do 20100709 19:05:53< alink> boucman: ok I will do it, i like better using game_config, this allow artists to test things without relying on coders 20100709 19:06:27< CIA-87> eleazar * r44044 /trunk/images/misc/hover-hex.png: quick and dirty revision of hover-hex to fit in hex. will be prettified later. 20100709 19:08:41< CIA-87> alink * r44045 /trunk/ (changelog src/game_display.cpp): Revert r44040, since now a more flexible way is possible using game_config 20100709 19:08:49< alink> boucman: done 20100709 19:09:14< alink> eleazar_: I test and wire this 20100709 19:09:35< eleazar_> cool 20100709 19:09:44-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 248 seconds] 20100709 19:10:24< alink> eleazar_: and we will be able to switch between the 2 systems just by changing 2 keys in game_config :-) 20100709 19:11:00< alink> or even use both (cursor and highlight) at the same time 20100709 19:12:25< CIA-87> alink * r44046 /trunk/data/game_config.cfg: Wire misc/hover-hex.png in game_config (overlay under the mouse) 20100709 19:14:18< CIA-87> alink * r44047 /trunk/data/game_config.cfg: temporary disable hex brightening to test new mouseover 20100709 19:15:12< alink> ^this disable all hex brightening even enemy and selected unit, because it was confusing to see an other hex highlighted 20100709 19:16:32< gabba> noy: around? 20100709 19:16:46-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 19:17:35< alink> mmh also disabled in editor and didn't used the new hex cursor there, I will that later, afk for a short time 20100709 19:17:41< alink> +fix 20100709 19:19:38-!- dtiger [~dtiger@dynamic-vpdn-91-149-132-29.telecom.by] has joined #wesnoth-dev 20100709 19:21:57-!- ilor [~user@wesnoth/developer/ilor] has joined #wesnoth-dev 20100709 19:22:37-!- ilor [~user@wesnoth/developer/ilor] has quit [Client Quit] 20100709 19:22:48< boucman> alink: could you make something similar for selected hex ? 20100709 19:24:09 * eleazar_ goes to eat lunch 20100709 19:28:47< noy> gabba: yes 20100709 19:29:44< gabba> noy: Do you think planning any action (such as a move) after an attack is a desirable feature? 20100709 19:29:54< noy> eh? 20100709 19:29:58< noy> how could they? 20100709 19:30:13< gabba> noy: well, right now you can plan two moves in a row 20100709 19:30:27< noy> you can't move after an attack 20100709 19:30:41< noy> that might be true for a UMC 20100709 19:30:43< alink> boucman: yes, easily for a static thing wired in game_config 20100709 19:30:47< noy> I'd say no 20100709 19:31:13< gabba> yeah, might be different in umc, and also I guess you could... uh... plan ahead for next turn or something 20100709 19:31:51< alink> boucman: or we can use other effect like more unit brightening or bigger ellipse 20100709 19:32:07< gabba> noy: okay, so it confirms my feeling that it's not very useful 20100709 19:32:19< Upthorn> wait 20100709 19:32:37< Upthorn> gabba: you are talking about being able to plan multiple turns, right? 20100709 19:33:34< Upthorn> e.g. being able to plan a move for the next turn after the attack, right? 20100709 19:33:46< gabba> yes, exactly 20100709 19:33:56-!- seismicmike [~seismicmi@adsl-99-139-143-181.dsl.dytnoh.sbcglobal.net] has joined #wesnoth-dev 20100709 19:34:15< Upthorn> I think I would use such a feature 20100709 19:34:29< gabba> Upthorn: even if you have no idea of the outcome of the attack? 20100709 19:34:31< boucman> alink: it's more about generalizing so we don't have the same problem later with selected hex when eleazar_ wants to improve it :) 20100709 19:34:33< Upthorn> but I also think noy misunderstood 20100709 19:34:58< noy> If its planning for after an attack its pretty useless 20100709 19:35:24< boucman> gabba: as a generalization, you should be able to plan actions for a unit with no mp/already attacked... but mark it differently somehow 20100709 19:35:29< Upthorn> gabba: well there are often situations where you have a good idea of the attack outcome 20100709 19:35:33< Upthorn> like 20100709 19:35:34< alink> boucman: yes, agreed, and it make sense with my game_config style. (allowing user and artist customization) 20100709 19:35:58< Upthorn> when you move a swordsman with 5 attacks of 3 damage in against a unit that has 2 HP left 20100709 19:36:03-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has joined #wesnoth-dev 20100709 19:36:06< noy> Upthorn: yeah, and in those situations its even a benefit to have that 20100709 19:36:18< Upthorn> you can be pretty sure what is going to happen and what you want him to do next turn 20100709 19:36:20< noy> so lets say you miss the 85% hit to kill? 20100709 19:36:33< noy> 15% of the time the planning is thrown out 20100709 19:36:43< noy> or lets say you take grievous retaliation 20100709 19:36:45< Elvish_Pillager> In [fire_event], is it [secondary_unit] or [second_unit]? macros/event-utils.cfg uses [second_unit], the wiki says [secondary_unit]... and NEITHER of them seems to actually work. 20100709 19:37:08< gabba> the only surefire case is when finishing off a very low hp unit with an ulfseker :P 20100709 19:37:32< Upthorn> noy: well you could use the same logic to argue against planning more than one turn ahead in a game of chess 20100709 19:37:33< alink> boucman: for now, I stack them (mouseover on top) when it's the same hex 20100709 19:37:46< Upthorn> that doesn't mean you should not plan more than one turn ahead in a game of chess 20100709 19:37:51< noy> Chess is a completely different game 20100709 19:38:03< noy> so your analogy is irrelevant 20100709 19:38:25< Upthorn> we're talking about turn-based strategy games where in something unexpected can happen 20100709 19:38:28< gabba> ok guys, don't start arguing on chess vs wesnoth :P 20100709 19:38:55< Upthorn> it is still useful to be able to plan ahead, even though your opponent(s) might do something unexpected 20100709 19:39:08< noy> No, we're talking about two different combat systems that have vastly different types of gameplay 20100709 19:39:31< Upthorn> you are getting hung up on details. 20100709 19:39:33< noy> And yeah we all plan ahead, but I wouldn't plan what my move after attack would be ever 20100709 19:39:50< timotei> fendrin: around? 20100709 19:39:54< noy> Upthorn: no, I think I have a fairly good grasp of this 20100709 19:40:06< Upthorn> and I am saying that the fact that you wouldn't doesn't mean that it is never useful to be able to do so 20100709 19:40:41< Upthorn> I think in chess it is more than 15% of the time that your opponent makes an unexpected move and you have to make new plans 20100709 19:40:47< noy> So we should add a feature that has very little utility in the normal way to play 20100709 19:40:54< gabba> Upthorn: what's your wesnoth playing "profile", so to speak? More SP, more MP, do you play a lot? 20100709 19:41:08< Upthorn> I primarily play SP 20100709 19:41:11< gabba> ok 20100709 19:41:29< noy> Yeah well its FAR more difficult to plan anything certainly after the first attack, speak nothing of three or four 20100709 19:41:53< noy> If most of your CTKs are around 60% or so... 20100709 19:42:07< gabba> noy: the feature is actually easier to leave in than to remove, except a little interface aspect I'll discuss with boucman. 20100709 19:42:49< boucman> noy: another aspect is that WB could also allow you to plan during your oponent's turn, thus reducing turn length, since you could do all your "sure moves" at the start of the turn 20100709 19:43:11< boucman> we also have an idea to add a "consider as dead for planning" action 20100709 19:43:22< CIA-87> alink * r44048 /trunk/ (4 files in 2 dirs): 20100709 19:43:22< CIA-87> Add a selected_image image key in game_config to render an overlay on the selected unit. 20100709 19:43:22< CIA-87> No image defined yet, edit game_config.cfg to use it 20100709 19:43:41< alink> boucman, eleazar_ : ^ 20100709 19:43:42< noy> boucman: I know, thats somewhat what we have now with auto move 20100709 19:43:44< Upthorn> In my playing experience, it is with great frequency that I encounter situations where I have an 70% or higher certainty that an attack will kill the target, and I would find it useful to be able to plan for the turn after such events 20100709 19:43:50< noy> gabba: don't bother adding it. 20100709 19:44:07< noy> ITs an added complexity that won't be used by anybody in MP 20100709 19:44:59< noy> and may just become problematic (ie planned move that they didn't realize after attack) 20100709 19:45:15-!- seismicmike [~seismicmi@adsl-99-139-143-181.dsl.dytnoh.sbcglobal.net] has quit [Quit: Leaving] 20100709 19:45:17< boucman> noy: i'm not sure about that, I'm sure you wouldn't use it, but being able to plan between moves (which is basically the same thing codewise) will be very usefull 20100709 19:45:28-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 248 seconds] 20100709 19:46:00< noy> boucman: having extra features that are used by a small portion of the community doesn't help. 20100709 19:46:17< noy> especially if it ads to its complexity 20100709 19:46:25< noy> adds* 20100709 19:46:39< gabba> right now the whole whiteboard is built around the idea that you can chain unlimited moves of all kinds. So I actually need to code a special case that makes the code harder to maintain if I'm to prevent a player from planning a move after an attack. 20100709 19:47:20< noy> This is the overall problem with the entire WB idea. Its adding a lot of complexity when the original interface is actually the most effective UI. 20100709 19:47:25< gabba> I can code attacks in, and after testing we decide if disallowing this is needed. Otherwise I'm hesitant to remove a feature that SP players might use. 20100709 19:47:27< noy> alot of things that people don't need or want. 20100709 19:48:30< boucman> noy: you are sure nobody uses it ? I would be very suprised if there were only one playing style 20100709 19:48:33< noy> gabba: you've seen how I play, while there are variations among players in mp, its basically how a player should approach a situation. 20100709 19:49:10< noy> boucman: I'll tell you this now; you'll find almost no support for planning after move 20100709 19:49:14< boucman> moreover the attitude "our UI is the best and thus anything else is worth" is uncalled for, not very delicate toward our work and plainly false seeing the number of complains and mossclicks 20100709 19:49:17< noy> err planning after attack 20100709 19:50:04< gabba> noy: yes, I think I have a pretty good grasp of your playstyle and what's needed for top-level multiplayer 20100709 19:50:04< noy> boucman: I've looked at the whiteboard already. I understand that our UI isn't the best right now, but complicating the things that DO work now doesn't help matters. 20100709 19:50:33-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100709 19:50:55< noy> gabba: I'd hope that you might but then again I've been down this bridge before, with the MP loby. 20100709 19:50:57< noy> lobby. 20100709 19:52:00< gabba> noy: on the other hand it's highly, highly unlikely that a player will accidentally plan a move after an attack without really wanting to do it. So I feel the safe way is to stick to the "lego pieces" approach at first. 20100709 19:52:06< noy> so forgive me if I'm going to be somewhat stringent about how I deal with it. 20100709 19:52:44< noy> gabba: will there be a switch to turn the whole Whiteboard system on or off? 20100709 19:52:51< gabba> noy: of course 20100709 19:53:06< gabba> it's already coded in 20100709 19:53:14< Unnheulu> eleazar_, pm :) 20100709 19:53:16< noy> okay, then don't worry about obtaining my blessing. 20100709 19:53:22-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 19:53:42< gabba> noy: yes, you'll be able to blissfully ignore it if you want 20100709 19:55:47-!- Valkier_ [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 19:55:58-!- billynux [~billy@wesnoth/developer/billynux] has joined #wesnoth-dev 20100709 19:57:45-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 240 seconds] 20100709 19:57:51-!- Valkier_ is now known as Valkier 20100709 19:58:25< eleazar_> alink: that last commit is a replacement for the brightening of selected units? 20100709 20:00:16< alink> eleazar_: no r44042 allowed you to tune or disable brightening, r44047 disable it and r44048 added the possibility to use an image on selected unit (but not used) 20100709 20:01:02< alink> change selected_image="" in game_config.cfg to experiment with it 20100709 20:02:01< alink> and yes r44047 disabled all brightening (mouseover, selected, desitination) 20100709 20:02:09 * eleazar_ is testing it 20100709 20:02:13< alink> *destination when doing move+attack 20100709 20:02:57-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 240 seconds] 20100709 20:05:25< eleazar_> I rather like this 20100709 20:06:28< Unnheulu> Eww svn is sooooooo slow 20100709 20:06:38< eleazar_> alink: so that overlay effects the unit only or the whole hex? 20100709 20:06:50< eleazar_> and what if it's a mulit-hex unit? 20100709 20:06:54< Upthorn> unrelatedly, I'm having a problem with wesnoth exiting with code 3 when I try to run it with -t 20100709 20:06:56< alink> eleazar_: ? 20100709 20:07:12< alink> eleazar_: it's an hex thing like grid or darken.png 20100709 20:07:51< alink> eleazar_: and yeah it will be less nice with multihex unit 20100709 20:07:53-!- eleazar_ [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has quit [Read error: Connection reset by peer] 20100709 20:08:09-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Quit: Ex-Chat] 20100709 20:08:12-!- eleazar_ [~eleazar@ppp-70-226-197-86.dsl.spfdil.ameritech.net] has joined #wesnoth-dev 20100709 20:08:26< alink> that's why I find the current image a bit "closed", 20100709 20:08:47< timotei> stupid WINDOWS!!! 20100709 20:08:58< timotei> I knew my code was good, but he was stupid 20100709 20:09:13< timotei> god 20100709 20:09:29< Upthorn> ? 20100709 20:09:39< timotei> this like of code: 20100709 20:09:54< timotei> python D:\timo\gw\data\tools\wmlindent --verbose D:\timo\gw\userdata\data\add-ons 20100709 20:09:57< timotei> doesn't work:| 20100709 20:10:13< timotei> but with backslashes turn into slashes it works!:D 20100709 20:10:22-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 20:10:25< Upthorn> I... err, what? 20100709 20:10:32< timotei> yeah 20100709 20:10:41< timotei> and I don't get it 20100709 20:11:16-!- ancestral [~ancestral@12.145.225.25] has joined #wesnoth-dev 20100709 20:11:19< Upthorn> it might be pythong 20100709 20:11:22< Upthorn> -g 20100709 20:11:32< timotei> wow 20100709 20:11:47< Upthorn> without any more information, I want to suggest replacing \ with \\ 20100709 20:12:04< timotei> python -g doesn't work 20100709 20:12:06< alink> eleazar_: another slight problem is big unit on keep 20100709 20:12:45< alink> eleazar_: I suppose I could try my grid/ellipse top/bottom trick to see how it looks 20100709 20:12:58< eleazar_> So it goes behind the unit? 20100709 20:13:16< alink> eleazar_: currently it's on top of almost everything 20100709 20:13:20< eleazar_> yeah 20100709 20:14:22< timotei> this sucks 20100709 20:14:57-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 240 seconds] 20100709 20:15:01< alink> but when the unit is shifted up, we can't shift the hex cursor too (absurd) but then it cuts neck. 20100709 20:15:24< alink> I try locally my top/bottom trick to see how it looks 20100709 20:15:45-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 20:21:40-!- Valkier_ [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100709 20:23:05< alink> I think it looks better, I ll post screenshot 20100709 20:23:31-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 260 seconds] 20100709 20:23:37< CIA-87> timotei * r44049 /trunk/utils/java/eclipse_plugin/ (29 files in 10 dirs): eclipse plugin: fixes, cleanups and minor features 20100709 20:26:15-!- Blueblaze [~Blueblaze@adsl-76-202-17-109.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100709 20:27:32< CIA-87> eleazar * r44050 /trunk/images/misc/hover-hex.png: less ugly hover-hex. 20100709 20:27:55< alink> the problem: http://img715.imageshack.us/img715/1528/hoverdecapitate.png 20100709 20:28:11-!- Valkier_ [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Ping timeout: 260 seconds] 20100709 20:28:19< timotei> Upthorn: yey, it works with: "\" made "/ 20100709 20:28:30< alink> possible trick to solve it: http://img248.imageshack.us/img248/4205/hovertopbottom.png 20100709 20:28:57< Upthorn> timotei: you already said that 20100709 20:28:58< boucman> alink: you do realize that from a layer point of view the castle is above the unit 20100709 20:29:10< Upthorn> I was wondering if it works with "\" made "\\" 20100709 20:29:12< timotei> oh yeah 20100709 20:29:13< timotei> :)) 20100709 20:29:20< timotei> hmm 20100709 20:29:25< timotei> but wait 20100709 20:29:36< timotei> something is wrong here?:| 20100709 20:30:16< alink> boucman: about which screenshot are you speaking ? 20100709 20:30:26< boucman> the possible trick one 20100709 20:30:44-!- ancestral [~ancestral@12.145.225.25] has quit [Quit: i go sleeps kthxbai] 20100709 20:31:29< alink> boucman: not sure to follow you, but the trick assume a perspective effect 20100709 20:32:08< boucman> we don't really have perspective effect... or more precisely perspective is done by rearenging the drawing order 20100709 20:32:37< boucman> here, the castle is in front of the unit, which is in front of the hover which is in front of the caslt 20100709 20:33:25< alink> boucman: I mean the perspective effect split an object in different part, each one placed at a different position, and the perspective make them use different layers 20100709 20:33:45< alink> in fact the hex cursors works the same way that some towers are behind or other in front of the unit, 20100709 20:34:29< CIA-87> esr * r44051 /trunk/data/campaigns/Under_the_Burning_Suns/scenarios/01_The_Morning_After.cfg: Remove a contraction that gives the spellchecker fits. 20100709 20:34:33< alink> a kind of z-buffer thing on each object, if you want 20100709 20:34:33< boucman> alink: ok, so use two layers in display.cpp, one behind the unit, and the other on the top of everything 20100709 20:35:03< eleazar_> alink don't forget to had the hover-hex to teh editor 20100709 20:35:22< alink> well for now I just hacked something reusing the grid code where i already used that trick 20100709 20:35:48< CIA-87> esr * r44052 /trunk/utils/pofix.py: Followup to my previous commit. 20100709 20:36:01< alink> It's true that it may be a problem with the "on top of everything" part 20100709 20:36:51< alink> because part of the cursor can't be "on top of everything". 20100709 20:37:18< alink> For now, I only see a problem with fog (cursor should be under it) 20100709 20:38:34< alink> but, indeed, it's a trick, it may causes few problems at some point 20100709 20:38:47< alink> however, this should be better than http://img715.imageshack.us/img715/1528/hoverdecapitate.png 20100709 20:39:46< alink> eleazar_: alternatively, maybe try a crosshair thing, the "decapitation" effect will be less obvious and make sense with move destination 20100709 20:42:40< eleazar_> alink: i'm not sure if the decapitation is really an issue. I'm gonna play a few scenarios to get a better feel 20100709 20:43:05< alink> it's true that it's only for big unit and keeps 20100709 20:43:27< alink> another related idea: the hex cursor could change depending of what is under (like the mouse cursor do). In which cases the cursors hovering units (propose selection or attack) could be different and avoid decapitation 20100709 20:45:18< eleazar_> that's not a bad idea anyway 20100709 20:45:27< eleazar_> one state for your units 20100709 20:45:33< eleazar_> one state for enemy units 20100709 20:45:41< eleazar_> and a third for everything else 20100709 20:46:57< alink> mouse cursor also change for impassable hexes(or unit that you can't attack), but that's less important here 20100709 20:47:22< alink> impassable or never reachable 20100709 20:47:56< eleazar_> the hover hex probbably should not be displayed over "off-map" area 20100709 20:48:01< eleazar_> don't know if it is 20100709 20:48:33< alink> currently doesn't 20100709 20:49:09< eleazar_> choose level is coo! 20100709 20:49:46 * alink did it :-) 20100709 20:51:08< alink> hum, with enemy unit, you can attack them if one of your unit is already selected, but select it if not. And for allies it's also different. 20100709 20:52:28 * alink like adding debug features :-) 20100709 20:52:58< alink> here is one probably not very known: you can change side of village 20100709 20:53:31< fendrin> timotei: now. 20100709 20:54:29< timotei> fendrin: there is the : + background checker 20100709 20:54:43< timotei> fendrin: what should I do with that besides preprocessing it? 20100709 20:54:58< timotei> fendrin: the thing is, wmllint and wmlscope take forever 20100709 20:55:08< timotei> fendrin: while processing the data/core things. maybe some kind of cache? 20100709 20:55:28< fendrin> hmmm, I guess that cache is best put inside wmllint, isn't it? 20100709 20:55:53< fendrin> also esr thought about using multiple cores for wmllint as well. 20100709 20:56:14< timotei> well, the only thing is, if we want wmlscope for background checker... we need to create a cache or something 20100709 20:56:29< timotei> also, there is the "xtext" component that will do good part of the job 20100709 20:56:44< timotei> yet I don't really know how much 20100709 20:57:10< timotei> maybe we could ... let the background checker with wmlscope for later? 20100709 20:57:17< timotei> after I see how much xtext help us? 20100709 21:00:55-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 21:01:13< billynux> hi all, simple question: If I quit a server (going back to Wesnoth's welcome screen), should the client remain in the lobby? 20100709 21:01:48< timotei> billynux: maybe provide a "dialog" to choose? something like: close/to tray 20100709 21:01:58< timotei> (to tray in the meaning: keep it in the lobby) 20100709 21:02:09< fendrin> timotei: how do you want to cache wmllint from extern? 20100709 21:02:20< fendrin> or wmlscope 20100709 21:02:22< fendrin> ? 20100709 21:02:26< billynux> timotei, but that would probably involve many UI changes (if it's not currently done this way) 20100709 21:02:40< timotei> fendrin: well... 20100709 21:02:58< timotei> wmlscope searches for "unknown" macro references right? 20100709 21:03:06< timotei> let me check the wiki a bit 20100709 21:03:13< fendrin> right 20100709 21:03:25< timotei> well, a simple list of existing macros?:) 20100709 21:03:36< timotei> a long file perhaps 20100709 21:03:52< timotei> that is, macro signature 20100709 21:03:55< timotei> without the content 20100709 21:03:55< fendrin> okay, but how to feed it to wmlscope to reduce the runtime? 20100709 21:04:10< timotei> well, a flag: --macrolist myfile.txt 20100709 21:04:18< esr> wlscope compiles two lists: one of definitions, one of references. Then it matches them. 20100709 21:04:34< fendrin> esr: And those can be cached? 20100709 21:05:16< timotei> fendrin: I think we need just the one of definitions, since the references ones are based on the current file 20100709 21:05:19< esr> In theory they could be. But the cache would have to be rebuilt any time any .cfg file changed. 20100709 21:05:45< timotei> why not keeping: data/core cache 20100709 21:05:47< timotei> and local cache? 20100709 21:06:02< fendrin> that would help 20100709 21:06:07< timotei> since the former, modifies much few times 20100709 21:06:46< esr> OK, some cache would have to be updated everyy time. I don't think there's a lot of point, really, not given how infrequently wmlscope is called. 20100709 21:07:24< timotei> esr: well, we plan invoking it very much times... when the users saves a file:D 20100709 21:07:28< fendrin> esr: Well, the eclipse plugin will call it very often. 20100709 21:07:35< esr> Oh. 20100709 21:07:49< esr> That's going to be really slow. 20100709 21:07:55< timotei> not if we have that cache 20100709 21:07:59< timotei> or at least I hope so 20100709 21:08:07< fendrin> esr: And most likely there will be little difference in the content between the runs. 20100709 21:12:21-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Remote host closed the connection] 20100709 21:12:31-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 21:15:43< timotei> so fendrin what we do now? I'm adding now the things needed to invoke wmlscope and I think I'm done with the wml tools (are there any needed besides scope, lint and indent?) 20100709 21:15:59< timotei> s/we/I 20100709 21:16:58< fendrin> timotei: Can you implement a triggered run for now and we can think about the background building later? 20100709 21:17:07< CIA-87> alink * r44053 /trunk/src/editor/editor_display.cpp: 20100709 21:17:07< CIA-87> Also use new mouseover overlay in editor 20100709 21:17:07< CIA-87> Code is copied in game_display and editor_display instead of just moved to display, 20100709 21:17:07< CIA-87> because it will probably evolve differently and it simplifies layer handling. 20100709 21:17:08< timotei> fendrin: yes 20100709 21:17:34< timotei> the next/last thing in the part 2 milestone is the wml syntax 20100709 21:17:49< timotei> so I'm gonna start working on the wml grammar tomorrow 20100709 21:18:06-!- Bocom_ [~Bocom@c-b7cfe255.013-31-6b736412.cust.bredbandsbolaget.se] has quit [Read error: Connection reset by peer] 20100709 21:18:16-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20100709 21:18:17< fendrin> timotei: fine :-) 20100709 21:18:28< mordante> servus 20100709 21:18:34< timotei> hi mordante :D 20100709 21:18:36< mordante> billynux, nice to see you solved your problem :-) 20100709 21:18:38< mordante> hi timotei 20100709 21:18:48< mordante> billynux, how is everything further going? 20100709 21:19:06-!- Bocom [~Bocom@c-b7cfe255.013-31-6b736412.cust.bredbandsbolaget.se] has joined #wesnoth-dev 20100709 21:19:37< timotei> fendrin: btw, from wmlscope, there are 3 options 20100709 21:19:50< timotei> fendrin: we need just: collisions (duplicate macros) and unresolved references 20100709 21:19:55< timotei> fendrin: right? 20100709 21:20:10< fendrin> what is the third? 20100709 21:20:19< timotei> all 20100709 21:20:27< timotei> Report all macro and resource file references, not just unresolved ones. 20100709 21:20:40< timotei> http://wiki.wesnoth.org/Maintenance_tools#wmlscope 20100709 21:20:54< esr> I support all those options now. 20100709 21:21:21< timotei> well when invoked with all , will get all macros used right? 20100709 21:21:26< boucman> esr: I wasn't able to get the wmlscope error you reported earlier... 20100709 21:21:53< fendrin> timotei: That information could be used to make the jumps to the right code location if a macro reference is followed. 20100709 21:22:04< timotei> yeah 20100709 21:22:28< esr> boucman: just try running 'make' in that directory, then. That should give you both wmlscope and wmllint errors. Please fix what you can. 20100709 21:23:01< timotei> esr: hmm... I'm a bit confused. WMLScope *does not* modify anything right? Just reporting 20100709 21:23:15< timotei> cause I can't see any _dryrun option :-) 20100709 21:23:20< esr> timotei: Correct. 20100709 21:23:25< timotei> ok thanks 20100709 21:25:02< CIA-87> boucman * r44054 /trunk/src/ (4 files): allow anim-override to overide the image mode, use it to use greyscale on ghosted units. This will most likely be tweaked further 20100709 21:25:14< billynux> hi mordante 20100709 21:25:17< billynux> wasn't around 20100709 21:25:50< billynux> mordante, Everything is going pretty good (although I still believe I'm a bit behind) 20100709 21:28:13< CIA-87> billynux * r44055 /trunk/src/ (network_manager_ana.cpp network_manager_ana.hpp): First attempt at solving Quit/reconnect issue in ana, behavior is undefined in most cases. Needs debugging. 20100709 21:28:21< billynux> mordante, this is what I'm dealing with right now ^ 20100709 21:28:35< mordante> looking at the timeline I think so too, but I think not too much 20100709 21:28:52< billynux> mordante, yes, it's more of a timeline thing than real progress 20100709 21:29:21< timotei> hmm, does anyone knows if there are *any* Path separator in different operating systems? 20100709 21:29:25< timotei> besides "\" and "/" 20100709 21:29:38< mordante> billynux, will you be around for a while? 20100709 21:29:43< billynux> yes 20100709 21:29:53< mordante> good then I first catch up with the log 20100709 21:30:26< billynux> good, I'll keep dealing with this quit/reconnect thing now 20100709 21:31:46-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100709 21:32:05< mordante> ok 20100709 21:37:47< timotei> fendrin: ok, I think I'll go now. See you tomorrow 20100709 21:37:52< timotei> good bye guys ;) 20100709 21:38:00< timotei> actually, good night :D 20100709 21:39:45< billynux> bye timotei 20100709 21:39:59< CIA-87> timotei * r44056 /trunk/utils/java/eclipse_plugin/ (4 files in 3 dirs): eclipse plugin: add wmlscope tool frontend 20100709 21:40:22-!- timotei [~Timotei@wesnoth/developer/timotei] has quit [Quit: Leaving] 20100709 21:42:47-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100709 21:43:20< boucman> gabba: how are you doing on the attack front, do you have problems implementing ? 20100709 21:44:14-!- Ken_Oh [~briang@static-71-178-174-220.washdc.fios.verizon.net] has quit [Quit: Leaving.] 20100709 21:44:20< gabba> boucman: I'm currently figuring out issues with subclassing move with the attack class, it's going smoothly 20100709 21:44:41< gabba> boucman: there's a lot of boilerplate code to do 20100709 21:45:12< gabba> boucman: execution may be harder to get right 20100709 21:45:26< boucman> oh, so you won't implement as two actions(move+attack) but as a single move-attack action ? 20100709 21:45:40< boucman> remember that you can attack without moving :) 20100709 21:46:02< gabba> yes, I decided to consider attacking without moving as an attack-move with zero-lenght move :P 20100709 21:46:57< boucman> ok, I would have done it as two actions and moved the boilerplate in the UI part, but that's fine too 20100709 21:47:14< gabba> I guess we *could* require the player to first plan the move, then the attack, but that would be kind of a regression compared to the current UI, isn't it? 20100709 21:48:13< boucman> no, I meant we keep the current attack+move UI, but the UI calls an add_move followed by an add_attack, 20100709 21:48:24< boucman> so there are two actions from the manager PoV 20100709 21:48:33< gabba> ok I understand 20100709 21:49:08< boucman> it allows to separately reorder the attack and the move in the case of multiple units ganging on an ennemy... tho I'm not sure if this is good or bad 20100709 21:49:25< gabba> that would cause trouble in the interface sooner or later though, since the separate actions would be unaware of each other. I prefer my way. 20100709 21:50:27< boucman> ok, your call 20100709 21:50:47< gabba> err wait, I probably misunderstood actually 20100709 21:51:24< gabba> your idea is that two actions are defined, but from that point on the player himself treats them as separate actions? 20100709 21:51:59-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Remote host closed the connection] 20100709 21:52:12< gabba> boucman: if that's the idea it's somewhat more tempting, I'll think about it 20100709 21:52:39< boucman> my idea was mainly that from the manager point of view there were the non-moving attack action and the move action... 20100709 21:53:11< boucman> and I am not quite clear how it should be handled from the UI side, except that we should be able to create the two in one mouse-action (as we currently do) 20100709 21:53:13< gabba> 'cause trying to keep the two actions "glued" together so they were executed, deleted, moved around etc. together would be a structural nightmare 20100709 21:53:28< mordante> billynux, I see you found a htonl in boost :-) 20100709 21:53:28< boucman> but yes, the simplest approch is to count them as two actions, with two little numbers 20100709 21:53:48< boucman> (btw the handling of multiple numbers on the same hex need some thinking... no emergency, though 20100709 21:54:01< billynux> mordante, indeed, Crab_ helped out 20100709 21:54:06< gabba> yes, it's a pretty good alternative to my approach 20100709 21:54:17< shadowmaster> okay, people, you have aproximately 6 minutes to do whatever you want to do in the forums 20100709 21:54:24< gabba> boucman: multiple numbers in the same hex? not supposed to happen 20100709 21:54:33< shadowmaster> so if you are posting messages or something, hurry up 20100709 21:54:38< mordante> billynux, yeah I read it in the logs seems Crab_ is better at finding it in boost as we are 20100709 21:54:40< gabba> shadowmaster: the end of the world is coming? 20100709 21:54:53< gabba> shadowmaster: or a new hiroshima? 20100709 21:54:57< boucman> gabba: well, if two actions start from the same hex, it could happen 20100709 21:54:59-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100709 21:55:01< shadowmaster> gabba: I hope not! 20100709 21:55:03< billynux> :) 20100709 21:55:24< mordante> I already looked for it when we discussed it earlier this week 20100709 21:56:01< gabba> boucman: currently I only draw numbers in the destination hex 20100709 21:56:54< billynux> mordante, google site:boost.org htonl did it apparently 20100709 21:57:02< gabba> boucman: but even trying hard, I can't imagine a situation where two actions whould start in the same hex... ?? 20100709 21:57:06< boucman> well, ok... if multipl actions end on the same hex 20100709 21:57:34< billynux> mordante, I had one question earlier: Is there no method called when you click on "Quit" while at a lobby/server ? 20100709 21:57:35< boucman> gabba: unit A moves to hex, then moves away from hex, unit B moves to hex then moves away 20100709 21:57:42< billynux> (from the network api I mean) 20100709 21:57:50< boucman> unit A moves away from hex, unit B takes its place then attack 20100709 21:57:58< gabba> boucman: ah yes, damn intermediate moves :P 20100709 21:58:04< boucman> :P 20100709 21:58:20< billynux> mordante, my client stays connected and then I have trouble to connect again 20100709 21:58:29< billynux> I'm testing the SDLnet version 20100709 21:58:35< gabba> boucman: ouch it's gonna be tricky to figure out 20100709 21:59:54< billynux> mordante, hah! I see the SDLnet version doesn't prompt me for a password the second time I connect (it probably never closed the connection) 20100709 22:00:42< boucman> indeed, no emergency, though, I'd rather have you concentrate on attacks.. 20100709 22:01:02< gabba> boucman: but probably something like stacking all ghosts and their accompanying number with an offset toward the top left 20100709 22:01:05< boucman> not that with number@dest, you have the same problem... in particular if multiple units target the same ennemy unit 20100709 22:01:21 * gabba goes back to attacks for now 20100709 22:01:24< boucman> gabba: something like that, it needs some thinking 20100709 22:08:32-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100709 22:09:21< mordante> billynux, what you do mean with lobby/server you mean when you press quit in the MP lobby 20100709 22:09:31< billynux> yes 20100709 22:09:59< mordante> not sure need to look at the code, but I assume to closes the socket 20100709 22:10:13< billynux> mordante, In my implementation, the client stays connected 20100709 22:10:36< billynux> ok then, but if I should close the socket, why is it that no call is made to my disconnect method? 20100709 22:11:18< mordante> not sure haven't looked at the code what happens, but closing the socket seems `natural' to me 20100709 22:11:32< billynux> me too 20100709 22:14:34-!- Aethaeryn is now known as Nyreahtea 20100709 22:15:14-!- e_s-iOS is now known as SOi-s_e 20100709 22:15:33-!- Unnheulu is now known as uluehnnU 20100709 22:15:40< billynux> mordante, ah, I see, it is called from manager's destructor: manager::~manager (I don't) 20100709 22:17:18-!- Mythological [Mythologic@77.28.86.203] has joined #wesnoth-dev 20100709 22:20:05< mordante> billynux, indeed I was already looking for a destructor 20100709 22:20:25< mordante> using destructors for that kind of thing is common 20100709 22:20:28-!- SOi-s_e is now known as e_s-iOS 20100709 22:21:30< billynux> mordante, yes... and I shoul really leave those throw ...not implemented yet... to avoid these things 20100709 22:22:02< mordante> implementing them seems the proper solution ;-P 20100709 22:22:22< mordante> but the code should be exception safe 20100709 22:23:06-!- dtiger [~dtiger@dynamic-vpdn-91-149-132-29.telecom.by] has quit [Remote host closed the connection] 20100709 22:24:17-!- Nyreahtea is now known as `\ 20100709 22:24:33< billynux> set::erase ( iterator ) -> does my iterator advance? documentation isn't clear: http://www.cplusplus.com/reference/stl/set/erase/ 20100709 22:24:38-!- Gambit is now known as Onevirus 20100709 22:24:48< AI0867> billynux: it returns a new, advanced iterator 20100709 22:24:58< billynux> thanks AI0867 20100709 22:25:04< AI0867> it = std::erase(it); 20100709 22:25:23< AI0867> that might be a different function though 20100709 22:25:25< AI0867> at least one does that 20100709 22:25:32< AI0867> checking... 20100709 22:25:42< billynux> yes it is -> void erase ( iterator position ); (in set's doc) 20100709 22:25:43-!- e_s-iOS is now known as Minusonevirus 20100709 22:25:54< AI0867> iterator erase ( iterator position ); 20100709 22:25:54< AI0867> iterator erase ( iterator first, iterator last ); 20100709 22:26:17< AI0867> that's a member function though 20100709 22:26:27< billynux> yes 20100709 22:26:47< AI0867> std::erase looks like a free function =P 20100709 22:29:10< billynux> it is, I like this: http://code.google.com/p/mili/wiki/DeleteContainer (but can't use it) 20100709 22:30:25< mordante> billynux, use std::set::erase(itor++); 20100709 22:30:51< billynux> mordante, ok 20100709 22:31:05< mordante> some containers return an iterator to the next item, unfortunately not all of them 20100709 22:31:35-!- Minusonevirus is now known as Candyshell 20100709 22:31:43< billynux> mordante, ok 20100709 22:31:45< mordante> btw note you need to use the post increment since it returns a temporary object to the current item 20100709 22:32:01< mordante> yes was just typing about that ;-) 20100709 22:32:06< billynux> :) 20100709 22:33:25< mordante> and the erase(itor++); of course is not safe for all containers, eg std::vector is not, but that container returns an iterator to the next item 20100709 22:33:36< billynux> will for ( it = c.begin(); it != c.end(); c.erase( it++) work? :D (just curious) 20100709 22:33:57< billynux> *missing ) there 20100709 22:34:16-!- uluehnnU is now known as Unnheulu 20100709 22:34:20-!- ettin [~jorda@wesnoth/developer/ettin] has quit [Ping timeout: 260 seconds] 20100709 22:34:24< mordante> it should work 20100709 22:34:41< mordante> of course a clear() is more probably more efficient 20100709 22:34:53-!- ettin [~jorda@wesnoth/developer/ettin] has joined #wesnoth-dev 20100709 22:35:43< billynux> mordante, yes, I don't really need to delete them one by one, but its references (just random wondering on my part) 20100709 22:36:59< mordante> I understood that ;-) but just in case you get tempted to use that code 20100709 22:38:18< billynux> mordante, good things: valgrind checks fine on the chat app. (after extensive testing) and last night I played a local game between two computers (the server running SDLnet) and the other ana :) 20100709 22:38:24-!- Candyshell is now known as e_s-iOS 20100709 22:38:25-!- e_s-iOS is now known as Minusonevirus 20100709 22:38:37< mordante> great :-) 20100709 22:39:55-!- Onevirus is now known as Gambit 20100709 22:40:28< billynux> mordante, GREAT! disconnection works fine... reconnection doesn't ask for password (intelligence on the part of the current implementation in the server side) 20100709 22:40:57-!- Minusonevirus is now known as e_s-iOS 20100709 22:40:57< billynux> have you guys valgrinded' wesnoth? :) 20100709 22:42:09< CIA-87> billynux * r44057 /trunk/src/ (3 files): Implementer the manager destructor in ana, which allows for proper disconnection to the server. Subsequent reconnections work fine. 20100709 22:42:10< billynux> typo coming up: s/r/d/ 20100709 22:42:45-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 240 seconds] 20100709 22:43:37< mordante> great billynux 20100709 22:43:51< mordante> and I valgrinded Wesnoth more that once... 20100709 22:44:43< billynux> if memory usage checks out clean, kudos to all of you 20100709 22:45:15-!- elvish_sovereign [~elvish_so@pool-74-109-67-183.phlapa.east.verizon.net] has joined #wesnoth-dev 20100709 22:46:14< mordante> I didn't say that ;-) 20100709 22:47:02< mordante> but a lot of libraries have or have not leaks (pango and friends gets a lot of reports but according to their authors they're all false) 20100709 22:48:15< mordante> I mainly use it if we have odd Heisenburgs in the code 20100709 22:48:43< mordante> which explains my feverish hunt for uninitialized members ;-) 20100709 22:48:44< billynux> s/burg/bug/ ? 20100709 22:48:51-!- e_s-iOS [~esios@pool-74-109-67-183.phlapa.east.verizon.net] has quit [Ping timeout: 265 seconds] 20100709 22:49:01< billynux> or s/burg/berg/ ? 20100709 22:49:08< mordante> berg 20100709 22:49:15< billynux> the old uninitialized cat :) 20100709 22:49:37< billynux> ok mordante, where do we go from here? 20100709 22:49:52< billynux> the client code is working and I presume testable 20100709 22:49:54< mordante> the cat is alive... or was it dead? 20100709 22:50:24< billynux> although I expect bugs abound (I always do) 20100709 22:50:25< mordante> I think it would be a good plan to start to test the code 20100709 22:51:01< mordante> is the code fully functional? (obviously not counting unknown bugs) 20100709 22:51:14< billynux> define that :) 20100709 22:51:56< billynux> Its compilable, it connects to the official server and can play a local game to a computer running the SDL implementation 20100709 22:52:00< mordante> if the code is fully functional we can remove the ANA conditional and enable it for trunk 20100709 22:52:16< billynux> I did get on one occasion a wrong movement which made me abandon the game 20100709 22:52:18< mordante> that way we can get more testing 20100709 22:52:49< mordante> and trunk is for testing so don't be afraid to enable some rougher code 20100709 22:53:00< billynux> if you do that, it will try to compile the server with ana too (and succeed in getting a worthless binary) 20100709 22:53:38< billynux> (for server functionality I mean) 20100709 22:53:49< mordante> hmm not sure whether Soliton runs the trunk server for trunk or from the stable version 20100709 22:54:27< billynux> do you have an estimation as to how long it should take me to finish the server code implementation this way? 20100709 22:54:33< billynux> (I probably should make one) 20100709 22:54:59< mordante> I've no estimation 20100709 22:55:37< mordante> but IIRC you can set a different define per target (at least in cmake) 20100709 22:55:53< mordante> that would allow to enable it for the game and disable it for the server 20100709 22:56:10< mordante> (at least if the server recompiles those files) 20100709 22:56:46< billynux> mm 20100709 22:57:09< billynux> maybe I should just try and finish the server implementation this way 20100709 22:57:37< gabba> boucman: is there a particular reason why the wesnoth code often uses a map_location as an indirect reference to a unit? 20100709 22:57:43< mordante> billynux, as far as I can see, at least in cmake, the server never even tries to use network_ana 20100709 22:57:54< billynux> I don't see (at first hand) that things are complicated (but things always are, at least, a little bit more complicated that what was thought) 20100709 22:58:15< billynux> mordante, how do you "see" that? :) 20100709 22:58:16< gabba> boucman: for instance a move is not defined as unit -> map_location, but rather as map_location -> map_location. And it uses the unit map to find the unit at the original map_location. 20100709 22:58:29-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20100709 22:58:36< mordante> billynux, looking at the CMakeLists.txt 20100709 22:58:57-!- Shakey [HydraIRC@c-71-201-89-187.hsd1.il.comcast.net] has joined #wesnoth-dev 20100709 22:59:09< mordante> gabba, a unit may die in an attack invalidating the unit, the location however remains 20100709 22:59:32< mordante> gabba, that's at least the reason in the attack code to use the location instead of the unit directly 20100709 22:59:57-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100709 23:00:17< mordante> and WML also may play tricks upon your unit like killing it in a random event 20100709 23:02:04< alink> yes this bite a lot 20100709 23:02:09< mordante> billynux, SCons and autotools enable ana for both server and game at the same time 20100709 23:02:21< mordante> alink, indeed :-( 20100709 23:02:30< Elvish_Pillager> mordante, gabba: from my (mostly WML-writer) perspective, that seems like it would have made sense when the location was the only unique identifier of a unit; now underlying_id exists though 20100709 23:02:32< billynux> mordante, indeed, I started a local game (loading the binary) and only got an exception when trying to read something 20100709 23:03:02< Elvish_Pillager> and underlying_id is used in the attack code. Not sure what would be the most conceptually consistent... 20100709 23:03:22< billynux> mordante, obviously I should have built the ana::server object somewhere first 20100709 23:03:46< alink> gabba: also in mouse code, it sometimes better to pass some parameters by value, because even a const reference may change when code flow temporary leaves your function to run animation etc (where mouse code runs) 20100709 23:04:34< gabba> wow lots of answers, catching up 20100709 23:04:42< billynux> Crab_, around? I was thinking I should postpone the multiple clients feature to when I start to redesign the network API 20100709 23:04:45< alink> gabba: which causes tricky bug, sometimes only when user click too much around 20100709 23:05:18< mordante> billynux, maybe then first enable ana for cmake and get the server code converted after which we can enable it for all build systems 20100709 23:05:42-!- `\ is now known as Aethaeryn 20100709 23:06:00< mordante> billynux, I think we slowly get at the stage where we want more testing feedback, especially since things might behave differently on other platforms/boost versions 20100709 23:06:02< billynux> mordante, it's up to you 20100709 23:06:21< mordante> it shouldn't... but practice tells differently :-( 20100709 23:06:46< mordante> billynux, what's your feeling about it? Or do you have other ideas about how to move on? 20100709 23:07:09< billynux> mordante, indeed, I would like tester feedback but, as you can expect, I foresee people throwing me tomatoes :) 20100709 23:07:45< gabba> ok, thanks mordante, Elvish_Pillager and alink. Right now my whiteboard code directly references units as the "subject" of a planned action, but with what you said in mind I may change it to refer to a map_location instead. 20100709 23:07:49< billynux> but yes... I think we should enable it... and open the umbrella 20100709 23:07:50< mordante> billynux, IMO the multiple clients feature isn't too important it's a new feature and I think it's more important to get the thing working first 20100709 23:08:01< billynux> mordante, agreed 20100709 23:08:41< billynux> that's what I was telling Crab_. This ana_multiple_receive_handler I implemented is not working, and isn't trivial at all 20100709 23:09:01< mordante> billynux, therefore we discourage normal users to use trunk, and no matter how long you test locally once you enable it it might break for another user 20100709 23:09:55< mordante> we have a large diversity of platforms (also counting Linux distros as platform) and boost versions so you can't test all of them 20100709 23:10:12< billynux> exactly 20100709 23:10:40< mordante> gabba, IMO map location sounds like a better plan (maybe store the underlying id as well to make sure it's the same unit as before) 20100709 23:11:16< alink> gabba: yeah, unit_map::find are not free but almost. Plus, with your unit_map manipulations, using the safest way is probably better. 20100709 23:11:37< alink> gabba: OtOH how does it works with your stacked units problem ? 20100709 23:11:37< mordante> billynux, if Ivanovic decides to release shortly after midterm we only need to evaluate whether to enable ana or not 20100709 23:11:54< mordante> billynux, however whether Ivanovic does so lies in the stars 20100709 23:11:58< billynux> mordante, well, testing should decide that 20100709 23:12:09< mordante> exactly 20100709 23:12:31< gabba> alink: not sure what you mean with the stacked units problem? 20100709 23:12:47< billynux> mordante, to start a local server, does the code attempt to create a client and a server and have #1 connect to #2? 20100709 23:12:49< gabba> alink: ah ok, I think I understand 20100709 23:13:03< alink> gabba: I didn't followed the talk but about the stacked ghosts or something 20100709 23:13:44< alink> ah location based system should watch that 20100709 23:13:59< mordante> billynux, yeah somebody (whose name shall not be mentioned (at least I think he did it)) started a local server which you then connect to 20100709 23:14:01< gabba> alink: it's purely a UI problem. In the unit map there's only one unit at a time at a single place, but since intermediate moves may make them cross the same location, we end up with several stacked unit ghosts 20100709 23:14:21< mordante> we had build-in server capabilities but those were rather buggy 20100709 23:14:44< billynux> funny hack :) 20100709 23:15:00< alink> gabba: ok yes unit_map must always have only 1 unit by hex (by design), your WB will not change that, so nevermind ;-p 20100709 23:15:10< gabba> np 20100709 23:15:32< mordante> hack in the not so positive sense ;-) 20100709 23:15:38< alink> anyway afk 20100709 23:15:55< billynux> yes, also funny not so funny 20100709 23:16:39< billynux> I won't try to fix that ATM, but I would like too. The problem is not at all trivial I'm sure 20100709 23:17:12< gabba> alink: when you say pass-by-value above, do you think it's ok to pass a const ref in the parameter, and then copy it (to avoid one extra copy)? It probably doesn't express correctly my intend to whoever calls my method, though. 20100709 23:17:30< mordante> billynux, indeed and it's far beyond the scope of your GSoC project 20100709 23:17:31< Unnheulu> eleazar_, is the golden hex meant to follow the cursor everywhere? 20100709 23:17:53< Unnheulu> s/everywhere/hexes which used to be highlighted/ 20100709 23:17:58< eleazar_> everywhere that's part of the map 20100709 23:18:17< eleazar_> not everywhere that used to be highlighted 20100709 23:18:19< Unnheulu> hmm 20100709 23:18:25< Unnheulu> That's what I meant 20100709 23:18:26< billynux> yes 20100709 23:18:27< eleazar_> http://www.wesnoth.org/forum/viewtopic.php?p=441417#p441417 20100709 23:18:33< Unnheulu> Erm, it doesn't look good on castles 20100709 23:19:11< eleazar_> did you fret about how the old highlighting looked with castles? 20100709 23:19:19< Unnheulu> I'll go check it now 20100709 23:19:47< Unnheulu> No offence, but its kinda annoying following you everywhere 20100709 23:19:55< boucman> sry, was afk 20100709 23:19:58< billynux> mordante, So... how do you think my project is going? What about the timeline? Anything I should have done differently? (We should do a post-mortem after I finish this server implementation) 20100709 23:20:06< Unnheulu> In the thread, I thought you meant it would follow you when trying to move a unit, which I thought would be cool 20100709 23:20:19< Unnheulu> Its just not what I expected :P 20100709 23:20:38< gabba> boucman: my question above was already answered, but maybe you can answer the one I just asked alink 20100709 23:20:51< Unnheulu> eleazar_, I don't notice the trouble with highlighting so much 20100709 23:21:30< boucman> gabba: i'm not sure what alink meant :P 20100709 23:21:52< gabba> boucman: i.e. if you intend to copy a map_location into your own variable anyways, is better to put "const map_location& hex" or just "map_location hex" as a method parameter 20100709 23:22:04< gabba> s/is better/is it better/ 20100709 23:22:33< gabba> the second involves an extra copy 20100709 23:22:42 * Unnheulu checks to see if the wooden bridges work again in svn 20100709 23:22:45< gabba> but maybe it expresses intent better? 20100709 23:23:03< boucman> gabba: iirc a location is a pair of integers, so perf shouldn't be an issue here 20100709 23:23:07< knotwork> 1.8 add-ons sever down again? 20100709 23:23:15< knotwork> s/sever/server/ 20100709 23:23:19< gabba> boucman: sure, but you could generalize the question 20100709 23:23:27< Unnheulu> s/sever/fever/ 20100709 23:24:14< gabba> boucman: well, even taking account the perf issue, which one is better you think? 20100709 23:24:37 * Unnheulu asks eleazer nicely to split some of the bones and cactii out of the desert embellishments 20100709 23:24:45< Unnheulu> The bushes would look cool for sand dunes and stuff 20100709 23:25:01< boucman> gabba: i'd say const&, unless you want to precisely express something, but if perf is not an issue it usually doesn't matter 20100709 23:25:08-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Read error: Connection reset by peer] 20100709 23:26:09-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100709 23:26:58< billynux> mordante, when trying to run wesnothd -> could not make fifo at '/var/run/wesnothd/socket 20100709 23:27:37< mordante> billynux, thusfar I think you're doing fine, slightly behind schedule, but most (all) GSoC projects get behind schedule 20100709 23:27:54< Unnheulu> eleazar_, trouble with the new hex 20100709 23:28:01< mordante> that's why we also try to scale them down, but still haven't found the sweetspot 20100709 23:28:11< Unnheulu> *big trouble 20100709 23:28:29< mordante> do you have the proper permissions for that directory? 20100709 23:28:39< mordante> (it will run without as well) 20100709 23:28:42< Unnheulu> eleazar_, try going into the editor, with a bigger brush 20100709 23:28:46< billynux> mordante, running as root I do, but still get the same error 20100709 23:29:03< billynux> ah, so it's running fine (regardless of the error) 20100709 23:29:08< Unnheulu> brb 20100709 23:29:11-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Quit: Ex-Chat] 20100709 23:29:17< mordante> hmm odd, I never tried as root however 20100709 23:29:21< billynux> mordante, I honestly believe I wouldn't be behind schedule if I wouldn't have developed ana 20100709 23:29:43< mordante> but the fifo can be used to communicate with the server 20100709 23:29:55< mordante> billynux, sorry can't parse that sentence 20100709 23:30:26< billynux> mordante, my point is: it's not that hard to implement the network API with boost::asio directly 20100709 23:31:01< AI0867> silene: I'm writing a tool to do something analogous to include guards for WML, along with checksumming, but I've ran into the fact that each add-on is processed by its own preprocessor, so macros don't persist among them. Code: http://wesnoth-umc-dev.svn.sourceforge.net/viewvc/wesnoth-umc-dev/branches/maintenance-toolchain/umcguard?view=markup 20100709 23:31:09< mordante> ah ok, true but having some abstraction and designed interface takes more time 20100709 23:31:10< billynux> it is difficult, however, to develop a good/interesting asynchronous server/client library 20100709 23:31:29< mordante> very true 20100709 23:31:51< billynux> I am very happy with the project though and I expect ana to be used in other games/apps :) 20100709 23:32:00< mordante> still I think well designed software is a pre especially when properly documented 20100709 23:32:15< billynux> yes, about that, I should update the doc. for ana 20100709 23:32:24< mordante> I also spend several hours (at work) this week to properly document a set of 5 macros 20100709 23:32:29< billynux> there are a plethora of undocumented new features since the last doc. revision 20100709 23:33:19-!- Unnheulu|Laptop [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100709 23:33:34< Unnheulu|Laptop> eleazar_, it only shows the hex in the middle, not the outer ones 20100709 23:33:44< mordante> that would be a good idea, but IMO that can wait until that part is finished 20100709 23:33:45< billynux> mordante, so, how do I test the server? 20100709 23:33:51< mordante> finished and tested* 20100709 23:34:02< billynux> yes, my sentiments too 20100709 23:34:33< mordante> billynux, for starters you can test a local server once you think it runs fine you can update the trunk server 20100709 23:34:42< mordante> you need to ask Soliton to do that for you 20100709 23:35:02< mordante> as you already discovered there are about 0 people on that server so no real harm if it breaks 20100709 23:35:37< mordante> then IMO it would be best to ask several developers to join a game on that server (all using the ana library) 20100709 23:36:07< billynux> my question was (and newbie question it is): Do I run the local server from the wesnoth binary? or start wesnothd? 20100709 23:36:39-!- elvish_sovereign is now known as Candyshell 20100709 23:36:44< mordante> when you run a local game Wesnoth will start a wesnothd and connect to that server 20100709 23:37:23< mordante> I usually explicitly start a server and connect to it since that server keeps running if I exit wesnoth 20100709 23:37:25< billynux> ok, and if I run ./wesnothd and then connect to localhost? 20100709 23:37:31< mordante> yes 20100709 23:38:00-!- Gambit_ [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100709 23:38:10< AI0867> silene: so, how would you feel about persisting the defines between preprocessor instances? 20100709 23:38:18< billynux> but wesnothd is implemented with the network api right? is it currently linked to ana or SDLnet? 20100709 23:38:21-!- Candyshell is now known as elvish_sovereign 20100709 23:38:53< mordante> cmake to SDLnet the other build systems to ana (if compiled with enable ana) 20100709 23:39:25< mordante> or maybe to other build systems build both ana and SDLnet 20100709 23:40:26< billynux> so.. in CMake, wesnothd is linked to SDLnet and not ana? 20100709 23:40:39< mordante> yup 20100709 23:41:19< billynux> but when I join localhost and create a game at the lobby... it should start a network server? 20100709 23:41:28< billynux> or am I still a client? 20100709 23:41:29-!- Gambit is now known as Guest69539 20100709 23:41:36-!- Gambit_ is now known as Gambit 20100709 23:41:57< mordante> then your a client `hosting' a game 20100709 23:42:01-!- Guest69539 [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Ping timeout: 265 seconds] 20100709 23:42:40< AI0867> mordante: do you know if there is a reason wesnoth uses plain structs as exceptions (almost) everywhere, with very few common base classes? (rather than, say, std::runtime_error?) I'm asking you because you've set up your own inheritance tree in /src/gui/auxiliary/layout_exception.hpp 20100709 23:42:55< billynux> ok, I started wesnothd, connected an SDLnet client to it that started a server and the ana client 20100709 23:43:00< billynux> chat works fine 20100709 23:43:17< eleazar_> Unnheulu|Laptop: put terrain requests in one of the threads where i won't forget it 20100709 23:43:22< eleazar_> like this one: 20100709 23:43:23< eleazar_> http://www.wesnoth.org/forum/viewtopic.php?p=441417#p441417 20100709 23:43:32-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Read error: Connection reset by peer] 20100709 23:43:41< Unnheulu|Laptop> eleazar_, its not a request, its pointing out an error with the golden thing ;) 20100709 23:43:52< eleazar_> the desert plant thing 20100709 23:43:56-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100709 23:44:00< Unnheulu|Laptop> Aha 20100709 23:44:03< Unnheulu|Laptop> Will do 20100709 23:44:49-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100709 23:44:54< billynux> mordante, I keep getting my exception: Trying to read but nothing was running. (from network_manager_ana.cpp:783) 20100709 23:45:48< Unnheulu|Laptop> eleazar_, hah, I'm not a wesnoth developer :P 20100709 23:46:23< eleazar_> you can post in that thread anyway 20100709 23:46:36< mordante> AI0867, I added them since I wanted to catch them without sending them outside the gui code 20100709 23:46:51< Unnheulu|Laptop> I'm not an artist or a mod either 20100709 23:46:54< Unnheulu|Laptop> So I can't 20100709 23:47:19< shadowmaster> eleazar_: yeah, he can't post there 20100709 23:47:21< mordante> AI0867, so I use them as messages, but I might have added others without inheriting from std::runtime_error / std::exception 20100709 23:47:26< eleazar_> oh, sorry, i forgot where that link was 20100709 23:47:35< AI0867> mordante: yes, but if one does escape, you have to invoke a debugger to figure out what happened, as they can only be caught by catch(...) outside of your code 20100709 23:47:41< eleazar_> i copied from the wrong tab 20100709 23:47:58< eleazar_> i meant to post *this* link: 20100709 23:48:00< eleazar_> http://www.wesnoth.org/forum/viewtopic.php?f=8&t=30530&p=437968#p437968 20100709 23:48:09< mordante> AI0867, true, but that would be a bug 20100709 23:48:42< mordante> not that it can't happen, but the function should return a normal error when it can't place a window 20100709 23:48:55< mordante> and not unwinding the stack until main() 20100709 23:49:15< Unnheulu|Laptop> eleazar_, that'll be the one, thanks! 20100709 23:49:18< AI0867> well, that explains your exceptions, but not the 20 or so other structs 20100709 23:50:37-!- EdB [~edb@tss37-1-89-84-18-220.dsl.club-internet.fr] has quit [Remote host closed the connection] 20100709 23:51:39< billynux> mordante, so... enable ana in CMake in trunk? 20100709 23:51:59< mordante> AI0867, true but it might be not everybody knows about std::exception and to be honest most c++ books don't really delve deep into designing exceptions 20100709 23:52:01-!- Unnheulu|Laptop [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Read error: Connection reset by peer] 20100709 23:52:20< mordante> so some of my decisions might also be sub-optimal 20100709 23:52:45-!- Unnheulu|Laptop [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100709 23:52:48< mordante> billynux, for me line 783 is blank... what does it contain for you 20100709 23:53:10< mordante> billynux, yes let's see what happens 20100709 23:53:16< billynux> ok 20100709 23:53:37< billynux> mordante, line 783: throw std::runtime_error("Trying to read but nothing was running."); 20100709 23:53:38< mordante> I mean if the outcry gets too large you can always revert\ 20100709 23:53:44< billynux> :) 20100709 23:55:03< CIA-87> billynux * r44058 /trunk/src/ (CMakeLists.txt network_ana.cpp): Enabled ana in CMake. Please test the client as much as you can. File a bug report and assign it to me or email billybiset AT gmail. 20100709 23:55:07 * billynux opens umbrella. . . 20100709 23:55:43 * mordante hides :-P 20100709 23:55:48< Unnheulu|Laptop> billynux, whats your GSoC project? 20100709 23:55:54< gabba> billynux: omg what did you do I updated and my computer erupted in flame !!! 20100709 23:56:01< AI0867> async network api 20100709 23:56:15< gabba> billynux: ;-) 20100709 23:56:40< mordante> gabba, you're die hard, still typing while your system is on fire ;-) 20100709 23:56:42< billynux> Unnheulu|Laptop, reimplementing Wesnoth's network features 20100709 23:56:44< AI0867> 20 was an underestimation, it's more like 40 20100709 23:56:54< mordante> ok 20100709 23:56:55< Unnheulu|Laptop> More simply? 20100709 23:56:58< gabba> mordante: one... last... word... 20100709 23:57:00< billynux> gabba :D 20100709 23:57:02< AI0867> the editor_exception tree inherits from std::exception though 20100709 23:57:03< mordante> :-) 20100709 23:57:21< Unnheulu|Laptop> Recoding the server? 20100709 23:57:41< billynux> Unnheulu|Laptop, redoing how Wesnoth communicates to other computers 20100709 23:58:01< Unnheulu|Laptop> Kay 20100709 23:58:03< billynux> Unnheulu|Laptop, only the communication part, and for both the server and client 20100709 23:58:21< Unnheulu|Laptop> Is the /me command done at the recieving or sending end? (Just a random q) 20100709 23:58:22< shadowmaster> billynux: so wesnothd can also use ana? 20100709 23:58:41< shadowmaster> (I forgot to ask you about this first; atm when ana is enabled in autotools wesnothd and campaignd are also compiled with it) 20100709 23:58:48< billynux> shadowmaster, good question, we were discussing this with mordante 20100709 23:59:02< billynux> shadowmaster, yes, and it appears this isn't so in CMake 20100709 23:59:12< billynux> (so he says :P ) 20100709 23:59:21< mordante> shadowmaster, maybe... it's compiled but not sure which code is executed 20100709 23:59:41< billynux> shadowmaster, eventually, it should... at the moment, only the client is testable --- Log closed Sat Jul 10 00:00:05 2010