--- Log opened Sun Jul 18 00:00:19 2010 20100718 00:00:54< gabba> boucman: tomorrow I'm gonna be here until ~10PM of your local time 20100718 00:01:00< billynux> "RL" stuff :) 20100718 00:01:13< billynux> reminds of of 'meatspace' 20100718 00:01:20< gabba> billynux: ha ha 20100718 00:01:28< billynux> :) 20100718 00:01:35< boucman> ok, we might be able to play a couple of turns but not an entire game 20100718 00:01:37-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100718 00:01:42< gabba> boucman: ok 20100718 00:02:17< gabba> billynux: this was more like "broken washing machine and incompetent technician"-space 20100718 00:02:26< billynux> ouch 20100718 00:02:58< billynux> gabba, at least it wasn't the AC, I hear it's pretty darn hot over there 20100718 00:03:00< eleazar> alink: so are these various things connected to ToD color-shifting different parts of the map different? Do that still look possible? 20100718 00:03:12< gabba> billynux: I don't have AC :P 20100718 00:03:57< billynux> gabba, guessing you don't shower in the washing machine either :P (sorry for the OT) 20100718 00:04:29< gabba> no, that would be uncomfortable :D 20100718 00:04:52< alink> eleazar: well, didn't try it yet. I worked on ToD variant code and it's somehow related (meaning that I will probably put color data there) 20100718 00:05:49< alink> eleazar: but the good news is that I am less worried about memory problem. We waste so much that any optimization will make us gain enough to fit more color-shifted images 20100718 00:06:00< eleazar> heh 20100718 00:06:29< eleazar> i am thinking about starting the colorshifting of the underground 20100718 00:06:44< eleazar> so that adding a night ToD gets us back to the way things look now 20100718 00:07:29< alink> eleazar: ah yes you wait that I try ToD-color-shift areas for that, mmmh 20100718 00:07:38< eleazar> Even if you don't get that working, i think on the whole it's still a good thing to do 20100718 00:08:24< eleazar> there would be some trade-offs 20100718 00:08:36< eleazar> if you had it working there would be no trade-offs 20100718 00:09:43< alink> ok, but even if I start now, it will take me some time, so I suggest to not wait 20100718 00:10:04< alink> and I was kind of aiming for the speed-up of terrain/cache rebuild for my next immediate task. since it's a bit of a blocker 20100718 00:10:26< eleazar> That's fine 20100718 00:10:28< alink> and :layers already distracted me a bit of that 20100718 00:10:35 * alink lacks focus :-/ 20100718 00:10:54< eleazar> have you seen my thread? I can't complain about that 20100718 00:10:57< eleazar> ;) 20100718 00:12:33< alink> better progress a little everywhere than have one super feature and all the others ugly/broken ;-) 20100718 00:13:42< eleazar> a lot of times i gain insight in how to proceed in something by putting it down and working on something else 20100718 00:15:07< alink> well, in my case, coding a debug tool will help me for the next feature. And same when cleaning code. 20100718 00:15:49< eleazar> if it works better i'm not against making a different version of each image for each ToD 20100718 00:16:25< alink> but that will not look good for transitions 20100718 00:16:55< eleazar> transitions too 20100718 00:17:27< alink> I mean you will see the shard ToD transitions 20100718 00:17:39< alink> *sharp 20100718 00:18:01< alink> I really want to avoid that 20100718 00:18:07< eleazar> If we had different TOD versions the blend between ToD areas would be as gradual as the transition happens to dbe 20100718 00:18:43< alink> but then that become a WML horror 20100718 00:19:21< alink> and if I auto-generate them we start to get back to the initial idea of smooth light transition 20100718 00:19:58< eleazar> auto generate what? 20100718 00:20:45< alink> which area use intermediate ToD as I thought you were suggesting 20100718 00:21:06< Elvish_Pillager> alink: oh, in terms of the image path functions, another thing that would be quite useful (at least to me) would be the ability to rotate images by 90 degrees 20100718 00:21:34< alink> Elvish_Pillager: 90, not 60 ? 20100718 00:21:46< Elvish_Pillager> right 20100718 00:21:53< Elvish_Pillager> 60 would also be useful, right, for different reasons 20100718 00:22:13< alink> but of course 90 is trivial compared to 60 20100718 00:22:17< Elvish_Pillager> yeah 20100718 00:22:31< alink> ok, when I got more free time 20100718 00:22:33< Elvish_Pillager> Most of my graphics manipulations haven't had to do with the hex grid, so 90 would be more useful to me anyway 20100718 00:22:35< Elvish_Pillager> heh :) 20100718 00:22:43< eleazar> alink: i don't see why that could happen just as well with engine color shifted images or variants that i saved "pre-color-shifted" 20100718 00:22:48< alink> you may also try to ask shadowmaster 20100718 00:22:52< Elvish_Pillager> right now I want to make the attacks/rock-thrown graphic into a falling-rock graphic :p 20100718 00:23:20< eleazar> brb 20100718 00:24:00< shadowm_laptop> I what? 20100718 00:24:17< alink> coding new image path functions ? 20100718 00:24:34< alink> btw I added ~BLIT, if you still follow that code 20100718 00:24:55< shadowm_laptop> I'm not following wesnoth coding in general 20100718 00:25:03< alink> ok 20100718 00:27:09< alink> eleazar: I am confused now. But what I mean is ToD variant will use different image for each hex. Simple color shifted areas will use different colors for each hexes. Complex color shifted areas will use a sort of lightmap with color variation inside each hex 20100718 00:29:22< eleazar> there's no urgency to talk about it now 20100718 00:30:09< alink> ok good, because it's still a bit vague about how to code it :-) 20100718 00:30:58< boucman> gabba: i'm going to bed now, we'll discuss and play more tomorow... 20100718 00:31:01< alink> eleazar: btw, thanks to suggest checking RLE compression. Units animation seems to not use it properly 20100718 00:31:07< boucman> night all 20100718 00:31:09< eleazar> boucman: 'night 20100718 00:31:14< gabba> boucman: alright, see you 20100718 00:31:22< boucman> alink: is it something to fix on my side ? 20100718 00:31:38< alink> boucman: no, pure sdl stuff 20100718 00:31:42< boucman> ok 20100718 00:31:47< boucman> good night then :) 20100718 00:31:49< alink> (usually not your area I think) 20100718 00:31:53< alink> boucman: gn 20100718 00:31:55-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] 20100718 00:35:25-!- zookeeper [~l@wesnoth/developer/zookeeper] has quit [] 20100718 01:03:46-!- billynux [~billy@wesnoth/developer/billynux] has quit [Quit: Leaving] 20100718 01:14:58< alink> boucman: correction it's on your side :-) 20100718 01:15:07< alink> // do not set to 0 so we can distinguih the flying from the "not on submerge terrain" 20100718 01:15:08< alink> params.submerge= is_flying() ? 0.01 : terrain_info.unit_submerge(); 20100718 01:15:30< alink> unit.cpp 1785 20100718 01:16:36< alink> this submerge a little all flying unit, which create a new blue colored version for each frame 20100718 01:17:05-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20100718 01:17:13< alink> this is mainly a problem because flying unit often have fast standing animations (wings) 20100718 01:17:47< alink> various simple possible fix: use 0.0 or detect that 0.01 as 0 when rendering 20100718 01:18:50< alink> later we could cache the in-water version but that's not related to this problem 20100718 01:19:39< alink> btw a huge flying dragon (>100 pixels) will always have its feet in water :-) 20100718 01:22:59-!- phlaem [~a@e178087186.adsl.alicedsl.de] has quit [Quit: Leaving] 20100718 01:36:25-!- gabba [~gabba@wesnoth/developer/gabba] has quit [Ping timeout: 265 seconds] 20100718 02:01:55-!- gabba [~gabba@wesnoth/developer/gabba] has joined #wesnoth-dev 20100718 02:16:54-!- DesertPanther [~Khalid@unaffiliated/desertpanther] has quit [Quit: Leaving] 20100718 02:18:28-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20100718 02:38:01-!- happygrue_ [~George@wesnoth/developer/wintermute] has quit [Read error: Connection reset by peer] 20100718 02:38:30-!- happygrue [~George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20100718 03:10:35-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100718 03:12:06-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has quit [Quit: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz] 20100718 03:12:39-!- loonybot [~loonybot@wesnoth/bot/loonybot] has quit [Remote host closed the connection] 20100718 03:12:48-!- Elvish_Pillager [~eli@71-10-224-192.dhcp.oxfr.ma.charter.com] has quit [Ping timeout: 240 seconds] 20100718 03:15:26-!- Espreon [~espreon@wesnoth/developer/espreon] has quit [Ping timeout: 276 seconds] 20100718 03:21:04< CIA-87> eleazar * r44265 /trunk/data/core/terrain-graphics.cfg: fixed transitions with shallow water. 20100718 03:21:12-!- AnMaster [~AnMaster@unaffiliated/anmaster] has quit [Quit: ZNC - http://znc.sourceforge.net] 20100718 03:47:21< CIA-87> alink * r44266 /trunk/src/ (builder.cpp builder.hpp menu_events.cpp): Clean ":layers" and add layer order and back/foreground flag 20100718 03:47:32-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100718 03:47:44-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100718 03:53:58-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has joined #wesnoth-dev 20100718 03:58:03-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 03:58:22-!- Gambit_ [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100718 03:59:07-!- Gambit is now known as Guest85905 20100718 03:59:11-!- Gambit_ is now known as Gambit 20100718 03:59:32-!- Guest85905 [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Remote host closed the connection] 20100718 04:09:50-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Remote host closed the connection] 20100718 04:12:44-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Quit: Got to go, I'm in a hurry so bye.] 20100718 04:15:42-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100718 04:24:16-!- wesbot changed the topic of #wesnoth-dev to: 145 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 20100718 04:26:52-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20100718 04:35:24-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20100718 04:36:22-!- Ivanovic_ [~ivanovic@dtmd-4db2350e.pool.mediaWays.net] has joined #wesnoth-dev 20100718 04:40:19-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 276 seconds] 20100718 04:40:20-!- Ivanovic_ is now known as Ivanovic 20100718 04:44:16-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 04:58:19-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 04:58:55-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 05:11:10-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 05:13:10-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 05:25:25-!- King_Elendil_ [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 05:25:50-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 05:25:50-!- King_Elendil_ is now known as King_Elendil 20100718 05:26:09-!- Gambit [~Gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Quit: You're happy because you smile, but how much can you fake?] 20100718 05:30:48< CIA-87> eleazar * r44267 /trunk/data/core/ (314 files in 6 dirs): 20100718 05:30:48< CIA-87> Huge commit of converted cave terrain that's been color-shifted to look good on 20100718 05:30:48< CIA-87> outdoors maps. Underground ToD now provides a color-shift so that undground 20100718 05:30:48< CIA-87> maps look essentially the same except any non-underground terrains mesh much 20100718 05:30:48< CIA-87> better. 20100718 05:30:59-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Quit: Got to go, I'm in a hurry so bye.] 20100718 05:43:49-!- elvish_sovereign [~elvish_so@pool-173-59-71-113.phlapa.east.verizon.net] has quit [Quit: elvish_sovereign] 20100718 06:08:31-!- happygrue [~George@wesnoth/developer/wintermute] has quit [Ping timeout: 265 seconds] 20100718 06:09:03-!- happygrue [~George@wesnoth/developer/wintermute] has joined #wesnoth-dev 20100718 06:14:48-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100718 06:15:55-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100718 06:17:40-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Client Quit] 20100718 06:18:22-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100718 06:18:37-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Client Quit] 20100718 06:20:18-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Ping timeout: 240 seconds] 20100718 06:20:29-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100718 06:26:31-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Remote host closed the connection] 20100718 06:50:53-!- shadowm_tty [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100718 06:52:24-!- shadowm_tty is now known as shadowm_laptop 20100718 07:01:07-!- silene [~plouf@wesnoth/developer/silene] has joined #wesnoth-dev 20100718 07:06:54-!- chr [~quassel@89.204.137.97] has joined #wesnoth-dev 20100718 07:25:25< CIA-87> silene * r44268 /trunk/src/actions.cpp: Added test for invalidated death due to positive hp after the 'die' event. (Fix for bug #16261.) 20100718 07:26:27< CIA-87> gabba * r44269 /trunk/src/whiteboard/ (action.hpp move.cpp move.hpp): Whiteboard: removed invalid function overloading. 20100718 07:26:33< CIA-87> gabba * r44270 /trunk/src/whiteboard/ (move.cpp validate_visitor.cpp validate_visitor.hpp): Whiteboard: for now, erase invalid moves. 20100718 07:26:41< CIA-87> gabba * r44271 /trunk/src/whiteboard/ (5 files): Whiteboard: action validation fixes. 20100718 07:26:47< CIA-87> gabba * r44272 /trunk/src/whiteboard/ (5 files): Whiteboard: display attack dialog when defining planned attack. 20100718 07:26:53< CIA-87> gabba * r44273 /trunk/src/whiteboard/ (highlight_visitor.cpp manager.cpp): Whiteboard: more checks for invalid iterator. 20100718 07:27:00< CIA-87> gabba * r44274 /trunk/src/ (4 files): Allowed raw handling of key events in play_controller, before hotkeys take over. 20100718 07:27:06< CIA-87> gabba * r44275 /trunk/src/ (5 files in 2 dirs): Whiteboard: Ctrl key inverts planning/executing behavior. For now, only works if you select the unit after pressing the ctrl key. 20100718 07:27:39-!- shadowm_laptop is now known as shadowm_tty 20100718 07:29:39-!- shadowm_tty [ignacio@wesnoth/developer/shadowmaster] has quit [Read error: Connection reset by peer] 20100718 07:31:02< CIA-87> silene * r44276 /branches/1.8/src/actions.cpp: 20100718 07:31:02< CIA-87> Added test for invalidated death due to positive hp after the 'die' event. (Fix for bug #16261.) 20100718 07:31:02< CIA-87> Backported from trunk r44268. 20100718 07:31:24-!- shadowm_tty [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100718 07:31:47-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has joined #wesnoth-dev 20100718 07:41:50-!- chr [~quassel@89.204.137.97] has quit [Remote host closed the connection] 20100718 07:48:48-!- Upthorn [ogmar@adsl-75-26-196-123.dsl.scrm01.sbcglobal.net] has quit [Ping timeout: 240 seconds] 20100718 07:55:05-!- shadowm_tty [ignacio@wesnoth/developer/shadowmaster] has quit [Quit: rebooting] 20100718 07:57:59-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100718 08:04:51-!- dtiger [~dtiger@dynamic-vpdn-93-125-69-197.telecom.by] has joined #wesnoth-dev 20100718 08:20:40-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100718 08:36:00-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20100718 08:37:23-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has quit [Read error: Connection reset by peer] 20100718 08:41:04-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has joined #wesnoth-dev 20100718 08:52:01-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has quit [Quit: crimson_penguin] 20100718 08:52:18-!- Shakey [HydraIRC@c-71-201-89-187.hsd1.il.comcast.net] has joined #wesnoth-dev 20100718 09:01:05< CIA-87> silene * r44277 /trunk/src/mouse_events.cpp: Avoided displaying an empty menu and therefore choosing a random weapon, when there is none. (Fix for bug #16235.) 20100718 09:05:41< CIA-87> silene * r44278 /branches/1.8/src/mouse_events.cpp: 20100718 09:05:41< CIA-87> Avoided displaying an empty menu and therefore choosing a random weapon, when there is none. (Fix for bug #16235.) 20100718 09:05:41< CIA-87> Backported from trunk r44277. 20100718 09:11:25-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20100718 09:11:37< boucman> hey all 20100718 09:11:41< Espreon> Hello boucman. 20100718 09:11:46< Valkier> Yo 20100718 09:18:58-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has quit [Quit: night] 20100718 09:20:02-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100718 09:20:17< boucman> gabba: I don't find the ctrl thing very handy, and I can't manage to reorder actions... 20100718 09:20:22-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Client Quit] 20100718 09:21:17< gabba> boucman: hi. Yeah, it still has some issues. I still think it's an essential UI feature though. 20100718 09:21:43< gabba> When trying a game agains the AI, the wb being on all the time quickly got annoying. 20100718 09:22:23< boucman> well, I'm not against a shortcut to directly do a move, but you should keep the idea of aWB, and in WB mode it should be WB by default 20100718 09:22:33< boucman> and in non-wb, wb shouldn't be availble at all 20100718 09:23:04< boucman> keep the idea of a WB mode, I meant 20100718 09:23:12< gabba> I don't see the problem of the wb being a shortcut away even if it's disabled 20100718 09:23:30< gabba> it's complementary with a full wb mode (which I didn't remove) 20100718 09:24:32< boucman> hmm that's weird 20100718 09:24:54< boucman> when I started the game I couldn't set the WB mode, which is why I tought you had removed it... 20100718 09:24:56< boucman> now I can 20100718 09:25:37< gabba> The main use case I foresee is players doing moves as usual, and then stumbling upon a situation where they'd like to plan a move or use some specific feature of the wb 20100718 09:26:16< gabba> Very few people are gonna activate full-wb unless they're showing their internet buddies their plans, and that's not gonna get in for gsoc I think 20100718 09:26:56< gabba> boucman: anyways right now I'm attempting to allow move planning outside of your turn 20100718 09:27:25< gabba> it's a f***ing coding nightmare, so I'm gonna go to sleep soon and tackle the beast again tomorrow 20100718 09:28:30< boucman> gabba: ok, but you should test that ctrl thing a bit more... it has some very weird reactions, like replanning, it suddenly get back to normal mode and you have to de/re activate wb mode... 20100718 09:28:46< boucman> probably some simple confusion somewhere with lots of consequences 20100718 09:29:14< gabba> boucman: promised, I'll test it more tomorrow 20100718 09:29:21< boucman> :) 20100718 09:34:48< gabba> 'night 20100718 09:34:51-!- gabba [~gabba@wesnoth/developer/gabba] has left #wesnoth-dev [] 20100718 09:48:05< CIA-87> silene * r44279 /trunk/src/tod_manager.cpp: Handled ToD areas in a LIFO way, so that it is possible to override them without first removing them. (Fix for bug #16219.) 20100718 09:50:09-!- Shakey [HydraIRC@c-71-201-89-187.hsd1.il.comcast.net] has quit [Quit: HydraIRC -> http://www.hydrairc.com <-] 20100718 09:50:51< CIA-87> silene * r44280 /branches/1.8/src/tod_manager.cpp: 20100718 09:50:51< CIA-87> Handled ToD areas in a LIFO way, so that it is possible to override them without first removing them. (Fix for bug #16219.) 20100718 09:50:51< CIA-87> Backported from trunk r44279. 20100718 09:51:27< Espreon> Go silene, go! 20100718 09:51:37< silene> :-) 20100718 09:57:06-!- Ivanovic [~ivanovic@dtmd-4db2350e.pool.mediaWays.net] has quit [Changing host] 20100718 09:57:06-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20100718 10:08:49< Ivanovic> moin 20100718 10:09:17< Espreon> Grüß Gott. 20100718 10:09:21-!- zookeeper [~l@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20100718 10:17:59< CIA-87> ivanovic * r44281 /branches/1.8/changelog: changelog updates for silenes last commits 20100718 10:18:03< CIA-87> ivanovic * r44282 /trunk/changelog: changelog updates for silenes last commits 20100718 10:19:03-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100718 10:20:27< Ivanovic> silene: have you managed to already have a look at https://gna.org/bugs/index.php?16243 ? 20100718 10:20:41< Ivanovic> alink also included a possible patch for fixing the error 20100718 10:22:05< silene> Ivanovic: not yet; and it's not clear whether alink's patch is not papering over the real bug (in the replay code for example) 20100718 10:22:17< Ivanovic> okay 20100718 10:22:49< zookeeper> eleazar, the "make ToD variants for all terrain images" route would immediately become a maintenance nightmare, i _really_ think that shouldn't be done 20100718 10:23:45< zookeeper> not to mention it'd pretty much prevent anyone from having custom ToD colour adjustment 20100718 10:24:16-!- wesbot changed the topic of #wesnoth-dev to: 141 bugs, 283 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100718 10:25:20 * Espreon agrees. 20100718 10:27:10-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has joined #wesnoth-dev 20100718 10:39:32-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has quit [Ping timeout: 248 seconds] 20100718 10:41:01-!- Valkier [~IceChat7@c-174-55-104-2.hsd1.pa.comcast.net] has quit [Read error: Connection reset by peer] 20100718 10:41:22-!- loonybot [~loonybot@ppp79-139-141-141.pppoe.spdop.ru] has joined #wesnoth-dev 20100718 10:41:22-!- loonybot [~loonybot@ppp79-139-141-141.pppoe.spdop.ru] has quit [Changing host] 20100718 10:41:22-!- loonybot [~loonybot@wesnoth/bot/loonybot] has joined #wesnoth-dev 20100718 10:42:19-!- loonycyborg [~sergey@wesnoth/developer/loonycyborg] has joined #wesnoth-dev 20100718 10:59:04-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has joined #wesnoth-dev 20100718 11:00:16< Ivanovic> silene: uhm, there was a good reason for keeping the sdl clicking bug open 20100718 11:00:33< Ivanovic> the reason simply being that it appears again and again in the forums and tracker 20100718 11:01:31< silene> did it appear the past month? i mean, i think all the distributions have now released fixed packages 20100718 11:06:57< boucman> we might want to check debian, but yes, the flood seems to have stoped 20100718 11:19:03-!- Johannes13 [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100718 11:49:18-!- phlaem [~a@e178091174.adsl.alicedsl.de] has joined #wesnoth-dev 20100718 11:50:49< CIA-87> silene * r44283 /trunk/src/ (game.cpp gui/dialogs/language_selection.cpp): Flushed image cache when changing language. (Fix for bug #15934.) 20100718 11:57:07-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20100718 11:58:20< timotei> morning 20100718 12:07:01< CIA-87> silene * r44284 /trunk/src/game.cpp: Made the return value of game_controller::change_language useful. 20100718 12:10:10< CIA-87> silene * r44285 /branches/1.8/src/game.cpp: 20100718 12:10:10< CIA-87> Flushed image cache when changing language. (Fix for bug #15934.) 20100718 12:10:10< CIA-87> Backported from trunk r44283. 20100718 12:10:14< CIA-87> silene * r44286 /branches/1.8/src/game.cpp: 20100718 12:10:15< CIA-87> Made the return value of game_controller::change_language useful. 20100718 12:10:15< CIA-87> Backported from trunk r44284. 20100718 12:51:13-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20100718 12:53:40-!- Netsplit *.net <-> *.split quits: boucman, thespaceinvader 20100718 12:53:54-!- Netsplit *.net <-> *.split quits: esr, eleazar, loonybot, Rhonda, ABCD, fendrin, timotei, Blueblaze, loonycyborg 20100718 12:54:01-!- Netsplit *.net <-> *.split quits: Ivanovic 20100718 12:54:09-!- Netsplit *.net <-> *.split quits: Daltx, knotwork, dtiger 20100718 12:54:18-!- Netsplit *.net <-> *.split quits: Greywhind 20100718 12:54:24-!- Netsplit *.net <-> *.split quits: apoi 20100718 12:54:26-!- Netsplit *.net <-> *.split quits: chris| 20100718 12:54:29-!- Netsplit *.net <-> *.split quits: silene, elias 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the connection] 20100718 14:21:05-!- fendrin [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20100718 14:25:25-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100718 14:28:58-!- Gambit__ [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100718 14:30:50-!- Gambit [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Remote host closed the connection] 20100718 14:30:56-!- Gambit__ [~quassel@pa-67-234-73-7.dhcp.embarqhsd.net] has quit [Read error: Connection reset by peer] 20100718 14:57:48-!- AnMaster [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20100718 14:58:59-!- AnMaster [~AnMaster@unaffiliated/anmaster] has quit [Client Quit] 20100718 15:05:17-!- AnMaster [~AnMaster@unaffiliated/anmaster] has joined #wesnoth-dev 20100718 15:05:23-!- EdB [~edb@4.103.89-79.rev.gaoland.net] has joined #wesnoth-dev 20100718 15:05:39< fendrin> hi timotei 20100718 15:05:49< timotei> hiii fendrin :-) 20100718 15:06:11< fendrin> timotei: about the starting gold and the difficult levels. 20100718 15:06:21< timotei> Crab_: hehe, found the reason that wmlindent wasn't working. I was opening the editor and losing focus (so no selection) 20100718 15:06:26< timotei> fendrin: yeah? 20100718 15:06:32< fendrin> I know that the difficult levels are set in the campaign wizard. 20100718 15:07:05< timotei> yes 20100718 15:07:27< fendrin> Can that information be reused to offer a starting gold definement per difficult level in the new scenario wizard? 20100718 15:07:49< timotei> fendrin: of course. 20100718 15:08:25-!- Appleman1234 [~Appleman1@CPE-60-226-176-19.qld.bigpond.net.au] has quit [Quit: Leaving] 20100718 15:09:24< timotei> I'll put on the TODO list, since I'm fixing some bugs now. ok? 20100718 15:09:32< fendrin> timotei: sure. 20100718 15:09:44< timotei> did you manage to take a look to the 'wizards.txt' file? 20100718 15:10:03< timotei> wow AI0867 is idle for more than 187 hours 20100718 15:10:07< fendrin> timotei: And it doesn't make much sense to offer a line dialogue to insert map characters in the scenario wizards. 20100718 15:10:25< timotei> hmm 20100718 15:10:39< timotei> that 'map data' field? 20100718 15:10:44< fendrin> better would be to offer a file dialog to 20100718 15:11:08< timotei> oh, didn't know that is to be "mpa characters" 20100718 15:11:21< fendrin> ? 20100718 15:11:23< timotei> yes, I'll put a 'map chooser' dialog on there 20100718 15:11:37< timotei> s/mpa/map 20100718 15:12:05< fendrin> Maybe a checkbox for inserting the map embedded 20100718 15:12:40< timotei> And when the checkbox is checked to do what? 20100718 15:13:31< fendrin> copy the characters in the string. If it is not checked use a @ reference to include the file. 20100718 15:14:08< fendrin> you can have a look at the test scenarios vs normal campaign scenarios to get the idea. 20100718 15:14:47< timotei> So, there is the open file dialog. if the users checks "embedded" the map contents are copied in the scenario file generated, right? 20100718 15:16:41< fendrin> yes, that is what I meant. 20100718 15:16:44< timotei> good 20100718 15:29:46< timotei> fendrin: do you have any ~/data/add-ons/ campaign that is working? 20100718 15:29:58< timotei> and has 1-2 scenarios? 20100718 15:30:05< timotei> I need one for testing purposes 20100718 15:30:32< timotei> I could copy one from mainline, but that wouldn't work (need to modify paths) 20100718 15:31:42< timotei> zookeeper: do campaigns reside in other than "_main.cfg" files? 20100718 15:31:55< timotei> zookeeper: the [campaign] tag and it's attributes like ID 20100718 15:34:09< zookeeper> timotei, in theory they can, but in practise [campaign]s are always in _main.cfg. the only situation where you'd not do that, i think, would be if your add-on contained more than just a campaign: if you had an add-on which includes a MP era, MP campaign and SP campaign, then sure you might have your [campaign] elsewhere. 20100718 15:34:44< timotei> oh 20100718 15:34:44< timotei> ok 20100718 15:50:29-!- mjs-de [~mjs-de@p3EE276D7.dip.t-dialin.net] has joined #wesnoth-dev 20100718 15:56:50-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100718 15:56:55-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Client Quit] 20100718 15:57:48-!- alink [~alink@wesnoth/developer/alink] has joined #wesnoth-dev 20100718 15:57:56< alink> hi 20100718 15:58:49< timotei> hi alink :) 20100718 15:58:58< alink> hello timotei 20100718 16:01:36< fendrin> timotei: Why don't you download a small campaign from the addons server to test? 20100718 16:01:48< timotei> fendrin: lol. didn't thought of that :D 20100718 16:01:48< alink> Soliton: in what conditions replays.wesnoth.org save the replay ? 20100718 16:01:53< timotei> thanks for idea 20100718 16:04:34< silene> alink: don't bother, i'm doing a crude hack, just testing whether the replay contains the mandatory tags, and add them if not 20100718 16:06:16< alink> silene: ok, but I already started a game, I also want to know/test these conditions (to server save replay) 20100718 16:08:32< alink> mmmh still not saved on server, I must do something wrong 20100718 16:09:56< alink> silene: so, it's bad ? btw I really don't know that area, so my patch and testcases should be handled with caution 20100718 16:12:59< timotei> noooooo :(( 20100718 16:13:06< CIA-87> silene * r44287 /trunk/src/playcampaign.cpp: Added detection for server replays, as they are missing the core [lua] tags. (Fix for bug #16243.) 20100718 16:13:13< timotei> broke my wesnoth:(( 20100718 16:13:24< timotei> fendrin: downloaded era of myths, and now wesnoth doesn't start anymore:( 20100718 16:13:28< silene> alink: the patch is fine, it just had to be conditionalized on server replays ^ 20100718 16:13:52< silene> still, the whole thing is ugly and i will try to reevaluate it for 1.9 20100718 16:13:53< fendrin> timotei: hmmm, I try to reproduce. 20100718 16:14:44< timotei> I've downloaded it, and after installed, the add-ons window showed up again. I pressed Cancel (I don't want to install any more) and got error 20100718 16:15:07< alink> silene: ok, and glad to hear that me randomly copy-pasted code in unknown area created an almost fine patch :-) 20100718 16:15:49< alink> silene: and thanks for the review 20100718 16:16:37-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20100718 16:16:58< alink> silene: does that means that we should encourage 1.8 users to save important replay instead of relying on ones from server ? 20100718 16:17:27< silene> alink: no, once it is backported and released, it won't matter anymore 20100718 16:17:48< alink> ok 20100718 16:21:22< CIA-87> silene * r44288 /branches/1.8/src/playcampaign.cpp: 20100718 16:21:22< CIA-87> Added detection for server replays, as they are missing the core [lua] tags. (Fix for bug #16243.) 20100718 16:21:22< CIA-87> Backported from trunk r44287. 20100718 16:23:54< fendrin> timotei: No problem with era of myth on latest trunk. 20100718 16:24:11< timotei> fendrin: ok, maybe it's something with my wesnoth then. thanks anyway 20100718 16:24:16-!- wesbot changed the topic of #wesnoth-dev to: 136 bugs, 283 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100718 16:26:01< timotei> lol again. downloaded another addon, pressed cancel and got error:( 20100718 16:29:18-!- mordante [~mordante@wesnoth/developer/mordante] has joined #wesnoth-dev 20100718 16:29:29< mordante> servus 20100718 16:29:36< alink> hi mordante 20100718 16:29:45< mordante> hi alink 20100718 16:30:00< timotei> hi mordante 20100718 16:30:06< mordante> hi timotei 20100718 16:30:09< alink> mordante: I finally found the proper setting in my IDE to auto remove trailing whitespace :-) 20100718 16:30:24< timotei> alink: what IDE? 20100718 16:30:32< mordante> alink, cool, now all other devs need that as well :-P 20100718 16:30:39< timotei> god 20100718 16:30:42< alink> KDevelop which use Kwrite/Kate engine 20100718 16:31:19< timotei> alink: well that was the first option I was setting up in kate/kdev 20100718 16:31:28< timotei> but yea, kdevelop has some stupid menus 20100718 16:31:34< timotei> can't find too easy some optinos 20100718 16:31:46< timotei> fendrin: it broke again with another addon 20100718 16:31:56< timotei> fendrin: don't know why:( 20100718 16:32:01< alink> there is 2 setting there, one in editing and one in open/save 20100718 16:32:25-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote host closed the connection] 20100718 16:32:40< alink> I still need a F5 to see them removed, though 20100718 16:32:57< alink> ^in editor settings 20100718 16:33:31< timotei> yeah 20100718 16:33:48< alink> I like kdevelop menu, but indeed some plugin menu are not perfect 20100718 16:34:18< timotei> I think I found a bug 20100718 16:34:21< alink> btw I use Kdevelop 3.5.2 20100718 16:34:38< timotei> my wesnoth won't start if I have a _info.cfg file in addon's folder 20100718 16:34:47< timotei> and don't get it 20100718 16:39:26< timotei> fendrin: it seems "love to death" campaign addon doesn't work 20100718 16:39:29< timotei> it has some dependencies 20100718 16:39:53< timotei> fendrin: like: path=data/add-ons/UMC_Music/music 20100718 16:40:47< fendrin> timotei: hard to reproduce without the umc music. 20100718 16:40:58< timotei> well, I don't have it either 20100718 16:41:01< timotei> that's why I tell 20100718 16:42:15-!- Ke [~jkarlson@pdpc/supporter/active/ke] has joined #wesnoth-dev 20100718 16:43:37< Ke> wesnoth-1.8.3 seems not to survive forced resize by a windowmanager, mouse input gets messed up 20100718 16:43:44< Ke> is this known quirk? 20100718 16:44:47< CIA-87> mordante * r44289 /trunk/ (doc/ana/Doxyfile src/ana/api/ana.hpp): 20100718 16:44:47< CIA-87> Use the proper main page for devdocs.w.o. 20100718 16:44:47< CIA-87> The problem seems to be the @mainpage in ana/api/ana.hpp not the 20100718 16:44:47< CIA-87> duplicate Doxyfile. So devdocs should look well again after the next 20100718 16:44:47< CIA-87> update. 20100718 16:44:51< CIA-87> mordante * r44290 /trunk/src/ (9 files in 3 dirs): Strip trailing whitespace. 20100718 16:45:03< mordante> Ke, no but I expect it to be a SDL bug 20100718 16:45:12< mordante> alink, ^^ for you :-P 20100718 16:45:33< mordante> billynux, alink ^^^ seems to fix the devdocs problem 20100718 16:45:56< alink> mordante: thanks :) 20100718 16:49:34< CIA-87> timotei * r44291 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/utils/GameUtils.java: eclipse plugin: fix editor starting 20100718 16:49:51< CIA-87> timotei * r44292 /trunk/utils/java/eclipse_plugin/plugin.xml: eclipse plugin: fix preferences page to not conflict with other 20100718 16:50:07< CIA-87> timotei * r44293 /trunk/utils/java/eclipse_plugin/templates/campaign.txt: eclipse plugin: fix campaign's template. it should point to add-ons directory not to mainline campaigns 20100718 16:50:22< CIA-87> timotei * r44294 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/utils/WorkspaceUtils.java: eclipse plugin: make 'getStructuredSelection' thread safe 20100718 16:50:38< CIA-87> timotei * r44295 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/utils/EditorUtils.java: eclipse plugin: fix the editor when eclipse has lost focus and no default workbench page available 20100718 16:50:58< CIA-87> timotei * r44296 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/utils/ (MyRunnable.java WMLTools.java): eclipse plugin: fix the running of WMLTools as a workspace jobs (now the editor won't take the focus) 20100718 16:51:11< CIA-87> timotei * r44297 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/ (2 files in 2 dirs): eclipse plugin: fix the 'run wmllintonpreprocfile' action. now it will preprocess first the file if it doesn't exist 20100718 16:51:28< CIA-87> timotei * r44298 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/utils/ (GUIUtils.java MyRunnable.java): eclipse plugin: add return value for shown message boxes 20100718 16:51:47< CIA-87> timotei * r44299 /trunk/utils/java/eclipse_plugin/src/wesnoth_eclipse_plugin/ (5 files in 3 dirs): eclipse plugin: some minor fixes 20100718 16:58:55< timotei> ok, i'm out. 20100718 16:58:57< timotei> see you later 20100718 16:58:59-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Quit: Leaving] 20100718 17:08:49< CIA-87> mordante * r44300 /trunk/src/reference_counted_object.hpp: Add copyright header. 20100718 17:16:37-!- stikonas [~and@178.44.145.32] has joined #wesnoth-dev 20100718 17:16:38-!- stikonas [~and@178.44.145.32] has quit [Changing host] 20100718 17:16:38-!- stikonas [~and@wesnoth/translator/stikonas] has joined #wesnoth-dev 20100718 17:19:40-!- stikonas [~and@wesnoth/translator/stikonas] has quit [Read error: Operation timed out] 20100718 17:21:54< CIA-87> silene * r44301 /trunk/src/ (5 files in 2 dirs): Modified handling of [lua] tags at toplevel, so that they are no longer converted to preload events. Instead, they are extracted and executed at preload time. 20100718 17:22:08< CIA-87> silene * r44302 /trunk/data/lua/wml-tags.lua: Added compatibility hack to avoid executing the file twice. 20100718 17:22:49< silene> alink: ^ conversion to preload events has been removed 20100718 17:27:25< CIA-87> eleazar * r44303 /trunk/ (15 files in 2 dirs): color harmonization for the mushrooms -- misses them in my previous commit. Also belated changelog updates. 20100718 17:37:52-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100718 17:39:12-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20100718 17:39:51< alink> silene: good, seems cleaner (AFAICT), and I suppose that not passing by WML event should allow more flexibility (or better compatibility handling) 20100718 17:41:28< silene> yes, a bit more flexibility: for instance, it will allow to add new lua files to old savegames (in particular, i'm currently writing a compatibility-1.8 file) 20100718 17:43:13< alink> yeah, I guessed right \o/ I really surprise myself with this LUA replay thing :) 20100718 17:50:09-!- Gambit [~gambit@pa-67-234-73-7.dhcp.embarqhsd.net] has joined #wesnoth-dev 20100718 17:54:14-!- Upth [ogmar@adsl-75-26-196-123.dsl.scrm01.sbcglobal.net] has joined #wesnoth-dev 20100718 17:54:14-!- Upth is now known as Upthorn 20100718 17:55:10-!- Crab_ [~Crab_@wesnoth/developer/crab] has joined #wesnoth-dev 20100718 18:01:33-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has joined #wesnoth-dev 20100718 18:04:32< alink> boucman: "petrified" currently disable standing and idle anim. Maybe change that and use something like the STANDARD_IDLE_FILTER? 20100718 18:04:43 * alink is thinking about http://forums.wesnoth.org/viewtopic.php?t=30711 20100718 18:05:06< alink> I mean for units having standing and idle anims 20100718 18:05:29-!- Johannes13 [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 264 seconds] 20100718 18:06:21< alink> changing that would allow to use different image when petrified 20100718 18:06:34-!- crimson_penguin [~ben@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20100718 18:11:13-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100718 18:12:50< CIA-87> silene * r44304 /trunk/ (3 files in 3 dirs): 20100718 18:12:50< CIA-87> Removed wesnoth.get_side* functions from the engine. 20100718 18:12:50< CIA-87> Made side proxies into a simple array. 20100718 18:12:50< CIA-87> Added backward-compatible functions for accessing them. 20100718 18:13:08-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20100718 18:13:37-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20100718 18:16:54< CIA-87> silene * r44305 /branches/1.8/src/scripting/lua.cpp: Used relative addressing to ensure that the metatable is not put on the wrong object. 20100718 18:26:51-!- Crab_ [~Crab_@wesnoth/developer/crab] has quit [Quit: Leaving.] 20100718 18:28:52< CIA-87> mordante * r44306 /trunk/src/reference_counted_object.hpp: 20100718 18:28:52< CIA-87> Make a member function a const member function. 20100718 18:28:52< CIA-87> Issue found by cppcheck. 20100718 18:29:14< CIA-87> mordante * r44307 /trunk/src/persist_context.hpp: 20100718 18:29:14< CIA-87> Make a member function a const member function. 20100718 18:29:14< CIA-87> Issue found by cppcheck. 20100718 18:29:19< CIA-87> mordante * r44308 /trunk/src/ (persist_context.cpp persist_context.hpp): 20100718 18:29:20< CIA-87> Make a member function a const member function. 20100718 18:29:20< CIA-87> Issue found by cppcheck. 20100718 18:29:21< CIA-87> mordante * r44309 /trunk/src/ (mouse_events.cpp mouse_events.hpp): 20100718 18:29:21< CIA-87> Pass parameter by const ref instead of const value. 20100718 18:29:21< CIA-87> Issue found by cppcheck. 20100718 18:29:24< CIA-87> mordante * r44310 /trunk/src/ai/formula/ai.hpp: 20100718 18:29:24< CIA-87> Pass parameter by const ref instead of const value. 20100718 18:29:24< CIA-87> Issue found by cppcheck. 20100718 18:29:36-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100718 18:29:48< mordante> boucman, I remember some things regarding the halo code maybe we can discuss it tomorrow 20100718 18:29:51< mordante> I'm off now 20100718 18:29:58-!- mordante [~mordante@wesnoth/developer/mordante] has quit [Quit: Leaving] 20100718 18:30:53-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20100718 18:30:59-!- ne0futur [~neofutur@pdpc/supporter/student/ne0futur] has left #wesnoth-dev [] 20100718 18:34:24 * eleazar doesn't expect to be around today 20100718 18:35:04< alink> eleazar: oh I just finished my local ToD color experiment 20100718 18:35:18 * eleazar is listening 20100718 18:36:09< alink> well, i need to add the game_config key to enable/disable it 20100718 18:36:19< alink> but I'll post a screenshot 20100718 18:37:15< alink> http://img193.imageshack.us/img193/7905/localtod.png 20100718 18:37:45< alink> still no light transition and cave use the color shift defined for underground schedules.cfg 20100718 18:38:14-!- elvish_sovereign [~elvish_so@pool-173-59-71-113.phlapa.east.verizon.net] has joined #wesnoth-dev 20100718 18:39:05< alink> before http://img696.imageshack.us/img696/1399/todlight1.png 20100718 18:39:09-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20100718 18:39:58< eleazar> i think it is better than the "before" 20100718 18:40:30< eleazar> I'm gonna make the cave wall at least blend better 20100718 18:40:45< eleazar> since the interior will be changed to pure black, it will look the same day or night 20100718 18:41:05< alink> yeah me too, I will now hack light transition to see how it looks without the hard-edge of light 20100718 18:41:36< eleazar> you mean make transitions take on the color of the hex they are based off of? 20100718 18:41:50< eleazar> or a uniform transition? 20100718 18:42:26< alink> no, what I mean by "light transition" is use gradual color-shift change between hexes under different ToD light color 20100718 18:43:40-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 258 seconds] 20100718 18:44:03< alink> but not sure yet about the details (both look and implementation) 20100718 18:45:13< alink> eleazar: btw you are aware about the color-shift used by underground right ? (since it is currently used only for map fully underground) 20100718 18:45:27< eleazar> yeah i put it in yesterday 20100718 18:45:41< alink> oh, it's new, ok then 20100718 18:45:42< eleazar> :) 20100718 18:46:18< alink> that explains why I thought you may not knew it ;) 20100718 18:46:28< eleazar> do you want me to make some mockups of different ways to ease that hard-edge between TOD areas? 20100718 18:47:05< eleazar> visually i can think of several ways to do it 20100718 18:47:31< eleazar> of course i'm not sure of the practicality of various methods 20100718 18:47:33< alink> eleazar: not now, it's really implementation dependent. I must first think how to code it 20100718 18:48:04< alink> for this dirty prototype and for the final clean version 20100718 18:48:30< alink> but I plan to "add" light instead of using alpha trick 20100718 18:49:27< alink> btw, about ToD light, did you know that current color shift add/substract fixed value to the RGB of the image 20100718 18:49:46< alink> I believe that the correct way to do it is to multiply it 20100718 18:50:11< eleazar> yeah, i had to figure out how to replicate TOD in photoshop exactly 20100718 18:50:13< alink> so 50% light should halve all RGB value not remove 128 from them 20100718 18:51:09< alink> at least that's how 3D lights do it 20100718 18:51:18< alink> or even real light :) 20100718 18:52:00< eleazar> yeah, the way wesnoth currently does it is kinda simplistic, but i'm not sure the effect is inferior 20100718 18:52:04-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has joined #wesnoth-dev 20100718 18:52:19< alink> eleazar: you lose more color info in dark ToD 20100718 18:52:58< alink> or in dark parts of images 20100718 18:53:06< eleazar> i know 20100718 18:53:56< eleazar> but there's a less dramatic impact on the bright parts 20100718 18:54:30< alink> well more close you are from 255, more close the effect is similar to a multiplication 20100718 18:55:31< eleazar> i'd have to do some mock-ups to compare 20100718 19:10:41< CIA-87> alink * r44311 /trunk/ (4 files in 2 dirs): 20100718 19:10:41< CIA-87> Experiment to use local color-shift in ToD areas. 20100718 19:10:41< CIA-87> Currently disabled because it's dumb code just to see how it looks (no light transition yet). 20100718 19:10:41< CIA-87> Change 'local_light' to 'yes' in game_config.cfg to test it. 20100718 19:34:00-!- Unnheulu [~ieuan@cpc5-pnth2-0-0-cust800.5-2.cable.virginmedia.com] has quit [Quit: Ex-Chat] 20100718 19:38:50< CIA-87> silene * r44312 /trunk/ (data/lua/compatibility-1.8.lua src/scripting/lua.cpp): 20100718 19:38:51< CIA-87> Removed wesnoth.get_unit_type* functions from engine. 20100718 19:38:51< CIA-87> Implemented unit_type proxies in an associative table. 20100718 19:38:51< CIA-87> Added backward-compatible functions. 20100718 19:55:28-!- Blueblaze [~Blueblaze@adsl-76-202-21-28.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100718 20:02:02< CIA-87> espreon * r44313 /trunk/ (55 files in 3 dirs): Converted the remaining apostrophes and straight singular quotation marks in TSG; ran pofix. 20100718 20:08:02-!- dtiger_ [~dtiger@dynamic-vpdn-93-125-69-197.telecom.by] has joined #wesnoth-dev 20100718 20:08:09-!- dtiger [~dtiger@dynamic-vpdn-93-125-69-197.telecom.by] has quit [Ping timeout: 240 seconds] 20100718 20:08:19-!- Yoyobuae [~gerald@182.Red-213-98-251.dynamicIP.rima-tde.net] has joined #wesnoth-dev 20100718 20:16:48< boucman> back... 20100718 20:31:13< Yoyobuae> eleazar, alink: i've sent a PM with a suggestion for adding a gradual color-shift between different ToD hexes 20100718 20:31:31< Yoyobuae> forum PM that is 20100718 20:32:31< eleazar> Yoyobuae: yeah i got that. I'm not a coder so it should probably be posted on the forums 20100718 20:32:43< eleazar> so other people can evaulate and comment 20100718 20:32:50< eleazar> http://www.wesnoth.org/forum/viewtopic.php?f=18&t=30639 20100718 20:33:10< eleazar> or do you not have access to that thread? 20100718 20:33:20< Yoyobuae> nope xD 20100718 20:33:48< eleazar> i don't know who all is a dev anymore 20100718 20:34:14< alink> Yoyobuae: "I'm hoping the engine could do these operations on the fly" <-- no it can't do color-shift on the fly 20100718 20:34:38< alink> that's why it's mainly a caching problem 20100718 20:35:01< Yoyobuae> it doesn't require the color-shift to be done on the fly 20100718 20:35:05< eleazar> alink got Yoyobuae PM too? 20100718 20:35:18< Yoyobuae> only masking a ToD color shifted hex 20100718 20:35:31< Yoyobuae> eleazar: i just forwarded it to him 20100718 20:36:23< alink> Yoyobuae: I read again (better). but per-pixel masking can't be done on the fly too 20100718 20:36:37< Yoyobuae> oh =/ 20100718 20:36:43< boucman> eleazar: around ? 20100718 20:36:51< eleazar> boucman: yes 20100718 20:37:26< boucman> how much time would it take you to double the stonebridge endings to have a -small variation and the normal variation to include the one currently called -end ? 20100718 20:37:37< boucman> it would make things much simpler for me on the macro side 20100718 20:38:06< alink> Yoyobuae: note that i don't have an attached zip to help me understand ;) 20100718 20:38:30< Yoyobuae> alink: opps, got lost when i forwarded. sending it now 20100718 20:38:42< eleazar> boucman: i don't think i understand exactly what you are asking for 20100718 20:39:00< alink> Yoyobuae: but using a mask is an interesting idea, I didn't think of that 20100718 20:39:03< boucman> currently we have 3 ending related images for the north direction 20100718 20:39:18< boucman> stonebridge-n contains the bridge lowering part 20100718 20:39:39< boucman> stonebridge-end-n contains the extra bit that needs to be drawn on the neighbouring hex 20100718 20:39:47< alink> Yoyobuae: however, does it work when mixing different color, like blue light + red light ? 20100718 20:39:59< boucman> and stonebridge-dock-n contains the last hex when we finish over water 20100718 20:40:10< boucman> I would like to have three image instead 20100718 20:40:21< boucman> stonebridge-dock-n would be unchanged 20100718 20:40:41< alink> Yoyobuae: mmmh not sure that my current implementation will handle that too, but I was/am aiming for it 20100718 20:40:49< boucman> stonebridge-small-n would be the umage to use on the last hex when the following hex is a castle or another large structure 20100718 20:41:09< boucman> and stonebridge-n would be the normal ending including the part to draw in the neighbouring hex 20100718 20:41:22< eleazar> ah, i understand now 20100718 20:41:42< eleazar> i'll do that for you right now, boucman 20100718 20:41:52< eleazar> i assume you want it for all directions? 20100718 20:42:00< Yoyobuae> alink: I havent tried it much, only with the example I made (its a lot of work creating al 20100718 20:42:02< boucman> thx a lot... I should really learn some gimp 20100718 20:42:06< boucman> eleazar: yes, please 20100718 20:42:23< Yoyobuae> all those masks and hexes manually) 20100718 20:42:46< eleazar> boucman: you could learn GIMP, or just focus on what you do best 20100718 20:42:55-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 20:42:55< alink> Yoyobuae: Yeah, that's why I directly try in c++, not sure if it's faster, but it's easier to tweak 20100718 20:45:39< eleazar> boucman: what about the 1 hex bridges? 20100718 20:45:39< alink> Yoyobuae: indeed, a lot of layers, since I can barely Gimp an icon, I am impressed by the amount of work 20100718 20:46:00< boucman> eleazar: don't touch these for the moment, I'm not sure how i'll handle them yet 20100718 20:46:05< eleazar> k 20100718 20:47:08-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20100718 20:48:11< Yoyobuae> alink: yeah, I had a lot of free time today. =) It was mostly repetitive work though. 20100718 20:48:34-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 20:49:10< alink> Yoyobuae: in fact, IIUC, using transition-mask like that, could allow to auto-generate transition between different terrain 20100718 20:49:13-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 20:51:45< Yoyobuae> alink: yes, that was more or less the idea 20100718 20:52:18< alink> Yoyobuae: I think that's often how 3D terrain engine use terrain transition 20100718 20:53:38< Yoyobuae> alink: isn't there a way in SDL to combine the RGB from one image with the Alpha of another? 20100718 20:53:50< Yoyobuae> my SDL is a bit rusty 20100718 20:54:48< alink> Yoyobuae: well, with SDL any per-pixel operation (other than simple blit on screen using alpha) is to slow, and need to be cached 20100718 20:54:57< alink> too slow 20100718 20:55:50< alink> I already started to code something using lightmap, but if it doesn't work, at least now I have a backup plan :) 20100718 20:57:13< alink> but I fear that masking will need more operation/cache on hexes adjacent to different ToD 20100718 21:00:23< Yoyobuae> true, too bad SDL doesn't allow to do a "mask blit" of sorts. would've made things a lot easier 20100718 21:01:00< CIA-87> eleazar * r44314 /trunk/data/core/images/terrain/bridge/ (12 files): altering how stone bridges are cut for boucman. 20100718 21:01:07< boucman> thx 20100718 21:01:11< eleazar> np 20100718 21:01:42< alink> Yoyobuae: mmh there is maybe a way with SDL but I think it will not work for half-transparent pixels 20100718 21:01:56< alink> and we need them for transitions 20100718 21:02:45< alink> I should check the doc, that part has various limitations 20100718 21:03:33-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 21:03:55< alink> it's in SDL_SetAlpha 20100718 21:04:03-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 21:04:25-!- Blueblaze [~Blueblaze@adsl-76-202-21-28.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100718 21:05:02< alink> I don't see a way to use masking if both the mask and the image need to use their alpha 20100718 21:10:58< Yoyobuae> hmmm, when doing RGBA -> RGBA with SDL_SRCALPHA, the alpha of the destination is keep 20100718 21:11:15< Yoyobuae> it's kinda like a mask, but destroys the original alpha =( 20100718 21:11:44< alink> yes that's why I said we needed alpha for terrain transitions 20100718 21:12:11< alink> brb 20100718 21:12:27< Yoyobuae> same here, i g2g for 40min 20100718 21:13:42-!- gabba [~gabba@wesnoth/developer/gabba] has joined #wesnoth-dev 20100718 21:13:48< gabba> bonjour 20100718 21:13:57< boucman> salut gabba bien dormi ? 20100718 21:14:20< gabba> salut boucman, oui merci! 20100718 21:15:19< boucman> so, what's on your plate for tonight ? 20100718 21:16:35< gabba> first, debugging the ctrl key as promised ;) 20100718 21:16:40< boucman> hehe 20100718 21:17:10-!- Yoyobuae [~gerald@182.Red-213-98-251.dynamicIP.rima-tde.net] has quit [Ping timeout: 265 seconds] 20100718 21:17:15< gabba> then, I'll see if it's worth spending more effort on planning outside your turn 20100718 21:17:32< boucman> is it that hard ? 20100718 21:18:11< gabba> the patch is already ~300 lines long, and the effects are hard to debug 20100718 21:18:21< boucman> mkay... 20100718 21:18:30< boucman> we'll probably playtest without it, then 20100718 21:18:41< gabba> I think I'm pretty close though, it's just that a few things are baffling 20100718 21:18:45-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 21:18:48< gabba> yeah 20100718 21:19:00-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 21:19:21< boucman> did you look at cumulative probability on fight yet ? 20100718 21:19:28< boucman> (no emergency, just asking) 20100718 21:20:26< gabba> not yet, but I did get the "choose attack when planning" in, so we're not far 20100718 21:21:29< gabba> I'd have to look up how to calculate the probabilities too: it's not simple addition, it requires basic statistics 20100718 21:22:53< boucman> gabba: it's very, very complicated. You should not attempt to rewrite this code... 20100718 21:23:20< boucman> ask crab about cumulative probabilities when he's around... he probably worked on that for the AI 20100718 21:25:17< gabba> rewriting wasn't my intention, but taking the CTK of each unit and adding them up statistically and displaying that in some temporary place shouldn't be that hard: from what I remember of my recent statistics course, it's pretty much like adding dice roll statistics 20100718 21:25:59< boucman> except there is not only ctk, but the actual number of hp counts... 20100718 21:26:14-!- EdB [~edb@4.103.89-79.rev.gaoland.net] has quit [Ping timeout: 260 seconds] 20100718 21:26:35< gabba> but the game already takes that into account isn't it? 20100718 21:26:39< boucman> ctk of A and B (A and B are attacks) is higher than the ctk of A plus ctk of B (since A can have lowered the number of hp of the ennemy) 20100718 21:27:06< gabba> ok I see what you mean 20100718 21:27:38< boucman> gabba: not sure what you mean, our proba calculator is separate from the widget that displays it and is used at other places like AI 20100718 21:28:15< boucman> and the AI probably does some sort of cumulative probability, so you probably will have to store a "resulting situation" within the attack action 20100718 21:28:24< boucman> and recalculate these when reordering... 20100718 21:28:38< gabba> then yes, it's more complicated than I thought, you have to do statistics on the remaining hp as well, and stuff. I'll stay far for now, I have enough on my plate. 20100718 21:30:37< boucman> indeed... 20100718 21:31:05< boucman> that code was done by rusty russel a long time ago, and was so complicated he actually presented it at a conf :P 20100718 21:31:22< gabba> wow :P 20100718 21:33:46-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 21:33:58-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 21:40:07< gabba> boucman: btw I freed myself up so I could work later tonight, so forget about the leaving time I mentioned yesterday 20100718 21:40:18< boucman> k, good 20100718 21:40:35< boucman> though mine won't change (~3h from now...) 20100718 21:40:39< timotei> gabba: you enjoy working after 12PM ? 20100718 21:40:44< timotei> that is, at night? 20100718 21:40:50< boucman> sorry two hours 20100718 21:41:10< gabba> timotei: depends, but I'm usually rather effective at night 20100718 21:41:31< timotei> oh 20100718 21:48:51-!- King_Elendil_ [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 21:48:58-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Read error: Connection reset by peer] 20100718 21:48:58-!- King_Elendil_ is now known as King_Elendil 20100718 21:49:39-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Client Quit] 20100718 21:54:10-!- Blueblaze [~Blueblaze@adsl-76-202-21-28.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100718 21:54:31-!- Blueblaze [~Blueblaze@adsl-76-202-21-28.dsl.hstntx.sbcglobal.net] has quit [Client Quit] 20100718 21:55:13-!- Blueblaze [~Blueblaze@adsl-76-202-21-28.dsl.hstntx.sbcglobal.net] has joined #wesnoth-dev 20100718 22:08:10< gabba> boucman: do you know anything on keyboard input in wesnoth (or SDL for that matter)? 20100718 22:09:33< boucman> no, sorry 20100718 22:09:38< alink> if it's for control, I suggest checking the code for accelerate animation. it uses shift and is a similar problem 20100718 22:09:38< boucman> what's your problem ? 20100718 22:10:32< boucman> http://jcatki.no-ip.org/<= that's where I found the sdl documentation 20100718 22:12:04< gabba> I'm trying to detect when the ctrl key is pressed and released, and the "released" event seems to trigger as soon as the key is pressed 20100718 22:12:39< boucman> not all keys can be transiant, but I believe ctrl usually can... 20100718 22:12:44< gabba> My workaround (similar to the shift keypress) seems to work, but I was wondering if needing this is normal 20100718 22:13:39< timotei> gabba: isn't there a: "key_up" event? 20100718 22:15:23-!- Yoyobuae [~gerald@182.Red-213-98-251.dynamicIP.rima-tde.net] has joined #wesnoth-dev 20100718 22:15:26< gabba> SDL_KEYUP, which as I said doesn't trigger at the proper time 20100718 22:22:34-!- King_Elendil [~King_Elen@75.143.235.104] has joined #wesnoth-dev 20100718 22:24:16-!- wesbot changed the topic of #wesnoth-dev to: 137 bugs, 283 feature requests, 15 patches | logs: http://irclogs.wesnoth.org | Don't paste on IRC! Use a pastebin: http://wesnoth.pastebin.com | http://imagebin.org 20100718 22:31:21-!- King_Elendil [~King_Elen@75.143.235.104] has quit [Quit: Got to go, I'm in a hurry so bye.] 20100718 22:39:22< CIA-87> gabba * r44315 /trunk/src/ (5 files in 2 dirs): Whiteboard: Fixes for the ctrl key behavior. Tentatively allow planning moves outside of your turn, but it doesn't work well yet. 20100718 22:41:05< gabba> boucman: I think we could test with this. All basic functionality is in place and I tested it, so we can ignore the ctrl key and especially planning outside of turns. 20100718 22:41:28< boucman> gabba: ok, recompiling as we speak 20100718 22:41:40< gabba> ctrl actually works ok-ish 20100718 22:42:52< gabba> for planning outside of turns, one of the problems is that I need to apply/remove the future unit map, while AI units are moving around the same map :-/ 20100718 22:43:40< boucman> hmm, perf issue, I guess... 20100718 22:43:53< gabba> no, not a perf issue as far as I can tell 20100718 22:44:43< gabba> It's more of a multithreaded kind of issue: AI units can move into a position that prevents the future unit map from being applied or (worse) removed 20100718 22:45:28-!- shadowm_laptop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth-dev 20100718 22:46:07< alink> ? there is only one thread. If you restore unit_map before leaving wb functions, then AI will never see it 20100718 22:46:43< boucman> gabba: done compiling... 20100718 22:46:52< gabba> alink: I know there's only one thread, but you can move the mouse and hover over hexes while AI units are moving 20100718 22:47:16< boucman> you need to apply/unapply on hover ? 20100718 22:47:39< alink> but each time you enter a mouse function, all is stopped until your exit 20100718 22:48:01< alink> the only exception is when you trigger move animation from mouse code 20100718 22:48:28< gabba> boucman: I do it for unit selection (so you can select the ghost at the future position), and for pathfinding for the move creation arrow 20100718 22:48:53< boucman> yes, for the arrow... good point 20100718 22:49:08< boucman> ok, i'm in the mp lobby, waiting for you 20100718 22:49:13< gabba> alink: ok, at least I know I can rely on that. I wasn't too sure how things worked. 20100718 22:49:21< gabba> boucman: connecting... 20100718 22:49:32< boucman> i'll let you create the game 20100718 22:49:47< gabba> lol, I'm preparing for things to crash horribly 20100718 22:50:05< gabba> even though I tested, murphy's law applies 20100718 22:50:16< boucman> naaah everything is going to be fine 20100718 22:50:29< boucman> murphy's law only apply when it's in released code 20100718 22:50:36< gabba> he he :P 20100718 22:50:41< boucman> we're testing, it never breaks while testing 20100718 22:51:44< alink> gabba: as an example of old modification/restoration of unit in mouse hover code, check the unit_movement_resetter used to display reachable area 20100718 22:52:06< alink> line 247 20100718 22:53:06< alink> mmmh I guess that you can say that changing MP may not trigger a bug, so maybe not a perfect example 20100718 22:53:08< gabba> boucman: any map suggestions? 20100718 22:53:31< boucman> the new one :P 20100718 22:53:39< boucman> doesn't really matter 20100718 22:53:56< gabba> I picked den of onis, does it have wml events galore? 20100718 22:54:07< gabba> anyways game's created 20100718 22:54:13< boucman> no, it's perfect 20100718 22:54:40< boucman> hmm, I can't join, did you set a network player for me ? 20100718 22:54:41< Espreon> You children and your oni... 20100718 22:54:51< gabba> boucman: yes 20100718 22:58:07-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Remote host closed the connection] 20100718 23:00:17< gabba> boucman: ok, found a crash bug :(, rehosting 20100718 23:00:26< boucman> k, leaving the game 20100718 23:00:54< boucman> should I wayt for your debug, or will you just right down and continue ? 20100718 23:01:01< boucman> maybe we should run under debugger 20100718 23:01:32< gabba> I do run under debugger 20100718 23:01:41< boucman> so do I now :) 20100718 23:01:42< gabba> nah game's already up. 20100718 23:02:11< gabba> crash happens when holding y for execute, simultaneously with shift 20100718 23:06:14< shadowmaster> nice, Wesnoth 1.8.3 entered Debian testing today 20100718 23:07:18< gabba> ok everybody, new bug found: it's impossible to join network games except as observer :P 20100718 23:09:10< boucman> or as game creator 20100718 23:09:16< boucman> using new lobby 20100718 23:09:21-!- alink [~alink@wesnoth/developer/alink] has quit [Remote host closed the connection] 20100718 23:22:01< CIA-87> ivanovic * r44316 /branches/1.8/changelog: changelog updates for silenes last commits 20100718 23:22:12< CIA-87> ivanovic * r44317 /trunk/changelog: changelog updates for (some of) silenes last commits 20100718 23:25:14-!- dtiger_ [~dtiger@dynamic-vpdn-93-125-69-197.telecom.by] has quit [Remote host closed the connection] 20100718 23:26:24-!- Aethaeryn [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Quit: ...] 20100718 23:27:04-!- mjs-de [~mjs-de@p3EE276D7.dip.t-dialin.net] has quit [Remote host closed the connection] 20100718 23:28:11-!- Blueblaze [~Blueblaze@adsl-76-202-21-28.dsl.hstntx.sbcglobal.net] has quit [Quit: Blueblaze] 20100718 23:34:31-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20100718 23:35:35< [Relic]> Hello :) 20100718 23:35:36< boucman> gabba: crashed 20100718 23:35:46< gabba> boucman: dammit 20100718 23:35:58< gabba> what happened? 20100718 23:35:58< boucman> gimme a sec to see what happened 20100718 23:36:22< gabba> which color were your arrows btw? 20100718 23:36:29-!- timotei [~timotei@wesnoth/developer/timotei] has quit [Quit: Leaving] 20100718 23:36:35< boucman> blue :) 20100718 23:36:45< boucman> http://wesnoth.pastebin.com/frDMKEc9 <= backtrace 20100718 23:37:24< boucman> ok, here is how I did it 20100718 23:37:40< boucman> I had a unit on hex A, 20100718 23:37:42< gabba> if blue was readable I'm pretty happy 20100718 23:37:49-!- Johannes13_ [~Johannes@unaffiliated/johannes13] has quit [Ping timeout: 265 seconds] 20100718 23:38:00< boucman> I planned moving the unit out of A, 20100718 23:38:09< boucman> I planned a second unit going to A 20100718 23:38:09-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20100718 23:38:28< boucman> I canceled the move of the first unit (I wasn't happy of where I had placed it 20100718 23:38:54< CIA-87> silene * r44318 /trunk/src/scripting/lua.cpp: Cleaned code. 20100718 23:39:04< boucman> could you quickly try to reproduce in SP, so I can kill my gdb, and then we'll stop here for today 20100718 23:39:11< CIA-87> silene * r44319 /trunk/ (6 files in 3 dirs): 20100718 23:39:11< CIA-87> Removed wesnoth.fire and register_wml_action functions from the engine. 20100718 23:39:11< CIA-87> Delegated handling of WML actions to Lua. 20100718 23:39:11< CIA-87> Made WML action handler proxies into an associative table. 20100718 23:39:11< CIA-87> Added backward-compatible functions for accessing them. 20100718 23:39:16< CIA-87> silene * r44320 /trunk/src/scripting/lua.cpp: Added wesnoth.tovconfig function for converting WML tables to vconfig objects. 20100718 23:39:17< boucman> if you're around we can try again tomorow, this is quite instructive 20100718 23:39:19< CIA-87> silene * r44321 /trunk/data/lua/helper.lua: Added two helper functions parsed and literal for handling uniformly WML tables and vconfig objects. 20100718 23:39:20< gabba> boucman: ok, doing it now 20100718 23:39:24< CIA-87> silene * r44322 /trunk/data/lua/wml-tags.lua: Made WML actions more robust to Lua tables. 20100718 23:39:59< Elvish_Pillager> silene: WML had a (comparatively) nice mechanism for dealing with comma-separated lists (like unit.advances_to). Does Lua? 20100718 23:40:30< Elvish_Pillager> my google-fu didn't serve me anything simple. 20100718 23:40:32< gabba> indeed it's really helpful (and fun as well, when it doesn't crash) 20100718 23:41:00< silene> Elvish_Pillager: what are you trying to do? 20100718 23:41:18< Elvish_Pillager> silene: iterate through all types in a unit's advances_to attribute 20100718 23:41:20< gabba> boucman: ok reproduced 20100718 23:41:52< boucman> good 20100718 23:42:04< gabba> so it's bugfixing for me tonight :P 20100718 23:42:06< boucman> gabba: not that I'm not sure what to do here, UI-wise 20100718 23:42:49< gabba> boucman: the simplest would probably be to not have a ghost at the destination, just the arrow pointing there 20100718 23:43:01< boucman> the move of the second unit should be invalidated, the move of the first unit canceled, but i'm not sure what happens when clicking on hex A whether we should select the ghost or the unit... 20100718 23:43:11< silene> Elvish_Pillager: parhaps something like the following: for w in string.gmatch(advances, "[^%s,][^,]*") do ... end 20100718 23:43:18< boucman> I'd tend to think the unit in that case... 20100718 23:43:27< gabba> ah, sorry misunderstood 20100718 23:44:15< boucman> hmm, that's an idea... 20100718 23:44:24< boucman> doesn't solve the input problem, though 20100718 23:44:48< gabba> for selection though, units are not selectable once they have a planned move, only the destination ghost is 20100718 23:44:56< Elvish_Pillager> silene: ah, I see I have not comprehended the full power of the string library :) 20100718 23:45:04< gabba> that's how I do it to allow chaining moves 20100718 23:45:14< Elvish_Pillager> (I don't think your code quite works but yeah I see how I can make something) 20100718 23:45:46< boucman> hmm, well in that cave, we have a unit with no planned move and a final ghost on the same hex... 20100718 23:46:38< gabba> since this is "impossible" (hence the crash from the planned unit map), the move bringing the final ghost here should be deleted 20100718 23:47:01< boucman> not just invalidated ? 20100718 23:47:14< boucman> since I wanted to replan a move for that unit... 20100718 23:47:21< gabba> invalidated rather, yes 20100718 23:47:36< boucman> which brings us back to my UI problem :) 20100718 23:47:55< gabba> but right now I'm trying immediate deletion of invalid moves, and honestly it works pretty well from a UI point of view 20100718 23:48:27-!- thespaceinvader [~chatzilla@wesnoth/artist/thespaceinvader] has quit [Quit: ChatZilla 0.9.86 [Firefox 3.6.6/20100625231939]] 20100718 23:48:46< gabba> after all you need to delete to replan, so it saves the user a move, provided he understands what's going on 20100718 23:49:41< boucman> in my case, invalidation would have been nice... but it's a good intermediate step and might not be such a nuisance in real games, we'll have to test 20100718 23:51:18< gabba> if tests are conclusive, deleting invalid moves immediately will save us a lot of UI hassle 20100718 23:51:44< boucman> indeed 20100718 23:51:52< boucman> let's do that for the moment... 20100718 23:53:01-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Remote host closed the connection] 20100718 23:54:03-!- silene [~plouf@wesnoth/developer/silene] has quit [Quit: Leaving.] 20100718 23:54:30< Ivanovic> crab_: http://forums.wesnoth.org/viewtopic.php?f=10&t=30822&start=0 20100718 23:57:54< boucman> ok, night all 20100718 23:58:20< gabba> night boucman 20100718 23:58:31-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Quit: Leaving.] --- Log closed Mon Jul 19 00:00:26 2010